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Author SHA1 Message Date
Pirx c86aa65047 Merge pull request #158 from pkali/develop
pull it, baby!
2023-04-26 14:34:09 -04:00
Pirx 96372de688 Update README.md 2023-04-26 14:33:10 -04:00
Pecusx 1b6fdb6bb5 Minimally faster AI targeting 2023-04-26 14:40:11 +02:00
Pecusx e215148faf Better keys description (Atari 5200) 2023-04-25 20:17:12 +02:00
Pecusx 0e20f0e68d AI aiming after laser fixed :) 2023-04-25 18:53:17 +02:00
Pecusx cb1f9514e5 Manuals update 2023-04-25 13:38:02 +02:00
Pirx 98018a16dd Merge pull request #157 from pkali/develop
missing files
2023-04-24 08:45:57 -04:00
Pirx 3174876183 missing files 2023-04-24 06:59:51 -04:00
Pirx 253faff3cd Merge pull request #156 from pkali/develop
Develop 1.28
2023-04-22 15:08:08 -04:00
Pirx 16d629d94d riliz pliz 2023-04-22 15:07:02 -04:00
Pecusx e8830401d0 Better order of players in summary
If players have the same score, place is decided by "direct hits".
2023-04-21 14:20:43 +02:00
Pecusx b759091882 Better keys description 2023-04-21 10:02:52 +02:00
Pecusx da99406bbd Second POKEY init (for ingame music)
And cleanup
2023-04-21 08:49:13 +02:00
Pecusx 7088e02527 "Stereo" in game. 2023-04-20 21:07:08 +02:00
Pecusx 697a6ef9fe Mute second POKEY after splash screen 2023-04-20 13:01:03 +02:00
Pecusx 6685ef1203 "Stereo" (splash screen only) 2023-04-20 10:38:46 +02:00
Pecusx 28e34f3c02 The correct number of lines of text in GameOver (credits) 2023-04-18 12:04:10 +02:00
Pecusx 14b35275f7 Final (?) splash 2023-04-17 22:10:42 +02:00
Pecusx 18107445e4 16 lines down 2023-04-17 18:05:10 +02:00
Pecusx 3a0600bd4d Better (?) splash 2023-04-17 14:52:43 +02:00
Pecusx df9db33c4b Ops. Word order. 2023-04-17 08:59:53 +02:00
Pecusx 0b5029ddb9 Better splash 2023-04-17 08:48:27 +02:00
Pecusx c9e8adb352 Scorch title 2023-04-17 00:07:36 +02:00
Pecusx 9aabd92d01 Father unknown :) 2023-04-16 23:11:04 +02:00
Pecusx 132cef82ee The Mother of All Games 2023-04-13 12:09:46 +02:00
Pecusx 719b712451 Welcome back KAZ! :) 2023-04-08 00:11:05 +02:00
Pecusx bc31fa0ea1 Speedup native PutChar (8x8 and 4x4) procedures. 2023-04-06 19:52:30 +02:00
Pecusx 1e5530579f Optional PutChar 4x4 only implemented by PLOT 2023-04-06 15:04:15 +02:00
Pecusx a5f02cf33b Merge branch 'develop' of https://github.com/pkali/scorch_src into develop 2023-04-06 14:37:21 +02:00
Pecusx 5657171bb2 Optional PutChar 8x8 only implemented by PLOT 2023-04-06 14:37:15 +02:00
Pecusx 66d620fe4b winter can be drawn by PLOT (compilation option) 2023-04-05 19:00:56 +02:00
Pecusx 19b71664f1 Compilation option: faster graphics routines / better compatibility. 2023-04-05 14:27:08 +02:00
Pecusx f2de25a769 Better? "drawmountains"
Mountains are drawn only by the plot procedure.
Easier for the C64?
2023-04-05 12:30:47 +02:00
Pecusx 16fc84aa6f Better keys description in main menu 2023-04-04 14:44:58 +02:00
Pecusx fa79836f77 Code cleanup and optimizations 2023-04-04 12:40:24 +02:00
Pecusx f475999918 Welcome xorcerer (sorry KAZ). 2023-04-03 10:24:21 +02:00
Pecusx 2005f7bf98 Better keys descriptions in menus 2023-04-03 10:18:42 +02:00
Pecusx ab965c00b4 New splash screen (sorry KAZ :) ).
And start from "Polish Rainbow" color scheme.
2023-04-02 15:44:19 +02:00
Pecusx 83969e747b Code cleanup 2023-03-30 14:44:17 +02:00
Pecusx e1a930ca44 More cleanup and optimization 2023-03-29 20:20:26 +02:00
Pecusx d12102ad60 Code cleanup and optimization 2023-03-28 19:07:04 +02:00
Pecusx 2de654db32 Small optimizations in status line display proc 2023-03-15 14:48:58 +01:00
Pecusx 0703a9db93 Proper texts after the BFG 2023-03-02 14:57:54 +01:00
Pecusx af305f154c One more weapon of death 2023-03-02 14:32:20 +01:00
Pecusx 4cf4eb14c7 Tank slide correction 2023-03-02 13:12:46 +01:00
Pecusx 1337c83791 Better colors init. 2023-02-07 19:59:37 +01:00
Pirx 9251db8f3a Merge pull request #155 from pkali/develop
Develop
2023-02-07 02:27:00 -05:00
Pirx f15e815c1a readme updt 2023-02-07 02:26:03 -05:00
Pirx 746026ae4f rainbow colors on start 2023-02-07 01:59:12 -05:00
Pecusx fd67dc0bb1 Improved tank shapes.
Better appearance with disabled tank X-coordinate correction..
2023-02-04 21:15:59 +01:00
Pecusx c1ee40fa59 No X-tank position correction (PM graphics). 2023-02-02 18:29:34 +01:00
Pirx a64d01067d vdl macro 2023-01-31 16:35:21 -05:00
Pecusx f703316128 Optimizations - full colortable for PAL mode 2023-01-31 20:22:47 +01:00
Pecusx 98565d490f Deactivation of "Lazy..." is now working properly. 2023-01-31 10:57:58 +01:00
Pecusx fcbd0bc34a The G key works properly even if the wind options were last selected. 2023-01-30 22:33:36 +01:00
Pecusx e50bc8669e Code cleanup. 2023-01-27 09:30:27 +01:00
Pecusx bbded45200 Mere memory and 2 new talk texts (RB5200). And... no memory :) 2023-01-25 18:28:36 +01:00
Pecusx 00d386e73f ... and more (memory) ... 2023-01-25 15:13:57 +01:00
Pecusx 70788e772e More optimizarions 2023-01-25 14:44:55 +01:00
Pecusx 793d494fc5 Minor optimization 2023-01-25 14:10:50 +01:00
Pecusx 6b2eabd1ca Nicer Lazy targeting amd "visual Debug" for Lazy Boys 2023-01-24 14:20:29 +01:00
Pecusx 0832d841f4 Small talk - small fix. 2023-01-24 09:00:43 +01:00
Pirx c41c01cee0 readme updt 2023-01-23 08:36:19 -05:00
Pecusx 6b68066c94 Visible targeting bug 2023-01-23 14:21:02 +01:00
34 changed files with 6458 additions and 1807 deletions
+1
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@@ -4,3 +4,4 @@ scorch.lab
scorch.lst scorch.lst
textproc.lab textproc.lab
textproc.lst textproc.lst
artwork/talk.as_
+2 -1
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@@ -67,7 +67,7 @@ The keyboard controls here are simple, cursor keys or joystick: left/right - cha
| A800 | 5200 | function | | A800 | 5200 | function |
| --- | --- | --- | | --- | --- | --- |
| [SPACE] | [0] | or joystick button pressed briefly - firing a shot. | | [SPACE] | [0] | or joystick button pressed briefly - firing a shot. |
| [TAB] or [SELECT] | [5] | selection of offensive weapons (this option is not available directly with the joystick - you need to select Inventory). In the main menu it changes the mountain shading, indicated by the hill color change at the bottom of the screen. | | [TAB] or [SELECT] | [5] | selection of offensive weapons (this option is not available directly with the joystick - you need to select Inventory). |
| [I] | [9] | or longer holding the joystick button - go to Inventory. It is a screen (actually two) with the same layout as the shopping menu, it also works similarly except that here you don't buy weapons, but choose one of the offensive ones to shoot or activate a defensive weapon. | | [I] | [9] | or longer holding the joystick button - go to Inventory. It is a screen (actually two) with the same layout as the shopping menu, it also works similarly except that here you don't buy weapons, but choose one of the offensive ones to shoot or activate a defensive weapon. |
| [A] or [OPTION] | [7] | go directly to the defensive weapons activation. | [A] or [OPTION] | [7] | go directly to the defensive weapons activation.
| [M] | [PAUSE] | disable/enable background music. | | [M] | [PAUSE] | disable/enable background music. |
@@ -78,6 +78,7 @@ The keyboard controls here are simple, cursor keys or joystick: left/right - cha
| [G] | N/A | changes the mountain shading | | [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 |
| [CTRL] + [HELP] | N/A | Toggle "visual debug" mode. It displays distances measured, laser aiming, and aiming technique. It leaves a mess on the screen, but it does not impair the game, just makes it a bit harder. |
## 5. Game mechanics - offensive weapons ## 5. Game mechanics - offensive weapons
+3 -2
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@@ -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) 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 [TAB] lub [SELECT], a na konsoli Atari 5200 klawisz [5] kontrolera zmieniają kolor gór (3 wersje do wyboru) lub (jeśli kursor wskazuje opcję wyboru siły wiatru "Wind") zmieniają sposób losowania siły wiatru z "co rundę" na "co turę" i odwrotnie. Losowanie co turę jest sygnalizowane znakiem "?" przy słowie "Wind".
Klawisz [RETURN] lub przycisk Joysticka przechodzi do następnego ekranu. Klawisz [RETURN] lub przycisk Joysticka przechodzi do następnego ekranu.
@@ -66,7 +66,7 @@ Tutaj klawiszologia jest prosta, klawisze kursora lub joystick: lewo/prawo - zmi
| A800 | 5200 | funkcja | | A800 | 5200 | funkcja |
| --- | --- | --- | | --- | --- | --- |
| [SPACJA] | [0] | lub przycisk joysticka naciśnięte krótko - oddanie strzału | | [SPACJA] | [0] | lub przycisk joysticka naciśnięte krótko - oddanie strzału |
| [TAB] lub [SELECT] | [5] | wybór broni ofensywnej (ta opcja nie jest dostępna bezpośrednio joystickiem - trzeba wybrać Inventory). W głównym menu zmienia cieniowanie gór, widoczne w kolorze górek na dole ekranu. | | [TAB] lub [SELECT] | [5] | wybór broni ofensywnej (ta opcja nie jest dostępna bezpośrednio joystickiem - trzeba wybrać Inventory). |
| [I] | [9] | lub dłuższe przytrzymanie przycisku joysticka - przejście do Inventory (aktywacji broni). Inventory to ekran (a w zasadzie dwa) bliźniaczo podobny do ekranu zakupów. Zasady poruszania się są identyczne z tym, że tu nie kupujemy broni, ale wybieramy jedną z ofensywnych, którą będziemy strzelać lub aktywujemy broń defensywną. | | [I] | [9] | lub dłuższe przytrzymanie przycisku joysticka - przejście do Inventory (aktywacji broni). Inventory to ekran (a w zasadzie dwa) bliźniaczo podobny do ekranu zakupów. Zasady poruszania się są identyczne z tym, że tu nie kupujemy broni, ale wybieramy jedną z ofensywnych, którą będziemy strzelać lub aktywujemy broń defensywną. |
| [A] lub [OPTION] | [7] | bezpośrednie przejście na ekran Inventory aktywacji broni defensywnych. | | [A] lub [OPTION] | [7] | bezpośrednie przejście na ekran Inventory aktywacji broni defensywnych. |
| [M] | [PAUSE] | wyłączenie/włączenie muzyki w tle | | [M] | [PAUSE] | wyłączenie/włączenie muzyki w tle |
@@ -77,6 +77,7 @@ Tutaj klawiszologia jest prosta, klawisze kursora lub joystick: lewo/prawo - zmi
| [G] | brak | zmienia cieniowanie gór | | [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 |
| [CTRL] + [HELP] | brak | Przełącza tryb "visual debug". Wizualizuje mierzone odległości, celowanie lasera oraz technikę celowania komputera. Pozostawia bałagan na ekranie, co nie zmienia rozgrywki, tylko ją nieco utrudnia. |
## 5. Zasady gry - bronie ofensywne ## 5. Zasady gry - bronie ofensywne
+53 -12
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@@ -8,17 +8,19 @@ by Tomasz 'Pecus' Pecko and Pawel 'pirx' Kalinowski
Warsaw, Miami 2000, 2001, 2002, 2003, 2009, 2012, 2013, 2022 Warsaw, Miami 2000, 2001, 2002, 2003, 2009, 2012, 2013, 2022
Contributors: Contributors:
- Miker (@mikerro) - in-game music and sfx, ideas, QA - Miker ([mikerro](https://github.com/mikerro)) - in-game music and sfx, ideas, QA
- Kaz - splash screen, ideas - Kaz - original splash screen, SV Atari 50 splash screen, ideas
- Adam (@6502adam) - font, design, QA - Adam ([6502adam](https://github.com/6502adam)) - font, design, QA
- Bocianu (@bocianu) - important ideas, FujiNet implementation, QA - Bocianu ([bocianu](https://github.com/bocianu)) - important ideas, FujiNet implementation, QA
- Emkay - splash screen music - Emkay - splash screen music
- Fox (@pfusik) - plot and point optimization - Fox ([pfusik](https://github.com/pfusik)) - plot and point optimization
- xorcerer ([xauberer](https://github.com/xauberer)) - prompt for AI generated splash and sticker
QA: Probabilitydragon, KrzysRog, Beeblebrox, EnderDude, lopezpb, Dracon, brad-colbert, archon800, QA: Probabilitydragon, KrzysRog, Beeblebrox, EnderDude, lopezpb, Dracon, brad-colbert, archon800,
Shaggy the Atarian, x=usr(1536), Aking, Kenshi Shaggy the Atarian, x=usr(1536), Aking, Kenshi
Special thanks to tebe (@tebe6502), JAC! (@peterdell) and phaeron for their fantastic tools and support. Special thanks to tebe ([tebe6502](https://github.com/tebe6502)), JAC! ([peterdell](https://github.com/peterdell)) and phaeron ([Altirra](https://www.virtualdub.org/altirra.html)) for their fantastic tools and support.
You can contact us via [AtariAge](https://atariage.com) or [AtariOnLine](https://atarionline.pl) forums. You can contact us via [AtariAge](https://atariage.com) or [AtariOnLine](https://atarionline.pl) forums.
@@ -51,16 +53,54 @@ With the advent of [fujinet](https://fujinet.online/) we are thinking about maki
## Changelog: ## Changelog:
###### Version 1.28
2023-04-22
Greetings and salutations,
Allow me to present the release notes for Version 1.28 of our esteemed hobby game for 8-bit computers.
First and foremost, let it be known that we have reached the end of an era. We bid adieu to the solitary player versions, as we are determined to preserve the sanctity of this auspicious round version number.
Moving on to the technical enhancements and embellishments, we are proud to introduce a simulated stereo feature for those fortunate enough to possess the dual pokey hardware. This auditory wonder was brought to fruition by the esteemed Arthur "Two Pokeys" Jackson, whose mastery in the field of sound engineering knows no bounds.
Furthermore, we have bestowed upon our beloved creation a splash screen of unrivaled brilliance, crafted by the masterful xorcerer. This work of art, by the Artificial Unintelligence and Machine Forgetting, shall leave an indelible mark on all who behold it.
Our developers have also painstakingly refined the game's performance with a plethora of improvements, including a refined round and final results sorting mechanism, additional keyboard usage assistance in the main menu, and a significant acceleration of the 8x8 and 4x4 put char routines. Additionally, we have incorporated configurable hardware and screen memory layout agnostic put char routines to accommodate future ports and ensure seamless compatibility.
Last but certainly not least, our mountain drawing optimization shall elevate the visual experience to new heights, ensuring an immersive and enjoyable experience for all.
We hope that these improvements shall enhance your gaming experience, and we eagerly anticipate your feedback.
Yours sincerely,
The Developers
###### Version 1.27
2023-02-07
Late evening edition. It is 2:11 am and I am writing this instead of dreaming of electric sheep.
Our Senior Executive Art Director @+Adam+ ordered us to stop procrastinating and finally release the version with colorized mountains. So here it is. Enjoy :)
Please note you can still press [Tab] or [5] in the main menu and revert to the classic or classy look of the "Polish rainbow" (it's a reference to a strangely accurate Wulffmorgenthaler comic strip: https://i.imgur.com/HMctP.jpg)
Other changes:
- nicer Lazy targeting and "visual Debug" for Lazy Boys
- extreme memory optimizations to fit 2 new texts from @RB5200 based on "Sandford and Son"
- fix for [G] key bug when turn wind changes were selected
- fix for Lazy Boys deactivation bug
- PAL mode now has got the full-color table, so it is possible to adjust colors better
- the x-position of tanks was always adjusted to even X values, this is no more, which saves some hassle and unnecessary tank shakes left and right. As tanks are painted with sprites of a lower resolution, a rare artifact might appear here and there.
- improved tank shapes
###### Version 1.26 ###### Version 1.26
2023-01-23 2023-01-23
Early morning edition. It is 5:11 am and I am writing this instead of dreaming of electric sheep. 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. For the last 6 weeks, the versions we released had an awful bug - the conversations of tanks were completely invisible. Thanks for pointing this out, RB5200.
- tanks talk to each other again - tanks talk to each other again
- better stochastic non blocking wait one frame - better stochastic non-blocking wait one frame
- rare dstance measurement bug fixed (rarely a tank survived a direct hit) - rare distance measurement bug fixed (rarely a tank survived a direct hit)
- 5200: second fire works (by RB5200) - 5200: second fire (by RB5200)
- "visual debug" mode in A800 version, triggered by pressing [CTRL]+[HELP]. It displays distances measured, laser aiming and aiming technique. It leaves a mess on screen, but it does not impair the game, just makes it a bit harder. - "visual debug" mode in A800 version, triggered by pressing [CTRL]+[HELP]. It displays distances measured, laser aiming, and aiming technique. It leaves a mess on the screen, but it does not impair the game, just makes it a bit harder.
###### Version 1.25 ###### Version 1.25
@@ -671,4 +711,5 @@ For the first time Scorched Earth for Atari XL/XE (build 103) published.
Together with Pecus we were working on this piece of code for four years and it does not look like it is accelerating so we decided to publish what we have. Last few weeks I was translating source code comments and labels to English to let other people work on this project with us. In other words Scorched Earth becomes an open source project :) Together with Pecus we were working on this piece of code for four years and it does not look like it is accelerating so we decided to publish what we have. Last few weeks I was translating source code comments and labels to English to let other people work on this project with us. In other words Scorched Earth becomes an open source project :)
Now it's your turn to help this idea happen! Now it's your turn to help this idea happen!
...transmission error...former history missing... ...transmission error...former history missing...
+3 -4
View File
@@ -545,10 +545,7 @@ skipThisPlayer
sta RandBoundaryHigh+1 sta RandBoundaryHigh+1
jsr RandomizeForce jsr RandomizeForce
RepeatAim RepeatAim
lda ForceTableL,x jsr Table2Force
sta Force
lda ForceTableH,x
sta Force+1
; wind correction 90+(wind/8) ; wind correction 90+(wind/8)
mwa Wind temp2 mwa Wind temp2
:7 lsrw temp2 :7 lsrw temp2
@@ -604,6 +601,7 @@ NoHitInFirstLoopR
sbc #5 sbc #5
sta NewAngle sta NewAngle
HitOnRightSideOfTargetR HitOnRightSideOfTargetR
dec NewAngle
EndOfFirstLoopR EndOfFirstLoopR
mva #5 modify ; set counter (5 turns) mva #5 modify ; set counter (5 turns)
SecondLoopR SecondLoopR
@@ -698,6 +696,7 @@ NoHitInFirstLoopL
adc #5 adc #5
sta NewAngle sta NewAngle
HitOnLeftSideOfTargetL HitOnLeftSideOfTargetL
inc NewAngle
EndOfFirstLoopL EndOfFirstLoopL
mva #5 modify ; set counter (5 turns) mva #5 modify ; set counter (5 turns)
SecondLoopL SecondLoopL
-877
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@@ -1,877 +0,0 @@
/***************************************/
/* Use MADS http://mads.atari8.info/ */
/* Mode: DLI (char mode) */
/***************************************/
;icl "Scorch50.h"
;icl "../lib/ATARISYS.ASM"
;icl "../lib/macro.hea"
; --- dmsc LZSS player routine on zero page
org $80
chn_copy .ds 9
chn_pos .ds 9
bptr .ds 2
cur_pos .ds 1
chn_bits .ds 1
bit_data .ds 1
fcnt .ds 2
fadr .ds 2
fhlp .ds 2
cloc .ds 1
regA .ds 1
regX .ds 1
regY .ds 1
WIDTH = 40
HEIGHT = 30
; --- BASIC switch OFF
org $2000\ mva #$ff portb\ rts\ ini $2000
; --- MAIN PROGRAM
org $2000
ant dta $C2,a(scr)
dta $02,$82,$02,$02,$82,$02,$82,$02,$82,$02,$02,$02,$82,$02,$82,$82
dta $02,$02,$82,$02,$02,$82,$02,$02,$82,$82,$02,$82,$22
;dta $42,a(verline)
dta $41,a(ant)
;verline
; :37 dta d" "
; dta build
scr ins "Scorch50.scr"
.ds 0*40
.ALIGN $0400
fnt ins "Scorch50.fnt"
ift USESPRITES
.ALIGN $0800
pmg .ds $0300
ift FADECHR = 0
SPRITES
els
.ds $500
eif
eif
song_data
ins 'mmm_16.lzs'
song_end
buffers
.ds 256 * 9
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Song Initialization - this runs in the first tick:
;
.proc init_song
mva #1 bit_data
; Example: here initializes song pointer:
;mwa #song_data song_ptr
; Init all channels:
ldx #8
ldy #0
clear
; Read just init value and store into buffer and POKEY
jsr get_byte
sta POKEY, x
sty chn_copy, x
cbuf
sta buffers + 255
inc cbuf + 2
dex
bpl clear
; Initialize buffer pointer:
sty bptr
sty cur_pos
rts
.endp
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Wait for next frame
;
.proc wait_frame
lda 20
delay
cmp 20
beq delay
.endp
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Play one frame of the song
;
.proc play_frame
lda #>buffers
sta bptr+1
lda song_data
sta chn_bits
ldx #8
; Loop through all "channels", one for each POKEY register
chn_loop:
lsr chn_bits
bcs skip_chn ; C=1 : skip this channel
lda chn_copy, x ; Get status of this stream
bne do_copy_byte ; If > 0 we are copying bytes
; We are decoding a new match/literal
lsr bit_data ; Get next bit
bne got_bit
jsr get_byte ; Not enough bits, refill!
ror ; Extract a new bit and add a 1 at the high bit (from C set above)
sta bit_data ;
got_bit:
jsr get_byte ; Always read a byte, it could mean "match size/offset" or "literal byte"
bcs store ; Bit = 1 is "literal", bit = 0 is "match"
sta chn_pos, x ; Store in "copy pos"
jsr get_byte
sta chn_copy, x ; Store in "copy length"
; And start copying first byte
do_copy_byte:
dec chn_copy, x ; Decrease match length, increase match position
inc chn_pos, x
ldy chn_pos, x
; Now, read old data, jump to data store
lda (bptr), y
store:
ldy cur_pos
sta POKEY, x ; Store to output and buffer
sta (bptr), y
skip_chn:
; Increment channel buffer pointer
inc bptr+1
dex
bpl chn_loop ; Next channel
inc cur_pos
.endp
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Check for ending of song and jump to the next frame
;
; not checking really so the tune gets funky :)))
;lda song_ptr + 1
;cmp #>song_end
;bne wait_frame
;lda song_ptr
;cmp #<song_end
;bne wait_frame
end_loop
rts
song_ptr = get_byte + 1
.proc get_byte
lda song_data+1
inc song_ptr
bne skip
inc song_ptr+1
skip
rts
.endp
main
jsr init_song
; ; copy system font to $a000
; ldx #0
;@ lda $e000,x
; sta $a000,x
; ;lda $e100,x ; i need digits only :]
; ;sta $a100,x
; ;lda $e200,x
; ;sta $a200,x
; ;lda $e300,x
; ;sta $a300,x
; inx
; bne @-
; --- init PMG
ift USESPRITES
mva >pmg pmbase ;missiles and players data address
mva #$03 GRACTL ;enable players and missiles
eif
lda:cmp:req $14 ;wait 1 frame
sei ;stop IRQ interrupts
mva #$00 nmien ;stop NMI interrupts
sta dmactl
;mva #$fe portb ;switch off ROM to get 16k more ram
;mwa #NMI $fffa ;new NMI handler
sta COLOR4
lda #$0E
sta COLOR1
lda #$84
sta COLOR2
lda #$0E
sta COLOR3
lda #$02
VMAIN NMI.vbl,6 ;jsr SetVBL
VDLI DLI.dli_start
mva #1 vscrol
mva #$c0 nmien ;switch on NMI+DLI again
_lp lda trig0 ; FIRE #0
beq stop
lda trig1 ; FIRE #1
beq stop
lda consol ; START
and #1
beq stop
lda skctl
and #$04
bne _lp ;wait to press any key; here you can put any own routine
stop
cli
vmain sysvbv,6
mva #$00 GRACTL ;PMG disabled
tax
sta:rne hposp0,x+
;mva #$ff portb ;ROM switch on
mva #$40 nmien ;only NMI interrupts, DLI disabled
;cli ;IRQ enabled
lda #0
ldx #8
@ sta POKEY,x
dex
bpl @-
;no glitching please (issue #67)
lda #0
sta $D400 ;dmactl
sta $022F ;dmactls
rts ;return to ... DOS
; --- DLI PROGRAM
.local DLI
?old_dli = *
dli_start
dli13
sta regA
sta wsync ;line=8
sta wsync ;line=9
sta wsync ;line=10
sta wsync ;line=11
sta wsync ;line=12
sta wsync ;line=13
c9 lda #$14
sta wsync ;line=14
sta colpm3
DLINEW DLI.dli2 1 0 0
dli2
sta regA
lda >fnt+$400*$01
sta wsync ;line=24
sta chbase
DLINEW dli3 1 0 0
dli3
sta regA
lda >fnt+$400*$02
sta wsync ;line=48
sta chbase
sta wsync ;line=49
sta wsync ;line=50
sta wsync ;line=51
s3 lda #$07
sta wsync ;line=52
sta sizem
DLINEW dli14 1 0 0
dli14
sta regA
stx regX
sty regY
x8 lda #$A3
sta wsync ;line=64
sta hposp3
x9 lda #$AB
sta wsync ;line=65
sta hposm3
sta wsync ;line=66
sta wsync ;line=67
sta wsync ;line=68
sta wsync ;line=69
sta wsync ;line=70
s4 lda #$13
x10 ldx #$A6
sta wsync ;line=71
sta sizem
stx hposm2
s5 lda #$01
x11 ldx #$72
x12 ldy #$62
sta wsync ;line=72
sta sizep2
sta sizep3
stx hposp2
sty hposp3
x13 lda #$A9
sta wsync ;line=73
sta hposp1
DLINEW dli4 1 1 1
dli4
sta regA
lda >fnt+$400*$03
sta wsync ;line=80
sta chbase
DLINEW dli5 1 0 0
dli5
sta regA
stx regX
lda >fnt+$400*$04
sta wsync ;line=112
sta chbase
sta wsync ;line=113
sta wsync ;line=114
sta wsync ;line=115
sta wsync ;line=116
sta wsync ;line=117
sta wsync ;line=118
s6 lda #$07
x14 ldx #$A3
sta wsync ;line=119
sta sizem
stx hposm1
s7 lda #$01
x15 ldx #$93
sta wsync ;line=120
sta sizep1
stx hposp1
DLINEW dli15 1 1 0
dli15
sta regA
stx regX
sta wsync ;line=128
sta wsync ;line=129
sta wsync ;line=130
sta wsync ;line=131
x16 lda #$4A
sta wsync ;line=132
sta hposp1
c10 lda #$D4
sta wsync ;line=133
sta colpf2
s8 lda #$C3
x17 ldx #$5A
sta wsync ;line=134
sta sizem
stx hposm3
DLINEW dli6 1 1 0
dli6
sta regA
stx regX
sty regY
lda >fnt+$400*$05
sta wsync ;line=136
sta chbase
sta wsync ;line=137
sta wsync ;line=138
sta wsync ;line=139
sta wsync ;line=140
sta wsync ;line=141
sta wsync ;line=142
s9 lda #$C7
x18 ldx #$A9
sta wsync ;line=143
sta sizem
stx hposm1
s10 lda #$D7
x19 ldx #$9E
c11 ldy #$02
sta wsync ;line=144
sta sizem
stx hposm2
sty colpm2
sta wsync ;line=145
c12 lda #$04
sta wsync ;line=146
sta colpm1
sta wsync ;line=147
sta wsync ;line=148
sta wsync ;line=149
s11 lda #$00
x20 ldx #$74
c13 ldy #$02
sta wsync ;line=150
sta sizep3
stx hposp3
sty colpm3
sta wsync ;line=151
sta wsync ;line=152
sta wsync ;line=153
sta wsync ;line=154
sta wsync ;line=155
sta wsync ;line=156
sta wsync ;line=157
c14 lda #$04
sta wsync ;line=158
sta colpf0
DLINEW dli7 1 1 1
dli7
sta regA
lda >fnt+$400*$06
sta wsync ;line=160
sta chbase
DLINEW dli8 1 0 0
dli8
sta regA
stx regX
sty regY
lda >fnt+$400*$07
sta wsync ;line=184
sta chbase
sta wsync ;line=185
s12 lda #$00
x21 ldx #$8E
c15 ldy #$08
sta wsync ;line=186
sta sizep2
stx hposp2
sty colpm2
x22 lda #$4C
c16 ldx #$0E
sta wsync ;line=187
sta hposp3
stx colpm3
c17 lda #$0A
c18 ldx #$34
sta wsync ;line=188
sta colpf1
stx colpm3
s13 lda #$43
x23 ldx #$49
sta wsync ;line=189
sta sizem
stx hposm3
c19 lda #$08
c20 ldx #$34
sta wsync ;line=190
sta colpf1
stx colpm2
sta wsync ;line=191
c21 lda #$0A
sta wsync ;line=192
sta colpf1
c22 lda #$08
sta wsync ;line=193
sta colpf1
c23 lda #$0A
sta wsync ;line=194
sta colpf1
c24 lda #$34
sta wsync ;line=195
sta colpf2
c25 lda #$0C
sta wsync ;line=196
sta colpf1
c26 lda #$0A
sta wsync ;line=197
sta colpf1
c27 lda #$0C
sta wsync ;line=198
sta colpf1
sta wsync ;line=199
sta wsync ;line=200
c28 lda #$0E
sta wsync ;line=201
sta colpf1
c29 lda #$0C
sta wsync ;line=202
sta colpf1
c30 lda #$0E
sta wsync ;line=203
sta colpf1
c31 lda #$0C
sta wsync ;line=204
sta colpf1
c32 lda #$0E
sta wsync ;line=205
sta colpf1
DLINEW dli16 1 1 1
dli16
sta regA
sta wsync ;line=208
sta wsync ;line=209
c33 lda #$0C
sta wsync ;line=210
sta colpf1
c34 lda #$0E
sta wsync ;line=211
sta colpf1
c35 lda #$0C
sta wsync ;line=212
sta colpf1
DLINEW dli9 1 0 0
dli9
sta regA
stx regX
sty regY
lda >fnt+$400*$08
c36 ldx #$0A
sta wsync ;line=216
sta chbase
stx colpf1
c37 lda #$0C
sta wsync ;line=217
sta colpf1
c38 lda #$0A
x24 ldx #$9D
c39 ldy #$34
sta wsync ;line=218
sta colpf1
stx hposm1
sty colpm1
s14 lda #$03
x25 ldx #$7D
sta wsync ;line=219
sta sizep3
stx hposp3
c40 lda #$08
s15 ldx #$13
x26 ldy #$45
sta wsync ;line=220
sta colpf1
stx sizem
sty hposm2
s16 lda #$03
x27 ldx #$59
sta wsync ;line=221
sta sizep2
stx hposp2
s17 lda #$53
x28 ldx #$49
x29 ldy #$79
sta wsync ;line=222
sta sizem
stx hposp1
sty hposm3
c41 lda #$06
c42 ldx #$00
sta wsync ;line=223
sta colpf1
stx colpf2
lda >fnt+$400*$01
s18 ldx #$50
x30 ldy #$44
sta wsync ;line=224
sta chbase
stx sizem
sty hposm0
sta wsync ;line=225
c43 lda #$08
sta wsync ;line=226
sta colpf1
c44 lda #$0C
sta wsync ;line=227
sta colpf1
sta wsync ;line=228
sta wsync ;line=229
c45 lda #$0E
sta wsync ;line=230
sta colpf1
DLINEW dli10 1 1 1
dli10
sta regA
lda >fnt+$400*$00
sta wsync ;line=232
sta chbase
;DLINEW dli11 1 0 0
lda regA
rti
;dli11
; sta regA
;
; lda #>$a000 ; system font
; sta wsync ;line=232
; sta chbase
; lda #$01
; sta gtictl
;
; lda regA
; rti
.endl
; ---
CHANGES = 1
FADECHR = 0
SCHR = 127
dliv = $0200
; ---
.proc NMI
bit nmist
bpl VBL
jmp DLI.dli_start
VBL
sta regA
stx regX
sty regY
;sta nmist ;reset NMI flag
mwa #ant dlptr ;ANTIC address program
mva #@dmactl(standard|dma|lineX1|players|missiles) dmactl ;set new screen width
inc cloc ;little timer
; Initial values
lda >fnt+$400*$00
sta chbase
c0 lda #$00
sta colbak
c1 lda #$0E
sta colpf1
c2 lda #$84
sta colpf2
c3 lda #$0E
sta colpf3
lda #$02
sta CHACTL
lda #$01
sta PRIOR
sta sizep0
s0 lda #$03
sta sizem
x0 lda #$D0
sta hposp0
x1 lda #$28
sta hposm0
c4 lda #$00
sta colpm0
x2 lda #$A2
sta hposm3
c5 lda #$0E
sta colpm3
s1 lda #$00
sta sizep2
sta sizep3
x3 lda #$92
sta hposp2
x4 lda #$8A
sta hposp3
c6 lda #$14
sta colpm2
s2 lda #$00
sta sizep1
x5 lda #$9A
sta hposp1
c7 lda #$14
sta colpm1
x6 lda #$A4
sta hposm2
x7 lda #$A6
sta hposm1
c8 lda #$00
sta colpf0
mwa #DLI.dli_start dliv ;set the first address of DLI interrupt
;this area is for yours routines
jsr play_frame
quit
lda regA
ldx regX
ldy regY
jmp sysvbv
.endp
; ---
ini main
; ---
opt l-
.MACRO SPRITES
missiles
.he 00 00 00 00 00 00 00 00 03 03 C3 03 03 03 03 03
.he 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03
.he 03 03 03 03 03 03 03 03 03 83 83 83 C3 C3 C3 C3
.he C3 C3 C3 C3 C3 E3 E3 E3 E3 E3 E3 F3 F3 F3 F3 FB
.he FB FB FB FB FF FF FF FF F3 33 83 83 83 83 C3 D3
.he D3 D3 13 03 03 03 03 03 03 03 03 03 03 03 03 03
.he 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03
.he 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03 0F
.he 0F 0F 0F 0F 0F 0F 0F 0F 0F 0F 03 03 03 03 C3 C3
.he C3 C3 C3 C3 C3 C3 C3 C3 C3 D3 FF FF 3F 3F 3F 3F
.he 3F 3F 33 13 03 03 03 03 03 03 03 03 03 03 03 03
.he 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03
.he 03 03 03 03 03 03 03 43 43 C3 C3 C3 C3 03 03 03
.he 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03
.he 03 03 0F 0F 3F 3F FF FC FE FE FF DB 03 03 03 03
.he 03 03 03 03 03 03 03 03 00 00 00 00 00 00 00 00
player0
.he 00 00 00 00 00 00 00 00 FF FF FF FF FF FF FF FF
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
.he FF FF FF FF FF FF FF FF 00 00 00 00 00 00 00 00
player1
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.he 00 00 00 00 00 00 00 00 F0 FC FE FE FF FF FF FF
.he FF 0F 0F 0F 0F 0F 0F 0F 0F 0F 07 07 07 07 07 07
.he 03 03 03 FF FF FF FF FF CF CF FF FF FF FF FF 9F
.he 9F FF FF FF FF FF FF FF 00 00 00 00 00 00 00 00
.he 00 F0 F0 F0 F0 78 F8 78 78 78 78 38 78 38 3C 3C
.he 3C 3C 1C 3C 1C 1C 1C 1C 1E 1E 1E 1E 0E 1E 0E 0E
.he 0E 0F 07 0F 07 0F 07 07 07 07 07 07 06 06 06 06
.he FF FF FF FF FF FF FF FF FF FF FF 00 00 3E 3F 7F
.he 7F 7F 7F 7F 7F 7F 7F 3F 3F 3F 00 00 00 00 00 00
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.he 00 00 00 00 00 00 FF FF FF FF FF FF 00 00 00 00
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
player2
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.he 00 00 00 00 00 00 00 00 FF FF FF FF FF FF FF FF
.he FF 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.he 00 00 00 FF FF FF FF FF 99 99 FF FF FF FF FF 33
.he 33 FF FF FF FF FF FF FF 00 00 00 00 00 00 00 00
.he 00 00 80 F0 F8 F8 F8 FC FC FC FC FC FC FC FC FC
.he FC FE FE FE FE FE FE FF FF FF FF FF FF FF FE FC
.he F8 F8 F8 F8 F0 F0 F0 F0 F0 F0 F0 F0 E0 E0 E0 E0
.he E0 E0 E0 FC FE FE FF FF 8F 87 87 87 07 07 07 07
.he 07 07 07 07 07 07 07 03 00 00 00 00 00 00 00 00
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.he 00 00 00 00 00 00 F8 FC FC FE FE FF FF 00 00 00
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.he 00 00 00 00 00 00 FF FF FF FF FF FF 00 00 00 00
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
player3
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.he 00 00 00 00 00 00 00 00 01 07 0F 1F 1F 3F 3F 7F
.he 7F 78 78 F0 F0 F0 F0 F8 F8 F8 78 7C 7C 7C 3C 3E
.he 3E 3E 1E 1F 1F 1F 0F 0F 0F 0F 0F 1F 1F 1F 1F 1F
.he 1F 3F 3F 3F 3F 3F 3F 3F FF 7F 7F 3F 3F 1F 1F 0F
.he 1F 1F 1F 3F 3F 3F 3F 3F 3F 3B 30 30 30 30 30 30
.he 30 30 30 30 38 3E 7F 7F 7F 7F 7F 7F 7F 7F 7F 7F
.he 7F 7F 7F 7F 7F 7F 7F FF FF FF FF FF FF FF FF FF
.he FF FF FF FF FF FF FF FF 7F 7F 7F 7F 7F 7F FF FF
.he FF FF FF FF FE FE FE FE FE FE FE FE FC 1C FF 7E
.he 7E FE FE FE FE FF FF FF 7F 7E 7E 3C 00 00 00 00
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.he 00 00 00 00 00 7C FE FE FF FF FF 00 00 00 00 00
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.he 00 00 00 FF FF FF FF FF FF FF FF FF 00 00 00 00
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.ENDM
USESPRITES = 1
.MACRO DLINEW
mva <:1 dliv
ift [>?old_dli]<>[>:1]
mva >:1 dliv+1
eif
ift :2
lda regA
eif
ift :3
ldx regX
eif
ift :4
ldy regY
eif
rti
.def ?old_dli = *
.ENDM
Binary file not shown.
Binary file not shown.
+22 -17
View File
@@ -616,28 +616,33 @@ qq3
qq5 qq5
stx v_audctl stx v_audctl
rmt_p5 rmt_p5
lda v_ainstrspeed ; lda v_ainstrspeed
.IF TARGET = 800
ldx #$10 ; pseudo stereo
bne SetPokey_OffsetX ; pseudo stereo
.ELSE
rts rts
.ENDIF
SetPokey SetPokey
ldy v_audctl ldx #0 ; POKEY registers offset (for stereo)
SetPokey_OffsetX
lda trackn_audf+0 lda trackn_audf+0
ldx trackn_audc+0 sta AUDF1,x
sta AUDF1 lda trackn_audc+0
stx AUDC1 sta AUDC1,x
lda trackn_audf+1 lda trackn_audf+1
ldx trackn_audc+1 sta AUDF2,x
sta AUDF2 lda trackn_audc+1
stx AUDC2 sta AUDC2,x
lda trackn_audf+2 lda trackn_audf+2
ldx trackn_audc+2 sta AUDF3,x
sta AUDF3 lda trackn_audc+2
stx AUDC3 sta AUDC3,x
lda trackn_audf+3 lda trackn_audf+3
ldx trackn_audc+3 sta AUDF4,x
sta AUDF4 lda trackn_audc+3
stx AUDC4 sta AUDC4,x
sty AUDCTL lda v_audctl
sta AUDCTL,x
rts rts
RMTPLAYEREND RMTPLAYEREND
+153
View File
@@ -0,0 +1,153 @@
; --- dmsc LZSS player routine
song_data
ins 'mmm_16.lzs'
song_end
buffers
.ds 256 * 9
POKEY2 = POKEY+$10 ; stereo
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Song Initialization - this runs in the first tick:
;
.proc init_song
; pokeys init
lda #3 ; stereo
sta POKEY+$0f ; stereo
sta POKEY2+$0f ; stereo
mva #1 bit_data
; Example: here initializes song pointer:
;mwa #song_data song_ptr
; Init all channels:
ldx #8
ldy #0
clear
; Read just init value and store into buffer and POKEY
jsr get_byte
sta POKEY, x
sta POKEY2,x ; stereo
sta stereo_buff,x ; stereo
sty chn_copy, x
cbuf
sta buffers + 255
inc cbuf + 2
dex
bpl clear
; Initialize buffer pointer:
sty bptr
sty cur_pos
rts
.endp
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Wait for next frame
;
.proc wait_frame
lda 20
delay
cmp 20
beq delay
.endp
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Play one frame of the song
;
.proc play_frame
ldx #8 ; stereo
@ lda stereo_buff,x ; stereo
sta POKEY2,x ; stereo
dex ;stereo
bpl @- ; stereo
lda #>buffers
sta bptr+1
lda song_data
sta chn_bits
ldx #8
; Loop through all "channels", one for each POKEY register
chn_loop:
lsr chn_bits
bcs skip_chn ; C=1 : skip this channel
lda chn_copy, x ; Get status of this stream
bne do_copy_byte ; If > 0 we are copying bytes
; We are decoding a new match/literal
lsr bit_data ; Get next bit
bne got_bit
jsr get_byte ; Not enough bits, refill!
ror ; Extract a new bit and add a 1 at the high bit (from C set above)
sta bit_data ;
got_bit:
jsr get_byte ; Always read a byte, it could mean "match size/offset" or "literal byte"
bcs store ; Bit = 1 is "literal", bit = 0 is "match"
sta chn_pos, x ; Store in "copy pos"
jsr get_byte
sta chn_copy, x ; Store in "copy length"
; And start copying first byte
do_copy_byte:
dec chn_copy, x ; Decrease match length, increase match position
inc chn_pos, x
ldy chn_pos, x
; Now, read old data, jump to data store
lda (bptr), y
store:
ldy cur_pos
sta POKEY,x ; Store to output and buffer
sta stereo_buff,x ; stereo
sta (bptr), y
skip_chn:
; Increment channel buffer pointer
inc bptr+1
dex
bpl chn_loop ; Next channel
inc cur_pos
.endp
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Check for ending of song and jump to the next frame
;
; not checking really so the tune gets funky :)))
;lda song_ptr + 1
;cmp #>song_end
;bne wait_frame
;lda song_ptr
;cmp #<song_end
;bne wait_frame
end_loop
rts
song_ptr = get_byte + 1
.proc get_byte
lda song_data+1
inc song_ptr
bne skip
inc song_ptr+1
skip
rts
.endp
stereo_buff ; stereo
.ds 9 ; stereo
Binary file not shown.
+73
View File
@@ -0,0 +1,73 @@
; ----------------------------------
; RastaConverter by Ilmenit v.Beta7
; ----------------------------------
missiles
.ds $100
player0
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.he 00 00 00 00 00 00 00 00 60 A0 26 1E 00 00 00 00
.he 08 04 0E 0E 0F 0F 1E 07 03 02 02 C7 D7 F7 F7 77
.he 77 37 F7 37 57 46 6E B0 B0 A0 C1 60 7C 1E 07 05
.he 01 03 03 07 07 19 1F 1B 1B B2 53 BB 43 D3 60 38
.he 01 7C 7B 41 C3 87 E7 85 75 02 C8 C8 9F 12 1E 9E
.he 1E 9E 9E 9E F2 EB BF 1F 3F C7 00 7F 7F 7F 7F 7F
.he 3F 3D 1D 0D 38 38 0F 1F 00 0C 04 04 08 10 E0 C0
.he E4 E2 E0 E8 E0 7A EE FD F4 78 7F 7B A1 31 C5 56
.he C6 D0 3C F7 90 CF 28 08 2C 3C 3C 3C 36 1D 14 36
.he 32 30 38 1C 1E 38 70 FC FB F3 FE 8F D7 EF 43 83
.he BA F9 F8 F8 1C 1C 0C 04 04 04 04 FA FB FA 30 70
.he 70 78 F8 38 3F 00 03 03 0B 0F 07 13 03 03 13 C0
.he CA 9A BF 9F 3F 5B 1F 9F FF CF 59 C4 0B EC 51 8F
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
player1
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.he 00 00 00 00 00 00 00 00 FE FE FE FE FE FF 03 03
.he FF FF FF FF FF 01 FF FF DF DF DF 0F 1F 0F 1F 0F
.he 1F 0F 1F 0E 1E CE DE DE FE 5F 3E 1E 83 C6 C3 C6
.he C3 C7 C7 43 E7 67 E7 77 7F 7F 3F 3F 7F 3F 3E 00
.he F0 3C E7 E0 60 E0 E0 E0 E0 E0 E0 E0 E0 E0 E0 77
.he 77 07 07 5F 07 7F C7 FF FF FF FF 3E FE 0C C0 C0
.he D8 C0 F0 C0 87 00 00 FC 01 00 20 20 50 10 50 5C
.he 4C 44 60 6C 3C 38 C0 C8 98 39 1D 1F 1E C8 00 01
.he 01 01 3F F2 F3 F6 E7 F7 D5 07 77 F7 FF FF DF 9F
.he 6F FF FF BF FF FF 48 80 80 80 80 FF FF FF FF FF
.he FF FF FF 7F 7F 7F 7F 5F DF FF FD FF FF FE F8 07
.he 67 3F 27 7F 27 3F 27 7F DF A0 F8 E4 F8 E4 FC E0
.he D8 E0 D8 20 95 E2 3F E0 7A E2 9E 81 5A CE 83 8C
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
player2
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.he 00 00 00 00 00 00 00 00 60 81 71 93 73 BB F9 BF
.he F8 BF FD FC FC FC FC 8C 0C 88 0C 8C 38 38 B8 3A
.he BA B8 3A BA BA B9 AC 0C CC 0C CC 1C 9C 7C 3C FC
.he FA FC FE FC F4 F2 F0 72 72 26 52 22 C2 06 C2 22
.he 38 C0 C0 0E 00 00 00 10 00 12 10 10 30 30 30 30
.he 70 30 10 30 FF EC 3F EC 3F EC 3F ED 3C EC 3F ED
.he 3F 6C 3F 2D 3F FE 10 18 1E 1E 1E 1C 1D E4 98 E4
.he E8 DC E8 38 20 50 A8 58 AB 7E 36 1B E0 02 21 10
.he 10 EC 20 05 EE 82 64 61 6D 24 6D 78 30 9C 75 5D
.he 5D 1D 3D 57 4D E7 E7 24 0A 0C 38 1A 08 08 0C 0C
.he 38 1C 18 0E 3E 3C 3E 3E 3E 3A 3A 3C 37 7A 3E 7E
.he 3E 3F 10 2A 19 3A 39 1B 19 38 3E 38 18 3B 00 E0
.he 50 C0 72 F8 68 DE 0A FF 1E 5A 1E 2B 16 FB DF FB
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
player3
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.he 00 00 00 00 00 00 00 00 06 DF CE FF 6E FF 60 47
.he 60 E7 C0 D0 D8 D0 D8 DE CE EE EE E4 E6 E4 F1 F4
.he F0 F0 D8 D8 D8 D0 D0 C6 C1 C6 D4 DF FF FF FF FE
.he FE FE FE FE FE FE FE FF FF FF FF FF FE FF FE FF
.he FF FE FE FF FF FF FF FF FF FF FF FC FE FF FF FF
.he FF FF FF FF FF FF FF FF FF FF FF 03 43 F2 DF FF
.he DD FF 9F FE BF FE 1E FE 1C FC FF 4E DE 2A 1C 00
.he 04 2F 10 8E CC 5C 80 D0 A0 40 20 00 3A 0F FE 16
.he 01 BB 5B DB 53 53 F3 F3 F3 E3 F3 F3 F3 F3 F6 FF
.he FF FF FF FF FF FF 15 E1 92 C2 36 6B FF FF FF FE
.he FE FA FC FA FC F8 FC FD 07 1F 2E 7F 7F FF 7F DF
.he 7F FF 7F DF 7F DF 7F FF 7F FF 3A FF E7 FF E7 7F
.he A7 FF 27 1F 0F 07 07 20 3F 3F 1F 38 F0 62 D0 E0
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
File diff suppressed because it is too large Load Diff
+41
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@@ -0,0 +1,41 @@
; ----------------------------------
; RastaConverter by Ilmenit v.Beta7
; ----------------------------------
; Initial values
lda #$0E
sta colpf0
lda #$96
sta colpf1
lda #$88
sta colpf2
lda #$00
sta COLBAK
lda #$74
sta COLPM0
lda #$EE
sta COLPM1
lda #$85
sta COLPM2
lda #$95
sta COLPM3
lda #$5E
sta HPOSP0
lda #$9F
sta HPOSP1
lda #$45
sta HPOSP2
lda #$30
sta HPOSP3
lda #$0
ldx #$0
ldy #$0
; Set proper count of wsyncs
:2 sta wsync
; Set proper picture height
PIC_HEIGHT = 200
Binary file not shown.

After

Width:  |  Height:  |  Size: 109 KiB

+282
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@@ -0,0 +1,282 @@
/***************************************/
/* Use MADS http://mads.atari8.info/ */
/* Mode: GED- (bitmap mode) */
/***************************************/
icl "splash.h"
; --- dmsc LZSS player routine on zero page
org $80
chn_copy .ds 9
chn_pos .ds 9
bptr .ds 2
cur_pos .ds 1
chn_bits .ds 1
bit_data .ds 1
; ---
org $00
fcnt .ds 2
fadr .ds 2
fhlp .ds 2
cloc .ds 1
regA .ds 1
regX .ds 1
regY .ds 1
byt2 .ds 1
zc .ds ZCOLORS
* --- BASIC switch OFF
org $2000\ mva #$ff portb\ rts\ ini $2000
* --- MAIN PROGRAM
org $2010
IFT PIC_HEIGHT>=204
scr ins "output.png.mic", 0, 8160
:16 .byte 0
ins "output.png.mic" , +8160
ELS
scr ins "output.png.mic"
EIF
.ifdef nil_used
nil :8*40 brk
eif
.ALIGN $0400
ant ANTIC_PROGRAM scr,ant
fnt
ift USESPRITES
.ALIGN $0800
.ds $0300
pmg SPRITES
eif
FontSplash
ins '../../artwork/weapons_AW6_mod.fnt' ; 'artwork/weapons.fnt'
mother
; dta d" The Mother of All Games "
dta d" Father Unknown of All Games "
icl "lzss_player.asm" ; player (and data) for splash music
main
jsr init_song
* --- init PMG
ift USESPRITES
mva >pmg pmbase ;missiles and players data address
mva #$03 pmcntl ;enable players and missiles
eif
lda:cmp:req $14 ;wait 1 frame
sei ;stop interrups
mva #$00 nmien ;stop all interrupts
mva #$fe portb ;switch off ROM to get 16k more ram
ZPINIT
////////////////////
// RASTER PROGRAM //
////////////////////
; jmp line239
jmp raster_program_end
LOOP lda vcount ;synchronization for the first screen (picture) line
cmp #$02
;sta colpf0
;sta colpm0
;sta colbak
bne LOOP
mva #%00111110 dmactl ;set new screen width
mva <ant dlptr
mva >ant dlptr+1
icl "output.png.rp.ini"
;--- 16 lines down ---- !!!
:16 sta wsync
; wait 13 cycles !!!
:4 nop
inc byt2
;--- wait 18 cycles
; jsr _rts
; inc byt3
;--- set global offset (23 cycles)
jsr _rts
cmp byt3\ pha:pla
;--- empty line
jsr wait54cycle
inc byt2
icl "output.png.rp"
raster_program_end
lda >FontSplash
sta chbase
c0 lda #$00
sta colbak
c1 lda #$00
sta colpf0
c2 lda #$02
sta colpf1
c3 lda #$08
sta colpf2
c4 lda #$00
sta colpf3
s0 lda #$03
sta sizep0
sta sizep1
sta sizep2
sta sizep3
mva #$ff sizem
sta grafm
mva #$20 hposm0
mva #$28 hposm1
mva #$d0 hposm2
mva #$d8 hposm3
mva #$02 pmcntl
lda #$14
sta gtictl
//--------------------
// EXIT
//--------------------
lda trig0 ; FIRE #0
beq stop
lda trig1 ; FIRE #1
beq stop
lda consol ; START
and #1
beq stop
lda skctl ; ANY KEY
and #$04
bne skp
stop mva #$00 pmcntl ;PMG disabled
tax
sta:rne hposp0,x+
; silent
lda #0
ldx #8
@ sta POKEY,x
sta POKEY2,x ; stereo
dex
bpl @-
;no glitching please (issue #67)
lda #0
sta $D400 ;dmactl
sta $022F ;dmactls
mva #$ff portb ;ROM switch on
mva #$40 nmien ;only NMI interrupts, DLI disabled
cli ;IRQ enabled
rts ;return to ... DOS
skp
//--------------------
jsr play_frame
jmp LOOP
;---
wait54cycle
:2 inc byt2
wait44cycle
inc byt3
nop
wait36cycle
inc byt3
jsr _rts
wait18cycle
inc byt3
_rts rts
byt3 brk
;---
.MACRO ANTIC_PROGRAM
dta $70,$70
:+8 dta $4e,a(:1+$0000+#*40)
:+8 dta $4e,a(:1+$0140+#*40)
:+8 dta $4e,a(:1+$0280+#*40)
:+8 dta $4e,a(:1+$03C0+#*40)
:+8 dta $4e,a(:1+$0500+#*40)
:+8 dta $4e,a(:1+$0640+#*40)
:+8 dta $4e,a(:1+$0780+#*40)
:+8 dta $4e,a(:1+$08C0+#*40)
:+8 dta $4e,a(:1+$0A00+#*40)
:+8 dta $4e,a(:1+$0B40+#*40)
:+8 dta $4e,a(:1+$0C80+#*40)
:+8 dta $4e,a(:1+$0DC0+#*40)
:+8 dta $4e,a(:1+$0F00+#*40)
:+8 dta $4e,a(:1+$1040+#*40)
:+8 dta $4e,a(:1+$1180+#*40)
:+8 dta $4e,a(:1+$12C0+#*40)
:+8 dta $4e,a(:1+$1400+#*40)
:+8 dta $4e,a(:1+$1540+#*40)
:+8 dta $4e,a(:1+$1680+#*40)
:+8 dta $4e,a(:1+$17C0+#*40)
:+8 dta $4e,a(:1+$1900+#*40)
:+8 dta $4e,a(:1+$1A40+#*40)
:+8 dta $4e,a(:1+$1B80+#*40)
:+8 dta $4e,a(:1+$1CC0+#*40)
:+8 dta $4e,a(:1+$1E00+#*40)
; :+4 dta $4e,a(:1+$1F40+#*40)
; :+4 dta $4e,a(:1+$1FF0+#*40)
; :+8 dta $4e,a(:1+$2090+#*40)
; :+8 dta $4e,a(:1+$21D0+#*40)
; :+8 dta $4e,a(:1+$2310+#*40)
; :+8 dta $4e,a(:1+$2450+#*40)
dta $00
dta $42,a(mother)
dta $41,a(:2)
.ENDM
CL
.MACRO ZPINIT
.ENDM
ZCOLORS = 0
;---
ini main
;---
opt l-
.MACRO SPRITES
icl "output.png.pmg"
.ENDM
USESPRITES = 1
+55
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@@ -0,0 +1,55 @@
.enum @@dmactl
blank = %00
narrow = %01
standard= %10
wide = %11
missiles= %100
players = %1000
lineX1 = %10000
lineX2 = %00000
dma = %100000
.ende
.enum @@pmcntl
missiles= %1
players = %10
trigs = %100
.ende
.enum @@gtictl
prior0 = %0
prior1 = %1
prior2 = %10
prior4 = %100
prior8 = %1000
ply5 = %10000 ; Fifth Player Enable
mlc = %100000 ; Multiple Color Player Enable
mode9 = %01000000
mode10 = %10000000
mode11 = %11000000
.ende
* ---------------------------------------------------------------------------------------------
* --- GTIA
* ---------------------------------------------------------------------------------------------
gtictl = PRIOR ; rejestr kontroli uk³adu GTIA
gtiactl = gtictl
pmcntl = GRACTL ; rejestr kontroli graczy i pocisków
* ---------------------------------------------------------------------------------------------
* --- POKEY
* ---------------------------------------------------------------------------------------------
irqens = $0010 ; rejestr-cieñ IRQEN
irqstat = $0011 ; rejestr-cieñ IRQST
skstres = SKRES ; rejestr statusu z³¹cza szeregowego (Z)
* ---------------------------------------------------------------------------------------------
* --- ANTIC
* ---------------------------------------------------------------------------------------------
chrctl = CHACTL ; rejestr kontroli wyœwietlania znaków
+68 -66
View File
@@ -53,79 +53,81 @@ L49 dta d"DIE, TANK-SCUM!"
L50 dta d"I'M GONNA BREAK YOUR FACE!" L50 dta d"I'M GONNA BREAK YOUR FACE!"
L51 dta d"MAMA SAID KNOCK YOU OUT!" L51 dta d"MAMA SAID KNOCK YOU OUT!"
L52 dta d"I HOPE YOU ENJOY PAIN!" L52 dta d"I HOPE YOU ENJOY PAIN!"
L53 dta d"HOW'D YOU LIKE ONE ACROSS YOUR LIPS?" ;(sanford and son)
;-------------------------------- ;--------------------------------
L53 dta d"PARTING IS SUCH SWEET SORROW... NOT!" L54 dta d"PARTING IS SUCH SWEET SORROW... NOT!"
L54 dta d"UGH!" L55 dta d"UGH!"
L55 dta d"AARGH!" L56 dta d"AARGH!"
L56 dta d"AAAGGHHH!" L57 dta d"AAAGGHHH!"
L57 dta d"I'M MELTING!" L58 dta d"I'M MELTING!"
L58 dta d"OOF.." L59 dta d"OOF.."
L59 dta d"OH!" L60 dta d"OH!"
L60 dta d"EEEK!" L61 dta d"EEEK!"
L61 dta d"AACCH!" L62 dta d"AACCH!"
L62 dta d"I HATE IT WHEN THAT HAPPENS." L63 dta d"I HATE IT WHEN THAT HAPPENS."
L63 dta d"ONE DIRECT HIT CAN RUIN YOUR WHOLE DAY." L64 dta d"ONE DIRECT HIT CAN RUIN YOUR WHOLE DAY."
L64 dta d"OH NO!" L65 dta d"OH NO!"
L65 dta d"NOT ME!" L66 dta d"NOT ME!"
L66 dta d"OUCH." L67 dta d"OUCH."
L67 dta d"OH NO, NOT AGAIN." L68 dta d"OH NO, NOT AGAIN."
L68 dta d"ANOTHER ONE BITES THE DUST." L69 dta d"ANOTHER ONE BITES THE DUST."
L69 dta d"GOODBYE." L70 dta d"GOODBYE."
L70 dta d"HELP ME!" L71 dta d"HELP ME!"
L71 dta d"FAREWELL, CRUEL WORLD." L72 dta d"FAREWELL, CRUEL WORLD."
L72 dta d"REMEMBER THE ALAMO!" L73 dta d"REMEMBER THE ALAMO!"
L73 dta d"OH MAN!" L74 dta d"OH MAN!"
L74 dta d"DOOUGH!" L75 dta d"DOOUGH!"
L75 dta d"ANOTHER DAY, ANOTHER BOMB." L76 dta d"ANOTHER DAY, ANOTHER BOMB."
L76 dta d"THIS IS THE END, MY ONLY FRIEND." L77 dta d"THIS IS THE END, MY ONLY FRIEND."
L77 dta d"VERY FUNNY." L78 dta d"VERY FUNNY."
L78 dta d"THE FAT LADY SANG." L79 dta d"THE FAT LADY SANG."
L79 dta d"WHY DOES EVERYTHING HAPPEN TO ME?" L80 dta d"WHY DOES EVERYTHING HAPPEN TO ME?"
L80 dta d"I'M GOING DOWN." L81 dta d"I'M GOING DOWN."
L81 dta d"I'VE GOT A BAD FEELING ABOUT THIS." L82 dta d"I'VE GOT A BAD FEELING ABOUT THIS."
L82 dta d"CRAPOLA." L83 dta d"CRAPOLA."
L83 dta d"POW!" L84 dta d"POW!"
L84 dta d"BIF!" L85 dta d"BIF!"
L85 dta d"BAM!" L86 dta d"BAM!"
L86 dta d"ZONK!" L87 dta d"ZONK!"
L87 dta d"I SHOULD'VE LISTENED TO MY MOTHER..." L88 dta d"I SHOULD'VE LISTENED TO MY MOTHER..."
L88 dta d"I WALK THROUGH THE VALLEY OF THE SHADOW..." L89 dta d"I WALK THROUGH THE VALLEY OF THE SHADOW..."
L89 dta d"WHAT WAS THAT NOISE?" L90 dta d"WHAT WAS THAT NOISE?"
L90 dta d"MAMA SAID THERE'D BE DAYS LIKE THIS." L91 dta d"MAMA SAID THERE'D BE DAYS LIKE THIS."
L91 dta d"ITS JUST ONE OF THOSE DAYS..." L92 dta d"ITS JUST ONE OF THOSE DAYS..."
L92 dta d"I SEE A BRIGHT LIGHT..." L93 dta d"I SEE A BRIGHT LIGHT..."
L93 dta d"MOMMY? IS THAT YOU?" L94 dta d"MOMMY? IS THAT YOU?"
L94 dta d"I LET YOU HIT ME!" L95 dta d"I LET YOU HIT ME!"
L95 dta d"SUCKER SHOT!" L96 dta d"SUCKER SHOT!"
L96 dta d"I DIDN'T WANT TO LIVE ANYWAY." L97 dta d"I DIDN'T WANT TO LIVE ANYWAY."
L97 dta d"-<SOB>-" L98 dta d"-<SOB>-"
L98 dta d"WAS THAT AS CLOSE AS I THINK IT WAS?" L99 dta d"WAS THAT AS CLOSE AS I THINK IT WAS?"
L99 dta d"JOIN THE ARMY, SEE THE WORLD THEY SAID." L100 dta d"JOIN THE ARMY, SEE THE WORLD THEY SAID."
L100 dta d"IT WASN'T JUST A JOB IT WAS AN ADVENTURE!" L101 dta d"IT WASN'T JUST A JOB IT WAS AN ADVENTURE!"
L101 dta d"I DIDN'T LIKE VIOLENCE ANYWAY!" L102 dta d"I DIDN'T LIKE VIOLENCE ANYWAY!"
L102 dta d"I THOUGHT YOU LIKED ME?" L103 dta d"I THOUGHT YOU LIKED ME?"
L103 dta d"CTO XYEB" L104 dta d"CTO XYEB"
L104 dta d"I THINK THIS GUY'S A LITTLE CRAZY." L105 dta d"I THINK THIS GUY'S A LITTLE CRAZY."
L105 dta d"SOMEHOW I DON'T FEEL LIKE KILLING ANYMORE." L106 dta d"SOMEHOW I DON'T FEEL LIKE KILLING ANYMORE."
L106 dta d"HEY! KILLIN' AIN'T COOL." L107 dta d"HEY! KILLIN' AIN'T COOL."
L107 dta d"GEE... THANKS." L108 dta d"GEE... THANKS."
L108 dta d"I'VE FALLEN AND I CAN'T GET UP!" L109 dta d"I'VE FALLEN AND I CAN'T GET UP!"
L109 dta d"911?" L110 dta d"911?"
L110 dta d"OH NO! HERE I BLOW AGAIN!" L111 dta d"OH NO! HERE I BLOW AGAIN!"
L111 dta d"I'LL BE BACK..." L112 dta d"I'LL BE BACK..."
L112 dta d"HEY - I'VE GOT LAWYERS." L113 dta d"HEY - I'VE GOT LAWYERS."
L113 dta d"TIME TO CALL 1-900-SUE-TANK." L114 dta d"TIME TO CALL 1-900-SUE-TANK."
L115 dta d"YOU BIG DUMMY!" ;(sanford and son)
LEND LEND
OffensiveTextTableL OffensiveTextTableL
dta <L0,<L1,<L2,<L3,<L4,<L5,<L6,<L7,<L8,<L9,<L10,<L11,<L12,<L13,<L14,<L15,<L16,<L17,<L18,<L19,<L20,<L21,<L22,<L23,<L24,<L25,<L26,<L27,<L28,<L29,<L30,<L31,<L32,<L33,<L34,<L35,<L36,<L37,<L38,<L39,<L40,<L41,<L42,<L43,<L44,<L45,<L46,<L47,<L48,<L49,<L50,<L51,<L52 dta <L0,<L1,<L2,<L3,<L4,<L5,<L6,<L7,<L8,<L9,<L10,<L11,<L12,<L13,<L14,<L15,<L16,<L17,<L18,<L19,<L20,<L21,<L22,<L23,<L24,<L25,<L26,<L27,<L28,<L29,<L30,<L31,<L32,<L33,<L34,<L35,<L36,<L37,<L38,<L39,<L40,<L41,<L42,<L43,<L44,<L45,<L46,<L47,<L48,<L49,<L50,<L51,<L52,<L53
dta <L53,<L54,<L55,<L56,<L57,<L58,<L59,<L60,<L61,<L62,<L63,<L64,<L65,<L66,<L67,<L68,<L69,<L70,<L71,<L72,<L73,<L74,<L75,<L76,<L77,<L78,<L79,<L80,<L81,<L82,<L83,<L84,<L85,<L86,<L87,<L88,<L89,<L90,<L91,<L92,<L93,<L94,<L95,<L96,<L97,<L98,<L99,<L100,<L101,<L102,<L103,<L104,<L105,<L106,<L107,<L108,<L109,<L110,<L111,<L112,<L113 dta <L54,<L55,<L56,<L57,<L58,<L59,<L60,<L61,<L62,<L63,<L64,<L65,<L66,<L67,<L68,<L69,<L70,<L71,<L72,<L73,<L74,<L75,<L76,<L77,<L78,<L79,<L80,<L81,<L82,<L83,<L84,<L85,<L86,<L87,<L88,<L89,<L90,<L91,<L92,<L93,<L94,<L95,<L96,<L97,<L98,<L99,<L100,<L101,<L102,<L103,<L104,<L105,<L106,<L107,<L108,<L109,<L110,<L111,<L112,<L113,<L114,<L115
dta <LEND dta <LEND
OffensiveTextTableH OffensiveTextTableH
dta >L0,>L1,>L2,>L3,>L4,>L5,>L6,>L7,>L8,>L9,>L10,>L11,>L12,>L13,>L14,>L15,>L16,>L17,>L18,>L19,>L20,>L21,>L22,>L23,>L24,>L25,>L26,>L27,>L28,>L29,>L30,>L31,>L32,>L33,>L34,>L35,>L36,>L37,>L38,>L39,>L40,>L41,>L42,>L43,>L44,>L45,>L46,>L47,>L48,>L49,>L50,>L51,>L52 dta >L0,>L1,>L2,>L3,>L4,>L5,>L6,>L7,>L8,>L9,>L10,>L11,>L12,>L13,>L14,>L15,>L16,>L17,>L18,>L19,>L20,>L21,>L22,>L23,>L24,>L25,>L26,>L27,>L28,>L29,>L30,>L31,>L32,>L33,>L34,>L35,>L36,>L37,>L38,>L39,>L40,>L41,>L42,>L43,>L44,>L45,>L46,>L47,>L48,>L49,>L50,>L51,>L52,>L53
dta >L53,>L54,>L55,>L56,>L57,>L58,>L59,>L60,>L61,>L62,>L63,>L64,>L65,>L66,>L67,>L68,>L69,>L70,>L71,>L72,>L73,>L74,>L75,>L76,>L77,>L78,>L79,>L80,>L81,>L82,>L83,>L84,>L85,>L86,>L87,>L88,>L89,>L90,>L91,>L92,>L93,>L94,>L95,>L96,>L97,>L98,>L99,>L100,>L101,>L102,>L103,>L104,>L105,>L106,>L107,>L108,>L109,>L110,>L111,>L112,>L113 dta >L54,>L55,>L56,>L57,>L58,>L59,>L60,>L61,>L62,>L63,>L64,>L65,>L66,>L67,>L68,>L69,>L70,>L71,>L72,>L73,>L74,>L75,>L76,>L77,>L78,>L79,>L80,>L81,>L82,>L83,>L84,>L85,>L86,>L87,>L88,>L89,>L90,>L91,>L92,>L93,>L94,>L95,>L96,>L97,>L98,>L99,>L100,>L101,>L102,>L103,>L104,>L105,>L106,>L107,>L108,>L109,>L110,>L111,>L112,>L113,>L114,>L115
dta >LEND dta >LEND
NumberOfOffensiveTexts=54 NumberOfOffensiveTexts=54
NumberOfDeffensiveTexts=60 NumberOfDeffensiveTexts=62
.endp .endp
hoverFull dta d"MY HOVERCRAFT IS FULL OF EELS!" hoverFull dta d"MY HOVERCRAFT IS FULL OF EELS!"
hoverFullEnd hoverFullEnd
Binary file not shown.
+32 -9
View File
@@ -67,10 +67,14 @@ GradientAddrL
.by <dliColorsFore, <dliColorsFore, <dliColorsFore2 .by <dliColorsFore, <dliColorsFore, <dliColorsFore2
GradientAddrH GradientAddrH
.by >dliColorsFore, >dliColorsFore, >dliColorsFore2 .by >dliColorsFore, >dliColorsFore, >dliColorsFore2
dliColorsFore2 dliColorsFore2 ; colors for NTSC
.by $0a ; one mountains color .by $0a ; one mountains color
.by $7e,$7a,$7c,$6a,$6c,$58,$5a,$48,$4a,$38 .by $7e,$7a,$7c,$6a,$6c,$58,$5a,$48,$4a,$38
.by $3a,$16,$18,$e6,$e8,$d4,$d6,$b4,$b6,$b6 .by $3a,$16,$18,$e6,$e8,$d4,$d6,$b4,$b6,$b6
dliColorsFore2PAL ; colors for PAL
.by $0a ; one mountains color
.by $7e,$7a,$7c,$6a,$6c,$58,$5a,$48,$4a,$38
.by $3a,$16,$18,$e6,$e8,$c4,$c6,$a4,$a6,$a6
;----------- ;-----------
pmtableL ; addressess of the P/M memory for 6 tanks pmtableL ; addressess of the P/M memory for 6 tanks
@@ -211,8 +215,8 @@ SlideLeftTable
.BY %00000101 .BY %00000101
.BY %00000110 .BY %00000110
.BY %00000111 .BY %00000111
.BY %00001100 ; .BY %00001100
SlideLeftTableLen = *-SlideLeftTable
;------------------------------------------------- ;-------------------------------------------------
TanksNamesDefault TanksNamesDefault
dta d"1st.Tank" dta d"1st.Tank"
@@ -546,7 +550,22 @@ DefensiveEnergy = *-(last_offensive_____ - first_offensive____ +1) ; to fake th
.by 00 ; Auto Defense .by 00 ; Auto Defense
.by 00 ; Spy Hard .by 00 ; Spy Hard
weaponsOfDeath ; weapons used in tank death animations weaponsOfDeath ; weapons used in tank death animations
dta 1,2,3,7,17,18,19,20,21,22,23,24,25,26,27 dta ind_Missile________
dta ind_Baby_Nuke______
dta ind_Nuke___________
dta ind_Death_s_Head___
dta ind_Hot_Napalm_____ ; why not?
dta ind_Riot_Bomb______
dta ind_Heavy_Riot_Bomb
dta ind_Baby_Digger____
dta ind_Digger_________
dta ind_Heavy_Digger___
dta ind_Baby_Sandhog___
dta ind_Sandhog________
dta ind_Heavy_Sandhog__
dta ind_Dirt_Clod______
dta ind_Dirt_Ball______
dta ind_Ton_of_Dirt____
weaponsOfDeathEnd weaponsOfDeathEnd
joyToKeyTable joyToKeyTable
.by $ff ;00 .by $ff ;00
@@ -619,12 +638,13 @@ CreditsStart
dta d"Ar",d"t"* dta d"Ar",d"t"*
dta d"Adam Wachowsk",d"i"* dta d"Adam Wachowsk",d"i"*
.IF target != 5200 .IF target != 5200
dta d"Krzysztof 'Kaz' Ziembi",d"k"* dta d"Roman 'xorcerer' Fierfa",d"s"*
.ENDIF .ENDIF
dta d" "* dta d" "*
dta d"Ideas, help and Q",d"A"* dta d"Ideas, help and Q",d"A"*
dta d"Bocianu, Probabilitydragon, EnderDude",d","* dta d"Bocianu, Probabilitydragon",d","*
dta d"Beeblebrox, KrzysRog, lopezpb, Dracon",d","* dta d"EnderDude, Dracon",d","*
dta d"Beeblebrox, KrzysRog, lopezpb",d","*
dta d"brad-colbert, archon800, nowy80",d","* dta d"brad-colbert, archon800, nowy80",d","*
dta d"Shaggy the Atarian, RetroBorsuk, ZPH" dta d"Shaggy the Atarian, RetroBorsuk, ZPH"
.IF target = 5200 .IF target = 5200
@@ -637,6 +657,9 @@ CreditsStart
dta d" "* dta d" "*
dta d"Additional testin",d"g"* dta d"Additional testin",d"g"*
dta d"Arek and Alex Peck",d"o"* dta d"Arek and Alex Peck",d"o"*
dta d" "*
dta d"Special thank",d"s"*
dta d"Krzysztof 'Kaz' Ziembi",d"k"*
.IF target != 5200 .IF target != 5200
dta d" "* dta d" "*
dta d"Stay tuned for the FujiNet version",d"!"* dta d"Stay tuned for the FujiNet version",d"!"*
@@ -644,9 +667,9 @@ CreditsStart
dta d" "* dta d" "*
CreditsEnd CreditsEnd
.IF target = 5200 .IF target = 5200
CreditsLines=38 CreditsLines=34 + 7; add 7 for scrollout
.ELSE .ELSE
CreditsLines=42 ; 34 in reality. add 7? CreditsLines=40 + 7 ; add 7 for scrollout
.ENDIF .ENDIF
.IF target = 5200 .IF target = 5200
; Atari 5200 splash ; Atari 5200 splash
+1
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@@ -145,6 +145,7 @@ last_defensive_____ = ind_Spy_Hard_______
last_real_defensive = ind_Bouncy_Castle__ last_real_defensive = ind_Bouncy_Castle__
number_of_offensives = last_offensive_____ - first_offensive____+1 number_of_offensives = last_offensive_____ - first_offensive____+1
number_of_defensives = (last_defensive_____ - first_defensive____+1) number_of_defensives = (last_defensive_____ - first_defensive____+1)
number_of_weapons = number_of_offensives + number_of_defensives
;-------------------------------- ;--------------------------------
; names of RMT instruments (sfx) ; names of RMT instruments (sfx)
;-------------------------------- ;--------------------------------
+20 -13
View File
@@ -12,8 +12,14 @@ OptionsScreen
dta d" (un)2000-2023" 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 "
dta d" and press (Return) to proceed " dta $fe,$dc,$dd,$ff ; cursors in inverse
dta d" and "
dta d"Tab"*
dta d" "
dta d" Press "
dta d"Return"*
dta d" to proceed "
.ELIF TARGET = 5200 .ELIF TARGET = 5200
dta d" Please select option with joystick one " dta d" Please select option with joystick one "
dta d" and press FIRE to proceed " dta d" and press FIRE to proceed "
@@ -32,20 +38,21 @@ NameScreen3
dta d" Human/Atari (difficulty level) " dta d" Human/Atari (difficulty level) "
NameScreen5 NameScreen5
.IF TARGET = 800 .IF TARGET = 800
dta d" " dta d"TAB"*
dta d"TAB"* dta d" - Port nr "
dta d" - Port nr " dta $fe,$dc,$dd,$ff ; cursors in inverse
dta d"Joy"* dta d" - Difficulty"
dta d" - Difficulty " dta d" "
dta d" " dta d"INV"*
dta d"Return"* dta d" - Shape "
dta d" - Proceed " dta d"Return"*
dta d" - Proceed "
.ELIF TARGET = 5200 .ELIF TARGET = 5200
dta d" " dta d" "
dta d"(5)"* dta d"(5)"*
dta d" - Port nr " dta d" - Port/Shape "
dta d"Joy"* dta d"Joy"*
dta d" - Difficulty " dta d" - Diffic. "
dta d" " dta d" "
dta d"FIRE"* dta d"FIRE"*
dta d" - Proceed " dta d" - Proceed "
+429 -18
View File
@@ -5,6 +5,8 @@
;-------------------------------------------------- ;--------------------------------------------------
.proc draw ;;fuxxing good draw :) .proc draw ;;fuxxing good draw :)
; xdraw,ydraw (word) - coordinates of first point
; xbyte,ybyte (word) - coordinates of last point
;-------------------------------------------------- ;--------------------------------------------------
;creditz to Dr Jankowski / MIM U.W. ;creditz to Dr Jankowski / MIM U.W.
; (xi,yi)-----(xk,yk) ; (xi,yi)-----(xk,yk)
@@ -291,6 +293,8 @@ EndOfDraw
;-------------------------------------------------- ;--------------------------------------------------
.proc circle ;fxxxing good circle drawing :) .proc circle ;fxxxing good circle drawing :)
; xdraw,ydraw (word) - coordinates of circle center
; radius (byte) - radius of circle
;-------------------------------------------------- ;--------------------------------------------------
;Turbo Basic source ;Turbo Basic source
; R=30 ; R=30
@@ -551,16 +555,20 @@ NotHigherByte02
sec sec
lda xtankstableL,x lda xtankstableL,x
sbc #$0f sbc #$0f
; and clear lowest bit to be sure that the X coordinate is even
; (this is to have P/M background look nice)
; "AND" does not change "Carry" bit.
; x correction for P/M
; --
.IF XCORRECTION_FOR_PM = 1
and #$fe
.ENDIF
; --
sta xtankstableL,x sta xtankstableL,x
bcs NotHigherByte01 bcs NotHigherByte01
dec xtankstableH,x dec xtankstableH,x
NotHigherByte01 NotHigherByte01
; and clear lowest bit to be sure that the X coordinate is even
; (this is to have P/M background look nice)
lda xtankstableL,x
and #$fe
sta xtankstableL,x
inx inx
Cpx NumberOfPlayers Cpx NumberOfPlayers
bne StillRandomize02 bne StillRandomize02
@@ -1132,7 +1140,7 @@ OneTimeParachute
jmp EndOfFCycle jmp EndOfFCycle
NoFallingDown NoFallingDown
; check direction (left or right) ; check direction (left or right)
ldy #7 ; SlideLeftTable length -1 (from 0 to 7) ldy #SlideLeftTableLen-1 ; SlideLeftTable length -1 (from 0 to 7)
@ lda SlideLeftTable,y @ lda SlideLeftTable,y
cmp UnderTank1 cmp UnderTank1
beq FallingLeft beq FallingLeft
@@ -1208,7 +1216,10 @@ DoNotDrawParachute
; If it is odd then it must be corrected because otherwise ; If it is odd then it must be corrected because otherwise
; P/M graphics background would not look OK ; P/M graphics background would not look OK
; ldx TankNr ; ldx TankNr
lda XtanksTableL,x ; x correction for P/M
; --
.IF XCORRECTION_FOR_PM = 1
lda XtanksTableL,x
and #$01 and #$01
beq EndOfFall ; if it is even then it is the end beq EndOfFall ; if it is even then it is the end
; and if not, we push it one pixel the way it was falling before ; and if not, we push it one pixel the way it was falling before
@@ -1222,6 +1233,8 @@ ForceFallLeft
sta UnderTank1 sta UnderTank1
sty UnderTank2 sty UnderTank2
jmp TankFallsX jmp TankFallsX
.ENDIF
; --
EndOfFall EndOfFall
mva #1 Erase mva #1 Erase
; ldx TankNr ; ldx TankNr
@@ -1280,7 +1293,7 @@ drawmountainsloop
beq NoMountain beq NoMountain
sta ydraw sta ydraw
sty ydraw+1 sty ydraw+1
; jsr DrawLine .IF FASTER_GRAF_PROCS = 1
; there was Drawline proc ; there was Drawline proc
lda #screenheight lda #screenheight
sec sec
@@ -1299,6 +1312,16 @@ drawmountainsloop
dec tempbyte01 dec tempbyte01
bne @- bne @-
; end of Drawline proc ; end of Drawline proc
.ELSE
; there was Drawline proc
drawline
jsr plot.MakePlot
inc ydraw
lda ydraw
cmp #screenheight
bne drawline
; end of Drawline proc
.ENDIF
NoMountain NoMountain
inw modify inw modify
inw xdraw inw xdraw
@@ -1849,6 +1872,7 @@ CopyMask
dey dey
bpl CopyMask bpl CopyMask
.IF FASTER_GRAF_PROCS = 1
; calculating coordinates from xdraw and ydraw ; calculating coordinates from xdraw and ydraw
mwa xdraw xbyte mwa xdraw xbyte
@@ -1913,6 +1937,44 @@ CharLoopi
inx inx
cpx #8 cpx #8
bne CharLoopi bne CharLoopi
.ELSE
mvx #7 temp ; line counter (Y)
CharLoop1
mva #7 temp+1 ; pixel counter (X)
CharLoop2
mva #0 color
rol mask1,x
bcc NoMaskNoPlot
rol char1,x
bcs NoPlot
MakeCharPlot
lda Erase
bne ErasingChar
inc color
ErasingChar
NoPlot
jsr plot.MakePlot
AfterCharPlot
inw xdraw
ldx temp
dec temp+1
bpl CharLoop2
sec
sbw xdraw #8
dec ydraw
ldx temp
dex
stx temp
bpl CharLoop1
clc
lda ydraw
adc #8
sta ydraw
bne EndPutChar
NoMaskNoPlot
rol char1,x
jmp AfterCharPlot
.ENDIF
EndPutChar EndPutChar
rts rts
.endp .endp
@@ -1970,6 +2032,7 @@ GetUpper4bits
dex dex
bpl CopyChar bpl CopyChar
.IF FASTER_GRAF_PROCS = 1
; calculating coordinates from xdraw and ydraw ; calculating coordinates from xdraw and ydraw
mwa dx xbyte mwa dx xbyte
@@ -2029,10 +2092,357 @@ PutInColor0_2
inx inx
cpx #4 cpx #4
bne CharLoopi4x4 bne CharLoopi4x4
.ELSE
mwa xdraw char2
mwa ydraw mask2
mva color mask2+2
mwa dx xdraw
mwa dy ydraw
mvx #3 temp ; line counter (Y)
CharLoop1
mva #3 temp+1 ; pixel counter (X)
CharLoop2
mva #0 color
rol mask1,x
bcc NoMaskNoPlot
rol char1,x
bcs NoPlot
MakeCharPlot
lda plot4x4color
beq ErasingChar
inc color
ErasingChar
NoPlot
jsr plot.MakePlot
AfterCharPlot
inw xdraw
ldx temp
dec temp+1
bpl CharLoop2
sec
sbw xdraw #4
dec ydraw
ldx temp
dex
stx temp
bpl CharLoop1
mwa char2 xdraw
mwa mask2 ydraw
mva mask2+2 color
bpl EndPut4x4
NoMaskNoPlot
rol char1,x
jmp AfterCharPlot
.ENDIF
EndPut4x4 EndPut4x4
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 ;
; Displays texts using PutChar4x4 above tank and mountains.
; Pretty cool, eh!
;parameters are:
;Y - number of tank above which text is displayed
;fx - length of text
;LineAddress4x4 - address of the text
;lets calculate position of the text first!
;that's easy because we have number of tank
;and xtankstableL and H keep X position of a given tank
lda xtankstableL,y
sta temp
lda xtankstableH,y
sta temp+1
;now we should substract length of the text-1
;temp2 = (fx-1)*2
ldy fx
dey
tya
asl
sta temp2
mva #0 temp2+1
;now we have HALF length in pixels
;stored in temp2
;here we assume max length of text
;to display is 127 chars, but later it turns out it must be max 63!
sbw temp temp2 ; here begin of the text is in TEMP !!!!
;now we should check overflows
;lda temp+1 ; opty
bpl DOTNnotLessThanZero
;less than zero, so should be zero
mwa #0 temp
beq DOTNnoOverflow
DOTNnotLessThanZero
;so check if end larger than screenwidth
lda fx
asl
asl
;length in pixels -
;text length max 63 chars !!!!!!!!
clc
adc temp
sta temp2
lda #0
adc temp+1
sta temp2+1
;now in temp2 is end of the text in pixels
;so check if not greater than screenwitdth
cpw temp2 #screenwidth
bcc DOTNnoOverflow
;if end is greater than screenwidth
;then screenwidth - length is fine
lda fx
asl
asl
sta temp
mva #0 temp+1
sec
lda #<(screenwidth-1)
sbc temp
sta temp
lda #>(screenwidth-1)
sbc temp+1
sta temp+1
DOTNnoOverflow
;here in temp we have really good x position of text
mwa temp LineXdraw
;now let's get y position
;we will try to put text as low as possible
;just above mountains (so mountaintable will be checked)
lda fx
asl
asl
tay
;in temp there still is X position of text
;if we add temp and Y we will get end of the text
;so, lets go through mountaintable and look for
;the lowest value within
;Mountaitable+temp and Mountaitable+temp+Y
adw temp #MountainTable
mva #screenheight temp2 ;initialisation of the lowest value
DOTLowestMountainValueLoop
lda (temp),y
cmp temp2
bcs DOTOldLowestValue ;old lowest value
;new lowest value
sta temp2
DOTOldLowestValue
dey
cpy #$ff
bne DOTLowestMountainValueLoop
sec
lda temp2
sbc #(4+9) ;9 pixels above ground (and tanks...)
sta LineYdraw
jmp TypeLine4x4.noLengthNoColor ; rts
.endp
;--------------------------------------------------------
.proc DisplayTankNameAbove ;
lda tankNr
:3 asl ; *8
clc
adc #<TanksNames
sta temp ; TextAddress
lda #0
adc #>Tanksnames
sta temp+1 ; TextAddress+1
mwa temp LineAddress4x4
;find length of the tank's name
ldy #7
@
lda (temp),y
bne end_found
dey
bne @-
end_found
iny
sty fx
ldy tankNr
jsr Display4x4AboveTank
rts
.endp
;-------------------------------
.proc TypeLine4x4 ;
;-------------------------------
;this routine prints line of length `fx`
;address in LineAddress4x4
;starting from LineXdraw, LineYdraw
lda #14 ; default length of 4x4 texts
sta fx
variableLength
lda #$ff ; $ff - visible characters, $00 - clearing
staplot4x4color
sta plot4x4color
noLengthNoColor
ldy #0
sty LineCharNr
TypeLine4x4Loop
ldy LineCharNr
lda (LineAddress4x4),y
and #$3f ;always CAPITAL letters
sta CharCode4x4
mwa LineXdraw dx
mva LineYdraw dy
mva #0 dy+1 ; dy is 2 bytes value
jsr PutChar4x4 ;type empty pixels as well!
adw LineXdraw #4
inc:lda LineCharNr
cmp fx
bne TypeLine4x4Loop
EndOfTypeLine4x4
rts
.endp
;--------------------------------
.proc AreYouSure
;using 4x4 font
mva #4 ResultY ; where seppuku text starts Y-wise on the screen
;top frame
mva ResultY LineYdraw
jsr TL4x4_top
adb ResultY #4 ;next line
;sure?
mwa #areYouSureText LineAddress4x4
jsr _sep_opty
;bottom frame
mva ResultY LineYdraw
jsr TL4x4_bottom
jsr GetKey
cmp #@kbcode._Y ; $2b ; "Y"
bne @+
mva #$80 escFlag
bne skip01
@ mva #0 escFlag
skip01
jsr WaitForKeyRelease
;clean
mva #3 di
mva #4 ResultY
@
mva #$ff plot4x4color
mwa #lineClear LineAddress4x4
jsr _sep_opty
dec di
bne @-
quit_areyousure
rts
.endp
.proc _sep_opty
mwa #((ScreenWidth/2)-(8*4)) LineXdraw ; centering
mva ResultY LineYdraw
jsr TypeLine4x4
adb ResultY #4 ;next line
rts
.endp
;--------------------------------
.proc DisplaySeppuku
;using 4x4 font
mva #20 fs ; temp, how many times blink the billboard
seppuku_loop
lda CONSOL ; turbo mode
and #%00000001 ; START KEY
sne:mva #1 fs ; finish it
mva #4 ResultY ; where seppuku text starts Y-wise on the screen
;top frame
mva ResultY LineYdraw
jsr TL4x4_top
adb ResultY #4 ;next line
;seppuku
mwa #seppukuText LineAddress4x4
jsr _sep_opty
;bottom frame
mva ResultY LineYdraw
jsr TL4x4_bottom ; just go
;clean seppuku
mva #3 di
;mva #4 ResultY
lda #4
sta ResultY
loplop ;@
mwa #lineClear LineAddress4x4
jsr _sep_opty
dec di
bne loplop ;@-
dec fs
jne seppuku_loop
quit_seppuku
rts
.endp
;--------------------------------------------------
.proc SetMainScreen .proc SetMainScreen
; mva #0 dmactls ; mva #0 dmactls
SetDLI DLIinterruptGraph ; jsr SetDLI for graphics (game) screen SetDLI DLIinterruptGraph ; jsr SetDLI for graphics (game) screen
@@ -2198,19 +2608,20 @@ ybarrel
.proc PMoutofScreen .proc PMoutofScreen
;-------------------------------------------------- ;--------------------------------------------------
lda #$00 ; let all P/M disappear lda #$00 ; let all P/M disappear
:8 sta hposp0+# ldy #7
@ sta hposp0,y
dey
bpl @-
;:8 sta hposp0+# ; optimized... but Y!
rts rts
.endp .endp
;-------------------------------------------------- ;--------------------------------------------------
.proc ColorsOfSprites .proc ColorsOfSprites
lda TankColoursTable ; colours of sprites under tanks ldy #3
sta PCOLR0 @ lda TankColoursTable,y ; colours of sprites under tanks
lda TankColoursTable+1 sta PCOLR0,y
sta PCOLR1 dey
lda TankColoursTable+2 bpl @-
sta PCOLR2
lda TankColoursTable+3
sta PCOLR3
LDA TankColoursTable+4 LDA TankColoursTable+4
STA COLOR3 ; joined missiles (5th tank) STA COLOR3 ; joined missiles (5th tank)
rts rts
+267
View File
@@ -0,0 +1,267 @@
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
.IF *>0 ;this is a trick that prevents compiling this file alone
;--------------------------------------------------
.proc DLIinterruptGraph
pha
phy
ldy dliCounter
lda dliColorsBack,y
.IF TARGET = 800
nop ; necessary on 800 because DLIs take less time, jitter visible without it
nop
nop
.ENDIF
nop
nop
sta COLPF1
lda GradientNr
bne GoGradient
ldy #$ff ; one mauntain color
GoGradient
iny
lda (GradientColors),y ; mountains colors array
sta COLPF2
inc dliCounter
ply
pla
rti
.endp
;--------------------------------------------------
.proc DLIinterruptOptions
pha
phy
lda #0 ; background color
sta COLPF1
ldy GradientNr
beq @+
ldy #1
@ lda (GradientColors),y ; mountains colors array
sta COLPF2
ply
pla
rti
.endp
;--------------------------------------------------
.proc DLIinterruptGameOver
pha
phy
lda dliCounter
bne EndofPMG
lda #%00100001 ; playfield after P/M - prior=1
;STA WSYNC
sta PRIOR
bne EndOfDLI_GO
EndofPMG
cmp #1
bne ColoredLines
lda #%00100100 ; playfield before P/M
;STA WSYNC
sta PRIOR
bne EndOfDLI_GO
ColoredLines
cmp #9
beq CreditsScroll
tay
lda GameOverColoursTable-3,y ; -2 because this is DLI nr 2 and -1 (labels line)
ldy #$0a ; text colour (brightnes)
;STA WSYNC
sta COLPF2
sty COLPF1
bne EndOfDLI_GO
CreditsScroll
lda #$00
sta COLPF2
EndOfDLI_GO
inc dliCounter
ply
pla
rti
.endp
;--------------------------------------------------
.proc DLIinterruptText
pha
lda dliCounter
bne MoreBarsColorChange
lda #TextBackgroundColor
;sta WSYNC
sta COLPF2
mva #TextForegroundColor COLPF3
bne EndOfDLI_Text
MoreBarsColorChange
and #%00000001
rol
sta COLPF2
EndOfDLI_Text
inc dliCounter
pla
DLIinterruptNone
rti
.endp
;--------------------------------------------------
.proc VBLinterrupt
mva #0 dliCounter
mva #$02 DliColorBack
lda PAL
and #%00001110
beq itsPAL
;it is NTSC here
dec NTSCcounter
bne itsPAL
mva #6 NTSCcounter
bne SkippedIfNTSC ; skip doing VBL things each 6 frames in Amerika, Amerika
; We're all living in Amerika, Coca Cola, Wonderbra
itsPAL
; pressTimer is trigger tick counter. always 50 ticks / s
bit:smi:inc pressTimer ; timer halted if >127. max time measured 2.5 s
SkippedIfNTSC
bit RMT_blocked
bmi SkipRMTVBL
; ------- RMT -------
lda sfx_effect
bmi lab2
asl @ ; * 2
tay ;Y = 2,4,..,16 instrument number * 2 (0,2,4,..,126)
ldx #0 ;X = 0 channel (0..3 or 0..7 for stereo module)
lda #0 ;A = 0 note (0..60)
bit noSfx
smi:jsr RASTERMUSICTRACKER+15 ;RMT_SFX start tone (It works only if FEAT_SFX is enabled !!!)
lda #$ff
sta sfx_effect ;reinit value
lab2
jsr RASTERMUSICTRACKER+3 ;1 play
; ------- RMT -------
SkipRMTVBL
bit ScrollFlag
bpl EndOfCreditsVBI
CreditsVBI
inc CreditsVScrol
lda CreditsVScrol
cmp #32 ;not too fast
beq nextlinedisplay
:2 lsr ;not too fast
sta VSCROL
jmp EndOfCreditsVBI
nextlinedisplay
lda #0
sta CreditsVScrol
sta VSCROL
clc
lda DLCreditsAddr
adc #40
sta DLCreditsAddr
bcc @+
inc DLCreditsAddr+1
@
cmp #<CreditsLastLine
bne EndOfCreditsVBI
lda DLCreditsAddr+1
cmp #>CreditsLastLine
bne EndOfCreditsVBI
; adw DLCreditsAddr #40
; cpw DLCreditsAddr #CreditsLastLine
; bne EndOfCreditsVBI
mwa #Credits DLCreditsAddr
EndOfCreditsVBI
.IF TARGET = 5200
lda SkStatSimulator
bmi @+
inc SkStatSimulator
@
lda JoystickNumber ; select port
ora #%00000100 ; Speaker off, Pots enabled
sta CONSOL5200
center = 114 ;Read analog stick and make it look like a digital stick
threshold = 60
lda JoystickNumber
asl
tax
lda paddl0,x ;Read POT0 value (horizontal position)
cmp #center+threshold ;Compare with right threshold
rol stick0 ;Feed carry into digital stick value
cmp #center-threshold ;Compare with left threshold
rol stick0 ;Feed carry into digital stick value
lda paddl1,x ;Read POT1 value (vertical position)
cmp #center+threshold ;Compare with down threshold
rol stick0 ;Feed carry into digital stick value
cmp #center-threshold ;Compare with down threshold
rol stick0 ;Feed carry into digital stick value
lda stick0 ;0 indicates a press so the right/down values need to be inverted
eor #2+8
and #$0f
sta stick0
ldx JoystickNumber
; check shift key (5200 second fire button)
lda SKSTAT
:3 lsr ; third bit
and trig0,x ; and first button
;lda trig0,x
sta strig0 ;Move hardware to shadow
mva chbas chbase
lda skstat ;Reset consol key shadow is no key is pressed anymore
and #4
beq @+
mva #consol_reset consol
mva #@kbcode._none kbcode
@
pla
tay
pla
tax
pla
rti
.ELSE
; support for joysticks :)
ldx JoystickNumber
lda STICK0,x
sta STICK0
lda STRIG0,x
sta STRIG0
jmp XITVBV
.ENDIF
.endp
.IF TARGET = 5200
.proc kb_continue
sta kbcode ;Store key code in shadow.
mva #0 SkStatSimulator
exit pla
tay
pla
tax
pla
rti
.endp
.ENDIF
;--------------------------------------------------
.macro SetDLI
; SetDLI #WORD
; Initialises Display List Interrupts
LDY # <:1
LDX # >:1
jsr _SetDLIproc
.endm
.proc _SetDLIproc
LDA #$C0
STY VDSLST
STX VDSLST+1
STA NMIEN
rts
.endp
.ENDIF
+22
View File
@@ -51,6 +51,28 @@
STX $0201 STX $0201
STA NMIEN STA NMIEN
.ENDM .ENDM
;-------------------------------------
.MACRO VDL
; VDL #WORD
; Changes Display List addres
; and sets width of the screen
; vdl dl,$01 - narrow screen (32 bytes)
; vdl dl,$02 - normal screen (40 bytes)
; vdl dl,$03 - wide screen (48 bytes)
; (works only with system interrupts ON)
.if %0=2
lda dmactls
and #$fc
ora #%2
sta dmactls
.endif
LDA # <%1
STA DLPTRS
LDA # >%1
STA DLPTRS+1
.ENDM
;------------------------------------- ;-------------------------------------
.MACRO halt .MACRO halt
?stop ?stop
+111 -382
View File
@@ -3,19 +3,25 @@
;--------------------------------------------------- ;---------------------------------------------------
;by Tomasz 'pecus' Pecko and Pawel 'pirx' Kalinowski ;by Tomasz 'pecus' Pecko and Pawel 'pirx' Kalinowski
;Warsaw 2000, 2001, 2002, 2003, 2009, 2012, 2013 ;Warsaw 2000, 2001, 2002, 2003, 2009, 2012, 2013
;Miami & Warsaw 2022 ;Miami & Warsaw 2022, 2023
;--------------------------------------------------- ;---------------------------------------------------
.def TARGET = 800 ;5200 ; or 800 .def TARGET = 800 ; 5200 ; or 800
;atari800 -5200 -cart ${outputFilePath} -cart-type 4 ;atari800 -5200 -cart ${outputFilePath} -cart-type 4
;atari800 -run ${outputFilePath} ;atari800 -run ${outputFilePath}
;---------------------------------------------------
.def XCORRECTION_FOR_PM = 0
; if 1 - active x position of tanks correction fo PMG
.def FASTER_GRAF_PROCS = 1
; if 1 - activates faster graphics routines
; (direct writes to screen memory - atari only :) )
;--------------------------------------------------- ;---------------------------------------------------
;OPT r+ ; saves 12 bytes :O ;OPT r+ ; saves 12 bytes :O
;--------------------------------------------------- ;---------------------------------------------------
.macro build .macro build
dta d"1.26" ; number of this build (4 bytes) dta d"1.28" ; number of this build (4 bytes)
.endm .endm
.macro RMTSong .macro RMTSong
@@ -27,12 +33,14 @@
icl 'definitions.asm' icl 'definitions.asm'
;--------------------------------------------------- ;---------------------------------------------------
FirstZpageVariable = $59 FirstZpageVariable = $57
.zpvar DliColorBack .byte = FirstZpageVariable .zpvar DliColorBack .byte = FirstZpageVariable
.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 WindChangeInRound .byte ; wind change after each turn (not round only) flag - (0 - round only, >0 - each turn)
.zpvar JoystickNumber .byte .zpvar JoystickNumber .byte
.zpvar LazyFlag .byte ; 7 bit - run Lazy Darwin, 6 bit - run Lazy Boy or Darwin (!) after inventory, 0 - nothing
.zpvar SpyHardFlag .byte ; >$7f - run SpyHard after inventory
.zpvar Vdebug .byte ; "visual debug" flag ($00 - off, $ff - on) .zpvar 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)
@@ -182,11 +190,11 @@ FirstZpageVariable = $59
_atari = $fd ; not used in 5200 _atari = $fd ; not used in 5200
_none = $0f _none = $0f
.ende */ .ende
.ELSE .ELSE
icl 'lib/ATARISYS.ASM' icl 'lib/ATARISYS.ASM'
icl 'lib/MACRO.ASM' icl 'lib/MACRO.ASM'
icl 'artwork/Scorch50.asm' ; splash screen and musix icl 'artwork/splash_v2/splash.asm' ; splash screen and musix
.ENDIF .ENDIF
;----------------------------------------------- ;-----------------------------------------------
@@ -309,11 +317,9 @@ no5200splash
dey dey
bpl @- bpl @-
; initialize one Variable in zero page :) ; set gradient to the full LGBTIQQAAPP+ flag on start
lda #<dliColorsFore mva #0 GradientNr ; #1 to set gradient number 2 :) (next one)
sta GradientColors jsr SelectNextGradient.NotWind
lda #>dliColorsFore
sta GradientColors+1
; generate linetables ; generate linetables
mwa #display temp mwa #display temp
@@ -330,6 +336,12 @@ no5200splash
bne @- bne @-
.IF TARGET = 800 .IF TARGET = 800
; pokeys init
lda #3 ; stereo
sta POKEY+$0f ; stereo
sta POKEY+$1f ; stereo
lda PAL lda PAL
and #%00001110 and #%00001110
bne NoRMT_PALchange bne NoRMT_PALchange
@@ -347,12 +359,15 @@ no5200splash
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 ; and mountains colors table address
mva #$c6 dliColorsFore2+17 mva #<dliColorsFore2PAL GradientAddrL+2
mva #$a4 dliColorsFore2+18 mva #>dliColorsFore2PAL GradientAddrH+2
mva #$a6 dliColorsFore2+19 ; mva #$c4 dliColorsFore2+16
sta dliColorsFore2+20 ; 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
@@ -408,7 +423,6 @@ MainGameLoop
jsr SetStandardBarrels jsr SetStandardBarrels
jsr CallPurchaseForEveryTank jsr CallPurchaseForEveryTank
mva #0 SpyHardFlag
jsr MakeDarkScreen jsr MakeDarkScreen
bit escFlag bit escFlag
bmi START bmi START
@@ -631,8 +645,9 @@ SettingEnergies
;-------------------------------------------------- ;--------------------------------------------------
.proc MainRoundLoop .proc MainRoundLoop
; here we must check if by a chance there is only one ; here we must check if by a chance there is only one
; tank with energy greater than 0 left ; tank with energy greater than 0 left
;--------------------------------------------------
ldy #0 ; in Y - number of tanks with energy greater than zero ldy #0 ; in Y - number of tanks with energy greater than zero
sty ATRACT ; reset atract mode sty ATRACT ; reset atract mode
@@ -898,9 +913,10 @@ NotLastPlayerInRound
;--------------------------------- ;---------------------------------
.proc PlayerXdeath .proc PlayerXdeath
; this tank should not explode anymore:
; there is 0 in A, and Tank Number in X, so...
;---------------------------------
; this tank should not explode anymore:
; there is 0 in A, and Tank Number in X, so...
sta LASTeXistenZ,x sta LASTeXistenZ,x
; save x somewhere ; save x somewhere
stx TankTempY stx TankTempY
@@ -916,7 +932,7 @@ NotLastPlayerInRound
; in X there is a number of tank that died ; in X there is a number of tank that died
lda #77 ; mumber of defensive text after BFG! lda #78 ; mumber of defensive text after BFG! ("VERY FUNNY.")
bit AfterBFGflag ; check BFG flag bit AfterBFGflag ; check BFG flag
bmi TextAfterBFG bmi TextAfterBFG
; if BFG then no points for dead tanks ... ; if BFG then no points for dead tanks ...
@@ -1029,7 +1045,6 @@ ldahashzero
NotNegativeEnergy NotNegativeEnergy
sta Energy,x sta Energy,x
;now increase the gain of the shooting tank ;now increase the gain of the shooting tank
; phx
ldy TankNr ldy TankNr
clc clc
lda gainL,y lda gainL,y
@@ -1038,7 +1053,6 @@ NotNegativeEnergy
lda gainH,y lda gainH,y
adc #$00 adc #$00
sta gainH,y sta gainH,y
; plx
rts rts
.endp .endp
@@ -1071,6 +1085,7 @@ NotNegativeShieldEnergy
;--------------------------------- ;---------------------------------
.proc Seppuku .proc Seppuku
;---------------------------------
lda #0 lda #0
sta ydraw+1 sta ydraw+1
; get position of the tank ; get position of the tank
@@ -1125,48 +1140,44 @@ NotNegativeShieldEnergy
;this algiorithm is a little longer than one in Ruszczyc 6502 book ;this algiorithm is a little longer than one in Ruszczyc 6502 book
;but it is faster ;but it is faster
LDy #8 ldy #8
LDA #0 lda #0
CLC clc
LP0 LP0 ror
ror L1
bcc B0
clc
adc #10 ; (L2) multiplication by 10
B0 dey
bne LP0
ror ror
ROR L1 ror L1
BCC B0 sta MaxForceTableH,x
CLC
ADC #10 ; (L2) multiplication by 10
B0 DEY
BNE LP0
ror
ROR L1
STA MaxForceTableH,x
lda L1 lda L1
sta MaxForceTableL,x sta MaxForceTableL,x
rts rts
.endp .endp
;-------------------------------------------------- ;--------------------------------------------------
.proc WeaponCleanup; .proc WeaponCleanup
; cleaning of the weapon possesion tables ; cleaning of the weapon possesion tables
; 99 of Baby Missles(index==0), all other weapons=0) ; 99 of Baby Missles and White Flags, all other weapons=0)
;-------------------------------------------------- ;--------------------------------------------------
ldx #$3f ; TODO: maxweapons ldx #(number_of_weapons - 1)
@ lda #$0 @ lda #$0
cpx #ind_White_Flag_____ ; White Flag cpx #ind_White_Flag_____ ; White Flag
bne @+ bne no99
lda #99 set99 lda #99
@ sta TanksWeapon1,x no99 sta TanksWeapon1,x
sta TanksWeapon2,x sta TanksWeapon2,x
sta TanksWeapon3,x sta TanksWeapon3,x
sta TanksWeapon4,x sta TanksWeapon4,x
sta TanksWeapon5,x sta TanksWeapon5,x
sta TanksWeapon6,x sta TanksWeapon6,x
dex dex
beq setBmissile beq set99 ; Baby Missile (index=0)
bpl @-1 bpl @-
rts rts
setBmissile
lda #99
bne @-
.endp .endp
;-------------------------------------------------- ;--------------------------------------------------
@@ -1246,6 +1257,9 @@ MakeTanksVisible
.endp .endp
;-------------------------------------------------- ;--------------------------------------------------
.proc SetStandardBarrels .proc SetStandardBarrels
; set standart barrel length and deactivate Auto Defense
; for all tanks
;--------------------------------------------------
ldx #maxPlayers-1 ldx #maxPlayers-1
@ lda #StandardBarrel ; standard barrel length @ lda #StandardBarrel ; standard barrel length
sta BarrelLength,x sta BarrelLength,x
@@ -1255,253 +1269,8 @@ MakeTanksVisible
bpl @- bpl @-
rts rts
.endp .endp
;--------------------------------------------------
.proc DLIinterruptGraph
pha
phy
ldy dliCounter
lda dliColorsBack,y
.IF TARGET = 800
nop ; necessary on 800 because DLIs take less time, jitter visible without it
nop
nop
.ENDIF
nop
nop
sta COLPF1
lda GradientNr
bne GoGradient
ldy #$ff ; one mauntain color
GoGradient
iny
lda (GradientColors),y ; mountains colors array
sta COLPF2
inc dliCounter
ply
pla
rti
.endp
;--------------------------------------------------
.proc DLIinterruptOptions
pha
phy
lda #0 ; background color
sta COLPF1
ldy GradientNr
beq @+
ldy #1
@ lda (GradientColors),y ; mountains colors array
sta COLPF2
ply
pla
rti
.endp
;--------------------------------------------------
.proc DLIinterruptGameOver
pha
phy
lda dliCounter
bne EndofPMG
lda #%00100001 ; playfield after P/M - prior=1
;STA WSYNC
sta PRIOR
bne EndOfDLI_GO
EndofPMG
cmp #1
bne ColoredLines
lda #%00100100 ; playfield before P/M
;STA WSYNC
sta PRIOR
bne EndOfDLI_GO
ColoredLines
cmp #9
beq CreditsScroll
tay
lda GameOverColoursTable-3,y ; -2 because this is DLI nr 2 and -1 (labels line)
ldy #$0a ; text colour (brightnes)
;STA WSYNC
sta COLPF2
sty COLPF1
bne EndOfDLI_GO
CreditsScroll
lda #$00
sta COLPF2
EndOfDLI_GO
inc dliCounter
ply
pla
rti
.endp
;--------------------------------------------------
.proc DLIinterruptText
pha
lda dliCounter
bne MoreBarsColorChange
lda #TextBackgroundColor
;sta WSYNC
sta COLPF2
mva #TextForegroundColor COLPF3
bne EndOfDLI_Text
MoreBarsColorChange
and #%00000001
rol
sta COLPF2
EndOfDLI_Text
inc dliCounter
pla
DLIinterruptNone
rti
.endp
;--------------------------------------------------
.proc VBLinterrupt
mva #0 dliCounter
mva #$02 DliColorBack
lda PAL
and #%00001110
beq itsPAL
;it is NTSC here
dec NTSCcounter
bne itsPAL
mva #6 NTSCcounter
bne SkippedIfNTSC ; skip doing VBL things each 6 frames in Amerika, Amerika
; We're all living in Amerika, Coca Cola, Wonderbra
itsPAL
; pressTimer is trigger tick counter. always 50 ticks / s
bit:smi:inc pressTimer ; timer halted if >127. max time measured 2.5 s
SkippedIfNTSC
bit RMT_blocked
bmi SkipRMTVBL
; ------- RMT -------
lda sfx_effect
bmi lab2
asl @ ; * 2
tay ;Y = 2,4,..,16 instrument number * 2 (0,2,4,..,126)
ldx #0 ;X = 0 channel (0..3 or 0..7 for stereo module)
lda #0 ;A = 0 note (0..60)
bit noSfx
smi:jsr RASTERMUSICTRACKER+15 ;RMT_SFX start tone (It works only if FEAT_SFX is enabled !!!)
lda #$ff
sta sfx_effect ;reinit value
lab2
jsr RASTERMUSICTRACKER+3 ;1 play
; ------- RMT -------
SkipRMTVBL
bit ScrollFlag
bpl EndOfCreditsVBI
CreditsVBI
inc CreditsVScrol
lda CreditsVScrol
cmp #32 ;not too fast
beq nextlinedisplay
:2 lsr ;not too fast
sta VSCROL
jmp EndOfCreditsVBI
nextlinedisplay
lda #0
sta CreditsVScrol
sta VSCROL
clc
lda DLCreditsAddr
adc #40
sta DLCreditsAddr
bcc @+
inc DLCreditsAddr+1
@
cmp #<CreditsLastLine
bne EndOfCreditsVBI
lda DLCreditsAddr+1
cmp #>CreditsLastLine
bne EndOfCreditsVBI
; adw DLCreditsAddr #40
; cpw DLCreditsAddr #CreditsLastLine
; bne EndOfCreditsVBI
mwa #Credits DLCreditsAddr
EndOfCreditsVBI
.IF TARGET = 5200
lda SkStatSimulator
bmi @+
inc SkStatSimulator
@
lda JoystickNumber ; select port
ora #%00000100 ; Speaker off, Pots enabled
sta CONSOL5200
center = 114 ;Read analog stick and make it look like a digital stick
threshold = 60
lda JoystickNumber
asl
tax
lda paddl0,x ;Read POT0 value (horizontal position)
cmp #center+threshold ;Compare with right threshold
rol stick0 ;Feed carry into digital stick value
cmp #center-threshold ;Compare with left threshold
rol stick0 ;Feed carry into digital stick value
lda paddl1,x ;Read POT1 value (vertical position)
cmp #center+threshold ;Compare with down threshold
rol stick0 ;Feed carry into digital stick value
cmp #center-threshold ;Compare with down threshold
rol stick0 ;Feed carry into digital stick value
lda stick0 ;0 indicates a press so the right/down values need to be inverted
eor #2+8
and #$0f
sta stick0
ldx JoystickNumber
; check shift key (5200 second fire button)
lda SKSTAT
:3 lsr ; third bit
and trig0,x ; and first button
;lda trig0,x
sta strig0 ;Move hardware to shadow
mva chbas chbase
lda skstat ;Reset consol key shadow is no key is pressed anymore
and #4
beq @+
mva #consol_reset consol
mva #@kbcode._none kbcode
@
pla
tay
pla
tax
pla
rti
.ELSE
; support for joysticks :)
ldx JoystickNumber
lda STICK0,x
sta STICK0
lda STRIG0,x
sta STRIG0
jmp XITVBV
.ENDIF
.endp
.IF TARGET = 5200
.proc kb_continue
sta kbcode ;Store key code in shadow.
mva #0 SkStatSimulator
exit pla
tay
pla
tax
pla
rti
.endp
.ENDIF
;---------------------------------------------- ;----------------------------------------------
.proc RandomizeSequence0 /* .proc RandomizeSequence0
ldx #0 ldx #0
@ txa @ txa
sta TankSequence,x sta TankSequence,x
@@ -1509,7 +1278,7 @@ exit pla
cpx #MaxPlayers cpx #MaxPlayers
bne @- bne @-
rts rts
.endp .endp */
;-------------------------------------------------- ;--------------------------------------------------
.proc RandomizeSequence .proc RandomizeSequence
; in: NumberOfPlayers ; in: NumberOfPlayers
@@ -1566,20 +1335,10 @@ UsageLoop
; X is not changed ; X is not changed
;---------------------------------------------- ;----------------------------------------------
;valid angle values are ((256-90)..255) and (0..90) ; lets randomize someting between 0 and 180
;it means that values 91..165 must be elliminated...
;so, lets randomize someting between 0 and 180
;and substract this value from 90
lda RANDOM lda RANDOM
cmp #180 cmp #180
bcs RandomizeAngle bcs RandomizeAngle
;sta temp
;lda #90 ; CARRY=0 here
;sbc temp
rts rts
.endp .endp
;---------------------------------------------- ;----------------------------------------------
@@ -1629,7 +1388,17 @@ LimitForce
.endp .endp
;---------------------------------------------- ;----------------------------------------------
.proc Table2Force
;----------------------------------------------
lda ForceTableL,x
sta Force
lda ForceTableH,x
sta Force+1
rts
.endp
;----------------------------------------------
.proc MoveBarrelToNewPosition .proc MoveBarrelToNewPosition
;----------------------------------------------
mva #1 Erase mva #1 Erase
jsr DrawTankNr.BarrelChange jsr DrawTankNr.BarrelChange
mva #0 Erase mva #0 Erase
@@ -1645,11 +1414,11 @@ MoveBarrel
lda NewAngle lda NewAngle
cmp AngleTable,x cmp AngleTable,x
beq BarrelPositionIsFine beq BarrelPositionIsFine
bcc rotateLeft ; older is bigger bcc rotateLeft
rotateRight;older is lower rotateRight ; older is lower
inc angleTable,x inc angleTable,x
jmp MoveBarrel jmp MoveBarrel
rotateLeft rotateLeft ; older is bigger
dec angleTable,x dec angleTable,x
jmp MoveBarrel jmp MoveBarrel
BarrelPositionIsFine BarrelPositionIsFine
@@ -1669,10 +1438,10 @@ BarrelPositionIsFine
; I think I will go for a stupid bubble sort... ; I think I will go for a stupid bubble sort...
; it is easy to test :) ; it is easy to test :)
; ;
; Results are in ResultsTable, in SortedTable we want to ; Results are in ResultsTable, in TankSequence (Sorted Table) we want to
; have numbers of tanks from the worst to the best. ; have numbers of tanks from the worst to the best.
; in other words, if ResultsTable=(5,4,65,23,3,6) ; in other words, if ResultsTable=(5,4,65,23,3,6)
; the SortedTable=(4,1,0,5,3,2) ; the TankSequence=(4,1,0,5,3,2)
; let's assume initially the TankSequence=(0,1,2,3,4,5) ; let's assume initially the TankSequence=(0,1,2,3,4,5)
ldx #0 ldx #0
@@ -1717,10 +1486,20 @@ Bubble
BubbleBobble BubbleBobble
lda TempResults,x lda TempResults,x
cmp TempResults+1,x cmp TempResults+1,x
beq nextishigher ; this is to block hangs when 2 equal values meet bcc nextishigher
bne swapvalues
nextisequal
; if results are equal, check Direct Hits (only lower byte - sorry memory)
ldy TankSequence,x
lda DirectHitsL,y
ldy TankSequence+1,x
cmp DirectHitsL,y
;
beq nextishigher ; this is to block hangs when 2 equal values meet
bcc nextishigher bcc nextishigher
;here we must swap values ;here we must swap values
;because next is smaller than previous ;because next is smaller than previous
swapvalues
sta temp sta temp
lda TempResults+1,x lda TempResults+1,x
sta TempResults,x sta TempResults,x
@@ -1764,8 +1543,10 @@ SetRandomWalls
rts rts
.endp .endp
;-------------------------------------------------- ;--------------------------------------------------
.proc GetKey ; waits for pressing a key and returns pressed value in A .proc GetKey
; when [ESC] is pressed, escFlag is set to 1 ; waits for pressing a key and returns pressed value in A
; when [ESC] is pressed, escFlag is set
; result: A=keycode
;-------------------------------------------------- ;--------------------------------------------------
jsr WaitForKeyRelease jsr WaitForKeyRelease
@ @
@@ -1869,7 +1650,8 @@ KeyReleased
rts rts
.endp .endp
;-------------------------------------------------- ;--------------------------------------------------
.proc IsKeyPressed ; A=0 - yes , A>0 - no .proc IsKeyPressed
; result: A=0 - yes , A>0 - no
;-------------------------------------------------- ;--------------------------------------------------
lda SKSTAT lda SKSTAT
and #%00000100 and #%00000100
@@ -1880,6 +1662,8 @@ KeyReleased
.endp .endp
;-------------------------------------------------- ;--------------------------------------------------
.proc DemoModeOrKey .proc DemoModeOrKey
; Waits for the key pressed if at least one human is playing.
; Otherwise, waits 3 seconds (demo mode).
;-------------------------------------------------- ;--------------------------------------------------
;check demo mode ;check demo mode
ldx numberOfPlayers ldx numberOfPlayers
@@ -1894,17 +1678,19 @@ checkForHuman ; if all in skillTable other than 0 then switch to DEMO MODE
ldy #75 ldy #75
jsr PauseYFrames jsr PauseYFrames
rts rts
peopleAreHere peopleAreHere
jmp getkey ; jsr:rts jmp getkey ; jsr:rts
.endp .endp
;--------------------------------------------------
MakeDarkScreen MakeDarkScreen
jsr PMoutofScreen ;--------------------------------------------------
jsr PMoutofScreen ; hide P/M
mva #0 dmactls ; dark screen mva #0 dmactls ; dark screen
sta dmactl
; and wait one frame :) ; and wait one frame :)
;--------------------------------------------------
.proc WaitOneFrame .proc WaitOneFrame
;--------------------------------------------------
lda CONSOL lda CONSOL
and #%00000101 ; Start + Option and #%00000101 ; Start + Option
sne:mva #$40 escFlag sne:mva #$40 escFlag
@@ -1913,9 +1699,11 @@ MakeDarkScreen
rts rts
.endp .endp
;--------------------------------------------------
.proc PauseYFrames .proc PauseYFrames
; Y - number of frames to wait (divided by 2) ; Y - number of frames to wait (divided by 2)
; pauses for maximally 510 frames (255 * 2) ; pauses for maximally 510 frames (255 * 2)
;--------------------------------------------------
@ jsr WaitOneFrame @ jsr WaitOneFrame
jsr WaitOneFrame jsr WaitOneFrame
dey dey
@@ -1925,8 +1713,8 @@ MakeDarkScreen
;-------------------------------------------------- ;--------------------------------------------------
.proc RmtSongSelect .proc RmtSongSelect
;--------------------------------------------------
; starting song line 0-255 to A reg ; starting song line 0-255 to A reg
;--------------------------------------------------
cmp #song_ingame cmp #song_ingame
bne noingame ; noMusic blocks only ingame song bne noingame ; noMusic blocks only ingame song
bit noMusic bit noMusic
@@ -1963,66 +1751,7 @@ noingame
rts rts
.endp .endp
;-------------------------------------------------- ;--------------------------------------------------
.macro SetDLI icl 'interrupts.asm'
; SetDLI #WORD
; Initialises Display List Interrupts
LDY # <:1
LDX # >:1
jsr _SetDLIproc
.endm
.proc _SetDLIproc
LDA #$C0
STY VDSLST
STX VDSLST+1
STA NMIEN
rts
.endp
;--------------------------------------------------
/* ;--------------------------------------------------
.macro randomize floor ceiling
;--------------------------------------------------
;usage: randomize floor ceiling
;returns (in A) a random .byte between "floor" and "ceiling"
jsr _randomizator
.byte :floor
.byte :ceiling
.endm
.proc _randomizator
; private function that accompanies `randomize` macro
; trashes: magic, temp, Y
pla
sta magic
pla
sta magic+1
ldy #1 ; add 1 to the value got from the stack to point to the input parameters
lda (magic),y
sta temp
iny
lda (magic),y
sta temp+1
?rand
lda random
cmp temp ;floor
bcc ?rand
cmp temp+1 ;ceiling
bcs ?rand
tay ; save the result
; point the PC to a byte after the parameters
clc
lda magic
adc #2 ; length of the parameters in bytes
sta magic
lda magic+1
adc #0
pha
lda magic
pha
tya ; retrieve the result
rts
.endp */
;---------------------------------------------- ;----------------------------------------------
icl 'constants.asm' icl 'constants.asm'
;---------------------------------------------- ;----------------------------------------------
@@ -2070,7 +1799,7 @@ YesCheat
lda #99 lda #99
@ iny @ iny
sta (temp),y sta (temp),y
cpy #(last_defensive_____ - first_offensive____) cpy #(number_of_weapons - 1)
bne @- bne @-
NoCheat NoCheat
rts rts
@@ -2134,4 +1863,4 @@ MODULEND
.word FirstSTART .word FirstSTART
.ELSE .ELSE
run FirstSTART run FirstSTART
.ENDIF .ENDIF
BIN
View File
Binary file not shown.
BIN
View File
Binary file not shown.
+38 -372
View File
@@ -908,27 +908,13 @@ NoAutoDefense
cmp #ind_Lazy_Boy_______ cmp #ind_Lazy_Boy_______
bne NoLazyBoy bne NoLazyBoy
; Lazy Boy - do it like battery ; Lazy Boy - do it like battery
mva #sfx_lazy_boys sfx_effect mva #%01000000 LazyFlag
phy
jsr PrepareAIShoot
jsr FindBestTarget2 ; find nearest tank neighbour
jsr LazyAim
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____
bne NoLazyDarwin bne NoLazyDarwin
; Lazy Darwin - do it like battery ; Lazy Darwin - do it like battery
mva #sfx_lazy_boys sfx_effect mva #%11000000 LazyFlag
phy
jsr PrepareAIShoot
jsr FindBestTarget3 ; find target with lowest energy
jsr LazyAim
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_______
@@ -974,22 +960,6 @@ DefActivationEnd
jmp WaitForKeyRelease ; rts jmp WaitForKeyRelease ; rts
.endp .endp
.proc LazyAim
; aiming proc for Lazy ... weapons
; as proc for memory optimisation
; Y - target tan nr
; A - target direction
sty TargetTankNr
; aiming
jsr TakeAim ; direction still in A (0 - left, >0 - right)
lda Force
sta ForceTableL,x
lda Force+1
sta ForceTableH,x
lda NewAngle
sta AngleTable,x
rts
.endp
; ----------------------------------------------------- ; -----------------------------------------------------
.proc calcPosDefensive .proc calcPosDefensive
; calculate positionOnTheList from the activeWeapon (defensives) ; calculate positionOnTheList from the activeWeapon (defensives)
@@ -1633,309 +1603,6 @@ 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 ;
; Displays texts using PutChar4x4 above tank and mountains.
; Pretty cool, eh!
;parameters are:
;Y - number of tank above which text is displayed
;fx - length of text
;LineAddress4x4 - address of the text
;lets calculate position of the text first!
;that's easy because we have number of tank
;and xtankstableL and H keep X position of a given tank
lda xtankstableL,y
sta temp
lda xtankstableH,y
sta temp+1
;now we should substract length of the text-1
;temp2 = (fx-1)*2
ldy fx
dey
tya
asl
sta temp2
mva #0 temp2+1
;now we have HALF length in pixels
;stored in temp2
;here we assume max length of text
;to display is 127 chars, but later it turns out it must be max 63!
sbw temp temp2 ; here begin of the text is in TEMP !!!!
;now we should check overflows
;lda temp+1 ; opty
bpl DOTNnotLessThanZero
;less than zero, so should be zero
mwa #0 temp
beq DOTNnoOverflow
DOTNnotLessThanZero
;so check if end larger than screenwidth
lda fx
asl
asl
;length in pixels -
;text length max 63 chars !!!!!!!!
clc
adc temp
sta temp2
lda #0
adc temp+1
sta temp2+1
;now in temp2 is end of the text in pixels
;so check if not greater than screenwitdth
cpw temp2 #screenwidth
bcc DOTNnoOverflow
;if end is greater than screenwidth
;then screenwidth - length is fine
lda fx
asl
asl
sta temp
mva #0 temp+1
sec
lda #<(screenwidth-1)
sbc temp
sta temp
lda #>(screenwidth-1)
sbc temp+1
sta temp+1
DOTNnoOverflow
;here in temp we have really good x position of text
mwa temp LineXdraw
;now let's get y position
;we will try to put text as low as possible
;just above mountains (so mountaintable will be checked)
lda fx
asl
asl
tay
;in temp there still is X position of text
;if we add temp and Y we will get end of the text
;so, lets go through mountaintable and look for
;the lowest value within
;Mountaitable+temp and Mountaitable+temp+Y
adw temp #MountainTable
mva #screenheight temp2 ;initialisation of the lowest value
DOTLowestMountainValueLoop
lda (temp),y
cmp temp2
bcs DOTOldLowestValue ;old lowest value
;new lowest value
sta temp2
DOTOldLowestValue
dey
cpy #$ff
bne DOTLowestMountainValueLoop
sec
lda temp2
sbc #(4+9) ;9 pixels above ground (and tanks...)
sta LineYdraw
jmp TypeLine4x4.noLengthNoColor ; rts
.endp
;--------------------------------------------------------
.proc DisplayTankNameAbove ;
lda tankNr
:3 asl ; *8
clc
adc #<TanksNames
sta temp ; TextAddress
lda #0
adc #>Tanksnames
sta temp+1 ; TextAddress+1
mwa temp LineAddress4x4
;find length of the tank's name
ldy #7
@
lda (temp),y
bne end_found
dey
bne @-
end_found
iny
sty fx
ldy tankNr
jsr Display4x4AboveTank
rts
.endp
;-------------------------------
.proc TypeLine4x4 ;
;-------------------------------
;this routine prints line of length `fx`
;address in LineAddress4x4
;starting from LineXdraw, LineYdraw
lda #14 ; default length of 4x4 texts
sta fx
variableLength
lda #$ff ; $ff - visible characters, $00 - clearing
staplot4x4color
sta plot4x4color
noLengthNoColor
ldy #0
sty LineCharNr
TypeLine4x4Loop
ldy LineCharNr
lda (LineAddress4x4),y
and #$3f ;always CAPITAL letters
sta CharCode4x4
mwa LineXdraw dx
mva LineYdraw dy
mva #0 dy+1 ; dy is 2 bytes value
jsr PutChar4x4 ;type empty pixels as well!
adw LineXdraw #4
inc:lda LineCharNr
cmp fx
bne TypeLine4x4Loop
EndOfTypeLine4x4
rts
.endp
;--------------------------------
.proc AreYouSure
;using 4x4 font
mva #4 ResultY ; where seppuku text starts Y-wise on the screen
;top frame
mva ResultY LineYdraw
jsr TL4x4_top
adb ResultY #4 ;next line
;sure?
mwa #areYouSureText LineAddress4x4
jsr _sep_opty
;bottom frame
mva ResultY LineYdraw
jsr TL4x4_bottom
jsr GetKey
cmp #@kbcode._Y ; $2b ; "Y"
bne @+
mva #$80 escFlag
bne skip01
@ mva #0 escFlag
skip01
jsr WaitForKeyRelease
;clean
mva #3 di
mva #4 ResultY
@
mva #$ff plot4x4color
mwa #lineClear LineAddress4x4
jsr _sep_opty
dec di
bne @-
quit_areyousure
rts
.endp
.proc _sep_opty
mwa #((ScreenWidth/2)-(8*4)) LineXdraw ; centering
mva ResultY LineYdraw
jsr TypeLine4x4
adb ResultY #4 ;next line
rts
.endp
;--------------------------------
.proc DisplaySeppuku
;using 4x4 font
mva #20 fs ; temp, how many times blink the billboard
seppuku_loop
lda CONSOL ; turbo mode
and #%00000001 ; START KEY
sne:mva #1 fs ; finish it
mva #4 ResultY ; where seppuku text starts Y-wise on the screen
;top frame
mva ResultY LineYdraw
jsr TL4x4_top
adb ResultY #4 ;next line
;seppuku
mwa #seppukuText LineAddress4x4
jsr _sep_opty
;bottom frame
mva ResultY LineYdraw
jsr TL4x4_bottom ; just go
;clean seppuku
mva #3 di
;mva #4 ResultY
lda #4
sta ResultY
loplop ;@
mwa #lineClear LineAddress4x4
jsr _sep_opty
dec di
bne loplop ;@-
dec fs
jne seppuku_loop
quit_seppuku
rts
.endp
;-------------------------------- ;--------------------------------
.proc DisplayResults ; .proc DisplayResults ;
;displays results of the round ;displays results of the round
@@ -2277,7 +1944,12 @@ RandomizeTankPos
randomize 0 180 randomize 0 180
sta AngleTable,x sta AngleTable,x
randomize 0 (49-8) randomize 0 (49-8)
and #%11111110 ; correction for PMG ; x correction for P/M
; --
.IF XCORRECTION_FOR_PM = 1
and #%11111110
.ENDIF
; --
clc clc
adc XtankOffsetGO_L,x adc XtankOffsetGO_L,x
sta XtankstableL,x sta XtankstableL,x
@@ -2361,34 +2033,33 @@ EndOfCredits
.proc DisplayStatus .proc DisplayStatus
;------------------------------------------------- ;-------------------------------------------------
;=========================
; displaying number of active controller port ; displaying number of active controller port
;=========================
ldy JoystickNumber ldy JoystickNumber
lda digits+1,y lda digits+1,y
sta statusBuffer+17 sta statusBuffer+17
;---------------------
;=========================
;displaying symbol of the weapon ;displaying symbol of the weapon
;--------------------- ;=========================
;display name and symbol of the weapon
;statusBuffer+18 - symbol (1 char)
;statusBuffer+20 - quantity left
;statusBuffer+23 - name
ldx TankNr ldx TankNr
ldy ActiveWeapon,x ldy ActiveWeapon,x
lda WeaponSymbols,y lda WeaponSymbols,y
sta statusBuffer+19 sta statusBuffer+19
;--------------------- ;=========================
;displaying quantity of the given weapon ;displaying quantity of the given weapon
;--------------------- ;=========================
lda ActiveWeapon,x lda ActiveWeapon,x
jsr HowManyBullets jsr HowManyBullets
sta decimal sta decimal
mwa #statusBuffer+21 displayposition mwa #statusBuffer+21 displayposition
jsr displaybyte jsr displaybyte
;--------------------- ;=========================
;displaying name of the weapon ;displaying name of the weapon
;--------------------- ;=========================
ldx TankNr ldx TankNr
lda ActiveWeapon,x lda ActiveWeapon,x
sta temp ;get back number of the weapon sta temp ;get back number of the weapon
@@ -2408,9 +2079,9 @@ EndOfCredits
dey dey
bpl @- bpl @-
;--------------------- ;=========================
;displaying name of the defence weapon (if active) ;displaying name of the defence weapon (if active)
;--------------------- ;=========================
lda AutoDefenseFlag,x ; Auto Defense symbol (space or "A" in inverse) lda AutoDefenseFlag,x ; Auto Defense symbol (space or "A" in inverse)
bpl @+ bpl @+
lda #$5e ; Auto Defense symbol lda #$5e ; Auto Defense symbol
@@ -2447,19 +2118,17 @@ ClearingOnly
dey dey
bpl @- bpl @-
;--------------------- ;=========================
;displaying the energy of a tank ;displaying the energy of a tank
;--------------------- ;=========================
lda Energy,x lda Energy,x
sta decimal sta decimal
mwa #statusBuffer+48 displayposition mwa #statusBuffer+48 displayposition
jsr displaybyte jsr displaybyte
;--------------------- ;=========================
;displaying the energy of a tank shield (if exist) ;displaying the energy of a tank shield (if exist)
;--------------------- ;=========================
; clear (if no shield) ; clear (if no shield)
lda #space lda #space
sta statusBuffer+40+10 sta statusBuffer+40+10
@@ -2483,17 +2152,20 @@ NoDefenceWeapon
NoShieldEnergy NoShieldEnergy
;========================= ;=========================
;display Wind ; display Wind
;========================= ;=========================
mwa Wind temp mwa Wind temp
lda Wind+3 ; highest byte of 4 byte wind lda #space
bit Wind+3 ; highest byte of 4 byte wind
bmi DisplayLeftWind bmi DisplayLeftWind
sta statusBuffer+80+17 ; (space) char
lda #$7f ; (tab) char lda #$7f ; (tab) char
sta statusBuffer+80+20 sta statusBuffer+80+20
lda #space bne DisplayWindValue
sta statusBuffer+80+17
beq DisplayWindValue
DisplayLeftWind DisplayLeftWind
sta statusBuffer+80+20 ; (space) char
lda #$7e ;(del) char
sta statusBuffer+80+17
sec ; Wind = -Wind sec ; Wind = -Wind
lda #$00 lda #$00
sbc temp sbc temp
@@ -2501,10 +2173,6 @@ DisplayLeftWind
lda #$00 lda #$00
sbc temp+1 sbc temp+1
sta temp+1 sta temp+1
lda #$7e ;(del) char
sta statusBuffer+80+17
lda #space
sta statusBuffer+80+20
DisplayWindValue DisplayWindValue
:4 lsrw temp ;divide by 16 to have a nice value on a screen :4 lsrw temp ;divide by 16 to have a nice value on a screen
lda temp lda temp
@@ -2535,6 +2203,7 @@ DisplayWindValue
;display Angle ;display Angle
;========================= ;=========================
displayAngle displayAngle
ldy #space
ldx TankNr ldx TankNr
lda AngleTable,x lda AngleTable,x
cmp #90 cmp #90
@@ -2543,28 +2212,25 @@ displayAngle
AngleToRight AngleToRight
; now we have values from 0 to 89 and right angle ; now we have values from 0 to 89 and right angle
sta decimal sta decimal
sty statusBuffer+40+22 ; (space) character
lda #$7f ; (tab) character lda #$7f ; (tab) character
sta statusBuffer+40+25 sta statusBuffer+40+25
lda #space bne AngleDisplay
sta statusBuffer+40+22
beq AngleDisplay
AngleToLeft AngleToLeft
sec sec
lda #180 lda #180
sbc AngleTable,x sbc AngleTable,x
; angles 180 - 91 converted to 0 - 89 ; angles 180 - 91 converted to 0 - 89
sta decimal sta decimal
sty statusBuffer+40+25 ; (space) character
lda #$7e ;(del) char lda #$7e ;(del) char
sta statusBuffer+40+22 sta statusBuffer+40+22
lda #space bne AngleDisplay
sta statusBuffer+40+25
beq AngleDisplay
VerticallyUp VerticallyUp
; now we have value 90 ; now we have value 90
sta decimal sta decimal
lda #space sty statusBuffer+40+25 ; (space) character
sta statusBuffer+40+25 sty statusBuffer+40+22 ; (space) character
sta statusBuffer+40+22
AngleDisplay AngleDisplay
mwa #statusBuffer+40+23 displayposition mwa #statusBuffer+40+23 displayposition
+6 -8
View File
@@ -168,8 +168,6 @@ TargetTankNr ; Target tank index (for AI routines)
.DS 1 .DS 1
SecondTryFlag ; For precise AI aiming SecondTryFlag ; For precise AI aiming
.DS 1 .DS 1
SpyHardFlag ; >$7f - run SpyHard after inventory
.DS 1
;---------------------------------------------------- ;----------------------------------------------------
;Erase .DS 1 ; if 1 only mask of the character is printed ;Erase .DS 1 ; if 1 only mask of the character is printed
; on the graphics screen. if 0 character is printed normally ; on the graphics screen. if 0 character is printed normally
@@ -344,17 +342,17 @@ LaserCoordinate .DS 8 ; 2,2,2,2
; from $30 the defensive weapons begin ; from $30 the defensive weapons begin
TanksWeapons TanksWeapons
TanksWeapon1 TanksWeapon1
.DS [last_defensive_____ - first_offensive____ +1] .DS number_of_weapons
TanksWeapon2 TanksWeapon2
.DS [last_defensive_____ - first_offensive____ +1] .DS number_of_weapons
TanksWeapon3 TanksWeapon3
.DS [last_defensive_____ - first_offensive____ +1] .DS number_of_weapons
TanksWeapon4 TanksWeapon4
.DS [last_defensive_____ - first_offensive____ +1] .DS number_of_weapons
TanksWeapon5 TanksWeapon5
.DS [last_defensive_____ - first_offensive____ +1] .DS number_of_weapons
TanksWeapon6 TanksWeapon6
.DS [last_defensive_____ - first_offensive____ +1] .DS number_of_weapons
mountaintable ;table of mountains (size=screenwidth) mountaintable ;table of mountains (size=screenwidth)
.DS [screenwidth] .DS [screenwidth]
+96 -26
View File
@@ -3,6 +3,9 @@
.IF *>0 ;this is a trick that prevents compiling this file alone .IF *>0 ;this is a trick that prevents compiling this file alone
;-------------------------------------------------- ;--------------------------------------------------
.proc Explosion .proc Explosion
; xdraw,ydraw (word) - coordinates of explosion center
; TankNr - number of shooting tank
; ActiveWeapon(TankNr) - weapon that tank fires
;-------------------------------------------------- ;--------------------------------------------------
;cleanup of the soil fall down ranges (left and right) ;cleanup of the soil fall down ranges (left and right)
jsr ClearScreenSoilRange jsr ClearScreenSoilRange
@@ -358,29 +361,34 @@ EndNurnedCheckLoop
; ------------------------ ; ------------------------
.proc babyroller .proc babyroller
mva #11 ExplosionRadius mva #11 ExplosionRadius
GoRoller
jmp xroller jmp xroller
.endp .endp
; ------------------------ ; ------------------------
.proc roller ; .proc roller ;
mva #21 ExplosionRadius mva #21 ExplosionRadius
jmp xroller bne babyroller.GoRoller ; 1 byte saved
; jmp xroller
.endp .endp
; ------------------------ ; ------------------------
.proc heavyroller .proc heavyroller
mva #30 ExplosionRadius mva #30 ExplosionRadius
jmp xroller bne babyroller.GoRoller ; 1 byte saved
; jmp xroller
.endp .endp
; ------------------------ ; ------------------------
.proc riotbomb .proc riotbomb
mva #17 ExplosionRadius mva #17 ExplosionRadius
GoRiotBomb
jsr CalculateExplosionRange jsr CalculateExplosionRange
jmp xriotbomb jmp xriotbomb
.endp .endp
; ------------------------ ; ------------------------
.proc heavyriotbomb .proc heavyriotbomb
mva #29 ExplosionRadius mva #29 ExplosionRadius
jsr CalculateExplosionRange bne riotbomb.GoRiotBomb ; 4 bytes saved - optimization :)
jmp xriotbomb ; jsr CalculateExplosionRange
; jmp xriotbomb
.endp .endp
; ------------------------ ; ------------------------
.proc babydigger .proc babydigger
@@ -680,6 +688,7 @@ ToHighFill
mwa EndOfTheBarrelX xbyte mwa EndOfTheBarrelX xbyte
mva EndOfTheBarrelY ybyte mva EndOfTheBarrelY ybyte
mva #0 ybyte+1 mva #0 ybyte+1
sta LaserFlag ; turn on gravity and wind after shot :)
mwa xdraw LaserCoordinate mwa xdraw LaserCoordinate
mwa ydraw LaserCoordinate+2 mwa ydraw LaserCoordinate+2
@@ -932,6 +941,14 @@ ExplodeNow
; -------------------------------------------------- ; --------------------------------------------------
.proc checkRollDirection .proc checkRollDirection
; check rolling direction (for roller and other rolling weapons) ; check rolling direction (for roller and other rolling weapons)
; xdraw (word) - X coordinate
; Y coordinate is taken from mountaintable and go to ydraw (word)
; shoot direction is taken from VX+3
; result:
; HowMuchToFall - direction
; $FF - we are in a hole (flying in missile direction)
; 1 - right, 2 - left
; --------------------------------------------------
ldy #0 ldy #0
adw xdraw #mountaintable tempXROLLER adw xdraw #mountaintable tempXROLLER
lda (tempXROLLER),y lda (tempXROLLER),y
@@ -951,15 +968,12 @@ PositiveVelocity
; 1 - right, 2 - left ; 1 - right, 2 - left
mva #$ff HowMuchToFall mva #$ff HowMuchToFall
mva ydraw HeightRol mva ydraw HeightRol
;mwa #mountaintable tempXROLLER - It's already done !!!
;adw tempXROLLER xdraw
SeekLeft SeekLeft
cpw tempXROLLER #mountaintable cpw tempXROLLER #mountaintable
beq GoRightNow ; "bounce" if we have on left end beq GoRightNow ; "bounce" if we have on left end
.nowarn dew tempXROLLER .nowarn dew tempXROLLER
lda (tempXROLLER),y ;fukk! beware of Y value lda (tempXROLLER),y ;fukk! beware of Y value
cmp HeightRol cmp HeightRol
;bne HowMuchToFallLeft
HowMuchToFallLeft HowMuchToFallLeft
bcs GoRightNow bcs GoRightNow
mva #1 HowMuchToFall mva #1 HowMuchToFall
@@ -971,9 +985,7 @@ SeekRight
inw tempXROLLER inw tempXROLLER
lda (tempXROLLER),y lda (tempXROLLER),y
cmp HeightRol cmp HeightRol
;bne HowMuchToFallRight
HowMuchToFallRight HowMuchToFallRight
; check if up or down
bcs HowMuchToFallKnown bcs HowMuchToFallKnown
lda HowMuchToFall lda HowMuchToFall
bpl ItIsLeftAlready bpl ItIsLeftAlready
@@ -1149,8 +1161,12 @@ afterInventory
jsr MakeDarkScreen jsr MakeDarkScreen
jsr DisplayStatus jsr DisplayStatus
jsr SetMainScreen jsr SetMainScreen
;jsr WaitOneFrame ; not necessary
jsr DrawTanks jsr DrawTanks
;jsr WaitOneFrame ; not necessary
bit LazyFlag
bvc NoLazy
jsr LazyBoys
NoLazy
bit SpyHardFlag bit SpyHardFlag
bpl NoSpyHard bpl NoSpyHard
jsr SpyHard jsr SpyHard
@@ -1196,7 +1212,7 @@ NoVdebugSwitch
.IF TARGET = 800 .IF TARGET = 800
cmp #61 ; G cmp #61 ; G
bne EndKeys bne EndKeys
jsr SelectNextGradient jsr SelectNextGradient.NotWind
jmp ReleaseAndLoop jmp ReleaseAndLoop
.ENDIF .ENDIF
EndKeys EndKeys
@@ -1469,10 +1485,7 @@ AfterOffensiveText
mva #$ff LaserFlag ; $ff - Laser mva #$ff LaserFlag ; $ff - Laser
bne AfterStrongShoot bne AfterStrongShoot
NotStrongShoot NotStrongShoot
lda ForceTableL,x jsr Table2Force
sta Force
lda ForceTableH,x
sta Force+1
bit TestFlightFlag bit TestFlightFlag
bmi AfterStrongShoot bmi AfterStrongShoot
mva #sfx_shoot sfx_effect mva #sfx_shoot sfx_effect
@@ -1805,7 +1818,7 @@ SkipCollisionCheck
bit TestFlightFlag bit TestFlightFlag
bvc NoTestFlight bvc NoTestFlight
bit Vdebug bit Vdebug
bpl NoTestFlight bpl NoUnplot
jsr WaitOneFrame ; visualize AI targeting jsr WaitOneFrame ; visualize AI targeting
jmp YesUnPlot jmp YesUnPlot
NoTestFlight NoTestFlight
@@ -1964,11 +1977,7 @@ BouncyCastle
; ---------------- get fire parameters again ; ---------------- get fire parameters again
ldx TankNr ldx TankNr
lda ActiveWeapon,x jsr Table2Force
lda ForceTableL,x
sta Force
lda ForceTableH,x
sta Force+1
lda AngleTable,x lda AngleTable,x
sta Angle sta Angle
@@ -2396,6 +2405,7 @@ NoWall
; X and TankNr - index of shooting tank ; X and TankNr - index of shooting tank
; ------------------------------------------------- ; -------------------------------------------------
mva #sfx_sandhog sfx_effect mva #sfx_sandhog sfx_effect
.IF FASTER_GRAF_PROCS = 1
ldy #0 ; byte counter (from 0 to 39) ldy #0 ; byte counter (from 0 to 39)
NextColumn NextColumn
; big loop - we repat internal loops for each column of bytes ; big loop - we repat internal loops for each column of bytes
@@ -2430,6 +2440,26 @@ NextLine2
iny iny
cpy #40 cpy #40
bne NextColumn bne NextColumn
.ELSE
mva #1 color
mwa #120 ydraw
NextLineSlow
lda #0
sta xdraw
sta xdraw+1
NextPixelSlow
bit random
bpl NoPlot
bvc NoPlot
jsr plot.MakePlot
NoPlot
inw xdraw
cpw xdraw #screenwidth
bne NextPixelSlow
dec ydraw
dec ydraw
bpl NextLineSlow
.ENDIF
; and we have "snow" :) ; and we have "snow" :)
lda #0 lda #0
ldx TankNr ldx TankNr
@@ -2467,6 +2497,7 @@ InverseScreenByte
mvx TankNr TargetTankNr ; save mvx TankNr TargetTankNr ; save
RepeatSpy RepeatSpy
mvx #0 TankNr mvx #0 TankNr
stx SpyHardFlag ; 0 - optimization
CheckNextTankSH CheckNextTankSH
cpx TargetTankNr cpx TargetTankNr
beq ThisTankItsMe beq ThisTankItsMe
@@ -2497,7 +2528,6 @@ SelectNextTank
SpyHardEnd SpyHardEnd
mvx TargetTankNr TankNr ; restore mvx TargetTankNr TankNr ; restore
jsr DisplaySpyInfo jsr DisplaySpyInfo
mva #0 SpyHardFlag
rts rts
.endp .endp
.proc DisplaySpyInfo .proc DisplaySpyInfo
@@ -2508,6 +2538,42 @@ SpyHardEnd
rts rts
.endp .endp
; ------------------------------------------------- ; -------------------------------------------------
.proc LazyBoys
; -------------------------------------------------
mva #sfx_lazy_boys sfx_effect
jsr PrepareAIShoot
ldx TankNr
bit LazyFlag
bmi GoDarwin
jsr FindBestTarget2 ; find nearest tank neighbour
jsr LazyAim
lda #%00000000 ; set "visual aiming" off
beq EndLazy
GoDarwin
jsr FindBestTarget3 ; find target with lowest energy
jsr LazyAim
lda #%10000000
EndLazy
sta TestFlightFlag ; set "visual aiming" on
mva #0 LazyFlag
rts
.endp
.proc LazyAim
; aiming proc for Lazy ... weapons
; as proc for memory optimisation
; Y - target tan nr
; A - target direction
sty TargetTankNr
; aiming
jsr TakeAim ; direction still in A (0 - left, >0 - right)
lda Force
sta ForceTableL,x
lda Force+1
sta ForceTableH,x
jsr MoveBarrelToNewPosition
rts
.endp
; -------------------------------------------------
.proc TankFlying .proc TankFlying
; ------------------------------------------------- ; -------------------------------------------------
; This routine is run from inside of the main loop ; This routine is run from inside of the main loop
@@ -2620,8 +2686,7 @@ KeyboardAndJoyCheck
mva #sfx_tank_move sfx_effect mva #sfx_tank_move sfx_effect
lda ShieldEnergy,x lda ShieldEnergy,x
cmp #20 cmp #20
bne notpressed bne LotOfFuel
nop
; display text 4x4 - low fuel ; display text 4x4 - low fuel
mwa #hoverEmpty LineAddress4x4 mwa #hoverEmpty LineAddress4x4
@@ -2632,9 +2697,9 @@ KeyboardAndJoyCheck
sbc #12 sbc #12
sta LineYdraw sta LineYdraw
jsr TypeLine4x4.variableLength jsr TypeLine4x4.variableLength
ldx TankNr ldx TankNr
LotOfFuel
notpressed notpressed
; let's animate "engine" ; let's animate "engine"
jsr DrawTankEngine jsr DrawTankEngine
@@ -2786,7 +2851,7 @@ CheckCollisionWithTankLoop
; it is tricky but fast and much shorter ; it is tricky but fast and much shorter
lda xtankstableL,x lda xtankstableL,x
sec sec
sbc #9 ; 2 pixels more on left side + tan width sbc #9 ; 2 pixels more on left side + tank width
tay tay
lda xtankstableH,x lda xtankstableH,x
sbc #0 sbc #0
@@ -2842,9 +2907,14 @@ ItIsMe
mva #1 Erase mva #1 Erase
jsr DrawTankNr jsr DrawTankNr
mva #0 Erase mva #0 Erase
; x correction for P/M
; --
.IF XCORRECTION_FOR_PM = 1
lda XtankstableL,x lda XtankstableL,x
and #%11111110 ; correction for PM and #%11111110 ; correction for PM
sta XtankstableL,x sta XtankstableL,x
.ENDIF
; --
GoDown GoDown
mwa #mountaintable temp mwa #mountaintable temp