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+10
-3
@@ -24,11 +24,16 @@ On the first screen, you can configure gameplay options:
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|||||||
|
|
||||||
Select options with cursor keys or a joystick.
|
Select options with cursor keys or a joystick.
|
||||||
|
|
||||||
|
The [TAB] or [SELECT] key, and on the Atari 5200 console the [5] controller key change the color of the mountains.
|
||||||
|
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||||||
The [RETURN] key or a joystick button moves to the next screen.
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The [RETURN] key or a joystick button moves to the next screen.
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||||||
|
|
||||||
## 2. Entering the name of players and selecting the level of computer-controlled players
|
## 2. Entering the name of players and selecting the level of computer-controlled players
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||||||
|
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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). The [TAB] or [SELECT] key, and on the Atari 5200 console the [5] controller key allow you to choose which joystick port the player will use. At the same time, you can enter the name of the selected player from the keyboard.
|
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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||||||
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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.
|
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.
|
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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||||||
|
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||||||
@@ -47,6 +52,7 @@ 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,
|
||||||
@@ -61,7 +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. |
|
||||||
| [TAB] or [SELECT] | [5] | selection of offensive weapons (this option is not available directly with the joystick - you need to select Inventory) |
|
| [TAB] or [SELECT] | [5] | selection of offensive weapons (this option is not available directly with the joystick - you need to select Inventory). In the main menu it changes the mountain shading, indicated by the hill color change at the bottom of the screen. |
|
||||||
| [I] | [9] | or longer holding the joystick button - go to Inventory. It is a screen (actually two) with the same layout as the shopping menu, it also works similarly except that here you don't buy weapons, but choose one of the offensive ones to shoot or activate a defensive weapon. |
|
| [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. |
|
||||||
@@ -70,6 +76,7 @@ The keyboard controls here are simple, cursor keys or joystick: left/right - cha
|
|||||||
| [O] | [3] | end the current game and jump to the Game Over screen with a summary. The summary of the results does not take into account the current round of the game, but only the rounds completed earlier. This corresponds to pressing the [ESC] key with the difference that the summary and credits are displayed. |
|
| [O] | [3] | end the current game and jump to the Game Over screen with a summary. The summary of the results does not take into account the current round of the game, but only the rounds completed earlier. This corresponds to pressing the [ESC] key with the difference that the summary and credits are displayed. |
|
||||||
| [START] + [OPTION] | N/A | immediately force the end of the game (Game Over), just like [O] but without confirmation.
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| [START] + [OPTION] | N/A | immediately force the end of the game (Game Over), just like [O] but without confirmation.
|
||||||
| [ESC] | [*] | during the entire game at any time (unless the computer is playing, then sometimes you have to wait a while) you can press the [ESC] key, which allows you to abort the game and return to the beginning (of course, there is protection against accidental pressing). |
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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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|
||||||
## 5. Game mechanics - offensive weapons
|
## 5. Game mechanics - offensive weapons
|
||||||
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|
||||||
@@ -129,7 +136,7 @@ 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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||||||
|
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+10
-3
@@ -23,10 +23,15 @@ Na pierwszym ekranie możemy skonfigurować opcje rozgrywki:
|
|||||||
|
|
||||||
Wybór opcji klawiszami kursora lub joystickiem.
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Wybór opcji klawiszami kursora lub joystickiem.
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||||||
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|
||||||
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Klawisz [TAB] lub [SELECT], a na konsoli Atari 5200 klawisz [5] kontrolera zmieniają kolor gór.
|
||||||
|
|
||||||
Klawisz [RETURN] lub przycisk Joysticka przechodzi do następnego ekranu.
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Klawisz [RETURN] lub przycisk Joysticka przechodzi do następnego ekranu.
|
||||||
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|
||||||
## 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). Klawisz [TAB] lub [SELECT], a na konsoli Atari 5200 klawisz [5] kontrolera pozwalają wybrać z którego portu joysticka będzie korzystał gracz. Jednocześnie z klawiatury można wprowadzić nazwę wybranego gracza.
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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.
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||||||
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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].
|
||||||
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Jednocześnie z klawiatury można wprowadzić nazwę wybranego gracza.
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||||||
Po naciśnięciu klawisza [RETURN] lub krótkim naciśnięciu przycisku Joysticka ekran przechodzi na następnego gracza aż zostaną wybrane poziomy trudności dla wszystkich.
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Po naciśnięciu klawisza [RETURN] lub krótkim naciśnięciu przycisku Joysticka ekran przechodzi na następnego gracza aż zostaną wybrane poziomy trudności dla wszystkich.
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||||||
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.
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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.
|
||||||
|
|
||||||
@@ -46,6 +51,7 @@ Klawisz [RETURN] lub przycisk joysticka przechodzi do ekranu zakupów następneg
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|||||||
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|
||||||
W linii statusowej widoczna jest informacja o tym który z graczy aktualnie może oddać strzał oraz zestaw innych informacji:
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W linii statusowej widoczna jest informacja o tym który z graczy aktualnie może oddać strzał oraz zestaw innych informacji:
|
||||||
* nazwa czołgu gracza
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* nazwa czołgu gracza
|
||||||
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* 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
|
||||||
@@ -60,7 +66,7 @@ Tutaj klawiszologia jest prosta, klawisze kursora lub joystick: lewo/prawo - zmi
|
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| A800 | 5200 | funkcja |
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| A800 | 5200 | funkcja |
|
||||||
| --- | --- | --- |
|
| --- | --- | --- |
|
||||||
| [SPACJA] | [0] | lub przycisk joysticka naciśnięte krótko - oddanie strzału |
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| [SPACJA] | [0] | lub przycisk joysticka naciśnięte krótko - oddanie strzału |
|
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| [TAB] lub [SELECT] | [5] | wybór broni ofensywnej (ta opcja nie jest dostępna bezpośrednio joystickiem - trzeba wybrać Inventory) |
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| [TAB] lub [SELECT] | [5] | wybór broni ofensywnej (ta opcja nie jest dostępna bezpośrednio joystickiem - trzeba wybrać Inventory). W głównym menu zmienia cieniowanie gór, widoczne w kolorze górek na dole ekranu. |
|
||||||
| [I] | [9] | lub dłuższe przytrzymanie przycisku joysticka - przejście do Inventory (aktywacji broni). Inventory to ekran (a w zasadzie dwa) bliźniaczo podobny do ekranu zakupów. Zasady poruszania się są identyczne z tym, że tu nie kupujemy broni, ale wybieramy jedną z ofensywnych, którą będziemy strzelać lub aktywujemy broń defensywną. |
|
| [I] | [9] | lub dłuższe przytrzymanie przycisku joysticka - przejście do Inventory (aktywacji broni). Inventory to ekran (a w zasadzie dwa) bliźniaczo podobny do ekranu zakupów. Zasady poruszania się są identyczne z tym, że tu nie kupujemy broni, ale wybieramy jedną z ofensywnych, którą będziemy strzelać lub aktywujemy broń defensywną. |
|
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| [A] lub [OPTION] | [7] | bezpośrednie przejście na ekran Inventory aktywacji broni defensywnych. |
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| [A] lub [OPTION] | [7] | bezpośrednie przejście na ekran Inventory aktywacji broni defensywnych. |
|
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| [M] | [PAUSE] | wyłączenie/włączenie muzyki w tle |
|
| [M] | [PAUSE] | wyłączenie/włączenie muzyki w tle |
|
||||||
@@ -69,6 +75,7 @@ Tutaj klawiszologia jest prosta, klawisze kursora lub joystick: lewo/prawo - zmi
|
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| [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. |
|
||||||
| [ESC] | [*] | w czasie całej gry w dowolnym momencie (chyba że akurat gra komputer, wtedy czasem trzeba chwilę poczekać) można nacisnąć klawisz [ESC], który umożliwia przerwanie gry i powrót na początek (oczywiście jest zabezpieczenie przed przypadkowym naciśnięciem). |
|
| [ESC] | [*] | w czasie całej gry w dowolnym momencie (chyba że akurat gra komputer, wtedy czasem trzeba chwilę poczekać) można nacisnąć klawisz [ESC], który umożliwia przerwanie gry i powrót na początek (oczywiście jest zabezpieczenie przed przypadkowym naciśnięciem). |
|
||||||
|
| [Y] | [1] | w przypadku pytania o przerwanie lub zakończenie gry - potwierdzenie decyzji |
|
||||||
|
|
||||||
## 5. Zasady gry - bronie ofensywne
|
## 5. Zasady gry - bronie ofensywne
|
||||||
|
|
||||||
@@ -128,7 +135,7 @@ 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) |
|
||||||
|
|||||||
@@ -51,6 +51,18 @@ With the advent of [fujinet](https://fujinet.online/) we are thinking about maki
|
|||||||
|
|
||||||
## Changelog:
|
## Changelog:
|
||||||
|
|
||||||
|
###### Version 1.21
|
||||||
|
2022-12-10
|
||||||
|
|
||||||
|
We couldn't resist! This is the Senior Executive Director's Cut.
|
||||||
|
By virtue of byte misering we squeezed in a few new features:
|
||||||
|
* new selectable tank shapes - change the controller enough times to get a different tank model
|
||||||
|
* lonely bad pixel after Liquid Dirt fixed
|
||||||
|
* mountain colors (or shades) possible, switch with [Tab] in the main menu
|
||||||
|
* active controller number display in the game, store, and inventory screens
|
||||||
|
* a very special terminator mode for Moron
|
||||||
|
|
||||||
|
|
||||||
###### Version 1.20
|
###### Version 1.20
|
||||||
2022-11-23
|
2022-11-23
|
||||||
|
|
||||||
|
|||||||
@@ -22,8 +22,9 @@
|
|||||||
pha
|
pha
|
||||||
lda AIRoutines,y
|
lda AIRoutines,y
|
||||||
pha
|
pha
|
||||||
jsr PrepareAIShoot
|
; it's no necessary - PrepareAIShoot is next proc :)
|
||||||
rts
|
; jsr PrepareAIShoot
|
||||||
|
; rts
|
||||||
.endp
|
.endp
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
.proc PrepareAIShoot
|
.proc PrepareAIShoot
|
||||||
@@ -81,7 +82,10 @@ AIRoutines
|
|||||||
mwa #80 RandBoundaryLow
|
mwa #80 RandBoundaryLow
|
||||||
mwa #800 RandBoundaryHigh
|
mwa #800 RandBoundaryHigh
|
||||||
jsr RandomizeForce
|
jsr RandomizeForce
|
||||||
rts
|
; choose the best weapon
|
||||||
|
ldy #ind_Buy_me_________+1 ; if the cheat is active it will fire the BFG :)
|
||||||
|
jmp ChooseBestOffensive.NotFromAll
|
||||||
|
;rts
|
||||||
.endp
|
.endp
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
.proc Shooter
|
.proc Shooter
|
||||||
@@ -155,8 +159,8 @@ endo
|
|||||||
|
|
||||||
; choose the best weapon
|
; choose the best weapon
|
||||||
|
|
||||||
jsr ChooseBestOffensive
|
jmp ChooseBestOffensive
|
||||||
rts
|
;rts
|
||||||
.endp
|
.endp
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
.proc Poolshark
|
.proc Poolshark
|
||||||
@@ -196,9 +200,7 @@ forceNow
|
|||||||
ldx TankNr
|
ldx TankNr
|
||||||
jsr RandomizeForce
|
jsr RandomizeForce
|
||||||
|
|
||||||
endo
|
endo
|
||||||
;ldx TankNr ;this is possibly not necessary
|
|
||||||
|
|
||||||
; choose the best weapon
|
; choose the best weapon
|
||||||
|
|
||||||
jsr ChooseBestOffensive
|
jsr ChooseBestOffensive
|
||||||
@@ -1026,7 +1028,7 @@ 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
|
||||||
|
|||||||
Binary file not shown.
Binary file not shown.
+9
-1
@@ -59,6 +59,9 @@ areYouSureText
|
|||||||
lineClear
|
lineClear
|
||||||
dta d" "
|
dta d" "
|
||||||
|
|
||||||
|
TankColoursTable .BYTE $58,$2a,$96,$ca,$7a,$ed
|
||||||
|
;TankStatusColoursTable .BYTE $54,$24,$92,$c4,$74,$e4 ; standard order
|
||||||
|
TankStatusColoursTable .BYTE $74,$c4,$24,$e4,$54,$94 ; Adam's order
|
||||||
;-----------
|
;-----------
|
||||||
pmtableL ; addressess of the P/M memory for 6 tanks
|
pmtableL ; addressess of the P/M memory for 6 tanks
|
||||||
.by <(pmgraph+$400)
|
.by <(pmgraph+$400)
|
||||||
@@ -208,7 +211,12 @@ 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________
|
||||||
|
|||||||
+5
-6
@@ -2,17 +2,16 @@
|
|||||||
|
|
||||||
.IF *>0 ;this is a trick that prevents compiling this file alone
|
.IF *>0 ;this is a trick that prevents compiling this file alone
|
||||||
|
|
||||||
TankColoursTable .BYTE $58,$2a,$96,$ca,$7a,$ed
|
|
||||||
;TankStatusColoursTable .BYTE $54,$24,$92,$c4,$74,$e4 ; standard order
|
|
||||||
;TanksPMOrder .BYTE 4,3,1,5,0,2 ; 0-3 = P0-P3 , 4 = M0+M1 , 5 = M2+M3
|
;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
|
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
|
dliColorsBack
|
||||||
:10 .by $02,$00
|
:10 .by $02,$00
|
||||||
dliColorsFore
|
dliColorsFore
|
||||||
.by $0a
|
.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)
|
CashOptionL ;(one zero less than on the screen)
|
||||||
.by 0,<200,<800,<1200,<2000
|
.by 0,<200,<800,<1200,<2000
|
||||||
CashOptionH
|
CashOptionH
|
||||||
|
|||||||
+2
-1
@@ -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
|
||||||
|
|||||||
@@ -29,9 +29,9 @@ OptionsScreenEnd
|
|||||||
|
|
||||||
;-----------------------------------------------
|
;-----------------------------------------------
|
||||||
NameScreen2
|
NameScreen2
|
||||||
dta d" Tank 1 * 1 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 :)
|
||||||
|
|||||||
+23
-14
@@ -102,7 +102,16 @@ EmptyLine
|
|||||||
dta d" "
|
dta d" "
|
||||||
;---------------------------------------------------
|
;---------------------------------------------------
|
||||||
OptionsTitle
|
OptionsTitle
|
||||||
|
.IF TARGET = 800
|
||||||
dta d" scorch "*
|
dta d" scorch "*
|
||||||
|
.ELIF TARGET = 5200
|
||||||
|
dta d" scorch supersystem "*
|
||||||
|
; dta d" scorch "*
|
||||||
|
; dta d"5"
|
||||||
|
; dta d"k"*
|
||||||
|
; dta d"2"
|
||||||
|
; dta d" "*
|
||||||
|
.ENDIF
|
||||||
DifficultyTitle
|
DifficultyTitle
|
||||||
dta d" difficulty "*
|
dta d" difficulty "*
|
||||||
PurchaseTitle
|
PurchaseTitle
|
||||||
@@ -127,36 +136,36 @@ dl ; MAIN game display list
|
|||||||
.byte $4f
|
.byte $4f
|
||||||
.word display ; 1 line
|
.word display ; 1 line
|
||||||
:76 .by $0f ;76
|
:76 .by $0f ;76
|
||||||
.by $0f+$80 ; DLI (black bar) ;2
|
.by $0f+$80,$0f ; DLI (black bar) ;3
|
||||||
.by $0f+$80 ; DLI
|
.by $0f+$80 ; DLI
|
||||||
:13 .by $0f ;13
|
:12 .by $0f ;12
|
||||||
.by $0f+$80 ; DLI (black bar) ;2
|
.by $0f+$80,$0f ; DLI (black bar) ;3
|
||||||
.by $0f+$80 ; DLI
|
.by $0f+$80 ; DLI
|
||||||
:8 .by $0f ;8
|
:7 .by $0f ;7
|
||||||
.by $4f ;1
|
.by $4f ;1
|
||||||
.wo display+$0ff0
|
.wo display+$0ff0
|
||||||
:2 .by $0f ;2
|
:2 .by $0f ;2
|
||||||
.by $0f+$80 ; DLI (black bar) ;2
|
.by $0f+$80,$0f ; DLI (black bar) ;3
|
||||||
.by $0f+$80 ; DLI
|
|
||||||
:9 .by $0f ;9
|
|
||||||
.by $0f+$80 ; DLI (black bar) ;2
|
|
||||||
.by $0f+$80 ; DLI
|
.by $0f+$80 ; DLI
|
||||||
:8 .by $0f ;8
|
:8 .by $0f ;8
|
||||||
.by $0f+$80 ; DLI (black bar) ;2
|
.by $0f+$80,$0f ; DLI (black bar) ;3
|
||||||
.by $0f+$80 ; DLI
|
.by $0f+$80 ; DLI
|
||||||
:7 .by $0f ;7
|
:7 .by $0f ;7
|
||||||
.by $0f+$80 ; DLI (black bar) ;2
|
.by $0f+$80,$0f ; DLI (black bar) ;3
|
||||||
.by $0f+$80 ; DLI
|
.by $0f+$80 ; DLI
|
||||||
:6 .by $0f ;6
|
:6 .by $0f ;6
|
||||||
.by $0f+$80 ; DLI (black bar) ;2
|
.by $0f+$80,$0f ; DLI (black bar) ;3
|
||||||
.by $0f+$80 ; DLI
|
.by $0f+$80 ; DLI
|
||||||
:5 .by $0f ;5
|
:5 .by $0f ;5
|
||||||
.by $0f+$80 ; DLI (black bar) ;2
|
.by $0f+$80,$0f ; DLI (black bar) ;3
|
||||||
.by $0f+$80 ; DLI
|
.by $0f+$80 ; DLI
|
||||||
:4 .by $0f ;4
|
:4 .by $0f ;4
|
||||||
.by $0f+$80 ; DLI (black bar) ;2
|
.by $0f+$80,$0f ; DLI (black bar) ;3
|
||||||
.by $0f+$80 ; DLI
|
.by $0f+$80 ; DLI
|
||||||
:3 .by $0f ;3
|
:3 .by $0f ;3
|
||||||
|
.by $0f+$80,$0f ; DLI (black bar) ;3
|
||||||
|
.by $0f+$80 ; DLI
|
||||||
|
:2 .by $0f ;2
|
||||||
.by $0f+$80 ; DLI (black to end);1
|
.by $0f+$80 ; DLI (black to end);1
|
||||||
:38 .byte $0f ;35 ..... = 200
|
:38 .byte $0f ;35 ..... = 200
|
||||||
.by $4f
|
.by $4f
|
||||||
@@ -178,7 +187,7 @@ OptionsDL
|
|||||||
:maxOptions-1 .by $02,$10
|
:maxOptions-1 .by $02,$10
|
||||||
:(9-maxOptions) .by $70,$10
|
:(9-maxOptions) .by $70,$10
|
||||||
.byte $80
|
.byte $80
|
||||||
.byte $70 ; to match moved sprites
|
.byte $60 ; to match moved sprites
|
||||||
.byte $4f
|
.byte $4f
|
||||||
.word (display+140*40)
|
.word (display+140*40)
|
||||||
:21 .by $0f ;76
|
:21 .by $0f ;76
|
||||||
|
|||||||
+1
-1
@@ -4,7 +4,7 @@
|
|||||||
|
|
||||||
statusBuffer
|
statusBuffer
|
||||||
; 0123456789012345678901234567890123456789
|
; 0123456789012345678901234567890123456789
|
||||||
dta d"Player: "
|
dta d"Player: * "
|
||||||
dta d"Energy: Angle: Force: "
|
dta d"Energy: Angle: Force: "
|
||||||
dta d"Round: Wind: "
|
dta d"Round: Wind: "
|
||||||
|
|
||||||
|
|||||||
+9
-3
@@ -638,8 +638,10 @@ No6thTankHide
|
|||||||
jmp DoNotDrawTankNr
|
jmp DoNotDrawTankNr
|
||||||
SkipHidingPM
|
SkipHidingPM
|
||||||
|
|
||||||
|
lda TankShape,x
|
||||||
|
tax
|
||||||
ldy TankShapesTable,x
|
ldy TankShapesTable,x
|
||||||
|
ldx TankNr
|
||||||
lda AngleTable,x
|
lda AngleTable,x
|
||||||
cmp #91 ; left or right tank shape
|
cmp #91 ; left or right tank shape
|
||||||
bcs LeftTank
|
bcs LeftTank
|
||||||
@@ -1360,6 +1362,9 @@ NoClearTanks
|
|||||||
adw RangeLeft #mountaintable temp
|
adw RangeLeft #mountaintable temp
|
||||||
adw RangeLeft #mountaintable2 tempor2
|
adw RangeLeft #mountaintable2 tempor2
|
||||||
|
|
||||||
|
cpw xdraw RangeRight
|
||||||
|
jcs NothingToFall
|
||||||
|
|
||||||
NextColumn1
|
NextColumn1
|
||||||
mwa #0 ydraw
|
mwa #0 ydraw
|
||||||
NextPoint1
|
NextPoint1
|
||||||
@@ -1448,6 +1453,7 @@ ColumnIsReady
|
|||||||
jeq MainFallout2
|
jeq MainFallout2
|
||||||
; now correct heights are in the mountaintable
|
; now correct heights are in the mountaintable
|
||||||
sta color ; Pozor! :) we know - now A=1
|
sta color ; Pozor! :) we know - now A=1
|
||||||
|
NothingToFall
|
||||||
mva #sfx_silencer sfx_effect
|
mva #sfx_silencer sfx_effect
|
||||||
jsr DrawTanks
|
jsr DrawTanks
|
||||||
rts
|
rts
|
||||||
@@ -2203,13 +2209,13 @@ ybarrel
|
|||||||
.endp
|
.endp
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
.proc SetPMWidth
|
.proc SetPMWidth
|
||||||
|
lda #%01010101
|
||||||
|
sta sizem ; all missiles, double width
|
||||||
lda #$00
|
lda #$00
|
||||||
sta sizep0 ; P0-P3 widths
|
sta sizep0 ; P0-P3 widths
|
||||||
sta sizep0+1
|
sta sizep0+1
|
||||||
sta sizep0+2
|
sta sizep0+2
|
||||||
sta sizep0+3
|
sta sizep0+3
|
||||||
lda #%01010101
|
|
||||||
sta sizem ; all missiles, double width
|
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
|
|
||||||
|
|||||||
+46
-27
@@ -15,7 +15,7 @@
|
|||||||
|
|
||||||
;---------------------------------------------------
|
;---------------------------------------------------
|
||||||
.macro build
|
.macro build
|
||||||
dta d"1.20" ; number of this build (4 bytes)
|
dta d"1.21" ; number of this build (4 bytes)
|
||||||
.endm
|
.endm
|
||||||
|
|
||||||
.macro RMTSong
|
.macro RMTSong
|
||||||
@@ -26,8 +26,9 @@
|
|||||||
;---------------------------------------------------
|
;---------------------------------------------------
|
||||||
icl 'definitions.asm'
|
icl 'definitions.asm'
|
||||||
;---------------------------------------------------
|
;---------------------------------------------------
|
||||||
FirstZpageVariable = $61
|
FirstZpageVariable = $60
|
||||||
.zpvar DliColorBack .byte = FirstZpageVariable
|
.zpvar DliColorBack .byte = FirstZpageVariable
|
||||||
|
.zpvar Gradient .byte
|
||||||
.zpvar JoystickNumber .byte
|
.zpvar JoystickNumber .byte
|
||||||
.zpvar xdraw .word ;= $64 ;variable X for plot
|
.zpvar xdraw .word ;= $64 ;variable X for plot
|
||||||
.zpvar ydraw .word ;variable Y for plot (like in Atari Basic - Y=0 in upper right corner of the screen)
|
.zpvar ydraw .word ;variable Y for plot (like in Atari Basic - Y=0 in upper right corner of the screen)
|
||||||
@@ -171,6 +172,7 @@ FirstZpageVariable = $61
|
|||||||
_del = $fc ;$0c ;not used in 5200
|
_del = $fc ;$0c ;not used in 5200
|
||||||
_M = $0d
|
_M = $0d
|
||||||
_S = $0e
|
_S = $0e
|
||||||
|
_atari = $fd ; not used in 5200
|
||||||
_none = $0f
|
_none = $0f
|
||||||
|
|
||||||
.ende */
|
.ende */
|
||||||
@@ -333,10 +335,7 @@ MainGameLoop
|
|||||||
|
|
||||||
jsr CallPurchaseForEveryTank
|
jsr CallPurchaseForEveryTank
|
||||||
mva #0 SpyHardFlag
|
mva #0 SpyHardFlag
|
||||||
|
|
||||||
; issue #72 (glitches when switches)
|
|
||||||
jsr MakeDarkScreen
|
jsr MakeDarkScreen
|
||||||
|
|
||||||
bit escFlag
|
bit escFlag
|
||||||
bmi START
|
bmi START
|
||||||
|
|
||||||
@@ -349,14 +348,14 @@ MainGameLoop
|
|||||||
bmi START
|
bmi START
|
||||||
jvs GoGameOver
|
jvs GoGameOver
|
||||||
|
|
||||||
mva #0 TankNr ;
|
|
||||||
|
|
||||||
jsr SortSequence
|
jsr SortSequence
|
||||||
|
|
||||||
|
mva #0 TankNr ;
|
||||||
|
sta COLBAKS ; set background color to black
|
||||||
|
sta JoystickNumber ; set joystick port for player
|
||||||
|
|
||||||
; Hide all (easier than hide last ;) ) tanks
|
; Hide all (easier than hide last ;) ) tanks
|
||||||
jsr cleartanks ; A=0
|
jsr cleartanks ; A=0
|
||||||
sta COLBAKS ; set background color to black
|
|
||||||
sta JoystickNumber ; set joystick port for player
|
|
||||||
|
|
||||||
; here gains and losses should be displayed (dollars)
|
; here gains and losses should be displayed (dollars)
|
||||||
; finally we have changed our minds and money of players
|
; finally we have changed our minds and money of players
|
||||||
@@ -369,6 +368,7 @@ MainGameLoop
|
|||||||
jsr DisplayResults
|
jsr DisplayResults
|
||||||
|
|
||||||
jsr DemoModeOrKey
|
jsr DemoModeOrKey
|
||||||
|
jsr MakeDarkScreen
|
||||||
|
|
||||||
ldx NumberOfPlayers
|
ldx NumberOfPlayers
|
||||||
dex
|
dex
|
||||||
@@ -462,13 +462,10 @@ eskipzeroing
|
|||||||
lda GameIsOver
|
lda GameIsOver
|
||||||
beq NoGameOverYet
|
beq NoGameOverYet
|
||||||
GoGameOver
|
GoGameOver
|
||||||
jsr MakeDarkScreen
|
|
||||||
jsr GameOverScreen
|
jsr GameOverScreen
|
||||||
jmp START
|
jmp START
|
||||||
NoGameOverYet
|
NoGameOverYet
|
||||||
inc CurrentRoundNr
|
inc CurrentRoundNr
|
||||||
jsr MakeDarkScreen ; issue #72
|
|
||||||
; jsr RmtSongSelect ; ?????
|
|
||||||
mva #sfx_silencer sfx_effect
|
mva #sfx_silencer sfx_effect
|
||||||
|
|
||||||
jmp MainGameLoop
|
jmp MainGameLoop
|
||||||
@@ -486,7 +483,7 @@ NoGameOverYet
|
|||||||
|
|
||||||
RmtSong song_ingame
|
RmtSong song_ingame
|
||||||
|
|
||||||
jsr SetPMWidth
|
jsr SetPMWidth ; A=0
|
||||||
lda #0
|
lda #0
|
||||||
sta AfterBFGflag ; reset BFG flag
|
sta AfterBFGflag ; reset BFG flag
|
||||||
sta COLOR2 ; status line "off"
|
sta COLOR2 ; status line "off"
|
||||||
@@ -1109,6 +1106,15 @@ deletePtr = temp
|
|||||||
cpw deletePtr #variablesEnd
|
cpw deletePtr #variablesEnd
|
||||||
bne @-
|
bne @-
|
||||||
|
|
||||||
|
; ser initial shapes for each tank (tanks 0-5 has shape 0 now)
|
||||||
|
ldy #1
|
||||||
|
sty TankShape+1
|
||||||
|
sty TankShape+4
|
||||||
|
iny
|
||||||
|
sty TankShape+2
|
||||||
|
sty TankShape+5
|
||||||
|
|
||||||
|
|
||||||
mwa #1024 RandBoundaryHigh
|
mwa #1024 RandBoundaryHigh
|
||||||
mva #$ff LastWeapon
|
mva #$ff LastWeapon
|
||||||
sta HowMuchToFall
|
sta HowMuchToFall
|
||||||
@@ -1168,29 +1174,35 @@ MakeTanksVisible
|
|||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
/* .proc DLIinterruptGraph
|
.proc DLIinterruptGraph
|
||||||
;sta dliA
|
;sta dliA
|
||||||
;sty dliY
|
;sty dliY
|
||||||
pha
|
pha
|
||||||
phy
|
phy
|
||||||
ldy dliCounter
|
ldy dliCounter
|
||||||
lda dliColorsBack,y
|
lda dliColorsBack,y
|
||||||
ldy dliColorsFore
|
bit Gradient
|
||||||
|
bmi GoGradient
|
||||||
|
ldy #$ff
|
||||||
|
GoGradient
|
||||||
|
iny
|
||||||
.IF TARGET = 800
|
.IF TARGET = 800
|
||||||
nop ; necessary on 800 because DLIs take less time, jitter visible without it
|
nop ; necessary on 800 because DLIs take less time, jitter visible without it
|
||||||
nop
|
; nop
|
||||||
.ENDIF
|
.ENDIF
|
||||||
sta COLPF1
|
sta COLPF1
|
||||||
sty COLPF2
|
lda dliColorsFore,y ; mountains colors array
|
||||||
|
; lda dliColorsFore ; one mauntain color
|
||||||
|
sta COLPF2
|
||||||
inc dliCounter
|
inc dliCounter
|
||||||
;ldy dliY
|
;ldy dliY
|
||||||
;lda dliA
|
;lda dliA
|
||||||
ply
|
ply
|
||||||
pla
|
pla
|
||||||
rti
|
rti
|
||||||
.endp */
|
.endp
|
||||||
|
|
||||||
.proc DLIinterruptGraph
|
/* .proc DLIinterruptGraph
|
||||||
pha
|
pha
|
||||||
lda dliColorsFore
|
lda dliColorsFore
|
||||||
nop
|
nop
|
||||||
@@ -1208,7 +1220,7 @@ MakeTanksVisible
|
|||||||
sta DliColorBack
|
sta DliColorBack
|
||||||
pla
|
pla
|
||||||
rti
|
rti
|
||||||
.endp
|
.endp */
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
.proc DLIinterruptOptions
|
.proc DLIinterruptOptions
|
||||||
;sta dliA
|
;sta dliA
|
||||||
@@ -1217,8 +1229,11 @@ MakeTanksVisible
|
|||||||
; lda dliColorsBack
|
; lda dliColorsBack
|
||||||
lda #0
|
lda #0
|
||||||
sta COLPF1
|
sta COLPF1
|
||||||
|
lda dliColorsFore+1
|
||||||
|
bit Gradient
|
||||||
|
bmi @+
|
||||||
lda dliColorsFore
|
lda dliColorsFore
|
||||||
sta COLPF2
|
@ sta COLPF2
|
||||||
pla
|
pla
|
||||||
rti
|
rti
|
||||||
.endp
|
.endp
|
||||||
@@ -1730,14 +1745,20 @@ notpressedJoyGetKey
|
|||||||
;fire
|
;fire
|
||||||
lda STRIG0
|
lda STRIG0
|
||||||
beq JoyButton
|
beq JoyButton
|
||||||
.IF TARGET = 800 ; Select key only on A800
|
.IF TARGET = 800 ; Select and Option key only on A800
|
||||||
bne checkSelectKey
|
bne checkSelectKey
|
||||||
checkSelectKey
|
checkSelectKey
|
||||||
lda CONSOL
|
lda CONSOL
|
||||||
and #%00000010
|
and #%00000010 ; Select
|
||||||
|
beq SelectPressed
|
||||||
|
lda CONSOL
|
||||||
|
and #%00000100 ; Option
|
||||||
.ENDIF
|
.ENDIF
|
||||||
bne @-
|
bne @-
|
||||||
OptionPressed
|
OptionPressed
|
||||||
|
lda #@kbcode._atari ; Option key
|
||||||
|
bne getkeyend
|
||||||
|
SelectPressed
|
||||||
lda #@kbcode._tab ; Select key
|
lda #@kbcode._tab ; Select key
|
||||||
bne getkeyend
|
bne getkeyend
|
||||||
JoyButton
|
JoyButton
|
||||||
@@ -1956,7 +1977,7 @@ noingame
|
|||||||
icl 'artwork/talk.asm'
|
icl 'artwork/talk.asm'
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
TankFont
|
TankFont
|
||||||
ins 'artwork/tanksv3.fnt',+0,352 ; 44 characters only
|
ins 'artwork/tanksv3.fnt',+0,384 ; 48 characters only
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
font4x4
|
font4x4
|
||||||
ins 'artwork/font4x4s.bmp',+62
|
ins 'artwork/font4x4s.bmp',+62
|
||||||
@@ -2048,9 +2069,7 @@ MODULEND
|
|||||||
.ENDIF
|
.ENDIF
|
||||||
org ROM_SETTINGS ; 5200 ROM settings address $bfe8
|
org ROM_SETTINGS ; 5200 ROM settings address $bfe8
|
||||||
; "01234567890123456789"
|
; "01234567890123456789"
|
||||||
.byte " scorch 5200 v" ;20 characters title
|
.byte " scorch supersystem " ;20 characters title
|
||||||
build ; " "
|
|
||||||
.byte " "
|
|
||||||
.byte "7A" ;2 characters year .. 1900 + $7A = 2020
|
.byte "7A" ;2 characters year .. 1900 + $7A = 2020
|
||||||
.word FirstSTART
|
.word FirstSTART
|
||||||
.ELSE
|
.ELSE
|
||||||
|
|||||||
BIN
Binary file not shown.
BIN
Binary file not shown.
+52
-18
@@ -110,7 +110,14 @@ OptionsNoRight
|
|||||||
cmp #@kbcode._ret ; $c ;Return key
|
cmp #@kbcode._ret ; $c ;Return key
|
||||||
bne OptionsNoReturn
|
bne OptionsNoReturn
|
||||||
jmp OptionsFinished
|
jmp OptionsFinished
|
||||||
|
|
||||||
OptionsNoReturn
|
OptionsNoReturn
|
||||||
|
cmp #@kbcode._tab ; Tab key
|
||||||
|
bne OptionsNoTab
|
||||||
|
lda Gradient
|
||||||
|
eor #$80
|
||||||
|
sta Gradient
|
||||||
|
OptionsNoTab
|
||||||
jmp OptionsMainLoop
|
jmp OptionsMainLoop
|
||||||
|
|
||||||
OptionsFinished
|
OptionsFinished
|
||||||
@@ -322,11 +329,16 @@ GoToActivation
|
|||||||
tax
|
tax
|
||||||
NextChar03
|
NextChar03
|
||||||
lda tanksnames,x
|
lda tanksnames,x
|
||||||
sta purchaseTextBuffer+8,y
|
sta purchaseTextBuffer+7,y
|
||||||
inx
|
inx
|
||||||
iny
|
iny
|
||||||
cpy #$08
|
cpy #$08
|
||||||
bne NextChar03
|
bne NextChar03
|
||||||
|
; displaying number of active controller port
|
||||||
|
ldy JoystickNumber
|
||||||
|
lda digits+1,y
|
||||||
|
sta purchaseTextBuffer+17
|
||||||
|
|
||||||
; and we display cash of the given player
|
; and we display cash of the given player
|
||||||
|
|
||||||
; here we must jump in after each purchase
|
; here we must jump in after each purchase
|
||||||
@@ -1120,7 +1132,6 @@ NoArrowDown
|
|||||||
sta difficultyLevel
|
sta difficultyLevel
|
||||||
lda digits+1,x
|
lda digits+1,x
|
||||||
sta NameScreen2+7
|
sta NameScreen2+7
|
||||||
jsr HighlightLevel ; setting choosen level of the opponent (Moron, etc)
|
|
||||||
|
|
||||||
; clear tank name editor field - not necessary
|
; clear tank name editor field - not necessary
|
||||||
; ldx #8
|
; ldx #8
|
||||||
@@ -1154,17 +1165,18 @@ LastNameChar
|
|||||||
beq @+
|
beq @+
|
||||||
iny
|
iny
|
||||||
@ sty PositionInName
|
@ sty PositionInName
|
||||||
; lda NameAdr,y
|
|
||||||
; ora #$80 ; place cursor on the end
|
|
||||||
; sta NameAdr,y
|
|
||||||
|
|
||||||
|
|
||||||
CheckKeys
|
CheckKeys
|
||||||
|
jsr HighlightLevel ; setting choosen level of the opponent (Moron, etc)
|
||||||
ldx TankNr
|
ldx TankNr
|
||||||
lda JoyNumber,x
|
lda JoyNumber,x
|
||||||
tax
|
tay
|
||||||
lda digits+1,x
|
lda digits+1,y
|
||||||
sta NameScreen2+12
|
sta NameScreen2+11 ; display joystick port number
|
||||||
|
lda TankShape,x
|
||||||
|
tay
|
||||||
|
lda digits+1,y
|
||||||
|
sta NameScreen2+15 ; display tank shape number
|
||||||
jsr CursorDisplay
|
jsr CursorDisplay
|
||||||
jsr getkey
|
jsr getkey
|
||||||
bit escFlag
|
bit escFlag
|
||||||
@@ -1204,6 +1216,8 @@ CheckFurtherX01 ; here we check Tab, Return and Del
|
|||||||
beq ChangeOfLevel3Up
|
beq ChangeOfLevel3Up
|
||||||
cmp #@kbcode._up ; $e ;cursor up
|
cmp #@kbcode._up ; $e ;cursor up
|
||||||
beq ChangeOfLevel3Down
|
beq ChangeOfLevel3Down
|
||||||
|
cmp #@kbcode._atari ; atari (inverse) key
|
||||||
|
jeq ChangeOfShapeUp
|
||||||
|
|
||||||
cmp #@kbcode._del ; $34 ; Backspace (del)
|
cmp #@kbcode._del ; $34 ; Backspace (del)
|
||||||
bne CheckKeys
|
bne CheckKeys
|
||||||
@@ -1223,20 +1237,24 @@ FirstChar
|
|||||||
lda #0
|
lda #0
|
||||||
sta NameAdr,x
|
sta NameAdr,x
|
||||||
jmp CheckKeys
|
jmp CheckKeys
|
||||||
|
;----
|
||||||
ChangeOfJoyUp
|
ChangeOfJoyUp
|
||||||
ldx TankNr
|
ldx TankNr
|
||||||
inc JoyNumber,x
|
inc JoyNumber,x
|
||||||
lda JoyNumber,x
|
lda JoyNumber,x
|
||||||
and #%00000011 ; max 4 joysticks
|
and #%00000011 ; max 4 joysticks
|
||||||
sta JoyNumber,x
|
sta JoyNumber,x
|
||||||
|
.IF TARGET = 5200
|
||||||
|
beq ChangeOfShapeUp ; change tank shape
|
||||||
|
.ENDIF
|
||||||
jmp CheckKeys
|
jmp CheckKeys
|
||||||
|
;----
|
||||||
ChangeOfLevelUp ; change difficulty level of computer opponent
|
ChangeOfLevelUp ; change difficulty level of computer opponent
|
||||||
inc:lda DifficultyLevel
|
inc:lda DifficultyLevel
|
||||||
cmp #9 ; 9 levels are possible
|
cmp #9 ; 9 levels are possible
|
||||||
bne DoNotLoopLevelUp
|
bne DoNotLoopLevelUp
|
||||||
mva #$0 DifficultyLevel
|
mva #$0 DifficultyLevel
|
||||||
DoNotLoopLevelUp
|
DoNotLoopLevelUp
|
||||||
jsr HighlightLevel
|
|
||||||
jmp CheckKeys
|
jmp CheckKeys
|
||||||
;----
|
;----
|
||||||
ChangeOfLevelDown
|
ChangeOfLevelDown
|
||||||
@@ -1244,7 +1262,6 @@ ChangeOfLevelDown
|
|||||||
bpl DoNotLoopLevelDown
|
bpl DoNotLoopLevelDown
|
||||||
mva #$8 DifficultyLevel
|
mva #$8 DifficultyLevel
|
||||||
DoNotLoopLevelDown
|
DoNotLoopLevelDown
|
||||||
jsr HighlightLevel
|
|
||||||
jmp CheckKeys
|
jmp CheckKeys
|
||||||
;----
|
;----
|
||||||
ChangeOfLevel3Up
|
ChangeOfLevel3Up
|
||||||
@@ -1256,7 +1273,6 @@ ChangeOfLevel3Up
|
|||||||
sbb DifficultyLevel #9
|
sbb DifficultyLevel #9
|
||||||
|
|
||||||
DoNotLoopLevel3Up
|
DoNotLoopLevel3Up
|
||||||
jsr HighlightLevel
|
|
||||||
jmp CheckKeys
|
jmp CheckKeys
|
||||||
;----
|
;----
|
||||||
ChangeOfLevel3Down
|
ChangeOfLevel3Down
|
||||||
@@ -1264,9 +1280,18 @@ ChangeOfLevel3Down
|
|||||||
bpl @+
|
bpl @+
|
||||||
adb DifficultyLevel #9
|
adb DifficultyLevel #9
|
||||||
@
|
@
|
||||||
jsr HighlightLevel
|
|
||||||
jmp CheckKeys
|
jmp CheckKeys
|
||||||
;----
|
;----
|
||||||
|
ChangeOfShapeUp
|
||||||
|
ldx TankNr
|
||||||
|
inc TankShape,x
|
||||||
|
lda TankShape,x
|
||||||
|
cmp #$03
|
||||||
|
bne @+
|
||||||
|
lda #$00
|
||||||
|
sta TankShape,x
|
||||||
|
@ jmp CheckKeys
|
||||||
|
;----
|
||||||
EndOfNick
|
EndOfNick
|
||||||
; now check long press joy button (or Return...)
|
; now check long press joy button (or Return...)
|
||||||
mva #0 pressTimer ; reset
|
mva #0 pressTimer ; reset
|
||||||
@@ -1286,6 +1311,10 @@ ShortJoyPress
|
|||||||
ldx tanknr
|
ldx tanknr
|
||||||
lda DifficultyLevel
|
lda DifficultyLevel
|
||||||
sta skilltable,x
|
sta skilltable,x
|
||||||
|
beq NotRobot
|
||||||
|
lda #$03 ; shape for robotanks
|
||||||
|
sta TankShape,x
|
||||||
|
NotRobot
|
||||||
; storing name of the tank in the right space
|
; storing name of the tank in the right space
|
||||||
; (without cursor!)
|
; (without cursor!)
|
||||||
ldy #$00
|
ldy #$00
|
||||||
@@ -1706,8 +1735,9 @@ DOTOldLowestValue
|
|||||||
sbw temp LineAddress4x4 temp2
|
sbw temp LineAddress4x4 temp2
|
||||||
mva temp2 fx
|
mva temp2 fx
|
||||||
|
|
||||||
jsr Display4x4AboveTank
|
;jsr Display4x4AboveTank
|
||||||
rts
|
;rts
|
||||||
|
; POZOR !!!
|
||||||
.endp
|
.endp
|
||||||
|
|
||||||
;--------------------------------------------------------
|
;--------------------------------------------------------
|
||||||
@@ -2298,6 +2328,10 @@ EndOfCredits
|
|||||||
.proc DisplayStatus
|
.proc DisplayStatus
|
||||||
;-------------------------------------------------
|
;-------------------------------------------------
|
||||||
|
|
||||||
|
; displaying number of active controller port
|
||||||
|
ldy JoystickNumber
|
||||||
|
lda digits+1,y
|
||||||
|
sta statusBuffer+17
|
||||||
;---------------------
|
;---------------------
|
||||||
;displaying symbol of the weapon
|
;displaying symbol of the weapon
|
||||||
;---------------------
|
;---------------------
|
||||||
@@ -2308,7 +2342,7 @@ EndOfCredits
|
|||||||
ldx TankNr
|
ldx TankNr
|
||||||
ldy ActiveWeapon,x
|
ldy ActiveWeapon,x
|
||||||
lda WeaponSymbols,y
|
lda WeaponSymbols,y
|
||||||
sta statusBuffer+18
|
sta statusBuffer+19
|
||||||
|
|
||||||
;---------------------
|
;---------------------
|
||||||
;displaying quantity of the given weapon
|
;displaying quantity of the given weapon
|
||||||
@@ -2316,7 +2350,7 @@ EndOfCredits
|
|||||||
lda ActiveWeapon,x
|
lda ActiveWeapon,x
|
||||||
jsr HowManyBullets
|
jsr HowManyBullets
|
||||||
sta decimal
|
sta decimal
|
||||||
mwa #statusBuffer+20 displayposition
|
mwa #statusBuffer+21 displayposition
|
||||||
jsr displaybyte
|
jsr displaybyte
|
||||||
|
|
||||||
;---------------------
|
;---------------------
|
||||||
@@ -2337,7 +2371,7 @@ EndOfCredits
|
|||||||
ldy #15
|
ldy #15
|
||||||
@
|
@
|
||||||
lda (temp),y
|
lda (temp),y
|
||||||
sta statusBuffer+23,y
|
sta statusBuffer+24,y
|
||||||
dey
|
dey
|
||||||
bpl @-
|
bpl @-
|
||||||
|
|
||||||
|
|||||||
+3
-1
@@ -159,7 +159,9 @@ 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 or 1)
|
JoyNumber ; Joystick port number (from 0 to 3)
|
||||||
|
.DS MaxPlayers
|
||||||
|
TankShape ; Tank shape number (from 0 to 2)
|
||||||
.DS MaxPlayers
|
.DS MaxPlayers
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
TargetTankNr ; Target tank index (for AI routines)
|
TargetTankNr ; Target tank index (for AI routines)
|
||||||
|
|||||||
+17
-15
@@ -102,11 +102,13 @@ CheckNextTankBFG
|
|||||||
mva #17 ExplosionRadius
|
mva #17 ExplosionRadius
|
||||||
jsr xmissile
|
jsr xmissile
|
||||||
|
|
||||||
; soil must fall down now! there is no other way...
|
jsr SecondRepeat
|
||||||
|
|
||||||
|
/* ; soil must fall down now! there is no other way...
|
||||||
; hide tanks or they fall down with soil
|
; hide tanks or they fall down with soil
|
||||||
jsr SoilDown2
|
jsr SoilDown2
|
||||||
|
|
||||||
; it looks like force is divided by 4 here BUT"
|
; it looks like force is divided by 4 here BUT"
|
||||||
; in Flight routine force is multiplied by 2 and left
|
; in Flight routine force is multiplied by 2 and left
|
||||||
; so, we have Force divided by 2 here (not accurately)
|
; so, we have Force divided by 2 here (not accurately)
|
||||||
lsr Force+1
|
lsr Force+1
|
||||||
@@ -123,8 +125,9 @@ CheckNextTankBFG
|
|||||||
mva #15 ExplosionRadius
|
mva #15 ExplosionRadius
|
||||||
jsr CalculateExplosionRange0
|
jsr CalculateExplosionRange0
|
||||||
mva #sfx_baby_missile sfx_effect
|
mva #sfx_baby_missile sfx_effect
|
||||||
jsr xmissile.NoRangeCalc
|
jsr xmissile.NoRangeCalc */
|
||||||
|
|
||||||
|
SecondRepeat
|
||||||
; soil must fall down now! there is no other way...
|
; soil must fall down now! there is no other way...
|
||||||
; hide tanks or they fall down with soil
|
; hide tanks or they fall down with soil
|
||||||
jsr SoilDown2
|
jsr SoilDown2
|
||||||
@@ -142,7 +145,7 @@ CheckNextTankBFG
|
|||||||
jsr Flight
|
jsr Flight
|
||||||
lda HitFlag
|
lda HitFlag
|
||||||
beq EndOfLeapping
|
beq EndOfLeapping
|
||||||
mva #13 ExplosionRadius
|
mva #14 ExplosionRadius
|
||||||
jsr CalculateExplosionRange0
|
jsr CalculateExplosionRange0
|
||||||
mva #sfx_baby_missile sfx_effect
|
mva #sfx_baby_missile sfx_effect
|
||||||
jmp xmissile.NoRangeCalc
|
jmp xmissile.NoRangeCalc
|
||||||
@@ -902,9 +905,7 @@ ExplodeNow
|
|||||||
.proc checkRollDirection
|
.proc checkRollDirection
|
||||||
; check rolling direction (for roller and other rolling weapons)
|
; check rolling direction (for roller and other rolling weapons)
|
||||||
ldy #0
|
ldy #0
|
||||||
mwa #mountaintable tempXROLLER
|
adw xdraw #mountaintable tempXROLLER
|
||||||
|
|
||||||
adw tempXROLLER xdraw
|
|
||||||
lda (tempXROLLER),y
|
lda (tempXROLLER),y
|
||||||
sta ydraw
|
sta ydraw
|
||||||
sty ydraw+1
|
sty ydraw+1
|
||||||
@@ -930,20 +931,19 @@ SeekLeft
|
|||||||
.nowarn dew tempXROLLER
|
.nowarn dew tempXROLLER
|
||||||
lda (tempXROLLER),y ;fukk! beware of Y value
|
lda (tempXROLLER),y ;fukk! beware of Y value
|
||||||
cmp HeightRol
|
cmp HeightRol
|
||||||
bne HowMuchToFallLeft
|
;bne HowMuchToFallLeft
|
||||||
HowMuchToFallLeft
|
HowMuchToFallLeft
|
||||||
bcs GoRightNow
|
bcs GoRightNow
|
||||||
mva #1 HowMuchToFall
|
mva #1 HowMuchToFall
|
||||||
GoRightNow
|
GoRightNow
|
||||||
mwa #mountaintable tempXROLLER
|
adw xdraw #mountaintable tempXROLLER
|
||||||
adw tempXROLLER xdraw
|
|
||||||
SeekRight
|
SeekRight
|
||||||
cpw tempXROLLER #(mountaintable+screenwidth)
|
cpw tempXROLLER #(mountaintable+screenwidth)
|
||||||
beq HowMuchToFallKnown ; "stop" if we have on left end
|
beq HowMuchToFallKnown ; "stop" if we have on left end
|
||||||
inw tempXROLLER
|
inw tempXROLLER
|
||||||
lda (tempXROLLER),y
|
lda (tempXROLLER),y
|
||||||
cmp HeightRol
|
cmp HeightRol
|
||||||
bne HowMuchToFallRight
|
;bne HowMuchToFallRight
|
||||||
HowMuchToFallRight
|
HowMuchToFallRight
|
||||||
; check if up or down
|
; check if up or down
|
||||||
bcs HowMuchToFallKnown
|
bcs HowMuchToFallKnown
|
||||||
@@ -1054,6 +1054,7 @@ UpNotYet2
|
|||||||
lda xdraw
|
lda xdraw
|
||||||
and xdraw+1
|
and xdraw+1
|
||||||
cmp #$ff ; like cpw xdraw #$ffff
|
cmp #$ff ; like cpw xdraw #$ffff
|
||||||
|
;ora xdraw+1 ; like cpw xdraw #$0000
|
||||||
jne RollinContinuesLiquid
|
jne RollinContinuesLiquid
|
||||||
beq FillNow
|
beq FillNow
|
||||||
HowMuchToFallRight3
|
HowMuchToFallRight3
|
||||||
@@ -1065,7 +1066,7 @@ FillNow
|
|||||||
ldy #0
|
ldy #0
|
||||||
lda HowMuchToFall
|
lda HowMuchToFall
|
||||||
bmi FillHole
|
bmi FillHole
|
||||||
cmp#1
|
cmp #1
|
||||||
beq FillLeft
|
beq FillLeft
|
||||||
inw xdraw
|
inw xdraw
|
||||||
inw xdraw ; tricky but we must rollback xdraw in proper direction
|
inw xdraw ; tricky but we must rollback xdraw in proper direction
|
||||||
@@ -1077,13 +1078,14 @@ FillHole
|
|||||||
sta ydraw
|
sta ydraw
|
||||||
beq ToHighFill ; if we filled all playfield (very rare but possible)
|
beq ToHighFill ; if we filled all playfield (very rare but possible)
|
||||||
dec ydraw ; one pixel up
|
dec ydraw ; one pixel up
|
||||||
ToHighFill
|
|
||||||
lda ydraw
|
lda ydraw
|
||||||
sta (tempXROLLER),y ;mountaintable update
|
sta (tempXROLLER),y ;mountaintable update
|
||||||
mva #1 color
|
mva #1 color
|
||||||
jsr plot.MakePlot
|
jsr plot.MakePlot
|
||||||
|
ToHighFill
|
||||||
.nowarn dew FillCounter
|
.nowarn dew FillCounter
|
||||||
cpw FillCounter #0
|
lda FillCounter
|
||||||
|
ora FillCounter+1
|
||||||
jne RepeatFill
|
jne RepeatFill
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
|
|||||||
Reference in New Issue
Block a user