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Author SHA1 Message Date
Pirx d0049826f5 Merge pull request #150 from pkali/develop
Develop
2022-12-10 15:59:25 -05:00
Pirx 5a6b5f7dc4 README and MANUAL updt 2022-12-10 15:58:09 -05:00
Pecusx f485d120c8 Moroon at very specific settings kills everyone :) - check it out! 2022-12-02 18:14:16 +01:00
Pecusx c6264013d9 RoboTanks do not use Laser and BFG (in extremely rare case) 2022-12-02 15:05:07 +01:00
Pecusx b4af765f4f New (better?) layout of shades of gray. 2022-12-01 20:35:51 +01:00
Pirx 9cdb9fe18c SUPERSYSTEM everywhere + one space more 2022-12-01 11:31:35 -05:00
Pecusx 788b5db180 New name of game :) 2022-12-01 15:35:30 +01:00
Pecusx c7e65f1d61 Display active joystick on weapon purchase/activation screens and game screen. 2022-12-01 15:23:39 +01:00
Pecusx 8c6fee0631 Different game title for A5200 2022-12-01 08:49:02 +01:00
Pecusx 403288548c Minor manuals update 2022-11-30 19:15:44 +01:00
Pecusx 166d05c0e6 One NOP more and manuals update 2022-11-30 18:47:30 +01:00
Pecusx 38ba45001a Mountains avialiable in shadows of GREY. 2022-11-30 18:40:06 +01:00
Pecusx 05f3f32f00 Minor memory tricks 2022-11-30 14:45:26 +01:00
Pecusx d14f9a2999 Prepare for mountains colors (test)
But no memory for one "NOP" (a800) and colors array :)
2022-11-30 09:58:48 +01:00
Pecusx 18cce6377e Fix for lonely pixel in Liquid Dirt. 2022-11-29 11:21:35 +01:00
Pecusx ee9d6b7ce9 New tank shape (only for robotanks),. 2022-11-26 20:41:50 +01:00
Pecusx 42cc896ec5 Weird optimization :) 2022-11-26 18:45:03 +01:00
Pecusx 091335dbc9 Tank shapes selection added.
Better appearance of tanks on title screen.
2022-11-26 14:57:54 +01:00
Pecusx 9c912d4cc7 Initial support for tank shapes selection. 2022-11-25 20:48:20 +01:00
Pecusx e7a35087bd Merge pull request #149 from pkali/develop
Manuals update
2022-11-24 21:41:53 +01:00
Pecusx 8013246d3b Manuals update 2022-11-24 21:40:52 +01:00
Pirx d0ac15f27b Merge pull request #148 from pkali/develop
Develop
2022-11-23 10:31:18 -05:00
Pirx 1dc680f5e2 README updt 2022-11-23 10:30:44 -05:00
Pecusx 0a82a9a96b Minor physics corrections after bouncing off walls. 2022-11-22 21:12:02 +01:00
Pecusx d9da258735 Self-destruction of shielded tank at angle 0. fixed! 2022-11-22 19:38:25 +01:00
Pecusx 05a289ffea Bouncing Kastel bounces Laser - fixed 2022-11-22 14:58:07 +01:00
Pecusx ba780df597 ExplosionRange variable is now really one byte long. :) 2022-11-21 20:37:00 +01:00
Pecusx 7d9e6d2045 Minor weapons list bug fixed 2022-11-21 09:40:13 +01:00
Pecusx b60efd0bbb 5200 binary update 2022-11-21 08:28:40 +01:00
Pirx f6157ea548 full number of defensive texts 2022-11-20 14:58:21 -05:00
Pirx 3bbd5838ec 2 bytes less 2022-11-20 12:44:57 -05:00
Pirx b101bbbce1 optimizations finished 2022-11-20 12:37:03 -05:00
Pirx 38b6af6720 text4x4 optimised 2022-11-20 12:29:59 -05:00
Pecusx 6313ef2b77 Minor optimization. 2022-11-19 22:47:25 +01:00
Pecusx a154966e93 Rare PMG glitches fixed 2022-11-19 22:32:22 +01:00
Pecusx f4213a7cf4 SELECT key selects joystick port just like TAB key.
Manuals update.
2022-11-19 12:30:37 +01:00
Pecusx 2fb40c444f Multiple joysticks support added. #142
And small barrel rotate bug fixed.
2022-11-18 23:55:14 +01:00
Pecusx dedfd7a248 Initial support for multiple joysticks (A800 only) 2022-11-18 21:54:07 +01:00
Pecusx ccd3fa5224 5200 binary updated. 2022-11-18 15:51:01 +01:00
Pecusx 89b3834dc8 Prepare for more joysticks (test only) 2022-11-18 15:45:17 +01:00
Pecusx 7a97ff622d Lazy Boy and Darwin now remembers the last weapon used 2022-11-17 12:23:42 +01:00
Pecusx 1bc3b3b72f Corrected offset at the long list of weapons. 2022-11-16 22:38:54 +01:00
Pecusx b6dd5a9902 Memory optimization. 2022-11-16 21:01:01 +01:00
Pecusx 6f62d49407 Gift now blinking. 2022-11-16 18:33:53 +01:00
Pecusx cc41bcd323 Manuals update. 2022-11-15 22:48:03 +01:00
Pecusx 8086a78d79 Minor change in point counting. 2022-11-15 17:05:37 +01:00
Pecusx 22fc555f8e Better gifts (Buy me!) 2022-11-15 16:37:00 +01:00
Pecusx a33d7d541d Better and faster Laser 2022-11-15 11:02:11 +01:00
Pecusx fbcbab2eec Battery performance in AI and Auto Defense fixed. 2022-11-15 08:46:38 +01:00
Pecusx 43ae88673c Memory layout 2022-11-14 19:31:49 +01:00
Pecusx 927163f41d Better Auto Defense symbol on status line. 2022-11-14 19:13:21 +01:00
Pirx cdd1b83367 smal readme updt 2022-11-14 09:11:15 -05:00
Pirx 5ba4ecd802 smal readme updt 2022-11-14 09:08:40 -05:00
Pirx 2e89c97c23 Merge pull request #147 from pkali/develop
Develop
2022-11-14 09:04:37 -05:00
Pirx d07c455b38 readme updt 2022-11-14 09:03:44 -05:00
Pecusx cd1518de6e Fix for lonely pixel #103
Pozor! It's not real fix, it's workaround!
2022-11-14 10:12:57 +01:00
Pirx 8603308693 no r+ opty, no bad seppuku frame 2022-11-13 23:57:09 -05:00
Pirx 7cbd5ad77e bytes left message 2022-11-13 08:29:48 -05:00
Pirx ce6ca29479 inventory ESC does not end the game, more dirt in liquid dirt 2022-11-12 20:08:15 -05:00
Pecusx 327b78a105 Better, longer, faster... Funky Bomb. 2022-11-12 21:41:50 +01:00
Pecusx bbedaee3ac Faster soildown after Funky Bomb. 2022-11-12 21:05:57 +01:00
Pecusx b8e3f16d23 Funky Bomb soildown fix. 2022-11-12 20:51:05 +01:00
Pawel Kalinowski 01629b219f bad pixel when measuring distance with draw 2022-11-12 14:15:23 -05:00
Pecusx 42f3e1c889 Liquid Dirt bug fixed! 2022-11-12 19:42:11 +01:00
Pirx 9f4b721e3f angle 0 is great again and again 2022-11-12 11:04:58 -05:00
Pirx 56f33a0ee9 angle 0 is great again 2022-11-12 10:58:37 -05:00
Pecusx 36fc60d5af SFX otimizations. Thanks @mikerro 2022-11-12 12:59:09 +01:00
Pecusx 3dd58736d7 Rounding proposal. 2022-11-12 12:18:07 +01:00
Pecusx c19befe31a Barrel drawing bug (lone pixels on left edge of screen) fixed! 2022-11-12 11:23:28 +01:00
Pecusx d0e682f0a3 New SFX and manuals update. 2022-11-11 21:39:45 +01:00
Pecusx 50cc7f16df New weapon (I promise - last one :) ) - Spy Hard! 2022-11-11 13:27:20 +01:00
Pirx ac1c501fa4 angle 0 elliminated 2022-11-11 01:26:11 -05:00
Pecusx f67656c5aa Update MANUAL_EN.md 2022-11-10 11:41:27 +01:00
Pecusx c419eac3de Improvements in "AutoDefense" - now works great! 2022-11-09 14:14:20 +01:00
Pecusx 3f74494bed New weapon - Auto Defense! And AI bugfixes 2022-11-09 10:32:50 +01:00
Pecusx a7493e1dcb Another new weapon! - Lazy Darwin :) 2022-11-08 19:31:12 +01:00
Pecusx b3b8633574 New weapon! - "Lazy Boy" 2022-11-08 18:45:06 +01:00
25 changed files with 937 additions and 401 deletions
+17 -7
View File
@@ -24,11 +24,16 @@ On the first screen, you can configure gameplay options:
Select options with cursor keys or a joystick.
The [TAB] or [SELECT] key, and on the Atari 5200 console the [5] controller key change the color of the mountains.
The [RETURN] key or a joystick button moves to the next screen.
## 2. Entering the name of players and selecting the level of computer-controlled players
The second screen is shown for each player. Here you can use the cursor keys or joystick to select whether the tank will be driven by a human (HUMAN option) or a computer (other options). At the same time, you can enter the name of the selected player from the keyboard.
The second screen is shown for each player. Here you can use the cursor keys or joystick to select whether the tank will be driven by a human (HUMAN option) or a computer (other options).
The [TAB] or [SELECT] key, and on the Atari 5200 console the [5] controller key allow you to choose which joystick port the player will use.
The [INVERSE] or [OPTION] key allows you to select one of the 3 available tank shapes. On the Atari 5200 console, this is achieved by cycling through joystick ports with the [5] key.
At the same time, you can enter the name of the selected player from the keyboard.
When the [RETURN] key is pressed or the Joystick button is pressed briefly, the screen switches to the next player until the difficulty levels for each player are selected.
The player's name can also be entered with the joystick. After pressing and holding the button for more than 1s. you can use up/down movements to change the letter being entered, and left/right movements to change its position in the name. Releasing the button ends the name entry and returns to the level selection.
@@ -47,12 +52,14 @@ Another [RETURN] key or joystick button press switches to the next player's shop
The status line shows which player is currently allowed to take a shot and a set of other information:
* player's tank name,
* active joystick number
* currently selected offensive weapon,
* the player's remaining energy points and if he has an active defensive weapon that has its energy - in parentheses the energy level,
* the angle and the direction of the barrel set by the player,
* the shot strength set by the player (the maximum shot strength is limited by the player's energy - it can not exceed the energy * 10 . This means that you can fire weaker shots only when having a small amount of energy,
* the current round number,
* wind speed and direction,
* "computer" symbol if **Auto Defense** is active,
* in parentheses is the name of the active defensive weapon - if there is any activated by the player.
The keyboard controls here are simple, cursor keys or joystick: left/right - change the angle of the barrel, up/down - change the the force of the shot.
@@ -60,7 +67,7 @@ The keyboard controls here are simple, cursor keys or joystick: left/right - cha
| A800 | 5200 | function |
| --- | --- | --- |
| [SPACE] | [0] | or joystick button pressed briefly - firing a shot. |
| [TAB] or [SELECT] | [5] | selection of offensive weapons (this option is not available directly with the joystick - you need to select Inventory) |
| [TAB] or [SELECT] | [5] | selection of offensive weapons (this option is not available directly with the joystick - you need to select Inventory). In the main menu it changes the mountain shading, indicated by the hill color change at the bottom of the screen. |
| [I] | [9] | or longer holding the joystick button - go to Inventory. It is a screen (actually two) with the same layout as the shopping menu, it also works similarly except that here you don't buy weapons, but choose one of the offensive ones to shoot or activate a defensive weapon. |
| [A] or [OPTION] | [7] | go directly to the defensive weapons activation.
| [M] | [PAUSE] | disable/enable background music. |
@@ -69,6 +76,7 @@ The keyboard controls here are simple, cursor keys or joystick: left/right - cha
| [O] | [3] | end the current game and jump to the Game Over screen with a summary. The summary of the results does not take into account the current round of the game, but only the rounds completed earlier. This corresponds to pressing the [ESC] key with the difference that the summary and credits are displayed. |
| [START] + [OPTION] | N/A | immediately force the end of the game (Game Over), just like [O] but without confirmation.
| [ESC] | [*] | during the entire game at any time (unless the computer is playing, then sometimes you have to wait a while) you can press the [ESC] key, which allows you to abort the game and return to the beginning (of course, there is protection against accidental pressing). |
| [Y] | [1] | when asked to abort or terminate the game - confirmation |
## 5. Game mechanics - offensive weapons
@@ -128,7 +136,7 @@ And here are the values of maximum energy loss for individual weapons. If a weap
| Missile | 136 |
| Baby Nuke | 200 |
| Nuke | 240 |
| LeapFrog| 136 120 104 |
| LeapFrog| 136 112 112 |
| Funky Bomb | 168 88 (* 5) |
| MIRV | 136 (* 5) |
| Death's Head | 240 (* 5) |
@@ -159,7 +167,7 @@ Only these points determine the order in the summary
## 6. And now for defensive weapons:
* **White Flag** - causes the surrender of the player (can sometimes be useful in a hopeless situation). The advantage is that by surrendering you don't give a big point to your opponents and don't cause one of them to gain by killing us, you also limit the loss of your energy and also cash. An important note - this is the only defensive weapon that can be deactivated. All you have to do is re-enter inventory and once again select its activation.
* **Battery** - when activated, it recharges the tank's energy to full (99 units) and at the same time is the only defensive weapon that does not deactivate other defensive weapons when used.
* **Battery** - when activated, it recharges the tank's energy to full (99 units). It is one of three defensive weapons that does not deactivate other defensive weapons when used.
* **Hovercraft** - a weapon that allows the tank to move. It has its own fuel supply in form of electric eels and in addition, it can be activated multiple times during the same turn, and after using it, you can activate another defensive weapon and fire a shot in the same turn. After using it, the tank rises above the mountains and using the cursor keys or a joystick you can move the tank to a new position. [SPACE] or the joystick button cause the tank to land in a new place. You can fly until the tank runs out of eels (presented on the status bar like the energy of a defensive weapon), if the eel fuel runs out the tank will fall down on its own. It is not possible to land on other tanks.
* **Parachute** - does not protect against loss of energy due to a neighboring explosion, makes you not lose energy during ONE fall. After such a fall, it deactivates and a new parachute must be activated.
* **Shield** - the simplest shield works exactly the opposite of **Parachute**, it does not protect against energy loss while falling, instead it protects against energy loss caused by ONE adjacent explosion. It protects once, no matter how strong the explosion is (whether tis but a scratch or a direct hit with a nuke), and deactivates immediately afterward.
@@ -169,8 +177,10 @@ Only these points determine the order in the summary
* **Mag Deflector** - the second passive-aggressive weapon :) . In case of a direct hit on a tank (and shield), it causes the hit point to move randomly to the left or right side of the protected tank, but not very far, so you can get "shrapnel" with stronger weapons. As in the case of **Bouncy Castle**, it is also a shield that corresponds to the action of **Heavy Shield** and has 99 units at the start (probably here we will have also to rethink this value and give a smaller one).
* **Nuclear Winter** - adds nothing, takes nothing away :) - in fact, it is not so much a defensive weapon as a double-edged one. It floods the area with "radioactive" fallout, which is ordinary soil. If you do not have at hand any weapon that digs up the terrain, and for that a shield (preferably disposable), then after such "fallout" you will have to shoot yourself - because being underground is otherwise impossible. Alternatively, **White Flag** always remains.
* **Long Schlong** - a special weapon :) - Costs a lot, doesn't really help with anything (except possibly digging yourself out but only when slightly buried but it has a cool name and looks cool :) - It can be activated independently of other defensive weapons and remains active until the end of the round (it cannot be deactivated).
Due to the different operations of **MIRV**, defensive weapons **Bouncy Castle** and **Mag Deflector** only use the shielding function when hit by these weapons. In addition, **MIRV** heads do not bounce or fly through sidewalls during descent!
* **Lazy Boy** - it is not actually a defensive weapon. It is an aiming aid. When it is activated, the tank tries to aim at the nearest enemy and automatically adjusts the power of the shot and angle. If it has too little energy, it can sometimes aim wrong (it uses a method like **Cyborg** to aim). Like **Battery**, it does not deactivate other defensive weapons when used. Note: There is no point in activating this weapon before the round, targeting will not take place because there is nothing to target yet.
* **Lazy Darwin** - works exactly like **Lazy Boy** but targets the weakest opponent.
* **Auto Defense** - activates the mode of automatic activation of defensive weapons. After its activation, the tank automatically activates the strongest shield it has (consuming it, of course) at any time when there is no shield (also between shots of other players). At the same time, if the tank's energy level drops below 30 units, it automatically activates **Battery** if it has it. This weapon remains active until the end of the round and is indicated by the "computer" symbol before the name of the active defensive weapon in the status line. It is the second defensive weapon that does not deactivate other defensive weapons when used.
* **Spy Hard** - Help for the forgetful :) . When activated, it shows a preview of information about the next opponents one by one. Left/Right - changes the "spied" tank. Fire/Space/Return/Esc - ends the "spying". This is the last defensive weapon, which does not deactivate other defensive weapons when used.
None of the shields protect against **Napalm**. **Bouncy Castle** or **Mag Deflector** on a direct hit will deflect it or carry it past, but just hit very close to a tank and its shield will not save it.
@@ -182,7 +192,7 @@ And of course, activating a weapon when you already have some other weapon activ
## 7. "Other" weapons:
* **Buy me!** - this is a 'loot box', not a weapon per se. Buying it draws one of the offensive or (rarely) defensive weapons and adds it to the player's arsenal. It is a lottery in which you can lose (if you draw a weapon cheaper than the **Buy Me!** price) but also gain. You can get a weapon otherwise not affordable at all!
* **Best F...g Gifts** - this is a 'loot box', not a weapon per se. Buying it draws one of the offensive or (rarely) defensive weapons and adds it to the player's arsenal. It is a lottery in which you can lose (if you draw a weapon cheaper than the **Best F...g Gifts** price) but also gain. You can get a weapon otherwise not affordable at all! There is a small probability of drawing by **Best F...g Gifts** itself :). You can then try to use it in battle.
## 8. difficulty levels of computer-controlled opponents:
+29 -18
View File
@@ -3,7 +3,7 @@
Grać można przy użyciu klawiatury (wszystkie funkcjonalności) lub joysticka (wszystkie funkcjonalności niezbędne w rozgrywce).
## 1. Wybór opcji gry.
Na pierwszym ekranie możemy skonfigurować opcje rozgrywwki:
Na pierwszym ekranie możemy skonfigurować opcje rozgrywki:
* ilość graczy (2 - 6) obejmuje tak ludzi jak graczy sterowanych przez komputer
* początkową ilość gotówki każdego z graczy (8k to wybrana przez nas wartość optymalna, lecz przy krótkich rozgrywkach warto wybrać większą wartość)
* grawitacja
@@ -23,10 +23,15 @@ Na pierwszym ekranie możemy skonfigurować opcje rozgrywwki:
Wybór opcji klawiszami kursora lub joystickiem.
Klawisz [TAB] lub [SELECT], a na konsoli Atari 5200 klawisz [5] kontrolera zmieniają kolor gór.
Klawisz [RETURN] lub przycisk Joysticka przechodzi do następnego ekranu.
## 2. Wprowadzanie nazwy graczy i wybór poziomu graczy sterowanych przez komputer
Drugi ekran powtarza się dla każdego z graczy można na nim klawiszami kursora lub joystickiem wybrać czy danym czołgiem będzie kierował człowiek (opcja HUMAN) czy też komputer (pozostałe opcje). Jednocześnie z klawiatury można wprowadzić nazwę wybranego gracza.
Drugi ekran powtarza się dla każdego z graczy można na nim klawiszami kursora lub joystickiem wybrać czy danym czołgiem będzie kierował człowiek (opcja HUMAN) czy też komputer (pozostałe opcje).
Klawisz [TAB] lub [SELECT], a na konsoli Atari 5200 klawisz [5] kontrolera pozwalają wybrać z którego portu joysticka będzie korzystał gracz.
Klawisz [INVERSE] lub [OPTION] umożliwiają wybór jednego z 3 dostępnych kształtów czołgów. Na konsoli Atari 5200 uzyskuje się to poprzez cykliczne wybieranie kolejnych portów joysticka klawiszem [5].
Jednocześnie z klawiatury można wprowadzić nazwę wybranego gracza.
Po naciśnięciu klawisza [RETURN] lub krótkim naciśnięciu przycisku Joysticka ekran przechodzi na następnego gracza aż zostaną wybrane poziomy trudności dla wszystkich.
Nazwę gracza można wprowadzać także przy pomocy joysticka. Po wciśnięciu i przytrzymaniu przycisku ponad 1s. za pomocą ruchów góra/dół można zmienić wprowadzaną literę, a lewo/prawo jej pozycję w nazwie. Puszczenie przycisku kończy wprowadzanie nazwy i wraca do wyboru poziomu.
@@ -46,28 +51,31 @@ Klawisz [RETURN] lub przycisk joysticka przechodzi do ekranu zakupów następneg
W linii statusowej widoczna jest informacja o tym który z graczy aktualnie może oddać strzał oraz zestaw innych informacji:
* nazwa czołgu gracza
* numer aktywnego joysticka
* wybrana aktualnie broń ofensywna
* pozostała ilość punktów energii gracza i jeśli ma on aktywną broń defensywną posiadającą swój zasób energii - w nawiasie ten zasób
* ustawiony przez gracza kąt nachylenia lufy i kierunek jej nachylenia
* ustawiona przez gracza siła strzału (maksymalna siła strzału jest ograniczana przez energię gracza - nie może przekroczyć energii * 10 . Oznacza to, że mając małą ilość energii możemy oddać słabsze strzały
* numer aktualnej rundy rozgrywki
* prędkość i kierunek wiatru
* w nawiasie nazwę aktywnej broni defensywnej - jeśli jest jakaś aktywowana przez gracz
* symbol "komputera" jeśli aktywna jest **Auto Defense**
* w nawiasie nazwę aktywnej broni defensywnej - jeśli jest jakaś aktywowana przez gracza
Tutaj klawiszologia jest prosta, klawisze kursora lub joystick: lewo/prawo - zmiana kąta nachylenia lufy, góra/dół - zmiana ustawienia siły strzału.
| A800 | 5200 | funkcja |
| --- | --- | --- |
| [SPACJA] | [0] | lub przycisk joysticka naciśnięte krótko - oddanie strzału |
| [TAB] lub [SELECT] | [5] | wybór broni ofensywnej (ta opcja nie jest dostępna bezpośrednio joystickiem - trzeba wybrać Inventory) |
| [TAB] lub [SELECT] | [5] | wybór broni ofensywnej (ta opcja nie jest dostępna bezpośrednio joystickiem - trzeba wybrać Inventory). W głównym menu zmienia cieniowanie gór, widoczne w kolorze górek na dole ekranu. |
| [I] | [9] | lub dłuższe przytrzymanie przycisku joysticka - przejście do Inventory (aktywacji broni). Inventory to ekran (a w zasadzie dwa) bliźniaczo podobny do ekranu zakupów. Zasady poruszania się są identyczne z tym, że tu nie kupujemy broni, ale wybieramy jedną z ofensywnych, którą będziemy strzelać lub aktywujemy broń defensywną. |
| [A] lub [OPTION] | [7] | bezpośrednie przejście na ekran Inventory aktywacji broni defensywnych. |
| [M] | [PAUSE] | wyłączenie/włączenie muzyki w tle |
| [S] | [RESET] | wyłączenie/włączenie dźwięków efektów. |
| [START] | brak | przyspiesza/pomimja niektóre animacje w grze |
| [START] | brak | przyspiesza/pomija niektóre animacje w grze |
| [O] | [3] | wymuszenie zakończenia gry (Game Over). W podsumowaniu wyników nie jest brana pod uwagę przerwana właśnie runda rozgrywki, a wyłącznie rundy zakończone wcześniej. Odpowiada to wciśnięciu klawisza [ESC] z tą różnicą, że wyświetlane jest podsumowanie oraz creditsy. |
| [START] + [OPTION] | brak | natychmiastowe wymuszenie zakończenia gry (Game Over), tak jak [O] ale bez potwierdzenia. |
| [ESC] | [*] | w czasie całej gry w dowolnym momencie (chyba że akurat gra komputer, wtedy czasem trzeba chwilę poczekać) można nacisnąć klawisz [ESC], który umożliwia przerwanie gry i powrót na początek (oczywiście jest zabezpieczenie przed przypadkowym naciśnięciem). |
| [Y] | [1] | w przypadku pytania o przerwanie lub zakończenie gry - potwierdzenie decyzji |
## 5. Zasady gry - bronie ofensywne
@@ -116,8 +124,8 @@ Po eksplozji każdy czołg w jej zasięgu traci energię.
Działa to tak, że jeśli trafienie jest dokładnie w centralny punkt czołgu `EnergyDecrease` otrzymuje maksymalną wartość dla danej broni, a z każdym pikselem odległości od centrum czołgu wartość ta jest zmniejszana o 8.
Przykładowo jeśli strzał oddany za pomocą broni Baby Missile trafi idelanie w centum czołgu to straci on dokładnie 88 jednostek energii (plus to co straci spadając po eksplozji).
W przypadku tafienia tą samą bronią w odległości 10ciu pikseli od centrum czołgu strata ta będzie wynośiła już tyko 8 jednostek.
Przykładowo jeśli strzał oddany za pomocą broni Baby Missile trafi idealnie w centum czołgu to straci on dokładnie 88 jednostek energii (plus to co straci spadając po eksplozji).
W przypadku trafienia tą samą bronią w odległości 10ciu pikseli od centrum czołgu strata ta będzie wynosiła już tyko 8 jednostek.
A oto wartości maksymalnego ubytku energii dla poszczególnych broni. Jeśli broń eksploduje kilka razy, każda z eksplozji jest obliczana niezależnie (dodatkowe wartości w tabeli):
@@ -127,7 +135,7 @@ A oto wartości maksymalnego ubytku energii dla poszczególnych broni. Jeśli br
| Missile | 136 |
| Baby Nuke | 200 |
| Nuke | 240 |
| LeapFrog| 136 120 104 |
| LeapFrog| 136 112 112 |
| Funky Bomb | 168 88 (* 5) |
| MIRV | 136 (* 5) |
| Death's Head | 240 (* 5) |
@@ -157,18 +165,22 @@ Duże punkty otrzymane przez gracza to ilość czołgów, które zginęły wcze
Tylko te punkty decydują o kolejności w podsumowaniu
## 6. A teraz bronie defensywne:
* **White Flag** - powoduje poddanie gracza (może czasem przydać się w sytuacji beznadziejnej). Zaletą jest to, że poddając się nie dajemy dużego punktu przeciwnikom i nie powodujemy, że któryś zyska na tym, że nas zgładzi, ograniczamy też stratę swojej energii czyli także kasy. I tu także ważna uwaga - to jedyna broń defensywna, którą można deaktywować. Wystarczy ponownie wejść do inventory i jeszcze raz wybrać jej aktywację.
* **Battery** - w momencie aktywacji doładowuje energię czołgu do pełna (99 jednostek) i jednocześnie jest to jedyna broń defensywna, która nie deaktywuje innych broni defensywnych w przypadku jej użycia.
* **White Flag** - powoduje poddanie gracza (może czasem przydać się w sytuacji beznadziejnej). Zaletą jest to, że poddając się nie dajemy dużego punktu przeciwnikom i nie powodujemy, że któryś zyska na tym, że nas zgładzi, ograniczamy też stratę swojej energii czyli także kasy. I tu także ważna uwaga - to jedyna broń defensywna, którą można dezaktywować. Wystarczy ponownie wejść do inventory i jeszcze raz wybrać jej aktywację.
* **Battery** - w momencie aktywacji doładowuje energię czołgu do pełna (99 jednostek). Jest to jedna z trzech broni defensywnych, która nie dezaktywuje innych broni defensywnych w przypadku jej użycia.
* **Hovercraft** - broń umożliwiająca przemieszczanie się czołgu. Posiada własny zasób paliwa a dodatkowo może być aktywowana wielokrotnie w czasie tej samej tury, a po jej użyciu możemy w tej samej turze aktywować inną broń defensywną i oddać strzał. Po jej użyciu czołg uniesie się ponad góry i za pomocą klawiszy kursora lub joysticka: lewo/prawo możemy przemieścić czołg na nową pozycję a [SPACJA] lub przycisk joysticka powodują wylądowanie czołgu w nowym miejscu. Latać można do chwili skończenia się "paliwa" (prezentowanego na pasku statusu tak jak energia broni defensywnej), jeśli paliwo się skończy czołg opadnie samodzielnie. Nie da się lądować na innych czołgach.
* **Parachute** - nie chroni przed ubytkiem energii z powodu sąsiedniej eksplozji, powoduje że nie ubywa energii w czasie JEDNEGO spadania. Po takim upadku deaktywuje się i trzeba aktywować nowy spadochron.
* **Strong Parachute** - spadochron z własną energią (na starcie 99 jednostek), działa tak samo jak Parachute (nie chroni przed eksplozjami) ma za to swój własny zasób energii przy spadaniu w pierwszej kolejności zmniejszana jest energia tego spadochronu (1 jednostka na jeden pixel opadania - inaczej niż czołg!) i jeśli dojdzie ona do 0 to spadochron deaktywuje się i dalej zmniejszana jest energia czołgu (tutaj już standardowo - 2 jednoski na jeden pikxel).
* **Shield** - najprostsza osłona działa dokładnie przeciwnie niż Parachute, nie chroni przed ubytkiem energii w czasie spadania, chroni za to przed ubytkiem energii spowodowanym JEDNĄ sąsiednią eksplozją. Chroni jednorazowo, bez znaczenia jak silna jest eksplozja (czy jest to tylko "draśnięcie", czy też bezpośrednie trafienie atomówką) i od razu po niej deaktywuje się.
* **Heavy Shield** - osłona z własną energią (na starcie 99 jednostek), działa tak samo jak Shield (nie chroni przed upadkiem) z tym wyjątkiem, że ma własny zasób energii. Przy eksplozji w pierwszej kolejności zmniejszana jest energia tej osłony i jeśli dojdzie ona do 0 to osłona deaktywuje się i dalej zmniejszana jest energia czołgu. W związku z takim działaniem, czołg z tym typem osłony można "zabić" podkopując go, bo spadanie zmniejsza energię czołgu a nie osłony.
* **Parachute** - nie chroni przed ubytkiem energii z powodu sąsiedniej eksplozji, powoduje że nie ubywa energii w czasie JEDNEGO spadania. Po takim upadku dezaktywuje się i trzeba aktywować nowy spadochron.
* **Strong Parachute** - spadochron z własną energią (na starcie 99 jednostek), działa tak samo jak Parachute (nie chroni przed eksplozjami) ma za to swój własny zasób energii przy spadaniu w pierwszej kolejności zmniejszana jest energia tego spadochronu (1 jednostka na jeden pixel opadania - inaczej niż czołg!) i jeśli dojdzie ona do 0 to spadochron dezaktywuje się i dalej zmniejszana jest energia czołgu (tutaj już standardowo - 2 jednostki na jeden pikxel).
* **Shield** - najprostsza osłona działa dokładnie przeciwnie niż Parachute, nie chroni przed ubytkiem energii w czasie spadania, chroni za to przed ubytkiem energii spowodowanym JEDNĄ sąsiednią eksplozją. Chroni jednorazowo, bez znaczenia jak silna jest eksplozja (czy jest to tylko "draśnięcie", czy też bezpośrednie trafienie atomówką) i od razu po niej dezaktywuje się.
* **Heavy Shield** - osłona z własną energią (na starcie 99 jednostek), działa tak samo jak Shield (nie chroni przed upadkiem) z tym wyjątkiem, że ma własny zasób energii. Przy eksplozji w pierwszej kolejności zmniejszana jest energia tej osłony i jeśli dojdzie ona do 0 to osłona dezaktywuje się i dalej zmniejszana jest energia czołgu. W związku z takim działaniem, czołg z tym typem osłony można "zabić" podkopując go, bo spadanie zmniejsza energię czołgu a nie osłony.
* **Force Shield** - najmocniejsza osłona - działa tak jak Heavy Shield tyle że połączona z Parachute. Co ważne w jej przypadku upadek nie zabiera energii osłonie ani czołgowi. Zabierają ją tylko trafienia.
* **Bouncy Castle** - broń agresywna :) . Działa następująco. W przypadku bezpośredniego trafienia w czołg (i osłonę) powoduje "odbicie" pocisku w przeciwnym kierunku z tą samą siłą z jaką był wystrzelony. W przypadku braku wiatru i różnicy poziomów broń trafia wtedy w czołg, który ją wystrzelił. Po takim odbiciu deaktywuje się. W związku z tym, że broń ta reaguje w ten sposób tylko na precyzyjne trafienia, jest także osłoną odpowiadającą działaniu Heavy Shield i ma na starcie 99 jednostek (prawdopodobnie trzeba będzie przemyśleć tę wartość i dać tu mniejszą).
* **Bouncy Castle** - broń agresywna :) . Działa następująco. W przypadku bezpośredniego trafienia w czołg (i osłonę) powoduje "odbicie" pocisku w przeciwnym kierunku z tą samą siłą z jaką był wystrzelony. W przypadku braku wiatru i różnicy poziomów broń trafia wtedy w czołg, który ją wystrzelił. Po takim odbiciu dezaktywuje się. W związku z tym, że broń ta reaguje w ten sposób tylko na precyzyjne trafienia, jest także osłoną odpowiadającą działaniu Heavy Shield i ma na starcie 99 jednostek (prawdopodobnie trzeba będzie przemyśleć tę wartość i dać tu mniejszą).
* **Mag Deflector** - druga broń agresywna :) . W przypadku bezpośredniego trafienia w czołg (i osłonę) powoduje przesunięcie punktu trafienia losowo w lewo lub prawą stronę chronionego czołgu, ale niezbyt daleko, więc można dostać "odłamkiem" przy silniejszej broni. Tak jak w przypadku Bouncy Castle jest także osłoną odpowiadającą działaniu Heavy Shield i ma na starcie 99 jednostek (prawdopodobnie i tutaj trzeba będzie przemyśleć tę wartość i dać mniejszą).
* **Nuclear Winter** - nic nie dodaje, nic nie zabiera :) - w zasadzie to broń nie tyle defensywna co obosieczna. Zasypuje teren opadem "radioaktywnym", który jest zwyczajną glebą. Jeśli nie mamy pod ręką żadnej broni odkopującej teren i do tego osłony (najlepiej jednorazowej), to po takim "opadzie" będzie trzeba strzelić do siebie - bo będąc pod ziemią inaczej się nie da. Ewentualnie pozostaje zawsze White Flag.
* **Long Schlong** - broń specjalna :) - kosztuje dużo, nie bardzo w czymkolwiek pomaga (poza ewentualnym odkopaniem się ale tylko przy niewielkim przysypaniu ale fajnie się nazywa i wygląda :) - Można ją aktywować niezależnie od innych broni defensywnych i pozostaje aktywna do końca rundy (nie da się jej deaktywować).
* **Long Schlong** - broń specjalna :) - kosztuje dużo, nie bardzo w czymkolwiek pomaga (poza ewentualnym odkopaniem się ale tylko przy niewielkim przysypaniu ale fajnie się nazywa i wygląda :) - Można ją aktywować niezależnie od innych broni defensywnych i pozostaje aktywna do końca rundy (nie da się jej dezaktywować).
* **Lazy Boy** - nie jest to właściwie broń defensywna. Jest to wspomaganie celowania. Po jej aktywacji czołg stara się wycelować w najbliższego przeciwnika i automatycznie ustawia siłę strzału oraz kąt. W przypadku posiadania zbyt małej ilości energii może czasem wycelować źle (do celowania stosuje metodę taką jak **Cyborg**). Tak jak **Battery** nie dezaktywuje innych broni defensywnych w przypadku jej użycia. Uwaga! Nie ma sensu aktywacja tej broni przed rundą, celowanie nie odbędzie się bo nie ma jeszcze do czego celować.
* **Lazy Darwin** - działa dokładnie jak **Lazy Boy** ale celuje w najsłabszego przeciwnika.
* **Auto Defense** - włącza tryb automatycznej aktywacji broni defensywnych. Po jej aktywowaniu czołg automatycznie aktywuje najmocniejszą posiadaną osłonę (zużywając ją oczywiście) w każdej chwili, kiedy nie ma żadnej osłony (także pomiędzy strzałami innych graczy). Jednocześnie jeżeli poziom energii czołgu spadnie poniżej 30 jednostek, automatycznie aktywuje **Battery** jeżeli ją posiada. Ta broń pozostaje aktywna do końca rundy i jest sygnalizowana symbolem "komputera" przed nazwą aktywnej broni defensywnej w linii statusowej. Jest to druga broń defensywna, która nie dezaktywuje innych broni defensywnych w przypadku jej użycia.
* **Spy Hard** - Pomoc dla zapominalskich :) . Po aktywacji pokazuje kolejno podgląd informacji o kolejnych przeciwnikach. Lewo/Prawo - zmienia "szpiegowany" czołg. Fire/Space/Return/Esc - kończy "szpiegowanie". Jest to ostatnia broń defensywna, która nie dezaktywuje innych broni defensywnych w przypadku jej użycia.
W związku z odmiennym działaniem broni **MIRV**, bronie defensywne **Bouncy Castle** i **Mag Deflector** wykorzystują tylko funkcję osłony przy trafieniu tą bronią. Dodatkowo głowice **MIRV** w czasie opadania nie odbijają się i nie przelatują przez ściany boczne!
@@ -182,8 +194,7 @@ Oczywiście aktywacja broni w momencie kiedy mamy już aktywowaną jakąś inną
## 7. Bronie 'inne' :) :
* **Buy me!** - tej 'broni' nie można używać w rozgrywce. Jej zakup powoduje wylosowanie jesdnej z broni ofensywnych lub (żadziej) defensywnych i dodanie jej do arsenału gracza. Jest to loteria w której można stracić (jeśli wylosuje się broń tańsza niż cena **Buy Me!** ale też zyskać. Jeśli wylosuje się broń dużo droższa możemy otrzymać do dyspozycji broń, na którą nie było nas stać!
* **Best F...g Gifts** - tej 'broni' nie używa śię w rozgrywce. Jej zakup powoduje wylosowanie jednej z broni ofensywnych lub (rzadziej) defensywnych i dodanie jej do arsenału gracza. Jest to loteria w której można stracić (jeśli wylosuje się broń tańsza niż cena **Best F...g Gifts** ale też zyskać. Jeśli wylosuje się broń dużo droższa możemy otrzymać do dyspozycji broń, na którą nie było nas stać! Istnieje niewielkie prawdopodobieństwo wylosowania przez **Best F...g Gifts** samej siebie :). Można wtedy spróbować użyć jej w walce.
## 8. Poziomy trudności przeciwników sterowanych przez komputer:
+59 -3
View File
@@ -51,19 +51,75 @@ With the advent of [fujinet](https://fujinet.online/) we are thinking about maki
## Changelog:
###### Version 1.21
2022-12-10
We couldn't resist! This is the Senior Executive Director's Cut.
By virtue of byte misering we squeezed in a few new features:
* new selectable tank shapes - change the controller enough times to get a different tank model
* lonely bad pixel after Liquid Dirt fixed
* mountain colors (or shades) possible, switch with [Tab] in the main menu
* active controller number display in the game, store, and inventory screens
* a very special terminator mode for Moron
###### Version 1.20
2022-11-23
It's the final cut. Director's Cut.
We squeezed the code and saved some bytes to add the joystick/controller selection. No more fights for the stick, up to 4 players can have fun with their own manipulators. And the fifth one can still use the keyboard :).
Our most prolific testers Arek and Alex called for a number of fixes. Thank you, guys!
* Players can select their controllers.
* Better Auto Defense symbol in the status line.
* Battery performance in AI and Auto Defense fixed.
* More accurate and faster Laser.
* Boost For Gifts includes a secret, quite powerful weapon.
* Points counting fix-up (edge cases eliminated).
* Long lists in inventory and shop were pointing to a weapon outside the screen. Fixed.
* Lazy Boys now remember the last weapon used.
* Especially for XEGS - SELECT key changes the joystick similarly to TAB.
* Rare P/M glitches fixed.
* ExplosionRange variable glitched (rarely) due to byte/word mix-up. Fixed.
* Bouncy Castle was bouncing the laser from inside. Fixed.
* Shielded tanks were autodestructing when shooting with angle 0. Fixed.
* Physics of bouncing off the walls was incorrect for some weapons. Fixed.
###### Version 1.19
2022-11-04
This is the final round of weapon additions! Also. our beloved testers and players found a number of issues and we were extremely happy to address them.
* New defensive weapon "Lazy Boy" - aims at the closest enemy.
* New defensive weapon "Lazy Darwin" - aims at the weakest link, an enemy I mean.
* New defensive weapon "Auto Defense" - activate it to be automatically protected by shields and stuff (where available)
* New defensive weapon "Spy Hard" - quickly view energies, weapons and shields of your opponents.
* New SFXes, improvements in SFX, and music by @mikerro
* Shooting with angle 0 caused the sudden death of the operator. Fixed.
* Angles were asymmetrical, now you can go from 0 to 90 and to 0 again (181 degrees of freedom). Fixed with an improved arithmetic rounding of our sub-pixel accuracy.
* Drawing a barrel when a tank was on the edge of X==256 pixels caused a lonely pixel to appear randomly. Fixed.
* Liquid Dirt was overflowing from the right edge of the screen to the left. Fixed.
* Liquid Dirt volume increased significantly, it is now a formidable attack!
* A single pixel was erroneously plotted when measuring distance (was visible in e.g., Death's Head). Fixed.
* Not all traces were correctly erased after Funky Bomb, fixed again (for the 3rt time I guess).
* Soil sedimentation speed after Funky Bomb improved.
* Pressing [ESC] when in inventory/store was quitting the game, now it quits the menu only.
* A bug in MADS optimization was causing parts of SEPPUKU message to stay on screen.
* BIGGEST OF ALL: the lonely pixel after Nuclear Winter was eliminated. https://github.com/pkali/scorch_src/issues/103 We have spent a disproportionately large amount of time trying to slap this bug. It is still there, but is not manifesting itself ;)
###### Version 1.18
2022-11-07
Possibly the final single-player version of the game, unless our dear players find another breaking issue!
* 5200 keypad works as it should. You can now press these finicky foils to your hearth's desire.
* 5200 keypad works as it should. You can now press these finicky foils to your heart's desire.
* "Unknown" type Robotanks were attacking with Nuclear Winter every time. Fixed!
* One of variables was declared as a byte but used as a word which might cause some rare instabilities.
* One of the variables was declared as a byte but used as a word that might cause some rare instabilities.
* Page zero variables are cleared prior to the game start to eliminate rare issues in some software/hardware configurations.
* The new version of music in NTSC eliminates issues with tempo (not that anyone but the artist noticed that, but still it is an improvement!)
* You can now wrap around inventory and shop to faster access these options far down below.
* Visual improvement of the main menu and fixed some color issues with the title headers.
* Hovercraft was always flying to the top of the screen, it was not intended, it is now hovering just above the mountains!
* The main menu does not blink now when changing options. This was a very minor thing but it bothered me to some extend. Fixing it required a complete rewrite of this portion of the menu.
* The main menu does not blink now when changing options. This was a very minor thing but it bothered me to some extent. Fixing it required a complete rewrite of this portion of the menu.
###### Version 1.17
+42 -29
View File
@@ -22,9 +22,12 @@
pha
lda AIRoutines,y
pha
; it's no necessary - PrepareAIShoot is next proc :)
; jsr PrepareAIShoot
; rts
.endp
;----------------------------------------------
;.proc MakeLowResDistances
.proc PrepareAIShoot
; create low precision table of positions
; by dividing positions by 4
ldy #MaxPlayers-1
@@ -39,11 +42,10 @@ loop
sta LowResDistances,y
dey
bpl loop
; rts
;.endp
; common values used in AI routines
; address of weapons table (for future use)
WepTableToTemp
lda TanksWeaponsTableL,x
sta temp
lda TanksWeaponsTableH,x
@@ -80,7 +82,10 @@ AIRoutines
mwa #80 RandBoundaryLow
mwa #800 RandBoundaryHigh
jsr RandomizeForce
rts
; choose the best weapon
ldy #ind_Buy_me_________+1 ; if the cheat is active it will fire the BFG :)
jmp ChooseBestOffensive.NotFromAll
;rts
.endp
;----------------------------------------------
.proc Shooter
@@ -154,8 +159,8 @@ endo
; choose the best weapon
jsr ChooseBestOffensive
rts
jmp ChooseBestOffensive
;rts
.endp
;----------------------------------------------
.proc Poolshark
@@ -195,9 +200,7 @@ forceNow
ldx TankNr
jsr RandomizeForce
endo
;ldx TankNr ;this is possibly not necessary
endo
; choose the best weapon
jsr ChooseBestOffensive
@@ -210,6 +213,19 @@ AngleTable ; 16 bytes ;ba w $348b L$3350
.endp
;----------------------------------------------
.proc UseBatteryOrFlag
jsr UseBattery ; as subroutine for reuse in AutoDefense
; if very low energy and no battery then use White Flag
lda Energy,x
cmp #5
bcs EnoughEnergy
; lower than 5 units - white flag
lda #ind_White_Flag_____
sta ActiveDefenceWeapon,x
EnoughEnergy
rts
.endp
;
.proc UseBattery
; if low energy ten use battery
lda Energy,x
cmp #30
@@ -219,20 +235,14 @@ AngleTable ; 16 bytes ;ba w $348b L$3350
lda (temp),y ; has address of TanksWeaponsTable
beq NoBatteries
; we have batteries - use one
clc
sec
sbc #1
sta (temp),y
lda #99
sta Energy,x
NoBatteries
; if very low energy and no battery then use White Flag
lda Energy,x
cmp #5
bcs EnoughEnergy
; lower than 5 units - white flag
lda #ind_White_Flag_____
sta ActiveDefenceWeapon,x
jsr MaxForceCalculate
EnoughEnergy
NoBatteries
rts
.endp
;----------------------------------------------
@@ -245,15 +255,15 @@ EnoughEnergy
; first check check if any is in use
lda ActiveDefenceWeapon,x
bne DefensiveInUse
ldy #last_defensive_____+1 ;the last defensive weapon
ldy #last_real_defensive+1 ;the last defensive weapon
@
dey
cpy #ind_Battery________ ;first defensive weapon (White Flag and Battery - never use)
cpy #ind_Hovercraft_____ ;first defensive weapon (White Flag, Battery and Hovercraft - never use)
beq NoUseDefensive
lda (temp),y ; has address of TanksWeaponsTable
beq @-
; decrease in inventory
clc
sec
sbc #1
sta (temp),y ; has address of TanksWeaponsTable
; activate defensive weapon
@@ -280,15 +290,15 @@ DefensiveInUse
; first check check if any is in use
lda ActiveDefenceWeapon,x
bne DefensiveInUse
ldy #last_defensive_____+1 ;the last defensive weapon
ldy #last_real_defensive+1 ;the last defensive weapon
@
dey
cpy #ind_Battery________ ;first defensive weapon (White Flag and Battery - never use)
cpy #ind_Hovercraft_____ ;first defensive weapon (White Flag, Battery and Hovercraft - never use)
beq NoUseDefensive
lda (temp),y ; has address of TanksWeaponsTable
beq @-
; decrease in inventory
clc
sec
sbc #1
sta (temp),y ; has address of TanksWeaponsTable
; activate defensive weapon
@@ -569,13 +579,15 @@ skipThisPlayer
; returns angle and power of shoot tank X (TankNr)
; in the appropriate variables (Angle and Force)
;----------------------------------------------
lda ActiveWeapon,x
pha ; store active weapon
mva #$ff SecondTryFlag
; set initial Angle and Force values
lda OptionsTable+2 ; selected gravity
asl
tay
; force correction - lower tank Y position - higher possible force
clc
sec
lda #screenheight
sbc Ytankstable,x
sta temp2
@@ -688,6 +700,8 @@ NoHitInSecondLoopR
inc NewAngle
EndOfSecondLoopR
EndOfAim
pla ; and restore active weapon
sta ActiveWeapon,x
rts
AimSecondTry
@@ -779,8 +793,7 @@ NoHitInSecondLoopL
; Angle 1 deg to left and end loop
dec NewAngle
EndOfSecondLoopL
rts
jmp EndOfAim
SetStartAndFlight ; set start point (virtual barrel end :) ) and make test flight
; xtraj+1 and ytraj+1 set
@@ -1015,7 +1028,7 @@ SorryNoPurchase
; choose the best weapon
; X - TankNr
;----------------------------------------------
ldy #last_offensive_____+1 ;the last weapon to choose +1
ldy #ind_Dirt_Charge____+1 ;the last weapon to choose +1 (not BFG or Laser :) )
NotFromAll
; Y - the last offensive weapon to use + 1
lda TanksWeaponsTableL,x
Binary file not shown.
Binary file not shown.
Binary file not shown.
+4 -4
View File
@@ -78,7 +78,7 @@ L73 dta d"OH MAN!"
L74 dta d"DOOUGH!"
L75 dta d"ANOTHER DAY, ANOTHER BOMB."
L76 dta d"THIS IS THE END, MY ONLY FRIEND."
L77 dta d"IT'S ALL OVER."
L77 dta d"VERY FUNNY."
L78 dta d"THE FAT LADY SANG."
L79 dta d"WHY DOES EVERYTHING HAPPEN TO ME?"
L80 dta d"I'M GOING DOWN."
@@ -89,7 +89,7 @@ L84 dta d"BIF!"
L85 dta d"BAM!"
L86 dta d"ZONK!"
L87 dta d"I SHOULD'VE LISTENED TO MY MOTHER..."
L88 dta d"NO... A BUD LIGHT!"
L88 dta d"I WALK THROUGH THE VALLEY OF THE SHADOW..."
L89 dta d"WHAT WAS THAT NOISE?"
L90 dta d"MAMA SAID THERE'D BE DAYS LIKE THIS."
L91 dta d"ITS JUST ONE OF THOSE DAYS..."
@@ -127,7 +127,7 @@ OffensiveTextTableH
NumberOfOffensiveTexts=54
NumberOfDeffensiveTexts=60
.endp
hoverFull dta d"MY HOVERCRAFT IS FULL OF EELS!", $ff
hoverFull dta d"MY HOVERCRAFT IS FULL OF EELS!"
hoverFullEnd
hoverEmpty dta d"RUNNING OUT OF EELS", $ff
hoverEmpty dta d"RUNNING OUT OF EELS"
hoverEmptyEnd
Binary file not shown.
Binary file not shown.
+59 -41
View File
@@ -18,27 +18,7 @@ initialvaluesCount = *-initialvaluesstart ; MAX 128 bytes !
;===================================================================================
;==========================CONSTANT TABLES, do not erase!===========================
;===================================================================================
TankColoursTable .BYTE $58,$2a,$96,$ca,$7a,$ed
;TankStatusColoursTable .BYTE $54,$24,$92,$c4,$74,$e4 ; standard order
;TanksPMOrder .BYTE 4,3,1,5,0,2 ; 0-3 = P0-P3 , 4 = M0+M1 , 5 = M2+M3
TankStatusColoursTable .BYTE $74,$c4,$24,$e4,$54,$94 ; Adam's order
TanksPMOrder .BYTE 4,3,1,5,0,2 ; 0-3 = P0-P3 , 4 = M0+M1 , 5 = M2+M3
TankShapesTable .BYTE char_tank1___________,char_tank2___________,char_tank3___________
.BYTE char_tank1___________,char_tank2___________,char_tank3___________
dliColorsBack
:10 .by $02,$00
dliColorsFore
.by $0a
CashOptionL ;(one zero less than on the screen)
.by 0,<200,<800,<1200,<2000
CashOptionH
.by 0,>200,>800,>1200,>2000
GravityTable .by 10,20,25,30,40
MaxWindTable .by 5,20,40,70,99
RoundsTable .by 10,20,30,40,50
AIForceTable .wo 375,470,630,720,820 ; starting shoot forces for different gravity
flyDelayTable .by 255,150,75,35,1
seppukuTable .by 255, 45,25,15,9
mountainsDeltaTableH .by 0,1,3,5,7
mountainsDeltaTableL .by $1f, $7f, $ff, $7f, $ff
;------------------------------------------------
@@ -62,23 +42,26 @@ XtankOffsetGO_H
.by 0,0,0,0,0,1
;-----4x4 texts-----
LineTop
dta d"(%%%%%%%%%%%%)", $ff
dta d"(%%%%%%%%%%%%)"
;# - vertical, () * +, % - horizontal
LineBottom
dta d"*%%%%%%%%%%%%+", $ff
dta d"*%%%%%%%%%%%%+"
LineEmpty
dta d"# #", $ff
dta d"# #"
LineHeader2
dta d"# RESULTS #", $ff
dta d"# RESULTS #"
LineGameOver
dta d"# GAME OVER #", $ff
dta d"# GAME OVER #"
seppukuText
dta d"# SEPPUKU! #", $ff
dta d"# SEPPUKU! #"
areYouSureText
dta d"# SURE? Y/N #", $ff
dta d"# SURE? Y/N #"
lineClear
dta d" ", $ff
dta d" "
TankColoursTable .BYTE $58,$2a,$96,$ca,$7a,$ed
;TankStatusColoursTable .BYTE $54,$24,$92,$c4,$74,$e4 ; standard order
TankStatusColoursTable .BYTE $74,$c4,$24,$e4,$54,$94 ; Adam's order
;-----------
pmtableL ; addressess of the P/M memory for 6 tanks
.by <(pmgraph+$400)
@@ -96,7 +79,7 @@ pmtableH
.by >(pmgraph+$300)
;-----------
sintable
.by 0
.by 1
.by 4
.by 8
.by 13
@@ -228,7 +211,12 @@ TanksNamesDefault
dta d"4th.Tank"
dta d"5th.Tank"
dta d"6th.Tank"
;-------------------------------------------------
TankShapesTable .BYTE char_tank1___________
.BYTE char_tank2___________
.BYTE char_tank3___________
.BYTE char_tank4___________
;-------------------------------------------------
WeaponPriceH ; weapons prices (tables with prices of weapons)
.by >price_Baby_Missile___
.by >price_Missile________
@@ -274,7 +262,10 @@ WeaponPriceH ; weapons prices (tables with prices of weapons)
.by >price_Bouncy_Castle__
.by >price_Long_Barrel____
.by >price_Nuclear_Winter_
.by >price_Lazy_Boy_______
.by >price_Lazy_Darwin____
.by >price_Auto_Defense___
.by >price_Spy_Hard_______
WeaponPriceL
.by <price_Baby_Missile___
.by <price_Missile________
@@ -320,6 +311,10 @@ WeaponPriceL
.by <price_Bouncy_Castle__
.by <price_Long_Barrel____
.by <price_Nuclear_Winter_
.by <price_Lazy_Boy_______
.by <price_Lazy_Darwin____
.by <price_Auto_Defense___
.by <price_Spy_Hard_______
;-------------------------------------------------
; how many units (bulletd) of a given weapon we get for a given price
@@ -372,6 +367,10 @@ WeaponUnits
.by 1 ;Auto_Defense___;_41
.by 2 ;Long_Barrel____;_42
.by 1 ;Nuclear_Winter_;_43
.by 2 ;Lazy_Boy_______;_44
.by 2 ;Lazy_Darwin____;_45
.by 2 ;Auto_Defense___;_46
.by 4 ;Spy_Hard_______;_47
PurchaseMeTable ;weapons good to be purchased by the robot
;the comment is an index in the tables
@@ -391,6 +390,7 @@ PurchaseMeTable ;weapons good to be purchased by the robot
; "Strong Parachute","Mag Deflector ","Shield ","Heavy Shield "
.by %01011111
; "Force Shield ","Bouncy Castle ","Long Barrel ","Nuclear Winter "
; "Lazy Boy ","Lazy Darwin ","Auto Defense ","Spy Hard "
.by %11000000
PurchaseMeTable2 ;weapons good to be purchased by the robot (Cyborg)
@@ -411,6 +411,7 @@ PurchaseMeTable2 ;weapons good to be purchased by the robot (Cyborg)
; "Strong Parachute","Mag Deflector ","Shield ","Heavy Shield "
.by %01001101
; "Force Shield ","Bouncy Castle ","Long Barrel ","Nuclear Winter "
; "Lazy Boy ","Lazy Darwin ","Auto Defense ","Spy Hard "
.by %11000000
;-------------------------------------------------
@@ -460,6 +461,10 @@ WeaponSymbols
.by $3f ;ind_Bouncy_Castle__ ;_41
.by $1d ;ind_Long_Barrel____ ;_42
.by $7d ;ind_Nuclear_Winter_ ;_43
.by $02 ;ind_Lazy_Boy_______ ;_44
.by $03 ;ind_Lazy_Darwin____ ;_45
.by $5e ;ind_Auto_Defense___ ;_46
.by $7c ;ind_Spy_Hard_______ ;_47
; Names of weapons (16 chars long)
NamesOfWeapons ;the comment is an index in the tables
@@ -493,7 +498,7 @@ NamesOfWeapons ;the comment is an index in the tables
dta d"Ton of Dirt " ; 27
dta d"Liquid Dirt " ; 28
dta d"Dirt Charge " ; 29
dta d"Buy me! " ; 30
dta d"Best F...g Gifts" ; 30
dta d"Laser " ; 31
;------defensives
dta d"White Flag " ; 32
@@ -508,6 +513,11 @@ NamesOfWeapons ;the comment is an index in the tables
dta d"Bouncy Castle " ; 41 - with shield and energy
dta d"Long Schlong " ; 42
dta d"Nuclear Winter " ; 43
dta d"Lazy Boy " ; 44
dta d"Lazy Darwin " ; 45
dta d"Auto Defense " ; 46
dta d"Spy Hard " ; 47
DefensiveEnergy = *-(last_offensive_____ - first_offensive____ +1) ; to fake the table for ALL weapons
.by 00 ; White Flag
.by 00 ; Heat Guidance
@@ -521,6 +531,10 @@ DefensiveEnergy = *-(last_offensive_____ - first_offensive____ +1) ; to fake th
.by 99 ; Bouncy Castle
.by 00 ; Long Barrel
.by 00 ; Nuclear Winter
.by 00 ; Lazy Boy
.by 00 ; Lazy Darwin
.by 00 ; Auto Defense
.by 00 ; Spy Hard
weaponsOfDeath ; weapons used in tank death animations
dta 1,2,3,7,17,18,19,20,21,22,23,24,25,26,27
weaponsOfDeathEnd
@@ -547,24 +561,28 @@ keycodes ;tables for converting KeyCode to Screen Code (38 -1 characters)
.by $3f,$15,$12,$3a,$2a,$38,$3d,$39
.by $0d,$01,$05,$00,$25,$23,$08,$0a
.by $2f,$28,$3e,$2d,$0b,$10,$2e,$16
.by $2b,$17,$1f,$1e,$1a,$18,$1d,$1b
.by $33,$35,$30,$32,$22,$21 ;,$0e <-- hyphen removed from the table, sorry hyphen lovers
.by $2b,$17
.by $32,$1f,$1e,$1a,$18,$1d,$1b
.by $33,$35,$30,$22,$21 ;,$0e <-- hyphen removed from the table, sorry hyphen lovers
keycodesEnd
scrcodes
dta d"abcdefgh"
dta d"ijklmnop"
dta d"qrstuvwx"
dta d"yz123456"
dta d"7890. " ; "-"
dta d"yz"
zero
digits ; decimal constans
dta d"0123456"
dta d"789. " ; "-"
;-------decimal constans
;zero
;digits dta d"0123456789"
;-----------------------------------
gameOverSpritesTop
; end of the Gover sprites by number of players
; 1 2 3 4 5 6
.by 130+7,130+7,136+7,142+7,148+7,154+7
;-------decimal constans
zero
digits dta d"0123456789"
;------credits
CreditsStart
dta d" "*
+25
View File
@@ -0,0 +1,25 @@
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
.IF *>0 ;this is a trick that prevents compiling this file alone
;TanksPMOrder .BYTE 4,3,1,5,0,2 ; 0-3 = P0-P3 , 4 = M0+M1 , 5 = M2+M3
TanksPMOrder .BYTE 4,3,1,5,0,2 ; 0-3 = P0-P3 , 4 = M0+M1 , 5 = M2+M3
dliColorsBack
:10 .by $02,$00
dliColorsFore
.by $0a ; one mountains color
; .by $0e,$0c,$0c,$0b,$0b,$0a,$0a,$09,$09,$08 ; mountains colors array
; .by $08,$08,$07,$07,$07,$06,$06,$06,$06,$05
.by $0e,$0c,$0c,$0c,$0c,$0a,$0a,$0a,$0a,$08 ; mountains colors array new
.by $08,$08,$08,$06,$06,$06,$06,$06,$06,$04
CashOptionL ;(one zero less than on the screen)
.by 0,<200,<800,<1200,<2000
CashOptionH
.by 0,>200,>800,>1200,>2000
GravityTable .by 10,20,25,30,40
MaxWindTable .by 5,20,40,70,99
RoundsTable .by 10,20,30,40,50
AIForceTable .wo 375,470,630,720,820 ; starting shoot forces for different gravity
flyDelayTable .by 255,150,75,35,1
seppukuTable .by 255, 45,25,15,9
.endif
+14 -2
View File
@@ -37,7 +37,8 @@ char_sandhog_________ = $0c
char_sandhog_offset = char_sandhog_________ - char_digger__________
char_tank1___________ = $20
char_tank2___________ = $24
char_tank3___________ = $28
char_tank3___________ = $2c
char_tank4___________ = $28 ; robotank shape
;Weapon prices (*10 on screen)
price_Baby_Missile___ = 0 ;_00
@@ -84,6 +85,10 @@ price_Force_Shield___ = 1100 ;_40
price_Bouncy_Castle__ = 512 ;_41
price_Long_Barrel____ = 2100 ;_42
price_Nuclear_Winter_ = 1000 ;_43
price_Lazy_Boy_______ = 500 ;_44
price_Lazy_Darwin____ = 500 ;_45
price_Auto_Defense___ = 250 ;_46
price_Spy_Hard_______ = 83 ;_47
;Weapon indexes (numbers)
ind_Baby_Missile___ = 0
first_offensive____ = ind_Baby_Missile___
@@ -132,7 +137,12 @@ ind_Force_Shield___ = 40
ind_Bouncy_Castle__ = 41
ind_Long_Barrel____ = 42
ind_Nuclear_Winter_ = 43
last_defensive_____ = ind_Nuclear_Winter_
ind_Lazy_Boy_______ = 44
ind_Lazy_Darwin____ = 45
ind_Auto_Defense___ = 46
ind_Spy_Hard_______ = 47
last_defensive_____ = ind_Spy_Hard_______
last_real_defensive = ind_Bouncy_Castle__
number_of_offensives = last_offensive_____ - first_offensive____+1
number_of_defensives = (last_defensive_____ - first_defensive____+1)
;--------------------------------
@@ -170,6 +180,8 @@ sfx_battery = $1c ;3
sfx_white_flag = $1d ;4
sfx_long_barrel = $1e
sfx_tank_move = $1f
sfx_auto_defense= $2b
sfx_lazy_boys = $2c
;--------------------------------
; RMT songs (lines)
;--------------------------------
+2 -2
View File
@@ -29,9 +29,9 @@ OptionsScreenEnd
;-----------------------------------------------
NameScreen2
dta d" Tank 01 Name:"
dta d" Tank 1 *1 +1 Name:"
NameAdr
dta d" "
dta d" "
NameScreen4
dta d" "
NamesOfLevels
+1 -1
View File
@@ -3,7 +3,7 @@
.IF *>0 ;this is a trick that prevents compiling this file alone
;---------------------------------------------------
purchaseTextBuffer
dta d"Player: Cash: 0" ; ZERO TO MAKE YOU RICHER ON THE SCREEN
dta d"Player: * Cash: 0" ; ZERO TO MAKE YOU RICHER ON THE SCREEN
; DLs fragments (modified by game code)
; all Purchase DL :)
+33 -20
View File
@@ -32,16 +32,20 @@ NameScreen3
dta d" Human/Atari (difficulty level) "
NameScreen5
.IF TARGET = 800
dta d" "
dta d"TAB"*
dta d" - Player/Difficulty level "
dta d" "
dta d"TAB"*
dta d" - Port nr "
dta d"Joy"*
dta d" - Difficulty "
dta d" "
dta d"Return"*
dta d" - Proceed "
.ELIF TARGET = 5200
dta d" "
dta d"Joy"*
dta d" - Player/Difficulty level "
dta d" "
dta d"(5)"*
dta d" - Port nr "
dta d"Joy"*
dta d" - Difficulty "
dta d" "
dta d"FIRE"*
dta d" - Proceed "
@@ -98,7 +102,16 @@ EmptyLine
dta d" "
;---------------------------------------------------
OptionsTitle
.IF TARGET = 800
dta d" scorch "*
.ELIF TARGET = 5200
dta d" scorch supersystem "*
; dta d" scorch "*
; dta d"5"
; dta d"k"*
; dta d"2"
; dta d" "*
.ENDIF
DifficultyTitle
dta d" difficulty "*
PurchaseTitle
@@ -123,36 +136,36 @@ dl ; MAIN game display list
.byte $4f
.word display ; 1 line
:76 .by $0f ;76
.by $0f+$80 ; DLI (black bar) ;2
.by $0f+$80,$0f ; DLI (black bar) ;3
.by $0f+$80 ; DLI
:13 .by $0f ;13
.by $0f+$80 ; DLI (black bar) ;2
:12 .by $0f ;12
.by $0f+$80,$0f ; DLI (black bar) ;3
.by $0f+$80 ; DLI
:8 .by $0f ;8
:7 .by $0f ;7
.by $4f ;1
.wo display+$0ff0
:2 .by $0f ;2
.by $0f+$80 ; DLI (black bar) ;2
.by $0f+$80 ; DLI
:9 .by $0f ;9
.by $0f+$80 ; DLI (black bar) ;2
.by $0f+$80,$0f ; DLI (black bar) ;3
.by $0f+$80 ; DLI
:8 .by $0f ;8
.by $0f+$80 ; DLI (black bar) ;2
.by $0f+$80,$0f ; DLI (black bar) ;3
.by $0f+$80 ; DLI
:7 .by $0f ;7
.by $0f+$80 ; DLI (black bar) ;2
.by $0f+$80,$0f ; DLI (black bar) ;3
.by $0f+$80 ; DLI
:6 .by $0f ;6
.by $0f+$80 ; DLI (black bar) ;2
.by $0f+$80,$0f ; DLI (black bar) ;3
.by $0f+$80 ; DLI
:5 .by $0f ;5
.by $0f+$80 ; DLI (black bar) ;2
.by $0f+$80,$0f ; DLI (black bar) ;3
.by $0f+$80 ; DLI
:4 .by $0f ;4
.by $0f+$80 ; DLI (black bar) ;2
.by $0f+$80,$0f ; DLI (black bar) ;3
.by $0f+$80 ; DLI
:3 .by $0f ;3
.by $0f+$80,$0f ; DLI (black bar) ;3
.by $0f+$80 ; DLI
:2 .by $0f ;2
.by $0f+$80 ; DLI (black to end);1
:38 .byte $0f ;35 ..... = 200
.by $4f
@@ -174,7 +187,7 @@ OptionsDL
:maxOptions-1 .by $02,$10
:(9-maxOptions) .by $70,$10
.byte $80
.byte $70 ; to match moved sprites
.byte $60 ; to match moved sprites
.byte $4f
.word (display+140*40)
:21 .by $0f ;76
+1 -1
View File
@@ -4,7 +4,7 @@
statusBuffer
; 0123456789012345678901234567890123456789
dta d"Player: "
dta d"Player: * "
dta d"Energy: Angle: Force: "
dta d"Round: Wind: "
+40 -24
View File
@@ -219,7 +219,7 @@ PutPixelinDraw
bit drawFunction
bpl @+
inw LineLength
bne ContinueDraw ; ==jmp
jmp ContinueDraw ; was `bne` - not good, because LineLength starts from $ffff
@
bvc @+
DrawCheck
@@ -638,8 +638,10 @@ No6thTankHide
jmp DoNotDrawTankNr
SkipHidingPM
lda TankShape,x
tax
ldy TankShapesTable,x
ldx TankNr
lda AngleTable,x
cmp #91 ; left or right tank shape
bcs LeftTank
@@ -1344,6 +1346,15 @@ drawmountainspixelloop
jsr ClearTanks
NoClearTanks
; Fix for lonely pixel after nuclear winter :) #103
lda #0
sta xdraw
sta xdraw+1
sta ydraw
sta ydraw+1
sta color
jsr plot
; First we look for highest pixels and fill with their coordinates
; both tables
@@ -1351,6 +1362,9 @@ NoClearTanks
adw RangeLeft #mountaintable temp
adw RangeLeft #mountaintable2 tempor2
cpw xdraw RangeRight
jcs NothingToFall
NextColumn1
mwa #0 ydraw
NextPoint1
@@ -1439,6 +1453,7 @@ ColumnIsReady
jeq MainFallout2
; now correct heights are in the mountaintable
sta color ; Pozor! :) we know - now A=1
NothingToFall
mva #sfx_silencer sfx_effect
jsr DrawTanks
rts
@@ -1894,7 +1909,7 @@ EndPutChar
rts
.endp
; ------------------------------------------
;--------------------------------------------------
.proc PutChar4x4
; puts 4x4 pixels char on the graphics screen
; in: dx, dy (LOWER left corner of the char)
@@ -1903,7 +1918,6 @@ EndPutChar
; all pixels are being drawn
; (empty and not empty)
;--------------------------------------------------
; rts
cpw dy #(screenheight-1)
jcs TypeChar.EndPutChar ;nearest RTS
cpw dy #(4)
@@ -2013,7 +2027,7 @@ EndPut4x4
.proc SetMainScreen
; mva #0 dmactls
VDLI DLIinterruptGraph ; jsr SetDLI for graphics (game) screen
SetDLI DLIinterruptGraph ; jsr SetDLI for graphics (game) screen
mwa #dl dlptrs ; issue #72 (glitches when switches)
lda #%00111110
; and #$fc
@@ -2111,9 +2125,10 @@ YangleUnder90
lda #0 ; all arithmetic to zero
sta vx+1
sta vy+1
lda #128 ; ; add 0.5 to fx and fy (not vx and vx) for better rounding - it's my opinion (Pecus)
sta fx
sta fy
; draw by vx vy
; in each step
; 1. plot(xdraw, ydraw)
@@ -2124,42 +2139,43 @@ YangleUnder90
barrelLoop
lda goleft
bne @+
bne goright
clc
lda fx
adc vx
sta fx
bcc @+
lda xdraw
adc #0
adc vx+1
sta xdraw
lda xdraw+1
adc #0
sta xdraw+1
jmp ybarrel
bcc @+
inc xdraw+1
@
jmp ybarrel
goright
sec
lda fx
sbc vx
sta fx
bcs @+
lda xdraw
sbc #0
sbc vx+1
sta xdraw
lda xdraw+1
sbc #0
sta xdraw+1
bcs @+
dec xdraw+1
@
ybarrel
sec
lda fy
sbc vy
sta fy
bcs @+
lda ydraw
sbc #0
sbc vy+1
sta ydraw
lda ydraw+1
sbc #0
sta ydraw+1
bcs @+
dec ydraw+1
@
jsr plot ;.MakePlot
dec yc
@@ -2193,13 +2209,13 @@ ybarrel
.endp
;--------------------------------------------------
.proc SetPMWidth
lda #%01010101
sta sizem ; all missiles, double width
lda #$00
sta sizep0 ; P0-P3 widths
sta sizep0+1
sta sizep0+2
sta sizep0+3
lda #%01010101
sta sizem ; all missiles, double width
rts
.endp
+234 -73
View File
@@ -6,16 +6,16 @@
;Miami & Warsaw 2022
;---------------------------------------------------
.def TARGET = 800; 5200 ; or 800
.def TARGET = 800 ;5200 ; or 800
;atari800 -5200 -cart ${outputFilePath} -cart-type 4
;atari800 -run ${outputFilePath}
;---------------------------------------------------
OPT r+ ; saves 12 bytes :O
;OPT r+ ; saves 12 bytes :O
;---------------------------------------------------
.macro build
dta d"1.18" ; number of this build (4 bytes)
dta d"1.21" ; number of this build (4 bytes)
.endm
.macro RMTSong
@@ -26,8 +26,10 @@
;---------------------------------------------------
icl 'definitions.asm'
;---------------------------------------------------
FirstZpageVariable = $61
FirstZpageVariable = $60
.zpvar DliColorBack .byte = FirstZpageVariable
.zpvar Gradient .byte
.zpvar JoystickNumber .byte
.zpvar xdraw .word ;= $64 ;variable X for plot
.zpvar ydraw .word ;variable Y for plot (like in Atari Basic - Y=0 in upper right corner of the screen)
.zpvar xbyte .word
@@ -86,7 +88,7 @@ FirstZpageVariable = $61
.zpvar decimal .word
.zpvar NumberOfPlayers .byte ;current number of players (counted from 1)
.zpvar Counter .byte ;temporary Counter for outside loops
.zpvar ExplosionRadius .word ;because when adding in xdraw it is double byte
.zpvar ExplosionRadius .byte
.zpvar ResultY .byte
.zpvar xcircle .word
.zpvar ycircle .word
@@ -128,7 +130,7 @@ FirstZpageVariable = $61
;* RMT ZeroPage addresses in artwork/sfx/rmtplayr.a65
displayposition = modify
LineAddress4x4 = temp
LineAddress4x4 = xcircle
;-----------------------------------------------
; libraries
@@ -170,6 +172,7 @@ FirstZpageVariable = $61
_del = $fc ;$0c ;not used in 5200
_M = $0d
_S = $0e
_atari = $fd ; not used in 5200
_none = $0f
.ende */
@@ -268,13 +271,16 @@ FirstSTART
; Change RMT to PAL version
; 5 values in RMT file
; not elegant :(
mva #$06 MODUL-6+$941
mva #$10 MODUL-6+$a43
mva #$06 MODUL-6+$b9d
mva #$04 MODUL-6+$bd2
mva #$08 MODUL-6+$e17
mva #$06 MODUL-6+$e3d
mva #$06 MODUL-6+$e8c
mva #$06 MODUL-6+$967 ; $07 > $06
;mva #$06 MODUL-6+$bc3 ; $07 > $06
;mva #$06 MODUL-6+$e69 ; $08 > $06
;mva #$06 MODUL-6+$ebc ; $08 > $06
sta MODUL-6+$bc3 ; $07 > $06
sta MODUL-6+$e69 ; $08 > $06
sta MODUL-6+$ebc ; $08 > $06
mva #$10 MODUL-6+$a69 ; $12 > $10
mva #$04 MODUL-6+$bf8 ; $05 > $04
mva #$08 MODUL-6+$e3d ; $0a > $08
NoRMT_PALchange
.ELSE
mva #$7f SkStatSimulator
@@ -324,13 +330,12 @@ MainGameLoop
jsr SetWallsType
; first set default barrel lengths (fix for Long Schlong activation :) )
; we must do it before purchase/activate
; and set Auto Defense to off
jsr SetStandardBarrels
jsr CallPurchaseForEveryTank
; issue #72 (glitches when switches)
mva #0 SpyHardFlag
jsr MakeDarkScreen
bit escFlag
bmi START
@@ -343,13 +348,14 @@ MainGameLoop
bmi START
jvs GoGameOver
mva #0 TankNr ;
jsr SortSequence
; Hide all (easier than hide last ;) ) tanks
jsr cleartanks
mva #0 TankNr ;
sta COLBAKS ; set background color to black
sta JoystickNumber ; set joystick port for player
; Hide all (easier than hide last ;) ) tanks
jsr cleartanks ; A=0
; here gains and losses should be displayed (dollars)
; finally we have changed our minds and money of players
@@ -362,6 +368,7 @@ MainGameLoop
jsr DisplayResults
jsr DemoModeOrKey
jsr MakeDarkScreen
ldx NumberOfPlayers
dex
@@ -455,15 +462,11 @@ eskipzeroing
lda GameIsOver
beq NoGameOverYet
GoGameOver
jsr MakeDarkScreen
jsr GameOverScreen
jmp START
NoGameOverYet
inc CurrentRoundNr
jsr MakeDarkScreen ; issue #72
; jsr RmtSongSelect ; ?????
mva #sfx_silencer sfx_effect
jsr PMoutofscreen
jmp MainGameLoop
@@ -480,8 +483,9 @@ NoGameOverYet
RmtSong song_ingame
jsr SetPMWidth
jsr SetPMWidth ; A=0
lda #0
sta AfterBFGflag ; reset BFG flag
sta COLOR2 ; status line "off"
sta COLOR1
@@ -612,6 +616,20 @@ DoNotFinishTheRound
jmp Seppuku
@
; Auto Defense - activates defensives
ldx NumberOfPlayers
dex
CheckNextTankAD
lda Energy,x ; only active players
beq @+
lda AutoDefenseFlag,x ; with Auto Defence activated
beq @+
; run auto defense for tank in X
jsr AutoDefense
@ dex
bpl CheckNextTankAD
jsr DrawTanks ; redraw tanks with new defences
;
ldx TankSequencePointer
lda TankSequence,x
sta TankNr
@@ -654,7 +672,8 @@ RoboTanks
jmp AfterManualShooting
ManualShooting
lda JoyNumber,x
sta JoystickNumber ; set joystick port for player
jsr WaitForKeyRelease
jsr BeforeFire
lda escFlag
@@ -807,22 +826,29 @@ NoPlayerNoDeath
;clear NoDeathCounter here
sta noDeathCounter
mva #sfx_death_begin sfx_effect
; display defensive text here (well, defensive
; is not the real meaning, it should be pre-death,
; but I am too lazy to change names of variables)
; in X there is a number of tank that died
lda #77 ; mumber of defensive text after BFG!
bit AfterBFGflag ; check BFG flag
bmi TextAfterBFG
; if BFG then no points for dead tanks ...
lda CurrentResult
clc
adc ResultsTable,x
sta ResultsTable,x
inc CurrentResult
mva #sfx_death_begin sfx_effect
;inc CurrentResult
; RandomizeDeffensiveText
randomize talk.NumberOfOffensiveTexts (talk.NumberOfDeffensiveTexts+talk.NumberOfOffensiveTexts-1)
TextAfterBFG
sta TextNumberOff
inc CurrentResult ; ... but increase result of winner (BFG)
ldy TankTempY
mva #$ff plot4x4color
jsr DisplayOffensiveTextNr
@@ -1071,6 +1097,7 @@ deletePtr = temp
; clean variables
lda #0
sta escFlag
sta JoystickNumber
tay
mwa #variablesStart deletePtr
@ tya
@@ -1079,6 +1106,15 @@ deletePtr = temp
cpw deletePtr #variablesEnd
bne @-
; ser initial shapes for each tank (tanks 0-5 has shape 0 now)
ldy #1
sty TankShape+1
sty TankShape+4
iny
sty TankShape+2
sty TankShape+5
mwa #1024 RandBoundaryHigh
mva #$ff LastWeapon
sta HowMuchToFall
@@ -1129,36 +1165,44 @@ MakeTanksVisible
;--------------------------------------------------
.proc SetStandardBarrels
ldx #maxPlayers-1
lda #StandardBarrel ; standard barrel length
@ sta BarrelLength,x
@ lda #StandardBarrel ; standard barrel length
sta BarrelLength,x
lda #$00 ; deactivate Auto Defense
sta AutoDefenseFlag,x
dex
bpl @-
rts
.endp
;--------------------------------------------------
/* .proc DLIinterruptGraph
.proc DLIinterruptGraph
;sta dliA
;sty dliY
pha
phy
ldy dliCounter
lda dliColorsBack,y
ldy dliColorsFore
bit Gradient
bmi GoGradient
ldy #$ff
GoGradient
iny
.IF TARGET = 800
nop ; necessary on 800 because DLIs take less time, jitter visible without it
nop
; nop
.ENDIF
sta COLPF1
sty COLPF2
lda dliColorsFore,y ; mountains colors array
; lda dliColorsFore ; one mauntain color
sta COLPF2
inc dliCounter
;ldy dliY
;lda dliA
ply
pla
rti
.endp */
.endp
.proc DLIinterruptGraph
/* .proc DLIinterruptGraph
pha
lda dliColorsFore
nop
@@ -1176,7 +1220,7 @@ MakeTanksVisible
sta DliColorBack
pla
rti
.endp
.endp */
;--------------------------------------------------
.proc DLIinterruptOptions
;sta dliA
@@ -1185,8 +1229,11 @@ MakeTanksVisible
; lda dliColorsBack
lda #0
sta COLPF1
lda dliColorsFore+1
bit Gradient
bmi @+
lda dliColorsFore
sta COLPF2
@ sta COLPF2
pla
rti
.endp
@@ -1319,22 +1366,29 @@ nextlinedisplay
; cpw DLCreditsAddr #CreditsLastLine
; bne EndOfCreditsVBI
mwa #Credits DLCreditsAddr
EndOfCreditsVBI
EndOfCreditsVBI
.IF TARGET = 5200
lda SkStatSimulator
bmi @+
inc SkStatSimulator
@
lda JoystickNumber ; select port
ora #%00000100 ; Speaker off, Pots enabled
sta CONSOL5200
center = 114 ;Read analog stick and make it look like a digital stick
threshold = 60
lda paddl0 ;Read POT0 value (horizontal position)
lda JoystickNumber
asl
tax
lda paddl0,x ;Read POT0 value (horizontal position)
cmp #center+threshold ;Compare with right threshold
rol stick0 ;Feed carry into digital stick value
cmp #center-threshold ;Compare with left threshold
rol stick0 ;Feed carry into digital stick value
lda paddl1 ;Read POT1 value (vertical position)
lda paddl1,x ;Read POT1 value (vertical position)
cmp #center+threshold ;Compare with down threshold
rol stick0 ;Feed carry into digital stick value
cmp #center-threshold ;Compare with down threshold
@@ -1344,8 +1398,10 @@ EndOfCreditsVBI
eor #2+8
and #$0f
sta stick0
mva trig0 strig0 ;Move hardware to shadow
ldx JoystickNumber
lda trig0,x
sta strig0 ;Move hardware to shadow
mva chbas chbase
@@ -1361,9 +1417,15 @@ EndOfCreditsVBI
pla
tax
pla
rti
rti
.ELSE
jmp XITVBV
; support for joysticks :)
ldx JoystickNumber
lda STICK0,x
sta STICK0
lda STRIG0,x
sta STRIG0
jmp XITVBV
.ENDIF
.endp
.IF TARGET = 5200
@@ -1664,7 +1726,7 @@ SetRandomWalls
and #$3f ;CTRL and SHIFT ellimination
cmp #@kbcode._esc ; 28 ; ESC
bne getkeyend
mvx #$80 escFlag
mvy #$80 escFlag
bne getkeyend
checkJoyGetKey
@@ -1680,15 +1742,31 @@ checkJoyGetKey
bne getkeyend
notpressedJoyGetKey
;fire
lda STRIG0
;fire
lda STRIG0
beq JoyButton
.IF TARGET = 800 ; Select and Option key only on A800
bne checkSelectKey
checkSelectKey
lda CONSOL
and #%00000010 ; Select
beq SelectPressed
lda CONSOL
and #%00000100 ; Option
.ENDIF
bne @-
lda #@kbcode._ret ;Return key
OptionPressed
lda #@kbcode._atari ; Option key
bne getkeyend
SelectPressed
lda #@kbcode._tab ; Select key
bne getkeyend
JoyButton
lda #@kbcode._ret ;Return key
getkeyend
ldx #0
stx ATRACT ; reset atract mode
mvx #sfx_keyclick sfx_effect
ldy #0
sty ATRACT ; reset atract mode
mvy #sfx_keyclick sfx_effect
rts
.endp
@@ -1762,6 +1840,7 @@ peopleAreHere
.endp
MakeDarkScreen
jsr PMoutofScreen
mva #0 dmactls ; dark screen
sta dmactl
; and wait one frame :)
@@ -1823,8 +1902,22 @@ noingame
bne @-
rts
.endp
;--------------------------------------------------
.macro SetDLI
; SetDLI #WORD
; Initialises Display List Interrupts
LDY # <:1
LDX # >:1
jsr _SetDLIproc
.endm
.proc _SetDLIproc
LDA #$C0
STY VDSLST
STX VDSLST+1
STA NMIEN
rts
.endp
;--------------------------------------------------
/* ;--------------------------------------------------
.macro randomize floor ceiling
;--------------------------------------------------
@@ -1884,31 +1977,99 @@ noingame
icl 'artwork/talk.asm'
;----------------------------------------------
TankFont
ins 'artwork/tanksv3.fnt',+0,352 ; 44 characters only
;----------------------------------------------
;RMT PLAYER and song loading shenaningans
icl 'artwork/sfx/rmtplayr_modified.asm'
org $b000
MODUL ; equ $b000 ;address of RMT module
;opt h- ;RMT module is standard Atari binary file already
ins "artwork/sfx/scorch_str6-NTSC.rmt",+6 ;include music RMT module
;opt h+
MODULEND
ins 'artwork/tanksv3.fnt',+0,384 ; 48 characters only
;----------------------------------------------
font4x4
ins 'artwork/font4x4s.bmp',+62
;----------------------------------------------
;RMT PLAYER loading shenaningans
icl 'artwork/sfx/rmtplayr_modified.asm'
;-------------------------------------------------
.proc CheckTankCheat
ldy #$07
lda TankNr
asl
asl
asl ; 8 chars per name
tax
@
lda CheatName,y
sec
sbc tanksnames,x
cmp #$27
bne NoCheat
inx
dey
bpl @-
YesCheat
ldx TankNr
lda TanksWeaponsTableL,x
sta temp
lda TanksWeaponsTableH,x
sta temp+1
lda #99
@ iny
sta (temp),y
cpy #(last_defensive_____ - first_offensive____)
bne @-
NoCheat
rts
.endp
CheatName
dta d" 008.T"+$27
;----------------------------------------------
.proc DLIinterruptBFG
pha
lda dliCounter
bne EndofBFGDLI
lda dliColorsFore
bit random
bmi @+
lda DliColorBack
@ sta COLPF2
lda dliColorsFore
bit random
bmi @+
lda DliColorBack
@ sta COLPF1
EndofBFGDLI
inc dliCounter
pla
rti
.endp
; ------------------------
.proc BFGblink
SetDLI DLIinterruptBFG ; blinking on
ldy #50
jsr PauseYFrames
SetDLI DLIinterruptGraph ; blinking off
rts
.endp
;--------------------------------------------------
.IF * > MODUL-1
.ECHO *
.ERROR 'Code and data too long'
.ENDIF
.ECHO "Bytes left: ",$b000-*
org $b000 ;address of RMT module
MODUL
;RMT module is standard Atari binary file already
ins "artwork/sfx/scorch_str9-NTSC.rmt",+6 ;include music RMT module
MODULEND
;----------------------------------------------
icl 'constants_top.asm'
;----------------------------------------------
.ECHO "Bytes on top left: ",$bfe8-* ;ROM_SETTINGS-*
.IF target = 5200
.IF * > ROM_SETTINGS-1
.ERROR 'Code too long to fit in 5200'
.ERROR 'Code and RMT song too long to fit in 5200'
.ENDIF
org ROM_SETTINGS ; 5200 ROM settings address $bfe8
; "01234567890123456789"
.byte " scorch 5200 v" ;20 characters title
build ; " "
.byte " "
.byte " scorch supersystem " ;20 characters title
.byte "7A" ;2 characters year .. 1900 + $7A = 2020
.word FirstSTART
.ELSE
BIN
View File
Binary file not shown.
BIN
View File
Binary file not shown.
+189 -111
View File
@@ -33,7 +33,7 @@
mva #$ca COLOR1
mva #$00 COLBAKS ; set color of background
VDLI DLIinterruptOptions ; jsr SetDLI for Options text screen
SetDLI DLIinterruptOptions ; jsr SetDLI for Options text screen
; -------- setup bottom (tanks) line
lda NumberOfPlayers
@@ -110,7 +110,14 @@ OptionsNoRight
cmp #@kbcode._ret ; $c ;Return key
bne OptionsNoReturn
jmp OptionsFinished
OptionsNoReturn
cmp #@kbcode._tab ; Tab key
bne OptionsNoTab
lda Gradient
eor #$80
sta Gradient
OptionsNoTab
jmp OptionsMainLoop
OptionsFinished
@@ -242,6 +249,8 @@ invertme
jsr PurchaseAI ; remember to make ActivateAI :) !!!
jmp AfterManualPurchase
ManualPurchase
lda JoyNumber,x
sta JoystickNumber ; set joystick port for player
mva #0 isInventory
jsr Purchase ; purchase weapons
bit escFlag
@@ -293,7 +302,7 @@ AfterManualPurchase
GoToActivation
mva #$ff LastWeapon
VDLI DLIinterruptText ; jsr SetDLI for text (purchase) screen
SetDLI DLIinterruptText ; jsr SetDLI for text (purchase) screen
jsr PMoutofScreen
mwa #PurchaseDL dlptrs
lda #@dmactl(narrow|dma) ; narrow screen width, DL on, P/M off
@@ -320,11 +329,16 @@ GoToActivation
tax
NextChar03
lda tanksnames,x
sta purchaseTextBuffer+8,y
sta purchaseTextBuffer+7,y
inx
iny
cpy #$08
bne NextChar03
; displaying number of active controller port
ldy JoystickNumber
lda digits+1,y
sta purchaseTextBuffer+17
; and we display cash of the given player
; here we must jump in after each purchase
@@ -364,7 +378,7 @@ AfterPurchase
cmp IndexesOfWeaponsL1,y
beq ?weaponfound
iny
cpy #(last_offensive_____ - first_offensive____) ; maxOffensiveWeapons
cpy #(last_offensive_____ - first_offensive____)+1 ; maxOffensiveWeapons
bne @-
; not found apparently?
; TODO: check border case (the last weapon)
@@ -377,6 +391,7 @@ PositionDefensive
?weaponFound
; weapon index in Y
sty positionOnTheList
jsr _MakeOffsetDown ; set list screen offset
; Here we have all we need
; So choose the weapon for purchase ......
@@ -387,7 +402,10 @@ ChoosingItemForPurchase
jsr PutLitteChar ; Places pointer at the right position
jsr getkey
bit escFlag
spl:jmp WaitForKeyRelease ; like jsr ... : rts
bpl @+
mva #0 escFlag
jmp WaitForKeyRelease ; like jsr ... : rts
@
cmp #@kbcode._tab ; $2c ; Tab
jeq ListChange
cmp #@kbcode._left ; $06 ; cursor left
@@ -446,18 +464,23 @@ GoDownOffensive
sty PositionOnTheList
beq MakeOffsetUp
MakeOffsetDown
jsr _MakeOffsetDown
EndGoDownX
jmp ChoosingItemForPurchase
_MakeOffsetDown
lda OffsetDL1
clc
adc #15
;if offset+16 is lower than the position then it must =16
cmp PositionOnTheList
bcs EndGoDownX
bcs _EndGoDownX
sec
lda PositionOnTheList
sbc #15
sta OffsetDL1
EndGoDownX
jmp ChoosingItemForPurchase
_EndGoDownX
rts
; swapping the displayed list and setting pointer to position 0
ListChange
@@ -473,6 +496,7 @@ ListChange
beq @+
; inventory
jsr calcPosOffensive
jsr _MakeOffsetDown ; set list screen offset
jmp ChoosingItemForPurchase
@
mva #0 PositionOnTheList
@@ -792,11 +816,9 @@ Suprise ; get a random weapon
bcc GetRandomDefensive
GetRandomOffensive
randomize ind_Missile________ last_offensive_____
cmp #ind_Buy_me_________
beq GetRandomOffensive
;cmp #ind_Buy_me_________ ; buy me do not buy buy me :)
;beq GetRandomOffensive
tay
; lda WeaponUnits,y ; check if weapon exist
; beq GetRandomOffensive
bne NoSuprise ; Y always <> 0
GetRandomDefensive
randomize ind_Battery________ last_defensive_____
@@ -848,6 +870,40 @@ invSelectDef
ply
jmp DecreaseDefensive ; bypass activation
NotBattery
cmp #ind_Auto_Defense___
bne NoAutoDefense
; Auto Defense - do it like battery
mva #sfx_auto_defense sfx_effect
mva #$A1 AutoDefenseFlag,x ; this is "A" in inverse - for status line :)
jmp DecreaseDefensive ; bypass activation
NoAutoDefense
cmp #ind_Lazy_Boy_______
bne NoLazyBoy
; Lazy Boy - do it like battery
mva #sfx_lazy_boys sfx_effect
phy
jsr PrepareAIShoot
jsr FindBestTarget2 ; find nearest tank neighbour
jsr LazyAim
ply
jmp DecreaseDefensive ; bypass activation
NoLazyBoy
cmp #ind_Lazy_Darwin____
bne NoLazyDarwin
; Lazy Darwin - do it like battery
mva #sfx_lazy_boys sfx_effect
phy
jsr PrepareAIShoot
jsr FindBestTarget3 ; find target with lowest energy
jsr LazyAim
ply
jmp DecreaseDefensive ; bypass activation
NoLazyDarwin
cmp #ind_Spy_Hard_______
bne NotSpy
mva #$ff SpyHardFlag
jmp DecreaseDefensive ; bypass activation
NotSpy
cmp #ind_Long_Barrel____
bne NotBarrel
; if activate long barrel, we do it differently too
@@ -886,6 +942,22 @@ DefActivationEnd
jmp WaitForKeyRelease ; rts
.endp
.proc LazyAim
; aiming proc for Lazy ... weapons
; as proc for memory optimisation
; Y - target tan nr
; A - target direction
sty TargetTankNr
; aiming
jsr TakeAim ; direction still in A (0 - left, >0 - right)
lda Force
sta ForceTableL,x
lda Force+1
sta ForceTableH,x
lda NewAngle
sta AngleTable,x
rts
.endp
; -----------------------------------------------------
.proc calcPosDefensive
; calculate positionOnTheList from the activeWeapon (defensives)
@@ -897,7 +969,7 @@ DefActivationEnd
cmp IndexesOfWeaponsL2,y
beq ?weaponfound
iny
cpy #(last_defensive_____ - first_defensive____) ; maxDefensiveWeapon
cpy #(last_defensive_____ - first_defensive____)+1 ; maxDefensiveWeapon
bne @-
; not found apparently?
; TODO: check border case (the last weapon)
@@ -1025,7 +1097,7 @@ NoArrowDown
mwa #NameDL dlptrs
lda #%00110001 ; narrow screen width, DL on, P/M off
sta dmactls
VDLI DLIinterruptText ; jsr SetDLI for text (names) screen
SetDLI DLIinterruptText ; jsr SetDLI for text (names) screen
mva #0 TankNr
sta COLBAKS ; set color of background
@@ -1035,6 +1107,7 @@ NoArrowDown
jsr EnterPlayerName
bit escFlag
spl:rts
jsr CheckTankCheat
inc TankNr
lda TankNr
cmp NumberOfPlayers
@@ -1057,11 +1130,8 @@ NoArrowDown
ldx tanknr
lda skillTable,x
sta difficultyLevel
inx
stx decimal
mwa #(NameScreen2+9) displayposition
jsr displaybyte
jsr HighlightLevel ; setting choosen level of the opponent (Moron, etc)
lda digits+1,x
sta NameScreen2+7
; clear tank name editor field - not necessary
; ldx #8
@@ -1095,12 +1165,18 @@ LastNameChar
beq @+
iny
@ sty PositionInName
; lda NameAdr,y
; ora #$80 ; place cursor on the end
; sta NameAdr,y
CheckKeys
jsr HighlightLevel ; setting choosen level of the opponent (Moron, etc)
ldx TankNr
lda JoyNumber,x
tay
lda digits+1,y
sta NameScreen2+11 ; display joystick port number
lda TankShape,x
tay
lda digits+1,y
sta NameScreen2+15 ; display tank shape number
jsr CursorDisplay
jsr getkey
bit escFlag
@@ -1131,7 +1207,7 @@ CheckFurtherX01 ; here we check Tab, Return and Del
cmp #@kbcode._ret ; $0c ; Return
jeq EndOfNick
cmp #@kbcode._tab ; $2c ; Tab
beq ChangeOfLevelUp
beq ChangeOfJoyUp
cmp #@kbcode._right ; $7 ;cursor right
beq ChangeOfLevelUp
cmp #@kbcode._left ; $6 ;cursor left
@@ -1140,6 +1216,8 @@ CheckFurtherX01 ; here we check Tab, Return and Del
beq ChangeOfLevel3Up
cmp #@kbcode._up ; $e ;cursor up
beq ChangeOfLevel3Down
cmp #@kbcode._atari ; atari (inverse) key
jeq ChangeOfShapeUp
cmp #@kbcode._del ; $34 ; Backspace (del)
bne CheckKeys
@@ -1159,13 +1237,24 @@ FirstChar
lda #0
sta NameAdr,x
jmp CheckKeys
;----
ChangeOfJoyUp
ldx TankNr
inc JoyNumber,x
lda JoyNumber,x
and #%00000011 ; max 4 joysticks
sta JoyNumber,x
.IF TARGET = 5200
beq ChangeOfShapeUp ; change tank shape
.ENDIF
jmp CheckKeys
;----
ChangeOfLevelUp ; change difficulty level of computer opponent
inc:lda DifficultyLevel
cmp #9 ; 9 levels are possible
bne DoNotLoopLevelUp
mva #$0 DifficultyLevel
DoNotLoopLevelUp
jsr HighlightLevel
jmp CheckKeys
;----
ChangeOfLevelDown
@@ -1173,7 +1262,6 @@ ChangeOfLevelDown
bpl DoNotLoopLevelDown
mva #$8 DifficultyLevel
DoNotLoopLevelDown
jsr HighlightLevel
jmp CheckKeys
;----
ChangeOfLevel3Up
@@ -1185,7 +1273,6 @@ ChangeOfLevel3Up
sbb DifficultyLevel #9
DoNotLoopLevel3Up
jsr HighlightLevel
jmp CheckKeys
;----
ChangeOfLevel3Down
@@ -1193,9 +1280,18 @@ ChangeOfLevel3Down
bpl @+
adb DifficultyLevel #9
@
jsr HighlightLevel
jmp CheckKeys
;----
ChangeOfShapeUp
ldx TankNr
inc TankShape,x
lda TankShape,x
cmp #$03
bne @+
lda #$00
sta TankShape,x
@ jmp CheckKeys
;----
EndOfNick
; now check long press joy button (or Return...)
mva #0 pressTimer ; reset
@@ -1215,6 +1311,10 @@ ShortJoyPress
ldx tanknr
lda DifficultyLevel
sta skilltable,x
beq NotRobot
lda #$03 ; shape for robotanks
sta TankShape,x
NotRobot
; storing name of the tank in the right space
; (without cursor!)
ldy #$00
@@ -1436,7 +1536,7 @@ displayloop
cpx #0
bne noleading0
cpy #4
beq noleading0 ; if 00000 - last 0 must be
beq noleading0 ; if 00000 - last 0 must stay
cmp zero
bne noleading0
lda #space
@@ -1508,7 +1608,7 @@ displayloop1
;parameters are:
;Y - number of tank above which text is displayed
;fx - length of text
;textAddress - address of the text
;LineAddress4x4 - address of the text
;lets calculate position of the text first!
;that's easy because we have number of tank
@@ -1580,7 +1680,7 @@ DOTNnotLessThanZero
DOTNnoOverflow
;here in temp we have really good x position of text
mwa temp TextPositionX
mwa temp LineXdraw
;now let's get y position
;we will try to put text as low as possible
@@ -1610,62 +1710,34 @@ DOTOldLowestValue
cpy #$ff
bne DOTLowestMountainValueLoop
sec
lda temp2
sbc #(4+9) ;9 pixels above ground (and tanks...)
sta TextPositionY
sta LineYdraw
mva #0 TextCounter
mwa TextAddress temp
DOTNcharloop
ldy TextCounter
jmp TypeLine4x4.noLengthNoColor ; rts
lda (temp),y
and #$3f ;always CAPITAL letters
sta CharCode4x4
lda TextCounter
asl
asl
clc
adc TextPositionX
sta dx
lda #0
adc TextPositionX+1
sta dx+1
lda TextPositionY
sta dy
mva #0 dy+1 ; dy is 2 bytes value
jsr PutChar4x4
inc TextCounter
lda fx
cmp TextCounter
bne DOTNcharloop
rts
.endp
;--------------------------------------------------------
.proc DisplayOffensiveTextNr ;
ldx TextNumberOff
lda talk.OffensiveTextTableL,x
sta TextAddress
sta LineAddress4x4
lda talk.OffensiveTextTableH,x
sta TextAddress+1
sta LineAddress4x4+1
inx ; the next text
lda talk.OffensiveTextTableH,x
sta temp+1
lda talk.OffensiveTextTableL,x
sta temp ; opty possible
; substract address of the next text from previous to get text length
sbw temp TextAddress temp2
sbw temp LineAddress4x4 temp2
mva temp2 fx
jsr Display4x4AboveTank
rts
;jsr Display4x4AboveTank
;rts
; POZOR !!!
.endp
;--------------------------------------------------------
@@ -1678,7 +1750,7 @@ DOTNcharloop
lda #0
adc #>Tanksnames
sta temp+1 ; TextAddress+1
mwa temp TextAddress
mwa temp LineAddress4x4
;find length of the tank's name
ldy #7
@@ -1699,15 +1771,19 @@ end_found
;-------------------------------
.proc TypeLine4x4 ;
;-------------------------------
;this routine prints line ending with $ff
;address in LineAddress4x4 (it is the same as `temp`)
;this routine prints line of length `fx`
;address in LineAddress4x4
;starting from LineXdraw, LineYdraw
lda #$ff
lda #14 ; default length of 4x4 texts
sta fx
variableLength
lda #$ff ; $ff - visible characters, $00 - clearing
staplot4x4color
sta plot4x4color
noLengthNoColor
ldy #0
sty LineCharNr
@@ -1715,19 +1791,17 @@ staplot4x4color
TypeLine4x4Loop
ldy LineCharNr
;mwa LineAddress4x4 temp ; LineAddress4x4 === temp
lda (temp),y
cmp #$ff
beq EndOfTypeLine4x4
lda (LineAddress4x4),y
and #$3f ;always CAPITAL letters
sta CharCode4x4
mwa LineXdraw dx
mva LineYdraw dy
mva #0 dy+1 ; dy is 2 bytes value
jsr PutChar4x4 ;type empty pixels as well!
adw LineXdraw #4
inc LineCharNr
jmp TypeLine4x4Loop
inc:lda LineCharNr
cmp fx
bne TypeLine4x4Loop
EndOfTypeLine4x4
rts
@@ -1745,13 +1819,9 @@ EndOfTypeLine4x4
jsr TL4x4_top
adb ResultY #4 ;next line
;seppuku
;sure?
mwa #areYouSureText LineAddress4x4
mwa #((ScreenWidth/2)-(8*4)) LineXdraw ; centering
mva ResultY LineYdraw
jsr TypeLine4x4
adb ResultY #4 ;next line
jsr _sep_opty
;bottom frame
mva ResultY LineYdraw
jsr TL4x4_bottom
@@ -1772,17 +1842,22 @@ skip01
@
mva #$ff plot4x4color
mwa #lineClear LineAddress4x4
mwa #((ScreenWidth/2)-(8*4)) LineXdraw ; centering
mva ResultY LineYdraw
jsr TypeLine4x4
adb ResultY #4 ;next line
jsr _sep_opty
dec di
bne @-
quit_areyousure
rts
.endp
.proc _sep_opty
mwa #((ScreenWidth/2)-(8*4)) LineXdraw ; centering
mva ResultY LineYdraw
jsr TypeLine4x4
adb ResultY #4 ;next line
rts
.endp
;--------------------------------
.proc DisplaySeppuku
;using 4x4 font
@@ -1803,11 +1878,8 @@ seppuku_loop
;seppuku
mwa #seppukuText LineAddress4x4
mwa #((ScreenWidth/2)-(8*4)) LineXdraw ; centering
mva ResultY LineYdraw
jsr TypeLine4x4
adb ResultY #4 ;next line
jsr _sep_opty
;bottom frame
mva ResultY LineYdraw
jsr TL4x4_bottom ; just go
@@ -1815,22 +1887,22 @@ seppuku_loop
;clean seppuku
mva #3 di
mva #4 ResultY
@
;mva #4 ResultY
lda #4
sta ResultY
loplop ;@
mwa #lineClear LineAddress4x4
mwa #((ScreenWidth/2)-(8*4)) LineXdraw ; centering
mva ResultY LineYdraw
jsr TypeLine4x4
adb ResultY #4 ;next line
jsr _sep_opty
dec di
bne @-
bne loplop ;@-
dec fs
jne seppuku_loop
quit_seppuku
rts
.endp
;--------------------------------
.proc DisplayResults ;
@@ -1954,10 +2026,6 @@ TankNameCopyLoop
;it means |
mva #$3 ResultLineBuffer+13
;it means end of line
mva #$ff ResultLineBuffer+14
;result line display
mwa #ResultLineBuffer LineAddress4x4
mwa #((ScreenWidth/2)-(8*4)) LineXdraw
@@ -2023,8 +2091,9 @@ FinishResultDisplay
mva #0 COLOR1
sta COLBAKS ; set color of background
sta CreditsVScrol
sta JoystickNumber ; set joystick port for player
mva #TextForegroundColor COLOR2
VDLI DLIinterruptGameOver ; jsr SetDLI for Game Over screen
SetDLI DLIinterruptGameOver ; jsr SetDLI for Game Over screen
; make text and color lines for each tank
ldx NumberOfPlayers ;we start from the highest (best) tank
dex ;and it is the last one
@@ -2259,6 +2328,10 @@ EndOfCredits
.proc DisplayStatus
;-------------------------------------------------
; displaying number of active controller port
ldy JoystickNumber
lda digits+1,y
sta statusBuffer+17
;---------------------
;displaying symbol of the weapon
;---------------------
@@ -2269,7 +2342,7 @@ EndOfCredits
ldx TankNr
ldy ActiveWeapon,x
lda WeaponSymbols,y
sta statusBuffer+18
sta statusBuffer+19
;---------------------
;displaying quantity of the given weapon
@@ -2277,7 +2350,7 @@ EndOfCredits
lda ActiveWeapon,x
jsr HowManyBullets
sta decimal
mwa #statusBuffer+20 displayposition
mwa #statusBuffer+21 displayposition
jsr displaybyte
;---------------------
@@ -2298,13 +2371,18 @@ EndOfCredits
ldy #15
@
lda (temp),y
sta statusBuffer+23,y
sta statusBuffer+24,y
dey
bpl @-
;---------------------
;displaying name of the defence weapon (if active)
;---------------------
lda AutoDefenseFlag,x ; Auto Defense symbol (space or "A" in inverse)
bpl @+
lda #$5e ; Auto Defense symbol
@
sta statusBuffer+80+21
lda #$08 ; (
sta statusBuffer+80+22
lda #$09 ; )
@@ -2465,7 +2543,7 @@ AngleDisplay
.proc PutTankNameOnScreen
; puts name of the tank on the screen
ldy #$00
lda tanknr
lda TankNr
asl
asl
asl ; 8 chars per name
+12 -18
View File
@@ -39,10 +39,10 @@ mountainDeltaL .ds 1 ;.by $ff
LineHeader1
.ds 9 ;dta d"# ROUND: "
RoundNrDisplay
.ds 7 ;dta d" #", $ff
.ds 5 ;dta d" #", $ff
; 4x4 text buffer
ResultLineBuffer
.ds 19 ;dta d" ", $ff
.ds 14 ;dta d" ", $ff
linetableL ; = PMGraph + $0300 - (screenHeight+1)*2
.ds (screenHeight+1)
linetableH ; = PMGraph + $0300 - (screenHeight+1)
@@ -126,7 +126,9 @@ BarrelLength ;length of the tank barrel - dont forget to set it to 6 at round st
ActiveWeapon ;number of the selected weapon
.DS MaxPlayers
ActiveDefenceWeapon ;number of the activated defence weapon - 0
.DS MaxPlayers
.DS MaxPlayers
AutoDefenseFlag ; 0 - not activated, >$7f - activated
.DS MaxPlayers
WeaponDepleted .DS 1 ; if 0 deactivate the weapon and switch to Baby Missile
;----------------------------------------------------
@@ -157,11 +159,17 @@ ytankstable ;Y positions of tanks (lower left point)
.DS MaxPlayers
LowResDistances ; coarse tank positions divided by 4 (to be in just one byte)
.DS MaxPlayers
JoyNumber ; Joystick port number (from 0 to 3)
.DS MaxPlayers
TankShape ; Tank shape number (from 0 to 2)
.DS MaxPlayers
;----------------------------------------------------
TargetTankNr ; Target tank index (for AI routines)
.DS 1
SecondTryFlag ; For precise AI aiming
.DS 1
SpyHardFlag ; >$7f - run SpyHard after inventory
.DS 1
;----------------------------------------------------
;Erase .DS 1 ; if 1 only mask of the character is printed
; on the graphics screen. if 0 character is printed normally
@@ -275,6 +283,7 @@ UpNdown .DS 1
temptankX .DS 2
temptankNr .DS 1
AfterBFGflag .DS 1
;----------------------------------------------------
;Variables from textproc.s65
@@ -356,10 +365,6 @@ mountaintable2 ;table of mountains (size=screenwidth)
.DS 1 ; additional byte for fallout (sometimes 1 pixel)
MountaintableEnd ;good for table clearing
;----------------------------------------------------
TextPositionX .DS 2
TextPositionY .DS 1
TextAddress .DS 2
TextCounter .DS 1
TextNumberOff .DS 1
;--------------
TankTempY
@@ -376,10 +381,6 @@ CurrentResult
;--------------
AngleTable ;Angle of the barrel of each tank during the round
.DS MaxPlayers
;NewAngle ; used in AI
.DS 1
;previousBarrelAngle
; .DS MaxPlayers
EndOfTheBarrelX
.ds 2
EndOfTheBarrelY
@@ -409,19 +410,12 @@ LineCharNr .DS 1
;LineYdraw .DS 1
;-----------
ResultX
.DS 2
;ResultY .DS 1
ResultOfTankNr
.DS 1
;----------------------------------------------------
;PutChar4x4
;----------------------------------------------------
LoopCounter4x4 .DS 1
y4x4 .DS 1
StoreA4x4 .DS 1
Xcounter4x4 .DS 1
nibbler4x4 .DS 1
CharCode4x4 .DS 1
;plot4x4color .DS 1 ;1-white, 0-background
+176 -47
View File
@@ -49,15 +49,29 @@ ExplosionRoutines
.word tonofdirt-1 ;Ton_of_Dirt____;_27
.word liquiddirt-1 ;Liquid_Dirt____;_28
.word dirtcharge-1 ;Dirt_Charge____;_29
.word VOID-1 ;Buy_me_________;_30
.word BFG-1 ;Buy_me_________;_30
.word laser-1 ;Laser__________;_31
VOID
tracer
rts
.endp
; ------------------------
.proc BFG
mva #sfx_plasma_2_2 sfx_effect
jsr BFGblink
; Kill all :)
ldx NumberOfPlayers
dex
lda #$00
CheckNextTankBFG
cpx TankNr ; not me!
beq @+
sta Energy,x
@ dex
bpl CheckNextTankBFG
stx AfterBFGflag ; $ff
rts
.endp
; ------------------------
.proc babymissile
mva #sfx_baby_missile sfx_effect
@@ -88,11 +102,13 @@ tracer
mva #17 ExplosionRadius
jsr xmissile
; soil must fall down now! there is no other way...
jsr SecondRepeat
/* ; soil must fall down now! there is no other way...
; hide tanks or they fall down with soil
jsr SoilDown2
; it looks like force is divided by 4 here BUT"
; it looks like force is divided by 4 here BUT"
; in Flight routine force is multiplied by 2 and left
; so, we have Force divided by 2 here (not accurately)
lsr Force+1
@@ -109,8 +125,9 @@ tracer
mva #15 ExplosionRadius
jsr CalculateExplosionRange0
mva #sfx_baby_missile sfx_effect
jsr xmissile.NoRangeCalc
jsr xmissile.NoRangeCalc */
SecondRepeat
; soil must fall down now! there is no other way...
; hide tanks or they fall down with soil
jsr SoilDown2
@@ -128,7 +145,7 @@ tracer
jsr Flight
lda HitFlag
beq EndOfLeapping
mva #13 ExplosionRadius
mva #14 ExplosionRadius
jsr CalculateExplosionRange0
mva #sfx_baby_missile sfx_effect
jmp xmissile.NoRangeCalc
@@ -152,8 +169,8 @@ EndOfLeapping
jsr SoilDown2
;
jsr cleartanks ; maybe not?
sta FunkyWallFlag
mva #1 color
mva #0 FunkyWallFlag
mva #5 FunkyBombCounter
FunkyBombLoop
mva #1 tracerflag
@@ -172,7 +189,19 @@ FunkyBombLoop
mwa ytrajfb ytraj+1
mva #sfx_funky_hit sfx_effect
jsr Flight
mva #0 ExplosionRadius ; if no explosion (off screen)
; if xdraw if over range then fix it
lda xdraw+1
bpl NoOnLeftEdge
lda #0
sta xdraw
sta xdraw+1
NoOnLeftEdge
cpw xdraw #screenwidth
bcc NoOnRightEdge
mwa #screenwidth xdraw
NoOnRightEdge
jsr CalculateExplosionRange ; add end of flight coordinates to soildown range
lda HitFlag
beq NoExplosionInFunkyBomb
mva #sfx_baby_missile sfx_effect
@@ -589,7 +618,7 @@ DiggerCharacter
; ------------------------
.proc liquiddirt
mva #sfx_liquid_dirt sfx_effect
mwa #254 FillCounter
mwa #510 FillCounter
jmp xliquiddirt
.endp
; ------------------------
@@ -876,9 +905,7 @@ ExplodeNow
.proc checkRollDirection
; check rolling direction (for roller and other rolling weapons)
ldy #0
mwa #mountaintable tempXROLLER
adw tempXROLLER xdraw
adw xdraw #mountaintable tempXROLLER
lda (tempXROLLER),y
sta ydraw
sty ydraw+1
@@ -904,20 +931,19 @@ SeekLeft
.nowarn dew tempXROLLER
lda (tempXROLLER),y ;fukk! beware of Y value
cmp HeightRol
bne HowMuchToFallLeft
;bne HowMuchToFallLeft
HowMuchToFallLeft
bcs GoRightNow
mva #1 HowMuchToFall
mva #1 HowMuchToFall
GoRightNow
mwa #mountaintable tempXROLLER
adw tempXROLLER xdraw
adw xdraw #mountaintable tempXROLLER
SeekRight
cpw tempXROLLER #(mountaintable+screenwidth)
beq HowMuchToFallKnown ; "stop" if we have on left end
inw tempXROLLER
lda (tempXROLLER),y
cmp HeightRol
bne HowMuchToFallRight
;bne HowMuchToFallRight
HowMuchToFallRight
; check if up or down
bcs HowMuchToFallKnown
@@ -1028,18 +1054,19 @@ UpNotYet2
lda xdraw
and xdraw+1
cmp #$ff ; like cpw xdraw #$ffff
;ora xdraw+1 ; like cpw xdraw #$0000
jne RollinContinuesLiquid
beq FillNow
HowMuchToFallRight3
inw xdraw
cpw xdraw #(screenwidth+1)
cpw xdraw #screenwidth
jne RollinContinuesLiquid
FillNow
; finally one pixel more
ldy #0
lda HowMuchToFall
bmi FillHole
cmp#1
cmp #1
beq FillLeft
inw xdraw
inw xdraw ; tricky but we must rollback xdraw in proper direction
@@ -1051,13 +1078,14 @@ FillHole
sta ydraw
beq ToHighFill ; if we filled all playfield (very rare but possible)
dec ydraw ; one pixel up
ToHighFill
lda ydraw
sta (tempXROLLER),y ;mountaintable update
mva #1 color
jsr plot.MakePlot
ToHighFill
.nowarn dew FillCounter
cpw FillCounter #0
lda FillCounter
ora FillCounter+1
jne RepeatFill
rts
.endp
@@ -1163,12 +1191,16 @@ callInventory
jsr Purchase
afterInventory
jsr MakeDarkScreen
RmtSong song_ingame
mva #0 escFlag
jsr DisplayStatus
jsr SetMainScreen
jsr WaitOneFrame
jsr DrawTanks
bit SpyHardFlag
bpl NoSpyHard
jsr SpyHard
NoSpyHard
RmtSong song_ingame
mva #0 escFlag
jsr WaitForKeyRelease
jmp BeforeFire
@
@@ -1305,11 +1337,10 @@ pressedRight
mva #sfx_set_power_2 sfx_effect
mva #1 Erase
jsr DrawTankNr.BarrelChange
dec AngleTable,x
lda AngleTable,x
cmp #255 ; -1
dec:lda AngleTable,x
cmp #255 ; -1
jne BeforeFire
lda #179
lda #180
sta AngleTable,x
jmp BeforeFire
@@ -1324,7 +1355,7 @@ CTRLPressedRight
sta AngleTable,x
cmp #4 ; smallest angle for speed rotating
jcs BeforeFire
lda #179
lda #180
sta AngleTable,x
jmp BeforeFire
@@ -1342,8 +1373,8 @@ pressedLeft
INC AngleTable,x
lda AngleTable,x
cmp #180
jne BeforeFire
lda #1
jcc BeforeFire
lda #0
sta AngleTable,x
jmp BeforeFire
@@ -1358,7 +1389,7 @@ CTRLPressedLeft
sta AngleTable,x
cmp #180-4
jcc BeforeFire
lda #1
lda #0
sta AngleTable,x
jmp BeforeFire
@@ -1381,6 +1412,7 @@ pressedTAB
jmp BeforeFire
CTRLpressedTAB
mva #sfx_purchase sfx_effect
ldx TankNr
lda ActiveWeapon,x
cmp #first_offensive____ ; #0
@@ -1491,7 +1523,7 @@ AfterStrongShoot
tay ; A=0 !
adw xtraj+1 #mountaintable temp
lda ytraj+1
cmp (temp),y ; check collision witch mountains
cmp (temp),y ; check collision with mountains
bcs ShotUnderGround
jsr Flight
mva #1 color
@@ -1746,6 +1778,8 @@ LaserNoWalls
bit TestFlightFlag
bmi nowait
bit LaserFlag ; faster laser prepare
bmi nowait
lda color
beq nonowait ; smoke tracer erases slowly
lda tracerflag
@@ -1762,7 +1796,7 @@ nowait
; If laser fires, edges of the screen finish "flying" and laser hits.
lda ytraj+2
bmi LaserHitEdge
cpw xtraj+1 #screenwidth+1
cpw xtraj+1 #screenwidth ;+1
bcc LaserNoHitEdge
LaserHitEdge
mwa xdraw XHit
@@ -1844,6 +1878,8 @@ EndOfFlight2
beq JNoDefence
cmp #ind_Smoke_Tracer___
beq JNoDefence
cmp #ind_Laser__________ ; Bouncy and Mag not fire by Laser
beq JNoDefence
lda ActiveDefenceWeapon,x
cmp #ind_Bouncy_Castle__ ; Auto Defence
jeq BouncyCastle
@@ -2201,7 +2237,7 @@ MIRVcheckCollision
ldy #0
lda ytraj+1
cmp (temp),y ; check collision witch mountains
cmp (temp),y ; check collision with mountains
bcs mrHit
mrSkipCollisionCheck
@@ -2313,6 +2349,11 @@ MakeBump
sbc vx+#
sta vx+#
.endr
; and bouce feapfrog :)
sec
lda #180
sbc LeapFrogAngle
sta LeapFrogAngle ; swap angle (LeapFrogAngle)
inc FunkyWallFlag
rts
WrapAndNone
@@ -2418,7 +2459,63 @@ InverseScreenByte
sta (temp),y
rts
.endp
; -------------------------------------------------
.proc AutoDefense
; -------------------------------------------------
; This routine is run from inside of the main loop
; X - index of tank
; -------------------------------------------------
jsr PrepareAIShoot.WepTableToTemp
jsr UseBattery
jsr TosserDefensives
rts
.endp
; -------------------------------------------------
.proc SpyHard
; -------------------------------------------------
mvx TankNr TargetTankNr ; save
RepeatSpy
mvx #0 TankNr
CheckNextTankSH
cpx TargetTankNr
beq ThisTankItsMe
lda Energy,x ; only active players
beq ThisTankIsDead
; run SpyHard for tank in X
jsr DisplaySpyInfo
jsr FlashTank
@ jsr GetKey
bit escFlag
bmi SpyHardEnd
cmp #@kbcode._space ; $21 ; Space
beq SpyHardEnd
cmp #@kbcode._ret ; Return key (5200 - fire)
beq SpyHardEnd
cmp #@kbcode._left ; $6
beq SelectNextTank
cmp #@kbcode._right ; $07 ; cursor right
bne @-
ThisTankIsDead
ThisTankItsMe
SelectNextTank
inc TankNr
ldx TankNr
cpx NumberOfPlayers
bne CheckNextTankSH
beq RepeatSpy
SpyHardEnd
mvx TargetTankNr TankNr ; restore
jsr DisplaySpyInfo
mva #0 SpyHardFlag
rts
.endp
.proc DisplaySpyInfo
lda TankStatusColoursTable,x
sta COLOR2 ; set color of status line
jsr PutTankNameOnScreen
jsr DisplayStatus
rts
.endp
; -------------------------------------------------
.proc TankFlying
; -------------------------------------------------
@@ -2443,11 +2540,13 @@ StoreMaxAlt
mwa #hoverFull LineAddress4x4
mwa #((ScreenWidth/2)-((hoverFullEnd-hoverFull)*2)) LineXdraw ; centering
mva #hoverFullEnd-hoverFull-1 fx ; length
sec
lda FloatingAlt
sbc #12
sta LineYdraw
jsr TypeLine4x4
jsr TypeLine4x4.variableLength
ldx TankNr
; TankNr in X reg.
@@ -2490,6 +2589,7 @@ ReachSky
; display text 4x4 - fuel full (clear text)
mwa #hoverFull LineAddress4x4
mwa #((ScreenWidth/2)-((hoverFullEnd-hoverFull)*2)) LineXdraw ; centering
mva #(hoverFullEnd-hoverFull-1) fx ; length
sec
lda FloatingAlt
sbc #12
@@ -2534,15 +2634,15 @@ KeyboardAndJoyCheck
; display text 4x4 - low fuel
mwa #hoverEmpty LineAddress4x4
mwa #((ScreenWidth/2)-((hoverEmptyEnd-hoverEmpty)*2)) LineXdraw ; centering
mva #hoverEmptyEnd-hoverEmpty-1 fx ; length
sec
lda FloatingAlt
sbc #12
sta LineYdraw
;lda #0
jsr TypeLine4x4 ;.staplot4x4color
jsr TypeLine4x4.variableLength
ldx TankNr
notpressed
; let's animate "engine"
jsr DrawTankEngine
@@ -2653,6 +2753,7 @@ pressedSpace
; display text 4x4 - low fuel (clear text)
mwa #hoverEmpty LineAddress4x4
mwa #((ScreenWidth/2)-((hoverEmptyEnd-hoverEmpty)*2)) LineXdraw ; centering
mva #hoverEmptyEnd-hoverEmpty-1 fx ; length
sec
lda FloatingAlt
sbc #12
@@ -2834,9 +2935,17 @@ CheckCollisionWithTankLoop
cmp ydraw
bcs OverTheTank
; with or without shield ?
lda ShieldEnergy,x
bne CheckCollisionWithShieldedTank ; tank with shield is bigger :)
lda ActiveDefenceWeapon,x
cmp #ind_Mag_Deflector__ ; first shielded weapon
bcc CheckCollisionWithNotShieldedTank
cmp #ind_Bouncy_Castle__+1 ; last shielded weapon
bcc CheckCollisionWithShieldedTank ; tank with shield is bigger :)
;lda ShieldEnergy,x ; there is wrong method to check shield :)
;bne CheckCollisionWithShieldedTank ; tank with shield is bigger :)
CheckCollisionWithNotShieldedTank
lda xtankstableH,x
cmp xdraw+1
bne @+
@@ -2916,14 +3025,34 @@ CalculateExplosionRange0
;calculates total horizontal range of explosion by
;"summing up" ranges of all separate explosions
adw xdraw ExplosionRadius WeaponRangeRight
cpw WeaponRangeRight #screenwidth-1
bcc NotOutOfTheScreenRight
; WeaponRangeRight = xdraw + ExplosionRadius
clc
lda xdraw
adc ExplosionRadius
sta WeaponRangeRight
lda xdraw+1
adc #$00
sta WeaponRangeRight+1
; adw xdraw ExplosionRadius WeaponRangeRight ; Pozor! ExplosionRadius is one byte now
; cpw WeaponRangeRight #screenwidth-1
cmp #>(screenwidth-1)
bne @+
lda WeaponRangeRight
cmp #<(screenwidth-1)
@ bcc NotOutOfTheScreenRight
mwa #screenwidth-1 WeaponRangeRight
NotOutOfTheScreenRight
sbw xdraw ExplosionRadius WeaponRangeLeft
lda WeaponRangeLeft+1
; WeaponRangeLeft = xdraw - ExplosionRadius
sec
lda xdraw
sbc ExplosionRadius
sta WeaponRangeLeft
lda xdraw+1
sbc #$00
sta WeaponRangeLeft+1
; sbw xdraw ExplosionRadius WeaponRangeLeft ; Pozor! ExplosionRadius is one byte now
; lda WeaponRangeLeft+1
bpl NotOutOfTheScreenLeft
lda #0
sta WeaponRangeLeft