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Author SHA1 Message Date
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
14 changed files with 302 additions and 184 deletions
+5 -2
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@@ -8,7 +8,7 @@ On the first screen, you can configure gameplay options:
* number of players (2 - 6) includes both human and computer-controlled players * number of players (2 - 6) includes both human and computer-controlled players
* the initial amount of cash of each player (2K is the optimal value we chose, but for short games, it is worth choosing a higher value) * the initial amount of cash of each player (2K is the optimal value we chose, but for short games, it is worth choosing a higher value)
* gravity * gravity
* maximum wind strength (wind is drawn at the beginning of each round, here you can choose how strong it can be) * maximum wind strength (wind is drawn at the beginning of each round or during the round between turns, here we can choose how strong it can be)
* number of rounds in a game * number of rounds in a game
* missile speed (does not affect the flight path - only changes the apparent missile speed - does not change anything in the gameplay itself) * missile speed (does not affect the flight path - only changes the apparent missile speed - does not change anything in the gameplay itself)
* frequency of suicides :) - if for a number of turns the game has not recorded hits (tanks are constantly shooting inaccurately), after one of such misses a tank commits suicide - here you determine how long they can "shooting for the stars" :) - if only people play the optimal setting is "norm", in the case of computer-controlled players ... you choose. * frequency of suicides :) - if for a number of turns the game has not recorded hits (tanks are constantly shooting inaccurately), after one of such misses a tank commits suicide - here you determine how long they can "shooting for the stars" :) - if only people play the optimal setting is "norm", in the case of computer-controlled players ... you choose.
@@ -24,7 +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 (3 versions to choose). 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 |
@@ -182,6 +183,8 @@ Only these points determine the order in the summary
* **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.
+3 -2
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@@ -7,7 +7,7 @@ Na pierwszym ekranie możemy skonfigurować opcje rozgrywki:
* ilość graczy (2 - 6) obejmuje tak ludzi jak graczy sterowanych przez komputer * ilość graczy (2 - 6) obejmuje tak ludzi jak graczy sterowanych przez komputer
* początkową ilość gotówki każdego z graczy (8k to wybrana przez nas wartość optymalna, lecz przy krótkich rozgrywkach warto wybrać większą wartość) * początkową ilość gotówki każdego z graczy (8k to wybrana przez nas wartość optymalna, lecz przy krótkich rozgrywkach warto wybrać większą wartość)
* grawitacja * grawitacja
* maksymalna siła wiatru (wiatr jest losowany na początku każdej z rund, tu możemy wybrać jak silny może być) * maksymalna siła wiatru (wiatr jest losowany na początku każdej z rund lub w czasie rundy pomiędzy turami, tu możemy wybrać jak silny może być)
* liczba rozgrywanych rund * liczba rozgrywanych rund
* szybkość lotu pocisków (nie ma wpływu na tor lotu - zmienia jedynie widoczną prędkość rysowania - nie zmienia nic w samej rozgrywce) * szybkość lotu pocisków (nie ma wpływu na tor lotu - zmienia jedynie widoczną prędkość rysowania - nie zmienia nic w samej rozgrywce)
* częstotliwość samobójstw :) - jeśli przez ileś tur gra nie odnotowała trafień (czołgi ciągle strzelają niecelnie) jeden z takich pudłujących czołgów popełnia samobójstwo - tu określamy jak długo mogą “strzelać w próżnię” :) - jeśli grają tylko ludzie optymalne ustawienie to “norm”, w przypadku graczy sterowanych przez komputer… wedle uznania. * częstotliwość samobójstw :) - jeśli przez ileś tur gra nie odnotowała trafień (czołgi ciągle strzelają niecelnie) jeden z takich pudłujących czołgów popełnia samobójstwo - tu określamy jak długo mogą “strzelać w próżnię” :) - jeśli grają tylko ludzie optymalne ustawienie to “norm”, w przypadku graczy sterowanych przez komputer… wedle uznania.
@@ -23,7 +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 (3 wersje do wyboru). 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 |
+32
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@@ -51,6 +51,38 @@ With the advent of [fujinet](https://fujinet.online/) we are thinking about maki
## Changelog: ## Changelog:
###### Version 1.26
2023-01-23
Early morning edition. It is 5:11 am and I am writing this instead of dreaming of electric sheep.
For the last 6 weeks theversions we released had an awful bug - the conversations of tanks were completely invisible. Thanks for pointing this out, RB5200.
- tanks talk to each other again
- better stochastic non blocking wait one frame
- rare dstance measurement bug fixed (rarely a tank survived a direct hit)
- 5200: second fire works (by RB5200)
- "visual debug" mode in A800 version, triggered by pressing [CTRL]+[HELP]. It displays distances measured, laser aiming and aiming technique. It leaves a mess on screen, but it does not impair the game, just makes it a bit harder.
###### Version 1.25
2023-01-17
Y2K Compliance Edition
This version is 5200 SuperSystem focused.
- the correct production year in the splash screens!!!
- very rare hangups when accessing the inventory seemingly eliminated, thanks @RB5200 for testing!
- a new feature - pressing [Tab] (atari800) or [5] (5200) when selecting the wind power switches wind mode to changing with each turn, which makes aiming arguably more challenging! It is indicated by "?" next to the "Wind" in the main menu.
- pressing [G] during the game changes the color scheme (classic, Polish rainbow, Xmas).
- all these changes were made possible thanks to the extensive code size optimization by @Pecus
###### Version 1.23
2023-01-01
New year edition! Who could imagine?
The new feature is that pressing [Tab] in the main menu now changes colors of the small tank area down the screen and makes it clear what color version you are going to run (classic/ Polish rainbow/ Christmas colors).
Also a small gradient optimization.
###### Version 1.22 ###### Version 1.22
2022-12-24 2022-12-24
+13 -5
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@@ -599,7 +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"*
@@ -626,9 +626,13 @@ CreditsStart
dta d"Bocianu, Probabilitydragon, EnderDude",d","* dta d"Bocianu, Probabilitydragon, EnderDude",d","*
dta d"Beeblebrox, KrzysRog, lopezpb, Dracon",d","* dta d"Beeblebrox, KrzysRog, lopezpb, Dracon",d","*
dta d"brad-colbert, archon800, nowy80",d","* dta d"brad-colbert, archon800, nowy80",d","*
dta d"Shaggy the Atarian, RetroBorsuk, ZP",d"H"* dta d"Shaggy the Atarian, RetroBorsuk, ZPH"
.IF target = 5200 .IF target = 5200
dta d"x-usr(1536), Aking, JAC!, phaero",d"n"* dta d","*
dta d"x-usr(1536), Aking, JAC!, phaeron",d","*
dta d"RB520",d"0"*
.ELSE
dta d" "*
.ENDIF .ENDIF
dta d" "* dta d" "*
dta d"Additional testin",d"g"* dta d"Additional testin",d"g"*
@@ -640,9 +644,13 @@ CreditsStart
dta d" "* dta d" "*
CreditsEnd CreditsEnd
.IF target = 5200 .IF target = 5200
CreditsLines=37 CreditsLines=38
.ELSE .ELSE
CreditsLines=42 ; 34 in reality. add 7? CreditsLines=42 ; 34 in reality. add 7?
.ENDIF .ENDIF
.IF target = 5200
; Atari 5200 splash
NewSplashText=*
dta d"copyright 2023 atari"
.ENDIF
.endif .endif
+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 "
+9 -1
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@@ -140,8 +140,13 @@ LineParametersReady
ora DX+1 ora DX+1
ora DY ora DY
ora DY+1 ora DY+1
jeq EndOfDraw bne NotOnePoint
; length=0
sta LineLength
sta LineLength+1
jmp EndOfDraw
NotOnePoint
; here we have DX,DY,XK and we know which operations ; here we have DX,DY,XK and we know which operations
; are to be performed with these factors when doing PLOT ; are to be performed with these factors when doing PLOT
; (accordingly to given bits of 'HowToDraw') ; (accordingly to given bits of 'HowToDraw')
@@ -219,6 +224,8 @@ PutPixelinDraw
bit drawFunction bit drawFunction
bpl @+ bpl @+
inw LineLength inw LineLength
bit Vdebug
bmi MeasureVisualisation
jmp ContinueDraw ; was `bne` - not good, because LineLength starts from $ffff jmp ContinueDraw ; was `bne` - not good, because LineLength starts from $ffff
@ @
bvc @+ bvc @+
@@ -266,6 +273,7 @@ CheckCollisionDraw
StopHitChecking StopHitChecking
jmp ContinueDraw jmp ContinueDraw
@ @
MeasureVisualisation
jsr plot jsr plot
ContinueDraw ContinueDraw
+16 -15
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@@ -74,23 +74,24 @@
.ENDM .ENDM
;------------------------------------- ;-------------------------------------
.MACRO WAIT .MACRO WAIT
; WAIT ; WAIT
; waits one frame (1/50 s(PAL) or 1/60s(NTSC)) ; waits one frame (1/50 s(PAL) or 1/60s(NTSC))
?zero LDA VCOUNT ?ze LDA VCOUNT
cmp #$05 cmp #16 ; if line<16 then wait for line>15 (long VBI protection)
bcc ?zero bcc ?ze
cmp #$70 sbc #10 ; last lines correction
bcc ?WA ?wa cmp VCOUNT
sbc #10 ; last lines correction bcc ?wa
?WA cmp VCOUNT ?wf cmp VCOUNT
beq ?WA bcs ?wf
bcc ?WA .ENDM
?WFRAME cmp VCOUNT ;-------------------------------------
beq ?nowait .macro waitRTC
bcs ?WFRAME lda RTCLOK+1
?nowait ?wa cmp RTCLOK+1
.ENDM beq ?wa
.endm
;------------------------------------- ;-------------------------------------
.macro negw .macro negw
; negate the given word (0-a) ; negate the given word (0-a)
+16 -15
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@@ -73,23 +73,24 @@
PLA PLA
.ENDM .ENDM
;------------------------------------- ;-------------------------------------
.MACRO WAIT .MACRO WAIT
; WAIT ; WAIT
; waits one frame (1/50 s(PAL) or 1/60s(NTSC)) ; waits one frame (1/50 s(PAL) or 1/60s(NTSC))
?zero LDA VCOUNT ?ze LDA VCOUNT
cmp #$05 cmp #16 ; if line<16 then wait for line>15 (long VBI protection)
bcc ?zero bcc ?ze
cmp #$70 sbc #10 ; last lines correction
bcc ?WA ?wa cmp VCOUNT
sbc #10 ; last lines correction bcc ?wa
?WA cmp VCOUNT ?wf cmp VCOUNT
beq ?WA bcs ?wf
bcc ?WA .ENDM
?WFRAME cmp VCOUNT ;-------------------------------------
beq ?nowait .macro waitRTC
bcs ?WFRAME lda RTCLOK+2
?nowait ?wa cmp RTCLOK+2
.ENDM beq ?wa
.endm
;------------------------------------- ;-------------------------------------
.macro negw .macro negw
; negate the given word (0-a) ; negate the given word (0-a)
+100 -58
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@@ -15,7 +15,7 @@
;--------------------------------------------------- ;---------------------------------------------------
.macro build .macro build
dta d"1.22" ; number of this build (4 bytes) dta d"1.26" ; number of this build (4 bytes)
.endm .endm
.macro RMTSong .macro RMTSong
@@ -26,12 +26,14 @@
;--------------------------------------------------- ;---------------------------------------------------
icl 'definitions.asm' icl 'definitions.asm'
;--------------------------------------------------- ;---------------------------------------------------
FirstZpageVariable = $5B
FirstZpageVariable = $59
.zpvar DliColorBack .byte = FirstZpageVariable .zpvar DliColorBack .byte = FirstZpageVariable
.zpvar Gradient .byte
.zpvar GradientNr .byte .zpvar GradientNr .byte
.zpvar GradientColors .word .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 Vdebug .byte ; "visual debug" flag ($00 - off, $ff - on)
.zpvar xdraw .word ;= $64 ;variable X for plot .zpvar xdraw .word ;= $64 ;variable X for plot
.zpvar ydraw .word ;variable Y for plot (like in Atari Basic - Y=0 in upper right corner of the screen) .zpvar ydraw .word ;variable Y for plot (like in Atari Basic - Y=0 in upper right corner of the screen)
.zpvar xbyte .word .zpvar xbyte .word
@@ -93,6 +95,7 @@ FirstZpageVariable = $5B
.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
@@ -130,7 +133,7 @@ FirstZpageVariable = $5B
.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
@@ -230,6 +233,60 @@ StatusBufferCopyEnd
; Game Code ; Game Code
;-------------------------------------------------- ;--------------------------------------------------
FirstSTART FirstSTART
.IF TARGET = 5200
; start in 5200 diagnostic mode
; move original startup procedure to RAM
Modified5200Splash = $2100 ; apparently there is some free space here
; 6502 initialization
; SEI
; CLD
; LDX #$FF
; TXS
; check kernel version
Atari5200KernelByte = $fff8
; $32 - 4 joy
; $00 - 2 joy
; $ff - Altirra kernel
lda Atari5200KernelByte
beq rom2joy
cmp #$32
beq rom4joy
altirra_kernel
mwa #Modified5200Splash+$8a modify
bne @+ ; JMP
rom4joy
mwa #Modified5200Splash+$16b modify
bne @+ ; JMP
rom2joy
mwa #Modified5200Splash+$181 modify
@
mwa $fffc temp ; startup proc address
mwa #Modified5200Splash temp2
jsr CopyFromROM
; modify the end of the splash procedure
lda #$60 ; rts
sta (temp2),y
jsr Modified5200Splash+$0f ; after the diag cart detection
; modify the text
splash_text = $3c80 ; '.scorch.supersystem.copyright.19xx.atari'
splash_year = splash_text + $1e
splash_copyright = splash_text + $14
ldy #19 ; 20 characters
@ lda NewSplashText,y
sta splash_copyright,y
dey
bpl @-
; splash screen delay. maybe add fire to speed up?
@ cpx RTCLOK+1
bne @-
no5200splash
.ENDIF
jsr MakeDarkScreen jsr MakeDarkScreen
; one time zero variables in RAM (non zero page) ; one time zero variables in RAM (non zero page)
@@ -290,12 +347,12 @@ 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 > $08
; and colors - sorry no memory! ; and mountains colors
; mva #$c4 dliColorsFore2+16 mva #$c4 dliColorsFore2+16
; mva #$c6 dliColorsFore2+17 mva #$c6 dliColorsFore2+17
; mva #$a4 dliColorsFore2+18 mva #$a4 dliColorsFore2+18
; mva #$a6 dliColorsFore2+19 mva #$a6 dliColorsFore2+19
; sta dliColorsFore2+20 sta dliColorsFore2+20
NoRMT_PALchange NoRMT_PALchange
.ELSE .ELSE
mva #$7f SkStatSimulator mva #$7f SkStatSimulator
@@ -321,6 +378,7 @@ NoRMT_PALchange
mva #2 chactl ; necessary for 5200 mva #2 chactl ; necessary for 5200
START START
jsr MakeDarkScreen
; Startup sequence ; Startup sequence
jsr Initialize jsr Initialize
@@ -827,8 +885,14 @@ NoPlayerNoDeath
inc:lda TankSequencePointer inc:lda TankSequencePointer
cmp NumberOfPlayers cmp NumberOfPlayers
sne:mva #0 TankSequencePointer bne NotLastPlayerInRound
mva #0 TankSequencePointer
lda WindChangeInRound
beq NoWindChangeNow
jsr GetRandomWind ; wind change after each turn (not round only)
NoWindChangeNow
NotLastPlayerInRound
jmp MainRoundLoop jmp MainRoundLoop
.endp .endp
@@ -1193,72 +1257,47 @@ MakeTanksVisible
.endp .endp
;-------------------------------------------------- ;--------------------------------------------------
.proc DLIinterruptGraph .proc DLIinterruptGraph
;sta dliA
;sty dliY
pha pha
phy phy
ldy dliCounter ldy dliCounter
lda dliColorsBack,y lda dliColorsBack,y
bit Gradient
bmi GoGradient
ldy #$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 GradientNr
bne GoGradient
ldy #$ff ; one mauntain color
GoGradient
iny
lda (GradientColors),y ; mountains colors array lda (GradientColors),y ; mountains colors array
; lda dliColorsFore ; one mauntain color
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
@@ -1295,7 +1334,6 @@ EndOfDLI_GO
.endp .endp
;-------------------------------------------------- ;--------------------------------------------------
.proc DLIinterruptText .proc DLIinterruptText
;sta dliA
pha pha
lda dliCounter lda dliCounter
bne MoreBarsColorChange bne MoreBarsColorChange
@@ -1418,7 +1456,11 @@ EndOfCreditsVBI
sta stick0 sta stick0
ldx JoystickNumber ldx JoystickNumber
lda trig0,x ; check shift key (5200 second fire button)
lda SKSTAT
:3 lsr ; third bit
and trig0,x ; and first button
;lda trig0,x
sta strig0 ;Move hardware to shadow sta strig0 ;Move hardware to shadow
mva chbas chbase mva chbas chbase
@@ -1867,7 +1909,7 @@ 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
@@ -2088,7 +2130,7 @@ 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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Binary file not shown.
BIN
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Binary file not shown.
+41 -31
View File
@@ -63,6 +63,10 @@
mva #0 OptionsY mva #0 OptionsY
OptionsMainLoop OptionsMainLoop
lda WindChangeInRound
sta OptionsHere+126
jsr OptionsInversion jsr OptionsInversion
jsr getkey jsr getkey
bit escFlag bit escFlag
@@ -114,26 +118,31 @@ OptionsNoRight
OptionsNoReturn OptionsNoReturn
cmp #@kbcode._tab ; Tab key cmp #@kbcode._tab ; Tab key
bne OptionsNoTab bne OptionsNoTab
bit Gradient jsr SelectNextGradient
bmi NextGradientNr OptionsNoTab
lda Gradient jmp OptionsMainLoop
@ eor #$80 .endp
sta Gradient .proc SelectNextGradient
NextGradientNr 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 ldy GradientNr
iny iny
cpy #$03 cpy #$03
bne NoGradientLoop bne NoGradientLoop
mva #$ff GradientNr ldy #$00
bne @-
NoGradientLoop NoGradientLoop
sty GradientNr sty GradientNr
lda GradientAddrL,y lda GradientAddrL,y
sta GradientColors sta GradientColors
lda GradientAddrH,y lda GradientAddrH,y
sta GradientColors+1 sta GradientColors+1
OptionsNoTab rts
jmp OptionsMainLoop
.endp .endp
;-------- ;--------
; inversing selected option (cursor) ; inversing selected option (cursor)
@@ -1624,6 +1633,27 @@ displayloop1
rts rts
.endp .endp
;--------------------------------------------------------
.proc DisplayOffensiveTextNr ;
ldx TextNumberOff
lda talk.OffensiveTextTableL,x
sta LineAddress4x4
lda talk.OffensiveTextTableH,x
sta LineAddress4x4+1
inx ; the next text
lda talk.OffensiveTextTableH,x
sta temp+1
lda talk.OffensiveTextTableL,x
sta temp ; opty possible
; substract address of the next text from previous to get text length
sbw temp LineAddress4x4 temp2
mva temp2 fx
;jsr Display4x4AboveTank
;rts
; POZOR !!!
.endp
;-------------------------------------------------------- ;--------------------------------------------------------
.proc Display4x4AboveTank ; .proc Display4x4AboveTank ;
; Displays texts using PutChar4x4 above tank and mountains. ; Displays texts using PutChar4x4 above tank and mountains.
@@ -1742,27 +1772,6 @@ DOTOldLowestValue
.endp .endp
;--------------------------------------------------------
.proc DisplayOffensiveTextNr ;
ldx TextNumberOff
lda talk.OffensiveTextTableL,x
sta LineAddress4x4
lda talk.OffensiveTextTableH,x
sta LineAddress4x4+1
inx ; the next text
lda talk.OffensiveTextTableH,x
sta temp+1
lda talk.OffensiveTextTableL,x
sta temp ; opty possible
; substract address of the next text from previous to get text length
sbw temp LineAddress4x4 temp2
mva temp2 fx
;jsr Display4x4AboveTank
;rts
; POZOR !!!
.endp
;-------------------------------------------------------- ;--------------------------------------------------------
.proc DisplayTankNameAbove ; .proc DisplayTankNameAbove ;
lda tankNr lda tankNr
@@ -2097,6 +2106,7 @@ FinishResultDisplay
;-------------------------------------------------- ;--------------------------------------------------
.proc GameOverScreen .proc GameOverScreen
;-------------------------------------------------- ;--------------------------------------------------
jsr MakeDarkScreen
jsr WaitForKeyRelease jsr WaitForKeyRelease
jsr ClearScreen jsr ClearScreen
jsr ClearPMmemory jsr ClearPMmemory
-1
View File
@@ -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
; ;
+66 -53
View File
@@ -74,37 +74,38 @@ 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 GoXmissile
jmp xmissile jmp xmissile
.endp .endp
; ------------------------ ; ------------------------
.proc missile ; .proc missile ;
mva #sfx_baby_missile sfx_effect
mva #17 ExplosionRadius mva #17 ExplosionRadius
bne babymissile.GoXmissile bne babymissile.GoBabyMissileSFX
; jmp xmissile ; jmp xmissile
.endp .endp
; ------------------------ ; ------------------------
.proc babynuke .proc babynuke
mva #sfx_nuke sfx_effect
mva #25 ExplosionRadius mva #25 ExplosionRadius
GoBabyNukeSFX
mva #sfx_nuke sfx_effect ; allways <>0
bne babymissile.GoXmissile bne babymissile.GoXmissile
; jmp xmissile ; jmp xmissile
.endp .endp
; ------------------------ ; ------------------------
.proc nuke .proc nuke
mva #sfx_nuke sfx_effect
mva #30 ExplosionRadius mva #30 ExplosionRadius
bne babymissile.GoXmissile bne babynuke.GoBabyNukeSFX
; jmp xmissile ; 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
@@ -238,22 +239,20 @@ GoXmissileWithSaveXYdraw
.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)
jsr CalculateExplosionRange
mva #0 ExplosionRadius ; in this weapon - flag: 0 - napalm, 1 - hotnapalm
beq xnapalm beq 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)
jsr CalculateExplosionRange
mva #1 ExplosionRadius ; in this weapon - flag: 0 - napalm, 1 - hotnapalm
; jmp xnapalm ; 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
@@ -271,7 +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
@@ -343,7 +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
@@ -385,50 +384,40 @@ 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 bne 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)
bne 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)
bne xdigger bne babydigger.GoBabydiggerSFX
.endp .endp
; ------------------------ ; ------------------------
.proc babysandhog .proc babysandhog
mva #sfx_sandhog sfx_effect
mva #char_sandhog_offset sandhogflag
mva #13 DigLong
mva #1 diggery ; how many branches (-1) mva #1 diggery ; how many branches (-1)
bne xdigger bne heavysandhog.GoHeavysandhogSFX
.endp .endp
; ------------------------ ; ------------------------
.proc sandhog .proc sandhog
mva #sfx_sandhog sfx_effect
mva #char_sandhog_offset sandhogflag
mva #13 DigLong
mva #3 diggery ; how many branches (-1) mva #3 diggery ; how many branches (-1)
bne xdigger bne heavysandhog.GoHeavysandhogSFX
.endp .endp
; ------------------------ ; ------------------------
.proc heavysandhog .proc heavysandhog
mva #5 diggery ; how many branches (-1)
GoHeavysandhogSFX
mva #sfx_sandhog sfx_effect mva #sfx_sandhog sfx_effect
mva #char_sandhog_offset sandhogflag mva #char_sandhog_offset sandhogflag
mva #13 DigLong mva #13 DigLong
mva #5 diggery ; how many branches (-1)
; jmp xdigger ; jmp xdigger
.endp .endp
; ------------------------ ; ------------------------
@@ -1160,7 +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
@@ -1168,8 +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
@@ -1178,8 +1166,17 @@ NoSpyHard
cmp #$80|@kbcode._tab cmp #$80|@kbcode._tab
jeq CTRLPressedTAB jeq CTRLPressedTAB
and #$3f ;CTRL and SHIFT ellimination
jumpFromStick jumpFromStick
.IF TARGET = 800
cmp #$80|17 ; Ctrl+Help
bne NoVdebugSwitch
lda Vdebug
eor #$ff
sta Vdebug
jmp ReleaseAndLoop
NoVdebugSwitch
.ENDIF
and #$3f ;CTRL and SHIFT ellimination
cmp #@kbcode._up ; $e cmp #@kbcode._up ; $e
jeq pressedUp jeq pressedUp
cmp #@kbcode._down ; $f cmp #@kbcode._down ; $f
@@ -1196,7 +1193,14 @@ jumpFromStick
jeq pressedM jeq pressedM
cmp #@kbcode._S ; $3e ; S cmp #@kbcode._S ; $3e ; S
jeq pressedS jeq pressedS
jmp notpressed .IF TARGET = 800
cmp #61 ; G
bne EndKeys
jsr SelectNextGradient
jmp ReleaseAndLoop
.ENDIF
EndKeys
jmp notpressed
checkJoy checkJoy
;------------JOY------------- ;------------JOY-------------
;happy happy joy joy ;happy happy joy joy
@@ -1376,8 +1380,7 @@ pressedTAB
lda ActiveWeapon,x lda ActiveWeapon,x
jsr HowManyBullets ; and we have qty of owned shells. Ufff.... jsr HowManyBullets ; and we have qty of owned shells. Ufff....
beq pressedTAB beq pressedTAB
jsr WaitForKeyRelease bne ReleaseAndLoop
jmp BeforeFire
CTRLpressedTAB CTRLpressedTAB
mva #sfx_purchase sfx_effect mva #sfx_purchase sfx_effect
@@ -1394,21 +1397,20 @@ CTRLpressedTAB
lda ActiveWeapon,x lda ActiveWeapon,x
jsr HowManyBullets ; and we have qty of owned shells. Ufff.... jsr HowManyBullets ; and we have qty of owned shells. Ufff....
beq CTRLpressedTAB beq CTRLpressedTAB
jsr WaitForKeyRelease bne ReleaseAndLoop
jmp BeforeFire
pressedM pressedM
; have you tried turning the music off and on again? ; have you tried turning the music off and on again?
lda #$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 #$ff
eor:sta noSfx eor:sta noSfx
ReleaseAndLoop
jsr WaitForKeyRelease jsr WaitForKeyRelease
jmp BeforeFire jmp BeforeFire
@@ -1458,8 +1460,10 @@ AfterOffensiveText
cmp #ind_Laser__________ ; laser cmp #ind_Laser__________ ; laser
bne NotStrongShoot bne NotStrongShoot
; Laser: (not)very strong - invisible - shot for laser beam end coordinates ; Laser: (not)very strong - invisible - shot for laser beam end coordinates
bit Vdebug
bmi @+
mva #0 color mva #0 color
lda #1 @ lda #1
sta Force sta Force
sta Force+1 sta Force+1
mva #$ff LaserFlag ; $ff - Laser mva #$ff LaserFlag ; $ff - Laser
@@ -1755,7 +1759,10 @@ LaserNoWalls
bit TestFlightFlag bit TestFlightFlag
bmi nowait bmi nowait
bit LaserFlag ; faster laser prepare bit LaserFlag ; faster laser prepare
bmi nowait bpl nolaserwait
bit Vdebug
bpl nowait
nolaserwait
lda color lda color
beq nonowait ; smoke tracer erases slowly beq nonowait ; smoke tracer erases slowly
lda tracerflag lda tracerflag
@@ -1796,10 +1803,16 @@ SkipCollisionCheck
mwa ytraj+1 ydraw mwa ytraj+1 ydraw
bit TestFlightFlag bit TestFlightFlag
bvs NoUnPlot bvc NoTestFlight
lda tracerflag bit Vdebug
bpl NoTestFlight
jsr WaitOneFrame ; visualize AI targeting
jmp YesUnPlot
NoTestFlight
lda tracerflag
bne NoUnPlot bne NoUnPlot
YesUnPlot
jsr UnPlot jsr UnPlot
NoUnPlot NoUnPlot