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+15
-5
@@ -8,7 +8,7 @@ On the first screen, you can configure gameplay options:
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* number of players (2 - 6) includes both human and computer-controlled players
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* 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)
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* gravity
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* maximum wind strength (wind is drawn at the beginning of each round, here you can choose how strong it can be)
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* 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)
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* number of rounds in a game
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* missile speed (does not affect the flight path - only changes the apparent missile speed - does not change anything in the gameplay itself)
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* 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.
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@@ -24,11 +24,16 @@ On the first screen, you can configure gameplay options:
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Select options with cursor keys or a joystick.
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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".
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The [RETURN] key or a joystick button moves to the next screen.
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## 2. Entering the name of players and selecting the level of computer-controlled players
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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.
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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).
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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.
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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.
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At the same time, you can enter the name of the selected player from the keyboard.
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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.
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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.
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@@ -47,6 +52,7 @@ Another [RETURN] key or joystick button press switches to the next player's shop
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The status line shows which player is currently allowed to take a shot and a set of other information:
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* player's tank name,
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* active joystick number
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* currently selected offensive weapon,
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* the player's remaining energy points and if he has an active defensive weapon that has its energy - in parentheses the energy level,
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* the angle and the direction of the barrel set by the player,
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@@ -61,7 +67,7 @@ The keyboard controls here are simple, cursor keys or joystick: left/right - cha
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| A800 | 5200 | function |
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| --- | --- | --- |
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| [SPACE] | [0] | or joystick button pressed briefly - firing a shot. |
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| [TAB] or [SELECT] | [5] | selection of offensive weapons (this option is not available directly with the joystick - you need to select Inventory) |
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| [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. |
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| [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. |
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| [A] or [OPTION] | [7] | go directly to the defensive weapons activation.
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| [M] | [PAUSE] | disable/enable background music. |
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@@ -69,7 +75,9 @@ The keyboard controls here are simple, cursor keys or joystick: left/right - cha
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| [START] | N/A | speed up some game animations. |
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| [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. |
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| [START] + [OPTION] | N/A | immediately force the end of the game (Game Over), just like [O] but without confirmation.
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| [G] | N/A | changes the mountain shading |
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| [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). |
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| [Y] | [1] | when asked to abort or terminate the game - confirmation |
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## 5. Game mechanics - offensive weapons
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@@ -129,7 +137,7 @@ And here are the values of maximum energy loss for individual weapons. If a weap
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| Missile | 136 |
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| Baby Nuke | 200 |
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| Nuke | 240 |
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| LeapFrog| 136 120 104 |
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| LeapFrog| 136 112 112 |
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| Funky Bomb | 168 88 (* 5) |
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| MIRV | 136 (* 5) |
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| Death's Head | 240 (* 5) |
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@@ -171,10 +179,12 @@ Only these points determine the order in the summary
|
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* **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.
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* **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).
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* **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.
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* **Lazy Darwin** - works exactly like **Lazy Boy** but targets the weakest opponent.
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* **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.
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* **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.
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* **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.
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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!
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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.
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**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.
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+13
-5
@@ -7,7 +7,7 @@ Na pierwszym ekranie możemy skonfigurować opcje rozgrywki:
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* ilość graczy (2 - 6) obejmuje tak ludzi jak graczy sterowanych przez komputer
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* początkową ilość gotówki każdego z graczy (8k to wybrana przez nas wartość optymalna, lecz przy krótkich rozgrywkach warto wybrać większą wartość)
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* grawitacja
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* maksymalna siła wiatru (wiatr jest losowany na początku każdej z rund, tu możemy wybrać jak silny może być)
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* maksymalna siła wiatru (wiatr jest losowany na początku każdej z rund lub w czasie rundy pomiędzy turami, tu możemy wybrać jak silny może być)
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* liczba rozgrywanych rund
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* szybkość lotu pocisków (nie ma wpływu na tor lotu - zmienia jedynie widoczną prędkość rysowania - nie zmienia nic w samej rozgrywce)
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* 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.
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@@ -23,10 +23,15 @@ Na pierwszym ekranie możemy skonfigurować opcje rozgrywki:
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Wybór opcji klawiszami kursora lub joystickiem.
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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".
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Klawisz [RETURN] lub przycisk Joysticka przechodzi do następnego ekranu.
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## 2. Wprowadzanie nazwy graczy i wybór poziomu graczy sterowanych przez komputer
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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.
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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).
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Klawisz [TAB] lub [SELECT], a na konsoli Atari 5200 klawisz [5] kontrolera pozwalają wybrać z którego portu joysticka będzie korzystał gracz.
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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].
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Jednocześnie z klawiatury można wprowadzić nazwę wybranego gracza.
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Po naciśnięciu klawisza [RETURN] lub krótkim naciśnięciu przycisku Joysticka ekran przechodzi na następnego gracza aż zostaną wybrane poziomy trudności dla wszystkich.
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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.
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@@ -46,6 +51,7 @@ Klawisz [RETURN] lub przycisk joysticka przechodzi do ekranu zakupów następneg
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W linii statusowej widoczna jest informacja o tym który z graczy aktualnie może oddać strzał oraz zestaw innych informacji:
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* nazwa czołgu gracza
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* numer aktywnego joysticka
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* wybrana aktualnie broń ofensywna
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* pozostała ilość punktów energii gracza i jeśli ma on aktywną broń defensywną posiadającą swój zasób energii - w nawiasie ten zasób
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* ustawiony przez gracza kąt nachylenia lufy i kierunek jej nachylenia
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@@ -60,7 +66,7 @@ Tutaj klawiszologia jest prosta, klawisze kursora lub joystick: lewo/prawo - zmi
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| A800 | 5200 | funkcja |
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| --- | --- | --- |
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| [SPACJA] | [0] | lub przycisk joysticka naciśnięte krótko - oddanie strzału |
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| [TAB] lub [SELECT] | [5] | wybór broni ofensywnej (ta opcja nie jest dostępna bezpośrednio joystickiem - trzeba wybrać Inventory) |
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| [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. |
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| [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. |
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| [A] lub [OPTION] | [7] | bezpośrednie przejście na ekran Inventory aktywacji broni defensywnych. |
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| [M] | [PAUSE] | wyłączenie/włączenie muzyki w tle |
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@@ -68,7 +74,9 @@ Tutaj klawiszologia jest prosta, klawisze kursora lub joystick: lewo/prawo - zmi
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| [START] | brak | przyspiesza/pomija niektóre animacje w grze |
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| [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. |
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| [START] + [OPTION] | brak | natychmiastowe wymuszenie zakończenia gry (Game Over), tak jak [O] ale bez potwierdzenia. |
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| [G] | brak | zmienia cieniowanie gór |
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| [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). |
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| [Y] | [1] | w przypadku pytania o przerwanie lub zakończenie gry - potwierdzenie decyzji |
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## 5. Zasady gry - bronie ofensywne
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@@ -128,7 +136,7 @@ A oto wartości maksymalnego ubytku energii dla poszczególnych broni. Jeśli br
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| Missile | 136 |
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| Baby Nuke | 200 |
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| Nuke | 240 |
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| LeapFrog| 136 120 104 |
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| LeapFrog| 136 112 112 |
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| Funky Bomb | 168 88 (* 5) |
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| MIRV | 136 (* 5) |
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| Death's Head | 240 (* 5) |
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@@ -171,7 +179,7 @@ Tylko te punkty decydują o kolejności w podsumowaniu
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* **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.
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* **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).
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* **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.
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||||
* **Lazy Darwin** - działa dokładnie jak **Lazy Boy** ale celuje w najsłabszego przeciwnika.
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||||
* **Lazy Darwin** - działa tak jak **Lazy Boy** ale celuje w najsłabszego przeciwnika. W tej broni po automatycznym celowaniu pozostaje aktywne "celowanie wizualne" można więc łątwo zmienić cel i samodzielnie wybrać innego przeciwnika widząc czy w niego trafimy.
|
||||
* **Auto Defense** - włącza tryb automatycznej aktywacji broni defensywnych. Po jej aktywowaniu czołg automatycznie aktywuje najmocniejszą posiadaną osłonę (zużywając ją oczywiście) w każdej chwili, kiedy nie ma żadnej osłony (także pomiędzy strzałami innych graczy). Jednocześnie jeżeli poziom energii czołgu spadnie poniżej 30 jednostek, automatycznie aktywuje **Battery** jeżeli ją posiada. Ta broń pozostaje aktywna do końca rundy i jest sygnalizowana symbolem "komputera" przed nazwą aktywnej broni defensywnej w linii statusowej. Jest to druga broń defensywna, która nie dezaktywuje innych broni defensywnych w przypadku jej użycia.
|
||||
* **Spy Hard** - Pomoc dla zapominalskich :) . Po aktywacji pokazuje kolejno podgląd informacji o kolejnych przeciwnikach. Lewo/Prawo - zmienia "szpiegowany" czołg. Fire/Space/Return/Esc - kończy "szpiegowanie". Jest to ostatnia broń defensywna, która nie dezaktywuje innych broni defensywnych w przypadku jej użycia.
|
||||
|
||||
|
||||
@@ -51,6 +51,66 @@ With the advent of [fujinet](https://fujinet.online/) we are thinking about maki
|
||||
|
||||
## Changelog:
|
||||
|
||||
###### Version 1.26
|
||||
2023-01-23
|
||||
|
||||
Early morning edition. It is 5:11 am and I am writing this instead of dreaming of electric sheep.
|
||||
For the last 6 weeks theversions we released had an awful bug - the conversations of tanks were completely invisible. Thanks for pointing this out, RB5200.
|
||||
- tanks talk to each other again
|
||||
- better stochastic non blocking wait one frame
|
||||
- rare dstance measurement bug fixed (rarely a tank survived a direct hit)
|
||||
- 5200: second fire works (by RB5200)
|
||||
- "visual debug" mode in A800 version, triggered by pressing [CTRL]+[HELP]. It displays distances measured, laser aiming and aiming technique. It leaves a mess on screen, but it does not impair the game, just makes it a bit harder.
|
||||
|
||||
|
||||
###### Version 1.25
|
||||
2023-01-17
|
||||
|
||||
Y2K Compliance Edition
|
||||
This version is 5200 SuperSystem focused.
|
||||
- the correct production year in the splash screens!!!
|
||||
- very rare hangups when accessing the inventory seemingly eliminated, thanks @RB5200 for testing!
|
||||
- a new feature - pressing [Tab] (atari800) or [5] (5200) when selecting the wind power switches wind mode to changing with each turn, which makes aiming arguably more challenging! It is indicated by "?" next to the "Wind" in the main menu.
|
||||
- pressing [G] during the game changes the color scheme (classic, Polish rainbow, Xmas).
|
||||
- all these changes were made possible thanks to the extensive code size optimization by @Pecus
|
||||
|
||||
|
||||
###### Version 1.23
|
||||
2023-01-01
|
||||
|
||||
New year edition! Who could imagine?
|
||||
The new feature is that pressing [Tab] in the main menu now changes colors of the small tank area down the screen and makes it clear what color version you are going to run (classic/ Polish rainbow/ Christmas colors).
|
||||
Also a small gradient optimization.
|
||||
|
||||
|
||||
###### Version 1.22
|
||||
2022-12-24
|
||||
|
||||
Christmas colors edition! Can you carve a quarter of a page of memory from two decades old code? Sure @Pecusx can! So finally we have the most requested feature - C0L0RS on the game screen, adjusted with Adam's help.
|
||||
Press [TAB] twice in the main menu to switch to a screen with colors.
|
||||
Other (dubious) improvements:
|
||||
- New Lazy Darwin, it is spectacular, check it out!!!
|
||||
- Smoke Tracer does not smoke when targeting with Lazy Darwin
|
||||
- Lazy Boy works well with joystick
|
||||
- Another fix for self-destructing tanks shooting low angles (0-4 degrees)
|
||||
- New, better tank shapes by Adam
|
||||
- Barrel start point correction fixes very rare aiming issues
|
||||
- Soil slide after Hovercraft usage optimized
|
||||
|
||||
|
||||
|
||||
###### Version 1.21
|
||||
2022-12-10
|
||||
|
||||
We couldn't resist! This is the Senior Executive Director's Cut.
|
||||
By virtue of byte misering we squeezed in a few new features:
|
||||
* new selectable tank shapes - change the controller enough times to get a different tank model
|
||||
* lonely bad pixel after Liquid Dirt fixed
|
||||
* mountain colors (or shades) possible, switch with [Tab] in the main menu
|
||||
* active controller number display in the game, store, and inventory screens
|
||||
* a very special terminator mode for Moron
|
||||
|
||||
|
||||
###### Version 1.20
|
||||
2022-11-23
|
||||
|
||||
|
||||
@@ -22,8 +22,9 @@
|
||||
pha
|
||||
lda AIRoutines,y
|
||||
pha
|
||||
jsr PrepareAIShoot
|
||||
rts
|
||||
; it's no necessary - PrepareAIShoot is next proc :)
|
||||
; jsr PrepareAIShoot
|
||||
; rts
|
||||
.endp
|
||||
;----------------------------------------------
|
||||
.proc PrepareAIShoot
|
||||
@@ -81,7 +82,10 @@ AIRoutines
|
||||
mwa #80 RandBoundaryLow
|
||||
mwa #800 RandBoundaryHigh
|
||||
jsr RandomizeForce
|
||||
rts
|
||||
; choose the best weapon
|
||||
ldy #ind_Buy_me_________+1 ; if the cheat is active it will fire the BFG :)
|
||||
jmp ChooseBestOffensive.NotFromAll
|
||||
;rts
|
||||
.endp
|
||||
;----------------------------------------------
|
||||
.proc Shooter
|
||||
@@ -155,8 +159,8 @@ endo
|
||||
|
||||
; choose the best weapon
|
||||
|
||||
jsr ChooseBestOffensive
|
||||
rts
|
||||
jmp ChooseBestOffensive
|
||||
;rts
|
||||
.endp
|
||||
;----------------------------------------------
|
||||
.proc Poolshark
|
||||
@@ -196,9 +200,7 @@ forceNow
|
||||
ldx TankNr
|
||||
jsr RandomizeForce
|
||||
|
||||
endo
|
||||
;ldx TankNr ;this is possibly not necessary
|
||||
|
||||
endo
|
||||
; choose the best weapon
|
||||
|
||||
jsr ChooseBestOffensive
|
||||
@@ -512,64 +514,7 @@ skipThisPlayer
|
||||
lda tempor2
|
||||
rts
|
||||
.endp
|
||||
/*
|
||||
;----------------------------------------------
|
||||
.proc FindBestTarget1
|
||||
; find farthest tank neighbour
|
||||
; X - shooting tank number
|
||||
; returns target tank number in Y and
|
||||
; direcion of shoot in A (0 - left, >0 - right)
|
||||
;----------------------------------------------
|
||||
jsr MakeLowResDistances
|
||||
lda #$00
|
||||
sta temp2 ; max possible distance
|
||||
sta tempor2 ; direction of shoot
|
||||
;ldx TankNr
|
||||
ldy NumberOfPlayers
|
||||
dey
|
||||
|
||||
loop01
|
||||
cpy TankNr
|
||||
beq skipThisPlayer
|
||||
lda eXistenZ,y
|
||||
beq skipThisPlayer
|
||||
|
||||
lda LowResDistances,x
|
||||
cmp LowResDistances,y
|
||||
bcs EnemyOnTheLeft
|
||||
;enemy on the right
|
||||
sec
|
||||
lda LowResDistances,y
|
||||
sbc LowResDistances,x
|
||||
cmp temp2 ; bigest
|
||||
bcc bigestIsBigger
|
||||
sta temp2
|
||||
sty temp2+1 ; number of the farthest tank
|
||||
inc tempor2 ; set direction to right
|
||||
bne bigestIsBigger
|
||||
|
||||
EnemyOnTheLeft
|
||||
sec
|
||||
lda LowResDistances,x
|
||||
sbc LowResDistances,y
|
||||
cmp temp2 ; lowest
|
||||
bcc bigestIsBigger
|
||||
sta temp2
|
||||
sty temp2+1 ; number of the farthest tank
|
||||
|
||||
bigestIsBigger
|
||||
skipThisPlayer
|
||||
dey
|
||||
bpl loop01
|
||||
; now we have number of the farthest tank in temp2+1
|
||||
; and direction (0 - left, >0 - right) in tempor2
|
||||
; let's move them to registers
|
||||
; in temp2 we have x distance divided by 8
|
||||
ldy temp2+1
|
||||
lda tempor2
|
||||
rts
|
||||
.endp
|
||||
*/
|
||||
;----------------------------------------------
|
||||
.proc TakeAim
|
||||
; targeting the tank number TargetTankNr (and Y)
|
||||
@@ -615,7 +560,7 @@ RepeatAim
|
||||
lda #ind_Baby_Missile___
|
||||
sta ActiveWeapon,x
|
||||
; now we have initial valuses
|
||||
mva #$ff TestFlightFlag
|
||||
mva #%11000000 TestFlightFlag
|
||||
; check targeting direction
|
||||
lda tempor2
|
||||
jne AimingLeft
|
||||
@@ -1026,7 +971,7 @@ SorryNoPurchase
|
||||
; choose the best weapon
|
||||
; X - TankNr
|
||||
;----------------------------------------------
|
||||
ldy #last_offensive_____+1 ;the last weapon to choose +1
|
||||
ldy #ind_Dirt_Charge____+1 ;the last weapon to choose +1 (not BFG or Laser :) )
|
||||
NotFromAll
|
||||
; Y - the last offensive weapon to use + 1
|
||||
lda TanksWeaponsTableL,x
|
||||
|
||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
+32
-6
@@ -59,6 +59,19 @@ areYouSureText
|
||||
lineClear
|
||||
dta d" "
|
||||
|
||||
TankColoursTable .BYTE $58,$2a,$96,$ca,$7a,$ed
|
||||
;TankStatusColoursTable .BYTE $54,$24,$92,$c4,$74,$e4 ; standard order
|
||||
TankStatusColoursTable .BYTE $74,$c4,$24,$e4,$54,$94 ; Adam's order
|
||||
;-----------
|
||||
GradientAddrL
|
||||
.by <dliColorsFore, <dliColorsFore, <dliColorsFore2
|
||||
GradientAddrH
|
||||
.by >dliColorsFore, >dliColorsFore, >dliColorsFore2
|
||||
dliColorsFore2
|
||||
.by $0a ; one mountains color
|
||||
.by $7e,$7a,$7c,$6a,$6c,$58,$5a,$48,$4a,$38
|
||||
.by $3a,$16,$18,$e6,$e8,$d4,$d6,$b4,$b6,$b6
|
||||
|
||||
;-----------
|
||||
pmtableL ; addressess of the P/M memory for 6 tanks
|
||||
.by <(pmgraph+$400)
|
||||
@@ -208,7 +221,12 @@ TanksNamesDefault
|
||||
dta d"4th.Tank"
|
||||
dta d"5th.Tank"
|
||||
dta d"6th.Tank"
|
||||
|
||||
;-------------------------------------------------
|
||||
TankShapesTable .BYTE char_tank1___________
|
||||
.BYTE char_tank2___________
|
||||
.BYTE char_tank3___________
|
||||
.BYTE char_tank4___________
|
||||
;-------------------------------------------------
|
||||
WeaponPriceH ; weapons prices (tables with prices of weapons)
|
||||
.by >price_Baby_Missile___
|
||||
.by >price_Missile________
|
||||
@@ -581,7 +599,7 @@ CreditsStart
|
||||
dta d"You were playin",d"g"*
|
||||
dta d"Scorc",d"h"*
|
||||
dta d"Warsaw, Miam",d"i"*
|
||||
dta d"2000-202",d"2"*
|
||||
dta d"2000-202",d"3"*
|
||||
dta d" "*
|
||||
dta d"Programmin",d"g"*
|
||||
dta d"Tomasz 'Pecus' Peck",d"o"*
|
||||
@@ -608,9 +626,13 @@ CreditsStart
|
||||
dta d"Bocianu, Probabilitydragon, EnderDude",d","*
|
||||
dta d"Beeblebrox, KrzysRog, lopezpb, Dracon",d","*
|
||||
dta d"brad-colbert, archon800, nowy80",d","*
|
||||
dta d"Shaggy the Atarian, RetroBorsuk, ZP",d"H"*
|
||||
dta d"Shaggy the Atarian, RetroBorsuk, ZPH"
|
||||
.IF target = 5200
|
||||
dta d"x-usr(1536), Aking, JAC!, phaero",d"n"*
|
||||
dta d","*
|
||||
dta d"x-usr(1536), Aking, JAC!, phaeron",d","*
|
||||
dta d"RB520",d"0"*
|
||||
.ELSE
|
||||
dta d" "*
|
||||
.ENDIF
|
||||
dta d" "*
|
||||
dta d"Additional testin",d"g"*
|
||||
@@ -622,9 +644,13 @@ CreditsStart
|
||||
dta d" "*
|
||||
CreditsEnd
|
||||
.IF target = 5200
|
||||
CreditsLines=37
|
||||
CreditsLines=38
|
||||
.ELSE
|
||||
CreditsLines=42 ; 34 in reality. add 7?
|
||||
.ENDIF
|
||||
|
||||
.IF target = 5200
|
||||
; Atari 5200 splash
|
||||
NewSplashText=*
|
||||
dta d"copyright 2023 atari"
|
||||
.ENDIF
|
||||
.endif
|
||||
|
||||
+5
-6
@@ -2,17 +2,16 @@
|
||||
|
||||
.IF *>0 ;this is a trick that prevents compiling this file alone
|
||||
|
||||
TankColoursTable .BYTE $58,$2a,$96,$ca,$7a,$ed
|
||||
;TankStatusColoursTable .BYTE $54,$24,$92,$c4,$74,$e4 ; standard order
|
||||
;TanksPMOrder .BYTE 4,3,1,5,0,2 ; 0-3 = P0-P3 , 4 = M0+M1 , 5 = M2+M3
|
||||
TankStatusColoursTable .BYTE $74,$c4,$24,$e4,$54,$94 ; Adam's order
|
||||
TanksPMOrder .BYTE 4,3,1,5,0,2 ; 0-3 = P0-P3 , 4 = M0+M1 , 5 = M2+M3
|
||||
TankShapesTable .BYTE char_tank1___________,char_tank2___________,char_tank3___________
|
||||
.BYTE char_tank1___________,char_tank2___________,char_tank3___________
|
||||
dliColorsBack
|
||||
:10 .by $02,$00
|
||||
dliColorsFore
|
||||
.by $0a
|
||||
.by $0a ; one mountains color
|
||||
; .by $0e,$0c,$0c,$0b,$0b,$0a,$0a,$09,$09,$08 ; mountains colors array
|
||||
; .by $08,$08,$07,$07,$07,$06,$06,$06,$06,$05
|
||||
.by $0e,$0c,$0c,$0c,$0c,$0a,$0a,$0a,$0a,$08 ; mountains colors array new
|
||||
.by $08,$08,$08,$06,$06,$06,$06,$06,$06,$04
|
||||
CashOptionL ;(one zero less than on the screen)
|
||||
.by 0,<200,<800,<1200,<2000
|
||||
CashOptionH
|
||||
|
||||
+3
-2
@@ -37,7 +37,8 @@ char_sandhog_________ = $0c
|
||||
char_sandhog_offset = char_sandhog_________ - char_digger__________
|
||||
char_tank1___________ = $20
|
||||
char_tank2___________ = $24
|
||||
char_tank3___________ = $28
|
||||
char_tank3___________ = $2c
|
||||
char_tank4___________ = $28 ; robotank shape
|
||||
|
||||
;Weapon prices (*10 on screen)
|
||||
price_Baby_Missile___ = 0 ;_00
|
||||
@@ -85,7 +86,7 @@ price_Bouncy_Castle__ = 512 ;_41
|
||||
price_Long_Barrel____ = 2100 ;_42
|
||||
price_Nuclear_Winter_ = 1000 ;_43
|
||||
price_Lazy_Boy_______ = 500 ;_44
|
||||
price_Lazy_Darwin____ = 500 ;_45
|
||||
price_Lazy_Darwin____ = 730 ;_45
|
||||
price_Auto_Defense___ = 250 ;_46
|
||||
price_Spy_Hard_______ = 83 ;_47
|
||||
;Weapon indexes (numbers)
|
||||
|
||||
@@ -29,9 +29,9 @@ OptionsScreenEnd
|
||||
|
||||
;-----------------------------------------------
|
||||
NameScreen2
|
||||
dta d" Tank 1 * 1 Name:"
|
||||
dta d" Tank 1 *1 +1 Name:"
|
||||
NameAdr
|
||||
dta d" "
|
||||
dta d" "
|
||||
NameScreen4
|
||||
dta d" "
|
||||
NamesOfLevels
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
.IF *>0 ;this is a trick that prevents compiling this file alone
|
||||
;---------------------------------------------------
|
||||
purchaseTextBuffer
|
||||
dta d"Player: Cash: 0" ; ZERO TO MAKE YOU RICHER ON THE SCREEN
|
||||
dta d"Player: * Cash: 0" ; ZERO TO MAKE YOU RICHER ON THE SCREEN
|
||||
|
||||
; DLs fragments (modified by game code)
|
||||
; all Purchase DL :)
|
||||
|
||||
+24
-15
@@ -9,7 +9,7 @@
|
||||
OptionsScreen
|
||||
dta d"Welcome to Scorch v. "
|
||||
build ; 4 bytes from scorch.asm (fancy method) :)
|
||||
dta d" (un)2000-2022"
|
||||
dta d" (un)2000-2023"
|
||||
|
||||
.IF TARGET = 800
|
||||
dta d" Please select option with cursor keys "
|
||||
@@ -102,7 +102,16 @@ EmptyLine
|
||||
dta d" "
|
||||
;---------------------------------------------------
|
||||
OptionsTitle
|
||||
.IF TARGET = 800
|
||||
dta d" scorch "*
|
||||
.ELIF TARGET = 5200
|
||||
dta d" scorch supersystem "*
|
||||
; dta d" scorch "*
|
||||
; dta d"5"
|
||||
; dta d"k"*
|
||||
; dta d"2"
|
||||
; dta d" "*
|
||||
.ENDIF
|
||||
DifficultyTitle
|
||||
dta d" difficulty "*
|
||||
PurchaseTitle
|
||||
@@ -127,36 +136,36 @@ dl ; MAIN game display list
|
||||
.byte $4f
|
||||
.word display ; 1 line
|
||||
:76 .by $0f ;76
|
||||
.by $0f+$80 ; DLI (black bar) ;2
|
||||
.by $0f+$80,$0f ; DLI (black bar) ;3
|
||||
.by $0f+$80 ; DLI
|
||||
:13 .by $0f ;13
|
||||
.by $0f+$80 ; DLI (black bar) ;2
|
||||
:12 .by $0f ;12
|
||||
.by $0f+$80,$0f ; DLI (black bar) ;3
|
||||
.by $0f+$80 ; DLI
|
||||
:8 .by $0f ;8
|
||||
:7 .by $0f ;7
|
||||
.by $4f ;1
|
||||
.wo display+$0ff0
|
||||
:2 .by $0f ;2
|
||||
.by $0f+$80 ; DLI (black bar) ;2
|
||||
.by $0f+$80 ; DLI
|
||||
:9 .by $0f ;9
|
||||
.by $0f+$80 ; DLI (black bar) ;2
|
||||
.by $0f+$80,$0f ; DLI (black bar) ;3
|
||||
.by $0f+$80 ; DLI
|
||||
:8 .by $0f ;8
|
||||
.by $0f+$80 ; DLI (black bar) ;2
|
||||
.by $0f+$80,$0f ; DLI (black bar) ;3
|
||||
.by $0f+$80 ; DLI
|
||||
:7 .by $0f ;7
|
||||
.by $0f+$80 ; DLI (black bar) ;2
|
||||
.by $0f+$80,$0f ; DLI (black bar) ;3
|
||||
.by $0f+$80 ; DLI
|
||||
:6 .by $0f ;6
|
||||
.by $0f+$80 ; DLI (black bar) ;2
|
||||
.by $0f+$80,$0f ; DLI (black bar) ;3
|
||||
.by $0f+$80 ; DLI
|
||||
:5 .by $0f ;5
|
||||
.by $0f+$80 ; DLI (black bar) ;2
|
||||
.by $0f+$80,$0f ; DLI (black bar) ;3
|
||||
.by $0f+$80 ; DLI
|
||||
:4 .by $0f ;4
|
||||
.by $0f+$80 ; DLI (black bar) ;2
|
||||
.by $0f+$80,$0f ; DLI (black bar) ;3
|
||||
.by $0f+$80 ; DLI
|
||||
:3 .by $0f ;3
|
||||
.by $0f+$80,$0f ; DLI (black bar) ;3
|
||||
.by $0f+$80 ; DLI
|
||||
:2 .by $0f ;2
|
||||
.by $0f+$80 ; DLI (black to end);1
|
||||
:38 .byte $0f ;35 ..... = 200
|
||||
.by $4f
|
||||
@@ -178,7 +187,7 @@ OptionsDL
|
||||
:maxOptions-1 .by $02,$10
|
||||
:(9-maxOptions) .by $70,$10
|
||||
.byte $80
|
||||
.byte $70 ; to match moved sprites
|
||||
.byte $60 ; to match moved sprites
|
||||
.byte $4f
|
||||
.word (display+140*40)
|
||||
:21 .by $0f ;76
|
||||
|
||||
+1
-1
@@ -4,7 +4,7 @@
|
||||
|
||||
statusBuffer
|
||||
; 0123456789012345678901234567890123456789
|
||||
dta d"Player: "
|
||||
dta d"Player: * "
|
||||
dta d"Energy: Angle: Force: "
|
||||
dta d"Round: Wind: "
|
||||
|
||||
|
||||
+19
-5
@@ -140,8 +140,13 @@ LineParametersReady
|
||||
ora DX+1
|
||||
ora DY
|
||||
ora DY+1
|
||||
jeq EndOfDraw
|
||||
bne NotOnePoint
|
||||
; length=0
|
||||
sta LineLength
|
||||
sta LineLength+1
|
||||
jmp EndOfDraw
|
||||
|
||||
NotOnePoint
|
||||
; here we have DX,DY,XK and we know which operations
|
||||
; are to be performed with these factors when doing PLOT
|
||||
; (accordingly to given bits of 'HowToDraw')
|
||||
@@ -219,6 +224,8 @@ PutPixelinDraw
|
||||
bit drawFunction
|
||||
bpl @+
|
||||
inw LineLength
|
||||
bit Vdebug
|
||||
bmi MeasureVisualisation
|
||||
jmp ContinueDraw ; was `bne` - not good, because LineLength starts from $ffff
|
||||
@
|
||||
bvc @+
|
||||
@@ -266,6 +273,7 @@ CheckCollisionDraw
|
||||
StopHitChecking
|
||||
jmp ContinueDraw
|
||||
@
|
||||
MeasureVisualisation
|
||||
jsr plot
|
||||
|
||||
ContinueDraw
|
||||
@@ -638,8 +646,10 @@ No6thTankHide
|
||||
jmp DoNotDrawTankNr
|
||||
SkipHidingPM
|
||||
|
||||
|
||||
lda TankShape,x
|
||||
tax
|
||||
ldy TankShapesTable,x
|
||||
ldx TankNr
|
||||
lda AngleTable,x
|
||||
cmp #91 ; left or right tank shape
|
||||
bcs LeftTank
|
||||
@@ -1360,6 +1370,9 @@ NoClearTanks
|
||||
adw RangeLeft #mountaintable temp
|
||||
adw RangeLeft #mountaintable2 tempor2
|
||||
|
||||
cpw xdraw RangeRight
|
||||
jcs NothingToFall
|
||||
|
||||
NextColumn1
|
||||
mwa #0 ydraw
|
||||
NextPoint1
|
||||
@@ -1448,6 +1461,7 @@ ColumnIsReady
|
||||
jeq MainFallout2
|
||||
; now correct heights are in the mountaintable
|
||||
sta color ; Pozor! :) we know - now A=1
|
||||
NothingToFall
|
||||
mva #sfx_silencer sfx_effect
|
||||
jsr DrawTanks
|
||||
rts
|
||||
@@ -2082,7 +2096,7 @@ X lda XtanksTableL,x
|
||||
sbc #90
|
||||
tax
|
||||
; barrel start offset over 90deg
|
||||
adw xdraw #5 xdraw
|
||||
adw xdraw #4 xdraw
|
||||
mva #1 goleft
|
||||
bpl @+ ; jmp @+
|
||||
|
||||
@@ -2203,13 +2217,13 @@ ybarrel
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc SetPMWidth
|
||||
lda #%01010101
|
||||
sta sizem ; all missiles, double width
|
||||
lda #$00
|
||||
sta sizep0 ; P0-P3 widths
|
||||
sta sizep0+1
|
||||
sta sizep0+2
|
||||
sta sizep0+3
|
||||
lda #%01010101
|
||||
sta sizem ; all missiles, double width
|
||||
rts
|
||||
.endp
|
||||
|
||||
|
||||
+16
-15
@@ -74,23 +74,24 @@
|
||||
|
||||
.ENDM
|
||||
;-------------------------------------
|
||||
.MACRO WAIT
|
||||
.MACRO WAIT
|
||||
; WAIT
|
||||
; waits one frame (1/50 s(PAL) or 1/60s(NTSC))
|
||||
?zero LDA VCOUNT
|
||||
cmp #$05
|
||||
bcc ?zero
|
||||
cmp #$70
|
||||
bcc ?WA
|
||||
sbc #10 ; last lines correction
|
||||
?WA cmp VCOUNT
|
||||
beq ?WA
|
||||
bcc ?WA
|
||||
?WFRAME cmp VCOUNT
|
||||
beq ?nowait
|
||||
bcs ?WFRAME
|
||||
?nowait
|
||||
.ENDM
|
||||
?ze LDA VCOUNT
|
||||
cmp #16 ; if line<16 then wait for line>15 (long VBI protection)
|
||||
bcc ?ze
|
||||
sbc #10 ; last lines correction
|
||||
?wa cmp VCOUNT
|
||||
bcc ?wa
|
||||
?wf cmp VCOUNT
|
||||
bcs ?wf
|
||||
.ENDM
|
||||
;-------------------------------------
|
||||
.macro waitRTC
|
||||
lda RTCLOK+1
|
||||
?wa cmp RTCLOK+1
|
||||
beq ?wa
|
||||
.endm
|
||||
;-------------------------------------
|
||||
.macro negw
|
||||
; negate the given word (0-a)
|
||||
|
||||
+16
-15
@@ -73,23 +73,24 @@
|
||||
PLA
|
||||
.ENDM
|
||||
;-------------------------------------
|
||||
.MACRO WAIT
|
||||
.MACRO WAIT
|
||||
; WAIT
|
||||
; waits one frame (1/50 s(PAL) or 1/60s(NTSC))
|
||||
?zero LDA VCOUNT
|
||||
cmp #$05
|
||||
bcc ?zero
|
||||
cmp #$70
|
||||
bcc ?WA
|
||||
sbc #10 ; last lines correction
|
||||
?WA cmp VCOUNT
|
||||
beq ?WA
|
||||
bcc ?WA
|
||||
?WFRAME cmp VCOUNT
|
||||
beq ?nowait
|
||||
bcs ?WFRAME
|
||||
?nowait
|
||||
.ENDM
|
||||
?ze LDA VCOUNT
|
||||
cmp #16 ; if line<16 then wait for line>15 (long VBI protection)
|
||||
bcc ?ze
|
||||
sbc #10 ; last lines correction
|
||||
?wa cmp VCOUNT
|
||||
bcc ?wa
|
||||
?wf cmp VCOUNT
|
||||
bcs ?wf
|
||||
.ENDM
|
||||
;-------------------------------------
|
||||
.macro waitRTC
|
||||
lda RTCLOK+2
|
||||
?wa cmp RTCLOK+2
|
||||
beq ?wa
|
||||
.endm
|
||||
;-------------------------------------
|
||||
.macro negw
|
||||
; negate the given word (0-a)
|
||||
|
||||
+144
-65
@@ -15,7 +15,7 @@
|
||||
|
||||
;---------------------------------------------------
|
||||
.macro build
|
||||
dta d"1.20" ; number of this build (4 bytes)
|
||||
dta d"1.26" ; number of this build (4 bytes)
|
||||
.endm
|
||||
|
||||
.macro RMTSong
|
||||
@@ -26,9 +26,14 @@
|
||||
;---------------------------------------------------
|
||||
icl 'definitions.asm'
|
||||
;---------------------------------------------------
|
||||
FirstZpageVariable = $61
|
||||
|
||||
FirstZpageVariable = $59
|
||||
.zpvar DliColorBack .byte = FirstZpageVariable
|
||||
.zpvar GradientNr .byte
|
||||
.zpvar GradientColors .word
|
||||
.zpvar WindChangeInRound .byte ; wind change after each turn (not round only) flag - (0 - round only, >0 - each turn)
|
||||
.zpvar JoystickNumber .byte
|
||||
.zpvar Vdebug .byte ; "visual debug" flag ($00 - off, $ff - on)
|
||||
.zpvar xdraw .word ;= $64 ;variable X for plot
|
||||
.zpvar ydraw .word ;variable Y for plot (like in Atari Basic - Y=0 in upper right corner of the screen)
|
||||
.zpvar xbyte .word
|
||||
@@ -70,10 +75,12 @@ FirstZpageVariable = $61
|
||||
.zpvar pressTimer .byte
|
||||
.zpvar NTSCcounter .byte
|
||||
.zpvar IsEndOfTheFallFlag .byte ; for small speedup ground falling
|
||||
.zpvar sfx_effect .byte
|
||||
.zpvar RMT_blocked .byte
|
||||
.zpvar ScrollFlag .byte
|
||||
.zpvar sfx_effect .byte
|
||||
.zpvar RMT_blocked .byte
|
||||
.zpvar ScrollFlag .byte
|
||||
.zpvar SkStatSimulator .byte
|
||||
.zpvar FloatingAlt .byte ; floating tank altitude
|
||||
.zpvar OverTankDir .byte ; (0 go right, $ff go left) direction of bypassing tanks on screen
|
||||
|
||||
; --------------OPTIMIZATION VARIABLES--------------
|
||||
.zpvar Force .word
|
||||
@@ -88,6 +95,7 @@ FirstZpageVariable = $61
|
||||
.zpvar NumberOfPlayers .byte ;current number of players (counted from 1)
|
||||
.zpvar Counter .byte ;temporary Counter for outside loops
|
||||
.zpvar ExplosionRadius .byte
|
||||
.zpvar FunkyBombCounter .byte
|
||||
.zpvar ResultY .byte
|
||||
.zpvar xcircle .word
|
||||
.zpvar ycircle .word
|
||||
@@ -125,7 +133,7 @@ FirstZpageVariable = $61
|
||||
.zpvar goleft .byte
|
||||
.zpvar OffsetDL1 .byte
|
||||
.zpvar L1 .byte
|
||||
|
||||
HotNapalmFlag = FunkyBombCounter ; reuse variable!
|
||||
;* RMT ZeroPage addresses in artwork/sfx/rmtplayr.a65
|
||||
|
||||
displayposition = modify
|
||||
@@ -171,6 +179,7 @@ FirstZpageVariable = $61
|
||||
_del = $fc ;$0c ;not used in 5200
|
||||
_M = $0d
|
||||
_S = $0e
|
||||
_atari = $fd ; not used in 5200
|
||||
_none = $0f
|
||||
|
||||
.ende */
|
||||
@@ -224,6 +233,60 @@ StatusBufferCopyEnd
|
||||
; Game Code
|
||||
;--------------------------------------------------
|
||||
FirstSTART
|
||||
.IF TARGET = 5200
|
||||
; start in 5200 diagnostic mode
|
||||
; move original startup procedure to RAM
|
||||
Modified5200Splash = $2100 ; apparently there is some free space here
|
||||
; 6502 initialization
|
||||
; SEI
|
||||
; CLD
|
||||
; LDX #$FF
|
||||
; TXS
|
||||
|
||||
; check kernel version
|
||||
Atari5200KernelByte = $fff8
|
||||
; $32 - 4 joy
|
||||
; $00 - 2 joy
|
||||
; $ff - Altirra kernel
|
||||
|
||||
lda Atari5200KernelByte
|
||||
beq rom2joy
|
||||
cmp #$32
|
||||
beq rom4joy
|
||||
altirra_kernel
|
||||
mwa #Modified5200Splash+$8a modify
|
||||
bne @+ ; JMP
|
||||
|
||||
rom4joy
|
||||
mwa #Modified5200Splash+$16b modify
|
||||
bne @+ ; JMP
|
||||
|
||||
rom2joy
|
||||
mwa #Modified5200Splash+$181 modify
|
||||
@
|
||||
mwa $fffc temp ; startup proc address
|
||||
mwa #Modified5200Splash temp2
|
||||
jsr CopyFromROM
|
||||
; modify the end of the splash procedure
|
||||
lda #$60 ; rts
|
||||
sta (temp2),y
|
||||
|
||||
jsr Modified5200Splash+$0f ; after the diag cart detection
|
||||
; modify the text
|
||||
splash_text = $3c80 ; '.scorch.supersystem.copyright.19xx.atari'
|
||||
splash_year = splash_text + $1e
|
||||
splash_copyright = splash_text + $14
|
||||
ldy #19 ; 20 characters
|
||||
@ lda NewSplashText,y
|
||||
sta splash_copyright,y
|
||||
dey
|
||||
bpl @-
|
||||
|
||||
; splash screen delay. maybe add fire to speed up?
|
||||
@ cpx RTCLOK+1
|
||||
bne @-
|
||||
no5200splash
|
||||
.ENDIF
|
||||
jsr MakeDarkScreen
|
||||
|
||||
; one time zero variables in RAM (non zero page)
|
||||
@@ -246,6 +309,11 @@ FirstSTART
|
||||
dey
|
||||
bpl @-
|
||||
|
||||
; initialize one Variable in zero page :)
|
||||
lda #<dliColorsFore
|
||||
sta GradientColors
|
||||
lda #>dliColorsFore
|
||||
sta GradientColors+1
|
||||
|
||||
; generate linetables
|
||||
mwa #display temp
|
||||
@@ -279,6 +347,12 @@ FirstSTART
|
||||
mva #$10 MODUL-6+$a69 ; $12 > $10
|
||||
mva #$04 MODUL-6+$bf8 ; $05 > $04
|
||||
mva #$08 MODUL-6+$e3d ; $0a > $08
|
||||
; and mountains colors
|
||||
mva #$c4 dliColorsFore2+16
|
||||
mva #$c6 dliColorsFore2+17
|
||||
mva #$a4 dliColorsFore2+18
|
||||
mva #$a6 dliColorsFore2+19
|
||||
sta dliColorsFore2+20
|
||||
NoRMT_PALchange
|
||||
.ELSE
|
||||
mva #$7f SkStatSimulator
|
||||
@@ -304,6 +378,7 @@ NoRMT_PALchange
|
||||
mva #2 chactl ; necessary for 5200
|
||||
|
||||
START
|
||||
jsr MakeDarkScreen
|
||||
; Startup sequence
|
||||
jsr Initialize
|
||||
|
||||
@@ -312,6 +387,7 @@ START
|
||||
RMTSong song_main_menu
|
||||
|
||||
jsr Options ;startup screen
|
||||
jsr SetVariablesFromOptions
|
||||
jsr MakeDarkScreen
|
||||
bit escFlag
|
||||
bmi START
|
||||
@@ -333,10 +409,7 @@ MainGameLoop
|
||||
|
||||
jsr CallPurchaseForEveryTank
|
||||
mva #0 SpyHardFlag
|
||||
|
||||
; issue #72 (glitches when switches)
|
||||
jsr MakeDarkScreen
|
||||
|
||||
bit escFlag
|
||||
bmi START
|
||||
|
||||
@@ -349,14 +422,14 @@ MainGameLoop
|
||||
bmi START
|
||||
jvs GoGameOver
|
||||
|
||||
mva #0 TankNr ;
|
||||
|
||||
jsr SortSequence
|
||||
|
||||
mva #0 TankNr ;
|
||||
sta COLBAKS ; set background color to black
|
||||
sta JoystickNumber ; set joystick port for player
|
||||
|
||||
; Hide all (easier than hide last ;) ) tanks
|
||||
jsr cleartanks ; A=0
|
||||
sta COLBAKS ; set background color to black
|
||||
sta JoystickNumber ; set joystick port for player
|
||||
|
||||
; here gains and losses should be displayed (dollars)
|
||||
; finally we have changed our minds and money of players
|
||||
@@ -369,6 +442,7 @@ MainGameLoop
|
||||
jsr DisplayResults
|
||||
|
||||
jsr DemoModeOrKey
|
||||
jsr MakeDarkScreen
|
||||
|
||||
ldx NumberOfPlayers
|
||||
dex
|
||||
@@ -462,13 +536,10 @@ eskipzeroing
|
||||
lda GameIsOver
|
||||
beq NoGameOverYet
|
||||
GoGameOver
|
||||
jsr MakeDarkScreen
|
||||
jsr GameOverScreen
|
||||
jmp START
|
||||
NoGameOverYet
|
||||
inc CurrentRoundNr
|
||||
jsr MakeDarkScreen ; issue #72
|
||||
; jsr RmtSongSelect ; ?????
|
||||
mva #sfx_silencer sfx_effect
|
||||
|
||||
jmp MainGameLoop
|
||||
@@ -486,7 +557,7 @@ NoGameOverYet
|
||||
|
||||
RmtSong song_ingame
|
||||
|
||||
jsr SetPMWidth
|
||||
jsr SetPMWidth ; A=0
|
||||
lda #0
|
||||
sta AfterBFGflag ; reset BFG flag
|
||||
sta COLOR2 ; status line "off"
|
||||
@@ -678,6 +749,8 @@ ManualShooting
|
||||
lda JoyNumber,x
|
||||
sta JoystickNumber ; set joystick port for player
|
||||
jsr WaitForKeyRelease
|
||||
lda #%00000000
|
||||
sta TestFlightFlag ; set "Test Fight" off
|
||||
jsr BeforeFire
|
||||
lda escFlag
|
||||
seq:rts ; keys Esc or O
|
||||
@@ -812,8 +885,14 @@ NoPlayerNoDeath
|
||||
|
||||
inc:lda TankSequencePointer
|
||||
cmp NumberOfPlayers
|
||||
sne:mva #0 TankSequencePointer
|
||||
|
||||
bne NotLastPlayerInRound
|
||||
mva #0 TankSequencePointer
|
||||
|
||||
lda WindChangeInRound
|
||||
beq NoWindChangeNow
|
||||
jsr GetRandomWind ; wind change after each turn (not round only)
|
||||
NoWindChangeNow
|
||||
NotLastPlayerInRound
|
||||
jmp MainRoundLoop
|
||||
.endp
|
||||
|
||||
@@ -1109,6 +1188,15 @@ deletePtr = temp
|
||||
cpw deletePtr #variablesEnd
|
||||
bne @-
|
||||
|
||||
; ser initial shapes for each tank (tanks 0-5 has shape 0 now)
|
||||
ldy #1
|
||||
sty TankShape+1
|
||||
sty TankShape+4
|
||||
iny
|
||||
sty TankShape+2
|
||||
sty TankShape+5
|
||||
|
||||
|
||||
mwa #1024 RandBoundaryHigh
|
||||
mva #$ff LastWeapon
|
||||
sta HowMuchToFall
|
||||
@@ -1168,64 +1256,48 @@ MakeTanksVisible
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
/* .proc DLIinterruptGraph
|
||||
;sta dliA
|
||||
;sty dliY
|
||||
.proc DLIinterruptGraph
|
||||
pha
|
||||
phy
|
||||
ldy dliCounter
|
||||
lda dliColorsBack,y
|
||||
ldy dliColorsFore
|
||||
.IF TARGET = 800
|
||||
nop ; necessary on 800 because DLIs take less time, jitter visible without it
|
||||
nop
|
||||
nop
|
||||
nop
|
||||
.ENDIF
|
||||
nop
|
||||
nop
|
||||
sta COLPF1
|
||||
sty COLPF2
|
||||
inc dliCounter
|
||||
;ldy dliY
|
||||
;lda dliA
|
||||
ply
|
||||
pla
|
||||
rti
|
||||
.endp */
|
||||
|
||||
.proc DLIinterruptGraph
|
||||
pha
|
||||
lda dliColorsFore
|
||||
nop
|
||||
nop
|
||||
nop
|
||||
.IF TARGET = 800
|
||||
nop ; necessary on 800 because DLIs take less time, jitter visible without it
|
||||
nop
|
||||
|
||||
.ENDIF
|
||||
lda GradientNr
|
||||
bne GoGradient
|
||||
ldy #$ff ; one mauntain color
|
||||
GoGradient
|
||||
iny
|
||||
lda (GradientColors),y ; mountains colors array
|
||||
sta COLPF2
|
||||
lda DliColorBack
|
||||
sta COLPF1
|
||||
eor #$02
|
||||
sta DliColorBack
|
||||
inc dliCounter
|
||||
ply
|
||||
pla
|
||||
rti
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc DLIinterruptOptions
|
||||
;sta dliA
|
||||
;sty dliY
|
||||
pha
|
||||
; lda dliColorsBack
|
||||
lda #0
|
||||
phy
|
||||
lda #0 ; background color
|
||||
sta COLPF1
|
||||
lda dliColorsFore
|
||||
ldy GradientNr
|
||||
beq @+
|
||||
ldy #1
|
||||
@ lda (GradientColors),y ; mountains colors array
|
||||
sta COLPF2
|
||||
ply
|
||||
pla
|
||||
rti
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc DLIinterruptGameOver
|
||||
;sta dliA
|
||||
;sty dliY
|
||||
pha
|
||||
phy
|
||||
lda dliCounter
|
||||
@@ -1262,7 +1334,6 @@ EndOfDLI_GO
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc DLIinterruptText
|
||||
;sta dliA
|
||||
pha
|
||||
lda dliCounter
|
||||
bne MoreBarsColorChange
|
||||
@@ -1385,7 +1456,11 @@ EndOfCreditsVBI
|
||||
sta stick0
|
||||
|
||||
ldx JoystickNumber
|
||||
lda trig0,x
|
||||
; check shift key (5200 second fire button)
|
||||
lda SKSTAT
|
||||
:3 lsr ; third bit
|
||||
and trig0,x ; and first button
|
||||
;lda trig0,x
|
||||
sta strig0 ;Move hardware to shadow
|
||||
|
||||
mva chbas chbase
|
||||
@@ -1730,14 +1805,20 @@ notpressedJoyGetKey
|
||||
;fire
|
||||
lda STRIG0
|
||||
beq JoyButton
|
||||
.IF TARGET = 800 ; Select key only on A800
|
||||
.IF TARGET = 800 ; Select and Option key only on A800
|
||||
bne checkSelectKey
|
||||
checkSelectKey
|
||||
lda CONSOL
|
||||
and #%00000010
|
||||
and #%00000010 ; Select
|
||||
beq SelectPressed
|
||||
lda CONSOL
|
||||
and #%00000100 ; Option
|
||||
.ENDIF
|
||||
bne @-
|
||||
OptionPressed
|
||||
lda #@kbcode._atari ; Option key
|
||||
bne getkeyend
|
||||
SelectPressed
|
||||
lda #@kbcode._tab ; Select key
|
||||
bne getkeyend
|
||||
JoyButton
|
||||
@@ -1828,7 +1909,7 @@ MakeDarkScreen
|
||||
and #%00000101 ; Start + Option
|
||||
sne:mva #$40 escFlag
|
||||
and #%00000001 ; START KEY
|
||||
seq:wait
|
||||
seq:wait ; or waitRTC ?
|
||||
rts
|
||||
.endp
|
||||
|
||||
@@ -1956,7 +2037,7 @@ noingame
|
||||
icl 'artwork/talk.asm'
|
||||
;----------------------------------------------
|
||||
TankFont
|
||||
ins 'artwork/tanksv3.fnt',+0,352 ; 44 characters only
|
||||
ins 'artwork/tanksv4.fnt',+0,384 ; 48 characters only
|
||||
;----------------------------------------------
|
||||
font4x4
|
||||
ins 'artwork/font4x4s.bmp',+62
|
||||
@@ -2048,10 +2129,8 @@ MODULEND
|
||||
.ENDIF
|
||||
org ROM_SETTINGS ; 5200 ROM settings address $bfe8
|
||||
; "01234567890123456789"
|
||||
.byte " scorch 5200 v" ;20 characters title
|
||||
build ; " "
|
||||
.byte " "
|
||||
.byte "7A" ;2 characters year .. 1900 + $7A = 2020
|
||||
.byte " scorch supersystem " ;20 characters title
|
||||
.byte " ", $ff ;$BFFD == $ff means diagnostic cart, no splash screen
|
||||
.word FirstSTART
|
||||
.ELSE
|
||||
run FirstSTART
|
||||
|
||||
BIN
Binary file not shown.
BIN
Binary file not shown.
+161
-94
@@ -63,6 +63,10 @@
|
||||
mva #0 OptionsY
|
||||
|
||||
OptionsMainLoop
|
||||
|
||||
lda WindChangeInRound
|
||||
sta OptionsHere+126
|
||||
|
||||
jsr OptionsInversion
|
||||
jsr getkey
|
||||
bit escFlag
|
||||
@@ -109,66 +113,37 @@ OptionsNoLeft
|
||||
OptionsNoRight
|
||||
cmp #@kbcode._ret ; $c ;Return key
|
||||
bne OptionsNoReturn
|
||||
jmp OptionsFinished
|
||||
rts ; options selected
|
||||
|
||||
OptionsNoReturn
|
||||
cmp #@kbcode._tab ; Tab key
|
||||
bne OptionsNoTab
|
||||
jsr SelectNextGradient
|
||||
OptionsNoTab
|
||||
jmp OptionsMainLoop
|
||||
|
||||
OptionsFinished
|
||||
;first option
|
||||
ldy OptionsTable
|
||||
iny
|
||||
iny
|
||||
sty NumberOfPlayers ;1=1 player (but minimum is 2)
|
||||
|
||||
;second option (cash)
|
||||
|
||||
|
||||
ldy OptionsTable+1
|
||||
ldx #0
|
||||
@
|
||||
lda CashOptionL,y
|
||||
sta moneyL,x
|
||||
lda CashOptionH,y
|
||||
sta moneyH,x
|
||||
inx
|
||||
cpx NumberOfPlayers
|
||||
bne @-
|
||||
|
||||
;third option (gravity)
|
||||
ldy OptionsTable+2
|
||||
lda GravityTable,y
|
||||
sta gravity
|
||||
|
||||
;fourth option (wind)
|
||||
ldy OptionsTable+3
|
||||
lda MaxWindTable,y
|
||||
sta MaxWind
|
||||
|
||||
;fifth option (no of rounds)
|
||||
ldy OptionsTable+4
|
||||
lda RoundsTable,y
|
||||
sta RoundsInTheGame
|
||||
|
||||
;6th option (shell speed)
|
||||
ldy OptionsTable+5
|
||||
lda flyDelayTable,y
|
||||
sta flyDelay
|
||||
|
||||
;7th option (Airstrike after how many missess)
|
||||
ldy OptionsTable+6
|
||||
lda seppukuTable,y
|
||||
sta seppukuVal
|
||||
|
||||
;8th option (how aggressive are mountains)
|
||||
ldy OptionsTable+7
|
||||
lda mountainsDeltaTableH,y
|
||||
sta mountainDeltaH
|
||||
lda mountainsDeltaTableL,y
|
||||
sta mountainDeltaL
|
||||
|
||||
|
||||
rts
|
||||
.endp
|
||||
.endp
|
||||
.proc SelectNextGradient
|
||||
lda OptionsY ; if "Wind" option selected
|
||||
cmp #$03
|
||||
bne NotWind
|
||||
lda WindChangeInRound ; wind change after each turn (not round only) flag
|
||||
eor #$1f ; '?' character
|
||||
sta WindChangeInRound
|
||||
rts
|
||||
NotWind
|
||||
ldy GradientNr
|
||||
iny
|
||||
cpy #$03
|
||||
bne NoGradientLoop
|
||||
ldy #$00
|
||||
NoGradientLoop
|
||||
sty GradientNr
|
||||
lda GradientAddrL,y
|
||||
sta GradientColors
|
||||
lda GradientAddrH,y
|
||||
sta GradientColors+1
|
||||
rts
|
||||
.endp
|
||||
;--------
|
||||
; inversing selected option (cursor)
|
||||
;--------
|
||||
@@ -229,6 +204,66 @@ invertme
|
||||
rts
|
||||
.endp
|
||||
|
||||
; --------------------------------------
|
||||
; Sets the appropriate variables based on the options table
|
||||
;
|
||||
.proc SetVariablesFromOptions
|
||||
;first option
|
||||
ldy OptionsTable
|
||||
iny
|
||||
iny
|
||||
sty NumberOfPlayers ;1=1 player (but minimum is 2)
|
||||
|
||||
;second option (cash)
|
||||
|
||||
|
||||
ldy OptionsTable+1
|
||||
ldx #0
|
||||
@
|
||||
lda CashOptionL,y
|
||||
sta moneyL,x
|
||||
lda CashOptionH,y
|
||||
sta moneyH,x
|
||||
inx
|
||||
cpx NumberOfPlayers
|
||||
bne @-
|
||||
|
||||
;third option (gravity)
|
||||
ldy OptionsTable+2
|
||||
lda GravityTable,y
|
||||
sta gravity
|
||||
|
||||
;fourth option (wind)
|
||||
ldy OptionsTable+3
|
||||
lda MaxWindTable,y
|
||||
sta MaxWind
|
||||
|
||||
;fifth option (no of rounds)
|
||||
ldy OptionsTable+4
|
||||
lda RoundsTable,y
|
||||
sta RoundsInTheGame
|
||||
|
||||
;6th option (shell speed)
|
||||
ldy OptionsTable+5
|
||||
lda flyDelayTable,y
|
||||
sta flyDelay
|
||||
|
||||
;7th option (Airstrike after how many missess)
|
||||
ldy OptionsTable+6
|
||||
lda seppukuTable,y
|
||||
sta seppukuVal
|
||||
|
||||
;8th option (how aggressive are mountains)
|
||||
ldy OptionsTable+7
|
||||
lda mountainsDeltaTableH,y
|
||||
sta mountainDeltaH
|
||||
lda mountainsDeltaTableL,y
|
||||
sta mountainDeltaL
|
||||
|
||||
|
||||
rts
|
||||
.endp
|
||||
|
||||
;-------------------------------------------
|
||||
; call of the purchase (and activate) screens for each tank
|
||||
.proc CallPurchaseForEveryTank
|
||||
@@ -322,11 +357,16 @@ GoToActivation
|
||||
tax
|
||||
NextChar03
|
||||
lda tanksnames,x
|
||||
sta purchaseTextBuffer+8,y
|
||||
sta purchaseTextBuffer+7,y
|
||||
inx
|
||||
iny
|
||||
cpy #$08
|
||||
bne NextChar03
|
||||
; displaying number of active controller port
|
||||
ldy JoystickNumber
|
||||
lda digits+1,y
|
||||
sta purchaseTextBuffer+17
|
||||
|
||||
; and we display cash of the given player
|
||||
|
||||
; here we must jump in after each purchase
|
||||
@@ -874,6 +914,8 @@ NoAutoDefense
|
||||
jsr FindBestTarget2 ; find nearest tank neighbour
|
||||
jsr LazyAim
|
||||
ply
|
||||
lda #%00000000
|
||||
sta TestFlightFlag ; set "visual aiming" off
|
||||
jmp DecreaseDefensive ; bypass activation
|
||||
NoLazyBoy
|
||||
cmp #ind_Lazy_Darwin____
|
||||
@@ -885,6 +927,8 @@ NoLazyBoy
|
||||
jsr FindBestTarget3 ; find target with lowest energy
|
||||
jsr LazyAim
|
||||
ply
|
||||
lda #%10000000
|
||||
sta TestFlightFlag ; set "visual aiming" on
|
||||
jmp DecreaseDefensive ; bypass activation
|
||||
NoLazyDarwin
|
||||
cmp #ind_Spy_Hard_______
|
||||
@@ -1120,7 +1164,6 @@ NoArrowDown
|
||||
sta difficultyLevel
|
||||
lda digits+1,x
|
||||
sta NameScreen2+7
|
||||
jsr HighlightLevel ; setting choosen level of the opponent (Moron, etc)
|
||||
|
||||
; clear tank name editor field - not necessary
|
||||
; ldx #8
|
||||
@@ -1154,17 +1197,18 @@ LastNameChar
|
||||
beq @+
|
||||
iny
|
||||
@ sty PositionInName
|
||||
; lda NameAdr,y
|
||||
; ora #$80 ; place cursor on the end
|
||||
; sta NameAdr,y
|
||||
|
||||
|
||||
CheckKeys
|
||||
jsr HighlightLevel ; setting choosen level of the opponent (Moron, etc)
|
||||
ldx TankNr
|
||||
lda JoyNumber,x
|
||||
tax
|
||||
lda digits+1,x
|
||||
sta NameScreen2+12
|
||||
tay
|
||||
lda digits+1,y
|
||||
sta NameScreen2+11 ; display joystick port number
|
||||
lda TankShape,x
|
||||
tay
|
||||
lda digits+1,y
|
||||
sta NameScreen2+15 ; display tank shape number
|
||||
jsr CursorDisplay
|
||||
jsr getkey
|
||||
bit escFlag
|
||||
@@ -1204,6 +1248,8 @@ CheckFurtherX01 ; here we check Tab, Return and Del
|
||||
beq ChangeOfLevel3Up
|
||||
cmp #@kbcode._up ; $e ;cursor up
|
||||
beq ChangeOfLevel3Down
|
||||
cmp #@kbcode._atari ; atari (inverse) key
|
||||
jeq ChangeOfShapeUp
|
||||
|
||||
cmp #@kbcode._del ; $34 ; Backspace (del)
|
||||
bne CheckKeys
|
||||
@@ -1223,20 +1269,24 @@ FirstChar
|
||||
lda #0
|
||||
sta NameAdr,x
|
||||
jmp CheckKeys
|
||||
;----
|
||||
ChangeOfJoyUp
|
||||
ldx TankNr
|
||||
inc JoyNumber,x
|
||||
lda JoyNumber,x
|
||||
and #%00000011 ; max 4 joysticks
|
||||
sta JoyNumber,x
|
||||
.IF TARGET = 5200
|
||||
beq ChangeOfShapeUp ; change tank shape
|
||||
.ENDIF
|
||||
jmp CheckKeys
|
||||
;----
|
||||
ChangeOfLevelUp ; change difficulty level of computer opponent
|
||||
inc:lda DifficultyLevel
|
||||
cmp #9 ; 9 levels are possible
|
||||
bne DoNotLoopLevelUp
|
||||
mva #$0 DifficultyLevel
|
||||
DoNotLoopLevelUp
|
||||
jsr HighlightLevel
|
||||
jmp CheckKeys
|
||||
;----
|
||||
ChangeOfLevelDown
|
||||
@@ -1244,7 +1294,6 @@ ChangeOfLevelDown
|
||||
bpl DoNotLoopLevelDown
|
||||
mva #$8 DifficultyLevel
|
||||
DoNotLoopLevelDown
|
||||
jsr HighlightLevel
|
||||
jmp CheckKeys
|
||||
;----
|
||||
ChangeOfLevel3Up
|
||||
@@ -1256,7 +1305,6 @@ ChangeOfLevel3Up
|
||||
sbb DifficultyLevel #9
|
||||
|
||||
DoNotLoopLevel3Up
|
||||
jsr HighlightLevel
|
||||
jmp CheckKeys
|
||||
;----
|
||||
ChangeOfLevel3Down
|
||||
@@ -1264,9 +1312,18 @@ ChangeOfLevel3Down
|
||||
bpl @+
|
||||
adb DifficultyLevel #9
|
||||
@
|
||||
jsr HighlightLevel
|
||||
jmp CheckKeys
|
||||
;----
|
||||
ChangeOfShapeUp
|
||||
ldx TankNr
|
||||
inc TankShape,x
|
||||
lda TankShape,x
|
||||
cmp #$03
|
||||
bne @+
|
||||
lda #$00
|
||||
sta TankShape,x
|
||||
@ jmp CheckKeys
|
||||
;----
|
||||
EndOfNick
|
||||
; now check long press joy button (or Return...)
|
||||
mva #0 pressTimer ; reset
|
||||
@@ -1286,6 +1343,10 @@ ShortJoyPress
|
||||
ldx tanknr
|
||||
lda DifficultyLevel
|
||||
sta skilltable,x
|
||||
beq NotRobot
|
||||
lda #$03 ; shape for robotanks
|
||||
sta TankShape,x
|
||||
NotRobot
|
||||
; storing name of the tank in the right space
|
||||
; (without cursor!)
|
||||
ldy #$00
|
||||
@@ -1572,6 +1633,27 @@ displayloop1
|
||||
rts
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------------
|
||||
.proc DisplayOffensiveTextNr ;
|
||||
ldx TextNumberOff
|
||||
lda talk.OffensiveTextTableL,x
|
||||
sta LineAddress4x4
|
||||
lda talk.OffensiveTextTableH,x
|
||||
sta LineAddress4x4+1
|
||||
inx ; the next text
|
||||
lda talk.OffensiveTextTableH,x
|
||||
sta temp+1
|
||||
lda talk.OffensiveTextTableL,x
|
||||
sta temp ; opty possible
|
||||
; substract address of the next text from previous to get text length
|
||||
sbw temp LineAddress4x4 temp2
|
||||
mva temp2 fx
|
||||
|
||||
;jsr Display4x4AboveTank
|
||||
;rts
|
||||
; POZOR !!!
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------------
|
||||
.proc Display4x4AboveTank ;
|
||||
; Displays texts using PutChar4x4 above tank and mountains.
|
||||
@@ -1690,26 +1772,6 @@ DOTOldLowestValue
|
||||
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------------
|
||||
.proc DisplayOffensiveTextNr ;
|
||||
ldx TextNumberOff
|
||||
lda talk.OffensiveTextTableL,x
|
||||
sta LineAddress4x4
|
||||
lda talk.OffensiveTextTableH,x
|
||||
sta LineAddress4x4+1
|
||||
inx ; the next text
|
||||
lda talk.OffensiveTextTableH,x
|
||||
sta temp+1
|
||||
lda talk.OffensiveTextTableL,x
|
||||
sta temp ; opty possible
|
||||
; substract address of the next text from previous to get text length
|
||||
sbw temp LineAddress4x4 temp2
|
||||
mva temp2 fx
|
||||
|
||||
jsr Display4x4AboveTank
|
||||
rts
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------------
|
||||
.proc DisplayTankNameAbove ;
|
||||
lda tankNr
|
||||
@@ -2044,6 +2106,7 @@ FinishResultDisplay
|
||||
;--------------------------------------------------
|
||||
.proc GameOverScreen
|
||||
;--------------------------------------------------
|
||||
jsr MakeDarkScreen
|
||||
jsr WaitForKeyRelease
|
||||
jsr ClearScreen
|
||||
jsr ClearPMmemory
|
||||
@@ -2298,6 +2361,10 @@ EndOfCredits
|
||||
.proc DisplayStatus
|
||||
;-------------------------------------------------
|
||||
|
||||
; displaying number of active controller port
|
||||
ldy JoystickNumber
|
||||
lda digits+1,y
|
||||
sta statusBuffer+17
|
||||
;---------------------
|
||||
;displaying symbol of the weapon
|
||||
;---------------------
|
||||
@@ -2308,7 +2375,7 @@ EndOfCredits
|
||||
ldx TankNr
|
||||
ldy ActiveWeapon,x
|
||||
lda WeaponSymbols,y
|
||||
sta statusBuffer+18
|
||||
sta statusBuffer+19
|
||||
|
||||
;---------------------
|
||||
;displaying quantity of the given weapon
|
||||
@@ -2316,7 +2383,7 @@ EndOfCredits
|
||||
lda ActiveWeapon,x
|
||||
jsr HowManyBullets
|
||||
sta decimal
|
||||
mwa #statusBuffer+20 displayposition
|
||||
mwa #statusBuffer+21 displayposition
|
||||
jsr displaybyte
|
||||
|
||||
;---------------------
|
||||
@@ -2337,7 +2404,7 @@ EndOfCredits
|
||||
ldy #15
|
||||
@
|
||||
lda (temp),y
|
||||
sta statusBuffer+23,y
|
||||
sta statusBuffer+24,y
|
||||
dey
|
||||
bpl @-
|
||||
|
||||
|
||||
+4
-3
@@ -159,7 +159,9 @@ ytankstable ;Y positions of tanks (lower left point)
|
||||
.DS MaxPlayers
|
||||
LowResDistances ; coarse tank positions divided by 4 (to be in just one byte)
|
||||
.DS MaxPlayers
|
||||
JoyNumber ; Joystick port number (from 0 to 3 or 1)
|
||||
JoyNumber ; Joystick port number (from 0 to 3)
|
||||
.DS MaxPlayers
|
||||
TankShape ; Tank shape number (from 0 to 2)
|
||||
.DS MaxPlayers
|
||||
;----------------------------------------------------
|
||||
TargetTankNr ; Target tank index (for AI routines)
|
||||
@@ -218,7 +220,7 @@ FallingSoundBit .DS 1
|
||||
PreviousFall .DS 1
|
||||
EndOfTheFallFlag .DS 1 ; in case of the infinite fall
|
||||
;Parachute .DS 1 ; are you insured with parachute?
|
||||
FloatingAlt .DS 1 ; floating tank altitude
|
||||
;FloatingAlt .DS 1 ; floating tank altitude
|
||||
FunkyWallFlag = FloatingAlt ; reuse this variable in different weapon (Funky Bomb)!
|
||||
PreferHumansFlag = FloatingAlt ; second reuse in AI Aim proc
|
||||
;----------------------------------------------------
|
||||
@@ -259,7 +261,6 @@ oldplotL .DS [5]
|
||||
oldora .DS [5]
|
||||
oldply .DS [5]
|
||||
OldOraTemp .DS 1
|
||||
FunkyBombCounter .DS 1
|
||||
xtrajfb .DS 2
|
||||
ytrajfb .DS 2
|
||||
;
|
||||
|
||||
+271
-273
@@ -74,57 +74,42 @@ CheckNextTankBFG
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc babymissile
|
||||
mva #sfx_baby_missile sfx_effect
|
||||
mva #11 ExplosionRadius
|
||||
GoBabyMissileSFX
|
||||
mva #sfx_baby_missile sfx_effect
|
||||
GoXmissile
|
||||
jmp xmissile
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc missile ;
|
||||
mva #sfx_baby_missile sfx_effect
|
||||
mva #17 ExplosionRadius
|
||||
jmp xmissile
|
||||
bne babymissile.GoBabyMissileSFX
|
||||
; jmp xmissile
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc babynuke
|
||||
mva #sfx_nuke sfx_effect
|
||||
mva #25 ExplosionRadius
|
||||
jmp xmissile
|
||||
GoBabyNukeSFX
|
||||
mva #sfx_nuke sfx_effect ; allways <>0
|
||||
bne babymissile.GoXmissile
|
||||
; jmp xmissile
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc nuke
|
||||
mva #sfx_nuke sfx_effect
|
||||
mva #30 ExplosionRadius
|
||||
jmp xmissile
|
||||
bne babynuke.GoBabyNukeSFX
|
||||
; jmp xmissile
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc leapfrog
|
||||
mva #sfx_baby_missile sfx_effect
|
||||
mva #17 ExplosionRadius
|
||||
jsr xmissile
|
||||
|
||||
; soil must fall down now! there is no other way...
|
||||
; hide tanks or they fall down with soil
|
||||
jsr SoilDown2
|
||||
|
||||
; it looks like force is divided by 4 here BUT"
|
||||
; in Flight routine force is multiplied by 2 and left
|
||||
; so, we have Force divided by 2 here (not accurately)
|
||||
lsr Force+1
|
||||
ror Force
|
||||
;lsr Force+1
|
||||
;ror Force
|
||||
mva LeapFrogAngle Angle
|
||||
|
||||
mva #sfx_funky_hit sfx_effect
|
||||
sbw ytraj+1 #$05 ; next missiles start point goes 5 pixel UP to prevent multiple explosion at one point if tank is hit (4 pixels tank height + 1)
|
||||
jsr Flight
|
||||
lda HitFlag
|
||||
beq EndOfLeapping
|
||||
mva #15 ExplosionRadius
|
||||
jsr CalculateExplosionRange0
|
||||
mva #sfx_baby_missile sfx_effect
|
||||
jsr xmissile.NoRangeCalc
|
||||
; mva #sfx_baby_missile sfx_effect
|
||||
; jsr xmissile
|
||||
jsr babymissile.GoBabyMissileSFX
|
||||
|
||||
jsr SecondRepeat
|
||||
|
||||
SecondRepeat
|
||||
; soil must fall down now! there is no other way...
|
||||
; hide tanks or they fall down with soil
|
||||
jsr SoilDown2
|
||||
@@ -142,7 +127,7 @@ CheckNextTankBFG
|
||||
jsr Flight
|
||||
lda HitFlag
|
||||
beq EndOfLeapping
|
||||
mva #13 ExplosionRadius
|
||||
mva #14 ExplosionRadius
|
||||
jsr CalculateExplosionRange0
|
||||
mva #sfx_baby_missile sfx_effect
|
||||
jmp xmissile.NoRangeCalc
|
||||
@@ -218,19 +203,13 @@ NoWallsInFunky
|
||||
.proc deathshead
|
||||
mva #30 ExplosionRadius
|
||||
mva #sfx_nuke sfx_effect
|
||||
SaveDrawXY
|
||||
jsr xmissile
|
||||
UnSaveDrawXY
|
||||
jsr GoXmissileWithSaveXYdraw
|
||||
sbw xdraw #34
|
||||
mva #sfx_nuke sfx_effect
|
||||
SaveDrawXY
|
||||
jsr xmissile
|
||||
UnSaveDrawXY
|
||||
jsr GoXmissileWithSaveXYdraw
|
||||
adw xdraw #68
|
||||
mva #sfx_nuke sfx_effect
|
||||
SaveDrawXY
|
||||
jsr xmissile
|
||||
UnSaveDrawXY
|
||||
jsr GoXmissileWithSaveXYdraw
|
||||
sbw xdraw #34
|
||||
;
|
||||
sbw ydraw #34
|
||||
@@ -238,50 +217,42 @@ NoWallsInFunky
|
||||
cpw ydraw #screenHeight
|
||||
bcs NoUpperCircle
|
||||
mva #sfx_nuke sfx_effect
|
||||
SaveDrawXY
|
||||
jsr xmissile
|
||||
UnSaveDrawXY
|
||||
jsr GoXmissileWithSaveXYdraw
|
||||
NoUpperCircle
|
||||
adw ydraw #68
|
||||
;jsr CalculateExplosionRange
|
||||
cpw ydraw #screenHeight
|
||||
bcs NoLowerCircle
|
||||
mva #sfx_nuke sfx_effect
|
||||
SaveDrawXY
|
||||
jsr xmissile
|
||||
UnSaveDrawXY
|
||||
jsr GoXmissileWithSaveXYdraw
|
||||
NoLowerCircle
|
||||
mva #sfx_silencer sfx_effect
|
||||
rts
|
||||
.endp
|
||||
.proc SaveDrawXY
|
||||
|
||||
GoXmissileWithSaveXYdraw
|
||||
mwa xdraw tempXROLLER
|
||||
mwa ydraw modify
|
||||
rts
|
||||
.endp
|
||||
.proc UnSaveDrawXY
|
||||
jsr xmissile
|
||||
mwa tempXROLLER xdraw
|
||||
mwa modify ydraw
|
||||
rts
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc napalm
|
||||
mva #sfx_napalm sfx_effect
|
||||
mva #(napalmRadius+4) ExplosionRadius ; real radius + 4 pixels (half characrer width)
|
||||
jsr CalculateExplosionRange
|
||||
mva #0 ExplosionRadius ; in this weapon - flag: 0 - napalm, 1 - hotnapalm
|
||||
jmp xnapalm
|
||||
mva #0 HotNapalmFlag ; in this weapon - flag: 0 - napalm, 1 - hotnapalm
|
||||
beq xnapalm
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc hotnapalm
|
||||
mva #sfx_napalm sfx_effect
|
||||
mva #(napalmRadius+4) ExplosionRadius ; real radius + 4 pixels (half characrer width)
|
||||
jsr CalculateExplosionRange
|
||||
mva #1 ExplosionRadius ; in this weapon - flag: 0 - napalm, 1 - hotnapalm
|
||||
jmp xnapalm
|
||||
mva #1 HotNapalmFlag ; in this weapon - flag: 0 - napalm, 1 - hotnapalm
|
||||
; jmp xnapalm
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc xnapalm
|
||||
mva #sfx_napalm sfx_effect
|
||||
mva #(napalmRadius+4) ExplosionRadius ; real radius + 4 pixels (half characrer width)
|
||||
jsr CalculateExplosionRange
|
||||
;
|
||||
mwa xdraw xcircle ; store hitpoint for future repeats
|
||||
ldy #30 ; repeat 30 times
|
||||
sty magic
|
||||
@@ -299,7 +270,7 @@ RepeatFlame ; internal loop (draw flames)
|
||||
sbc #1 ; over ground
|
||||
sta ydraw
|
||||
lda xdraw
|
||||
and ExplosionRadius ; if hotnapalm and x is odd:
|
||||
and HotNapalmFlag ; if hotnapalm and x is odd:
|
||||
:2 asl ; modify y position 4 pixels up
|
||||
ldy ydraw
|
||||
sta ydraw
|
||||
@@ -371,7 +342,7 @@ BurnedCheckLoop
|
||||
bcc TankOutOfFire
|
||||
|
||||
ldy #40 ; energy decrease (napalm) - but if hotnapalm:
|
||||
lda ExplosionRadius
|
||||
lda HotNapalmFlag
|
||||
beq NotHot
|
||||
ldy #80 ; energy decrease (hotnapalm)
|
||||
NotHot
|
||||
@@ -413,27 +384,41 @@ EndNurnedCheckLoop
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc babydigger
|
||||
mva #sfx_digger sfx_effect
|
||||
mva #1 diggery ; how many branches (-1)
|
||||
GoBabydiggerSFX
|
||||
mva #sfx_digger sfx_effect
|
||||
mva #0 sandhogflag
|
||||
mva #13 DigLong
|
||||
mva #1 diggery ; how many branches (-1)
|
||||
jmp xdigger
|
||||
bne xdigger
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc digger ;
|
||||
mva #sfx_digger sfx_effect
|
||||
mva #0 sandhogflag
|
||||
mva #13 DigLong
|
||||
mva #3 diggery ; how many branches (-1)
|
||||
jmp xdigger
|
||||
bne babydigger.GoBabydiggerSFX
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc heavydigger
|
||||
mva #sfx_digger sfx_effect
|
||||
mva #0 sandhogflag
|
||||
mva #13 DigLong
|
||||
mva #7 diggery ; how many branches (-1)
|
||||
jmp xdigger
|
||||
bne babydigger.GoBabydiggerSFX
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc babysandhog
|
||||
mva #1 diggery ; how many branches (-1)
|
||||
bne heavysandhog.GoHeavysandhogSFX
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc sandhog
|
||||
mva #3 diggery ; how many branches (-1)
|
||||
bne heavysandhog.GoHeavysandhogSFX
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc heavysandhog
|
||||
mva #5 diggery ; how many branches (-1)
|
||||
GoHeavysandhogSFX
|
||||
mva #sfx_sandhog sfx_effect
|
||||
mva #char_sandhog_offset sandhogflag
|
||||
mva #13 DigLong
|
||||
; jmp xdigger
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc xdigger
|
||||
@@ -551,46 +536,39 @@ DiggerCharacter
|
||||
jmp TypeChar
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc babysandhog
|
||||
mva #sfx_sandhog sfx_effect
|
||||
mva #char_sandhog_offset sandhogflag
|
||||
mva #13 DigLong
|
||||
mva #1 diggery ; how many branches (-1)
|
||||
jmp xdigger
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc sandhog
|
||||
mva #sfx_sandhog sfx_effect
|
||||
mva #char_sandhog_offset sandhogflag
|
||||
mva #13 DigLong
|
||||
mva #3 diggery ; how many branches (-1)
|
||||
jmp xdigger
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc heavysandhog
|
||||
mva #sfx_sandhog sfx_effect
|
||||
mva #char_sandhog_offset sandhogflag
|
||||
mva #13 DigLong
|
||||
mva #5 diggery ; how many branches (-1)
|
||||
jmp xdigger
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc dirtclod
|
||||
mva #12 ExplosionRadius
|
||||
jsr CalculateExplosionRange
|
||||
jmp xdirt
|
||||
bne xdirt
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc dirtball
|
||||
mva #22 ExplosionRadius
|
||||
jsr CalculateExplosionRange
|
||||
jmp xdirt
|
||||
bne xdirt
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc tonofdirt
|
||||
mva #31 ExplosionRadius
|
||||
; jmp xdirt
|
||||
.endp
|
||||
; -----------------
|
||||
.proc xdirt ;
|
||||
; -----------------
|
||||
jsr CalculateExplosionRange
|
||||
jmp xdirt
|
||||
mva #sfx_dirt_charge sfx_effect
|
||||
lda #1
|
||||
sta radius
|
||||
sta color
|
||||
dirtLoop
|
||||
jsr circle
|
||||
inw ydraw
|
||||
jsr circle
|
||||
.nowarn dew ydraw
|
||||
inc radius
|
||||
lda radius
|
||||
cmp ExplosionRadius
|
||||
bne dirtLoop
|
||||
mva #sfx_silencer sfx_effect
|
||||
rts
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc dirtcharge
|
||||
@@ -602,21 +580,93 @@ DiggerCharacter
|
||||
.proc riotcharge
|
||||
mva #sfx_riot_blast sfx_effect
|
||||
mva #31 ExplosionRadius
|
||||
jsr CalculateExplosionRange
|
||||
jmp cleanDirt
|
||||
bne cleanDirt
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc riotblast
|
||||
mva #sfx_riot_blast sfx_effect
|
||||
mva #61 ExplosionRadius
|
||||
; jmp cleanDirt
|
||||
.endp
|
||||
; -----------------
|
||||
.proc cleanDirt
|
||||
; -----------------
|
||||
jsr CalculateExplosionRange
|
||||
jmp cleanDirt
|
||||
mva #0 color
|
||||
jmp ofdirt.NoColor
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc liquiddirt
|
||||
mva #sfx_liquid_dirt sfx_effect
|
||||
mwa #510 FillCounter
|
||||
jmp xliquiddirt
|
||||
; -----
|
||||
mwa xdraw TempXfill
|
||||
RepeatFill
|
||||
mwa TempXfill xdraw
|
||||
jsr checkRollDirection
|
||||
; HowMuchToFall - direction
|
||||
; $FF - we are in a hole (flying in missile direction)
|
||||
; 1 - right, 2 - left
|
||||
adw xdraw #mountaintable tempXROLLER
|
||||
ldy #0
|
||||
lda (tempXROLLER),y
|
||||
sta HeightRol ; relative point
|
||||
|
||||
RollinContinuesLiquid
|
||||
; new point is set
|
||||
adw xdraw #mountaintable tempXROLLER
|
||||
ldy #0
|
||||
lda (tempXROLLER),y
|
||||
sta ydraw
|
||||
cmp HeightRol
|
||||
beq UpNotYet2
|
||||
bcc FillNow
|
||||
UpNotYet2
|
||||
sec ;clc
|
||||
sta HeightRol
|
||||
sbc #1
|
||||
sta ydraw
|
||||
lda HowMuchToFall
|
||||
cmp #1
|
||||
beq HowMuchToFallRight3
|
||||
.NOWARN dew xdraw
|
||||
lda xdraw
|
||||
and xdraw+1
|
||||
cmp #$ff ; like cpw xdraw #$ffff
|
||||
;ora xdraw+1 ; like cpw xdraw #$0000
|
||||
jne RollinContinuesLiquid
|
||||
beq FillNow
|
||||
HowMuchToFallRight3
|
||||
inw xdraw
|
||||
cpw xdraw #screenwidth
|
||||
jne RollinContinuesLiquid
|
||||
FillNow
|
||||
; finally one pixel more
|
||||
ldy #0
|
||||
lda HowMuchToFall
|
||||
bmi FillHole
|
||||
cmp #1
|
||||
beq FillLeft
|
||||
inw xdraw
|
||||
inw xdraw ; tricky but we must rollback xdraw in proper direction
|
||||
FillLeft
|
||||
.nowarn dew xdraw
|
||||
FillHole
|
||||
adw xdraw #mountaintable tempXROLLER
|
||||
lda (tempXROLLER),y
|
||||
sta ydraw
|
||||
beq ToHighFill ; if we filled all playfield (very rare but possible)
|
||||
dec ydraw ; one pixel up
|
||||
lda ydraw
|
||||
sta (tempXROLLER),y ;mountaintable update
|
||||
mva #1 color
|
||||
jsr plot.MakePlot
|
||||
ToHighFill
|
||||
.nowarn dew FillCounter
|
||||
lda FillCounter
|
||||
ora FillCounter+1
|
||||
jne RepeatFill
|
||||
rts
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc laser
|
||||
@@ -796,25 +846,6 @@ EndOfDistanceCheckLoop
|
||||
rts
|
||||
.endp
|
||||
; -----------------
|
||||
.proc xdirt ;
|
||||
; -----------------
|
||||
mva #sfx_dirt_charge sfx_effect
|
||||
lda #1
|
||||
sta radius
|
||||
sta color
|
||||
dirtLoop
|
||||
jsr circle
|
||||
inw ydraw
|
||||
jsr circle
|
||||
.nowarn dew ydraw
|
||||
inc radius
|
||||
lda radius
|
||||
cmp ExplosionRadius
|
||||
bne dirtLoop
|
||||
mva #sfx_silencer sfx_effect
|
||||
rts
|
||||
.endp
|
||||
; -----------------
|
||||
.proc xriotbomb ;
|
||||
; -----------------
|
||||
mva #sfx_riot_blast sfx_effect
|
||||
@@ -902,9 +933,7 @@ ExplodeNow
|
||||
.proc checkRollDirection
|
||||
; check rolling direction (for roller and other rolling weapons)
|
||||
ldy #0
|
||||
mwa #mountaintable tempXROLLER
|
||||
|
||||
adw tempXROLLER xdraw
|
||||
adw xdraw #mountaintable tempXROLLER
|
||||
lda (tempXROLLER),y
|
||||
sta ydraw
|
||||
sty ydraw+1
|
||||
@@ -930,20 +959,19 @@ SeekLeft
|
||||
.nowarn dew tempXROLLER
|
||||
lda (tempXROLLER),y ;fukk! beware of Y value
|
||||
cmp HeightRol
|
||||
bne HowMuchToFallLeft
|
||||
;bne HowMuchToFallLeft
|
||||
HowMuchToFallLeft
|
||||
bcs GoRightNow
|
||||
mva #1 HowMuchToFall
|
||||
mva #1 HowMuchToFall
|
||||
GoRightNow
|
||||
mwa #mountaintable tempXROLLER
|
||||
adw tempXROLLER xdraw
|
||||
adw xdraw #mountaintable tempXROLLER
|
||||
SeekRight
|
||||
cpw tempXROLLER #(mountaintable+screenwidth)
|
||||
beq HowMuchToFallKnown ; "stop" if we have on left end
|
||||
inw tempXROLLER
|
||||
lda (tempXROLLER),y
|
||||
cmp HeightRol
|
||||
bne HowMuchToFallRight
|
||||
;bne HowMuchToFallRight
|
||||
HowMuchToFallRight
|
||||
; check if up or down
|
||||
bcs HowMuchToFallKnown
|
||||
@@ -964,11 +992,6 @@ DirectionChecked
|
||||
rts
|
||||
.endp
|
||||
|
||||
; --------------------------------------------------
|
||||
.proc cleanDirt
|
||||
mva #0 color
|
||||
jmp ofdirt.NoColor
|
||||
.endp
|
||||
; --------------------------------------------------
|
||||
.proc ofdirt ;
|
||||
; --------------------------------------------------
|
||||
@@ -1019,74 +1042,6 @@ EndOfTheDirt
|
||||
mwa ycircle ydraw
|
||||
rts
|
||||
.endp
|
||||
; ----------------
|
||||
.proc xliquiddirt ;
|
||||
mwa xdraw TempXfill
|
||||
RepeatFill
|
||||
mwa TempXfill xdraw
|
||||
jsr checkRollDirection
|
||||
; HowMuchToFall - direction
|
||||
; $FF - we are in a hole (flying in missile direction)
|
||||
; 1 - right, 2 - left
|
||||
adw xdraw #mountaintable tempXROLLER
|
||||
ldy #0
|
||||
lda (tempXROLLER),y
|
||||
sta HeightRol ; relative point
|
||||
|
||||
RollinContinuesLiquid
|
||||
; new point is set
|
||||
adw xdraw #mountaintable tempXROLLER
|
||||
ldy #0
|
||||
lda (tempXROLLER),y
|
||||
sta ydraw
|
||||
cmp HeightRol
|
||||
beq UpNotYet2
|
||||
bcc FillNow
|
||||
UpNotYet2
|
||||
sec ;clc
|
||||
sta HeightRol
|
||||
sbc #1
|
||||
sta ydraw
|
||||
lda HowMuchToFall
|
||||
cmp #1
|
||||
beq HowMuchToFallRight3
|
||||
.NOWARN dew xdraw
|
||||
lda xdraw
|
||||
and xdraw+1
|
||||
cmp #$ff ; like cpw xdraw #$ffff
|
||||
jne RollinContinuesLiquid
|
||||
beq FillNow
|
||||
HowMuchToFallRight3
|
||||
inw xdraw
|
||||
cpw xdraw #screenwidth
|
||||
jne RollinContinuesLiquid
|
||||
FillNow
|
||||
; finally one pixel more
|
||||
ldy #0
|
||||
lda HowMuchToFall
|
||||
bmi FillHole
|
||||
cmp#1
|
||||
beq FillLeft
|
||||
inw xdraw
|
||||
inw xdraw ; tricky but we must rollback xdraw in proper direction
|
||||
FillLeft
|
||||
.nowarn dew xdraw
|
||||
FillHole
|
||||
adw xdraw #mountaintable tempXROLLER
|
||||
lda (tempXROLLER),y
|
||||
sta ydraw
|
||||
beq ToHighFill ; if we filled all playfield (very rare but possible)
|
||||
dec ydraw ; one pixel up
|
||||
ToHighFill
|
||||
lda ydraw
|
||||
sta (tempXROLLER),y ;mountaintable update
|
||||
mva #1 color
|
||||
jsr plot.MakePlot
|
||||
.nowarn dew FillCounter
|
||||
cpw FillCounter #0
|
||||
jne RepeatFill
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc BeforeFire ;TankNr (byte)
|
||||
;--------------------------------------------------
|
||||
@@ -1122,8 +1077,10 @@ ContinueToCheckMaxForce2
|
||||
|
||||
jsr WaitOneFrame ; best after drawing a tank
|
||||
|
||||
|
||||
|
||||
bit TestFlightFlag
|
||||
bpl @+
|
||||
jsr Shoot.AfterOffensiveText ; Lazy Darwin - aiming visualisation
|
||||
@
|
||||
;keyboard reading
|
||||
; KBCODE keeps code of last keybi
|
||||
; SKSTAT $ff - nothing pressed
|
||||
@@ -1132,6 +1089,7 @@ ContinueToCheckMaxForce2
|
||||
; $f3 - shift+key
|
||||
|
||||
notpressed
|
||||
ldx TankNr ; for optimize
|
||||
; Select and Option
|
||||
lda CONSOL
|
||||
tay
|
||||
@@ -1191,7 +1149,7 @@ afterInventory
|
||||
jsr MakeDarkScreen
|
||||
jsr DisplayStatus
|
||||
jsr SetMainScreen
|
||||
jsr WaitOneFrame
|
||||
;jsr WaitOneFrame ; not necessary
|
||||
jsr DrawTanks
|
||||
bit SpyHardFlag
|
||||
bpl NoSpyHard
|
||||
@@ -1199,8 +1157,7 @@ afterInventory
|
||||
NoSpyHard
|
||||
RmtSong song_ingame
|
||||
mva #0 escFlag
|
||||
jsr WaitForKeyRelease
|
||||
jmp BeforeFire
|
||||
jmp ReleaseAndLoop
|
||||
@
|
||||
cmp #$80|@kbcode._up
|
||||
jeq CTRLPressedUp
|
||||
@@ -1209,8 +1166,17 @@ NoSpyHard
|
||||
cmp #$80|@kbcode._tab
|
||||
jeq CTRLPressedTAB
|
||||
|
||||
and #$3f ;CTRL and SHIFT ellimination
|
||||
jumpFromStick
|
||||
.IF TARGET = 800
|
||||
cmp #$80|17 ; Ctrl+Help
|
||||
bne NoVdebugSwitch
|
||||
lda Vdebug
|
||||
eor #$ff
|
||||
sta Vdebug
|
||||
jmp ReleaseAndLoop
|
||||
NoVdebugSwitch
|
||||
.ENDIF
|
||||
and #$3f ;CTRL and SHIFT ellimination
|
||||
cmp #@kbcode._up ; $e
|
||||
jeq pressedUp
|
||||
cmp #@kbcode._down ; $f
|
||||
@@ -1227,7 +1193,14 @@ jumpFromStick
|
||||
jeq pressedM
|
||||
cmp #@kbcode._S ; $3e ; S
|
||||
jeq pressedS
|
||||
jmp notpressed
|
||||
.IF TARGET = 800
|
||||
cmp #61 ; G
|
||||
bne EndKeys
|
||||
jsr SelectNextGradient
|
||||
jmp ReleaseAndLoop
|
||||
.ENDIF
|
||||
EndKeys
|
||||
jmp notpressed
|
||||
checkJoy
|
||||
;------------JOY-------------
|
||||
;happy happy joy joy
|
||||
@@ -1256,10 +1229,11 @@ pressedUp
|
||||
|
||||
|
||||
;force increaseeee!
|
||||
ldx TankNr
|
||||
;ldx TankNr ; optimized
|
||||
inc ForceTableL,x
|
||||
bne CheckingMaxForce
|
||||
inc ForceTableH,x
|
||||
|
||||
CheckingMaxForce
|
||||
|
||||
mva #sfx_set_power_1 sfx_effect
|
||||
@@ -1280,7 +1254,7 @@ FurtherCheckMaxForce
|
||||
jmp BeforeFire
|
||||
|
||||
CTRLPressedUp
|
||||
ldx TankNr
|
||||
;ldx TankNr ; optimized
|
||||
lda ForceTableL,x
|
||||
clc
|
||||
adc #10
|
||||
@@ -1298,7 +1272,7 @@ pressedDown
|
||||
|
||||
mva #sfx_set_power_1 sfx_effect
|
||||
|
||||
ldx TankNr
|
||||
;ldx TankNr ; optimized
|
||||
dec ForceTableL,x
|
||||
lda ForceTableL,x
|
||||
cmp #$ff
|
||||
@@ -1315,7 +1289,7 @@ ForceGoesZero
|
||||
CTRLPressedDown
|
||||
mva #sfx_set_power_1 sfx_effect
|
||||
|
||||
ldx TankNr
|
||||
;ldx TankNr ; optimized
|
||||
sec
|
||||
lda ForceTableL,x
|
||||
sbc #10
|
||||
@@ -1326,7 +1300,7 @@ CTRLPressedDown
|
||||
jmp BeforeFire
|
||||
|
||||
pressedRight
|
||||
ldx TankNr
|
||||
;ldx TankNr ; optimized
|
||||
lda pressTimer
|
||||
spl:mva #0 pressTimer ; if >128 then reset to 0
|
||||
cmp #25 ; 1/2s
|
||||
@@ -1343,7 +1317,7 @@ pressedRight
|
||||
jmp BeforeFire
|
||||
|
||||
CTRLPressedRight
|
||||
ldx TankNr
|
||||
;ldx TankNr ; optimized
|
||||
mva #sfx_set_power_2 sfx_effect
|
||||
mva #1 Erase
|
||||
jsr DrawTankNr.BarrelChange
|
||||
@@ -1359,7 +1333,7 @@ CTRLPressedRight
|
||||
|
||||
|
||||
pressedLeft
|
||||
ldx TankNr
|
||||
;ldx TankNr ; optimized
|
||||
lda pressTimer
|
||||
spl:mva #0 pressTimer ; if >128 then reset to 0
|
||||
cmp #25 ; 1/2s
|
||||
@@ -1377,7 +1351,7 @@ pressedLeft
|
||||
jmp BeforeFire
|
||||
|
||||
CTRLPressedLeft
|
||||
ldx TankNr
|
||||
;ldx TankNr ; optimized
|
||||
mva #sfx_set_power_2 sfx_effect
|
||||
mva #1 Erase
|
||||
jsr DrawTankNr.BarrelChange
|
||||
@@ -1393,7 +1367,7 @@ CTRLPressedLeft
|
||||
|
||||
pressedTAB
|
||||
mva #sfx_purchase sfx_effect
|
||||
ldx TankNr
|
||||
;ldx TankNr ; optimized
|
||||
lda ActiveWeapon,x
|
||||
cmp #last_offensive_____ ; the last possible offensive weapon
|
||||
bne ?notlasttofirst
|
||||
@@ -1406,12 +1380,11 @@ pressedTAB
|
||||
lda ActiveWeapon,x
|
||||
jsr HowManyBullets ; and we have qty of owned shells. Ufff....
|
||||
beq pressedTAB
|
||||
jsr WaitForKeyRelease
|
||||
jmp BeforeFire
|
||||
bne ReleaseAndLoop
|
||||
|
||||
CTRLpressedTAB
|
||||
mva #sfx_purchase sfx_effect
|
||||
ldx TankNr
|
||||
;ldx TankNr ; optimized
|
||||
lda ActiveWeapon,x
|
||||
cmp #first_offensive____ ; #0
|
||||
bne ?notfirsttolast
|
||||
@@ -1424,25 +1397,23 @@ CTRLpressedTAB
|
||||
lda ActiveWeapon,x
|
||||
jsr HowManyBullets ; and we have qty of owned shells. Ufff....
|
||||
beq CTRLpressedTAB
|
||||
jsr WaitForKeyRelease
|
||||
jmp BeforeFire
|
||||
bne ReleaseAndLoop
|
||||
|
||||
pressedM
|
||||
; have you tried turning the music off and on again?
|
||||
lda #$ff
|
||||
eor:sta noMusic
|
||||
RmtSong song_ingame
|
||||
jsr WaitForKeyRelease
|
||||
jmp BeforeFire
|
||||
jmp ReleaseAndLoop
|
||||
|
||||
pressedS
|
||||
; have you tried turning sfx off and on again?
|
||||
lda #$ff
|
||||
eor:sta noSfx
|
||||
ReleaseAndLoop
|
||||
jsr WaitForKeyRelease
|
||||
jmp BeforeFire
|
||||
|
||||
|
||||
pressedSpace
|
||||
;=================================
|
||||
;we shoot here!!!
|
||||
@@ -1467,6 +1438,8 @@ fire
|
||||
;with much more separate blocks, but you know -
|
||||
;- do not touch it if it works...
|
||||
|
||||
mva #0 TestFlightFlag
|
||||
|
||||
;the latest addition to this routine is
|
||||
;displaying offensive texts!
|
||||
|
||||
@@ -1479,15 +1452,18 @@ RandomizeOffensiveText
|
||||
ldy TankNr
|
||||
mva #$ff plot4x4color
|
||||
jsr DisplayOffensiveTextNr
|
||||
|
||||
|
||||
AfterOffensiveText
|
||||
mva #0 LaserFlag ; $ff - Laser
|
||||
ldx TankNr
|
||||
lda ActiveWeapon,x
|
||||
cmp #ind_Laser__________ ; laser
|
||||
bne NotStrongShoot
|
||||
; Laser: (not)very strong - invisible - shot for laser beam end coordinates
|
||||
bit Vdebug
|
||||
bmi @+
|
||||
mva #0 color
|
||||
lda #1
|
||||
@ lda #1
|
||||
sta Force
|
||||
sta Force+1
|
||||
mva #$ff LaserFlag ; $ff - Laser
|
||||
@@ -1497,6 +1473,8 @@ NotStrongShoot
|
||||
sta Force
|
||||
lda ForceTableH,x
|
||||
sta Force+1
|
||||
bit TestFlightFlag
|
||||
bmi AfterStrongShoot
|
||||
mva #sfx_shoot sfx_effect
|
||||
AfterStrongShoot
|
||||
lda AngleTable,x
|
||||
@@ -1515,7 +1493,6 @@ AfterStrongShoot
|
||||
sta ytraj+2
|
||||
sta xtraj
|
||||
sta ytraj
|
||||
sta TestFlightFlag
|
||||
|
||||
; checking if the shot is underground (no Flight but Hit :) )
|
||||
tay ; A=0 !
|
||||
@@ -1536,7 +1513,9 @@ ShotUnderGround
|
||||
;--------------------------------------------------
|
||||
.proc Flight ; Force(byte.byte), Wind(0.word)
|
||||
; Angle(byte) 128=0, 255=maxright, 0=maxleft
|
||||
; if TestFlightFlag is set ($ff) ne real flight - hit test only (for AI)
|
||||
; if 7bit and 6bit of TestFlightFlag is set no real flight - hit test only (for AI)
|
||||
; 7bit - fast, test flight
|
||||
; 6bit - invisible bullet
|
||||
;--------------------------------------------------
|
||||
;g=-0.1
|
||||
;vx=Force*cos(Angle)
|
||||
@@ -1551,10 +1530,10 @@ ShotUnderGround
|
||||
;goto begin-
|
||||
|
||||
|
||||
|
||||
|
||||
; smoke tracer :)
|
||||
ldy #0
|
||||
bit TestFlightFlag ; if test flight for AI or Lazy Darwin
|
||||
bmi noSmokeTracer ; no Smoke Tracer display
|
||||
ldx TankNr
|
||||
lda ActiveWeapon,x
|
||||
cmp #ind_Smoke_Tracer___ ; Smoke tracer
|
||||
@@ -1732,10 +1711,13 @@ Loopi
|
||||
bpl StillUp
|
||||
; where we know that the bullet starts to fall down
|
||||
; we check if it is MIRV and if so, jump to MIRV routine
|
||||
bit TestFlightFlag
|
||||
bmi NoTestForMIRV
|
||||
ldx TankNr
|
||||
lda ActiveWeapon,x
|
||||
cmp #ind_MIRV___________ ; MIRV
|
||||
jeq MIRVdownLoop
|
||||
NoTestForMIRV
|
||||
NoGravity
|
||||
StillUp
|
||||
|
||||
@@ -1777,7 +1759,10 @@ LaserNoWalls
|
||||
bit TestFlightFlag
|
||||
bmi nowait
|
||||
bit LaserFlag ; faster laser prepare
|
||||
bmi nowait
|
||||
bpl nolaserwait
|
||||
bit Vdebug
|
||||
bpl nowait
|
||||
nolaserwait
|
||||
lda color
|
||||
beq nonowait ; smoke tracer erases slowly
|
||||
lda tracerflag
|
||||
@@ -1818,10 +1803,16 @@ SkipCollisionCheck
|
||||
mwa ytraj+1 ydraw
|
||||
|
||||
bit TestFlightFlag
|
||||
bmi NoUnPlot
|
||||
lda tracerflag
|
||||
bvc NoTestFlight
|
||||
bit Vdebug
|
||||
bpl NoTestFlight
|
||||
jsr WaitOneFrame ; visualize AI targeting
|
||||
jmp YesUnPlot
|
||||
NoTestFlight
|
||||
lda tracerflag
|
||||
bne NoUnPlot
|
||||
|
||||
|
||||
YesUnPlot
|
||||
jsr UnPlot
|
||||
|
||||
NoUnPlot
|
||||
@@ -1832,7 +1823,7 @@ Hit
|
||||
mwa XHit xdraw
|
||||
mwa YHit ydraw
|
||||
bit TestFlightFlag
|
||||
bmi EndOfFlight
|
||||
bvs EndOfFlight
|
||||
jsr unPlot
|
||||
EndOfFlight
|
||||
mwa xdraw xcircle ; we must store for a little while
|
||||
@@ -2083,11 +2074,13 @@ MIRVcopyParameters
|
||||
ldx #$FF ; it will turn 0 in a moment anyway
|
||||
stx MirvMissileCounter
|
||||
mrLoopi
|
||||
inc:lda MirvMissileCounter
|
||||
cmp #5
|
||||
sne:mva #0 MirvMissileCounter
|
||||
|
||||
ldx MirvMissileCounter
|
||||
ldx MirvMissileCounter
|
||||
inx
|
||||
cpx #5
|
||||
bne @+
|
||||
ldx #0
|
||||
@ stx MirvMissileCounter
|
||||
|
||||
; Y changes only for bullet number 0
|
||||
; because rest of the bullets have the same Y (height)
|
||||
|
||||
@@ -2613,6 +2606,7 @@ ReachSky
|
||||
sta RangeRight+1
|
||||
; hide tanks and ...
|
||||
jsr SoilDown2
|
||||
jsr ClearScreenSoilRange
|
||||
ldx TankNr
|
||||
|
||||
; check keyboard/joy and move tank left/right - code copied from BeforeFire
|
||||
@@ -2711,11 +2705,7 @@ RightScreenEdge
|
||||
mva #sfx_dunno sfx_effect
|
||||
NoREdge
|
||||
mva #18 AngleTable,x
|
||||
; then draw tank on new position
|
||||
jsr DrawTankNr
|
||||
jsr DisplayStatus
|
||||
jsr WaitOneFrame
|
||||
jmp KeyboardAndJoyCheck
|
||||
bne DrawFloatingTank ; then draw tank on new position
|
||||
|
||||
pressedLeft
|
||||
lda ShieldEnergy,x
|
||||
@@ -2742,9 +2732,11 @@ LeftScreenEdge
|
||||
NoLEdge
|
||||
mva #162 AngleTable,x
|
||||
; then draw tank on new position
|
||||
DrawFloatingTank
|
||||
jsr DrawTankNr
|
||||
jsr DisplayStatus
|
||||
jsr WaitOneFrame
|
||||
jsr CalculateSoildown
|
||||
jmp KeyboardAndJoyCheck
|
||||
|
||||
pressedSpace
|
||||
@@ -2771,7 +2763,7 @@ pressedSpace
|
||||
TankOnRightSide
|
||||
dey
|
||||
TankOnLeftSide
|
||||
sty FloatingAlt ; I know, not elegant byt this variable it's free now (0 go right, $ff go left)
|
||||
sty OverTankDir ; (0 go right, $ff go left)
|
||||
; now we have direction of bypassing tanks on screen
|
||||
|
||||
; clear "engine pixels" under tank
|
||||
@@ -2822,7 +2814,7 @@ TankBelow
|
||||
mva #1 Erase
|
||||
jsr DrawTankNr
|
||||
mva #0 Erase
|
||||
bit FloatingAlt
|
||||
bit OverTankDir
|
||||
bmi PassLeft
|
||||
PassRight
|
||||
inc XtankstableL,x
|
||||
@@ -2866,10 +2858,10 @@ GoDown
|
||||
adw temp #4 ; center of the tank
|
||||
ldy #0
|
||||
lda (temp),y
|
||||
sta FloatingAlt
|
||||
sta OverTankDir ; not elegant!!! Reuse as height of tank flight
|
||||
FloatDown
|
||||
lda ytankstable,x
|
||||
cmp FloatingAlt
|
||||
cmp OverTankDir
|
||||
bcs OnGround
|
||||
; first erase old tank position
|
||||
mva #1 Erase
|
||||
@@ -2889,25 +2881,31 @@ OnGround
|
||||
mva #0 Erase
|
||||
jsr WaitForKeyRelease
|
||||
; and Soildown at the end (for correct mountaintable)
|
||||
; If tank did not fly at maximum altitude there is no need to soildown to much
|
||||
lda FloatingAlt
|
||||
cmp #18
|
||||
beq NotHighest
|
||||
jsr ClearScreenSoilRange
|
||||
NotHighest
|
||||
; calculate range
|
||||
sec
|
||||
lda XtankstableL,x
|
||||
sbc #2
|
||||
sta RangeLeft
|
||||
lda XtankstableH,x
|
||||
sbc #0
|
||||
sta RangeLeft+1
|
||||
clc
|
||||
lda XtankstableL,x
|
||||
adc #10
|
||||
sta RangeRight
|
||||
lda XtankstableH,x
|
||||
adc #0
|
||||
sta RangeRight+1
|
||||
jsr CalculateSoildown
|
||||
; hide tanks and ...
|
||||
jsr SoilDown2
|
||||
ldx TankNr
|
||||
rts
|
||||
|
||||
CalculateSoildown
|
||||
ldx TankNr
|
||||
clc
|
||||
lda XtankstableL,x
|
||||
adc #4
|
||||
sta xdraw
|
||||
lda XtankstableH,x
|
||||
adc #0
|
||||
sta xdraw+1
|
||||
mva #$04 ExplosionRadius
|
||||
jsr CalculateExplosionRange
|
||||
rts
|
||||
.endp
|
||||
|
||||
; -------------------------------------------------
|
||||
@@ -2929,7 +2927,7 @@ CheckCollisionWithTankLoop
|
||||
lda ytankstable,x
|
||||
cmp ydraw ; check range
|
||||
bcc BelowTheTank ;(ytankstable,ytankstable+3)
|
||||
sbc #4 ; we must rewrite EndOfTheBarrelY table or remove Y correction completely to "bold" tank !!!
|
||||
sbc #3 ; hitbox height
|
||||
cmp ydraw
|
||||
bcs OverTheTank
|
||||
; with or without shield ?
|
||||
|
||||
Reference in New Issue
Block a user