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@@ -4,3 +4,4 @@ scorch.lab
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scorch.lst
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scorch.lst
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textproc.lab
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textproc.lab
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textproc.lst
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textproc.lst
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artwork/talk.as_
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+19
-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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|||||||
|
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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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|
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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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||||||
|
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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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|
|
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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.
|
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). |
|
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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 +75,10 @@ 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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| [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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| [Y] | [1] | when asked to abort or terminate the game - confirmation |
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| [CTRL] + [HELP] | N/A | Toggle "visual debug" mode. It displays distances measured, laser aiming, and aiming technique. It leaves a mess on the screen, but it does not impair the game, just makes it a bit harder. |
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## 5. Game mechanics - offensive weapons
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## 5. Game mechanics - offensive weapons
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@@ -128,7 +138,7 @@ 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 +180,12 @@ 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.
|
* **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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|
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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.
|
**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 +196,7 @@ And of course, activating a weapon when you already have some other weapon activ
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## 7. "Other" weapons:
|
## 7. "Other" weapons:
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|
|
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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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+17
-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
|
* 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)
|
* 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
|
||||||
* maksymalna siła wiatru (wiatr jest losowany na początku każdej z rund, tu możemy wybrać jak silny może być)
|
* 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
|
* liczba rozgrywanych rund
|
||||||
* szybkość lotu pocisków (nie ma wpływu na tor lotu - zmienia jedynie widoczną prędkość rysowania - nie zmienia nic w samej rozgrywce)
|
* szybkość lotu pocisków (nie ma wpływu na tor lotu - zmienia jedynie widoczną prędkość rysowania - nie zmienia nic w samej rozgrywce)
|
||||||
* 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.
|
* 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.
|
||||||
@@ -23,10 +23,15 @@ Na pierwszym ekranie możemy skonfigurować opcje rozgrywki:
|
|||||||
|
|
||||||
Wybór opcji klawiszami kursora lub joystickiem.
|
Wybór opcji klawiszami kursora lub joystickiem.
|
||||||
|
|
||||||
|
Klawisz [TAB] lub [SELECT], a na konsoli Atari 5200 klawisz [5] kontrolera zmieniają kolor gór (3 wersje do wyboru) lub (jeśli 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".
|
||||||
|
|
||||||
Klawisz [RETURN] lub przycisk Joysticka przechodzi do następnego ekranu.
|
Klawisz [RETURN] lub przycisk Joysticka przechodzi do następnego ekranu.
|
||||||
|
|
||||||
## 2. Wprowadzanie nazwy graczy i wybór poziomu graczy sterowanych przez komputer
|
## 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). |
|
||||||
| [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 +74,10 @@ 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 |
|
||||||
|
| [CTRL] + [HELP] | brak | Przełącza tryb "visual debug". Wizualizuje mierzone odległości, celowanie lasera oraz technikę celowania komputera. Pozostawia bałagan na ekranie, co nie zmienia rozgrywki, tylko ją nieco utrudnia. |
|
||||||
|
|
||||||
## 5. Zasady gry - bronie ofensywne
|
## 5. Zasady gry - bronie ofensywne
|
||||||
|
|
||||||
@@ -128,7 +137,7 @@ 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 +180,8 @@ 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 +196,7 @@ 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:
|
||||||
|
|
||||||
|
|||||||
@@ -8,17 +8,19 @@ by Tomasz 'Pecus' Pecko and Pawel 'pirx' Kalinowski
|
|||||||
Warsaw, Miami 2000, 2001, 2002, 2003, 2009, 2012, 2013, 2022
|
Warsaw, Miami 2000, 2001, 2002, 2003, 2009, 2012, 2013, 2022
|
||||||
|
|
||||||
Contributors:
|
Contributors:
|
||||||
- Miker (@mikerro) - in-game music and sfx, ideas, QA
|
- Miker ([mikerro](https://github.com/mikerro)) - in-game music and sfx, ideas, QA
|
||||||
- Kaz - splash screen, ideas
|
- Kaz - original splash screen, SV Atari 50 splash screen, ideas
|
||||||
- Adam (@6502adam) - font, design, QA
|
- Adam ([6502adam](https://github.com/6502adam)) - font, design, QA
|
||||||
- Bocianu (@bocianu) - important ideas, FujiNet implementation, QA
|
- Bocianu ([bocianu](https://github.com/bocianu)) - important ideas, FujiNet implementation, QA
|
||||||
- Emkay - splash screen music
|
- Emkay - splash screen music
|
||||||
- Fox (@pfusik) - plot and point optimization
|
- Fox ([pfusik](https://github.com/pfusik)) - plot and point optimization
|
||||||
|
- xorcerer ([xauberer](https://github.com/xauberer)) - prompt for AI generated splash and sticker
|
||||||
|
|
||||||
|
|
||||||
QA: Probabilitydragon, KrzysRog, Beeblebrox, EnderDude, lopezpb, Dracon, brad-colbert, archon800,
|
QA: Probabilitydragon, KrzysRog, Beeblebrox, EnderDude, lopezpb, Dracon, brad-colbert, archon800,
|
||||||
Shaggy the Atarian, x=usr(1536), Aking, Kenshi
|
Shaggy the Atarian, x=usr(1536), Aking, Kenshi
|
||||||
|
|
||||||
Special thanks to tebe (@tebe6502), JAC! (@peterdell) and phaeron for their fantastic tools and support.
|
Special thanks to tebe ([tebe6502](https://github.com/tebe6502)), JAC! ([peterdell](https://github.com/peterdell)) and phaeron ([Altirra](https://www.virtualdub.org/altirra.html)) for their fantastic tools and support.
|
||||||
|
|
||||||
You can contact us via [AtariAge](https://atariage.com) or [AtariOnLine](https://atarionline.pl) forums.
|
You can contact us via [AtariAge](https://atariage.com) or [AtariOnLine](https://atarionline.pl) forums.
|
||||||
|
|
||||||
@@ -51,7 +53,127 @@ With the advent of [fujinet](https://fujinet.online/) we are thinking about maki
|
|||||||
|
|
||||||
## Changelog:
|
## Changelog:
|
||||||
|
|
||||||
###### Version 1.18
|
###### Version 1.28
|
||||||
|
2023-04-22
|
||||||
|
|
||||||
|
Greetings and salutations,
|
||||||
|
|
||||||
|
Allow me to present the release notes for Version 1.28 of our esteemed hobby game for 8-bit computers.
|
||||||
|
|
||||||
|
First and foremost, let it be known that we have reached the end of an era. We bid adieu to the solitary player versions, as we are determined to preserve the sanctity of this auspicious round version number.
|
||||||
|
|
||||||
|
Moving on to the technical enhancements and embellishments, we are proud to introduce a simulated stereo feature for those fortunate enough to possess the dual pokey hardware. This auditory wonder was brought to fruition by the esteemed Arthur "Two Pokeys" Jackson, whose mastery in the field of sound engineering knows no bounds.
|
||||||
|
|
||||||
|
Furthermore, we have bestowed upon our beloved creation a splash screen of unrivaled brilliance, crafted by the masterful xorcerer. This work of art, by the Artificial Unintelligence and Machine Forgetting, shall leave an indelible mark on all who behold it.
|
||||||
|
|
||||||
|
Our developers have also painstakingly refined the game's performance with a plethora of improvements, including a refined round and final results sorting mechanism, additional keyboard usage assistance in the main menu, and a significant acceleration of the 8x8 and 4x4 put char routines. Additionally, we have incorporated configurable hardware and screen memory layout agnostic put char routines to accommodate future ports and ensure seamless compatibility.
|
||||||
|
|
||||||
|
Last but certainly not least, our mountain drawing optimization shall elevate the visual experience to new heights, ensuring an immersive and enjoyable experience for all.
|
||||||
|
|
||||||
|
We hope that these improvements shall enhance your gaming experience, and we eagerly anticipate your feedback.
|
||||||
|
|
||||||
|
Yours sincerely,
|
||||||
|
|
||||||
|
The Developers
|
||||||
|
|
||||||
|
###### Version 1.27
|
||||||
|
2023-02-07
|
||||||
|
|
||||||
|
Late evening edition. It is 2:11 am and I am writing this instead of dreaming of electric sheep.
|
||||||
|
Our Senior Executive Art Director @+Adam+ ordered us to stop procrastinating and finally release the version with colorized mountains. So here it is. Enjoy :)
|
||||||
|
Please note you can still press [Tab] or [5] in the main menu and revert to the classic or classy look of the "Polish rainbow" (it's a reference to a strangely accurate Wulffmorgenthaler comic strip: https://i.imgur.com/HMctP.jpg)
|
||||||
|
Other changes:
|
||||||
|
- nicer Lazy targeting and "visual Debug" for Lazy Boys
|
||||||
|
- extreme memory optimizations to fit 2 new texts from @RB5200 based on "Sandford and Son"
|
||||||
|
- fix for [G] key bug when turn wind changes were selected
|
||||||
|
- fix for Lazy Boys deactivation bug
|
||||||
|
- PAL mode now has got the full-color table, so it is possible to adjust colors better
|
||||||
|
- the x-position of tanks was always adjusted to even X values, this is no more, which saves some hassle and unnecessary tank shakes left and right. As tanks are painted with sprites of a lower resolution, a rare artifact might appear here and there.
|
||||||
|
- improved tank shapes
|
||||||
|
|
||||||
|
###### Version 1.26
|
||||||
|
2023-01-23
|
||||||
|
|
||||||
|
Early morning edition. It is 5:11 am and I am writing this instead of dreaming of electric sheep.
|
||||||
|
For the last 6 weeks, the versions we released had an awful bug - the conversations of tanks were completely invisible. Thanks for pointing this out, RB5200.
|
||||||
|
- tanks talk to each other again
|
||||||
|
- better stochastic non-blocking wait one frame
|
||||||
|
- rare distance measurement bug fixed (rarely a tank survived a direct hit)
|
||||||
|
- 5200: second fire (by RB5200)
|
||||||
|
- "visual debug" mode in A800 version, triggered by pressing [CTRL]+[HELP]. It displays distances measured, laser aiming, and aiming technique. It leaves a mess on the screen, but it does not impair the game, just makes it a bit harder.
|
||||||
|
|
||||||
|
|
||||||
|
###### 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, which makes aiming arguably more challenging! It is indicated by "?" next to the "Wind" in the main menu.
|
||||||
|
- pressing [G] during the game changes the color scheme (classic, Polish rainbow, Xmas).
|
||||||
|
- all these changes were made possible thanks to 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 +191,7 @@ 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 ;)
|
||||||
|
|
||||||
|
|
||||||
@@ -589,3 +712,4 @@ Together with Pecus we were working on this piece of code for four years and it
|
|||||||
Now it's your turn to help this idea happen!
|
Now it's your turn to help this idea happen!
|
||||||
|
|
||||||
...transmission error...former history missing...
|
...transmission error...former history missing...
|
||||||
|
|
||||||
|
|||||||
@@ -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
|
||||||
@@ -197,8 +201,6 @@ forceNow
|
|||||||
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 #$ff SecondTryFlag
|
||||||
; set initial Angle and Force values
|
; set initial Angle and Force values
|
||||||
lda OptionsTable+2 ; selected gravity
|
lda OptionsTable+2 ; selected gravity
|
||||||
@@ -597,10 +545,7 @@ skipThisPlayer
|
|||||||
sta RandBoundaryHigh+1
|
sta RandBoundaryHigh+1
|
||||||
jsr RandomizeForce
|
jsr RandomizeForce
|
||||||
RepeatAim
|
RepeatAim
|
||||||
lda ForceTableL,x
|
jsr Table2Force
|
||||||
sta Force
|
|
||||||
lda ForceTableH,x
|
|
||||||
sta Force+1
|
|
||||||
; wind correction 90+(wind/8)
|
; wind correction 90+(wind/8)
|
||||||
mwa Wind temp2
|
mwa Wind temp2
|
||||||
:7 lsrw temp2
|
:7 lsrw temp2
|
||||||
@@ -612,7 +557,7 @@ RepeatAim
|
|||||||
lda #ind_Baby_Missile___
|
lda #ind_Baby_Missile___
|
||||||
sta ActiveWeapon,x
|
sta ActiveWeapon,x
|
||||||
; now we have initial valuses
|
; now we have initial valuses
|
||||||
mva #$ff TestFlightFlag
|
mva #%11000000 TestFlightFlag
|
||||||
; check targeting direction
|
; check targeting direction
|
||||||
lda tempor2
|
lda tempor2
|
||||||
jne AimingLeft
|
jne AimingLeft
|
||||||
@@ -656,6 +601,7 @@ NoHitInFirstLoopR
|
|||||||
sbc #5
|
sbc #5
|
||||||
sta NewAngle
|
sta NewAngle
|
||||||
HitOnRightSideOfTargetR
|
HitOnRightSideOfTargetR
|
||||||
|
dec NewAngle
|
||||||
EndOfFirstLoopR
|
EndOfFirstLoopR
|
||||||
mva #5 modify ; set counter (5 turns)
|
mva #5 modify ; set counter (5 turns)
|
||||||
SecondLoopR
|
SecondLoopR
|
||||||
@@ -695,6 +641,8 @@ NoHitInSecondLoopR
|
|||||||
inc NewAngle
|
inc NewAngle
|
||||||
EndOfSecondLoopR
|
EndOfSecondLoopR
|
||||||
EndOfAim
|
EndOfAim
|
||||||
|
pla ; and restore active weapon
|
||||||
|
sta ActiveWeapon,x
|
||||||
rts
|
rts
|
||||||
|
|
||||||
AimSecondTry
|
AimSecondTry
|
||||||
@@ -748,6 +696,7 @@ NoHitInFirstLoopL
|
|||||||
adc #5
|
adc #5
|
||||||
sta NewAngle
|
sta NewAngle
|
||||||
HitOnLeftSideOfTargetL
|
HitOnLeftSideOfTargetL
|
||||||
|
inc NewAngle
|
||||||
EndOfFirstLoopL
|
EndOfFirstLoopL
|
||||||
mva #5 modify ; set counter (5 turns)
|
mva #5 modify ; set counter (5 turns)
|
||||||
SecondLoopL
|
SecondLoopL
|
||||||
@@ -786,8 +735,7 @@ 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 +970,7 @@ 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
|
||||||
|
|||||||
@@ -1,877 +0,0 @@
|
|||||||
/***************************************/
|
|
||||||
/* Use MADS http://mads.atari8.info/ */
|
|
||||||
/* Mode: DLI (char mode) */
|
|
||||||
/***************************************/
|
|
||||||
|
|
||||||
;icl "Scorch50.h"
|
|
||||||
;icl "../lib/ATARISYS.ASM"
|
|
||||||
;icl "../lib/macro.hea"
|
|
||||||
|
|
||||||
; --- dmsc LZSS player routine on zero page
|
|
||||||
org $80
|
|
||||||
|
|
||||||
chn_copy .ds 9
|
|
||||||
chn_pos .ds 9
|
|
||||||
bptr .ds 2
|
|
||||||
cur_pos .ds 1
|
|
||||||
chn_bits .ds 1
|
|
||||||
|
|
||||||
bit_data .ds 1
|
|
||||||
|
|
||||||
fcnt .ds 2
|
|
||||||
fadr .ds 2
|
|
||||||
fhlp .ds 2
|
|
||||||
cloc .ds 1
|
|
||||||
regA .ds 1
|
|
||||||
regX .ds 1
|
|
||||||
regY .ds 1
|
|
||||||
|
|
||||||
WIDTH = 40
|
|
||||||
HEIGHT = 30
|
|
||||||
|
|
||||||
; --- BASIC switch OFF
|
|
||||||
org $2000\ mva #$ff portb\ rts\ ini $2000
|
|
||||||
|
|
||||||
; --- MAIN PROGRAM
|
|
||||||
org $2000
|
|
||||||
ant dta $C2,a(scr)
|
|
||||||
dta $02,$82,$02,$02,$82,$02,$82,$02,$82,$02,$02,$02,$82,$02,$82,$82
|
|
||||||
dta $02,$02,$82,$02,$02,$82,$02,$02,$82,$82,$02,$82,$22
|
|
||||||
;dta $42,a(verline)
|
|
||||||
dta $41,a(ant)
|
|
||||||
|
|
||||||
;verline
|
|
||||||
; :37 dta d" "
|
|
||||||
; dta build
|
|
||||||
|
|
||||||
scr ins "Scorch50.scr"
|
|
||||||
|
|
||||||
.ds 0*40
|
|
||||||
|
|
||||||
.ALIGN $0400
|
|
||||||
fnt ins "Scorch50.fnt"
|
|
||||||
|
|
||||||
ift USESPRITES
|
|
||||||
.ALIGN $0800
|
|
||||||
pmg .ds $0300
|
|
||||||
ift FADECHR = 0
|
|
||||||
SPRITES
|
|
||||||
els
|
|
||||||
.ds $500
|
|
||||||
eif
|
|
||||||
eif
|
|
||||||
|
|
||||||
|
|
||||||
song_data
|
|
||||||
ins 'mmm_16.lzs'
|
|
||||||
song_end
|
|
||||||
|
|
||||||
buffers
|
|
||||||
.ds 256 * 9
|
|
||||||
|
|
||||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
|
||||||
; Song Initialization - this runs in the first tick:
|
|
||||||
;
|
|
||||||
.proc init_song
|
|
||||||
|
|
||||||
mva #1 bit_data
|
|
||||||
|
|
||||||
; Example: here initializes song pointer:
|
|
||||||
|
|
||||||
;mwa #song_data song_ptr
|
|
||||||
|
|
||||||
; Init all channels:
|
|
||||||
ldx #8
|
|
||||||
ldy #0
|
|
||||||
clear
|
|
||||||
; Read just init value and store into buffer and POKEY
|
|
||||||
jsr get_byte
|
|
||||||
sta POKEY, x
|
|
||||||
sty chn_copy, x
|
|
||||||
cbuf
|
|
||||||
sta buffers + 255
|
|
||||||
inc cbuf + 2
|
|
||||||
dex
|
|
||||||
bpl clear
|
|
||||||
|
|
||||||
; Initialize buffer pointer:
|
|
||||||
sty bptr
|
|
||||||
sty cur_pos
|
|
||||||
rts
|
|
||||||
.endp
|
|
||||||
|
|
||||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
|
||||||
; Wait for next frame
|
|
||||||
;
|
|
||||||
.proc wait_frame
|
|
||||||
|
|
||||||
lda 20
|
|
||||||
delay
|
|
||||||
cmp 20
|
|
||||||
beq delay
|
|
||||||
.endp
|
|
||||||
|
|
||||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
|
||||||
; Play one frame of the song
|
|
||||||
;
|
|
||||||
.proc play_frame
|
|
||||||
lda #>buffers
|
|
||||||
sta bptr+1
|
|
||||||
|
|
||||||
lda song_data
|
|
||||||
sta chn_bits
|
|
||||||
ldx #8
|
|
||||||
|
|
||||||
; Loop through all "channels", one for each POKEY register
|
|
||||||
chn_loop:
|
|
||||||
lsr chn_bits
|
|
||||||
bcs skip_chn ; C=1 : skip this channel
|
|
||||||
|
|
||||||
lda chn_copy, x ; Get status of this stream
|
|
||||||
bne do_copy_byte ; If > 0 we are copying bytes
|
|
||||||
|
|
||||||
; We are decoding a new match/literal
|
|
||||||
lsr bit_data ; Get next bit
|
|
||||||
bne got_bit
|
|
||||||
jsr get_byte ; Not enough bits, refill!
|
|
||||||
ror ; Extract a new bit and add a 1 at the high bit (from C set above)
|
|
||||||
sta bit_data ;
|
|
||||||
got_bit:
|
|
||||||
jsr get_byte ; Always read a byte, it could mean "match size/offset" or "literal byte"
|
|
||||||
bcs store ; Bit = 1 is "literal", bit = 0 is "match"
|
|
||||||
|
|
||||||
sta chn_pos, x ; Store in "copy pos"
|
|
||||||
|
|
||||||
jsr get_byte
|
|
||||||
sta chn_copy, x ; Store in "copy length"
|
|
||||||
|
|
||||||
; And start copying first byte
|
|
||||||
do_copy_byte:
|
|
||||||
dec chn_copy, x ; Decrease match length, increase match position
|
|
||||||
inc chn_pos, x
|
|
||||||
ldy chn_pos, x
|
|
||||||
|
|
||||||
; Now, read old data, jump to data store
|
|
||||||
lda (bptr), y
|
|
||||||
|
|
||||||
store:
|
|
||||||
ldy cur_pos
|
|
||||||
sta POKEY, x ; Store to output and buffer
|
|
||||||
sta (bptr), y
|
|
||||||
|
|
||||||
skip_chn:
|
|
||||||
; Increment channel buffer pointer
|
|
||||||
inc bptr+1
|
|
||||||
|
|
||||||
dex
|
|
||||||
bpl chn_loop ; Next channel
|
|
||||||
|
|
||||||
inc cur_pos
|
|
||||||
.endp
|
|
||||||
|
|
||||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
|
||||||
; Check for ending of song and jump to the next frame
|
|
||||||
;
|
|
||||||
|
|
||||||
; not checking really so the tune gets funky :)))
|
|
||||||
;lda song_ptr + 1
|
|
||||||
;cmp #>song_end
|
|
||||||
;bne wait_frame
|
|
||||||
;lda song_ptr
|
|
||||||
;cmp #<song_end
|
|
||||||
;bne wait_frame
|
|
||||||
|
|
||||||
end_loop
|
|
||||||
rts
|
|
||||||
|
|
||||||
song_ptr = get_byte + 1
|
|
||||||
.proc get_byte
|
|
||||||
lda song_data+1
|
|
||||||
inc song_ptr
|
|
||||||
bne skip
|
|
||||||
inc song_ptr+1
|
|
||||||
skip
|
|
||||||
rts
|
|
||||||
.endp
|
|
||||||
|
|
||||||
|
|
||||||
main
|
|
||||||
|
|
||||||
jsr init_song
|
|
||||||
|
|
||||||
; ; copy system font to $a000
|
|
||||||
; ldx #0
|
|
||||||
;@ lda $e000,x
|
|
||||||
; sta $a000,x
|
|
||||||
; ;lda $e100,x ; i need digits only :]
|
|
||||||
; ;sta $a100,x
|
|
||||||
; ;lda $e200,x
|
|
||||||
; ;sta $a200,x
|
|
||||||
; ;lda $e300,x
|
|
||||||
; ;sta $a300,x
|
|
||||||
; inx
|
|
||||||
; bne @-
|
|
||||||
|
|
||||||
; --- init PMG
|
|
||||||
|
|
||||||
ift USESPRITES
|
|
||||||
mva >pmg pmbase ;missiles and players data address
|
|
||||||
mva #$03 GRACTL ;enable players and missiles
|
|
||||||
eif
|
|
||||||
|
|
||||||
lda:cmp:req $14 ;wait 1 frame
|
|
||||||
|
|
||||||
sei ;stop IRQ interrupts
|
|
||||||
mva #$00 nmien ;stop NMI interrupts
|
|
||||||
sta dmactl
|
|
||||||
;mva #$fe portb ;switch off ROM to get 16k more ram
|
|
||||||
|
|
||||||
;mwa #NMI $fffa ;new NMI handler
|
|
||||||
|
|
||||||
sta COLOR4
|
|
||||||
lda #$0E
|
|
||||||
sta COLOR1
|
|
||||||
lda #$84
|
|
||||||
sta COLOR2
|
|
||||||
lda #$0E
|
|
||||||
sta COLOR3
|
|
||||||
lda #$02
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
VMAIN NMI.vbl,6 ;jsr SetVBL
|
|
||||||
VDLI DLI.dli_start
|
|
||||||
|
|
||||||
|
|
||||||
mva #1 vscrol
|
|
||||||
|
|
||||||
mva #$c0 nmien ;switch on NMI+DLI again
|
|
||||||
|
|
||||||
_lp lda trig0 ; FIRE #0
|
|
||||||
beq stop
|
|
||||||
|
|
||||||
lda trig1 ; FIRE #1
|
|
||||||
beq stop
|
|
||||||
|
|
||||||
lda consol ; START
|
|
||||||
and #1
|
|
||||||
beq stop
|
|
||||||
|
|
||||||
lda skctl
|
|
||||||
and #$04
|
|
||||||
bne _lp ;wait to press any key; here you can put any own routine
|
|
||||||
|
|
||||||
|
|
||||||
stop
|
|
||||||
|
|
||||||
cli
|
|
||||||
vmain sysvbv,6
|
|
||||||
|
|
||||||
mva #$00 GRACTL ;PMG disabled
|
|
||||||
tax
|
|
||||||
sta:rne hposp0,x+
|
|
||||||
|
|
||||||
;mva #$ff portb ;ROM switch on
|
|
||||||
mva #$40 nmien ;only NMI interrupts, DLI disabled
|
|
||||||
;cli ;IRQ enabled
|
|
||||||
|
|
||||||
lda #0
|
|
||||||
ldx #8
|
|
||||||
@ sta POKEY,x
|
|
||||||
dex
|
|
||||||
bpl @-
|
|
||||||
|
|
||||||
|
|
||||||
;no glitching please (issue #67)
|
|
||||||
lda #0
|
|
||||||
sta $D400 ;dmactl
|
|
||||||
sta $022F ;dmactls
|
|
||||||
rts ;return to ... DOS
|
|
||||||
|
|
||||||
; --- DLI PROGRAM
|
|
||||||
|
|
||||||
.local DLI
|
|
||||||
|
|
||||||
?old_dli = *
|
|
||||||
|
|
||||||
dli_start
|
|
||||||
|
|
||||||
dli13
|
|
||||||
sta regA
|
|
||||||
|
|
||||||
sta wsync ;line=8
|
|
||||||
sta wsync ;line=9
|
|
||||||
sta wsync ;line=10
|
|
||||||
sta wsync ;line=11
|
|
||||||
sta wsync ;line=12
|
|
||||||
sta wsync ;line=13
|
|
||||||
c9 lda #$14
|
|
||||||
sta wsync ;line=14
|
|
||||||
sta colpm3
|
|
||||||
DLINEW DLI.dli2 1 0 0
|
|
||||||
|
|
||||||
dli2
|
|
||||||
sta regA
|
|
||||||
lda >fnt+$400*$01
|
|
||||||
sta wsync ;line=24
|
|
||||||
sta chbase
|
|
||||||
DLINEW dli3 1 0 0
|
|
||||||
|
|
||||||
dli3
|
|
||||||
sta regA
|
|
||||||
lda >fnt+$400*$02
|
|
||||||
sta wsync ;line=48
|
|
||||||
sta chbase
|
|
||||||
sta wsync ;line=49
|
|
||||||
sta wsync ;line=50
|
|
||||||
sta wsync ;line=51
|
|
||||||
s3 lda #$07
|
|
||||||
sta wsync ;line=52
|
|
||||||
sta sizem
|
|
||||||
DLINEW dli14 1 0 0
|
|
||||||
|
|
||||||
dli14
|
|
||||||
sta regA
|
|
||||||
stx regX
|
|
||||||
sty regY
|
|
||||||
|
|
||||||
x8 lda #$A3
|
|
||||||
sta wsync ;line=64
|
|
||||||
sta hposp3
|
|
||||||
x9 lda #$AB
|
|
||||||
sta wsync ;line=65
|
|
||||||
sta hposm3
|
|
||||||
sta wsync ;line=66
|
|
||||||
sta wsync ;line=67
|
|
||||||
sta wsync ;line=68
|
|
||||||
sta wsync ;line=69
|
|
||||||
sta wsync ;line=70
|
|
||||||
s4 lda #$13
|
|
||||||
x10 ldx #$A6
|
|
||||||
sta wsync ;line=71
|
|
||||||
sta sizem
|
|
||||||
stx hposm2
|
|
||||||
s5 lda #$01
|
|
||||||
x11 ldx #$72
|
|
||||||
x12 ldy #$62
|
|
||||||
sta wsync ;line=72
|
|
||||||
sta sizep2
|
|
||||||
sta sizep3
|
|
||||||
stx hposp2
|
|
||||||
sty hposp3
|
|
||||||
x13 lda #$A9
|
|
||||||
sta wsync ;line=73
|
|
||||||
sta hposp1
|
|
||||||
DLINEW dli4 1 1 1
|
|
||||||
|
|
||||||
dli4
|
|
||||||
sta regA
|
|
||||||
lda >fnt+$400*$03
|
|
||||||
sta wsync ;line=80
|
|
||||||
sta chbase
|
|
||||||
DLINEW dli5 1 0 0
|
|
||||||
|
|
||||||
dli5
|
|
||||||
sta regA
|
|
||||||
stx regX
|
|
||||||
lda >fnt+$400*$04
|
|
||||||
sta wsync ;line=112
|
|
||||||
sta chbase
|
|
||||||
sta wsync ;line=113
|
|
||||||
sta wsync ;line=114
|
|
||||||
sta wsync ;line=115
|
|
||||||
sta wsync ;line=116
|
|
||||||
sta wsync ;line=117
|
|
||||||
sta wsync ;line=118
|
|
||||||
s6 lda #$07
|
|
||||||
x14 ldx #$A3
|
|
||||||
sta wsync ;line=119
|
|
||||||
sta sizem
|
|
||||||
stx hposm1
|
|
||||||
s7 lda #$01
|
|
||||||
x15 ldx #$93
|
|
||||||
sta wsync ;line=120
|
|
||||||
sta sizep1
|
|
||||||
stx hposp1
|
|
||||||
DLINEW dli15 1 1 0
|
|
||||||
|
|
||||||
dli15
|
|
||||||
sta regA
|
|
||||||
stx regX
|
|
||||||
|
|
||||||
sta wsync ;line=128
|
|
||||||
sta wsync ;line=129
|
|
||||||
sta wsync ;line=130
|
|
||||||
sta wsync ;line=131
|
|
||||||
x16 lda #$4A
|
|
||||||
sta wsync ;line=132
|
|
||||||
sta hposp1
|
|
||||||
c10 lda #$D4
|
|
||||||
sta wsync ;line=133
|
|
||||||
sta colpf2
|
|
||||||
s8 lda #$C3
|
|
||||||
x17 ldx #$5A
|
|
||||||
sta wsync ;line=134
|
|
||||||
sta sizem
|
|
||||||
stx hposm3
|
|
||||||
DLINEW dli6 1 1 0
|
|
||||||
|
|
||||||
dli6
|
|
||||||
sta regA
|
|
||||||
stx regX
|
|
||||||
sty regY
|
|
||||||
lda >fnt+$400*$05
|
|
||||||
sta wsync ;line=136
|
|
||||||
sta chbase
|
|
||||||
sta wsync ;line=137
|
|
||||||
sta wsync ;line=138
|
|
||||||
sta wsync ;line=139
|
|
||||||
sta wsync ;line=140
|
|
||||||
sta wsync ;line=141
|
|
||||||
sta wsync ;line=142
|
|
||||||
s9 lda #$C7
|
|
||||||
x18 ldx #$A9
|
|
||||||
sta wsync ;line=143
|
|
||||||
sta sizem
|
|
||||||
stx hposm1
|
|
||||||
s10 lda #$D7
|
|
||||||
x19 ldx #$9E
|
|
||||||
c11 ldy #$02
|
|
||||||
sta wsync ;line=144
|
|
||||||
sta sizem
|
|
||||||
stx hposm2
|
|
||||||
sty colpm2
|
|
||||||
sta wsync ;line=145
|
|
||||||
c12 lda #$04
|
|
||||||
sta wsync ;line=146
|
|
||||||
sta colpm1
|
|
||||||
sta wsync ;line=147
|
|
||||||
sta wsync ;line=148
|
|
||||||
sta wsync ;line=149
|
|
||||||
s11 lda #$00
|
|
||||||
x20 ldx #$74
|
|
||||||
c13 ldy #$02
|
|
||||||
sta wsync ;line=150
|
|
||||||
sta sizep3
|
|
||||||
stx hposp3
|
|
||||||
sty colpm3
|
|
||||||
sta wsync ;line=151
|
|
||||||
sta wsync ;line=152
|
|
||||||
sta wsync ;line=153
|
|
||||||
sta wsync ;line=154
|
|
||||||
sta wsync ;line=155
|
|
||||||
sta wsync ;line=156
|
|
||||||
sta wsync ;line=157
|
|
||||||
c14 lda #$04
|
|
||||||
sta wsync ;line=158
|
|
||||||
sta colpf0
|
|
||||||
DLINEW dli7 1 1 1
|
|
||||||
|
|
||||||
dli7
|
|
||||||
sta regA
|
|
||||||
lda >fnt+$400*$06
|
|
||||||
sta wsync ;line=160
|
|
||||||
sta chbase
|
|
||||||
DLINEW dli8 1 0 0
|
|
||||||
|
|
||||||
dli8
|
|
||||||
sta regA
|
|
||||||
stx regX
|
|
||||||
sty regY
|
|
||||||
lda >fnt+$400*$07
|
|
||||||
sta wsync ;line=184
|
|
||||||
sta chbase
|
|
||||||
sta wsync ;line=185
|
|
||||||
s12 lda #$00
|
|
||||||
x21 ldx #$8E
|
|
||||||
c15 ldy #$08
|
|
||||||
sta wsync ;line=186
|
|
||||||
sta sizep2
|
|
||||||
stx hposp2
|
|
||||||
sty colpm2
|
|
||||||
x22 lda #$4C
|
|
||||||
c16 ldx #$0E
|
|
||||||
sta wsync ;line=187
|
|
||||||
sta hposp3
|
|
||||||
stx colpm3
|
|
||||||
c17 lda #$0A
|
|
||||||
c18 ldx #$34
|
|
||||||
sta wsync ;line=188
|
|
||||||
sta colpf1
|
|
||||||
stx colpm3
|
|
||||||
s13 lda #$43
|
|
||||||
x23 ldx #$49
|
|
||||||
sta wsync ;line=189
|
|
||||||
sta sizem
|
|
||||||
stx hposm3
|
|
||||||
c19 lda #$08
|
|
||||||
c20 ldx #$34
|
|
||||||
sta wsync ;line=190
|
|
||||||
sta colpf1
|
|
||||||
stx colpm2
|
|
||||||
sta wsync ;line=191
|
|
||||||
c21 lda #$0A
|
|
||||||
sta wsync ;line=192
|
|
||||||
sta colpf1
|
|
||||||
c22 lda #$08
|
|
||||||
sta wsync ;line=193
|
|
||||||
sta colpf1
|
|
||||||
c23 lda #$0A
|
|
||||||
sta wsync ;line=194
|
|
||||||
sta colpf1
|
|
||||||
c24 lda #$34
|
|
||||||
sta wsync ;line=195
|
|
||||||
sta colpf2
|
|
||||||
c25 lda #$0C
|
|
||||||
sta wsync ;line=196
|
|
||||||
sta colpf1
|
|
||||||
c26 lda #$0A
|
|
||||||
sta wsync ;line=197
|
|
||||||
sta colpf1
|
|
||||||
c27 lda #$0C
|
|
||||||
sta wsync ;line=198
|
|
||||||
sta colpf1
|
|
||||||
sta wsync ;line=199
|
|
||||||
sta wsync ;line=200
|
|
||||||
c28 lda #$0E
|
|
||||||
sta wsync ;line=201
|
|
||||||
sta colpf1
|
|
||||||
c29 lda #$0C
|
|
||||||
sta wsync ;line=202
|
|
||||||
sta colpf1
|
|
||||||
c30 lda #$0E
|
|
||||||
sta wsync ;line=203
|
|
||||||
sta colpf1
|
|
||||||
c31 lda #$0C
|
|
||||||
sta wsync ;line=204
|
|
||||||
sta colpf1
|
|
||||||
c32 lda #$0E
|
|
||||||
sta wsync ;line=205
|
|
||||||
sta colpf1
|
|
||||||
DLINEW dli16 1 1 1
|
|
||||||
|
|
||||||
dli16
|
|
||||||
sta regA
|
|
||||||
|
|
||||||
sta wsync ;line=208
|
|
||||||
sta wsync ;line=209
|
|
||||||
c33 lda #$0C
|
|
||||||
sta wsync ;line=210
|
|
||||||
sta colpf1
|
|
||||||
c34 lda #$0E
|
|
||||||
sta wsync ;line=211
|
|
||||||
sta colpf1
|
|
||||||
c35 lda #$0C
|
|
||||||
sta wsync ;line=212
|
|
||||||
sta colpf1
|
|
||||||
DLINEW dli9 1 0 0
|
|
||||||
|
|
||||||
dli9
|
|
||||||
sta regA
|
|
||||||
stx regX
|
|
||||||
sty regY
|
|
||||||
lda >fnt+$400*$08
|
|
||||||
c36 ldx #$0A
|
|
||||||
sta wsync ;line=216
|
|
||||||
sta chbase
|
|
||||||
stx colpf1
|
|
||||||
c37 lda #$0C
|
|
||||||
sta wsync ;line=217
|
|
||||||
sta colpf1
|
|
||||||
c38 lda #$0A
|
|
||||||
x24 ldx #$9D
|
|
||||||
c39 ldy #$34
|
|
||||||
sta wsync ;line=218
|
|
||||||
sta colpf1
|
|
||||||
stx hposm1
|
|
||||||
sty colpm1
|
|
||||||
s14 lda #$03
|
|
||||||
x25 ldx #$7D
|
|
||||||
sta wsync ;line=219
|
|
||||||
sta sizep3
|
|
||||||
stx hposp3
|
|
||||||
c40 lda #$08
|
|
||||||
s15 ldx #$13
|
|
||||||
x26 ldy #$45
|
|
||||||
sta wsync ;line=220
|
|
||||||
sta colpf1
|
|
||||||
stx sizem
|
|
||||||
sty hposm2
|
|
||||||
s16 lda #$03
|
|
||||||
x27 ldx #$59
|
|
||||||
sta wsync ;line=221
|
|
||||||
sta sizep2
|
|
||||||
stx hposp2
|
|
||||||
s17 lda #$53
|
|
||||||
x28 ldx #$49
|
|
||||||
x29 ldy #$79
|
|
||||||
sta wsync ;line=222
|
|
||||||
sta sizem
|
|
||||||
stx hposp1
|
|
||||||
sty hposm3
|
|
||||||
c41 lda #$06
|
|
||||||
c42 ldx #$00
|
|
||||||
sta wsync ;line=223
|
|
||||||
sta colpf1
|
|
||||||
stx colpf2
|
|
||||||
lda >fnt+$400*$01
|
|
||||||
s18 ldx #$50
|
|
||||||
x30 ldy #$44
|
|
||||||
sta wsync ;line=224
|
|
||||||
sta chbase
|
|
||||||
stx sizem
|
|
||||||
sty hposm0
|
|
||||||
sta wsync ;line=225
|
|
||||||
c43 lda #$08
|
|
||||||
sta wsync ;line=226
|
|
||||||
sta colpf1
|
|
||||||
c44 lda #$0C
|
|
||||||
sta wsync ;line=227
|
|
||||||
sta colpf1
|
|
||||||
sta wsync ;line=228
|
|
||||||
sta wsync ;line=229
|
|
||||||
c45 lda #$0E
|
|
||||||
sta wsync ;line=230
|
|
||||||
sta colpf1
|
|
||||||
DLINEW dli10 1 1 1
|
|
||||||
|
|
||||||
dli10
|
|
||||||
sta regA
|
|
||||||
lda >fnt+$400*$00
|
|
||||||
sta wsync ;line=232
|
|
||||||
sta chbase
|
|
||||||
;DLINEW dli11 1 0 0
|
|
||||||
|
|
||||||
lda regA
|
|
||||||
rti
|
|
||||||
|
|
||||||
;dli11
|
|
||||||
; sta regA
|
|
||||||
;
|
|
||||||
; lda #>$a000 ; system font
|
|
||||||
; sta wsync ;line=232
|
|
||||||
; sta chbase
|
|
||||||
; lda #$01
|
|
||||||
; sta gtictl
|
|
||||||
;
|
|
||||||
; lda regA
|
|
||||||
; rti
|
|
||||||
|
|
||||||
|
|
||||||
.endl
|
|
||||||
|
|
||||||
; ---
|
|
||||||
|
|
||||||
CHANGES = 1
|
|
||||||
FADECHR = 0
|
|
||||||
|
|
||||||
SCHR = 127
|
|
||||||
|
|
||||||
dliv = $0200
|
|
||||||
|
|
||||||
; ---
|
|
||||||
|
|
||||||
.proc NMI
|
|
||||||
|
|
||||||
bit nmist
|
|
||||||
bpl VBL
|
|
||||||
|
|
||||||
jmp DLI.dli_start
|
|
||||||
|
|
||||||
|
|
||||||
VBL
|
|
||||||
sta regA
|
|
||||||
stx regX
|
|
||||||
sty regY
|
|
||||||
|
|
||||||
;sta nmist ;reset NMI flag
|
|
||||||
|
|
||||||
mwa #ant dlptr ;ANTIC address program
|
|
||||||
|
|
||||||
mva #@dmactl(standard|dma|lineX1|players|missiles) dmactl ;set new screen width
|
|
||||||
|
|
||||||
inc cloc ;little timer
|
|
||||||
|
|
||||||
; Initial values
|
|
||||||
|
|
||||||
lda >fnt+$400*$00
|
|
||||||
sta chbase
|
|
||||||
c0 lda #$00
|
|
||||||
sta colbak
|
|
||||||
c1 lda #$0E
|
|
||||||
sta colpf1
|
|
||||||
c2 lda #$84
|
|
||||||
sta colpf2
|
|
||||||
c3 lda #$0E
|
|
||||||
sta colpf3
|
|
||||||
lda #$02
|
|
||||||
sta CHACTL
|
|
||||||
lda #$01
|
|
||||||
sta PRIOR
|
|
||||||
sta sizep0
|
|
||||||
s0 lda #$03
|
|
||||||
sta sizem
|
|
||||||
x0 lda #$D0
|
|
||||||
sta hposp0
|
|
||||||
x1 lda #$28
|
|
||||||
sta hposm0
|
|
||||||
c4 lda #$00
|
|
||||||
sta colpm0
|
|
||||||
x2 lda #$A2
|
|
||||||
sta hposm3
|
|
||||||
c5 lda #$0E
|
|
||||||
sta colpm3
|
|
||||||
s1 lda #$00
|
|
||||||
sta sizep2
|
|
||||||
sta sizep3
|
|
||||||
x3 lda #$92
|
|
||||||
sta hposp2
|
|
||||||
x4 lda #$8A
|
|
||||||
sta hposp3
|
|
||||||
c6 lda #$14
|
|
||||||
sta colpm2
|
|
||||||
s2 lda #$00
|
|
||||||
sta sizep1
|
|
||||||
x5 lda #$9A
|
|
||||||
sta hposp1
|
|
||||||
c7 lda #$14
|
|
||||||
sta colpm1
|
|
||||||
x6 lda #$A4
|
|
||||||
sta hposm2
|
|
||||||
x7 lda #$A6
|
|
||||||
sta hposm1
|
|
||||||
c8 lda #$00
|
|
||||||
sta colpf0
|
|
||||||
|
|
||||||
mwa #DLI.dli_start dliv ;set the first address of DLI interrupt
|
|
||||||
|
|
||||||
;this area is for yours routines
|
|
||||||
jsr play_frame
|
|
||||||
|
|
||||||
quit
|
|
||||||
lda regA
|
|
||||||
ldx regX
|
|
||||||
ldy regY
|
|
||||||
jmp sysvbv
|
|
||||||
|
|
||||||
.endp
|
|
||||||
|
|
||||||
; ---
|
|
||||||
ini main
|
|
||||||
; ---
|
|
||||||
|
|
||||||
opt l-
|
|
||||||
|
|
||||||
.MACRO SPRITES
|
|
||||||
missiles
|
|
||||||
.he 00 00 00 00 00 00 00 00 03 03 C3 03 03 03 03 03
|
|
||||||
.he 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03
|
|
||||||
.he 03 03 03 03 03 03 03 03 03 83 83 83 C3 C3 C3 C3
|
|
||||||
.he C3 C3 C3 C3 C3 E3 E3 E3 E3 E3 E3 F3 F3 F3 F3 FB
|
|
||||||
.he FB FB FB FB FF FF FF FF F3 33 83 83 83 83 C3 D3
|
|
||||||
.he D3 D3 13 03 03 03 03 03 03 03 03 03 03 03 03 03
|
|
||||||
.he 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03
|
|
||||||
.he 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03 0F
|
|
||||||
.he 0F 0F 0F 0F 0F 0F 0F 0F 0F 0F 03 03 03 03 C3 C3
|
|
||||||
.he C3 C3 C3 C3 C3 C3 C3 C3 C3 D3 FF FF 3F 3F 3F 3F
|
|
||||||
.he 3F 3F 33 13 03 03 03 03 03 03 03 03 03 03 03 03
|
|
||||||
.he 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03
|
|
||||||
.he 03 03 03 03 03 03 03 43 43 C3 C3 C3 C3 03 03 03
|
|
||||||
.he 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03
|
|
||||||
.he 03 03 0F 0F 3F 3F FF FC FE FE FF DB 03 03 03 03
|
|
||||||
.he 03 03 03 03 03 03 03 03 00 00 00 00 00 00 00 00
|
|
||||||
player0
|
|
||||||
.he 00 00 00 00 00 00 00 00 FF FF FF FF FF FF FF FF
|
|
||||||
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
|
||||||
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
|
||||||
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
|
||||||
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
|
||||||
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
|
||||||
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
|
||||||
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
|
||||||
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
|
||||||
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
|
||||||
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
|
||||||
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
|
||||||
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
|
||||||
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
|
||||||
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
|
||||||
.he FF FF FF FF FF FF FF FF 00 00 00 00 00 00 00 00
|
|
||||||
player1
|
|
||||||
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
|
||||||
.he 00 00 00 00 00 00 00 00 F0 FC FE FE FF FF FF FF
|
|
||||||
.he FF 0F 0F 0F 0F 0F 0F 0F 0F 0F 07 07 07 07 07 07
|
|
||||||
.he 03 03 03 FF FF FF FF FF CF CF FF FF FF FF FF 9F
|
|
||||||
.he 9F FF FF FF FF FF FF FF 00 00 00 00 00 00 00 00
|
|
||||||
.he 00 F0 F0 F0 F0 78 F8 78 78 78 78 38 78 38 3C 3C
|
|
||||||
.he 3C 3C 1C 3C 1C 1C 1C 1C 1E 1E 1E 1E 0E 1E 0E 0E
|
|
||||||
.he 0E 0F 07 0F 07 0F 07 07 07 07 07 07 06 06 06 06
|
|
||||||
.he FF FF FF FF FF FF FF FF FF FF FF 00 00 3E 3F 7F
|
|
||||||
.he 7F 7F 7F 7F 7F 7F 7F 3F 3F 3F 00 00 00 00 00 00
|
|
||||||
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
|
||||||
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
|
||||||
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
|
||||||
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
|
||||||
.he 00 00 00 00 00 00 FF FF FF FF FF FF 00 00 00 00
|
|
||||||
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
|
||||||
player2
|
|
||||||
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
|
||||||
.he 00 00 00 00 00 00 00 00 FF FF FF FF FF FF FF FF
|
|
||||||
.he FF 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
|
||||||
.he 00 00 00 FF FF FF FF FF 99 99 FF FF FF FF FF 33
|
|
||||||
.he 33 FF FF FF FF FF FF FF 00 00 00 00 00 00 00 00
|
|
||||||
.he 00 00 80 F0 F8 F8 F8 FC FC FC FC FC FC FC FC FC
|
|
||||||
.he FC FE FE FE FE FE FE FF FF FF FF FF FF FF FE FC
|
|
||||||
.he F8 F8 F8 F8 F0 F0 F0 F0 F0 F0 F0 F0 E0 E0 E0 E0
|
|
||||||
.he E0 E0 E0 FC FE FE FF FF 8F 87 87 87 07 07 07 07
|
|
||||||
.he 07 07 07 07 07 07 07 03 00 00 00 00 00 00 00 00
|
|
||||||
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
|
||||||
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
|
||||||
.he 00 00 00 00 00 00 F8 FC FC FE FE FF FF 00 00 00
|
|
||||||
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
|
||||||
.he 00 00 00 00 00 00 FF FF FF FF FF FF 00 00 00 00
|
|
||||||
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
|
||||||
player3
|
|
||||||
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
|
||||||
.he 00 00 00 00 00 00 00 00 01 07 0F 1F 1F 3F 3F 7F
|
|
||||||
.he 7F 78 78 F0 F0 F0 F0 F8 F8 F8 78 7C 7C 7C 3C 3E
|
|
||||||
.he 3E 3E 1E 1F 1F 1F 0F 0F 0F 0F 0F 1F 1F 1F 1F 1F
|
|
||||||
.he 1F 3F 3F 3F 3F 3F 3F 3F FF 7F 7F 3F 3F 1F 1F 0F
|
|
||||||
.he 1F 1F 1F 3F 3F 3F 3F 3F 3F 3B 30 30 30 30 30 30
|
|
||||||
.he 30 30 30 30 38 3E 7F 7F 7F 7F 7F 7F 7F 7F 7F 7F
|
|
||||||
.he 7F 7F 7F 7F 7F 7F 7F FF FF FF FF FF FF FF FF FF
|
|
||||||
.he FF FF FF FF FF FF FF FF 7F 7F 7F 7F 7F 7F FF FF
|
|
||||||
.he FF FF FF FF FE FE FE FE FE FE FE FE FC 1C FF 7E
|
|
||||||
.he 7E FE FE FE FE FF FF FF 7F 7E 7E 3C 00 00 00 00
|
|
||||||
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
|
||||||
.he 00 00 00 00 00 7C FE FE FF FF FF 00 00 00 00 00
|
|
||||||
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
|
||||||
.he 00 00 00 FF FF FF FF FF FF FF FF FF 00 00 00 00
|
|
||||||
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
|
||||||
.ENDM
|
|
||||||
|
|
||||||
USESPRITES = 1
|
|
||||||
|
|
||||||
.MACRO DLINEW
|
|
||||||
mva <:1 dliv
|
|
||||||
ift [>?old_dli]<>[>:1]
|
|
||||||
mva >:1 dliv+1
|
|
||||||
eif
|
|
||||||
|
|
||||||
ift :2
|
|
||||||
lda regA
|
|
||||||
eif
|
|
||||||
|
|
||||||
ift :3
|
|
||||||
ldx regX
|
|
||||||
eif
|
|
||||||
|
|
||||||
ift :4
|
|
||||||
ldy regY
|
|
||||||
eif
|
|
||||||
|
|
||||||
rti
|
|
||||||
|
|
||||||
.def ?old_dli = *
|
|
||||||
.ENDM
|
|
||||||
|
|
||||||
Binary file not shown.
Binary file not shown.
@@ -616,28 +616,33 @@ qq3
|
|||||||
qq5
|
qq5
|
||||||
stx v_audctl
|
stx v_audctl
|
||||||
rmt_p5
|
rmt_p5
|
||||||
lda v_ainstrspeed
|
; lda v_ainstrspeed
|
||||||
|
.IF TARGET = 800
|
||||||
|
ldx #$10 ; pseudo stereo
|
||||||
|
bne SetPokey_OffsetX ; pseudo stereo
|
||||||
|
.ELSE
|
||||||
rts
|
rts
|
||||||
|
.ENDIF
|
||||||
SetPokey
|
SetPokey
|
||||||
ldy v_audctl
|
ldx #0 ; POKEY registers offset (for stereo)
|
||||||
|
SetPokey_OffsetX
|
||||||
lda trackn_audf+0
|
lda trackn_audf+0
|
||||||
ldx trackn_audc+0
|
sta AUDF1,x
|
||||||
sta AUDF1
|
lda trackn_audc+0
|
||||||
stx AUDC1
|
sta AUDC1,x
|
||||||
lda trackn_audf+1
|
lda trackn_audf+1
|
||||||
ldx trackn_audc+1
|
sta AUDF2,x
|
||||||
sta AUDF2
|
lda trackn_audc+1
|
||||||
stx AUDC2
|
sta AUDC2,x
|
||||||
lda trackn_audf+2
|
lda trackn_audf+2
|
||||||
ldx trackn_audc+2
|
sta AUDF3,x
|
||||||
sta AUDF3
|
lda trackn_audc+2
|
||||||
stx AUDC3
|
sta AUDC3,x
|
||||||
lda trackn_audf+3
|
lda trackn_audf+3
|
||||||
ldx trackn_audc+3
|
sta AUDF4,x
|
||||||
sta AUDF4
|
lda trackn_audc+3
|
||||||
stx AUDC4
|
sta AUDC4,x
|
||||||
sty AUDCTL
|
lda v_audctl
|
||||||
|
sta AUDCTL,x
|
||||||
rts
|
rts
|
||||||
RMTPLAYEREND
|
RMTPLAYEREND
|
||||||
|
|||||||
@@ -0,0 +1,153 @@
|
|||||||
|
; --- dmsc LZSS player routine
|
||||||
|
|
||||||
|
song_data
|
||||||
|
ins 'mmm_16.lzs'
|
||||||
|
song_end
|
||||||
|
|
||||||
|
buffers
|
||||||
|
.ds 256 * 9
|
||||||
|
|
||||||
|
POKEY2 = POKEY+$10 ; stereo
|
||||||
|
|
||||||
|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||||
|
; Song Initialization - this runs in the first tick:
|
||||||
|
;
|
||||||
|
.proc init_song
|
||||||
|
|
||||||
|
; pokeys init
|
||||||
|
lda #3 ; stereo
|
||||||
|
sta POKEY+$0f ; stereo
|
||||||
|
sta POKEY2+$0f ; stereo
|
||||||
|
|
||||||
|
mva #1 bit_data
|
||||||
|
|
||||||
|
; Example: here initializes song pointer:
|
||||||
|
|
||||||
|
;mwa #song_data song_ptr
|
||||||
|
|
||||||
|
; Init all channels:
|
||||||
|
ldx #8
|
||||||
|
ldy #0
|
||||||
|
clear
|
||||||
|
; Read just init value and store into buffer and POKEY
|
||||||
|
jsr get_byte
|
||||||
|
sta POKEY, x
|
||||||
|
sta POKEY2,x ; stereo
|
||||||
|
sta stereo_buff,x ; stereo
|
||||||
|
sty chn_copy, x
|
||||||
|
cbuf
|
||||||
|
sta buffers + 255
|
||||||
|
inc cbuf + 2
|
||||||
|
dex
|
||||||
|
bpl clear
|
||||||
|
|
||||||
|
; Initialize buffer pointer:
|
||||||
|
sty bptr
|
||||||
|
sty cur_pos
|
||||||
|
rts
|
||||||
|
.endp
|
||||||
|
|
||||||
|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||||
|
; Wait for next frame
|
||||||
|
;
|
||||||
|
.proc wait_frame
|
||||||
|
|
||||||
|
lda 20
|
||||||
|
delay
|
||||||
|
cmp 20
|
||||||
|
beq delay
|
||||||
|
.endp
|
||||||
|
|
||||||
|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||||
|
; Play one frame of the song
|
||||||
|
;
|
||||||
|
.proc play_frame
|
||||||
|
ldx #8 ; stereo
|
||||||
|
@ lda stereo_buff,x ; stereo
|
||||||
|
sta POKEY2,x ; stereo
|
||||||
|
dex ;stereo
|
||||||
|
bpl @- ; stereo
|
||||||
|
|
||||||
|
lda #>buffers
|
||||||
|
sta bptr+1
|
||||||
|
|
||||||
|
lda song_data
|
||||||
|
sta chn_bits
|
||||||
|
ldx #8
|
||||||
|
|
||||||
|
; Loop through all "channels", one for each POKEY register
|
||||||
|
chn_loop:
|
||||||
|
lsr chn_bits
|
||||||
|
bcs skip_chn ; C=1 : skip this channel
|
||||||
|
|
||||||
|
lda chn_copy, x ; Get status of this stream
|
||||||
|
bne do_copy_byte ; If > 0 we are copying bytes
|
||||||
|
|
||||||
|
; We are decoding a new match/literal
|
||||||
|
lsr bit_data ; Get next bit
|
||||||
|
bne got_bit
|
||||||
|
jsr get_byte ; Not enough bits, refill!
|
||||||
|
ror ; Extract a new bit and add a 1 at the high bit (from C set above)
|
||||||
|
sta bit_data ;
|
||||||
|
got_bit:
|
||||||
|
jsr get_byte ; Always read a byte, it could mean "match size/offset" or "literal byte"
|
||||||
|
bcs store ; Bit = 1 is "literal", bit = 0 is "match"
|
||||||
|
|
||||||
|
sta chn_pos, x ; Store in "copy pos"
|
||||||
|
|
||||||
|
jsr get_byte
|
||||||
|
sta chn_copy, x ; Store in "copy length"
|
||||||
|
|
||||||
|
; And start copying first byte
|
||||||
|
do_copy_byte:
|
||||||
|
dec chn_copy, x ; Decrease match length, increase match position
|
||||||
|
inc chn_pos, x
|
||||||
|
ldy chn_pos, x
|
||||||
|
|
||||||
|
; Now, read old data, jump to data store
|
||||||
|
lda (bptr), y
|
||||||
|
|
||||||
|
store:
|
||||||
|
ldy cur_pos
|
||||||
|
sta POKEY,x ; Store to output and buffer
|
||||||
|
sta stereo_buff,x ; stereo
|
||||||
|
sta (bptr), y
|
||||||
|
|
||||||
|
skip_chn:
|
||||||
|
; Increment channel buffer pointer
|
||||||
|
inc bptr+1
|
||||||
|
|
||||||
|
dex
|
||||||
|
bpl chn_loop ; Next channel
|
||||||
|
|
||||||
|
inc cur_pos
|
||||||
|
.endp
|
||||||
|
|
||||||
|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||||
|
; Check for ending of song and jump to the next frame
|
||||||
|
;
|
||||||
|
|
||||||
|
; not checking really so the tune gets funky :)))
|
||||||
|
;lda song_ptr + 1
|
||||||
|
;cmp #>song_end
|
||||||
|
;bne wait_frame
|
||||||
|
;lda song_ptr
|
||||||
|
;cmp #<song_end
|
||||||
|
;bne wait_frame
|
||||||
|
|
||||||
|
end_loop
|
||||||
|
rts
|
||||||
|
|
||||||
|
song_ptr = get_byte + 1
|
||||||
|
.proc get_byte
|
||||||
|
lda song_data+1
|
||||||
|
inc song_ptr
|
||||||
|
bne skip
|
||||||
|
inc song_ptr+1
|
||||||
|
skip
|
||||||
|
rts
|
||||||
|
.endp
|
||||||
|
|
||||||
|
stereo_buff ; stereo
|
||||||
|
.ds 9 ; stereo
|
||||||
|
|
||||||
Binary file not shown.
@@ -0,0 +1,73 @@
|
|||||||
|
; ----------------------------------
|
||||||
|
; RastaConverter by Ilmenit v.Beta7
|
||||||
|
; ----------------------------------
|
||||||
|
missiles
|
||||||
|
.ds $100
|
||||||
|
player0
|
||||||
|
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||||
|
.he 00 00 00 00 00 00 00 00 60 A0 26 1E 00 00 00 00
|
||||||
|
.he 08 04 0E 0E 0F 0F 1E 07 03 02 02 C7 D7 F7 F7 77
|
||||||
|
.he 77 37 F7 37 57 46 6E B0 B0 A0 C1 60 7C 1E 07 05
|
||||||
|
.he 01 03 03 07 07 19 1F 1B 1B B2 53 BB 43 D3 60 38
|
||||||
|
.he 01 7C 7B 41 C3 87 E7 85 75 02 C8 C8 9F 12 1E 9E
|
||||||
|
.he 1E 9E 9E 9E F2 EB BF 1F 3F C7 00 7F 7F 7F 7F 7F
|
||||||
|
.he 3F 3D 1D 0D 38 38 0F 1F 00 0C 04 04 08 10 E0 C0
|
||||||
|
.he E4 E2 E0 E8 E0 7A EE FD F4 78 7F 7B A1 31 C5 56
|
||||||
|
.he C6 D0 3C F7 90 CF 28 08 2C 3C 3C 3C 36 1D 14 36
|
||||||
|
.he 32 30 38 1C 1E 38 70 FC FB F3 FE 8F D7 EF 43 83
|
||||||
|
.he BA F9 F8 F8 1C 1C 0C 04 04 04 04 FA FB FA 30 70
|
||||||
|
.he 70 78 F8 38 3F 00 03 03 0B 0F 07 13 03 03 13 C0
|
||||||
|
.he CA 9A BF 9F 3F 5B 1F 9F FF CF 59 C4 0B EC 51 8F
|
||||||
|
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||||
|
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||||
|
player1
|
||||||
|
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||||
|
.he 00 00 00 00 00 00 00 00 FE FE FE FE FE FF 03 03
|
||||||
|
.he FF FF FF FF FF 01 FF FF DF DF DF 0F 1F 0F 1F 0F
|
||||||
|
.he 1F 0F 1F 0E 1E CE DE DE FE 5F 3E 1E 83 C6 C3 C6
|
||||||
|
.he C3 C7 C7 43 E7 67 E7 77 7F 7F 3F 3F 7F 3F 3E 00
|
||||||
|
.he F0 3C E7 E0 60 E0 E0 E0 E0 E0 E0 E0 E0 E0 E0 77
|
||||||
|
.he 77 07 07 5F 07 7F C7 FF FF FF FF 3E FE 0C C0 C0
|
||||||
|
.he D8 C0 F0 C0 87 00 00 FC 01 00 20 20 50 10 50 5C
|
||||||
|
.he 4C 44 60 6C 3C 38 C0 C8 98 39 1D 1F 1E C8 00 01
|
||||||
|
.he 01 01 3F F2 F3 F6 E7 F7 D5 07 77 F7 FF FF DF 9F
|
||||||
|
.he 6F FF FF BF FF FF 48 80 80 80 80 FF FF FF FF FF
|
||||||
|
.he FF FF FF 7F 7F 7F 7F 5F DF FF FD FF FF FE F8 07
|
||||||
|
.he 67 3F 27 7F 27 3F 27 7F DF A0 F8 E4 F8 E4 FC E0
|
||||||
|
.he D8 E0 D8 20 95 E2 3F E0 7A E2 9E 81 5A CE 83 8C
|
||||||
|
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||||
|
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||||
|
player2
|
||||||
|
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||||
|
.he 00 00 00 00 00 00 00 00 60 81 71 93 73 BB F9 BF
|
||||||
|
.he F8 BF FD FC FC FC FC 8C 0C 88 0C 8C 38 38 B8 3A
|
||||||
|
.he BA B8 3A BA BA B9 AC 0C CC 0C CC 1C 9C 7C 3C FC
|
||||||
|
.he FA FC FE FC F4 F2 F0 72 72 26 52 22 C2 06 C2 22
|
||||||
|
.he 38 C0 C0 0E 00 00 00 10 00 12 10 10 30 30 30 30
|
||||||
|
.he 70 30 10 30 FF EC 3F EC 3F EC 3F ED 3C EC 3F ED
|
||||||
|
.he 3F 6C 3F 2D 3F FE 10 18 1E 1E 1E 1C 1D E4 98 E4
|
||||||
|
.he E8 DC E8 38 20 50 A8 58 AB 7E 36 1B E0 02 21 10
|
||||||
|
.he 10 EC 20 05 EE 82 64 61 6D 24 6D 78 30 9C 75 5D
|
||||||
|
.he 5D 1D 3D 57 4D E7 E7 24 0A 0C 38 1A 08 08 0C 0C
|
||||||
|
.he 38 1C 18 0E 3E 3C 3E 3E 3E 3A 3A 3C 37 7A 3E 7E
|
||||||
|
.he 3E 3F 10 2A 19 3A 39 1B 19 38 3E 38 18 3B 00 E0
|
||||||
|
.he 50 C0 72 F8 68 DE 0A FF 1E 5A 1E 2B 16 FB DF FB
|
||||||
|
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||||
|
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||||
|
player3
|
||||||
|
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||||
|
.he 00 00 00 00 00 00 00 00 06 DF CE FF 6E FF 60 47
|
||||||
|
.he 60 E7 C0 D0 D8 D0 D8 DE CE EE EE E4 E6 E4 F1 F4
|
||||||
|
.he F0 F0 D8 D8 D8 D0 D0 C6 C1 C6 D4 DF FF FF FF FE
|
||||||
|
.he FE FE FE FE FE FE FE FF FF FF FF FF FE FF FE FF
|
||||||
|
.he FF FE FE FF FF FF FF FF FF FF FF FC FE FF FF FF
|
||||||
|
.he FF FF FF FF FF FF FF FF FF FF FF 03 43 F2 DF FF
|
||||||
|
.he DD FF 9F FE BF FE 1E FE 1C FC FF 4E DE 2A 1C 00
|
||||||
|
.he 04 2F 10 8E CC 5C 80 D0 A0 40 20 00 3A 0F FE 16
|
||||||
|
.he 01 BB 5B DB 53 53 F3 F3 F3 E3 F3 F3 F3 F3 F6 FF
|
||||||
|
.he FF FF FF FF FF FF 15 E1 92 C2 36 6B FF FF FF FE
|
||||||
|
.he FE FA FC FA FC F8 FC FD 07 1F 2E 7F 7F FF 7F DF
|
||||||
|
.he 7F FF 7F DF 7F DF 7F FF 7F FF 3A FF E7 FF E7 7F
|
||||||
|
.he A7 FF 27 1F 0F 07 07 20 3F 3F 1F 38 F0 62 D0 E0
|
||||||
|
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||||
|
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,41 @@
|
|||||||
|
; ----------------------------------
|
||||||
|
; RastaConverter by Ilmenit v.Beta7
|
||||||
|
; ----------------------------------
|
||||||
|
|
||||||
|
; Initial values
|
||||||
|
lda #$0E
|
||||||
|
sta colpf0
|
||||||
|
lda #$96
|
||||||
|
sta colpf1
|
||||||
|
lda #$88
|
||||||
|
sta colpf2
|
||||||
|
lda #$00
|
||||||
|
sta COLBAK
|
||||||
|
lda #$74
|
||||||
|
sta COLPM0
|
||||||
|
lda #$EE
|
||||||
|
sta COLPM1
|
||||||
|
lda #$85
|
||||||
|
sta COLPM2
|
||||||
|
lda #$95
|
||||||
|
sta COLPM3
|
||||||
|
lda #$5E
|
||||||
|
sta HPOSP0
|
||||||
|
lda #$9F
|
||||||
|
sta HPOSP1
|
||||||
|
lda #$45
|
||||||
|
sta HPOSP2
|
||||||
|
lda #$30
|
||||||
|
sta HPOSP3
|
||||||
|
lda #$0
|
||||||
|
ldx #$0
|
||||||
|
ldy #$0
|
||||||
|
|
||||||
|
; Set proper count of wsyncs
|
||||||
|
|
||||||
|
:2 sta wsync
|
||||||
|
|
||||||
|
; Set proper picture height
|
||||||
|
|
||||||
|
|
||||||
|
PIC_HEIGHT = 200
|
||||||
Binary file not shown.
|
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@@ -0,0 +1,282 @@
|
|||||||
|
/***************************************/
|
||||||
|
/* Use MADS http://mads.atari8.info/ */
|
||||||
|
/* Mode: GED- (bitmap mode) */
|
||||||
|
/***************************************/
|
||||||
|
|
||||||
|
icl "splash.h"
|
||||||
|
|
||||||
|
; --- dmsc LZSS player routine on zero page
|
||||||
|
org $80
|
||||||
|
|
||||||
|
chn_copy .ds 9
|
||||||
|
chn_pos .ds 9
|
||||||
|
bptr .ds 2
|
||||||
|
cur_pos .ds 1
|
||||||
|
chn_bits .ds 1
|
||||||
|
|
||||||
|
bit_data .ds 1
|
||||||
|
; ---
|
||||||
|
|
||||||
|
org $00
|
||||||
|
|
||||||
|
fcnt .ds 2
|
||||||
|
fadr .ds 2
|
||||||
|
fhlp .ds 2
|
||||||
|
cloc .ds 1
|
||||||
|
regA .ds 1
|
||||||
|
regX .ds 1
|
||||||
|
regY .ds 1
|
||||||
|
byt2 .ds 1
|
||||||
|
|
||||||
|
zc .ds ZCOLORS
|
||||||
|
|
||||||
|
* --- BASIC switch OFF
|
||||||
|
org $2000\ mva #$ff portb\ rts\ ini $2000
|
||||||
|
|
||||||
|
* --- MAIN PROGRAM
|
||||||
|
org $2010
|
||||||
|
IFT PIC_HEIGHT>=204
|
||||||
|
scr ins "output.png.mic", 0, 8160
|
||||||
|
:16 .byte 0
|
||||||
|
ins "output.png.mic" , +8160
|
||||||
|
ELS
|
||||||
|
scr ins "output.png.mic"
|
||||||
|
EIF
|
||||||
|
|
||||||
|
.ifdef nil_used
|
||||||
|
nil :8*40 brk
|
||||||
|
eif
|
||||||
|
|
||||||
|
.ALIGN $0400
|
||||||
|
ant ANTIC_PROGRAM scr,ant
|
||||||
|
|
||||||
|
fnt
|
||||||
|
|
||||||
|
ift USESPRITES
|
||||||
|
.ALIGN $0800
|
||||||
|
.ds $0300
|
||||||
|
pmg SPRITES
|
||||||
|
eif
|
||||||
|
|
||||||
|
FontSplash
|
||||||
|
ins '../../artwork/weapons_AW6_mod.fnt' ; 'artwork/weapons.fnt'
|
||||||
|
|
||||||
|
mother
|
||||||
|
; dta d" The Mother of All Games "
|
||||||
|
dta d" Father Unknown of All Games "
|
||||||
|
icl "lzss_player.asm" ; player (and data) for splash music
|
||||||
|
|
||||||
|
main
|
||||||
|
jsr init_song
|
||||||
|
|
||||||
|
* --- init PMG
|
||||||
|
|
||||||
|
ift USESPRITES
|
||||||
|
mva >pmg pmbase ;missiles and players data address
|
||||||
|
mva #$03 pmcntl ;enable players and missiles
|
||||||
|
eif
|
||||||
|
|
||||||
|
lda:cmp:req $14 ;wait 1 frame
|
||||||
|
|
||||||
|
sei ;stop interrups
|
||||||
|
mva #$00 nmien ;stop all interrupts
|
||||||
|
mva #$fe portb ;switch off ROM to get 16k more ram
|
||||||
|
|
||||||
|
ZPINIT
|
||||||
|
|
||||||
|
////////////////////
|
||||||
|
// RASTER PROGRAM //
|
||||||
|
////////////////////
|
||||||
|
|
||||||
|
; jmp line239
|
||||||
|
jmp raster_program_end
|
||||||
|
|
||||||
|
LOOP lda vcount ;synchronization for the first screen (picture) line
|
||||||
|
cmp #$02
|
||||||
|
;sta colpf0
|
||||||
|
;sta colpm0
|
||||||
|
;sta colbak
|
||||||
|
bne LOOP
|
||||||
|
|
||||||
|
mva #%00111110 dmactl ;set new screen width
|
||||||
|
mva <ant dlptr
|
||||||
|
mva >ant dlptr+1
|
||||||
|
|
||||||
|
icl "output.png.rp.ini"
|
||||||
|
|
||||||
|
;--- 16 lines down ---- !!!
|
||||||
|
:16 sta wsync
|
||||||
|
|
||||||
|
; wait 13 cycles !!!
|
||||||
|
:4 nop
|
||||||
|
inc byt2
|
||||||
|
|
||||||
|
;--- wait 18 cycles
|
||||||
|
; jsr _rts
|
||||||
|
; inc byt3
|
||||||
|
|
||||||
|
|
||||||
|
;--- set global offset (23 cycles)
|
||||||
|
jsr _rts
|
||||||
|
cmp byt3\ pha:pla
|
||||||
|
|
||||||
|
;--- empty line
|
||||||
|
jsr wait54cycle
|
||||||
|
inc byt2
|
||||||
|
|
||||||
|
icl "output.png.rp"
|
||||||
|
|
||||||
|
raster_program_end
|
||||||
|
|
||||||
|
lda >FontSplash
|
||||||
|
sta chbase
|
||||||
|
c0 lda #$00
|
||||||
|
sta colbak
|
||||||
|
c1 lda #$00
|
||||||
|
sta colpf0
|
||||||
|
c2 lda #$02
|
||||||
|
sta colpf1
|
||||||
|
c3 lda #$08
|
||||||
|
sta colpf2
|
||||||
|
c4 lda #$00
|
||||||
|
sta colpf3
|
||||||
|
s0 lda #$03
|
||||||
|
sta sizep0
|
||||||
|
sta sizep1
|
||||||
|
sta sizep2
|
||||||
|
sta sizep3
|
||||||
|
mva #$ff sizem
|
||||||
|
sta grafm
|
||||||
|
mva #$20 hposm0
|
||||||
|
mva #$28 hposm1
|
||||||
|
mva #$d0 hposm2
|
||||||
|
mva #$d8 hposm3
|
||||||
|
mva #$02 pmcntl
|
||||||
|
lda #$14
|
||||||
|
sta gtictl
|
||||||
|
|
||||||
|
|
||||||
|
//--------------------
|
||||||
|
// EXIT
|
||||||
|
//--------------------
|
||||||
|
|
||||||
|
lda trig0 ; FIRE #0
|
||||||
|
beq stop
|
||||||
|
|
||||||
|
lda trig1 ; FIRE #1
|
||||||
|
beq stop
|
||||||
|
|
||||||
|
lda consol ; START
|
||||||
|
and #1
|
||||||
|
beq stop
|
||||||
|
|
||||||
|
lda skctl ; ANY KEY
|
||||||
|
and #$04
|
||||||
|
bne skp
|
||||||
|
|
||||||
|
stop mva #$00 pmcntl ;PMG disabled
|
||||||
|
tax
|
||||||
|
sta:rne hposp0,x+
|
||||||
|
|
||||||
|
; silent
|
||||||
|
lda #0
|
||||||
|
ldx #8
|
||||||
|
@ sta POKEY,x
|
||||||
|
sta POKEY2,x ; stereo
|
||||||
|
dex
|
||||||
|
bpl @-
|
||||||
|
|
||||||
|
;no glitching please (issue #67)
|
||||||
|
lda #0
|
||||||
|
sta $D400 ;dmactl
|
||||||
|
sta $022F ;dmactls
|
||||||
|
|
||||||
|
|
||||||
|
mva #$ff portb ;ROM switch on
|
||||||
|
mva #$40 nmien ;only NMI interrupts, DLI disabled
|
||||||
|
cli ;IRQ enabled
|
||||||
|
|
||||||
|
rts ;return to ... DOS
|
||||||
|
skp
|
||||||
|
|
||||||
|
//--------------------
|
||||||
|
jsr play_frame
|
||||||
|
|
||||||
|
jmp LOOP
|
||||||
|
|
||||||
|
;---
|
||||||
|
|
||||||
|
wait54cycle
|
||||||
|
:2 inc byt2
|
||||||
|
wait44cycle
|
||||||
|
inc byt3
|
||||||
|
nop
|
||||||
|
wait36cycle
|
||||||
|
inc byt3
|
||||||
|
jsr _rts
|
||||||
|
wait18cycle
|
||||||
|
inc byt3
|
||||||
|
_rts rts
|
||||||
|
|
||||||
|
byt3 brk
|
||||||
|
|
||||||
|
|
||||||
|
;---
|
||||||
|
|
||||||
|
.MACRO ANTIC_PROGRAM
|
||||||
|
dta $70,$70
|
||||||
|
:+8 dta $4e,a(:1+$0000+#*40)
|
||||||
|
:+8 dta $4e,a(:1+$0140+#*40)
|
||||||
|
:+8 dta $4e,a(:1+$0280+#*40)
|
||||||
|
:+8 dta $4e,a(:1+$03C0+#*40)
|
||||||
|
:+8 dta $4e,a(:1+$0500+#*40)
|
||||||
|
:+8 dta $4e,a(:1+$0640+#*40)
|
||||||
|
:+8 dta $4e,a(:1+$0780+#*40)
|
||||||
|
:+8 dta $4e,a(:1+$08C0+#*40)
|
||||||
|
:+8 dta $4e,a(:1+$0A00+#*40)
|
||||||
|
:+8 dta $4e,a(:1+$0B40+#*40)
|
||||||
|
:+8 dta $4e,a(:1+$0C80+#*40)
|
||||||
|
:+8 dta $4e,a(:1+$0DC0+#*40)
|
||||||
|
:+8 dta $4e,a(:1+$0F00+#*40)
|
||||||
|
:+8 dta $4e,a(:1+$1040+#*40)
|
||||||
|
:+8 dta $4e,a(:1+$1180+#*40)
|
||||||
|
:+8 dta $4e,a(:1+$12C0+#*40)
|
||||||
|
:+8 dta $4e,a(:1+$1400+#*40)
|
||||||
|
:+8 dta $4e,a(:1+$1540+#*40)
|
||||||
|
:+8 dta $4e,a(:1+$1680+#*40)
|
||||||
|
:+8 dta $4e,a(:1+$17C0+#*40)
|
||||||
|
:+8 dta $4e,a(:1+$1900+#*40)
|
||||||
|
:+8 dta $4e,a(:1+$1A40+#*40)
|
||||||
|
:+8 dta $4e,a(:1+$1B80+#*40)
|
||||||
|
:+8 dta $4e,a(:1+$1CC0+#*40)
|
||||||
|
:+8 dta $4e,a(:1+$1E00+#*40)
|
||||||
|
; :+4 dta $4e,a(:1+$1F40+#*40)
|
||||||
|
; :+4 dta $4e,a(:1+$1FF0+#*40)
|
||||||
|
; :+8 dta $4e,a(:1+$2090+#*40)
|
||||||
|
; :+8 dta $4e,a(:1+$21D0+#*40)
|
||||||
|
; :+8 dta $4e,a(:1+$2310+#*40)
|
||||||
|
; :+8 dta $4e,a(:1+$2450+#*40)
|
||||||
|
dta $00
|
||||||
|
dta $42,a(mother)
|
||||||
|
dta $41,a(:2)
|
||||||
|
.ENDM
|
||||||
|
|
||||||
|
CL
|
||||||
|
|
||||||
|
.MACRO ZPINIT
|
||||||
|
.ENDM
|
||||||
|
|
||||||
|
ZCOLORS = 0
|
||||||
|
|
||||||
|
;---
|
||||||
|
ini main
|
||||||
|
;---
|
||||||
|
|
||||||
|
opt l-
|
||||||
|
|
||||||
|
.MACRO SPRITES
|
||||||
|
icl "output.png.pmg"
|
||||||
|
.ENDM
|
||||||
|
|
||||||
|
USESPRITES = 1
|
||||||
|
|
||||||
@@ -0,0 +1,55 @@
|
|||||||
|
|
||||||
|
.enum @@dmactl
|
||||||
|
blank = %00
|
||||||
|
narrow = %01
|
||||||
|
standard= %10
|
||||||
|
wide = %11
|
||||||
|
missiles= %100
|
||||||
|
players = %1000
|
||||||
|
lineX1 = %10000
|
||||||
|
lineX2 = %00000
|
||||||
|
dma = %100000
|
||||||
|
.ende
|
||||||
|
|
||||||
|
.enum @@pmcntl
|
||||||
|
missiles= %1
|
||||||
|
players = %10
|
||||||
|
trigs = %100
|
||||||
|
.ende
|
||||||
|
|
||||||
|
.enum @@gtictl
|
||||||
|
prior0 = %0
|
||||||
|
prior1 = %1
|
||||||
|
prior2 = %10
|
||||||
|
prior4 = %100
|
||||||
|
prior8 = %1000
|
||||||
|
ply5 = %10000 ; Fifth Player Enable
|
||||||
|
mlc = %100000 ; Multiple Color Player Enable
|
||||||
|
mode9 = %01000000
|
||||||
|
mode10 = %10000000
|
||||||
|
mode11 = %11000000
|
||||||
|
.ende
|
||||||
|
|
||||||
|
* ---------------------------------------------------------------------------------------------
|
||||||
|
* --- GTIA
|
||||||
|
* ---------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
gtictl = PRIOR ; rejestr kontroli uk³adu GTIA
|
||||||
|
gtiactl = gtictl
|
||||||
|
|
||||||
|
pmcntl = GRACTL ; rejestr kontroli graczy i pocisków
|
||||||
|
|
||||||
|
* ---------------------------------------------------------------------------------------------
|
||||||
|
* --- POKEY
|
||||||
|
* ---------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
irqens = $0010 ; rejestr-cieñ IRQEN
|
||||||
|
irqstat = $0011 ; rejestr-cieñ IRQST
|
||||||
|
|
||||||
|
skstres = SKRES ; rejestr statusu z³¹cza szeregowego (Z)
|
||||||
|
|
||||||
|
* ---------------------------------------------------------------------------------------------
|
||||||
|
* --- ANTIC
|
||||||
|
* ---------------------------------------------------------------------------------------------
|
||||||
|
chrctl = CHACTL ; rejestr kontroli wyœwietlania znaków
|
||||||
|
|
||||||
+70
-68
@@ -53,81 +53,83 @@ L49 dta d"DIE, TANK-SCUM!"
|
|||||||
L50 dta d"I'M GONNA BREAK YOUR FACE!"
|
L50 dta d"I'M GONNA BREAK YOUR FACE!"
|
||||||
L51 dta d"MAMA SAID KNOCK YOU OUT!"
|
L51 dta d"MAMA SAID KNOCK YOU OUT!"
|
||||||
L52 dta d"I HOPE YOU ENJOY PAIN!"
|
L52 dta d"I HOPE YOU ENJOY PAIN!"
|
||||||
|
L53 dta d"HOW'D YOU LIKE ONE ACROSS YOUR LIPS?" ;(sanford and son)
|
||||||
;--------------------------------
|
;--------------------------------
|
||||||
L53 dta d"PARTING IS SUCH SWEET SORROW... NOT!"
|
L54 dta d"PARTING IS SUCH SWEET SORROW... NOT!"
|
||||||
L54 dta d"UGH!"
|
L55 dta d"UGH!"
|
||||||
L55 dta d"AARGH!"
|
L56 dta d"AARGH!"
|
||||||
L56 dta d"AAAGGHHH!"
|
L57 dta d"AAAGGHHH!"
|
||||||
L57 dta d"I'M MELTING!"
|
L58 dta d"I'M MELTING!"
|
||||||
L58 dta d"OOF.."
|
L59 dta d"OOF.."
|
||||||
L59 dta d"OH!"
|
L60 dta d"OH!"
|
||||||
L60 dta d"EEEK!"
|
L61 dta d"EEEK!"
|
||||||
L61 dta d"AACCH!"
|
L62 dta d"AACCH!"
|
||||||
L62 dta d"I HATE IT WHEN THAT HAPPENS."
|
L63 dta d"I HATE IT WHEN THAT HAPPENS."
|
||||||
L63 dta d"ONE DIRECT HIT CAN RUIN YOUR WHOLE DAY."
|
L64 dta d"ONE DIRECT HIT CAN RUIN YOUR WHOLE DAY."
|
||||||
L64 dta d"OH NO!"
|
L65 dta d"OH NO!"
|
||||||
L65 dta d"NOT ME!"
|
L66 dta d"NOT ME!"
|
||||||
L66 dta d"OUCH."
|
L67 dta d"OUCH."
|
||||||
L67 dta d"OH NO, NOT AGAIN."
|
L68 dta d"OH NO, NOT AGAIN."
|
||||||
L68 dta d"ANOTHER ONE BITES THE DUST."
|
L69 dta d"ANOTHER ONE BITES THE DUST."
|
||||||
L69 dta d"GOODBYE."
|
L70 dta d"GOODBYE."
|
||||||
L70 dta d"HELP ME!"
|
L71 dta d"HELP ME!"
|
||||||
L71 dta d"FAREWELL, CRUEL WORLD."
|
L72 dta d"FAREWELL, CRUEL WORLD."
|
||||||
L72 dta d"REMEMBER THE ALAMO!"
|
L73 dta d"REMEMBER THE ALAMO!"
|
||||||
L73 dta d"OH MAN!"
|
L74 dta d"OH MAN!"
|
||||||
L74 dta d"DOOUGH!"
|
L75 dta d"DOOUGH!"
|
||||||
L75 dta d"ANOTHER DAY, ANOTHER BOMB."
|
L76 dta d"ANOTHER DAY, ANOTHER BOMB."
|
||||||
L76 dta d"THIS IS THE END, MY ONLY FRIEND."
|
L77 dta d"THIS IS THE END, MY ONLY FRIEND."
|
||||||
L77 dta d"IT'S ALL OVER."
|
L78 dta d"VERY FUNNY."
|
||||||
L78 dta d"THE FAT LADY SANG."
|
L79 dta d"THE FAT LADY SANG."
|
||||||
L79 dta d"WHY DOES EVERYTHING HAPPEN TO ME?"
|
L80 dta d"WHY DOES EVERYTHING HAPPEN TO ME?"
|
||||||
L80 dta d"I'M GOING DOWN."
|
L81 dta d"I'M GOING DOWN."
|
||||||
L81 dta d"I'VE GOT A BAD FEELING ABOUT THIS."
|
L82 dta d"I'VE GOT A BAD FEELING ABOUT THIS."
|
||||||
L82 dta d"CRAPOLA."
|
L83 dta d"CRAPOLA."
|
||||||
L83 dta d"POW!"
|
L84 dta d"POW!"
|
||||||
L84 dta d"BIF!"
|
L85 dta d"BIF!"
|
||||||
L85 dta d"BAM!"
|
L86 dta d"BAM!"
|
||||||
L86 dta d"ZONK!"
|
L87 dta d"ZONK!"
|
||||||
L87 dta d"I SHOULD'VE LISTENED TO MY MOTHER..."
|
L88 dta d"I SHOULD'VE LISTENED TO MY MOTHER..."
|
||||||
L88 dta d"NO... A BUD LIGHT!"
|
L89 dta d"I WALK THROUGH THE VALLEY OF THE SHADOW..."
|
||||||
L89 dta d"WHAT WAS THAT NOISE?"
|
L90 dta d"WHAT WAS THAT NOISE?"
|
||||||
L90 dta d"MAMA SAID THERE'D BE DAYS LIKE THIS."
|
L91 dta d"MAMA SAID THERE'D BE DAYS LIKE THIS."
|
||||||
L91 dta d"ITS JUST ONE OF THOSE DAYS..."
|
L92 dta d"ITS JUST ONE OF THOSE DAYS..."
|
||||||
L92 dta d"I SEE A BRIGHT LIGHT..."
|
L93 dta d"I SEE A BRIGHT LIGHT..."
|
||||||
L93 dta d"MOMMY? IS THAT YOU?"
|
L94 dta d"MOMMY? IS THAT YOU?"
|
||||||
L94 dta d"I LET YOU HIT ME!"
|
L95 dta d"I LET YOU HIT ME!"
|
||||||
L95 dta d"SUCKER SHOT!"
|
L96 dta d"SUCKER SHOT!"
|
||||||
L96 dta d"I DIDN'T WANT TO LIVE ANYWAY."
|
L97 dta d"I DIDN'T WANT TO LIVE ANYWAY."
|
||||||
L97 dta d"-<SOB>-"
|
L98 dta d"-<SOB>-"
|
||||||
L98 dta d"WAS THAT AS CLOSE AS I THINK IT WAS?"
|
L99 dta d"WAS THAT AS CLOSE AS I THINK IT WAS?"
|
||||||
L99 dta d"JOIN THE ARMY, SEE THE WORLD THEY SAID."
|
L100 dta d"JOIN THE ARMY, SEE THE WORLD THEY SAID."
|
||||||
L100 dta d"IT WASN'T JUST A JOB IT WAS AN ADVENTURE!"
|
L101 dta d"IT WASN'T JUST A JOB IT WAS AN ADVENTURE!"
|
||||||
L101 dta d"I DIDN'T LIKE VIOLENCE ANYWAY!"
|
L102 dta d"I DIDN'T LIKE VIOLENCE ANYWAY!"
|
||||||
L102 dta d"I THOUGHT YOU LIKED ME?"
|
L103 dta d"I THOUGHT YOU LIKED ME?"
|
||||||
L103 dta d"CTO XYEB"
|
L104 dta d"CTO XYEB"
|
||||||
L104 dta d"I THINK THIS GUY'S A LITTLE CRAZY."
|
L105 dta d"I THINK THIS GUY'S A LITTLE CRAZY."
|
||||||
L105 dta d"SOMEHOW I DON'T FEEL LIKE KILLING ANYMORE."
|
L106 dta d"SOMEHOW I DON'T FEEL LIKE KILLING ANYMORE."
|
||||||
L106 dta d"HEY! KILLIN' AIN'T COOL."
|
L107 dta d"HEY! KILLIN' AIN'T COOL."
|
||||||
L107 dta d"GEE... THANKS."
|
L108 dta d"GEE... THANKS."
|
||||||
L108 dta d"I'VE FALLEN AND I CAN'T GET UP!"
|
L109 dta d"I'VE FALLEN AND I CAN'T GET UP!"
|
||||||
L109 dta d"911?"
|
L110 dta d"911?"
|
||||||
L110 dta d"OH NO! HERE I BLOW AGAIN!"
|
L111 dta d"OH NO! HERE I BLOW AGAIN!"
|
||||||
L111 dta d"I'LL BE BACK..."
|
L112 dta d"I'LL BE BACK..."
|
||||||
L112 dta d"HEY - I'VE GOT LAWYERS."
|
L113 dta d"HEY - I'VE GOT LAWYERS."
|
||||||
L113 dta d"TIME TO CALL 1-900-SUE-TANK."
|
L114 dta d"TIME TO CALL 1-900-SUE-TANK."
|
||||||
|
L115 dta d"YOU BIG DUMMY!" ;(sanford and son)
|
||||||
LEND
|
LEND
|
||||||
OffensiveTextTableL
|
OffensiveTextTableL
|
||||||
dta <L0,<L1,<L2,<L3,<L4,<L5,<L6,<L7,<L8,<L9,<L10,<L11,<L12,<L13,<L14,<L15,<L16,<L17,<L18,<L19,<L20,<L21,<L22,<L23,<L24,<L25,<L26,<L27,<L28,<L29,<L30,<L31,<L32,<L33,<L34,<L35,<L36,<L37,<L38,<L39,<L40,<L41,<L42,<L43,<L44,<L45,<L46,<L47,<L48,<L49,<L50,<L51,<L52
|
dta <L0,<L1,<L2,<L3,<L4,<L5,<L6,<L7,<L8,<L9,<L10,<L11,<L12,<L13,<L14,<L15,<L16,<L17,<L18,<L19,<L20,<L21,<L22,<L23,<L24,<L25,<L26,<L27,<L28,<L29,<L30,<L31,<L32,<L33,<L34,<L35,<L36,<L37,<L38,<L39,<L40,<L41,<L42,<L43,<L44,<L45,<L46,<L47,<L48,<L49,<L50,<L51,<L52,<L53
|
||||||
dta <L53,<L54,<L55,<L56,<L57,<L58,<L59,<L60,<L61,<L62,<L63,<L64,<L65,<L66,<L67,<L68,<L69,<L70,<L71,<L72,<L73,<L74,<L75,<L76,<L77,<L78,<L79,<L80,<L81,<L82,<L83,<L84,<L85,<L86,<L87,<L88,<L89,<L90,<L91,<L92,<L93,<L94,<L95,<L96,<L97,<L98,<L99,<L100,<L101,<L102,<L103,<L104,<L105,<L106,<L107,<L108,<L109,<L110,<L111,<L112,<L113
|
dta <L54,<L55,<L56,<L57,<L58,<L59,<L60,<L61,<L62,<L63,<L64,<L65,<L66,<L67,<L68,<L69,<L70,<L71,<L72,<L73,<L74,<L75,<L76,<L77,<L78,<L79,<L80,<L81,<L82,<L83,<L84,<L85,<L86,<L87,<L88,<L89,<L90,<L91,<L92,<L93,<L94,<L95,<L96,<L97,<L98,<L99,<L100,<L101,<L102,<L103,<L104,<L105,<L106,<L107,<L108,<L109,<L110,<L111,<L112,<L113,<L114,<L115
|
||||||
dta <LEND
|
dta <LEND
|
||||||
OffensiveTextTableH
|
OffensiveTextTableH
|
||||||
dta >L0,>L1,>L2,>L3,>L4,>L5,>L6,>L7,>L8,>L9,>L10,>L11,>L12,>L13,>L14,>L15,>L16,>L17,>L18,>L19,>L20,>L21,>L22,>L23,>L24,>L25,>L26,>L27,>L28,>L29,>L30,>L31,>L32,>L33,>L34,>L35,>L36,>L37,>L38,>L39,>L40,>L41,>L42,>L43,>L44,>L45,>L46,>L47,>L48,>L49,>L50,>L51,>L52
|
dta >L0,>L1,>L2,>L3,>L4,>L5,>L6,>L7,>L8,>L9,>L10,>L11,>L12,>L13,>L14,>L15,>L16,>L17,>L18,>L19,>L20,>L21,>L22,>L23,>L24,>L25,>L26,>L27,>L28,>L29,>L30,>L31,>L32,>L33,>L34,>L35,>L36,>L37,>L38,>L39,>L40,>L41,>L42,>L43,>L44,>L45,>L46,>L47,>L48,>L49,>L50,>L51,>L52,>L53
|
||||||
dta >L53,>L54,>L55,>L56,>L57,>L58,>L59,>L60,>L61,>L62,>L63,>L64,>L65,>L66,>L67,>L68,>L69,>L70,>L71,>L72,>L73,>L74,>L75,>L76,>L77,>L78,>L79,>L80,>L81,>L82,>L83,>L84,>L85,>L86,>L87,>L88,>L89,>L90,>L91,>L92,>L93,>L94,>L95,>L96,>L97,>L98,>L99,>L100,>L101,>L102,>L103,>L104,>L105,>L106,>L107,>L108,>L109,>L110,>L111,>L112,>L113
|
dta >L54,>L55,>L56,>L57,>L58,>L59,>L60,>L61,>L62,>L63,>L64,>L65,>L66,>L67,>L68,>L69,>L70,>L71,>L72,>L73,>L74,>L75,>L76,>L77,>L78,>L79,>L80,>L81,>L82,>L83,>L84,>L85,>L86,>L87,>L88,>L89,>L90,>L91,>L92,>L93,>L94,>L95,>L96,>L97,>L98,>L99,>L100,>L101,>L102,>L103,>L104,>L105,>L106,>L107,>L108,>L109,>L110,>L111,>L112,>L113,>L114,>L115
|
||||||
dta >LEND
|
dta >LEND
|
||||||
NumberOfOffensiveTexts=54
|
NumberOfOffensiveTexts=54
|
||||||
NumberOfDeffensiveTexts=60
|
NumberOfDeffensiveTexts=62
|
||||||
.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.
+85
-52
@@ -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 +42,39 @@ 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 ; colors for NTSC
|
||||||
|
.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
|
||||||
|
dliColorsFore2PAL ; colors for PAL
|
||||||
|
.by $0a ; one mountains color
|
||||||
|
.by $7e,$7a,$7c,$6a,$6c,$58,$5a,$48,$4a,$38
|
||||||
|
.by $3a,$16,$18,$e6,$e8,$c4,$c6,$a4,$a6,$a6
|
||||||
|
|
||||||
;-----------
|
;-----------
|
||||||
pmtableL ; addressess of the P/M memory for 6 tanks
|
pmtableL ; addressess of the P/M memory for 6 tanks
|
||||||
@@ -96,7 +93,7 @@ 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
|
||||||
@@ -218,8 +215,8 @@ SlideLeftTable
|
|||||||
.BY %00000101
|
.BY %00000101
|
||||||
.BY %00000110
|
.BY %00000110
|
||||||
.BY %00000111
|
.BY %00000111
|
||||||
.BY %00001100
|
; .BY %00001100
|
||||||
|
SlideLeftTableLen = *-SlideLeftTable
|
||||||
;-------------------------------------------------
|
;-------------------------------------------------
|
||||||
TanksNamesDefault
|
TanksNamesDefault
|
||||||
dta d"1st.Tank"
|
dta d"1st.Tank"
|
||||||
@@ -228,7 +225,12 @@ 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 +512,7 @@ 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
|
||||||
@@ -548,7 +550,22 @@ DefensiveEnergy = *-(last_offensive_____ - first_offensive____ +1) ; to fake th
|
|||||||
.by 00 ; Auto Defense
|
.by 00 ; Auto Defense
|
||||||
.by 00 ; Spy Hard
|
.by 00 ; Spy Hard
|
||||||
weaponsOfDeath ; weapons used in tank death animations
|
weaponsOfDeath ; weapons used in tank death animations
|
||||||
dta 1,2,3,7,17,18,19,20,21,22,23,24,25,26,27
|
dta ind_Missile________
|
||||||
|
dta ind_Baby_Nuke______
|
||||||
|
dta ind_Nuke___________
|
||||||
|
dta ind_Death_s_Head___
|
||||||
|
dta ind_Hot_Napalm_____ ; why not?
|
||||||
|
dta ind_Riot_Bomb______
|
||||||
|
dta ind_Heavy_Riot_Bomb
|
||||||
|
dta ind_Baby_Digger____
|
||||||
|
dta ind_Digger_________
|
||||||
|
dta ind_Heavy_Digger___
|
||||||
|
dta ind_Baby_Sandhog___
|
||||||
|
dta ind_Sandhog________
|
||||||
|
dta ind_Heavy_Sandhog__
|
||||||
|
dta ind_Dirt_Clod______
|
||||||
|
dta ind_Dirt_Ball______
|
||||||
|
dta ind_Ton_of_Dirt____
|
||||||
weaponsOfDeathEnd
|
weaponsOfDeathEnd
|
||||||
joyToKeyTable
|
joyToKeyTable
|
||||||
.by $ff ;00
|
.by $ff ;00
|
||||||
@@ -573,31 +590,35 @@ 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"*
|
||||||
@@ -617,20 +638,28 @@ CreditsStart
|
|||||||
dta d"Ar",d"t"*
|
dta d"Ar",d"t"*
|
||||||
dta d"Adam Wachowsk",d"i"*
|
dta d"Adam Wachowsk",d"i"*
|
||||||
.IF target != 5200
|
.IF target != 5200
|
||||||
dta d"Krzysztof 'Kaz' Ziembi",d"k"*
|
dta d"Roman 'xorcerer' Fierfa",d"s"*
|
||||||
.ENDIF
|
.ENDIF
|
||||||
dta d" "*
|
dta d" "*
|
||||||
dta d"Ideas, help and Q",d"A"*
|
dta d"Ideas, help and Q",d"A"*
|
||||||
dta d"Bocianu, Probabilitydragon, EnderDude",d","*
|
dta d"Bocianu, Probabilitydragon",d","*
|
||||||
dta d"Beeblebrox, KrzysRog, lopezpb, Dracon",d","*
|
dta d"EnderDude, Dracon",d","*
|
||||||
|
dta d"Beeblebrox, KrzysRog, lopezpb",d","*
|
||||||
dta d"brad-colbert, archon800, nowy80",d","*
|
dta d"brad-colbert, archon800, nowy80",d","*
|
||||||
dta d"Shaggy the Atarian, RetroBorsuk, ZP",d"H"*
|
dta d"Shaggy the Atarian, RetroBorsuk, ZPH"
|
||||||
.IF target = 5200
|
.IF target = 5200
|
||||||
dta d"x-usr(1536), Aking, JAC!, phaero",d"n"*
|
dta d","*
|
||||||
|
dta d"x-usr(1536), Aking, JAC!, phaeron",d","*
|
||||||
|
dta d"RB520",d"0"*
|
||||||
|
.ELSE
|
||||||
|
dta d" "*
|
||||||
.ENDIF
|
.ENDIF
|
||||||
dta d" "*
|
dta d" "*
|
||||||
dta d"Additional testin",d"g"*
|
dta d"Additional testin",d"g"*
|
||||||
dta d"Arek and Alex Peck",d"o"*
|
dta d"Arek and Alex Peck",d"o"*
|
||||||
|
dta d" "*
|
||||||
|
dta d"Special thank",d"s"*
|
||||||
|
dta d"Krzysztof 'Kaz' Ziembi",d"k"*
|
||||||
.IF target != 5200
|
.IF target != 5200
|
||||||
dta d" "*
|
dta d" "*
|
||||||
dta d"Stay tuned for the FujiNet version",d"!"*
|
dta d"Stay tuned for the FujiNet version",d"!"*
|
||||||
@@ -638,9 +667,13 @@ CreditsStart
|
|||||||
dta d" "*
|
dta d" "*
|
||||||
CreditsEnd
|
CreditsEnd
|
||||||
.IF target = 5200
|
.IF target = 5200
|
||||||
CreditsLines=37
|
CreditsLines=34 + 7; add 7 for scrollout
|
||||||
.ELSE
|
.ELSE
|
||||||
CreditsLines=42 ; 34 in reality. add 7?
|
CreditsLines=40 + 7 ; add 7 for scrollout
|
||||||
|
.ENDIF
|
||||||
|
.IF target = 5200
|
||||||
|
; Atari 5200 splash
|
||||||
|
NewSplashText=*
|
||||||
|
dta d"copyright 2023 atari"
|
||||||
.ENDIF
|
.ENDIF
|
||||||
|
|
||||||
.endif
|
.endif
|
||||||
|
|||||||
@@ -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
|
||||||
+4
-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)
|
||||||
@@ -144,6 +145,7 @@ last_defensive_____ = ind_Spy_Hard_______
|
|||||||
last_real_defensive = ind_Bouncy_Castle__
|
last_real_defensive = ind_Bouncy_Castle__
|
||||||
number_of_offensives = last_offensive_____ - first_offensive____+1
|
number_of_offensives = last_offensive_____ - first_offensive____+1
|
||||||
number_of_defensives = (last_defensive_____ - first_defensive____+1)
|
number_of_defensives = (last_defensive_____ - first_defensive____+1)
|
||||||
|
number_of_weapons = number_of_offensives + number_of_defensives
|
||||||
;--------------------------------
|
;--------------------------------
|
||||||
; names of RMT instruments (sfx)
|
; names of RMT instruments (sfx)
|
||||||
;--------------------------------
|
;--------------------------------
|
||||||
|
|||||||
@@ -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 :)
|
||||||
|
|||||||
+45
-25
@@ -9,11 +9,17 @@
|
|||||||
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 "
|
||||||
dta d" and press (Return) to proceed "
|
dta $fe,$dc,$dd,$ff ; cursors in inverse
|
||||||
|
dta d" and "
|
||||||
|
dta d"Tab"*
|
||||||
|
dta d" "
|
||||||
|
dta d" Press "
|
||||||
|
dta d"Return"*
|
||||||
|
dta d" to proceed "
|
||||||
.ELIF TARGET = 5200
|
.ELIF TARGET = 5200
|
||||||
dta d" Please select option with joystick one "
|
dta d" Please select option with joystick one "
|
||||||
dta d" and press FIRE to proceed "
|
dta d" and press FIRE to proceed "
|
||||||
@@ -32,16 +38,21 @@ NameScreen3
|
|||||||
dta d" Human/Atari (difficulty level) "
|
dta d" Human/Atari (difficulty level) "
|
||||||
NameScreen5
|
NameScreen5
|
||||||
.IF TARGET = 800
|
.IF TARGET = 800
|
||||||
|
dta d"TAB"*
|
||||||
|
dta d" - Port nr "
|
||||||
|
dta $fe,$dc,$dd,$ff ; cursors in inverse
|
||||||
|
dta d" - Difficulty"
|
||||||
dta d" "
|
dta d" "
|
||||||
dta d"TAB"*
|
dta d"INV"*
|
||||||
dta d" - Player/Difficulty level "
|
dta d" - Shape "
|
||||||
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/Shape "
|
||||||
|
dta d"Joy"*
|
||||||
|
dta d" - Diffic. "
|
||||||
dta d" "
|
dta d" "
|
||||||
dta d"FIRE"*
|
dta d"FIRE"*
|
||||||
dta d" - Proceed "
|
dta d" - Proceed "
|
||||||
@@ -98,7 +109,16 @@ 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 +143,36 @@ 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 +194,7 @@ 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: "
|
||||||
|
|
||||||
|
|||||||
+448
-23
@@ -5,6 +5,8 @@
|
|||||||
|
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
.proc draw ;;fuxxing good draw :)
|
.proc draw ;;fuxxing good draw :)
|
||||||
|
; xdraw,ydraw (word) - coordinates of first point
|
||||||
|
; xbyte,ybyte (word) - coordinates of last point
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
;creditz to Dr Jankowski / MIM U.W.
|
;creditz to Dr Jankowski / MIM U.W.
|
||||||
; (xi,yi)-----(xk,yk)
|
; (xi,yi)-----(xk,yk)
|
||||||
@@ -140,8 +142,13 @@ LineParametersReady
|
|||||||
ora DX+1
|
ora DX+1
|
||||||
ora DY
|
ora DY
|
||||||
ora DY+1
|
ora DY+1
|
||||||
jeq EndOfDraw
|
bne NotOnePoint
|
||||||
|
; length=0
|
||||||
|
sta LineLength
|
||||||
|
sta LineLength+1
|
||||||
|
jmp EndOfDraw
|
||||||
|
|
||||||
|
NotOnePoint
|
||||||
; here we have DX,DY,XK and we know which operations
|
; here we have DX,DY,XK and we know which operations
|
||||||
; are to be performed with these factors when doing PLOT
|
; are to be performed with these factors when doing PLOT
|
||||||
; (accordingly to given bits of 'HowToDraw')
|
; (accordingly to given bits of 'HowToDraw')
|
||||||
@@ -219,6 +226,8 @@ PutPixelinDraw
|
|||||||
bit drawFunction
|
bit drawFunction
|
||||||
bpl @+
|
bpl @+
|
||||||
inw LineLength
|
inw LineLength
|
||||||
|
bit Vdebug
|
||||||
|
bmi MeasureVisualisation
|
||||||
jmp ContinueDraw ; was `bne` - not good, because LineLength starts from $ffff
|
jmp ContinueDraw ; was `bne` - not good, because LineLength starts from $ffff
|
||||||
@
|
@
|
||||||
bvc @+
|
bvc @+
|
||||||
@@ -266,6 +275,7 @@ CheckCollisionDraw
|
|||||||
StopHitChecking
|
StopHitChecking
|
||||||
jmp ContinueDraw
|
jmp ContinueDraw
|
||||||
@
|
@
|
||||||
|
MeasureVisualisation
|
||||||
jsr plot
|
jsr plot
|
||||||
|
|
||||||
ContinueDraw
|
ContinueDraw
|
||||||
@@ -283,6 +293,8 @@ EndOfDraw
|
|||||||
|
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
.proc circle ;fxxxing good circle drawing :)
|
.proc circle ;fxxxing good circle drawing :)
|
||||||
|
; xdraw,ydraw (word) - coordinates of circle center
|
||||||
|
; radius (byte) - radius of circle
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
;Turbo Basic source
|
;Turbo Basic source
|
||||||
; R=30
|
; R=30
|
||||||
@@ -543,16 +555,20 @@ NotHigherByte02
|
|||||||
sec
|
sec
|
||||||
lda xtankstableL,x
|
lda xtankstableL,x
|
||||||
sbc #$0f
|
sbc #$0f
|
||||||
|
; and clear lowest bit to be sure that the X coordinate is even
|
||||||
|
; (this is to have P/M background look nice)
|
||||||
|
; "AND" does not change "Carry" bit.
|
||||||
|
; x correction for P/M
|
||||||
|
; --
|
||||||
|
.IF XCORRECTION_FOR_PM = 1
|
||||||
|
and #$fe
|
||||||
|
.ENDIF
|
||||||
|
; --
|
||||||
sta xtankstableL,x
|
sta xtankstableL,x
|
||||||
bcs NotHigherByte01
|
bcs NotHigherByte01
|
||||||
dec xtankstableH,x
|
dec xtankstableH,x
|
||||||
NotHigherByte01
|
NotHigherByte01
|
||||||
|
|
||||||
; and clear lowest bit to be sure that the X coordinate is even
|
|
||||||
; (this is to have P/M background look nice)
|
|
||||||
lda xtankstableL,x
|
|
||||||
and #$fe
|
|
||||||
sta xtankstableL,x
|
|
||||||
inx
|
inx
|
||||||
Cpx NumberOfPlayers
|
Cpx NumberOfPlayers
|
||||||
bne StillRandomize02
|
bne StillRandomize02
|
||||||
@@ -638,8 +654,10 @@ 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
|
||||||
@@ -1122,7 +1140,7 @@ OneTimeParachute
|
|||||||
jmp EndOfFCycle
|
jmp EndOfFCycle
|
||||||
NoFallingDown
|
NoFallingDown
|
||||||
; check direction (left or right)
|
; check direction (left or right)
|
||||||
ldy #7 ; SlideLeftTable length -1 (from 0 to 7)
|
ldy #SlideLeftTableLen-1 ; SlideLeftTable length -1 (from 0 to 7)
|
||||||
@ lda SlideLeftTable,y
|
@ lda SlideLeftTable,y
|
||||||
cmp UnderTank1
|
cmp UnderTank1
|
||||||
beq FallingLeft
|
beq FallingLeft
|
||||||
@@ -1198,7 +1216,10 @@ DoNotDrawParachute
|
|||||||
; If it is odd then it must be corrected because otherwise
|
; If it is odd then it must be corrected because otherwise
|
||||||
; P/M graphics background would not look OK
|
; P/M graphics background would not look OK
|
||||||
; ldx TankNr
|
; ldx TankNr
|
||||||
lda XtanksTableL,x
|
; x correction for P/M
|
||||||
|
; --
|
||||||
|
.IF XCORRECTION_FOR_PM = 1
|
||||||
|
lda XtanksTableL,x
|
||||||
and #$01
|
and #$01
|
||||||
beq EndOfFall ; if it is even then it is the end
|
beq EndOfFall ; if it is even then it is the end
|
||||||
; and if not, we push it one pixel the way it was falling before
|
; and if not, we push it one pixel the way it was falling before
|
||||||
@@ -1212,6 +1233,8 @@ ForceFallLeft
|
|||||||
sta UnderTank1
|
sta UnderTank1
|
||||||
sty UnderTank2
|
sty UnderTank2
|
||||||
jmp TankFallsX
|
jmp TankFallsX
|
||||||
|
.ENDIF
|
||||||
|
; --
|
||||||
EndOfFall
|
EndOfFall
|
||||||
mva #1 Erase
|
mva #1 Erase
|
||||||
; ldx TankNr
|
; ldx TankNr
|
||||||
@@ -1270,7 +1293,7 @@ drawmountainsloop
|
|||||||
beq NoMountain
|
beq NoMountain
|
||||||
sta ydraw
|
sta ydraw
|
||||||
sty ydraw+1
|
sty ydraw+1
|
||||||
; jsr DrawLine
|
.IF FASTER_GRAF_PROCS = 1
|
||||||
; there was Drawline proc
|
; there was Drawline proc
|
||||||
lda #screenheight
|
lda #screenheight
|
||||||
sec
|
sec
|
||||||
@@ -1289,6 +1312,16 @@ drawmountainsloop
|
|||||||
dec tempbyte01
|
dec tempbyte01
|
||||||
bne @-
|
bne @-
|
||||||
; end of Drawline proc
|
; end of Drawline proc
|
||||||
|
.ELSE
|
||||||
|
; there was Drawline proc
|
||||||
|
drawline
|
||||||
|
jsr plot.MakePlot
|
||||||
|
inc ydraw
|
||||||
|
lda ydraw
|
||||||
|
cmp #screenheight
|
||||||
|
bne drawline
|
||||||
|
; end of Drawline proc
|
||||||
|
.ENDIF
|
||||||
NoMountain
|
NoMountain
|
||||||
inw modify
|
inw modify
|
||||||
inw xdraw
|
inw xdraw
|
||||||
@@ -1360,6 +1393,9 @@ 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 +1484,7 @@ 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
|
||||||
@@ -1835,6 +1872,7 @@ CopyMask
|
|||||||
dey
|
dey
|
||||||
bpl CopyMask
|
bpl CopyMask
|
||||||
|
|
||||||
|
.IF FASTER_GRAF_PROCS = 1
|
||||||
; calculating coordinates from xdraw and ydraw
|
; calculating coordinates from xdraw and ydraw
|
||||||
mwa xdraw xbyte
|
mwa xdraw xbyte
|
||||||
|
|
||||||
@@ -1899,6 +1937,44 @@ CharLoopi
|
|||||||
inx
|
inx
|
||||||
cpx #8
|
cpx #8
|
||||||
bne CharLoopi
|
bne CharLoopi
|
||||||
|
.ELSE
|
||||||
|
mvx #7 temp ; line counter (Y)
|
||||||
|
CharLoop1
|
||||||
|
mva #7 temp+1 ; pixel counter (X)
|
||||||
|
CharLoop2
|
||||||
|
mva #0 color
|
||||||
|
rol mask1,x
|
||||||
|
bcc NoMaskNoPlot
|
||||||
|
rol char1,x
|
||||||
|
bcs NoPlot
|
||||||
|
MakeCharPlot
|
||||||
|
lda Erase
|
||||||
|
bne ErasingChar
|
||||||
|
inc color
|
||||||
|
ErasingChar
|
||||||
|
NoPlot
|
||||||
|
jsr plot.MakePlot
|
||||||
|
AfterCharPlot
|
||||||
|
inw xdraw
|
||||||
|
ldx temp
|
||||||
|
dec temp+1
|
||||||
|
bpl CharLoop2
|
||||||
|
sec
|
||||||
|
sbw xdraw #8
|
||||||
|
dec ydraw
|
||||||
|
ldx temp
|
||||||
|
dex
|
||||||
|
stx temp
|
||||||
|
bpl CharLoop1
|
||||||
|
clc
|
||||||
|
lda ydraw
|
||||||
|
adc #8
|
||||||
|
sta ydraw
|
||||||
|
bne EndPutChar
|
||||||
|
NoMaskNoPlot
|
||||||
|
rol char1,x
|
||||||
|
jmp AfterCharPlot
|
||||||
|
.ENDIF
|
||||||
EndPutChar
|
EndPutChar
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
@@ -1956,6 +2032,7 @@ GetUpper4bits
|
|||||||
dex
|
dex
|
||||||
bpl CopyChar
|
bpl CopyChar
|
||||||
|
|
||||||
|
.IF FASTER_GRAF_PROCS = 1
|
||||||
; calculating coordinates from xdraw and ydraw
|
; calculating coordinates from xdraw and ydraw
|
||||||
mwa dx xbyte
|
mwa dx xbyte
|
||||||
|
|
||||||
@@ -2015,13 +2092,360 @@ PutInColor0_2
|
|||||||
inx
|
inx
|
||||||
cpx #4
|
cpx #4
|
||||||
bne CharLoopi4x4
|
bne CharLoopi4x4
|
||||||
|
.ELSE
|
||||||
|
mwa xdraw char2
|
||||||
|
mwa ydraw mask2
|
||||||
|
mva color mask2+2
|
||||||
|
mwa dx xdraw
|
||||||
|
mwa dy ydraw
|
||||||
|
mvx #3 temp ; line counter (Y)
|
||||||
|
CharLoop1
|
||||||
|
mva #3 temp+1 ; pixel counter (X)
|
||||||
|
CharLoop2
|
||||||
|
mva #0 color
|
||||||
|
rol mask1,x
|
||||||
|
bcc NoMaskNoPlot
|
||||||
|
rol char1,x
|
||||||
|
bcs NoPlot
|
||||||
|
MakeCharPlot
|
||||||
|
lda plot4x4color
|
||||||
|
beq ErasingChar
|
||||||
|
inc color
|
||||||
|
ErasingChar
|
||||||
|
NoPlot
|
||||||
|
jsr plot.MakePlot
|
||||||
|
AfterCharPlot
|
||||||
|
inw xdraw
|
||||||
|
ldx temp
|
||||||
|
dec temp+1
|
||||||
|
bpl CharLoop2
|
||||||
|
sec
|
||||||
|
sbw xdraw #4
|
||||||
|
dec ydraw
|
||||||
|
ldx temp
|
||||||
|
dex
|
||||||
|
stx temp
|
||||||
|
bpl CharLoop1
|
||||||
|
mwa char2 xdraw
|
||||||
|
mwa mask2 ydraw
|
||||||
|
mva mask2+2 color
|
||||||
|
bpl EndPut4x4
|
||||||
|
NoMaskNoPlot
|
||||||
|
rol char1,x
|
||||||
|
jmp AfterCharPlot
|
||||||
|
.ENDIF
|
||||||
EndPut4x4
|
EndPut4x4
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
|
|
||||||
|
;--------------------------------------------------------
|
||||||
|
.proc DisplayOffensiveTextNr ;
|
||||||
|
ldx TextNumberOff
|
||||||
|
lda talk.OffensiveTextTableL,x
|
||||||
|
sta LineAddress4x4
|
||||||
|
lda talk.OffensiveTextTableH,x
|
||||||
|
sta LineAddress4x4+1
|
||||||
|
inx ; the next text
|
||||||
|
lda talk.OffensiveTextTableH,x
|
||||||
|
sta temp+1
|
||||||
|
lda talk.OffensiveTextTableL,x
|
||||||
|
sta temp ; opty possible
|
||||||
|
; substract address of the next text from previous to get text length
|
||||||
|
sbw temp LineAddress4x4 temp2
|
||||||
|
mva temp2 fx
|
||||||
|
|
||||||
|
;jsr Display4x4AboveTank
|
||||||
|
;rts
|
||||||
|
; POZOR !!!
|
||||||
|
.endp
|
||||||
|
|
||||||
|
;--------------------------------------------------------
|
||||||
|
.proc Display4x4AboveTank ;
|
||||||
|
; Displays texts using PutChar4x4 above tank and mountains.
|
||||||
|
; Pretty cool, eh!
|
||||||
|
;parameters are:
|
||||||
|
;Y - number of tank above which text is displayed
|
||||||
|
;fx - length of text
|
||||||
|
;LineAddress4x4 - address of the text
|
||||||
|
|
||||||
|
;lets calculate position of the text first!
|
||||||
|
;that's easy because we have number of tank
|
||||||
|
;and xtankstableL and H keep X position of a given tank
|
||||||
|
|
||||||
|
lda xtankstableL,y
|
||||||
|
sta temp
|
||||||
|
lda xtankstableH,y
|
||||||
|
sta temp+1
|
||||||
|
;now we should substract length of the text-1
|
||||||
|
;temp2 = (fx-1)*2
|
||||||
|
ldy fx
|
||||||
|
dey
|
||||||
|
tya
|
||||||
|
asl
|
||||||
|
sta temp2
|
||||||
|
mva #0 temp2+1
|
||||||
|
;now we have HALF length in pixels
|
||||||
|
;stored in temp2
|
||||||
|
|
||||||
|
;here we assume max length of text
|
||||||
|
;to display is 127 chars, but later it turns out it must be max 63!
|
||||||
|
|
||||||
|
sbw temp temp2 ; here begin of the text is in TEMP !!!!
|
||||||
|
;now we should check overflows
|
||||||
|
;lda temp+1 ; opty
|
||||||
|
bpl DOTNnotLessThanZero
|
||||||
|
;less than zero, so should be zero
|
||||||
|
mwa #0 temp
|
||||||
|
beq DOTNnoOverflow
|
||||||
|
|
||||||
|
DOTNnotLessThanZero
|
||||||
|
;so check if end larger than screenwidth
|
||||||
|
|
||||||
|
|
||||||
|
lda fx
|
||||||
|
asl
|
||||||
|
asl
|
||||||
|
;length in pixels -
|
||||||
|
;text length max 63 chars !!!!!!!!
|
||||||
|
|
||||||
|
|
||||||
|
clc
|
||||||
|
adc temp
|
||||||
|
sta temp2
|
||||||
|
lda #0
|
||||||
|
adc temp+1
|
||||||
|
sta temp2+1
|
||||||
|
;now in temp2 is end of the text in pixels
|
||||||
|
;so check if not greater than screenwitdth
|
||||||
|
cpw temp2 #screenwidth
|
||||||
|
bcc DOTNnoOverflow
|
||||||
|
|
||||||
|
;if end is greater than screenwidth
|
||||||
|
;then screenwidth - length is fine
|
||||||
|
lda fx
|
||||||
|
asl
|
||||||
|
asl
|
||||||
|
sta temp
|
||||||
|
mva #0 temp+1
|
||||||
|
|
||||||
|
sec
|
||||||
|
lda #<(screenwidth-1)
|
||||||
|
sbc temp
|
||||||
|
sta temp
|
||||||
|
lda #>(screenwidth-1)
|
||||||
|
sbc temp+1
|
||||||
|
sta temp+1
|
||||||
|
DOTNnoOverflow
|
||||||
|
;here in temp we have really good x position of text
|
||||||
|
|
||||||
|
mwa temp LineXdraw
|
||||||
|
|
||||||
|
;now let's get y position
|
||||||
|
;we will try to put text as low as possible
|
||||||
|
;just above mountains (so mountaintable will be checked)
|
||||||
|
lda fx
|
||||||
|
asl
|
||||||
|
asl
|
||||||
|
tay
|
||||||
|
;in temp there still is X position of text
|
||||||
|
;if we add temp and Y we will get end of the text
|
||||||
|
;so, lets go through mountaintable and look for
|
||||||
|
;the lowest value within
|
||||||
|
;Mountaitable+temp and Mountaitable+temp+Y
|
||||||
|
|
||||||
|
adw temp #MountainTable
|
||||||
|
|
||||||
|
mva #screenheight temp2 ;initialisation of the lowest value
|
||||||
|
|
||||||
|
DOTLowestMountainValueLoop
|
||||||
|
lda (temp),y
|
||||||
|
cmp temp2
|
||||||
|
bcs DOTOldLowestValue ;old lowest value
|
||||||
|
;new lowest value
|
||||||
|
sta temp2
|
||||||
|
DOTOldLowestValue
|
||||||
|
dey
|
||||||
|
cpy #$ff
|
||||||
|
bne DOTLowestMountainValueLoop
|
||||||
|
|
||||||
|
sec
|
||||||
|
lda temp2
|
||||||
|
sbc #(4+9) ;9 pixels above ground (and tanks...)
|
||||||
|
sta LineYdraw
|
||||||
|
|
||||||
|
jmp TypeLine4x4.noLengthNoColor ; rts
|
||||||
|
|
||||||
|
.endp
|
||||||
|
|
||||||
|
;--------------------------------------------------------
|
||||||
|
.proc DisplayTankNameAbove ;
|
||||||
|
lda tankNr
|
||||||
|
:3 asl ; *8
|
||||||
|
clc
|
||||||
|
adc #<TanksNames
|
||||||
|
sta temp ; TextAddress
|
||||||
|
lda #0
|
||||||
|
adc #>Tanksnames
|
||||||
|
sta temp+1 ; TextAddress+1
|
||||||
|
mwa temp LineAddress4x4
|
||||||
|
|
||||||
|
;find length of the tank's name
|
||||||
|
ldy #7
|
||||||
|
@
|
||||||
|
lda (temp),y
|
||||||
|
bne end_found
|
||||||
|
dey
|
||||||
|
bne @-
|
||||||
|
|
||||||
|
end_found
|
||||||
|
iny
|
||||||
|
sty fx
|
||||||
|
ldy tankNr
|
||||||
|
jsr Display4x4AboveTank
|
||||||
|
rts
|
||||||
|
.endp
|
||||||
|
|
||||||
|
;-------------------------------
|
||||||
|
.proc TypeLine4x4 ;
|
||||||
|
;-------------------------------
|
||||||
|
;this routine prints line of length `fx`
|
||||||
|
;address in LineAddress4x4
|
||||||
|
;starting from LineXdraw, LineYdraw
|
||||||
|
|
||||||
|
lda #14 ; default length of 4x4 texts
|
||||||
|
sta fx
|
||||||
|
|
||||||
|
variableLength
|
||||||
|
lda #$ff ; $ff - visible characters, $00 - clearing
|
||||||
|
|
||||||
|
staplot4x4color
|
||||||
|
sta plot4x4color
|
||||||
|
noLengthNoColor
|
||||||
|
|
||||||
|
ldy #0
|
||||||
|
sty LineCharNr
|
||||||
|
|
||||||
|
TypeLine4x4Loop
|
||||||
|
ldy LineCharNr
|
||||||
|
|
||||||
|
lda (LineAddress4x4),y
|
||||||
|
and #$3f ;always CAPITAL letters
|
||||||
|
sta CharCode4x4
|
||||||
|
mwa LineXdraw dx
|
||||||
|
mva LineYdraw dy
|
||||||
|
mva #0 dy+1 ; dy is 2 bytes value
|
||||||
|
jsr PutChar4x4 ;type empty pixels as well!
|
||||||
|
adw LineXdraw #4
|
||||||
|
inc:lda LineCharNr
|
||||||
|
cmp fx
|
||||||
|
bne TypeLine4x4Loop
|
||||||
|
|
||||||
|
EndOfTypeLine4x4
|
||||||
|
rts
|
||||||
|
.endp
|
||||||
|
|
||||||
|
|
||||||
|
;--------------------------------
|
||||||
|
.proc AreYouSure
|
||||||
|
;using 4x4 font
|
||||||
|
|
||||||
|
mva #4 ResultY ; where seppuku text starts Y-wise on the screen
|
||||||
|
|
||||||
|
;top frame
|
||||||
|
mva ResultY LineYdraw
|
||||||
|
jsr TL4x4_top
|
||||||
|
adb ResultY #4 ;next line
|
||||||
|
|
||||||
|
;sure?
|
||||||
|
mwa #areYouSureText LineAddress4x4
|
||||||
|
jsr _sep_opty
|
||||||
|
;bottom frame
|
||||||
|
mva ResultY LineYdraw
|
||||||
|
jsr TL4x4_bottom
|
||||||
|
|
||||||
|
|
||||||
|
jsr GetKey
|
||||||
|
cmp #@kbcode._Y ; $2b ; "Y"
|
||||||
|
bne @+
|
||||||
|
mva #$80 escFlag
|
||||||
|
bne skip01
|
||||||
|
@ mva #0 escFlag
|
||||||
|
skip01
|
||||||
|
jsr WaitForKeyRelease
|
||||||
|
|
||||||
|
;clean
|
||||||
|
mva #3 di
|
||||||
|
mva #4 ResultY
|
||||||
|
@
|
||||||
|
mva #$ff plot4x4color
|
||||||
|
mwa #lineClear LineAddress4x4
|
||||||
|
jsr _sep_opty
|
||||||
|
dec di
|
||||||
|
bne @-
|
||||||
|
|
||||||
|
quit_areyousure
|
||||||
|
rts
|
||||||
|
.endp
|
||||||
|
|
||||||
|
.proc _sep_opty
|
||||||
|
mwa #((ScreenWidth/2)-(8*4)) LineXdraw ; centering
|
||||||
|
mva ResultY LineYdraw
|
||||||
|
jsr TypeLine4x4
|
||||||
|
adb ResultY #4 ;next line
|
||||||
|
rts
|
||||||
|
.endp
|
||||||
|
|
||||||
|
;--------------------------------
|
||||||
|
.proc DisplaySeppuku
|
||||||
|
;using 4x4 font
|
||||||
|
|
||||||
|
|
||||||
|
mva #20 fs ; temp, how many times blink the billboard
|
||||||
|
seppuku_loop
|
||||||
|
lda CONSOL ; turbo mode
|
||||||
|
and #%00000001 ; START KEY
|
||||||
|
sne:mva #1 fs ; finish it
|
||||||
|
|
||||||
|
mva #4 ResultY ; where seppuku text starts Y-wise on the screen
|
||||||
|
|
||||||
|
;top frame
|
||||||
|
mva ResultY LineYdraw
|
||||||
|
jsr TL4x4_top
|
||||||
|
adb ResultY #4 ;next line
|
||||||
|
|
||||||
|
;seppuku
|
||||||
|
mwa #seppukuText LineAddress4x4
|
||||||
|
jsr _sep_opty
|
||||||
|
|
||||||
|
;bottom frame
|
||||||
|
mva ResultY LineYdraw
|
||||||
|
jsr TL4x4_bottom ; just go
|
||||||
|
|
||||||
|
;clean seppuku
|
||||||
|
|
||||||
|
mva #3 di
|
||||||
|
;mva #4 ResultY
|
||||||
|
lda #4
|
||||||
|
sta ResultY
|
||||||
|
loplop ;@
|
||||||
|
mwa #lineClear LineAddress4x4
|
||||||
|
jsr _sep_opty
|
||||||
|
|
||||||
|
dec di
|
||||||
|
bne loplop ;@-
|
||||||
|
|
||||||
|
dec fs
|
||||||
|
jne seppuku_loop
|
||||||
|
|
||||||
|
quit_seppuku
|
||||||
|
rts
|
||||||
|
|
||||||
|
.endp
|
||||||
|
|
||||||
|
;--------------------------------------------------
|
||||||
.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 +2506,7 @@ 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 @+
|
||||||
|
|
||||||
@@ -2184,32 +2608,33 @@ ybarrel
|
|||||||
.proc PMoutofScreen
|
.proc PMoutofScreen
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
lda #$00 ; let all P/M disappear
|
lda #$00 ; let all P/M disappear
|
||||||
:8 sta hposp0+#
|
ldy #7
|
||||||
|
@ sta hposp0,y
|
||||||
|
dey
|
||||||
|
bpl @-
|
||||||
|
;:8 sta hposp0+# ; optimized... but Y!
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
.proc ColorsOfSprites
|
.proc ColorsOfSprites
|
||||||
lda TankColoursTable ; colours of sprites under tanks
|
ldy #3
|
||||||
sta PCOLR0
|
@ lda TankColoursTable,y ; colours of sprites under tanks
|
||||||
lda TankColoursTable+1
|
sta PCOLR0,y
|
||||||
sta PCOLR1
|
dey
|
||||||
lda TankColoursTable+2
|
bpl @-
|
||||||
sta PCOLR2
|
|
||||||
lda TankColoursTable+3
|
|
||||||
sta PCOLR3
|
|
||||||
LDA TankColoursTable+4
|
LDA TankColoursTable+4
|
||||||
STA COLOR3 ; joined missiles (5th tank)
|
STA COLOR3 ; joined missiles (5th tank)
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
.proc SetPMWidth
|
.proc SetPMWidth
|
||||||
|
lda #%01010101
|
||||||
|
sta sizem ; all missiles, double width
|
||||||
lda #$00
|
lda #$00
|
||||||
sta sizep0 ; P0-P3 widths
|
sta sizep0 ; P0-P3 widths
|
||||||
sta sizep0+1
|
sta sizep0+1
|
||||||
sta sizep0+2
|
sta sizep0+2
|
||||||
sta sizep0+3
|
sta sizep0+3
|
||||||
lda #%01010101
|
|
||||||
sta sizem ; all missiles, double width
|
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
|
|
||||||
|
|||||||
+267
@@ -0,0 +1,267 @@
|
|||||||
|
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
|
||||||
|
|
||||||
|
.IF *>0 ;this is a trick that prevents compiling this file alone
|
||||||
|
|
||||||
|
;--------------------------------------------------
|
||||||
|
.proc DLIinterruptGraph
|
||||||
|
pha
|
||||||
|
phy
|
||||||
|
ldy dliCounter
|
||||||
|
lda dliColorsBack,y
|
||||||
|
.IF TARGET = 800
|
||||||
|
nop ; necessary on 800 because DLIs take less time, jitter visible without it
|
||||||
|
nop
|
||||||
|
nop
|
||||||
|
.ENDIF
|
||||||
|
nop
|
||||||
|
nop
|
||||||
|
sta COLPF1
|
||||||
|
lda GradientNr
|
||||||
|
bne GoGradient
|
||||||
|
ldy #$ff ; one mauntain color
|
||||||
|
GoGradient
|
||||||
|
iny
|
||||||
|
lda (GradientColors),y ; mountains colors array
|
||||||
|
sta COLPF2
|
||||||
|
inc dliCounter
|
||||||
|
ply
|
||||||
|
pla
|
||||||
|
rti
|
||||||
|
.endp
|
||||||
|
;--------------------------------------------------
|
||||||
|
.proc DLIinterruptOptions
|
||||||
|
pha
|
||||||
|
phy
|
||||||
|
lda #0 ; background color
|
||||||
|
sta COLPF1
|
||||||
|
ldy GradientNr
|
||||||
|
beq @+
|
||||||
|
ldy #1
|
||||||
|
@ lda (GradientColors),y ; mountains colors array
|
||||||
|
sta COLPF2
|
||||||
|
ply
|
||||||
|
pla
|
||||||
|
rti
|
||||||
|
.endp
|
||||||
|
;--------------------------------------------------
|
||||||
|
.proc DLIinterruptGameOver
|
||||||
|
pha
|
||||||
|
phy
|
||||||
|
lda dliCounter
|
||||||
|
bne EndofPMG
|
||||||
|
lda #%00100001 ; playfield after P/M - prior=1
|
||||||
|
;STA WSYNC
|
||||||
|
sta PRIOR
|
||||||
|
bne EndOfDLI_GO
|
||||||
|
EndofPMG
|
||||||
|
cmp #1
|
||||||
|
bne ColoredLines
|
||||||
|
lda #%00100100 ; playfield before P/M
|
||||||
|
;STA WSYNC
|
||||||
|
sta PRIOR
|
||||||
|
bne EndOfDLI_GO
|
||||||
|
ColoredLines
|
||||||
|
cmp #9
|
||||||
|
beq CreditsScroll
|
||||||
|
tay
|
||||||
|
lda GameOverColoursTable-3,y ; -2 because this is DLI nr 2 and -1 (labels line)
|
||||||
|
ldy #$0a ; text colour (brightnes)
|
||||||
|
;STA WSYNC
|
||||||
|
sta COLPF2
|
||||||
|
sty COLPF1
|
||||||
|
bne EndOfDLI_GO
|
||||||
|
CreditsScroll
|
||||||
|
lda #$00
|
||||||
|
sta COLPF2
|
||||||
|
EndOfDLI_GO
|
||||||
|
inc dliCounter
|
||||||
|
ply
|
||||||
|
pla
|
||||||
|
rti
|
||||||
|
.endp
|
||||||
|
;--------------------------------------------------
|
||||||
|
.proc DLIinterruptText
|
||||||
|
pha
|
||||||
|
lda dliCounter
|
||||||
|
bne MoreBarsColorChange
|
||||||
|
lda #TextBackgroundColor
|
||||||
|
;sta WSYNC
|
||||||
|
sta COLPF2
|
||||||
|
mva #TextForegroundColor COLPF3
|
||||||
|
bne EndOfDLI_Text
|
||||||
|
MoreBarsColorChange
|
||||||
|
and #%00000001
|
||||||
|
rol
|
||||||
|
sta COLPF2
|
||||||
|
EndOfDLI_Text
|
||||||
|
inc dliCounter
|
||||||
|
pla
|
||||||
|
DLIinterruptNone
|
||||||
|
rti
|
||||||
|
|
||||||
|
.endp
|
||||||
|
;--------------------------------------------------
|
||||||
|
.proc VBLinterrupt
|
||||||
|
mva #0 dliCounter
|
||||||
|
mva #$02 DliColorBack
|
||||||
|
|
||||||
|
lda PAL
|
||||||
|
and #%00001110
|
||||||
|
beq itsPAL
|
||||||
|
;it is NTSC here
|
||||||
|
dec NTSCcounter
|
||||||
|
bne itsPAL
|
||||||
|
mva #6 NTSCcounter
|
||||||
|
bne SkippedIfNTSC ; skip doing VBL things each 6 frames in Amerika, Amerika
|
||||||
|
; We're all living in Amerika, Coca Cola, Wonderbra
|
||||||
|
|
||||||
|
itsPAL
|
||||||
|
; pressTimer is trigger tick counter. always 50 ticks / s
|
||||||
|
bit:smi:inc pressTimer ; timer halted if >127. max time measured 2.5 s
|
||||||
|
|
||||||
|
SkippedIfNTSC
|
||||||
|
|
||||||
|
bit RMT_blocked
|
||||||
|
bmi SkipRMTVBL
|
||||||
|
; ------- RMT -------
|
||||||
|
lda sfx_effect
|
||||||
|
bmi lab2
|
||||||
|
asl @ ; * 2
|
||||||
|
tay ;Y = 2,4,..,16 instrument number * 2 (0,2,4,..,126)
|
||||||
|
ldx #0 ;X = 0 channel (0..3 or 0..7 for stereo module)
|
||||||
|
lda #0 ;A = 0 note (0..60)
|
||||||
|
bit noSfx
|
||||||
|
smi:jsr RASTERMUSICTRACKER+15 ;RMT_SFX start tone (It works only if FEAT_SFX is enabled !!!)
|
||||||
|
|
||||||
|
lda #$ff
|
||||||
|
sta sfx_effect ;reinit value
|
||||||
|
lab2
|
||||||
|
jsr RASTERMUSICTRACKER+3 ;1 play
|
||||||
|
; ------- RMT -------
|
||||||
|
SkipRMTVBL
|
||||||
|
bit ScrollFlag
|
||||||
|
bpl EndOfCreditsVBI
|
||||||
|
CreditsVBI
|
||||||
|
inc CreditsVScrol
|
||||||
|
lda CreditsVScrol
|
||||||
|
cmp #32 ;not too fast
|
||||||
|
beq nextlinedisplay
|
||||||
|
:2 lsr ;not too fast
|
||||||
|
sta VSCROL
|
||||||
|
jmp EndOfCreditsVBI
|
||||||
|
nextlinedisplay
|
||||||
|
lda #0
|
||||||
|
sta CreditsVScrol
|
||||||
|
sta VSCROL
|
||||||
|
clc
|
||||||
|
lda DLCreditsAddr
|
||||||
|
adc #40
|
||||||
|
sta DLCreditsAddr
|
||||||
|
bcc @+
|
||||||
|
inc DLCreditsAddr+1
|
||||||
|
@
|
||||||
|
cmp #<CreditsLastLine
|
||||||
|
bne EndOfCreditsVBI
|
||||||
|
lda DLCreditsAddr+1
|
||||||
|
cmp #>CreditsLastLine
|
||||||
|
bne EndOfCreditsVBI
|
||||||
|
; adw DLCreditsAddr #40
|
||||||
|
; cpw DLCreditsAddr #CreditsLastLine
|
||||||
|
; bne EndOfCreditsVBI
|
||||||
|
mwa #Credits DLCreditsAddr
|
||||||
|
EndOfCreditsVBI
|
||||||
|
.IF TARGET = 5200
|
||||||
|
lda SkStatSimulator
|
||||||
|
bmi @+
|
||||||
|
inc SkStatSimulator
|
||||||
|
@
|
||||||
|
lda JoystickNumber ; select port
|
||||||
|
ora #%00000100 ; Speaker off, Pots enabled
|
||||||
|
sta CONSOL5200
|
||||||
|
|
||||||
|
center = 114 ;Read analog stick and make it look like a digital stick
|
||||||
|
threshold = 60
|
||||||
|
|
||||||
|
lda JoystickNumber
|
||||||
|
asl
|
||||||
|
tax
|
||||||
|
lda paddl0,x ;Read POT0 value (horizontal position)
|
||||||
|
cmp #center+threshold ;Compare with right threshold
|
||||||
|
rol stick0 ;Feed carry into digital stick value
|
||||||
|
cmp #center-threshold ;Compare with left threshold
|
||||||
|
rol stick0 ;Feed carry into digital stick value
|
||||||
|
|
||||||
|
lda paddl1,x ;Read POT1 value (vertical position)
|
||||||
|
cmp #center+threshold ;Compare with down threshold
|
||||||
|
rol stick0 ;Feed carry into digital stick value
|
||||||
|
cmp #center-threshold ;Compare with down threshold
|
||||||
|
rol stick0 ;Feed carry into digital stick value
|
||||||
|
|
||||||
|
lda stick0 ;0 indicates a press so the right/down values need to be inverted
|
||||||
|
eor #2+8
|
||||||
|
and #$0f
|
||||||
|
sta stick0
|
||||||
|
|
||||||
|
ldx JoystickNumber
|
||||||
|
; check shift key (5200 second fire button)
|
||||||
|
lda SKSTAT
|
||||||
|
:3 lsr ; third bit
|
||||||
|
and trig0,x ; and first button
|
||||||
|
;lda trig0,x
|
||||||
|
sta strig0 ;Move hardware to shadow
|
||||||
|
|
||||||
|
mva chbas chbase
|
||||||
|
|
||||||
|
lda skstat ;Reset consol key shadow is no key is pressed anymore
|
||||||
|
and #4
|
||||||
|
beq @+
|
||||||
|
mva #consol_reset consol
|
||||||
|
mva #@kbcode._none kbcode
|
||||||
|
@
|
||||||
|
|
||||||
|
pla
|
||||||
|
tay
|
||||||
|
pla
|
||||||
|
tax
|
||||||
|
pla
|
||||||
|
rti
|
||||||
|
.ELSE
|
||||||
|
; support for joysticks :)
|
||||||
|
ldx JoystickNumber
|
||||||
|
lda STICK0,x
|
||||||
|
sta STICK0
|
||||||
|
lda STRIG0,x
|
||||||
|
sta STRIG0
|
||||||
|
jmp XITVBV
|
||||||
|
.ENDIF
|
||||||
|
.endp
|
||||||
|
.IF TARGET = 5200
|
||||||
|
.proc kb_continue
|
||||||
|
sta kbcode ;Store key code in shadow.
|
||||||
|
mva #0 SkStatSimulator
|
||||||
|
exit pla
|
||||||
|
tay
|
||||||
|
pla
|
||||||
|
tax
|
||||||
|
pla
|
||||||
|
rti
|
||||||
|
.endp
|
||||||
|
.ENDIF
|
||||||
|
|
||||||
|
;--------------------------------------------------
|
||||||
|
.macro SetDLI
|
||||||
|
; SetDLI #WORD
|
||||||
|
; Initialises Display List Interrupts
|
||||||
|
LDY # <:1
|
||||||
|
LDX # >:1
|
||||||
|
jsr _SetDLIproc
|
||||||
|
.endm
|
||||||
|
.proc _SetDLIproc
|
||||||
|
LDA #$C0
|
||||||
|
STY VDSLST
|
||||||
|
STX VDSLST+1
|
||||||
|
STA NMIEN
|
||||||
|
rts
|
||||||
|
.endp
|
||||||
|
|
||||||
|
.ENDIF
|
||||||
+16
-15
@@ -74,23 +74,24 @@
|
|||||||
|
|
||||||
.ENDM
|
.ENDM
|
||||||
;-------------------------------------
|
;-------------------------------------
|
||||||
.MACRO WAIT
|
.MACRO WAIT
|
||||||
; 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
|
?ze LDA VCOUNT
|
||||||
cmp #$05
|
cmp #16 ; if line<16 then wait for line>15 (long VBI protection)
|
||||||
bcc ?zero
|
bcc ?ze
|
||||||
cmp #$70
|
sbc #10 ; last lines correction
|
||||||
bcc ?WA
|
?wa cmp VCOUNT
|
||||||
sbc #10 ; last lines correction
|
bcc ?wa
|
||||||
?WA cmp VCOUNT
|
?wf cmp VCOUNT
|
||||||
beq ?WA
|
bcs ?wf
|
||||||
bcc ?WA
|
.ENDM
|
||||||
?WFRAME cmp VCOUNT
|
;-------------------------------------
|
||||||
beq ?nowait
|
.macro waitRTC
|
||||||
bcs ?WFRAME
|
lda RTCLOK+1
|
||||||
?nowait
|
?wa cmp RTCLOK+1
|
||||||
.ENDM
|
beq ?wa
|
||||||
|
.endm
|
||||||
;-------------------------------------
|
;-------------------------------------
|
||||||
.macro negw
|
.macro negw
|
||||||
; negate the given word (0-a)
|
; negate the given word (0-a)
|
||||||
|
|||||||
+38
-15
@@ -51,6 +51,28 @@
|
|||||||
STX $0201
|
STX $0201
|
||||||
STA NMIEN
|
STA NMIEN
|
||||||
.ENDM
|
.ENDM
|
||||||
|
;-------------------------------------
|
||||||
|
.MACRO VDL
|
||||||
|
; VDL #WORD
|
||||||
|
; Changes Display List addres
|
||||||
|
; and sets width of the screen
|
||||||
|
; vdl dl,$01 - narrow screen (32 bytes)
|
||||||
|
; vdl dl,$02 - normal screen (40 bytes)
|
||||||
|
; vdl dl,$03 - wide screen (48 bytes)
|
||||||
|
; (works only with system interrupts ON)
|
||||||
|
|
||||||
|
.if %0=2
|
||||||
|
lda dmactls
|
||||||
|
and #$fc
|
||||||
|
ora #%2
|
||||||
|
sta dmactls
|
||||||
|
.endif
|
||||||
|
|
||||||
|
LDA # <%1
|
||||||
|
STA DLPTRS
|
||||||
|
LDA # >%1
|
||||||
|
STA DLPTRS+1
|
||||||
|
.ENDM
|
||||||
;-------------------------------------
|
;-------------------------------------
|
||||||
.MACRO halt
|
.MACRO halt
|
||||||
?stop
|
?stop
|
||||||
@@ -73,23 +95,24 @@
|
|||||||
PLA
|
PLA
|
||||||
.ENDM
|
.ENDM
|
||||||
;-------------------------------------
|
;-------------------------------------
|
||||||
.MACRO WAIT
|
.MACRO WAIT
|
||||||
; 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
|
?ze LDA VCOUNT
|
||||||
cmp #$05
|
cmp #16 ; if line<16 then wait for line>15 (long VBI protection)
|
||||||
bcc ?zero
|
bcc ?ze
|
||||||
cmp #$70
|
sbc #10 ; last lines correction
|
||||||
bcc ?WA
|
?wa cmp VCOUNT
|
||||||
sbc #10 ; last lines correction
|
bcc ?wa
|
||||||
?WA cmp VCOUNT
|
?wf cmp VCOUNT
|
||||||
beq ?WA
|
bcs ?wf
|
||||||
bcc ?WA
|
.ENDM
|
||||||
?WFRAME cmp VCOUNT
|
;-------------------------------------
|
||||||
beq ?nowait
|
.macro waitRTC
|
||||||
bcs ?WFRAME
|
lda RTCLOK+2
|
||||||
?nowait
|
?wa cmp RTCLOK+2
|
||||||
.ENDM
|
beq ?wa
|
||||||
|
.endm
|
||||||
;-------------------------------------
|
;-------------------------------------
|
||||||
.macro negw
|
.macro negw
|
||||||
; negate the given word (0-a)
|
; negate the given word (0-a)
|
||||||
|
|||||||
+316
-387
File diff suppressed because it is too large
Load Diff
BIN
Binary file not shown.
BIN
Binary file not shown.
+213
-489
File diff suppressed because it is too large
Load Diff
+14
-27
@@ -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)
|
||||||
@@ -159,13 +159,15 @@ 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
|
||||||
SecondTryFlag ; For precise AI aiming
|
SecondTryFlag ; For precise AI aiming
|
||||||
.DS 1
|
.DS 1
|
||||||
SpyHardFlag ; >$7f - run SpyHard after inventory
|
|
||||||
.DS 1
|
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
;Erase .DS 1 ; if 1 only mask of the character is printed
|
;Erase .DS 1 ; if 1 only mask of the character is printed
|
||||||
; on the graphics screen. if 0 character is printed normally
|
; on the graphics screen. if 0 character is printed normally
|
||||||
@@ -216,7 +218,7 @@ 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 +259,6 @@ 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 +280,7 @@ 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
|
||||||
@@ -340,17 +342,17 @@ LaserCoordinate .DS 8 ; 2,2,2,2
|
|||||||
; from $30 the defensive weapons begin
|
; from $30 the defensive weapons begin
|
||||||
TanksWeapons
|
TanksWeapons
|
||||||
TanksWeapon1
|
TanksWeapon1
|
||||||
.DS [last_defensive_____ - first_offensive____ +1]
|
.DS number_of_weapons
|
||||||
TanksWeapon2
|
TanksWeapon2
|
||||||
.DS [last_defensive_____ - first_offensive____ +1]
|
.DS number_of_weapons
|
||||||
TanksWeapon3
|
TanksWeapon3
|
||||||
.DS [last_defensive_____ - first_offensive____ +1]
|
.DS number_of_weapons
|
||||||
TanksWeapon4
|
TanksWeapon4
|
||||||
.DS [last_defensive_____ - first_offensive____ +1]
|
.DS number_of_weapons
|
||||||
TanksWeapon5
|
TanksWeapon5
|
||||||
.DS [last_defensive_____ - first_offensive____ +1]
|
.DS number_of_weapons
|
||||||
TanksWeapon6
|
TanksWeapon6
|
||||||
.DS [last_defensive_____ - first_offensive____ +1]
|
.DS number_of_weapons
|
||||||
|
|
||||||
mountaintable ;table of mountains (size=screenwidth)
|
mountaintable ;table of mountains (size=screenwidth)
|
||||||
.DS [screenwidth]
|
.DS [screenwidth]
|
||||||
@@ -360,10 +362,6 @@ 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 +378,6 @@ 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 +407,12 @@ 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
|
||||||
|
|||||||
+432
-308
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user