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Author SHA1 Message Date
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
17 changed files with 398 additions and 201 deletions
+4 -3
View File
@@ -28,7 +28,7 @@ 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. 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.
@@ -53,6 +53,7 @@ The status line shows which player is currently allowed to take a shot and a set
* 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.
@@ -171,7 +172,7 @@ Only these points determine the order in the summary
* **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).
* **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 letter "A" 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.
* **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.
@@ -184,7 +185,7 @@ 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:
+4 -5
View File
@@ -26,7 +26,7 @@ Wybór opcji klawiszami kursora lub joystickiem.
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. 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.
@@ -52,7 +52,7 @@ W linii statusowej widoczna jest informacja o tym który z graczy aktualnie moż
* 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
* symbol "A" jeśli aktywna jest **Auto Defense**
* 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.
@@ -172,7 +172,7 @@ Tylko te punkty decydują o kolejności w podsumowaniu
* **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 literą "A" przed nazwą aktywnej broni defensywnej w linii statusowej. Jest to druga broń defensywna, która nie dezaktywuje innych broni defensywnych w przypadku jej użycia.
* **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!
@@ -187,8 +187,7 @@ 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 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 **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:
+24 -1
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@@ -51,7 +51,29 @@ With the advent of [fujinet](https://fujinet.online/) we are thinking about maki
## Changelog:
###### Version 1.18
###### 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.
@@ -69,6 +91,7 @@ This is the final round of weapon additions! Also. our beloved testers and playe
* 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 ;)
+6 -2
View File
@@ -238,6 +238,7 @@ EnoughEnergy
sta (temp),y
lda #99
sta Energy,x
jsr MaxForceCalculate
EnoughEnergy
NoBatteries
rts
@@ -576,6 +577,8 @@ 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
@@ -695,6 +698,8 @@ NoHitInSecondLoopR
inc NewAngle
EndOfSecondLoopR
EndOfAim
pla ; and restore active weapon
sta ActiveWeapon,x
rts
AimSecondTry
@@ -786,8 +791,7 @@ 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
+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.
+23 -39
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@@ -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
;------------------------------------------------
@@ -62,22 +42,22 @@ 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" "
;-----------
pmtableL ; addressess of the P/M memory for 6 tanks
@@ -96,7 +76,7 @@ pmtableH
.by >(pmgraph+$300)
;-----------
sintable
.by 0
.by 1
.by 4
.by 8
.by 13
@@ -510,7 +490,7 @@ 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
@@ -573,24 +553,28 @@ 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" "*
+26
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@@ -0,0 +1,26 @@
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
.IF *>0 ;this is a trick that prevents compiling this file alone
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 $0a
CashOptionL ;(one zero less than on the screen)
.by 0,<200,<800,<1200,<2000
CashOptionH
.by 0,>200,>800,>1200,>2000
GravityTable .by 10,20,25,30,40
MaxWindTable .by 5,20,40,70,99
RoundsTable .by 10,20,30,40,50
AIForceTable .wo 375,470,630,720,820 ; starting shoot forces for different gravity
flyDelayTable .by 255,150,75,35,1
seppukuTable .by 255, 45,25,15,9
.endif
+2 -2
View File
@@ -29,9 +29,9 @@ OptionsScreenEnd
;-----------------------------------------------
NameScreen2
dta d" Tank 01 Name:"
dta d" Tank 1 * 1 Name:"
NameAdr
dta d" "
dta d" "
NameScreen4
dta d" "
NamesOfLevels
+10 -6
View File
@@ -32,16 +32,20 @@ NameScreen3
dta d" Human/Atari (difficulty level) "
NameScreen5
.IF TARGET = 800
dta d" "
dta d"TAB"*
dta d" - Player/Difficulty level "
dta d" "
dta d"TAB"*
dta d" - Port nr "
dta d"Joy"*
dta d" - Difficulty "
dta d" "
dta d"Return"*
dta d" - Proceed "
.ELIF TARGET = 5200
dta d" "
dta d"Joy"*
dta d" - Player/Difficulty level "
dta d" "
dta d"(5)"*
dta d" - Port nr "
dta d"Joy"*
dta d" - Difficulty "
dta d" "
dta d"FIRE"*
dta d" - Proceed "
+1 -1
View File
@@ -2021,7 +2021,7 @@ EndPut4x4
.proc SetMainScreen
; mva #0 dmactls
VDLI DLIinterruptGraph ; jsr SetDLI for graphics (game) screen
SetDLI DLIinterruptGraph ; jsr SetDLI for graphics (game) screen
mwa #dl dlptrs ; issue #72 (glitches when switches)
lda #%00111110
; and #$fc
+144 -23
View File
@@ -15,7 +15,7 @@
;---------------------------------------------------
.macro build
dta d"1.19" ; number of this build (4 bytes)
dta d"1.20" ; number of this build (4 bytes)
.endm
.macro RMTSong
@@ -28,6 +28,7 @@
;---------------------------------------------------
FirstZpageVariable = $61
.zpvar DliColorBack .byte = FirstZpageVariable
.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 +87,7 @@ 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 +129,7 @@ FirstZpageVariable = $61
;* RMT ZeroPage addresses in artwork/sfx/rmtplayr.a65
displayposition = modify
LineAddress4x4 = temp
LineAddress4x4 = xcircle
;-----------------------------------------------
; libraries
@@ -269,12 +270,15 @@ FirstSTART
; 5 values in RMT file
; not elegant :(
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 #$06 MODUL-6+$bc3 ; $07 > $06
mva #$04 MODUL-6+$bf8 ; $05 > $04
mva #$08 MODUL-6+$e3d ; $0a > $08
mva #$06 MODUL-6+$e69 ; $08 > $06
mva #$06 MODUL-6+$ebc ; $08 > $06
NoRMT_PALchange
.ELSE
mva #$7f SkStatSimulator
@@ -350,8 +354,9 @@ MainGameLoop
jsr SortSequence
; Hide all (easier than hide last ;) ) tanks
jsr cleartanks
jsr cleartanks ; A=0
sta COLBAKS ; set background color to black
sta JoystickNumber ; set joystick port for player
; here gains and losses should be displayed (dollars)
; finally we have changed our minds and money of players
@@ -465,7 +470,6 @@ NoGameOverYet
jsr MakeDarkScreen ; issue #72
; jsr RmtSongSelect ; ?????
mva #sfx_silencer sfx_effect
jsr PMoutofscreen
jmp MainGameLoop
@@ -484,6 +488,7 @@ NoGameOverYet
jsr SetPMWidth
lda #0
sta AfterBFGflag ; reset BFG flag
sta COLOR2 ; status line "off"
sta COLOR1
@@ -626,7 +631,7 @@ CheckNextTankAD
jsr AutoDefense
@ dex
bpl CheckNextTankAD
jsr DrawTanks ; redraw tanks witch new defences
jsr DrawTanks ; redraw tanks with new defences
;
ldx TankSequencePointer
lda TankSequence,x
@@ -670,7 +675,8 @@ RoboTanks
jmp AfterManualShooting
ManualShooting
lda JoyNumber,x
sta JoystickNumber ; set joystick port for player
jsr WaitForKeyRelease
jsr BeforeFire
lda escFlag
@@ -823,22 +829,29 @@ NoPlayerNoDeath
;clear NoDeathCounter here
sta noDeathCounter
mva #sfx_death_begin sfx_effect
; display defensive text here (well, defensive
; is not the real meaning, it should be pre-death,
; but I am too lazy to change names of variables)
; in X there is a number of tank that died
lda #77 ; mumber of defensive text after BFG!
bit AfterBFGflag ; check BFG flag
bmi TextAfterBFG
; if BFG then no points for dead tanks ...
lda CurrentResult
clc
adc ResultsTable,x
sta ResultsTable,x
inc CurrentResult
;inc CurrentResult
mva #sfx_death_begin sfx_effect
; RandomizeDeffensiveText
randomize talk.NumberOfOffensiveTexts (talk.NumberOfDeffensiveTexts+talk.NumberOfOffensiveTexts-1)
TextAfterBFG
sta TextNumberOff
inc CurrentResult ; ... but increase result of winner (BFG)
ldy TankTempY
mva #$ff plot4x4color
jsr DisplayOffensiveTextNr
@@ -1087,6 +1100,7 @@ deletePtr = temp
; clean variables
lda #0
sta escFlag
sta JoystickNumber
tay
mwa #variablesStart deletePtr
@ tya
@@ -1343,16 +1357,23 @@ EndOfCreditsVBI
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
@@ -1363,7 +1384,9 @@ EndOfCreditsVBI
and #$0f
sta stick0
mva trig0 strig0 ;Move hardware to shadow
ldx JoystickNumber
lda trig0,x
sta strig0 ;Move hardware to shadow
mva chbas chbase
@@ -1379,9 +1402,15 @@ EndOfCreditsVBI
pla
tax
pla
rti
rti
.ELSE
jmp XITVBV
; support for joysticks :)
ldx JoystickNumber
lda STICK0,x
sta STICK0
lda STRIG0,x
sta STRIG0
jmp XITVBV
.ENDIF
.endp
.IF TARGET = 5200
@@ -1698,11 +1727,21 @@ checkJoyGetKey
bne getkeyend
notpressedJoyGetKey
;fire
lda STRIG0
;fire
lda STRIG0
beq JoyButton
.IF TARGET = 800 ; Select key only on A800
bne checkSelectKey
checkSelectKey
lda CONSOL
and #%00000010
.ENDIF
bne @-
OptionPressed
lda #@kbcode._tab ; Select key
bne getkeyend
JoyButton
lda #@kbcode._ret ;Return key
getkeyend
ldy #0
sty ATRACT ; reset atract mode
@@ -1780,6 +1819,7 @@ peopleAreHere
.endp
MakeDarkScreen
jsr PMoutofScreen
mva #0 dmactls ; dark screen
sta dmactl
; and wait one frame :)
@@ -1841,8 +1881,22 @@ noingame
bne @-
rts
.endp
;--------------------------------------------------
.macro SetDLI
; SetDLI #WORD
; Initialises Display List Interrupts
LDY # <:1
LDX # >:1
jsr _SetDLIproc
.endm
.proc _SetDLIproc
LDA #$C0
STY VDSLST
STX VDSLST+1
STA NMIEN
rts
.endp
;--------------------------------------------------
/* ;--------------------------------------------------
.macro randomize floor ceiling
;--------------------------------------------------
@@ -1907,9 +1961,72 @@ TankFont
font4x4
ins 'artwork/font4x4s.bmp',+62
;----------------------------------------------
;RMT PLAYER and song loading shenaningans
;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-*
@@ -1921,6 +2038,10 @@ MODUL
ins "artwork/sfx/scorch_str9-NTSC.rmt",+6 ;include music RMT module
MODULEND
;----------------------------------------------
icl 'constants_top.asm'
;----------------------------------------------
.ECHO "Bytes on top left: ",$bfe8-* ;ROM_SETTINGS-*
.IF target = 5200
.IF * > ROM_SETTINGS-1
.ERROR 'Code and RMT song too long to fit in 5200'
BIN
View File
Binary file not shown.
BIN
View File
Binary file not shown.
+63 -72
View File
@@ -33,7 +33,7 @@
mva #$ca COLOR1
mva #$00 COLBAKS ; set color of background
VDLI DLIinterruptOptions ; jsr SetDLI for Options text screen
SetDLI DLIinterruptOptions ; jsr SetDLI for Options text screen
; -------- setup bottom (tanks) line
lda NumberOfPlayers
@@ -242,6 +242,8 @@ invertme
jsr PurchaseAI ; remember to make ActivateAI :) !!!
jmp AfterManualPurchase
ManualPurchase
lda JoyNumber,x
sta JoystickNumber ; set joystick port for player
mva #0 isInventory
jsr Purchase ; purchase weapons
bit escFlag
@@ -293,7 +295,7 @@ AfterManualPurchase
GoToActivation
mva #$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
@@ -364,7 +366,7 @@ 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 +379,7 @@ 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 ......
@@ -449,18 +452,23 @@ 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
@@ -476,6 +484,7 @@ ListChange
beq @+
; inventory
jsr calcPosOffensive
jsr _MakeOffsetDown ; set list screen offset
jmp ChoosingItemForPurchase
@
mva #0 PositionOnTheList
@@ -795,11 +804,9 @@ 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_____
@@ -950,7 +957,7 @@ 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)
@@ -1078,7 +1085,7 @@ 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
@@ -1088,6 +1095,7 @@ NoArrowDown
jsr EnterPlayerName
bit escFlag
spl:rts
jsr CheckTankCheat
inc TankNr
lda TankNr
cmp NumberOfPlayers
@@ -1110,10 +1118,8 @@ NoArrowDown
ldx tanknr
lda skillTable,x
sta difficultyLevel
inx
stx decimal
mwa #(NameScreen2+9) displayposition
jsr displaybyte
lda digits+1,x
sta NameScreen2+7
jsr HighlightLevel ; setting choosen level of the opponent (Moron, etc)
; clear tank name editor field - not necessary
@@ -1154,6 +1160,11 @@ LastNameChar
CheckKeys
ldx TankNr
lda JoyNumber,x
tax
lda digits+1,x
sta NameScreen2+12
jsr CursorDisplay
jsr getkey
bit escFlag
@@ -1184,7 +1195,7 @@ 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 ; $6 ;cursor left
@@ -1212,6 +1223,13 @@ FirstChar
lda #0
sta NameAdr,x
jmp CheckKeys
ChangeOfJoyUp
ldx TankNr
inc JoyNumber,x
lda JoyNumber,x
and #%00000011 ; max 4 joysticks
sta JoyNumber,x
jmp CheckKeys
ChangeOfLevelUp ; change difficulty level of computer opponent
inc:lda DifficultyLevel
cmp #9 ; 9 levels are possible
@@ -1489,7 +1507,7 @@ displayloop
cpx #0
bne noleading0
cpy #4
beq noleading0 ; if 00000 - last 0 must be
beq noleading0 ; if 00000 - last 0 must stay
cmp zero
bne noleading0
lda #space
@@ -1561,7 +1579,7 @@ displayloop1
;parameters are:
;Y - number of tank above which text is displayed
;fx - length of text
;textAddress - address of the text
;LineAddress4x4 - address of the text
;lets calculate position of the text first!
;that's easy because we have number of tank
@@ -1633,7 +1651,7 @@ DOTNnotLessThanZero
DOTNnoOverflow
;here in temp we have really good x position of text
mwa temp TextPositionX
mwa temp LineXdraw
;now let's get y position
;we will try to put text as low as possible
@@ -1663,58 +1681,29 @@ DOTOldLowestValue
cpy #$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
@@ -1731,7 +1720,7 @@ 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
@@ -1752,15 +1741,19 @@ 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, $00 - clearing
staplot4x4color
sta plot4x4color
noLengthNoColor
ldy #0
sty LineCharNr
@@ -1768,19 +1761,17 @@ staplot4x4color
TypeLine4x4Loop
ldy LineCharNr
;mwa LineAddress4x4 temp ; LineAddress4x4 === temp
lda (temp),y
cmp #$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
@@ -2005,10 +1996,6 @@ 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
@@ -2074,8 +2061,9 @@ 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
@@ -2357,6 +2345,9 @@ EndOfCredits
;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
@@ -2518,7 +2509,7 @@ AngleDisplay
.proc PutTankNameOnScreen
; puts name of the tank on the screen
ldy #$00
lda tanknr
lda TankNr
asl
asl
asl ; 8 chars per name
+5 -17
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)
@@ -159,6 +159,8 @@ 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 or 1)
.DS MaxPlayers
;----------------------------------------------------
TargetTankNr ; Target tank index (for AI routines)
.DS 1
@@ -279,6 +281,7 @@ UpNdown .DS 1
temptankX .DS 2
temptankNr .DS 1
AfterBFGflag .DS 1
;----------------------------------------------------
;Variables from textproc.s65
@@ -360,10 +363,6 @@ 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
@@ -380,10 +379,6 @@ 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
@@ -413,19 +408,12 @@ 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
+76 -20
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
@@ -1357,8 +1371,8 @@ pressedLeft
INC AngleTable,x
lda AngleTable,x
cmp #180
jne BeforeFire
lda #1
jcc BeforeFire
lda #0
sta AngleTable,x
jmp BeforeFire
@@ -1373,7 +1387,7 @@ CTRLPressedLeft
sta AngleTable,x
cmp #180-4
jcc BeforeFire
lda #1
lda #0
sta AngleTable,x
jmp BeforeFire
@@ -1396,6 +1410,7 @@ pressedTAB
jmp BeforeFire
CTRLpressedTAB
mva #sfx_purchase sfx_effect
ldx TankNr
lda ActiveWeapon,x
cmp #first_offensive____ ; #0
@@ -1506,7 +1521,7 @@ 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
@@ -1761,6 +1776,8 @@ LaserNoWalls
bit TestFlightFlag
bmi nowait
bit LaserFlag ; faster laser prepare
bmi nowait
lda color
beq nonowait ; smoke tracer erases slowly
lda tracerflag
@@ -1777,7 +1794,7 @@ 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
@@ -1859,6 +1876,8 @@ 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
@@ -2216,7 +2235,7 @@ MIRVcheckCollision
ldy #0
lda ytraj+1
cmp (temp),y ; check collision witch mountains
cmp (temp),y ; check collision with mountains
bcs mrHit
mrSkipCollisionCheck
@@ -2328,6 +2347,11 @@ MakeBump
sbc vx+#
sta vx+#
.endr
; and bouce feapfrog :)
sec
lda #180
sbc LeapFrogAngle
sta LeapFrogAngle ; swap angle (LeapFrogAngle)
inc FunkyWallFlag
rts
WrapAndNone
@@ -2514,11 +2538,13 @@ 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.
@@ -2561,6 +2587,7 @@ 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
@@ -2605,14 +2632,14 @@ 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
ldx TankNr
jsr TypeLine4x4.variableLength
ldx TankNr
notpressed
; let's animate "engine"
@@ -2724,6 +2751,7 @@ 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
@@ -2905,9 +2933,17 @@ 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 @+
@@ -2987,14 +3023,34 @@ 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