Compare commits

...

68 Commits

Author SHA1 Message Date
Pirx 922c7d15cb Merge pull request #153 from pkali/develop
readme updt
2023-01-17 09:11:44 -05:00
Pirx 4edf032d77 readme updt 2023-01-17 09:10:43 -05:00
Pirx 23ab8cb4d5 Merge pull request #152 from pkali/develop
1.25
2023-01-17 08:59:49 -05:00
Pirx 84fdef7cbf eng manual updt 2023-01-17 08:56:50 -05:00
Pecusx 9b8f345cb2 New tester in credits 2023-01-17 14:39:16 +01:00
Pecusx c0af7b2e6c Two minor glitches when switching screens. (very rare) 2023-01-16 20:33:38 +01:00
Pecusx d9b92eba07 Manuals update. 2023-01-16 10:29:15 +01:00
Pecusx 33b962725d Selectable change of wind power (once per turn or round). 2023-01-16 09:53:29 +01:00
Pecusx 9ec78928f1 Minor optimization and new macro: waitRTC (not used yet) 2023-01-15 20:47:10 +01:00
Pecusx e9ec39005f A800 binary update. 2023-01-14 14:06:01 +01:00
Pirx b3234a7077 version no. updt 2023-01-14 07:46:46 -05:00
Pirx 735316cdab splash working on all systems 2023-01-13 20:57:15 -05:00
Pirx d20a9a94d2 splash works with 4joy and 2joy kernels, still not working with Altirra kernel 2023-01-13 20:50:06 -05:00
Pirx a88f471a3c unnecessary 6502 init removed 2023-01-12 23:20:39 -05:00
Pirx def57f03ca comment fix 2023-01-12 20:41:42 -05:00
Pirx 8ac3c22fe7 custom 5200 splash screen year 2023 2023-01-12 20:34:04 -05:00
Pirx c7b5a07c62 custom 5200 splash screen 1st attempt 2023-01-12 20:12:24 -05:00
Pecusx ed126c454a Optimizations - 69 bytes saved! 2023-01-12 21:53:42 +01:00
Pecusx 066e248350 Better colors of mountains in PAL system. 2023-01-09 15:03:05 +01:00
Pecusx 9b05cf0220 Minor optimization 2 2023-01-09 14:43:42 +01:00
Pecusx 872d564846 Minor optimization 2023-01-06 20:54:09 +01:00
Pecusx fb0de84c01 Happy New Year! 2023-01-05 20:49:04 +01:00
Pecusx c151940735 Change colors during the game with the G key (a800 only) 2023-01-05 09:58:36 +01:00
Pirx d66e588203 readme and year change 2022-12-31 19:10:03 -05:00
Pecusx 3b53968fe3 Small gradient optimization (one variable gone). 2022-12-28 14:43:41 +01:00
Pecusx a45a892dc7 Merge branch 'develop' of https://github.com/pkali/scorch_src into develop 2022-12-25 12:41:48 +01:00
Pecusx 6f1e28298d Indicator of the selected color set. 2022-12-25 12:41:36 +01:00
Pirx 871f33f3bf Merge pull request #151 from pkali/develop
Develop
2022-12-24 10:31:30 -05:00
Pirx ffd5e558ff README updt 2022-12-24 10:31:04 -05:00
Pirx 82f26310da README updt 2022-12-24 10:29:51 -05:00
Pecusx 5d935c4379 Manuals update 2022-12-24 13:12:57 +01:00
Pecusx 4a9d8da441 New best colors by Adam :) 2022-12-24 12:40:11 +01:00
Pecusx 25490f76a3 Best colors by Adam 2022-12-24 10:55:59 +01:00
Pecusx 7b77d9714e Even better (other) colors :) 2022-12-23 19:46:20 +01:00
Pecusx 3fdc8600c6 Better second set of colors 2022-12-23 14:38:36 +01:00
Pecusx 3936b2bf8c Two sets of "gradient" selectable. 2022-12-23 14:07:22 +01:00
Pecusx d420ce06ca Smoke Tracer does not smoke when targeting by Lazy Darwin 2022-12-17 20:05:33 +01:00
Pecusx 6ec02ab3fc Lazy Boy works well with joystick (more testing needed) 2022-12-16 18:11:35 +01:00
Pecusx cf61f5075f New Lazy Darwin (with problems on 5200) 2022-12-16 15:20:10 +01:00
Pecusx 87f7e7eafa Dot does not fire MIRV :) 2022-12-16 13:41:52 +01:00
Pecusx 328a147225 Magic of the "." key :) 2022-12-16 12:39:52 +01:00
Pecusx 54a4dcf7d8 Options screen is now separate from setting the game's initial variables.
For easier porting to the C64 or others.
2022-12-14 13:11:40 +01:00
Pecusx b7a5e7c9b5 Self-destruction of shielded tank at angle 0-4. fixed! - again! 2022-12-13 17:47:42 +01:00
Pecusx 54f04ed962 Barrel start point correction 2022-12-13 09:30:11 +01:00
Pecusx 588040d9e6 Soildown after Hovercraft optimization. 2022-12-13 09:15:39 +01:00
Pecusx 2b88517167 New tanks shapes by Adam. But we maust correct start point of barrel 2022-12-12 20:42:17 +01:00
Pecusx ffcf44cabb Better Soildown after Hovercraft. 2022-12-12 14:11:09 +01:00
Pirx d0049826f5 Merge pull request #150 from pkali/develop
Develop
2022-12-10 15:59:25 -05:00
Pirx 5a6b5f7dc4 README and MANUAL updt 2022-12-10 15:58:09 -05:00
Pecusx f485d120c8 Moroon at very specific settings kills everyone :) - check it out! 2022-12-02 18:14:16 +01:00
Pecusx c6264013d9 RoboTanks do not use Laser and BFG (in extremely rare case) 2022-12-02 15:05:07 +01:00
Pecusx b4af765f4f New (better?) layout of shades of gray. 2022-12-01 20:35:51 +01:00
Pirx 9cdb9fe18c SUPERSYSTEM everywhere + one space more 2022-12-01 11:31:35 -05:00
Pecusx 788b5db180 New name of game :) 2022-12-01 15:35:30 +01:00
Pecusx c7e65f1d61 Display active joystick on weapon purchase/activation screens and game screen. 2022-12-01 15:23:39 +01:00
Pecusx 8c6fee0631 Different game title for A5200 2022-12-01 08:49:02 +01:00
Pecusx 403288548c Minor manuals update 2022-11-30 19:15:44 +01:00
Pecusx 166d05c0e6 One NOP more and manuals update 2022-11-30 18:47:30 +01:00
Pecusx 38ba45001a Mountains avialiable in shadows of GREY. 2022-11-30 18:40:06 +01:00
Pecusx 05f3f32f00 Minor memory tricks 2022-11-30 14:45:26 +01:00
Pecusx d14f9a2999 Prepare for mountains colors (test)
But no memory for one "NOP" (a800) and colors array :)
2022-11-30 09:58:48 +01:00
Pecusx 18cce6377e Fix for lonely pixel in Liquid Dirt. 2022-11-29 11:21:35 +01:00
Pecusx ee9d6b7ce9 New tank shape (only for robotanks),. 2022-11-26 20:41:50 +01:00
Pecusx 42cc896ec5 Weird optimization :) 2022-11-26 18:45:03 +01:00
Pecusx 091335dbc9 Tank shapes selection added.
Better appearance of tanks on title screen.
2022-11-26 14:57:54 +01:00
Pecusx 9c912d4cc7 Initial support for tank shapes selection. 2022-11-25 20:48:20 +01:00
Pecusx e7a35087bd Merge pull request #149 from pkali/develop
Manuals update
2022-11-24 21:41:53 +01:00
Pecusx 8013246d3b Manuals update 2022-11-24 21:40:52 +01:00
23 changed files with 701 additions and 523 deletions
+15 -5
View File
@@ -8,7 +8,7 @@ On the first screen, you can configure gameplay options:
* number of players (2 - 6) includes both human and computer-controlled players * number of players (2 - 6) includes both human and computer-controlled players
* 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) * 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)
* gravity * gravity
* maximum wind strength (wind is drawn at the beginning of each round, here you can choose how strong it can be) * 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)
* number of rounds in a game * number of rounds in a game
* missile speed (does not affect the flight path - only changes the apparent missile speed - does not change anything in the gameplay itself) * missile speed (does not affect the flight path - only changes the apparent missile speed - does not change anything in the gameplay itself)
* 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. * 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.
@@ -24,11 +24,16 @@ On the first screen, you can configure gameplay options:
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 (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".
The [RETURN] key or a joystick button moves to the next screen. The [RETURN] key or a joystick button moves to the next screen.
## 2. Entering the name of players and selecting the level of computer-controlled players ## 2. Entering the name of players and selecting the level of computer-controlled players
The second screen is shown for each player. Here you can use the cursor keys or joystick to select whether the tank will be driven by a human (HUMAN option) or a computer (other options). 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).
The [TAB] or [SELECT] key, and on the Atari 5200 console the [5] controller key allow you to choose which joystick port the player will use.
The [INVERSE] or [OPTION] key allows you to select one of the 3 available tank shapes. On the Atari 5200 console, this is achieved by cycling through joystick ports with the [5] key.
At the same time, you can enter the name of the selected player from the keyboard.
When the [RETURN] key is pressed or the Joystick button is pressed briefly, the screen switches to the next player until the difficulty levels for each player are selected. When the [RETURN] key is pressed or the Joystick button is pressed briefly, the screen switches to the next player until the difficulty levels for each player are selected.
The player's name can also be entered with the joystick. After pressing and holding the button for more than 1s. you can use up/down movements to change the letter being entered, and left/right movements to change its position in the name. Releasing the button ends the name entry and returns to the level selection. The player's name can also be entered with the joystick. After pressing and holding the button for more than 1s. you can use up/down movements to change the letter being entered, and left/right movements to change its position in the name. Releasing the button ends the name entry and returns to the level selection.
@@ -47,6 +52,7 @@ Another [RETURN] key or joystick button press switches to the next player's shop
The status line shows which player is currently allowed to take a shot and a set of other information: The status line shows which player is currently allowed to take a shot and a set of other information:
* player's tank name, * player's tank name,
* active joystick number
* currently selected offensive weapon, * currently selected offensive weapon,
* the player's remaining energy points and if he has an active defensive weapon that has its energy - in parentheses the energy level, * the player's remaining energy points and if he has an active defensive weapon that has its energy - in parentheses the energy level,
* the angle and the direction of the barrel set by the player, * the 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
| A800 | 5200 | function | | A800 | 5200 | function |
| --- | --- | --- | | --- | --- | --- |
| [SPACE] | [0] | or joystick button pressed briefly - firing a shot. | | [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. |
| [A] or [OPTION] | [7] | go directly to the defensive weapons activation. | [A] or [OPTION] | [7] | go directly to the defensive weapons activation.
| [M] | [PAUSE] | disable/enable background music. | | [M] | [PAUSE] | disable/enable background music. |
@@ -69,7 +75,9 @@ The keyboard controls here are simple, cursor keys or joystick: left/right - cha
| [START] | N/A | speed up some game animations. | | [START] | N/A | speed up some game animations. |
| [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. | [START] + [OPTION] | N/A | immediately force the end of the game (Game Over), just like [O] but without confirmation.
| [G] | N/A | changes the mountain shading |
| [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). | | [ESC] | [*] | during the entire game at any time (unless the computer is playing, then sometimes you have to wait a while) you can press the [ESC] key, which allows you to abort the game and return to the beginning (of course, there is protection against accidental pressing). |
| [Y] | [1] | when asked to abort or terminate the game - confirmation |
## 5. Game mechanics - offensive weapons ## 5. Game mechanics - offensive weapons
@@ -129,7 +137,7 @@ And here are the values of maximum energy loss for individual weapons. If a weap
| 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) |
@@ -171,10 +179,12 @@ Only these points determine the order in the summary
* **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. * **Nuclear Winter** - adds nothing, takes nothing away :) - in fact, it is not so much a defensive weapon as a double-edged one. It floods the area with "radioactive" fallout, which is ordinary soil. If you do not have at hand any weapon that digs up the terrain, and for that a shield (preferably disposable), then after such "fallout" you will have to shoot yourself - because being underground is otherwise impossible. Alternatively, **White Flag** always remains.
* **Long Schlong** - a special weapon :) - Costs a lot, doesn't really help with anything (except possibly digging yourself out but only when slightly buried but it has a cool name and looks cool :) - It can be activated independently of other defensive weapons and remains active until the end of the round (it cannot be deactivated). * **Long Schlong** - a special weapon :) - Costs a lot, doesn't really help with anything (except possibly digging yourself out but only when slightly buried but it has a cool name and looks cool :) - It can be activated independently of other defensive weapons and remains active until the end of the round (it cannot be deactivated).
* **Lazy Boy** - it is not actually a defensive weapon. It is an aiming aid. When it is activated, the tank tries to aim at the nearest enemy and automatically adjusts the power of the shot and angle. If it has too little energy, it can sometimes aim wrong (it uses a method like **Cyborg** to aim). Like **Battery**, it does not deactivate other defensive weapons when used. Note: There is no point in activating this weapon before the round, targeting will not take place because there is nothing to target yet. * **Lazy Boy** - it is not actually a defensive weapon. It is an aiming aid. When it is activated, the tank tries to aim at the nearest enemy and automatically adjusts the power of the shot and angle. If it has too little energy, it can sometimes aim wrong (it uses a method like **Cyborg** to aim). Like **Battery**, it does not deactivate other defensive weapons when used. Note: There is no point in activating this weapon before the round, targeting will not take place because there is nothing to target yet.
* **Lazy Darwin** - works exactly like **Lazy Boy** but targets the weakest opponent. * **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.
* **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. * **Auto Defense** - activates the mode of automatic activation of defensive weapons. After its activation, the tank automatically activates the strongest shield it has (consuming it, of course) at any time when there is no shield (also between shots of other players). At the same time, if the tank's energy level drops below 30 units, it automatically activates **Battery** if it has it. This weapon remains active until the end of the round and is indicated by the "computer" symbol before the name of the active defensive weapon in the status line. It is the second defensive weapon that does not deactivate other defensive weapons when used.
* **Spy Hard** - Help for the forgetful :) . When activated, it shows a preview of information about the next opponents one by one. Left/Right - changes the "spied" tank. Fire/Space/Return/Esc - ends the "spying". This is the last defensive weapon, which does not deactivate other defensive weapons when used. * **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.
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!
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. 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.
**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.
+13 -5
View File
@@ -7,7 +7,7 @@ Na pierwszym ekranie możemy skonfigurować opcje rozgrywki:
* ilość graczy (2 - 6) obejmuje tak ludzi jak graczy sterowanych przez komputer * ilość graczy (2 - 6) obejmuje tak ludzi jak graczy sterowanych przez komputer
* początkową ilość gotówki każdego z graczy (8k to wybrana przez nas wartość optymalna, lecz przy krótkich rozgrywkach warto wybrać większą wartość) * początkową ilość gotówki każdego z graczy (8k to wybrana przez nas wartość optymalna, lecz przy krótkich rozgrywkach warto wybrać większą wartość)
* grawitacja * 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)
* 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 (leśli kursor wskazuje opcję wyboru siły wiatru "Wind") zmieniają sposób losowania siły wiatru z "co rundę" na "co turę" i odwrotnie. Losowanie co turę jest sygnalizowane znakiem "?" przy słowie "Wind".
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). 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. 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.
@@ -46,6 +51,7 @@ 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
@@ -60,7 +66,7 @@ Tutaj klawiszologia jest prosta, klawisze kursora lub joystick: lewo/prawo - zmi
| A800 | 5200 | funkcja | | A800 | 5200 | funkcja |
| --- | --- | --- | | --- | --- | --- |
| [SPACJA] | [0] | lub przycisk joysticka naciśnięte krótko - oddanie strzału | | [SPACJA] | [0] | lub przycisk joysticka naciśnięte krótko - oddanie strzału |
| [TAB] lub [SELECT] | [5] | wybór broni ofensywnej (ta opcja nie jest dostępna bezpośrednio joystickiem - trzeba wybrać Inventory) | | [TAB] lub [SELECT] | [5] | wybór broni ofensywnej (ta opcja nie jest dostępna bezpośrednio joystickiem - trzeba wybrać Inventory). W głównym menu zmienia cieniowanie gór, widoczne w kolorze górek na dole ekranu. |
| [I] | [9] | lub dłuższe przytrzymanie przycisku joysticka - przejście do Inventory (aktywacji broni). Inventory to ekran (a w zasadzie dwa) bliźniaczo podobny do ekranu zakupów. Zasady poruszania się są identyczne z tym, że tu nie kupujemy broni, ale wybieramy jedną z ofensywnych, którą będziemy strzelać lub aktywujemy broń defensywną. | | [I] | [9] | lub dłuższe przytrzymanie przycisku joysticka - przejście do Inventory (aktywacji broni). Inventory to ekran (a w zasadzie dwa) bliźniaczo podobny do ekranu zakupów. Zasady poruszania się są identyczne z tym, że tu nie kupujemy broni, ale wybieramy jedną z ofensywnych, którą będziemy strzelać lub aktywujemy broń defensywną. |
| [A] lub [OPTION] | [7] | bezpośrednie przejście na ekran Inventory aktywacji broni defensywnych. | | [A] lub [OPTION] | [7] | bezpośrednie przejście na ekran Inventory aktywacji broni defensywnych. |
| [M] | [PAUSE] | wyłączenie/włączenie muzyki w tle | | [M] | [PAUSE] | wyłączenie/włączenie muzyki w tle |
@@ -68,7 +74,9 @@ Tutaj klawiszologia jest prosta, klawisze kursora lub joystick: lewo/prawo - zmi
| [START] | brak | przyspiesza/pomija niektóre animacje w grze | | [START] | brak | przyspiesza/pomija niektóre animacje w grze |
| [O] | [3] | wymuszenie zakończenia gry (Game Over). W podsumowaniu wyników nie jest brana pod uwagę przerwana właśnie runda rozgrywki, a wyłącznie rundy zakończone wcześniej. Odpowiada to wciśnięciu klawisza [ESC] z tą różnicą, że wyświetlane jest podsumowanie oraz creditsy. | | [O] | [3] | wymuszenie zakończenia gry (Game Over). W podsumowaniu wyników nie jest brana pod uwagę przerwana właśnie runda rozgrywki, a wyłącznie rundy zakończone wcześniej. Odpowiada to wciśnięciu klawisza [ESC] z tą różnicą, że wyświetlane jest podsumowanie oraz creditsy. |
| [START] + [OPTION] | brak | natychmiastowe wymuszenie zakończenia gry (Game Over), tak jak [O] ale bez potwierdzenia. | | [START] + [OPTION] | brak | natychmiastowe wymuszenie zakończenia gry (Game Over), tak jak [O] ale bez potwierdzenia. |
| [G] | brak | zmienia cieniowanie gór |
| [ESC] | [*] | w czasie całej gry w dowolnym momencie (chyba że akurat gra komputer, wtedy czasem trzeba chwilę poczekać) można nacisnąć klawisz [ESC], który umożliwia przerwanie gry i powrót na początek (oczywiście jest zabezpieczenie przed przypadkowym naciśnięciem). | | [ESC] | [*] | w czasie całej gry w dowolnym momencie (chyba że akurat gra komputer, wtedy czasem trzeba chwilę poczekać) można nacisnąć klawisz [ESC], który umożliwia przerwanie gry i powrót na początek (oczywiście jest zabezpieczenie przed przypadkowym naciśnięciem). |
| [Y] | [1] | w przypadku pytania o przerwanie lub zakończenie gry - potwierdzenie decyzji |
## 5. Zasady gry - bronie ofensywne ## 5. Zasady gry - bronie ofensywne
@@ -128,7 +136,7 @@ A oto wartości maksymalnego ubytku energii dla poszczególnych broni. Jeśli br
| Missile | 136 | | Missile | 136 |
| Baby Nuke | 200 | | Baby Nuke | 200 |
| Nuke | 240 | | Nuke | 240 |
| LeapFrog| 136 120 104 | | LeapFrog| 136 112 112 |
| Funky Bomb | 168 88 (* 5) | | Funky Bomb | 168 88 (* 5) |
| MIRV | 136 (* 5) | | MIRV | 136 (* 5) |
| Death's Head | 240 (* 5) | | Death's Head | 240 (* 5) |
@@ -171,7 +179,7 @@ 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 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. * **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.
+47
View File
@@ -51,6 +51,53 @@ With the advent of [fujinet](https://fujinet.online/) we are thinking about maki
## Changelog: ## Changelog:
###### Version 1.25
2023-01-17
Y2K Compliance Edition
This version is 5200 SuperSystem focused.
- the correct production year in the splash screens!!!
- very rare hangups when accessing the inventory seemingly eliminated, thanks @RB5200 for testing!
- a new feature - pressing [Tab] (atari800) or [5] (5200) when selecting the wind power switches wind mode to changing with each turn, what makes aiming arguably more challenging! It is indicated by "?" next to the "Wind" in the main menu.
- all these changes were made possible because of the extensive code size optimization by @Pecus
###### Version 1.23
2023-01-01
New year edition! Who could imagine?
The new feature is that pressing [Tab] in the main menu now changes colors of the small tank area down the screen and makes it clear what color version you are going to run (classic/ Polish rainbow/ Christmas colors).
Also a small gradient optimization.
###### Version 1.22
2022-12-24
Christmas colors edition! Can you carve a quarter of a page of memory from two decades old code? Sure @Pecusx can! So finally we have the most requested feature - C0L0RS on the game screen, adjusted with Adam's help.
Press [TAB] twice in the main menu to switch to a screen with colors.
Other (dubious) improvements:
- New Lazy Darwin, it is spectacular, check it out!!!
- Smoke Tracer does not smoke when targeting with Lazy Darwin
- Lazy Boy works well with joystick
- Another fix for self-destructing tanks shooting low angles (0-4 degrees)
- New, better tank shapes by Adam
- Barrel start point correction fixes very rare aiming issues
- Soil slide after Hovercraft usage optimized
###### Version 1.21
2022-12-10
We couldn't resist! This is the Senior Executive Director's Cut.
By virtue of byte misering we squeezed in a few new features:
* new selectable tank shapes - change the controller enough times to get a different tank model
* lonely bad pixel after Liquid Dirt fixed
* mountain colors (or shades) possible, switch with [Tab] in the main menu
* active controller number display in the game, store, and inventory screens
* a very special terminator mode for Moron
###### Version 1.20 ###### Version 1.20
2022-11-23 2022-11-23
+12 -67
View File
@@ -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
@@ -512,64 +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 #$00
sta temp2 ; max possible distance
sta tempor2 ; direction of shoot
;ldx TankNr
ldy NumberOfPlayers
dey
loop01
cpy TankNr
beq skipThisPlayer
lda eXistenZ,y
beq skipThisPlayer
lda LowResDistances,x
cmp LowResDistances,y
bcs EnemyOnTheLeft
;enemy on the right
sec
lda LowResDistances,y
sbc LowResDistances,x
cmp temp2 ; bigest
bcc bigestIsBigger
sta temp2
sty temp2+1 ; number of the farthest tank
inc tempor2 ; set direction to right
bne bigestIsBigger
EnemyOnTheLeft
sec
lda LowResDistances,x
sbc LowResDistances,y
cmp temp2 ; lowest
bcc bigestIsBigger
sta temp2
sty temp2+1 ; number of the farthest tank
bigestIsBigger
skipThisPlayer
dey
bpl loop01
; now we have number of the farthest tank in temp2+1
; and direction (0 - left, >0 - right) in tempor2
; let's move them to registers
; in temp2 we have x distance divided by 8
ldy temp2+1
lda tempor2
rts
.endp
*/
;---------------------------------------------- ;----------------------------------------------
.proc TakeAim .proc TakeAim
; targeting the tank number TargetTankNr (and Y) ; targeting the tank number TargetTankNr (and Y)
@@ -615,7 +560,7 @@ RepeatAim
lda #ind_Baby_Missile___ lda #ind_Baby_Missile___
sta ActiveWeapon,x sta ActiveWeapon,x
; now we have initial valuses ; now we have initial valuses
mva #$ff TestFlightFlag mva #%11000000 TestFlightFlag
; check targeting direction ; check targeting direction
lda tempor2 lda tempor2
jne AimingLeft jne AimingLeft
@@ -1026,7 +971,7 @@ SorryNoPurchase
; choose the best weapon ; choose the best weapon
; X - TankNr ; X - TankNr
;---------------------------------------------- ;----------------------------------------------
ldy #last_offensive_____+1 ;the last weapon to choose +1 ldy #ind_Dirt_Charge____+1 ;the last weapon to choose +1 (not BFG or Laser :) )
NotFromAll NotFromAll
; Y - the last offensive weapon to use + 1 ; Y - the last offensive weapon to use + 1
lda TanksWeaponsTableL,x lda TanksWeaponsTableL,x
Binary file not shown.
Binary file not shown.
Binary file not shown.
+21 -2
View File
@@ -59,6 +59,19 @@ 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
;-----------
GradientAddrL
.by <dliColorsFore, <dliColorsFore, <dliColorsFore2
GradientAddrH
.by >dliColorsFore, >dliColorsFore, >dliColorsFore2
dliColorsFore2
.by $0a ; one mountains color
.by $7e,$7a,$7c,$6a,$6c,$58,$5a,$48,$4a,$38
.by $3a,$16,$18,$e6,$e8,$d4,$d6,$b4,$b6,$b6
;----------- ;-----------
pmtableL ; addressess of the P/M memory for 6 tanks pmtableL ; addressess of the P/M memory for 6 tanks
.by <(pmgraph+$400) .by <(pmgraph+$400)
@@ -208,7 +221,12 @@ TanksNamesDefault
dta d"4th.Tank" dta d"4th.Tank"
dta d"5th.Tank" dta d"5th.Tank"
dta d"6th.Tank" dta d"6th.Tank"
;-------------------------------------------------
TankShapesTable .BYTE char_tank1___________
.BYTE char_tank2___________
.BYTE char_tank3___________
.BYTE char_tank4___________
;-------------------------------------------------
WeaponPriceH ; weapons prices (tables with prices of weapons) WeaponPriceH ; weapons prices (tables with prices of weapons)
.by >price_Baby_Missile___ .by >price_Baby_Missile___
.by >price_Missile________ .by >price_Missile________
@@ -581,7 +599,7 @@ CreditsStart
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"*
@@ -611,6 +629,7 @@ CreditsStart
dta d"Shaggy the Atarian, RetroBorsuk, ZP",d"H"* dta d"Shaggy the Atarian, RetroBorsuk, ZP",d"H"*
.IF target = 5200 .IF target = 5200
dta d"x-usr(1536), Aking, JAC!, phaero",d"n"* dta d"x-usr(1536), Aking, JAC!, phaero",d"n"*
dta d"RB520",d"0"*
.ENDIF .ENDIF
dta d" "* dta d" "*
dta d"Additional testin",d"g"* dta d"Additional testin",d"g"*
+5 -6
View File
@@ -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
+3 -2
View File
@@ -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)
+2 -2
View File
@@ -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
+1 -1
View File
@@ -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 :)
+24 -15
View File
@@ -9,7 +9,7 @@
OptionsScreen OptionsScreen
dta d"Welcome to Scorch v. " dta d"Welcome to Scorch v. "
build ; 4 bytes from scorch.asm (fancy method) :) build ; 4 bytes from scorch.asm (fancy method) :)
dta d" (un)2000-2022" dta d" (un)2000-2023"
.IF TARGET = 800 .IF TARGET = 800
dta d" Please select option with cursor keys " dta d" Please select option with cursor keys "
@@ -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
View File
@@ -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: "
+10 -4
View File
@@ -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
@@ -2082,7 +2088,7 @@ X lda XtanksTableL,x
sbc #90 sbc #90
tax tax
; barrel start offset over 90deg ; barrel start offset over 90deg
adw xdraw #5 xdraw adw xdraw #4 xdraw
mva #1 goleft mva #1 goleft
bpl @+ ; jmp @+ bpl @+ ; jmp @+
@@ -2203,13 +2209,13 @@ ybarrel
.endp .endp
;-------------------------------------------------- ;--------------------------------------------------
.proc SetPMWidth .proc SetPMWidth
lda #%01010101
sta sizem ; all missiles, double width
lda #$00 lda #$00
sta sizep0 ; P0-P3 widths sta sizep0 ; P0-P3 widths
sta sizep0+1 sta sizep0+1
sta sizep0+2 sta sizep0+2
sta sizep0+3 sta sizep0+3
lda #%01010101
sta sizem ; all missiles, double width
rts rts
.endp .endp
+6
View File
@@ -91,6 +91,12 @@
bcs ?WFRAME bcs ?WFRAME
?nowait ?nowait
.ENDM .ENDM
;-------------------------------------
.macro waitRTC
lda RTCLOK+1
?wa cmp RTCLOK+1
beq ?wa
.endm
;------------------------------------- ;-------------------------------------
.macro negw .macro negw
; negate the given word (0-a) ; negate the given word (0-a)
+8 -2
View File
@@ -77,10 +77,10 @@
; WAIT ; WAIT
; waits one frame (1/50 s(PAL) or 1/60s(NTSC)) ; waits one frame (1/50 s(PAL) or 1/60s(NTSC))
?zero LDA VCOUNT ?zero LDA VCOUNT
cmp #$05 cmp #$05 ; if line<5 then wait for line>4
bcc ?zero bcc ?zero
cmp #$70 cmp #$70
bcc ?WA bcc ?WA ; if line>=112 then
sbc #10 ; last lines correction sbc #10 ; last lines correction
?WA cmp VCOUNT ?WA cmp VCOUNT
beq ?WA beq ?WA
@@ -90,6 +90,12 @@
bcs ?WFRAME bcs ?WFRAME
?nowait ?nowait
.ENDM .ENDM
;-------------------------------------
.macro waitRTC
lda RTCLOK+2
?wa cmp RTCLOK+2
beq ?wa
.endm
;------------------------------------- ;-------------------------------------
.macro negw .macro negw
; negate the given word (0-a) ; negate the given word (0-a)
+140 -64
View File
@@ -15,7 +15,7 @@
;--------------------------------------------------- ;---------------------------------------------------
.macro build .macro build
dta d"1.20" ; number of this build (4 bytes) dta d"1.25" ; number of this build (4 bytes)
.endm .endm
.macro RMTSong .macro RMTSong
@@ -26,8 +26,12 @@
;--------------------------------------------------- ;---------------------------------------------------
icl 'definitions.asm' icl 'definitions.asm'
;--------------------------------------------------- ;---------------------------------------------------
FirstZpageVariable = $61
FirstZpageVariable = $5A
.zpvar DliColorBack .byte = FirstZpageVariable .zpvar DliColorBack .byte = FirstZpageVariable
.zpvar GradientNr .byte
.zpvar GradientColors .word
.zpvar WindChangeInRound .byte ; wind change after each turn (not round only) flag - (0 - round only, >0 - each turn)
.zpvar JoystickNumber .byte .zpvar 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)
@@ -70,10 +74,12 @@ FirstZpageVariable = $61
.zpvar pressTimer .byte .zpvar pressTimer .byte
.zpvar NTSCcounter .byte .zpvar NTSCcounter .byte
.zpvar IsEndOfTheFallFlag .byte ; for small speedup ground falling .zpvar IsEndOfTheFallFlag .byte ; for small speedup ground falling
.zpvar sfx_effect .byte .zpvar sfx_effect .byte
.zpvar RMT_blocked .byte .zpvar RMT_blocked .byte
.zpvar ScrollFlag .byte .zpvar ScrollFlag .byte
.zpvar SkStatSimulator .byte .zpvar SkStatSimulator .byte
.zpvar FloatingAlt .byte ; floating tank altitude
.zpvar OverTankDir .byte ; (0 go right, $ff go left) direction of bypassing tanks on screen
; --------------OPTIMIZATION VARIABLES-------------- ; --------------OPTIMIZATION VARIABLES--------------
.zpvar Force .word .zpvar Force .word
@@ -88,6 +94,7 @@ FirstZpageVariable = $61
.zpvar NumberOfPlayers .byte ;current number of players (counted from 1) .zpvar NumberOfPlayers .byte ;current number of players (counted from 1)
.zpvar Counter .byte ;temporary Counter for outside loops .zpvar Counter .byte ;temporary Counter for outside loops
.zpvar ExplosionRadius .byte .zpvar ExplosionRadius .byte
.zpvar FunkyBombCounter .byte
.zpvar ResultY .byte .zpvar ResultY .byte
.zpvar xcircle .word .zpvar xcircle .word
.zpvar ycircle .word .zpvar ycircle .word
@@ -125,7 +132,7 @@ FirstZpageVariable = $61
.zpvar goleft .byte .zpvar goleft .byte
.zpvar OffsetDL1 .byte .zpvar OffsetDL1 .byte
.zpvar L1 .byte .zpvar L1 .byte
HotNapalmFlag = FunkyBombCounter ; reuse variable!
;* RMT ZeroPage addresses in artwork/sfx/rmtplayr.a65 ;* RMT ZeroPage addresses in artwork/sfx/rmtplayr.a65
displayposition = modify displayposition = modify
@@ -171,6 +178,7 @@ FirstZpageVariable = $61
_del = $fc ;$0c ;not used in 5200 _del = $fc ;$0c ;not used in 5200
_M = $0d _M = $0d
_S = $0e _S = $0e
_atari = $fd ; not used in 5200
_none = $0f _none = $0f
.ende */ .ende */
@@ -224,6 +232,62 @@ StatusBufferCopyEnd
; Game Code ; Game Code
;-------------------------------------------------- ;--------------------------------------------------
FirstSTART FirstSTART
.IF TARGET = 5200
; start in 5200 diagnostic mode
; move original startup procedure to RAM
Modified5200Splash = $2100 ; apparently there is some free space here
; 6502 initialization
; SEI
; CLD
; LDX #$FF
; TXS
; check kernel version
Atari5200KernelByte = $fff8
; $32 - 4 joy
; $00 - 2 joy
; $ff - Altirra kernel
lda Atari5200KernelByte
beq rom2joy
cmp #$32
beq rom4joy
altirra_kernel
mwa #Modified5200Splash+$8a modify
bne @+ ; JMP
rom4joy
mwa #Modified5200Splash+$16b modify
bne @+ ; JMP
rom2joy
mwa #Modified5200Splash+$181 modify
@
mwa $fffc temp ; startup proc address
mwa #Modified5200Splash temp2
jsr CopyFromROM
; modify the end of the splash procedure
lda #$60 ; rts
sta (temp2),y
jsr Modified5200Splash+$0f ; after the diag cart detection
; modify the text
splash_text = $3c80 ; '.scorch.supersystem.copyright.19xx.atari'
splash_year = splash_text + $1e
lda #"2"
sta splash_year
sta splash_year+2
lda #"0"
sta splash_year+1
lda #"3"
sta splash_year+3
; splash screen delay. maybe add fire to speed up?
@ cpx RTCLOK+1
bne @-
no5200splash
.ENDIF
jsr MakeDarkScreen jsr MakeDarkScreen
; one time zero variables in RAM (non zero page) ; one time zero variables in RAM (non zero page)
@@ -246,6 +310,11 @@ FirstSTART
dey dey
bpl @- bpl @-
; initialize one Variable in zero page :)
lda #<dliColorsFore
sta GradientColors
lda #>dliColorsFore
sta GradientColors+1
; generate linetables ; generate linetables
mwa #display temp mwa #display temp
@@ -279,6 +348,12 @@ FirstSTART
mva #$10 MODUL-6+$a69 ; $12 > $10 mva #$10 MODUL-6+$a69 ; $12 > $10
mva #$04 MODUL-6+$bf8 ; $05 > $04 mva #$04 MODUL-6+$bf8 ; $05 > $04
mva #$08 MODUL-6+$e3d ; $0a > $08 mva #$08 MODUL-6+$e3d ; $0a > $08
; and mountains colors
mva #$c4 dliColorsFore2+16
mva #$c6 dliColorsFore2+17
mva #$a4 dliColorsFore2+18
mva #$a6 dliColorsFore2+19
sta dliColorsFore2+20
NoRMT_PALchange NoRMT_PALchange
.ELSE .ELSE
mva #$7f SkStatSimulator mva #$7f SkStatSimulator
@@ -304,6 +379,7 @@ NoRMT_PALchange
mva #2 chactl ; necessary for 5200 mva #2 chactl ; necessary for 5200
START START
jsr MakeDarkScreen
; Startup sequence ; Startup sequence
jsr Initialize jsr Initialize
@@ -312,6 +388,7 @@ START
RMTSong song_main_menu RMTSong song_main_menu
jsr Options ;startup screen jsr Options ;startup screen
jsr SetVariablesFromOptions
jsr MakeDarkScreen jsr MakeDarkScreen
bit escFlag bit escFlag
bmi START bmi START
@@ -333,10 +410,7 @@ MainGameLoop
jsr CallPurchaseForEveryTank jsr CallPurchaseForEveryTank
mva #0 SpyHardFlag mva #0 SpyHardFlag
; issue #72 (glitches when switches)
jsr MakeDarkScreen jsr MakeDarkScreen
bit escFlag bit escFlag
bmi START bmi START
@@ -349,14 +423,14 @@ 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 +443,7 @@ MainGameLoop
jsr DisplayResults jsr DisplayResults
jsr DemoModeOrKey jsr DemoModeOrKey
jsr MakeDarkScreen
ldx NumberOfPlayers ldx NumberOfPlayers
dex dex
@@ -462,13 +537,10 @@ 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 +558,7 @@ 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"
@@ -678,6 +750,8 @@ ManualShooting
lda JoyNumber,x lda JoyNumber,x
sta JoystickNumber ; set joystick port for player sta JoystickNumber ; set joystick port for player
jsr WaitForKeyRelease jsr WaitForKeyRelease
lda #%00000000
sta TestFlightFlag ; set "Test Fight" off
jsr BeforeFire jsr BeforeFire
lda escFlag lda escFlag
seq:rts ; keys Esc or O seq:rts ; keys Esc or O
@@ -812,8 +886,14 @@ NoPlayerNoDeath
inc:lda TankSequencePointer inc:lda TankSequencePointer
cmp NumberOfPlayers cmp NumberOfPlayers
sne:mva #0 TankSequencePointer bne NotLastPlayerInRound
mva #0 TankSequencePointer
lda WindChangeInRound
beq NoWindChangeNow
jsr GetRandomWind ; wind change after each turn (not round only)
NoWindChangeNow
NotLastPlayerInRound
jmp MainRoundLoop jmp MainRoundLoop
.endp .endp
@@ -1109,6 +1189,15 @@ deletePtr = temp
cpw deletePtr #variablesEnd cpw deletePtr #variablesEnd
bne @- bne @-
; ser initial shapes for each tank (tanks 0-5 has shape 0 now)
ldy #1
sty TankShape+1
sty TankShape+4
iny
sty TankShape+2
sty TankShape+5
mwa #1024 RandBoundaryHigh mwa #1024 RandBoundaryHigh
mva #$ff LastWeapon mva #$ff LastWeapon
sta HowMuchToFall sta HowMuchToFall
@@ -1168,64 +1257,48 @@ MakeTanksVisible
rts rts
.endp .endp
;-------------------------------------------------- ;--------------------------------------------------
/* .proc DLIinterruptGraph .proc DLIinterruptGraph
;sta dliA
;sty dliY
pha pha
phy phy
ldy dliCounter ldy dliCounter
lda dliColorsBack,y lda dliColorsBack,y
ldy dliColorsFore
.IF TARGET = 800 .IF TARGET = 800
nop ; necessary on 800 because DLIs take less time, jitter visible without it nop ; necessary on 800 because DLIs take less time, jitter visible without it
nop nop
nop
.ENDIF .ENDIF
nop
nop
sta COLPF1 sta COLPF1
sty COLPF2 lda GradientNr
inc dliCounter bne GoGradient
;ldy dliY ldy #$ff ; one mauntain color
;lda dliA GoGradient
ply iny
pla lda (GradientColors),y ; mountains colors array
rti
.endp */
.proc DLIinterruptGraph
pha
lda dliColorsFore
nop
nop
nop
.IF TARGET = 800
nop ; necessary on 800 because DLIs take less time, jitter visible without it
nop
.ENDIF
sta COLPF2 sta COLPF2
lda DliColorBack inc dliCounter
sta COLPF1 ply
eor #$02
sta DliColorBack
pla pla
rti rti
.endp .endp
;-------------------------------------------------- ;--------------------------------------------------
.proc DLIinterruptOptions .proc DLIinterruptOptions
;sta dliA
;sty dliY
pha pha
; lda dliColorsBack phy
lda #0 lda #0 ; background color
sta COLPF1 sta COLPF1
lda dliColorsFore ldy GradientNr
beq @+
ldy #1
@ lda (GradientColors),y ; mountains colors array
sta COLPF2 sta COLPF2
ply
pla pla
rti rti
.endp .endp
;-------------------------------------------------- ;--------------------------------------------------
.proc DLIinterruptGameOver .proc DLIinterruptGameOver
;sta dliA
;sty dliY
pha pha
phy phy
lda dliCounter lda dliCounter
@@ -1262,7 +1335,6 @@ EndOfDLI_GO
.endp .endp
;-------------------------------------------------- ;--------------------------------------------------
.proc DLIinterruptText .proc DLIinterruptText
;sta dliA
pha pha
lda dliCounter lda dliCounter
bne MoreBarsColorChange bne MoreBarsColorChange
@@ -1730,14 +1802,20 @@ 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
@@ -1828,7 +1906,7 @@ MakeDarkScreen
and #%00000101 ; Start + Option and #%00000101 ; Start + Option
sne:mva #$40 escFlag sne:mva #$40 escFlag
and #%00000001 ; START KEY and #%00000001 ; START KEY
seq:wait seq:wait ; or waitRTC ?
rts rts
.endp .endp
@@ -1956,7 +2034,7 @@ noingame
icl 'artwork/talk.asm' icl 'artwork/talk.asm'
;---------------------------------------------- ;----------------------------------------------
TankFont TankFont
ins 'artwork/tanksv3.fnt',+0,352 ; 44 characters only ins 'artwork/tanksv4.fnt',+0,384 ; 48 characters only
;---------------------------------------------- ;----------------------------------------------
font4x4 font4x4
ins 'artwork/font4x4s.bmp',+62 ins 'artwork/font4x4s.bmp',+62
@@ -2048,10 +2126,8 @@ 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 " ", $ff ;$BFFD == $ff means diagnostic cart, no splash screen
.byte " "
.byte "7A" ;2 characters year .. 1900 + $7A = 2020
.word FirstSTART .word FirstSTART
.ELSE .ELSE
run FirstSTART run FirstSTART
BIN
View File
Binary file not shown.
BIN
View File
Binary file not shown.
+143 -76
View File
@@ -63,6 +63,10 @@
mva #0 OptionsY mva #0 OptionsY
OptionsMainLoop OptionsMainLoop
lda WindChangeInRound
sta OptionsHere+126
jsr OptionsInversion jsr OptionsInversion
jsr getkey jsr getkey
bit escFlag bit escFlag
@@ -109,66 +113,37 @@ OptionsNoLeft
OptionsNoRight OptionsNoRight
cmp #@kbcode._ret ; $c ;Return key cmp #@kbcode._ret ; $c ;Return key
bne OptionsNoReturn bne OptionsNoReturn
jmp OptionsFinished rts ; options selected
OptionsNoReturn OptionsNoReturn
cmp #@kbcode._tab ; Tab key
bne OptionsNoTab
jsr SelectNextGradient
OptionsNoTab
jmp OptionsMainLoop jmp OptionsMainLoop
.endp
OptionsFinished .proc SelectNextGradient
;first option lda OptionsY ; if "Wind" option selected
ldy OptionsTable cmp #$03
iny bne NotWind
iny lda WindChangeInRound ; wind change after each turn (not round only) flag
sty NumberOfPlayers ;1=1 player (but minimum is 2) eor #$1f ; '?' character
sta WindChangeInRound
;second option (cash) rts
NotWind
ldy GradientNr
ldy OptionsTable+1 iny
ldx #0 cpy #$03
@ bne NoGradientLoop
lda CashOptionL,y ldy #$00
sta moneyL,x NoGradientLoop
lda CashOptionH,y sty GradientNr
sta moneyH,x lda GradientAddrL,y
inx sta GradientColors
cpx NumberOfPlayers lda GradientAddrH,y
bne @- sta GradientColors+1
rts
;third option (gravity) .endp
ldy OptionsTable+2
lda GravityTable,y
sta gravity
;fourth option (wind)
ldy OptionsTable+3
lda MaxWindTable,y
sta MaxWind
;fifth option (no of rounds)
ldy OptionsTable+4
lda RoundsTable,y
sta RoundsInTheGame
;6th option (shell speed)
ldy OptionsTable+5
lda flyDelayTable,y
sta flyDelay
;7th option (Airstrike after how many missess)
ldy OptionsTable+6
lda seppukuTable,y
sta seppukuVal
;8th option (how aggressive are mountains)
ldy OptionsTable+7
lda mountainsDeltaTableH,y
sta mountainDeltaH
lda mountainsDeltaTableL,y
sta mountainDeltaL
rts
.endp
;-------- ;--------
; inversing selected option (cursor) ; inversing selected option (cursor)
;-------- ;--------
@@ -229,6 +204,66 @@ invertme
rts rts
.endp .endp
; --------------------------------------
; Sets the appropriate variables based on the options table
;
.proc SetVariablesFromOptions
;first option
ldy OptionsTable
iny
iny
sty NumberOfPlayers ;1=1 player (but minimum is 2)
;second option (cash)
ldy OptionsTable+1
ldx #0
@
lda CashOptionL,y
sta moneyL,x
lda CashOptionH,y
sta moneyH,x
inx
cpx NumberOfPlayers
bne @-
;third option (gravity)
ldy OptionsTable+2
lda GravityTable,y
sta gravity
;fourth option (wind)
ldy OptionsTable+3
lda MaxWindTable,y
sta MaxWind
;fifth option (no of rounds)
ldy OptionsTable+4
lda RoundsTable,y
sta RoundsInTheGame
;6th option (shell speed)
ldy OptionsTable+5
lda flyDelayTable,y
sta flyDelay
;7th option (Airstrike after how many missess)
ldy OptionsTable+6
lda seppukuTable,y
sta seppukuVal
;8th option (how aggressive are mountains)
ldy OptionsTable+7
lda mountainsDeltaTableH,y
sta mountainDeltaH
lda mountainsDeltaTableL,y
sta mountainDeltaL
rts
.endp
;------------------------------------------- ;-------------------------------------------
; call of the purchase (and activate) screens for each tank ; call of the purchase (and activate) screens for each tank
.proc CallPurchaseForEveryTank .proc CallPurchaseForEveryTank
@@ -322,11 +357,16 @@ GoToActivation
tax tax
NextChar03 NextChar03
lda tanksnames,x lda tanksnames,x
sta purchaseTextBuffer+8,y sta purchaseTextBuffer+7,y
inx inx
iny iny
cpy #$08 cpy #$08
bne NextChar03 bne NextChar03
; displaying number of active controller port
ldy JoystickNumber
lda digits+1,y
sta purchaseTextBuffer+17
; and we display cash of the given player ; and we display cash of the given player
; here we must jump in after each purchase ; here we must jump in after each purchase
@@ -874,6 +914,8 @@ NoAutoDefense
jsr FindBestTarget2 ; find nearest tank neighbour jsr FindBestTarget2 ; find nearest tank neighbour
jsr LazyAim jsr LazyAim
ply ply
lda #%00000000
sta TestFlightFlag ; set "visual aiming" off
jmp DecreaseDefensive ; bypass activation jmp DecreaseDefensive ; bypass activation
NoLazyBoy NoLazyBoy
cmp #ind_Lazy_Darwin____ cmp #ind_Lazy_Darwin____
@@ -885,6 +927,8 @@ NoLazyBoy
jsr FindBestTarget3 ; find target with lowest energy jsr FindBestTarget3 ; find target with lowest energy
jsr LazyAim jsr LazyAim
ply ply
lda #%10000000
sta TestFlightFlag ; set "visual aiming" on
jmp DecreaseDefensive ; bypass activation jmp DecreaseDefensive ; bypass activation
NoLazyDarwin NoLazyDarwin
cmp #ind_Spy_Hard_______ cmp #ind_Spy_Hard_______
@@ -1120,7 +1164,6 @@ 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 +1197,18 @@ LastNameChar
beq @+ beq @+
iny iny
@ sty PositionInName @ sty PositionInName
; lda NameAdr,y
; ora #$80 ; place cursor on the end
; sta NameAdr,y
CheckKeys CheckKeys
jsr HighlightLevel ; setting choosen level of the opponent (Moron, etc)
ldx TankNr 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 +1248,8 @@ CheckFurtherX01 ; here we check Tab, Return and Del
beq ChangeOfLevel3Up beq ChangeOfLevel3Up
cmp #@kbcode._up ; $e ;cursor up cmp #@kbcode._up ; $e ;cursor up
beq ChangeOfLevel3Down beq ChangeOfLevel3Down
cmp #@kbcode._atari ; atari (inverse) key
jeq ChangeOfShapeUp
cmp #@kbcode._del ; $34 ; Backspace (del) cmp #@kbcode._del ; $34 ; Backspace (del)
bne CheckKeys bne CheckKeys
@@ -1223,20 +1269,24 @@ 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 +1294,6 @@ ChangeOfLevelDown
bpl DoNotLoopLevelDown bpl DoNotLoopLevelDown
mva #$8 DifficultyLevel mva #$8 DifficultyLevel
DoNotLoopLevelDown DoNotLoopLevelDown
jsr HighlightLevel
jmp CheckKeys jmp CheckKeys
;---- ;----
ChangeOfLevel3Up ChangeOfLevel3Up
@@ -1256,7 +1305,6 @@ ChangeOfLevel3Up
sbb DifficultyLevel #9 sbb DifficultyLevel #9
DoNotLoopLevel3Up DoNotLoopLevel3Up
jsr HighlightLevel
jmp CheckKeys jmp CheckKeys
;---- ;----
ChangeOfLevel3Down ChangeOfLevel3Down
@@ -1264,9 +1312,18 @@ ChangeOfLevel3Down
bpl @+ bpl @+
adb DifficultyLevel #9 adb DifficultyLevel #9
@ @
jsr HighlightLevel
jmp CheckKeys jmp CheckKeys
;---- ;----
ChangeOfShapeUp
ldx TankNr
inc TankShape,x
lda TankShape,x
cmp #$03
bne @+
lda #$00
sta TankShape,x
@ jmp CheckKeys
;----
EndOfNick EndOfNick
; now check long press joy button (or Return...) ; now check long press joy button (or Return...)
mva #0 pressTimer ; reset mva #0 pressTimer ; reset
@@ -1286,6 +1343,10 @@ ShortJoyPress
ldx tanknr ldx tanknr
lda DifficultyLevel lda DifficultyLevel
sta skilltable,x sta skilltable,x
beq NotRobot
lda #$03 ; shape for robotanks
sta TankShape,x
NotRobot
; storing name of the tank in the right space ; storing name of the tank in the right space
; (without cursor!) ; (without cursor!)
ldy #$00 ldy #$00
@@ -1706,8 +1767,9 @@ DOTOldLowestValue
sbw temp LineAddress4x4 temp2 sbw temp LineAddress4x4 temp2
mva temp2 fx mva temp2 fx
jsr Display4x4AboveTank ;jsr Display4x4AboveTank
rts ;rts
; POZOR !!!
.endp .endp
;-------------------------------------------------------- ;--------------------------------------------------------
@@ -2044,6 +2106,7 @@ FinishResultDisplay
;-------------------------------------------------- ;--------------------------------------------------
.proc GameOverScreen .proc GameOverScreen
;-------------------------------------------------- ;--------------------------------------------------
jsr MakeDarkScreen
jsr WaitForKeyRelease jsr WaitForKeyRelease
jsr ClearScreen jsr ClearScreen
jsr ClearPMmemory jsr ClearPMmemory
@@ -2298,6 +2361,10 @@ EndOfCredits
.proc DisplayStatus .proc DisplayStatus
;------------------------------------------------- ;-------------------------------------------------
; displaying number of active controller port
ldy JoystickNumber
lda digits+1,y
sta statusBuffer+17
;--------------------- ;---------------------
;displaying symbol of the weapon ;displaying symbol of the weapon
;--------------------- ;---------------------
@@ -2308,7 +2375,7 @@ EndOfCredits
ldx TankNr ldx TankNr
ldy ActiveWeapon,x ldy ActiveWeapon,x
lda WeaponSymbols,y lda WeaponSymbols,y
sta statusBuffer+18 sta statusBuffer+19
;--------------------- ;---------------------
;displaying quantity of the given weapon ;displaying quantity of the given weapon
@@ -2316,7 +2383,7 @@ EndOfCredits
lda ActiveWeapon,x lda ActiveWeapon,x
jsr HowManyBullets jsr HowManyBullets
sta decimal sta decimal
mwa #statusBuffer+20 displayposition mwa #statusBuffer+21 displayposition
jsr displaybyte jsr displaybyte
;--------------------- ;---------------------
@@ -2337,7 +2404,7 @@ EndOfCredits
ldy #15 ldy #15
@ @
lda (temp),y lda (temp),y
sta statusBuffer+23,y sta statusBuffer+24,y
dey dey
bpl @- bpl @-
+4 -3
View File
@@ -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)
@@ -218,7 +220,7 @@ FallingSoundBit .DS 1
PreviousFall .DS 1 PreviousFall .DS 1
EndOfTheFallFlag .DS 1 ; in case of the infinite fall EndOfTheFallFlag .DS 1 ; in case of the infinite fall
;Parachute .DS 1 ; are you insured with parachute? ;Parachute .DS 1 ; are you insured with parachute?
FloatingAlt .DS 1 ; floating tank altitude ;FloatingAlt .DS 1 ; floating tank altitude
FunkyWallFlag = FloatingAlt ; reuse this variable in different weapon (Funky Bomb)! FunkyWallFlag = FloatingAlt ; reuse this variable in different weapon (Funky Bomb)!
PreferHumansFlag = FloatingAlt ; second reuse in AI Aim proc PreferHumansFlag = FloatingAlt ; second reuse in AI Aim proc
;---------------------------------------------------- ;----------------------------------------------------
@@ -259,7 +261,6 @@ oldplotL .DS [5]
oldora .DS [5] oldora .DS [5]
oldply .DS [5] oldply .DS [5]
OldOraTemp .DS 1 OldOraTemp .DS 1
FunkyBombCounter .DS 1
xtrajfb .DS 2 xtrajfb .DS 2
ytrajfb .DS 2 ytrajfb .DS 2
; ;
+246 -268
View File
@@ -74,57 +74,42 @@ CheckNextTankBFG
.endp .endp
; ------------------------ ; ------------------------
.proc babymissile .proc babymissile
mva #sfx_baby_missile sfx_effect
mva #11 ExplosionRadius mva #11 ExplosionRadius
GoBabyMissileSFX
mva #sfx_baby_missile sfx_effect
GoXmissile
jmp xmissile jmp xmissile
.endp .endp
; ------------------------ ; ------------------------
.proc missile ; .proc missile ;
mva #sfx_baby_missile sfx_effect
mva #17 ExplosionRadius mva #17 ExplosionRadius
jmp xmissile bne babymissile.GoBabyMissileSFX
; jmp xmissile
.endp .endp
; ------------------------ ; ------------------------
.proc babynuke .proc babynuke
mva #sfx_nuke sfx_effect
mva #25 ExplosionRadius mva #25 ExplosionRadius
jmp xmissile GoBabyNukeSFX
mva #sfx_nuke sfx_effect ; allways <>0
bne babymissile.GoXmissile
; jmp xmissile
.endp .endp
; ------------------------ ; ------------------------
.proc nuke .proc nuke
mva #sfx_nuke sfx_effect
mva #30 ExplosionRadius mva #30 ExplosionRadius
jmp xmissile bne babynuke.GoBabyNukeSFX
; jmp xmissile
.endp .endp
; ------------------------ ; ------------------------
.proc leapfrog .proc leapfrog
mva #sfx_baby_missile sfx_effect
mva #17 ExplosionRadius mva #17 ExplosionRadius
jsr xmissile ; mva #sfx_baby_missile sfx_effect
; jsr xmissile
; soil must fall down now! there is no other way... jsr babymissile.GoBabyMissileSFX
; hide tanks or they fall down with soil
jsr SoilDown2
; it looks like force is divided by 4 here BUT"
; in Flight routine force is multiplied by 2 and left
; so, we have Force divided by 2 here (not accurately)
lsr Force+1
ror Force
;lsr Force+1
;ror Force
mva LeapFrogAngle Angle
mva #sfx_funky_hit sfx_effect
sbw ytraj+1 #$05 ; next missiles start point goes 5 pixel UP to prevent multiple explosion at one point if tank is hit (4 pixels tank height + 1)
jsr Flight
lda HitFlag
beq EndOfLeapping
mva #15 ExplosionRadius
jsr CalculateExplosionRange0
mva #sfx_baby_missile sfx_effect
jsr xmissile.NoRangeCalc
jsr SecondRepeat
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 +127,7 @@ 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
@@ -218,19 +203,13 @@ NoWallsInFunky
.proc deathshead .proc deathshead
mva #30 ExplosionRadius mva #30 ExplosionRadius
mva #sfx_nuke sfx_effect mva #sfx_nuke sfx_effect
SaveDrawXY jsr GoXmissileWithSaveXYdraw
jsr xmissile
UnSaveDrawXY
sbw xdraw #34 sbw xdraw #34
mva #sfx_nuke sfx_effect mva #sfx_nuke sfx_effect
SaveDrawXY jsr GoXmissileWithSaveXYdraw
jsr xmissile
UnSaveDrawXY
adw xdraw #68 adw xdraw #68
mva #sfx_nuke sfx_effect mva #sfx_nuke sfx_effect
SaveDrawXY jsr GoXmissileWithSaveXYdraw
jsr xmissile
UnSaveDrawXY
sbw xdraw #34 sbw xdraw #34
; ;
sbw ydraw #34 sbw ydraw #34
@@ -238,50 +217,42 @@ NoWallsInFunky
cpw ydraw #screenHeight cpw ydraw #screenHeight
bcs NoUpperCircle bcs NoUpperCircle
mva #sfx_nuke sfx_effect mva #sfx_nuke sfx_effect
SaveDrawXY jsr GoXmissileWithSaveXYdraw
jsr xmissile
UnSaveDrawXY
NoUpperCircle NoUpperCircle
adw ydraw #68 adw ydraw #68
;jsr CalculateExplosionRange ;jsr CalculateExplosionRange
cpw ydraw #screenHeight cpw ydraw #screenHeight
bcs NoLowerCircle bcs NoLowerCircle
mva #sfx_nuke sfx_effect mva #sfx_nuke sfx_effect
SaveDrawXY jsr GoXmissileWithSaveXYdraw
jsr xmissile
UnSaveDrawXY
NoLowerCircle NoLowerCircle
mva #sfx_silencer sfx_effect mva #sfx_silencer sfx_effect
rts rts
.endp
.proc SaveDrawXY GoXmissileWithSaveXYdraw
mwa xdraw tempXROLLER mwa xdraw tempXROLLER
mwa ydraw modify mwa ydraw modify
rts jsr xmissile
.endp
.proc UnSaveDrawXY
mwa tempXROLLER xdraw mwa tempXROLLER xdraw
mwa modify ydraw mwa modify ydraw
rts rts
.endp .endp
; ------------------------ ; ------------------------
.proc napalm .proc napalm
mva #sfx_napalm sfx_effect mva #0 HotNapalmFlag ; in this weapon - flag: 0 - napalm, 1 - hotnapalm
mva #(napalmRadius+4) ExplosionRadius ; real radius + 4 pixels (half characrer width) beq xnapalm
jsr CalculateExplosionRange
mva #0 ExplosionRadius ; in this weapon - flag: 0 - napalm, 1 - hotnapalm
jmp xnapalm
.endp .endp
; ------------------------ ; ------------------------
.proc hotnapalm .proc hotnapalm
mva #sfx_napalm sfx_effect mva #1 HotNapalmFlag ; in this weapon - flag: 0 - napalm, 1 - hotnapalm
mva #(napalmRadius+4) ExplosionRadius ; real radius + 4 pixels (half characrer width) ; jmp xnapalm
jsr CalculateExplosionRange
mva #1 ExplosionRadius ; in this weapon - flag: 0 - napalm, 1 - hotnapalm
jmp xnapalm
.endp .endp
; ------------------------ ; ------------------------
.proc xnapalm .proc xnapalm
mva #sfx_napalm sfx_effect
mva #(napalmRadius+4) ExplosionRadius ; real radius + 4 pixels (half characrer width)
jsr CalculateExplosionRange
;
mwa xdraw xcircle ; store hitpoint for future repeats mwa xdraw xcircle ; store hitpoint for future repeats
ldy #30 ; repeat 30 times ldy #30 ; repeat 30 times
sty magic sty magic
@@ -299,7 +270,7 @@ RepeatFlame ; internal loop (draw flames)
sbc #1 ; over ground sbc #1 ; over ground
sta ydraw sta ydraw
lda xdraw lda xdraw
and ExplosionRadius ; if hotnapalm and x is odd: and HotNapalmFlag ; if hotnapalm and x is odd:
:2 asl ; modify y position 4 pixels up :2 asl ; modify y position 4 pixels up
ldy ydraw ldy ydraw
sta ydraw sta ydraw
@@ -371,7 +342,7 @@ BurnedCheckLoop
bcc TankOutOfFire bcc TankOutOfFire
ldy #40 ; energy decrease (napalm) - but if hotnapalm: ldy #40 ; energy decrease (napalm) - but if hotnapalm:
lda ExplosionRadius lda HotNapalmFlag
beq NotHot beq NotHot
ldy #80 ; energy decrease (hotnapalm) ldy #80 ; energy decrease (hotnapalm)
NotHot NotHot
@@ -413,27 +384,41 @@ EndNurnedCheckLoop
.endp .endp
; ------------------------ ; ------------------------
.proc babydigger .proc babydigger
mva #sfx_digger sfx_effect mva #1 diggery ; how many branches (-1)
GoBabydiggerSFX
mva #sfx_digger sfx_effect
mva #0 sandhogflag mva #0 sandhogflag
mva #13 DigLong mva #13 DigLong
mva #1 diggery ; how many branches (-1) bne xdigger
jmp xdigger
.endp .endp
; ------------------------ ; ------------------------
.proc digger ; .proc digger ;
mva #sfx_digger sfx_effect
mva #0 sandhogflag
mva #13 DigLong
mva #3 diggery ; how many branches (-1) mva #3 diggery ; how many branches (-1)
jmp xdigger bne babydigger.GoBabydiggerSFX
.endp .endp
; ------------------------ ; ------------------------
.proc heavydigger .proc heavydigger
mva #sfx_digger sfx_effect
mva #0 sandhogflag
mva #13 DigLong
mva #7 diggery ; how many branches (-1) mva #7 diggery ; how many branches (-1)
jmp xdigger bne babydigger.GoBabydiggerSFX
.endp
; ------------------------
.proc babysandhog
mva #1 diggery ; how many branches (-1)
bne heavysandhog.GoHeavysandhogSFX
.endp
; ------------------------
.proc sandhog
mva #3 diggery ; how many branches (-1)
bne heavysandhog.GoHeavysandhogSFX
.endp
; ------------------------
.proc heavysandhog
mva #5 diggery ; how many branches (-1)
GoHeavysandhogSFX
mva #sfx_sandhog sfx_effect
mva #char_sandhog_offset sandhogflag
mva #13 DigLong
; jmp xdigger
.endp .endp
; ------------------------ ; ------------------------
.proc xdigger .proc xdigger
@@ -551,46 +536,39 @@ DiggerCharacter
jmp TypeChar jmp TypeChar
.endp .endp
; ------------------------ ; ------------------------
.proc babysandhog
mva #sfx_sandhog sfx_effect
mva #char_sandhog_offset sandhogflag
mva #13 DigLong
mva #1 diggery ; how many branches (-1)
jmp xdigger
.endp
; ------------------------
.proc sandhog
mva #sfx_sandhog sfx_effect
mva #char_sandhog_offset sandhogflag
mva #13 DigLong
mva #3 diggery ; how many branches (-1)
jmp xdigger
.endp
; ------------------------
.proc heavysandhog
mva #sfx_sandhog sfx_effect
mva #char_sandhog_offset sandhogflag
mva #13 DigLong
mva #5 diggery ; how many branches (-1)
jmp xdigger
.endp
; ------------------------
.proc dirtclod .proc dirtclod
mva #12 ExplosionRadius mva #12 ExplosionRadius
jsr CalculateExplosionRange bne xdirt
jmp xdirt
.endp .endp
; ------------------------ ; ------------------------
.proc dirtball .proc dirtball
mva #22 ExplosionRadius mva #22 ExplosionRadius
jsr CalculateExplosionRange bne xdirt
jmp xdirt
.endp .endp
; ------------------------ ; ------------------------
.proc tonofdirt .proc tonofdirt
mva #31 ExplosionRadius mva #31 ExplosionRadius
; jmp xdirt
.endp
; -----------------
.proc xdirt ;
; -----------------
jsr CalculateExplosionRange jsr CalculateExplosionRange
jmp xdirt mva #sfx_dirt_charge sfx_effect
lda #1
sta radius
sta color
dirtLoop
jsr circle
inw ydraw
jsr circle
.nowarn dew ydraw
inc radius
lda radius
cmp ExplosionRadius
bne dirtLoop
mva #sfx_silencer sfx_effect
rts
.endp .endp
; ------------------------ ; ------------------------
.proc dirtcharge .proc dirtcharge
@@ -602,21 +580,93 @@ DiggerCharacter
.proc riotcharge .proc riotcharge
mva #sfx_riot_blast sfx_effect mva #sfx_riot_blast sfx_effect
mva #31 ExplosionRadius mva #31 ExplosionRadius
jsr CalculateExplosionRange bne cleanDirt
jmp cleanDirt
.endp .endp
; ------------------------ ; ------------------------
.proc riotblast .proc riotblast
mva #sfx_riot_blast sfx_effect mva #sfx_riot_blast sfx_effect
mva #61 ExplosionRadius mva #61 ExplosionRadius
; jmp cleanDirt
.endp
; -----------------
.proc cleanDirt
; -----------------
jsr CalculateExplosionRange jsr CalculateExplosionRange
jmp cleanDirt mva #0 color
jmp ofdirt.NoColor
.endp .endp
; ------------------------ ; ------------------------
.proc liquiddirt .proc liquiddirt
mva #sfx_liquid_dirt sfx_effect mva #sfx_liquid_dirt sfx_effect
mwa #510 FillCounter mwa #510 FillCounter
jmp xliquiddirt ; -----
mwa xdraw TempXfill
RepeatFill
mwa TempXfill xdraw
jsr checkRollDirection
; HowMuchToFall - direction
; $FF - we are in a hole (flying in missile direction)
; 1 - right, 2 - left
adw xdraw #mountaintable tempXROLLER
ldy #0
lda (tempXROLLER),y
sta HeightRol ; relative point
RollinContinuesLiquid
; new point is set
adw xdraw #mountaintable tempXROLLER
ldy #0
lda (tempXROLLER),y
sta ydraw
cmp HeightRol
beq UpNotYet2
bcc FillNow
UpNotYet2
sec ;clc
sta HeightRol
sbc #1
sta ydraw
lda HowMuchToFall
cmp #1
beq HowMuchToFallRight3
.NOWARN dew xdraw
lda xdraw
and xdraw+1
cmp #$ff ; like cpw xdraw #$ffff
;ora xdraw+1 ; like cpw xdraw #$0000
jne RollinContinuesLiquid
beq FillNow
HowMuchToFallRight3
inw xdraw
cpw xdraw #screenwidth
jne RollinContinuesLiquid
FillNow
; finally one pixel more
ldy #0
lda HowMuchToFall
bmi FillHole
cmp #1
beq FillLeft
inw xdraw
inw xdraw ; tricky but we must rollback xdraw in proper direction
FillLeft
.nowarn dew xdraw
FillHole
adw xdraw #mountaintable tempXROLLER
lda (tempXROLLER),y
sta ydraw
beq ToHighFill ; if we filled all playfield (very rare but possible)
dec ydraw ; one pixel up
lda ydraw
sta (tempXROLLER),y ;mountaintable update
mva #1 color
jsr plot.MakePlot
ToHighFill
.nowarn dew FillCounter
lda FillCounter
ora FillCounter+1
jne RepeatFill
rts
.endp .endp
; ------------------------ ; ------------------------
.proc laser .proc laser
@@ -796,25 +846,6 @@ EndOfDistanceCheckLoop
rts rts
.endp .endp
; ----------------- ; -----------------
.proc xdirt ;
; -----------------
mva #sfx_dirt_charge sfx_effect
lda #1
sta radius
sta color
dirtLoop
jsr circle
inw ydraw
jsr circle
.nowarn dew ydraw
inc radius
lda radius
cmp ExplosionRadius
bne dirtLoop
mva #sfx_silencer sfx_effect
rts
.endp
; -----------------
.proc xriotbomb ; .proc xriotbomb ;
; ----------------- ; -----------------
mva #sfx_riot_blast sfx_effect mva #sfx_riot_blast sfx_effect
@@ -902,9 +933,7 @@ 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 +959,19 @@ 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
@@ -964,11 +992,6 @@ DirectionChecked
rts rts
.endp .endp
; --------------------------------------------------
.proc cleanDirt
mva #0 color
jmp ofdirt.NoColor
.endp
; -------------------------------------------------- ; --------------------------------------------------
.proc ofdirt ; .proc ofdirt ;
; -------------------------------------------------- ; --------------------------------------------------
@@ -1019,74 +1042,6 @@ EndOfTheDirt
mwa ycircle ydraw mwa ycircle ydraw
rts rts
.endp .endp
; ----------------
.proc xliquiddirt ;
mwa xdraw TempXfill
RepeatFill
mwa TempXfill xdraw
jsr checkRollDirection
; HowMuchToFall - direction
; $FF - we are in a hole (flying in missile direction)
; 1 - right, 2 - left
adw xdraw #mountaintable tempXROLLER
ldy #0
lda (tempXROLLER),y
sta HeightRol ; relative point
RollinContinuesLiquid
; new point is set
adw xdraw #mountaintable tempXROLLER
ldy #0
lda (tempXROLLER),y
sta ydraw
cmp HeightRol
beq UpNotYet2
bcc FillNow
UpNotYet2
sec ;clc
sta HeightRol
sbc #1
sta ydraw
lda HowMuchToFall
cmp #1
beq HowMuchToFallRight3
.NOWARN dew xdraw
lda xdraw
and xdraw+1
cmp #$ff ; like cpw xdraw #$ffff
jne RollinContinuesLiquid
beq FillNow
HowMuchToFallRight3
inw xdraw
cpw xdraw #screenwidth
jne RollinContinuesLiquid
FillNow
; finally one pixel more
ldy #0
lda HowMuchToFall
bmi FillHole
cmp#1
beq FillLeft
inw xdraw
inw xdraw ; tricky but we must rollback xdraw in proper direction
FillLeft
.nowarn dew xdraw
FillHole
adw xdraw #mountaintable tempXROLLER
lda (tempXROLLER),y
sta ydraw
beq ToHighFill ; if we filled all playfield (very rare but possible)
dec ydraw ; one pixel up
ToHighFill
lda ydraw
sta (tempXROLLER),y ;mountaintable update
mva #1 color
jsr plot.MakePlot
.nowarn dew FillCounter
cpw FillCounter #0
jne RepeatFill
rts
.endp
;-------------------------------------------------- ;--------------------------------------------------
.proc BeforeFire ;TankNr (byte) .proc BeforeFire ;TankNr (byte)
;-------------------------------------------------- ;--------------------------------------------------
@@ -1122,8 +1077,10 @@ ContinueToCheckMaxForce2
jsr WaitOneFrame ; best after drawing a tank jsr WaitOneFrame ; best after drawing a tank
bit TestFlightFlag
bpl @+
jsr Shoot.AfterOffensiveText ; Lazy Darwin - aiming visualisation
@
;keyboard reading ;keyboard reading
; KBCODE keeps code of last keybi ; KBCODE keeps code of last keybi
; SKSTAT $ff - nothing pressed ; SKSTAT $ff - nothing pressed
@@ -1132,6 +1089,7 @@ ContinueToCheckMaxForce2
; $f3 - shift+key ; $f3 - shift+key
notpressed notpressed
ldx TankNr ; for optimize
; Select and Option ; Select and Option
lda CONSOL lda CONSOL
tay tay
@@ -1191,7 +1149,7 @@ afterInventory
jsr MakeDarkScreen jsr MakeDarkScreen
jsr DisplayStatus jsr DisplayStatus
jsr SetMainScreen jsr SetMainScreen
jsr WaitOneFrame ;jsr WaitOneFrame ; not necessary
jsr DrawTanks jsr DrawTanks
bit SpyHardFlag bit SpyHardFlag
bpl NoSpyHard bpl NoSpyHard
@@ -1199,8 +1157,7 @@ afterInventory
NoSpyHard NoSpyHard
RmtSong song_ingame RmtSong song_ingame
mva #0 escFlag mva #0 escFlag
jsr WaitForKeyRelease jmp ReleaseAndLoop
jmp BeforeFire
@ @
cmp #$80|@kbcode._up cmp #$80|@kbcode._up
jeq CTRLPressedUp jeq CTRLPressedUp
@@ -1227,7 +1184,14 @@ jumpFromStick
jeq pressedM jeq pressedM
cmp #@kbcode._S ; $3e ; S cmp #@kbcode._S ; $3e ; S
jeq pressedS jeq pressedS
jmp notpressed .IF TARGET = 800
cmp #61 ; G
bne EndKeys
jsr SelectNextGradient
jmp ReleaseAndLoop
.ENDIF
EndKeys
jmp notpressed
checkJoy checkJoy
;------------JOY------------- ;------------JOY-------------
;happy happy joy joy ;happy happy joy joy
@@ -1256,10 +1220,11 @@ pressedUp
;force increaseeee! ;force increaseeee!
ldx TankNr ;ldx TankNr ; optimized
inc ForceTableL,x inc ForceTableL,x
bne CheckingMaxForce bne CheckingMaxForce
inc ForceTableH,x inc ForceTableH,x
CheckingMaxForce CheckingMaxForce
mva #sfx_set_power_1 sfx_effect mva #sfx_set_power_1 sfx_effect
@@ -1280,7 +1245,7 @@ FurtherCheckMaxForce
jmp BeforeFire jmp BeforeFire
CTRLPressedUp CTRLPressedUp
ldx TankNr ;ldx TankNr ; optimized
lda ForceTableL,x lda ForceTableL,x
clc clc
adc #10 adc #10
@@ -1298,7 +1263,7 @@ pressedDown
mva #sfx_set_power_1 sfx_effect mva #sfx_set_power_1 sfx_effect
ldx TankNr ;ldx TankNr ; optimized
dec ForceTableL,x dec ForceTableL,x
lda ForceTableL,x lda ForceTableL,x
cmp #$ff cmp #$ff
@@ -1315,7 +1280,7 @@ ForceGoesZero
CTRLPressedDown CTRLPressedDown
mva #sfx_set_power_1 sfx_effect mva #sfx_set_power_1 sfx_effect
ldx TankNr ;ldx TankNr ; optimized
sec sec
lda ForceTableL,x lda ForceTableL,x
sbc #10 sbc #10
@@ -1326,7 +1291,7 @@ CTRLPressedDown
jmp BeforeFire jmp BeforeFire
pressedRight pressedRight
ldx TankNr ;ldx TankNr ; optimized
lda pressTimer lda pressTimer
spl:mva #0 pressTimer ; if >128 then reset to 0 spl:mva #0 pressTimer ; if >128 then reset to 0
cmp #25 ; 1/2s cmp #25 ; 1/2s
@@ -1343,7 +1308,7 @@ pressedRight
jmp BeforeFire jmp BeforeFire
CTRLPressedRight CTRLPressedRight
ldx TankNr ;ldx TankNr ; optimized
mva #sfx_set_power_2 sfx_effect mva #sfx_set_power_2 sfx_effect
mva #1 Erase mva #1 Erase
jsr DrawTankNr.BarrelChange jsr DrawTankNr.BarrelChange
@@ -1359,7 +1324,7 @@ CTRLPressedRight
pressedLeft pressedLeft
ldx TankNr ;ldx TankNr ; optimized
lda pressTimer lda pressTimer
spl:mva #0 pressTimer ; if >128 then reset to 0 spl:mva #0 pressTimer ; if >128 then reset to 0
cmp #25 ; 1/2s cmp #25 ; 1/2s
@@ -1377,7 +1342,7 @@ pressedLeft
jmp BeforeFire jmp BeforeFire
CTRLPressedLeft CTRLPressedLeft
ldx TankNr ;ldx TankNr ; optimized
mva #sfx_set_power_2 sfx_effect mva #sfx_set_power_2 sfx_effect
mva #1 Erase mva #1 Erase
jsr DrawTankNr.BarrelChange jsr DrawTankNr.BarrelChange
@@ -1393,7 +1358,7 @@ CTRLPressedLeft
pressedTAB pressedTAB
mva #sfx_purchase sfx_effect mva #sfx_purchase sfx_effect
ldx TankNr ;ldx TankNr ; optimized
lda ActiveWeapon,x lda ActiveWeapon,x
cmp #last_offensive_____ ; the last possible offensive weapon cmp #last_offensive_____ ; the last possible offensive weapon
bne ?notlasttofirst bne ?notlasttofirst
@@ -1406,12 +1371,11 @@ pressedTAB
lda ActiveWeapon,x lda ActiveWeapon,x
jsr HowManyBullets ; and we have qty of owned shells. Ufff.... jsr HowManyBullets ; and we have qty of owned shells. Ufff....
beq pressedTAB beq pressedTAB
jsr WaitForKeyRelease bne ReleaseAndLoop
jmp BeforeFire
CTRLpressedTAB CTRLpressedTAB
mva #sfx_purchase sfx_effect mva #sfx_purchase sfx_effect
ldx TankNr ;ldx TankNr ; optimized
lda ActiveWeapon,x lda ActiveWeapon,x
cmp #first_offensive____ ; #0 cmp #first_offensive____ ; #0
bne ?notfirsttolast bne ?notfirsttolast
@@ -1424,25 +1388,23 @@ CTRLpressedTAB
lda ActiveWeapon,x lda ActiveWeapon,x
jsr HowManyBullets ; and we have qty of owned shells. Ufff.... jsr HowManyBullets ; and we have qty of owned shells. Ufff....
beq CTRLpressedTAB beq CTRLpressedTAB
jsr WaitForKeyRelease bne ReleaseAndLoop
jmp BeforeFire
pressedM pressedM
; have you tried turning the music off and on again? ; have you tried turning the music off and on again?
lda #$ff lda #$ff
eor:sta noMusic eor:sta noMusic
RmtSong song_ingame RmtSong song_ingame
jsr WaitForKeyRelease jmp ReleaseAndLoop
jmp BeforeFire
pressedS pressedS
; have you tried turning sfx off and on again? ; have you tried turning sfx off and on again?
lda #$ff lda #$ff
eor:sta noSfx eor:sta noSfx
ReleaseAndLoop
jsr WaitForKeyRelease jsr WaitForKeyRelease
jmp BeforeFire jmp BeforeFire
pressedSpace pressedSpace
;================================= ;=================================
;we shoot here!!! ;we shoot here!!!
@@ -1467,6 +1429,8 @@ fire
;with much more separate blocks, but you know - ;with much more separate blocks, but you know -
;- do not touch it if it works... ;- do not touch it if it works...
mva #0 TestFlightFlag
;the latest addition to this routine is ;the latest addition to this routine is
;displaying offensive texts! ;displaying offensive texts!
@@ -1479,7 +1443,8 @@ RandomizeOffensiveText
ldy TankNr ldy TankNr
mva #$ff plot4x4color mva #$ff plot4x4color
jsr DisplayOffensiveTextNr jsr DisplayOffensiveTextNr
AfterOffensiveText
mva #0 LaserFlag ; $ff - Laser mva #0 LaserFlag ; $ff - Laser
ldx TankNr ldx TankNr
lda ActiveWeapon,x lda ActiveWeapon,x
@@ -1497,6 +1462,8 @@ NotStrongShoot
sta Force sta Force
lda ForceTableH,x lda ForceTableH,x
sta Force+1 sta Force+1
bit TestFlightFlag
bmi AfterStrongShoot
mva #sfx_shoot sfx_effect mva #sfx_shoot sfx_effect
AfterStrongShoot AfterStrongShoot
lda AngleTable,x lda AngleTable,x
@@ -1515,7 +1482,6 @@ AfterStrongShoot
sta ytraj+2 sta ytraj+2
sta xtraj sta xtraj
sta ytraj sta ytraj
sta TestFlightFlag
; checking if the shot is underground (no Flight but Hit :) ) ; checking if the shot is underground (no Flight but Hit :) )
tay ; A=0 ! tay ; A=0 !
@@ -1536,7 +1502,9 @@ ShotUnderGround
;-------------------------------------------------- ;--------------------------------------------------
.proc Flight ; Force(byte.byte), Wind(0.word) .proc Flight ; Force(byte.byte), Wind(0.word)
; Angle(byte) 128=0, 255=maxright, 0=maxleft ; Angle(byte) 128=0, 255=maxright, 0=maxleft
; if TestFlightFlag is set ($ff) ne real flight - hit test only (for AI) ; if 7bit and 6bit of TestFlightFlag is set no real flight - hit test only (for AI)
; 7bit - fast, test flight
; 6bit - invisible bullet
;-------------------------------------------------- ;--------------------------------------------------
;g=-0.1 ;g=-0.1
;vx=Force*cos(Angle) ;vx=Force*cos(Angle)
@@ -1551,10 +1519,10 @@ ShotUnderGround
;goto begin- ;goto begin-
; smoke tracer :) ; smoke tracer :)
ldy #0 ldy #0
bit TestFlightFlag ; if test flight for AI or Lazy Darwin
bmi noSmokeTracer ; no Smoke Tracer display
ldx TankNr ldx TankNr
lda ActiveWeapon,x lda ActiveWeapon,x
cmp #ind_Smoke_Tracer___ ; Smoke tracer cmp #ind_Smoke_Tracer___ ; Smoke tracer
@@ -1732,10 +1700,13 @@ Loopi
bpl StillUp bpl StillUp
; where we know that the bullet starts to fall down ; where we know that the bullet starts to fall down
; we check if it is MIRV and if so, jump to MIRV routine ; we check if it is MIRV and if so, jump to MIRV routine
bit TestFlightFlag
bmi NoTestForMIRV
ldx TankNr ldx TankNr
lda ActiveWeapon,x lda ActiveWeapon,x
cmp #ind_MIRV___________ ; MIRV cmp #ind_MIRV___________ ; MIRV
jeq MIRVdownLoop jeq MIRVdownLoop
NoTestForMIRV
NoGravity NoGravity
StillUp StillUp
@@ -1818,7 +1789,7 @@ SkipCollisionCheck
mwa ytraj+1 ydraw mwa ytraj+1 ydraw
bit TestFlightFlag bit TestFlightFlag
bmi NoUnPlot bvs NoUnPlot
lda tracerflag lda tracerflag
bne NoUnPlot bne NoUnPlot
@@ -1832,7 +1803,7 @@ Hit
mwa XHit xdraw mwa XHit xdraw
mwa YHit ydraw mwa YHit ydraw
bit TestFlightFlag bit TestFlightFlag
bmi EndOfFlight bvs EndOfFlight
jsr unPlot jsr unPlot
EndOfFlight EndOfFlight
mwa xdraw xcircle ; we must store for a little while mwa xdraw xcircle ; we must store for a little while
@@ -2083,11 +2054,13 @@ MIRVcopyParameters
ldx #$FF ; it will turn 0 in a moment anyway ldx #$FF ; it will turn 0 in a moment anyway
stx MirvMissileCounter stx MirvMissileCounter
mrLoopi mrLoopi
inc:lda MirvMissileCounter ldx MirvMissileCounter
cmp #5 inx
sne:mva #0 MirvMissileCounter cpx #5
bne @+
ldx MirvMissileCounter ldx #0
@ stx MirvMissileCounter
; Y changes only for bullet number 0 ; Y changes only for bullet number 0
; because rest of the bullets have the same Y (height) ; because rest of the bullets have the same Y (height)
@@ -2613,6 +2586,7 @@ ReachSky
sta RangeRight+1 sta RangeRight+1
; hide tanks and ... ; hide tanks and ...
jsr SoilDown2 jsr SoilDown2
jsr ClearScreenSoilRange
ldx TankNr ldx TankNr
; check keyboard/joy and move tank left/right - code copied from BeforeFire ; check keyboard/joy and move tank left/right - code copied from BeforeFire
@@ -2711,11 +2685,7 @@ RightScreenEdge
mva #sfx_dunno sfx_effect mva #sfx_dunno sfx_effect
NoREdge NoREdge
mva #18 AngleTable,x mva #18 AngleTable,x
; then draw tank on new position bne DrawFloatingTank ; then draw tank on new position
jsr DrawTankNr
jsr DisplayStatus
jsr WaitOneFrame
jmp KeyboardAndJoyCheck
pressedLeft pressedLeft
lda ShieldEnergy,x lda ShieldEnergy,x
@@ -2742,9 +2712,11 @@ LeftScreenEdge
NoLEdge NoLEdge
mva #162 AngleTable,x mva #162 AngleTable,x
; then draw tank on new position ; then draw tank on new position
DrawFloatingTank
jsr DrawTankNr jsr DrawTankNr
jsr DisplayStatus jsr DisplayStatus
jsr WaitOneFrame jsr WaitOneFrame
jsr CalculateSoildown
jmp KeyboardAndJoyCheck jmp KeyboardAndJoyCheck
pressedSpace pressedSpace
@@ -2771,7 +2743,7 @@ pressedSpace
TankOnRightSide TankOnRightSide
dey dey
TankOnLeftSide TankOnLeftSide
sty FloatingAlt ; I know, not elegant byt this variable it's free now (0 go right, $ff go left) sty OverTankDir ; (0 go right, $ff go left)
; now we have direction of bypassing tanks on screen ; now we have direction of bypassing tanks on screen
; clear "engine pixels" under tank ; clear "engine pixels" under tank
@@ -2822,7 +2794,7 @@ TankBelow
mva #1 Erase mva #1 Erase
jsr DrawTankNr jsr DrawTankNr
mva #0 Erase mva #0 Erase
bit FloatingAlt bit OverTankDir
bmi PassLeft bmi PassLeft
PassRight PassRight
inc XtankstableL,x inc XtankstableL,x
@@ -2866,10 +2838,10 @@ GoDown
adw temp #4 ; center of the tank adw temp #4 ; center of the tank
ldy #0 ldy #0
lda (temp),y lda (temp),y
sta FloatingAlt sta OverTankDir ; not elegant!!! Reuse as height of tank flight
FloatDown FloatDown
lda ytankstable,x lda ytankstable,x
cmp FloatingAlt cmp OverTankDir
bcs OnGround bcs OnGround
; first erase old tank position ; first erase old tank position
mva #1 Erase mva #1 Erase
@@ -2889,25 +2861,31 @@ OnGround
mva #0 Erase mva #0 Erase
jsr WaitForKeyRelease jsr WaitForKeyRelease
; and Soildown at the end (for correct mountaintable) ; and Soildown at the end (for correct mountaintable)
; If tank did not fly at maximum altitude there is no need to soildown to much
lda FloatingAlt
cmp #18
beq NotHighest
jsr ClearScreenSoilRange
NotHighest
; calculate range ; calculate range
sec jsr CalculateSoildown
lda XtankstableL,x
sbc #2
sta RangeLeft
lda XtankstableH,x
sbc #0
sta RangeLeft+1
clc
lda XtankstableL,x
adc #10
sta RangeRight
lda XtankstableH,x
adc #0
sta RangeRight+1
; hide tanks and ... ; hide tanks and ...
jsr SoilDown2 jsr SoilDown2
ldx TankNr ldx TankNr
rts rts
CalculateSoildown
ldx TankNr
clc
lda XtankstableL,x
adc #4
sta xdraw
lda XtankstableH,x
adc #0
sta xdraw+1
mva #$04 ExplosionRadius
jsr CalculateExplosionRange
rts
.endp .endp
; ------------------------------------------------- ; -------------------------------------------------
@@ -2929,7 +2907,7 @@ CheckCollisionWithTankLoop
lda ytankstable,x lda ytankstable,x
cmp ydraw ; check range cmp ydraw ; check range
bcc BelowTheTank ;(ytankstable,ytankstable+3) bcc BelowTheTank ;(ytankstable,ytankstable+3)
sbc #4 ; we must rewrite EndOfTheBarrelY table or remove Y correction completely to "bold" tank !!! sbc #3 ; hitbox height
cmp ydraw cmp ydraw
bcs OverTheTank bcs OverTheTank
; with or without shield ? ; with or without shield ?