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@@ -3,3 +3,4 @@
|
|||||||
*.lab
|
*.lab
|
||||||
*.lst
|
*.lst
|
||||||
artwork/talk.as_
|
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
|
||||||
|
;---
|
||||||
|
|
||||||
@@ -13,7 +13,7 @@ OptionsHere
|
|||||||
dta d"Rounds : 10 20 30 40 50 "
|
dta d"Rounds : 10 20 30 40 50 "
|
||||||
dta d"Missiles : slug slow norm fast hare "
|
dta d"Missiles : slug slow norm fast hare "
|
||||||
dta d"Seppuku : nevr rare norm oftn alws "
|
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 "
|
dta d"Walls : none wrap bump boxy rand "
|
||||||
;; 01234567890123456789012345678901
|
;; 01234567890123456789012345678901
|
||||||
; dta d"Players: 2 3 4 5 6 "
|
; dta d"Players: 2 3 4 5 6 "
|
||||||
@@ -29,7 +29,11 @@ OptionsScreenEnd
|
|||||||
|
|
||||||
;-----------------------------------------------
|
;-----------------------------------------------
|
||||||
NameScreen2
|
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
|
NameAdr
|
||||||
dta d" "
|
dta d" "
|
||||||
NameScreen4
|
NameScreen4
|
||||||
|
|||||||
@@ -3,7 +3,9 @@
|
|||||||
.IF *>0 ;this is a trick that prevents compiling this file alone
|
.IF *>0 ;this is a trick that prevents compiling this file alone
|
||||||
;---------------------------------------------------
|
;---------------------------------------------------
|
||||||
purchaseTextBuffer
|
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)
|
; DLs fragments (modified by game code)
|
||||||
; all Purchase DL :)
|
; all Purchase DL :)
|
||||||
|
|||||||
@@ -9,7 +9,7 @@
|
|||||||
OptionsScreen
|
OptionsScreen
|
||||||
dta d"Welcome to Scorch v. "
|
dta d"Welcome to Scorch v. "
|
||||||
build ; 4 bytes from scorch.asm (fancy method) :)
|
build ; 4 bytes from scorch.asm (fancy method) :)
|
||||||
dta d" (un)2000-2023"
|
dta d" (un)2000-2024"
|
||||||
|
|
||||||
.IF TARGET = 800
|
.IF TARGET = 800
|
||||||
dta d" Please select option with "
|
dta d" Please select option with "
|
||||||
@@ -19,13 +19,31 @@ OptionsScreen
|
|||||||
dta d" "
|
dta d" "
|
||||||
dta d" Press "
|
dta d" Press "
|
||||||
dta d"Return"*
|
dta d"Return"*
|
||||||
dta d" to proceed "
|
dta d" to proceed " ; this text has common part with OptionsSubTitle (7bytes) :)
|
||||||
.ELIF TARGET = 5200
|
.ELIF TARGET = 5200
|
||||||
dta d" Please select option with joystick one "
|
dta d" Please select option with joystick one "
|
||||||
dta d" and press FIRE to proceed "
|
dta d" and press FIRE to proceed " ; this text has common part with OptionsSubTitle (7bytes) :)
|
||||||
.ENDIF
|
.ENDIF
|
||||||
; 0123456789012345678901234567890123456789
|
; 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
|
NameScreen
|
||||||
.IF TARGET = 800
|
.IF TARGET = 800
|
||||||
dta d" Enter names of players "
|
dta d" Enter names of players "
|
||||||
@@ -46,7 +64,7 @@ NameScreen5
|
|||||||
dta d"INV"*
|
dta d"INV"*
|
||||||
dta d" - Shape "
|
dta d" - Shape "
|
||||||
dta d"Return"*
|
dta d"Return"*
|
||||||
dta d" - Proceed "
|
dta d" - Proceed" ; two spaces in nex text
|
||||||
.ELIF TARGET = 5200
|
.ELIF TARGET = 5200
|
||||||
dta d" "
|
dta d" "
|
||||||
dta d"(5)"*
|
dta d"(5)"*
|
||||||
@@ -55,58 +73,51 @@ NameScreen5
|
|||||||
dta d" - Diffic. "
|
dta d" - Diffic. "
|
||||||
dta d" "
|
dta d" "
|
||||||
dta d"FIRE"*
|
dta d"FIRE"*
|
||||||
dta d" - Proceed "
|
dta d" - Proceed " ; two spaces in nex text
|
||||||
.ENDIF
|
.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
|
WeaponsDescription
|
||||||
; 0123456789012345678901234567890123456789
|
; 0123456789012345678901234567890123456789
|
||||||
.IF TARGET = 800
|
.IF TARGET = 800
|
||||||
|
dta d" " ; common part of this and previous text
|
||||||
|
dta $fe ; left arrow symbol
|
||||||
|
dta d"/"
|
||||||
dta d"Tab"*
|
dta d"Tab"*
|
||||||
dta d ": Defensive/Offensive weapon "
|
dta d ": Defensives/Offensives "
|
||||||
.ELIF TARGET = 5200
|
.ELIF TARGET = 5200
|
||||||
|
dta d" "
|
||||||
dta d"Left"*
|
dta d"Left"*
|
||||||
dta d ": Defensive/Offensive weapon"
|
dta d ": Defensives/Offensives "
|
||||||
.ENDIF
|
.ENDIF
|
||||||
PurchaseDescription
|
PurchaseDescription
|
||||||
; 0123456789012345678901234567890123456789
|
; 0123456789012345678901234567890123456789
|
||||||
.IF TARGET = 800
|
.IF TARGET = 800
|
||||||
|
dta $ff ; right arrow symbol
|
||||||
|
dta d"/"
|
||||||
dta d"Space"*
|
dta d"Space"*
|
||||||
dta d": Purchase "
|
dta d": Purchase "
|
||||||
dta d"Return"*
|
dta d"Return"*
|
||||||
dta d": Finish "
|
dta d": Next"
|
||||||
.ELIF TARGET = 5200
|
.ELIF TARGET = 5200
|
||||||
dta d"Right"*
|
dta d"Right"*
|
||||||
dta d": Purchase "
|
dta d": Purchase "
|
||||||
dta d"FIRE"*
|
dta d"FIRE"*
|
||||||
dta d": Finish "
|
dta d": Next "
|
||||||
.ENDIF
|
.ENDIF
|
||||||
ActivateDescription
|
ActivateDescription
|
||||||
; 0123456789012345678901234567890123456789
|
; 0123456789012345678901234567890123456789
|
||||||
.IF TARGET = 800
|
.IF TARGET = 800
|
||||||
|
dta $ff ; right arrow symbol
|
||||||
|
dta d"/"
|
||||||
dta d"Space"*
|
dta d"Space"*
|
||||||
dta d": Activate "
|
dta d": Activate "
|
||||||
dta d"Return"*
|
dta d"Return"*
|
||||||
dta d": Finish "
|
dta d": Exit"
|
||||||
.ELIF TARGET = 5200
|
.ELIF TARGET = 5200
|
||||||
dta d"Right"*
|
dta d"Right"*
|
||||||
dta d": Activate "
|
dta d": Activate "
|
||||||
dta d"FIRE"*
|
dta d"FIRE"*
|
||||||
dta d": Finish "
|
dta d": Exit "
|
||||||
.ENDIF
|
.ENDIF
|
||||||
EmptyLine
|
|
||||||
dta d" "
|
|
||||||
;---------------------------------------------------
|
;---------------------------------------------------
|
||||||
OptionsTitle
|
OptionsTitle
|
||||||
.IF TARGET = 800
|
.IF TARGET = 800
|
||||||
@@ -115,13 +126,13 @@ OptionsTitle
|
|||||||
dta d" scorch supersystem "*
|
dta d" scorch supersystem "*
|
||||||
.ENDIF
|
.ENDIF
|
||||||
DifficultyTitle
|
DifficultyTitle
|
||||||
dta d" difficulty "*
|
dta d" difficulty"* ; " " 3 bytes - common part of 2 texts
|
||||||
|
GameOverTitle
|
||||||
|
dta d" game over "*
|
||||||
PurchaseTitle
|
PurchaseTitle
|
||||||
dta d"purchase weapons"
|
dta d"purchase weapons"
|
||||||
InventoryTitle
|
InventoryTitle
|
||||||
dta d"activate weapons"*
|
dta d"activate weapons"*
|
||||||
GameOverTitle
|
|
||||||
dta d" game over "*
|
|
||||||
GameOverTitle2
|
GameOverTitle2
|
||||||
dta d" Player Points Hits Earned Money "
|
dta d" Player Points Hits Earned Money "
|
||||||
;-----------------------------------------------------
|
;-----------------------------------------------------
|
||||||
@@ -169,7 +180,8 @@ dl ; MAIN game display list
|
|||||||
.by $0f+$80 ; DLI
|
.by $0f+$80 ; DLI
|
||||||
:2 .by $0f ;2
|
:2 .by $0f ;2
|
||||||
.by $0f+$80 ; DLI (black to end);1
|
.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
|
.by $4f
|
||||||
.wo EmptyLine ; additional line of ground
|
.wo EmptyLine ; additional line of ground
|
||||||
.byte $41
|
.byte $41
|
||||||
@@ -193,6 +205,9 @@ OptionsDL
|
|||||||
.byte $4f
|
.byte $4f
|
||||||
.word (display+140*40)
|
.word (display+140*40)
|
||||||
:21 .by $0f ;76
|
:21 .by $0f ;76
|
||||||
|
.byte $70+$80
|
||||||
|
.byte $42
|
||||||
|
.word OptionsSubTitle
|
||||||
.byte $41
|
.byte $41
|
||||||
.word OptionsDL
|
.word OptionsDL
|
||||||
;------------------------
|
;------------------------
|
||||||
|
|||||||
@@ -4,7 +4,9 @@
|
|||||||
|
|
||||||
statusBuffer
|
statusBuffer
|
||||||
; 0123456789012345678901234567890123456789
|
; 0123456789012345678901234567890123456789
|
||||||
dta d"Player: * "
|
dta d"Player: "
|
||||||
|
dta char_joy
|
||||||
|
dta d" "
|
||||||
dta d"Energy: Angle: Force: "
|
dta d"Energy: Angle: Force: "
|
||||||
dta d"Round: Wind: "
|
dta d"Round: Wind: "
|
||||||
|
|
||||||
|
|||||||
@@ -16,8 +16,7 @@ unPlotAfterX
|
|||||||
lda oldplotH,x
|
lda oldplotH,x
|
||||||
sta oldplot+1
|
sta oldplot+1
|
||||||
|
|
||||||
lda oldply,x
|
ldy oldply,x
|
||||||
tay
|
|
||||||
lda oldora,x
|
lda oldora,x
|
||||||
sta (oldplot),y
|
sta (oldplot),y
|
||||||
|
|
||||||
@@ -41,7 +40,7 @@ MakeUnPlot
|
|||||||
;---
|
;---
|
||||||
tay
|
tay
|
||||||
ldx WhichUnPlot
|
ldx WhichUnPlot
|
||||||
tya
|
;tya
|
||||||
sta oldply,x
|
sta oldply,x
|
||||||
|
|
||||||
ldx ydraw
|
ldx ydraw
|
||||||
@@ -52,9 +51,10 @@ MakeUnPlot
|
|||||||
sta xbyte+1
|
sta xbyte+1
|
||||||
sta oldplot+1
|
sta oldplot+1
|
||||||
|
|
||||||
lda xdraw
|
; lda xdraw
|
||||||
and #$7
|
; and #$7
|
||||||
tax
|
; tax
|
||||||
|
ldx xdraw ; optimization (256 bytes long bittable)
|
||||||
|
|
||||||
lda color
|
lda color
|
||||||
bne ClearUnPlot
|
bne ClearUnPlot
|
||||||
@@ -62,13 +62,13 @@ MakeUnPlot
|
|||||||
;plotting here
|
;plotting here
|
||||||
lda (xbyte),y
|
lda (xbyte),y
|
||||||
sta OldOraTemp
|
sta OldOraTemp
|
||||||
ora bittable,x
|
ora bittable1_long,x
|
||||||
sta (xbyte),y
|
sta (xbyte),y
|
||||||
bne ContinueUnPlot ; allways <>0
|
bne ContinueUnPlot ; allways <>0
|
||||||
ClearUnPlot
|
ClearUnPlot
|
||||||
lda (xbyte),y
|
lda (xbyte),y
|
||||||
sta OldOraTemp
|
sta OldOraTemp
|
||||||
and bittable2,x
|
and bittable2_long,x
|
||||||
sta (xbyte),y
|
sta (xbyte),y
|
||||||
ContinueUnPlot
|
ContinueUnPlot
|
||||||
ldx WhichUnPlot
|
ldx WhichUnPlot
|
||||||
@@ -109,6 +109,8 @@ EndOfUnPlot
|
|||||||
.proc plot ;plot (xdraw, ydraw, color)
|
.proc plot ;plot (xdraw, ydraw, color)
|
||||||
; color == 1 --> put pixel
|
; color == 1 --> put pixel
|
||||||
; color == 0 --> erase pixel
|
; color == 0 --> erase pixel
|
||||||
|
; xdraw (word) - X coordinate
|
||||||
|
; ydraw (word) - Y coordinate
|
||||||
; this is one of the most important routines in the whole
|
; this is one of the most important routines in the whole
|
||||||
; game. If you are going to speed up the game, start with
|
; game. If you are going to speed up the game, start with
|
||||||
; plot - it is used by every single effect starting from explosions
|
; plot - it is used by every single effect starting from explosions
|
||||||
@@ -140,29 +142,67 @@ MakePlot
|
|||||||
lda linetableH,x
|
lda linetableH,x
|
||||||
sta xbyte+1
|
sta xbyte+1
|
||||||
|
|
||||||
lda xdraw
|
; lda xdraw
|
||||||
and #$7
|
; and #$7
|
||||||
tax
|
; tax
|
||||||
|
ldx xdraw ; optimization (256 bytes long bittable)
|
||||||
|
|
||||||
lda color
|
lda color
|
||||||
bne ClearPlot
|
bne ClearPlot
|
||||||
|
|
||||||
lda (xbyte),y
|
lda (xbyte),y
|
||||||
ora bittable,x
|
ora bittable1_long,x
|
||||||
sta (xbyte),y
|
sta (xbyte),y
|
||||||
EndOfPlot
|
EndOfPlot
|
||||||
rts
|
rts
|
||||||
ClearPlot
|
ClearPlot
|
||||||
lda (xbyte),y
|
lda (xbyte),y
|
||||||
and bittable2,x
|
and bittable2_long,x
|
||||||
sta (xbyte),y
|
sta (xbyte),y
|
||||||
rts
|
rts
|
||||||
.endp
|
.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
|
.proc point_plot
|
||||||
; -----------------------------------------
|
; -----------------------------------------
|
||||||
; checks state of the pixel (coordinates in xdraw and ydraw)
|
; checks state of the pixel (coordinates in xdraw and ydraw)
|
||||||
; result is in A (zero or appropriate bit is set)
|
; 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
|
; let's calculate coordinates from xdraw and ydraw
|
||||||
|
|
||||||
@@ -180,49 +220,125 @@ ClearPlot
|
|||||||
lda linetableH,x
|
lda linetableH,x
|
||||||
sta xbyte+1
|
sta xbyte+1
|
||||||
|
|
||||||
lda xdraw
|
; lda xdraw
|
||||||
and #$7
|
; and #$7
|
||||||
tax
|
; tax
|
||||||
|
ldx xdraw ; optimization (256 bytes long bittable)
|
||||||
|
|
||||||
lda (xbyte),y
|
lda (xbyte),y
|
||||||
eor #$ff
|
and bittable1_long,x
|
||||||
and bittable,x
|
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
.proc drawmountains
|
.proc drawmountains
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
|
; draw mountains from mountaintable
|
||||||
|
; ClearSky - $ff Crear sky during drawmountains, 0 - no clear sky
|
||||||
|
|
||||||
mwa #0 xdraw
|
mwa #0 xdraw
|
||||||
mwa #mountaintable modify
|
mwa #mountaintable modify ; mountaintable pointer
|
||||||
mva #1 color
|
mva #1 color
|
||||||
|
|
||||||
drawmountainsloop
|
drawmountainsloop
|
||||||
|
jsr DrawMountainLine ; draws column of mountains (one pixel wide)
|
||||||
|
inw modify
|
||||||
|
inw xdraw ; naxt column
|
||||||
|
cpw xdraw #screenwidth
|
||||||
|
bne drawmountainsloop
|
||||||
|
rts
|
||||||
|
DrawMountainLine
|
||||||
|
.IF FASTER_GRAF_PROCS = 1
|
||||||
|
; calculate lower point in one screen byte
|
||||||
|
lda xdraw
|
||||||
|
and #%00000111 ; only every 8th pixel
|
||||||
|
bne MinCalculated
|
||||||
|
ldy #7
|
||||||
|
@ cmp (modify),y
|
||||||
|
bcs NotLower
|
||||||
|
lda (modify),y
|
||||||
|
NotLower
|
||||||
|
dey
|
||||||
|
bpl @-
|
||||||
|
sta temp2
|
||||||
|
inc temp2 ; this is our minimum (in one byte wide - 8 columns)
|
||||||
|
bit ClearSky
|
||||||
|
bpl NoClearSky
|
||||||
|
; Clear Sky
|
||||||
|
mwa #0 ydraw
|
||||||
|
jsr plot.MakePlot ; after plot we have: (xbyte),y - addres of screen byte
|
||||||
|
@ lda #$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
|
ldy #0
|
||||||
lda (modify),y
|
lda (modify),y
|
||||||
cmp #screenheight
|
cmp #screenheight
|
||||||
beq NoMountain
|
beq NoMountain
|
||||||
sta ydraw
|
sta ydraw
|
||||||
sty ydraw+1
|
sty ydraw+1
|
||||||
.IF FASTER_GRAF_PROCS = 1
|
|
||||||
; there was Drawline proc
|
; there was Drawline proc
|
||||||
lda #screenheight
|
|
||||||
sec
|
|
||||||
sbc ydraw
|
|
||||||
sta tempbyte01
|
|
||||||
jsr plot.MakePlot
|
jsr plot.MakePlot
|
||||||
; after plot we have: (xbyte),y - addres of screen byte; X - index in bittable (number of bit)
|
; after plot we have: (xbyte),y - addres of screen byte; X - index in bittable (number of bit)
|
||||||
; jmp IntoDraw ; jumps inside Draw routine
|
; jmp IntoDraw ; jumps inside Draw routine
|
||||||
; because one pixel is already plotted (and who cares? :) )
|
; because one pixel is already plotted (and who cares? :) )
|
||||||
@
|
@
|
||||||
lda (xbyte),y
|
lda (xbyte),y
|
||||||
and bittable2,x
|
and bittable2_long,x
|
||||||
sta (xbyte),y
|
sta (xbyte),y
|
||||||
;IntoDraw
|
;IntoDraw
|
||||||
adw xbyte #screenBytes
|
adw xbyte #screenBytes
|
||||||
dec tempbyte01
|
inc ydraw
|
||||||
|
lda ydraw
|
||||||
|
cmp temp2 ; this is our minimum
|
||||||
bne @-
|
bne @-
|
||||||
; end of Drawline proc
|
; 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
|
.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 #$ff
|
||||||
|
bne clearline
|
||||||
|
mva #1 color
|
||||||
|
NoClearSky
|
||||||
|
ldy #0
|
||||||
|
lda (modify),y
|
||||||
|
cmp #screenheight
|
||||||
|
beq NoMountain
|
||||||
|
sta ydraw
|
||||||
|
sty ydraw+1
|
||||||
; there was Drawline proc
|
; there was Drawline proc
|
||||||
drawline
|
drawline
|
||||||
jsr plot.MakePlot
|
jsr plot.MakePlot
|
||||||
@@ -233,18 +349,114 @@ drawline
|
|||||||
; end of Drawline proc
|
; end of Drawline proc
|
||||||
.ENDIF
|
.ENDIF
|
||||||
NoMountain
|
NoMountain
|
||||||
|
rts
|
||||||
|
.endp
|
||||||
|
;--------------------------------------------------
|
||||||
|
.proc CalcAndDrawMountains
|
||||||
|
;--------------------------------------------------
|
||||||
|
; Calculate mountaintable from screen data
|
||||||
|
; for speedup SoilDown, etc.
|
||||||
|
mva #$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 modify
|
||||||
inw xdraw
|
inw xdraw
|
||||||
cpw xdraw #screenwidth
|
dec temp+1
|
||||||
bne drawmountainsloop
|
bpl @-
|
||||||
|
inc temp
|
||||||
|
cpw xdraw RangeRight
|
||||||
|
bne HorizontalByteLoop ; next column of bytes
|
||||||
|
NothingToFall
|
||||||
|
mva #$00 ClearSky
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
|
.proc SoilDownTurbo
|
||||||
|
;--------------------------------------------------
|
||||||
|
; fast SoilDown proc
|
||||||
|
jsr ClearTanks
|
||||||
|
NoClearTanks
|
||||||
|
jsr CalcAndDrawMountains
|
||||||
|
jmp DrawTanks
|
||||||
|
;rts
|
||||||
|
.endp
|
||||||
|
;--------------------------------------------------
|
||||||
.proc TypeChar
|
.proc TypeChar
|
||||||
; puts char on the graphics screen
|
; puts char on the graphics screen
|
||||||
; in: CharCode
|
; in: CharCode
|
||||||
; in: left LOWER corner of the char coordinates (xdraw, ydraw)
|
; in: left LOWER corner of the char coordinates (xdraw, ydraw)
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
|
; check coordinates
|
||||||
|
cpw xdraw #(screenwidth-7)
|
||||||
|
bcs CharOffTheScreen
|
||||||
|
lda ydraw
|
||||||
|
cmp #7
|
||||||
|
bcc CharOffTheScreen
|
||||||
|
cmp #(screenHeight-1)
|
||||||
|
bcc CharOnTheScreen
|
||||||
|
CharOffTheScreen
|
||||||
|
rts
|
||||||
|
CharOnTheScreen
|
||||||
|
Fast ; Put char without coordinates check!
|
||||||
; char to the table
|
; char to the table
|
||||||
lda CharCode
|
lda CharCode
|
||||||
sta fontind
|
sta fontind
|
||||||
@@ -259,20 +471,21 @@ NoMountain
|
|||||||
|
|
||||||
; and 8 bytes to the table
|
; and 8 bytes to the table
|
||||||
ldy #7
|
ldy #7
|
||||||
|
ldx #$ff ; otimization - thanks @Irgendwer
|
||||||
CopyChar
|
CopyChar
|
||||||
|
txa ; $ff
|
||||||
|
sta char2,y
|
||||||
lda (fontind),y
|
lda (fontind),y
|
||||||
eor #$ff
|
eor #$ff
|
||||||
sta char1,y
|
sta char1,y
|
||||||
lda #$ff
|
|
||||||
sta char2,y
|
|
||||||
dey
|
dey
|
||||||
bpl CopyChar
|
bpl CopyChar
|
||||||
; and 8 subsequent bytes as a mask
|
; and 8 subsequent bytes as a mask
|
||||||
adw fontind #8
|
adw fontind #8
|
||||||
ldy #7
|
ldy #7
|
||||||
CopyMask
|
CopyMask
|
||||||
lda (fontind),y
|
txa ; $ff
|
||||||
eor #$ff
|
eor (fontind),y
|
||||||
sta mask1,y
|
sta mask1,y
|
||||||
lda #$00
|
lda #$00
|
||||||
sta mask2,y
|
sta mask2,y
|
||||||
@@ -403,13 +616,15 @@ EndPutChar
|
|||||||
jcs TypeChar.EndPutChar ;nearest RTS
|
jcs TypeChar.EndPutChar ;nearest RTS
|
||||||
; checks ommited.
|
; checks ommited.
|
||||||
; char to the table
|
; char to the table
|
||||||
|
Fast ; Put char without coordinates check!
|
||||||
lda CharCode4x4
|
lda CharCode4x4
|
||||||
and #%00000001
|
and #%00000001
|
||||||
beq Upper4bits
|
beq Upper4bits ; A=0
|
||||||
lda #$ff ; better option to check (nibbler4x4 = $00 or $ff)
|
lda #$ff ; better option to check (nibbler4x4 = $00 or $ff)
|
||||||
Upper4bits
|
Upper4bits
|
||||||
sta nibbler4x4
|
sta nibbler4x4
|
||||||
lda CharCode4x4
|
lda CharCode4x4
|
||||||
|
and #$3f ;always CAPITAL letters, also ignore inverse
|
||||||
lsr
|
lsr
|
||||||
sta fontind
|
sta fontind
|
||||||
lda #$00
|
lda #$00
|
||||||
@@ -548,13 +763,21 @@ EndPut4x4
|
|||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
.proc ClearScreen
|
.proc ClearScreen
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
mwa #display temp
|
ldy #<display
|
||||||
ldy #0
|
lda #0
|
||||||
@ lda #$ff
|
sta temp
|
||||||
sta (temp),y
|
lda #>display
|
||||||
inw temp
|
sta temp+1
|
||||||
cpw temp #display+screenheight*screenBytes+1
|
Go lda #$ff
|
||||||
bne @-
|
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
|
rts
|
||||||
.endp
|
.endp
|
||||||
|
|
||||||
@@ -573,6 +796,18 @@ EndPut4x4
|
|||||||
iny
|
iny
|
||||||
cpy #screenheight+1
|
cpy #screenheight+1
|
||||||
bne @-
|
bne @-
|
||||||
|
; and bittables for fastest plot and point (thanks @jhusak)
|
||||||
|
ldy #0
|
||||||
|
lda #$40
|
||||||
|
@ asl
|
||||||
|
adc #0
|
||||||
|
sta bittable1_long,y
|
||||||
|
tax
|
||||||
|
eor #%11111111
|
||||||
|
sta bittable2_long,y
|
||||||
|
txa
|
||||||
|
dey
|
||||||
|
bne @-
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
@@ -660,7 +895,7 @@ NoPlot
|
|||||||
ldx TankNr
|
ldx TankNr
|
||||||
sta ActiveDefenceWeapon,x ; deactivate Nuclear Winter
|
sta ActiveDefenceWeapon,x ; deactivate Nuclear Winter
|
||||||
jsr SetFullScreenSoilRange
|
jsr SetFullScreenSoilRange
|
||||||
jmp SoilDown2.NoClearTanks
|
jmp SoilDown.NoClearTanks
|
||||||
; rts
|
; rts
|
||||||
|
|
||||||
; in order to optimize the fragment repeated in both internal loops
|
; in order to optimize the fragment repeated in both internal loops
|
||||||
|
|||||||
@@ -0,0 +1,216 @@
|
|||||||
|
;--------------------------------------------------
|
||||||
|
.proc GetKey
|
||||||
|
; waits for pressing a key and returns pressed value in A
|
||||||
|
; when [ESC] is pressed, escFlag is set
|
||||||
|
; result: A=keycode
|
||||||
|
;--------------------------------------------------
|
||||||
|
jsr WaitForKeyRelease
|
||||||
|
getKeyAfterWait
|
||||||
|
jsr GetKeyFast
|
||||||
|
cmp #@kbcode._none
|
||||||
|
beq getKeyAfterWait
|
||||||
|
ldy #0
|
||||||
|
sty ATRACT ; reset atract mode
|
||||||
|
mvy #sfx_keyclick sfx_effect
|
||||||
|
rts
|
||||||
|
.endp
|
||||||
|
|
||||||
|
;--------------------------------------------------
|
||||||
|
.proc GetKeyFast
|
||||||
|
; returns pressed value in A - no waits for press
|
||||||
|
; when [ESC] is pressed, escFlag is set
|
||||||
|
; result: A=keycode ($ff - no key pressed)
|
||||||
|
;--------------------------------------------------
|
||||||
|
.IF TARGET = 800
|
||||||
|
lda SKSTAT
|
||||||
|
cmp #$ff
|
||||||
|
beq checkJoyGetKey ; key not pressed, check Joy
|
||||||
|
cmp #$f7 ; SHIFT
|
||||||
|
beq checkJoyGetKey
|
||||||
|
.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 #$0f
|
||||||
|
bne StillWait
|
||||||
|
lda STRIG0
|
||||||
|
beq StillWait
|
||||||
|
.IF TARGET = 800
|
||||||
|
lda SKSTAT
|
||||||
|
cmp #$ff
|
||||||
|
bne 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
|
||||||
|
cmp #$ff
|
||||||
|
jeq nokeys
|
||||||
|
cmp #$f7 ; SHIFT
|
||||||
|
jeq 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
|
||||||
@@ -7,6 +7,8 @@
|
|||||||
pha
|
pha
|
||||||
phy
|
phy
|
||||||
ldy dliCounter
|
ldy dliCounter
|
||||||
|
cpy #$14
|
||||||
|
beq GoBlackHole
|
||||||
lda dliColorsBack,y
|
lda dliColorsBack,y
|
||||||
.IF TARGET = 800
|
.IF TARGET = 800
|
||||||
nop ; necessary on 800 because DLIs take less time, jitter visible without it
|
nop ; necessary on 800 because DLIs take less time, jitter visible without it
|
||||||
@@ -14,7 +16,7 @@
|
|||||||
nop
|
nop
|
||||||
.ENDIF
|
.ENDIF
|
||||||
nop
|
nop
|
||||||
nop
|
;nop
|
||||||
sta COLPF1
|
sta COLPF1
|
||||||
lda GradientNr
|
lda GradientNr
|
||||||
bne GoGradient
|
bne GoGradient
|
||||||
@@ -23,25 +25,42 @@ GoGradient
|
|||||||
iny
|
iny
|
||||||
lda (GradientColors),y ; mountains colors array
|
lda (GradientColors),y ; mountains colors array
|
||||||
sta COLPF2
|
sta COLPF2
|
||||||
|
NoBlacHoleLine
|
||||||
|
EndOfDLI_Gr
|
||||||
inc dliCounter
|
inc dliCounter
|
||||||
ply
|
ply
|
||||||
pla
|
pla
|
||||||
rti
|
rti
|
||||||
|
GoBlackHole
|
||||||
|
lda BlackHole
|
||||||
|
beq NoBlacHoleLine
|
||||||
|
nop
|
||||||
|
lda #$00 ; color of last line
|
||||||
|
sta COLPF2
|
||||||
|
beq EndOfDLI_Gr
|
||||||
.endp
|
.endp
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
.proc DLIinterruptOptions
|
.proc DLIinterruptOptions
|
||||||
pha
|
pha
|
||||||
phy
|
phy
|
||||||
|
lda dliCounter
|
||||||
|
bne Subtitle
|
||||||
lda #0 ; background color
|
lda #0 ; background color
|
||||||
sta COLPF1
|
sta COLPF1
|
||||||
ldy GradientNr
|
ldy GradientNr
|
||||||
beq @+
|
beq @+
|
||||||
ldy #1
|
ldy #1
|
||||||
@ lda (GradientColors),y ; mountains colors array
|
@ lda (GradientColors),y ; mountains colors array
|
||||||
|
sta COLPF2 ; allways <> 0 !!!
|
||||||
|
bne DLIinterruptGraph.EndOfDLI_Gr
|
||||||
|
Subtitle
|
||||||
|
lda #0
|
||||||
sta COLPF2
|
sta COLPF2
|
||||||
ply
|
lda random
|
||||||
pla
|
and #%00000011
|
||||||
rti
|
ora #%00010000
|
||||||
|
sta COLPF1
|
||||||
|
bne DLIinterruptGraph.EndOfDLI_Gr
|
||||||
.endp
|
.endp
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
.proc DLIinterruptGameOver
|
.proc DLIinterruptGameOver
|
||||||
@@ -52,14 +71,14 @@ GoGradient
|
|||||||
lda #%00100001 ; playfield after P/M - prior=1
|
lda #%00100001 ; playfield after P/M - prior=1
|
||||||
;STA WSYNC
|
;STA WSYNC
|
||||||
sta PRIOR
|
sta PRIOR
|
||||||
bne EndOfDLI_GO
|
bne DLIinterruptGraph.EndOfDLI_Gr
|
||||||
EndofPMG
|
EndofPMG
|
||||||
cmp #1
|
cmp #1
|
||||||
bne ColoredLines
|
bne ColoredLines
|
||||||
lda #%00100100 ; playfield before P/M
|
lda #%00100100 ; playfield before P/M
|
||||||
;STA WSYNC
|
;STA WSYNC
|
||||||
sta PRIOR
|
sta PRIOR
|
||||||
bne EndOfDLI_GO
|
bne DLIinterruptGraph.EndOfDLI_Gr
|
||||||
ColoredLines
|
ColoredLines
|
||||||
cmp #9
|
cmp #9
|
||||||
beq CreditsScroll
|
beq CreditsScroll
|
||||||
@@ -69,15 +88,11 @@ ColoredLines
|
|||||||
;STA WSYNC
|
;STA WSYNC
|
||||||
sta COLPF2
|
sta COLPF2
|
||||||
sty COLPF1
|
sty COLPF1
|
||||||
bne EndOfDLI_GO
|
bne DLIinterruptGraph.EndOfDLI_Gr
|
||||||
CreditsScroll
|
CreditsScroll
|
||||||
lda #$00
|
lda #$00
|
||||||
sta COLPF2
|
sta COLPF2
|
||||||
EndOfDLI_GO
|
beq DLIinterruptGraph.EndOfDLI_Gr
|
||||||
inc dliCounter
|
|
||||||
ply
|
|
||||||
pla
|
|
||||||
rti
|
|
||||||
.endp
|
.endp
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
.proc DLIinterruptText
|
.proc DLIinterruptText
|
||||||
@@ -139,6 +154,47 @@ lab2
|
|||||||
jsr RASTERMUSICTRACKER+3 ;1 play
|
jsr RASTERMUSICTRACKER+3 ;1 play
|
||||||
; ------- RMT -------
|
; ------- RMT -------
|
||||||
SkipRMTVBL
|
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
|
bit ScrollFlag
|
||||||
bpl EndOfCreditsVBI
|
bpl EndOfCreditsVBI
|
||||||
CreditsVBI
|
CreditsVBI
|
||||||
@@ -177,6 +233,14 @@ EndOfCreditsVBI
|
|||||||
sta STICK0
|
sta STICK0
|
||||||
lda STRIG0,x
|
lda STRIG0,x
|
||||||
sta STRIG0
|
sta STRIG0
|
||||||
|
; and PADDLES (2 and 3 joystick button)
|
||||||
|
txa
|
||||||
|
asl
|
||||||
|
tax
|
||||||
|
lda PADDL0,x
|
||||||
|
sta PADDL0
|
||||||
|
; lda PADDL1,x
|
||||||
|
; sta PADDL1
|
||||||
jmp XITVBV
|
jmp XITVBV
|
||||||
.ELIF TARGET = 5200
|
.ELIF TARGET = 5200
|
||||||
lda SkStatSimulator
|
lda SkStatSimulator
|
||||||
@@ -226,7 +290,7 @@ EndOfCreditsVBI
|
|||||||
mva #consol_reset consol
|
mva #consol_reset consol
|
||||||
mva #@kbcode._none kbcode
|
mva #@kbcode._none kbcode
|
||||||
@
|
@
|
||||||
|
exit
|
||||||
pla
|
pla
|
||||||
tay
|
tay
|
||||||
pla
|
pla
|
||||||
@@ -234,17 +298,32 @@ EndOfCreditsVBI
|
|||||||
pla
|
pla
|
||||||
rti
|
rti
|
||||||
.ENDIF
|
.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
|
.endp
|
||||||
.IF TARGET = 5200
|
.IF TARGET = 5200
|
||||||
.proc kb_continue
|
.proc kb_continue
|
||||||
|
cmp #$0c ; START key on 5200 keypad
|
||||||
|
beq StartPressed
|
||||||
sta kbcode ;Store key code in shadow.
|
sta kbcode ;Store key code in shadow.
|
||||||
mva #0 SkStatSimulator
|
mva #0 SkStatSimulator
|
||||||
exit pla
|
beq VBLinterrupt.exit
|
||||||
tay
|
StartPressed
|
||||||
pla
|
mvx #%00000110 CONSOL ; virtual CONSOL Start key pressed
|
||||||
tax
|
bne VBLinterrupt.exit
|
||||||
pla
|
|
||||||
rti
|
|
||||||
.endp
|
.endp
|
||||||
.ENDIF
|
.ENDIF
|
||||||
|
|
||||||
|
|||||||
@@ -113,10 +113,11 @@
|
|||||||
.endif
|
.endif
|
||||||
?rand
|
?rand
|
||||||
lda random
|
lda random
|
||||||
cmp #:1 ;floor
|
cmp #:2+1-:1 ;ceiling
|
||||||
bcc ?rand
|
|
||||||
cmp #:2+1 ;ceiling
|
|
||||||
bcs ?rand
|
bcs ?rand
|
||||||
|
.if %1>0 ; if floor = 0 - no add offset
|
||||||
|
adc #:1
|
||||||
|
.endif
|
||||||
.endm
|
.endm
|
||||||
;-------------------------------------
|
;-------------------------------------
|
||||||
.macro phx
|
.macro phx
|
||||||
@@ -138,6 +139,16 @@
|
|||||||
pla
|
pla
|
||||||
tay
|
tay
|
||||||
.endm
|
.endm
|
||||||
|
;-------------------------------------
|
||||||
|
.macro txy
|
||||||
|
txa
|
||||||
|
tay
|
||||||
|
.endm
|
||||||
|
;-------------------------------------
|
||||||
|
.macro tyx
|
||||||
|
tya
|
||||||
|
tax
|
||||||
|
.endm
|
||||||
;-------------------------------------
|
;-------------------------------------
|
||||||
.macro pause
|
.macro pause
|
||||||
;waits :1 number (byte) of frames
|
;waits :1 number (byte) of frames
|
||||||
|
|||||||
@@ -67,12 +67,12 @@ PHINIV EQU $E48C ;UPLOADED HANDLER INIT
|
|||||||
;
|
;
|
||||||
; COMMAND CODES FOR IOCBS
|
; COMMAND CODES FOR IOCBS
|
||||||
;
|
;
|
||||||
OPEN EQU $03 ;OPEN FOR I/O
|
_OPEN EQU $03 ;OPEN FOR I/O
|
||||||
GETREC EQU $05 ;GET RECORD (TEXT)
|
GETREC EQU $05 ;GET RECORD (TEXT)
|
||||||
GETCHR EQU $07 ;GET CHARACTER(S)
|
GETCHR EQU $07 ;GET CHARACTER(S)
|
||||||
PUTREC EQU $09 ;PUT RECORD (TEXT)
|
PUTREC EQU $09 ;PUT RECORD (TEXT)
|
||||||
PUTCHR EQU $0B ;PUT CHARACTER(S)
|
PUTCHR EQU $0B ;PUT CHARACTER(S)
|
||||||
CLOSE EQU $0C ;CLOSE DEVICE
|
_CLOSE EQU $0C ;CLOSE DEVICE
|
||||||
STATIS EQU $0D ;STATUS REQUEST
|
STATIS EQU $0D ;STATUS REQUEST
|
||||||
SPECIL EQU $0E ;SPECIAL ENTRY COMMAND
|
SPECIL EQU $0E ;SPECIAL ENTRY COMMAND
|
||||||
;
|
;
|
||||||
@@ -135,6 +135,7 @@ DERRER EQU $90 ;PERIPHRAL DEVICE ERR
|
|||||||
BADMOD EQU $91 ;BAD SCREEN MODE #
|
BADMOD EQU $91 ;BAD SCREEN MODE #
|
||||||
FNCNOT EQU $92 ;NONEXISTANT FUNCTION
|
FNCNOT EQU $92 ;NONEXISTANT FUNCTION
|
||||||
SCRMEM EQU $93 ;SCREEN MEM TOO SMALL
|
SCRMEM EQU $93 ;SCREEN MEM TOO SMALL
|
||||||
|
FILENF EQU $AA ;FILE NOT FOUND
|
||||||
;
|
;
|
||||||
; PAGE ZERO RAM ASSIGNMENTS
|
; PAGE ZERO RAM ASSIGNMENTS
|
||||||
;
|
;
|
||||||
@@ -720,3 +721,4 @@ scr32 = @dmactl(narrow|dma|players|missiles|lineX1)
|
|||||||
_F4 = 20
|
_F4 = 20
|
||||||
_space = 33
|
_space = 33
|
||||||
.ende
|
.ende
|
||||||
|
EOL = $9b
|
||||||
@@ -134,10 +134,11 @@
|
|||||||
.endif
|
.endif
|
||||||
?rand
|
?rand
|
||||||
lda random
|
lda random
|
||||||
cmp #:1 ;floor
|
cmp #:2+1-:1 ;ceiling
|
||||||
bcc ?rand
|
|
||||||
cmp #:2+1 ;ceiling
|
|
||||||
bcs ?rand
|
bcs ?rand
|
||||||
|
.if %1>0 ; if floor = 0 - no add offset
|
||||||
|
adc #:1
|
||||||
|
.endif
|
||||||
.endm
|
.endm
|
||||||
;-------------------------------------
|
;-------------------------------------
|
||||||
.macro phx
|
.macro phx
|
||||||
@@ -159,6 +160,16 @@
|
|||||||
pla
|
pla
|
||||||
tay
|
tay
|
||||||
.endm
|
.endm
|
||||||
|
;-------------------------------------
|
||||||
|
.macro txy
|
||||||
|
txa
|
||||||
|
tay
|
||||||
|
.endm
|
||||||
|
;-------------------------------------
|
||||||
|
.macro tyx
|
||||||
|
tya
|
||||||
|
tax
|
||||||
|
.endm
|
||||||
;-------------------------------------
|
;-------------------------------------
|
||||||
.macro pause
|
.macro pause
|
||||||
;waits :1 number (byte) of frames
|
;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;
|
||||||
@@ -44,9 +44,11 @@ MakeUnPlot
|
|||||||
sta xbyte+1
|
sta xbyte+1
|
||||||
sta oldplot+1
|
sta oldplot+1
|
||||||
|
|
||||||
lda xdraw
|
; lda xdraw
|
||||||
and #$7
|
; and #$7
|
||||||
tax
|
; tax
|
||||||
|
ldx xdraw ; optimization (256 bytes long bittable)
|
||||||
|
|
||||||
ldy #0
|
ldy #0
|
||||||
|
|
||||||
lda color
|
lda color
|
||||||
@@ -55,13 +57,13 @@ MakeUnPlot
|
|||||||
;plotting here
|
;plotting here
|
||||||
lda (xbyte),y
|
lda (xbyte),y
|
||||||
sta OldOraTemp
|
sta OldOraTemp
|
||||||
ora bittable,x
|
ora bittable1_long,x
|
||||||
sta (xbyte),y
|
sta (xbyte),y
|
||||||
bne ContinueUnPlot ; allways <>0
|
bne ContinueUnPlot ; allways <>0
|
||||||
ClearUnPlot
|
ClearUnPlot
|
||||||
lda (xbyte),y
|
lda (xbyte),y
|
||||||
sta OldOraTemp
|
sta OldOraTemp
|
||||||
and bittable2,x
|
and bittable2_long,x
|
||||||
sta (xbyte),y
|
sta (xbyte),y
|
||||||
ContinueUnPlot
|
ContinueUnPlot
|
||||||
ldx WhichUnPlot
|
ldx WhichUnPlot
|
||||||
@@ -99,6 +101,8 @@ EndOfUnPlot
|
|||||||
.proc plot ;plot (xdraw, ydraw, color)
|
.proc plot ;plot (xdraw, ydraw, color)
|
||||||
; color == 1 --> put pixel
|
; color == 1 --> put pixel
|
||||||
; color == 0 --> erase pixel
|
; color == 0 --> erase pixel
|
||||||
|
; xdraw (word) - X coordinate
|
||||||
|
; ydraw (word) - Y coordinate
|
||||||
; this is one of the most important routines in the whole
|
; this is one of the most important routines in the whole
|
||||||
; game. If you are going to speed up the game, start with
|
; game. If you are going to speed up the game, start with
|
||||||
; plot - it is used by every single effect starting from explosions
|
; plot - it is used by every single effect starting from explosions
|
||||||
@@ -128,21 +132,23 @@ MakePlot
|
|||||||
adc xdraw+1
|
adc xdraw+1
|
||||||
sta xbyte+1
|
sta xbyte+1
|
||||||
|
|
||||||
lda xdraw
|
; lda xdraw
|
||||||
and #$7
|
; and #$7
|
||||||
tax
|
; tax
|
||||||
|
ldx xdraw ; optimization (256 bytes long bittable)
|
||||||
|
|
||||||
ldy #0
|
ldy #0
|
||||||
lda color
|
lda color
|
||||||
bne ClearPlot
|
bne ClearPlot
|
||||||
|
|
||||||
lda (xbyte),y
|
lda (xbyte),y
|
||||||
ora bittable,x
|
ora bittable1_long,x
|
||||||
sta (xbyte),y
|
sta (xbyte),y
|
||||||
EndOfPlot
|
EndOfPlot
|
||||||
rts
|
rts
|
||||||
ClearPlot
|
ClearPlot
|
||||||
lda (xbyte),y
|
lda (xbyte),y
|
||||||
and bittable2,x
|
and bittable2_long,x
|
||||||
sta (xbyte),y
|
sta (xbyte),y
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
@@ -150,8 +156,10 @@ ClearPlot
|
|||||||
; -----------------------------------------
|
; -----------------------------------------
|
||||||
.proc point_plot
|
.proc point_plot
|
||||||
; -----------------------------------------
|
; -----------------------------------------
|
||||||
; checks state of the pixel (coordinates in xdraw and ydraw)
|
; checks state of the pixel (coordinates in xdraw and ydraw)
|
||||||
; result is in A (zero or appropriate bit is set)
|
; 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
|
; let's calculate coordinates from xdraw and ydraw
|
||||||
|
|
||||||
@@ -167,47 +175,129 @@ ClearPlot
|
|||||||
adc xdraw+1
|
adc xdraw+1
|
||||||
sta xbyte+1
|
sta xbyte+1
|
||||||
|
|
||||||
lda xdraw
|
; lda xdraw
|
||||||
and #$7
|
; and #$7
|
||||||
tax
|
; tax
|
||||||
|
ldx xdraw ; optimization (256 bytes long bittable)
|
||||||
|
|
||||||
ldy #0
|
ldy #0
|
||||||
lda (xbyte),y
|
lda (xbyte),y
|
||||||
eor #$ff
|
and bittable1_long,x
|
||||||
and bittable,x
|
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
.proc drawmountains
|
.proc drawmountains
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
|
; draw mountains from mountaintable
|
||||||
|
; ClearSky - $ff Crear sky during drawmountains, 0 - no clear sky
|
||||||
mwa #0 xdraw
|
mwa #0 xdraw
|
||||||
mwa #mountaintable modify
|
mwa #mountaintable modify
|
||||||
mva #1 color
|
mva #1 color
|
||||||
|
|
||||||
drawmountainsloop
|
drawmountainsloop
|
||||||
|
jsr DrawMountainLine
|
||||||
|
inw modify
|
||||||
|
inw xdraw
|
||||||
|
cpw xdraw #screenwidth
|
||||||
|
jne drawmountainsloop
|
||||||
|
rts
|
||||||
|
DrawMountainLine
|
||||||
|
.IF FASTER_GRAF_PROCS = 1
|
||||||
|
; calculate lower point in one screen byte
|
||||||
|
lda xdraw
|
||||||
|
and #%00000111 ; only every 8th pixel
|
||||||
|
bne MinCalculated
|
||||||
|
; A=0
|
||||||
|
ldy #7
|
||||||
|
@ cmp (modify),y
|
||||||
|
bcs NotLower
|
||||||
|
lda (modify),y
|
||||||
|
NotLower
|
||||||
|
dey
|
||||||
|
bpl @-
|
||||||
|
sta temp2
|
||||||
|
inc temp2 ; this is our minimum
|
||||||
|
bit ClearSky
|
||||||
|
bpl NoClearSky
|
||||||
|
; Clear Sky
|
||||||
|
mwa #0 ydraw
|
||||||
|
jsr plot.MakePlot ; after plot we have: (xbyte),y - addres of screen byte
|
||||||
|
@ lda #$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
|
ldy #0
|
||||||
lda (modify),y
|
lda (modify),y
|
||||||
cmp #screenheight
|
cmp #screenheight
|
||||||
beq NoMountain
|
beq NoMountain
|
||||||
sta ydraw
|
sta ydraw
|
||||||
sty ydraw+1
|
sty ydraw+1
|
||||||
.IF FASTER_GRAF_PROCS = 1
|
|
||||||
; there was Drawline proc
|
; there was Drawline proc
|
||||||
lda #screenheight
|
lda #screenheight
|
||||||
sec
|
sec
|
||||||
sbc ydraw
|
sbc ydraw
|
||||||
sta tempbyte01
|
|
||||||
jsr plot.MakePlot
|
jsr plot.MakePlot
|
||||||
; X - index in bittable (number of bit) and nothing more (for use) in C64 :)
|
; X - index in bittable (number of bit) and nothing more (for use) in C64 :)
|
||||||
; jmp IntoDraw ; jumps inside Draw routine
|
; jmp IntoDraw ; jumps inside Draw routine
|
||||||
; because one pixel is already plotted (and who cares? :) )
|
; 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
|
lda (xbyte),y
|
||||||
and bittable2,x
|
and bittable2_long,x
|
||||||
sta (xbyte),y
|
sta (xbyte),y
|
||||||
;IntoDraw
|
;IntoDraw
|
||||||
inc ydraw
|
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
|
lda xdraw
|
||||||
and #%11111000
|
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
|
;sta xbyte
|
||||||
;---
|
;---
|
||||||
ldy ydraw
|
ldy ydraw
|
||||||
@@ -217,11 +307,33 @@ drawmountainsloop
|
|||||||
lda linetableH,y
|
lda linetableH,y
|
||||||
adc xdraw+1
|
adc xdraw+1
|
||||||
sta xbyte+1
|
sta xbyte+1
|
||||||
ldy #0
|
tya
|
||||||
dec tempbyte01
|
cmp #screenheight
|
||||||
bne @-
|
bne @-
|
||||||
; end of Drawline proc
|
NotFillBytes
|
||||||
.ELSE
|
.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
|
; there was Drawline proc
|
||||||
drawline
|
drawline
|
||||||
jsr plot.MakePlot
|
jsr plot.MakePlot
|
||||||
@@ -232,18 +344,36 @@ drawline
|
|||||||
; end of Drawline proc
|
; end of Drawline proc
|
||||||
.ENDIF
|
.ENDIF
|
||||||
NoMountain
|
NoMountain
|
||||||
inw modify
|
|
||||||
inw xdraw
|
|
||||||
cpw xdraw #screenwidth
|
|
||||||
bne drawmountainsloop
|
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
|
.proc SoilDownTurbo
|
||||||
|
;--------------------------------------------------
|
||||||
|
; fast SoilDown proc
|
||||||
|
jsr ClearTanks
|
||||||
|
NoClearTanks
|
||||||
|
; jsr CalcAndDrawMountains - to do (now Atari only)
|
||||||
|
jmp DrawTanks
|
||||||
|
;rts
|
||||||
|
.endp
|
||||||
|
;--------------------------------------------------
|
||||||
.proc TypeChar
|
.proc TypeChar
|
||||||
; puts char on the graphics screen
|
; puts char on the graphics screen
|
||||||
; in: CharCode
|
; in: CharCode
|
||||||
; in: left LOWER corner of the char coordinates (xdraw, ydraw)
|
; 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
|
; char to the table
|
||||||
lda CharCode
|
lda CharCode
|
||||||
sta fontind
|
sta fontind
|
||||||
@@ -258,20 +388,21 @@ NoMountain
|
|||||||
|
|
||||||
; and 8 bytes to the table
|
; and 8 bytes to the table
|
||||||
ldy #7
|
ldy #7
|
||||||
|
ldx #$ff ; otimization - thanks @Irgendwer
|
||||||
CopyChar
|
CopyChar
|
||||||
|
txa ; $ff
|
||||||
|
sta char2,y
|
||||||
lda (fontind),y
|
lda (fontind),y
|
||||||
eor #$ff
|
eor #$ff
|
||||||
sta char1,y
|
sta char1,y
|
||||||
lda #$ff
|
|
||||||
sta char2,y
|
|
||||||
dey
|
dey
|
||||||
bpl CopyChar
|
bpl CopyChar
|
||||||
; and 8 subsequent bytes as a mask
|
; and 8 subsequent bytes as a mask
|
||||||
adw fontind #8
|
adw fontind #8
|
||||||
ldy #7
|
ldy #7
|
||||||
CopyMask
|
CopyMask
|
||||||
lda (fontind),y
|
txa ; $ff
|
||||||
eor #$ff
|
eor (fontind),y
|
||||||
sta mask1,y
|
sta mask1,y
|
||||||
lda #$00
|
lda #$00
|
||||||
sta mask2,y
|
sta mask2,y
|
||||||
@@ -397,13 +528,15 @@ EndPutChar
|
|||||||
jcs TypeChar.EndPutChar ;nearest RTS
|
jcs TypeChar.EndPutChar ;nearest RTS
|
||||||
; checks ommited.
|
; checks ommited.
|
||||||
; char to the table
|
; char to the table
|
||||||
|
Fast ; Put char without coordinates check!
|
||||||
lda CharCode4x4
|
lda CharCode4x4
|
||||||
and #%00000001
|
and #%00000001
|
||||||
beq Upper4bits
|
beq Upper4bits ; A=0
|
||||||
lda #$ff ; better option to check (nibbler4x4 = $00 or $ff)
|
lda #$ff ; better option to check (nibbler4x4 = $00 or $ff)
|
||||||
Upper4bits
|
Upper4bits
|
||||||
sta nibbler4x4
|
sta nibbler4x4
|
||||||
lda CharCode4x4
|
lda CharCode4x4
|
||||||
|
and #$3f ;always CAPITAL letters, also ignore inverse
|
||||||
lsr
|
lsr
|
||||||
sta fontind
|
sta fontind
|
||||||
lda #$00
|
lda #$00
|
||||||
@@ -538,13 +671,21 @@ EndPut4x4
|
|||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
.proc ClearScreen
|
.proc ClearScreen
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
mwa #displayC64 temp
|
ldy #<displayC64
|
||||||
ldy #0
|
lda #0
|
||||||
@ lda #$ff
|
sta temp
|
||||||
sta (temp),y
|
lda #>displayC64
|
||||||
inw temp
|
sta temp+1
|
||||||
cpw temp #displayC64+screenheight*screenBytes+1
|
Go lda #$ff
|
||||||
bne @-
|
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
|
rts
|
||||||
.endp
|
.endp
|
||||||
|
|
||||||
@@ -572,6 +713,18 @@ next8lines
|
|||||||
iny
|
iny
|
||||||
cpy #screenheight+1
|
cpy #screenheight+1
|
||||||
bne @-
|
bne @-
|
||||||
|
; and bittables for fastest plot and point (thanks @jhusak)
|
||||||
|
ldy #0
|
||||||
|
lda #$40
|
||||||
|
@ asl
|
||||||
|
adc #0
|
||||||
|
sta bittable1_long,y
|
||||||
|
tax
|
||||||
|
eor #%11111111
|
||||||
|
sta bittable2_long,y
|
||||||
|
txa
|
||||||
|
dey
|
||||||
|
bne @-
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
@@ -680,7 +833,7 @@ NoPlot
|
|||||||
ldx TankNr
|
ldx TankNr
|
||||||
sta ActiveDefenceWeapon,x ; deactivate Nuclear Winter
|
sta ActiveDefenceWeapon,x ; deactivate Nuclear Winter
|
||||||
jsr SetFullScreenSoilRange
|
jsr SetFullScreenSoilRange
|
||||||
jmp SoilDown2.NoClearTanks
|
jmp SoilDown.NoClearTanks
|
||||||
; rts
|
; rts
|
||||||
|
|
||||||
; in order to optimize the fragment repeated in both internal loops
|
; in order to optimize the fragment repeated in both internal loops
|
||||||
|
|||||||
@@ -0,0 +1,74 @@
|
|||||||
|
;--------------------------------------------------
|
||||||
|
.proc GetKey
|
||||||
|
; waits for pressing a key and returns pressed value in A
|
||||||
|
; when [ESC] is pressed, escFlag is set
|
||||||
|
; result: A=keycode
|
||||||
|
;--------------------------------------------------
|
||||||
|
jsr WaitForKeyRelease
|
||||||
|
jsr GetKeyFast
|
||||||
|
ldy #0
|
||||||
|
sty escFlag
|
||||||
|
rts
|
||||||
|
.endp
|
||||||
|
|
||||||
|
;--------------------------------------------------
|
||||||
|
.proc GetKeyFast
|
||||||
|
; returns pressed value in A - no wait for press
|
||||||
|
; when [ESC] is pressed, escFlag is set
|
||||||
|
; result: A=keycode
|
||||||
|
;--------------------------------------------------
|
||||||
|
lda #$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
|
||||||
@@ -252,10 +252,11 @@ upstartEnd
|
|||||||
.endif
|
.endif
|
||||||
?rand
|
?rand
|
||||||
lda random
|
lda random
|
||||||
cmp #:1 ;floor
|
cmp #:2+1-:1 ;ceiling
|
||||||
bcc ?rand
|
|
||||||
cmp #:2+1 ;ceiling
|
|
||||||
bcs ?rand
|
bcs ?rand
|
||||||
|
.if %1>0 ; if floor = 0 - no add offset
|
||||||
|
adc #:1
|
||||||
|
.endif
|
||||||
.endm
|
.endm
|
||||||
;-------------------------------------
|
;-------------------------------------
|
||||||
.macro phx
|
.macro phx
|
||||||
@@ -277,6 +278,16 @@ upstartEnd
|
|||||||
pla
|
pla
|
||||||
tay
|
tay
|
||||||
.endm
|
.endm
|
||||||
|
;-------------------------------------
|
||||||
|
.macro txy
|
||||||
|
txa
|
||||||
|
tay
|
||||||
|
.endm
|
||||||
|
;-------------------------------------
|
||||||
|
.macro tyx
|
||||||
|
tya
|
||||||
|
tax
|
||||||
|
.endm
|
||||||
;-------------------------------------
|
;-------------------------------------
|
||||||
.MACRO WAIT
|
.MACRO WAIT
|
||||||
; WAIT
|
; WAIT
|
||||||
|
|||||||
@@ -4,7 +4,12 @@
|
|||||||
.IF *>0
|
.IF *>0
|
||||||
|
|
||||||
WeaponsListDL = 0
|
WeaponsListDL = 0
|
||||||
NamesOfLevels = 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
|
; this module contains routines used in text mode
|
||||||
; like shop and start-up options
|
; like shop and start-up options
|
||||||
@@ -15,10 +20,16 @@ NamesOfLevels = 0
|
|||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
; start-up screen - options, etc.
|
; start-up screen - options, etc.
|
||||||
; this function returns:
|
; this function returns:
|
||||||
; - number of players (NumberOfPlayers)
|
; - 9 values in 'OptionTable' denoting options selected in menu.
|
||||||
; - money each player has on the beginning of the game (moneyL i moneyH)
|
; According to contents of this table, corresponding variables are then set.
|
||||||
; - and I am sure maxwind, gravity, no_of_rounds in a game, speed of shell flight
|
; 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
|
ldx #$08
|
||||||
@ lda Autoplay_OptionsTable,x
|
@ lda Autoplay_OptionsTable,x
|
||||||
@@ -26,6 +37,9 @@ NamesOfLevels = 0
|
|||||||
dex
|
dex
|
||||||
bpl @-
|
bpl @-
|
||||||
|
|
||||||
|
lda #$1f ; '?' character
|
||||||
|
sta RandomMountains
|
||||||
|
|
||||||
rts
|
rts
|
||||||
|
|
||||||
Autoplay_OptionsTable .by 4,4,2,2,4,1,3,2,4
|
Autoplay_OptionsTable .by 4,4,2,2,4,1,3,2,4
|
||||||
@@ -134,16 +148,17 @@ GoToActivation
|
|||||||
.endp
|
.endp
|
||||||
; -----------------------------------------------------
|
; -----------------------------------------------------
|
||||||
.proc EnterPlayerName
|
.proc EnterPlayerName
|
||||||
; in: TankNr
|
|
||||||
; Out: TanksNames, SkillTable
|
|
||||||
|
|
||||||
; this little thing is for choosing Player's skill (if computer)
|
; this little thing is for choosing Player's skill (if computer)
|
||||||
; and entering his name
|
; and entering his name
|
||||||
; If no name entered, there should be name "1st Tank", etc.
|
; If no name entered, there should be default.
|
||||||
; Default tanks names are in table TanksNamesDefault
|
; 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
|
EndOfNick
|
||||||
; storing name of the player and its level
|
; storing name of the player and its level
|
||||||
@@ -151,7 +166,10 @@ EndOfNick
|
|||||||
; level of the computer opponent goes to
|
; level of the computer opponent goes to
|
||||||
; the table of levels (difficulties)
|
; the table of levels (difficulties)
|
||||||
ldx tanknr
|
ldx tanknr
|
||||||
lda #6 ; Spoiler
|
txa
|
||||||
|
clc
|
||||||
|
adc #2
|
||||||
|
; lda #6 ; Spoiler
|
||||||
sta DifficultyLevel
|
sta DifficultyLevel
|
||||||
sta skilltable,x
|
sta skilltable,x
|
||||||
beq NotRobot
|
beq NotRobot
|
||||||
@@ -169,35 +187,42 @@ NotRobot
|
|||||||
|
|
||||||
mva #sfx_next_player sfx_effect
|
mva #sfx_next_player sfx_effect
|
||||||
|
|
||||||
|
|
||||||
; check if all chars are empty (" ")
|
|
||||||
ldy #7
|
|
||||||
lda #0
|
|
||||||
@ ora #0 ; NameAdr,y
|
|
||||||
and #$7F ; remove inverse (Cursor)
|
|
||||||
dey
|
|
||||||
bpl @-
|
|
||||||
tay
|
|
||||||
beq MakeDefaultName
|
|
||||||
|
|
||||||
ldy #0
|
ldy #0
|
||||||
nextchar04
|
stx temp+1 ; remember start position in tanksnames
|
||||||
|
sty temp ; 0 if name is empty
|
||||||
|
@
|
||||||
lda #0 ; NameAdr,y
|
lda #0 ; NameAdr,y
|
||||||
and #$7f ; remove inverse (Cursor)
|
and #$7f ; remove inverse (Cursor)
|
||||||
sta tanksnames,x
|
sta tanksnames,x
|
||||||
|
ora temp
|
||||||
|
sta temp
|
||||||
inx
|
inx
|
||||||
iny
|
iny
|
||||||
cpy #$08
|
cpy #$08
|
||||||
bne nextchar04
|
bne @-
|
||||||
|
lda temp ; check if all chars are empty (" ")
|
||||||
|
beq MakeDefaultName
|
||||||
rts
|
rts
|
||||||
MakeDefaultName
|
MakeDefaultName
|
||||||
nextchar05
|
ldy difficultyLevel
|
||||||
lda tanksnamesDefault,x
|
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
|
sta tanksnames,x
|
||||||
|
beq MakeNumber ; first space found :)
|
||||||
inx
|
inx
|
||||||
iny
|
iny
|
||||||
cpy #$08
|
cpy #8
|
||||||
bne nextchar05
|
bne @-
|
||||||
|
MakeNumber
|
||||||
|
ldy tanknr
|
||||||
|
lda digits+1,y
|
||||||
|
sta tanksnames,x
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
@@ -263,6 +288,7 @@ nexdigit
|
|||||||
; leading zeores are removed
|
; leading zeores are removed
|
||||||
; the range is (00..99 - one byte)
|
; the range is (00..99 - one byte)
|
||||||
|
|
||||||
|
sta decimal
|
||||||
ldy #1 ; there will be 2 digits
|
ldy #1 ; there will be 2 digits
|
||||||
NextDigit2
|
NextDigit2
|
||||||
ldx #8 ; 8-bit dividee so Rotate 8 times
|
ldx #8 ; 8-bit dividee so Rotate 8 times
|
||||||
@@ -323,11 +349,34 @@ displayloop1
|
|||||||
;-------------------------------------------------
|
;-------------------------------------------------
|
||||||
.proc DisplayStatus
|
.proc DisplayStatus
|
||||||
;-------------------------------------------------
|
;-------------------------------------------------
|
||||||
|
DisplayEnergy
|
||||||
DisplayAngle
|
DisplayAngle
|
||||||
ldx TankNr
|
ldx TankNr
|
||||||
rts
|
rts
|
||||||
.endp
|
.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
|
||||||
|
;-------------------------------------------------
|
||||||
|
|
||||||
|
|
||||||
.endif
|
.endif
|
||||||
@@ -1,244 +1,361 @@
|
|||||||
# Basic instruction manual:
|
# Basic instruction manual:
|
||||||
|
|
||||||
You can play using the keyboard (all functionality) or the joystick in the first port (all functionality necessary for gameplay).
|
You can play using the keyboard (all functionality) or the joystick in any port (all functionality necessary for gameplay).
|
||||||
|
|
||||||
|
|
||||||
## 1. Game Option Selection.
|
## 1. Game Option Selection.
|
||||||

|

|
||||||
|
|
||||||
On the first screen, you can configure gameplay options:
|
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)
|
* **Players** - number of players (2 - 6) includes both human and computer-controlled players
|
||||||
* 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):
|
* **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
|
* 1B - maximum wind strength: 5
|
||||||
* 3B - maximum wind strength: 20
|
* 3B - maximum wind strength: 20
|
||||||
* 5B - maximum wind strength: 40
|
* 5B - maximum wind strength: 40
|
||||||
* 7B - maximum wind strength: 70
|
* 7B - maximum wind strength: 70
|
||||||
* 9B - maximum wind strength: 99
|
* 9B - maximum wind strength: 99
|
||||||
* 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)
|
* **Rounds** - number of rounds in a game
|
||||||
* 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)
|
* **Missiles** - missile speed (does not affect the flight path - only changes the apparent missile speed - does not change anything in the gameplay itself)
|
||||||
* 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)
|
* **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.
|
||||||
* 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)
|
* **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)
|
||||||
* 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.
|
* **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.
|
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.
|
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 **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).
|
||||||
|
|
||||||
The [RETURN] key or a joystick button moves to the next screen.
|
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**.
|
||||||
|
|
||||||
## 2. Entering the name of players and selecting the level of computer-controlled players
|
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 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.
|
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.
|
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.
|
|
||||||
|
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.
|
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.
|
If a name is not entered, it will be supplemented with the default one.
|
||||||
|
|
||||||
|
|
||||||
## 3. Shopping screen (before each round)
|
## 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.
|
||||||
|
|
||||||
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.
|
||||||
|
|
||||||
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.
|
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.
|
**RETURN** key or joystick button press switches to the next player's shopping screen.
|
||||||
(For computer players this screen is not shown.)
|
(For computer players this screen is not shown.)
|
||||||
|
|
||||||
## 4. The main screen of the game
|
|
||||||

|
|
||||||
|
|
||||||
|
## 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:
|
The status line shows which player is currently allowed to take a shot and a set of other information:
|
||||||
* player's tank name,
|
|
||||||
|
* **Player** - player's name,
|
||||||
|
|
||||||
* active joystick number or difficulty level of computer-controlled player (1-**Moron** - 8-**Unknown**),
|
* active joystick number or difficulty level of computer-controlled player (1-**Moron** - 8-**Unknown**),
|
||||||
|
|
||||||
* currently selected offensive weapon (symbol quantity and name),
|
* currently selected offensive weapon (symbol quantity and name),
|
||||||
* 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,
|
* **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,
|
||||||
* 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,
|
* **Angle** - the angle and the direction of the barrel set by the player,
|
||||||
* wind speed and direction,
|
|
||||||
|
* **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,
|
* "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.
|
* 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.
|
The keyboard controls cursor keys or joystick: left/right - change the angle of the barrel, up/down - change 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
|
| 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.
|
### Energy of tanks.
|
||||||
- At the beginning of each round, each tank has 99 ash units of energy.
|
* At the beginning of each round, each tank has 99 units of energy.
|
||||||
- Tanks' energy is depleted in 3 ways:
|
* Energy of tanks is depleted in 3 ways:
|
||||||
* one unit after each shot is fired
|
* one unit after each shot is fired,
|
||||||
* while falling (one pixel down - 2 units).
|
* 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.
|
* 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!
|
### Energy and money.
|
||||||
|
How energy subtraction and earning money works:
|
||||||
|
|
||||||
`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).
|
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 :) )
|
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:
|
Specifically:
|
||||||
|
|
||||||
|
|
||||||
### After each round:
|
### After each round:
|
||||||
`money = money + (20 * (gain+energy))`.
|
**money = money + (20 * (gain+energy))**
|
||||||
|
|
||||||
`money = money - (10 * lose)`.
|
**money = money - (10 * loss)**
|
||||||
|
|
||||||
`if money <0 then money=0`.
|
**if money < 0 then money = 0**
|
||||||
|
|
||||||
(at the start of each round `gain` and `lose` have a value of 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.
|
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:
|
### tank taking a shot:
|
||||||
`gain = gain + EnergyDecrease`.
|
**gain = gain + EnergyDecrease**
|
||||||
|
|
||||||
### tank hit:
|
### tank hit:
|
||||||
`lose = lose + EnergyDecrease`.
|
**loss = loss + EnergyDecrease**
|
||||||
|
|
||||||
Where `EnergyDecrease` is the loss of energy due to the hit.
|
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.
|
||||||
|
|
||||||
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.
|
## How a hit works.
|
||||||
|
|
||||||
Each weapon that results in an explosion has its own blast radius.
|
Each weapon that results in an explosion has its blast radius.
|
||||||
|
|
||||||
After the explosion, every tank in its range loses energy.
|
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.
|
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).
|
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.
|
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):
|
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 |
|
|
||||||
| --- | --- |
|
| Offensive weapon | Max loss |
|
||||||
|
|------------------|-------------|
|
||||||
| Baby Missile | 88 |
|
| Baby Missile | 88 |
|
||||||
| Missile | 136 |
|
| Missile | 136 |
|
||||||
| Baby Nuke | 200 |
|
| Baby Nuke | 200 |
|
||||||
| Nuke | 240 |
|
| Nuke | 240 |
|
||||||
| LeapFrog| 136 112 112 |
|
| LeapFrog | 136 112 112 |
|
||||||
| Funky Bomb | 168 88 (* 5) |
|
| Funky Bomb | 168 88 (*5) |
|
||||||
| MIRV | 136 (* 5) |
|
| MIRV | 136 (*5) |
|
||||||
| Death's Head | 240 (* 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) |
|
| Napalm | 40 (see ↓) |
|
||||||
| Hot Napalm | 80 (the rule is the same as in Napalm) |
|
| Hot Napalm | 80 (↓) |
|
||||||
| Baby Roller | 88 |
|
| Baby Roller | 88 |
|
||||||
| Roller | 168 |
|
| Roller | 168 |
|
||||||
| Heavy Roller | 240 |
|
| 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 Charge | 0 (↓) |
|
||||||
| Riot Blast | 0 (as in Riot Charge, but in a radius of 61 pixels) |
|
| Riot Blast | 0 (↓) |
|
||||||
| 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) |
|
| Riot Bomb | 0 (↓) |
|
||||||
| 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) |
|
| Heavy Riot Bomb | 0 (↓) |
|
||||||
| 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 (↓) |
|
||||||
| Digger | 0 (as above - greater undermining) |
|
| Heavy Digger | 0 (↓) |
|
||||||
| Heavy Digger | 0 (as above - greatest undermining) |
|
| Sandhog | 0 (↓) |
|
||||||
| Baby Sandhog | (as above - another way of undermining) |
|
| Heavy Sandhog | 0 (↓) |
|
||||||
| Sandhog | 0 (as above - larger dig) |
|
| Dirt Clod | 0 (↓) |
|
||||||
| Heavy Sandhog | 0 (as above - largest dig) |
|
| Dirt Ball | 0 (↓) |
|
||||||
| 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) |
|
| Ton of Dirt | 0 (↓) |
|
||||||
| Dirt Ball | 0 (as above, but the radius of the ball is 22 pixels) |
|
| Liquid Dirt | 0 (↓) |
|
||||||
| Ton of Dirt | 0 (as above, but the radius of the ball is 31 pixels) |
|
| Dirt Charge | 0 (↓) |
|
||||||
| Liquid Dirt | 0 (floods the ground at the point of hit with liquid soil, filling in the depressions) |
|
| Propaganda | 0 (↓) |
|
||||||
| 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) |
|
| 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.
|
||||||
|
|
||||||
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:
|
## 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.
|
* **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.
|
* **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.
|
|
||||||
|
* **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.
|
* **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.
|
* **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.
|
* **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).
|
* **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.
|
* **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.
|
* **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.
|
* **Lazy Darwin** - works just like **Lazy Boy** but targets the weakest opponent. In this weapon, after automatic targeting, "visual targeting" remains active, so you can easily change the target and independently select another opponent by seeing if you hit him.
|
||||||
|
|
||||||
* **Auto Defense** - activates the mode of automatic activation of defensive weapons. After its activation, the tank automatically activates the strongest shield it has (consuming it, of course) at any time when there is no shield (also between shots of other players). At the same time, if the tank's energy level drops below 30 units, it automatically activates **Battery** if it has it. This weapon remains active until the end of the round and is indicated by the "computer" symbol before the name of the active defensive weapon in the status line. It is the second defensive weapon that does not deactivate other defensive weapons when used.
|
* **Auto Defense** - activates the mode of automatic activation of defensive weapons. After its activation, the tank automatically activates the strongest shield it has (consuming it, of course) at any time when there is no shield (also between shots of other players). At the same time, if the tank's energy level drops below 30 units, it automatically activates **Battery** if it has it. This weapon remains active until the end of the round and is indicated by the "computer" symbol before the name of the active defensive weapon in the status line. It is the second defensive weapon that does not deactivate other defensive weapons when used.
|
||||||
|
|
||||||
* **Spy Hard** - Help for the forgetful :) . When activated, it shows a preview of information about the next opponents one by one. Left/Right - changes the "spied" tank. Fire/Space/Return/Esc - ends the "spying". This is the last defensive weapon, which does not deactivate other defensive weapons when used.
|
* **Spy Hard** - Help for the forgetful :) . When activated, it shows a preview of information about the next opponents one by one. Left/Right - changes the "spied" tank. Fire/Space/Return/Esc - ends the "spying". This is the last defensive weapon, which does not deactivate other defensive weapons when used.
|
||||||
|
|
||||||
Due to the different warhead tracking system of **MIRV** weapons, the **Bouncy Castle** and **Mag Deflector** defensive weapons only use the shielding function when hit by these weapons. In addition, **MIRV** warheads do not bounce or fly through sidewalls when falling!
|
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.
|
None of the shields protect against **Napalm**. **Bouncy Castle** or **Mag Deflector** on a direct hit will deflect it or carry it past, but just hit very close to a tank and its shield will not save it.
|
||||||
|
|
||||||
**White Flag**, **Hovercraft** and **Nuclear Winter** weapons, when selected, require activation, this is accomplished by "firing a shot" after the selection of that weapon. Of course, the shot of the offensive weapon is then not fired, but only the selected defensive weapon is activated.
|
**White Flag**, **Hovercraft**, and **Nuclear Winter** weapons, when selected, require activation, this is accomplished by "firing a shot" after the selection of that weapon. Of course, the shot of the offensive weapon is then not fired, but only the selected defensive weapon is activated.
|
||||||
|
|
||||||
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.
|
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 :) ).
|
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:
|
## 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.
|
* **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":
|
## 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.
|
* **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).
|
* **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 attemp to buy defensive weapons and 6 offensive weapons.
|
* **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. 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.
|
* **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**.
|
* **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.
|
* **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** - 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**.
|
* **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**.
|
* **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:
|
### AI goes shopping.
|
||||||
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.
|
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**.
|
Table of weapons purchased by: **Shooter**, **Poolshark**, **Tosser** and **Chooser**.
|
||||||
|
|
||||||
| Offensive weapons | Defensive weapons |
|
| Offensive | Defensive |
|
||||||
| --- | --- |
|
|--------------|------------------|
|
||||||
| Missile | Battery |
|
| Missile | Battery |
|
||||||
| Baby Nuke | Parachute |
|
| Baby Nuke | Parachute |
|
||||||
| Nuke | Strong Parachute |
|
| Nuke | Strong Parachute |
|
||||||
@@ -254,11 +371,35 @@ Table of weapons purchased by: **Shooter**, **Poolshark**, **Tosser** and **Choo
|
|||||||
|
|
||||||
Table of weapons purchased by: **Spoiler** and **Cyborg**.
|
Table of weapons purchased by: **Spoiler** and **Cyborg**.
|
||||||
|
|
||||||
| Offensive weapons | Defensive weapons |
|
| Offensive | Defensive |
|
||||||
| --- | --- |
|
|--------------|------------------|
|
||||||
| Missile | Battery |
|
| Missile | Battery |
|
||||||
| Baby Nuke | Strong Parachute |
|
| Baby Nuke | Strong Parachute |
|
||||||
| Nuke | Mag Deflector |
|
| Nuke | Mag Deflector |
|
||||||
| Hot Napalm | Heavy Shield |
|
| Hot Napalm | Heavy Shield |
|
||||||
| | Force Shield |
|
| | Force Shield |
|
||||||
| | Bouncy Castle |
|
| | 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.
|
||||||
|
|
||||||
|
|||||||
@@ -1,265 +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):
|
|
||||||
* 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
|
|
||||||
* 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 lub poziom gracza sterowanego przez komputer (1-**Moron** - 8-**Unknown**),
|
|
||||||
* wybrana aktualnie broń ofensywna (symbol ilość nazwa),
|
|
||||||
* 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 +1,407 @@
|
|||||||
|
# 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.
|
||||||
|
|
||||||
|
Klawisz **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 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
|
||||||
|
|
||||||
|
* 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. ↓)|
|
||||||
|
| **TAB**/**SELECT** | zmiana broni (↓)|
|
||||||
|
| **I** | inwentarz (↓)|
|
||||||
|
| **A**/**OPTION** | defensywa (↓)|
|
||||||
|
| **M** | wł/wył muzyki |
|
||||||
|
| **S** | wł/wył dźwięków |
|
||||||
|
| **START** | tryb turbo (↓)|
|
||||||
|
| **O** | koniec gry (↓)|
|
||||||
|
| **START**+**OPTION** | bezw. koniec (↓)|
|
||||||
|
| **G** | inne kolory (↓)|
|
||||||
|
| **ESC** | powrót (↓)|
|
||||||
|
| **Y** | zatwierdzam (↓)|
|
||||||
|
| **CTRL**+**HELP** | visual debug (↓)|
|
||||||
|
|
||||||
|
* **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. ↓)|
|
||||||
|
| 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 (↓)|
|
||||||
|
|
||||||
|
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**
|
||||||
|
|
||||||
|
### 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.
|
||||||
|
Before Width: | Height: | Size: 4.3 KiB After Width: | Height: | Size: 4.6 KiB |
|
Before Width: | Height: | Size: 4.7 KiB After Width: | Height: | Size: 4.8 KiB |
|
Before Width: | Height: | Size: 3.9 KiB After Width: | Height: | Size: 2.0 KiB |
|
Before Width: | Height: | Size: 6.5 KiB After Width: | Height: | Size: 13 KiB |
|
Before Width: | Height: | Size: 8.4 KiB After Width: | Height: | Size: 8.1 KiB |
|
Before Width: | Height: | Size: 8.5 KiB After Width: | Height: | Size: 7.7 KiB |
|
Before Width: | Height: | Size: 3.9 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 = "PL"
|
||||||
|
.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--------
|
||||||
|
|
||||||
@@ -5,16 +5,19 @@ Scorch is a multi-player, turn-based, artillery video game. Tanks do turn-based
|
|||||||
|
|
||||||
by Tomasz 'Pecus' Pecko and Pawel 'pirx' Kalinowski
|
by Tomasz 'Pecus' Pecko and Pawel 'pirx' Kalinowski
|
||||||
|
|
||||||
Warsaw, Miami 2000, 2001, 2002, 2003, 2009, 2012, 2013, 2022, 2023
|
Warsaw, Miami 2000, 2001, 2002, 2003, 2009, 2012, 2013, 2022, 2023, 2024
|
||||||
|
|
||||||
|
[Game manual in PDF (layout by Bocianu)](Manuals/scorch_manual_en.pdf)
|
||||||
|
|
||||||
|
|
||||||
Contributors:
|
Contributors:
|
||||||
- Miker ([mikerro](https://github.com/mikerro)) - in-game music and sfx, ideas, QA
|
- Miker ([mikerro](https://github.com/mikerro)) - in-game music and sfx, ideas, QA
|
||||||
- Kaz - original splash screen, SV Atari 50 splash screen, ideas
|
- Kaz - original splash screen, SV Atari 50 splash screen, ideas
|
||||||
- Adam ([6502adam](https://github.com/6502adam)) - font, design, QA
|
- 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
|
- Emkay - splash screen music
|
||||||
- Fox ([pfusik](https://github.com/pfusik)) - plot and point optimization
|
- Fox ([pfusik](https://github.com/pfusik)) - plot and point optimization
|
||||||
- xorcerer ([xauberer](https://github.com/xauberer)) - AI generated splash and sticker
|
- xorcerer ([xauberer](https://github.com/xauberer)) - AI generated splash screen
|
||||||
|
|
||||||
|
|
||||||
QA: Probabilitydragon, EnderDude, Dracon, Beeblebrox, KrzysRog, lopezpb,
|
QA: Probabilitydragon, EnderDude, Dracon, Beeblebrox, KrzysRog, lopezpb,
|
||||||
@@ -27,24 +30,41 @@ 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).
|
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:
|
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.xex -d:TARGET=800` for Atari800 version
|
||||||
- `mads scorch.asm -o:scorch.bin -d:TARGET=5200` for Atari 5200 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)
|
- `mads scorchC64.asm -o:scorchC64.prg` for C64 version (WIP, not playable yet)
|
||||||
|
|
||||||
|
Update of the official Atari 8-bit cartridge from Mq:
|
||||||
|
- boot `scorch_fl.atr` from e.g. SIO2SD, SIO2PC or a large floppy
|
||||||
|
- insert the cartridge
|
||||||
|
- do what the flasher application says on the screen.
|
||||||
|
- do not despair if something goes wrong, just reboot, the reinsert cart, etc.
|
||||||
|
- it is smoother with QMeg OS, because there you can insert the cart, turn on your Atari, jump to the QMeg menu and boot the `scorch_fl.atr` from there. No need to insert the cart to the running Atari.
|
||||||
|
|
||||||
|
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 several parts:
|
Game source code is split into several parts:
|
||||||
- `scorch.asm` is the main game startup code
|
- `scorch.asm` is the main game startup code
|
||||||
|
- `scorchC64.asm` is the main game startup code for Commodore 64
|
||||||
- `game.asm` - it all happens here
|
- `game.asm` - it all happens here
|
||||||
- `grafproc.asm` - graphics routines like line or circle
|
- `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
|
- `variables.asm` - all non-zero page variables
|
||||||
- `constants.asm` - various tables of constants
|
- `constants.asm` and `constants_top.asm` - various tables of constants
|
||||||
- `display_*.asm` - display lists and text screen definitions
|
|
||||||
- `ai.asm` - artificial stupidity of computer opponents
|
- `ai.asm` - artificial stupidity of computer opponents
|
||||||
- `weapons.asm` - general arsenal of tankies
|
- `weapons.asm` - general arsenal of tankies
|
||||||
- `definitions.asm` - label definitions, moved to make it work better with Altirra debug (it doesn't).
|
- `definitions.asm` - label definitions, moved to make it work better with Altirra debug (it doesn't).
|
||||||
|
|
||||||
|
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
|
||||||
|
|
||||||
|
|
||||||
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.
|
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. :)
|
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. :)
|
||||||
@@ -55,6 +75,87 @@ With the advent of [fujinet](https://fujinet.online/) we are thinking about maki
|
|||||||
|
|
||||||
## Changelog:
|
## Changelog:
|
||||||
|
|
||||||
|
###### Version 1.50
|
||||||
|
2024-03-15
|
||||||
|
|
||||||
|
Atari 8-bit cart flasher and bug fixes!
|
||||||
|
|
||||||
|
@RB5200 provided us with a very good bug reports 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 non functional 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 a 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 making 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 "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 main menu display.
|
||||||
|
- "Stomp" weapon radius depents on Force.
|
||||||
|
- Super fast dirt fall with SFX, available by pressing [START] or in 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 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 available in 5200 as well (long press of [#] toggles this mode).
|
||||||
|
- AI searches for a 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
|
###### Version 1.30
|
||||||
2023-05-21
|
2023-05-21
|
||||||
|
|
||||||
|
|||||||
@@ -1,3 +1,5 @@
|
|||||||
|
.IF *>0 ;this is a trick that prevents compiling this file alone
|
||||||
|
|
||||||
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
|
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
|
||||||
|
|
||||||
; artificial intelligence of tanks goes here!
|
; artificial intelligence of tanks goes here!
|
||||||
@@ -8,6 +10,26 @@
|
|||||||
; - shoots random direction and force
|
; - shoots random direction and force
|
||||||
; greeeting to myself 10 years older in 2013-11-09... still no idea
|
; greeeting to myself 10 years older in 2013-11-09... still no idea
|
||||||
|
|
||||||
|
;----------------
|
||||||
|
AIRoutines
|
||||||
|
.word Moron-1
|
||||||
|
.word Shooter-1 ;Shooter
|
||||||
|
.word Poolshark-1 ;Poolshark
|
||||||
|
.word Tosser-1 ;Tosser
|
||||||
|
.word Chooser-1 ;Chooser
|
||||||
|
.word Spoiler-1 ;Spoiler
|
||||||
|
.word Cyborg-1 ;Cyborg
|
||||||
|
.word Unknown-1 ;Unknown
|
||||||
|
;----------------
|
||||||
|
PurchaseAIRoutines
|
||||||
|
.word MoronPurchase-1
|
||||||
|
.word ShooterPurchase-1 ;ShooterPurchase
|
||||||
|
.word PoolsharkPurchase-1 ;PoolsharkPurchase
|
||||||
|
.word TosserPurchase-1 ;TosserPurchase
|
||||||
|
.word TosserPurchase-1 ;ChooserPurchase
|
||||||
|
.word CyborgPurchase-1 ;SpoilerPurchase
|
||||||
|
.word CyborgPurchase-1 ;CyborgPurchase
|
||||||
|
.word TosserPurchase-1 ;UnknownPurchase
|
||||||
|
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
.proc ArtificialIntelligence ;
|
.proc ArtificialIntelligence ;
|
||||||
@@ -17,10 +39,9 @@
|
|||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
asl
|
asl
|
||||||
tay
|
tay
|
||||||
:2 dey ;credit KK
|
lda AIRoutines-1,y ; -1 and -2 because AI players are numbered from 1 not from 0 (Human)
|
||||||
lda AIRoutines+1,y
|
|
||||||
pha
|
pha
|
||||||
lda AIRoutines,y
|
lda AIRoutines-2,y
|
||||||
pha
|
pha
|
||||||
; it's no necessary - PrepareAIShoot is next proc :)
|
; it's no necessary - PrepareAIShoot is next proc :)
|
||||||
; jsr PrepareAIShoot
|
; jsr PrepareAIShoot
|
||||||
@@ -32,13 +53,12 @@
|
|||||||
; by dividing positions by 4
|
; by dividing positions by 4
|
||||||
ldy #MaxPlayers-1
|
ldy #MaxPlayers-1
|
||||||
loop
|
loop
|
||||||
lda xtankstableL,y
|
|
||||||
sta temp
|
|
||||||
lda xtankstableH,y
|
|
||||||
sta temp+1
|
|
||||||
;= /4
|
;= /4
|
||||||
:2 lsrw temp
|
lda xtankstableH,y
|
||||||
lda temp
|
lsr
|
||||||
|
lda xtankstableL,y
|
||||||
|
ror ;just one bit over 256. Max screenwidth = 512!!!
|
||||||
|
lsr
|
||||||
sta LowResDistances,y
|
sta LowResDistances,y
|
||||||
dey
|
dey
|
||||||
bpl loop
|
bpl loop
|
||||||
@@ -52,34 +72,17 @@ WepTableToTemp
|
|||||||
sta temp+1
|
sta temp+1
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
;----------------
|
|
||||||
AIRoutines
|
|
||||||
.word Moron-1
|
|
||||||
.word Shooter-1 ;Shooter
|
|
||||||
.word Poolshark-1 ;Poolshark
|
|
||||||
.word Tosser-1 ;Tosser
|
|
||||||
.word Chooser-1 ;Chooser
|
|
||||||
.word Spoiler-1 ;Spoiler
|
|
||||||
.word Cyborg-1 ;Cyborg
|
|
||||||
.word Unknown-1 ;Unknown
|
|
||||||
|
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
.proc Unknown
|
.proc Unknown
|
||||||
; random robotank (from Poolshark to Cyborg)
|
; random robotank (from Poolshark to Cyborg)
|
||||||
randomize 4 13
|
randomize 3 7
|
||||||
and #%11111110
|
bne ArtificialIntelligence ; We know that PrepareAIShoot is already done, but.... who cares :)
|
||||||
tay
|
|
||||||
lda AIRoutines+1,y
|
|
||||||
pha
|
|
||||||
lda AIRoutines,y
|
|
||||||
pha
|
|
||||||
rts
|
|
||||||
.endp
|
.endp
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
.proc Moron
|
.proc Moron
|
||||||
jsr RandomizeAngle
|
jsr RandomizeAngle
|
||||||
sta NewAngle
|
sta NewAngle
|
||||||
mwa #80 RandBoundaryLow
|
mwa #180 RandBoundaryLow
|
||||||
mwa #800 RandBoundaryHigh
|
mwa #800 RandBoundaryHigh
|
||||||
jsr RandomizeForce
|
jsr RandomizeForce
|
||||||
; choose the best weapon
|
; choose the best weapon
|
||||||
@@ -125,24 +128,27 @@ shootingLeftAtThisMomentOfTime
|
|||||||
|
|
||||||
firstShoot
|
firstShoot
|
||||||
; compare the x position with the middle of the screen
|
; compare the x position with the middle of the screen
|
||||||
lda xTanksTableH,x
|
lda LowResDistances,x
|
||||||
cmp #>(screenwidth/2)
|
cmp #(screenwidth/8) ; screenwidth/2 but LowResDistances are already /4
|
||||||
bne @+
|
bcc tankIsOnTheRight
|
||||||
lda xTanksTableL,x
|
|
||||||
cmp #<(screenwidth/2)
|
|
||||||
@ bcc tankIsOnTheRight
|
|
||||||
|
|
||||||
; enemy tank is on the left
|
; enemy tank is on the left
|
||||||
randomize 95 125
|
;randomize 95 125
|
||||||
|
lda RANDOM ; Shorter an faster randomize
|
||||||
|
and #%00011111 ; 0 - 31
|
||||||
|
adc #95 ; Carry doesn't matter :)
|
||||||
sta NewAngle
|
sta NewAngle
|
||||||
bne forceNow
|
bne forceNow
|
||||||
|
|
||||||
tankIsOnTheRight
|
tankIsOnTheRight
|
||||||
randomize 55 85
|
;randomize 55 85
|
||||||
|
lda RANDOM ; Shorter an faster randomize
|
||||||
|
and #%00011111 ; 0 - 31
|
||||||
|
adc #54 ; Carry doesn't matter :)
|
||||||
sta NewAngle
|
sta NewAngle
|
||||||
|
|
||||||
forceNow
|
forceNow
|
||||||
mwa #100 RandBoundaryLow
|
mwa #200 RandBoundaryLow
|
||||||
mwa #800 RandBoundaryHigh
|
mwa #800 RandBoundaryHigh
|
||||||
;ldx TankNr ;this is possibly not necessary
|
;ldx TankNr ;this is possibly not necessary
|
||||||
jsr RandomizeForce
|
jsr RandomizeForce
|
||||||
@@ -188,19 +194,19 @@ EnemyOnLeft
|
|||||||
sta AngleTablePointer
|
sta AngleTablePointer
|
||||||
AngleIsSet
|
AngleIsSet
|
||||||
|
|
||||||
randomize 0 8
|
;randomize 0 8
|
||||||
|
lda RANDOM
|
||||||
|
and #%00000111
|
||||||
ldy AngleTablePointer
|
ldy AngleTablePointer
|
||||||
clc
|
clc
|
||||||
adc AngleTable,y
|
adc AngleTable,y
|
||||||
sta NewAngle
|
sta NewAngle
|
||||||
|
|
||||||
forceNow
|
|
||||||
mwa #300 RandBoundaryLow
|
mwa #300 RandBoundaryLow
|
||||||
mwa #700 RandBoundaryHigh
|
mwa #700 RandBoundaryHigh
|
||||||
ldx TankNr
|
; ldx TankNr ; looks like not necessary
|
||||||
jsr RandomizeForce
|
jsr RandomizeForce
|
||||||
|
|
||||||
endo
|
|
||||||
; choose the best weapon
|
; choose the best weapon
|
||||||
|
|
||||||
jmp ChooseBestOffensive
|
jmp ChooseBestOffensive
|
||||||
@@ -208,10 +214,28 @@ endo
|
|||||||
|
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
AngleTable ; 16 bytes ;ba w $348b L$3350
|
AngleTable ; 16 bytes ;ba w $348b L$3350
|
||||||
.by 106,114,122,130,138,146,154,162
|
.by 91,99,107,115,123,131,139,147
|
||||||
.by 18,26,34,43,50,58,66,74
|
.by 25,33,41,49,57,65,73,81
|
||||||
.endp
|
.endp
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
|
.proc CyborgBattery
|
||||||
|
; cyborg is smarter :)
|
||||||
|
; if have more than 2 batteries and less than 60 of energy
|
||||||
|
; then uses battery
|
||||||
|
lda Energy,x
|
||||||
|
cmp #60
|
||||||
|
bcs EnoughEnergy
|
||||||
|
; lower than 60 units - check battery
|
||||||
|
ldy #ind_Battery
|
||||||
|
lda (temp),y ; has address of TanksWeaponsTable
|
||||||
|
cmp #2
|
||||||
|
; we have more than 2 batteries - use one
|
||||||
|
bcs UseBattery.UseIt
|
||||||
|
EnoughEnergy
|
||||||
|
LowBatteries
|
||||||
|
; if low energy ten use battery (no RTS :) )
|
||||||
|
.endp
|
||||||
|
;
|
||||||
.proc UseBatteryOrFlag
|
.proc UseBatteryOrFlag
|
||||||
jsr UseBattery ; as subroutine for reuse in AutoDefense
|
jsr UseBattery ; as subroutine for reuse in AutoDefense
|
||||||
; if very low energy and no battery then use White Flag
|
; if very low energy and no battery then use White Flag
|
||||||
@@ -222,8 +246,10 @@ AngleTable ; 16 bytes ;ba w $348b L$3350
|
|||||||
jsr ClearTankNr ; we must hide tank to erase shields (issue #138)
|
jsr ClearTankNr ; we must hide tank to erase shields (issue #138)
|
||||||
lda #ind_White_Flag
|
lda #ind_White_Flag
|
||||||
sta ActiveDefenceWeapon,x
|
sta ActiveDefenceWeapon,x
|
||||||
|
mva #sfx_white_flag sfx_effect
|
||||||
jsr PutTankNr ; and draw tank witch Flag
|
jsr PutTankNr ; and draw tank witch Flag
|
||||||
EnoughEnergy
|
EnoughEnergy
|
||||||
|
; jsr DisplayStatus.DisplayEnergy ; not necessary - status update after othher defensives
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
;
|
;
|
||||||
@@ -237,12 +263,17 @@ EnoughEnergy
|
|||||||
lda (temp),y ; has address of TanksWeaponsTable
|
lda (temp),y ; has address of TanksWeaponsTable
|
||||||
beq NoBatteries
|
beq NoBatteries
|
||||||
; we have batteries - use one
|
; we have batteries - use one
|
||||||
|
UseIt
|
||||||
sec
|
sec
|
||||||
sbc #1
|
sbc #1
|
||||||
sta (temp),y
|
sta (temp),y
|
||||||
lda #99
|
lda #99
|
||||||
sta Energy,x
|
sta Energy,x
|
||||||
jsr MaxForceCalculate
|
jsr MaxForceCalculate
|
||||||
|
; and SFX
|
||||||
|
mva #sfx_battery sfx_effect
|
||||||
|
ldy #7
|
||||||
|
jsr PauseYFrames ; wait 14 frames (Battery SFX)
|
||||||
EnoughEnergy
|
EnoughEnergy
|
||||||
NoBatteries
|
NoBatteries
|
||||||
rts
|
rts
|
||||||
@@ -253,7 +284,21 @@ NoBatteries
|
|||||||
; but not allways
|
; but not allways
|
||||||
randomize 1 3
|
randomize 1 3
|
||||||
cmp #1
|
cmp #1
|
||||||
bne NoUseDefensive
|
bne UseBattery.NoBatteries ; nearest RTS
|
||||||
|
; now use defensive like Tosser
|
||||||
|
;jmp TosserDefensives
|
||||||
|
.endp
|
||||||
|
;----------------------------------------------
|
||||||
|
.proc TosserDefensives
|
||||||
|
; use best defensive :)
|
||||||
|
; allways
|
||||||
|
jsr GetBestDefensive
|
||||||
|
; update status line
|
||||||
|
jmp DisplayStatus ; jsr/rts
|
||||||
|
; rts
|
||||||
|
.endp
|
||||||
|
;----------------------------------------------
|
||||||
|
.proc GetBestDefensive
|
||||||
; first check check if any is in use
|
; first check check if any is in use
|
||||||
lda ActiveDefenceWeapon,x
|
lda ActiveDefenceWeapon,x
|
||||||
bne DefensiveInUse
|
bne DefensiveInUse
|
||||||
@@ -273,8 +318,12 @@ NoBatteries
|
|||||||
sta ActiveDefenceWeapon,x
|
sta ActiveDefenceWeapon,x
|
||||||
lda DefensiveEnergy,y
|
lda DefensiveEnergy,y
|
||||||
sta ShieldEnergy,x
|
sta ShieldEnergy,x
|
||||||
NoUseDefensive
|
; and SFX
|
||||||
|
mva #sfx_auto_defense sfx_effect
|
||||||
|
ldy #7
|
||||||
|
jsr PauseYFrames ; wait 14 frames (Defense SFX)
|
||||||
DefensiveInUse
|
DefensiveInUse
|
||||||
|
NoUseDefensive
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
@@ -286,33 +335,6 @@ DefensiveInUse
|
|||||||
jmp Poolshark.firstShoot
|
jmp Poolshark.firstShoot
|
||||||
.endp
|
.endp
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
.proc TosserDefensives
|
|
||||||
; use best defensive :)
|
|
||||||
; allways
|
|
||||||
; first check check if any is in use
|
|
||||||
lda ActiveDefenceWeapon,x
|
|
||||||
bne DefensiveInUse
|
|
||||||
ldy #last_real_defensive+1 ;the last defensive weapon
|
|
||||||
@
|
|
||||||
dey
|
|
||||||
cpy #ind_Hovercraft ;first defensive weapon (White Flag, Battery and Hovercraft - never use)
|
|
||||||
beq NoUseDefensive
|
|
||||||
lda (temp),y ; has address of TanksWeaponsTable
|
|
||||||
beq @-
|
|
||||||
; decrease in inventory
|
|
||||||
sec
|
|
||||||
sbc #1
|
|
||||||
sta (temp),y ; has address of TanksWeaponsTable
|
|
||||||
; activate defensive weapon
|
|
||||||
tya ; number of selectet defensive weapon
|
|
||||||
sta ActiveDefenceWeapon,x
|
|
||||||
lda DefensiveEnergy,y
|
|
||||||
sta ShieldEnergy,x
|
|
||||||
DefensiveInUse
|
|
||||||
NoUseDefensive
|
|
||||||
rts
|
|
||||||
.endp
|
|
||||||
;----------------------------------------------
|
|
||||||
.proc Chooser
|
.proc Chooser
|
||||||
; like cyborg but more randomizing force
|
; like cyborg but more randomizing force
|
||||||
jsr UseBatteryOrFlag
|
jsr UseBatteryOrFlag
|
||||||
@@ -336,13 +358,8 @@ NotNegativeEnergy
|
|||||||
adw Force #100 RandBoundaryHigh
|
adw Force #100 RandBoundaryHigh
|
||||||
jsr RandomizeForce
|
jsr RandomizeForce
|
||||||
; if target distance lower than 24 - set weapon to Baby Missile (for security :)
|
; if target distance lower than 24 - set weapon to Baby Missile (for security :)
|
||||||
jsr GetDistance
|
jmp GetDistance
|
||||||
cmp #6 ; 24/4
|
;rts
|
||||||
bcs HighForce
|
|
||||||
lda #ind_Baby_Missile
|
|
||||||
sta ActiveWeapon,x
|
|
||||||
HighForce
|
|
||||||
rts
|
|
||||||
.endp
|
.endp
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
.proc Spoiler
|
.proc Spoiler
|
||||||
@@ -355,7 +372,7 @@ HighForce
|
|||||||
jsr FindBestTarget3
|
jsr FindBestTarget3
|
||||||
sty TargetTankNr
|
sty TargetTankNr
|
||||||
; aiming
|
; aiming
|
||||||
jsr TakeAim ; direction still in A (0 - left, >0 - right)
|
jsr TakeAimExtra ; direction still in A (0 - left, >0 - right)
|
||||||
|
|
||||||
; choose the best weapon
|
; choose the best weapon
|
||||||
jsr ChooseBestOffensive
|
jsr ChooseBestOffensive
|
||||||
@@ -368,17 +385,13 @@ NotNegativeEnergy
|
|||||||
adw Force #50 RandBoundaryHigh
|
adw Force #50 RandBoundaryHigh
|
||||||
jsr RandomizeForce
|
jsr RandomizeForce
|
||||||
; if target distance lower than 24 - set weapon to Baby Missile (for security :)
|
; if target distance lower than 24 - set weapon to Baby Missile (for security :)
|
||||||
jsr GetDistance
|
jmp GetDistance
|
||||||
cmp #6 ; 24/4
|
;rts
|
||||||
bcs HighForce
|
|
||||||
lda #ind_Baby_Missile
|
|
||||||
sta ActiveWeapon,x
|
|
||||||
HighForce
|
|
||||||
rts
|
|
||||||
.endp
|
.endp
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
.proc Cyborg
|
.proc Cyborg
|
||||||
jsr UseBatteryOrFlag
|
; if low energy ten use battery
|
||||||
|
jsr CyborgBattery
|
||||||
; use defensives like Tosser
|
; use defensives like Tosser
|
||||||
jsr TosserDefensives
|
jsr TosserDefensives
|
||||||
; now select best target
|
; now select best target
|
||||||
@@ -386,8 +399,7 @@ HighForce
|
|||||||
jsr FindBestTarget3
|
jsr FindBestTarget3
|
||||||
sty TargetTankNr
|
sty TargetTankNr
|
||||||
; aiming
|
; aiming
|
||||||
jsr TakeAim ; direction still in A (0 - left, >0 - right)
|
jsr TakeAimExtra ; direction still in A (0 - left, >0 - right)
|
||||||
|
|
||||||
; choose the best weapon
|
; choose the best weapon
|
||||||
ldy #ind_Nuke +1
|
ldy #ind_Nuke +1
|
||||||
jsr ChooseBestOffensive.NotFromAll
|
jsr ChooseBestOffensive.NotFromAll
|
||||||
@@ -396,14 +408,9 @@ HighForce
|
|||||||
sta ForceTableL,x
|
sta ForceTableL,x
|
||||||
lda Force+1
|
lda Force+1
|
||||||
sta ForceTableH,x
|
sta ForceTableH,x
|
||||||
; if target distance lower than 32 - set weapon to Baby Missile (for security :)
|
; if target distance lower than 24 - set weapon to Baby Missile (for security :)
|
||||||
jsr GetDistance
|
jmp GetDistance
|
||||||
cmp #8 ;32/4
|
;rts
|
||||||
bcs HighForce
|
|
||||||
lda #ind_Baby_Missile
|
|
||||||
sta ActiveWeapon,x
|
|
||||||
HighForce
|
|
||||||
rts
|
|
||||||
.endp
|
.endp
|
||||||
|
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
@@ -418,6 +425,7 @@ HighForce
|
|||||||
; jsr MakeLowResDistances
|
; jsr MakeLowResDistances
|
||||||
lda #202
|
lda #202
|
||||||
sta temp2 ; max possible energy
|
sta temp2 ; max possible energy
|
||||||
|
stx temp2+1 ; set target tank to himself (if it doesn't find targets - Long Shlong :) )
|
||||||
lda #0
|
lda #0
|
||||||
sta tempor2 ; direction of shoot
|
sta tempor2 ; direction of shoot
|
||||||
;ldx TankNr
|
;ldx TankNr
|
||||||
@@ -429,7 +437,9 @@ loop01
|
|||||||
beq skipThisPlayer
|
beq skipThisPlayer
|
||||||
lda eXistenZ,y
|
lda eXistenZ,y
|
||||||
beq skipThisPlayer
|
beq skipThisPlayer
|
||||||
|
lda BarrelLength,y
|
||||||
|
cmp #LongBarrel ; if target has Long Schlong do not aim
|
||||||
|
beq skipThisPlayer
|
||||||
lda skilltable,y
|
lda skilltable,y
|
||||||
beq ItIsHuman
|
beq ItIsHuman
|
||||||
lda PreferHumansFlag
|
lda PreferHumansFlag
|
||||||
@@ -437,7 +447,15 @@ ItIsHuman
|
|||||||
clc
|
clc
|
||||||
adc Energy,y ; if robotank energy=energy+100 (100 or 0 from PreferHumansFlag)
|
adc Energy,y ; if robotank energy=energy+100 (100 or 0 from PreferHumansFlag)
|
||||||
cmp temp2 ; lowest
|
cmp temp2 ; lowest
|
||||||
|
beq lowestIsEqual
|
||||||
|
bcc lowestIsHigher
|
||||||
|
; if lower
|
||||||
bcs lowestIsLower
|
bcs lowestIsLower
|
||||||
|
lowestIsEqual
|
||||||
|
; if equal then select random (of two tanks)
|
||||||
|
bit RANDOM
|
||||||
|
bmi lowestIsLower
|
||||||
|
lowestIsHigher
|
||||||
sta temp2
|
sta temp2
|
||||||
sty temp2+1 ; number of the closest tank
|
sty temp2+1 ; number of the closest tank
|
||||||
mva #0 tempor2
|
mva #0 tempor2
|
||||||
@@ -469,6 +487,7 @@ skipThisPlayer
|
|||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
; jsr MakeLowResDistances
|
; jsr MakeLowResDistances
|
||||||
mva #$ff temp2 ; min possible distance
|
mva #$ff temp2 ; min possible distance
|
||||||
|
stx temp2+1 ; set target tank to himself (if it doesn't find targets - Long Shlong :) )
|
||||||
mva #0 tempor2 ; direction of shoot
|
mva #0 tempor2 ; direction of shoot
|
||||||
|
|
||||||
;ldx TankNr
|
;ldx TankNr
|
||||||
@@ -480,6 +499,9 @@ loop01
|
|||||||
beq skipThisPlayer
|
beq skipThisPlayer
|
||||||
lda eXistenZ,y
|
lda eXistenZ,y
|
||||||
beq skipThisPlayer
|
beq skipThisPlayer
|
||||||
|
lda BarrelLength,y
|
||||||
|
cmp #LongBarrel ; if target has Long Schlong do not aim
|
||||||
|
beq skipThisPlayer
|
||||||
|
|
||||||
lda LowResDistances,x
|
lda LowResDistances,x
|
||||||
cmp LowResDistances,y
|
cmp LowResDistances,y
|
||||||
@@ -514,7 +536,7 @@ skipThisPlayer
|
|||||||
; in temp2 we have x distance divided by 8
|
; in temp2 we have x distance divided by 8
|
||||||
ldy temp2+1
|
ldy temp2+1
|
||||||
lda tempor2
|
lda tempor2
|
||||||
rts
|
End rts
|
||||||
.endp
|
.endp
|
||||||
|
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
@@ -524,9 +546,14 @@ skipThisPlayer
|
|||||||
; returns angle and power of shoot tank X (TankNr)
|
; returns angle and power of shoot tank X (TankNr)
|
||||||
; in the appropriate variables (Angle and Force)
|
; in the appropriate variables (Angle and Force)
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
|
lda ActiveDefenceWeapon,x
|
||||||
|
cmp #ind_White_Flag ; if a white flag, targeting makes no sense
|
||||||
|
beq FindBestTarget2.End ; nearest RTS
|
||||||
|
;
|
||||||
|
mva #$ff SecondTryFlag
|
||||||
|
NoSecondTry
|
||||||
lda ActiveWeapon,x
|
lda ActiveWeapon,x
|
||||||
pha ; store active weapon
|
pha ; store active weapon
|
||||||
mva #$ff SecondTryFlag
|
|
||||||
; set initial Angle and Force values
|
; set initial Angle and Force values
|
||||||
lda OptionsTable+2 ; selected gravity
|
lda OptionsTable+2 ; selected gravity
|
||||||
asl
|
asl
|
||||||
@@ -566,6 +593,8 @@ RepeatAim
|
|||||||
AimingRight
|
AimingRight
|
||||||
; make test Shoot (Flight)
|
; make test Shoot (Flight)
|
||||||
jsr SetStartAndFlight
|
jsr SetStartAndFlight
|
||||||
|
bit escFlag
|
||||||
|
bmi EndOfAim
|
||||||
lda HitFlag
|
lda HitFlag
|
||||||
beq NoHitInFirstLoopR ; impossible :)
|
beq NoHitInFirstLoopR ; impossible :)
|
||||||
bmi GroundHitInFirstLoopR
|
bmi GroundHitInFirstLoopR
|
||||||
@@ -609,6 +638,8 @@ EndOfFirstLoopR
|
|||||||
SecondLoopR
|
SecondLoopR
|
||||||
; make test Shoot (Flight)
|
; make test Shoot (Flight)
|
||||||
jsr SetStartAndFlight
|
jsr SetStartAndFlight
|
||||||
|
bit escFlag
|
||||||
|
bmi EndOfAim
|
||||||
lda HitFlag
|
lda HitFlag
|
||||||
beq NoHitInSecondLoopR ; impossible :)
|
beq NoHitInSecondLoopR ; impossible :)
|
||||||
bmi GroundHitInSecondLoopR
|
bmi GroundHitInSecondLoopR
|
||||||
@@ -661,6 +692,8 @@ AimSecondTry
|
|||||||
AimingLeft
|
AimingLeft
|
||||||
; make test Shoot (Flight)
|
; make test Shoot (Flight)
|
||||||
jsr SetStartAndFlight
|
jsr SetStartAndFlight
|
||||||
|
bit escFlag
|
||||||
|
bmi EndOfAim
|
||||||
lda HitFlag
|
lda HitFlag
|
||||||
beq NoHitInFirstLoopL ; impossible :)
|
beq NoHitInFirstLoopL ; impossible :)
|
||||||
bmi GroundHitInFirstLoopL
|
bmi GroundHitInFirstLoopL
|
||||||
@@ -704,6 +737,8 @@ EndOfFirstLoopL
|
|||||||
SecondLoopL
|
SecondLoopL
|
||||||
; make test Shoot (Flight)
|
; make test Shoot (Flight)
|
||||||
jsr SetStartAndFlight
|
jsr SetStartAndFlight
|
||||||
|
bit escFlag
|
||||||
|
bmi EndOfAim
|
||||||
lda HitFlag
|
lda HitFlag
|
||||||
beq NoHitInSecondLoopL ; impossible :)
|
beq NoHitInSecondLoopL ; impossible :)
|
||||||
bmi GroundHitInSecondLoopL
|
bmi GroundHitInSecondLoopL
|
||||||
@@ -754,37 +789,75 @@ SetStartAndFlight ; set start point (virtual barrel end :) ) and make test fl
|
|||||||
sta ytraj+1
|
sta ytraj+1
|
||||||
mva #0 ytraj+2
|
mva #0 ytraj+2
|
||||||
mva NewAngle Angle
|
mva NewAngle Angle
|
||||||
|
jsr CheckStartKey ; START KEY
|
||||||
|
beq @speedup
|
||||||
|
jsr MoveBarrelToNewPosition
|
||||||
|
bit escFlag
|
||||||
|
bmi exit
|
||||||
|
@speedup
|
||||||
jsr Flight
|
jsr Flight
|
||||||
|
exit
|
||||||
ldx TankNr
|
ldx TankNr
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
|
;----------------------------------------------
|
||||||
|
.proc TakeAimExtra
|
||||||
|
; It triggers aiming and if it misses the target,
|
||||||
|
; repeats the targeting by aiming at other tanks.
|
||||||
|
;----------------------------------------------
|
||||||
|
jsr TakeAim ; standard aiming first
|
||||||
|
ldy HitFlag
|
||||||
|
bpl TankHit
|
||||||
|
; Target missed - repeat aiming
|
||||||
|
mva TargetTankNr FirstTargetTankNr
|
||||||
|
ldy NumberOfPlayers
|
||||||
|
dey
|
||||||
|
SetNextTarget
|
||||||
|
cpy TankNr ; Don't aim at yourself
|
||||||
|
beq skipThisPlayer
|
||||||
|
cpy FirstTargetTankNr ; Don't aim at the original target
|
||||||
|
beq skipThisPlayer
|
||||||
|
lda eXistenZ,y
|
||||||
|
beq skipThisPlayer
|
||||||
|
lda BarrelLength,y
|
||||||
|
cmp #LongBarrel ; if target has Long Schlong do not aim
|
||||||
|
beq skipThisPlayer
|
||||||
|
; check target direction
|
||||||
|
mva #0 tempor2 ; check target direction
|
||||||
|
lda LowResDistances,x
|
||||||
|
cmp LowResDistances,y
|
||||||
|
bcs EnemyOnTheLeft
|
||||||
|
; enemy on right
|
||||||
|
inc tempor2 ; set direction to right
|
||||||
|
EnemyOnTheLeft
|
||||||
|
sty TargetTankNr ; new target for aiming
|
||||||
|
; Go Aiming!
|
||||||
|
jsr TakeAim.NoSecondTry ; standard aiming first (only first try)
|
||||||
|
ldy TargetTankNr
|
||||||
|
lda HitFlag
|
||||||
|
bpl TankHit
|
||||||
|
skipThisPlayer
|
||||||
|
dey
|
||||||
|
bpl SetNextTarget
|
||||||
|
TankHit
|
||||||
|
rts
|
||||||
|
.endp
|
||||||
|
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
.proc PurchaseAI ;
|
.proc PurchaseAI ;
|
||||||
; A - skill of the TankNr
|
; A - skill of the TankNr, TankNr in X
|
||||||
; makes purchase for AI opponents
|
; makes purchase for AI opponents
|
||||||
; results of this routine are not visible on the screen
|
; results of this routine are not visible on the screen
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
asl
|
asl
|
||||||
tax
|
tay
|
||||||
:2 dex ;credit KK
|
lda PurchaseAIRoutines-1,y ; -1 and -2 because AI players are numbered from 1 not from 0 (Human)
|
||||||
lda PurchaseAIRoutines+1,x
|
|
||||||
pha
|
pha
|
||||||
lda PurchaseAIRoutines,x
|
lda PurchaseAIRoutines-2,y
|
||||||
pha
|
pha
|
||||||
rts
|
; rts ; MoronPurchase has rts :)
|
||||||
.endp
|
.endp
|
||||||
|
|
||||||
;----------------
|
|
||||||
PurchaseAIRoutines
|
|
||||||
.word MoronPurchase-1
|
|
||||||
.word ShooterPurchase-1 ;ShooterPurchase
|
|
||||||
.word PoolsharkPurchase-1 ;PoolsharkPurchase
|
|
||||||
.word TosserPurchase-1 ;TosserPurchase
|
|
||||||
.word TosserPurchase-1 ;ChooserPurchase
|
|
||||||
.word CyborgPurchase-1 ;SpoilerPurchase
|
|
||||||
.word CyborgPurchase-1 ;CyborgPurchase
|
|
||||||
.word TosserPurchase-1 ;UnknownPurchase
|
|
||||||
|
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
.proc MoronPurchase
|
.proc MoronPurchase
|
||||||
;Moron buys nothing
|
;Moron buys nothing
|
||||||
@@ -799,10 +872,10 @@ PurchaseAIRoutines
|
|||||||
sta temp+1
|
sta temp+1
|
||||||
:3 lsr ; A=A/8
|
:3 lsr ; A=A/8
|
||||||
sta temp
|
sta temp
|
||||||
tya
|
; tya ; optimization (256 bytes long bittable)
|
||||||
and #%00000111
|
; and #%00000111
|
||||||
tay
|
; tay
|
||||||
lda bittable,y
|
lda bittable1_long,y
|
||||||
ldy temp
|
ldy temp
|
||||||
and PurchaseMeTable2,y
|
and PurchaseMeTable2,y
|
||||||
beq TryToPurchaseOnePiece.SorryNoPurchase
|
beq TryToPurchaseOnePiece.SorryNoPurchase
|
||||||
@@ -817,10 +890,10 @@ PurchaseAIRoutines
|
|||||||
sta temp+1
|
sta temp+1
|
||||||
:3 lsr ; A=A/8
|
:3 lsr ; A=A/8
|
||||||
sta temp
|
sta temp
|
||||||
tya
|
; tya ; optimization (256 bytes long bittable)
|
||||||
and #%00000111
|
; and #%00000111
|
||||||
tay
|
; tay
|
||||||
lda bittable,y
|
lda bittable1_long,y
|
||||||
ldy temp
|
ldy temp
|
||||||
and PurchaseMeTable,y
|
and PurchaseMeTable,y
|
||||||
beq SorryNoPurchase
|
beq SorryNoPurchase
|
||||||
@@ -870,17 +943,10 @@ SorryNoPurchase
|
|||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
.proc ShooterPurchase
|
.proc ShooterPurchase
|
||||||
; first try to buy defensives
|
; first try to buy defensives
|
||||||
; mva #2 tempXroller; number of offensive purchases to perform
|
|
||||||
ldx TankNr
|
|
||||||
@
|
|
||||||
randomize ind_Battery ind_StrongParachute
|
randomize ind_Battery ind_StrongParachute
|
||||||
jsr TryToPurchaseOnePiece
|
jsr TryToPurchaseOnePiece
|
||||||
; dec tempXroller
|
|
||||||
; bne @-
|
|
||||||
|
|
||||||
; and now offensives
|
; and now offensives
|
||||||
mva #4 tempXroller; number of offensive purchases to perform
|
mva #4 tempXroller; number of offensive purchases to perform
|
||||||
;ldx TankNr
|
|
||||||
@
|
@
|
||||||
randomize ind_Missile ind_Heavy_Roller
|
randomize ind_Missile ind_Heavy_Roller
|
||||||
jsr TryToPurchaseOnePiece
|
jsr TryToPurchaseOnePiece
|
||||||
@@ -892,13 +958,9 @@ SorryNoPurchase
|
|||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
.proc PoolsharkPurchase
|
.proc PoolsharkPurchase
|
||||||
; first try to buy defensives
|
; first try to buy defensives
|
||||||
; mva #2 tempXroller; number of offensive purchases to perform
|
|
||||||
ldx TankNr
|
|
||||||
@
|
|
||||||
randomize ind_Battery ind_Bouncy_Castle
|
randomize ind_Battery ind_Bouncy_Castle
|
||||||
jsr TryToPurchaseOnePiece
|
jsr TryToPurchaseOnePiece
|
||||||
dec tempXroller
|
dec tempXroller
|
||||||
; bpl @-
|
|
||||||
|
|
||||||
; and now offensives
|
; and now offensives
|
||||||
mva #6 tempXroller; number of purchases to perform
|
mva #6 tempXroller; number of purchases to perform
|
||||||
@@ -913,14 +975,11 @@ SorryNoPurchase
|
|||||||
.endp
|
.endp
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
.proc TosserPurchase
|
.proc TosserPurchase
|
||||||
|
|
||||||
; what is my money level
|
; what is my money level
|
||||||
ldx TankNr
|
|
||||||
lda MoneyH,x ; money / 256
|
lda MoneyH,x ; money / 256
|
||||||
lsr ; /2
|
lsr ; /2
|
||||||
sta tempXroller ; perform this many purchase attempts
|
sta tempXroller ; perform this many purchase attempts
|
||||||
; first try to buy defensives
|
; first try to buy defensives
|
||||||
; mva #1 tempXroller; number of defensive purchases to perform
|
|
||||||
@
|
@
|
||||||
randomize ind_Battery ind_Bouncy_Castle
|
randomize ind_Battery ind_Bouncy_Castle
|
||||||
jsr TryToPurchaseOnePiece
|
jsr TryToPurchaseOnePiece
|
||||||
@@ -941,14 +1000,11 @@ SorryNoPurchase
|
|||||||
.endp
|
.endp
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
.proc CyborgPurchase
|
.proc CyborgPurchase
|
||||||
|
|
||||||
; what is my money level
|
; what is my money level
|
||||||
ldx TankNr
|
|
||||||
lda MoneyH,x ; money / 256
|
lda MoneyH,x ; money / 256
|
||||||
lsr ; /2
|
lsr ; /2
|
||||||
sta tempXroller ; perform this many purchase attempts
|
sta tempXroller ; perform this many purchase attempts
|
||||||
; first try to buy defensives
|
; first try to buy defensives
|
||||||
; mva #1 tempXroller; number of defensive purchases to perform
|
|
||||||
@
|
@
|
||||||
randomize ind_Battery ind_Bouncy_Castle
|
randomize ind_Battery ind_Bouncy_Castle
|
||||||
jsr TryToPurchaseOnePiece2
|
jsr TryToPurchaseOnePiece2
|
||||||
@@ -989,19 +1045,38 @@ loop
|
|||||||
.endp
|
.endp
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
.proc GetDistance
|
.proc GetDistance
|
||||||
; calculates lores ( /4 ) distance from tank X to TargetTankNr(Y)
|
; calculates lores ( /4 ) distance from tank X to last plot
|
||||||
; result in A
|
; (explosion position after Flight proc)
|
||||||
|
; This procedure must be called immediately after targeting.
|
||||||
|
; xdraw value should remain unchanged from the end of the Flight procedure.
|
||||||
|
;
|
||||||
|
; if target distance lower than 24 - set weapon to Baby Missile
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
ldy TargetTankNr
|
;xdraw/4
|
||||||
lda LowResDistances,x
|
lda xdraw+1
|
||||||
cmp LowResDistances,y
|
lsr
|
||||||
@ bcs YisLower
|
lda xdraw
|
||||||
|
ror ;just one bit over 256. Max screenwidth = 512!!!
|
||||||
|
lsr
|
||||||
|
;
|
||||||
sec
|
sec
|
||||||
lda LowResDistances,y
|
|
||||||
sbc LowResDistances,x
|
sbc LowResDistances,x
|
||||||
rts
|
bcs XisLower
|
||||||
YisLower
|
YisLower
|
||||||
lda LowResDistances,x
|
eor #$ff
|
||||||
sbc LowResDistances,y
|
adc #1
|
||||||
|
XisLower
|
||||||
|
;rts
|
||||||
|
cpx TargetTankNr ; If tank is aiming at itself don't change weapon,
|
||||||
|
beq NoChangeToBM ; he is the only one without a Long Shlong :)
|
||||||
|
; if target distance lower than 24 - set weapon to Baby Missile (for security :)
|
||||||
|
cmp #6 ; 24/4
|
||||||
|
bcs HighDistance
|
||||||
|
lda #ind_Baby_Missile
|
||||||
|
sta ActiveWeapon,x
|
||||||
|
HighDistance
|
||||||
|
NoChangeToBM
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
|
|
||||||
|
.ENDIF
|
||||||
@@ -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
|
||||||
|
ScorchBank = 1
|
||||||
|
MenuENBank = 10
|
||||||
|
MenuPLBank = 15
|
||||||
|
TetryxBank = 20
|
||||||
|
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
|
||||||
@@ -0,0 +1,734 @@
|
|||||||
|
/***************************************/
|
||||||
|
/* 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
|
||||||
|
beq old_splash
|
||||||
|
rts
|
||||||
|
old_splash
|
||||||
|
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
|
||||||
|
|
||||||
@@ -17,7 +17,6 @@ chn_bits .ds 1
|
|||||||
bit_data .ds 1
|
bit_data .ds 1
|
||||||
; ---
|
; ---
|
||||||
|
|
||||||
org $00
|
|
||||||
|
|
||||||
fcnt .ds 2
|
fcnt .ds 2
|
||||||
fadr .ds 2
|
fadr .ds 2
|
||||||
@@ -30,6 +29,9 @@ byt2 .ds 1
|
|||||||
|
|
||||||
zc .ds ZCOLORS
|
zc .ds ZCOLORS
|
||||||
|
|
||||||
|
org $1fff
|
||||||
|
SplashTypeFlag .ds 1
|
||||||
|
|
||||||
* --- BASIC switch OFF
|
* --- BASIC switch OFF
|
||||||
org $2000\ mva #$ff portb\ rts\ ini $2000
|
org $2000\ mva #$ff portb\ rts\ ini $2000
|
||||||
|
|
||||||
@@ -63,10 +65,20 @@ FontSplash
|
|||||||
|
|
||||||
mother
|
mother
|
||||||
; dta d" The Mother of All Games "
|
; dta d" The Mother of All Games "
|
||||||
dta d" Father Unknown of All Games "
|
dta d" Unknown Father of All Games "
|
||||||
icl "lzss_player.asm" ; player (and data) for splash music
|
|
||||||
|
|
||||||
main
|
main
|
||||||
|
.IF CART_VERSION
|
||||||
|
lda random
|
||||||
|
and #%11100000 ; Old splash probability 1/8
|
||||||
|
sta SplashTypeFlag
|
||||||
|
bne new_splash
|
||||||
|
rts ; KAZ splash :)
|
||||||
|
new_splash
|
||||||
|
.ENDIF
|
||||||
|
/*
|
||||||
|
mva #00 ManualLangFlag ; no manual page
|
||||||
|
*/
|
||||||
jsr init_song
|
jsr init_song
|
||||||
|
|
||||||
* --- init PMG
|
* --- init PMG
|
||||||
@@ -130,6 +142,7 @@ raster_program_end
|
|||||||
|
|
||||||
lda >FontSplash
|
lda >FontSplash
|
||||||
sta chbase
|
sta chbase
|
||||||
|
sta chbas
|
||||||
c0 lda #$00
|
c0 lda #$00
|
||||||
sta colbak
|
sta colbak
|
||||||
c1 lda #$00
|
c1 lda #$00
|
||||||
@@ -155,7 +168,7 @@ s0 lda #$03
|
|||||||
lda #$14
|
lda #$14
|
||||||
sta gtictl
|
sta gtictl
|
||||||
|
|
||||||
|
; jmp stop
|
||||||
//--------------------
|
//--------------------
|
||||||
// EXIT
|
// EXIT
|
||||||
//--------------------
|
//--------------------
|
||||||
@@ -173,7 +186,10 @@ s0 lda #$03
|
|||||||
lda skctl ; ANY KEY
|
lda skctl ; ANY KEY
|
||||||
and #$04
|
and #$04
|
||||||
bne skp
|
bne skp
|
||||||
|
/* lda kbcode
|
||||||
|
cmp #$25 ; "M" key
|
||||||
|
bne stop
|
||||||
|
mva #01 ManualLangFlag ; english manual page */
|
||||||
stop mva #$00 pmcntl ;PMG disabled
|
stop mva #$00 pmcntl ;PMG disabled
|
||||||
tax
|
tax
|
||||||
sta:rne hposp0,x+
|
sta:rne hposp0,x+
|
||||||
@@ -196,6 +212,38 @@ stop mva #$00 pmcntl ;PMG disabled
|
|||||||
mva #$40 nmien ;only NMI interrupts, DLI disabled
|
mva #$40 nmien ;only NMI interrupts, DLI disabled
|
||||||
cli ;IRQ enabled
|
cli ;IRQ enabled
|
||||||
|
|
||||||
|
/* lda ManualLangFlag
|
||||||
|
beq waitkey2release
|
||||||
|
|
||||||
|
; and now display manual language selection screen
|
||||||
|
mva <lngDL dlptrs
|
||||||
|
mva >lngDL dlptrs+1
|
||||||
|
mva #%00111110 dmactls ;set new screen width
|
||||||
|
|
||||||
|
; wait for key
|
||||||
|
waitkey2
|
||||||
|
lda skctl ; ANY KEY
|
||||||
|
and #$04
|
||||||
|
bne waitkey2
|
||||||
|
lda kbcode
|
||||||
|
cmp #$2A ; "E" key
|
||||||
|
bne notEng
|
||||||
|
mva #01 ManualLangFlag ; english manual page
|
||||||
|
bne endsplash
|
||||||
|
notEng
|
||||||
|
cmp #$0A ; "P" key
|
||||||
|
bne waitkey2
|
||||||
|
mva #02 ManualLangFlag ; polish manual page
|
||||||
|
endsplash
|
||||||
|
;no glitching please (issue #67)
|
||||||
|
lda #0
|
||||||
|
sta $D400 ;dmactl
|
||||||
|
sta $022F ;dmactls
|
||||||
|
waitkey2release
|
||||||
|
lda skctl ; ANY KEY
|
||||||
|
and #$04
|
||||||
|
beq waitkey2release
|
||||||
|
*/
|
||||||
rts ;return to ... DOS
|
rts ;return to ... DOS
|
||||||
skp
|
skp
|
||||||
|
|
||||||
@@ -220,9 +268,28 @@ _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
|
||||||
|
|
||||||
;---
|
;---
|
||||||
|
|
||||||
|
/* lngDL
|
||||||
|
.byte $70,$70,$70,$70,$70
|
||||||
|
.byte $47
|
||||||
|
.word LngTitle
|
||||||
|
.byte $70,$70
|
||||||
|
.byte $42
|
||||||
|
.word LngList
|
||||||
|
.byte $50,$02
|
||||||
|
.byte $41
|
||||||
|
.word lngDL
|
||||||
|
LngTitle
|
||||||
|
dta d" select language "*
|
||||||
|
LngList
|
||||||
|
dta d" E - English Manual "
|
||||||
|
dta d" P - Polska instrukcja " */
|
||||||
|
|
||||||
|
;---
|
||||||
.MACRO ANTIC_PROGRAM
|
.MACRO ANTIC_PROGRAM
|
||||||
dta $70,$70
|
dta $70,$70
|
||||||
:+8 dta $4e,a(:1+$0000+#*40)
|
:+8 dta $4e,a(:1+$0000+#*40)
|
||||||
|
|||||||
@@ -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
|
.proc talk
|
||||||
; Maximum text length is 63 characters!!!
|
; Maximum text length is 63 characters!!!
|
||||||
L0 dta d"CYKA BLAT"
|
dta d"DIE!"^
|
||||||
L1 dta d"DIE!"
|
dta d"FUR DEUTSCHLAND!"^
|
||||||
L2 dta d"EAT MY SHORTS!"
|
dta d"YOU'RE DEAD MEAT."^
|
||||||
L3 dta d"YOU'RE TOAST!"
|
dta d"DIE COMMIE PIG!"^
|
||||||
L4 dta d"BANZAI!"
|
dta d"VICTORY!"^
|
||||||
L5 dta d"FROM HELL'S HEART I STAB AT THEE..."
|
dta d"DIE, ALIEN SWINE!"^
|
||||||
L6 dta d"I DIDN'T DO IT. NOBODY SAW ME DO IT."
|
dta d"AWRUK!!!"^
|
||||||
L7 dta d"TAKE A HIKE!"
|
dta d"CYKA BLAT"^
|
||||||
L8 dta d"YOU'RE DEAD MEAT."
|
dta d"TAKE THIS!"^
|
||||||
L9 dta d"MAKE MY DAY."
|
dta d"EAT MY SHORTS!"^
|
||||||
L10 dta d"CHARGE!"
|
dta d"YOU'RE TOAST!"^
|
||||||
L11 dta d"ATTACK!"
|
dta d"BANZAI!"^
|
||||||
L12 dta d"YOU'RE OUTTA HERE."
|
dta d"OPEN WIDE!"^
|
||||||
L13 dta d"WATTSA MATTA YOU?"
|
dta d"HA HA HA."^
|
||||||
L14 dta d"FREEZE, OR I'LL SHOOT!"
|
dta d"CHARGE!"^
|
||||||
L15 dta d"HA HA HA."
|
dta d"ATTACK!"^
|
||||||
L16 dta d"WE COME IN PEACE - SHOOT TO KILL!"
|
dta d"DIE, TANK-SCUM!"^
|
||||||
L17 dta d"IN YOUR FACE!"
|
dta d"IN YOUR FACE!"^
|
||||||
L18 dta d"DIE COMMIE PIG!"
|
dta d"TAKE A HIKE!"^
|
||||||
L19 dta d"I LOVE THE SMELL OF NAPALM IN THE MORNING."
|
dta d"MAKE MY DAY."^
|
||||||
L20 dta d"VICTORY!"
|
dta d"KNOCK, KNOCK."^
|
||||||
L21 dta d"SHOW SOME RESPECT."
|
; end of Propaganda :)
|
||||||
L22 dta d"JUST WHO DO YOU THINK YOU ARE?"
|
dta d"FROM HELL'S HEART I STAB AT THEE..."^
|
||||||
L23 dta d"LOOK OUT BELOW!"
|
dta d"DO YOU FEEL LUCKY, TANK?"^
|
||||||
L24 dta d"KNOCK, KNOCK."
|
dta d"YOU'RE OUTTA HERE."^
|
||||||
L25 dta d"LOOK OVER THERE."
|
dta d"WATTSA MATTA YOU?"^
|
||||||
L26 dta d"GUESS WHAT'S COMING FOR DINNER?"
|
dta d"FREEZE, OR I'LL SHOOT!"^
|
||||||
L27 dta d"MERRY CHRISTMAS."
|
dta d"WE COME IN PEACE - SHOOT TO KILL!"^
|
||||||
L28 dta d"OPEN WIDE!"
|
dta d"I LOVE THE SMELL OF NAPALM IN THE MORNING."^
|
||||||
L29 dta d"HERE GOES NOTHING..."
|
dta d"SHOW SOME RESPECT."^
|
||||||
L30 dta d"DON'T WORRY, IT ISN'T A LIVE ROUND."
|
dta d"JUST WHO DO YOU THINK YOU ARE?"^
|
||||||
L31 dta d"BLOOD, PAIN, VIOLENCE!"
|
dta d"LOOK OUT BELOW!"^
|
||||||
L32 dta d"TAKE THIS, SISSY!"
|
dta d"LOOK OVER THERE."^
|
||||||
L33 dta d"I SHALL FLATTEN YOU!"
|
dta d"GUESS WHAT'S COMING FOR DINNER?"^
|
||||||
L34 dta d"I SHALL SMASH YOUR UGLY TANK!"
|
dta d"MERRY CHRISTMAS."^
|
||||||
L35 dta d"I WONDER WHAT THIS BUTTON DOES?"
|
dta d"HERE GOES NOTHING..."^
|
||||||
L36 dta d"DON'T TAKE THIS PERSONALLY."
|
dta d"DON'T WORRY, IT ISN'T A LIVE ROUND."^
|
||||||
L37 dta d"WOULD THIS MAKE YOU MAD?"
|
dta d"BLOOD, PAIN, VIOLENCE!"^
|
||||||
L38 dta d"I TOLD YOU TO LEAVE MY SISTER ALONE!"
|
dta d"TAKE THIS, SISSY!"^
|
||||||
L39 dta d"I COULD SPARE YOU, BUT WHY?"
|
dta d"I SHALL FLATTEN YOU!"^
|
||||||
L40 dta d"MY BOMB IS BIGGER THAN YOURS."
|
dta d"I SHALL SMASH YOUR UGLY TANK!"^
|
||||||
L41 dta d"DON'T FORGET ABOUT ME!"
|
dta d"I WONDER WHAT THIS BUTTON DOES?"^
|
||||||
L42 dta d"HASTA LA VISTA, BABY!"
|
dta d"DON'T TAKE THIS PERSONALLY."^
|
||||||
L43 dta d"THIS IS YOUR BRAIN ON SCORCH."
|
dta d"WOULD THIS MAKE YOU MAD?"^
|
||||||
L44 dta d"TAKE THIS!"
|
dta d"I TOLD YOU TO LEAVE MY SISTER ALONE!"^
|
||||||
L45 dta d"THIS SCREEN AIN'T BIG ENOUGH FOR THE BOTH OF US."
|
dta d"I COULD SPARE YOU, BUT WHY?"^
|
||||||
L46 dta d"DIE, ALIEN SWINE!"
|
dta d"MY BOMB IS BIGGER THAN YOURS."^
|
||||||
L47 dta d"AWRUK!!!"
|
dta d"DON'T FORGET ABOUT ME!"^
|
||||||
L48 dta d"I SHALL OIL MY TURRET WITH YOUR BLOOD."
|
dta d"HASTA LA VISTA, BABY!"^
|
||||||
L49 dta d"DIE, TANK-SCUM!"
|
dta d"THIS IS YOUR BRAIN ON SCORCH."^
|
||||||
L50 dta d"I'M GONNA BREAK YOUR FACE!"
|
dta d"THIS SCREEN AIN'T BIG ENOUGH FOR US."^
|
||||||
L51 dta d"MAMA SAID KNOCK YOU OUT!"
|
dta d"I SHALL OIL MY TURRET WITH YOUR BLOOD."^
|
||||||
L52 dta d"I HOPE YOU ENJOY PAIN!"
|
dta d"I'M GONNA BREAK YOUR FACE!"^
|
||||||
L53 dta d"HOW'D YOU LIKE ONE ACROSS YOUR LIPS?" ;(sanford and son)
|
dta d"MAMA SAID KNOCK YOU OUT!"^
|
||||||
;--------------------------------
|
dta d"I HOPE YOU ENJOY PAIN!"^
|
||||||
L54 dta d"PARTING IS SUCH SWEET SORROW... NOT!"
|
dta d"HOW'D YOU LIKE ONE ACROSS YOUR LIPS?"^ ;(sanford and son)
|
||||||
L55 dta d"UGH!"
|
;----------------------------
|
||||||
L56 dta d"AARGH!"
|
dta d"PARTING IS SUCH SWEET SORROW... NOT!"^
|
||||||
L57 dta d"AAAGGHHH!"
|
dta d"UGH!"^
|
||||||
L58 dta d"I'M MELTING!"
|
dta d"AARGH!"^
|
||||||
L59 dta d"OOF.."
|
dta d"AAAGGHHH!"^
|
||||||
L60 dta d"OH!"
|
dta d"I'M MELTING!"^
|
||||||
L61 dta d"EEEK!"
|
dta d"OOF.."^
|
||||||
L62 dta d"AACCH!"
|
dta d"OH!"^
|
||||||
L63 dta d"I HATE IT WHEN THAT HAPPENS."
|
dta d"EEEK!"^
|
||||||
L64 dta d"ONE DIRECT HIT CAN RUIN YOUR WHOLE DAY."
|
dta d"AACCH!"^
|
||||||
L65 dta d"OH NO!"
|
dta d"I HATE IT WHEN THAT HAPPENS."^
|
||||||
L66 dta d"NOT ME!"
|
dta d"ONE HIT CAN RUIN YOUR WHOLE DAY."^
|
||||||
L67 dta d"OUCH."
|
dta d"OH NO!"^
|
||||||
L68 dta d"OH NO, NOT AGAIN."
|
dta d"NOT ME!"^
|
||||||
L69 dta d"ANOTHER ONE BITES THE DUST."
|
dta d"OUCH."^
|
||||||
L70 dta d"GOODBYE."
|
dta d"OH NO, NOT AGAIN."^
|
||||||
L71 dta d"HELP ME!"
|
dta d"ANOTHER ONE BITES THE DUST."^
|
||||||
L72 dta d"FAREWELL, CRUEL WORLD."
|
dta d"GOODBYE."^
|
||||||
L73 dta d"REMEMBER THE ALAMO!"
|
dta d"HELP ME!"^
|
||||||
L74 dta d"OH MAN!"
|
dta d"FAREWELL, CRUEL WORLD."^
|
||||||
L75 dta d"DOOUGH!"
|
dta d"REMEMBER THE ALAMO!"^
|
||||||
L76 dta d"NEW DAY, NEW BOMB."
|
dta d"OH MAN!"^
|
||||||
L77 dta d"THIS IS THE END, MY ONLY FRIEND."
|
dta d"DOOUGH!"^
|
||||||
L78 dta d"VERY FUNNY."
|
dta d"NEW DAY, NEW BOMB."^
|
||||||
L79 dta d"THE FAT LADY SANG."
|
dta d"THIS IS THE END, MY ONLY FRIEND."^
|
||||||
L80 dta d"WHY DOES EVERYTHING HAPPEN TO ME?"
|
dta d"VERY FUNNY."^
|
||||||
L81 dta d"I'M GOING DOWN."
|
dta d"THE FAT LADY SANG."^
|
||||||
L82 dta d"I'VE GOT A BAD FEELING ABOUT THIS."
|
dta d"WHY DOES HAPPEN TO ME?"^
|
||||||
L83 dta d"CRAPOLA."
|
dta d"I'M GOING DOWN."^
|
||||||
L84 dta d"POW!"
|
dta d"I'VE GOT A BAD FEELING."^
|
||||||
L85 dta d"BIF!"
|
dta d"CRAPOLA."^
|
||||||
L86 dta d"BAM!"
|
dta d"POW!"^
|
||||||
L87 dta d"ZONK!"
|
dta d"BIF!"^
|
||||||
L88 dta d"I SHOULD'VE LISTENED TO MY MOTHER."
|
dta d"BAM!"^
|
||||||
L89 dta d"I WALK THROUGH THE VALLEY OF THE SHADOW..."
|
dta d"ZONK!"^
|
||||||
L90 dta d"WHAT WAS THAT NOISE?"
|
dta d"I SHOULD'VE LISTENED TO MY MOM."^
|
||||||
L91 dta d"MAMA SAID THERE'D BE DAYS LIKE THIS."
|
dta d"I WALK THROUGH THE VALLEY OF THE SHADOW..."^
|
||||||
L92 dta d"ITS JUST ONE OF THOSE DAYS..."
|
dta d"WHAT WAS THAT NOISE?"^
|
||||||
L93 dta d"I SEE A BRIGHT LIGHT..."
|
dta d"MAMA SAID THERE'D BE DAYS LIKE THIS."^
|
||||||
L94 dta d"MOMMY? IS THAT YOU?"
|
dta d"IT'S JUST ONE OF THOSE DAYS..."^
|
||||||
L95 dta d"I LET YOU HIT ME!"
|
dta d"I SEE A BRIGHT LIGHT..."^
|
||||||
L96 dta d"SUCKER SHOT!"
|
dta d"MOMMY? IS THAT YOU?"^
|
||||||
L97 dta d"I DIDN'T WANT TO LIVE ANYWAY."
|
dta d"I LET YOU HIT ME!"^
|
||||||
L98 dta d"-<SOB>-"
|
dta d"SUCKER SHOT!"^
|
||||||
L99 dta d"WAS THAT AS CLOSE AS I THINK IT WAS?"
|
dta d"I DIDN'T WANT TO LIVE ANYWAY."^
|
||||||
L100 dta d"JOIN THE ARMY, SEE THE WORLD THEY SAID."
|
dta d"-<SOB>-"^
|
||||||
L101 dta d"IT WASN'T JUST A JOB IT WAS AN ADVENTURE!"
|
dta d"WAS THAT AS CLOSE AS I THINK IT WAS?"^
|
||||||
L102 dta d"I DIDN'T LIKE VIOLENCE ANYWAY!"
|
dta d"JOIN THE ARMY, SEE THE WORLD THEY SAID."^
|
||||||
L103 dta d"I THOUGHT YOU LIKED ME?"
|
dta d"IT WASN'T JUST A JOB, IT WAS AN ADVENTURE!"^
|
||||||
L104 dta d"CTO XYEB"
|
dta d"I DIDN'T LIKE VIOLENCE ANYWAY!"^
|
||||||
L105 dta d"I THINK THIS GUY'S A LITTLE CRAZY."
|
dta d"I THOUGHT YOU LIKED ME?"^
|
||||||
L106 dta d"SOMEHOW I DON'T FEEL LIKE KILLING ANYMORE."
|
dta d"CTO XYEB"^
|
||||||
L107 dta d"HEY! KILLIN' AIN'T COOL."
|
dta d"I THINK THIS GUY'S A LITTLE CRAZY."^
|
||||||
L108 dta d"GEE... THANKS."
|
dta d"SOMEHOW I DON'T FEEL LIKE KILLING ANYMORE."^
|
||||||
L109 dta d"I'VE FALLEN AND I CAN'T GET UP!"
|
dta d"HEY! KILLIN' AIN'T COOL."^
|
||||||
L110 dta d"911?"
|
dta d"GEE... THANKS."^
|
||||||
L111 dta d"OH NO! HERE I BLOW AGAIN!"
|
dta d"I'VE FALLEN AND I CAN'T GET UP!"^
|
||||||
L112 dta d"I'LL BE BACK..."
|
dta d"911?"^
|
||||||
L113 dta d"I'VE GOT LAWYERS!"
|
dta d"OH NO! HERE I BLOW AGAIN!"^
|
||||||
L114 dta d"CALL 1-900-SUE-TANK."
|
dta d"I'LL BE BACK..."^
|
||||||
L115 dta d"YOU BIG DUMMY!" ;(sanford and son)
|
dta d"I'VE GOT LAWYERS!"^
|
||||||
|
dta d"CALL 1-900-SUE-TANK."^
|
||||||
|
dta d"YOU BIG DUMMY!"^ ;(sanford and son)
|
||||||
LEND
|
LEND
|
||||||
OffensiveTextTableL
|
NumberOfOffensiveTexts=55
|
||||||
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
|
|
||||||
NumberOfDeffensiveTexts=62
|
NumberOfDeffensiveTexts=62
|
||||||
|
NumberOfPropagandaTexts=21
|
||||||
|
VeryFunnyText=79
|
||||||
.endp
|
.endp
|
||||||
hoverFull dta d"MY HOVERCRAFT IS FULL OF EELS!"
|
hoverFull dta d"MY HOVERCRAFT IS FULL OF EELS!"^
|
||||||
hoverFullEnd
|
hoverFullEnd
|
||||||
hoverEmpty dta d"RUNNING OUT OF EELS"
|
hoverEmpty dta d"RUNNING OUT OF EELS"^
|
||||||
hoverEmptyEnd
|
hoverEmptyEnd
|
||||||
@@ -199,10 +199,11 @@ sintable
|
|||||||
;linetableH
|
;linetableH
|
||||||
; :screenheight+1 .by >(display+screenBytes*#)
|
; :screenheight+1 .by >(display+screenBytes*#)
|
||||||
;----------------------------
|
;----------------------------
|
||||||
bittable
|
; now long (256 bytes) bittables are generated in RAM based on one bittable:
|
||||||
.by $80,$40,$20,$10,$08,$04,$02,$01
|
;bittable
|
||||||
bittable2
|
; .by $80,$40,$20,$10,$08,$04,$02,$01
|
||||||
.by $7f,$bf,$df,$ef,$f7,$fb,$fd,$fe
|
;bittable2
|
||||||
|
; .by $7f,$bf,$df,$ef,$f7,$fb,$fd,$fe
|
||||||
;----------------------------
|
;----------------------------
|
||||||
disktance ;tanks distance
|
disktance ;tanks distance
|
||||||
.by 0,0
|
.by 0,0
|
||||||
@@ -224,14 +225,6 @@ SlideLeftTable
|
|||||||
; .BY %00001100
|
; .BY %00001100
|
||||||
SlideLeftTableLen = *-SlideLeftTable
|
SlideLeftTableLen = *-SlideLeftTable
|
||||||
;-------------------------------------------------
|
;-------------------------------------------------
|
||||||
TanksNamesDefault
|
|
||||||
dta d"1st.Tank"
|
|
||||||
dta d"2nd.Tank"
|
|
||||||
dta d"3rd.Tank"
|
|
||||||
.REPT MaxPlayers-3, #+4
|
|
||||||
dta d":1th.Tank"
|
|
||||||
.ENDR
|
|
||||||
;-------------------------------------------------
|
|
||||||
TankShapesTable .BYTE char_tank1
|
TankShapesTable .BYTE char_tank1
|
||||||
.BYTE char_tank2
|
.BYTE char_tank2
|
||||||
.BYTE char_tank3
|
.BYTE char_tank3
|
||||||
@@ -257,10 +250,8 @@ WeaponPriceH ; weapons prices (tables with prices of weapons)
|
|||||||
.by >price_Riot_Blast
|
.by >price_Riot_Blast
|
||||||
.by >price_Riot_Bomb
|
.by >price_Riot_Bomb
|
||||||
.by >price_Heavy_Riot_Bomb
|
.by >price_Heavy_Riot_Bomb
|
||||||
.by >price_Baby_Digger
|
|
||||||
.by >price_Digger
|
.by >price_Digger
|
||||||
.by >price_Heavy_Digger
|
.by >price_Heavy_Digger
|
||||||
.by >price_Baby_Sandhog
|
|
||||||
.by >price_Sandhog
|
.by >price_Sandhog
|
||||||
.by >price_Heavy_Sandhog
|
.by >price_Heavy_Sandhog
|
||||||
.by >price_Dirt_Clod
|
.by >price_Dirt_Clod
|
||||||
@@ -268,6 +259,8 @@ WeaponPriceH ; weapons prices (tables with prices of weapons)
|
|||||||
.by >price_Ton_of_Dirt
|
.by >price_Ton_of_Dirt
|
||||||
.by >price_Liquid_Dirt
|
.by >price_Liquid_Dirt
|
||||||
.by >price_Dirt_Charge
|
.by >price_Dirt_Charge
|
||||||
|
.by >price_Propaganda
|
||||||
|
.by >price_Punch
|
||||||
.by >price_Buy_me
|
.by >price_Buy_me
|
||||||
.by >price_Laser
|
.by >price_Laser
|
||||||
.by >price_White_Flag
|
.by >price_White_Flag
|
||||||
@@ -306,10 +299,8 @@ WeaponPriceL
|
|||||||
.by <price_Riot_Blast
|
.by <price_Riot_Blast
|
||||||
.by <price_Riot_Bomb
|
.by <price_Riot_Bomb
|
||||||
.by <price_Heavy_Riot_Bomb
|
.by <price_Heavy_Riot_Bomb
|
||||||
.by <price_Baby_Digger
|
|
||||||
.by <price_Digger
|
.by <price_Digger
|
||||||
.by <price_Heavy_Digger
|
.by <price_Heavy_Digger
|
||||||
.by <price_Baby_Sandhog
|
|
||||||
.by <price_Sandhog
|
.by <price_Sandhog
|
||||||
.by <price_Heavy_Sandhog
|
.by <price_Heavy_Sandhog
|
||||||
.by <price_Dirt_Clod
|
.by <price_Dirt_Clod
|
||||||
@@ -317,6 +308,8 @@ WeaponPriceL
|
|||||||
.by <price_Ton_of_Dirt
|
.by <price_Ton_of_Dirt
|
||||||
.by <price_Liquid_Dirt
|
.by <price_Liquid_Dirt
|
||||||
.by <price_Dirt_Charge
|
.by <price_Dirt_Charge
|
||||||
|
.by <price_Propaganda
|
||||||
|
.by <price_Punch
|
||||||
.by <price_Buy_me
|
.by <price_Buy_me
|
||||||
.by <price_Laser
|
.by <price_Laser
|
||||||
.by <price_White_Flag
|
.by <price_White_Flag
|
||||||
@@ -362,17 +355,17 @@ WeaponUnits
|
|||||||
.by 2 ;Riot_Blast ;_16
|
.by 2 ;Riot_Blast ;_16
|
||||||
.by 5 ;Riot_Bomb ;_17
|
.by 5 ;Riot_Bomb ;_17
|
||||||
.by 2 ;Heavy_Riot_Bomb;_18
|
.by 2 ;Heavy_Riot_Bomb;_18
|
||||||
.by 10 ;Baby_Digger ;_19
|
.by 5 ;Digger ;_19
|
||||||
.by 5 ;Digger ;_20
|
.by 2 ;Heavy_Digger ;_20
|
||||||
.by 2 ;Heavy_Digger ;_21
|
.by 5 ;Sandhog ;_21
|
||||||
.by 10 ;Baby_Sandhog ;_22
|
.by 2 ;Heavy_Sandhog ;_22
|
||||||
.by 5 ;Sandhog ;_23
|
.by 5 ;Dirt_Clod ;_23
|
||||||
.by 2 ;Heavy_Sandhog ;_24
|
.by 3 ;Dirt_Ball ;_24
|
||||||
.by 5 ;Dirt_Clod ;_25
|
.by 1 ;Ton_of_Dirt ;_25
|
||||||
.by 3 ;Dirt_Ball ;_26
|
.by 4 ;Liquid_Dirt ;_26
|
||||||
.by 1 ;Ton_of_Dirt ;_27
|
.by 2 ;Dirt_Charge ;_27
|
||||||
.by 4 ;Liquid_Dirt ;_28
|
.by 4 ;Propaganda ;_28
|
||||||
.by 2 ;Dirt_Charge ;_29
|
.by 2 ;Punch ;_29
|
||||||
.by 1 ;Buy_me ;_30
|
.by 1 ;Buy_me ;_30
|
||||||
.by 5 ;Laser ;_31
|
.by 5 ;Laser ;_31
|
||||||
.by 1 ;White_Flag ;_32
|
.by 1 ;White_Flag ;_32
|
||||||
@@ -400,11 +393,11 @@ PurchaseMeTable ;weapons good to be purchased by the robot
|
|||||||
; "Napalm ","Hot Napalm ","Tracer ","Smoke Tracer "
|
; "Napalm ","Hot Napalm ","Tracer ","Smoke Tracer "
|
||||||
; "Baby Roller ","Roller ","Heavy Roller ","Riot Charge "
|
; "Baby Roller ","Roller ","Heavy Roller ","Riot Charge "
|
||||||
.by %11001110
|
.by %11001110
|
||||||
; "Riot Blast ","Riot Bomb ","Heavy Riot Bomb ","Baby Digger "
|
; "Riot Blast ","Riot Bomb ","Heavy Riot Bomb ","Digger "
|
||||||
; "Digger ","Heavy Digger ","Baby Sandhog ","Sandhog "
|
; "Heavy Digger ","Sandhog ","Heavy Sandhog ","Dirt Clod "
|
||||||
.by %00000000
|
.by %00000000
|
||||||
; "Heavy Sandhog ","Dirt Clod ","Dirt Ball ","Ton of Dirt "
|
; "Dirt Ball ","Ton of Dirt ","Liquid Dirt ","Dirt Charge "
|
||||||
; "Liquid Dirt ","Dirt Charge ","Buy me! ","Laser "
|
; "Propaganda ","Punch ","Buy me! ","Laser "
|
||||||
.by %00000000
|
.by %00000000
|
||||||
; "White Flag ","Battery ","Hovercraft ","Parachute "
|
; "White Flag ","Battery ","Hovercraft ","Parachute "
|
||||||
; "Strong Parachute","Mag Deflector ","Shield ","Heavy Shield "
|
; "Strong Parachute","Mag Deflector ","Shield ","Heavy Shield "
|
||||||
@@ -421,11 +414,11 @@ PurchaseMeTable2 ;weapons good to be purchased by the robot (Cyborg)
|
|||||||
; "Napalm ","Hot Napalm ","Tracer ","Smoke Tracer "
|
; "Napalm ","Hot Napalm ","Tracer ","Smoke Tracer "
|
||||||
; "Baby Roller ","Roller ","Heavy Roller ","Riot Charge "
|
; "Baby Roller ","Roller ","Heavy Roller ","Riot Charge "
|
||||||
.by %01000000
|
.by %01000000
|
||||||
; "Riot Blast ","Riot Bomb ","Heavy Riot Bomb ","Baby Digger "
|
; "Riot Blast ","Riot Bomb ","Heavy Riot Bomb ","Digger "
|
||||||
; "Digger ","Heavy Digger ","Baby Sandhog ","Sandhog "
|
; "Heavy Digger ","Sandhog ","Heavy Sandhog ","Dirt Clod "
|
||||||
.by %00000000
|
.by %00000000
|
||||||
; "Heavy Sandhog ","Dirt Clod ","Dirt Ball ","Ton of Dirt "
|
; "Dirt Ball ","Ton of Dirt ","Liquid Dirt ","Dirt Charge "
|
||||||
; "Liquid Dirt ","Dirt Charge ","Buy me! ","Laser "
|
; "Propaganda ","Punch ","Buy me! ","Laser "
|
||||||
.by %00000000
|
.by %00000000
|
||||||
; "White Flag ","Battery ","Hovercraft ","Parachute "
|
; "White Flag ","Battery ","Hovercraft ","Parachute "
|
||||||
; "Strong Parachute","Mag Deflector ","Shield ","Heavy Shield "
|
; "Strong Parachute","Mag Deflector ","Shield ","Heavy Shield "
|
||||||
@@ -456,17 +449,17 @@ WeaponSymbols
|
|||||||
.by $50 ;ind_Riot_Blast ;_16
|
.by $50 ;ind_Riot_Blast ;_16
|
||||||
.by $51 ;ind_Riot_Bomb ;_17
|
.by $51 ;ind_Riot_Bomb ;_17
|
||||||
.by $52 ;ind_Heavy_Riot_Bomb ;_18
|
.by $52 ;ind_Heavy_Riot_Bomb ;_18
|
||||||
.by $53 ;ind_Baby_Digger ;_19
|
.by $54 ;ind_Digger ;_19
|
||||||
.by $54 ;ind_Digger ;_20
|
.by $55 ;ind_Heavy_Digger ;_20
|
||||||
.by $55 ;ind_Heavy_Digger ;_21
|
.by $57 ;ind_Sandhog ;_21
|
||||||
.by $56 ;ind_Baby_Sandhog ;_22
|
.by $58 ;ind_Heavy_Sandhog ;_22
|
||||||
.by $57 ;ind_Sandhog ;_23
|
.by $59 ;ind_Dirt_Clod ;_23
|
||||||
.by $58 ;ind_Heavy_Sandhog ;_24
|
.by $5a ;ind_Dirt_Ball ;_24
|
||||||
.by $59 ;ind_Dirt_Clod ;_25
|
.by $5b ;ind_Ton_of_Dirt ;_25
|
||||||
.by $5a ;ind_Dirt_Ball ;_26
|
.by $60 ;ind_Liquid_Dirt ;_26
|
||||||
.by $5b ;ind_Ton_of_Dirt ;_27
|
.by $7b ;ind_Dirt_Charge ;_27
|
||||||
.by $60 ;ind_Liquid_Dirt ;_28
|
.by $53 ;ind_Propaganda ;_28
|
||||||
.by $7b ;ind_Dirt_Charge ;_29
|
.by $56 ;ind_Punch ;_29
|
||||||
.by $1f ;ind_Buy_me ;_30
|
.by $1f ;ind_Buy_me ;_30
|
||||||
.by $20 ;ind_Laser ;_31
|
.by $20 ;ind_Laser ;_31
|
||||||
.by $5f ;ind_White_Flag ;_32
|
.by $5f ;ind_White_Flag ;_32
|
||||||
@@ -486,62 +479,62 @@ WeaponSymbols
|
|||||||
.by $5e ;ind_Auto_Defense ;_46
|
.by $5e ;ind_Auto_Defense ;_46
|
||||||
.by $7c ;ind_Spy_Hard ;_47
|
.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
|
NamesOfWeapons ;the comment is an index in the tables
|
||||||
dta d"Baby Missile " ; 0
|
dta d"Baby Missile"^ ; 0
|
||||||
dta d"Missile " ; 1
|
dta d"Missile"^ ; 1
|
||||||
dta d"Baby Nuke " ; 2
|
dta d"Baby Nuke"^ ; 2
|
||||||
dta d"Nuke " ; 3
|
dta d"Nuke"^ ; 3
|
||||||
dta d"LeapFrog " ; 4
|
dta d"LeapFrog"^ ; 4
|
||||||
dta d"Funky Bomb " ; 5
|
dta d"Funky Bomb"^ ; 5
|
||||||
dta d"MIRV " ; 6
|
dta d"MIRV"^ ; 6
|
||||||
dta d"Death's Head " ; 7
|
dta d"Death's Head"^ ; 7
|
||||||
dta d"Napalm " ; 8
|
dta d"Napalm"^ ; 8
|
||||||
dta d"Hot Napalm " ; 9
|
dta d"Hot Napalm"^ ; 9
|
||||||
dta d"Tracer " ; 10
|
dta d"Tracer"^ ; 10
|
||||||
dta d"Smoke Tracer " ; 11
|
dta d"Smoke Tracer"^ ; 11
|
||||||
dta d"Baby Roller " ; 12
|
dta d"Baby Roller"^ ; 12
|
||||||
dta d"Roller " ; 13
|
dta d"Roller"^ ; 13
|
||||||
dta d"Heavy Roller " ; 14
|
dta d"Heavy Roller"^ ; 14
|
||||||
dta d"Riot Charge " ; 15
|
dta d"Riot Charge"^ ; 15
|
||||||
dta d"Riot Blast " ; 16
|
dta d"Riot Blast"^ ; 16
|
||||||
dta d"Riot Bomb " ; 17
|
dta d"Riot Bomb"^ ; 17
|
||||||
dta d"Heavy Riot Bomb " ; 18
|
dta d"Heavy Riot Bomb"^ ; 18
|
||||||
dta d"Baby Digger " ; 19
|
dta d"Digger"^ ; 19
|
||||||
dta d"Digger " ; 20
|
dta d"Heavy Digger"^ ; 20
|
||||||
dta d"Heavy Digger " ; 21
|
dta d"Sandhog"^ ; 21
|
||||||
dta d"Baby Sandhog " ; 22
|
dta d"Heavy Sandhog"^ ; 22
|
||||||
dta d"Sandhog " ; 23
|
dta d"Dirt Clod"^ ; 23
|
||||||
dta d"Heavy Sandhog " ; 24
|
dta d"Dirt Ball"^ ; 24
|
||||||
dta d"Dirt Clod " ; 25
|
dta d"Ton of Dirt"^ ; 25
|
||||||
dta d"Dirt Ball " ; 26
|
dta d"Liquid Dirt"^ ; 26
|
||||||
dta d"Ton of Dirt " ; 27
|
dta d"Dirt Charge"^ ; 27
|
||||||
dta d"Liquid Dirt " ; 28
|
dta d"Propaganda"^ ; 28
|
||||||
dta d"Dirt Charge " ; 29
|
dta d"Stomp"^ ; 29
|
||||||
dta d"Best F...g Gifts" ; 30
|
dta d"Best F...g Gifts"^ ; 30
|
||||||
dta d"Laser " ; 31
|
dta d"Laser"^ ; 31
|
||||||
;------defensives
|
;------defensives
|
||||||
dta d"White Flag " ; 32
|
dta d"White Flag"^ ; 32
|
||||||
dta d"Battery " ; 33
|
dta d"Battery"^ ; 33
|
||||||
dta d"Hovercraft " ; 34
|
dta d"Hovercraft"^ ; 34
|
||||||
dta d"Parachute " ; 35 - no energy
|
dta d"Parachute"^ ; 35 - no energy
|
||||||
dta d"Strong Parachute" ; 36 - with energy (earlier Battery)
|
dta d"Strong Parachute"^ ; 36 - with energy (earlier Battery)
|
||||||
dta d"Mag Deflector " ; 37 - with shield and energy
|
dta d"Mag Deflector"^ ; 37 - with shield and energy
|
||||||
dta d"Shield " ; 38 - shield for one shot - no energy
|
dta d"Shield"^ ; 38 - shield for one shot - no energy
|
||||||
dta d"Heavy Shield " ; 39 - shield with energy
|
dta d"Heavy Shield"^ ; 39 - shield with energy
|
||||||
dta d"Force Shield " ; 40 - shield with energy and parachute
|
dta d"Force Shield"^ ; 40 - shield with energy and parachute
|
||||||
dta d"Bouncy Castle " ; 41 - with shield and energy
|
dta d"Bouncy Castle"^ ; 41 - with shield and energy
|
||||||
dta d"Long Schlong " ; 42
|
dta d"Long Schlong"^ ; 42
|
||||||
dta d"Nuclear Winter " ; 43
|
dta d"Nuclear Winter"^ ; 43
|
||||||
dta d"Lazy Boy " ; 44
|
dta d"Lazy Boy"^ ; 44
|
||||||
dta d"Lazy Darwin " ; 45
|
dta d"Lazy Darwin"^ ; 45
|
||||||
dta d"Auto Defense " ; 46
|
dta d"Auto Defense"^ ; 46
|
||||||
dta d"Spy Hard " ; 47
|
dta d"Spy Hard"^ ; 47
|
||||||
|
|
||||||
DefensiveEnergy = *-(last_offensive - first_offensive +1) ; to fake the table for ALL weapons
|
DefensiveEnergy = *-number_of_offensives ; to fake the table for ALL weapons
|
||||||
.by 00 ; White Flag
|
.by 00 ; White Flag
|
||||||
.by 00 ; Heat Guidance
|
.by 00 ; Battery
|
||||||
.by 98 ; Let's go!
|
.by 98 ; Hovercraft
|
||||||
.by 00 ; Parachute
|
.by 00 ; Parachute
|
||||||
.by 99 ; Strong Parachute
|
.by 99 ; Strong Parachute
|
||||||
.by 99 ; Mag Deflector
|
.by 99 ; Mag Deflector
|
||||||
@@ -563,10 +556,9 @@ weaponsOfDeath ; weapons used in tank death animations
|
|||||||
dta ind_Hot_Napalm ; why not?
|
dta ind_Hot_Napalm ; why not?
|
||||||
dta ind_Riot_Bomb
|
dta ind_Riot_Bomb
|
||||||
dta ind_Heavy_Riot_Bomb
|
dta ind_Heavy_Riot_Bomb
|
||||||
dta ind_Baby_Digger
|
dta ind_Propaganda
|
||||||
dta ind_Digger
|
dta ind_Digger
|
||||||
dta ind_Heavy_Digger
|
dta ind_Heavy_Digger
|
||||||
dta ind_Baby_Sandhog
|
|
||||||
dta ind_Sandhog
|
dta ind_Sandhog
|
||||||
dta ind_Heavy_Sandhog
|
dta ind_Heavy_Sandhog
|
||||||
dta ind_Dirt_Clod
|
dta ind_Dirt_Clod
|
||||||
@@ -619,67 +611,74 @@ gameOverSpritesTop
|
|||||||
;------credits
|
;------credits
|
||||||
CreditsStart
|
CreditsStart
|
||||||
dta d" "*
|
dta d" "*
|
||||||
dta d"You were playin",d"g"*
|
dta d"You were playing"^
|
||||||
dta d"Scorc",d"h"*
|
dta d"Scorch"^
|
||||||
dta d"Warsaw, Miam",d"i"*
|
dta d"Warsaw, Miami"^
|
||||||
dta d"2000-202",d"3"*
|
dta d"2000-2024"^
|
||||||
dta d" "*
|
dta d" "*
|
||||||
dta d"Programmin",d"g"*
|
dta d"Programming"^
|
||||||
dta d"Tomasz 'Pecus' Peck",d"o"*
|
dta d"Tomasz 'Pecus' Pecko"^
|
||||||
dta d"Pawel 'pirx' Kalinowsk",d"i"*
|
dta d"Pawel 'pirx' Kalinowski"^
|
||||||
dta d" "*
|
dta d" "*
|
||||||
dta d"SFX, Music and Suppor",d"t"*
|
dta d"SFX, Music and Support"^
|
||||||
dta d"Michal 'Miker' Szpilowsk",d"i"*
|
dta d"Michal 'Miker' Szpilowski"^
|
||||||
dta d" "*
|
dta d" "*
|
||||||
.IF TARGET = 800
|
.IF TARGET = 800
|
||||||
dta d"Additional Musi",d"c"*
|
dta d"Additional Music"^
|
||||||
dta d"Mario 'Emkay' Kri",d"x"*
|
dta d"Mario 'Emkay' Krix"^
|
||||||
dta d" "*
|
dta d" "*
|
||||||
.ENDIF
|
.ENDIF
|
||||||
dta d"Code Optimizatio",d"n"*
|
dta d"Art"^
|
||||||
dta d"Piotr '0xF' Fusi",d"k"*
|
dta d"Adam Wachowski"^
|
||||||
dta d" "*
|
|
||||||
dta d"Ar",d"t"*
|
|
||||||
dta d"Adam Wachowsk",d"i"*
|
|
||||||
.IF TARGET = 800
|
.IF TARGET = 800
|
||||||
dta d"Roman 'xorcerer' Fierfa",d"s"*
|
.IF CART_VERSION
|
||||||
|
dta d"Krzysztof 'Kaz' Ziembik"^
|
||||||
|
.ENDIF
|
||||||
|
dta d"Roman 'xorcerer' Fierfas"^
|
||||||
.ENDIF
|
.ENDIF
|
||||||
dta d" "*
|
dta d" "*
|
||||||
dta d"Ideas, help and Q",d"A"*
|
dta d"Ideas, help and QA"^
|
||||||
dta d"Bocianu, Probabilitydragon",d","*
|
dta d"Piotr '0xF' Fusik, Shanti, Jakub Husak"^
|
||||||
dta d"EnderDude, Dracon",d","*
|
dta d"Bocianu, Probabilitydragon, lopezpb,"^
|
||||||
dta d"Beeblebrox, KrzysRog, lopezpb",d","*
|
dta d"ZPH, KrzysRog, EnderDude, Dracon, TDC,"^
|
||||||
dta d"brad-colbert, archon800, nowy80",d","*
|
dta d"Beeblebrox, brad-colbert, archon800,"^
|
||||||
dta d"Shaggy the Atarian, RetroBorsuk, ZPH"
|
dta d"nowy80, Irgendwer, Eyvind,"^
|
||||||
|
dta d"ascrnet, Bobo Cujo, RetroBorsuk"
|
||||||
.IF TARGET = 800
|
.IF TARGET = 800
|
||||||
|
.IF CART_VERSION = 0
|
||||||
|
dta d","*
|
||||||
|
dta d"Krzysztof 'Kaz' Ziembik"^
|
||||||
|
.ELSE
|
||||||
dta d" "*
|
dta d" "*
|
||||||
|
.ENDIF
|
||||||
.ELIF TARGET = 5200
|
.ELIF TARGET = 5200
|
||||||
dta d","*
|
dta d","*
|
||||||
dta d"x-usr(1536), Aking, JAC!, phaeron",d","*
|
dta d"x-usr(1536), Aking, JAC!, phaeron,"^
|
||||||
dta d"RB520",d"0"*
|
dta d"RB5200, Krzysztof 'Kaz' Ziembik"^
|
||||||
.ENDIF
|
.ENDIF
|
||||||
dta d" "*
|
dta d" "*
|
||||||
dta d"Additional testin",d"g"*
|
dta d"Additional testing"^
|
||||||
dta d"Arek and Alex Peck",d"o"*
|
dta d"Arek and Alex Pecko"^
|
||||||
dta d" "*
|
dta d" "*
|
||||||
dta d"Special thank",d"s"*
|
dta d"Special thanks"^
|
||||||
dta d"Krzysztof 'Kaz' Ziembi",d"k"*
|
dta d"Wendell Hicken"^
|
||||||
|
dta d"for Scorched Earth PC game"^
|
||||||
.IF TARGET = 800
|
.IF TARGET = 800
|
||||||
dta d" "*
|
dta d" "*
|
||||||
dta d"Stay tuned for the FujiNet version",d"!"*
|
dta d"Stay tuned for the FujiNet version!"^
|
||||||
.ENDIF
|
.ENDIF
|
||||||
dta d" "*
|
dta d" "*
|
||||||
CreditsEnd
|
CreditsEnd
|
||||||
.IF TARGET = 800
|
.IF TARGET = 800
|
||||||
CreditsLines=40 + 7 ; add 7 for scrollout
|
CreditsLines=39 + 7 ; add 7 for scrollout
|
||||||
.ELIF TARGET = 5200
|
.ELIF TARGET = 5200
|
||||||
CreditsLines=34 + 7; add 7 for scrollout
|
CreditsLines=33 + 7 ; add 7 for scrollout
|
||||||
.ENDIF
|
.ENDIF
|
||||||
|
|
||||||
.IF TARGET = 5200
|
.IF TARGET = 5200
|
||||||
; Atari 5200 splash
|
; Atari 5200 splash
|
||||||
NewSplashText=*
|
NewSplashText=*
|
||||||
dta d" 2023 atariage", $4e, "com " ; $4e - non blinking dot
|
dta d" 2024 atariage", $4e, "com " ; $4e - non blinking dot
|
||||||
.ENDIF
|
.ENDIF
|
||||||
|
|
||||||
.endif ; .IF *>0
|
.endif ; .IF *>0
|
||||||
|
|||||||
@@ -8,13 +8,12 @@ TankWidth = 8
|
|||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
; Player/missile memory
|
; Player/missile memory
|
||||||
PMGraph = $1800 ; real PM start = PMGraph + $0300
|
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(?)
|
||||||
display = $2010 ;screen takes $1f68 because it has screenHeight+1 lines because of out of screen tracer(?)
|
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
|
|
||||||
margin = 40 ;mountain drawing Y variable margin
|
margin = 40 ; mountain drawing Y variable margin
|
||||||
MaxPlayers = 6
|
MaxPlayers = 6
|
||||||
maxOptions = 9 ;number of all options
|
maxOptions = 9 ; number of all options
|
||||||
PMOffsetX = $2C ; P/M to graphics offset
|
PMOffsetX = $2C ; P/M to graphics offset
|
||||||
PMOffsetY = $2A ; P/M to graphics offset
|
PMOffsetY = $2A ; P/M to graphics offset
|
||||||
napalmRadius = 10
|
napalmRadius = 10
|
||||||
@@ -25,9 +24,13 @@ TextBackgroundColor = $02 ; REAL constans - use: LDA #TextBackgroundColor
|
|||||||
TextForegroundColor = $0A
|
TextForegroundColor = $0A
|
||||||
space = 0 ; space in screencodes
|
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. )
|
;character codes for symbols (tank, parachute, etc. )
|
||||||
|
; characters from tanks.fnt (graphics screen)
|
||||||
char_parachute = $02
|
char_parachute = $02
|
||||||
char_flag = $1e
|
char_flag = $1e
|
||||||
char_flame = $14
|
char_flame = $14
|
||||||
@@ -39,6 +42,14 @@ char_tank1 = $20
|
|||||||
char_tank2 = $24
|
char_tank2 = $24
|
||||||
char_tank3 = $2c
|
char_tank3 = $2c
|
||||||
char_tank4 = $28 ; robotank shape
|
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)
|
;Weapon prices (*10 on screen)
|
||||||
price_Baby_Missile = 0 ;_00
|
price_Baby_Missile = 0 ;_00
|
||||||
@@ -60,17 +71,17 @@ price_Riot_Charge = 230 ;_15
|
|||||||
price_Riot_Blast = 241 ;_16
|
price_Riot_Blast = 241 ;_16
|
||||||
price_Riot_Bomb = 259 ;_17
|
price_Riot_Bomb = 259 ;_17
|
||||||
price_Heavy_Riot_Bomb = 272 ;_18
|
price_Heavy_Riot_Bomb = 272 ;_18
|
||||||
price_Baby_Digger = 136 ;_19
|
price_Digger = 176 ;_19
|
||||||
price_Digger = 176 ;_20
|
price_Heavy_Digger = 207 ;_20
|
||||||
price_Heavy_Digger = 207 ;_21
|
price_Sandhog = 191 ;_21
|
||||||
price_Baby_Sandhog = 158 ;_22
|
price_Heavy_Sandhog = 223 ;_22
|
||||||
price_Sandhog = 191 ;_23
|
price_Dirt_Clod = 104 ;_23
|
||||||
price_Heavy_Sandhog = 223 ;_24
|
price_Dirt_Ball = 130 ;_24
|
||||||
price_Dirt_Clod = 104 ;_25
|
price_Ton_of_Dirt = 171 ;_25
|
||||||
price_Dirt_Ball = 130 ;_26
|
price_Liquid_Dirt = 330 ;_26
|
||||||
price_Ton_of_Dirt = 171 ;_27
|
price_Dirt_Charge = 343 ;_27
|
||||||
price_Liquid_Dirt = 330 ;_28
|
price_Propaganda = 234 ;_28
|
||||||
price_Dirt_Charge = 343 ;_29
|
price_Punch = 208 ;_29
|
||||||
price_Buy_me = 170 ;_30
|
price_Buy_me = 170 ;_30
|
||||||
price_Laser = 277 ;_31
|
price_Laser = 277 ;_31
|
||||||
price_White_Flag = $0 ;_32
|
price_White_Flag = $0 ;_32
|
||||||
@@ -110,17 +121,17 @@ ind_Riot_Charge = 15
|
|||||||
ind_Riot_Blast = 16
|
ind_Riot_Blast = 16
|
||||||
ind_Riot_Bomb = 17
|
ind_Riot_Bomb = 17
|
||||||
ind_Heavy_Riot_Bomb = 18
|
ind_Heavy_Riot_Bomb = 18
|
||||||
ind_Baby_Digger = 19
|
ind_Digger = 19
|
||||||
ind_Digger = 20
|
ind_Heavy_Digger = 20
|
||||||
ind_Heavy_Digger = 21
|
ind_Sandhog = 21
|
||||||
ind_Baby_Sandhog = 22
|
ind_Heavy_Sandhog = 22
|
||||||
ind_Sandhog = 23
|
ind_Dirt_Clod = 23
|
||||||
ind_Heavy_Sandhog = 24
|
ind_Dirt_Ball = 24
|
||||||
ind_Dirt_Clod = 25
|
ind_Ton_of_Dirt = 25
|
||||||
ind_Dirt_Ball = 26
|
ind_Liquid_Dirt = 26
|
||||||
ind_Ton_of_Dirt = 27
|
ind_Dirt_Charge = 27
|
||||||
ind_Liquid_Dirt = 28
|
ind_Propaganda = 28
|
||||||
ind_Dirt_Charge = 29
|
ind_Punch = 29
|
||||||
ind_Buy_me = 30
|
ind_Buy_me = 30
|
||||||
ind_Laser = 31
|
ind_Laser = 31
|
||||||
last_offensive = ind_Laser
|
last_offensive = ind_Laser
|
||||||
@@ -143,8 +154,8 @@ ind_Auto_Defense = 46
|
|||||||
ind_Spy_Hard = 47
|
ind_Spy_Hard = 47
|
||||||
last_defensive = ind_Spy_Hard
|
last_defensive = ind_Spy_Hard
|
||||||
last_real_defensive = ind_Bouncy_Castle
|
last_real_defensive = ind_Bouncy_Castle
|
||||||
number_of_offensives = last_offensive - first_offensive +1
|
number_of_offensives = last_offensive - first_offensive + 1
|
||||||
number_of_defensives = (last_defensive - first_defensive +1)
|
number_of_defensives = last_defensive - first_defensive + 1
|
||||||
number_of_weapons = number_of_offensives + number_of_defensives
|
number_of_weapons = number_of_offensives + number_of_defensives
|
||||||
;--------------------------------
|
;--------------------------------
|
||||||
; names of RMT instruments (sfx)
|
; names of RMT instruments (sfx)
|
||||||
@@ -191,5 +202,5 @@ song_main_menu = $02
|
|||||||
song_ingame = $06
|
song_ingame = $06
|
||||||
song_round_over = $0b
|
song_round_over = $0b
|
||||||
song_ending_looped = $0e
|
song_ending_looped = $0e
|
||||||
song_supermarket = $1b
|
song_supermarket= $1b
|
||||||
song_inventory = $1d
|
song_inventory = $1d
|
||||||
|
|||||||
@@ -1,3 +1,5 @@
|
|||||||
|
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
|
||||||
|
|
||||||
.IF *>0 ;this is a trick that prevents compiling this file alone
|
.IF *>0 ;this is a trick that prevents compiling this file alone
|
||||||
|
|
||||||
; All main procedures of the game not dependent on hardware (I hope) :)
|
; All main procedures of the game not dependent on hardware (I hope) :)
|
||||||
@@ -15,8 +17,11 @@ START
|
|||||||
jsr SetVariablesFromOptions
|
jsr SetVariablesFromOptions
|
||||||
jsr MakeDarkScreen
|
jsr MakeDarkScreen
|
||||||
bit escFlag
|
bit escFlag
|
||||||
bmi START
|
bpl @+
|
||||||
|
jsr CheckStartKey ; START KEY
|
||||||
|
bne START
|
||||||
|
jmp StartAfterSplash ; reset all game option if Start key pressed (and Esc)
|
||||||
|
@
|
||||||
jsr EnterPlayerNames
|
jsr EnterPlayerNames
|
||||||
jsr MakeDarkScreen
|
jsr MakeDarkScreen
|
||||||
bit escFlag
|
bit escFlag
|
||||||
@@ -42,6 +47,7 @@ MainGameLoop
|
|||||||
jsr RoundInit
|
jsr RoundInit
|
||||||
|
|
||||||
jsr MainRoundLoop
|
jsr MainRoundLoop
|
||||||
|
mva #$ff MeteorsFlag
|
||||||
bit escFlag
|
bit escFlag
|
||||||
jvs GoGameOver
|
jvs GoGameOver
|
||||||
bmi START
|
bmi START
|
||||||
@@ -52,7 +58,7 @@ MainGameLoop
|
|||||||
|
|
||||||
mva #0 TankNr ;
|
mva #0 TankNr ;
|
||||||
sta COLBAKS ; set background color to black
|
sta COLBAKS ; set background color to black
|
||||||
sta JoystickNumber ; set joystick port for player
|
jsr SetJoystickPort ; set joystick port for player
|
||||||
|
|
||||||
; Hide all (easier than hide last ;) ) tanks
|
; Hide all (easier than hide last ;) ) tanks
|
||||||
jsr cleartanks ; A=0
|
jsr cleartanks ; A=0
|
||||||
@@ -119,24 +125,23 @@ CalculateGainsLoop
|
|||||||
; if lose is greater than money then zero money
|
; if lose is greater than money then zero money
|
||||||
lda moneyH,x
|
lda moneyH,x
|
||||||
cmp loseH,x
|
cmp loseH,x
|
||||||
bcc zeromoney
|
bne @+
|
||||||
bne substractlose
|
|
||||||
lda moneyL,x
|
lda moneyL,x
|
||||||
cmp loseL,x
|
cmp loseL,x
|
||||||
bcc zeromoney
|
@ bcs substractlose
|
||||||
|
zeromoney
|
||||||
|
lda #0
|
||||||
|
sta moneyL,x
|
||||||
|
sta moneyH,x
|
||||||
|
beq skipzeroing
|
||||||
substractlose
|
substractlose
|
||||||
sec
|
; sec ; C is allways set at this point
|
||||||
lda moneyL,x
|
lda moneyL,x
|
||||||
sbc loseL,x
|
sbc loseL,x
|
||||||
sta moneyL,x
|
sta moneyL,x
|
||||||
lda moneyH,x
|
lda moneyH,x
|
||||||
sbc loseH,x
|
sbc loseH,x
|
||||||
sta moneyH,x
|
sta moneyH,x
|
||||||
jmp skipzeroing
|
|
||||||
zeromoney
|
|
||||||
lda #0
|
|
||||||
sta moneyL,x
|
|
||||||
sta moneyH,x
|
|
||||||
skipzeroing
|
skipzeroing
|
||||||
; and earned money for summary
|
; and earned money for summary
|
||||||
clc
|
clc
|
||||||
@@ -150,24 +155,23 @@ skipzeroing
|
|||||||
; if lose is greater than money then zero money
|
; if lose is greater than money then zero money
|
||||||
lda EarnedMoneyH,x
|
lda EarnedMoneyH,x
|
||||||
cmp loseH,x
|
cmp loseH,x
|
||||||
bcc ezeromoney
|
bne @+
|
||||||
bne esubstractlose
|
|
||||||
lda EarnedMoneyL,x
|
lda EarnedMoneyL,x
|
||||||
cmp loseL,x
|
cmp loseL,x
|
||||||
bcc ezeromoney
|
@ bcs esubstractlose
|
||||||
|
ezeromoney
|
||||||
|
lda #0
|
||||||
|
sta EarnedMoneyL,x
|
||||||
|
sta EarnedMoneyH,x
|
||||||
|
beq eskipzeroing
|
||||||
esubstractlose
|
esubstractlose
|
||||||
sec
|
; sec ; C is allways set at this point
|
||||||
lda EarnedMoneyL,x
|
lda EarnedMoneyL,x
|
||||||
sbc loseL,x
|
sbc loseL,x
|
||||||
sta EarnedMoneyL,x
|
sta EarnedMoneyL,x
|
||||||
lda EarnedMoneyH,x
|
lda EarnedMoneyH,x
|
||||||
sbc loseH,x
|
sbc loseH,x
|
||||||
sta EarnedMoneyH,x
|
sta EarnedMoneyH,x
|
||||||
jmp eskipzeroing
|
|
||||||
ezeromoney
|
|
||||||
lda #0
|
|
||||||
sta EarnedMoneyL,x
|
|
||||||
sta EarnedMoneyH,x
|
|
||||||
eskipzeroing
|
eskipzeroing
|
||||||
|
|
||||||
dex
|
dex
|
||||||
@@ -186,7 +190,7 @@ eskipzeroing
|
|||||||
|
|
||||||
RmtSong song_ingame
|
RmtSong song_ingame
|
||||||
|
|
||||||
jsr SetPMWidth ; A=0
|
jsr SetPMWidthAndColors ; A=0
|
||||||
lda #0
|
lda #0
|
||||||
sta AfterBFGflag ; reset BFG flag
|
sta AfterBFGflag ; reset BFG flag
|
||||||
sta COLOR2 ; status line "off"
|
sta COLOR2 ; status line "off"
|
||||||
@@ -211,10 +215,7 @@ SettingEnergies
|
|||||||
sta LASTeXistenZ,x
|
sta LASTeXistenZ,x
|
||||||
; anything in eXistenZ table means that this tank exist
|
; anything in eXistenZ table means that this tank exist
|
||||||
; in the given round
|
; in the given round
|
||||||
lda #<1000
|
jsr MaxForceCalculate
|
||||||
sta MaxForceTableL,x
|
|
||||||
lda #>1000
|
|
||||||
sta MaxForceTableH,x
|
|
||||||
lda #<350
|
lda #<350
|
||||||
sta ForceTableL,x
|
sta ForceTableL,x
|
||||||
lda #>350
|
lda #>350
|
||||||
@@ -231,6 +232,15 @@ SettingEnergies
|
|||||||
dex
|
dex
|
||||||
bpl SettingEnergies
|
bpl SettingEnergies
|
||||||
|
|
||||||
|
; set mountain type if ...
|
||||||
|
lda RandomMountains
|
||||||
|
beq noRandomMountains
|
||||||
|
@ ldy RANDOM
|
||||||
|
cpy #5
|
||||||
|
bcs @-
|
||||||
|
jsr SetVariablesFromOptions.setMountainsType
|
||||||
|
noRandomMountains
|
||||||
|
|
||||||
;generating the new landscape
|
;generating the new landscape
|
||||||
jsr PMoutofScreen ;let P/M disappear
|
jsr PMoutofScreen ;let P/M disappear
|
||||||
jsr clearscreen ;let the screen be clean
|
jsr clearscreen ;let the screen be clean
|
||||||
@@ -246,13 +256,16 @@ SettingEnergies
|
|||||||
jsr CopyFromROM
|
jsr CopyFromROM
|
||||||
|
|
||||||
jsr SetMainScreen
|
jsr SetMainScreen
|
||||||
jsr ColorsOfSprites
|
|
||||||
|
|
||||||
jsr drawmountains ;draw them
|
jsr drawmountains ;draw them
|
||||||
jsr drawtanks ;finally draw tanks
|
jsr drawtanks ;finally draw tanks
|
||||||
|
|
||||||
mva #$00 TankSequencePointer
|
mva #$00 TankSequencePointer
|
||||||
|
|
||||||
|
lda random
|
||||||
|
;lda #$00 ; allways
|
||||||
|
sta MeteorsRound ; Turns meteors on or off during the next round.
|
||||||
|
|
||||||
;---------round screen is ready---------
|
;---------round screen is ready---------
|
||||||
mva #TextForegroundColor COLOR1 ; status line "on"
|
mva #TextForegroundColor COLOR1 ; status line "on"
|
||||||
rts
|
rts
|
||||||
@@ -351,9 +364,15 @@ CheckNextTankAD
|
|||||||
ldx tankNr
|
ldx tankNr
|
||||||
lda TankStatusColoursTable,x
|
lda TankStatusColoursTable,x
|
||||||
sta COLOR2 ; set color of status line
|
sta COLOR2 ; set color of status line
|
||||||
|
jsr RandomizeForce.LimitForce
|
||||||
jsr PutTankNameOnScreen
|
jsr PutTankNameOnScreen
|
||||||
; jsr DisplayStatus ; There is no need anymore, it is always after PutTankNameOnScreen
|
; jsr DisplayStatus ; There is no need anymore, it is always after PutTankNameOnScreen
|
||||||
|
|
||||||
|
lda MeteorsRound
|
||||||
|
bmi @+
|
||||||
|
; A = 0
|
||||||
|
sta MeteorsFlag
|
||||||
|
@
|
||||||
lda SkillTable,x
|
lda SkillTable,x
|
||||||
beq ManualShooting
|
beq ManualShooting
|
||||||
|
|
||||||
@@ -361,15 +380,11 @@ RoboTanks
|
|||||||
; robotanks shoot here
|
; robotanks shoot here
|
||||||
; TankNr still in X
|
; TankNr still in X
|
||||||
jsr ArtificialIntelligence
|
jsr ArtificialIntelligence
|
||||||
;pause 30
|
; after calliing AI we allways have TankNr in X
|
||||||
ldx TankNr
|
;ldx TankNr
|
||||||
jsr DisplayStatus ; to make visible AI selected defensive (and offensive :) )
|
jsr DisplayStatus ; to make visible AI selected defensive (and offensive :) )
|
||||||
jsr MoveBarrelToNewPosition
|
jsr MoveBarrelToNewPosition
|
||||||
lda kbcode
|
jsr CheckExitKeys
|
||||||
cmp #@kbcode._esc ; 28 ; ESC
|
|
||||||
bne @+
|
|
||||||
jsr AreYouSure
|
|
||||||
@ bit escFlag
|
|
||||||
spl:rts ; keys Esc or O
|
spl:rts ; keys Esc or O
|
||||||
|
|
||||||
|
|
||||||
@@ -377,7 +392,7 @@ RoboTanks
|
|||||||
|
|
||||||
ManualShooting
|
ManualShooting
|
||||||
lda JoyNumber,x
|
lda JoyNumber,x
|
||||||
sta JoystickNumber ; set joystick port for player
|
jsr SetJoystickPort ; set joystick port for player
|
||||||
jsr WaitForKeyRelease
|
jsr WaitForKeyRelease
|
||||||
lda #%00000000
|
lda #%00000000
|
||||||
sta TestFlightFlag ; set "Test Fight" off
|
sta TestFlightFlag ; set "Test Fight" off
|
||||||
@@ -386,7 +401,10 @@ ManualShooting
|
|||||||
spl:rts ; keys Esc or O
|
spl:rts ; keys Esc or O
|
||||||
|
|
||||||
AfterManualShooting
|
AfterManualShooting
|
||||||
mva #$00 plot4x4color
|
ldy #$00
|
||||||
|
sty plot4x4color
|
||||||
|
dey
|
||||||
|
sty MeteorsFlag ; $ff
|
||||||
jsr DisplayTankNameAbove
|
jsr DisplayTankNameAbove
|
||||||
; defensive weapons without flight handling
|
; defensive weapons without flight handling
|
||||||
ldx TankNr
|
ldx TankNr
|
||||||
@@ -423,24 +441,36 @@ StandardShoot
|
|||||||
dec Energy,x ; lower energy to eventually let tanks commit suicide
|
dec Energy,x ; lower energy to eventually let tanks commit suicide
|
||||||
|
|
||||||
ShootNow
|
ShootNow
|
||||||
jsr Shoot
|
lda ActiveWeapon,x
|
||||||
;here we clear offensive text (after a shoot)
|
cmp #ind_Buy_me ; BFG
|
||||||
ldy TankNr
|
beq WeponNoFlight ; but with explosion
|
||||||
mva #$00 plot4x4color
|
cmp #ind_Punch ; Punch
|
||||||
jsr DisplayOffensiveTextNr
|
beq WeponNoFlight ; but with explosion
|
||||||
|
|
||||||
|
lda MeteorsRound
|
||||||
|
bmi @+
|
||||||
|
; A = 0
|
||||||
|
sta MeteorsFlag
|
||||||
|
@
|
||||||
|
jsr Shoot ; bullet flight
|
||||||
|
mva #$ff MeteorsFlag
|
||||||
|
|
||||||
bit escFlag
|
bit escFlag
|
||||||
spl:rts ; keys Esc or O
|
spl:rts ; keys Esc or O
|
||||||
|
|
||||||
lda HitFlag ;0 if missed
|
lda HitFlag ;0 if missed
|
||||||
beq missed
|
beq missed
|
||||||
|
bne GoExplosion
|
||||||
|
WeponNoFlight
|
||||||
|
jsr NoShoot ; no bullet flight
|
||||||
|
GoExplosion
|
||||||
jsr Explosion
|
jsr Explosion
|
||||||
|
|
||||||
continueMainRoundLoopAfterSeppuku
|
continueMainRoundLoopAfterSeppuku
|
||||||
|
mva #sfx_silencer sfx_effect
|
||||||
|
|
||||||
AfterExplode
|
AfterExplode
|
||||||
jsr SoilDown2 ; allways
|
jsr SoilDown ; allways
|
||||||
NoFallDown2
|
NoFallDown2
|
||||||
;here tanks are falling down
|
;here tanks are falling down
|
||||||
mva tankNr tempor2
|
mva tankNr tempor2
|
||||||
@@ -464,10 +494,9 @@ missed
|
|||||||
sta ActiveWeapon,x
|
sta ActiveWeapon,x
|
||||||
@
|
@
|
||||||
|
|
||||||
;here we clear offensive text (after a shoot)
|
;here we clear offensive text (after a shoot) - is cleared !! :)
|
||||||
ldy TankNr
|
; ldy TankNr
|
||||||
mva #$00 plot4x4color
|
; jsr DisplayOffensiveTextNr
|
||||||
jsr DisplayOffensiveTextNr
|
|
||||||
|
|
||||||
NextPlayerShoots
|
NextPlayerShoots
|
||||||
;before it shoots, the eXistenZ table must be updated
|
;before it shoots, the eXistenZ table must be updated
|
||||||
@@ -551,7 +580,7 @@ NotLastPlayerInRound
|
|||||||
|
|
||||||
; in X there is a number of tank that died
|
; in X there is a number of tank that died
|
||||||
|
|
||||||
lda #78 ; mumber of defensive text after BFG! ("VERY FUNNY.")
|
lda #talk.VeryFunnyText ; mumber of defensive text after BFG! ("VERY FUNNY.")
|
||||||
bit AfterBFGflag ; check BFG flag
|
bit AfterBFGflag ; check BFG flag
|
||||||
bmi TextAfterBFG
|
bmi TextAfterBFG
|
||||||
; if BFG then no points for dead tanks ...
|
; if BFG then no points for dead tanks ...
|
||||||
@@ -567,8 +596,8 @@ TextAfterBFG
|
|||||||
sta TextNumberOff
|
sta TextNumberOff
|
||||||
inc CurrentResult ; ... but increase result of winner (BFG)
|
inc CurrentResult ; ... but increase result of winner (BFG)
|
||||||
ldy TankTempY
|
ldy TankTempY
|
||||||
mva #$ff plot4x4color
|
lda #$ff
|
||||||
jsr DisplayOffensiveTextNr
|
jsr DisplayOffensiveTextNr.notZero
|
||||||
; tank flash
|
; tank flash
|
||||||
ldy TankTempY
|
ldy TankTempY
|
||||||
mva TankNr temp2 ; not elegant, and probably unnecessary
|
mva TankNr temp2 ; not elegant, and probably unnecessary
|
||||||
@@ -579,7 +608,6 @@ TextAfterBFG
|
|||||||
;Deffensive text cleanup
|
;Deffensive text cleanup
|
||||||
;here we clear Deffensive text (after a shoot)
|
;here we clear Deffensive text (after a shoot)
|
||||||
ldy TankTempY
|
ldy TankTempY
|
||||||
mva #$00 plot4x4color
|
|
||||||
jsr DisplayOffensiveTextNr
|
jsr DisplayOffensiveTextNr
|
||||||
|
|
||||||
; calculate position of the explosion (the post-death one)
|
; calculate position of the explosion (the post-death one)
|
||||||
@@ -599,9 +627,7 @@ TextAfterBFG
|
|||||||
sta ydraw+1 ; there is 0 left in A, so... TODO: bad code above. revisit
|
sta ydraw+1 ; there is 0 left in A, so... TODO: bad code above. revisit
|
||||||
|
|
||||||
;cleanup of the soil fall down ranges (left and right)
|
;cleanup of the soil fall down ranges (left and right)
|
||||||
sta RangeRight
|
jsr ClearScreenSoilRange
|
||||||
sta RangeRight+1
|
|
||||||
mwa #screenwidth RangeLeft
|
|
||||||
|
|
||||||
; We are randomizing the weapon now.
|
; We are randomizing the weapon now.
|
||||||
; jumping into the middle of the explosion
|
; jumping into the middle of the explosion
|
||||||
@@ -649,17 +675,14 @@ NotShooter
|
|||||||
clc
|
clc
|
||||||
adc EnergyDecrease
|
adc EnergyDecrease
|
||||||
sta loseL,x
|
sta loseL,x
|
||||||
lda loseH,x
|
scc
|
||||||
adc #$00
|
inc loseH,x
|
||||||
sta loseH,x
|
|
||||||
; Energy now, not less than 0
|
; Energy now, not less than 0
|
||||||
|
sec
|
||||||
lda Energy,x
|
lda Energy,x
|
||||||
cmp EnergyDecrease
|
|
||||||
bcc ldahashzero
|
|
||||||
;sec
|
|
||||||
sbc EnergyDecrease
|
sbc EnergyDecrease
|
||||||
bpl NotNegativeEnergy
|
bcs NotNegativeEnergy
|
||||||
ldahashzero
|
; if less than 0 then 0
|
||||||
lda #0
|
lda #0
|
||||||
NotNegativeEnergy
|
NotNegativeEnergy
|
||||||
sta Energy,x
|
sta Energy,x
|
||||||
@@ -670,7 +693,7 @@ NotNegativeEnergy
|
|||||||
adc EnergyDecrease
|
adc EnergyDecrease
|
||||||
sta gainL,y
|
sta gainL,y
|
||||||
lda gainH,y
|
lda gainH,y
|
||||||
adc #$00
|
adc #0
|
||||||
sta gainH,y
|
sta gainH,y
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
@@ -684,18 +707,16 @@ NotNegativeEnergy
|
|||||||
sty EnergyDecrease
|
sty EnergyDecrease
|
||||||
ldy #0 ; if Shield survive then no decrease tank anergy
|
ldy #0 ; if Shield survive then no decrease tank anergy
|
||||||
; Energy cannot be less than 0
|
; Energy cannot be less than 0
|
||||||
|
sec
|
||||||
lda ShieldEnergy,x
|
lda ShieldEnergy,x
|
||||||
cmp EnergyDecrease
|
|
||||||
bcc UseAllShieldEnergy
|
|
||||||
;sec
|
|
||||||
sbc EnergyDecrease
|
sbc EnergyDecrease
|
||||||
bpl NotNegativeShieldEnergy ; jump allways
|
bcs NotNegativeShieldEnergy
|
||||||
UseAllShieldEnergy
|
|
||||||
; now calculate rest of energy for future tank energy decrease
|
; now calculate rest of energy for future tank energy decrease
|
||||||
sec
|
sec
|
||||||
lda EnergyDecrease
|
lda EnergyDecrease
|
||||||
sbc ShieldEnergy,x
|
sbc ShieldEnergy,x
|
||||||
tay
|
tay
|
||||||
|
; ShieldEnargy less than 0 then .. 0
|
||||||
lda #0
|
lda #0
|
||||||
NotNegativeShieldEnergy
|
NotNegativeShieldEnergy
|
||||||
sta ShieldEnergy,x
|
sta ShieldEnergy,x
|
||||||
@@ -706,14 +727,13 @@ NotNegativeShieldEnergy
|
|||||||
.proc Seppuku
|
.proc Seppuku
|
||||||
;---------------------------------
|
;---------------------------------
|
||||||
lda #0
|
lda #0
|
||||||
sta ydraw+1
|
|
||||||
; get position of the tank
|
; get position of the tank
|
||||||
ldx TankNr
|
ldx TankNr
|
||||||
; lda #0 ; turn off defense weapons when hara-kiring
|
; lda #0 ; turn off defense weapons when hara-kiring
|
||||||
sta ActiveDefenceWeapon,x
|
sta ActiveDefenceWeapon,x
|
||||||
sta ShieldEnergy,x
|
sta ShieldEnergy,x
|
||||||
jsr SetupXYdraw
|
jsr SetupXYdraw
|
||||||
lda #1 ; Missile
|
lda #ind_Missile ; Missile
|
||||||
jsr ExplosionDirect
|
jsr ExplosionDirect
|
||||||
jmp MainRoundLoop.continueMainRoundLoopAfterSeppuku
|
jmp MainRoundLoop.continueMainRoundLoopAfterSeppuku
|
||||||
.endp
|
.endp
|
||||||
@@ -724,27 +744,32 @@ NotNegativeShieldEnergy
|
|||||||
;out: Wind (word)
|
;out: Wind (word)
|
||||||
;uses: _
|
;uses: _
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
lda random
|
|
||||||
cmp MaxWind
|
|
||||||
bcs GetRandomWind ; if more than MaxWind then randomize again
|
|
||||||
sta Wind
|
|
||||||
mva #$00 Wind+1
|
mva #$00 Wind+1
|
||||||
sta Wind+2
|
sta Wind+2
|
||||||
sta Wind+3
|
sta Wind+3
|
||||||
|
@ lda random
|
||||||
|
sta Wind
|
||||||
|
beq noWind ; if 0 then nothing to do
|
||||||
|
cmp MaxWind
|
||||||
|
bcs @- ; if more than MaxWind then randomize again
|
||||||
; multiply Wind by 16
|
; multiply Wind by 16
|
||||||
; two bytes of Wind are treated as a decimal part of vx variable
|
; two bytes of Wind are treated as a decimal part of vx variable
|
||||||
:4 aslw Wind
|
:4 aslw Wind
|
||||||
; decide the direction
|
; decide the direction
|
||||||
lda random
|
lda random
|
||||||
and #$01
|
bmi noWindDirectionChange
|
||||||
beq @+
|
|
||||||
sec ; Wind = -Wind
|
sec ; Wind = -Wind
|
||||||
.rept 4
|
.rept 2
|
||||||
lda #$00
|
lda #$00
|
||||||
sbc Wind+#
|
sbc Wind+#
|
||||||
sta Wind+#
|
sta Wind+#
|
||||||
.endr
|
.endr
|
||||||
@ rts
|
lda #$ff
|
||||||
|
sta Wind+2
|
||||||
|
sta Wind+3
|
||||||
|
noWind
|
||||||
|
noWindDirectionChange
|
||||||
|
rts
|
||||||
.endp
|
.endp
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
.proc MaxForceCalculate
|
.proc MaxForceCalculate
|
||||||
@@ -752,25 +777,16 @@ NotNegativeShieldEnergy
|
|||||||
; Energy of tank X in A
|
; Energy of tank X in A
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
sta L1
|
sta L1
|
||||||
|
|
||||||
;DATA L1,L2
|
|
||||||
;Multiplication 8bit*8bit,
|
|
||||||
;result 16bit
|
|
||||||
;this algiorithm is a little longer than one in Ruszczyc 6502 book
|
|
||||||
;but it is faster
|
|
||||||
|
|
||||||
ldy #8
|
|
||||||
lda #0
|
lda #0
|
||||||
|
ldy #9
|
||||||
clc
|
clc
|
||||||
LP0 ror
|
CYK ror
|
||||||
ror L1
|
ror L1
|
||||||
bcc B0
|
bcc NIE
|
||||||
clc
|
clc
|
||||||
adc #10 ; (L2) multiplication by 10
|
adc #10 ; multiplication by 10
|
||||||
B0 dey
|
NIE dey
|
||||||
bne LP0
|
bne CYK
|
||||||
ror
|
|
||||||
ror L1
|
|
||||||
sta MaxForceTableH,x
|
sta MaxForceTableH,x
|
||||||
lda L1
|
lda L1
|
||||||
sta MaxForceTableL,x
|
sta MaxForceTableL,x
|
||||||
@@ -807,14 +823,15 @@ deletePtr = temp
|
|||||||
; clean variables
|
; clean variables
|
||||||
lda #0
|
lda #0
|
||||||
sta escFlag
|
sta escFlag
|
||||||
sta JoystickNumber
|
|
||||||
tay
|
tay
|
||||||
mwa #variablesStart deletePtr
|
mwa #variablesStart deletePtr
|
||||||
@ tya
|
@ tya
|
||||||
sta (deletePtr),y
|
sta (deletePtr),y
|
||||||
inw deletePtr
|
inw deletePtr
|
||||||
cpw deletePtr #variablesEnd
|
cpw deletePtr #ClearedvariablesEnd
|
||||||
bne @-
|
bne @-
|
||||||
|
tya
|
||||||
|
jsr SetJoystickPort
|
||||||
|
|
||||||
; ser initial shapes for each tank (tanks 0-5 has shape 0 now)
|
; ser initial shapes for each tank (tanks 0-5 has shape 0 now)
|
||||||
ldy #1
|
ldy #1
|
||||||
@@ -854,7 +871,7 @@ SetunPlots
|
|||||||
sta pmbase
|
sta pmbase
|
||||||
lda #$03 ; P/M on
|
lda #$03 ; P/M on
|
||||||
sta GRACTL
|
sta GRACTL
|
||||||
jsr SetPMWidth
|
jsr SetPMWidthAndColors
|
||||||
lda #%00100001 ; P/M priorities (multicolor players on) - prior=1
|
lda #%00100001 ; P/M priorities (multicolor players on) - prior=1
|
||||||
sta GPRIOR
|
sta GPRIOR
|
||||||
jsr PMoutofScreen
|
jsr PMoutofScreen
|
||||||
@@ -908,26 +925,21 @@ MakeTanksVisible
|
|||||||
; repeat untill NumberOfPlayers
|
; repeat untill NumberOfPlayers
|
||||||
|
|
||||||
ldx #0
|
ldx #0
|
||||||
GetRandomAgain0
|
|
||||||
lda RANDOM
|
|
||||||
and #$07 ;NumberOfPlayers < 7
|
|
||||||
cmp NumberOfPlayers
|
|
||||||
bcs GetRandomAgain0
|
|
||||||
sta TankSequence,x
|
|
||||||
;now first slot is ready, nexts slots are handled
|
|
||||||
;in a more complicated way
|
|
||||||
|
|
||||||
GetRandomAgainX
|
GetRandomAgainX
|
||||||
|
txy ; destroy A!
|
||||||
|
dey
|
||||||
lda RANDOM
|
lda RANDOM
|
||||||
and #$07 ;NumberOfPlayers < 7
|
|
||||||
cmp NumberOfPlayers
|
cmp NumberOfPlayers
|
||||||
bcs GetRandomAgainX
|
bcs GetRandomAgainX
|
||||||
|
cpx #0
|
||||||
|
bne NotFirstSlot
|
||||||
|
sta TankSequence,x ;now first slot is ready
|
||||||
|
inx
|
||||||
|
bne GetRandomAgainX
|
||||||
|
NotFirstSlot
|
||||||
;now we have to check if the value was not used
|
;now we have to check if the value was not used
|
||||||
;in previous slots
|
;in previous slots
|
||||||
|
|
||||||
stx temp
|
|
||||||
ldy temp
|
|
||||||
UsageLoop
|
UsageLoop
|
||||||
cmp TankSequence,y
|
cmp TankSequence,y
|
||||||
beq GetRandomAgainX ;apparently we have already used this value
|
beq GetRandomAgainX ;apparently we have already used this value
|
||||||
@@ -935,14 +947,11 @@ UsageLoop
|
|||||||
bpl UsageLoop
|
bpl UsageLoop
|
||||||
|
|
||||||
;well, looks like this value is new!
|
;well, looks like this value is new!
|
||||||
inx
|
|
||||||
sta TankSequence,x
|
sta TankSequence,x
|
||||||
|
inx
|
||||||
|
|
||||||
stx temp
|
cpx NumberOfPlayers
|
||||||
inc:lda temp ;x+1
|
bcc GetRandomAgainX
|
||||||
|
|
||||||
cmp NumberOfPlayers
|
|
||||||
bne GetRandomAgainX
|
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
@@ -953,9 +962,7 @@ UsageLoop
|
|||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
|
|
||||||
; lets randomize someting between 0 and 180
|
; lets randomize someting between 0 and 180
|
||||||
lda RANDOM
|
randomize 0 180
|
||||||
cmp #180
|
|
||||||
bcs RandomizeAngle
|
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
@@ -1018,10 +1025,9 @@ LimitForce
|
|||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
mva #1 Erase
|
mva #1 Erase
|
||||||
jsr DrawTankNr.BarrelChange
|
jsr DrawTankNr.BarrelChange
|
||||||
mva #0 Erase
|
|
||||||
MoveBarrel
|
MoveBarrel
|
||||||
mva #sfx_set_power_2 sfx_effect
|
mva #sfx_set_power_2 sfx_effect
|
||||||
jsr DrawTankNr
|
jsr PutTankNr ; and Erase = 0
|
||||||
jsr DisplayStatus.displayAngle
|
jsr DisplayStatus.displayAngle
|
||||||
;
|
;
|
||||||
jsr CheckExitKeys
|
jsr CheckExitKeys
|
||||||
@@ -1029,9 +1035,11 @@ MoveBarrel
|
|||||||
ldx TankNr
|
ldx TankNr
|
||||||
;
|
;
|
||||||
mva #1 Erase
|
mva #1 Erase
|
||||||
|
bit TestFlightFlag
|
||||||
|
bmi AIaim
|
||||||
jsr WaitOneFrame
|
jsr WaitOneFrame
|
||||||
|
AIaim
|
||||||
jsr DrawTankNr.BarrelChange
|
jsr DrawTankNr.BarrelChange
|
||||||
mva #0 Erase
|
|
||||||
lda NewAngle
|
lda NewAngle
|
||||||
cmp AngleTable,x
|
cmp AngleTable,x
|
||||||
beq BarrelPositionIsFine
|
beq BarrelPositionIsFine
|
||||||
@@ -1043,11 +1051,32 @@ rotateLeft ; older is bigger
|
|||||||
dec angleTable,x
|
dec angleTable,x
|
||||||
jmp MoveBarrel
|
jmp MoveBarrel
|
||||||
BarrelPositionIsFine
|
BarrelPositionIsFine
|
||||||
jmp DrawTankNr
|
jmp PutTankNr ; and Erase = 0
|
||||||
; rts
|
; rts
|
||||||
|
|
||||||
.endp
|
.endp
|
||||||
|
|
||||||
|
;--------------------------------------------------
|
||||||
|
.proc DemoModeOrKey
|
||||||
|
; Waits for the key pressed if at least one human is playing.
|
||||||
|
; Otherwise, waits 3 seconds (demo mode).
|
||||||
|
;--------------------------------------------------
|
||||||
|
;check demo mode
|
||||||
|
ldx numberOfPlayers
|
||||||
|
dex
|
||||||
|
checkForHuman ; if all in skillTable other than 0 then switch to DEMO MODE
|
||||||
|
lda skillTable,x
|
||||||
|
beq peopleAreHere
|
||||||
|
dex
|
||||||
|
bpl checkForHuman
|
||||||
|
; no people, just wait a bit
|
||||||
|
ldy #75
|
||||||
|
jmp PauseYFrames
|
||||||
|
; rts
|
||||||
|
peopleAreHere
|
||||||
|
jmp getkey ; jsr:rts
|
||||||
|
.endp
|
||||||
|
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
.proc SortSequence ;
|
.proc SortSequence ;
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
@@ -1165,8 +1194,18 @@ SetRandomWalls
|
|||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
; --------------------------------------
|
; --------------------------------------
|
||||||
; Sets the appropriate variables based on the options table
|
; Sets the appropriate variables based on the 'OptionsTable'
|
||||||
;
|
;
|
||||||
|
; this function returns:
|
||||||
|
; - 'NumberOfPlayers'
|
||||||
|
; - 'moneyL' and 'moneyH' (in arrays) for each player
|
||||||
|
; - 'gravity'
|
||||||
|
; - 'MaxWind'
|
||||||
|
; - 'RoundsInTheGame'
|
||||||
|
; - 'flyDelay'
|
||||||
|
; - 'seppukuVal'
|
||||||
|
; - 'mountainDeltaL' and 'mountainDeltaH'
|
||||||
|
|
||||||
.proc SetVariablesFromOptions
|
.proc SetVariablesFromOptions
|
||||||
;first option
|
;first option
|
||||||
ldy OptionsTable
|
ldy OptionsTable
|
||||||
@@ -1214,6 +1253,7 @@ SetRandomWalls
|
|||||||
|
|
||||||
;8th option (how aggressive are mountains)
|
;8th option (how aggressive are mountains)
|
||||||
ldy OptionsTable+7
|
ldy OptionsTable+7
|
||||||
|
setMountainsType
|
||||||
lda mountainsDeltaTableH,y
|
lda mountainsDeltaTableH,y
|
||||||
sta mountainDeltaH
|
sta mountainDeltaH
|
||||||
lda mountainsDeltaTableL,y
|
lda mountainsDeltaTableL,y
|
||||||
@@ -1247,8 +1287,8 @@ SetRandomWalls
|
|||||||
cmp RoundsInTheGame
|
cmp RoundsInTheGame
|
||||||
beq GameOver4x4
|
beq GameOver4x4
|
||||||
|
|
||||||
sta decimal
|
;sta decimal
|
||||||
mwa #RoundNrDisplay displayposition
|
mwx #RoundNrDisplay displayposition
|
||||||
jsr displaybyte ;decimal (byte), displayposition (word)
|
jsr displaybyte ;decimal (byte), displayposition (word)
|
||||||
|
|
||||||
mwa #LineHeader1 LineAddress4x4
|
mwa #LineHeader1 LineAddress4x4
|
||||||
@@ -1389,4 +1429,92 @@ FinishResultDisplay
|
|||||||
jmp TypeLine4x4 ; jsr:rts
|
jmp TypeLine4x4 ; jsr:rts
|
||||||
.endp
|
.endp
|
||||||
|
|
||||||
|
.IF VU_METER = 1
|
||||||
|
.proc VUMeter
|
||||||
|
; No VUMeter if key pressed
|
||||||
|
jsr GetKeyFast
|
||||||
|
cmp #@kbcode._none
|
||||||
|
bne EndMeter
|
||||||
|
; check timer
|
||||||
|
; Atari 800 has 3 bytes clock, but 5200 only 2 bytes
|
||||||
|
.IF TARGET = 800
|
||||||
|
LDA RTCLOK+1
|
||||||
|
.ELIF TARGET = 5200
|
||||||
|
lda RTCLOK
|
||||||
|
.ENDIF
|
||||||
|
cmp #VuMeterTime
|
||||||
|
bcc EndMeter
|
||||||
|
; Let's go!
|
||||||
|
jsr ClearTanks
|
||||||
|
; store all angles
|
||||||
|
ldx NumberOfPlayers
|
||||||
|
dex
|
||||||
|
@ lda AngleTable,x
|
||||||
|
sta previousAngle,x
|
||||||
|
lda #0
|
||||||
|
sta AngleTable,x
|
||||||
|
dex
|
||||||
|
bpl @-
|
||||||
|
jsr DrawTanks
|
||||||
|
; let's go!
|
||||||
|
Meter
|
||||||
|
mva #1 Erase
|
||||||
|
jsr drawbarrels ; clear barrels
|
||||||
|
ldx NumberOfPlayers
|
||||||
|
@ txa
|
||||||
|
and #%00000001
|
||||||
|
tay
|
||||||
|
lda trackn_audc+2,y
|
||||||
|
:4 asl
|
||||||
|
sta AngleTable,x
|
||||||
|
dex
|
||||||
|
bpl @-
|
||||||
|
mva #0 Erase
|
||||||
|
jsr drawbarrels ; draw barrels
|
||||||
|
jsr WaitOneFrame
|
||||||
|
jsr GetKeyFast
|
||||||
|
cmp #@kbcode._none
|
||||||
|
beq Meter
|
||||||
|
; restore all angles
|
||||||
|
jsr ClearTanks
|
||||||
|
ldx NumberOfPlayers
|
||||||
|
dex
|
||||||
|
@ lda previousAngle,x
|
||||||
|
sta AngleTable,x
|
||||||
|
dex
|
||||||
|
bpl @-
|
||||||
|
jsr drawtanks
|
||||||
|
jsr drawtanknr
|
||||||
|
EndMeterAndReset
|
||||||
|
lda #0
|
||||||
|
; only older byte
|
||||||
|
.IF TARGET = 800
|
||||||
|
sta RTCLOK+1
|
||||||
|
.ELIF TARGET = 5200
|
||||||
|
sta RTCLOK
|
||||||
|
.ENDIF
|
||||||
|
EndMeter
|
||||||
|
rts
|
||||||
|
;-----------
|
||||||
|
drawbarrels
|
||||||
|
lda TankNr
|
||||||
|
pha
|
||||||
|
ldx NumberOfPlayers
|
||||||
|
dex
|
||||||
|
stx TankNr
|
||||||
|
DrawNextTank
|
||||||
|
lda eXistenZ,x
|
||||||
|
beq nobarrel ; if energy=0 then no tank
|
||||||
|
jsr drawtanknr.BarrelChange
|
||||||
|
nobarrel
|
||||||
|
dec TankNr
|
||||||
|
ldx TankNr
|
||||||
|
bpl DrawNextTank
|
||||||
|
pla
|
||||||
|
sta TankNr
|
||||||
|
rts
|
||||||
|
.endp
|
||||||
|
.ENDIF
|
||||||
|
|
||||||
|
|
||||||
.ENDIF
|
.ENDIF
|
||||||
@@ -1,29 +1,47 @@
|
|||||||
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
|
; @com.wudsn.ide.lng.mainsourcefile=scorch.asm
|
||||||
;Atari 8-bit Scorched Earth source code
|
|
||||||
|
;Atari 8-bit Scorch source code
|
||||||
;---------------------------------------------------
|
;---------------------------------------------------
|
||||||
;by Tomasz 'pecus' Pecko and Pawel 'pirx' Kalinowski
|
;by Tomasz 'pecus' Pecko and Pawel 'pirx' Kalinowski
|
||||||
;Warsaw 2000, 2001, 2002, 2003, 2009, 2012, 2013
|
;Warsaw 2000, 2001, 2002, 2003, 2009, 2012, 2013
|
||||||
;Miami & Warsaw 2022, 2023
|
;Miami & Warsaw 2022, 2023, 2024
|
||||||
|
|
||||||
|
;WUDSN run settings:
|
||||||
|
;atari800 -5200 -cart ${outputFilePath} -cart-type 4
|
||||||
|
;atari800 -run ${outputFilePath}
|
||||||
|
|
||||||
|
|
||||||
|
;WARNING! requires mads compiled on 2023-09-13 or later
|
||||||
|
;compilation:
|
||||||
|
;mads scorch.asm -o:scorch.bin -d:TARGET=5200
|
||||||
|
;mads scorch.asm -o:scorch.xex -d:TARGET=800
|
||||||
|
;mads scorch.asm -o:scorch.xex -d:TARGET=800 -d:SPLASH=1 #xex version with splash
|
||||||
|
;mads scorch.asm -o:scorch.xex -d:TARGET=800 -d:SPLASH=1 -d:CART_VERSION=1 #xex version for cart
|
||||||
|
|
||||||
|
|
||||||
;---------------------------------------------------
|
;---------------------------------------------------
|
||||||
.IFNDEF TARGET
|
.IFNDEF TARGET
|
||||||
.def TARGET = 800 ; 5200
|
.def TARGET = 800 ; 5200
|
||||||
.ENDIF
|
.ENDIF
|
||||||
;atari800 -5200 -cart ${outputFilePath} -cart-type 4
|
|
||||||
;atari800 -run ${outputFilePath}
|
|
||||||
;---------------------------------------------------
|
;---------------------------------------------------
|
||||||
.def XCORRECTION_FOR_PM = 0
|
.ifndef SPLASH
|
||||||
; if 1 - active x position of tanks correction fo PMG
|
.def SPLASH = 0 ; if 0 - no splash screens
|
||||||
.def FASTER_GRAF_PROCS = 1
|
.endif
|
||||||
; if 1 - activates faster graphics routines
|
.ifndef CART_VERSION
|
||||||
; (direct writes to screen memory - atari only :) )
|
.def CART_VERSION = 0 ; if 1 - dual splash screen
|
||||||
|
.endif
|
||||||
|
.def METEORS = 0 ; if 1 - meteors on game
|
||||||
|
.def VU_METER = 1 ; if 1 - VU Meter on game
|
||||||
|
.def XCORRECTION_FOR_PM = 0 ; if 1 - active x position of tanks correction fo PMG
|
||||||
|
.def FASTER_GRAF_PROCS = 1 ; if 1 - activates faster graphics routines
|
||||||
|
; (direct writes to screen memory - atari only :) )
|
||||||
;---------------------------------------------------
|
;---------------------------------------------------
|
||||||
|
|
||||||
; OPT r+ ; saves 12 bytes :O
|
OPT r+ ; saves 10 bytes, and probably works :) https://github.com/tebe6502/Mad-Assembler/issues/10
|
||||||
|
|
||||||
;---------------------------------------------------
|
;---------------------------------------------------
|
||||||
.macro build
|
.macro build
|
||||||
dta d"1.30" ; number of this build (4 bytes)
|
dta d"1.50" ; number of this build (4 bytes)
|
||||||
.endm
|
.endm
|
||||||
|
|
||||||
.macro RMTSong
|
.macro RMTSong
|
||||||
@@ -34,42 +52,56 @@
|
|||||||
;---------------------------------------------------
|
;---------------------------------------------------
|
||||||
icl 'definitions.asm'
|
icl 'definitions.asm'
|
||||||
;---------------------------------------------------
|
;---------------------------------------------------
|
||||||
|
AdditionalZPvariables = $20
|
||||||
|
.zpvar EplotX .word = AdditionalZPvariables
|
||||||
|
.zpvar EplotByte .word
|
||||||
|
.zpvar EplotY .byte
|
||||||
|
.zpvar Mpoint1X .word ; meteor first point X position
|
||||||
|
.zpvar Mpoint2X .word ; meteor last point X position
|
||||||
|
.zpvar Mpoint1Y .byte ; meteor first point Y position
|
||||||
|
.zpvar Mcounter .byte ; meteor length counter ( $ff - no meteor on sky )
|
||||||
|
.zpvar Mpoint2Y .byte ; meteor last point Y position
|
||||||
|
.zpvar MeteorsFlag .byte ; set 7th bit - block meteors
|
||||||
|
.zpvar MeteorsRound .byte ; set 7th bit - block meteors in round
|
||||||
|
|
||||||
FirstZpageVariable = $57
|
|
||||||
|
FirstZpageVariable = $4f
|
||||||
.zpvar DliColorBack .byte = FirstZpageVariable
|
.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 GradientNr .byte
|
||||||
.zpvar GradientColors .word
|
.zpvar GradientColors .word
|
||||||
.zpvar WindChangeInRound .byte ; wind change after each turn (not round only) flag - (0 - round only, >0 - each turn)
|
|
||||||
.zpvar JoystickNumber .byte
|
.zpvar JoystickNumber .byte
|
||||||
.zpvar LazyFlag .byte ; 7 bit - run Lazy Darwin, 6 bit - run Lazy Boy or Darwin (!) after inventory, 0 - nothing
|
.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 SpyHardFlag .byte ; >$7f - run SpyHard after inventory
|
||||||
.zpvar Vdebug .byte ; "visual debug" flag ($00 - off, $ff - on)
|
.zpvar Vdebug .byte ; "visual debug" flag ($00 - off, $ff - on)
|
||||||
.zpvar xdraw .word ;= $64 ;variable X for plot
|
.zpvar xdraw .word ; = $64 ;variable X for plot
|
||||||
.zpvar ydraw .word ;variable Y for plot (like in Atari Basic - Y=0 in upper right corner of the screen)
|
.zpvar ydraw .word ; variable Y for plot
|
||||||
|
; (like in Atari Basic - Y=0 in upper right corner of the screen)
|
||||||
.zpvar xbyte .word
|
.zpvar xbyte .word
|
||||||
.zpvar ybyte .word
|
.zpvar ybyte .word
|
||||||
.zpvar CharCode .byte
|
.zpvar CharCode .byte
|
||||||
.zpvar fontind .word
|
.zpvar fontind .word
|
||||||
.zpvar tanknr .byte
|
.zpvar tanknr .byte
|
||||||
.zpvar TankSequencePointer .byte
|
|
||||||
.zpvar oldplot .word
|
.zpvar oldplot .word
|
||||||
.zpvar xc .word
|
.zpvar xc .word
|
||||||
.zpvar temp .word ;temporary word for the most embeded loops only
|
.zpvar temp .word ; temporary word for the most embeded loops only
|
||||||
.zpvar temp2 .word ;same as above
|
.zpvar temp2 .word ; same as above
|
||||||
.zpvar modify .word ;origially used to replace self-modyfying code
|
.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 tempXROLLER .word ; same as above for XROLLER routine (used also in result display routine)
|
||||||
.zpvar xtempDRAW .word ;same as above for XDRAW routine
|
.zpvar xtempDRAW .word ; same as above for XDRAW routine
|
||||||
.zpvar ytempDRAW .word ;same as above for XDRAW routine
|
.zpvar ytempDRAW .word ; same as above for XDRAW routine
|
||||||
.zpvar tempor2 .word
|
.zpvar tempor2 .word
|
||||||
.zpvar CreditsVScrol .byte
|
.zpvar CreditsVScrol .byte
|
||||||
;--------------temps used in circle routine
|
;--------------temps used in circle routine
|
||||||
.zpvar xi .word ;X (word) in draw routine
|
.zpvar xi .word ; X (word) in draw routine
|
||||||
.zpvar fx .byte
|
.zpvar fx .byte
|
||||||
.zpvar yi .word ;Y (word) in draw routine
|
.zpvar yi .word ; Y (word) in draw routine
|
||||||
.zpvar fy .byte
|
.zpvar fy .byte
|
||||||
.zpvar xk .word
|
.zpvar xk .word
|
||||||
.zpvar fs .byte
|
.zpvar fs .byte
|
||||||
.zpvar yc .byte ;ycircle - temporary for circle
|
.zpvar yc .byte ; ycircle - temporary for circle
|
||||||
.zpvar dx .word
|
.zpvar dx .word
|
||||||
.zpvar dy .word
|
.zpvar dy .word
|
||||||
.zpvar dd .word
|
.zpvar dd .word
|
||||||
@@ -84,7 +116,6 @@ FirstZpageVariable = $57
|
|||||||
.zpvar dliCounter .byte
|
.zpvar dliCounter .byte
|
||||||
.zpvar pressTimer .byte
|
.zpvar pressTimer .byte
|
||||||
.zpvar NTSCcounter .byte
|
.zpvar NTSCcounter .byte
|
||||||
.zpvar IsEndOfTheFallFlag .byte ; for small speedup ground falling
|
|
||||||
.zpvar sfx_effect .byte
|
.zpvar sfx_effect .byte
|
||||||
.zpvar RMT_blocked .byte
|
.zpvar RMT_blocked .byte
|
||||||
.zpvar ScrollFlag .byte
|
.zpvar ScrollFlag .byte
|
||||||
@@ -102,8 +133,8 @@ FirstZpageVariable = $57
|
|||||||
; on the graphics screen. if 0 character is printed normally
|
; on the graphics screen. if 0 character is printed normally
|
||||||
.zpvar radius .byte
|
.zpvar radius .byte
|
||||||
.zpvar decimal .word
|
.zpvar decimal .word
|
||||||
.zpvar NumberOfPlayers .byte ;current number of players (counted from 1)
|
.zpvar NumberOfPlayers .byte ; current number of players (counted from 1)
|
||||||
.zpvar Counter .byte ;temporary Counter for outside loops
|
.zpvar Counter .byte ; temporary Counter for outside loops
|
||||||
.zpvar ExplosionRadius .byte
|
.zpvar ExplosionRadius .byte
|
||||||
.zpvar FunkyBombCounter .byte
|
.zpvar FunkyBombCounter .byte
|
||||||
.zpvar ResultY .byte
|
.zpvar ResultY .byte
|
||||||
@@ -113,12 +144,23 @@ FirstZpageVariable = $57
|
|||||||
.zpvar vy_ .word ; 4 bytes
|
.zpvar vy_ .word ; 4 bytes
|
||||||
.zpvar vx .word
|
.zpvar vx .word
|
||||||
.zpvar vx_ .word ; 4 bytes
|
.zpvar vx_ .word ; 4 bytes
|
||||||
.zpvar HitFlag .byte ;$ff when missile hit ground, $00 when no hit, $01-$06 tank index+1 when hit tank
|
.zpvar 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 PositionOnTheList .byte ; pointer position on the list being displayed
|
||||||
|
.zpvar FirstKeypressDelay .byte
|
||||||
|
.zpvar IsEndOfTheFallFlag .byte ;for small speedup ground falling
|
||||||
|
.zpvar TankSequencePointer .byte
|
||||||
|
.zpvar TeamsGame .byte ; Teams flag (0 - normal game, >0 - teams game)
|
||||||
|
.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 XHit .word
|
||||||
.zpvar delta .word
|
.zpvar delta .word
|
||||||
.zpvar HowMuchToFall .byte
|
.zpvar HowMuchToFall .byte
|
||||||
.zpvar magic .word
|
.zpvar magic .word ; worst var name in the whole business
|
||||||
.zpvar xtraj .word
|
.zpvar xtraj .word
|
||||||
.zpvar xtraj_ .byte ; 3 bytes
|
.zpvar xtraj_ .byte ; 3 bytes
|
||||||
.zpvar ytraj .word
|
.zpvar ytraj .word
|
||||||
@@ -128,13 +170,15 @@ FirstZpageVariable = $57
|
|||||||
.zpvar RangeLeft .word
|
.zpvar RangeLeft .word
|
||||||
.zpvar RangeRight .word
|
.zpvar RangeRight .word
|
||||||
.zpvar NewAngle .byte
|
.zpvar NewAngle .byte
|
||||||
.zpvar escFlag .byte ; 7 bit - Exit game, 6 bit - Exit to GameOver (cleared - exit to Menu), 0 - nothing
|
.zpvar escFlag .byte ; 7 bit - Exit game,
|
||||||
|
; 6 bit - Exit to GameOver (cleared - exit to Menu), 0 - nothing
|
||||||
.zpvar LineYdraw .byte
|
.zpvar LineYdraw .byte
|
||||||
.zpvar LineXdraw .word
|
.zpvar LineXdraw .word
|
||||||
.zpvar plot4x4color .byte ; $00 / $ff
|
.zpvar plot4x4color .byte ; $00 / $ff
|
||||||
.zpvar Multiplier .word
|
.zpvar Multiplier .word
|
||||||
.zpvar Multiplier_ .byte ; 3 bytes
|
.zpvar Multiplier_ .byte ; 3 bytes
|
||||||
.zpvar HowToDraw .byte
|
.zpvar HowToDraw .byte
|
||||||
|
.zpvar DrawDirFactor .byte
|
||||||
.zpvar gravity .byte
|
.zpvar gravity .byte
|
||||||
.zpvar LineLength .word
|
.zpvar LineLength .word
|
||||||
.zpvar tracerflag .byte
|
.zpvar tracerflag .byte
|
||||||
@@ -143,11 +187,10 @@ FirstZpageVariable = $57
|
|||||||
.zpvar goleft .byte
|
.zpvar goleft .byte
|
||||||
.zpvar OffsetDL1 .byte
|
.zpvar OffsetDL1 .byte
|
||||||
.zpvar L1 .byte
|
.zpvar L1 .byte
|
||||||
HotNapalmFlag = FunkyBombCounter ; reuse variable!
|
HotNapalmFlag = FunkyBombCounter ; variable reuse!
|
||||||
;* RMT ZeroPage addresses in artwork/sfx/rmtplayr.a65
|
|
||||||
|
|
||||||
displayposition = modify
|
displayposition = modify
|
||||||
LineAddress4x4 = xcircle
|
LineAddress4x4 = xcircle
|
||||||
|
;* RMT ZeroPage addresses in artwork/sfx/scorch_str9-NTSC.rmt
|
||||||
|
|
||||||
;-----------------------------------------------
|
;-----------------------------------------------
|
||||||
; libraries
|
; libraries
|
||||||
@@ -155,29 +198,27 @@ FirstZpageVariable = $57
|
|||||||
.IF TARGET = 800
|
.IF TARGET = 800
|
||||||
icl 'Atari/lib/ATARISYS.ASM'
|
icl 'Atari/lib/ATARISYS.ASM'
|
||||||
icl 'Atari/lib/MACRO.ASM'
|
icl 'Atari/lib/MACRO.ASM'
|
||||||
icl 'artwork/splash_v2/splash.asm' ; splash screen and musix
|
.IF SPLASH = 1
|
||||||
|
icl 'artwork/splash_v2/splash.asm' ; new splash screen and musix
|
||||||
|
.IF CART_VERSION = 1
|
||||||
|
icl 'artwork/splash_v1/splash.asm' ; old splash screen (plays music from new splash)
|
||||||
|
.ENDIF
|
||||||
|
.ELSE
|
||||||
|
; no splash.... dark screean and BASIC off
|
||||||
|
ORG $2000
|
||||||
|
mva #0 dmactls ; dark screen
|
||||||
|
mva #$ff portb
|
||||||
|
; and wait one frame :)
|
||||||
|
seq:wait ; or waitRTC ?
|
||||||
|
mva #$ff portb ; BASIC off
|
||||||
|
rts
|
||||||
|
ini $2000
|
||||||
|
.ENDIF
|
||||||
.ELIF TARGET = 5200
|
.ELIF TARGET = 5200
|
||||||
OPT h-f+ ; no headers, single block --> cart bin file
|
OPT h-f+ ; no headers, single block --> cart bin file
|
||||||
icl 'Atari/lib/5200SYS.ASM'
|
icl 'Atari/lib/5200SYS.ASM'
|
||||||
icl 'Atari/lib/5200MACRO.ASM'
|
icl 'Atari/lib/5200MACRO.ASM'
|
||||||
.enum @kbcode
|
.enum @kbcode
|
||||||
/*
|
|
||||||
_0
|
|
||||||
_1
|
|
||||||
_2
|
|
||||||
_3
|
|
||||||
_4
|
|
||||||
_5
|
|
||||||
_6
|
|
||||||
_7
|
|
||||||
_8
|
|
||||||
_9
|
|
||||||
_asterisk = $0a
|
|
||||||
_hash = $0b
|
|
||||||
_start = $0c
|
|
||||||
_pause = $0d
|
|
||||||
_reset = $0e
|
|
||||||
*/
|
|
||||||
_space = $00
|
_space = $00
|
||||||
_Y = $01
|
_Y = $01
|
||||||
_up = $02
|
_up = $02
|
||||||
@@ -189,20 +230,20 @@ FirstZpageVariable = $57
|
|||||||
_down = $08
|
_down = $08
|
||||||
_I = $09
|
_I = $09
|
||||||
_esc = $0a
|
_esc = $0a
|
||||||
_ret = $fb ;$0b ;not used in 5200
|
_help = $0b ; Visual Debug in 5200
|
||||||
_del = $fc ;$0c ;not used in 5200
|
_del = $fc ; $0c ;not used in 5200
|
||||||
_M = $0d
|
_M = $0d
|
||||||
_S = $0e
|
_S = $0e
|
||||||
_atari = $fd ; not used in 5200
|
_atari = $fd ; not used in 5200
|
||||||
|
_ret = $0c ; fire in 5200
|
||||||
_none = $0f
|
_none = $0f
|
||||||
|
|
||||||
.ende
|
.ende
|
||||||
.ENDIF
|
.ENDIF
|
||||||
|
|
||||||
;-----------------------------------------------
|
;-----------------------------------------------
|
||||||
; variable declarations in RAM (no code)
|
; variable declarations in RAM (no code)
|
||||||
;-----------------------------------------------
|
;-----------------------------------------------
|
||||||
ORG PMGraph + $0300 - (variablesEnd - OneTimeZeroVariables + 1)
|
ORG PMGraph + $0300 - (variablesEnd - OneTimeZeroVariables)
|
||||||
icl 'variables.asm'
|
icl 'variables.asm'
|
||||||
|
|
||||||
; Game loading address
|
; Game loading address
|
||||||
@@ -237,7 +278,6 @@ StatusBufferCopyEnd
|
|||||||
|
|
||||||
|
|
||||||
icl 'Atari/display_static.asm'
|
icl 'Atari/display_static.asm'
|
||||||
;----------------------------------------------
|
|
||||||
|
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
; Game Code
|
; Game Code
|
||||||
@@ -292,6 +332,7 @@ rom2joy
|
|||||||
bne @-
|
bne @-
|
||||||
no5200splash
|
no5200splash
|
||||||
.ENDIF
|
.ENDIF
|
||||||
|
StartAfterSplash
|
||||||
jsr MakeDarkScreen
|
jsr MakeDarkScreen
|
||||||
|
|
||||||
; one time zero variables in RAM (non zero page)
|
; one time zero variables in RAM (non zero page)
|
||||||
@@ -315,7 +356,15 @@ no5200splash
|
|||||||
bpl @-
|
bpl @-
|
||||||
|
|
||||||
; set gradient to the full LGBTIQQAAPP+ flag on start
|
; set gradient to the full LGBTIQQAAPP+ flag on start
|
||||||
mva #0 GradientNr ; #1 to set gradient number 2 :) (next one)
|
.IF CART_VERSION = 1
|
||||||
|
mva #$ff GradientNr ; #1 to set gradient number 2 :) (next one) - 0 (B/W)
|
||||||
|
.ELSE
|
||||||
|
.IF TARGET=5200
|
||||||
|
mva #1 GradientNr
|
||||||
|
.ELSE
|
||||||
|
mva #0 GradientNr ; #1 to set gradient number 2 :) (next one) - 1 (polish rainbow)
|
||||||
|
.ENDIF
|
||||||
|
.ENDIF
|
||||||
jsr SelectNextGradient.NotWind
|
jsr SelectNextGradient.NotWind
|
||||||
|
|
||||||
; generate linetables
|
; generate linetables
|
||||||
@@ -323,10 +372,12 @@ no5200splash
|
|||||||
|
|
||||||
.IF TARGET = 800
|
.IF TARGET = 800
|
||||||
; pokeys init
|
; pokeys init
|
||||||
lda #3 ; stereo
|
lda #3 ; stereo (pseudo)
|
||||||
sta POKEY+$0f ; stereo
|
sta POKEY+$0f ; stereo
|
||||||
sta POKEY+$1f ; stereo
|
sta POKEY+$1f ; stereo
|
||||||
|
.IF CART_VERSION = 0
|
||||||
|
sta COLDST ; Cold start after Reset key
|
||||||
|
.ENDIF
|
||||||
lda PAL
|
lda PAL
|
||||||
and #%00001110
|
and #%00001110
|
||||||
bne NoRMT_PALchange
|
bne NoRMT_PALchange
|
||||||
@@ -352,20 +403,22 @@ NoRMT_PALchange
|
|||||||
|
|
||||||
|
|
||||||
; RMT INIT
|
; RMT INIT
|
||||||
lda #$f0 ;initial value
|
lda #$f0 ; initial value
|
||||||
sta RMTSFXVOLUME ;sfx note volume * 16 (0,16,32,...,240)
|
sta RMTSFXVOLUME ; sfx note volume * 16 (0,16,32,...,240)
|
||||||
|
|
||||||
lda #$ff ;initial value
|
lda #$ff ; initial value
|
||||||
sta sfx_effect
|
sta sfx_effect
|
||||||
|
sta Mcounter
|
||||||
|
sta MeteorsFlag
|
||||||
|
|
||||||
RMTSong 0
|
RMTSong 0
|
||||||
|
|
||||||
.IF TARGET = 5200
|
.IF TARGET = 5200
|
||||||
mva #$0f STICK0
|
mva #$0f STICK0
|
||||||
mva #$04 CONSOL5200 ;Speaker off, Pots enabled, port #1 selected
|
mva #$04 CONSOL5200 ; Speaker off, Pots enabled, port #1 selected
|
||||||
mwa #kb_continue VKEYCNT ;Keyboard handler
|
mwa #kb_continue VKEYCNT ; Keyboard handler
|
||||||
.ENDIF
|
.ENDIF
|
||||||
VMAIN VBLinterrupt,7 ;jsr SetVBL
|
VMAIN VBLinterrupt,7 ; jsr SetVBL
|
||||||
|
|
||||||
mva #2 chactl ; necessary for 5200
|
mva #2 chactl ; necessary for 5200
|
||||||
|
|
||||||
@@ -374,146 +427,16 @@ NoRMT_PALchange
|
|||||||
icl 'game.asm'
|
icl 'game.asm'
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
|
|
||||||
|
.proc SetJoystickPort
|
||||||
;--------------------------------------------------
|
sta JoystickNumber
|
||||||
.proc GetKey
|
.IF TARGET = 800 ; second joy button state update only on A800
|
||||||
; waits for pressing a key and returns pressed value in A
|
jsr WaitOneFrame ; is necessary for update shadow registers (PADDL0) in VBI
|
||||||
; when [ESC] is pressed, escFlag is set
|
jmp GetKeyFast.Check2button ; update state second joy button
|
||||||
; result: A=keycode
|
.ELSE
|
||||||
;--------------------------------------------------
|
rts
|
||||||
jsr WaitForKeyRelease
|
|
||||||
getKeyAfterWait
|
|
||||||
.IF TARGET = 800
|
|
||||||
lda SKSTAT
|
|
||||||
cmp #$ff
|
|
||||||
beq checkJoyGetKey ; key not pressed, check Joy
|
|
||||||
cmp #$f7 ; SHIFT
|
|
||||||
beq checkJoyGetKey
|
|
||||||
.ELIF TARGET = 5200
|
|
||||||
lda SkStatSimulator
|
|
||||||
and #%11111110
|
|
||||||
bne checkJoyGetKey ; key not pressed, check Joy
|
|
||||||
.ENDIF
|
.ENDIF
|
||||||
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
|
|
||||||
.IF TARGET = 800 ; Select and Option key only on A800
|
|
||||||
bne checkSelectKey
|
|
||||||
checkSelectKey
|
|
||||||
lda CONSOL
|
|
||||||
and #%00000010 ; Select
|
|
||||||
beq SelectPressed
|
|
||||||
lda CONSOL
|
|
||||||
and #%00000100 ; Option
|
|
||||||
.ENDIF
|
|
||||||
bne getKeyAfterWait
|
|
||||||
OptionPressed
|
|
||||||
lda #@kbcode._atari ; Option key
|
|
||||||
bne getkeyend
|
|
||||||
SelectPressed
|
|
||||||
lda #@kbcode._tab ; Select key
|
|
||||||
bne getkeyend
|
|
||||||
JoyButton
|
|
||||||
lda #@kbcode._ret ;Return key
|
|
||||||
getkeyend
|
|
||||||
ldy #0
|
|
||||||
sty ATRACT ; reset atract mode
|
|
||||||
mvy #sfx_keyclick sfx_effect
|
|
||||||
rts
|
|
||||||
.endp
|
.endp
|
||||||
|
|
||||||
;--------------------------------------------------
|
|
||||||
.proc getkeynowait
|
|
||||||
;--------------------------------------------------
|
|
||||||
jsr WaitForKeyRelease
|
|
||||||
lda kbcode
|
|
||||||
and #$3f ;CTRL and SHIFT ellimination
|
|
||||||
rts
|
|
||||||
.endp
|
|
||||||
|
|
||||||
;--------------------------------------------------
|
|
||||||
.proc WaitForKeyRelease
|
|
||||||
;--------------------------------------------------
|
|
||||||
mva #128-KeyRepeatSpeed pressTimer ; tricky
|
|
||||||
StillWait
|
|
||||||
bit pressTimer
|
|
||||||
bmi KeyReleased
|
|
||||||
lda STICK0
|
|
||||||
and #$0f
|
|
||||||
cmp #$0f
|
|
||||||
bne StillWait
|
|
||||||
lda STRIG0
|
|
||||||
beq StillWait
|
|
||||||
.IF TARGET = 800
|
|
||||||
lda SKSTAT
|
|
||||||
cmp #$ff
|
|
||||||
bne StillWait
|
|
||||||
lda CONSOL
|
|
||||||
and #%00000110 ; Select and Option only
|
|
||||||
cmp #%00000110
|
|
||||||
bne StillWait
|
|
||||||
.ELIF TARGET = 5200
|
|
||||||
lda SkStatSimulator
|
|
||||||
and #%11111110
|
|
||||||
beq StillWait
|
|
||||||
.ENDIF
|
|
||||||
KeyReleased
|
|
||||||
rts
|
|
||||||
.endp
|
|
||||||
;--------------------------------------------------
|
|
||||||
.proc IsKeyPressed
|
|
||||||
; result: A=0 - yes , A>0 - no
|
|
||||||
;--------------------------------------------------
|
|
||||||
lda SKSTAT
|
|
||||||
and #%00000100
|
|
||||||
beq @+
|
|
||||||
lda #1
|
|
||||||
@ and STRIG0
|
|
||||||
rts
|
|
||||||
.endp
|
|
||||||
;--------------------------------------------------
|
|
||||||
.proc DemoModeOrKey
|
|
||||||
; Waits for the key pressed if at least one human is playing.
|
|
||||||
; Otherwise, waits 3 seconds (demo mode).
|
|
||||||
;--------------------------------------------------
|
|
||||||
;check demo mode
|
|
||||||
ldx numberOfPlayers
|
|
||||||
dex
|
|
||||||
checkForHuman ; if all in skillTable other than 0 then switch to DEMO MODE
|
|
||||||
lda skillTable,x
|
|
||||||
beq peopleAreHere
|
|
||||||
dex
|
|
||||||
bpl checkForHuman
|
|
||||||
; no people, just wait a bit
|
|
||||||
;pause 150
|
|
||||||
ldy #75
|
|
||||||
jmp PauseYFrames
|
|
||||||
; rts
|
|
||||||
peopleAreHere
|
|
||||||
jmp getkey ; jsr:rts
|
|
||||||
.endp
|
|
||||||
|
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
MakeDarkScreen
|
MakeDarkScreen
|
||||||
@@ -524,8 +447,7 @@ MakeDarkScreen
|
|||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
.proc WaitOneFrame
|
.proc WaitOneFrame
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
lda CONSOL
|
jsr CheckStartKey ; START KEY
|
||||||
and #%00000001 ; START KEY
|
|
||||||
seq:wait ; or waitRTC ?
|
seq:wait ; or waitRTC ?
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
@@ -542,60 +464,17 @@ MakeDarkScreen
|
|||||||
rts
|
rts
|
||||||
.endp
|
.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
|
|
||||||
cmp #$ff
|
|
||||||
jeq nokeys
|
|
||||||
cmp #$f7 ; SHIFT
|
|
||||||
jeq 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
|
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
.proc ShellDelay
|
.proc ShellDelay
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
lda CONSOL
|
ldy flyDelay
|
||||||
and #%00000001 ; START KEY
|
Y jsr CheckStartKey ; START KEY
|
||||||
beq noShellDelay
|
beq noShellDelay
|
||||||
ldx flyDelay
|
|
||||||
DelayLoop
|
DelayLoop
|
||||||
lda VCOUNT
|
lda VCOUNT
|
||||||
@ cmp VCOUNT
|
@ cmp VCOUNT
|
||||||
beq @-
|
beq @-
|
||||||
dex
|
dey
|
||||||
bne DelayLoop
|
bne DelayLoop
|
||||||
noShellDelay
|
noShellDelay
|
||||||
rts
|
rts
|
||||||
@@ -605,15 +484,15 @@ noShellDelay
|
|||||||
.proc RmtSongSelect
|
.proc RmtSongSelect
|
||||||
; starting song line 0-255 to A reg
|
; starting song line 0-255 to A reg
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
cmp #song_ingame
|
cmp #song_main_menu
|
||||||
bne noingame ; noMusic blocks only ingame song
|
beq noingame ; noMusic blocks only ingame songs
|
||||||
bit noMusic
|
bit noMusic
|
||||||
spl:lda #song_silencio
|
spl:lda #song_silencio
|
||||||
noingame
|
noingame
|
||||||
mvx #$ff RMT_blocked
|
mvx #$ff RMT_blocked
|
||||||
ldx #<MODUL ;low byte of RMT module to X reg
|
ldx #<MODUL ; low byte of RMT module to X reg
|
||||||
ldy #>MODUL ;hi byte of RMT module to Y reg
|
ldy #>MODUL ; hi byte of RMT module to Y reg
|
||||||
jsr RASTERMUSICTRACKER ;Init
|
jsr RASTERMUSICTRACKER ; Init
|
||||||
mva #0 RMT_blocked
|
mva #0 RMT_blocked
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
@@ -640,6 +519,8 @@ noingame
|
|||||||
bne @-
|
bne @-
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
|
;--------------------------------------------------
|
||||||
|
icl 'Atari/inputs.asm'
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
icl 'Atari/interrupts.asm'
|
icl 'Atari/interrupts.asm'
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
@@ -672,8 +553,7 @@ font4x4
|
|||||||
asl
|
asl
|
||||||
asl ; 8 chars per name
|
asl ; 8 chars per name
|
||||||
tax
|
tax
|
||||||
@
|
@ lda CheatName,y
|
||||||
lda CheatName,y
|
|
||||||
sec
|
sec
|
||||||
sbc tanksnames,x
|
sbc tanksnames,x
|
||||||
cmp #$27
|
cmp #$27
|
||||||
@@ -704,14 +584,12 @@ CheatName
|
|||||||
bne EndofBFGDLI
|
bne EndofBFGDLI
|
||||||
lda dliColorsFore
|
lda dliColorsFore
|
||||||
bit random
|
bit random
|
||||||
bmi @+
|
smi:lda DliColorBack
|
||||||
lda DliColorBack
|
sta COLPF2
|
||||||
@ sta COLPF2
|
|
||||||
lda dliColorsFore
|
lda dliColorsFore
|
||||||
bit random
|
bit random
|
||||||
bmi @+
|
smi:lda DliColorBack
|
||||||
lda DliColorBack
|
sta COLPF1
|
||||||
@ sta COLPF1
|
|
||||||
EndofBFGDLI
|
EndofBFGDLI
|
||||||
inc dliCounter
|
inc dliCounter
|
||||||
pla
|
pla
|
||||||
@@ -733,16 +611,17 @@ EndofBFGDLI
|
|||||||
.ECHO "Bytes left: ",$b000-*
|
.ECHO "Bytes left: ",$b000-*
|
||||||
|
|
||||||
|
|
||||||
org $b000 ;address of RMT module
|
org $b000 ; address of RMT module
|
||||||
MODUL
|
MODUL
|
||||||
;RMT module is standard Atari binary file already
|
; RMT module is standard Atari binary file already
|
||||||
ins "artwork/sfx/scorch_str9-NTSC.rmt",+6 ;include music RMT module
|
; include music RMT module:
|
||||||
|
ins "artwork/sfx/scorch_str9-NTSC.rmt",+6
|
||||||
MODULEND
|
MODULEND
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
icl 'constants_top.asm'
|
icl 'constants_top.asm'
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
|
|
||||||
.ECHO "Bytes on top left: ",$bfe8-* ;ROM_SETTINGS-*
|
.ECHO "Bytes on top left: ",$bfe8-* ; ROM_SETTINGS-*
|
||||||
.IF TARGET = 800
|
.IF TARGET = 800
|
||||||
run FirstSTART
|
run FirstSTART
|
||||||
.ELIF TARGET = 5200
|
.ELIF TARGET = 5200
|
||||||
@@ -751,7 +630,7 @@ MODULEND
|
|||||||
.ENDIF
|
.ENDIF
|
||||||
org ROM_SETTINGS ; 5200 ROM settings address $bfe8
|
org ROM_SETTINGS ; 5200 ROM settings address $bfe8
|
||||||
; "01234567890123456789"
|
; "01234567890123456789"
|
||||||
.byte " scorch supersystem " ;20 characters title
|
.byte " scorch supersystem " ; 20 characters title
|
||||||
.byte " ", $ff ;$BFFD == $ff means diagnostic cart, no splash screen
|
.byte " ", $ff ; $BFFD == $ff means diagnostic cart, no splash screen
|
||||||
.word FirstSTART
|
.word FirstSTART
|
||||||
.ENDIF
|
.ENDIF
|
||||||
|
|||||||
@@ -3,7 +3,7 @@
|
|||||||
;---------------------------------------------------
|
;---------------------------------------------------
|
||||||
;by Tomasz 'pecus' Pecko and Pawel 'pirx' Kalinowski
|
;by Tomasz 'pecus' Pecko and Pawel 'pirx' Kalinowski
|
||||||
;Warsaw 2000, 2001, 2002, 2003, 2009, 2012, 2013
|
;Warsaw 2000, 2001, 2002, 2003, 2009, 2012, 2013
|
||||||
;Miami & Warsaw 2022, 2023
|
;Miami & Warsaw 2022, 2023, 2024
|
||||||
|
|
||||||
;---------------------------------------------------
|
;---------------------------------------------------
|
||||||
.def TARGET = 64 ; :)
|
.def TARGET = 64 ; :)
|
||||||
@@ -14,6 +14,7 @@
|
|||||||
; if 1 - activates faster graphics routines
|
; if 1 - activates faster graphics routines
|
||||||
; (direct writes to screen memory - C64 only :) )
|
; (direct writes to screen memory - C64 only :) )
|
||||||
;---------------------------------------------------
|
;---------------------------------------------------
|
||||||
|
.def VU_METER = 0 ; allways 0! (works only on Atari)
|
||||||
|
|
||||||
|
|
||||||
opt h-f+
|
opt h-f+
|
||||||
@@ -24,7 +25,7 @@
|
|||||||
|
|
||||||
;---------------------------------------------------
|
;---------------------------------------------------
|
||||||
.macro build
|
.macro build
|
||||||
dta d"1.28" ; number of this build (4 bytes)
|
dta d"1.50" ; number of this build (4 bytes)
|
||||||
.endm
|
.endm
|
||||||
|
|
||||||
.macro RMTSong
|
.macro RMTSong
|
||||||
@@ -35,11 +36,17 @@
|
|||||||
icl 'definitions.asm'
|
icl 'definitions.asm'
|
||||||
;---------------------------------------------------
|
;---------------------------------------------------
|
||||||
|
|
||||||
FirstZpageVariable = $58 ; $57
|
FirstZpageVariable = $51 ; $57
|
||||||
.zpvar DliColorBack .byte = FirstZpageVariable
|
.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 GradientNr .byte
|
||||||
.zpvar GradientColors .word
|
.zpvar GradientColors .word
|
||||||
.zpvar WindChangeInRound .byte ; wind change after each turn (not round only) flag - (0 - round only, >0 - each turn)
|
.zpvar WindChangeInRound .byte ; wind change after each turn (not round only) flag - (0 - round only, >0 - each turn)
|
||||||
|
.zpvar 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 JoystickNumber .byte
|
.zpvar JoystickNumber .byte
|
||||||
.zpvar LazyFlag .byte ; 7 bit - run Lazy Darwin, 6 bit - run Lazy Boy or Darwin (!) after inventory, 0 - nothing
|
.zpvar 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 SpyHardFlag .byte ; >$7f - run SpyHard after inventory
|
||||||
@@ -135,6 +142,7 @@ FirstZpageVariable = $58 ; $57
|
|||||||
.zpvar Multiplier .word
|
.zpvar Multiplier .word
|
||||||
.zpvar Multiplier_ .byte ; 3 bytes
|
.zpvar Multiplier_ .byte ; 3 bytes
|
||||||
.zpvar HowToDraw .byte
|
.zpvar HowToDraw .byte
|
||||||
|
.zpvar DrawDirFactor .byte
|
||||||
.zpvar gravity .byte
|
.zpvar gravity .byte
|
||||||
.zpvar LineLength .word
|
.zpvar LineLength .word
|
||||||
.zpvar tracerflag .byte
|
.zpvar tracerflag .byte
|
||||||
@@ -181,6 +189,7 @@ FirstSTART
|
|||||||
DisplayCopyPurchaseStart = 0
|
DisplayCopyPurchaseStart = 0
|
||||||
displayC64 = $2000 ; graphics screen memory start
|
displayC64 = $2000 ; graphics screen memory start
|
||||||
|
|
||||||
|
StartAfterSplash
|
||||||
SEI ; disable IRQ
|
SEI ; disable IRQ
|
||||||
LDA #$36
|
LDA #$36
|
||||||
STA $0001 ; Turn Off BASIC ROM
|
STA $0001 ; Turn Off BASIC ROM
|
||||||
@@ -235,64 +244,10 @@ FirstSTART
|
|||||||
icl 'game.asm'
|
icl 'game.asm'
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
|
|
||||||
|
.proc SetJoystickPort
|
||||||
;--------------------------------------------------
|
|
||||||
.proc GetKey
|
|
||||||
; waits for pressing a key and returns pressed value in A
|
|
||||||
; when [ESC] is pressed, escFlag is set
|
|
||||||
; result: A=keycode
|
|
||||||
;--------------------------------------------------
|
|
||||||
jsr WaitForKeyRelease
|
|
||||||
lda #0
|
|
||||||
sta escFlag
|
|
||||||
lda #$ff
|
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
|
|
||||||
;--------------------------------------------------
|
|
||||||
.proc getkeynowait
|
|
||||||
;--------------------------------------------------
|
|
||||||
jsr WaitForKeyRelease
|
|
||||||
lda kbcode
|
|
||||||
and #$3f ;CTRL and SHIFT ellimination
|
|
||||||
rts
|
|
||||||
.endp
|
|
||||||
|
|
||||||
;--------------------------------------------------
|
|
||||||
.proc WaitForKeyRelease
|
|
||||||
;--------------------------------------------------
|
|
||||||
StillWait
|
|
||||||
rts
|
|
||||||
.endp
|
|
||||||
;--------------------------------------------------
|
|
||||||
.proc IsKeyPressed
|
|
||||||
; result: A=0 - yes , A>0 - no
|
|
||||||
;--------------------------------------------------
|
|
||||||
lda #1
|
|
||||||
rts
|
|
||||||
.endp
|
|
||||||
;--------------------------------------------------
|
|
||||||
.proc DemoModeOrKey
|
|
||||||
; Waits for the key pressed if at least one human is playing.
|
|
||||||
; Otherwise, waits 3 seconds (demo mode).
|
|
||||||
;--------------------------------------------------
|
|
||||||
;check demo mode
|
|
||||||
ldx numberOfPlayers
|
|
||||||
dex
|
|
||||||
checkForHuman ; if all in skillTable other than 0 then switch to DEMO MODE
|
|
||||||
lda skillTable,x
|
|
||||||
beq peopleAreHere
|
|
||||||
dex
|
|
||||||
bpl checkForHuman
|
|
||||||
; no people, just wait a bit
|
|
||||||
;pause 150
|
|
||||||
ldy #75
|
|
||||||
jmp PauseYFrames
|
|
||||||
; rts
|
|
||||||
peopleAreHere
|
|
||||||
jmp getkey ; jsr:rts
|
|
||||||
.endp
|
|
||||||
|
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
MakeDarkScreen
|
MakeDarkScreen
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
@@ -301,7 +256,8 @@ MakeDarkScreen
|
|||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
.proc WaitOneFrame
|
.proc WaitOneFrame
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
wait ; or waitRTC ?
|
jsr CheckStartKey ; START KEY
|
||||||
|
seq:wait ; or waitRTC ?
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
|
|
||||||
@@ -317,21 +273,11 @@ MakeDarkScreen
|
|||||||
rts
|
rts
|
||||||
.endp
|
.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!!!
|
|
||||||
|
|
||||||
rts
|
|
||||||
;
|
|
||||||
.endp
|
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
.proc ShellDelay
|
.proc ShellDelay
|
||||||
ldx flyDelay
|
ldy flyDelay
|
||||||
|
Y jsr CheckStartKey ; START KEY
|
||||||
|
beq noShellDelay
|
||||||
DelayLoop
|
DelayLoop
|
||||||
lda $d012
|
lda $d012
|
||||||
@ cmp $d012
|
@ cmp $d012
|
||||||
@@ -339,7 +285,7 @@ DelayLoop
|
|||||||
lda $d012
|
lda $d012
|
||||||
@ cmp $d012
|
@ cmp $d012
|
||||||
beq @-
|
beq @-
|
||||||
dex
|
dey
|
||||||
bne DelayLoop
|
bne DelayLoop
|
||||||
noShellDelay
|
noShellDelay
|
||||||
rts
|
rts
|
||||||
@@ -353,6 +299,8 @@ noShellDelay
|
|||||||
.proc CopyFromRom
|
.proc CopyFromRom
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
|
;--------------------------------------------------
|
||||||
|
icl 'C64/inputs.asm'
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
icl 'C64/interrupts.asm'
|
icl 'C64/interrupts.asm'
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
|
|||||||
@@ -28,6 +28,9 @@ TanksNames ; DO NOT ZERO ON GAME RESTART - ticket #24
|
|||||||
skilltable ; computer controlled players' skills (1-8), 0 - human (no cleaning, ticket #30)
|
skilltable ; computer controlled players' skills (1-8), 0 - human (no cleaning, ticket #30)
|
||||||
.DS MaxPlayers
|
.DS MaxPlayers
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
|
JoyNumber ; Joystick port number (from 0 to 3)
|
||||||
|
.DS MaxPlayers
|
||||||
|
;----------------------------------------------------
|
||||||
variablesToInitialize
|
variablesToInitialize
|
||||||
;Options DO NOT ZERO ON RESTART GAME - ticket #27
|
;Options DO NOT ZERO ON RESTART GAME - ticket #27
|
||||||
OptionsTable .ds maxOptions ;.by 0,1,2,2,0,1,3,2,0
|
OptionsTable .ds maxOptions ;.by 0,1,2,2,0,1,3,2,0
|
||||||
@@ -100,10 +103,6 @@ LASTeXistenZ ; eXistenZ before shoot
|
|||||||
|
|
||||||
ResultsTable ;the results in the gameeeeee
|
ResultsTable ;the results in the gameeeeee
|
||||||
.DS MaxPlayers
|
.DS MaxPlayers
|
||||||
TempResults
|
|
||||||
.DS MaxPlayers
|
|
||||||
;DirectHitsH ; one byte enough
|
|
||||||
; .DS MaxPlayers
|
|
||||||
DirectHits
|
DirectHits
|
||||||
.DS MaxPlayers
|
.DS MaxPlayers
|
||||||
EarnedMoneyH
|
EarnedMoneyH
|
||||||
@@ -159,19 +158,19 @@ ytankstable ;Y positions of tanks (lower left point)
|
|||||||
.DS MaxPlayers
|
.DS MaxPlayers
|
||||||
LowResDistances ; coarse tank positions divided by 4 (to be in just one byte)
|
LowResDistances ; coarse tank positions divided by 4 (to be in just one byte)
|
||||||
.DS MaxPlayers
|
.DS MaxPlayers
|
||||||
JoyNumber ; Joystick port number (from 0 to 3)
|
|
||||||
.DS MaxPlayers
|
|
||||||
TankShape ; Tank shape number (from 0 to 2)
|
|
||||||
.DS MaxPlayers
|
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
TargetTankNr ; Target tank index (for AI routines)
|
TargetTankNr ; Target tank index (for AI routines)
|
||||||
.DS 1
|
.DS 1
|
||||||
|
FirstTargetTankNr ; Target tank index (for AI routines)
|
||||||
|
.DS 1
|
||||||
SecondTryFlag ; For precise AI aiming
|
SecondTryFlag ; For precise AI aiming
|
||||||
.DS 1
|
.DS 1
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
;Erase .DS 1 ; if 1 only mask of the character is printed
|
;Erase .DS 1 ; if 1 only mask of the character is printed
|
||||||
; on the graphics screen. if 0 character is printed normally
|
; on the graphics screen. if 0 character is printed normally
|
||||||
|
|
||||||
|
TankShape ; Tank shape number (from 0 to 2)
|
||||||
|
.DS MaxPlayers
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
;RangeLeft .DS 2 ;range of the soil to be fallen down
|
;RangeLeft .DS 2 ;range of the soil to be fallen down
|
||||||
;RangeRight .DS 2 ;it is being set by all Explosions
|
;RangeRight .DS 2 ;it is being set by all Explosions
|
||||||
@@ -212,7 +211,7 @@ YHit .DS 2
|
|||||||
;radius .DS 1
|
;radius .DS 1
|
||||||
;xcircle .DS 2
|
;xcircle .DS 2
|
||||||
;ycircle .DS 2
|
;ycircle .DS 2
|
||||||
tempcir .DS 2
|
;tempcir .DS 2
|
||||||
;TankFalls
|
;TankFalls
|
||||||
FallingSoundBit .DS 1
|
FallingSoundBit .DS 1
|
||||||
PreviousFall .DS 1
|
PreviousFall .DS 1
|
||||||
@@ -221,6 +220,7 @@ EndOfTheFallFlag .DS 1 ; in case of the infinite fall
|
|||||||
;FloatingAlt .DS 1 ; floating tank altitude
|
;FloatingAlt .DS 1 ; floating tank altitude
|
||||||
FunkyWallFlag = FloatingAlt ; reuse this variable in different weapon (Funky Bomb)!
|
FunkyWallFlag = FloatingAlt ; reuse this variable in different weapon (Funky Bomb)!
|
||||||
PreferHumansFlag = FloatingAlt ; second reuse in AI Aim proc
|
PreferHumansFlag = FloatingAlt ; second reuse in AI Aim proc
|
||||||
|
;PreferHumansFlag .DS 1
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
;Flight
|
;Flight
|
||||||
;variables for 5 missiles (used for mirv)
|
;variables for 5 missiles (used for mirv)
|
||||||
@@ -272,7 +272,6 @@ char1 .DS [8]
|
|||||||
char2 .DS [8]
|
char2 .DS [8]
|
||||||
;color .DS 1
|
;color .DS 1
|
||||||
ybit .DS 1
|
ybit .DS 1
|
||||||
tempbyte01 .DS 1
|
|
||||||
;delta .DS 2
|
;delta .DS 2
|
||||||
yfloat .DS 2
|
yfloat .DS 2
|
||||||
deltaX .DS 1
|
deltaX .DS 1
|
||||||
@@ -287,9 +286,9 @@ AfterBFGflag .DS 1
|
|||||||
; tables with indexes of weapons on the right lists
|
; tables with indexes of weapons on the right lists
|
||||||
; OK (2022) so, L1 is list of offensive weapons, L2 - defensive
|
; OK (2022) so, L1 is list of offensive weapons, L2 - defensive
|
||||||
IndexesOfWeaponsL1
|
IndexesOfWeaponsL1
|
||||||
.ds (last_offensive - first_offensive +1)
|
.ds (number_of_offensives)
|
||||||
IndexesOfWeaponsL2
|
IndexesOfWeaponsL2
|
||||||
.ds (last_defensive - first_defensive +1)
|
.ds (number_of_defensives)
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
|
|
||||||
; variables storing amount of weapons on the first and second
|
; variables storing amount of weapons on the first and second
|
||||||
@@ -378,8 +377,6 @@ previousAngle
|
|||||||
.DS MaxPlayers
|
.DS MaxPlayers
|
||||||
previousEnergyL
|
previousEnergyL
|
||||||
.DS MaxPlayers
|
.DS MaxPlayers
|
||||||
previousLeftRange
|
|
||||||
.DS MaxPlayers
|
|
||||||
previousEnergyH
|
previousEnergyH
|
||||||
.DS MaxPlayers
|
.DS MaxPlayers
|
||||||
RandBoundaryLow
|
RandBoundaryLow
|
||||||
@@ -409,15 +406,11 @@ CharCode4x4 .DS 1
|
|||||||
;plot4x4color .DS 1 ;1-white, 0-background
|
;plot4x4color .DS 1 ;1-white, 0-background
|
||||||
; This is moved from display.asm to be easier to relocate
|
; This is moved from display.asm to be easier to relocate
|
||||||
ListOfWeapons
|
ListOfWeapons
|
||||||
; 0123456789012345678901234567890123456789
|
; 01234567890123456789012345678901
|
||||||
; :number_of_offensives dta d" "
|
.ds number_of_offensives*32
|
||||||
;:32 dta d" "
|
|
||||||
.ds 32*32
|
|
||||||
ListOfWeapons1End
|
ListOfWeapons1End
|
||||||
ListOfDefensiveWeapons
|
ListOfDefensiveWeapons
|
||||||
; :number_of_defensives dta d" "
|
.ds number_of_defensives*32
|
||||||
;:16 dta d" "
|
|
||||||
.ds 16*32
|
|
||||||
ListOfDefensiveWeaponsEnd ;constant useful when clearing
|
ListOfDefensiveWeaponsEnd ;constant useful when clearing
|
||||||
track_variables
|
track_variables
|
||||||
trackn_db .ds TRACKS
|
trackn_db .ds TRACKS
|
||||||
@@ -454,6 +447,13 @@ trackn_audctl .ds TRACKS
|
|||||||
v_aspeed .ds 1
|
v_aspeed .ds 1
|
||||||
track_endvariables
|
track_endvariables
|
||||||
|
|
||||||
|
ClearedvariablesEnd
|
||||||
|
; These tebles are at the beginning of memory pages becouse ....
|
||||||
|
bittable1_long
|
||||||
|
.ds $100
|
||||||
|
bittable2_long
|
||||||
|
.ds $100
|
||||||
|
; .... variablesEnd is aligned to PMGraph + $0300 in scorch.asm (before include this file)
|
||||||
variablesEnd
|
variablesEnd
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
|
|
||||||
|
|||||||