mirror of
https://github.com/pkali/scorch_src.git
synced 2026-05-20 22:34:21 +02:00
Compare commits
104 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 9251db8f3a | |||
| f15e815c1a | |||
| 746026ae4f | |||
| fd67dc0bb1 | |||
| c1ee40fa59 | |||
| a64d01067d | |||
| f703316128 | |||
| 98565d490f | |||
| fcbd0bc34a | |||
| e50bc8669e | |||
| bbded45200 | |||
| 00d386e73f | |||
| 70788e772e | |||
| 793d494fc5 | |||
| 6b2eabd1ca | |||
| 0832d841f4 | |||
| c41c01cee0 | |||
| 6b68066c94 | |||
| 31c181ce89 | |||
| 33d8303270 | |||
| f9fad89d7c | |||
| e9ff60210e | |||
| b7560ab6d9 | |||
| 41094db7dd | |||
| ab30227843 | |||
| 5d619c80f8 | |||
| e842d455e6 | |||
| da4d82cca4 | |||
| f7931afbb4 | |||
| b18793014d | |||
| ef1c0dc62c | |||
| bc338198a0 | |||
| 2a08447b9c | |||
| 4088e5f8fa | |||
| 79b5bc3290 | |||
| 3b80de7def | |||
| 922c7d15cb | |||
| 4edf032d77 | |||
| 23ab8cb4d5 | |||
| 84fdef7cbf | |||
| 9b8f345cb2 | |||
| c0af7b2e6c | |||
| d9b92eba07 | |||
| 33b962725d | |||
| 9ec78928f1 | |||
| e9ec39005f | |||
| b3234a7077 | |||
| 735316cdab | |||
| d20a9a94d2 | |||
| a88f471a3c | |||
| def57f03ca | |||
| 8ac3c22fe7 | |||
| c7b5a07c62 | |||
| ed126c454a | |||
| 066e248350 | |||
| 9b05cf0220 | |||
| 872d564846 | |||
| fb0de84c01 | |||
| c151940735 | |||
| d66e588203 | |||
| 3b53968fe3 | |||
| a45a892dc7 | |||
| 6f1e28298d | |||
| 871f33f3bf | |||
| ffd5e558ff | |||
| 82f26310da | |||
| 5d935c4379 | |||
| 4a9d8da441 | |||
| 25490f76a3 | |||
| 7b77d9714e | |||
| 3fdc8600c6 | |||
| 3936b2bf8c | |||
| d420ce06ca | |||
| 6ec02ab3fc | |||
| cf61f5075f | |||
| 87f7e7eafa | |||
| 328a147225 | |||
| 54a4dcf7d8 | |||
| b7a5e7c9b5 | |||
| 54f04ed962 | |||
| 588040d9e6 | |||
| 2b88517167 | |||
| ffcf44cabb | |||
| d0049826f5 | |||
| 5a6b5f7dc4 | |||
| f485d120c8 | |||
| c6264013d9 | |||
| b4af765f4f | |||
| 9cdb9fe18c | |||
| 788b5db180 | |||
| c7e65f1d61 | |||
| 8c6fee0631 | |||
| 403288548c | |||
| 166d05c0e6 | |||
| 38ba45001a | |||
| 05f3f32f00 | |||
| d14f9a2999 | |||
| 18cce6377e | |||
| ee9d6b7ce9 | |||
| 42cc896ec5 | |||
| 091335dbc9 | |||
| 9c912d4cc7 | |||
| e7a35087bd | |||
| 8013246d3b |
@@ -4,3 +4,4 @@ scorch.lab
|
||||
scorch.lst
|
||||
textproc.lab
|
||||
textproc.lst
|
||||
artwork/talk.as_
|
||||
|
||||
+15
-5
@@ -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
@@ -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.
|
||||
|
||||
|
||||
@@ -51,6 +51,81 @@ With the advent of [fujinet](https://fujinet.online/) we are thinking about maki
|
||||
|
||||
## Changelog:
|
||||
|
||||
###### Version 1.27
|
||||
2023-02-07
|
||||
|
||||
Late evening edition. It is 2:11 am and I am writing this instead of dreaming of electric sheep.
|
||||
Our Senior Executive Art Director @+Adam+ ordered us to stop procrastinating and finally release the version with colorized mountains. So here it is. Enjoy :)
|
||||
Please note you can still press [Tab] or [5] in the main menu and revert to the classic or classy look of the "Polish rainbow" (it's a reference to a strangely accurate Wulffmorgenthaler comic strip: https://i.imgur.com/HMctP.jpg)
|
||||
Other changes:
|
||||
- nicer Lazy targeting and "visual Debug" for Lazy Boys
|
||||
- extreme memory optimizations to fit 2 new texts from @RB5200 based on "Sandford and Son"
|
||||
- fix for [G] key bug when turn wind changes were selected
|
||||
- fix for Lazy Boys deactivation bug
|
||||
- PAL mode now has got the full-color table, so it is possible to adjust colors better
|
||||
- the x-position of tanks was always adjusted to even X values, this is no more, which saves some hassle and unnecessary tank shakes left and right. As tanks are painted with sprites of a lower resolution, a rare artifact might appear here and there.
|
||||
- improved tank shapes
|
||||
|
||||
###### Version 1.26
|
||||
2023-01-23
|
||||
|
||||
Early morning edition. It is 5:11 am and I am writing this instead of dreaming of electric sheep.
|
||||
For the last 6 weeks, the versions we released had an awful bug - the conversations of tanks were completely invisible. Thanks for pointing this out, RB5200.
|
||||
- tanks talk to each other again
|
||||
- better stochastic non-blocking wait one frame
|
||||
- rare distance measurement bug fixed (rarely a tank survived a direct hit)
|
||||
- 5200: second fire (by RB5200)
|
||||
- "visual debug" mode in A800 version, triggered by pressing [CTRL]+[HELP]. It displays distances measured, laser aiming, and aiming technique. It leaves a mess on the screen, but it does not impair the game, just makes it a bit harder.
|
||||
|
||||
|
||||
###### Version 1.25
|
||||
2023-01-17
|
||||
|
||||
Y2K Compliance Edition
|
||||
This version is 5200 SuperSystem focused.
|
||||
- the correct production year in the splash screens!!!
|
||||
- very rare hangups when accessing the inventory seemingly eliminated, thanks @RB5200 for testing!
|
||||
- a new feature - pressing [Tab] (atari800) or [5] (5200) when selecting the wind power switches wind mode to changing with each turn, which makes aiming arguably more challenging! It is indicated by "?" next to the "Wind" in the main menu.
|
||||
- pressing [G] during the game changes the color scheme (classic, Polish rainbow, Xmas).
|
||||
- all these changes were made possible thanks to the extensive code size optimization by @Pecus
|
||||
|
||||
|
||||
###### Version 1.23
|
||||
2023-01-01
|
||||
|
||||
New year edition! Who could imagine?
|
||||
The new feature is that pressing [Tab] in the main menu now changes colors of the small tank area down the screen and makes it clear what color version you are going to run (classic/ Polish rainbow/ Christmas colors).
|
||||
Also a small gradient optimization.
|
||||
|
||||
|
||||
###### Version 1.22
|
||||
2022-12-24
|
||||
|
||||
Christmas colors edition! Can you carve a quarter of a page of memory from two decades old code? Sure @Pecusx can! So finally we have the most requested feature - C0L0RS on the game screen, adjusted with Adam's help.
|
||||
Press [TAB] twice in the main menu to switch to a screen with colors.
|
||||
Other (dubious) improvements:
|
||||
- New Lazy Darwin, it is spectacular, check it out!!!
|
||||
- Smoke Tracer does not smoke when targeting with Lazy Darwin
|
||||
- Lazy Boy works well with joystick
|
||||
- Another fix for self-destructing tanks shooting low angles (0-4 degrees)
|
||||
- New, better tank shapes by Adam
|
||||
- Barrel start point correction fixes very rare aiming issues
|
||||
- Soil slide after Hovercraft usage optimized
|
||||
|
||||
|
||||
|
||||
###### Version 1.21
|
||||
2022-12-10
|
||||
|
||||
We couldn't resist! This is the Senior Executive Director's Cut.
|
||||
By virtue of byte misering we squeezed in a few new features:
|
||||
* new selectable tank shapes - change the controller enough times to get a different tank model
|
||||
* lonely bad pixel after Liquid Dirt fixed
|
||||
* mountain colors (or shades) possible, switch with [Tab] in the main menu
|
||||
* active controller number display in the game, store, and inventory screens
|
||||
* a very special terminator mode for Moron
|
||||
|
||||
|
||||
###### Version 1.20
|
||||
2022-11-23
|
||||
|
||||
@@ -611,4 +686,5 @@ For the first time Scorched Earth for Atari XL/XE (build 103) published.
|
||||
Together with Pecus we were working on this piece of code for four years and it does not look like it is accelerating so we decided to publish what we have. Last few weeks I was translating source code comments and labels to English to let other people work on this project with us. In other words Scorched Earth becomes an open source project :)
|
||||
Now it's your turn to help this idea happen!
|
||||
|
||||
...transmission error...former history missing...
|
||||
...transmission error...former history missing...
|
||||
|
||||
|
||||
@@ -22,8 +22,9 @@
|
||||
pha
|
||||
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 #$00
|
||||
sta temp2 ; max possible distance
|
||||
sta tempor2 ; direction of shoot
|
||||
;ldx TankNr
|
||||
ldy NumberOfPlayers
|
||||
dey
|
||||
|
||||
loop01
|
||||
cpy TankNr
|
||||
beq skipThisPlayer
|
||||
lda eXistenZ,y
|
||||
beq skipThisPlayer
|
||||
|
||||
lda LowResDistances,x
|
||||
cmp LowResDistances,y
|
||||
bcs EnemyOnTheLeft
|
||||
;enemy on the right
|
||||
sec
|
||||
lda LowResDistances,y
|
||||
sbc LowResDistances,x
|
||||
cmp temp2 ; bigest
|
||||
bcc bigestIsBigger
|
||||
sta temp2
|
||||
sty temp2+1 ; number of the farthest tank
|
||||
inc tempor2 ; set direction to right
|
||||
bne bigestIsBigger
|
||||
|
||||
EnemyOnTheLeft
|
||||
sec
|
||||
lda LowResDistances,x
|
||||
sbc LowResDistances,y
|
||||
cmp temp2 ; lowest
|
||||
bcc bigestIsBigger
|
||||
sta temp2
|
||||
sty temp2+1 ; number of the farthest tank
|
||||
|
||||
bigestIsBigger
|
||||
skipThisPlayer
|
||||
dey
|
||||
bpl loop01
|
||||
; now we have number of the farthest tank in temp2+1
|
||||
; and direction (0 - left, >0 - right) in tempor2
|
||||
; let's move them to registers
|
||||
; in temp2 we have x distance divided by 8
|
||||
ldy temp2+1
|
||||
lda tempor2
|
||||
rts
|
||||
.endp
|
||||
*/
|
||||
;----------------------------------------------
|
||||
.proc TakeAim
|
||||
; targeting the tank number TargetTankNr (and Y)
|
||||
@@ -600,10 +545,7 @@ skipThisPlayer
|
||||
sta RandBoundaryHigh+1
|
||||
jsr RandomizeForce
|
||||
RepeatAim
|
||||
lda ForceTableL,x
|
||||
sta Force
|
||||
lda ForceTableH,x
|
||||
sta Force+1
|
||||
jsr Table2Force
|
||||
; wind correction 90+(wind/8)
|
||||
mwa Wind temp2
|
||||
:7 lsrw temp2
|
||||
@@ -615,7 +557,7 @@ RepeatAim
|
||||
lda #ind_Baby_Missile___
|
||||
sta ActiveWeapon,x
|
||||
; now we have initial valuses
|
||||
mva #$ff TestFlightFlag
|
||||
mva #%11000000 TestFlightFlag
|
||||
; check targeting direction
|
||||
lda tempor2
|
||||
jne AimingLeft
|
||||
@@ -1026,7 +968,7 @@ 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
|
||||
|
||||
@@ -760,7 +760,7 @@ quit
|
||||
ini main
|
||||
; ---
|
||||
|
||||
opt l-
|
||||
;opt l- ; this stops the listing
|
||||
|
||||
.MACRO SPRITES
|
||||
missiles
|
||||
|
||||
+68
-66
@@ -53,79 +53,81 @@ L49 dta d"DIE, TANK-SCUM!"
|
||||
L50 dta d"I'M GONNA BREAK YOUR FACE!"
|
||||
L51 dta d"MAMA SAID KNOCK YOU OUT!"
|
||||
L52 dta d"I HOPE YOU ENJOY PAIN!"
|
||||
L53 dta d"HOW'D YOU LIKE ONE ACROSS YOUR LIPS?" ;(sanford and son)
|
||||
;--------------------------------
|
||||
L53 dta d"PARTING IS SUCH SWEET SORROW... NOT!"
|
||||
L54 dta d"UGH!"
|
||||
L55 dta d"AARGH!"
|
||||
L56 dta d"AAAGGHHH!"
|
||||
L57 dta d"I'M MELTING!"
|
||||
L58 dta d"OOF.."
|
||||
L59 dta d"OH!"
|
||||
L60 dta d"EEEK!"
|
||||
L61 dta d"AACCH!"
|
||||
L62 dta d"I HATE IT WHEN THAT HAPPENS."
|
||||
L63 dta d"ONE DIRECT HIT CAN RUIN YOUR WHOLE DAY."
|
||||
L64 dta d"OH NO!"
|
||||
L65 dta d"NOT ME!"
|
||||
L66 dta d"OUCH."
|
||||
L67 dta d"OH NO, NOT AGAIN."
|
||||
L68 dta d"ANOTHER ONE BITES THE DUST."
|
||||
L69 dta d"GOODBYE."
|
||||
L70 dta d"HELP ME!"
|
||||
L71 dta d"FAREWELL, CRUEL WORLD."
|
||||
L72 dta d"REMEMBER THE ALAMO!"
|
||||
L73 dta d"OH MAN!"
|
||||
L74 dta d"DOOUGH!"
|
||||
L75 dta d"ANOTHER DAY, ANOTHER BOMB."
|
||||
L76 dta d"THIS IS THE END, MY ONLY FRIEND."
|
||||
L77 dta d"VERY FUNNY."
|
||||
L78 dta d"THE FAT LADY SANG."
|
||||
L79 dta d"WHY DOES EVERYTHING HAPPEN TO ME?"
|
||||
L80 dta d"I'M GOING DOWN."
|
||||
L81 dta d"I'VE GOT A BAD FEELING ABOUT THIS."
|
||||
L82 dta d"CRAPOLA."
|
||||
L83 dta d"POW!"
|
||||
L84 dta d"BIF!"
|
||||
L85 dta d"BAM!"
|
||||
L86 dta d"ZONK!"
|
||||
L87 dta d"I SHOULD'VE LISTENED TO MY MOTHER..."
|
||||
L88 dta d"I WALK THROUGH THE VALLEY OF THE SHADOW..."
|
||||
L89 dta d"WHAT WAS THAT NOISE?"
|
||||
L90 dta d"MAMA SAID THERE'D BE DAYS LIKE THIS."
|
||||
L91 dta d"ITS JUST ONE OF THOSE DAYS..."
|
||||
L92 dta d"I SEE A BRIGHT LIGHT..."
|
||||
L93 dta d"MOMMY? IS THAT YOU?"
|
||||
L94 dta d"I LET YOU HIT ME!"
|
||||
L95 dta d"SUCKER SHOT!"
|
||||
L96 dta d"I DIDN'T WANT TO LIVE ANYWAY."
|
||||
L97 dta d"-<SOB>-"
|
||||
L98 dta d"WAS THAT AS CLOSE AS I THINK IT WAS?"
|
||||
L99 dta d"JOIN THE ARMY, SEE THE WORLD THEY SAID."
|
||||
L100 dta d"IT WASN'T JUST A JOB IT WAS AN ADVENTURE!"
|
||||
L101 dta d"I DIDN'T LIKE VIOLENCE ANYWAY!"
|
||||
L102 dta d"I THOUGHT YOU LIKED ME?"
|
||||
L103 dta d"CTO XYEB"
|
||||
L104 dta d"I THINK THIS GUY'S A LITTLE CRAZY."
|
||||
L105 dta d"SOMEHOW I DON'T FEEL LIKE KILLING ANYMORE."
|
||||
L106 dta d"HEY! KILLIN' AIN'T COOL."
|
||||
L107 dta d"GEE... THANKS."
|
||||
L108 dta d"I'VE FALLEN AND I CAN'T GET UP!"
|
||||
L109 dta d"911?"
|
||||
L110 dta d"OH NO! HERE I BLOW AGAIN!"
|
||||
L111 dta d"I'LL BE BACK..."
|
||||
L112 dta d"HEY - I'VE GOT LAWYERS."
|
||||
L113 dta d"TIME TO CALL 1-900-SUE-TANK."
|
||||
L54 dta d"PARTING IS SUCH SWEET SORROW... NOT!"
|
||||
L55 dta d"UGH!"
|
||||
L56 dta d"AARGH!"
|
||||
L57 dta d"AAAGGHHH!"
|
||||
L58 dta d"I'M MELTING!"
|
||||
L59 dta d"OOF.."
|
||||
L60 dta d"OH!"
|
||||
L61 dta d"EEEK!"
|
||||
L62 dta d"AACCH!"
|
||||
L63 dta d"I HATE IT WHEN THAT HAPPENS."
|
||||
L64 dta d"ONE DIRECT HIT CAN RUIN YOUR WHOLE DAY."
|
||||
L65 dta d"OH NO!"
|
||||
L66 dta d"NOT ME!"
|
||||
L67 dta d"OUCH."
|
||||
L68 dta d"OH NO, NOT AGAIN."
|
||||
L69 dta d"ANOTHER ONE BITES THE DUST."
|
||||
L70 dta d"GOODBYE."
|
||||
L71 dta d"HELP ME!"
|
||||
L72 dta d"FAREWELL, CRUEL WORLD."
|
||||
L73 dta d"REMEMBER THE ALAMO!"
|
||||
L74 dta d"OH MAN!"
|
||||
L75 dta d"DOOUGH!"
|
||||
L76 dta d"ANOTHER DAY, ANOTHER BOMB."
|
||||
L77 dta d"THIS IS THE END, MY ONLY FRIEND."
|
||||
L78 dta d"VERY FUNNY."
|
||||
L79 dta d"THE FAT LADY SANG."
|
||||
L80 dta d"WHY DOES EVERYTHING HAPPEN TO ME?"
|
||||
L81 dta d"I'M GOING DOWN."
|
||||
L82 dta d"I'VE GOT A BAD FEELING ABOUT THIS."
|
||||
L83 dta d"CRAPOLA."
|
||||
L84 dta d"POW!"
|
||||
L85 dta d"BIF!"
|
||||
L86 dta d"BAM!"
|
||||
L87 dta d"ZONK!"
|
||||
L88 dta d"I SHOULD'VE LISTENED TO MY MOTHER..."
|
||||
L89 dta d"I WALK THROUGH THE VALLEY OF THE SHADOW..."
|
||||
L90 dta d"WHAT WAS THAT NOISE?"
|
||||
L91 dta d"MAMA SAID THERE'D BE DAYS LIKE THIS."
|
||||
L92 dta d"ITS JUST ONE OF THOSE DAYS..."
|
||||
L93 dta d"I SEE A BRIGHT LIGHT..."
|
||||
L94 dta d"MOMMY? IS THAT YOU?"
|
||||
L95 dta d"I LET YOU HIT ME!"
|
||||
L96 dta d"SUCKER SHOT!"
|
||||
L97 dta d"I DIDN'T WANT TO LIVE ANYWAY."
|
||||
L98 dta d"-<SOB>-"
|
||||
L99 dta d"WAS THAT AS CLOSE AS I THINK IT WAS?"
|
||||
L100 dta d"JOIN THE ARMY, SEE THE WORLD THEY SAID."
|
||||
L101 dta d"IT WASN'T JUST A JOB IT WAS AN ADVENTURE!"
|
||||
L102 dta d"I DIDN'T LIKE VIOLENCE ANYWAY!"
|
||||
L103 dta d"I THOUGHT YOU LIKED ME?"
|
||||
L104 dta d"CTO XYEB"
|
||||
L105 dta d"I THINK THIS GUY'S A LITTLE CRAZY."
|
||||
L106 dta d"SOMEHOW I DON'T FEEL LIKE KILLING ANYMORE."
|
||||
L107 dta d"HEY! KILLIN' AIN'T COOL."
|
||||
L108 dta d"GEE... THANKS."
|
||||
L109 dta d"I'VE FALLEN AND I CAN'T GET UP!"
|
||||
L110 dta d"911?"
|
||||
L111 dta d"OH NO! HERE I BLOW AGAIN!"
|
||||
L112 dta d"I'LL BE BACK..."
|
||||
L113 dta d"HEY - I'VE GOT LAWYERS."
|
||||
L114 dta d"TIME TO CALL 1-900-SUE-TANK."
|
||||
L115 dta d"YOU BIG DUMMY!" ;(sanford and son)
|
||||
LEND
|
||||
OffensiveTextTableL
|
||||
dta <L0,<L1,<L2,<L3,<L4,<L5,<L6,<L7,<L8,<L9,<L10,<L11,<L12,<L13,<L14,<L15,<L16,<L17,<L18,<L19,<L20,<L21,<L22,<L23,<L24,<L25,<L26,<L27,<L28,<L29,<L30,<L31,<L32,<L33,<L34,<L35,<L36,<L37,<L38,<L39,<L40,<L41,<L42,<L43,<L44,<L45,<L46,<L47,<L48,<L49,<L50,<L51,<L52
|
||||
dta <L53,<L54,<L55,<L56,<L57,<L58,<L59,<L60,<L61,<L62,<L63,<L64,<L65,<L66,<L67,<L68,<L69,<L70,<L71,<L72,<L73,<L74,<L75,<L76,<L77,<L78,<L79,<L80,<L81,<L82,<L83,<L84,<L85,<L86,<L87,<L88,<L89,<L90,<L91,<L92,<L93,<L94,<L95,<L96,<L97,<L98,<L99,<L100,<L101,<L102,<L103,<L104,<L105,<L106,<L107,<L108,<L109,<L110,<L111,<L112,<L113
|
||||
dta <L0,<L1,<L2,<L3,<L4,<L5,<L6,<L7,<L8,<L9,<L10,<L11,<L12,<L13,<L14,<L15,<L16,<L17,<L18,<L19,<L20,<L21,<L22,<L23,<L24,<L25,<L26,<L27,<L28,<L29,<L30,<L31,<L32,<L33,<L34,<L35,<L36,<L37,<L38,<L39,<L40,<L41,<L42,<L43,<L44,<L45,<L46,<L47,<L48,<L49,<L50,<L51,<L52,<L53
|
||||
dta <L54,<L55,<L56,<L57,<L58,<L59,<L60,<L61,<L62,<L63,<L64,<L65,<L66,<L67,<L68,<L69,<L70,<L71,<L72,<L73,<L74,<L75,<L76,<L77,<L78,<L79,<L80,<L81,<L82,<L83,<L84,<L85,<L86,<L87,<L88,<L89,<L90,<L91,<L92,<L93,<L94,<L95,<L96,<L97,<L98,<L99,<L100,<L101,<L102,<L103,<L104,<L105,<L106,<L107,<L108,<L109,<L110,<L111,<L112,<L113,<L114,<L115
|
||||
dta <LEND
|
||||
OffensiveTextTableH
|
||||
dta >L0,>L1,>L2,>L3,>L4,>L5,>L6,>L7,>L8,>L9,>L10,>L11,>L12,>L13,>L14,>L15,>L16,>L17,>L18,>L19,>L20,>L21,>L22,>L23,>L24,>L25,>L26,>L27,>L28,>L29,>L30,>L31,>L32,>L33,>L34,>L35,>L36,>L37,>L38,>L39,>L40,>L41,>L42,>L43,>L44,>L45,>L46,>L47,>L48,>L49,>L50,>L51,>L52
|
||||
dta >L53,>L54,>L55,>L56,>L57,>L58,>L59,>L60,>L61,>L62,>L63,>L64,>L65,>L66,>L67,>L68,>L69,>L70,>L71,>L72,>L73,>L74,>L75,>L76,>L77,>L78,>L79,>L80,>L81,>L82,>L83,>L84,>L85,>L86,>L87,>L88,>L89,>L90,>L91,>L92,>L93,>L94,>L95,>L96,>L97,>L98,>L99,>L100,>L101,>L102,>L103,>L104,>L105,>L106,>L107,>L108,>L109,>L110,>L111,>L112,>L113
|
||||
dta >L0,>L1,>L2,>L3,>L4,>L5,>L6,>L7,>L8,>L9,>L10,>L11,>L12,>L13,>L14,>L15,>L16,>L17,>L18,>L19,>L20,>L21,>L22,>L23,>L24,>L25,>L26,>L27,>L28,>L29,>L30,>L31,>L32,>L33,>L34,>L35,>L36,>L37,>L38,>L39,>L40,>L41,>L42,>L43,>L44,>L45,>L46,>L47,>L48,>L49,>L50,>L51,>L52,>L53
|
||||
dta >L54,>L55,>L56,>L57,>L58,>L59,>L60,>L61,>L62,>L63,>L64,>L65,>L66,>L67,>L68,>L69,>L70,>L71,>L72,>L73,>L74,>L75,>L76,>L77,>L78,>L79,>L80,>L81,>L82,>L83,>L84,>L85,>L86,>L87,>L88,>L89,>L90,>L91,>L92,>L93,>L94,>L95,>L96,>L97,>L98,>L99,>L100,>L101,>L102,>L103,>L104,>L105,>L106,>L107,>L108,>L109,>L110,>L111,>L112,>L113,>L114,>L115
|
||||
dta >LEND
|
||||
NumberOfOffensiveTexts=54
|
||||
NumberOfDeffensiveTexts=60
|
||||
NumberOfDeffensiveTexts=62
|
||||
.endp
|
||||
hoverFull dta d"MY HOVERCRAFT IS FULL OF EELS!"
|
||||
hoverFullEnd
|
||||
|
||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
+36
-6
@@ -59,6 +59,23 @@ 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 ; colors for NTSC
|
||||
.by $0a ; one mountains color
|
||||
.by $7e,$7a,$7c,$6a,$6c,$58,$5a,$48,$4a,$38
|
||||
.by $3a,$16,$18,$e6,$e8,$d4,$d6,$b4,$b6,$b6
|
||||
dliColorsFore2PAL ; colors for PAL
|
||||
.by $0a ; one mountains color
|
||||
.by $7e,$7a,$7c,$6a,$6c,$58,$5a,$48,$4a,$38
|
||||
.by $3a,$16,$18,$e6,$e8,$c4,$c6,$a4,$a6,$a6
|
||||
|
||||
;-----------
|
||||
pmtableL ; addressess of the P/M memory for 6 tanks
|
||||
.by <(pmgraph+$400)
|
||||
@@ -208,7 +225,12 @@ 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 +603,7 @@ 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 +630,13 @@ 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 +648,13 @@ 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
@@ -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
@@ -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)
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
@@ -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
@@ -4,7 +4,7 @@
|
||||
|
||||
statusBuffer
|
||||
; 0123456789012345678901234567890123456789
|
||||
dta d"Player: "
|
||||
dta d"Player: * "
|
||||
dta d"Energy: Angle: Force: "
|
||||
dta d"Round: Wind: "
|
||||
|
||||
|
||||
+350
-21
@@ -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
|
||||
@@ -543,16 +551,20 @@ NotHigherByte02
|
||||
sec
|
||||
lda xtankstableL,x
|
||||
sbc #$0f
|
||||
; and clear lowest bit to be sure that the X coordinate is even
|
||||
; (this is to have P/M background look nice)
|
||||
; "AND" does not change "Carry" bit.
|
||||
; x correction for P/M
|
||||
; --
|
||||
.IF XCORRECTION_FOR_PM = 1
|
||||
and #$fe
|
||||
.ENDIF
|
||||
; --
|
||||
sta xtankstableL,x
|
||||
bcs NotHigherByte01
|
||||
dec xtankstableH,x
|
||||
NotHigherByte01
|
||||
|
||||
; and clear lowest bit to be sure that the X coordinate is even
|
||||
; (this is to have P/M background look nice)
|
||||
lda xtankstableL,x
|
||||
and #$fe
|
||||
sta xtankstableL,x
|
||||
inx
|
||||
Cpx NumberOfPlayers
|
||||
bne StillRandomize02
|
||||
@@ -638,8 +650,10 @@ 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
|
||||
@@ -1198,7 +1212,10 @@ DoNotDrawParachute
|
||||
; If it is odd then it must be corrected because otherwise
|
||||
; P/M graphics background would not look OK
|
||||
; ldx TankNr
|
||||
lda XtanksTableL,x
|
||||
; x correction for P/M
|
||||
; --
|
||||
.IF XCORRECTION_FOR_PM = 1
|
||||
lda XtanksTableL,x
|
||||
and #$01
|
||||
beq EndOfFall ; if it is even then it is the end
|
||||
; and if not, we push it one pixel the way it was falling before
|
||||
@@ -1212,6 +1229,8 @@ ForceFallLeft
|
||||
sta UnderTank1
|
||||
sty UnderTank2
|
||||
jmp TankFallsX
|
||||
.ENDIF
|
||||
; --
|
||||
EndOfFall
|
||||
mva #1 Erase
|
||||
; ldx TankNr
|
||||
@@ -1360,6 +1379,9 @@ NoClearTanks
|
||||
adw RangeLeft #mountaintable temp
|
||||
adw RangeLeft #mountaintable2 tempor2
|
||||
|
||||
cpw xdraw RangeRight
|
||||
jcs NothingToFall
|
||||
|
||||
NextColumn1
|
||||
mwa #0 ydraw
|
||||
NextPoint1
|
||||
@@ -1448,6 +1470,7 @@ 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
|
||||
@@ -2019,6 +2042,311 @@ EndPut4x4
|
||||
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.
|
||||
; Pretty cool, eh!
|
||||
;parameters are:
|
||||
;Y - number of tank above which text is displayed
|
||||
;fx - length of text
|
||||
;LineAddress4x4 - address of the text
|
||||
|
||||
;lets calculate position of the text first!
|
||||
;that's easy because we have number of tank
|
||||
;and xtankstableL and H keep X position of a given tank
|
||||
|
||||
lda xtankstableL,y
|
||||
sta temp
|
||||
lda xtankstableH,y
|
||||
sta temp+1
|
||||
;now we should substract length of the text-1
|
||||
;temp2 = (fx-1)*2
|
||||
ldy fx
|
||||
dey
|
||||
tya
|
||||
asl
|
||||
sta temp2
|
||||
mva #0 temp2+1
|
||||
;now we have HALF length in pixels
|
||||
;stored in temp2
|
||||
|
||||
;here we assume max length of text
|
||||
;to display is 127 chars, but later it turns out it must be max 63!
|
||||
|
||||
sbw temp temp2 ; here begin of the text is in TEMP !!!!
|
||||
;now we should check overflows
|
||||
;lda temp+1 ; opty
|
||||
bpl DOTNnotLessThanZero
|
||||
;less than zero, so should be zero
|
||||
mwa #0 temp
|
||||
beq DOTNnoOverflow
|
||||
|
||||
DOTNnotLessThanZero
|
||||
;so check if end larger than screenwidth
|
||||
|
||||
|
||||
lda fx
|
||||
asl
|
||||
asl
|
||||
;length in pixels -
|
||||
;text length max 63 chars !!!!!!!!
|
||||
|
||||
|
||||
clc
|
||||
adc temp
|
||||
sta temp2
|
||||
lda #0
|
||||
adc temp+1
|
||||
sta temp2+1
|
||||
;now in temp2 is end of the text in pixels
|
||||
;so check if not greater than screenwitdth
|
||||
cpw temp2 #screenwidth
|
||||
bcc DOTNnoOverflow
|
||||
|
||||
;if end is greater than screenwidth
|
||||
;then screenwidth - length is fine
|
||||
lda fx
|
||||
asl
|
||||
asl
|
||||
sta temp
|
||||
mva #0 temp+1
|
||||
|
||||
sec
|
||||
lda #<(screenwidth-1)
|
||||
sbc temp
|
||||
sta temp
|
||||
lda #>(screenwidth-1)
|
||||
sbc temp+1
|
||||
sta temp+1
|
||||
DOTNnoOverflow
|
||||
;here in temp we have really good x position of text
|
||||
|
||||
mwa temp LineXdraw
|
||||
|
||||
;now let's get y position
|
||||
;we will try to put text as low as possible
|
||||
;just above mountains (so mountaintable will be checked)
|
||||
lda fx
|
||||
asl
|
||||
asl
|
||||
tay
|
||||
;in temp there still is X position of text
|
||||
;if we add temp and Y we will get end of the text
|
||||
;so, lets go through mountaintable and look for
|
||||
;the lowest value within
|
||||
;Mountaitable+temp and Mountaitable+temp+Y
|
||||
|
||||
adw temp #MountainTable
|
||||
|
||||
mva #screenheight temp2 ;initialisation of the lowest value
|
||||
|
||||
DOTLowestMountainValueLoop
|
||||
lda (temp),y
|
||||
cmp temp2
|
||||
bcs DOTOldLowestValue ;old lowest value
|
||||
;new lowest value
|
||||
sta temp2
|
||||
DOTOldLowestValue
|
||||
dey
|
||||
cpy #$ff
|
||||
bne DOTLowestMountainValueLoop
|
||||
|
||||
sec
|
||||
lda temp2
|
||||
sbc #(4+9) ;9 pixels above ground (and tanks...)
|
||||
sta LineYdraw
|
||||
|
||||
jmp TypeLine4x4.noLengthNoColor ; rts
|
||||
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------------
|
||||
.proc DisplayTankNameAbove ;
|
||||
lda tankNr
|
||||
:3 asl ; *8
|
||||
clc
|
||||
adc #<TanksNames
|
||||
sta temp ; TextAddress
|
||||
lda #0
|
||||
adc #>Tanksnames
|
||||
sta temp+1 ; TextAddress+1
|
||||
mwa temp LineAddress4x4
|
||||
|
||||
;find length of the tank's name
|
||||
ldy #7
|
||||
@
|
||||
lda (temp),y
|
||||
bne end_found
|
||||
dey
|
||||
bne @-
|
||||
|
||||
end_found
|
||||
iny
|
||||
sty fx
|
||||
ldy tankNr
|
||||
jsr Display4x4AboveTank
|
||||
rts
|
||||
.endp
|
||||
|
||||
;-------------------------------
|
||||
.proc TypeLine4x4 ;
|
||||
;-------------------------------
|
||||
;this routine prints line of length `fx`
|
||||
;address in LineAddress4x4
|
||||
;starting from LineXdraw, LineYdraw
|
||||
|
||||
lda #14 ; default length of 4x4 texts
|
||||
sta fx
|
||||
|
||||
variableLength
|
||||
lda #$ff ; $ff - visible characters, $00 - clearing
|
||||
|
||||
staplot4x4color
|
||||
sta plot4x4color
|
||||
noLengthNoColor
|
||||
|
||||
ldy #0
|
||||
sty LineCharNr
|
||||
|
||||
TypeLine4x4Loop
|
||||
ldy LineCharNr
|
||||
|
||||
lda (LineAddress4x4),y
|
||||
and #$3f ;always CAPITAL letters
|
||||
sta CharCode4x4
|
||||
mwa LineXdraw dx
|
||||
mva LineYdraw dy
|
||||
mva #0 dy+1 ; dy is 2 bytes value
|
||||
jsr PutChar4x4 ;type empty pixels as well!
|
||||
adw LineXdraw #4
|
||||
inc:lda LineCharNr
|
||||
cmp fx
|
||||
bne TypeLine4x4Loop
|
||||
|
||||
EndOfTypeLine4x4
|
||||
rts
|
||||
.endp
|
||||
|
||||
|
||||
;--------------------------------
|
||||
.proc AreYouSure
|
||||
;using 4x4 font
|
||||
|
||||
mva #4 ResultY ; where seppuku text starts Y-wise on the screen
|
||||
|
||||
;top frame
|
||||
mva ResultY LineYdraw
|
||||
jsr TL4x4_top
|
||||
adb ResultY #4 ;next line
|
||||
|
||||
;sure?
|
||||
mwa #areYouSureText LineAddress4x4
|
||||
jsr _sep_opty
|
||||
;bottom frame
|
||||
mva ResultY LineYdraw
|
||||
jsr TL4x4_bottom
|
||||
|
||||
|
||||
jsr GetKey
|
||||
cmp #@kbcode._Y ; $2b ; "Y"
|
||||
bne @+
|
||||
mva #$80 escFlag
|
||||
bne skip01
|
||||
@ mva #0 escFlag
|
||||
skip01
|
||||
jsr WaitForKeyRelease
|
||||
|
||||
;clean
|
||||
mva #3 di
|
||||
mva #4 ResultY
|
||||
@
|
||||
mva #$ff plot4x4color
|
||||
mwa #lineClear LineAddress4x4
|
||||
jsr _sep_opty
|
||||
dec di
|
||||
bne @-
|
||||
|
||||
quit_areyousure
|
||||
rts
|
||||
.endp
|
||||
|
||||
.proc _sep_opty
|
||||
mwa #((ScreenWidth/2)-(8*4)) LineXdraw ; centering
|
||||
mva ResultY LineYdraw
|
||||
jsr TypeLine4x4
|
||||
adb ResultY #4 ;next line
|
||||
rts
|
||||
.endp
|
||||
|
||||
;--------------------------------
|
||||
.proc DisplaySeppuku
|
||||
;using 4x4 font
|
||||
|
||||
|
||||
mva #20 fs ; temp, how many times blink the billboard
|
||||
seppuku_loop
|
||||
lda CONSOL ; turbo mode
|
||||
and #%00000001 ; START KEY
|
||||
sne:mva #1 fs ; finish it
|
||||
|
||||
mva #4 ResultY ; where seppuku text starts Y-wise on the screen
|
||||
|
||||
;top frame
|
||||
mva ResultY LineYdraw
|
||||
jsr TL4x4_top
|
||||
adb ResultY #4 ;next line
|
||||
|
||||
;seppuku
|
||||
mwa #seppukuText LineAddress4x4
|
||||
jsr _sep_opty
|
||||
|
||||
;bottom frame
|
||||
mva ResultY LineYdraw
|
||||
jsr TL4x4_bottom ; just go
|
||||
|
||||
;clean seppuku
|
||||
|
||||
mva #3 di
|
||||
;mva #4 ResultY
|
||||
lda #4
|
||||
sta ResultY
|
||||
loplop ;@
|
||||
mwa #lineClear LineAddress4x4
|
||||
jsr _sep_opty
|
||||
|
||||
dec di
|
||||
bne loplop ;@-
|
||||
|
||||
dec fs
|
||||
jne seppuku_loop
|
||||
|
||||
quit_seppuku
|
||||
rts
|
||||
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc SetMainScreen
|
||||
; mva #0 dmactls
|
||||
SetDLI DLIinterruptGraph ; jsr SetDLI for graphics (game) screen
|
||||
@@ -2082,7 +2410,7 @@ 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 @+
|
||||
|
||||
@@ -2184,32 +2512,33 @@ ybarrel
|
||||
.proc PMoutofScreen
|
||||
;--------------------------------------------------
|
||||
lda #$00 ; let all P/M disappear
|
||||
:8 sta hposp0+#
|
||||
ldy #7
|
||||
@ sta hposp0,y
|
||||
dey
|
||||
bpl @-
|
||||
;:8 sta hposp0+# ; optimized... but Y!
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc ColorsOfSprites
|
||||
lda TankColoursTable ; colours of sprites under tanks
|
||||
sta PCOLR0
|
||||
lda TankColoursTable+1
|
||||
sta PCOLR1
|
||||
lda TankColoursTable+2
|
||||
sta PCOLR2
|
||||
lda TankColoursTable+3
|
||||
sta PCOLR3
|
||||
.proc ColorsOfSprites
|
||||
ldy #3
|
||||
@ lda TankColoursTable,y ; colours of sprites under tanks
|
||||
sta PCOLR0,y
|
||||
dey
|
||||
bpl @-
|
||||
LDA TankColoursTable+4
|
||||
STA COLOR3 ; joined missiles (5th tank)
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc SetPMWidth
|
||||
lda #%01010101
|
||||
sta sizem ; all missiles, double width
|
||||
lda #$00
|
||||
sta sizep0 ; P0-P3 widths
|
||||
sta sizep0+1
|
||||
sta sizep0+2
|
||||
sta sizep0+3
|
||||
lda #%01010101
|
||||
sta sizem ; all missiles, double width
|
||||
rts
|
||||
.endp
|
||||
|
||||
|
||||
+267
@@ -0,0 +1,267 @@
|
||||
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
|
||||
|
||||
.IF *>0 ;this is a trick that prevents compiling this file alone
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc DLIinterruptGraph
|
||||
pha
|
||||
phy
|
||||
ldy dliCounter
|
||||
lda dliColorsBack,y
|
||||
.IF TARGET = 800
|
||||
nop ; necessary on 800 because DLIs take less time, jitter visible without it
|
||||
nop
|
||||
nop
|
||||
.ENDIF
|
||||
nop
|
||||
nop
|
||||
sta COLPF1
|
||||
lda GradientNr
|
||||
bne GoGradient
|
||||
ldy #$ff ; one mauntain color
|
||||
GoGradient
|
||||
iny
|
||||
lda (GradientColors),y ; mountains colors array
|
||||
sta COLPF2
|
||||
inc dliCounter
|
||||
ply
|
||||
pla
|
||||
rti
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc DLIinterruptOptions
|
||||
pha
|
||||
phy
|
||||
lda #0 ; background color
|
||||
sta COLPF1
|
||||
ldy GradientNr
|
||||
beq @+
|
||||
ldy #1
|
||||
@ lda (GradientColors),y ; mountains colors array
|
||||
sta COLPF2
|
||||
ply
|
||||
pla
|
||||
rti
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc DLIinterruptGameOver
|
||||
pha
|
||||
phy
|
||||
lda dliCounter
|
||||
bne EndofPMG
|
||||
lda #%00100001 ; playfield after P/M - prior=1
|
||||
;STA WSYNC
|
||||
sta PRIOR
|
||||
bne EndOfDLI_GO
|
||||
EndofPMG
|
||||
cmp #1
|
||||
bne ColoredLines
|
||||
lda #%00100100 ; playfield before P/M
|
||||
;STA WSYNC
|
||||
sta PRIOR
|
||||
bne EndOfDLI_GO
|
||||
ColoredLines
|
||||
cmp #9
|
||||
beq CreditsScroll
|
||||
tay
|
||||
lda GameOverColoursTable-3,y ; -2 because this is DLI nr 2 and -1 (labels line)
|
||||
ldy #$0a ; text colour (brightnes)
|
||||
;STA WSYNC
|
||||
sta COLPF2
|
||||
sty COLPF1
|
||||
bne EndOfDLI_GO
|
||||
CreditsScroll
|
||||
lda #$00
|
||||
sta COLPF2
|
||||
EndOfDLI_GO
|
||||
inc dliCounter
|
||||
ply
|
||||
pla
|
||||
rti
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc DLIinterruptText
|
||||
pha
|
||||
lda dliCounter
|
||||
bne MoreBarsColorChange
|
||||
lda #TextBackgroundColor
|
||||
;sta WSYNC
|
||||
sta COLPF2
|
||||
mva #TextForegroundColor COLPF3
|
||||
bne EndOfDLI_Text
|
||||
MoreBarsColorChange
|
||||
and #%00000001
|
||||
rol
|
||||
sta COLPF2
|
||||
EndOfDLI_Text
|
||||
inc dliCounter
|
||||
pla
|
||||
DLIinterruptNone
|
||||
rti
|
||||
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc VBLinterrupt
|
||||
mva #0 dliCounter
|
||||
mva #$02 DliColorBack
|
||||
|
||||
lda PAL
|
||||
and #%00001110
|
||||
beq itsPAL
|
||||
;it is NTSC here
|
||||
dec NTSCcounter
|
||||
bne itsPAL
|
||||
mva #6 NTSCcounter
|
||||
bne SkippedIfNTSC ; skip doing VBL things each 6 frames in Amerika, Amerika
|
||||
; We're all living in Amerika, Coca Cola, Wonderbra
|
||||
|
||||
itsPAL
|
||||
; pressTimer is trigger tick counter. always 50 ticks / s
|
||||
bit:smi:inc pressTimer ; timer halted if >127. max time measured 2.5 s
|
||||
|
||||
SkippedIfNTSC
|
||||
|
||||
bit RMT_blocked
|
||||
bmi SkipRMTVBL
|
||||
; ------- RMT -------
|
||||
lda sfx_effect
|
||||
bmi lab2
|
||||
asl @ ; * 2
|
||||
tay ;Y = 2,4,..,16 instrument number * 2 (0,2,4,..,126)
|
||||
ldx #0 ;X = 0 channel (0..3 or 0..7 for stereo module)
|
||||
lda #0 ;A = 0 note (0..60)
|
||||
bit noSfx
|
||||
smi:jsr RASTERMUSICTRACKER+15 ;RMT_SFX start tone (It works only if FEAT_SFX is enabled !!!)
|
||||
|
||||
lda #$ff
|
||||
sta sfx_effect ;reinit value
|
||||
lab2
|
||||
jsr RASTERMUSICTRACKER+3 ;1 play
|
||||
; ------- RMT -------
|
||||
SkipRMTVBL
|
||||
bit ScrollFlag
|
||||
bpl EndOfCreditsVBI
|
||||
CreditsVBI
|
||||
inc CreditsVScrol
|
||||
lda CreditsVScrol
|
||||
cmp #32 ;not too fast
|
||||
beq nextlinedisplay
|
||||
:2 lsr ;not too fast
|
||||
sta VSCROL
|
||||
jmp EndOfCreditsVBI
|
||||
nextlinedisplay
|
||||
lda #0
|
||||
sta CreditsVScrol
|
||||
sta VSCROL
|
||||
clc
|
||||
lda DLCreditsAddr
|
||||
adc #40
|
||||
sta DLCreditsAddr
|
||||
bcc @+
|
||||
inc DLCreditsAddr+1
|
||||
@
|
||||
cmp #<CreditsLastLine
|
||||
bne EndOfCreditsVBI
|
||||
lda DLCreditsAddr+1
|
||||
cmp #>CreditsLastLine
|
||||
bne EndOfCreditsVBI
|
||||
; adw DLCreditsAddr #40
|
||||
; cpw DLCreditsAddr #CreditsLastLine
|
||||
; bne EndOfCreditsVBI
|
||||
mwa #Credits DLCreditsAddr
|
||||
EndOfCreditsVBI
|
||||
.IF TARGET = 5200
|
||||
lda SkStatSimulator
|
||||
bmi @+
|
||||
inc SkStatSimulator
|
||||
@
|
||||
lda JoystickNumber ; select port
|
||||
ora #%00000100 ; Speaker off, Pots enabled
|
||||
sta CONSOL5200
|
||||
|
||||
center = 114 ;Read analog stick and make it look like a digital stick
|
||||
threshold = 60
|
||||
|
||||
lda JoystickNumber
|
||||
asl
|
||||
tax
|
||||
lda paddl0,x ;Read POT0 value (horizontal position)
|
||||
cmp #center+threshold ;Compare with right threshold
|
||||
rol stick0 ;Feed carry into digital stick value
|
||||
cmp #center-threshold ;Compare with left threshold
|
||||
rol stick0 ;Feed carry into digital stick value
|
||||
|
||||
lda paddl1,x ;Read POT1 value (vertical position)
|
||||
cmp #center+threshold ;Compare with down threshold
|
||||
rol stick0 ;Feed carry into digital stick value
|
||||
cmp #center-threshold ;Compare with down threshold
|
||||
rol stick0 ;Feed carry into digital stick value
|
||||
|
||||
lda stick0 ;0 indicates a press so the right/down values need to be inverted
|
||||
eor #2+8
|
||||
and #$0f
|
||||
sta stick0
|
||||
|
||||
ldx JoystickNumber
|
||||
; check shift key (5200 second fire button)
|
||||
lda SKSTAT
|
||||
:3 lsr ; third bit
|
||||
and trig0,x ; and first button
|
||||
;lda trig0,x
|
||||
sta strig0 ;Move hardware to shadow
|
||||
|
||||
mva chbas chbase
|
||||
|
||||
lda skstat ;Reset consol key shadow is no key is pressed anymore
|
||||
and #4
|
||||
beq @+
|
||||
mva #consol_reset consol
|
||||
mva #@kbcode._none kbcode
|
||||
@
|
||||
|
||||
pla
|
||||
tay
|
||||
pla
|
||||
tax
|
||||
pla
|
||||
rti
|
||||
.ELSE
|
||||
; support for joysticks :)
|
||||
ldx JoystickNumber
|
||||
lda STICK0,x
|
||||
sta STICK0
|
||||
lda STRIG0,x
|
||||
sta STRIG0
|
||||
jmp XITVBV
|
||||
.ENDIF
|
||||
.endp
|
||||
.IF TARGET = 5200
|
||||
.proc kb_continue
|
||||
sta kbcode ;Store key code in shadow.
|
||||
mva #0 SkStatSimulator
|
||||
exit pla
|
||||
tay
|
||||
pla
|
||||
tax
|
||||
pla
|
||||
rti
|
||||
.endp
|
||||
.ENDIF
|
||||
|
||||
;--------------------------------------------------
|
||||
.macro SetDLI
|
||||
; SetDLI #WORD
|
||||
; Initialises Display List Interrupts
|
||||
LDY # <:1
|
||||
LDX # >:1
|
||||
jsr _SetDLIproc
|
||||
.endm
|
||||
.proc _SetDLIproc
|
||||
LDA #$C0
|
||||
STY VDSLST
|
||||
STX VDSLST+1
|
||||
STA NMIEN
|
||||
rts
|
||||
.endp
|
||||
|
||||
.ENDIF
|
||||
+16
-15
@@ -74,23 +74,24 @@
|
||||
|
||||
.ENDM
|
||||
;-------------------------------------
|
||||
.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)
|
||||
|
||||
+38
-15
@@ -51,6 +51,28 @@
|
||||
STX $0201
|
||||
STA NMIEN
|
||||
.ENDM
|
||||
;-------------------------------------
|
||||
.MACRO VDL
|
||||
; VDL #WORD
|
||||
; Changes Display List addres
|
||||
; and sets width of the screen
|
||||
; vdl dl,$01 - narrow screen (32 bytes)
|
||||
; vdl dl,$02 - normal screen (40 bytes)
|
||||
; vdl dl,$03 - wide screen (48 bytes)
|
||||
; (works only with system interrupts ON)
|
||||
|
||||
.if %0=2
|
||||
lda dmactls
|
||||
and #$fc
|
||||
ora #%2
|
||||
sta dmactls
|
||||
.endif
|
||||
|
||||
LDA # <%1
|
||||
STA DLPTRS
|
||||
LDA # >%1
|
||||
STA DLPTRS+1
|
||||
.ENDM
|
||||
;-------------------------------------
|
||||
.MACRO halt
|
||||
?stop
|
||||
@@ -73,23 +95,24 @@
|
||||
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)
|
||||
|
||||
+142
-349
@@ -3,19 +3,22 @@
|
||||
;---------------------------------------------------
|
||||
;by Tomasz 'pecus' Pecko and Pawel 'pirx' Kalinowski
|
||||
;Warsaw 2000, 2001, 2002, 2003, 2009, 2012, 2013
|
||||
;Miami & Warsaw 2022
|
||||
;Miami & Warsaw 2022, 2023
|
||||
|
||||
;---------------------------------------------------
|
||||
.def TARGET = 800 ;5200 ; or 800
|
||||
;atari800 -5200 -cart ${outputFilePath} -cart-type 4
|
||||
;atari800 -run ${outputFilePath}
|
||||
;---------------------------------------------------
|
||||
.def XCORRECTION_FOR_PM = 0
|
||||
; if 1 - active x position of tanks correction fo PMG
|
||||
;---------------------------------------------------
|
||||
|
||||
;OPT r+ ; saves 12 bytes :O
|
||||
|
||||
;---------------------------------------------------
|
||||
.macro build
|
||||
dta d"1.20" ; number of this build (4 bytes)
|
||||
dta d"1.27" ; number of this build (4 bytes)
|
||||
.endm
|
||||
|
||||
.macro RMTSong
|
||||
@@ -26,9 +29,16 @@
|
||||
;---------------------------------------------------
|
||||
icl 'definitions.asm'
|
||||
;---------------------------------------------------
|
||||
FirstZpageVariable = $61
|
||||
|
||||
FirstZpageVariable = $57
|
||||
.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 LazyFlag .byte ; 7 bit - run Lazy Darwin, 6 bit - run Lazy Boy or Darwin (!) after inventory, 0 - nothing
|
||||
.zpvar SpyHardFlag .byte ; >$7f - run SpyHard after inventory
|
||||
.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 +80,12 @@ 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 +100,7 @@ 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 +138,7 @@ 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
|
||||
@@ -171,9 +184,10 @@ FirstZpageVariable = $61
|
||||
_del = $fc ;$0c ;not used in 5200
|
||||
_M = $0d
|
||||
_S = $0e
|
||||
_atari = $fd ; not used in 5200
|
||||
_none = $0f
|
||||
|
||||
.ende */
|
||||
.ende
|
||||
.ELSE
|
||||
icl 'lib/ATARISYS.ASM'
|
||||
icl 'lib/MACRO.ASM'
|
||||
@@ -224,6 +238,60 @@ 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 +314,14 @@ FirstSTART
|
||||
dey
|
||||
bpl @-
|
||||
|
||||
; initialize one Variable in zero page :)
|
||||
;lda #<dliColorsFore
|
||||
;sta GradientColors
|
||||
;lda #>dliColorsFore
|
||||
;sta GradientColors+1
|
||||
; set gradient to the full LGBTIQQAAPP+ flag on start
|
||||
mva #1 GradientNr
|
||||
jsr SelectNextGradient
|
||||
|
||||
; generate linetables
|
||||
mwa #display temp
|
||||
@@ -279,6 +355,15 @@ FirstSTART
|
||||
mva #$10 MODUL-6+$a69 ; $12 > $10
|
||||
mva #$04 MODUL-6+$bf8 ; $05 > $04
|
||||
mva #$08 MODUL-6+$e3d ; $0a > $08
|
||||
|
||||
; and mountains colors table address
|
||||
mva #<dliColorsFore2PAL GradientAddrL+2
|
||||
mva #>dliColorsFore2PAL GradientAddrH+2
|
||||
; mva #$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 +389,7 @@ NoRMT_PALchange
|
||||
mva #2 chactl ; necessary for 5200
|
||||
|
||||
START
|
||||
jsr MakeDarkScreen
|
||||
; Startup sequence
|
||||
jsr Initialize
|
||||
|
||||
@@ -312,6 +398,7 @@ START
|
||||
RMTSong song_main_menu
|
||||
|
||||
jsr Options ;startup screen
|
||||
jsr SetVariablesFromOptions
|
||||
jsr MakeDarkScreen
|
||||
bit escFlag
|
||||
bmi START
|
||||
@@ -332,11 +419,7 @@ MainGameLoop
|
||||
jsr SetStandardBarrels
|
||||
|
||||
jsr CallPurchaseForEveryTank
|
||||
mva #0 SpyHardFlag
|
||||
|
||||
; issue #72 (glitches when switches)
|
||||
jsr MakeDarkScreen
|
||||
|
||||
bit escFlag
|
||||
bmi START
|
||||
|
||||
@@ -349,14 +432,14 @@ 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 +452,7 @@ MainGameLoop
|
||||
jsr DisplayResults
|
||||
|
||||
jsr DemoModeOrKey
|
||||
jsr MakeDarkScreen
|
||||
|
||||
ldx NumberOfPlayers
|
||||
dex
|
||||
@@ -462,13 +546,10 @@ 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 +567,7 @@ NoGameOverYet
|
||||
|
||||
RmtSong song_ingame
|
||||
|
||||
jsr SetPMWidth
|
||||
jsr SetPMWidth ; A=0
|
||||
lda #0
|
||||
sta AfterBFGflag ; reset BFG flag
|
||||
sta COLOR2 ; status line "off"
|
||||
@@ -678,6 +759,8 @@ 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 +895,14 @@ 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 +1198,15 @@ 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
|
||||
@@ -1167,264 +1265,6 @@ MakeTanksVisible
|
||||
bpl @-
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
/* .proc DLIinterruptGraph
|
||||
;sta dliA
|
||||
;sty dliY
|
||||
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
|
||||
.ENDIF
|
||||
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
|
||||
sta COLPF2
|
||||
lda DliColorBack
|
||||
sta COLPF1
|
||||
eor #$02
|
||||
sta DliColorBack
|
||||
pla
|
||||
rti
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc DLIinterruptOptions
|
||||
;sta dliA
|
||||
;sty dliY
|
||||
pha
|
||||
; lda dliColorsBack
|
||||
lda #0
|
||||
sta COLPF1
|
||||
lda dliColorsFore
|
||||
sta COLPF2
|
||||
pla
|
||||
rti
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc DLIinterruptGameOver
|
||||
;sta dliA
|
||||
;sty dliY
|
||||
pha
|
||||
phy
|
||||
lda dliCounter
|
||||
bne EndofPMG
|
||||
lda #%00100001 ; playfield after P/M - prior=1
|
||||
;STA WSYNC
|
||||
sta PRIOR
|
||||
bne EndOfDLI_GO
|
||||
EndofPMG
|
||||
cmp #1
|
||||
bne ColoredLines
|
||||
lda #%00100100 ; playfield before P/M
|
||||
;STA WSYNC
|
||||
sta PRIOR
|
||||
bne EndOfDLI_GO
|
||||
ColoredLines
|
||||
cmp #9
|
||||
beq CreditsScroll
|
||||
tay
|
||||
lda GameOverColoursTable-3,y ; -2 because this is DLI nr 2 and -1 (labels line)
|
||||
ldy #$0a ; text colour (brightnes)
|
||||
;STA WSYNC
|
||||
sta COLPF2
|
||||
sty COLPF1
|
||||
bne EndOfDLI_GO
|
||||
CreditsScroll
|
||||
lda #$00
|
||||
sta COLPF2
|
||||
EndOfDLI_GO
|
||||
inc dliCounter
|
||||
ply
|
||||
pla
|
||||
rti
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc DLIinterruptText
|
||||
;sta dliA
|
||||
pha
|
||||
lda dliCounter
|
||||
bne MoreBarsColorChange
|
||||
lda #TextBackgroundColor
|
||||
;sta WSYNC
|
||||
sta COLPF2
|
||||
mva #TextForegroundColor COLPF3
|
||||
bne EndOfDLI_Text
|
||||
MoreBarsColorChange
|
||||
and #%00000001
|
||||
rol
|
||||
sta COLPF2
|
||||
EndOfDLI_Text
|
||||
inc dliCounter
|
||||
pla
|
||||
DLIinterruptNone
|
||||
rti
|
||||
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc VBLinterrupt
|
||||
mva #0 dliCounter
|
||||
mva #$02 DliColorBack
|
||||
|
||||
lda PAL
|
||||
and #%00001110
|
||||
beq itsPAL
|
||||
;it is NTSC here
|
||||
dec NTSCcounter
|
||||
bne itsPAL
|
||||
mva #6 NTSCcounter
|
||||
bne SkippedIfNTSC ; skip doing VBL things each 6 frames in Amerika, Amerika
|
||||
; We're all living in Amerika, Coca Cola, Wonderbra
|
||||
|
||||
itsPAL
|
||||
; pressTimer is trigger tick counter. always 50 ticks / s
|
||||
bit:smi:inc pressTimer ; timer halted if >127. max time measured 2.5 s
|
||||
|
||||
SkippedIfNTSC
|
||||
|
||||
bit RMT_blocked
|
||||
bmi SkipRMTVBL
|
||||
; ------- RMT -------
|
||||
lda sfx_effect
|
||||
bmi lab2
|
||||
asl @ ; * 2
|
||||
tay ;Y = 2,4,..,16 instrument number * 2 (0,2,4,..,126)
|
||||
ldx #0 ;X = 0 channel (0..3 or 0..7 for stereo module)
|
||||
lda #0 ;A = 0 note (0..60)
|
||||
bit noSfx
|
||||
smi:jsr RASTERMUSICTRACKER+15 ;RMT_SFX start tone (It works only if FEAT_SFX is enabled !!!)
|
||||
|
||||
lda #$ff
|
||||
sta sfx_effect ;reinit value
|
||||
lab2
|
||||
jsr RASTERMUSICTRACKER+3 ;1 play
|
||||
; ------- RMT -------
|
||||
SkipRMTVBL
|
||||
bit ScrollFlag
|
||||
bpl EndOfCreditsVBI
|
||||
CreditsVBI
|
||||
inc CreditsVScrol
|
||||
lda CreditsVScrol
|
||||
cmp #32 ;not too fast
|
||||
beq nextlinedisplay
|
||||
:2 lsr ;not too fast
|
||||
sta VSCROL
|
||||
jmp EndOfCreditsVBI
|
||||
nextlinedisplay
|
||||
lda #0
|
||||
sta CreditsVScrol
|
||||
sta VSCROL
|
||||
clc
|
||||
lda DLCreditsAddr
|
||||
adc #40
|
||||
sta DLCreditsAddr
|
||||
bcc @+
|
||||
inc DLCreditsAddr+1
|
||||
@
|
||||
cmp #<CreditsLastLine
|
||||
bne EndOfCreditsVBI
|
||||
lda DLCreditsAddr+1
|
||||
cmp #>CreditsLastLine
|
||||
bne EndOfCreditsVBI
|
||||
; adw DLCreditsAddr #40
|
||||
; cpw DLCreditsAddr #CreditsLastLine
|
||||
; bne EndOfCreditsVBI
|
||||
mwa #Credits DLCreditsAddr
|
||||
EndOfCreditsVBI
|
||||
.IF TARGET = 5200
|
||||
lda SkStatSimulator
|
||||
bmi @+
|
||||
inc SkStatSimulator
|
||||
@
|
||||
lda JoystickNumber ; select port
|
||||
ora #%00000100 ; Speaker off, Pots enabled
|
||||
sta CONSOL5200
|
||||
|
||||
center = 114 ;Read analog stick and make it look like a digital stick
|
||||
threshold = 60
|
||||
|
||||
lda JoystickNumber
|
||||
asl
|
||||
tax
|
||||
lda paddl0,x ;Read POT0 value (horizontal position)
|
||||
cmp #center+threshold ;Compare with right threshold
|
||||
rol stick0 ;Feed carry into digital stick value
|
||||
cmp #center-threshold ;Compare with left threshold
|
||||
rol stick0 ;Feed carry into digital stick value
|
||||
|
||||
lda paddl1,x ;Read POT1 value (vertical position)
|
||||
cmp #center+threshold ;Compare with down threshold
|
||||
rol stick0 ;Feed carry into digital stick value
|
||||
cmp #center-threshold ;Compare with down threshold
|
||||
rol stick0 ;Feed carry into digital stick value
|
||||
|
||||
lda stick0 ;0 indicates a press so the right/down values need to be inverted
|
||||
eor #2+8
|
||||
and #$0f
|
||||
sta stick0
|
||||
|
||||
ldx JoystickNumber
|
||||
lda trig0,x
|
||||
sta strig0 ;Move hardware to shadow
|
||||
|
||||
mva chbas chbase
|
||||
|
||||
lda skstat ;Reset consol key shadow is no key is pressed anymore
|
||||
and #4
|
||||
beq @+
|
||||
mva #consol_reset consol
|
||||
mva #@kbcode._none kbcode
|
||||
@
|
||||
|
||||
pla
|
||||
tay
|
||||
pla
|
||||
tax
|
||||
pla
|
||||
rti
|
||||
.ELSE
|
||||
; support for joysticks :)
|
||||
ldx JoystickNumber
|
||||
lda STICK0,x
|
||||
sta STICK0
|
||||
lda STRIG0,x
|
||||
sta STRIG0
|
||||
jmp XITVBV
|
||||
.ENDIF
|
||||
.endp
|
||||
.IF TARGET = 5200
|
||||
.proc kb_continue
|
||||
sta kbcode ;Store key code in shadow.
|
||||
mva #0 SkStatSimulator
|
||||
exit pla
|
||||
tay
|
||||
pla
|
||||
tax
|
||||
pla
|
||||
rti
|
||||
.endp
|
||||
.ENDIF
|
||||
;----------------------------------------------
|
||||
.proc RandomizeSequence0
|
||||
ldx #0
|
||||
@@ -1554,6 +1394,14 @@ LimitForce
|
||||
|
||||
.endp
|
||||
;----------------------------------------------
|
||||
.proc Table2Force
|
||||
lda ForceTableL,x
|
||||
sta Force
|
||||
lda ForceTableH,x
|
||||
sta Force+1
|
||||
rts
|
||||
.endp
|
||||
;----------------------------------------------
|
||||
.proc MoveBarrelToNewPosition
|
||||
mva #1 Erase
|
||||
jsr DrawTankNr.BarrelChange
|
||||
@@ -1730,14 +1578,20 @@ 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
|
||||
@@ -1821,14 +1675,14 @@ peopleAreHere
|
||||
MakeDarkScreen
|
||||
jsr PMoutofScreen
|
||||
mva #0 dmactls ; dark screen
|
||||
sta dmactl
|
||||
; sta dmactl ; probably not necessary (3 bytes!!! :) )
|
||||
; and wait one frame :)
|
||||
.proc WaitOneFrame
|
||||
lda CONSOL
|
||||
and #%00000101 ; Start + Option
|
||||
sne:mva #$40 escFlag
|
||||
and #%00000001 ; START KEY
|
||||
seq:wait
|
||||
seq:wait ; or waitRTC ?
|
||||
rts
|
||||
.endp
|
||||
|
||||
@@ -1882,66 +1736,7 @@ noingame
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.macro SetDLI
|
||||
; SetDLI #WORD
|
||||
; Initialises Display List Interrupts
|
||||
LDY # <:1
|
||||
LDX # >:1
|
||||
jsr _SetDLIproc
|
||||
.endm
|
||||
.proc _SetDLIproc
|
||||
LDA #$C0
|
||||
STY VDSLST
|
||||
STX VDSLST+1
|
||||
STA NMIEN
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
/* ;--------------------------------------------------
|
||||
.macro randomize floor ceiling
|
||||
;--------------------------------------------------
|
||||
;usage: randomize floor ceiling
|
||||
;returns (in A) a random .byte between "floor" and "ceiling"
|
||||
jsr _randomizator
|
||||
.byte :floor
|
||||
.byte :ceiling
|
||||
.endm
|
||||
|
||||
.proc _randomizator
|
||||
; private function that accompanies `randomize` macro
|
||||
; trashes: magic, temp, Y
|
||||
pla
|
||||
sta magic
|
||||
pla
|
||||
sta magic+1
|
||||
ldy #1 ; add 1 to the value got from the stack to point to the input parameters
|
||||
lda (magic),y
|
||||
sta temp
|
||||
iny
|
||||
lda (magic),y
|
||||
sta temp+1
|
||||
|
||||
?rand
|
||||
lda random
|
||||
cmp temp ;floor
|
||||
bcc ?rand
|
||||
cmp temp+1 ;ceiling
|
||||
bcs ?rand
|
||||
tay ; save the result
|
||||
|
||||
; point the PC to a byte after the parameters
|
||||
clc
|
||||
lda magic
|
||||
adc #2 ; length of the parameters in bytes
|
||||
sta magic
|
||||
lda magic+1
|
||||
adc #0
|
||||
pha
|
||||
lda magic
|
||||
pha
|
||||
tya ; retrieve the result
|
||||
rts
|
||||
.endp */
|
||||
icl 'interrupts.asm'
|
||||
;----------------------------------------------
|
||||
icl 'constants.asm'
|
||||
;----------------------------------------------
|
||||
@@ -1956,7 +1751,7 @@ 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 +1843,8 @@ 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
Binary file not shown.
BIN
Binary file not shown.
+144
-405
@@ -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
|
||||
@@ -868,23 +908,13 @@ NoAutoDefense
|
||||
cmp #ind_Lazy_Boy_______
|
||||
bne NoLazyBoy
|
||||
; Lazy Boy - do it like battery
|
||||
mva #sfx_lazy_boys sfx_effect
|
||||
phy
|
||||
jsr PrepareAIShoot
|
||||
jsr FindBestTarget2 ; find nearest tank neighbour
|
||||
jsr LazyAim
|
||||
ply
|
||||
mva #%01000000 LazyFlag
|
||||
jmp DecreaseDefensive ; bypass activation
|
||||
NoLazyBoy
|
||||
cmp #ind_Lazy_Darwin____
|
||||
bne NoLazyDarwin
|
||||
; Lazy Darwin - do it like battery
|
||||
mva #sfx_lazy_boys sfx_effect
|
||||
phy
|
||||
jsr PrepareAIShoot
|
||||
jsr FindBestTarget3 ; find target with lowest energy
|
||||
jsr LazyAim
|
||||
ply
|
||||
mva #%11000000 LazyFlag
|
||||
jmp DecreaseDefensive ; bypass activation
|
||||
NoLazyDarwin
|
||||
cmp #ind_Spy_Hard_______
|
||||
@@ -930,22 +960,6 @@ DefActivationEnd
|
||||
jmp WaitForKeyRelease ; rts
|
||||
|
||||
.endp
|
||||
.proc LazyAim
|
||||
; aiming proc for Lazy ... weapons
|
||||
; as proc for memory optimisation
|
||||
; Y - target tan nr
|
||||
; A - target direction
|
||||
sty TargetTankNr
|
||||
; aiming
|
||||
jsr TakeAim ; direction still in A (0 - left, >0 - right)
|
||||
lda Force
|
||||
sta ForceTableL,x
|
||||
lda Force+1
|
||||
sta ForceTableH,x
|
||||
lda NewAngle
|
||||
sta AngleTable,x
|
||||
rts
|
||||
.endp
|
||||
; -----------------------------------------------------
|
||||
.proc calcPosDefensive
|
||||
; calculate positionOnTheList from the activeWeapon (defensives)
|
||||
@@ -1120,7 +1134,6 @@ 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 +1167,18 @@ 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 +1218,8 @@ 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 +1239,24 @@ 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 +1264,6 @@ ChangeOfLevelDown
|
||||
bpl DoNotLoopLevelDown
|
||||
mva #$8 DifficultyLevel
|
||||
DoNotLoopLevelDown
|
||||
jsr HighlightLevel
|
||||
jmp CheckKeys
|
||||
;----
|
||||
ChangeOfLevel3Up
|
||||
@@ -1256,7 +1275,6 @@ ChangeOfLevel3Up
|
||||
sbb DifficultyLevel #9
|
||||
|
||||
DoNotLoopLevel3Up
|
||||
jsr HighlightLevel
|
||||
jmp CheckKeys
|
||||
;----
|
||||
ChangeOfLevel3Down
|
||||
@@ -1264,9 +1282,18 @@ 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 +1313,10 @@ 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
|
||||
@@ -1572,308 +1603,6 @@ displayloop1
|
||||
rts
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------------
|
||||
.proc Display4x4AboveTank ;
|
||||
; Displays texts using PutChar4x4 above tank and mountains.
|
||||
; Pretty cool, eh!
|
||||
;parameters are:
|
||||
;Y - number of tank above which text is displayed
|
||||
;fx - length of text
|
||||
;LineAddress4x4 - address of the text
|
||||
|
||||
;lets calculate position of the text first!
|
||||
;that's easy because we have number of tank
|
||||
;and xtankstableL and H keep X position of a given tank
|
||||
|
||||
lda xtankstableL,y
|
||||
sta temp
|
||||
lda xtankstableH,y
|
||||
sta temp+1
|
||||
;now we should substract length of the text-1
|
||||
;temp2 = (fx-1)*2
|
||||
ldy fx
|
||||
dey
|
||||
tya
|
||||
asl
|
||||
sta temp2
|
||||
mva #0 temp2+1
|
||||
;now we have HALF length in pixels
|
||||
;stored in temp2
|
||||
|
||||
;here we assume max length of text
|
||||
;to display is 127 chars, but later it turns out it must be max 63!
|
||||
|
||||
sbw temp temp2 ; here begin of the text is in TEMP !!!!
|
||||
;now we should check overflows
|
||||
;lda temp+1 ; opty
|
||||
bpl DOTNnotLessThanZero
|
||||
;less than zero, so should be zero
|
||||
mwa #0 temp
|
||||
beq DOTNnoOverflow
|
||||
|
||||
DOTNnotLessThanZero
|
||||
;so check if end larger than screenwidth
|
||||
|
||||
|
||||
lda fx
|
||||
asl
|
||||
asl
|
||||
;length in pixels -
|
||||
;text length max 63 chars !!!!!!!!
|
||||
|
||||
|
||||
clc
|
||||
adc temp
|
||||
sta temp2
|
||||
lda #0
|
||||
adc temp+1
|
||||
sta temp2+1
|
||||
;now in temp2 is end of the text in pixels
|
||||
;so check if not greater than screenwitdth
|
||||
cpw temp2 #screenwidth
|
||||
bcc DOTNnoOverflow
|
||||
|
||||
;if end is greater than screenwidth
|
||||
;then screenwidth - length is fine
|
||||
lda fx
|
||||
asl
|
||||
asl
|
||||
sta temp
|
||||
mva #0 temp+1
|
||||
|
||||
sec
|
||||
lda #<(screenwidth-1)
|
||||
sbc temp
|
||||
sta temp
|
||||
lda #>(screenwidth-1)
|
||||
sbc temp+1
|
||||
sta temp+1
|
||||
DOTNnoOverflow
|
||||
;here in temp we have really good x position of text
|
||||
|
||||
mwa temp LineXdraw
|
||||
|
||||
;now let's get y position
|
||||
;we will try to put text as low as possible
|
||||
;just above mountains (so mountaintable will be checked)
|
||||
lda fx
|
||||
asl
|
||||
asl
|
||||
tay
|
||||
;in temp there still is X position of text
|
||||
;if we add temp and Y we will get end of the text
|
||||
;so, lets go through mountaintable and look for
|
||||
;the lowest value within
|
||||
;Mountaitable+temp and Mountaitable+temp+Y
|
||||
|
||||
adw temp #MountainTable
|
||||
|
||||
mva #screenheight temp2 ;initialisation of the lowest value
|
||||
|
||||
DOTLowestMountainValueLoop
|
||||
lda (temp),y
|
||||
cmp temp2
|
||||
bcs DOTOldLowestValue ;old lowest value
|
||||
;new lowest value
|
||||
sta temp2
|
||||
DOTOldLowestValue
|
||||
dey
|
||||
cpy #$ff
|
||||
bne DOTLowestMountainValueLoop
|
||||
|
||||
sec
|
||||
lda temp2
|
||||
sbc #(4+9) ;9 pixels above ground (and tanks...)
|
||||
sta LineYdraw
|
||||
|
||||
jmp TypeLine4x4.noLengthNoColor ; rts
|
||||
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------------
|
||||
.proc 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
|
||||
:3 asl ; *8
|
||||
clc
|
||||
adc #<TanksNames
|
||||
sta temp ; TextAddress
|
||||
lda #0
|
||||
adc #>Tanksnames
|
||||
sta temp+1 ; TextAddress+1
|
||||
mwa temp LineAddress4x4
|
||||
|
||||
;find length of the tank's name
|
||||
ldy #7
|
||||
@
|
||||
lda (temp),y
|
||||
bne end_found
|
||||
dey
|
||||
bne @-
|
||||
|
||||
end_found
|
||||
iny
|
||||
sty fx
|
||||
ldy tankNr
|
||||
jsr Display4x4AboveTank
|
||||
rts
|
||||
.endp
|
||||
|
||||
;-------------------------------
|
||||
.proc TypeLine4x4 ;
|
||||
;-------------------------------
|
||||
;this routine prints line of length `fx`
|
||||
;address in LineAddress4x4
|
||||
;starting from LineXdraw, LineYdraw
|
||||
|
||||
lda #14 ; default length of 4x4 texts
|
||||
sta fx
|
||||
|
||||
variableLength
|
||||
lda #$ff ; $ff - visible characters, $00 - clearing
|
||||
|
||||
staplot4x4color
|
||||
sta plot4x4color
|
||||
noLengthNoColor
|
||||
|
||||
ldy #0
|
||||
sty LineCharNr
|
||||
|
||||
TypeLine4x4Loop
|
||||
ldy LineCharNr
|
||||
|
||||
lda (LineAddress4x4),y
|
||||
and #$3f ;always CAPITAL letters
|
||||
sta CharCode4x4
|
||||
mwa LineXdraw dx
|
||||
mva LineYdraw dy
|
||||
mva #0 dy+1 ; dy is 2 bytes value
|
||||
jsr PutChar4x4 ;type empty pixels as well!
|
||||
adw LineXdraw #4
|
||||
inc:lda LineCharNr
|
||||
cmp fx
|
||||
bne TypeLine4x4Loop
|
||||
|
||||
EndOfTypeLine4x4
|
||||
rts
|
||||
.endp
|
||||
|
||||
|
||||
;--------------------------------
|
||||
.proc AreYouSure
|
||||
;using 4x4 font
|
||||
|
||||
mva #4 ResultY ; where seppuku text starts Y-wise on the screen
|
||||
|
||||
;top frame
|
||||
mva ResultY LineYdraw
|
||||
jsr TL4x4_top
|
||||
adb ResultY #4 ;next line
|
||||
|
||||
;sure?
|
||||
mwa #areYouSureText LineAddress4x4
|
||||
jsr _sep_opty
|
||||
;bottom frame
|
||||
mva ResultY LineYdraw
|
||||
jsr TL4x4_bottom
|
||||
|
||||
|
||||
jsr GetKey
|
||||
cmp #@kbcode._Y ; $2b ; "Y"
|
||||
bne @+
|
||||
mva #$80 escFlag
|
||||
bne skip01
|
||||
@ mva #0 escFlag
|
||||
skip01
|
||||
jsr WaitForKeyRelease
|
||||
|
||||
;clean
|
||||
mva #3 di
|
||||
mva #4 ResultY
|
||||
@
|
||||
mva #$ff plot4x4color
|
||||
mwa #lineClear LineAddress4x4
|
||||
jsr _sep_opty
|
||||
dec di
|
||||
bne @-
|
||||
|
||||
quit_areyousure
|
||||
rts
|
||||
.endp
|
||||
|
||||
.proc _sep_opty
|
||||
mwa #((ScreenWidth/2)-(8*4)) LineXdraw ; centering
|
||||
mva ResultY LineYdraw
|
||||
jsr TypeLine4x4
|
||||
adb ResultY #4 ;next line
|
||||
rts
|
||||
.endp
|
||||
|
||||
;--------------------------------
|
||||
.proc DisplaySeppuku
|
||||
;using 4x4 font
|
||||
|
||||
|
||||
mva #20 fs ; temp, how many times blink the billboard
|
||||
seppuku_loop
|
||||
lda CONSOL ; turbo mode
|
||||
and #%00000001 ; START KEY
|
||||
sne:mva #1 fs ; finish it
|
||||
|
||||
mva #4 ResultY ; where seppuku text starts Y-wise on the screen
|
||||
|
||||
;top frame
|
||||
mva ResultY LineYdraw
|
||||
jsr TL4x4_top
|
||||
adb ResultY #4 ;next line
|
||||
|
||||
;seppuku
|
||||
mwa #seppukuText LineAddress4x4
|
||||
jsr _sep_opty
|
||||
|
||||
;bottom frame
|
||||
mva ResultY LineYdraw
|
||||
jsr TL4x4_bottom ; just go
|
||||
|
||||
;clean seppuku
|
||||
|
||||
mva #3 di
|
||||
;mva #4 ResultY
|
||||
lda #4
|
||||
sta ResultY
|
||||
loplop ;@
|
||||
mwa #lineClear LineAddress4x4
|
||||
jsr _sep_opty
|
||||
|
||||
dec di
|
||||
bne loplop ;@-
|
||||
|
||||
dec fs
|
||||
jne seppuku_loop
|
||||
|
||||
quit_seppuku
|
||||
rts
|
||||
|
||||
.endp
|
||||
;--------------------------------
|
||||
.proc DisplayResults ;
|
||||
;displays results of the round
|
||||
@@ -2044,6 +1773,7 @@ FinishResultDisplay
|
||||
;--------------------------------------------------
|
||||
.proc GameOverScreen
|
||||
;--------------------------------------------------
|
||||
jsr MakeDarkScreen
|
||||
jsr WaitForKeyRelease
|
||||
jsr ClearScreen
|
||||
jsr ClearPMmemory
|
||||
@@ -2214,7 +1944,12 @@ RandomizeTankPos
|
||||
randomize 0 180
|
||||
sta AngleTable,x
|
||||
randomize 0 (49-8)
|
||||
and #%11111110 ; correction for PMG
|
||||
; x correction for P/M
|
||||
; --
|
||||
.IF XCORRECTION_FOR_PM = 1
|
||||
and #%11111110
|
||||
.ENDIF
|
||||
; --
|
||||
clc
|
||||
adc XtankOffsetGO_L,x
|
||||
sta XtankstableL,x
|
||||
@@ -2298,6 +2033,10 @@ 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 +2047,7 @@ EndOfCredits
|
||||
ldx TankNr
|
||||
ldy ActiveWeapon,x
|
||||
lda WeaponSymbols,y
|
||||
sta statusBuffer+18
|
||||
sta statusBuffer+19
|
||||
|
||||
;---------------------
|
||||
;displaying quantity of the given weapon
|
||||
@@ -2316,7 +2055,7 @@ EndOfCredits
|
||||
lda ActiveWeapon,x
|
||||
jsr HowManyBullets
|
||||
sta decimal
|
||||
mwa #statusBuffer+20 displayposition
|
||||
mwa #statusBuffer+21 displayposition
|
||||
jsr displaybyte
|
||||
|
||||
;---------------------
|
||||
@@ -2337,7 +2076,7 @@ EndOfCredits
|
||||
ldy #15
|
||||
@
|
||||
lda (temp),y
|
||||
sta statusBuffer+23,y
|
||||
sta statusBuffer+24,y
|
||||
dey
|
||||
bpl @-
|
||||
|
||||
|
||||
+4
-5
@@ -159,15 +159,15 @@ 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)
|
||||
.DS 1
|
||||
SecondTryFlag ; For precise AI aiming
|
||||
.DS 1
|
||||
SpyHardFlag ; >$7f - run SpyHard after inventory
|
||||
.DS 1
|
||||
;----------------------------------------------------
|
||||
;Erase .DS 1 ; if 1 only mask of the character is printed
|
||||
; on the graphics screen. if 0 character is printed normally
|
||||
@@ -218,7 +218,7 @@ 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 +259,6 @@ oldplotL .DS [5]
|
||||
oldora .DS [5]
|
||||
oldply .DS [5]
|
||||
OldOraTemp .DS 1
|
||||
FunkyBombCounter .DS 1
|
||||
xtrajfb .DS 2
|
||||
ytrajfb .DS 2
|
||||
;
|
||||
|
||||
+322
-287
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user