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Author SHA1 Message Date
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
17 changed files with 520 additions and 450 deletions
+6 -3
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 * number of players (2 - 6) includes both human and computer-controlled players
* the initial amount of cash of each player (2K is the optimal value we chose, but for short games, it is worth choosing a higher value) * the initial amount of cash of each player (2K is the optimal value we chose, but for short games, it is worth choosing a higher value)
* gravity * gravity
* maximum wind strength (wind is drawn at the beginning of each round, here you can choose how strong it can be) * maximum wind strength (wind is drawn at the beginning of each round or during the round between turns, here we can choose how strong it can be)
* number of rounds in a game * number of rounds in a game
* missile speed (does not affect the flight path - only changes the apparent missile speed - does not change anything in the gameplay itself) * missile speed (does not affect the flight path - only changes the apparent missile speed - does not change anything in the gameplay itself)
* frequency of suicides :) - if for a number of turns the game has not recorded hits (tanks are constantly shooting inaccurately), after one of such misses a tank commits suicide - here you determine how long they can "shooting for the stars" :) - if only people play the optimal setting is "norm", in the case of computer-controlled players ... you choose. * frequency of suicides :) - if for a number of turns the game has not recorded hits (tanks are constantly shooting inaccurately), after one of such misses a tank commits suicide - here you determine how long they can "shooting for the stars" :) - if only people play the optimal setting is "norm", in the case of computer-controlled players ... you choose.
@@ -24,7 +24,7 @@ On the first screen, you can configure gameplay options:
Select options with cursor keys or a joystick. Select options with cursor keys or a joystick.
The [TAB] or [SELECT] key, and on the Atari 5200 console the [5] controller key change the color of the mountains. The [TAB] or [SELECT] key, and on the Atari 5200 console, the [5] controller key change the color of the mountains (3 versions to choose from) or (if the cursor indicates the wind strength selection option "Wind") change the way the wind strength is drawn from "every round" to "every turn" and vice versa. Drawing every turn is indicated by the "?" sign next to the word "Wind".
The [RETURN] key or a joystick button moves to the next screen. The [RETURN] key or a joystick button moves to the next screen.
@@ -75,6 +75,7 @@ The keyboard controls here are simple, cursor keys or joystick: left/right - cha
| [START] | N/A | speed up some game animations. | | [START] | N/A | speed up some game animations. |
| [O] | [3] | end the current game and jump to the Game Over screen with a summary. The summary of the results does not take into account the current round of the game, but only the rounds completed earlier. This corresponds to pressing the [ESC] key with the difference that the summary and credits are displayed. | | [O] | [3] | end the current game and jump to the Game Over screen with a summary. The summary of the results does not take into account the current round of the game, but only the rounds completed earlier. This corresponds to pressing the [ESC] key with the difference that the summary and credits are displayed. |
| [START] + [OPTION] | N/A | immediately force the end of the game (Game Over), just like [O] but without confirmation. | [START] + [OPTION] | N/A | immediately force the end of the game (Game Over), just like [O] but without confirmation.
| [G] | N/A | changes the mountain shading |
| [ESC] | [*] | during the entire game at any time (unless the computer is playing, then sometimes you have to wait a while) you can press the [ESC] key, which allows you to abort the game and return to the beginning (of course, there is protection against accidental pressing). | | [ESC] | [*] | during the entire game at any time (unless the computer is playing, then sometimes you have to wait a while) you can press the [ESC] key, which allows you to abort the game and return to the beginning (of course, there is protection against accidental pressing). |
| [Y] | [1] | when asked to abort or terminate the game - confirmation | | [Y] | [1] | when asked to abort or terminate the game - confirmation |
@@ -178,10 +179,12 @@ Only these points determine the order in the summary
* **Nuclear Winter** - adds nothing, takes nothing away :) - in fact, it is not so much a defensive weapon as a double-edged one. It floods the area with "radioactive" fallout, which is ordinary soil. If you do not have at hand any weapon that digs up the terrain, and for that a shield (preferably disposable), then after such "fallout" you will have to shoot yourself - because being underground is otherwise impossible. Alternatively, **White Flag** always remains. * **Nuclear Winter** - adds nothing, takes nothing away :) - in fact, it is not so much a defensive weapon as a double-edged one. It floods the area with "radioactive" fallout, which is ordinary soil. If you do not have at hand any weapon that digs up the terrain, and for that a shield (preferably disposable), then after such "fallout" you will have to shoot yourself - because being underground is otherwise impossible. Alternatively, **White Flag** always remains.
* **Long Schlong** - a special weapon :) - Costs a lot, doesn't really help with anything (except possibly digging yourself out but only when slightly buried but it has a cool name and looks cool :) - It can be activated independently of other defensive weapons and remains active until the end of the round (it cannot be deactivated). * **Long Schlong** - a special weapon :) - Costs a lot, doesn't really help with anything (except possibly digging yourself out but only when slightly buried but it has a cool name and looks cool :) - It can be activated independently of other defensive weapons and remains active until the end of the round (it cannot be deactivated).
* **Lazy Boy** - it is not actually a defensive weapon. It is an aiming aid. When it is activated, the tank tries to aim at the nearest enemy and automatically adjusts the power of the shot and angle. If it has too little energy, it can sometimes aim wrong (it uses a method like **Cyborg** to aim). Like **Battery**, it does not deactivate other defensive weapons when used. Note: There is no point in activating this weapon before the round, targeting will not take place because there is nothing to target yet. * **Lazy Boy** - it is not actually a defensive weapon. It is an aiming aid. When it is activated, the tank tries to aim at the nearest enemy and automatically adjusts the power of the shot and angle. If it has too little energy, it can sometimes aim wrong (it uses a method like **Cyborg** to aim). Like **Battery**, it does not deactivate other defensive weapons when used. Note: There is no point in activating this weapon before the round, targeting will not take place because there is nothing to target yet.
* **Lazy Darwin** - works exactly like **Lazy Boy** but targets the weakest opponent. * **Lazy Darwin** - works just like **Lazy Boy** but targets the weakest opponent. In this weapon, after automatic targeting, "visual targeting" remains active, so you can easily change the target and independently select another opponent by seeing if you hit him.
* **Auto Defense** - activates the mode of automatic activation of defensive weapons. After its activation, the tank automatically activates the strongest shield it has (consuming it, of course) at any time when there is no shield (also between shots of other players). At the same time, if the tank's energy level drops below 30 units, it automatically activates **Battery** if it has it. This weapon remains active until the end of the round and is indicated by the "computer" symbol before the name of the active defensive weapon in the status line. It is the second defensive weapon that does not deactivate other defensive weapons when used. * **Auto Defense** - activates the mode of automatic activation of defensive weapons. After its activation, the tank automatically activates the strongest shield it has (consuming it, of course) at any time when there is no shield (also between shots of other players). At the same time, if the tank's energy level drops below 30 units, it automatically activates **Battery** if it has it. This weapon remains active until the end of the round and is indicated by the "computer" symbol before the name of the active defensive weapon in the status line. It is the second defensive weapon that does not deactivate other defensive weapons when used.
* **Spy Hard** - Help for the forgetful :) . When activated, it shows a preview of information about the next opponents one by one. Left/Right - changes the "spied" tank. Fire/Space/Return/Esc - ends the "spying". This is the last defensive weapon, which does not deactivate other defensive weapons when used. * **Spy Hard** - Help for the forgetful :) . When activated, it shows a preview of information about the next opponents one by one. Left/Right - changes the "spied" tank. Fire/Space/Return/Esc - ends the "spying". This is the last defensive weapon, which does not deactivate other defensive weapons when used.
Due to the different warhead tracking system of **MIRV** weapons, the **Bouncy Castle** and **Mag Deflector** defensive weapons only use the shielding function when hit by these weapons. In addition, **MIRV** warheads do not bounce or fly through sidewalls when falling!
None of the shields protect against **Napalm**. **Bouncy Castle** or **Mag Deflector** on a direct hit will deflect it or carry it past, but just hit very close to a tank and its shield will not save it. None of the shields protect against **Napalm**. **Bouncy Castle** or **Mag Deflector** on a direct hit will deflect it or carry it past, but just hit very close to a tank and its shield will not save it.
**White Flag**, **Hovercraft** and **Nuclear Winter** weapons, when selected, require activation, this is accomplished by "firing a shot" after the selection of that weapon. Of course, the shot of the offensive weapon is then not fired, but only the selected defensive weapon is activated. **White Flag**, **Hovercraft** and **Nuclear Winter** weapons, when selected, require activation, this is accomplished by "firing a shot" after the selection of that weapon. Of course, the shot of the offensive weapon is then not fired, but only the selected defensive weapon is activated.
+4 -3
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 * ilość graczy (2 - 6) obejmuje tak ludzi jak graczy sterowanych przez komputer
* początkową ilość gotówki każdego z graczy (8k to wybrana przez nas wartość optymalna, lecz przy krótkich rozgrywkach warto wybrać większą wartość) * początkową ilość gotówki każdego z graczy (8k to wybrana przez nas wartość optymalna, lecz przy krótkich rozgrywkach warto wybrać większą wartość)
* grawitacja * grawitacja
* maksymalna siła wiatru (wiatr jest losowany na początku każdej z rund, tu możemy wybrać jak silny może być) * maksymalna siła wiatru (wiatr jest losowany na początku każdej z rund lub w czasie rundy pomiędzy turami, tu możemy wybrać jak silny może być)
* liczba rozgrywanych rund * liczba rozgrywanych rund
* szybkość lotu pocisków (nie ma wpływu na tor lotu - zmienia jedynie widoczną prędkość rysowania - nie zmienia nic w samej rozgrywce) * szybkość lotu pocisków (nie ma wpływu na tor lotu - zmienia jedynie widoczną prędkość rysowania - nie zmienia nic w samej rozgrywce)
* częstotliwość samobójstw :) - jeśli przez ileś tur gra nie odnotowała trafień (czołgi ciągle strzelają niecelnie) jeden z takich pudłujących czołgów popełnia samobójstwo - tu określamy jak długo mogą “strzelać w próżnię” :) - jeśli grają tylko ludzie optymalne ustawienie to “norm”, w przypadku graczy sterowanych przez komputer… wedle uznania. * częstotliwość samobójstw :) - jeśli przez ileś tur gra nie odnotowała trafień (czołgi ciągle strzelają niecelnie) jeden z takich pudłujących czołgów popełnia samobójstwo - tu określamy jak długo mogą “strzelać w próżnię” :) - jeśli grają tylko ludzie optymalne ustawienie to “norm”, w przypadku graczy sterowanych przez komputer… wedle uznania.
@@ -23,7 +23,7 @@ Na pierwszym ekranie możemy skonfigurować opcje rozgrywki:
Wybór opcji klawiszami kursora lub joystickiem. Wybór opcji klawiszami kursora lub joystickiem.
Klawisz [TAB] lub [SELECT], a na konsoli Atari 5200 klawisz [5] kontrolera zmieniają kolor gór. Klawisz [TAB] lub [SELECT], a na konsoli Atari 5200 klawisz [5] kontrolera zmieniają kolor gór (3 wersje do wyboru) lub (leśli kursor wskazuje opcję wyboru siły wiatru "Wind") zmieniają sposób losowania siły wiatru z "co rundę" na "co turę" i odwrotnie. Losowanie co turę jest sygnalizowane znakiem "?" przy słowie "Wind".
Klawisz [RETURN] lub przycisk Joysticka przechodzi do następnego ekranu. Klawisz [RETURN] lub przycisk Joysticka przechodzi do następnego ekranu.
@@ -74,6 +74,7 @@ Tutaj klawiszologia jest prosta, klawisze kursora lub joystick: lewo/prawo - zmi
| [START] | brak | przyspiesza/pomija niektóre animacje w grze | | [START] | brak | przyspiesza/pomija niektóre animacje w grze |
| [O] | [3] | wymuszenie zakończenia gry (Game Over). W podsumowaniu wyników nie jest brana pod uwagę przerwana właśnie runda rozgrywki, a wyłącznie rundy zakończone wcześniej. Odpowiada to wciśnięciu klawisza [ESC] z tą różnicą, że wyświetlane jest podsumowanie oraz creditsy. | | [O] | [3] | wymuszenie zakończenia gry (Game Over). W podsumowaniu wyników nie jest brana pod uwagę przerwana właśnie runda rozgrywki, a wyłącznie rundy zakończone wcześniej. Odpowiada to wciśnięciu klawisza [ESC] z tą różnicą, że wyświetlane jest podsumowanie oraz creditsy. |
| [START] + [OPTION] | brak | natychmiastowe wymuszenie zakończenia gry (Game Over), tak jak [O] ale bez potwierdzenia. | | [START] + [OPTION] | brak | natychmiastowe wymuszenie zakończenia gry (Game Over), tak jak [O] ale bez potwierdzenia. |
| [G] | brak | zmienia cieniowanie gór |
| [ESC] | [*] | w czasie całej gry w dowolnym momencie (chyba że akurat gra komputer, wtedy czasem trzeba chwilę poczekać) można nacisnąć klawisz [ESC], który umożliwia przerwanie gry i powrót na początek (oczywiście jest zabezpieczenie przed przypadkowym naciśnięciem). | | [ESC] | [*] | w czasie całej gry w dowolnym momencie (chyba że akurat gra komputer, wtedy czasem trzeba chwilę poczekać) można nacisnąć klawisz [ESC], który umożliwia przerwanie gry i powrót na początek (oczywiście jest zabezpieczenie przed przypadkowym naciśnięciem). |
| [Y] | [1] | w przypadku pytania o przerwanie lub zakończenie gry - potwierdzenie decyzji | | [Y] | [1] | w przypadku pytania o przerwanie lub zakończenie gry - potwierdzenie decyzji |
@@ -178,7 +179,7 @@ Tylko te punkty decydują o kolejności w podsumowaniu
* **Nuclear Winter** - nic nie dodaje, nic nie zabiera :) - w zasadzie to broń nie tyle defensywna co obosieczna. Zasypuje teren opadem "radioaktywnym", który jest zwyczajną glebą. Jeśli nie mamy pod ręką żadnej broni odkopującej teren i do tego osłony (najlepiej jednorazowej), to po takim "opadzie" będzie trzeba strzelić do siebie - bo będąc pod ziemią inaczej się nie da. Ewentualnie pozostaje zawsze White Flag. * **Nuclear Winter** - nic nie dodaje, nic nie zabiera :) - w zasadzie to broń nie tyle defensywna co obosieczna. Zasypuje teren opadem "radioaktywnym", który jest zwyczajną glebą. Jeśli nie mamy pod ręką żadnej broni odkopującej teren i do tego osłony (najlepiej jednorazowej), to po takim "opadzie" będzie trzeba strzelić do siebie - bo będąc pod ziemią inaczej się nie da. Ewentualnie pozostaje zawsze White Flag.
* **Long Schlong** - broń specjalna :) - kosztuje dużo, nie bardzo w czymkolwiek pomaga (poza ewentualnym odkopaniem się ale tylko przy niewielkim przysypaniu ale fajnie się nazywa i wygląda :) - Można ją aktywować niezależnie od innych broni defensywnych i pozostaje aktywna do końca rundy (nie da się jej dezaktywować). * **Long Schlong** - broń specjalna :) - kosztuje dużo, nie bardzo w czymkolwiek pomaga (poza ewentualnym odkopaniem się ale tylko przy niewielkim przysypaniu ale fajnie się nazywa i wygląda :) - Można ją aktywować niezależnie od innych broni defensywnych i pozostaje aktywna do końca rundy (nie da się jej dezaktywować).
* **Lazy Boy** - nie jest to właściwie broń defensywna. Jest to wspomaganie celowania. Po jej aktywacji czołg stara się wycelować w najbliższego przeciwnika i automatycznie ustawia siłę strzału oraz kąt. W przypadku posiadania zbyt małej ilości energii może czasem wycelować źle (do celowania stosuje metodę taką jak **Cyborg**). Tak jak **Battery** nie dezaktywuje innych broni defensywnych w przypadku jej użycia. Uwaga! Nie ma sensu aktywacja tej broni przed rundą, celowanie nie odbędzie się bo nie ma jeszcze do czego celować. * **Lazy Boy** - nie jest to właściwie broń defensywna. Jest to wspomaganie celowania. Po jej aktywacji czołg stara się wycelować w najbliższego przeciwnika i automatycznie ustawia siłę strzału oraz kąt. W przypadku posiadania zbyt małej ilości energii może czasem wycelować źle (do celowania stosuje metodę taką jak **Cyborg**). Tak jak **Battery** nie dezaktywuje innych broni defensywnych w przypadku jej użycia. Uwaga! Nie ma sensu aktywacja tej broni przed rundą, celowanie nie odbędzie się bo nie ma jeszcze do czego celować.
* **Lazy Darwin** - działa dokładnie jak **Lazy Boy** ale celuje w najsłabszego przeciwnika. * **Lazy Darwin** - działa tak jak **Lazy Boy** ale celuje w najsłabszego przeciwnika. W tej broni po automatycznym celowaniu pozostaje aktywne "celowanie wizualne" można więc łątwo zmienić cel i samodzielnie wybrać innego przeciwnika widząc czy w niego trafimy.
* **Auto Defense** - włącza tryb automatycznej aktywacji broni defensywnych. Po jej aktywowaniu czołg automatycznie aktywuje najmocniejszą posiadaną osłonę (zużywając ją oczywiście) w każdej chwili, kiedy nie ma żadnej osłony (także pomiędzy strzałami innych graczy). Jednocześnie jeżeli poziom energii czołgu spadnie poniżej 30 jednostek, automatycznie aktywuje **Battery** jeżeli ją posiada. Ta broń pozostaje aktywna do końca rundy i jest sygnalizowana symbolem "komputera" przed nazwą aktywnej broni defensywnej w linii statusowej. Jest to druga broń defensywna, która nie dezaktywuje innych broni defensywnych w przypadku jej użycia. * **Auto Defense** - włącza tryb automatycznej aktywacji broni defensywnych. Po jej aktywowaniu czołg automatycznie aktywuje najmocniejszą posiadaną osłonę (zużywając ją oczywiście) w każdej chwili, kiedy nie ma żadnej osłony (także pomiędzy strzałami innych graczy). Jednocześnie jeżeli poziom energii czołgu spadnie poniżej 30 jednostek, automatycznie aktywuje **Battery** jeżeli ją posiada. Ta broń pozostaje aktywna do końca rundy i jest sygnalizowana symbolem "komputera" przed nazwą aktywnej broni defensywnej w linii statusowej. Jest to druga broń defensywna, która nie dezaktywuje innych broni defensywnych w przypadku jej użycia.
* **Spy Hard** - Pomoc dla zapominalskich :) . Po aktywacji pokazuje kolejno podgląd informacji o kolejnych przeciwnikach. Lewo/Prawo - zmienia "szpiegowany" czołg. Fire/Space/Return/Esc - kończy "szpiegowanie". Jest to ostatnia broń defensywna, która nie dezaktywuje innych broni defensywnych w przypadku jej użycia. * **Spy Hard** - Pomoc dla zapominalskich :) . Po aktywacji pokazuje kolejno podgląd informacji o kolejnych przeciwnikach. Lewo/Prawo - zmienia "szpiegowany" czołg. Fire/Space/Return/Esc - kończy "szpiegowanie". Jest to ostatnia broń defensywna, która nie dezaktywuje innych broni defensywnych w przypadku jej użycia.
+35
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@@ -51,6 +51,41 @@ With the advent of [fujinet](https://fujinet.online/) we are thinking about maki
## Changelog: ## Changelog:
###### 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, what makes aiming arguably more challenging! It is indicated by "?" next to the "Wind" in the main menu.
- all these changes were made possible because of 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 ###### Version 1.21
2022-12-10 2022-12-10
+1 -58
View File
@@ -514,64 +514,7 @@ skipThisPlayer
lda tempor2 lda tempor2
rts rts
.endp .endp
/*
;----------------------------------------------
.proc FindBestTarget1
; find farthest tank neighbour
; X - shooting tank number
; returns target tank number in Y and
; direcion of shoot in A (0 - left, >0 - right)
;----------------------------------------------
jsr MakeLowResDistances
lda #$00
sta temp2 ; max possible distance
sta tempor2 ; direction of shoot
;ldx TankNr
ldy NumberOfPlayers
dey
loop01
cpy TankNr
beq skipThisPlayer
lda eXistenZ,y
beq skipThisPlayer
lda LowResDistances,x
cmp LowResDistances,y
bcs EnemyOnTheLeft
;enemy on the right
sec
lda LowResDistances,y
sbc LowResDistances,x
cmp temp2 ; bigest
bcc bigestIsBigger
sta temp2
sty temp2+1 ; number of the farthest tank
inc tempor2 ; set direction to right
bne bigestIsBigger
EnemyOnTheLeft
sec
lda LowResDistances,x
sbc LowResDistances,y
cmp temp2 ; lowest
bcc bigestIsBigger
sta temp2
sty temp2+1 ; number of the farthest tank
bigestIsBigger
skipThisPlayer
dey
bpl loop01
; now we have number of the farthest tank in temp2+1
; and direction (0 - left, >0 - right) in tempor2
; let's move them to registers
; in temp2 we have x distance divided by 8
ldy temp2+1
lda tempor2
rts
.endp
*/
;---------------------------------------------- ;----------------------------------------------
.proc TakeAim .proc TakeAim
; targeting the tank number TargetTankNr (and Y) ; targeting the tank number TargetTankNr (and Y)
@@ -617,7 +560,7 @@ RepeatAim
lda #ind_Baby_Missile___ lda #ind_Baby_Missile___
sta ActiveWeapon,x sta ActiveWeapon,x
; now we have initial valuses ; now we have initial valuses
mva #$ff TestFlightFlag mva #%11000000 TestFlightFlag
; check targeting direction ; check targeting direction
lda tempor2 lda tempor2
jne AimingLeft jne AimingLeft
Binary file not shown.
+12 -1
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@@ -62,6 +62,16 @@ lineClear
TankColoursTable .BYTE $58,$2a,$96,$ca,$7a,$ed TankColoursTable .BYTE $58,$2a,$96,$ca,$7a,$ed
;TankStatusColoursTable .BYTE $54,$24,$92,$c4,$74,$e4 ; standard order ;TankStatusColoursTable .BYTE $54,$24,$92,$c4,$74,$e4 ; standard order
TankStatusColoursTable .BYTE $74,$c4,$24,$e4,$54,$94 ; Adam's order TankStatusColoursTable .BYTE $74,$c4,$24,$e4,$54,$94 ; Adam's order
;-----------
GradientAddrL
.by <dliColorsFore, <dliColorsFore, <dliColorsFore2
GradientAddrH
.by >dliColorsFore, >dliColorsFore, >dliColorsFore2
dliColorsFore2
.by $0a ; one mountains color
.by $7e,$7a,$7c,$6a,$6c,$58,$5a,$48,$4a,$38
.by $3a,$16,$18,$e6,$e8,$d4,$d6,$b4,$b6,$b6
;----------- ;-----------
pmtableL ; addressess of the P/M memory for 6 tanks pmtableL ; addressess of the P/M memory for 6 tanks
.by <(pmgraph+$400) .by <(pmgraph+$400)
@@ -589,7 +599,7 @@ CreditsStart
dta d"You were playin",d"g"* dta d"You were playin",d"g"*
dta d"Scorc",d"h"* dta d"Scorc",d"h"*
dta d"Warsaw, Miam",d"i"* dta d"Warsaw, Miam",d"i"*
dta d"2000-202",d"2"* dta d"2000-202",d"3"*
dta d" "* dta d" "*
dta d"Programmin",d"g"* dta d"Programmin",d"g"*
dta d"Tomasz 'Pecus' Peck",d"o"* dta d"Tomasz 'Pecus' Peck",d"o"*
@@ -619,6 +629,7 @@ CreditsStart
dta d"Shaggy the Atarian, RetroBorsuk, ZP",d"H"* dta d"Shaggy the Atarian, RetroBorsuk, ZP",d"H"*
.IF target = 5200 .IF target = 5200
dta d"x-usr(1536), Aking, JAC!, phaero",d"n"* dta d"x-usr(1536), Aking, JAC!, phaero",d"n"*
dta d"RB520",d"0"*
.ENDIF .ENDIF
dta d" "* dta d" "*
dta d"Additional testin",d"g"* dta d"Additional testin",d"g"*
+1 -1
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@@ -86,7 +86,7 @@ price_Bouncy_Castle__ = 512 ;_41
price_Long_Barrel____ = 2100 ;_42 price_Long_Barrel____ = 2100 ;_42
price_Nuclear_Winter_ = 1000 ;_43 price_Nuclear_Winter_ = 1000 ;_43
price_Lazy_Boy_______ = 500 ;_44 price_Lazy_Boy_______ = 500 ;_44
price_Lazy_Darwin____ = 500 ;_45 price_Lazy_Darwin____ = 730 ;_45
price_Auto_Defense___ = 250 ;_46 price_Auto_Defense___ = 250 ;_46
price_Spy_Hard_______ = 83 ;_47 price_Spy_Hard_______ = 83 ;_47
;Weapon indexes (numbers) ;Weapon indexes (numbers)
+1 -1
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@@ -9,7 +9,7 @@
OptionsScreen OptionsScreen
dta d"Welcome to Scorch v. " dta d"Welcome to Scorch v. "
build ; 4 bytes from scorch.asm (fancy method) :) build ; 4 bytes from scorch.asm (fancy method) :)
dta d" (un)2000-2022" dta d" (un)2000-2023"
.IF TARGET = 800 .IF TARGET = 800
dta d" Please select option with cursor keys " dta d" Please select option with cursor keys "
+1 -1
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@@ -2088,7 +2088,7 @@ X lda XtanksTableL,x
sbc #90 sbc #90
tax tax
; barrel start offset over 90deg ; barrel start offset over 90deg
adw xdraw #5 xdraw adw xdraw #4 xdraw
mva #1 goleft mva #1 goleft
bpl @+ ; jmp @+ bpl @+ ; jmp @+
+6
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@@ -91,6 +91,12 @@
bcs ?WFRAME bcs ?WFRAME
?nowait ?nowait
.ENDM .ENDM
;-------------------------------------
.macro waitRTC
lda RTCLOK+1
?wa cmp RTCLOK+1
beq ?wa
.endm
;------------------------------------- ;-------------------------------------
.macro negw .macro negw
; negate the given word (0-a) ; negate the given word (0-a)
+8 -2
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@@ -77,10 +77,10 @@
; WAIT ; WAIT
; waits one frame (1/50 s(PAL) or 1/60s(NTSC)) ; waits one frame (1/50 s(PAL) or 1/60s(NTSC))
?zero LDA VCOUNT ?zero LDA VCOUNT
cmp #$05 cmp #$05 ; if line<5 then wait for line>4
bcc ?zero bcc ?zero
cmp #$70 cmp #$70
bcc ?WA bcc ?WA ; if line>=112 then
sbc #10 ; last lines correction sbc #10 ; last lines correction
?WA cmp VCOUNT ?WA cmp VCOUNT
beq ?WA beq ?WA
@@ -90,6 +90,12 @@
bcs ?WFRAME bcs ?WFRAME
?nowait ?nowait
.ENDM .ENDM
;-------------------------------------
.macro waitRTC
lda RTCLOK+2
?wa cmp RTCLOK+2
beq ?wa
.endm
;------------------------------------- ;-------------------------------------
.macro negw .macro negw
; negate the given word (0-a) ; negate the given word (0-a)
+113 -56
View File
@@ -15,7 +15,7 @@
;--------------------------------------------------- ;---------------------------------------------------
.macro build .macro build
dta d"1.21" ; number of this build (4 bytes) dta d"1.25" ; number of this build (4 bytes)
.endm .endm
.macro RMTSong .macro RMTSong
@@ -26,9 +26,12 @@
;--------------------------------------------------- ;---------------------------------------------------
icl 'definitions.asm' icl 'definitions.asm'
;--------------------------------------------------- ;---------------------------------------------------
FirstZpageVariable = $60
FirstZpageVariable = $5A
.zpvar DliColorBack .byte = FirstZpageVariable .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 JoystickNumber .byte
.zpvar xdraw .word ;= $64 ;variable X for plot .zpvar xdraw .word ;= $64 ;variable X for plot
.zpvar ydraw .word ;variable Y for plot (like in Atari Basic - Y=0 in upper right corner of the screen) .zpvar ydraw .word ;variable Y for plot (like in Atari Basic - Y=0 in upper right corner of the screen)
@@ -71,10 +74,12 @@ FirstZpageVariable = $60
.zpvar pressTimer .byte .zpvar pressTimer .byte
.zpvar NTSCcounter .byte .zpvar NTSCcounter .byte
.zpvar IsEndOfTheFallFlag .byte ; for small speedup ground falling .zpvar IsEndOfTheFallFlag .byte ; for small speedup ground falling
.zpvar sfx_effect .byte .zpvar sfx_effect .byte
.zpvar RMT_blocked .byte .zpvar RMT_blocked .byte
.zpvar ScrollFlag .byte .zpvar ScrollFlag .byte
.zpvar SkStatSimulator .byte .zpvar SkStatSimulator .byte
.zpvar FloatingAlt .byte ; floating tank altitude
.zpvar OverTankDir .byte ; (0 go right, $ff go left) direction of bypassing tanks on screen
; --------------OPTIMIZATION VARIABLES-------------- ; --------------OPTIMIZATION VARIABLES--------------
.zpvar Force .word .zpvar Force .word
@@ -89,6 +94,7 @@ FirstZpageVariable = $60
.zpvar NumberOfPlayers .byte ;current number of players (counted from 1) .zpvar NumberOfPlayers .byte ;current number of players (counted from 1)
.zpvar Counter .byte ;temporary Counter for outside loops .zpvar Counter .byte ;temporary Counter for outside loops
.zpvar ExplosionRadius .byte .zpvar ExplosionRadius .byte
.zpvar FunkyBombCounter .byte
.zpvar ResultY .byte .zpvar ResultY .byte
.zpvar xcircle .word .zpvar xcircle .word
.zpvar ycircle .word .zpvar ycircle .word
@@ -126,7 +132,7 @@ FirstZpageVariable = $60
.zpvar goleft .byte .zpvar goleft .byte
.zpvar OffsetDL1 .byte .zpvar OffsetDL1 .byte
.zpvar L1 .byte .zpvar L1 .byte
HotNapalmFlag = FunkyBombCounter ; reuse variable!
;* RMT ZeroPage addresses in artwork/sfx/rmtplayr.a65 ;* RMT ZeroPage addresses in artwork/sfx/rmtplayr.a65
displayposition = modify displayposition = modify
@@ -226,6 +232,62 @@ StatusBufferCopyEnd
; Game Code ; Game Code
;-------------------------------------------------- ;--------------------------------------------------
FirstSTART FirstSTART
.IF TARGET = 5200
; start in 5200 diagnostic mode
; move original startup procedure to RAM
Modified5200Splash = $2100 ; apparently there is some free space here
; 6502 initialization
; SEI
; CLD
; LDX #$FF
; TXS
; check kernel version
Atari5200KernelByte = $fff8
; $32 - 4 joy
; $00 - 2 joy
; $ff - Altirra kernel
lda Atari5200KernelByte
beq rom2joy
cmp #$32
beq rom4joy
altirra_kernel
mwa #Modified5200Splash+$8a modify
bne @+ ; JMP
rom4joy
mwa #Modified5200Splash+$16b modify
bne @+ ; JMP
rom2joy
mwa #Modified5200Splash+$181 modify
@
mwa $fffc temp ; startup proc address
mwa #Modified5200Splash temp2
jsr CopyFromROM
; modify the end of the splash procedure
lda #$60 ; rts
sta (temp2),y
jsr Modified5200Splash+$0f ; after the diag cart detection
; modify the text
splash_text = $3c80 ; '.scorch.supersystem.copyright.19xx.atari'
splash_year = splash_text + $1e
lda #"2"
sta splash_year
sta splash_year+2
lda #"0"
sta splash_year+1
lda #"3"
sta splash_year+3
; splash screen delay. maybe add fire to speed up?
@ cpx RTCLOK+1
bne @-
no5200splash
.ENDIF
jsr MakeDarkScreen jsr MakeDarkScreen
; one time zero variables in RAM (non zero page) ; one time zero variables in RAM (non zero page)
@@ -248,6 +310,11 @@ FirstSTART
dey dey
bpl @- bpl @-
; initialize one Variable in zero page :)
lda #<dliColorsFore
sta GradientColors
lda #>dliColorsFore
sta GradientColors+1
; generate linetables ; generate linetables
mwa #display temp mwa #display temp
@@ -281,6 +348,12 @@ FirstSTART
mva #$10 MODUL-6+$a69 ; $12 > $10 mva #$10 MODUL-6+$a69 ; $12 > $10
mva #$04 MODUL-6+$bf8 ; $05 > $04 mva #$04 MODUL-6+$bf8 ; $05 > $04
mva #$08 MODUL-6+$e3d ; $0a > $08 mva #$08 MODUL-6+$e3d ; $0a > $08
; and mountains colors
mva #$c4 dliColorsFore2+16
mva #$c6 dliColorsFore2+17
mva #$a4 dliColorsFore2+18
mva #$a6 dliColorsFore2+19
sta dliColorsFore2+20
NoRMT_PALchange NoRMT_PALchange
.ELSE .ELSE
mva #$7f SkStatSimulator mva #$7f SkStatSimulator
@@ -306,6 +379,7 @@ NoRMT_PALchange
mva #2 chactl ; necessary for 5200 mva #2 chactl ; necessary for 5200
START START
jsr MakeDarkScreen
; Startup sequence ; Startup sequence
jsr Initialize jsr Initialize
@@ -314,6 +388,7 @@ START
RMTSong song_main_menu RMTSong song_main_menu
jsr Options ;startup screen jsr Options ;startup screen
jsr SetVariablesFromOptions
jsr MakeDarkScreen jsr MakeDarkScreen
bit escFlag bit escFlag
bmi START bmi START
@@ -675,6 +750,8 @@ ManualShooting
lda JoyNumber,x lda JoyNumber,x
sta JoystickNumber ; set joystick port for player sta JoystickNumber ; set joystick port for player
jsr WaitForKeyRelease jsr WaitForKeyRelease
lda #%00000000
sta TestFlightFlag ; set "Test Fight" off
jsr BeforeFire jsr BeforeFire
lda escFlag lda escFlag
seq:rts ; keys Esc or O seq:rts ; keys Esc or O
@@ -809,8 +886,14 @@ NoPlayerNoDeath
inc:lda TankSequencePointer inc:lda TankSequencePointer
cmp NumberOfPlayers cmp NumberOfPlayers
sne:mva #0 TankSequencePointer bne NotLastPlayerInRound
mva #0 TankSequencePointer
lda WindChangeInRound
beq NoWindChangeNow
jsr GetRandomWind ; wind change after each turn (not round only)
NoWindChangeNow
NotLastPlayerInRound
jmp MainRoundLoop jmp MainRoundLoop
.endp .endp
@@ -1175,72 +1258,47 @@ MakeTanksVisible
.endp .endp
;-------------------------------------------------- ;--------------------------------------------------
.proc DLIinterruptGraph .proc DLIinterruptGraph
;sta dliA
;sty dliY
pha pha
phy phy
ldy dliCounter ldy dliCounter
lda dliColorsBack,y lda dliColorsBack,y
bit Gradient
bmi GoGradient
ldy #$ff
GoGradient
iny
.IF TARGET = 800 .IF TARGET = 800
nop ; necessary on 800 because DLIs take less time, jitter visible without it nop ; necessary on 800 because DLIs take less time, jitter visible without it
; nop nop
nop
.ENDIF .ENDIF
nop
nop
sta COLPF1 sta COLPF1
lda dliColorsFore,y ; mountains colors array lda GradientNr
; lda dliColorsFore ; one mauntain color bne GoGradient
ldy #$ff ; one mauntain color
GoGradient
iny
lda (GradientColors),y ; mountains colors array
sta COLPF2 sta COLPF2
inc dliCounter inc dliCounter
;ldy dliY
;lda dliA
ply ply
pla pla
rti rti
.endp .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 .proc DLIinterruptOptions
;sta dliA
;sty dliY
pha pha
; lda dliColorsBack phy
lda #0 lda #0 ; background color
sta COLPF1 sta COLPF1
lda dliColorsFore+1 ldy GradientNr
bit Gradient beq @+
bmi @+ ldy #1
lda dliColorsFore @ lda (GradientColors),y ; mountains colors array
@ sta COLPF2 sta COLPF2
ply
pla pla
rti rti
.endp .endp
;-------------------------------------------------- ;--------------------------------------------------
.proc DLIinterruptGameOver .proc DLIinterruptGameOver
;sta dliA
;sty dliY
pha pha
phy phy
lda dliCounter lda dliCounter
@@ -1277,7 +1335,6 @@ EndOfDLI_GO
.endp .endp
;-------------------------------------------------- ;--------------------------------------------------
.proc DLIinterruptText .proc DLIinterruptText
;sta dliA
pha pha
lda dliCounter lda dliCounter
bne MoreBarsColorChange bne MoreBarsColorChange
@@ -1849,7 +1906,7 @@ MakeDarkScreen
and #%00000101 ; Start + Option and #%00000101 ; Start + Option
sne:mva #$40 escFlag sne:mva #$40 escFlag
and #%00000001 ; START KEY and #%00000001 ; START KEY
seq:wait seq:wait ; or waitRTC ?
rts rts
.endp .endp
@@ -1977,7 +2034,7 @@ noingame
icl 'artwork/talk.asm' icl 'artwork/talk.asm'
;---------------------------------------------- ;----------------------------------------------
TankFont TankFont
ins 'artwork/tanksv3.fnt',+0,384 ; 48 characters only ins 'artwork/tanksv4.fnt',+0,384 ; 48 characters only
;---------------------------------------------- ;----------------------------------------------
font4x4 font4x4
ins 'artwork/font4x4s.bmp',+62 ins 'artwork/font4x4s.bmp',+62
@@ -2070,7 +2127,7 @@ MODULEND
org ROM_SETTINGS ; 5200 ROM settings address $bfe8 org ROM_SETTINGS ; 5200 ROM settings address $bfe8
; "01234567890123456789" ; "01234567890123456789"
.byte " scorch supersystem " ;20 characters title .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 .word FirstSTART
.ELSE .ELSE
run FirstSTART run FirstSTART
BIN
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BIN
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+94 -61
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@@ -63,6 +63,10 @@
mva #0 OptionsY mva #0 OptionsY
OptionsMainLoop OptionsMainLoop
lda WindChangeInRound
sta OptionsHere+126
jsr OptionsInversion jsr OptionsInversion
jsr getkey jsr getkey
bit escFlag bit escFlag
@@ -109,73 +113,37 @@ OptionsNoLeft
OptionsNoRight OptionsNoRight
cmp #@kbcode._ret ; $c ;Return key cmp #@kbcode._ret ; $c ;Return key
bne OptionsNoReturn bne OptionsNoReturn
jmp OptionsFinished rts ; options selected
OptionsNoReturn OptionsNoReturn
cmp #@kbcode._tab ; Tab key cmp #@kbcode._tab ; Tab key
bne OptionsNoTab bne OptionsNoTab
lda Gradient jsr SelectNextGradient
eor #$80
sta Gradient
OptionsNoTab OptionsNoTab
jmp OptionsMainLoop jmp OptionsMainLoop
.endp
OptionsFinished .proc SelectNextGradient
;first option lda OptionsY ; if "Wind" option selected
ldy OptionsTable cmp #$03
iny bne NotWind
iny lda WindChangeInRound ; wind change after each turn (not round only) flag
sty NumberOfPlayers ;1=1 player (but minimum is 2) eor #$1f ; '?' character
sta WindChangeInRound
;second option (cash) rts
NotWind
ldy GradientNr
ldy OptionsTable+1 iny
ldx #0 cpy #$03
@ bne NoGradientLoop
lda CashOptionL,y ldy #$00
sta moneyL,x NoGradientLoop
lda CashOptionH,y sty GradientNr
sta moneyH,x lda GradientAddrL,y
inx sta GradientColors
cpx NumberOfPlayers lda GradientAddrH,y
bne @- sta GradientColors+1
rts
;third option (gravity) .endp
ldy OptionsTable+2
lda GravityTable,y
sta gravity
;fourth option (wind)
ldy OptionsTable+3
lda MaxWindTable,y
sta MaxWind
;fifth option (no of rounds)
ldy OptionsTable+4
lda RoundsTable,y
sta RoundsInTheGame
;6th option (shell speed)
ldy OptionsTable+5
lda flyDelayTable,y
sta flyDelay
;7th option (Airstrike after how many missess)
ldy OptionsTable+6
lda seppukuTable,y
sta seppukuVal
;8th option (how aggressive are mountains)
ldy OptionsTable+7
lda mountainsDeltaTableH,y
sta mountainDeltaH
lda mountainsDeltaTableL,y
sta mountainDeltaL
rts
.endp
;-------- ;--------
; inversing selected option (cursor) ; inversing selected option (cursor)
;-------- ;--------
@@ -236,6 +204,66 @@ invertme
rts rts
.endp .endp
; --------------------------------------
; Sets the appropriate variables based on the options table
;
.proc SetVariablesFromOptions
;first option
ldy OptionsTable
iny
iny
sty NumberOfPlayers ;1=1 player (but minimum is 2)
;second option (cash)
ldy OptionsTable+1
ldx #0
@
lda CashOptionL,y
sta moneyL,x
lda CashOptionH,y
sta moneyH,x
inx
cpx NumberOfPlayers
bne @-
;third option (gravity)
ldy OptionsTable+2
lda GravityTable,y
sta gravity
;fourth option (wind)
ldy OptionsTable+3
lda MaxWindTable,y
sta MaxWind
;fifth option (no of rounds)
ldy OptionsTable+4
lda RoundsTable,y
sta RoundsInTheGame
;6th option (shell speed)
ldy OptionsTable+5
lda flyDelayTable,y
sta flyDelay
;7th option (Airstrike after how many missess)
ldy OptionsTable+6
lda seppukuTable,y
sta seppukuVal
;8th option (how aggressive are mountains)
ldy OptionsTable+7
lda mountainsDeltaTableH,y
sta mountainDeltaH
lda mountainsDeltaTableL,y
sta mountainDeltaL
rts
.endp
;------------------------------------------- ;-------------------------------------------
; call of the purchase (and activate) screens for each tank ; call of the purchase (and activate) screens for each tank
.proc CallPurchaseForEveryTank .proc CallPurchaseForEveryTank
@@ -886,6 +914,8 @@ NoAutoDefense
jsr FindBestTarget2 ; find nearest tank neighbour jsr FindBestTarget2 ; find nearest tank neighbour
jsr LazyAim jsr LazyAim
ply ply
lda #%00000000
sta TestFlightFlag ; set "visual aiming" off
jmp DecreaseDefensive ; bypass activation jmp DecreaseDefensive ; bypass activation
NoLazyBoy NoLazyBoy
cmp #ind_Lazy_Darwin____ cmp #ind_Lazy_Darwin____
@@ -897,6 +927,8 @@ NoLazyBoy
jsr FindBestTarget3 ; find target with lowest energy jsr FindBestTarget3 ; find target with lowest energy
jsr LazyAim jsr LazyAim
ply ply
lda #%10000000
sta TestFlightFlag ; set "visual aiming" on
jmp DecreaseDefensive ; bypass activation jmp DecreaseDefensive ; bypass activation
NoLazyDarwin NoLazyDarwin
cmp #ind_Spy_Hard_______ cmp #ind_Spy_Hard_______
@@ -2074,6 +2106,7 @@ FinishResultDisplay
;-------------------------------------------------- ;--------------------------------------------------
.proc GameOverScreen .proc GameOverScreen
;-------------------------------------------------- ;--------------------------------------------------
jsr MakeDarkScreen
jsr WaitForKeyRelease jsr WaitForKeyRelease
jsr ClearScreen jsr ClearScreen
jsr ClearPMmemory jsr ClearPMmemory
+1 -2
View File
@@ -220,7 +220,7 @@ FallingSoundBit .DS 1
PreviousFall .DS 1 PreviousFall .DS 1
EndOfTheFallFlag .DS 1 ; in case of the infinite fall EndOfTheFallFlag .DS 1 ; in case of the infinite fall
;Parachute .DS 1 ; are you insured with parachute? ;Parachute .DS 1 ; are you insured with parachute?
FloatingAlt .DS 1 ; floating tank altitude ;FloatingAlt .DS 1 ; floating tank altitude
FunkyWallFlag = FloatingAlt ; reuse this variable in different weapon (Funky Bomb)! FunkyWallFlag = FloatingAlt ; reuse this variable in different weapon (Funky Bomb)!
PreferHumansFlag = FloatingAlt ; second reuse in AI Aim proc PreferHumansFlag = FloatingAlt ; second reuse in AI Aim proc
;---------------------------------------------------- ;----------------------------------------------------
@@ -261,7 +261,6 @@ oldplotL .DS [5]
oldora .DS [5] oldora .DS [5]
oldply .DS [5] oldply .DS [5]
OldOraTemp .DS 1 OldOraTemp .DS 1
FunkyBombCounter .DS 1
xtrajfb .DS 2 xtrajfb .DS 2
ytrajfb .DS 2 ytrajfb .DS 2
; ;
+237 -261
View File
@@ -74,59 +74,41 @@ CheckNextTankBFG
.endp .endp
; ------------------------ ; ------------------------
.proc babymissile .proc babymissile
mva #sfx_baby_missile sfx_effect
mva #11 ExplosionRadius mva #11 ExplosionRadius
GoBabyMissileSFX
mva #sfx_baby_missile sfx_effect
GoXmissile
jmp xmissile jmp xmissile
.endp .endp
; ------------------------ ; ------------------------
.proc missile ; .proc missile ;
mva #sfx_baby_missile sfx_effect
mva #17 ExplosionRadius mva #17 ExplosionRadius
jmp xmissile bne babymissile.GoBabyMissileSFX
; jmp xmissile
.endp .endp
; ------------------------ ; ------------------------
.proc babynuke .proc babynuke
mva #sfx_nuke sfx_effect
mva #25 ExplosionRadius mva #25 ExplosionRadius
jmp xmissile GoBabyNukeSFX
mva #sfx_nuke sfx_effect ; allways <>0
bne babymissile.GoXmissile
; jmp xmissile
.endp .endp
; ------------------------ ; ------------------------
.proc nuke .proc nuke
mva #sfx_nuke sfx_effect
mva #30 ExplosionRadius mva #30 ExplosionRadius
jmp xmissile bne babynuke.GoBabyNukeSFX
; jmp xmissile
.endp .endp
; ------------------------ ; ------------------------
.proc leapfrog .proc leapfrog
mva #sfx_baby_missile sfx_effect
mva #17 ExplosionRadius mva #17 ExplosionRadius
jsr xmissile ; mva #sfx_baby_missile sfx_effect
; jsr xmissile
jsr babymissile.GoBabyMissileSFX
jsr SecondRepeat jsr SecondRepeat
/* ; soil must fall down now! there is no other way...
; hide tanks or they fall down with soil
jsr SoilDown2
; it looks like force is divided by 4 here BUT"
; in Flight routine force is multiplied by 2 and left
; so, we have Force divided by 2 here (not accurately)
lsr Force+1
ror Force
;lsr Force+1
;ror Force
mva LeapFrogAngle Angle
mva #sfx_funky_hit sfx_effect
sbw ytraj+1 #$05 ; next missiles start point goes 5 pixel UP to prevent multiple explosion at one point if tank is hit (4 pixels tank height + 1)
jsr Flight
lda HitFlag
beq EndOfLeapping
mva #15 ExplosionRadius
jsr CalculateExplosionRange0
mva #sfx_baby_missile sfx_effect
jsr xmissile.NoRangeCalc */
SecondRepeat SecondRepeat
; soil must fall down now! there is no other way... ; soil must fall down now! there is no other way...
; hide tanks or they fall down with soil ; hide tanks or they fall down with soil
@@ -221,19 +203,13 @@ NoWallsInFunky
.proc deathshead .proc deathshead
mva #30 ExplosionRadius mva #30 ExplosionRadius
mva #sfx_nuke sfx_effect mva #sfx_nuke sfx_effect
SaveDrawXY jsr GoXmissileWithSaveXYdraw
jsr xmissile
UnSaveDrawXY
sbw xdraw #34 sbw xdraw #34
mva #sfx_nuke sfx_effect mva #sfx_nuke sfx_effect
SaveDrawXY jsr GoXmissileWithSaveXYdraw
jsr xmissile
UnSaveDrawXY
adw xdraw #68 adw xdraw #68
mva #sfx_nuke sfx_effect mva #sfx_nuke sfx_effect
SaveDrawXY jsr GoXmissileWithSaveXYdraw
jsr xmissile
UnSaveDrawXY
sbw xdraw #34 sbw xdraw #34
; ;
sbw ydraw #34 sbw ydraw #34
@@ -241,50 +217,42 @@ NoWallsInFunky
cpw ydraw #screenHeight cpw ydraw #screenHeight
bcs NoUpperCircle bcs NoUpperCircle
mva #sfx_nuke sfx_effect mva #sfx_nuke sfx_effect
SaveDrawXY jsr GoXmissileWithSaveXYdraw
jsr xmissile
UnSaveDrawXY
NoUpperCircle NoUpperCircle
adw ydraw #68 adw ydraw #68
;jsr CalculateExplosionRange ;jsr CalculateExplosionRange
cpw ydraw #screenHeight cpw ydraw #screenHeight
bcs NoLowerCircle bcs NoLowerCircle
mva #sfx_nuke sfx_effect mva #sfx_nuke sfx_effect
SaveDrawXY jsr GoXmissileWithSaveXYdraw
jsr xmissile
UnSaveDrawXY
NoLowerCircle NoLowerCircle
mva #sfx_silencer sfx_effect mva #sfx_silencer sfx_effect
rts rts
.endp
.proc SaveDrawXY GoXmissileWithSaveXYdraw
mwa xdraw tempXROLLER mwa xdraw tempXROLLER
mwa ydraw modify mwa ydraw modify
rts jsr xmissile
.endp
.proc UnSaveDrawXY
mwa tempXROLLER xdraw mwa tempXROLLER xdraw
mwa modify ydraw mwa modify ydraw
rts rts
.endp .endp
; ------------------------ ; ------------------------
.proc napalm .proc napalm
mva #sfx_napalm sfx_effect mva #0 HotNapalmFlag ; in this weapon - flag: 0 - napalm, 1 - hotnapalm
mva #(napalmRadius+4) ExplosionRadius ; real radius + 4 pixels (half characrer width) beq xnapalm
jsr CalculateExplosionRange
mva #0 ExplosionRadius ; in this weapon - flag: 0 - napalm, 1 - hotnapalm
jmp xnapalm
.endp .endp
; ------------------------ ; ------------------------
.proc hotnapalm .proc hotnapalm
mva #sfx_napalm sfx_effect mva #1 HotNapalmFlag ; in this weapon - flag: 0 - napalm, 1 - hotnapalm
mva #(napalmRadius+4) ExplosionRadius ; real radius + 4 pixels (half characrer width) ; jmp xnapalm
jsr CalculateExplosionRange
mva #1 ExplosionRadius ; in this weapon - flag: 0 - napalm, 1 - hotnapalm
jmp xnapalm
.endp .endp
; ------------------------ ; ------------------------
.proc xnapalm .proc xnapalm
mva #sfx_napalm sfx_effect
mva #(napalmRadius+4) ExplosionRadius ; real radius + 4 pixels (half characrer width)
jsr CalculateExplosionRange
;
mwa xdraw xcircle ; store hitpoint for future repeats mwa xdraw xcircle ; store hitpoint for future repeats
ldy #30 ; repeat 30 times ldy #30 ; repeat 30 times
sty magic sty magic
@@ -302,7 +270,7 @@ RepeatFlame ; internal loop (draw flames)
sbc #1 ; over ground sbc #1 ; over ground
sta ydraw sta ydraw
lda xdraw lda xdraw
and ExplosionRadius ; if hotnapalm and x is odd: and HotNapalmFlag ; if hotnapalm and x is odd:
:2 asl ; modify y position 4 pixels up :2 asl ; modify y position 4 pixels up
ldy ydraw ldy ydraw
sta ydraw sta ydraw
@@ -374,7 +342,7 @@ BurnedCheckLoop
bcc TankOutOfFire bcc TankOutOfFire
ldy #40 ; energy decrease (napalm) - but if hotnapalm: ldy #40 ; energy decrease (napalm) - but if hotnapalm:
lda ExplosionRadius lda HotNapalmFlag
beq NotHot beq NotHot
ldy #80 ; energy decrease (hotnapalm) ldy #80 ; energy decrease (hotnapalm)
NotHot NotHot
@@ -416,27 +384,41 @@ EndNurnedCheckLoop
.endp .endp
; ------------------------ ; ------------------------
.proc babydigger .proc babydigger
mva #sfx_digger sfx_effect mva #1 diggery ; how many branches (-1)
GoBabydiggerSFX
mva #sfx_digger sfx_effect
mva #0 sandhogflag mva #0 sandhogflag
mva #13 DigLong mva #13 DigLong
mva #1 diggery ; how many branches (-1) bne xdigger
jmp xdigger
.endp .endp
; ------------------------ ; ------------------------
.proc digger ; .proc digger ;
mva #sfx_digger sfx_effect
mva #0 sandhogflag
mva #13 DigLong
mva #3 diggery ; how many branches (-1) mva #3 diggery ; how many branches (-1)
jmp xdigger bne babydigger.GoBabydiggerSFX
.endp .endp
; ------------------------ ; ------------------------
.proc heavydigger .proc heavydigger
mva #sfx_digger sfx_effect
mva #0 sandhogflag
mva #13 DigLong
mva #7 diggery ; how many branches (-1) mva #7 diggery ; how many branches (-1)
jmp xdigger bne babydigger.GoBabydiggerSFX
.endp
; ------------------------
.proc babysandhog
mva #1 diggery ; how many branches (-1)
bne heavysandhog.GoHeavysandhogSFX
.endp
; ------------------------
.proc sandhog
mva #3 diggery ; how many branches (-1)
bne heavysandhog.GoHeavysandhogSFX
.endp
; ------------------------
.proc heavysandhog
mva #5 diggery ; how many branches (-1)
GoHeavysandhogSFX
mva #sfx_sandhog sfx_effect
mva #char_sandhog_offset sandhogflag
mva #13 DigLong
; jmp xdigger
.endp .endp
; ------------------------ ; ------------------------
.proc xdigger .proc xdigger
@@ -554,46 +536,39 @@ DiggerCharacter
jmp TypeChar jmp TypeChar
.endp .endp
; ------------------------ ; ------------------------
.proc babysandhog
mva #sfx_sandhog sfx_effect
mva #char_sandhog_offset sandhogflag
mva #13 DigLong
mva #1 diggery ; how many branches (-1)
jmp xdigger
.endp
; ------------------------
.proc sandhog
mva #sfx_sandhog sfx_effect
mva #char_sandhog_offset sandhogflag
mva #13 DigLong
mva #3 diggery ; how many branches (-1)
jmp xdigger
.endp
; ------------------------
.proc heavysandhog
mva #sfx_sandhog sfx_effect
mva #char_sandhog_offset sandhogflag
mva #13 DigLong
mva #5 diggery ; how many branches (-1)
jmp xdigger
.endp
; ------------------------
.proc dirtclod .proc dirtclod
mva #12 ExplosionRadius mva #12 ExplosionRadius
jsr CalculateExplosionRange bne xdirt
jmp xdirt
.endp .endp
; ------------------------ ; ------------------------
.proc dirtball .proc dirtball
mva #22 ExplosionRadius mva #22 ExplosionRadius
jsr CalculateExplosionRange bne xdirt
jmp xdirt
.endp .endp
; ------------------------ ; ------------------------
.proc tonofdirt .proc tonofdirt
mva #31 ExplosionRadius mva #31 ExplosionRadius
; jmp xdirt
.endp
; -----------------
.proc xdirt ;
; -----------------
jsr CalculateExplosionRange jsr CalculateExplosionRange
jmp xdirt mva #sfx_dirt_charge sfx_effect
lda #1
sta radius
sta color
dirtLoop
jsr circle
inw ydraw
jsr circle
.nowarn dew ydraw
inc radius
lda radius
cmp ExplosionRadius
bne dirtLoop
mva #sfx_silencer sfx_effect
rts
.endp .endp
; ------------------------ ; ------------------------
.proc dirtcharge .proc dirtcharge
@@ -605,21 +580,93 @@ DiggerCharacter
.proc riotcharge .proc riotcharge
mva #sfx_riot_blast sfx_effect mva #sfx_riot_blast sfx_effect
mva #31 ExplosionRadius mva #31 ExplosionRadius
jsr CalculateExplosionRange bne cleanDirt
jmp cleanDirt
.endp .endp
; ------------------------ ; ------------------------
.proc riotblast .proc riotblast
mva #sfx_riot_blast sfx_effect mva #sfx_riot_blast sfx_effect
mva #61 ExplosionRadius mva #61 ExplosionRadius
; jmp cleanDirt
.endp
; -----------------
.proc cleanDirt
; -----------------
jsr CalculateExplosionRange jsr CalculateExplosionRange
jmp cleanDirt mva #0 color
jmp ofdirt.NoColor
.endp .endp
; ------------------------ ; ------------------------
.proc liquiddirt .proc liquiddirt
mva #sfx_liquid_dirt sfx_effect mva #sfx_liquid_dirt sfx_effect
mwa #510 FillCounter mwa #510 FillCounter
jmp xliquiddirt ; -----
mwa xdraw TempXfill
RepeatFill
mwa TempXfill xdraw
jsr checkRollDirection
; HowMuchToFall - direction
; $FF - we are in a hole (flying in missile direction)
; 1 - right, 2 - left
adw xdraw #mountaintable tempXROLLER
ldy #0
lda (tempXROLLER),y
sta HeightRol ; relative point
RollinContinuesLiquid
; new point is set
adw xdraw #mountaintable tempXROLLER
ldy #0
lda (tempXROLLER),y
sta ydraw
cmp HeightRol
beq UpNotYet2
bcc FillNow
UpNotYet2
sec ;clc
sta HeightRol
sbc #1
sta ydraw
lda HowMuchToFall
cmp #1
beq HowMuchToFallRight3
.NOWARN dew xdraw
lda xdraw
and xdraw+1
cmp #$ff ; like cpw xdraw #$ffff
;ora xdraw+1 ; like cpw xdraw #$0000
jne RollinContinuesLiquid
beq FillNow
HowMuchToFallRight3
inw xdraw
cpw xdraw #screenwidth
jne RollinContinuesLiquid
FillNow
; finally one pixel more
ldy #0
lda HowMuchToFall
bmi FillHole
cmp #1
beq FillLeft
inw xdraw
inw xdraw ; tricky but we must rollback xdraw in proper direction
FillLeft
.nowarn dew xdraw
FillHole
adw xdraw #mountaintable tempXROLLER
lda (tempXROLLER),y
sta ydraw
beq ToHighFill ; if we filled all playfield (very rare but possible)
dec ydraw ; one pixel up
lda ydraw
sta (tempXROLLER),y ;mountaintable update
mva #1 color
jsr plot.MakePlot
ToHighFill
.nowarn dew FillCounter
lda FillCounter
ora FillCounter+1
jne RepeatFill
rts
.endp .endp
; ------------------------ ; ------------------------
.proc laser .proc laser
@@ -799,25 +846,6 @@ EndOfDistanceCheckLoop
rts rts
.endp .endp
; ----------------- ; -----------------
.proc xdirt ;
; -----------------
mva #sfx_dirt_charge sfx_effect
lda #1
sta radius
sta color
dirtLoop
jsr circle
inw ydraw
jsr circle
.nowarn dew ydraw
inc radius
lda radius
cmp ExplosionRadius
bne dirtLoop
mva #sfx_silencer sfx_effect
rts
.endp
; -----------------
.proc xriotbomb ; .proc xriotbomb ;
; ----------------- ; -----------------
mva #sfx_riot_blast sfx_effect mva #sfx_riot_blast sfx_effect
@@ -964,11 +992,6 @@ DirectionChecked
rts rts
.endp .endp
; --------------------------------------------------
.proc cleanDirt
mva #0 color
jmp ofdirt.NoColor
.endp
; -------------------------------------------------- ; --------------------------------------------------
.proc ofdirt ; .proc ofdirt ;
; -------------------------------------------------- ; --------------------------------------------------
@@ -1019,76 +1042,6 @@ EndOfTheDirt
mwa ycircle ydraw mwa ycircle ydraw
rts rts
.endp .endp
; ----------------
.proc xliquiddirt ;
mwa xdraw TempXfill
RepeatFill
mwa TempXfill xdraw
jsr checkRollDirection
; HowMuchToFall - direction
; $FF - we are in a hole (flying in missile direction)
; 1 - right, 2 - left
adw xdraw #mountaintable tempXROLLER
ldy #0
lda (tempXROLLER),y
sta HeightRol ; relative point
RollinContinuesLiquid
; new point is set
adw xdraw #mountaintable tempXROLLER
ldy #0
lda (tempXROLLER),y
sta ydraw
cmp HeightRol
beq UpNotYet2
bcc FillNow
UpNotYet2
sec ;clc
sta HeightRol
sbc #1
sta ydraw
lda HowMuchToFall
cmp #1
beq HowMuchToFallRight3
.NOWARN dew xdraw
lda xdraw
and xdraw+1
cmp #$ff ; like cpw xdraw #$ffff
;ora xdraw+1 ; like cpw xdraw #$0000
jne RollinContinuesLiquid
beq FillNow
HowMuchToFallRight3
inw xdraw
cpw xdraw #screenwidth
jne RollinContinuesLiquid
FillNow
; finally one pixel more
ldy #0
lda HowMuchToFall
bmi FillHole
cmp #1
beq FillLeft
inw xdraw
inw xdraw ; tricky but we must rollback xdraw in proper direction
FillLeft
.nowarn dew xdraw
FillHole
adw xdraw #mountaintable tempXROLLER
lda (tempXROLLER),y
sta ydraw
beq ToHighFill ; if we filled all playfield (very rare but possible)
dec ydraw ; one pixel up
lda ydraw
sta (tempXROLLER),y ;mountaintable update
mva #1 color
jsr plot.MakePlot
ToHighFill
.nowarn dew FillCounter
lda FillCounter
ora FillCounter+1
jne RepeatFill
rts
.endp
;-------------------------------------------------- ;--------------------------------------------------
.proc BeforeFire ;TankNr (byte) .proc BeforeFire ;TankNr (byte)
;-------------------------------------------------- ;--------------------------------------------------
@@ -1124,8 +1077,10 @@ ContinueToCheckMaxForce2
jsr WaitOneFrame ; best after drawing a tank jsr WaitOneFrame ; best after drawing a tank
bit TestFlightFlag
bpl @+
jsr Shoot.AfterOffensiveText ; Lazy Darwin - aiming visualisation
@
;keyboard reading ;keyboard reading
; KBCODE keeps code of last keybi ; KBCODE keeps code of last keybi
; SKSTAT $ff - nothing pressed ; SKSTAT $ff - nothing pressed
@@ -1134,6 +1089,7 @@ ContinueToCheckMaxForce2
; $f3 - shift+key ; $f3 - shift+key
notpressed notpressed
ldx TankNr ; for optimize
; Select and Option ; Select and Option
lda CONSOL lda CONSOL
tay tay
@@ -1193,7 +1149,7 @@ afterInventory
jsr MakeDarkScreen jsr MakeDarkScreen
jsr DisplayStatus jsr DisplayStatus
jsr SetMainScreen jsr SetMainScreen
jsr WaitOneFrame ;jsr WaitOneFrame ; not necessary
jsr DrawTanks jsr DrawTanks
bit SpyHardFlag bit SpyHardFlag
bpl NoSpyHard bpl NoSpyHard
@@ -1201,8 +1157,7 @@ afterInventory
NoSpyHard NoSpyHard
RmtSong song_ingame RmtSong song_ingame
mva #0 escFlag mva #0 escFlag
jsr WaitForKeyRelease jmp ReleaseAndLoop
jmp BeforeFire
@ @
cmp #$80|@kbcode._up cmp #$80|@kbcode._up
jeq CTRLPressedUp jeq CTRLPressedUp
@@ -1229,7 +1184,14 @@ jumpFromStick
jeq pressedM jeq pressedM
cmp #@kbcode._S ; $3e ; S cmp #@kbcode._S ; $3e ; S
jeq pressedS jeq pressedS
jmp notpressed .IF TARGET = 800
cmp #61 ; G
bne EndKeys
jsr SelectNextGradient
jmp ReleaseAndLoop
.ENDIF
EndKeys
jmp notpressed
checkJoy checkJoy
;------------JOY------------- ;------------JOY-------------
;happy happy joy joy ;happy happy joy joy
@@ -1258,10 +1220,11 @@ pressedUp
;force increaseeee! ;force increaseeee!
ldx TankNr ;ldx TankNr ; optimized
inc ForceTableL,x inc ForceTableL,x
bne CheckingMaxForce bne CheckingMaxForce
inc ForceTableH,x inc ForceTableH,x
CheckingMaxForce CheckingMaxForce
mva #sfx_set_power_1 sfx_effect mva #sfx_set_power_1 sfx_effect
@@ -1282,7 +1245,7 @@ FurtherCheckMaxForce
jmp BeforeFire jmp BeforeFire
CTRLPressedUp CTRLPressedUp
ldx TankNr ;ldx TankNr ; optimized
lda ForceTableL,x lda ForceTableL,x
clc clc
adc #10 adc #10
@@ -1300,7 +1263,7 @@ pressedDown
mva #sfx_set_power_1 sfx_effect mva #sfx_set_power_1 sfx_effect
ldx TankNr ;ldx TankNr ; optimized
dec ForceTableL,x dec ForceTableL,x
lda ForceTableL,x lda ForceTableL,x
cmp #$ff cmp #$ff
@@ -1317,7 +1280,7 @@ ForceGoesZero
CTRLPressedDown CTRLPressedDown
mva #sfx_set_power_1 sfx_effect mva #sfx_set_power_1 sfx_effect
ldx TankNr ;ldx TankNr ; optimized
sec sec
lda ForceTableL,x lda ForceTableL,x
sbc #10 sbc #10
@@ -1328,7 +1291,7 @@ CTRLPressedDown
jmp BeforeFire jmp BeforeFire
pressedRight pressedRight
ldx TankNr ;ldx TankNr ; optimized
lda pressTimer lda pressTimer
spl:mva #0 pressTimer ; if >128 then reset to 0 spl:mva #0 pressTimer ; if >128 then reset to 0
cmp #25 ; 1/2s cmp #25 ; 1/2s
@@ -1345,7 +1308,7 @@ pressedRight
jmp BeforeFire jmp BeforeFire
CTRLPressedRight CTRLPressedRight
ldx TankNr ;ldx TankNr ; optimized
mva #sfx_set_power_2 sfx_effect mva #sfx_set_power_2 sfx_effect
mva #1 Erase mva #1 Erase
jsr DrawTankNr.BarrelChange jsr DrawTankNr.BarrelChange
@@ -1361,7 +1324,7 @@ CTRLPressedRight
pressedLeft pressedLeft
ldx TankNr ;ldx TankNr ; optimized
lda pressTimer lda pressTimer
spl:mva #0 pressTimer ; if >128 then reset to 0 spl:mva #0 pressTimer ; if >128 then reset to 0
cmp #25 ; 1/2s cmp #25 ; 1/2s
@@ -1379,7 +1342,7 @@ pressedLeft
jmp BeforeFire jmp BeforeFire
CTRLPressedLeft CTRLPressedLeft
ldx TankNr ;ldx TankNr ; optimized
mva #sfx_set_power_2 sfx_effect mva #sfx_set_power_2 sfx_effect
mva #1 Erase mva #1 Erase
jsr DrawTankNr.BarrelChange jsr DrawTankNr.BarrelChange
@@ -1395,7 +1358,7 @@ CTRLPressedLeft
pressedTAB pressedTAB
mva #sfx_purchase sfx_effect mva #sfx_purchase sfx_effect
ldx TankNr ;ldx TankNr ; optimized
lda ActiveWeapon,x lda ActiveWeapon,x
cmp #last_offensive_____ ; the last possible offensive weapon cmp #last_offensive_____ ; the last possible offensive weapon
bne ?notlasttofirst bne ?notlasttofirst
@@ -1408,12 +1371,11 @@ pressedTAB
lda ActiveWeapon,x lda ActiveWeapon,x
jsr HowManyBullets ; and we have qty of owned shells. Ufff.... jsr HowManyBullets ; and we have qty of owned shells. Ufff....
beq pressedTAB beq pressedTAB
jsr WaitForKeyRelease bne ReleaseAndLoop
jmp BeforeFire
CTRLpressedTAB CTRLpressedTAB
mva #sfx_purchase sfx_effect mva #sfx_purchase sfx_effect
ldx TankNr ;ldx TankNr ; optimized
lda ActiveWeapon,x lda ActiveWeapon,x
cmp #first_offensive____ ; #0 cmp #first_offensive____ ; #0
bne ?notfirsttolast bne ?notfirsttolast
@@ -1426,25 +1388,23 @@ CTRLpressedTAB
lda ActiveWeapon,x lda ActiveWeapon,x
jsr HowManyBullets ; and we have qty of owned shells. Ufff.... jsr HowManyBullets ; and we have qty of owned shells. Ufff....
beq CTRLpressedTAB beq CTRLpressedTAB
jsr WaitForKeyRelease bne ReleaseAndLoop
jmp BeforeFire
pressedM pressedM
; have you tried turning the music off and on again? ; have you tried turning the music off and on again?
lda #$ff lda #$ff
eor:sta noMusic eor:sta noMusic
RmtSong song_ingame RmtSong song_ingame
jsr WaitForKeyRelease jmp ReleaseAndLoop
jmp BeforeFire
pressedS pressedS
; have you tried turning sfx off and on again? ; have you tried turning sfx off and on again?
lda #$ff lda #$ff
eor:sta noSfx eor:sta noSfx
ReleaseAndLoop
jsr WaitForKeyRelease jsr WaitForKeyRelease
jmp BeforeFire jmp BeforeFire
pressedSpace pressedSpace
;================================= ;=================================
;we shoot here!!! ;we shoot here!!!
@@ -1469,6 +1429,8 @@ fire
;with much more separate blocks, but you know - ;with much more separate blocks, but you know -
;- do not touch it if it works... ;- do not touch it if it works...
mva #0 TestFlightFlag
;the latest addition to this routine is ;the latest addition to this routine is
;displaying offensive texts! ;displaying offensive texts!
@@ -1481,7 +1443,8 @@ RandomizeOffensiveText
ldy TankNr ldy TankNr
mva #$ff plot4x4color mva #$ff plot4x4color
jsr DisplayOffensiveTextNr jsr DisplayOffensiveTextNr
AfterOffensiveText
mva #0 LaserFlag ; $ff - Laser mva #0 LaserFlag ; $ff - Laser
ldx TankNr ldx TankNr
lda ActiveWeapon,x lda ActiveWeapon,x
@@ -1499,6 +1462,8 @@ NotStrongShoot
sta Force sta Force
lda ForceTableH,x lda ForceTableH,x
sta Force+1 sta Force+1
bit TestFlightFlag
bmi AfterStrongShoot
mva #sfx_shoot sfx_effect mva #sfx_shoot sfx_effect
AfterStrongShoot AfterStrongShoot
lda AngleTable,x lda AngleTable,x
@@ -1517,7 +1482,6 @@ AfterStrongShoot
sta ytraj+2 sta ytraj+2
sta xtraj sta xtraj
sta ytraj sta ytraj
sta TestFlightFlag
; checking if the shot is underground (no Flight but Hit :) ) ; checking if the shot is underground (no Flight but Hit :) )
tay ; A=0 ! tay ; A=0 !
@@ -1538,7 +1502,9 @@ ShotUnderGround
;-------------------------------------------------- ;--------------------------------------------------
.proc Flight ; Force(byte.byte), Wind(0.word) .proc Flight ; Force(byte.byte), Wind(0.word)
; Angle(byte) 128=0, 255=maxright, 0=maxleft ; Angle(byte) 128=0, 255=maxright, 0=maxleft
; if TestFlightFlag is set ($ff) ne real flight - hit test only (for AI) ; if 7bit and 6bit of TestFlightFlag is set no real flight - hit test only (for AI)
; 7bit - fast, test flight
; 6bit - invisible bullet
;-------------------------------------------------- ;--------------------------------------------------
;g=-0.1 ;g=-0.1
;vx=Force*cos(Angle) ;vx=Force*cos(Angle)
@@ -1553,10 +1519,10 @@ ShotUnderGround
;goto begin- ;goto begin-
; smoke tracer :) ; smoke tracer :)
ldy #0 ldy #0
bit TestFlightFlag ; if test flight for AI or Lazy Darwin
bmi noSmokeTracer ; no Smoke Tracer display
ldx TankNr ldx TankNr
lda ActiveWeapon,x lda ActiveWeapon,x
cmp #ind_Smoke_Tracer___ ; Smoke tracer cmp #ind_Smoke_Tracer___ ; Smoke tracer
@@ -1734,10 +1700,13 @@ Loopi
bpl StillUp bpl StillUp
; where we know that the bullet starts to fall down ; where we know that the bullet starts to fall down
; we check if it is MIRV and if so, jump to MIRV routine ; we check if it is MIRV and if so, jump to MIRV routine
bit TestFlightFlag
bmi NoTestForMIRV
ldx TankNr ldx TankNr
lda ActiveWeapon,x lda ActiveWeapon,x
cmp #ind_MIRV___________ ; MIRV cmp #ind_MIRV___________ ; MIRV
jeq MIRVdownLoop jeq MIRVdownLoop
NoTestForMIRV
NoGravity NoGravity
StillUp StillUp
@@ -1820,7 +1789,7 @@ SkipCollisionCheck
mwa ytraj+1 ydraw mwa ytraj+1 ydraw
bit TestFlightFlag bit TestFlightFlag
bmi NoUnPlot bvs NoUnPlot
lda tracerflag lda tracerflag
bne NoUnPlot bne NoUnPlot
@@ -1834,7 +1803,7 @@ Hit
mwa XHit xdraw mwa XHit xdraw
mwa YHit ydraw mwa YHit ydraw
bit TestFlightFlag bit TestFlightFlag
bmi EndOfFlight bvs EndOfFlight
jsr unPlot jsr unPlot
EndOfFlight EndOfFlight
mwa xdraw xcircle ; we must store for a little while mwa xdraw xcircle ; we must store for a little while
@@ -2085,11 +2054,13 @@ MIRVcopyParameters
ldx #$FF ; it will turn 0 in a moment anyway ldx #$FF ; it will turn 0 in a moment anyway
stx MirvMissileCounter stx MirvMissileCounter
mrLoopi mrLoopi
inc:lda MirvMissileCounter ldx MirvMissileCounter
cmp #5 inx
sne:mva #0 MirvMissileCounter cpx #5
bne @+
ldx MirvMissileCounter ldx #0
@ stx MirvMissileCounter
; Y changes only for bullet number 0 ; Y changes only for bullet number 0
; because rest of the bullets have the same Y (height) ; because rest of the bullets have the same Y (height)
@@ -2615,6 +2586,7 @@ ReachSky
sta RangeRight+1 sta RangeRight+1
; hide tanks and ... ; hide tanks and ...
jsr SoilDown2 jsr SoilDown2
jsr ClearScreenSoilRange
ldx TankNr ldx TankNr
; check keyboard/joy and move tank left/right - code copied from BeforeFire ; check keyboard/joy and move tank left/right - code copied from BeforeFire
@@ -2713,11 +2685,7 @@ RightScreenEdge
mva #sfx_dunno sfx_effect mva #sfx_dunno sfx_effect
NoREdge NoREdge
mva #18 AngleTable,x mva #18 AngleTable,x
; then draw tank on new position bne DrawFloatingTank ; then draw tank on new position
jsr DrawTankNr
jsr DisplayStatus
jsr WaitOneFrame
jmp KeyboardAndJoyCheck
pressedLeft pressedLeft
lda ShieldEnergy,x lda ShieldEnergy,x
@@ -2744,9 +2712,11 @@ LeftScreenEdge
NoLEdge NoLEdge
mva #162 AngleTable,x mva #162 AngleTable,x
; then draw tank on new position ; then draw tank on new position
DrawFloatingTank
jsr DrawTankNr jsr DrawTankNr
jsr DisplayStatus jsr DisplayStatus
jsr WaitOneFrame jsr WaitOneFrame
jsr CalculateSoildown
jmp KeyboardAndJoyCheck jmp KeyboardAndJoyCheck
pressedSpace pressedSpace
@@ -2773,7 +2743,7 @@ pressedSpace
TankOnRightSide TankOnRightSide
dey dey
TankOnLeftSide TankOnLeftSide
sty FloatingAlt ; I know, not elegant byt this variable it's free now (0 go right, $ff go left) sty OverTankDir ; (0 go right, $ff go left)
; now we have direction of bypassing tanks on screen ; now we have direction of bypassing tanks on screen
; clear "engine pixels" under tank ; clear "engine pixels" under tank
@@ -2824,7 +2794,7 @@ TankBelow
mva #1 Erase mva #1 Erase
jsr DrawTankNr jsr DrawTankNr
mva #0 Erase mva #0 Erase
bit FloatingAlt bit OverTankDir
bmi PassLeft bmi PassLeft
PassRight PassRight
inc XtankstableL,x inc XtankstableL,x
@@ -2868,10 +2838,10 @@ GoDown
adw temp #4 ; center of the tank adw temp #4 ; center of the tank
ldy #0 ldy #0
lda (temp),y lda (temp),y
sta FloatingAlt sta OverTankDir ; not elegant!!! Reuse as height of tank flight
FloatDown FloatDown
lda ytankstable,x lda ytankstable,x
cmp FloatingAlt cmp OverTankDir
bcs OnGround bcs OnGround
; first erase old tank position ; first erase old tank position
mva #1 Erase mva #1 Erase
@@ -2891,25 +2861,31 @@ OnGround
mva #0 Erase mva #0 Erase
jsr WaitForKeyRelease jsr WaitForKeyRelease
; and Soildown at the end (for correct mountaintable) ; and Soildown at the end (for correct mountaintable)
; If tank did not fly at maximum altitude there is no need to soildown to much
lda FloatingAlt
cmp #18
beq NotHighest
jsr ClearScreenSoilRange
NotHighest
; calculate range ; calculate range
sec jsr CalculateSoildown
lda XtankstableL,x
sbc #2
sta RangeLeft
lda XtankstableH,x
sbc #0
sta RangeLeft+1
clc
lda XtankstableL,x
adc #10
sta RangeRight
lda XtankstableH,x
adc #0
sta RangeRight+1
; hide tanks and ... ; hide tanks and ...
jsr SoilDown2 jsr SoilDown2
ldx TankNr ldx TankNr
rts rts
CalculateSoildown
ldx TankNr
clc
lda XtankstableL,x
adc #4
sta xdraw
lda XtankstableH,x
adc #0
sta xdraw+1
mva #$04 ExplosionRadius
jsr CalculateExplosionRange
rts
.endp .endp
; ------------------------------------------------- ; -------------------------------------------------
@@ -2931,7 +2907,7 @@ CheckCollisionWithTankLoop
lda ytankstable,x lda ytankstable,x
cmp ydraw ; check range cmp ydraw ; check range
bcc BelowTheTank ;(ytankstable,ytankstable+3) bcc BelowTheTank ;(ytankstable,ytankstable+3)
sbc #4 ; we must rewrite EndOfTheBarrelY table or remove Y correction completely to "bold" tank !!! sbc #3 ; hitbox height
cmp ydraw cmp ydraw
bcs OverTheTank bcs OverTheTank
; with or without shield ? ; with or without shield ?