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247 Commits

Author SHA1 Message Date
Pirx 7f21748f9f Merge pull request #166 from pkali/develop
v1.43
2023-12-13 15:36:59 -05:00
Pirx 89edbc6772 readme updt 2023-12-13 15:34:50 -05:00
Pirx 315ece6dfe readme updt 2023-12-13 15:28:04 -05:00
Pirx 6a72312882 readme updt 2023-12-13 15:27:27 -05:00
Pirx 54d372fa8d readme updt 2023-12-13 15:26:30 -05:00
Pirx 26f258dee5 readme updt 2023-12-13 15:25:05 -05:00
Pirx ed323d274b readme updt 2023-12-11 15:35:14 -05:00
Pirx 04520454ce readme updt 2023-12-11 15:33:18 -05:00
Pecusx 573b71566b Some procedures descriptions. 2023-10-26 10:07:39 +02:00
Pirx 56a0424d97 space-next chapter in manuals 2023-10-18 14:10:46 -04:00
bocianu 5240bcf918 reset proofing proc moved to cartloader 2023-10-13 13:06:22 +02:00
bocianu 1508ab4b04 new cartloader vectors updated 2023-10-12 23:13:22 +02:00
bocianu bbd3cc2f71 Merge branch 'develop' of https://github.com/pkali/scorch_src into develop 2023-10-12 22:12:26 +02:00
Pecusx 9c8ca07559 Old Splash music! 2023-10-11 21:06:07 +02:00
Pecusx 16bb06ff25 Splash variables in a better place. 2023-10-11 20:12:52 +02:00
Pecusx da68454cad Update cart_reset.asm 2023-10-11 17:57:56 +02:00
Pecusx 76c7109710 Merge branch 'develop' of https://github.com/pkali/scorch_src into develop 2023-10-11 17:49:00 +02:00
Pecusx ef6e8810ad Cartridge reset option 2023-10-11 17:48:58 +02:00
Wojciech Bociański 08f955c9a6 Update menu.asm
cartmenu bank layout and loader update
2023-10-10 23:04:24 +02:00
Pirx d19c1cec7b manuals updt for cart loader 2023-10-10 16:39:25 -04:00
Pecusx cb8cd83cd9 Last Opty. Return of last of the texts. Now we have 0 bytes free :) 2023-10-09 22:45:27 +02:00
Pecusx 260ac2845d Opty. Now we have 19bytes :) 2023-10-09 15:08:08 +02:00
Pecusx 696cdbb679 Splash screen does not use the 6th page. 2023-10-09 12:05:19 +02:00
Pecusx e5e3424a7e Opty. Return of one of the texts. Now we have 3bytes :) 2023-10-08 19:30:01 +02:00
Pecusx a44905a2b5 Opty - now we hawe 13 bytes :) 2023-10-07 23:38:23 +02:00
Pecusx 2d6c19dfe7 Opry - 10B free :) 2023-10-07 15:31:59 +02:00
Pecusx e580ee375b Opty... 2023-10-05 19:44:28 +02:00
Pecusx a5b78161a1 Unused variables removed 2023-10-04 22:49:38 +02:00
Pecusx 54ecb386b7 Smoll opty - dots return :) ! 2023-10-04 13:50:49 +02:00
Pecusx fbc396ec1b Last line indicates Black Hole 2023-10-03 13:48:23 +02:00
Pecusx 58170eea81 Black Hole added :) 2023-10-03 10:03:53 +02:00
Pirx e4bf9e077f nicer sources 2023-10-01 09:50:42 -04:00
Pecusx c18fc198dc Better Lazy aiming 2023-09-30 20:05:56 +02:00
Pecusx 62ea3efd16 C64 fixes 2023-09-30 19:38:38 +02:00
Pecusx b52f8919ad New feature! (START + Esc in main menu) 2023-09-30 14:45:39 +02:00
Pecusx 1c8bbdf555 Smol opty :) 2023-09-30 14:25:26 +02:00
Pecusx e170750491 Binary update 2023-09-29 23:12:30 +02:00
Pecusx 08ac54c0fe Updated images in manual 2023-09-29 22:59:50 +02:00
Pirx 8338ba3248 Finish --> Next 5200 2023-09-29 16:31:07 -04:00
Pirx 6ca467f71b Finish --> Next 2023-09-29 16:24:38 -04:00
Pirx 84cba7ff6d Finish --> Next 2023-09-29 16:22:59 -04:00
Pecusx 2348fd7a50 Left/Right description in purchase and activate menus 2023-09-29 21:51:06 +02:00
Pecusx d3b923b2e2 Blink, blink - final! 2023-09-29 18:06:46 +02:00
Pecusx b0b18a20dd 10bytes saved. Better AI aiming - thanks @tebe6502 for better MADS 2023-09-28 21:58:16 +02:00
Pecusx 0673395cc4 If a white flag, robotanks targeting makes no sense. But - no memory! 2023-09-28 21:15:16 +02:00
Pecusx 626f81a24c Selected options do not flash after restart 2023-09-28 14:41:43 +02:00
Pecusx a38b8bfe94 LDA/TAY -> LDY opty 2023-09-27 13:26:30 +02:00
Pecusx 160fa615ca Prepare menu for Cart 2023-09-27 10:15:39 +02:00
Pecusx 0270a57b73 One byte opty :) 2023-09-27 09:17:43 +02:00
Pecusx 9f9bf04cda Meteors as compilation option 2023-09-09 20:34:49 +02:00
Pecusx 4489f1ef32 Nothing 2023-09-09 16:59:23 +02:00
Pecusx 90ed8e5c47 Smol meteors bugfix :) 2023-09-05 20:28:12 +02:00
Pecusx 8557be1450 Final release? :) 2023-09-05 08:49:45 +02:00
Pecusx e18cede7d1 Conditional compilation optimization. 2023-09-04 16:03:11 +02:00
Pecusx 859441ead1 Meteors during flight of bullets. 2023-09-04 12:39:56 +02:00
Pecusx fb0a4baaa9 Meteors only in the cartridge version. Rounds without meteors. 2023-09-04 09:25:22 +02:00
Pirx 08a895c7fe very smol text update 2023-09-03 23:00:25 -04:00
Pecusx d39bad7fef Meteors opty 2023-09-03 20:40:22 +02:00
Pirx 3a9e3f7155 unsignificants 2023-09-03 14:28:20 -04:00
Pecusx f701ef3227 Meteors added :) 2023-09-03 15:47:45 +02:00
Pirx d716e02e12 smol edits + wip 2023-08-26 09:44:47 -04:00
Pecusx 8651e33619 Opty
And a very rare bug in calculating distance of the bullet from the tank.
2023-08-26 13:02:50 +02:00
Pecusx 99be22ac3b Long Shlong is even more beautiful :)
And other AI optimizations.
2023-08-25 14:56:24 +02:00
Pecusx c121d08c23 And more bytes :) 2023-08-25 09:03:21 +02:00
Pecusx 43301541ae Opty... more bytes :) 2023-08-25 08:50:35 +02:00
Pecusx 8a2960f41e Delay for first key autorepeat 2023-08-24 22:50:25 +02:00
Pecusx 58f5692090 Proper C64 code and executable 2023-08-24 22:34:46 +02:00
Pecusx f4916107fc Executables 2023-08-24 22:25:01 +02:00
Pecusx a5e16bc353 Merge branch 'develop' of https://github.com/pkali/scorch_src into develop 2023-08-24 22:21:23 +02:00
Pecusx 08130aa714 Randomize optimize :) 2023-08-24 22:20:32 +02:00
Pecusx cf3314e0e5 Chooser, Spoiler and Cyborg better calculate the distance from the explosion. 2023-08-23 08:54:08 +02:00
Pecusx 8fc08f2746 DLI code opt 2023-08-19 20:30:54 +02:00
Pecusx 4479c2ef29 Look, I am your father. 2023-08-19 19:50:24 +02:00
Pirx 92aed05f83 manual updt + minimal opty 2023-08-19 12:49:28 -04:00
Pecusx 1083cf24bf Opty 2023-08-19 15:33:20 +02:00
Pecusx ffdb2c7063 Exit from AI aiming bug fixed 2023-08-19 14:53:01 +02:00
Pecusx 37e73bf0e2 Shooter optimization 2023-08-18 10:22:48 +02:00
Pecusx 622fe2dc76 B/W mountains in cart version 2023-08-18 09:00:08 +02:00
Pecusx 0b470a16fe Typo 2023-08-17 09:04:48 +02:00
Pecusx b11f468dae Merge branch 'develop' of https://github.com/pkali/scorch_src into develop 2023-08-17 09:02:19 +02:00
Pecusx 274185d5eb Cold start after Reset key 2023-08-17 09:01:35 +02:00
Pirx 688232eccd manu bins updt 2023-08-17 02:52:26 -04:00
Pirx 4a4738c344 manu updt 2023-08-17 02:49:00 -04:00
Pecusx 0fcb05d657 Better Poolshark's and Tosser's atack tactics. 2023-08-16 22:48:20 +02:00
Pecusx 700deba8c6 Minor optimization 2023-08-16 21:19:47 +02:00
Pecusx d8b8a57a5f Merge branch 'develop' of https://github.com/pkali/scorch_src into develop 2023-08-14 17:56:48 +02:00
Pecusx 39cd89d278 Better Laser visualization in Lazy Darwin
And credits, etc.
2023-08-14 17:56:43 +02:00
Pirx af2e23462e manual updt 2023-08-14 06:55:52 -04:00
Pecusx 1323c90d51 Better Long Schlong miraculous power 2023-08-13 12:43:30 +02:00
Pecusx cd5d8748a4 Long Schlong gives miraculous power 2023-08-13 11:58:39 +02:00
Pirx 8db6361652 eng manual translated + minor fixes 2023-08-12 21:57:15 -04:00
Pirx 25cd8f8d7e manu updt 2023-08-12 21:26:19 -04:00
Pecusx 5689c7a404 Minor optimizaion 2023-08-12 21:54:15 +02:00
Pecusx ce3c5a280e Cart menu upd. 2023-08-12 00:20:14 +02:00
Pecusx 9c21776e0a Weapons SFX code optimization 2023-08-11 23:12:00 +02:00
Pecusx 57ecb00259 Manyal PL update. 2023-08-11 22:12:24 +02:00
Pecusx 8bed031cc4 Faster and shorter draw
And C64 version works again :)
2023-08-11 21:37:39 +02:00
Pirx 98e6e7ee49 manual chapter delay jump 2023-08-11 09:52:41 -04:00
Pirx 9af0a9051c manuals code finished 2023-08-11 01:52:23 -04:00
Pirx 49c02b2446 manual chapters wip 2023-08-10 22:31:48 -04:00
Pecusx 2713b5e9c9 Smol fix 2023-08-10 14:11:54 +02:00
Pirx 9a30c55fcb manual musique speed fix 2023-08-10 04:31:52 -04:00
Pecusx 2e797b5abc Binary file for A5200 2023-08-10 10:20:13 +02:00
Pecusx 3baeaf887a One byte opt. :) 2023-08-10 09:38:24 +02:00
Pecusx ee54f0014f Faster circle 2023-08-10 09:09:33 +02:00
Pirx 2775e7d0f9 manual_pl with fixxxed font 2023-08-08 00:02:26 -04:00
Pirx 683329525e Merge pull request #164 from 6502adam/develop
Polish fonts upgrade
2023-08-07 19:26:40 -04:00
6502adam a002c6b42f Polish fonts upgrade 2023-08-07 22:50:34 +02:00
Pecusx 8bea49ad23 Manu logo colors 2023-08-07 21:32:24 +02:00
Pirx c021aabe80 PL and EN manuals with fade-in and -out 2023-08-07 08:38:48 -04:00
Pirx dda0ed3f56 EN manual updates 2023-08-07 08:33:00 -04:00
Pecusx e183721631 Scorch logo by @6502adam in cart menu 2023-08-07 10:56:40 +02:00
Pecusx 06d17bbbb3 Fade In/Out in manuals 2023-08-07 09:51:35 +02:00
Pirx 0bd8899d81 English ver. of the manual WIP 2023-08-07 00:24:19 -04:00
Pirx cf808f916d Polish manual fixes, basics done 2023-08-06 20:24:21 -04:00
Pirx 8245eecef7 manual PL fixes 2023-08-05 09:57:59 -04:00
Pirx a41ed88bc6 pl manual with musique rythmique dans electronique 2023-08-05 00:06:02 -04:00
Pirx 48c7901c60 scroll with paging using shift. will be deleted because it is a pain in the 2023-08-04 23:21:07 -04:00
Pirx 4c6f827b99 manual pl werks 2023-08-04 13:27:39 -04:00
Pirx abb0f72283 manu WIP... 2023-08-04 13:18:57 -04:00
Pecusx 9e4b89bfa4 Fade In/Out and Get Key in menu 2023-08-04 09:24:29 +02:00
Pecusx 9db4de4155 More beauty 2023-08-03 21:44:52 +02:00
Pecusx b5b6324407 50% of Tetryx 2023-08-03 21:18:44 +02:00
Pecusx cdc50ed22c Initial attemp - cartridge menu 2023-08-03 19:38:58 +02:00
Pecusx 6496a70d91 Menu pic in Manuals 2023-08-03 18:03:27 +02:00
Pecusx 7a39954fc6 Merge branch 'develop' of https://github.com/pkali/scorch_src into develop 2023-08-02 12:56:03 +02:00
Pecusx f17e081ec2 Small change 2023-08-02 12:55:58 +02:00
Pirx defaf1d1e3 WIP: manual almost werks 2023-08-02 00:59:05 -04:00
Pirx ff5c5eb2fa WIP manual fonts 2023-08-01 22:21:39 -04:00
Pirx 90adba531f WIP manual shorter 2023-08-01 22:20:45 -04:00
Pecusx 0c5f2616ca Better search for weakest opponent by IA 2023-08-01 14:47:28 +02:00
Pecusx fb29667ea2 Added option to select random mountains for each round. 2023-07-31 14:00:18 +02:00
Pecusx 376f08fe35 Faster targeting in VisualDebug mode 2023-07-31 10:07:25 +02:00
Pecusx 691aaf54d5 Better music switching 2023-07-31 09:36:49 +02:00
Pirx 20fe6106dd some cart manual updates 2023-07-30 22:53:40 -04:00
Pecusx 9c55fe4d2c KAZ splash probability - 1/8 :) 2023-07-29 21:16:44 +02:00
Pecusx 2d0a1f2896 A5200 VisualDevub 2023-07-29 13:12:11 +02:00
Pecusx 8e8892267a Optimization 2023-07-28 22:42:35 +02:00
Pecusx d5e9f61898 Turbo Mode on Start key (A5200) 2023-07-28 22:27:04 +02:00
Pecusx 1b483ff891 Prepare for Turbo mode (5200) 2023-07-28 21:57:24 +02:00
Pirx e6473da0b4 Merge pull request #163 from 6502adam/patch-1
Correcting typos and punctuation in manual (PL version)
2023-07-28 08:25:58 -04:00
Pecusx c05868cac8 Better credits 2023-07-28 12:55:26 +02:00
Pecusx d60284a6ff Random splasch on start
Only if compiled for Cart
2023-07-28 12:45:24 +02:00
Pecusx 8a3cc57687 Return of first Splash 2023-07-28 10:08:38 +02:00
6502adam 263d1fd0f8 Correcting typos and punctuation in manual (PL version) 2023-07-27 23:09:47 +02:00
Pirx a2c279dbf1 Polish manual for cart updt 2023-07-25 23:42:14 -04:00
Pecusx 4780f69e6e Music file for manuals added 2023-07-25 10:45:25 +02:00
Pirx a857ba4932 polish manu werks 2023-07-19 14:55:21 -04:00
Pirx 5724122140 inverse werks in manual 2023-07-17 09:57:30 -04:00
Pirx 757ba190b9 wip manu 2023-07-17 04:42:18 -04:00
Pirx f9d5fdf55d failed manual convert. reflush 2023-07-09 08:26:42 -04:00
Pirx bb0bec6d56 manual converter 2023-07-08 21:27:07 -04:00
Pecusx ff67f26ff4 AI optimization (Autodefense SFX :) ) 2023-07-03 20:35:49 +02:00
Pecusx be54f94bf4 Tank name sometimes disappears in Lazy Darwin fixed 2023-06-29 15:31:49 +02:00
Pecusx d60bcac5a0 Autodefense bug fixed 2023-06-29 13:47:41 +02:00
Pecusx 4e8504b712 Manuals in main file disabled 2023-06-28 20:19:50 +02:00
Pecusx 80ffb70758 Thanks for Sctorched Earth 2023-06-27 12:43:05 +02:00
Pecusx 5e5aa068f8 AI defensives SFX 2023-06-26 08:51:20 +02:00
Pecusx 3d728340ab Faster status line updates after AI uses defensives 2023-06-25 13:05:26 +02:00
Pecusx 3628cf8be9 Credits optimization. 2023-06-23 14:12:17 +02:00
Pecusx 8569f8be8e Cyborg's battery SFX and optimization 2023-06-21 21:15:47 +02:00
Pecusx 7eef3851e7 Smarter bittable generation (thanks @jhusak) 2023-06-21 14:06:26 +02:00
Pecusx 189d3ed593 Long (generated) bittables for fastest plot and point 2023-06-21 09:43:29 +02:00
Pecusx 884a74c573 Detection of too long a variable area at compile time. 2023-06-20 22:02:30 +02:00
Pecusx a27d7ad0ae Font in lang select menu 2023-06-20 08:51:22 +02:00
Pecusx ff59ce3205 Preparing for the manual 2023-06-19 20:03:28 +02:00
Pecusx b156b301f9 AI battery with SFX 2023-06-19 09:56:31 +02:00
Pecusx e201bf6fe0 Energy updates on status bar after AI uses battery 2023-06-18 14:53:13 +02:00
Pecusx b916d9113a Manuals 2023-06-17 17:11:44 +02:00
Pecusx 2841ce3040 Manuals update 2023-06-17 17:05:28 +02:00
Pecusx 86d26fe2a1 Napalm and Diggers optimizations (TypeChar) 2023-06-16 17:47:10 +02:00
Pecusx 7621f70656 Better force display before AI aiming. 2023-06-15 00:30:45 +02:00
Pecusx 5c866910ee Manuals update. 2023-06-15 00:16:01 +02:00
Pecusx 4e6b29add7 Very old digger bug fixed! 2023-06-14 22:55:34 +02:00
Pecusx 85cac04328 Extra aiming fix. 2023-06-14 18:32:21 +02:00
Pecusx faa1426e1f AI aiming with barrel animation and sound 2023-06-14 17:28:25 +02:00
Pecusx 669fe6401f Cyborg & Spoiler aims better 2023-06-14 13:43:10 +02:00
Pecusx cace20c97e SoilDownTurbo SFX added 2023-06-13 19:03:25 +02:00
Pecusx c954e5fd74 Better place for clearing weapons lists (no flicker) 2023-06-13 15:04:50 +02:00
Pecusx 5d3248fb96 Cyborg is a little smarter :)
And manuals update.
2023-06-13 13:29:15 +02:00
Pecusx 0d2239b527 Faster response to START key in SoilDown 2023-06-13 11:08:37 +02:00
Pecusx 54c627b3b5 Clear weapon list before redraw
Better descriptions of new procedures and fix for bug in drawmountains (C64)
2023-06-13 10:56:52 +02:00
Pecusx acec79fee7 Defensive name in statusbar fix. 2023-06-13 08:56:34 +02:00
Pecusx 041cbe4537 Double cleaning of offensive text fixed. 2023-06-12 23:07:36 +02:00
Pecusx a4627fc042 And... faster SoilDown :) 2023-06-12 22:47:26 +02:00
Pecusx ccb360d168 SoilDownTurbo fixed, and added as option in Main Menu 2023-06-12 21:57:30 +02:00
Pecusx ecf02ed94c SoulDownTurbo works (press START key) 2023-06-12 20:03:44 +02:00
Pecusx 3787823288 Fast SoilDown ready! ?? 2023-06-12 19:39:56 +02:00
Pecusx f4d1865fd6 Fast SoilDown wirh range 2023-06-12 18:24:57 +02:00
Pecusx 7efb642300 Fast draw mountains fixed! 2023-06-12 14:26:06 +02:00
Pirx 0c1f2e5164 WUDSN updt 2023-06-11 23:25:51 -04:00
Pirx bf8a3ab336 dereming of residual spaces after weapon names 2023-06-06 09:42:16 -04:00
Pecusx 7b0f87cf60 Text operations speedup 2023-06-06 15:20:07 +02:00
Pecusx f2826159c4 And faster clearscreen :) 2023-06-06 13:03:59 +02:00
Pecusx 8a448a6e4b Faster clearscreen 2023-06-06 12:57:23 +02:00
Pecusx ce12e076cc Labels and comments 2023-06-06 09:39:46 +02:00
Pecusx c9e7f387bc Optimizations 2023-06-05 23:20:51 +02:00
Pecusx 263ca59d30 Fast SoilDown (test) 2023-06-05 21:34:08 +02:00
Pirx de0829665c another smol optimization based on a fact that you do not have to store a value before calling displaybyte proc 2023-06-04 10:05:24 -04:00
Pirx a52ce70cd1 smol optimization by setting default color value for DisplayOffTextNr 2023-06-03 23:43:40 -04:00
Pirx 790bfd51b5 smol optimization by moving out a portion of a proc to a separate subroutine 2023-06-03 23:27:06 -04:00
Pirx b97efd2f45 inventory price clearing fix binaries 2023-06-03 23:01:02 -04:00
Pirx 4a20319304 inventory price clearing fix 2023-06-03 22:59:51 -04:00
Pecusx b6dedef462 Nothing 2023-06-03 22:42:41 +02:00
Pirx 9d4ae43b24 source cleanup, requires mads 2023-06-03 or newer 2023-06-03 08:59:28 -04:00
Pirx 3e0b801e8f fresh page as requested 2023-06-03 00:13:01 -04:00
Pecusx daa9c4501f English manual update 2023-06-02 15:34:41 +02:00
Pecusx 221825e38b Stomp radius depends on force. 2023-06-02 15:06:48 +02:00
Pecusx 0e08053945 11 bytes 2023-06-02 14:55:55 +02:00
Pecusx 2a69608aff 4 bytes :) 2023-06-02 14:06:05 +02:00
Pecusx abb4bda381 Preparing to reorder characters 2023-06-02 13:03:33 +02:00
Pecusx 827ce08e9c Fix for Punch and rename to Stomp (new icon) 2023-06-02 08:48:19 +02:00
Pecusx 9259c7e314 Better Punch 2023-06-01 19:47:23 +02:00
Pecusx d81e619562 Force-dependent Punch radius - but no memory! 2023-06-01 19:19:57 +02:00
Pirx e7d24e82c1 bin updt 2023-06-01 10:06:40 -04:00
Pirx 43cbcef345 2 bytes 2023-06-01 10:06:06 -04:00
Pirx 01328bba50 bin updt 2023-06-01 09:23:51 -04:00
Pirx 7751ef7141 irgendwer 2 bytes 2023-06-01 08:56:00 -04:00
Pecusx e1f6cffcdc Minor optimizations 2023-06-01 14:35:25 +02:00
Pecusx 900cb9551a Better description 2023-06-01 13:21:36 +02:00
Pecusx 2d82073983 Fix for different types of joysticks in different ports. 2023-06-01 09:13:45 +02:00
Pecusx 1b99839d77 Small pause added after Punch (before Solidown) 2023-05-31 21:24:35 +02:00
Pecusx 7860a36410 Code cleanup 2023-05-31 20:06:12 +02:00
Pecusx 529f4db5f8 Main menu display speedup 2023-05-31 18:13:20 +02:00
Pecusx de785b5fc3 Manuals upddate (Joy 2B+) 2023-05-31 17:45:18 +02:00
Pecusx 29229bd37f Manuals update (Punch) 2023-05-31 15:11:56 +02:00
Pecusx 770e468adb Small improvement in Joy 2B+ 2023-05-31 14:55:18 +02:00
Pecusx 9201497d29 Weapon lists code optimization 2023-05-31 14:20:28 +02:00
Pecusx 15f66500b8 Second button in Joy B2+ works 2023-05-31 09:08:35 +02:00
Pecusx a759699523 Second fire support #17 2023-05-30 13:37:27 +02:00
Pecusx 00adbc4cfc New weapon "Punch" #68 (replaces Baby Sandhog) 2023-05-30 10:24:45 +02:00
Pecusx 09f05f783e Hovercraft landing fix 2023-05-29 22:23:53 +02:00
Pecusx bfe0b41776 Punch checks screen edges 2023-05-29 16:11:11 +02:00
Pecusx 3f4c941f6f New weapon (Punch) and optimization 2023-05-29 14:50:50 +02:00
Pecusx 2026313585 Initial MaxForce calculated by procedure. 2023-05-28 12:05:59 +02:00
Pecusx 485ce8e721 MaxFoce starts from 990 now. 2023-05-27 20:45:03 +02:00
Pecusx 2ee718ce63 Offensive text fix and optimization 2023-05-25 23:30:48 +02:00
Pecusx 1389675fce Minor optimizations 2023-05-25 21:40:06 +02:00
Pecusx 1edf0d5a1e Better numers in default tank names 2023-05-25 08:47:58 +02:00
Pirx 10ecbeac26 200+ bytes for you, sir, as requested 2023-05-24 23:51:27 -04:00
Pecusx 9a18bf6c8d New dafault tanks names 2023-05-24 19:54:23 +02:00
Pecusx 9be7a6577a Prepare to better default tank names 2023-05-24 19:10:13 +02:00
Pecusx 2f0ea11d2e Fix for minimal mountain height drawing. 2023-05-23 19:17:55 +02:00
Pecusx 4e73e406a3 Significant acceleration of drawing mountains on C64 :) 2023-05-23 14:23:09 +02:00
Pecusx 47e2985904 Significant acceleration of drawing mountains on Atari 2023-05-23 09:59:30 +02:00
Pecusx b2770d9b82 Faster C64 drawmountains proc. 2023-05-22 23:41:12 +02:00
Pecusx cc522f7a13 New images in manuals 2023-05-22 20:35:20 +02:00
67 changed files with 8483 additions and 1914 deletions
+1
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@@ -3,3 +3,4 @@
*.lab *.lab
*.lst *.lst
artwork/talk.as_ artwork/talk.as_
Manuals/build.bat
+113
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@@ -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
;---
+7 -3
View File
@@ -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 "
@@ -29,9 +29,13 @@ 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
dta d" " dta d" "
NamesOfLevels NamesOfLevels
+3 -1
View File
@@ -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 :)
+58 -43
View File
@@ -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"Tab"* dta d" " ; common part of this and previous text
dta d ": Defensive/Offensive weapon " dta $fe ; left arrow symbol
dta d"/"
dta d"Tab"*
dta d ": Defensives/Offensives "
.ELIF TARGET = 5200 .ELIF TARGET = 5200
dta d"Left"* dta d" "
dta d ": Defensive/Offensive weapon" dta d"Left"*
dta d ": Defensives/Offensives "
.ENDIF .ENDIF
PurchaseDescription PurchaseDescription
; 0123456789012345678901234567890123456789 ; 0123456789012345678901234567890123456789
.IF TARGET = 800 .IF TARGET = 800
dta d"Space"* dta $ff ; right arrow symbol
dta d": Purchase " dta d"/"
dta d"Return"* dta d"Space"*
dta d": Finish " dta d": Purchase "
dta d"Return"*
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 d"Space"* dta $ff ; right arrow symbol
dta d": Activate " dta d"/"
dta d"Return"* dta d"Space"*
dta d": Finish " dta d": Activate "
dta d"Return"*
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
;------------------------ ;------------------------
+3 -1
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@@ -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: "
+262 -36
View File
@@ -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
@@ -140,24 +140,58 @@ 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
; Note: No coordinate control!!!
; With off-screen coordinates, it can damage main program.
; only for ingame meteors
; -----------------------------------------
; 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
; ----------------------------------------- ; -----------------------------------------
@@ -180,49 +214,123 @@ 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 eor #$ff
and bittable,x and bittable1_long,x
rts rts
.endp .endp
;-------------------------------------------------- ;--------------------------------------------------
.proc drawmountains .proc drawmountains
;-------------------------------------------------- ;--------------------------------------------------
mwa #0 xdraw mwa #0 xdraw
mwa #mountaintable modify mwa #mountaintable modify ; mountaintable pointer
mva #1 color mva #1 color
drawmountainsloop drawmountainsloop
jsr DrawMountainLine ; draws column of mountains (one pixel wide)
inw modify
inw xdraw ; naxt column
cpw xdraw #screenwidth
bne drawmountainsloop
rts
DrawMountainLine
.IF FASTER_GRAF_PROCS = 1
; calculate lower point in one screen byte
lda xdraw
and #%00000111 ; only every 8th pixel
bne MinCalculated
ldy #7
@ cmp (modify),y
bcs NotLower
lda (modify),y
NotLower
dey
bpl @-
sta temp2
inc temp2 ; this is our minimum (in one byte wide - 8 columns)
bit ClearSky
bpl NoClearSky
; Clear Sky
mwa #0 ydraw
jsr plot.MakePlot ; after plot we have: (xbyte),y - addres of screen byte
@ lda #$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 #$ff
bne clearline
mva #1 color
NoClearSky
ldy #0
lda (modify),y
cmp #screenheight
beq NoMountain
sta ydraw
sty ydraw+1
; there was Drawline proc ; there was Drawline proc
drawline drawline
jsr plot.MakePlot jsr plot.MakePlot
@@ -233,18 +341,114 @@ drawline
; end of Drawline proc ; end of Drawline proc
.ENDIF .ENDIF
NoMountain NoMountain
rts
.endp
;--------------------------------------------------
.proc CalcAndDrawMountains
;--------------------------------------------------
; Calculate mountaintable from screen data
; for speedup SoilDown, etc.
mva #$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 #$00 ClearSky
rts rts
.endp .endp
;-------------------------------------------------- ;--------------------------------------------------
.proc SoilDownTurbo
;--------------------------------------------------
; fast SoilDown froc - test
jsr ClearTanks
NoClearTanks
jsr CalcAndDrawMountains
jmp DrawTanks
;rts
.endp
;--------------------------------------------------
.proc TypeChar .proc TypeChar
; puts char on the graphics screen ; puts char on the graphics screen
; in: CharCode ; in: CharCode
; in: left LOWER corner of the char coordinates (xdraw, ydraw) ; in: left LOWER corner of the char coordinates (xdraw, ydraw)
;-------------------------------------------------- ;--------------------------------------------------
; check coordinates
cpw xdraw #(screenwidth-7)
bcs CharOffTheScreen
lda ydraw
cmp #7
bcc CharOffTheScreen
cmp #(screenHeight-1)
bcc CharOnTheScreen
CharOffTheScreen
rts
CharOnTheScreen
Fast ; Put char without coordinates check!
; char to the table ; char to the table
lda CharCode lda CharCode
sta fontind sta fontind
@@ -403,13 +607,15 @@ EndPutChar
jcs TypeChar.EndPutChar ;nearest RTS jcs TypeChar.EndPutChar ;nearest RTS
; checks ommited. ; checks ommited.
; char to the table ; char to the table
Fast ; Put char without coordinates check!
lda CharCode4x4 lda CharCode4x4
and #%00000001 and #%00000001
beq Upper4bits beq Upper4bits ; A=0
lda #$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 #$00
@@ -548,13 +754,21 @@ EndPut4x4
;-------------------------------------------------- ;--------------------------------------------------
.proc ClearScreen .proc ClearScreen
;-------------------------------------------------- ;--------------------------------------------------
mwa #display temp ldy #<display
ldy #0 lda #0
@ lda #$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 +787,18 @@ 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 +886,7 @@ 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
+98 -19
View File
@@ -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
+4 -3
View File
@@ -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
+4 -3
View File
@@ -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
+10
View File
@@ -0,0 +1,10 @@
X_LOADER_START = $0700;
X_BANK = $074E;
X_SRC = $07CA;
X_CLRSTART = $071D;
X_CLREND = $0728;
X_PORTB = $0707;
X_EXITBANK = $07B7;
X_NMIEN = $07C0;
X_BOOT_START = $BFED;
X_RESET_PROOF = $072C;
+272 -225
View File
@@ -12,24 +12,38 @@
;-------------------------------------------------- ;--------------------------------------------------
; start-up screen - options, etc. ; start-up screen - options, etc.
; this function returns: ; this function returns:
; - number of players (NumberOfPlayers) ; - 9 values in 'OptionTable' denoting options selected in menu.
; - money each player has on the beginning of the game (moneyL i moneyH) ; According to contents of this table, corresponding variables are then set.
; - and I am sure maxwind, gravity, no_of_rounds in a game, speed of shell flight ; Setting of these variables is handled by procedure 'SetVariablesFromOptions'.
; This function also returns additional options by setting variables:
; - 'RandomMountains' - mountains type change after each (0 - round only, >0 - each turn)
; - 'WindChangeInRound' - wind change after each turn (0 - round only, >0 - each turn)
; - 'GradientNr'
; - 'BlackHole' - 0 - standard, >0 - fast
; - 'FastSoilDown' - 0 - no, >0 - yes
; -----------------------------------------------------
jsr clearscreen ;let the screen be clean ; we only need to clear last 60 lines (faster)
ldy #<(display+40*140)
lda #0
sta temp
lda #>(display+40*140)
sta temp+1
jsr clearscreen.Go ;let the screen be clean
; jsr clearscreen ;let the screen be clean
mwa #DisplayCopyRom temp mwa #DisplayCopyRom temp
mwa #display temp2 mwa #display temp2
mwa #DisplayCopyEnd+1 modify mwa #DisplayCopyEnd+1 modify
jsr CopyFromROM jsr CopyFromROM
jsr OptionsInversion ; to prevent flashing of options
mwa #OptionsDL dlptrs mwa #OptionsDL dlptrs
lda #%00111110 ; normal screen width, DL on, P/M on lda #%00111110 ; normal screen width, DL on, P/M on
sta dmactls sta dmactls
jsr SetPMWidth jsr SetPMWidthAndColors
mva #TextBackgroundColor COLOR2 mva #TextBackgroundColor COLOR2
jsr ColorsOfSprites
mva #$ca COLOR1 mva #$ca COLOR1
mva #$00 COLBAKS ; set color of background mva #$00 COLBAKS ; set color of background
@@ -63,9 +77,6 @@
OptionsMainLoop OptionsMainLoop
lda WindChangeInRound
sta OptionsHere+126
jsr OptionsInversion jsr OptionsInversion
jsr getkey jsr getkey
bit escFlag bit escFlag
@@ -73,19 +84,20 @@ OptionsMainLoop
cmp #@kbcode._down ; $f ;cursor down cmp #@kbcode._down ; $f ;cursor down
bne OptionsNoDown bne OptionsNoDown
inc:lda OptionsY ldx OptionsY
cmp #maxoptions inx
bne OptionsMainLoop cpx #maxoptions
mva #maxoptions-1 OptionsY beq OptionsMainLoop
jmp OptionsMainLoop stx OptionsY
bne OptionsMainLoop ; allways not 0
OptionsNoDown OptionsNoDown
cmp #@kbcode._up ; $e ;cursor up cmp #@kbcode._up ; $e ;cursor up
bne OptionsNoUp bne OptionsNoUp
dec OptionsY dec OptionsY
bpl OptionsMainLoop bpl OptionsMainLoop
mva #0 OptionsY inc OptionsY
jmp OptionsMainLoop beq OptionsMainLoop ; allways 0
OptionsNoUp OptionsNoUp
cmp #@kbcode._left ; $6 ;cursor left cmp #@kbcode._left ; $6 ;cursor left
@@ -95,7 +107,7 @@ OptionsNoUp
lda OptionsTable,X lda OptionsTable,X
bpl OptionsMainLoop bpl OptionsMainLoop
inc OptionsTable,X inc OptionsTable,X
jmp OptionsMainLoop beq OptionsMainLoop ; allways 0
OptionsNoLeft OptionsNoLeft
cmp #@kbcode._right ; $7 ;cursor right cmp #@kbcode._right ; $7 ;cursor right
@@ -107,7 +119,7 @@ OptionsNoLeft
cmp #5 ; number of columns in options cmp #5 ; number of columns in options
bne OptionsMainLoop bne OptionsMainLoop
dec OptionsTable,X dec OptionsTable,X
jmp OptionsMainLoop bne OptionsMainLoop ; allways not 0
OptionsNoRight OptionsNoRight
cmp #@kbcode._ret ; $c ;Return key cmp #@kbcode._ret ; $c ;Return key
@@ -131,6 +143,27 @@ OptionsNoTab
sta WindChangeInRound sta WindChangeInRound
rts rts
NotWind NotWind
cmp #$02
bne NotGravity
lda FastSoilDown
eor #$66 ; 'f' character
sta FastSoilDown
rts
NotGravity
cmp #$07
bne NoMountains
lda RandomMountains
eor #$1f ; '?' character
sta RandomMountains
rts
NoMountains
cmp #$08
bne NoBlackHole
lda BlackHole
eor #$5d ; cursor down character
sta BlackHole
rts
NoBlackHole
ldy GradientNr ldy GradientNr
iny iny
cpy #$03 cpy #$03
@@ -149,6 +182,17 @@ NoGradientLoop
; inversing selected option (cursor) ; inversing selected option (cursor)
;-------- ;--------
.proc OptionsInversion .proc OptionsInversion
; Additional option symbols
lda BlackHole
sta OptionsHere+328
lda RandomMountains
sta OptionsHere+288
lda WindChangeInRound
sta OptionsHere+128
lda FastSoilDown
sta OptionsHere+88
YPos = temp2 YPos = temp2
XPos = temp2+1 XPos = temp2+1
optionWidth = 6 optionWidth = 6
@@ -193,13 +237,11 @@ _inverter
; clean inversion otherwise ; clean inversion otherwise
lda (temp),y lda (temp),y
and #$7f ; clear the top bit and #$7f ; clear the top bit
sta (temp),y
bpl @+ ; JMP bpl @+ ; JMP
invertme invertme
lda (temp),y lda (temp),y
ora #$80 ; set the top bit ora #$80 ; set the top bit
sta (temp),y @ sta (temp),y
@
; next character in an option ; next character in an option
iny iny
rts rts
@@ -216,11 +258,11 @@ invertme
ldx TankNr ldx TankNr
lda SkillTable,x lda SkillTable,x
beq ManualPurchase beq ManualPurchase
jsr PurchaseAI ; remember to make ActivateAI :) !!! jsr PurchaseAI ; skill of the TankNr in A, TankNr in X
jmp AfterManualPurchase jmp AfterManualPurchase
ManualPurchase ManualPurchase
lda JoyNumber,x lda JoyNumber,x
sta JoystickNumber ; set joystick port for player jsr SetJoystickPort ; set joystick port for player
mva #0 isInventory mva #0 isInventory
jsr Purchase ; purchase weapons jsr Purchase ; purchase weapons
bit escFlag bit escFlag
@@ -266,12 +308,14 @@ AfterManualPurchase
mwa #ListOfWeapons WeaponsListDL ;switch to the list of offensive weapons mwa #ListOfWeapons WeaponsListDL ;switch to the list of offensive weapons
; we are clearing list of the weapons
mva #$00 WhichList mva #$00 WhichList
; offensive weapon - 0, deffensive - %10000000 ; offensive weapon - 0, deffensive - %10000000
GoToActivation GoToActivation
mva #$ff LastWeapon mva #$ff LastWeapon
; we are clearing list of the weapons
jsr ClearLists ; fast lists clear
SetDLI DLIinterruptText ; jsr SetDLI for text (purchase) screen SetDLI DLIinterruptText ; jsr SetDLI for text (purchase) screen
jsr PMoutofScreen jsr PMoutofScreen
mwa #PurchaseDL dlptrs mwa #PurchaseDL dlptrs
@@ -294,7 +338,7 @@ GoToActivation
sta COLOR1 ; set color of header text sta COLOR1 ; set color of header text
ldy #0 ldy #0
sty COLBAKS ; set color of background sty COLBAKS ; set color of background
lda tanknr txa ; TankNr
:3 asl ; 8 chars per name :3 asl ; 8 chars per name
tax tax
NextChar03 NextChar03
@@ -339,28 +383,12 @@ AfterPurchase
lda whichList lda whichList
bne PositionDefensive bne PositionDefensive
jsr calcPosOffensive
; calculate positionOnTheList from the activeWeapon (offensives) jmp ?weaponFound
ldx tankNr
lda activeWeapon,x
ldy #0
@
cmp IndexesOfWeaponsL1,y
beq ?weaponfound
iny
cpy #(last_offensive - first_offensive )+1 ; maxOffensiveWeapons
bne @-
; not found apparently?
; TODO: check border case (the last weapon)
ldy #0
beq ?weaponFound ; jmp
PositionDefensive PositionDefensive
jsr calcPosDefensive jsr calcPosDefensive
?weaponFound ?weaponFound
; weapon index in Y
sty positionOnTheList
jsr _MakeOffsetDown ; set list screen offset jsr _MakeOffsetDown ; set list screen offset
; Here we have all we need ; Here we have all we need
@@ -459,7 +487,7 @@ ListChange
lda WhichList lda WhichList
eor #%10000000 ; flip WhichList eor #%10000000 ; flip WhichList
sta WhichList sta WhichList
bne DeffensiveSelected bmi DeffensiveSelected
mwa #ListOfWeapons WeaponsListDL mwa #ListOfWeapons WeaponsListDL
lda isInventory lda isInventory
@@ -490,9 +518,9 @@ DeffensiveSelected
; Creating full list of the available weapons for displaying ; Creating full list of the available weapons for displaying
; in X there is an index of the weapon to be checked, ; in X there is an index of the weapon to be checked,
; in 'Xbyte' address of the first char in filled screen line ; in 'Xbyte' address of the first char in filled screen line
@weapon_index = temp
CreateList stx @weapon_index ; index of a weapon will be necessary later
stx temp ; index of a weapon will be necessary later
; checking if the weapon of the given index is present ; checking if the weapon of the given index is present
lda WeaponUnits,x lda WeaponUnits,x
jeq NoWeapon jeq NoWeapon
@@ -508,7 +536,7 @@ CreateList
mwa #PurchaseTitle DLPurTitleAddr mwa #PurchaseTitle DLPurTitleAddr
; checking if we can afford buying this weapon ; checking if we can afford buying this weapon
ldx temp ;ldx @weapon_index
lda moneyH,y lda moneyH,y
cmp WeaponPriceH,x cmp WeaponPriceH,x
bne @+ bne @+
@@ -520,14 +548,9 @@ CreateList
; we have enough cash and the weapon can be ; we have enough cash and the weapon can be
; added to the list ; added to the list
; first parentheses and other special chars ; first special chars
; (it's easier this way) ; (it's easier this way)
;ldy #22
;lda #08 ; "("
;STA (XBYTE),y
;ldy #32
;lda #09 ; ")"
;sta (xbyte),y
ldy #24 ldy #24
lda #15 ; "/" lda #15 ; "/"
sta (xbyte),y sta (xbyte),y
@@ -538,9 +561,9 @@ CreateList
;now number of units (shells) to be purchased ;now number of units (shells) to be purchased
adw xbyte #22 displayposition ; 23 chars from the beginning of the line adw xbyte #22 displayposition ; 23 chars from the beginning of the line
lda WeaponUnits,x lda WeaponUnits,x
sta decimal ;sta decimal
jsr displaybyte jsr displaybyte
ldx temp ;getting back index of the weapon ldx @weapon_index ;getting back index of the weapon
; and now price of the weapon ; and now price of the weapon
adw xbyte #25 displayposition ; 26 chars from the beginning of the line adw xbyte #25 displayposition ; 26 chars from the beginning of the line
@@ -561,12 +584,13 @@ itIsInventory
; and Title ; and Title
mwa #InventoryTitle DLPurTitleAddr mwa #InventoryTitle DLPurTitleAddr
ldx temp ; ldx @weapon_index
; Y contains TankNr
lda TanksWeaponsTableL,y lda TanksWeaponsTableL,y
sta weaponPointer sta weaponPointer
lda TanksWeaponsTableH,y lda TanksWeaponsTableH,y
sta weaponPointer+1 sta weaponPointer+1
ldy temp ldy @weapon_index
lda (weaponPointer),y lda (weaponPointer),y
jeq noWeapon jeq noWeapon
@@ -581,42 +605,22 @@ itIsInventory
notInventory notInventory
; number of posessed shells ; number of posessed shells
lda temp ; weapon index again
jsr HowManyBullets
sta decimal
adw xbyte #1 displayposition adw xbyte #1 displayposition
lda @weapon_index ; weapon index again
jsr HowManyBullets
;sta decimal
jsr displaybyte jsr displaybyte
ldx temp ;weapon index ldx @weapon_index
; now symbol of the weapon ; now symbol of the weapon
lda WeaponSymbols,x lda WeaponSymbols,x
ldy #$4 ; 4 chars from the beginning of the line ldy #$4 ; 4 chars from the beginning of the line
sta (xbyte),y sta (xbyte),y
; and now name of the weapon and finisheeeedd !!!! ; and now name of the weapon and finisheeeedd !!!!
mva #0 temp+1 ; this number is only in X adw xbyte #6 weaponPointer ; from 6th char on screen
; times 16 (it's length of the names of weapons) txa
ldy #3 ; Rotate 4 times jsr DisplayWeaponName
@
asl temp
rol temp+1
dey
bpl @-
adw temp #NamesOfWeapons-6 weaponPointer
ldy #6 ; from 6th char on screen
@
lda (weaponPointer),y
sta (xbyte),y
iny
cpy #(16+6)
bne @-
; in X there is what we need (weapon index)
; If on screen after the purchase there is still ; If on screen after the purchase there is still
; present the weapon purchased recently, ; present the weapon purchased recently,
@@ -688,15 +692,14 @@ WeHaveOffset
sta xbyte ; multiplier (temporarily here, it will be erased anyway) sta xbyte ; multiplier (temporarily here, it will be erased anyway)
lda #$00 ; lda #$00 ;
sta xbyte+1 ; higher byte of the Result sta xbyte+1 ; higher byte of the Result
ldx #$05 ; 2^5 ldy #$05 ; 2^5
@ asl xbyte @ asl xbyte
rol xbyte+1 rol xbyte+1
dex dey
bne @- bne @-
; Y = 0 now
; add to the address of the list ; add to the address of the list
adw xbyte #ListOfWeapons adw xbyte #ListOfWeapons
ldy #0
ClearList1 ClearList1
cpw xbyte #ListOfWeapons1End cpw xbyte #ListOfWeapons1End
beq ListCleared1 beq ListCleared1
@@ -713,15 +716,14 @@ ListCleared1
sta xbyte ; multiplier (temporarily here, it will be erased anyway) sta xbyte ; multiplier (temporarily here, it will be erased anyway)
lda #$00 ; lda #$00 ;
sta xbyte+1 ; higher byte of the Result sta xbyte+1 ; higher byte of the Result
ldx #$05 ; 2^5 ldy #$05 ; 2^5
@ asl xbyte @ asl xbyte
rol xbyte+1 rol xbyte+1
dex dey
bne @- bne @-
; Y = 0 now
; add to the address of the list ; add to the address of the list
adw xbyte #ListOfDefensiveWeapons adw xbyte #ListOfDefensiveWeapons
ldy #0
ClearList2 ClearList2
cpw xbyte #ListOfDefensiveWeaponsEnd cpw xbyte #ListOfDefensiveWeaponsEnd
beq ListCleared2 beq ListCleared2
@@ -786,15 +788,11 @@ Suprise ; get a random weapon
bcc GetRandomDefensive bcc GetRandomDefensive
GetRandomOffensive GetRandomOffensive
randomize ind_Missile last_offensive randomize ind_Missile last_offensive
;cmp #ind_Buy_me ; buy me do not buy buy me :)
;beq GetRandomOffensive
tay tay
bne NoSuprise ; Y always <> 0 bne NoSuprise ; Y always <> 0
GetRandomDefensive GetRandomDefensive
randomize ind_Battery last_defensive randomize ind_Battery last_defensive
tay tay
; lda WeaponUnits,y ; check if weapon exist
; beq GetRandomDefensive
NoSuprise NoSuprise
lda TanksWeaponsTableL,x lda TanksWeaponsTableL,x
@@ -803,14 +801,13 @@ NoSuprise
sta weaponPointer+1 sta weaponPointer+1
clc clc
lda (weaponPointer),y ; and we have number of posessed bullets of the weapon lda (weaponPointer),y ; and we have number of posessed bullets of the weapon
adc WeaponUnits,y adc WeaponUnits,y ; and we added appropriate number of bullets
sta (weaponPointer),y ; and we added appropriate number of bullets cmp #100 ; but there should be no more than 99 bullets
cmp #100 ; but there should be no more than 99 bullets
bcc LessThan100 bcc LessThan100
lda #99 lda #99
sta (weaponPointer),y
LessThan100 LessThan100
sta (weaponPointer),y
mva #0 PositionOnTheList ; to move the pointer to the top when no more monies mva #0 PositionOnTheList ; to move the pointer to the top when no more monies
jmp Purchase.AfterPurchase jmp Purchase.AfterPurchase
@@ -909,15 +906,13 @@ DefActivationEnd
ldx tankNr ldx tankNr
lda ActiveDefenceWeapon,x lda ActiveDefenceWeapon,x
beq ?noWeaponActive beq ?noWeaponActive
ldy #0 ; min defensive weapon ldy #number_of_defensives ; maxDefensiveWeapon
@ @
cmp IndexesOfWeaponsL2,y cmp IndexesOfWeaponsL2,y
beq ?weaponfound beq ?weaponfound
iny dey
cpy #(last_defensive - first_defensive )+1 ; maxDefensiveWeapon
bne @- bne @-
; not found apparently? ; Y = 0
; TODO: check border case (the last weapon)
?noWeaponActive ?noWeaponActive
ldy #0 ldy #0
?weaponFound ?weaponFound
@@ -927,20 +922,20 @@ DefActivationEnd
rts rts
.endp .endp
;--------------------------------------------------
.proc calcPosOffensive .proc calcPosOffensive
; calculate positionOnTheList from the activeWeapon (defensives) ; calculate positionOnTheList from the activeWeapon (defensives)
;--------------------------------------------------
ldx tankNr ldx tankNr
lda ActiveWeapon,x lda ActiveWeapon,x
beq ?noWeaponActive beq ?noWeaponActive
ldy #0 ; min defensive weapon ldy #number_of_offensives ; maxOffensiveWeapon
@ @
cmp IndexesOfWeaponsL1,y cmp IndexesOfWeaponsL1,y
beq ?weaponfound beq ?weaponfound
iny dey
cpy #(last_offensive - first_offensive ) ; maxOffensiveWeapon
bne @- bne @-
; not found apparently? ; Y = 0
; TODO: check border case (the last weapon)
?noWeaponActive ?noWeaponActive
ldy #0 ldy #0
?weaponFound ?weaponFound
@@ -977,7 +972,7 @@ EraseLoop
dex dex
bne @- bne @-
SelectList2 SelectList2
lda #$7f ; little char (tab) - this is the pointer lda #char_TAB ; little char (tab) - this is the pointer
sta (xbyte),y sta (xbyte),y
; now we clear up and down arrows indicating more content below or above screen ; now we clear up and down arrows indicating more content below or above screen
ldx #<EmptyLine ldx #<EmptyLine
@@ -998,7 +993,7 @@ CharToList1
dex dex
bne @- bne @-
SelectList1 SelectList1
lda #$7f ; pointer = little char = (tab) lda #char_TAB ; pointer = little char = (tab)
sta (xbyte),y sta (xbyte),y
; now moving the window basing on given offset ; now moving the window basing on given offset
mwa #ListOfWeapons xbyte mwa #ListOfWeapons xbyte
@@ -1038,6 +1033,26 @@ NoArrowDown
sty MoreDowndl+1 sty MoreDowndl+1
rts rts
.endp .endp
;--------------------------------------------------
.proc ClearLists
;--------------------------------------------------
ldy #<ListOfWeapons
lda #0
sta temp2
lda #>ListOfWeapons
sta temp2+1
Go lda #$0
loop sta (temp2),y
iny
bne @+
inc temp2+1
@ cpy #<ListOfDefensiveWeaponsEnd
bne loop
ldx temp2+1
cpx #>ListOfDefensiveWeaponsEnd
bne loop
rts
.endp
; ----------------------------------------------------- ; -----------------------------------------------------
.proc EnterPlayerNames .proc EnterPlayerNames
;entering names of players ;entering names of players
@@ -1063,25 +1078,28 @@ NoArrowDown
.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
; ----------------------------------------------------- ; -----------------------------------------------------
jsr PMoutofScreen jsr PMoutofScreen
; display tank number ; display tank number
ldx tanknr ldx TankNr
lda skillTable,x lda skillTable,x
sta difficultyLevel sta difficultyLevel
lda digits+1,x lda digits+1,x
sta NameScreen2+7 sta NameScreen2+7
; copy existing name and place cursor at end ; copy existing name and place cursor at end
lda TankNr txa ; TankNr
:3 asl :3 asl
tax tax
@@ -1107,12 +1125,10 @@ LastNameChar
CheckKeys CheckKeys
jsr HighlightLevel ; setting choosen level of the opponent (Moron, etc) jsr HighlightLevel ; setting choosen level of the opponent (Moron, etc)
ldx TankNr ldx TankNr
lda JoyNumber,x ldy JoyNumber,x
tay
lda digits+1,y lda digits+1,y
sta NameScreen2+11 ; display joystick port number sta NameScreen2+11 ; display joystick port number
lda TankShape,x ldy TankShape,x
tay
lda digits+1,y lda digits+1,y
sta NameScreen2+15 ; display tank shape number sta NameScreen2+15 ; display tank shape number
jsr CursorDisplay jsr CursorDisplay
@@ -1252,35 +1268,42 @@ NotRobot
mva #sfx_next_player sfx_effect mva #sfx_next_player sfx_effect
; check if all chars are empty (" ")
ldy #7
lda #0
@ ora NameAdr,y
and #$7F ; remove inverse (Cursor)
dey
bpl @-
tay
beq MakeDefaultName
ldy #0 ldy #0
stx temp+1 ; remember start position in tanksnames
sty temp ; 0 if name is empty
@ @
lda NameAdr,y lda 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 @- bne @-
lda temp ; check if all chars are empty (" ")
beq MakeDefaultName
rts rts
MakeDefaultName MakeDefaultName
@ ldy difficultyLevel
lda tanksnamesDefault,x lda LevelNameBeginL,y ; address on the screen
sta tanksnames,x sta temp2
inx lda LevelNameBeginH,y
iny sta temp2+1
cpy #$08 ldx temp+1
ldy #1 ; after first char (space)
@ lda (temp2),y
and #$7f ; remove inverse
sta tanksnames,x
beq MakeNumber ; first space found :)
inx
iny
cpy #8
bne @- bne @-
MakeNumber
ldy tanknr
lda digits+1,y
sta tanksnames,x
rts rts
.endp .endp
;-------------------------------------------------- ;--------------------------------------------------
@@ -1326,7 +1349,7 @@ CharOK
CharacterFound CharacterFound
; now in X we have Character (index) on PositionInName ; now in X we have Character (index) on PositionInName
; wait for centered joy ; wait for centered joy
mva #128-15 pressTimer ; reset (trick) mva #128-KeyRepeatSpeed pressTimer ; reset (trick)
@ lda STICK0 @ lda STICK0
and #$0f and #$0f
cmp #$0f cmp #$0f
@@ -1485,6 +1508,7 @@ 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
@@ -1543,12 +1567,11 @@ displayloop1
sta dmactls sta dmactls
lda #%00100100 ; playfield before P/M lda #%00100100 ; playfield before P/M
sta GPRIOR sta GPRIOR
jsr SetPMWidth jsr SetPMWidthAndColors
jsr ColorsOfSprites
mva #0 COLOR1 mva #0 COLOR1
sta COLBAKS ; set color of background sta COLBAKS ; set color of background
sta CreditsVScrol sta CreditsVScrol
sta JoystickNumber ; set joystick port for player jsr SetJoystickPort ; set joystick port for player
mva #TextForegroundColor COLOR2 mva #TextForegroundColor COLOR2
SetDLI DLIinterruptGameOver ; jsr SetDLI for Game Over screen SetDLI DLIinterruptGameOver ; jsr SetDLI for Game Over screen
; make text and color lines for each tank ; make text and color lines for each tank
@@ -1612,8 +1635,7 @@ NextChar
mva #0 displayposition ; overwrite first digit mva #0 displayposition ; overwrite first digit
; put AI symbol or joystick ; put AI symbol or joystick
ldx TankNr ldx TankNr
lda SkillTable,x ldy SkillTable,x
tay
bne ThisIsAI bne ThisIsAI
ldy JoyNumber,x ldy JoyNumber,x
iny ; tricky iny ; tricky
@@ -1621,10 +1643,10 @@ ThisIsAI
lda digits,y lda digits,y
ldy #39 ldy #39
sta (temp),y ; AI level or joy number sta (temp),y ; AI level or joy number
ldy #$0a ; Joystick symbol ldy #char_joy ; Joystick symbol
lda SkillTable,x lda SkillTable,x
beq NotAItank beq NotAItank
ldy #$5e ; Computer symbol ldy #char_computer ; Computer symbol
NotAItank NotAItank
tya tya
ldy #38 ldy #38
@@ -1708,9 +1730,9 @@ FastTank
jsr IsKeyPressed jsr IsKeyPressed
bne MainTanksFloatingLoop ; neverending loop bne MainTanksFloatingLoop ; neverending loop
mva #$00 ScrollFlag ; credits scroll off mva #$00 ScrollFlag ; credits scroll off
jsr MakeDarkScreen jmp MakeDarkScreen
jmp GameOverResultsClear ; jsr GameOverResultsClear
; rts ; rts
RandomizeTankPos RandomizeTankPos
randomize 10 (32-7) ; 10 not 8 - barrel !! :) randomize 10 (32-7) ; 10 not 8 - barrel !! :)
sta Ytankstable,x sta Ytankstable,x
@@ -1729,14 +1751,13 @@ RandomizeTankPos
lda XtankOffsetGO_H,x lda XtankOffsetGO_H,x
adc #0 adc #0
sta XtankstableH,x sta XtankstableH,x
ldy #0
lda random lda random
cmp #32 ; like 1:8 cmp #32 ; like 1:8
bcc NowFastTank bcs NowNotFastTank
lda #0 iny
sta ActiveDefenceWeapon,x NowNotFastTank
rts tya
NowFastTank
lda #1
sta ActiveDefenceWeapon,x sta ActiveDefenceWeapon,x
rts rts
GameOverResultsClear GameOverResultsClear
@@ -1824,11 +1845,11 @@ NextChar02
; displaying number of active controller port or AI level ; displaying number of active controller port or AI level
;========================= ;=========================
ldx TankNr ldx TankNr
ldy #$5e ; Computer symbol ldy #char_computer ; Computer symbol
lda SkillTable,x lda SkillTable,x
tax tax
bne ThisIsAI bne ThisIsAI
ldy #$0a ; Joystick symbol ldy #char_joy ; Joystick symbol
ldx JoystickNumber ldx JoystickNumber
inx ; tricky inx ; tricky
ThisIsAI ThisIsAI
@@ -1855,77 +1876,52 @@ ThisIsAI
;========================= ;=========================
lda ActiveWeapon,x lda ActiveWeapon,x
jsr HowManyBullets jsr HowManyBullets
sta decimal ;sta decimal
mwa #statusBuffer+21 displayposition mwx #statusBuffer+21 displayposition
jsr displaybyte jsr displaybyte
;========================= ;=========================
;displaying name of the weapon ;displaying name of the weapon
;========================= ;=========================
mwa #statusBuffer+24 weaponPointer ; from 24th char on screen
ldx TankNr ldx TankNr
lda ActiveWeapon,x lda ActiveWeapon,x
sta temp ;get back number of the weapon jsr DisplayWeaponName
mva #0 temp+1
; times 16 (because this is length of weapon name)
ldy #3 ; shift left 4 times
@
aslw temp
dey
bpl @-
adw temp #NamesOfWeapons
ldy #15
@
lda (temp),y
sta statusBuffer+24,y
dey
bpl @-
;========================= ;=========================
;displaying name of the defence weapon (if active) ;displaying name of the defence weapon (if active)
;========================= ;=========================
mwa #statusBuffer+40+40+23 weaponPointer ; where to display the
lda AutoDefenseFlag,x ; Auto Defense symbol (space or "A" in inverse) lda AutoDefenseFlag,x ; Auto Defense symbol (space or "A" in inverse)
bpl @+ bpl @+
lda #$5e ; Auto Defense symbol lda #char_computer ; Auto Defense symbol
@ @
sta statusBuffer+80+21 sta statusBuffer+80+21
lda #$08 ; (
sta statusBuffer+80+22
lda #$09 ; )
sta statusBuffer+80+39
lda ActiveDefenceWeapon,x lda ActiveDefenceWeapon,x
bne ActiveDefence bne ActiveDefence
; clear brackets ; clear brackets
lda #space lda #space
sta statusBuffer+80+22 sta statusBuffer+80+22
sta statusBuffer+80+39 sta statusBuffer+80+39
mwa #emptyLine temp ; lda #0 ; #space == #0
jmp ClearingOnly tay
jsr DisplayWeaponName.ClearingOnly
beq NoDefenceName ; like JMP
ActiveDefence ActiveDefence
sta temp ;get back number of the weapon jsr DisplayWeaponName
mva #0 temp+1 lda #char_bracketO ; (
; times 16 (because this is length of weapon name) sta statusBuffer+80+22
ldy #3 ; shift left 4 times lda #char_bracketC ; )
@ sta statusBuffer+80+39
aslw temp NoDefenceName
dey
bpl @-
adw temp #NamesOfWeapons
ClearingOnly
ldy #15
@
lda (temp),y
sta statusBuffer+40+40+23,y
dey
bpl @-
DisplayEnergy
;========================= ;=========================
;displaying the energy of a tank ;displaying the energy of a tank
;========================= ;=========================
lda Energy,x lda Energy,x
sta decimal ;sta decimal
mwa #statusBuffer+48 displayposition mwx #statusBuffer+48 displayposition
jsr displaybyte jsr displaybyte
;========================= ;=========================
@@ -1943,12 +1939,11 @@ ClearingOnly
beq NoDefenceWeapon beq NoDefenceWeapon
lda ShieldEnergy,x lda ShieldEnergy,x
beq NoShieldEnergy beq NoShieldEnergy
sta decimal ; displayed value ;sta decimal ; displayed value
lda #$08 ; ( mvx #char_bracketO statusBuffer+40+10 ; (
sta statusBuffer+40+10 mwx #statusBuffer+40+11 displayposition
mwa #statusBuffer+40+11 displayposition
jsr displaybyte jsr displaybyte
lda #$09 ; ) lda #char_bracketC ; )
sta statusBuffer+40+13 sta statusBuffer+40+13
NoDefenceWeapon NoDefenceWeapon
NoShieldEnergy NoShieldEnergy
@@ -1961,12 +1956,12 @@ NoShieldEnergy
bit Wind+3 ; highest byte of 4 byte wind bit Wind+3 ; highest byte of 4 byte wind
bmi DisplayLeftWind bmi DisplayLeftWind
sta statusBuffer+80+17 ; (space) char sta statusBuffer+80+17 ; (space) char
lda #$7f ; (tab) char lda #char_TAB ; (tab) char
sta statusBuffer+80+20 sta statusBuffer+80+20
bne DisplayWindValue bne DisplayWindValue
DisplayLeftWind DisplayLeftWind
sta statusBuffer+80+20 ; (space) char sta statusBuffer+80+20 ; (space) char
lda #$7e ;(del) char lda #char_DEL ;(del) char
sta statusBuffer+80+17 sta statusBuffer+80+17
sec ; Wind = -Wind sec ; Wind = -Wind
lda #$00 lda #$00
@@ -1978,16 +1973,16 @@ DisplayLeftWind
DisplayWindValue DisplayWindValue
:4 lsrw temp ;divide by 16 to have a nice value on a screen :4 lsrw temp ;divide by 16 to have a nice value on a screen
lda temp lda temp
sta decimal ;sta decimal
mwa #statusBuffer+80+18 displayposition mwx #statusBuffer+80+18 displayposition
jsr displaybyte jsr displaybyte
;========================= ;=========================
;display round number ;display round number
;========================= ;=========================
lda CurrentRoundNr lda CurrentRoundNr
sta decimal ;sta decimal
mwa #statusBuffer+80+7 displayposition mwx #statusBuffer+80+7 displayposition
jsr displaybyte ;decimal (byte), displayposition (word) jsr displaybyte ;decimal (byte), displayposition (word)
;========================= ;=========================
@@ -2013,29 +2008,27 @@ displayAngle
bcs AngleToLeft bcs AngleToLeft
AngleToRight AngleToRight
; now we have values from 0 to 89 and right angle ; now we have values from 0 to 89 and right angle
sta decimal ;sta decimal
sty statusBuffer+40+22 ; (space) character sty statusBuffer+40+22 ; (space) character
lda #$7f ; (tab) character mvx #char_TAB statusBuffer+40+25 ; (tab) character
sta statusBuffer+40+25
bne AngleDisplay bne AngleDisplay
AngleToLeft AngleToLeft
sec sec
lda #180 lda #180
sbc AngleTable,x sbc AngleTable,x
; angles 180 - 91 converted to 0 - 89 ; angles 180 - 91 converted to 0 - 89
sta decimal ;sta decimal
sty statusBuffer+40+25 ; (space) character sty statusBuffer+40+25 ; (space) character
lda #$7e ;(del) char mvx #char_DEL statusBuffer+40+22 ;(del) char
sta statusBuffer+40+22
bne AngleDisplay bne AngleDisplay
VerticallyUp VerticallyUp
; now we have value 90 ; now we have value 90
sta decimal ;sta decimal
sty statusBuffer+40+25 ; (space) character sty statusBuffer+40+25 ; (space) character
sty statusBuffer+40+22 ; (space) character sty statusBuffer+40+22 ; (space) character
AngleDisplay AngleDisplay
mwa #statusBuffer+40+23 displayposition mwx #statusBuffer+40+23 displayposition
jsr displaybyte jsr displaybyte
ldx TankNr ldx TankNr
rts rts
@@ -2077,5 +2070,59 @@ AngleDisplay
rts rts
.endp .endp
;-------------------------------------------------
.proc DisplayWeaponName
; nr of weapon in A, address to put in weaponPointer
@weapon_index = TextNumberOff
sta @weapon_index ;get back number of the weapon
mwa #NamesOfWeapons LineAddress4x4
jsr _calc_inverse_display
; now copy text to screen
dey ; ldy #-1
@
iny
lda (LineAddress4x4),y
sta (weaponPointer),y
bpl @-
and #%01111111 ; remove reverse
clearingOnly
sta (weaponPointer),y
lda #0 ; clean the rest
iny:cpy #16 ; weapon name is max 16 chars
bne clearingonly
rts
.endp
;-------------------------------------------------
.proc _calc_inverse_display
; optymalization station. not a real function
; or is it?
@weapon_index = TextNumberOff
@inverse_counter = temp+1
mva #0 @inverse_counter
ldy LineAddress4x4 ; lower byte to Y
sta LineAddress4x4 ; #0
loop
lda (LineAddress4x4),y
spl:inc @inverse_counter
lda @weapon_index
beq zeroth_talk ; special treatment of talk #0
cmp @inverse_counter
beq lets_talk
iny
bne loop
inc LineAddress4x4+1
bne loop
lets_talk
iny
bne @+
inc LineAddress4x4+1
@
zeroth_talk
sty LineAddress4x4
ldy #0
rts
.endp
.endif .endif
+142 -34
View File
@@ -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
@@ -128,21 +130,23 @@ 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
@@ -167,13 +171,15 @@ 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 eor #$ff
and bittable,x and bittable1_long,x
rts rts
.endp .endp
;-------------------------------------------------- ;--------------------------------------------------
@@ -184,30 +190,86 @@ ClearPlot
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
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 +279,17 @@ 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
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 +300,36 @@ 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 froc - test
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
@@ -397,13 +483,15 @@ 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 #$00
@@ -538,13 +626,21 @@ EndPut4x4
;-------------------------------------------------- ;--------------------------------------------------
.proc ClearScreen .proc ClearScreen
;-------------------------------------------------- ;--------------------------------------------------
mwa #displayC64 temp ldy #<displayC64
ldy #0 lda #0
@ lda #$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 +668,18 @@ 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 +788,7 @@ 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
+4 -3
View File
@@ -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
+85 -36
View File
@@ -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
lda #0 ; NameAdr,y sty temp ; 0 if name is empty
and #$7f ; remove inverse (Cursor) @
sta tanksnames,x lda #0 ; NameAdr,y
inx and #$7f ; remove inverse (Cursor)
iny sta tanksnames,x
cpy #$08 ora temp
bne nextchar04 sta temp
inx
iny
cpy #$08
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
Binary file not shown.
+291 -150
View File
@@ -1,264 +1,405 @@
# 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.
![Game options screen.](images/MainMenu.png) ![Game options screen.](images/MainMenu.png)
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)
* 1B - maximum wind strength: 5
* 3B - maximum wind strength: 20 * **Gravity** - strength of gravity
* 5B - maximum wind strength: 40
* 7B - maximum wind strength: 70 * **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):
* 9B - maximum wind strength: 99 * 1B - maximum wind strength: 5
* number of rounds in a game * 3B - maximum wind strength: 20
* missile speed (does not affect the flight path - only changes the apparent missile speed - does not change anything in the gameplay itself) * 5B - maximum wind strength: 40
* 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. * 7B - maximum wind strength: 70
* 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) * 9B - maximum wind strength: 99
* 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) * **Rounds** - number of rounds in a game
* 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) * **Missiles** - missile speed (does not affect the flight path - only changes the apparent missile speed - does not change anything in the gameplay itself)
* 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. * **Seppuku** - frequency of suicides :) - if for several turns the game has not recorded hits (tank is constantly shooting inaccurately), the tank commits suicide - here you determine how long they can "shoot for the stars" :) - if only people are playing the optimal setting is "norm", in the case of computer-controlled players ... you choose.
* **Mountain** - The height (and undulation) of the mountains from almost flat (NL - Kingdom of the Netherlands) to soaring and high (NP - Federal Democratic Republic of Nepal)
* **Walls** - the way the walls (edges of the screen) work:
* **none** - projectiles that flew off the screen never return (black color of the screen frame)
* **wrap** - the screen "wraps" and projectiles that flew to the right appear on the left side and vice versa (purple color of the screen frame)
* **bump** - the right and left walls deflect projectiles that try to fly through them (dark blue color of the screen frame)
* **boxy** - just like bump, except that the "ceiling" also bounces projectiles off (green color of the screen frame)
* **rand** - at the beginning of each round, one of the above 4 wall mechanics is chosen randomly.
During gameplay, the current mode of the walls is represented by the color of the screen frame: none - black, wrap - purple, bump - dark blue, boxy - green. 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**, 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
![Name of players and game level screen.](images/DiffMenu.png) ![Name of players and game level screen.](images/DiffMenu.png)
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)
![Shopping offensives screen.](images/PurOffensive.png) ![Shopping offensives screen.](images/PurOffensive.png)
![Shopping defensives screen.](images/PurDefensive.png) ![Shopping defensives screen.](images/PurDefensive.png)
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 or the right arrow 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.
![Defensives activation screen.](images/ActDefensive.png) ![Defensives activation screen.](images/ActDefensive.png)
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
![Main game screen.](images/StatusLine.png)
## 4. The main screen of the game.
![Main game screen.](images/StatusLine.png)
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 |
| --- | --- |
| Baby Missile | 88 |
| Missile | 136 |
| Baby Nuke | 200 |
| Nuke | 240 |
| LeapFrog| 136 112 112 |
| Funky Bomb | 168 88 (* 5) |
| MIRV | 136 (* 5) |
| Death's Head | 240 (* 5) |
| Napalm | 40 (this weapon is different and the distance from the center is not determined, simply any tank in range of the flames loses 40 units of energy) |
| Hot Napalm | 80 (the rule is the same as in Napalm) |
| Baby Roller | 88 |
| Roller | 168 |
| Heavy Roller | 240 |
| Riot Charge | 0 (no energy is subtracted, but a portion of the ground upward from the hit point in a 31-pixel radius is removed) |
| Riot Blast | 0 (as in Riot Charge, but in a radius of 61 pixels) |
| Riot Bomb | 0 (no energy is subtracted, but the ground in a radius of 17 pixels from the hit point is destroyed - as in the case of Missile. The weapon is useful for digging out after being buried, or for undermining an opponent) |
| Heavy Riot Bomb | 0 (as in Riot Bomb, but the explosion radius is 29 pixels from the point of impact - as in the case of Nuke) |
| Baby Digger | 0 (no energy is subtracted, but a portion of the ground is undermined in a radius of 60 pixels from the point of impact) |
| Digger | 0 (as above - greater undermining) |
| Heavy Digger | 0 (as above - greatest undermining) |
| Baby Sandhog | (as above - another way of undermining) |
| Sandhog | 0 (as above - larger dig) |
| Heavy Sandhog | 0 (as above - largest dig) |
| Dirt Clod | 0 (no energy is subtracted, but a ground ball with a radius of 12 pixels from the hit point is created. The weapon is useful for burying the opponent) |
| Dirt Ball | 0 (as above, but the radius of the ball is 22 pixels) |
| Ton of Dirt | 0 (as above, but the radius of the ball is 31 pixels) |
| Liquid Dirt | 0 (floods the ground at the point of hit with liquid soil, filling in the depressions) |
| Laser | x 100 (but here it is also different - equally 100 only in the case of a direct hit simply subtract 100 units of energy - that is, the tank always dies) |
Large points received by the player is the number of tanks that died earlier than him. If any of the other tanks capitulated earlier (**White Flag**) is not added to those that died and does not give points. | Offensive weapon | Max loss |
Only these points determine the order in the summary |------------------|-------------|
| Baby Missile | 88 |
| Missile | 136 |
| Baby Nuke | 200 |
| Nuke | 240 |
| LeapFrog | 136 112 112 |
| Funky Bomb | 168 88 (*5) |
| MIRV | 136 (*5) |
| Death's Head | 240 (*5) |
| Napalm | 40 (see ↓) |
| Hot Napalm | 80 (↓) |
| Baby Roller | 88 |
| Roller | 168 |
| Heavy Roller | 240 |
| Riot Charge | 0 (↓) |
| Riot Blast | 0 (↓) |
| Riot Bomb | 0 (↓) |
| Heavy Riot Bomb | 0 (↓) |
| Baby Digger | 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 (↓) |
| 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**
* **Baby Digger** - no energy is subtracted, but a portion of the soil is dug in a radius of 60 pixels from the point of impact.
* **Digger** - as above - more digging.
* **Heavy Digger** - as above - even 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.
* **Stomp** - no energy is subtracted, but all tanks within a radius depending on the force of the shot are pushed back, and after being pushed back they may fall or be buried. With a maximum force of 990 units, the radius of action is about 60 pixels.
* **Laser** - 100 energy units deducted, but only in the case of a direct hit - that is, the hit tank always dies.
## 6. And now for defensive weapons: ## 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).
* **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 |
| LeapFrog | Mag Deflector | | LeapFrog | Mag Deflector |
| Funky Bomb | Shield | | Funky Bomb | Shield |
| MIRV | Heavy Shield | | MIRV | Heavy Shield |
| Death's Head | Force Shield | | Death's Head | Force Shield |
| Napalm | Bouncy Castle | | Napalm | Bouncy Castle |
| Hot Napalm | | | Hot Napalm | |
| Baby Roller | | | Baby Roller | |
| Roller | | | Roller | |
| Heavy Roller | | | Heavy Roller | |
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.
As a last resort, you can always become a Terminator (the standard model, not T-1000 :) ).
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.
Break a barrel or two.
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# Podstawowa instrukcja:
Grać można przy użyciu klawiatury (wszystkie funkcjonalności) lub joysticka (wszystkie funkcjonalności niezbędne w rozgrywce).
## 1. Wybór opcji gry.
![Ekran wyboru opcji gry.](images/MainMenu.png)
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
![Ekran wyboru graczy i poziomu trudności.](images/DiffMenu.png)
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)
![Ekran zakupów broni ofensywnych.](images/PurOffensive.png)
![Ekran zakupów broni defensywnych.](images/PurDefensive.png)
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.
![Ekran aktywacji broni defensywnych.](images/ActDefensive.png)
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
![Główny ekran gry.](images/StatusLine.png)
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 |
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# Podstawowa instrukcja:
Grać można przy użyciu klawiatury (wszystkie funkcjonalności) lub joysticka w dowolnym porcie (wszystkie funkcjonalności niezbędne w rozgrywce).
## 1. Wybór opcji gry.
![Ekran wyboru opcji gry.](images/MainMenu.png)
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** 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.
![Ekran wyboru graczy i poziomu trudności.](images/DiffMenu.png)
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).
![Ekran zakupów broni ofensywnych.](images/PurOffensive.png)
![Ekran zakupów broni defensywnych.](images/PurDefensive.png)
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** lub strzałka w prawo, a także joystick w prawo realizują zakup wskazanej broni.
Klawisz **RETURN** lub przycisk joysticka przechodzi do ekranu aktywacji broni defensywnych.
![Ekran aktywacji broni defensywnych.](images/ActDefensive.png)
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.
![Główny ekran gry.](images/StatusLine.png)
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 (↓)|
| Baby Digger | 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 (↓)|
| 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**.
* **Baby Digger** - nie jest odejmowana energia, ale podkopywana jest część gruntu promieniu 60 pikseli od punktu trafienia.
* **Digger** - jak wyżej - większy podkop.
* **Heavy Digger** - jak wyżej - największy 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.
* **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).
* **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.
W ostateczności możesz zostać Terminatorem (model standardowy, nie T-1000 :) )
Roboczołgi nie mają **Autodefense**, więc defensywy aktywują tylko bezpośrednio przed swoim strzałem. Zmasowany atak kilku graczy na jednego roboczołga gwarantuje sukces.
Połamania luf życzą autorzy.
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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 = $1000 ; 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
icl "music/rmtplayr.a65"
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
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
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
+316
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@@ -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)
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+41
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@@ -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--------
+1366
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+55 -3
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@@ -7,14 +7,17 @@ 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
[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,
@@ -27,7 +30,7 @@ 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)
@@ -55,6 +58,55 @@ With the advent of [fujinet](https://fujinet.online/) we are thinking about maki
## Changelog: ## Changelog:
###### 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).
![Scorch physical release](Manuals/images/scorch_physical.jpg)
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 "↓".
![Black hole](Manuals/images/black_hole.png)
- 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
+229 -155
View File
@@ -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
@@ -224,6 +248,7 @@ AngleTable ; 16 bytes ;ba w $348b L$3350
sta ActiveDefenceWeapon,x sta ActiveDefenceWeapon,x
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 +262,17 @@ 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 +283,21 @@ 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 +317,12 @@ 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 +334,6 @@ 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 +357,8 @@ 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 +371,7 @@ 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 +384,13 @@ 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 +398,7 @@ 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 +407,9 @@ 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 +424,7 @@ 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 +436,9 @@ 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 +446,14 @@ 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
bcs lowestIsLower beq lowestIsEqual
bcc lowestIsHigher
; if lower
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 +485,7 @@ skipThisPlayer
;---------------------------------------------- ;----------------------------------------------
; jsr MakeLowResDistances ; jsr MakeLowResDistances
mva #$ff temp2 ; min possible distance mva #$ff temp2 ; min possible distance
stx temp2+1 ; set target tank to himself (if it doesn't find targets - Long Shlong :) )
mva #0 tempor2 ; direction of shoot mva #0 tempor2 ; direction of shoot
;ldx TankNr ;ldx TankNr
@@ -480,6 +497,9 @@ loop01
beq skipThisPlayer beq skipThisPlayer
lda eXistenZ,y lda eXistenZ,y
beq skipThisPlayer beq skipThisPlayer
lda BarrelLength,y
cmp #LongBarrel ; if target has Long Schlong do not aim
beq skipThisPlayer
lda LowResDistances,x lda LowResDistances,x
cmp LowResDistances,y cmp LowResDistances,y
@@ -514,7 +534,7 @@ skipThisPlayer
; in temp2 we have x distance divided by 8 ; in temp2 we have x distance divided by 8
ldy temp2+1 ldy temp2+1
lda tempor2 lda tempor2
rts End rts
.endp .endp
;---------------------------------------------- ;----------------------------------------------
@@ -524,9 +544,14 @@ skipThisPlayer
; returns angle and power of shoot tank X (TankNr) ; returns angle and power of shoot tank X (TankNr)
; in the appropriate variables (Angle and Force) ; in the appropriate variables (Angle and Force)
;---------------------------------------------- ;----------------------------------------------
lda ActiveDefenceWeapon,x
cmp #ind_White_Flag ; if a white flag, targeting makes no sense
beq FindBestTarget2.End ; nearest RTS
;
mva #$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 +591,8 @@ 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 +636,8 @@ 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 +690,8 @@ 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 +735,8 @@ 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 +787,76 @@ 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
lda CONSOL
and #%00000001 ; 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 +871,10 @@ 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 +889,10 @@ 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 +942,10 @@ 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 +957,9 @@ 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 +974,11 @@ 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 +999,11 @@ 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 +1044,38 @@ 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
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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
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+734
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@@ -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
+72 -5
View File
@@ -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)
+42
View File
@@ -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")
+119 -127
View File
@@ -1,135 +1,127 @@
.proc talk .proc talk
; Maximum text length is 63 characters!!! ; Maximum text length is 63 characters!!!
L0 dta d"CYKA BLAT" dta d"CYKA BLAT"^
L1 dta d"DIE!" dta d"DIE!"^
L2 dta d"EAT MY SHORTS!" dta d"EAT MY SHORTS!"^
L3 dta d"YOU'RE TOAST!" dta d"YOU'RE TOAST!"^
L4 dta d"BANZAI!" dta d"BANZAI!"^
L5 dta d"FROM HELL'S HEART I STAB AT THEE..." dta d"FROM HELL'S HEART I STAB AT THEE..."^
L6 dta d"I DIDN'T DO IT. NOBODY SAW ME DO IT." dta d"DO YOU FEEL LUCKY, TANK?"^
L7 dta d"TAKE A HIKE!" dta d"TAKE A HIKE!"^
L8 dta d"YOU'RE DEAD MEAT." dta d"YOU'RE DEAD MEAT."^
L9 dta d"MAKE MY DAY." dta d"MAKE MY DAY."^
L10 dta d"CHARGE!" dta d"CHARGE!"^
L11 dta d"ATTACK!" dta d"ATTACK!"^
L12 dta d"YOU'RE OUTTA HERE." dta d"YOU'RE OUTTA HERE."^
L13 dta d"WATTSA MATTA YOU?" dta d"WATTSA MATTA YOU?"^
L14 dta d"FREEZE, OR I'LL SHOOT!" dta d"FREEZE, OR I'LL SHOOT!"^
L15 dta d"HA HA HA." dta d"HA HA HA."^
L16 dta d"WE COME IN PEACE - SHOOT TO KILL!" dta d"WE COME IN PEACE - SHOOT TO KILL!"^
L17 dta d"IN YOUR FACE!" dta d"IN YOUR FACE!"^
L18 dta d"DIE COMMIE PIG!" dta d"DIE COMMIE PIG!"^
L19 dta d"I LOVE THE SMELL OF NAPALM IN THE MORNING." dta d"I LOVE THE SMELL OF NAPALM IN THE MORNING."^
L20 dta d"VICTORY!" dta d"VICTORY!"^
L21 dta d"SHOW SOME RESPECT." dta d"SHOW SOME RESPECT."^
L22 dta d"JUST WHO DO YOU THINK YOU ARE?" dta d"JUST WHO DO YOU THINK YOU ARE?"^
L23 dta d"LOOK OUT BELOW!" dta d"LOOK OUT BELOW!"^
L24 dta d"KNOCK, KNOCK." dta d"KNOCK, KNOCK."^
L25 dta d"LOOK OVER THERE." dta d"LOOK OVER THERE."^
L26 dta d"GUESS WHAT'S COMING FOR DINNER?" dta d"GUESS WHAT'S COMING FOR DINNER?"^
L27 dta d"MERRY CHRISTMAS." dta d"MERRY CHRISTMAS."^
L28 dta d"OPEN WIDE!" dta d"OPEN WIDE!"^
L29 dta d"HERE GOES NOTHING..." dta d"HERE GOES NOTHING..."^
L30 dta d"DON'T WORRY, IT ISN'T A LIVE ROUND." dta d"DON'T WORRY, IT ISN'T A LIVE ROUND."^
L31 dta d"BLOOD, PAIN, VIOLENCE!" dta d"BLOOD, PAIN, VIOLENCE!"^
L32 dta d"TAKE THIS, SISSY!" dta d"TAKE THIS, SISSY!"^
L33 dta d"I SHALL FLATTEN YOU!" dta d"I SHALL FLATTEN YOU!"^
L34 dta d"I SHALL SMASH YOUR UGLY TANK!" dta d"I SHALL SMASH YOUR UGLY TANK!"^
L35 dta d"I WONDER WHAT THIS BUTTON DOES?" dta d"I WONDER WHAT THIS BUTTON DOES?"^
L36 dta d"DON'T TAKE THIS PERSONALLY." dta d"DON'T TAKE THIS PERSONALLY."^
L37 dta d"WOULD THIS MAKE YOU MAD?" dta d"WOULD THIS MAKE YOU MAD?"^
L38 dta d"I TOLD YOU TO LEAVE MY SISTER ALONE!" dta d"I TOLD YOU TO LEAVE MY SISTER ALONE!"^
L39 dta d"I COULD SPARE YOU, BUT WHY?" dta d"I COULD SPARE YOU, BUT WHY?"^
L40 dta d"MY BOMB IS BIGGER THAN YOURS." dta d"MY BOMB IS BIGGER THAN YOURS."^
L41 dta d"DON'T FORGET ABOUT ME!" dta d"DON'T FORGET ABOUT ME!"^
L42 dta d"HASTA LA VISTA, BABY!" dta d"HASTA LA VISTA, BABY!"^
L43 dta d"THIS IS YOUR BRAIN ON SCORCH." dta d"THIS IS YOUR BRAIN ON SCORCH."^
L44 dta d"TAKE THIS!" dta d"TAKE THIS!"^
L45 dta d"THIS SCREEN AIN'T BIG ENOUGH FOR THE BOTH OF US." dta d"THIS SCREEN AIN'T BIG ENOUGH FOR US."^
L46 dta d"DIE, ALIEN SWINE!" dta d"DIE, ALIEN SWINE!"^
L47 dta d"AWRUK!!!" dta d"AWRUK!!!"^
L48 dta d"I SHALL OIL MY TURRET WITH YOUR BLOOD." dta d"I SHALL OIL MY TURRET WITH YOUR BLOOD."^
L49 dta d"DIE, TANK-SCUM!" dta d"DIE, TANK-SCUM!"^
L50 dta d"I'M GONNA BREAK YOUR FACE!" dta d"I'M GONNA BREAK YOUR FACE!"^
L51 dta d"MAMA SAID KNOCK YOU OUT!" dta d"MAMA SAID KNOCK YOU OUT!"^
L52 dta d"I HOPE YOU ENJOY PAIN!" dta d"I HOPE YOU ENJOY PAIN!"^
L53 dta d"HOW'D YOU LIKE ONE ACROSS YOUR LIPS?" ;(sanford and son) dta d"HOW'D YOU LIKE ONE ACROSS YOUR LIPS?"^ ;(sanford and son)
;-------------------------------- ;----------------------------
L54 dta d"PARTING IS SUCH SWEET SORROW... NOT!" dta d"PARTING IS SUCH SWEET SORROW... NOT!"^
L55 dta d"UGH!" dta d"UGH!"^
L56 dta d"AARGH!" dta d"AARGH!"^
L57 dta d"AAAGGHHH!" dta d"AAAGGHHH!"^
L58 dta d"I'M MELTING!" dta d"I'M MELTING!"^
L59 dta d"OOF.." dta d"OOF.."^
L60 dta d"OH!" dta d"OH!"^
L61 dta d"EEEK!" dta d"EEEK!"^
L62 dta d"AACCH!" dta d"AACCH!"^
L63 dta d"I HATE IT WHEN THAT HAPPENS." dta d"I HATE IT WHEN THAT HAPPENS."^
L64 dta d"ONE DIRECT HIT CAN RUIN YOUR WHOLE DAY." dta d"ONE HIT CAN RUIN YOUR WHOLE DAY."^
L65 dta d"OH NO!" dta d"OH NO!"^
L66 dta d"NOT ME!" dta d"NOT ME!"^
L67 dta d"OUCH." dta d"OUCH."^
L68 dta d"OH NO, NOT AGAIN." dta d"OH NO, NOT AGAIN."^
L69 dta d"ANOTHER ONE BITES THE DUST." dta d"ANOTHER ONE BITES THE DUST."^
L70 dta d"GOODBYE." dta d"GOODBYE."^
L71 dta d"HELP ME!" dta d"HELP ME!"^
L72 dta d"FAREWELL, CRUEL WORLD." dta d"FAREWELL, CRUEL WORLD."^
L73 dta d"REMEMBER THE ALAMO!" dta d"REMEMBER THE ALAMO!"^
L74 dta d"OH MAN!" dta d"OH MAN!"^
L75 dta d"DOOUGH!" dta d"DOOUGH!"^
L76 dta d"NEW DAY, NEW BOMB." dta d"NEW DAY, NEW BOMB."^
L77 dta d"THIS IS THE END, MY ONLY FRIEND." dta d"THIS IS THE END, MY ONLY FRIEND."^
L78 dta d"VERY FUNNY." dta d"VERY FUNNY."^
L79 dta d"THE FAT LADY SANG." dta d"THE FAT LADY SANG."^
L80 dta d"WHY DOES EVERYTHING HAPPEN TO ME?" dta d"WHY DOES HAPPEN TO ME?"^
L81 dta d"I'M GOING DOWN." dta d"I'M GOING DOWN."^
L82 dta d"I'VE GOT A BAD FEELING ABOUT THIS." dta d"I'VE GOT A BAD FEELING."^
L83 dta d"CRAPOLA." dta d"CRAPOLA."^
L84 dta d"POW!" dta d"POW!"^
L85 dta d"BIF!" dta d"BIF!"^
L86 dta d"BAM!" dta d"BAM!"^
L87 dta d"ZONK!" dta d"ZONK!"^
L88 dta d"I SHOULD'VE LISTENED TO MY MOTHER." dta d"I SHOULD'VE LISTENED TO MY MOM."^
L89 dta d"I WALK THROUGH THE VALLEY OF THE SHADOW..." dta d"I WALK THROUGH THE VALLEY OF THE SHADOW..."^
L90 dta d"WHAT WAS THAT NOISE?" dta d"WHAT WAS THAT NOISE?"^
L91 dta d"MAMA SAID THERE'D BE DAYS LIKE THIS." dta d"MAMA SAID THERE'D BE DAYS LIKE THIS."^
L92 dta d"ITS JUST ONE OF THOSE DAYS..." dta d"IT'S JUST ONE OF THOSE DAYS..."^
L93 dta d"I SEE A BRIGHT LIGHT..." dta d"I SEE A BRIGHT LIGHT..."^
L94 dta d"MOMMY? IS THAT YOU?" dta d"MOMMY? IS THAT YOU?"^
L95 dta d"I LET YOU HIT ME!" dta d"I LET YOU HIT ME!"^
L96 dta d"SUCKER SHOT!" dta d"SUCKER SHOT!"^
L97 dta d"I DIDN'T WANT TO LIVE ANYWAY." dta d"I DIDN'T WANT TO LIVE ANYWAY."^
L98 dta d"-<SOB>-" dta d"-<SOB>-"^
L99 dta d"WAS THAT AS CLOSE AS I THINK IT WAS?" dta d"WAS THAT AS CLOSE AS I THINK IT WAS?"^
L100 dta d"JOIN THE ARMY, SEE THE WORLD THEY SAID." dta d"JOIN THE ARMY, SEE THE WORLD THEY SAID."^
L101 dta d"IT WASN'T JUST A JOB IT WAS AN ADVENTURE!" dta d"IT WASN'T JUST A JOB, IT WAS AN ADVENTURE!"^
L102 dta d"I DIDN'T LIKE VIOLENCE ANYWAY!" dta d"I DIDN'T LIKE VIOLENCE ANYWAY!"^
L103 dta d"I THOUGHT YOU LIKED ME?" dta d"I THOUGHT YOU LIKED ME?"^
L104 dta d"CTO XYEB" dta d"CTO XYEB"^
L105 dta d"I THINK THIS GUY'S A LITTLE CRAZY." dta d"I THINK THIS GUY'S A LITTLE CRAZY."^
L106 dta d"SOMEHOW I DON'T FEEL LIKE KILLING ANYMORE." dta d"SOMEHOW I DON'T FEEL LIKE KILLING ANYMORE."^
L107 dta d"HEY! KILLIN' AIN'T COOL." dta d"HEY! KILLIN' AIN'T COOL."^
L108 dta d"GEE... THANKS." dta d"GEE... THANKS."^
L109 dta d"I'VE FALLEN AND I CAN'T GET UP!" dta d"I'VE FALLEN AND I CAN'T GET UP!"^
L110 dta d"911?" dta d"911?"^
L111 dta d"OH NO! HERE I BLOW AGAIN!" dta d"OH NO! HERE I BLOW AGAIN!"^
L112 dta d"I'LL BE BACK..." dta d"I'LL BE BACK..."^
L113 dta d"I'VE GOT LAWYERS!" dta d"I'VE GOT LAWYERS!"^
L114 dta d"CALL 1-900-SUE-TANK." dta d"CALL 1-900-SUE-TANK."^
L115 dta d"YOU BIG DUMMY!" ;(sanford and son) dta d"YOU BIG DUMMY!"^ ;(sanford and son)
LEND LEND
OffensiveTextTableL
dta <L0,<L1,<L2,<L3,<L4,<L5,<L6,<L7,<L8,<L9,<L10,<L11,<L12,<L13,<L14,<L15,<L16,<L17,<L18,<L19,<L20,<L21,<L22,<L23,<L24,<L25,<L26,<L27,<L28,<L29,<L30,<L31,<L32,<L33,<L34,<L35,<L36,<L37,<L38,<L39,<L40,<L41,<L42,<L43,<L44,<L45,<L46,<L47,<L48,<L49,<L50,<L51,<L52,<L53
dta <L54,<L55,<L56,<L57,<L58,<L59,<L60,<L61,<L62,<L63,<L64,<L65,<L66,<L67,<L68,<L69,<L70,<L71,<L72,<L73,<L74,<L75,<L76,<L77,<L78,<L79,<L80,<L81,<L82,<L83,<L84,<L85,<L86,<L87,<L88,<L89,<L90,<L91,<L92,<L93,<L94,<L95,<L96,<L97,<L98,<L99,<L100,<L101,<L102,<L103,<L104,<L105,<L106,<L107,<L108,<L109,<L110,<L111,<L112,<L113,<L114,<L115
dta <LEND
OffensiveTextTableH
dta >L0,>L1,>L2,>L3,>L4,>L5,>L6,>L7,>L8,>L9,>L10,>L11,>L12,>L13,>L14,>L15,>L16,>L17,>L18,>L19,>L20,>L21,>L22,>L23,>L24,>L25,>L26,>L27,>L28,>L29,>L30,>L31,>L32,>L33,>L34,>L35,>L36,>L37,>L38,>L39,>L40,>L41,>L42,>L43,>L44,>L45,>L46,>L47,>L48,>L49,>L50,>L51,>L52,>L53
dta >L54,>L55,>L56,>L57,>L58,>L59,>L60,>L61,>L62,>L63,>L64,>L65,>L66,>L67,>L68,>L69,>L70,>L71,>L72,>L73,>L74,>L75,>L76,>L77,>L78,>L79,>L80,>L81,>L82,>L83,>L84,>L85,>L86,>L87,>L88,>L89,>L90,>L91,>L92,>L93,>L94,>L95,>L96,>L97,>L98,>L99,>L100,>L101,>L102,>L103,>L104,>L105,>L106,>L107,>L108,>L109,>L110,>L111,>L112,>L113,>L114,>L115
dta >LEND
NumberOfOffensiveTexts=54 NumberOfOffensiveTexts=54
NumberOfDeffensiveTexts=62 NumberOfDeffensiveTexts=62
.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
Binary file not shown.
+121 -122
View File
@@ -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
@@ -260,7 +253,6 @@ WeaponPriceH ; weapons prices (tables with prices of weapons)
.by >price_Baby_Digger .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 +260,7 @@ 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_Punch
.by >price_Buy_me .by >price_Buy_me
.by >price_Laser .by >price_Laser
.by >price_White_Flag .by >price_White_Flag
@@ -309,7 +302,6 @@ WeaponPriceL
.by <price_Baby_Digger .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 +309,7 @@ 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_Punch
.by <price_Buy_me .by <price_Buy_me
.by <price_Laser .by <price_Laser
.by <price_White_Flag .by <price_White_Flag
@@ -365,14 +358,14 @@ WeaponUnits
.by 10 ;Baby_Digger ;_19 .by 10 ;Baby_Digger ;_19
.by 5 ;Digger ;_20 .by 5 ;Digger ;_20
.by 2 ;Heavy_Digger ;_21 .by 2 ;Heavy_Digger ;_21
.by 10 ;Baby_Sandhog ;_22 .by 5 ;Sandhog ;_22
.by 5 ;Sandhog ;_23 .by 2 ;Heavy_Sandhog ;_23
.by 2 ;Heavy_Sandhog ;_24 .by 5 ;Dirt_Clod ;_24
.by 5 ;Dirt_Clod ;_25 .by 3 ;Dirt_Ball ;_25
.by 3 ;Dirt_Ball ;_26 .by 1 ;Ton_of_Dirt ;_26
.by 1 ;Ton_of_Dirt ;_27 .by 4 ;Liquid_Dirt ;_27
.by 4 ;Liquid_Dirt ;_28 .by 2 ;Dirt_Charge ;_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
@@ -401,10 +394,10 @@ PurchaseMeTable ;weapons good to be purchased by the robot
; "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 ","Baby Digger "
; "Digger ","Heavy Digger ","Baby Sandhog ","Sandhog " ; "Digger ","Heavy Digger ","Sandhog ","Heavy Sandhog "
.by %00000000 .by %00000000
; "Heavy Sandhog ","Dirt Clod ","Dirt Ball ","Ton of Dirt " ; "Dirt Clod ","Dirt Ball ","Ton of Dirt ","Liquid Dirt "
; "Liquid Dirt ","Dirt Charge ","Buy me! ","Laser " ; "Dirt Charge ","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 "
@@ -422,10 +415,10 @@ PurchaseMeTable2 ;weapons good to be purchased by the robot (Cyborg)
; "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 ","Baby Digger "
; "Digger ","Heavy Digger ","Baby Sandhog ","Sandhog " ; "Digger ","Heavy Digger ","Sandhog ","Heavy Sandhog "
.by %00000000 .by %00000000
; "Heavy Sandhog ","Dirt Clod ","Dirt Ball ","Ton of Dirt " ; "Dirt Clod ","Dirt Ball ","Ton of Dirt ","Liquid Dirt "
; "Liquid Dirt ","Dirt Charge ","Buy me! ","Laser " ; "Dirt Charge ","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 "
@@ -459,14 +452,14 @@ WeaponSymbols
.by $53 ;ind_Baby_Digger ;_19 .by $53 ;ind_Baby_Digger ;_19
.by $54 ;ind_Digger ;_20 .by $54 ;ind_Digger ;_20
.by $55 ;ind_Heavy_Digger ;_21 .by $55 ;ind_Heavy_Digger ;_21
.by $56 ;ind_Baby_Sandhog ;_22 .by $57 ;ind_Sandhog ;_22
.by $57 ;ind_Sandhog ;_23 .by $58 ;ind_Heavy_Sandhog ;_23
.by $58 ;ind_Heavy_Sandhog ;_24 .by $59 ;ind_Dirt_Clod ;_24
.by $59 ;ind_Dirt_Clod ;_25 .by $5a ;ind_Dirt_Ball ;_25
.by $5a ;ind_Dirt_Ball ;_26 .by $5b ;ind_Ton_of_Dirt ;_26
.by $5b ;ind_Ton_of_Dirt ;_27 .by $60 ;ind_Liquid_Dirt ;_27
.by $60 ;ind_Liquid_Dirt ;_28 .by $7b ;ind_Dirt_Charge ;_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"Baby Digger"^ ; 19
dta d"Digger " ; 20 dta d"Digger"^ ; 20
dta d"Heavy Digger " ; 21 dta d"Heavy Digger"^ ; 21
dta d"Baby Sandhog " ; 22 dta d"Sandhog"^ ; 22
dta d"Sandhog " ; 23 dta d"Heavy Sandhog"^ ; 23
dta d"Heavy Sandhog " ; 24 dta d"Dirt Clod"^ ; 24
dta d"Dirt Clod " ; 25 dta d"Dirt Ball"^ ; 25
dta d"Dirt Ball " ; 26 dta d"Ton of Dirt"^ ; 26
dta d"Ton of Dirt " ; 27 dta d"Liquid Dirt"^ ; 27
dta d"Liquid Dirt " ; 28 dta d"Dirt Charge"^ ; 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
@@ -566,7 +559,6 @@ weaponsOfDeath ; weapons used in tank death animations
dta ind_Baby_Digger dta ind_Baby_Digger
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
@@ -619,61 +611,68 @@ 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"2000-2023"^
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
+47 -38
View File
@@ -1,44 +1,53 @@
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm ; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
screenheight = 200 screenheight = 200
screenBytes = 40 screenBytes = 40
screenwidth = screenBytes*8 ; Max screenwidth = 512!!! screenwidth = screenBytes*8 ; Max screenwidth = 512!!!
TankWidth = 8 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
StandardBarrel = 6 ; standard tank barrel length StandardBarrel = 6 ; standard tank barrel length
LongBarrel = 20 ; long barrel length LongBarrel = 20 ; long barrel length
TextBackgroundColor = $02 ; REAL constans - use: LDA #TextBackgroundColor 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
;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
char_clear_flame = $1c char_clear_flame = $1c
char_digger = $04 char_digger = $04
char_sandhog = $0c char_sandhog = $0c
char_sandhog_offset = char_sandhog - char_digger char_sandhog_offset = char_sandhog - char_digger
char_tank1 = $20 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
@@ -63,14 +72,14 @@ price_Heavy_Riot_Bomb = 272 ;_18
price_Baby_Digger = 136 ;_19 price_Baby_Digger = 136 ;_19
price_Digger = 176 ;_20 price_Digger = 176 ;_20
price_Heavy_Digger = 207 ;_21 price_Heavy_Digger = 207 ;_21
price_Baby_Sandhog = 158 ;_22 price_Sandhog = 191 ;_22
price_Sandhog = 191 ;_23 price_Heavy_Sandhog = 223 ;_23
price_Heavy_Sandhog = 223 ;_24 price_Dirt_Clod = 104 ;_24
price_Dirt_Clod = 104 ;_25 price_Dirt_Ball = 130 ;_25
price_Dirt_Ball = 130 ;_26 price_Ton_of_Dirt = 171 ;_26
price_Ton_of_Dirt = 171 ;_27 price_Liquid_Dirt = 330 ;_27
price_Liquid_Dirt = 330 ;_28 price_Dirt_Charge = 343 ;_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
@@ -113,14 +122,14 @@ ind_Heavy_Riot_Bomb = 18
ind_Baby_Digger = 19 ind_Baby_Digger = 19
ind_Digger = 20 ind_Digger = 20
ind_Heavy_Digger = 21 ind_Heavy_Digger = 21
ind_Baby_Sandhog = 22 ind_Sandhog = 22
ind_Sandhog = 23 ind_Heavy_Sandhog = 23
ind_Heavy_Sandhog = 24 ind_Dirt_Clod = 24
ind_Dirt_Clod = 25 ind_Dirt_Ball = 25
ind_Dirt_Ball = 26 ind_Ton_of_Dirt = 26
ind_Ton_of_Dirt = 27 ind_Liquid_Dirt = 27
ind_Liquid_Dirt = 28 ind_Dirt_Charge = 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 +152,8 @@ 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)
@@ -180,9 +189,9 @@ sfx_liquid_dirt = $1b ;2
sfx_battery = $1c ;3 sfx_battery = $1c ;3
sfx_white_flag = $1d ;4 sfx_white_flag = $1d ;4
sfx_long_barrel = $1e sfx_long_barrel = $1e
sfx_tank_move = $1f sfx_tank_move = $1f
sfx_auto_defense= $2b sfx_auto_defense= $2b
sfx_lazy_boys = $2c sfx_lazy_boys = $2c
;-------------------------------- ;--------------------------------
; RMT songs (lines) ; RMT songs (lines)
;-------------------------------- ;--------------------------------
@@ -191,5 +200,5 @@ 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 = $1d
+92 -52
View File
@@ -15,8 +15,12 @@ START
jsr SetVariablesFromOptions jsr SetVariablesFromOptions
jsr MakeDarkScreen jsr MakeDarkScreen
bit escFlag bit escFlag
bmi START bpl @+
lda CONSOL
and #%00000001 ; START KEY
bne START
jmp StartAfterSplash ; reset all game option if Start key pressed (and Esc)
@
jsr EnterPlayerNames jsr EnterPlayerNames
jsr MakeDarkScreen jsr MakeDarkScreen
bit escFlag bit escFlag
@@ -42,6 +46,7 @@ MainGameLoop
jsr RoundInit jsr RoundInit
jsr MainRoundLoop jsr MainRoundLoop
mva #$ff MeteorsFlag
bit escFlag bit escFlag
jvs GoGameOver jvs GoGameOver
bmi START bmi START
@@ -52,7 +57,7 @@ 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
@@ -186,7 +191,7 @@ 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 +216,7 @@ 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 +233,15 @@ 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 +257,16 @@ 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 +365,15 @@ 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
@@ -361,8 +381,8 @@ 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 lda kbcode
@@ -377,7 +397,7 @@ 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 +406,10 @@ 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 +446,36 @@ 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 +499,9 @@ 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 #$00 plot4x4color ; jsr DisplayOffensiveTextNr
jsr DisplayOffensiveTextNr
NextPlayerShoots NextPlayerShoots
;before it shoots, the eXistenZ table must be updated ;before it shoots, the eXistenZ table must be updated
@@ -567,8 +601,8 @@ TextAfterBFG
sta TextNumberOff sta TextNumberOff
inc CurrentResult ; ... but increase result of winner (BFG) inc CurrentResult ; ... but increase result of winner (BFG)
ldy TankTempY ldy TankTempY
mva #$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 +613,6 @@ 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 +632,7 @@ 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 +680,14 @@ 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 +698,7 @@ 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 +712,16 @@ 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
@@ -736,8 +762,7 @@ NotNegativeShieldEnergy
:4 aslw Wind :4 aslw Wind
; decide the direction ; decide the direction
lda random lda random
and #$01 bmi @+
beq @+
sec ; Wind = -Wind sec ; Wind = -Wind
.rept 4 .rept 4
lda #$00 lda #$00
@@ -807,14 +832,15 @@ 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 +880,7 @@ 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
@@ -1029,7 +1055,10 @@ 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 mva #0 Erase
lda NewAngle lda NewAngle
@@ -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
+246 -233
View File
@@ -32,24 +32,20 @@
; will be needed, because everything is calculated relatively ; will be needed, because everything is calculated relatively
mwa #$ffff LineLength mwa #$ffff LineLength
mwa xdraw xtempDRAW mwa xdraw xtempDRAW
mwa ydraw ytempDRAW
; It's a little crazy, but we don't have to check later to see if Y is out of screen
mva ydraw ytempDRAW
mva ydraw+1 ytempDRAW+1
bmi DrawOutOfTheScreen
; if line goes our of the screen we are not drawing it, but... ; if line goes our of the screen we are not drawing it, but...
cpw xdraw #screenwidth cpw xdraw #screenwidth
bcs DrawOutOfTheScreen bcs DrawOutOfTheScreen
cpw xbyte #screenwidth cpw xbyte #screenwidth
bcs DrawOutOfTheScreen bcs DrawOutOfTheScreen
;cpw ydraw #screenheight
;bcs DrawOutOfTheScreen
;cpw ybyte #screenheight
;bcc DrawOnTheScreen
lda ydraw+1
bmi DrawOutOfTheScreen
lda ybyte+1 lda ybyte+1
bpl DrawOnTheScreen bpl DrawOnTheScreen
DrawOutOfTheScreen DrawOutOfTheScreen
;jsr DrawJumpPad
rts rts
DrawOnTheScreen DrawOnTheScreen
; constant parameters ; constant parameters
@@ -60,20 +56,24 @@ DrawOnTheScreen
sta YI sta YI
sta YI+1 sta YI+1
sta HowToDraw ; reset flags
sta DrawDirFactor ; reset flags
; setting the direction controll bits ; setting the direction controll bits
cpw ydraw ybyte cpw ydraw ybyte
bcc LineDown bcc LineDown
; here one line up ; here one line up
; we are setting bit 0
mva #1 HowToDraw ;here we can because it's first operation
; we are subctracting Yend from Ybegin (reverse order) ; we are subctracting Yend from Ybegin (reverse order)
; DY=YI-YK ; DY=YI-YK
sbw ydraw ybyte DY sbw ydraw ybyte DY
jmp CheckDirectionX ; we are setting bit 7
lda #%10000000
sta HowToDraw ;here we can because it's first operation
bne CheckDirectionX ; JMP
LineDown LineDown
; one line down here ; one line down here
; we are setting bit 0 ; we are clearing bit 7 (it's cleared :) )
mva #0 HowToDraw ;here we can because it's first operation ; mva #0 HowToDraw ;here we can because it's first operation
; substract Ybegin from Yend (normal order) ; substract Ybegin from Yend (normal order)
; DY=YK-YI ; DY=YK-YI
sbw ybyte ydraw DY sbw ybyte ydraw DY
@@ -81,22 +81,21 @@ CheckDirectionX
cpw xdraw xbyte cpw xdraw xbyte
bcc LineRight bcc LineRight
; here goes line to the left ; here goes line to the left
; we set bit 1
lda HowToDraw
ora #$02
sta HowToDraw
; substract Xend from Xbegin (reverse) ; substract Xend from Xbegin (reverse)
; DX=XI-XK ; DX=XI-XK
sbw xdraw xbyte DX sbw xdraw xbyte DX
jmp CheckDirectionFactor ; we set bit 6
lda HowToDraw
ora #%01000000
sta HowToDraw
bne CheckDirectionFactor ; JMP
LineRight LineRight
; here goes one line to the right ; here goes one line to the right
; we clear bit 0 ; we clear bit 6
; we can do nothing because the bit is cleared! ; we can do nothing because the bit is cleared!
;lda HowToDraw ;lda HowToDraw
;and #$FD ;and #%10111111
;sta HowToDraw ;sta HowToDraw
; substracting Xbegin from Xend (normal way) ; substracting Xbegin from Xend (normal way)
@@ -111,31 +110,33 @@ CheckDirectionFactor
; we already have DX in A ; we already have DX in A
cpw DX DY cpw DX DY
bcc SwapXY bcs NoSwapXY
; 'a' factor is fire, so we copy parameters
; XK=DX
mwa DX XK
; and clearing bit 2
; and bit 2 clear
; (is not needed because already cleared)
;lda HowToDraw
;and #$FB
;sta HowToDraw
jmp LineParametersReady
SwapXY SwapXY
; not this half of a quarter! - parameters must be swapped ; not this half of a quarter! - parameters must be swapped
; XK=DY ; XK=DY
; DY=DX ; DY=DX
; DX=XK - because DY is there so DY and DX are swapped ; DX=XK - because DY is there so DY and DX are swapped
; YK ... not used ; YK ... not used
mwa DY XK mvy DY XK
mvx DY+1 XK+1
; now we have XK in Y and X for optimization
mwa DX DY mwa DX DY
mwa XK DX ; DX=XK optimized (4 bytes saved!)
sty DX
stx DX+1
; and let's set bit 2 ; and let's set bit 7 of DrawDirFactor
lda HowToDraw dec DrawDirFactor
ora #$04 ; bmi LineParametersReady ; JMP - but we don't need JMP :)
sta HowToDraw NoSwapXY
; 'a' factor is fire, so we copy parameters
; XK=DX
mwa DX XK
; and clearing bit 7 of DrawDirFactor
; and bit 7 clear
; (is not needed because already cleared)
;lda #0
;sta DrawDirFactor
LineParametersReady LineParametersReady
; let's check if length is not zero ; let's check if length is not zero
lda DX lda DX
@@ -191,9 +192,8 @@ drplot ; Our plot that checks how to calculate pixels.
; and YI to temp) ; and YI to temp)
lda HowToDraw bit DrawDirFactor
and #$04 bmi SwappedXY
bne SwappedXY
mwa XI temp mwa XI temp
mwa YI temp2 mwa YI temp2
jmp CheckPlotY jmp CheckPlotY
@@ -201,9 +201,8 @@ SwappedXY
mwa XI temp2 mwa XI temp2
mwa YI temp mwa YI temp
CheckPlotY CheckPlotY
lda HowToDraw bit HowToDraw
and #01 bmi LineGoesUp
bne LineGoesUp
; here we know that line goes down and we are not changing Y ; here we know that line goes down and we are not changing Y
adw temp2 ytempDRAW ydraw ; YI adw temp2 ytempDRAW ydraw ; YI
jmp CheckPlotX jmp CheckPlotX
@@ -211,9 +210,8 @@ LineGoesUp
; line goes up here - we are reversing Y ; line goes up here - we are reversing Y
sbw ytempDRAW temp2 ydraw ; YI sbw ytempDRAW temp2 ydraw ; YI
CheckPlotX CheckPlotX
lda HowToDraw bit HowToDraw
and #02 bvs LineGoesLeft
bne LineGoesLeft
; here we know that line goes right and we are not changing X ; here we know that line goes right and we are not changing X
adw temp xtempDRAW xdraw ; XI adw temp xtempDRAW xdraw ; XI
jmp PutPixelinDraw jmp PutPixelinDraw
@@ -228,7 +226,7 @@ PutPixelinDraw
inw LineLength inw LineLength
bit Vdebug bit Vdebug
bmi MeasureVisualisation bmi MeasureVisualisation
jmp ContinueDraw ; was `bne` - not good, because LineLength starts from $ffff bpl ContinueDraw ; jmp
@ @
bvc @+ bvc @+
DrawCheck DrawCheck
@@ -325,57 +323,24 @@ EndOfDraw
asl FY asl FY
mva FY FS mva FY FS
asl FY asl FY
clc ; A = FS and C = 0
lda FS ;clc
;lda FS
adc #3 adc #3
sta FS sta FS
circleloop circleloop
lda FX lda FX
cmp FY cmp FY
bcs endcircleloop bcc not_endcircleloop
jsr splot8
inc XC
clc
lda FX
adc #8
sta FX
lda FS
beq else01
bmi else01
sec
sbc FX
sbc #4
sta FS
jmp endif01
else01
dec YC
sec
lda FY
sbc #8
sta FY
lda FS
sec
sbc FX
sbc #4
clc
adc FY
sta FS
endif01
jmp circleloop
endcircleloop endcircleloop
jsr splot8
mwa xcircle xdraw mwa xcircle xdraw
mwa ycircle ydraw mwa ycircle ydraw
rts rts
.endp not_endcircleloop
; jsr splot8
;---- ;----
.proc splot8 ; splot8
; plot xcircle+XC,ycircle+YC ; plot xcircle+XC,ycircle+YC
; plot xcircle+XC,ycircle-YC ; plot xcircle+XC,ycircle-YC
; plot xcircle-XC,ycircle-YC ; plot xcircle-XC,ycircle-YC
@@ -386,7 +351,7 @@ endcircleloop
; plot xcircle-YC,ycircle-XC ; plot xcircle-YC,ycircle-XC
; plot xcircle-YC,ycircle+XC ; plot xcircle-YC,ycircle+XC
clc ;clc - allways after BCC
lda xcircle lda xcircle
adc XC adc XC
sta xdraw sta xdraw
@@ -469,10 +434,40 @@ endcircleloop
lda tempcir+1 lda tempcir+1
sta ydraw+1 sta ydraw+1
jsr plot jsr plot
;-----
RTS inc XC
clc
lda FX
adc #8
sta FX
lda FS
beq else01
bmi else01
sec
sbc FX
sbc #4
sta FS
jmp endif01
else01
dec YC
sec
lda FY
sbc #8
sta FY
lda FS
sec
sbc FX
sbc #4
clc
adc FY
sta FS
endif01
jmp circleloop
.endp .endp
;-------------------------------*------------------ ;-------------------------------*------------------
.proc placetanks .proc placetanks
;-------------------------------------------------- ;--------------------------------------------------
@@ -548,7 +543,7 @@ NotHigherByte02
; x correction for P/M ; x correction for P/M
; -- ; --
.IF XCORRECTION_FOR_PM = 1 .IF XCORRECTION_FOR_PM = 1
and #$fe and #$fe
.ENDIF .ENDIF
; -- ; --
sta xtankstableL,x sta xtankstableL,x
@@ -591,7 +586,7 @@ UnequalTanks
jsr PMoutofScreen jsr PMoutofScreen
mva #1 Erase ; erase tanks flag mva #1 Erase ; erase tanks flag
.endp .endp
;-- ;-------------------------------------------------
.proc drawtanks .proc drawtanks
;------------------------------------------------- ;-------------------------------------------------
lda TankNr lda TankNr
@@ -646,21 +641,18 @@ No6thTankHide
jmp DoNotDrawTankNr jmp DoNotDrawTankNr
SkipHidingPM SkipHidingPM
lda TankShape,x ldy TankShape,x
tax lda TankShapesTable,y
ldy TankShapesTable,x tay
ldx TankNr
lda AngleTable,x lda AngleTable,x
cmp #91 ; left or right tank shape cmp #91 ; left or right tank shape
bcs LeftTank bcs LeftTank
:2 iny ; right tank :2 iny ; right tank
LeftTank LeftTank
sty CharCode sty CharCode
DrawTankNrX
ldx tanknr
jsr SetupXYdraw jsr SetupXYdraw
jsr TypeChar jsr TypeChar.Fast
lda Erase lda Erase
jne noTankNoPM jne noTankNoPM
; now P/M graphics on the screen (only for 5 tanks) ; now P/M graphics on the screen (only for 5 tanks)
@@ -711,12 +703,12 @@ NoMissile
ClearPM ClearPM
cpy temp cpy temp
bne ZeroesToGo bne ZeroesToGo
@ lda (xbyte),y @ lda (xbyte),y
and #%11110000 and #%11110000
ora #%00001111 ; (2 bits set) we set on two pixels in three lines ora #%00001111 ; (2 bits set) we set on two pixels in three lines
sta (xbyte),y sta (xbyte),y
dey dey
dex dex
bne @- bne @-
ZeroesToGo ZeroesToGo
lda (xbyte),y lda (xbyte),y
@@ -731,12 +723,12 @@ PMForTank6
ClearPM6 ClearPM6
cpy temp cpy temp
bne ZeroesToGo6 bne ZeroesToGo6
@ lda (xbyte),y @ lda (xbyte),y
and #%00001111 and #%00001111
ora #%11110000 ; (2 bits set) we set on two pixels in three lines ora #%11110000 ; (2 bits set) we set on two pixels in three lines
sta (xbyte),y sta (xbyte),y
dey dey
dex dex
bne @- bne @-
ZeroesToGo6 ZeroesToGo6
lda (xbyte),y lda (xbyte),y
@@ -749,9 +741,8 @@ NoPlayerMissile
noTankNoPM noTankNoPM
ldy #$01 ldy #$01
lda Erase lda Erase
beq @+ seq:dey
dey sty color
@ sty color
; draw defensive weapons like shield ( tank number in X ) ; draw defensive weapons like shield ( tank number in X )
; in xdraw, ydraw we have coordinates left LOWER corner of Tank char ; in xdraw, ydraw we have coordinates left LOWER corner of Tank char
ldx TankNr ldx TankNr
@@ -771,7 +762,7 @@ noTankNoPM
bne NoShieldDraw bne NoShieldDraw
DrawTankSh DrawTankSh
jsr DrawTankShield jsr DrawTankShield
jmp NoShieldDraw beq NoShieldDraw ; JMP
DrawTankShieldWihHorns DrawTankShieldWihHorns
jsr DrawTankShield jsr DrawTankShield
jsr DrawTankShieldHorns jsr DrawTankShieldHorns
@@ -779,7 +770,7 @@ DrawTankShieldWihHorns
DrawTankShieldBold DrawTankShieldBold
jsr DrawTankShield jsr DrawTankShield
jsr DrawTankShieldBoldLine jsr DrawTankShieldBoldLine
jmp NoShieldDraw beq NoShieldDraw ; JMP
DrawTankFlag DrawTankFlag
lda #char_flag ; flag symbol lda #char_flag ; flag symbol
sta CharCode sta CharCode
@@ -787,14 +778,13 @@ DrawTankFlag
sec sec
sbc #8 sbc #8
sta ydraw sta ydraw
jsr TypeChar jsr TypeChar.Fast
NoShieldDraw NoShieldDraw
BarrelChange BarrelChange
ldy #$01 ldy #$01
lda Erase lda Erase
beq @+ seq:dey
dey sty color
@ sty color
jsr DrawBarrel jsr DrawBarrel
ldx TankNr ldx TankNr
DoNotDrawTankNr DoNotDrawTankNr
@@ -874,7 +864,7 @@ tankflash_loop
inw ydraw inw ydraw
dec temp dec temp
bne @- bne @-
rts rts ; Z allways set
.endp .endp
;-------------------------------------------------- ;--------------------------------------------------
.proc DrawTankShieldHorns .proc DrawTankShieldHorns
@@ -885,15 +875,15 @@ tankflash_loop
.nowarn dew xdraw ; 1 pixel left .nowarn dew xdraw ; 1 pixel left
sbw ydraw #$0a ; 10 pixels up sbw ydraw #$0a ; 10 pixels up
jsr plot jsr plot
.nowarn dew ydraw .nowarn dew ydraw
inw xdraw inw xdraw
jsr plot jsr plot
sbw xdraw #$0d ; 13 pixels left sbw xdraw #$0d ; 13 pixels left
jsr plot jsr plot
inw xdraw inw xdraw
inw ydraw inw ydraw
jsr plot jmp plot ; jsr:rts
rts ; rts
.endp .endp
;-------------------------------------------------- ;--------------------------------------------------
.proc DrawTankShieldBoldLine .proc DrawTankShieldBoldLine
@@ -901,22 +891,22 @@ tankflash_loop
; this proc draws bold top on shield. ; this proc draws bold top on shield.
; Symbol of ablative shield ? :) ; Symbol of ablative shield ? :)
;-------------------------------------------------- ;--------------------------------------------------
sbw xdraw #$04 ; 5 pixels left sbw xdraw #$04 ; 5 pixels left
sbw ydraw #$0b ; 11 pixels up sbw ydraw #$0b ; 11 pixels up
; draw additional top horizontal line of shield ( _ ) ; draw additional top horizontal line of shield ( _ )
mva #6 temp mva #6 temp
@ @
jsr plot jsr plot
.nowarn dew xdraw .nowarn dew xdraw
dec temp dec temp
bne @- bne @-
rts rts ; Z allways set
.endp .endp
;-------------------------------------------------- ;--------------------------------------------------
.proc DrawTankParachute .proc DrawTankParachute
;Tank number in X ;Tank number in X
;-------------------------------------------------- ;--------------------------------------------------
lda #char_parachute ; parachute symbol lda #char_parachute ; parachute symbol
sta CharCode sta CharCode
lda Ytankstable,x lda Ytankstable,x
cmp #16 cmp #16
@@ -925,7 +915,7 @@ tankflash_loop
sbc #8 sbc #8
sta ydraw sta ydraw
jsr SetupXYdraw.X jsr SetupXYdraw.X
jsr TypeChar jsr TypeChar.Fast
ToHighToParachute ToHighToParachute
ldx TankNr ldx TankNr
rts rts
@@ -959,18 +949,18 @@ ToHighToParachute
dec temp dec temp
bne @- bne @-
sbw xdraw #2 ; 2 pixels left sbw xdraw #2 ; 2 pixels left
inw ydraw ; 1 pixel down inw ydraw ; 1 pixel down
; draw second horizontal line ; draw second horizontal line
mva #3 temp mva #3 temp
@ @
jsr plot jsr plot
.nowarn dew xdraw .nowarn dew xdraw
dec temp dec temp
bne @- bne @-
adw xdraw #2 ; 2 pixels right adw xdraw #2 ; 2 pixels right
inw ydraw ; 1 pixel down inw ydraw ; 1 pixel down
; and last pixel ; and last pixel
@@ -1001,14 +991,14 @@ ToHighToParachute
inw xdraw inw xdraw
; plot 6 random color pixels ; plot 6 random color pixels
mva #6 temp mva #6 temp
@ lda Erase @ lda Erase
eor #%00000001 eor #%00000001
and random and random
and #%00000001 and #%00000001
sta color sta color
jsr plot jsr plot
inw xdraw inw xdraw
dec temp dec temp
bne @- bne @-
; clear last pixel under tank ; clear last pixel under tank
mva #0 color mva #0 color
@@ -1052,11 +1042,11 @@ NoFallingSound
and #01 and #01
beq DoNotClearParachute beq DoNotClearParachute
; here we clear the parachute ; here we clear the parachute
; ldx TankNr ; ldx TankNr
jsr DrawTankParachute jsr DrawTankParachute
DoNotClearParachute DoNotClearParachute
mva #0 Erase mva #0 Erase
; ldx TankNr ; ldx TankNr
lda EndOfTheFallFlag ; We only get byte below the tank if still falling lda EndOfTheFallFlag ; We only get byte below the tank if still falling
bne NoGroundCheck bne NoGroundCheck
; coordinates of the first pixel under the tank ; coordinates of the first pixel under the tank
@@ -1068,8 +1058,8 @@ DoNotClearParachute
; time in our lives! Tada! It opens a new chapter!!! ; time in our lives! Tada! It opens a new chapter!!!
sta ydraw sta ydraw
; ;
; UnderTank1 ; byte under tank ; UnderTank1 ; byte under tank
; UnderTank2 ; byte under tank reversed (for simple check right direction) ; UnderTank2 ; byte under tank reversed (for simple check right direction)
lda #08 lda #08
sta temp ; Loop Counter sta temp ; Loop Counter
ByteBelowTank ByteBelowTank
@@ -1158,9 +1148,8 @@ NotRightEdge
lda XtankstableL,x lda XtankstableL,x
adc #1 adc #1
sta XtankstableL,x sta XtankstableL,x
lda XtankstableH,x scc
adc #0 inc XtankstableH,x
sta XtankstableH,x
mva #%10000000 PreviousFall ; set bit 7 - right mva #%10000000 PreviousFall ; set bit 7 - right
bne EndOfFCycle bne EndOfFCycle
FallingLeft FallingLeft
@@ -1179,9 +1168,8 @@ NotLeftEdge
lda XtankstableL,x lda XtankstableL,x
sbc #1 sbc #1
sta XtankstableL,x sta XtankstableL,x
lda XtankstableH,x scs
sbc #0 dec XtankstableH,x
sta XtankstableH,x
mva #%01000000 PreviousFall ; set bit 6 - left mva #%01000000 PreviousFall ; set bit 6 - left
bne EndOfFCycle bne EndOfFCycle
EndLeftFall EndLeftFall
@@ -1247,6 +1235,16 @@ NoParachuteWeapon
beq ThereWasNoParachute beq ThereWasNoParachute
jsr DrawTankParachute jsr DrawTankParachute
ThereWasNoParachute ThereWasNoParachute
lda BlackHole ; if Black Hole option is set ...
beq NotBlackHole
lda Ytankstable,x ; ... and tank has fallen to the bottom ...
cmp #screenheight-1
bcc NotBlackHole
lda #0 ; ... then the tank disappears.
sta eXistenZ,x
sta LastExistenZ,x
sta Energy,x
NotBlackHole
; ldx TankNr ; ldx TankNr
jsr PutTankNr ; redraw tank after erase parachute (exactly for redraw leaky schield :) ) jsr PutTankNr ; redraw tank after erase parachute (exactly for redraw leaky schield :) )
mva #sfx_silencer sfx_effect mva #sfx_silencer sfx_effect
@@ -1270,26 +1268,8 @@ ThereWasNoParachute
rts rts
.endp .endp
/*
;-------------------------------------------------- ;--------------------------------------------------
drawmountainspixel ; never used ? .proc SoilDown
;--------------------------------------------------
mwa #0 xdraw
mwa #mountaintable modify
drawmountainspixelloop
ldy #0
lda (modify),y
sta ydraw
sty ydraw+1
jsr plot
inw modify
inw xdraw
cpw xdraw #screenwidth
bne drawmountainspixelloop
rts
*/
;--------------------------------------------------
.proc SoilDown2
;-------------------------------------------------- ;--------------------------------------------------
; how it is supposed to work: ; how it is supposed to work:
@@ -1327,6 +1307,16 @@ NoClearTanks
sta color sta color
jsr plot jsr plot
.IF TARGET >= 800
lda FastSoilDown
bne GoFast
lda CONSOL
and #%00000001 ; START KEY
bne @+
GoFast
jmp SoilDownTurbo.NoClearTanks
@
.ENDIF
; First we look for highest pixels and fill with their coordinates ; First we look for highest pixels and fill with their coordinates
; both tables ; both tables
@@ -1369,6 +1359,13 @@ FoundPeek1
; main loop starts here ; main loop starts here
MainFallout2 MainFallout2
.IF TARGET >= 800
lda CONSOL
and #%00000001 ; START KEY
bne NoFastDown
jmp SoilDownTurbo.NoClearTanks
NoFastDown
.ENDIF
mwa RangeLeft xdraw mwa RangeLeft xdraw
adw RangeLeft #mountaintable temp adw RangeLeft #mountaintable temp
adw RangeLeft #mountaintable2 tempor2 adw RangeLeft #mountaintable2 tempor2
@@ -1401,14 +1398,12 @@ FalloutOfLine
ldy #0 ldy #0
lda (temp),y lda (temp),y
sta ydraw sta ydraw
lda (temp),y
clc clc
adc #1 adc #1
sta (temp),y sta (temp),y
sty color sty color
jsr plot.MakePlot jsr plot.MakePlot
mva #sfx_silencer sfx_effect mva #sfx_silencer sfx_effect
ThereIsPixelHere ThereIsPixelHere
ColumnIsReady ColumnIsReady
inw temp inw temp
@@ -1418,7 +1413,6 @@ ColumnIsReady
cpw xdraw RangeRight cpw xdraw RangeRight
bcc FalloutOfLine bcc FalloutOfLine
beq FalloutOfLine beq FalloutOfLine
jsr CheckExitKeys ; Check for O, Esc or Start+Option keys jsr CheckExitKeys ; Check for O, Esc or Start+Option keys
spl:rts ; exit if pressed 'Exit keys' spl:rts ; exit if pressed 'Exit keys'
@@ -1429,7 +1423,6 @@ ColumnIsReady
; now correct heights are in the mountaintable ; now correct heights are in the mountaintable
sta color ; Pozor! :) we know - now A=1 sta color ; Pozor! :) we know - now A=1
NothingToFall NothingToFall
mva #sfx_silencer sfx_effect
jmp DrawTanks jmp DrawTanks
; rts ; rts
.endp .endp
@@ -1441,11 +1434,11 @@ NothingToFall
; starting point ; starting point
getrandomY ;getting random Y coordinate getrandomY ;getting random Y coordinate
sec ; sec ; ???
lda random lda random
cmp #screenheight-(margin*4) ;it means that max line=199 cmp #screenheight-(margin*4) ;it means that max line=199
bcs getrandomY bcs getrandomY
clc ; clc ; C is clear
adc #(margin*2) adc #(margin*2)
sta ydraw sta ydraw
sta yfloat+1 sta yfloat+1
@@ -1504,9 +1497,15 @@ OnePart
beq ToBottom beq ToBottom
ToTop ;it means substracting ToTop ;it means substracting
;sbw yfloat delta
sbw yfloat delta sec
lda yfloat
sbc delta
sta yfloat
lda yfloat+1 lda yfloat+1
sbc delta+1
sta yfloat+1
;lda yfloat+1
cmp #margin cmp #margin
bcs @+ bcs @+
; if smaller than 10 ; if smaller than 10
@@ -1515,8 +1514,15 @@ ToTop ;it means substracting
jmp @+ jmp @+
ToBottom ToBottom
adw yfloat delta ;adw yfloat delta
clc
lda yfloat
adc delta
sta yfloat
lda yfloat+1 lda yfloat+1
adc delta+1
sta yfloat+1
;lda yfloat+1
cmp #screenheight-margin cmp #screenheight-margin
bcc @+ bcc @+
; if higher than screen ; if higher than screen
@@ -1539,9 +1545,10 @@ EndDrawing
rts rts
.endp .endp
/* /*
;-------------------------------------------------- ;--------------------------------------------------
.proc calculatemountains0 .proc calculatemountains
; Only for testing - makes ground flat (0 pixels) ; Only for testing - makes ground flat (0 pixels)
; and places tanks on it ; and places tanks on it
; remember to remove in final compilation :) ; remember to remove in final compilation :)
@@ -1555,6 +1562,13 @@ nextPointDrawing
inw xdraw inw xdraw
cpw xdraw #screenwidth cpw xdraw #screenwidth
bne nextPointDrawing bne nextPointDrawing
; 20 first points - max height!
mwa #mountaintable modify
ldy #20
lda #0
@ sta (modify),y
dey
bpl @-
ldx NumberOfPlayers ldx NumberOfPlayers
dex dex
SetYofNextTank SetYofNextTank
@@ -1574,14 +1588,14 @@ SetYofNextTank
ldy #0 ldy #0
ldx #screenheight-1 ldx #screenheight-1
nextPointChecking nextPointChecking
txa txa
cmp (modify),y cmp (modify),y
bcc NotHigher bcc NotHigher
lda (modify),y lda (modify),y
tax tax
NotHigher NotHigher
inw modify inw modify
cpw modify #(mountaintable+screenwidth) cpw modify #(mountaintable+screenwidth)
bne nextPointChecking bne nextPointChecking
txa txa
rts rts
@@ -1589,19 +1603,26 @@ NotHigher
;-------------------------------------------------------- ;--------------------------------------------------------
.proc DisplayOffensiveTextNr ; .proc DisplayOffensiveTextNr ;
ldx TextNumberOff ; all text start from `talk` and end with an inverse.
lda talk.OffensiveTextTableL,x ; we go through the `talk`, count number of inverses.
sta LineAddress4x4 ; if equal to TextNumberOff, it is our text, printit
lda talk.OffensiveTextTableH,x lda #0
sta LineAddress4x4+1 notZero
inx ; the next text sta plot4x4color
lda talk.OffensiveTextTableH,x tya
sta temp+1 tax ; save Y
lda talk.OffensiveTextTableL,x mwa #talk LineAddress4x4
sta temp ; opty possible jsr _calc_inverse_display
; substract address of the next text from previous to get text length
sbw temp LineAddress4x4 temp2 ; now find length of the text
mva temp2 fx @ iny
lda (LineAddress4x4),y
bpl @-
iny
sty fx
txa ; load Y
tay
;jsr Display4x4AboveTank ;jsr Display4x4AboveTank
;rts ;rts
@@ -1645,7 +1666,7 @@ NotHigher
bpl DOTNnotLessThanZero bpl DOTNnotLessThanZero
;less than zero, so should be zero ;less than zero, so should be zero
mwa #0 temp mwa #0 temp
beq DOTNnoOverflow beq DOTNnoOverflow ; jmp
DOTNnotLessThanZero DOTNnotLessThanZero
;so check if end larger than screenwidth ;so check if end larger than screenwidth
@@ -1727,21 +1748,20 @@ DOTOldLowestValue
.endp .endp
;-------------------------------------------------------- ;--------------------------------------------------------
.proc DisplayTankNameAbove ; .proc DisplayTankNameAbove ; TankNr in X
lda tankNr txa ; TankNr
:3 asl ; *8 :3 asl ; *8
clc clc
adc #<TanksNames adc #<TanksNames
sta temp ; TextAddress sta LineAddress4x4 ; TextAddress
lda #0 lda #0
adc #>Tanksnames adc #>Tanksnames
sta temp+1 ; TextAddress+1 sta LineAddress4x4+1 ; TextAddress+1
mwa temp LineAddress4x4
;find length of the tank's name ;find length of the tank's name
ldy #7 ldy #7
@ @
lda (temp),y lda (LineAddress4x4),y
bne end_found bne end_found
dey dey
bne @- bne @-
@@ -1778,7 +1798,6 @@ TypeLine4x4Loop
ldy LineCharNr ldy LineCharNr
lda (LineAddress4x4),y lda (LineAddress4x4),y
and #$3f ;always CAPITAL letters
sta CharCode4x4 sta CharCode4x4
mwa LineXdraw dx mwa LineXdraw dx
mva LineYdraw dy mva LineYdraw dy
@@ -1896,7 +1915,7 @@ quit_seppuku
lda ytankstable,x lda ytankstable,x
sta ydraw sta ydraw
mva #0 ydraw+1 mva #0 ydraw+1
X lda XtanksTableL,x X lda XtanksTableL,x
sta xdraw sta xdraw
lda XtanksTableH,x lda XtanksTableH,x
sta xdraw+1 sta xdraw+1
@@ -1926,7 +1945,7 @@ X lda XtanksTableL,x
sta yc ; current tank barrel length sta yc ; current tank barrel length
lda angleTable,x lda angleTable,x
sta Angle sta Angle
jmp DrawBarrelTech ; jmp DrawBarrelTech ; POZOR !
; rts ; rts
.endp .endp
@@ -1938,7 +1957,7 @@ X lda XtanksTableL,x
bcc angleUnder90 bcc angleUnder90
;over 90 ;over 90
sec ;sec - allways set
sbc #90 sbc #90
tax tax
; barrel start offset over 90deg ; barrel start offset over 90deg
@@ -2045,33 +2064,27 @@ ybarrel
;-------------------------------------------------- ;--------------------------------------------------
lda #$00 ; let all P/M disappear lda #$00 ; let all P/M disappear
ldy #7 ldy #7
@ sta hposp0,y @ sta hposp0,y
dey dey
bpl @- bpl @-
;:8 sta hposp0+# ; optimized... but Y! ;:8 sta hposp0+# ; optimized... but Y!
rts rts
.endp .endp
;-------------------------------------------------- ;--------------------------------------------------
.proc ColorsOfSprites .proc SetPMWidthAndColors
lda #%01010101
sta sizem ; all missiles, double width
ldy #3 ldy #3
@ lda TankColoursTable,y ; colours of sprites under tanks @ lda #$00
sta PCOLR0,y sta sizep0,y ; P0-P3 widths
dey lda TankColoursTable,y ; colours of sprites under tanks
sta PCOLR0,y
dey
bpl @- bpl @-
LDA TankColoursTable+4 LDA TankColoursTable+4
STA COLOR3 ; joined missiles (5th tank) STA COLOR3 ; joined missiles (5th tank)
rts rts
.endp .endp
;--------------------------------------------------
.proc SetPMWidth
lda #%01010101
sta sizem ; all missiles, double width
lda #$00
sta sizep0 ; P0-P3 widths
sta sizep0+1
sta sizep0+2
sta sizep0+3
rts
.endp
.endif .endif
+259 -208
View File
@@ -1,17 +1,24 @@
; @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
;WARNING! requires mads compiled on 2023-09-13 or later
;atari800 -5200 -cart ${outputFilePath} -cart-type 4
;atari800 -run ${outputFilePath}
;--------------------------------------------------- ;---------------------------------------------------
.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 CART_VERSION = 0
; if 1 - dual splash screen
.def METEORS = 1
; if 1 - meteors on game
.def XCORRECTION_FOR_PM = 0 .def XCORRECTION_FOR_PM = 0
; if 1 - active x position of tanks correction fo PMG ; if 1 - active x position of tanks correction fo PMG
.def FASTER_GRAF_PROCS = 1 .def FASTER_GRAF_PROCS = 1
@@ -19,11 +26,11 @@
; (direct writes to screen memory - atari only :) ) ; (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"1.43" ; number of this build (4 bytes)
.endm .endm
.macro RMTSong .macro RMTSong
@@ -34,120 +41,144 @@
;--------------------------------------------------- ;---------------------------------------------------
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
.zpvar DliColorBack .byte = FirstZpageVariable FirstZpageVariable = $50
.zpvar GradientNr .byte .zpvar DliColorBack .byte = FirstZpageVariable
.zpvar GradientColors .word .zpvar ClearSky .byte ; $ff - Crear sky during drawmountains, 0 - no clear sky
.zpvar WindChangeInRound .byte ; wind change after each turn (not round only) flag - (0 - round only, >0 - each turn) .zpvar PaddleState .byte ; old state 2nd button for 2 buttons joysticks
.zpvar JoystickNumber .byte .zpvar GradientNr .byte
.zpvar LazyFlag .byte ; 7 bit - run Lazy Darwin, 6 bit - run Lazy Boy or Darwin (!) after inventory, 0 - nothing .zpvar GradientColors .word
.zpvar SpyHardFlag .byte ; >$7f - run SpyHard after inventory .zpvar JoystickNumber .byte
.zpvar Vdebug .byte ; "visual debug" flag ($00 - off, $ff - on) .zpvar LazyFlag .byte ; 7 bit - run Lazy Darwin, 6 bit - run Lazy Boy or Darwin (!) after inventory
.zpvar xdraw .word ;= $64 ;variable X for plot ; 0 - nothing
.zpvar ydraw .word ;variable Y for plot (like in Atari Basic - Y=0 in upper right corner of the screen) .zpvar SpyHardFlag .byte ; >$7f - run SpyHard after inventory
.zpvar Vdebug .byte ; "visual debug" flag ($00 - off, $ff - on)
.zpvar xdraw .word ; = $64 ;variable X for plot
.zpvar ydraw .word ; variable Y for plot
; (like in Atari Basic - Y=0 in upper right corner of the screen)
.zpvar xbyte .word .zpvar 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
.zpvar di .word .zpvar di .word
.zpvar dp .word .zpvar dp .word
;---------------------------- ;----------------------------
.zpvar UnderTank1 .byte .zpvar UnderTank1 .byte
.zpvar UnderTank2 .byte .zpvar UnderTank2 .byte
;---------------------------- ;----------------------------
.zpvar TestFlightFlag .byte ; For AI test flights ($ff - test, $00 - standard shoot flight) .zpvar TestFlightFlag .byte ; For AI test flights ($ff - test, $00 - standard shoot flight)
.zpvar weaponPointer .word .zpvar weaponPointer .word
.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 .zpvar SkStatSimulator .byte
.zpvar SkStatSimulator .byte .zpvar FloatingAlt .byte ; floating tank altitude
.zpvar FloatingAlt .byte ; floating tank altitude .zpvar OverTankDir .byte ; (0 go right, $ff go left) direction of bypassing tanks on screen
.zpvar OverTankDir .byte ; (0 go right, $ff go left) direction of bypassing tanks on screen
; --------------OPTIMIZATION VARIABLES-------------- ; --------------OPTIMIZATION VARIABLES--------------
.zpvar Force .word .zpvar Force .word
.zpvar Force_ .byte ; Force is 3 bytes long .zpvar Force_ .byte ; Force is 3 bytes long
.zpvar Angle .byte .zpvar Angle .byte
.zpvar Parachute .byte ; are you insured with parachute? .zpvar Parachute .byte ; are you insured with parachute?
.zpvar color .byte .zpvar color .byte
.zpvar Erase .byte ; if 1 only mask of the character is printed .zpvar Erase .byte ; if 1 only mask of the character is printed
; on the graphics screen. if 0 character is printed normally ; on the graphics screen. if 0 character is printed normally
.zpvar radius .byte .zpvar radius .byte
.zpvar decimal .word .zpvar decimal .word
.zpvar NumberOfPlayers .byte ;current number of players (counted from 1) .zpvar NumberOfPlayers .byte ; current number of players (counted from 1)
.zpvar Counter .byte ;temporary Counter for outside loops .zpvar Counter .byte ; temporary Counter for outside loops
.zpvar ExplosionRadius .byte .zpvar ExplosionRadius .byte
.zpvar FunkyBombCounter .byte .zpvar FunkyBombCounter .byte
.zpvar ResultY .byte .zpvar ResultY .byte
.zpvar xcircle .word .zpvar xcircle .word
.zpvar ycircle .word .zpvar ycircle .word
.zpvar vy .word .zpvar vy .word
.zpvar vy_ .word ; 4 bytes .zpvar vy_ .word ; 4 bytes
.zpvar vx .word .zpvar vx .word
.zpvar vx_ .word ; 4 bytes .zpvar vx_ .word ; 4 bytes
.zpvar HitFlag .byte ;$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,
.zpvar PositionOnTheList .byte ; pointer position on the list being displayed ; $01-$06 tank index+1 when hit tank
.zpvar XHit .word .zpvar PositionOnTheList .byte ; pointer position on the list being displayed
.zpvar delta .word .zpvar FirstKeypressDelay .byte
.zpvar HowMuchToFall .byte .zpvar IsEndOfTheFallFlag .byte ;for small speedup ground falling
.zpvar magic .word .zpvar TankSequencePointer .byte
.zpvar xtraj .word .zpvar WindChangeInRound .byte ; wind change after each turn (not round only) flag
.zpvar xtraj_ .byte ; 3 bytes ; (0 - round only, >0 - each turn)
.zpvar ytraj .word .zpvar RandomMountains .byte ; mountains type change after each turn flag
.zpvar ytraj_ .byte ; 3 bytes ; (0 - round only, >0 - each turn)
.zpvar Wind .word .zpvar FastSoilDown .byte ; 0 - standard, >0 - fast
.zpvar Wind_ .word ; 4 bytes .zpvar BlackHole .byte ; 0 - no, >0 - yes
.zpvar RangeLeft .word .zpvar XHit .word
.zpvar RangeRight .word .zpvar delta .word
.zpvar NewAngle .byte .zpvar HowMuchToFall .byte
.zpvar escFlag .byte ; 7 bit - Exit game, 6 bit - Exit to GameOver (cleared - exit to Menu), 0 - nothing .zpvar magic .word ; worst var name in the whole business
.zpvar LineYdraw .byte .zpvar xtraj .word
.zpvar LineXdraw .word .zpvar xtraj_ .byte ; 3 bytes
.zpvar plot4x4color .byte ; $00 / $ff .zpvar ytraj .word
.zpvar Multiplier .word .zpvar ytraj_ .byte ; 3 bytes
.zpvar Multiplier_ .byte ; 3 bytes .zpvar Wind .word
.zpvar HowToDraw .byte .zpvar Wind_ .word ; 4 bytes
.zpvar gravity .byte .zpvar RangeLeft .word
.zpvar LineLength .word .zpvar RangeRight .word
.zpvar tracerflag .byte .zpvar NewAngle .byte
.zpvar isInventory .byte .zpvar escFlag .byte ; 7 bit - Exit game,
.zpvar DifficultyLevel .byte ; 6 bit - Exit to GameOver (cleared - exit to Menu), 0 - nothing
.zpvar goleft .byte .zpvar LineYdraw .byte
.zpvar OffsetDL1 .byte .zpvar LineXdraw .word
.zpvar L1 .byte .zpvar plot4x4color .byte ; $00 / $ff
HotNapalmFlag = FunkyBombCounter ; reuse variable! .zpvar Multiplier .word
;* RMT ZeroPage addresses in artwork/sfx/rmtplayr.a65 .zpvar Multiplier_ .byte ; 3 bytes
.zpvar HowToDraw .byte
.zpvar DrawDirFactor .byte
.zpvar gravity .byte
.zpvar LineLength .word
.zpvar tracerflag .byte
.zpvar isInventory .byte
.zpvar DifficultyLevel .byte
.zpvar goleft .byte
.zpvar OffsetDL1 .byte
.zpvar L1 .byte
HotNapalmFlag = FunkyBombCounter ; variable reuse!
displayposition = modify displayposition = modify
LineAddress4x4 = xcircle LineAddress4x4 = xcircle
;* RMT ZeroPage addresses in artwork/sfx/scorch_str9-NTSC.rmt
;----------------------------------------------- ;-----------------------------------------------
; libraries ; libraries
@@ -155,29 +186,16 @@ 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 icl 'artwork/splash_v2/splash.asm' ; new splash screen and musix
.IF CART_VERSION
icl 'artwork/splash_v1/splash.asm' ; old splash screen (plays music from new splash)
.ENDIF
; icl 'Atari/Manual/manual.asm' ; manuals display
.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 +207,20 @@ 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
_none = $0f _ret = $fd ; not used in 5200
_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
@@ -237,22 +255,21 @@ StatusBufferCopyEnd
icl 'Atari/display_static.asm' icl 'Atari/display_static.asm'
;----------------------------------------------
;-------------------------------------------------- ;--------------------------------------------------
; Game Code ; Game Code
;-------------------------------------------------- ;--------------------------------------------------
FirstSTART FirstSTART
.IF TARGET = 5200 .IF TARGET = 5200
; start in 5200 diagnostic mode ; start in 5200 diagnostic mode
; move original startup procedure to RAM ; move original startup procedure to RAM
Modified5200Splash = $2100 ; apparently there is some free space here Modified5200Splash = $2100 ; apparently there is some free space here
; check kernel version ; check kernel version
Atari5200KernelByte = $fff8 Atari5200KernelByte = $fff8
; $32 - 4 joy ; $32 - 4 joy
; $00 - 2 joy ; $00 - 2 joy
; $ff - Altirra kernel ; $ff - Altirra kernel
lda Atari5200KernelByte lda Atari5200KernelByte
beq rom2joy beq rom2joy
@@ -282,9 +299,9 @@ rom2joy
splash_year = splash_text + $1e splash_year = splash_text + $1e
splash_copyright = splash_text + $14 splash_copyright = splash_text + $14
ldy #19 ; 20 characters ldy #19 ; 20 characters
@ lda NewSplashText,y @ lda NewSplashText,y
sta splash_copyright,y sta splash_copyright,y
dey dey
bpl @- bpl @-
; splash screen delay. maybe add fire to speed up? ; splash screen delay. maybe add fire to speed up?
@@ -292,30 +309,35 @@ 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)
lda #0 lda #0
ldy #OneTimeZeroVariablesCount-1 ldy #OneTimeZeroVariablesCount-1
@ sta OneTimeZeroVariables,y @ sta OneTimeZeroVariables,y
dey dey
bpl @- bpl @-
; one time zero variables in RAM (zero page) ; one time zero variables in RAM (zero page)
ldy #FirstZpageVariable ldy #FirstZpageVariable
@ sta $0000,y @ sta $0000,y
iny iny
bne @- bne @-
; initialize variables in RAM (non zero page) ; initialize variables in RAM (non zero page)
ldy #initialvaluesCount-1 ldy #initialvaluesCount-1
@ lda initialvaluesStart,y @ lda initialvaluesStart,y
sta variablesToInitialize,y sta variablesToInitialize,y
dey dey
bpl @- bpl @-
; set gradient to the full LGBTIQQAAPP+ flag on start ; set gradient to the full LGBTIQQAAPP+ flag on start
mva #0 GradientNr ; #1 to set gradient number 2 :) (next one) .IF CART_VERSION = 1
mva #$ff GradientNr ; #1 to set gradient number 2 :) (next one) - 0 (B/W)
.ELSE
mva #0 GradientNr ; #1 to set gradient number 2 :) (next one) - 1 (polish rainbow)
.ENDIF
jsr SelectNextGradient.NotWind jsr SelectNextGradient.NotWind
; generate linetables ; generate linetables
@@ -323,10 +345,12 @@ 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+$1f ; stereo
.IF CART_VERSION = 0
sta COLDST ; Cold start after Reset key
.ENDIF
lda PAL lda PAL
and #%00001110 and #%00001110
bne NoRMT_PALchange bne NoRMT_PALchange
@@ -352,28 +376,39 @@ NoRMT_PALchange
; RMT INIT ; RMT INIT
lda #$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 #$04 CONSOL5200 ; Speaker off, Pots enabled, port #1 selected
mwa #kb_continue VKEYCNT ;Keyboard handler mwa #kb_continue VKEYCNT ; Keyboard handler
.ENDIF .ENDIF
VMAIN VBLinterrupt,7 ;jsr SetVBL VMAIN VBLinterrupt,7 ; jsr SetVBL
mva #2 chactl ; necessary for 5200 mva #2 chactl ; necessary for 5200
;-------------------------------------------------- ;--------------------------------------------------
; Main program of the game ; Main program of the game
icl 'game.asm' icl 'game.asm'
;-------------------------------------------------- ;--------------------------------------------------
.proc SetJoystickPort
sta JoystickNumber
.IF TARGET = 800 ; second joy button state update only on A800
jsr WaitOneFrame ; is necessary for update shadow registers (PADDL0) in VBI
jmp GetKey.Check2button ; update state second joy button
.ELSE
rts
.ENDIF
.endp
;-------------------------------------------------- ;--------------------------------------------------
.proc GetKey .proc GetKey
@@ -386,19 +421,19 @@ getKeyAfterWait
.IF TARGET = 800 .IF TARGET = 800
lda SKSTAT lda SKSTAT
cmp #$ff cmp #$ff
beq checkJoyGetKey ; key not pressed, check Joy beq checkJoyGetKey ; key not pressed, check Joy
cmp #$f7 ; SHIFT cmp #$f7 ; SHIFT
beq checkJoyGetKey beq checkJoyGetKey
.ELIF TARGET = 5200 .ELIF TARGET = 5200
lda SkStatSimulator lda SkStatSimulator
and #%11111110 and #%11111110
bne checkJoyGetKey ; key not pressed, check Joy bne checkJoyGetKey ; key not pressed, check Joy
.ENDIF .ENDIF
lda kbcode lda kbcode
cmp #@kbcode._none cmp #@kbcode._none
beq checkJoyGetKey beq checkJoyGetKey
and #$3f ;CTRL and SHIFT ellimination and #$3f ; CTRL and SHIFT ellimination
cmp #@kbcode._esc ; 28 ; ESC cmp #@kbcode._esc ; 28 ; ESC
bne getkeyend bne getkeyend
mvy #$80 escFlag mvy #$80 escFlag
bne getkeyend bne getkeyend
@@ -418,30 +453,42 @@ checkJoyGetKey
notpressedJoyGetKey notpressedJoyGetKey
;fire ;fire
lda STRIG0 lda STRIG0
beq JoyButton beq JoyButton
.IF TARGET = 800 ; Select and Option key only on A800 .IF TARGET = 800 ; Second joy button , Select and Option key only on A800
jsr Check2button
bcc SecondButton
bne checkSelectKey bne checkSelectKey
checkSelectKey checkSelectKey
lda CONSOL lda CONSOL
and #%00000010 ; Select and #%00000010 ; Select
beq SelectPressed beq SelectPressed
lda CONSOL lda CONSOL
and #%00000100 ; Option and #%00000100 ; Option
.ENDIF .ENDIF
bne getKeyAfterWait bne getKeyAfterWait
OptionPressed OptionPressed
lda #@kbcode._atari ; Option key lda #@kbcode._atari ; Option key
bne getkeyend bne getkeyend
SecondButton
SelectPressed SelectPressed
lda #@kbcode._tab ; Select key lda #@kbcode._tab ; Select key
bne getkeyend bne getkeyend
JoyButton JoyButton
lda #@kbcode._ret ;Return key lda #@kbcode._ret ; Return key
getkeyend getkeyend
ldy #0 ldy #0
sty ATRACT ; reset atract mode sty ATRACT ; reset atract mode
mvy #sfx_keyclick sfx_effect mvy #sfx_keyclick sfx_effect
rts rts
.IF TARGET = 800 ; Second joy button only on A800
Check2button
lda PADDL0
and #$c0
eor #$C0
cmp PaddleState
sta PaddleState
rts
.ENDIF
.endp .endp
;-------------------------------------------------- ;--------------------------------------------------
@@ -449,17 +496,20 @@ getkeyend
;-------------------------------------------------- ;--------------------------------------------------
jsr WaitForKeyRelease jsr WaitForKeyRelease
lda kbcode lda kbcode
and #$3f ;CTRL and SHIFT ellimination and #$3f ; CTRL and SHIFT ellimination
rts rts
.endp .endp
;-------------------------------------------------- ;--------------------------------------------------
.proc WaitForKeyRelease .proc WaitForKeyRelease
;-------------------------------------------------- ;--------------------------------------------------
mva #128-KeyRepeatSpeed pressTimer ; tricky lda #128-KeyRepeatSpeed ; tricky
sec
sbc FirstKeypressDelay ; tricky 2 :)
sta pressTimer
StillWait StillWait
bit pressTimer bit pressTimer
bmi KeyReleased bmi KeyAutoReleased
lda STICK0 lda STICK0
and #$0f and #$0f
cmp #$0f cmp #$0f
@@ -471,7 +521,7 @@ StillWait
cmp #$ff cmp #$ff
bne StillWait bne StillWait
lda CONSOL lda CONSOL
and #%00000110 ; Select and Option only and #%00000110 ; Select and Option only
cmp #%00000110 cmp #%00000110
bne StillWait bne StillWait
.ELIF TARGET = 5200 .ELIF TARGET = 5200
@@ -480,6 +530,10 @@ StillWait
beq StillWait beq StillWait
.ENDIF .ENDIF
KeyReleased KeyReleased
mva #FirstKeySpeed FirstKeypressDelay
rts
KeyAutoReleased ; autorepeat
mva #0 FirstKeypressDelay
rts rts
.endp .endp
;-------------------------------------------------- ;--------------------------------------------------
@@ -490,7 +544,7 @@ KeyReleased
and #%00000100 and #%00000100
beq @+ beq @+
lda #1 lda #1
@ and STRIG0 @ and STRIG0
rts rts
.endp .endp
;-------------------------------------------------- ;--------------------------------------------------
@@ -501,13 +555,12 @@ KeyReleased
;check demo mode ;check demo mode
ldx numberOfPlayers ldx numberOfPlayers
dex dex
checkForHuman ; if all in skillTable other than 0 then switch to DEMO MODE checkForHuman ; if all in skillTable other than 0 then switch to DEMO MODE
lda skillTable,x lda skillTable,x
beq peopleAreHere beq peopleAreHere
dex dex
bpl checkForHuman bpl checkForHuman
; no people, just wait a bit ; no people, just wait a bit
;pause 150
ldy #75 ldy #75
jmp PauseYFrames jmp PauseYFrames
; rts ; rts
@@ -518,15 +571,15 @@ peopleAreHere
;-------------------------------------------------- ;--------------------------------------------------
MakeDarkScreen MakeDarkScreen
;-------------------------------------------------- ;--------------------------------------------------
jsr PMoutofScreen ; hide P/M jsr PMoutofScreen ; hide P/M
mva #0 dmactls ; dark screen mva #0 dmactls ; dark screen
; and wait one frame :) ; and wait one frame :)
;-------------------------------------------------- ;--------------------------------------------------
.proc WaitOneFrame .proc WaitOneFrame
;-------------------------------------------------- ;--------------------------------------------------
lda CONSOL lda CONSOL
and #%00000001 ; START KEY and #%00000001 ; START KEY
seq:wait ; or waitRTC ? seq:wait ; or waitRTC ?
rts rts
.endp .endp
@@ -535,9 +588,9 @@ MakeDarkScreen
; Y - number of frames to wait (divided by 2) ; Y - number of frames to wait (divided by 2)
; pauses for maximally 510 frames (255 * 2) ; pauses for maximally 510 frames (255 * 2)
;-------------------------------------------------- ;--------------------------------------------------
@ jsr WaitOneFrame @ jsr WaitOneFrame
jsr WaitOneFrame jsr WaitOneFrame
dey dey
bne @- bne @-
rts rts
.endp .endp
@@ -553,28 +606,28 @@ MakeDarkScreen
; Select and Option ; Select and Option
lda CONSOL lda CONSOL
and #%00000101 ; Start + Option and #%00000101 ; Start + Option
beq QuitToGameover beq QuitToGameover
lda SKSTAT lda SKSTAT
cmp #$ff cmp #$ff
jeq nokeys jeq nokeys
cmp #$f7 ; SHIFT cmp #$f7 ; SHIFT
jeq nokeys jeq nokeys
lda kbcode lda kbcode
and #%10111111 ; SHIFT elimination and #%10111111 ; SHIFT elimination
cmp #@kbcode._O ; $08 ; O cmp #@kbcode._O ; $08 ; O
bne CheckEsc bne CheckEsc
jsr AreYouSure jsr AreYouSure
bit escFlag bit escFlag
bpl nokeys bpl nokeys
;---O pressed-quit game to game over screen--- ;---O pressed-quit game to game over screen---
QuitToGameover QuitToGameover
mva #$C0 escFlag ; bits 7 and 6 set mva #$C0 escFlag ; bits 7 and 6 set
rts rts
CheckEsc CheckEsc
cmp #@kbcode._esc ; 28 ; ESC cmp #@kbcode._esc ; 28 ; ESC
bne nokeys bne nokeys
DisplayAreYouSure DisplayAreYouSure
jsr AreYouSure jsr AreYouSure
@@ -587,15 +640,15 @@ nokeys
;-------------------------------------------------- ;--------------------------------------------------
.proc ShellDelay .proc ShellDelay
;-------------------------------------------------- ;--------------------------------------------------
lda CONSOL ldy flyDelay
and #%00000001 ; START KEY Y lda CONSOL
and #%00000001 ; START KEY
beq noShellDelay beq noShellDelay
ldx flyDelay
DelayLoop DelayLoop
lda VCOUNT lda VCOUNT
@ cmp VCOUNT @ cmp VCOUNT
beq @- beq @-
dex dey
bne DelayLoop bne DelayLoop
noShellDelay noShellDelay
rts rts
@@ -605,15 +658,15 @@ noShellDelay
.proc RmtSongSelect .proc RmtSongSelect
; starting song line 0-255 to A reg ; starting song line 0-255 to A reg
;-------------------------------------------------- ;--------------------------------------------------
cmp #song_ingame cmp #song_main_menu
bne noingame ; noMusic blocks only ingame song beq noingame ; noMusic blocks only ingame songs
bit noMusic bit noMusic
spl:lda #song_silencio spl:lda #song_silencio
noingame noingame
mvx #$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
@@ -657,7 +710,7 @@ noingame
icl 'artwork/talk.asm' icl 'artwork/talk.asm'
;---------------------------------------------- ;----------------------------------------------
TankFont TankFont
ins 'artwork/tanksv4.fnt',+0,384 ; 48 characters only ins 'artwork/tanksv4.fnt',+0,384 ; 48 characters only
;---------------------------------------------- ;----------------------------------------------
font4x4 font4x4
ins 'artwork/font4x4s.bmp',+62 ins 'artwork/font4x4s.bmp',+62
@@ -670,16 +723,15 @@ font4x4
lda TankNr lda TankNr
asl asl
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 #$27 bne NoCheat
bne NoCheat inx
inx dey
dey
bpl @- bpl @-
YesCheat YesCheat
ldx TankNr ldx TankNr
@@ -688,9 +740,9 @@ YesCheat
lda TanksWeaponsTableH,x lda TanksWeaponsTableH,x
sta temp+1 sta temp+1
lda #99 lda #99
@ iny @ iny
sta (temp),y sta (temp),y
cpy #(number_of_weapons - 1) cpy #(number_of_weapons - 1)
bne @- bne @-
NoCheat NoCheat
rts rts
@@ -704,14 +756,12 @@ CheatName
bne EndofBFGDLI bne EndofBFGDLI
lda dliColorsFore lda dliColorsFore
bit random bit random
bmi @+ smi:lda DliColorBack
lda DliColorBack sta COLPF2
@ sta COLPF2
lda dliColorsFore lda dliColorsFore
bit random bit random
bmi @+ smi:lda DliColorBack
lda DliColorBack sta COLPF1
@ sta COLPF1
EndofBFGDLI EndofBFGDLI
inc dliCounter inc dliCounter
pla pla
@@ -719,10 +769,10 @@ EndofBFGDLI
.endp .endp
; ------------------------ ; ------------------------
.proc BFGblink .proc BFGblink
SetDLI DLIinterruptBFG ; blinking on SetDLI DLIinterruptBFG ; blinking on
ldy #50 ldy #50
jsr PauseYFrames jsr PauseYFrames
SetDLI DLIinterruptGraph ; blinking off SetDLI DLIinterruptGraph ; blinking off
rts rts
.endp .endp
;-------------------------------------------------- ;--------------------------------------------------
@@ -733,25 +783,26 @@ EndofBFGDLI
.ECHO "Bytes left: ",$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
.IF * > ROM_SETTINGS-1 .IF * > ROM_SETTINGS-1
.ERROR 'Code and RMT song too long to fit in 5200' .ERROR 'Code and RMT song too long to fit in 5200'
.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
BIN
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+16 -5
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@@ -24,7 +24,7 @@
;--------------------------------------------------- ;---------------------------------------------------
.macro build .macro build
dta d"1.28" ; number of this build (4 bytes) dta d"1.43" ; number of this build (4 bytes)
.endm .endm
.macro RMTSong .macro RMTSong
@@ -35,11 +35,16 @@
icl 'definitions.asm' icl 'definitions.asm'
;--------------------------------------------------- ;---------------------------------------------------
FirstZpageVariable = $58 ; $57 FirstZpageVariable = $52 ; $57
.zpvar DliColorBack .byte = FirstZpageVariable .zpvar DliColorBack .byte = FirstZpageVariable
.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 +140,7 @@ 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
@@ -181,8 +187,9 @@ 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
LDA #<NMI ; LDA #<NMI ;
STA $0318 ; change NMI vector STA $0318 ; change NMI vector
@@ -235,6 +242,9 @@ FirstSTART
icl 'game.asm' icl 'game.asm'
;-------------------------------------------------- ;--------------------------------------------------
.proc SetJoystickPort
rts
.endp
;-------------------------------------------------- ;--------------------------------------------------
.proc GetKey .proc GetKey
@@ -331,7 +341,8 @@ MakeDarkScreen
.endp .endp
;-------------------------------------------------- ;--------------------------------------------------
.proc ShellDelay .proc ShellDelay
ldx flyDelay ldy flyDelay
Y
DelayLoop DelayLoop
lda $d012 lda $d012
@ cmp $d012 @ cmp $d012
@@ -339,7 +350,7 @@ DelayLoop
lda $d012 lda $d012
@ cmp $d012 @ cmp $d012
beq @- beq @-
dex dey
bne DelayLoop bne DelayLoop
noShellDelay noShellDelay
rts rts
BIN
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+14 -16
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@@ -100,10 +100,6 @@ 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
@@ -166,6 +162,8 @@ TankShape ; Tank shape number (from 0 to 2)
;---------------------------------------------------- ;----------------------------------------------------
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
;---------------------------------------------------- ;----------------------------------------------------
@@ -272,7 +270,6 @@ 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 +284,9 @@ 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 +375,6 @@ previousAngle
.DS MaxPlayers .DS MaxPlayers
previousEnergyL previousEnergyL
.DS MaxPlayers .DS MaxPlayers
previousLeftRange
.DS MaxPlayers
previousEnergyH previousEnergyH
.DS MaxPlayers .DS MaxPlayers
RandBoundaryLow RandBoundaryLow
@@ -409,15 +404,11 @@ 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 +445,13 @@ 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
;---------------------------------------------------- ;----------------------------------------------------
+283 -115
View File
@@ -15,10 +15,10 @@
.endp .endp
.proc ExplosionDirect .proc ExplosionDirect
asl asl
tax tay
lda ExplosionRoutines+1,x lda ExplosionRoutines+1,y
pha pha
lda ExplosionRoutines,x lda ExplosionRoutines,y
pha pha
rts rts
ExplosionRoutines ExplosionRoutines
@@ -28,12 +28,12 @@ ExplosionRoutines
.word nuke-1 ;Nuke ;_03 .word nuke-1 ;Nuke ;_03
.word leapfrog-1 ;LeapFrog ;_04 .word leapfrog-1 ;LeapFrog ;_04
.word funkybomb-1 ;Funky_Bomb ;_05 .word funkybomb-1 ;Funky_Bomb ;_05
.word mirv-1 ;MIRV ;_06 .word BFG.mirv-1 ;MIRV ;_06
.word deathshead-1 ;Death_s_Head ;_07 .word deathshead-1 ;Death_s_Head ;_07
.word napalm-1 ;Napalm ;_08 .word napalm-1 ;Napalm ;_08
.word hotnapalm-1 ;Hot_Napalm ;_09 .word hotnapalm-1 ;Hot_Napalm ;_09
.word tracer-1 ;Tracer ;_10 .word BFG.tracer-1 ;Tracer ;_10
.word tracer-1 ;Smoke_Tracer ;_11 .word BFG.tracer-1 ;Smoke_Tracer ;_11
.word babyroller-1 ;Baby_Roller ;_12 .word babyroller-1 ;Baby_Roller ;_12
.word roller-1 ;Roller ;_13 .word roller-1 ;Roller ;_13
.word heavyroller-1 ;Heavy_Roller ;_14 .word heavyroller-1 ;Heavy_Roller ;_14
@@ -44,21 +44,18 @@ ExplosionRoutines
.word babydigger-1 ;Baby_Digger ;_19 .word babydigger-1 ;Baby_Digger ;_19
.word digger-1 ;Digger ;_20 .word digger-1 ;Digger ;_20
.word heavydigger-1 ;Heavy_Digger ;_21 .word heavydigger-1 ;Heavy_Digger ;_21
.word babysandhog-1 ;Baby_Sandhog ;_22 .word sandhog-1 ;Sandhog ;_22
.word sandhog-1 ;Sandhog ;_23 .word heavysandhog-1 ;Heavy_Sandhog ;_23
.word heavysandhog-1 ;Heavy_Sandhog ;_24 .word dirtclod-1 ;Dirt_Clod ;_24
.word dirtclod-1 ;Dirt_Clod ;_25 .word dirtball-1 ;Dirt_Ball ;_25
.word dirtball-1 ;Dirt_Ball ;_26 .word tonofdirt-1 ;Ton_of_Dirt ;_26
.word tonofdirt-1 ;Ton_of_Dirt ;_27 .word liquiddirt-1 ;Liquid_Dirt ;_27
.word liquiddirt-1 ;Liquid_Dirt ;_28 .word dirtcharge-1 ;Dirt_Charge ;_28
.word dirtcharge-1 ;Dirt_Charge ;_29 .word punch-1 ;Baby_Sandhog ;_29
.word BFG-1 ;Buy_me ;_30 .word BFG-1 ;Buy_me ;_30
.word laser-1 ;Laser ;_31 .word laser-1 ;Laser ;_31
VOID
tracer
rts
.endp .endp
.proc BFG .proc BFG
mva #sfx_plasma_2_2 sfx_effect mva #sfx_plasma_2_2 sfx_effect
jsr BFGblink jsr BFGblink
@@ -73,39 +70,44 @@ CheckNextTankBFG
@ dex @ dex
bpl CheckNextTankBFG bpl CheckNextTankBFG
stx AfterBFGflag ; $ff stx AfterBFGflag ; $ff
VOID
tracer
mirv
rts rts
.endp .endp
; ------------------------ ; ------------------------
.proc babymissile .proc babymissile
mva #11 ExplosionRadius lda #11 ; ExplosionRadius
GoBabyMissileSFX GoBabyMissileSFX
sta ExplosionRadius
mva #sfx_baby_missile sfx_effect mva #sfx_baby_missile sfx_effect
GoXmissile GoXmissile
jmp xmissile jmp xmissile
.endp .endp
; ------------------------ ; ------------------------
.proc missile ; .proc missile ;
mva #17 ExplosionRadius lda #17 ; ExplosionRadius
bne babymissile.GoBabyMissileSFX bne babymissile.GoBabyMissileSFX
; jmp xmissile ; jmp xmissile
.endp .endp
; ------------------------ ; ------------------------
.proc babynuke .proc babynuke
mva #25 ExplosionRadius lda #25 ; ExplosionRadius
GoBabyNukeSFX GoBabyNukeSFX
sta ExplosionRadius
mva #sfx_nuke sfx_effect ; allways <>0 mva #sfx_nuke sfx_effect ; allways <>0
bne babymissile.GoXmissile bne babymissile.GoXmissile
; jmp xmissile ; jmp xmissile
.endp .endp
; ------------------------ ; ------------------------
.proc nuke .proc nuke
mva #30 ExplosionRadius lda #30 ; ExplosionRadius
bne babynuke.GoBabyNukeSFX bne babynuke.GoBabyNukeSFX
; jmp xmissile ; jmp xmissile
.endp .endp
; ------------------------ ; ------------------------
.proc leapfrog .proc leapfrog
mva #17 ExplosionRadius lda #17 ; ExplosionRadius
; mva #sfx_baby_missile sfx_effect ; mva #sfx_baby_missile sfx_effect
; jsr xmissile ; jsr xmissile
jsr babymissile.GoBabyMissileSFX jsr babymissile.GoBabyMissileSFX
@@ -115,7 +117,7 @@ GoBabyNukeSFX
SecondRepeat SecondRepeat
; soil must fall down now! there is no other way... ; soil must fall down now! there is no other way...
; hide tanks or they fall down with soil ; hide tanks or they fall down with soil
jsr SoilDown2 jsr SoilDown
; it looks like force is divided by 4 here BUT" ; it looks like force is divided by 4 here BUT"
; in Flight routine force is multiplied by 2 and left ; in Flight routine force is multiplied by 2 and left
@@ -138,9 +140,9 @@ EndOfLeapping
rts rts
.endp .endp
; ------------------------ ; ------------------------
.proc mirv ; the whole mirv is performed by Flight routine ;.proc mirv ; the whole mirv is performed by Flight routine
rts ; rts
.endp ;.endp
; ------------------------ ; ------------------------
.proc funkybomb ; .proc funkybomb ;
mva #sfx_baby_missile sfx_effect mva #sfx_baby_missile sfx_effect
@@ -151,7 +153,7 @@ EndOfLeapping
jsr CalculateExplosionRange0 jsr CalculateExplosionRange0
jsr xmissile.NoRangeCalc jsr xmissile.NoRangeCalc
jsr SoilDown2 jsr SoilDown
; ;
jsr cleartanks ; maybe not? jsr cleartanks ; maybe not?
mva #1 color mva #1 color
@@ -205,13 +207,10 @@ NoWallsInFunky
; ------------------------ ; ------------------------
.proc deathshead .proc deathshead
mva #30 ExplosionRadius mva #30 ExplosionRadius
mva #sfx_nuke sfx_effect
jsr GoXmissileWithSaveXYdraw jsr GoXmissileWithSaveXYdraw
sbw xdraw #34 sbw xdraw #34
mva #sfx_nuke sfx_effect
jsr GoXmissileWithSaveXYdraw jsr GoXmissileWithSaveXYdraw
adw xdraw #68 adw xdraw #68
mva #sfx_nuke sfx_effect
jsr GoXmissileWithSaveXYdraw jsr GoXmissileWithSaveXYdraw
sbw xdraw #34 sbw xdraw #34
; ;
@@ -219,20 +218,18 @@ NoWallsInFunky
;jsr CalculateExplosionRange ;jsr CalculateExplosionRange
cpw ydraw #screenHeight cpw ydraw #screenHeight
bcs NoUpperCircle bcs NoUpperCircle
mva #sfx_nuke sfx_effect
jsr GoXmissileWithSaveXYdraw jsr GoXmissileWithSaveXYdraw
NoUpperCircle NoUpperCircle
adw ydraw #68 adw ydraw #68
;jsr CalculateExplosionRange ;jsr CalculateExplosionRange
cpw ydraw #screenHeight cpw ydraw #screenHeight
bcs NoLowerCircle bcs NoLowerCircle
mva #sfx_nuke sfx_effect
jsr GoXmissileWithSaveXYdraw jsr GoXmissileWithSaveXYdraw
NoLowerCircle NoLowerCircle
mva #sfx_silencer sfx_effect
rts rts
GoXmissileWithSaveXYdraw GoXmissileWithSaveXYdraw
mva #sfx_nuke sfx_effect
mwa xdraw tempXROLLER mwa xdraw tempXROLLER
mwa ydraw modify mwa ydraw modify
jsr xmissile jsr xmissile
@@ -242,16 +239,17 @@ GoXmissileWithSaveXYdraw
.endp .endp
; ------------------------ ; ------------------------
.proc napalm .proc napalm
mva #0 HotNapalmFlag ; in this weapon - flag: 0 - napalm, 1 - hotnapalm lda #0 ; in this weapon - flag: 0 - napalm, 1 - hotnapalm
beq xnapalm beq xnapalm
.endp .endp
; ------------------------ ; ------------------------
.proc hotnapalm .proc hotnapalm
mva #1 HotNapalmFlag ; in this weapon - flag: 0 - napalm, 1 - hotnapalm lda #1 ; in this weapon - flag: 0 - napalm, 1 - hotnapalm
; jmp xnapalm ; jmp xnapalm
.endp .endp
; ------------------------ ; ------------------------
.proc xnapalm .proc xnapalm
sta HotNapalmFlag
mva #sfx_napalm sfx_effect mva #sfx_napalm sfx_effect
mva #(napalmRadius+4) ExplosionRadius ; real radius + 4 pixels (half characrer width) mva #(napalmRadius+4) ExplosionRadius ; real radius + 4 pixels (half characrer width)
jsr CalculateExplosionRange jsr CalculateExplosionRange
@@ -294,18 +292,8 @@ LastNapalmRepeat
lda #char_clear_flame ; clear flame symbol lda #char_clear_flame ; clear flame symbol
PutFlameChar PutFlameChar
sta CharCode sta CharCode
; check coordinates
cpw xdraw #(screenwidth-7)
bcs CharOffTheScreen
lda ydraw
cmp #7
bcc CharOffTheScreen
cmp #(screenHeight-1)
bcs CharOffTheScreen
jsr TypeChar jsr TypeChar
CharOffTheScreen adw xdraw #5 ; reverse half character correction (4 px - we need positon of character center) and next char 1 pixels to righ
adw xdraw #4 ; reverse half character correction (we need positon of character center)
adw xdraw #1 ; next char 1 pixels to right
inc magic+1 inc magic+1
lda magic+1 lda magic+1
cmp #(2*napalmRadius+1) ; 10 pixels on left, 10 pixels on right and 1 in center cmp #(2*napalmRadius+1) ; 10 pixels on left, 10 pixels on right and 1 in center
@@ -355,45 +343,47 @@ TankOutOfFire
EndNurnedCheckLoop EndNurnedCheckLoop
dex dex
bpl BurnedCheckLoop bpl BurnedCheckLoop
mva #sfx_silencer sfx_effect
rts rts
.endp .endp
; ------------------------ ; ------------------------
.proc babyroller .proc babyroller
mva #11 ExplosionRadius lda #11 ; ExplosionRadius
GoRoller GoRoller
sta ExplosionRadius
jmp xroller jmp xroller
.endp .endp
; ------------------------ ; ------------------------
.proc roller ; .proc roller ;
mva #21 ExplosionRadius lda #21 ; ExplosionRadius
bne babyroller.GoRoller ; 1 byte saved bne babyroller.GoRoller ; 1 byte saved
; jmp xroller ; jmp xroller
.endp .endp
; ------------------------ ; ------------------------
.proc heavyroller .proc heavyroller
mva #30 ExplosionRadius lda #30 ; ExplosionRadius
bne babyroller.GoRoller ; 1 byte saved bne babyroller.GoRoller ; 1 byte saved
; jmp xroller ; jmp xroller
.endp .endp
; ------------------------ ; ------------------------
.proc riotbomb .proc riotbomb
mva #17 ExplosionRadius lda #17 ; ExplosionRadius
GoRiotBomb GoRiotBomb
sta ExplosionRadius
jsr CalculateExplosionRange jsr CalculateExplosionRange
jmp xriotbomb jmp xriotbomb
.endp .endp
; ------------------------ ; ------------------------
.proc heavyriotbomb .proc heavyriotbomb
mva #29 ExplosionRadius lda #29 ; ExplosionRadius
bne riotbomb.GoRiotBomb ; 4 bytes saved - optimization :) bne riotbomb.GoRiotBomb ; 4 bytes saved - optimization :)
; jsr CalculateExplosionRange ; jsr CalculateExplosionRange
; jmp xriotbomb ; jmp xriotbomb
.endp .endp
; ------------------------ ; ------------------------
.proc babydigger .proc babydigger
mva #1 diggery ; how many branches (-1) lda #1 ; diggery ; how many branches (-1)
GoBabydiggerSFX GoBabydiggerSFX
sta diggery
mva #sfx_digger sfx_effect mva #sfx_digger sfx_effect
mva #0 sandhogflag mva #0 sandhogflag
mva #13 DigLong mva #13 DigLong
@@ -401,28 +391,29 @@ GoBabydiggerSFX
.endp .endp
; ------------------------ ; ------------------------
.proc digger ; .proc digger ;
mva #3 diggery ; how many branches (-1) lda #3 ; diggery ; how many branches (-1)
bne babydigger.GoBabydiggerSFX bne babydigger.GoBabydiggerSFX
.endp .endp
; ------------------------ ; ------------------------
.proc heavydigger .proc heavydigger
mva #7 diggery ; how many branches (-1) lda #7 ; diggery ; how many branches (-1)
bne babydigger.GoBabydiggerSFX bne babydigger.GoBabydiggerSFX
.endp .endp
; ------------------------ ; ------------------------
.proc babysandhog .proc babysandhog
mva #1 diggery ; how many branches (-1) lda #1 ; diggery ; how many branches (-1)
bne heavysandhog.GoHeavysandhogSFX bne heavysandhog.GoHeavysandhogSFX
.endp .endp
; ------------------------ ; ------------------------
.proc sandhog .proc sandhog
mva #3 diggery ; how many branches (-1) lda #3 ; diggery ; how many branches (-1)
bne heavysandhog.GoHeavysandhogSFX bne heavysandhog.GoHeavysandhogSFX
.endp .endp
; ------------------------ ; ------------------------
.proc heavysandhog .proc heavysandhog
mva #5 diggery ; how many branches (-1) lda #5 ; diggery ; how many branches (-1)
GoHeavysandhogSFX GoHeavysandhogSFX
sta diggery
mva #sfx_sandhog sfx_effect mva #sfx_sandhog sfx_effect
mva #char_sandhog_offset sandhogflag mva #char_sandhog_offset sandhogflag
mva #13 DigLong mva #13 DigLong
@@ -445,7 +436,6 @@ WriteToBranches
dex dex
bpl WriteToBranches bpl WriteToBranches
jsr DiggerCharacter ; start character jsr DiggerCharacter ; start character
adw xdraw #4 adw xdraw #4
lda DigLong lda DigLong
; looks strange, but it is (DigLong+2)*4 ; looks strange, but it is (DigLong+2)*4
@@ -466,38 +456,28 @@ diglewy ; even branches go left
lda digtabxL,x lda digtabxL,x
sbc #$04 sbc #$04
sta digtabxL,x sta digtabxL,x
lda digtabxH,x scs
sbc #$00 dec digtabxH,x
sta digtabxH,x
jmp DigRandomize jmp DigRandomize
DigRight ; odd go right (everytime 4 pixels) DigRight ; odd go right (everytime 4 pixels)
clc clc
lda digtabxL,x lda digtabxL,x
adc #$04 adc #$04
sta digtabxL,x sta digtabxL,x
lda digtabxH,x scc
adc #$00 inc digtabxH,x
sta digtabxH,x
DigRandomize DigRandomize
lda random lda random
and #$87 ;and #$87
bmi DigUp bmi DigUp
DigDown DigDown
and #$07 and #$07
clc clc
adc digtabyL,x adc digtabyL,x
sta digtabyL,x sta digtabyL,x
lda digtabyH,x scc
adc #$00 inc digtabyH,x
sta digtabyH,x jmp DigCalculateNext
;crashing bug here - if too much added to digtaby, it gets over screenheight and starts writing over random areas
;WARNING! fix for 1 byte screenheight. TODO
lda digtabyL,x
cmp #screenheight
bcc @+ ; branch if less
lda #screenheight-1
sta digtabyL,x
@ jmp DigCalculateNext
DigUp DigUp
and #$07 and #$07
sta temp sta temp
@@ -505,9 +485,8 @@ DigUp
lda digtabyL,x lda digtabyL,x
sbc temp sbc temp
sta digtabyL,x sta digtabyL,x
lda digtabyH,x scs
sbc #$00 dec digtabyH,x
sta digtabyH,x
DigCalculateNext DigCalculateNext
dex dex
bpl CalculateBranches bpl CalculateBranches
@@ -530,7 +509,6 @@ DigDrawing
dec:lda DigLong dec:lda DigLong
jpl BranchNotFinished jpl BranchNotFinished
DoNotPutDig DoNotPutDig
mva #sfx_silencer sfx_effect
rts rts
DiggerCharacter DiggerCharacter
lda random lda random
@@ -545,22 +523,23 @@ DiggerCharacter
.endp .endp
; ------------------------ ; ------------------------
.proc dirtclod .proc dirtclod
mva #12 ExplosionRadius lda #12 ; ExplosionRadius
bne xdirt bne xdirt
.endp .endp
; ------------------------ ; ------------------------
.proc dirtball .proc dirtball
mva #22 ExplosionRadius lda #22 ; ExplosionRadius
bne xdirt bne xdirt
.endp .endp
; ------------------------ ; ------------------------
.proc tonofdirt .proc tonofdirt
mva #31 ExplosionRadius lda #31 ; ExplosionRadius
; jmp xdirt ; jmp xdirt
.endp .endp
; ----------------- ; -----------------
.proc xdirt ; .proc xdirt ;
; ----------------- ; -----------------
sta ExplosionRadius
jsr CalculateExplosionRange jsr CalculateExplosionRange
mva #sfx_dirt_charge sfx_effect mva #sfx_dirt_charge sfx_effect
lda #1 lda #1
@@ -575,7 +554,6 @@ dirtLoop
lda radius lda radius
cmp ExplosionRadius cmp ExplosionRadius
bne dirtLoop bne dirtLoop
mva #sfx_silencer sfx_effect
rts rts
.endp .endp
; ------------------------ ; ------------------------
@@ -681,7 +659,7 @@ ToHighFill
; in xdraw and ydraw we have hit point coordinates ; in xdraw and ydraw we have hit point coordinates
; from Shoot/Flight procedures (invisible flight) ; from Shoot/Flight procedures (invisible flight)
; ------------------------ ; ------------------------
ldx TankNr ; ldx TankNr
lda AngleTable,x lda AngleTable,x
tay tay
@@ -785,7 +763,7 @@ DistanceCheckLoop
adc #3 ;measure from middle of the tank adc #3 ;measure from middle of the tank
sta xbyte sta xbyte
lda XtankstableH,x lda XtankstableH,x
clc ; clc ; ops :)
adc #0 ;measure from middle of the tank adc #0 ;measure from middle of the tank
sta xbyte+1 sta xbyte+1
lda Ytankstable,x lda Ytankstable,x
@@ -849,7 +827,6 @@ TankIsNotWithinTheRange
EndOfDistanceCheckLoop EndOfDistanceCheckLoop
dex dex
jpl DistanceCheckLoop jpl DistanceCheckLoop
mva #sfx_silencer sfx_effect
rts rts
.endp .endp
; ----------------- ; -----------------
@@ -1052,6 +1029,151 @@ EndOfTheDirt
mwa ycircle ydraw mwa ycircle ydraw
rts rts
.endp .endp
; --------------------------------------------------
.proc punch ;
; --------------------------------------------------
;
; calculate radius from Force
lda ForceTableL,x
sta temp
lda ForceTableH,x
sta temp+1
ldy #3 ; ExplosionRadius = Force/16
@ lsr temp+1
ror temp
dey
bpl @-
clc
lda temp
pha ; store radius
adc #4 ; add margins for SoliDown
sta ExplosionRadius
; fixed radius
; mva #36 ExplosionRadius
jsr CalculateExplosionRange
mva #sfx_baby_missile sfx_effect
lda ytankstable,x
cmp #13+15 ; Check if tank is too high (13 - tank with shield, 15 - Jump)
bcc TooHighNoJump
; Jump
; 15 pixels up
mva #15 ExplosionRadius
@ jsr ClearTankNr
dec ytankstable,x
jsr PutTankNr
lda ExplosionRadius
cmp #5
bcs Physics
jsr WaitOneFrame
Physics
dec ExplosionRadius
bne @-
; and down
mva #15 ExplosionRadius
@ jsr ClearTankNr
inc ytankstable,x
jsr PutTankNr
dec ExplosionRadius
bne @-
TooHighNoJump
mva #sfx_dirt_chrg_s sfx_effect
; calculate radius from Force
pla ; restore radius
sta ExplosionRadius
; fixed radius
; mva #32 ExplosionRadius
CheckRange
; punch all (not dead :) tanks in range
ldx TankNr
ldy NumberOfPlayers
dey
CheckingNextTank
lda eXistenZ,y
beq DeadTank
cpy TankNr
beq Myself
; it's not dead tank - check range
mva #0 temp2 ; tank direction (0 - on right side, $ff - on left side)
sec
lda xtankstableL,y
sbc xtankstableL,x
sta temp
lda xtankstableH,y
sbc xtankstableH,x
sta temp+1
bpl RightSide
dec temp2 ; on left side flag
lda temp
eor #$ff
sta temp
lda temp+1
eor #$ff
sta temp+1
RightSide
bne TooFar
lda temp
cmp ExplosionRadius
bcs TooFar
; tank in range!
phy
phx
sty TankNr
bit temp2
bmi PunchLeft
PunchRight
jsr ClearTankNr
lda XtanksTableH,x
cmp #>(screenwidth-TankWidth-2) ; 2 pixels correction due to a barrel wider than tank
bne @+
lda XtanksTableL,x
cmp #<(screenwidth-TankWidth-2) ; 2 pixels correction due to a barrel wider than tank
@ bcs RightEdge
inc xtankstableL,x
bne @+
inc xtankstableH,x
RightEdge
@ jsr PutTankNr
jmp TankPunched
PunchLeft
jsr ClearTankNr
lda XtanksTableH,x
bne NotLeftEdge
lda XtanksTableL,x
cmp #3 ; 2 pixels correction due to a barrel wider than tank
bcc LeftEdge
NotLeftEdge
lda xtankstableL,x
bne @+
dec xtankstableH,x
@ dec xtankstableL,x
LeftEdge
jsr PutTankNr
TankPunched
plx
ply
stx TankNr
TooFar
Myself
DeadTank
dey
jpl CheckingNextTank
dec ExplosionRadius
jne CheckRange
ldy #10
jsr PauseYFrames
rts
.endp
;-------------------------------------------------- ;--------------------------------------------------
.proc BeforeFire ;TankNr (byte) .proc BeforeFire ;TankNr (byte)
;-------------------------------------------------- ;--------------------------------------------------
@@ -1163,14 +1285,24 @@ NoSpyHard
jumpFromStick jumpFromStick
.IF TARGET = 800 .IF TARGET = 800
cmp #$80|17 ; Ctrl+Help cmp #$80|@kbcode._help ; Ctrl+Help
bne NoVdebugSwitch bne NoVdebugSwitch
.ELSE
cmp #@kbcode._help ; Help (# in A5200)
bne NoVdebugSwitch
sta pressTimer ; reset 0+@kbcode._help (tricky)
jsr WaitForKeyRelease.StillWait
lda pressTimer
cmp #(25+@kbcode._help) ; 1/2s - long press only
bcc NoVdebugSwitch
.ENDIF
lda Vdebug lda Vdebug
eor #$ff eor #$ff
sta Vdebug sta Vdebug
mva #sfx_long_barrel sfx_effect
jmp ReleaseAndLoop jmp ReleaseAndLoop
NoVdebugSwitch NoVdebugSwitch
.ENDIF
and #$3f ;CTRL and SHIFT ellimination and #$3f ;CTRL and SHIFT ellimination
cmp #@kbcode._up ; $e cmp #@kbcode._up ; $e
jeq pressedUp jeq pressedUp
@@ -1209,6 +1341,11 @@ checkJoy
lda joyToKeyTable,y lda joyToKeyTable,y
jmp jumpFromStick jmp jumpFromStick
notpressedJoy notpressedJoy
.IF TARGET = 800
;second fire only Atari 800
jsr GetKey.Check2button
jcc pressedTAB
.ENDIF
;fire ;fire
lda STRIG0 lda STRIG0
jeq pressedSpace jeq pressedSpace
@@ -1445,8 +1582,8 @@ RandomizeOffensiveText
sta TextNumberOff sta TextNumberOff
ldy TankNr ldy TankNr
mva #$ff plot4x4color lda #$ff
jsr DisplayOffensiveTextNr jsr DisplayOffensiveTextNr.notZero
AfterOffensiveText AfterOffensiveText
mva #0 LaserFlag ; $ff - Laser mva #0 LaserFlag ; $ff - Laser
@@ -1455,6 +1592,8 @@ AfterOffensiveText
cmp #ind_Laser ; laser cmp #ind_Laser ; laser
bne NotStrongShoot bne NotStrongShoot
; Laser: (not)very strong - invisible - shot for laser beam end coordinates ; Laser: (not)very strong - invisible - shot for laser beam end coordinates
bit TestFlightFlag
bmi @+ ; visible if Lazy Darwin
bit Vdebug bit Vdebug
bmi @+ bmi @+
mva #0 color mva #0 color
@@ -1494,14 +1633,42 @@ AfterStrongShoot
bcs ShotUnderGround bcs ShotUnderGround
jsr Flight jsr Flight
mva #1 color mva #1 color
rts bne ClearOffensiveText
ShotUnderGround ShotUnderGround
mwa xtraj+1 xdraw ; but why not XHit and YHit !!!??? mwa xtraj+1 xdraw ; but why not XHit and YHit !!!???
mwa ytraj+1 ydraw mwa ytraj+1 ydraw
mva #$ff HitFlag mva #$ff HitFlag
rts ;here we clear offensive text (after a shoot) - clear only if no test flight (Lazy Darvin)
ClearOffensiveText
bit TestFlightFlag
bmi @+
ldy TankNr
jmp DisplayOffensiveTextNr
@
; rts
.endp .endp
;--------------------------------------------------
.proc NoShoot ;TankNr (byte)
;--------------------------------------------------
; This is "Shoot" procedure for weapons that do not require a flying bullet.
; Shoots tank nr X !!! :)
; set the ending coordinates of bullet with correction
ldy #0
clc
lda xtankstableL,x
adc #4 ; tank "center" :)
sta xdraw ; but why not XHit and YHit !!!???
tya ;0
adc xtankstableH,x
sta xdraw+1
lda ytankstable,x
sta ydraw
sty ydraw+1 ;0
dey ; $ff
sty HitFlag
rts
.endp
;-------------------------------------------------- ;--------------------------------------------------
.proc Flight ; Force(byte.byte), Wind(0.word) .proc Flight ; Force(byte.byte), Wind(0.word)
; Angle(byte) 128=0, 255=maxright, 0=maxleft ; Angle(byte) 128=0, 255=maxright, 0=maxleft
@@ -1802,7 +1969,8 @@ SkipCollisionCheck
bvc NoTestFlight bvc NoTestFlight
bit Vdebug bit Vdebug
bpl NoUnplot bpl NoUnplot
jsr WaitOneFrame ; visualize AI targeting ldy #20 ; delay for visualize AI targeting
jsr ShellDelay.Y
jmp YesUnPlot jmp YesUnPlot
NoTestFlight NoTestFlight
lda tracerflag lda tracerflag
@@ -2100,13 +2268,10 @@ mrLoopi
jsr ShellDelay jsr ShellDelay
; ;
phx
jsr CheckExitKeys ; Check for O, Esc or Start+Option keys jsr CheckExitKeys ; Check for O, Esc or Start+Option keys
bpl ExitnotPressed bpl ExitnotPressed
plx
rts ; exit if pressed 'Exit keys' rts ; exit if pressed 'Exit keys'
ExitnotPressed ExitnotPressed
plx
; ;
MIRVdoNotChangeY MIRVdoNotChangeY
@@ -2297,14 +2462,12 @@ MIRValreadyAll
mwa ycircle ydraw mwa ycircle ydraw
; we must do it manually because of the VOID pointer ; we must do it manually because of the VOID pointer
;first clean the offensive text... ;first clean the offensive text...
ldy TankNr ldy TankNr
mva #$00 plot4x4color
jsr DisplayOffensiveTextNr jsr DisplayOffensiveTextNr
; temporary removing tanks from the screen (otherwise they will fall down with soil) ; temporary removing tanks from the screen (otherwise they will fall down with soil)
jsr SoilDown2 jsr SoilDown
mva #$ff HitFlag ; but why ?? mva #$ff HitFlag ; but why ??
rts rts
.endp .endp
@@ -2392,7 +2555,7 @@ NoWall
; ------------------------------------------------- ; -------------------------------------------------
jsr PrepareAIShoot.WepTableToTemp jsr PrepareAIShoot.WepTableToTemp
jsr UseBattery jsr UseBattery
jmp TosserDefensives jmp GetBestDefensive
; rts ; rts
.endp .endp
; ------------------------------------------------- ; -------------------------------------------------
@@ -2465,11 +2628,11 @@ EndLazy
.proc LazyAim .proc LazyAim
; aiming proc for Lazy ... weapons ; aiming proc for Lazy ... weapons
; as proc for memory optimisation ; as proc for memory optimisation
; Y - target tan nr ; Y - target tank nr
; A - target direction ; A - target direction
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)
lda Force lda Force
sta ForceTableL,x sta ForceTableL,x
lda Force+1 lda Force+1
@@ -2560,7 +2723,7 @@ ReachSky
adc #0 adc #0
sta RangeRight+1 sta RangeRight+1
; hide tanks and ... ; hide tanks and ...
jsr SoilDown2 jsr SoilDown
jsr ClearScreenSoilRange jsr ClearScreenSoilRange
ldx TankNr ldx TankNr
@@ -2724,7 +2887,11 @@ CheckCollisionWithTankLoop
tay tay
lda xtankstableH,x lda xtankstableH,x
sbc #0 sbc #0
bpl GreaterThanZero
; bmi ShieldOverLeftEdge ; I do not know whether to check it. Probably not :) !!! ; bmi ShieldOverLeftEdge ; I do not know whether to check it. Probably not :) !!!
ldy #0
tya
GreaterThanZero
cmp xdraw+1 cmp xdraw+1
bne @+ bne @+
cpy xdraw cpy xdraw
@@ -2772,7 +2939,6 @@ ItIsMe
ldx TankNr ldx TankNr
mva #sfx_shield_off sfx_effect mva #sfx_shield_off sfx_effect
jsr ClearTankNr jsr ClearTankNr
mva #0 Erase
; x correction for P/M ; x correction for P/M
; -- ; --
.IF XCORRECTION_FOR_PM = 1 .IF XCORRECTION_FOR_PM = 1
@@ -2782,19 +2948,21 @@ ItIsMe
.ENDIF .ENDIF
; -- ; --
GoDown GoDown
mvy #0 Erase ; Y=0
mwa #mountaintable temp ; mwa #mountaintable temp
clc clc
lda temp lda #<mountaintable
adc XtankstableL,x adc XtankstableL,x
sta temp sta temp
lda temp+1 lda #>mountaintable
adc XtankstableH,x adc XtankstableH,x
sta temp+1 sta temp+1
adw temp #4 ; center of the tank adw temp #4 ; center of the tank
ldy #0 ;ldy #0
lda (temp),y lda (temp),y
sta OverTankDir ; not elegant!!! Reuse as height of tank flight tay
dey ; 1 pixel up!
sty OverTankDir ; not elegant!!! Reuse as height of tank flight
FloatDown FloatDown
lda ytankstable,x lda ytankstable,x
cmp OverTankDir cmp OverTankDir
@@ -2825,7 +2993,7 @@ NotHighest
; calculate range ; calculate range
jsr CalculateSoildown jsr CalculateSoildown
; hide tanks and ... ; hide tanks and ...
jsr SoilDown2 jsr SoilDown
ldx TankNr ldx TankNr
rts rts
@@ -2887,7 +3055,7 @@ CheckCollisionWithTankLoop
lda ActiveDefenceWeapon,x lda ActiveDefenceWeapon,x
cmp #ind_Mag_Deflector ; first shielded weapon cmp #ind_Mag_Deflector ; first shielded weapon
bcc CheckCollisionWithNotShieldedTank bcc CheckCollisionWithNotShieldedTank
cmp #ind_Bouncy_Castle +1 ; last shielded weapon cmp #ind_Bouncy_Castle+1 ; last shielded weapon
bcc CheckCollisionWithShieldedTank ; tank with shield is bigger :) bcc CheckCollisionWithShieldedTank ; tank with shield is bigger :)
;lda ShieldEnergy,x ; there is wrong method to check shield :) ;lda ShieldEnergy,x ; there is wrong method to check shield :)