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+18
-7
@@ -8,7 +8,7 @@ On the first screen, you can configure gameplay options:
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* number of players (2 - 6) includes both human and computer-controlled players
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* number of players (2 - 6) includes both human and computer-controlled players
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* the initial amount of cash of each player (2K is the optimal value we chose, but for short games, it is worth choosing a higher value)
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* the initial amount of cash of each player (2K is the optimal value we chose, but for short games, it is worth choosing a higher value)
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* gravity
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* gravity
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* maximum wind strength (wind is drawn at the beginning of each round, here you can choose how strong it can be)
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* maximum wind strength (wind is drawn at the beginning of each round or during the round between turns, here we can choose how strong it can be)
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* number of rounds in a game
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* number of rounds in a game
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* missile speed (does not affect the flight path - only changes the apparent missile speed - does not change anything in the gameplay itself)
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* missile speed (does not affect the flight path - only changes the apparent missile speed - does not change anything in the gameplay itself)
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* frequency of suicides :) - if for a number of turns the game has not recorded hits (tanks are constantly shooting inaccurately), after one of such misses a tank commits suicide - here you determine how long they can "shooting for the stars" :) - if only people play the optimal setting is "norm", in the case of computer-controlled players ... you choose.
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* frequency of suicides :) - if for a number of turns the game has not recorded hits (tanks are constantly shooting inaccurately), after one of such misses a tank commits suicide - here you determine how long they can "shooting for the stars" :) - if only people play the optimal setting is "norm", in the case of computer-controlled players ... you choose.
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@@ -24,11 +24,16 @@ On the first screen, you can configure gameplay options:
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Select options with cursor keys or a joystick.
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Select options with cursor keys or a joystick.
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The [TAB] or [SELECT] key, and on the Atari 5200 console, the [5] controller key change the color of the mountains (3 versions to choose from) or (if the cursor indicates the wind strength selection option "Wind") change the way the wind strength is drawn from "every round" to "every turn" and vice versa. Drawing every turn is indicated by the "?" sign next to the word "Wind".
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The [RETURN] key or a joystick button moves to the next screen.
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The [RETURN] key or a joystick button moves to the next screen.
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## 2. Entering the name of players and selecting the level of computer-controlled players
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## 2. Entering the name of players and selecting the level of computer-controlled players
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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.
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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).
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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.
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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.
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At the same time, you can enter the name of the selected player from the keyboard.
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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.
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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.
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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.
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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.
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@@ -47,12 +52,14 @@ Another [RETURN] key or joystick button press switches to the next player's shop
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The status line shows which player is currently allowed to take a shot and a set of other information:
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The status line shows which player is currently allowed to take a shot and a set of other information:
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* player's tank name,
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* player's tank name,
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* active joystick number
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* currently selected offensive weapon,
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* currently selected offensive weapon,
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* the player's remaining energy points and if he has an active defensive weapon that has its energy - in parentheses the energy level,
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* the player's remaining energy points and if he has an active defensive weapon that has its energy - in parentheses the energy level,
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* the angle and the direction of the barrel set by the player,
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* the angle and the direction of the barrel set by the player,
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* 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,
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* 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,
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* the current round number,
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* the current round number,
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* wind speed and direction,
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* wind speed and direction,
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* "computer" symbol if **Auto Defense** is active,
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* in parentheses is the name of the active defensive weapon - if there is any activated by the player.
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* in parentheses is the name of the active defensive weapon - if there is any activated by the player.
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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.
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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.
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@@ -60,7 +67,7 @@ The keyboard controls here are simple, cursor keys or joystick: left/right - cha
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|||||||
| A800 | 5200 | function |
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| A800 | 5200 | function |
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| --- | --- | --- |
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| --- | --- | --- |
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||||||
| [SPACE] | [0] | or joystick button pressed briefly - firing a shot. |
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| [SPACE] | [0] | or joystick button pressed briefly - firing a shot. |
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| [TAB] or [SELECT] | [5] | selection of offensive weapons (this option is not available directly with the joystick - you need to select Inventory) |
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| [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. |
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| [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. |
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| [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. |
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| [A] or [OPTION] | [7] | go directly to the defensive weapons activation.
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| [A] or [OPTION] | [7] | go directly to the defensive weapons activation.
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| [M] | [PAUSE] | disable/enable background music. |
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| [M] | [PAUSE] | disable/enable background music. |
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@@ -68,7 +75,9 @@ The keyboard controls here are simple, cursor keys or joystick: left/right - cha
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| [START] | N/A | speed up some game animations. |
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| [START] | N/A | speed up some game animations. |
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||||||
| [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. |
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| [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. |
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||||||
| [START] + [OPTION] | N/A | immediately force the end of the game (Game Over), just like [O] but without confirmation.
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| [START] + [OPTION] | N/A | immediately force the end of the game (Game Over), just like [O] but without confirmation.
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||||||
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| [G] | N/A | changes the mountain shading |
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||||||
| [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). |
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| [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). |
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||||||
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| [Y] | [1] | when asked to abort or terminate the game - confirmation |
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## 5. Game mechanics - offensive weapons
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## 5. Game mechanics - offensive weapons
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@@ -128,7 +137,7 @@ And here are the values of maximum energy loss for individual weapons. If a weap
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|||||||
| Missile | 136 |
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| Missile | 136 |
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| Baby Nuke | 200 |
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| Baby Nuke | 200 |
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| Nuke | 240 |
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| Nuke | 240 |
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| LeapFrog| 136 120 104 |
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| LeapFrog| 136 112 112 |
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| Funky Bomb | 168 88 (* 5) |
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| Funky Bomb | 168 88 (* 5) |
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| MIRV | 136 (* 5) |
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| MIRV | 136 (* 5) |
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| Death's Head | 240 (* 5) |
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| Death's Head | 240 (* 5) |
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@@ -170,10 +179,12 @@ Only these points determine the order in the summary
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* **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.
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* **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.
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* **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).
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* **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).
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* **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.
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* **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.
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* **Lazy Darwin** - works exactly like **Lazy Boy** but targets the weakest opponent.
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* **Lazy Darwin** - works just like **Lazy Boy** but targets the weakest opponent. In this weapon, after automatic targeting, "visual targeting" remains active, so you can easily change the target and independently select another opponent by seeing if you hit him.
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* **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.
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* **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.
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* **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.
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* **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.
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Due to the different warhead tracking system of **MIRV** weapons, the **Bouncy Castle** and **Mag Deflector** defensive weapons only use the shielding function when hit by these weapons. In addition, **MIRV** warheads do not bounce or fly through sidewalls when falling!
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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.
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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.
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**White Flag**, **Hovercraft** and **Nuclear Winter** weapons, when selected, require activation, this is accomplished by "firing a shot" after the selection of that weapon. Of course, the shot of the offensive weapon is then not fired, but only the selected defensive weapon is activated.
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**White Flag**, **Hovercraft** and **Nuclear Winter** weapons, when selected, require activation, this is accomplished by "firing a shot" after the selection of that weapon. Of course, the shot of the offensive weapon is then not fired, but only the selected defensive weapon is activated.
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@@ -184,7 +195,7 @@ And of course, activating a weapon when you already have some other weapon activ
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## 7. "Other" weapons:
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## 7. "Other" weapons:
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* **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!
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* **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.
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## 8. difficulty levels of computer-controlled opponents:
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## 8. difficulty levels of computer-controlled opponents:
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+16
-9
@@ -7,7 +7,7 @@ Na pierwszym ekranie możemy skonfigurować opcje rozgrywki:
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* ilość graczy (2 - 6) obejmuje tak ludzi jak graczy sterowanych przez komputer
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* ilość graczy (2 - 6) obejmuje tak ludzi jak graczy sterowanych przez komputer
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* początkową ilość gotówki każdego z graczy (8k to wybrana przez nas wartość optymalna, lecz przy krótkich rozgrywkach warto wybrać większą wartość)
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* początkową ilość gotówki każdego z graczy (8k to wybrana przez nas wartość optymalna, lecz przy krótkich rozgrywkach warto wybrać większą wartość)
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* grawitacja
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* grawitacja
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* maksymalna siła wiatru (wiatr jest losowany na początku każdej z rund, tu możemy wybrać jak silny może być)
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* maksymalna siła wiatru (wiatr jest losowany na początku każdej z rund lub w czasie rundy pomiędzy turami, tu możemy wybrać jak silny może być)
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* liczba rozgrywanych rund
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* liczba rozgrywanych rund
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* szybkość lotu pocisków (nie ma wpływu na tor lotu - zmienia jedynie widoczną prędkość rysowania - nie zmienia nic w samej rozgrywce)
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* szybkość lotu pocisków (nie ma wpływu na tor lotu - zmienia jedynie widoczną prędkość rysowania - nie zmienia nic w samej rozgrywce)
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* częstotliwość samobójstw :) - jeśli przez ileś tur gra nie odnotowała trafień (czołgi ciągle strzelają niecelnie) jeden z takich pudłujących czołgów popełnia samobójstwo - tu określamy jak długo mogą “strzelać w próżnię” :) - jeśli grają tylko ludzie optymalne ustawienie to “norm”, w przypadku graczy sterowanych przez komputer… wedle uznania.
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* częstotliwość samobójstw :) - jeśli przez ileś tur gra nie odnotowała trafień (czołgi ciągle strzelają niecelnie) jeden z takich pudłujących czołgów popełnia samobójstwo - tu określamy jak długo mogą “strzelać w próżnię” :) - jeśli grają tylko ludzie optymalne ustawienie to “norm”, w przypadku graczy sterowanych przez komputer… wedle uznania.
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@@ -23,10 +23,15 @@ Na pierwszym ekranie możemy skonfigurować opcje rozgrywki:
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Wybór opcji klawiszami kursora lub joystickiem.
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Wybór opcji klawiszami kursora lub joystickiem.
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Klawisz [TAB] lub [SELECT], a na konsoli Atari 5200 klawisz [5] kontrolera zmieniają kolor gór (3 wersje do wyboru) lub (leśli kursor wskazuje opcję wyboru siły wiatru "Wind") zmieniają sposób losowania siły wiatru z "co rundę" na "co turę" i odwrotnie. Losowanie co turę jest sygnalizowane znakiem "?" przy słowie "Wind".
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Klawisz [RETURN] lub przycisk Joysticka przechodzi do następnego ekranu.
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Klawisz [RETURN] lub przycisk Joysticka przechodzi do następnego ekranu.
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||||||
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|
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## 2. Wprowadzanie nazwy graczy i wybór poziomu graczy sterowanych przez komputer
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## 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.
|
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.
|
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.
|
||||||
|
|
||||||
@@ -46,13 +51,14 @@ 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:
|
W linii statusowej widoczna jest informacja o tym który z graczy aktualnie może oddać strzał oraz zestaw innych informacji:
|
||||||
* nazwa czołgu gracza
|
* nazwa czołgu gracza
|
||||||
|
* numer aktywnego joysticka
|
||||||
* wybrana aktualnie broń ofensywna
|
* wybrana aktualnie broń ofensywna
|
||||||
* pozostała ilość punktów energii gracza i jeśli ma on aktywną broń defensywną posiadającą swój zasób energii - w nawiasie ten zasób
|
* 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
|
* 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
|
* 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
|
* numer aktualnej rundy rozgrywki
|
||||||
* prędkość i kierunek wiatru
|
* 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
|
* 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.
|
Tutaj klawiszologia jest prosta, klawisze kursora lub joystick: lewo/prawo - zmiana kąta nachylenia lufy, góra/dół - zmiana ustawienia siły strzału.
|
||||||
@@ -60,7 +66,7 @@ Tutaj klawiszologia jest prosta, klawisze kursora lub joystick: lewo/prawo - zmi
|
|||||||
| A800 | 5200 | funkcja |
|
| A800 | 5200 | funkcja |
|
||||||
| --- | --- | --- |
|
| --- | --- | --- |
|
||||||
| [SPACJA] | [0] | lub przycisk joysticka naciśnięte krótko - oddanie strzału |
|
| [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. |
|
| [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. |
|
| [A] lub [OPTION] | [7] | bezpośrednie przejście na ekran Inventory aktywacji broni defensywnych. |
|
||||||
| [M] | [PAUSE] | wyłączenie/włączenie muzyki w tle |
|
| [M] | [PAUSE] | wyłączenie/włączenie muzyki w tle |
|
||||||
@@ -68,7 +74,9 @@ Tutaj klawiszologia jest prosta, klawisze kursora lub joystick: lewo/prawo - zmi
|
|||||||
| [START] | brak | przyspiesza/pomija 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. |
|
| [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. |
|
| [START] + [OPTION] | brak | natychmiastowe wymuszenie zakończenia gry (Game Over), tak jak [O] ale bez potwierdzenia. |
|
||||||
|
| [G] | brak | zmienia cieniowanie gór |
|
||||||
| [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). |
|
| [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
|
## 5. Zasady gry - bronie ofensywne
|
||||||
|
|
||||||
@@ -128,7 +136,7 @@ A oto wartości maksymalnego ubytku energii dla poszczególnych broni. Jeśli br
|
|||||||
| Missile | 136 |
|
| Missile | 136 |
|
||||||
| Baby Nuke | 200 |
|
| Baby Nuke | 200 |
|
||||||
| Nuke | 240 |
|
| Nuke | 240 |
|
||||||
| LeapFrog| 136 120 104 |
|
| LeapFrog| 136 112 112 |
|
||||||
| Funky Bomb | 168 88 (* 5) |
|
| Funky Bomb | 168 88 (* 5) |
|
||||||
| MIRV | 136 (* 5) |
|
| MIRV | 136 (* 5) |
|
||||||
| Death's Head | 240 (* 5) |
|
| Death's Head | 240 (* 5) |
|
||||||
@@ -171,8 +179,8 @@ Tylko te punkty decydują o kolejności w podsumowaniu
|
|||||||
* **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.
|
* **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 dezaktywować).
|
* **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 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.
|
* **Lazy Darwin** - działa tak jak **Lazy Boy** ale celuje w najsłabszego przeciwnika. W tej broni po automatycznym celowaniu pozostaje aktywne "celowanie wizualne" można więc łątwo zmienić cel i samodzielnie wybrać innego przeciwnika widząc czy w niego trafimy.
|
||||||
* **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.
|
* **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!
|
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 +195,7 @@ Oczywiście aktywacja broni w momencie kiedy mamy już aktywowaną jakąś inną
|
|||||||
|
|
||||||
## 7. Bronie 'inne' :) :
|
## 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:
|
## 8. Poziomy trudności przeciwników sterowanych przez komputer:
|
||||||
|
|
||||||
|
|||||||
@@ -51,7 +51,76 @@ With the advent of [fujinet](https://fujinet.online/) we are thinking about maki
|
|||||||
|
|
||||||
## Changelog:
|
## Changelog:
|
||||||
|
|
||||||
###### Version 1.18
|
###### Version 1.25
|
||||||
|
2023-01-17
|
||||||
|
|
||||||
|
Y2K Compliance Edition
|
||||||
|
This version is 5200 SuperSystem focused.
|
||||||
|
- the correct production year in the splash screens!!!
|
||||||
|
- very rare hangups when accessing the inventory seemingly eliminated, thanks @RB5200 for testing!
|
||||||
|
- a new feature - pressing [Tab] (atari800) or [5] (5200) when selecting the wind power switches wind mode to changing with each turn, what makes aiming arguably more challenging! It is indicated by "?" next to the "Wind" in the main menu.
|
||||||
|
- all these changes were made possible because of the extensive code size optimization by @Pecus
|
||||||
|
|
||||||
|
|
||||||
|
###### Version 1.23
|
||||||
|
2023-01-01
|
||||||
|
|
||||||
|
New year edition! Who could imagine?
|
||||||
|
The new feature is that pressing [Tab] in the main menu now changes colors of the small tank area down the screen and makes it clear what color version you are going to run (classic/ Polish rainbow/ Christmas colors).
|
||||||
|
Also a small gradient optimization.
|
||||||
|
|
||||||
|
|
||||||
|
###### Version 1.22
|
||||||
|
2022-12-24
|
||||||
|
|
||||||
|
Christmas colors edition! Can you carve a quarter of a page of memory from two decades old code? Sure @Pecusx can! So finally we have the most requested feature - C0L0RS on the game screen, adjusted with Adam's help.
|
||||||
|
Press [TAB] twice in the main menu to switch to a screen with colors.
|
||||||
|
Other (dubious) improvements:
|
||||||
|
- New Lazy Darwin, it is spectacular, check it out!!!
|
||||||
|
- Smoke Tracer does not smoke when targeting with Lazy Darwin
|
||||||
|
- Lazy Boy works well with joystick
|
||||||
|
- Another fix for self-destructing tanks shooting low angles (0-4 degrees)
|
||||||
|
- New, better tank shapes by Adam
|
||||||
|
- Barrel start point correction fixes very rare aiming issues
|
||||||
|
- Soil slide after Hovercraft usage optimized
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
###### 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
|
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.
|
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 +138,7 @@ 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).
|
* Not all traces were correctly erased after Funky Bomb, fixed again (for the 3rt time I guess).
|
||||||
* Soil sedimentation speed after Funky Bomb improved.
|
* Soil sedimentation speed after Funky Bomb improved.
|
||||||
* Pressing [ESC] when in inventory/store was quitting the game, now it quits the menu only.
|
* 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 ;)
|
* 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 ;)
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
@@ -22,8 +22,9 @@
|
|||||||
pha
|
pha
|
||||||
lda AIRoutines,y
|
lda AIRoutines,y
|
||||||
pha
|
pha
|
||||||
jsr PrepareAIShoot
|
; it's no necessary - PrepareAIShoot is next proc :)
|
||||||
rts
|
; jsr PrepareAIShoot
|
||||||
|
; rts
|
||||||
.endp
|
.endp
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
.proc PrepareAIShoot
|
.proc PrepareAIShoot
|
||||||
@@ -81,7 +82,10 @@ AIRoutines
|
|||||||
mwa #80 RandBoundaryLow
|
mwa #80 RandBoundaryLow
|
||||||
mwa #800 RandBoundaryHigh
|
mwa #800 RandBoundaryHigh
|
||||||
jsr RandomizeForce
|
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
|
.endp
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
.proc Shooter
|
.proc Shooter
|
||||||
@@ -155,8 +159,8 @@ endo
|
|||||||
|
|
||||||
; choose the best weapon
|
; choose the best weapon
|
||||||
|
|
||||||
jsr ChooseBestOffensive
|
jmp ChooseBestOffensive
|
||||||
rts
|
;rts
|
||||||
.endp
|
.endp
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
.proc Poolshark
|
.proc Poolshark
|
||||||
@@ -196,9 +200,7 @@ forceNow
|
|||||||
ldx TankNr
|
ldx TankNr
|
||||||
jsr RandomizeForce
|
jsr RandomizeForce
|
||||||
|
|
||||||
endo
|
endo
|
||||||
;ldx TankNr ;this is possibly not necessary
|
|
||||||
|
|
||||||
; choose the best weapon
|
; choose the best weapon
|
||||||
|
|
||||||
jsr ChooseBestOffensive
|
jsr ChooseBestOffensive
|
||||||
@@ -238,6 +240,7 @@ EnoughEnergy
|
|||||||
sta (temp),y
|
sta (temp),y
|
||||||
lda #99
|
lda #99
|
||||||
sta Energy,x
|
sta Energy,x
|
||||||
|
jsr MaxForceCalculate
|
||||||
EnoughEnergy
|
EnoughEnergy
|
||||||
NoBatteries
|
NoBatteries
|
||||||
rts
|
rts
|
||||||
@@ -511,64 +514,7 @@ skipThisPlayer
|
|||||||
lda tempor2
|
lda tempor2
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
/*
|
|
||||||
;----------------------------------------------
|
|
||||||
.proc FindBestTarget1
|
|
||||||
; find farthest tank neighbour
|
|
||||||
; X - shooting tank number
|
|
||||||
; returns target tank number in Y and
|
|
||||||
; direcion of shoot in A (0 - left, >0 - right)
|
|
||||||
;----------------------------------------------
|
|
||||||
jsr MakeLowResDistances
|
|
||||||
lda #$00
|
|
||||||
sta temp2 ; max possible distance
|
|
||||||
sta tempor2 ; direction of shoot
|
|
||||||
;ldx TankNr
|
|
||||||
ldy NumberOfPlayers
|
|
||||||
dey
|
|
||||||
|
|
||||||
loop01
|
|
||||||
cpy TankNr
|
|
||||||
beq skipThisPlayer
|
|
||||||
lda eXistenZ,y
|
|
||||||
beq skipThisPlayer
|
|
||||||
|
|
||||||
lda LowResDistances,x
|
|
||||||
cmp LowResDistances,y
|
|
||||||
bcs EnemyOnTheLeft
|
|
||||||
;enemy on the right
|
|
||||||
sec
|
|
||||||
lda LowResDistances,y
|
|
||||||
sbc LowResDistances,x
|
|
||||||
cmp temp2 ; bigest
|
|
||||||
bcc bigestIsBigger
|
|
||||||
sta temp2
|
|
||||||
sty temp2+1 ; number of the farthest tank
|
|
||||||
inc tempor2 ; set direction to right
|
|
||||||
bne bigestIsBigger
|
|
||||||
|
|
||||||
EnemyOnTheLeft
|
|
||||||
sec
|
|
||||||
lda LowResDistances,x
|
|
||||||
sbc LowResDistances,y
|
|
||||||
cmp temp2 ; lowest
|
|
||||||
bcc bigestIsBigger
|
|
||||||
sta temp2
|
|
||||||
sty temp2+1 ; number of the farthest tank
|
|
||||||
|
|
||||||
bigestIsBigger
|
|
||||||
skipThisPlayer
|
|
||||||
dey
|
|
||||||
bpl loop01
|
|
||||||
; now we have number of the farthest tank in temp2+1
|
|
||||||
; and direction (0 - left, >0 - right) in tempor2
|
|
||||||
; let's move them to registers
|
|
||||||
; in temp2 we have x distance divided by 8
|
|
||||||
ldy temp2+1
|
|
||||||
lda tempor2
|
|
||||||
rts
|
|
||||||
.endp
|
|
||||||
*/
|
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
.proc TakeAim
|
.proc TakeAim
|
||||||
; targeting the tank number TargetTankNr (and Y)
|
; targeting the tank number TargetTankNr (and Y)
|
||||||
@@ -576,6 +522,8 @@ skipThisPlayer
|
|||||||
; returns angle and power of shoot tank X (TankNr)
|
; returns angle and power of shoot tank X (TankNr)
|
||||||
; in the appropriate variables (Angle and Force)
|
; in the appropriate variables (Angle and Force)
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
|
lda ActiveWeapon,x
|
||||||
|
pha ; store active weapon
|
||||||
mva #$ff SecondTryFlag
|
mva #$ff SecondTryFlag
|
||||||
; set initial Angle and Force values
|
; set initial Angle and Force values
|
||||||
lda OptionsTable+2 ; selected gravity
|
lda OptionsTable+2 ; selected gravity
|
||||||
@@ -612,7 +560,7 @@ RepeatAim
|
|||||||
lda #ind_Baby_Missile___
|
lda #ind_Baby_Missile___
|
||||||
sta ActiveWeapon,x
|
sta ActiveWeapon,x
|
||||||
; now we have initial valuses
|
; now we have initial valuses
|
||||||
mva #$ff TestFlightFlag
|
mva #%11000000 TestFlightFlag
|
||||||
; check targeting direction
|
; check targeting direction
|
||||||
lda tempor2
|
lda tempor2
|
||||||
jne AimingLeft
|
jne AimingLeft
|
||||||
@@ -695,6 +643,8 @@ NoHitInSecondLoopR
|
|||||||
inc NewAngle
|
inc NewAngle
|
||||||
EndOfSecondLoopR
|
EndOfSecondLoopR
|
||||||
EndOfAim
|
EndOfAim
|
||||||
|
pla ; and restore active weapon
|
||||||
|
sta ActiveWeapon,x
|
||||||
rts
|
rts
|
||||||
|
|
||||||
AimSecondTry
|
AimSecondTry
|
||||||
@@ -786,8 +736,7 @@ NoHitInSecondLoopL
|
|||||||
; Angle 1 deg to left and end loop
|
; Angle 1 deg to left and end loop
|
||||||
dec NewAngle
|
dec NewAngle
|
||||||
EndOfSecondLoopL
|
EndOfSecondLoopL
|
||||||
|
jmp EndOfAim
|
||||||
rts
|
|
||||||
|
|
||||||
SetStartAndFlight ; set start point (virtual barrel end :) ) and make test flight
|
SetStartAndFlight ; set start point (virtual barrel end :) ) and make test flight
|
||||||
; xtraj+1 and ytraj+1 set
|
; xtraj+1 and ytraj+1 set
|
||||||
@@ -1022,7 +971,7 @@ SorryNoPurchase
|
|||||||
; choose the best weapon
|
; choose the best weapon
|
||||||
; X - TankNr
|
; 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
|
NotFromAll
|
||||||
; Y - the last offensive weapon to use + 1
|
; Y - the last offensive weapon to use + 1
|
||||||
lda TanksWeaponsTableL,x
|
lda TanksWeaponsTableL,x
|
||||||
|
|||||||
+4
-4
@@ -78,7 +78,7 @@ L73 dta d"OH MAN!"
|
|||||||
L74 dta d"DOOUGH!"
|
L74 dta d"DOOUGH!"
|
||||||
L75 dta d"ANOTHER DAY, ANOTHER BOMB."
|
L75 dta d"ANOTHER DAY, ANOTHER BOMB."
|
||||||
L76 dta d"THIS IS THE END, MY ONLY FRIEND."
|
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."
|
L78 dta d"THE FAT LADY SANG."
|
||||||
L79 dta d"WHY DOES EVERYTHING HAPPEN TO ME?"
|
L79 dta d"WHY DOES EVERYTHING HAPPEN TO ME?"
|
||||||
L80 dta d"I'M GOING DOWN."
|
L80 dta d"I'M GOING DOWN."
|
||||||
@@ -89,7 +89,7 @@ L84 dta d"BIF!"
|
|||||||
L85 dta d"BAM!"
|
L85 dta d"BAM!"
|
||||||
L86 dta d"ZONK!"
|
L86 dta d"ZONK!"
|
||||||
L87 dta d"I SHOULD'VE LISTENED TO MY MOTHER..."
|
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?"
|
L89 dta d"WHAT WAS THAT NOISE?"
|
||||||
L90 dta d"MAMA SAID THERE'D BE DAYS LIKE THIS."
|
L90 dta d"MAMA SAID THERE'D BE DAYS LIKE THIS."
|
||||||
L91 dta d"ITS JUST ONE OF THOSE DAYS..."
|
L91 dta d"ITS JUST ONE OF THOSE DAYS..."
|
||||||
@@ -127,7 +127,7 @@ OffensiveTextTableH
|
|||||||
NumberOfOffensiveTexts=54
|
NumberOfOffensiveTexts=54
|
||||||
NumberOfDeffensiveTexts=60
|
NumberOfDeffensiveTexts=60
|
||||||
.endp
|
.endp
|
||||||
hoverFull dta d"MY HOVERCRAFT IS FULL OF EELS!", $ff
|
hoverFull dta d"MY HOVERCRAFT IS FULL OF EELS!"
|
||||||
hoverFullEnd
|
hoverFullEnd
|
||||||
hoverEmpty dta d"RUNNING OUT OF EELS", $ff
|
hoverEmpty dta d"RUNNING OUT OF EELS"
|
||||||
hoverEmptyEnd
|
hoverEmptyEnd
|
||||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
+44
-41
@@ -18,27 +18,7 @@ initialvaluesCount = *-initialvaluesstart ; MAX 128 bytes !
|
|||||||
;===================================================================================
|
;===================================================================================
|
||||||
;==========================CONSTANT TABLES, do not erase!===========================
|
;==========================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
|
mountainsDeltaTableH .by 0,1,3,5,7
|
||||||
mountainsDeltaTableL .by $1f, $7f, $ff, $7f, $ff
|
mountainsDeltaTableL .by $1f, $7f, $ff, $7f, $ff
|
||||||
;------------------------------------------------
|
;------------------------------------------------
|
||||||
@@ -62,22 +42,35 @@ XtankOffsetGO_H
|
|||||||
.by 0,0,0,0,0,1
|
.by 0,0,0,0,0,1
|
||||||
;-----4x4 texts-----
|
;-----4x4 texts-----
|
||||||
LineTop
|
LineTop
|
||||||
dta d"(%%%%%%%%%%%%)", $ff
|
dta d"(%%%%%%%%%%%%)"
|
||||||
;# - vertical, () * +, % - horizontal
|
;# - vertical, () * +, % - horizontal
|
||||||
LineBottom
|
LineBottom
|
||||||
dta d"*%%%%%%%%%%%%+", $ff
|
dta d"*%%%%%%%%%%%%+"
|
||||||
LineEmpty
|
LineEmpty
|
||||||
dta d"# #", $ff
|
dta d"# #"
|
||||||
LineHeader2
|
LineHeader2
|
||||||
dta d"# RESULTS #", $ff
|
dta d"# RESULTS #"
|
||||||
LineGameOver
|
LineGameOver
|
||||||
dta d"# GAME OVER #", $ff
|
dta d"# GAME OVER #"
|
||||||
seppukuText
|
seppukuText
|
||||||
dta d"# SEPPUKU! #", $ff
|
dta d"# SEPPUKU! #"
|
||||||
areYouSureText
|
areYouSureText
|
||||||
dta d"# SURE? Y/N #", $ff
|
dta d"# SURE? Y/N #"
|
||||||
lineClear
|
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
|
||||||
|
;-----------
|
||||||
|
GradientAddrL
|
||||||
|
.by <dliColorsFore, <dliColorsFore, <dliColorsFore2
|
||||||
|
GradientAddrH
|
||||||
|
.by >dliColorsFore, >dliColorsFore, >dliColorsFore2
|
||||||
|
dliColorsFore2
|
||||||
|
.by $0a ; one mountains color
|
||||||
|
.by $7e,$7a,$7c,$6a,$6c,$58,$5a,$48,$4a,$38
|
||||||
|
.by $3a,$16,$18,$e6,$e8,$d4,$d6,$b4,$b6,$b6
|
||||||
|
|
||||||
;-----------
|
;-----------
|
||||||
pmtableL ; addressess of the P/M memory for 6 tanks
|
pmtableL ; addressess of the P/M memory for 6 tanks
|
||||||
@@ -96,7 +89,7 @@ pmtableH
|
|||||||
.by >(pmgraph+$300)
|
.by >(pmgraph+$300)
|
||||||
;-----------
|
;-----------
|
||||||
sintable
|
sintable
|
||||||
.by 0
|
.by 1
|
||||||
.by 4
|
.by 4
|
||||||
.by 8
|
.by 8
|
||||||
.by 13
|
.by 13
|
||||||
@@ -228,7 +221,12 @@ TanksNamesDefault
|
|||||||
dta d"4th.Tank"
|
dta d"4th.Tank"
|
||||||
dta d"5th.Tank"
|
dta d"5th.Tank"
|
||||||
dta d"6th.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)
|
WeaponPriceH ; weapons prices (tables with prices of weapons)
|
||||||
.by >price_Baby_Missile___
|
.by >price_Baby_Missile___
|
||||||
.by >price_Missile________
|
.by >price_Missile________
|
||||||
@@ -510,7 +508,7 @@ NamesOfWeapons ;the comment is an index in the tables
|
|||||||
dta d"Ton of Dirt " ; 27
|
dta d"Ton of Dirt " ; 27
|
||||||
dta d"Liquid Dirt " ; 28
|
dta d"Liquid Dirt " ; 28
|
||||||
dta d"Dirt Charge " ; 29
|
dta d"Dirt Charge " ; 29
|
||||||
dta d"Buy me! " ; 30
|
dta d"Best F...g Gifts" ; 30
|
||||||
dta d"Laser " ; 31
|
dta d"Laser " ; 31
|
||||||
;------defensives
|
;------defensives
|
||||||
dta d"White Flag " ; 32
|
dta d"White Flag " ; 32
|
||||||
@@ -573,31 +571,35 @@ keycodes ;tables for converting KeyCode to Screen Code (38 -1 characters)
|
|||||||
.by $3f,$15,$12,$3a,$2a,$38,$3d,$39
|
.by $3f,$15,$12,$3a,$2a,$38,$3d,$39
|
||||||
.by $0d,$01,$05,$00,$25,$23,$08,$0a
|
.by $0d,$01,$05,$00,$25,$23,$08,$0a
|
||||||
.by $2f,$28,$3e,$2d,$0b,$10,$2e,$16
|
.by $2f,$28,$3e,$2d,$0b,$10,$2e,$16
|
||||||
.by $2b,$17,$1f,$1e,$1a,$18,$1d,$1b
|
.by $2b,$17
|
||||||
.by $33,$35,$30,$32,$22,$21 ;,$0e <-- hyphen removed from the table, sorry hyphen lovers
|
.by $32,$1f,$1e,$1a,$18,$1d,$1b
|
||||||
|
.by $33,$35,$30,$22,$21 ;,$0e <-- hyphen removed from the table, sorry hyphen lovers
|
||||||
keycodesEnd
|
keycodesEnd
|
||||||
scrcodes
|
scrcodes
|
||||||
dta d"abcdefgh"
|
dta d"abcdefgh"
|
||||||
dta d"ijklmnop"
|
dta d"ijklmnop"
|
||||||
dta d"qrstuvwx"
|
dta d"qrstuvwx"
|
||||||
dta d"yz123456"
|
dta d"yz"
|
||||||
dta d"7890. " ; "-"
|
zero
|
||||||
|
digits ; decimal constans
|
||||||
|
dta d"0123456"
|
||||||
|
dta d"789. " ; "-"
|
||||||
|
;-------decimal constans
|
||||||
|
;zero
|
||||||
|
;digits dta d"0123456789"
|
||||||
|
|
||||||
;-----------------------------------
|
;-----------------------------------
|
||||||
gameOverSpritesTop
|
gameOverSpritesTop
|
||||||
; end of the Gover sprites by number of players
|
; end of the Gover sprites by number of players
|
||||||
; 1 2 3 4 5 6
|
; 1 2 3 4 5 6
|
||||||
.by 130+7,130+7,136+7,142+7,148+7,154+7
|
.by 130+7,130+7,136+7,142+7,148+7,154+7
|
||||||
;-------decimal constans
|
|
||||||
zero
|
|
||||||
digits dta d"0123456789"
|
|
||||||
|
|
||||||
;------credits
|
;------credits
|
||||||
CreditsStart
|
CreditsStart
|
||||||
dta d" "*
|
dta d" "*
|
||||||
dta d"You were playin",d"g"*
|
dta d"You were playin",d"g"*
|
||||||
dta d"Scorc",d"h"*
|
dta d"Scorc",d"h"*
|
||||||
dta d"Warsaw, Miam",d"i"*
|
dta d"Warsaw, Miam",d"i"*
|
||||||
dta d"2000-202",d"2"*
|
dta d"2000-202",d"3"*
|
||||||
dta d" "*
|
dta d" "*
|
||||||
dta d"Programmin",d"g"*
|
dta d"Programmin",d"g"*
|
||||||
dta d"Tomasz 'Pecus' Peck",d"o"*
|
dta d"Tomasz 'Pecus' Peck",d"o"*
|
||||||
@@ -627,6 +629,7 @@ CreditsStart
|
|||||||
dta d"Shaggy the Atarian, RetroBorsuk, ZP",d"H"*
|
dta d"Shaggy the Atarian, RetroBorsuk, ZP",d"H"*
|
||||||
.IF target = 5200
|
.IF target = 5200
|
||||||
dta d"x-usr(1536), Aking, JAC!, phaero",d"n"*
|
dta d"x-usr(1536), Aking, JAC!, phaero",d"n"*
|
||||||
|
dta d"RB520",d"0"*
|
||||||
.ENDIF
|
.ENDIF
|
||||||
dta d" "*
|
dta d" "*
|
||||||
dta d"Additional testin",d"g"*
|
dta d"Additional testin",d"g"*
|
||||||
|
|||||||
@@ -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
|
||||||
+3
-2
@@ -37,7 +37,8 @@ char_sandhog_________ = $0c
|
|||||||
char_sandhog_offset = char_sandhog_________ - char_digger__________
|
char_sandhog_offset = char_sandhog_________ - char_digger__________
|
||||||
char_tank1___________ = $20
|
char_tank1___________ = $20
|
||||||
char_tank2___________ = $24
|
char_tank2___________ = $24
|
||||||
char_tank3___________ = $28
|
char_tank3___________ = $2c
|
||||||
|
char_tank4___________ = $28 ; robotank shape
|
||||||
|
|
||||||
;Weapon prices (*10 on screen)
|
;Weapon prices (*10 on screen)
|
||||||
price_Baby_Missile___ = 0 ;_00
|
price_Baby_Missile___ = 0 ;_00
|
||||||
@@ -85,7 +86,7 @@ price_Bouncy_Castle__ = 512 ;_41
|
|||||||
price_Long_Barrel____ = 2100 ;_42
|
price_Long_Barrel____ = 2100 ;_42
|
||||||
price_Nuclear_Winter_ = 1000 ;_43
|
price_Nuclear_Winter_ = 1000 ;_43
|
||||||
price_Lazy_Boy_______ = 500 ;_44
|
price_Lazy_Boy_______ = 500 ;_44
|
||||||
price_Lazy_Darwin____ = 500 ;_45
|
price_Lazy_Darwin____ = 730 ;_45
|
||||||
price_Auto_Defense___ = 250 ;_46
|
price_Auto_Defense___ = 250 ;_46
|
||||||
price_Spy_Hard_______ = 83 ;_47
|
price_Spy_Hard_______ = 83 ;_47
|
||||||
;Weapon indexes (numbers)
|
;Weapon indexes (numbers)
|
||||||
|
|||||||
@@ -29,9 +29,9 @@ OptionsScreenEnd
|
|||||||
|
|
||||||
;-----------------------------------------------
|
;-----------------------------------------------
|
||||||
NameScreen2
|
NameScreen2
|
||||||
dta d" Tank 01 Name:"
|
dta d" Tank 1 *1 +1 Name:"
|
||||||
NameAdr
|
NameAdr
|
||||||
dta d" "
|
dta d" "
|
||||||
NameScreen4
|
NameScreen4
|
||||||
dta d" "
|
dta d" "
|
||||||
NamesOfLevels
|
NamesOfLevels
|
||||||
|
|||||||
@@ -3,7 +3,7 @@
|
|||||||
.IF *>0 ;this is a trick that prevents compiling this file alone
|
.IF *>0 ;this is a trick that prevents compiling this file alone
|
||||||
;---------------------------------------------------
|
;---------------------------------------------------
|
||||||
purchaseTextBuffer
|
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)
|
; DLs fragments (modified by game code)
|
||||||
; all Purchase DL :)
|
; all Purchase DL :)
|
||||||
|
|||||||
+34
-21
@@ -9,7 +9,7 @@
|
|||||||
OptionsScreen
|
OptionsScreen
|
||||||
dta d"Welcome to Scorch v. "
|
dta d"Welcome to Scorch v. "
|
||||||
build ; 4 bytes from scorch.asm (fancy method) :)
|
build ; 4 bytes from scorch.asm (fancy method) :)
|
||||||
dta d" (un)2000-2022"
|
dta d" (un)2000-2023"
|
||||||
|
|
||||||
.IF TARGET = 800
|
.IF TARGET = 800
|
||||||
dta d" Please select option with cursor keys "
|
dta d" Please select option with cursor keys "
|
||||||
@@ -32,16 +32,20 @@ NameScreen3
|
|||||||
dta d" Human/Atari (difficulty level) "
|
dta d" Human/Atari (difficulty level) "
|
||||||
NameScreen5
|
NameScreen5
|
||||||
.IF TARGET = 800
|
.IF TARGET = 800
|
||||||
dta d" "
|
dta d" "
|
||||||
dta d"TAB"*
|
dta d"TAB"*
|
||||||
dta d" - Player/Difficulty level "
|
dta d" - Port nr "
|
||||||
|
dta d"Joy"*
|
||||||
|
dta d" - Difficulty "
|
||||||
dta d" "
|
dta d" "
|
||||||
dta d"Return"*
|
dta d"Return"*
|
||||||
dta d" - Proceed "
|
dta d" - Proceed "
|
||||||
.ELIF TARGET = 5200
|
.ELIF TARGET = 5200
|
||||||
dta d" "
|
dta d" "
|
||||||
dta d"Joy"*
|
dta d"(5)"*
|
||||||
dta d" - Player/Difficulty level "
|
dta d" - Port nr "
|
||||||
|
dta d"Joy"*
|
||||||
|
dta d" - Difficulty "
|
||||||
dta d" "
|
dta d" "
|
||||||
dta d"FIRE"*
|
dta d"FIRE"*
|
||||||
dta d" - Proceed "
|
dta d" - Proceed "
|
||||||
@@ -98,7 +102,16 @@ EmptyLine
|
|||||||
dta d" "
|
dta d" "
|
||||||
;---------------------------------------------------
|
;---------------------------------------------------
|
||||||
OptionsTitle
|
OptionsTitle
|
||||||
|
.IF TARGET = 800
|
||||||
dta d" scorch "*
|
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
|
DifficultyTitle
|
||||||
dta d" difficulty "*
|
dta d" difficulty "*
|
||||||
PurchaseTitle
|
PurchaseTitle
|
||||||
@@ -123,36 +136,36 @@ dl ; MAIN game display list
|
|||||||
.byte $4f
|
.byte $4f
|
||||||
.word display ; 1 line
|
.word display ; 1 line
|
||||||
:76 .by $0f ;76
|
:76 .by $0f ;76
|
||||||
.by $0f+$80 ; DLI (black bar) ;2
|
.by $0f+$80,$0f ; DLI (black bar) ;3
|
||||||
.by $0f+$80 ; DLI
|
.by $0f+$80 ; DLI
|
||||||
:13 .by $0f ;13
|
:12 .by $0f ;12
|
||||||
.by $0f+$80 ; DLI (black bar) ;2
|
.by $0f+$80,$0f ; DLI (black bar) ;3
|
||||||
.by $0f+$80 ; DLI
|
.by $0f+$80 ; DLI
|
||||||
:8 .by $0f ;8
|
:7 .by $0f ;7
|
||||||
.by $4f ;1
|
.by $4f ;1
|
||||||
.wo display+$0ff0
|
.wo display+$0ff0
|
||||||
:2 .by $0f ;2
|
:2 .by $0f ;2
|
||||||
.by $0f+$80 ; DLI (black bar) ;2
|
.by $0f+$80,$0f ; DLI (black bar) ;3
|
||||||
.by $0f+$80 ; DLI
|
|
||||||
:9 .by $0f ;9
|
|
||||||
.by $0f+$80 ; DLI (black bar) ;2
|
|
||||||
.by $0f+$80 ; DLI
|
.by $0f+$80 ; DLI
|
||||||
:8 .by $0f ;8
|
:8 .by $0f ;8
|
||||||
.by $0f+$80 ; DLI (black bar) ;2
|
.by $0f+$80,$0f ; DLI (black bar) ;3
|
||||||
.by $0f+$80 ; DLI
|
.by $0f+$80 ; DLI
|
||||||
:7 .by $0f ;7
|
:7 .by $0f ;7
|
||||||
.by $0f+$80 ; DLI (black bar) ;2
|
.by $0f+$80,$0f ; DLI (black bar) ;3
|
||||||
.by $0f+$80 ; DLI
|
.by $0f+$80 ; DLI
|
||||||
:6 .by $0f ;6
|
:6 .by $0f ;6
|
||||||
.by $0f+$80 ; DLI (black bar) ;2
|
.by $0f+$80,$0f ; DLI (black bar) ;3
|
||||||
.by $0f+$80 ; DLI
|
.by $0f+$80 ; DLI
|
||||||
:5 .by $0f ;5
|
:5 .by $0f ;5
|
||||||
.by $0f+$80 ; DLI (black bar) ;2
|
.by $0f+$80,$0f ; DLI (black bar) ;3
|
||||||
.by $0f+$80 ; DLI
|
.by $0f+$80 ; DLI
|
||||||
:4 .by $0f ;4
|
:4 .by $0f ;4
|
||||||
.by $0f+$80 ; DLI (black bar) ;2
|
.by $0f+$80,$0f ; DLI (black bar) ;3
|
||||||
.by $0f+$80 ; DLI
|
.by $0f+$80 ; DLI
|
||||||
:3 .by $0f ;3
|
: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
|
.by $0f+$80 ; DLI (black to end);1
|
||||||
:38 .byte $0f ;35 ..... = 200
|
:38 .byte $0f ;35 ..... = 200
|
||||||
.by $4f
|
.by $4f
|
||||||
@@ -174,7 +187,7 @@ OptionsDL
|
|||||||
:maxOptions-1 .by $02,$10
|
:maxOptions-1 .by $02,$10
|
||||||
:(9-maxOptions) .by $70,$10
|
:(9-maxOptions) .by $70,$10
|
||||||
.byte $80
|
.byte $80
|
||||||
.byte $70 ; to match moved sprites
|
.byte $60 ; to match moved sprites
|
||||||
.byte $4f
|
.byte $4f
|
||||||
.word (display+140*40)
|
.word (display+140*40)
|
||||||
:21 .by $0f ;76
|
:21 .by $0f ;76
|
||||||
|
|||||||
+1
-1
@@ -4,7 +4,7 @@
|
|||||||
|
|
||||||
statusBuffer
|
statusBuffer
|
||||||
; 0123456789012345678901234567890123456789
|
; 0123456789012345678901234567890123456789
|
||||||
dta d"Player: "
|
dta d"Player: * "
|
||||||
dta d"Energy: Angle: Force: "
|
dta d"Energy: Angle: Force: "
|
||||||
dta d"Round: Wind: "
|
dta d"Round: Wind: "
|
||||||
|
|
||||||
|
|||||||
+11
-5
@@ -638,8 +638,10 @@ No6thTankHide
|
|||||||
jmp DoNotDrawTankNr
|
jmp DoNotDrawTankNr
|
||||||
SkipHidingPM
|
SkipHidingPM
|
||||||
|
|
||||||
|
lda TankShape,x
|
||||||
|
tax
|
||||||
ldy TankShapesTable,x
|
ldy TankShapesTable,x
|
||||||
|
ldx TankNr
|
||||||
lda AngleTable,x
|
lda AngleTable,x
|
||||||
cmp #91 ; left or right tank shape
|
cmp #91 ; left or right tank shape
|
||||||
bcs LeftTank
|
bcs LeftTank
|
||||||
@@ -1360,6 +1362,9 @@ NoClearTanks
|
|||||||
adw RangeLeft #mountaintable temp
|
adw RangeLeft #mountaintable temp
|
||||||
adw RangeLeft #mountaintable2 tempor2
|
adw RangeLeft #mountaintable2 tempor2
|
||||||
|
|
||||||
|
cpw xdraw RangeRight
|
||||||
|
jcs NothingToFall
|
||||||
|
|
||||||
NextColumn1
|
NextColumn1
|
||||||
mwa #0 ydraw
|
mwa #0 ydraw
|
||||||
NextPoint1
|
NextPoint1
|
||||||
@@ -1448,6 +1453,7 @@ ColumnIsReady
|
|||||||
jeq MainFallout2
|
jeq MainFallout2
|
||||||
; now correct heights are in the mountaintable
|
; now correct heights are in the mountaintable
|
||||||
sta color ; Pozor! :) we know - now A=1
|
sta color ; Pozor! :) we know - now A=1
|
||||||
|
NothingToFall
|
||||||
mva #sfx_silencer sfx_effect
|
mva #sfx_silencer sfx_effect
|
||||||
jsr DrawTanks
|
jsr DrawTanks
|
||||||
rts
|
rts
|
||||||
@@ -2021,7 +2027,7 @@ EndPut4x4
|
|||||||
|
|
||||||
.proc SetMainScreen
|
.proc SetMainScreen
|
||||||
; mva #0 dmactls
|
; 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)
|
mwa #dl dlptrs ; issue #72 (glitches when switches)
|
||||||
lda #%00111110
|
lda #%00111110
|
||||||
; and #$fc
|
; and #$fc
|
||||||
@@ -2082,7 +2088,7 @@ X lda XtanksTableL,x
|
|||||||
sbc #90
|
sbc #90
|
||||||
tax
|
tax
|
||||||
; barrel start offset over 90deg
|
; barrel start offset over 90deg
|
||||||
adw xdraw #5 xdraw
|
adw xdraw #4 xdraw
|
||||||
mva #1 goleft
|
mva #1 goleft
|
||||||
bpl @+ ; jmp @+
|
bpl @+ ; jmp @+
|
||||||
|
|
||||||
@@ -2203,13 +2209,13 @@ ybarrel
|
|||||||
.endp
|
.endp
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
.proc SetPMWidth
|
.proc SetPMWidth
|
||||||
|
lda #%01010101
|
||||||
|
sta sizem ; all missiles, double width
|
||||||
lda #$00
|
lda #$00
|
||||||
sta sizep0 ; P0-P3 widths
|
sta sizep0 ; P0-P3 widths
|
||||||
sta sizep0+1
|
sta sizep0+1
|
||||||
sta sizep0+2
|
sta sizep0+2
|
||||||
sta sizep0+3
|
sta sizep0+3
|
||||||
lda #%01010101
|
|
||||||
sta sizem ; all missiles, double width
|
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
|
|
||||||
|
|||||||
@@ -91,6 +91,12 @@
|
|||||||
bcs ?WFRAME
|
bcs ?WFRAME
|
||||||
?nowait
|
?nowait
|
||||||
.ENDM
|
.ENDM
|
||||||
|
;-------------------------------------
|
||||||
|
.macro waitRTC
|
||||||
|
lda RTCLOK+1
|
||||||
|
?wa cmp RTCLOK+1
|
||||||
|
beq ?wa
|
||||||
|
.endm
|
||||||
;-------------------------------------
|
;-------------------------------------
|
||||||
.macro negw
|
.macro negw
|
||||||
; negate the given word (0-a)
|
; negate the given word (0-a)
|
||||||
|
|||||||
+8
-2
@@ -77,10 +77,10 @@
|
|||||||
; WAIT
|
; WAIT
|
||||||
; waits one frame (1/50 s(PAL) or 1/60s(NTSC))
|
; waits one frame (1/50 s(PAL) or 1/60s(NTSC))
|
||||||
?zero LDA VCOUNT
|
?zero LDA VCOUNT
|
||||||
cmp #$05
|
cmp #$05 ; if line<5 then wait for line>4
|
||||||
bcc ?zero
|
bcc ?zero
|
||||||
cmp #$70
|
cmp #$70
|
||||||
bcc ?WA
|
bcc ?WA ; if line>=112 then
|
||||||
sbc #10 ; last lines correction
|
sbc #10 ; last lines correction
|
||||||
?WA cmp VCOUNT
|
?WA cmp VCOUNT
|
||||||
beq ?WA
|
beq ?WA
|
||||||
@@ -90,6 +90,12 @@
|
|||||||
bcs ?WFRAME
|
bcs ?WFRAME
|
||||||
?nowait
|
?nowait
|
||||||
.ENDM
|
.ENDM
|
||||||
|
;-------------------------------------
|
||||||
|
.macro waitRTC
|
||||||
|
lda RTCLOK+2
|
||||||
|
?wa cmp RTCLOK+2
|
||||||
|
beq ?wa
|
||||||
|
.endm
|
||||||
;-------------------------------------
|
;-------------------------------------
|
||||||
.macro negw
|
.macro negw
|
||||||
; negate the given word (0-a)
|
; negate the given word (0-a)
|
||||||
|
|||||||
+285
-88
@@ -15,7 +15,7 @@
|
|||||||
|
|
||||||
;---------------------------------------------------
|
;---------------------------------------------------
|
||||||
.macro build
|
.macro build
|
||||||
dta d"1.19" ; number of this build (4 bytes)
|
dta d"1.25" ; number of this build (4 bytes)
|
||||||
.endm
|
.endm
|
||||||
|
|
||||||
.macro RMTSong
|
.macro RMTSong
|
||||||
@@ -26,8 +26,13 @@
|
|||||||
;---------------------------------------------------
|
;---------------------------------------------------
|
||||||
icl 'definitions.asm'
|
icl 'definitions.asm'
|
||||||
;---------------------------------------------------
|
;---------------------------------------------------
|
||||||
FirstZpageVariable = $61
|
|
||||||
|
FirstZpageVariable = $5A
|
||||||
.zpvar DliColorBack .byte = FirstZpageVariable
|
.zpvar DliColorBack .byte = FirstZpageVariable
|
||||||
|
.zpvar GradientNr .byte
|
||||||
|
.zpvar GradientColors .word
|
||||||
|
.zpvar WindChangeInRound .byte ; wind change after each turn (not round only) flag - (0 - round only, >0 - each turn)
|
||||||
|
.zpvar JoystickNumber .byte
|
||||||
.zpvar xdraw .word ;= $64 ;variable X for plot
|
.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 ydraw .word ;variable Y for plot (like in Atari Basic - Y=0 in upper right corner of the screen)
|
||||||
.zpvar xbyte .word
|
.zpvar xbyte .word
|
||||||
@@ -69,10 +74,12 @@ FirstZpageVariable = $61
|
|||||||
.zpvar pressTimer .byte
|
.zpvar pressTimer .byte
|
||||||
.zpvar NTSCcounter .byte
|
.zpvar NTSCcounter .byte
|
||||||
.zpvar IsEndOfTheFallFlag .byte ; for small speedup ground falling
|
.zpvar IsEndOfTheFallFlag .byte ; for small speedup ground falling
|
||||||
.zpvar sfx_effect .byte
|
.zpvar sfx_effect .byte
|
||||||
.zpvar RMT_blocked .byte
|
.zpvar RMT_blocked .byte
|
||||||
.zpvar ScrollFlag .byte
|
.zpvar ScrollFlag .byte
|
||||||
.zpvar SkStatSimulator .byte
|
.zpvar SkStatSimulator .byte
|
||||||
|
.zpvar FloatingAlt .byte ; floating tank altitude
|
||||||
|
.zpvar OverTankDir .byte ; (0 go right, $ff go left) direction of bypassing tanks on screen
|
||||||
|
|
||||||
; --------------OPTIMIZATION VARIABLES--------------
|
; --------------OPTIMIZATION VARIABLES--------------
|
||||||
.zpvar Force .word
|
.zpvar Force .word
|
||||||
@@ -86,7 +93,8 @@ FirstZpageVariable = $61
|
|||||||
.zpvar decimal .word
|
.zpvar decimal .word
|
||||||
.zpvar NumberOfPlayers .byte ;current number of players (counted from 1)
|
.zpvar NumberOfPlayers .byte ;current number of players (counted from 1)
|
||||||
.zpvar Counter .byte ;temporary Counter for outside loops
|
.zpvar Counter .byte ;temporary Counter for outside loops
|
||||||
.zpvar ExplosionRadius .word ;because when adding in xdraw it is double byte
|
.zpvar ExplosionRadius .byte
|
||||||
|
.zpvar FunkyBombCounter .byte
|
||||||
.zpvar ResultY .byte
|
.zpvar ResultY .byte
|
||||||
.zpvar xcircle .word
|
.zpvar xcircle .word
|
||||||
.zpvar ycircle .word
|
.zpvar ycircle .word
|
||||||
@@ -124,11 +132,11 @@ FirstZpageVariable = $61
|
|||||||
.zpvar goleft .byte
|
.zpvar goleft .byte
|
||||||
.zpvar OffsetDL1 .byte
|
.zpvar OffsetDL1 .byte
|
||||||
.zpvar L1 .byte
|
.zpvar L1 .byte
|
||||||
|
HotNapalmFlag = FunkyBombCounter ; reuse variable!
|
||||||
;* RMT ZeroPage addresses in artwork/sfx/rmtplayr.a65
|
;* RMT ZeroPage addresses in artwork/sfx/rmtplayr.a65
|
||||||
|
|
||||||
displayposition = modify
|
displayposition = modify
|
||||||
LineAddress4x4 = temp
|
LineAddress4x4 = xcircle
|
||||||
|
|
||||||
;-----------------------------------------------
|
;-----------------------------------------------
|
||||||
; libraries
|
; libraries
|
||||||
@@ -170,6 +178,7 @@ FirstZpageVariable = $61
|
|||||||
_del = $fc ;$0c ;not used in 5200
|
_del = $fc ;$0c ;not used in 5200
|
||||||
_M = $0d
|
_M = $0d
|
||||||
_S = $0e
|
_S = $0e
|
||||||
|
_atari = $fd ; not used in 5200
|
||||||
_none = $0f
|
_none = $0f
|
||||||
|
|
||||||
.ende */
|
.ende */
|
||||||
@@ -223,6 +232,62 @@ StatusBufferCopyEnd
|
|||||||
; Game Code
|
; Game Code
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
FirstSTART
|
FirstSTART
|
||||||
|
.IF TARGET = 5200
|
||||||
|
; start in 5200 diagnostic mode
|
||||||
|
; move original startup procedure to RAM
|
||||||
|
Modified5200Splash = $2100 ; apparently there is some free space here
|
||||||
|
; 6502 initialization
|
||||||
|
; SEI
|
||||||
|
; CLD
|
||||||
|
; LDX #$FF
|
||||||
|
; TXS
|
||||||
|
|
||||||
|
; check kernel version
|
||||||
|
Atari5200KernelByte = $fff8
|
||||||
|
; $32 - 4 joy
|
||||||
|
; $00 - 2 joy
|
||||||
|
; $ff - Altirra kernel
|
||||||
|
|
||||||
|
lda Atari5200KernelByte
|
||||||
|
beq rom2joy
|
||||||
|
cmp #$32
|
||||||
|
beq rom4joy
|
||||||
|
altirra_kernel
|
||||||
|
mwa #Modified5200Splash+$8a modify
|
||||||
|
bne @+ ; JMP
|
||||||
|
|
||||||
|
rom4joy
|
||||||
|
mwa #Modified5200Splash+$16b modify
|
||||||
|
bne @+ ; JMP
|
||||||
|
|
||||||
|
rom2joy
|
||||||
|
mwa #Modified5200Splash+$181 modify
|
||||||
|
@
|
||||||
|
mwa $fffc temp ; startup proc address
|
||||||
|
mwa #Modified5200Splash temp2
|
||||||
|
jsr CopyFromROM
|
||||||
|
; modify the end of the splash procedure
|
||||||
|
lda #$60 ; rts
|
||||||
|
sta (temp2),y
|
||||||
|
|
||||||
|
jsr Modified5200Splash+$0f ; after the diag cart detection
|
||||||
|
; modify the text
|
||||||
|
splash_text = $3c80 ; '.scorch.supersystem.copyright.19xx.atari'
|
||||||
|
splash_year = splash_text + $1e
|
||||||
|
lda #"2"
|
||||||
|
sta splash_year
|
||||||
|
sta splash_year+2
|
||||||
|
lda #"0"
|
||||||
|
sta splash_year+1
|
||||||
|
lda #"3"
|
||||||
|
sta splash_year+3
|
||||||
|
|
||||||
|
|
||||||
|
; splash screen delay. maybe add fire to speed up?
|
||||||
|
@ cpx RTCLOK+1
|
||||||
|
bne @-
|
||||||
|
no5200splash
|
||||||
|
.ENDIF
|
||||||
jsr MakeDarkScreen
|
jsr MakeDarkScreen
|
||||||
|
|
||||||
; one time zero variables in RAM (non zero page)
|
; one time zero variables in RAM (non zero page)
|
||||||
@@ -245,6 +310,11 @@ FirstSTART
|
|||||||
dey
|
dey
|
||||||
bpl @-
|
bpl @-
|
||||||
|
|
||||||
|
; initialize one Variable in zero page :)
|
||||||
|
lda #<dliColorsFore
|
||||||
|
sta GradientColors
|
||||||
|
lda #>dliColorsFore
|
||||||
|
sta GradientColors+1
|
||||||
|
|
||||||
; generate linetables
|
; generate linetables
|
||||||
mwa #display temp
|
mwa #display temp
|
||||||
@@ -269,12 +339,21 @@ FirstSTART
|
|||||||
; 5 values in RMT file
|
; 5 values in RMT file
|
||||||
; not elegant :(
|
; not elegant :(
|
||||||
mva #$06 MODUL-6+$967 ; $07 > $06
|
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 #$10 MODUL-6+$a69 ; $12 > $10
|
||||||
mva #$06 MODUL-6+$bc3 ; $07 > $06
|
|
||||||
mva #$04 MODUL-6+$bf8 ; $05 > $04
|
mva #$04 MODUL-6+$bf8 ; $05 > $04
|
||||||
mva #$08 MODUL-6+$e3d ; $0a > $08
|
mva #$08 MODUL-6+$e3d ; $0a > $08
|
||||||
mva #$06 MODUL-6+$e69 ; $08 > $06
|
; and mountains colors
|
||||||
mva #$06 MODUL-6+$ebc ; $08 > $06
|
mva #$c4 dliColorsFore2+16
|
||||||
|
mva #$c6 dliColorsFore2+17
|
||||||
|
mva #$a4 dliColorsFore2+18
|
||||||
|
mva #$a6 dliColorsFore2+19
|
||||||
|
sta dliColorsFore2+20
|
||||||
NoRMT_PALchange
|
NoRMT_PALchange
|
||||||
.ELSE
|
.ELSE
|
||||||
mva #$7f SkStatSimulator
|
mva #$7f SkStatSimulator
|
||||||
@@ -300,6 +379,7 @@ NoRMT_PALchange
|
|||||||
mva #2 chactl ; necessary for 5200
|
mva #2 chactl ; necessary for 5200
|
||||||
|
|
||||||
START
|
START
|
||||||
|
jsr MakeDarkScreen
|
||||||
; Startup sequence
|
; Startup sequence
|
||||||
jsr Initialize
|
jsr Initialize
|
||||||
|
|
||||||
@@ -308,6 +388,7 @@ START
|
|||||||
RMTSong song_main_menu
|
RMTSong song_main_menu
|
||||||
|
|
||||||
jsr Options ;startup screen
|
jsr Options ;startup screen
|
||||||
|
jsr SetVariablesFromOptions
|
||||||
jsr MakeDarkScreen
|
jsr MakeDarkScreen
|
||||||
bit escFlag
|
bit escFlag
|
||||||
bmi START
|
bmi START
|
||||||
@@ -329,10 +410,7 @@ MainGameLoop
|
|||||||
|
|
||||||
jsr CallPurchaseForEveryTank
|
jsr CallPurchaseForEveryTank
|
||||||
mva #0 SpyHardFlag
|
mva #0 SpyHardFlag
|
||||||
|
|
||||||
; issue #72 (glitches when switches)
|
|
||||||
jsr MakeDarkScreen
|
jsr MakeDarkScreen
|
||||||
|
|
||||||
bit escFlag
|
bit escFlag
|
||||||
bmi START
|
bmi START
|
||||||
|
|
||||||
@@ -345,13 +423,14 @@ MainGameLoop
|
|||||||
bmi START
|
bmi START
|
||||||
jvs GoGameOver
|
jvs GoGameOver
|
||||||
|
|
||||||
mva #0 TankNr ;
|
|
||||||
|
|
||||||
jsr SortSequence
|
jsr SortSequence
|
||||||
|
|
||||||
; Hide all (easier than hide last ;) ) tanks
|
mva #0 TankNr ;
|
||||||
jsr cleartanks
|
|
||||||
sta COLBAKS ; set background color to black
|
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)
|
; here gains and losses should be displayed (dollars)
|
||||||
; finally we have changed our minds and money of players
|
; finally we have changed our minds and money of players
|
||||||
@@ -364,6 +443,7 @@ MainGameLoop
|
|||||||
jsr DisplayResults
|
jsr DisplayResults
|
||||||
|
|
||||||
jsr DemoModeOrKey
|
jsr DemoModeOrKey
|
||||||
|
jsr MakeDarkScreen
|
||||||
|
|
||||||
ldx NumberOfPlayers
|
ldx NumberOfPlayers
|
||||||
dex
|
dex
|
||||||
@@ -457,15 +537,11 @@ eskipzeroing
|
|||||||
lda GameIsOver
|
lda GameIsOver
|
||||||
beq NoGameOverYet
|
beq NoGameOverYet
|
||||||
GoGameOver
|
GoGameOver
|
||||||
jsr MakeDarkScreen
|
|
||||||
jsr GameOverScreen
|
jsr GameOverScreen
|
||||||
jmp START
|
jmp START
|
||||||
NoGameOverYet
|
NoGameOverYet
|
||||||
inc CurrentRoundNr
|
inc CurrentRoundNr
|
||||||
jsr MakeDarkScreen ; issue #72
|
|
||||||
; jsr RmtSongSelect ; ?????
|
|
||||||
mva #sfx_silencer sfx_effect
|
mva #sfx_silencer sfx_effect
|
||||||
jsr PMoutofscreen
|
|
||||||
|
|
||||||
jmp MainGameLoop
|
jmp MainGameLoop
|
||||||
|
|
||||||
@@ -482,8 +558,9 @@ NoGameOverYet
|
|||||||
|
|
||||||
RmtSong song_ingame
|
RmtSong song_ingame
|
||||||
|
|
||||||
jsr SetPMWidth
|
jsr SetPMWidth ; A=0
|
||||||
lda #0
|
lda #0
|
||||||
|
sta AfterBFGflag ; reset BFG flag
|
||||||
sta COLOR2 ; status line "off"
|
sta COLOR2 ; status line "off"
|
||||||
sta COLOR1
|
sta COLOR1
|
||||||
|
|
||||||
@@ -626,7 +703,7 @@ CheckNextTankAD
|
|||||||
jsr AutoDefense
|
jsr AutoDefense
|
||||||
@ dex
|
@ dex
|
||||||
bpl CheckNextTankAD
|
bpl CheckNextTankAD
|
||||||
jsr DrawTanks ; redraw tanks witch new defences
|
jsr DrawTanks ; redraw tanks with new defences
|
||||||
;
|
;
|
||||||
ldx TankSequencePointer
|
ldx TankSequencePointer
|
||||||
lda TankSequence,x
|
lda TankSequence,x
|
||||||
@@ -670,8 +747,11 @@ RoboTanks
|
|||||||
jmp AfterManualShooting
|
jmp AfterManualShooting
|
||||||
|
|
||||||
ManualShooting
|
ManualShooting
|
||||||
|
lda JoyNumber,x
|
||||||
|
sta JoystickNumber ; set joystick port for player
|
||||||
jsr WaitForKeyRelease
|
jsr WaitForKeyRelease
|
||||||
|
lda #%00000000
|
||||||
|
sta TestFlightFlag ; set "Test Fight" off
|
||||||
jsr BeforeFire
|
jsr BeforeFire
|
||||||
lda escFlag
|
lda escFlag
|
||||||
seq:rts ; keys Esc or O
|
seq:rts ; keys Esc or O
|
||||||
@@ -806,8 +886,14 @@ NoPlayerNoDeath
|
|||||||
|
|
||||||
inc:lda TankSequencePointer
|
inc:lda TankSequencePointer
|
||||||
cmp NumberOfPlayers
|
cmp NumberOfPlayers
|
||||||
sne:mva #0 TankSequencePointer
|
bne NotLastPlayerInRound
|
||||||
|
mva #0 TankSequencePointer
|
||||||
|
|
||||||
|
lda WindChangeInRound
|
||||||
|
beq NoWindChangeNow
|
||||||
|
jsr GetRandomWind ; wind change after each turn (not round only)
|
||||||
|
NoWindChangeNow
|
||||||
|
NotLastPlayerInRound
|
||||||
jmp MainRoundLoop
|
jmp MainRoundLoop
|
||||||
.endp
|
.endp
|
||||||
|
|
||||||
@@ -823,22 +909,29 @@ NoPlayerNoDeath
|
|||||||
;clear NoDeathCounter here
|
;clear NoDeathCounter here
|
||||||
sta noDeathCounter
|
sta noDeathCounter
|
||||||
|
|
||||||
|
mva #sfx_death_begin sfx_effect
|
||||||
|
|
||||||
; display defensive text here (well, defensive
|
; display defensive text here (well, defensive
|
||||||
; is not the real meaning, it should be pre-death,
|
; is not the real meaning, it should be pre-death,
|
||||||
; but I am too lazy to change names of variables)
|
; but I am too lazy to change names of variables)
|
||||||
|
|
||||||
; in X there is a number of tank that died
|
; 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
|
lda CurrentResult
|
||||||
clc
|
clc
|
||||||
adc ResultsTable,x
|
adc ResultsTable,x
|
||||||
sta ResultsTable,x
|
sta ResultsTable,x
|
||||||
inc CurrentResult
|
;inc CurrentResult
|
||||||
|
|
||||||
mva #sfx_death_begin sfx_effect
|
|
||||||
; RandomizeDeffensiveText
|
; RandomizeDeffensiveText
|
||||||
randomize talk.NumberOfOffensiveTexts (talk.NumberOfDeffensiveTexts+talk.NumberOfOffensiveTexts-1)
|
randomize talk.NumberOfOffensiveTexts (talk.NumberOfDeffensiveTexts+talk.NumberOfOffensiveTexts-1)
|
||||||
|
TextAfterBFG
|
||||||
sta TextNumberOff
|
sta TextNumberOff
|
||||||
|
inc CurrentResult ; ... but increase result of winner (BFG)
|
||||||
ldy TankTempY
|
ldy TankTempY
|
||||||
mva #$ff plot4x4color
|
mva #$ff plot4x4color
|
||||||
jsr DisplayOffensiveTextNr
|
jsr DisplayOffensiveTextNr
|
||||||
@@ -1087,6 +1180,7 @@ deletePtr = temp
|
|||||||
; clean variables
|
; clean variables
|
||||||
lda #0
|
lda #0
|
||||||
sta escFlag
|
sta escFlag
|
||||||
|
sta JoystickNumber
|
||||||
tay
|
tay
|
||||||
mwa #variablesStart deletePtr
|
mwa #variablesStart deletePtr
|
||||||
@ tya
|
@ tya
|
||||||
@@ -1095,6 +1189,15 @@ deletePtr = temp
|
|||||||
cpw deletePtr #variablesEnd
|
cpw deletePtr #variablesEnd
|
||||||
bne @-
|
bne @-
|
||||||
|
|
||||||
|
; ser initial shapes for each tank (tanks 0-5 has shape 0 now)
|
||||||
|
ldy #1
|
||||||
|
sty TankShape+1
|
||||||
|
sty TankShape+4
|
||||||
|
iny
|
||||||
|
sty TankShape+2
|
||||||
|
sty TankShape+5
|
||||||
|
|
||||||
|
|
||||||
mwa #1024 RandBoundaryHigh
|
mwa #1024 RandBoundaryHigh
|
||||||
mva #$ff LastWeapon
|
mva #$ff LastWeapon
|
||||||
sta HowMuchToFall
|
sta HowMuchToFall
|
||||||
@@ -1154,64 +1257,48 @@ MakeTanksVisible
|
|||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
/* .proc DLIinterruptGraph
|
.proc DLIinterruptGraph
|
||||||
;sta dliA
|
|
||||||
;sty dliY
|
|
||||||
pha
|
pha
|
||||||
phy
|
phy
|
||||||
ldy dliCounter
|
ldy dliCounter
|
||||||
lda dliColorsBack,y
|
lda dliColorsBack,y
|
||||||
ldy dliColorsFore
|
|
||||||
.IF TARGET = 800
|
.IF TARGET = 800
|
||||||
nop ; necessary on 800 because DLIs take less time, jitter visible without it
|
nop ; necessary on 800 because DLIs take less time, jitter visible without it
|
||||||
nop
|
nop
|
||||||
|
nop
|
||||||
.ENDIF
|
.ENDIF
|
||||||
|
nop
|
||||||
|
nop
|
||||||
sta COLPF1
|
sta COLPF1
|
||||||
sty COLPF2
|
lda GradientNr
|
||||||
inc dliCounter
|
bne GoGradient
|
||||||
;ldy dliY
|
ldy #$ff ; one mauntain color
|
||||||
;lda dliA
|
GoGradient
|
||||||
ply
|
iny
|
||||||
pla
|
lda (GradientColors),y ; mountains colors array
|
||||||
rti
|
|
||||||
.endp */
|
|
||||||
|
|
||||||
.proc DLIinterruptGraph
|
|
||||||
pha
|
|
||||||
lda dliColorsFore
|
|
||||||
nop
|
|
||||||
nop
|
|
||||||
nop
|
|
||||||
.IF TARGET = 800
|
|
||||||
nop ; necessary on 800 because DLIs take less time, jitter visible without it
|
|
||||||
nop
|
|
||||||
|
|
||||||
.ENDIF
|
|
||||||
sta COLPF2
|
sta COLPF2
|
||||||
lda DliColorBack
|
inc dliCounter
|
||||||
sta COLPF1
|
ply
|
||||||
eor #$02
|
|
||||||
sta DliColorBack
|
|
||||||
pla
|
pla
|
||||||
rti
|
rti
|
||||||
.endp
|
.endp
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
.proc DLIinterruptOptions
|
.proc DLIinterruptOptions
|
||||||
;sta dliA
|
|
||||||
;sty dliY
|
|
||||||
pha
|
pha
|
||||||
; lda dliColorsBack
|
phy
|
||||||
lda #0
|
lda #0 ; background color
|
||||||
sta COLPF1
|
sta COLPF1
|
||||||
lda dliColorsFore
|
ldy GradientNr
|
||||||
|
beq @+
|
||||||
|
ldy #1
|
||||||
|
@ lda (GradientColors),y ; mountains colors array
|
||||||
sta COLPF2
|
sta COLPF2
|
||||||
|
ply
|
||||||
pla
|
pla
|
||||||
rti
|
rti
|
||||||
.endp
|
.endp
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
.proc DLIinterruptGameOver
|
.proc DLIinterruptGameOver
|
||||||
;sta dliA
|
|
||||||
;sty dliY
|
|
||||||
pha
|
pha
|
||||||
phy
|
phy
|
||||||
lda dliCounter
|
lda dliCounter
|
||||||
@@ -1248,7 +1335,6 @@ EndOfDLI_GO
|
|||||||
.endp
|
.endp
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
.proc DLIinterruptText
|
.proc DLIinterruptText
|
||||||
;sta dliA
|
|
||||||
pha
|
pha
|
||||||
lda dliCounter
|
lda dliCounter
|
||||||
bne MoreBarsColorChange
|
bne MoreBarsColorChange
|
||||||
@@ -1337,22 +1423,29 @@ nextlinedisplay
|
|||||||
; cpw DLCreditsAddr #CreditsLastLine
|
; cpw DLCreditsAddr #CreditsLastLine
|
||||||
; bne EndOfCreditsVBI
|
; bne EndOfCreditsVBI
|
||||||
mwa #Credits DLCreditsAddr
|
mwa #Credits DLCreditsAddr
|
||||||
EndOfCreditsVBI
|
EndOfCreditsVBI
|
||||||
.IF TARGET = 5200
|
.IF TARGET = 5200
|
||||||
lda SkStatSimulator
|
lda SkStatSimulator
|
||||||
bmi @+
|
bmi @+
|
||||||
inc SkStatSimulator
|
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
|
center = 114 ;Read analog stick and make it look like a digital stick
|
||||||
threshold = 60
|
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
|
cmp #center+threshold ;Compare with right threshold
|
||||||
rol stick0 ;Feed carry into digital stick value
|
rol stick0 ;Feed carry into digital stick value
|
||||||
cmp #center-threshold ;Compare with left threshold
|
cmp #center-threshold ;Compare with left threshold
|
||||||
rol stick0 ;Feed carry into digital stick value
|
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
|
cmp #center+threshold ;Compare with down threshold
|
||||||
rol stick0 ;Feed carry into digital stick value
|
rol stick0 ;Feed carry into digital stick value
|
||||||
cmp #center-threshold ;Compare with down threshold
|
cmp #center-threshold ;Compare with down threshold
|
||||||
@@ -1362,8 +1455,10 @@ EndOfCreditsVBI
|
|||||||
eor #2+8
|
eor #2+8
|
||||||
and #$0f
|
and #$0f
|
||||||
sta stick0
|
sta stick0
|
||||||
|
|
||||||
mva trig0 strig0 ;Move hardware to shadow
|
ldx JoystickNumber
|
||||||
|
lda trig0,x
|
||||||
|
sta strig0 ;Move hardware to shadow
|
||||||
|
|
||||||
mva chbas chbase
|
mva chbas chbase
|
||||||
|
|
||||||
@@ -1379,9 +1474,15 @@ EndOfCreditsVBI
|
|||||||
pla
|
pla
|
||||||
tax
|
tax
|
||||||
pla
|
pla
|
||||||
rti
|
rti
|
||||||
.ELSE
|
.ELSE
|
||||||
jmp XITVBV
|
; support for joysticks :)
|
||||||
|
ldx JoystickNumber
|
||||||
|
lda STICK0,x
|
||||||
|
sta STICK0
|
||||||
|
lda STRIG0,x
|
||||||
|
sta STRIG0
|
||||||
|
jmp XITVBV
|
||||||
.ENDIF
|
.ENDIF
|
||||||
.endp
|
.endp
|
||||||
.IF TARGET = 5200
|
.IF TARGET = 5200
|
||||||
@@ -1698,11 +1799,27 @@ checkJoyGetKey
|
|||||||
bne getkeyend
|
bne getkeyend
|
||||||
|
|
||||||
notpressedJoyGetKey
|
notpressedJoyGetKey
|
||||||
;fire
|
;fire
|
||||||
lda STRIG0
|
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 @-
|
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
|
getkeyend
|
||||||
ldy #0
|
ldy #0
|
||||||
sty ATRACT ; reset atract mode
|
sty ATRACT ; reset atract mode
|
||||||
@@ -1780,6 +1897,7 @@ peopleAreHere
|
|||||||
.endp
|
.endp
|
||||||
|
|
||||||
MakeDarkScreen
|
MakeDarkScreen
|
||||||
|
jsr PMoutofScreen
|
||||||
mva #0 dmactls ; dark screen
|
mva #0 dmactls ; dark screen
|
||||||
sta dmactl
|
sta dmactl
|
||||||
; and wait one frame :)
|
; and wait one frame :)
|
||||||
@@ -1788,7 +1906,7 @@ MakeDarkScreen
|
|||||||
and #%00000101 ; Start + Option
|
and #%00000101 ; Start + Option
|
||||||
sne:mva #$40 escFlag
|
sne:mva #$40 escFlag
|
||||||
and #%00000001 ; START KEY
|
and #%00000001 ; START KEY
|
||||||
seq:wait
|
seq:wait ; or waitRTC ?
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
|
|
||||||
@@ -1841,8 +1959,22 @@ noingame
|
|||||||
bne @-
|
bne @-
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
|
;--------------------------------------------------
|
||||||
|
.macro SetDLI
|
||||||
|
; SetDLI #WORD
|
||||||
|
; Initialises Display List Interrupts
|
||||||
|
LDY # <:1
|
||||||
|
LDX # >:1
|
||||||
|
jsr _SetDLIproc
|
||||||
|
.endm
|
||||||
|
.proc _SetDLIproc
|
||||||
|
LDA #$C0
|
||||||
|
STY VDSLST
|
||||||
|
STX VDSLST+1
|
||||||
|
STA NMIEN
|
||||||
|
rts
|
||||||
|
.endp
|
||||||
|
;--------------------------------------------------
|
||||||
/* ;--------------------------------------------------
|
/* ;--------------------------------------------------
|
||||||
.macro randomize floor ceiling
|
.macro randomize floor ceiling
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
@@ -1902,14 +2034,77 @@ noingame
|
|||||||
icl 'artwork/talk.asm'
|
icl 'artwork/talk.asm'
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
TankFont
|
TankFont
|
||||||
ins 'artwork/tanksv3.fnt',+0,352 ; 44 characters only
|
ins 'artwork/tanksv4.fnt',+0,384 ; 48 characters only
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
font4x4
|
font4x4
|
||||||
ins 'artwork/font4x4s.bmp',+62
|
ins 'artwork/font4x4s.bmp',+62
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
;RMT PLAYER and song loading shenaningans
|
;RMT PLAYER loading shenaningans
|
||||||
icl 'artwork/sfx/rmtplayr_modified.asm'
|
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"+$27
|
||||||
|
;----------------------------------------------
|
||||||
|
.proc DLIinterruptBFG
|
||||||
|
pha
|
||||||
|
lda dliCounter
|
||||||
|
bne EndofBFGDLI
|
||||||
|
lda dliColorsFore
|
||||||
|
bit random
|
||||||
|
bmi @+
|
||||||
|
lda DliColorBack
|
||||||
|
@ sta COLPF2
|
||||||
|
lda dliColorsFore
|
||||||
|
bit random
|
||||||
|
bmi @+
|
||||||
|
lda DliColorBack
|
||||||
|
@ sta COLPF1
|
||||||
|
EndofBFGDLI
|
||||||
|
inc dliCounter
|
||||||
|
pla
|
||||||
|
rti
|
||||||
|
.endp
|
||||||
|
; ------------------------
|
||||||
|
.proc BFGblink
|
||||||
|
SetDLI DLIinterruptBFG ; blinking on
|
||||||
|
ldy #50
|
||||||
|
jsr PauseYFrames
|
||||||
|
SetDLI DLIinterruptGraph ; blinking off
|
||||||
|
rts
|
||||||
|
.endp
|
||||||
|
;--------------------------------------------------
|
||||||
.IF * > MODUL-1
|
.IF * > MODUL-1
|
||||||
|
.ECHO *
|
||||||
.ERROR 'Code and data too long'
|
.ERROR 'Code and data too long'
|
||||||
.ENDIF
|
.ENDIF
|
||||||
.ECHO "Bytes left: ",$b000-*
|
.ECHO "Bytes left: ",$b000-*
|
||||||
@@ -1921,16 +2116,18 @@ MODUL
|
|||||||
ins "artwork/sfx/scorch_str9-NTSC.rmt",+6 ;include music RMT module
|
ins "artwork/sfx/scorch_str9-NTSC.rmt",+6 ;include music RMT module
|
||||||
MODULEND
|
MODULEND
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
|
icl 'constants_top.asm'
|
||||||
|
;----------------------------------------------
|
||||||
|
|
||||||
|
.ECHO "Bytes on top left: ",$bfe8-* ;ROM_SETTINGS-*
|
||||||
.IF target = 5200
|
.IF target = 5200
|
||||||
.IF * > ROM_SETTINGS-1
|
.IF * > ROM_SETTINGS-1
|
||||||
.ERROR 'Code and RMT song too long to fit in 5200'
|
.ERROR 'Code and RMT song too long to fit in 5200'
|
||||||
.ENDIF
|
.ENDIF
|
||||||
org ROM_SETTINGS ; 5200 ROM settings address $bfe8
|
org ROM_SETTINGS ; 5200 ROM settings address $bfe8
|
||||||
; "01234567890123456789"
|
; "01234567890123456789"
|
||||||
.byte " scorch 5200 v" ;20 characters title
|
.byte " scorch supersystem " ;20 characters title
|
||||||
build ; " "
|
.byte " ", $ff ;$BFFD == $ff means diagnostic cart, no splash screen
|
||||||
.byte " "
|
|
||||||
.byte "7A" ;2 characters year .. 1900 + $7A = 2020
|
|
||||||
.word FirstSTART
|
.word FirstSTART
|
||||||
.ELSE
|
.ELSE
|
||||||
run FirstSTART
|
run FirstSTART
|
||||||
|
|||||||
BIN
Binary file not shown.
BIN
Binary file not shown.
+203
-145
@@ -33,7 +33,7 @@
|
|||||||
mva #$ca COLOR1
|
mva #$ca COLOR1
|
||||||
mva #$00 COLBAKS ; set color of background
|
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
|
; -------- setup bottom (tanks) line
|
||||||
lda NumberOfPlayers
|
lda NumberOfPlayers
|
||||||
@@ -63,6 +63,10 @@
|
|||||||
mva #0 OptionsY
|
mva #0 OptionsY
|
||||||
|
|
||||||
OptionsMainLoop
|
OptionsMainLoop
|
||||||
|
|
||||||
|
lda WindChangeInRound
|
||||||
|
sta OptionsHere+126
|
||||||
|
|
||||||
jsr OptionsInversion
|
jsr OptionsInversion
|
||||||
jsr getkey
|
jsr getkey
|
||||||
bit escFlag
|
bit escFlag
|
||||||
@@ -109,66 +113,37 @@ OptionsNoLeft
|
|||||||
OptionsNoRight
|
OptionsNoRight
|
||||||
cmp #@kbcode._ret ; $c ;Return key
|
cmp #@kbcode._ret ; $c ;Return key
|
||||||
bne OptionsNoReturn
|
bne OptionsNoReturn
|
||||||
jmp OptionsFinished
|
rts ; options selected
|
||||||
|
|
||||||
OptionsNoReturn
|
OptionsNoReturn
|
||||||
|
cmp #@kbcode._tab ; Tab key
|
||||||
|
bne OptionsNoTab
|
||||||
|
jsr SelectNextGradient
|
||||||
|
OptionsNoTab
|
||||||
jmp OptionsMainLoop
|
jmp OptionsMainLoop
|
||||||
|
.endp
|
||||||
OptionsFinished
|
.proc SelectNextGradient
|
||||||
;first option
|
lda OptionsY ; if "Wind" option selected
|
||||||
ldy OptionsTable
|
cmp #$03
|
||||||
iny
|
bne NotWind
|
||||||
iny
|
lda WindChangeInRound ; wind change after each turn (not round only) flag
|
||||||
sty NumberOfPlayers ;1=1 player (but minimum is 2)
|
eor #$1f ; '?' character
|
||||||
|
sta WindChangeInRound
|
||||||
;second option (cash)
|
rts
|
||||||
|
NotWind
|
||||||
|
ldy GradientNr
|
||||||
ldy OptionsTable+1
|
iny
|
||||||
ldx #0
|
cpy #$03
|
||||||
@
|
bne NoGradientLoop
|
||||||
lda CashOptionL,y
|
ldy #$00
|
||||||
sta moneyL,x
|
NoGradientLoop
|
||||||
lda CashOptionH,y
|
sty GradientNr
|
||||||
sta moneyH,x
|
lda GradientAddrL,y
|
||||||
inx
|
sta GradientColors
|
||||||
cpx NumberOfPlayers
|
lda GradientAddrH,y
|
||||||
bne @-
|
sta GradientColors+1
|
||||||
|
rts
|
||||||
;third option (gravity)
|
.endp
|
||||||
ldy OptionsTable+2
|
|
||||||
lda GravityTable,y
|
|
||||||
sta gravity
|
|
||||||
|
|
||||||
;fourth option (wind)
|
|
||||||
ldy OptionsTable+3
|
|
||||||
lda MaxWindTable,y
|
|
||||||
sta MaxWind
|
|
||||||
|
|
||||||
;fifth option (no of rounds)
|
|
||||||
ldy OptionsTable+4
|
|
||||||
lda RoundsTable,y
|
|
||||||
sta RoundsInTheGame
|
|
||||||
|
|
||||||
;6th option (shell speed)
|
|
||||||
ldy OptionsTable+5
|
|
||||||
lda flyDelayTable,y
|
|
||||||
sta flyDelay
|
|
||||||
|
|
||||||
;7th option (Airstrike after how many missess)
|
|
||||||
ldy OptionsTable+6
|
|
||||||
lda seppukuTable,y
|
|
||||||
sta seppukuVal
|
|
||||||
|
|
||||||
;8th option (how aggressive are mountains)
|
|
||||||
ldy OptionsTable+7
|
|
||||||
lda mountainsDeltaTableH,y
|
|
||||||
sta mountainDeltaH
|
|
||||||
lda mountainsDeltaTableL,y
|
|
||||||
sta mountainDeltaL
|
|
||||||
|
|
||||||
|
|
||||||
rts
|
|
||||||
.endp
|
|
||||||
;--------
|
;--------
|
||||||
; inversing selected option (cursor)
|
; inversing selected option (cursor)
|
||||||
;--------
|
;--------
|
||||||
@@ -229,6 +204,66 @@ invertme
|
|||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
|
|
||||||
|
; --------------------------------------
|
||||||
|
; Sets the appropriate variables based on the options table
|
||||||
|
;
|
||||||
|
.proc SetVariablesFromOptions
|
||||||
|
;first option
|
||||||
|
ldy OptionsTable
|
||||||
|
iny
|
||||||
|
iny
|
||||||
|
sty NumberOfPlayers ;1=1 player (but minimum is 2)
|
||||||
|
|
||||||
|
;second option (cash)
|
||||||
|
|
||||||
|
|
||||||
|
ldy OptionsTable+1
|
||||||
|
ldx #0
|
||||||
|
@
|
||||||
|
lda CashOptionL,y
|
||||||
|
sta moneyL,x
|
||||||
|
lda CashOptionH,y
|
||||||
|
sta moneyH,x
|
||||||
|
inx
|
||||||
|
cpx NumberOfPlayers
|
||||||
|
bne @-
|
||||||
|
|
||||||
|
;third option (gravity)
|
||||||
|
ldy OptionsTable+2
|
||||||
|
lda GravityTable,y
|
||||||
|
sta gravity
|
||||||
|
|
||||||
|
;fourth option (wind)
|
||||||
|
ldy OptionsTable+3
|
||||||
|
lda MaxWindTable,y
|
||||||
|
sta MaxWind
|
||||||
|
|
||||||
|
;fifth option (no of rounds)
|
||||||
|
ldy OptionsTable+4
|
||||||
|
lda RoundsTable,y
|
||||||
|
sta RoundsInTheGame
|
||||||
|
|
||||||
|
;6th option (shell speed)
|
||||||
|
ldy OptionsTable+5
|
||||||
|
lda flyDelayTable,y
|
||||||
|
sta flyDelay
|
||||||
|
|
||||||
|
;7th option (Airstrike after how many missess)
|
||||||
|
ldy OptionsTable+6
|
||||||
|
lda seppukuTable,y
|
||||||
|
sta seppukuVal
|
||||||
|
|
||||||
|
;8th option (how aggressive are mountains)
|
||||||
|
ldy OptionsTable+7
|
||||||
|
lda mountainsDeltaTableH,y
|
||||||
|
sta mountainDeltaH
|
||||||
|
lda mountainsDeltaTableL,y
|
||||||
|
sta mountainDeltaL
|
||||||
|
|
||||||
|
|
||||||
|
rts
|
||||||
|
.endp
|
||||||
|
|
||||||
;-------------------------------------------
|
;-------------------------------------------
|
||||||
; call of the purchase (and activate) screens for each tank
|
; call of the purchase (and activate) screens for each tank
|
||||||
.proc CallPurchaseForEveryTank
|
.proc CallPurchaseForEveryTank
|
||||||
@@ -242,6 +277,8 @@ invertme
|
|||||||
jsr PurchaseAI ; remember to make ActivateAI :) !!!
|
jsr PurchaseAI ; remember to make ActivateAI :) !!!
|
||||||
jmp AfterManualPurchase
|
jmp AfterManualPurchase
|
||||||
ManualPurchase
|
ManualPurchase
|
||||||
|
lda JoyNumber,x
|
||||||
|
sta JoystickNumber ; set joystick port for player
|
||||||
mva #0 isInventory
|
mva #0 isInventory
|
||||||
jsr Purchase ; purchase weapons
|
jsr Purchase ; purchase weapons
|
||||||
bit escFlag
|
bit escFlag
|
||||||
@@ -293,7 +330,7 @@ AfterManualPurchase
|
|||||||
GoToActivation
|
GoToActivation
|
||||||
mva #$ff LastWeapon
|
mva #$ff LastWeapon
|
||||||
|
|
||||||
VDLI DLIinterruptText ; jsr SetDLI for text (purchase) screen
|
SetDLI DLIinterruptText ; jsr SetDLI for text (purchase) screen
|
||||||
jsr PMoutofScreen
|
jsr PMoutofScreen
|
||||||
mwa #PurchaseDL dlptrs
|
mwa #PurchaseDL dlptrs
|
||||||
lda #@dmactl(narrow|dma) ; narrow screen width, DL on, P/M off
|
lda #@dmactl(narrow|dma) ; narrow screen width, DL on, P/M off
|
||||||
@@ -320,11 +357,16 @@ GoToActivation
|
|||||||
tax
|
tax
|
||||||
NextChar03
|
NextChar03
|
||||||
lda tanksnames,x
|
lda tanksnames,x
|
||||||
sta purchaseTextBuffer+8,y
|
sta purchaseTextBuffer+7,y
|
||||||
inx
|
inx
|
||||||
iny
|
iny
|
||||||
cpy #$08
|
cpy #$08
|
||||||
bne NextChar03
|
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
|
; and we display cash of the given player
|
||||||
|
|
||||||
; here we must jump in after each purchase
|
; here we must jump in after each purchase
|
||||||
@@ -364,7 +406,7 @@ AfterPurchase
|
|||||||
cmp IndexesOfWeaponsL1,y
|
cmp IndexesOfWeaponsL1,y
|
||||||
beq ?weaponfound
|
beq ?weaponfound
|
||||||
iny
|
iny
|
||||||
cpy #(last_offensive_____ - first_offensive____) ; maxOffensiveWeapons
|
cpy #(last_offensive_____ - first_offensive____)+1 ; maxOffensiveWeapons
|
||||||
bne @-
|
bne @-
|
||||||
; not found apparently?
|
; not found apparently?
|
||||||
; TODO: check border case (the last weapon)
|
; TODO: check border case (the last weapon)
|
||||||
@@ -377,6 +419,7 @@ PositionDefensive
|
|||||||
?weaponFound
|
?weaponFound
|
||||||
; weapon index in Y
|
; weapon index in Y
|
||||||
sty positionOnTheList
|
sty positionOnTheList
|
||||||
|
jsr _MakeOffsetDown ; set list screen offset
|
||||||
|
|
||||||
; Here we have all we need
|
; Here we have all we need
|
||||||
; So choose the weapon for purchase ......
|
; So choose the weapon for purchase ......
|
||||||
@@ -449,18 +492,23 @@ GoDownOffensive
|
|||||||
sty PositionOnTheList
|
sty PositionOnTheList
|
||||||
beq MakeOffsetUp
|
beq MakeOffsetUp
|
||||||
MakeOffsetDown
|
MakeOffsetDown
|
||||||
|
jsr _MakeOffsetDown
|
||||||
|
EndGoDownX
|
||||||
|
jmp ChoosingItemForPurchase
|
||||||
|
|
||||||
|
_MakeOffsetDown
|
||||||
lda OffsetDL1
|
lda OffsetDL1
|
||||||
clc
|
clc
|
||||||
adc #15
|
adc #15
|
||||||
;if offset+16 is lower than the position then it must =16
|
;if offset+16 is lower than the position then it must =16
|
||||||
cmp PositionOnTheList
|
cmp PositionOnTheList
|
||||||
bcs EndGoDownX
|
bcs _EndGoDownX
|
||||||
sec
|
sec
|
||||||
lda PositionOnTheList
|
lda PositionOnTheList
|
||||||
sbc #15
|
sbc #15
|
||||||
sta OffsetDL1
|
sta OffsetDL1
|
||||||
EndGoDownX
|
_EndGoDownX
|
||||||
jmp ChoosingItemForPurchase
|
rts
|
||||||
|
|
||||||
; swapping the displayed list and setting pointer to position 0
|
; swapping the displayed list and setting pointer to position 0
|
||||||
ListChange
|
ListChange
|
||||||
@@ -476,6 +524,7 @@ ListChange
|
|||||||
beq @+
|
beq @+
|
||||||
; inventory
|
; inventory
|
||||||
jsr calcPosOffensive
|
jsr calcPosOffensive
|
||||||
|
jsr _MakeOffsetDown ; set list screen offset
|
||||||
jmp ChoosingItemForPurchase
|
jmp ChoosingItemForPurchase
|
||||||
@
|
@
|
||||||
mva #0 PositionOnTheList
|
mva #0 PositionOnTheList
|
||||||
@@ -795,11 +844,9 @@ Suprise ; get a random weapon
|
|||||||
bcc GetRandomDefensive
|
bcc GetRandomDefensive
|
||||||
GetRandomOffensive
|
GetRandomOffensive
|
||||||
randomize ind_Missile________ last_offensive_____
|
randomize ind_Missile________ last_offensive_____
|
||||||
cmp #ind_Buy_me_________
|
;cmp #ind_Buy_me_________ ; buy me do not buy buy me :)
|
||||||
beq GetRandomOffensive
|
;beq GetRandomOffensive
|
||||||
tay
|
tay
|
||||||
; lda WeaponUnits,y ; check if weapon exist
|
|
||||||
; beq GetRandomOffensive
|
|
||||||
bne NoSuprise ; Y always <> 0
|
bne NoSuprise ; Y always <> 0
|
||||||
GetRandomDefensive
|
GetRandomDefensive
|
||||||
randomize ind_Battery________ last_defensive_____
|
randomize ind_Battery________ last_defensive_____
|
||||||
@@ -867,6 +914,8 @@ NoAutoDefense
|
|||||||
jsr FindBestTarget2 ; find nearest tank neighbour
|
jsr FindBestTarget2 ; find nearest tank neighbour
|
||||||
jsr LazyAim
|
jsr LazyAim
|
||||||
ply
|
ply
|
||||||
|
lda #%00000000
|
||||||
|
sta TestFlightFlag ; set "visual aiming" off
|
||||||
jmp DecreaseDefensive ; bypass activation
|
jmp DecreaseDefensive ; bypass activation
|
||||||
NoLazyBoy
|
NoLazyBoy
|
||||||
cmp #ind_Lazy_Darwin____
|
cmp #ind_Lazy_Darwin____
|
||||||
@@ -878,6 +927,8 @@ NoLazyBoy
|
|||||||
jsr FindBestTarget3 ; find target with lowest energy
|
jsr FindBestTarget3 ; find target with lowest energy
|
||||||
jsr LazyAim
|
jsr LazyAim
|
||||||
ply
|
ply
|
||||||
|
lda #%10000000
|
||||||
|
sta TestFlightFlag ; set "visual aiming" on
|
||||||
jmp DecreaseDefensive ; bypass activation
|
jmp DecreaseDefensive ; bypass activation
|
||||||
NoLazyDarwin
|
NoLazyDarwin
|
||||||
cmp #ind_Spy_Hard_______
|
cmp #ind_Spy_Hard_______
|
||||||
@@ -950,7 +1001,7 @@ DefActivationEnd
|
|||||||
cmp IndexesOfWeaponsL2,y
|
cmp IndexesOfWeaponsL2,y
|
||||||
beq ?weaponfound
|
beq ?weaponfound
|
||||||
iny
|
iny
|
||||||
cpy #(last_defensive_____ - first_defensive____) ; maxDefensiveWeapon
|
cpy #(last_defensive_____ - first_defensive____)+1 ; maxDefensiveWeapon
|
||||||
bne @-
|
bne @-
|
||||||
; not found apparently?
|
; not found apparently?
|
||||||
; TODO: check border case (the last weapon)
|
; TODO: check border case (the last weapon)
|
||||||
@@ -1078,7 +1129,7 @@ NoArrowDown
|
|||||||
mwa #NameDL dlptrs
|
mwa #NameDL dlptrs
|
||||||
lda #%00110001 ; narrow screen width, DL on, P/M off
|
lda #%00110001 ; narrow screen width, DL on, P/M off
|
||||||
sta dmactls
|
sta dmactls
|
||||||
VDLI DLIinterruptText ; jsr SetDLI for text (names) screen
|
SetDLI DLIinterruptText ; jsr SetDLI for text (names) screen
|
||||||
|
|
||||||
mva #0 TankNr
|
mva #0 TankNr
|
||||||
sta COLBAKS ; set color of background
|
sta COLBAKS ; set color of background
|
||||||
@@ -1088,6 +1139,7 @@ NoArrowDown
|
|||||||
jsr EnterPlayerName
|
jsr EnterPlayerName
|
||||||
bit escFlag
|
bit escFlag
|
||||||
spl:rts
|
spl:rts
|
||||||
|
jsr CheckTankCheat
|
||||||
inc TankNr
|
inc TankNr
|
||||||
lda TankNr
|
lda TankNr
|
||||||
cmp NumberOfPlayers
|
cmp NumberOfPlayers
|
||||||
@@ -1110,11 +1162,8 @@ NoArrowDown
|
|||||||
ldx tanknr
|
ldx tanknr
|
||||||
lda skillTable,x
|
lda skillTable,x
|
||||||
sta difficultyLevel
|
sta difficultyLevel
|
||||||
inx
|
lda digits+1,x
|
||||||
stx decimal
|
sta NameScreen2+7
|
||||||
mwa #(NameScreen2+9) displayposition
|
|
||||||
jsr displaybyte
|
|
||||||
jsr HighlightLevel ; setting choosen level of the opponent (Moron, etc)
|
|
||||||
|
|
||||||
; clear tank name editor field - not necessary
|
; clear tank name editor field - not necessary
|
||||||
; ldx #8
|
; ldx #8
|
||||||
@@ -1148,12 +1197,18 @@ LastNameChar
|
|||||||
beq @+
|
beq @+
|
||||||
iny
|
iny
|
||||||
@ sty PositionInName
|
@ sty PositionInName
|
||||||
; lda NameAdr,y
|
|
||||||
; ora #$80 ; place cursor on the end
|
|
||||||
; sta NameAdr,y
|
|
||||||
|
|
||||||
|
|
||||||
CheckKeys
|
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 CursorDisplay
|
||||||
jsr getkey
|
jsr getkey
|
||||||
bit escFlag
|
bit escFlag
|
||||||
@@ -1184,7 +1239,7 @@ CheckFurtherX01 ; here we check Tab, Return and Del
|
|||||||
cmp #@kbcode._ret ; $0c ; Return
|
cmp #@kbcode._ret ; $0c ; Return
|
||||||
jeq EndOfNick
|
jeq EndOfNick
|
||||||
cmp #@kbcode._tab ; $2c ; Tab
|
cmp #@kbcode._tab ; $2c ; Tab
|
||||||
beq ChangeOfLevelUp
|
beq ChangeOfJoyUp
|
||||||
cmp #@kbcode._right ; $7 ;cursor right
|
cmp #@kbcode._right ; $7 ;cursor right
|
||||||
beq ChangeOfLevelUp
|
beq ChangeOfLevelUp
|
||||||
cmp #@kbcode._left ; $6 ;cursor left
|
cmp #@kbcode._left ; $6 ;cursor left
|
||||||
@@ -1193,6 +1248,8 @@ CheckFurtherX01 ; here we check Tab, Return and Del
|
|||||||
beq ChangeOfLevel3Up
|
beq ChangeOfLevel3Up
|
||||||
cmp #@kbcode._up ; $e ;cursor up
|
cmp #@kbcode._up ; $e ;cursor up
|
||||||
beq ChangeOfLevel3Down
|
beq ChangeOfLevel3Down
|
||||||
|
cmp #@kbcode._atari ; atari (inverse) key
|
||||||
|
jeq ChangeOfShapeUp
|
||||||
|
|
||||||
cmp #@kbcode._del ; $34 ; Backspace (del)
|
cmp #@kbcode._del ; $34 ; Backspace (del)
|
||||||
bne CheckKeys
|
bne CheckKeys
|
||||||
@@ -1212,13 +1269,24 @@ FirstChar
|
|||||||
lda #0
|
lda #0
|
||||||
sta NameAdr,x
|
sta NameAdr,x
|
||||||
jmp CheckKeys
|
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
|
ChangeOfLevelUp ; change difficulty level of computer opponent
|
||||||
inc:lda DifficultyLevel
|
inc:lda DifficultyLevel
|
||||||
cmp #9 ; 9 levels are possible
|
cmp #9 ; 9 levels are possible
|
||||||
bne DoNotLoopLevelUp
|
bne DoNotLoopLevelUp
|
||||||
mva #$0 DifficultyLevel
|
mva #$0 DifficultyLevel
|
||||||
DoNotLoopLevelUp
|
DoNotLoopLevelUp
|
||||||
jsr HighlightLevel
|
|
||||||
jmp CheckKeys
|
jmp CheckKeys
|
||||||
;----
|
;----
|
||||||
ChangeOfLevelDown
|
ChangeOfLevelDown
|
||||||
@@ -1226,7 +1294,6 @@ ChangeOfLevelDown
|
|||||||
bpl DoNotLoopLevelDown
|
bpl DoNotLoopLevelDown
|
||||||
mva #$8 DifficultyLevel
|
mva #$8 DifficultyLevel
|
||||||
DoNotLoopLevelDown
|
DoNotLoopLevelDown
|
||||||
jsr HighlightLevel
|
|
||||||
jmp CheckKeys
|
jmp CheckKeys
|
||||||
;----
|
;----
|
||||||
ChangeOfLevel3Up
|
ChangeOfLevel3Up
|
||||||
@@ -1238,7 +1305,6 @@ ChangeOfLevel3Up
|
|||||||
sbb DifficultyLevel #9
|
sbb DifficultyLevel #9
|
||||||
|
|
||||||
DoNotLoopLevel3Up
|
DoNotLoopLevel3Up
|
||||||
jsr HighlightLevel
|
|
||||||
jmp CheckKeys
|
jmp CheckKeys
|
||||||
;----
|
;----
|
||||||
ChangeOfLevel3Down
|
ChangeOfLevel3Down
|
||||||
@@ -1246,9 +1312,18 @@ ChangeOfLevel3Down
|
|||||||
bpl @+
|
bpl @+
|
||||||
adb DifficultyLevel #9
|
adb DifficultyLevel #9
|
||||||
@
|
@
|
||||||
jsr HighlightLevel
|
|
||||||
jmp CheckKeys
|
jmp CheckKeys
|
||||||
;----
|
;----
|
||||||
|
ChangeOfShapeUp
|
||||||
|
ldx TankNr
|
||||||
|
inc TankShape,x
|
||||||
|
lda TankShape,x
|
||||||
|
cmp #$03
|
||||||
|
bne @+
|
||||||
|
lda #$00
|
||||||
|
sta TankShape,x
|
||||||
|
@ jmp CheckKeys
|
||||||
|
;----
|
||||||
EndOfNick
|
EndOfNick
|
||||||
; now check long press joy button (or Return...)
|
; now check long press joy button (or Return...)
|
||||||
mva #0 pressTimer ; reset
|
mva #0 pressTimer ; reset
|
||||||
@@ -1268,6 +1343,10 @@ ShortJoyPress
|
|||||||
ldx tanknr
|
ldx tanknr
|
||||||
lda DifficultyLevel
|
lda DifficultyLevel
|
||||||
sta skilltable,x
|
sta skilltable,x
|
||||||
|
beq NotRobot
|
||||||
|
lda #$03 ; shape for robotanks
|
||||||
|
sta TankShape,x
|
||||||
|
NotRobot
|
||||||
; storing name of the tank in the right space
|
; storing name of the tank in the right space
|
||||||
; (without cursor!)
|
; (without cursor!)
|
||||||
ldy #$00
|
ldy #$00
|
||||||
@@ -1489,7 +1568,7 @@ displayloop
|
|||||||
cpx #0
|
cpx #0
|
||||||
bne noleading0
|
bne noleading0
|
||||||
cpy #4
|
cpy #4
|
||||||
beq noleading0 ; if 00000 - last 0 must be
|
beq noleading0 ; if 00000 - last 0 must stay
|
||||||
cmp zero
|
cmp zero
|
||||||
bne noleading0
|
bne noleading0
|
||||||
lda #space
|
lda #space
|
||||||
@@ -1561,7 +1640,7 @@ displayloop1
|
|||||||
;parameters are:
|
;parameters are:
|
||||||
;Y - number of tank above which text is displayed
|
;Y - number of tank above which text is displayed
|
||||||
;fx - length of text
|
;fx - length of text
|
||||||
;textAddress - address of the text
|
;LineAddress4x4 - address of the text
|
||||||
|
|
||||||
;lets calculate position of the text first!
|
;lets calculate position of the text first!
|
||||||
;that's easy because we have number of tank
|
;that's easy because we have number of tank
|
||||||
@@ -1633,7 +1712,7 @@ DOTNnotLessThanZero
|
|||||||
DOTNnoOverflow
|
DOTNnoOverflow
|
||||||
;here in temp we have really good x position of text
|
;here in temp we have really good x position of text
|
||||||
|
|
||||||
mwa temp TextPositionX
|
mwa temp LineXdraw
|
||||||
|
|
||||||
;now let's get y position
|
;now let's get y position
|
||||||
;we will try to put text as low as possible
|
;we will try to put text as low as possible
|
||||||
@@ -1663,62 +1742,34 @@ DOTOldLowestValue
|
|||||||
cpy #$ff
|
cpy #$ff
|
||||||
bne DOTLowestMountainValueLoop
|
bne DOTLowestMountainValueLoop
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
sec
|
sec
|
||||||
lda temp2
|
lda temp2
|
||||||
sbc #(4+9) ;9 pixels above ground (and tanks...)
|
sbc #(4+9) ;9 pixels above ground (and tanks...)
|
||||||
sta TextPositionY
|
sta LineYdraw
|
||||||
|
|
||||||
mva #0 TextCounter
|
jmp TypeLine4x4.noLengthNoColor ; rts
|
||||||
mwa TextAddress temp
|
|
||||||
DOTNcharloop
|
|
||||||
ldy TextCounter
|
|
||||||
|
|
||||||
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
|
.endp
|
||||||
|
|
||||||
;--------------------------------------------------------
|
;--------------------------------------------------------
|
||||||
.proc DisplayOffensiveTextNr ;
|
.proc DisplayOffensiveTextNr ;
|
||||||
ldx TextNumberOff
|
ldx TextNumberOff
|
||||||
lda talk.OffensiveTextTableL,x
|
lda talk.OffensiveTextTableL,x
|
||||||
sta TextAddress
|
sta LineAddress4x4
|
||||||
lda talk.OffensiveTextTableH,x
|
lda talk.OffensiveTextTableH,x
|
||||||
sta TextAddress+1
|
sta LineAddress4x4+1
|
||||||
inx ; the next text
|
inx ; the next text
|
||||||
lda talk.OffensiveTextTableH,x
|
lda talk.OffensiveTextTableH,x
|
||||||
sta temp+1
|
sta temp+1
|
||||||
lda talk.OffensiveTextTableL,x
|
lda talk.OffensiveTextTableL,x
|
||||||
sta temp ; opty possible
|
sta temp ; opty possible
|
||||||
; substract address of the next text from previous to get text length
|
; substract address of the next text from previous to get text length
|
||||||
sbw temp TextAddress temp2
|
sbw temp LineAddress4x4 temp2
|
||||||
mva temp2 fx
|
mva temp2 fx
|
||||||
|
|
||||||
jsr Display4x4AboveTank
|
;jsr Display4x4AboveTank
|
||||||
rts
|
;rts
|
||||||
|
; POZOR !!!
|
||||||
.endp
|
.endp
|
||||||
|
|
||||||
;--------------------------------------------------------
|
;--------------------------------------------------------
|
||||||
@@ -1731,7 +1782,7 @@ DOTNcharloop
|
|||||||
lda #0
|
lda #0
|
||||||
adc #>Tanksnames
|
adc #>Tanksnames
|
||||||
sta temp+1 ; TextAddress+1
|
sta temp+1 ; TextAddress+1
|
||||||
mwa temp TextAddress
|
mwa temp LineAddress4x4
|
||||||
|
|
||||||
;find length of the tank's name
|
;find length of the tank's name
|
||||||
ldy #7
|
ldy #7
|
||||||
@@ -1752,15 +1803,19 @@ end_found
|
|||||||
;-------------------------------
|
;-------------------------------
|
||||||
.proc TypeLine4x4 ;
|
.proc TypeLine4x4 ;
|
||||||
;-------------------------------
|
;-------------------------------
|
||||||
;this routine prints line ending with $ff
|
;this routine prints line of length `fx`
|
||||||
;address in LineAddress4x4 (it is the same as `temp`)
|
;address in LineAddress4x4
|
||||||
;starting from LineXdraw, LineYdraw
|
;starting from LineXdraw, LineYdraw
|
||||||
|
|
||||||
lda #$ff
|
lda #14 ; default length of 4x4 texts
|
||||||
|
sta fx
|
||||||
|
|
||||||
|
variableLength
|
||||||
|
lda #$ff ; $ff - visible characters, $00 - clearing
|
||||||
|
|
||||||
staplot4x4color
|
staplot4x4color
|
||||||
sta plot4x4color
|
sta plot4x4color
|
||||||
|
noLengthNoColor
|
||||||
|
|
||||||
ldy #0
|
ldy #0
|
||||||
sty LineCharNr
|
sty LineCharNr
|
||||||
@@ -1768,19 +1823,17 @@ staplot4x4color
|
|||||||
TypeLine4x4Loop
|
TypeLine4x4Loop
|
||||||
ldy LineCharNr
|
ldy LineCharNr
|
||||||
|
|
||||||
;mwa LineAddress4x4 temp ; LineAddress4x4 === temp
|
lda (LineAddress4x4),y
|
||||||
lda (temp),y
|
and #$3f ;always CAPITAL letters
|
||||||
cmp #$ff
|
|
||||||
beq EndOfTypeLine4x4
|
|
||||||
|
|
||||||
sta CharCode4x4
|
sta CharCode4x4
|
||||||
mwa LineXdraw dx
|
mwa LineXdraw dx
|
||||||
mva LineYdraw dy
|
mva LineYdraw dy
|
||||||
mva #0 dy+1 ; dy is 2 bytes value
|
mva #0 dy+1 ; dy is 2 bytes value
|
||||||
jsr PutChar4x4 ;type empty pixels as well!
|
jsr PutChar4x4 ;type empty pixels as well!
|
||||||
adw LineXdraw #4
|
adw LineXdraw #4
|
||||||
inc LineCharNr
|
inc:lda LineCharNr
|
||||||
jmp TypeLine4x4Loop
|
cmp fx
|
||||||
|
bne TypeLine4x4Loop
|
||||||
|
|
||||||
EndOfTypeLine4x4
|
EndOfTypeLine4x4
|
||||||
rts
|
rts
|
||||||
@@ -2005,10 +2058,6 @@ TankNameCopyLoop
|
|||||||
;it means |
|
;it means |
|
||||||
mva #$3 ResultLineBuffer+13
|
mva #$3 ResultLineBuffer+13
|
||||||
|
|
||||||
|
|
||||||
;it means end of line
|
|
||||||
mva #$ff ResultLineBuffer+14
|
|
||||||
|
|
||||||
;result line display
|
;result line display
|
||||||
mwa #ResultLineBuffer LineAddress4x4
|
mwa #ResultLineBuffer LineAddress4x4
|
||||||
mwa #((ScreenWidth/2)-(8*4)) LineXdraw
|
mwa #((ScreenWidth/2)-(8*4)) LineXdraw
|
||||||
@@ -2057,6 +2106,7 @@ FinishResultDisplay
|
|||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
.proc GameOverScreen
|
.proc GameOverScreen
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
|
jsr MakeDarkScreen
|
||||||
jsr WaitForKeyRelease
|
jsr WaitForKeyRelease
|
||||||
jsr ClearScreen
|
jsr ClearScreen
|
||||||
jsr ClearPMmemory
|
jsr ClearPMmemory
|
||||||
@@ -2074,8 +2124,9 @@ FinishResultDisplay
|
|||||||
mva #0 COLOR1
|
mva #0 COLOR1
|
||||||
sta COLBAKS ; set color of background
|
sta COLBAKS ; set color of background
|
||||||
sta CreditsVScrol
|
sta CreditsVScrol
|
||||||
|
sta JoystickNumber ; set joystick port for player
|
||||||
mva #TextForegroundColor COLOR2
|
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
|
; make text and color lines for each tank
|
||||||
ldx NumberOfPlayers ;we start from the highest (best) tank
|
ldx NumberOfPlayers ;we start from the highest (best) tank
|
||||||
dex ;and it is the last one
|
dex ;and it is the last one
|
||||||
@@ -2310,6 +2361,10 @@ EndOfCredits
|
|||||||
.proc DisplayStatus
|
.proc DisplayStatus
|
||||||
;-------------------------------------------------
|
;-------------------------------------------------
|
||||||
|
|
||||||
|
; displaying number of active controller port
|
||||||
|
ldy JoystickNumber
|
||||||
|
lda digits+1,y
|
||||||
|
sta statusBuffer+17
|
||||||
;---------------------
|
;---------------------
|
||||||
;displaying symbol of the weapon
|
;displaying symbol of the weapon
|
||||||
;---------------------
|
;---------------------
|
||||||
@@ -2320,7 +2375,7 @@ EndOfCredits
|
|||||||
ldx TankNr
|
ldx TankNr
|
||||||
ldy ActiveWeapon,x
|
ldy ActiveWeapon,x
|
||||||
lda WeaponSymbols,y
|
lda WeaponSymbols,y
|
||||||
sta statusBuffer+18
|
sta statusBuffer+19
|
||||||
|
|
||||||
;---------------------
|
;---------------------
|
||||||
;displaying quantity of the given weapon
|
;displaying quantity of the given weapon
|
||||||
@@ -2328,7 +2383,7 @@ EndOfCredits
|
|||||||
lda ActiveWeapon,x
|
lda ActiveWeapon,x
|
||||||
jsr HowManyBullets
|
jsr HowManyBullets
|
||||||
sta decimal
|
sta decimal
|
||||||
mwa #statusBuffer+20 displayposition
|
mwa #statusBuffer+21 displayposition
|
||||||
jsr displaybyte
|
jsr displaybyte
|
||||||
|
|
||||||
;---------------------
|
;---------------------
|
||||||
@@ -2349,7 +2404,7 @@ EndOfCredits
|
|||||||
ldy #15
|
ldy #15
|
||||||
@
|
@
|
||||||
lda (temp),y
|
lda (temp),y
|
||||||
sta statusBuffer+23,y
|
sta statusBuffer+24,y
|
||||||
dey
|
dey
|
||||||
bpl @-
|
bpl @-
|
||||||
|
|
||||||
@@ -2357,6 +2412,9 @@ EndOfCredits
|
|||||||
;displaying name of the defence weapon (if active)
|
;displaying name of the defence weapon (if active)
|
||||||
;---------------------
|
;---------------------
|
||||||
lda AutoDefenseFlag,x ; Auto Defense symbol (space or "A" in inverse)
|
lda AutoDefenseFlag,x ; Auto Defense symbol (space or "A" in inverse)
|
||||||
|
bpl @+
|
||||||
|
lda #$5e ; Auto Defense symbol
|
||||||
|
@
|
||||||
sta statusBuffer+80+21
|
sta statusBuffer+80+21
|
||||||
lda #$08 ; (
|
lda #$08 ; (
|
||||||
sta statusBuffer+80+22
|
sta statusBuffer+80+22
|
||||||
@@ -2518,7 +2576,7 @@ AngleDisplay
|
|||||||
.proc PutTankNameOnScreen
|
.proc PutTankNameOnScreen
|
||||||
; puts name of the tank on the screen
|
; puts name of the tank on the screen
|
||||||
ldy #$00
|
ldy #$00
|
||||||
lda tanknr
|
lda TankNr
|
||||||
asl
|
asl
|
||||||
asl
|
asl
|
||||||
asl ; 8 chars per name
|
asl ; 8 chars per name
|
||||||
|
|||||||
+8
-19
@@ -39,10 +39,10 @@ mountainDeltaL .ds 1 ;.by $ff
|
|||||||
LineHeader1
|
LineHeader1
|
||||||
.ds 9 ;dta d"# ROUND: "
|
.ds 9 ;dta d"# ROUND: "
|
||||||
RoundNrDisplay
|
RoundNrDisplay
|
||||||
.ds 7 ;dta d" #", $ff
|
.ds 5 ;dta d" #", $ff
|
||||||
; 4x4 text buffer
|
; 4x4 text buffer
|
||||||
ResultLineBuffer
|
ResultLineBuffer
|
||||||
.ds 19 ;dta d" ", $ff
|
.ds 14 ;dta d" ", $ff
|
||||||
linetableL ; = PMGraph + $0300 - (screenHeight+1)*2
|
linetableL ; = PMGraph + $0300 - (screenHeight+1)*2
|
||||||
.ds (screenHeight+1)
|
.ds (screenHeight+1)
|
||||||
linetableH ; = PMGraph + $0300 - (screenHeight+1)
|
linetableH ; = PMGraph + $0300 - (screenHeight+1)
|
||||||
@@ -159,6 +159,10 @@ ytankstable ;Y positions of tanks (lower left point)
|
|||||||
.DS MaxPlayers
|
.DS MaxPlayers
|
||||||
LowResDistances ; coarse tank positions divided by 4 (to be in just one byte)
|
LowResDistances ; coarse tank positions divided by 4 (to be in just one byte)
|
||||||
.DS MaxPlayers
|
.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)
|
TargetTankNr ; Target tank index (for AI routines)
|
||||||
.DS 1
|
.DS 1
|
||||||
@@ -216,7 +220,7 @@ FallingSoundBit .DS 1
|
|||||||
PreviousFall .DS 1
|
PreviousFall .DS 1
|
||||||
EndOfTheFallFlag .DS 1 ; in case of the infinite fall
|
EndOfTheFallFlag .DS 1 ; in case of the infinite fall
|
||||||
;Parachute .DS 1 ; are you insured with parachute?
|
;Parachute .DS 1 ; are you insured with parachute?
|
||||||
FloatingAlt .DS 1 ; floating tank altitude
|
;FloatingAlt .DS 1 ; floating tank altitude
|
||||||
FunkyWallFlag = FloatingAlt ; reuse this variable in different weapon (Funky Bomb)!
|
FunkyWallFlag = FloatingAlt ; reuse this variable in different weapon (Funky Bomb)!
|
||||||
PreferHumansFlag = FloatingAlt ; second reuse in AI Aim proc
|
PreferHumansFlag = FloatingAlt ; second reuse in AI Aim proc
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
@@ -257,7 +261,6 @@ oldplotL .DS [5]
|
|||||||
oldora .DS [5]
|
oldora .DS [5]
|
||||||
oldply .DS [5]
|
oldply .DS [5]
|
||||||
OldOraTemp .DS 1
|
OldOraTemp .DS 1
|
||||||
FunkyBombCounter .DS 1
|
|
||||||
xtrajfb .DS 2
|
xtrajfb .DS 2
|
||||||
ytrajfb .DS 2
|
ytrajfb .DS 2
|
||||||
;
|
;
|
||||||
@@ -279,6 +282,7 @@ UpNdown .DS 1
|
|||||||
|
|
||||||
temptankX .DS 2
|
temptankX .DS 2
|
||||||
temptankNr .DS 1
|
temptankNr .DS 1
|
||||||
|
AfterBFGflag .DS 1
|
||||||
|
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
;Variables from textproc.s65
|
;Variables from textproc.s65
|
||||||
@@ -360,10 +364,6 @@ mountaintable2 ;table of mountains (size=screenwidth)
|
|||||||
.DS 1 ; additional byte for fallout (sometimes 1 pixel)
|
.DS 1 ; additional byte for fallout (sometimes 1 pixel)
|
||||||
MountaintableEnd ;good for table clearing
|
MountaintableEnd ;good for table clearing
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
TextPositionX .DS 2
|
|
||||||
TextPositionY .DS 1
|
|
||||||
TextAddress .DS 2
|
|
||||||
TextCounter .DS 1
|
|
||||||
TextNumberOff .DS 1
|
TextNumberOff .DS 1
|
||||||
;--------------
|
;--------------
|
||||||
TankTempY
|
TankTempY
|
||||||
@@ -380,10 +380,6 @@ CurrentResult
|
|||||||
;--------------
|
;--------------
|
||||||
AngleTable ;Angle of the barrel of each tank during the round
|
AngleTable ;Angle of the barrel of each tank during the round
|
||||||
.DS MaxPlayers
|
.DS MaxPlayers
|
||||||
;NewAngle ; used in AI
|
|
||||||
.DS 1
|
|
||||||
;previousBarrelAngle
|
|
||||||
; .DS MaxPlayers
|
|
||||||
EndOfTheBarrelX
|
EndOfTheBarrelX
|
||||||
.ds 2
|
.ds 2
|
||||||
EndOfTheBarrelY
|
EndOfTheBarrelY
|
||||||
@@ -413,19 +409,12 @@ LineCharNr .DS 1
|
|||||||
;LineYdraw .DS 1
|
;LineYdraw .DS 1
|
||||||
|
|
||||||
;-----------
|
;-----------
|
||||||
ResultX
|
|
||||||
.DS 2
|
|
||||||
;ResultY .DS 1
|
|
||||||
ResultOfTankNr
|
ResultOfTankNr
|
||||||
.DS 1
|
.DS 1
|
||||||
|
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
;PutChar4x4
|
;PutChar4x4
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
LoopCounter4x4 .DS 1
|
|
||||||
y4x4 .DS 1
|
|
||||||
StoreA4x4 .DS 1
|
|
||||||
Xcounter4x4 .DS 1
|
|
||||||
nibbler4x4 .DS 1
|
nibbler4x4 .DS 1
|
||||||
CharCode4x4 .DS 1
|
CharCode4x4 .DS 1
|
||||||
;plot4x4color .DS 1 ;1-white, 0-background
|
;plot4x4color .DS 1 ;1-white, 0-background
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