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Author SHA1 Message Date
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
20 changed files with 213 additions and 105 deletions
+10 -3
View File
@@ -24,11 +24,16 @@ On the first screen, you can configure gameplay options:
Select options with cursor keys or a joystick.
The [TAB] or [SELECT] key, and on the Atari 5200 console the [5] controller key change the color of the mountains.
The [RETURN] key or a joystick button moves to the next screen.
## 2. Entering the name of players and selecting the level of computer-controlled players
The second screen is shown for each player. Here you can use the cursor keys or joystick to select whether the tank will be driven by a human (HUMAN option) or a computer (other options). The [TAB] or [SELECT] key, and on the Atari 5200 console the [5] controller key allow you to choose which joystick port the player will use. At the same time, you can enter the name of the selected player from the keyboard.
The second screen is shown for each player. Here you can use the cursor keys or joystick to select whether the tank will be driven by a human (HUMAN option) or a computer (other options).
The [TAB] or [SELECT] key, and on the Atari 5200 console the [5] controller key allow you to choose which joystick port the player will use.
The [INVERSE] or [OPTION] key allows you to select one of the 3 available tank shapes. On the Atari 5200 console, this is achieved by cycling through joystick ports with the [5] key.
At the same time, you can enter the name of the selected player from the keyboard.
When the [RETURN] key is pressed or the Joystick button is pressed briefly, the screen switches to the next player until the difficulty levels for each player are selected.
The player's name can also be entered with the joystick. After pressing and holding the button for more than 1s. you can use up/down movements to change the letter being entered, and left/right movements to change its position in the name. Releasing the button ends the name entry and returns to the level selection.
@@ -47,6 +52,7 @@ Another [RETURN] key or joystick button press switches to the next player's shop
The status line shows which player is currently allowed to take a shot and a set of other information:
* player's tank name,
* active joystick number
* currently selected offensive weapon,
* the player's remaining energy points and if he has an active defensive weapon that has its energy - in parentheses the energy level,
* the angle and the direction of the barrel set by the player,
@@ -61,7 +67,7 @@ The keyboard controls here are simple, cursor keys or joystick: left/right - cha
| A800 | 5200 | function |
| --- | --- | --- |
| [SPACE] | [0] | or joystick button pressed briefly - firing a shot. |
| [TAB] or [SELECT] | [5] | selection of offensive weapons (this option is not available directly with the joystick - you need to select Inventory) |
| [TAB] or [SELECT] | [5] | selection of offensive weapons (this option is not available directly with the joystick - you need to select Inventory). In the main menu it changes the mountain shading, indicated by the hill color change at the bottom of the screen. |
| [I] | [9] | or longer holding the joystick button - go to Inventory. It is a screen (actually two) with the same layout as the shopping menu, it also works similarly except that here you don't buy weapons, but choose one of the offensive ones to shoot or activate a defensive weapon. |
| [A] or [OPTION] | [7] | go directly to the defensive weapons activation.
| [M] | [PAUSE] | disable/enable background music. |
@@ -70,6 +76,7 @@ The keyboard controls here are simple, cursor keys or joystick: left/right - cha
| [O] | [3] | end the current game and jump to the Game Over screen with a summary. The summary of the results does not take into account the current round of the game, but only the rounds completed earlier. This corresponds to pressing the [ESC] key with the difference that the summary and credits are displayed. |
| [START] + [OPTION] | N/A | immediately force the end of the game (Game Over), just like [O] but without confirmation.
| [ESC] | [*] | during the entire game at any time (unless the computer is playing, then sometimes you have to wait a while) you can press the [ESC] key, which allows you to abort the game and return to the beginning (of course, there is protection against accidental pressing). |
| [Y] | [1] | when asked to abort or terminate the game - confirmation |
## 5. Game mechanics - offensive weapons
@@ -129,7 +136,7 @@ And here are the values of maximum energy loss for individual weapons. If a weap
| Missile | 136 |
| Baby Nuke | 200 |
| Nuke | 240 |
| LeapFrog| 136 120 104 |
| LeapFrog| 136 112 112 |
| Funky Bomb | 168 88 (* 5) |
| MIRV | 136 (* 5) |
| Death's Head | 240 (* 5) |
+10 -3
View File
@@ -23,10 +23,15 @@ Na pierwszym ekranie możemy skonfigurować opcje rozgrywki:
Wybór opcji klawiszami kursora lub joystickiem.
Klawisz [TAB] lub [SELECT], a na konsoli Atari 5200 klawisz [5] kontrolera zmieniają kolor gór.
Klawisz [RETURN] lub przycisk Joysticka przechodzi do następnego ekranu.
## 2. Wprowadzanie nazwy graczy i wybór poziomu graczy sterowanych przez komputer
Drugi ekran powtarza się dla każdego z graczy można na nim klawiszami kursora lub joystickiem wybrać czy danym czołgiem będzie kierował człowiek (opcja HUMAN) czy też komputer (pozostałe opcje). Klawisz [TAB] lub [SELECT], a na konsoli Atari 5200 klawisz [5] kontrolera pozwalają wybrać z którego portu joysticka będzie korzystał gracz. Jednocześnie z klawiatury można wprowadzić nazwę wybranego gracza.
Drugi ekran powtarza się dla każdego z graczy można na nim klawiszami kursora lub joystickiem wybrać czy danym czołgiem będzie kierował człowiek (opcja HUMAN) czy też komputer (pozostałe opcje).
Klawisz [TAB] lub [SELECT], a na konsoli Atari 5200 klawisz [5] kontrolera pozwalają wybrać z którego portu joysticka będzie korzystał gracz.
Klawisz [INVERSE] lub [OPTION] umożliwiają wybór jednego z 3 dostępnych kształtów czołgów. Na konsoli Atari 5200 uzyskuje się to poprzez cykliczne wybieranie kolejnych portów joysticka klawiszem [5].
Jednocześnie z klawiatury można wprowadzić nazwę wybranego gracza.
Po naciśnięciu klawisza [RETURN] lub krótkim naciśnięciu przycisku Joysticka ekran przechodzi na następnego gracza aż zostaną wybrane poziomy trudności dla wszystkich.
Nazwę gracza można wprowadzać także przy pomocy joysticka. Po wciśnięciu i przytrzymaniu przycisku ponad 1s. za pomocą ruchów góra/dół można zmienić wprowadzaną literę, a lewo/prawo jej pozycję w nazwie. Puszczenie przycisku kończy wprowadzanie nazwy i wraca do wyboru poziomu.
@@ -46,6 +51,7 @@ Klawisz [RETURN] lub przycisk joysticka przechodzi do ekranu zakupów następneg
W linii statusowej widoczna jest informacja o tym który z graczy aktualnie może oddać strzał oraz zestaw innych informacji:
* nazwa czołgu gracza
* numer aktywnego joysticka
* wybrana aktualnie broń ofensywna
* pozostała ilość punktów energii gracza i jeśli ma on aktywną broń defensywną posiadającą swój zasób energii - w nawiasie ten zasób
* ustawiony przez gracza kąt nachylenia lufy i kierunek jej nachylenia
@@ -60,7 +66,7 @@ Tutaj klawiszologia jest prosta, klawisze kursora lub joystick: lewo/prawo - zmi
| A800 | 5200 | funkcja |
| --- | --- | --- |
| [SPACJA] | [0] | lub przycisk joysticka naciśnięte krótko - oddanie strzału |
| [TAB] lub [SELECT] | [5] | wybór broni ofensywnej (ta opcja nie jest dostępna bezpośrednio joystickiem - trzeba wybrać Inventory) |
| [TAB] lub [SELECT] | [5] | wybór broni ofensywnej (ta opcja nie jest dostępna bezpośrednio joystickiem - trzeba wybrać Inventory). W głównym menu zmienia cieniowanie gór, widoczne w kolorze górek na dole ekranu. |
| [I] | [9] | lub dłuższe przytrzymanie przycisku joysticka - przejście do Inventory (aktywacji broni). Inventory to ekran (a w zasadzie dwa) bliźniaczo podobny do ekranu zakupów. Zasady poruszania się są identyczne z tym, że tu nie kupujemy broni, ale wybieramy jedną z ofensywnych, którą będziemy strzelać lub aktywujemy broń defensywną. |
| [A] lub [OPTION] | [7] | bezpośrednie przejście na ekran Inventory aktywacji broni defensywnych. |
| [M] | [PAUSE] | wyłączenie/włączenie muzyki w tle |
@@ -69,6 +75,7 @@ Tutaj klawiszologia jest prosta, klawisze kursora lub joystick: lewo/prawo - zmi
| [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. |
| [ESC] | [*] | w czasie całej gry w dowolnym momencie (chyba że akurat gra komputer, wtedy czasem trzeba chwilę poczekać) można nacisnąć klawisz [ESC], który umożliwia przerwanie gry i powrót na początek (oczywiście jest zabezpieczenie przed przypadkowym naciśnięciem). |
| [Y] | [1] | w przypadku pytania o przerwanie lub zakończenie gry - potwierdzenie decyzji |
## 5. Zasady gry - bronie ofensywne
@@ -128,7 +135,7 @@ A oto wartości maksymalnego ubytku energii dla poszczególnych broni. Jeśli br
| Missile | 136 |
| Baby Nuke | 200 |
| Nuke | 240 |
| LeapFrog| 136 120 104 |
| LeapFrog| 136 112 112 |
| Funky Bomb | 168 88 (* 5) |
| MIRV | 136 (* 5) |
| Death's Head | 240 (* 5) |
+12
View File
@@ -51,6 +51,18 @@ With the advent of [fujinet](https://fujinet.online/) we are thinking about maki
## Changelog:
###### Version 1.21
2022-12-10
We couldn't resist! This is the Senior Executive Director's Cut.
By virtue of byte misering we squeezed in a few new features:
* new selectable tank shapes - change the controller enough times to get a different tank model
* lonely bad pixel after Liquid Dirt fixed
* mountain colors (or shades) possible, switch with [Tab] in the main menu
* active controller number display in the game, store, and inventory screens
* a very special terminator mode for Moron
###### Version 1.20
2022-11-23
+11 -9
View File
@@ -22,8 +22,9 @@
pha
lda AIRoutines,y
pha
jsr PrepareAIShoot
rts
; it's no necessary - PrepareAIShoot is next proc :)
; jsr PrepareAIShoot
; rts
.endp
;----------------------------------------------
.proc PrepareAIShoot
@@ -81,7 +82,10 @@ AIRoutines
mwa #80 RandBoundaryLow
mwa #800 RandBoundaryHigh
jsr RandomizeForce
rts
; choose the best weapon
ldy #ind_Buy_me_________+1 ; if the cheat is active it will fire the BFG :)
jmp ChooseBestOffensive.NotFromAll
;rts
.endp
;----------------------------------------------
.proc Shooter
@@ -155,8 +159,8 @@ endo
; choose the best weapon
jsr ChooseBestOffensive
rts
jmp ChooseBestOffensive
;rts
.endp
;----------------------------------------------
.proc Poolshark
@@ -196,9 +200,7 @@ forceNow
ldx TankNr
jsr RandomizeForce
endo
;ldx TankNr ;this is possibly not necessary
endo
; choose the best weapon
jsr ChooseBestOffensive
@@ -1026,7 +1028,7 @@ SorryNoPurchase
; choose the best weapon
; X - TankNr
;----------------------------------------------
ldy #last_offensive_____+1 ;the last weapon to choose +1
ldy #ind_Dirt_Charge____+1 ;the last weapon to choose +1 (not BFG or Laser :) )
NotFromAll
; Y - the last offensive weapon to use + 1
lda TanksWeaponsTableL,x
Binary file not shown.
Binary file not shown.
+9 -1
View File
@@ -59,6 +59,9 @@ areYouSureText
lineClear
dta d" "
TankColoursTable .BYTE $58,$2a,$96,$ca,$7a,$ed
;TankStatusColoursTable .BYTE $54,$24,$92,$c4,$74,$e4 ; standard order
TankStatusColoursTable .BYTE $74,$c4,$24,$e4,$54,$94 ; Adam's order
;-----------
pmtableL ; addressess of the P/M memory for 6 tanks
.by <(pmgraph+$400)
@@ -208,7 +211,12 @@ TanksNamesDefault
dta d"4th.Tank"
dta d"5th.Tank"
dta d"6th.Tank"
;-------------------------------------------------
TankShapesTable .BYTE char_tank1___________
.BYTE char_tank2___________
.BYTE char_tank3___________
.BYTE char_tank4___________
;-------------------------------------------------
WeaponPriceH ; weapons prices (tables with prices of weapons)
.by >price_Baby_Missile___
.by >price_Missile________
+5 -6
View File
@@ -2,17 +2,16 @@
.IF *>0 ;this is a trick that prevents compiling this file alone
TankColoursTable .BYTE $58,$2a,$96,$ca,$7a,$ed
;TankStatusColoursTable .BYTE $54,$24,$92,$c4,$74,$e4 ; standard order
;TanksPMOrder .BYTE 4,3,1,5,0,2 ; 0-3 = P0-P3 , 4 = M0+M1 , 5 = M2+M3
TankStatusColoursTable .BYTE $74,$c4,$24,$e4,$54,$94 ; Adam's order
TanksPMOrder .BYTE 4,3,1,5,0,2 ; 0-3 = P0-P3 , 4 = M0+M1 , 5 = M2+M3
TankShapesTable .BYTE char_tank1___________,char_tank2___________,char_tank3___________
.BYTE char_tank1___________,char_tank2___________,char_tank3___________
dliColorsBack
:10 .by $02,$00
dliColorsFore
.by $0a
.by $0a ; one mountains color
; .by $0e,$0c,$0c,$0b,$0b,$0a,$0a,$09,$09,$08 ; mountains colors array
; .by $08,$08,$07,$07,$07,$06,$06,$06,$06,$05
.by $0e,$0c,$0c,$0c,$0c,$0a,$0a,$0a,$0a,$08 ; mountains colors array new
.by $08,$08,$08,$06,$06,$06,$06,$06,$06,$04
CashOptionL ;(one zero less than on the screen)
.by 0,<200,<800,<1200,<2000
CashOptionH
+2 -1
View File
@@ -37,7 +37,8 @@ char_sandhog_________ = $0c
char_sandhog_offset = char_sandhog_________ - char_digger__________
char_tank1___________ = $20
char_tank2___________ = $24
char_tank3___________ = $28
char_tank3___________ = $2c
char_tank4___________ = $28 ; robotank shape
;Weapon prices (*10 on screen)
price_Baby_Missile___ = 0 ;_00
+2 -2
View File
@@ -29,9 +29,9 @@ OptionsScreenEnd
;-----------------------------------------------
NameScreen2
dta d" Tank 1 * 1 Name:"
dta d" Tank 1 *1 +1 Name:"
NameAdr
dta d" "
dta d" "
NameScreen4
dta d" "
NamesOfLevels
+1 -1
View File
@@ -3,7 +3,7 @@
.IF *>0 ;this is a trick that prevents compiling this file alone
;---------------------------------------------------
purchaseTextBuffer
dta d"Player: Cash: 0" ; ZERO TO MAKE YOU RICHER ON THE SCREEN
dta d"Player: * Cash: 0" ; ZERO TO MAKE YOU RICHER ON THE SCREEN
; DLs fragments (modified by game code)
; all Purchase DL :)
+23 -14
View File
@@ -102,7 +102,16 @@ EmptyLine
dta d" "
;---------------------------------------------------
OptionsTitle
.IF TARGET = 800
dta d" scorch "*
.ELIF TARGET = 5200
dta d" scorch supersystem "*
; dta d" scorch "*
; dta d"5"
; dta d"k"*
; dta d"2"
; dta d" "*
.ENDIF
DifficultyTitle
dta d" difficulty "*
PurchaseTitle
@@ -127,36 +136,36 @@ dl ; MAIN game display list
.byte $4f
.word display ; 1 line
:76 .by $0f ;76
.by $0f+$80 ; DLI (black bar) ;2
.by $0f+$80,$0f ; DLI (black bar) ;3
.by $0f+$80 ; DLI
:13 .by $0f ;13
.by $0f+$80 ; DLI (black bar) ;2
:12 .by $0f ;12
.by $0f+$80,$0f ; DLI (black bar) ;3
.by $0f+$80 ; DLI
:8 .by $0f ;8
:7 .by $0f ;7
.by $4f ;1
.wo display+$0ff0
:2 .by $0f ;2
.by $0f+$80 ; DLI (black bar) ;2
.by $0f+$80 ; DLI
:9 .by $0f ;9
.by $0f+$80 ; DLI (black bar) ;2
.by $0f+$80,$0f ; DLI (black bar) ;3
.by $0f+$80 ; DLI
:8 .by $0f ;8
.by $0f+$80 ; DLI (black bar) ;2
.by $0f+$80,$0f ; DLI (black bar) ;3
.by $0f+$80 ; DLI
:7 .by $0f ;7
.by $0f+$80 ; DLI (black bar) ;2
.by $0f+$80,$0f ; DLI (black bar) ;3
.by $0f+$80 ; DLI
:6 .by $0f ;6
.by $0f+$80 ; DLI (black bar) ;2
.by $0f+$80,$0f ; DLI (black bar) ;3
.by $0f+$80 ; DLI
:5 .by $0f ;5
.by $0f+$80 ; DLI (black bar) ;2
.by $0f+$80,$0f ; DLI (black bar) ;3
.by $0f+$80 ; DLI
:4 .by $0f ;4
.by $0f+$80 ; DLI (black bar) ;2
.by $0f+$80,$0f ; DLI (black bar) ;3
.by $0f+$80 ; DLI
:3 .by $0f ;3
.by $0f+$80,$0f ; DLI (black bar) ;3
.by $0f+$80 ; DLI
:2 .by $0f ;2
.by $0f+$80 ; DLI (black to end);1
:38 .byte $0f ;35 ..... = 200
.by $4f
@@ -178,7 +187,7 @@ OptionsDL
:maxOptions-1 .by $02,$10
:(9-maxOptions) .by $70,$10
.byte $80
.byte $70 ; to match moved sprites
.byte $60 ; to match moved sprites
.byte $4f
.word (display+140*40)
:21 .by $0f ;76
+1 -1
View File
@@ -4,7 +4,7 @@
statusBuffer
; 0123456789012345678901234567890123456789
dta d"Player: "
dta d"Player: * "
dta d"Energy: Angle: Force: "
dta d"Round: Wind: "
+9 -3
View File
@@ -638,8 +638,10 @@ No6thTankHide
jmp DoNotDrawTankNr
SkipHidingPM
lda TankShape,x
tax
ldy TankShapesTable,x
ldx TankNr
lda AngleTable,x
cmp #91 ; left or right tank shape
bcs LeftTank
@@ -1360,6 +1362,9 @@ NoClearTanks
adw RangeLeft #mountaintable temp
adw RangeLeft #mountaintable2 tempor2
cpw xdraw RangeRight
jcs NothingToFall
NextColumn1
mwa #0 ydraw
NextPoint1
@@ -1448,6 +1453,7 @@ ColumnIsReady
jeq MainFallout2
; now correct heights are in the mountaintable
sta color ; Pozor! :) we know - now A=1
NothingToFall
mva #sfx_silencer sfx_effect
jsr DrawTanks
rts
@@ -2203,13 +2209,13 @@ ybarrel
.endp
;--------------------------------------------------
.proc SetPMWidth
lda #%01010101
sta sizem ; all missiles, double width
lda #$00
sta sizep0 ; P0-P3 widths
sta sizep0+1
sta sizep0+2
sta sizep0+3
lda #%01010101
sta sizem ; all missiles, double width
rts
.endp
+46 -27
View File
@@ -15,7 +15,7 @@
;---------------------------------------------------
.macro build
dta d"1.20" ; number of this build (4 bytes)
dta d"1.21" ; number of this build (4 bytes)
.endm
.macro RMTSong
@@ -26,8 +26,9 @@
;---------------------------------------------------
icl 'definitions.asm'
;---------------------------------------------------
FirstZpageVariable = $61
FirstZpageVariable = $60
.zpvar DliColorBack .byte = FirstZpageVariable
.zpvar Gradient .byte
.zpvar JoystickNumber .byte
.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)
@@ -171,6 +172,7 @@ FirstZpageVariable = $61
_del = $fc ;$0c ;not used in 5200
_M = $0d
_S = $0e
_atari = $fd ; not used in 5200
_none = $0f
.ende */
@@ -333,10 +335,7 @@ MainGameLoop
jsr CallPurchaseForEveryTank
mva #0 SpyHardFlag
; issue #72 (glitches when switches)
jsr MakeDarkScreen
bit escFlag
bmi START
@@ -349,14 +348,14 @@ MainGameLoop
bmi START
jvs GoGameOver
mva #0 TankNr ;
jsr SortSequence
mva #0 TankNr ;
sta COLBAKS ; set background color to black
sta JoystickNumber ; set joystick port for player
; Hide all (easier than hide last ;) ) tanks
jsr cleartanks ; A=0
sta COLBAKS ; set background color to black
sta JoystickNumber ; set joystick port for player
; here gains and losses should be displayed (dollars)
; finally we have changed our minds and money of players
@@ -369,6 +368,7 @@ MainGameLoop
jsr DisplayResults
jsr DemoModeOrKey
jsr MakeDarkScreen
ldx NumberOfPlayers
dex
@@ -462,13 +462,10 @@ eskipzeroing
lda GameIsOver
beq NoGameOverYet
GoGameOver
jsr MakeDarkScreen
jsr GameOverScreen
jmp START
NoGameOverYet
inc CurrentRoundNr
jsr MakeDarkScreen ; issue #72
; jsr RmtSongSelect ; ?????
mva #sfx_silencer sfx_effect
jmp MainGameLoop
@@ -486,7 +483,7 @@ NoGameOverYet
RmtSong song_ingame
jsr SetPMWidth
jsr SetPMWidth ; A=0
lda #0
sta AfterBFGflag ; reset BFG flag
sta COLOR2 ; status line "off"
@@ -1109,6 +1106,15 @@ deletePtr = temp
cpw deletePtr #variablesEnd
bne @-
; ser initial shapes for each tank (tanks 0-5 has shape 0 now)
ldy #1
sty TankShape+1
sty TankShape+4
iny
sty TankShape+2
sty TankShape+5
mwa #1024 RandBoundaryHigh
mva #$ff LastWeapon
sta HowMuchToFall
@@ -1168,29 +1174,35 @@ MakeTanksVisible
rts
.endp
;--------------------------------------------------
/* .proc DLIinterruptGraph
.proc DLIinterruptGraph
;sta dliA
;sty dliY
pha
phy
ldy dliCounter
lda dliColorsBack,y
ldy dliColorsFore
bit Gradient
bmi GoGradient
ldy #$ff
GoGradient
iny
.IF TARGET = 800
nop ; necessary on 800 because DLIs take less time, jitter visible without it
nop
; nop
.ENDIF
sta COLPF1
sty COLPF2
lda dliColorsFore,y ; mountains colors array
; lda dliColorsFore ; one mauntain color
sta COLPF2
inc dliCounter
;ldy dliY
;lda dliA
ply
pla
rti
.endp */
.endp
.proc DLIinterruptGraph
/* .proc DLIinterruptGraph
pha
lda dliColorsFore
nop
@@ -1208,7 +1220,7 @@ MakeTanksVisible
sta DliColorBack
pla
rti
.endp
.endp */
;--------------------------------------------------
.proc DLIinterruptOptions
;sta dliA
@@ -1217,8 +1229,11 @@ MakeTanksVisible
; lda dliColorsBack
lda #0
sta COLPF1
lda dliColorsFore+1
bit Gradient
bmi @+
lda dliColorsFore
sta COLPF2
@ sta COLPF2
pla
rti
.endp
@@ -1730,14 +1745,20 @@ notpressedJoyGetKey
;fire
lda STRIG0
beq JoyButton
.IF TARGET = 800 ; Select key only on A800
.IF TARGET = 800 ; Select and Option key only on A800
bne checkSelectKey
checkSelectKey
lda CONSOL
and #%00000010
and #%00000010 ; Select
beq SelectPressed
lda CONSOL
and #%00000100 ; Option
.ENDIF
bne @-
OptionPressed
lda #@kbcode._atari ; Option key
bne getkeyend
SelectPressed
lda #@kbcode._tab ; Select key
bne getkeyend
JoyButton
@@ -1956,7 +1977,7 @@ noingame
icl 'artwork/talk.asm'
;----------------------------------------------
TankFont
ins 'artwork/tanksv3.fnt',+0,352 ; 44 characters only
ins 'artwork/tanksv3.fnt',+0,384 ; 48 characters only
;----------------------------------------------
font4x4
ins 'artwork/font4x4s.bmp',+62
@@ -2048,9 +2069,7 @@ MODULEND
.ENDIF
org ROM_SETTINGS ; 5200 ROM settings address $bfe8
; "01234567890123456789"
.byte " scorch 5200 v" ;20 characters title
build ; " "
.byte " "
.byte " scorch supersystem " ;20 characters title
.byte "7A" ;2 characters year .. 1900 + $7A = 2020
.word FirstSTART
.ELSE
BIN
View File
Binary file not shown.
BIN
View File
Binary file not shown.
+52 -18
View File
@@ -110,7 +110,14 @@ OptionsNoRight
cmp #@kbcode._ret ; $c ;Return key
bne OptionsNoReturn
jmp OptionsFinished
OptionsNoReturn
cmp #@kbcode._tab ; Tab key
bne OptionsNoTab
lda Gradient
eor #$80
sta Gradient
OptionsNoTab
jmp OptionsMainLoop
OptionsFinished
@@ -322,11 +329,16 @@ GoToActivation
tax
NextChar03
lda tanksnames,x
sta purchaseTextBuffer+8,y
sta purchaseTextBuffer+7,y
inx
iny
cpy #$08
bne NextChar03
; displaying number of active controller port
ldy JoystickNumber
lda digits+1,y
sta purchaseTextBuffer+17
; and we display cash of the given player
; here we must jump in after each purchase
@@ -1120,7 +1132,6 @@ NoArrowDown
sta difficultyLevel
lda digits+1,x
sta NameScreen2+7
jsr HighlightLevel ; setting choosen level of the opponent (Moron, etc)
; clear tank name editor field - not necessary
; ldx #8
@@ -1154,17 +1165,18 @@ LastNameChar
beq @+
iny
@ sty PositionInName
; lda NameAdr,y
; ora #$80 ; place cursor on the end
; sta NameAdr,y
CheckKeys
jsr HighlightLevel ; setting choosen level of the opponent (Moron, etc)
ldx TankNr
lda JoyNumber,x
tax
lda digits+1,x
sta NameScreen2+12
tay
lda digits+1,y
sta NameScreen2+11 ; display joystick port number
lda TankShape,x
tay
lda digits+1,y
sta NameScreen2+15 ; display tank shape number
jsr CursorDisplay
jsr getkey
bit escFlag
@@ -1204,6 +1216,8 @@ CheckFurtherX01 ; here we check Tab, Return and Del
beq ChangeOfLevel3Up
cmp #@kbcode._up ; $e ;cursor up
beq ChangeOfLevel3Down
cmp #@kbcode._atari ; atari (inverse) key
jeq ChangeOfShapeUp
cmp #@kbcode._del ; $34 ; Backspace (del)
bne CheckKeys
@@ -1223,20 +1237,24 @@ FirstChar
lda #0
sta NameAdr,x
jmp CheckKeys
;----
ChangeOfJoyUp
ldx TankNr
inc JoyNumber,x
lda JoyNumber,x
and #%00000011 ; max 4 joysticks
sta JoyNumber,x
.IF TARGET = 5200
beq ChangeOfShapeUp ; change tank shape
.ENDIF
jmp CheckKeys
;----
ChangeOfLevelUp ; change difficulty level of computer opponent
inc:lda DifficultyLevel
cmp #9 ; 9 levels are possible
bne DoNotLoopLevelUp
mva #$0 DifficultyLevel
DoNotLoopLevelUp
jsr HighlightLevel
jmp CheckKeys
;----
ChangeOfLevelDown
@@ -1244,7 +1262,6 @@ ChangeOfLevelDown
bpl DoNotLoopLevelDown
mva #$8 DifficultyLevel
DoNotLoopLevelDown
jsr HighlightLevel
jmp CheckKeys
;----
ChangeOfLevel3Up
@@ -1256,7 +1273,6 @@ ChangeOfLevel3Up
sbb DifficultyLevel #9
DoNotLoopLevel3Up
jsr HighlightLevel
jmp CheckKeys
;----
ChangeOfLevel3Down
@@ -1264,9 +1280,18 @@ ChangeOfLevel3Down
bpl @+
adb DifficultyLevel #9
@
jsr HighlightLevel
jmp CheckKeys
;----
ChangeOfShapeUp
ldx TankNr
inc TankShape,x
lda TankShape,x
cmp #$03
bne @+
lda #$00
sta TankShape,x
@ jmp CheckKeys
;----
EndOfNick
; now check long press joy button (or Return...)
mva #0 pressTimer ; reset
@@ -1286,6 +1311,10 @@ ShortJoyPress
ldx tanknr
lda DifficultyLevel
sta skilltable,x
beq NotRobot
lda #$03 ; shape for robotanks
sta TankShape,x
NotRobot
; storing name of the tank in the right space
; (without cursor!)
ldy #$00
@@ -1706,8 +1735,9 @@ DOTOldLowestValue
sbw temp LineAddress4x4 temp2
mva temp2 fx
jsr Display4x4AboveTank
rts
;jsr Display4x4AboveTank
;rts
; POZOR !!!
.endp
;--------------------------------------------------------
@@ -2298,6 +2328,10 @@ EndOfCredits
.proc DisplayStatus
;-------------------------------------------------
; displaying number of active controller port
ldy JoystickNumber
lda digits+1,y
sta statusBuffer+17
;---------------------
;displaying symbol of the weapon
;---------------------
@@ -2308,7 +2342,7 @@ EndOfCredits
ldx TankNr
ldy ActiveWeapon,x
lda WeaponSymbols,y
sta statusBuffer+18
sta statusBuffer+19
;---------------------
;displaying quantity of the given weapon
@@ -2316,7 +2350,7 @@ EndOfCredits
lda ActiveWeapon,x
jsr HowManyBullets
sta decimal
mwa #statusBuffer+20 displayposition
mwa #statusBuffer+21 displayposition
jsr displaybyte
;---------------------
@@ -2337,7 +2371,7 @@ EndOfCredits
ldy #15
@
lda (temp),y
sta statusBuffer+23,y
sta statusBuffer+24,y
dey
bpl @-
+3 -1
View File
@@ -159,7 +159,9 @@ ytankstable ;Y positions of tanks (lower left point)
.DS MaxPlayers
LowResDistances ; coarse tank positions divided by 4 (to be in just one byte)
.DS MaxPlayers
JoyNumber ; Joystick port number (from 0 to 3 or 1)
JoyNumber ; Joystick port number (from 0 to 3)
.DS MaxPlayers
TankShape ; Tank shape number (from 0 to 2)
.DS MaxPlayers
;----------------------------------------------------
TargetTankNr ; Target tank index (for AI routines)
+17 -15
View File
@@ -102,11 +102,13 @@ CheckNextTankBFG
mva #17 ExplosionRadius
jsr xmissile
; soil must fall down now! there is no other way...
jsr SecondRepeat
/* ; soil must fall down now! there is no other way...
; hide tanks or they fall down with soil
jsr SoilDown2
; it looks like force is divided by 4 here BUT"
; it looks like force is divided by 4 here BUT"
; in Flight routine force is multiplied by 2 and left
; so, we have Force divided by 2 here (not accurately)
lsr Force+1
@@ -123,8 +125,9 @@ CheckNextTankBFG
mva #15 ExplosionRadius
jsr CalculateExplosionRange0
mva #sfx_baby_missile sfx_effect
jsr xmissile.NoRangeCalc
jsr xmissile.NoRangeCalc */
SecondRepeat
; soil must fall down now! there is no other way...
; hide tanks or they fall down with soil
jsr SoilDown2
@@ -142,7 +145,7 @@ CheckNextTankBFG
jsr Flight
lda HitFlag
beq EndOfLeapping
mva #13 ExplosionRadius
mva #14 ExplosionRadius
jsr CalculateExplosionRange0
mva #sfx_baby_missile sfx_effect
jmp xmissile.NoRangeCalc
@@ -902,9 +905,7 @@ ExplodeNow
.proc checkRollDirection
; check rolling direction (for roller and other rolling weapons)
ldy #0
mwa #mountaintable tempXROLLER
adw tempXROLLER xdraw
adw xdraw #mountaintable tempXROLLER
lda (tempXROLLER),y
sta ydraw
sty ydraw+1
@@ -930,20 +931,19 @@ SeekLeft
.nowarn dew tempXROLLER
lda (tempXROLLER),y ;fukk! beware of Y value
cmp HeightRol
bne HowMuchToFallLeft
;bne HowMuchToFallLeft
HowMuchToFallLeft
bcs GoRightNow
mva #1 HowMuchToFall
mva #1 HowMuchToFall
GoRightNow
mwa #mountaintable tempXROLLER
adw tempXROLLER xdraw
adw xdraw #mountaintable tempXROLLER
SeekRight
cpw tempXROLLER #(mountaintable+screenwidth)
beq HowMuchToFallKnown ; "stop" if we have on left end
inw tempXROLLER
lda (tempXROLLER),y
cmp HeightRol
bne HowMuchToFallRight
;bne HowMuchToFallRight
HowMuchToFallRight
; check if up or down
bcs HowMuchToFallKnown
@@ -1054,6 +1054,7 @@ UpNotYet2
lda xdraw
and xdraw+1
cmp #$ff ; like cpw xdraw #$ffff
;ora xdraw+1 ; like cpw xdraw #$0000
jne RollinContinuesLiquid
beq FillNow
HowMuchToFallRight3
@@ -1065,7 +1066,7 @@ FillNow
ldy #0
lda HowMuchToFall
bmi FillHole
cmp#1
cmp #1
beq FillLeft
inw xdraw
inw xdraw ; tricky but we must rollback xdraw in proper direction
@@ -1077,13 +1078,14 @@ FillHole
sta ydraw
beq ToHighFill ; if we filled all playfield (very rare but possible)
dec ydraw ; one pixel up
ToHighFill
lda ydraw
sta (tempXROLLER),y ;mountaintable update
mva #1 color
jsr plot.MakePlot
ToHighFill
.nowarn dew FillCounter
cpw FillCounter #0
lda FillCounter
ora FillCounter+1
jne RepeatFill
rts
.endp