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46 Commits

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
29 changed files with 5652 additions and 1046 deletions
+2 -1
View File
@@ -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
View File
@@ -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
+31 -6
View File
@@ -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.
@@ -51,6 +53,29 @@ 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 ###### Version 1.27
2023-02-07 2023-02-07
+2
View File
@@ -601,6 +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
@@ -695,6 +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
View File
@@ -1,877 +0,0 @@
/***************************************/
/* Use MADS http://mads.atari8.info/ */
/* Mode: DLI (char mode) */
/***************************************/
;icl "Scorch50.h"
;icl "../lib/ATARISYS.ASM"
;icl "../lib/macro.hea"
; --- dmsc LZSS player routine on zero page
org $80
chn_copy .ds 9
chn_pos .ds 9
bptr .ds 2
cur_pos .ds 1
chn_bits .ds 1
bit_data .ds 1
fcnt .ds 2
fadr .ds 2
fhlp .ds 2
cloc .ds 1
regA .ds 1
regX .ds 1
regY .ds 1
WIDTH = 40
HEIGHT = 30
; --- BASIC switch OFF
org $2000\ mva #$ff portb\ rts\ ini $2000
; --- MAIN PROGRAM
org $2000
ant dta $C2,a(scr)
dta $02,$82,$02,$02,$82,$02,$82,$02,$82,$02,$02,$02,$82,$02,$82,$82
dta $02,$02,$82,$02,$02,$82,$02,$02,$82,$82,$02,$82,$22
;dta $42,a(verline)
dta $41,a(ant)
;verline
; :37 dta d" "
; dta build
scr ins "Scorch50.scr"
.ds 0*40
.ALIGN $0400
fnt ins "Scorch50.fnt"
ift USESPRITES
.ALIGN $0800
pmg .ds $0300
ift FADECHR = 0
SPRITES
els
.ds $500
eif
eif
song_data
ins 'mmm_16.lzs'
song_end
buffers
.ds 256 * 9
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Song Initialization - this runs in the first tick:
;
.proc init_song
mva #1 bit_data
; Example: here initializes song pointer:
;mwa #song_data song_ptr
; Init all channels:
ldx #8
ldy #0
clear
; Read just init value and store into buffer and POKEY
jsr get_byte
sta POKEY, x
sty chn_copy, x
cbuf
sta buffers + 255
inc cbuf + 2
dex
bpl clear
; Initialize buffer pointer:
sty bptr
sty cur_pos
rts
.endp
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Wait for next frame
;
.proc wait_frame
lda 20
delay
cmp 20
beq delay
.endp
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Play one frame of the song
;
.proc play_frame
lda #>buffers
sta bptr+1
lda song_data
sta chn_bits
ldx #8
; Loop through all "channels", one for each POKEY register
chn_loop:
lsr chn_bits
bcs skip_chn ; C=1 : skip this channel
lda chn_copy, x ; Get status of this stream
bne do_copy_byte ; If > 0 we are copying bytes
; We are decoding a new match/literal
lsr bit_data ; Get next bit
bne got_bit
jsr get_byte ; Not enough bits, refill!
ror ; Extract a new bit and add a 1 at the high bit (from C set above)
sta bit_data ;
got_bit:
jsr get_byte ; Always read a byte, it could mean "match size/offset" or "literal byte"
bcs store ; Bit = 1 is "literal", bit = 0 is "match"
sta chn_pos, x ; Store in "copy pos"
jsr get_byte
sta chn_copy, x ; Store in "copy length"
; And start copying first byte
do_copy_byte:
dec chn_copy, x ; Decrease match length, increase match position
inc chn_pos, x
ldy chn_pos, x
; Now, read old data, jump to data store
lda (bptr), y
store:
ldy cur_pos
sta POKEY, x ; Store to output and buffer
sta (bptr), y
skip_chn:
; Increment channel buffer pointer
inc bptr+1
dex
bpl chn_loop ; Next channel
inc cur_pos
.endp
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Check for ending of song and jump to the next frame
;
; not checking really so the tune gets funky :)))
;lda song_ptr + 1
;cmp #>song_end
;bne wait_frame
;lda song_ptr
;cmp #<song_end
;bne wait_frame
end_loop
rts
song_ptr = get_byte + 1
.proc get_byte
lda song_data+1
inc song_ptr
bne skip
inc song_ptr+1
skip
rts
.endp
main
jsr init_song
; ; copy system font to $a000
; ldx #0
;@ lda $e000,x
; sta $a000,x
; ;lda $e100,x ; i need digits only :]
; ;sta $a100,x
; ;lda $e200,x
; ;sta $a200,x
; ;lda $e300,x
; ;sta $a300,x
; inx
; bne @-
; --- init PMG
ift USESPRITES
mva >pmg pmbase ;missiles and players data address
mva #$03 GRACTL ;enable players and missiles
eif
lda:cmp:req $14 ;wait 1 frame
sei ;stop IRQ interrupts
mva #$00 nmien ;stop NMI interrupts
sta dmactl
;mva #$fe portb ;switch off ROM to get 16k more ram
;mwa #NMI $fffa ;new NMI handler
sta COLOR4
lda #$0E
sta COLOR1
lda #$84
sta COLOR2
lda #$0E
sta COLOR3
lda #$02
VMAIN NMI.vbl,6 ;jsr SetVBL
VDLI DLI.dli_start
mva #1 vscrol
mva #$c0 nmien ;switch on NMI+DLI again
_lp lda trig0 ; FIRE #0
beq stop
lda trig1 ; FIRE #1
beq stop
lda consol ; START
and #1
beq stop
lda skctl
and #$04
bne _lp ;wait to press any key; here you can put any own routine
stop
cli
vmain sysvbv,6
mva #$00 GRACTL ;PMG disabled
tax
sta:rne hposp0,x+
;mva #$ff portb ;ROM switch on
mva #$40 nmien ;only NMI interrupts, DLI disabled
;cli ;IRQ enabled
lda #0
ldx #8
@ sta POKEY,x
dex
bpl @-
;no glitching please (issue #67)
lda #0
sta $D400 ;dmactl
sta $022F ;dmactls
rts ;return to ... DOS
; --- DLI PROGRAM
.local DLI
?old_dli = *
dli_start
dli13
sta regA
sta wsync ;line=8
sta wsync ;line=9
sta wsync ;line=10
sta wsync ;line=11
sta wsync ;line=12
sta wsync ;line=13
c9 lda #$14
sta wsync ;line=14
sta colpm3
DLINEW DLI.dli2 1 0 0
dli2
sta regA
lda >fnt+$400*$01
sta wsync ;line=24
sta chbase
DLINEW dli3 1 0 0
dli3
sta regA
lda >fnt+$400*$02
sta wsync ;line=48
sta chbase
sta wsync ;line=49
sta wsync ;line=50
sta wsync ;line=51
s3 lda #$07
sta wsync ;line=52
sta sizem
DLINEW dli14 1 0 0
dli14
sta regA
stx regX
sty regY
x8 lda #$A3
sta wsync ;line=64
sta hposp3
x9 lda #$AB
sta wsync ;line=65
sta hposm3
sta wsync ;line=66
sta wsync ;line=67
sta wsync ;line=68
sta wsync ;line=69
sta wsync ;line=70
s4 lda #$13
x10 ldx #$A6
sta wsync ;line=71
sta sizem
stx hposm2
s5 lda #$01
x11 ldx #$72
x12 ldy #$62
sta wsync ;line=72
sta sizep2
sta sizep3
stx hposp2
sty hposp3
x13 lda #$A9
sta wsync ;line=73
sta hposp1
DLINEW dli4 1 1 1
dli4
sta regA
lda >fnt+$400*$03
sta wsync ;line=80
sta chbase
DLINEW dli5 1 0 0
dli5
sta regA
stx regX
lda >fnt+$400*$04
sta wsync ;line=112
sta chbase
sta wsync ;line=113
sta wsync ;line=114
sta wsync ;line=115
sta wsync ;line=116
sta wsync ;line=117
sta wsync ;line=118
s6 lda #$07
x14 ldx #$A3
sta wsync ;line=119
sta sizem
stx hposm1
s7 lda #$01
x15 ldx #$93
sta wsync ;line=120
sta sizep1
stx hposp1
DLINEW dli15 1 1 0
dli15
sta regA
stx regX
sta wsync ;line=128
sta wsync ;line=129
sta wsync ;line=130
sta wsync ;line=131
x16 lda #$4A
sta wsync ;line=132
sta hposp1
c10 lda #$D4
sta wsync ;line=133
sta colpf2
s8 lda #$C3
x17 ldx #$5A
sta wsync ;line=134
sta sizem
stx hposm3
DLINEW dli6 1 1 0
dli6
sta regA
stx regX
sty regY
lda >fnt+$400*$05
sta wsync ;line=136
sta chbase
sta wsync ;line=137
sta wsync ;line=138
sta wsync ;line=139
sta wsync ;line=140
sta wsync ;line=141
sta wsync ;line=142
s9 lda #$C7
x18 ldx #$A9
sta wsync ;line=143
sta sizem
stx hposm1
s10 lda #$D7
x19 ldx #$9E
c11 ldy #$02
sta wsync ;line=144
sta sizem
stx hposm2
sty colpm2
sta wsync ;line=145
c12 lda #$04
sta wsync ;line=146
sta colpm1
sta wsync ;line=147
sta wsync ;line=148
sta wsync ;line=149
s11 lda #$00
x20 ldx #$74
c13 ldy #$02
sta wsync ;line=150
sta sizep3
stx hposp3
sty colpm3
sta wsync ;line=151
sta wsync ;line=152
sta wsync ;line=153
sta wsync ;line=154
sta wsync ;line=155
sta wsync ;line=156
sta wsync ;line=157
c14 lda #$04
sta wsync ;line=158
sta colpf0
DLINEW dli7 1 1 1
dli7
sta regA
lda >fnt+$400*$06
sta wsync ;line=160
sta chbase
DLINEW dli8 1 0 0
dli8
sta regA
stx regX
sty regY
lda >fnt+$400*$07
sta wsync ;line=184
sta chbase
sta wsync ;line=185
s12 lda #$00
x21 ldx #$8E
c15 ldy #$08
sta wsync ;line=186
sta sizep2
stx hposp2
sty colpm2
x22 lda #$4C
c16 ldx #$0E
sta wsync ;line=187
sta hposp3
stx colpm3
c17 lda #$0A
c18 ldx #$34
sta wsync ;line=188
sta colpf1
stx colpm3
s13 lda #$43
x23 ldx #$49
sta wsync ;line=189
sta sizem
stx hposm3
c19 lda #$08
c20 ldx #$34
sta wsync ;line=190
sta colpf1
stx colpm2
sta wsync ;line=191
c21 lda #$0A
sta wsync ;line=192
sta colpf1
c22 lda #$08
sta wsync ;line=193
sta colpf1
c23 lda #$0A
sta wsync ;line=194
sta colpf1
c24 lda #$34
sta wsync ;line=195
sta colpf2
c25 lda #$0C
sta wsync ;line=196
sta colpf1
c26 lda #$0A
sta wsync ;line=197
sta colpf1
c27 lda #$0C
sta wsync ;line=198
sta colpf1
sta wsync ;line=199
sta wsync ;line=200
c28 lda #$0E
sta wsync ;line=201
sta colpf1
c29 lda #$0C
sta wsync ;line=202
sta colpf1
c30 lda #$0E
sta wsync ;line=203
sta colpf1
c31 lda #$0C
sta wsync ;line=204
sta colpf1
c32 lda #$0E
sta wsync ;line=205
sta colpf1
DLINEW dli16 1 1 1
dli16
sta regA
sta wsync ;line=208
sta wsync ;line=209
c33 lda #$0C
sta wsync ;line=210
sta colpf1
c34 lda #$0E
sta wsync ;line=211
sta colpf1
c35 lda #$0C
sta wsync ;line=212
sta colpf1
DLINEW dli9 1 0 0
dli9
sta regA
stx regX
sty regY
lda >fnt+$400*$08
c36 ldx #$0A
sta wsync ;line=216
sta chbase
stx colpf1
c37 lda #$0C
sta wsync ;line=217
sta colpf1
c38 lda #$0A
x24 ldx #$9D
c39 ldy #$34
sta wsync ;line=218
sta colpf1
stx hposm1
sty colpm1
s14 lda #$03
x25 ldx #$7D
sta wsync ;line=219
sta sizep3
stx hposp3
c40 lda #$08
s15 ldx #$13
x26 ldy #$45
sta wsync ;line=220
sta colpf1
stx sizem
sty hposm2
s16 lda #$03
x27 ldx #$59
sta wsync ;line=221
sta sizep2
stx hposp2
s17 lda #$53
x28 ldx #$49
x29 ldy #$79
sta wsync ;line=222
sta sizem
stx hposp1
sty hposm3
c41 lda #$06
c42 ldx #$00
sta wsync ;line=223
sta colpf1
stx colpf2
lda >fnt+$400*$01
s18 ldx #$50
x30 ldy #$44
sta wsync ;line=224
sta chbase
stx sizem
sty hposm0
sta wsync ;line=225
c43 lda #$08
sta wsync ;line=226
sta colpf1
c44 lda #$0C
sta wsync ;line=227
sta colpf1
sta wsync ;line=228
sta wsync ;line=229
c45 lda #$0E
sta wsync ;line=230
sta colpf1
DLINEW dli10 1 1 1
dli10
sta regA
lda >fnt+$400*$00
sta wsync ;line=232
sta chbase
;DLINEW dli11 1 0 0
lda regA
rti
;dli11
; sta regA
;
; lda #>$a000 ; system font
; sta wsync ;line=232
; sta chbase
; lda #$01
; sta gtictl
;
; lda regA
; rti
.endl
; ---
CHANGES = 1
FADECHR = 0
SCHR = 127
dliv = $0200
; ---
.proc NMI
bit nmist
bpl VBL
jmp DLI.dli_start
VBL
sta regA
stx regX
sty regY
;sta nmist ;reset NMI flag
mwa #ant dlptr ;ANTIC address program
mva #@dmactl(standard|dma|lineX1|players|missiles) dmactl ;set new screen width
inc cloc ;little timer
; Initial values
lda >fnt+$400*$00
sta chbase
c0 lda #$00
sta colbak
c1 lda #$0E
sta colpf1
c2 lda #$84
sta colpf2
c3 lda #$0E
sta colpf3
lda #$02
sta CHACTL
lda #$01
sta PRIOR
sta sizep0
s0 lda #$03
sta sizem
x0 lda #$D0
sta hposp0
x1 lda #$28
sta hposm0
c4 lda #$00
sta colpm0
x2 lda #$A2
sta hposm3
c5 lda #$0E
sta colpm3
s1 lda #$00
sta sizep2
sta sizep3
x3 lda #$92
sta hposp2
x4 lda #$8A
sta hposp3
c6 lda #$14
sta colpm2
s2 lda #$00
sta sizep1
x5 lda #$9A
sta hposp1
c7 lda #$14
sta colpm1
x6 lda #$A4
sta hposm2
x7 lda #$A6
sta hposm1
c8 lda #$00
sta colpf0
mwa #DLI.dli_start dliv ;set the first address of DLI interrupt
;this area is for yours routines
jsr play_frame
quit
lda regA
ldx regX
ldy regY
jmp sysvbv
.endp
; ---
ini main
; ---
;opt l- ; this stops the listing
.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
View File
@@ -0,0 +1,41 @@
; ----------------------------------
; RastaConverter by Ilmenit v.Beta7
; ----------------------------------
; Initial values
lda #$0E
sta colpf0
lda #$96
sta colpf1
lda #$88
sta colpf2
lda #$00
sta COLBAK
lda #$74
sta COLPM0
lda #$EE
sta COLPM1
lda #$85
sta COLPM2
lda #$95
sta COLPM3
lda #$5E
sta HPOSP0
lda #$9F
sta HPOSP1
lda #$45
sta HPOSP2
lda #$30
sta HPOSP3
lda #$0
ldx #$0
ldy #$0
; Set proper count of wsyncs
:2 sta wsync
; Set proper picture height
PIC_HEIGHT = 200
Binary file not shown.

After

Width:  |  Height:  |  Size: 109 KiB

+282
View File
@@ -0,0 +1,282 @@
/***************************************/
/* Use MADS http://mads.atari8.info/ */
/* Mode: GED- (bitmap mode) */
/***************************************/
icl "splash.h"
; --- dmsc LZSS player routine on zero page
org $80
chn_copy .ds 9
chn_pos .ds 9
bptr .ds 2
cur_pos .ds 1
chn_bits .ds 1
bit_data .ds 1
; ---
org $00
fcnt .ds 2
fadr .ds 2
fhlp .ds 2
cloc .ds 1
regA .ds 1
regX .ds 1
regY .ds 1
byt2 .ds 1
zc .ds ZCOLORS
* --- BASIC switch OFF
org $2000\ mva #$ff portb\ rts\ ini $2000
* --- MAIN PROGRAM
org $2010
IFT PIC_HEIGHT>=204
scr ins "output.png.mic", 0, 8160
:16 .byte 0
ins "output.png.mic" , +8160
ELS
scr ins "output.png.mic"
EIF
.ifdef nil_used
nil :8*40 brk
eif
.ALIGN $0400
ant ANTIC_PROGRAM scr,ant
fnt
ift USESPRITES
.ALIGN $0800
.ds $0300
pmg SPRITES
eif
FontSplash
ins '../../artwork/weapons_AW6_mod.fnt' ; 'artwork/weapons.fnt'
mother
; dta d" The Mother of All Games "
dta d" Father Unknown of All Games "
icl "lzss_player.asm" ; player (and data) for splash music
main
jsr init_song
* --- init PMG
ift USESPRITES
mva >pmg pmbase ;missiles and players data address
mva #$03 pmcntl ;enable players and missiles
eif
lda:cmp:req $14 ;wait 1 frame
sei ;stop interrups
mva #$00 nmien ;stop all interrupts
mva #$fe portb ;switch off ROM to get 16k more ram
ZPINIT
////////////////////
// RASTER PROGRAM //
////////////////////
; jmp line239
jmp raster_program_end
LOOP lda vcount ;synchronization for the first screen (picture) line
cmp #$02
;sta colpf0
;sta colpm0
;sta colbak
bne LOOP
mva #%00111110 dmactl ;set new screen width
mva <ant dlptr
mva >ant dlptr+1
icl "output.png.rp.ini"
;--- 16 lines down ---- !!!
:16 sta wsync
; wait 13 cycles !!!
:4 nop
inc byt2
;--- wait 18 cycles
; jsr _rts
; inc byt3
;--- set global offset (23 cycles)
jsr _rts
cmp byt3\ pha:pla
;--- empty line
jsr wait54cycle
inc byt2
icl "output.png.rp"
raster_program_end
lda >FontSplash
sta chbase
c0 lda #$00
sta colbak
c1 lda #$00
sta colpf0
c2 lda #$02
sta colpf1
c3 lda #$08
sta colpf2
c4 lda #$00
sta colpf3
s0 lda #$03
sta sizep0
sta sizep1
sta sizep2
sta sizep3
mva #$ff sizem
sta grafm
mva #$20 hposm0
mva #$28 hposm1
mva #$d0 hposm2
mva #$d8 hposm3
mva #$02 pmcntl
lda #$14
sta gtictl
//--------------------
// EXIT
//--------------------
lda trig0 ; FIRE #0
beq stop
lda trig1 ; FIRE #1
beq stop
lda consol ; START
and #1
beq stop
lda skctl ; ANY KEY
and #$04
bne skp
stop mva #$00 pmcntl ;PMG disabled
tax
sta:rne hposp0,x+
; silent
lda #0
ldx #8
@ sta POKEY,x
sta POKEY2,x ; stereo
dex
bpl @-
;no glitching please (issue #67)
lda #0
sta $D400 ;dmactl
sta $022F ;dmactls
mva #$ff portb ;ROM switch on
mva #$40 nmien ;only NMI interrupts, DLI disabled
cli ;IRQ enabled
rts ;return to ... DOS
skp
//--------------------
jsr play_frame
jmp LOOP
;---
wait54cycle
:2 inc byt2
wait44cycle
inc byt3
nop
wait36cycle
inc byt3
jsr _rts
wait18cycle
inc byt3
_rts rts
byt3 brk
;---
.MACRO ANTIC_PROGRAM
dta $70,$70
:+8 dta $4e,a(:1+$0000+#*40)
:+8 dta $4e,a(:1+$0140+#*40)
:+8 dta $4e,a(:1+$0280+#*40)
:+8 dta $4e,a(:1+$03C0+#*40)
:+8 dta $4e,a(:1+$0500+#*40)
:+8 dta $4e,a(:1+$0640+#*40)
:+8 dta $4e,a(:1+$0780+#*40)
:+8 dta $4e,a(:1+$08C0+#*40)
:+8 dta $4e,a(:1+$0A00+#*40)
:+8 dta $4e,a(:1+$0B40+#*40)
:+8 dta $4e,a(:1+$0C80+#*40)
:+8 dta $4e,a(:1+$0DC0+#*40)
:+8 dta $4e,a(:1+$0F00+#*40)
:+8 dta $4e,a(:1+$1040+#*40)
:+8 dta $4e,a(:1+$1180+#*40)
:+8 dta $4e,a(:1+$12C0+#*40)
:+8 dta $4e,a(:1+$1400+#*40)
:+8 dta $4e,a(:1+$1540+#*40)
:+8 dta $4e,a(:1+$1680+#*40)
:+8 dta $4e,a(:1+$17C0+#*40)
:+8 dta $4e,a(:1+$1900+#*40)
:+8 dta $4e,a(:1+$1A40+#*40)
:+8 dta $4e,a(:1+$1B80+#*40)
:+8 dta $4e,a(:1+$1CC0+#*40)
:+8 dta $4e,a(:1+$1E00+#*40)
; :+4 dta $4e,a(:1+$1F40+#*40)
; :+4 dta $4e,a(:1+$1FF0+#*40)
; :+8 dta $4e,a(:1+$2090+#*40)
; :+8 dta $4e,a(:1+$21D0+#*40)
; :+8 dta $4e,a(:1+$2310+#*40)
; :+8 dta $4e,a(:1+$2450+#*40)
dta $00
dta $42,a(mother)
dta $41,a(:2)
.ENDM
CL
.MACRO ZPINIT
.ENDM
ZCOLORS = 0
;---
ini main
;---
opt l-
.MACRO SPRITES
icl "output.png.pmg"
.ENDM
USESPRITES = 1
+55
View File
@@ -0,0 +1,55 @@
.enum @@dmactl
blank = %00
narrow = %01
standard= %10
wide = %11
missiles= %100
players = %1000
lineX1 = %10000
lineX2 = %00000
dma = %100000
.ende
.enum @@pmcntl
missiles= %1
players = %10
trigs = %100
.ende
.enum @@gtictl
prior0 = %0
prior1 = %1
prior2 = %10
prior4 = %100
prior8 = %1000
ply5 = %10000 ; Fifth Player Enable
mlc = %100000 ; Multiple Color Player Enable
mode9 = %01000000
mode10 = %10000000
mode11 = %11000000
.ende
* ---------------------------------------------------------------------------------------------
* --- GTIA
* ---------------------------------------------------------------------------------------------
gtictl = PRIOR ; rejestr kontroli uk³adu GTIA
gtiactl = gtictl
pmcntl = GRACTL ; rejestr kontroli graczy i pocisków
* ---------------------------------------------------------------------------------------------
* --- POKEY
* ---------------------------------------------------------------------------------------------
irqens = $0010 ; rejestr-cieñ IRQEN
irqstat = $0011 ; rejestr-cieñ IRQST
skstres = SKRES ; rejestr statusu z³¹cza szeregowego (Z)
* ---------------------------------------------------------------------------------------------
* --- ANTIC
* ---------------------------------------------------------------------------------------------
chrctl = CHACTL ; rejestr kontroli wyœwietlania znaków
+27 -8
View File
@@ -215,8 +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"
@@ -550,7 +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
@@ -623,12 +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
@@ -641,6 +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"!"*
@@ -648,9 +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
View File
@@ -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 "
+98 -2
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
@@ -1136,7 +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
@@ -1289,7 +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
@@ -1308,6 +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
@@ -1858,6 +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
@@ -1922,6 +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
@@ -1979,6 +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
@@ -2038,6 +2092,48 @@ 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
+83 -68
View File
@@ -6,19 +6,22 @@
;Miami & Warsaw 2022, 2023 ;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 .def XCORRECTION_FOR_PM = 0
; if 1 - active x position of tanks correction fo PMG ; 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"1.27" ; number of this build (4 bytes) dta d"1.28" ; number of this build (4 bytes)
.endm .endm
.macro RMTSong .macro RMTSong
@@ -191,7 +194,7 @@ FirstZpageVariable = $57
.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
;----------------------------------------------- ;-----------------------------------------------
@@ -314,14 +317,9 @@ no5200splash
dey dey
bpl @- bpl @-
; initialize one Variable in zero page :)
;lda #<dliColorsFore
;sta GradientColors
;lda #>dliColorsFore
;sta GradientColors+1
; set gradient to the full LGBTIQQAAPP+ flag on start ; set gradient to the full LGBTIQQAAPP+ flag on start
mva #1 GradientNr mva #0 GradientNr ; #1 to set gradient number 2 :) (next one)
jsr SelectNextGradient jsr SelectNextGradient.NotWind
; generate linetables ; generate linetables
mwa #display temp mwa #display temp
@@ -338,6 +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
@@ -641,8 +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
@@ -908,9 +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
@@ -926,7 +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 ...
@@ -1039,7 +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
@@ -1048,7 +1053,6 @@ NotNegativeEnergy
lda gainH,y lda gainH,y
adc #$00 adc #$00
sta gainH,y sta gainH,y
; plx
rts rts
.endp .endp
@@ -1081,6 +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
@@ -1135,48 +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
;-------------------------------------------------- ;--------------------------------------------------
@@ -1256,6 +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
@@ -1266,7 +1270,7 @@ MakeTanksVisible
rts rts
.endp .endp
;---------------------------------------------- ;----------------------------------------------
.proc RandomizeSequence0 /* .proc RandomizeSequence0
ldx #0 ldx #0
@ txa @ txa
sta TankSequence,x sta TankSequence,x
@@ -1274,7 +1278,7 @@ MakeTanksVisible
cpx #MaxPlayers cpx #MaxPlayers
bne @- bne @-
rts rts
.endp .endp */
;-------------------------------------------------- ;--------------------------------------------------
.proc RandomizeSequence .proc RandomizeSequence
; in: NumberOfPlayers ; in: NumberOfPlayers
@@ -1331,20 +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
;---------------------------------------------- ;----------------------------------------------
@@ -1395,6 +1389,7 @@ LimitForce
.endp .endp
;---------------------------------------------- ;----------------------------------------------
.proc Table2Force .proc Table2Force
;----------------------------------------------
lda ForceTableL,x lda ForceTableL,x
sta Force sta Force
lda ForceTableH,x lda ForceTableH,x
@@ -1403,6 +1398,7 @@ LimitForce
.endp .endp
;---------------------------------------------- ;----------------------------------------------
.proc MoveBarrelToNewPosition .proc MoveBarrelToNewPosition
;----------------------------------------------
mva #1 Erase mva #1 Erase
jsr DrawTankNr.BarrelChange jsr DrawTankNr.BarrelChange
mva #0 Erase mva #0 Erase
@@ -1418,11 +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
@@ -1442,10 +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
@@ -1490,10 +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
@@ -1537,8 +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
@ @
@@ -1642,7 +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
@@ -1653,6 +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
@@ -1667,17 +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 ; probably not necessary (3 bytes!!! :) )
; 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
@@ -1686,9 +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
@@ -1698,8 +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
@@ -1784,7 +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
BIN
View File
Binary file not shown.
BIN
View File
Binary file not shown.
+30 -36
View File
@@ -2033,34 +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
@@ -2080,9 +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
@@ -2119,19 +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
@@ -2155,17 +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
@@ -2173,10 +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
@@ -2207,6 +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
@@ -2215,28 +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 -6
View File
@@ -342,17 +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]
+42 -9
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
@@ -2393,6 +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
@@ -2427,6 +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