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Author SHA1 Message Date
Pirx 9251db8f3a Merge pull request #155 from pkali/develop
Develop
2023-02-07 02:27:00 -05:00
Pirx f15e815c1a readme updt 2023-02-07 02:26:03 -05:00
Pirx 746026ae4f rainbow colors on start 2023-02-07 01:59:12 -05:00
Pecusx fd67dc0bb1 Improved tank shapes.
Better appearance with disabled tank X-coordinate correction..
2023-02-04 21:15:59 +01:00
Pecusx c1ee40fa59 No X-tank position correction (PM graphics). 2023-02-02 18:29:34 +01:00
Pirx a64d01067d vdl macro 2023-01-31 16:35:21 -05:00
Pecusx f703316128 Optimizations - full colortable for PAL mode 2023-01-31 20:22:47 +01:00
Pecusx 98565d490f Deactivation of "Lazy..." is now working properly. 2023-01-31 10:57:58 +01:00
Pecusx fcbd0bc34a The G key works properly even if the wind options were last selected. 2023-01-30 22:33:36 +01:00
Pecusx e50bc8669e Code cleanup. 2023-01-27 09:30:27 +01:00
Pecusx bbded45200 Mere memory and 2 new talk texts (RB5200). And... no memory :) 2023-01-25 18:28:36 +01:00
Pecusx 00d386e73f ... and more (memory) ... 2023-01-25 15:13:57 +01:00
Pecusx 70788e772e More optimizarions 2023-01-25 14:44:55 +01:00
Pecusx 793d494fc5 Minor optimization 2023-01-25 14:10:50 +01:00
Pecusx 6b2eabd1ca Nicer Lazy targeting amd "visual Debug" for Lazy Boys 2023-01-24 14:20:29 +01:00
Pecusx 0832d841f4 Small talk - small fix. 2023-01-24 09:00:43 +01:00
Pirx c41c01cee0 readme updt 2023-01-23 08:36:19 -05:00
Pecusx 6b68066c94 Visible targeting bug 2023-01-23 14:21:02 +01:00
Pirx 31c181ce89 Merge pull request #154 from pkali/develop
Develop
2023-01-23 05:41:41 -05:00
Pirx 33d8303270 readme updt 2023-01-23 05:41:05 -05:00
Pecusx f9fad89d7c Revert "wait by atariki"
This reverts commit 41094db7dd.
2023-01-23 08:50:03 +01:00
Pecusx e9ff60210e Revert "minor fixes"
This reverts commit b7560ab6d9.
2023-01-23 08:49:58 +01:00
Pirx b7560ab6d9 minor fixes 2023-01-22 23:03:10 -05:00
Pirx 41094db7dd wait by atariki 2023-01-22 22:46:47 -05:00
Pecusx ab30227843 Ctrl+HELP - new "debug" switch 2023-01-22 23:17:26 +01:00
Pecusx 5d619c80f8 "Debug" for Laser 2023-01-22 19:46:37 +01:00
Pecusx e842d455e6 Visual Debug :) added 2023-01-21 22:48:46 +01:00
Pecusx da4d82cca4 All the splash text is swapped. 2023-01-21 13:51:26 +01:00
Pecusx f7931afbb4 Second fire (shift) on 5200
Thanks RB5200!
2023-01-20 21:26:39 +01:00
Pecusx b18793014d Very rare distance measuring bug fixed.
Sometimes a perfectly hit tank still lived.
2023-01-20 14:40:54 +01:00
Pecusx ef1c0dc62c Binary files upd. 2023-01-20 11:05:12 +01:00
Pecusx bc338198a0 Merge branch 'develop' of https://github.com/pkali/scorch_src into develop 2023-01-20 11:01:36 +01:00
Pecusx 2a08447b9c The tanks talk to each other again. 2023-01-20 11:00:46 +01:00
Pecusx 4088e5f8fa Macro "wait" optimization, and better credits 2023-01-19 19:46:06 +01:00
Pirx 79b5bc3290 readme updt 2023-01-17 10:04:09 -05:00
Pirx 3b80de7def readme updt 2023-01-17 09:25:01 -05:00
Pirx 922c7d15cb Merge pull request #153 from pkali/develop
readme updt
2023-01-17 09:11:44 -05:00
Pirx 4edf032d77 readme updt 2023-01-17 09:10:43 -05:00
Pirx 23ab8cb4d5 Merge pull request #152 from pkali/develop
1.25
2023-01-17 08:59:49 -05:00
Pirx 84fdef7cbf eng manual updt 2023-01-17 08:56:50 -05:00
Pecusx 9b8f345cb2 New tester in credits 2023-01-17 14:39:16 +01:00
Pecusx c0af7b2e6c Two minor glitches when switching screens. (very rare) 2023-01-16 20:33:38 +01:00
Pecusx d9b92eba07 Manuals update. 2023-01-16 10:29:15 +01:00
Pecusx 33b962725d Selectable change of wind power (once per turn or round). 2023-01-16 09:53:29 +01:00
Pecusx 9ec78928f1 Minor optimization and new macro: waitRTC (not used yet) 2023-01-15 20:47:10 +01:00
Pecusx e9ec39005f A800 binary update. 2023-01-14 14:06:01 +01:00
Pirx b3234a7077 version no. updt 2023-01-14 07:46:46 -05:00
Pirx 735316cdab splash working on all systems 2023-01-13 20:57:15 -05:00
Pirx d20a9a94d2 splash works with 4joy and 2joy kernels, still not working with Altirra kernel 2023-01-13 20:50:06 -05:00
Pirx a88f471a3c unnecessary 6502 init removed 2023-01-12 23:20:39 -05:00
Pirx def57f03ca comment fix 2023-01-12 20:41:42 -05:00
Pirx 8ac3c22fe7 custom 5200 splash screen year 2023 2023-01-12 20:34:04 -05:00
Pirx c7b5a07c62 custom 5200 splash screen 1st attempt 2023-01-12 20:12:24 -05:00
Pecusx ed126c454a Optimizations - 69 bytes saved! 2023-01-12 21:53:42 +01:00
Pecusx 066e248350 Better colors of mountains in PAL system. 2023-01-09 15:03:05 +01:00
Pecusx 9b05cf0220 Minor optimization 2 2023-01-09 14:43:42 +01:00
Pecusx 872d564846 Minor optimization 2023-01-06 20:54:09 +01:00
Pecusx fb0de84c01 Happy New Year! 2023-01-05 20:49:04 +01:00
Pecusx c151940735 Change colors during the game with the G key (a800 only) 2023-01-05 09:58:36 +01:00
Pirx d66e588203 readme and year change 2022-12-31 19:10:03 -05:00
Pecusx 3b53968fe3 Small gradient optimization (one variable gone). 2022-12-28 14:43:41 +01:00
Pecusx a45a892dc7 Merge branch 'develop' of https://github.com/pkali/scorch_src into develop 2022-12-25 12:41:48 +01:00
Pecusx 6f1e28298d Indicator of the selected color set. 2022-12-25 12:41:36 +01:00
Pirx 871f33f3bf Merge pull request #151 from pkali/develop
Develop
2022-12-24 10:31:30 -05:00
Pirx ffd5e558ff README updt 2022-12-24 10:31:04 -05:00
Pirx 82f26310da README updt 2022-12-24 10:29:51 -05:00
Pecusx 5d935c4379 Manuals update 2022-12-24 13:12:57 +01:00
Pecusx 4a9d8da441 New best colors by Adam :) 2022-12-24 12:40:11 +01:00
Pecusx 25490f76a3 Best colors by Adam 2022-12-24 10:55:59 +01:00
Pecusx 7b77d9714e Even better (other) colors :) 2022-12-23 19:46:20 +01:00
Pecusx 3fdc8600c6 Better second set of colors 2022-12-23 14:38:36 +01:00
Pecusx 3936b2bf8c Two sets of "gradient" selectable. 2022-12-23 14:07:22 +01:00
Pecusx d420ce06ca Smoke Tracer does not smoke when targeting by Lazy Darwin 2022-12-17 20:05:33 +01:00
Pecusx 6ec02ab3fc Lazy Boy works well with joystick (more testing needed) 2022-12-16 18:11:35 +01:00
Pecusx cf61f5075f New Lazy Darwin (with problems on 5200) 2022-12-16 15:20:10 +01:00
Pecusx 87f7e7eafa Dot does not fire MIRV :) 2022-12-16 13:41:52 +01:00
Pecusx 328a147225 Magic of the "." key :) 2022-12-16 12:39:52 +01:00
Pecusx 54a4dcf7d8 Options screen is now separate from setting the game's initial variables.
For easier porting to the C64 or others.
2022-12-14 13:11:40 +01:00
Pecusx b7a5e7c9b5 Self-destruction of shielded tank at angle 0-4. fixed! - again! 2022-12-13 17:47:42 +01:00
Pecusx 54f04ed962 Barrel start point correction 2022-12-13 09:30:11 +01:00
Pecusx 588040d9e6 Soildown after Hovercraft optimization. 2022-12-13 09:15:39 +01:00
Pecusx 2b88517167 New tanks shapes by Adam. But we maust correct start point of barrel 2022-12-12 20:42:17 +01:00
Pecusx ffcf44cabb Better Soildown after Hovercraft. 2022-12-12 14:11:09 +01:00
Pirx d0049826f5 Merge pull request #150 from pkali/develop
Develop
2022-12-10 15:59:25 -05:00
Pirx 5a6b5f7dc4 README and MANUAL updt 2022-12-10 15:58:09 -05:00
Pecusx f485d120c8 Moroon at very specific settings kills everyone :) - check it out! 2022-12-02 18:14:16 +01:00
Pecusx c6264013d9 RoboTanks do not use Laser and BFG (in extremely rare case) 2022-12-02 15:05:07 +01:00
Pecusx b4af765f4f New (better?) layout of shades of gray. 2022-12-01 20:35:51 +01:00
Pirx 9cdb9fe18c SUPERSYSTEM everywhere + one space more 2022-12-01 11:31:35 -05:00
Pecusx 788b5db180 New name of game :) 2022-12-01 15:35:30 +01:00
Pecusx c7e65f1d61 Display active joystick on weapon purchase/activation screens and game screen. 2022-12-01 15:23:39 +01:00
Pecusx 8c6fee0631 Different game title for A5200 2022-12-01 08:49:02 +01:00
Pecusx 403288548c Minor manuals update 2022-11-30 19:15:44 +01:00
Pecusx 166d05c0e6 One NOP more and manuals update 2022-11-30 18:47:30 +01:00
Pecusx 38ba45001a Mountains avialiable in shadows of GREY. 2022-11-30 18:40:06 +01:00
Pecusx 05f3f32f00 Minor memory tricks 2022-11-30 14:45:26 +01:00
Pecusx d14f9a2999 Prepare for mountains colors (test)
But no memory for one "NOP" (a800) and colors array :)
2022-11-30 09:58:48 +01:00
Pecusx 18cce6377e Fix for lonely pixel in Liquid Dirt. 2022-11-29 11:21:35 +01:00
Pecusx ee9d6b7ce9 New tank shape (only for robotanks),. 2022-11-26 20:41:50 +01:00
Pecusx 42cc896ec5 Weird optimization :) 2022-11-26 18:45:03 +01:00
Pecusx 091335dbc9 Tank shapes selection added.
Better appearance of tanks on title screen.
2022-11-26 14:57:54 +01:00
Pecusx 9c912d4cc7 Initial support for tank shapes selection. 2022-11-25 20:48:20 +01:00
Pecusx e7a35087bd Merge pull request #149 from pkali/develop
Manuals update
2022-11-24 21:41:53 +01:00
Pecusx 8013246d3b Manuals update 2022-11-24 21:40:52 +01:00
27 changed files with 1543 additions and 1279 deletions
+1
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@@ -4,3 +4,4 @@ scorch.lab
scorch.lst scorch.lst
textproc.lab textproc.lab
textproc.lst textproc.lst
artwork/talk.as_
+15 -5
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@@ -8,7 +8,7 @@ On the first screen, you can configure gameplay options:
* number of players (2 - 6) includes both human and computer-controlled players * number of players (2 - 6) includes both human and computer-controlled players
* the initial amount of cash of each player (2K is the optimal value we chose, but for short games, it is worth choosing a higher value) * the initial amount of cash of each player (2K is the optimal value we chose, but for short games, it is worth choosing a higher value)
* gravity * gravity
* maximum wind strength (wind is drawn at the beginning of each round, here you can choose how strong it can be) * maximum wind strength (wind is drawn at the beginning of each round or during the round between turns, here we can choose how strong it can be)
* number of rounds in a game * number of rounds in a game
* missile speed (does not affect the flight path - only changes the apparent missile speed - does not change anything in the gameplay itself) * missile speed (does not affect the flight path - only changes the apparent missile speed - does not change anything in the gameplay itself)
* frequency of suicides :) - if for a number of turns the game has not recorded hits (tanks are constantly shooting inaccurately), after one of such misses a tank commits suicide - here you determine how long they can "shooting for the stars" :) - if only people play the optimal setting is "norm", in the case of computer-controlled players ... you choose. * frequency of suicides :) - if for a number of turns the game has not recorded hits (tanks are constantly shooting inaccurately), after one of such misses a tank commits suicide - here you determine how long they can "shooting for the stars" :) - if only people play the optimal setting is "norm", in the case of computer-controlled players ... you choose.
@@ -24,11 +24,16 @@ On the first screen, you can configure gameplay options:
Select options with cursor keys or a joystick. Select options with cursor keys or a joystick.
The [TAB] or [SELECT] key, and on the Atari 5200 console, the [5] controller key change the color of the mountains (3 versions to choose from) or (if the cursor indicates the wind strength selection option "Wind") change the way the wind strength is drawn from "every round" to "every turn" and vice versa. Drawing every turn is indicated by the "?" sign next to the word "Wind".
The [RETURN] key or a joystick button moves to the next screen. The [RETURN] key or a joystick button moves to the next screen.
## 2. Entering the name of players and selecting the level of computer-controlled players ## 2. Entering the name of players and selecting the level of computer-controlled players
The second screen is shown for each player. Here you can use the cursor keys or joystick to select whether the tank will be driven by a human (HUMAN option) or a computer (other options). The [TAB] or [SELECT] key, and on the Atari 5200 console the [5] controller key allow you to choose which joystick port the player will use. At the same time, you can enter the name of the selected player from the keyboard. The second screen is shown for each player. Here you can use the cursor keys or joystick to select whether the tank will be driven by a human (HUMAN option) or a computer (other options).
The [TAB] or [SELECT] key, and on the Atari 5200 console the [5] controller key allow you to choose which joystick port the player will use.
The [INVERSE] or [OPTION] key allows you to select one of the 3 available tank shapes. On the Atari 5200 console, this is achieved by cycling through joystick ports with the [5] key.
At the same time, you can enter the name of the selected player from the keyboard.
When the [RETURN] key is pressed or the Joystick button is pressed briefly, the screen switches to the next player until the difficulty levels for each player are selected. When the [RETURN] key is pressed or the Joystick button is pressed briefly, the screen switches to the next player until the difficulty levels for each player are selected.
The player's name can also be entered with the joystick. After pressing and holding the button for more than 1s. you can use up/down movements to change the letter being entered, and left/right movements to change its position in the name. Releasing the button ends the name entry and returns to the level selection. The player's name can also be entered with the joystick. After pressing and holding the button for more than 1s. you can use up/down movements to change the letter being entered, and left/right movements to change its position in the name. Releasing the button ends the name entry and returns to the level selection.
@@ -47,6 +52,7 @@ Another [RETURN] key or joystick button press switches to the next player's shop
The status line shows which player is currently allowed to take a shot and a set of other information: The status line shows which player is currently allowed to take a shot and a set of other information:
* player's tank name, * player's tank name,
* active joystick number
* currently selected offensive weapon, * currently selected offensive weapon,
* the player's remaining energy points and if he has an active defensive weapon that has its energy - in parentheses the energy level, * the player's remaining energy points and if he has an active defensive weapon that has its energy - in parentheses the energy level,
* the angle and the direction of the barrel set by the player, * the angle and the direction of the barrel set by the player,
@@ -61,7 +67,7 @@ The keyboard controls here are simple, cursor keys or joystick: left/right - cha
| A800 | 5200 | function | | A800 | 5200 | function |
| --- | --- | --- | | --- | --- | --- |
| [SPACE] | [0] | or joystick button pressed briefly - firing a shot. | | [SPACE] | [0] | or joystick button pressed briefly - firing a shot. |
| [TAB] or [SELECT] | [5] | selection of offensive weapons (this option is not available directly with the joystick - you need to select Inventory) | | [TAB] or [SELECT] | [5] | selection of offensive weapons (this option is not available directly with the joystick - you need to select Inventory). In the main menu it changes the mountain shading, indicated by the hill color change at the bottom of the screen. |
| [I] | [9] | or longer holding the joystick button - go to Inventory. It is a screen (actually two) with the same layout as the shopping menu, it also works similarly except that here you don't buy weapons, but choose one of the offensive ones to shoot or activate a defensive weapon. | | [I] | [9] | or longer holding the joystick button - go to Inventory. It is a screen (actually two) with the same layout as the shopping menu, it also works similarly except that here you don't buy weapons, but choose one of the offensive ones to shoot or activate a defensive weapon. |
| [A] or [OPTION] | [7] | go directly to the defensive weapons activation. | [A] or [OPTION] | [7] | go directly to the defensive weapons activation.
| [M] | [PAUSE] | disable/enable background music. | | [M] | [PAUSE] | disable/enable background music. |
@@ -69,7 +75,9 @@ The keyboard controls here are simple, cursor keys or joystick: left/right - cha
| [START] | N/A | speed up some game animations. | | [START] | N/A | speed up some game animations. |
| [O] | [3] | end the current game and jump to the Game Over screen with a summary. The summary of the results does not take into account the current round of the game, but only the rounds completed earlier. This corresponds to pressing the [ESC] key with the difference that the summary and credits are displayed. | | [O] | [3] | end the current game and jump to the Game Over screen with a summary. The summary of the results does not take into account the current round of the game, but only the rounds completed earlier. This corresponds to pressing the [ESC] key with the difference that the summary and credits are displayed. |
| [START] + [OPTION] | N/A | immediately force the end of the game (Game Over), just like [O] but without confirmation. | [START] + [OPTION] | N/A | immediately force the end of the game (Game Over), just like [O] but without confirmation.
| [G] | N/A | changes the mountain shading |
| [ESC] | [*] | during the entire game at any time (unless the computer is playing, then sometimes you have to wait a while) you can press the [ESC] key, which allows you to abort the game and return to the beginning (of course, there is protection against accidental pressing). | | [ESC] | [*] | during the entire game at any time (unless the computer is playing, then sometimes you have to wait a while) you can press the [ESC] key, which allows you to abort the game and return to the beginning (of course, there is protection against accidental pressing). |
| [Y] | [1] | when asked to abort or terminate the game - confirmation |
## 5. Game mechanics - offensive weapons ## 5. Game mechanics - offensive weapons
@@ -129,7 +137,7 @@ And here are the values of maximum energy loss for individual weapons. If a weap
| Missile | 136 | | Missile | 136 |
| Baby Nuke | 200 | | Baby Nuke | 200 |
| Nuke | 240 | | Nuke | 240 |
| LeapFrog| 136 120 104 | | LeapFrog| 136 112 112 |
| Funky Bomb | 168 88 (* 5) | | Funky Bomb | 168 88 (* 5) |
| MIRV | 136 (* 5) | | MIRV | 136 (* 5) |
| Death's Head | 240 (* 5) | | Death's Head | 240 (* 5) |
@@ -171,10 +179,12 @@ Only these points determine the order in the summary
* **Nuclear Winter** - adds nothing, takes nothing away :) - in fact, it is not so much a defensive weapon as a double-edged one. It floods the area with "radioactive" fallout, which is ordinary soil. If you do not have at hand any weapon that digs up the terrain, and for that a shield (preferably disposable), then after such "fallout" you will have to shoot yourself - because being underground is otherwise impossible. Alternatively, **White Flag** always remains. * **Nuclear Winter** - adds nothing, takes nothing away :) - in fact, it is not so much a defensive weapon as a double-edged one. It floods the area with "radioactive" fallout, which is ordinary soil. If you do not have at hand any weapon that digs up the terrain, and for that a shield (preferably disposable), then after such "fallout" you will have to shoot yourself - because being underground is otherwise impossible. Alternatively, **White Flag** always remains.
* **Long Schlong** - a special weapon :) - Costs a lot, doesn't really help with anything (except possibly digging yourself out but only when slightly buried but it has a cool name and looks cool :) - It can be activated independently of other defensive weapons and remains active until the end of the round (it cannot be deactivated). * **Long Schlong** - a special weapon :) - Costs a lot, doesn't really help with anything (except possibly digging yourself out but only when slightly buried but it has a cool name and looks cool :) - It can be activated independently of other defensive weapons and remains active until the end of the round (it cannot be deactivated).
* **Lazy Boy** - it is not actually a defensive weapon. It is an aiming aid. When it is activated, the tank tries to aim at the nearest enemy and automatically adjusts the power of the shot and angle. If it has too little energy, it can sometimes aim wrong (it uses a method like **Cyborg** to aim). Like **Battery**, it does not deactivate other defensive weapons when used. Note: There is no point in activating this weapon before the round, targeting will not take place because there is nothing to target yet. * **Lazy Boy** - it is not actually a defensive weapon. It is an aiming aid. When it is activated, the tank tries to aim at the nearest enemy and automatically adjusts the power of the shot and angle. If it has too little energy, it can sometimes aim wrong (it uses a method like **Cyborg** to aim). Like **Battery**, it does not deactivate other defensive weapons when used. Note: There is no point in activating this weapon before the round, targeting will not take place because there is nothing to target yet.
* **Lazy Darwin** - works exactly like **Lazy Boy** but targets the weakest opponent. * **Lazy Darwin** - works just like **Lazy Boy** but targets the weakest opponent. In this weapon, after automatic targeting, "visual targeting" remains active, so you can easily change the target and independently select another opponent by seeing if you hit him.
* **Auto Defense** - activates the mode of automatic activation of defensive weapons. After its activation, the tank automatically activates the strongest shield it has (consuming it, of course) at any time when there is no shield (also between shots of other players). At the same time, if the tank's energy level drops below 30 units, it automatically activates **Battery** if it has it. This weapon remains active until the end of the round and is indicated by the "computer" symbol before the name of the active defensive weapon in the status line. It is the second defensive weapon that does not deactivate other defensive weapons when used. * **Auto Defense** - activates the mode of automatic activation of defensive weapons. After its activation, the tank automatically activates the strongest shield it has (consuming it, of course) at any time when there is no shield (also between shots of other players). At the same time, if the tank's energy level drops below 30 units, it automatically activates **Battery** if it has it. This weapon remains active until the end of the round and is indicated by the "computer" symbol before the name of the active defensive weapon in the status line. It is the second defensive weapon that does not deactivate other defensive weapons when used.
* **Spy Hard** - Help for the forgetful :) . When activated, it shows a preview of information about the next opponents one by one. Left/Right - changes the "spied" tank. Fire/Space/Return/Esc - ends the "spying". This is the last defensive weapon, which does not deactivate other defensive weapons when used. * **Spy Hard** - Help for the forgetful :) . When activated, it shows a preview of information about the next opponents one by one. Left/Right - changes the "spied" tank. Fire/Space/Return/Esc - ends the "spying". This is the last defensive weapon, which does not deactivate other defensive weapons when used.
Due to the different warhead tracking system of **MIRV** weapons, the **Bouncy Castle** and **Mag Deflector** defensive weapons only use the shielding function when hit by these weapons. In addition, **MIRV** warheads do not bounce or fly through sidewalls when falling!
None of the shields protect against **Napalm**. **Bouncy Castle** or **Mag Deflector** on a direct hit will deflect it or carry it past, but just hit very close to a tank and its shield will not save it. None of the shields protect against **Napalm**. **Bouncy Castle** or **Mag Deflector** on a direct hit will deflect it or carry it past, but just hit very close to a tank and its shield will not save it.
**White Flag**, **Hovercraft** and **Nuclear Winter** weapons, when selected, require activation, this is accomplished by "firing a shot" after the selection of that weapon. Of course, the shot of the offensive weapon is then not fired, but only the selected defensive weapon is activated. **White Flag**, **Hovercraft** and **Nuclear Winter** weapons, when selected, require activation, this is accomplished by "firing a shot" after the selection of that weapon. Of course, the shot of the offensive weapon is then not fired, but only the selected defensive weapon is activated.
+13 -5
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@@ -7,7 +7,7 @@ Na pierwszym ekranie możemy skonfigurować opcje rozgrywki:
* ilość graczy (2 - 6) obejmuje tak ludzi jak graczy sterowanych przez komputer * ilość graczy (2 - 6) obejmuje tak ludzi jak graczy sterowanych przez komputer
* początkową ilość gotówki każdego z graczy (8k to wybrana przez nas wartość optymalna, lecz przy krótkich rozgrywkach warto wybrać większą wartość) * początkową ilość gotówki każdego z graczy (8k to wybrana przez nas wartość optymalna, lecz przy krótkich rozgrywkach warto wybrać większą wartość)
* grawitacja * grawitacja
* maksymalna siła wiatru (wiatr jest losowany na początku każdej z rund, tu możemy wybrać jak silny może być) * maksymalna siła wiatru (wiatr jest losowany na początku każdej z rund lub w czasie rundy pomiędzy turami, tu możemy wybrać jak silny może być)
* liczba rozgrywanych rund * liczba rozgrywanych rund
* szybkość lotu pocisków (nie ma wpływu na tor lotu - zmienia jedynie widoczną prędkość rysowania - nie zmienia nic w samej rozgrywce) * szybkość lotu pocisków (nie ma wpływu na tor lotu - zmienia jedynie widoczną prędkość rysowania - nie zmienia nic w samej rozgrywce)
* częstotliwość samobójstw :) - jeśli przez ileś tur gra nie odnotowała trafień (czołgi ciągle strzelają niecelnie) jeden z takich pudłujących czołgów popełnia samobójstwo - tu określamy jak długo mogą “strzelać w próżnię” :) - jeśli grają tylko ludzie optymalne ustawienie to “norm”, w przypadku graczy sterowanych przez komputer… wedle uznania. * częstotliwość samobójstw :) - jeśli przez ileś tur gra nie odnotowała trafień (czołgi ciągle strzelają niecelnie) jeden z takich pudłujących czołgów popełnia samobójstwo - tu określamy jak długo mogą “strzelać w próżnię” :) - jeśli grają tylko ludzie optymalne ustawienie to “norm”, w przypadku graczy sterowanych przez komputer… wedle uznania.
@@ -23,10 +23,15 @@ Na pierwszym ekranie możemy skonfigurować opcje rozgrywki:
Wybór opcji klawiszami kursora lub joystickiem. Wybór opcji klawiszami kursora lub joystickiem.
Klawisz [TAB] lub [SELECT], a na konsoli Atari 5200 klawisz [5] kontrolera zmieniają kolor gór (3 wersje do wyboru) lub (leśli kursor wskazuje opcję wyboru siły wiatru "Wind") zmieniają sposób losowania siły wiatru z "co rundę" na "co turę" i odwrotnie. Losowanie co turę jest sygnalizowane znakiem "?" przy słowie "Wind".
Klawisz [RETURN] lub przycisk Joysticka przechodzi do następnego ekranu. Klawisz [RETURN] lub przycisk Joysticka przechodzi do następnego ekranu.
## 2. Wprowadzanie nazwy graczy i wybór poziomu graczy sterowanych przez komputer ## 2. Wprowadzanie nazwy graczy i wybór poziomu graczy sterowanych przez komputer
Drugi ekran powtarza się dla każdego z graczy można na nim klawiszami kursora lub joystickiem wybrać czy danym czołgiem będzie kierował człowiek (opcja HUMAN) czy też komputer (pozostałe opcje). Klawisz [TAB] lub [SELECT], a na konsoli Atari 5200 klawisz [5] kontrolera pozwalają wybrać z którego portu joysticka będzie korzystał gracz. Jednocześnie z klawiatury można wprowadzić nazwę wybranego gracza. Drugi ekran powtarza się dla każdego z graczy można na nim klawiszami kursora lub joystickiem wybrać czy danym czołgiem będzie kierował człowiek (opcja HUMAN) czy też komputer (pozostałe opcje).
Klawisz [TAB] lub [SELECT], a na konsoli Atari 5200 klawisz [5] kontrolera pozwalają wybrać z którego portu joysticka będzie korzystał gracz.
Klawisz [INVERSE] lub [OPTION] umożliwiają wybór jednego z 3 dostępnych kształtów czołgów. Na konsoli Atari 5200 uzyskuje się to poprzez cykliczne wybieranie kolejnych portów joysticka klawiszem [5].
Jednocześnie z klawiatury można wprowadzić nazwę wybranego gracza.
Po naciśnięciu klawisza [RETURN] lub krótkim naciśnięciu przycisku Joysticka ekran przechodzi na następnego gracza aż zostaną wybrane poziomy trudności dla wszystkich. Po naciśnięciu klawisza [RETURN] lub krótkim naciśnięciu przycisku Joysticka ekran przechodzi na następnego gracza aż zostaną wybrane poziomy trudności dla wszystkich.
Nazwę gracza można wprowadzać także przy pomocy joysticka. Po wciśnięciu i przytrzymaniu przycisku ponad 1s. za pomocą ruchów góra/dół można zmienić wprowadzaną literę, a lewo/prawo jej pozycję w nazwie. Puszczenie przycisku kończy wprowadzanie nazwy i wraca do wyboru poziomu. Nazwę gracza można wprowadzać także przy pomocy joysticka. Po wciśnięciu i przytrzymaniu przycisku ponad 1s. za pomocą ruchów góra/dół można zmienić wprowadzaną literę, a lewo/prawo jej pozycję w nazwie. Puszczenie przycisku kończy wprowadzanie nazwy i wraca do wyboru poziomu.
@@ -46,6 +51,7 @@ Klawisz [RETURN] lub przycisk joysticka przechodzi do ekranu zakupów następneg
W linii statusowej widoczna jest informacja o tym który z graczy aktualnie może oddać strzał oraz zestaw innych informacji: W linii statusowej widoczna jest informacja o tym który z graczy aktualnie może oddać strzał oraz zestaw innych informacji:
* nazwa czołgu gracza * nazwa czołgu gracza
* numer aktywnego joysticka
* wybrana aktualnie broń ofensywna * wybrana aktualnie broń ofensywna
* pozostała ilość punktów energii gracza i jeśli ma on aktywną broń defensywną posiadającą swój zasób energii - w nawiasie ten zasób * pozostała ilość punktów energii gracza i jeśli ma on aktywną broń defensywną posiadającą swój zasób energii - w nawiasie ten zasób
* ustawiony przez gracza kąt nachylenia lufy i kierunek jej nachylenia * ustawiony przez gracza kąt nachylenia lufy i kierunek jej nachylenia
@@ -60,7 +66,7 @@ Tutaj klawiszologia jest prosta, klawisze kursora lub joystick: lewo/prawo - zmi
| A800 | 5200 | funkcja | | A800 | 5200 | funkcja |
| --- | --- | --- | | --- | --- | --- |
| [SPACJA] | [0] | lub przycisk joysticka naciśnięte krótko - oddanie strzału | | [SPACJA] | [0] | lub przycisk joysticka naciśnięte krótko - oddanie strzału |
| [TAB] lub [SELECT] | [5] | wybór broni ofensywnej (ta opcja nie jest dostępna bezpośrednio joystickiem - trzeba wybrać Inventory) | | [TAB] lub [SELECT] | [5] | wybór broni ofensywnej (ta opcja nie jest dostępna bezpośrednio joystickiem - trzeba wybrać Inventory). W głównym menu zmienia cieniowanie gór, widoczne w kolorze górek na dole ekranu. |
| [I] | [9] | lub dłuższe przytrzymanie przycisku joysticka - przejście do Inventory (aktywacji broni). Inventory to ekran (a w zasadzie dwa) bliźniaczo podobny do ekranu zakupów. Zasady poruszania się są identyczne z tym, że tu nie kupujemy broni, ale wybieramy jedną z ofensywnych, którą będziemy strzelać lub aktywujemy broń defensywną. | | [I] | [9] | lub dłuższe przytrzymanie przycisku joysticka - przejście do Inventory (aktywacji broni). Inventory to ekran (a w zasadzie dwa) bliźniaczo podobny do ekranu zakupów. Zasady poruszania się są identyczne z tym, że tu nie kupujemy broni, ale wybieramy jedną z ofensywnych, którą będziemy strzelać lub aktywujemy broń defensywną. |
| [A] lub [OPTION] | [7] | bezpośrednie przejście na ekran Inventory aktywacji broni defensywnych. | | [A] lub [OPTION] | [7] | bezpośrednie przejście na ekran Inventory aktywacji broni defensywnych. |
| [M] | [PAUSE] | wyłączenie/włączenie muzyki w tle | | [M] | [PAUSE] | wyłączenie/włączenie muzyki w tle |
@@ -68,7 +74,9 @@ Tutaj klawiszologia jest prosta, klawisze kursora lub joystick: lewo/prawo - zmi
| [START] | brak | przyspiesza/pomija niektóre animacje w grze | | [START] | brak | przyspiesza/pomija niektóre animacje w grze |
| [O] | [3] | wymuszenie zakończenia gry (Game Over). W podsumowaniu wyników nie jest brana pod uwagę przerwana właśnie runda rozgrywki, a wyłącznie rundy zakończone wcześniej. Odpowiada to wciśnięciu klawisza [ESC] z tą różnicą, że wyświetlane jest podsumowanie oraz creditsy. | | [O] | [3] | wymuszenie zakończenia gry (Game Over). W podsumowaniu wyników nie jest brana pod uwagę przerwana właśnie runda rozgrywki, a wyłącznie rundy zakończone wcześniej. Odpowiada to wciśnięciu klawisza [ESC] z tą różnicą, że wyświetlane jest podsumowanie oraz creditsy. |
| [START] + [OPTION] | brak | natychmiastowe wymuszenie zakończenia gry (Game Over), tak jak [O] ale bez potwierdzenia. | | [START] + [OPTION] | brak | natychmiastowe wymuszenie zakończenia gry (Game Over), tak jak [O] ale bez potwierdzenia. |
| [G] | brak | zmienia cieniowanie gór |
| [ESC] | [*] | w czasie całej gry w dowolnym momencie (chyba że akurat gra komputer, wtedy czasem trzeba chwilę poczekać) można nacisnąć klawisz [ESC], który umożliwia przerwanie gry i powrót na początek (oczywiście jest zabezpieczenie przed przypadkowym naciśnięciem). | | [ESC] | [*] | w czasie całej gry w dowolnym momencie (chyba że akurat gra komputer, wtedy czasem trzeba chwilę poczekać) można nacisnąć klawisz [ESC], który umożliwia przerwanie gry i powrót na początek (oczywiście jest zabezpieczenie przed przypadkowym naciśnięciem). |
| [Y] | [1] | w przypadku pytania o przerwanie lub zakończenie gry - potwierdzenie decyzji |
## 5. Zasady gry - bronie ofensywne ## 5. Zasady gry - bronie ofensywne
@@ -128,7 +136,7 @@ A oto wartości maksymalnego ubytku energii dla poszczególnych broni. Jeśli br
| Missile | 136 | | Missile | 136 |
| Baby Nuke | 200 | | Baby Nuke | 200 |
| Nuke | 240 | | Nuke | 240 |
| LeapFrog| 136 120 104 | | LeapFrog| 136 112 112 |
| Funky Bomb | 168 88 (* 5) | | Funky Bomb | 168 88 (* 5) |
| MIRV | 136 (* 5) | | MIRV | 136 (* 5) |
| Death's Head | 240 (* 5) | | Death's Head | 240 (* 5) |
@@ -171,7 +179,7 @@ Tylko te punkty decydują o kolejności w podsumowaniu
* **Nuclear Winter** - nic nie dodaje, nic nie zabiera :) - w zasadzie to broń nie tyle defensywna co obosieczna. Zasypuje teren opadem "radioaktywnym", który jest zwyczajną glebą. Jeśli nie mamy pod ręką żadnej broni odkopującej teren i do tego osłony (najlepiej jednorazowej), to po takim "opadzie" będzie trzeba strzelić do siebie - bo będąc pod ziemią inaczej się nie da. Ewentualnie pozostaje zawsze White Flag. * **Nuclear Winter** - nic nie dodaje, nic nie zabiera :) - w zasadzie to broń nie tyle defensywna co obosieczna. Zasypuje teren opadem "radioaktywnym", który jest zwyczajną glebą. Jeśli nie mamy pod ręką żadnej broni odkopującej teren i do tego osłony (najlepiej jednorazowej), to po takim "opadzie" będzie trzeba strzelić do siebie - bo będąc pod ziemią inaczej się nie da. Ewentualnie pozostaje zawsze White Flag.
* **Long Schlong** - broń specjalna :) - kosztuje dużo, nie bardzo w czymkolwiek pomaga (poza ewentualnym odkopaniem się ale tylko przy niewielkim przysypaniu ale fajnie się nazywa i wygląda :) - Można ją aktywować niezależnie od innych broni defensywnych i pozostaje aktywna do końca rundy (nie da się jej dezaktywować). * **Long Schlong** - broń specjalna :) - kosztuje dużo, nie bardzo w czymkolwiek pomaga (poza ewentualnym odkopaniem się ale tylko przy niewielkim przysypaniu ale fajnie się nazywa i wygląda :) - Można ją aktywować niezależnie od innych broni defensywnych i pozostaje aktywna do końca rundy (nie da się jej dezaktywować).
* **Lazy Boy** - nie jest to właściwie broń defensywna. Jest to wspomaganie celowania. Po jej aktywacji czołg stara się wycelować w najbliższego przeciwnika i automatycznie ustawia siłę strzału oraz kąt. W przypadku posiadania zbyt małej ilości energii może czasem wycelować źle (do celowania stosuje metodę taką jak **Cyborg**). Tak jak **Battery** nie dezaktywuje innych broni defensywnych w przypadku jej użycia. Uwaga! Nie ma sensu aktywacja tej broni przed rundą, celowanie nie odbędzie się bo nie ma jeszcze do czego celować. * **Lazy Boy** - nie jest to właściwie broń defensywna. Jest to wspomaganie celowania. Po jej aktywacji czołg stara się wycelować w najbliższego przeciwnika i automatycznie ustawia siłę strzału oraz kąt. W przypadku posiadania zbyt małej ilości energii może czasem wycelować źle (do celowania stosuje metodę taką jak **Cyborg**). Tak jak **Battery** nie dezaktywuje innych broni defensywnych w przypadku jej użycia. Uwaga! Nie ma sensu aktywacja tej broni przed rundą, celowanie nie odbędzie się bo nie ma jeszcze do czego celować.
* **Lazy Darwin** - działa dokładnie jak **Lazy Boy** ale celuje w najsłabszego przeciwnika. * **Lazy Darwin** - działa tak jak **Lazy Boy** ale celuje w najsłabszego przeciwnika. W tej broni po automatycznym celowaniu pozostaje aktywne "celowanie wizualne" można więc łątwo zmienić cel i samodzielnie wybrać innego przeciwnika widząc czy w niego trafimy.
* **Auto Defense** - włącza tryb automatycznej aktywacji broni defensywnych. Po jej aktywowaniu czołg automatycznie aktywuje najmocniejszą posiadaną osłonę (zużywając ją oczywiście) w każdej chwili, kiedy nie ma żadnej osłony (także pomiędzy strzałami innych graczy). Jednocześnie jeżeli poziom energii czołgu spadnie poniżej 30 jednostek, automatycznie aktywuje **Battery** jeżeli ją posiada. Ta broń pozostaje aktywna do końca rundy i jest sygnalizowana symbolem "komputera" przed nazwą aktywnej broni defensywnej w linii statusowej. Jest to druga broń defensywna, która nie dezaktywuje innych broni defensywnych w przypadku jej użycia. * **Auto Defense** - włącza tryb automatycznej aktywacji broni defensywnych. Po jej aktywowaniu czołg automatycznie aktywuje najmocniejszą posiadaną osłonę (zużywając ją oczywiście) w każdej chwili, kiedy nie ma żadnej osłony (także pomiędzy strzałami innych graczy). Jednocześnie jeżeli poziom energii czołgu spadnie poniżej 30 jednostek, automatycznie aktywuje **Battery** jeżeli ją posiada. Ta broń pozostaje aktywna do końca rundy i jest sygnalizowana symbolem "komputera" przed nazwą aktywnej broni defensywnej w linii statusowej. Jest to druga broń defensywna, która nie dezaktywuje innych broni defensywnych w przypadku jej użycia.
* **Spy Hard** - Pomoc dla zapominalskich :) . Po aktywacji pokazuje kolejno podgląd informacji o kolejnych przeciwnikach. Lewo/Prawo - zmienia "szpiegowany" czołg. Fire/Space/Return/Esc - kończy "szpiegowanie". Jest to ostatnia broń defensywna, która nie dezaktywuje innych broni defensywnych w przypadku jej użycia. * **Spy Hard** - Pomoc dla zapominalskich :) . Po aktywacji pokazuje kolejno podgląd informacji o kolejnych przeciwnikach. Lewo/Prawo - zmienia "szpiegowany" czołg. Fire/Space/Return/Esc - kończy "szpiegowanie". Jest to ostatnia broń defensywna, która nie dezaktywuje innych broni defensywnych w przypadku jej użycia.
+77 -1
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@@ -51,6 +51,81 @@ With the advent of [fujinet](https://fujinet.online/) we are thinking about maki
## Changelog: ## 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 ###### Version 1.20
2022-11-23 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 :) 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! Now it's your turn to help this idea happen!
...transmission error...former history missing... ...transmission error...former history missing...
+13 -71
View File
@@ -22,8 +22,9 @@
pha pha
lda AIRoutines,y lda AIRoutines,y
pha pha
jsr PrepareAIShoot ; it's no necessary - PrepareAIShoot is next proc :)
rts ; jsr PrepareAIShoot
; rts
.endp .endp
;---------------------------------------------- ;----------------------------------------------
.proc PrepareAIShoot .proc PrepareAIShoot
@@ -81,7 +82,10 @@ AIRoutines
mwa #80 RandBoundaryLow mwa #80 RandBoundaryLow
mwa #800 RandBoundaryHigh mwa #800 RandBoundaryHigh
jsr RandomizeForce jsr RandomizeForce
rts ; choose the best weapon
ldy #ind_Buy_me_________+1 ; if the cheat is active it will fire the BFG :)
jmp ChooseBestOffensive.NotFromAll
;rts
.endp .endp
;---------------------------------------------- ;----------------------------------------------
.proc Shooter .proc Shooter
@@ -155,8 +159,8 @@ endo
; choose the best weapon ; choose the best weapon
jsr ChooseBestOffensive jmp ChooseBestOffensive
rts ;rts
.endp .endp
;---------------------------------------------- ;----------------------------------------------
.proc Poolshark .proc Poolshark
@@ -196,9 +200,7 @@ forceNow
ldx TankNr ldx TankNr
jsr RandomizeForce jsr RandomizeForce
endo endo
;ldx TankNr ;this is possibly not necessary
; choose the best weapon ; choose the best weapon
jsr ChooseBestOffensive jsr ChooseBestOffensive
@@ -512,64 +514,7 @@ skipThisPlayer
lda tempor2 lda tempor2
rts rts
.endp .endp
/*
;----------------------------------------------
.proc FindBestTarget1
; find farthest tank neighbour
; X - shooting tank number
; returns target tank number in Y and
; direcion of shoot in A (0 - left, >0 - right)
;----------------------------------------------
jsr MakeLowResDistances
lda #$00
sta temp2 ; max possible distance
sta tempor2 ; direction of shoot
;ldx TankNr
ldy NumberOfPlayers
dey
loop01
cpy TankNr
beq skipThisPlayer
lda eXistenZ,y
beq skipThisPlayer
lda LowResDistances,x
cmp LowResDistances,y
bcs EnemyOnTheLeft
;enemy on the right
sec
lda LowResDistances,y
sbc LowResDistances,x
cmp temp2 ; bigest
bcc bigestIsBigger
sta temp2
sty temp2+1 ; number of the farthest tank
inc tempor2 ; set direction to right
bne bigestIsBigger
EnemyOnTheLeft
sec
lda LowResDistances,x
sbc LowResDistances,y
cmp temp2 ; lowest
bcc bigestIsBigger
sta temp2
sty temp2+1 ; number of the farthest tank
bigestIsBigger
skipThisPlayer
dey
bpl loop01
; now we have number of the farthest tank in temp2+1
; and direction (0 - left, >0 - right) in tempor2
; let's move them to registers
; in temp2 we have x distance divided by 8
ldy temp2+1
lda tempor2
rts
.endp
*/
;---------------------------------------------- ;----------------------------------------------
.proc TakeAim .proc TakeAim
; targeting the tank number TargetTankNr (and Y) ; targeting the tank number TargetTankNr (and Y)
@@ -600,10 +545,7 @@ skipThisPlayer
sta RandBoundaryHigh+1 sta RandBoundaryHigh+1
jsr RandomizeForce jsr RandomizeForce
RepeatAim RepeatAim
lda ForceTableL,x jsr Table2Force
sta Force
lda ForceTableH,x
sta Force+1
; wind correction 90+(wind/8) ; wind correction 90+(wind/8)
mwa Wind temp2 mwa Wind temp2
:7 lsrw temp2 :7 lsrw temp2
@@ -615,7 +557,7 @@ RepeatAim
lda #ind_Baby_Missile___ lda #ind_Baby_Missile___
sta ActiveWeapon,x sta ActiveWeapon,x
; now we have initial valuses ; now we have initial valuses
mva #$ff TestFlightFlag mva #%11000000 TestFlightFlag
; check targeting direction ; check targeting direction
lda tempor2 lda tempor2
jne AimingLeft jne AimingLeft
@@ -1026,7 +968,7 @@ SorryNoPurchase
; choose the best weapon ; choose the best weapon
; X - TankNr ; X - TankNr
;---------------------------------------------- ;----------------------------------------------
ldy #last_offensive_____+1 ;the last weapon to choose +1 ldy #ind_Dirt_Charge____+1 ;the last weapon to choose +1 (not BFG or Laser :) )
NotFromAll NotFromAll
; Y - the last offensive weapon to use + 1 ; Y - the last offensive weapon to use + 1
lda TanksWeaponsTableL,x lda TanksWeaponsTableL,x
+1 -1
View File
@@ -760,7 +760,7 @@ quit
ini main ini main
; --- ; ---
opt l- ;opt l- ; this stops the listing
.MACRO SPRITES .MACRO SPRITES
missiles missiles
+68 -66
View File
@@ -53,79 +53,81 @@ L49 dta d"DIE, TANK-SCUM!"
L50 dta d"I'M GONNA BREAK YOUR FACE!" L50 dta d"I'M GONNA BREAK YOUR FACE!"
L51 dta d"MAMA SAID KNOCK YOU OUT!" L51 dta d"MAMA SAID KNOCK YOU OUT!"
L52 dta d"I HOPE YOU ENJOY PAIN!" L52 dta d"I HOPE YOU ENJOY PAIN!"
L53 dta d"HOW'D YOU LIKE ONE ACROSS YOUR LIPS?" ;(sanford and son)
;-------------------------------- ;--------------------------------
L53 dta d"PARTING IS SUCH SWEET SORROW... NOT!" L54 dta d"PARTING IS SUCH SWEET SORROW... NOT!"
L54 dta d"UGH!" L55 dta d"UGH!"
L55 dta d"AARGH!" L56 dta d"AARGH!"
L56 dta d"AAAGGHHH!" L57 dta d"AAAGGHHH!"
L57 dta d"I'M MELTING!" L58 dta d"I'M MELTING!"
L58 dta d"OOF.." L59 dta d"OOF.."
L59 dta d"OH!" L60 dta d"OH!"
L60 dta d"EEEK!" L61 dta d"EEEK!"
L61 dta d"AACCH!" L62 dta d"AACCH!"
L62 dta d"I HATE IT WHEN THAT HAPPENS." L63 dta d"I HATE IT WHEN THAT HAPPENS."
L63 dta d"ONE DIRECT HIT CAN RUIN YOUR WHOLE DAY." L64 dta d"ONE DIRECT HIT CAN RUIN YOUR WHOLE DAY."
L64 dta d"OH NO!" L65 dta d"OH NO!"
L65 dta d"NOT ME!" L66 dta d"NOT ME!"
L66 dta d"OUCH." L67 dta d"OUCH."
L67 dta d"OH NO, NOT AGAIN." L68 dta d"OH NO, NOT AGAIN."
L68 dta d"ANOTHER ONE BITES THE DUST." L69 dta d"ANOTHER ONE BITES THE DUST."
L69 dta d"GOODBYE." L70 dta d"GOODBYE."
L70 dta d"HELP ME!" L71 dta d"HELP ME!"
L71 dta d"FAREWELL, CRUEL WORLD." L72 dta d"FAREWELL, CRUEL WORLD."
L72 dta d"REMEMBER THE ALAMO!" L73 dta d"REMEMBER THE ALAMO!"
L73 dta d"OH MAN!" L74 dta d"OH MAN!"
L74 dta d"DOOUGH!" L75 dta d"DOOUGH!"
L75 dta d"ANOTHER DAY, ANOTHER BOMB." L76 dta d"ANOTHER DAY, ANOTHER BOMB."
L76 dta d"THIS IS THE END, MY ONLY FRIEND." L77 dta d"THIS IS THE END, MY ONLY FRIEND."
L77 dta d"VERY FUNNY." L78 dta d"VERY FUNNY."
L78 dta d"THE FAT LADY SANG." L79 dta d"THE FAT LADY SANG."
L79 dta d"WHY DOES EVERYTHING HAPPEN TO ME?" L80 dta d"WHY DOES EVERYTHING HAPPEN TO ME?"
L80 dta d"I'M GOING DOWN." L81 dta d"I'M GOING DOWN."
L81 dta d"I'VE GOT A BAD FEELING ABOUT THIS." L82 dta d"I'VE GOT A BAD FEELING ABOUT THIS."
L82 dta d"CRAPOLA." L83 dta d"CRAPOLA."
L83 dta d"POW!" L84 dta d"POW!"
L84 dta d"BIF!" L85 dta d"BIF!"
L85 dta d"BAM!" L86 dta d"BAM!"
L86 dta d"ZONK!" L87 dta d"ZONK!"
L87 dta d"I SHOULD'VE LISTENED TO MY MOTHER..." L88 dta d"I SHOULD'VE LISTENED TO MY MOTHER..."
L88 dta d"I WALK THROUGH THE VALLEY OF THE SHADOW..." L89 dta d"I WALK THROUGH THE VALLEY OF THE SHADOW..."
L89 dta d"WHAT WAS THAT NOISE?" L90 dta d"WHAT WAS THAT NOISE?"
L90 dta d"MAMA SAID THERE'D BE DAYS LIKE THIS." L91 dta d"MAMA SAID THERE'D BE DAYS LIKE THIS."
L91 dta d"ITS JUST ONE OF THOSE DAYS..." L92 dta d"ITS JUST ONE OF THOSE DAYS..."
L92 dta d"I SEE A BRIGHT LIGHT..." L93 dta d"I SEE A BRIGHT LIGHT..."
L93 dta d"MOMMY? IS THAT YOU?" L94 dta d"MOMMY? IS THAT YOU?"
L94 dta d"I LET YOU HIT ME!" L95 dta d"I LET YOU HIT ME!"
L95 dta d"SUCKER SHOT!" L96 dta d"SUCKER SHOT!"
L96 dta d"I DIDN'T WANT TO LIVE ANYWAY." L97 dta d"I DIDN'T WANT TO LIVE ANYWAY."
L97 dta d"-<SOB>-" L98 dta d"-<SOB>-"
L98 dta d"WAS THAT AS CLOSE AS I THINK IT WAS?" L99 dta d"WAS THAT AS CLOSE AS I THINK IT WAS?"
L99 dta d"JOIN THE ARMY, SEE THE WORLD THEY SAID." L100 dta d"JOIN THE ARMY, SEE THE WORLD THEY SAID."
L100 dta d"IT WASN'T JUST A JOB IT WAS AN ADVENTURE!" L101 dta d"IT WASN'T JUST A JOB IT WAS AN ADVENTURE!"
L101 dta d"I DIDN'T LIKE VIOLENCE ANYWAY!" L102 dta d"I DIDN'T LIKE VIOLENCE ANYWAY!"
L102 dta d"I THOUGHT YOU LIKED ME?" L103 dta d"I THOUGHT YOU LIKED ME?"
L103 dta d"CTO XYEB" L104 dta d"CTO XYEB"
L104 dta d"I THINK THIS GUY'S A LITTLE CRAZY." L105 dta d"I THINK THIS GUY'S A LITTLE CRAZY."
L105 dta d"SOMEHOW I DON'T FEEL LIKE KILLING ANYMORE." L106 dta d"SOMEHOW I DON'T FEEL LIKE KILLING ANYMORE."
L106 dta d"HEY! KILLIN' AIN'T COOL." L107 dta d"HEY! KILLIN' AIN'T COOL."
L107 dta d"GEE... THANKS." L108 dta d"GEE... THANKS."
L108 dta d"I'VE FALLEN AND I CAN'T GET UP!" L109 dta d"I'VE FALLEN AND I CAN'T GET UP!"
L109 dta d"911?" L110 dta d"911?"
L110 dta d"OH NO! HERE I BLOW AGAIN!" L111 dta d"OH NO! HERE I BLOW AGAIN!"
L111 dta d"I'LL BE BACK..." L112 dta d"I'LL BE BACK..."
L112 dta d"HEY - I'VE GOT LAWYERS." L113 dta d"HEY - I'VE GOT LAWYERS."
L113 dta d"TIME TO CALL 1-900-SUE-TANK." L114 dta d"TIME TO CALL 1-900-SUE-TANK."
L115 dta d"YOU BIG DUMMY!" ;(sanford and son)
LEND LEND
OffensiveTextTableL OffensiveTextTableL
dta <L0,<L1,<L2,<L3,<L4,<L5,<L6,<L7,<L8,<L9,<L10,<L11,<L12,<L13,<L14,<L15,<L16,<L17,<L18,<L19,<L20,<L21,<L22,<L23,<L24,<L25,<L26,<L27,<L28,<L29,<L30,<L31,<L32,<L33,<L34,<L35,<L36,<L37,<L38,<L39,<L40,<L41,<L42,<L43,<L44,<L45,<L46,<L47,<L48,<L49,<L50,<L51,<L52 dta <L0,<L1,<L2,<L3,<L4,<L5,<L6,<L7,<L8,<L9,<L10,<L11,<L12,<L13,<L14,<L15,<L16,<L17,<L18,<L19,<L20,<L21,<L22,<L23,<L24,<L25,<L26,<L27,<L28,<L29,<L30,<L31,<L32,<L33,<L34,<L35,<L36,<L37,<L38,<L39,<L40,<L41,<L42,<L43,<L44,<L45,<L46,<L47,<L48,<L49,<L50,<L51,<L52,<L53
dta <L53,<L54,<L55,<L56,<L57,<L58,<L59,<L60,<L61,<L62,<L63,<L64,<L65,<L66,<L67,<L68,<L69,<L70,<L71,<L72,<L73,<L74,<L75,<L76,<L77,<L78,<L79,<L80,<L81,<L82,<L83,<L84,<L85,<L86,<L87,<L88,<L89,<L90,<L91,<L92,<L93,<L94,<L95,<L96,<L97,<L98,<L99,<L100,<L101,<L102,<L103,<L104,<L105,<L106,<L107,<L108,<L109,<L110,<L111,<L112,<L113 dta <L54,<L55,<L56,<L57,<L58,<L59,<L60,<L61,<L62,<L63,<L64,<L65,<L66,<L67,<L68,<L69,<L70,<L71,<L72,<L73,<L74,<L75,<L76,<L77,<L78,<L79,<L80,<L81,<L82,<L83,<L84,<L85,<L86,<L87,<L88,<L89,<L90,<L91,<L92,<L93,<L94,<L95,<L96,<L97,<L98,<L99,<L100,<L101,<L102,<L103,<L104,<L105,<L106,<L107,<L108,<L109,<L110,<L111,<L112,<L113,<L114,<L115
dta <LEND dta <LEND
OffensiveTextTableH OffensiveTextTableH
dta >L0,>L1,>L2,>L3,>L4,>L5,>L6,>L7,>L8,>L9,>L10,>L11,>L12,>L13,>L14,>L15,>L16,>L17,>L18,>L19,>L20,>L21,>L22,>L23,>L24,>L25,>L26,>L27,>L28,>L29,>L30,>L31,>L32,>L33,>L34,>L35,>L36,>L37,>L38,>L39,>L40,>L41,>L42,>L43,>L44,>L45,>L46,>L47,>L48,>L49,>L50,>L51,>L52 dta >L0,>L1,>L2,>L3,>L4,>L5,>L6,>L7,>L8,>L9,>L10,>L11,>L12,>L13,>L14,>L15,>L16,>L17,>L18,>L19,>L20,>L21,>L22,>L23,>L24,>L25,>L26,>L27,>L28,>L29,>L30,>L31,>L32,>L33,>L34,>L35,>L36,>L37,>L38,>L39,>L40,>L41,>L42,>L43,>L44,>L45,>L46,>L47,>L48,>L49,>L50,>L51,>L52,>L53
dta >L53,>L54,>L55,>L56,>L57,>L58,>L59,>L60,>L61,>L62,>L63,>L64,>L65,>L66,>L67,>L68,>L69,>L70,>L71,>L72,>L73,>L74,>L75,>L76,>L77,>L78,>L79,>L80,>L81,>L82,>L83,>L84,>L85,>L86,>L87,>L88,>L89,>L90,>L91,>L92,>L93,>L94,>L95,>L96,>L97,>L98,>L99,>L100,>L101,>L102,>L103,>L104,>L105,>L106,>L107,>L108,>L109,>L110,>L111,>L112,>L113 dta >L54,>L55,>L56,>L57,>L58,>L59,>L60,>L61,>L62,>L63,>L64,>L65,>L66,>L67,>L68,>L69,>L70,>L71,>L72,>L73,>L74,>L75,>L76,>L77,>L78,>L79,>L80,>L81,>L82,>L83,>L84,>L85,>L86,>L87,>L88,>L89,>L90,>L91,>L92,>L93,>L94,>L95,>L96,>L97,>L98,>L99,>L100,>L101,>L102,>L103,>L104,>L105,>L106,>L107,>L108,>L109,>L110,>L111,>L112,>L113,>L114,>L115
dta >LEND dta >LEND
NumberOfOffensiveTexts=54 NumberOfOffensiveTexts=54
NumberOfDeffensiveTexts=60 NumberOfDeffensiveTexts=62
.endp .endp
hoverFull dta d"MY HOVERCRAFT IS FULL OF EELS!" hoverFull dta d"MY HOVERCRAFT IS FULL OF EELS!"
hoverFullEnd hoverFullEnd
Binary file not shown.
Binary file not shown.
Binary file not shown.
+36 -6
View File
@@ -59,6 +59,23 @@ areYouSureText
lineClear lineClear
dta d" " dta d" "
TankColoursTable .BYTE $58,$2a,$96,$ca,$7a,$ed
;TankStatusColoursTable .BYTE $54,$24,$92,$c4,$74,$e4 ; standard order
TankStatusColoursTable .BYTE $74,$c4,$24,$e4,$54,$94 ; Adam's order
;-----------
GradientAddrL
.by <dliColorsFore, <dliColorsFore, <dliColorsFore2
GradientAddrH
.by >dliColorsFore, >dliColorsFore, >dliColorsFore2
dliColorsFore2 ; colors for NTSC
.by $0a ; one mountains color
.by $7e,$7a,$7c,$6a,$6c,$58,$5a,$48,$4a,$38
.by $3a,$16,$18,$e6,$e8,$d4,$d6,$b4,$b6,$b6
dliColorsFore2PAL ; colors for PAL
.by $0a ; one mountains color
.by $7e,$7a,$7c,$6a,$6c,$58,$5a,$48,$4a,$38
.by $3a,$16,$18,$e6,$e8,$c4,$c6,$a4,$a6,$a6
;----------- ;-----------
pmtableL ; addressess of the P/M memory for 6 tanks pmtableL ; addressess of the P/M memory for 6 tanks
.by <(pmgraph+$400) .by <(pmgraph+$400)
@@ -208,7 +225,12 @@ TanksNamesDefault
dta d"4th.Tank" dta d"4th.Tank"
dta d"5th.Tank" dta d"5th.Tank"
dta d"6th.Tank" dta d"6th.Tank"
;-------------------------------------------------
TankShapesTable .BYTE char_tank1___________
.BYTE char_tank2___________
.BYTE char_tank3___________
.BYTE char_tank4___________
;-------------------------------------------------
WeaponPriceH ; weapons prices (tables with prices of weapons) WeaponPriceH ; weapons prices (tables with prices of weapons)
.by >price_Baby_Missile___ .by >price_Baby_Missile___
.by >price_Missile________ .by >price_Missile________
@@ -581,7 +603,7 @@ CreditsStart
dta d"You were playin",d"g"* dta d"You were playin",d"g"*
dta d"Scorc",d"h"* dta d"Scorc",d"h"*
dta d"Warsaw, Miam",d"i"* dta d"Warsaw, Miam",d"i"*
dta d"2000-202",d"2"* dta d"2000-202",d"3"*
dta d" "* dta d" "*
dta d"Programmin",d"g"* dta d"Programmin",d"g"*
dta d"Tomasz 'Pecus' Peck",d"o"* dta d"Tomasz 'Pecus' Peck",d"o"*
@@ -608,9 +630,13 @@ CreditsStart
dta d"Bocianu, Probabilitydragon, EnderDude",d","* dta d"Bocianu, Probabilitydragon, EnderDude",d","*
dta d"Beeblebrox, KrzysRog, lopezpb, Dracon",d","* dta d"Beeblebrox, KrzysRog, lopezpb, Dracon",d","*
dta d"brad-colbert, archon800, nowy80",d","* dta d"brad-colbert, archon800, nowy80",d","*
dta d"Shaggy the Atarian, RetroBorsuk, ZP",d"H"* dta d"Shaggy the Atarian, RetroBorsuk, ZPH"
.IF target = 5200 .IF target = 5200
dta d"x-usr(1536), Aking, JAC!, phaero",d"n"* dta d","*
dta d"x-usr(1536), Aking, JAC!, phaeron",d","*
dta d"RB520",d"0"*
.ELSE
dta d" "*
.ENDIF .ENDIF
dta d" "* dta d" "*
dta d"Additional testin",d"g"* dta d"Additional testin",d"g"*
@@ -622,9 +648,13 @@ CreditsStart
dta d" "* dta d" "*
CreditsEnd CreditsEnd
.IF target = 5200 .IF target = 5200
CreditsLines=37 CreditsLines=38
.ELSE .ELSE
CreditsLines=42 ; 34 in reality. add 7? CreditsLines=42 ; 34 in reality. add 7?
.ENDIF .ENDIF
.IF target = 5200
; Atari 5200 splash
NewSplashText=*
dta d"copyright 2023 atari"
.ENDIF
.endif .endif
+5 -6
View File
@@ -2,17 +2,16 @@
.IF *>0 ;this is a trick that prevents compiling this file alone .IF *>0 ;this is a trick that prevents compiling this file alone
TankColoursTable .BYTE $58,$2a,$96,$ca,$7a,$ed
;TankStatusColoursTable .BYTE $54,$24,$92,$c4,$74,$e4 ; standard order
;TanksPMOrder .BYTE 4,3,1,5,0,2 ; 0-3 = P0-P3 , 4 = M0+M1 , 5 = M2+M3 ;TanksPMOrder .BYTE 4,3,1,5,0,2 ; 0-3 = P0-P3 , 4 = M0+M1 , 5 = M2+M3
TankStatusColoursTable .BYTE $74,$c4,$24,$e4,$54,$94 ; Adam's order
TanksPMOrder .BYTE 4,3,1,5,0,2 ; 0-3 = P0-P3 , 4 = M0+M1 , 5 = M2+M3 TanksPMOrder .BYTE 4,3,1,5,0,2 ; 0-3 = P0-P3 , 4 = M0+M1 , 5 = M2+M3
TankShapesTable .BYTE char_tank1___________,char_tank2___________,char_tank3___________
.BYTE char_tank1___________,char_tank2___________,char_tank3___________
dliColorsBack dliColorsBack
:10 .by $02,$00 :10 .by $02,$00
dliColorsFore dliColorsFore
.by $0a .by $0a ; one mountains color
; .by $0e,$0c,$0c,$0b,$0b,$0a,$0a,$09,$09,$08 ; mountains colors array
; .by $08,$08,$07,$07,$07,$06,$06,$06,$06,$05
.by $0e,$0c,$0c,$0c,$0c,$0a,$0a,$0a,$0a,$08 ; mountains colors array new
.by $08,$08,$08,$06,$06,$06,$06,$06,$06,$04
CashOptionL ;(one zero less than on the screen) CashOptionL ;(one zero less than on the screen)
.by 0,<200,<800,<1200,<2000 .by 0,<200,<800,<1200,<2000
CashOptionH CashOptionH
+3 -2
View File
@@ -37,7 +37,8 @@ char_sandhog_________ = $0c
char_sandhog_offset = char_sandhog_________ - char_digger__________ char_sandhog_offset = char_sandhog_________ - char_digger__________
char_tank1___________ = $20 char_tank1___________ = $20
char_tank2___________ = $24 char_tank2___________ = $24
char_tank3___________ = $28 char_tank3___________ = $2c
char_tank4___________ = $28 ; robotank shape
;Weapon prices (*10 on screen) ;Weapon prices (*10 on screen)
price_Baby_Missile___ = 0 ;_00 price_Baby_Missile___ = 0 ;_00
@@ -85,7 +86,7 @@ price_Bouncy_Castle__ = 512 ;_41
price_Long_Barrel____ = 2100 ;_42 price_Long_Barrel____ = 2100 ;_42
price_Nuclear_Winter_ = 1000 ;_43 price_Nuclear_Winter_ = 1000 ;_43
price_Lazy_Boy_______ = 500 ;_44 price_Lazy_Boy_______ = 500 ;_44
price_Lazy_Darwin____ = 500 ;_45 price_Lazy_Darwin____ = 730 ;_45
price_Auto_Defense___ = 250 ;_46 price_Auto_Defense___ = 250 ;_46
price_Spy_Hard_______ = 83 ;_47 price_Spy_Hard_______ = 83 ;_47
;Weapon indexes (numbers) ;Weapon indexes (numbers)
+2 -2
View File
@@ -29,9 +29,9 @@ OptionsScreenEnd
;----------------------------------------------- ;-----------------------------------------------
NameScreen2 NameScreen2
dta d" Tank 1 * 1 Name:" dta d" Tank 1 *1 +1 Name:"
NameAdr NameAdr
dta d" " dta d" "
NameScreen4 NameScreen4
dta d" " dta d" "
NamesOfLevels NamesOfLevels
+1 -1
View File
@@ -3,7 +3,7 @@
.IF *>0 ;this is a trick that prevents compiling this file alone .IF *>0 ;this is a trick that prevents compiling this file alone
;--------------------------------------------------- ;---------------------------------------------------
purchaseTextBuffer purchaseTextBuffer
dta d"Player: Cash: 0" ; ZERO TO MAKE YOU RICHER ON THE SCREEN dta d"Player: * Cash: 0" ; ZERO TO MAKE YOU RICHER ON THE SCREEN
; DLs fragments (modified by game code) ; DLs fragments (modified by game code)
; all Purchase DL :) ; all Purchase DL :)
+24 -15
View File
@@ -9,7 +9,7 @@
OptionsScreen OptionsScreen
dta d"Welcome to Scorch v. " dta d"Welcome to Scorch v. "
build ; 4 bytes from scorch.asm (fancy method) :) build ; 4 bytes from scorch.asm (fancy method) :)
dta d" (un)2000-2022" dta d" (un)2000-2023"
.IF TARGET = 800 .IF TARGET = 800
dta d" Please select option with cursor keys " dta d" Please select option with cursor keys "
@@ -102,7 +102,16 @@ EmptyLine
dta d" " dta d" "
;--------------------------------------------------- ;---------------------------------------------------
OptionsTitle OptionsTitle
.IF TARGET = 800
dta d" scorch "* dta d" scorch "*
.ELIF TARGET = 5200
dta d" scorch supersystem "*
; dta d" scorch "*
; dta d"5"
; dta d"k"*
; dta d"2"
; dta d" "*
.ENDIF
DifficultyTitle DifficultyTitle
dta d" difficulty "* dta d" difficulty "*
PurchaseTitle PurchaseTitle
@@ -127,36 +136,36 @@ dl ; MAIN game display list
.byte $4f .byte $4f
.word display ; 1 line .word display ; 1 line
:76 .by $0f ;76 :76 .by $0f ;76
.by $0f+$80 ; DLI (black bar) ;2 .by $0f+$80,$0f ; DLI (black bar) ;3
.by $0f+$80 ; DLI .by $0f+$80 ; DLI
:13 .by $0f ;13 :12 .by $0f ;12
.by $0f+$80 ; DLI (black bar) ;2 .by $0f+$80,$0f ; DLI (black bar) ;3
.by $0f+$80 ; DLI .by $0f+$80 ; DLI
:8 .by $0f ;8 :7 .by $0f ;7
.by $4f ;1 .by $4f ;1
.wo display+$0ff0 .wo display+$0ff0
:2 .by $0f ;2 :2 .by $0f ;2
.by $0f+$80 ; DLI (black bar) ;2 .by $0f+$80,$0f ; DLI (black bar) ;3
.by $0f+$80 ; DLI
:9 .by $0f ;9
.by $0f+$80 ; DLI (black bar) ;2
.by $0f+$80 ; DLI .by $0f+$80 ; DLI
:8 .by $0f ;8 :8 .by $0f ;8
.by $0f+$80 ; DLI (black bar) ;2 .by $0f+$80,$0f ; DLI (black bar) ;3
.by $0f+$80 ; DLI .by $0f+$80 ; DLI
:7 .by $0f ;7 :7 .by $0f ;7
.by $0f+$80 ; DLI (black bar) ;2 .by $0f+$80,$0f ; DLI (black bar) ;3
.by $0f+$80 ; DLI .by $0f+$80 ; DLI
:6 .by $0f ;6 :6 .by $0f ;6
.by $0f+$80 ; DLI (black bar) ;2 .by $0f+$80,$0f ; DLI (black bar) ;3
.by $0f+$80 ; DLI .by $0f+$80 ; DLI
:5 .by $0f ;5 :5 .by $0f ;5
.by $0f+$80 ; DLI (black bar) ;2 .by $0f+$80,$0f ; DLI (black bar) ;3
.by $0f+$80 ; DLI .by $0f+$80 ; DLI
:4 .by $0f ;4 :4 .by $0f ;4
.by $0f+$80 ; DLI (black bar) ;2 .by $0f+$80,$0f ; DLI (black bar) ;3
.by $0f+$80 ; DLI .by $0f+$80 ; DLI
:3 .by $0f ;3 :3 .by $0f ;3
.by $0f+$80,$0f ; DLI (black bar) ;3
.by $0f+$80 ; DLI
:2 .by $0f ;2
.by $0f+$80 ; DLI (black to end);1 .by $0f+$80 ; DLI (black to end);1
:38 .byte $0f ;35 ..... = 200 :38 .byte $0f ;35 ..... = 200
.by $4f .by $4f
@@ -178,7 +187,7 @@ OptionsDL
:maxOptions-1 .by $02,$10 :maxOptions-1 .by $02,$10
:(9-maxOptions) .by $70,$10 :(9-maxOptions) .by $70,$10
.byte $80 .byte $80
.byte $70 ; to match moved sprites .byte $60 ; to match moved sprites
.byte $4f .byte $4f
.word (display+140*40) .word (display+140*40)
:21 .by $0f ;76 :21 .by $0f ;76
+1 -1
View File
@@ -4,7 +4,7 @@
statusBuffer statusBuffer
; 0123456789012345678901234567890123456789 ; 0123456789012345678901234567890123456789
dta d"Player: " dta d"Player: * "
dta d"Energy: Angle: Force: " dta d"Energy: Angle: Force: "
dta d"Round: Wind: " dta d"Round: Wind: "
+350 -21
View File
@@ -140,8 +140,13 @@ LineParametersReady
ora DX+1 ora DX+1
ora DY ora DY
ora DY+1 ora DY+1
jeq EndOfDraw bne NotOnePoint
; length=0
sta LineLength
sta LineLength+1
jmp EndOfDraw
NotOnePoint
; here we have DX,DY,XK and we know which operations ; here we have DX,DY,XK and we know which operations
; are to be performed with these factors when doing PLOT ; are to be performed with these factors when doing PLOT
; (accordingly to given bits of 'HowToDraw') ; (accordingly to given bits of 'HowToDraw')
@@ -219,6 +224,8 @@ PutPixelinDraw
bit drawFunction bit drawFunction
bpl @+ bpl @+
inw LineLength inw LineLength
bit Vdebug
bmi MeasureVisualisation
jmp ContinueDraw ; was `bne` - not good, because LineLength starts from $ffff jmp ContinueDraw ; was `bne` - not good, because LineLength starts from $ffff
@ @
bvc @+ bvc @+
@@ -266,6 +273,7 @@ CheckCollisionDraw
StopHitChecking StopHitChecking
jmp ContinueDraw jmp ContinueDraw
@ @
MeasureVisualisation
jsr plot jsr plot
ContinueDraw ContinueDraw
@@ -543,16 +551,20 @@ NotHigherByte02
sec sec
lda xtankstableL,x lda xtankstableL,x
sbc #$0f sbc #$0f
; and clear lowest bit to be sure that the X coordinate is even
; (this is to have P/M background look nice)
; "AND" does not change "Carry" bit.
; x correction for P/M
; --
.IF XCORRECTION_FOR_PM = 1
and #$fe
.ENDIF
; --
sta xtankstableL,x sta xtankstableL,x
bcs NotHigherByte01 bcs NotHigherByte01
dec xtankstableH,x dec xtankstableH,x
NotHigherByte01 NotHigherByte01
; and clear lowest bit to be sure that the X coordinate is even
; (this is to have P/M background look nice)
lda xtankstableL,x
and #$fe
sta xtankstableL,x
inx inx
Cpx NumberOfPlayers Cpx NumberOfPlayers
bne StillRandomize02 bne StillRandomize02
@@ -638,8 +650,10 @@ No6thTankHide
jmp DoNotDrawTankNr jmp DoNotDrawTankNr
SkipHidingPM SkipHidingPM
lda TankShape,x
tax
ldy TankShapesTable,x ldy TankShapesTable,x
ldx TankNr
lda AngleTable,x lda AngleTable,x
cmp #91 ; left or right tank shape cmp #91 ; left or right tank shape
bcs LeftTank bcs LeftTank
@@ -1198,7 +1212,10 @@ DoNotDrawParachute
; If it is odd then it must be corrected because otherwise ; If it is odd then it must be corrected because otherwise
; P/M graphics background would not look OK ; P/M graphics background would not look OK
; ldx TankNr ; ldx TankNr
lda XtanksTableL,x ; x correction for P/M
; --
.IF XCORRECTION_FOR_PM = 1
lda XtanksTableL,x
and #$01 and #$01
beq EndOfFall ; if it is even then it is the end beq EndOfFall ; if it is even then it is the end
; and if not, we push it one pixel the way it was falling before ; and if not, we push it one pixel the way it was falling before
@@ -1212,6 +1229,8 @@ ForceFallLeft
sta UnderTank1 sta UnderTank1
sty UnderTank2 sty UnderTank2
jmp TankFallsX jmp TankFallsX
.ENDIF
; --
EndOfFall EndOfFall
mva #1 Erase mva #1 Erase
; ldx TankNr ; ldx TankNr
@@ -1360,6 +1379,9 @@ NoClearTanks
adw RangeLeft #mountaintable temp adw RangeLeft #mountaintable temp
adw RangeLeft #mountaintable2 tempor2 adw RangeLeft #mountaintable2 tempor2
cpw xdraw RangeRight
jcs NothingToFall
NextColumn1 NextColumn1
mwa #0 ydraw mwa #0 ydraw
NextPoint1 NextPoint1
@@ -1448,6 +1470,7 @@ ColumnIsReady
jeq MainFallout2 jeq MainFallout2
; now correct heights are in the mountaintable ; now correct heights are in the mountaintable
sta color ; Pozor! :) we know - now A=1 sta color ; Pozor! :) we know - now A=1
NothingToFall
mva #sfx_silencer sfx_effect mva #sfx_silencer sfx_effect
jsr DrawTanks jsr DrawTanks
rts rts
@@ -2019,6 +2042,311 @@ EndPut4x4
rts rts
.endp .endp
;--------------------------------------------------------
.proc DisplayOffensiveTextNr ;
ldx TextNumberOff
lda talk.OffensiveTextTableL,x
sta LineAddress4x4
lda talk.OffensiveTextTableH,x
sta LineAddress4x4+1
inx ; the next text
lda talk.OffensiveTextTableH,x
sta temp+1
lda talk.OffensiveTextTableL,x
sta temp ; opty possible
; substract address of the next text from previous to get text length
sbw temp LineAddress4x4 temp2
mva temp2 fx
;jsr Display4x4AboveTank
;rts
; POZOR !!!
.endp
;--------------------------------------------------------
.proc Display4x4AboveTank ;
; Displays texts using PutChar4x4 above tank and mountains.
; Pretty cool, eh!
;parameters are:
;Y - number of tank above which text is displayed
;fx - length of text
;LineAddress4x4 - address of the text
;lets calculate position of the text first!
;that's easy because we have number of tank
;and xtankstableL and H keep X position of a given tank
lda xtankstableL,y
sta temp
lda xtankstableH,y
sta temp+1
;now we should substract length of the text-1
;temp2 = (fx-1)*2
ldy fx
dey
tya
asl
sta temp2
mva #0 temp2+1
;now we have HALF length in pixels
;stored in temp2
;here we assume max length of text
;to display is 127 chars, but later it turns out it must be max 63!
sbw temp temp2 ; here begin of the text is in TEMP !!!!
;now we should check overflows
;lda temp+1 ; opty
bpl DOTNnotLessThanZero
;less than zero, so should be zero
mwa #0 temp
beq DOTNnoOverflow
DOTNnotLessThanZero
;so check if end larger than screenwidth
lda fx
asl
asl
;length in pixels -
;text length max 63 chars !!!!!!!!
clc
adc temp
sta temp2
lda #0
adc temp+1
sta temp2+1
;now in temp2 is end of the text in pixels
;so check if not greater than screenwitdth
cpw temp2 #screenwidth
bcc DOTNnoOverflow
;if end is greater than screenwidth
;then screenwidth - length is fine
lda fx
asl
asl
sta temp
mva #0 temp+1
sec
lda #<(screenwidth-1)
sbc temp
sta temp
lda #>(screenwidth-1)
sbc temp+1
sta temp+1
DOTNnoOverflow
;here in temp we have really good x position of text
mwa temp LineXdraw
;now let's get y position
;we will try to put text as low as possible
;just above mountains (so mountaintable will be checked)
lda fx
asl
asl
tay
;in temp there still is X position of text
;if we add temp and Y we will get end of the text
;so, lets go through mountaintable and look for
;the lowest value within
;Mountaitable+temp and Mountaitable+temp+Y
adw temp #MountainTable
mva #screenheight temp2 ;initialisation of the lowest value
DOTLowestMountainValueLoop
lda (temp),y
cmp temp2
bcs DOTOldLowestValue ;old lowest value
;new lowest value
sta temp2
DOTOldLowestValue
dey
cpy #$ff
bne DOTLowestMountainValueLoop
sec
lda temp2
sbc #(4+9) ;9 pixels above ground (and tanks...)
sta LineYdraw
jmp TypeLine4x4.noLengthNoColor ; rts
.endp
;--------------------------------------------------------
.proc DisplayTankNameAbove ;
lda tankNr
:3 asl ; *8
clc
adc #<TanksNames
sta temp ; TextAddress
lda #0
adc #>Tanksnames
sta temp+1 ; TextAddress+1
mwa temp LineAddress4x4
;find length of the tank's name
ldy #7
@
lda (temp),y
bne end_found
dey
bne @-
end_found
iny
sty fx
ldy tankNr
jsr Display4x4AboveTank
rts
.endp
;-------------------------------
.proc TypeLine4x4 ;
;-------------------------------
;this routine prints line of length `fx`
;address in LineAddress4x4
;starting from LineXdraw, LineYdraw
lda #14 ; default length of 4x4 texts
sta fx
variableLength
lda #$ff ; $ff - visible characters, $00 - clearing
staplot4x4color
sta plot4x4color
noLengthNoColor
ldy #0
sty LineCharNr
TypeLine4x4Loop
ldy LineCharNr
lda (LineAddress4x4),y
and #$3f ;always CAPITAL letters
sta CharCode4x4
mwa LineXdraw dx
mva LineYdraw dy
mva #0 dy+1 ; dy is 2 bytes value
jsr PutChar4x4 ;type empty pixels as well!
adw LineXdraw #4
inc:lda LineCharNr
cmp fx
bne TypeLine4x4Loop
EndOfTypeLine4x4
rts
.endp
;--------------------------------
.proc AreYouSure
;using 4x4 font
mva #4 ResultY ; where seppuku text starts Y-wise on the screen
;top frame
mva ResultY LineYdraw
jsr TL4x4_top
adb ResultY #4 ;next line
;sure?
mwa #areYouSureText LineAddress4x4
jsr _sep_opty
;bottom frame
mva ResultY LineYdraw
jsr TL4x4_bottom
jsr GetKey
cmp #@kbcode._Y ; $2b ; "Y"
bne @+
mva #$80 escFlag
bne skip01
@ mva #0 escFlag
skip01
jsr WaitForKeyRelease
;clean
mva #3 di
mva #4 ResultY
@
mva #$ff plot4x4color
mwa #lineClear LineAddress4x4
jsr _sep_opty
dec di
bne @-
quit_areyousure
rts
.endp
.proc _sep_opty
mwa #((ScreenWidth/2)-(8*4)) LineXdraw ; centering
mva ResultY LineYdraw
jsr TypeLine4x4
adb ResultY #4 ;next line
rts
.endp
;--------------------------------
.proc DisplaySeppuku
;using 4x4 font
mva #20 fs ; temp, how many times blink the billboard
seppuku_loop
lda CONSOL ; turbo mode
and #%00000001 ; START KEY
sne:mva #1 fs ; finish it
mva #4 ResultY ; where seppuku text starts Y-wise on the screen
;top frame
mva ResultY LineYdraw
jsr TL4x4_top
adb ResultY #4 ;next line
;seppuku
mwa #seppukuText LineAddress4x4
jsr _sep_opty
;bottom frame
mva ResultY LineYdraw
jsr TL4x4_bottom ; just go
;clean seppuku
mva #3 di
;mva #4 ResultY
lda #4
sta ResultY
loplop ;@
mwa #lineClear LineAddress4x4
jsr _sep_opty
dec di
bne loplop ;@-
dec fs
jne seppuku_loop
quit_seppuku
rts
.endp
;--------------------------------------------------
.proc SetMainScreen .proc SetMainScreen
; mva #0 dmactls ; mva #0 dmactls
SetDLI DLIinterruptGraph ; jsr SetDLI for graphics (game) screen SetDLI DLIinterruptGraph ; jsr SetDLI for graphics (game) screen
@@ -2082,7 +2410,7 @@ X lda XtanksTableL,x
sbc #90 sbc #90
tax tax
; barrel start offset over 90deg ; barrel start offset over 90deg
adw xdraw #5 xdraw adw xdraw #4 xdraw
mva #1 goleft mva #1 goleft
bpl @+ ; jmp @+ bpl @+ ; jmp @+
@@ -2184,32 +2512,33 @@ ybarrel
.proc PMoutofScreen .proc PMoutofScreen
;-------------------------------------------------- ;--------------------------------------------------
lda #$00 ; let all P/M disappear lda #$00 ; let all P/M disappear
:8 sta hposp0+# ldy #7
@ sta hposp0,y
dey
bpl @-
;:8 sta hposp0+# ; optimized... but Y!
rts rts
.endp .endp
;-------------------------------------------------- ;--------------------------------------------------
.proc ColorsOfSprites .proc ColorsOfSprites
lda TankColoursTable ; colours of sprites under tanks ldy #3
sta PCOLR0 @ lda TankColoursTable,y ; colours of sprites under tanks
lda TankColoursTable+1 sta PCOLR0,y
sta PCOLR1 dey
lda TankColoursTable+2 bpl @-
sta PCOLR2
lda TankColoursTable+3
sta PCOLR3
LDA TankColoursTable+4 LDA TankColoursTable+4
STA COLOR3 ; joined missiles (5th tank) STA COLOR3 ; joined missiles (5th tank)
rts rts
.endp .endp
;-------------------------------------------------- ;--------------------------------------------------
.proc SetPMWidth .proc SetPMWidth
lda #%01010101
sta sizem ; all missiles, double width
lda #$00 lda #$00
sta sizep0 ; P0-P3 widths sta sizep0 ; P0-P3 widths
sta sizep0+1 sta sizep0+1
sta sizep0+2 sta sizep0+2
sta sizep0+3 sta sizep0+3
lda #%01010101
sta sizem ; all missiles, double width
rts rts
.endp .endp
+267
View File
@@ -0,0 +1,267 @@
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
.IF *>0 ;this is a trick that prevents compiling this file alone
;--------------------------------------------------
.proc DLIinterruptGraph
pha
phy
ldy dliCounter
lda dliColorsBack,y
.IF TARGET = 800
nop ; necessary on 800 because DLIs take less time, jitter visible without it
nop
nop
.ENDIF
nop
nop
sta COLPF1
lda GradientNr
bne GoGradient
ldy #$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
View File
@@ -74,23 +74,24 @@
.ENDM .ENDM
;------------------------------------- ;-------------------------------------
.MACRO WAIT .MACRO WAIT
; WAIT ; WAIT
; waits one frame (1/50 s(PAL) or 1/60s(NTSC)) ; waits one frame (1/50 s(PAL) or 1/60s(NTSC))
?zero LDA VCOUNT ?ze LDA VCOUNT
cmp #$05 cmp #16 ; if line<16 then wait for line>15 (long VBI protection)
bcc ?zero bcc ?ze
cmp #$70 sbc #10 ; last lines correction
bcc ?WA ?wa cmp VCOUNT
sbc #10 ; last lines correction bcc ?wa
?WA cmp VCOUNT ?wf cmp VCOUNT
beq ?WA bcs ?wf
bcc ?WA .ENDM
?WFRAME cmp VCOUNT ;-------------------------------------
beq ?nowait .macro waitRTC
bcs ?WFRAME lda RTCLOK+1
?nowait ?wa cmp RTCLOK+1
.ENDM beq ?wa
.endm
;------------------------------------- ;-------------------------------------
.macro negw .macro negw
; negate the given word (0-a) ; negate the given word (0-a)
+38 -15
View File
@@ -51,6 +51,28 @@
STX $0201 STX $0201
STA NMIEN STA NMIEN
.ENDM .ENDM
;-------------------------------------
.MACRO VDL
; VDL #WORD
; Changes Display List addres
; and sets width of the screen
; vdl dl,$01 - narrow screen (32 bytes)
; vdl dl,$02 - normal screen (40 bytes)
; vdl dl,$03 - wide screen (48 bytes)
; (works only with system interrupts ON)
.if %0=2
lda dmactls
and #$fc
ora #%2
sta dmactls
.endif
LDA # <%1
STA DLPTRS
LDA # >%1
STA DLPTRS+1
.ENDM
;------------------------------------- ;-------------------------------------
.MACRO halt .MACRO halt
?stop ?stop
@@ -73,23 +95,24 @@
PLA PLA
.ENDM .ENDM
;------------------------------------- ;-------------------------------------
.MACRO WAIT .MACRO WAIT
; WAIT ; WAIT
; waits one frame (1/50 s(PAL) or 1/60s(NTSC)) ; waits one frame (1/50 s(PAL) or 1/60s(NTSC))
?zero LDA VCOUNT ?ze LDA VCOUNT
cmp #$05 cmp #16 ; if line<16 then wait for line>15 (long VBI protection)
bcc ?zero bcc ?ze
cmp #$70 sbc #10 ; last lines correction
bcc ?WA ?wa cmp VCOUNT
sbc #10 ; last lines correction bcc ?wa
?WA cmp VCOUNT ?wf cmp VCOUNT
beq ?WA bcs ?wf
bcc ?WA .ENDM
?WFRAME cmp VCOUNT ;-------------------------------------
beq ?nowait .macro waitRTC
bcs ?WFRAME lda RTCLOK+2
?nowait ?wa cmp RTCLOK+2
.ENDM beq ?wa
.endm
;------------------------------------- ;-------------------------------------
.macro negw .macro negw
; negate the given word (0-a) ; negate the given word (0-a)
+142 -349
View File
@@ -3,19 +3,22 @@
;--------------------------------------------------- ;---------------------------------------------------
;by Tomasz 'pecus' Pecko and Pawel 'pirx' Kalinowski ;by Tomasz 'pecus' Pecko and Pawel 'pirx' Kalinowski
;Warsaw 2000, 2001, 2002, 2003, 2009, 2012, 2013 ;Warsaw 2000, 2001, 2002, 2003, 2009, 2012, 2013
;Miami & Warsaw 2022 ;Miami & Warsaw 2022, 2023
;--------------------------------------------------- ;---------------------------------------------------
.def TARGET = 800 ;5200 ; or 800 .def TARGET = 800 ;5200 ; or 800
;atari800 -5200 -cart ${outputFilePath} -cart-type 4 ;atari800 -5200 -cart ${outputFilePath} -cart-type 4
;atari800 -run ${outputFilePath} ;atari800 -run ${outputFilePath}
;---------------------------------------------------
.def XCORRECTION_FOR_PM = 0
; if 1 - active x position of tanks correction fo PMG
;--------------------------------------------------- ;---------------------------------------------------
;OPT r+ ; saves 12 bytes :O ;OPT r+ ; saves 12 bytes :O
;--------------------------------------------------- ;---------------------------------------------------
.macro build .macro build
dta d"1.20" ; number of this build (4 bytes) dta d"1.27" ; number of this build (4 bytes)
.endm .endm
.macro RMTSong .macro RMTSong
@@ -26,9 +29,16 @@
;--------------------------------------------------- ;---------------------------------------------------
icl 'definitions.asm' icl 'definitions.asm'
;--------------------------------------------------- ;---------------------------------------------------
FirstZpageVariable = $61
FirstZpageVariable = $57
.zpvar DliColorBack .byte = FirstZpageVariable .zpvar DliColorBack .byte = FirstZpageVariable
.zpvar GradientNr .byte
.zpvar GradientColors .word
.zpvar WindChangeInRound .byte ; wind change after each turn (not round only) flag - (0 - round only, >0 - each turn)
.zpvar JoystickNumber .byte .zpvar JoystickNumber .byte
.zpvar 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 xdraw .word ;= $64 ;variable X for plot
.zpvar ydraw .word ;variable Y for plot (like in Atari Basic - Y=0 in upper right corner of the screen) .zpvar ydraw .word ;variable Y for plot (like in Atari Basic - Y=0 in upper right corner of the screen)
.zpvar xbyte .word .zpvar xbyte .word
@@ -70,10 +80,12 @@ FirstZpageVariable = $61
.zpvar pressTimer .byte .zpvar pressTimer .byte
.zpvar NTSCcounter .byte .zpvar NTSCcounter .byte
.zpvar IsEndOfTheFallFlag .byte ; for small speedup ground falling .zpvar IsEndOfTheFallFlag .byte ; for small speedup ground falling
.zpvar sfx_effect .byte .zpvar sfx_effect .byte
.zpvar RMT_blocked .byte .zpvar RMT_blocked .byte
.zpvar ScrollFlag .byte .zpvar ScrollFlag .byte
.zpvar SkStatSimulator .byte .zpvar SkStatSimulator .byte
.zpvar FloatingAlt .byte ; floating tank altitude
.zpvar OverTankDir .byte ; (0 go right, $ff go left) direction of bypassing tanks on screen
; --------------OPTIMIZATION VARIABLES-------------- ; --------------OPTIMIZATION VARIABLES--------------
.zpvar Force .word .zpvar Force .word
@@ -88,6 +100,7 @@ FirstZpageVariable = $61
.zpvar NumberOfPlayers .byte ;current number of players (counted from 1) .zpvar NumberOfPlayers .byte ;current number of players (counted from 1)
.zpvar Counter .byte ;temporary Counter for outside loops .zpvar Counter .byte ;temporary Counter for outside loops
.zpvar ExplosionRadius .byte .zpvar ExplosionRadius .byte
.zpvar FunkyBombCounter .byte
.zpvar ResultY .byte .zpvar ResultY .byte
.zpvar xcircle .word .zpvar xcircle .word
.zpvar ycircle .word .zpvar ycircle .word
@@ -125,7 +138,7 @@ FirstZpageVariable = $61
.zpvar goleft .byte .zpvar goleft .byte
.zpvar OffsetDL1 .byte .zpvar OffsetDL1 .byte
.zpvar L1 .byte .zpvar L1 .byte
HotNapalmFlag = FunkyBombCounter ; reuse variable!
;* RMT ZeroPage addresses in artwork/sfx/rmtplayr.a65 ;* RMT ZeroPage addresses in artwork/sfx/rmtplayr.a65
displayposition = modify displayposition = modify
@@ -171,9 +184,10 @@ FirstZpageVariable = $61
_del = $fc ;$0c ;not used in 5200 _del = $fc ;$0c ;not used in 5200
_M = $0d _M = $0d
_S = $0e _S = $0e
_atari = $fd ; not used in 5200
_none = $0f _none = $0f
.ende */ .ende
.ELSE .ELSE
icl 'lib/ATARISYS.ASM' icl 'lib/ATARISYS.ASM'
icl 'lib/MACRO.ASM' icl 'lib/MACRO.ASM'
@@ -224,6 +238,60 @@ StatusBufferCopyEnd
; Game Code ; Game Code
;-------------------------------------------------- ;--------------------------------------------------
FirstSTART FirstSTART
.IF TARGET = 5200
; start in 5200 diagnostic mode
; move original startup procedure to RAM
Modified5200Splash = $2100 ; apparently there is some free space here
; 6502 initialization
; SEI
; CLD
; LDX #$FF
; TXS
; check kernel version
Atari5200KernelByte = $fff8
; $32 - 4 joy
; $00 - 2 joy
; $ff - Altirra kernel
lda Atari5200KernelByte
beq rom2joy
cmp #$32
beq rom4joy
altirra_kernel
mwa #Modified5200Splash+$8a modify
bne @+ ; JMP
rom4joy
mwa #Modified5200Splash+$16b modify
bne @+ ; JMP
rom2joy
mwa #Modified5200Splash+$181 modify
@
mwa $fffc temp ; startup proc address
mwa #Modified5200Splash temp2
jsr CopyFromROM
; modify the end of the splash procedure
lda #$60 ; rts
sta (temp2),y
jsr Modified5200Splash+$0f ; after the diag cart detection
; modify the text
splash_text = $3c80 ; '.scorch.supersystem.copyright.19xx.atari'
splash_year = splash_text + $1e
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 jsr MakeDarkScreen
; one time zero variables in RAM (non zero page) ; one time zero variables in RAM (non zero page)
@@ -246,6 +314,14 @@ FirstSTART
dey dey
bpl @- 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 ; generate linetables
mwa #display temp mwa #display temp
@@ -279,6 +355,15 @@ FirstSTART
mva #$10 MODUL-6+$a69 ; $12 > $10 mva #$10 MODUL-6+$a69 ; $12 > $10
mva #$04 MODUL-6+$bf8 ; $05 > $04 mva #$04 MODUL-6+$bf8 ; $05 > $04
mva #$08 MODUL-6+$e3d ; $0a > $08 mva #$08 MODUL-6+$e3d ; $0a > $08
; and mountains colors table address
mva #<dliColorsFore2PAL GradientAddrL+2
mva #>dliColorsFore2PAL GradientAddrH+2
; mva #$c4 dliColorsFore2+16
; mva #$c6 dliColorsFore2+17
; mva #$a4 dliColorsFore2+18
; mva #$a6 dliColorsFore2+19
; sta dliColorsFore2+20
NoRMT_PALchange NoRMT_PALchange
.ELSE .ELSE
mva #$7f SkStatSimulator mva #$7f SkStatSimulator
@@ -304,6 +389,7 @@ NoRMT_PALchange
mva #2 chactl ; necessary for 5200 mva #2 chactl ; necessary for 5200
START START
jsr MakeDarkScreen
; Startup sequence ; Startup sequence
jsr Initialize jsr Initialize
@@ -312,6 +398,7 @@ START
RMTSong song_main_menu RMTSong song_main_menu
jsr Options ;startup screen jsr Options ;startup screen
jsr SetVariablesFromOptions
jsr MakeDarkScreen jsr MakeDarkScreen
bit escFlag bit escFlag
bmi START bmi START
@@ -332,11 +419,7 @@ MainGameLoop
jsr SetStandardBarrels jsr SetStandardBarrels
jsr CallPurchaseForEveryTank jsr CallPurchaseForEveryTank
mva #0 SpyHardFlag
; issue #72 (glitches when switches)
jsr MakeDarkScreen jsr MakeDarkScreen
bit escFlag bit escFlag
bmi START bmi START
@@ -349,14 +432,14 @@ MainGameLoop
bmi START bmi START
jvs GoGameOver jvs GoGameOver
mva #0 TankNr ;
jsr SortSequence jsr SortSequence
mva #0 TankNr ;
sta COLBAKS ; set background color to black
sta JoystickNumber ; set joystick port for player
; Hide all (easier than hide last ;) ) tanks ; Hide all (easier than hide last ;) ) tanks
jsr cleartanks ; A=0 jsr cleartanks ; A=0
sta COLBAKS ; set background color to black
sta JoystickNumber ; set joystick port for player
; here gains and losses should be displayed (dollars) ; here gains and losses should be displayed (dollars)
; finally we have changed our minds and money of players ; finally we have changed our minds and money of players
@@ -369,6 +452,7 @@ MainGameLoop
jsr DisplayResults jsr DisplayResults
jsr DemoModeOrKey jsr DemoModeOrKey
jsr MakeDarkScreen
ldx NumberOfPlayers ldx NumberOfPlayers
dex dex
@@ -462,13 +546,10 @@ eskipzeroing
lda GameIsOver lda GameIsOver
beq NoGameOverYet beq NoGameOverYet
GoGameOver GoGameOver
jsr MakeDarkScreen
jsr GameOverScreen jsr GameOverScreen
jmp START jmp START
NoGameOverYet NoGameOverYet
inc CurrentRoundNr inc CurrentRoundNr
jsr MakeDarkScreen ; issue #72
; jsr RmtSongSelect ; ?????
mva #sfx_silencer sfx_effect mva #sfx_silencer sfx_effect
jmp MainGameLoop jmp MainGameLoop
@@ -486,7 +567,7 @@ NoGameOverYet
RmtSong song_ingame RmtSong song_ingame
jsr SetPMWidth jsr SetPMWidth ; A=0
lda #0 lda #0
sta AfterBFGflag ; reset BFG flag sta AfterBFGflag ; reset BFG flag
sta COLOR2 ; status line "off" sta COLOR2 ; status line "off"
@@ -678,6 +759,8 @@ ManualShooting
lda JoyNumber,x lda JoyNumber,x
sta JoystickNumber ; set joystick port for player sta JoystickNumber ; set joystick port for player
jsr WaitForKeyRelease jsr WaitForKeyRelease
lda #%00000000
sta TestFlightFlag ; set "Test Fight" off
jsr BeforeFire jsr BeforeFire
lda escFlag lda escFlag
seq:rts ; keys Esc or O seq:rts ; keys Esc or O
@@ -812,8 +895,14 @@ NoPlayerNoDeath
inc:lda TankSequencePointer inc:lda TankSequencePointer
cmp NumberOfPlayers cmp NumberOfPlayers
sne:mva #0 TankSequencePointer bne NotLastPlayerInRound
mva #0 TankSequencePointer
lda WindChangeInRound
beq NoWindChangeNow
jsr GetRandomWind ; wind change after each turn (not round only)
NoWindChangeNow
NotLastPlayerInRound
jmp MainRoundLoop jmp MainRoundLoop
.endp .endp
@@ -1109,6 +1198,15 @@ deletePtr = temp
cpw deletePtr #variablesEnd cpw deletePtr #variablesEnd
bne @- bne @-
; ser initial shapes for each tank (tanks 0-5 has shape 0 now)
ldy #1
sty TankShape+1
sty TankShape+4
iny
sty TankShape+2
sty TankShape+5
mwa #1024 RandBoundaryHigh mwa #1024 RandBoundaryHigh
mva #$ff LastWeapon mva #$ff LastWeapon
sta HowMuchToFall sta HowMuchToFall
@@ -1167,264 +1265,6 @@ MakeTanksVisible
bpl @- bpl @-
rts rts
.endp .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 .proc RandomizeSequence0
ldx #0 ldx #0
@@ -1554,6 +1394,14 @@ LimitForce
.endp .endp
;---------------------------------------------- ;----------------------------------------------
.proc Table2Force
lda ForceTableL,x
sta Force
lda ForceTableH,x
sta Force+1
rts
.endp
;----------------------------------------------
.proc MoveBarrelToNewPosition .proc MoveBarrelToNewPosition
mva #1 Erase mva #1 Erase
jsr DrawTankNr.BarrelChange jsr DrawTankNr.BarrelChange
@@ -1730,14 +1578,20 @@ notpressedJoyGetKey
;fire ;fire
lda STRIG0 lda STRIG0
beq JoyButton beq JoyButton
.IF TARGET = 800 ; Select key only on A800 .IF TARGET = 800 ; Select and Option key only on A800
bne checkSelectKey bne checkSelectKey
checkSelectKey checkSelectKey
lda CONSOL lda CONSOL
and #%00000010 and #%00000010 ; Select
beq SelectPressed
lda CONSOL
and #%00000100 ; Option
.ENDIF .ENDIF
bne @- bne @-
OptionPressed OptionPressed
lda #@kbcode._atari ; Option key
bne getkeyend
SelectPressed
lda #@kbcode._tab ; Select key lda #@kbcode._tab ; Select key
bne getkeyend bne getkeyend
JoyButton JoyButton
@@ -1821,14 +1675,14 @@ peopleAreHere
MakeDarkScreen MakeDarkScreen
jsr PMoutofScreen jsr PMoutofScreen
mva #0 dmactls ; dark screen mva #0 dmactls ; dark screen
sta dmactl ; sta dmactl ; probably not necessary (3 bytes!!! :) )
; and wait one frame :) ; and wait one frame :)
.proc WaitOneFrame .proc WaitOneFrame
lda CONSOL lda CONSOL
and #%00000101 ; Start + Option and #%00000101 ; Start + Option
sne:mva #$40 escFlag sne:mva #$40 escFlag
and #%00000001 ; START KEY and #%00000001 ; START KEY
seq:wait seq:wait ; or waitRTC ?
rts rts
.endp .endp
@@ -1882,66 +1736,7 @@ noingame
rts rts
.endp .endp
;-------------------------------------------------- ;--------------------------------------------------
.macro SetDLI icl 'interrupts.asm'
; SetDLI #WORD
; Initialises Display List Interrupts
LDY # <:1
LDX # >:1
jsr _SetDLIproc
.endm
.proc _SetDLIproc
LDA #$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 'constants.asm' icl 'constants.asm'
;---------------------------------------------- ;----------------------------------------------
@@ -1956,7 +1751,7 @@ noingame
icl 'artwork/talk.asm' icl 'artwork/talk.asm'
;---------------------------------------------- ;----------------------------------------------
TankFont TankFont
ins 'artwork/tanksv3.fnt',+0,352 ; 44 characters only ins 'artwork/tanksv4.fnt',+0,384 ; 48 characters only
;---------------------------------------------- ;----------------------------------------------
font4x4 font4x4
ins 'artwork/font4x4s.bmp',+62 ins 'artwork/font4x4s.bmp',+62
@@ -2048,10 +1843,8 @@ MODULEND
.ENDIF .ENDIF
org ROM_SETTINGS ; 5200 ROM settings address $bfe8 org ROM_SETTINGS ; 5200 ROM settings address $bfe8
; "01234567890123456789" ; "01234567890123456789"
.byte " scorch 5200 v" ;20 characters title .byte " scorch supersystem " ;20 characters title
build ; " " .byte " ", $ff ;$BFFD == $ff means diagnostic cart, no splash screen
.byte " "
.byte "7A" ;2 characters year .. 1900 + $7A = 2020
.word FirstSTART .word FirstSTART
.ELSE .ELSE
run FirstSTART run FirstSTART
BIN
View File
Binary file not shown.
BIN
View File
Binary file not shown.
+144 -405
View File
@@ -63,6 +63,10 @@
mva #0 OptionsY mva #0 OptionsY
OptionsMainLoop OptionsMainLoop
lda WindChangeInRound
sta OptionsHere+126
jsr OptionsInversion jsr OptionsInversion
jsr getkey jsr getkey
bit escFlag bit escFlag
@@ -109,66 +113,37 @@ OptionsNoLeft
OptionsNoRight OptionsNoRight
cmp #@kbcode._ret ; $c ;Return key cmp #@kbcode._ret ; $c ;Return key
bne OptionsNoReturn bne OptionsNoReturn
jmp OptionsFinished rts ; options selected
OptionsNoReturn OptionsNoReturn
cmp #@kbcode._tab ; Tab key
bne OptionsNoTab
jsr SelectNextGradient
OptionsNoTab
jmp OptionsMainLoop jmp OptionsMainLoop
.endp
OptionsFinished .proc SelectNextGradient
;first option lda OptionsY ; if "Wind" option selected
ldy OptionsTable cmp #$03
iny bne NotWind
iny lda WindChangeInRound ; wind change after each turn (not round only) flag
sty NumberOfPlayers ;1=1 player (but minimum is 2) eor #$1f ; '?' character
sta WindChangeInRound
;second option (cash) rts
NotWind
ldy GradientNr
ldy OptionsTable+1 iny
ldx #0 cpy #$03
@ bne NoGradientLoop
lda CashOptionL,y ldy #$00
sta moneyL,x NoGradientLoop
lda CashOptionH,y sty GradientNr
sta moneyH,x lda GradientAddrL,y
inx sta GradientColors
cpx NumberOfPlayers lda GradientAddrH,y
bne @- sta GradientColors+1
rts
;third option (gravity) .endp
ldy OptionsTable+2
lda GravityTable,y
sta gravity
;fourth option (wind)
ldy OptionsTable+3
lda MaxWindTable,y
sta MaxWind
;fifth option (no of rounds)
ldy OptionsTable+4
lda RoundsTable,y
sta RoundsInTheGame
;6th option (shell speed)
ldy OptionsTable+5
lda flyDelayTable,y
sta flyDelay
;7th option (Airstrike after how many missess)
ldy OptionsTable+6
lda seppukuTable,y
sta seppukuVal
;8th option (how aggressive are mountains)
ldy OptionsTable+7
lda mountainsDeltaTableH,y
sta mountainDeltaH
lda mountainsDeltaTableL,y
sta mountainDeltaL
rts
.endp
;-------- ;--------
; inversing selected option (cursor) ; inversing selected option (cursor)
;-------- ;--------
@@ -229,6 +204,66 @@ invertme
rts rts
.endp .endp
; --------------------------------------
; Sets the appropriate variables based on the options table
;
.proc SetVariablesFromOptions
;first option
ldy OptionsTable
iny
iny
sty NumberOfPlayers ;1=1 player (but minimum is 2)
;second option (cash)
ldy OptionsTable+1
ldx #0
@
lda CashOptionL,y
sta moneyL,x
lda CashOptionH,y
sta moneyH,x
inx
cpx NumberOfPlayers
bne @-
;third option (gravity)
ldy OptionsTable+2
lda GravityTable,y
sta gravity
;fourth option (wind)
ldy OptionsTable+3
lda MaxWindTable,y
sta MaxWind
;fifth option (no of rounds)
ldy OptionsTable+4
lda RoundsTable,y
sta RoundsInTheGame
;6th option (shell speed)
ldy OptionsTable+5
lda flyDelayTable,y
sta flyDelay
;7th option (Airstrike after how many missess)
ldy OptionsTable+6
lda seppukuTable,y
sta seppukuVal
;8th option (how aggressive are mountains)
ldy OptionsTable+7
lda mountainsDeltaTableH,y
sta mountainDeltaH
lda mountainsDeltaTableL,y
sta mountainDeltaL
rts
.endp
;------------------------------------------- ;-------------------------------------------
; call of the purchase (and activate) screens for each tank ; call of the purchase (and activate) screens for each tank
.proc CallPurchaseForEveryTank .proc CallPurchaseForEveryTank
@@ -322,11 +357,16 @@ GoToActivation
tax tax
NextChar03 NextChar03
lda tanksnames,x lda tanksnames,x
sta purchaseTextBuffer+8,y sta purchaseTextBuffer+7,y
inx inx
iny iny
cpy #$08 cpy #$08
bne NextChar03 bne NextChar03
; displaying number of active controller port
ldy JoystickNumber
lda digits+1,y
sta purchaseTextBuffer+17
; and we display cash of the given player ; and we display cash of the given player
; here we must jump in after each purchase ; here we must jump in after each purchase
@@ -868,23 +908,13 @@ NoAutoDefense
cmp #ind_Lazy_Boy_______ cmp #ind_Lazy_Boy_______
bne NoLazyBoy bne NoLazyBoy
; Lazy Boy - do it like battery ; Lazy Boy - do it like battery
mva #sfx_lazy_boys sfx_effect mva #%01000000 LazyFlag
phy
jsr PrepareAIShoot
jsr FindBestTarget2 ; find nearest tank neighbour
jsr LazyAim
ply
jmp DecreaseDefensive ; bypass activation jmp DecreaseDefensive ; bypass activation
NoLazyBoy NoLazyBoy
cmp #ind_Lazy_Darwin____ cmp #ind_Lazy_Darwin____
bne NoLazyDarwin bne NoLazyDarwin
; Lazy Darwin - do it like battery ; Lazy Darwin - do it like battery
mva #sfx_lazy_boys sfx_effect mva #%11000000 LazyFlag
phy
jsr PrepareAIShoot
jsr FindBestTarget3 ; find target with lowest energy
jsr LazyAim
ply
jmp DecreaseDefensive ; bypass activation jmp DecreaseDefensive ; bypass activation
NoLazyDarwin NoLazyDarwin
cmp #ind_Spy_Hard_______ cmp #ind_Spy_Hard_______
@@ -930,22 +960,6 @@ DefActivationEnd
jmp WaitForKeyRelease ; rts jmp WaitForKeyRelease ; rts
.endp .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 .proc calcPosDefensive
; calculate positionOnTheList from the activeWeapon (defensives) ; calculate positionOnTheList from the activeWeapon (defensives)
@@ -1120,7 +1134,6 @@ NoArrowDown
sta difficultyLevel sta difficultyLevel
lda digits+1,x lda digits+1,x
sta NameScreen2+7 sta NameScreen2+7
jsr HighlightLevel ; setting choosen level of the opponent (Moron, etc)
; clear tank name editor field - not necessary ; clear tank name editor field - not necessary
; ldx #8 ; ldx #8
@@ -1154,17 +1167,18 @@ LastNameChar
beq @+ beq @+
iny iny
@ sty PositionInName @ sty PositionInName
; lda NameAdr,y
; ora #$80 ; place cursor on the end
; sta NameAdr,y
CheckKeys CheckKeys
jsr HighlightLevel ; setting choosen level of the opponent (Moron, etc)
ldx TankNr ldx TankNr
lda JoyNumber,x lda JoyNumber,x
tax tay
lda digits+1,x lda digits+1,y
sta NameScreen2+12 sta NameScreen2+11 ; display joystick port number
lda TankShape,x
tay
lda digits+1,y
sta NameScreen2+15 ; display tank shape number
jsr CursorDisplay jsr CursorDisplay
jsr getkey jsr getkey
bit escFlag bit escFlag
@@ -1204,6 +1218,8 @@ CheckFurtherX01 ; here we check Tab, Return and Del
beq ChangeOfLevel3Up beq ChangeOfLevel3Up
cmp #@kbcode._up ; $e ;cursor up cmp #@kbcode._up ; $e ;cursor up
beq ChangeOfLevel3Down beq ChangeOfLevel3Down
cmp #@kbcode._atari ; atari (inverse) key
jeq ChangeOfShapeUp
cmp #@kbcode._del ; $34 ; Backspace (del) cmp #@kbcode._del ; $34 ; Backspace (del)
bne CheckKeys bne CheckKeys
@@ -1223,20 +1239,24 @@ FirstChar
lda #0 lda #0
sta NameAdr,x sta NameAdr,x
jmp CheckKeys jmp CheckKeys
;----
ChangeOfJoyUp ChangeOfJoyUp
ldx TankNr ldx TankNr
inc JoyNumber,x inc JoyNumber,x
lda JoyNumber,x lda JoyNumber,x
and #%00000011 ; max 4 joysticks and #%00000011 ; max 4 joysticks
sta JoyNumber,x sta JoyNumber,x
.IF TARGET = 5200
beq ChangeOfShapeUp ; change tank shape
.ENDIF
jmp CheckKeys jmp CheckKeys
;----
ChangeOfLevelUp ; change difficulty level of computer opponent ChangeOfLevelUp ; change difficulty level of computer opponent
inc:lda DifficultyLevel inc:lda DifficultyLevel
cmp #9 ; 9 levels are possible cmp #9 ; 9 levels are possible
bne DoNotLoopLevelUp bne DoNotLoopLevelUp
mva #$0 DifficultyLevel mva #$0 DifficultyLevel
DoNotLoopLevelUp DoNotLoopLevelUp
jsr HighlightLevel
jmp CheckKeys jmp CheckKeys
;---- ;----
ChangeOfLevelDown ChangeOfLevelDown
@@ -1244,7 +1264,6 @@ ChangeOfLevelDown
bpl DoNotLoopLevelDown bpl DoNotLoopLevelDown
mva #$8 DifficultyLevel mva #$8 DifficultyLevel
DoNotLoopLevelDown DoNotLoopLevelDown
jsr HighlightLevel
jmp CheckKeys jmp CheckKeys
;---- ;----
ChangeOfLevel3Up ChangeOfLevel3Up
@@ -1256,7 +1275,6 @@ ChangeOfLevel3Up
sbb DifficultyLevel #9 sbb DifficultyLevel #9
DoNotLoopLevel3Up DoNotLoopLevel3Up
jsr HighlightLevel
jmp CheckKeys jmp CheckKeys
;---- ;----
ChangeOfLevel3Down ChangeOfLevel3Down
@@ -1264,9 +1282,18 @@ ChangeOfLevel3Down
bpl @+ bpl @+
adb DifficultyLevel #9 adb DifficultyLevel #9
@ @
jsr HighlightLevel
jmp CheckKeys jmp CheckKeys
;---- ;----
ChangeOfShapeUp
ldx TankNr
inc TankShape,x
lda TankShape,x
cmp #$03
bne @+
lda #$00
sta TankShape,x
@ jmp CheckKeys
;----
EndOfNick EndOfNick
; now check long press joy button (or Return...) ; now check long press joy button (or Return...)
mva #0 pressTimer ; reset mva #0 pressTimer ; reset
@@ -1286,6 +1313,10 @@ ShortJoyPress
ldx tanknr ldx tanknr
lda DifficultyLevel lda DifficultyLevel
sta skilltable,x sta skilltable,x
beq NotRobot
lda #$03 ; shape for robotanks
sta TankShape,x
NotRobot
; storing name of the tank in the right space ; storing name of the tank in the right space
; (without cursor!) ; (without cursor!)
ldy #$00 ldy #$00
@@ -1572,308 +1603,6 @@ displayloop1
rts rts
.endp .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 ; .proc DisplayResults ;
;displays results of the round ;displays results of the round
@@ -2044,6 +1773,7 @@ FinishResultDisplay
;-------------------------------------------------- ;--------------------------------------------------
.proc GameOverScreen .proc GameOverScreen
;-------------------------------------------------- ;--------------------------------------------------
jsr MakeDarkScreen
jsr WaitForKeyRelease jsr WaitForKeyRelease
jsr ClearScreen jsr ClearScreen
jsr ClearPMmemory jsr ClearPMmemory
@@ -2214,7 +1944,12 @@ RandomizeTankPos
randomize 0 180 randomize 0 180
sta AngleTable,x sta AngleTable,x
randomize 0 (49-8) randomize 0 (49-8)
and #%11111110 ; correction for PMG ; x correction for P/M
; --
.IF XCORRECTION_FOR_PM = 1
and #%11111110
.ENDIF
; --
clc clc
adc XtankOffsetGO_L,x adc XtankOffsetGO_L,x
sta XtankstableL,x sta XtankstableL,x
@@ -2298,6 +2033,10 @@ EndOfCredits
.proc DisplayStatus .proc DisplayStatus
;------------------------------------------------- ;-------------------------------------------------
; displaying number of active controller port
ldy JoystickNumber
lda digits+1,y
sta statusBuffer+17
;--------------------- ;---------------------
;displaying symbol of the weapon ;displaying symbol of the weapon
;--------------------- ;---------------------
@@ -2308,7 +2047,7 @@ EndOfCredits
ldx TankNr ldx TankNr
ldy ActiveWeapon,x ldy ActiveWeapon,x
lda WeaponSymbols,y lda WeaponSymbols,y
sta statusBuffer+18 sta statusBuffer+19
;--------------------- ;---------------------
;displaying quantity of the given weapon ;displaying quantity of the given weapon
@@ -2316,7 +2055,7 @@ EndOfCredits
lda ActiveWeapon,x lda ActiveWeapon,x
jsr HowManyBullets jsr HowManyBullets
sta decimal sta decimal
mwa #statusBuffer+20 displayposition mwa #statusBuffer+21 displayposition
jsr displaybyte jsr displaybyte
;--------------------- ;---------------------
@@ -2337,7 +2076,7 @@ EndOfCredits
ldy #15 ldy #15
@ @
lda (temp),y lda (temp),y
sta statusBuffer+23,y sta statusBuffer+24,y
dey dey
bpl @- bpl @-
+4 -5
View File
@@ -159,15 +159,15 @@ ytankstable ;Y positions of tanks (lower left point)
.DS MaxPlayers .DS MaxPlayers
LowResDistances ; coarse tank positions divided by 4 (to be in just one byte) LowResDistances ; coarse tank positions divided by 4 (to be in just one byte)
.DS MaxPlayers .DS MaxPlayers
JoyNumber ; Joystick port number (from 0 to 3 or 1) JoyNumber ; Joystick port number (from 0 to 3)
.DS MaxPlayers
TankShape ; Tank shape number (from 0 to 2)
.DS MaxPlayers .DS MaxPlayers
;---------------------------------------------------- ;----------------------------------------------------
TargetTankNr ; Target tank index (for AI routines) TargetTankNr ; Target tank index (for AI routines)
.DS 1 .DS 1
SecondTryFlag ; For precise AI aiming SecondTryFlag ; For precise AI aiming
.DS 1 .DS 1
SpyHardFlag ; >$7f - run SpyHard after inventory
.DS 1
;---------------------------------------------------- ;----------------------------------------------------
;Erase .DS 1 ; if 1 only mask of the character is printed ;Erase .DS 1 ; if 1 only mask of the character is printed
; on the graphics screen. if 0 character is printed normally ; on the graphics screen. if 0 character is printed normally
@@ -218,7 +218,7 @@ FallingSoundBit .DS 1
PreviousFall .DS 1 PreviousFall .DS 1
EndOfTheFallFlag .DS 1 ; in case of the infinite fall EndOfTheFallFlag .DS 1 ; in case of the infinite fall
;Parachute .DS 1 ; are you insured with parachute? ;Parachute .DS 1 ; are you insured with parachute?
FloatingAlt .DS 1 ; floating tank altitude ;FloatingAlt .DS 1 ; floating tank altitude
FunkyWallFlag = FloatingAlt ; reuse this variable in different weapon (Funky Bomb)! FunkyWallFlag = FloatingAlt ; reuse this variable in different weapon (Funky Bomb)!
PreferHumansFlag = FloatingAlt ; second reuse in AI Aim proc PreferHumansFlag = FloatingAlt ; second reuse in AI Aim proc
;---------------------------------------------------- ;----------------------------------------------------
@@ -259,7 +259,6 @@ oldplotL .DS [5]
oldora .DS [5] oldora .DS [5]
oldply .DS [5] oldply .DS [5]
OldOraTemp .DS 1 OldOraTemp .DS 1
FunkyBombCounter .DS 1
xtrajfb .DS 2 xtrajfb .DS 2
ytrajfb .DS 2 ytrajfb .DS 2
; ;
+322 -287
View File
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