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@@ -1,7 +1,6 @@
|
||||
.project
|
||||
*.bak
|
||||
scorch.lab
|
||||
scorch.lst
|
||||
textproc.lab
|
||||
textproc.lst
|
||||
*.lab
|
||||
*.lst
|
||||
artwork/talk.as_
|
||||
Manuals/build.bat
|
||||
@@ -0,0 +1,113 @@
|
||||
|
||||
|
||||
* --- MAIN PROGRAM
|
||||
org $2000
|
||||
FontManual
|
||||
ins '../../artwork/weapons_AW6_mod.fnt' ; 'artwork/weapons.fnt'
|
||||
|
||||
StartManual
|
||||
; jsr init_song
|
||||
|
||||
lda >FontManual
|
||||
sta chbase
|
||||
sta chbas
|
||||
lda #$00
|
||||
sta colbak
|
||||
lda #$00
|
||||
sta colpf0
|
||||
lda #$02
|
||||
sta colpf1
|
||||
lda #$08
|
||||
sta colpf2
|
||||
lda #$00
|
||||
sta colpf3
|
||||
lda #$03
|
||||
|
||||
; and now display manual language selection screen
|
||||
mva <ManualDL dlptrs
|
||||
mva >ManualDL dlptrs+1
|
||||
mva #%00111110 dmactls ;set new screen width
|
||||
|
||||
@checkkey
|
||||
lda trig0 ; FIRE #0
|
||||
beq game
|
||||
|
||||
lda trig1 ; FIRE #1
|
||||
beq game
|
||||
|
||||
lda consol ; START
|
||||
and #1
|
||||
beq game
|
||||
|
||||
lda skctl ; ANY KEY
|
||||
and #$04
|
||||
bne @checkkey
|
||||
|
||||
game
|
||||
; 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
|
||||
|
||||
; and now display manual language selection screen
|
||||
mva <lngDL dlptrs
|
||||
mva >lngDL dlptrs+1
|
||||
mva #%00111110 dmactls ;set new screen width
|
||||
rts ;return to ... DOS
|
||||
|
||||
|
||||
InitEnglish
|
||||
lda ManualLangFlag
|
||||
cmp #1 ; english
|
||||
jeq StartManual
|
||||
rts
|
||||
|
||||
InitPolish
|
||||
lda ManualLangFlag
|
||||
cmp #2 ; polish
|
||||
jeq StartManual
|
||||
rts
|
||||
|
||||
//--------------------
|
||||
ManualDL
|
||||
.byte $70
|
||||
.byte $47
|
||||
.word ManTitle
|
||||
.byte $70,$70
|
||||
.byte $42
|
||||
.word ManText
|
||||
.byte $02
|
||||
.byte $41
|
||||
.word ManualDL
|
||||
; ------------------------------------------------
|
||||
ManualTexts
|
||||
ManTitle
|
||||
dta d" manual "*
|
||||
ManText
|
||||
dta d" English Manual "
|
||||
dta d" English Manual "
|
||||
;---
|
||||
ini InitEnglish
|
||||
;---
|
||||
|
||||
org ManualTexts
|
||||
dta d" instrukcja "*
|
||||
dta d" Polska instrukcja "
|
||||
dta d" Polska instrukcja "
|
||||
;---
|
||||
ini InitPolish
|
||||
;---
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
;-----------------------------------------------
|
||||
; start of "variables" (RAM)
|
||||
;-----------------------------------------------
|
||||
OptionsHere
|
||||
OptionsHere
|
||||
; 0123456789012345678901234567890123456789
|
||||
dta d"Players : 2 3 4 5 6 "
|
||||
dta d"Cash : none 2K 8K 12K 20K "
|
||||
@@ -13,7 +13,7 @@ OptionsHere
|
||||
dta d"Rounds : 10 20 30 40 50 "
|
||||
dta d"Missiles : slug slow norm fast hare "
|
||||
dta d"Seppuku : nevr rare norm oftn alws "
|
||||
dta d"Mountains: NL BE CZ CH NP "
|
||||
dta d"Mountain : NL BE CZ CH NP "
|
||||
dta d"Walls : none wrap bump boxy rand "
|
||||
;; 01234567890123456789012345678901
|
||||
; dta d"Players: 2 3 4 5 6 "
|
||||
@@ -29,9 +29,13 @@ OptionsScreenEnd
|
||||
|
||||
;-----------------------------------------------
|
||||
NameScreen2
|
||||
dta d" Tank 1 *1 +1 Name:"
|
||||
dta d" Tank 1 "
|
||||
dta char_joy
|
||||
dta d"1 "
|
||||
dta char_tank
|
||||
dta d"1 Name:"
|
||||
NameAdr
|
||||
dta d" "
|
||||
dta d" "
|
||||
NameScreen4
|
||||
dta d" "
|
||||
NamesOfLevels
|
||||
@@ -3,7 +3,9 @@
|
||||
.IF *>0 ;this is a trick that prevents compiling this file alone
|
||||
;---------------------------------------------------
|
||||
purchaseTextBuffer
|
||||
dta d"Player: * Cash: 0" ; ZERO TO MAKE YOU RICHER ON THE SCREEN
|
||||
dta d"Player: "
|
||||
dta char_joy
|
||||
dta d" Cash: 0" ; ZERO TO MAKE YOU RICHER ON THE SCREEN
|
||||
|
||||
; DLs fragments (modified by game code)
|
||||
; all Purchase DL :)
|
||||
@@ -15,7 +17,7 @@ DLPurTitleAddr
|
||||
.byte $50
|
||||
.byte $42
|
||||
.word purchaseTextBuffer
|
||||
.byte $00+$80
|
||||
.byte $00+$80
|
||||
.byte $20+$80,$10+$80,$42
|
||||
MoreUpdl
|
||||
.word EmptyLine
|
||||
@@ -8,125 +8,132 @@
|
||||
;-----------------------------------------------
|
||||
OptionsScreen
|
||||
dta d"Welcome to Scorch v. "
|
||||
build ; 4 bytes from scorch.asm (fancy method) :)
|
||||
dta d" (un)2000-2023"
|
||||
build ; 4 bytes from scorch.asm (fancy method) :)
|
||||
dta d" (un)2000-"
|
||||
year ; 4 bytes from scorch.asm
|
||||
|
||||
.IF TARGET = 800
|
||||
dta d" Please select option with "
|
||||
dta $fe,$dc,$dd,$ff ; cursors in inverse
|
||||
dta d" and "
|
||||
dta d"Tab"*
|
||||
dta d" "
|
||||
dta d" Press "
|
||||
dta d"Return"*
|
||||
dta d" to proceed "
|
||||
dta d" Please select option with "
|
||||
dta $fe,$dc,$dd,$ff ; cursors in inverse
|
||||
dta d" and "
|
||||
dta d"Tab"*
|
||||
dta d" "
|
||||
dta d" Press "
|
||||
dta d"Return"*
|
||||
dta d" to proceed " ; this text has common part with OptionsSubTitle (7bytes) :)
|
||||
.ELIF TARGET = 5200
|
||||
dta d" Please select option with joystick one "
|
||||
dta d" and press FIRE to proceed "
|
||||
dta d" Please select option with joystick one "
|
||||
dta d" and press FIRE to proceed " ; this text has common part with OptionsSubTitle (7bytes) :)
|
||||
.ENDIF
|
||||
; 0123456789012345678901234567890123456789
|
||||
;-----------------------------------------------
|
||||
OptionsSubTitle
|
||||
dta d" Unknown Father of All Games"
|
||||
;-----------------------------------------------
|
||||
MoreUp
|
||||
dta d" " ; common part of this text and OptionsSubTitle :)
|
||||
dta 92,92,92
|
||||
dta d" more "
|
||||
dta 92,92,92
|
||||
; dta d" "
|
||||
MoreDown
|
||||
dta d" " ; common part of both texts
|
||||
dta 93,93,93
|
||||
dta d" more "
|
||||
dta 93,93,93
|
||||
; dta d" " ; common part of text and empty line :)
|
||||
EmptyLine
|
||||
dta d" "
|
||||
;-----------------------------------------------
|
||||
NameScreen
|
||||
.IF TARGET = 800
|
||||
dta d" Enter names of players "
|
||||
dta d" Enter names of players "
|
||||
.ELIF TARGET = 5200
|
||||
dta d"Hold "
|
||||
dta d "FIRE"*
|
||||
dta d " to enter player names "
|
||||
dta d"Hold "
|
||||
dta d "FIRE"*
|
||||
dta d " to enter player names "
|
||||
.ENDIF
|
||||
NameScreen3
|
||||
dta d" Human/Atari (difficulty level) "
|
||||
NameScreen5
|
||||
.IF TARGET = 800
|
||||
dta d"TAB"*
|
||||
dta d" - Port nr "
|
||||
dta $fe,$dc,$dd,$ff ; cursors in inverse
|
||||
dta d" - Difficulty"
|
||||
dta d" "
|
||||
dta d"INV"*
|
||||
dta d" - Shape "
|
||||
dta d"Return"*
|
||||
dta d" - Proceed "
|
||||
dta d"TAB"*
|
||||
dta d" - Port nr "
|
||||
dta $fe,$dc,$dd,$ff ; cursors in inverse
|
||||
dta d" - Difficulty"
|
||||
dta d" "
|
||||
dta d"INV"*
|
||||
dta d" - Shape "
|
||||
dta d"Return"*
|
||||
dta d" - Proceed" ; two spaces in nex text
|
||||
.ELIF TARGET = 5200
|
||||
dta d" "
|
||||
dta d"(5)"*
|
||||
dta d" - Port/Shape "
|
||||
dta d"Joy"*
|
||||
dta d" - Diffic. "
|
||||
dta d" "
|
||||
dta d"FIRE"*
|
||||
dta d" - Proceed "
|
||||
dta d" "
|
||||
dta d"(5)"*
|
||||
dta d" - Port/Shape "
|
||||
dta d"Joy"*
|
||||
dta d" - Diffic. "
|
||||
dta d" "
|
||||
dta d"FIRE"*
|
||||
dta d" - Proceed " ; two spaces in nex text
|
||||
.ENDIF
|
||||
;-----------------------------------------------
|
||||
MoreUp
|
||||
dta d" "
|
||||
dta 92,92,92
|
||||
dta d" more "
|
||||
dta 92,92,92
|
||||
dta d" "
|
||||
MoreDown
|
||||
dta d" "
|
||||
dta 93,93,93
|
||||
dta d" more "
|
||||
dta 93,93,93
|
||||
dta d" "
|
||||
WeaponsDescription
|
||||
; 0123456789012345678901234567890123456789
|
||||
.IF TARGET = 800
|
||||
dta d"Tab"*
|
||||
dta d ": Defensive/Offensive weapon "
|
||||
dta d" " ; common part of this and previous text
|
||||
dta $fe ; left arrow symbol
|
||||
dta d"/"
|
||||
dta d"Tab"*
|
||||
dta d ": Defensives/Offensives "
|
||||
.ELIF TARGET = 5200
|
||||
dta d"Left"*
|
||||
dta d ": Defensive/Offensive weapon"
|
||||
dta d" "
|
||||
dta d"Left"*
|
||||
dta d ": Defensives/Offensives "
|
||||
.ENDIF
|
||||
PurchaseDescription
|
||||
; 0123456789012345678901234567890123456789
|
||||
; 0123456789012345678901234567890123456789
|
||||
.IF TARGET = 800
|
||||
dta d"Space"*
|
||||
dta d": Purchase "
|
||||
dta d"Return"*
|
||||
dta d": Finish "
|
||||
dta $ff ; right arrow symbol
|
||||
dta d"/"
|
||||
dta d"Space"*
|
||||
dta d": Purchase "
|
||||
dta d"Return"*
|
||||
dta d": Next"
|
||||
.ELIF TARGET = 5200
|
||||
dta d"Right"*
|
||||
dta d": Purchase "
|
||||
dta d"FIRE"*
|
||||
dta d": Finish "
|
||||
dta d"Right"*
|
||||
dta d": Purchase "
|
||||
dta d"FIRE"*
|
||||
dta d": Next "
|
||||
.ENDIF
|
||||
ActivateDescription
|
||||
; 0123456789012345678901234567890123456789
|
||||
; 0123456789012345678901234567890123456789
|
||||
.IF TARGET = 800
|
||||
dta d"Space"*
|
||||
dta d": Activate "
|
||||
dta d"Return"*
|
||||
dta d": Finish "
|
||||
dta $ff ; right arrow symbol
|
||||
dta d"/"
|
||||
dta d"Space"*
|
||||
dta d": Activate "
|
||||
dta d"Return"*
|
||||
dta d": Exit"
|
||||
.ELIF TARGET = 5200
|
||||
dta d"Right"*
|
||||
dta d": Activate "
|
||||
dta d"FIRE"*
|
||||
dta d": Finish "
|
||||
dta d"Right"*
|
||||
dta d": Activate "
|
||||
dta d"FIRE"*
|
||||
dta d": Exit "
|
||||
.ENDIF
|
||||
EmptyLine
|
||||
dta d" "
|
||||
;---------------------------------------------------
|
||||
OptionsTitle
|
||||
.IF TARGET = 800
|
||||
dta d" scorch "*
|
||||
dta d" scorch "*
|
||||
.ELIF TARGET = 5200
|
||||
dta d" scorch supersystem "*
|
||||
; dta d" scorch "*
|
||||
; dta d"5"
|
||||
; dta d"k"*
|
||||
; dta d"2"
|
||||
; dta d" "*
|
||||
dta d" scorch supersystem "*
|
||||
.ENDIF
|
||||
DifficultyTitle
|
||||
dta d" difficulty "*
|
||||
dta d" difficulty"* ; " " 3 bytes - common part of 2 texts
|
||||
GameOverTitle
|
||||
dta d" game over "*
|
||||
PurchaseTitle
|
||||
dta d"purchase weapons"
|
||||
InventoryTitle
|
||||
dta d"activate weapons"*
|
||||
GameOverTitle
|
||||
dta d" game over "*
|
||||
GameOverTitle2
|
||||
dta d" Player Points Hits Earned Money "
|
||||
;-----------------------------------------------------
|
||||
@@ -135,7 +142,7 @@ GameOverTitle2
|
||||
|
||||
dl ; MAIN game display list
|
||||
.byte $70
|
||||
.byte $42
|
||||
.byte $42
|
||||
.word statusBuffer
|
||||
.byte $02, $02
|
||||
.byte $10+$80 ; 2 blank lines + DLI
|
||||
@@ -174,7 +181,8 @@ dl ; MAIN game display list
|
||||
.by $0f+$80 ; DLI
|
||||
:2 .by $0f ;2
|
||||
.by $0f+$80 ; DLI (black to end);1
|
||||
:38 .byte $0f ;35 ..... = 200
|
||||
:37 .byte $0f ;34 ..... = 199
|
||||
.by $0f+$80 ; DLI - Black Hole
|
||||
.by $4f
|
||||
.wo EmptyLine ; additional line of ground
|
||||
.byte $41
|
||||
@@ -182,47 +190,50 @@ dl ; MAIN game display list
|
||||
;-----------------------------------------------
|
||||
OptionsDL
|
||||
.byte $70
|
||||
.byte $47
|
||||
.word OptionsTitle
|
||||
.byte $47
|
||||
.word OptionsTitle
|
||||
.byte $70,$70
|
||||
.byte $42
|
||||
.word OptionsScreen
|
||||
.byte $30,$02,$02,$70
|
||||
.byte $42
|
||||
.word OptionsHere
|
||||
.byte $10
|
||||
.byte $42
|
||||
.word OptionsHere
|
||||
.byte $10
|
||||
:maxOptions-1 .by $02,$10
|
||||
:(9-maxOptions) .by $70,$10
|
||||
.byte $80
|
||||
.byte $60 ; to match moved sprites
|
||||
:(9-maxOptions) .by $70,$10
|
||||
.byte $80
|
||||
.byte $60 ; to match moved sprites
|
||||
.byte $4f
|
||||
.word (display+140*40)
|
||||
:21 .by $0f ;76
|
||||
.byte $70+$80
|
||||
.byte $42
|
||||
.word OptionsSubTitle
|
||||
.byte $41
|
||||
.word OptionsDL
|
||||
;------------------------
|
||||
;Enter names of tanks DL
|
||||
NameDL
|
||||
.byte $70
|
||||
.byte $47
|
||||
.word DifficultyTitle
|
||||
.byte $70,$70 ; 16 empty lines
|
||||
.byte $47
|
||||
.word DifficultyTitle
|
||||
.byte $70,$70 ; 16 empty lines
|
||||
.byte $42
|
||||
.word NameScreen
|
||||
.byte $30 ; 4 empty lines
|
||||
.byte $42
|
||||
.word NameScreen2
|
||||
.byte $30+$80 ; 4 empty lines + DLI
|
||||
.byte $42
|
||||
.word NameScreen3
|
||||
.byte $10 ; 2 empty lines
|
||||
.byte $42
|
||||
.word NameScreen4
|
||||
.byte $02,$02
|
||||
.byte $30 ; 4 empty lines
|
||||
.byte $42
|
||||
.word NameScreen5
|
||||
.byte $02
|
||||
.byte $30 ; 4 empty lines
|
||||
.byte $42
|
||||
.word NameScreen2
|
||||
.byte $30+$80 ; 4 empty lines + DLI
|
||||
.byte $42
|
||||
.word NameScreen3
|
||||
.byte $10 ; 2 empty lines
|
||||
.byte $42
|
||||
.word NameScreen4
|
||||
.byte $02,$02
|
||||
.byte $30 ; 4 empty lines
|
||||
.byte $42
|
||||
.word NameScreen5
|
||||
.byte $02
|
||||
.byte $41
|
||||
.word NameDL
|
||||
; -------------------------------------------------
|
||||
@@ -252,8 +263,8 @@ GameOverDL
|
||||
.byte $42
|
||||
.word GameOverResults
|
||||
:5 .byte $00+$80,$02
|
||||
.byte $01
|
||||
.word DLCreditsFragm
|
||||
.byte $01
|
||||
.word DLCreditsFragm
|
||||
; ---------------
|
||||
; end of "constants" (ROM)
|
||||
;-----------------------------------------------
|
||||
@@ -4,7 +4,9 @@
|
||||
|
||||
statusBuffer
|
||||
; 0123456789012345678901234567890123456789
|
||||
dta d"Player: * "
|
||||
dta d"Player: "
|
||||
dta char_joy
|
||||
dta d" "
|
||||
dta d"Energy: Angle: Force: "
|
||||
dta d"Round: Wind: "
|
||||
|
||||
@@ -0,0 +1,914 @@
|
||||
.IF *>0 ;this is a trick that prevents compiling this file alone
|
||||
|
||||
; Basic hardware-dependent graphics routines.
|
||||
|
||||
; -----------------------------------------
|
||||
.proc unPlot
|
||||
; plots a point and saves the plotted byte, reverts the previous plot.
|
||||
; -----------------------------------------
|
||||
ldx #0 ; only one pixel
|
||||
unPlotAfterX
|
||||
stx WhichUnPlot
|
||||
|
||||
; first remake the oldie
|
||||
lda oldplotL,x
|
||||
sta oldplot
|
||||
lda oldplotH,x
|
||||
sta oldplot+1
|
||||
|
||||
ldy oldply,x
|
||||
lda oldora,x
|
||||
sta (oldplot),y
|
||||
|
||||
|
||||
; is it not out of the screen ????
|
||||
cpw ydraw #screenheight
|
||||
jcc CheckX
|
||||
mwa #0 ydraw
|
||||
CheckX
|
||||
cpw xdraw #screenwidth
|
||||
jcs EndOfUnPlot
|
||||
MakeUnPlot
|
||||
; let's count coordinates taken from xdraw and ydraw
|
||||
;xbyte = xbyte/8
|
||||
lda xdraw+1
|
||||
lsr
|
||||
lda xdraw
|
||||
ror ;just one bit over 256. Max screenwidth = 512!!!
|
||||
lsr
|
||||
lsr
|
||||
;---
|
||||
tay
|
||||
ldx WhichUnPlot
|
||||
;tya
|
||||
sta oldply,x
|
||||
|
||||
ldx ydraw
|
||||
lda linetableL,x
|
||||
sta xbyte
|
||||
sta oldplot
|
||||
lda linetableH,x
|
||||
sta xbyte+1
|
||||
sta oldplot+1
|
||||
|
||||
; lda xdraw
|
||||
; and #$7
|
||||
; tax
|
||||
ldx xdraw ; optimization (256 bytes long bittable)
|
||||
|
||||
lda color
|
||||
bne ClearUnPlot
|
||||
|
||||
;plotting here
|
||||
lda (xbyte),y
|
||||
sta OldOraTemp
|
||||
ora bittable1_long,x
|
||||
sta (xbyte),y
|
||||
bne ContinueUnPlot ; allways <>0
|
||||
ClearUnPlot
|
||||
lda (xbyte),y
|
||||
sta OldOraTemp
|
||||
and bittable2_long,x
|
||||
sta (xbyte),y
|
||||
ContinueUnPlot
|
||||
ldx WhichUnPlot
|
||||
lda OldOraTemp
|
||||
sta oldora,x
|
||||
lda oldplot
|
||||
sta oldplotL,x
|
||||
lda oldplot+1
|
||||
sta oldplotH,x
|
||||
; and now we must solve the problem of several plots
|
||||
; in one byte
|
||||
ldx #4
|
||||
ldy WhichUnPlot
|
||||
LetsCheckOverlapping
|
||||
cpx WhichUnPlot
|
||||
beq SkipThisPlot
|
||||
lda oldplotL,x
|
||||
cmp oldplotL,y
|
||||
bne NotTheSamePlot
|
||||
lda oldplotH,x
|
||||
cmp oldplotH,y
|
||||
bne NotTheSamePlot
|
||||
lda oldply,x
|
||||
cmp oldply,y
|
||||
bne NotTheSamePlot
|
||||
; the pixel is in the same byte so let's take correct contents
|
||||
lda oldora,x
|
||||
sta oldora,y
|
||||
NotTheSamePlot
|
||||
SkipThisPlot
|
||||
dex
|
||||
bpl LetsCheckOverlapping
|
||||
EndOfUnPlot
|
||||
rts
|
||||
.endp
|
||||
|
||||
; -----------------------------------------
|
||||
.proc plot ;plot (xdraw, ydraw, color)
|
||||
; color == 1 --> put pixel
|
||||
; color == 0 --> erase pixel
|
||||
; xdraw (word) - X coordinate
|
||||
; ydraw (word) - Y coordinate
|
||||
; this is one of the most important routines in the whole
|
||||
; game. If you are going to speed up the game, start with
|
||||
; plot - it is used by every single effect starting from explosions
|
||||
; through line drawing and small text output!!!
|
||||
;
|
||||
; Optimized by 0xF (Fox) THXXXX!!!
|
||||
|
||||
; -----------------------------------------
|
||||
; is it not over the screen ???
|
||||
cpw ydraw #(screenheight+1); changed for one additional line. cpw ydraw #(screenheight-1)
|
||||
bcs unPlot.EndOfUnPlot ;nearest RTS
|
||||
CheckX02
|
||||
cpw xdraw #screenwidth
|
||||
bcs EndOfPlot
|
||||
MakePlot
|
||||
; let's calculate coordinates from xdraw and ydraw
|
||||
|
||||
;xbyte = xbyte/8
|
||||
lda xdraw+1
|
||||
lsr
|
||||
lda xdraw
|
||||
ror ;just one bit over 256. Max screenwidth = 512!!!
|
||||
lsr
|
||||
lsr
|
||||
sta xbyte
|
||||
;---
|
||||
ldx ydraw
|
||||
ldy linetableL,x
|
||||
lda linetableH,x
|
||||
sta xbyte+1
|
||||
|
||||
; lda xdraw
|
||||
; and #$7
|
||||
; tax
|
||||
ldx xdraw ; optimization (256 bytes long bittable)
|
||||
|
||||
lda color
|
||||
bne ClearPlot
|
||||
|
||||
lda (xbyte),y
|
||||
ora bittable1_long,x
|
||||
sta (xbyte),y
|
||||
EndOfPlot
|
||||
rts
|
||||
ClearPlot
|
||||
lda (xbyte),y
|
||||
and bittable2_long,x
|
||||
sta (xbyte),y
|
||||
rts
|
||||
.endp
|
||||
|
||||
.IF METEORS = 1
|
||||
; -----------------------------------------
|
||||
.proc ExPlot ;ExPlot (EplotX, EplotY)
|
||||
; EOR plot:
|
||||
; Inverts color of a pixel
|
||||
; EplotX (word) - X coordinate
|
||||
; EplotY (byte) - Y coordinate
|
||||
; Note: No coordinate control!!!
|
||||
; With off-screen coordinates, it can damage main program.
|
||||
; only for ingame meteors - for Atari only
|
||||
; -----------------------------------------
|
||||
; let's calculate coordinates from xdraw and ydraw
|
||||
;xbyte = xbyte/8
|
||||
lda EplotX+1
|
||||
lsr
|
||||
lda EplotX
|
||||
ror ;just one bit over 256. Max screenwidth = 512!!!
|
||||
lsr
|
||||
lsr
|
||||
sta EplotByte
|
||||
;---
|
||||
ldx EplotY
|
||||
ldy linetableL,x
|
||||
lda linetableH,x
|
||||
sta EplotByte+1
|
||||
|
||||
ldx EplotX ; optimization (256 bytes long bittable)
|
||||
|
||||
lda (EplotByte),y
|
||||
eor bittable1_long,x
|
||||
sta (EplotByte),y
|
||||
rts
|
||||
.endp
|
||||
.ENDIF
|
||||
; -----------------------------------------
|
||||
.proc point_plot
|
||||
; -----------------------------------------
|
||||
; checks state of the pixel (coordinates in xdraw and ydraw)
|
||||
; xdraw (word) - X coordinate
|
||||
; ydraw (word) - Y coordinate
|
||||
; result is in A (0 - point is set; appropriate bit is set - point is clear) INVERTED!
|
||||
|
||||
; let's calculate coordinates from xdraw and ydraw
|
||||
|
||||
;xbyte = xbyte/8
|
||||
lda xdraw+1
|
||||
lsr
|
||||
lda xdraw
|
||||
ror ;just one bit over 256. Max screenwidht = 512!!!
|
||||
lsr
|
||||
lsr
|
||||
sta xbyte
|
||||
;---
|
||||
ldx ydraw
|
||||
ldy linetableL,x
|
||||
lda linetableH,x
|
||||
sta xbyte+1
|
||||
|
||||
; lda xdraw
|
||||
; and #$7
|
||||
; tax
|
||||
ldx xdraw ; optimization (256 bytes long bittable)
|
||||
|
||||
lda (xbyte),y
|
||||
and bittable1_long,x
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc drawmountains
|
||||
;--------------------------------------------------
|
||||
; draw mountains from mountaintable
|
||||
; ClearSky - $ff Crear sky during drawmountains, 0 - no clear sky
|
||||
|
||||
mwa #0 xdraw
|
||||
mwa #mountaintable modify ; mountaintable pointer
|
||||
mva #1 color
|
||||
|
||||
drawmountainsloop
|
||||
jsr DrawMountainLine ; draws column of mountains (one pixel wide)
|
||||
inw modify
|
||||
inw xdraw ; naxt column
|
||||
cpw xdraw #screenwidth
|
||||
bne drawmountainsloop
|
||||
rts
|
||||
DrawMountainLine
|
||||
.IF FASTER_GRAF_PROCS = 1
|
||||
; calculate lower point in one screen byte
|
||||
lda xdraw
|
||||
and #%00000111 ; only every 8th pixel
|
||||
bne MinCalculated
|
||||
ldy #7
|
||||
@ cmp (modify),y
|
||||
bcs NotLower
|
||||
lda (modify),y
|
||||
NotLower
|
||||
dey
|
||||
bpl @-
|
||||
sta temp2
|
||||
inc temp2 ; this is our minimum (in one byte wide - 8 columns)
|
||||
bit ClearSky
|
||||
bpl NoClearSky
|
||||
; Clear Sky
|
||||
mwa #0 ydraw
|
||||
jsr plot.MakePlot ; after plot we have: (xbyte),y - addres of screen byte
|
||||
@ lda #$ff
|
||||
sta (xbyte),y
|
||||
adw xbyte #screenBytes ; next line
|
||||
inc ydraw
|
||||
lda ydraw
|
||||
cmp #screenheight
|
||||
beq NoClearSky
|
||||
cmp temp2 ; our minimum height od sky
|
||||
bne @-
|
||||
NoClearSky
|
||||
MinCalculated
|
||||
ldy #0
|
||||
lda (modify),y
|
||||
cmp #screenheight
|
||||
beq NoMountain
|
||||
sta ydraw
|
||||
sty ydraw+1
|
||||
; there was Drawline proc
|
||||
jsr plot.MakePlot
|
||||
; after plot we have: (xbyte),y - addres of screen byte; X - index in bittable (number of bit)
|
||||
; jmp IntoDraw ; jumps inside Draw routine
|
||||
; because one pixel is already plotted (and who cares? :) )
|
||||
@
|
||||
lda (xbyte),y
|
||||
and bittable2_long,x
|
||||
sta (xbyte),y
|
||||
;IntoDraw
|
||||
adw xbyte #screenBytes
|
||||
inc ydraw
|
||||
lda ydraw
|
||||
cmp temp2 ; this is our minimum
|
||||
bne @-
|
||||
; end of Drawline proc
|
||||
; and now fill bytes!
|
||||
lda xdraw
|
||||
and #%00000111 ; only every 8th pixel
|
||||
bne NotFillBytes
|
||||
lda temp2
|
||||
cmp #screenheight+1 ; only if minimum is not miniminimum :)
|
||||
beq NotFillBytes
|
||||
|
||||
dec ydraw ; protection if temp2=screenheight
|
||||
@ lda #0
|
||||
sta (xbyte),y
|
||||
adw xbyte #screenBytes
|
||||
inc ydraw
|
||||
lda ydraw
|
||||
cmp #screenheight
|
||||
bne @-
|
||||
NotFillBytes
|
||||
.ELSE
|
||||
bit ClearSky
|
||||
bpl NoClearSky
|
||||
; Clear Sky
|
||||
ldy #0
|
||||
lda (modify),y
|
||||
sta ydraw
|
||||
sty ydraw+1
|
||||
sty color
|
||||
clearline
|
||||
jsr plot.MakePlot
|
||||
dec ydraw
|
||||
lda ydraw
|
||||
cmp #$ff
|
||||
bne clearline
|
||||
mva #1 color
|
||||
NoClearSky
|
||||
ldy #0
|
||||
lda (modify),y
|
||||
cmp #screenheight
|
||||
beq NoMountain
|
||||
sta ydraw
|
||||
sty ydraw+1
|
||||
; there was Drawline proc
|
||||
drawline
|
||||
jsr plot.MakePlot
|
||||
inc ydraw
|
||||
lda ydraw
|
||||
cmp #screenheight
|
||||
bne drawline
|
||||
; end of Drawline proc
|
||||
.ENDIF
|
||||
NoMountain
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc CalcAndDrawMountains
|
||||
;--------------------------------------------------
|
||||
; Calculate mountaintable from screen data
|
||||
; for speedup SoilDown, etc.
|
||||
mva #$ff ClearSky
|
||||
; Range alignment to full bytes.
|
||||
lda RangeLeft
|
||||
and #%11111000
|
||||
sta RangeLeft
|
||||
adw RangeRight #7
|
||||
lda RangeRight
|
||||
and #%11111000
|
||||
sta RangeRight
|
||||
cpw RangeLeft RangeRight
|
||||
jcs NothingToFall
|
||||
; convert range to bytes
|
||||
lda RangeLeft
|
||||
sta temp
|
||||
sta xdraw
|
||||
lda RangeLeft+1
|
||||
sta xdraw+1
|
||||
lsr @ ; temp / 8
|
||||
ror temp
|
||||
lsr temp ; max range is 511 ! (9 bits)
|
||||
lsr temp ; temp+1 = 0
|
||||
|
||||
; mwa #0 temp+1 ; byte in screen line
|
||||
adw RangeLeft #mountaintable modify
|
||||
HorizontalByteLoop
|
||||
lda #0
|
||||
ldy #7
|
||||
@ sta (modify),y
|
||||
dey
|
||||
bpl @-
|
||||
tax
|
||||
;stx ydraw
|
||||
ColumnLoop
|
||||
lda LineTableL,x ; X=ydraw
|
||||
sta xbyte ; address of first byte in line X
|
||||
lda LineTableH,x
|
||||
sta xbyte+1
|
||||
ldy temp
|
||||
lda (xbyte),y
|
||||
sta temp2 ; byte from screen (8 pixels)
|
||||
ldy #7
|
||||
ByteLoop
|
||||
lsr temp2
|
||||
bcc NoPixel
|
||||
;clc
|
||||
; C = 0
|
||||
lda #0 ; becouse C=1
|
||||
adc (modify),y
|
||||
sta (modify),y
|
||||
NoPixel
|
||||
dey
|
||||
bpl ByteLoop ; next bit in byte
|
||||
|
||||
inx ; ydraw
|
||||
;inc ydraw
|
||||
;ldy ydraw
|
||||
cpx #screenheight
|
||||
bne ColumnLoop ; next byte in colum
|
||||
; redrawing a column (byte) of mountains uses the drawmountains fragment
|
||||
mva #7 temp+1 ; draw 8 mountain columns
|
||||
@ jsr drawmountains.DrawMountainLine
|
||||
mva #sfx_silencer sfx_effect
|
||||
inw modify
|
||||
inw xdraw
|
||||
dec temp+1
|
||||
bpl @-
|
||||
inc temp
|
||||
cpw xdraw RangeRight
|
||||
bne HorizontalByteLoop ; next column of bytes
|
||||
NothingToFall
|
||||
mva #$00 ClearSky
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc SoilDownTurbo
|
||||
;--------------------------------------------------
|
||||
; fast SoilDown proc
|
||||
jsr ClearTanks
|
||||
NoClearTanks
|
||||
jsr CalcAndDrawMountains
|
||||
jmp DrawTanks
|
||||
;rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc TypeChar
|
||||
; puts char on the graphics screen
|
||||
; in: CharCode
|
||||
; in: left LOWER corner of the char coordinates (xdraw, ydraw)
|
||||
;--------------------------------------------------
|
||||
; check coordinates
|
||||
cpw xdraw #(screenwidth-7)
|
||||
bcs CharOffTheScreen
|
||||
lda ydraw
|
||||
cmp #7
|
||||
bcc CharOffTheScreen
|
||||
cmp #(screenHeight-1)
|
||||
bcc CharOnTheScreen
|
||||
CharOffTheScreen
|
||||
rts
|
||||
CharOnTheScreen
|
||||
Fast ; Put char without coordinates check!
|
||||
; char to the table
|
||||
lda CharCode
|
||||
sta fontind
|
||||
lda #$00
|
||||
sta fontind+1
|
||||
; char intex times 8
|
||||
aslw fontind
|
||||
rolw fontind
|
||||
rolw fontind
|
||||
|
||||
adw fontind #TankFont
|
||||
|
||||
; and 8 bytes to the table
|
||||
ldy #7
|
||||
ldx #$ff ; otimization - thanks @Irgendwer
|
||||
CopyChar
|
||||
txa ; $ff
|
||||
sta char2,y
|
||||
lda (fontind),y
|
||||
eor #$ff
|
||||
sta char1,y
|
||||
dey
|
||||
bpl CopyChar
|
||||
; and 8 subsequent bytes as a mask
|
||||
adw fontind #8
|
||||
ldy #7
|
||||
CopyMask
|
||||
txa ; $ff
|
||||
eor (fontind),y
|
||||
sta mask1,y
|
||||
lda #$00
|
||||
sta mask2,y
|
||||
dey
|
||||
bpl CopyMask
|
||||
|
||||
.IF FASTER_GRAF_PROCS = 1
|
||||
; calculating coordinates from xdraw and ydraw
|
||||
mwa xdraw xbyte
|
||||
|
||||
lda xbyte
|
||||
and #$7
|
||||
sta ybit
|
||||
|
||||
lsrw xbyte ; div 8
|
||||
rorw xbyte
|
||||
rorw xbyte
|
||||
;---
|
||||
ldy xbyte
|
||||
|
||||
lda ydraw ; y = y - 7 because left lower. shouldn't it be 8?
|
||||
sec
|
||||
sbc #7
|
||||
tax
|
||||
|
||||
lda linetableL,x
|
||||
sta xbyte
|
||||
lda linetableH,x
|
||||
sta xbyte+1
|
||||
; mask preparation and character shifting
|
||||
ldx ybit
|
||||
beq MaskOK00
|
||||
MakeMask00
|
||||
.rept 8
|
||||
lsr mask1+#
|
||||
ror mask2+#
|
||||
.endr
|
||||
sec
|
||||
.rept 8
|
||||
ror char1+# ; in second (and next) lines we have C=1 - one SEC enough
|
||||
ror char2+#
|
||||
.endr
|
||||
dex
|
||||
bne MakeMask00
|
||||
MaskOK00
|
||||
; here x=0
|
||||
lda Erase
|
||||
beq CharLoopi ; it works, because x=0
|
||||
lda #$ff
|
||||
ldx #7
|
||||
EmptyChar
|
||||
sta char1,x
|
||||
sta char2,x
|
||||
dex
|
||||
bpl EmptyChar
|
||||
ldx #0
|
||||
CharLoopi
|
||||
lda (xbyte),y
|
||||
ora mask1,x
|
||||
and char1,x
|
||||
sta (xbyte),y
|
||||
iny
|
||||
lda (xbyte),y
|
||||
ora mask2,x
|
||||
and char2,x
|
||||
sta (xbyte),y
|
||||
dey
|
||||
adw xbyte #screenBytes
|
||||
inx
|
||||
cpx #8
|
||||
bne CharLoopi
|
||||
.ELSE
|
||||
mvx #7 temp ; line counter (Y)
|
||||
CharLoop1
|
||||
mva #7 temp+1 ; pixel counter (X)
|
||||
CharLoop2
|
||||
mva #0 color
|
||||
rol mask1,x
|
||||
bcc NoMaskNoPlot
|
||||
rol char1,x
|
||||
bcs NoPlot
|
||||
MakeCharPlot
|
||||
lda Erase
|
||||
bne ErasingChar
|
||||
inc color
|
||||
ErasingChar
|
||||
NoPlot
|
||||
jsr plot.MakePlot
|
||||
AfterCharPlot
|
||||
inw xdraw
|
||||
ldx temp
|
||||
dec temp+1
|
||||
bpl CharLoop2
|
||||
sec
|
||||
sbw xdraw #8
|
||||
dec ydraw
|
||||
ldx temp
|
||||
dex
|
||||
stx temp
|
||||
bpl CharLoop1
|
||||
clc
|
||||
lda ydraw
|
||||
adc #8
|
||||
sta ydraw
|
||||
bne EndPutChar
|
||||
NoMaskNoPlot
|
||||
rol char1,x
|
||||
jmp AfterCharPlot
|
||||
.ENDIF
|
||||
EndPutChar
|
||||
rts
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc PutChar4x4
|
||||
; puts 4x4 pixels char on the graphics screen
|
||||
; in: dx, dy (LOWER left corner of the char)
|
||||
; in: CharCode4x4 (.sbyte)
|
||||
; in: plot4x4color (0/255)
|
||||
; all pixels are being drawn
|
||||
; (empty and not empty)
|
||||
;--------------------------------------------------
|
||||
cpw dy #(screenheight-1)
|
||||
jcs TypeChar.EndPutChar ;nearest RTS
|
||||
cpw dy #(4)
|
||||
jcc TypeChar.EndPutChar ;nearest RTS
|
||||
cpw dx #(screenwidth-4)
|
||||
jcs TypeChar.EndPutChar ;nearest RTS
|
||||
; checks ommited.
|
||||
; char to the table
|
||||
Fast ; Put char without coordinates check!
|
||||
lda CharCode4x4
|
||||
and #%00000001
|
||||
beq Upper4bits ; A=0
|
||||
lda #$ff ; better option to check (nibbler4x4 = $00 or $ff)
|
||||
Upper4bits
|
||||
sta nibbler4x4
|
||||
lda CharCode4x4
|
||||
and #$3f ;always CAPITAL letters, also ignore inverse
|
||||
lsr
|
||||
sta fontind
|
||||
lda #$00
|
||||
sta fontind+1
|
||||
|
||||
adw fontind #font4x4
|
||||
|
||||
; and 4 bytes to the table
|
||||
ldy #0
|
||||
ldx #3
|
||||
CopyChar
|
||||
lda (fontind),y ; Y must be 0 !!!!
|
||||
bit nibbler4x4
|
||||
bpl GetUpper4bits
|
||||
:4 rol
|
||||
GetUpper4bits
|
||||
ora #$0f
|
||||
sta char1,x
|
||||
lda #$ff
|
||||
sta char2,x
|
||||
; and 4 bytes as a mask
|
||||
lda #$f0
|
||||
sta mask1,x
|
||||
lda #$00
|
||||
sta mask2,x
|
||||
adw fontind #32 ; next byte of 4x4 font
|
||||
dex
|
||||
bpl CopyChar
|
||||
|
||||
.IF FASTER_GRAF_PROCS = 1
|
||||
; calculating coordinates from xdraw and ydraw
|
||||
mwa dx xbyte
|
||||
|
||||
lda xbyte
|
||||
and #$7
|
||||
sta ybit
|
||||
|
||||
:3 lsrw xbyte ; div 8
|
||||
; rorw xbyte
|
||||
; rorw xbyte
|
||||
;---
|
||||
ldy xbyte ; horizontal byte offet stored in Y
|
||||
lda dy ; y = y - 3 because left lower.
|
||||
sec
|
||||
sbc #3
|
||||
tax
|
||||
|
||||
lda linetableL,x
|
||||
sta xbyte
|
||||
lda linetableH,x
|
||||
sta xbyte+1
|
||||
; mask preparation and character shifting
|
||||
ldx ybit
|
||||
beq MaskOK01
|
||||
MakeMask01
|
||||
.rept 4
|
||||
lsr mask1+#
|
||||
ror mask2+#
|
||||
.endr
|
||||
sec
|
||||
.rept 4
|
||||
ror char1+# ; in second (and next) lines we have C=1 - one SEC enough
|
||||
ror char2+#
|
||||
.endr
|
||||
dex
|
||||
bne MakeMask01
|
||||
MaskOK01
|
||||
ldx #0
|
||||
CharLoopi4x4
|
||||
lda (xbyte),y
|
||||
ora mask1,x
|
||||
bit plot4x4color
|
||||
bpl PutInColor0_1 ; only mask - no char
|
||||
and char1,x
|
||||
PutInColor0_1
|
||||
sta (xbyte),y
|
||||
iny
|
||||
lda (xbyte),y
|
||||
ora mask2,x
|
||||
bit plot4x4color
|
||||
bpl PutInColor0_2 ; only mask - no char
|
||||
and char2,x
|
||||
PutInColor0_2
|
||||
sta (xbyte),y
|
||||
dey
|
||||
adw xbyte #screenBytes
|
||||
inx
|
||||
cpx #4
|
||||
bne CharLoopi4x4
|
||||
.ELSE
|
||||
mwa xdraw char2
|
||||
mwa ydraw mask2
|
||||
mva color mask2+2
|
||||
mwa dx xdraw
|
||||
mwa dy ydraw
|
||||
mvx #3 temp ; line counter (Y)
|
||||
CharLoop1
|
||||
mva #3 temp+1 ; pixel counter (X)
|
||||
CharLoop2
|
||||
mva #0 color
|
||||
rol mask1,x
|
||||
bcc NoMaskNoPlot
|
||||
rol char1,x
|
||||
bcs NoPlot
|
||||
MakeCharPlot
|
||||
lda plot4x4color
|
||||
beq ErasingChar
|
||||
inc color
|
||||
ErasingChar
|
||||
NoPlot
|
||||
jsr plot.MakePlot
|
||||
AfterCharPlot
|
||||
inw xdraw
|
||||
ldx temp
|
||||
dec temp+1
|
||||
bpl CharLoop2
|
||||
sec
|
||||
sbw xdraw #4
|
||||
dec ydraw
|
||||
ldx temp
|
||||
dex
|
||||
stx temp
|
||||
bpl CharLoop1
|
||||
mwa char2 xdraw
|
||||
mwa mask2 ydraw
|
||||
mva mask2+2 color
|
||||
bpl EndPut4x4
|
||||
NoMaskNoPlot
|
||||
rol char1,x
|
||||
jmp AfterCharPlot
|
||||
.ENDIF
|
||||
EndPut4x4
|
||||
rts
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc ClearScreen
|
||||
;--------------------------------------------------
|
||||
ldy #<display
|
||||
lda #0
|
||||
sta temp
|
||||
lda #>display
|
||||
sta temp+1
|
||||
Go lda #$ff
|
||||
loop sta (temp),y
|
||||
iny
|
||||
bne @+
|
||||
inc temp+1
|
||||
@ cpy #<(display+screenheight*screenBytes+1)
|
||||
bne loop
|
||||
ldx temp+1
|
||||
cpx #>(display+screenheight*screenBytes+1)
|
||||
bne loop
|
||||
rts
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc GenerateLineTable
|
||||
|
||||
mwa #display temp
|
||||
mwa #linetableL temp2
|
||||
mwa #linetableH modify
|
||||
ldy #0
|
||||
@ lda temp
|
||||
sta (temp2),y
|
||||
lda temp+1
|
||||
sta (modify),y
|
||||
adw temp #40
|
||||
iny
|
||||
cpy #screenheight+1
|
||||
bne @-
|
||||
; and bittables for fastest plot and point (thanks @jhusak)
|
||||
ldy #0
|
||||
lda #$40
|
||||
@ asl
|
||||
adc #0
|
||||
sta bittable1_long,y
|
||||
tax
|
||||
eor #%11111111
|
||||
sta bittable2_long,y
|
||||
txa
|
||||
dey
|
||||
bne @-
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc SetMainScreen
|
||||
; mva #0 dmactls
|
||||
SetDLI DLIinterruptGraph ; jsr SetDLI for graphics (game) screen
|
||||
mwa #dl dlptrs ; issue #72 (glitches when switches)
|
||||
lda #%00111110
|
||||
; and #$fc
|
||||
; ora #$02 ; 2=normal, 3 = wide screen width
|
||||
sta dmactls
|
||||
mva WallsType COLBAKS ; set color of background
|
||||
jmp WaitOneFrame
|
||||
; rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
|
||||
|
||||
; ******* This is weapon .... but ... *******
|
||||
; -------------------------------------------------
|
||||
.proc AtomicWinter
|
||||
; -------------------------------------------------
|
||||
; This routine is run from inside of the main loop
|
||||
; and replaces Shoot and Flight routines
|
||||
; X and TankNr - index of shooting tank
|
||||
; -------------------------------------------------
|
||||
mva #sfx_sandhog sfx_effect
|
||||
.IF FASTER_GRAF_PROCS = 1
|
||||
ldy #0 ; byte counter (from 0 to 39)
|
||||
NextColumn
|
||||
; big loop - we repat internal loops for each column of bytes
|
||||
sty magic
|
||||
ldx #120 ; line counter (from 0 to 60 )
|
||||
; first loop - inverse column of bytes for a while
|
||||
ldy magic
|
||||
NextLine1
|
||||
jsr InverseScreenByte
|
||||
dex
|
||||
dex
|
||||
bpl NextLine1
|
||||
;
|
||||
jsr WaitOneFrame ; wait uses A only
|
||||
; second loop - inverse again and put random "snow" to column of bytes
|
||||
ldx #120
|
||||
ldy magic
|
||||
mva #$55 magic+1
|
||||
NextLine2
|
||||
jsr InverseScreenByte
|
||||
lda random
|
||||
ora magic+1
|
||||
and (temp),y
|
||||
sta (temp),y
|
||||
lda magic+1
|
||||
eor #$ff
|
||||
sta magic+1
|
||||
dex
|
||||
dex
|
||||
bpl NextLine2
|
||||
; and go to next column
|
||||
iny
|
||||
cpy #40
|
||||
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" :)
|
||||
lda #0
|
||||
ldx TankNr
|
||||
sta ActiveDefenceWeapon,x ; deactivate Nuclear Winter
|
||||
jsr SetFullScreenSoilRange
|
||||
jmp SoilDown.NoClearTanks
|
||||
; rts
|
||||
|
||||
; in order to optimize the fragment repeated in both internal loops
|
||||
; we save 15 bytes :)
|
||||
InverseScreenByte
|
||||
lda LineTableL,x
|
||||
sta temp
|
||||
lda LineTableH,x
|
||||
sta temp+1
|
||||
lda (temp),y
|
||||
eor #$ff
|
||||
sta (temp),y
|
||||
rts
|
||||
.endp
|
||||
|
||||
.ENDIF
|
||||
@@ -0,0 +1,212 @@
|
||||
;--------------------------------------------------
|
||||
.proc GetKey
|
||||
; waits for pressing a key and returns pressed value in A
|
||||
; when [ESC] is pressed, escFlag is set
|
||||
; result: A=keycode
|
||||
;--------------------------------------------------
|
||||
jsr WaitForKeyRelease
|
||||
getKeyAfterWait
|
||||
jsr GetKeyFast
|
||||
cmp #@kbcode._none
|
||||
beq getKeyAfterWait
|
||||
ldy #0
|
||||
sty ATRACT ; reset atract mode
|
||||
mvy #sfx_keyclick sfx_effect
|
||||
rts
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc GetKeyFast
|
||||
; returns pressed value in A - no waits for press
|
||||
; when [ESC] is pressed, escFlag is set
|
||||
; result: A=keycode ($ff - no key pressed)
|
||||
;--------------------------------------------------
|
||||
.IF TARGET = 800
|
||||
lda SKSTAT
|
||||
and #%00000100 ; any key
|
||||
bne checkJoyGetKey ; key not pressed, check Joy
|
||||
.ELIF TARGET = 5200
|
||||
lda SkStatSimulator
|
||||
and #%11111110
|
||||
bne checkJoyGetKey ; key not pressed, check Joy
|
||||
.ENDIF
|
||||
lda kbcode
|
||||
cmp #@kbcode._none
|
||||
beq checkJoyGetKey
|
||||
pha
|
||||
and #$3f ; CTRL and SHIFT ellimination
|
||||
cmp #@kbcode._esc ; 28 ; ESC
|
||||
beq EscPressed
|
||||
pla
|
||||
jmp getkeyend
|
||||
EscPressed
|
||||
pla
|
||||
mvy #$80 escFlag
|
||||
bne getkeyend
|
||||
|
||||
checkJoyGetKey
|
||||
;------------JOY-------------
|
||||
;happy happy joy joy
|
||||
;check for joystick now
|
||||
lda STICK0
|
||||
and #$0f
|
||||
cmp #$0f
|
||||
beq notpressedJoyGetKey
|
||||
tay
|
||||
lda joyToKeyTable,y
|
||||
bne getkeyend
|
||||
|
||||
notpressedJoyGetKey
|
||||
;fire
|
||||
lda STRIG0
|
||||
beq JoyButton
|
||||
.IF TARGET = 800 ; Second joy button , Select and Option key only on A800
|
||||
jsr Check2button
|
||||
bcc SecondButton
|
||||
bne checkSelectKey
|
||||
checkSelectKey
|
||||
lda CONSOL
|
||||
and #%00000010 ; Select
|
||||
beq SelectPressed
|
||||
lda CONSOL
|
||||
and #%00000100 ; Option
|
||||
beq OptionPressed
|
||||
.ENDIF
|
||||
lda #@kbcode._none
|
||||
bne getkeyend
|
||||
OptionPressed
|
||||
lda #@kbcode._atari ; Option key
|
||||
bne getkeyend
|
||||
SecondButton
|
||||
SelectPressed
|
||||
lda #@kbcode._tab ; Select key
|
||||
bne getkeyend
|
||||
JoyButton
|
||||
lda #@kbcode._ret ; Return key
|
||||
getkeyend
|
||||
rts
|
||||
; ----
|
||||
.IF TARGET = 800 ; Second joy button only on A800
|
||||
Check2button
|
||||
lda PADDL0
|
||||
and #$c0
|
||||
eor #$C0
|
||||
cmp PaddleState
|
||||
sta PaddleState
|
||||
rts
|
||||
.ENDIF
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc getkeynowait
|
||||
;--------------------------------------------------
|
||||
jsr WaitForKeyRelease
|
||||
lda kbcode
|
||||
and #$3f ; CTRL and SHIFT ellimination
|
||||
rts
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc WaitForLongPress
|
||||
;--------------------------------------------------
|
||||
lda #0
|
||||
sta pressTimer ; reset
|
||||
jsr WaitForKeyRelease.StillWait
|
||||
lda pressTimer
|
||||
cmp #25 ; 1/2s
|
||||
rts ; if CARRY is set then long press
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc WaitForKeyRelease
|
||||
;--------------------------------------------------
|
||||
lda #128-KeyRepeatSpeed ; tricky
|
||||
sec
|
||||
sbc FirstKeypressDelay ; tricky 2 :)
|
||||
sta pressTimer
|
||||
StillWait
|
||||
bit pressTimer
|
||||
bmi KeyAutoReleased
|
||||
lda STICK0
|
||||
and #$0f
|
||||
cmp #$0f
|
||||
bne StillWait
|
||||
lda STRIG0
|
||||
beq StillWait
|
||||
.IF TARGET = 800
|
||||
lda SKSTAT
|
||||
and #%00000100 ; any key
|
||||
beq StillWait
|
||||
lda CONSOL
|
||||
and #%00000110 ; Select and Option only
|
||||
cmp #%00000110
|
||||
bne StillWait
|
||||
.ELIF TARGET = 5200
|
||||
lda SkStatSimulator
|
||||
and #%11111110
|
||||
beq StillWait
|
||||
.ENDIF
|
||||
KeyReleased
|
||||
mva #FirstKeySpeed FirstKeypressDelay
|
||||
rts
|
||||
KeyAutoReleased ; autorepeat
|
||||
mva #0 FirstKeypressDelay
|
||||
rts
|
||||
.endp
|
||||
/* ;--------------------------------------------------
|
||||
.proc IsKeyPressed
|
||||
; result: A=0 - yes , A>0 - no
|
||||
;--------------------------------------------------
|
||||
lda SKSTAT
|
||||
and #%00000100
|
||||
beq @+
|
||||
lda STRIG0
|
||||
@ rts
|
||||
.endp */
|
||||
;--------------------------------------------------
|
||||
.proc CheckStartKey
|
||||
;--------------------------------------------------
|
||||
lda CONSOL ; turbo mode
|
||||
and #%00000001 ; START KEY
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc CheckExitKeys
|
||||
;--------------------------------------------------
|
||||
; Checks keyboard and sets appropriate flags for exit procedures
|
||||
; If START+OPTION is pressed - exit to GameOver screen
|
||||
; If 'O' key is pressed - displays "Are you sure?" and - exit to GameOver screen
|
||||
; If 'Esc' key is pressed - displays "Are you sure?" and - exit to Menu screen
|
||||
; Just setting the right flags!!!
|
||||
|
||||
; Select and Option
|
||||
lda CONSOL
|
||||
and #%00000101 ; Start + Option
|
||||
beq QuitToGameover
|
||||
lda SKSTAT
|
||||
and #%00000100 ; any key
|
||||
jne nokeys
|
||||
|
||||
lda kbcode
|
||||
and #%10111111 ; SHIFT elimination
|
||||
|
||||
cmp #@kbcode._O ; $08 ; O
|
||||
bne CheckEsc
|
||||
jsr AreYouSure
|
||||
bit escFlag
|
||||
bpl nokeys
|
||||
;---O pressed-quit game to game over screen---
|
||||
QuitToGameover
|
||||
mva #$C0 escFlag ; bits 7 and 6 set
|
||||
rts
|
||||
CheckEsc
|
||||
cmp #@kbcode._esc ; 28 ; ESC
|
||||
bne nokeys
|
||||
DisplayAreYouSure
|
||||
jsr AreYouSure
|
||||
;---esc pressed-quit game---
|
||||
nokeys
|
||||
bit escFlag
|
||||
rts
|
||||
;
|
||||
.endp
|
||||
@@ -0,0 +1,348 @@
|
||||
; @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
|
||||
cpy #$14
|
||||
beq GoBlackHole
|
||||
lda dliColorsBack,y
|
||||
.IF TARGET = 800
|
||||
nop ; necessary on 800 because DLIs take less time, jitter visible without it
|
||||
nop
|
||||
nop
|
||||
.ENDIF
|
||||
nop
|
||||
;nop
|
||||
sta COLPF1
|
||||
lda GradientNr
|
||||
bne GoGradient
|
||||
ldy #$ff ; one mauntain color
|
||||
GoGradient
|
||||
iny
|
||||
lda (GradientColors),y ; mountains colors array
|
||||
sta COLPF2
|
||||
NoBlacHoleLine
|
||||
EndOfDLI_Gr
|
||||
inc dliCounter
|
||||
ply
|
||||
pla
|
||||
rti
|
||||
GoBlackHole
|
||||
lda BlackHole
|
||||
beq NoBlacHoleLine
|
||||
nop
|
||||
lda #$00 ; color of last line
|
||||
sta COLPF2
|
||||
beq EndOfDLI_Gr
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc DLIinterruptOptions
|
||||
pha
|
||||
phy
|
||||
lda dliCounter
|
||||
bne Subtitle
|
||||
lda #0 ; background color
|
||||
sta COLPF1
|
||||
ldy GradientNr
|
||||
beq @+
|
||||
ldy #1
|
||||
@ lda (GradientColors),y ; mountains colors array
|
||||
sta COLPF2 ; allways <> 0 !!!
|
||||
bne DLIinterruptGraph.EndOfDLI_Gr
|
||||
Subtitle
|
||||
lda #0
|
||||
sta COLPF2
|
||||
lda random
|
||||
and #%00000011
|
||||
ora #%00010000
|
||||
sta COLPF1
|
||||
bne DLIinterruptGraph.EndOfDLI_Gr
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc DLIinterruptGameOver
|
||||
pha
|
||||
phy
|
||||
lda dliCounter
|
||||
bne EndofPMG
|
||||
lda #%00100001 ; playfield after P/M - prior=1
|
||||
;STA WSYNC
|
||||
sta PRIOR
|
||||
bne DLIinterruptGraph.EndOfDLI_Gr
|
||||
EndofPMG
|
||||
cmp #1
|
||||
bne ColoredLines
|
||||
lda #%00100100 ; playfield before P/M
|
||||
;STA WSYNC
|
||||
sta PRIOR
|
||||
bne DLIinterruptGraph.EndOfDLI_Gr
|
||||
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 DLIinterruptGraph.EndOfDLI_Gr
|
||||
CreditsScroll
|
||||
lda #$00
|
||||
sta COLPF2
|
||||
beq DLIinterruptGraph.EndOfDLI_Gr
|
||||
.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
|
||||
; ------ meteors ------ start
|
||||
.IF METEORS = 1
|
||||
ldx #0
|
||||
bit Mcounter
|
||||
bpl MeteorOnSky
|
||||
bit MeteorsFlag
|
||||
bmi SkipMeteors
|
||||
; randomize meteor
|
||||
lda random
|
||||
and #%11111111
|
||||
bne SkipMeteors
|
||||
lda random
|
||||
sta Mpoint1X
|
||||
sta Mpoint2X
|
||||
lda #0
|
||||
sta Mpoint1X+1
|
||||
sta Mpoint2X+1
|
||||
lda random
|
||||
and #$1f
|
||||
sta Mpoint1Y
|
||||
sta Mpoint2Y
|
||||
mva #10 Mcounter
|
||||
MeteorOnSky
|
||||
jsr GoMplot
|
||||
NoFirstPlot
|
||||
ldx #2 ; second point coordinates
|
||||
lda Mcounter
|
||||
beq @+
|
||||
dec Mcounter
|
||||
bpl SkipSecondPlot
|
||||
@ lda Mpoint1Y,x
|
||||
cmp #64
|
||||
bne GoSecondPlot
|
||||
mva #$ff Mcounter
|
||||
bmi SkipMeteors
|
||||
GoSecondPlot
|
||||
jsr GoMplot2
|
||||
SkipSecondPlot
|
||||
SkipMeteors
|
||||
.ENDIF
|
||||
; ------ meteors ------ end
|
||||
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 = 800
|
||||
; support for joysticks :)
|
||||
ldx JoystickNumber
|
||||
lda STICK0,x
|
||||
sta STICK0
|
||||
lda STRIG0,x
|
||||
sta STRIG0
|
||||
; and PADDLES (2 and 3 joystick button)
|
||||
txa
|
||||
asl
|
||||
tax
|
||||
lda PADDL0,x
|
||||
sta PADDL0
|
||||
; lda PADDL1,x
|
||||
; sta PADDL1
|
||||
jmp XITVBV
|
||||
.ELIF 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
|
||||
@
|
||||
exit
|
||||
pla
|
||||
tay
|
||||
pla
|
||||
tax
|
||||
pla
|
||||
rti
|
||||
.ENDIF
|
||||
; ------ meteors plot/flight subroutine ------ start
|
||||
.IF METEORS = 1
|
||||
GoMplot
|
||||
lda Mpoint1Y,x
|
||||
cmp #64
|
||||
beq @+
|
||||
GoMplot2
|
||||
sta EplotY
|
||||
inc Mpoint1Y,x
|
||||
mwa Mpoint1X,x EplotX
|
||||
inw Mpoint1X,x
|
||||
jmp Explot
|
||||
@ rts
|
||||
.ENDIF
|
||||
; ------ meteors plot/flight subroutine ------ end
|
||||
.endp
|
||||
.IF TARGET = 5200
|
||||
.proc kb_continue
|
||||
cmp #$0c ; START key on 5200 keypad
|
||||
beq StartPressed
|
||||
sta kbcode ;Store key code in shadow.
|
||||
mva #0 SkStatSimulator
|
||||
beq VBLinterrupt.exit
|
||||
StartPressed
|
||||
mvx #%00000110 CONSOL ; virtual CONSOL Start key pressed
|
||||
bne VBLinterrupt.exit
|
||||
.endp
|
||||
.ENDIF
|
||||
|
||||
;--------------------------------------------------
|
||||
.macro SetDLI
|
||||
; SetDLI #WORD
|
||||
; Initialises Display List Interrupts
|
||||
LDY # <:1
|
||||
LDX # >:1
|
||||
jsr _SetDLIproc
|
||||
.endm
|
||||
.proc _SetDLIproc
|
||||
LDA #$00
|
||||
STA NMIEN
|
||||
LDA #$C0
|
||||
STY VDSLST
|
||||
STX VDSLST+1
|
||||
STA NMIEN
|
||||
rts
|
||||
.endp
|
||||
|
||||
.ENDIF
|
||||
@@ -113,10 +113,11 @@
|
||||
.endif
|
||||
?rand
|
||||
lda random
|
||||
cmp #:1 ;floor
|
||||
bcc ?rand
|
||||
cmp #:2+1 ;ceiling
|
||||
cmp #:2+1-:1 ;ceiling
|
||||
bcs ?rand
|
||||
.if %1>0 ; if floor = 0 - no add offset
|
||||
adc #:1
|
||||
.endif
|
||||
.endm
|
||||
;-------------------------------------
|
||||
.macro phx
|
||||
@@ -138,6 +139,16 @@
|
||||
pla
|
||||
tay
|
||||
.endm
|
||||
;-------------------------------------
|
||||
.macro txy
|
||||
txa
|
||||
tay
|
||||
.endm
|
||||
;-------------------------------------
|
||||
.macro tyx
|
||||
tya
|
||||
tax
|
||||
.endm
|
||||
;-------------------------------------
|
||||
.macro pause
|
||||
;waits :1 number (byte) of frames
|
||||
@@ -67,12 +67,12 @@ PHINIV EQU $E48C ;UPLOADED HANDLER INIT
|
||||
;
|
||||
; COMMAND CODES FOR IOCBS
|
||||
;
|
||||
OPEN EQU $03 ;OPEN FOR I/O
|
||||
_OPEN EQU $03 ;OPEN FOR I/O
|
||||
GETREC EQU $05 ;GET RECORD (TEXT)
|
||||
GETCHR EQU $07 ;GET CHARACTER(S)
|
||||
PUTREC EQU $09 ;PUT RECORD (TEXT)
|
||||
PUTCHR EQU $0B ;PUT CHARACTER(S)
|
||||
CLOSE EQU $0C ;CLOSE DEVICE
|
||||
_CLOSE EQU $0C ;CLOSE DEVICE
|
||||
STATIS EQU $0D ;STATUS REQUEST
|
||||
SPECIL EQU $0E ;SPECIAL ENTRY COMMAND
|
||||
;
|
||||
@@ -135,6 +135,7 @@ DERRER EQU $90 ;PERIPHRAL DEVICE ERR
|
||||
BADMOD EQU $91 ;BAD SCREEN MODE #
|
||||
FNCNOT EQU $92 ;NONEXISTANT FUNCTION
|
||||
SCRMEM EQU $93 ;SCREEN MEM TOO SMALL
|
||||
FILENF EQU $AA ;FILE NOT FOUND
|
||||
;
|
||||
; PAGE ZERO RAM ASSIGNMENTS
|
||||
;
|
||||
@@ -376,7 +377,7 @@ CBAUDL EQU $02EE ;CASSETTE BAUD RATE
|
||||
CBAUDH EQU $02EF
|
||||
CRSINH EQU $02F0 ;CURSOR INHIBIT 0=ON
|
||||
KEYDEL EQU $02F1 ;KEY DELAY
|
||||
CH1 EQU $02F2 ;PRIOR KB CHAR CODE
|
||||
CH1 EQU $02F2 ;PRIOR KB CHAR CODE
|
||||
CHACT EQU $02F3 ;CHACTL REGISTER RAM
|
||||
CHBAS EQU $02F4 ;CHBAS REGISTER RAM
|
||||
NEWROW EQU $02F5 ;POINT DRAW GOES TO
|
||||
@@ -593,11 +594,11 @@ PBCTL EQU PIA+3
|
||||
; ---------------------------------------------------------------------------
|
||||
;
|
||||
JUMP EQU $01 ; display list jump instruction (3 byte)
|
||||
JVB EQU $41 ; display list jump and wait for vblank instruction (3)
|
||||
JVB EQU $41 ; display list jump and wait for vblank instruction (3)
|
||||
;
|
||||
SCH EQU $10 ; display list horizontal scrolling
|
||||
SCV EQU $20 ; display list vertical scrolling
|
||||
LMS EQU $40 ; display list load memory scan instruction (3 byte)
|
||||
SCH EQU $10 ; display list horizontal scrolling
|
||||
SCV EQU $20 ; display list vertical scrolling
|
||||
LMS EQU $40 ; display list load memory scan instruction (3 byte)
|
||||
DLII EQU $80 ; display list interrupt instruction
|
||||
;
|
||||
SKIP1 EQU $00 ; display list skip 1 scan line instruction
|
||||
@@ -656,67 +657,68 @@ scr32 = @dmactl(narrow|dma|players|missiles|lineX1)
|
||||
; KBCODEs
|
||||
; ---------------------------------------------------------------------------
|
||||
.enum @kbcode
|
||||
_none = 255
|
||||
_esc = 28
|
||||
_1 = 31
|
||||
_2 = 30
|
||||
_3 = 26
|
||||
_4 = 24
|
||||
_5 = 29
|
||||
_6 = 27
|
||||
_7 = 51
|
||||
_8 = 53
|
||||
_9 = 48
|
||||
_0 = 50
|
||||
_lt = 54
|
||||
_gt = 55
|
||||
_del = 52
|
||||
_tab = 44
|
||||
_Q = 47
|
||||
_W = 46
|
||||
_E = 42
|
||||
_R = 40
|
||||
_T = 45
|
||||
_Y = 43
|
||||
_U = 11
|
||||
_I = 13
|
||||
_O = 8
|
||||
_P = 10
|
||||
_min = 14
|
||||
_up = 14 ; cursor function
|
||||
_eq = 15
|
||||
_down = 15 ; cursor function
|
||||
_ret = 12
|
||||
_A = 63
|
||||
_S = 62
|
||||
_D = 58
|
||||
_F = 56
|
||||
_G = 61
|
||||
_H = 57
|
||||
_J = 1
|
||||
_K = 5
|
||||
_L = 0
|
||||
_none = 255
|
||||
_esc = 28
|
||||
_1 = 31
|
||||
_2 = 30
|
||||
_3 = 26
|
||||
_4 = 24
|
||||
_5 = 29
|
||||
_6 = 27
|
||||
_7 = 51
|
||||
_8 = 53
|
||||
_9 = 48
|
||||
_0 = 50
|
||||
_lt = 54
|
||||
_gt = 55
|
||||
_del = 52
|
||||
_tab = 44
|
||||
_Q = 47
|
||||
_W = 46
|
||||
_E = 42
|
||||
_R = 40
|
||||
_T = 45
|
||||
_Y = 43
|
||||
_U = 11
|
||||
_I = 13
|
||||
_O = 8
|
||||
_P = 10
|
||||
_min = 14
|
||||
_up = 14 ; cursor function
|
||||
_eq = 15
|
||||
_down = 15 ; cursor function
|
||||
_ret = 12
|
||||
_A = 63
|
||||
_S = 62
|
||||
_D = 58
|
||||
_F = 56
|
||||
_G = 61
|
||||
_H = 57
|
||||
_J = 1
|
||||
_K = 5
|
||||
_L = 0
|
||||
_semicolon = 2
|
||||
_plus = 6
|
||||
_left = 6 ; cursor function
|
||||
_plus = 6
|
||||
_left = 6 ; cursor function
|
||||
_asterisk = 7
|
||||
_right = 7 ; cursor function
|
||||
_caps = 60
|
||||
_Z = 23
|
||||
_X = 22
|
||||
_C = 18
|
||||
_V = 16
|
||||
_B = 21
|
||||
_N = 36
|
||||
_M = 37
|
||||
_caps = 60
|
||||
_Z = 23
|
||||
_X = 22
|
||||
_C = 18
|
||||
_V = 16
|
||||
_B = 21
|
||||
_N = 36
|
||||
_M = 37
|
||||
_comma = 32
|
||||
_dot = 34
|
||||
_dot = 34
|
||||
_slash = 38
|
||||
_atari = 39
|
||||
_help = 17
|
||||
_F1 = 3
|
||||
_F2 = 4
|
||||
_F3 = 19
|
||||
_F4 = 20
|
||||
_help = 17
|
||||
_F1 = 3
|
||||
_F2 = 4
|
||||
_F3 = 19
|
||||
_F4 = 20
|
||||
_space = 33
|
||||
.ende
|
||||
.ende
|
||||
EOL = $9b
|
||||
@@ -44,9 +44,11 @@
|
||||
.MACRO VDLI
|
||||
; VDLI #WORD
|
||||
; Initialises Display List Interrupts
|
||||
LDA #$00
|
||||
STA NMIEN
|
||||
LDA #$C0
|
||||
LDY # <:1
|
||||
LDX # >:1
|
||||
LDA #$C0
|
||||
STY $0200
|
||||
STX $0201
|
||||
STA NMIEN
|
||||
@@ -134,10 +136,11 @@
|
||||
.endif
|
||||
?rand
|
||||
lda random
|
||||
cmp #:1 ;floor
|
||||
bcc ?rand
|
||||
cmp #:2+1 ;ceiling
|
||||
cmp #:2+1-:1 ;ceiling
|
||||
bcs ?rand
|
||||
.if %1>0 ; if floor = 0 - no add offset
|
||||
adc #:1
|
||||
.endif
|
||||
.endm
|
||||
;-------------------------------------
|
||||
.macro phx
|
||||
@@ -159,6 +162,16 @@
|
||||
pla
|
||||
tay
|
||||
.endm
|
||||
;-------------------------------------
|
||||
.macro txy
|
||||
txa
|
||||
tay
|
||||
.endm
|
||||
;-------------------------------------
|
||||
.macro tyx
|
||||
tya
|
||||
tax
|
||||
.endm
|
||||
;-------------------------------------
|
||||
.macro pause
|
||||
;waits :1 number (byte) of frames
|
||||
@@ -0,0 +1,10 @@
|
||||
X_LOADER_START = $0700;
|
||||
X_BANK = $074E;
|
||||
X_SRC = $07D0;
|
||||
X_CLRSTART = $071D;
|
||||
X_CLREND = $0728;
|
||||
X_PORTB = $0707;
|
||||
X_EXITBANK = $07B7;
|
||||
X_NMIEN = $07C0;
|
||||
X_BOOT_START = $BFED;
|
||||
X_RESET_PROOF = $072C;
|
||||
@@ -0,0 +1,861 @@
|
||||
.IF *>0 ;this is a trick that prevents compiling this file alone
|
||||
|
||||
; Basic hardware-dependent graphics routines.
|
||||
|
||||
; -----------------------------------------
|
||||
.proc unPlot
|
||||
; plots a point and saves the plotted byte, reverts the previous plot.
|
||||
; -----------------------------------------
|
||||
ldx #0 ; only one pixel
|
||||
unPlotAfterX
|
||||
stx WhichUnPlot
|
||||
|
||||
; first remake the oldie
|
||||
lda oldplotL,x
|
||||
sta oldplot
|
||||
lda oldplotH,x
|
||||
sta oldplot+1
|
||||
|
||||
ldy #0
|
||||
lda oldora,x
|
||||
sta (oldplot),y
|
||||
|
||||
|
||||
; is it not out of the screen ????
|
||||
cpw ydraw #screenheight
|
||||
jcc CheckX
|
||||
mwa #0 ydraw
|
||||
CheckX
|
||||
cpw xdraw #screenwidth
|
||||
jcs EndOfUnPlot
|
||||
MakeUnPlot
|
||||
; let's count coordinates taken from xdraw and ydraw
|
||||
lda xdraw
|
||||
and #%11111000
|
||||
;sta xbyte
|
||||
;---
|
||||
ldx ydraw
|
||||
clc
|
||||
adc linetableL,x
|
||||
sta xbyte
|
||||
sta oldplot
|
||||
lda linetableH,x
|
||||
adc xdraw+1
|
||||
sta xbyte+1
|
||||
sta oldplot+1
|
||||
|
||||
; lda xdraw
|
||||
; and #$7
|
||||
; tax
|
||||
ldx xdraw ; optimization (256 bytes long bittable)
|
||||
|
||||
ldy #0
|
||||
|
||||
lda color
|
||||
bne ClearUnPlot
|
||||
|
||||
;plotting here
|
||||
lda (xbyte),y
|
||||
sta OldOraTemp
|
||||
ora bittable1_long,x
|
||||
sta (xbyte),y
|
||||
bne ContinueUnPlot ; allways <>0
|
||||
ClearUnPlot
|
||||
lda (xbyte),y
|
||||
sta OldOraTemp
|
||||
and bittable2_long,x
|
||||
sta (xbyte),y
|
||||
ContinueUnPlot
|
||||
ldx WhichUnPlot
|
||||
lda OldOraTemp
|
||||
sta oldora,x
|
||||
lda oldplot
|
||||
sta oldplotL,x
|
||||
lda oldplot+1
|
||||
sta oldplotH,x
|
||||
; and now we must solve the problem of several plots
|
||||
; in one byte
|
||||
ldx #4
|
||||
ldy WhichUnPlot
|
||||
LetsCheckOverlapping
|
||||
cpx WhichUnPlot
|
||||
beq SkipThisPlot
|
||||
lda oldplotL,x
|
||||
cmp oldplotL,y
|
||||
bne NotTheSamePlot
|
||||
lda oldplotH,x
|
||||
cmp oldplotH,y
|
||||
bne NotTheSamePlot
|
||||
; the pixel is in the same byte so let's take correct contents
|
||||
lda oldora,x
|
||||
sta oldora,y
|
||||
NotTheSamePlot
|
||||
SkipThisPlot
|
||||
dex
|
||||
bpl LetsCheckOverlapping
|
||||
EndOfUnPlot
|
||||
rts
|
||||
.endp
|
||||
|
||||
; -----------------------------------------
|
||||
.proc plot ;plot (xdraw, ydraw, color)
|
||||
; color == 1 --> put pixel
|
||||
; color == 0 --> erase pixel
|
||||
; xdraw (word) - X coordinate
|
||||
; ydraw (word) - Y coordinate
|
||||
; this is one of the most important routines in the whole
|
||||
; game. If you are going to speed up the game, start with
|
||||
; plot - it is used by every single effect starting from explosions
|
||||
; through line drawing and small text output!!!
|
||||
;
|
||||
; Optimized by 0xF (Fox) THXXXX!!!
|
||||
|
||||
; -----------------------------------------
|
||||
; is it not over the screen ???
|
||||
cpw ydraw #(screenheight+1); changed for one additional line. cpw ydraw #(screenheight-1)
|
||||
bcs unPlot.EndOfUnPlot ;nearest RTS
|
||||
CheckX02
|
||||
cpw xdraw #screenwidth
|
||||
bcs EndOfPlot
|
||||
MakePlot
|
||||
; let's calculate coordinates from xdraw and ydraw
|
||||
|
||||
lda xdraw
|
||||
and #%11111000
|
||||
;sta xbyte
|
||||
;---
|
||||
ldx ydraw
|
||||
clc
|
||||
adc linetableL,x
|
||||
sta xbyte
|
||||
lda linetableH,x
|
||||
adc xdraw+1
|
||||
sta xbyte+1
|
||||
|
||||
; lda xdraw
|
||||
; and #$7
|
||||
; tax
|
||||
ldx xdraw ; optimization (256 bytes long bittable)
|
||||
|
||||
ldy #0
|
||||
lda color
|
||||
bne ClearPlot
|
||||
|
||||
lda (xbyte),y
|
||||
ora bittable1_long,x
|
||||
sta (xbyte),y
|
||||
EndOfPlot
|
||||
rts
|
||||
ClearPlot
|
||||
lda (xbyte),y
|
||||
and bittable2_long,x
|
||||
sta (xbyte),y
|
||||
rts
|
||||
.endp
|
||||
|
||||
; -----------------------------------------
|
||||
.proc point_plot
|
||||
; -----------------------------------------
|
||||
; checks state of the pixel (coordinates in xdraw and ydraw)
|
||||
; xdraw (word) - X coordinate
|
||||
; ydraw (word) - Y coordinate
|
||||
; result is in A (0 - point is set; appropriate bit is set - point is clear) INVERTED!
|
||||
|
||||
; let's calculate coordinates from xdraw and ydraw
|
||||
|
||||
lda xdraw
|
||||
and #%11111000
|
||||
;sta xbyte
|
||||
;---
|
||||
ldx ydraw
|
||||
clc
|
||||
adc linetableL,x
|
||||
sta xbyte
|
||||
lda linetableH,x
|
||||
adc xdraw+1
|
||||
sta xbyte+1
|
||||
|
||||
; lda xdraw
|
||||
; and #$7
|
||||
; tax
|
||||
ldx xdraw ; optimization (256 bytes long bittable)
|
||||
|
||||
ldy #0
|
||||
lda (xbyte),y
|
||||
and bittable1_long,x
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc drawmountains
|
||||
;--------------------------------------------------
|
||||
; draw mountains from mountaintable
|
||||
; ClearSky - $ff Crear sky during drawmountains, 0 - no clear sky
|
||||
mwa #0 xdraw
|
||||
mwa #mountaintable modify
|
||||
mva #1 color
|
||||
|
||||
drawmountainsloop
|
||||
jsr DrawMountainLine
|
||||
inw modify
|
||||
inw xdraw
|
||||
cpw xdraw #screenwidth
|
||||
jne drawmountainsloop
|
||||
rts
|
||||
DrawMountainLine
|
||||
.IF FASTER_GRAF_PROCS = 1
|
||||
; calculate lower point in one screen byte
|
||||
lda xdraw
|
||||
and #%00000111 ; only every 8th pixel
|
||||
bne MinCalculated
|
||||
; A=0
|
||||
ldy #7
|
||||
@ cmp (modify),y
|
||||
bcs NotLower
|
||||
lda (modify),y
|
||||
NotLower
|
||||
dey
|
||||
bpl @-
|
||||
sta temp2
|
||||
inc temp2 ; this is our minimum
|
||||
bit ClearSky
|
||||
bpl NoClearSky
|
||||
; Clear Sky
|
||||
mwa #0 ydraw
|
||||
jsr plot.MakePlot ; after plot we have: (xbyte),y - addres of screen byte
|
||||
@ lda #$ff
|
||||
sta (xbyte),y
|
||||
adw xbyte #screenBytes ; next line
|
||||
inc ydraw
|
||||
lda xdraw
|
||||
ldy ydraw
|
||||
clc
|
||||
adc linetableL,y
|
||||
sta xbyte
|
||||
lda linetableH,y
|
||||
adc xdraw+1
|
||||
sta xbyte+1
|
||||
tya
|
||||
cmp #screenheight
|
||||
beq NoClearSky
|
||||
cmp temp2 ; our minimum height od sky
|
||||
bne @-
|
||||
NoClearSky
|
||||
MinCalculated
|
||||
ldy #0
|
||||
lda (modify),y
|
||||
cmp #screenheight
|
||||
beq NoMountain
|
||||
sta ydraw
|
||||
sty ydraw+1
|
||||
; there was Drawline proc
|
||||
lda #screenheight
|
||||
sec
|
||||
sbc ydraw
|
||||
jsr plot.MakePlot
|
||||
; X - index in bittable (number of bit) and nothing more (for use) in C64 :)
|
||||
; jmp IntoDraw ; jumps inside Draw routine
|
||||
; because one pixel is already plotted (and who cares? :) )
|
||||
lda xdraw
|
||||
and #%11111000
|
||||
sta temp ; store for a bit faster add
|
||||
clc ; and faster
|
||||
@
|
||||
lda (xbyte),y
|
||||
and bittable2_long,x
|
||||
sta (xbyte),y
|
||||
;IntoDraw
|
||||
inc ydraw
|
||||
lda temp
|
||||
; lda xdraw
|
||||
; and #%11111000
|
||||
;sta xbyte
|
||||
;---
|
||||
ldy ydraw
|
||||
; clc ; C allways clear ! ?
|
||||
adc linetableL,y
|
||||
sta xbyte
|
||||
lda linetableH,y
|
||||
adc xdraw+1
|
||||
sta xbyte+1
|
||||
tya
|
||||
ldy #0
|
||||
cmp temp2 ; this is our minimum
|
||||
bne @-
|
||||
; end of Drawline proc
|
||||
; and now fill bytes!
|
||||
lda xdraw
|
||||
and #%00000111 ; only every 8th pixel
|
||||
bne NotFillBytes
|
||||
lda temp2
|
||||
cmp #screenheight+1 ; only if minimum is not miniminimum :)
|
||||
beq NotFillBytes
|
||||
|
||||
dec ydraw ; protection if temp2=screenheight
|
||||
@ lda #0
|
||||
tay
|
||||
sta (xbyte),y
|
||||
inc ydraw
|
||||
lda xdraw
|
||||
; lda xdraw
|
||||
; and #%11111000
|
||||
;sta xbyte
|
||||
;---
|
||||
ldy ydraw
|
||||
clc
|
||||
adc linetableL,y
|
||||
sta xbyte
|
||||
lda linetableH,y
|
||||
adc xdraw+1
|
||||
sta xbyte+1
|
||||
tya
|
||||
cmp #screenheight
|
||||
bne @-
|
||||
NotFillBytes
|
||||
.ELSE
|
||||
bit ClearSky
|
||||
bpl NoClearSky
|
||||
; Clear Sky
|
||||
ldy #0
|
||||
lda (modify),y
|
||||
sta ydraw
|
||||
sty ydraw+1
|
||||
sty color
|
||||
clearline
|
||||
jsr plot.MakePlot
|
||||
dec ydraw
|
||||
lda ydraw
|
||||
cmp #$ff
|
||||
bne clearline
|
||||
mva #1 color
|
||||
NoClearSky
|
||||
ldy #0
|
||||
lda (modify),y
|
||||
cmp #screenheight
|
||||
beq NoMountain
|
||||
sta ydraw
|
||||
sty ydraw+1
|
||||
; there was Drawline proc
|
||||
drawline
|
||||
jsr plot.MakePlot
|
||||
inc ydraw
|
||||
lda ydraw
|
||||
cmp #screenheight
|
||||
bne drawline
|
||||
; end of Drawline proc
|
||||
.ENDIF
|
||||
NoMountain
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc SoilDownTurbo
|
||||
;--------------------------------------------------
|
||||
; fast SoilDown proc
|
||||
jsr ClearTanks
|
||||
NoClearTanks
|
||||
; jsr CalcAndDrawMountains - to do (now Atari only)
|
||||
jmp DrawTanks
|
||||
;rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc TypeChar
|
||||
; puts char on the graphics screen
|
||||
; in: CharCode
|
||||
; in: left LOWER corner of the char coordinates (xdraw, ydraw)
|
||||
;--------------------------------------------------
|
||||
; check coordinates
|
||||
cpw xdraw #(screenwidth-7)
|
||||
bcs CharOffTheScreen
|
||||
lda ydraw
|
||||
cmp #7
|
||||
bcc CharOffTheScreen
|
||||
cmp #(screenHeight-1)
|
||||
bcc CharOnTheScreen
|
||||
CharOffTheScreen
|
||||
rts
|
||||
CharOnTheScreen
|
||||
Fast ; Put char without coordinates check!
|
||||
; char to the table
|
||||
lda CharCode
|
||||
sta fontind
|
||||
lda #$00
|
||||
sta fontind+1
|
||||
; char intex times 8
|
||||
aslw fontind
|
||||
rolw fontind
|
||||
rolw fontind
|
||||
|
||||
adw fontind #TankFont
|
||||
|
||||
; and 8 bytes to the table
|
||||
ldy #7
|
||||
ldx #$ff ; otimization - thanks @Irgendwer
|
||||
CopyChar
|
||||
txa ; $ff
|
||||
sta char2,y
|
||||
lda (fontind),y
|
||||
eor #$ff
|
||||
sta char1,y
|
||||
dey
|
||||
bpl CopyChar
|
||||
; and 8 subsequent bytes as a mask
|
||||
adw fontind #8
|
||||
ldy #7
|
||||
CopyMask
|
||||
txa ; $ff
|
||||
eor (fontind),y
|
||||
sta mask1,y
|
||||
lda #$00
|
||||
sta mask2,y
|
||||
dey
|
||||
bpl CopyMask
|
||||
|
||||
.IF FASTER_GRAF_PROCS = 1
|
||||
; mask preparation and character shifting
|
||||
lda xdraw
|
||||
and #$7
|
||||
tax
|
||||
beq MaskOK00
|
||||
MakeMask00
|
||||
.rept 8
|
||||
lsr mask1+#
|
||||
ror mask2+#
|
||||
.endr
|
||||
sec
|
||||
.rept 8
|
||||
ror char1+# ; in second (and next) lines we have C=1 - one SEC enough
|
||||
ror char2+#
|
||||
.endr
|
||||
dex
|
||||
bne MakeMask00
|
||||
MaskOK00
|
||||
lda ydraw
|
||||
sec
|
||||
sbc #7
|
||||
sta ydraw
|
||||
; X = 0 !
|
||||
lda Erase
|
||||
beq CharLoopi ; it works, because x=0
|
||||
lda #$ff
|
||||
ldx #7
|
||||
EmptyChar
|
||||
sta char1,x
|
||||
sta char2,x
|
||||
dex
|
||||
bpl EmptyChar
|
||||
ldx #0
|
||||
CharLoopi
|
||||
; calculating coordinates from xdraw and ydraw
|
||||
ldy ydraw
|
||||
lda xdraw
|
||||
and #%11111000
|
||||
clc
|
||||
adc linetableL,y
|
||||
sta xbyte
|
||||
lda linetableH,y
|
||||
adc xdraw+1
|
||||
sta xbyte+1
|
||||
;--
|
||||
ldy #0
|
||||
lda (xbyte),y
|
||||
ora mask1,x
|
||||
and char1,x
|
||||
sta (xbyte),y
|
||||
ldy #8
|
||||
lda (xbyte),y
|
||||
ora mask2,x
|
||||
and char2,x
|
||||
sta (xbyte),y
|
||||
inc ydraw
|
||||
inx
|
||||
cpx #8
|
||||
bne CharLoopi
|
||||
.ELSE
|
||||
mvx #7 temp ; line counter (Y)
|
||||
CharLoop1
|
||||
mva #7 temp+1 ; pixel counter (X)
|
||||
CharLoop2
|
||||
mva #0 color
|
||||
rol mask1,x
|
||||
bcc NoMaskNoPlot
|
||||
rol char1,x
|
||||
bcs NoPlot
|
||||
MakeCharPlot
|
||||
lda Erase
|
||||
bne ErasingChar
|
||||
inc color
|
||||
ErasingChar
|
||||
NoPlot
|
||||
jsr plot.MakePlot
|
||||
AfterCharPlot
|
||||
inw xdraw
|
||||
ldx temp
|
||||
dec temp+1
|
||||
bpl CharLoop2
|
||||
sec
|
||||
sbw xdraw #8
|
||||
dec ydraw
|
||||
ldx temp
|
||||
dex
|
||||
stx temp
|
||||
bpl CharLoop1
|
||||
clc
|
||||
lda ydraw
|
||||
adc #8
|
||||
sta ydraw
|
||||
bne EndPutChar
|
||||
NoMaskNoPlot
|
||||
rol char1,x
|
||||
jmp AfterCharPlot
|
||||
.ENDIF
|
||||
EndPutChar
|
||||
rts
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc PutChar4x4
|
||||
; puts 4x4 pixels char on the graphics screen
|
||||
; in: dx, dy (LOWER left corner of the char)
|
||||
; in: CharCode4x4 (.sbyte)
|
||||
; in: plot4x4color (0/255)
|
||||
; all pixels are being drawn
|
||||
; (empty and not empty)
|
||||
;--------------------------------------------------
|
||||
cpw dy #(screenheight-1)
|
||||
jcs TypeChar.EndPutChar ;nearest RTS
|
||||
cpw dy #(4)
|
||||
jcc TypeChar.EndPutChar ;nearest RTS
|
||||
cpw dx #(screenwidth-4)
|
||||
jcs TypeChar.EndPutChar ;nearest RTS
|
||||
; checks ommited.
|
||||
; char to the table
|
||||
Fast ; Put char without coordinates check!
|
||||
lda CharCode4x4
|
||||
and #%00000001
|
||||
beq Upper4bits ; A=0
|
||||
lda #$ff ; better option to check (nibbler4x4 = $00 or $ff)
|
||||
Upper4bits
|
||||
sta nibbler4x4
|
||||
lda CharCode4x4
|
||||
and #$3f ;always CAPITAL letters, also ignore inverse
|
||||
lsr
|
||||
sta fontind
|
||||
lda #$00
|
||||
sta fontind+1
|
||||
|
||||
adw fontind #font4x4
|
||||
|
||||
; and 4 bytes to the table
|
||||
ldy #0
|
||||
ldx #3
|
||||
CopyChar
|
||||
lda (fontind),y ; Y must be 0 !!!!
|
||||
bit nibbler4x4
|
||||
bpl GetUpper4bits
|
||||
:4 rol
|
||||
GetUpper4bits
|
||||
ora #$0f
|
||||
sta char1,x
|
||||
lda #$ff
|
||||
sta char2,x
|
||||
; and 4 bytes as a mask
|
||||
lda #$f0
|
||||
sta mask1,x
|
||||
lda #$00
|
||||
sta mask2,x
|
||||
adw fontind #32 ; next byte of 4x4 font
|
||||
dex
|
||||
bpl CopyChar
|
||||
|
||||
.IF FASTER_GRAF_PROCS = 1
|
||||
; mask preparation and character shifting
|
||||
lda dx
|
||||
and #$7
|
||||
tax
|
||||
beq MaskOK01
|
||||
MakeMask01
|
||||
.rept 4
|
||||
lsr mask1+#
|
||||
ror mask2+#
|
||||
.endr
|
||||
sec
|
||||
.rept 4
|
||||
ror char1+# ; in second (and next) lines we have C=1 - one SEC enough
|
||||
ror char2+#
|
||||
.endr
|
||||
dex
|
||||
bne MakeMask01
|
||||
MaskOK01
|
||||
lda dy
|
||||
sec
|
||||
sbc #3
|
||||
sta dy
|
||||
ldx #0
|
||||
CharLoopi4x4
|
||||
; calculating coordinates from xdraw and ydraw
|
||||
ldy dy
|
||||
lda dx
|
||||
and #%11111000
|
||||
clc
|
||||
adc linetableL,y
|
||||
sta xbyte
|
||||
lda linetableH,y
|
||||
adc dx+1
|
||||
sta xbyte+1
|
||||
;--
|
||||
ldy #0
|
||||
lda (xbyte),y
|
||||
ora mask1,x
|
||||
bit plot4x4color
|
||||
bpl PutInColor0_1 ; only mask - no char
|
||||
and char1,x
|
||||
PutInColor0_1
|
||||
sta (xbyte),y
|
||||
ldy #8
|
||||
lda (xbyte),y
|
||||
ora mask2,x
|
||||
bit plot4x4color
|
||||
bpl PutInColor0_2 ; only mask - no char
|
||||
and char2,x
|
||||
PutInColor0_2
|
||||
sta (xbyte),y
|
||||
inc dy
|
||||
inx
|
||||
cpx #4
|
||||
bne CharLoopi4x4
|
||||
.ELSE
|
||||
mwa xdraw char2
|
||||
mwa ydraw mask2
|
||||
mva color mask2+2
|
||||
mwa dx xdraw
|
||||
mwa dy ydraw
|
||||
mvx #3 temp ; line counter (Y)
|
||||
CharLoop1
|
||||
mva #3 temp+1 ; pixel counter (X)
|
||||
CharLoop2
|
||||
mva #0 color
|
||||
rol mask1,x
|
||||
bcc NoMaskNoPlot
|
||||
rol char1,x
|
||||
bcs NoPlot
|
||||
MakeCharPlot
|
||||
lda plot4x4color
|
||||
beq ErasingChar
|
||||
inc color
|
||||
ErasingChar
|
||||
NoPlot
|
||||
jsr plot.MakePlot
|
||||
AfterCharPlot
|
||||
inw xdraw
|
||||
ldx temp
|
||||
dec temp+1
|
||||
bpl CharLoop2
|
||||
sec
|
||||
sbw xdraw #4
|
||||
dec ydraw
|
||||
ldx temp
|
||||
dex
|
||||
stx temp
|
||||
bpl CharLoop1
|
||||
mwa char2 xdraw
|
||||
mwa mask2 ydraw
|
||||
mva mask2+2 color
|
||||
bpl EndPut4x4
|
||||
NoMaskNoPlot
|
||||
rol char1,x
|
||||
jmp AfterCharPlot
|
||||
.ENDIF
|
||||
EndPut4x4
|
||||
rts
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc ClearScreen
|
||||
;--------------------------------------------------
|
||||
ldy #<displayC64
|
||||
lda #0
|
||||
sta temp
|
||||
lda #>displayC64
|
||||
sta temp+1
|
||||
Go lda #$ff
|
||||
loop sta (temp),y
|
||||
iny
|
||||
bne @+
|
||||
inc temp+1
|
||||
@ cpy #<(displayC64+screenheight*screenBytes+1)
|
||||
bne loop
|
||||
ldx temp+1
|
||||
cpx #>(displayC64+screenheight*screenBytes+1)
|
||||
bne loop
|
||||
rts
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc GenerateLineTable
|
||||
|
||||
mwa #displayC64 temp
|
||||
mwa #linetableL temp2
|
||||
mwa #linetableH modify
|
||||
ldy #0
|
||||
ldx #0
|
||||
@ lda temp
|
||||
sta (temp2),y
|
||||
lda temp+1
|
||||
sta (modify),y
|
||||
cpx #7
|
||||
bne NotChar
|
||||
ldx #0
|
||||
adw temp #(320-7)
|
||||
jmp next8lines
|
||||
NotChar
|
||||
inw temp
|
||||
inx
|
||||
next8lines
|
||||
iny
|
||||
cpy #screenheight+1
|
||||
bne @-
|
||||
; and bittables for fastest plot and point (thanks @jhusak)
|
||||
ldy #0
|
||||
lda #$40
|
||||
@ asl
|
||||
adc #0
|
||||
sta bittable1_long,y
|
||||
tax
|
||||
eor #%11111111
|
||||
sta bittable2_long,y
|
||||
txa
|
||||
dey
|
||||
bne @-
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc SetMainScreen
|
||||
lda #$b ; Grey background and border
|
||||
lda WallsType
|
||||
:4 rol
|
||||
sta $d020
|
||||
sta $d021
|
||||
|
||||
lda $dd00 ; Set video bank to start at 0
|
||||
and #252
|
||||
ora #3
|
||||
sta $dd00
|
||||
lda #$18
|
||||
sta $d018
|
||||
|
||||
; SwitchVICBank(0)
|
||||
; SetScreenMemory($2000)
|
||||
SetHiresBitmapMode ; Hires mode on
|
||||
lda #$00
|
||||
sta 53281
|
||||
; clear color RAM
|
||||
ldx #0
|
||||
@ lda #1
|
||||
sta $d800,x
|
||||
sta $d900,x
|
||||
sta $da00,x
|
||||
sta $db00,x
|
||||
lda #$0f
|
||||
sta $0400,x
|
||||
sta $0500,x
|
||||
sta $0600,x
|
||||
sta $0700,x
|
||||
inx
|
||||
bne @-
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
|
||||
|
||||
; ******* This is weapon .... but ... *******
|
||||
; -------------------------------------------------
|
||||
.proc AtomicWinter
|
||||
; -------------------------------------------------
|
||||
; This routine is run from inside of the main loop
|
||||
; and replaces Shoot and Flight routines
|
||||
; X and TankNr - index of shooting tank
|
||||
; -------------------------------------------------
|
||||
mva #sfx_sandhog sfx_effect
|
||||
.IF FASTER_GRAF_PROCS = 1
|
||||
mvy #0 magic ; byte counter (from 0 to 39)
|
||||
NextColumn
|
||||
; big loop - we repat internal loops for each column of bytes
|
||||
ldx #120 ; line counter (from 0 to 60 )
|
||||
; first loop - inverse column of bytes for a while
|
||||
NextLine1
|
||||
jsr InverseScreenByte
|
||||
dex
|
||||
dex
|
||||
bpl NextLine1
|
||||
;
|
||||
jsr WaitOneFrame ; wait uses A only
|
||||
; second loop - inverse again and put random "snow" to column of bytes
|
||||
ldx #120
|
||||
mva #$55 magic+1
|
||||
NextLine2
|
||||
jsr InverseScreenByte
|
||||
lda random
|
||||
ora magic+1
|
||||
and (temp),y
|
||||
sta (temp),y
|
||||
lda magic+1
|
||||
eor #$ff
|
||||
sta magic+1
|
||||
dex
|
||||
dex
|
||||
bpl NextLine2
|
||||
; and go to next column
|
||||
inc magic
|
||||
ldy magic
|
||||
cpy #40
|
||||
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" :)
|
||||
lda #0
|
||||
ldx TankNr
|
||||
sta ActiveDefenceWeapon,x ; deactivate Nuclear Winter
|
||||
jsr SetFullScreenSoilRange
|
||||
jmp SoilDown.NoClearTanks
|
||||
; rts
|
||||
|
||||
; in order to optimize the fragment repeated in both internal loops
|
||||
; we save 15 bytes :)
|
||||
InverseScreenByte
|
||||
ldy magic
|
||||
sty temp
|
||||
ldy #0
|
||||
sty temp+1
|
||||
aslw temp
|
||||
rolw temp
|
||||
rolw temp
|
||||
lda temp
|
||||
adc LineTableL,x
|
||||
sta temp
|
||||
lda LineTableH,x
|
||||
adc temp+1
|
||||
sta temp+1
|
||||
lda (temp),y
|
||||
eor #$ff
|
||||
sta (temp),y
|
||||
rts
|
||||
.endp
|
||||
|
||||
.ENDIF
|
||||
@@ -0,0 +1,74 @@
|
||||
;--------------------------------------------------
|
||||
.proc GetKey
|
||||
; waits for pressing a key and returns pressed value in A
|
||||
; when [ESC] is pressed, escFlag is set
|
||||
; result: A=keycode
|
||||
;--------------------------------------------------
|
||||
jsr WaitForKeyRelease
|
||||
jsr GetKeyFast
|
||||
ldy #0
|
||||
sty escFlag
|
||||
rts
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc GetKeyFast
|
||||
; returns pressed value in A - no wait for press
|
||||
; when [ESC] is pressed, escFlag is set
|
||||
; result: A=keycode
|
||||
;--------------------------------------------------
|
||||
lda #$ff
|
||||
rts
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc getkeynowait
|
||||
;--------------------------------------------------
|
||||
jsr WaitForKeyRelease
|
||||
lda kbcode
|
||||
and #$3f ;CTRL and SHIFT ellimination
|
||||
rts
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc WaitForLongPress
|
||||
;--------------------------------------------------
|
||||
lda #0
|
||||
sta pressTimer ; reset
|
||||
jsr WaitForKeyRelease.StillWait
|
||||
lda pressTimer
|
||||
cmp #25 ; 1/2s
|
||||
rts ; if CARRY is set then long press
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc WaitForKeyRelease
|
||||
;--------------------------------------------------
|
||||
StillWait
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc IsKeyPressed
|
||||
; result: A=0 - yes , A>0 - no
|
||||
;--------------------------------------------------
|
||||
lda #1
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc CheckStartKey
|
||||
;--------------------------------------------------
|
||||
lda #%00000001 ; START KEY not pressed
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc CheckExitKeys
|
||||
;--------------------------------------------------
|
||||
; Checks keyboard and sets appropriate flags for exit procedures
|
||||
; If START+OPTION is pressed - exit to GameOver screen
|
||||
; If 'O' key is pressed - displays "Are you sure?" and - exit to GameOver screen
|
||||
; If 'Esc' key is pressed - displays "Are you sure?" and - exit to Menu screen
|
||||
; Just setting the right flags!!!
|
||||
mva #$00 escFlag ; flag cleared
|
||||
rts
|
||||
;
|
||||
.endp
|
||||
@@ -0,0 +1,22 @@
|
||||
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
|
||||
|
||||
.IF *>0 ;this is a trick that prevents compiling this file alone
|
||||
|
||||
DLIinterruptGraph = 0
|
||||
;--------------------------------------------------
|
||||
.macro SetDLI
|
||||
; SetDLI #WORD
|
||||
; Initialises Display List Interrupts
|
||||
LDY # <:1
|
||||
LDX # >:1
|
||||
jsr _SetDLIproc
|
||||
.endm
|
||||
.proc _SetDLIproc
|
||||
; LDA #$C0
|
||||
; STY VDSLST
|
||||
; STX VDSLST+1
|
||||
; STA NMIEN
|
||||
rts
|
||||
.endp
|
||||
|
||||
.ENDIF
|
||||
@@ -0,0 +1,49 @@
|
||||
vic_spr0_x = $D000
|
||||
vic_spr0_y = $D001
|
||||
vic_spr1_x = $D002
|
||||
vic_spr1_y = $D003
|
||||
vic_spr2_x = $D004
|
||||
vic_spr2_y = $D005
|
||||
vic_spr3_x = $D006
|
||||
vic_spr3_y = $D007
|
||||
vic_spr4_x = $D008
|
||||
vic_spr4_y = $D009
|
||||
vic_spr5_x = $D00A
|
||||
vic_spr5_y = $D00B
|
||||
vic_spr6_x = $D00C
|
||||
vic_spr6_y = $D00D
|
||||
vic_spr7_x = $D00E
|
||||
vic_spr7_y = $D00F
|
||||
vic_spr_hi_x = $D010
|
||||
vic_cr1 = $D011
|
||||
vic_raster = $D012
|
||||
vic_lp_x = $D013
|
||||
vic_lp_y = $D014
|
||||
vic_spr_ena = $D015
|
||||
vic_cr2 = $D016
|
||||
vic_spr_exp_y = $D017
|
||||
vic_mem = $D018
|
||||
vic_irq = $D019
|
||||
vic_irq_ena = $D01A
|
||||
vic_spr_dp = $D01B
|
||||
vic_spr_mcolor = $D01C
|
||||
vic_spr_exp_x = $D01D
|
||||
vic_spr_ss_col = $D01E
|
||||
vic_spr_sd_col = $D01F
|
||||
vic_border = $D020
|
||||
vic_bg_color0 = $D021
|
||||
vic_bg_color1 = $D022
|
||||
vic_bg_color2 = $D023
|
||||
vic_bg_color3 = $D024
|
||||
vic_spr_color1 = $D025
|
||||
vic_spr_color2 = $D026
|
||||
vic_spr0_color = $D027
|
||||
vic_spr1_color = $D028
|
||||
vic_spr2_color = $D029
|
||||
vic_spr3_color = $D02A
|
||||
vic_spr4_color = $D02B
|
||||
vic_spr5_color = $D02C
|
||||
vic_spr6_color = $D02D
|
||||
vic_spr7_color = $D02E
|
||||
|
||||
RANDOM = $D41B
|
||||
@@ -0,0 +1,352 @@
|
||||
;****************************************************************************
|
||||
;* ATARI PERSONAL COMPUTER *
|
||||
;* SYSTEM EQUATES *
|
||||
;****************************************************************************
|
||||
|
||||
FAKEADDR EQU $0002
|
||||
|
||||
ATRACT EQU FAKEADDR
|
||||
RTCLOK EQU $12 ;REAL TIME CLOCK
|
||||
;
|
||||
; PAGE TWO RAM ASSIGNMENTS
|
||||
;
|
||||
VDSLST EQU FAKEADDR ;DSP LIST NMI VECTOR
|
||||
VPRCED EQU FAKEADDR ;PROCEED IRQ VECTOR
|
||||
VINTER EQU FAKEADDR ;INTERUPT IRQ VECTOR
|
||||
VBREAK EQU FAKEADDR ;BRK INST IRQ VECTOR
|
||||
VKEYBD EQU FAKEADDR ;POKEY KB IRQ VECTOR
|
||||
VSERIN EQU FAKEADDR ;POKEY INPUT RDY IRQ
|
||||
VSEROR EQU FAKEADDR ;POKEY OUTPUT RDY
|
||||
VSEROC EQU FAKEADDR ;POKEY OUTPUT DONE
|
||||
VTIMR1 EQU FAKEADDR ;POKEY TIMER 1 IRQ
|
||||
VTIMR2 EQU FAKEADDR ;POKEY TIMER 2 IRQ
|
||||
VTIMR4 EQU FAKEADDR ;POKEY TIMER 4 IRQ
|
||||
VIMIRQ EQU FAKEADDR ;IMMED IRQ VECTOR
|
||||
CDTMV1 EQU FAKEADDR ;COUNT DOWN TIMER 1
|
||||
CDTMV2 EQU FAKEADDR ;COUNT DOWN TIMER 2
|
||||
CDTMV3 EQU FAKEADDR ;COUNT DOWN TIMER 3
|
||||
CDTMV4 EQU FAKEADDR ;COUNT DOWN TIMER 4
|
||||
CDTMV5 EQU FAKEADDR ;COUNT DOWN TIMER 5
|
||||
VVBLKI EQU FAKEADDR ;IMM VBLK NMI VECTOR
|
||||
VVBLKD EQU FAKEADDR ;DEF VBLK NMI VECTOR
|
||||
CDTMA1 EQU FAKEADDR ;CDTMV1 JSR ADDRESS
|
||||
CDTMA2 EQU FAKEADDR ;CDTMV2 JSR ADDRESS
|
||||
CDTMF3 EQU FAKEADDR ;CDTMV3 FLAG
|
||||
SRTIMR EQU FAKEADDR ;SOFTWARE REPEAT TMR
|
||||
CDTMF4 EQU FAKEADDR ;CDTMV4 FLAG
|
||||
INTEMP EQU FAKEADDR ;IAN'S TEMP
|
||||
CDTMF5 EQU FAKEADDR ;CDTMV5 FLAG
|
||||
DMACTLS EQU FAKEADDR ;SAVE DMACTL REG
|
||||
DLPTRS EQU FAKEADDR ;SAVE DISP LIST LO
|
||||
;SDLSTH EQU $0231 ;SAVE DISP LIST HI
|
||||
SSKCTL EQU FAKEADDR ;SKCTL REGISTER RAM
|
||||
LCOUNT EQU FAKEADDR ;LOADER TEMP
|
||||
LPENH EQU FAKEADDR ;LIGHT PEN HORIZONTAL
|
||||
LPENV EQU FAKEADDR ;LIGHT PEN VERTICAL
|
||||
BRKKY EQU FAKEADDR ;BREAK KEY VECTOR
|
||||
RELADR EQU FAKEADDR ;LOADER REL ADDR
|
||||
CDEVIC EQU FAKEADDR ;COMMAND BUFFER-DEV
|
||||
CCOMND EQU FAKEADDR ;COMMAND BUFFER-CMND
|
||||
CAUX1 EQU FAKEADDR ;COMMAND BUFFER AUX1
|
||||
CAUX2 EQU FAKEADDR ;COMMAND BUFFER AUX2
|
||||
;TEMP EQU $023E ;TEMPORARY RAM CELL
|
||||
ERRFLG EQU FAKEADDR ;DEVICE ERROR FLAG
|
||||
DFLAGS EQU FAKEADDR ;DISK FLAGS(SECTOR1)
|
||||
DBSECT EQU FAKEADDR ;# DISK BOOT SECTORS
|
||||
BOOTAD EQU FAKEADDR ;DISK BOOT ADDRESS
|
||||
COLDST EQU FAKEADDR ;COLDSTART FLAG 1=CS
|
||||
RECLEN EQU FAKEADDR ;LOADER LENGTH
|
||||
DSKTIM EQU FAKEADDR ;DISK TIME OUT REG
|
||||
VSFLAG EQU FAKEADDR ;FINE SCROLL TEMP
|
||||
KEYDIS EQU FAKEADDR ;KEY DISABLE FLAG
|
||||
FINE EQU FAKEADDR ;FINE SCROLL ENABLE(A1200)
|
||||
GPRIOR EQU FAKEADDR ;GLOBAL PRIORITY
|
||||
PADDL0 EQU FAKEADDR ;POT 0 RAM CELL
|
||||
PADDL1 EQU FAKEADDR
|
||||
PADDL2 EQU FAKEADDR
|
||||
PADDL3 EQU FAKEADDR
|
||||
STICK0 EQU FAKEADDR ;JOYSTICK 0 RAM CELL
|
||||
STICK1 EQU FAKEADDR
|
||||
PTRIG0 EQU FAKEADDR ;PADDLE TRIGGER 0
|
||||
PTRIG1 EQU FAKEADDR
|
||||
PTRIG2 EQU FAKEADDR
|
||||
PTRIG3 EQU FAKEADDR
|
||||
STRIG0 EQU FAKEADDR ;JOYSTICK TRIGGER 0
|
||||
STRIG1 EQU FAKEADDR
|
||||
HIBYTE EQU FAKEADDR ;LOADER
|
||||
WMODE EQU FAKEADDR ;CASSETTE R/W MODE
|
||||
BLIM EQU FAKEADDR ;CASSETTE RECORD SIZE
|
||||
IMASK EQU FAKEADDR
|
||||
JVECK EQU FAKEADDR ;JUMP VECTOR
|
||||
NEWADR EQU FAKEADDR ;LOADER NEW ADDRESS
|
||||
TXTROW EQU FAKEADDR ;TEXT ROWCRS
|
||||
TXTCOL EQU FAKEADDR ;TEXT COLCRS
|
||||
TINDEX EQU FAKEADDR ;TEXT INDEX
|
||||
TXTMSC EQU FAKEADDR ;TEXT WINDOW MEM ADD
|
||||
TXTOLD EQU FAKEADDR ;TEXT OLDROW & COL
|
||||
CRETRY EQU FAKEADDR ;# COMMAND RETRIES
|
||||
HOLD3 EQU FAKEADDR
|
||||
SUBTMP EQU FAKEADDR
|
||||
HOLD2 EQU FAKEADDR
|
||||
DMASK EQU FAKEADDR ;PIXEL LOCATION MASK
|
||||
TMPLBT EQU FAKEADDR
|
||||
ESCFLG EQU FAKEADDR ;ESCAPE FLAG
|
||||
TABMAP EQU FAKEADDR ;TAB STOP MAP
|
||||
LOGMAP EQU FAKEADDR ;LINE START BIT MAP
|
||||
INVFLG EQU FAKEADDR ;INVERSE VIDEO FLAG
|
||||
FILFLG EQU FAKEADDR ;FILL FLAG FOR DRAW
|
||||
TMPROW EQU FAKEADDR
|
||||
TMPCOL EQU FAKEADDR
|
||||
SCRFLG EQU FAKEADDR ;SET IF SCROLLING
|
||||
HOLD4 EQU FAKEADDR ;TEMP USED BY DRAW
|
||||
DRETRY EQU FAKEADDR ;# OF DEVICE RETRIES
|
||||
SHFLOK EQU FAKEADDR ;SHIFT/CTL LOCK FLAG
|
||||
BOTSCR EQU FAKEADDR ;BOTTOM OF SCREEN
|
||||
PCOLR0 EQU FAKEADDR ;P0 COLOR
|
||||
PCOLR1 EQU FAKEADDR ;P1 COLOR
|
||||
PCOLR2 EQU FAKEADDR ;P2 COLOR
|
||||
PCOLR3 EQU FAKEADDR ;P3 COLOR
|
||||
COLOR0 EQU FAKEADDR ;COLOR 0
|
||||
COLOR1 EQU FAKEADDR
|
||||
COLOR2 EQU FAKEADDR
|
||||
COLOR3 EQU FAKEADDR
|
||||
COLOR4 EQU FAKEADDR
|
||||
COLBAKS EQU COLOR4
|
||||
CHBAS EQU FAKEADDR ;CHBAS REGISTER RAM
|
||||
;
|
||||
; COLLEEN MNEMONICS
|
||||
;
|
||||
; ---------------------------------------------------------------------------
|
||||
POKEY EQU FAKEADDR
|
||||
; ---------------------------------------------------------------------------
|
||||
;
|
||||
; READ
|
||||
;
|
||||
POT0 EQU POKEY+$00
|
||||
POT1 EQU POKEY+$00
|
||||
POT2 EQU POKEY+$00
|
||||
POT3 EQU POKEY+$00
|
||||
POT4 EQU POKEY+$00
|
||||
POT5 EQU POKEY+$00
|
||||
POT6 EQU POKEY+$00
|
||||
POT7 EQU POKEY+$00
|
||||
ALLPOT EQU POKEY+$00
|
||||
KBCODE EQU POKEY+$00
|
||||
; !!!!!
|
||||
;RANDOM EQU POKEY+$00
|
||||
;
|
||||
POTGO EQU POKEY+$00
|
||||
SERIN EQU POKEY+$00
|
||||
IRQST EQU POKEY+$00
|
||||
SKSTAT EQU POKEY+$00
|
||||
;
|
||||
; WRITE
|
||||
;
|
||||
AUDF1 EQU POKEY+$00
|
||||
AUDC1 EQU POKEY+$00
|
||||
AUDF2 EQU POKEY+$00
|
||||
AUDC2 EQU POKEY+$00
|
||||
AUDF3 EQU POKEY+$00
|
||||
AUDC3 EQU POKEY+$00
|
||||
AUDF4 EQU POKEY+$00
|
||||
AUDC4 EQU POKEY+$00
|
||||
AUDCTL EQU POKEY+$00
|
||||
STIMER EQU POKEY+$00
|
||||
SKRES EQU POKEY+$00
|
||||
SEROUT EQU POKEY+$00
|
||||
IRQEN EQU POKEY+$00
|
||||
SKCTL EQU POKEY+$00
|
||||
;
|
||||
;
|
||||
;
|
||||
; ---------------------------------------------------------------------------
|
||||
GTIA EQU FAKEADDR
|
||||
; ---------------------------------------------------------------------------
|
||||
;
|
||||
; WRITE
|
||||
;
|
||||
HPOSP0 EQU GTIA+$00
|
||||
HPOSP1 EQU GTIA+$00
|
||||
HPOSP2 EQU GTIA+$00
|
||||
HPOSP3 EQU GTIA+$00
|
||||
HPOSM0 EQU GTIA+$00
|
||||
HPOSM1 EQU GTIA+$00
|
||||
HPOSM2 EQU GTIA+$00
|
||||
HPOSM3 EQU GTIA+$00
|
||||
SIZEP0 EQU GTIA+$00
|
||||
SIZEP1 EQU GTIA+$00
|
||||
SIZEP2 EQU GTIA+$00
|
||||
SIZEP3 EQU GTIA+$00
|
||||
SIZEM EQU GTIA+$00
|
||||
GRAFP0 EQU GTIA+$00
|
||||
GRAFP1 EQU GTIA+$00
|
||||
GRAFP2 EQU GTIA+$00
|
||||
GRAFP3 EQU GTIA+$00
|
||||
GRAFM EQU GTIA+$00
|
||||
COLPM0 EQU GTIA+$00
|
||||
COLPM1 EQU GTIA+$00
|
||||
COLPM2 EQU GTIA+$00
|
||||
COLPM3 EQU GTIA+$00
|
||||
COLPF0 EQU GTIA+$00
|
||||
COLPF1 EQU GTIA+$00
|
||||
COLPF2 EQU GTIA+$00
|
||||
COLPF3 EQU GTIA+$00
|
||||
COLBAK EQU GTIA+$00
|
||||
PRIOR EQU GTIA+$00
|
||||
VDELAY EQU GTIA+$00
|
||||
GRACTL EQU GTIA+$00
|
||||
HITCLR EQU GTIA+$00
|
||||
CONSOL EQU GTIA+$00
|
||||
;
|
||||
; READ
|
||||
;
|
||||
M0PF EQU GTIA+$00
|
||||
M1PF EQU GTIA+$00
|
||||
M2PF EQU GTIA+$00
|
||||
M3PF EQU GTIA+$00
|
||||
P0PF EQU GTIA+$00
|
||||
P1PF EQU GTIA+$00
|
||||
P2PF EQU GTIA+$00
|
||||
P3PF EQU GTIA+$00
|
||||
M0PL EQU GTIA+$00
|
||||
M1PL EQU GTIA+$00
|
||||
M2PL EQU GTIA+$00
|
||||
M3PL EQU GTIA+$00
|
||||
P0PL EQU GTIA+$00
|
||||
P1PL EQU GTIA+$00
|
||||
P2PL EQU GTIA+$00
|
||||
P3PL EQU GTIA+$00
|
||||
TRIG0 EQU GTIA+$00
|
||||
TRIG1 EQU GTIA+$00
|
||||
TRIG2 EQU GTIA+$00
|
||||
TRIG3 EQU GTIA+$00
|
||||
PAL EQU GTIA+$00
|
||||
;
|
||||
;
|
||||
; ---------------------------------------------------------------------------
|
||||
ANTIC EQU FAKEADDR
|
||||
; ---------------------------------------------------------------------------
|
||||
;
|
||||
DMACTL EQU ANTIC+$00
|
||||
CHACTL EQU ANTIC+$00
|
||||
DLPTR EQU ANTIC+$00
|
||||
;DLISTH EQU ANTIC+$00
|
||||
HSCROL EQU ANTIC+$00
|
||||
VSCROL EQU ANTIC+$00
|
||||
PMBASE EQU ANTIC+$00
|
||||
CHBASE EQU ANTIC+$00
|
||||
WSYNC EQU ANTIC+$00
|
||||
; !!!!
|
||||
VCOUNT EQU ANTIC+$00
|
||||
; ----
|
||||
PENH EQU ANTIC+$00
|
||||
PENV EQU ANTIC+$00
|
||||
NMIEN EQU ANTIC+$00
|
||||
NMIRES EQU ANTIC+$00
|
||||
NMIST EQU ANTIC+$00
|
||||
;
|
||||
;
|
||||
; ---------------------------------------------------------------------------
|
||||
PIA EQU FAKEADDR
|
||||
; ---------------------------------------------------------------------------
|
||||
;
|
||||
PORTA EQU PIA+0
|
||||
PORTB EQU PIA+0
|
||||
PACTL EQU PIA+0
|
||||
PBCTL EQU PIA+0
|
||||
;
|
||||
; ---------------------------------------------------------------------------
|
||||
; Atari ANTIC chip display list equates
|
||||
; ---------------------------------------------------------------------------
|
||||
;
|
||||
JUMP EQU $01 ; display list jump instruction (3 byte)
|
||||
JVB EQU $41 ; display list jump and wait for vblank instruction (3)
|
||||
;
|
||||
SCH EQU $10 ; display list horizontal scrolling
|
||||
SCV EQU $20 ; display list vertical scrolling
|
||||
LMS EQU $40 ; display list load memory scan instruction (3 byte)
|
||||
DLII EQU $80 ; display list interrupt instruction
|
||||
;
|
||||
SKIP1 EQU $00 ; display list skip 1 scan line instruction
|
||||
SKIP2 EQU $10 ; display list skip 2 scan lines instruction
|
||||
SKIP3 EQU $20 ; display list skip 3 scan lines instruction
|
||||
SKIP4 EQU $30 ; display list skip 4 scan lines instruction
|
||||
SKIP5 EQU $40 ; display list skip 5 scan lines instruction
|
||||
SKIP6 EQU $50 ; display list skip 6 scan lines instruction
|
||||
SKIP7 EQU $60 ; display list skip 7 scan lines instruction
|
||||
SKIP8 EQU $70 ; display list skip 8 scan lines instruction
|
||||
;
|
||||
MODE2 EQU $02 ; display list mode 2
|
||||
MODE4 EQU $04 ; display list mode 4
|
||||
MODE8 EQU $08 ; display list mode 8
|
||||
MODEE EQU $0E ; display list mode E
|
||||
MODEF EQU $0F ; display list mode F
|
||||
|
||||
; ---------------------------------------------------------------------------
|
||||
; KBCODEs
|
||||
; ---------------------------------------------------------------------------
|
||||
.enum @kbcode
|
||||
_none = 255
|
||||
_esc = 28
|
||||
_1 = 31
|
||||
_2 = 30
|
||||
_3 = 26
|
||||
_4 = 24
|
||||
_5 = 29
|
||||
_6 = 27
|
||||
_7 = 51
|
||||
_8 = 53
|
||||
_9 = 48
|
||||
_0 = 50
|
||||
_lt = 54
|
||||
_gt = 55
|
||||
_del = 52
|
||||
_tab = 44
|
||||
_Q = 47
|
||||
_W = 46
|
||||
_E = 42
|
||||
_R = 40
|
||||
_T = 45
|
||||
_Y = 43
|
||||
_U = 11
|
||||
_I = 13
|
||||
_O = 8
|
||||
_P = 10
|
||||
_min = 14
|
||||
_up = 14 ; cursor function
|
||||
_eq = 15
|
||||
_down = 15 ; cursor function
|
||||
_ret = 12
|
||||
_A = 63
|
||||
_S = 62
|
||||
_D = 58
|
||||
_F = 56
|
||||
_G = 61
|
||||
_H = 57
|
||||
_J = 1
|
||||
_K = 5
|
||||
_L = 0
|
||||
_semicolon = 2
|
||||
_plus = 6
|
||||
_left = 6 ; cursor function
|
||||
_asterisk = 7
|
||||
_right = 7 ; cursor function
|
||||
_caps = 60
|
||||
_Z = 23
|
||||
_X = 22
|
||||
_C = 18
|
||||
_V = 16
|
||||
_B = 21
|
||||
_N = 36
|
||||
_M = 37
|
||||
_comma = 32
|
||||
_dot = 34
|
||||
_slash = 38
|
||||
_atari = 39
|
||||
_help = 17
|
||||
_F1 = 3
|
||||
_F2 = 4
|
||||
_F3 = 19
|
||||
_F4 = 20
|
||||
_space = 33
|
||||
.ende
|
||||
@@ -0,0 +1,307 @@
|
||||
|
||||
|
||||
|
||||
.macro basic_start(addr)
|
||||
|
||||
.word upstartEnd // link address
|
||||
.word 10 // line num
|
||||
.byte $9e // sys
|
||||
|
||||
?a=0
|
||||
?b=0
|
||||
?c=0
|
||||
?d=0
|
||||
?e=0
|
||||
|
||||
?v = %%addr
|
||||
|
||||
ift ?v>=10000
|
||||
?a=?v/10000
|
||||
?v=?v-(?a*10000)
|
||||
eif
|
||||
|
||||
ift ?v>=1000
|
||||
?b=?v/1000
|
||||
?v=?v-(?b*1000)
|
||||
eif
|
||||
|
||||
ift ?v>=100
|
||||
?c=?v/100
|
||||
?v=?v-(?c*100)
|
||||
eif
|
||||
|
||||
ift ?v>=10
|
||||
?d=?v/10
|
||||
?v=?v-(?d*10)
|
||||
eif
|
||||
|
||||
?e=?v%10
|
||||
|
||||
dta ?a+$30,?b+$30,?c+$30,?d+$30,?e+$30
|
||||
|
||||
.byte 0
|
||||
upstartEnd
|
||||
.word 0 // empty link signals the end of the program
|
||||
|
||||
.endm
|
||||
|
||||
|
||||
//
|
||||
// Switch bank in VIC-II
|
||||
//
|
||||
// Args:
|
||||
// bank: bank number to switch to. Valid values: 0-3.
|
||||
//
|
||||
.macro SwitchVICBank(bank)
|
||||
//
|
||||
// The VIC-II chip can only access 16K bytes at a time. In order to
|
||||
// have it access all of the 64K available, we have to tell it to look
|
||||
// at one of four banks.
|
||||
//
|
||||
// This is controller by bits 0 and 1 in $dd00 (PORT A of CIA #2).
|
||||
//
|
||||
// +------+-------+----------+-------------------------------------+
|
||||
// | BITS | BANK | STARTING | VIC-II CHIP RANGE |
|
||||
// | | | LOCATION | |
|
||||
// +------+-------+----------+-------------------------------------+
|
||||
// | 00 | 3 | 49152 | ($C000-$FFFF)* |
|
||||
// | 01 | 2 | 32768 | ($8000-$BFFF) |
|
||||
// | 10 | 1 | 16384 | ($4000-$7FFF)* |
|
||||
// | 11 | 0 | 0 | ($0000-$3FFF) (DEFAULT VALUE) |
|
||||
// +------+-------+----------+-------------------------------------+
|
||||
?bits=%11
|
||||
|
||||
ift (%%bank==0)
|
||||
?bits=%11
|
||||
eli (%%bank==1)
|
||||
?bits=%10
|
||||
eli (%%bank==2)
|
||||
?bits=%01
|
||||
eli (%%bank==3)
|
||||
?bits=%00
|
||||
eif
|
||||
|
||||
//
|
||||
// Set Data Direction for CIA #2, Port A to output
|
||||
//
|
||||
lda $dd02
|
||||
and #%11111100 // Mask the bits were interested in.
|
||||
ora #$03 // Set bits 0 and 1.
|
||||
sta $dd02
|
||||
|
||||
//
|
||||
// Tell VIC-II to switch to bank
|
||||
//
|
||||
lda $dd00
|
||||
and #%11111100
|
||||
ora #?bits
|
||||
sta $dd00
|
||||
.endm
|
||||
|
||||
|
||||
//
|
||||
// Enter hires bitmap mode (a.k.a. standard bitmap mode)
|
||||
//
|
||||
.macro SetHiresBitmapMode
|
||||
//
|
||||
// Clear extended color mode (bit 6) and set bitmap mode (bit 5)
|
||||
//
|
||||
lda $d011
|
||||
and #%10111111
|
||||
ora #%00100000
|
||||
sta $d011
|
||||
|
||||
//
|
||||
// Clear multi color mode (bit 4)
|
||||
//
|
||||
lda $d016
|
||||
and #%11101111
|
||||
sta $d016
|
||||
.endm
|
||||
|
||||
|
||||
//
|
||||
// Enter hires bitmap mode (a.k.a. standard bitmap mode)
|
||||
//
|
||||
.macro SetMulticolorBitmapMode
|
||||
//
|
||||
// Clear extended color mode (bit 6) and set bitmap mode (bit 5)
|
||||
//
|
||||
lda $d011
|
||||
and #%10111111
|
||||
ora #%00100000
|
||||
sta $d011
|
||||
|
||||
//
|
||||
// Clear multi color mode (bit 4)
|
||||
//
|
||||
lda $d016
|
||||
ora #%00010000
|
||||
sta $d016
|
||||
.endm
|
||||
|
||||
|
||||
//
|
||||
// Switch location of screen memory.
|
||||
//
|
||||
// Args:
|
||||
// address: Address relative to current VIC-II bank base address.
|
||||
// Valid values: $0000-$3c00. Must be a multiple of $0400.
|
||||
//
|
||||
.macro SetScreenMemory(address)
|
||||
//
|
||||
// The most significant nibble of $D018 selects where the screen is
|
||||
// located in the current VIC-II bank.
|
||||
//
|
||||
// +------------+-----------------------------+
|
||||
// | | LOCATION* |
|
||||
// | BITS +---------+-------------------+
|
||||
// | | DECIMAL | HEX |
|
||||
// +------------+---------+-------------------+
|
||||
// | 0000XXXX | 0 | $0000 |
|
||||
// | 0001XXXX | 1024 | $0400 (DEFAULT) |
|
||||
// | 0010XXXX | 2048 | $0800 |
|
||||
// | 0011XXXX | 3072 | $0C00 |
|
||||
// | 0100XXXX | 4096 | $1000 |
|
||||
// | 0101XXXX | 5120 | $1400 |
|
||||
// | 0110XXXX | 6144 | $1800 |
|
||||
// | 0111XXXX | 7168 | $1C00 |
|
||||
// | 1000XXXX | 8192 | $2000 |
|
||||
// | 1001XXXX | 9216 | $2400 |
|
||||
// | 1010XXXX | 10240 | $2800 |
|
||||
// | 1011XXXX | 11264 | $2C00 |
|
||||
// | 1100XXXX | 12288 | $3000 |
|
||||
// | 1101XXXX | 13312 | $3400 |
|
||||
// | 1110XXXX | 14336 | $3800 |
|
||||
// | 1111XXXX | 15360 | $3C00 |
|
||||
// +------------+---------+-------------------+
|
||||
//
|
||||
?bits = (%%address / $0400) << 4
|
||||
|
||||
lda $d018
|
||||
and #%00001111
|
||||
ora #?bits
|
||||
sta $d018
|
||||
.endm
|
||||
|
||||
|
||||
//
|
||||
// Set location of bitmap.
|
||||
//
|
||||
// Args:
|
||||
// address: Address relative to VIC-II bank address.
|
||||
// Valid values: $0000 (bitmap at $0000-$1FFF)
|
||||
// $2000 (bitmap at $2000-$3FFF)
|
||||
//
|
||||
.macro SetBitmapAddress(address)
|
||||
//
|
||||
// In standard bitmap mode the location of the bitmap area can
|
||||
// be set to either BANK address + $0000 or BANK address + $2000
|
||||
//
|
||||
// By setting bit 3, we can configure which of the locations to use.
|
||||
//
|
||||
|
||||
lda $d018
|
||||
|
||||
ift %%address == $0000
|
||||
and #%11110111
|
||||
eli %%address == $2000
|
||||
ora #%00001000
|
||||
eif
|
||||
|
||||
sta $d018
|
||||
.endm
|
||||
|
||||
//
|
||||
// Once this is done, random values appear in location $D41B (RANDOM)
|
||||
//
|
||||
.macro InitializeSIDrnd
|
||||
LDA #$FF ; maximum frequency value
|
||||
STA $D40E ; voice 3 frequency low byte
|
||||
STA $D40F ; voice 3 frequency high byte
|
||||
LDA #$80 ; noise waveform, gate bit off
|
||||
STA $D412 ; voice 3 control register
|
||||
.endm
|
||||
|
||||
;-------------------------------------
|
||||
.MACRO rolw
|
||||
ROL :1
|
||||
ROL :1+1
|
||||
.ENDM
|
||||
;-------------------------------------
|
||||
.MACRO aslw
|
||||
ASL :1
|
||||
ROL :1+1
|
||||
.ENDM
|
||||
;-------------------------------------
|
||||
.MACRO rorw
|
||||
ROR :1+1
|
||||
ROR :1
|
||||
.ENDM
|
||||
;-------------------------------------
|
||||
.MACRO lsrw
|
||||
LSR :1+1
|
||||
ROR :1
|
||||
.ENDM
|
||||
;-------------------------------------
|
||||
.macro randomize
|
||||
;usage: randomize floor ceiling
|
||||
;returns (in A) a random .byte between "floor" and "ceiling"
|
||||
.if :2 < :1
|
||||
.error "floor higher than ceiling"
|
||||
.endif
|
||||
?rand
|
||||
lda random
|
||||
cmp #:2+1-:1 ;ceiling
|
||||
bcs ?rand
|
||||
.if %1>0 ; if floor = 0 - no add offset
|
||||
adc #:1
|
||||
.endif
|
||||
.endm
|
||||
;-------------------------------------
|
||||
.macro phx
|
||||
txa
|
||||
pha
|
||||
.endm
|
||||
;-------------------------------------
|
||||
.macro phy
|
||||
tya
|
||||
pha
|
||||
.endm
|
||||
;-------------------------------------
|
||||
.macro plx
|
||||
pla
|
||||
tax
|
||||
.endm
|
||||
;-------------------------------------
|
||||
.macro ply
|
||||
pla
|
||||
tay
|
||||
.endm
|
||||
;-------------------------------------
|
||||
.macro txy
|
||||
txa
|
||||
tay
|
||||
.endm
|
||||
;-------------------------------------
|
||||
.macro tyx
|
||||
tya
|
||||
tax
|
||||
.endm
|
||||
;-------------------------------------
|
||||
.MACRO WAIT
|
||||
; WAIT
|
||||
; waits one frame (1/50 s(PAL) or 1/60s(NTSC))
|
||||
?ze LDA $D012
|
||||
cmp #16 ; if line<16 then wait for line>15 (long VBI protection)
|
||||
bcc ?ze
|
||||
sbc #10 ; last lines correction
|
||||
?wa cmp $D012
|
||||
bcc ?wa
|
||||
?wf cmp $D012
|
||||
bcs ?wf
|
||||
.ENDM
|
||||
;-------------------------------------
|
||||
.macro halt
|
||||
?s jmp ?s
|
||||
.endm
|
||||
@@ -0,0 +1,460 @@
|
||||
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
|
||||
|
||||
|
||||
.IF *>0
|
||||
|
||||
WeaponsListDL = 0
|
||||
|
||||
NamesOfLevels
|
||||
dta d" HUMAN Moron Shooter "
|
||||
dta d" Poolshark Tosser Chooser "
|
||||
dta d" Spoiler Cyborg Unknown "
|
||||
|
||||
;----------------------------------------
|
||||
; this module contains routines used in text mode
|
||||
; like shop and start-up options
|
||||
;----------------------------------------
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc Options
|
||||
;--------------------------------------------------
|
||||
; start-up screen - options, etc.
|
||||
; this function returns:
|
||||
; - 9 values in 'OptionTable' denoting options selected in menu.
|
||||
; According to contents of this table, corresponding variables are then set.
|
||||
; Setting of these variables is handled by procedure 'SetVariablesFromOptions'.
|
||||
; This function also returns additional options by setting variables:
|
||||
; - 'RandomMountains' - mountains type change after each (0 - round only, >0 - each turn)
|
||||
; - 'WindChangeInRound' - wind change after each turn (0 - round only, >0 - each turn)
|
||||
; - 'GradientNr'
|
||||
; - 'BlackHole' - 0 - standard, >0 - fast
|
||||
; - 'FastSoilDown' - 0 - no, >0 - yes
|
||||
; -----------------------------------------------------
|
||||
|
||||
ldx #$08
|
||||
@ lda Autoplay_OptionsTable,x
|
||||
sta OptionsTable,x
|
||||
dex
|
||||
bpl @-
|
||||
|
||||
lda #$1f ; '?' character
|
||||
sta RandomMountains
|
||||
|
||||
rts
|
||||
|
||||
Autoplay_OptionsTable .by 4,4,2,2,4,1,3,2,4
|
||||
|
||||
.endp
|
||||
|
||||
.proc SelectNextGradient
|
||||
lda OptionsY ; if "Wind" option selected
|
||||
cmp #$03
|
||||
bne NotWind
|
||||
lda WindChangeInRound ; wind change after each turn (not round only) flag
|
||||
eor #$1f ; '?' character
|
||||
sta WindChangeInRound
|
||||
rts
|
||||
NotWind
|
||||
ldy GradientNr
|
||||
iny
|
||||
cpy #$03
|
||||
bne NoGradientLoop
|
||||
ldy #$00
|
||||
NoGradientLoop
|
||||
sty GradientNr
|
||||
lda GradientAddrL,y
|
||||
sta GradientColors
|
||||
lda GradientAddrH,y
|
||||
sta GradientColors+1
|
||||
rts
|
||||
.endp
|
||||
|
||||
;-------------------------------------------
|
||||
; call of the purchase (and activate) screens for each tank
|
||||
.proc CallPurchaseForEveryTank
|
||||
|
||||
mva #0 TankNr
|
||||
sta isInventory
|
||||
@
|
||||
ldx TankNr
|
||||
lda SkillTable,x
|
||||
beq ManualPurchase
|
||||
jsr PurchaseAI ; remember to make ActivateAI :) !!!
|
||||
jmp AfterManualPurchase
|
||||
ManualPurchase
|
||||
lda JoyNumber,x
|
||||
sta JoystickNumber ; set joystick port for player
|
||||
mva #0 isInventory
|
||||
jsr Purchase ; purchase weapons
|
||||
bit escFlag
|
||||
spl:rts
|
||||
jsr DefensivesActivate ; activate weapons
|
||||
bit escFlag
|
||||
spl:rts
|
||||
AfterManualPurchase
|
||||
inc:lda TankNr
|
||||
cmp NumberOfPlayers
|
||||
bne @-
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc DefensivesActivate
|
||||
;--------------------------------------------------
|
||||
; This proc call Inventory and set Defensives activation first
|
||||
|
||||
mwa #ListOfDefensiveWeapons WeaponsListDL ;switch to the list of offensive weapons
|
||||
mva #$ff IsInventory
|
||||
mva #%10000000 WhichList
|
||||
; offensive weapon - 0, defensive - %10000000
|
||||
jmp Purchase.GoToActivation
|
||||
.endp
|
||||
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc Purchase ;
|
||||
;--------------------------------------------------
|
||||
; In tanknr there is a number of the tank (player)
|
||||
; that is buying weapons now (from 0).
|
||||
; Rest of the data is taken from appropriate tables
|
||||
; and during the purchase these tables are modified.
|
||||
|
||||
|
||||
; we are clearing list of the weapons
|
||||
mva #$00 WhichList
|
||||
; offensive weapon - 0, deffensive - %10000000
|
||||
GoToActivation
|
||||
rts
|
||||
|
||||
.endp
|
||||
|
||||
; -----------------------------------------------------
|
||||
.proc EnterPlayerNames
|
||||
;entering names of players
|
||||
|
||||
mva #0 TankNr
|
||||
sta COLBAKS ; set color of background
|
||||
@ tax
|
||||
lda TankStatusColoursTable,x
|
||||
sta COLOR2 ; set color of player name line
|
||||
jsr EnterPlayerName
|
||||
bit escFlag
|
||||
spl:rts
|
||||
jsr CheckTankCheat
|
||||
inc TankNr
|
||||
lda TankNr
|
||||
cmp NumberOfPlayers
|
||||
bne @-
|
||||
rts
|
||||
.endp
|
||||
; -----------------------------------------------------
|
||||
.proc EnterPlayerName
|
||||
; this little thing is for choosing Player's skill (if computer)
|
||||
; and entering his name
|
||||
; If no name entered, there should be default.
|
||||
; Default tank names are taken from difficulty level names on the screen.
|
||||
;
|
||||
; in: TankNr
|
||||
; this function returns:
|
||||
; - 'skilltable' (in array) for this tank
|
||||
; - 'TankShape' (in array) for this tank
|
||||
; - 'TanksNames' (in array) for this tank
|
||||
; -----------------------------------------------------
|
||||
|
||||
EndOfNick
|
||||
; storing name of the player and its level
|
||||
|
||||
; level of the computer opponent goes to
|
||||
; the table of levels (difficulties)
|
||||
ldx tanknr
|
||||
txa
|
||||
clc
|
||||
adc #2
|
||||
; lda #6 ; Spoiler
|
||||
sta DifficultyLevel
|
||||
sta skilltable,x
|
||||
beq NotRobot
|
||||
lda #$03 ; shape for robotanks
|
||||
sta TankShape,x
|
||||
NotRobot
|
||||
; storing name of the tank in the right space
|
||||
; (without cursor!)
|
||||
ldy #$00
|
||||
txa ; ldx TankNr
|
||||
asl
|
||||
asl
|
||||
asl ; 8 chars per name
|
||||
tax ; in X where to put new name
|
||||
|
||||
mva #sfx_next_player sfx_effect
|
||||
|
||||
ldy #0
|
||||
stx temp+1 ; remember start position in tanksnames
|
||||
sty temp ; 0 if name is empty
|
||||
@
|
||||
lda #0 ; NameAdr,y
|
||||
and #$7f ; remove inverse (Cursor)
|
||||
sta tanksnames,x
|
||||
ora temp
|
||||
sta temp
|
||||
inx
|
||||
iny
|
||||
cpy #$08
|
||||
bne @-
|
||||
lda temp ; check if all chars are empty (" ")
|
||||
beq MakeDefaultName
|
||||
rts
|
||||
MakeDefaultName
|
||||
ldy difficultyLevel
|
||||
lda LevelNameBeginL,y ; address on the screen
|
||||
sta temp2
|
||||
lda LevelNameBeginH,y
|
||||
sta temp2+1
|
||||
ldx temp+1
|
||||
ldy #1 ; after first char (space)
|
||||
@ lda (temp2),y
|
||||
and #$7f ; remove inverse
|
||||
sta tanksnames,x
|
||||
beq MakeNumber ; first space found :)
|
||||
inx
|
||||
iny
|
||||
cpy #8
|
||||
bne @-
|
||||
MakeNumber
|
||||
ldy tanknr
|
||||
lda digits+1,y
|
||||
sta tanksnames,x
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc displaydec5 ;decimal (word), displayposition (word)
|
||||
;--------------------------------------------------
|
||||
; displays decimal number as in parameters (in text mode)
|
||||
; leading zeroes are removed
|
||||
; the range is (00000..65565 - two bytes)
|
||||
|
||||
ldy #4 ; there will be 5 digits
|
||||
NextDigit
|
||||
ldx #16 ; 16-bit dividee so Rotate 16 times
|
||||
lda #$00
|
||||
Rotate000
|
||||
aslw decimal
|
||||
rol ; scroll dividee
|
||||
; (as highest byte - additional - byte is A)
|
||||
cmp #10 ; divider
|
||||
bcc TooLittle000 ; if A is smaller than divider
|
||||
; there is nothing to substract
|
||||
sbc #10 ; divider
|
||||
inc decimal ; lowest bit set to 1
|
||||
; because it is 0 and this is the fastest way
|
||||
TooLittle000 dex
|
||||
bne Rotate000 ; and Rotate 16 times, Result will be in decimal
|
||||
tax ; and the rest in A
|
||||
; (and it goes to X because
|
||||
; it is our decimal digit)
|
||||
lda digits,x
|
||||
sta decimalresult,y
|
||||
dey
|
||||
bpl NextDigit ; Result again /10 and we have next digit
|
||||
|
||||
;rightnumber
|
||||
; displaying without leading zeroes (if zeroes exist then display space at this position)
|
||||
ldy #0
|
||||
ldx #0 ; digit flag (cut leading zeroes)
|
||||
displayloop
|
||||
lda decimalresult,y
|
||||
cpx #0
|
||||
bne noleading0
|
||||
cpy #4
|
||||
beq noleading0 ; if 00000 - last 0 must stay
|
||||
cmp zero
|
||||
bne noleading0
|
||||
lda #space
|
||||
beq displaychar ; space = 0 !
|
||||
noleading0
|
||||
inx ; set flag (no leading zeroes to cut)
|
||||
displaychar
|
||||
sta (displayposition),y
|
||||
nexdigit
|
||||
iny
|
||||
cpy #5
|
||||
bne displayloop
|
||||
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc displaybyte ;decimal (byte), displayposition (word)
|
||||
;--------------------------------------------------
|
||||
; displays decimal number as in parameters (in text mode)
|
||||
; leading zeores are removed
|
||||
; the range is (00..99 - one byte)
|
||||
|
||||
sta decimal
|
||||
ldy #1 ; there will be 2 digits
|
||||
NextDigit2
|
||||
ldx #8 ; 8-bit dividee so Rotate 8 times
|
||||
lda #$00
|
||||
Rotate001
|
||||
asl decimal
|
||||
rol ; scroll dividee
|
||||
; (as highest byte - additional - byte is A)
|
||||
cmp #10 ; divider
|
||||
bcc TooLittle001 ; if A is smaller than divider
|
||||
; there is nothing to substract
|
||||
sbc #10 ; divider
|
||||
inc decimal ; because it is 0 and this is the fastest way
|
||||
TooLittle001 dex
|
||||
bne Rotate001 ; and Rotate 8 times, Result will be in decimal
|
||||
tax ; and the rest in A
|
||||
; (and it goes to X because
|
||||
; it is our decimal digit)
|
||||
lda digits,x
|
||||
sta decimalresult,y
|
||||
dey
|
||||
bpl NextDigit2 ; Result again /10 and we have next digit
|
||||
|
||||
; now cut leading zeroes (02 goes 2)
|
||||
lda decimalresult
|
||||
cmp zero
|
||||
bne decimalend1
|
||||
lda #space
|
||||
sta decimalresult
|
||||
|
||||
decimalend1
|
||||
; displaying
|
||||
ldy #1
|
||||
displayloop1
|
||||
lda decimalresult,y
|
||||
sta (displayposition),y
|
||||
dey
|
||||
bpl displayloop1
|
||||
|
||||
rts
|
||||
.endp
|
||||
;-------------------------------------------------
|
||||
.proc RoundOverSprites
|
||||
; fill sprites with bytes
|
||||
rts
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc GameOverScreen
|
||||
;--------------------------------------------------
|
||||
rts
|
||||
.endp
|
||||
;-------------------------------------------------
|
||||
.proc PutTankNameOnScreen
|
||||
;-------------------------------------------------
|
||||
|
||||
.endp
|
||||
;-------------------------------------------------
|
||||
.proc DisplayStatus
|
||||
;-------------------------------------------------
|
||||
DisplayEnergy
|
||||
DisplayAngle
|
||||
ldx TankNr
|
||||
rts
|
||||
.endp
|
||||
;-------------------------------------------------
|
||||
.proc _calc_inverse_display
|
||||
; optymalization station. not a real function
|
||||
; or is it?
|
||||
@weapon_index = TextNumberOff
|
||||
@inverse_counter = temp+1
|
||||
|
||||
mwa #0 @inverse_counter
|
||||
tay ; ldy #0
|
||||
@
|
||||
inw LineAddress4x4
|
||||
lda (LineAddress4x4),y
|
||||
spl:inc @inverse_counter
|
||||
lda @weapon_index
|
||||
beq zeroth_talk ; special treatment of talk #0
|
||||
cmp @inverse_counter
|
||||
bne @-
|
||||
|
||||
inw LineAddress4x4 ; we were pointing at the char with inverse, must go 1 further
|
||||
zeroth_talk
|
||||
rts
|
||||
.endp
|
||||
|
||||
;-------------------------------------------------
|
||||
.proc _calc_packed_display
|
||||
; Find Nth packed string inside a [len][packed-bytes] stream.
|
||||
;
|
||||
; in:
|
||||
; TextNumberOff = index (0..)
|
||||
; LineAddress4x4 = base address of the packed stream (points to first len byte)
|
||||
; out:
|
||||
; LineAddress4x4 = address of selected record (points to its len byte)
|
||||
; trashes: A, X, Y, temp, temp2
|
||||
;
|
||||
; Record size in bytes = 1 + ceil(len*5/8)
|
||||
; where `len` is the 1-byte character count (max 63).
|
||||
;-------------------------------------------------
|
||||
@idx = temp+1
|
||||
lda TextNumberOff
|
||||
sta @idx
|
||||
beq done
|
||||
|
||||
next_record
|
||||
ldy #0
|
||||
lda (LineAddress4x4),y
|
||||
sta temp ; len (low byte)
|
||||
|
||||
; advance past len byte
|
||||
inw LineAddress4x4
|
||||
|
||||
; temp2 = len*5 + 7
|
||||
lda temp
|
||||
sta temp2
|
||||
lda #0
|
||||
sta temp2+1
|
||||
|
||||
; temp2 = len*4
|
||||
asl temp2
|
||||
rol temp2+1
|
||||
asl temp2
|
||||
rol temp2+1
|
||||
; temp2 = len*5
|
||||
clc
|
||||
lda temp2
|
||||
adc temp
|
||||
sta temp2
|
||||
lda temp2+1
|
||||
adc #0
|
||||
sta temp2+1
|
||||
; +7 for ceil
|
||||
clc
|
||||
lda temp2
|
||||
adc #7
|
||||
sta temp2
|
||||
bcc @+
|
||||
inc temp2+1
|
||||
@
|
||||
; >>3 (divide by 8)
|
||||
lsr temp2+1
|
||||
ror temp2
|
||||
lsr temp2+1
|
||||
ror temp2
|
||||
lsr temp2+1
|
||||
ror temp2
|
||||
|
||||
; LineAddress4x4 += temp2
|
||||
clc
|
||||
lda LineAddress4x4
|
||||
adc temp2
|
||||
sta LineAddress4x4
|
||||
lda LineAddress4x4+1
|
||||
adc temp2+1
|
||||
sta LineAddress4x4+1
|
||||
|
||||
dec @idx
|
||||
bne next_record
|
||||
|
||||
done
|
||||
rts
|
||||
.endp
|
||||
;-------------------------------------------------
|
||||
|
||||
|
||||
.endif
|
||||
@@ -1,250 +0,0 @@
|
||||
# Basic instruction manual:
|
||||
|
||||
You can play using the keyboard (all functionality) or the joystick in the first port (all functionality necessary for gameplay).
|
||||
|
||||
## 1. Game Option Selection.
|
||||
|
||||
On the first screen, you can configure gameplay options:
|
||||
* number of players (2 - 6) includes both human and computer-controlled players
|
||||
* the initial amount of cash of each player (2K is the optimal value we chose, but for short games, it is worth choosing a higher value)
|
||||
* gravity
|
||||
* maximum wind strength (wind is drawn at the beginning of each round or during the round between turns, here we can choose how strong it can be)
|
||||
* number of rounds in a game
|
||||
* missile speed (does not affect the flight path - only changes the apparent missile speed - does not change anything in the gameplay itself)
|
||||
* frequency of suicides :) - if for a number of turns the game has not recorded hits (tanks are constantly shooting inaccurately), after one of such misses a tank commits suicide - here you determine how long they can "shooting for the stars" :) - if only people play the optimal setting is "norm", in the case of computer-controlled players ... you choose.
|
||||
* The height (and undulation) of the mountains from almost flat (NL - Kingdom of the Netherlands), to soaring and high (NP - Federal Democratic Republic of Nepal)
|
||||
* the way the walls (edges of the screen) work:
|
||||
* none - projectiles that flew off the screen do not return (black color of the screen frame)
|
||||
* wrap - the screen "wraps" and projectiles that flew to the right appear on the left side and vice versa (purple color of the screen frame)
|
||||
* bump - the right and left walls deflect projectiles that want to fly through them (dark blue color of the screen frame)
|
||||
* boxy - just like bump, except that the "ceiling" also reflects projectiles (green color of the screen frame)
|
||||
* rand - at the beginning of each round, one of the above 4 ways the walls work is drawn.
|
||||
|
||||
During gameplay, the current mode of the walls is represented by the color of the screen frame: none - black, wrap - purple, bump - dark blue, boxy - green.
|
||||
|
||||
Select options with cursor keys or a joystick.
|
||||
|
||||
The [TAB] or [SELECT] key, and on the Atari 5200 console, the [5] controller key change the color of the mountains (3 versions to choose from) or (if the cursor indicates the wind strength selection option "Wind") change the way the wind strength is drawn from "every round" to "every turn" and vice versa. Drawing every turn is indicated by the "?" sign next to the word "Wind".
|
||||
|
||||
The [RETURN] key or a joystick button moves to the next screen.
|
||||
|
||||
## 2. Entering the name of players and selecting the level of computer-controlled players
|
||||
|
||||
The second screen is shown for each player. Here you can use the cursor keys or joystick to select whether the tank will be driven by a human (HUMAN option) or a computer (other options).
|
||||
The [TAB] or [SELECT] key, and on the Atari 5200 console the [5] controller key allow you to choose which joystick port the player will use.
|
||||
The [INVERSE] or [OPTION] key allows you to select one of the 3 available tank shapes. On the Atari 5200 console, this is achieved by cycling through joystick ports with the [5] key.
|
||||
At the same time, you can enter the name of the selected player from the keyboard.
|
||||
When the [RETURN] key is pressed or the Joystick button is pressed briefly, the screen switches to the next player until the difficulty levels for each player are selected.
|
||||
The player's name can also be entered with the joystick. After pressing and holding the button for more than 1s. you can use up/down movements to change the letter being entered, and left/right movements to change its position in the name. Releasing the button ends the name entry and returns to the level selection.
|
||||
|
||||
If the name is not entered, it will be supplemented with the default name.
|
||||
|
||||
## 3. Shopping screen (before each round)
|
||||
|
||||
On this screen, you can make purchases of offensive and defensive weapons. Only those weapons that the player can afford are visible, along with information about the price and the number of units of a given weapon that will be obtained for that price. The information on the screen probably needs no more description. You move through the lists with the cursor keys (up and down) or with the joystick, the [TAB] key or the left arrow or the left joystick tilt change the screen to defensive or offensive weapons, the [SPACE] key or the right arrow and also the joystick to the right does the purchase of the indicated weapon.
|
||||
|
||||
The [RETURN] key or the joystick button press switches to the defensive weapon activation screen. Here you can activate previously bought defensive (or offensive after switching with [TAB], etc) weapons. This makes it possible to activate shields and others before the round starts.
|
||||
|
||||
Another [RETURN] key or joystick button press switches to the next player's shopping screen.
|
||||
(For computer players this screen is not shown.)
|
||||
|
||||
## 4. The main screen of the game
|
||||
|
||||
The status line shows which player is currently allowed to take a shot and a set of other information:
|
||||
* player's tank name,
|
||||
* active joystick number
|
||||
* currently selected offensive weapon,
|
||||
* the player's remaining energy points and if he has an active defensive weapon that has its energy - in parentheses the energy level,
|
||||
* the angle and the direction of the barrel set by the player,
|
||||
* the shot strength set by the player (the maximum shot strength is limited by the player's energy - it can not exceed the energy * 10 . This means that you can fire weaker shots only when having a small amount of energy,
|
||||
* the current round number,
|
||||
* wind speed and direction,
|
||||
* "computer" symbol if **Auto Defense** is active,
|
||||
* in parentheses is the name of the active defensive weapon - if there is any activated by the player.
|
||||
|
||||
The keyboard controls here are simple, cursor keys or joystick: left/right - change the angle of the barrel, up/down - change the the force of the shot.
|
||||
|
||||
| A800 | 5200 | function |
|
||||
| --- | --- | --- |
|
||||
| [SPACE] | [0] | or joystick button pressed briefly - firing a shot. |
|
||||
| [TAB] or [SELECT] | [5] | selection of offensive weapons (this option is not available directly with the joystick - you need to select Inventory). |
|
||||
| [I] | [9] | or longer holding the joystick button - go to Inventory. It is a screen (actually two) with the same layout as the shopping menu, it also works similarly except that here you don't buy weapons, but choose one of the offensive ones to shoot or activate a defensive weapon. |
|
||||
| [A] or [OPTION] | [7] | go directly to the defensive weapons activation.
|
||||
| [M] | [PAUSE] | disable/enable background music. |
|
||||
| [S] | [RESET] | disable/enable effect sounds. |
|
||||
| [START] | N/A | speed up some game animations. |
|
||||
| [O] | [3] | end the current game and jump to the Game Over screen with a summary. The summary of the results does not take into account the current round of the game, but only the rounds completed earlier. This corresponds to pressing the [ESC] key with the difference that the summary and credits are displayed. |
|
||||
| [START] + [OPTION] | N/A | immediately force the end of the game (Game Over), just like [O] but without confirmation.
|
||||
| [G] | N/A | changes the mountain shading |
|
||||
| [ESC] | [*] | during the entire game at any time (unless the computer is playing, then sometimes you have to wait a while) you can press the [ESC] key, which allows you to abort the game and return to the beginning (of course, there is protection against accidental pressing). |
|
||||
| [Y] | [1] | when asked to abort or terminate the game - confirmation |
|
||||
| [CTRL] + [HELP] | N/A | Toggle "visual debug" mode. It displays distances measured, laser aiming, and aiming technique. It leaves a mess on the screen, but it does not impair the game, just makes it a bit harder. |
|
||||
|
||||
## 5. Game mechanics - offensive weapons
|
||||
|
||||
### Energy of tanks.
|
||||
- At the beginning of each round, each tank has 99 ash units of energy.
|
||||
- Tanks' energy is depleted in 3 ways:
|
||||
* one unit after each shot is fired
|
||||
* while falling (one pixel down - 2 units).
|
||||
* when a projectile hits the tank or next to it - and here the amount of energy subtracted depends on the distance from the center of the explosion and the type/power of the projectile.
|
||||
|
||||
### How energy subtraction works (and earning money!).
|
||||
After each round the amount of money gained/lost is calculated, this is done on the basis of two variables accumulated by each tank during the round. These variables are:
|
||||
|
||||
`gain` - energy "captured" from tanks hit (also if you hit yourself :) and here's the catch, if you have very little energy left it can be profitable to hit yourself with a powerful weapon!
|
||||
|
||||
`lose` - energy lost due to explosion/fall (and here it is important - to count the total loss of energy even if the tank has less at the moment of hit).
|
||||
|
||||
In addition, the tank that won the round has a parameter gain (captured from hit tanks energy) increased by the remaining energy at the end of the round (because it did not die and should have it - although it also happens otherwise :) )
|
||||
|
||||
Specifically:
|
||||
|
||||
### After each round:
|
||||
`money = money + (20 * (gain+energy))`.
|
||||
|
||||
`money = money - (10 * lose)`.
|
||||
|
||||
`if money <0 then money=0`.
|
||||
|
||||
(at the start of each round `gain` and `lose` have a value of 0).
|
||||
|
||||
During a round, if another tank is hit as a result of a shot fired by a tank, the tank firing the shot "gets the energy" taken away from the hit tank.
|
||||
### tank taking a shot:
|
||||
`gain = gain + EnergyDecrease`.
|
||||
### tank hit:
|
||||
`lose = lose + EnergyDecrease`.
|
||||
|
||||
Where `EnergyDecrease` is the loss of energy due to the hit.
|
||||
|
||||
Of course, at the same time the hit tank loses the amount of energy stored in `EnergyDecrease`, except that here the loss cannot exceed the energy you have.
|
||||
|
||||
## How a hit works.
|
||||
|
||||
Each weapon that results in an explosion has its own blast radius.
|
||||
|
||||
After the explosion, every tank in its range loses energy.
|
||||
|
||||
It works in such a way that if the hit is exactly on the center point of the tank `EnergyDecrease` receives the maximum value for the weapon, and for each pixel of distance from the center of the tank this value is reduced by 8.
|
||||
|
||||
For example, if a hit with the Baby Missile weapon hits the center of the tank perfectly, it will lose exactly 88 units of energy (plus what it loses falling after the explosion).
|
||||
If you hit with the same weapon at a distance of 10 pixels from the center of the tank, the loss will be only 8 units.
|
||||
|
||||
And here are the values of maximum energy loss for individual weapons. If a weapon explodes several times, each explosion is calculated independently (additional values in the table):
|
||||
|
||||
| Offensive weapons | maximum energy loss |
|
||||
| --- | --- |
|
||||
| Baby Missile | 88 |
|
||||
| Missile | 136 |
|
||||
| Baby Nuke | 200 |
|
||||
| Nuke | 240 |
|
||||
| LeapFrog| 136 112 112 |
|
||||
| Funky Bomb | 168 88 (* 5) |
|
||||
| MIRV | 136 (* 5) |
|
||||
| Death's Head | 240 (* 5) |
|
||||
| Napalm | 40 (this weapon is different and the distance from the center is not determined, simply any tank in range of the flames loses 40 units of energy) |
|
||||
| Hot Napalm | 80 (the rule is the same as in Napalm) |
|
||||
| Baby Roller | 88 |
|
||||
| Roller | 168 |
|
||||
| Heavy Roller | 240 |
|
||||
| Riot Charge | 0 (no energy is subtracted, but a portion of the ground upward from the hit point in a 31-pixel radius is removed) |
|
||||
| Riot Blast | 0 (as in Riot Charge, but in a radius of 61 pixels) |
|
||||
| Riot Bomb | 0 (no energy is subtracted, but the ground in a radius of 17 pixels from the hit point is destroyed - as in the case of Missile. The weapon is useful for digging out after being buried, or for undermining an opponent) |
|
||||
| Heavy Riot Bomb | 0 (as in Riot Bomb, but the explosion radius is 29 pixels from the point of impact - as in the case of Nuke) |
|
||||
| Baby Digger | 0 (no energy is subtracted, but a portion of the ground is undermined in a radius of 60 pixels from the point of impact) |
|
||||
| Digger | 0 (as above - greater undermining) |
|
||||
| Heavy Digger | 0 (as above - greatest undermining) |
|
||||
| Baby Sandhog | (as above - another way of undermining) |
|
||||
| Sandhog | 0 (as above - larger dig) |
|
||||
| Heavy Sandhog | 0 (as above - largest dig) |
|
||||
| Dirt Clod | 0 (no energy is subtracted, but a ground ball with a radius of 12 pixels from the hit point is created. The weapon is useful for burying the opponent) |
|
||||
| Dirt Ball | 0 (as above, but the radius of the ball is 22 pixels) |
|
||||
| Ton of Dirt | 0 (as above, but the radius of the ball is 31 pixels) |
|
||||
| Liquid Dirt | 0 (floods the ground at the point of hit with liquid soil, filling in the depressions) |
|
||||
| Laser | x 100 (but here it is also different - equally 100 only in the case of a direct hit simply subtract 100 units of energy - that is, the tank always dies) |
|
||||
|
||||
Large points received by the player is the number of tanks that died earlier than him. If any of the other tanks capitulated earlier (**White Flag**) is not added to those that died and does not give points.
|
||||
Only these points determine the order in the summary
|
||||
|
||||
## 6. And now for defensive weapons:
|
||||
|
||||
* **White Flag** - causes the surrender of the player (can sometimes be useful in a hopeless situation). The advantage is that by surrendering you don't give a big point to your opponents and don't cause one of them to gain by killing us, you also limit the loss of your energy and also cash. An important note - this is the only defensive weapon that can be deactivated. All you have to do is re-enter inventory and once again select its activation.
|
||||
* **Battery** - when activated, it recharges the tank's energy to full (99 units). It is one of three defensive weapons that does not deactivate other defensive weapons when used.
|
||||
* **Hovercraft** - a weapon that allows the tank to move. It has its own fuel supply in form of electric eels and in addition, it can be activated multiple times during the same turn, and after using it, you can activate another defensive weapon and fire a shot in the same turn. After using it, the tank rises above the mountains and using the cursor keys or a joystick you can move the tank to a new position. [SPACE] or the joystick button cause the tank to land in a new place. You can fly until the tank runs out of eels (presented on the status bar like the energy of a defensive weapon), if the eel fuel runs out the tank will fall down on its own. It is not possible to land on other tanks.
|
||||
* **Parachute** - does not protect against loss of energy due to a neighboring explosion, makes you not lose energy during ONE fall. After such a fall, it deactivates and a new parachute must be activated.
|
||||
* **Shield** - the simplest shield works exactly the opposite of **Parachute**, it does not protect against energy loss while falling, instead it protects against energy loss caused by ONE adjacent explosion. It protects once, no matter how strong the explosion is (whether tis but a scratch or a direct hit with a nuke), and deactivates immediately afterward.
|
||||
* **Heavy Shield** - a shield with its own energy (at the start of 99 units), it works the same as **Shield** (does not protect against falling) with the exception that it has its own energy resource. When exploding, the energy of this shield is reduced first, and if it reaches 0, the shield deactivates and further reduces the tank's energy. Due to this action, a tank with this type of shield can be "killed" by undermining it, because falling reduces the energy of the tank and not the shield.
|
||||
* **Force Shield** - the strongest shield - works just like Heavy Shield only that it is combined with **Parachute**. What is important in this case, falling does not take energy away from the shield or the tank. It is only taken away by hits.
|
||||
* **Bouncy Castle** - a passive-aggressive weapon :). It works as follows - in a case of a direct tank hit (and shield), it causes the projectile to "bounce" in the opposite direction with the same force with which it was fired. In the absence of wind and a difference in level, the weapon then hits the tank that fired it. After such a bounce, it deactivates. As the weapon reacts in this way only to precise hits, it is also works like **Heavy Shield** and has 99 units at the start (we will probably have to rethink this value and give a smaller one here).
|
||||
* **Mag Deflector** - the second passive-aggressive weapon :) . In case of a direct hit on a tank (and shield), it causes the hit point to move randomly to the left or right side of the protected tank, but not very far, so you can get "shrapnel" with stronger weapons. As in the case of **Bouncy Castle**, it is also a shield that corresponds to the action of **Heavy Shield** and has 99 units at the start (probably here we will have also to rethink this value and give a smaller one).
|
||||
* **Nuclear Winter** - adds nothing, takes nothing away :) - in fact, it is not so much a defensive weapon as a double-edged one. It floods the area with "radioactive" fallout, which is ordinary soil. If you do not have at hand any weapon that digs up the terrain, and for that a shield (preferably disposable), then after such "fallout" you will have to shoot yourself - because being underground is otherwise impossible. Alternatively, **White Flag** always remains.
|
||||
* **Long Schlong** - a special weapon :) - Costs a lot, doesn't really help with anything (except possibly digging yourself out but only when slightly buried but it has a cool name and looks cool :) - It can be activated independently of other defensive weapons and remains active until the end of the round (it cannot be deactivated).
|
||||
* **Lazy Boy** - it is not actually a defensive weapon. It is an aiming aid. When it is activated, the tank tries to aim at the nearest enemy and automatically adjusts the power of the shot and angle. If it has too little energy, it can sometimes aim wrong (it uses a method like **Cyborg** to aim). Like **Battery**, it does not deactivate other defensive weapons when used. Note: There is no point in activating this weapon before the round, targeting will not take place because there is nothing to target yet.
|
||||
* **Lazy Darwin** - works just like **Lazy Boy** but targets the weakest opponent. In this weapon, after automatic targeting, "visual targeting" remains active, so you can easily change the target and independently select another opponent by seeing if you hit him.
|
||||
* **Auto Defense** - activates the mode of automatic activation of defensive weapons. After its activation, the tank automatically activates the strongest shield it has (consuming it, of course) at any time when there is no shield (also between shots of other players). At the same time, if the tank's energy level drops below 30 units, it automatically activates **Battery** if it has it. This weapon remains active until the end of the round and is indicated by the "computer" symbol before the name of the active defensive weapon in the status line. It is the second defensive weapon that does not deactivate other defensive weapons when used.
|
||||
* **Spy Hard** - Help for the forgetful :) . When activated, it shows a preview of information about the next opponents one by one. Left/Right - changes the "spied" tank. Fire/Space/Return/Esc - ends the "spying". This is the last defensive weapon, which does not deactivate other defensive weapons when used.
|
||||
|
||||
Due to the different warhead tracking system of **MIRV** weapons, the **Bouncy Castle** and **Mag Deflector** defensive weapons only use the shielding function when hit by these weapons. In addition, **MIRV** warheads do not bounce or fly through sidewalls when falling!
|
||||
|
||||
None of the shields protect against **Napalm**. **Bouncy Castle** or **Mag Deflector** on a direct hit will deflect it or carry it past, but just hit very close to a tank and its shield will not save it.
|
||||
|
||||
**White Flag**, **Hovercraft** and **Nuclear Winter** weapons, when selected, require activation, this is accomplished by "firing a shot" after the selection of that weapon. Of course, the shot of the offensive weapon is then not fired, but only the selected defensive weapon is activated.
|
||||
|
||||
You can only have one defensive weapon active at a time (except **Long Schlong** of course :) ). You can always change the decision and activate another defensive weapon or deactivate **White Flag** before firing.
|
||||
|
||||
And of course, activating a weapon when you already have some other weapon activated causes the loss of the previous one (no returns :) ).
|
||||
|
||||
## 7. "Other" weapons:
|
||||
|
||||
* **Best F...g Gifts** - this is a 'loot box', not a weapon per se. Buying it draws one of the offensive or (rarely) defensive weapons and adds it to the player's arsenal. It is a lottery in which you can lose (if you draw a weapon cheaper than the **Best F...g Gifts** price) but also gain. You can get a weapon otherwise not affordable at all! There is a small probability of drawing by **Best F...g Gifts** itself :). You can then try to use it in battle.
|
||||
|
||||
## 8. difficulty levels of computer-controlled opponents:
|
||||
|
||||
The game has 8 difficulty levels of computer-controlled opponents. Or actually 7 different ones and one "surprise". Each has its own way of buying defensive and offensive weapons and a different method of target selection and targeting itself, as well as weapon selection. They are arranged in the list according to increasing "skills":
|
||||
|
||||
* **Moron** - the dumbest of opponents (which does not mean the safest). Shoots completely at random using only one weapon - **Baby Missile**. He doesn't buy anything and doesn't know how to use defensive weapons.
|
||||
|
||||
* **Shooter** - This opponent does not shoot blindly. He chooses one direction for himself. Based on his own position - he shoots in the direction from which there is more space assuming that this is where the other tanks are. He starts firing from a high angle and shot after shot changes this angle to a lower and lower angle trying to fire the entire area on the chosen side. He always fires with the best weapon he has (the highest on the list of weapons he has - that is, not necessarily the best). He does not use defensive weapons even though he buys them! At the beginning of the round, he makes 1 attempt to buy defensive weapons (only from the **Battery** - **Strong Parachute** range) and 4 offensive weapons (from the **Missile** - **Heavy Roller** range).
|
||||
|
||||
* **Poolshark** - When attacking, he sets the nearest tank as his target, then selects the angle of the shot, and tries to select its strength by drawing it from the selected range. He always shoots with the best weapon he has. He uses defensive weapons. With a probability of 1:3, he activates the best defensive weapon he owns (the highest on the list of weapons he owns - that is, not necessarily the best) before firing. If his energy level drops below 30 units - he uses **Battery** (of course, if he bought it before), if the energy drops below 5 and he has no **Battery** he surrenders - **White Flag**. At the beginning of the round he makes 1 attemp to buy defensive weapons and 6 offensive weapons.
|
||||
|
||||
** **Tosser** - When attacking, he acts exactly like **Poolshark** however, he may have a "better" weapon inventory due to a different purchase tactic. He always activates the best defensive weapon he has before shooting. And just like **Poolshark** he uses **Battery** and **White Flag**. At the beginning of the round, he assesses how much money he has and depending on that, he makes (money/5100) attempts to buy defensive weapons and then checks again how much money he has left and makes (money/1250) attempts to buy offensive weapons.
|
||||
|
||||
** **Chooser** - Takes as a target the weakest opponent (with the least amount of energy) and aims very precisely, but before the shot the energy of the shot is modified by the parameter of luck :) , that is, despite the precise aiming it does not always hit. He shoots with the best weapon he has unless the target is close. Then he changes his weapon to **Baby Missile** to avoid hitting himself. He always activates the best defensive weapon he has before shooting and, like **Poolshark**, uses **Battery** and **White Flag**. He purchases just like **Tosser**.
|
||||
|
||||
* **Spoiler** - He shoots exactly like **Chooser** except that he has more luck :) , which means that even if he doesn't hit the target of his choice, it can be a more precise shot than **Chooser**. He uses defensive weapons exactly like **Chooser**. At the beginning of the round, he assesses how much money he has and depending on that, he makes (money/5100) attempts to buy defensive weapons and then checks again how much money he has left and makes (money/320) attempts to buy offensive weapons. When buying defensive weapons, he buys only strong and precise weapons - that is, weapons that won't accidentally hurt him.
|
||||
|
||||
** **Cyborg** - Takes aim at the weakest opponent (with the least amount of energy) but prefers human-controlled opponents. Aims very accurately and in the vast majority of cases hits on the first shot. He fires the shot with the best weapon he has unless the target is close. Then he changes his weapon to **Baby Missile** to avoid hitting himself. He uses defensive weapons exactly like **Chooser**. He shops exactly like **Spoiler**.
|
||||
|
||||
* **Unknown** - Before firing each shot, he randomly chooses a course of action from **Poolshark** to **Cyborg** and applies his tactics. However, the tactics of weapon purchases are always identical to **Tosser**.
|
||||
|
||||
Trying to buy a weapon (offensive or defensive) is as follows:
|
||||
First, one of the weapons is drawn (among all possible offensive or defensive weapons). Then a check is performed to see if the drawn weapon is in the list of weapons possible for purchase by the tank. If not, no weapon is bought in this trial, and if so, its price is checked. If the tank has that much money, the weapon is bought, otherwise the trial ends without making a purchase.
|
||||
|
||||
Table of weapons purchased by: **Shooter**, **Poolshark**, **Tosser** and **Chooser**.
|
||||
|
||||
| Offensive weapons | Defensive weapons |
|
||||
| --- | --- |
|
||||
| Missile | Battery |
|
||||
| Baby Nuke | Parachute |
|
||||
| Nuke | Strong Parachute |
|
||||
| LeapFrog | Mag Deflector |
|
||||
| Funky Bomb | Shield |
|
||||
| MIRV | Heavy Shield |
|
||||
| Death's Head | Force Shield |
|
||||
| Napalm | Bouncy Castle |
|
||||
| Hot Napalm | |
|
||||
| Baby Roller | |
|
||||
| Roller | |
|
||||
| Heavy Roller | |
|
||||
|
||||
Table of weapons purchased by: **Spoiler** and **Cyborg**.
|
||||
|
||||
| Offensive weapons | Defensive weapons |
|
||||
| --- | --- |
|
||||
| Missile | Battery |
|
||||
| Baby Nuke | Strong Parachute |
|
||||
| Nuke | Mag Deflector |
|
||||
| Hot Napalm | Heavy Shield |
|
||||
| | Force Shield |
|
||||
| | Bouncy Castle |
|
||||
@@ -1,250 +0,0 @@
|
||||
# Podstawowa instrukcja:
|
||||
|
||||
Grać można przy użyciu klawiatury (wszystkie funkcjonalności) lub joysticka (wszystkie funkcjonalności niezbędne w rozgrywce).
|
||||
|
||||
## 1. Wybór opcji gry.
|
||||
Na pierwszym ekranie możemy skonfigurować opcje rozgrywki:
|
||||
* ilość graczy (2 - 6) obejmuje tak ludzi jak graczy sterowanych przez komputer
|
||||
* początkową ilość gotówki każdego z graczy (8k to wybrana przez nas wartość optymalna, lecz przy krótkich rozgrywkach warto wybrać większą wartość)
|
||||
* grawitacja
|
||||
* maksymalna siła wiatru (wiatr jest losowany na początku każdej z rund lub w czasie rundy pomiędzy turami, tu możemy wybrać jak silny może być)
|
||||
* liczba rozgrywanych rund
|
||||
* szybkość lotu pocisków (nie ma wpływu na tor lotu - zmienia jedynie widoczną prędkość rysowania - nie zmienia nic w samej rozgrywce)
|
||||
* częstotliwość samobójstw :) - jeśli przez ileś tur gra nie odnotowała trafień (czołgi ciągle strzelają niecelnie) jeden z takich pudłujących czołgów popełnia samobójstwo - tu określamy jak długo mogą “strzelać w próżnię” :) - jeśli grają tylko ludzie optymalne ustawienie to “norm”, w przypadku graczy sterowanych przez komputer… wedle uznania.
|
||||
* wysokość (i pofałdowanie) gór od prawie płaskich (NL - Królestwo Niderlandów), do strzelistych i wysokich (NP - Federalna Demokratyczna Republika Nepalu)
|
||||
* sposób działania ścian (krawędzi ekranu):
|
||||
* none - pociski, które wyleciały poza ekran nie wracają (czarny kolor ramki ekranu)
|
||||
* wrap - ekran "zawija się" i pociski, które wyleciały w prawo pojawiają się z lewej strony i odwrotnie (fioletowy kolor ramki ekranu)
|
||||
* bump - prawa i lewa ściana odbijają pociski, które chcą przez nie przelecieć (granatowy kolor ramki ekranu)
|
||||
* boxy - tak jak bump, tyle że "sufit" także odbija pociski (zielony kolor ramki ekranu)
|
||||
* rand - na początku każdej rundy losowany jest jeden z 4 powyższych sposobów działania ścian
|
||||
|
||||
W trakcie rozgrywki aktualny sposób działania ścian reprezentowany jest przez kolor ramki ekranu: none - czarny, wrap - fioletowy, bump - granatowy, boxy - zielony.
|
||||
|
||||
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 (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.
|
||||
|
||||
## 2. Wprowadzanie nazwy graczy i wybór poziomu graczy sterowanych przez komputer
|
||||
Drugi ekran powtarza się dla każdego z graczy można na nim klawiszami kursora lub joystickiem wybrać czy danym czołgiem będzie kierował człowiek (opcja HUMAN) czy też komputer (pozostałe opcje).
|
||||
Klawisz [TAB] lub [SELECT], a na konsoli Atari 5200 klawisz [5] kontrolera pozwalają wybrać z którego portu joysticka będzie korzystał gracz.
|
||||
Klawisz [INVERSE] lub [OPTION] umożliwiają wybór jednego z 3 dostępnych kształtów czołgów. Na konsoli Atari 5200 uzyskuje się to poprzez cykliczne wybieranie kolejnych portów joysticka klawiszem [5].
|
||||
Jednocześnie z klawiatury można wprowadzić nazwę wybranego gracza.
|
||||
Po naciśnięciu klawisza [RETURN] lub krótkim naciśnięciu przycisku Joysticka ekran przechodzi na następnego gracza aż zostaną wybrane poziomy trudności dla wszystkich.
|
||||
Nazwę gracza można wprowadzać także przy pomocy joysticka. Po wciśnięciu i przytrzymaniu przycisku ponad 1s. za pomocą ruchów góra/dół można zmienić wprowadzaną literę, a lewo/prawo jej pozycję w nazwie. Puszczenie przycisku kończy wprowadzanie nazwy i wraca do wyboru poziomu.
|
||||
|
||||
Jeśli nazwa nie zostanie wpisana, to zostanie uzupełniona nazwą domyślną.
|
||||
|
||||
## 3. Ekran zakupów (przed każdą rundą)
|
||||
|
||||
Na tym ekranie można dokonywać zakupów broni ofensywnych i defensywnych. Widoczne są tylko te bronie na które gracza stać wraz z informacją o cenie i ilości jednostek danej broni, którą za ten cenę otrzymamy. Informacje na ekranie nie wymagają chyba więcej opisu. Po listach poruszamy się klawiszami kursora (góra i dół) lub joystickiem, klawisz [TAB] lub strzałka w lewo czy też ruch joystickiem w lewo zmieniają ekran na bronie defensywne lub ofensywne, klawisz [SPACJA] lub strzałka w prawo a także joystick w prawo realizują zakup wskazanej broni.
|
||||
|
||||
Klawisz [RETURN] lub przycisk joysticka przechodzi do ekranu aktywacji broni defensywnych.
|
||||
Na ekranie tym można aktywować zakupione wcześniej bronie defensywne czy też ofensywne. Obsługiwany jest identycznie jak ekran zakupów, jednak [SPACJA] lub strzałka w prawo a także joystick w prawo realizują aktywacje wskazanej broni. Umożliwia to aktywowanie osłon jeszcze przed rozpoczęciem rundy.
|
||||
|
||||
Klawisz [RETURN] lub przycisk joysticka przechodzi do ekranu zakupów następnego gracza.
|
||||
(oczywiście dla graczy komputerowych ten ekran się nie pojawia)
|
||||
|
||||
## 4. Główny ekran gry
|
||||
|
||||
W linii statusowej widoczna jest informacja o tym który z graczy aktualnie może oddać strzał oraz zestaw innych informacji:
|
||||
* nazwa czołgu gracza
|
||||
* numer aktywnego joysticka
|
||||
* wybrana aktualnie broń ofensywna
|
||||
* pozostała ilość punktów energii gracza i jeśli ma on aktywną broń defensywną posiadającą swój zasób energii - w nawiasie ten zasób
|
||||
* ustawiony przez gracza kąt nachylenia lufy i kierunek jej nachylenia
|
||||
* ustawiona przez gracza siła strzału (maksymalna siła strzału jest ograniczana przez energię gracza - nie może przekroczyć energii * 10 . Oznacza to, że mając małą ilość energii możemy oddać słabsze strzały
|
||||
* numer aktualnej rundy rozgrywki
|
||||
* prędkość i kierunek wiatru
|
||||
* symbol "komputera" jeśli aktywna jest **Auto Defense**
|
||||
* w nawiasie nazwę aktywnej broni defensywnej - jeśli jest jakaś aktywowana przez gracza
|
||||
|
||||
Tutaj klawiszologia jest prosta, klawisze kursora lub joystick: lewo/prawo - zmiana kąta nachylenia lufy, góra/dół - zmiana ustawienia siły strzału.
|
||||
|
||||
| A800 | 5200 | funkcja |
|
||||
| --- | --- | --- |
|
||||
| [SPACJA] | [0] | lub przycisk joysticka naciśnięte krótko - oddanie strzału |
|
||||
| [TAB] lub [SELECT] | [5] | wybór broni ofensywnej (ta opcja nie jest dostępna bezpośrednio joystickiem - trzeba wybrać Inventory). |
|
||||
| [I] | [9] | lub dłuższe przytrzymanie przycisku joysticka - przejście do Inventory (aktywacji broni). Inventory to ekran (a w zasadzie dwa) bliźniaczo podobny do ekranu zakupów. Zasady poruszania się są identyczne z tym, że tu nie kupujemy broni, ale wybieramy jedną z ofensywnych, którą będziemy strzelać lub aktywujemy broń defensywną. |
|
||||
| [A] lub [OPTION] | [7] | bezpośrednie przejście na ekran Inventory aktywacji broni defensywnych. |
|
||||
| [M] | [PAUSE] | wyłączenie/włączenie muzyki w tle |
|
||||
| [S] | [RESET] | wyłączenie/włączenie dźwięków efektów. |
|
||||
| [START] | brak | przyspiesza/pomija niektóre animacje w grze |
|
||||
| [O] | [3] | wymuszenie zakończenia gry (Game Over). W podsumowaniu wyników nie jest brana pod uwagę przerwana właśnie runda rozgrywki, a wyłącznie rundy zakończone wcześniej. Odpowiada to wciśnięciu klawisza [ESC] z tą różnicą, że wyświetlane jest podsumowanie oraz creditsy. |
|
||||
| [START] + [OPTION] | brak | natychmiastowe wymuszenie zakończenia gry (Game Over), tak jak [O] ale bez potwierdzenia. |
|
||||
| [G] | brak | zmienia cieniowanie gór |
|
||||
| [ESC] | [*] | w czasie całej gry w dowolnym momencie (chyba że akurat gra komputer, wtedy czasem trzeba chwilę poczekać) można nacisnąć klawisz [ESC], który umożliwia przerwanie gry i powrót na początek (oczywiście jest zabezpieczenie przed przypadkowym naciśnięciem). |
|
||||
| [Y] | [1] | w przypadku pytania o przerwanie lub zakończenie gry - potwierdzenie decyzji |
|
||||
| [CTRL] + [HELP] | brak | Przełącza tryb "visual debug". Wizualizuje mierzone odległości, celowanie lasera oraz technikę celowania komputera. Pozostawia bałagan na ekranie, co nie zmienia rozgrywki, tylko ją nieco utrudnia. |
|
||||
|
||||
## 5. Zasady gry - bronie ofensywne
|
||||
|
||||
### Energia czołgów
|
||||
- Na początku każdej rundy każdy czołg ma 99 jednostek energii.
|
||||
- Energii czołgom ubywa na 3 sposoby:
|
||||
* jedna jednostka po oddaniu każdego strzału
|
||||
* w czasie spadania (jeden piksel w dół - 2 jednostki)
|
||||
* w chwili trafienia w czołg lub obok niego jakiegoś pocisku - i tu ilość odejmowanej energii zależy od odległości od centrum eksplozji i typu/siły rażenia pocisku.
|
||||
|
||||
### Jak działa odejmowanie energii (i zarabianie kasy!)
|
||||
Po każdej rundzie wyliczana jest ilość zdobytych/straconych pieniędzy, robione jest to na podstawie dwóch zmiennych gromadzonych przez każdy z czołgów w trakcie rundy. Te zmienne to:
|
||||
|
||||
`gain` - energia "przechwycona" od trafionych czołgów (także jeśli trafimy w samego siebie :) i tu haczyk, jeśli pozostało nam bardzo mało energii opłacalne może być trafienie w siebie mocną bronią!
|
||||
|
||||
`lose` - energia stracona w wyniku eksplozji/upadku (i tu ważne - liczona jest całkowita utrata energii nawet jeśli czołg ma w chwili trafienia mniej).
|
||||
|
||||
Dodatkowo czołg który wygrał rundę ma parametr gain (przechwyconej od trafionych czołgów energii) zwiększany o pozostałą mu na koniec rundy energię (bo nie zginął i powinien ją mieć - choć bywa też inaczej :) )
|
||||
|
||||
Konkretnie:
|
||||
|
||||
### Po każdej rundzie:
|
||||
`money = money + (20 * (gain+energy))`
|
||||
|
||||
`money = money - (10 * lose)`
|
||||
|
||||
`jeśli money <0 to money=0`
|
||||
|
||||
(na starcie każdej rundy `gain` i `lose` mają wartość 0)
|
||||
|
||||
W czasie rundy, jeśli w wyniku strzału oddanego przez czołg inny czołg zostanie trafiony, czołg oddający strzał "dostaje energię" zabraną czołgowi trafionemu.
|
||||
### czołg oddający strzał:
|
||||
`gain = gain + EnergyDecrease`
|
||||
### czołg trafiony:
|
||||
`lose = lose + EnergyDecrease`
|
||||
|
||||
gdzie `EnergyDecrease` to utrata energii w wyniku trafienia.
|
||||
|
||||
Oczywiście jednocześnie trafiony czołg traci ilość energii zapisaną w `EnergyDecrease`, z tym że tutaj strata nie może przekroczyć posiadanej energii.
|
||||
|
||||
## Jak działa trafienie.
|
||||
|
||||
Każda broń, która skutkuje eksplozją, ma swój promień rażenia.
|
||||
|
||||
Po eksplozji każdy czołg w jej zasięgu traci energię.
|
||||
|
||||
Działa to tak, że jeśli trafienie jest dokładnie w centralny punkt czołgu `EnergyDecrease` otrzymuje maksymalną wartość dla danej broni, a z każdym pikselem odległości od centrum czołgu wartość ta jest zmniejszana o 8.
|
||||
|
||||
Przykładowo jeśli strzał oddany za pomocą broni Baby Missile trafi idealnie w centum czołgu to straci on dokładnie 88 jednostek energii (plus to co straci spadając po eksplozji).
|
||||
W przypadku trafienia tą samą bronią w odległości 10ciu pikseli od centrum czołgu strata ta będzie wynosiła już tyko 8 jednostek.
|
||||
|
||||
A oto wartości maksymalnego ubytku energii dla poszczególnych broni. Jeśli broń eksploduje kilka razy, każda z eksplozji jest obliczana niezależnie (dodatkowe wartości w tabeli):
|
||||
|
||||
| Broń ofensywna | maksymalna wartość ubytku energii |
|
||||
| --- | --- |
|
||||
| Baby Missile | 88 |
|
||||
| Missile | 136 |
|
||||
| Baby Nuke | 200 |
|
||||
| Nuke | 240 |
|
||||
| LeapFrog| 136 112 112 |
|
||||
| Funky Bomb | 168 88 (* 5) |
|
||||
| MIRV | 136 (* 5) |
|
||||
| Death's Head | 240 (* 5) |
|
||||
| Napalm | 40 (ta broń jest inna i nie jest wyznaczana odległość od centrum, po prostu każdy czołg znajdujący się w zasięgu płomieni traci 40 jednostek energii) |
|
||||
| Hot Napalm | 80 (zasada taka jak w Napalm) |
|
||||
| Baby Roller | 88 |
|
||||
| Roller | 168 |
|
||||
| Heavy Roller | 240 |
|
||||
| Riot Charge | 0 (nie jest odejmowana energia, ale usuwana jest część gruntu w górę od punktu trafienia w promieniu 31 pikseli) |
|
||||
| Riot Blast | 0 (jak w Riot Charge, tyle że w promieniu 61 pikseli) |
|
||||
| Riot Bomb | 0 (nie jest odejmowana energia, ale niszczony jest grunt w promieniu 17 pikseli od punktu trafienia - tak jak w wypadku Missile. Broń przydatna do odkopywania się po zasypaniu, bądź podkopywania przeciwnika) |
|
||||
| Heavy Riot Bomb | 0 (jak w Riot Bomb, ale promień eksplozji to 29 pikseli od punktu trafienia - tak jak w wypadku Nuke) |
|
||||
| Baby Digger | 0 (nie jest odejmowana energia, ale podkopywana jest część gruntu promieniu 60 pikseli od punktu trafienia) |
|
||||
| Digger | 0 (jak wyżej - większy podkop) |
|
||||
| Heavy Digger | 0 (jak wyżej - największy podkop) |
|
||||
| Baby Sandhog | 0 (jak wyżej - inny sposób podkopywania) |
|
||||
| Sandhog | 0 (jak wyżej - większy podkop) |
|
||||
| Heavy Sandhog | 0 (jak wyżej - największy podkop) |
|
||||
| Dirt Clod | 0 (nie jest odejmowana energia, ale tworzona jest kula gruntu o promieniu 12 pikseli od punktu trafienia. Broń przydatna do zakopywania przeciwnika) |
|
||||
| Dirt Ball | 0 (jak wyżej, ale promień kuli to 22 piksele) |
|
||||
| Ton of Dirt | 0 (jak wyżej, ale promień kuli to 31 pikseli) |
|
||||
| Liquid Dirt | 0 (zalewa grunt w punkcie trafienia płynną glebą wypełniając zagłębienia) |
|
||||
| Dirt Charge | 0 (nie jest odejmowana energia, ale usypywany jest dodatkowy grunt w górę od punktu trafienia w promieniu 61 pikseli. Broń przydatna do zakopywania przeciwnika) |
|
||||
| Laser | x 100 (ale tu także jest inaczej - równo 100 tylko w przypadku bezpośredniego trafienia po prostu odejmujemy 100 jednostek energii - czyli czołg zawsze ginie).|
|
||||
|
||||
Duże punkty otrzymane przez gracza to ilość czołgów, które zginęły wcześniej niż on. Jeśli któryś z innych czołgów skapitulował wcześniej (Biała Flaga) nie jest doliczany do tych które zginęły i nie daje punktów.
|
||||
Tylko te punkty decydują o kolejności w podsumowaniu
|
||||
|
||||
## 6. A teraz bronie defensywne:
|
||||
* **White Flag** - powoduje poddanie gracza (może czasem przydać się w sytuacji beznadziejnej). Zaletą jest to, że poddając się nie dajemy dużego punktu przeciwnikom i nie powodujemy, że któryś zyska na tym, że nas zgładzi, ograniczamy też stratę swojej energii czyli także kasy. I tu także ważna uwaga - to jedyna broń defensywna, którą można dezaktywować. Wystarczy ponownie wejść do inventory i jeszcze raz wybrać jej aktywację.
|
||||
* **Battery** - w momencie aktywacji doładowuje energię czołgu do pełna (99 jednostek). Jest to jedna z trzech broni defensywnych, która nie dezaktywuje innych broni defensywnych w przypadku jej użycia.
|
||||
* **Hovercraft** - broń umożliwiająca przemieszczanie się czołgu. Posiada własny zasób paliwa a dodatkowo może być aktywowana wielokrotnie w czasie tej samej tury, a po jej użyciu możemy w tej samej turze aktywować inną broń defensywną i oddać strzał. Po jej użyciu czołg uniesie się ponad góry i za pomocą klawiszy kursora lub joysticka: lewo/prawo możemy przemieścić czołg na nową pozycję a [SPACJA] lub przycisk joysticka powodują wylądowanie czołgu w nowym miejscu. Latać można do chwili skończenia się "paliwa" (prezentowanego na pasku statusu tak jak energia broni defensywnej), jeśli paliwo się skończy czołg opadnie samodzielnie. Nie da się lądować na innych czołgach.
|
||||
* **Parachute** - nie chroni przed ubytkiem energii z powodu sąsiedniej eksplozji, powoduje że nie ubywa energii w czasie JEDNEGO spadania. Po takim upadku dezaktywuje się i trzeba aktywować nowy spadochron.
|
||||
* **Strong Parachute** - spadochron z własną energią (na starcie 99 jednostek), działa tak samo jak Parachute (nie chroni przed eksplozjami) ma za to swój własny zasób energii przy spadaniu w pierwszej kolejności zmniejszana jest energia tego spadochronu (1 jednostka na jeden pixel opadania - inaczej niż czołg!) i jeśli dojdzie ona do 0 to spadochron dezaktywuje się i dalej zmniejszana jest energia czołgu (tutaj już standardowo - 2 jednostki na jeden pikxel).
|
||||
* **Shield** - najprostsza osłona działa dokładnie przeciwnie niż Parachute, nie chroni przed ubytkiem energii w czasie spadania, chroni za to przed ubytkiem energii spowodowanym JEDNĄ sąsiednią eksplozją. Chroni jednorazowo, bez znaczenia jak silna jest eksplozja (czy jest to tylko "draśnięcie", czy też bezpośrednie trafienie atomówką) i od razu po niej dezaktywuje się.
|
||||
* **Heavy Shield** - osłona z własną energią (na starcie 99 jednostek), działa tak samo jak Shield (nie chroni przed upadkiem) z tym wyjątkiem, że ma własny zasób energii. Przy eksplozji w pierwszej kolejności zmniejszana jest energia tej osłony i jeśli dojdzie ona do 0 to osłona dezaktywuje się i dalej zmniejszana jest energia czołgu. W związku z takim działaniem, czołg z tym typem osłony można "zabić" podkopując go, bo spadanie zmniejsza energię czołgu a nie osłony.
|
||||
* **Force Shield** - najmocniejsza osłona - działa tak jak Heavy Shield tyle że połączona z Parachute. Co ważne w jej przypadku upadek nie zabiera energii osłonie ani czołgowi. Zabierają ją tylko trafienia.
|
||||
* **Bouncy Castle** - broń agresywna :) . Działa następująco. W przypadku bezpośredniego trafienia w czołg (i osłonę) powoduje "odbicie" pocisku w przeciwnym kierunku z tą samą siłą z jaką był wystrzelony. W przypadku braku wiatru i różnicy poziomów broń trafia wtedy w czołg, który ją wystrzelił. Po takim odbiciu dezaktywuje się. W związku z tym, że broń ta reaguje w ten sposób tylko na precyzyjne trafienia, jest także osłoną odpowiadającą działaniu Heavy Shield i ma na starcie 99 jednostek (prawdopodobnie trzeba będzie przemyśleć tę wartość i dać tu mniejszą).
|
||||
* **Mag Deflector** - druga broń agresywna :) . W przypadku bezpośredniego trafienia w czołg (i osłonę) powoduje przesunięcie punktu trafienia losowo w lewo lub prawą stronę chronionego czołgu, ale niezbyt daleko, więc można dostać "odłamkiem" przy silniejszej broni. Tak jak w przypadku Bouncy Castle jest także osłoną odpowiadającą działaniu Heavy Shield i ma na starcie 99 jednostek (prawdopodobnie i tutaj trzeba będzie przemyśleć tę wartość i dać mniejszą).
|
||||
* **Nuclear Winter** - nic nie dodaje, nic nie zabiera :) - w zasadzie to broń nie tyle defensywna co obosieczna. Zasypuje teren opadem "radioaktywnym", który jest zwyczajną glebą. Jeśli nie mamy pod ręką żadnej broni odkopującej teren i do tego osłony (najlepiej jednorazowej), to po takim "opadzie" będzie trzeba strzelić do siebie - bo będąc pod ziemią inaczej się nie da. Ewentualnie pozostaje zawsze White Flag.
|
||||
* **Long Schlong** - broń specjalna :) - kosztuje dużo, nie bardzo w czymkolwiek pomaga (poza ewentualnym odkopaniem się ale tylko przy niewielkim przysypaniu ale fajnie się nazywa i wygląda :) - Można ją aktywować niezależnie od innych broni defensywnych i pozostaje aktywna do końca rundy (nie da się jej dezaktywować).
|
||||
* **Lazy Boy** - nie jest to właściwie broń defensywna. Jest to wspomaganie celowania. Po jej aktywacji czołg stara się wycelować w najbliższego przeciwnika i automatycznie ustawia siłę strzału oraz kąt. W przypadku posiadania zbyt małej ilości energii może czasem wycelować źle (do celowania stosuje metodę taką jak **Cyborg**). Tak jak **Battery** nie dezaktywuje innych broni defensywnych w przypadku jej użycia. Uwaga! Nie ma sensu aktywacja tej broni przed rundą, celowanie nie odbędzie się bo nie ma jeszcze do czego celować.
|
||||
* **Lazy Darwin** - działa tak jak **Lazy Boy** ale celuje w najsłabszego przeciwnika. W tej broni po automatycznym celowaniu pozostaje aktywne "celowanie wizualne" można więc łątwo zmienić cel i samodzielnie wybrać innego przeciwnika widząc czy w niego trafimy.
|
||||
* **Auto Defense** - włącza tryb automatycznej aktywacji broni defensywnych. Po jej aktywowaniu czołg automatycznie aktywuje najmocniejszą posiadaną osłonę (zużywając ją oczywiście) w każdej chwili, kiedy nie ma żadnej osłony (także pomiędzy strzałami innych graczy). Jednocześnie jeżeli poziom energii czołgu spadnie poniżej 30 jednostek, automatycznie aktywuje **Battery** jeżeli ją posiada. Ta broń pozostaje aktywna do końca rundy i jest sygnalizowana symbolem "komputera" przed nazwą aktywnej broni defensywnej w linii statusowej. Jest to druga broń defensywna, która nie dezaktywuje innych broni defensywnych w przypadku jej użycia.
|
||||
* **Spy Hard** - Pomoc dla zapominalskich :) . Po aktywacji pokazuje kolejno podgląd informacji o kolejnych przeciwnikach. Lewo/Prawo - zmienia "szpiegowany" czołg. Fire/Space/Return/Esc - kończy "szpiegowanie". Jest to ostatnia broń defensywna, która nie dezaktywuje innych broni defensywnych w przypadku jej użycia.
|
||||
|
||||
W związku z odmiennym działaniem broni **MIRV**, bronie defensywne **Bouncy Castle** i **Mag Deflector** wykorzystują tylko funkcję osłony przy trafieniu tą bronią. Dodatkowo głowice **MIRV** w czasie opadania nie odbijają się i nie przelatują przez ściany boczne!
|
||||
|
||||
Żadna z osłon nie chroni przed **Napalm**. **Bouncy Castle** czy **Mag Deflector** przy bezpośrednim trafieniu odbije je lub przeniesie obok, ale wystarczy trafić bardzo blisko czołgu i nie zadziała jego osłona.
|
||||
|
||||
Bronie **White Flag**, **Hovercraft** i **Nuclear Winter** po aktywacji wymagają uruchomienia, jest to realizowanie przez "oddanie strzału" po aktywacji tej broni. Oczywiście strzał bronią ofensywną nie jest wtedy oddawany, a jedynie uruchamiana jest wybrana broń defensywna.
|
||||
|
||||
Można mieć aktywną tylko jedną broń defensywną w danej chwili (za wyjątkiem **Long Schlong** oczywiście :) ). Zawsze przed oddaniem strzału możemy zmienić decyzję i aktywować inną broni defensywną czy też dezaktywować **White Flag**.
|
||||
Oczywiście aktywacja broni w momencie kiedy mamy już aktywowaną jakąś inną powoduje utratę tej poprzedniej (nie ma zwrotów :) ).
|
||||
|
||||
|
||||
## 7. Bronie 'inne' :) :
|
||||
|
||||
* **Best F...g Gifts** - tej 'broni' nie używa śię w rozgrywce. Jej zakup powoduje wylosowanie jednej z broni ofensywnych lub (rzadziej) defensywnych i dodanie jej do arsenału gracza. Jest to loteria w której można stracić (jeśli wylosuje się broń tańsza niż cena **Best F...g Gifts** ale też zyskać. Jeśli wylosuje się broń dużo droższa możemy otrzymać do dyspozycji broń, na którą nie było nas stać! Istnieje niewielkie prawdopodobieństwo wylosowania przez **Best F...g Gifts** samej siebie :). Można wtedy spróbować użyć jej w walce.
|
||||
|
||||
## 8. Poziomy trudności przeciwników sterowanych przez komputer:
|
||||
|
||||
Gra posiada 8 poziomów trudności przeciwników sterowanych przez komputer. A właściwie 7 różnych i jeden "niespodziankę". Każdy z nich ma swój sposób kupowania broni defensywnych i ofensywnych oraz inną metodę wyboru celu i samego celowania, oraz wyboru broni. Ułożone są one na liście według wzrastających "umiejętności":
|
||||
|
||||
* **Moron** - najgłupszy z przeciwników (co nie znaczy że najbezpieczniejszy). Strzela całkowicie przypadkowo używając wyłącznie jednej broni - **Baby Missile**. Nie kupuje nic, nie umie stosować broni defensywnych.
|
||||
|
||||
* **Shooter** - Ten przeciwnik nie strzela na oślep. Wybiera sobie jeden kierunek. Na podstawie własnej pozycji - strzela w stronę z której jest więcej przestrzeni zakładając, że to tam są inne czołgi. Ostrzeliwanie zaczyna od wysokiego kąta i strzał po strzale zmienia ten kąt na coraz niższy starając się ostrzelać cały obszar po wybranej stronie. Strzał oddaje zawsze najlepszą posiadaną bronią (najwyższą na liście posiadanych broni - czyli nie koniecznie najlepszą). Nie używa broni defensywnych mimo, że je kupuje! Na początku rundy podejmuje 1 próbę zakupu broni defensywnych (tylko z zakresu **Battery** - **Strong Parachute**) i 4 ofensywnych (z zakresu **Missile** - **Heavy Roller**).
|
||||
|
||||
* **Poolshark** - Atakując wyznacza sobie za cel najbliższy czołg, następnie dobiera kąt strzału, a jego siłę stara się dobrać losując ją z wybranego przedziału. Strzał oddaje zawsze najlepszą posiadaną bronią. Używa broni defensywnych. Z prawdopodobieństwem 1:3 aktywuje przed oddaniem strzału najlepszą posiadaną broń defensywną (najwyższą na liście posiadanych broni - czyli nie koniecznie najlepszą). Jeżeli poziom jego energii spadnie poniżej 30 jednostek - używa **Battery** (oczywiście jeśli wcześniej ją kupił), jeżeli energia spadnie poniżej 5 i nie ma **Battery** poddaje się - **White Flag**. Na początku rundy podejmuje 1 próbę zakupu broni defensywnych i 6 ofensywnych.
|
||||
|
||||
* **Tosser** - Atakując działa dokładnie tak jak **Poolshark** jednak może posiadać "lepszy" zasób broni dzięki innej taktyce zakupów. Zawsze przed strzałem aktywuje najlepszą posiadaną broń defensywną. i tak jak **Poolshark** stosuje **Battery** i **White Flag**. Na początku rundy ocenia ile ma pieniędzy i w zależności od tego podejmuje (pieniądze/5100) prób zakupu broni defensywnych a następnie jeszcze raz sprawdza ile pieniędzy mu zostało i podejmuje (pieniądze/1250) prób zakupu broni ofensywnych.
|
||||
|
||||
* **Chooser** - Obiera sobie za cel najsłabszego przeciwnika (o najmniejszym zasobie energii) i celuje bardzo dokładnie, jednak przed samym strzałem energia strzału modyfikowana jest o parametr szczęścia :) , czyli mimo precyzyjnego wycelowania nie zawsze trafia. Strzał oddaje najlepszą posiadaną bronią chyba że cel jest blisko. Wtedy zmienia broń na **Baby Missile** by unikać trafienia samego siebie. Zawsze przed strzałem aktywuje najlepszą posiadaną broń defensywną i tak jak **Poolshark** stosuje **Battery** i **White Flag**. Zakupów dokonuje tak samo jak **Tosser**.
|
||||
|
||||
* **Spoiler** - Strzela dokładnie tak jak **Chooser** tyle, że ma więcej szczęścia :) , co oznacza że nawet jeśli nie trafi w wybrany cel, to może być to strzał precyzyjniejszy niż **Chooser**. Broni defensywnych używa dokładnie tak jak **Chooser**. Na początku rundy ocenia ile ma pieniędzy i w zależności od tego podejmuje (pieniądze/5100) prób zakupu broni defensywnych a następnie jeszcze raz sprawdza ile pieniędzy mu zostało i podejmuje (pieniądze/320) prób zakupu broni ofensywnych. Przy zakupie broni defensywnych kupuje tylko bronie silne i precyzyjne - czyli takie, które nie zrobią mu przypadkiem krzywdy.
|
||||
|
||||
* **Cyborg** - Obiera sobie za cel najsłabszego przeciwnika (o najmniejszym zasobie energii) lecz preferuje przeciwników sterowanych przez człowieka. Celuje bardzo dokładnie i w zdecydowanej większości przypadków trafia za pierwszym strzałem. Strzał oddaje najlepszą posiadaną bronią chyba że cel jest blisko. Wtedy zmienia broń na **Baby Missile** by unikać trafienia samego siebie. Broni defensywnych używa dokładnie tak jak **Chooser**. Zakupy robi dokładnie tak jak **Spoiler**
|
||||
|
||||
* **Unknown** - Przed oddaniem każdego strzału losowo wybiera sposób działania od **Poolsharka** do **Cyborga** i stosuje jego taktykę. Taktyka zakupów broni jest jednak zawsze identyczna jak **Tosser**
|
||||
|
||||
Próba zakupu broni (ofensywnej lub defensywnej) wygląda następująco:
|
||||
Na początku losowana jest jedna z broni (wśród wszystkich możliwych ofensywnych lub defensywnych). Następnie wykonywane jest sprawdzenie czy wylosowana broń jest na liście broni możliwych do zakupu przez czołg. Jeśli nie to w tej próbie żadna broń nie jest kupowana, a jeśli tak, to sprawdzana jest jej cena. Jeśli czołg ma tyle pieniędzy, broń jest kupowana, w przeciwnym wypadku próba kończy się bez dokonania zakupu.
|
||||
|
||||
Tabela broni kupowanych przez: **Shooter**, **Poolshark**, **Tosser** i **Chooser**
|
||||
|
||||
| bronie ofensywne | bronie defensywne |
|
||||
| --- | --- |
|
||||
| Missile | Battery |
|
||||
| Baby Nuke | Parachute |
|
||||
| Nuke | Strong Parachute |
|
||||
| LeapFrog | Mag Deflector |
|
||||
| Funky Bomb | Shield |
|
||||
| MIRV | Heavy Shield |
|
||||
| Death's Head | Force Shield |
|
||||
| Napalm | Bouncy Castle |
|
||||
| Hot Napalm | |
|
||||
| Baby Roller | |
|
||||
| Roller | |
|
||||
| Heavy Roller | |
|
||||
|
||||
Tabela broni kupowanych przez: **Spoiler** i **Cyborg**
|
||||
|
||||
| bronie ofensywne | bronie defensywne |
|
||||
| --- | --- |
|
||||
| Missile | Battery |
|
||||
| Baby Nuke | Strong Parachute |
|
||||
| Nuke | Mag Deflector |
|
||||
| Hot Napalm | Heavy Shield |
|
||||
| | Force Shield |
|
||||
| | Bouncy Castle |
|
||||
@@ -0,0 +1,409 @@
|
||||
# Basic instruction manual:
|
||||
|
||||
You can play using the keyboard (all functionality) or the joystick in any port (all functionality necessary for gameplay).
|
||||
|
||||
|
||||
## 1. Game Option Selection.
|
||||

|
||||
On the first screen, you can configure gameplay options:
|
||||
|
||||
* **Players** - number of players (2 - 6) includes both human and computer-controlled players
|
||||
|
||||
* **Cash** - the initial amount of cash assigned to each player (2K is the optimal value we chose, but for short games, it is worth choosing a higher value)
|
||||
|
||||
* **Gravity** - strength of gravity
|
||||
|
||||
* **Wind** - maximum wind strength in Beaufort scale (wind is drawn at the beginning of each round or during the round between turns, here we can choose how strong it can be):
|
||||
* 1B - maximum wind strength: 5
|
||||
* 3B - maximum wind strength: 20
|
||||
* 5B - maximum wind strength: 40
|
||||
* 7B - maximum wind strength: 70
|
||||
* 9B - maximum wind strength: 99
|
||||
|
||||
* **Rounds** - number of rounds in a game
|
||||
|
||||
* **Missiles** - missile speed (does not affect the flight path - only changes the apparent missile speed - does not change anything in the gameplay itself)
|
||||
|
||||
* **Seppuku** - frequency of suicides :) - if for several turns the game has not recorded hits (tank is constantly shooting inaccurately), the tank commits suicide - here you determine how long they can "shoot for the stars" :) - if only people are playing the optimal setting is "norm", in the case of computer-controlled players ... you choose.
|
||||
|
||||
* **Mountain** - The height (and undulation) of the mountains from almost flat (NL - Kingdom of the Netherlands) to soaring and high (NP - Federal Democratic Republic of Nepal)
|
||||
|
||||
* **Walls** - the way the walls (edges of the screen) work:
|
||||
* **none** - projectiles that flew off the screen never return (black color of the screen frame)
|
||||
* **wrap** - the screen "wraps" and projectiles that flew to the right appear on the left side and vice versa (purple color of the screen frame)
|
||||
* **bump** - the right and left walls deflect projectiles that try to fly through them (dark blue color of the screen frame)
|
||||
* **boxy** - just like bump, except that the "ceiling" also bounces projectiles off (green color of the screen frame)
|
||||
* **rand** - at the beginning of each round, one of the above 4 wall mechanics is chosen randomly.
|
||||
|
||||
During gameplay, the current mode of the walls is represented by the color of the screen frame: none - black, wrap - purple, bump - dark blue, boxy - green.
|
||||
|
||||
Select options with cursor keys or a joystick.
|
||||
|
||||
The **G**, **TAB**, **SELECT**, long press of first joystick button or second joystick button (supported Joy 2B+ standard or compatible), and on the Atari 5200 console, the **5** controller key changes the color of the mountains (3 versions to choose from).
|
||||
|
||||
If the cursor indicates the the number of players and 4 or 6 players are selected, pressing **TAB** activates team play. This is indicated by the letter **t** next to the word **Players**. Team play is limited to 4 or 6 players and a maximum of 20 rounds. Players with odd numbers are assigned to A-Team, and players with even numbers are assigned to B-Team.
|
||||
|
||||
If the cursor indicates the wind strength selection option **Wind**, pressing **TAB** changes the way the wind strength is drawn from "every round" to "every turn" and vice versa. Drawing every turn is indicated by the **?** sign next to the word **Wind**.
|
||||
|
||||
If the cursor indicates the gravity selection option **Gravity**, pressing **TAB** changes the procedure of falling ground to a less impressive but faster one, and vice versa. The selection of fast ground fall is indicated by the letter **f** next to the word **Gravity**.
|
||||
|
||||
If the cursor points to the option of selecting the height of the mountains **Mountain**, pressing **TAB** toggles the option of changing the height of the mountains every round. Drawing every round is indicated by the **?** sign next to the word **Mountain**.
|
||||
|
||||
The **RETURN** key or a joystick button moves to the next screen.
|
||||
|
||||
|
||||
## 2. Players and robo tank levels
|
||||

|
||||
Entering names of players and selecting levels of computer-controlled players.
|
||||
|
||||
The second screen is shown for each player. Here you can use the cursor keys or joystick to select whether the tank will be driven by a human (HUMAN option) or a computer (other options).
|
||||
|
||||
The **TAB**, **SELECT** or second joystick button, and on the Atari 5200 console the **5** controller key allows you to choose which joystick port the player will use.
|
||||
|
||||
The **INVERSE** or **OPTION** key allows you to select one of the 3 available tank shapes. On the Atari 5200 console, this is achieved by cycling through joystick ports with the **5** key.
|
||||
At the same time, you can enter the name of the selected player from the keyboard.
|
||||
|
||||
When the **RETURN** key is pressed or the Joystick button is pressed briefly, the screen switches to the next player until the difficulty levels for each player are selected.
|
||||
|
||||
The player's name can also be entered with the joystick. After pressing and holding the button for more than 1s. you can use up/down movements to change the letter being entered, and left/right movements to change its position in the name. Releasing the button ends the name entry and returns to the level selection.
|
||||
|
||||
If a name is not entered, it will be supplemented with the default one.
|
||||
|
||||
|
||||
## 3. Shopping screen (before each round)
|
||||

|
||||

|
||||
On this screen, you can make purchases of offensive and defensive weapons. Only those weapons that the player can afford are visible, along with information about the price and the number of units of a given weapon that will be obtained for that price. You move through the lists with the cursor keys (up and down) or with the joystick, the **TAB** key or the left arrow, the left joystick tilt or second joystick button changes the screen to defensive or offensive weapons, the **SPACE** key, the right arrow, long press of first joystick button and also the joystick to the right does the purchase of the indicated weapon.
|
||||
|
||||
The **RETURN** key or the joystick button press switches to the defensive weapon activation screen. Here you can activate previously bought defensive (or offensive after switching with **TAB**, etc) weapons.
|
||||
|
||||

|
||||
This makes it possible to activate shields and others before the round starts.
|
||||
|
||||
**RETURN** key or joystick button press switches to the next player's shopping screen.
|
||||
(For computer players this screen is not shown.)
|
||||
|
||||
|
||||
## 4. The main screen of the game.
|
||||

|
||||
The status line shows which player is currently allowed to take a shot and a set of other information:
|
||||
|
||||
* **Player** - player's name. In the case of a team game, the word **Player** is replaced with the name of the team.
|
||||
|
||||
* active joystick number or difficulty level of computer-controlled player (1-**Moron** - 8-**Unknown**),
|
||||
|
||||
* currently selected offensive weapon (symbol quantity and name),
|
||||
|
||||
* **Energy** - the player's remaining energy points and if he or she has an active defensive weapon that has its energy - in parentheses the energy level,
|
||||
|
||||
* **Angle** - the angle and the direction of the barrel set by the player,
|
||||
|
||||
* **Force** - the shot strength set by the player (the maximum shot strength is limited by the player's energy - it can not exceed the energy * 10. This means that you can fire weaker shots only when having a small amount of energy,
|
||||
|
||||
* **Round** - the current round number,
|
||||
|
||||
* **Wind** - wind speed and direction,
|
||||
|
||||
* "computer" symbol if **Auto Defense** is active,
|
||||
|
||||
* in parentheses is the name of the active defensive weapon - if there is any activated by the player.
|
||||
|
||||
The keyboard controls cursor keys or joystick: left/right - change the angle of the barrel, up/down - change the force of the shot.
|
||||
|
||||
|
||||
| A800 | Function |
|
||||
|--------------|--------------------|
|
||||
| **SPACE**/**FIRE** | shoot (see ¡)|
|
||||
| **TAB**/**SELECT** | weapon change (¡)|
|
||||
| **I** | inventory (¡)|
|
||||
| **A**/**OPTION** | defensives (¡)|
|
||||
| **M** | music on/off |
|
||||
| **S** | sound on/off |
|
||||
| **START** | turbo mode (¡)|
|
||||
| **O** | game over (¡)|
|
||||
| **START**+**OPTION** | immediate quit (¡)|
|
||||
| **G** | color scheme (¡)|
|
||||
| **ESC** | return (¡)|
|
||||
| **Y** | confirm (¡)|
|
||||
| **CTRL**+**HELP** | visual debug (¡)|
|
||||
|
||||
* **shoot** or joystick button pressed briefly - firing a shot.
|
||||
|
||||
* **weapon change** or second joystick button - selection of offensive weapons (this option is not available directly with one button joystick - you need to select Inventory)
|
||||
|
||||
* **inventory** - long hold of the joystick button - go to Inventory. It is two screens with the same layout as the shopping menu, it also works similarly except that here you don't buy weapons, but choose one of them to shoot or activate.
|
||||
|
||||
* **defensives** - go directly to the defensive weapon's activation.
|
||||
|
||||
* **turbo mode** - speed up some game animations.
|
||||
|
||||
* **game over** - end the current game and jump to the Game Over screen with a summary. The summary of the results does not take into account the current round of the game, but only the rounds completed earlier. This corresponds to pressing the **ESC** key with the difference that the summary and credits are displayed.
|
||||
|
||||
* **immediate quit** - force the end of the game (Game Over), just like **game over** but without confirmation.
|
||||
|
||||
* **color scheme** - changes the mountain and background shading
|
||||
|
||||
* **return** - 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 previous menu (of course, there is protection against accidental pressing).
|
||||
|
||||
* **confirm** - when asked to abort or terminate the game - confirmation
|
||||
|
||||
* **visual debug** - 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.
|
||||
|
||||
|
||||
## 5. Game mechanics - offensive weapons.
|
||||
|
||||
Large points received by the player are the number of tanks that died earlier. If any of the other tanks capitulated earlier (with **White Flag**) it is not added to those that died and does not grant points.
|
||||
Only these points determine the order in the summary.
|
||||
|
||||
|
||||
### Energy of tanks.
|
||||
* At the beginning of each round, each tank has 99 units of energy.
|
||||
* Energy of tanks is depleted in 3 ways:
|
||||
* one unit after each shot is fired,
|
||||
* while falling (one pixel down - 2 units),
|
||||
* when a projectile hits the tank or next to it - and here the amount of energy subtracted depends on the distance from the center of the explosion and the type/power of the projectile.
|
||||
|
||||
|
||||
### Energy and money.
|
||||
How energy subtraction and earning money works:
|
||||
|
||||
After each round the amount of money gained/lost is calculated, this is done based on two variables accumulated by each tank during the round. These variables are:
|
||||
|
||||
**gain** - energy "captured" from tanks hit (also if you hit yourself :) and here's the catch, if you have very little energy left it can be profitable to hit yourself with a powerful weapon!
|
||||
|
||||
**loss** - energy lost due to explosion/fall (and here it is important - to count the total loss of energy even if the tank has less at the moment of hit).
|
||||
|
||||
In addition, the tank that won the round has a parameter gain (captured from hit tanks energy) increased by the remaining energy at the end of the round (because it did not die and should have it - although it also happens otherwise :) )
|
||||
|
||||
Specifically:
|
||||
|
||||
|
||||
### After each round:
|
||||
**money = money + (20 * (gain+energy))**
|
||||
|
||||
**money = money - (10 * loss)**
|
||||
|
||||
**if money < 0 then money = 0**
|
||||
|
||||
(at the start of each round **gain** and **loss** have a value of 0).
|
||||
|
||||
During a round, if another tank is hit as a result of a shot fired by a tank, the tank firing the shot "gets the energy" taken away from the hit tank.
|
||||
|
||||
### tank taking a shot:
|
||||
**gain = gain + EnergyDecrease**
|
||||
|
||||
### tank hit:
|
||||
**loss = loss + EnergyDecrease**
|
||||
|
||||
Where **EnergyDecrease** is the loss of energy due to the hit.
|
||||
|
||||
Of course, at the same time, the hit tank loses the amount of energy stored in **EnergyDecrease**, except that here the loss cannot exceed the energy you have.
|
||||
|
||||
|
||||
## How a hit works.
|
||||
|
||||
Each weapon that results in an explosion has its blast radius.
|
||||
|
||||
After the explosion, every tank in its range loses energy.
|
||||
|
||||
It works in such a way that if the hit is exactly on the center point of the tank `EnergyDecrease` receives the maximum value for the weapon, and for each pixel of distance from the center of the tank this value is reduced by 8.
|
||||
|
||||
For example, if **Baby Missile** hits the center of the tank perfectly, it will lose exactly 88 units of energy (plus what it loses falling after the explosion).
|
||||
If you hit with the same weapon at a distance of 10 pixels from the center of the tank, the loss will be only 8 units.
|
||||
|
||||
And here are the values of maximum energy loss for individual weapons. If a weapon explodes several times, each explosion is calculated independently (additional values in the table):
|
||||
|
||||
|
||||
| Offensive weapon | Max loss |
|
||||
|------------------|-------------|
|
||||
| Baby Missile | 88 |
|
||||
| Missile | 136 |
|
||||
| Baby Nuke | 200 |
|
||||
| Nuke | 240 |
|
||||
| LeapFrog | 136 112 112 |
|
||||
| Funky Bomb | 168 88 (*5) |
|
||||
| MIRV | 136 (*5) |
|
||||
| Death's Head | 240 (*5) |
|
||||
| Napalm | 40 (see ¡) |
|
||||
| Hot Napalm | 80 (¡) |
|
||||
| Baby Roller | 88 |
|
||||
| Roller | 168 |
|
||||
| Heavy Roller | 240 |
|
||||
| Riot Charge | 0 (¡) |
|
||||
| Riot Blast | 0 (¡) |
|
||||
| Riot Bomb | 0 (¡) |
|
||||
| Heavy Riot Bomb | 0 (¡) |
|
||||
| Digger | 0 (¡) |
|
||||
| Heavy Digger | 0 (¡) |
|
||||
| Sandhog | 0 (¡) |
|
||||
| Heavy Sandhog | 0 (¡) |
|
||||
| Dirt Clod | 0 (¡) |
|
||||
| Dirt Ball | 0 (¡) |
|
||||
| Ton of Dirt | 0 (¡) |
|
||||
| Liquid Dirt | 0 (¡) |
|
||||
| Dirt Charge | 0 (¡) |
|
||||
| Propaganda | 0 (¡) |
|
||||
| Stomp | 0 (¡) |
|
||||
| Laser | 100 (¡) |
|
||||
|
||||
Remarks:
|
||||
* **Napalm** - this weapon is different and the distance from the center is not determined, simply any tank in the range of the flames loses 40 units of energy.
|
||||
|
||||
* **Hot Napalm** - the rule is the same as in **Napalm**, 80 units.
|
||||
|
||||
* **Riot Charge** - no energy is subtracted, but a portion of the soil upward from the hit point in a 31-pixel radius is removed.
|
||||
|
||||
* **Riot Blast** - as in Riot Charge, but in a radius of 61 pixels.
|
||||
|
||||
* **Riot Bomb** - no energy is subtracted, but the soil in a radius of 17 pixels from the hit point is destroyed - as in the case of **Missile**. The weapon is useful for digging out after being buried, or for digging under an opponent.
|
||||
|
||||
* **Heavy Riot Bomb** as in **Riot Bomb**, but the explosion radius is 29 pixels from the point of impact - as in the case of **Nuke**
|
||||
|
||||
* **Digger** - no energy is subtracted, but a portion of the soil is dug in a radius of 60 pixels from the point of impact.
|
||||
|
||||
* **Heavy Digger** - as above - more digging.
|
||||
|
||||
* **Sandhog** - as above - another way of digging
|
||||
|
||||
* **Heavy Sandhog** - as above - the largest dig
|
||||
|
||||
* **Dirt Clod** - no energy is subtracted, but a soil ball with a radius of 12 pixels from the hit point is created. The weapon is useful for burying the opponent.
|
||||
|
||||
* **Dirt Ball** - as above, but the radius of the ball is 22 pixels.
|
||||
|
||||
* **Ton of Dirt** - as above, but the radius of the ball is 31 pixels.
|
||||
|
||||
* **Liquid Dirt** - (floods the ground at the point of hit with liquid soil, filling in the depressions.
|
||||
|
||||
* **Propaganda** - no energy is subtracted, but the point of the hit is covered with propaganda texts.
|
||||
|
||||
* **Stomp** - no energy is subtracted, but all tanks within a radius depending on the force of the shot are pushed back, and after being pushed back they may fall or be buried. With a maximum force of 990 units, the radius of action is about 60 pixels.
|
||||
|
||||
* **Laser** - 100 energy units deducted, but only in the case of a direct hit - that is, the hit tank always dies.
|
||||
|
||||
|
||||
## 6. And now for defensive weapons:
|
||||
|
||||
* **White Flag** - causes the surrender of the player (can sometimes be useful in a hopeless situation). The advantage is that by surrendering you don't give a big point to your opponents and don't cause one of them to gain cash. You also limit the loss of your energy and cash. An important note - this is the only defensive weapon that can be deactivated. All you have to do is re-enter inventory and once again select its activation.
|
||||
|
||||
* **Battery** - when activated, it recharges the tank's energy to full (99 units). It is one of three defensive weapons that does not deactivate other defensive weapons when used.
|
||||
|
||||
* **Hovercraft** - a weapon that allows the tank to move. It has its fuel supply in the form of electric eels and in addition, it can be activated multiple times during the same turn, and after using it, you can activate another defensive weapon and fire a shot in the same turn. After using it, the tank rises above the mountains, and using the cursor keys or a joystick you can move the tank to a new position. **SPACE** or the joystick button causes the tank to land in a new place. You can fly until the tank runs out of eels (presented on the status bar like the energy of a defensive weapon), if the eel fuel runs out the tank will fall on its own. It is not possible to land on other tanks.
|
||||
|
||||
* **Parachute** - does not protect against loss of energy due to a neighboring explosion, makes you not lose energy during ONE fall. After such a fall, it deactivates and a new parachute must be activated.
|
||||
|
||||
* **Shield** - the simplest shield works exactly the opposite of **Parachute**, it does not protect against energy loss while falling, instead, it protects against energy loss caused by ONE adjacent explosion. It protects once, no matter how strong the explosion is (whether "tis but a scratch" or a direct hit with a nuke), and deactivates immediately afterward.
|
||||
|
||||
* **Heavy Shield** - a shield with its energy (at the start of 99 units), it works the same as **Shield** (does not protect against falling) with the exception that it has its energy resource. When exploding, the energy of this shield is reduced first, and if it reaches 0, the shield deactivates and further reduces the tank's energy. Due to this action, a tank with this type of shield can be "killed" by undermining it, because falling reduces the energy of the tank and not the shield.
|
||||
|
||||
* **Force Shield** - the strongest shield - works just like Heavy Shield only that it is combined with **Parachute**. What is important in this case, falling does not take energy away from the shield or the tank. It is only taken away by hits.
|
||||
|
||||
* **Bouncy Castle** - a passive-aggressive weapon :). It works as follows - in the case of a direct tank hit (and shield), it causes the projectile to "bounce" in the opposite direction with the same force with which it was fired. In the absence of wind and a difference in level, the weapon then hits the tank that fired it. After such a bounce, it deactivates. As the weapon reacts in this way only to precise hits, it also works like **Heavy Shield** and has 99 units at the start.
|
||||
|
||||
* **Mag Deflector** - the second passive-aggressive weapon :) . In case of a direct hit on a tank (and shield), it causes the hit point to move randomly to the left or right side of the protected tank, but not very far, so you can get "shrapnel" with stronger weapons. As in the case of **Bouncy Castle**, it is also a shield that corresponds to the action of **Heavy Shield** and has 99 units at the start.
|
||||
|
||||
* **Nuclear Winter** - adds nothing, takes nothing away :) - in fact, it is not so much a defensive weapon as a double-edged one. It floods the area with "radioactive" fallout, which is ordinary soil. If you do not have at hand any weapon that digs up the terrain, and for that a shield (preferably disposable), then after such "fallout" you will have to shoot yourself - because being underground is otherwise impossible. Alternatively, **White Flag** always remains.
|
||||
|
||||
* **Long Schlong** - a special weapon :) - Costs a lot, doesn't help with anything (except possibly digging yourself out but only when slightly buried but it has a cool name and looks cool :) - It can be activated independently of other defensive weapons and remains active until the end of the round (it cannot be deactivated). This weapon has a depressing effect on computer-controlled opponents at **Poolshark** level and above.
|
||||
|
||||
* **Lazy Boy** - it is not a defensive weapon. It is an aiming aid. When it is activated, the tank tries to aim at the nearest enemy and automatically adjusts the power of the shot and angle. If it has too little energy, it can sometimes aim wrong (it uses a method like **Cyborg** to aim). Like **Battery**, it does not deactivate other defensive weapons when used. Note: There is no point in activating this weapon before the round, targeting will not take place because there is nothing to target yet.
|
||||
|
||||
* **Lazy Darwin** - works just like **Lazy Boy** but targets the weakest opponent. In this weapon, after automatic targeting, "visual targeting" remains active, so you can easily change the target and independently select another opponent by seeing if you hit him.
|
||||
|
||||
* **Auto Defense** - activates the mode of automatic activation of defensive weapons. After its activation, the tank automatically activates the strongest shield it has (consuming it, of course) at any time when there is no shield (also between shots of other players). At the same time, if the tank's energy level drops below 30 units, it automatically activates **Battery** if it has it. This weapon remains active until the end of the round and is indicated by the "computer" symbol before the name of the active defensive weapon in the status line. It is the second defensive weapon that does not deactivate other defensive weapons when used.
|
||||
|
||||
* **Spy Hard** - Help for the forgetful :) . When activated, it shows a preview of information about the next opponents one by one. Left/Right - changes the "spied" tank. Fire/Space/Return/Esc - ends the "spying". This is the last defensive weapon, which does not deactivate other defensive weapons when used.
|
||||
|
||||
Due to the different warhead tracking systems of **MIRV** weapons, the **Bouncy Castle** and **Mag Deflector** defensive weapons only use the shielding function when hit by these weapons. In addition, **MIRV** warheads do not bounce or fly through sidewalls when falling!
|
||||
|
||||
None of the shields protect against **Napalm**. **Bouncy Castle** or **Mag Deflector** on a direct hit will deflect it or carry it past, but just hit very close to a tank and its shield will not save it.
|
||||
|
||||
**White Flag**, **Hovercraft**, and **Nuclear Winter** weapons, when selected, require activation, this is accomplished by "firing a shot" after the selection of that weapon. Of course, the shot of the offensive weapon is then not fired, but only the selected defensive weapon is activated.
|
||||
|
||||
You can only have one defensive weapon active at a time (except **Long Schlong** of course :) ). You can always change the decision and activate another defensive weapon or deactivate **White Flag** before firing.
|
||||
|
||||
And of course, activating a weapon when you already have some other weapon activated causes the loss of the previous one (no returns :) ).
|
||||
|
||||
|
||||
## 7. "Other" weapons:
|
||||
|
||||
* **Best F...g Gifts** - this is a 'loot box', not a weapon per se. Buying it draws one of the offensive or (rarely) defensive weapons and adds it to the player's arsenal. It is a lottery in which you can lose (if you draw a weapon cheaper than the **Best F...g Gifts** price) but also gain. You can get a weapon otherwise not affordable at all! There is a small probability of drawing by **Best F...g Gifts** itself :). You can then try to use it in battle.
|
||||
|
||||
|
||||
## 8. AI opponents levels:
|
||||
|
||||
The game has 8 difficulty levels of computer-controlled opponents. Or 7 different ones and one "surprise". Each has its way of buying defensive and offensive weapons and a different method of target selection and targeting itself, as well as weapon selection. They are arranged in the list according to increasing "skills":
|
||||
|
||||
* **Moron** - the dumbest of opponents (which does not mean the safest). Shoots completely at random using only one weapon - **Baby Missile**. He doesn't buy anything and doesn't know how to use defensive weapons.
|
||||
|
||||
* **Shooter** - This opponent does not shoot blindly. He chooses one direction for himself. Based on his position - he shoots in the direction from which there is more space assuming that this is where the other tanks are. He starts firing from a high angle and shot after shot changes this angle to a lower and lower angle trying to fire the entire area on the chosen side. He always fires with the best weapon he has (the highest on the list of weapons he has - that is, not necessarily the best). He does not use defensive weapons even though he buys them! At the beginning of the round, he makes 1 attempt to buy defensive weapons (only from the **Battery** - **Strong Parachute** range) and 4 offensive weapons (from the **Missile** - **Heavy Roller** range).
|
||||
|
||||
* **Poolshark** - When attacking, he sets the nearest tank as his target, then selects the angle of the shot, and tries to select its strength by drawing it from the selected range. He always shoots with the best weapon he has. He uses defensive weapons. With a probability of 1:3, he activates the best defensive weapon he owns (the highest on the list of weapons he owns - that is, not necessarily the best) before firing. If his energy level drops below 30 units - he uses **Battery** (of course, if he bought it before), if the energy drops below 5 and he has no **Battery** he surrenders - **White Flag**. At the beginning of the round, he makes 1 attempt to buy defensive weapons and 6 offensive weapons.
|
||||
|
||||
* **Tosser** - When attacking, he acts exactly like **Poolshark**. However, he may have a "better" weapon inventory due to a different purchase tactic. He always activates the best defensive weapon he has before shooting. Just like **Poolshark** he uses **Battery** and **White Flag**. At the beginning of the round, he assesses how much money he has, and depending on that, he makes (money/5100) attempts to buy defensive weapons and then checks again how much money he has left and makes (money/1250) attempts to buy offensive weapons.
|
||||
|
||||
* **Chooser** - Takes as a target the weakest opponent (with the least amount of energy) and aims very precisely, but before the shot the energy of the shot is modified by the parameter of luck :), that is, despite the precise aiming it does not always hit. He shoots with the best weapon he has unless the target is close. Then he changes his weapon to **Baby Missile** to avoid hitting himself. He always activates the best defensive weapon he has before shooting and, like **Poolshark**, uses **Battery** and **White Flag**. He purchases just like **Tosser**.
|
||||
|
||||
* **Spoiler** - He shoots exactly like **Chooser** except that he has more luck, which means that even if he doesn't hit the target of his choice, it can be a more precise shot than **Chooser**. If he is unable to hit his chosen target, he tries to choose another target that he can accurately hit. He uses defensive weapons exactly like **Chooser**. At the beginning of the round, he assesses how much money he has, and depending on that, he makes (money/5100) attempts to buy defensive weapons and then checks again how much money he has left and makes (money/320) attempts to buy offensive weapons. When buying defensive weapons, he buys only strong and precise weapons - that is, weapons that won't accidentally hurt him.
|
||||
|
||||
* **Cyborg** - Aims at the weakest opponent (with the least amount of energy) but prefers human-controlled opponents. If he is unable to hit his chosen target, he tries to choose another target that he can accurately hit. Aims very accurately and in the vast majority of cases hits on the first shot. He fires the shot with the best weapon he has unless the target is close. Then he changes his weapon to **Baby Missile** to avoid hitting himself. He uses defensive weapons exactly like **Chooser** but if he has more than 2 pieces of **Battery** he uses them if the energy decreases below 60 units. He shops exactly like **Spoiler**.
|
||||
|
||||
* **Unknown** - Before firing each shot, he randomly chooses a course of action from **Poolshark** to **Cyborg** and applies his tactics. However, the tactics of weapon purchases are always identical to **Tosser**.
|
||||
|
||||
**Poolshark**, **Tosser**, **Chooser**, **Spoiler**, and **Cyborg** never target a member of their own team during team play, even if it puts them at risk.
|
||||
|
||||
### AI goes shopping.
|
||||
Buying a weapon (offensive or defensive) works as follows:
|
||||
First, one of the weapons is drawn (among all possible offensive or defensive weapons). Then a check is performed to see if the drawn weapon is on the list of weapons possible for purchase by the tank. If not, no weapon is bought in this trial, and if so, its price is checked. If the tank has that much money, the weapon is bought, otherwise, the trial ends without making a purchase.
|
||||
|
||||
Table of weapons purchased by: **Shooter**, **Poolshark**, **Tosser** and **Chooser**.
|
||||
|
||||
| Offensive | Defensive |
|
||||
|--------------|------------------|
|
||||
| Missile | Battery |
|
||||
| Baby Nuke | Parachute |
|
||||
| Nuke | Strong Parachute |
|
||||
| LeapFrog | Mag Deflector |
|
||||
| Funky Bomb | Shield |
|
||||
| MIRV | Heavy Shield |
|
||||
| Death's Head | Force Shield |
|
||||
| Napalm | Bouncy Castle |
|
||||
| Hot Napalm | |
|
||||
| Baby Roller | |
|
||||
| Roller | |
|
||||
| Heavy Roller | |
|
||||
|
||||
Table of weapons purchased by: **Spoiler** and **Cyborg**.
|
||||
|
||||
| Offensive | Defensive |
|
||||
|--------------|------------------|
|
||||
| Missile | Battery |
|
||||
| Baby Nuke | Strong Parachute |
|
||||
| Nuke | Mag Deflector |
|
||||
| Hot Napalm | Heavy Shield |
|
||||
| | Force Shield |
|
||||
| | Bouncy Castle |
|
||||
|
||||
|
||||
## 9. Tips from the peanut gallery.
|
||||
|
||||
Remember your defensive tools. Properly using **Auto Defense**, **Shield**, and **Lazy Darwin** will help you defeat the **Cyborg**, even with the help of a **Baby Missile**.
|
||||
|
||||
Fancier doesn't always mean better. Sometimes, a basic shield like the **Shield** is more effective than its pricier counterparts.
|
||||
|
||||
**Napalm** pierces through shields and even the ground. Although it's burning above, it scorches buried tanks.
|
||||
|
||||
**Lazy Darwin** also lends a hand in aiming weapons like the **Laser**.
|
||||
|
||||
Robo tanks don't have a knack for digging themselves out. When buried, they meet their demise from their shots.
|
||||
|
||||
In a hopeless situation, self-destruction might be a better option than waving the **White Flag**. Hitting yourself with a powerful weapon can earn you more cash than you'll lose (check the profit and loss calculation method).
|
||||
|
||||
**Long Schlong** has got serious intimidating power. Become the alpha tank and fear not.
|
||||
|
||||
Robo-tanks do not possess **Autodefense**, so their defenses activate only directly before their shot. A concentrated attack by several players on one robo tank guarantees success.
|
||||
|
||||
As a last resort, you can always become a Terminator (the standard model, not T-1000 :) ).
|
||||
|
||||
Break a barrel or two.
|
||||
|
||||
@@ -0,0 +1,411 @@
|
||||
# Podstawowa instrukcja:
|
||||
|
||||
Grać można przy użyciu klawiatury (wszystkie funkcjonalności) lub joysticka w dowolnym porcie (wszystkie funkcjonalności niezbędne w rozgrywce).
|
||||
|
||||
|
||||
## 1. Wybór opcji gry.
|
||||

|
||||
Na pierwszym ekranie możemy skonfigurować opcje rozgrywki:
|
||||
|
||||
* **Players** - liczba graczy (2 - 6) obejmuje tak ludzi, jak graczy sterowanych przez komputer
|
||||
|
||||
* **Cash** - początkową ilość gotówki każdego z graczy (8k to wybrana przez nas wartość optymalna, lecz przy krótkich rozgrywkach warto wybrać większą wartość)
|
||||
|
||||
* **Gravity** - siła grtawitacji
|
||||
|
||||
* **Wind** - maksymalna siła wiatru w skali Beauforta (wiatr jest losowany na początku każdej z rund lub w czasie rundy pomiędzy turami, tu możemy wybrać jak silny może być):
|
||||
* 1B - maksymalna siła wiatru: 5
|
||||
* 3B - maksymalna siła wiatru: 20
|
||||
* 5B - maksymalna siła wiatru: 40
|
||||
* 7B - maksymalna siła wiatru: 70
|
||||
* 9B - maksymalna siła wiatru: 99
|
||||
|
||||
* **Rounds** - liczba rozgrywanych rund
|
||||
|
||||
* **Missiles** - szybkość lotu pocisków (nie ma wpływu na tor lotu - zmienia jedynie widoczną prędkość rysowania - nie zmienia nic w samej rozgrywce)
|
||||
|
||||
* **Seppuku** - częstotliwość samobójstw :) - jeśli przez ileś tur gra nie odnotowała trafień (czołgi ciągle strzelają niecelnie) jeden z takich pudłujących czołgów popełnia samobójstwo - tu określamy jak długo mogą "strzelać w próżnię" :) - jeśli grają tylko ludzie, optymalne ustawienie to "norm", a w przypadku graczy sterowanych przez komputer... wedle uznania.
|
||||
|
||||
* **Mountain** - wysokość (i pofałdowanie) gór od prawie płaskich (NL - Królestwo Niderlandów), do strzelistych i wysokich (NP - Federalna Demokratyczna Republika Nepalu)
|
||||
|
||||
* **Walls** - sposób działania ścian (krawędzi ekranu):
|
||||
* **none** - pociski, które wyleciały poza ekran nie wracają (czarny kolor ramki ekranu)
|
||||
* **wrap** - ekran "zawija się" i pociski, które wyleciały w prawo pojawiają się z lewej strony i odwrotnie (fioletowy kolor ramki ekranu)
|
||||
* **bump** - prawa i lewa ściana odbijają pociski, które chcą przez nie przelecieć (granatowy kolor ramki ekranu)
|
||||
* **boxy** - tak jak bump, tyle że "sufit" także odbija pociski (zielony kolor ramki ekranu)
|
||||
* **rand** - na początku każdej rundy losowany jest jeden z 4 powyższych sposobów działania ścian
|
||||
|
||||
W trakcie rozgrywki aktualny sposób działania ścian reprezentowany jest przez kolor ramki ekranu: none - czarny, wrap - fioletowy, bump - granatowy, boxy - zielony.
|
||||
|
||||
Wybór opcji klawiszami kursora lub joystickiem.
|
||||
|
||||
Klawisze **G**, **TAB**, **SELECT**, dłuższe przytrzymanie pierwszego przycisku joysticka lub drugi przycisk joysticka (wspierany standard Joy 2B+ lub zgodny) zmieniają kolor gór (3 wersje do wyboru).
|
||||
|
||||
Jeśli kursor wskazuje opcję wyboru ilości graczy i wybranych jest 4 lub 6 graczy, wciśnięcie **TAB** włącza rozgrywkę drużynową. Jest to sygnalizowane literą **t** przy słowie **Players**. Rozgrywka drużynowa jest ograniczona do 4 lub 6 graczy i maksimum 20 rund. Gracze o numerach nieparzystych są przydzielani do Drużyny A, a gracze o numerach parzystych do Drużyny B.
|
||||
|
||||
Jeśli kursor wskazuje opcję wyboru siły wiatru **Wind**, wciśnięcie **TAB** zmienia sposób losowania siły wiatru z "co rundę" na "co turę" i odwrotnie. Losowanie co turę jest sygnalizowane znakiem "?" przy słowie **Wind**.
|
||||
|
||||
Jeśli kursor wskazuje opcję wyboru siły ciążenia **Gravity**, **TAB** zmienia procedurę opadania ziemi na mniej efektowną, ale szybszą i odwrotnie. Wybranie szybkiego opadania ziemi sygnalizowane jest literą "f" przy słowie **Gravity**.
|
||||
|
||||
Jeśli kursor wskazuje opcję wyboru wysokości gór **Mountain**, **TAB** przełącza opcję zmiennej co rundę wysokości gór. Losowanie co rundę jest sygnalizowane znakiem "?" przy słowie **Mountain**.
|
||||
|
||||
Klawisz **RETURN** lub przycisk joysticka przechodzi do następnego ekranu.
|
||||
|
||||
|
||||
## 2. Gracze i poziom przeciwników.
|
||||

|
||||
Wprowadzanie nazw graczy i wybór poziomu graczy sterowanych przez komputer.
|
||||
|
||||
Drugi ekran powtarza się dla każdego z graczy, można na nim klawiszami kursora lub joystickiem wybrać czy danym czołgiem będzie kierował człowiek (opcja HUMAN), czy też komputer (pozostałe opcje).
|
||||
|
||||
Klawisz **TAB**, **SELECT** lub drugi przycisk joysticka pozwalają wybrać z którego portu joysticka będzie korzystał gracz.
|
||||
|
||||
Klawisz **INVERSE** lub **OPTION** umożliwiają wybór jednego z 3 dostępnych kształtów czołgów.
|
||||
|
||||
Jednocześnie z klawiatury można wprowadzić nazwę wybranego gracza.
|
||||
|
||||
Po naciśnięciu klawisza **RETURN** lub krótkim naciśnięciu przycisku joysticka ekran przechodzi na następnego gracza aż zostaną wybrane poziomy trudności dla wszystkich.
|
||||
|
||||
Nazwę gracza można wprowadzać także przy pomocy joysticka. Po wciśnięciu i przytrzymaniu przycisku ponad 1s. za pomocą ruchów góra/dół można zmienić wprowadzaną literę, a lewo/prawo jej pozycję w nazwie. Puszczenie przycisku kończy wprowadzanie nazwy i wraca do wyboru poziomu.
|
||||
|
||||
Jeśli nazwa nie zostanie wpisana, to zostanie uzupełniona nazwą domyślną.
|
||||
|
||||
|
||||
## 3. Ekran zakupów (przed każdą rundą).
|
||||

|
||||

|
||||
Na tym ekranie można dokonywać zakupów broni ofensywnych i defensywnych. Widoczne są tylko te bronie, na które gracza stać wraz z informacją o cenie i ilości jednostek danej broni, którą za tę cenę otrzymamy. Informacje na ekranie nie wymagają chyba więcej opisu. Po listach poruszamy się klawiszami kursora (góra i dół) lub joystickiem, klawisz **TAB** lub strzałka w lewo, czy też ruch joystickiem w lewo lub drugi przycisk joysticka zmieniają ekran na bronie defensywne lub ofensywne, klawisz **SPACJA** , strzałka w prawo, dłuższe przytrzymanie przycisku joysticka, a także joystick w prawo realizują zakup wskazanej broni.
|
||||
|
||||
Klawisz **RETURN** lub przycisk joysticka przechodzi do ekranu aktywacji broni defensywnych.
|
||||
|
||||

|
||||
Na ekranie tym można aktywować zakupione wcześniej bronie defensywne czy też ofensywne. Obsługiwany jest identycznie jak ekran zakupów, jednak **SPACJA** lub strzałka w prawo, a także joystick w prawo realizują aktywacje wskazanej broni. Umożliwia to aktywowanie osłon jeszcze przed rozpoczęciem rundy.
|
||||
|
||||
Klawisz **RETURN** lub przycisk joysticka przechodzi do ekranu zakupów następnego gracza.
|
||||
(oczywiście dla graczy komputerowych ten ekran się nie pojawia)
|
||||
|
||||
|
||||
## 4. Główny ekran gry.
|
||||

|
||||
W linii statusowej widoczna jest informacja o tym, który z graczy aktualnie może oddać strzał oraz zestaw innych informacji:
|
||||
|
||||
* **Player** - nazwa czołgu gracza. W przypadku gry drużynowej słowo **Player** zastępowane jest nazwą drużyny.
|
||||
|
||||
* numer aktywnego joysticka lub poziom gracza sterowanego przez komputer (1-**Moron** - 8-**Unknown**),
|
||||
|
||||
* wybrana aktualnie broń ofensywna (symbol - ilość - nazwa),
|
||||
|
||||
* **Energy** - pozostała ilość punktów energii gracza i jeśli ma on aktywną broń defensywną posiadającą swój zasób energii - w nawiasie ten zasób
|
||||
|
||||
* **Angle** - ustawiony przez gracza kąt nachylenia lufy i kierunek jej nachylenia
|
||||
|
||||
* **Force** - ustawiona przez gracza siła strzału (maksymalna siła strzału jest ograniczana przez energię gracza - nie może przekroczyć energii * 10 . Oznacza to, że mając małą ilość energii możemy oddać słabsze strzały
|
||||
|
||||
* **Round** - numer aktualnej rundy rozgrywki
|
||||
|
||||
* **Wind** - prędkość i kierunek wiatru
|
||||
|
||||
* symbol "komputera" jeśli aktywna jest **Auto Defense**
|
||||
|
||||
* w nawiasie nazwa aktywnej broni defensywnej - jeśli jest jakaś aktywowana przez gracza
|
||||
|
||||
Tutaj klawiszologia jest prosta, klawisze kursora lub joystick: lewo/prawo - zmiana kąta nachylenia lufy, góra/dół - zmiana ustawienia siły strzału.
|
||||
|
||||
| A800 | funkcja |
|
||||
|--------------|------------------|
|
||||
| **SPACJA**/**FIRE** | strzał (zob. ˇ)|
|
||||
| **TAB**/**SELECT** | zmiana broni (ˇ)|
|
||||
| **I** | inwentarz (ˇ)|
|
||||
| **A**/**OPTION** | defensywa (ˇ)|
|
||||
| **M** | wł/wył muzyki |
|
||||
| **S** | wł/wył dźwięków |
|
||||
| **START** | tryb turbo (ˇ)|
|
||||
| **O** | koniec gry (ˇ)|
|
||||
| **START**+**OPTION** | bezw. koniec (ˇ)|
|
||||
| **G** | inne kolory (ˇ)|
|
||||
| **ESC** | powrót (ˇ)|
|
||||
| **Y** | zatwierdzam (ˇ)|
|
||||
| **CTRL**+**HELP** | visual debug (ˇ)|
|
||||
|
||||
* **strzał**, przycisk joysticka naciśnięte krótko - oddanie strzału
|
||||
|
||||
* **zmiana broni**, drugi przycisk joysticka - wybór broni ofensywnej (ta opcja nie jest dostępna bezpośrednio standardowym joystickiem - trzeba wybrać Inventory).
|
||||
|
||||
* **inwentarz**, 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.
|
||||
|
||||
* **defensywa** - bezpośrednie przejście na ekran Inventory aktywacji broni defensywnych.
|
||||
|
||||
* **tryb turbo** - przyspiesza/pomija niektóre animacje w grze
|
||||
|
||||
* **koniec gry** - wymuszenie zakończenia gry (Game Over). W podsumowaniu wyników nie jest brana pod uwagę przerwana właśnie runda rozgrywki, a wyłącznie rundy zakończone wcześniej. Odpowiada to wciśnięciu klawisza **ESC** z tą różnicą, że wyświetlane jest podsumowanie oraz creditsy.
|
||||
|
||||
* **bezw. koniec** - natychmiastowe wymuszenie zakończenia gry (Game Over), tak jak **O**, ale bez potwierdzenia.
|
||||
|
||||
* **inne kolory** - zmienia wariant kolorystyczny gór (3 wersje do wyboru)
|
||||
|
||||
* **powrót** - 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).
|
||||
|
||||
* **zatwierdzam** - w przypadku pytania o przerwanie lub zakończenie gry - potwierdzenie decyzji
|
||||
|
||||
* **visual debug** - 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.
|
||||
|
||||
Duże punkty otrzymane przez gracza to liczba czołgów, które zginęły wcześniej niż on. Jeśli któryś z innych czołgów skapitulował wcześniej (**White Flag**) nie jest doliczany do tych, które zginęły, i nie daje punktów.
|
||||
|
||||
Tylko te punkty decydują o kolejności w podsumowaniu.
|
||||
|
||||
|
||||
### Energia czołgów.
|
||||
* Na początku każdej rundy każdy czołg ma 99 jednostek energii.
|
||||
|
||||
* Energii czołgom ubywa na 3 sposoby:
|
||||
* jedna jednostka po oddaniu każdego strzału
|
||||
* w czasie spadania (jeden piksel w dół -2 jednostki)
|
||||
* w chwili trafienia w czołg lub obok niego jakiegoś pocisku - i tu ilość odejmowanej energii zależy od odległości od centrum eksplozji i typu/siły rażenia pocisku.
|
||||
|
||||
|
||||
### Energia i kasa
|
||||
Jak działa odejmowanie energii i zarabianie kasy:
|
||||
Po każdej rundzie wyliczana jest ilość zdobytych/straconych pieniędzy, robione jest to na podstawie dwóch zmiennych gromadzonych przez każdy z czołgów w trakcie rundy. Te zmienne to:
|
||||
|
||||
**gain** - energia "przechwycona" od trafionych czołgów (także jeśli trafimy w samego siebie :) i tu haczyk, jeśli pozostało nam bardzo mało energii opłacalne może być trafienie w siebie mocną bronią!
|
||||
|
||||
**lose** - energia stracona w wyniku eksplozji/upadku (i tu ważne - liczona jest całkowita utrata energii nawet jeśli czołg ma w chwili trafienia mniej).
|
||||
|
||||
Dodatkowo czołg, który wygrał rundę, ma parametr gain (przechwyconej od trafionych czołgów energii) zwiększany o pozostałą mu na koniec rundy energię (bo nie zginął i powinien ją mieć - choć bywa też inaczej :) )
|
||||
|
||||
Konkretnie:
|
||||
|
||||
### Po każdej rundzie:
|
||||
**money = money + (20 * (gain+energy))**
|
||||
|
||||
**money = money - (10 * lose)**
|
||||
|
||||
**jeśli money < 0 to money = 0**
|
||||
|
||||
(na starcie każdej rundy **gain** i **lose** mają wartość 0)
|
||||
|
||||
W czasie rundy, jeśli w wyniku strzału oddanego przez czołg inny czołg zostanie trafiony, czołg oddający strzał "dostaje energię" zabraną czołgowi trafionemu.
|
||||
|
||||
### czołg oddający strzał:
|
||||
**gain = gain + EnergyDecrease**
|
||||
|
||||
### czołg trafiony:
|
||||
**lose = lose + EnergyDecrease**
|
||||
|
||||
gdzie **EnergyDecrease** to utrata energii w wyniku trafienia.
|
||||
|
||||
Oczywiście jednocześnie trafiony czołg traci ilość energii zapisaną w **EnergyDecrease**, z tym że tutaj strata nie może przekroczyć posiadanej energii.
|
||||
|
||||
## Jak działa trafienie.
|
||||
|
||||
Każda broń, która skutkuje eksplozją, ma swój promień rażenia.
|
||||
|
||||
Po eksplozji każdy czołg w jej zasięgu traci energię.
|
||||
|
||||
Działa to tak, że jeśli trafienie jest dokładnie w centralny punkt czołgu, **EnergyDecrease** otrzymuje maksymalną wartość dla danej broni, a z każdym pikselem odległości od centrum czołgu wartość ta jest zmniejszana o 8.
|
||||
|
||||
Przykładowo: jeśli strzał oddany za pomocą broni **Baby Missile** trafi idealnie w centrum czołgu, to straci on dokładnie 88 jednostek energii (plus to, co straci spadając po eksplozji).
|
||||
W przypadku trafienia tą samą bronią w odległości 10-ciu pikseli od centrum czołgu strata ta będzie wynosiła już tyko 8 jednostek.
|
||||
|
||||
A oto wartości maksymalnego ubytku energii dla poszczególnych broni. Jeśli broń eksploduje kilka razy, każda z eksplozji jest obliczana niezależnie (dodatkowe wartości w tabeli):
|
||||
|
||||
| Broń ofensywna | Max ubytku |
|
||||
|-----------------|--------------|
|
||||
| Baby Missile | 88 |
|
||||
| Missile | 136 |
|
||||
| Baby Nuke | 200 |
|
||||
| Nuke | 240 |
|
||||
| LeapFrog | 136 112 112 |
|
||||
| Funky Bomb | 168 88 (*5) |
|
||||
| MIRV | 136 (*5) |
|
||||
| Death's Head | 240 (*5) |
|
||||
| Napalm | 40 (zob. ˇ)|
|
||||
| Hot Napalm | 80 (ˇ)|
|
||||
| Baby Roller | 88 |
|
||||
| Roller | 168 |
|
||||
| Heavy Roller | 240 |
|
||||
| Riot Charge | 0 (ˇ)|
|
||||
| Riot Blast | 0 (ˇ)|
|
||||
| Riot Bomb | 0 (ˇ)|
|
||||
| Heavy Riot Bomb | 0 (ˇ)|
|
||||
| Digger | 0 (ˇ)|
|
||||
| Heavy Digger | 0 (ˇ)|
|
||||
| Sandhog | 0 (ˇ)|
|
||||
| Heavy Sandhog | 0 (ˇ)|
|
||||
| Dirt Clod | 0 (ˇ)|
|
||||
| Dirt Ball | 0 (ˇ)|
|
||||
| Ton of Dirt | 0 (ˇ)|
|
||||
| Liquid Dirt | 0 (ˇ)|
|
||||
| Dirt Charge | 0 (ˇ)|
|
||||
| Propaganda | 0 (ˇ)|
|
||||
| Stomp | 0 (ˇ)|
|
||||
| Laser | 100 (ˇ)|
|
||||
|
||||
Uwagi:
|
||||
* **Napalm** - ta broń jest inna i nie jest wyznaczana odległość od centrum, po prostu każdy czołg znajdujący się w zasięgu płomieni traci 40 jednostek energii.
|
||||
|
||||
* **Hot Napalm** - zasada taka jak w Napalm, 80 jednostek.
|
||||
|
||||
* **Riot Charge** - nie jest odejmowana energia, ale usuwana jest część gruntu w górę od punktu trafienia w promieniu 31 pikseli.
|
||||
|
||||
* **Riot Blast** - jak w Riot Charge, tyle że w promieniu 61 pikseli.
|
||||
|
||||
* **Riot Bomb** - nie jest odejmowana energia, ale niszczony jest grunt w promieniu 17 pikseli od punktu trafienia - tak jak w wypadku **Missile**. Broń przydatna do odkopywania się po zasypaniu, bądź podkopywania przeciwnika.
|
||||
|
||||
* **Heavy Riot Bomb** - jak w Riot Bomb, ale promień eksplozji to 29 pikseli od punktu trafienia - tak jak w wypadku **Nuke**.
|
||||
|
||||
* **Digger** - nie jest odejmowana energia, ale podkopywana jest część gruntu promieniu 60 pikseli od punktu trafienia.
|
||||
|
||||
* **Heavy Digger** - jak wyżej - większy podkop.
|
||||
|
||||
* **Sandhog** - jak wyżej - inny sposób podkopywania.
|
||||
|
||||
* **Heavy Sandhog** - jak wyżej - największy podkop.
|
||||
|
||||
* **Dirt Clod** - nie jest odejmowana energia, ale tworzona jest kula gruntu o promieniu 12 pikseli od punktu trafienia. Broń przydatna do zakopywania przeciwnika.
|
||||
|
||||
* **Dirt Ball** - jak wyżej, ale promień kuli to 22 piksele.
|
||||
|
||||
* **Ton of Dirt** - jak wyżej, ale promień kuli to 31 pikseli.
|
||||
|
||||
* **Liquid Dirt** - zalewa grunt w punkcie trafienia płynną glebą, wypełniając zagłębienia.
|
||||
|
||||
* **Dirt Charge** - nie jest odejmowana energia, ale usypywany jest dodatkowy grunt w górę od punktu trafienia w promieniu 61 pikseli. Broń przydatna do zakopywania przeciwnika.
|
||||
|
||||
* **Propaganda** - nie jest odejmowana energia, miejsce trafienia zostaje zasypane propagandowymi tekstami.
|
||||
|
||||
* **Stomp** - nie jest odejmowana energia, ale wszystkie czołgi w promieniu zależnym od siły strzału zostają odepchnięte, a po odepchnięciu mogą spaść lub zostać zasypane. Przy maksymalnej sile 990 jednostek promień działania to około 60 pikseli.
|
||||
|
||||
* **Laser** - tu także jest inaczej - równo 100 tylko w przypadku bezpośredniego trafienia po prostu odejmujemy 100 jednostek energii - czyli czołg zawsze ginie.
|
||||
|
||||
|
||||
## 6. A teraz bronie defensywne:
|
||||
|
||||
* **White Flag** - powoduje poddanie gracza (może czasem przydać się w sytuacji beznadziejnej). Zaletą jest to, że poddając się nie dajemy dużego punktu przeciwnikom i nie powodujemy, że któryś zyska na tym, że nas zgładzi, ograniczamy też stratę swojej energii, czyli także kasy. I tu także ważna uwaga - to jedyna broń defensywna, którą można dezaktywować. Wystarczy ponownie wejść do inventory i jeszcze raz wybrać jej aktywację.
|
||||
|
||||
* **Battery** - w momencie aktywacji doładowuje energię czołgu do pełna (99 jednostek). Jest to jedna z trzech broni defensywnych, która nie dezaktywuje innych broni defensywnych w przypadku jej użycia.
|
||||
|
||||
* **Hovercraft** - broń umożliwiająca przemieszczanie się czołgu. Posiada własny zasób paliwa, a dodatkowo może być aktywowana wielokrotnie w czasie tej samej tury, a po jej użyciu możemy w tej samej turze aktywować inną broń defensywną i oddać strzał. W wyniku jej użycia czołg uniesie się ponad góry i za pomocą klawiszy kursora lub joysticka: lewo/prawo możemy przemieścić czołg na nową pozycję, a **SPACJA** lub przycisk joysticka powodują wylądowanie czołgu w nowym miejscu. Latać można do chwili skończenia się "paliwa" (prezentowanego na pasku statusu tak jak energia broni defensywnej), a gdy paliwo się skończy, czołg opadnie samodzielnie. Nie da się lądować na innych czołgach.
|
||||
|
||||
* **Parachute** - nie chroni przed ubytkiem energii z powodu sąsiedniej eksplozji, powoduje że nie ubywa energii w czasie JEDNEGO spadania. Po takim upadku dezaktywuje się i trzeba aktywować nowy spadochron.
|
||||
|
||||
* **Strong Parachute** - spadochron z własną energią (na starcie 99 jednostek), działa tak samo jak Parachute (nie chroni przed eksplozjami), ma za to swój własny zasób energii, przy spadaniu w pierwszej kolejności zmniejszana jest energia tego spadochronu (1 jednostka na jeden piksel opadania - inaczej niż czołg!) i jeśli dojdzie ona do 0, to spadochron dezaktywuje się i dalej zmniejszana jest energia czołgu (tutaj już standardowo - 2 jednostki na jeden piksel).
|
||||
|
||||
* **Shield** - najprostsza osłona, działa dokładnie przeciwnie niż Parachute, nie chroni przed ubytkiem energii w czasie spadania, chroni za to przed ubytkiem energii spowodowanym JEDNĄ sąsiednią eksplozją. Chroni jednorazowo, bez znaczenia jak silna jest eksplozja (czy jest to tylko "draśnięcie", czy też bezpośrednie trafienie atomówką) i od razu po niej dezaktywuje się.
|
||||
|
||||
* **Heavy Shield** - osłona z własną energią (na starcie 99 jednostek), działa tak samo jak Shield (nie chroni przed upadkiem) z tym wyjątkiem, że ma własny zasób energii. Przy eksplozji w pierwszej kolejności zmniejszana jest energia tej osłony i jeśli dojdzie ona do 0, to osłona dezaktywuje się i dalej zmniejszana jest energia czołgu. W związku z takim działaniem, czołg z tym typem osłony można "zabić" podkopując go, bo spadanie zmniejsza energię czołgu a nie osłony.
|
||||
|
||||
* **Force Shield** - najmocniejsza osłona - działa tak jak Heavy Shield, tyle że połączona z Parachute. Co ważne, w jej przypadku upadek nie zabiera energii osłonie ani czołgowi. Zabierają ją tylko trafienia.
|
||||
|
||||
* **Bouncy Castle** - broń agresywna :) Działa następująco: w przypadku bezpośredniego trafienia w czołg (i osłonę) powoduje "odbicie" pocisku w przeciwnym kierunku z taką samą siłą, z jaką był wystrzelony. W przypadku braku wiatru i różnicy poziomów broń trafia wtedy w czołg, który ją wystrzelił. Po takim odbiciu dezaktywuje się. W związku z tym, że broń ta reaguje w ten sposób tylko na precyzyjne trafienia, jest także osłoną odpowiadającą działaniu Heavy Shield i ma na starcie 99 jednostek.
|
||||
|
||||
* **Mag Deflector** - druga broń agresywna :) W przypadku bezpośredniego trafienia w czołg (i osłonę) powoduje przesunięcie punktu trafienia losowo w lewo lub prawą stronę chronionego czołgu, ale niezbyt daleko, więc można dostać "odłamkiem" przy silniejszej broni. Tak jak w przypadku Bouncy Castle jest także osłoną odpowiadającą działaniu Heavy Shield i ma na starcie 99 jednostek.
|
||||
|
||||
* **Nuclear Winter** - nic nie dodaje, nic nie zabiera :) - w zasadzie to broń nie tyle defensywna, co obosieczna. Zasypuje teren opadem "radioaktywnym", który jest zwyczajną glebą. Jeśli nie mamy pod ręką żadnej broni odkopującej teren i do tego osłony (najlepiej jednorazowej), to po takim "opadzie" będzie trzeba strzelić do siebie - bo będąc pod ziemią inaczej się nie da. Ewentualnie pozostaje zawsze White Flag.
|
||||
|
||||
* **Long Schlong** - broń specjalna :) - kosztuje dużo, nie bardzo w czymkolwiek pomaga (poza ewentualnym odkopaniem się - tylko przy niewielkim przysypaniu - ale fajnie się nazywa i wygląda :) - Można ją aktywować niezależnie od innych broni defensywnych i pozostaje aktywna do końca rundy (nie da się jej dezaktywować). Broń ta działa deprymująco na przeciwników sterowanych przez komputer na poziomie **Poolshark** i wyższych.
|
||||
|
||||
* **Lazy Boy** - nie jest to właściwie broń defensywna. Jest to wspomaganie celowania. Po jej aktywacji czołg stara się wycelować w najbliższego przeciwnika i automatycznie ustawia siłę strzału oraz kąt. W przypadku posiadania zbyt małej ilości energii może czasem wycelować źle (do celowania stosuje metodę taką jak **Cyborg**). Tak jak **Battery** nie dezaktywuje innych broni defensywnych w przypadku jej użycia. Uwaga! Nie ma sensu aktywacja tej broni przed rundą, celowanie nie odbędzie się, bo nie ma jeszcze do czego celować.
|
||||
|
||||
* **Lazy Darwin** - działa tak jak **Lazy Boy**, ale celuje w najsłabszego przeciwnika. W tej broni po automatycznym celowaniu pozostaje aktywne "celowanie wizualne" można więc łątwo zmienić cel i samodzielnie wybrać innego przeciwnika widząc czy w niego trafimy.
|
||||
|
||||
* **Auto Defense** - włącza tryb automatycznej aktywacji broni defensywnych. Po jej aktywowaniu czołg automatycznie aktywuje najmocniejszą posiadaną osłonę (zużywając ją oczywiście) w każdej chwili, kiedy nie ma żadnej osłony (także pomiędzy strzałami innych graczy). Jednocześnie jeżeli poziom energii czołgu spadnie poniżej 30 jednostek, automatycznie aktywuje **Battery** jeżeli ją posiada. Ta broń pozostaje aktywna do końca rundy i jest sygnalizowana symbolem "komputera" przed nazwą aktywnej broni defensywnej w linii statusowej. Jest to druga broń defensywna, która nie dezaktywuje innych broni defensywnych w przypadku jej użycia.
|
||||
|
||||
* **Spy Hard** - Pomoc dla zapominalskich :) Po aktywacji pokazuje kolejno podgląd informacji o kolejnych przeciwnikach. Lewo/Prawo - zmienia "szpiegowany" czołg. Fire/Space/Return/Esc - kończy "szpiegowanie". Jest to ostatnia broń defensywna, która nie dezaktywuje innych broni defensywnych w przypadku jej użycia.
|
||||
|
||||
W związku z odmiennym działaniem broni **MIRV**, bronie defensywne **Bouncy Castle** i **Mag Deflector** wykorzystują tylko funkcję osłony przy trafieniu tą bronią. Dodatkowo głowice **MIRV** w czasie opadania nie odbijają się i nie przelatują przez ściany boczne!
|
||||
|
||||
Żadna z osłon nie chroni przed **Napalm**. **Bouncy Castle** czy **Mag Deflector**, przy bezpośrednim trafieniu odbije je lub przeniesie obok, ale wystarczy trafić bardzo blisko czołgu i nie zadziała jego osłona.
|
||||
|
||||
Bronie **White Flag**, **Hovercraft** i **Nuclear Winter** po aktywacji wymagają uruchomienia, jest to realizowanie przez "oddanie strzału" po aktywacji tej broni. Oczywiście strzał bronią ofensywną nie jest wtedy oddawany, a jedynie uruchamiana jest wybrana broń defensywna.
|
||||
|
||||
Można mieć aktywną tylko jedną broń defensywną w danej chwili (za wyjątkiem **Long Schlong** oczywiście :) ). Zawsze przed oddaniem strzału możemy zmienić decyzję i aktywować inną broń defensywną czy też dezaktywować **White Flag**.
|
||||
|
||||
Oczywiście aktywacja broni w momencie, kiedy mamy już aktywowaną jakąś inną, powoduje utratę tej poprzedniej (nie ma zwrotów :) ).
|
||||
|
||||
|
||||
## 7. Bronie 'inne' :) :
|
||||
|
||||
* **Best F...g Gifts** - tej 'broni' nie używa się w rozgrywce. Jej zakup powoduje wylosowanie jednej z broni ofensywnych lub (rzadziej) defensywnych i dodanie jej do arsenału gracza. Jest to loteria, w której można stracić (jeśli wylosuje się broń tańsza niż cena **Best F...g Gifts**), ale też zyskać. Jeśli wylosuje się broń dużo droższa, możemy otrzymać do dyspozycji broń, na którą nie było nas stać! Istnieje niewielkie prawdopodobieństwo wylosowania przez **Best F...g Gifts** samej siebie :). Można wtedy spróbować użyć jej w walce.
|
||||
|
||||
|
||||
## 8. Siła przeciwników AI:
|
||||
|
||||
Gra posiada 8 poziomów trudności przeciwników sterowanych przez komputer. A właściwie 7 różnych i jeden "niespodziankę". Każdy z nich ma swój sposób kupowania broni defensywnych i ofensywnych oraz inną metodę wyboru celu i samego celowania oraz wyboru broni. Ułożone są one na liście według wzrastających "umiejętności":
|
||||
|
||||
* **Moron** - najgłupszy z przeciwników (co nie znaczy, że najbezpieczniejszy). Strzela całkowicie przypadkowo używając wyłącznie jednej broni - **Baby Missile**. Nie kupuje nic, nie umie stosować broni defensywnych.
|
||||
|
||||
* **Shooter** - Ten przeciwnik nie strzela na oślep. Wybiera sobie jeden kierunek. Na podstawie własnej pozycji - strzela w stronę, z której jest więcej przestrzeni zakładając, że to tam są inne czołgi. Ostrzeliwanie zaczyna od wysokiego kąta i strzał po strzale zmienia ten kąt na coraz niższy starając się ostrzelać cały obszar po wybranej stronie. Strzał oddaje zawsze najlepszą posiadaną bronią (najwyższą na liście posiadanych broni - czyli niekoniecznie najlepszą). Nie używa broni defensywnych mimo, że je kupuje! Na początku rundy podejmuje 1 próbę zakupu broni defensywnych (tylko z zakresu **Battery** - **Strong Parachute**) i 4 ofensywnych (z zakresu **Missile** - **Heavy Roller**).
|
||||
|
||||
* **Poolshark** - Atakując wyznacza sobie za cel najbliższy czołg, następnie dobiera kąt strzału, a jego siłę stara się dobrać losując ją z wybranego przedziału. Strzał oddaje zawsze najlepszą posiadaną bronią. Używa broni defensywnych. Z prawdopodobieństwem 1:3 aktywuje przed oddaniem strzału najlepszą posiadaną broń defensywną (najwyższą na liście posiadanych broni - czyli niekoniecznie najlepszą). Jeżeli poziom jego energii spadnie poniżej 30 jednostek - używa **Battery** (oczywiście jeśli wcześniej ją kupił), a jeżeli energia spadnie poniżej 5 i nie ma **Battery**, poddaje się - **White Flag**. Na początku rundy podejmuje 1 próbę zakupu broni defensywnych i 6 ofensywnych.
|
||||
|
||||
* **Tosser** - Atakując działa dokładnie tak jak **Poolshark**, jednak może posiadać "lepszy" zasób broni dzięki innej taktyce zakupów. Zawsze przed strzałem aktywuje najlepszą posiadaną broń defensywną. i tak jak **Poolshark** stosuje **Battery** i **White Flag**. Na początku rundy ocenia ile ma pieniędzy i w zależności od tego podejmuje (pieniądze/5100) prób zakupu broni defensywnych, a następnie jeszcze raz sprawdza ile pieniędzy mu zostało i podejmuje (pieniądze/1250) prób zakupu broni ofensywnych.
|
||||
|
||||
* **Chooser** - Obiera sobie za cel najsłabszego przeciwnika (o najmniejszym zasobie energii) i celuje bardzo dokładnie, jednak przed samym strzałem energia strzału modyfikowana jest o parametr szczęścia :) , czyli mimo precyzyjnego wycelowania nie zawsze trafia. Strzał oddaje najlepszą posiadaną bronią - chyba że cel jest blisko, wtedy zmienia broń na **Baby Missile**, by unikać trafienia samego siebie. Zawsze przed strzałem aktywuje najlepszą posiadaną broń defensywną i tak jak **Poolshark** stosuje **Battery** i **White Flag**. Zakupów dokonuje tak samo jak **Tosser**.
|
||||
|
||||
* **Spoiler** - Strzela dokładnie tak jak **Chooser**, tyle że ma więcej szczęścia :), co oznacza, że nawet jeśli nie trafi w wybrany cel, to może być to strzał precyzyjniejszy niż **Chooser**. Jeśli nie jest w stanie trafić w obrany cel, stara się wybrać inny, w który może precyzyjnie trafić. Broni defensywnych używa dokładnie tak jak **Chooser**. Na początku rundy ocenia ile ma pieniędzy i w zależności od tego podejmuje (pieniądze/5100) prób zakupu broni defensywnych, a następnie jeszcze raz sprawdza ile pieniędzy mu zostało i podejmuje (pieniądze/320) prób zakupu broni ofensywnych. Przy zakupie broni defensywnych kupuje tylko bronie silne i precyzyjne - czyli takie, które nie zrobią mu przypadkiem krzywdy.
|
||||
|
||||
* **Cyborg** - Obiera sobie za cel najsłabszego przeciwnika (o najmniejszym zasobie energii), lecz preferuje przeciwników sterowanych przez człowieka. Jeśli nie jest w stanie trafić w obrany cel, stara się wybrać inny, w który może precyzyjnie trafić. Celuje bardzo dokładnie i w zdecydowanej większości przypadków trafia za pierwszym strzałem. Strzał oddaje najlepszą posiadaną bronią - chyba że cel jest blisko, wtedy zmienia broń na **Baby Missile**, by unikać trafienia samego siebie. Broni defensywnych używa dokładnie tak jak **Chooser**, ale jeśli ma więcej niź 2 sztuki **Battery**, stosuje je jeśli energia zmniejszy się poniższej 60 jednostek. Zakupy robi dokładnie tak jak **Spoiler**
|
||||
|
||||
* **Unknown** - Przed oddaniem każdego strzału losowo wybiera sposób działania od **Poolsharka** do **Cyborga** i stosuje jego taktykę. Taktyka zakupów broni jest jednak zawsze identyczna jak **Tosser**
|
||||
|
||||
**Poolshark**, **Tosser**, **Chooser**, **Spoiler** i **Cyborg** w czasie gry drużynowej nigdy nie celują w członka własnej drużyny, nawet jeśli grozi to im samym.
|
||||
|
||||
### AI idzie na zakupy
|
||||
|
||||
Próba zakupu broni (ofensywnej lub defensywnej) wygląda następująco:
|
||||
Na początku losowana jest jedna z broni (wśród wszystkich możliwych ofensywnych lub defensywnych). Następnie wykonywane jest sprawdzenie, czy wylosowana broń jest na liście broni możliwych do zakupu przez czołg. Jeśli nie, to w tej próbie żadna broń nie jest kupowana, a jeśli tak, to sprawdzana jest jej cena. Jeśli czołg ma tyle pieniędzy, broń jest kupowana, w przeciwnym wypadku próba kończy się bez dokonania zakupu.
|
||||
|
||||
Tabela broni kupowanych przez **Shooter**, **Poolshark**, **Tosser** i **Chooser**
|
||||
|
||||
| ofensywa | defensywa |
|
||||
|----------------|------------------|
|
||||
| Missile | Battery |
|
||||
| Baby Nuke | Parachute |
|
||||
| Nuke | Strong Parachute |
|
||||
| LeapFrog | Mag Deflector |
|
||||
| Funky Bomb | Shield |
|
||||
| MIRV | Heavy Shield |
|
||||
| Death's Head | Force Shield |
|
||||
| Napalm | Bouncy Castle |
|
||||
| Hot Napalm | |
|
||||
| Baby Roller | |
|
||||
| Roller | |
|
||||
| Heavy Roller | |
|
||||
|
||||
Tabela broni kupowanych przez **Spoiler** i **Cyborg**
|
||||
|
||||
| ofensywa | defensywa |
|
||||
|----------------|------------------|
|
||||
| Missile | Battery |
|
||||
| Baby Nuke | Strong Parachute |
|
||||
| Nuke | Mag Deflector |
|
||||
| Hot Napalm | Heavy Shield |
|
||||
| | Force Shield |
|
||||
| | Bouncy Castle |
|
||||
|
||||
|
||||
## 9. Porady spod lady:
|
||||
|
||||
Pamiętaj o broniach defensywnych. **Auto Defense**, **Shield** i **Lazy Darwin** odpowiednio użyte pomogą wygrać z Cyborgiem nawet przy pomocy **Baby Missile**.
|
||||
|
||||
Droższe nie znaczy lepsze. Zwykła osłona typu **Shield** jest czasem skuteczniejsza od droższych osłon.
|
||||
|
||||
**Napalmy** przenikają przez osłony a także przez glebę. Mimo że palą się powyżej niszczą zasypane czołgi.
|
||||
|
||||
**Lazy Darwin** wspomaga także celowanie bronią typu **Laser**.
|
||||
|
||||
Roboczołgi nie umieją się odkopywać. Zakopane giną od własnych strzałów.
|
||||
|
||||
W sytuacji beznadziejnej smobójstwo może być lepsze od **White Flag**. Jeśli trafisz w siebie silną bronią zarobisz więcej pieniędzy niż stracisz (sprawdź sposób obliczania zysków i strat).
|
||||
|
||||
**Long Schlong** potrafi znacząco onieśmielić przeciwników. Bądź alfa-czołgiem i porzuć wszelkie lęki.
|
||||
|
||||
Roboczołgi nie mają **Autodefense**, więc defensywy aktywują tylko bezpośrednio przed swoim strzałem. Zmasowany atak kilku graczy na jednego roboczołga gwarantuje sukces.
|
||||
|
||||
W ostateczności możesz zostać Terminatorem (model standardowy, nie T-1000 :) )
|
||||
|
||||
Połamania luf życzą autorzy.
|
||||
|
After Width: | Height: | Size: 4.6 KiB |
|
After Width: | Height: | Size: 4.8 KiB |
|
After Width: | Height: | Size: 2.0 KiB |
|
After Width: | Height: | Size: 13 KiB |
|
After Width: | Height: | Size: 8.1 KiB |
|
After Width: | Height: | Size: 7.7 KiB |
|
After Width: | Height: | Size: 1.7 KiB |
|
After Width: | Height: | Size: 2.8 KiB |
|
After Width: | Height: | Size: 111 KiB |
@@ -0,0 +1,472 @@
|
||||
icl '../Atari/lib/ATARISYS.ASM'
|
||||
icl '../Atari/lib/MACRO.ASM'
|
||||
icl '../Atari/lib/cartloader_vectors.inc'
|
||||
|
||||
.IFNDEF LANG
|
||||
.def LANG = "EN"
|
||||
.ENDIF
|
||||
|
||||
screen_height = 26
|
||||
screen_width = 40
|
||||
screen = $0900 ; start - 40*screen_height
|
||||
KeyRepeatSpeed = 15 ; (max 127 !!!)
|
||||
|
||||
|
||||
STEREOMODE equ 0
|
||||
|
||||
org screen+screen_height*40 ; after the screen
|
||||
|
||||
.zpvar src .word = $80
|
||||
.zpvar dest .word
|
||||
.zpvar top_src .word
|
||||
.zpvar next_line_begin .byte
|
||||
.zpvar end_address .word
|
||||
.zpvar start_address .word
|
||||
.zpvar temp .word
|
||||
|
||||
start
|
||||
lda #0
|
||||
sta dmactls ; screen off
|
||||
ldx #3
|
||||
@ sta COLOR0-1,x
|
||||
dex
|
||||
bpl @-
|
||||
jsr WaitOneFrame
|
||||
jsr CheckPALorNTSC
|
||||
ldx #<MODUL ;low byte of RMT module to X reg
|
||||
ldy #>MODUL ;hi byte of RMT module to Y reg
|
||||
lda #0 ;starting song line 0-255 to A reg
|
||||
jsr RASTERMUSICTRACKER ;Init
|
||||
;second POKEY init
|
||||
lda #0
|
||||
sta AUDCTL+$10
|
||||
ldy #3
|
||||
sty SKCTL+$10
|
||||
ldy #8
|
||||
@
|
||||
sta POKEY+$10,y
|
||||
dey
|
||||
bpl @-
|
||||
|
||||
|
||||
mwa #dl dlptrs
|
||||
mva #>WeaponFont chbas
|
||||
|
||||
mwa #man_text top_src
|
||||
|
||||
vmain VBLANK,7
|
||||
|
||||
jsr MakeScreenCopy
|
||||
|
||||
lda #@dmactl(standard|dma) ; standard screen width, DL on, P/M off
|
||||
sta dmactls
|
||||
jsr WaitOneFrame
|
||||
jsr FadeIn
|
||||
|
||||
main_loop
|
||||
bit escflag
|
||||
bpl NoEscape
|
||||
; EXIT THIS WAY --->
|
||||
jsr FadeOut
|
||||
VMAIN XITVBV,7 ; jsr SetVBL (off user proc)
|
||||
lda #0 ; stereo silence
|
||||
sta AUDCTL
|
||||
sta AUDCTL+$10
|
||||
ldy #3
|
||||
sty SKCTL
|
||||
sty SKCTL+$10
|
||||
ldy #8
|
||||
@
|
||||
sta POKEY,y
|
||||
sta POKEY+$10,y
|
||||
dey
|
||||
bpl @-
|
||||
LDA #%01000000 ; DLI off
|
||||
STA NMIEN
|
||||
lda #0 ; screen off
|
||||
sta dmactls
|
||||
sta escflag
|
||||
jsr WaitOneFrame
|
||||
; exit to cart loader
|
||||
|
||||
mva #0 X_BANK
|
||||
mwa #$a000 X_SRC
|
||||
mva #$10 X_CLRSTART
|
||||
jmp X_LOADER_START
|
||||
NoEscape
|
||||
jsr MakeScreenCopy
|
||||
; save the current end of the printed text source
|
||||
mwa src end_address
|
||||
|
||||
jsr GetKey
|
||||
cmp #@kbcode._down
|
||||
beq scroll_down
|
||||
cmp #@kbcode._up
|
||||
beq scroll_up
|
||||
cmp #@kbcode._left
|
||||
beq prev_chapter
|
||||
cmp #@kbcode._del
|
||||
beq prev_chapter
|
||||
cmp #@kbcode._right
|
||||
jeq next_chapter
|
||||
cmp #@kbcode._space
|
||||
jeq next_chapter
|
||||
jmp main_loop
|
||||
|
||||
scroll_down
|
||||
; find first $ff after top_src and move it there
|
||||
ldy #-1
|
||||
@ iny
|
||||
lda (top_src),y
|
||||
cmp #$ff
|
||||
bne @-
|
||||
iny
|
||||
tya
|
||||
clc
|
||||
adc top_src
|
||||
sta top_src
|
||||
scc:inc top_src+1
|
||||
|
||||
;adw top_src #screen_width
|
||||
cpw end_address #man_text_end
|
||||
scc:mwa start_address top_src
|
||||
jmp main_loop
|
||||
|
||||
scroll_up
|
||||
; find second $ff before top_src
|
||||
sbw top_src #$00ff temp
|
||||
ldy #$ff-1
|
||||
@ dey
|
||||
lda (temp),y
|
||||
cmp #$ff
|
||||
bne @-
|
||||
iny
|
||||
tya
|
||||
clc
|
||||
adc temp
|
||||
sta top_src
|
||||
lda temp+1
|
||||
adc #0
|
||||
sta top_src+1
|
||||
|
||||
;sbw top_src #screen_width
|
||||
cpw top_src #man_text
|
||||
scs:mwa #man_text top_src
|
||||
jmp main_loop
|
||||
|
||||
prev_chapter
|
||||
; find first $fe above the screen
|
||||
sbw top_src #screen_width temp ; start a bit above the current screen
|
||||
ldy #0
|
||||
prev_letter
|
||||
lda (temp),y
|
||||
cmp #$fe ; $fe - chapter marker
|
||||
beq prev_chapter_found
|
||||
dew temp
|
||||
cpw temp #man_text
|
||||
bcs @+
|
||||
mwa #man_text top_src
|
||||
jmp main_loop
|
||||
@
|
||||
jmp prev_letter
|
||||
prev_chapter_found
|
||||
mwa temp top_src
|
||||
jsr WaitForKeyRelease
|
||||
jmp main_loop
|
||||
|
||||
next_chapter
|
||||
; find first $fe below the top of the screen
|
||||
adw top_src #screen_width temp ; start ~1 line below the current screen top
|
||||
ldy #0
|
||||
next_letter
|
||||
lda (temp),y
|
||||
cmp #$fe
|
||||
beq next_chapter_found
|
||||
inw temp
|
||||
cpw temp #man_text_end-screen_width*4
|
||||
bcc @+
|
||||
mwa start_address top_src
|
||||
jmp main_loop
|
||||
@
|
||||
jmp next_letter
|
||||
next_chapter_found
|
||||
mwa temp top_src
|
||||
jsr WaitForKeyRelease
|
||||
jmp main_loop
|
||||
;--------------------------------------------------
|
||||
.proc MakeScreenCopy
|
||||
mwa top_src src
|
||||
mwa #screen dest
|
||||
|
||||
ldx #screen_height-1
|
||||
screen_copy
|
||||
mwa top_src start_address
|
||||
ldy #0
|
||||
@
|
||||
lda (src),y
|
||||
cmp #$fe ; chapter marker
|
||||
bne not_chapter
|
||||
lda #0
|
||||
beq not_eol
|
||||
not_chapter
|
||||
cmp #$ff ; end of line marker
|
||||
bne not_eol
|
||||
sty next_line_begin
|
||||
lda #$00
|
||||
@ sta (dest),y
|
||||
iny
|
||||
cpy #screen_width
|
||||
bne @-
|
||||
jmp next_line
|
||||
|
||||
not_eol
|
||||
sta (dest),y
|
||||
iny
|
||||
cpy #screen_width
|
||||
bne @-1
|
||||
mva #screen_width-1 next_line_begin
|
||||
next_line
|
||||
adw dest #screen_width
|
||||
; adw src #screen_width
|
||||
inc next_line_begin
|
||||
clc
|
||||
lda src
|
||||
adc next_line_begin
|
||||
sta src
|
||||
scc:inc src+1
|
||||
|
||||
dex
|
||||
bpl screen_copy
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc FadeIn
|
||||
ldy #15
|
||||
FirstLoop
|
||||
lda COLOR1
|
||||
cmp #13
|
||||
beq ColorOK
|
||||
inc COLOR1
|
||||
ColorOK
|
||||
jsr WaitOneFrame
|
||||
dey
|
||||
bpl FirstLoop
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc FadeOut
|
||||
ldy #15
|
||||
FirstLoop
|
||||
lda COLOR1
|
||||
beq ColorOK
|
||||
dec COLOR1
|
||||
ColorOK
|
||||
jsr WaitOneFrame
|
||||
dey
|
||||
bpl FirstLoop
|
||||
rts
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc GetKey
|
||||
; returns pressed value in A
|
||||
; when [ESC] is pressed, escFlag is set
|
||||
; result: A=keycode
|
||||
;--------------------------------------------------
|
||||
getKeyAfterWait
|
||||
lda SKSTAT
|
||||
cmp #$ff
|
||||
beq checkJoyGetKey ; key not pressed, check Joy
|
||||
cmp #$f7 ; SHIFT
|
||||
beq checkJoyGetKey
|
||||
lda kbcode
|
||||
cmp #@kbcode._none
|
||||
beq checkJoyGetKey
|
||||
and #$3f ;CTRL and SHIFT ellimination
|
||||
cmp #@kbcode._esc ; 28 ; ESC
|
||||
bne getkeyend
|
||||
mvy #$80 escFlag
|
||||
bne getkeyend
|
||||
|
||||
checkJoyGetKey
|
||||
;------------JOY-------------
|
||||
;happy happy joy joy
|
||||
;check for joystick now
|
||||
lda STICK0
|
||||
and #$0f
|
||||
cmp #$0f
|
||||
beq notpressedJoyGetKey
|
||||
tay
|
||||
lda joyToKeyTable,y
|
||||
bne getkeyend
|
||||
|
||||
notpressedJoyGetKey
|
||||
;fire
|
||||
lda STRIG0
|
||||
beq JoyButton
|
||||
jsr Check2button
|
||||
bcc SecondButton
|
||||
bne checkSelectKey
|
||||
checkSelectKey
|
||||
lda CONSOL
|
||||
and #%00000010 ; Select
|
||||
beq SelectPressed
|
||||
lda CONSOL
|
||||
and #%00000100 ; Option
|
||||
bne getKeyAfterWait
|
||||
OptionPressed
|
||||
lda #@kbcode._atari ; Option key
|
||||
bne getkeyend
|
||||
SecondButton
|
||||
SelectPressed
|
||||
lda #@kbcode._tab ; Select key
|
||||
bne getkeyend
|
||||
JoyButton
|
||||
lda #@kbcode._ret ;Return key
|
||||
getkeyend
|
||||
ldy #0
|
||||
sty ATRACT ; reset atract mode
|
||||
rts
|
||||
Check2button
|
||||
lda PADDL0
|
||||
and #$c0
|
||||
eor #$C0
|
||||
cmp PaddleState
|
||||
sta PaddleState
|
||||
rts
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc WaitForKeyRelease
|
||||
;--------------------------------------------------
|
||||
mva #128-KeyRepeatSpeed pressTimer ; tricky
|
||||
StillWait
|
||||
bit pressTimer
|
||||
bmi KeyReleased
|
||||
lda STICK0
|
||||
and #$0f
|
||||
cmp #$0f
|
||||
bne StillWait
|
||||
lda STRIG0
|
||||
beq StillWait
|
||||
lda SKSTAT
|
||||
cmp #$ff
|
||||
bne StillWait
|
||||
lda CONSOL
|
||||
and #%00000110 ; Select and Option only
|
||||
cmp #%00000110
|
||||
bne StillWait
|
||||
KeyReleased
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc VBLANK ;vertical blank interrupt
|
||||
;--------------------------------------------------
|
||||
|
||||
lda ticksPerSecond
|
||||
cmp #60
|
||||
bne PALMusic
|
||||
; it is NTSC HERE -- slow down the sound
|
||||
lda ticks
|
||||
and #%00000111
|
||||
beq skipSoundFrame
|
||||
PALMusic
|
||||
bit:smi:inc pressTimer ; timer halted if >127. max time measured 2.5 s
|
||||
;lda ticks
|
||||
;and #%00000011
|
||||
;beq skipSoundFrame
|
||||
playNow
|
||||
jsr RASTERMUSICTRACKER+3
|
||||
; fake POKEY reverb
|
||||
ldy #8
|
||||
@ lda fake_pokey,y
|
||||
sta $d210,y
|
||||
dey
|
||||
bpl @-
|
||||
skipSoundFrame
|
||||
|
||||
;time update
|
||||
inc:lda ticks
|
||||
cmp ticksPerSecond
|
||||
sne:mva #0 ticks
|
||||
|
||||
VBLANKEND
|
||||
jmp XITVBV
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc WaitOneFrame
|
||||
;--------------------------------------------------
|
||||
waitRTC ; or wait ?
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc CheckPALorNTSC
|
||||
;--------------------------------------------------
|
||||
lda $d014 ;http://www.myatari.com/nirdary.html
|
||||
and #%00001110
|
||||
bne NTSC
|
||||
lda #50
|
||||
sta ticksPerSecond
|
||||
rts
|
||||
NTSC
|
||||
lda #60
|
||||
sta ticksPerSecond
|
||||
rts
|
||||
.endp
|
||||
|
||||
dl
|
||||
:2 .byte SKIP8
|
||||
.byte LMS+MODE2
|
||||
.word screen
|
||||
:(screen_height-1) .byte MODE2
|
||||
.byte JVB
|
||||
.word dl
|
||||
|
||||
joyToKeyTable
|
||||
.by $ff ;00
|
||||
.by $ff ;01
|
||||
.by $ff ;02
|
||||
.by $ff ;03
|
||||
.by $ff ;04
|
||||
.by $ff ;05
|
||||
.by $ff ;06
|
||||
.by @kbcode._right ;07
|
||||
.by $ff ;08
|
||||
.by $ff ;09
|
||||
.by $ff ;0a
|
||||
.by @kbcode._left ;0b
|
||||
.by $ff ;0c
|
||||
.by @kbcode._down ;0d
|
||||
.by @kbcode._up ;0e
|
||||
.by $ff ;0f
|
||||
|
||||
|
||||
escflag .byte 0
|
||||
paddlestate .byte 0
|
||||
ticks .byte 0
|
||||
ticksPerSecond .byte 0
|
||||
fake_pokey :9 .byte 0
|
||||
pressTimer .byte 0
|
||||
|
||||
icl "music/rmtplayr.a65"
|
||||
|
||||
|
||||
man_text
|
||||
.if LANG = "PL"
|
||||
ins 'MANUAL_PL_A800.bin' ; 'manual.bin' ;icl 'man_cart_txt_EN.asm'
|
||||
.else
|
||||
ins 'MANUAL_EN.bin'
|
||||
.endif
|
||||
man_text_end
|
||||
.by $ff, $ff
|
||||
.ECHO *
|
||||
|
||||
opt h- ;RMT module is standard Atari binary file already
|
||||
ins "music/czytaczu1_stripped.rmt" ;include music RMT module
|
||||
opt h+
|
||||
MODUL equ $B000
|
||||
org $BC00
|
||||
WeaponFont
|
||||
ins 'manual_font_pl.fnt' ; 'artwork/weapons.fnt'
|
||||
|
||||
run start
|
||||
@@ -0,0 +1,316 @@
|
||||
""" Converts manual files to atari SCREENCODES ready for display
|
||||
"""
|
||||
import re
|
||||
import sys
|
||||
|
||||
MAX_W = 40
|
||||
|
||||
|
||||
def break_long_string(long_string):
|
||||
""" write a python function that breaks a long string of words to a list of MAX_W long strings.
|
||||
Important - each new string must contain the full word, no breaking inside words."""
|
||||
# words = long_string.split()
|
||||
result = []
|
||||
# current_string = ' ' * spaces
|
||||
# for word in words:
|
||||
# if len(current_string) + len(word) <= MAX_W:
|
||||
# current_string += word + ' '
|
||||
# else:
|
||||
# result.append(current_string.rstrip())
|
||||
# current_string = word + ' '
|
||||
#
|
||||
# if current_string:
|
||||
# result.append(current_string.rstrip())
|
||||
while len(long_string) > MAX_W:
|
||||
spaces = len(long_string) - len(long_string.lstrip())
|
||||
brk = long_string.rfind(' ', 0, MAX_W)
|
||||
result.append(long_string[0:brk])
|
||||
long_string = ' ' * (spaces - 1) + long_string[brk:]
|
||||
else:
|
||||
result.append(long_string)
|
||||
return result
|
||||
|
||||
|
||||
def remove_wierd(t: str) -> str:
|
||||
t = re.sub(r'!.*\)?', '', t) # remove embedded image
|
||||
t = re.sub(r'[#`]', '', t)
|
||||
# convert inverses (** to ascii+128
|
||||
i = 0
|
||||
out = ''
|
||||
while i < len(t):
|
||||
if t[i:i+2] == '**':
|
||||
star2_i = t.find('**', i+1)
|
||||
out += ''.join(chr(ord(x)+128) for x in t[i+2:star2_i])
|
||||
i = star2_i+2
|
||||
else:
|
||||
out += t[i]
|
||||
i += 1
|
||||
return out
|
||||
|
||||
|
||||
with open(sys.argv[1], 'r') as f:
|
||||
md = f.readlines()
|
||||
out = ''
|
||||
for line in md:
|
||||
line = line.replace('ó', 'ɠ') # this is a dirty trick to avoid tripping 'ó' which is a legit LATIN-1 char
|
||||
if line.startswith('#'): # header
|
||||
line = remove_wierd(line)
|
||||
out += '←' + line[1:] # header marker
|
||||
out += '-' * len(line) + '\n'
|
||||
else:
|
||||
line = remove_wierd(line)
|
||||
out += line
|
||||
|
||||
# make lines break on words
|
||||
out2 = ''
|
||||
for line in out.split('\n'):
|
||||
if len(line) <= MAX_W:
|
||||
out2 += line + '\n'
|
||||
else:
|
||||
for line_shorter in break_long_string(line):
|
||||
out2 += line_shorter + '\n'
|
||||
|
||||
utf_to_internal = {
|
||||
' ': 0,
|
||||
'!': 1,
|
||||
'"': 2,
|
||||
'#': 3,
|
||||
'$': 4,
|
||||
'%': 5,
|
||||
'&': 6,
|
||||
"'": 7,
|
||||
'(': 8,
|
||||
')': 9,
|
||||
'*': 10,
|
||||
'+': 11,
|
||||
',': 12,
|
||||
'-': 13,
|
||||
'.': 14,
|
||||
'/': 15,
|
||||
'0': 16,
|
||||
'1': 17,
|
||||
'2': 18,
|
||||
'3': 19,
|
||||
'4': 20,
|
||||
'5': 21,
|
||||
'6': 22,
|
||||
'7': 23,
|
||||
'8': 24,
|
||||
'9': 25,
|
||||
':': 26,
|
||||
';': 27,
|
||||
'<': 28,
|
||||
'=': 29,
|
||||
'>': 30,
|
||||
'?': 31,
|
||||
'@': 32,
|
||||
'A': 33,
|
||||
'B': 34,
|
||||
'C': 35,
|
||||
'D': 36,
|
||||
'E': 37,
|
||||
'F': 38,
|
||||
'G': 39,
|
||||
'H': 40,
|
||||
'I': 41,
|
||||
'J': 42,
|
||||
'K': 43,
|
||||
'L': 44,
|
||||
'M': 45,
|
||||
'N': 46,
|
||||
'O': 47,
|
||||
'P': 48,
|
||||
'Q': 49,
|
||||
'R': 50,
|
||||
'S': 51,
|
||||
'T': 52,
|
||||
'U': 53,
|
||||
'V': 54,
|
||||
'W': 55,
|
||||
'X': 56,
|
||||
'Y': 57,
|
||||
'Z': 58,
|
||||
'[': 59,
|
||||
'\\': 60,
|
||||
']': 61,
|
||||
'^': 62,
|
||||
'_': 63,
|
||||
'a': 97,
|
||||
'b': 98,
|
||||
'c': 99,
|
||||
'd': 100,
|
||||
'e': 101,
|
||||
'f': 102,
|
||||
'g': 103,
|
||||
'h': 104,
|
||||
'i': 105,
|
||||
'j': 106,
|
||||
'k': 107,
|
||||
'l': 108,
|
||||
'm': 109,
|
||||
'n': 110,
|
||||
'o': 111,
|
||||
'p': 112,
|
||||
'q': 113,
|
||||
'r': 114,
|
||||
's': 115,
|
||||
't': 116,
|
||||
'u': 117,
|
||||
'v': 118,
|
||||
'w': 119,
|
||||
'x': 120,
|
||||
'y': 121,
|
||||
'z': 122,
|
||||
'|': 124,
|
||||
'Ą': 65,
|
||||
'ą': 66,
|
||||
'Ć': 67,
|
||||
'ć': 68,
|
||||
'Ę': 69,
|
||||
'ę': 70,
|
||||
'Ł': 76,
|
||||
'ł': 77,
|
||||
'Ń': 78,
|
||||
'ń': 79,
|
||||
'Ó': 80,
|
||||
'ɠ': 81, # 'ó': 81,
|
||||
'Ś': 83,
|
||||
'ś': 84,
|
||||
'Ż': 87,
|
||||
'ż': 88,
|
||||
'Ź': 89,
|
||||
'ź': 90,
|
||||
'↓': 93,
|
||||
'←': 0xfe, # header marker
|
||||
# INVERSE
|
||||
chr(ord(' ')+128): 128+0,
|
||||
chr(ord('!')+128): 128+1,
|
||||
chr(ord('"')+128): 128+2,
|
||||
chr(ord('#')+128): 128+3,
|
||||
chr(ord('$')+128): 128+4,
|
||||
chr(ord('%')+128): 128+5,
|
||||
chr(ord('&')+128): 128+6,
|
||||
chr(ord("'")+128): 128+7,
|
||||
chr(ord('(')+128): 128+8,
|
||||
chr(ord(')')+128): 128+9,
|
||||
chr(ord('*')+128): 128+10,
|
||||
chr(ord('+')+128): 128+11,
|
||||
chr(ord(',')+128): 128+12,
|
||||
chr(ord('-')+128): 128+13,
|
||||
chr(ord('.')+128): 128+14,
|
||||
chr(ord('/')+128): 128+15,
|
||||
chr(ord('0')+128): 128+16,
|
||||
chr(ord('1')+128): 128+17,
|
||||
chr(ord('2')+128): 128+18,
|
||||
chr(ord('3')+128): 128+19,
|
||||
chr(ord('4')+128): 128+20,
|
||||
chr(ord('5')+128): 128+21,
|
||||
chr(ord('6')+128): 128+22,
|
||||
chr(ord('7')+128): 128+23,
|
||||
chr(ord('8')+128): 128+24,
|
||||
chr(ord('9')+128): 128+25,
|
||||
chr(ord(':')+128): 128+26,
|
||||
chr(ord(';')+128): 128+27,
|
||||
chr(ord('<')+128): 128+28,
|
||||
chr(ord('=')+128): 128+29,
|
||||
chr(ord('>')+128): 128+30,
|
||||
chr(ord('?')+128): 128+31,
|
||||
chr(ord('@')+128): 128+32,
|
||||
chr(ord('A')+128): 128+33,
|
||||
chr(ord('B')+128): 128+34,
|
||||
chr(ord('C')+128): 128+35,
|
||||
chr(ord('D')+128): 128+36,
|
||||
chr(ord('E')+128): 128+37,
|
||||
chr(ord('F')+128): 128+38,
|
||||
chr(ord('G')+128): 128+39,
|
||||
chr(ord('H')+128): 128+40,
|
||||
chr(ord('I')+128): 128+41,
|
||||
chr(ord('J')+128): 128+42,
|
||||
chr(ord('K')+128): 128+43,
|
||||
chr(ord('L')+128): 128+44,
|
||||
chr(ord('M')+128): 128+45,
|
||||
chr(ord('N')+128): 128+46,
|
||||
chr(ord('O')+128): 128+47,
|
||||
chr(ord('P')+128): 128+48,
|
||||
chr(ord('Q')+128): 128+49,
|
||||
chr(ord('R')+128): 128+50,
|
||||
chr(ord('S')+128): 128+51,
|
||||
chr(ord('T')+128): 128+52,
|
||||
chr(ord('U')+128): 128+53,
|
||||
chr(ord('V')+128): 128+54,
|
||||
chr(ord('W')+128): 128+55,
|
||||
chr(ord('X')+128): 128+56,
|
||||
chr(ord('Y')+128): 128+57,
|
||||
chr(ord('Z')+128): 128+58,
|
||||
chr(ord('[')+128): 128+59,
|
||||
chr(ord('\\')+128): 128+60,
|
||||
chr(ord(']')+128): 128+61,
|
||||
chr(ord('^')+128): 128+62,
|
||||
chr(ord('_')+128): 128+63,
|
||||
chr(ord('a')+128): 128+97,
|
||||
chr(ord('b')+128): 128+98,
|
||||
chr(ord('c')+128): 128+99,
|
||||
chr(ord('d')+128): 128+100,
|
||||
chr(ord('e')+128): 128+101,
|
||||
chr(ord('f')+128): 128+102,
|
||||
chr(ord('g')+128): 128+103,
|
||||
chr(ord('h')+128): 128+104,
|
||||
chr(ord('i')+128): 128+105,
|
||||
chr(ord('j')+128): 128+106,
|
||||
chr(ord('k')+128): 128+107,
|
||||
chr(ord('l')+128): 128+108,
|
||||
chr(ord('m')+128): 128+109,
|
||||
chr(ord('n')+128): 128+110,
|
||||
chr(ord('o')+128): 128+111,
|
||||
chr(ord('p')+128): 128+112,
|
||||
chr(ord('q')+128): 128+113,
|
||||
chr(ord('r')+128): 128+114,
|
||||
chr(ord('s')+128): 128+115,
|
||||
chr(ord('t')+128): 128+116,
|
||||
chr(ord('u')+128): 128+117,
|
||||
chr(ord('v')+128): 128+118,
|
||||
chr(ord('w')+128): 128+119,
|
||||
chr(ord('x')+128): 128+120,
|
||||
chr(ord('y')+128): 128+121,
|
||||
chr(ord('z')+128): 128+122,
|
||||
chr(ord('|')+128): 128+124,
|
||||
'ǂ': 128+77, # ł
|
||||
'ˠ': 128+81, # ó
|
||||
'Ǜ': 128+84, # ś
|
||||
# chr(ord('Ą')+128): 128+65,
|
||||
# chr(ord('ą')+128): 128+66,
|
||||
# chr(ord('Ć')+128): 128+67,
|
||||
# chr(ord('ć')+128): 128+68,
|
||||
# chr(ord('Ę')+128): 128+69,
|
||||
# chr(ord('ę')+128): 128+70,
|
||||
# chr(ord('Ł')+128): 128+76,
|
||||
# chr(ord('ł')+128): 128+77,
|
||||
# chr(ord('Ń')+128): 128+78,
|
||||
# chr(ord('ń')+128): 128+79,
|
||||
# chr(ord('Ó')+128): 128+80,
|
||||
# chr(ord('ó')+128): 128+81,
|
||||
# chr(ord('Ś')+128): 128+83,
|
||||
# chr(ord('ś')+128): 128+84,
|
||||
# chr(ord('Ż')+128): 128+87,
|
||||
# chr(ord('ż')+128): 128+88,
|
||||
# chr(ord('Ź')+128): 128+89,
|
||||
# chr(ord('ź')+128): 128+90,
|
||||
}
|
||||
|
||||
# convert to SCREENCODES
|
||||
bin_out = bytearray()
|
||||
for line in out2.split('\n'):
|
||||
# print(line)
|
||||
for i, c in enumerate(line):
|
||||
# print(c, ord(c), utf_to_internal[c])
|
||||
try:
|
||||
bin_out.append(utf_to_internal[c])
|
||||
except KeyError:
|
||||
print('-'*70, 'ERROR:', ord(c), c)
|
||||
bin_out.append(0)
|
||||
if len(line) < 40:
|
||||
# bin_out += bytes(40-len(line))
|
||||
bin_out.append(255)
|
||||
# save to a file
|
||||
with open(sys.argv[1].split('.')[0]+'.bin', 'wb') as f:
|
||||
f.write(bin_out)
|
||||
@@ -0,0 +1,41 @@
|
||||
;* --------BEGIN--------
|
||||
;* Z:\home\pkalinowski\Seafile\atari\projects\scorch_src\Manuals\music\czytaczu1_stripped.rmt
|
||||
FEAT_SFX equ 0
|
||||
FEAT_GLOBALVOLUMEFADE equ 0 ;RMTGLOBALVOLUMEFADE variable
|
||||
FEAT_NOSTARTINGSONGLINE equ 1
|
||||
FEAT_INSTRSPEED equ 1
|
||||
FEAT_CONSTANTSPEED equ 0 ;(16 times)
|
||||
FEAT_COMMAND1 equ 1 ;(8 times)
|
||||
FEAT_COMMAND2 equ 0 ;(0 times)
|
||||
FEAT_COMMAND3 equ 0 ;(0 times)
|
||||
FEAT_COMMAND4 equ 0 ;(0 times)
|
||||
FEAT_COMMAND5 equ 0 ;(0 times)
|
||||
FEAT_COMMAND6 equ 0 ;(0 times)
|
||||
FEAT_COMMAND7SETNOTE equ 0 ;(0 times)
|
||||
FEAT_COMMAND7VOLUMEONLY equ 0 ;(0 times)
|
||||
FEAT_PORTAMENTO equ 0 ;(0 times)
|
||||
FEAT_FILTER equ 0 ;(0 times)
|
||||
FEAT_FILTERG0L equ 0 ;(0 times)
|
||||
FEAT_FILTERG1L equ 0 ;(0 times)
|
||||
FEAT_FILTERG0R equ 0 ;(0 times)
|
||||
FEAT_FILTERG1R equ 0 ;(0 times)
|
||||
FEAT_BASS16 equ 0 ;(0 times)
|
||||
FEAT_BASS16G1L equ 0 ;(0 times)
|
||||
FEAT_BASS16G3L equ 0 ;(0 times)
|
||||
FEAT_BASS16G1R equ 0 ;(0 times)
|
||||
FEAT_BASS16G3R equ 0 ;(0 times)
|
||||
FEAT_VOLUMEONLYG0L equ 0 ;(0 times)
|
||||
FEAT_VOLUMEONLYG2L equ 0 ;(0 times)
|
||||
FEAT_VOLUMEONLYG3L equ 0 ;(0 times)
|
||||
FEAT_VOLUMEONLYG0R equ 0 ;(0 times)
|
||||
FEAT_VOLUMEONLYG2R equ 0 ;(0 times)
|
||||
FEAT_VOLUMEONLYG3R equ 0 ;(0 times)
|
||||
FEAT_TABLETYPE equ 0 ;(0 times)
|
||||
FEAT_TABLEMODE equ 0 ;(0 times)
|
||||
FEAT_TABLEGO equ 0 ;(0 times)
|
||||
FEAT_AUDCTLMANUALSET equ 0 ;(0 times)
|
||||
FEAT_VOLUMEMIN equ 0 ;(0 times)
|
||||
FEAT_EFFECTVIBRATO equ 1 ;(2 times)
|
||||
FEAT_EFFECTFSHIFT equ 0 ;(0 times)
|
||||
;* --------END--------
|
||||
|
||||
@@ -0,0 +1,551 @@
|
||||
; @com.wudsn.ide.lng.mainsourcefile=RANDOM_test.asm
|
||||
|
||||
;mads RANDOM_test.asm -o:RANDOM_test.bin -d:TARGET=5200
|
||||
;mads RANDOM_test.asm -o:RANDOM_test.xex -d:TARGET=800
|
||||
|
||||
|
||||
;---------------------------------------------------
|
||||
.IFNDEF TARGET
|
||||
.def TARGET = 800 ; 5200
|
||||
.ENDIF
|
||||
;---------------------------------------------------
|
||||
OPT r+ ; saves 10 bytes, and probably works :) https://github.com/tebe6502/Mad-Assembler/issues/10
|
||||
|
||||
;---------------------------------------------------
|
||||
|
||||
;---------------------------------------------------
|
||||
;---------------------------------------------------
|
||||
FirstZpageVariable = $50
|
||||
.zpvar DliColorBack .byte = FirstZpageVariable
|
||||
.zpvar ClearSky .byte ; $ff - Crear sky during drawmountains, 0 - no clear sky
|
||||
.zpvar PaddleState .byte ; old state 2nd button for 2 buttons joysticks
|
||||
.zpvar GradientNr .byte
|
||||
.zpvar GradientColors .word
|
||||
.zpvar JoystickNumber .byte
|
||||
.zpvar LazyFlag .byte ; 7 bit - run Lazy Darwin, 6 bit - run Lazy Boy or Darwin (!) after inventory
|
||||
; 0 - nothing
|
||||
.zpvar SpyHardFlag .byte ; >$7f - run SpyHard after inventory
|
||||
.zpvar Vdebug .byte ; "visual debug" flag ($00 - off, $ff - on)
|
||||
.zpvar xdraw .word ; = $64 ;variable X for plot
|
||||
.zpvar ydraw .word ; variable Y for plot
|
||||
; (like in Atari Basic - Y=0 in upper right corner of the screen)
|
||||
.zpvar xbyte .word
|
||||
.zpvar ybyte .word
|
||||
.zpvar CharCode .byte
|
||||
.zpvar fontind .word
|
||||
.zpvar tanknr .byte
|
||||
.zpvar oldplot .word
|
||||
.zpvar xc .word
|
||||
.zpvar temp .word ; temporary word for the most embeded loops only
|
||||
.zpvar temp2 .word ; same as above
|
||||
.zpvar modify .word ; origially used to replace self-modyfying code
|
||||
.zpvar tempXROLLER .word ; same as above for XROLLER routine (used also in result display routine)
|
||||
.zpvar xtempDRAW .word ; same as above for XDRAW routine
|
||||
.zpvar ytempDRAW .word ; same as above for XDRAW routine
|
||||
.zpvar tempor2 .word
|
||||
.zpvar CreditsVScrol .byte
|
||||
;--------------temps used in circle routine
|
||||
.zpvar xi .word ; X (word) in draw routine
|
||||
.zpvar fx .byte
|
||||
.zpvar yi .word ; Y (word) in draw routine
|
||||
.zpvar fy .byte
|
||||
.zpvar xk .word
|
||||
.zpvar fs .byte
|
||||
.zpvar yc .byte ; ycircle - temporary for circle
|
||||
.zpvar dx .word
|
||||
.zpvar dy .word
|
||||
.zpvar dd .word
|
||||
.zpvar di .word
|
||||
.zpvar dp .word
|
||||
;----------------------------
|
||||
.zpvar UnderTank1 .byte
|
||||
.zpvar UnderTank2 .byte
|
||||
;----------------------------
|
||||
.zpvar TestFlightFlag .byte ; For AI test flights ($ff - test, $00 - standard shoot flight)
|
||||
.zpvar weaponPointer .word
|
||||
.zpvar dliCounter .byte
|
||||
.zpvar pressTimer .byte
|
||||
.zpvar NTSCcounter .byte
|
||||
.zpvar sfx_effect .byte
|
||||
.zpvar RMT_blocked .byte
|
||||
.zpvar ScrollFlag .byte
|
||||
.zpvar SkStatSimulator .byte
|
||||
.zpvar FloatingAlt .byte ; floating tank altitude
|
||||
.zpvar OverTankDir .byte ; (0 go right, $ff go left) direction of bypassing tanks on screen
|
||||
|
||||
; --------------OPTIMIZATION VARIABLES--------------
|
||||
.zpvar Force .word
|
||||
.zpvar Force_ .byte ; Force is 3 bytes long
|
||||
.zpvar Angle .byte
|
||||
.zpvar Parachute .byte ; are you insured with parachute?
|
||||
.zpvar color .byte
|
||||
.zpvar Erase .byte ; if 1 only mask of the character is printed
|
||||
; on the graphics screen. if 0 character is printed normally
|
||||
.zpvar radius .byte
|
||||
.zpvar decimal .word
|
||||
.zpvar NumberOfPlayers .byte ; current number of players (counted from 1)
|
||||
.zpvar Counter .byte ; temporary Counter for outside loops
|
||||
.zpvar ExplosionRadius .byte
|
||||
.zpvar FunkyBombCounter .byte
|
||||
.zpvar ResultY .byte
|
||||
.zpvar xcircle .word
|
||||
.zpvar ycircle .word
|
||||
.zpvar vy .word
|
||||
.zpvar vy_ .word ; 4 bytes
|
||||
.zpvar vx .word
|
||||
.zpvar vx_ .word ; 4 bytes
|
||||
.zpvar HitFlag .byte ; $ff when missile hit ground, $00 when no hit,
|
||||
; $01-$06 tank index+1 when hit tank
|
||||
.zpvar PositionOnTheList .byte ; pointer position on the list being displayed
|
||||
.zpvar FirstKeypressDelay .byte
|
||||
.zpvar IsEndOfTheFallFlag .byte ;for small speedup ground falling
|
||||
.zpvar TankSequencePointer .byte
|
||||
.zpvar WindChangeInRound .byte ; wind change after each turn (not round only) flag
|
||||
; (0 - round only, >0 - each turn)
|
||||
.zpvar RandomMountains .byte ; mountains type change after each turn flag
|
||||
; (0 - round only, >0 - each turn)
|
||||
.zpvar FastSoilDown .byte ; 0 - standard, >0 - fast
|
||||
.zpvar BlackHole .byte ; 0 - no, >0 - yes
|
||||
.zpvar XHit .word
|
||||
.zpvar delta .word
|
||||
.zpvar HowMuchToFall .byte
|
||||
.zpvar magic .word ; worst var name in the whole business
|
||||
.zpvar xtraj .word
|
||||
.zpvar xtraj_ .byte ; 3 bytes
|
||||
.zpvar ytraj .word
|
||||
.zpvar ytraj_ .byte ; 3 bytes
|
||||
.zpvar Wind .word
|
||||
.zpvar Wind_ .word ; 4 bytes
|
||||
.zpvar RangeLeft .word
|
||||
.zpvar RangeRight .word
|
||||
.zpvar NewAngle .byte
|
||||
.zpvar escFlag .byte ; 7 bit - Exit game,
|
||||
; 6 bit - Exit to GameOver (cleared - exit to Menu), 0 - nothing
|
||||
.zpvar LineYdraw .byte
|
||||
.zpvar LineXdraw .word
|
||||
.zpvar plot4x4color .byte ; $00 / $ff
|
||||
.zpvar Multiplier .word
|
||||
.zpvar Multiplier_ .byte ; 3 bytes
|
||||
.zpvar HowToDraw .byte
|
||||
.zpvar DrawDirFactor .byte
|
||||
.zpvar gravity .byte
|
||||
.zpvar LineLength .word
|
||||
.zpvar tracerflag .byte
|
||||
.zpvar isInventory .byte
|
||||
.zpvar DifficultyLevel .byte
|
||||
.zpvar goleft .byte
|
||||
.zpvar OffsetDL1 .byte
|
||||
.zpvar L1 .byte
|
||||
HotNapalmFlag = FunkyBombCounter ; variable reuse!
|
||||
displayposition = modify
|
||||
LineAddress4x4 = xcircle
|
||||
;* RMT ZeroPage addresses in artwork/sfx/scorch_str9-NTSC.rmt
|
||||
|
||||
DISPLAY = $1000
|
||||
SCREENHEIGHT = 256
|
||||
screenwidth = 32
|
||||
;-----------------------------------------------
|
||||
; libraries
|
||||
;-----------------------------------------------
|
||||
.IF TARGET = 800
|
||||
icl 'Atari/lib/ATARISYS.ASM'
|
||||
icl 'Atari/lib/MACRO.ASM'
|
||||
.ELIF TARGET = 5200
|
||||
OPT h-f+ ; no headers, single block --> cart bin file
|
||||
icl 'Atari/lib/5200SYS.ASM'
|
||||
icl 'Atari/lib/5200MACRO.ASM'
|
||||
.enum @kbcode
|
||||
_space = $00
|
||||
_Y = $01
|
||||
_up = $02
|
||||
_O = $03
|
||||
_left = $04
|
||||
_tab = $05
|
||||
_right = $06
|
||||
_A = $07
|
||||
_down = $08
|
||||
_I = $09
|
||||
_esc = $0a
|
||||
_help = $0b ; Visual Debug in 5200
|
||||
_del = $fc ; $0c ;not used in 5200
|
||||
_M = $0d
|
||||
_S = $0e
|
||||
_atari = $fd ; not used in 5200
|
||||
_ret = $0c ; fire in 5200
|
||||
_none = $0f
|
||||
.ende
|
||||
.ENDIF
|
||||
|
||||
;-----------------------------------------------
|
||||
; variable declarations in RAM (no code)
|
||||
;-----------------------------------------------
|
||||
ORG $3000
|
||||
; These tebles are at the beginning of memory pages becouse ....
|
||||
bittable1_long
|
||||
.ds $100
|
||||
bittable2_long
|
||||
.ds $100
|
||||
linetableL
|
||||
.ds (screenHeight)
|
||||
linetableH
|
||||
.ds (screenHeight)
|
||||
|
||||
|
||||
; loading address
|
||||
ORG $4000
|
||||
|
||||
;--------------------------------------------------
|
||||
; Game Code
|
||||
;--------------------------------------------------
|
||||
FirstSTART
|
||||
.IF TARGET = 5200
|
||||
; start in 5200 diagnostic mode
|
||||
; move original startup procedure to RAM
|
||||
|
||||
Modified5200Splash = $2100 ; apparently there is some free space here
|
||||
; check kernel version
|
||||
Atari5200KernelByte = $fff8
|
||||
; $32 - 4 joy
|
||||
; $00 - 2 joy
|
||||
; $ff - Altirra kernel
|
||||
|
||||
lda Atari5200KernelByte
|
||||
beq rom2joy
|
||||
cmp #$32
|
||||
beq rom4joy
|
||||
altirra_kernel
|
||||
mwa #Modified5200Splash+$8a modify
|
||||
bne @+ ; JMP
|
||||
|
||||
rom4joy
|
||||
mwa #Modified5200Splash+$16b modify
|
||||
bne @+ ; JMP
|
||||
|
||||
rom2joy
|
||||
mwa #Modified5200Splash+$181 modify
|
||||
@
|
||||
mwa $fffc temp ; startup proc address
|
||||
mwa #Modified5200Splash temp2
|
||||
jsr CopyFromROM
|
||||
; modify the end of the splash procedure
|
||||
lda #$60 ; rts
|
||||
sta (temp2),y
|
||||
|
||||
jsr Modified5200Splash+$0f ; after the diag cart detection
|
||||
; modify the text
|
||||
splash_text = $3c80 ; '.scorch.supersystem.copyright.19xx.atari'
|
||||
splash_year = splash_text + $1e
|
||||
splash_copyright = splash_text + $14
|
||||
ldy #19 ; 20 characters
|
||||
@ lda NewSplashText,y
|
||||
sta splash_copyright,y
|
||||
dey
|
||||
bpl @-
|
||||
|
||||
; splash screen delay. maybe add fire to speed up?
|
||||
@ cpx RTCLOK+1
|
||||
bne @-
|
||||
no5200splash
|
||||
.ENDIF
|
||||
StartAfterSplash
|
||||
|
||||
; generate linetables
|
||||
jsr GenerateLineTable
|
||||
|
||||
.IF TARGET = 800
|
||||
; pokeys init
|
||||
lda #3 ; stereo (pseudo)
|
||||
sta POKEY+$0f ; stereo
|
||||
sta POKEY+$1f ; stereo
|
||||
.ELIF TARGET = 5200
|
||||
mva #$7f SkStatSimulator
|
||||
.ENDIF
|
||||
|
||||
|
||||
.IF TARGET = 5200
|
||||
mva #$0f STICK0
|
||||
mva #$04 CONSOL5200 ; Speaker off, Pots enabled, port #1 selected
|
||||
mwa #kb_continue VKEYCNT ; Keyboard handler
|
||||
.ENDIF
|
||||
VMAIN VBLinterrupt,7 ; jsr SetVBL
|
||||
|
||||
mva #2 chactl ; necessary for 5200
|
||||
|
||||
mwa #dl dlptrs ; issue #72 (glitches when switches)
|
||||
mva #@dmactl(narrow|dma) dmactls
|
||||
|
||||
@
|
||||
mva random xdraw
|
||||
|
||||
;mva random ydraw
|
||||
lda random
|
||||
;and #%00111111
|
||||
sta ydraw
|
||||
|
||||
; let's calculate coordinates from xdraw and ydraw
|
||||
|
||||
;xbyte = xbyte/8
|
||||
lda xdraw
|
||||
:3 lsr
|
||||
sta xbyte
|
||||
;---
|
||||
ldx ydraw
|
||||
ldy linetableL,x
|
||||
lda linetableH,x
|
||||
sta xbyte+1
|
||||
|
||||
ldx xdraw ; optimization (256 bytes long bittable)
|
||||
|
||||
lda (xbyte),y
|
||||
ora bittable1_long,x
|
||||
sta (xbyte),y
|
||||
|
||||
|
||||
jmp @-
|
||||
|
||||
dl
|
||||
.byte SKIP8, SKIP8, SKIP8
|
||||
.byte LMS|MODEF
|
||||
.word DISPLAY
|
||||
:127 .byte MODEF
|
||||
.byte JVB
|
||||
.word dl
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc GenerateLineTable
|
||||
|
||||
mwa #display temp
|
||||
mwa #linetableL temp2
|
||||
mwa #linetableH modify
|
||||
ldy #0
|
||||
@ lda temp
|
||||
sta (temp2),y
|
||||
lda temp+1
|
||||
sta (modify),y
|
||||
adw temp #screenwidth
|
||||
iny
|
||||
cpy #0 ;#screenheight+1
|
||||
bne @-
|
||||
; and bittables for fastest plot and point (thanks @jhusak)
|
||||
ldy #0
|
||||
lda #$40
|
||||
@ asl
|
||||
adc #0
|
||||
sta bittable1_long,y
|
||||
tax
|
||||
eor #%11111111
|
||||
sta bittable2_long,y
|
||||
txa
|
||||
dey
|
||||
bne @-
|
||||
endof
|
||||
rts
|
||||
.endp
|
||||
; -----------------------------------------
|
||||
.proc plot ;plot (xdraw, ydraw, color)
|
||||
; color == 1 --> put pixel
|
||||
; color == 0 --> erase pixel
|
||||
; xdraw (word) - X coordinate
|
||||
; ydraw (word) - Y coordinate
|
||||
; this is one of the most important routines in the whole
|
||||
; game. If you are going to speed up the game, start with
|
||||
; plot - it is used by every single effect starting from explosions
|
||||
; through line drawing and small text output!!!
|
||||
;
|
||||
; Optimized by 0xF (Fox) THXXXX!!!
|
||||
|
||||
; -----------------------------------------
|
||||
MakePlot
|
||||
; let's calculate coordinates from xdraw and ydraw
|
||||
|
||||
;xbyte = xbyte/8
|
||||
lda xdraw
|
||||
:3 lsr
|
||||
sta xbyte
|
||||
;---
|
||||
ldx ydraw
|
||||
ldy linetableL,x
|
||||
lda linetableH,x
|
||||
sta xbyte+1
|
||||
|
||||
ldx xdraw ; optimization (256 bytes long bittable)
|
||||
|
||||
lda (xbyte),y
|
||||
ora bittable1_long,x
|
||||
sta (xbyte),y
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
MakeDarkScreen
|
||||
;--------------------------------------------------
|
||||
mva #0 dmactls ; dark screen
|
||||
; and wait one frame :)
|
||||
;--------------------------------------------------
|
||||
.proc WaitOneFrame
|
||||
;--------------------------------------------------
|
||||
jsr CheckStartKey ; START KEY
|
||||
seq:wait ; or waitRTC ?
|
||||
rts
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc PauseYFrames
|
||||
; Y - number of frames to wait (divided by 2)
|
||||
; pauses for maximally 510 frames (255 * 2)
|
||||
;--------------------------------------------------
|
||||
@ jsr WaitOneFrame
|
||||
jsr WaitOneFrame
|
||||
dey
|
||||
bne @-
|
||||
rts
|
||||
.endp
|
||||
|
||||
;-------------------------------------------------
|
||||
.proc CopyFromROM
|
||||
;-------------------------------------------------
|
||||
;copy from CART to RAM
|
||||
; trashes: Y
|
||||
; temp: source
|
||||
; temp2: destination
|
||||
; modify: destination-end
|
||||
;usage:
|
||||
; mwa #DisplayCopyRom temp
|
||||
; mwa #display temp2
|
||||
; mwa #DisplayCopyEnd+1 modify
|
||||
; jsr CopyFromROM
|
||||
|
||||
ldy #0
|
||||
@ lda (temp),y
|
||||
sta (temp2),y
|
||||
inw temp
|
||||
inw temp2
|
||||
cpw temp2 modify
|
||||
bne @-
|
||||
rts
|
||||
.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
|
||||
|
||||
.IF TARGET = 800
|
||||
; support for joysticks :)
|
||||
ldx JoystickNumber
|
||||
lda STICK0,x
|
||||
sta STICK0
|
||||
lda STRIG0,x
|
||||
sta STRIG0
|
||||
; and PADDLES (2 and 3 joystick button)
|
||||
txa
|
||||
asl
|
||||
tax
|
||||
lda PADDL0,x
|
||||
sta PADDL0
|
||||
jmp XITVBV
|
||||
.ELIF TARGET = 5200
|
||||
lda SkStatSimulator
|
||||
smi: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
|
||||
@
|
||||
exit
|
||||
pla
|
||||
tay
|
||||
pla
|
||||
tax
|
||||
pla
|
||||
rti
|
||||
.ENDIF
|
||||
.endp
|
||||
.IF TARGET = 5200
|
||||
.proc kb_continue
|
||||
cmp #$0c ; START key on 5200 keypad
|
||||
beq StartPressed
|
||||
sta kbcode ;Store key code in shadow.
|
||||
mva #0 SkStatSimulator
|
||||
beq VBLinterrupt.exit
|
||||
StartPressed
|
||||
mvx #%00000110 CONSOL ; virtual CONSOL Start key pressed
|
||||
bne VBLinterrupt.exit
|
||||
.endp
|
||||
.ENDIF
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc CheckStartKey
|
||||
;--------------------------------------------------
|
||||
lda CONSOL ; turbo mode
|
||||
and #%00000001 ; START KEY
|
||||
rts
|
||||
.endp
|
||||
;-------------------------------------------------
|
||||
.ECHO "Bytes on top left: ",$bfe8-* ; ROM_SETTINGS-*
|
||||
.IF TARGET = 800
|
||||
run FirstSTART
|
||||
.ELIF TARGET = 5200
|
||||
.IF * > ROM_SETTINGS-1
|
||||
.ERROR 'Code too long to fit in 5200'
|
||||
.ENDIF
|
||||
org ROM_SETTINGS ; 5200 ROM settings address $bfe8
|
||||
; "01234567890123456789"
|
||||
.byte " pokey random test " ; 20 characters title
|
||||
.byte " ", $ff ; $BFFD == $ff means diagnostic cart, no splash screen
|
||||
.word FirstSTART
|
||||
.ENDIF
|
||||
@@ -1,3 +1,4 @@
|
||||
|
||||
# Scorch - Atari 8-bit Scorched Earth clone source code
|
||||
---------------------------------------------------
|
||||
|
||||
@@ -5,20 +6,24 @@ Scorch is a multi-player, turn-based, artillery video game. Tanks do turn-based
|
||||
|
||||
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, 2023, 2024, 2025
|
||||
|
||||
[Game manual in PDF (layout by Bocianu)](Manuals/scorch_manual_en.pdf)
|
||||
|
||||
|
||||
Contributors:
|
||||
- Miker ([mikerro](https://github.com/mikerro)) - in-game music and sfx, ideas, QA
|
||||
- Kaz - original splash screen, SV Atari 50 splash screen, ideas
|
||||
- Adam ([6502adam](https://github.com/6502adam)) - font, design, QA
|
||||
- Bocianu ([bocianu](https://github.com/bocianu)) - important ideas, FujiNet implementation, QA
|
||||
- Bocianu ([bocianu](https://github.com/bocianu)) - important ideas, FujiNet implementation, QA, DTP
|
||||
- Emkay - splash screen music
|
||||
- Fox ([pfusik](https://github.com/pfusik)) - plot and point optimization
|
||||
- xorcerer ([xauberer](https://github.com/xauberer)) - prompt for AI generated splash and sticker
|
||||
- xorcerer ([xauberer](https://github.com/xauberer)) - AI generated splash screen
|
||||
|
||||
|
||||
QA: Probabilitydragon, KrzysRog, Beeblebrox, EnderDude, lopezpb, Dracon, brad-colbert, archon800,
|
||||
Shaggy the Atarian, x=usr(1536), Aking, Kenshi
|
||||
QA: Probabilitydragon, EnderDude, Dracon, Beeblebrox, KrzysRog, lopezpb,
|
||||
brad-colbert, archon800, nowy80, Saberman, Shaggy the Atarian, RetroBorsuk, ZPH,
|
||||
x=usr(1536), Aking, RB5200
|
||||
|
||||
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.
|
||||
|
||||
@@ -26,33 +31,192 @@ You can contact us via [AtariAge](https://atariage.com) or [AtariOnLine](https:/
|
||||
|
||||
This source code was originally compiled with [OMC65 crossassembler](https://github.com/pkali/omc65) and on 2012-06-21 translated to [mads](https://github.com/tebe6502/Mad-Assembler).
|
||||
|
||||
Compilation: `mads scorch.asm -o:scorch.xex`
|
||||
Compilation: (requires mads newer than 2023-09-13)
|
||||
- `mads scorch.asm -o:scorch.xex -d:TARGET=800` for Atari800 version
|
||||
- `mads scorch.asm -o:scorch.bin -d:TARGET=5200` for Atari 5200 version
|
||||
- `mads scorchC64.asm -o:scorchC64.prg` for C64 version (WIP, not playable yet)
|
||||
|
||||
Update of the official Atari 8-bit cartridge from Mq:
|
||||
- turn off the computer, insert Scorch cartridge
|
||||
- turn the computer while pressing OPTION key. The cart will pass control to the boot process.
|
||||
- boot `scorch_fl.atr` from e.g. SIO2SD, SIO2PC or a large floppy
|
||||
- do what the flasher application says on the screen.
|
||||
- do not despair if something goes wrong, just reboot, the reinsert cart, etc.
|
||||
|
||||
WARNING | ADVERTENCIA |警告 | AVERTISSEMENT | चेतावनी | WARNUNG | ПРЕДУПРЕЖДЕНИЕ | UWAGA | POZOR
|
||||
|
||||
This is not an official cart manufacturer's (Mq) flasher, it is a collective and separate community effort. Be responsible, don't drink and flash your car(t). Better yet, do not flash it at all. In fact, to preserve the historical value of the artifact we strongly discourage from opening the game box and inserting the cartridge anywhere, especially into unauthorized orifices.
|
||||
|
||||
|
||||
Game source code is split into 5+4 parts:
|
||||
- scorch.asm is the main game code (with many assorted routines)
|
||||
- grafproc.asm - graphics routines like line or circle
|
||||
- textproc.asm - text routines like list of weapons and shop
|
||||
- variables.asm - all non-zero page variables
|
||||
- constants.asm - various tables of constants
|
||||
- display_*.asm - display lists and text screen definitions
|
||||
- ai.asm - artificial stupidity of computer opponents
|
||||
- weapons.asm - general arsenal of tankies
|
||||
- definitions.asm - label definitions, moved to make it work better with Altirra debug (it doesn't).
|
||||
Game source code is split into several parts:
|
||||
- `scorch.asm` is the main game startup code
|
||||
- `scorchC64.asm` is the main game startup code for the Commodore 64
|
||||
- `game.asm` - it all happens here
|
||||
- `grafproc.asm` - graphics routines like line or circle
|
||||
- `textproc.asm` - text routines like the list of weapons and shop
|
||||
- `variables.asm` - all non-zero page variables
|
||||
- `constants.asm` and `constants_top.asm` - various tables of constants
|
||||
- `ai.asm` - artificial stupidity of computer opponents
|
||||
- `weapons.asm` - general arsenal of tanks
|
||||
- `definitions.asm` - label definitions, moved to make it work better with Altirra debug (it doesn't).
|
||||
|
||||
We were trying to use macros, pseudo-ops and simple graphics primitives as much as possible.
|
||||
This way it should be relatively easy to port this code to e.g. C64
|
||||
Hardware dependent code (In the corresponding folders - 'Atari', 'C64', ...):
|
||||
- `display_*.asm` - display lists and text screen definitions
|
||||
- `gr_basic.asm` - graphics primitives (plot, point, soildown, drawmountains, etc.) for faster drawing
|
||||
- `inputs.asm` - keyboard and joystick routines
|
||||
- `interrupts.asm` - interrupts routines (DLI on Atari, music and SFX, timers)
|
||||
- `textproc.asm` - text routines for menus and shop
|
||||
|
||||
After those N years of working on this piece of code we are sure it would be much wiser to write it in C, Action! or MadPascal but on the other hand it is so much fun to type 150 chars where all you want to have y=a*x+b :)
|
||||
|
||||
Originally most variables were in Polish, comments were sparse, but we wanted to release this piece of code to public.
|
||||
Because of being always short of time/energy (to finish the game) we decided it must go in 'English' to let other people work on it.
|
||||
It never happened, but we got some encouraging comments and we are still trying to do something from time to time.
|
||||
We were trying to use macros, pseudo-ops, and simple graphics primitives as much as possible. This way, it should be relatively easy to port this code to, for example, the C64.
|
||||
|
||||
After working on this piece of code for N years, we are sure it would be much wiser to write it in C, Action!, or MadPascal. On the other hand, it is so much fun to type 150 characters when all you want to have is y = a * x + b. :)
|
||||
|
||||
Originally, most variables were in Polish, and comments were sparse. However, we wanted to release this piece of code to the public. Because we were always short of time and energy (to finish the game), we decided to translate it into English so that other people could work on it. This never happened, but we received some encouraging comments, and we are still trying to do something from time to time.
|
||||
|
||||
With the advent of [fujinet](https://fujinet.online/) we are thinking about making the game interplanetary, err, with multiplayer over the net. We'll see.
|
||||
|
||||
## Changelog:
|
||||
|
||||
###### Version 1.56
|
||||
2026-01-05
|
||||
|
||||
* A/B-Team designation letter added in front of the player number in the Difficulty level selection screen.
|
||||
|
||||
|
||||
###### Version 1.55
|
||||
2026-01-02
|
||||
|
||||
* A team play option has been added. by @Pecusx in #174
|
||||
|
||||
If the cursor indicates the number of players and 4 or 6 players are selected, pressing TAB activates team play. This is indicated by the letter "t" next to the word "Players". Team play is limited to 4 or 6 players and a maximum of 20 rounds. Players with odd numbers are assigned to the A-Team, and players with even numbers are assigned to the B-Team.
|
||||
|
||||
Who knows? When we free up more memory, a more straightforward user interface has a chance. Maybe :)
|
||||
|
||||
For now, get your buddies and play in a completely new way against them loosers :)
|
||||
|
||||
|
||||
|
||||
###### Version 1.52
|
||||
2025-01-20
|
||||
|
||||
Fixes for extremely rare bugs.
|
||||
|
||||
1. Better keyboard handling (thanks Gorgh).
|
||||
|
||||
2. Very rare interrupts problem fixed.
|
||||
|
||||
|
||||
###### Version 1.51
|
||||
2025-01-15
|
||||
|
||||
We are done.
|
||||
|
||||
1. VU meters do not activate when the music is turned off. (Previously, after a set time, the tanks would rotate their turrets to position 0, and nothing would happen because there was no music. Now, they don’t even rotate at all.)
|
||||
|
||||
2. A slightly faster and significantly shorter circle-drawing procedure (the circles are a tiny bit less pretty 🙂).
|
||||
|
||||
3. Plasma Blast! (only as one of the tank destruction visual effects).
|
||||
|
||||
|
||||
###### Version 1.50
|
||||
2024-03-15
|
||||
|
||||
Atari 8-bit cart flasher and bug fixes!
|
||||
|
||||
@RB5200 provided us with a very good bug report so the new version was inevitable. Additionally, we have used [cart flasher](https://github.com/jhusak/jataricart/tree/master/various_flashers/1MBscorch) from @jhusak to prepare the .atr with flasher.
|
||||
|
||||
Fixes and changes:
|
||||
- Napalm and Hot Napalm animations were not playing.
|
||||
- Wind of force 0 and left direction was wrapping arithmetic and caused very strong left shoots.
|
||||
- Now 0 force wind has got no direction (no negative zeroes anymore!)
|
||||
- CTRL+Tab was nonfunctional for some time; returned
|
||||
- Much nicer easter egg visualization.
|
||||
|
||||
|
||||
###### Version 1.48
|
||||
2024-03-11
|
||||
|
||||
New cart image, bugfixes, and easter eggs.
|
||||
|
||||
In preparation for the festive season we have squeezed the code a bit more, fixed some buggies, and added an easter egg or two :)
|
||||
|
||||
Most important changes:
|
||||
- Cyborgs prefer attacking human players again! Due to unforeseen circumstances, Cyborgs were a bit shy and not as vicious as planned. Fixed.
|
||||
- A new weapon "Propaganda". In the spirit of a ["Phoney War"](https://en.wikipedia.org/wiki/Phoney_War) instead of dropping bombs we drop a bunch of leaflets. This will show them!
|
||||
- Robotanks were making suboptimal purchase decisions. Fixed.
|
||||
- Updated binary manuals.
|
||||
- ... _redacted_
|
||||
- ... _redacted for egg season_
|
||||
- A new physical cart image - you can update carts and have even more fun now!
|
||||
|
||||
|
||||
###### Version 1.43
|
||||
2023-12-07
|
||||
|
||||
Physical release version.
|
||||
We are extremely pleased to inform you that our humble game was released on physical media by [Mq](mailto:mq666xx@gmail.com) (Atari 8-bit version) and 5200 [atariage.com](https://atariage.com/store/index.php?l=product_detail&p=1305).
|
||||
|
||||

|
||||
|
||||
The most important changes:
|
||||
|
||||
- Massive code and data optimizations make this dense mo********er of a code even denser. Circa 1KiB gained and reused for fixes and improvements listed below.
|
||||
- New weapon - "Punch". Push the enemies to their oblivion!
|
||||
- Black Hole option! Tanks can fall out of the screen. Press TAB when in the "Walls" main menu section to activate this option, indicated by "↓".
|
||||
|
||||

|
||||
|
||||
- Second fire in Joy 2B+ standard fully supported. Different joystick types can be used simultaneously.
|
||||
- New option - random mountain heights for each round! Press TAB when in the "Mountain" section of the main menu, indicated by "?".
|
||||
- Meteors cross the night sky!
|
||||
- English and Polish language executable manuals for use in a cart.
|
||||
- Significant acceleration of mountain drawing.
|
||||
- Default tank names based on their AI levels.
|
||||
- MaxForce fix (starts from 990 as it should).
|
||||
- Hovercraft landing fix.
|
||||
- Speedup of the main menu display.
|
||||
- The "Stomp" weapon radius depends on Force.
|
||||
- Super fast dirt fall with SFX, available by pressing [START] or in the menu.
|
||||
- Speed-up of screen clearing, text operations, "Napalm" and "Diggers".
|
||||
- Unnecessary clearing of offensive texts removed.
|
||||
- Flicker in inventory and store eliminated.
|
||||
- Cyborg and Spoiler aim better, added barrel animation and sound to AI aiming.
|
||||
- Ancient "Digger" bug fixed.
|
||||
- Revamp of the status bar, multiple fixes. additional and faster updates.
|
||||
- Faster plot and point operations with some generated tables.
|
||||
- Faster circle drawing, faster draw routine.
|
||||
- Cyborg's battery optimization and SFX, other AI defensives SFX added.
|
||||
- Fix of Autodefense bug, SFX added.
|
||||
- Tank names sometimes disappear when using Lazy Darwin - fixed.
|
||||
- Better "Laser" visualization in Lazy Darwin.
|
||||
- Cart startup menu with a hidden easter egg.
|
||||
- Turbo mode added to 5200 version (press and hold [START] key for a speed up).
|
||||
- "Visual debug" mode is available in 5200 as well (long press of [#] toggles this mode).
|
||||
- AI searches for the weakest link much faster now.
|
||||
- Improved attack tactic of Poolshark, Tosser and Shooter.
|
||||
- Miraculous powers of "Long Schlong"!!!
|
||||
- Exit from AI aiming bug fixed.
|
||||
- Chooser, Spoiler and Cyborg better calculate distances from explosions.
|
||||
|
||||
|
||||
###### Version 1.30
|
||||
2023-05-21
|
||||
|
||||
Okay, okay, we promised that the single-machine game was done, and it was. However, some bug reports came in, and the development of the C64 version unearthed some mostly peaceful and dormant pests. As a result, it appears that a new release is happening.
|
||||
|
||||
The most important changes:
|
||||
- Most machine-dependent code moved to appropriate folders (`Atari/` and `C64/`).
|
||||
- Game Over results table improved by sorting all 3 values - points, hits, and money earned. It was possible in the past to get a lower podium place with e.g., more money.
|
||||
- The Game Over screen now displays a level of robo tanks and controller number for organic players.
|
||||
- Gains calculations bug fixed.
|
||||
- Manuals now include pictures!
|
||||
- More than 6 tanks possible (not for Atari / 5200 where sprites and memory are the limiting factor)
|
||||
- Shield stays up after the White Flag bug is fixed https://github.com/pkali/scorch_src/issues/138. Finally!!!
|
||||
- Quit from the game and quit to Game Over is now checked much more often, especially when robo tanks are fighting.
|
||||
- Numerous binary size and source code clarity improvements, mainly to facilitate the above changes.
|
||||
|
||||
|
||||
###### Version 1.28
|
||||
2023-04-22
|
||||
|
||||
@@ -70,7 +234,7 @@ Our developers have also painstakingly refined the game's performance with a ple
|
||||
|
||||
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.
|
||||
We hope that these improvements will enhance your gaming experience, and we eagerly anticipate your feedback.
|
||||
|
||||
Yours sincerely,
|
||||
|
||||
@@ -85,9 +249,9 @@ Please note you can still press [Tab] or [5] in the main menu and revert to the
|
||||
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 [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
|
||||
- PAL mode now has 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
|
||||
|
||||
@@ -97,7 +261,7 @@ Other changes:
|
||||
Early morning edition. It is 5:11 am and I am writing this instead of dreaming of electric sheep.
|
||||
For the last 6 weeks, the versions we released had an awful bug - the conversations of tanks were completely invisible. Thanks for pointing this out, RB5200.
|
||||
- tanks talk to each other again
|
||||
- better stochastic non-blocking wait one frame
|
||||
- better stochastic non-blocking wait for one frame
|
||||
- rare distance measurement bug fixed (rarely a tank survived a direct hit)
|
||||
- 5200: second fire (by RB5200)
|
||||
- "visual debug" mode in A800 version, triggered by pressing [CTRL]+[HELP]. It displays distances measured, laser aiming, and aiming technique. It leaves a mess on the screen, but it does not impair the game, just makes it a bit harder.
|
||||
@@ -129,7 +293,7 @@ Also a small gradient optimization.
|
||||
Christmas colors edition! Can you carve a quarter of a page of memory from two decades old code? Sure @Pecusx can! So finally we have the most requested feature - C0L0RS on the game screen, adjusted with Adam's help.
|
||||
Press [TAB] twice in the main menu to switch to a screen with colors.
|
||||
Other (dubious) improvements:
|
||||
- New Lazy Darwin, it is spectacular, check it out!!!
|
||||
- The new Lazy Darwin, it is spectacular, check it out!!!
|
||||
- Smoke Tracer does not smoke when targeting with Lazy Darwin
|
||||
- Lazy Boy works well with joystick
|
||||
- Another fix for self-destructing tanks shooting low angles (0-4 degrees)
|
||||
@@ -144,11 +308,11 @@ Other (dubious) improvements:
|
||||
|
||||
We couldn't resist! This is the Senior Executive Director's Cut.
|
||||
By virtue of byte misering we squeezed in a few new features:
|
||||
* new selectable tank shapes - change the controller enough times to get a different tank model
|
||||
* lonely bad pixel after Liquid Dirt fixed
|
||||
* mountain colors (or shades) possible, switch with [Tab] in the main menu
|
||||
* active controller number display in the game, store, and inventory screens
|
||||
* a very special terminator mode for Moron
|
||||
- new selectable tank shapes - change the controller enough times to get a different tank model
|
||||
- lonely bad pixel after Liquid Dirt fixed
|
||||
- mountain colors (or shades) possible, switch with [Tab] in the main menu
|
||||
- active controller number display in the game, store, and inventory screens
|
||||
- a very special terminator mode for Moron
|
||||
|
||||
|
||||
###### Version 1.20
|
||||
@@ -157,72 +321,72 @@ By virtue of byte misering we squeezed in a few new features:
|
||||
It's the final cut. Director's Cut.
|
||||
We squeezed the code and saved some bytes to add the joystick/controller selection. No more fights for the stick, up to 4 players can have fun with their own manipulators. And the fifth one can still use the keyboard :).
|
||||
Our most prolific testers Arek and Alex called for a number of fixes. Thank you, guys!
|
||||
* Players can select their controllers.
|
||||
* Better Auto Defense symbol in the status line.
|
||||
* Battery performance in AI and Auto Defense fixed.
|
||||
* More accurate and faster Laser.
|
||||
* Boost For Gifts includes a secret, quite powerful weapon.
|
||||
* Points counting fix-up (edge cases eliminated).
|
||||
* Long lists in inventory and shop were pointing to a weapon outside the screen. Fixed.
|
||||
* Lazy Boys now remember the last weapon used.
|
||||
* Especially for XEGS - SELECT key changes the joystick similarly to TAB.
|
||||
* Rare P/M glitches fixed.
|
||||
* ExplosionRange variable glitched (rarely) due to byte/word mix-up. Fixed.
|
||||
* Bouncy Castle was bouncing the laser from inside. Fixed.
|
||||
* Shielded tanks were autodestructing when shooting with angle 0. Fixed.
|
||||
* Physics of bouncing off the walls was incorrect for some weapons. Fixed.
|
||||
- Players can select their controllers.
|
||||
- Better Auto Defense symbol in the status line.
|
||||
- Battery performance in AI and Auto Defense fixed.
|
||||
- More accurate and faster Laser.
|
||||
- Boost For Gifts includes a secret, quite powerful weapon.
|
||||
- Points counting fix-up (edge cases eliminated).
|
||||
- Long lists in inventory and shop were pointing to a weapon outside the screen. Fixed.
|
||||
- Lazy Boys now remember the last weapon used.
|
||||
- Especially for XEGS - SELECT key changes the joystick similarly to TAB.
|
||||
- Rare P/M glitches fixed.
|
||||
- ExplosionRange variable glitched (rarely) due to byte/word mix-up. Fixed.
|
||||
- Bouncy Castle was bouncing the laser from inside. Fixed.
|
||||
- Shielded tanks were autodestructing when shooting with angle 0. Fixed.
|
||||
- The physics of bouncing off the walls was incorrect for some weapons. Fixed.
|
||||
|
||||
|
||||
###### Version 1.19
|
||||
2022-11-04
|
||||
|
||||
This is the final round of weapon additions! Also. our beloved testers and players found a number of issues and we were extremely happy to address them.
|
||||
* New defensive weapon "Lazy Boy" - aims at the closest enemy.
|
||||
* New defensive weapon "Lazy Darwin" - aims at the weakest link, an enemy I mean.
|
||||
* New defensive weapon "Auto Defense" - activate it to be automatically protected by shields and stuff (where available)
|
||||
* New defensive weapon "Spy Hard" - quickly view energies, weapons and shields of your opponents.
|
||||
* New SFXes, improvements in SFX, and music by @mikerro
|
||||
* Shooting with angle 0 caused the sudden death of the operator. Fixed.
|
||||
* Angles were asymmetrical, now you can go from 0 to 90 and to 0 again (181 degrees of freedom). Fixed with an improved arithmetic rounding of our sub-pixel accuracy.
|
||||
* Drawing a barrel when a tank was on the edge of X==256 pixels caused a lonely pixel to appear randomly. Fixed.
|
||||
* Liquid Dirt was overflowing from the right edge of the screen to the left. Fixed.
|
||||
* Liquid Dirt volume increased significantly, it is now a formidable attack!
|
||||
* A single pixel was erroneously plotted when measuring distance (was visible in e.g., Death's Head). Fixed.
|
||||
* Not all traces were correctly erased after Funky Bomb, fixed again (for the 3rt time I guess).
|
||||
* Soil sedimentation speed after Funky Bomb improved.
|
||||
* Pressing [ESC] when in inventory/store was quitting the game, now it quits the menu only.
|
||||
* A bug in MADS optimization was causing parts of SEPPUKU message to stay on screen.
|
||||
* BIGGEST OF ALL: the lonely pixel after Nuclear Winter was eliminated. https://github.com/pkali/scorch_src/issues/103 We have spent a disproportionately large amount of time trying to slap this bug. It is still there, but is not manifesting itself ;)
|
||||
- New defensive weapon "Lazy Boy" - aims at the closest enemy.
|
||||
- New defensive weapon "Lazy Darwin" - aims at the weakest link, an enemy I mean.
|
||||
- New defensive weapon "Auto Defense" - activate it to be automatically protected by shields and stuff (where available)
|
||||
- New defensive weapon "Spy Hard" - quickly view energies, weapons, and shields of your opponents.
|
||||
- New SFXes, improvements in SFX, and music by @mikerro
|
||||
- Shooting with angle 0 caused the sudden death of the operator. Fixed.
|
||||
- Angles were asymmetrical, now you can go from 0 to 90 and to 0 again (181 degrees of freedom). Fixed with an improved arithmetic rounding of our sub-pixel accuracy.
|
||||
- Drawing a barrel when a tank was on the edge of X==256 pixels caused a lonely pixel to appear randomly. Fixed.
|
||||
- Liquid Dirt was overflowing from the right edge of the screen to the left. Fixed.
|
||||
- Liquid Dirt volume increased significantly, it is now a formidable attack!
|
||||
- A single pixel was erroneously plotted when measuring distance (was visible in e.g., Death's Head). Fixed.
|
||||
- Not all traces were correctly erased after Funky Bomb, fixed again (for the 3rt time I guess).
|
||||
- Soil sedimentation speed after Funky Bomb improved.
|
||||
- Pressing [ESC] when in inventory/store was quitting the game, now it quits the menu only.
|
||||
- A bug in MADS optimization was causing parts of the SEPPUKU message to stay on screen.
|
||||
- BIGGEST OF ALL: the lonely pixel after Nuclear Winter was eliminated. https://github.com/pkali/scorch_src/issues/103 We have spent a disproportionately large amount of time trying to slap this bug. It is still there, but is not manifesting itself ;)
|
||||
|
||||
|
||||
###### Version 1.18
|
||||
2022-11-07
|
||||
|
||||
Possibly the final single-player version of the game, unless our dear players find another breaking issue!
|
||||
* 5200 keypad works as it should. You can now press these finicky foils to your heart's desire.
|
||||
* "Unknown" type Robotanks were attacking with Nuclear Winter every time. Fixed!
|
||||
* One of the variables was declared as a byte but used as a word that might cause some rare instabilities.
|
||||
* Page zero variables are cleared prior to the game start to eliminate rare issues in some software/hardware configurations.
|
||||
* The new version of music in NTSC eliminates issues with tempo (not that anyone but the artist noticed that, but still it is an improvement!)
|
||||
* You can now wrap around inventory and shop to faster access these options far down below.
|
||||
* Visual improvement of the main menu and fixed some color issues with the title headers.
|
||||
* Hovercraft was always flying to the top of the screen, it was not intended, it is now hovering just above the mountains!
|
||||
* The main menu does not blink now when changing options. This was a very minor thing but it bothered me to some extent. Fixing it required a complete rewrite of this portion of the menu.
|
||||
- 5200 keypad works as it should. You can now press these finicky foils to your heart's desire.
|
||||
- "Unknown" type Robotanks were attacking with Nuclear Winter every time. Fixed!
|
||||
- One of the variables was declared as a byte but used as a word that might cause some rare instabilities.
|
||||
- Page zero variables are cleared prior to the game start to eliminate rare issues in some software/hardware configurations.
|
||||
- The new version of the music in NTSC eliminates issues with tempo (not that anyone but the artist noticed that, but still it is an improvement!)
|
||||
- You can now wrap around inventory and shop to faster access these options far down below.
|
||||
- Visual improvement of the main menu and fixed some color issues with the title headers.
|
||||
- Hovercraft was always flying to the top of the screen, it was not intended, it is now hovering just above the mountains!
|
||||
- The main menu does not blink now when changing options. This was a very minor thing but it bothered me to some extent. Fixing it required a complete rewrite of this portion of the menu.
|
||||
|
||||
|
||||
###### Version 1.17
|
||||
2022-10-31
|
||||
|
||||
Mostly 5200 console port and NTSC improvements.
|
||||
* Updated songs from Miker do not require skipping frames on NTSC machines. Crucial for the next point.
|
||||
* Bouncy Castle bouncing of Funky Bomb fixed https://github.com/pkali/scorch_src/issues/129
|
||||
* 5200 version had various graphical and sound glitches. Although mostly harmless, it hurt our sense of aesthetics. First of all the flickering credits roll is all good now.
|
||||
* Rare hang-ups on NTSC machines fixed
|
||||
* Screen lowered down by 7 scan lines to help top status line on NTSC CRTs.
|
||||
* 5200 ATTRACT mode not going away fixed
|
||||
* Autorepeat added to menus what should help 5200 users with their non-centering abomination of a controller.
|
||||
* DLI interrupts optimized, few cycles saved.
|
||||
* 5200 keypad sort-of-works. Please refer to manual for key bindings.
|
||||
- Updated songs from Miker do not require skipping frames on NTSC machines. Crucial for the next point.
|
||||
- Bouncy Castle bouncing of Funky Bomb fixed https://github.com/pkali/scorch_src/issues/129
|
||||
- 5200 version had various graphical and sound glitches. Although mostly harmless, it hurt our sense of aesthetics. First of all the flickering credits roll is all good now.
|
||||
- Rare hang-ups on NTSC machines fixed
|
||||
- Screen lowered down by 7 scan lines to help top status line on NTSC CRTs.
|
||||
- 5200 ATTRACT mode not going away fixed
|
||||
- Autorepeat added to menus what should help 5200 users with their non-centering abomination of a controller.
|
||||
- DLI interrupts optimized, few cycles saved.
|
||||
- 5200 keypad sort-of-works. Please refer to the manual for key bindings.
|
||||
|
||||
|
||||
###### Version 1.16
|
||||
@@ -235,22 +399,22 @@ Cramming the game into a 32KiB cart and 16KiB RAM was a big task - it required a
|
||||
The release is not perfect - we have a number of glitches and improvements to the 5200 controller procedures to work on, but the game is playable.
|
||||
|
||||
Changes:
|
||||
* numerous, but not very visible
|
||||
- numerous, but not very visible
|
||||
|
||||
|
||||
###### Version 1.14
|
||||
2022-09-05
|
||||
|
||||
Minor bugfixes and optimizations.
|
||||
Minor bug fixes and optimizations.
|
||||
Just a small update to allow for more testing and having fun before the bigger release.
|
||||
|
||||
Changes:
|
||||
* Numerous optimizations that require a solid test. Please have fun and report issues!
|
||||
* Small DrawTanks fix.
|
||||
* Bouncy Castle bounces like it should.
|
||||
* Tracer and Smoke Tracer are not causing defense weapons to trigger anymore.
|
||||
* In rare cases direct hit was not accounted for correctly.
|
||||
* Manuals updated. https://github.com/pkali/scorch_src/releases/tag/v1.16
|
||||
- Numerous optimizations that require a solid test. Please have fun and report issues!
|
||||
- Small DrawTanks fix.
|
||||
- Bouncy Castle bounces like it should.
|
||||
- Tracer and Smoke Tracer are not causing defense weapons to trigger anymore.
|
||||
- In rare cases direct hit was not accounted for correctly.
|
||||
- Manuals updated. https://github.com/pkali/scorch_src/releases/tag/v1.16
|
||||
|
||||
|
||||
###### Version 1.13
|
||||
@@ -261,13 +425,13 @@ Getting ready for porting the game!
|
||||
Several heavy optimizations and code cleanups in preparation for an unexpected port.
|
||||
|
||||
Changes:
|
||||
* Overhaul of AI - Cyborgs, Spoilers, and Choosers aim much better.
|
||||
* Cyborgs prefer to kill humans.
|
||||
* Fine tuning of AI purchases makes the difficulty level aligned with the robot level.
|
||||
* Fixed a very difficult and elusive bug that was causing tanks to freeze when falling close to the right edge of the screen fixed.
|
||||
* Updated music by @Miker
|
||||
* It is now possible to enter tank names with a joystick - all essential game functions are available without touching the keyboard!
|
||||
* Manuals updated with AI strategy information and more.
|
||||
- Overhaul of AI - Cyborgs, Spoilers, and Choosers aim much better.
|
||||
- Cyborgs prefer to kill humans.
|
||||
- Fine tuning of AI purchases makes the difficulty level aligned with the robot level.
|
||||
- Fixed a very difficult and elusive bug that was causing tanks to freeze when falling close to the right edge of the screen.
|
||||
- Updated music by @Miker
|
||||
- It is now possible to enter tank names with a joystick - all essential game functions are available without touching the keyboard!
|
||||
- Manuals updated with AI strategy information and more.
|
||||
|
||||
|
||||
###### Version 1.12
|
||||
@@ -276,12 +440,12 @@ Changes:
|
||||
What is going on? Are we getting crazy or what?
|
||||
|
||||
Changes:
|
||||
* Background color indicates the type of walls. This is very useful when the rand option is selected.
|
||||
* XEGS users requested that console keys are used when no keyboard is attached! We delivered! [SELECT] to select an offensive weapon, [OPTION] to jump into inventory, defensive section, [START] + [OPTION] - immediate Game Over (no confirmation for you keyboardless folks)
|
||||
* A very silly bug detected by our young testers fixed - the game crashed when you built a very high mountain using Dirt Balls :)
|
||||
* Boxy infinite bounce bug fixed.
|
||||
* Funky bombs bounce off the walls!
|
||||
* The first letter entered for a tank name was inserted in the wrong spot. How did it work at all? Magic.
|
||||
- Background color indicates the type of walls. This is very useful when the rand option is selected.
|
||||
- XEGS users requested that console keys be used when no keyboard is attached! We delivered! [SELECT] to select an offensive weapon, [OPTION] to jump into inventory, defensive section, [START] + [OPTION] - immediate Game Over (no confirmation for you keyboardless folks)
|
||||
- A very silly bug detected by our young testers fixed - the game crashed when you built a very high mountain using Dirt Balls :)
|
||||
- Boxy infinite bounce bug fixed.
|
||||
- Funky bombs bounce off the walls!
|
||||
- The first letter entered for a tank name was inserted in the wrong spot. How did it work at all? Magic.
|
||||
[ESC] now correctly exits the purchase screen.
|
||||
|
||||
|
||||
@@ -293,8 +457,8 @@ A release lollapalooza.
|
||||
The silliness indicator crashed. What are we doing?
|
||||
|
||||
Changes:
|
||||
* A very silly buffer overflow bug fixed - it allowed for infinite (well... to the point) lengths of tank names, or rather for overwriting code with arbitrary values.
|
||||
* Gamefield walls added https://github.com/pkali/scorch_src/issues/50. Choosing a different wall effect from the main options menu allows for a sophisticated tactics change.
|
||||
- A very silly buffer overflow bug fixed - it allowed for infinite (well... to the point) lengths of tank names, or rather for overwriting code with arbitrary values.
|
||||
- Gamefield walls added https://github.com/pkali/scorch_src/issues/50. Choosing a different wall effect from the main options menu allows for a sophisticated tactics change.
|
||||
|
||||
###### Version 1.10
|
||||
2022-08-21
|
||||
@@ -303,25 +467,25 @@ My hovercraft is full of eels.
|
||||
|
||||
This release brings a swath of gameplay updates and a generous dose of a new silliness.
|
||||
[English](https://github.com/pkali/scorch_src/blob/master/MANUAL_EN.md) and [Polish](https://github.com/pkali/scorch_src/blob/master/MANUAL_PL.md) language manual drafts are available in the repository. Please help us with the English one as we are not native speakers.
|
||||
Version number bump reflects number of unreleased versions and amount of changes.
|
||||
Version number bump reflects the number of unreleased versions and amount of changes.
|
||||
|
||||
Changes:
|
||||
* Defensive weapons can be activated before the round to make for the unbeatable aiming precision of the robotanks.
|
||||
* Fixed bug with Long Schlong activation taking one Schlong too many.
|
||||
* Smoke Tracer not disappearing smoke fixed.
|
||||
* Bug allowing for infinite shooting outside the screen fixed.
|
||||
* Tank colors and P/M sequence as devised by Adam, the gfx artist. Tanks differ more and look better. https://github.com/pkali/scorch_src/issues/119
|
||||
* New item in the shop - loot box "Buy me!" with a surprise inside. https://github.com/pkali/scorch_src/issues/97
|
||||
* Tank names can have s p a c e s now! https://github.com/pkali/scorch_src/issues/120
|
||||
* Tanks are mobile now thanks to the new defensive option - Hovercraft https://github.com/pkali/scorch_src/issues/52
|
||||
* Main atari library switched to a more standard version based on Mapping the Atari
|
||||
* Huge memory optimizations to allow for the new features.
|
||||
* Narrow screen in shop / inventory (many bytes saved).
|
||||
* Explosion range corrections for a rare event of non-lethal Nuke explosions.
|
||||
* Pressing [A] jumps into defensive weapons activation directly.
|
||||
* Elusive randomize force error causing rare hangups for Tosser fixed.
|
||||
* Activation of defensive weapons moved to front.
|
||||
* Additional SFX for new weapons.
|
||||
- Defensive weapons can be activated before the round to make for the unbeatable aiming precision of the robotanks.
|
||||
- Fixed bug with Long Schlong activation taking one Schlong too many.
|
||||
- Smoke Tracer not disappearing smoke fixed.
|
||||
- Bug allowing for infinite shooting outside the screen fixed.
|
||||
- Tank colors and P/M sequence as devised by Adam, the gfx artist. Tanks differ more and look better. https://github.com/pkali/scorch_src/issues/119
|
||||
- New item in the shop - loot box "Buy me!" with a surprise inside. https://github.com/pkali/scorch_src/issues/97
|
||||
- Tank names can have s p a c e s now! https://github.com/pkali/scorch_src/issues/120
|
||||
- Tanks are mobile now thanks to the new defensive option - Hovercraft https://github.com/pkali/scorch_src/issues/52
|
||||
- The main Atari library switched to a more standard version based on Mapping the Atari
|
||||
- Huge memory optimizations to allow for the new features.
|
||||
- Narrow screen in shop/inventory (many bytes saved).
|
||||
- Explosion range corrections for a rare event of non-lethal Nuke explosions.
|
||||
- Pressing [A] jumps into defensive weapons activation directly.
|
||||
- The elusive randomize force error causing rare hangups for Tosser fixed.
|
||||
- Activation of defensive weapons moved to the front.
|
||||
- Additional SFX for new weapons.
|
||||
|
||||
###### Version 1.00
|
||||
2022-08-13
|
||||
@@ -335,18 +499,18 @@ All 48KB+ 8-bit Atari computers are supported.
|
||||
Thank you @Pecusx and @Miker for your hard work over the last few weeks - I was almost entirely absent because of the real-world attack.
|
||||
|
||||
Most important changes:
|
||||
* New Game Over screen with a summary of wins, direct hits and earned cash. https://github.com/pkali/scorch_src/issues/9
|
||||
* Tank barrels are drawn procedurally to make aiming easier..
|
||||
* Various SFX and music updates with new tunes for all parts of the game. https://github.com/pkali/scorch_src/issues/112
|
||||
* AI can use White Flag.
|
||||
* 3 different tank shapes https://github.com/pkali/scorch_src/issues/64.
|
||||
* All AI levels are programmed. Cyborg is tough! https://github.com/pkali/scorch_src/issues/40
|
||||
* New weapon - Long Schlong!
|
||||
* New splash screen.
|
||||
* Game mechanics improved.
|
||||
* [O] key skips to the Game Over screen.
|
||||
* The game works on Atari 800.
|
||||
* Huge amount of optimizations to squeeze the game into 48K.
|
||||
- New Game Over screen with a summary of wins, direct hits and earned cash. https://github.com/pkali/scorch_src/issues/9
|
||||
- Tank barrels are drawn procedurally to make aiming easier..
|
||||
- Various SFX and music updates with new tunes for all parts of the game. https://github.com/pkali/scorch_src/issues/112
|
||||
- AI can use a White Flag.
|
||||
- 3 different tank shapes https://github.com/pkali/scorch_src/issues/64.
|
||||
- All AI levels are programmed. Cyborg is tough! https://github.com/pkali/scorch_src/issues/40
|
||||
- New weapon - Long Schlong!
|
||||
- New splash screen.
|
||||
- Game mechanics improved.
|
||||
- [O] key skips to the Game Over screen.
|
||||
- The game works on Atari 800.
|
||||
- Huge amount of optimizations to squeeze the game into 48K.
|
||||
|
||||
And now the new adventure begins!
|
||||
|
||||
@@ -358,37 +522,37 @@ WHAT DOES THE FOX SAY?
|
||||
Fox (x0f, @pfusik) says plots and points can be optimized by 18 clock cycles each and thanks to his 6502 wizardry the game is noticeably nicer. Thank you!
|
||||
Other changes:
|
||||
- https://github.com/pkali/scorch_src/issues/99, https://github.com/pkali/scorch_src/issues/98 - tank number 6 has got a color now! No one is monochrome now!
|
||||
- https://github.com/pkali/scorch_src/issues/110 much improved laser - previously it was almost useless, now it looks and works much better
|
||||
- https://github.com/pkali/scorch_src/issues/110 much-improved laser - previously it was almost useless, now it looks and works much better
|
||||
- fixed an interesting roller bug
|
||||
- Auto Defense angle fix
|
||||
- multiple improvements in AI routines, preparation for the final opponents.
|
||||
- multiple improvements in AI routines, and preparation for the final opponents.
|
||||
|
||||
###### Build 147
|
||||
2022-07-10
|
||||
LOST build. We were watching [LOST party](https://www.lostparty.pl/2022/) streams so maybe a little less done, but still some nice improvements.
|
||||
- new weapons by @Pecusx - Napalm and Hot Napalm. Fire penetrates all shields, so beware!
|
||||
- status bar showing outdated info on the beginning of the round fix
|
||||
- various small optimizations incl. memory usage, soildown, weapon ranges
|
||||
- status bar showing outdated info at the beginning of the round fix
|
||||
- various small optimizations of memory usage, soildown, weapon ranges, and others
|
||||
- improved shapes of Heavy and Force Shields
|
||||
|
||||
Issues closed:
|
||||
- revert to the old but slightly improved version of showing angles (#105)
|
||||
- zero page loading eliminated (#106)
|
||||
- active player name appear over his tank when aiming (#107)
|
||||
- active player name appears over his tank when aiming (#107)
|
||||
- configurable mountain heights (The Netherlands, Belgium, Czechia, Switzerland, Nepal) (#86)
|
||||
- angle speeds up when joystick / keyboard are pressed (#75)
|
||||
- angle speeds up when joystick/keyboard are pressed (#75)
|
||||
|
||||
###### Build 146
|
||||
2022-07-03
|
||||
Super heavy rewrite build.
|
||||
Not much changed visually since the last build, but really large parts of the code were rewritten, optimized and improved. A fresh swath of buggies certainly introduced, too.
|
||||
Not much changed visually since the last build, but really large parts of the code were rewritten, optimized and improved. A fresh swath of buggies was certainly introduced, too.
|
||||
- completely new tank falling routine by @Pecusx - over 300 bytes saved, complexity reduced, more just energy deduction when falling.
|
||||
- silly angle system rewritten to a proper, primary school angling. BTW - I had to dig into 8th grade trig to make it work. About 200 bytes saved, complexity reduced. Next build will have improved angle speed UI. I will also allow for an easier improvement of tank visuals.
|
||||
- Weapon price and quantity balance - this is our honest attempt to make game more fun. We'll accept any critique and improvement proposals.
|
||||
- The silly angle system was rewritten to a proper, primary school angling. BTW - I had to dig into 8th grade trig to make it work. About 200 bytes were saved, and complexity reduced. The next build will have an improved angle speed UI. I will also allow for an easier improvement of tank visuals.
|
||||
- Weapon price and quantity balance - this is our honest attempt to make the game more fun. We'll accept any critique and improvement proposals.
|
||||
- New AI opponent - Tosser! Not much better than Poolshark, but still beats sharks most of the time.
|
||||
- AI opponents can purchase defensive weapons which make playing against AI somewhat more challenging.
|
||||
- AI opponents can purchase defensive weapons which makes playing against AI somewhat more challenging.
|
||||
- Improved Laser. It is still not ideal, but better. Still hard to aim :]
|
||||
- Few small parachute-related bugs fixed
|
||||
- A few small parachute-related bugs fixed
|
||||
- Death's Head bug fix
|
||||
|
||||
Issues closed:
|
||||
@@ -397,7 +561,7 @@ Issues closed:
|
||||
|
||||
###### Build 145
|
||||
2022-06-26
|
||||
Possibly last round of weapon additions!
|
||||
Possibly the last round of weapon additions!
|
||||
|
||||
@Pecusx added
|
||||
- working White Flag -- it is a way to give up while not making opponents richer!
|
||||
@@ -405,7 +569,7 @@ Possibly last round of weapon additions!
|
||||
- Strong Parachute - like a normal parachute, but stronger (it has energy and can work more than once)
|
||||
- Nuclear Winter - a quick and efficient solution to global worming, err, warning, WARMING!
|
||||
|
||||
@mikerro added new SFX and in-game-tunes.
|
||||
@mikerro added new SFX and in-game tunes.
|
||||
- Pressing [S] turns on/off SFX (when aiming). Pressing [M] turns on/off in-game tunes.
|
||||
|
||||
Tickets closed:
|
||||
@@ -415,77 +579,77 @@ Tickets closed:
|
||||
|
||||
###### Build 144
|
||||
2022-06-19
|
||||
Father's day release comes with the most anticipated new feature: defensive weapons. Thanks to @Pecus we have 5 completely new weapons and a more reasonably working parachute. The stub of the instruction manual describing these weapons is available here: https://github.com/pkali/scorch_src/wiki/Instruction-manual.
|
||||
Father's Day release comes with the most anticipated new feature: defensive weapons. Thanks to @Pecus we have 5 completely new weapons and a more reasonably working parachute. The stub of the instruction manual describing these weapons is available here: https://github.com/pkali/scorch_src/wiki/Instruction-manual.
|
||||
|
||||
The new inventory system has been added. Call it by pressing the "I" key or short-pressing fire. Select the weapon to use by moving the joystick or cursor keys right. Switch between offensive and defensive weapons by moving the joystick left. Fire/escape to quit inventory.
|
||||
|
||||
Another significant playability change is #54 - it is not finished yet, but keeping the joystick up or down makes force increase/decrease faster. Also - short press of fire calls Inventory, long press fires the shell. The timings are experimental, please let me know if this needs a modification/improvement.
|
||||
Another significant playability change is #54 - it is not finished yet, but keeping the joystick up or down makes force increase/decrease faster. Also - the short press of fire calls Inventory, long press fires the shell. The timings are experimental, please let me know if this needs a modification/improvement.
|
||||
|
||||
Tickets closed:
|
||||
* https://github.com/pkali/scorch_src/issues/92 - less unnecessary cleaning of the offensive texts
|
||||
* https://github.com/pkali/scorch_src/issues/89 - improved collisions with tank
|
||||
* https://github.com/pkali/scorch_src/issues/71 - ditto
|
||||
* https://github.com/pkali/scorch_src/issues/11, https://github.com/pkali/scorch_src/issues/26, https://github.com/pkali/scorch_src/issues/8, https://github.com/pkali/scorch_src/issues/20 - new inventory system
|
||||
- https://github.com/pkali/scorch_src/issues/92 - less unnecessary cleaning of the offensive texts
|
||||
- https://github.com/pkali/scorch_src/issues/89 - improved collisions with tank
|
||||
- https://github.com/pkali/scorch_src/issues/71 - ditto
|
||||
- https://github.com/pkali/scorch_src/issues/11, https://github.com/pkali/scorch_src/issues/26, https://github.com/pkali/scorch_src/issues/8, https://github.com/pkali/scorch_src/issues/20 - new inventory system
|
||||
|
||||
###### Build 143
|
||||
2022-06-05
|
||||
Rewrite build. We redone several important parts of the game to allow for bug fixes and requested features. Generally it was a great success, but some new bugs appeared. This build is nice for the eye, but beware, no mercy for testers again :)
|
||||
Only visible changes listed, because you are possibly not as excited as we are for the new Flight routine and ground collisions by @Pecusx.
|
||||
- https://github.com/pkali/scorch_src/issues/84, https://github.com/pkali/scorch_src/issues/63 - tanks now say good bye properly!
|
||||
Rewrite build. We redone several important parts of the game to allow for bug fixes and requested features. Generally, it was a great success, but some new bugs appeared. This build is nice for the eye, but beware, no mercy for testers again :)
|
||||
Only visible changesare listed, because you are possibly not as excited as we are for the new Flight routine and ground collisions by @Pecusx.
|
||||
- https://github.com/pkali/scorch_src/issues/84, https://github.com/pkali/scorch_src/issues/63 - tanks now say goodbye properly!
|
||||
- https://github.com/pkali/scorch_src/issues/74 - Press [ESC] to quit the game at any point, with a confirmation when the round has already started. Please note the keyboard is not checked all the time, so press it for a while, especially when AI tanks are ru(i/n)ning the show.
|
||||
- https://github.com/pkali/scorch_src/issues/56 - there should be no occurrences of frivolous weapon purchases. Please report all tanks getting their munitions from uncertified sources!
|
||||
- https://github.com/pkali/scorch_src/issues/47 - It seems that the bad sequence of turns has been ameliorated. Fix is trivial, finding the culprit - far from it. Please pay special attention to fairness of shooting in case the fix is still longing for the fjords.
|
||||
- https://github.com/pkali/scorch_src/issues/47 - It seems that the bad sequence of turns has been ameliorated. The fix is trivial, finding the culprit - far from it. Please pay special attention to the fairness of shooting in case the fix is still longing for the fjords.
|
||||
- ATTRACT mode works how it should - screensaver saves screen only when HUMAN should input something.
|
||||
|
||||
###### Build 142
|
||||
2022-05-30
|
||||
Late build. The bugs we tried to squelch turned out to be more difficult than usual. Some progress has been made though even if it is not yet visible.
|
||||
- 4x4 font rewritten by @Pecusx as a prep for Y standarization. It makes the messages to appear faster. This is a good change.
|
||||
- 4x4 font rewritten by @Pecusx as a prep for Y standardization. It makes the messages to appear faster. This is a good change.
|
||||
- https://github.com/pkali/scorch_src/issues/5 and #80 fixed (again) - no funkybomb traces staying on the screen
|
||||
- https://github.com/pkali/scorch_src/issues/70 too strong Shooters fixed
|
||||
- https://github.com/pkali/scorch_src/issues/63 - tank say goodbye when (mostly) visible
|
||||
- https://github.com/pkali/scorch_src/issues/70 is too strong Shooters fixed
|
||||
- https://github.com/pkali/scorch_src/issues/63 - tank says goodbye when (mostly) visible
|
||||
- several other small changes and improvements that will pay off in the following releases.
|
||||
|
||||
###### Build 141
|
||||
2022-05-22
|
||||
Debug build. Thanks to all testers for finding numerous bugs. We tried to fix some of them and we have introduced some new for your enjoyment.
|
||||
Debug build. Thanks to all the testers for finding numerous bugs. We tried to fix some of them and we have introduced some new ones for your enjoyment.
|
||||
- https://github.com/pkali/scorch_src/issues/73 Fast forward. Press [START] to speed up the game where it can be sped up. Not in many places, mind you.
|
||||
- https://github.com/pkali/scorch_src/issues/72 Screen glitches improved
|
||||
- https://github.com/pkali/scorch_src/issues/70 AI shoot with more force than their energy allows. We might still have to revise this one
|
||||
- https://github.com/pkali/scorch_src/issues/70 AI shoots with more force than their energy allows. We might still have to revise this one
|
||||
- https://github.com/pkali/scorch_src/issues/69 Explosions wrapping around the screen
|
||||
- https://github.com/pkali/scorch_src/issues/67 Screen glitches after intro
|
||||
- https://github.com/pkali/scorch_src/issues/67 Screen glitches after the intro
|
||||
- https://github.com/pkali/scorch_src/issues/65 Saved ~90 bytes by removing cosinus table
|
||||
- https://github.com/pkali/scorch_src/issues/62 Empty list of defensive weapons gets corrupted. Plunged it with a new defensive weapon - "White Flag". Honor of the tank crew prohibits them from buying it (yet)
|
||||
- https://github.com/pkali/scorch_src/issues/62 The Empty list of defensive weapons gets corrupted. Plunged it with a new defensive weapon - "White Flag". The honor of the tank crew prohibits them from buying it (yet)
|
||||
- https://github.com/pkali/scorch_src/issues/61 [SHIFT] was repeating the last key
|
||||
- https://github.com/pkali/scorch_src/issues/57 Fire too sensitive on a real machine. Switched to shadow registers. First recorded use of Atari OS :O
|
||||
- https://github.com/pkali/scorch_src/issues/57 Fire is too sensitive on a real machine. Switched to shadow registers. First recorded use of Atari OS :O
|
||||
- https://github.com/pkali/scorch_src/issues/55 Glitches in the status bar. This one was surprisingly tough.
|
||||
|
||||
###### Build 140
|
||||
2022-05-15
|
||||
Huge internal changes by @Pecusx. The whole game screen has been inverted - ground is now background color, "sky" and empty areas are in fact pixels. This allowed for introducing better tank colorization, fully devised and lead by Adam. The process started and results are already promising - the colors of tanks and the status bar are closer. We might get even better ones in the next builds.
|
||||
- few new sfx added (end of round, weapon change, soil eating weapons)
|
||||
Huge internal changes by @Pecusx. The whole game screen has been inverted - ground is now the background color, "sky" and empty areas are in fact pixels. This allowed for the introduction of better tank colorization, fully devised and led by Adam. The process started and results are already promising - the colors of tanks and the status bar are closer. We might get even better ones in the next builds.
|
||||
- A few new sfx added (end of round, weapon change, soil eating weapons)
|
||||
- added colors to tank name and level selection screen
|
||||
- Bug https://github.com/pkali/scorch_src/issues/57 possibly alleviated by using TRIG0S instead of TRIG0. Please test - it did not show for me.
|
||||
Other unlisted minor bugs and typos fixed.
|
||||
"Nightly" version moved to `develop` branch. `master` will be updated with stablish and playablish builds only.
|
||||
Other unlisted minor bugs and typos were fixed.
|
||||
The "Nightly" version moved to the `develop` branch. `master` will be updated with stablish and playablish builds only.
|
||||
|
||||
###### Build 139
|
||||
2022-05-09
|
||||
The post midnight release with great, heavy new features:
|
||||
- https://github.com/pkali/scorch_src/issues/48, https://github.com/pkali/scorch_src/issues/10 - thanks to @mikerro we have a bunch of fresh sound effects. Not everything is perfectly implemented, but the game definitely got nicer! Thank you again Miker!
|
||||
- https://github.com/pkali/scorch_src/issues/42 New weapon - Liquid Dirt by Pecus. Try it from directly from the weapon store!
|
||||
The post-midnight release with great, heavy new features:
|
||||
- https://github.com/pkali/scorch_src/issues/48, https://github.com/pkali/scorch_src/issues/10 - thanks to @mikerro we have a bunch of fresh sound effects. Not everything is perfectly implemented, but the game definitely got nicer! Thank you again, Miker!
|
||||
- https://github.com/pkali/scorch_src/issues/42 New weapon - Liquid Dirt by Pecus. Try it directly from the weapon store!
|
||||
- (fix) https://github.com/pkali/scorch_src/issues/53 - non-existing weapons are not displayed. This makes the defense menu empty when you are poor, but it is still better than the old way with "$0" prices
|
||||
- (fix) https://github.com/pkali/scorch_src/issues/49 - seppuku should always kill now
|
||||
|
||||
###### Build 138
|
||||
2022-05-02
|
||||
- new version of font from Adam
|
||||
- a new version of the font from Adam
|
||||
- 80's style background gradient
|
||||
- roller procedure refactored in preparation to liquid dirt
|
||||
- roller procedure refactored in preparation for liquid dirt
|
||||
|
||||
###### Build 137
|
||||
2022-04-29
|
||||
Premature release due to a trip to Atlanta on weekend.
|
||||
Premature release due to a trip to Atlanta on the weekend.
|
||||
- https://github.com/pkali/scorch_src/issues/41 Make Riot Charge and Riot Blast weapons. YAY a new weapon after so many years! And it is really useful when you get covered by a ton of dirt
|
||||
- land-slide optimization by @Pecusx: ~400 bytes and some cycles saved!
|
||||
- nicer explosions (say that to the target)
|
||||
@@ -495,9 +659,9 @@ Premature release due to a trip to Atlanta on weekend.
|
||||
###### Build 136
|
||||
2022-04-24
|
||||
This is a very important release because we had a chance to work a bit as an original team (Pecus and pirx). Let's cheer for Pecus for joining the task force again! Changes:
|
||||
- another sneaky memory corrupting bug found and fixed. The game seems to be as stable as an Ikea table! No bug number because it was super elusive.
|
||||
- another sneaky memory-corrupting bug was found and fixed. The game seems to be as stable as an Ikea table! No bug number because it was super elusive.
|
||||
- MIRV loops https://github.com/pkali/scorch_src/issues/6 - a very interesting one. It happened when MIRV killed tank exploded with LeapFrog or FunkyBomb.
|
||||
- Nicer font https://github.com/pkali/scorch_src/issues/37 - Thank you Adam for dugging up the font you made in 2008 :)
|
||||
- Nicer font https://github.com/pkali/scorch_src/issues/37 - Thank you Adam for digging up the font you made in 2008 :)
|
||||
- Explosions are 2 times faster and look equally good or maybe even a bit better. This was a drag because of the Death's Head
|
||||
- Memory map reorganized to extract some free RAM. Currentish map here: https://github.com/pkali/scorch_src/wiki
|
||||
- Adam shared an archive that preserved a couple of the old build comments! Added below.
|
||||
@@ -505,16 +669,16 @@ This is a very important release because we had a chance to work a bit as an ori
|
||||
###### Build 135
|
||||
2022-04-17
|
||||
Happy Easter! This is a "premature ejacu.." err... "premature optimization" build. I got into an optimization fewer and got the code messed up, having to revert to the base. One important ticket closed:
|
||||
- https://github.com/pkali/scorch_src/issues/35 Two morons shooting each other for more than 5 minutes. Added a new option "Seppuku". It causes one of the tanks ashamed with their inefficiency to detonate the weapon on itself. This was quite a difficult addition, requiring me to understand large swaths of the code, always a great challenge. Smoother gameplay with AIs guaranteed or money back.
|
||||
- https://github.com/pkali/scorch_src/issues/35 Two morons shooting each other for more than 5 minutes. Added a new option "Seppuku". It causes one of the tanks ashamed of its inefficiency to detonate the weapon on itself. This was quite a difficult addition, requiring me to understand large swaths of the code, always a great challenge. Smoother gameplay with AIs guaranteed or money back.
|
||||
Other small fixes:
|
||||
- https://github.com/pkali/scorch_src/issues/23 High flying MIRV leaves traces. Not anymore.
|
||||
- https://github.com/pkali/scorch_src/issues/12 Make soil fall down faster after soil eating weapons. Soil eating range is OK, it is the soil down routine that is slow (but visually attractive).
|
||||
- https://github.com/pkali/scorch_src/issues/23 High-flying MIRV leaves traces. Not anymore.
|
||||
- https://github.com/pkali/scorch_src/issues/12 Make soil fall down faster after soil-eating weapons. Soil eating range is OK, it is the soil-down routine that is slow (but visually attractive).
|
||||
|
||||
###### Build 134
|
||||
2022-04-10
|
||||
- https://github.com/pkali/scorch_src/issues/34 - plot pointer visible only when missile is out of the screen
|
||||
- https://github.com/pkali/scorch_src/issues/34 - plot pointer visible only when a missile is out of the screen
|
||||
- https://github.com/pkali/scorch_src/issues/33 - Poor AIs do not purchase non-working weapons
|
||||
- https://github.com/pkali/scorch_src/issues/32 - Basic is turned off right on the beginning of loading. Dracon reported problems with running the game in Altirra, this was the best idea I had about it. Maybe next will be removing LZSS routine by @dmsc from zero page
|
||||
- https://github.com/pkali/scorch_src/issues/32 - Basic is turned off right at the beginning of loading. Dracon reported problems with running the game in Altirra, this was the best idea I had about it. Maybe next will be removing LZSS routine by @dmsc from the zero page
|
||||
- https://github.com/pkali/scorch_src/issues/31 - STA WSYNC removed from missile flight delay
|
||||
- https://github.com/pkali/scorch_src/issues/30 - player level remembered between rounds, thx @KrzysRog
|
||||
- https://github.com/pkali/scorch_src/issues/5 - funkybomb smoke stays on the edges of the screen
|
||||
@@ -522,53 +686,53 @@ Other small fixes:
|
||||
###### Build 133
|
||||
2022-04-03
|
||||
- bug: https://github.com/pkali/scorch_src/issues/7 tank stands on a single pixel spike. `WhereToSlideTable` vastly improved.
|
||||
- enhancement: https://github.com/pkali/scorch_src/issues/15 Add player colors to purchase screen. Still room to improvement!
|
||||
- enhancement: https://github.com/pkali/scorch_src/issues/15 Add player colors to the purchase screen. Still room for improvement!
|
||||
- enhancement: https://github.com/pkali/scorch_src/issues/22 Redesign information panel (top 2 lines of the game screen). Now game might make some sense for a newcomer :)
|
||||
- change: https://github.com/pkali/scorch_src/issues/28 remove white lines around out-of-the-screen point tracker. Now it is visible and looks better!
|
||||
- enhancement: https://github.com/pkali/scorch_src/issues/25 Missiles are too fast. Thanks @bocianu and @mikerro for the hint. Speed of the shell is configurable now, 5 speeds available.
|
||||
- enhancement: https://github.com/pkali/scorch_src/issues/25 Missiles are too fast. Thanks @bocianu and @mikerro for the hint. The speed of the shell is configurable now, 5 speeds are available.
|
||||
- enhancement: https://github.com/pkali/scorch_src/issues/27 Remember game settings between games.
|
||||
- enhancement: https://github.com/pkali/scorch_src/issues/24 Remember player names between games. Thanks @bocianu
|
||||
|
||||
###### Build 132
|
||||
2022-03-27
|
||||
- fixed bug: https://github.com/pkali/scorch_src/issues/21 Wrong number of shells purchased
|
||||
- fixed bug: https://github.com/pkali/scorch_src/issues/19 Inventory not cleared on next match. When fixing in a general way (cleaning all variables on game restart) I encountered a very old and nasty bug that made the game running basically by pure chance.
|
||||
- fixed bug: https://github.com/pkali/scorch_src/issues/18 selecting players using fire sometimes selects more than one. Rewritten keyboard handling to prepare for enhancements like #17
|
||||
- fixed bug: https://github.com/pkali/scorch_src/issues/19 Inventory not cleared on next match. When fixing in a general way (cleaning all variables on game restart) I encountered a very old and nasty bug that made the game run basically by pure chance.
|
||||
- fixed bug: https://github.com/pkali/scorch_src/issues/18 Selecting players using fire sometimes selects more than one. Rewritten keyboard handling to prepare for enhancements like #17
|
||||
- tables of constants moved to a separate file, variables declared with .DS directive in preparation for memory map optimization.
|
||||
|
||||
###### Build 131
|
||||
2022-03-20
|
||||
- fixed bug: https://github.com/pkali/scorch_src/issues/4 It was really hard one, because I had to unspaghetti our own lousy code :]
|
||||
- fixed bug: https://github.com/pkali/scorch_src/issues/4 It was a really hard one because I had to unspaghetti our own lousy code :]
|
||||
- it is now impossible to purchase non-existing weapons.
|
||||
- numerous edits / optimizations during debugging process
|
||||
- numerous edits/optimizations during the debugging process
|
||||
- bug tracker moved to https://github.com/pkali/scorch_src/issues
|
||||
|
||||
###### Build 130
|
||||
2022-03-13
|
||||
- fixed bug: Decreasing of number of bullets after a shoot does not work correctly. It does look like it is fixed, although all I did was moving decreasing before shooting. Displaying number of bullets immediately after shoot.
|
||||
- fixed a very difficult bug - game was crashing from time to time, with corrupted code and/or screen. It was digger digging lower and lower, finally digging through the code. Right now the game is not crashing on me.
|
||||
- fixed bug: Decreasing of number of bullets after a shoot does not work correctly. It does look like it is fixed, although all I did was move decreasing before shooting. Displaying the number of bullets immediately after the shoot.
|
||||
- fixed a very difficult bug - the game was crashing from time to time, with corrupted code and/or screen. It was a digger digging lower and lower, finally digging through the code. Right now the game is not crashing on me.
|
||||
|
||||
###### Build 129
|
||||
2022-03-06
|
||||
- added tune by emkay, lzss player by dmsc
|
||||
- fixed bug "When result in points is >99 then only 2 first digits are displayed"
|
||||
- fixed bug "When the result in points is >99 then only 2 first digits are displayed"
|
||||
|
||||
###### Build 128
|
||||
2022-02-19
|
||||
- fixed a bug making it harder to select AI level, unfortunately now player names can not include hyphen
|
||||
- fixed a bug making it harder to select AI level, unfortunately now player names can not include hyphens
|
||||
- fixed numerous mistakes in handling bytes and words - possibly some of the crashes eliminated
|
||||
- adw addr #1 --> inw addr. 200 bytes shorter code (and maybe very slightly faster)
|
||||
|
||||
###### Build 127
|
||||
2022-02-14
|
||||
- option to select number of rounds in a game
|
||||
- option to select the number of rounds in a game
|
||||
- rudimentary game over message (in results screen)
|
||||
- game restarts
|
||||
|
||||
###### Build 126
|
||||
2022-01-30
|
||||
- fixed bug 006 (After some attacks the OffensiveText stays on the screen)
|
||||
- fixed bug 015 (Only first shoot of FunkyBomb is correct
|
||||
- fixed bug 015 (Only the first shoot of FunkyBomb is correct
|
||||
- fixed bug 016 (No falling soil after leapfrog)
|
||||
|
||||
##### Build 125
|
||||
@@ -579,28 +743,28 @@ Other small fixes:
|
||||
2013-12-21
|
||||
- removed large chunk of redundant 4x4 print code and table generation code,
|
||||
over 1kb gained.
|
||||
- plot and point routines speeded up by ~20 cycles :P (and shortened by few bytes as well)
|
||||
- fixed bug 011. High flying bullets sometimes cause brief screen garbage - like a DL damaged
|
||||
fixed by plotpointer (the top line) changed from HSCROLL based to regular $f line with plot
|
||||
- screen memory moved to low area ($1010), making the game start at $3010 and easier
|
||||
to be loaded. Other minor memory layout modifications.
|
||||
- plot and point routines speeded up by ~20 cycles :P (and shortened by a few bytes as well)
|
||||
- fixed bug 011. High-flying bullets sometimes cause brief screen garbage - like a DL damaged
|
||||
fixed by plot pointer (the top line) changed from HSCROLL based to regular $f line with plot
|
||||
- screen memory moved to a low area ($1010), making the game start at $3010 and easier
|
||||
to load. Other minor memory layout modifications.
|
||||
|
||||
##### Build 123
|
||||
2013-12-10
|
||||
- fixed bug 013: sometimes demo mode does not work (it stops on results display)
|
||||
- fixed bug 012: (newly introduced) Death explosions are offset right and possibly up.
|
||||
- prepared the game for various screen width. The only problem is memory layout.
|
||||
Basically it is impossible to make contiguous wide screen of more than 170 lines.
|
||||
Changing the screen to non-contiguous would require rewrite of all character
|
||||
- prepared the game for various screen widths. The only problem is the memory layout.
|
||||
Basically, it is impossible to make a contiguous wide screen of more than 170 lines.
|
||||
Changing the screen to non-contiguous would require a rewrite of all character
|
||||
manipulating routines.
|
||||
- fixed bug 014: FunkyBomb shoots with too high angle,
|
||||
- fixed bug 014: FunkyBomb shoots with too high an angle,
|
||||
funkyBomb angle changed from -8..+8 to -16..+16
|
||||
- speeded up explosions by drawing only odd circles. Not bad visually and 2x faster.
|
||||
|
||||
##### Build 122
|
||||
2013-11-17
|
||||
- tank expend 1 energy with each shoot to avoid endless shooting loops
|
||||
- small visual glitch with background colour fixed
|
||||
- tank expends 1 energy with each shoot to avoid endless shooting loops
|
||||
- small visual glitch with the background color fixed
|
||||
- death messages "defensive texts" in source do not stay on screen after some explosions
|
||||
|
||||
##### Build 121
|
||||
@@ -632,20 +796,20 @@ TO DO:
|
||||
|
||||
##### Build 114
|
||||
2003-08-22
|
||||
- Results after each round are displayed in the right
|
||||
- Results after each round are displayed on the right
|
||||
sequence, i.e. the best one is on the top
|
||||
- during second and following rounds shooting sequence
|
||||
- during the second and following rounds of shooting sequence
|
||||
is such that the worst tank shoots first
|
||||
|
||||
The above changes does not look terrific, but there was
|
||||
a lot of thinking to do it correctly. What is the most
|
||||
important the overall game feeling improved a lot!
|
||||
The above changes do not look terrific, but there was
|
||||
a lot of thinking to do it correctly. What is most
|
||||
important is the overall game feeling improved a lot!
|
||||
|
||||
program.s65
|
||||
- added routine SortSequence
|
||||
|
||||
textproc.s65
|
||||
- changed routine DisplayResults to show round results in correct order
|
||||
- changed routine DisplayResults to show round results in the correct order
|
||||
|
||||
##### Build 113
|
||||
2003-08-17
|
||||
@@ -657,7 +821,7 @@ Again you dear reader made us to do a significant improvement in Atari 8-bit Sco
|
||||
"Defensive" text i.e. text before death
|
||||
|
||||
program.s65
|
||||
- added routine MoveBarrelToNewPosition which rotates barrel of the tank until it sits at the right (newly randomized) angle
|
||||
- added routine MoveBarrelToNewPosition which rotates the barrel of the tank until it sits at the right (newly randomized) angle
|
||||
|
||||
textproc.s65
|
||||
- added routine PurchaseAI it is a framework for all AI purchases
|
||||
@@ -668,11 +832,11 @@ SHORTSYS.S65
|
||||
##### Build 112
|
||||
2003-08-15
|
||||
|
||||
First attempts to create a framework for intelligent
|
||||
The first attempts to create a framework for intelligent
|
||||
opponents (AI). Right now there is only one level
|
||||
of "intelligence" - Moron.
|
||||
|
||||
Moron shoots at random angle with random force.
|
||||
Moron shoots at random angles with random force.
|
||||
|
||||
program.s65
|
||||
- routine Round checks the Skill level and if it is not human branches to ArtificialIntelligence routine.
|
||||
@@ -693,7 +857,7 @@ TO DO:
|
||||
program.s65:
|
||||
- added sequential shooting (not necessarily tank no. 1 shoots first)
|
||||
- added routine "RandomizeSequence" that is called before each round
|
||||
- initial angle of the tank's barrel is randomized (was always 45 degrees right)
|
||||
- the initial angle of the tank's barrel is randomized (was always 45 degrees right)
|
||||
|
||||
variables.s65
|
||||
- added table "TankSequence"
|
||||
@@ -703,13 +867,14 @@ grafproc.s65
|
||||
|
||||
##### Build 110
|
||||
2003-07-21
|
||||
Previous release was a mistake. Build 110 is more or less playable, the "only" problem for now is such: in every round there is the same sequence of shooting (1st, 2nd, 3rd tank and so on). It should be like the weakest tank shoots first.
|
||||
The previous release was a mistake. Build 110 is more or less playable, the "only" problem for now is such: in every round, there is the same sequence of shooting (1st, 2nd, 3rd tank, and so on). It should be like the weakest tank shoots first.
|
||||
|
||||
##### Build 103
|
||||
2003-07-09
|
||||
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 :)
|
||||
For the first time, Scorched Earth for Atari XL/XE (build 103) was published.
|
||||
Together with Pecus we have been 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 have been translating source code comments and labels to English to let other people work on this project with us. In other words, Scorched Earth becomes an open-source project :)
|
||||
Now it's your turn to help this idea happen!
|
||||
|
||||
...transmission error...former history missing...
|
||||
|
||||
|
||||
|
||||
@@ -0,0 +1,270 @@
|
||||
|
||||
icl '../../Atari/lib/ATARISYS.ASM'
|
||||
icl '../../Atari/lib/MACRO.ASM'
|
||||
icl '../../Atari/lib/cartloader_vectors.inc'
|
||||
|
||||
.zpvar dliCounter .byte = $80
|
||||
.zpvar TetryxColor .byte
|
||||
.zpvar TetryxColorS .byte
|
||||
|
||||
; ------- constans --------
|
||||
; start addr of loader
|
||||
|
||||
; cart banks numbers
|
||||
LoaderBank = 0 ; offset $00000 (and $FE000)
|
||||
ScorchBank = 1 ; offset $02000
|
||||
MenuENBank = 12 ; offset $18000
|
||||
MenuPLBank = 17 ; offset $22000
|
||||
TetryxBank = 22 ; offset $2c000
|
||||
org $2000
|
||||
|
||||
WeaponFont
|
||||
ins '../weapons_AW6_mod.fnt' ; 'artwork/weapons.fnt'
|
||||
LogoFont
|
||||
ins 'Scorch_logo_mod_AW.fnt'
|
||||
|
||||
main
|
||||
lda #0
|
||||
sta dmactls
|
||||
jsr WaitOneFrame
|
||||
lda #0
|
||||
sta TetryxColor
|
||||
sta TetryxColorS
|
||||
lda RANDOM
|
||||
and #%11110000 ; 1:16
|
||||
bne TnotVisible
|
||||
lda colors+2 ; visible
|
||||
sta TetryxColor
|
||||
TnotVisible
|
||||
lda #0
|
||||
ldx #3
|
||||
@ sta COLOR0-1,x
|
||||
dex
|
||||
bpl @-
|
||||
mva #>LogoFont chbas
|
||||
mwa #MenuDL dlptrs
|
||||
VMAIN VBLinterrupt,7 ;jsr SetVBL
|
||||
SetDLI DLIinterrupt
|
||||
lda #@dmactl(narrow|dma) ; narrow screen width, DL on, P/M off
|
||||
sta dmactls
|
||||
jsr WaitOneFrame
|
||||
jsr FadeIn
|
||||
jsr WaitOneFrame
|
||||
|
||||
WaitForKey
|
||||
jsr GetKey
|
||||
cmp #@kbcode._space
|
||||
bne @+
|
||||
mva #ScorchBank X_BANK
|
||||
bne GoLoader
|
||||
@ cmp #@kbcode._E
|
||||
bne @+
|
||||
mva #MenuENBank X_BANK
|
||||
bne GoLoader
|
||||
@ cmp #@kbcode._P
|
||||
bne @+
|
||||
mva #MenuPLBank X_BANK
|
||||
bne GoLoader
|
||||
@ cmp #@kbcode._T
|
||||
bne WaitForKey
|
||||
mva #TetryxBank X_BANK
|
||||
bne GoLoader
|
||||
|
||||
GoLoader
|
||||
jsr WaitOneFrame
|
||||
jsr FadeOut
|
||||
VMAIN XITVBV,7 ; jsr SetVBL (off user proc)
|
||||
LDA #%01000000 ; DLI off
|
||||
STA NMIEN
|
||||
lda #0 ; DL off, P/M off
|
||||
sta dmactls
|
||||
jsr WaitOneFrame
|
||||
mwa #$a000 X_SRC
|
||||
mva #$10 X_CLRSTART
|
||||
;cli
|
||||
;jmp main
|
||||
jmp X_LOADER_START
|
||||
stop
|
||||
jmp stop
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc FadeIn
|
||||
ldy #15
|
||||
FirstLoop
|
||||
ldx #3
|
||||
@ lda COLOR0-1,x
|
||||
cmp colors,x
|
||||
beq ColorOK
|
||||
inc COLOR0-1,x
|
||||
ColorOK
|
||||
dex
|
||||
bpl @-
|
||||
lda TetryxColorS
|
||||
cmp TetryxColor
|
||||
beq TcolorOK
|
||||
inc TetryxColorS
|
||||
TcolorOK
|
||||
jsr WaitOneFrame
|
||||
dey
|
||||
bpl FirstLoop
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc FadeOut
|
||||
ldy #15
|
||||
FirstLoop
|
||||
ldx #3
|
||||
@ lda COLOR0-1,x
|
||||
beq ColorOK
|
||||
dec COLOR0-1,x
|
||||
ColorOK
|
||||
dex
|
||||
bpl @-
|
||||
lda TetryxColorS
|
||||
beq TcolorOK
|
||||
dec TetryxColorS
|
||||
TcolorOK
|
||||
jsr WaitOneFrame
|
||||
dey
|
||||
bpl FirstLoop
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc DLIinterrupt
|
||||
pha
|
||||
lda dliCounter
|
||||
bne SecondDLI
|
||||
FirstDLI
|
||||
mva #>WeaponFont chbase
|
||||
lda #0
|
||||
;sta WSYNC
|
||||
sta COLPF2
|
||||
beq EndOfDLI
|
||||
SecondDLI
|
||||
lda TetryxColorS
|
||||
sta COLPF1
|
||||
EndOfDLI
|
||||
inc dliCounter
|
||||
pla
|
||||
DLIinterruptNone
|
||||
rti
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc VBLinterrupt
|
||||
mva #0 dliCounter
|
||||
jmp XITVBV
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.macro SetDLI
|
||||
; SetDLI #WORD
|
||||
; Initialises Display List Interrupts
|
||||
LDY # <:1
|
||||
LDX # >:1
|
||||
jsr _SetDLIproc
|
||||
.endm
|
||||
.proc _SetDLIproc
|
||||
LDA #%11000000
|
||||
STY VDSLST
|
||||
STX VDSLST+1
|
||||
STA NMIEN
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc WaitOneFrame
|
||||
;--------------------------------------------------
|
||||
waitRTC ; or wait ?
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
|
||||
; DL for menu
|
||||
MenuDL
|
||||
.byte $70,$70,$70
|
||||
.byte $44
|
||||
.word picData
|
||||
:3 .byte $04
|
||||
.byte $20+$80
|
||||
.byte $42
|
||||
.word MenuTitle2
|
||||
.byte $70,$70
|
||||
.byte $47
|
||||
.word MenuTitle
|
||||
.byte $30,$70
|
||||
.byte $42
|
||||
.word MenuOptions
|
||||
.byte $10,$02
|
||||
.byte $10,$02
|
||||
.byte $10+$80,$02
|
||||
.byte $41
|
||||
.word MenuDL
|
||||
|
||||
|
||||
; Picture data (narrow screen)
|
||||
picData
|
||||
ins 'Scorch_logo_mod_AW.scr',+32, 32*4 ; load 4 lines without the first one
|
||||
|
||||
; Color data
|
||||
colors
|
||||
.BYTE 0,14,10,6
|
||||
|
||||
MenuTitle2
|
||||
dta d" Unknown Father of All Games "
|
||||
MenuTitle
|
||||
dta d" SELECT OPTION "
|
||||
MenuOptions
|
||||
dta d" E - English Manual "
|
||||
dta d" P - Polska instrukcja "
|
||||
dta d" SPACE - Start Scorch Game "
|
||||
dta d" T - Start Tetryx Game "
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc GetKey
|
||||
; waits for pressing a key and returns pressed value in A
|
||||
; result: A=keycode
|
||||
;--------------------------------------------------
|
||||
jsr WaitForKeyRelease
|
||||
getKeyAfterWait
|
||||
lda SKSTAT
|
||||
cmp #$ff
|
||||
beq checkJoyGetKey ; key not pressed, check Joy
|
||||
lda kbcode
|
||||
cmp #@kbcode._none
|
||||
beq checkJoyGetKey
|
||||
and #$3f ;CTRL and SHIFT ellimination
|
||||
bne getkeyend ; allways
|
||||
checkJoyGetKey
|
||||
;fire
|
||||
lda STRIG0
|
||||
beq JoyButton
|
||||
checkStarttKey
|
||||
lda CONSOL
|
||||
and #%00000001 ; Start
|
||||
beq StartPressed
|
||||
bne getKeyAfterWait
|
||||
StartPressed
|
||||
JoyButton
|
||||
lda #@kbcode._space ; Start key
|
||||
getkeyend
|
||||
ldy #0
|
||||
sty ATRACT ; reset atract mode
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc WaitForKeyRelease
|
||||
;--------------------------------------------------
|
||||
StillWait
|
||||
lda STRIG0
|
||||
beq StillWait
|
||||
lda SKSTAT
|
||||
cmp #$ff
|
||||
bne StillWait
|
||||
lda CONSOL
|
||||
and #%00000001 ; Start only
|
||||
cmp #%00000001
|
||||
bne StillWait
|
||||
KeyReleased
|
||||
rts
|
||||
.endp
|
||||
|
||||
|
||||
run main
|
||||
@@ -1,10 +1,10 @@
|
||||
|
||||
icl '../lib/atari.hea'
|
||||
|
||||
|
||||
org $2000
|
||||
joytest
|
||||
joytest
|
||||
mva #0 dmactls
|
||||
|
||||
|
||||
@
|
||||
lda trig0
|
||||
beq pressed
|
||||
@@ -15,6 +15,5 @@ pressed
|
||||
;ora jstick0
|
||||
sta colbak
|
||||
jmp @-
|
||||
|
||||
run joytest
|
||||
|
||||
|
||||
run joytest
|
||||
|
||||
@@ -0,0 +1,224 @@
|
||||
#!/usr/bin/env python3
|
||||
"""Pack Scorch talk texts into 5-bit stream.
|
||||
|
||||
Reads artwork/talk.asm and generates artwork/talk_packed.asm.
|
||||
|
||||
Design goals:
|
||||
- Keep the original artwork/talk.asm as editable source of strings.
|
||||
- Generate a MADS-friendly .asm include with:
|
||||
- .proc talk (namespace-compatible)
|
||||
- talk5_alphabet (32 chars)
|
||||
- talk5_data: records of [len][packed bytes...]
|
||||
- constants (NumberOfOffensiveTexts, etc.) copied verbatim
|
||||
- hoverFull/hoverEmpty blocks copied verbatim (uncompressed)
|
||||
|
||||
Bit packing:
|
||||
- 5-bit codes are packed LSB-first.
|
||||
- For each string record:
|
||||
- 1 byte length (0..63)
|
||||
- packed bytes little-endian (first char in bits 0..4)
|
||||
|
||||
The decoder in 6502 should read 5-bit codes from the low bits.
|
||||
"""
|
||||
|
||||
from __future__ import annotations
|
||||
|
||||
import argparse
|
||||
import re
|
||||
from pathlib import Path
|
||||
from typing import Iterable, List, Tuple
|
||||
|
||||
|
||||
# 32-symbol alphabet.
|
||||
# Note: We intentionally omit 'X' to make room for punctuation.
|
||||
# Order must match the decoder table.
|
||||
ALPHABET = " ABCDEFGHIJKLMNOPQRSTUVWYZ'!,-.?" # length must be 32
|
||||
|
||||
|
||||
_DTA_STR_RE = re.compile(r"^\s*dta\s+d\"(.*?)\"\^\s*(?:;.*)?$")
|
||||
|
||||
|
||||
def _iter_lines(path: Path) -> List[str]:
|
||||
return path.read_text(encoding="utf-8", errors="replace").splitlines()
|
||||
|
||||
|
||||
def _find_section(lines: List[str], start_pat: re.Pattern[str], end_pat: re.Pattern[str]) -> Tuple[int, int]:
|
||||
start_idx = None
|
||||
for i, line in enumerate(lines):
|
||||
if start_pat.search(line):
|
||||
start_idx = i
|
||||
break
|
||||
if start_idx is None:
|
||||
raise ValueError(f"Start pattern not found: {start_pat.pattern}")
|
||||
|
||||
for j in range(start_idx + 1, len(lines)):
|
||||
if end_pat.search(lines[j]):
|
||||
return start_idx, j
|
||||
raise ValueError(f"End pattern not found: {end_pat.pattern}")
|
||||
|
||||
|
||||
def extract_talk_strings(lines: List[str]) -> List[str]:
|
||||
# Only pack strings inside `.proc talk` up to the `LEND` marker.
|
||||
proc_start, _ = _find_section(lines, re.compile(r"^\s*\.proc\s+talk\b"), re.compile(r"^\s*\.endp\b"))
|
||||
|
||||
lend_idx = None
|
||||
for i in range(proc_start, len(lines)):
|
||||
if re.match(r"^\s*LEND\b", lines[i]):
|
||||
lend_idx = i
|
||||
break
|
||||
if lend_idx is None:
|
||||
raise ValueError("LEND marker not found inside .proc talk")
|
||||
|
||||
strings: List[str] = []
|
||||
for line in lines[proc_start:lend_idx]:
|
||||
m = _DTA_STR_RE.match(line)
|
||||
if m:
|
||||
strings.append(m.group(1))
|
||||
|
||||
if not strings:
|
||||
raise ValueError("No talk strings found to pack")
|
||||
|
||||
return strings
|
||||
|
||||
|
||||
def extract_constants_block(lines: List[str]) -> List[str]:
|
||||
# Copy constant definitions from after LEND up to `.endp` (inclusive of constants, exclusive of .endp).
|
||||
proc_start, proc_end = _find_section(lines, re.compile(r"^\s*\.proc\s+talk\b"), re.compile(r"^\s*\.endp\b"))
|
||||
|
||||
lend_idx = None
|
||||
for i in range(proc_start, proc_end + 1):
|
||||
if re.match(r"^\s*LEND\b", lines[i]):
|
||||
lend_idx = i
|
||||
break
|
||||
if lend_idx is None:
|
||||
raise ValueError("LEND marker not found inside .proc talk")
|
||||
|
||||
# Keep from LEND line through the line before `.endp`.
|
||||
return lines[lend_idx:proc_end]
|
||||
|
||||
|
||||
def extract_tail_after_talk_proc(lines: List[str]) -> List[str]:
|
||||
# Copy everything after `.endp` for talk proc. This includes hoverFull/hoverEmpty.
|
||||
_, proc_end = _find_section(lines, re.compile(r"^\s*\.proc\s+talk\b"), re.compile(r"^\s*\.endp\b"))
|
||||
return lines[proc_end + 1 :]
|
||||
|
||||
|
||||
def validate_alphabet() -> None:
|
||||
if len(ALPHABET) != 32:
|
||||
raise ValueError(f"ALPHABET must be 32 chars, got {len(ALPHABET)}")
|
||||
if len(set(ALPHABET)) != len(ALPHABET):
|
||||
raise ValueError("ALPHABET has duplicate characters")
|
||||
|
||||
|
||||
def pack_string_5bit(s: str, mapping: dict[str, int]) -> bytes:
|
||||
if len(s) > 63:
|
||||
raise ValueError(f"String too long ({len(s)}): {s!r}")
|
||||
|
||||
out = bytearray()
|
||||
out.append(len(s) & 0xFF)
|
||||
|
||||
bitbuf = 0
|
||||
bitcount = 0
|
||||
|
||||
for ch in s:
|
||||
try:
|
||||
code = mapping[ch]
|
||||
except KeyError as e:
|
||||
raise ValueError(f"Character {ch!r} not in alphabet") from e
|
||||
|
||||
bitbuf |= (code & 0x1F) << bitcount
|
||||
bitcount += 5
|
||||
|
||||
while bitcount >= 8:
|
||||
out.append(bitbuf & 0xFF)
|
||||
bitbuf >>= 8
|
||||
bitcount -= 8
|
||||
|
||||
if bitcount:
|
||||
out.append(bitbuf & 0xFF)
|
||||
|
||||
return bytes(out)
|
||||
|
||||
|
||||
def format_dta_bytes(data: bytes, indent: str = " ", per_line: int = 16) -> List[str]:
|
||||
lines: List[str] = []
|
||||
for i in range(0, len(data), per_line):
|
||||
chunk = data[i : i + per_line]
|
||||
nums = ",".join(f"${b:02x}" for b in chunk)
|
||||
lines.append(f"{indent}dta b({nums})")
|
||||
return lines
|
||||
|
||||
|
||||
def generate_output(
|
||||
source_path: Path,
|
||||
strings: List[str],
|
||||
constants_block: List[str],
|
||||
tail_lines: List[str],
|
||||
) -> str:
|
||||
mapping = {ch: i for i, ch in enumerate(ALPHABET)}
|
||||
|
||||
packed_records: List[bytes] = [pack_string_5bit(s, mapping) for s in strings]
|
||||
|
||||
out_lines: List[str] = []
|
||||
out_lines.append("; AUTO-GENERATED FILE - DO NOT EDIT")
|
||||
out_lines.append(f"; Generated by {source_path.name} -> pack_talk5.py")
|
||||
out_lines.append("; Source: artwork/talk.asm")
|
||||
out_lines.append("")
|
||||
|
||||
out_lines.append(".proc talk")
|
||||
out_lines.append("; 5-bit packed talk strings (len + packed bytes)")
|
||||
out_lines.append(f"talk5_alphabet dta d\"{ALPHABET}\"")
|
||||
out_lines.append("talk5_data")
|
||||
|
||||
for rec in packed_records:
|
||||
out_lines.extend(format_dta_bytes(rec))
|
||||
|
||||
out_lines.append(";")
|
||||
out_lines.append("; Constants copied from source")
|
||||
out_lines.extend(constants_block)
|
||||
out_lines.append(".endp")
|
||||
|
||||
if tail_lines:
|
||||
out_lines.append("")
|
||||
out_lines.append("; Tail copied from source (uncompressed)")
|
||||
out_lines.extend(tail_lines)
|
||||
|
||||
out_lines.append("")
|
||||
return "\n".join(out_lines)
|
||||
|
||||
|
||||
def main(argv: List[str] | None = None) -> int:
|
||||
parser = argparse.ArgumentParser(description="Pack artwork/talk.asm into a 5-bit blob for MADS.")
|
||||
parser.add_argument(
|
||||
"--src",
|
||||
default="artwork/talk.asm",
|
||||
help="Path to source talk.asm (default: artwork/talk.asm)",
|
||||
)
|
||||
parser.add_argument(
|
||||
"--out",
|
||||
default="artwork/talk_packed.asm",
|
||||
help="Path to output .asm include (default: artwork/talk_packed.asm)",
|
||||
)
|
||||
|
||||
args = parser.parse_args(argv)
|
||||
|
||||
validate_alphabet()
|
||||
|
||||
src_path = Path(args.src)
|
||||
out_path = Path(args.out)
|
||||
|
||||
lines = _iter_lines(src_path)
|
||||
strings = extract_talk_strings(lines)
|
||||
constants_block = extract_constants_block(lines)
|
||||
tail_lines = extract_tail_after_talk_proc(lines)
|
||||
|
||||
content = generate_output(src_path, strings, constants_block, tail_lines)
|
||||
|
||||
out_path.write_text(content, encoding="utf-8")
|
||||
print(f"Wrote {out_path} ({len(content.encode('utf-8'))} bytes text)")
|
||||
print(f"Packed {len(strings)} strings")
|
||||
return 0
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
raise SystemExit(main())
|
||||
@@ -0,0 +1,735 @@
|
||||
/***************************************/
|
||||
/* 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 */
|
||||
|
||||
org $00
|
||||
|
||||
/* fcnt .ds 2
|
||||
fadr .ds 2
|
||||
fhlp .ds 2
|
||||
cloc .ds 1
|
||||
regA .ds 1
|
||||
regX .ds 1
|
||||
regY .ds 1 */
|
||||
|
||||
; --- BASIC switch OFF
|
||||
org $2000\ mva #$ff portb\ rts\ ini $2000
|
||||
|
||||
; --- MAIN PROGRAM
|
||||
org $2000
|
||||
ant1 dta $C2,a(scr1)
|
||||
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(ant1)
|
||||
|
||||
;verline
|
||||
; :37 dta d" "
|
||||
; dta build
|
||||
|
||||
scr1 ins "Scorch50.scr"
|
||||
|
||||
.ds 0*40
|
||||
|
||||
.ALIGN $0400
|
||||
fnt1 ins "Scorch50.fnt"
|
||||
|
||||
.ALIGN $0800
|
||||
pmg1 .ds $0300
|
||||
SPRITES1
|
||||
|
||||
main1
|
||||
lda SplashTypeFlag
|
||||
cmp #200 ; (0 - 100 ; first splash , 101 - 200 ; second splash , 201 - 255 ; KAZ)
|
||||
bcs this_splashK ; KAZ splash
|
||||
rts ; next splash
|
||||
this_splashK
|
||||
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
|
||||
|
||||
mva >pmg1 pmbase ;missiles and players data address
|
||||
mva #$03 GRACTL ;enable players and missiles
|
||||
|
||||
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
|
||||
|
||||
;_stp jmp _stp
|
||||
_lp1 lda trig0 ; FIRE #0
|
||||
beq stop1
|
||||
|
||||
lda trig1 ; FIRE #1
|
||||
beq stop1
|
||||
|
||||
lda consol ; START
|
||||
and #1
|
||||
beq stop1
|
||||
|
||||
lda skctl
|
||||
and #$04
|
||||
bne _lp1 ;wait to press any key; here you can put any own routine
|
||||
|
||||
|
||||
stop1
|
||||
|
||||
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 >fnt1+$400*$01
|
||||
sta wsync ;line=24
|
||||
sta chbase
|
||||
DLINEW dli3 1 0 0
|
||||
|
||||
dli3
|
||||
sta regA
|
||||
lda >fnt1+$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 >fnt1+$400*$03
|
||||
sta wsync ;line=80
|
||||
sta chbase
|
||||
DLINEW dli5 1 0 0
|
||||
|
||||
dli5
|
||||
sta regA
|
||||
stx regX
|
||||
lda >fnt1+$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 >fnt1+$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 >fnt1+$400*$06
|
||||
sta wsync ;line=160
|
||||
sta chbase
|
||||
DLINEW dli8 1 0 0
|
||||
|
||||
dli8
|
||||
sta regA
|
||||
stx regX
|
||||
sty regY
|
||||
lda >fnt1+$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 >fnt1+$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 >fnt1+$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 >fnt1+$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
|
||||
|
||||
; ---
|
||||
|
||||
dliv1 = $0200
|
||||
|
||||
; ---
|
||||
|
||||
.proc NMI
|
||||
|
||||
bit nmist
|
||||
bpl VBL
|
||||
|
||||
jmp DLI.dli_start
|
||||
|
||||
|
||||
VBL
|
||||
sta regA
|
||||
stx regX
|
||||
sty regY
|
||||
|
||||
;sta nmist ;reset NMI flag
|
||||
|
||||
mwa #ant1 dlptr ;ANTIC address program
|
||||
|
||||
mva #@dmactl(standard|dma|lineX1|players|missiles) dmactl ;set new screen width
|
||||
|
||||
inc cloc ;little timer
|
||||
|
||||
; Initial values
|
||||
|
||||
lda >fnt1+$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 dliv1 ;set the first address of DLI interrupt
|
||||
|
||||
;this area is for yours routines
|
||||
jsr play_frame
|
||||
|
||||
|
||||
lda regA
|
||||
ldx regX
|
||||
ldy regY
|
||||
jmp sysvbv
|
||||
|
||||
.endp
|
||||
music1
|
||||
; icl "..\splash_v2\lzss_player.asm" ; player (and data) for splash music
|
||||
|
||||
|
||||
; ---
|
||||
ini main1
|
||||
; ---
|
||||
|
||||
opt l-
|
||||
|
||||
.MACRO SPRITES1
|
||||
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
|
||||
|
||||
.MACRO DLINEW
|
||||
mva <:1 dliv1
|
||||
ift [>?old_dli]<>[>:1]
|
||||
mva >:1 dliv1+1
|
||||
eif
|
||||
|
||||
ift :2
|
||||
lda regA
|
||||
eif
|
||||
|
||||
ift :3
|
||||
ldx regX
|
||||
eif
|
||||
|
||||
ift :4
|
||||
ldy regY
|
||||
eif
|
||||
|
||||
rti
|
||||
|
||||
.def ?old_dli = *
|
||||
.ENDM
|
||||
|
||||
@@ -6,8 +6,8 @@ song_end
|
||||
|
||||
buffers
|
||||
.ds 256 * 9
|
||||
|
||||
POKEY2 = POKEY+$10 ; stereo
|
||||
|
||||
POKEY2 = POKEY+$10 ; stereo
|
||||
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
; Song Initialization - this runs in the first tick:
|
||||
@@ -15,14 +15,14 @@ POKEY2 = POKEY+$10 ; stereo
|
||||
.proc init_song
|
||||
|
||||
; pokeys init
|
||||
lda #3 ; stereo
|
||||
sta POKEY+$0f ; stereo
|
||||
sta POKEY2+$0f ; stereo
|
||||
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:
|
||||
@@ -32,8 +32,8 @@ 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
|
||||
sta POKEY2,x ; stereo
|
||||
sta stereo_buff,x ; stereo
|
||||
sty chn_copy, x
|
||||
cbuf
|
||||
sta buffers + 255
|
||||
@@ -62,12 +62,12 @@ delay
|
||||
; 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
|
||||
|
||||
ldx #8 ; stereo
|
||||
@ lda stereo_buff,x ; stereo
|
||||
sta POKEY2,x ; stereo
|
||||
dex ;stereo
|
||||
bpl @- ; stereo
|
||||
|
||||
lda #>buffers
|
||||
sta bptr+1
|
||||
|
||||
@@ -110,7 +110,7 @@ do_copy_byte:
|
||||
store:
|
||||
ldy cur_pos
|
||||
sta POKEY,x ; Store to output and buffer
|
||||
sta stereo_buff,x ; stereo
|
||||
sta stereo_buff,x ; stereo
|
||||
sta (bptr), y
|
||||
|
||||
skip_chn:
|
||||
@@ -148,6 +148,5 @@ skip
|
||||
rts
|
||||
.endp
|
||||
|
||||
stereo_buff ; stereo
|
||||
.ds 9 ; stereo
|
||||
|
||||
stereo_buff ; stereo
|
||||
.ds 9 ; stereo
|
||||
|
||||
@@ -3,8 +3,8 @@
|
||||
/* Mode: GED- (bitmap mode) */
|
||||
/***************************************/
|
||||
|
||||
icl "splash.h"
|
||||
|
||||
icl "splash.h"
|
||||
|
||||
; --- dmsc LZSS player routine on zero page
|
||||
org $80
|
||||
|
||||
@@ -17,265 +17,276 @@ 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
|
||||
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
|
||||
zc .ds ZCOLORS
|
||||
|
||||
* --- BASIC switch OFF
|
||||
org $2000\ mva #$ff portb\ rts\ ini $2000
|
||||
org $1fff
|
||||
SplashTypeFlag .ds 1
|
||||
|
||||
* --- 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
|
||||
* --- BASIC switch OFF
|
||||
org $2000\ mva #$ff portb\ rts\ ini $2000
|
||||
|
||||
.ifdef nil_used
|
||||
nil :8*40 brk
|
||||
eif
|
||||
* --- 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
|
||||
|
||||
.ALIGN $0400
|
||||
ant ANTIC_PROGRAM scr,ant
|
||||
.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
|
||||
|
||||
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
|
||||
; dta d" The Mother of All Games "
|
||||
dta d" Unknown Father of All Games "
|
||||
|
||||
main
|
||||
.IF CART_VERSION
|
||||
lda random
|
||||
sta SplashTypeFlag
|
||||
cmp #100 ; (0 - 100 ; first splash , 101 - 200 ; second splash , 201 - 255 ; KAZ)
|
||||
bcc this_splash ; first splash
|
||||
rts ; next splash
|
||||
this_splash
|
||||
.ENDIF
|
||||
/*
|
||||
mva #00 ManualLangFlag ; no manual page
|
||||
*/
|
||||
jsr init_song
|
||||
|
||||
* --- init PMG
|
||||
* --- init PMG
|
||||
|
||||
ift USESPRITES
|
||||
mva >pmg pmbase ;missiles and players data address
|
||||
mva #$03 pmcntl ;enable players and missiles
|
||||
eif
|
||||
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
|
||||
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
|
||||
sei ;stop interrups
|
||||
mva #$00 nmien ;stop all interrupts
|
||||
mva #$fe portb ;switch off ROM to get 16k more ram
|
||||
|
||||
ZPINIT
|
||||
ZPINIT
|
||||
|
||||
////////////////////
|
||||
// RASTER PROGRAM //
|
||||
////////////////////
|
||||
|
||||
; jmp line239
|
||||
jmp raster_program_end
|
||||
; 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
|
||||
LOOP lda vcount ;synchronization for the first screen (picture) line
|
||||
cmp #$02
|
||||
bne LOOP
|
||||
|
||||
mva #%00111110 dmactl ;set new screen width
|
||||
mva <ant dlptr
|
||||
mva >ant dlptr+1
|
||||
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
|
||||
|
||||
:16 sta wsync
|
||||
|
||||
; wait 13 cycles !!!
|
||||
:4 nop
|
||||
inc byt2
|
||||
|
||||
;--- wait 18 cycles
|
||||
; jsr _rts
|
||||
; inc byt3
|
||||
; jsr _rts
|
||||
; inc byt3
|
||||
|
||||
|
||||
;--- set global offset (23 cycles)
|
||||
jsr _rts
|
||||
cmp byt3\ pha:pla
|
||||
jsr _rts
|
||||
cmp byt3\ pha:pla
|
||||
|
||||
;--- empty line
|
||||
jsr wait54cycle
|
||||
inc byt2
|
||||
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
|
||||
|
||||
lda >FontSplash
|
||||
sta chbase
|
||||
sta chbas
|
||||
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
|
||||
|
||||
; jmp stop
|
||||
//--------------------
|
||||
// EXIT
|
||||
// EXIT
|
||||
//--------------------
|
||||
|
||||
lda trig0 ; FIRE #0
|
||||
beq stop
|
||||
lda trig0 ; FIRE #0
|
||||
beq stop
|
||||
|
||||
lda trig1 ; FIRE #1
|
||||
beq stop
|
||||
lda trig1 ; FIRE #1
|
||||
beq stop
|
||||
|
||||
lda consol ; START
|
||||
and #1
|
||||
beq stop
|
||||
lda consol ; START
|
||||
and #1
|
||||
beq stop
|
||||
|
||||
lda skctl ; ANY KEY
|
||||
and #$04
|
||||
bne skp
|
||||
lda skctl ; ANY KEY
|
||||
and #$04
|
||||
bne skp
|
||||
stop mva #$00 pmcntl ;PMG disabled
|
||||
tax
|
||||
sta:rne hposp0,x+
|
||||
|
||||
stop mva #$00 pmcntl ;PMG disabled
|
||||
tax
|
||||
sta:rne hposp0,x+
|
||||
|
||||
; silent
|
||||
lda #0
|
||||
; silent
|
||||
lda #0
|
||||
ldx #8
|
||||
@ sta POKEY,x
|
||||
sta POKEY2,x ; stereo
|
||||
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 #$40 nmien ;only NMI interrupts, DLI disabled
|
||||
cli ;IRQ enabled
|
||||
mva #$ff portb ;ROM switch on
|
||||
mva #$40 nmien ;only NMI interrupts, DLI disabled
|
||||
cli ;IRQ enabled
|
||||
|
||||
rts ;return to ... DOS
|
||||
rts ;return to ... DOS
|
||||
skp
|
||||
|
||||
//--------------------
|
||||
jsr play_frame
|
||||
|
||||
jmp LOOP
|
||||
jmp LOOP
|
||||
|
||||
;---
|
||||
|
||||
wait54cycle
|
||||
:2 inc byt2
|
||||
:2 inc byt2
|
||||
wait44cycle
|
||||
inc byt3
|
||||
nop
|
||||
inc byt3
|
||||
nop
|
||||
wait36cycle
|
||||
inc byt3
|
||||
jsr _rts
|
||||
inc byt3
|
||||
jsr _rts
|
||||
wait18cycle
|
||||
inc byt3
|
||||
_rts rts
|
||||
inc byt3
|
||||
_rts rts
|
||||
|
||||
byt3 brk
|
||||
byt3 brk
|
||||
|
||||
org $8000 ; fixed address of music routine and data
|
||||
icl "lzss_player.asm" ; player (and data) for splash music
|
||||
|
||||
|
||||
;---
|
||||
|
||||
.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)
|
||||
.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
|
||||
.MACRO ZPINIT
|
||||
.ENDM
|
||||
|
||||
ZCOLORS = 0
|
||||
ZCOLORS = 0
|
||||
|
||||
;---
|
||||
ini main
|
||||
ini main
|
||||
;---
|
||||
|
||||
opt l-
|
||||
opt l-
|
||||
|
||||
.MACRO SPRITES
|
||||
icl "output.png.pmg"
|
||||
.MACRO SPRITES
|
||||
icl "output.png.pmg"
|
||||
.ENDM
|
||||
|
||||
USESPRITES = 1
|
||||
|
||||
@@ -0,0 +1,153 @@
|
||||
|
||||
.enum @@dmactl
|
||||
blank = %00
|
||||
narrow = %01
|
||||
standard= %10
|
||||
wide = %11
|
||||
missiles= %100
|
||||
players = %1000
|
||||
lineX1 = %10000
|
||||
lineX2 = %00000
|
||||
dma = %100000
|
||||
.ende
|
||||
|
||||
scr48 = @@dmactl(wide|dma|players|missiles|lineX1) ;screen 48b
|
||||
scr40 = @@dmactl(standard|dma|players|missiles|lineX1) ;screen 40b
|
||||
scr32 = @@dmactl(narrow|dma|players|missiles|lineX1) ;screen 32b
|
||||
|
||||
.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
|
||||
* ---------------------------------------------------------------------------------------------
|
||||
hposp0 = $D000 ; pozioma pozycja gracza 0 (Z)
|
||||
hposp1 = $D001 ; pozioma pozycja gracza 1 (Z)
|
||||
hposp2 = $D002 ; pozioma pozycja gracza 2 (Z)
|
||||
hposp3 = $D003 ; pozioma pozycja gracza 3 (Z)
|
||||
hposm0 = $D004 ; pozioma pozycja pocisku 0 (Z)
|
||||
hposm1 = $D005 ; pozioma pozycja pocisku 1 (Z)
|
||||
hposm2 = $D006 ; pozioma pozycja pocisku 2 (Z)
|
||||
hposm3 = $D007 ; pozioma pozycja pocisku 3 (Z)
|
||||
sizep0 = $D008 ; poziomy rozmiar gracza 0 (Z)
|
||||
sizep1 = $D009 ; poziomy rozmiar gracza 1 (Z)
|
||||
sizep2 = $D00A ; poziomy rozmiar gracza 2 (Z)
|
||||
sizep3 = $D00B ; poziomy rozmiar gracza 3 (Z)
|
||||
sizem = $D00C ; poziomy rozmiar pocisków (Z)
|
||||
grafp0 = $D00D ; rejestr grafiki gracza 0 (Z)
|
||||
grafp1 = $D00E ; rejestr grafiki gracza 1 (Z)
|
||||
grafp2 = $D00F ; rejestr grafiki gracza 2 (Z)
|
||||
grafp3 = $D010 ; rejestr grafiki gracza 3 (Z)
|
||||
grafm = $D011 ; rejestr grafiki pocisków (Z)
|
||||
colpm0 = $D012 ; rejestr koloru gracza i pocisku 0 (Z)
|
||||
colpm1 = $D013 ; rejestr koloru gracza i pocisku 1 (Z)
|
||||
colpm2 = $D014 ; rejestr koloru gracza i pocisku 2 (Z)
|
||||
colpm3 = $D015 ; rejestr koloru gracza i pocisku 3 (Z)
|
||||
colpf0 = $D016 ; rejestr koloru pola gry 0 (Z)
|
||||
colpf1 = $D017 ; rejestr koloru pola gry 1 (Z)
|
||||
colpf2 = $D018 ; rejestr koloru pola gry 2 (Z)
|
||||
colpf3 = $D019 ; rejestr koloru pola gry 3 (Z)
|
||||
colbak = $D01A ; rejestr koloru tła (Z)
|
||||
|
||||
color0 = colpf0
|
||||
color1 = colpf1
|
||||
color2 = colpf2
|
||||
color3 = colpf3
|
||||
|
||||
kolm0pf = $D000 ; kolizja pocisku 0 z polem gry (O)
|
||||
kolm1pf = $D001 ; kolizja pocisku 1 z polem gry (O)
|
||||
kolm2pf = $D002 ; kolizja pocisku 2 z polem gry (O)
|
||||
kolm3pf = $D003 ; kolizja pocisku 3 z polem gry (O)
|
||||
kolp0pf = $D004 ; kolizja gracza 0 z polem gry (O)
|
||||
kolp1pf = $D005 ; kolizja gracza 1 z polem gry (O)
|
||||
kolp2pf = $D006 ; kolizja gracza 2 z polem gry (O)
|
||||
kolp3pf = $D007 ; kolizja gracza 3 z polem gry (O)
|
||||
kolm0p = $D008 ; kolizja pocisku 0 z graczem (O)
|
||||
kolm1p = $D009 ; kolizja pocisku 1 z graczem (O)
|
||||
kolm2p = $D00A ; kolizja pocisku 2 z graczem (O)
|
||||
kolm3p = $D00B ; kolizja pocisku 3 z graczem (O)
|
||||
kolp0p = $D00C ; kolizja gracza 0 z innym graczem (O)
|
||||
kolp1p = $D00D ; kolizja gracza 1 z innym graczem (O)
|
||||
kolp2p = $D00E ; kolizja gracza 2 z innym graczem (O)
|
||||
kolp3p = $D00F ; kolizja gracza 3 z innym graczem (O)
|
||||
trig0 = $D010 ; stan przycisku joysticka 0 (O)
|
||||
trig1 = $D011 ; stan przycisku joysticka 1 (O)
|
||||
trig3 = $D013 ; znacznik dołączenia cartridge-a (O)
|
||||
pal = $D014 ; znacznik systemu TV (O)
|
||||
|
||||
gtictl = $D01B ; rejestr kontroli układu GTIA
|
||||
gtiactl = gtictl
|
||||
|
||||
vdelay = $D01C ; licznik opóźnienia pionowego P/MG
|
||||
pmcntl = $D01D ; rejestr kontroli graczy i pocisków
|
||||
hitclr = $D01E ; rejestr kasowania rejestrów kolizji
|
||||
consol = $D01F ; rejestr stanu klawiszy konsoli
|
||||
|
||||
* ---------------------------------------------------------------------------------------------
|
||||
* --- POKEY
|
||||
* ---------------------------------------------------------------------------------------------
|
||||
|
||||
irqens = $0010 ; rejestr-cień IRQEN
|
||||
irqstat = $0011 ; rejestr-cień IRQST
|
||||
|
||||
audf1 = $d200 ; częstotliwość pracy generatora 1 (Z)
|
||||
audc1 = $d201 ; rejestr kontroli dźwięku generatora 1 (Z)
|
||||
audf2 = $d202 ; częstotliwość pracy generatora 2 (Z)
|
||||
audc2 = $d203 ; rejestr kontroli dźwięku generatora 2 (Z)
|
||||
audf3 = $d204 ; częstotliwość pracy generatora 3 (Z)
|
||||
audc3 = $d205 ; rejestr kontroli dźwięku generatora 3 (Z)
|
||||
audf4 = $d206 ; częstotliwość pracy generatora 4 (Z)
|
||||
audc4 = $d207 ; rejestr kontroli dźwięku generatora 4 (Z)
|
||||
|
||||
audctl = $D208 ; rejestr kontroli generatorów dźwięku (Z)
|
||||
stimer = $D209 ; rejestr zerowania liczników (Z)
|
||||
kbcode = $D209 ; kod ostatnio naciśniętego klawisza (O)
|
||||
skstres = $D20A ; rejestr statusu złącza szeregowego (Z)
|
||||
random = $D20A ; rejestr liczby losowej (O)
|
||||
serout = $D20D ; szeregowy rejestr wyjściowy (Z)
|
||||
serin = $D20D ; szeregowy rejestr wejściowy (O)
|
||||
irqen = $D20E ; zezwolenie przerwań IRQ (Z)
|
||||
irqst = $D20E ; status przerwań IRQ (O)
|
||||
skctl = $D20F ; rejestr kontroli złącza szeregowego (Z)
|
||||
skstat = $D20F ; rejestr statusu złącza szeregowego (O)
|
||||
|
||||
* ---------------------------------------------------------------------------------------------
|
||||
* --- PIA
|
||||
* ---------------------------------------------------------------------------------------------
|
||||
porta = $D300 ; port A układu PIA
|
||||
portb = $D301 ; port B układu PIA
|
||||
pactl = $D302 ; rejestr kontroli portu A
|
||||
pbctl = $D303 ; rejestr kontroli portu B
|
||||
|
||||
* ---------------------------------------------------------------------------------------------
|
||||
* --- ANTIC
|
||||
* ---------------------------------------------------------------------------------------------
|
||||
dmactl = $D400 ; rejestr kontroli dostępu do pamięci
|
||||
chrctl = $D401 ; rejestr kontroli wyświetlania znaków
|
||||
dlptr = $D402 ; adres programu ANTIC-a
|
||||
hscrol = $D404 ; znacznik poziomego przesuwu obrazu
|
||||
vscrol = $D405 ; znacznik pionowego przesuwu obrazu
|
||||
pmbase = $D407 ; adres pamięci graczy i pocisków
|
||||
chbase = $D409 ; adres zestawu znaków
|
||||
wsync = $D40A ; znacznik oczekiwania na synchronizację poziomą
|
||||
vcount = $D40B ; licznik linii obrazu
|
||||
lpenh = $D40C ; poziome położenie pióra świetlengo
|
||||
lpenv = $D40D ; pionowe położenie pióra świetlnego
|
||||
nmien = $D40E ; rejestr zezwoleń na przerwania NMI
|
||||
nmist = $D40F ; rejestr statusu przerwań NMI
|
||||
|
After Width: | Height: | Size: 9.5 KiB |
@@ -0,0 +1,2 @@
|
||||
; Set proper picture height
|
||||
PIC_HEIGHT = 200
|
||||
@@ -0,0 +1,36 @@
|
||||
; ----------------------------------
|
||||
; RastaConverter by Ilmenit version Beta20
|
||||
; ----------------------------------
|
||||
|
||||
; Initial values
|
||||
lda #$DB
|
||||
sta colpf0
|
||||
lda #$61
|
||||
sta colpf1
|
||||
lda #$D8
|
||||
sta colpf2
|
||||
lda #$00
|
||||
sta COLBAK
|
||||
lda #$BF
|
||||
sta COLPM0
|
||||
lda #$02
|
||||
sta COLPM1
|
||||
lda #$C1
|
||||
sta COLPM2
|
||||
lda #$8E
|
||||
sta COLPM3
|
||||
lda #$2E
|
||||
sta HPOSP0
|
||||
lda #$AC
|
||||
sta HPOSP1
|
||||
lda #$89
|
||||
sta HPOSP2
|
||||
lda #$4D
|
||||
sta HPOSP3
|
||||
lda #$0
|
||||
tax
|
||||
tay
|
||||
|
||||
; Set proper count of wsyncs
|
||||
|
||||
:2 sta wsync
|
||||
@@ -0,0 +1,9 @@
|
||||
lahc
|
||||
38901028754
|
||||
37666014057
|
||||
1
|
||||
0
|
||||
39880660
|
||||
1
|
||||
5653965
|
||||
5653965
|
||||
@@ -0,0 +1,73 @@
|
||||
; ----------------------------------
|
||||
; RastaConverter by Ilmenit v.Beta20
|
||||
; ----------------------------------
|
||||
missiles
|
||||
.ds $100
|
||||
player0
|
||||
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 FF FF FF
|
||||
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF 00
|
||||
.he 00 00 00 00 00 02 02 00 04 80 80 80 80 80 80 80
|
||||
.he 80 80 80 08 18 10 08 18 18 18 18 38 20 68 24 61
|
||||
.he 60 64 E3 E0 E3 28 09 09 24 25 05 25 24 07 07 44
|
||||
.he 04 06 46 06 06 23 23 02 22 22 02 22 62 44 48 48
|
||||
.he 48 48 48 48 00 01 00 03 00 03 06 00 07 00 00 00
|
||||
.he 1E 60 21 3E 3F 3F 1F 3F 1E 1E 1E 1E 1E 1E 0E 0E
|
||||
.he 4E 4E 6E 6E 66 66 66 76 76 76 76 7E 7A 7B 7B 7F
|
||||
.he 7F 7F 7D 7D 7F 7F 7E 7E 7F 7F 7F 7F FF FF DF DF
|
||||
.he DF DF DF 5F 5F 1F 1F 1F 1F 0F 0F 07 07 00 7C 00
|
||||
.he 1C 1E 80 C0 C0 C0 E0 F0 F8 F8 F8 FC FC FC FE FE
|
||||
.he FE FF FF FF FE FE F8 F8 F0 F0 C0 C0 00 00 40 60
|
||||
.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
|
||||
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 00 00 00 00 00 00 00 00
|
||||
.he 00 00 20 01 62 02 00 00 00 00 00 00 00 00 80 80
|
||||
.he 00 00 00 00 00 00 00 00 00 00 80 80 C0 40 00 00
|
||||
.he 01 01 02 0C 0C 03 03 0B 01 11 09 01 19 01 02 16
|
||||
.he 36 36 06 06 11 08 18 38 10 08 0C 48 0C 0C 09 00
|
||||
.he 00 0D 0F 0F 0E 0E 0E 09 0C 08 17 1E 03 07 07 06
|
||||
.he 07 6E 80 80 80 80 80 80 C0 C0 C0 C0 C0 C0 E0 E0
|
||||
.he E0 60 60 60 70 70 30 30 00 70 70 78 78 38 0F 0F
|
||||
.he 0E 1C 08 08 00 07 06 60 21 21 1E 01 00 40 C0 C0
|
||||
.he C0 C0 40 C0 C0 0C 78 0C 08 0C 3E 1F 1F 1F 00 F8
|
||||
.he 1F 00 00 00 00 00 00 00 00 00 02 02 00 00 00 00
|
||||
.he 01 E0 E0 E0 E0 E0 E0 E0 E0 E0 E0 E0 E0 E0 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
|
||||
player2
|
||||
.he 00 00 00 00 00 00 00 00 00 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 00 00 00 00 00 00 00 00 00 00 00 00 00 01
|
||||
.he 01 02 01 00 00 00 00 00 00 00 00 00 00 80 C0 C0
|
||||
.he C0 C0 C0 C0 46 00 00 00 00 00 00 00 00 04 04 00
|
||||
.he 00 00 03 00 00 C0 40 80 20 10 30 37 33 33 16 3F
|
||||
.he 17 17 16 1F 1F 1F 10 60 69 0B 13 16 17 12 11 10
|
||||
.he 10 1F 08 08 10 80 20 80 80 80 80 80 80 80 80 80
|
||||
.he 80 80 80 70 70 70 70 70 70 70 70 70 70 70 70 70
|
||||
.he 70 70 70 70 60 30 70 70 70 70 70 70 60 60 40 00
|
||||
.he 00 00 00 00 00 00 00 40 40 40 60 60 70 70 70 78
|
||||
.he 00 00 70 70 70 70 70 70 70 70 70 70 70 70 70 70
|
||||
.he 70 00 00 00 00 00 00 00 00 00 00 00 05 05 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
|
||||
player3
|
||||
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||
.he 1F 1F 1F 1F 1F 1F 1F 1F 1F 1F 1F 1F 1F 1F 1F FF
|
||||
.he FF F8 00 00 00 00 00 40 40 40 40 40 00 00 80 00
|
||||
.he 00 00 80 00 80 00 80 80 80 80 80 80 81 83 0E 86
|
||||
.he 06 0E 0E E0 90 0E 0C 00 09 05 00 08 00 08 08 00
|
||||
.he 20 20 30 30 30 20 20 30 30 70 70 60 70 70 70 78
|
||||
.he 50 50 18 10 30 38 38 00 00 18 00 38 00 00 00 30
|
||||
.he 18 2E 23 07 3C 20 20 2E 20 78 40 40 60 70 70 60
|
||||
.he 60 60 00 00 00 00 00 20 20 00 00 00 00 00 20 20
|
||||
.he 21 20 37 30 38 38 38 18 08 08 20 20 38 3D 3D 3C
|
||||
.he 3C 3C 3C 3C 3C 3C 3C 3D 3C 3C 3C 2C 3C EC EC EC
|
||||
.he 6C 7C D8 6E 4F 4F 4E 6E 0B 03 7C 3C 3C 3C 1C 1C
|
||||
.he 18 18 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
|
||||
@@ -0,0 +1,2 @@
|
||||
; Set proper picture height
|
||||
PIC_HEIGHT = 200
|
||||
@@ -0,0 +1,36 @@
|
||||
; ----------------------------------
|
||||
; RastaConverter by Ilmenit version Beta20
|
||||
; ----------------------------------
|
||||
|
||||
; Initial values
|
||||
lda #$DB
|
||||
sta colpf0
|
||||
lda #$61
|
||||
sta colpf1
|
||||
lda #$D8
|
||||
sta colpf2
|
||||
lda #$00
|
||||
sta COLBAK
|
||||
lda #$BF
|
||||
sta COLPM0
|
||||
lda #$02
|
||||
sta COLPM1
|
||||
lda #$C1
|
||||
sta COLPM2
|
||||
lda #$8E
|
||||
sta COLPM3
|
||||
lda #$2E
|
||||
sta HPOSP0
|
||||
lda #$AC
|
||||
sta HPOSP1
|
||||
lda #$89
|
||||
sta HPOSP2
|
||||
lda #$4D
|
||||
sta HPOSP3
|
||||
lda #$0
|
||||
tax
|
||||
tay
|
||||
|
||||
; Set proper count of wsyncs
|
||||
|
||||
:2 sta wsync
|
||||
@@ -0,0 +1,282 @@
|
||||
/***************************************/
|
||||
/* Use MADS http://mads.atari8.info/ */
|
||||
/* Mode: GED- (bitmap mode) */
|
||||
/***************************************/
|
||||
|
||||
;icl "no_name.h"
|
||||
;icl "output.png.opt.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
|
||||
; ---
|
||||
|
||||
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
|
||||
|
||||
org $1fff
|
||||
SplashTypeFlag .ds 1 */
|
||||
|
||||
* --- MAIN PROGRAM
|
||||
org $2010
|
||||
IFT PIC_HEIGHT>=204
|
||||
scr3 ins "output.png.mic", 0, 8160
|
||||
:16 .byte 0
|
||||
ins "output.png.mic" , +8160
|
||||
ELS
|
||||
scr3 ins "output.png.mic"
|
||||
EIF
|
||||
|
||||
.ifdef nil_used
|
||||
nil :8*40 brk
|
||||
eif
|
||||
|
||||
.ALIGN $0400
|
||||
ant3 ANTIC_PROGRAM3 scr3,ant3
|
||||
|
||||
fnt3
|
||||
|
||||
ift USESPRITES
|
||||
.ALIGN $0800
|
||||
.ds $0300
|
||||
pmg3 SPRITES3
|
||||
eif
|
||||
|
||||
FontSplash3
|
||||
ins '../../artwork/weapons_AW6_mod.fnt' ; 'artwork/weapons.fnt'
|
||||
|
||||
mother3
|
||||
; dta d" The Mother of All Games "
|
||||
dta d" Unknown Father of All Team Games "
|
||||
|
||||
main3
|
||||
.IF CART_VERSION
|
||||
lda SplashTypeFlag
|
||||
cmp #100 ; (0 - 100 ; first splash , 101 - 200 ; second splash , 201 - 255 ; KAZ)
|
||||
bcc not_this
|
||||
cmp #200
|
||||
bcc this_splash2 ; second splash
|
||||
not_this
|
||||
rts ; next splash
|
||||
this_splash2
|
||||
.ENDIF
|
||||
|
||||
|
||||
jsr init_song
|
||||
|
||||
* --- init PMG
|
||||
|
||||
ift USESPRITES
|
||||
mva >pmg3 pmbase ;missiles and players data address
|
||||
mva #$03 GRACTL ;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_end3
|
||||
|
||||
LOOP3 lda vcount ;synchronization for the first screen line
|
||||
cmp #$02
|
||||
bne LOOP3
|
||||
|
||||
mva #%00111110 dmactl ;set new screen width
|
||||
mva <ant dlptr
|
||||
mva >ant dlptr+1
|
||||
|
||||
icl "output.png.opt.ini"
|
||||
|
||||
;--- wait 18 cycles
|
||||
jsr _rts3
|
||||
inc byt33
|
||||
|
||||
;--- set global offset (23 cycles)
|
||||
jsr _rts3
|
||||
cmp byt33\ pha:pla
|
||||
|
||||
;--- empty line
|
||||
jsr wait54cycle3
|
||||
inc byt2
|
||||
|
||||
.local
|
||||
icl "output.png.opt"
|
||||
.endl
|
||||
|
||||
raster_program_end3
|
||||
|
||||
lda >FontSplash3
|
||||
sta chbase
|
||||
sta chbas
|
||||
c03 lda #$00
|
||||
sta colbak
|
||||
c13 lda #$00
|
||||
sta colpf0
|
||||
c23 lda #$02
|
||||
sta colpf1
|
||||
c33 lda #$08
|
||||
sta colpf2
|
||||
c43 lda #$00
|
||||
sta colpf3
|
||||
s03 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 GRACTL
|
||||
lda #$14
|
||||
sta PRIOR
|
||||
|
||||
|
||||
//--------------------
|
||||
// EXIT
|
||||
//--------------------
|
||||
|
||||
lda trig0 ; FIRE #0
|
||||
beq stop3
|
||||
|
||||
lda trig1 ; FIRE #1
|
||||
beq stop3
|
||||
|
||||
lda consol ; START
|
||||
and #1
|
||||
beq stop3
|
||||
|
||||
lda skctl ; ANY KEY
|
||||
and #$04
|
||||
bne skp3
|
||||
stop3 mva #$00 GRACTL ;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
|
||||
skp3
|
||||
|
||||
//--------------------
|
||||
jsr play_frame
|
||||
|
||||
jmp LOOP3
|
||||
|
||||
;---
|
||||
|
||||
wait54cycle3
|
||||
:2 inc byt2
|
||||
wait44cycle3
|
||||
inc byt33
|
||||
nop
|
||||
wait36cycle3
|
||||
inc byt33
|
||||
jsr _rts3
|
||||
wait18cycle3
|
||||
inc byt33
|
||||
_rts3 rts
|
||||
|
||||
byt33 brk
|
||||
|
||||
; org $8000 ; fixed address of music routine and data
|
||||
; icl "../splash_v2/lzss_player.asm" ; player (and data) for splash music
|
||||
|
||||
|
||||
;---
|
||||
|
||||
.MACRO ANTIC_PROGRAM3
|
||||
:+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(mother3)
|
||||
dta $41,a(:2)
|
||||
.ENDM
|
||||
|
||||
|
||||
;ZCOLORS = 0
|
||||
|
||||
;---
|
||||
ini main3
|
||||
;---
|
||||
|
||||
opt l-
|
||||
|
||||
.MACRO SPRITES3
|
||||
.local
|
||||
icl "output.png.pmg"
|
||||
.endl
|
||||
.ENDM
|
||||
|
||||
;USESPRITES = 1
|
||||
@@ -0,0 +1,42 @@
|
||||
import argparse
|
||||
from PIL import Image
|
||||
import random
|
||||
|
||||
class AtariFont:
|
||||
"""representation of Atari 8-bit font as a list 128 characters, each character is a 8 bytes long list"""
|
||||
def __init__(self):
|
||||
self.font = [[0, 0, 255, 0, 0, 0xaa, 1, 0] for _ in range(128)]
|
||||
|
||||
def to_image(self) -> Image:
|
||||
fnt_img = Image.new("1", (32 * 8, 4 * 8))
|
||||
i = 0
|
||||
for x in range(32):
|
||||
for y in range(4):
|
||||
for y_offset, v in enumerate(self.font[i]):
|
||||
for b in range(8):
|
||||
c = (v & (1 << b)) >> b
|
||||
pos = (x * 8 + b, y * 8 + y_offset)
|
||||
fnt_img.putpixel(pos, c)
|
||||
i += 1
|
||||
return fnt_img
|
||||
|
||||
|
||||
def convert_st(im: Image):
|
||||
print(im.format, im.size, im.mode)
|
||||
im.convert('1')
|
||||
print(im.format, im.size, im.mode)
|
||||
|
||||
|
||||
if __name__ == '__main__':
|
||||
parser = argparse.ArgumentParser(description="Convert AtariST 128x256 font image to Atari 8-bit fnt file(s) ")
|
||||
parser.add_argument('--file', '-f', dest='file', type=str, required=True,
|
||||
help="AtariST picture file")
|
||||
args = parser.parse_args()
|
||||
|
||||
st = Image.open(args.file)
|
||||
convert_st(st)
|
||||
a = AtariFont()
|
||||
a.to_image().save("test.bmp")
|
||||
|
||||
|
||||
|
||||
@@ -1,135 +1,131 @@
|
||||
.proc talk
|
||||
; Maximum text length is 63 characters!!!
|
||||
L0 dta d"CYKA BLAT"
|
||||
L1 dta d"DIE!"
|
||||
L2 dta d"EAT MY SHORTS!"
|
||||
L3 dta d"YOU'RE TOAST!"
|
||||
L4 dta d"BANZAI!"
|
||||
L5 dta d"FROM HELL'S HEART I STAB AT THEE..."
|
||||
L6 dta d"I DIDN'T DO IT. NOBODY SAW ME DO IT."
|
||||
L7 dta d"TAKE A HIKE!"
|
||||
L8 dta d"YOU'RE DEAD MEAT."
|
||||
L9 dta d"MAKE MY DAY."
|
||||
L10 dta d"CHARGE!"
|
||||
L11 dta d"ATTACK!"
|
||||
L12 dta d"YOU'RE OUTTA HERE."
|
||||
L13 dta d"WATTSA MATTA YOU?"
|
||||
L14 dta d"FREEZE, OR I'LL SHOOT!"
|
||||
L15 dta d"HA HA HA."
|
||||
L16 dta d"WE COME IN PEACE - SHOOT TO KILL!"
|
||||
L17 dta d"IN YOUR FACE!"
|
||||
L18 dta d"DIE COMMIE PIG!"
|
||||
L19 dta d"I LOVE THE SMELL OF NAPALM IN THE MORNING."
|
||||
L20 dta d"VICTORY!"
|
||||
L21 dta d"SHOW SOME RESPECT."
|
||||
L22 dta d"JUST WHO DO YOU THINK YOU ARE?"
|
||||
L23 dta d"LOOK OUT BELOW!"
|
||||
L24 dta d"KNOCK, KNOCK."
|
||||
L25 dta d"LOOK OVER THERE."
|
||||
L26 dta d"GUESS WHAT'S COMING FOR DINNER?"
|
||||
L27 dta d"MERRY CHRISTMAS."
|
||||
L28 dta d"OPEN WIDE!"
|
||||
L29 dta d"HERE GOES NOTHING..."
|
||||
L30 dta d"DON'T WORRY, IT ISN'T A LIVE ROUND."
|
||||
L31 dta d"BLOOD, PAIN, VIOLENCE!"
|
||||
L32 dta d"TAKE THIS, SISSY!"
|
||||
L33 dta d"I SHALL FLATTEN YOU!"
|
||||
L34 dta d"I SHALL SMASH YOUR UGLY TANK!"
|
||||
L35 dta d"I WONDER WHAT THIS BUTTON DOES?"
|
||||
L36 dta d"DON'T TAKE THIS PERSONALLY."
|
||||
L37 dta d"WOULD THIS MAKE YOU MAD?"
|
||||
L38 dta d"I TOLD YOU TO LEAVE MY SISTER ALONE!"
|
||||
L39 dta d"I COULD SPARE YOU, BUT WHY?"
|
||||
L40 dta d"MY BOMB IS BIGGER THAN YOURS."
|
||||
L41 dta d"DON'T FORGET ABOUT ME!"
|
||||
L42 dta d"HASTA LA VISTA, BABY!"
|
||||
L43 dta d"THIS IS YOUR BRAIN ON SCORCH."
|
||||
L44 dta d"TAKE THIS!"
|
||||
L45 dta d"THIS SCREEN AIN'T BIG ENOUGH FOR THE BOTH OF US."
|
||||
L46 dta d"DIE, ALIEN SWINE!"
|
||||
L47 dta d"AWRUK!!!"
|
||||
L48 dta d"I SHALL OIL MY TURRET WITH YOUR BLOOD."
|
||||
L49 dta d"DIE, TANK-SCUM!"
|
||||
L50 dta d"I'M GONNA BREAK YOUR FACE!"
|
||||
L51 dta d"MAMA SAID KNOCK YOU OUT!"
|
||||
L52 dta d"I HOPE YOU ENJOY PAIN!"
|
||||
L53 dta d"HOW'D YOU LIKE ONE ACROSS YOUR LIPS?" ;(sanford and son)
|
||||
;--------------------------------
|
||||
L54 dta d"PARTING IS SUCH SWEET SORROW... NOT!"
|
||||
L55 dta d"UGH!"
|
||||
L56 dta d"AARGH!"
|
||||
L57 dta d"AAAGGHHH!"
|
||||
L58 dta d"I'M MELTING!"
|
||||
L59 dta d"OOF.."
|
||||
L60 dta d"OH!"
|
||||
L61 dta d"EEEK!"
|
||||
L62 dta d"AACCH!"
|
||||
L63 dta d"I HATE IT WHEN THAT HAPPENS."
|
||||
L64 dta d"ONE DIRECT HIT CAN RUIN YOUR WHOLE DAY."
|
||||
L65 dta d"OH NO!"
|
||||
L66 dta d"NOT ME!"
|
||||
L67 dta d"OUCH."
|
||||
L68 dta d"OH NO, NOT AGAIN."
|
||||
L69 dta d"ANOTHER ONE BITES THE DUST."
|
||||
L70 dta d"GOODBYE."
|
||||
L71 dta d"HELP ME!"
|
||||
L72 dta d"FAREWELL, CRUEL WORLD."
|
||||
L73 dta d"REMEMBER THE ALAMO!"
|
||||
L74 dta d"OH MAN!"
|
||||
L75 dta d"DOOUGH!"
|
||||
L76 dta d"ANOTHER DAY, ANOTHER BOMB."
|
||||
L77 dta d"THIS IS THE END, MY ONLY FRIEND."
|
||||
L78 dta d"VERY FUNNY."
|
||||
L79 dta d"THE FAT LADY SANG."
|
||||
L80 dta d"WHY DOES EVERYTHING HAPPEN TO ME?"
|
||||
L81 dta d"I'M GOING DOWN."
|
||||
L82 dta d"I'VE GOT A BAD FEELING ABOUT THIS."
|
||||
L83 dta d"CRAPOLA."
|
||||
L84 dta d"POW!"
|
||||
L85 dta d"BIF!"
|
||||
L86 dta d"BAM!"
|
||||
L87 dta d"ZONK!"
|
||||
L88 dta d"I SHOULD'VE LISTENED TO MY MOTHER..."
|
||||
L89 dta d"I WALK THROUGH THE VALLEY OF THE SHADOW..."
|
||||
L90 dta d"WHAT WAS THAT NOISE?"
|
||||
L91 dta d"MAMA SAID THERE'D BE DAYS LIKE THIS."
|
||||
L92 dta d"ITS JUST ONE OF THOSE DAYS..."
|
||||
L93 dta d"I SEE A BRIGHT LIGHT..."
|
||||
L94 dta d"MOMMY? IS THAT YOU?"
|
||||
L95 dta d"I LET YOU HIT ME!"
|
||||
L96 dta d"SUCKER SHOT!"
|
||||
L97 dta d"I DIDN'T WANT TO LIVE ANYWAY."
|
||||
L98 dta d"-<SOB>-"
|
||||
L99 dta d"WAS THAT AS CLOSE AS I THINK IT WAS?"
|
||||
L100 dta d"JOIN THE ARMY, SEE THE WORLD THEY SAID."
|
||||
L101 dta d"IT WASN'T JUST A JOB IT WAS AN ADVENTURE!"
|
||||
L102 dta d"I DIDN'T LIKE VIOLENCE ANYWAY!"
|
||||
L103 dta d"I THOUGHT YOU LIKED ME?"
|
||||
L104 dta d"CTO XYEB"
|
||||
L105 dta d"I THINK THIS GUY'S A LITTLE CRAZY."
|
||||
L106 dta d"SOMEHOW I DON'T FEEL LIKE KILLING ANYMORE."
|
||||
L107 dta d"HEY! KILLIN' AIN'T COOL."
|
||||
L108 dta d"GEE... THANKS."
|
||||
L109 dta d"I'VE FALLEN AND I CAN'T GET UP!"
|
||||
L110 dta d"911?"
|
||||
L111 dta d"OH NO! HERE I BLOW AGAIN!"
|
||||
L112 dta d"I'LL BE BACK..."
|
||||
L113 dta d"HEY - I'VE GOT LAWYERS."
|
||||
L114 dta d"TIME TO CALL 1-900-SUE-TANK."
|
||||
L115 dta d"YOU BIG DUMMY!" ;(sanford and son)
|
||||
dta d"DIE!"^
|
||||
dta d"FUR DEUTSCHLAND!"^
|
||||
dta d"YOU'RE DEAD MEAT."^
|
||||
dta d"DIE COMMIE PIG!"^
|
||||
dta d"VICTORY!"^
|
||||
dta d"DIE, ALIEN SWINE!"^
|
||||
dta d"AWRUK!!!"^
|
||||
dta d"CYKA BLAT"^
|
||||
dta d"TAKE THIS!"^
|
||||
dta d"EAT MY SHORTS!"^
|
||||
dta d"YOU'RE TOAST!"^
|
||||
dta d"BANZAI!"^
|
||||
dta d"OPEN WIDE!"^
|
||||
dta d"HA HA HA."^
|
||||
dta d"CHARGE!"^
|
||||
dta d"ATTACK!"^
|
||||
dta d"DIE, TANK-SCUM!"^
|
||||
dta d"IN YOUR FACE!"^
|
||||
dta d"TAKE A HIKE!"^
|
||||
dta d"MAKE MY DAY."^
|
||||
dta d"KNOCK, KNOCK."^
|
||||
; end of Propaganda :)
|
||||
dta d"FROM HELL'S HEART I STAB AT THEE..."^
|
||||
dta d"DO YOU FEEL LUCKY, TANK?"^
|
||||
dta d"YOU'RE OUTTA HERE."^
|
||||
dta d"WATTSA MATTA YOU?"^
|
||||
dta d"FREEZE, OR I'LL SHOOT!"^
|
||||
dta d"WE COME IN PEACE - SHOOT TO KILL!"^
|
||||
dta d"I LOVE THE SMELL OF NAPALM IN THE MORNING."^
|
||||
dta d"SHOW SOME RESPECT."^
|
||||
dta d"JUST WHO DO YOU THINK YOU ARE?"^
|
||||
dta d"LOOK OUT BELOW!"^
|
||||
dta d"LOOK OVER THERE."^
|
||||
dta d"GUESS WHAT'S COMING FOR DINNER?"^
|
||||
dta d"MERRY CHRISTMAS."^
|
||||
dta d"HERE GOES NOTHING..."^
|
||||
dta d"DON'T WORRY, IT ISN'T A LIVE ROUND."^
|
||||
dta d"BLOOD, PAIN, VIOLENCE!"^
|
||||
dta d"TAKE THIS, SISSY!"^
|
||||
dta d"I SHALL FLATTEN YOU!"^
|
||||
dta d"I SHALL SMASH YOUR UGLY TANK!"^
|
||||
dta d"I WONDER WHAT THIS BUTTON DOES?"^
|
||||
dta d"DON'T TAKE THIS PERSONALLY."^
|
||||
dta d"WOULD THIS MAKE YOU MAD?"^
|
||||
dta d"I TOLD YOU TO LEAVE MY SISTER ALONE!"^
|
||||
dta d"I COULD SPARE YOU, BUT WHY?"^
|
||||
dta d"MY BOMB IS BIGGER THAN YOURS."^
|
||||
dta d"DON'T FORGET ABOUT ME!"^
|
||||
dta d"HASTA LA VISTA, BABY!"^
|
||||
dta d"THIS IS YOUR BRAIN ON SCORCH."^
|
||||
dta d"THIS SCREEN AIN'T BIG ENOUGH FOR US."^
|
||||
dta d"I SHALL OIL MY TURRET WITH YOUR BLOOD."^
|
||||
dta d"I'M GONNA BREAK YOUR FACE!"^
|
||||
dta d"MAMA SAID KNOCK YOU OUT!"^
|
||||
dta d"I HOPE YOU ENJOY PAIN!"^
|
||||
dta d"HOW'D YOU LIKE ONE ACROSS YOUR LIPS?"^ ;(sanford and son)
|
||||
;----------------------------
|
||||
dta d"PARTING IS SUCH SWEET SORROW... NOT!"^
|
||||
dta d"UGH!"^
|
||||
dta d"AARGH!"^
|
||||
dta d"AAAGGHHH!"^
|
||||
dta d"I'M MELTING!"^
|
||||
dta d"OOF.."^
|
||||
dta d"OH!"^
|
||||
dta d"EEEK!"^
|
||||
dta d"AACCH!"^
|
||||
dta d"I HATE IT WHEN THAT HAPPENS."^
|
||||
dta d"ONE HIT CAN RUIN YOUR WHOLE DAY."^
|
||||
dta d"OH NO!"^
|
||||
dta d"NOT ME!"^
|
||||
dta d"OUCH."^
|
||||
dta d"OH NO, NOT AGAIN."^
|
||||
dta d"ANOTHER ONE BITES THE DUST."^
|
||||
dta d"GOODBYE."^
|
||||
dta d"HELP ME!"^
|
||||
dta d"FAREWELL, CRUEL WORLD."^
|
||||
dta d"REMEMBER THE ALAMO!"^
|
||||
dta d"OH MAN!"^
|
||||
dta d"DOOUGH!"^
|
||||
dta d"NEW DAY, NEW BOMB."^
|
||||
dta d"THIS IS THE END, MY ONLY FRIEND."^
|
||||
dta d"VERY FUNNY."^
|
||||
dta d"THE FAT LADY SANG."^
|
||||
dta d"WHY DOES HAPPEN TO ME?"^
|
||||
dta d"I'M GOING DOWN."^
|
||||
dta d"I'VE GOT A BAD FEELING."^
|
||||
dta d"CRAPOLA."^
|
||||
dta d"POW!"^
|
||||
dta d"BIF!"^
|
||||
dta d"BAM!"^
|
||||
dta d"ZONK!"^
|
||||
dta d"I SHOULD'VE LISTENED TO MY MOM."^
|
||||
dta d"I WALK THROUGH THE VALLEY OF THE SHADOW..."^
|
||||
dta d"WHAT WAS THAT NOISE?"^
|
||||
dta d"MAMA SAID THERE'D BE DAYS LIKE THIS."^
|
||||
dta d"IT'S JUST ONE OF THOSE DAYS..."^
|
||||
dta d"I SEE A BRIGHT LIGHT..."^
|
||||
dta d"MOMMY? IS THAT YOU?"^
|
||||
dta d"I LET YOU HIT ME!"^
|
||||
dta d"SUCKER SHOT!"^
|
||||
dta d"I DIDN'T WANT TO LIVE ANYWAY."^
|
||||
dta d".-SOB-."^
|
||||
dta d"WAS THAT AS CLOSE AS I THINK IT WAS?"^
|
||||
dta d"JOIN THE ARMY, SEE THE WORLD THEY SAID."^
|
||||
dta d"IT WASN'T JUST A JOB, IT WAS AN ADVENTURE!"^
|
||||
dta d"I DIDN'T LIKE VIOLENCE ANYWAY!"^
|
||||
dta d"I THOUGHT YOU LIKED ME?"^
|
||||
dta d"RUSH B!"^
|
||||
dta d"I THINK THIS GUY'S A LITTLE CRAZY."^
|
||||
dta d"SOMEHOW I DON'T FEEL LIKE KILLING ANYMORE."^
|
||||
dta d"HEY! KILLIN' AIN'T COOL."^
|
||||
dta d"GEE... THANKS."^
|
||||
dta d"I'VE FALLEN AND I CAN'T GET UP!"^
|
||||
dta d"NINE ONE ONE?"^
|
||||
dta d"OH NO! HERE I BLOW AGAIN!"^
|
||||
dta d"I'LL BE BACK..."^
|
||||
dta d"I'VE GOT LAWYERS!"^
|
||||
dta d"CALL MY LAWYERS!"^
|
||||
dta d"YOU BIG DUMMY!"^ ;(sanford and son)
|
||||
LEND
|
||||
OffensiveTextTableL
|
||||
dta <L0,<L1,<L2,<L3,<L4,<L5,<L6,<L7,<L8,<L9,<L10,<L11,<L12,<L13,<L14,<L15,<L16,<L17,<L18,<L19,<L20,<L21,<L22,<L23,<L24,<L25,<L26,<L27,<L28,<L29,<L30,<L31,<L32,<L33,<L34,<L35,<L36,<L37,<L38,<L39,<L40,<L41,<L42,<L43,<L44,<L45,<L46,<L47,<L48,<L49,<L50,<L51,<L52,<L53
|
||||
dta <L54,<L55,<L56,<L57,<L58,<L59,<L60,<L61,<L62,<L63,<L64,<L65,<L66,<L67,<L68,<L69,<L70,<L71,<L72,<L73,<L74,<L75,<L76,<L77,<L78,<L79,<L80,<L81,<L82,<L83,<L84,<L85,<L86,<L87,<L88,<L89,<L90,<L91,<L92,<L93,<L94,<L95,<L96,<L97,<L98,<L99,<L100,<L101,<L102,<L103,<L104,<L105,<L106,<L107,<L108,<L109,<L110,<L111,<L112,<L113,<L114,<L115
|
||||
dta <LEND
|
||||
OffensiveTextTableH
|
||||
dta >L0,>L1,>L2,>L3,>L4,>L5,>L6,>L7,>L8,>L9,>L10,>L11,>L12,>L13,>L14,>L15,>L16,>L17,>L18,>L19,>L20,>L21,>L22,>L23,>L24,>L25,>L26,>L27,>L28,>L29,>L30,>L31,>L32,>L33,>L34,>L35,>L36,>L37,>L38,>L39,>L40,>L41,>L42,>L43,>L44,>L45,>L46,>L47,>L48,>L49,>L50,>L51,>L52,>L53
|
||||
dta >L54,>L55,>L56,>L57,>L58,>L59,>L60,>L61,>L62,>L63,>L64,>L65,>L66,>L67,>L68,>L69,>L70,>L71,>L72,>L73,>L74,>L75,>L76,>L77,>L78,>L79,>L80,>L81,>L82,>L83,>L84,>L85,>L86,>L87,>L88,>L89,>L90,>L91,>L92,>L93,>L94,>L95,>L96,>L97,>L98,>L99,>L100,>L101,>L102,>L103,>L104,>L105,>L106,>L107,>L108,>L109,>L110,>L111,>L112,>L113,>L114,>L115
|
||||
dta >LEND
|
||||
NumberOfOffensiveTexts=54
|
||||
NumberOfOffensiveTexts=55
|
||||
NumberOfDeffensiveTexts=62
|
||||
NumberOfPropagandaTexts=21
|
||||
VeryFunnyText=79
|
||||
.endp
|
||||
hoverFull dta d"MY HOVERCRAFT IS FULL OF EELS!"
|
||||
hoverFull dta d"MY HOVERCRAFT IS FULL OF EELS!"^
|
||||
hoverFullEnd
|
||||
hoverEmpty dta d"RUNNING OUT OF EELS"
|
||||
hoverEmpty dta d"RUNNING OUT OF EELS"^
|
||||
hoverEmptyEnd
|
||||
@@ -0,0 +1,174 @@
|
||||
; AUTO-GENERATED FILE - DO NOT EDIT
|
||||
; Generated by talk.asm -> pack_talk5.py
|
||||
; Source: artwork/talk.asm
|
||||
|
||||
.proc talk
|
||||
; 5-bit packed talk strings (len + packed bytes)
|
||||
talk5_alphabet dta d" ABCDEFGHIJKLMNOPQRSTUVWYZ'!,-.?"
|
||||
talk5_data
|
||||
dta b($04,$24,$95,$0d)
|
||||
dta b($10,$a6,$4a,$40,$4a,$a5,$73,$20,$16,$1c,$d9)
|
||||
dta b($11,$f8,$55,$2d,$0b,$20,$25,$10,$d0,$4a,$a0,$1e)
|
||||
dta b($0f,$24,$15,$30,$5e,$6b,$a9,$00,$98,$ce,$06)
|
||||
dta b($08,$36,$0d,$fa,$24,$de)
|
||||
dta b($11,$24,$15,$0e,$02,$4b,$c5,$81,$79,$93,$2b,$1b)
|
||||
dta b($08,$e1,$ca,$ba,$f6,$de)
|
||||
dta b($09,$03,$af,$00,$04,$0b,$14)
|
||||
dta b($0a,$34,$ac,$02,$28,$4a,$73,$03)
|
||||
dta b($0e,$25,$50,$d0,$30,$98,$e8,$49,$3a,$37)
|
||||
dta b($0d,$f8,$55,$2d,$0b,$a0,$2f,$4c,$ba,$01)
|
||||
dta b($07,$22,$b8,$1c,$d2,$06)
|
||||
dta b($0a,$0f,$16,$07,$6e,$22,$65,$03)
|
||||
dta b($09,$28,$00,$14,$00,$0a,$1e)
|
||||
dta b($07,$03,$05,$79,$ca,$06)
|
||||
dta b($07,$81,$d2,$30,$d6,$06)
|
||||
dta b($0f,$24,$15,$0e,$68,$70,$ab,$cf,$51,$db,$06)
|
||||
dta b($0d,$c9,$01,$fc,$aa,$04,$26,$8c,$b2,$01)
|
||||
dta b($0c,$34,$ac,$02,$02,$40,$69,$95,$0d)
|
||||
dta b($0c,$2d,$ac,$02,$1a,$06,$24,$60,$0f)
|
||||
dta b($0d,$cb,$bd,$b1,$38,$58,$ee,$8d,$e5,$01)
|
||||
dta b($23,$46,$be,$06,$50,$61,$4c,$4f,$80,$4a,$90,$14,$24,$30,$69,$10)
|
||||
dta b($20,$50,$40,$51,$29,$de,$7b)
|
||||
dta b($18,$e4,$01,$fc,$2a,$30,$a5,$30,$c0,$ea,$58,$98,$03,$1a,$dc,$fa)
|
||||
dta b($12,$f8,$55,$2d,$0b,$78,$95,$d2,$00,$50,$91,$c5,$03)
|
||||
dta b($11,$37,$50,$3a,$03,$68,$81,$d2,$00,$f0,$ab,$1f)
|
||||
dta b($16,$46,$96,$92,$0b,$07,$4f,$82,$a4,$19,$03,$13,$bd,$47,$37)
|
||||
dta b($21,$b7,$80,$f1,$5a,$01,$c9,$01,$58,$c2,$28,$a0,$83,$89,$de,$a3)
|
||||
dta b($80,$3e,$b0,$12,$63,$1b)
|
||||
dta b($2a,$09,$b0,$67,$0b,$a0,$a8,$80,$d9,$0a,$63,$e0,$19,$e0,$02,$0c)
|
||||
dta b($ac,$81,$e4,$00,$45,$05,$b4,$27,$5d,$72,$c7,$03)
|
||||
dta b($12,$13,$bd,$0b,$e6,$6b,$05,$c8,$32,$61,$19,$d4,$03)
|
||||
dta b($1e,$aa,$4e,$0a,$2e,$7a,$80,$3c,$80,$5f,$05,$14,$25,$b7,$00,$7e)
|
||||
dta b($15,$04,$59,$3e)
|
||||
dta b($0f,$ec,$bd,$05,$5e,$a5,$40,$14,$f6,$ee,$06)
|
||||
dta b($10,$ec,$bd,$05,$9e,$2d,$12,$50,$54,$64,$f1)
|
||||
dta b($1f,$a7,$96,$39,$c1,$45,$81,$ea,$09,$c6,$6b,$c9,$1d,$60,$9e,$04)
|
||||
dta b($24,$39,$57,$e4,$07)
|
||||
dta b($10,$ad,$48,$89,$c1,$40,$32,$4d,$da,$c2,$f4)
|
||||
dta b($14,$a8,$c8,$02,$ce,$2b,$13,$b8,$47,$51,$72,$c7,$7b,$0f)
|
||||
dta b($23,$e4,$39,$4d,$c1,$7d,$52,$62,$0e,$12,$05,$69,$3a,$4d,$41,$00)
|
||||
dta b($2c,$d9,$02,$e4,$ab,$8e,$78)
|
||||
dta b($16,$82,$bd,$47,$38,$80,$21,$39,$0e,$6c,$7a,$ac,$b8,$51,$36)
|
||||
dta b($11,$34,$ac,$02,$28,$4a,$93,$83,$99,$e6,$c4,$1b)
|
||||
dta b($14,$09,$4c,$14,$18,$03,$86,$05,$4a,$8b,$03,$f8,$d5,$0d)
|
||||
dta b($1d,$09,$4c,$14,$18,$03,$b3,$85,$89,$00,$7e,$55,$82,$7a,$18,$06)
|
||||
dta b($34,$b8,$b5,$01)
|
||||
dta b($1f,$09,$dc,$e7,$48,$91,$e0,$a2,$40,$01,$45,$69,$02,$51,$29,$7d)
|
||||
dta b($0e,$90,$57,$e6,$07)
|
||||
dta b($1b,$e4,$39,$4d,$01,$0d,$ab,$00,$8a,$d2,$04,$b0,$c8,$f9,$5c,$60)
|
||||
dta b($0c,$7b)
|
||||
dta b($18,$f7,$55,$46,$00,$45,$69,$82,$16,$56,$01,$f8,$55,$d0,$02,$f9)
|
||||
dta b($24,$09,$d0,$c7,$08,$c0,$af,$02,$fa,$00,$2b,$c1,$16,$d0,$30,$98)
|
||||
dta b($69,$d2,$22,$41,$60,$cf,$95,$0d)
|
||||
dta b($1b,$09,$8c,$57,$19,$01,$13,$06,$59,$00,$7e,$95,$03,$51,$29,$b8)
|
||||
dta b($08,$7f)
|
||||
dta b($1d,$0d,$03,$f1,$9a,$00,$69,$02,$91,$ce,$29,$12,$50,$14,$1c,$c0)
|
||||
dta b($af,$ca,$e9,$01)
|
||||
dta b($16,$e4,$39,$4d,$81,$79,$f2,$14,$0a,$82,$78,$95,$82,$56,$36)
|
||||
dta b($15,$28,$4c,$1a,$00,$0b,$c0,$a6,$49,$03,$07,$22,$08,$bc,$01)
|
||||
dta b($1d,$14,$a5,$09,$d2,$04,$f8,$55,$09,$84,$0c,$c9,$81,$e7,$c0,$1c)
|
||||
dta b($4f,$0e,$e4,$01)
|
||||
dta b($24,$14,$a5,$09,$e6,$90,$a5,$38,$10,$92,$d3,$14,$88,$74,$40,$71)
|
||||
dta b($af,$1e,$04,$cc,$93,$a0,$4e,$0f)
|
||||
dta b($26,$09,$4c,$14,$18,$03,$2f,$31,$d0,$30,$a0,$55,$ca,$42,$c1,$4d)
|
||||
dta b($14,$01,$fc,$aa,$04,$82,$bd,$47,$3c)
|
||||
dta b($1a,$49,$37,$70,$9e,$73,$01,$08,$59,$c2,$02,$f8,$55,$09,$4c,$18)
|
||||
dta b($65,$03)
|
||||
dta b($18,$2d,$b4,$00,$66,$48,$04,$2c,$f7,$c6,$02,$f8,$55,$f0,$2a,$dd)
|
||||
dta b($16,$09,$a0,$07,$0b,$c0,$af,$82,$e2,$d4,$c3,$00,$86,$e4,$36)
|
||||
dta b($24,$e8,$5d,$4d,$00,$7e,$15,$b0,$b4,$0a,$78,$ae,$80,$30,$e4,$9b)
|
||||
dta b($13,$e0,$57,$25,$60,$09,$ce,$0f)
|
||||
dta b($24,$30,$48,$9a,$dc,$01,$69,$82,$59,$07,$02,$f3,$96,$42,$c1,$7c)
|
||||
dta b($52,$be,$eb,$bd,$07,$ee,$d1,$0d)
|
||||
dta b($04,$f5,$a0,$0d)
|
||||
dta b($06,$21,$c8,$83,$36)
|
||||
dta b($09,$21,$84,$73,$10,$42,$1b)
|
||||
dta b($0c,$49,$37,$d0,$0a,$a3,$c9,$9d,$0d)
|
||||
dta b($05,$ef,$19,$ef,$01)
|
||||
dta b($03,$0f,$6d)
|
||||
dta b($05,$a5,$94,$b5,$01)
|
||||
dta b($06,$21,$8c,$81,$36)
|
||||
dta b($1c,$09,$a0,$40,$0b,$48,$14,$5c,$54,$1c,$a0,$28,$50,$80,$02,$84)
|
||||
dta b($c5,$4d,$0f)
|
||||
dta b($20,$cf,$15,$80,$12,$05,$23,$38,$20,$6b,$72,$00,$bf,$2a,$c1,$45)
|
||||
dta b($8f,$15,$40,$02,$f6)
|
||||
dta b($06,$0f,$01,$f7,$36)
|
||||
dta b($07,$ee,$51,$d0,$ca,$06)
|
||||
dta b($05,$af,$0e,$e4,$01)
|
||||
dta b($11,$0f,$01,$f7,$38,$70,$8f,$82,$70,$42,$72,$1e)
|
||||
dta b($1b,$c1,$3d,$8a,$8a,$04,$cf,$15,$20,$12,$2d,$13,$50,$54,$00,$a9)
|
||||
dta b($93,$7a)
|
||||
dta b($08,$e7,$3d,$22,$70,$f1)
|
||||
dta b($08,$a8,$30,$08,$5a,$d9)
|
||||
dta b($16,$26,$c8,$72,$0b,$63,$1c,$0c,$59,$0b,$03,$f7,$49,$46,$3c)
|
||||
dta b($13,$b2,$b4,$d2,$44,$91,$80,$a2,$02,$02,$0b,$ed,$6d)
|
||||
dta b($07,$0f,$81,$16,$dc,$06)
|
||||
dta b($07,$e4,$bd,$7a,$d0,$06)
|
||||
dta b($12,$ae,$5c,$40,$02,$e6,$c0,$95,$0b,$c4,$6b,$c2,$03)
|
||||
dta b($20,$14,$a5,$09,$d2,$04,$14,$15,$50,$1c,$e1,$a0,$61,$f0,$1c,$c3)
|
||||
dta b($c0,$c8,$54,$1c,$f1)
|
||||
dta b($0b,$b6,$48,$0c,$4c,$75,$0e,$7b)
|
||||
dta b($12,$14,$15,$60,$02,$05,$2c,$10,$0c,$66,$70,$c7,$03)
|
||||
dta b($16,$17,$61,$40,$5e,$99,$00,$05,$08,$8b,$03,$f4,$81,$56,$3e)
|
||||
dta b($0f,$49,$37,$70,$5e,$72,$07,$90,$77,$9d,$07)
|
||||
dta b($17,$49,$db,$02,$ce,$a3,$20,$00,$11,$08,$30,$a5,$b0,$e4,$8e,$07)
|
||||
dta b($08,$43,$06,$f8,$58,$f0)
|
||||
dta b($04,$f0,$dd,$0d)
|
||||
dta b($04,$22,$99,$0d)
|
||||
dta b($04,$22,$b4,$0d)
|
||||
dta b($05,$f9,$b9,$b5,$01)
|
||||
dta b($1f,$09,$4c,$f4,$2a,$23,$da,$16,$c0,$d2,$a4,$c5,$15,$02,$e8,$03)
|
||||
dta b($0d,$83,$f6,$9a,$07)
|
||||
dta b($2a,$09,$dc,$c0,$16,$a0,$48,$be,$7a,$10,$a0,$a8,$00,$1b,$18,$2b)
|
||||
dta b($18,$3c,$03,$28,$2a,$60,$a2,$40,$de,$f5,$de,$03)
|
||||
dta b($14,$17,$05,$0a,$6e,$98,$80,$a2,$40,$81,$7b,$69,$96,$0f)
|
||||
dta b($24,$2d,$b4,$00,$66,$48,$04,$50,$54,$64,$d1,$04,$88,$02,$48,$c0)
|
||||
dta b($13,$b0,$b4,$0a,$a0,$28,$4d,$0f)
|
||||
dta b($1e,$89,$ea,$09,$54,$9d,$14,$3c,$57,$c0,$33,$80,$a2,$37,$0b,$20)
|
||||
dta b($01,$4f,$ef,$3d)
|
||||
dta b($17,$09,$cc,$52,$40,$00,$42,$a6,$83,$28,$60,$e9,$20,$ea,$bd,$07)
|
||||
dta b($13,$ed,$b5,$86,$3f,$48,$13,$50,$14,$28,$c0,$af,$7e)
|
||||
dta b($11,$09,$b0,$42,$01,$7e,$15,$a0,$44,$41,$2b,$1b)
|
||||
dta b($0c,$b3,$8e,$55,$24,$98,$e8,$d1,$0d)
|
||||
dta b($1d,$09,$90,$44,$9c,$a6,$e0,$06,$47,$01,$7d,$80,$25,$5b,$40,$70)
|
||||
dta b($f8,$06,$ec,$01)
|
||||
dta b($07,$be,$cf,$27,$ba,$07)
|
||||
dta b($24,$37,$4c,$40,$51,$a0,$20,$4c,$30,$d8,$9b,$05,$84,$09,$12,$a0)
|
||||
dta b($28,$b9,$05,$12,$05,$37,$cc,$0f)
|
||||
dta b($27,$ea,$25,$07,$28,$2a,$20,$c8,$86,$39,$98,$a5,$00,$8a,$0a,$b8)
|
||||
dta b($4f,$32,$02,$28,$2a,$18,$cc,$90,$88,$07)
|
||||
dta b($2a,$89,$82,$1b,$a6,$d3,$14,$a8,$3a,$29,$08,$40,$3d,$c1,$41,$a2)
|
||||
dta b($e0,$86,$09,$82,$03,$81,$d8,$e2,$68,$95,$65,$03)
|
||||
dta b($1e,$09,$90,$44,$9c,$a6,$80,$a5,$55,$80,$4d,$8f,$15,$37,$0a,$08)
|
||||
dta b($0e,$df,$80,$37)
|
||||
dta b($17,$09,$50,$f4,$ea,$41,$14,$e0,$57,$01,$4b,$ab,$10,$d0,$ca,$07)
|
||||
dta b($07,$b2,$4e,$04,$c4,$06)
|
||||
dta b($22,$09,$50,$94,$dc,$02,$14,$a5,$09,$4e,$c5,$7a,$82,$00,$58,$a2)
|
||||
dta b($94,$15,$30,$64,$c8,$d8,$03)
|
||||
dta b($2a,$f3,$b5,$82,$de,$05,$09,$90,$e7,$34,$05,$a6,$14,$06,$58,$5a)
|
||||
dta b($05,$ac,$c4,$58,$72,$07,$04,$87,$db,$93,$c5,$03)
|
||||
dta b($18,$a8,$e0,$0d,$56,$62,$2c,$39,$0d,$42,$72,$9a,$82,$f1,$1e,$f3)
|
||||
dta b($0e,$a7,$14,$ef,$3d,$a0,$28,$b8,$35,$3d)
|
||||
dta b($1f,$49,$db,$02,$4c,$60,$ac,$38,$10,$1c,$01,$09,$8c,$e0,$34,$05)
|
||||
dta b($a7,$50,$50,$e1,$06)
|
||||
dta b($0d,$2e,$b9,$02,$9e,$2b,$e0,$b9,$f2,$01)
|
||||
dta b($19,$0f,$01,$f7,$36,$40,$45,$16,$90,$80,$60,$ef,$82,$70,$42,$72)
|
||||
dta b($1b)
|
||||
dta b($0f,$49,$33,$06,$44,$01,$22,$8c,$e5,$bd,$07)
|
||||
dta b($11,$49,$db,$02,$ce,$a3,$80,$85,$8b,$8b,$9c,$1b)
|
||||
dta b($10,$23,$30,$06,$1a,$06,$2c,$5c,$5c,$e4,$dc)
|
||||
dta b($0e,$f8,$55,$20,$d2,$01,$a4,$b6,$86,$37)
|
||||
;
|
||||
; Constants copied from source
|
||||
LEND
|
||||
NumberOfOffensiveTexts=55
|
||||
NumberOfDeffensiveTexts=62
|
||||
NumberOfPropagandaTexts=21
|
||||
VeryFunnyText=79
|
||||
.endp
|
||||
|
||||
; Tail copied from source (uncompressed)
|
||||
hoverFull dta d"MY HOVERCRAFT IS FULL OF EELS!"^
|
||||
hoverFullEnd
|
||||
hoverEmpty dta d"RUNNING OUT OF EELS"^
|
||||
hoverEmptyEnd
|
||||
@@ -0,0 +1,204 @@
|
||||
|
||||
.IF *>0 ;this is a trick that prevents compiling this file alone
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc circle ;fxxxing good circle drawing :)
|
||||
; xdraw,ydraw (word) - coordinates of circle center
|
||||
; radius (byte) - radius of circle
|
||||
;--------------------------------------------------
|
||||
;Turbo Basic source
|
||||
; R=30
|
||||
; XC=0:YC=R
|
||||
; FX=0:FY=8*R:FS=4*R+3
|
||||
; WHILE FX<FY
|
||||
; splot8 //splot8 are eight plotz around the circle
|
||||
; XC=XC+1
|
||||
; FX=FX+8
|
||||
; IF FS>0
|
||||
; FS=FS-FX-4
|
||||
; ELSE
|
||||
; YC=YC-1
|
||||
; FY=FY-8
|
||||
; FS=FS-FX-4+FY
|
||||
; ENDIF
|
||||
; WEND
|
||||
; splot8
|
||||
|
||||
mwa xdraw xcircle
|
||||
mwa ydraw ycircle
|
||||
|
||||
; XC=0:YC=R
|
||||
mwa #0 xc
|
||||
mva radius yc
|
||||
; FX=0:FY=8*R:FS=4*R+3
|
||||
mva #0 fx
|
||||
mva radius fy
|
||||
asl FY
|
||||
asl FY
|
||||
mva FY FS
|
||||
asl FY
|
||||
; A = FS and C = 0
|
||||
;clc
|
||||
;lda FS
|
||||
adc #3
|
||||
sta FS
|
||||
|
||||
circleloop
|
||||
; WHILE FX<FY
|
||||
lda FX
|
||||
cmp FY
|
||||
bcc not_endcircleloop
|
||||
endcircleloop
|
||||
mwa xcircle xdraw
|
||||
mwa ycircle ydraw
|
||||
rts
|
||||
not_endcircleloop
|
||||
; jsr splot8
|
||||
;----
|
||||
; splot8
|
||||
; plot xcircle+XC,ycircle+YC
|
||||
; plot xcircle+XC,ycircle-YC
|
||||
; plot xcircle-XC,ycircle-YC
|
||||
; plot xcircle-XC,ycircle+YC
|
||||
|
||||
; plot xcircle+YC,ycircle+XC
|
||||
; plot xcircle+YC,ycircle-XC
|
||||
; plot xcircle-YC,ycircle-XC
|
||||
; plot xcircle-YC,ycircle+XC
|
||||
|
||||
;clc - allways after BCC
|
||||
lda xcircle
|
||||
adc XC
|
||||
sta xdraw
|
||||
lda xcircle+1
|
||||
adc #0
|
||||
sta xdraw+1
|
||||
;clc
|
||||
lda ycircle
|
||||
adc YC
|
||||
sta ydraw
|
||||
sta ytempDRAW
|
||||
lda ycircle+1
|
||||
adc #$00
|
||||
sta ydraw+1
|
||||
sta ytempDRAW+1
|
||||
; plot xcircle+XC,ycircle+YC
|
||||
jsr plot
|
||||
|
||||
sec
|
||||
lda ycircle
|
||||
sbc YC
|
||||
sta ydraw
|
||||
lda ycircle+1
|
||||
sbc #$00
|
||||
sta ydraw+1
|
||||
; plot xcircle+XC,ycircle-YC
|
||||
jsr plot
|
||||
|
||||
sec
|
||||
lda xcircle
|
||||
sbc XC
|
||||
sta xdraw
|
||||
lda xcircle+1
|
||||
sbc #0
|
||||
sta xdraw+1
|
||||
; plot xcircle-XC,ycircle-YC
|
||||
jsr plot
|
||||
|
||||
lda ytempDRAW
|
||||
sta ydraw
|
||||
lda ytempDRAW+1
|
||||
sta ydraw+1
|
||||
; plot xcircle-XC,ycircle+YC
|
||||
jsr plot
|
||||
;---
|
||||
clc
|
||||
lda xcircle
|
||||
adc YC
|
||||
sta xdraw
|
||||
lda xcircle+1
|
||||
adc #0
|
||||
sta xdraw+1
|
||||
;clc
|
||||
lda ycircle
|
||||
adc XC
|
||||
sta ydraw
|
||||
sta ytempDRAW
|
||||
lda ycircle+1
|
||||
adc #$00
|
||||
sta ydraw+1
|
||||
sta ytempDRAW+1
|
||||
; plot xcircle+YC,ycircle+XC
|
||||
jsr plot
|
||||
|
||||
sec
|
||||
lda ycircle
|
||||
sbc XC
|
||||
sta ydraw
|
||||
lda ycircle+1
|
||||
sbc #$00
|
||||
sta ydraw+1
|
||||
; plot xcircle+YC,ycircle-XC
|
||||
jsr plot
|
||||
|
||||
sec
|
||||
lda xcircle
|
||||
sbc YC
|
||||
sta xdraw
|
||||
lda xcircle+1
|
||||
sbc #0
|
||||
sta xdraw+1
|
||||
; plot xcircle-YC,ycircle-XC
|
||||
jsr plot
|
||||
|
||||
lda ytempDRAW
|
||||
sta ydraw
|
||||
lda ytempDRAW+1
|
||||
sta ydraw+1
|
||||
; plot xcircle-YC,ycircle+XC
|
||||
jsr plot
|
||||
;-----
|
||||
|
||||
; XC=XC+1
|
||||
inc XC
|
||||
|
||||
; FX=FX+8
|
||||
clc
|
||||
lda FX
|
||||
adc #8
|
||||
sta FX
|
||||
|
||||
; IF FS>0
|
||||
; FS=FS-FX-4
|
||||
lda FS
|
||||
beq else01
|
||||
bmi else01
|
||||
sec
|
||||
sbc FX
|
||||
sbc #4
|
||||
sta FS
|
||||
jmp circleloop ; endif01
|
||||
else01
|
||||
; ELSE
|
||||
; YC=YC-1
|
||||
dec YC
|
||||
; FY=FY-8
|
||||
sec
|
||||
lda FY
|
||||
sbc #8
|
||||
sta FY
|
||||
; FS=FS-FX-4+FY
|
||||
lda FS
|
||||
sec
|
||||
sbc FX
|
||||
sbc #4
|
||||
clc
|
||||
adc FY
|
||||
sta FS
|
||||
endif01
|
||||
; ENDIF
|
||||
jmp circleloop
|
||||
; WEND
|
||||
.endp
|
||||
|
||||
.endif
|
||||
@@ -0,0 +1,174 @@
|
||||
|
||||
.IF *>0 ;this is a trick that prevents compiling this file alone
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc circle ;fxxxing good circle drawing :)
|
||||
; xdraw,ydraw (word) - coordinates of circle center
|
||||
; radius (byte) - radius of circle
|
||||
;--------------------------------------------------
|
||||
;Turbo Basic source
|
||||
;XC=0
|
||||
;YC=R
|
||||
;PC=R (FS)
|
||||
;
|
||||
;WHILE XC<=YC
|
||||
;
|
||||
; SPLOT(XC,YC)
|
||||
; IF PC>YC THEN
|
||||
; YC=YC-1
|
||||
; PC=PC-YC
|
||||
; ENDIF
|
||||
; XC=XC+1
|
||||
; PC=PC+XC
|
||||
;
|
||||
;WEND
|
||||
|
||||
mwa xdraw xcircle
|
||||
mwa ydraw ycircle
|
||||
|
||||
; XC=0:YC=R:FS=R
|
||||
mwa #0 xc
|
||||
mva radius yc
|
||||
sta FS
|
||||
|
||||
circleloop
|
||||
;WHILE XC<=YC
|
||||
lda XC
|
||||
cmp YC
|
||||
bcc not_endcircleloop
|
||||
endcircleloop
|
||||
mwa xcircle xdraw
|
||||
mwa ycircle ydraw
|
||||
rts
|
||||
not_endcircleloop
|
||||
; jsr splot8
|
||||
;----
|
||||
; splot8
|
||||
; plot xcircle+XC,ycircle+YC
|
||||
; plot xcircle+XC,ycircle-YC
|
||||
; plot xcircle-XC,ycircle-YC
|
||||
; plot xcircle-XC,ycircle+YC
|
||||
|
||||
; plot xcircle+YC,ycircle+XC
|
||||
; plot xcircle+YC,ycircle-XC
|
||||
; plot xcircle-YC,ycircle-XC
|
||||
; plot xcircle-YC,ycircle+XC
|
||||
|
||||
;clc - allways after BCC
|
||||
lda xcircle
|
||||
adc XC
|
||||
sta xdraw
|
||||
lda xcircle+1
|
||||
adc #0
|
||||
sta xdraw+1
|
||||
;clc
|
||||
lda ycircle
|
||||
adc YC
|
||||
sta ydraw
|
||||
sta ytempDRAW
|
||||
lda ycircle+1
|
||||
adc #$00
|
||||
sta ydraw+1
|
||||
sta ytempDRAW+1
|
||||
; plot xcircle+XC,ycircle+YC
|
||||
jsr plot
|
||||
|
||||
sec
|
||||
lda ycircle
|
||||
sbc YC
|
||||
sta ydraw
|
||||
lda ycircle+1
|
||||
sbc #$00
|
||||
sta ydraw+1
|
||||
; plot xcircle+XC,ycircle-YC
|
||||
jsr plot
|
||||
|
||||
sec
|
||||
lda xcircle
|
||||
sbc XC
|
||||
sta xdraw
|
||||
lda xcircle+1
|
||||
sbc #0
|
||||
sta xdraw+1
|
||||
; plot xcircle-XC,ycircle-YC
|
||||
jsr plot
|
||||
|
||||
lda ytempDRAW
|
||||
sta ydraw
|
||||
lda ytempDRAW+1
|
||||
sta ydraw+1
|
||||
; plot xcircle-XC,ycircle+YC
|
||||
jsr plot
|
||||
;---
|
||||
clc
|
||||
lda xcircle
|
||||
adc YC
|
||||
sta xdraw
|
||||
lda xcircle+1
|
||||
adc #0
|
||||
sta xdraw+1
|
||||
;clc
|
||||
lda ycircle
|
||||
adc XC
|
||||
sta ydraw
|
||||
sta ytempDRAW
|
||||
lda ycircle+1
|
||||
adc #$00
|
||||
sta ydraw+1
|
||||
sta ytempDRAW+1
|
||||
; plot xcircle+YC,ycircle+XC
|
||||
jsr plot
|
||||
|
||||
sec
|
||||
lda ycircle
|
||||
sbc XC
|
||||
sta ydraw
|
||||
lda ycircle+1
|
||||
sbc #$00
|
||||
sta ydraw+1
|
||||
; plot xcircle+YC,ycircle-XC
|
||||
jsr plot
|
||||
|
||||
sec
|
||||
lda xcircle
|
||||
sbc YC
|
||||
sta xdraw
|
||||
lda xcircle+1
|
||||
sbc #0
|
||||
sta xdraw+1
|
||||
; plot xcircle-YC,ycircle-XC
|
||||
jsr plot
|
||||
|
||||
lda ytempDRAW
|
||||
sta ydraw
|
||||
lda ytempDRAW+1
|
||||
sta ydraw+1
|
||||
; plot xcircle-YC,ycircle+XC
|
||||
jsr plot
|
||||
;-----
|
||||
|
||||
; IF FS>YC THEN
|
||||
lda YC
|
||||
cmp FS
|
||||
bcc endif01
|
||||
; YC=YC-1
|
||||
dec YC
|
||||
; FS=FS-YC
|
||||
sec
|
||||
lda FS
|
||||
sbc YC
|
||||
sta FS
|
||||
endif01
|
||||
; ENDIF
|
||||
; XC=XC+1
|
||||
inc XC
|
||||
; FS=FS+XC
|
||||
clc
|
||||
lda FS
|
||||
adc XC
|
||||
sta FS
|
||||
jmp circleloop
|
||||
; WEND
|
||||
.endp
|
||||
|
||||
.endif
|
||||
@@ -0,0 +1,352 @@
|
||||
icl 'Atari/lib/ATARISYS.ASM'
|
||||
icl 'Atari/lib/MACRO.ASM'
|
||||
|
||||
screenheight = 200
|
||||
screenbytes = 40
|
||||
screenwidth = screenBytes*8 ; Max screenwidth = 512!!!
|
||||
FirstZpageVariable = $50
|
||||
.zpvar DliColorBack .byte = FirstZpageVariable
|
||||
.zpvar ClearSky .byte ; $ff - Crear sky during drawmountains, 0 - no clear sky
|
||||
.zpvar PaddleState .byte ; old state 2nd button for 2 buttons joysticks
|
||||
.zpvar GradientNr .byte
|
||||
.zpvar GradientColors .word
|
||||
.zpvar JoystickNumber .byte
|
||||
.zpvar LazyFlag .byte ; 7 bit - run Lazy Darwin, 6 bit - run Lazy Boy or Darwin (!) after inventory
|
||||
; 0 - nothing
|
||||
.zpvar SpyHardFlag .byte ; >$7f - run SpyHard after inventory
|
||||
.zpvar Vdebug .byte ; "visual debug" flag ($00 - off, $ff - on)
|
||||
.zpvar xdraw .word ; = $64 ;variable X for plot
|
||||
.zpvar ydraw .word ; variable Y for plot
|
||||
; (like in Atari Basic - Y=0 in upper right corner of the screen)
|
||||
.zpvar xbyte .word
|
||||
.zpvar ybyte .word
|
||||
.zpvar CharCode .byte
|
||||
.zpvar fontind .word
|
||||
.zpvar tanknr .byte
|
||||
.zpvar oldplot .word
|
||||
.zpvar xc .word
|
||||
.zpvar temp .word ; temporary word for the most embeded loops only
|
||||
.zpvar temp2 .word ; same as above
|
||||
.zpvar modify .word ; origially used to replace self-modyfying code
|
||||
.zpvar tempXROLLER .word ; same as above for XROLLER routine (used also in result display routine)
|
||||
.zpvar xtempDRAW .word ; same as above for XDRAW routine
|
||||
.zpvar ytempDRAW .word ; same as above for XDRAW routine
|
||||
.zpvar tempor2 .word
|
||||
.zpvar CreditsVScrol .byte
|
||||
;--------------temps used in circle routine
|
||||
.zpvar xi .word ; X (word) in draw routine
|
||||
.zpvar fx .byte
|
||||
.zpvar yi .word ; Y (word) in draw routine
|
||||
.zpvar fy .byte
|
||||
.zpvar xk .word
|
||||
.zpvar fs .byte
|
||||
.zpvar yc .byte ; ycircle - temporary for circle
|
||||
.zpvar dx .word
|
||||
.zpvar dy .word
|
||||
.zpvar dd .word
|
||||
.zpvar di .word
|
||||
.zpvar dp .word
|
||||
;----------------------------
|
||||
.zpvar UnderTank1 .byte
|
||||
.zpvar UnderTank2 .byte
|
||||
;----------------------------
|
||||
.zpvar TestFlightFlag .byte ; For AI test flights ($ff - test, $00 - standard shoot flight)
|
||||
.zpvar weaponPointer .word
|
||||
.zpvar dliCounter .byte
|
||||
.zpvar pressTimer .byte
|
||||
.zpvar NTSCcounter .byte
|
||||
.zpvar sfx_effect .byte
|
||||
.zpvar RMT_blocked .byte
|
||||
.zpvar ScrollFlag .byte
|
||||
.zpvar SkStatSimulator .byte
|
||||
.zpvar FloatingAlt .byte ; floating tank altitude
|
||||
.zpvar OverTankDir .byte ; (0 go right, $ff go left) direction of bypassing tanks on screen
|
||||
|
||||
; --------------OPTIMIZATION VARIABLES--------------
|
||||
.zpvar Force .word
|
||||
.zpvar Force_ .byte ; Force is 3 bytes long
|
||||
.zpvar Angle .byte
|
||||
.zpvar Parachute .byte ; are you insured with parachute?
|
||||
.zpvar color .byte
|
||||
.zpvar Erase .byte ; if 1 only mask of the character is printed
|
||||
; on the graphics screen. if 0 character is printed normally
|
||||
.zpvar radius .byte
|
||||
.zpvar decimal .word
|
||||
.zpvar NumberOfPlayers .byte ; current number of players (counted from 1)
|
||||
.zpvar Counter .byte ; temporary Counter for outside loops
|
||||
.zpvar ExplosionRadius .byte
|
||||
.zpvar FunkyBombCounter .byte
|
||||
.zpvar ResultY .byte
|
||||
.zpvar xcircle .word
|
||||
.zpvar ycircle .word
|
||||
.zpvar vy .word
|
||||
.zpvar vy_ .word ; 4 bytes
|
||||
.zpvar vx .word
|
||||
.zpvar vx_ .word ; 4 bytes
|
||||
.zpvar HitFlag .byte ; $ff when missile hit ground, $00 when no hit,
|
||||
; $01-$06 tank index+1 when hit tank
|
||||
.zpvar PositionOnTheList .byte ; pointer position on the list being displayed
|
||||
.zpvar FirstKeypressDelay .byte
|
||||
.zpvar IsEndOfTheFallFlag .byte ;for small speedup ground falling
|
||||
.zpvar TankSequencePointer .byte
|
||||
.zpvar WindChangeInRound .byte ; wind change after each turn (not round only) flag
|
||||
; (0 - round only, >0 - each turn)
|
||||
.zpvar RandomMountains .byte ; mountains type change after each turn flag
|
||||
; (0 - round only, >0 - each turn)
|
||||
.zpvar FastSoilDown .byte ; 0 - standard, >0 - fast
|
||||
.zpvar BlackHole .byte ; 0 - no, >0 - yes
|
||||
.zpvar XHit .word
|
||||
.zpvar delta .word
|
||||
.zpvar HowMuchToFall .byte
|
||||
.zpvar magic .word ; worst var name in the whole business
|
||||
.zpvar xtraj .word
|
||||
.zpvar xtraj_ .byte ; 3 bytes
|
||||
.zpvar ytraj .word
|
||||
.zpvar ytraj_ .byte ; 3 bytes
|
||||
.zpvar Wind .word
|
||||
.zpvar Wind_ .word ; 4 bytes
|
||||
.zpvar RangeLeft .word
|
||||
.zpvar RangeRight .word
|
||||
.zpvar NewAngle .byte
|
||||
.zpvar escFlag .byte ; 7 bit - Exit game,
|
||||
; 6 bit - Exit to GameOver (cleared - exit to Menu), 0 - nothing
|
||||
.zpvar LineYdraw .byte
|
||||
.zpvar LineXdraw .word
|
||||
.zpvar plot4x4color .byte ; $00 / $ff
|
||||
.zpvar Multiplier .word
|
||||
.zpvar Multiplier_ .byte ; 3 bytes
|
||||
.zpvar HowToDraw .byte
|
||||
.zpvar DrawDirFactor .byte
|
||||
.zpvar gravity .byte
|
||||
.zpvar LineLength .word
|
||||
.zpvar tracerflag .byte
|
||||
.zpvar isInventory .byte
|
||||
.zpvar DifficultyLevel .byte
|
||||
.zpvar goleft .byte
|
||||
.zpvar OffsetDL1 .byte
|
||||
.zpvar L1 .byte
|
||||
|
||||
;-----------------------------------------------
|
||||
; variable declarations in RAM (no code)
|
||||
;-----------------------------------------------
|
||||
ORG $2000
|
||||
; These tebles are at the beginning of memory pages becouse ....
|
||||
bittable1_long
|
||||
.ds $100
|
||||
bittable2_long
|
||||
.ds $100
|
||||
linetableL
|
||||
.ds (screenHeight)
|
||||
linetableH
|
||||
.ds (screenHeight)
|
||||
oldora .DS [5]
|
||||
OldOraTemp .DS 1
|
||||
oldplotH .DS [5]
|
||||
oldplotL .DS [5]
|
||||
oldply .DS [5]
|
||||
WhichUnPlot .DS 1
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc GenerateLineTable
|
||||
|
||||
mwa #display temp
|
||||
mwa #linetableL temp2
|
||||
mwa #linetableH modify
|
||||
ldy #0
|
||||
@ lda temp
|
||||
sta (temp2),y
|
||||
lda temp+1
|
||||
sta (modify),y
|
||||
adw temp #screenwidth
|
||||
iny
|
||||
cpy #0 ;#screenheight+1
|
||||
bne @-
|
||||
; and bittables for fastest plot and point (thanks @jhusak)
|
||||
ldy #0
|
||||
lda #$40
|
||||
@ asl
|
||||
adc #0
|
||||
sta bittable1_long,y
|
||||
tax
|
||||
eor #%11111111
|
||||
sta bittable2_long,y
|
||||
txa
|
||||
dey
|
||||
bne @-
|
||||
endof
|
||||
rts
|
||||
.endp
|
||||
|
||||
|
||||
; -----------------------------------------
|
||||
.proc unPlot
|
||||
; plots a point and saves the plotted byte, reverts the previous plot.
|
||||
; -----------------------------------------
|
||||
ldx #0 ; only one pixel
|
||||
unPlotAfterX
|
||||
stx WhichUnPlot
|
||||
|
||||
; first remake the oldie
|
||||
lda oldplotL,x
|
||||
sta oldplot
|
||||
lda oldplotH,x
|
||||
sta oldplot+1
|
||||
|
||||
ldy oldply,x
|
||||
lda oldora,x
|
||||
sta (oldplot),y
|
||||
|
||||
|
||||
; is it not out of the screen ????
|
||||
cpw ydraw #screenheight
|
||||
jcc CheckX
|
||||
mwa #0 ydraw
|
||||
CheckX
|
||||
cpw xdraw #screenwidth
|
||||
jcs EndOfUnPlot
|
||||
MakeUnPlot
|
||||
; let's count coordinates taken from xdraw and ydraw
|
||||
;xbyte = xbyte/8
|
||||
lda xdraw+1
|
||||
lsr
|
||||
lda xdraw
|
||||
ror ;just one bit over 256. Max screenwidth = 512!!!
|
||||
lsr
|
||||
lsr
|
||||
;---
|
||||
tay
|
||||
ldx WhichUnPlot
|
||||
;tya
|
||||
sta oldply,x
|
||||
|
||||
ldx ydraw
|
||||
lda linetableL,x
|
||||
sta xbyte
|
||||
sta oldplot
|
||||
lda linetableH,x
|
||||
sta xbyte+1
|
||||
sta oldplot+1
|
||||
|
||||
; lda xdraw
|
||||
; and #$7
|
||||
; tax
|
||||
ldx xdraw ; optimization (256 bytes long bittable)
|
||||
|
||||
lda color
|
||||
bne ClearUnPlot
|
||||
|
||||
;plotting here
|
||||
lda (xbyte),y
|
||||
sta OldOraTemp
|
||||
ora bittable1_long,x
|
||||
sta (xbyte),y
|
||||
bne ContinueUnPlot ; allways <>0
|
||||
ClearUnPlot
|
||||
lda (xbyte),y
|
||||
sta OldOraTemp
|
||||
and bittable2_long,x
|
||||
sta (xbyte),y
|
||||
ContinueUnPlot
|
||||
ldx WhichUnPlot
|
||||
lda OldOraTemp
|
||||
sta oldora,x
|
||||
lda oldplot
|
||||
sta oldplotL,x
|
||||
lda oldplot+1
|
||||
sta oldplotH,x
|
||||
; and now we must solve the problem of several plots
|
||||
; in one byte
|
||||
ldx #4
|
||||
ldy WhichUnPlot
|
||||
LetsCheckOverlapping
|
||||
cpx WhichUnPlot
|
||||
beq SkipThisPlot
|
||||
lda oldplotL,x
|
||||
cmp oldplotL,y
|
||||
bne NotTheSamePlot
|
||||
lda oldplotH,x
|
||||
cmp oldplotH,y
|
||||
bne NotTheSamePlot
|
||||
lda oldply,x
|
||||
cmp oldply,y
|
||||
bne NotTheSamePlot
|
||||
; the pixel is in the same byte so let's take correct contents
|
||||
lda oldora,x
|
||||
sta oldora,y
|
||||
NotTheSamePlot
|
||||
SkipThisPlot
|
||||
dex
|
||||
bpl LetsCheckOverlapping
|
||||
EndOfUnPlot
|
||||
rts
|
||||
.endp
|
||||
|
||||
; -----------------------------------------
|
||||
.proc plot ;plot (xdraw, ydraw, color)
|
||||
; color == 1 --> put pixel
|
||||
; color == 0 --> erase pixel
|
||||
; xdraw (word) - X coordinate
|
||||
; ydraw (word) - Y coordinate
|
||||
; this is one of the most important routines in the whole
|
||||
; game. If you are going to speed up the game, start with
|
||||
; plot - it is used by every single effect starting from explosions
|
||||
; through line drawing and small text output!!!
|
||||
;
|
||||
; Optimized by 0xF (Fox) THXXXX!!!
|
||||
|
||||
; -----------------------------------------
|
||||
; is it not over the screen ???
|
||||
cpw ydraw #(screenheight+1); changed for one additional line. cpw ydraw #(screenheight-1)
|
||||
bcs unPlot.EndOfUnPlot ;nearest RTS
|
||||
CheckX02
|
||||
cpw xdraw #screenwidth
|
||||
bcs EndOfPlot
|
||||
MakePlot
|
||||
; let's calculate coordinates from xdraw and ydraw
|
||||
|
||||
;xbyte = xbyte/8
|
||||
lda xdraw+1
|
||||
lsr
|
||||
lda xdraw
|
||||
ror ;just one bit over 256. Max screenwidth = 512!!!
|
||||
lsr
|
||||
lsr
|
||||
sta xbyte
|
||||
;---
|
||||
ldx ydraw
|
||||
ldy linetableL,x
|
||||
lda linetableH,x
|
||||
sta xbyte+1
|
||||
|
||||
; lda xdraw
|
||||
; and #$7
|
||||
; tax
|
||||
ldx xdraw ; optimization (256 bytes long bittable)
|
||||
|
||||
lda color
|
||||
bne ClearPlot
|
||||
|
||||
lda (xbyte),y
|
||||
ora bittable1_long,x
|
||||
sta (xbyte),y
|
||||
EndOfPlot
|
||||
rts
|
||||
ClearPlot
|
||||
lda (xbyte),y
|
||||
and bittable2_long,x
|
||||
sta (xbyte),y
|
||||
rts
|
||||
.endp
|
||||
|
||||
icl 'circle1.asm'
|
||||
;icl 'circle2.asm'
|
||||
|
||||
start
|
||||
;jsr generatelinetable
|
||||
halt
|
||||
|
||||
|
||||
run start
|
||||
.align $1000
|
||||
.ds 10
|
||||
display
|
||||
@@ -32,14 +32,18 @@ LevelNameBeginH
|
||||
.by >(NamesOfLevels+64),>(NamesOfLevels+74),>(NamesOfLevels+84)
|
||||
;--------------
|
||||
TanksWeaponsTableL
|
||||
.by <TanksWeapon1,<TanksWeapon2,<TanksWeapon3,<TanksWeapon4,<TanksWeapon5,<TanksWeapon6
|
||||
.REPT MaxPlayers, #+1
|
||||
.by <TanksWeapon:1
|
||||
.ENDR
|
||||
TanksWeaponsTableH
|
||||
.by >TanksWeapon1,>TanksWeapon2,>TanksWeapon3,>TanksWeapon4,>TanksWeapon5,>TanksWeapon6
|
||||
.REPT MaxPlayers, #+1
|
||||
.by >TanksWeapon:1
|
||||
.ENDR
|
||||
;--------------
|
||||
XtankOffsetGO_L
|
||||
.by 6,56,106,156,206,0
|
||||
.by 6,56,106,156,206,0
|
||||
XtankOffsetGO_H
|
||||
.by 0,0,0,0,0,1
|
||||
.by 0,0,0,0,0,1
|
||||
;-----4x4 texts-----
|
||||
LineTop
|
||||
dta d"(%%%%%%%%%%%%)"
|
||||
@@ -55,26 +59,38 @@ LineGameOver
|
||||
seppukuText
|
||||
dta d"# SEPPUKU! #"
|
||||
areYouSureText
|
||||
dta d"# SURE? Y/N #"
|
||||
.IF TARGET = 800
|
||||
dta d"# SURE? Y/N #"
|
||||
.ELIF TARGET = 5200
|
||||
dta d"#END? Y-1/N-0#"
|
||||
.ENDIF
|
||||
lineClear
|
||||
dta d" "
|
||||
|
||||
; Additional texts - Teams
|
||||
Player_Header
|
||||
dta d"Player"
|
||||
Team_Header
|
||||
dta d"A-Team" ; :)
|
||||
|
||||
TankColoursTable .BYTE $58,$2a,$96,$ca,$7a,$ed
|
||||
TankColoursTableT .BYTE $2a,$2a,$7a,$7a,$2a,$7a ; Teams colors
|
||||
;TankStatusColoursTable .BYTE $54,$24,$92,$c4,$74,$e4 ; standard order
|
||||
TankStatusColoursTable .BYTE $74,$c4,$24,$e4,$54,$94 ; Adam's order
|
||||
TankStatusColoursTableT .BYTE $24,$74,$24,$74,$24,$74 ; Teams colors
|
||||
;-----------
|
||||
GradientAddrL
|
||||
.by <dliColorsFore, <dliColorsFore, <dliColorsFore2
|
||||
.by <dliColorsFore, <dliColorsFore, <dliColorsFore2
|
||||
GradientAddrH
|
||||
.by >dliColorsFore, >dliColorsFore, >dliColorsFore2
|
||||
dliColorsFore2 ; colors for NTSC
|
||||
.by $0a ; one mountains color
|
||||
.by $7e,$7a,$7c,$6a,$6c,$58,$5a,$48,$4a,$38
|
||||
.by $3a,$16,$18,$e6,$e8,$d4,$d6,$b4,$b6,$b6
|
||||
dliColorsFore2PAL ; colors for PAL
|
||||
.by $0a ; one mountains color
|
||||
.by $7e,$7a,$7c,$6a,$6c,$58,$5a,$48,$4a,$38
|
||||
.by $3a,$16,$18,$e6,$e8,$c4,$c6,$a4,$a6,$a6
|
||||
.by >dliColorsFore, >dliColorsFore, >dliColorsFore2
|
||||
dliColorsFore2 ; colors for NTSC
|
||||
.by $0a ; one mountains color
|
||||
.by $7a,$7a,$7a,$6a,$6a,$5a,$5a,$4a,$4a,$3a
|
||||
.by $3a,$1a,$1a,$ea,$ea,$d8,$d8,$b8,$b8,$b8
|
||||
dliColorsFore2PAL ; colors for PAL
|
||||
.by $0a ; one mountains color
|
||||
.by $7a,$7a,$7a,$6a,$6a,$5a,$5a,$4a,$4a,$3a
|
||||
.by $3a,$1a,$1a,$ea,$ea,$c8,$c8,$a8,$a8,$a8
|
||||
|
||||
;-----------
|
||||
pmtableL ; addressess of the P/M memory for 6 tanks
|
||||
@@ -190,19 +206,17 @@ sintable
|
||||
;linetableH
|
||||
; :screenheight+1 .by >(display+screenBytes*#)
|
||||
;----------------------------
|
||||
bittable
|
||||
.by $80,$40,$20,$10,$08,$04,$02,$01
|
||||
bittable2
|
||||
.by $7f,$bf,$df,$ef,$f7,$fb,$fd,$fe
|
||||
; now long (256 bytes) bittables are generated in RAM based on one bittable:
|
||||
;bittable
|
||||
; .by $80,$40,$20,$10,$08,$04,$02,$01
|
||||
;bittable2
|
||||
; .by $7f,$bf,$df,$ef,$f7,$fb,$fd,$fe
|
||||
;----------------------------
|
||||
disktance ;tanks distance
|
||||
.by 0,0
|
||||
.by screenwidth/3
|
||||
.by screenwidth/4
|
||||
.by screenwidth/5
|
||||
.by screenwidth/6
|
||||
.by screenwidth/7
|
||||
;max number of players=6
|
||||
.REPT MaxPlayers-1, #+3
|
||||
.by screenwidth/:1
|
||||
.ENDR
|
||||
|
||||
; this table is for deciding where a tank should slide
|
||||
; accordingly to what is below the tank
|
||||
@@ -218,117 +232,109 @@ SlideLeftTable
|
||||
; .BY %00001100
|
||||
SlideLeftTableLen = *-SlideLeftTable
|
||||
;-------------------------------------------------
|
||||
TanksNamesDefault
|
||||
dta d"1st.Tank"
|
||||
dta d"2nd.Tank"
|
||||
dta d"3rd.Tank"
|
||||
dta d"4th.Tank"
|
||||
dta d"5th.Tank"
|
||||
dta d"6th.Tank"
|
||||
TankShapesTable .BYTE char_tank1
|
||||
.BYTE char_tank2
|
||||
.BYTE char_tank3
|
||||
.BYTE char_tank4
|
||||
;-------------------------------------------------
|
||||
TankShapesTable .BYTE char_tank1___________
|
||||
.BYTE char_tank2___________
|
||||
.BYTE char_tank3___________
|
||||
.BYTE char_tank4___________
|
||||
;-------------------------------------------------
|
||||
WeaponPriceH ; weapons prices (tables with prices of weapons)
|
||||
.by >price_Baby_Missile___
|
||||
.by >price_Missile________
|
||||
.by >price_Baby_Nuke______
|
||||
.by >price_Nuke___________
|
||||
.by >price_LeapFrog_______
|
||||
.by >price_Funky_Bomb_____
|
||||
.by >price_MIRV___________
|
||||
.by >price_Death_s_Head___
|
||||
.by >price_Napalm_________
|
||||
.by >price_Hot_Napalm_____
|
||||
.by >price_Tracer_________
|
||||
.by >price_Smoke_Tracer___
|
||||
.by >price_Baby_Roller____
|
||||
.by >price_Roller_________
|
||||
.by >price_Heavy_Roller___
|
||||
.by >price_Riot_Charge____
|
||||
.by >price_Riot_Blast_____
|
||||
.by >price_Riot_Bomb______
|
||||
.by >price_Baby_Missile
|
||||
.by >price_Missile
|
||||
.by >price_Baby_Nuke
|
||||
.by >price_Nuke
|
||||
.by >price_LeapFrog
|
||||
.by >price_Funky_Bomb
|
||||
.by >price_MIRV
|
||||
.by >price_Death_s_Head
|
||||
.by >price_Napalm
|
||||
.by >price_Hot_Napalm
|
||||
.by >price_Tracer
|
||||
.by >price_Smoke_Tracer
|
||||
.by >price_Baby_Roller
|
||||
.by >price_Roller
|
||||
.by >price_Heavy_Roller
|
||||
.by >price_Riot_Charge
|
||||
.by >price_Riot_Blast
|
||||
.by >price_Riot_Bomb
|
||||
.by >price_Heavy_Riot_Bomb
|
||||
.by >price_Baby_Digger____
|
||||
.by >price_Digger_________
|
||||
.by >price_Heavy_Digger___
|
||||
.by >price_Baby_Sandhog___
|
||||
.by >price_Sandhog________
|
||||
.by >price_Heavy_Sandhog__
|
||||
.by >price_Dirt_Clod______
|
||||
.by >price_Dirt_Ball______
|
||||
.by >price_Ton_of_Dirt____
|
||||
.by >price_Liquid_Dirt____
|
||||
.by >price_Dirt_Charge____
|
||||
.by >price_Buy_me_________
|
||||
.by >price_Laser__________
|
||||
.by >price_White_Flag_____
|
||||
.by >price_Battery________
|
||||
.by >price_Hovercraft_____
|
||||
.by >price_Parachute______
|
||||
.by >price_Digger
|
||||
.by >price_Heavy_Digger
|
||||
.by >price_Sandhog
|
||||
.by >price_Heavy_Sandhog
|
||||
.by >price_Dirt_Clod
|
||||
.by >price_Dirt_Ball
|
||||
.by >price_Ton_of_Dirt
|
||||
.by >price_Liquid_Dirt
|
||||
.by >price_Dirt_Charge
|
||||
.by >price_Propaganda
|
||||
.by >price_Punch
|
||||
.by >price_Buy_me
|
||||
.by >price_Laser
|
||||
.by >price_White_Flag
|
||||
.by >price_Battery
|
||||
.by >price_Hovercraft
|
||||
.by >price_Parachute
|
||||
.by >price_StrongParachute
|
||||
.by >price_Mag_Deflector__
|
||||
.by >price_Shield_________
|
||||
.by >price_Heavy_Shield___
|
||||
.by >price_Force_Shield___
|
||||
.by >price_Bouncy_Castle__
|
||||
.by >price_Long_Barrel____
|
||||
.by >price_Mag_Deflector
|
||||
.by >price_Shield
|
||||
.by >price_Heavy_Shield
|
||||
.by >price_Force_Shield
|
||||
.by >price_Bouncy_Castle
|
||||
.by >price_Long_Barrel
|
||||
.by >price_Nuclear_Winter_
|
||||
.by >price_Lazy_Boy_______
|
||||
.by >price_Lazy_Darwin____
|
||||
.by >price_Auto_Defense___
|
||||
.by >price_Spy_Hard_______
|
||||
.by >price_Lazy_Boy
|
||||
.by >price_Lazy_Darwin
|
||||
.by >price_Auto_Defense
|
||||
.by >price_Spy_Hard
|
||||
WeaponPriceL
|
||||
.by <price_Baby_Missile___
|
||||
.by <price_Missile________
|
||||
.by <price_Baby_Nuke______
|
||||
.by <price_Nuke___________
|
||||
.by <price_LeapFrog_______
|
||||
.by <price_Funky_Bomb_____
|
||||
.by <price_MIRV___________
|
||||
.by <price_Death_s_Head___
|
||||
.by <price_Napalm_________
|
||||
.by <price_Hot_Napalm_____
|
||||
.by <price_Tracer_________
|
||||
.by <price_Smoke_Tracer___
|
||||
.by <price_Baby_Roller____
|
||||
.by <price_Roller_________
|
||||
.by <price_Heavy_Roller___
|
||||
.by <price_Riot_Charge____
|
||||
.by <price_Riot_Blast_____
|
||||
.by <price_Riot_Bomb______
|
||||
.by <price_Baby_Missile
|
||||
.by <price_Missile
|
||||
.by <price_Baby_Nuke
|
||||
.by <price_Nuke
|
||||
.by <price_LeapFrog
|
||||
.by <price_Funky_Bomb
|
||||
.by <price_MIRV
|
||||
.by <price_Death_s_Head
|
||||
.by <price_Napalm
|
||||
.by <price_Hot_Napalm
|
||||
.by <price_Tracer
|
||||
.by <price_Smoke_Tracer
|
||||
.by <price_Baby_Roller
|
||||
.by <price_Roller
|
||||
.by <price_Heavy_Roller
|
||||
.by <price_Riot_Charge
|
||||
.by <price_Riot_Blast
|
||||
.by <price_Riot_Bomb
|
||||
.by <price_Heavy_Riot_Bomb
|
||||
.by <price_Baby_Digger____
|
||||
.by <price_Digger_________
|
||||
.by <price_Heavy_Digger___
|
||||
.by <price_Baby_Sandhog___
|
||||
.by <price_Sandhog________
|
||||
.by <price_Heavy_Sandhog__
|
||||
.by <price_Dirt_Clod______
|
||||
.by <price_Dirt_Ball______
|
||||
.by <price_Ton_of_Dirt____
|
||||
.by <price_Liquid_Dirt____
|
||||
.by <price_Dirt_Charge____
|
||||
.by <price_Buy_me_________
|
||||
.by <price_Laser__________
|
||||
.by <price_White_Flag_____
|
||||
.by <price_Battery________
|
||||
.by <price_Hovercraft_____
|
||||
.by <price_Parachute______
|
||||
.by <price_Digger
|
||||
.by <price_Heavy_Digger
|
||||
.by <price_Sandhog
|
||||
.by <price_Heavy_Sandhog
|
||||
.by <price_Dirt_Clod
|
||||
.by <price_Dirt_Ball
|
||||
.by <price_Ton_of_Dirt
|
||||
.by <price_Liquid_Dirt
|
||||
.by <price_Dirt_Charge
|
||||
.by <price_Propaganda
|
||||
.by <price_Punch
|
||||
.by <price_Buy_me
|
||||
.by <price_Laser
|
||||
.by <price_White_Flag
|
||||
.by <price_Battery
|
||||
.by <price_Hovercraft
|
||||
.by <price_Parachute
|
||||
.by <price_StrongParachute
|
||||
.by <price_Mag_Deflector__
|
||||
.by <price_Shield_________
|
||||
.by <price_Heavy_Shield___
|
||||
.by <price_Force_Shield___
|
||||
.by <price_Bouncy_Castle__
|
||||
.by <price_Long_Barrel____
|
||||
.by <price_Mag_Deflector
|
||||
.by <price_Shield
|
||||
.by <price_Heavy_Shield
|
||||
.by <price_Force_Shield
|
||||
.by <price_Bouncy_Castle
|
||||
.by <price_Long_Barrel
|
||||
.by <price_Nuclear_Winter_
|
||||
.by <price_Lazy_Boy_______
|
||||
.by <price_Lazy_Darwin____
|
||||
.by <price_Auto_Defense___
|
||||
.by <price_Spy_Hard_______
|
||||
.by <price_Lazy_Boy
|
||||
.by <price_Lazy_Darwin
|
||||
.by <price_Auto_Defense
|
||||
.by <price_Spy_Hard
|
||||
|
||||
;-------------------------------------------------
|
||||
; how many units (bulletd) of a given weapon we get for a given price
|
||||
@@ -337,75 +343,75 @@ WeaponPriceL
|
||||
; is not present in the game.
|
||||
; This is the slot for adding new weapons.
|
||||
WeaponUnits
|
||||
.by 10 ;Baby_Missile___;_00
|
||||
.by 5 ;Missile________;_01
|
||||
.by 2 ;Baby_Nuke______;_02
|
||||
.by 1 ;Nuke___________;_03
|
||||
.by 2 ;LeapFrog_______;_04
|
||||
.by 3 ;Funky_Bomb_____;_05
|
||||
.by 2 ;MIRV___________;_06
|
||||
.by 1 ;Death_s_Head___;_07
|
||||
.by 4 ;Napalm_________;_08
|
||||
.by 2 ;Hot_Napalm_____;_09
|
||||
.by 20 ;Tracer_________;_10
|
||||
.by 10 ;Smoke_Tracer___;_11
|
||||
.by 5 ;Baby_Roller____;_12
|
||||
.by 3 ;Roller_________;_13
|
||||
.by 2 ;Heavy_Roller___;_14
|
||||
.by 5 ;Riot_Charge____;_15
|
||||
.by 2 ;Riot_Blast_____;_16
|
||||
.by 5 ;Riot_Bomb______;_17
|
||||
.by 10 ;Baby_Missile ;_00
|
||||
.by 5 ;Missile ;_01
|
||||
.by 2 ;Baby_Nuke ;_02
|
||||
.by 1 ;Nuke ;_03
|
||||
.by 2 ;LeapFrog ;_04
|
||||
.by 3 ;Funky_Bomb ;_05
|
||||
.by 2 ;MIRV ;_06
|
||||
.by 1 ;Death_s_Head ;_07
|
||||
.by 4 ;Napalm ;_08
|
||||
.by 2 ;Hot_Napalm ;_09
|
||||
.by 20 ;Tracer ;_10
|
||||
.by 10 ;Smoke_Tracer ;_11
|
||||
.by 5 ;Baby_Roller ;_12
|
||||
.by 3 ;Roller ;_13
|
||||
.by 2 ;Heavy_Roller ;_14
|
||||
.by 5 ;Riot_Charge ;_15
|
||||
.by 2 ;Riot_Blast ;_16
|
||||
.by 5 ;Riot_Bomb ;_17
|
||||
.by 2 ;Heavy_Riot_Bomb;_18
|
||||
.by 10 ;Baby_Digger____;_19
|
||||
.by 5 ;Digger_________;_20
|
||||
.by 2 ;Heavy_Digger___;_21
|
||||
.by 10 ;Baby_Sandhog___;_22
|
||||
.by 5 ;Sandhog________;_23
|
||||
.by 2 ;Heavy_Sandhog__;_24
|
||||
.by 5 ;Dirt_Clod______;_25
|
||||
.by 3 ;Dirt_Ball______;_26
|
||||
.by 1 ;Ton_of_Dirt____;_27
|
||||
.by 4 ;Liquid_Dirt____;_28
|
||||
.by 2 ;Dirt_Charge____;_29
|
||||
.by 1 ;Buy_me_________;_30
|
||||
.by 5 ;Laser__________;_31
|
||||
.by 1 ;White_Flag_____;_32
|
||||
.by 3 ;Battery________;_33
|
||||
.by 2 ;Floating_Tank__;_34
|
||||
.by 3 ;Parachute______;_35
|
||||
.by 5 ;Digger ;_19
|
||||
.by 2 ;Heavy_Digger ;_20
|
||||
.by 5 ;Sandhog ;_21
|
||||
.by 2 ;Heavy_Sandhog ;_22
|
||||
.by 5 ;Dirt_Clod ;_23
|
||||
.by 3 ;Dirt_Ball ;_24
|
||||
.by 1 ;Ton_of_Dirt ;_25
|
||||
.by 4 ;Liquid_Dirt ;_26
|
||||
.by 2 ;Dirt_Charge ;_27
|
||||
.by 4 ;Propaganda ;_28
|
||||
.by 2 ;Punch ;_29
|
||||
.by 1 ;Buy_me ;_30
|
||||
.by 5 ;Laser ;_31
|
||||
.by 1 ;White_Flag ;_32
|
||||
.by 3 ;Battery ;_33
|
||||
.by 2 ;Floating_Tank ;_34
|
||||
.by 3 ;Parachute ;_35
|
||||
.by 2 ;StrongParachute;_36
|
||||
.by 2 ;Mag_Deflector__;_37
|
||||
.by 3 ;Shield_________;_38
|
||||
.by 2 ;Heavy_Shield___;_39
|
||||
.by 3 ;Force_Shield___;_40
|
||||
.by 1 ;Auto_Defense___;_41
|
||||
.by 2 ;Long_Barrel____;_42
|
||||
.by 2 ;Mag_Deflector ;_37
|
||||
.by 3 ;Shield ;_38
|
||||
.by 2 ;Heavy_Shield ;_39
|
||||
.by 3 ;Force_Shield ;_40
|
||||
.by 1 ;Auto_Defense ;_41
|
||||
.by 2 ;Long_Barrel ;_42
|
||||
.by 1 ;Nuclear_Winter_;_43
|
||||
.by 2 ;Lazy_Boy_______;_44
|
||||
.by 2 ;Lazy_Darwin____;_45
|
||||
.by 2 ;Auto_Defense___;_46
|
||||
.by 4 ;Spy_Hard_______;_47
|
||||
.by 2 ;Lazy_Boy ;_44
|
||||
.by 2 ;Lazy_Darwin ;_45
|
||||
.by 2 ;Auto_Defense ;_46
|
||||
.by 4 ;Spy_Hard ;_47
|
||||
|
||||
PurchaseMeTable ;weapons good to be purchased by the robot
|
||||
PurchaseMeTable ;weapons good to be purchased by the robot
|
||||
;the comment is an index in the tables
|
||||
; "Baby Missile ","Missile ","Baby Nuke ","Nuke "
|
||||
; "LeapFrog ","Funky Bomb ","MIRV ","Death's Head "
|
||||
.by %01111111
|
||||
; "Napalm ","Hot Napalm ","Tracer ","Smoke Tracer "
|
||||
; "Baby Roller ","Roller ","Heavy Roller ","Riot Charge "
|
||||
.by %11001110
|
||||
; "Riot Blast ","Riot Bomb ","Heavy Riot Bomb ","Baby Digger "
|
||||
; "Digger ","Heavy Digger ","Baby Sandhog ","Sandhog "
|
||||
.by %00000000
|
||||
; "Heavy Sandhog ","Dirt Clod ","Dirt Ball ","Ton of Dirt "
|
||||
; "Liquid Dirt ","Dirt Charge ","Buy me! ","Laser "
|
||||
.by %00000000
|
||||
; "White Flag ","Battery ","Hovercraft ","Parachute "
|
||||
; "Baby Missile ","Missile ","Baby Nuke ","Nuke "
|
||||
; "LeapFrog ","Funky Bomb ","MIRV ","Death's Head "
|
||||
.by %01111111
|
||||
; "Napalm ","Hot Napalm ","Tracer ","Smoke Tracer "
|
||||
; "Baby Roller ","Roller ","Heavy Roller ","Riot Charge "
|
||||
.by %11001110
|
||||
; "Riot Blast ","Riot Bomb ","Heavy Riot Bomb ","Digger "
|
||||
; "Heavy Digger ","Sandhog ","Heavy Sandhog ","Dirt Clod "
|
||||
.by %00000000
|
||||
; "Dirt Ball ","Ton of Dirt ","Liquid Dirt ","Dirt Charge "
|
||||
; "Propaganda ","Punch ","Buy me! ","Laser "
|
||||
.by %00000000
|
||||
; "White Flag ","Battery ","Hovercraft ","Parachute "
|
||||
; "Strong Parachute","Mag Deflector ","Shield ","Heavy Shield "
|
||||
.by %01011111
|
||||
; "Force Shield ","Bouncy Castle ","Long Barrel ","Nuclear Winter "
|
||||
; "Lazy Boy ","Lazy Darwin ","Auto Defense ","Spy Hard "
|
||||
.by %11000000
|
||||
; "Force Shield ","Bouncy Castle ","Long Barrel ","Nuclear Winter "
|
||||
; "Lazy Boy ","Lazy Darwin ","Auto Defense ","Spy Hard "
|
||||
.by %11000000
|
||||
|
||||
PurchaseMeTable2 ;weapons good to be purchased by the robot (Cyborg)
|
||||
;the comment is an index in the tables
|
||||
@@ -415,183 +421,183 @@ PurchaseMeTable2 ;weapons good to be purchased by the robot (Cyborg)
|
||||
; "Napalm ","Hot Napalm ","Tracer ","Smoke Tracer "
|
||||
; "Baby Roller ","Roller ","Heavy Roller ","Riot Charge "
|
||||
.by %01000000
|
||||
; "Riot Blast ","Riot Bomb ","Heavy Riot Bomb ","Baby Digger "
|
||||
; "Digger ","Heavy Digger ","Baby Sandhog ","Sandhog "
|
||||
; "Riot Blast ","Riot Bomb ","Heavy Riot Bomb ","Digger "
|
||||
; "Heavy Digger ","Sandhog ","Heavy Sandhog ","Dirt Clod "
|
||||
.by %00000000
|
||||
; "Heavy Sandhog ","Dirt Clod ","Dirt Ball ","Ton of Dirt "
|
||||
; "Liquid Dirt ","Dirt Charge ","Buy me! ","Laser "
|
||||
; "Dirt Ball ","Ton of Dirt ","Liquid Dirt ","Dirt Charge "
|
||||
; "Propaganda ","Punch ","Buy me! ","Laser "
|
||||
.by %00000000
|
||||
; "White Flag ","Battery ","Hovercraft ","Parachute "
|
||||
; "Strong Parachute","Mag Deflector ","Shield ","Heavy Shield "
|
||||
.by %01001101
|
||||
; "Force Shield ","Bouncy Castle ","Long Barrel ","Nuclear Winter "
|
||||
; "Lazy Boy ","Lazy Darwin ","Auto Defense ","Spy Hard "
|
||||
; "Lazy Boy ","Lazy Darwin ","Auto Defense ","Spy Hard "
|
||||
.by %11000000
|
||||
|
||||
;-------------------------------------------------
|
||||
; Screen codes of icons (chars) representing a given weapon
|
||||
WeaponSymbols
|
||||
.by $40 ;ind_Baby_Missile___ ;_00
|
||||
.by $41 ;ind_Missile________ ;_01
|
||||
.by $42 ;ind_Baby_Nuke______ ;_02
|
||||
.by $43 ;ind_Nuke___________ ;_03
|
||||
.by $44 ;ind_LeapFrog_______ ;_04
|
||||
.by $45 ;ind_Funky_Bomb_____ ;_05
|
||||
.by $46 ;ind_MIRV___________ ;_06
|
||||
.by $47 ;ind_Death_s_Head___ ;_07
|
||||
.by $48 ;ind_Napalm_________ ;_08
|
||||
.by $49 ;ind_Hot_Napalm_____ ;_09
|
||||
.by $4a ;ind_Tracer_________ ;_10
|
||||
.by $4b ;ind_Smoke_Tracer___ ;_11
|
||||
.by $4c ;ind_Baby_Roller____ ;_12
|
||||
.by $4d ;ind_Roller_________ ;_13
|
||||
.by $4e ;ind_Heavy_Roller___ ;_14
|
||||
.by $4f ;ind_Riot_Charge____ ;_15
|
||||
.by $50 ;ind_Riot_Blast_____ ;_16
|
||||
.by $51 ;ind_Riot_Bomb______ ;_17
|
||||
.by $40 ;ind_Baby_Missile ;_00
|
||||
.by $41 ;ind_Missile ;_01
|
||||
.by $42 ;ind_Baby_Nuke ;_02
|
||||
.by $43 ;ind_Nuke ;_03
|
||||
.by $44 ;ind_LeapFrog ;_04
|
||||
.by $45 ;ind_Funky_Bomb ;_05
|
||||
.by $46 ;ind_MIRV ;_06
|
||||
.by $47 ;ind_Death_s_Head ;_07
|
||||
.by $48 ;ind_Napalm ;_08
|
||||
.by $49 ;ind_Hot_Napalm ;_09
|
||||
.by $4a ;ind_Tracer ;_10
|
||||
.by $4b ;ind_Smoke_Tracer ;_11
|
||||
.by $4c ;ind_Baby_Roller ;_12
|
||||
.by $4d ;ind_Roller ;_13
|
||||
.by $4e ;ind_Heavy_Roller ;_14
|
||||
.by $4f ;ind_Riot_Charge ;_15
|
||||
.by $50 ;ind_Riot_Blast ;_16
|
||||
.by $51 ;ind_Riot_Bomb ;_17
|
||||
.by $52 ;ind_Heavy_Riot_Bomb ;_18
|
||||
.by $53 ;ind_Baby_Digger____ ;_19
|
||||
.by $54 ;ind_Digger_________ ;_20
|
||||
.by $55 ;ind_Heavy_Digger___ ;_21
|
||||
.by $56 ;ind_Baby_Sandhog___ ;_22
|
||||
.by $57 ;ind_Sandhog________ ;_23
|
||||
.by $58 ;ind_Heavy_Sandhog__ ;_24
|
||||
.by $59 ;ind_Dirt_Clod______ ;_25
|
||||
.by $5a ;ind_Dirt_Ball______ ;_26
|
||||
.by $5b ;ind_Ton_of_Dirt____ ;_27
|
||||
.by $60 ;ind_Liquid_Dirt____ ;_28
|
||||
.by $7b ;ind_Dirt_Charge____ ;_29
|
||||
.by $1f ;ind_Buy_me_________ ;_30
|
||||
.by $20 ;ind_Laser__________ ;_31
|
||||
.by $5f ;ind_White_Flag_____ ;_32
|
||||
.by $1c ;ind_Battery________ ;_33
|
||||
.by $06 ;ind_Floating_Tank__ ;_34
|
||||
.by $1b ;ind_Parachute______ ;_35
|
||||
.by $54 ;ind_Digger ;_19
|
||||
.by $55 ;ind_Heavy_Digger ;_20
|
||||
.by $57 ;ind_Sandhog ;_21
|
||||
.by $58 ;ind_Heavy_Sandhog ;_22
|
||||
.by $59 ;ind_Dirt_Clod ;_23
|
||||
.by $5a ;ind_Dirt_Ball ;_24
|
||||
.by $5b ;ind_Ton_of_Dirt ;_25
|
||||
.by $60 ;ind_Liquid_Dirt ;_26
|
||||
.by $7b ;ind_Dirt_Charge ;_27
|
||||
.by $53 ;ind_Propaganda ;_28
|
||||
.by $56 ;ind_Punch ;_29
|
||||
.by $1f ;ind_Buy_me ;_30
|
||||
.by $20 ;ind_Laser ;_31
|
||||
.by $5f ;ind_White_Flag ;_32
|
||||
.by $1c ;ind_Battery ;_33
|
||||
.by $06 ;ind_Floating_Tank ;_34
|
||||
.by $1b ;ind_Parachute ;_35
|
||||
.by $1b ;ind_StrongParachute ;_36
|
||||
.by $1e ;ind_Mag_Deflector__ ;_37
|
||||
.by $3b ;ind_Shield_________ ;_38
|
||||
.by $3d ;ind_Heavy_Shield___ ;_39
|
||||
.by $3c ;ind_Force_Shield___ ;_40
|
||||
.by $3f ;ind_Bouncy_Castle__ ;_41
|
||||
.by $1d ;ind_Long_Barrel____ ;_42
|
||||
.by $1e ;ind_Mag_Deflector ;_37
|
||||
.by $3b ;ind_Shield ;_38
|
||||
.by $3d ;ind_Heavy_Shield ;_39
|
||||
.by $3c ;ind_Force_Shield ;_40
|
||||
.by $3f ;ind_Bouncy_Castle ;_41
|
||||
.by $1d ;ind_Long_Barrel ;_42
|
||||
.by $7d ;ind_Nuclear_Winter_ ;_43
|
||||
.by $02 ;ind_Lazy_Boy_______ ;_44
|
||||
.by $03 ;ind_Lazy_Darwin____ ;_45
|
||||
.by $5e ;ind_Auto_Defense___ ;_46
|
||||
.by $7c ;ind_Spy_Hard_______ ;_47
|
||||
.by $02 ;ind_Lazy_Boy ;_44
|
||||
.by $03 ;ind_Lazy_Darwin ;_45
|
||||
.by $5e ;ind_Auto_Defense ;_46
|
||||
.by $7c ;ind_Spy_Hard ;_47
|
||||
|
||||
; Names of weapons (16 chars long)
|
||||
; Names of weapons (max 16 chars long)
|
||||
NamesOfWeapons ;the comment is an index in the tables
|
||||
dta d"Baby Missile " ; 0
|
||||
dta d"Missile " ; 1
|
||||
dta d"Baby Nuke " ; 2
|
||||
dta d"Nuke " ; 3
|
||||
dta d"LeapFrog " ; 4
|
||||
dta d"Funky Bomb " ; 5
|
||||
dta d"MIRV " ; 6
|
||||
dta d"Death's Head " ; 7
|
||||
dta d"Napalm " ; 8
|
||||
dta d"Hot Napalm " ; 9
|
||||
dta d"Tracer " ; 10
|
||||
dta d"Smoke Tracer " ; 11
|
||||
dta d"Baby Roller " ; 12
|
||||
dta d"Roller " ; 13
|
||||
dta d"Heavy Roller " ; 14
|
||||
dta d"Riot Charge " ; 15
|
||||
dta d"Riot Blast " ; 16
|
||||
dta d"Riot Bomb " ; 17
|
||||
dta d"Heavy Riot Bomb " ; 18
|
||||
dta d"Baby Digger " ; 19
|
||||
dta d"Digger " ; 20
|
||||
dta d"Heavy Digger " ; 21
|
||||
dta d"Baby Sandhog " ; 22
|
||||
dta d"Sandhog " ; 23
|
||||
dta d"Heavy Sandhog " ; 24
|
||||
dta d"Dirt Clod " ; 25
|
||||
dta d"Dirt Ball " ; 26
|
||||
dta d"Ton of Dirt " ; 27
|
||||
dta d"Liquid Dirt " ; 28
|
||||
dta d"Dirt Charge " ; 29
|
||||
dta d"Best F...g Gifts" ; 30
|
||||
dta d"Laser " ; 31
|
||||
dta d"Baby Missile"^ ; 0
|
||||
dta d"Missile"^ ; 1
|
||||
dta d"Baby Nuke"^ ; 2
|
||||
dta d"Nuke"^ ; 3
|
||||
dta d"LeapFrog"^ ; 4
|
||||
dta d"Funky Bomb"^ ; 5
|
||||
dta d"MIRV"^ ; 6
|
||||
dta d"Death's Head"^ ; 7
|
||||
dta d"Napalm"^ ; 8
|
||||
dta d"Hot Napalm"^ ; 9
|
||||
dta d"Tracer"^ ; 10
|
||||
dta d"Smoke Tracer"^ ; 11
|
||||
dta d"Baby Roller"^ ; 12
|
||||
dta d"Roller"^ ; 13
|
||||
dta d"Heavy Roller"^ ; 14
|
||||
dta d"Riot Charge"^ ; 15
|
||||
dta d"Riot Blast"^ ; 16
|
||||
dta d"Riot Bomb"^ ; 17
|
||||
dta d"Heavy Riot Bomb"^ ; 18
|
||||
dta d"Digger"^ ; 19
|
||||
dta d"Heavy Digger"^ ; 20
|
||||
dta d"Sandhog"^ ; 21
|
||||
dta d"Heavy Sandhog"^ ; 22
|
||||
dta d"Dirt Clod"^ ; 23
|
||||
dta d"Dirt Ball"^ ; 24
|
||||
dta d"Ton of Dirt"^ ; 25
|
||||
dta d"Liquid Dirt"^ ; 26
|
||||
dta d"Dirt Charge"^ ; 27
|
||||
dta d"Propaganda"^ ; 28
|
||||
dta d"Stomp"^ ; 29
|
||||
dta d"Best F...g Gifts"^ ; 30
|
||||
dta d"Laser"^ ; 31
|
||||
;------defensives
|
||||
dta d"White Flag " ; 32
|
||||
dta d"Battery " ; 33
|
||||
dta d"Hovercraft " ; 34
|
||||
dta d"Parachute " ; 35 - no energy
|
||||
dta d"Strong Parachute" ; 36 - with energy (earlier Battery)
|
||||
dta d"Mag Deflector " ; 37 - with shield and energy
|
||||
dta d"Shield " ; 38 - shield for one shot - no energy
|
||||
dta d"Heavy Shield " ; 39 - shield with energy
|
||||
dta d"Force Shield " ; 40 - shield with energy and parachute
|
||||
dta d"Bouncy Castle " ; 41 - with shield and energy
|
||||
dta d"Long Schlong " ; 42
|
||||
dta d"Nuclear Winter " ; 43
|
||||
dta d"Lazy Boy " ; 44
|
||||
dta d"Lazy Darwin " ; 45
|
||||
dta d"Auto Defense " ; 46
|
||||
dta d"Spy Hard " ; 47
|
||||
dta d"White Flag"^ ; 32
|
||||
dta d"Battery"^ ; 33
|
||||
dta d"Hovercraft"^ ; 34
|
||||
dta d"Parachute"^ ; 35 - no energy
|
||||
dta d"Strong Parachute"^ ; 36 - with energy (earlier Battery)
|
||||
dta d"Mag Deflector"^ ; 37 - with shield and energy
|
||||
dta d"Shield"^ ; 38 - shield for one shot - no energy
|
||||
dta d"Heavy Shield"^ ; 39 - shield with energy
|
||||
dta d"Force Shield"^ ; 40 - shield with energy and parachute
|
||||
dta d"Bouncy Castle"^ ; 41 - with shield and energy
|
||||
dta d"Long Schlong"^ ; 42
|
||||
dta d"Nuclear Winter"^ ; 43
|
||||
dta d"Lazy Boy"^ ; 44
|
||||
dta d"Lazy Darwin"^ ; 45
|
||||
dta d"Auto Defense"^ ; 46
|
||||
dta d"Spy Hard"^ ; 47
|
||||
|
||||
DefensiveEnergy = *-(last_offensive_____ - first_offensive____ +1) ; to fake the table for ALL weapons
|
||||
.by 00 ; White Flag
|
||||
.by 00 ; Heat Guidance
|
||||
.by 98 ; Let's go!
|
||||
.by 00 ; Parachute
|
||||
.by 99 ; Strong Parachute
|
||||
.by 99 ; Mag Deflector
|
||||
.by 00 ; Shield
|
||||
.by 99 ; Heavy Shield
|
||||
.by 99 ; Force Shield
|
||||
.by 99 ; Bouncy Castle
|
||||
.by 00 ; Long Barrel
|
||||
.by 00 ; Nuclear Winter
|
||||
.by 00 ; Lazy Boy
|
||||
.by 00 ; Lazy Darwin
|
||||
.by 00 ; Auto Defense
|
||||
.by 00 ; Spy Hard
|
||||
DefensiveEnergy = *-number_of_offensives ; to fake the table for ALL weapons
|
||||
.by 00 ; White Flag
|
||||
.by 00 ; Battery
|
||||
.by 98 ; Hovercraft
|
||||
.by 00 ; Parachute
|
||||
.by 99 ; Strong Parachute
|
||||
.by 99 ; Mag Deflector
|
||||
.by 00 ; Shield
|
||||
.by 99 ; Heavy Shield
|
||||
.by 99 ; Force Shield
|
||||
.by 99 ; Bouncy Castle
|
||||
.by 00 ; Long Barrel
|
||||
.by 00 ; Nuclear Winter
|
||||
.by 00 ; Lazy Boy
|
||||
.by 00 ; Lazy Darwin
|
||||
.by 00 ; Auto Defense
|
||||
.by 00 ; Spy Hard
|
||||
weaponsOfDeath ; weapons used in tank death animations
|
||||
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____
|
||||
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_Propaganda
|
||||
dta ind_Digger
|
||||
dta ind_Heavy_Digger
|
||||
dta ind_Sandhog
|
||||
dta ind_Heavy_Sandhog
|
||||
dta ind_Dirt_Clod
|
||||
dta ind_Dirt_Ball
|
||||
dta ind_Ton_of_Dirt
|
||||
dta 32 ; plasma blast!
|
||||
weaponsOfDeathEnd
|
||||
joyToKeyTable
|
||||
.by $ff ;00
|
||||
.by $ff ;01
|
||||
.by $ff ;02
|
||||
.by $ff ;03
|
||||
.by $ff ;04
|
||||
.by $ff ;05
|
||||
.by $ff ;06
|
||||
.by $ff ;00
|
||||
.by $ff ;01
|
||||
.by $ff ;02
|
||||
.by $ff ;03
|
||||
.by $ff ;04
|
||||
.by $ff ;05
|
||||
.by $ff ;06
|
||||
.by @kbcode._right ;07
|
||||
.by $ff ;08
|
||||
.by $ff ;09
|
||||
.by $ff ;0a
|
||||
.by @kbcode._left ;0b
|
||||
.by $ff ;0c
|
||||
.by @kbcode._down ;0d
|
||||
.by @kbcode._up ;0e
|
||||
.by $ff ;0f
|
||||
.by $ff ;08
|
||||
.by $ff ;09
|
||||
.by $ff ;0a
|
||||
.by @kbcode._left ;0b
|
||||
.by $ff ;0c
|
||||
.by @kbcode._down ;0d
|
||||
.by @kbcode._up ;0e
|
||||
.by $ff ;0f
|
||||
|
||||
;-----------------------------------
|
||||
keycodes ;tables for converting KeyCode to Screen Code (38 -1 characters)
|
||||
keycodes ;tables for converting KeyCode to Screen Code (38-1 characters)
|
||||
.by $3f,$15,$12,$3a,$2a,$38,$3d,$39
|
||||
.by $0d,$01,$05,$00,$25,$23,$08,$0a
|
||||
.by $2f,$28,$3e,$2d,$0b,$10,$2e,$16
|
||||
.by $2b,$17
|
||||
.by $32,$1f,$1e,$1a,$18,$1d,$1b
|
||||
.by $32,$1f,$1e,$1a,$18,$1d,$1b
|
||||
.by $33,$35,$30,$22,$21 ;,$0e <-- hyphen removed from the table, sorry hyphen lovers
|
||||
keycodesEnd
|
||||
scrcodes
|
||||
@@ -599,81 +605,92 @@ scrcodes
|
||||
dta d"ijklmnop"
|
||||
dta d"qrstuvwx"
|
||||
dta d"yz"
|
||||
;-------decimal constans + end of scrcodes
|
||||
zero
|
||||
digits ; decimal constans
|
||||
dta d"0123456"
|
||||
digits
|
||||
dta d"0123456"
|
||||
dta d"789. " ; "-"
|
||||
;-------decimal constans
|
||||
;zero
|
||||
;digits dta d"0123456789"
|
||||
|
||||
;-----------------------------------
|
||||
gameOverSpritesTop
|
||||
; end of the Gover sprites by number of players
|
||||
; 1 2 3 4 5 6
|
||||
; end of the GameOver sprites by number of players
|
||||
; 1 2 3 4 5 6
|
||||
.by 130+7,130+7,136+7,142+7,148+7,154+7
|
||||
;------credits
|
||||
CreditsStart
|
||||
dta d" "*
|
||||
dta d"You were playin",d"g"*
|
||||
dta d"Scorc",d"h"*
|
||||
dta d"Warsaw, Miam",d"i"*
|
||||
dta d"2000-202",d"3"*
|
||||
dta d" "*
|
||||
dta d"Programmin",d"g"*
|
||||
dta d"Tomasz 'Pecus' Peck",d"o"*
|
||||
dta d"Pawel 'pirx' Kalinowsk",d"i"*
|
||||
dta d" "*
|
||||
dta d"SFX, Music and Suppor",d"t"*
|
||||
dta d"Michal 'Miker' Szpilowsk",d"i"*
|
||||
dta d" "*
|
||||
.IF target != 5200
|
||||
dta d"Additional Musi",d"c"*
|
||||
dta d"Mario 'Emkay' Kri",d"x"*
|
||||
dta d" "*
|
||||
.ENDIF
|
||||
dta d"Code Optimizatio",d"n"*
|
||||
dta d"Piotr '0xF' Fusi",d"k"*
|
||||
dta d" "*
|
||||
dta d"Ar",d"t"*
|
||||
dta d"Adam Wachowsk",d"i"*
|
||||
.IF target != 5200
|
||||
dta d"Roman 'xorcerer' Fierfa",d"s"*
|
||||
.ENDIF
|
||||
dta d" "*
|
||||
dta d"Ideas, help and Q",d"A"*
|
||||
dta d"Bocianu, Probabilitydragon",d","*
|
||||
dta d"EnderDude, Dracon",d","*
|
||||
dta d"Beeblebrox, KrzysRog, lopezpb",d","*
|
||||
dta d"brad-colbert, archon800, nowy80",d","*
|
||||
dta d"Shaggy the Atarian, RetroBorsuk, ZPH"
|
||||
.IF target = 5200
|
||||
dta d","*
|
||||
dta d"x-usr(1536), Aking, JAC!, phaeron",d","*
|
||||
dta d"RB520",d"0"*
|
||||
.ELSE
|
||||
dta d" "*
|
||||
.ENDIF
|
||||
dta d" "*
|
||||
dta d"Additional testin",d"g"*
|
||||
dta d"Arek and Alex Peck",d"o"*
|
||||
dta d" "*
|
||||
dta d"Special thank",d"s"*
|
||||
dta d"Krzysztof 'Kaz' Ziembi",d"k"*
|
||||
.IF target != 5200
|
||||
dta d" "*
|
||||
dta d"Stay tuned for the FujiNet version",d"!"*
|
||||
.ENDIF
|
||||
dta d" "*
|
||||
dta d" "*
|
||||
dta d"You were playing"^
|
||||
dta d"Scorch"^
|
||||
dta d"Warsaw, Miami"^
|
||||
dta d" 2000-"
|
||||
year ; 4 bytes ftom scorch.asm
|
||||
dta d" "*
|
||||
dta d"Programming"^
|
||||
dta d"Tomasz 'Pecus' Pecko"^
|
||||
dta d"Pawel 'pirx' Kalinowski"^
|
||||
dta d" "*
|
||||
dta d"SFX, Music and Support"^
|
||||
dta d"Michal 'Miker' Szpilowski"^
|
||||
dta d" "*
|
||||
.IF TARGET = 800
|
||||
dta d"Additional Music"^
|
||||
dta d"Mario 'Emkay' Krix"^
|
||||
dta d" "*
|
||||
.ENDIF
|
||||
dta d"Art"^
|
||||
dta d"Adam Wachowski"^
|
||||
.IF TARGET = 800
|
||||
.IF CART_VERSION
|
||||
dta d"Krzysztof 'Kaz' Ziembik"^
|
||||
dta d"Alex Pecko"^
|
||||
.ENDIF
|
||||
dta d"Roman 'xorcerer' Fierfas"^
|
||||
.ENDIF
|
||||
dta d" "*
|
||||
dta d"Ideas, help and QA"^
|
||||
dta d"Piotr '0xF' Fusik, Shanti, Jakub Husak"^
|
||||
dta d"Bocianu, Probabilitydragon, lopezpb,"^
|
||||
dta d"ZPH, KrzysRog, EnderDude, Dracon, TDC,"^
|
||||
dta d"Beeblebrox, brad-colbert, archon800,"^
|
||||
dta d"nowy80, Irgendwer, Eyvind,"^
|
||||
dta d"ascrnet, Bobo Cujo, RetroBorsuk"
|
||||
.IF TARGET = 800
|
||||
.IF CART_VERSION = 0
|
||||
dta d","*
|
||||
dta d"Krzysztof 'Kaz' Ziembik"^
|
||||
.ELSE
|
||||
dta d" "*
|
||||
.ENDIF
|
||||
.ELIF TARGET = 5200
|
||||
dta d","*
|
||||
dta d"x-usr(1536), Aking, JAC!, phaeron,"^
|
||||
dta d"RB5200, Krzysztof 'Kaz' Ziembik"^
|
||||
.ENDIF
|
||||
dta d" "*
|
||||
dta d"Additional testing and Teams idea"^
|
||||
dta d"Arek and Alex Pecko"^
|
||||
dta d" "*
|
||||
dta d"Special thanks"^
|
||||
dta d"Wendell Hicken"^
|
||||
dta d"for Scorched Earth PC game"^
|
||||
.IF TARGET = 800
|
||||
dta d" "*
|
||||
dta d"Stay tuned for the FujiNet version!"^
|
||||
.ENDIF
|
||||
dta d" "*
|
||||
CreditsEnd
|
||||
.IF target = 5200
|
||||
CreditsLines=34 + 7; add 7 for scrollout
|
||||
.ELSE
|
||||
CreditsLines=40 + 7 ; add 7 for scrollout
|
||||
.IF TARGET = 800
|
||||
CreditsLines=39 + 7 ; add 7 for scrollout
|
||||
.ELIF TARGET = 5200
|
||||
CreditsLines=33 + 7 ; add 7 for scrollout
|
||||
.ENDIF
|
||||
.IF target = 5200
|
||||
|
||||
.IF TARGET = 5200
|
||||
; Atari 5200 splash
|
||||
NewSplashText=*
|
||||
dta d"copyright 2023 atari"
|
||||
dta d" "
|
||||
year ; 4 bytes ftom scorch.asm
|
||||
dta d" atariage", $4e, "com " ; $4e - non blinking dot
|
||||
.ENDIF
|
||||
.endif
|
||||
|
||||
.endif ; .IF *>0
|
||||
|
||||
@@ -7,14 +7,14 @@ TanksPMOrder .BYTE 4,3,1,5,0,2 ; 0-3 = P0-P3 , 4 = M0+M1 , 5 = M2+M3
|
||||
dliColorsBack
|
||||
:10 .by $02,$00
|
||||
dliColorsFore
|
||||
.by $0a ; one mountains color
|
||||
; .by $0e,$0c,$0c,$0b,$0b,$0a,$0a,$09,$09,$08 ; mountains colors array
|
||||
; .by $08,$08,$07,$07,$07,$06,$06,$06,$06,$05
|
||||
.by $0e,$0c,$0c,$0c,$0c,$0a,$0a,$0a,$0a,$08 ; mountains colors array new
|
||||
.by $08,$08,$08,$06,$06,$06,$06,$06,$06,$04
|
||||
.by $0a ; one mountains color
|
||||
; .by $0e,$0c,$0c,$0b,$0b,$0a,$0a,$09,$09,$08 ; mountains colors array
|
||||
; .by $08,$08,$07,$07,$07,$06,$06,$06,$06,$05
|
||||
.by $0e,$0c,$0c,$0c,$0c,$0a,$0a,$0a,$0a,$08 ; mountains colors array new
|
||||
.by $08,$08,$08,$06,$06,$06,$06,$06,$06,$04
|
||||
CashOptionL ;(one zero less than on the screen)
|
||||
.by 0,<200,<800,<1200,<2000
|
||||
CashOptionH
|
||||
CashOptionH
|
||||
.by 0,>200,>800,>1200,>2000
|
||||
GravityTable .by 10,20,25,30,40
|
||||
MaxWindTable .by 5,20,40,70,99
|
||||
@@ -22,4 +22,4 @@ RoundsTable .by 10,20,30,40,50
|
||||
AIForceTable .wo 375,470,630,720,820 ; starting shoot forces for different gravity
|
||||
flyDelayTable .by 255,150,75,35,1
|
||||
seppukuTable .by 255, 45,25,15,9
|
||||
.endif
|
||||
.ENDIF
|
||||
|
||||
@@ -1,150 +1,161 @@
|
||||
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
|
||||
|
||||
screenheight = 200
|
||||
screenBytes = 40
|
||||
screenwidth = screenBytes*8 ; Max screenwidth = 512!!!
|
||||
screenBytes = 40
|
||||
screenwidth = screenBytes*8 ; Max screenwidth = 512!!!
|
||||
|
||||
TankWidth = 8
|
||||
TankWidth = 8
|
||||
;----------------------------------------------
|
||||
; Player/missile memory
|
||||
PMGraph = $1800 ; real PM start = PMGraph + $0300
|
||||
; Generated tables
|
||||
display = $2010 ;screen takes $1f68 because it has screenHeight+1 lines because of out of screen tracer(?)
|
||||
PMGraph = $1800 ; real PM start = PMGraph + $0300
|
||||
display = $2010 ; screen takes $1f68 because it has screenHeight+1 lines because of out of screen tracer(?)
|
||||
;----------------------------------------------
|
||||
|
||||
margin = 40 ;mountain drawing Y variable margin
|
||||
MaxPlayers = 6
|
||||
maxOptions = 9 ;number of all options
|
||||
PMOffsetX = $2C ; P/M to graphics offset
|
||||
PMOffsetY = $2A ; P/M to graphics offset
|
||||
napalmRadius = 10
|
||||
StandardBarrel = 6 ; standard tank barrel length
|
||||
LongBarrel = 20 ; long barrel length
|
||||
margin = 40 ; mountain drawing Y variable margin
|
||||
MaxPlayers = 6
|
||||
maxOptions = 9 ; number of all options
|
||||
PMOffsetX = $2C ; P/M to graphics offset
|
||||
PMOffsetY = $2A ; P/M to graphics offset
|
||||
napalmRadius = 10
|
||||
StandardBarrel = 6 ; standard tank barrel length
|
||||
LongBarrel = 20 ; long barrel length
|
||||
|
||||
TextBackgroundColor = $02 ; REAL constans - use: LDA #TextBackgroundColor
|
||||
TextForegroundColor = $0A
|
||||
space = 0 ; space in screencodes
|
||||
|
||||
KeyRepeatSpeed = 10 ; (max 127 !!!)
|
||||
KeyRepeatSpeed = 8 ; (max 127 !!!)
|
||||
FirstKeySpeed = 8 ; additional delay for first keypress
|
||||
|
||||
VuMeterTime = 12 ; Time of inactivity for VU Meter (1=5sec)
|
||||
|
||||
;character codes for symbols (tank, parachute, etc. )
|
||||
char_parachute_______ = $02
|
||||
char_flag____________ = $1e
|
||||
char_flame___________ = $14
|
||||
char_clear_flame_____ = $1c
|
||||
char_digger__________ = $04
|
||||
char_sandhog_________ = $0c
|
||||
char_sandhog_offset = char_sandhog_________ - char_digger__________
|
||||
char_tank1___________ = $20
|
||||
char_tank2___________ = $24
|
||||
char_tank3___________ = $2c
|
||||
char_tank4___________ = $28 ; robotank shape
|
||||
; characters from tanks.fnt (graphics screen)
|
||||
char_parachute = $02
|
||||
char_flag = $1e
|
||||
char_flame = $14
|
||||
char_clear_flame = $1c
|
||||
char_digger = $04
|
||||
char_sandhog = $0c
|
||||
char_sandhog_offset = char_sandhog - char_digger
|
||||
char_tank1 = $20
|
||||
char_tank2 = $24
|
||||
char_tank3 = $2c
|
||||
char_tank4 = $28 ; robotank shape
|
||||
; characters from weapons.fnt (text mode - menus etc.)
|
||||
char_TAB = $7f
|
||||
char_DEL = $7e
|
||||
char_bracketO = $08 ; (
|
||||
char_bracketC = $09 ; )
|
||||
char_computer = $5e ; computer symbol (Auto Defense)
|
||||
char_joy = $0a ; joystick symbol
|
||||
char_tank = $0b ; tank symbol
|
||||
|
||||
;Weapon prices (*10 on screen)
|
||||
price_Baby_Missile___ = 0 ;_00
|
||||
price_Missile________ = 96 ;_01
|
||||
price_Baby_Nuke______ = 111 ;_02
|
||||
price_Nuke___________ = 144 ;_03
|
||||
price_LeapFrog_______ = 192 ;_04
|
||||
price_Funky_Bomb_____ = 293 ;_05
|
||||
price_MIRV___________ = 456 ;_06
|
||||
price_Death_s_Head___ = 337 ;_07
|
||||
price_Napalm_________ = 125 ;_08
|
||||
price_Hot_Napalm_____ = 162 ;_09
|
||||
price_Tracer_________ = 102 ;_10
|
||||
price_Smoke_Tracer___ = 291 ;_11
|
||||
price_Baby_Roller____ = 211 ;_12
|
||||
price_Roller_________ = 244 ;_13
|
||||
price_Heavy_Roller___ = 326 ;_14
|
||||
price_Riot_Charge____ = 230 ;_15
|
||||
price_Riot_Blast_____ = 241 ;_16
|
||||
price_Riot_Bomb______ = 259 ;_17
|
||||
price_Baby_Missile = 0 ;_00
|
||||
price_Missile = 96 ;_01
|
||||
price_Baby_Nuke = 111 ;_02
|
||||
price_Nuke = 144 ;_03
|
||||
price_LeapFrog = 192 ;_04
|
||||
price_Funky_Bomb = 293 ;_05
|
||||
price_MIRV = 456 ;_06
|
||||
price_Death_s_Head = 337 ;_07
|
||||
price_Napalm = 125 ;_08
|
||||
price_Hot_Napalm = 162 ;_09
|
||||
price_Tracer = 102 ;_10
|
||||
price_Smoke_Tracer = 291 ;_11
|
||||
price_Baby_Roller = 211 ;_12
|
||||
price_Roller = 244 ;_13
|
||||
price_Heavy_Roller = 326 ;_14
|
||||
price_Riot_Charge = 230 ;_15
|
||||
price_Riot_Blast = 241 ;_16
|
||||
price_Riot_Bomb = 259 ;_17
|
||||
price_Heavy_Riot_Bomb = 272 ;_18
|
||||
price_Baby_Digger____ = 136 ;_19
|
||||
price_Digger_________ = 176 ;_20
|
||||
price_Heavy_Digger___ = 207 ;_21
|
||||
price_Baby_Sandhog___ = 158 ;_22
|
||||
price_Sandhog________ = 191 ;_23
|
||||
price_Heavy_Sandhog__ = 223 ;_24
|
||||
price_Dirt_Clod______ = 104 ;_25
|
||||
price_Dirt_Ball______ = 130 ;_26
|
||||
price_Ton_of_Dirt____ = 171 ;_27
|
||||
price_Liquid_Dirt____ = 330 ;_28
|
||||
price_Dirt_Charge____ = 343 ;_29
|
||||
price_Buy_me_________ = 170 ;_30
|
||||
price_Laser__________ = 277 ;_31
|
||||
price_White_Flag_____ = $0 ;_32
|
||||
price_Battery________ = 300 ;_33
|
||||
price_Hovercraft_____ = 352 ;_34
|
||||
price_Parachute______ = 234 ;_35
|
||||
price_StrongParachute = 1000 ;_36
|
||||
price_Mag_Deflector__ = 745 ;_37
|
||||
price_Shield_________ = 224 ;_38
|
||||
price_Heavy_Shield___ = 628 ;_39
|
||||
price_Force_Shield___ = 1100 ;_40
|
||||
price_Bouncy_Castle__ = 512 ;_41
|
||||
price_Long_Barrel____ = 2100 ;_42
|
||||
price_Digger = 176 ;_19
|
||||
price_Heavy_Digger = 207 ;_20
|
||||
price_Sandhog = 191 ;_21
|
||||
price_Heavy_Sandhog = 223 ;_22
|
||||
price_Dirt_Clod = 104 ;_23
|
||||
price_Dirt_Ball = 130 ;_24
|
||||
price_Ton_of_Dirt = 171 ;_25
|
||||
price_Liquid_Dirt = 330 ;_26
|
||||
price_Dirt_Charge = 343 ;_27
|
||||
price_Propaganda = 234 ;_28
|
||||
price_Punch = 208 ;_29
|
||||
price_Buy_me = 170 ;_30
|
||||
price_Laser = 277 ;_31
|
||||
price_White_Flag = $0 ;_32
|
||||
price_Battery = 300 ;_33
|
||||
price_Hovercraft = 352 ;_34
|
||||
price_Parachute = 234 ;_35
|
||||
price_StrongParachute = 1000 ;_36
|
||||
price_Mag_Deflector = 745 ;_37
|
||||
price_Shield = 224 ;_38
|
||||
price_Heavy_Shield = 628 ;_39
|
||||
price_Force_Shield = 1100 ;_40
|
||||
price_Bouncy_Castle = 512 ;_41
|
||||
price_Long_Barrel = 2100 ;_42
|
||||
price_Nuclear_Winter_ = 1000 ;_43
|
||||
price_Lazy_Boy_______ = 500 ;_44
|
||||
price_Lazy_Darwin____ = 730 ;_45
|
||||
price_Auto_Defense___ = 250 ;_46
|
||||
price_Spy_Hard_______ = 83 ;_47
|
||||
price_Lazy_Boy = 500 ;_44
|
||||
price_Lazy_Darwin = 730 ;_45
|
||||
price_Auto_Defense = 250 ;_46
|
||||
price_Spy_Hard = 83 ;_47
|
||||
;Weapon indexes (numbers)
|
||||
ind_Baby_Missile___ = 0
|
||||
first_offensive____ = ind_Baby_Missile___
|
||||
ind_Missile________ = 1
|
||||
ind_Baby_Nuke______ = 2
|
||||
ind_Nuke___________ = 3
|
||||
ind_LeapFrog_______ = 4
|
||||
ind_Funky_Bomb_____ = 5
|
||||
ind_MIRV___________ = 6
|
||||
ind_Death_s_Head___ = 7
|
||||
ind_Napalm_________ = 8
|
||||
ind_Hot_Napalm_____ = 9
|
||||
ind_Tracer_________ = 10
|
||||
ind_Smoke_Tracer___ = 11
|
||||
ind_Baby_Roller____ = 12
|
||||
ind_Roller_________ = 13
|
||||
ind_Heavy_Roller___ = 14
|
||||
ind_Riot_Charge____ = 15
|
||||
ind_Riot_Blast_____ = 16
|
||||
ind_Riot_Bomb______ = 17
|
||||
ind_Baby_Missile = 0
|
||||
first_offensive = ind_Baby_Missile
|
||||
ind_Missile = 1
|
||||
ind_Baby_Nuke = 2
|
||||
ind_Nuke = 3
|
||||
ind_LeapFrog = 4
|
||||
ind_Funky_Bomb = 5
|
||||
ind_MIRV = 6
|
||||
ind_Death_s_Head = 7
|
||||
ind_Napalm = 8
|
||||
ind_Hot_Napalm = 9
|
||||
ind_Tracer = 10
|
||||
ind_Smoke_Tracer = 11
|
||||
ind_Baby_Roller = 12
|
||||
ind_Roller = 13
|
||||
ind_Heavy_Roller = 14
|
||||
ind_Riot_Charge = 15
|
||||
ind_Riot_Blast = 16
|
||||
ind_Riot_Bomb = 17
|
||||
ind_Heavy_Riot_Bomb = 18
|
||||
ind_Baby_Digger____ = 19
|
||||
ind_Digger_________ = 20
|
||||
ind_Heavy_Digger___ = 21
|
||||
ind_Baby_Sandhog___ = 22
|
||||
ind_Sandhog________ = 23
|
||||
ind_Heavy_Sandhog__ = 24
|
||||
ind_Dirt_Clod______ = 25
|
||||
ind_Dirt_Ball______ = 26
|
||||
ind_Ton_of_Dirt____ = 27
|
||||
ind_Liquid_Dirt____ = 28
|
||||
ind_Dirt_Charge____ = 29
|
||||
ind_Buy_me_________ = 30
|
||||
ind_Laser__________ = 31
|
||||
last_offensive_____ = ind_Laser__________
|
||||
ind_White_Flag_____ = 32
|
||||
first_defensive____ = ind_White_Flag_____
|
||||
ind_Battery________ = 33
|
||||
ind_Hovercraft_____ = 34
|
||||
ind_Parachute______ = 35
|
||||
ind_StrongParachute = 36
|
||||
ind_Mag_Deflector__ = 37
|
||||
ind_Shield_________ = 38
|
||||
ind_Heavy_Shield___ = 39
|
||||
ind_Force_Shield___ = 40
|
||||
ind_Bouncy_Castle__ = 41
|
||||
ind_Long_Barrel____ = 42
|
||||
ind_Digger = 19
|
||||
ind_Heavy_Digger = 20
|
||||
ind_Sandhog = 21
|
||||
ind_Heavy_Sandhog = 22
|
||||
ind_Dirt_Clod = 23
|
||||
ind_Dirt_Ball = 24
|
||||
ind_Ton_of_Dirt = 25
|
||||
ind_Liquid_Dirt = 26
|
||||
ind_Dirt_Charge = 27
|
||||
ind_Propaganda = 28
|
||||
ind_Punch = 29
|
||||
ind_Buy_me = 30
|
||||
ind_Laser = 31
|
||||
last_offensive = ind_Laser
|
||||
ind_White_Flag = 32
|
||||
first_defensive = ind_White_Flag
|
||||
ind_Battery = 33
|
||||
ind_Hovercraft = 34
|
||||
ind_Parachute = 35
|
||||
ind_StrongParachute = 36
|
||||
ind_Mag_Deflector = 37
|
||||
ind_Shield = 38
|
||||
ind_Heavy_Shield = 39
|
||||
ind_Force_Shield = 40
|
||||
ind_Bouncy_Castle = 41
|
||||
ind_Long_Barrel = 42
|
||||
ind_Nuclear_Winter_ = 43
|
||||
ind_Lazy_Boy_______ = 44
|
||||
ind_Lazy_Darwin____ = 45
|
||||
ind_Auto_Defense___ = 46
|
||||
ind_Spy_Hard_______ = 47
|
||||
last_defensive_____ = ind_Spy_Hard_______
|
||||
last_real_defensive = ind_Bouncy_Castle__
|
||||
number_of_offensives = last_offensive_____ - first_offensive____+1
|
||||
number_of_defensives = (last_defensive_____ - first_defensive____+1)
|
||||
ind_Lazy_Boy = 44
|
||||
ind_Lazy_Darwin = 45
|
||||
ind_Auto_Defense = 46
|
||||
ind_Spy_Hard = 47
|
||||
last_defensive = ind_Spy_Hard
|
||||
last_real_defensive = ind_Bouncy_Castle
|
||||
number_of_offensives = last_offensive - first_offensive + 1
|
||||
number_of_defensives = last_defensive - first_defensive + 1
|
||||
number_of_weapons = number_of_offensives + number_of_defensives
|
||||
;--------------------------------
|
||||
; names of RMT instruments (sfx)
|
||||
@@ -180,9 +191,9 @@ sfx_liquid_dirt = $1b ;2
|
||||
sfx_battery = $1c ;3
|
||||
sfx_white_flag = $1d ;4
|
||||
sfx_long_barrel = $1e
|
||||
sfx_tank_move = $1f
|
||||
sfx_tank_move = $1f
|
||||
sfx_auto_defense= $2b
|
||||
sfx_lazy_boys = $2c
|
||||
sfx_lazy_boys = $2c
|
||||
;--------------------------------
|
||||
; RMT songs (lines)
|
||||
;--------------------------------
|
||||
@@ -191,5 +202,5 @@ song_main_menu = $02
|
||||
song_ingame = $06
|
||||
song_round_over = $0b
|
||||
song_ending_looped = $0e
|
||||
song_supermarket = $1b
|
||||
song_inventory = $1d
|
||||
song_supermarket= $1b
|
||||
song_inventory = $1d
|
||||
|
||||
@@ -1,267 +0,0 @@
|
||||
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
|
||||
|
||||
.IF *>0 ;this is a trick that prevents compiling this file alone
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc DLIinterruptGraph
|
||||
pha
|
||||
phy
|
||||
ldy dliCounter
|
||||
lda dliColorsBack,y
|
||||
.IF TARGET = 800
|
||||
nop ; necessary on 800 because DLIs take less time, jitter visible without it
|
||||
nop
|
||||
nop
|
||||
.ENDIF
|
||||
nop
|
||||
nop
|
||||
sta COLPF1
|
||||
lda GradientNr
|
||||
bne GoGradient
|
||||
ldy #$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
|
||||
@@ -0,0 +1,396 @@
|
||||
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
|
||||
;C64 8-bit Scorched Earth source code
|
||||
;---------------------------------------------------
|
||||
;by Tomasz 'pecus' Pecko and Pawel 'pirx' Kalinowski
|
||||
;Warsaw 2000, 2001, 2002, 2003, 2009, 2012, 2013
|
||||
;Miami & Warsaw 2022, 2023, 2024
|
||||
|
||||
;---------------------------------------------------
|
||||
.def TARGET = 64 ; :)
|
||||
;---------------------------------------------------
|
||||
.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 - C64 only :) )
|
||||
;---------------------------------------------------
|
||||
.def VU_METER = 0 ; allways 0! (works only on Atari)
|
||||
|
||||
|
||||
opt h-f+
|
||||
org $801
|
||||
org [a($801)],$801
|
||||
basic_start(FirstSTART)
|
||||
|
||||
|
||||
;---------------------------------------------------
|
||||
.macro build
|
||||
dta d"1.51" ; number of this build (4 bytes)
|
||||
.endm
|
||||
.macro year
|
||||
dta d"2026" ; year of this build (4 bytes)
|
||||
.endm
|
||||
|
||||
.macro RMTSong
|
||||
lda #:1 ; do nothing in C64
|
||||
.endm
|
||||
|
||||
;---------------------------------------------------
|
||||
icl 'definitions.asm'
|
||||
;---------------------------------------------------
|
||||
|
||||
FirstZpageVariable = $50 ; $57
|
||||
.zpvar DliColorBack .byte = FirstZpageVariable
|
||||
.zpvar ClearSky .byte ; $ff - Crear sky during drawmountains, 0 - no clear sky
|
||||
.zpvar MeteorsFlag .byte ; set 7th bit - block meteors
|
||||
.zpvar MeteorsRound .byte ; set 7th bit - block meteors in round
|
||||
.zpvar GradientNr .byte
|
||||
.zpvar GradientColors .word
|
||||
.zpvar WindChangeInRound .byte ; wind change after each turn (not round only) flag - (0 - round only, >0 - each turn)
|
||||
.zpvar RandomMountains .byte ; mountains type change after each turn flag - (0 - round only, >0 - each turn)
|
||||
.zpvar FastSoilDown .byte ; 0 - standard, >0 - fast
|
||||
.zpvar BlackHole .byte ; 0 - no, >0 - yes
|
||||
.zpvar TeamGame .byte ; 0 - no, >0 - Teams
|
||||
.zpvar JoystickNumber .byte
|
||||
.zpvar LazyFlag .byte ; 7 bit - run Lazy Darwin, 6 bit - run Lazy Boy or Darwin (!) after inventory, 0 - nothing
|
||||
.zpvar SpyHardFlag .byte ; >$7f - run SpyHard after inventory
|
||||
.zpvar Vdebug .byte ; "visual debug" flag ($00 - off, $ff - on)
|
||||
.zpvar xdraw .word ;= $64 ;variable X for plot
|
||||
.zpvar ydraw .word ;variable Y for plot (like in Atari Basic - Y=0 in upper right corner of the screen)
|
||||
.zpvar xbyte .word
|
||||
.zpvar ybyte .word
|
||||
.zpvar CharCode .byte
|
||||
.zpvar fontind .word
|
||||
.zpvar tanknr .byte
|
||||
.zpvar TankSequencePointer .byte
|
||||
.zpvar oldplot .word
|
||||
.zpvar xc .word
|
||||
.zpvar temp .word ;temporary word for the most embeded loops only
|
||||
.zpvar temp2 .word ;same as above
|
||||
.zpvar modify .word ;origially used to replace self-modyfying code
|
||||
.zpvar tempXROLLER .word ;same as above for XROLLER routine (used also in result display routine)
|
||||
.zpvar xtempDRAW .word ;same as above for XDRAW routine
|
||||
.zpvar ytempDRAW .word ;same as above for XDRAW routine
|
||||
.zpvar tempor2 .word
|
||||
.zpvar CreditsVScrol .byte
|
||||
;--------------temps used in circle routine
|
||||
.zpvar xi .word ;X (word) in draw routine
|
||||
.zpvar fx .byte
|
||||
.zpvar yi .word ;Y (word) in draw routine
|
||||
.zpvar fy .byte
|
||||
.zpvar xk .word
|
||||
.zpvar fs .byte
|
||||
.zpvar yc .byte ;ycircle - temporary for circle
|
||||
.zpvar dx .word
|
||||
.zpvar dy .word
|
||||
.zpvar dd .word
|
||||
.zpvar di .word
|
||||
.zpvar dp .word
|
||||
;----------------------------
|
||||
.zpvar UnderTank1 .byte
|
||||
.zpvar UnderTank2 .byte
|
||||
;----------------------------
|
||||
.zpvar TestFlightFlag .byte ; For AI test flights ($ff - test, $00 - standard shoot flight)
|
||||
.zpvar weaponPointer .word
|
||||
.zpvar dliCounter .byte
|
||||
.zpvar pressTimer .byte
|
||||
.zpvar NTSCcounter .byte
|
||||
.zpvar IsEndOfTheFallFlag .byte ; for small speedup ground falling
|
||||
.zpvar sfx_effect .byte
|
||||
.zpvar RMT_blocked .byte
|
||||
.zpvar ScrollFlag .byte
|
||||
.zpvar SkStatSimulator .byte
|
||||
.zpvar FloatingAlt .byte ; floating tank altitude
|
||||
.zpvar OverTankDir .byte ; (0 go right, $ff go left) direction of bypassing tanks on screen
|
||||
|
||||
; --------------OPTIMIZATION VARIABLES--------------
|
||||
.zpvar Force .word
|
||||
.zpvar Force_ .byte ; Force is 3 bytes long
|
||||
.zpvar Angle .byte
|
||||
.zpvar Parachute .byte ; are you insured with parachute?
|
||||
.zpvar color .byte
|
||||
.zpvar Erase .byte ; if 1 only mask of the character is printed
|
||||
; on the graphics screen. if 0 character is printed normally
|
||||
.zpvar radius .byte
|
||||
.zpvar decimal .word
|
||||
.zpvar NumberOfPlayers .byte ;current number of players (counted from 1)
|
||||
.zpvar Counter .byte ;temporary Counter for outside loops
|
||||
.zpvar ExplosionRadius .byte
|
||||
.zpvar FunkyBombCounter .byte
|
||||
.zpvar ResultY .byte
|
||||
.zpvar xcircle .word
|
||||
.zpvar ycircle .word
|
||||
.zpvar vy .word
|
||||
.zpvar vy_ .word ; 4 bytes
|
||||
.zpvar vx .word
|
||||
.zpvar vx_ .word ; 4 bytes
|
||||
.zpvar HitFlag .byte ;$ff when missile hit ground, $00 when no hit, $01-$06 tank index+1 when hit tank
|
||||
.zpvar PositionOnTheList .byte ; pointer position on the list being displayed
|
||||
.zpvar XHit .word
|
||||
.zpvar delta .word
|
||||
.zpvar HowMuchToFall .byte
|
||||
.zpvar magic .word
|
||||
.zpvar xtraj .word
|
||||
.zpvar xtraj_ .byte ; 3 bytes
|
||||
.zpvar ytraj .word
|
||||
.zpvar ytraj_ .byte ; 3 bytes
|
||||
.zpvar Wind .word
|
||||
.zpvar Wind_ .word ; 4 bytes
|
||||
.zpvar RangeLeft .word
|
||||
.zpvar RangeRight .word
|
||||
.zpvar NewAngle .byte
|
||||
.zpvar escFlag .byte ; 7 bit - Exit game, 6 bit - Exit to GameOver (cleared - exit to Menu), 0 - nothing
|
||||
.zpvar LineYdraw .byte
|
||||
.zpvar LineXdraw .word
|
||||
.zpvar plot4x4color .byte ; $00 / $ff
|
||||
.zpvar Multiplier .word
|
||||
.zpvar Multiplier_ .byte ; 3 bytes
|
||||
.zpvar HowToDraw .byte
|
||||
.zpvar DrawDirFactor .byte
|
||||
.zpvar gravity .byte
|
||||
.zpvar LineLength .word
|
||||
.zpvar tracerflag .byte
|
||||
.zpvar isInventory .byte
|
||||
.zpvar DifficultyLevel .byte
|
||||
.zpvar goleft .byte
|
||||
.zpvar OffsetDL1 .byte
|
||||
.zpvar L1 .byte
|
||||
HotNapalmFlag = FunkyBombCounter ; reuse variable!
|
||||
;* RMT ZeroPage addresses in artwork/sfx/rmtplayr.a65
|
||||
|
||||
displayposition = modify
|
||||
LineAddress4x4 = xcircle
|
||||
|
||||
;-----------------------------------------------
|
||||
; libraries
|
||||
;-----------------------------------------------
|
||||
icl 'C64/lib/C64_ATARISYS.ASM'
|
||||
icl 'C64/lib/C64SYS.ASM'
|
||||
icl 'C64/lib/MACRO.ASM'
|
||||
|
||||
;-----------------------------------------------
|
||||
; variable declarations in RAM (no code)
|
||||
;-----------------------------------------------
|
||||
|
||||
; Game loading address
|
||||
ORG $4100
|
||||
icl 'variables.asm'
|
||||
|
||||
WeaponFont
|
||||
ins 'artwork/weapons_AW6_mod.fnt' ; 'artwork/weapons.fnt'
|
||||
|
||||
|
||||
;--------------------------------------------------
|
||||
; Game Code
|
||||
;--------------------------------------------------
|
||||
FirstSTART
|
||||
DL = 0
|
||||
StatusBufferROM = 0
|
||||
;StatusBufferCopy = 0
|
||||
StatusBufferCopyEnd = 0
|
||||
TRACKS = 4
|
||||
DisplayCopyPurchaseEnd = 0
|
||||
DisplayCopyPurchaseStart = 0
|
||||
displayC64 = $2000 ; graphics screen memory start
|
||||
|
||||
StartAfterSplash
|
||||
SEI ; disable IRQ
|
||||
LDA #$36
|
||||
STA $0001 ; Turn Off BASIC ROM
|
||||
LDA #<NMI ;
|
||||
STA $0318 ; change NMI vector
|
||||
LDA #>NMI ; to our routine
|
||||
STA $0319 ;
|
||||
LDA #$00 ; stop Timer A
|
||||
STA $DD0E ;
|
||||
STA $DD04 ; set Timer A to 0, after starting
|
||||
STA $DD05 ; NMI will occur immediately
|
||||
LDA #$81 ;
|
||||
STA $DD0D ; set Timer A as source for NMI
|
||||
LDA #$01 ;
|
||||
STA $DD0E ; start Timer A -> NMI
|
||||
|
||||
; from here on NMI is disabled
|
||||
|
||||
|
||||
jsr MakeDarkScreen
|
||||
|
||||
; one time zero variables in RAM (non zero page)
|
||||
lda #0
|
||||
ldy #OneTimeZeroVariablesCount-1
|
||||
@ sta OneTimeZeroVariables,y
|
||||
dey
|
||||
bpl @-
|
||||
|
||||
; one time zero variables in RAM (zero page)
|
||||
ldy #FirstZpageVariable
|
||||
@ sta $0000,y
|
||||
iny
|
||||
bne @-
|
||||
|
||||
; initialize variables in RAM (non zero page)
|
||||
ldy #initialvaluesCount-1
|
||||
@ lda initialvaluesStart,y
|
||||
sta variablesToInitialize,y
|
||||
dey
|
||||
bpl @-
|
||||
|
||||
|
||||
; generate linetables
|
||||
jsr GenerateLineTable
|
||||
|
||||
|
||||
; Random INIT
|
||||
InitializeSIDrnd
|
||||
|
||||
;--------------------------------------------------
|
||||
; Main program of the game
|
||||
icl 'game.asm'
|
||||
;--------------------------------------------------
|
||||
|
||||
.proc SetJoystickPort
|
||||
rts
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
MakeDarkScreen
|
||||
;--------------------------------------------------
|
||||
; mva #0 dmactls ; dark screen
|
||||
; and wait one frame :)
|
||||
;--------------------------------------------------
|
||||
.proc WaitOneFrame
|
||||
;--------------------------------------------------
|
||||
jsr CheckStartKey ; START KEY
|
||||
seq:wait ; or waitRTC ?
|
||||
rts
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc PauseYFrames
|
||||
; Y - number of frames to wait (divided by 2)
|
||||
; pauses for maximally 510 frames (255 * 2)
|
||||
;--------------------------------------------------
|
||||
@ jsr WaitOneFrame
|
||||
jsr WaitOneFrame
|
||||
dey
|
||||
bne @-
|
||||
rts
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc ShellDelay
|
||||
ldy flyDelay
|
||||
Y jsr CheckStartKey ; START KEY
|
||||
beq noShellDelay
|
||||
DelayLoop
|
||||
lda $d012
|
||||
@ cmp $d012
|
||||
beq @-
|
||||
lda $d012
|
||||
@ cmp $d012
|
||||
beq @-
|
||||
dey
|
||||
bne DelayLoop
|
||||
noShellDelay
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc RmtSongSelect
|
||||
; starting song line 0-255 to A reg
|
||||
;--------------------------------------------------
|
||||
rts
|
||||
.endp
|
||||
.proc CopyFromRom
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
icl 'C64/inputs.asm'
|
||||
;--------------------------------------------------
|
||||
icl 'C64/interrupts.asm'
|
||||
;----------------------------------------------
|
||||
icl 'constants.asm'
|
||||
;----------------------------------------------
|
||||
icl 'C64/textproc.asm'
|
||||
;----------------------------------------------
|
||||
icl 'grafproc.asm'
|
||||
icl 'C64/gr_basics.asm'
|
||||
;----------------------------------------------
|
||||
icl 'weapons.asm'
|
||||
;----------------------------------------------
|
||||
icl 'ai.asm'
|
||||
;----------------------------------------------
|
||||
icl 'artwork/talk_packed.asm'
|
||||
;----------------------------------------------
|
||||
TankFont
|
||||
ins 'artwork/tanksv4.fnt',+0,384 ; 48 characters only
|
||||
;----------------------------------------------
|
||||
font4x4
|
||||
ins 'artwork/font4x4s.bmp',+62
|
||||
;-------------------------------------------------
|
||||
.proc CheckTankCheat
|
||||
ldy #$07
|
||||
lda TankNr
|
||||
asl
|
||||
asl
|
||||
asl ; 8 chars per name
|
||||
tax
|
||||
@
|
||||
lda CheatName,y
|
||||
sec
|
||||
sbc tanksnames,x
|
||||
cmp #$27
|
||||
bne NoCheat
|
||||
inx
|
||||
dey
|
||||
bpl @-
|
||||
YesCheat
|
||||
ldx TankNr
|
||||
lda TanksWeaponsTableL,x
|
||||
sta temp
|
||||
lda TanksWeaponsTableH,x
|
||||
sta temp+1
|
||||
lda #99
|
||||
@ iny
|
||||
sta (temp),y
|
||||
cpy #(number_of_weapons - 1)
|
||||
bne @-
|
||||
NoCheat
|
||||
rts
|
||||
.endp
|
||||
CheatName
|
||||
dta d" 008.T"+$27
|
||||
;----------------------------------------------
|
||||
.proc DLIinterruptBFG
|
||||
pha
|
||||
lda dliCounter
|
||||
bne EndofBFGDLI
|
||||
lda dliColorsFore
|
||||
bit random
|
||||
bmi @+
|
||||
lda DliColorBack
|
||||
@ sta COLPF2
|
||||
lda dliColorsFore
|
||||
bit random
|
||||
bmi @+
|
||||
lda DliColorBack
|
||||
@ sta COLPF1
|
||||
EndofBFGDLI
|
||||
inc dliCounter
|
||||
pla
|
||||
rti
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc BFGblink
|
||||
; SetDLI DLIinterruptBFG ; blinking on
|
||||
ldy #50
|
||||
jsr PauseYFrames
|
||||
; SetDLI DLIinterruptGraph ; blinking off
|
||||
rts
|
||||
.endp
|
||||
;----------------------------------------------
|
||||
icl 'constants_top.asm'
|
||||
;----------------------------------------------
|
||||
NMI
|
||||
INC $D020 ; change border colour, indication for a NMI
|
||||
RTI ; exit interrupt
|
||||
; (not acknowledged!)
|
||||