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Author SHA1 Message Date
Pirx 31c181ce89 Merge pull request #154 from pkali/develop
Develop
2023-01-23 05:41:41 -05:00
Pirx 33d8303270 readme updt 2023-01-23 05:41:05 -05:00
Pecusx f9fad89d7c Revert "wait by atariki"
This reverts commit 41094db7dd.
2023-01-23 08:50:03 +01:00
Pecusx e9ff60210e Revert "minor fixes"
This reverts commit b7560ab6d9.
2023-01-23 08:49:58 +01:00
Pirx b7560ab6d9 minor fixes 2023-01-22 23:03:10 -05:00
Pirx 41094db7dd wait by atariki 2023-01-22 22:46:47 -05:00
Pecusx ab30227843 Ctrl+HELP - new "debug" switch 2023-01-22 23:17:26 +01:00
Pecusx 5d619c80f8 "Debug" for Laser 2023-01-22 19:46:37 +01:00
Pecusx e842d455e6 Visual Debug :) added 2023-01-21 22:48:46 +01:00
Pecusx da4d82cca4 All the splash text is swapped. 2023-01-21 13:51:26 +01:00
Pecusx f7931afbb4 Second fire (shift) on 5200
Thanks RB5200!
2023-01-20 21:26:39 +01:00
Pecusx b18793014d Very rare distance measuring bug fixed.
Sometimes a perfectly hit tank still lived.
2023-01-20 14:40:54 +01:00
Pecusx ef1c0dc62c Binary files upd. 2023-01-20 11:05:12 +01:00
Pecusx bc338198a0 Merge branch 'develop' of https://github.com/pkali/scorch_src into develop 2023-01-20 11:01:36 +01:00
Pecusx 2a08447b9c The tanks talk to each other again. 2023-01-20 11:00:46 +01:00
Pecusx 4088e5f8fa Macro "wait" optimization, and better credits 2023-01-19 19:46:06 +01:00
Pirx 79b5bc3290 readme updt 2023-01-17 10:04:09 -05:00
Pirx 3b80de7def readme updt 2023-01-17 09:25:01 -05:00
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 799 additions and 580 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
* 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
* 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
* 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.
@@ -24,11 +24,16 @@ On the first screen, you can configure gameplay options:
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.
## 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.
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:
* player's tank name,
* active joystick number
* 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 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 |
| --- | --- | --- |
| [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. |
| [A] or [OPTION] | [7] | go directly to the defensive weapons activation.
| [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. |
| [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.
| [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). |
| [Y] | [1] | when asked to abort or terminate the game - confirmation |
## 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 |
| Baby Nuke | 200 |
| Nuke | 240 |
| LeapFrog| 136 120 104 |
| LeapFrog| 136 112 112 |
| Funky Bomb | 168 88 (* 5) |
| MIRV | 136 (* 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.
* **Long Schlong** - a special weapon :) - Costs a lot, doesn't really help with anything (except possibly digging yourself out but only when slightly buried but it has a cool name and looks cool :) - It can be activated independently of other defensive weapons and remains active until the end of the round (it cannot be deactivated).
* **Lazy Boy** - it is not actually a defensive weapon. It is an aiming aid. When it is activated, the tank tries to aim at the nearest enemy and automatically adjusts the power of the shot and angle. If it has too little energy, it can sometimes aim wrong (it uses a method like **Cyborg** to aim). Like **Battery**, it does not deactivate other defensive weapons when used. Note: There is no point in activating this weapon before the round, targeting will not take place because there is nothing to target yet.
* **Lazy Darwin** - works exactly like **Lazy Boy** but targets the weakest opponent.
* **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.
* **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.
**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
* początkową ilość gotówki każdego z graczy (8k to wybrana przez nas wartość optymalna, lecz przy krótkich rozgrywkach warto wybrać większą wartość)
* 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
* 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.
@@ -23,10 +23,15 @@ Na pierwszym ekranie możemy skonfigurować opcje rozgrywki:
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.
## 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.
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:
* nazwa czołgu gracza
* numer aktywnego joysticka
* wybrana aktualnie broń ofensywna
* 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
@@ -60,7 +66,7 @@ Tutaj klawiszologia jest prosta, klawisze kursora lub joystick: lewo/prawo - zmi
| A800 | 5200 | funkcja |
| --- | --- | --- |
| [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. |
| [A] lub [OPTION] | [7] | bezpośrednie przejście na ekran Inventory aktywacji broni defensywnych. |
| [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 |
| [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. |
| [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). |
| [Y] | [1] | w przypadku pytania o przerwanie lub zakończenie gry - potwierdzenie decyzji |
## 5. Zasady gry - bronie ofensywne
@@ -128,7 +136,7 @@ A oto wartości maksymalnego ubytku energii dla poszczególnych broni. Jeśli br
| Missile | 136 |
| Baby Nuke | 200 |
| Nuke | 240 |
| LeapFrog| 136 120 104 |
| LeapFrog| 136 112 112 |
| Funky Bomb | 168 88 (* 5) |
| MIRV | 136 (* 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.
* **Long Schlong** - broń specjalna :) - kosztuje dużo, nie bardzo w czymkolwiek pomaga (poza ewentualnym odkopaniem się ale tylko przy niewielkim przysypaniu ale fajnie się nazywa i wygląda :) - Można ją aktywować niezależnie od innych broni defensywnych i pozostaje aktywna do końca rundy (nie da się jej dezaktywować).
* **Lazy Boy** - nie jest to właściwie broń defensywna. Jest to wspomaganie celowania. Po jej aktywacji czołg stara się wycelować w najbliższego przeciwnika i automatycznie ustawia siłę strzału oraz kąt. W przypadku posiadania zbyt małej ilości energii może czasem wycelować źle (do celowania stosuje metodę taką jak **Cyborg**). Tak jak **Battery** nie dezaktywuje innych broni defensywnych w przypadku jej użycia. Uwaga! Nie ma sensu aktywacja tej broni przed rundą, celowanie nie odbędzie się bo nie ma jeszcze do czego celować.
* **Lazy Darwin** - działa dokładnie jak **Lazy Boy** ale celuje w najsłabszego przeciwnika.
* **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.
* **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.
+60
View File
@@ -51,6 +51,66 @@ With the advent of [fujinet](https://fujinet.online/) we are thinking about maki
## Changelog:
###### Version 1.26
2023-01-23
Early morning edition. It is 5:11 am and I am writing this instead of dreaming of electric sheep.
For the last 6 weeks theversions we released had an awful bug - the conversations of tanks were completely invisible. Thanks for pointing this out, RB5200.
- tanks talk to each other again
- better stochastic non blocking wait one frame
- rare dstance measurement bug fixed (rarely a tank survived a direct hit)
- 5200: second fire works (by RB5200)
- "visual debug" mode in A800 version, triggered by pressing [CTRL]+[HELP]. It displays distances measured, laser aiming and aiming technique. It leaves a mess on screen, but it does not impair the game, just makes it a bit harder.
###### Version 1.25
2023-01-17
Y2K Compliance Edition
This version is 5200 SuperSystem focused.
- the correct production year in the splash screens!!!
- very rare hangups when accessing the inventory seemingly eliminated, thanks @RB5200 for testing!
- a new feature - pressing [Tab] (atari800) or [5] (5200) when selecting the wind power switches wind mode to changing with each turn, which makes aiming arguably more challenging! It is indicated by "?" next to the "Wind" in the main menu.
- pressing [G] during the game changes the color scheme (classic, Polish rainbow, Xmas).
- all these changes were made possible thanks to the extensive code size optimization by @Pecus
###### Version 1.23
2023-01-01
New year edition! Who could imagine?
The new feature is that pressing [Tab] in the main menu now changes colors of the small tank area down the screen and makes it clear what color version you are going to run (classic/ Polish rainbow/ Christmas colors).
Also a small gradient optimization.
###### Version 1.22
2022-12-24
Christmas colors edition! Can you carve a quarter of a page of memory from two decades old code? Sure @Pecusx can! So finally we have the most requested feature - C0L0RS on the game screen, adjusted with Adam's help.
Press [TAB] twice in the main menu to switch to a screen with colors.
Other (dubious) improvements:
- New Lazy Darwin, it is spectacular, check it out!!!
- Smoke Tracer does not smoke when targeting with Lazy Darwin
- Lazy Boy works well with joystick
- Another fix for self-destructing tanks shooting low angles (0-4 degrees)
- New, better tank shapes by Adam
- Barrel start point correction fixes very rare aiming issues
- Soil slide after Hovercraft usage optimized
###### Version 1.21
2022-12-10
We couldn't resist! This is the Senior Executive Director's Cut.
By virtue of byte misering we squeezed in a few new features:
* new selectable tank shapes - change the controller enough times to get a different tank model
* lonely bad pixel after Liquid Dirt fixed
* mountain colors (or shades) possible, switch with [Tab] in the main menu
* active controller number display in the game, store, and inventory screens
* a very special terminator mode for Moron
###### Version 1.20
2022-11-23
+12 -67
View File
@@ -22,8 +22,9 @@
pha
lda AIRoutines,y
pha
jsr PrepareAIShoot
rts
; it's no necessary - PrepareAIShoot is next proc :)
; jsr PrepareAIShoot
; rts
.endp
;----------------------------------------------
.proc PrepareAIShoot
@@ -81,7 +82,10 @@ AIRoutines
mwa #80 RandBoundaryLow
mwa #800 RandBoundaryHigh
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
;----------------------------------------------
.proc Shooter
@@ -155,8 +159,8 @@ endo
; choose the best weapon
jsr ChooseBestOffensive
rts
jmp ChooseBestOffensive
;rts
.endp
;----------------------------------------------
.proc Poolshark
@@ -196,9 +200,7 @@ forceNow
ldx TankNr
jsr RandomizeForce
endo
;ldx TankNr ;this is possibly not necessary
endo
; choose the best weapon
jsr ChooseBestOffensive
@@ -512,64 +514,7 @@ skipThisPlayer
lda tempor2
rts
.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 #$00
sta temp2 ; max possible distance
sta tempor2 ; direction of shoot
;ldx TankNr
ldy NumberOfPlayers
dey
loop01
cpy TankNr
beq skipThisPlayer
lda eXistenZ,y
beq skipThisPlayer
lda LowResDistances,x
cmp LowResDistances,y
bcs EnemyOnTheLeft
;enemy on the right
sec
lda LowResDistances,y
sbc LowResDistances,x
cmp temp2 ; bigest
bcc bigestIsBigger
sta temp2
sty temp2+1 ; number of the farthest tank
inc tempor2 ; set direction to right
bne bigestIsBigger
EnemyOnTheLeft
sec
lda LowResDistances,x
sbc LowResDistances,y
cmp temp2 ; lowest
bcc bigestIsBigger
sta temp2
sty temp2+1 ; number of the farthest tank
bigestIsBigger
skipThisPlayer
dey
bpl loop01
; now we have number of the farthest tank in temp2+1
; and direction (0 - left, >0 - right) in tempor2
; let's move them to registers
; in temp2 we have x distance divided by 8
ldy temp2+1
lda tempor2
rts
.endp
*/
;----------------------------------------------
.proc TakeAim
; targeting the tank number TargetTankNr (and Y)
@@ -615,7 +560,7 @@ RepeatAim
lda #ind_Baby_Missile___
sta ActiveWeapon,x
; now we have initial valuses
mva #$ff TestFlightFlag
mva #%11000000 TestFlightFlag
; check targeting direction
lda tempor2
jne AimingLeft
@@ -1026,7 +971,7 @@ SorryNoPurchase
; choose the best weapon
; 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
; Y - the last offensive weapon to use + 1
lda TanksWeaponsTableL,x
Binary file not shown.
Binary file not shown.
Binary file not shown.
+32 -6
View File
@@ -59,6 +59,19 @@ areYouSureText
lineClear
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
.by <(pmgraph+$400)
@@ -208,7 +221,12 @@ TanksNamesDefault
dta d"4th.Tank"
dta d"5th.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)
.by >price_Baby_Missile___
.by >price_Missile________
@@ -581,7 +599,7 @@ CreditsStart
dta d"You were playin",d"g"*
dta d"Scorc",d"h"*
dta d"Warsaw, Miam",d"i"*
dta d"2000-202",d"2"*
dta d"2000-202",d"3"*
dta d" "*
dta d"Programmin",d"g"*
dta d"Tomasz 'Pecus' Peck",d"o"*
@@ -608,9 +626,13 @@ CreditsStart
dta d"Bocianu, Probabilitydragon, EnderDude",d","*
dta d"Beeblebrox, KrzysRog, lopezpb, Dracon",d","*
dta d"brad-colbert, archon800, nowy80",d","*
dta d"Shaggy the Atarian, RetroBorsuk, ZP",d"H"*
dta d"Shaggy the Atarian, RetroBorsuk, ZPH"
.IF target = 5200
dta d"x-usr(1536), Aking, JAC!, phaero",d"n"*
dta d","*
dta d"x-usr(1536), Aking, JAC!, phaeron",d","*
dta d"RB520",d"0"*
.ELSE
dta d" "*
.ENDIF
dta d" "*
dta d"Additional testin",d"g"*
@@ -622,9 +644,13 @@ CreditsStart
dta d" "*
CreditsEnd
.IF target = 5200
CreditsLines=37
CreditsLines=38
.ELSE
CreditsLines=42 ; 34 in reality. add 7?
.ENDIF
.IF target = 5200
; Atari 5200 splash
NewSplashText=*
dta d"copyright 2023 atari"
.ENDIF
.endif
+5 -6
View File
@@ -2,17 +2,16 @@
.IF *>0 ;this is a trick that prevents compiling this file alone
TankColoursTable .BYTE $58,$2a,$96,$ca,$7a,$ed
;TankStatusColoursTable .BYTE $54,$24,$92,$c4,$74,$e4 ; standard order
;TanksPMOrder .BYTE 4,3,1,5,0,2 ; 0-3 = P0-P3 , 4 = M0+M1 , 5 = M2+M3
TankStatusColoursTable .BYTE $74,$c4,$24,$e4,$54,$94 ; Adam's order
TanksPMOrder .BYTE 4,3,1,5,0,2 ; 0-3 = P0-P3 , 4 = M0+M1 , 5 = M2+M3
TankShapesTable .BYTE char_tank1___________,char_tank2___________,char_tank3___________
.BYTE char_tank1___________,char_tank2___________,char_tank3___________
dliColorsBack
:10 .by $02,$00
dliColorsFore
.by $0a
.by $0a ; one mountains color
; .by $0e,$0c,$0c,$0b,$0b,$0a,$0a,$09,$09,$08 ; mountains colors array
; .by $08,$08,$07,$07,$07,$06,$06,$06,$06,$05
.by $0e,$0c,$0c,$0c,$0c,$0a,$0a,$0a,$0a,$08 ; mountains colors array new
.by $08,$08,$08,$06,$06,$06,$06,$06,$06,$04
CashOptionL ;(one zero less than on the screen)
.by 0,<200,<800,<1200,<2000
CashOptionH
+3 -2
View File
@@ -37,7 +37,8 @@ char_sandhog_________ = $0c
char_sandhog_offset = char_sandhog_________ - char_digger__________
char_tank1___________ = $20
char_tank2___________ = $24
char_tank3___________ = $28
char_tank3___________ = $2c
char_tank4___________ = $28 ; robotank shape
;Weapon prices (*10 on screen)
price_Baby_Missile___ = 0 ;_00
@@ -85,7 +86,7 @@ price_Bouncy_Castle__ = 512 ;_41
price_Long_Barrel____ = 2100 ;_42
price_Nuclear_Winter_ = 1000 ;_43
price_Lazy_Boy_______ = 500 ;_44
price_Lazy_Darwin____ = 500 ;_45
price_Lazy_Darwin____ = 730 ;_45
price_Auto_Defense___ = 250 ;_46
price_Spy_Hard_______ = 83 ;_47
;Weapon indexes (numbers)
+2 -2
View File
@@ -29,9 +29,9 @@ OptionsScreenEnd
;-----------------------------------------------
NameScreen2
dta d" Tank 1 * 1 Name:"
dta d" Tank 1 *1 +1 Name:"
NameAdr
dta d" "
dta d" "
NameScreen4
dta d" "
NamesOfLevels
+1 -1
View File
@@ -3,7 +3,7 @@
.IF *>0 ;this is a trick that prevents compiling this file alone
;---------------------------------------------------
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)
; all Purchase DL :)
+24 -15
View File
@@ -9,7 +9,7 @@
OptionsScreen
dta d"Welcome to Scorch v. "
build ; 4 bytes from scorch.asm (fancy method) :)
dta d" (un)2000-2022"
dta d" (un)2000-2023"
.IF TARGET = 800
dta d" Please select option with cursor keys "
@@ -102,7 +102,16 @@ EmptyLine
dta d" "
;---------------------------------------------------
OptionsTitle
.IF TARGET = 800
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
dta d" difficulty "*
PurchaseTitle
@@ -127,36 +136,36 @@ dl ; MAIN game display list
.byte $4f
.word display ; 1 line
:76 .by $0f ;76
.by $0f+$80 ; DLI (black bar) ;2
.by $0f+$80,$0f ; DLI (black bar) ;3
.by $0f+$80 ; DLI
:13 .by $0f ;13
.by $0f+$80 ; DLI (black bar) ;2
:12 .by $0f ;12
.by $0f+$80,$0f ; DLI (black bar) ;3
.by $0f+$80 ; DLI
:8 .by $0f ;8
:7 .by $0f ;7
.by $4f ;1
.wo display+$0ff0
:2 .by $0f ;2
.by $0f+$80 ; DLI (black bar) ;2
.by $0f+$80 ; DLI
:9 .by $0f ;9
.by $0f+$80 ; DLI (black bar) ;2
.by $0f+$80,$0f ; DLI (black bar) ;3
.by $0f+$80 ; DLI
:8 .by $0f ;8
.by $0f+$80 ; DLI (black bar) ;2
.by $0f+$80,$0f ; DLI (black bar) ;3
.by $0f+$80 ; DLI
:7 .by $0f ;7
.by $0f+$80 ; DLI (black bar) ;2
.by $0f+$80,$0f ; DLI (black bar) ;3
.by $0f+$80 ; DLI
:6 .by $0f ;6
.by $0f+$80 ; DLI (black bar) ;2
.by $0f+$80,$0f ; DLI (black bar) ;3
.by $0f+$80 ; DLI
:5 .by $0f ;5
.by $0f+$80 ; DLI (black bar) ;2
.by $0f+$80,$0f ; DLI (black bar) ;3
.by $0f+$80 ; DLI
:4 .by $0f ;4
.by $0f+$80 ; DLI (black bar) ;2
.by $0f+$80,$0f ; DLI (black bar) ;3
.by $0f+$80 ; DLI
: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
:38 .byte $0f ;35 ..... = 200
.by $4f
@@ -178,7 +187,7 @@ OptionsDL
:maxOptions-1 .by $02,$10
:(9-maxOptions) .by $70,$10
.byte $80
.byte $70 ; to match moved sprites
.byte $60 ; to match moved sprites
.byte $4f
.word (display+140*40)
:21 .by $0f ;76
+1 -1
View File
@@ -4,7 +4,7 @@
statusBuffer
; 0123456789012345678901234567890123456789
dta d"Player: "
dta d"Player: * "
dta d"Energy: Angle: Force: "
dta d"Round: Wind: "
+19 -5
View File
@@ -140,8 +140,13 @@ LineParametersReady
ora DX+1
ora DY
ora DY+1
jeq EndOfDraw
bne NotOnePoint
; length=0
sta LineLength
sta LineLength+1
jmp EndOfDraw
NotOnePoint
; here we have DX,DY,XK and we know which operations
; are to be performed with these factors when doing PLOT
; (accordingly to given bits of 'HowToDraw')
@@ -219,6 +224,8 @@ PutPixelinDraw
bit drawFunction
bpl @+
inw LineLength
bit Vdebug
bmi MeasureVisualisation
jmp ContinueDraw ; was `bne` - not good, because LineLength starts from $ffff
@
bvc @+
@@ -266,6 +273,7 @@ CheckCollisionDraw
StopHitChecking
jmp ContinueDraw
@
MeasureVisualisation
jsr plot
ContinueDraw
@@ -638,8 +646,10 @@ No6thTankHide
jmp DoNotDrawTankNr
SkipHidingPM
lda TankShape,x
tax
ldy TankShapesTable,x
ldx TankNr
lda AngleTable,x
cmp #91 ; left or right tank shape
bcs LeftTank
@@ -1360,6 +1370,9 @@ NoClearTanks
adw RangeLeft #mountaintable temp
adw RangeLeft #mountaintable2 tempor2
cpw xdraw RangeRight
jcs NothingToFall
NextColumn1
mwa #0 ydraw
NextPoint1
@@ -1448,6 +1461,7 @@ ColumnIsReady
jeq MainFallout2
; now correct heights are in the mountaintable
sta color ; Pozor! :) we know - now A=1
NothingToFall
mva #sfx_silencer sfx_effect
jsr DrawTanks
rts
@@ -2082,7 +2096,7 @@ X lda XtanksTableL,x
sbc #90
tax
; barrel start offset over 90deg
adw xdraw #5 xdraw
adw xdraw #4 xdraw
mva #1 goleft
bpl @+ ; jmp @+
@@ -2203,13 +2217,13 @@ ybarrel
.endp
;--------------------------------------------------
.proc SetPMWidth
lda #%01010101
sta sizem ; all missiles, double width
lda #$00
sta sizep0 ; P0-P3 widths
sta sizep0+1
sta sizep0+2
sta sizep0+3
lda #%01010101
sta sizem ; all missiles, double width
rts
.endp
+16 -15
View File
@@ -74,23 +74,24 @@
.ENDM
;-------------------------------------
.MACRO WAIT
.MACRO WAIT
; WAIT
; waits one frame (1/50 s(PAL) or 1/60s(NTSC))
?zero LDA VCOUNT
cmp #$05
bcc ?zero
cmp #$70
bcc ?WA
sbc #10 ; last lines correction
?WA cmp VCOUNT
beq ?WA
bcc ?WA
?WFRAME cmp VCOUNT
beq ?nowait
bcs ?WFRAME
?nowait
.ENDM
?ze LDA VCOUNT
cmp #16 ; if line<16 then wait for line>15 (long VBI protection)
bcc ?ze
sbc #10 ; last lines correction
?wa cmp VCOUNT
bcc ?wa
?wf cmp VCOUNT
bcs ?wf
.ENDM
;-------------------------------------
.macro waitRTC
lda RTCLOK+1
?wa cmp RTCLOK+1
beq ?wa
.endm
;-------------------------------------
.macro negw
; negate the given word (0-a)
+16 -15
View File
@@ -73,23 +73,24 @@
PLA
.ENDM
;-------------------------------------
.MACRO WAIT
.MACRO WAIT
; WAIT
; waits one frame (1/50 s(PAL) or 1/60s(NTSC))
?zero LDA VCOUNT
cmp #$05
bcc ?zero
cmp #$70
bcc ?WA
sbc #10 ; last lines correction
?WA cmp VCOUNT
beq ?WA
bcc ?WA
?WFRAME cmp VCOUNT
beq ?nowait
bcs ?WFRAME
?nowait
.ENDM
?ze LDA VCOUNT
cmp #16 ; if line<16 then wait for line>15 (long VBI protection)
bcc ?ze
sbc #10 ; last lines correction
?wa cmp VCOUNT
bcc ?wa
?wf cmp VCOUNT
bcs ?wf
.ENDM
;-------------------------------------
.macro waitRTC
lda RTCLOK+2
?wa cmp RTCLOK+2
beq ?wa
.endm
;-------------------------------------
.macro negw
; negate the given word (0-a)
+144 -65
View File
@@ -15,7 +15,7 @@
;---------------------------------------------------
.macro build
dta d"1.20" ; number of this build (4 bytes)
dta d"1.26" ; number of this build (4 bytes)
.endm
.macro RMTSong
@@ -26,9 +26,14 @@
;---------------------------------------------------
icl 'definitions.asm'
;---------------------------------------------------
FirstZpageVariable = $61
FirstZpageVariable = $59
.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 Vdebug .byte ; "visual debug" flag ($00 - off, $ff - on)
.zpvar xdraw .word ;= $64 ;variable X for plot
.zpvar ydraw .word ;variable Y for plot (like in Atari Basic - Y=0 in upper right corner of the screen)
.zpvar xbyte .word
@@ -70,10 +75,12 @@ FirstZpageVariable = $61
.zpvar pressTimer .byte
.zpvar NTSCcounter .byte
.zpvar IsEndOfTheFallFlag .byte ; for small speedup ground falling
.zpvar sfx_effect .byte
.zpvar RMT_blocked .byte
.zpvar ScrollFlag .byte
.zpvar sfx_effect .byte
.zpvar RMT_blocked .byte
.zpvar ScrollFlag .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--------------
.zpvar Force .word
@@ -88,6 +95,7 @@ FirstZpageVariable = $61
.zpvar NumberOfPlayers .byte ;current number of players (counted from 1)
.zpvar Counter .byte ;temporary Counter for outside loops
.zpvar ExplosionRadius .byte
.zpvar FunkyBombCounter .byte
.zpvar ResultY .byte
.zpvar xcircle .word
.zpvar ycircle .word
@@ -125,7 +133,7 @@ FirstZpageVariable = $61
.zpvar goleft .byte
.zpvar OffsetDL1 .byte
.zpvar L1 .byte
HotNapalmFlag = FunkyBombCounter ; reuse variable!
;* RMT ZeroPage addresses in artwork/sfx/rmtplayr.a65
displayposition = modify
@@ -171,6 +179,7 @@ FirstZpageVariable = $61
_del = $fc ;$0c ;not used in 5200
_M = $0d
_S = $0e
_atari = $fd ; not used in 5200
_none = $0f
.ende */
@@ -224,6 +233,60 @@ StatusBufferCopyEnd
; Game Code
;--------------------------------------------------
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
splash_copyright = splash_text + $14
ldy #19 ; 20 characters
@ lda NewSplashText,y
sta splash_copyright,y
dey
bpl @-
; splash screen delay. maybe add fire to speed up?
@ cpx RTCLOK+1
bne @-
no5200splash
.ENDIF
jsr MakeDarkScreen
; one time zero variables in RAM (non zero page)
@@ -246,6 +309,11 @@ FirstSTART
dey
bpl @-
; initialize one Variable in zero page :)
lda #<dliColorsFore
sta GradientColors
lda #>dliColorsFore
sta GradientColors+1
; generate linetables
mwa #display temp
@@ -279,6 +347,12 @@ FirstSTART
mva #$10 MODUL-6+$a69 ; $12 > $10
mva #$04 MODUL-6+$bf8 ; $05 > $04
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
.ELSE
mva #$7f SkStatSimulator
@@ -304,6 +378,7 @@ NoRMT_PALchange
mva #2 chactl ; necessary for 5200
START
jsr MakeDarkScreen
; Startup sequence
jsr Initialize
@@ -312,6 +387,7 @@ START
RMTSong song_main_menu
jsr Options ;startup screen
jsr SetVariablesFromOptions
jsr MakeDarkScreen
bit escFlag
bmi START
@@ -333,10 +409,7 @@ MainGameLoop
jsr CallPurchaseForEveryTank
mva #0 SpyHardFlag
; issue #72 (glitches when switches)
jsr MakeDarkScreen
bit escFlag
bmi START
@@ -349,14 +422,14 @@ MainGameLoop
bmi START
jvs GoGameOver
mva #0 TankNr ;
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
jsr cleartanks ; A=0
sta COLBAKS ; set background color to black
sta JoystickNumber ; set joystick port for player
; here gains and losses should be displayed (dollars)
; finally we have changed our minds and money of players
@@ -369,6 +442,7 @@ MainGameLoop
jsr DisplayResults
jsr DemoModeOrKey
jsr MakeDarkScreen
ldx NumberOfPlayers
dex
@@ -462,13 +536,10 @@ eskipzeroing
lda GameIsOver
beq NoGameOverYet
GoGameOver
jsr MakeDarkScreen
jsr GameOverScreen
jmp START
NoGameOverYet
inc CurrentRoundNr
jsr MakeDarkScreen ; issue #72
; jsr RmtSongSelect ; ?????
mva #sfx_silencer sfx_effect
jmp MainGameLoop
@@ -486,7 +557,7 @@ NoGameOverYet
RmtSong song_ingame
jsr SetPMWidth
jsr SetPMWidth ; A=0
lda #0
sta AfterBFGflag ; reset BFG flag
sta COLOR2 ; status line "off"
@@ -678,6 +749,8 @@ ManualShooting
lda JoyNumber,x
sta JoystickNumber ; set joystick port for player
jsr WaitForKeyRelease
lda #%00000000
sta TestFlightFlag ; set "Test Fight" off
jsr BeforeFire
lda escFlag
seq:rts ; keys Esc or O
@@ -812,8 +885,14 @@ NoPlayerNoDeath
inc:lda TankSequencePointer
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
.endp
@@ -1109,6 +1188,15 @@ deletePtr = temp
cpw deletePtr #variablesEnd
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
mva #$ff LastWeapon
sta HowMuchToFall
@@ -1168,64 +1256,48 @@ MakeTanksVisible
rts
.endp
;--------------------------------------------------
/* .proc DLIinterruptGraph
;sta dliA
;sty dliY
.proc DLIinterruptGraph
pha
phy
ldy dliCounter
lda dliColorsBack,y
ldy dliColorsFore
.IF TARGET = 800
nop ; necessary on 800 because DLIs take less time, jitter visible without it
nop
nop
nop
.ENDIF
nop
nop
sta COLPF1
sty COLPF2
inc dliCounter
;ldy dliY
;lda dliA
ply
pla
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
lda GradientNr
bne GoGradient
ldy #$ff ; one mauntain color
GoGradient
iny
lda (GradientColors),y ; mountains colors array
sta COLPF2
lda DliColorBack
sta COLPF1
eor #$02
sta DliColorBack
inc dliCounter
ply
pla
rti
.endp
;--------------------------------------------------
.proc DLIinterruptOptions
;sta dliA
;sty dliY
pha
; lda dliColorsBack
lda #0
phy
lda #0 ; background color
sta COLPF1
lda dliColorsFore
ldy GradientNr
beq @+
ldy #1
@ lda (GradientColors),y ; mountains colors array
sta COLPF2
ply
pla
rti
.endp
;--------------------------------------------------
.proc DLIinterruptGameOver
;sta dliA
;sty dliY
pha
phy
lda dliCounter
@@ -1262,7 +1334,6 @@ EndOfDLI_GO
.endp
;--------------------------------------------------
.proc DLIinterruptText
;sta dliA
pha
lda dliCounter
bne MoreBarsColorChange
@@ -1385,7 +1456,11 @@ EndOfCreditsVBI
sta stick0
ldx JoystickNumber
lda trig0,x
; check shift key (5200 second fire button)
lda SKSTAT
:3 lsr ; third bit
and trig0,x ; and first button
;lda trig0,x
sta strig0 ;Move hardware to shadow
mva chbas chbase
@@ -1730,14 +1805,20 @@ notpressedJoyGetKey
;fire
lda STRIG0
beq JoyButton
.IF TARGET = 800 ; Select key only on A800
.IF TARGET = 800 ; Select and Option key only on A800
bne checkSelectKey
checkSelectKey
lda CONSOL
and #%00000010
and #%00000010 ; Select
beq SelectPressed
lda CONSOL
and #%00000100 ; Option
.ENDIF
bne @-
OptionPressed
lda #@kbcode._atari ; Option key
bne getkeyend
SelectPressed
lda #@kbcode._tab ; Select key
bne getkeyend
JoyButton
@@ -1828,7 +1909,7 @@ MakeDarkScreen
and #%00000101 ; Start + Option
sne:mva #$40 escFlag
and #%00000001 ; START KEY
seq:wait
seq:wait ; or waitRTC ?
rts
.endp
@@ -1956,7 +2037,7 @@ noingame
icl 'artwork/talk.asm'
;----------------------------------------------
TankFont
ins 'artwork/tanksv3.fnt',+0,352 ; 44 characters only
ins 'artwork/tanksv4.fnt',+0,384 ; 48 characters only
;----------------------------------------------
font4x4
ins 'artwork/font4x4s.bmp',+62
@@ -2048,10 +2129,8 @@ MODULEND
.ENDIF
org ROM_SETTINGS ; 5200 ROM settings address $bfe8
; "01234567890123456789"
.byte " scorch 5200 v" ;20 characters title
build ; " "
.byte " "
.byte "7A" ;2 characters year .. 1900 + $7A = 2020
.byte " scorch supersystem " ;20 characters title
.byte " ", $ff ;$BFFD == $ff means diagnostic cart, no splash screen
.word FirstSTART
.ELSE
run FirstSTART
BIN
View File
Binary file not shown.
BIN
View File
Binary file not shown.
+161 -94
View File
@@ -63,6 +63,10 @@
mva #0 OptionsY
OptionsMainLoop
lda WindChangeInRound
sta OptionsHere+126
jsr OptionsInversion
jsr getkey
bit escFlag
@@ -109,66 +113,37 @@ OptionsNoLeft
OptionsNoRight
cmp #@kbcode._ret ; $c ;Return key
bne OptionsNoReturn
jmp OptionsFinished
rts ; options selected
OptionsNoReturn
cmp #@kbcode._tab ; Tab key
bne OptionsNoTab
jsr SelectNextGradient
OptionsNoTab
jmp OptionsMainLoop
OptionsFinished
;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
.endp
.proc SelectNextGradient
lda OptionsY ; if "Wind" option selected
cmp #$03
bne NotWind
lda WindChangeInRound ; wind change after each turn (not round only) flag
eor #$1f ; '?' character
sta WindChangeInRound
rts
NotWind
ldy GradientNr
iny
cpy #$03
bne NoGradientLoop
ldy #$00
NoGradientLoop
sty GradientNr
lda GradientAddrL,y
sta GradientColors
lda GradientAddrH,y
sta GradientColors+1
rts
.endp
;--------
; inversing selected option (cursor)
;--------
@@ -229,6 +204,66 @@ invertme
rts
.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
.proc CallPurchaseForEveryTank
@@ -322,11 +357,16 @@ GoToActivation
tax
NextChar03
lda tanksnames,x
sta purchaseTextBuffer+8,y
sta purchaseTextBuffer+7,y
inx
iny
cpy #$08
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
; here we must jump in after each purchase
@@ -874,6 +914,8 @@ NoAutoDefense
jsr FindBestTarget2 ; find nearest tank neighbour
jsr LazyAim
ply
lda #%00000000
sta TestFlightFlag ; set "visual aiming" off
jmp DecreaseDefensive ; bypass activation
NoLazyBoy
cmp #ind_Lazy_Darwin____
@@ -885,6 +927,8 @@ NoLazyBoy
jsr FindBestTarget3 ; find target with lowest energy
jsr LazyAim
ply
lda #%10000000
sta TestFlightFlag ; set "visual aiming" on
jmp DecreaseDefensive ; bypass activation
NoLazyDarwin
cmp #ind_Spy_Hard_______
@@ -1120,7 +1164,6 @@ NoArrowDown
sta difficultyLevel
lda digits+1,x
sta NameScreen2+7
jsr HighlightLevel ; setting choosen level of the opponent (Moron, etc)
; clear tank name editor field - not necessary
; ldx #8
@@ -1154,17 +1197,18 @@ LastNameChar
beq @+
iny
@ sty PositionInName
; lda NameAdr,y
; ora #$80 ; place cursor on the end
; sta NameAdr,y
CheckKeys
jsr HighlightLevel ; setting choosen level of the opponent (Moron, etc)
ldx TankNr
lda JoyNumber,x
tax
lda digits+1,x
sta NameScreen2+12
tay
lda digits+1,y
sta NameScreen2+11 ; display joystick port number
lda TankShape,x
tay
lda digits+1,y
sta NameScreen2+15 ; display tank shape number
jsr CursorDisplay
jsr getkey
bit escFlag
@@ -1204,6 +1248,8 @@ CheckFurtherX01 ; here we check Tab, Return and Del
beq ChangeOfLevel3Up
cmp #@kbcode._up ; $e ;cursor up
beq ChangeOfLevel3Down
cmp #@kbcode._atari ; atari (inverse) key
jeq ChangeOfShapeUp
cmp #@kbcode._del ; $34 ; Backspace (del)
bne CheckKeys
@@ -1223,20 +1269,24 @@ FirstChar
lda #0
sta NameAdr,x
jmp CheckKeys
;----
ChangeOfJoyUp
ldx TankNr
inc JoyNumber,x
lda JoyNumber,x
and #%00000011 ; max 4 joysticks
sta JoyNumber,x
.IF TARGET = 5200
beq ChangeOfShapeUp ; change tank shape
.ENDIF
jmp CheckKeys
;----
ChangeOfLevelUp ; change difficulty level of computer opponent
inc:lda DifficultyLevel
cmp #9 ; 9 levels are possible
bne DoNotLoopLevelUp
mva #$0 DifficultyLevel
DoNotLoopLevelUp
jsr HighlightLevel
jmp CheckKeys
;----
ChangeOfLevelDown
@@ -1244,7 +1294,6 @@ ChangeOfLevelDown
bpl DoNotLoopLevelDown
mva #$8 DifficultyLevel
DoNotLoopLevelDown
jsr HighlightLevel
jmp CheckKeys
;----
ChangeOfLevel3Up
@@ -1256,7 +1305,6 @@ ChangeOfLevel3Up
sbb DifficultyLevel #9
DoNotLoopLevel3Up
jsr HighlightLevel
jmp CheckKeys
;----
ChangeOfLevel3Down
@@ -1264,9 +1312,18 @@ ChangeOfLevel3Down
bpl @+
adb DifficultyLevel #9
@
jsr HighlightLevel
jmp CheckKeys
;----
ChangeOfShapeUp
ldx TankNr
inc TankShape,x
lda TankShape,x
cmp #$03
bne @+
lda #$00
sta TankShape,x
@ jmp CheckKeys
;----
EndOfNick
; now check long press joy button (or Return...)
mva #0 pressTimer ; reset
@@ -1286,6 +1343,10 @@ ShortJoyPress
ldx tanknr
lda DifficultyLevel
sta skilltable,x
beq NotRobot
lda #$03 ; shape for robotanks
sta TankShape,x
NotRobot
; storing name of the tank in the right space
; (without cursor!)
ldy #$00
@@ -1572,6 +1633,27 @@ displayloop1
rts
.endp
;--------------------------------------------------------
.proc DisplayOffensiveTextNr ;
ldx TextNumberOff
lda talk.OffensiveTextTableL,x
sta LineAddress4x4
lda talk.OffensiveTextTableH,x
sta LineAddress4x4+1
inx ; the next text
lda talk.OffensiveTextTableH,x
sta temp+1
lda talk.OffensiveTextTableL,x
sta temp ; opty possible
; substract address of the next text from previous to get text length
sbw temp LineAddress4x4 temp2
mva temp2 fx
;jsr Display4x4AboveTank
;rts
; POZOR !!!
.endp
;--------------------------------------------------------
.proc Display4x4AboveTank ;
; Displays texts using PutChar4x4 above tank and mountains.
@@ -1690,26 +1772,6 @@ DOTOldLowestValue
.endp
;--------------------------------------------------------
.proc DisplayOffensiveTextNr ;
ldx TextNumberOff
lda talk.OffensiveTextTableL,x
sta LineAddress4x4
lda talk.OffensiveTextTableH,x
sta LineAddress4x4+1
inx ; the next text
lda talk.OffensiveTextTableH,x
sta temp+1
lda talk.OffensiveTextTableL,x
sta temp ; opty possible
; substract address of the next text from previous to get text length
sbw temp LineAddress4x4 temp2
mva temp2 fx
jsr Display4x4AboveTank
rts
.endp
;--------------------------------------------------------
.proc DisplayTankNameAbove ;
lda tankNr
@@ -2044,6 +2106,7 @@ FinishResultDisplay
;--------------------------------------------------
.proc GameOverScreen
;--------------------------------------------------
jsr MakeDarkScreen
jsr WaitForKeyRelease
jsr ClearScreen
jsr ClearPMmemory
@@ -2298,6 +2361,10 @@ EndOfCredits
.proc DisplayStatus
;-------------------------------------------------
; displaying number of active controller port
ldy JoystickNumber
lda digits+1,y
sta statusBuffer+17
;---------------------
;displaying symbol of the weapon
;---------------------
@@ -2308,7 +2375,7 @@ EndOfCredits
ldx TankNr
ldy ActiveWeapon,x
lda WeaponSymbols,y
sta statusBuffer+18
sta statusBuffer+19
;---------------------
;displaying quantity of the given weapon
@@ -2316,7 +2383,7 @@ EndOfCredits
lda ActiveWeapon,x
jsr HowManyBullets
sta decimal
mwa #statusBuffer+20 displayposition
mwa #statusBuffer+21 displayposition
jsr displaybyte
;---------------------
@@ -2337,7 +2404,7 @@ EndOfCredits
ldy #15
@
lda (temp),y
sta statusBuffer+23,y
sta statusBuffer+24,y
dey
bpl @-
+4 -3
View File
@@ -159,7 +159,9 @@ ytankstable ;Y positions of tanks (lower left point)
.DS MaxPlayers
LowResDistances ; coarse tank positions divided by 4 (to be in just one byte)
.DS MaxPlayers
JoyNumber ; Joystick port number (from 0 to 3 or 1)
JoyNumber ; Joystick port number (from 0 to 3)
.DS MaxPlayers
TankShape ; Tank shape number (from 0 to 2)
.DS MaxPlayers
;----------------------------------------------------
TargetTankNr ; Target tank index (for AI routines)
@@ -218,7 +220,7 @@ FallingSoundBit .DS 1
PreviousFall .DS 1
EndOfTheFallFlag .DS 1 ; in case of the infinite fall
;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)!
PreferHumansFlag = FloatingAlt ; second reuse in AI Aim proc
;----------------------------------------------------
@@ -259,7 +261,6 @@ oldplotL .DS [5]
oldora .DS [5]
oldply .DS [5]
OldOraTemp .DS 1
FunkyBombCounter .DS 1
xtrajfb .DS 2
ytrajfb .DS 2
;
+271 -273
View File
@@ -74,57 +74,42 @@ CheckNextTankBFG
.endp
; ------------------------
.proc babymissile
mva #sfx_baby_missile sfx_effect
mva #11 ExplosionRadius
GoBabyMissileSFX
mva #sfx_baby_missile sfx_effect
GoXmissile
jmp xmissile
.endp
; ------------------------
.proc missile ;
mva #sfx_baby_missile sfx_effect
mva #17 ExplosionRadius
jmp xmissile
bne babymissile.GoBabyMissileSFX
; jmp xmissile
.endp
; ------------------------
.proc babynuke
mva #sfx_nuke sfx_effect
mva #25 ExplosionRadius
jmp xmissile
GoBabyNukeSFX
mva #sfx_nuke sfx_effect ; allways <>0
bne babymissile.GoXmissile
; jmp xmissile
.endp
; ------------------------
.proc nuke
mva #sfx_nuke sfx_effect
mva #30 ExplosionRadius
jmp xmissile
bne babynuke.GoBabyNukeSFX
; jmp xmissile
.endp
; ------------------------
.proc leapfrog
mva #sfx_baby_missile sfx_effect
mva #17 ExplosionRadius
jsr xmissile
; soil must fall down now! there is no other way...
; 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
; mva #sfx_baby_missile sfx_effect
; jsr xmissile
jsr babymissile.GoBabyMissileSFX
jsr SecondRepeat
SecondRepeat
; soil must fall down now! there is no other way...
; hide tanks or they fall down with soil
jsr SoilDown2
@@ -142,7 +127,7 @@ CheckNextTankBFG
jsr Flight
lda HitFlag
beq EndOfLeapping
mva #13 ExplosionRadius
mva #14 ExplosionRadius
jsr CalculateExplosionRange0
mva #sfx_baby_missile sfx_effect
jmp xmissile.NoRangeCalc
@@ -218,19 +203,13 @@ NoWallsInFunky
.proc deathshead
mva #30 ExplosionRadius
mva #sfx_nuke sfx_effect
SaveDrawXY
jsr xmissile
UnSaveDrawXY
jsr GoXmissileWithSaveXYdraw
sbw xdraw #34
mva #sfx_nuke sfx_effect
SaveDrawXY
jsr xmissile
UnSaveDrawXY
jsr GoXmissileWithSaveXYdraw
adw xdraw #68
mva #sfx_nuke sfx_effect
SaveDrawXY
jsr xmissile
UnSaveDrawXY
jsr GoXmissileWithSaveXYdraw
sbw xdraw #34
;
sbw ydraw #34
@@ -238,50 +217,42 @@ NoWallsInFunky
cpw ydraw #screenHeight
bcs NoUpperCircle
mva #sfx_nuke sfx_effect
SaveDrawXY
jsr xmissile
UnSaveDrawXY
jsr GoXmissileWithSaveXYdraw
NoUpperCircle
adw ydraw #68
;jsr CalculateExplosionRange
cpw ydraw #screenHeight
bcs NoLowerCircle
mva #sfx_nuke sfx_effect
SaveDrawXY
jsr xmissile
UnSaveDrawXY
jsr GoXmissileWithSaveXYdraw
NoLowerCircle
mva #sfx_silencer sfx_effect
rts
.endp
.proc SaveDrawXY
GoXmissileWithSaveXYdraw
mwa xdraw tempXROLLER
mwa ydraw modify
rts
.endp
.proc UnSaveDrawXY
jsr xmissile
mwa tempXROLLER xdraw
mwa modify ydraw
rts
.endp
; ------------------------
.proc napalm
mva #sfx_napalm sfx_effect
mva #(napalmRadius+4) ExplosionRadius ; real radius + 4 pixels (half characrer width)
jsr CalculateExplosionRange
mva #0 ExplosionRadius ; in this weapon - flag: 0 - napalm, 1 - hotnapalm
jmp xnapalm
mva #0 HotNapalmFlag ; in this weapon - flag: 0 - napalm, 1 - hotnapalm
beq xnapalm
.endp
; ------------------------
.proc hotnapalm
mva #sfx_napalm sfx_effect
mva #(napalmRadius+4) ExplosionRadius ; real radius + 4 pixels (half characrer width)
jsr CalculateExplosionRange
mva #1 ExplosionRadius ; in this weapon - flag: 0 - napalm, 1 - hotnapalm
jmp xnapalm
mva #1 HotNapalmFlag ; in this weapon - flag: 0 - napalm, 1 - hotnapalm
; jmp xnapalm
.endp
; ------------------------
.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
ldy #30 ; repeat 30 times
sty magic
@@ -299,7 +270,7 @@ RepeatFlame ; internal loop (draw flames)
sbc #1 ; over ground
sta ydraw
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
ldy ydraw
sta ydraw
@@ -371,7 +342,7 @@ BurnedCheckLoop
bcc TankOutOfFire
ldy #40 ; energy decrease (napalm) - but if hotnapalm:
lda ExplosionRadius
lda HotNapalmFlag
beq NotHot
ldy #80 ; energy decrease (hotnapalm)
NotHot
@@ -413,27 +384,41 @@ EndNurnedCheckLoop
.endp
; ------------------------
.proc babydigger
mva #sfx_digger sfx_effect
mva #1 diggery ; how many branches (-1)
GoBabydiggerSFX
mva #sfx_digger sfx_effect
mva #0 sandhogflag
mva #13 DigLong
mva #1 diggery ; how many branches (-1)
jmp xdigger
bne xdigger
.endp
; ------------------------
.proc digger ;
mva #sfx_digger sfx_effect
mva #0 sandhogflag
mva #13 DigLong
mva #3 diggery ; how many branches (-1)
jmp xdigger
bne babydigger.GoBabydiggerSFX
.endp
; ------------------------
.proc heavydigger
mva #sfx_digger sfx_effect
mva #0 sandhogflag
mva #13 DigLong
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
; ------------------------
.proc xdigger
@@ -551,46 +536,39 @@ DiggerCharacter
jmp TypeChar
.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
mva #12 ExplosionRadius
jsr CalculateExplosionRange
jmp xdirt
bne xdirt
.endp
; ------------------------
.proc dirtball
mva #22 ExplosionRadius
jsr CalculateExplosionRange
jmp xdirt
bne xdirt
.endp
; ------------------------
.proc tonofdirt
mva #31 ExplosionRadius
; jmp xdirt
.endp
; -----------------
.proc xdirt ;
; -----------------
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
; ------------------------
.proc dirtcharge
@@ -602,21 +580,93 @@ DiggerCharacter
.proc riotcharge
mva #sfx_riot_blast sfx_effect
mva #31 ExplosionRadius
jsr CalculateExplosionRange
jmp cleanDirt
bne cleanDirt
.endp
; ------------------------
.proc riotblast
mva #sfx_riot_blast sfx_effect
mva #61 ExplosionRadius
; jmp cleanDirt
.endp
; -----------------
.proc cleanDirt
; -----------------
jsr CalculateExplosionRange
jmp cleanDirt
mva #0 color
jmp ofdirt.NoColor
.endp
; ------------------------
.proc liquiddirt
mva #sfx_liquid_dirt sfx_effect
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
; ------------------------
.proc laser
@@ -796,25 +846,6 @@ EndOfDistanceCheckLoop
rts
.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 ;
; -----------------
mva #sfx_riot_blast sfx_effect
@@ -902,9 +933,7 @@ ExplodeNow
.proc checkRollDirection
; check rolling direction (for roller and other rolling weapons)
ldy #0
mwa #mountaintable tempXROLLER
adw tempXROLLER xdraw
adw xdraw #mountaintable tempXROLLER
lda (tempXROLLER),y
sta ydraw
sty ydraw+1
@@ -930,20 +959,19 @@ SeekLeft
.nowarn dew tempXROLLER
lda (tempXROLLER),y ;fukk! beware of Y value
cmp HeightRol
bne HowMuchToFallLeft
;bne HowMuchToFallLeft
HowMuchToFallLeft
bcs GoRightNow
mva #1 HowMuchToFall
mva #1 HowMuchToFall
GoRightNow
mwa #mountaintable tempXROLLER
adw tempXROLLER xdraw
adw xdraw #mountaintable tempXROLLER
SeekRight
cpw tempXROLLER #(mountaintable+screenwidth)
beq HowMuchToFallKnown ; "stop" if we have on left end
inw tempXROLLER
lda (tempXROLLER),y
cmp HeightRol
bne HowMuchToFallRight
;bne HowMuchToFallRight
HowMuchToFallRight
; check if up or down
bcs HowMuchToFallKnown
@@ -964,11 +992,6 @@ DirectionChecked
rts
.endp
; --------------------------------------------------
.proc cleanDirt
mva #0 color
jmp ofdirt.NoColor
.endp
; --------------------------------------------------
.proc ofdirt ;
; --------------------------------------------------
@@ -1019,74 +1042,6 @@ EndOfTheDirt
mwa ycircle ydraw
rts
.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)
;--------------------------------------------------
@@ -1122,8 +1077,10 @@ ContinueToCheckMaxForce2
jsr WaitOneFrame ; best after drawing a tank
bit TestFlightFlag
bpl @+
jsr Shoot.AfterOffensiveText ; Lazy Darwin - aiming visualisation
@
;keyboard reading
; KBCODE keeps code of last keybi
; SKSTAT $ff - nothing pressed
@@ -1132,6 +1089,7 @@ ContinueToCheckMaxForce2
; $f3 - shift+key
notpressed
ldx TankNr ; for optimize
; Select and Option
lda CONSOL
tay
@@ -1191,7 +1149,7 @@ afterInventory
jsr MakeDarkScreen
jsr DisplayStatus
jsr SetMainScreen
jsr WaitOneFrame
;jsr WaitOneFrame ; not necessary
jsr DrawTanks
bit SpyHardFlag
bpl NoSpyHard
@@ -1199,8 +1157,7 @@ afterInventory
NoSpyHard
RmtSong song_ingame
mva #0 escFlag
jsr WaitForKeyRelease
jmp BeforeFire
jmp ReleaseAndLoop
@
cmp #$80|@kbcode._up
jeq CTRLPressedUp
@@ -1209,8 +1166,17 @@ NoSpyHard
cmp #$80|@kbcode._tab
jeq CTRLPressedTAB
and #$3f ;CTRL and SHIFT ellimination
jumpFromStick
.IF TARGET = 800
cmp #$80|17 ; Ctrl+Help
bne NoVdebugSwitch
lda Vdebug
eor #$ff
sta Vdebug
jmp ReleaseAndLoop
NoVdebugSwitch
.ENDIF
and #$3f ;CTRL and SHIFT ellimination
cmp #@kbcode._up ; $e
jeq pressedUp
cmp #@kbcode._down ; $f
@@ -1227,7 +1193,14 @@ jumpFromStick
jeq pressedM
cmp #@kbcode._S ; $3e ; S
jeq pressedS
jmp notpressed
.IF TARGET = 800
cmp #61 ; G
bne EndKeys
jsr SelectNextGradient
jmp ReleaseAndLoop
.ENDIF
EndKeys
jmp notpressed
checkJoy
;------------JOY-------------
;happy happy joy joy
@@ -1256,10 +1229,11 @@ pressedUp
;force increaseeee!
ldx TankNr
;ldx TankNr ; optimized
inc ForceTableL,x
bne CheckingMaxForce
inc ForceTableH,x
CheckingMaxForce
mva #sfx_set_power_1 sfx_effect
@@ -1280,7 +1254,7 @@ FurtherCheckMaxForce
jmp BeforeFire
CTRLPressedUp
ldx TankNr
;ldx TankNr ; optimized
lda ForceTableL,x
clc
adc #10
@@ -1298,7 +1272,7 @@ pressedDown
mva #sfx_set_power_1 sfx_effect
ldx TankNr
;ldx TankNr ; optimized
dec ForceTableL,x
lda ForceTableL,x
cmp #$ff
@@ -1315,7 +1289,7 @@ ForceGoesZero
CTRLPressedDown
mva #sfx_set_power_1 sfx_effect
ldx TankNr
;ldx TankNr ; optimized
sec
lda ForceTableL,x
sbc #10
@@ -1326,7 +1300,7 @@ CTRLPressedDown
jmp BeforeFire
pressedRight
ldx TankNr
;ldx TankNr ; optimized
lda pressTimer
spl:mva #0 pressTimer ; if >128 then reset to 0
cmp #25 ; 1/2s
@@ -1343,7 +1317,7 @@ pressedRight
jmp BeforeFire
CTRLPressedRight
ldx TankNr
;ldx TankNr ; optimized
mva #sfx_set_power_2 sfx_effect
mva #1 Erase
jsr DrawTankNr.BarrelChange
@@ -1359,7 +1333,7 @@ CTRLPressedRight
pressedLeft
ldx TankNr
;ldx TankNr ; optimized
lda pressTimer
spl:mva #0 pressTimer ; if >128 then reset to 0
cmp #25 ; 1/2s
@@ -1377,7 +1351,7 @@ pressedLeft
jmp BeforeFire
CTRLPressedLeft
ldx TankNr
;ldx TankNr ; optimized
mva #sfx_set_power_2 sfx_effect
mva #1 Erase
jsr DrawTankNr.BarrelChange
@@ -1393,7 +1367,7 @@ CTRLPressedLeft
pressedTAB
mva #sfx_purchase sfx_effect
ldx TankNr
;ldx TankNr ; optimized
lda ActiveWeapon,x
cmp #last_offensive_____ ; the last possible offensive weapon
bne ?notlasttofirst
@@ -1406,12 +1380,11 @@ pressedTAB
lda ActiveWeapon,x
jsr HowManyBullets ; and we have qty of owned shells. Ufff....
beq pressedTAB
jsr WaitForKeyRelease
jmp BeforeFire
bne ReleaseAndLoop
CTRLpressedTAB
mva #sfx_purchase sfx_effect
ldx TankNr
;ldx TankNr ; optimized
lda ActiveWeapon,x
cmp #first_offensive____ ; #0
bne ?notfirsttolast
@@ -1424,25 +1397,23 @@ CTRLpressedTAB
lda ActiveWeapon,x
jsr HowManyBullets ; and we have qty of owned shells. Ufff....
beq CTRLpressedTAB
jsr WaitForKeyRelease
jmp BeforeFire
bne ReleaseAndLoop
pressedM
; have you tried turning the music off and on again?
lda #$ff
eor:sta noMusic
RmtSong song_ingame
jsr WaitForKeyRelease
jmp BeforeFire
jmp ReleaseAndLoop
pressedS
; have you tried turning sfx off and on again?
lda #$ff
eor:sta noSfx
ReleaseAndLoop
jsr WaitForKeyRelease
jmp BeforeFire
pressedSpace
;=================================
;we shoot here!!!
@@ -1467,6 +1438,8 @@ fire
;with much more separate blocks, but you know -
;- do not touch it if it works...
mva #0 TestFlightFlag
;the latest addition to this routine is
;displaying offensive texts!
@@ -1479,15 +1452,18 @@ RandomizeOffensiveText
ldy TankNr
mva #$ff plot4x4color
jsr DisplayOffensiveTextNr
AfterOffensiveText
mva #0 LaserFlag ; $ff - Laser
ldx TankNr
lda ActiveWeapon,x
cmp #ind_Laser__________ ; laser
bne NotStrongShoot
; Laser: (not)very strong - invisible - shot for laser beam end coordinates
bit Vdebug
bmi @+
mva #0 color
lda #1
@ lda #1
sta Force
sta Force+1
mva #$ff LaserFlag ; $ff - Laser
@@ -1497,6 +1473,8 @@ NotStrongShoot
sta Force
lda ForceTableH,x
sta Force+1
bit TestFlightFlag
bmi AfterStrongShoot
mva #sfx_shoot sfx_effect
AfterStrongShoot
lda AngleTable,x
@@ -1515,7 +1493,6 @@ AfterStrongShoot
sta ytraj+2
sta xtraj
sta ytraj
sta TestFlightFlag
; checking if the shot is underground (no Flight but Hit :) )
tay ; A=0 !
@@ -1536,7 +1513,9 @@ ShotUnderGround
;--------------------------------------------------
.proc Flight ; Force(byte.byte), Wind(0.word)
; Angle(byte) 128=0, 255=maxright, 0=maxleft
; if TestFlightFlag is set ($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
;vx=Force*cos(Angle)
@@ -1551,10 +1530,10 @@ ShotUnderGround
;goto begin-
; smoke tracer :)
ldy #0
bit TestFlightFlag ; if test flight for AI or Lazy Darwin
bmi noSmokeTracer ; no Smoke Tracer display
ldx TankNr
lda ActiveWeapon,x
cmp #ind_Smoke_Tracer___ ; Smoke tracer
@@ -1732,10 +1711,13 @@ Loopi
bpl StillUp
; where we know that the bullet starts to fall down
; we check if it is MIRV and if so, jump to MIRV routine
bit TestFlightFlag
bmi NoTestForMIRV
ldx TankNr
lda ActiveWeapon,x
cmp #ind_MIRV___________ ; MIRV
jeq MIRVdownLoop
NoTestForMIRV
NoGravity
StillUp
@@ -1777,7 +1759,10 @@ LaserNoWalls
bit TestFlightFlag
bmi nowait
bit LaserFlag ; faster laser prepare
bmi nowait
bpl nolaserwait
bit Vdebug
bpl nowait
nolaserwait
lda color
beq nonowait ; smoke tracer erases slowly
lda tracerflag
@@ -1818,10 +1803,16 @@ SkipCollisionCheck
mwa ytraj+1 ydraw
bit TestFlightFlag
bmi NoUnPlot
lda tracerflag
bvc NoTestFlight
bit Vdebug
bpl NoTestFlight
jsr WaitOneFrame ; visualize AI targeting
jmp YesUnPlot
NoTestFlight
lda tracerflag
bne NoUnPlot
YesUnPlot
jsr UnPlot
NoUnPlot
@@ -1832,7 +1823,7 @@ Hit
mwa XHit xdraw
mwa YHit ydraw
bit TestFlightFlag
bmi EndOfFlight
bvs EndOfFlight
jsr unPlot
EndOfFlight
mwa xdraw xcircle ; we must store for a little while
@@ -2083,11 +2074,13 @@ MIRVcopyParameters
ldx #$FF ; it will turn 0 in a moment anyway
stx MirvMissileCounter
mrLoopi
inc:lda MirvMissileCounter
cmp #5
sne:mva #0 MirvMissileCounter
ldx MirvMissileCounter
ldx MirvMissileCounter
inx
cpx #5
bne @+
ldx #0
@ stx MirvMissileCounter
; Y changes only for bullet number 0
; because rest of the bullets have the same Y (height)
@@ -2613,6 +2606,7 @@ ReachSky
sta RangeRight+1
; hide tanks and ...
jsr SoilDown2
jsr ClearScreenSoilRange
ldx TankNr
; check keyboard/joy and move tank left/right - code copied from BeforeFire
@@ -2711,11 +2705,7 @@ RightScreenEdge
mva #sfx_dunno sfx_effect
NoREdge
mva #18 AngleTable,x
; then draw tank on new position
jsr DrawTankNr
jsr DisplayStatus
jsr WaitOneFrame
jmp KeyboardAndJoyCheck
bne DrawFloatingTank ; then draw tank on new position
pressedLeft
lda ShieldEnergy,x
@@ -2742,9 +2732,11 @@ LeftScreenEdge
NoLEdge
mva #162 AngleTable,x
; then draw tank on new position
DrawFloatingTank
jsr DrawTankNr
jsr DisplayStatus
jsr WaitOneFrame
jsr CalculateSoildown
jmp KeyboardAndJoyCheck
pressedSpace
@@ -2771,7 +2763,7 @@ pressedSpace
TankOnRightSide
dey
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
; clear "engine pixels" under tank
@@ -2822,7 +2814,7 @@ TankBelow
mva #1 Erase
jsr DrawTankNr
mva #0 Erase
bit FloatingAlt
bit OverTankDir
bmi PassLeft
PassRight
inc XtankstableL,x
@@ -2866,10 +2858,10 @@ GoDown
adw temp #4 ; center of the tank
ldy #0
lda (temp),y
sta FloatingAlt
sta OverTankDir ; not elegant!!! Reuse as height of tank flight
FloatDown
lda ytankstable,x
cmp FloatingAlt
cmp OverTankDir
bcs OnGround
; first erase old tank position
mva #1 Erase
@@ -2889,25 +2881,31 @@ OnGround
mva #0 Erase
jsr WaitForKeyRelease
; 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
sec
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
jsr CalculateSoildown
; hide tanks and ...
jsr SoilDown2
ldx TankNr
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
; -------------------------------------------------
@@ -2929,7 +2927,7 @@ CheckCollisionWithTankLoop
lda ytankstable,x
cmp ydraw ; check range
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
bcs OverTheTank
; with or without shield ?