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Author SHA1 Message Date
Pirx c86aa65047 Merge pull request #158 from pkali/develop
pull it, baby!
2023-04-26 14:34:09 -04:00
Pirx 96372de688 Update README.md 2023-04-26 14:33:10 -04:00
Pecusx 1b6fdb6bb5 Minimally faster AI targeting 2023-04-26 14:40:11 +02:00
Pecusx e215148faf Better keys description (Atari 5200) 2023-04-25 20:17:12 +02:00
Pecusx 0e20f0e68d AI aiming after laser fixed :) 2023-04-25 18:53:17 +02:00
Pecusx cb1f9514e5 Manuals update 2023-04-25 13:38:02 +02:00
Pirx 98018a16dd Merge pull request #157 from pkali/develop
missing files
2023-04-24 08:45:57 -04:00
Pirx 3174876183 missing files 2023-04-24 06:59:51 -04:00
Pirx 253faff3cd Merge pull request #156 from pkali/develop
Develop 1.28
2023-04-22 15:08:08 -04:00
Pirx 16d629d94d riliz pliz 2023-04-22 15:07:02 -04:00
Pecusx e8830401d0 Better order of players in summary
If players have the same score, place is decided by "direct hits".
2023-04-21 14:20:43 +02:00
Pecusx b759091882 Better keys description 2023-04-21 10:02:52 +02:00
Pecusx da99406bbd Second POKEY init (for ingame music)
And cleanup
2023-04-21 08:49:13 +02:00
Pecusx 7088e02527 "Stereo" in game. 2023-04-20 21:07:08 +02:00
Pecusx 697a6ef9fe Mute second POKEY after splash screen 2023-04-20 13:01:03 +02:00
Pecusx 6685ef1203 "Stereo" (splash screen only) 2023-04-20 10:38:46 +02:00
Pecusx 28e34f3c02 The correct number of lines of text in GameOver (credits) 2023-04-18 12:04:10 +02:00
Pecusx 14b35275f7 Final (?) splash 2023-04-17 22:10:42 +02:00
Pecusx 18107445e4 16 lines down 2023-04-17 18:05:10 +02:00
Pecusx 3a0600bd4d Better (?) splash 2023-04-17 14:52:43 +02:00
Pecusx df9db33c4b Ops. Word order. 2023-04-17 08:59:53 +02:00
Pecusx 0b5029ddb9 Better splash 2023-04-17 08:48:27 +02:00
Pecusx c9e8adb352 Scorch title 2023-04-17 00:07:36 +02:00
Pecusx 9aabd92d01 Father unknown :) 2023-04-16 23:11:04 +02:00
Pecusx 132cef82ee The Mother of All Games 2023-04-13 12:09:46 +02:00
Pecusx 719b712451 Welcome back KAZ! :) 2023-04-08 00:11:05 +02:00
Pecusx bc31fa0ea1 Speedup native PutChar (8x8 and 4x4) procedures. 2023-04-06 19:52:30 +02:00
Pecusx 1e5530579f Optional PutChar 4x4 only implemented by PLOT 2023-04-06 15:04:15 +02:00
Pecusx a5f02cf33b Merge branch 'develop' of https://github.com/pkali/scorch_src into develop 2023-04-06 14:37:21 +02:00
Pecusx 5657171bb2 Optional PutChar 8x8 only implemented by PLOT 2023-04-06 14:37:15 +02:00
Pecusx 66d620fe4b winter can be drawn by PLOT (compilation option) 2023-04-05 19:00:56 +02:00
Pecusx 19b71664f1 Compilation option: faster graphics routines / better compatibility. 2023-04-05 14:27:08 +02:00
Pecusx f2de25a769 Better? "drawmountains"
Mountains are drawn only by the plot procedure.
Easier for the C64?
2023-04-05 12:30:47 +02:00
Pecusx 16fc84aa6f Better keys description in main menu 2023-04-04 14:44:58 +02:00
Pecusx fa79836f77 Code cleanup and optimizations 2023-04-04 12:40:24 +02:00
Pecusx f475999918 Welcome xorcerer (sorry KAZ). 2023-04-03 10:24:21 +02:00
Pecusx 2005f7bf98 Better keys descriptions in menus 2023-04-03 10:18:42 +02:00
Pecusx ab965c00b4 New splash screen (sorry KAZ :) ).
And start from "Polish Rainbow" color scheme.
2023-04-02 15:44:19 +02:00
Pecusx 83969e747b Code cleanup 2023-03-30 14:44:17 +02:00
Pecusx e1a930ca44 More cleanup and optimization 2023-03-29 20:20:26 +02:00
Pecusx d12102ad60 Code cleanup and optimization 2023-03-28 19:07:04 +02:00
Pecusx 2de654db32 Small optimizations in status line display proc 2023-03-15 14:48:58 +01:00
Pecusx 0703a9db93 Proper texts after the BFG 2023-03-02 14:57:54 +01:00
Pecusx af305f154c One more weapon of death 2023-03-02 14:32:20 +01:00
Pecusx 4cf4eb14c7 Tank slide correction 2023-03-02 13:12:46 +01:00
Pecusx 1337c83791 Better colors init. 2023-02-07 19:59:37 +01:00
Pirx 9251db8f3a Merge pull request #155 from pkali/develop
Develop
2023-02-07 02:27:00 -05:00
Pirx f15e815c1a readme updt 2023-02-07 02:26:03 -05:00
Pirx 746026ae4f rainbow colors on start 2023-02-07 01:59:12 -05:00
Pecusx fd67dc0bb1 Improved tank shapes.
Better appearance with disabled tank X-coordinate correction..
2023-02-04 21:15:59 +01:00
Pecusx c1ee40fa59 No X-tank position correction (PM graphics). 2023-02-02 18:29:34 +01:00
Pirx a64d01067d vdl macro 2023-01-31 16:35:21 -05:00
Pecusx f703316128 Optimizations - full colortable for PAL mode 2023-01-31 20:22:47 +01:00
Pecusx 98565d490f Deactivation of "Lazy..." is now working properly. 2023-01-31 10:57:58 +01:00
Pecusx fcbd0bc34a The G key works properly even if the wind options were last selected. 2023-01-30 22:33:36 +01:00
Pecusx e50bc8669e Code cleanup. 2023-01-27 09:30:27 +01:00
Pecusx bbded45200 Mere memory and 2 new talk texts (RB5200). And... no memory :) 2023-01-25 18:28:36 +01:00
Pecusx 00d386e73f ... and more (memory) ... 2023-01-25 15:13:57 +01:00
Pecusx 70788e772e More optimizarions 2023-01-25 14:44:55 +01:00
Pecusx 793d494fc5 Minor optimization 2023-01-25 14:10:50 +01:00
Pecusx 6b2eabd1ca Nicer Lazy targeting amd "visual Debug" for Lazy Boys 2023-01-24 14:20:29 +01:00
Pecusx 0832d841f4 Small talk - small fix. 2023-01-24 09:00:43 +01:00
Pirx c41c01cee0 readme updt 2023-01-23 08:36:19 -05:00
Pecusx 6b68066c94 Visible targeting bug 2023-01-23 14:21:02 +01:00
Pirx 31c181ce89 Merge pull request #154 from pkali/develop
Develop
2023-01-23 05:41:41 -05:00
Pirx 33d8303270 readme updt 2023-01-23 05:41:05 -05:00
Pecusx f9fad89d7c Revert "wait by atariki"
This reverts commit 41094db7dd.
2023-01-23 08:50:03 +01:00
Pecusx e9ff60210e Revert "minor fixes"
This reverts commit b7560ab6d9.
2023-01-23 08:49:58 +01:00
Pirx b7560ab6d9 minor fixes 2023-01-22 23:03:10 -05:00
Pirx 41094db7dd wait by atariki 2023-01-22 22:46:47 -05:00
Pecusx ab30227843 Ctrl+HELP - new "debug" switch 2023-01-22 23:17:26 +01:00
Pecusx 5d619c80f8 "Debug" for Laser 2023-01-22 19:46:37 +01:00
Pecusx e842d455e6 Visual Debug :) added 2023-01-21 22:48:46 +01:00
Pecusx da4d82cca4 All the splash text is swapped. 2023-01-21 13:51:26 +01:00
Pecusx f7931afbb4 Second fire (shift) on 5200
Thanks RB5200!
2023-01-20 21:26:39 +01:00
Pecusx b18793014d Very rare distance measuring bug fixed.
Sometimes a perfectly hit tank still lived.
2023-01-20 14:40:54 +01:00
Pecusx ef1c0dc62c Binary files upd. 2023-01-20 11:05:12 +01:00
Pecusx bc338198a0 Merge branch 'develop' of https://github.com/pkali/scorch_src into develop 2023-01-20 11:01:36 +01:00
Pecusx 2a08447b9c The tanks talk to each other again. 2023-01-20 11:00:46 +01:00
Pecusx 4088e5f8fa Macro "wait" optimization, and better credits 2023-01-19 19:46:06 +01:00
Pirx 79b5bc3290 readme updt 2023-01-17 10:04:09 -05:00
Pirx 3b80de7def readme updt 2023-01-17 09:25:01 -05:00
Pirx 922c7d15cb Merge pull request #153 from pkali/develop
readme updt
2023-01-17 09:11:44 -05:00
Pirx 4edf032d77 readme updt 2023-01-17 09:10:43 -05:00
Pirx 23ab8cb4d5 Merge pull request #152 from pkali/develop
1.25
2023-01-17 08:59:49 -05:00
Pirx 84fdef7cbf eng manual updt 2023-01-17 08:56:50 -05:00
Pecusx 9b8f345cb2 New tester in credits 2023-01-17 14:39:16 +01:00
Pecusx c0af7b2e6c Two minor glitches when switching screens. (very rare) 2023-01-16 20:33:38 +01:00
Pecusx d9b92eba07 Manuals update. 2023-01-16 10:29:15 +01:00
Pecusx 33b962725d Selectable change of wind power (once per turn or round). 2023-01-16 09:53:29 +01:00
Pecusx 9ec78928f1 Minor optimization and new macro: waitRTC (not used yet) 2023-01-15 20:47:10 +01:00
Pecusx e9ec39005f A800 binary update. 2023-01-14 14:06:01 +01:00
Pirx b3234a7077 version no. updt 2023-01-14 07:46:46 -05:00
Pirx 735316cdab splash working on all systems 2023-01-13 20:57:15 -05:00
Pirx d20a9a94d2 splash works with 4joy and 2joy kernels, still not working with Altirra kernel 2023-01-13 20:50:06 -05:00
Pirx a88f471a3c unnecessary 6502 init removed 2023-01-12 23:20:39 -05:00
Pirx def57f03ca comment fix 2023-01-12 20:41:42 -05:00
Pirx 8ac3c22fe7 custom 5200 splash screen year 2023 2023-01-12 20:34:04 -05:00
Pirx c7b5a07c62 custom 5200 splash screen 1st attempt 2023-01-12 20:12:24 -05:00
Pecusx ed126c454a Optimizations - 69 bytes saved! 2023-01-12 21:53:42 +01:00
Pecusx 066e248350 Better colors of mountains in PAL system. 2023-01-09 15:03:05 +01:00
Pecusx 9b05cf0220 Minor optimization 2 2023-01-09 14:43:42 +01:00
Pecusx 872d564846 Minor optimization 2023-01-06 20:54:09 +01:00
Pecusx fb0de84c01 Happy New Year! 2023-01-05 20:49:04 +01:00
Pecusx c151940735 Change colors during the game with the G key (a800 only) 2023-01-05 09:58:36 +01:00
Pirx d66e588203 readme and year change 2022-12-31 19:10:03 -05:00
Pecusx 3b53968fe3 Small gradient optimization (one variable gone). 2022-12-28 14:43:41 +01:00
Pecusx a45a892dc7 Merge branch 'develop' of https://github.com/pkali/scorch_src into develop 2022-12-25 12:41:48 +01:00
Pecusx 6f1e28298d Indicator of the selected color set. 2022-12-25 12:41:36 +01:00
Pirx 871f33f3bf Merge pull request #151 from pkali/develop
Develop
2022-12-24 10:31:30 -05:00
Pirx ffd5e558ff README updt 2022-12-24 10:31:04 -05:00
Pirx 82f26310da README updt 2022-12-24 10:29:51 -05:00
Pecusx 5d935c4379 Manuals update 2022-12-24 13:12:57 +01:00
Pecusx 4a9d8da441 New best colors by Adam :) 2022-12-24 12:40:11 +01:00
Pecusx 25490f76a3 Best colors by Adam 2022-12-24 10:55:59 +01:00
Pecusx 7b77d9714e Even better (other) colors :) 2022-12-23 19:46:20 +01:00
Pecusx 3fdc8600c6 Better second set of colors 2022-12-23 14:38:36 +01:00
Pecusx 3936b2bf8c Two sets of "gradient" selectable. 2022-12-23 14:07:22 +01:00
Pecusx d420ce06ca Smoke Tracer does not smoke when targeting by Lazy Darwin 2022-12-17 20:05:33 +01:00
Pecusx 6ec02ab3fc Lazy Boy works well with joystick (more testing needed) 2022-12-16 18:11:35 +01:00
Pecusx cf61f5075f New Lazy Darwin (with problems on 5200) 2022-12-16 15:20:10 +01:00
Pecusx 87f7e7eafa Dot does not fire MIRV :) 2022-12-16 13:41:52 +01:00
Pecusx 328a147225 Magic of the "." key :) 2022-12-16 12:39:52 +01:00
Pecusx 54a4dcf7d8 Options screen is now separate from setting the game's initial variables.
For easier porting to the C64 or others.
2022-12-14 13:11:40 +01:00
Pecusx b7a5e7c9b5 Self-destruction of shielded tank at angle 0-4. fixed! - again! 2022-12-13 17:47:42 +01:00
Pecusx 54f04ed962 Barrel start point correction 2022-12-13 09:30:11 +01:00
Pecusx 588040d9e6 Soildown after Hovercraft optimization. 2022-12-13 09:15:39 +01:00
Pecusx 2b88517167 New tanks shapes by Adam. But we maust correct start point of barrel 2022-12-12 20:42:17 +01:00
Pecusx ffcf44cabb Better Soildown after Hovercraft. 2022-12-12 14:11:09 +01:00
35 changed files with 7007 additions and 2245 deletions
+1
View File
@@ -4,3 +4,4 @@ scorch.lab
scorch.lst
textproc.lab
textproc.lst
artwork/talk.as_
+8 -4
View File
@@ -8,7 +8,7 @@ On the first screen, you can configure gameplay options:
* number of players (2 - 6) includes both human and computer-controlled players
* the initial amount of cash of each player (2K is the optimal value we chose, but for short games, it is worth choosing a higher value)
* gravity
* maximum wind strength (wind is drawn at the beginning of each round, here you can choose how strong it can be)
* maximum wind strength (wind is drawn at the beginning of each round or during the round between turns, here we can choose how strong it can be)
* number of rounds in a game
* missile speed (does not affect the flight path - only changes the apparent missile speed - does not change anything in the gameplay itself)
* frequency of suicides :) - if for a number of turns the game has not recorded hits (tanks are constantly shooting inaccurately), after one of such misses a tank commits suicide - here you determine how long they can "shooting for the stars" :) - if only people play the optimal setting is "norm", in the case of computer-controlled players ... you choose.
@@ -24,7 +24,7 @@ On the first screen, you can configure gameplay options:
Select options with cursor keys or a joystick.
The [TAB] or [SELECT] key, and on the Atari 5200 console the [5] controller key change the color of the mountains.
The [TAB] or [SELECT] key, and on the Atari 5200 console, the [5] controller key change the color of the mountains (3 versions to choose from) or (if the cursor indicates the wind strength selection option "Wind") change the way the wind strength is drawn from "every round" to "every turn" and vice versa. Drawing every turn is indicated by the "?" sign next to the word "Wind".
The [RETURN] key or a joystick button moves to the next screen.
@@ -67,7 +67,7 @@ The keyboard controls here are simple, cursor keys or joystick: left/right - cha
| A800 | 5200 | function |
| --- | --- | --- |
| [SPACE] | [0] | or joystick button pressed briefly - firing a shot. |
| [TAB] or [SELECT] | [5] | selection of offensive weapons (this option is not available directly with the joystick - you need to select Inventory). In the main menu it changes the mountain shading, indicated by the hill color change at the bottom of the screen. |
| [TAB] or [SELECT] | [5] | selection of offensive weapons (this option is not available directly with the joystick - you need to select Inventory). |
| [I] | [9] | or longer holding the joystick button - go to Inventory. It is a screen (actually two) with the same layout as the shopping menu, it also works similarly except that here you don't buy weapons, but choose one of the offensive ones to shoot or activate a defensive weapon. |
| [A] or [OPTION] | [7] | go directly to the defensive weapons activation.
| [M] | [PAUSE] | disable/enable background music. |
@@ -75,8 +75,10 @@ The keyboard controls here are simple, cursor keys or joystick: left/right - cha
| [START] | N/A | speed up some game animations. |
| [O] | [3] | end the current game and jump to the Game Over screen with a summary. The summary of the results does not take into account the current round of the game, but only the rounds completed earlier. This corresponds to pressing the [ESC] key with the difference that the summary and credits are displayed. |
| [START] + [OPTION] | N/A | immediately force the end of the game (Game Over), just like [O] but without confirmation.
| [G] | N/A | changes the mountain shading |
| [ESC] | [*] | during the entire game at any time (unless the computer is playing, then sometimes you have to wait a while) you can press the [ESC] key, which allows you to abort the game and return to the beginning (of course, there is protection against accidental pressing). |
| [Y] | [1] | when asked to abort or terminate the game - confirmation |
| [CTRL] + [HELP] | N/A | Toggle "visual debug" mode. It displays distances measured, laser aiming, and aiming technique. It leaves a mess on the screen, but it does not impair the game, just makes it a bit harder. |
## 5. Game mechanics - offensive weapons
@@ -178,10 +180,12 @@ Only these points determine the order in the summary
* **Nuclear Winter** - adds nothing, takes nothing away :) - in fact, it is not so much a defensive weapon as a double-edged one. It floods the area with "radioactive" fallout, which is ordinary soil. If you do not have at hand any weapon that digs up the terrain, and for that a shield (preferably disposable), then after such "fallout" you will have to shoot yourself - because being underground is otherwise impossible. Alternatively, **White Flag** always remains.
* **Long Schlong** - a special weapon :) - Costs a lot, doesn't really help with anything (except possibly digging yourself out but only when slightly buried but it has a cool name and looks cool :) - It can be activated independently of other defensive weapons and remains active until the end of the round (it cannot be deactivated).
* **Lazy Boy** - it is not actually a defensive weapon. It is an aiming aid. When it is activated, the tank tries to aim at the nearest enemy and automatically adjusts the power of the shot and angle. If it has too little energy, it can sometimes aim wrong (it uses a method like **Cyborg** to aim). Like **Battery**, it does not deactivate other defensive weapons when used. Note: There is no point in activating this weapon before the round, targeting will not take place because there is nothing to target yet.
* **Lazy Darwin** - works exactly like **Lazy Boy** but targets the weakest opponent.
* **Lazy Darwin** - works just like **Lazy Boy** but targets the weakest opponent. In this weapon, after automatic targeting, "visual targeting" remains active, so you can easily change the target and independently select another opponent by seeing if you hit him.
* **Auto Defense** - activates the mode of automatic activation of defensive weapons. After its activation, the tank automatically activates the strongest shield it has (consuming it, of course) at any time when there is no shield (also between shots of other players). At the same time, if the tank's energy level drops below 30 units, it automatically activates **Battery** if it has it. This weapon remains active until the end of the round and is indicated by the "computer" symbol before the name of the active defensive weapon in the status line. It is the second defensive weapon that does not deactivate other defensive weapons when used.
* **Spy Hard** - Help for the forgetful :) . When activated, it shows a preview of information about the next opponents one by one. Left/Right - changes the "spied" tank. Fire/Space/Return/Esc - ends the "spying". This is the last defensive weapon, which does not deactivate other defensive weapons when used.
Due to the different warhead tracking system of **MIRV** weapons, the **Bouncy Castle** and **Mag Deflector** defensive weapons only use the shielding function when hit by these weapons. In addition, **MIRV** warheads do not bounce or fly through sidewalls when falling!
None of the shields protect against **Napalm**. **Bouncy Castle** or **Mag Deflector** on a direct hit will deflect it or carry it past, but just hit very close to a tank and its shield will not save it.
**White Flag**, **Hovercraft** and **Nuclear Winter** weapons, when selected, require activation, this is accomplished by "firing a shot" after the selection of that weapon. Of course, the shot of the offensive weapon is then not fired, but only the selected defensive weapon is activated.
+6 -4
View File
@@ -7,7 +7,7 @@ Na pierwszym ekranie możemy skonfigurować opcje rozgrywki:
* ilość graczy (2 - 6) obejmuje tak ludzi jak graczy sterowanych przez komputer
* początkową ilość gotówki każdego z graczy (8k to wybrana przez nas wartość optymalna, lecz przy krótkich rozgrywkach warto wybrać większą wartość)
* grawitacja
* maksymalna siła wiatru (wiatr jest losowany na początku każdej z rund, tu możemy wybrać jak silny może być)
* maksymalna siła wiatru (wiatr jest losowany na początku każdej z rund lub w czasie rundy pomiędzy turami, tu możemy wybrać jak silny może być)
* liczba rozgrywanych rund
* szybkość lotu pocisków (nie ma wpływu na tor lotu - zmienia jedynie widoczną prędkość rysowania - nie zmienia nic w samej rozgrywce)
* częstotliwość samobójstw :) - jeśli przez ileś tur gra nie odnotowała trafień (czołgi ciągle strzelają niecelnie) jeden z takich pudłujących czołgów popełnia samobójstwo - tu określamy jak długo mogą “strzelać w próżnię” :) - jeśli grają tylko ludzie optymalne ustawienie to “norm”, w przypadku graczy sterowanych przez komputer… wedle uznania.
@@ -23,7 +23,7 @@ Na pierwszym ekranie możemy skonfigurować opcje rozgrywki:
Wybór opcji klawiszami kursora lub joystickiem.
Klawisz [TAB] lub [SELECT], a na konsoli Atari 5200 klawisz [5] kontrolera zmieniają kolor gór.
Klawisz [TAB] lub [SELECT], a na konsoli Atari 5200 klawisz [5] kontrolera zmieniają kolor gór (3 wersje do wyboru) lub (jeśli kursor wskazuje opcję wyboru siły wiatru "Wind") zmieniają sposób losowania siły wiatru z "co rundę" na "co turę" i odwrotnie. Losowanie co turę jest sygnalizowane znakiem "?" przy słowie "Wind".
Klawisz [RETURN] lub przycisk Joysticka przechodzi do następnego ekranu.
@@ -66,7 +66,7 @@ Tutaj klawiszologia jest prosta, klawisze kursora lub joystick: lewo/prawo - zmi
| A800 | 5200 | funkcja |
| --- | --- | --- |
| [SPACJA] | [0] | lub przycisk joysticka naciśnięte krótko - oddanie strzału |
| [TAB] lub [SELECT] | [5] | wybór broni ofensywnej (ta opcja nie jest dostępna bezpośrednio joystickiem - trzeba wybrać Inventory). W głównym menu zmienia cieniowanie gór, widoczne w kolorze górek na dole ekranu. |
| [TAB] lub [SELECT] | [5] | wybór broni ofensywnej (ta opcja nie jest dostępna bezpośrednio joystickiem - trzeba wybrać Inventory). |
| [I] | [9] | lub dłuższe przytrzymanie przycisku joysticka - przejście do Inventory (aktywacji broni). Inventory to ekran (a w zasadzie dwa) bliźniaczo podobny do ekranu zakupów. Zasady poruszania się są identyczne z tym, że tu nie kupujemy broni, ale wybieramy jedną z ofensywnych, którą będziemy strzelać lub aktywujemy broń defensywną. |
| [A] lub [OPTION] | [7] | bezpośrednie przejście na ekran Inventory aktywacji broni defensywnych. |
| [M] | [PAUSE] | wyłączenie/włączenie muzyki w tle |
@@ -74,8 +74,10 @@ Tutaj klawiszologia jest prosta, klawisze kursora lub joystick: lewo/prawo - zmi
| [START] | brak | przyspiesza/pomija niektóre animacje w grze |
| [O] | [3] | wymuszenie zakończenia gry (Game Over). W podsumowaniu wyników nie jest brana pod uwagę przerwana właśnie runda rozgrywki, a wyłącznie rundy zakończone wcześniej. Odpowiada to wciśnięciu klawisza [ESC] z tą różnicą, że wyświetlane jest podsumowanie oraz creditsy. |
| [START] + [OPTION] | brak | natychmiastowe wymuszenie zakończenia gry (Game Over), tak jak [O] ale bez potwierdzenia. |
| [G] | brak | zmienia cieniowanie gór |
| [ESC] | [*] | w czasie całej gry w dowolnym momencie (chyba że akurat gra komputer, wtedy czasem trzeba chwilę poczekać) można nacisnąć klawisz [ESC], który umożliwia przerwanie gry i powrót na początek (oczywiście jest zabezpieczenie przed przypadkowym naciśnięciem). |
| [Y] | [1] | w przypadku pytania o przerwanie lub zakończenie gry - potwierdzenie decyzji |
| [CTRL] + [HELP] | brak | Przełącza tryb "visual debug". Wizualizuje mierzone odległości, celowanie lasera oraz technikę celowania komputera. Pozostawia bałagan na ekranie, co nie zmienia rozgrywki, tylko ją nieco utrudnia. |
## 5. Zasady gry - bronie ofensywne
@@ -178,7 +180,7 @@ Tylko te punkty decydują o kolejności w podsumowaniu
* **Nuclear Winter** - nic nie dodaje, nic nie zabiera :) - w zasadzie to broń nie tyle defensywna co obosieczna. Zasypuje teren opadem "radioaktywnym", który jest zwyczajną glebą. Jeśli nie mamy pod ręką żadnej broni odkopującej teren i do tego osłony (najlepiej jednorazowej), to po takim "opadzie" będzie trzeba strzelić do siebie - bo będąc pod ziemią inaczej się nie da. Ewentualnie pozostaje zawsze White Flag.
* **Long Schlong** - broń specjalna :) - kosztuje dużo, nie bardzo w czymkolwiek pomaga (poza ewentualnym odkopaniem się ale tylko przy niewielkim przysypaniu ale fajnie się nazywa i wygląda :) - Można ją aktywować niezależnie od innych broni defensywnych i pozostaje aktywna do końca rundy (nie da się jej dezaktywować).
* **Lazy Boy** - nie jest to właściwie broń defensywna. Jest to wspomaganie celowania. Po jej aktywacji czołg stara się wycelować w najbliższego przeciwnika i automatycznie ustawia siłę strzału oraz kąt. W przypadku posiadania zbyt małej ilości energii może czasem wycelować źle (do celowania stosuje metodę taką jak **Cyborg**). Tak jak **Battery** nie dezaktywuje innych broni defensywnych w przypadku jej użycia. Uwaga! Nie ma sensu aktywacja tej broni przed rundą, celowanie nie odbędzie się bo nie ma jeszcze do czego celować.
* **Lazy Darwin** - działa dokładnie jak **Lazy Boy** ale celuje w najsłabszego przeciwnika.
* **Lazy Darwin** - działa tak jak **Lazy Boy** ale celuje w najsłabszego przeciwnika. W tej broni po automatycznym celowaniu pozostaje aktywne "celowanie wizualne" można więc łątwo zmienić cel i samodzielnie wybrać innego przeciwnika widząc czy w niego trafimy.
* **Auto Defense** - włącza tryb automatycznej aktywacji broni defensywnych. Po jej aktywowaniu czołg automatycznie aktywuje najmocniejszą posiadaną osłonę (zużywając ją oczywiście) w każdej chwili, kiedy nie ma żadnej osłony (także pomiędzy strzałami innych graczy). Jednocześnie jeżeli poziom energii czołgu spadnie poniżej 30 jednostek, automatycznie aktywuje **Battery** jeżeli ją posiada. Ta broń pozostaje aktywna do końca rundy i jest sygnalizowana symbolem "komputera" przed nazwą aktywnej broni defensywnej w linii statusowej. Jest to druga broń defensywna, która nie dezaktywuje innych broni defensywnych w przypadku jej użycia.
* **Spy Hard** - Pomoc dla zapominalskich :) . Po aktywacji pokazuje kolejno podgląd informacji o kolejnych przeciwnikach. Lewo/Prawo - zmienia "szpiegowany" czołg. Fire/Space/Return/Esc - kończy "szpiegowanie". Jest to ostatnia broń defensywna, która nie dezaktywuje innych broni defensywnych w przypadku jej użycia.
+96 -7
View File
@@ -8,17 +8,19 @@ by Tomasz 'Pecus' Pecko and Pawel 'pirx' Kalinowski
Warsaw, Miami 2000, 2001, 2002, 2003, 2009, 2012, 2013, 2022
Contributors:
- Miker (@mikerro) - in-game music and sfx, ideas, QA
- Kaz - splash screen, ideas
- Adam (@6502adam) - font, design, QA
- Bocianu (@bocianu) - important ideas, FujiNet implementation, QA
- Miker ([mikerro](https://github.com/mikerro)) - in-game music and sfx, ideas, QA
- Kaz - original splash screen, SV Atari 50 splash screen, ideas
- Adam ([6502adam](https://github.com/6502adam)) - font, design, QA
- Bocianu ([bocianu](https://github.com/bocianu)) - important ideas, FujiNet implementation, QA
- Emkay - splash screen music
- Fox (@pfusik) - plot and point optimization
- Fox ([pfusik](https://github.com/pfusik)) - plot and point optimization
- xorcerer ([xauberer](https://github.com/xauberer)) - prompt for AI generated splash and sticker
QA: Probabilitydragon, KrzysRog, Beeblebrox, EnderDude, lopezpb, Dracon, brad-colbert, archon800,
Shaggy the Atarian, x=usr(1536), Aking, Kenshi
Special thanks to tebe (@tebe6502), JAC! (@peterdell) and phaeron for their fantastic tools and support.
Special thanks to tebe ([tebe6502](https://github.com/tebe6502)), JAC! ([peterdell](https://github.com/peterdell)) and phaeron ([Altirra](https://www.virtualdub.org/altirra.html)) for their fantastic tools and support.
You can contact us via [AtariAge](https://atariage.com) or [AtariOnLine](https://atarionline.pl) forums.
@@ -51,6 +53,92 @@ With the advent of [fujinet](https://fujinet.online/) we are thinking about maki
## Changelog:
###### Version 1.28
2023-04-22
Greetings and salutations,
Allow me to present the release notes for Version 1.28 of our esteemed hobby game for 8-bit computers.
First and foremost, let it be known that we have reached the end of an era. We bid adieu to the solitary player versions, as we are determined to preserve the sanctity of this auspicious round version number.
Moving on to the technical enhancements and embellishments, we are proud to introduce a simulated stereo feature for those fortunate enough to possess the dual pokey hardware. This auditory wonder was brought to fruition by the esteemed Arthur "Two Pokeys" Jackson, whose mastery in the field of sound engineering knows no bounds.
Furthermore, we have bestowed upon our beloved creation a splash screen of unrivaled brilliance, crafted by the masterful xorcerer. This work of art, by the Artificial Unintelligence and Machine Forgetting, shall leave an indelible mark on all who behold it.
Our developers have also painstakingly refined the game's performance with a plethora of improvements, including a refined round and final results sorting mechanism, additional keyboard usage assistance in the main menu, and a significant acceleration of the 8x8 and 4x4 put char routines. Additionally, we have incorporated configurable hardware and screen memory layout agnostic put char routines to accommodate future ports and ensure seamless compatibility.
Last but certainly not least, our mountain drawing optimization shall elevate the visual experience to new heights, ensuring an immersive and enjoyable experience for all.
We hope that these improvements shall enhance your gaming experience, and we eagerly anticipate your feedback.
Yours sincerely,
The Developers
###### Version 1.27
2023-02-07
Late evening edition. It is 2:11 am and I am writing this instead of dreaming of electric sheep.
Our Senior Executive Art Director @+Adam+ ordered us to stop procrastinating and finally release the version with colorized mountains. So here it is. Enjoy :)
Please note you can still press [Tab] or [5] in the main menu and revert to the classic or classy look of the "Polish rainbow" (it's a reference to a strangely accurate Wulffmorgenthaler comic strip: https://i.imgur.com/HMctP.jpg)
Other changes:
- nicer Lazy targeting and "visual Debug" for Lazy Boys
- extreme memory optimizations to fit 2 new texts from @RB5200 based on "Sandford and Son"
- fix for [G] key bug when turn wind changes were selected
- fix for Lazy Boys deactivation bug
- PAL mode now has got the full-color table, so it is possible to adjust colors better
- the x-position of tanks was always adjusted to even X values, this is no more, which saves some hassle and unnecessary tank shakes left and right. As tanks are painted with sprites of a lower resolution, a rare artifact might appear here and there.
- improved tank shapes
###### Version 1.26
2023-01-23
Early morning edition. It is 5:11 am and I am writing this instead of dreaming of electric sheep.
For the last 6 weeks, the versions we released had an awful bug - the conversations of tanks were completely invisible. Thanks for pointing this out, RB5200.
- tanks talk to each other again
- better stochastic non-blocking wait one frame
- rare distance measurement bug fixed (rarely a tank survived a direct hit)
- 5200: second fire (by RB5200)
- "visual debug" mode in A800 version, triggered by pressing [CTRL]+[HELP]. It displays distances measured, laser aiming, and aiming technique. It leaves a mess on the screen, but it does not impair the game, just makes it a bit harder.
###### Version 1.25
2023-01-17
Y2K Compliance Edition
This version is 5200 SuperSystem focused.
- the correct production year in the splash screens!!!
- very rare hangups when accessing the inventory seemingly eliminated, thanks @RB5200 for testing!
- a new feature - pressing [Tab] (atari800) or [5] (5200) when selecting the wind power switches wind mode to changing with each turn, which makes aiming arguably more challenging! It is indicated by "?" next to the "Wind" in the main menu.
- pressing [G] during the game changes the color scheme (classic, Polish rainbow, Xmas).
- all these changes were made possible thanks to the extensive code size optimization by @Pecus
###### Version 1.23
2023-01-01
New year edition! Who could imagine?
The new feature is that pressing [Tab] in the main menu now changes colors of the small tank area down the screen and makes it clear what color version you are going to run (classic/ Polish rainbow/ Christmas colors).
Also a small gradient optimization.
###### Version 1.22
2022-12-24
Christmas colors edition! Can you carve a quarter of a page of memory from two decades old code? Sure @Pecusx can! So finally we have the most requested feature - C0L0RS on the game screen, adjusted with Adam's help.
Press [TAB] twice in the main menu to switch to a screen with colors.
Other (dubious) improvements:
- New Lazy Darwin, it is spectacular, check it out!!!
- Smoke Tracer does not smoke when targeting with Lazy Darwin
- Lazy Boy works well with joystick
- Another fix for self-destructing tanks shooting low angles (0-4 degrees)
- New, better tank shapes by Adam
- Barrel start point correction fixes very rare aiming issues
- Soil slide after Hovercraft usage optimized
###### Version 1.21
2022-12-10
@@ -623,4 +711,5 @@ For the first time Scorched Earth for Atari XL/XE (build 103) published.
Together with Pecus we were working on this piece of code for four years and it does not look like it is accelerating so we decided to publish what we have. Last few weeks I was translating source code comments and labels to English to let other people work on this project with us. In other words Scorched Earth becomes an open source project :)
Now it's your turn to help this idea happen!
...transmission error...former history missing...
...transmission error...former history missing...
+4 -62
View File
@@ -514,64 +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 #$00
sta temp2 ; max possible distance
sta tempor2 ; direction of shoot
;ldx TankNr
ldy NumberOfPlayers
dey
loop01
cpy TankNr
beq skipThisPlayer
lda eXistenZ,y
beq skipThisPlayer
lda LowResDistances,x
cmp LowResDistances,y
bcs EnemyOnTheLeft
;enemy on the right
sec
lda LowResDistances,y
sbc LowResDistances,x
cmp temp2 ; bigest
bcc bigestIsBigger
sta temp2
sty temp2+1 ; number of the farthest tank
inc tempor2 ; set direction to right
bne bigestIsBigger
EnemyOnTheLeft
sec
lda LowResDistances,x
sbc LowResDistances,y
cmp temp2 ; lowest
bcc bigestIsBigger
sta temp2
sty temp2+1 ; number of the farthest tank
bigestIsBigger
skipThisPlayer
dey
bpl loop01
; now we have number of the farthest tank in temp2+1
; and direction (0 - left, >0 - right) in tempor2
; let's move them to registers
; in temp2 we have x distance divided by 8
ldy temp2+1
lda tempor2
rts
.endp
*/
;----------------------------------------------
.proc TakeAim
; targeting the tank number TargetTankNr (and Y)
@@ -602,10 +545,7 @@ skipThisPlayer
sta RandBoundaryHigh+1
jsr RandomizeForce
RepeatAim
lda ForceTableL,x
sta Force
lda ForceTableH,x
sta Force+1
jsr Table2Force
; wind correction 90+(wind/8)
mwa Wind temp2
:7 lsrw temp2
@@ -617,7 +557,7 @@ RepeatAim
lda #ind_Baby_Missile___
sta ActiveWeapon,x
; now we have initial valuses
mva #$ff TestFlightFlag
mva #%11000000 TestFlightFlag
; check targeting direction
lda tempor2
jne AimingLeft
@@ -661,6 +601,7 @@ NoHitInFirstLoopR
sbc #5
sta NewAngle
HitOnRightSideOfTargetR
dec NewAngle
EndOfFirstLoopR
mva #5 modify ; set counter (5 turns)
SecondLoopR
@@ -755,6 +696,7 @@ NoHitInFirstLoopL
adc #5
sta NewAngle
HitOnLeftSideOfTargetL
inc NewAngle
EndOfFirstLoopL
mva #5 modify ; set counter (5 turns)
SecondLoopL
-877
View File
@@ -1,877 +0,0 @@
/***************************************/
/* Use MADS http://mads.atari8.info/ */
/* Mode: DLI (char mode) */
/***************************************/
;icl "Scorch50.h"
;icl "../lib/ATARISYS.ASM"
;icl "../lib/macro.hea"
; --- dmsc LZSS player routine on zero page
org $80
chn_copy .ds 9
chn_pos .ds 9
bptr .ds 2
cur_pos .ds 1
chn_bits .ds 1
bit_data .ds 1
fcnt .ds 2
fadr .ds 2
fhlp .ds 2
cloc .ds 1
regA .ds 1
regX .ds 1
regY .ds 1
WIDTH = 40
HEIGHT = 30
; --- BASIC switch OFF
org $2000\ mva #$ff portb\ rts\ ini $2000
; --- MAIN PROGRAM
org $2000
ant dta $C2,a(scr)
dta $02,$82,$02,$02,$82,$02,$82,$02,$82,$02,$02,$02,$82,$02,$82,$82
dta $02,$02,$82,$02,$02,$82,$02,$02,$82,$82,$02,$82,$22
;dta $42,a(verline)
dta $41,a(ant)
;verline
; :37 dta d" "
; dta build
scr ins "Scorch50.scr"
.ds 0*40
.ALIGN $0400
fnt ins "Scorch50.fnt"
ift USESPRITES
.ALIGN $0800
pmg .ds $0300
ift FADECHR = 0
SPRITES
els
.ds $500
eif
eif
song_data
ins 'mmm_16.lzs'
song_end
buffers
.ds 256 * 9
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Song Initialization - this runs in the first tick:
;
.proc init_song
mva #1 bit_data
; Example: here initializes song pointer:
;mwa #song_data song_ptr
; Init all channels:
ldx #8
ldy #0
clear
; Read just init value and store into buffer and POKEY
jsr get_byte
sta POKEY, x
sty chn_copy, x
cbuf
sta buffers + 255
inc cbuf + 2
dex
bpl clear
; Initialize buffer pointer:
sty bptr
sty cur_pos
rts
.endp
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Wait for next frame
;
.proc wait_frame
lda 20
delay
cmp 20
beq delay
.endp
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Play one frame of the song
;
.proc play_frame
lda #>buffers
sta bptr+1
lda song_data
sta chn_bits
ldx #8
; Loop through all "channels", one for each POKEY register
chn_loop:
lsr chn_bits
bcs skip_chn ; C=1 : skip this channel
lda chn_copy, x ; Get status of this stream
bne do_copy_byte ; If > 0 we are copying bytes
; We are decoding a new match/literal
lsr bit_data ; Get next bit
bne got_bit
jsr get_byte ; Not enough bits, refill!
ror ; Extract a new bit and add a 1 at the high bit (from C set above)
sta bit_data ;
got_bit:
jsr get_byte ; Always read a byte, it could mean "match size/offset" or "literal byte"
bcs store ; Bit = 1 is "literal", bit = 0 is "match"
sta chn_pos, x ; Store in "copy pos"
jsr get_byte
sta chn_copy, x ; Store in "copy length"
; And start copying first byte
do_copy_byte:
dec chn_copy, x ; Decrease match length, increase match position
inc chn_pos, x
ldy chn_pos, x
; Now, read old data, jump to data store
lda (bptr), y
store:
ldy cur_pos
sta POKEY, x ; Store to output and buffer
sta (bptr), y
skip_chn:
; Increment channel buffer pointer
inc bptr+1
dex
bpl chn_loop ; Next channel
inc cur_pos
.endp
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Check for ending of song and jump to the next frame
;
; not checking really so the tune gets funky :)))
;lda song_ptr + 1
;cmp #>song_end
;bne wait_frame
;lda song_ptr
;cmp #<song_end
;bne wait_frame
end_loop
rts
song_ptr = get_byte + 1
.proc get_byte
lda song_data+1
inc song_ptr
bne skip
inc song_ptr+1
skip
rts
.endp
main
jsr init_song
; ; copy system font to $a000
; ldx #0
;@ lda $e000,x
; sta $a000,x
; ;lda $e100,x ; i need digits only :]
; ;sta $a100,x
; ;lda $e200,x
; ;sta $a200,x
; ;lda $e300,x
; ;sta $a300,x
; inx
; bne @-
; --- init PMG
ift USESPRITES
mva >pmg pmbase ;missiles and players data address
mva #$03 GRACTL ;enable players and missiles
eif
lda:cmp:req $14 ;wait 1 frame
sei ;stop IRQ interrupts
mva #$00 nmien ;stop NMI interrupts
sta dmactl
;mva #$fe portb ;switch off ROM to get 16k more ram
;mwa #NMI $fffa ;new NMI handler
sta COLOR4
lda #$0E
sta COLOR1
lda #$84
sta COLOR2
lda #$0E
sta COLOR3
lda #$02
VMAIN NMI.vbl,6 ;jsr SetVBL
VDLI DLI.dli_start
mva #1 vscrol
mva #$c0 nmien ;switch on NMI+DLI again
_lp lda trig0 ; FIRE #0
beq stop
lda trig1 ; FIRE #1
beq stop
lda consol ; START
and #1
beq stop
lda skctl
and #$04
bne _lp ;wait to press any key; here you can put any own routine
stop
cli
vmain sysvbv,6
mva #$00 GRACTL ;PMG disabled
tax
sta:rne hposp0,x+
;mva #$ff portb ;ROM switch on
mva #$40 nmien ;only NMI interrupts, DLI disabled
;cli ;IRQ enabled
lda #0
ldx #8
@ sta POKEY,x
dex
bpl @-
;no glitching please (issue #67)
lda #0
sta $D400 ;dmactl
sta $022F ;dmactls
rts ;return to ... DOS
; --- DLI PROGRAM
.local DLI
?old_dli = *
dli_start
dli13
sta regA
sta wsync ;line=8
sta wsync ;line=9
sta wsync ;line=10
sta wsync ;line=11
sta wsync ;line=12
sta wsync ;line=13
c9 lda #$14
sta wsync ;line=14
sta colpm3
DLINEW DLI.dli2 1 0 0
dli2
sta regA
lda >fnt+$400*$01
sta wsync ;line=24
sta chbase
DLINEW dli3 1 0 0
dli3
sta regA
lda >fnt+$400*$02
sta wsync ;line=48
sta chbase
sta wsync ;line=49
sta wsync ;line=50
sta wsync ;line=51
s3 lda #$07
sta wsync ;line=52
sta sizem
DLINEW dli14 1 0 0
dli14
sta regA
stx regX
sty regY
x8 lda #$A3
sta wsync ;line=64
sta hposp3
x9 lda #$AB
sta wsync ;line=65
sta hposm3
sta wsync ;line=66
sta wsync ;line=67
sta wsync ;line=68
sta wsync ;line=69
sta wsync ;line=70
s4 lda #$13
x10 ldx #$A6
sta wsync ;line=71
sta sizem
stx hposm2
s5 lda #$01
x11 ldx #$72
x12 ldy #$62
sta wsync ;line=72
sta sizep2
sta sizep3
stx hposp2
sty hposp3
x13 lda #$A9
sta wsync ;line=73
sta hposp1
DLINEW dli4 1 1 1
dli4
sta regA
lda >fnt+$400*$03
sta wsync ;line=80
sta chbase
DLINEW dli5 1 0 0
dli5
sta regA
stx regX
lda >fnt+$400*$04
sta wsync ;line=112
sta chbase
sta wsync ;line=113
sta wsync ;line=114
sta wsync ;line=115
sta wsync ;line=116
sta wsync ;line=117
sta wsync ;line=118
s6 lda #$07
x14 ldx #$A3
sta wsync ;line=119
sta sizem
stx hposm1
s7 lda #$01
x15 ldx #$93
sta wsync ;line=120
sta sizep1
stx hposp1
DLINEW dli15 1 1 0
dli15
sta regA
stx regX
sta wsync ;line=128
sta wsync ;line=129
sta wsync ;line=130
sta wsync ;line=131
x16 lda #$4A
sta wsync ;line=132
sta hposp1
c10 lda #$D4
sta wsync ;line=133
sta colpf2
s8 lda #$C3
x17 ldx #$5A
sta wsync ;line=134
sta sizem
stx hposm3
DLINEW dli6 1 1 0
dli6
sta regA
stx regX
sty regY
lda >fnt+$400*$05
sta wsync ;line=136
sta chbase
sta wsync ;line=137
sta wsync ;line=138
sta wsync ;line=139
sta wsync ;line=140
sta wsync ;line=141
sta wsync ;line=142
s9 lda #$C7
x18 ldx #$A9
sta wsync ;line=143
sta sizem
stx hposm1
s10 lda #$D7
x19 ldx #$9E
c11 ldy #$02
sta wsync ;line=144
sta sizem
stx hposm2
sty colpm2
sta wsync ;line=145
c12 lda #$04
sta wsync ;line=146
sta colpm1
sta wsync ;line=147
sta wsync ;line=148
sta wsync ;line=149
s11 lda #$00
x20 ldx #$74
c13 ldy #$02
sta wsync ;line=150
sta sizep3
stx hposp3
sty colpm3
sta wsync ;line=151
sta wsync ;line=152
sta wsync ;line=153
sta wsync ;line=154
sta wsync ;line=155
sta wsync ;line=156
sta wsync ;line=157
c14 lda #$04
sta wsync ;line=158
sta colpf0
DLINEW dli7 1 1 1
dli7
sta regA
lda >fnt+$400*$06
sta wsync ;line=160
sta chbase
DLINEW dli8 1 0 0
dli8
sta regA
stx regX
sty regY
lda >fnt+$400*$07
sta wsync ;line=184
sta chbase
sta wsync ;line=185
s12 lda #$00
x21 ldx #$8E
c15 ldy #$08
sta wsync ;line=186
sta sizep2
stx hposp2
sty colpm2
x22 lda #$4C
c16 ldx #$0E
sta wsync ;line=187
sta hposp3
stx colpm3
c17 lda #$0A
c18 ldx #$34
sta wsync ;line=188
sta colpf1
stx colpm3
s13 lda #$43
x23 ldx #$49
sta wsync ;line=189
sta sizem
stx hposm3
c19 lda #$08
c20 ldx #$34
sta wsync ;line=190
sta colpf1
stx colpm2
sta wsync ;line=191
c21 lda #$0A
sta wsync ;line=192
sta colpf1
c22 lda #$08
sta wsync ;line=193
sta colpf1
c23 lda #$0A
sta wsync ;line=194
sta colpf1
c24 lda #$34
sta wsync ;line=195
sta colpf2
c25 lda #$0C
sta wsync ;line=196
sta colpf1
c26 lda #$0A
sta wsync ;line=197
sta colpf1
c27 lda #$0C
sta wsync ;line=198
sta colpf1
sta wsync ;line=199
sta wsync ;line=200
c28 lda #$0E
sta wsync ;line=201
sta colpf1
c29 lda #$0C
sta wsync ;line=202
sta colpf1
c30 lda #$0E
sta wsync ;line=203
sta colpf1
c31 lda #$0C
sta wsync ;line=204
sta colpf1
c32 lda #$0E
sta wsync ;line=205
sta colpf1
DLINEW dli16 1 1 1
dli16
sta regA
sta wsync ;line=208
sta wsync ;line=209
c33 lda #$0C
sta wsync ;line=210
sta colpf1
c34 lda #$0E
sta wsync ;line=211
sta colpf1
c35 lda #$0C
sta wsync ;line=212
sta colpf1
DLINEW dli9 1 0 0
dli9
sta regA
stx regX
sty regY
lda >fnt+$400*$08
c36 ldx #$0A
sta wsync ;line=216
sta chbase
stx colpf1
c37 lda #$0C
sta wsync ;line=217
sta colpf1
c38 lda #$0A
x24 ldx #$9D
c39 ldy #$34
sta wsync ;line=218
sta colpf1
stx hposm1
sty colpm1
s14 lda #$03
x25 ldx #$7D
sta wsync ;line=219
sta sizep3
stx hposp3
c40 lda #$08
s15 ldx #$13
x26 ldy #$45
sta wsync ;line=220
sta colpf1
stx sizem
sty hposm2
s16 lda #$03
x27 ldx #$59
sta wsync ;line=221
sta sizep2
stx hposp2
s17 lda #$53
x28 ldx #$49
x29 ldy #$79
sta wsync ;line=222
sta sizem
stx hposp1
sty hposm3
c41 lda #$06
c42 ldx #$00
sta wsync ;line=223
sta colpf1
stx colpf2
lda >fnt+$400*$01
s18 ldx #$50
x30 ldy #$44
sta wsync ;line=224
sta chbase
stx sizem
sty hposm0
sta wsync ;line=225
c43 lda #$08
sta wsync ;line=226
sta colpf1
c44 lda #$0C
sta wsync ;line=227
sta colpf1
sta wsync ;line=228
sta wsync ;line=229
c45 lda #$0E
sta wsync ;line=230
sta colpf1
DLINEW dli10 1 1 1
dli10
sta regA
lda >fnt+$400*$00
sta wsync ;line=232
sta chbase
;DLINEW dli11 1 0 0
lda regA
rti
;dli11
; sta regA
;
; lda #>$a000 ; system font
; sta wsync ;line=232
; sta chbase
; lda #$01
; sta gtictl
;
; lda regA
; rti
.endl
; ---
CHANGES = 1
FADECHR = 0
SCHR = 127
dliv = $0200
; ---
.proc NMI
bit nmist
bpl VBL
jmp DLI.dli_start
VBL
sta regA
stx regX
sty regY
;sta nmist ;reset NMI flag
mwa #ant dlptr ;ANTIC address program
mva #@dmactl(standard|dma|lineX1|players|missiles) dmactl ;set new screen width
inc cloc ;little timer
; Initial values
lda >fnt+$400*$00
sta chbase
c0 lda #$00
sta colbak
c1 lda #$0E
sta colpf1
c2 lda #$84
sta colpf2
c3 lda #$0E
sta colpf3
lda #$02
sta CHACTL
lda #$01
sta PRIOR
sta sizep0
s0 lda #$03
sta sizem
x0 lda #$D0
sta hposp0
x1 lda #$28
sta hposm0
c4 lda #$00
sta colpm0
x2 lda #$A2
sta hposm3
c5 lda #$0E
sta colpm3
s1 lda #$00
sta sizep2
sta sizep3
x3 lda #$92
sta hposp2
x4 lda #$8A
sta hposp3
c6 lda #$14
sta colpm2
s2 lda #$00
sta sizep1
x5 lda #$9A
sta hposp1
c7 lda #$14
sta colpm1
x6 lda #$A4
sta hposm2
x7 lda #$A6
sta hposm1
c8 lda #$00
sta colpf0
mwa #DLI.dli_start dliv ;set the first address of DLI interrupt
;this area is for yours routines
jsr play_frame
quit
lda regA
ldx regX
ldy regY
jmp sysvbv
.endp
; ---
ini main
; ---
opt l-
.MACRO SPRITES
missiles
.he 00 00 00 00 00 00 00 00 03 03 C3 03 03 03 03 03
.he 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03
.he 03 03 03 03 03 03 03 03 03 83 83 83 C3 C3 C3 C3
.he C3 C3 C3 C3 C3 E3 E3 E3 E3 E3 E3 F3 F3 F3 F3 FB
.he FB FB FB FB FF FF FF FF F3 33 83 83 83 83 C3 D3
.he D3 D3 13 03 03 03 03 03 03 03 03 03 03 03 03 03
.he 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03
.he 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03 0F
.he 0F 0F 0F 0F 0F 0F 0F 0F 0F 0F 03 03 03 03 C3 C3
.he C3 C3 C3 C3 C3 C3 C3 C3 C3 D3 FF FF 3F 3F 3F 3F
.he 3F 3F 33 13 03 03 03 03 03 03 03 03 03 03 03 03
.he 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03
.he 03 03 03 03 03 03 03 43 43 C3 C3 C3 C3 03 03 03
.he 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03
.he 03 03 0F 0F 3F 3F FF FC FE FE FF DB 03 03 03 03
.he 03 03 03 03 03 03 03 03 00 00 00 00 00 00 00 00
player0
.he 00 00 00 00 00 00 00 00 FF FF FF FF FF FF FF FF
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
.he FF FF FF FF FF FF FF FF 00 00 00 00 00 00 00 00
player1
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.he 00 00 00 00 00 00 00 00 F0 FC FE FE FF FF FF FF
.he FF 0F 0F 0F 0F 0F 0F 0F 0F 0F 07 07 07 07 07 07
.he 03 03 03 FF FF FF FF FF CF CF FF FF FF FF FF 9F
.he 9F FF FF FF FF FF FF FF 00 00 00 00 00 00 00 00
.he 00 F0 F0 F0 F0 78 F8 78 78 78 78 38 78 38 3C 3C
.he 3C 3C 1C 3C 1C 1C 1C 1C 1E 1E 1E 1E 0E 1E 0E 0E
.he 0E 0F 07 0F 07 0F 07 07 07 07 07 07 06 06 06 06
.he FF FF FF FF FF FF FF FF FF FF FF 00 00 3E 3F 7F
.he 7F 7F 7F 7F 7F 7F 7F 3F 3F 3F 00 00 00 00 00 00
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.he 00 00 00 00 00 00 FF FF FF FF FF FF 00 00 00 00
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
player2
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.he 00 00 00 00 00 00 00 00 FF FF FF FF FF FF FF FF
.he FF 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.he 00 00 00 FF FF FF FF FF 99 99 FF FF FF FF FF 33
.he 33 FF FF FF FF FF FF FF 00 00 00 00 00 00 00 00
.he 00 00 80 F0 F8 F8 F8 FC FC FC FC FC FC FC FC FC
.he FC FE FE FE FE FE FE FF FF FF FF FF FF FF FE FC
.he F8 F8 F8 F8 F0 F0 F0 F0 F0 F0 F0 F0 E0 E0 E0 E0
.he E0 E0 E0 FC FE FE FF FF 8F 87 87 87 07 07 07 07
.he 07 07 07 07 07 07 07 03 00 00 00 00 00 00 00 00
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.he 00 00 00 00 00 00 F8 FC FC FE FE FF FF 00 00 00
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.he 00 00 00 00 00 00 FF FF FF FF FF FF 00 00 00 00
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
player3
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.he 00 00 00 00 00 00 00 00 01 07 0F 1F 1F 3F 3F 7F
.he 7F 78 78 F0 F0 F0 F0 F8 F8 F8 78 7C 7C 7C 3C 3E
.he 3E 3E 1E 1F 1F 1F 0F 0F 0F 0F 0F 1F 1F 1F 1F 1F
.he 1F 3F 3F 3F 3F 3F 3F 3F FF 7F 7F 3F 3F 1F 1F 0F
.he 1F 1F 1F 3F 3F 3F 3F 3F 3F 3B 30 30 30 30 30 30
.he 30 30 30 30 38 3E 7F 7F 7F 7F 7F 7F 7F 7F 7F 7F
.he 7F 7F 7F 7F 7F 7F 7F FF FF FF FF FF FF FF FF FF
.he FF FF FF FF FF FF FF FF 7F 7F 7F 7F 7F 7F FF FF
.he FF FF FF FF FE FE FE FE FE FE FE FE FC 1C FF 7E
.he 7E FE FE FE FE FF FF FF 7F 7E 7E 3C 00 00 00 00
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.he 00 00 00 00 00 7C FE FE FF FF FF 00 00 00 00 00
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.he 00 00 00 FF FF FF FF FF FF FF FF FF 00 00 00 00
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.ENDM
USESPRITES = 1
.MACRO DLINEW
mva <:1 dliv
ift [>?old_dli]<>[>:1]
mva >:1 dliv+1
eif
ift :2
lda regA
eif
ift :3
ldx regX
eif
ift :4
ldy regY
eif
rti
.def ?old_dli = *
.ENDM
Binary file not shown.
Binary file not shown.
+22 -17
View File
@@ -616,28 +616,33 @@ qq3
qq5
stx v_audctl
rmt_p5
lda v_ainstrspeed
; lda v_ainstrspeed
.IF TARGET = 800
ldx #$10 ; pseudo stereo
bne SetPokey_OffsetX ; pseudo stereo
.ELSE
rts
.ENDIF
SetPokey
ldy v_audctl
ldx #0 ; POKEY registers offset (for stereo)
SetPokey_OffsetX
lda trackn_audf+0
ldx trackn_audc+0
sta AUDF1
stx AUDC1
sta AUDF1,x
lda trackn_audc+0
sta AUDC1,x
lda trackn_audf+1
ldx trackn_audc+1
sta AUDF2
stx AUDC2
sta AUDF2,x
lda trackn_audc+1
sta AUDC2,x
lda trackn_audf+2
ldx trackn_audc+2
sta AUDF3
stx AUDC3
sta AUDF3,x
lda trackn_audc+2
sta AUDC3,x
lda trackn_audf+3
ldx trackn_audc+3
sta AUDF4
stx AUDC4
sty AUDCTL
sta AUDF4,x
lda trackn_audc+3
sta AUDC4,x
lda v_audctl
sta AUDCTL,x
rts
RMTPLAYEREND
+153
View File
@@ -0,0 +1,153 @@
; --- dmsc LZSS player routine
song_data
ins 'mmm_16.lzs'
song_end
buffers
.ds 256 * 9
POKEY2 = POKEY+$10 ; stereo
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Song Initialization - this runs in the first tick:
;
.proc init_song
; pokeys init
lda #3 ; stereo
sta POKEY+$0f ; stereo
sta POKEY2+$0f ; stereo
mva #1 bit_data
; Example: here initializes song pointer:
;mwa #song_data song_ptr
; Init all channels:
ldx #8
ldy #0
clear
; Read just init value and store into buffer and POKEY
jsr get_byte
sta POKEY, x
sta POKEY2,x ; stereo
sta stereo_buff,x ; stereo
sty chn_copy, x
cbuf
sta buffers + 255
inc cbuf + 2
dex
bpl clear
; Initialize buffer pointer:
sty bptr
sty cur_pos
rts
.endp
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Wait for next frame
;
.proc wait_frame
lda 20
delay
cmp 20
beq delay
.endp
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Play one frame of the song
;
.proc play_frame
ldx #8 ; stereo
@ lda stereo_buff,x ; stereo
sta POKEY2,x ; stereo
dex ;stereo
bpl @- ; stereo
lda #>buffers
sta bptr+1
lda song_data
sta chn_bits
ldx #8
; Loop through all "channels", one for each POKEY register
chn_loop:
lsr chn_bits
bcs skip_chn ; C=1 : skip this channel
lda chn_copy, x ; Get status of this stream
bne do_copy_byte ; If > 0 we are copying bytes
; We are decoding a new match/literal
lsr bit_data ; Get next bit
bne got_bit
jsr get_byte ; Not enough bits, refill!
ror ; Extract a new bit and add a 1 at the high bit (from C set above)
sta bit_data ;
got_bit:
jsr get_byte ; Always read a byte, it could mean "match size/offset" or "literal byte"
bcs store ; Bit = 1 is "literal", bit = 0 is "match"
sta chn_pos, x ; Store in "copy pos"
jsr get_byte
sta chn_copy, x ; Store in "copy length"
; And start copying first byte
do_copy_byte:
dec chn_copy, x ; Decrease match length, increase match position
inc chn_pos, x
ldy chn_pos, x
; Now, read old data, jump to data store
lda (bptr), y
store:
ldy cur_pos
sta POKEY,x ; Store to output and buffer
sta stereo_buff,x ; stereo
sta (bptr), y
skip_chn:
; Increment channel buffer pointer
inc bptr+1
dex
bpl chn_loop ; Next channel
inc cur_pos
.endp
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Check for ending of song and jump to the next frame
;
; not checking really so the tune gets funky :)))
;lda song_ptr + 1
;cmp #>song_end
;bne wait_frame
;lda song_ptr
;cmp #<song_end
;bne wait_frame
end_loop
rts
song_ptr = get_byte + 1
.proc get_byte
lda song_data+1
inc song_ptr
bne skip
inc song_ptr+1
skip
rts
.endp
stereo_buff ; stereo
.ds 9 ; stereo
Binary file not shown.
+73
View File
@@ -0,0 +1,73 @@
; ----------------------------------
; RastaConverter by Ilmenit v.Beta7
; ----------------------------------
missiles
.ds $100
player0
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.he 00 00 00 00 00 00 00 00 60 A0 26 1E 00 00 00 00
.he 08 04 0E 0E 0F 0F 1E 07 03 02 02 C7 D7 F7 F7 77
.he 77 37 F7 37 57 46 6E B0 B0 A0 C1 60 7C 1E 07 05
.he 01 03 03 07 07 19 1F 1B 1B B2 53 BB 43 D3 60 38
.he 01 7C 7B 41 C3 87 E7 85 75 02 C8 C8 9F 12 1E 9E
.he 1E 9E 9E 9E F2 EB BF 1F 3F C7 00 7F 7F 7F 7F 7F
.he 3F 3D 1D 0D 38 38 0F 1F 00 0C 04 04 08 10 E0 C0
.he E4 E2 E0 E8 E0 7A EE FD F4 78 7F 7B A1 31 C5 56
.he C6 D0 3C F7 90 CF 28 08 2C 3C 3C 3C 36 1D 14 36
.he 32 30 38 1C 1E 38 70 FC FB F3 FE 8F D7 EF 43 83
.he BA F9 F8 F8 1C 1C 0C 04 04 04 04 FA FB FA 30 70
.he 70 78 F8 38 3F 00 03 03 0B 0F 07 13 03 03 13 C0
.he CA 9A BF 9F 3F 5B 1F 9F FF CF 59 C4 0B EC 51 8F
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
player1
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.he 00 00 00 00 00 00 00 00 FE FE FE FE FE FF 03 03
.he FF FF FF FF FF 01 FF FF DF DF DF 0F 1F 0F 1F 0F
.he 1F 0F 1F 0E 1E CE DE DE FE 5F 3E 1E 83 C6 C3 C6
.he C3 C7 C7 43 E7 67 E7 77 7F 7F 3F 3F 7F 3F 3E 00
.he F0 3C E7 E0 60 E0 E0 E0 E0 E0 E0 E0 E0 E0 E0 77
.he 77 07 07 5F 07 7F C7 FF FF FF FF 3E FE 0C C0 C0
.he D8 C0 F0 C0 87 00 00 FC 01 00 20 20 50 10 50 5C
.he 4C 44 60 6C 3C 38 C0 C8 98 39 1D 1F 1E C8 00 01
.he 01 01 3F F2 F3 F6 E7 F7 D5 07 77 F7 FF FF DF 9F
.he 6F FF FF BF FF FF 48 80 80 80 80 FF FF FF FF FF
.he FF FF FF 7F 7F 7F 7F 5F DF FF FD FF FF FE F8 07
.he 67 3F 27 7F 27 3F 27 7F DF A0 F8 E4 F8 E4 FC E0
.he D8 E0 D8 20 95 E2 3F E0 7A E2 9E 81 5A CE 83 8C
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
player2
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.he 00 00 00 00 00 00 00 00 60 81 71 93 73 BB F9 BF
.he F8 BF FD FC FC FC FC 8C 0C 88 0C 8C 38 38 B8 3A
.he BA B8 3A BA BA B9 AC 0C CC 0C CC 1C 9C 7C 3C FC
.he FA FC FE FC F4 F2 F0 72 72 26 52 22 C2 06 C2 22
.he 38 C0 C0 0E 00 00 00 10 00 12 10 10 30 30 30 30
.he 70 30 10 30 FF EC 3F EC 3F EC 3F ED 3C EC 3F ED
.he 3F 6C 3F 2D 3F FE 10 18 1E 1E 1E 1C 1D E4 98 E4
.he E8 DC E8 38 20 50 A8 58 AB 7E 36 1B E0 02 21 10
.he 10 EC 20 05 EE 82 64 61 6D 24 6D 78 30 9C 75 5D
.he 5D 1D 3D 57 4D E7 E7 24 0A 0C 38 1A 08 08 0C 0C
.he 38 1C 18 0E 3E 3C 3E 3E 3E 3A 3A 3C 37 7A 3E 7E
.he 3E 3F 10 2A 19 3A 39 1B 19 38 3E 38 18 3B 00 E0
.he 50 C0 72 F8 68 DE 0A FF 1E 5A 1E 2B 16 FB DF FB
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
player3
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.he 00 00 00 00 00 00 00 00 06 DF CE FF 6E FF 60 47
.he 60 E7 C0 D0 D8 D0 D8 DE CE EE EE E4 E6 E4 F1 F4
.he F0 F0 D8 D8 D8 D0 D0 C6 C1 C6 D4 DF FF FF FF FE
.he FE FE FE FE FE FE FE FF FF FF FF FF FE FF FE FF
.he FF FE FE FF FF FF FF FF FF FF FF FC FE FF FF FF
.he FF FF FF FF FF FF FF FF FF FF FF 03 43 F2 DF FF
.he DD FF 9F FE BF FE 1E FE 1C FC FF 4E DE 2A 1C 00
.he 04 2F 10 8E CC 5C 80 D0 A0 40 20 00 3A 0F FE 16
.he 01 BB 5B DB 53 53 F3 F3 F3 E3 F3 F3 F3 F3 F6 FF
.he FF FF FF FF FF FF 15 E1 92 C2 36 6B FF FF FF FE
.he FE FA FC FA FC F8 FC FD 07 1F 2E 7F 7F FF 7F DF
.he 7F FF 7F DF 7F DF 7F FF 7F FF 3A FF E7 FF E7 7F
.he A7 FF 27 1F 0F 07 07 20 3F 3F 1F 38 F0 62 D0 E0
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
File diff suppressed because it is too large Load Diff
+41
View File
@@ -0,0 +1,41 @@
; ----------------------------------
; RastaConverter by Ilmenit v.Beta7
; ----------------------------------
; Initial values
lda #$0E
sta colpf0
lda #$96
sta colpf1
lda #$88
sta colpf2
lda #$00
sta COLBAK
lda #$74
sta COLPM0
lda #$EE
sta COLPM1
lda #$85
sta COLPM2
lda #$95
sta COLPM3
lda #$5E
sta HPOSP0
lda #$9F
sta HPOSP1
lda #$45
sta HPOSP2
lda #$30
sta HPOSP3
lda #$0
ldx #$0
ldy #$0
; Set proper count of wsyncs
:2 sta wsync
; Set proper picture height
PIC_HEIGHT = 200
Binary file not shown.

After

Width:  |  Height:  |  Size: 109 KiB

+282
View File
@@ -0,0 +1,282 @@
/***************************************/
/* Use MADS http://mads.atari8.info/ */
/* Mode: GED- (bitmap mode) */
/***************************************/
icl "splash.h"
; --- dmsc LZSS player routine on zero page
org $80
chn_copy .ds 9
chn_pos .ds 9
bptr .ds 2
cur_pos .ds 1
chn_bits .ds 1
bit_data .ds 1
; ---
org $00
fcnt .ds 2
fadr .ds 2
fhlp .ds 2
cloc .ds 1
regA .ds 1
regX .ds 1
regY .ds 1
byt2 .ds 1
zc .ds ZCOLORS
* --- BASIC switch OFF
org $2000\ mva #$ff portb\ rts\ ini $2000
* --- MAIN PROGRAM
org $2010
IFT PIC_HEIGHT>=204
scr ins "output.png.mic", 0, 8160
:16 .byte 0
ins "output.png.mic" , +8160
ELS
scr ins "output.png.mic"
EIF
.ifdef nil_used
nil :8*40 brk
eif
.ALIGN $0400
ant ANTIC_PROGRAM scr,ant
fnt
ift USESPRITES
.ALIGN $0800
.ds $0300
pmg SPRITES
eif
FontSplash
ins '../../artwork/weapons_AW6_mod.fnt' ; 'artwork/weapons.fnt'
mother
; dta d" The Mother of All Games "
dta d" Father Unknown of All Games "
icl "lzss_player.asm" ; player (and data) for splash music
main
jsr init_song
* --- init PMG
ift USESPRITES
mva >pmg pmbase ;missiles and players data address
mva #$03 pmcntl ;enable players and missiles
eif
lda:cmp:req $14 ;wait 1 frame
sei ;stop interrups
mva #$00 nmien ;stop all interrupts
mva #$fe portb ;switch off ROM to get 16k more ram
ZPINIT
////////////////////
// RASTER PROGRAM //
////////////////////
; jmp line239
jmp raster_program_end
LOOP lda vcount ;synchronization for the first screen (picture) line
cmp #$02
;sta colpf0
;sta colpm0
;sta colbak
bne LOOP
mva #%00111110 dmactl ;set new screen width
mva <ant dlptr
mva >ant dlptr+1
icl "output.png.rp.ini"
;--- 16 lines down ---- !!!
:16 sta wsync
; wait 13 cycles !!!
:4 nop
inc byt2
;--- wait 18 cycles
; jsr _rts
; inc byt3
;--- set global offset (23 cycles)
jsr _rts
cmp byt3\ pha:pla
;--- empty line
jsr wait54cycle
inc byt2
icl "output.png.rp"
raster_program_end
lda >FontSplash
sta chbase
c0 lda #$00
sta colbak
c1 lda #$00
sta colpf0
c2 lda #$02
sta colpf1
c3 lda #$08
sta colpf2
c4 lda #$00
sta colpf3
s0 lda #$03
sta sizep0
sta sizep1
sta sizep2
sta sizep3
mva #$ff sizem
sta grafm
mva #$20 hposm0
mva #$28 hposm1
mva #$d0 hposm2
mva #$d8 hposm3
mva #$02 pmcntl
lda #$14
sta gtictl
//--------------------
// EXIT
//--------------------
lda trig0 ; FIRE #0
beq stop
lda trig1 ; FIRE #1
beq stop
lda consol ; START
and #1
beq stop
lda skctl ; ANY KEY
and #$04
bne skp
stop mva #$00 pmcntl ;PMG disabled
tax
sta:rne hposp0,x+
; silent
lda #0
ldx #8
@ sta POKEY,x
sta POKEY2,x ; stereo
dex
bpl @-
;no glitching please (issue #67)
lda #0
sta $D400 ;dmactl
sta $022F ;dmactls
mva #$ff portb ;ROM switch on
mva #$40 nmien ;only NMI interrupts, DLI disabled
cli ;IRQ enabled
rts ;return to ... DOS
skp
//--------------------
jsr play_frame
jmp LOOP
;---
wait54cycle
:2 inc byt2
wait44cycle
inc byt3
nop
wait36cycle
inc byt3
jsr _rts
wait18cycle
inc byt3
_rts rts
byt3 brk
;---
.MACRO ANTIC_PROGRAM
dta $70,$70
:+8 dta $4e,a(:1+$0000+#*40)
:+8 dta $4e,a(:1+$0140+#*40)
:+8 dta $4e,a(:1+$0280+#*40)
:+8 dta $4e,a(:1+$03C0+#*40)
:+8 dta $4e,a(:1+$0500+#*40)
:+8 dta $4e,a(:1+$0640+#*40)
:+8 dta $4e,a(:1+$0780+#*40)
:+8 dta $4e,a(:1+$08C0+#*40)
:+8 dta $4e,a(:1+$0A00+#*40)
:+8 dta $4e,a(:1+$0B40+#*40)
:+8 dta $4e,a(:1+$0C80+#*40)
:+8 dta $4e,a(:1+$0DC0+#*40)
:+8 dta $4e,a(:1+$0F00+#*40)
:+8 dta $4e,a(:1+$1040+#*40)
:+8 dta $4e,a(:1+$1180+#*40)
:+8 dta $4e,a(:1+$12C0+#*40)
:+8 dta $4e,a(:1+$1400+#*40)
:+8 dta $4e,a(:1+$1540+#*40)
:+8 dta $4e,a(:1+$1680+#*40)
:+8 dta $4e,a(:1+$17C0+#*40)
:+8 dta $4e,a(:1+$1900+#*40)
:+8 dta $4e,a(:1+$1A40+#*40)
:+8 dta $4e,a(:1+$1B80+#*40)
:+8 dta $4e,a(:1+$1CC0+#*40)
:+8 dta $4e,a(:1+$1E00+#*40)
; :+4 dta $4e,a(:1+$1F40+#*40)
; :+4 dta $4e,a(:1+$1FF0+#*40)
; :+8 dta $4e,a(:1+$2090+#*40)
; :+8 dta $4e,a(:1+$21D0+#*40)
; :+8 dta $4e,a(:1+$2310+#*40)
; :+8 dta $4e,a(:1+$2450+#*40)
dta $00
dta $42,a(mother)
dta $41,a(:2)
.ENDM
CL
.MACRO ZPINIT
.ENDM
ZCOLORS = 0
;---
ini main
;---
opt l-
.MACRO SPRITES
icl "output.png.pmg"
.ENDM
USESPRITES = 1
+55
View File
@@ -0,0 +1,55 @@
.enum @@dmactl
blank = %00
narrow = %01
standard= %10
wide = %11
missiles= %100
players = %1000
lineX1 = %10000
lineX2 = %00000
dma = %100000
.ende
.enum @@pmcntl
missiles= %1
players = %10
trigs = %100
.ende
.enum @@gtictl
prior0 = %0
prior1 = %1
prior2 = %10
prior4 = %100
prior8 = %1000
ply5 = %10000 ; Fifth Player Enable
mlc = %100000 ; Multiple Color Player Enable
mode9 = %01000000
mode10 = %10000000
mode11 = %11000000
.ende
* ---------------------------------------------------------------------------------------------
* --- GTIA
* ---------------------------------------------------------------------------------------------
gtictl = PRIOR ; rejestr kontroli uk³adu GTIA
gtiactl = gtictl
pmcntl = GRACTL ; rejestr kontroli graczy i pocisków
* ---------------------------------------------------------------------------------------------
* --- POKEY
* ---------------------------------------------------------------------------------------------
irqens = $0010 ; rejestr-cieñ IRQEN
irqstat = $0011 ; rejestr-cieñ IRQST
skstres = SKRES ; rejestr statusu z³¹cza szeregowego (Z)
* ---------------------------------------------------------------------------------------------
* --- ANTIC
* ---------------------------------------------------------------------------------------------
chrctl = CHACTL ; rejestr kontroli wyœwietlania znaków
+68 -66
View File
@@ -53,79 +53,81 @@ L49 dta d"DIE, TANK-SCUM!"
L50 dta d"I'M GONNA BREAK YOUR FACE!"
L51 dta d"MAMA SAID KNOCK YOU OUT!"
L52 dta d"I HOPE YOU ENJOY PAIN!"
L53 dta d"HOW'D YOU LIKE ONE ACROSS YOUR LIPS?" ;(sanford and son)
;--------------------------------
L53 dta d"PARTING IS SUCH SWEET SORROW... NOT!"
L54 dta d"UGH!"
L55 dta d"AARGH!"
L56 dta d"AAAGGHHH!"
L57 dta d"I'M MELTING!"
L58 dta d"OOF.."
L59 dta d"OH!"
L60 dta d"EEEK!"
L61 dta d"AACCH!"
L62 dta d"I HATE IT WHEN THAT HAPPENS."
L63 dta d"ONE DIRECT HIT CAN RUIN YOUR WHOLE DAY."
L64 dta d"OH NO!"
L65 dta d"NOT ME!"
L66 dta d"OUCH."
L67 dta d"OH NO, NOT AGAIN."
L68 dta d"ANOTHER ONE BITES THE DUST."
L69 dta d"GOODBYE."
L70 dta d"HELP ME!"
L71 dta d"FAREWELL, CRUEL WORLD."
L72 dta d"REMEMBER THE ALAMO!"
L73 dta d"OH MAN!"
L74 dta d"DOOUGH!"
L75 dta d"ANOTHER DAY, ANOTHER BOMB."
L76 dta d"THIS IS THE END, MY ONLY FRIEND."
L77 dta d"VERY FUNNY."
L78 dta d"THE FAT LADY SANG."
L79 dta d"WHY DOES EVERYTHING HAPPEN TO ME?"
L80 dta d"I'M GOING DOWN."
L81 dta d"I'VE GOT A BAD FEELING ABOUT THIS."
L82 dta d"CRAPOLA."
L83 dta d"POW!"
L84 dta d"BIF!"
L85 dta d"BAM!"
L86 dta d"ZONK!"
L87 dta d"I SHOULD'VE LISTENED TO MY MOTHER..."
L88 dta d"I WALK THROUGH THE VALLEY OF THE SHADOW..."
L89 dta d"WHAT WAS THAT NOISE?"
L90 dta d"MAMA SAID THERE'D BE DAYS LIKE THIS."
L91 dta d"ITS JUST ONE OF THOSE DAYS..."
L92 dta d"I SEE A BRIGHT LIGHT..."
L93 dta d"MOMMY? IS THAT YOU?"
L94 dta d"I LET YOU HIT ME!"
L95 dta d"SUCKER SHOT!"
L96 dta d"I DIDN'T WANT TO LIVE ANYWAY."
L97 dta d"-<SOB>-"
L98 dta d"WAS THAT AS CLOSE AS I THINK IT WAS?"
L99 dta d"JOIN THE ARMY, SEE THE WORLD THEY SAID."
L100 dta d"IT WASN'T JUST A JOB IT WAS AN ADVENTURE!"
L101 dta d"I DIDN'T LIKE VIOLENCE ANYWAY!"
L102 dta d"I THOUGHT YOU LIKED ME?"
L103 dta d"CTO XYEB"
L104 dta d"I THINK THIS GUY'S A LITTLE CRAZY."
L105 dta d"SOMEHOW I DON'T FEEL LIKE KILLING ANYMORE."
L106 dta d"HEY! KILLIN' AIN'T COOL."
L107 dta d"GEE... THANKS."
L108 dta d"I'VE FALLEN AND I CAN'T GET UP!"
L109 dta d"911?"
L110 dta d"OH NO! HERE I BLOW AGAIN!"
L111 dta d"I'LL BE BACK..."
L112 dta d"HEY - I'VE GOT LAWYERS."
L113 dta d"TIME TO CALL 1-900-SUE-TANK."
L54 dta d"PARTING IS SUCH SWEET SORROW... NOT!"
L55 dta d"UGH!"
L56 dta d"AARGH!"
L57 dta d"AAAGGHHH!"
L58 dta d"I'M MELTING!"
L59 dta d"OOF.."
L60 dta d"OH!"
L61 dta d"EEEK!"
L62 dta d"AACCH!"
L63 dta d"I HATE IT WHEN THAT HAPPENS."
L64 dta d"ONE DIRECT HIT CAN RUIN YOUR WHOLE DAY."
L65 dta d"OH NO!"
L66 dta d"NOT ME!"
L67 dta d"OUCH."
L68 dta d"OH NO, NOT AGAIN."
L69 dta d"ANOTHER ONE BITES THE DUST."
L70 dta d"GOODBYE."
L71 dta d"HELP ME!"
L72 dta d"FAREWELL, CRUEL WORLD."
L73 dta d"REMEMBER THE ALAMO!"
L74 dta d"OH MAN!"
L75 dta d"DOOUGH!"
L76 dta d"ANOTHER DAY, ANOTHER BOMB."
L77 dta d"THIS IS THE END, MY ONLY FRIEND."
L78 dta d"VERY FUNNY."
L79 dta d"THE FAT LADY SANG."
L80 dta d"WHY DOES EVERYTHING HAPPEN TO ME?"
L81 dta d"I'M GOING DOWN."
L82 dta d"I'VE GOT A BAD FEELING ABOUT THIS."
L83 dta d"CRAPOLA."
L84 dta d"POW!"
L85 dta d"BIF!"
L86 dta d"BAM!"
L87 dta d"ZONK!"
L88 dta d"I SHOULD'VE LISTENED TO MY MOTHER..."
L89 dta d"I WALK THROUGH THE VALLEY OF THE SHADOW..."
L90 dta d"WHAT WAS THAT NOISE?"
L91 dta d"MAMA SAID THERE'D BE DAYS LIKE THIS."
L92 dta d"ITS JUST ONE OF THOSE DAYS..."
L93 dta d"I SEE A BRIGHT LIGHT..."
L94 dta d"MOMMY? IS THAT YOU?"
L95 dta d"I LET YOU HIT ME!"
L96 dta d"SUCKER SHOT!"
L97 dta d"I DIDN'T WANT TO LIVE ANYWAY."
L98 dta d"-<SOB>-"
L99 dta d"WAS THAT AS CLOSE AS I THINK IT WAS?"
L100 dta d"JOIN THE ARMY, SEE THE WORLD THEY SAID."
L101 dta d"IT WASN'T JUST A JOB IT WAS AN ADVENTURE!"
L102 dta d"I DIDN'T LIKE VIOLENCE ANYWAY!"
L103 dta d"I THOUGHT YOU LIKED ME?"
L104 dta d"CTO XYEB"
L105 dta d"I THINK THIS GUY'S A LITTLE CRAZY."
L106 dta d"SOMEHOW I DON'T FEEL LIKE KILLING ANYMORE."
L107 dta d"HEY! KILLIN' AIN'T COOL."
L108 dta d"GEE... THANKS."
L109 dta d"I'VE FALLEN AND I CAN'T GET UP!"
L110 dta d"911?"
L111 dta d"OH NO! HERE I BLOW AGAIN!"
L112 dta d"I'LL BE BACK..."
L113 dta d"HEY - I'VE GOT LAWYERS."
L114 dta d"TIME TO CALL 1-900-SUE-TANK."
L115 dta d"YOU BIG DUMMY!" ;(sanford and son)
LEND
OffensiveTextTableL
dta <L0,<L1,<L2,<L3,<L4,<L5,<L6,<L7,<L8,<L9,<L10,<L11,<L12,<L13,<L14,<L15,<L16,<L17,<L18,<L19,<L20,<L21,<L22,<L23,<L24,<L25,<L26,<L27,<L28,<L29,<L30,<L31,<L32,<L33,<L34,<L35,<L36,<L37,<L38,<L39,<L40,<L41,<L42,<L43,<L44,<L45,<L46,<L47,<L48,<L49,<L50,<L51,<L52
dta <L53,<L54,<L55,<L56,<L57,<L58,<L59,<L60,<L61,<L62,<L63,<L64,<L65,<L66,<L67,<L68,<L69,<L70,<L71,<L72,<L73,<L74,<L75,<L76,<L77,<L78,<L79,<L80,<L81,<L82,<L83,<L84,<L85,<L86,<L87,<L88,<L89,<L90,<L91,<L92,<L93,<L94,<L95,<L96,<L97,<L98,<L99,<L100,<L101,<L102,<L103,<L104,<L105,<L106,<L107,<L108,<L109,<L110,<L111,<L112,<L113
dta <L0,<L1,<L2,<L3,<L4,<L5,<L6,<L7,<L8,<L9,<L10,<L11,<L12,<L13,<L14,<L15,<L16,<L17,<L18,<L19,<L20,<L21,<L22,<L23,<L24,<L25,<L26,<L27,<L28,<L29,<L30,<L31,<L32,<L33,<L34,<L35,<L36,<L37,<L38,<L39,<L40,<L41,<L42,<L43,<L44,<L45,<L46,<L47,<L48,<L49,<L50,<L51,<L52,<L53
dta <L54,<L55,<L56,<L57,<L58,<L59,<L60,<L61,<L62,<L63,<L64,<L65,<L66,<L67,<L68,<L69,<L70,<L71,<L72,<L73,<L74,<L75,<L76,<L77,<L78,<L79,<L80,<L81,<L82,<L83,<L84,<L85,<L86,<L87,<L88,<L89,<L90,<L91,<L92,<L93,<L94,<L95,<L96,<L97,<L98,<L99,<L100,<L101,<L102,<L103,<L104,<L105,<L106,<L107,<L108,<L109,<L110,<L111,<L112,<L113,<L114,<L115
dta <LEND
OffensiveTextTableH
dta >L0,>L1,>L2,>L3,>L4,>L5,>L6,>L7,>L8,>L9,>L10,>L11,>L12,>L13,>L14,>L15,>L16,>L17,>L18,>L19,>L20,>L21,>L22,>L23,>L24,>L25,>L26,>L27,>L28,>L29,>L30,>L31,>L32,>L33,>L34,>L35,>L36,>L37,>L38,>L39,>L40,>L41,>L42,>L43,>L44,>L45,>L46,>L47,>L48,>L49,>L50,>L51,>L52
dta >L53,>L54,>L55,>L56,>L57,>L58,>L59,>L60,>L61,>L62,>L63,>L64,>L65,>L66,>L67,>L68,>L69,>L70,>L71,>L72,>L73,>L74,>L75,>L76,>L77,>L78,>L79,>L80,>L81,>L82,>L83,>L84,>L85,>L86,>L87,>L88,>L89,>L90,>L91,>L92,>L93,>L94,>L95,>L96,>L97,>L98,>L99,>L100,>L101,>L102,>L103,>L104,>L105,>L106,>L107,>L108,>L109,>L110,>L111,>L112,>L113
dta >L0,>L1,>L2,>L3,>L4,>L5,>L6,>L7,>L8,>L9,>L10,>L11,>L12,>L13,>L14,>L15,>L16,>L17,>L18,>L19,>L20,>L21,>L22,>L23,>L24,>L25,>L26,>L27,>L28,>L29,>L30,>L31,>L32,>L33,>L34,>L35,>L36,>L37,>L38,>L39,>L40,>L41,>L42,>L43,>L44,>L45,>L46,>L47,>L48,>L49,>L50,>L51,>L52,>L53
dta >L54,>L55,>L56,>L57,>L58,>L59,>L60,>L61,>L62,>L63,>L64,>L65,>L66,>L67,>L68,>L69,>L70,>L71,>L72,>L73,>L74,>L75,>L76,>L77,>L78,>L79,>L80,>L81,>L82,>L83,>L84,>L85,>L86,>L87,>L88,>L89,>L90,>L91,>L92,>L93,>L94,>L95,>L96,>L97,>L98,>L99,>L100,>L101,>L102,>L103,>L104,>L105,>L106,>L107,>L108,>L109,>L110,>L111,>L112,>L113,>L114,>L115
dta >LEND
NumberOfOffensiveTexts=54
NumberOfDeffensiveTexts=60
NumberOfDeffensiveTexts=62
.endp
hoverFull dta d"MY HOVERCRAFT IS FULL OF EELS!"
hoverFullEnd
Binary file not shown.
+53 -12
View File
@@ -62,6 +62,20 @@ lineClear
TankColoursTable .BYTE $58,$2a,$96,$ca,$7a,$ed
;TankStatusColoursTable .BYTE $54,$24,$92,$c4,$74,$e4 ; standard order
TankStatusColoursTable .BYTE $74,$c4,$24,$e4,$54,$94 ; Adam's order
;-----------
GradientAddrL
.by <dliColorsFore, <dliColorsFore, <dliColorsFore2
GradientAddrH
.by >dliColorsFore, >dliColorsFore, >dliColorsFore2
dliColorsFore2 ; colors for NTSC
.by $0a ; one mountains color
.by $7e,$7a,$7c,$6a,$6c,$58,$5a,$48,$4a,$38
.by $3a,$16,$18,$e6,$e8,$d4,$d6,$b4,$b6,$b6
dliColorsFore2PAL ; colors for PAL
.by $0a ; one mountains color
.by $7e,$7a,$7c,$6a,$6c,$58,$5a,$48,$4a,$38
.by $3a,$16,$18,$e6,$e8,$c4,$c6,$a4,$a6,$a6
;-----------
pmtableL ; addressess of the P/M memory for 6 tanks
.by <(pmgraph+$400)
@@ -201,8 +215,8 @@ SlideLeftTable
.BY %00000101
.BY %00000110
.BY %00000111
.BY %00001100
; .BY %00001100
SlideLeftTableLen = *-SlideLeftTable
;-------------------------------------------------
TanksNamesDefault
dta d"1st.Tank"
@@ -536,7 +550,22 @@ DefensiveEnergy = *-(last_offensive_____ - first_offensive____ +1) ; to fake th
.by 00 ; Auto Defense
.by 00 ; Spy Hard
weaponsOfDeath ; weapons used in tank death animations
dta 1,2,3,7,17,18,19,20,21,22,23,24,25,26,27
dta ind_Missile________
dta ind_Baby_Nuke______
dta ind_Nuke___________
dta ind_Death_s_Head___
dta ind_Hot_Napalm_____ ; why not?
dta ind_Riot_Bomb______
dta ind_Heavy_Riot_Bomb
dta ind_Baby_Digger____
dta ind_Digger_________
dta ind_Heavy_Digger___
dta ind_Baby_Sandhog___
dta ind_Sandhog________
dta ind_Heavy_Sandhog__
dta ind_Dirt_Clod______
dta ind_Dirt_Ball______
dta ind_Ton_of_Dirt____
weaponsOfDeathEnd
joyToKeyTable
.by $ff ;00
@@ -589,7 +618,7 @@ 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"*
@@ -609,20 +638,28 @@ CreditsStart
dta d"Ar",d"t"*
dta d"Adam Wachowsk",d"i"*
.IF target != 5200
dta d"Krzysztof 'Kaz' Ziembi",d"k"*
dta d"Roman 'xorcerer' Fierfa",d"s"*
.ENDIF
dta d" "*
dta d"Ideas, help and Q",d"A"*
dta d"Bocianu, Probabilitydragon, EnderDude",d","*
dta d"Beeblebrox, KrzysRog, lopezpb, Dracon",d","*
dta d"Bocianu, Probabilitydragon",d","*
dta d"EnderDude, Dracon",d","*
dta d"Beeblebrox, KrzysRog, lopezpb",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"*
dta d"Arek and Alex Peck",d"o"*
dta d" "*
dta d"Special thank",d"s"*
dta d"Krzysztof 'Kaz' Ziembi",d"k"*
.IF target != 5200
dta d" "*
dta d"Stay tuned for the FujiNet version",d"!"*
@@ -630,9 +667,13 @@ CreditsStart
dta d" "*
CreditsEnd
.IF target = 5200
CreditsLines=37
CreditsLines=34 + 7; add 7 for scrollout
.ELSE
CreditsLines=42 ; 34 in reality. add 7?
CreditsLines=40 + 7 ; add 7 for scrollout
.ENDIF
.IF target = 5200
; Atari 5200 splash
NewSplashText=*
dta d"copyright 2023 atari"
.ENDIF
.endif
+2 -1
View File
@@ -86,7 +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)
@@ -145,6 +145,7 @@ last_defensive_____ = ind_Spy_Hard_______
last_real_defensive = ind_Bouncy_Castle__
number_of_offensives = last_offensive_____ - first_offensive____+1
number_of_defensives = (last_defensive_____ - first_defensive____+1)
number_of_weapons = number_of_offensives + number_of_defensives
;--------------------------------
; names of RMT instruments (sfx)
;--------------------------------
+21 -14
View File
@@ -9,11 +9,17 @@
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 "
dta d" and press (Return) to proceed "
dta d" Please select option with "
dta $fe,$dc,$dd,$ff ; cursors in inverse
dta d" and "
dta d"Tab"*
dta d" "
dta d" Press "
dta d"Return"*
dta d" to proceed "
.ELIF TARGET = 5200
dta d" Please select option with joystick one "
dta d" and press FIRE to proceed "
@@ -32,20 +38,21 @@ NameScreen3
dta d" Human/Atari (difficulty level) "
NameScreen5
.IF TARGET = 800
dta d" "
dta d"TAB"*
dta d" - Port nr "
dta d"Joy"*
dta d" - Difficulty "
dta d" "
dta d"Return"*
dta d" - Proceed "
dta d"TAB"*
dta d" - Port nr "
dta $fe,$dc,$dd,$ff ; cursors in inverse
dta d" - Difficulty"
dta d" "
dta d"INV"*
dta d" - Shape "
dta d"Return"*
dta d" - Proceed "
.ELIF TARGET = 5200
dta d" "
dta d"(5)"*
dta d" - Port nr "
dta d"Joy"*
dta d" - Difficulty "
dta d" - Port/Shape "
dta d"Joy"*
dta d" - Diffic. "
dta d" "
dta d"FIRE"*
dta d" - Proceed "
+439 -20
View File
@@ -5,6 +5,8 @@
;--------------------------------------------------
.proc draw ;;fuxxing good draw :)
; xdraw,ydraw (word) - coordinates of first point
; xbyte,ybyte (word) - coordinates of last point
;--------------------------------------------------
;creditz to Dr Jankowski / MIM U.W.
; (xi,yi)-----(xk,yk)
@@ -140,8 +142,13 @@ 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 +226,8 @@ PutPixelinDraw
bit drawFunction
bpl @+
inw LineLength
bit Vdebug
bmi MeasureVisualisation
jmp ContinueDraw ; was `bne` - not good, because LineLength starts from $ffff
@
bvc @+
@@ -266,6 +275,7 @@ CheckCollisionDraw
StopHitChecking
jmp ContinueDraw
@
MeasureVisualisation
jsr plot
ContinueDraw
@@ -283,6 +293,8 @@ EndOfDraw
;--------------------------------------------------
.proc circle ;fxxxing good circle drawing :)
; xdraw,ydraw (word) - coordinates of circle center
; radius (byte) - radius of circle
;--------------------------------------------------
;Turbo Basic source
; R=30
@@ -543,16 +555,20 @@ NotHigherByte02
sec
lda xtankstableL,x
sbc #$0f
; and clear lowest bit to be sure that the X coordinate is even
; (this is to have P/M background look nice)
; "AND" does not change "Carry" bit.
; x correction for P/M
; --
.IF XCORRECTION_FOR_PM = 1
and #$fe
.ENDIF
; --
sta xtankstableL,x
bcs NotHigherByte01
dec xtankstableH,x
NotHigherByte01
; and clear lowest bit to be sure that the X coordinate is even
; (this is to have P/M background look nice)
lda xtankstableL,x
and #$fe
sta xtankstableL,x
inx
Cpx NumberOfPlayers
bne StillRandomize02
@@ -1124,7 +1140,7 @@ OneTimeParachute
jmp EndOfFCycle
NoFallingDown
; check direction (left or right)
ldy #7 ; SlideLeftTable length -1 (from 0 to 7)
ldy #SlideLeftTableLen-1 ; SlideLeftTable length -1 (from 0 to 7)
@ lda SlideLeftTable,y
cmp UnderTank1
beq FallingLeft
@@ -1200,7 +1216,10 @@ DoNotDrawParachute
; If it is odd then it must be corrected because otherwise
; P/M graphics background would not look OK
; ldx TankNr
lda XtanksTableL,x
; x correction for P/M
; --
.IF XCORRECTION_FOR_PM = 1
lda XtanksTableL,x
and #$01
beq EndOfFall ; if it is even then it is the end
; and if not, we push it one pixel the way it was falling before
@@ -1214,6 +1233,8 @@ ForceFallLeft
sta UnderTank1
sty UnderTank2
jmp TankFallsX
.ENDIF
; --
EndOfFall
mva #1 Erase
; ldx TankNr
@@ -1272,7 +1293,7 @@ drawmountainsloop
beq NoMountain
sta ydraw
sty ydraw+1
; jsr DrawLine
.IF FASTER_GRAF_PROCS = 1
; there was Drawline proc
lda #screenheight
sec
@@ -1291,6 +1312,16 @@ drawmountainsloop
dec tempbyte01
bne @-
; end of Drawline proc
.ELSE
; there was Drawline proc
drawline
jsr plot.MakePlot
inc ydraw
lda ydraw
cmp #screenheight
bne drawline
; end of Drawline proc
.ENDIF
NoMountain
inw modify
inw xdraw
@@ -1841,6 +1872,7 @@ CopyMask
dey
bpl CopyMask
.IF FASTER_GRAF_PROCS = 1
; calculating coordinates from xdraw and ydraw
mwa xdraw xbyte
@@ -1905,6 +1937,44 @@ CharLoopi
inx
cpx #8
bne CharLoopi
.ELSE
mvx #7 temp ; line counter (Y)
CharLoop1
mva #7 temp+1 ; pixel counter (X)
CharLoop2
mva #0 color
rol mask1,x
bcc NoMaskNoPlot
rol char1,x
bcs NoPlot
MakeCharPlot
lda Erase
bne ErasingChar
inc color
ErasingChar
NoPlot
jsr plot.MakePlot
AfterCharPlot
inw xdraw
ldx temp
dec temp+1
bpl CharLoop2
sec
sbw xdraw #8
dec ydraw
ldx temp
dex
stx temp
bpl CharLoop1
clc
lda ydraw
adc #8
sta ydraw
bne EndPutChar
NoMaskNoPlot
rol char1,x
jmp AfterCharPlot
.ENDIF
EndPutChar
rts
.endp
@@ -1962,6 +2032,7 @@ GetUpper4bits
dex
bpl CopyChar
.IF FASTER_GRAF_PROCS = 1
; calculating coordinates from xdraw and ydraw
mwa dx xbyte
@@ -2021,10 +2092,357 @@ PutInColor0_2
inx
cpx #4
bne CharLoopi4x4
.ELSE
mwa xdraw char2
mwa ydraw mask2
mva color mask2+2
mwa dx xdraw
mwa dy ydraw
mvx #3 temp ; line counter (Y)
CharLoop1
mva #3 temp+1 ; pixel counter (X)
CharLoop2
mva #0 color
rol mask1,x
bcc NoMaskNoPlot
rol char1,x
bcs NoPlot
MakeCharPlot
lda plot4x4color
beq ErasingChar
inc color
ErasingChar
NoPlot
jsr plot.MakePlot
AfterCharPlot
inw xdraw
ldx temp
dec temp+1
bpl CharLoop2
sec
sbw xdraw #4
dec ydraw
ldx temp
dex
stx temp
bpl CharLoop1
mwa char2 xdraw
mwa mask2 ydraw
mva mask2+2 color
bpl EndPut4x4
NoMaskNoPlot
rol char1,x
jmp AfterCharPlot
.ENDIF
EndPut4x4
rts
.endp
;--------------------------------------------------------
.proc DisplayOffensiveTextNr ;
ldx TextNumberOff
lda talk.OffensiveTextTableL,x
sta LineAddress4x4
lda talk.OffensiveTextTableH,x
sta LineAddress4x4+1
inx ; the next text
lda talk.OffensiveTextTableH,x
sta temp+1
lda talk.OffensiveTextTableL,x
sta temp ; opty possible
; substract address of the next text from previous to get text length
sbw temp LineAddress4x4 temp2
mva temp2 fx
;jsr Display4x4AboveTank
;rts
; POZOR !!!
.endp
;--------------------------------------------------------
.proc Display4x4AboveTank ;
; Displays texts using PutChar4x4 above tank and mountains.
; Pretty cool, eh!
;parameters are:
;Y - number of tank above which text is displayed
;fx - length of text
;LineAddress4x4 - address of the text
;lets calculate position of the text first!
;that's easy because we have number of tank
;and xtankstableL and H keep X position of a given tank
lda xtankstableL,y
sta temp
lda xtankstableH,y
sta temp+1
;now we should substract length of the text-1
;temp2 = (fx-1)*2
ldy fx
dey
tya
asl
sta temp2
mva #0 temp2+1
;now we have HALF length in pixels
;stored in temp2
;here we assume max length of text
;to display is 127 chars, but later it turns out it must be max 63!
sbw temp temp2 ; here begin of the text is in TEMP !!!!
;now we should check overflows
;lda temp+1 ; opty
bpl DOTNnotLessThanZero
;less than zero, so should be zero
mwa #0 temp
beq DOTNnoOverflow
DOTNnotLessThanZero
;so check if end larger than screenwidth
lda fx
asl
asl
;length in pixels -
;text length max 63 chars !!!!!!!!
clc
adc temp
sta temp2
lda #0
adc temp+1
sta temp2+1
;now in temp2 is end of the text in pixels
;so check if not greater than screenwitdth
cpw temp2 #screenwidth
bcc DOTNnoOverflow
;if end is greater than screenwidth
;then screenwidth - length is fine
lda fx
asl
asl
sta temp
mva #0 temp+1
sec
lda #<(screenwidth-1)
sbc temp
sta temp
lda #>(screenwidth-1)
sbc temp+1
sta temp+1
DOTNnoOverflow
;here in temp we have really good x position of text
mwa temp LineXdraw
;now let's get y position
;we will try to put text as low as possible
;just above mountains (so mountaintable will be checked)
lda fx
asl
asl
tay
;in temp there still is X position of text
;if we add temp and Y we will get end of the text
;so, lets go through mountaintable and look for
;the lowest value within
;Mountaitable+temp and Mountaitable+temp+Y
adw temp #MountainTable
mva #screenheight temp2 ;initialisation of the lowest value
DOTLowestMountainValueLoop
lda (temp),y
cmp temp2
bcs DOTOldLowestValue ;old lowest value
;new lowest value
sta temp2
DOTOldLowestValue
dey
cpy #$ff
bne DOTLowestMountainValueLoop
sec
lda temp2
sbc #(4+9) ;9 pixels above ground (and tanks...)
sta LineYdraw
jmp TypeLine4x4.noLengthNoColor ; rts
.endp
;--------------------------------------------------------
.proc DisplayTankNameAbove ;
lda tankNr
:3 asl ; *8
clc
adc #<TanksNames
sta temp ; TextAddress
lda #0
adc #>Tanksnames
sta temp+1 ; TextAddress+1
mwa temp LineAddress4x4
;find length of the tank's name
ldy #7
@
lda (temp),y
bne end_found
dey
bne @-
end_found
iny
sty fx
ldy tankNr
jsr Display4x4AboveTank
rts
.endp
;-------------------------------
.proc TypeLine4x4 ;
;-------------------------------
;this routine prints line of length `fx`
;address in LineAddress4x4
;starting from LineXdraw, LineYdraw
lda #14 ; default length of 4x4 texts
sta fx
variableLength
lda #$ff ; $ff - visible characters, $00 - clearing
staplot4x4color
sta plot4x4color
noLengthNoColor
ldy #0
sty LineCharNr
TypeLine4x4Loop
ldy LineCharNr
lda (LineAddress4x4),y
and #$3f ;always CAPITAL letters
sta CharCode4x4
mwa LineXdraw dx
mva LineYdraw dy
mva #0 dy+1 ; dy is 2 bytes value
jsr PutChar4x4 ;type empty pixels as well!
adw LineXdraw #4
inc:lda LineCharNr
cmp fx
bne TypeLine4x4Loop
EndOfTypeLine4x4
rts
.endp
;--------------------------------
.proc AreYouSure
;using 4x4 font
mva #4 ResultY ; where seppuku text starts Y-wise on the screen
;top frame
mva ResultY LineYdraw
jsr TL4x4_top
adb ResultY #4 ;next line
;sure?
mwa #areYouSureText LineAddress4x4
jsr _sep_opty
;bottom frame
mva ResultY LineYdraw
jsr TL4x4_bottom
jsr GetKey
cmp #@kbcode._Y ; $2b ; "Y"
bne @+
mva #$80 escFlag
bne skip01
@ mva #0 escFlag
skip01
jsr WaitForKeyRelease
;clean
mva #3 di
mva #4 ResultY
@
mva #$ff plot4x4color
mwa #lineClear LineAddress4x4
jsr _sep_opty
dec di
bne @-
quit_areyousure
rts
.endp
.proc _sep_opty
mwa #((ScreenWidth/2)-(8*4)) LineXdraw ; centering
mva ResultY LineYdraw
jsr TypeLine4x4
adb ResultY #4 ;next line
rts
.endp
;--------------------------------
.proc DisplaySeppuku
;using 4x4 font
mva #20 fs ; temp, how many times blink the billboard
seppuku_loop
lda CONSOL ; turbo mode
and #%00000001 ; START KEY
sne:mva #1 fs ; finish it
mva #4 ResultY ; where seppuku text starts Y-wise on the screen
;top frame
mva ResultY LineYdraw
jsr TL4x4_top
adb ResultY #4 ;next line
;seppuku
mwa #seppukuText LineAddress4x4
jsr _sep_opty
;bottom frame
mva ResultY LineYdraw
jsr TL4x4_bottom ; just go
;clean seppuku
mva #3 di
;mva #4 ResultY
lda #4
sta ResultY
loplop ;@
mwa #lineClear LineAddress4x4
jsr _sep_opty
dec di
bne loplop ;@-
dec fs
jne seppuku_loop
quit_seppuku
rts
.endp
;--------------------------------------------------
.proc SetMainScreen
; mva #0 dmactls
SetDLI DLIinterruptGraph ; jsr SetDLI for graphics (game) screen
@@ -2088,7 +2506,7 @@ 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 @+
@@ -2190,19 +2608,20 @@ ybarrel
.proc PMoutofScreen
;--------------------------------------------------
lda #$00 ; let all P/M disappear
:8 sta hposp0+#
ldy #7
@ sta hposp0,y
dey
bpl @-
;:8 sta hposp0+# ; optimized... but Y!
rts
.endp
;--------------------------------------------------
.proc ColorsOfSprites
lda TankColoursTable ; colours of sprites under tanks
sta PCOLR0
lda TankColoursTable+1
sta PCOLR1
lda TankColoursTable+2
sta PCOLR2
lda TankColoursTable+3
sta PCOLR3
.proc ColorsOfSprites
ldy #3
@ lda TankColoursTable,y ; colours of sprites under tanks
sta PCOLR0,y
dey
bpl @-
LDA TankColoursTable+4
STA COLOR3 ; joined missiles (5th tank)
rts
+267
View File
@@ -0,0 +1,267 @@
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
.IF *>0 ;this is a trick that prevents compiling this file alone
;--------------------------------------------------
.proc DLIinterruptGraph
pha
phy
ldy dliCounter
lda dliColorsBack,y
.IF TARGET = 800
nop ; necessary on 800 because DLIs take less time, jitter visible without it
nop
nop
.ENDIF
nop
nop
sta COLPF1
lda GradientNr
bne GoGradient
ldy #$ff ; one mauntain color
GoGradient
iny
lda (GradientColors),y ; mountains colors array
sta COLPF2
inc dliCounter
ply
pla
rti
.endp
;--------------------------------------------------
.proc DLIinterruptOptions
pha
phy
lda #0 ; background color
sta COLPF1
ldy GradientNr
beq @+
ldy #1
@ lda (GradientColors),y ; mountains colors array
sta COLPF2
ply
pla
rti
.endp
;--------------------------------------------------
.proc DLIinterruptGameOver
pha
phy
lda dliCounter
bne EndofPMG
lda #%00100001 ; playfield after P/M - prior=1
;STA WSYNC
sta PRIOR
bne EndOfDLI_GO
EndofPMG
cmp #1
bne ColoredLines
lda #%00100100 ; playfield before P/M
;STA WSYNC
sta PRIOR
bne EndOfDLI_GO
ColoredLines
cmp #9
beq CreditsScroll
tay
lda GameOverColoursTable-3,y ; -2 because this is DLI nr 2 and -1 (labels line)
ldy #$0a ; text colour (brightnes)
;STA WSYNC
sta COLPF2
sty COLPF1
bne EndOfDLI_GO
CreditsScroll
lda #$00
sta COLPF2
EndOfDLI_GO
inc dliCounter
ply
pla
rti
.endp
;--------------------------------------------------
.proc DLIinterruptText
pha
lda dliCounter
bne MoreBarsColorChange
lda #TextBackgroundColor
;sta WSYNC
sta COLPF2
mva #TextForegroundColor COLPF3
bne EndOfDLI_Text
MoreBarsColorChange
and #%00000001
rol
sta COLPF2
EndOfDLI_Text
inc dliCounter
pla
DLIinterruptNone
rti
.endp
;--------------------------------------------------
.proc VBLinterrupt
mva #0 dliCounter
mva #$02 DliColorBack
lda PAL
and #%00001110
beq itsPAL
;it is NTSC here
dec NTSCcounter
bne itsPAL
mva #6 NTSCcounter
bne SkippedIfNTSC ; skip doing VBL things each 6 frames in Amerika, Amerika
; We're all living in Amerika, Coca Cola, Wonderbra
itsPAL
; pressTimer is trigger tick counter. always 50 ticks / s
bit:smi:inc pressTimer ; timer halted if >127. max time measured 2.5 s
SkippedIfNTSC
bit RMT_blocked
bmi SkipRMTVBL
; ------- RMT -------
lda sfx_effect
bmi lab2
asl @ ; * 2
tay ;Y = 2,4,..,16 instrument number * 2 (0,2,4,..,126)
ldx #0 ;X = 0 channel (0..3 or 0..7 for stereo module)
lda #0 ;A = 0 note (0..60)
bit noSfx
smi:jsr RASTERMUSICTRACKER+15 ;RMT_SFX start tone (It works only if FEAT_SFX is enabled !!!)
lda #$ff
sta sfx_effect ;reinit value
lab2
jsr RASTERMUSICTRACKER+3 ;1 play
; ------- RMT -------
SkipRMTVBL
bit ScrollFlag
bpl EndOfCreditsVBI
CreditsVBI
inc CreditsVScrol
lda CreditsVScrol
cmp #32 ;not too fast
beq nextlinedisplay
:2 lsr ;not too fast
sta VSCROL
jmp EndOfCreditsVBI
nextlinedisplay
lda #0
sta CreditsVScrol
sta VSCROL
clc
lda DLCreditsAddr
adc #40
sta DLCreditsAddr
bcc @+
inc DLCreditsAddr+1
@
cmp #<CreditsLastLine
bne EndOfCreditsVBI
lda DLCreditsAddr+1
cmp #>CreditsLastLine
bne EndOfCreditsVBI
; adw DLCreditsAddr #40
; cpw DLCreditsAddr #CreditsLastLine
; bne EndOfCreditsVBI
mwa #Credits DLCreditsAddr
EndOfCreditsVBI
.IF TARGET = 5200
lda SkStatSimulator
bmi @+
inc SkStatSimulator
@
lda JoystickNumber ; select port
ora #%00000100 ; Speaker off, Pots enabled
sta CONSOL5200
center = 114 ;Read analog stick and make it look like a digital stick
threshold = 60
lda JoystickNumber
asl
tax
lda paddl0,x ;Read POT0 value (horizontal position)
cmp #center+threshold ;Compare with right threshold
rol stick0 ;Feed carry into digital stick value
cmp #center-threshold ;Compare with left threshold
rol stick0 ;Feed carry into digital stick value
lda paddl1,x ;Read POT1 value (vertical position)
cmp #center+threshold ;Compare with down threshold
rol stick0 ;Feed carry into digital stick value
cmp #center-threshold ;Compare with down threshold
rol stick0 ;Feed carry into digital stick value
lda stick0 ;0 indicates a press so the right/down values need to be inverted
eor #2+8
and #$0f
sta stick0
ldx JoystickNumber
; check shift key (5200 second fire button)
lda SKSTAT
:3 lsr ; third bit
and trig0,x ; and first button
;lda trig0,x
sta strig0 ;Move hardware to shadow
mva chbas chbase
lda skstat ;Reset consol key shadow is no key is pressed anymore
and #4
beq @+
mva #consol_reset consol
mva #@kbcode._none kbcode
@
pla
tay
pla
tax
pla
rti
.ELSE
; support for joysticks :)
ldx JoystickNumber
lda STICK0,x
sta STICK0
lda STRIG0,x
sta STRIG0
jmp XITVBV
.ENDIF
.endp
.IF TARGET = 5200
.proc kb_continue
sta kbcode ;Store key code in shadow.
mva #0 SkStatSimulator
exit pla
tay
pla
tax
pla
rti
.endp
.ENDIF
;--------------------------------------------------
.macro SetDLI
; SetDLI #WORD
; Initialises Display List Interrupts
LDY # <:1
LDX # >:1
jsr _SetDLIproc
.endm
.proc _SetDLIproc
LDA #$C0
STY VDSLST
STX VDSLST+1
STA NMIEN
rts
.endp
.ENDIF
+16 -15
View File
@@ -74,23 +74,24 @@
.ENDM
;-------------------------------------
.MACRO WAIT
.MACRO WAIT
; WAIT
; waits one frame (1/50 s(PAL) or 1/60s(NTSC))
?zero LDA VCOUNT
cmp #$05
bcc ?zero
cmp #$70
bcc ?WA
sbc #10 ; last lines correction
?WA cmp VCOUNT
beq ?WA
bcc ?WA
?WFRAME cmp VCOUNT
beq ?nowait
bcs ?WFRAME
?nowait
.ENDM
?ze LDA VCOUNT
cmp #16 ; if line<16 then wait for line>15 (long VBI protection)
bcc ?ze
sbc #10 ; last lines correction
?wa cmp VCOUNT
bcc ?wa
?wf cmp VCOUNT
bcs ?wf
.ENDM
;-------------------------------------
.macro waitRTC
lda RTCLOK+1
?wa cmp RTCLOK+1
beq ?wa
.endm
;-------------------------------------
.macro negw
; negate the given word (0-a)
+38 -15
View File
@@ -51,6 +51,28 @@
STX $0201
STA NMIEN
.ENDM
;-------------------------------------
.MACRO VDL
; VDL #WORD
; Changes Display List addres
; and sets width of the screen
; vdl dl,$01 - narrow screen (32 bytes)
; vdl dl,$02 - normal screen (40 bytes)
; vdl dl,$03 - wide screen (48 bytes)
; (works only with system interrupts ON)
.if %0=2
lda dmactls
and #$fc
ora #%2
sta dmactls
.endif
LDA # <%1
STA DLPTRS
LDA # >%1
STA DLPTRS+1
.ENDM
;-------------------------------------
.MACRO halt
?stop
@@ -73,23 +95,24 @@
PLA
.ENDM
;-------------------------------------
.MACRO WAIT
.MACRO WAIT
; WAIT
; waits one frame (1/50 s(PAL) or 1/60s(NTSC))
?zero LDA VCOUNT
cmp #$05
bcc ?zero
cmp #$70
bcc ?WA
sbc #10 ; last lines correction
?WA cmp VCOUNT
beq ?WA
bcc ?WA
?WFRAME cmp VCOUNT
beq ?nowait
bcs ?WFRAME
?nowait
.ENDM
?ze LDA VCOUNT
cmp #16 ; if line<16 then wait for line>15 (long VBI protection)
bcc ?ze
sbc #10 ; last lines correction
?wa cmp VCOUNT
bcc ?wa
?wf cmp VCOUNT
bcs ?wf
.ENDM
;-------------------------------------
.macro waitRTC
lda RTCLOK+2
?wa cmp RTCLOK+2
beq ?wa
.endm
;-------------------------------------
.macro negw
; negate the given word (0-a)
+192 -403
View File
@@ -3,19 +3,25 @@
;---------------------------------------------------
;by Tomasz 'pecus' Pecko and Pawel 'pirx' Kalinowski
;Warsaw 2000, 2001, 2002, 2003, 2009, 2012, 2013
;Miami & Warsaw 2022
;Miami & Warsaw 2022, 2023
;---------------------------------------------------
.def TARGET = 800 ;5200 ; or 800
.def TARGET = 800 ; 5200 ; or 800
;atari800 -5200 -cart ${outputFilePath} -cart-type 4
;atari800 -run ${outputFilePath}
;---------------------------------------------------
.def XCORRECTION_FOR_PM = 0
; if 1 - active x position of tanks correction fo PMG
.def FASTER_GRAF_PROCS = 1
; if 1 - activates faster graphics routines
; (direct writes to screen memory - atari only :) )
;---------------------------------------------------
;OPT r+ ; saves 12 bytes :O
;---------------------------------------------------
.macro build
dta d"1.21" ; number of this build (4 bytes)
dta d"1.28" ; number of this build (4 bytes)
.endm
.macro RMTSong
@@ -26,10 +32,16 @@
;---------------------------------------------------
icl 'definitions.asm'
;---------------------------------------------------
FirstZpageVariable = $60
FirstZpageVariable = $57
.zpvar DliColorBack .byte = FirstZpageVariable
.zpvar Gradient .byte
.zpvar GradientNr .byte
.zpvar GradientColors .word
.zpvar WindChangeInRound .byte ; wind change after each turn (not round only) flag - (0 - round only, >0 - each turn)
.zpvar JoystickNumber .byte
.zpvar LazyFlag .byte ; 7 bit - run Lazy Darwin, 6 bit - run Lazy Boy or Darwin (!) after inventory, 0 - nothing
.zpvar SpyHardFlag .byte ; >$7f - run SpyHard after inventory
.zpvar Vdebug .byte ; "visual debug" flag ($00 - off, $ff - on)
.zpvar xdraw .word ;= $64 ;variable X for plot
.zpvar ydraw .word ;variable Y for plot (like in Atari Basic - Y=0 in upper right corner of the screen)
.zpvar xbyte .word
@@ -71,10 +83,12 @@ FirstZpageVariable = $60
.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
@@ -89,6 +103,7 @@ FirstZpageVariable = $60
.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
@@ -126,7 +141,7 @@ FirstZpageVariable = $60
.zpvar goleft .byte
.zpvar OffsetDL1 .byte
.zpvar L1 .byte
HotNapalmFlag = FunkyBombCounter ; reuse variable!
;* RMT ZeroPage addresses in artwork/sfx/rmtplayr.a65
displayposition = modify
@@ -175,11 +190,11 @@ FirstZpageVariable = $60
_atari = $fd ; not used in 5200
_none = $0f
.ende */
.ende
.ELSE
icl 'lib/ATARISYS.ASM'
icl 'lib/MACRO.ASM'
icl 'artwork/Scorch50.asm' ; splash screen and musix
icl 'artwork/splash_v2/splash.asm' ; splash screen and musix
.ENDIF
;-----------------------------------------------
@@ -226,6 +241,60 @@ 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)
@@ -248,6 +317,9 @@ FirstSTART
dey
bpl @-
; set gradient to the full LGBTIQQAAPP+ flag on start
mva #0 GradientNr ; #1 to set gradient number 2 :) (next one)
jsr SelectNextGradient.NotWind
; generate linetables
mwa #display temp
@@ -264,6 +336,12 @@ FirstSTART
bne @-
.IF TARGET = 800
; pokeys init
lda #3 ; stereo
sta POKEY+$0f ; stereo
sta POKEY+$1f ; stereo
lda PAL
and #%00001110
bne NoRMT_PALchange
@@ -281,6 +359,15 @@ FirstSTART
mva #$10 MODUL-6+$a69 ; $12 > $10
mva #$04 MODUL-6+$bf8 ; $05 > $04
mva #$08 MODUL-6+$e3d ; $0a > $08
; and mountains colors table address
mva #<dliColorsFore2PAL GradientAddrL+2
mva #>dliColorsFore2PAL GradientAddrH+2
; mva #$c4 dliColorsFore2+16
; mva #$c6 dliColorsFore2+17
; mva #$a4 dliColorsFore2+18
; mva #$a6 dliColorsFore2+19
; sta dliColorsFore2+20
NoRMT_PALchange
.ELSE
mva #$7f SkStatSimulator
@@ -306,6 +393,7 @@ NoRMT_PALchange
mva #2 chactl ; necessary for 5200
START
jsr MakeDarkScreen
; Startup sequence
jsr Initialize
@@ -314,6 +402,7 @@ START
RMTSong song_main_menu
jsr Options ;startup screen
jsr SetVariablesFromOptions
jsr MakeDarkScreen
bit escFlag
bmi START
@@ -334,7 +423,6 @@ MainGameLoop
jsr SetStandardBarrels
jsr CallPurchaseForEveryTank
mva #0 SpyHardFlag
jsr MakeDarkScreen
bit escFlag
bmi START
@@ -557,8 +645,9 @@ SettingEnergies
;--------------------------------------------------
.proc MainRoundLoop
; here we must check if by a chance there is only one
; tank with energy greater than 0 left
; here we must check if by a chance there is only one
; tank with energy greater than 0 left
;--------------------------------------------------
ldy #0 ; in Y - number of tanks with energy greater than zero
sty ATRACT ; reset atract mode
@@ -675,6 +764,8 @@ 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
@@ -809,16 +900,23 @@ 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
;---------------------------------
.proc PlayerXdeath
; this tank should not explode anymore:
; there is 0 in A, and Tank Number in X, so...
;---------------------------------
; this tank should not explode anymore:
; there is 0 in A, and Tank Number in X, so...
sta LASTeXistenZ,x
; save x somewhere
stx TankTempY
@@ -834,7 +932,7 @@ NoPlayerNoDeath
; in X there is a number of tank that died
lda #77 ; mumber of defensive text after BFG!
lda #78 ; mumber of defensive text after BFG! ("VERY FUNNY.")
bit AfterBFGflag ; check BFG flag
bmi TextAfterBFG
; if BFG then no points for dead tanks ...
@@ -947,7 +1045,6 @@ ldahashzero
NotNegativeEnergy
sta Energy,x
;now increase the gain of the shooting tank
; phx
ldy TankNr
clc
lda gainL,y
@@ -956,7 +1053,6 @@ NotNegativeEnergy
lda gainH,y
adc #$00
sta gainH,y
; plx
rts
.endp
@@ -989,6 +1085,7 @@ NotNegativeShieldEnergy
;---------------------------------
.proc Seppuku
;---------------------------------
lda #0
sta ydraw+1
; get position of the tank
@@ -1043,48 +1140,44 @@ NotNegativeShieldEnergy
;this algiorithm is a little longer than one in Ruszczyc 6502 book
;but it is faster
LDy #8
LDA #0
CLC
LP0
ldy #8
lda #0
clc
LP0 ror
ror L1
bcc B0
clc
adc #10 ; (L2) multiplication by 10
B0 dey
bne LP0
ror
ROR L1
BCC B0
CLC
ADC #10 ; (L2) multiplication by 10
B0 DEY
BNE LP0
ror
ROR L1
STA MaxForceTableH,x
ror L1
sta MaxForceTableH,x
lda L1
sta MaxForceTableL,x
rts
.endp
;--------------------------------------------------
.proc WeaponCleanup;
.proc WeaponCleanup
; cleaning of the weapon possesion tables
; 99 of Baby Missles(index==0), all other weapons=0)
; 99 of Baby Missles and White Flags, all other weapons=0)
;--------------------------------------------------
ldx #$3f ; TODO: maxweapons
ldx #(number_of_weapons - 1)
@ lda #$0
cpx #ind_White_Flag_____ ; White Flag
bne @+
lda #99
@ sta TanksWeapon1,x
bne no99
set99 lda #99
no99 sta TanksWeapon1,x
sta TanksWeapon2,x
sta TanksWeapon3,x
sta TanksWeapon4,x
sta TanksWeapon5,x
sta TanksWeapon6,x
dex
beq setBmissile
bpl @-1
beq set99 ; Baby Missile (index=0)
bpl @-
rts
setBmissile
lda #99
bne @-
.endp
;--------------------------------------------------
@@ -1164,6 +1257,9 @@ MakeTanksVisible
.endp
;--------------------------------------------------
.proc SetStandardBarrels
; set standart barrel length and deactivate Auto Defense
; for all tanks
;--------------------------------------------------
ldx #maxPlayers-1
@ lda #StandardBarrel ; standard barrel length
sta BarrelLength,x
@@ -1173,275 +1269,8 @@ MakeTanksVisible
bpl @-
rts
.endp
;--------------------------------------------------
.proc DLIinterruptGraph
;sta dliA
;sty dliY
pha
phy
ldy dliCounter
lda dliColorsBack,y
bit Gradient
bmi GoGradient
ldy #$ff
GoGradient
iny
.IF TARGET = 800
nop ; necessary on 800 because DLIs take less time, jitter visible without it
; nop
.ENDIF
sta COLPF1
lda dliColorsFore,y ; mountains colors array
; lda dliColorsFore ; one mauntain color
sta COLPF2
inc dliCounter
;ldy dliY
;lda dliA
ply
pla
rti
.endp
/* .proc DLIinterruptGraph
pha
lda dliColorsFore
nop
nop
nop
.IF TARGET = 800
nop ; necessary on 800 because DLIs take less time, jitter visible without it
nop
.ENDIF
sta COLPF2
lda DliColorBack
sta COLPF1
eor #$02
sta DliColorBack
pla
rti
.endp */
;--------------------------------------------------
.proc DLIinterruptOptions
;sta dliA
;sty dliY
pha
; lda dliColorsBack
lda #0
sta COLPF1
lda dliColorsFore+1
bit Gradient
bmi @+
lda dliColorsFore
@ sta COLPF2
pla
rti
.endp
;--------------------------------------------------
.proc DLIinterruptGameOver
;sta dliA
;sty dliY
pha
phy
lda dliCounter
bne EndofPMG
lda #%00100001 ; playfield after P/M - prior=1
;STA WSYNC
sta PRIOR
bne EndOfDLI_GO
EndofPMG
cmp #1
bne ColoredLines
lda #%00100100 ; playfield before P/M
;STA WSYNC
sta PRIOR
bne EndOfDLI_GO
ColoredLines
cmp #9
beq CreditsScroll
tay
lda GameOverColoursTable-3,y ; -2 because this is DLI nr 2 and -1 (labels line)
ldy #$0a ; text colour (brightnes)
;STA WSYNC
sta COLPF2
sty COLPF1
bne EndOfDLI_GO
CreditsScroll
lda #$00
sta COLPF2
EndOfDLI_GO
inc dliCounter
ply
pla
rti
.endp
;--------------------------------------------------
.proc DLIinterruptText
;sta dliA
pha
lda dliCounter
bne MoreBarsColorChange
lda #TextBackgroundColor
;sta WSYNC
sta COLPF2
mva #TextForegroundColor COLPF3
bne EndOfDLI_Text
MoreBarsColorChange
and #%00000001
rol
sta COLPF2
EndOfDLI_Text
inc dliCounter
pla
DLIinterruptNone
rti
.endp
;--------------------------------------------------
.proc VBLinterrupt
mva #0 dliCounter
mva #$02 DliColorBack
lda PAL
and #%00001110
beq itsPAL
;it is NTSC here
dec NTSCcounter
bne itsPAL
mva #6 NTSCcounter
bne SkippedIfNTSC ; skip doing VBL things each 6 frames in Amerika, Amerika
; We're all living in Amerika, Coca Cola, Wonderbra
itsPAL
; pressTimer is trigger tick counter. always 50 ticks / s
bit:smi:inc pressTimer ; timer halted if >127. max time measured 2.5 s
SkippedIfNTSC
bit RMT_blocked
bmi SkipRMTVBL
; ------- RMT -------
lda sfx_effect
bmi lab2
asl @ ; * 2
tay ;Y = 2,4,..,16 instrument number * 2 (0,2,4,..,126)
ldx #0 ;X = 0 channel (0..3 or 0..7 for stereo module)
lda #0 ;A = 0 note (0..60)
bit noSfx
smi:jsr RASTERMUSICTRACKER+15 ;RMT_SFX start tone (It works only if FEAT_SFX is enabled !!!)
lda #$ff
sta sfx_effect ;reinit value
lab2
jsr RASTERMUSICTRACKER+3 ;1 play
; ------- RMT -------
SkipRMTVBL
bit ScrollFlag
bpl EndOfCreditsVBI
CreditsVBI
inc CreditsVScrol
lda CreditsVScrol
cmp #32 ;not too fast
beq nextlinedisplay
:2 lsr ;not too fast
sta VSCROL
jmp EndOfCreditsVBI
nextlinedisplay
lda #0
sta CreditsVScrol
sta VSCROL
clc
lda DLCreditsAddr
adc #40
sta DLCreditsAddr
bcc @+
inc DLCreditsAddr+1
@
cmp #<CreditsLastLine
bne EndOfCreditsVBI
lda DLCreditsAddr+1
cmp #>CreditsLastLine
bne EndOfCreditsVBI
; adw DLCreditsAddr #40
; cpw DLCreditsAddr #CreditsLastLine
; bne EndOfCreditsVBI
mwa #Credits DLCreditsAddr
EndOfCreditsVBI
.IF TARGET = 5200
lda SkStatSimulator
bmi @+
inc SkStatSimulator
@
lda JoystickNumber ; select port
ora #%00000100 ; Speaker off, Pots enabled
sta CONSOL5200
center = 114 ;Read analog stick and make it look like a digital stick
threshold = 60
lda JoystickNumber
asl
tax
lda paddl0,x ;Read POT0 value (horizontal position)
cmp #center+threshold ;Compare with right threshold
rol stick0 ;Feed carry into digital stick value
cmp #center-threshold ;Compare with left threshold
rol stick0 ;Feed carry into digital stick value
lda paddl1,x ;Read POT1 value (vertical position)
cmp #center+threshold ;Compare with down threshold
rol stick0 ;Feed carry into digital stick value
cmp #center-threshold ;Compare with down threshold
rol stick0 ;Feed carry into digital stick value
lda stick0 ;0 indicates a press so the right/down values need to be inverted
eor #2+8
and #$0f
sta stick0
ldx JoystickNumber
lda trig0,x
sta strig0 ;Move hardware to shadow
mva chbas chbase
lda skstat ;Reset consol key shadow is no key is pressed anymore
and #4
beq @+
mva #consol_reset consol
mva #@kbcode._none kbcode
@
pla
tay
pla
tax
pla
rti
.ELSE
; support for joysticks :)
ldx JoystickNumber
lda STICK0,x
sta STICK0
lda STRIG0,x
sta STRIG0
jmp XITVBV
.ENDIF
.endp
.IF TARGET = 5200
.proc kb_continue
sta kbcode ;Store key code in shadow.
mva #0 SkStatSimulator
exit pla
tay
pla
tax
pla
rti
.endp
.ENDIF
;----------------------------------------------
.proc RandomizeSequence0
/* .proc RandomizeSequence0
ldx #0
@ txa
sta TankSequence,x
@@ -1449,7 +1278,7 @@ exit pla
cpx #MaxPlayers
bne @-
rts
.endp
.endp */
;--------------------------------------------------
.proc RandomizeSequence
; in: NumberOfPlayers
@@ -1506,20 +1335,10 @@ UsageLoop
; X is not changed
;----------------------------------------------
;valid angle values are ((256-90)..255) and (0..90)
;it means that values 91..165 must be elliminated...
;so, lets randomize someting between 0 and 180
;and substract this value from 90
; lets randomize someting between 0 and 180
lda RANDOM
cmp #180
bcs RandomizeAngle
;sta temp
;lda #90 ; CARRY=0 here
;sbc temp
rts
.endp
;----------------------------------------------
@@ -1569,7 +1388,17 @@ LimitForce
.endp
;----------------------------------------------
.proc Table2Force
;----------------------------------------------
lda ForceTableL,x
sta Force
lda ForceTableH,x
sta Force+1
rts
.endp
;----------------------------------------------
.proc MoveBarrelToNewPosition
;----------------------------------------------
mva #1 Erase
jsr DrawTankNr.BarrelChange
mva #0 Erase
@@ -1585,11 +1414,11 @@ MoveBarrel
lda NewAngle
cmp AngleTable,x
beq BarrelPositionIsFine
bcc rotateLeft ; older is bigger
rotateRight;older is lower
bcc rotateLeft
rotateRight ; older is lower
inc angleTable,x
jmp MoveBarrel
rotateLeft
rotateLeft ; older is bigger
dec angleTable,x
jmp MoveBarrel
BarrelPositionIsFine
@@ -1609,10 +1438,10 @@ BarrelPositionIsFine
; I think I will go for a stupid bubble sort...
; it is easy to test :)
;
; Results are in ResultsTable, in SortedTable we want to
; Results are in ResultsTable, in TankSequence (Sorted Table) we want to
; have numbers of tanks from the worst to the best.
; in other words, if ResultsTable=(5,4,65,23,3,6)
; the SortedTable=(4,1,0,5,3,2)
; the TankSequence=(4,1,0,5,3,2)
; let's assume initially the TankSequence=(0,1,2,3,4,5)
ldx #0
@@ -1657,10 +1486,20 @@ Bubble
BubbleBobble
lda TempResults,x
cmp TempResults+1,x
beq nextishigher ; this is to block hangs when 2 equal values meet
bcc nextishigher
bne swapvalues
nextisequal
; if results are equal, check Direct Hits (only lower byte - sorry memory)
ldy TankSequence,x
lda DirectHitsL,y
ldy TankSequence+1,x
cmp DirectHitsL,y
;
beq nextishigher ; this is to block hangs when 2 equal values meet
bcc nextishigher
;here we must swap values
;because next is smaller than previous
swapvalues
sta temp
lda TempResults+1,x
sta TempResults,x
@@ -1704,8 +1543,10 @@ SetRandomWalls
rts
.endp
;--------------------------------------------------
.proc GetKey ; waits for pressing a key and returns pressed value in A
; when [ESC] is pressed, escFlag is set to 1
.proc GetKey
; waits for pressing a key and returns pressed value in A
; when [ESC] is pressed, escFlag is set
; result: A=keycode
;--------------------------------------------------
jsr WaitForKeyRelease
@
@@ -1809,7 +1650,8 @@ KeyReleased
rts
.endp
;--------------------------------------------------
.proc IsKeyPressed ; A=0 - yes , A>0 - no
.proc IsKeyPressed
; result: A=0 - yes , A>0 - no
;--------------------------------------------------
lda SKSTAT
and #%00000100
@@ -1820,6 +1662,8 @@ KeyReleased
.endp
;--------------------------------------------------
.proc DemoModeOrKey
; Waits for the key pressed if at least one human is playing.
; Otherwise, waits 3 seconds (demo mode).
;--------------------------------------------------
;check demo mode
ldx numberOfPlayers
@@ -1834,28 +1678,32 @@ checkForHuman ; if all in skillTable other than 0 then switch to DEMO MODE
ldy #75
jsr PauseYFrames
rts
peopleAreHere
jmp getkey ; jsr:rts
.endp
;--------------------------------------------------
MakeDarkScreen
jsr PMoutofScreen
;--------------------------------------------------
jsr PMoutofScreen ; hide P/M
mva #0 dmactls ; dark screen
sta dmactl
; and wait one frame :)
;--------------------------------------------------
.proc WaitOneFrame
;--------------------------------------------------
lda CONSOL
and #%00000101 ; Start + Option
sne:mva #$40 escFlag
and #%00000001 ; START KEY
seq:wait
seq:wait ; or waitRTC ?
rts
.endp
;--------------------------------------------------
.proc PauseYFrames
; Y - number of frames to wait (divided by 2)
; pauses for maximally 510 frames (255 * 2)
;--------------------------------------------------
@ jsr WaitOneFrame
jsr WaitOneFrame
dey
@@ -1865,8 +1713,8 @@ MakeDarkScreen
;--------------------------------------------------
.proc RmtSongSelect
;--------------------------------------------------
; starting song line 0-255 to A reg
;--------------------------------------------------
cmp #song_ingame
bne noingame ; noMusic blocks only ingame song
bit noMusic
@@ -1903,66 +1751,7 @@ noingame
rts
.endp
;--------------------------------------------------
.macro SetDLI
; SetDLI #WORD
; Initialises Display List Interrupts
LDY # <:1
LDX # >:1
jsr _SetDLIproc
.endm
.proc _SetDLIproc
LDA #$C0
STY VDSLST
STX VDSLST+1
STA NMIEN
rts
.endp
;--------------------------------------------------
/* ;--------------------------------------------------
.macro randomize floor ceiling
;--------------------------------------------------
;usage: randomize floor ceiling
;returns (in A) a random .byte between "floor" and "ceiling"
jsr _randomizator
.byte :floor
.byte :ceiling
.endm
.proc _randomizator
; private function that accompanies `randomize` macro
; trashes: magic, temp, Y
pla
sta magic
pla
sta magic+1
ldy #1 ; add 1 to the value got from the stack to point to the input parameters
lda (magic),y
sta temp
iny
lda (magic),y
sta temp+1
?rand
lda random
cmp temp ;floor
bcc ?rand
cmp temp+1 ;ceiling
bcs ?rand
tay ; save the result
; point the PC to a byte after the parameters
clc
lda magic
adc #2 ; length of the parameters in bytes
sta magic
lda magic+1
adc #0
pha
lda magic
pha
tya ; retrieve the result
rts
.endp */
icl 'interrupts.asm'
;----------------------------------------------
icl 'constants.asm'
;----------------------------------------------
@@ -1977,7 +1766,7 @@ noingame
icl 'artwork/talk.asm'
;----------------------------------------------
TankFont
ins 'artwork/tanksv3.fnt',+0,384 ; 48 characters only
ins 'artwork/tanksv4.fnt',+0,384 ; 48 characters only
;----------------------------------------------
font4x4
ins 'artwork/font4x4s.bmp',+62
@@ -2010,7 +1799,7 @@ YesCheat
lda #99
@ iny
sta (temp),y
cpy #(last_defensive_____ - first_offensive____)
cpy #(number_of_weapons - 1)
bne @-
NoCheat
rts
@@ -2070,8 +1859,8 @@ MODULEND
org ROM_SETTINGS ; 5200 ROM settings address $bfe8
; "01234567890123456789"
.byte " scorch supersystem " ;20 characters title
.byte "7A" ;2 characters year .. 1900 + $7A = 2020
.byte " ", $ff ;$BFFD == $ff means diagnostic cart, no splash screen
.word FirstSTART
.ELSE
run FirstSTART
.ENDIF
.ENDIF
BIN
View File
Binary file not shown.
BIN
View File
Binary file not shown.
+128 -429
View File
@@ -63,6 +63,10 @@
mva #0 OptionsY
OptionsMainLoop
lda WindChangeInRound
sta OptionsHere+126
jsr OptionsInversion
jsr getkey
bit escFlag
@@ -109,73 +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
lda Gradient
eor #$80
sta Gradient
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)
;--------
@@ -236,6 +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
@@ -880,23 +908,13 @@ NoAutoDefense
cmp #ind_Lazy_Boy_______
bne NoLazyBoy
; Lazy Boy - do it like battery
mva #sfx_lazy_boys sfx_effect
phy
jsr PrepareAIShoot
jsr FindBestTarget2 ; find nearest tank neighbour
jsr LazyAim
ply
mva #%01000000 LazyFlag
jmp DecreaseDefensive ; bypass activation
NoLazyBoy
cmp #ind_Lazy_Darwin____
bne NoLazyDarwin
; Lazy Darwin - do it like battery
mva #sfx_lazy_boys sfx_effect
phy
jsr PrepareAIShoot
jsr FindBestTarget3 ; find target with lowest energy
jsr LazyAim
ply
mva #%11000000 LazyFlag
jmp DecreaseDefensive ; bypass activation
NoLazyDarwin
cmp #ind_Spy_Hard_______
@@ -942,22 +960,6 @@ DefActivationEnd
jmp WaitForKeyRelease ; rts
.endp
.proc LazyAim
; aiming proc for Lazy ... weapons
; as proc for memory optimisation
; Y - target tan nr
; A - target direction
sty TargetTankNr
; aiming
jsr TakeAim ; direction still in A (0 - left, >0 - right)
lda Force
sta ForceTableL,x
lda Force+1
sta ForceTableH,x
lda NewAngle
sta AngleTable,x
rts
.endp
; -----------------------------------------------------
.proc calcPosDefensive
; calculate positionOnTheList from the activeWeapon (defensives)
@@ -1601,309 +1603,6 @@ displayloop1
rts
.endp
;--------------------------------------------------------
.proc Display4x4AboveTank ;
; Displays texts using PutChar4x4 above tank and mountains.
; Pretty cool, eh!
;parameters are:
;Y - number of tank above which text is displayed
;fx - length of text
;LineAddress4x4 - address of the text
;lets calculate position of the text first!
;that's easy because we have number of tank
;and xtankstableL and H keep X position of a given tank
lda xtankstableL,y
sta temp
lda xtankstableH,y
sta temp+1
;now we should substract length of the text-1
;temp2 = (fx-1)*2
ldy fx
dey
tya
asl
sta temp2
mva #0 temp2+1
;now we have HALF length in pixels
;stored in temp2
;here we assume max length of text
;to display is 127 chars, but later it turns out it must be max 63!
sbw temp temp2 ; here begin of the text is in TEMP !!!!
;now we should check overflows
;lda temp+1 ; opty
bpl DOTNnotLessThanZero
;less than zero, so should be zero
mwa #0 temp
beq DOTNnoOverflow
DOTNnotLessThanZero
;so check if end larger than screenwidth
lda fx
asl
asl
;length in pixels -
;text length max 63 chars !!!!!!!!
clc
adc temp
sta temp2
lda #0
adc temp+1
sta temp2+1
;now in temp2 is end of the text in pixels
;so check if not greater than screenwitdth
cpw temp2 #screenwidth
bcc DOTNnoOverflow
;if end is greater than screenwidth
;then screenwidth - length is fine
lda fx
asl
asl
sta temp
mva #0 temp+1
sec
lda #<(screenwidth-1)
sbc temp
sta temp
lda #>(screenwidth-1)
sbc temp+1
sta temp+1
DOTNnoOverflow
;here in temp we have really good x position of text
mwa temp LineXdraw
;now let's get y position
;we will try to put text as low as possible
;just above mountains (so mountaintable will be checked)
lda fx
asl
asl
tay
;in temp there still is X position of text
;if we add temp and Y we will get end of the text
;so, lets go through mountaintable and look for
;the lowest value within
;Mountaitable+temp and Mountaitable+temp+Y
adw temp #MountainTable
mva #screenheight temp2 ;initialisation of the lowest value
DOTLowestMountainValueLoop
lda (temp),y
cmp temp2
bcs DOTOldLowestValue ;old lowest value
;new lowest value
sta temp2
DOTOldLowestValue
dey
cpy #$ff
bne DOTLowestMountainValueLoop
sec
lda temp2
sbc #(4+9) ;9 pixels above ground (and tanks...)
sta LineYdraw
jmp TypeLine4x4.noLengthNoColor ; rts
.endp
;--------------------------------------------------------
.proc DisplayOffensiveTextNr ;
ldx TextNumberOff
lda talk.OffensiveTextTableL,x
sta LineAddress4x4
lda talk.OffensiveTextTableH,x
sta LineAddress4x4+1
inx ; the next text
lda talk.OffensiveTextTableH,x
sta temp+1
lda talk.OffensiveTextTableL,x
sta temp ; opty possible
; substract address of the next text from previous to get text length
sbw temp LineAddress4x4 temp2
mva temp2 fx
;jsr Display4x4AboveTank
;rts
; POZOR !!!
.endp
;--------------------------------------------------------
.proc DisplayTankNameAbove ;
lda tankNr
:3 asl ; *8
clc
adc #<TanksNames
sta temp ; TextAddress
lda #0
adc #>Tanksnames
sta temp+1 ; TextAddress+1
mwa temp LineAddress4x4
;find length of the tank's name
ldy #7
@
lda (temp),y
bne end_found
dey
bne @-
end_found
iny
sty fx
ldy tankNr
jsr Display4x4AboveTank
rts
.endp
;-------------------------------
.proc TypeLine4x4 ;
;-------------------------------
;this routine prints line of length `fx`
;address in LineAddress4x4
;starting from LineXdraw, LineYdraw
lda #14 ; default length of 4x4 texts
sta fx
variableLength
lda #$ff ; $ff - visible characters, $00 - clearing
staplot4x4color
sta plot4x4color
noLengthNoColor
ldy #0
sty LineCharNr
TypeLine4x4Loop
ldy LineCharNr
lda (LineAddress4x4),y
and #$3f ;always CAPITAL letters
sta CharCode4x4
mwa LineXdraw dx
mva LineYdraw dy
mva #0 dy+1 ; dy is 2 bytes value
jsr PutChar4x4 ;type empty pixels as well!
adw LineXdraw #4
inc:lda LineCharNr
cmp fx
bne TypeLine4x4Loop
EndOfTypeLine4x4
rts
.endp
;--------------------------------
.proc AreYouSure
;using 4x4 font
mva #4 ResultY ; where seppuku text starts Y-wise on the screen
;top frame
mva ResultY LineYdraw
jsr TL4x4_top
adb ResultY #4 ;next line
;sure?
mwa #areYouSureText LineAddress4x4
jsr _sep_opty
;bottom frame
mva ResultY LineYdraw
jsr TL4x4_bottom
jsr GetKey
cmp #@kbcode._Y ; $2b ; "Y"
bne @+
mva #$80 escFlag
bne skip01
@ mva #0 escFlag
skip01
jsr WaitForKeyRelease
;clean
mva #3 di
mva #4 ResultY
@
mva #$ff plot4x4color
mwa #lineClear LineAddress4x4
jsr _sep_opty
dec di
bne @-
quit_areyousure
rts
.endp
.proc _sep_opty
mwa #((ScreenWidth/2)-(8*4)) LineXdraw ; centering
mva ResultY LineYdraw
jsr TypeLine4x4
adb ResultY #4 ;next line
rts
.endp
;--------------------------------
.proc DisplaySeppuku
;using 4x4 font
mva #20 fs ; temp, how many times blink the billboard
seppuku_loop
lda CONSOL ; turbo mode
and #%00000001 ; START KEY
sne:mva #1 fs ; finish it
mva #4 ResultY ; where seppuku text starts Y-wise on the screen
;top frame
mva ResultY LineYdraw
jsr TL4x4_top
adb ResultY #4 ;next line
;seppuku
mwa #seppukuText LineAddress4x4
jsr _sep_opty
;bottom frame
mva ResultY LineYdraw
jsr TL4x4_bottom ; just go
;clean seppuku
mva #3 di
;mva #4 ResultY
lda #4
sta ResultY
loplop ;@
mwa #lineClear LineAddress4x4
jsr _sep_opty
dec di
bne loplop ;@-
dec fs
jne seppuku_loop
quit_seppuku
rts
.endp
;--------------------------------
.proc DisplayResults ;
;displays results of the round
@@ -2074,6 +1773,7 @@ FinishResultDisplay
;--------------------------------------------------
.proc GameOverScreen
;--------------------------------------------------
jsr MakeDarkScreen
jsr WaitForKeyRelease
jsr ClearScreen
jsr ClearPMmemory
@@ -2244,7 +1944,12 @@ RandomizeTankPos
randomize 0 180
sta AngleTable,x
randomize 0 (49-8)
and #%11111110 ; correction for PMG
; x correction for P/M
; --
.IF XCORRECTION_FOR_PM = 1
and #%11111110
.ENDIF
; --
clc
adc XtankOffsetGO_L,x
sta XtankstableL,x
@@ -2328,34 +2033,33 @@ EndOfCredits
.proc DisplayStatus
;-------------------------------------------------
;=========================
; displaying number of active controller port
;=========================
ldy JoystickNumber
lda digits+1,y
sta statusBuffer+17
;---------------------
;=========================
;displaying symbol of the weapon
;---------------------
;display name and symbol of the weapon
;statusBuffer+18 - symbol (1 char)
;statusBuffer+20 - quantity left
;statusBuffer+23 - name
;=========================
ldx TankNr
ldy ActiveWeapon,x
lda WeaponSymbols,y
sta statusBuffer+19
;---------------------
;=========================
;displaying quantity of the given weapon
;---------------------
;=========================
lda ActiveWeapon,x
jsr HowManyBullets
sta decimal
mwa #statusBuffer+21 displayposition
jsr displaybyte
;---------------------
;=========================
;displaying name of the weapon
;---------------------
;=========================
ldx TankNr
lda ActiveWeapon,x
sta temp ;get back number of the weapon
@@ -2375,9 +2079,9 @@ EndOfCredits
dey
bpl @-
;---------------------
;=========================
;displaying name of the defence weapon (if active)
;---------------------
;=========================
lda AutoDefenseFlag,x ; Auto Defense symbol (space or "A" in inverse)
bpl @+
lda #$5e ; Auto Defense symbol
@@ -2414,19 +2118,17 @@ ClearingOnly
dey
bpl @-
;---------------------
;=========================
;displaying the energy of a tank
;---------------------
;=========================
lda Energy,x
sta decimal
mwa #statusBuffer+48 displayposition
jsr displaybyte
;---------------------
;=========================
;displaying the energy of a tank shield (if exist)
;---------------------
;=========================
; clear (if no shield)
lda #space
sta statusBuffer+40+10
@@ -2450,17 +2152,20 @@ NoDefenceWeapon
NoShieldEnergy
;=========================
;display Wind
; display Wind
;=========================
mwa Wind temp
lda Wind+3 ; highest byte of 4 byte wind
lda #space
bit Wind+3 ; highest byte of 4 byte wind
bmi DisplayLeftWind
sta statusBuffer+80+17 ; (space) char
lda #$7f ; (tab) char
sta statusBuffer+80+20
lda #space
sta statusBuffer+80+17
beq DisplayWindValue
bne DisplayWindValue
DisplayLeftWind
sta statusBuffer+80+20 ; (space) char
lda #$7e ;(del) char
sta statusBuffer+80+17
sec ; Wind = -Wind
lda #$00
sbc temp
@@ -2468,10 +2173,6 @@ DisplayLeftWind
lda #$00
sbc temp+1
sta temp+1
lda #$7e ;(del) char
sta statusBuffer+80+17
lda #space
sta statusBuffer+80+20
DisplayWindValue
:4 lsrw temp ;divide by 16 to have a nice value on a screen
lda temp
@@ -2502,6 +2203,7 @@ DisplayWindValue
;display Angle
;=========================
displayAngle
ldy #space
ldx TankNr
lda AngleTable,x
cmp #90
@@ -2510,28 +2212,25 @@ displayAngle
AngleToRight
; now we have values from 0 to 89 and right angle
sta decimal
sty statusBuffer+40+22 ; (space) character
lda #$7f ; (tab) character
sta statusBuffer+40+25
lda #space
sta statusBuffer+40+22
beq AngleDisplay
bne AngleDisplay
AngleToLeft
sec
lda #180
sbc AngleTable,x
; angles 180 - 91 converted to 0 - 89
sta decimal
sty statusBuffer+40+25 ; (space) character
lda #$7e ;(del) char
sta statusBuffer+40+22
lda #space
sta statusBuffer+40+25
beq AngleDisplay
bne AngleDisplay
VerticallyUp
; now we have value 90
sta decimal
lda #space
sta statusBuffer+40+25
sta statusBuffer+40+22
sty statusBuffer+40+25 ; (space) character
sty statusBuffer+40+22 ; (space) character
AngleDisplay
mwa #statusBuffer+40+23 displayposition
+7 -10
View File
@@ -168,8 +168,6 @@ TargetTankNr ; Target tank index (for AI routines)
.DS 1
SecondTryFlag ; For precise AI aiming
.DS 1
SpyHardFlag ; >$7f - run SpyHard after inventory
.DS 1
;----------------------------------------------------
;Erase .DS 1 ; if 1 only mask of the character is printed
; on the graphics screen. if 0 character is printed normally
@@ -220,7 +218,7 @@ FallingSoundBit .DS 1
PreviousFall .DS 1
EndOfTheFallFlag .DS 1 ; in case of the infinite fall
;Parachute .DS 1 ; are you insured with parachute?
FloatingAlt .DS 1 ; floating tank altitude
;FloatingAlt .DS 1 ; floating tank altitude
FunkyWallFlag = FloatingAlt ; reuse this variable in different weapon (Funky Bomb)!
PreferHumansFlag = FloatingAlt ; second reuse in AI Aim proc
;----------------------------------------------------
@@ -261,7 +259,6 @@ oldplotL .DS [5]
oldora .DS [5]
oldply .DS [5]
OldOraTemp .DS 1
FunkyBombCounter .DS 1
xtrajfb .DS 2
ytrajfb .DS 2
;
@@ -345,17 +342,17 @@ LaserCoordinate .DS 8 ; 2,2,2,2
; from $30 the defensive weapons begin
TanksWeapons
TanksWeapon1
.DS [last_defensive_____ - first_offensive____ +1]
.DS number_of_weapons
TanksWeapon2
.DS [last_defensive_____ - first_offensive____ +1]
.DS number_of_weapons
TanksWeapon3
.DS [last_defensive_____ - first_offensive____ +1]
.DS number_of_weapons
TanksWeapon4
.DS [last_defensive_____ - first_offensive____ +1]
.DS number_of_weapons
TanksWeapon5
.DS [last_defensive_____ - first_offensive____ +1]
.DS number_of_weapons
TanksWeapon6
.DS [last_defensive_____ - first_offensive____ +1]
.DS number_of_weapons
mountaintable ;table of mountains (size=screenwidth)
.DS [screenwidth]
+355 -289
View File
File diff suppressed because it is too large Load Diff