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336 Commits

Author SHA1 Message Date
Pirx ad88cebcb4 Merge pull request #169 from pkali/develop
1.51
2025-01-17 14:00:11 -05:00
Pirx 201a22d489 Merge branch 'master' into develop 2025-01-17 13:59:56 -05:00
Pirx 2b317bc528 README updt 2025-01-17 13:57:01 -05:00
Pecusx 1af496a80d Cartridge flasher 2025-01-16 19:55:18 +01:00
Pecusx 0210a43f7d Executables update 2024-11-07 22:59:59 +01:00
Pecusx fe07656c27 Smol fix 2024-11-06 23:36:41 +01:00
Pecusx e975ad7ead Oooops... :) 2024-11-06 13:55:51 +01:00
Pecusx 53a236afe2 PlasmaBlast! 2024-11-06 13:34:20 +01:00
Pecusx 590c1f7c9f PlasmaBlast first attempt 2024-11-05 21:59:30 +01:00
Pecusx 3341773dcd Opty and PlasmaBlast idea 2024-11-05 21:39:20 +01:00
Pirx 990931176e WIP circle test (not working) 2024-11-05 14:12:15 -05:00
Pecusx 4b5316a5f5 New (faster) Circle proc - 43b saved 2024-11-05 18:13:10 +01:00
Pecusx df456e5544 No VuMeters if no music. 2024-03-23 21:04:09 +01:00
Pecusx bd17841ac0 Smol opty again 2024-03-23 20:57:05 +01:00
Pecusx 956f844ed3 Very smol opty. 2024-03-22 13:58:04 +01:00
Pecusx 35f9847354 Opty! :) 56b 2024-03-20 12:33:24 +01:00
Pecusx 12eebaedec Update README.md 2024-03-16 23:33:15 +01:00
Pirx 9e8446abe4 Merge pull request #168 from pkali/develop
v1.50
2024-03-15 16:54:29 -04:00
Pirx 324b42855a readme updt 2024-03-15 16:41:34 -04:00
Pirx 81e3de877b readme updt 2024-03-15 16:27:39 -04:00
Pirx 2333a5d6bc WUDSN header 2024-03-15 16:04:48 -04:00
Pirx 20fd262fbd readme updt 2024-03-15 16:04:48 -04:00
Pecusx 8980ba2ee2 Cart flasher added 2024-03-15 20:55:22 +01:00
Pecusx 0e699ce41a Strong port flaut fixed! Again :)
And better wind speed display.
2024-03-14 19:47:23 +01:00
Pecusx 630c5eaa1a Strong port flaut fixed! 2024-03-13 22:42:09 +01:00
Pecusx ce741f05dd The great return of Ctrl+TAB 2024-03-13 19:43:27 +01:00
Pecusx a52c48bb25 VUmeter for dead people fix. 2024-03-13 12:52:55 +01:00
Pecusx 06298c856b Better VUmeter :) 2024-03-13 10:14:18 +01:00
Pecusx 9e8187fc0d VUmeter bug fix and Oooopty! 2024-03-12 20:49:40 +01:00
Pecusx 72c9d7952b Invisible Napalm bug fixed! 2024-03-12 09:56:57 +01:00
Pirx a307059107 Merge pull request #167 from pkali/develop
v1.48
2024-03-11 16:11:49 -04:00
Pecusx 26b0fae5d1 Update version number - 1.48 2024-03-11 18:22:38 +01:00
Pecusx c029db1718 Two different VU meters :) 2024-03-10 21:49:16 +01:00
Pecusx 1fb0f39d1f Cyborgs prefer humans again! 2024-03-09 19:28:00 +01:00
Pecusx 736b822c90 Update README.md
Smol fix
2024-03-05 20:47:50 +01:00
Pecusx f406c7f02f Update README.md 2024-03-05 20:46:33 +01:00
Pecusx 8540fb5746 Update Cartridge image. 2024-03-05 10:48:43 +01:00
Pirx 4babab5135 manuals.xex update 2024-03-04 18:40:37 -05:00
Pirx 05f304ef60 manual.xex WIP 2024-03-04 18:35:04 -05:00
Pecusx 6ad0ecdd50 RTCLOK fix! 2024-03-04 22:47:38 +01:00
Pecusx f0fb32d405 Manuals update (Long Schlong) 2024-03-04 10:34:53 +01:00
Pecusx f39c9fd289 Manuals update and new cartridge image file. 2024-03-03 19:30:23 +01:00
Pecusx 09a5459930 Fixet Esc bug (A5200) and VU meters timer set to 1minute 2024-03-03 17:03:02 +01:00
Pecusx 6312dec69e Opty!
VU Meters and Meteors work together
2024-03-02 00:28:08 +01:00
Pecusx 75fd6c494a VU Meter after 10s. :) 2024-03-01 14:16:26 +01:00
Pecusx 2d1c50bf97 DrawMountains with ClearSky on C64
not tested :)
2024-02-29 14:34:57 +01:00
Pecusx 5852b8f318 Smol opty 2024-02-29 12:58:24 +01:00
Pecusx d25419c353 Tanks sequence randomization opty 2024-02-29 12:43:36 +01:00
Pecusx 3ce3539d0e Hovercraft opty (11 bytes :) ) 2024-02-28 19:20:59 +01:00
Pirx 29a1561a4a 5200 purchase link 2024-02-02 21:35:49 -05:00
Pirx f83a44c3d9 Merge branch 'master' into develop 2024-02-02 20:41:29 -05:00
Pirx 0807f1f2b7 bin updt 2024-02-02 20:38:39 -05:00
Pirx d82304ad84 5200 cart updt 2024-02-02 20:37:02 -05:00
Pecusx 77d6e7113f Correct AI purchase 2024-01-30 10:48:01 +01:00
Pecusx ccd30e3700 Better place for propaganda! 2024-01-30 10:41:28 +01:00
Pecusx a15f342cb7 Better descriptions of "propaganda" weapon. 2024-01-30 09:16:09 +01:00
Pecusx a6d95b4f8e C64 soildown works! 2024-01-29 21:58:38 +01:00
Pecusx c24e5823fa Happy New Year
C64 version failed! ??
2024-01-29 09:29:44 +01:00
Pirx e1460da157 price we pay for propaganda 2024-01-27 14:31:59 -05:00
Pecusx 0b165a1338 X randomize in Propaganda 2024-01-27 18:57:09 +01:00
Pirx 76eceb77ca moar propaganda :O 2024-01-27 10:36:38 -05:00
Pecusx c51b0b8659 Propaganda works 2024-01-27 16:12:52 +01:00
Pecusx 0c83afc9c0 Ops... 2024-01-27 15:46:42 +01:00
Pecusx c2936e1d4c Merge branch 'develop' of https://github.com/pkali/scorch_src into develop 2024-01-27 15:42:47 +01:00
Pecusx 8fa0ad1112 Bettar propaganda texts 2024-01-27 15:42:33 +01:00
Pirx 73e2f0d7f9 fur deutschland 2024-01-27 09:34:29 -05:00
Pirx db2c85565f propaganda reshuffle 2024-01-27 09:29:10 -05:00
Pecusx 6d4274b1b9 Propaganda SFX 2024-01-27 15:24:04 +01:00
Pecusx 210fc0bfc4 Propaganda (test) 2024-01-27 14:55:42 +01:00
Pecusx 5901af397d Money calculations opty. 2023-12-28 18:34:01 +01:00
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 84b5904f44 A slightly faster SoilDown. 2023-11-15 19:14:18 +01:00
Pecusx 9c6816685c SoilDown opty. 2023-11-15 17:36:49 +01:00
Pecusx 47efa6292e Faster Circle 2023-11-15 15:06:40 +01:00
Pecusx 19caf28ac5 C64 code update 2023-11-08 11:24:35 +01:00
Pecusx dfef25c7b2 Added support for long button press in the main menu (like Tab) and in the activation menu (activation). 2023-11-08 09:48:44 +01:00
Pecusx 44610ec89e Fixed WhiteFlag bug and added remembering selected joy port between games 2023-11-07 09:32:33 +01:00
Pecusx 939365a009 Splash is optional now. 2023-11-06 14:31:52 +01:00
Pecusx aed31b821e All inputs (keyboard and joy) in separate module 2023-10-27 14:27:05 +02:00
Pecusx c8e8573104 Opty 2023-10-27 13:54:40 +02:00
Pecusx 0420ec20c6 Opty and prepare for turbo in C64 2023-10-27 09:55:07 +02:00
Pecusx 0320b000b3 Option key fix and opty 2023-10-27 08:47:50 +02:00
Pecusx 2c0132fd9f Another smol opty 2023-10-26 20:21:20 +02:00
Pecusx bd6418ce88 Opty - thanks @Irgendwer 2023-10-26 19:51:27 +02:00
Pecusx fa43529e92 More memory - opty 2023-10-26 19:18:15 +02:00
Pecusx dc60a1dd52 It works! 2023-10-26 18:50:51 +02:00
Pecusx c8e671ffb8 Fire button fixed 2023-10-26 16:19:55 +02:00
Pecusx 1d31b63ecf Keyboard and Joys - GetKey works 2023-10-26 16:04:33 +02:00
Pecusx 1791ab9869 Better GetKey but..... 2023-10-26 15:45:37 +02:00
Pecusx 803dfdf9a3 Allways use GetKey 2023-10-26 14:19:03 +02:00
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
76 changed files with 8891 additions and 2809 deletions
+1
View File
@@ -3,3 +3,4 @@
*.lab
*.lst
artwork/talk.as_
Manuals/build.bat
+113
View File
@@ -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"Missiles : slug slow norm fast hare "
dta d"Seppuku : nevr rare norm oftn alws "
dta d"Mountains: NL BE CZ CH NP "
dta d"Mountain : NL BE CZ CH NP "
dta d"Walls : none wrap bump boxy rand "
;; 01234567890123456789012345678901
; dta d"Players: 2 3 4 5 6 "
@@ -29,9 +29,13 @@ OptionsScreenEnd
;-----------------------------------------------
NameScreen2
dta d" Tank 1 *1 +1 Name:"
dta d" Tank 1 "
dta char_joy
dta d"1 "
dta char_tank
dta d"1 Name:"
NameAdr
dta d" "
dta d" "
NameScreen4
dta d" "
NamesOfLevels
+3 -1
View File
@@ -3,7 +3,9 @@
.IF *>0 ;this is a trick that prevents compiling this file alone
;---------------------------------------------------
purchaseTextBuffer
dta d"Player: * Cash: 0" ; ZERO TO MAKE YOU RICHER ON THE SCREEN
dta d"Player: "
dta char_joy
dta d" Cash: 0" ; ZERO TO MAKE YOU RICHER ON THE SCREEN
; DLs fragments (modified by game code)
; all Purchase DL :)
+59 -44
View File
@@ -9,7 +9,7 @@
OptionsScreen
dta d"Welcome to Scorch v. "
build ; 4 bytes from scorch.asm (fancy method) :)
dta d" (un)2000-2023"
dta d" (un)2000-2024"
.IF TARGET = 800
dta d" Please select option with "
@@ -19,13 +19,31 @@ OptionsScreen
dta d" "
dta d" Press "
dta d"Return"*
dta d" to proceed "
dta d" to proceed " ; this text has common part with OptionsSubTitle (7bytes) :)
.ELIF TARGET = 5200
dta d" Please select option with joystick one "
dta d" and press FIRE to proceed "
dta d" and press FIRE to proceed " ; this text has common part with OptionsSubTitle (7bytes) :)
.ENDIF
; 0123456789012345678901234567890123456789
;-----------------------------------------------
OptionsSubTitle
dta d" Unknown Father of All Games"
;-----------------------------------------------
MoreUp
dta d" " ; common part of this text and OptionsSubTitle :)
dta 92,92,92
dta d" more "
dta 92,92,92
; dta d" "
MoreDown
dta d" " ; common part of both texts
dta 93,93,93
dta d" more "
dta 93,93,93
; dta d" " ; common part of text and empty line :)
EmptyLine
dta d" "
;-----------------------------------------------
NameScreen
.IF TARGET = 800
dta d" Enter names of players "
@@ -46,7 +64,7 @@ NameScreen5
dta d"INV"*
dta d" - Shape "
dta d"Return"*
dta d" - Proceed "
dta d" - Proceed" ; two spaces in nex text
.ELIF TARGET = 5200
dta d" "
dta d"(5)"*
@@ -55,58 +73,51 @@ NameScreen5
dta d" - Diffic. "
dta d" "
dta d"FIRE"*
dta d" - Proceed "
dta d" - Proceed " ; two spaces in nex text
.ENDIF
;-----------------------------------------------
MoreUp
dta d" "
dta 92,92,92
dta d" more "
dta 92,92,92
dta d" "
MoreDown
dta d" "
dta 93,93,93
dta d" more "
dta 93,93,93
dta d" "
WeaponsDescription
; 0123456789012345678901234567890123456789
.IF TARGET = 800
dta d"Tab"*
dta d ": Defensive/Offensive weapon "
dta d" " ; common part of this and previous text
dta $fe ; left arrow symbol
dta d"/"
dta d"Tab"*
dta d ": Defensives/Offensives "
.ELIF TARGET = 5200
dta d"Left"*
dta d ": Defensive/Offensive weapon"
dta d" "
dta d"Left"*
dta d ": Defensives/Offensives "
.ENDIF
PurchaseDescription
; 0123456789012345678901234567890123456789
; 0123456789012345678901234567890123456789
.IF TARGET = 800
dta d"Space"*
dta d": Purchase "
dta d"Return"*
dta d": Finish "
dta $ff ; right arrow symbol
dta d"/"
dta d"Space"*
dta d": Purchase "
dta d"Return"*
dta d": Next"
.ELIF TARGET = 5200
dta d"Right"*
dta d": Purchase "
dta d"FIRE"*
dta d": Finish "
dta d": Purchase "
dta d"FIRE"*
dta d": Next "
.ENDIF
ActivateDescription
; 0123456789012345678901234567890123456789
; 0123456789012345678901234567890123456789
.IF TARGET = 800
dta d"Space"*
dta d": Activate "
dta d"Return"*
dta d": Finish "
dta $ff ; right arrow symbol
dta d"/"
dta d"Space"*
dta d": Activate "
dta d"Return"*
dta d": Exit"
.ELIF TARGET = 5200
dta d"Right"*
dta d": Activate "
dta d"FIRE"*
dta d": Finish "
dta d": Activate "
dta d"FIRE"*
dta d": Exit "
.ENDIF
EmptyLine
dta d" "
;---------------------------------------------------
OptionsTitle
.IF TARGET = 800
@@ -115,13 +126,13 @@ OptionsTitle
dta d" scorch supersystem "*
.ENDIF
DifficultyTitle
dta d" difficulty "*
dta d" difficulty"* ; " " 3 bytes - common part of 2 texts
GameOverTitle
dta d" game over "*
PurchaseTitle
dta d"purchase weapons"
InventoryTitle
dta d"activate weapons"*
GameOverTitle
dta d" game over "*
GameOverTitle2
dta d" Player Points Hits Earned Money "
;-----------------------------------------------------
@@ -169,7 +180,8 @@ dl ; MAIN game display list
.by $0f+$80 ; DLI
:2 .by $0f ;2
.by $0f+$80 ; DLI (black to end);1
:38 .byte $0f ;35 ..... = 200
:37 .byte $0f ;34 ..... = 199
.by $0f+$80 ; DLI - Black Hole
.by $4f
.wo EmptyLine ; additional line of ground
.byte $41
@@ -193,6 +205,9 @@ OptionsDL
.byte $4f
.word (display+140*40)
:21 .by $0f ;76
.byte $70+$80
.byte $42
.word OptionsSubTitle
.byte $41
.word OptionsDL
;------------------------
+3 -1
View File
@@ -4,7 +4,9 @@
statusBuffer
; 0123456789012345678901234567890123456789
dta d"Player: * "
dta d"Player: "
dta char_joy
dta d" "
dta d"Energy: Angle: Force: "
dta d"Round: Wind: "
+279 -44
View File
@@ -16,8 +16,7 @@ unPlotAfterX
lda oldplotH,x
sta oldplot+1
lda oldply,x
tay
ldy oldply,x
lda oldora,x
sta (oldplot),y
@@ -41,7 +40,7 @@ MakeUnPlot
;---
tay
ldx WhichUnPlot
tya
;tya
sta oldply,x
ldx ydraw
@@ -52,23 +51,24 @@ MakeUnPlot
sta xbyte+1
sta oldplot+1
lda xdraw
and #$7
tax
; lda xdraw
; and #$7
; tax
ldx xdraw ; optimization (256 bytes long bittable)
lda color
bne ClearUnPlot
;plotting here
lda (xbyte),y
sta OldOraTemp
ora bittable,x
ora bittable1_long,x
sta (xbyte),y
bne ContinueUnPlot ; allways <>0
ClearUnPlot
lda (xbyte),y
sta OldOraTemp
and bittable2,x
and bittable2_long,x
sta (xbyte),y
ContinueUnPlot
ldx WhichUnPlot
@@ -109,6 +109,8 @@ EndOfUnPlot
.proc plot ;plot (xdraw, ydraw, color)
; color == 1 --> put pixel
; color == 0 --> erase pixel
; xdraw (word) - X coordinate
; ydraw (word) - Y coordinate
; this is one of the most important routines in the whole
; game. If you are going to speed up the game, start with
; plot - it is used by every single effect starting from explosions
@@ -140,29 +142,67 @@ MakePlot
lda linetableH,x
sta xbyte+1
lda xdraw
and #$7
tax
; lda xdraw
; and #$7
; tax
ldx xdraw ; optimization (256 bytes long bittable)
lda color
bne ClearPlot
lda (xbyte),y
ora bittable,x
ora bittable1_long,x
sta (xbyte),y
EndOfPlot
rts
ClearPlot
lda (xbyte),y
and bittable2,x
and bittable2_long,x
sta (xbyte),y
rts
.endp
.IF METEORS = 1
; -----------------------------------------
.proc ExPlot ;ExPlot (EplotX, EplotY)
; EOR plot:
; Inverts color of a pixel
; EplotX (word) - X coordinate
; EplotY (byte) - Y coordinate
; Note: No coordinate control!!!
; With off-screen coordinates, it can damage main program.
; only for ingame meteors - for Atari only
; -----------------------------------------
; let's calculate coordinates from xdraw and ydraw
;xbyte = xbyte/8
lda EplotX+1
lsr
lda EplotX
ror ;just one bit over 256. Max screenwidth = 512!!!
lsr
lsr
sta EplotByte
;---
ldx EplotY
ldy linetableL,x
lda linetableH,x
sta EplotByte+1
ldx EplotX ; optimization (256 bytes long bittable)
lda (EplotByte),y
eor bittable1_long,x
sta (EplotByte),y
rts
.endp
.ENDIF
; -----------------------------------------
.proc point_plot
; -----------------------------------------
; checks state of the pixel (coordinates in xdraw and ydraw)
; result is in A (zero or appropriate bit is set)
; checks state of the pixel (coordinates in xdraw and ydraw)
; xdraw (word) - X coordinate
; ydraw (word) - Y coordinate
; result is in A (0 - point is set; appropriate bit is set - point is clear) INVERTED!
; let's calculate coordinates from xdraw and ydraw
@@ -180,49 +220,125 @@ ClearPlot
lda linetableH,x
sta xbyte+1
lda xdraw
and #$7
tax
; lda xdraw
; and #$7
; tax
ldx xdraw ; optimization (256 bytes long bittable)
lda (xbyte),y
eor #$ff
and bittable,x
and bittable1_long,x
rts
.endp
;--------------------------------------------------
.proc drawmountains
;--------------------------------------------------
; draw mountains from mountaintable
; ClearSky - $ff Crear sky during drawmountains, 0 - no clear sky
mwa #0 xdraw
mwa #mountaintable modify
mwa #mountaintable modify ; mountaintable pointer
mva #1 color
drawmountainsloop
jsr DrawMountainLine ; draws column of mountains (one pixel wide)
inw modify
inw xdraw ; naxt column
cpw xdraw #screenwidth
bne drawmountainsloop
rts
DrawMountainLine
.IF FASTER_GRAF_PROCS = 1
; calculate lower point in one screen byte
lda xdraw
and #%00000111 ; only every 8th pixel
bne MinCalculated
ldy #7
@ cmp (modify),y
bcs NotLower
lda (modify),y
NotLower
dey
bpl @-
sta temp2
inc temp2 ; this is our minimum (in one byte wide - 8 columns)
bit ClearSky
bpl NoClearSky
; Clear Sky
mwa #0 ydraw
jsr plot.MakePlot ; after plot we have: (xbyte),y - addres of screen byte
@ lda #$ff
sta (xbyte),y
adw xbyte #screenBytes ; next line
inc ydraw
lda ydraw
cmp #screenheight
beq NoClearSky
cmp temp2 ; our minimum height od sky
bne @-
NoClearSky
MinCalculated
ldy #0
lda (modify),y
cmp #screenheight
beq NoMountain
sta ydraw
sty ydraw+1
.IF FASTER_GRAF_PROCS = 1
; there was Drawline proc
lda #screenheight
sec
sbc ydraw
sta tempbyte01
jsr plot.MakePlot
; after plot we have: (xbyte),y - addres of screen byte; X - index in bittable (number of bit)
; jmp IntoDraw ; jumps inside Draw routine
; because one pixel is already plotted (and who cares? :) )
@
lda (xbyte),y
and bittable2,x
and bittable2_long,x
sta (xbyte),y
;IntoDraw
adw xbyte #screenBytes
dec tempbyte01
inc ydraw
lda ydraw
cmp temp2 ; this is our minimum
bne @-
; end of Drawline proc
; and now fill bytes!
lda xdraw
and #%00000111 ; only every 8th pixel
bne NotFillBytes
lda temp2
cmp #screenheight+1 ; only if minimum is not miniminimum :)
beq NotFillBytes
dec ydraw ; protection if temp2=screenheight
@ lda #0
sta (xbyte),y
adw xbyte #screenBytes
inc ydraw
lda ydraw
cmp #screenheight
bne @-
NotFillBytes
.ELSE
bit ClearSky
bpl NoClearSky
; Clear Sky
ldy #0
lda (modify),y
sta ydraw
sty ydraw+1
sty color
clearline
jsr plot.MakePlot
dec ydraw
lda ydraw
cmp #$ff
bne clearline
mva #1 color
NoClearSky
ldy #0
lda (modify),y
cmp #screenheight
beq NoMountain
sta ydraw
sty ydraw+1
; there was Drawline proc
drawline
jsr plot.MakePlot
@@ -233,18 +349,114 @@ drawline
; end of Drawline proc
.ENDIF
NoMountain
rts
.endp
;--------------------------------------------------
.proc CalcAndDrawMountains
;--------------------------------------------------
; Calculate mountaintable from screen data
; for speedup SoilDown, etc.
mva #$ff ClearSky
; Range alignment to full bytes.
lda RangeLeft
and #%11111000
sta RangeLeft
adw RangeRight #7
lda RangeRight
and #%11111000
sta RangeRight
cpw RangeLeft RangeRight
jcs NothingToFall
; convert range to bytes
lda RangeLeft
sta temp
sta xdraw
lda RangeLeft+1
sta xdraw+1
lsr @ ; temp / 8
ror temp
lsr temp ; max range is 511 ! (9 bits)
lsr temp ; temp+1 = 0
; mwa #0 temp+1 ; byte in screen line
adw RangeLeft #mountaintable modify
HorizontalByteLoop
lda #0
ldy #7
@ sta (modify),y
dey
bpl @-
tax
;stx ydraw
ColumnLoop
lda LineTableL,x ; X=ydraw
sta xbyte ; address of first byte in line X
lda LineTableH,x
sta xbyte+1
ldy temp
lda (xbyte),y
sta temp2 ; byte from screen (8 pixels)
ldy #7
ByteLoop
lsr temp2
bcc NoPixel
;clc
; C = 0
lda #0 ; becouse C=1
adc (modify),y
sta (modify),y
NoPixel
dey
bpl ByteLoop ; next bit in byte
inx ; ydraw
;inc ydraw
;ldy ydraw
cpx #screenheight
bne ColumnLoop ; next byte in colum
; redrawing a column (byte) of mountains uses the drawmountains fragment
mva #7 temp+1 ; draw 8 mountain columns
@ jsr drawmountains.DrawMountainLine
mva #sfx_silencer sfx_effect
inw modify
inw xdraw
cpw xdraw #screenwidth
bne drawmountainsloop
dec temp+1
bpl @-
inc temp
cpw xdraw RangeRight
bne HorizontalByteLoop ; next column of bytes
NothingToFall
mva #$00 ClearSky
rts
.endp
;--------------------------------------------------
.proc SoilDownTurbo
;--------------------------------------------------
; fast SoilDown proc
jsr ClearTanks
NoClearTanks
jsr CalcAndDrawMountains
jmp DrawTanks
;rts
.endp
;--------------------------------------------------
.proc TypeChar
; puts char on the graphics screen
; in: CharCode
; in: left LOWER corner of the char coordinates (xdraw, ydraw)
;--------------------------------------------------
; check coordinates
cpw xdraw #(screenwidth-7)
bcs CharOffTheScreen
lda ydraw
cmp #7
bcc CharOffTheScreen
cmp #(screenHeight-1)
bcc CharOnTheScreen
CharOffTheScreen
rts
CharOnTheScreen
Fast ; Put char without coordinates check!
; char to the table
lda CharCode
sta fontind
@@ -259,20 +471,21 @@ NoMountain
; and 8 bytes to the table
ldy #7
ldx #$ff ; otimization - thanks @Irgendwer
CopyChar
txa ; $ff
sta char2,y
lda (fontind),y
eor #$ff
sta char1,y
lda #$ff
sta char2,y
dey
bpl CopyChar
; and 8 subsequent bytes as a mask
adw fontind #8
ldy #7
CopyMask
lda (fontind),y
eor #$ff
txa ; $ff
eor (fontind),y
sta mask1,y
lda #$00
sta mask2,y
@@ -403,13 +616,15 @@ EndPutChar
jcs TypeChar.EndPutChar ;nearest RTS
; checks ommited.
; char to the table
Fast ; Put char without coordinates check!
lda CharCode4x4
and #%00000001
beq Upper4bits
beq Upper4bits ; A=0
lda #$ff ; better option to check (nibbler4x4 = $00 or $ff)
Upper4bits
sta nibbler4x4
lda CharCode4x4
and #$3f ;always CAPITAL letters, also ignore inverse
lsr
sta fontind
lda #$00
@@ -548,13 +763,21 @@ EndPut4x4
;--------------------------------------------------
.proc ClearScreen
;--------------------------------------------------
mwa #display temp
ldy #0
@ lda #$ff
sta (temp),y
inw temp
cpw temp #display+screenheight*screenBytes+1
bne @-
ldy #<display
lda #0
sta temp
lda #>display
sta temp+1
Go lda #$ff
loop sta (temp),y
iny
bne @+
inc temp+1
@ cpy #<(display+screenheight*screenBytes+1)
bne loop
ldx temp+1
cpx #>(display+screenheight*screenBytes+1)
bne loop
rts
.endp
@@ -573,6 +796,18 @@ EndPut4x4
iny
cpy #screenheight+1
bne @-
; and bittables for fastest plot and point (thanks @jhusak)
ldy #0
lda #$40
@ asl
adc #0
sta bittable1_long,y
tax
eor #%11111111
sta bittable2_long,y
txa
dey
bne @-
rts
.endp
;--------------------------------------------------
@@ -660,7 +895,7 @@ NoPlot
ldx TankNr
sta ActiveDefenceWeapon,x ; deactivate Nuclear Winter
jsr SetFullScreenSoilRange
jmp SoilDown2.NoClearTanks
jmp SoilDown.NoClearTanks
; rts
; in order to optimize the fragment repeated in both internal loops
+216
View File
@@ -0,0 +1,216 @@
;--------------------------------------------------
.proc GetKey
; waits for pressing a key and returns pressed value in A
; when [ESC] is pressed, escFlag is set
; result: A=keycode
;--------------------------------------------------
jsr WaitForKeyRelease
getKeyAfterWait
jsr GetKeyFast
cmp #@kbcode._none
beq getKeyAfterWait
ldy #0
sty ATRACT ; reset atract mode
mvy #sfx_keyclick sfx_effect
rts
.endp
;--------------------------------------------------
.proc GetKeyFast
; returns pressed value in A - no waits for press
; when [ESC] is pressed, escFlag is set
; result: A=keycode ($ff - no key pressed)
;--------------------------------------------------
.IF TARGET = 800
lda SKSTAT
cmp #$ff
beq checkJoyGetKey ; key not pressed, check Joy
cmp #$f7 ; SHIFT
beq checkJoyGetKey
.ELIF TARGET = 5200
lda SkStatSimulator
and #%11111110
bne checkJoyGetKey ; key not pressed, check Joy
.ENDIF
lda kbcode
cmp #@kbcode._none
beq checkJoyGetKey
pha
and #$3f ; CTRL and SHIFT ellimination
cmp #@kbcode._esc ; 28 ; ESC
beq EscPressed
pla
jmp getkeyend
EscPressed
pla
mvy #$80 escFlag
bne getkeyend
checkJoyGetKey
;------------JOY-------------
;happy happy joy joy
;check for joystick now
lda STICK0
and #$0f
cmp #$0f
beq notpressedJoyGetKey
tay
lda joyToKeyTable,y
bne getkeyend
notpressedJoyGetKey
;fire
lda STRIG0
beq JoyButton
.IF TARGET = 800 ; Second joy button , Select and Option key only on A800
jsr Check2button
bcc SecondButton
bne checkSelectKey
checkSelectKey
lda CONSOL
and #%00000010 ; Select
beq SelectPressed
lda CONSOL
and #%00000100 ; Option
beq OptionPressed
.ENDIF
lda #@kbcode._none
bne getkeyend
OptionPressed
lda #@kbcode._atari ; Option key
bne getkeyend
SecondButton
SelectPressed
lda #@kbcode._tab ; Select key
bne getkeyend
JoyButton
lda #@kbcode._ret ; Return key
getkeyend
rts
; ----
.IF TARGET = 800 ; Second joy button only on A800
Check2button
lda PADDL0
and #$c0
eor #$C0
cmp PaddleState
sta PaddleState
rts
.ENDIF
.endp
;--------------------------------------------------
.proc getkeynowait
;--------------------------------------------------
jsr WaitForKeyRelease
lda kbcode
and #$3f ; CTRL and SHIFT ellimination
rts
.endp
;--------------------------------------------------
.proc WaitForLongPress
;--------------------------------------------------
lda #0
sta pressTimer ; reset
jsr WaitForKeyRelease.StillWait
lda pressTimer
cmp #25 ; 1/2s
rts ; if CARRY is set then long press
.endp
;--------------------------------------------------
.proc WaitForKeyRelease
;--------------------------------------------------
lda #128-KeyRepeatSpeed ; tricky
sec
sbc FirstKeypressDelay ; tricky 2 :)
sta pressTimer
StillWait
bit pressTimer
bmi KeyAutoReleased
lda STICK0
and #$0f
cmp #$0f
bne StillWait
lda STRIG0
beq StillWait
.IF TARGET = 800
lda SKSTAT
cmp #$ff
bne StillWait
lda CONSOL
and #%00000110 ; Select and Option only
cmp #%00000110
bne StillWait
.ELIF TARGET = 5200
lda SkStatSimulator
and #%11111110
beq StillWait
.ENDIF
KeyReleased
mva #FirstKeySpeed FirstKeypressDelay
rts
KeyAutoReleased ; autorepeat
mva #0 FirstKeypressDelay
rts
.endp
/* ;--------------------------------------------------
.proc IsKeyPressed
; result: A=0 - yes , A>0 - no
;--------------------------------------------------
lda SKSTAT
and #%00000100
beq @+
lda STRIG0
@ rts
.endp */
;--------------------------------------------------
.proc CheckStartKey
;--------------------------------------------------
lda CONSOL ; turbo mode
and #%00000001 ; START KEY
rts
.endp
;--------------------------------------------------
.proc CheckExitKeys
;--------------------------------------------------
; Checks keyboard and sets appropriate flags for exit procedures
; If START+OPTION is pressed - exit to GameOver screen
; If 'O' key is pressed - displays "Are you sure?" and - exit to GameOver screen
; If 'Esc' key is pressed - displays "Are you sure?" and - exit to Menu screen
; Just setting the right flags!!!
; Select and Option
lda CONSOL
and #%00000101 ; Start + Option
beq QuitToGameover
lda SKSTAT
cmp #$ff
jeq nokeys
cmp #$f7 ; SHIFT
jeq nokeys
lda kbcode
and #%10111111 ; SHIFT elimination
cmp #@kbcode._O ; $08 ; O
bne CheckEsc
jsr AreYouSure
bit escFlag
bpl nokeys
;---O pressed-quit game to game over screen---
QuitToGameover
mva #$C0 escFlag ; bits 7 and 6 set
rts
CheckEsc
cmp #@kbcode._esc ; 28 ; ESC
bne nokeys
DisplayAreYouSure
jsr AreYouSure
;---esc pressed-quit game---
nokeys
bit escFlag
rts
;
.endp
+98 -19
View File
@@ -7,6 +7,8 @@
pha
phy
ldy dliCounter
cpy #$14
beq GoBlackHole
lda dliColorsBack,y
.IF TARGET = 800
nop ; necessary on 800 because DLIs take less time, jitter visible without it
@@ -14,7 +16,7 @@
nop
.ENDIF
nop
nop
;nop
sta COLPF1
lda GradientNr
bne GoGradient
@@ -23,25 +25,42 @@ GoGradient
iny
lda (GradientColors),y ; mountains colors array
sta COLPF2
NoBlacHoleLine
EndOfDLI_Gr
inc dliCounter
ply
pla
rti
GoBlackHole
lda BlackHole
beq NoBlacHoleLine
nop
lda #$00 ; color of last line
sta COLPF2
beq EndOfDLI_Gr
.endp
;--------------------------------------------------
.proc DLIinterruptOptions
pha
phy
lda dliCounter
bne Subtitle
lda #0 ; background color
sta COLPF1
ldy GradientNr
beq @+
ldy #1
@ lda (GradientColors),y ; mountains colors array
sta COLPF2 ; allways <> 0 !!!
bne DLIinterruptGraph.EndOfDLI_Gr
Subtitle
lda #0
sta COLPF2
ply
pla
rti
lda random
and #%00000011
ora #%00010000
sta COLPF1
bne DLIinterruptGraph.EndOfDLI_Gr
.endp
;--------------------------------------------------
.proc DLIinterruptGameOver
@@ -52,14 +71,14 @@ GoGradient
lda #%00100001 ; playfield after P/M - prior=1
;STA WSYNC
sta PRIOR
bne EndOfDLI_GO
bne DLIinterruptGraph.EndOfDLI_Gr
EndofPMG
cmp #1
bne ColoredLines
lda #%00100100 ; playfield before P/M
;STA WSYNC
sta PRIOR
bne EndOfDLI_GO
bne DLIinterruptGraph.EndOfDLI_Gr
ColoredLines
cmp #9
beq CreditsScroll
@@ -69,15 +88,11 @@ ColoredLines
;STA WSYNC
sta COLPF2
sty COLPF1
bne EndOfDLI_GO
bne DLIinterruptGraph.EndOfDLI_Gr
CreditsScroll
lda #$00
sta COLPF2
EndOfDLI_GO
inc dliCounter
ply
pla
rti
beq DLIinterruptGraph.EndOfDLI_Gr
.endp
;--------------------------------------------------
.proc DLIinterruptText
@@ -139,6 +154,47 @@ lab2
jsr RASTERMUSICTRACKER+3 ;1 play
; ------- RMT -------
SkipRMTVBL
; ------ meteors ------ start
.IF METEORS = 1
ldx #0
bit Mcounter
bpl MeteorOnSky
bit MeteorsFlag
bmi SkipMeteors
; randomize meteor
lda random
and #%11111111
bne SkipMeteors
lda random
sta Mpoint1X
sta Mpoint2X
lda #0
sta Mpoint1X+1
sta Mpoint2X+1
lda random
and #$1f
sta Mpoint1Y
sta Mpoint2Y
mva #10 Mcounter
MeteorOnSky
jsr GoMplot
NoFirstPlot
ldx #2 ; second point coordinates
lda Mcounter
beq @+
dec Mcounter
bpl SkipSecondPlot
@ lda Mpoint1Y,x
cmp #64
bne GoSecondPlot
mva #$ff Mcounter
bmi SkipMeteors
GoSecondPlot
jsr GoMplot2
SkipSecondPlot
SkipMeteors
.ENDIF
; ------ meteors ------ end
bit ScrollFlag
bpl EndOfCreditsVBI
CreditsVBI
@@ -177,6 +233,14 @@ EndOfCreditsVBI
sta STICK0
lda STRIG0,x
sta STRIG0
; and PADDLES (2 and 3 joystick button)
txa
asl
tax
lda PADDL0,x
sta PADDL0
; lda PADDL1,x
; sta PADDL1
jmp XITVBV
.ELIF TARGET = 5200
lda SkStatSimulator
@@ -226,7 +290,7 @@ EndOfCreditsVBI
mva #consol_reset consol
mva #@kbcode._none kbcode
@
exit
pla
tay
pla
@@ -234,17 +298,32 @@ EndOfCreditsVBI
pla
rti
.ENDIF
; ------ meteors plot/flight subroutine ------ start
.IF METEORS = 1
GoMplot
lda Mpoint1Y,x
cmp #64
beq @+
GoMplot2
sta EplotY
inc Mpoint1Y,x
mwa Mpoint1X,x EplotX
inw Mpoint1X,x
jmp Explot
@ rts
.ENDIF
; ------ meteors plot/flight subroutine ------ end
.endp
.IF TARGET = 5200
.proc kb_continue
cmp #$0c ; START key on 5200 keypad
beq StartPressed
sta kbcode ;Store key code in shadow.
mva #0 SkStatSimulator
exit pla
tay
pla
tax
pla
rti
beq VBLinterrupt.exit
StartPressed
mvx #%00000110 CONSOL ; virtual CONSOL Start key pressed
bne VBLinterrupt.exit
.endp
.ENDIF
+14 -3
View File
@@ -113,10 +113,11 @@
.endif
?rand
lda random
cmp #:1 ;floor
bcc ?rand
cmp #:2+1 ;ceiling
cmp #:2+1-:1 ;ceiling
bcs ?rand
.if %1>0 ; if floor = 0 - no add offset
adc #:1
.endif
.endm
;-------------------------------------
.macro phx
@@ -138,6 +139,16 @@
pla
tay
.endm
;-------------------------------------
.macro txy
txa
tay
.endm
;-------------------------------------
.macro tyx
tya
tax
.endm
;-------------------------------------
.macro pause
;waits :1 number (byte) of frames
+66 -64
View File
@@ -67,12 +67,12 @@ PHINIV EQU $E48C ;UPLOADED HANDLER INIT
;
; COMMAND CODES FOR IOCBS
;
OPEN EQU $03 ;OPEN FOR I/O
_OPEN EQU $03 ;OPEN FOR I/O
GETREC EQU $05 ;GET RECORD (TEXT)
GETCHR EQU $07 ;GET CHARACTER(S)
PUTREC EQU $09 ;PUT RECORD (TEXT)
PUTCHR EQU $0B ;PUT CHARACTER(S)
CLOSE EQU $0C ;CLOSE DEVICE
_CLOSE EQU $0C ;CLOSE DEVICE
STATIS EQU $0D ;STATUS REQUEST
SPECIL EQU $0E ;SPECIAL ENTRY COMMAND
;
@@ -135,6 +135,7 @@ DERRER EQU $90 ;PERIPHRAL DEVICE ERR
BADMOD EQU $91 ;BAD SCREEN MODE #
FNCNOT EQU $92 ;NONEXISTANT FUNCTION
SCRMEM EQU $93 ;SCREEN MEM TOO SMALL
FILENF EQU $AA ;FILE NOT FOUND
;
; PAGE ZERO RAM ASSIGNMENTS
;
@@ -376,7 +377,7 @@ CBAUDL EQU $02EE ;CASSETTE BAUD RATE
CBAUDH EQU $02EF
CRSINH EQU $02F0 ;CURSOR INHIBIT 0=ON
KEYDEL EQU $02F1 ;KEY DELAY
CH1 EQU $02F2 ;PRIOR KB CHAR CODE
CH1 EQU $02F2 ;PRIOR KB CHAR CODE
CHACT EQU $02F3 ;CHACTL REGISTER RAM
CHBAS EQU $02F4 ;CHBAS REGISTER RAM
NEWROW EQU $02F5 ;POINT DRAW GOES TO
@@ -593,11 +594,11 @@ PBCTL EQU PIA+3
; ---------------------------------------------------------------------------
;
JUMP EQU $01 ; display list jump instruction (3 byte)
JVB EQU $41 ; display list jump and wait for vblank instruction (3)
JVB EQU $41 ; display list jump and wait for vblank instruction (3)
;
SCH EQU $10 ; display list horizontal scrolling
SCV EQU $20 ; display list vertical scrolling
LMS EQU $40 ; display list load memory scan instruction (3 byte)
SCH EQU $10 ; display list horizontal scrolling
SCV EQU $20 ; display list vertical scrolling
LMS EQU $40 ; display list load memory scan instruction (3 byte)
DLII EQU $80 ; display list interrupt instruction
;
SKIP1 EQU $00 ; display list skip 1 scan line instruction
@@ -656,67 +657,68 @@ scr32 = @dmactl(narrow|dma|players|missiles|lineX1)
; KBCODEs
; ---------------------------------------------------------------------------
.enum @kbcode
_none = 255
_esc = 28
_1 = 31
_2 = 30
_3 = 26
_4 = 24
_5 = 29
_6 = 27
_7 = 51
_8 = 53
_9 = 48
_0 = 50
_lt = 54
_gt = 55
_del = 52
_tab = 44
_Q = 47
_W = 46
_E = 42
_R = 40
_T = 45
_Y = 43
_U = 11
_I = 13
_O = 8
_P = 10
_min = 14
_up = 14 ; cursor function
_eq = 15
_down = 15 ; cursor function
_ret = 12
_A = 63
_S = 62
_D = 58
_F = 56
_G = 61
_H = 57
_J = 1
_K = 5
_L = 0
_none = 255
_esc = 28
_1 = 31
_2 = 30
_3 = 26
_4 = 24
_5 = 29
_6 = 27
_7 = 51
_8 = 53
_9 = 48
_0 = 50
_lt = 54
_gt = 55
_del = 52
_tab = 44
_Q = 47
_W = 46
_E = 42
_R = 40
_T = 45
_Y = 43
_U = 11
_I = 13
_O = 8
_P = 10
_min = 14
_up = 14 ; cursor function
_eq = 15
_down = 15 ; cursor function
_ret = 12
_A = 63
_S = 62
_D = 58
_F = 56
_G = 61
_H = 57
_J = 1
_K = 5
_L = 0
_semicolon = 2
_plus = 6
_left = 6 ; cursor function
_plus = 6
_left = 6 ; cursor function
_asterisk = 7
_right = 7 ; cursor function
_caps = 60
_Z = 23
_X = 22
_C = 18
_V = 16
_B = 21
_N = 36
_M = 37
_caps = 60
_Z = 23
_X = 22
_C = 18
_V = 16
_B = 21
_N = 36
_M = 37
_comma = 32
_dot = 34
_dot = 34
_slash = 38
_atari = 39
_help = 17
_F1 = 3
_F2 = 4
_F3 = 19
_F4 = 20
_help = 17
_F1 = 3
_F2 = 4
_F3 = 19
_F4 = 20
_space = 33
.ende
.ende
EOL = $9b
+14 -3
View File
@@ -134,10 +134,11 @@
.endif
?rand
lda random
cmp #:1 ;floor
bcc ?rand
cmp #:2+1 ;ceiling
cmp #:2+1-:1 ;ceiling
bcs ?rand
.if %1>0 ; if floor = 0 - no add offset
adc #:1
.endif
.endm
;-------------------------------------
.macro phx
@@ -159,6 +160,16 @@
pla
tay
.endm
;-------------------------------------
.macro txy
txa
tay
.endm
;-------------------------------------
.macro tyx
tya
tax
.endm
;-------------------------------------
.macro pause
;waits :1 number (byte) of frames
+10
View File
@@ -0,0 +1,10 @@
X_LOADER_START = $0700;
X_BANK = $074E;
X_SRC = $07D0;
X_CLRSTART = $071D;
X_CLREND = $0728;
X_PORTB = $0707;
X_EXITBANK = $07B7;
X_NMIEN = $07C0;
X_BOOT_START = $BFED;
X_RESET_PROOF = $072C;
+301 -244
View File
File diff suppressed because it is too large Load Diff
+195 -42
View File
@@ -44,9 +44,11 @@ MakeUnPlot
sta xbyte+1
sta oldplot+1
lda xdraw
and #$7
tax
; lda xdraw
; and #$7
; tax
ldx xdraw ; optimization (256 bytes long bittable)
ldy #0
lda color
@@ -55,13 +57,13 @@ MakeUnPlot
;plotting here
lda (xbyte),y
sta OldOraTemp
ora bittable,x
ora bittable1_long,x
sta (xbyte),y
bne ContinueUnPlot ; allways <>0
ClearUnPlot
lda (xbyte),y
sta OldOraTemp
and bittable2,x
and bittable2_long,x
sta (xbyte),y
ContinueUnPlot
ldx WhichUnPlot
@@ -99,6 +101,8 @@ EndOfUnPlot
.proc plot ;plot (xdraw, ydraw, color)
; color == 1 --> put pixel
; color == 0 --> erase pixel
; xdraw (word) - X coordinate
; ydraw (word) - Y coordinate
; this is one of the most important routines in the whole
; game. If you are going to speed up the game, start with
; plot - it is used by every single effect starting from explosions
@@ -128,21 +132,23 @@ MakePlot
adc xdraw+1
sta xbyte+1
lda xdraw
and #$7
tax
; lda xdraw
; and #$7
; tax
ldx xdraw ; optimization (256 bytes long bittable)
ldy #0
lda color
bne ClearPlot
lda (xbyte),y
ora bittable,x
ora bittable1_long,x
sta (xbyte),y
EndOfPlot
rts
ClearPlot
lda (xbyte),y
and bittable2,x
and bittable2_long,x
sta (xbyte),y
rts
.endp
@@ -150,8 +156,10 @@ ClearPlot
; -----------------------------------------
.proc point_plot
; -----------------------------------------
; checks state of the pixel (coordinates in xdraw and ydraw)
; result is in A (zero or appropriate bit is set)
; checks state of the pixel (coordinates in xdraw and ydraw)
; xdraw (word) - X coordinate
; ydraw (word) - Y coordinate
; result is in A (0 - point is set; appropriate bit is set - point is clear) INVERTED!
; let's calculate coordinates from xdraw and ydraw
@@ -167,47 +175,129 @@ ClearPlot
adc xdraw+1
sta xbyte+1
lda xdraw
and #$7
tax
; lda xdraw
; and #$7
; tax
ldx xdraw ; optimization (256 bytes long bittable)
ldy #0
lda (xbyte),y
eor #$ff
and bittable,x
and bittable1_long,x
rts
.endp
;--------------------------------------------------
.proc drawmountains
;--------------------------------------------------
; draw mountains from mountaintable
; ClearSky - $ff Crear sky during drawmountains, 0 - no clear sky
mwa #0 xdraw
mwa #mountaintable modify
mva #1 color
drawmountainsloop
jsr DrawMountainLine
inw modify
inw xdraw
cpw xdraw #screenwidth
jne drawmountainsloop
rts
DrawMountainLine
.IF FASTER_GRAF_PROCS = 1
; calculate lower point in one screen byte
lda xdraw
and #%00000111 ; only every 8th pixel
bne MinCalculated
; A=0
ldy #7
@ cmp (modify),y
bcs NotLower
lda (modify),y
NotLower
dey
bpl @-
sta temp2
inc temp2 ; this is our minimum
bit ClearSky
bpl NoClearSky
; Clear Sky
mwa #0 ydraw
jsr plot.MakePlot ; after plot we have: (xbyte),y - addres of screen byte
@ lda #$ff
sta (xbyte),y
adw xbyte #screenBytes ; next line
inc ydraw
lda xdraw
ldy ydraw
clc
adc linetableL,y
sta xbyte
lda linetableH,y
adc xdraw+1
sta xbyte+1
tya
cmp #screenheight
beq NoClearSky
cmp temp2 ; our minimum height od sky
bne @-
NoClearSky
MinCalculated
ldy #0
lda (modify),y
cmp #screenheight
beq NoMountain
sta ydraw
sty ydraw+1
.IF FASTER_GRAF_PROCS = 1
; there was Drawline proc
lda #screenheight
sec
sbc ydraw
sta tempbyte01
jsr plot.MakePlot
; X - index in bittable (number of bit) and nothing more (for use) in C64 :)
; jmp IntoDraw ; jumps inside Draw routine
; because one pixel is already plotted (and who cares? :) )
lda xdraw
and #%11111000
sta temp ; store for a bit faster add
clc ; and faster
@
lda (xbyte),y
and bittable2,x
and bittable2_long,x
sta (xbyte),y
;IntoDraw
inc ydraw
lda temp
; lda xdraw
; and #%11111000
;sta xbyte
;---
ldy ydraw
; clc ; C allways clear ! ?
adc linetableL,y
sta xbyte
lda linetableH,y
adc xdraw+1
sta xbyte+1
tya
ldy #0
cmp temp2 ; this is our minimum
bne @-
; end of Drawline proc
; and now fill bytes!
lda xdraw
and #%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
;---
ldy ydraw
@@ -217,11 +307,33 @@ drawmountainsloop
lda linetableH,y
adc xdraw+1
sta xbyte+1
ldy #0
dec tempbyte01
bne @-
; end of Drawline proc
tya
cmp #screenheight
bne @-
NotFillBytes
.ELSE
bit ClearSky
bpl NoClearSky
; Clear Sky
ldy #0
lda (modify),y
sta ydraw
sty ydraw+1
sty color
clearline
jsr plot.MakePlot
dec ydraw
lda ydraw
cmp #$ff
bne clearline
mva #1 color
NoClearSky
ldy #0
lda (modify),y
cmp #screenheight
beq NoMountain
sta ydraw
sty ydraw+1
; there was Drawline proc
drawline
jsr plot.MakePlot
@@ -232,18 +344,36 @@ drawline
; end of Drawline proc
.ENDIF
NoMountain
inw modify
inw xdraw
cpw xdraw #screenwidth
bne drawmountainsloop
rts
.endp
;--------------------------------------------------
.proc SoilDownTurbo
;--------------------------------------------------
; fast SoilDown proc
jsr ClearTanks
NoClearTanks
; jsr CalcAndDrawMountains - to do (now Atari only)
jmp DrawTanks
;rts
.endp
;--------------------------------------------------
.proc TypeChar
; puts char on the graphics screen
; in: CharCode
; in: left LOWER corner of the char coordinates (xdraw, ydraw)
;--------------------------------------------------
; check coordinates
cpw xdraw #(screenwidth-7)
bcs CharOffTheScreen
lda ydraw
cmp #7
bcc CharOffTheScreen
cmp #(screenHeight-1)
bcc CharOnTheScreen
CharOffTheScreen
rts
CharOnTheScreen
Fast ; Put char without coordinates check!
; char to the table
lda CharCode
sta fontind
@@ -258,20 +388,21 @@ NoMountain
; and 8 bytes to the table
ldy #7
ldx #$ff ; otimization - thanks @Irgendwer
CopyChar
txa ; $ff
sta char2,y
lda (fontind),y
eor #$ff
sta char1,y
lda #$ff
sta char2,y
dey
bpl CopyChar
; and 8 subsequent bytes as a mask
adw fontind #8
ldy #7
CopyMask
lda (fontind),y
eor #$ff
txa ; $ff
eor (fontind),y
sta mask1,y
lda #$00
sta mask2,y
@@ -397,13 +528,15 @@ EndPutChar
jcs TypeChar.EndPutChar ;nearest RTS
; checks ommited.
; char to the table
Fast ; Put char without coordinates check!
lda CharCode4x4
and #%00000001
beq Upper4bits
beq Upper4bits ; A=0
lda #$ff ; better option to check (nibbler4x4 = $00 or $ff)
Upper4bits
sta nibbler4x4
lda CharCode4x4
and #$3f ;always CAPITAL letters, also ignore inverse
lsr
sta fontind
lda #$00
@@ -538,13 +671,21 @@ EndPut4x4
;--------------------------------------------------
.proc ClearScreen
;--------------------------------------------------
mwa #displayC64 temp
ldy #0
@ lda #$ff
sta (temp),y
inw temp
cpw temp #displayC64+screenheight*screenBytes+1
bne @-
ldy #<displayC64
lda #0
sta temp
lda #>displayC64
sta temp+1
Go lda #$ff
loop sta (temp),y
iny
bne @+
inc temp+1
@ cpy #<(displayC64+screenheight*screenBytes+1)
bne loop
ldx temp+1
cpx #>(displayC64+screenheight*screenBytes+1)
bne loop
rts
.endp
@@ -572,6 +713,18 @@ next8lines
iny
cpy #screenheight+1
bne @-
; and bittables for fastest plot and point (thanks @jhusak)
ldy #0
lda #$40
@ asl
adc #0
sta bittable1_long,y
tax
eor #%11111111
sta bittable2_long,y
txa
dey
bne @-
rts
.endp
;--------------------------------------------------
@@ -680,7 +833,7 @@ NoPlot
ldx TankNr
sta ActiveDefenceWeapon,x ; deactivate Nuclear Winter
jsr SetFullScreenSoilRange
jmp SoilDown2.NoClearTanks
jmp SoilDown.NoClearTanks
; rts
; in order to optimize the fragment repeated in both internal loops
+74
View File
@@ -0,0 +1,74 @@
;--------------------------------------------------
.proc GetKey
; waits for pressing a key and returns pressed value in A
; when [ESC] is pressed, escFlag is set
; result: A=keycode
;--------------------------------------------------
jsr WaitForKeyRelease
jsr GetKeyFast
ldy #0
sty escFlag
rts
.endp
;--------------------------------------------------
.proc GetKeyFast
; returns pressed value in A - no wait for press
; when [ESC] is pressed, escFlag is set
; result: A=keycode
;--------------------------------------------------
lda #$ff
rts
.endp
;--------------------------------------------------
.proc getkeynowait
;--------------------------------------------------
jsr WaitForKeyRelease
lda kbcode
and #$3f ;CTRL and SHIFT ellimination
rts
.endp
;--------------------------------------------------
.proc WaitForLongPress
;--------------------------------------------------
lda #0
sta pressTimer ; reset
jsr WaitForKeyRelease.StillWait
lda pressTimer
cmp #25 ; 1/2s
rts ; if CARRY is set then long press
.endp
;--------------------------------------------------
.proc WaitForKeyRelease
;--------------------------------------------------
StillWait
rts
.endp
;--------------------------------------------------
.proc IsKeyPressed
; result: A=0 - yes , A>0 - no
;--------------------------------------------------
lda #1
rts
.endp
;--------------------------------------------------
.proc CheckStartKey
;--------------------------------------------------
lda #%00000001 ; START KEY not pressed
rts
.endp
;--------------------------------------------------
.proc CheckExitKeys
;--------------------------------------------------
; Checks keyboard and sets appropriate flags for exit procedures
; If START+OPTION is pressed - exit to GameOver screen
; If 'O' key is pressed - displays "Are you sure?" and - exit to GameOver screen
; If 'Esc' key is pressed - displays "Are you sure?" and - exit to Menu screen
; Just setting the right flags!!!
mva #$00 escFlag ; flag cleared
rts
;
.endp
+14 -3
View File
@@ -252,10 +252,11 @@ upstartEnd
.endif
?rand
lda random
cmp #:1 ;floor
bcc ?rand
cmp #:2+1 ;ceiling
cmp #:2+1-:1 ;ceiling
bcs ?rand
.if %1>0 ; if floor = 0 - no add offset
adc #:1
.endif
.endm
;-------------------------------------
.macro phx
@@ -277,6 +278,16 @@ upstartEnd
pla
tay
.endm
;-------------------------------------
.macro txy
txa
tay
.endm
;-------------------------------------
.macro tyx
tya
tax
.endm
;-------------------------------------
.MACRO WAIT
; WAIT
+85 -36
View File
@@ -4,7 +4,12 @@
.IF *>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
; like shop and start-up options
@@ -15,10 +20,16 @@ NamesOfLevels = 0
;--------------------------------------------------
; start-up screen - options, etc.
; this function returns:
; - number of players (NumberOfPlayers)
; - money each player has on the beginning of the game (moneyL i moneyH)
; - and I am sure maxwind, gravity, no_of_rounds in a game, speed of shell flight
; - 9 values in 'OptionTable' denoting options selected in menu.
; According to contents of this table, corresponding variables are then set.
; Setting of these variables is handled by procedure 'SetVariablesFromOptions'.
; This function also returns additional options by setting variables:
; - 'RandomMountains' - mountains type change after each (0 - round only, >0 - each turn)
; - 'WindChangeInRound' - wind change after each turn (0 - round only, >0 - each turn)
; - 'GradientNr'
; - 'BlackHole' - 0 - standard, >0 - fast
; - 'FastSoilDown' - 0 - no, >0 - yes
; -----------------------------------------------------
ldx #$08
@ lda Autoplay_OptionsTable,x
@@ -26,6 +37,9 @@ NamesOfLevels = 0
dex
bpl @-
lda #$1f ; '?' character
sta RandomMountains
rts
Autoplay_OptionsTable .by 4,4,2,2,4,1,3,2,4
@@ -134,16 +148,17 @@ GoToActivation
.endp
; -----------------------------------------------------
.proc EnterPlayerName
; in: TankNr
; Out: TanksNames, SkillTable
; this little thing is for choosing Player's skill (if computer)
; and entering his name
; If no name entered, there should be name "1st Tank", etc.
; Default tanks names are in table TanksNamesDefault
; -----------------------------------------------------
; If no name entered, there should be default.
; Default tank names are taken from difficulty level names on the screen.
;
; in: TankNr
; this function returns:
; - 'skilltable' (in array) for this tank
; - 'TankShape' (in array) for this tank
; - 'TanksNames' (in array) for this tank
; -----------------------------------------------------
EndOfNick
; storing name of the player and its level
@@ -151,7 +166,10 @@ EndOfNick
; level of the computer opponent goes to
; the table of levels (difficulties)
ldx tanknr
lda #6 ; Spoiler
txa
clc
adc #2
; lda #6 ; Spoiler
sta DifficultyLevel
sta skilltable,x
beq NotRobot
@@ -169,35 +187,42 @@ NotRobot
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
nextchar04
lda #0 ; NameAdr,y
and #$7f ; remove inverse (Cursor)
sta tanksnames,x
inx
iny
cpy #$08
bne nextchar04
stx temp+1 ; remember start position in tanksnames
sty temp ; 0 if name is empty
@
lda #0 ; NameAdr,y
and #$7f ; remove inverse (Cursor)
sta tanksnames,x
ora temp
sta temp
inx
iny
cpy #$08
bne @-
lda temp ; check if all chars are empty (" ")
beq MakeDefaultName
rts
MakeDefaultName
nextchar05
lda tanksnamesDefault,x
ldy difficultyLevel
lda LevelNameBeginL,y ; address on the screen
sta temp2
lda LevelNameBeginH,y
sta temp2+1
ldx temp+1
ldy #1 ; after first char (space)
@ lda (temp2),y
and #$7f ; remove inverse
sta tanksnames,x
beq MakeNumber ; first space found :)
inx
iny
cpy #$08
bne nextchar05
cpy #8
bne @-
MakeNumber
ldy tanknr
lda digits+1,y
sta tanksnames,x
rts
.endp
;--------------------------------------------------
@@ -263,6 +288,7 @@ nexdigit
; leading zeores are removed
; the range is (00..99 - one byte)
sta decimal
ldy #1 ; there will be 2 digits
NextDigit2
ldx #8 ; 8-bit dividee so Rotate 8 times
@@ -323,11 +349,34 @@ displayloop1
;-------------------------------------------------
.proc DisplayStatus
;-------------------------------------------------
DisplayEnergy
DisplayAngle
ldx TankNr
rts
.endp
;-------------------------------------------------
.proc _calc_inverse_display
; optymalization station. not a real function
; or is it?
@weapon_index = TextNumberOff
@inverse_counter = temp+1
mwa #0 @inverse_counter
tay ; ldy #0
@
inw LineAddress4x4
lda (LineAddress4x4),y
spl:inc @inverse_counter
lda @weapon_index
beq zeroth_talk ; special treatment of talk #0
cmp @inverse_counter
bne @-
inw LineAddress4x4 ; we were pointing at the char with inverse, must go 1 further
zeroth_talk
rts
.endp
;-------------------------------------------------
.endif
Binary file not shown.
+294 -153
View File
@@ -1,264 +1,405 @@
# 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.
![Game options screen.](images/MainMenu.png)
On the first screen, you can configure gameplay options:
* number of players (2 - 6) includes both human and computer-controlled players
* the initial amount of cash of each player (2K is the optimal value we chose, but for short games, it is worth choosing a higher value)
* gravity
* maximum wind strength (wind is drawn at the beginning of each round or during the round between turns, here we can choose how strong it can be):
* 1B - maximum wind strength: 5
* 3B - maximum wind strength: 20
* 5B - maximum wind strength: 40
* 7B - maximum wind strength: 70
* 9B - maximum wind strength: 99
* number of rounds in a game
* missile speed (does not affect the flight path - only changes the apparent missile speed - does not change anything in the gameplay itself)
* frequency of suicides :) - if for a number of turns the game has not recorded hits (tanks are constantly shooting inaccurately), after one of such misses a tank commits suicide - here you determine how long they can "shooting for the stars" :) - if only people play the optimal setting is "norm", in the case of computer-controlled players ... you choose.
* The height (and undulation) of the mountains from almost flat (NL - Kingdom of the Netherlands), to soaring and high (NP - Federal Democratic Republic of Nepal)
* the way the walls (edges of the screen) work:
* none - projectiles that flew off the screen do not return (black color of the screen frame)
* wrap - the screen "wraps" and projectiles that flew to the right appear on the left side and vice versa (purple color of the screen frame)
* bump - the right and left walls deflect projectiles that want to fly through them (dark blue color of the screen frame)
* boxy - just like bump, except that the "ceiling" also reflects projectiles (green color of the screen frame)
* rand - at the beginning of each round, one of the above 4 ways the walls work is drawn.
* **Players** - number of players (2 - 6) includes both human and computer-controlled players
* **Cash** - the initial amount of cash assigned to each player (2K is the optimal value we chose, but for short games, it is worth choosing a higher value)
* **Gravity** - strength of gravity
* **Wind** - maximum wind strength in Beaufort scale (wind is drawn at the beginning of each round or during the round between turns, here we can choose how strong it can be):
* 1B - maximum wind strength: 5
* 3B - maximum wind strength: 20
* 5B - maximum wind strength: 40
* 7B - maximum wind strength: 70
* 9B - maximum wind strength: 99
* **Rounds** - number of rounds in a game
* **Missiles** - missile speed (does not affect the flight path - only changes the apparent missile speed - does not change anything in the gameplay itself)
* **Seppuku** - frequency of suicides :) - if for several turns the game has not recorded hits (tank is constantly shooting inaccurately), the tank commits suicide - here you determine how long they can "shoot for the stars" :) - if only people are playing the optimal setting is "norm", in the case of computer-controlled players ... you choose.
* **Mountain** - The height (and undulation) of the mountains from almost flat (NL - Kingdom of the Netherlands) to soaring and high (NP - Federal Democratic Republic of Nepal)
* **Walls** - the way the walls (edges of the screen) work:
* **none** - projectiles that flew off the screen never return (black color of the screen frame)
* **wrap** - the screen "wraps" and projectiles that flew to the right appear on the left side and vice versa (purple color of the screen frame)
* **bump** - the right and left walls deflect projectiles that try to fly through them (dark blue color of the screen frame)
* **boxy** - just like bump, except that the "ceiling" also bounces projectiles off (green color of the screen frame)
* **rand** - at the beginning of each round, one of the above 4 wall mechanics is chosen randomly.
During gameplay, the current mode of the walls is represented by the color of the screen frame: none - black, wrap - purple, bump - dark blue, boxy - green.
Select options with cursor keys or a joystick.
The [TAB] or [SELECT] key, and on the Atari 5200 console, the [5] controller key change the color of the mountains (3 versions to choose from) or (if the cursor indicates the wind strength selection option "Wind") change the way the wind strength is drawn from "every round" to "every turn" and vice versa. Drawing every turn is indicated by the "?" sign next to the word "Wind".
The **TAB**, **SELECT**, long press of first joystick button or second joystick button (supported Joy 2B+ standard or compatible), and on the Atari 5200 console, the **5** controller key changes the color of the mountains (3 versions to choose from).
The [RETURN] key or a joystick button moves to the next screen.
If the cursor indicates the wind strength selection option **Wind**, pressing **TAB** changes the way the wind strength is drawn from "every round" to "every turn" and vice versa. Drawing every turn is indicated by the **?** sign next to the word **Wind**.
## 2. Entering the name of players and selecting the level of computer-controlled players
If the cursor indicates the gravity selection option **Gravity**, pressing **TAB** changes the procedure of falling ground to a less impressive but faster one, and vice versa. The selection of fast ground fall is indicated by the letter **f** next to the word **Gravity**.
If the cursor points to the option of selecting the height of the mountains **Mountain**, pressing **TAB** toggles the option of changing the height of the mountains every round. Drawing every round is indicated by the **?** sign next to the word **Mountain**.
The **RETURN** key or a joystick button moves to the next screen.
## 2. Players and robo tank levels
![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 **TAB**, **SELECT** or second joystick button, and on the Atari 5200 console the **5** controller key allows you to choose which joystick port the player will use.
The **INVERSE** or **OPTION** key allows you to select one of the 3 available tank shapes. On the Atari 5200 console, this is achieved by cycling through joystick ports with the **5** key.
At the same time, you can enter the name of the selected player from the keyboard.
When the **RETURN** key is pressed or the Joystick button is pressed briefly, the screen switches to the next player until the difficulty levels for each player are selected.
The second screen is shown for each player. Here you can use the cursor keys or joystick to select whether the tank will be driven by a human (HUMAN option) or a computer (other options).
The [TAB] or [SELECT] key, and on the Atari 5200 console the [5] controller key allow you to choose which joystick port the player will use.
The [INVERSE] or [OPTION] key allows you to select one of the 3 available tank shapes. On the Atari 5200 console, this is achieved by cycling through joystick ports with the [5] key.
At the same time, you can enter the name of the selected player from the keyboard.
When the [RETURN] key is pressed or the Joystick button is pressed briefly, the screen switches to the next player until the difficulty levels for each player are selected.
The player's name can also be entered with the joystick. After pressing and holding the button for more than 1s. you can use up/down movements to change the letter being entered, and left/right movements to change its position in the name. Releasing the button ends the name entry and returns to the level selection.
If the name is not entered, it will be supplemented with the default name.
If a name is not entered, it will be supplemented with the default one.
## 3. Shopping screen (before each round)
![Shopping offensives screen.](images/PurOffensive.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, the right arrow, long press of first joystick button and also the joystick to the right does the purchase of the indicated weapon.
On this screen, you can make purchases of offensive and defensive weapons. Only those weapons that the player can afford are visible, along with information about the price and the number of units of a given weapon that will be obtained for that price. The information on the screen probably needs no more description. You move through the lists with the cursor keys (up and down) or with the joystick, the [TAB] key or the left arrow or the left joystick tilt change the screen to defensive or offensive weapons, the [SPACE] key or the right arrow and also the joystick to the right does the purchase of the indicated weapon.
The [RETURN] key or the joystick button press switches to the defensive weapon activation screen. Here you can activate previously bought defensive (or offensive after switching with [TAB], etc) weapons.
The **RETURN** key or the joystick button press switches to the defensive weapon activation screen. Here you can activate previously bought defensive (or offensive after switching with **TAB**, etc) weapons.
![Defensives activation screen.](images/ActDefensive.png)
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.)
## 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:
* player's tank name,
* **Player** - player's name,
* active joystick number or difficulty level of computer-controlled player (1-**Moron** - 8-**Unknown**),
* 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,
* the shot strength set by the player (the maximum shot strength is limited by the player's energy - it can not exceed the energy * 10 . This means that you can fire weaker shots only when having a small amount of energy,
* the current round number,
* wind speed and direction,
* **Energy** - the player's remaining energy points and if he or she has an active defensive weapon that has its energy - in parentheses the energy level,
* **Angle** - the angle and the direction of the barrel set by the player,
* **Force** - the shot strength set by the player (the maximum shot strength is limited by the player's energy - it can not exceed the energy * 10. This means that you can fire weaker shots only when having a small amount of energy,
* **Round** - the current round number,
* **Wind** - wind speed and direction,
* "computer" symbol if **Auto Defense** is active,
* in parentheses is the name of the active defensive weapon - if there is any activated by the player.
The keyboard controls 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.
- At the beginning of each round, each tank has 99 ash units of energy.
- Tanks' energy is depleted in 3 ways:
* one unit after each shot is fired
* while falling (one pixel down - 2 units).
* At the beginning of each round, each tank has 99 units of energy.
* Energy of tanks is depleted in 3 ways:
* one unit after each shot is fired,
* while falling (one pixel down - 2 units),
* when a projectile hits the tank or next to it - and here the amount of energy subtracted depends on the distance from the center of the explosion and the type/power of the projectile.
### 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 :) )
Specifically:
### 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.
### tank taking a shot:
`gain = gain + EnergyDecrease`.
**gain = gain + EnergyDecrease**
### 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.
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.
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.
And here are the values of maximum energy loss for individual weapons. If a weapon explodes several times, each explosion is calculated independently (additional values in the table):
| Offensive weapons | maximum energy loss |
| --- | --- |
| Baby Missile | 88 |
| Missile | 136 |
| Baby Nuke | 200 |
| Nuke | 240 |
| LeapFrog| 136 112 112 |
| Funky Bomb | 168 88 (* 5) |
| MIRV | 136 (* 5) |
| Death's Head | 240 (* 5) |
| Napalm | 40 (this weapon is different and the distance from the center is not determined, simply any tank in range of the flames loses 40 units of energy) |
| Hot Napalm | 80 (the rule is the same as in Napalm) |
| Baby Roller | 88 |
| Roller | 168 |
| Heavy Roller | 240 |
| Riot Charge | 0 (no energy is subtracted, but a portion of the ground upward from the hit point in a 31-pixel radius is removed) |
| Riot Blast | 0 (as in Riot Charge, but in a radius of 61 pixels) |
| Riot Bomb | 0 (no energy is subtracted, but the ground in a radius of 17 pixels from the hit point is destroyed - as in the case of Missile. The weapon is useful for digging out after being buried, or for undermining an opponent) |
| Heavy Riot Bomb | 0 (as in Riot Bomb, but the explosion radius is 29 pixels from the point of impact - as in the case of Nuke) |
| Baby Digger | 0 (no energy is subtracted, but a portion of the ground is undermined in a radius of 60 pixels from the point of impact) |
| Digger | 0 (as above - greater undermining) |
| Heavy Digger | 0 (as above - greatest undermining) |
| Baby Sandhog | (as above - another way of undermining) |
| Sandhog | 0 (as above - larger dig) |
| Heavy Sandhog | 0 (as above - largest dig) |
| Dirt Clod | 0 (no energy is subtracted, but a ground ball with a radius of 12 pixels from the hit point is created. The weapon is useful for burying the opponent) |
| Dirt Ball | 0 (as above, but the radius of the ball is 22 pixels) |
| Ton of Dirt | 0 (as above, but the radius of the ball is 31 pixels) |
| Liquid Dirt | 0 (floods the ground at the point of hit with liquid soil, filling in the depressions) |
| Laser | x 100 (but here it is also different - equally 100 only in the case of a direct hit simply subtract 100 units of energy - that is, the tank always dies) |
Large points received by the player is the number of tanks that died earlier than him. If any of the other tanks capitulated earlier (**White Flag**) is not added to those that died and does not give points.
Only these points determine the order in the summary
| Offensive weapon | Max loss |
|------------------|-------------|
| Baby Missile | 88 |
| Missile | 136 |
| Baby Nuke | 200 |
| Nuke | 240 |
| LeapFrog | 136 112 112 |
| Funky Bomb | 168 88 (*5) |
| MIRV | 136 (*5) |
| Death's Head | 240 (*5) |
| Napalm | 40 (see ↓) |
| Hot Napalm | 80 (↓) |
| Baby Roller | 88 |
| Roller | 168 |
| Heavy Roller | 240 |
| Riot Charge | 0 (↓) |
| Riot Blast | 0 (↓) |
| Riot Bomb | 0 (↓) |
| Heavy Riot Bomb | 0 (↓) |
| Digger | 0 (↓) |
| Heavy Digger | 0 (↓) |
| Sandhog | 0 (↓) |
| Heavy Sandhog | 0 (↓) |
| Dirt Clod | 0 (↓) |
| Dirt Ball | 0 (↓) |
| Ton of Dirt | 0 (↓) |
| Liquid Dirt | 0 (↓) |
| Dirt Charge | 0 (↓) |
| Propaganda | 0 (↓) |
| Stomp | 0 (↓) |
| Laser | 100 (↓) |
Remarks:
* **Napalm** - this weapon is different and the distance from the center is not determined, simply any tank in the range of the flames loses 40 units of energy.
* **Hot Napalm** - the rule is the same as in **Napalm**, 80 units.
* **Riot Charge** - no energy is subtracted, but a portion of the soil upward from the hit point in a 31-pixel radius is removed.
* **Riot Blast** - as in Riot Charge, but in a radius of 61 pixels.
* **Riot Bomb** - no energy is subtracted, but the soil in a radius of 17 pixels from the hit point is destroyed - as in the case of **Missile**. The weapon is useful for digging out after being buried, or for digging under an opponent.
* **Heavy Riot Bomb** as in **Riot Bomb**, but the explosion radius is 29 pixels from the point of impact - as in the case of **Nuke**
* **Digger** - no energy is subtracted, but a portion of the soil is dug in a radius of 60 pixels from the point of impact.
* **Heavy Digger** - as above - more digging.
* **Sandhog** - as above - another way of digging
* **Heavy Sandhog** - as above - the largest dig
* **Dirt Clod** - no energy is subtracted, but a soil ball with a radius of 12 pixels from the hit point is created. The weapon is useful for burying the opponent.
* **Dirt Ball** - as above, but the radius of the ball is 22 pixels.
* **Ton of Dirt** - as above, but the radius of the ball is 31 pixels.
* **Liquid Dirt** - (floods the ground at the point of hit with liquid soil, filling in the depressions.
* **Propaganda** - no energy is subtracted, but the point of the hit is covered with propaganda texts.
* **Stomp** - no energy is subtracted, but all tanks within a radius depending on the force of the shot are pushed back, and after being pushed back they may fall or be buried. With a maximum force of 990 units, the radius of action is about 60 pixels.
* **Laser** - 100 energy units deducted, but only in the case of a direct hit - that is, the hit tank always dies.
## 6. And now for defensive weapons:
* **White Flag** - causes the surrender of the player (can sometimes be useful in a hopeless situation). The advantage is that by surrendering you don't give a big point to your opponents and don't cause one of them to gain 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.
* **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.
* **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.
* **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.
* **Long Schlong** - a special weapon :) - Costs a lot, doesn't really help with anything (except possibly digging yourself out but only when slightly buried but it has a cool name and looks cool :) - It can be activated independently of other defensive weapons and remains active until the end of the round (it cannot be deactivated).
* **Lazy Boy** - it is not actually a defensive weapon. It is an aiming aid. When it is activated, the tank tries to aim at the nearest enemy and automatically adjusts the power of the shot and angle. If it has too little energy, it can sometimes aim wrong (it uses a method like **Cyborg** to aim). Like **Battery**, it does not deactivate other defensive weapons when used. Note: There is no point in activating this weapon before the round, targeting will not take place because there is nothing to target yet.
* **Long Schlong** - a special weapon :) - Costs a lot, doesn't help with anything (except possibly digging yourself out but only when slightly buried but it has a cool name and looks cool :) - It can be activated independently of other defensive weapons and remains active until the end of the round (it cannot be deactivated). This weapon has a depressing effect on computer-controlled opponents at **Poolshark** level and above.
* **Lazy Boy** - it is not a defensive weapon. It is an aiming aid. When it is activated, the tank tries to aim at the nearest enemy and automatically adjusts the power of the shot and angle. If it has too little energy, it can sometimes aim wrong (it uses a method like **Cyborg** to aim). Like **Battery**, it does not deactivate other defensive weapons when used. Note: There is no point in activating this weapon before the round, targeting will not take place because there is nothing to target yet.
* **Lazy Darwin** - works just like **Lazy Boy** but targets the weakest opponent. In this weapon, after automatic targeting, "visual targeting" remains active, so you can easily change the target and independently select another opponent by seeing if you hit him.
* **Auto Defense** - activates the mode of automatic activation of defensive weapons. After its activation, the tank automatically activates the strongest shield it has (consuming it, of course) at any time when there is no shield (also between shots of other players). At the same time, if the tank's energy level drops below 30 units, it automatically activates **Battery** if it has it. This weapon remains active until the end of the round and is indicated by the "computer" symbol before the name of the active defensive weapon in the status line. It is the second defensive weapon that does not deactivate other defensive weapons when used.
* **Spy Hard** - Help for the forgetful :) . When activated, it shows a preview of information about the next opponents one by one. Left/Right - changes the "spied" tank. Fire/Space/Return/Esc - ends the "spying". This is the last defensive weapon, which does not deactivate other defensive weapons when used.
Due to the different warhead tracking system of **MIRV** weapons, the **Bouncy Castle** and **Mag Deflector** defensive weapons only use the shielding function when hit by these weapons. In addition, **MIRV** warheads do not bounce or fly through sidewalls when falling!
Due to the different warhead tracking systems of **MIRV** weapons, the **Bouncy Castle** and **Mag Deflector** defensive weapons only use the shielding function when hit by these weapons. In addition, **MIRV** warheads do not bounce or fly through sidewalls when falling!
None of the shields protect against **Napalm**. **Bouncy Castle** or **Mag Deflector** on a direct hit will deflect it or carry it past, but just hit very close to a tank and its shield will not save it.
**White Flag**, **Hovercraft** and **Nuclear Winter** weapons, when selected, require activation, this is accomplished by "firing a shot" after the selection of that weapon. Of course, the shot of the offensive weapon is then not fired, but only the selected defensive weapon is activated.
**White Flag**, **Hovercraft**, and **Nuclear Winter** weapons, when selected, require activation, this is accomplished by "firing a shot" after the selection of that weapon. Of course, the shot of the offensive weapon is then not fired, but only the selected defensive weapon is activated.
You can only have one defensive weapon active at a time (except **Long Schlong** of course :) ). You can always change the decision and activate another defensive weapon or deactivate **White Flag** before firing.
And of course, activating a weapon when you already have some other weapon activated causes the loss of the previous one (no returns :) ).
## 7. "Other" weapons:
* **Best F...g Gifts** - this is a 'loot box', not a weapon per se. Buying it draws one of the offensive or (rarely) defensive weapons and adds it to the player's arsenal. It is a lottery in which you can lose (if you draw a weapon cheaper than the **Best F...g Gifts** price) but also gain. You can get a weapon otherwise not affordable at all! There is a small probability of drawing by **Best F...g Gifts** itself :). You can then try to use it in battle.
## 8. difficulty levels of computer-controlled opponents:
The game has 8 difficulty levels of computer-controlled opponents. Or actually 7 different ones and one "surprise". Each has its own way of buying defensive and offensive weapons and a different method of target selection and targeting itself, as well as weapon selection. They are arranged in the list according to increasing "skills":
## 8. AI opponents levels:
The game has 8 difficulty levels of computer-controlled opponents. Or 7 different ones and one "surprise". Each has its way of buying defensive and offensive weapons and a different method of target selection and targeting itself, as well as weapon selection. They are arranged in the list according to increasing "skills":
* **Moron** - the dumbest of opponents (which does not mean the safest). Shoots completely at random using only one weapon - **Baby Missile**. He doesn't buy anything and doesn't know how to use defensive weapons.
* **Shooter** - This opponent does not shoot blindly. He chooses one direction for himself. Based on his 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**.
Trying to buy a weapon (offensive or defensive) is as follows:
First, one of the weapons is drawn (among all possible offensive or defensive weapons). Then a check is performed to see if the drawn weapon is in the list of weapons possible for purchase by the tank. If not, no weapon is bought in this trial, and if so, its price is checked. If the tank has that much money, the weapon is bought, otherwise the trial ends without making a purchase.
### AI goes shopping.
Buying a weapon (offensive or defensive) works as follows:
First, one of the weapons is drawn (among all possible offensive or defensive weapons). Then a check is performed to see if the drawn weapon is on the list of weapons possible for purchase by the tank. If not, no weapon is bought in this trial, and if so, its price is checked. If the tank has that much money, the weapon is bought, otherwise, the trial ends without making a purchase.
Table of weapons purchased by: **Shooter**, **Poolshark**, **Tosser** and **Chooser**.
| Offensive weapons | Defensive weapons |
| --- | --- |
| Missile | Battery |
| Baby Nuke | Parachute |
| Nuke | Strong Parachute |
| LeapFrog | Mag Deflector |
| Funky Bomb | Shield |
| MIRV | Heavy Shield |
| Death's Head | Force Shield |
| Napalm | Bouncy Castle |
| Hot Napalm | |
| Baby Roller | |
| Roller | |
| Heavy Roller | |
| Offensive | Defensive |
|--------------|------------------|
| Missile | Battery |
| Baby Nuke | Parachute |
| Nuke | Strong Parachute |
| LeapFrog | Mag Deflector |
| Funky Bomb | Shield |
| MIRV | Heavy Shield |
| Death's Head | Force Shield |
| Napalm | Bouncy Castle |
| Hot Napalm | |
| Baby Roller | |
| Roller | |
| Heavy Roller | |
Table of weapons purchased by: **Spoiler** and **Cyborg**.
| Offensive weapons | Defensive weapons |
| --- | --- |
| Missile | Battery |
| Baby Nuke | Strong Parachute |
| Nuke | Mag Deflector |
| Hot Napalm | Heavy Shield |
| | Force Shield |
| | Bouncy Castle |
| Offensive | Defensive |
|--------------|------------------|
| Missile | Battery |
| Baby Nuke | Strong Parachute |
| Nuke | Mag Deflector |
| Hot Napalm | Heavy Shield |
| | Force Shield |
| | Bouncy Castle |
## 9. Tips from the peanut gallery.
Remember your defensive tools. Properly using **Auto Defense**, **Shield**, and **Lazy Darwin** will help you defeat the **Cyborg**, even with the help of a **Baby Missile**.
Fancier doesn't always mean better. Sometimes, a basic shield like the **Shield** is more effective than its pricier counterparts.
**Napalm** pierces through shields and even the ground. Although it's burning above, it scorches buried tanks.
**Lazy Darwin** also lends a hand in aiming weapons like the **Laser**.
Robo tanks don't have a knack for digging themselves out. When buried, they meet their demise from their shots.
In a hopeless situation, self-destruction might be a better option than waving the **White Flag**. Hitting yourself with a powerful weapon can earn you more cash than you'll lose (check the profit and loss calculation method).
**Long Schlong** has got serious intimidating power. Become the alpha tank and fear not.
Robo-tanks do not possess **Autodefense**, so their defenses activate only directly before their shot. A concentrated attack by several players on one robo tank guarantees success.
As a last resort, you can always become a Terminator (the standard model, not T-1000 :) ).
Break a barrel or two.
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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**, dłuższe przytrzymanie pierwszego przycisku joysticka lub drugi przycisk joysticka (wspierany standard Joy 2B+ lub zgodny) zmieniają kolor gór (3 wersje do wyboru).
Jeśli kursor wskazuje opcję wyboru siły wiatru **Wind**, wciśnięcie **TAB** zmienia sposób losowania siły wiatru z "co rundę" na "co turę" i odwrotnie. Losowanie co turę jest sygnalizowane znakiem "?" przy słowie **Wind**.
Jeśli kursor wskazuje opcję wyboru siły ciążenia **Gravity**, **TAB** zmienia procedurę opadania ziemi na mniej efektowną, ale szybszą i odwrotnie. Wybranie szybkiego opadania ziemi sygnalizowane jest literą "f" przy słowie **Gravity**.
Jeśli kursor wskazuje opcję wyboru wysokości gór **Mountain**, **TAB** przełącza opcję zmiennej co rundę wysokości gór. Losowanie co rundę jest sygnalizowane znakiem "?" przy słowie **Mountain**.
Klawisz **RETURN** lub przycisk joysticka przechodzi do następnego ekranu.
## 2. Gracze i poziom przeciwników.
![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** , strzałka w prawo, dłuższe przytrzymanie przycisku joysticka, a także joystick w prawo realizują zakup wskazanej broni.
Klawisz **RETURN** lub przycisk joysticka przechodzi do ekranu aktywacji broni defensywnych.
![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 (↓)|
| Digger | 0 (↓)|
| Heavy Digger | 0 (↓)|
| Sandhog | 0 (↓)|
| Heavy Sandhog | 0 (↓)|
| Dirt Clod | 0 (↓)|
| Dirt Ball | 0 (↓)|
| Ton of Dirt | 0 (↓)|
| Liquid Dirt | 0 (↓)|
| Dirt Charge | 0 (↓)|
| Propaganda | 0 (↓)|
| Stomp | 0 (↓)|
| Laser | 100 (↓)|
Uwagi:
* **Napalm** - ta broń jest inna i nie jest wyznaczana odległość od centrum, po prostu każdy czołg znajdujący się w zasięgu płomieni traci 40 jednostek energii.
* **Hot Napalm** - zasada taka jak w Napalm, 80 jednostek.
* **Riot Charge** - nie jest odejmowana energia, ale usuwana jest część gruntu w górę od punktu trafienia w promieniu 31 pikseli.
* **Riot Blast** - jak w Riot Charge, tyle że w promieniu 61 pikseli.
* **Riot Bomb** - nie jest odejmowana energia, ale niszczony jest grunt w promieniu 17 pikseli od punktu trafienia - tak jak w wypadku **Missile**. Broń przydatna do odkopywania się po zasypaniu, bądź podkopywania przeciwnika.
* **Heavy Riot Bomb** - jak w Riot Bomb, ale promień eksplozji to 29 pikseli od punktu trafienia - tak jak w wypadku **Nuke**.
* **Digger** - nie jest odejmowana energia, ale podkopywana jest część gruntu promieniu 60 pikseli od punktu trafienia.
* **Heavy Digger** - jak wyżej - większy podkop.
* **Sandhog** - jak wyżej - inny sposób podkopywania.
* **Heavy Sandhog** - jak wyżej - największy podkop.
* **Dirt Clod** - nie jest odejmowana energia, ale tworzona jest kula gruntu o promieniu 12 pikseli od punktu trafienia. Broń przydatna do zakopywania przeciwnika.
* **Dirt Ball** - jak wyżej, ale promień kuli to 22 piksele.
* **Ton of Dirt** - jak wyżej, ale promień kuli to 31 pikseli.
* **Liquid Dirt** - zalewa grunt w punkcie trafienia płynną glebą, wypełniając zagłębienia.
* **Dirt Charge** - nie jest odejmowana energia, ale usypywany jest dodatkowy grunt w górę od punktu trafienia w promieniu 61 pikseli. Broń przydatna do zakopywania przeciwnika.
* **Propaganda** - nie jest odejmowana energia, miejsce trafienia zostaje zasypane propagandowymi tekstami.
* **Stomp** - nie jest odejmowana energia, ale wszystkie czołgi w promieniu zależnym od siły strzału zostają odepchnięte, a po odepchnięciu mogą spaść lub zostać zasypane. Przy maksymalnej sile 990 jednostek promień działania to około 60 pikseli.
* **Laser** - tu także jest inaczej - równo 100 tylko w przypadku bezpośredniego trafienia po prostu odejmujemy 100 jednostek energii - czyli czołg zawsze ginie.
## 6. A teraz bronie defensywne:
* **White Flag** - powoduje poddanie gracza (może czasem przydać się w sytuacji beznadziejnej). Zaletą jest to, że poddając się nie dajemy dużego punktu przeciwnikom i nie powodujemy, że któryś zyska na tym, że nas zgładzi, ograniczamy też stratę swojej energii, czyli także kasy. I tu także ważna uwaga - to jedyna broń defensywna, którą można dezaktywować. Wystarczy ponownie wejść do inventory i jeszcze raz wybrać jej aktywację.
* **Battery** - w momencie aktywacji doładowuje energię czołgu do pełna (99 jednostek). Jest to jedna z trzech broni defensywnych, która nie dezaktywuje innych broni defensywnych w przypadku jej użycia.
* **Hovercraft** - broń umożliwiająca przemieszczanie się czołgu. Posiada własny zasób paliwa, a dodatkowo może być aktywowana wielokrotnie w czasie tej samej tury, a po jej użyciu możemy w tej samej turze aktywować inną broń defensywną i oddać strzał. W wyniku jej użycia czołg uniesie się ponad góry i za pomocą klawiszy kursora lub joysticka: lewo/prawo możemy przemieścić czołg na nową pozycję, a **SPACJA** lub przycisk joysticka powodują wylądowanie czołgu w nowym miejscu. Latać można do chwili skończenia się "paliwa" (prezentowanego na pasku statusu tak jak energia broni defensywnej), a gdy paliwo się skończy, czołg opadnie samodzielnie. Nie da się lądować na innych czołgach.
* **Parachute** - nie chroni przed ubytkiem energii z powodu sąsiedniej eksplozji, powoduje że nie ubywa energii w czasie JEDNEGO spadania. Po takim upadku dezaktywuje się i trzeba aktywować nowy spadochron.
* **Strong Parachute** - spadochron z własną energią (na starcie 99 jednostek), działa tak samo jak Parachute (nie chroni przed eksplozjami), ma za to swój własny zasób energii, przy spadaniu w pierwszej kolejności zmniejszana jest energia tego spadochronu (1 jednostka na jeden piksel opadania - inaczej niż czołg!) i jeśli dojdzie ona do 0, to spadochron dezaktywuje się i dalej zmniejszana jest energia czołgu (tutaj już standardowo - 2 jednostki na jeden piksel).
* **Shield** - najprostsza osłona, działa dokładnie przeciwnie niż Parachute, nie chroni przed ubytkiem energii w czasie spadania, chroni za to przed ubytkiem energii spowodowanym JEDNĄ sąsiednią eksplozją. Chroni jednorazowo, bez znaczenia jak silna jest eksplozja (czy jest to tylko "draśnięcie", czy też bezpośrednie trafienie atomówką) i od razu po niej dezaktywuje się.
* **Heavy Shield** - osłona z własną energią (na starcie 99 jednostek), działa tak samo jak Shield (nie chroni przed upadkiem) z tym wyjątkiem, że ma własny zasób energii. Przy eksplozji w pierwszej kolejności zmniejszana jest energia tej osłony i jeśli dojdzie ona do 0, to osłona dezaktywuje się i dalej zmniejszana jest energia czołgu. W związku z takim działaniem, czołg z tym typem osłony można "zabić" podkopując go, bo spadanie zmniejsza energię czołgu a nie osłony.
* **Force Shield** - najmocniejsza osłona - działa tak jak Heavy Shield, tyle że połączona z Parachute. Co ważne, w jej przypadku upadek nie zabiera energii osłonie ani czołgowi. Zabierają ją tylko trafienia.
* **Bouncy Castle** - broń agresywna :) Działa następująco: w przypadku bezpośredniego trafienia w czołg (i osłonę) powoduje "odbicie" pocisku w przeciwnym kierunku z taką samą siłą, z jaką był wystrzelony. W przypadku braku wiatru i różnicy poziomów broń trafia wtedy w czołg, który ją wystrzelił. Po takim odbiciu dezaktywuje się. W związku z tym, że broń ta reaguje w ten sposób tylko na precyzyjne trafienia, jest także osłoną odpowiadającą działaniu Heavy Shield i ma na starcie 99 jednostek.
* **Mag Deflector** - druga broń agresywna :) W przypadku bezpośredniego trafienia w czołg (i osłonę) powoduje przesunięcie punktu trafienia losowo w lewo lub prawą stronę chronionego czołgu, ale niezbyt daleko, więc można dostać "odłamkiem" przy silniejszej broni. Tak jak w przypadku Bouncy Castle jest także osłoną odpowiadającą działaniu Heavy Shield i ma na starcie 99 jednostek.
* **Nuclear Winter** - nic nie dodaje, nic nie zabiera :) - w zasadzie to broń nie tyle defensywna, co obosieczna. Zasypuje teren opadem "radioaktywnym", który jest zwyczajną glebą. Jeśli nie mamy pod ręką żadnej broni odkopującej teren i do tego osłony (najlepiej jednorazowej), to po takim "opadzie" będzie trzeba strzelić do siebie - bo będąc pod ziemią inaczej się nie da. Ewentualnie pozostaje zawsze White Flag.
* **Long Schlong** - broń specjalna :) - kosztuje dużo, nie bardzo w czymkolwiek pomaga (poza ewentualnym odkopaniem się - tylko przy niewielkim przysypaniu - ale fajnie się nazywa i wygląda :) - Można ją aktywować niezależnie od innych broni defensywnych i pozostaje aktywna do końca rundy (nie da się jej dezaktywować). Broń ta działa deprymująco na przeciwników sterowanych przez komputer na poziomie **Poolshark** i wyższych.
* **Lazy Boy** - nie jest to właściwie broń defensywna. Jest to wspomaganie celowania. Po jej aktywacji czołg stara się wycelować w najbliższego przeciwnika i automatycznie ustawia siłę strzału oraz kąt. W przypadku posiadania zbyt małej ilości energii może czasem wycelować źle (do celowania stosuje metodę taką jak **Cyborg**). Tak jak **Battery** nie dezaktywuje innych broni defensywnych w przypadku jej użycia. Uwaga! Nie ma sensu aktywacja tej broni przed rundą, celowanie nie odbędzie się, bo nie ma jeszcze do czego celować.
* **Lazy Darwin** - działa tak jak **Lazy Boy**, ale celuje w najsłabszego przeciwnika. W tej broni po automatycznym celowaniu pozostaje aktywne "celowanie wizualne" można więc łątwo zmienić cel i samodzielnie wybrać innego przeciwnika widząc czy w niego trafimy.
* **Auto Defense** - włącza tryb automatycznej aktywacji broni defensywnych. Po jej aktywowaniu czołg automatycznie aktywuje najmocniejszą posiadaną osłonę (zużywając ją oczywiście) w każdej chwili, kiedy nie ma żadnej osłony (także pomiędzy strzałami innych graczy). Jednocześnie jeżeli poziom energii czołgu spadnie poniżej 30 jednostek, automatycznie aktywuje **Battery** jeżeli ją posiada. Ta broń pozostaje aktywna do końca rundy i jest sygnalizowana symbolem "komputera" przed nazwą aktywnej broni defensywnej w linii statusowej. Jest to druga broń defensywna, która nie dezaktywuje innych broni defensywnych w przypadku jej użycia.
* **Spy Hard** - Pomoc dla zapominalskich :) Po aktywacji pokazuje kolejno podgląd informacji o kolejnych przeciwnikach. Lewo/Prawo - zmienia "szpiegowany" czołg. Fire/Space/Return/Esc - kończy "szpiegowanie". Jest to ostatnia broń defensywna, która nie dezaktywuje innych broni defensywnych w przypadku jej użycia.
W związku z odmiennym działaniem broni **MIRV**, bronie defensywne **Bouncy Castle** i **Mag Deflector** wykorzystują tylko funkcję osłony przy trafieniu tą bronią. Dodatkowo głowice **MIRV** w czasie opadania nie odbijają się i nie przelatują przez ściany boczne!
Żadna z osłon nie chroni przed **Napalm**. **Bouncy Castle** czy **Mag Deflector**, przy bezpośrednim trafieniu odbije je lub przeniesie obok, ale wystarczy trafić bardzo blisko czołgu i nie zadziała jego osłona.
Bronie **White Flag**, **Hovercraft** i **Nuclear Winter** po aktywacji wymagają uruchomienia, jest to realizowanie przez "oddanie strzału" po aktywacji tej broni. Oczywiście strzał bronią ofensywną nie jest wtedy oddawany, a jedynie uruchamiana jest wybrana broń defensywna.
Można mieć aktywną tylko jedną broń defensywną w danej chwili (za wyjątkiem **Long Schlong** oczywiście :) ). Zawsze przed oddaniem strzału możemy zmienić decyzję i aktywować inną broń defensywną czy też dezaktywować **White Flag**.
Oczywiście aktywacja broni w momencie, kiedy mamy już aktywowaną jakąś inną, powoduje utratę tej poprzedniej (nie ma zwrotów :) ).
## 7. Bronie 'inne' :) :
* **Best F...g Gifts** - tej 'broni' nie używa się w rozgrywce. Jej zakup powoduje wylosowanie jednej z broni ofensywnych lub (rzadziej) defensywnych i dodanie jej do arsenału gracza. Jest to loteria, w której można stracić (jeśli wylosuje się broń tańsza niż cena **Best F...g Gifts**), ale też zyskać. Jeśli wylosuje się broń dużo droższa, możemy otrzymać do dyspozycji broń, na którą nie było nas stać! Istnieje niewielkie prawdopodobieństwo wylosowania przez **Best F...g Gifts** samej siebie :). Można wtedy spróbować użyć jej w walce.
## 8. Siła przeciwników AI:
Gra posiada 8 poziomów trudności przeciwników sterowanych przez komputer. A właściwie 7 różnych i jeden "niespodziankę". Każdy z nich ma swój sposób kupowania broni defensywnych i ofensywnych oraz inną metodę wyboru celu i samego celowania oraz wyboru broni. Ułożone są one na liście według wzrastających "umiejętności":
* **Moron** - najgłupszy z przeciwników (co nie znaczy, że najbezpieczniejszy). Strzela całkowicie przypadkowo używając wyłącznie jednej broni - **Baby Missile**. Nie kupuje nic, nie umie stosować broni defensywnych.
* **Shooter** - Ten przeciwnik nie strzela na oślep. Wybiera sobie jeden kierunek. Na podstawie własnej pozycji - strzela w stronę, z której jest więcej przestrzeni zakładając, że to tam są inne czołgi. Ostrzeliwanie zaczyna od wysokiego kąta i strzał po strzale zmienia ten kąt na coraz niższy starając się ostrzelać cały obszar po wybranej stronie. Strzał oddaje zawsze najlepszą posiadaną bronią (najwyższą na liście posiadanych broni - czyli niekoniecznie najlepszą). Nie używa broni defensywnych mimo, że je kupuje! Na początku rundy podejmuje 1 próbę zakupu broni defensywnych (tylko z zakresu **Battery** - **Strong Parachute**) i 4 ofensywnych (z zakresu **Missile** - **Heavy Roller**).
* **Poolshark** - Atakując wyznacza sobie za cel najbliższy czołg, następnie dobiera kąt strzału, a jego siłę stara się dobrać losując ją z wybranego przedziału. Strzał oddaje zawsze najlepszą posiadaną bronią. Używa broni defensywnych. Z prawdopodobieństwem 1:3 aktywuje przed oddaniem strzału najlepszą posiadaną broń defensywną (najwyższą na liście posiadanych broni - czyli niekoniecznie najlepszą). Jeżeli poziom jego energii spadnie poniżej 30 jednostek - używa **Battery** (oczywiście jeśli wcześniej ją kupił), a jeżeli energia spadnie poniżej 5 i nie ma **Battery**, poddaje się - **White Flag**. Na początku rundy podejmuje 1 próbę zakupu broni defensywnych i 6 ofensywnych.
* **Tosser** - Atakując działa dokładnie tak jak **Poolshark**, jednak może posiadać "lepszy" zasób broni dzięki innej taktyce zakupów. Zawsze przed strzałem aktywuje najlepszą posiadaną broń defensywną. i tak jak **Poolshark** stosuje **Battery** i **White Flag**. Na początku rundy ocenia ile ma pieniędzy i w zależności od tego podejmuje (pieniądze/5100) prób zakupu broni defensywnych, a następnie jeszcze raz sprawdza ile pieniędzy mu zostało i podejmuje (pieniądze/1250) prób zakupu broni ofensywnych.
* **Chooser** - Obiera sobie za cel najsłabszego przeciwnika (o najmniejszym zasobie energii) i celuje bardzo dokładnie, jednak przed samym strzałem energia strzału modyfikowana jest o parametr szczęścia :) , czyli mimo precyzyjnego wycelowania nie zawsze trafia. Strzał oddaje najlepszą posiadaną bronią - chyba że cel jest blisko, wtedy zmienia broń na **Baby Missile**, by unikać trafienia samego siebie. Zawsze przed strzałem aktywuje najlepszą posiadaną broń defensywną i tak jak **Poolshark** stosuje **Battery** i **White Flag**. Zakupów dokonuje tak samo jak **Tosser**.
* **Spoiler** - Strzela dokładnie tak jak **Chooser**, tyle że ma więcej szczęścia :), co oznacza, że nawet jeśli nie trafi w wybrany cel, to może być to strzał precyzyjniejszy niż **Chooser**. Jeśli nie jest w stanie trafić w obrany cel, stara się wybrać inny, w który może precyzyjnie trafić. Broni defensywnych używa dokładnie tak jak **Chooser**. Na początku rundy ocenia ile ma pieniędzy i w zależności od tego podejmuje (pieniądze/5100) prób zakupu broni defensywnych, a następnie jeszcze raz sprawdza ile pieniędzy mu zostało i podejmuje (pieniądze/320) prób zakupu broni ofensywnych. Przy zakupie broni defensywnych kupuje tylko bronie silne i precyzyjne - czyli takie, które nie zrobią mu przypadkiem krzywdy.
* **Cyborg** - Obiera sobie za cel najsłabszego przeciwnika (o najmniejszym zasobie energii), lecz preferuje przeciwników sterowanych przez człowieka. Jeśli nie jest w stanie trafić w obrany cel, stara się wybrać inny, w który może precyzyjnie trafić. Celuje bardzo dokładnie i w zdecydowanej większości przypadków trafia za pierwszym strzałem. Strzał oddaje najlepszą posiadaną bronią - chyba że cel jest blisko, wtedy zmienia broń na **Baby Missile**, by unikać trafienia samego siebie. Broni defensywnych używa dokładnie tak jak **Chooser**, ale jeśli ma więcej niź 2 sztuki **Battery**, stosuje je jeśli energia zmniejszy się poniższej 60 jednostek. Zakupy robi dokładnie tak jak **Spoiler**
* **Unknown** - Przed oddaniem każdego strzału losowo wybiera sposób działania od **Poolsharka** do **Cyborga** i stosuje jego taktykę. Taktyka zakupów broni jest jednak zawsze identyczna jak **Tosser**
### AI idzie na zakupy
Próba zakupu broni (ofensywnej lub defensywnej) wygląda następująco:
Na początku losowana jest jedna z broni (wśród wszystkich możliwych ofensywnych lub defensywnych). Następnie wykonywane jest sprawdzenie, czy wylosowana broń jest na liście broni możliwych do zakupu przez czołg. Jeśli nie, to w tej próbie żadna broń nie jest kupowana, a jeśli tak, to sprawdzana jest jej cena. Jeśli czołg ma tyle pieniędzy, broń jest kupowana, w przeciwnym wypadku próba kończy się bez dokonania zakupu.
Tabela broni kupowanych przez **Shooter**, **Poolshark**, **Tosser** i **Chooser**
| ofensywa | defensywa |
|----------------|------------------|
| Missile | Battery |
| Baby Nuke | Parachute |
| Nuke | Strong Parachute |
| LeapFrog | Mag Deflector |
| Funky Bomb | Shield |
| MIRV | Heavy Shield |
| Death's Head | Force Shield |
| Napalm | Bouncy Castle |
| Hot Napalm | |
| Baby Roller | |
| Roller | |
| Heavy Roller | |
Tabela broni kupowanych przez **Spoiler** i **Cyborg**
| ofensywa | defensywa |
|----------------|------------------|
| Missile | Battery |
| Baby Nuke | Strong Parachute |
| Nuke | Mag Deflector |
| Hot Napalm | Heavy Shield |
| | Force Shield |
| | Bouncy Castle |
## 9. Porady spod lady:
Pamiętaj o broniach defensywnych. **Auto Defense**, **Shield** i **Lazy Darwin** odpowiednio użyte pomogą wygrać z Cyborgiem nawet przy pomocy **Baby Missile**.
Droższe nie znaczy lepsze. Zwykła osłona typu **Shield** jest czasem skuteczniejsza od droższych osłon.
**Napalmy** przenikają przez osłony a także przez glebę. Mimo że palą się powyżej niszczą zasypane czołgi.
**Lazy Darwin** wspomaga także celowanie bronią typu **Laser**.
Roboczołgi nie umieją się odkopywać. Zakopane giną od własnych strzałów.
W sytuacji beznadziejnej smobójstwo może być lepsze od **White Flag**. Jeśli trafisz w siebie silną bronią zarobisz więcej pieniędzy niż stracisz (sprawdź sposób obliczania zysków i strat).
**Long Schlong** potrafi znacząco onieśmielić przeciwników. Bądź alfa-czołgiem i porzuć wszelkie lęki.
Roboczołgi nie mają **Autodefense**, więc defensywy aktywują tylko bezpośrednio przed swoim strzałem. Zmasowany atak kilku graczy na jednego roboczołga gwarantuje sukces.
W ostateczności możesz zostać Terminatorem (model standardowy, nie T-1000 :) )
Połamania luf życzą autorzy.
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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 = $0900 ; start - 40*screen_height
KeyRepeatSpeed = 15 ; (max 127 !!!)
STEREOMODE equ 0
org screen+screen_height*40 ; after the screen
.zpvar src .word = $80
.zpvar dest .word
.zpvar top_src .word
.zpvar next_line_begin .byte
.zpvar end_address .word
.zpvar start_address .word
.zpvar temp .word
start
lda #0
sta dmactls ; screen off
ldx #3
@ sta COLOR0-1,x
dex
bpl @-
jsr WaitOneFrame
jsr CheckPALorNTSC
ldx #<MODUL ;low byte of RMT module to X reg
ldy #>MODUL ;hi byte of RMT module to Y reg
lda #0 ;starting song line 0-255 to A reg
jsr RASTERMUSICTRACKER ;Init
;second POKEY init
lda #0
sta AUDCTL+$10
ldy #3
sty SKCTL+$10
ldy #8
@
sta POKEY+$10,y
dey
bpl @-
mwa #dl dlptrs
mva #>WeaponFont chbas
mwa #man_text top_src
vmain VBLANK,7
jsr MakeScreenCopy
lda #@dmactl(standard|dma) ; standard screen width, DL on, P/M off
sta dmactls
jsr WaitOneFrame
jsr FadeIn
main_loop
bit escflag
bpl NoEscape
; EXIT THIS WAY --->
jsr FadeOut
VMAIN XITVBV,7 ; jsr SetVBL (off user proc)
lda #0 ; stereo silence
sta AUDCTL
sta AUDCTL+$10
ldy #3
sty SKCTL
sty SKCTL+$10
ldy #8
@
sta POKEY,y
sta POKEY+$10,y
dey
bpl @-
LDA #%01000000 ; DLI off
STA NMIEN
lda #0 ; screen off
sta dmactls
sta escflag
jsr WaitOneFrame
; exit to cart loader
mva #0 X_BANK
mwa #$a000 X_SRC
mva #$10 X_CLRSTART
jmp X_LOADER_START
NoEscape
jsr MakeScreenCopy
; save the current end of the printed text source
mwa src end_address
jsr GetKey
cmp #@kbcode._down
beq scroll_down
cmp #@kbcode._up
beq scroll_up
cmp #@kbcode._left
beq prev_chapter
cmp #@kbcode._del
beq prev_chapter
cmp #@kbcode._right
jeq next_chapter
cmp #@kbcode._space
jeq next_chapter
jmp main_loop
scroll_down
; find first $ff after top_src and move it there
ldy #-1
@ iny
lda (top_src),y
cmp #$ff
bne @-
iny
tya
clc
adc top_src
sta top_src
scc:inc top_src+1
;adw top_src #screen_width
cpw end_address #man_text_end
scc:mwa start_address top_src
jmp main_loop
scroll_up
; find second $ff before top_src
sbw top_src #$00ff temp
ldy #$ff-1
@ dey
lda (temp),y
cmp #$ff
bne @-
iny
tya
clc
adc temp
sta top_src
lda temp+1
adc #0
sta top_src+1
;sbw top_src #screen_width
cpw top_src #man_text
scs:mwa #man_text top_src
jmp main_loop
prev_chapter
; find first $fe above the screen
sbw top_src #screen_width temp ; start a bit above the current screen
ldy #0
prev_letter
lda (temp),y
cmp #$fe ; $fe - chapter marker
beq prev_chapter_found
dew temp
cpw temp #man_text
bcs @+
mwa #man_text top_src
jmp main_loop
@
jmp prev_letter
prev_chapter_found
mwa temp top_src
jsr WaitForKeyRelease
jmp main_loop
next_chapter
; find first $fe below the top of the screen
adw top_src #screen_width temp ; start ~1 line below the current screen top
ldy #0
next_letter
lda (temp),y
cmp #$fe
beq next_chapter_found
inw temp
cpw temp #man_text_end-screen_width*4
bcc @+
mwa start_address top_src
jmp main_loop
@
jmp next_letter
next_chapter_found
mwa temp top_src
jsr WaitForKeyRelease
jmp main_loop
;--------------------------------------------------
.proc MakeScreenCopy
mwa top_src src
mwa #screen dest
ldx #screen_height-1
screen_copy
mwa top_src start_address
ldy #0
@
lda (src),y
cmp #$fe ; chapter marker
bne not_chapter
lda #0
beq not_eol
not_chapter
cmp #$ff ; end of line marker
bne not_eol
sty next_line_begin
lda #$00
@ sta (dest),y
iny
cpy #screen_width
bne @-
jmp next_line
not_eol
sta (dest),y
iny
cpy #screen_width
bne @-1
mva #screen_width-1 next_line_begin
next_line
adw dest #screen_width
; adw src #screen_width
inc next_line_begin
clc
lda src
adc next_line_begin
sta src
scc:inc src+1
dex
bpl screen_copy
rts
.endp
;--------------------------------------------------
.proc FadeIn
ldy #15
FirstLoop
lda COLOR1
cmp #13
beq ColorOK
inc COLOR1
ColorOK
jsr WaitOneFrame
dey
bpl FirstLoop
rts
.endp
;--------------------------------------------------
.proc FadeOut
ldy #15
FirstLoop
lda COLOR1
beq ColorOK
dec COLOR1
ColorOK
jsr WaitOneFrame
dey
bpl FirstLoop
rts
.endp
;--------------------------------------------------
.proc GetKey
; returns pressed value in A
; when [ESC] is pressed, escFlag is set
; result: A=keycode
;--------------------------------------------------
getKeyAfterWait
lda SKSTAT
cmp #$ff
beq checkJoyGetKey ; key not pressed, check Joy
cmp #$f7 ; SHIFT
beq checkJoyGetKey
lda kbcode
cmp #@kbcode._none
beq checkJoyGetKey
and #$3f ;CTRL and SHIFT ellimination
cmp #@kbcode._esc ; 28 ; ESC
bne getkeyend
mvy #$80 escFlag
bne getkeyend
checkJoyGetKey
;------------JOY-------------
;happy happy joy joy
;check for joystick now
lda STICK0
and #$0f
cmp #$0f
beq notpressedJoyGetKey
tay
lda joyToKeyTable,y
bne getkeyend
notpressedJoyGetKey
;fire
lda STRIG0
beq JoyButton
jsr Check2button
bcc SecondButton
bne checkSelectKey
checkSelectKey
lda CONSOL
and #%00000010 ; Select
beq SelectPressed
lda CONSOL
and #%00000100 ; Option
bne getKeyAfterWait
OptionPressed
lda #@kbcode._atari ; Option key
bne getkeyend
SecondButton
SelectPressed
lda #@kbcode._tab ; Select key
bne getkeyend
JoyButton
lda #@kbcode._ret ;Return key
getkeyend
ldy #0
sty ATRACT ; reset atract mode
rts
Check2button
lda PADDL0
and #$c0
eor #$C0
cmp PaddleState
sta PaddleState
rts
.endp
;--------------------------------------------------
.proc WaitForKeyRelease
;--------------------------------------------------
mva #128-KeyRepeatSpeed pressTimer ; tricky
StillWait
bit pressTimer
bmi KeyReleased
lda STICK0
and #$0f
cmp #$0f
bne StillWait
lda STRIG0
beq StillWait
lda SKSTAT
cmp #$ff
bne StillWait
lda CONSOL
and #%00000110 ; Select and Option only
cmp #%00000110
bne StillWait
KeyReleased
rts
.endp
;--------------------------------------------------
.proc VBLANK ;vertical blank interrupt
;--------------------------------------------------
lda ticksPerSecond
cmp #60
bne PALMusic
; it is NTSC HERE -- slow down the sound
lda ticks
and #%00000111
beq skipSoundFrame
PALMusic
bit:smi:inc pressTimer ; timer halted if >127. max time measured 2.5 s
;lda ticks
;and #%00000011
;beq skipSoundFrame
playNow
jsr RASTERMUSICTRACKER+3
; fake POKEY reverb
ldy #8
@ lda fake_pokey,y
sta $d210,y
dey
bpl @-
skipSoundFrame
;time update
inc:lda ticks
cmp ticksPerSecond
sne:mva #0 ticks
VBLANKEND
jmp XITVBV
.endp
;--------------------------------------------------
.proc WaitOneFrame
;--------------------------------------------------
waitRTC ; or wait ?
rts
.endp
;--------------------------------------------------
.proc CheckPALorNTSC
;--------------------------------------------------
lda $d014 ;http://www.myatari.com/nirdary.html
and #%00001110
bne NTSC
lda #50
sta ticksPerSecond
rts
NTSC
lda #60
sta ticksPerSecond
rts
.endp
dl
:2 .byte SKIP8
.byte LMS+MODE2
.word screen
:(screen_height-1) .byte MODE2
.byte JVB
.word dl
joyToKeyTable
.by $ff ;00
.by $ff ;01
.by $ff ;02
.by $ff ;03
.by $ff ;04
.by $ff ;05
.by $ff ;06
.by @kbcode._right ;07
.by $ff ;08
.by $ff ;09
.by $ff ;0a
.by @kbcode._left ;0b
.by $ff ;0c
.by @kbcode._down ;0d
.by @kbcode._up ;0e
.by $ff ;0f
escflag .byte 0
paddlestate .byte 0
ticks .byte 0
ticksPerSecond .byte 0
fake_pokey :9 .byte 0
pressTimer .byte 0
icl "music/rmtplayr.a65"
man_text
.if LANG = "PL"
ins 'MANUAL_PL_A800.bin' ; 'manual.bin' ;icl 'man_cart_txt_EN.asm'
.else
ins 'MANUAL_EN.bin'
.endif
man_text_end
.by $ff, $ff
.ECHO *
opt h- ;RMT module is standard Atari binary file already
ins "music/czytaczu1_stripped.rmt" ;include music RMT module
opt h+
MODUL equ $B000
org $BC00
WeaponFont
ins 'manual_font_pl.fnt' ; 'artwork/weapons.fnt'
run start
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""" 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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;* --------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--------
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; @com.wudsn.ide.lng.mainsourcefile=RANDOM_test.asm
;mads RANDOM_test.asm -o:RANDOM_test.bin -d:TARGET=5200
;mads RANDOM_test.asm -o:RANDOM_test.xex -d:TARGET=800
;---------------------------------------------------
.IFNDEF TARGET
.def TARGET = 800 ; 5200
.ENDIF
;---------------------------------------------------
OPT r+ ; saves 10 bytes, and probably works :) https://github.com/tebe6502/Mad-Assembler/issues/10
;---------------------------------------------------
;---------------------------------------------------
;---------------------------------------------------
FirstZpageVariable = $50
.zpvar DliColorBack .byte = FirstZpageVariable
.zpvar ClearSky .byte ; $ff - Crear sky during drawmountains, 0 - no clear sky
.zpvar PaddleState .byte ; old state 2nd button for 2 buttons joysticks
.zpvar GradientNr .byte
.zpvar GradientColors .word
.zpvar JoystickNumber .byte
.zpvar LazyFlag .byte ; 7 bit - run Lazy Darwin, 6 bit - run Lazy Boy or Darwin (!) after inventory
; 0 - nothing
.zpvar SpyHardFlag .byte ; >$7f - run SpyHard after inventory
.zpvar Vdebug .byte ; "visual debug" flag ($00 - off, $ff - on)
.zpvar xdraw .word ; = $64 ;variable X for plot
.zpvar ydraw .word ; variable Y for plot
; (like in Atari Basic - Y=0 in upper right corner of the screen)
.zpvar xbyte .word
.zpvar ybyte .word
.zpvar CharCode .byte
.zpvar fontind .word
.zpvar tanknr .byte
.zpvar oldplot .word
.zpvar xc .word
.zpvar temp .word ; temporary word for the most embeded loops only
.zpvar temp2 .word ; same as above
.zpvar modify .word ; origially used to replace self-modyfying code
.zpvar tempXROLLER .word ; same as above for XROLLER routine (used also in result display routine)
.zpvar xtempDRAW .word ; same as above for XDRAW routine
.zpvar ytempDRAW .word ; same as above for XDRAW routine
.zpvar tempor2 .word
.zpvar CreditsVScrol .byte
;--------------temps used in circle routine
.zpvar xi .word ; X (word) in draw routine
.zpvar fx .byte
.zpvar yi .word ; Y (word) in draw routine
.zpvar fy .byte
.zpvar xk .word
.zpvar fs .byte
.zpvar yc .byte ; ycircle - temporary for circle
.zpvar dx .word
.zpvar dy .word
.zpvar dd .word
.zpvar di .word
.zpvar dp .word
;----------------------------
.zpvar UnderTank1 .byte
.zpvar UnderTank2 .byte
;----------------------------
.zpvar TestFlightFlag .byte ; For AI test flights ($ff - test, $00 - standard shoot flight)
.zpvar weaponPointer .word
.zpvar dliCounter .byte
.zpvar pressTimer .byte
.zpvar NTSCcounter .byte
.zpvar sfx_effect .byte
.zpvar RMT_blocked .byte
.zpvar ScrollFlag .byte
.zpvar SkStatSimulator .byte
.zpvar FloatingAlt .byte ; floating tank altitude
.zpvar OverTankDir .byte ; (0 go right, $ff go left) direction of bypassing tanks on screen
; --------------OPTIMIZATION VARIABLES--------------
.zpvar Force .word
.zpvar Force_ .byte ; Force is 3 bytes long
.zpvar Angle .byte
.zpvar Parachute .byte ; are you insured with parachute?
.zpvar color .byte
.zpvar Erase .byte ; if 1 only mask of the character is printed
; on the graphics screen. if 0 character is printed normally
.zpvar radius .byte
.zpvar decimal .word
.zpvar NumberOfPlayers .byte ; current number of players (counted from 1)
.zpvar Counter .byte ; temporary Counter for outside loops
.zpvar ExplosionRadius .byte
.zpvar FunkyBombCounter .byte
.zpvar ResultY .byte
.zpvar xcircle .word
.zpvar ycircle .word
.zpvar vy .word
.zpvar vy_ .word ; 4 bytes
.zpvar vx .word
.zpvar vx_ .word ; 4 bytes
.zpvar HitFlag .byte ; $ff when missile hit ground, $00 when no hit,
; $01-$06 tank index+1 when hit tank
.zpvar PositionOnTheList .byte ; pointer position on the list being displayed
.zpvar FirstKeypressDelay .byte
.zpvar IsEndOfTheFallFlag .byte ;for small speedup ground falling
.zpvar TankSequencePointer .byte
.zpvar WindChangeInRound .byte ; wind change after each turn (not round only) flag
; (0 - round only, >0 - each turn)
.zpvar RandomMountains .byte ; mountains type change after each turn flag
; (0 - round only, >0 - each turn)
.zpvar FastSoilDown .byte ; 0 - standard, >0 - fast
.zpvar BlackHole .byte ; 0 - no, >0 - yes
.zpvar XHit .word
.zpvar delta .word
.zpvar HowMuchToFall .byte
.zpvar magic .word ; worst var name in the whole business
.zpvar xtraj .word
.zpvar xtraj_ .byte ; 3 bytes
.zpvar ytraj .word
.zpvar ytraj_ .byte ; 3 bytes
.zpvar Wind .word
.zpvar Wind_ .word ; 4 bytes
.zpvar RangeLeft .word
.zpvar RangeRight .word
.zpvar NewAngle .byte
.zpvar escFlag .byte ; 7 bit - Exit game,
; 6 bit - Exit to GameOver (cleared - exit to Menu), 0 - nothing
.zpvar LineYdraw .byte
.zpvar LineXdraw .word
.zpvar plot4x4color .byte ; $00 / $ff
.zpvar Multiplier .word
.zpvar Multiplier_ .byte ; 3 bytes
.zpvar HowToDraw .byte
.zpvar DrawDirFactor .byte
.zpvar gravity .byte
.zpvar LineLength .word
.zpvar tracerflag .byte
.zpvar isInventory .byte
.zpvar DifficultyLevel .byte
.zpvar goleft .byte
.zpvar OffsetDL1 .byte
.zpvar L1 .byte
HotNapalmFlag = FunkyBombCounter ; variable reuse!
displayposition = modify
LineAddress4x4 = xcircle
;* RMT ZeroPage addresses in artwork/sfx/scorch_str9-NTSC.rmt
DISPLAY = $1000
SCREENHEIGHT = 256
screenwidth = 32
;-----------------------------------------------
; libraries
;-----------------------------------------------
.IF TARGET = 800
icl 'Atari/lib/ATARISYS.ASM'
icl 'Atari/lib/MACRO.ASM'
.ELIF TARGET = 5200
OPT h-f+ ; no headers, single block --> cart bin file
icl 'Atari/lib/5200SYS.ASM'
icl 'Atari/lib/5200MACRO.ASM'
.enum @kbcode
_space = $00
_Y = $01
_up = $02
_O = $03
_left = $04
_tab = $05
_right = $06
_A = $07
_down = $08
_I = $09
_esc = $0a
_help = $0b ; Visual Debug in 5200
_del = $fc ; $0c ;not used in 5200
_M = $0d
_S = $0e
_atari = $fd ; not used in 5200
_ret = $0c ; fire in 5200
_none = $0f
.ende
.ENDIF
;-----------------------------------------------
; variable declarations in RAM (no code)
;-----------------------------------------------
ORG $3000
; These tebles are at the beginning of memory pages becouse ....
bittable1_long
.ds $100
bittable2_long
.ds $100
linetableL
.ds (screenHeight)
linetableH
.ds (screenHeight)
; loading address
ORG $4000
;--------------------------------------------------
; Game Code
;--------------------------------------------------
FirstSTART
.IF TARGET = 5200
; start in 5200 diagnostic mode
; move original startup procedure to RAM
Modified5200Splash = $2100 ; apparently there is some free space here
; check kernel version
Atari5200KernelByte = $fff8
; $32 - 4 joy
; $00 - 2 joy
; $ff - Altirra kernel
lda Atari5200KernelByte
beq rom2joy
cmp #$32
beq rom4joy
altirra_kernel
mwa #Modified5200Splash+$8a modify
bne @+ ; JMP
rom4joy
mwa #Modified5200Splash+$16b modify
bne @+ ; JMP
rom2joy
mwa #Modified5200Splash+$181 modify
@
mwa $fffc temp ; startup proc address
mwa #Modified5200Splash temp2
jsr CopyFromROM
; modify the end of the splash procedure
lda #$60 ; rts
sta (temp2),y
jsr Modified5200Splash+$0f ; after the diag cart detection
; modify the text
splash_text = $3c80 ; '.scorch.supersystem.copyright.19xx.atari'
splash_year = splash_text + $1e
splash_copyright = splash_text + $14
ldy #19 ; 20 characters
@ lda NewSplashText,y
sta splash_copyright,y
dey
bpl @-
; splash screen delay. maybe add fire to speed up?
@ cpx RTCLOK+1
bne @-
no5200splash
.ENDIF
StartAfterSplash
; generate linetables
jsr GenerateLineTable
.IF TARGET = 800
; pokeys init
lda #3 ; stereo (pseudo)
sta POKEY+$0f ; stereo
sta POKEY+$1f ; stereo
.ELIF TARGET = 5200
mva #$7f SkStatSimulator
.ENDIF
.IF TARGET = 5200
mva #$0f STICK0
mva #$04 CONSOL5200 ; Speaker off, Pots enabled, port #1 selected
mwa #kb_continue VKEYCNT ; Keyboard handler
.ENDIF
VMAIN VBLinterrupt,7 ; jsr SetVBL
mva #2 chactl ; necessary for 5200
mwa #dl dlptrs ; issue #72 (glitches when switches)
mva #@dmactl(narrow|dma) dmactls
@
mva random xdraw
;mva random ydraw
lda random
;and #%00111111
sta ydraw
; let's calculate coordinates from xdraw and ydraw
;xbyte = xbyte/8
lda xdraw
:3 lsr
sta xbyte
;---
ldx ydraw
ldy linetableL,x
lda linetableH,x
sta xbyte+1
ldx xdraw ; optimization (256 bytes long bittable)
lda (xbyte),y
ora bittable1_long,x
sta (xbyte),y
jmp @-
dl
.byte SKIP8, SKIP8, SKIP8
.byte LMS|MODEF
.word DISPLAY
:127 .byte MODEF
.byte JVB
.word dl
;--------------------------------------------------
.proc GenerateLineTable
mwa #display temp
mwa #linetableL temp2
mwa #linetableH modify
ldy #0
@ lda temp
sta (temp2),y
lda temp+1
sta (modify),y
adw temp #screenwidth
iny
cpy #0 ;#screenheight+1
bne @-
; and bittables for fastest plot and point (thanks @jhusak)
ldy #0
lda #$40
@ asl
adc #0
sta bittable1_long,y
tax
eor #%11111111
sta bittable2_long,y
txa
dey
bne @-
endof
rts
.endp
; -----------------------------------------
.proc plot ;plot (xdraw, ydraw, color)
; color == 1 --> put pixel
; color == 0 --> erase pixel
; xdraw (word) - X coordinate
; ydraw (word) - Y coordinate
; this is one of the most important routines in the whole
; game. If you are going to speed up the game, start with
; plot - it is used by every single effect starting from explosions
; through line drawing and small text output!!!
;
; Optimized by 0xF (Fox) THXXXX!!!
; -----------------------------------------
MakePlot
; let's calculate coordinates from xdraw and ydraw
;xbyte = xbyte/8
lda xdraw
:3 lsr
sta xbyte
;---
ldx ydraw
ldy linetableL,x
lda linetableH,x
sta xbyte+1
ldx xdraw ; optimization (256 bytes long bittable)
lda (xbyte),y
ora bittable1_long,x
sta (xbyte),y
rts
.endp
;--------------------------------------------------
MakeDarkScreen
;--------------------------------------------------
mva #0 dmactls ; dark screen
; and wait one frame :)
;--------------------------------------------------
.proc WaitOneFrame
;--------------------------------------------------
jsr CheckStartKey ; START KEY
seq:wait ; or waitRTC ?
rts
.endp
;--------------------------------------------------
.proc PauseYFrames
; Y - number of frames to wait (divided by 2)
; pauses for maximally 510 frames (255 * 2)
;--------------------------------------------------
@ jsr WaitOneFrame
jsr WaitOneFrame
dey
bne @-
rts
.endp
;-------------------------------------------------
.proc CopyFromROM
;-------------------------------------------------
;copy from CART to RAM
; trashes: Y
; temp: source
; temp2: destination
; modify: destination-end
;usage:
; mwa #DisplayCopyRom temp
; mwa #display temp2
; mwa #DisplayCopyEnd+1 modify
; jsr CopyFromROM
ldy #0
@ lda (temp),y
sta (temp2),y
inw temp
inw temp2
cpw temp2 modify
bne @-
rts
.endp
;--------------------------------------------------
.proc VBLinterrupt
mva #0 dliCounter
mva #$02 DliColorBack
lda PAL
and #%00001110
beq itsPAL
;it is NTSC here
dec NTSCcounter
bne itsPAL
mva #6 NTSCcounter
bne SkippedIfNTSC ; skip doing VBL things each 6 frames in Amerika, Amerika
; We're all living in Amerika, Coca Cola, Wonderbra
itsPAL
; pressTimer is trigger tick counter. always 50 ticks / s
bit:smi:inc pressTimer ; timer halted if >127. max time measured 2.5 s
SkippedIfNTSC
.IF TARGET = 800
; support for joysticks :)
ldx JoystickNumber
lda STICK0,x
sta STICK0
lda STRIG0,x
sta STRIG0
; and PADDLES (2 and 3 joystick button)
txa
asl
tax
lda PADDL0,x
sta PADDL0
jmp XITVBV
.ELIF TARGET = 5200
lda SkStatSimulator
smi:inc SkStatSimulator
lda JoystickNumber ; select port
ora #%00000100 ; Speaker off, Pots enabled
sta CONSOL5200
center = 114 ;Read analog stick and make it look like a digital stick
threshold = 60
lda JoystickNumber
asl
tax
lda paddl0,x ;Read POT0 value (horizontal position)
cmp #center+threshold ;Compare with right threshold
rol stick0 ;Feed carry into digital stick value
cmp #center-threshold ;Compare with left threshold
rol stick0 ;Feed carry into digital stick value
lda paddl1,x ;Read POT1 value (vertical position)
cmp #center+threshold ;Compare with down threshold
rol stick0 ;Feed carry into digital stick value
cmp #center-threshold ;Compare with down threshold
rol stick0 ;Feed carry into digital stick value
lda stick0 ;0 indicates a press so the right/down values need to be inverted
eor #2+8
and #$0f
sta stick0
ldx JoystickNumber
; check shift key (5200 second fire button)
lda SKSTAT
:3 lsr ; third bit
and trig0,x ; and first button
;lda trig0,x
sta strig0 ;Move hardware to shadow
mva chbas chbase
lda skstat ;Reset consol key shadow is no key is pressed anymore
and #4
beq @+
mva #consol_reset consol
mva #@kbcode._none kbcode
@
exit
pla
tay
pla
tax
pla
rti
.ENDIF
.endp
.IF TARGET = 5200
.proc kb_continue
cmp #$0c ; START key on 5200 keypad
beq StartPressed
sta kbcode ;Store key code in shadow.
mva #0 SkStatSimulator
beq VBLinterrupt.exit
StartPressed
mvx #%00000110 CONSOL ; virtual CONSOL Start key pressed
bne VBLinterrupt.exit
.endp
.ENDIF
;--------------------------------------------------
.proc CheckStartKey
;--------------------------------------------------
lda CONSOL ; turbo mode
and #%00000001 ; START KEY
rts
.endp
;-------------------------------------------------
.ECHO "Bytes on top left: ",$bfe8-* ; ROM_SETTINGS-*
.IF TARGET = 800
run FirstSTART
.ELIF TARGET = 5200
.IF * > ROM_SETTINGS-1
.ERROR 'Code too long to fit in 5200'
.ENDIF
org ROM_SETTINGS ; 5200 ROM settings address $bfe8
; "01234567890123456789"
.byte " pokey random test " ; 20 characters title
.byte " ", $ff ; $BFFD == $ff means diagnostic cart, no splash screen
.word FirstSTART
.ENDIF
BIN
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+228 -112
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@@ -1,3 +1,4 @@
# Scorch - Atari 8-bit Scorched Earth clone source code
---------------------------------------------------
@@ -5,16 +6,19 @@ Scorch is a multi-player, turn-based, artillery video game. Tanks do turn-based
by Tomasz 'Pecus' Pecko and Pawel 'pirx' Kalinowski
Warsaw, Miami 2000, 2001, 2002, 2003, 2009, 2012, 2013, 2022, 2023
Warsaw, Miami 2000, 2001, 2002, 2003, 2009, 2012, 2013, 2022, 2023, 2024, 2025
[Game manual in PDF (layout by Bocianu)](Manuals/scorch_manual_en.pdf)
Contributors:
- Miker ([mikerro](https://github.com/mikerro)) - in-game music and sfx, ideas, QA
- Kaz - original splash screen, SV Atari 50 splash screen, ideas
- Adam ([6502adam](https://github.com/6502adam)) - font, design, QA
- Bocianu ([bocianu](https://github.com/bocianu)) - important ideas, FujiNet implementation, QA
- Bocianu ([bocianu](https://github.com/bocianu)) - important ideas, FujiNet implementation, QA, DTP
- Emkay - splash screen music
- Fox ([pfusik](https://github.com/pfusik)) - plot and point optimization
- xorcerer ([xauberer](https://github.com/xauberer)) - AI generated splash and sticker
- xorcerer ([xauberer](https://github.com/xauberer)) - AI generated splash screen
QA: Probabilitydragon, EnderDude, Dracon, Beeblebrox, KrzysRog, lopezpb,
@@ -27,24 +31,42 @@ You can contact us via [AtariAge](https://atariage.com) or [AtariOnLine](https:/
This source code was originally compiled with [OMC65 crossassembler](https://github.com/pkali/omc65) and on 2012-06-21 translated to [mads](https://github.com/tebe6502/Mad-Assembler).
Compilation:
Compilation: (requires mads newer than 2023-09-13)
- `mads scorch.asm -o:scorch.xex -d:TARGET=800` for Atari800 version
- `mads scorch.asm -o:scorch.bin -d:TARGET=5200` for Atari 5200 version
- `mads scorchC64.asm -o:scorchC64.prg` for C64 version (WIP, not playable yet)
Update of the official Atari 8-bit cartridge from Mq:
- boot `scorch_fl.atr` from e.g. SIO2SD, SIO2PC or a large floppy
- insert the cartridge
- do what the flasher application says on the screen.
- do not despair if something goes wrong, just reboot, the reinsert cart, etc.
- it is smoother with QMeg OS, because there you can insert the cart, turn on your Atari, jump to the QMeg menu, and boot the `scorch_fl.atr` from there. No need to insert the cart into the running Atari.
WARNING | ADVERTENCIA |警告 | AVERTISSEMENT | चेतावनी | WARNUNG | ПРЕДУПРЕЖДЕНИЕ | UWAGA | POZOR !!!
This is not an official cart manufacturer's (Mq) flasher, it is a collective and separate community effort. Be responsible, don't drink and flash your car(t). Better yet, do not flash it at all. In fact, to preserve the historical value of the artifact we strongly discourage from opening the game box and inserting the cartridge anywhere, especially into unauthorized orifices.
Game source code is split into several parts:
- `scorch.asm` is the main game startup code
- `scorchC64.asm` is the main game startup code for the Commodore 64
- `game.asm` - it all happens here
- `grafproc.asm` - graphics routines like line or circle
- `textproc.asm` - text routines like list of weapons and shop
- `textproc.asm` - text routines like the list of weapons and shop
- `variables.asm` - all non-zero page variables
- `constants.asm` - various tables of constants
- `display_*.asm` - display lists and text screen definitions
- `constants.asm` and `constants_top.asm` - various tables of constants
- `ai.asm` - artificial stupidity of computer opponents
- `weapons.asm` - general arsenal of tankies
- `weapons.asm` - general arsenal of tanks
- `definitions.asm` - label definitions, moved to make it work better with Altirra debug (it doesn't).
Hardware dependent code (In the corresponding folders - 'Atari', 'C64', ...):
- `display_*.asm` - display lists and text screen definitions
- `gr_basic.asm` - graphics primitives (plot, point, soildown, drawmountains, etc.) for faster drawing
- `inputs.asm` - keyboard and joystick routines
- `interrupts.asm` - interrupts routines (DLI on Atari, music and SFX, timers)
- `textproc.asm` - text routines for menus and shop
We were trying to use macros, pseudo-ops, and simple graphics primitives as much as possible. This way, it should be relatively easy to port this code to, for example, the C64.
After working on this piece of code for N years, we are sure it would be much wiser to write it in C, Action!, or MadPascal. On the other hand, it is so much fun to type 150 characters when all you want to have is y = a * x + b. :)
@@ -55,20 +77,113 @@ With the advent of [fujinet](https://fujinet.online/) we are thinking about maki
## Changelog:
###### Version 1.51
2025-01-15
We are done.
1. VU meters do not activate when the music is turned off. (Previously, after a set time, the tanks would rotate their turrets to position 0, and nothing would happen because there was no music. Now, they dont even rotate at all.)
2. A slightly faster and significantly shorter circle-drawing procedure (the circles are a tiny bit less pretty 🙂).
3. Plasma Blast! (only as one of the tank destruction visual effects).
###### Version 1.50
2024-03-15
Atari 8-bit cart flasher and bug fixes!
@RB5200 provided us with a very good bug report so the new version was inevitable. Additionally, we have used [cart flasher](https://github.com/jhusak/jataricart/tree/master/various_flashers/1MBscorch) from @jhusak to prepare the .atr with flasher.
Fixes and changes:
- Napalm and Hot Napalm animations were not playing.
- Wind of force 0 and left direction was wrapping arithmetic and caused very strong left shoots.
- Now 0 force wind has got no direction (no negative zeroes anymore!)
- CTRL+Tab was nonfunctional for some time; returned
- Much nicer easter egg visualization.
###### Version 1.48
2024-03-11
New cart image, bugfixes, and easter eggs.
In preparation for the festive season we have squeezed the code a bit more, fixed some buggies, and added an easter egg or two :)
Most important changes:
- Cyborgs prefer attacking human players again! Due to unforeseen circumstances, Cyborgs were a bit shy and not as vicious as planned. Fixed.
- A new weapon "Propaganda". In the spirit of a ["Phoney War"](https://en.wikipedia.org/wiki/Phoney_War) instead of dropping bombs we drop a bunch of leaflets. This will show them!
- Robotanks were making suboptimal purchase decisions. Fixed.
- Updated binary manuals.
- ... _redacted_
- ... _redacted for egg season_
- A new physical cart image - you can update carts and have even more fun now!
###### Version 1.43
2023-12-07
Physical release version.
We are extremely pleased to inform you that our humble game was released on physical media by [Mq](mailto:mq666xx@gmail.com) (Atari 8-bit version) and 5200 [atariage.com](https://atariage.com/store/index.php?l=product_detail&p=1305).
![Scorch physical release](Manuals/images/scorch_physical.jpg)
The most important changes:
- Massive code and data optimizations make this dense mo********er of a code even denser. Circa 1KiB gained and reused for fixes and improvements listed below.
- New weapon - "Punch". Push the enemies to their oblivion!
- Black Hole option! Tanks can fall out of the screen. Press TAB when in the "Walls" main menu section to activate this option, indicated by "↓".
![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 the "Mountain" section of the main menu, indicated by "?".
- Meteors cross the night sky!
- English and Polish language executable manuals for use in a cart.
- Significant acceleration of mountain drawing.
- Default tank names based on their AI levels.
- MaxForce fix (starts from 990 as it should).
- Hovercraft landing fix.
- Speedup of the main menu display.
- The "Stomp" weapon radius depends on Force.
- Super fast dirt fall with SFX, available by pressing [START] or in the menu.
- Speed-up of screen clearing, text operations, "Napalm" and "Diggers".
- Unnecessary clearing of offensive texts removed.
- Flicker in inventory and store eliminated.
- Cyborg and Spoiler aim better, added barrel animation and sound to AI aiming.
- Ancient "Digger" bug fixed.
- Revamp of the status bar, multiple fixes. additional and faster updates.
- Faster plot and point operations with some generated tables.
- Faster circle drawing, faster draw routine.
- Cyborg's battery optimization and SFX, other AI defensives SFX added.
- Fix of Autodefense bug, SFX added.
- Tank names sometimes disappear when using Lazy Darwin - fixed.
- Better "Laser" visualization in Lazy Darwin.
- Cart startup menu with a hidden easter egg.
- Turbo mode added to 5200 version (press and hold [START] key for a speed up).
- "Visual debug" mode is available in 5200 as well (long press of [#] toggles this mode).
- AI searches for the weakest link much faster now.
- Improved attack tactic of Poolshark, Tosser and Shooter.
- Miraculous powers of "Long Schlong"!!!
- Exit from AI aiming bug fixed.
- Chooser, Spoiler and Cyborg better calculate distances from explosions.
###### Version 1.30
2023-05-21
Okay, okay, we promised that the single-machine game was done, and it was. However, some bug reports came in, and development of the C64 version unearthed some mostly peaceful and dormant pests. As a result, it appears that a new release is happening.
Okay, okay, we promised that the single-machine game was done, and it was. However, some bug reports came in, and the development of the C64 version unearthed some mostly peaceful and dormant pests. As a result, it appears that a new release is happening.
The most important changes:
- Most machine-dependent code moved to appropriate folders (`Atari/` and `C64/`).
- Game Over results table improved by sorting all 3 values - points, hits and money earned. It was possible in the past to get a lower podium place with e.g., more money.
- Game Over screen now displays level of robo tanks and controller number for organic players.
- Game Over results table improved by sorting all 3 values - points, hits, and money earned. It was possible in the past to get a lower podium place with e.g., more money.
- The Game Over screen now displays a level of robo tanks and controller number for organic players.
- Gains calculations bug fixed.
- Manuals now include pictures!
- More than 6 tanks possible (not for Atari / 5200 where sprites and memory are the limiting factor)
- Shield stays up after White Flag bug fixed https://github.com/pkali/scorch_src/issues/138. Finally!!!
- Quit from game and quit to Game Over is now checked much more often, especially when robo tanks are fighting.
- Shield stays up after the White Flag bug is fixed https://github.com/pkali/scorch_src/issues/138. Finally!!!
- Quit from the game and quit to Game Over is now checked much more often, especially when robo tanks are fighting.
- Numerous binary size and source code clarity improvements, mainly to facilitate the above changes.
@@ -89,7 +204,7 @@ Our developers have also painstakingly refined the game's performance with a ple
Last but certainly not least, our mountain drawing optimization shall elevate the visual experience to new heights, ensuring an immersive and enjoyable experience for all.
We hope that these improvements shall enhance your gaming experience, and we eagerly anticipate your feedback.
We hope that these improvements will enhance your gaming experience, and we eagerly anticipate your feedback.
Yours sincerely,
@@ -104,9 +219,9 @@ Please note you can still press [Tab] or [5] in the main menu and revert to the
Other changes:
- nicer Lazy targeting and "visual Debug" for Lazy Boys
- extreme memory optimizations to fit 2 new texts from @RB5200 based on "Sandford and Son"
- fix for [G] key bug when turn wind changes were selected
- fix for [G] key bug, when turn wind changes, were selected
- fix for Lazy Boys deactivation bug
- PAL mode now has got the full-color table, so it is possible to adjust colors better
- PAL mode now has the full-color table, so it is possible to adjust colors better
- the x-position of tanks was always adjusted to even X values, this is no more, which saves some hassle and unnecessary tank shakes left and right. As tanks are painted with sprites of a lower resolution, a rare artifact might appear here and there.
- improved tank shapes
@@ -116,7 +231,7 @@ Other changes:
Early morning edition. It is 5:11 am and I am writing this instead of dreaming of electric sheep.
For the last 6 weeks, the versions we released had an awful bug - the conversations of tanks were completely invisible. Thanks for pointing this out, RB5200.
- tanks talk to each other again
- better stochastic non-blocking wait one frame
- better stochastic non-blocking wait for one frame
- rare distance measurement bug fixed (rarely a tank survived a direct hit)
- 5200: second fire (by RB5200)
- "visual debug" mode in A800 version, triggered by pressing [CTRL]+[HELP]. It displays distances measured, laser aiming, and aiming technique. It leaves a mess on the screen, but it does not impair the game, just makes it a bit harder.
@@ -148,7 +263,7 @@ Also a small gradient optimization.
Christmas colors edition! Can you carve a quarter of a page of memory from two decades old code? Sure @Pecusx can! So finally we have the most requested feature - C0L0RS on the game screen, adjusted with Adam's help.
Press [TAB] twice in the main menu to switch to a screen with colors.
Other (dubious) improvements:
- New Lazy Darwin, it is spectacular, check it out!!!
- The new Lazy Darwin, it is spectacular, check it out!!!
- Smoke Tracer does not smoke when targeting with Lazy Darwin
- Lazy Boy works well with joystick
- Another fix for self-destructing tanks shooting low angles (0-4 degrees)
@@ -189,7 +304,7 @@ Our most prolific testers Arek and Alex called for a number of fixes. Thank you,
- ExplosionRange variable glitched (rarely) due to byte/word mix-up. Fixed.
- Bouncy Castle was bouncing the laser from inside. Fixed.
- Shielded tanks were autodestructing when shooting with angle 0. Fixed.
- Physics of bouncing off the walls was incorrect for some weapons. Fixed.
- The physics of bouncing off the walls was incorrect for some weapons. Fixed.
###### Version 1.19
@@ -199,7 +314,7 @@ This is the final round of weapon additions! Also. our beloved testers and playe
- New defensive weapon "Lazy Boy" - aims at the closest enemy.
- New defensive weapon "Lazy Darwin" - aims at the weakest link, an enemy I mean.
- New defensive weapon "Auto Defense" - activate it to be automatically protected by shields and stuff (where available)
- New defensive weapon "Spy Hard" - quickly view energies, weapons and shields of your opponents.
- New defensive weapon "Spy Hard" - quickly view energies, weapons, and shields of your opponents.
- New SFXes, improvements in SFX, and music by @mikerro
- Shooting with angle 0 caused the sudden death of the operator. Fixed.
- Angles were asymmetrical, now you can go from 0 to 90 and to 0 again (181 degrees of freedom). Fixed with an improved arithmetic rounding of our sub-pixel accuracy.
@@ -210,7 +325,7 @@ This is the final round of weapon additions! Also. our beloved testers and playe
- Not all traces were correctly erased after Funky Bomb, fixed again (for the 3rt time I guess).
- Soil sedimentation speed after Funky Bomb improved.
- Pressing [ESC] when in inventory/store was quitting the game, now it quits the menu only.
- A bug in MADS optimization was causing parts of SEPPUKU message to stay on screen.
- A bug in MADS optimization was causing parts of the SEPPUKU message to stay on screen.
- BIGGEST OF ALL: the lonely pixel after Nuclear Winter was eliminated. https://github.com/pkali/scorch_src/issues/103 We have spent a disproportionately large amount of time trying to slap this bug. It is still there, but is not manifesting itself ;)
@@ -222,7 +337,7 @@ Possibly the final single-player version of the game, unless our dear players fi
- "Unknown" type Robotanks were attacking with Nuclear Winter every time. Fixed!
- One of the variables was declared as a byte but used as a word that might cause some rare instabilities.
- Page zero variables are cleared prior to the game start to eliminate rare issues in some software/hardware configurations.
- The new version of music in NTSC eliminates issues with tempo (not that anyone but the artist noticed that, but still it is an improvement!)
- The new version of the music in NTSC eliminates issues with tempo (not that anyone but the artist noticed that, but still it is an improvement!)
- You can now wrap around inventory and shop to faster access these options far down below.
- Visual improvement of the main menu and fixed some color issues with the title headers.
- Hovercraft was always flying to the top of the screen, it was not intended, it is now hovering just above the mountains!
@@ -241,7 +356,7 @@ Mostly 5200 console port and NTSC improvements.
- 5200 ATTRACT mode not going away fixed
- Autorepeat added to menus what should help 5200 users with their non-centering abomination of a controller.
- DLI interrupts optimized, few cycles saved.
- 5200 keypad sort-of-works. Please refer to manual for key bindings.
- 5200 keypad sort-of-works. Please refer to the manual for key bindings.
###### Version 1.16
@@ -260,7 +375,7 @@ Changes:
###### Version 1.14
2022-09-05
Minor bugfixes and optimizations.
Minor bug fixes and optimizations.
Just a small update to allow for more testing and having fun before the bigger release.
Changes:
@@ -283,7 +398,7 @@ Changes:
- Overhaul of AI - Cyborgs, Spoilers, and Choosers aim much better.
- Cyborgs prefer to kill humans.
- Fine tuning of AI purchases makes the difficulty level aligned with the robot level.
- Fixed a very difficult and elusive bug that was causing tanks to freeze when falling close to the right edge of the screen fixed.
- Fixed a very difficult and elusive bug that was causing tanks to freeze when falling close to the right edge of the screen.
- Updated music by @Miker
- It is now possible to enter tank names with a joystick - all essential game functions are available without touching the keyboard!
- Manuals updated with AI strategy information and more.
@@ -296,7 +411,7 @@ What is going on? Are we getting crazy or what?
Changes:
- Background color indicates the type of walls. This is very useful when the rand option is selected.
- XEGS users requested that console keys are used when no keyboard is attached! We delivered! [SELECT] to select an offensive weapon, [OPTION] to jump into inventory, defensive section, [START] + [OPTION] - immediate Game Over (no confirmation for you keyboardless folks)
- XEGS users requested that console keys be used when no keyboard is attached! We delivered! [SELECT] to select an offensive weapon, [OPTION] to jump into inventory, defensive section, [START] + [OPTION] - immediate Game Over (no confirmation for you keyboardless folks)
- A very silly bug detected by our young testers fixed - the game crashed when you built a very high mountain using Dirt Balls :)
- Boxy infinite bounce bug fixed.
- Funky bombs bounce off the walls!
@@ -322,7 +437,7 @@ My hovercraft is full of eels.
This release brings a swath of gameplay updates and a generous dose of a new silliness.
[English](https://github.com/pkali/scorch_src/blob/master/MANUAL_EN.md) and [Polish](https://github.com/pkali/scorch_src/blob/master/MANUAL_PL.md) language manual drafts are available in the repository. Please help us with the English one as we are not native speakers.
Version number bump reflects number of unreleased versions and amount of changes.
Version number bump reflects the number of unreleased versions and amount of changes.
Changes:
- Defensive weapons can be activated before the round to make for the unbeatable aiming precision of the robotanks.
@@ -333,13 +448,13 @@ Changes:
- New item in the shop - loot box "Buy me!" with a surprise inside. https://github.com/pkali/scorch_src/issues/97
- Tank names can have s p a c e s now! https://github.com/pkali/scorch_src/issues/120
- Tanks are mobile now thanks to the new defensive option - Hovercraft https://github.com/pkali/scorch_src/issues/52
- Main atari library switched to a more standard version based on Mapping the Atari
- The main Atari library switched to a more standard version based on Mapping the Atari
- Huge memory optimizations to allow for the new features.
- Narrow screen in shop / inventory (many bytes saved).
- Narrow screen in shop/inventory (many bytes saved).
- Explosion range corrections for a rare event of non-lethal Nuke explosions.
- Pressing [A] jumps into defensive weapons activation directly.
- Elusive randomize force error causing rare hangups for Tosser fixed.
- Activation of defensive weapons moved to front.
- The elusive randomize force error causing rare hangups for Tosser fixed.
- Activation of defensive weapons moved to the front.
- Additional SFX for new weapons.
###### Version 1.00
@@ -357,7 +472,7 @@ Most important changes:
- New Game Over screen with a summary of wins, direct hits and earned cash. https://github.com/pkali/scorch_src/issues/9
- Tank barrels are drawn procedurally to make aiming easier..
- Various SFX and music updates with new tunes for all parts of the game. https://github.com/pkali/scorch_src/issues/112
- AI can use White Flag.
- AI can use a White Flag.
- 3 different tank shapes https://github.com/pkali/scorch_src/issues/64.
- All AI levels are programmed. Cyborg is tough! https://github.com/pkali/scorch_src/issues/40
- New weapon - Long Schlong!
@@ -377,37 +492,37 @@ WHAT DOES THE FOX SAY?
Fox (x0f, @pfusik) says plots and points can be optimized by 18 clock cycles each and thanks to his 6502 wizardry the game is noticeably nicer. Thank you!
Other changes:
- https://github.com/pkali/scorch_src/issues/99, https://github.com/pkali/scorch_src/issues/98 - tank number 6 has got a color now! No one is monochrome now!
- https://github.com/pkali/scorch_src/issues/110 much improved laser - previously it was almost useless, now it looks and works much better
- https://github.com/pkali/scorch_src/issues/110 much-improved laser - previously it was almost useless, now it looks and works much better
- fixed an interesting roller bug
- Auto Defense angle fix
- multiple improvements in AI routines, preparation for the final opponents.
- multiple improvements in AI routines, and preparation for the final opponents.
###### Build 147
2022-07-10
LOST build. We were watching [LOST party](https://www.lostparty.pl/2022/) streams so maybe a little less done, but still some nice improvements.
- new weapons by @Pecusx - Napalm and Hot Napalm. Fire penetrates all shields, so beware!
- status bar showing outdated info on the beginning of the round fix
- various small optimizations incl. memory usage, soildown, weapon ranges
- status bar showing outdated info at the beginning of the round fix
- various small optimizations of memory usage, soildown, weapon ranges, and others
- improved shapes of Heavy and Force Shields
Issues closed:
- revert to the old but slightly improved version of showing angles (#105)
- zero page loading eliminated (#106)
- active player name appear over his tank when aiming (#107)
- active player name appears over his tank when aiming (#107)
- configurable mountain heights (The Netherlands, Belgium, Czechia, Switzerland, Nepal) (#86)
- angle speeds up when joystick / keyboard are pressed (#75)
- angle speeds up when joystick/keyboard are pressed (#75)
###### Build 146
2022-07-03
Super heavy rewrite build.
Not much changed visually since the last build, but really large parts of the code were rewritten, optimized and improved. A fresh swath of buggies certainly introduced, too.
Not much changed visually since the last build, but really large parts of the code were rewritten, optimized and improved. A fresh swath of buggies was certainly introduced, too.
- completely new tank falling routine by @Pecusx - over 300 bytes saved, complexity reduced, more just energy deduction when falling.
- silly angle system rewritten to a proper, primary school angling. BTW - I had to dig into 8th grade trig to make it work. About 200 bytes saved, complexity reduced. Next build will have improved angle speed UI. I will also allow for an easier improvement of tank visuals.
- Weapon price and quantity balance - this is our honest attempt to make game more fun. We'll accept any critique and improvement proposals.
- The silly angle system was rewritten to a proper, primary school angling. BTW - I had to dig into 8th grade trig to make it work. About 200 bytes were saved, and complexity reduced. The next build will have an improved angle speed UI. I will also allow for an easier improvement of tank visuals.
- Weapon price and quantity balance - this is our honest attempt to make the game more fun. We'll accept any critique and improvement proposals.
- New AI opponent - Tosser! Not much better than Poolshark, but still beats sharks most of the time.
- AI opponents can purchase defensive weapons which make playing against AI somewhat more challenging.
- AI opponents can purchase defensive weapons which makes playing against AI somewhat more challenging.
- Improved Laser. It is still not ideal, but better. Still hard to aim :]
- Few small parachute-related bugs fixed
- A few small parachute-related bugs fixed
- Death's Head bug fix
Issues closed:
@@ -416,7 +531,7 @@ Issues closed:
###### Build 145
2022-06-26
Possibly last round of weapon additions!
Possibly the last round of weapon additions!
@Pecusx added
- working White Flag -- it is a way to give up while not making opponents richer!
@@ -424,7 +539,7 @@ Possibly last round of weapon additions!
- Strong Parachute - like a normal parachute, but stronger (it has energy and can work more than once)
- Nuclear Winter - a quick and efficient solution to global worming, err, warning, WARMING!
@mikerro added new SFX and in-game-tunes.
@mikerro added new SFX and in-game tunes.
- Pressing [S] turns on/off SFX (when aiming). Pressing [M] turns on/off in-game tunes.
Tickets closed:
@@ -434,11 +549,11 @@ Tickets closed:
###### Build 144
2022-06-19
Father's day release comes with the most anticipated new feature: defensive weapons. Thanks to @Pecus we have 5 completely new weapons and a more reasonably working parachute. The stub of the instruction manual describing these weapons is available here: https://github.com/pkali/scorch_src/wiki/Instruction-manual.
Father's Day release comes with the most anticipated new feature: defensive weapons. Thanks to @Pecus we have 5 completely new weapons and a more reasonably working parachute. The stub of the instruction manual describing these weapons is available here: https://github.com/pkali/scorch_src/wiki/Instruction-manual.
The new inventory system has been added. Call it by pressing the "I" key or short-pressing fire. Select the weapon to use by moving the joystick or cursor keys right. Switch between offensive and defensive weapons by moving the joystick left. Fire/escape to quit inventory.
Another significant playability change is #54 - it is not finished yet, but keeping the joystick up or down makes force increase/decrease faster. Also - short press of fire calls Inventory, long press fires the shell. The timings are experimental, please let me know if this needs a modification/improvement.
Another significant playability change is #54 - it is not finished yet, but keeping the joystick up or down makes force increase/decrease faster. Also - the short press of fire calls Inventory, long press fires the shell. The timings are experimental, please let me know if this needs a modification/improvement.
Tickets closed:
- https://github.com/pkali/scorch_src/issues/92 - less unnecessary cleaning of the offensive texts
@@ -448,63 +563,63 @@ Tickets closed:
###### Build 143
2022-06-05
Rewrite build. We redone several important parts of the game to allow for bug fixes and requested features. Generally it was a great success, but some new bugs appeared. This build is nice for the eye, but beware, no mercy for testers again :)
Only visible changes listed, because you are possibly not as excited as we are for the new Flight routine and ground collisions by @Pecusx.
- https://github.com/pkali/scorch_src/issues/84, https://github.com/pkali/scorch_src/issues/63 - tanks now say good bye properly!
Rewrite build. We redone several important parts of the game to allow for bug fixes and requested features. Generally, it was a great success, but some new bugs appeared. This build is nice for the eye, but beware, no mercy for testers again :)
Only visible changesare listed, because you are possibly not as excited as we are for the new Flight routine and ground collisions by @Pecusx.
- https://github.com/pkali/scorch_src/issues/84, https://github.com/pkali/scorch_src/issues/63 - tanks now say goodbye properly!
- https://github.com/pkali/scorch_src/issues/74 - Press [ESC] to quit the game at any point, with a confirmation when the round has already started. Please note the keyboard is not checked all the time, so press it for a while, especially when AI tanks are ru(i/n)ning the show.
- https://github.com/pkali/scorch_src/issues/56 - there should be no occurrences of frivolous weapon purchases. Please report all tanks getting their munitions from uncertified sources!
- https://github.com/pkali/scorch_src/issues/47 - It seems that the bad sequence of turns has been ameliorated. Fix is trivial, finding the culprit - far from it. Please pay special attention to fairness of shooting in case the fix is still longing for the fjords.
- https://github.com/pkali/scorch_src/issues/47 - It seems that the bad sequence of turns has been ameliorated. The fix is trivial, finding the culprit - far from it. Please pay special attention to the fairness of shooting in case the fix is still longing for the fjords.
- ATTRACT mode works how it should - screensaver saves screen only when HUMAN should input something.
###### Build 142
2022-05-30
Late build. The bugs we tried to squelch turned out to be more difficult than usual. Some progress has been made though even if it is not yet visible.
- 4x4 font rewritten by @Pecusx as a prep for Y standarization. It makes the messages to appear faster. This is a good change.
- 4x4 font rewritten by @Pecusx as a prep for Y standardization. It makes the messages to appear faster. This is a good change.
- https://github.com/pkali/scorch_src/issues/5 and #80 fixed (again) - no funkybomb traces staying on the screen
- https://github.com/pkali/scorch_src/issues/70 too strong Shooters fixed
- https://github.com/pkali/scorch_src/issues/63 - tank say goodbye when (mostly) visible
- https://github.com/pkali/scorch_src/issues/70 is too strong Shooters fixed
- https://github.com/pkali/scorch_src/issues/63 - tank says goodbye when (mostly) visible
- several other small changes and improvements that will pay off in the following releases.
###### Build 141
2022-05-22
Debug build. Thanks to all testers for finding numerous bugs. We tried to fix some of them and we have introduced some new for your enjoyment.
Debug build. Thanks to all the testers for finding numerous bugs. We tried to fix some of them and we have introduced some new ones for your enjoyment.
- https://github.com/pkali/scorch_src/issues/73 Fast forward. Press [START] to speed up the game where it can be sped up. Not in many places, mind you.
- https://github.com/pkali/scorch_src/issues/72 Screen glitches improved
- https://github.com/pkali/scorch_src/issues/70 AI shoot with more force than their energy allows. We might still have to revise this one
- https://github.com/pkali/scorch_src/issues/70 AI shoots with more force than their energy allows. We might still have to revise this one
- https://github.com/pkali/scorch_src/issues/69 Explosions wrapping around the screen
- https://github.com/pkali/scorch_src/issues/67 Screen glitches after intro
- https://github.com/pkali/scorch_src/issues/67 Screen glitches after the intro
- https://github.com/pkali/scorch_src/issues/65 Saved ~90 bytes by removing cosinus table
- https://github.com/pkali/scorch_src/issues/62 Empty list of defensive weapons gets corrupted. Plunged it with a new defensive weapon - "White Flag". Honor of the tank crew prohibits them from buying it (yet)
- https://github.com/pkali/scorch_src/issues/62 The Empty list of defensive weapons gets corrupted. Plunged it with a new defensive weapon - "White Flag". The honor of the tank crew prohibits them from buying it (yet)
- https://github.com/pkali/scorch_src/issues/61 [SHIFT] was repeating the last key
- https://github.com/pkali/scorch_src/issues/57 Fire too sensitive on a real machine. Switched to shadow registers. First recorded use of Atari OS :O
- https://github.com/pkali/scorch_src/issues/57 Fire is too sensitive on a real machine. Switched to shadow registers. First recorded use of Atari OS :O
- https://github.com/pkali/scorch_src/issues/55 Glitches in the status bar. This one was surprisingly tough.
###### Build 140
2022-05-15
Huge internal changes by @Pecusx. The whole game screen has been inverted - ground is now background color, "sky" and empty areas are in fact pixels. This allowed for introducing better tank colorization, fully devised and lead by Adam. The process started and results are already promising - the colors of tanks and the status bar are closer. We might get even better ones in the next builds.
- few new sfx added (end of round, weapon change, soil eating weapons)
Huge internal changes by @Pecusx. The whole game screen has been inverted - ground is now the background color, "sky" and empty areas are in fact pixels. This allowed for the introduction of better tank colorization, fully devised and led by Adam. The process started and results are already promising - the colors of tanks and the status bar are closer. We might get even better ones in the next builds.
- A few new sfx added (end of round, weapon change, soil eating weapons)
- added colors to tank name and level selection screen
- Bug https://github.com/pkali/scorch_src/issues/57 possibly alleviated by using TRIG0S instead of TRIG0. Please test - it did not show for me.
Other unlisted minor bugs and typos fixed.
"Nightly" version moved to `develop` branch. `master` will be updated with stablish and playablish builds only.
Other unlisted minor bugs and typos were fixed.
The "Nightly" version moved to the `develop` branch. `master` will be updated with stablish and playablish builds only.
###### Build 139
2022-05-09
The post midnight release with great, heavy new features:
- https://github.com/pkali/scorch_src/issues/48, https://github.com/pkali/scorch_src/issues/10 - thanks to @mikerro we have a bunch of fresh sound effects. Not everything is perfectly implemented, but the game definitely got nicer! Thank you again Miker!
- https://github.com/pkali/scorch_src/issues/42 New weapon - Liquid Dirt by Pecus. Try it from directly from the weapon store!
The post-midnight release with great, heavy new features:
- https://github.com/pkali/scorch_src/issues/48, https://github.com/pkali/scorch_src/issues/10 - thanks to @mikerro we have a bunch of fresh sound effects. Not everything is perfectly implemented, but the game definitely got nicer! Thank you again, Miker!
- https://github.com/pkali/scorch_src/issues/42 New weapon - Liquid Dirt by Pecus. Try it directly from the weapon store!
- (fix) https://github.com/pkali/scorch_src/issues/53 - non-existing weapons are not displayed. This makes the defense menu empty when you are poor, but it is still better than the old way with "$0" prices
- (fix) https://github.com/pkali/scorch_src/issues/49 - seppuku should always kill now
###### Build 138
2022-05-02
- new version of font from Adam
- a new version of the font from Adam
- 80's style background gradient
- roller procedure refactored in preparation to liquid dirt
- roller procedure refactored in preparation for liquid dirt
###### Build 137
2022-04-29
Premature release due to a trip to Atlanta on weekend.
Premature release due to a trip to Atlanta on the weekend.
- https://github.com/pkali/scorch_src/issues/41 Make Riot Charge and Riot Blast weapons. YAY a new weapon after so many years! And it is really useful when you get covered by a ton of dirt
- land-slide optimization by @Pecusx: ~400 bytes and some cycles saved!
- nicer explosions (say that to the target)
@@ -514,9 +629,9 @@ Premature release due to a trip to Atlanta on weekend.
###### Build 136
2022-04-24
This is a very important release because we had a chance to work a bit as an original team (Pecus and pirx). Let's cheer for Pecus for joining the task force again! Changes:
- another sneaky memory corrupting bug found and fixed. The game seems to be as stable as an Ikea table! No bug number because it was super elusive.
- another sneaky memory-corrupting bug was found and fixed. The game seems to be as stable as an Ikea table! No bug number because it was super elusive.
- MIRV loops https://github.com/pkali/scorch_src/issues/6 - a very interesting one. It happened when MIRV killed tank exploded with LeapFrog or FunkyBomb.
- Nicer font https://github.com/pkali/scorch_src/issues/37 - Thank you Adam for dugging up the font you made in 2008 :)
- Nicer font https://github.com/pkali/scorch_src/issues/37 - Thank you Adam for digging up the font you made in 2008 :)
- Explosions are 2 times faster and look equally good or maybe even a bit better. This was a drag because of the Death's Head
- Memory map reorganized to extract some free RAM. Currentish map here: https://github.com/pkali/scorch_src/wiki
- Adam shared an archive that preserved a couple of the old build comments! Added below.
@@ -524,16 +639,16 @@ This is a very important release because we had a chance to work a bit as an ori
###### Build 135
2022-04-17
Happy Easter! This is a "premature ejacu.." err... "premature optimization" build. I got into an optimization fewer and got the code messed up, having to revert to the base. One important ticket closed:
- https://github.com/pkali/scorch_src/issues/35 Two morons shooting each other for more than 5 minutes. Added a new option "Seppuku". It causes one of the tanks ashamed with their inefficiency to detonate the weapon on itself. This was quite a difficult addition, requiring me to understand large swaths of the code, always a great challenge. Smoother gameplay with AIs guaranteed or money back.
- https://github.com/pkali/scorch_src/issues/35 Two morons shooting each other for more than 5 minutes. Added a new option "Seppuku". It causes one of the tanks ashamed of its inefficiency to detonate the weapon on itself. This was quite a difficult addition, requiring me to understand large swaths of the code, always a great challenge. Smoother gameplay with AIs guaranteed or money back.
Other small fixes:
- https://github.com/pkali/scorch_src/issues/23 High flying MIRV leaves traces. Not anymore.
- https://github.com/pkali/scorch_src/issues/12 Make soil fall down faster after soil eating weapons. Soil eating range is OK, it is the soil down routine that is slow (but visually attractive).
- https://github.com/pkali/scorch_src/issues/23 High-flying MIRV leaves traces. Not anymore.
- https://github.com/pkali/scorch_src/issues/12 Make soil fall down faster after soil-eating weapons. Soil eating range is OK, it is the soil-down routine that is slow (but visually attractive).
###### Build 134
2022-04-10
- https://github.com/pkali/scorch_src/issues/34 - plot pointer visible only when missile is out of the screen
- https://github.com/pkali/scorch_src/issues/34 - plot pointer visible only when a missile is out of the screen
- https://github.com/pkali/scorch_src/issues/33 - Poor AIs do not purchase non-working weapons
- https://github.com/pkali/scorch_src/issues/32 - Basic is turned off right on the beginning of loading. Dracon reported problems with running the game in Altirra, this was the best idea I had about it. Maybe next will be removing LZSS routine by @dmsc from zero page
- https://github.com/pkali/scorch_src/issues/32 - Basic is turned off right at the beginning of loading. Dracon reported problems with running the game in Altirra, this was the best idea I had about it. Maybe next will be removing LZSS routine by @dmsc from the zero page
- https://github.com/pkali/scorch_src/issues/31 - STA WSYNC removed from missile flight delay
- https://github.com/pkali/scorch_src/issues/30 - player level remembered between rounds, thx @KrzysRog
- https://github.com/pkali/scorch_src/issues/5 - funkybomb smoke stays on the edges of the screen
@@ -541,53 +656,53 @@ Other small fixes:
###### Build 133
2022-04-03
- bug: https://github.com/pkali/scorch_src/issues/7 tank stands on a single pixel spike. `WhereToSlideTable` vastly improved.
- enhancement: https://github.com/pkali/scorch_src/issues/15 Add player colors to purchase screen. Still room to improvement!
- enhancement: https://github.com/pkali/scorch_src/issues/15 Add player colors to the purchase screen. Still room for improvement!
- enhancement: https://github.com/pkali/scorch_src/issues/22 Redesign information panel (top 2 lines of the game screen). Now game might make some sense for a newcomer :)
- change: https://github.com/pkali/scorch_src/issues/28 remove white lines around out-of-the-screen point tracker. Now it is visible and looks better!
- enhancement: https://github.com/pkali/scorch_src/issues/25 Missiles are too fast. Thanks @bocianu and @mikerro for the hint. Speed of the shell is configurable now, 5 speeds available.
- enhancement: https://github.com/pkali/scorch_src/issues/25 Missiles are too fast. Thanks @bocianu and @mikerro for the hint. The speed of the shell is configurable now, 5 speeds are available.
- enhancement: https://github.com/pkali/scorch_src/issues/27 Remember game settings between games.
- enhancement: https://github.com/pkali/scorch_src/issues/24 Remember player names between games. Thanks @bocianu
###### Build 132
2022-03-27
- fixed bug: https://github.com/pkali/scorch_src/issues/21 Wrong number of shells purchased
- fixed bug: https://github.com/pkali/scorch_src/issues/19 Inventory not cleared on next match. When fixing in a general way (cleaning all variables on game restart) I encountered a very old and nasty bug that made the game running basically by pure chance.
- fixed bug: https://github.com/pkali/scorch_src/issues/18 selecting players using fire sometimes selects more than one. Rewritten keyboard handling to prepare for enhancements like #17
- fixed bug: https://github.com/pkali/scorch_src/issues/19 Inventory not cleared on next match. When fixing in a general way (cleaning all variables on game restart) I encountered a very old and nasty bug that made the game run basically by pure chance.
- fixed bug: https://github.com/pkali/scorch_src/issues/18 Selecting players using fire sometimes selects more than one. Rewritten keyboard handling to prepare for enhancements like #17
- tables of constants moved to a separate file, variables declared with .DS directive in preparation for memory map optimization.
###### Build 131
2022-03-20
- fixed bug: https://github.com/pkali/scorch_src/issues/4 It was really hard one, because I had to unspaghetti our own lousy code :]
- fixed bug: https://github.com/pkali/scorch_src/issues/4 It was a really hard one because I had to unspaghetti our own lousy code :]
- it is now impossible to purchase non-existing weapons.
- numerous edits / optimizations during debugging process
- numerous edits/optimizations during the debugging process
- bug tracker moved to https://github.com/pkali/scorch_src/issues
###### Build 130
2022-03-13
- fixed bug: Decreasing of number of bullets after a shoot does not work correctly. It does look like it is fixed, although all I did was moving decreasing before shooting. Displaying number of bullets immediately after shoot.
- fixed a very difficult bug - game was crashing from time to time, with corrupted code and/or screen. It was digger digging lower and lower, finally digging through the code. Right now the game is not crashing on me.
- fixed bug: Decreasing of number of bullets after a shoot does not work correctly. It does look like it is fixed, although all I did was move decreasing before shooting. Displaying the number of bullets immediately after the shoot.
- fixed a very difficult bug - the game was crashing from time to time, with corrupted code and/or screen. It was a digger digging lower and lower, finally digging through the code. Right now the game is not crashing on me.
###### Build 129
2022-03-06
- added tune by emkay, lzss player by dmsc
- fixed bug "When result in points is >99 then only 2 first digits are displayed"
- fixed bug "When the result in points is >99 then only 2 first digits are displayed"
###### Build 128
2022-02-19
- fixed a bug making it harder to select AI level, unfortunately now player names can not include hyphen
- fixed a bug making it harder to select AI level, unfortunately now player names can not include hyphens
- fixed numerous mistakes in handling bytes and words - possibly some of the crashes eliminated
- adw addr #1 --> inw addr. 200 bytes shorter code (and maybe very slightly faster)
###### Build 127
2022-02-14
- option to select number of rounds in a game
- option to select the number of rounds in a game
- rudimentary game over message (in results screen)
- game restarts
###### Build 126
2022-01-30
- fixed bug 006 (After some attacks the OffensiveText stays on the screen)
- fixed bug 015 (Only first shoot of FunkyBomb is correct
- fixed bug 015 (Only the first shoot of FunkyBomb is correct
- fixed bug 016 (No falling soil after leapfrog)
##### Build 125
@@ -598,28 +713,28 @@ Other small fixes:
2013-12-21
- removed large chunk of redundant 4x4 print code and table generation code,
over 1kb gained.
- plot and point routines speeded up by ~20 cycles :P (and shortened by few bytes as well)
- fixed bug 011. High flying bullets sometimes cause brief screen garbage - like a DL damaged
fixed by plotpointer (the top line) changed from HSCROLL based to regular $f line with plot
- screen memory moved to low area ($1010), making the game start at $3010 and easier
to be loaded. Other minor memory layout modifications.
- plot and point routines speeded up by ~20 cycles :P (and shortened by a few bytes as well)
- fixed bug 011. High-flying bullets sometimes cause brief screen garbage - like a DL damaged
fixed by plot pointer (the top line) changed from HSCROLL based to regular $f line with plot
- screen memory moved to a low area ($1010), making the game start at $3010 and easier
to load. Other minor memory layout modifications.
##### Build 123
2013-12-10
- fixed bug 013: sometimes demo mode does not work (it stops on results display)
- fixed bug 012: (newly introduced) Death explosions are offset right and possibly up.
- prepared the game for various screen width. The only problem is memory layout.
Basically it is impossible to make contiguous wide screen of more than 170 lines.
Changing the screen to non-contiguous would require rewrite of all character
- prepared the game for various screen widths. The only problem is the memory layout.
Basically, it is impossible to make a contiguous wide screen of more than 170 lines.
Changing the screen to non-contiguous would require a rewrite of all character
manipulating routines.
- fixed bug 014: FunkyBomb shoots with too high angle,
- fixed bug 014: FunkyBomb shoots with too high an angle,
funkyBomb angle changed from -8..+8 to -16..+16
- speeded up explosions by drawing only odd circles. Not bad visually and 2x faster.
##### Build 122
2013-11-17
- tank expend 1 energy with each shoot to avoid endless shooting loops
- small visual glitch with background colour fixed
- tank expends 1 energy with each shoot to avoid endless shooting loops
- small visual glitch with the background color fixed
- death messages "defensive texts" in source do not stay on screen after some explosions
##### Build 121
@@ -651,20 +766,20 @@ TO DO:
##### Build 114
2003-08-22
- Results after each round are displayed in the right
- Results after each round are displayed on the right
sequence, i.e. the best one is on the top
- during second and following rounds shooting sequence
- during the second and following rounds of shooting sequence
is such that the worst tank shoots first
The above changes does not look terrific, but there was
a lot of thinking to do it correctly. What is the most
important the overall game feeling improved a lot!
The above changes do not look terrific, but there was
a lot of thinking to do it correctly. What is most
important is the overall game feeling improved a lot!
program.s65
- added routine SortSequence
textproc.s65
- changed routine DisplayResults to show round results in correct order
- changed routine DisplayResults to show round results in the correct order
##### Build 113
2003-08-17
@@ -676,7 +791,7 @@ Again you dear reader made us to do a significant improvement in Atari 8-bit Sco
"Defensive" text i.e. text before death
program.s65
- added routine MoveBarrelToNewPosition which rotates barrel of the tank until it sits at the right (newly randomized) angle
- added routine MoveBarrelToNewPosition which rotates the barrel of the tank until it sits at the right (newly randomized) angle
textproc.s65
- added routine PurchaseAI it is a framework for all AI purchases
@@ -687,11 +802,11 @@ SHORTSYS.S65
##### Build 112
2003-08-15
First attempts to create a framework for intelligent
The first attempts to create a framework for intelligent
opponents (AI). Right now there is only one level
of "intelligence" - Moron.
Moron shoots at random angle with random force.
Moron shoots at random angles with random force.
program.s65
- routine Round checks the Skill level and if it is not human branches to ArtificialIntelligence routine.
@@ -712,7 +827,7 @@ TO DO:
program.s65:
- added sequential shooting (not necessarily tank no. 1 shoots first)
- added routine "RandomizeSequence" that is called before each round
- initial angle of the tank's barrel is randomized (was always 45 degrees right)
- the initial angle of the tank's barrel is randomized (was always 45 degrees right)
variables.s65
- added table "TankSequence"
@@ -722,13 +837,14 @@ grafproc.s65
##### Build 110
2003-07-21
Previous release was a mistake. Build 110 is more or less playable, the "only" problem for now is such: in every round there is the same sequence of shooting (1st, 2nd, 3rd tank and so on). It should be like the weakest tank shoots first.
The previous release was a mistake. Build 110 is more or less playable, the "only" problem for now is such: in every round, there is the same sequence of shooting (1st, 2nd, 3rd tank, and so on). It should be like the weakest tank shoots first.
##### Build 103
2003-07-09
For the first time Scorched Earth for Atari XL/XE (build 103) published.
Together with Pecus we were working on this piece of code for four years and it does not look like it is accelerating so we decided to publish what we have. Last few weeks I was translating source code comments and labels to English to let other people work on this project with us. In other words Scorched Earth becomes an open source project :)
For the first time, Scorched Earth for Atari XL/XE (build 103) was published.
Together with Pecus we have been working on this piece of code for four years and it does not look like it is accelerating so we decided to publish what we have. Last few weeks I have been translating source code comments and labels to English to let other people work on this project with us. In other words, Scorched Earth becomes an open-source project :)
Now it's your turn to help this idea happen!
...transmission error...former history missing...
+230 -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
; artificial intelligence of tanks goes here!
@@ -8,6 +10,26 @@
; - shoots random direction and force
; 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 ;
@@ -17,10 +39,9 @@
;----------------------------------------------
asl
tay
:2 dey ;credit KK
lda AIRoutines+1,y
lda AIRoutines-1,y ; -1 and -2 because AI players are numbered from 1 not from 0 (Human)
pha
lda AIRoutines,y
lda AIRoutines-2,y
pha
; it's no necessary - PrepareAIShoot is next proc :)
; jsr PrepareAIShoot
@@ -32,13 +53,12 @@
; by dividing positions by 4
ldy #MaxPlayers-1
loop
lda xtankstableL,y
sta temp
lda xtankstableH,y
sta temp+1
;= /4
:2 lsrw temp
lda temp
lda xtankstableH,y
lsr
lda xtankstableL,y
ror ;just one bit over 256. Max screenwidth = 512!!!
lsr
sta LowResDistances,y
dey
bpl loop
@@ -52,34 +72,17 @@ WepTableToTemp
sta temp+1
rts
.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
; random robotank (from Poolshark to Cyborg)
randomize 4 13
and #%11111110
tay
lda AIRoutines+1,y
pha
lda AIRoutines,y
pha
rts
randomize 3 7
bne ArtificialIntelligence ; We know that PrepareAIShoot is already done, but.... who cares :)
.endp
;----------------------------------------------
.proc Moron
jsr RandomizeAngle
sta NewAngle
mwa #80 RandBoundaryLow
mwa #180 RandBoundaryLow
mwa #800 RandBoundaryHigh
jsr RandomizeForce
; choose the best weapon
@@ -125,24 +128,27 @@ shootingLeftAtThisMomentOfTime
firstShoot
; compare the x position with the middle of the screen
lda xTanksTableH,x
cmp #>(screenwidth/2)
bne @+
lda xTanksTableL,x
cmp #<(screenwidth/2)
@ bcc tankIsOnTheRight
lda LowResDistances,x
cmp #(screenwidth/8) ; screenwidth/2 but LowResDistances are already /4
bcc tankIsOnTheRight
; 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
bne forceNow
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
forceNow
mwa #100 RandBoundaryLow
mwa #200 RandBoundaryLow
mwa #800 RandBoundaryHigh
;ldx TankNr ;this is possibly not necessary
jsr RandomizeForce
@@ -188,19 +194,19 @@ EnemyOnLeft
sta AngleTablePointer
AngleIsSet
randomize 0 8
;randomize 0 8
lda RANDOM
and #%00000111
ldy AngleTablePointer
clc
adc AngleTable,y
sta NewAngle
forceNow
mwa #300 RandBoundaryLow
mwa #700 RandBoundaryHigh
ldx TankNr
; ldx TankNr ; looks like not necessary
jsr RandomizeForce
endo
; choose the best weapon
jmp ChooseBestOffensive
@@ -208,10 +214,28 @@ endo
;----------------------------------------------
AngleTable ; 16 bytes ;ba w $348b L$3350
.by 106,114,122,130,138,146,154,162
.by 18,26,34,43,50,58,66,74
.by 91,99,107,115,123,131,139,147
.by 25,33,41,49,57,65,73,81
.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
jsr UseBattery ; as subroutine for reuse in AutoDefense
; if very low energy and no battery then use White Flag
@@ -222,8 +246,10 @@ AngleTable ; 16 bytes ;ba w $348b L$3350
jsr ClearTankNr ; we must hide tank to erase shields (issue #138)
lda #ind_White_Flag
sta ActiveDefenceWeapon,x
mva #sfx_white_flag sfx_effect
jsr PutTankNr ; and draw tank witch Flag
EnoughEnergy
; jsr DisplayStatus.DisplayEnergy ; not necessary - status update after othher defensives
rts
.endp
;
@@ -237,12 +263,17 @@ EnoughEnergy
lda (temp),y ; has address of TanksWeaponsTable
beq NoBatteries
; we have batteries - use one
UseIt
sec
sbc #1
sta (temp),y
lda #99
sta Energy,x
jsr MaxForceCalculate
; and SFX
mva #sfx_battery sfx_effect
ldy #7
jsr PauseYFrames ; wait 14 frames (Battery SFX)
EnoughEnergy
NoBatteries
rts
@@ -253,7 +284,21 @@ NoBatteries
; but not allways
randomize 1 3
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
lda ActiveDefenceWeapon,x
bne DefensiveInUse
@@ -273,8 +318,12 @@ NoBatteries
sta ActiveDefenceWeapon,x
lda DefensiveEnergy,y
sta ShieldEnergy,x
NoUseDefensive
; and SFX
mva #sfx_auto_defense sfx_effect
ldy #7
jsr PauseYFrames ; wait 14 frames (Defense SFX)
DefensiveInUse
NoUseDefensive
rts
.endp
;----------------------------------------------
@@ -286,33 +335,6 @@ DefensiveInUse
jmp Poolshark.firstShoot
.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
; like cyborg but more randomizing force
jsr UseBatteryOrFlag
@@ -336,13 +358,8 @@ NotNegativeEnergy
adw Force #100 RandBoundaryHigh
jsr RandomizeForce
; if target distance lower than 24 - set weapon to Baby Missile (for security :)
jsr GetDistance
cmp #6 ; 24/4
bcs HighForce
lda #ind_Baby_Missile
sta ActiveWeapon,x
HighForce
rts
jmp GetDistance
;rts
.endp
;----------------------------------------------
.proc Spoiler
@@ -355,7 +372,7 @@ HighForce
jsr FindBestTarget3
sty TargetTankNr
; 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
jsr ChooseBestOffensive
@@ -368,17 +385,13 @@ NotNegativeEnergy
adw Force #50 RandBoundaryHigh
jsr RandomizeForce
; if target distance lower than 24 - set weapon to Baby Missile (for security :)
jsr GetDistance
cmp #6 ; 24/4
bcs HighForce
lda #ind_Baby_Missile
sta ActiveWeapon,x
HighForce
rts
jmp GetDistance
;rts
.endp
;----------------------------------------------
.proc Cyborg
jsr UseBatteryOrFlag
; if low energy ten use battery
jsr CyborgBattery
; use defensives like Tosser
jsr TosserDefensives
; now select best target
@@ -386,8 +399,7 @@ HighForce
jsr FindBestTarget3
sty TargetTankNr
; 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
ldy #ind_Nuke +1
jsr ChooseBestOffensive.NotFromAll
@@ -396,14 +408,9 @@ HighForce
sta ForceTableL,x
lda Force+1
sta ForceTableH,x
; if target distance lower than 32 - set weapon to Baby Missile (for security :)
jsr GetDistance
cmp #8 ;32/4
bcs HighForce
lda #ind_Baby_Missile
sta ActiveWeapon,x
HighForce
rts
; if target distance lower than 24 - set weapon to Baby Missile (for security :)
jmp GetDistance
;rts
.endp
;----------------------------------------------
@@ -418,6 +425,7 @@ HighForce
; jsr MakeLowResDistances
lda #202
sta temp2 ; max possible energy
stx temp2+1 ; set target tank to himself (if it doesn't find targets - Long Shlong :) )
lda #0
sta tempor2 ; direction of shoot
;ldx TankNr
@@ -429,7 +437,9 @@ loop01
beq skipThisPlayer
lda eXistenZ,y
beq skipThisPlayer
lda BarrelLength,y
cmp #LongBarrel ; if target has Long Schlong do not aim
beq skipThisPlayer
lda skilltable,y
beq ItIsHuman
lda PreferHumansFlag
@@ -437,7 +447,15 @@ ItIsHuman
clc
adc Energy,y ; if robotank energy=energy+100 (100 or 0 from PreferHumansFlag)
cmp temp2 ; lowest
beq lowestIsEqual
bcc lowestIsHigher
; if lower
bcs lowestIsLower
lowestIsEqual
; if equal then select random (of two tanks)
bit RANDOM
bmi lowestIsLower
lowestIsHigher
sta temp2
sty temp2+1 ; number of the closest tank
mva #0 tempor2
@@ -469,6 +487,7 @@ skipThisPlayer
;----------------------------------------------
; jsr MakeLowResDistances
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
;ldx TankNr
@@ -480,6 +499,9 @@ loop01
beq skipThisPlayer
lda eXistenZ,y
beq skipThisPlayer
lda BarrelLength,y
cmp #LongBarrel ; if target has Long Schlong do not aim
beq skipThisPlayer
lda LowResDistances,x
cmp LowResDistances,y
@@ -514,7 +536,7 @@ skipThisPlayer
; in temp2 we have x distance divided by 8
ldy temp2+1
lda tempor2
rts
End rts
.endp
;----------------------------------------------
@@ -524,9 +546,14 @@ skipThisPlayer
; returns angle and power of shoot tank X (TankNr)
; 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 #$ff SecondTryFlag
NoSecondTry
lda ActiveWeapon,x
pha ; store active weapon
mva #$ff SecondTryFlag
; set initial Angle and Force values
lda OptionsTable+2 ; selected gravity
asl
@@ -566,6 +593,8 @@ RepeatAim
AimingRight
; make test Shoot (Flight)
jsr SetStartAndFlight
bit escFlag
bmi EndOfAim
lda HitFlag
beq NoHitInFirstLoopR ; impossible :)
bmi GroundHitInFirstLoopR
@@ -609,6 +638,8 @@ EndOfFirstLoopR
SecondLoopR
; make test Shoot (Flight)
jsr SetStartAndFlight
bit escFlag
bmi EndOfAim
lda HitFlag
beq NoHitInSecondLoopR ; impossible :)
bmi GroundHitInSecondLoopR
@@ -661,6 +692,8 @@ AimSecondTry
AimingLeft
; make test Shoot (Flight)
jsr SetStartAndFlight
bit escFlag
bmi EndOfAim
lda HitFlag
beq NoHitInFirstLoopL ; impossible :)
bmi GroundHitInFirstLoopL
@@ -704,6 +737,8 @@ EndOfFirstLoopL
SecondLoopL
; make test Shoot (Flight)
jsr SetStartAndFlight
bit escFlag
bmi EndOfAim
lda HitFlag
beq NoHitInSecondLoopL ; impossible :)
bmi GroundHitInSecondLoopL
@@ -754,37 +789,75 @@ SetStartAndFlight ; set start point (virtual barrel end :) ) and make test fl
sta ytraj+1
mva #0 ytraj+2
mva NewAngle Angle
jsr CheckStartKey ; START KEY
beq @speedup
jsr MoveBarrelToNewPosition
bit escFlag
bmi exit
@speedup
jsr Flight
exit
ldx TankNr
rts
.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 ;
; A - skill of the TankNr
; A - skill of the TankNr, TankNr in X
; makes purchase for AI opponents
; results of this routine are not visible on the screen
;----------------------------------------------
asl
tax
:2 dex ;credit KK
lda PurchaseAIRoutines+1,x
tay
lda PurchaseAIRoutines-1,y ; -1 and -2 because AI players are numbered from 1 not from 0 (Human)
pha
lda PurchaseAIRoutines,x
lda PurchaseAIRoutines-2,y
pha
rts
; rts ; MoronPurchase has rts :)
.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
;Moron buys nothing
@@ -799,10 +872,10 @@ PurchaseAIRoutines
sta temp+1
:3 lsr ; A=A/8
sta temp
tya
and #%00000111
tay
lda bittable,y
; tya ; optimization (256 bytes long bittable)
; and #%00000111
; tay
lda bittable1_long,y
ldy temp
and PurchaseMeTable2,y
beq TryToPurchaseOnePiece.SorryNoPurchase
@@ -817,10 +890,10 @@ PurchaseAIRoutines
sta temp+1
:3 lsr ; A=A/8
sta temp
tya
and #%00000111
tay
lda bittable,y
; tya ; optimization (256 bytes long bittable)
; and #%00000111
; tay
lda bittable1_long,y
ldy temp
and PurchaseMeTable,y
beq SorryNoPurchase
@@ -870,17 +943,10 @@ SorryNoPurchase
;----------------------------------------------
.proc ShooterPurchase
; first try to buy defensives
; mva #2 tempXroller; number of offensive purchases to perform
ldx TankNr
@
randomize ind_Battery ind_StrongParachute
jsr TryToPurchaseOnePiece
; dec tempXroller
; bne @-
; and now offensives
mva #4 tempXroller; number of offensive purchases to perform
;ldx TankNr
@
randomize ind_Missile ind_Heavy_Roller
jsr TryToPurchaseOnePiece
@@ -892,13 +958,9 @@ SorryNoPurchase
;----------------------------------------------
.proc PoolsharkPurchase
; first try to buy defensives
; mva #2 tempXroller; number of offensive purchases to perform
ldx TankNr
@
randomize ind_Battery ind_Bouncy_Castle
jsr TryToPurchaseOnePiece
dec tempXroller
; bpl @-
; and now offensives
mva #6 tempXroller; number of purchases to perform
@@ -913,14 +975,11 @@ SorryNoPurchase
.endp
;----------------------------------------------
.proc TosserPurchase
; what is my money level
ldx TankNr
lda MoneyH,x ; money / 256
lsr ; /2
sta tempXroller ; perform this many purchase attempts
; first try to buy defensives
; mva #1 tempXroller; number of defensive purchases to perform
@
randomize ind_Battery ind_Bouncy_Castle
jsr TryToPurchaseOnePiece
@@ -941,14 +1000,11 @@ SorryNoPurchase
.endp
;----------------------------------------------
.proc CyborgPurchase
; what is my money level
ldx TankNr
lda MoneyH,x ; money / 256
lsr ; /2
sta tempXroller ; perform this many purchase attempts
; first try to buy defensives
; mva #1 tempXroller; number of defensive purchases to perform
@
randomize ind_Battery ind_Bouncy_Castle
jsr TryToPurchaseOnePiece2
@@ -989,19 +1045,38 @@ loop
.endp
;----------------------------------------------
.proc GetDistance
; calculates lores ( /4 ) distance from tank X to TargetTankNr(Y)
; result in A
; calculates lores ( /4 ) distance from tank X to last plot
; (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
lda LowResDistances,x
cmp LowResDistances,y
@ bcs YisLower
;xdraw/4
lda xdraw+1
lsr
lda xdraw
ror ;just one bit over 256. Max screenwidth = 512!!!
lsr
;
sec
lda LowResDistances,y
sbc LowResDistances,x
rts
bcs XisLower
YisLower
lda LowResDistances,x
sbc LowResDistances,y
eor #$ff
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
.endp
.endp
.ENDIF
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@@ -0,0 +1,270 @@
icl '../../Atari/lib/ATARISYS.ASM'
icl '../../Atari/lib/MACRO.ASM'
icl '../../Atari/lib/cartloader_vectors.inc'
.zpvar dliCounter .byte = $80
.zpvar TetryxColor .byte
.zpvar TetryxColorS .byte
; ------- constans --------
; start addr of loader
; cart banks numbers
LoaderBank = 0
ScorchBank = 1
MenuENBank = 10
MenuPLBank = 15
TetryxBank = 20
org $2000
WeaponFont
ins '../weapons_AW6_mod.fnt' ; 'artwork/weapons.fnt'
LogoFont
ins 'Scorch_logo_mod_AW.fnt'
main
lda #0
sta dmactls
jsr WaitOneFrame
lda #0
sta TetryxColor
sta TetryxColorS
lda RANDOM
and #%11110000 ; 1:16
bne TnotVisible
lda colors+2 ; visible
sta TetryxColor
TnotVisible
lda #0
ldx #3
@ sta COLOR0-1,x
dex
bpl @-
mva #>LogoFont chbas
mwa #MenuDL dlptrs
VMAIN VBLinterrupt,7 ;jsr SetVBL
SetDLI DLIinterrupt
lda #@dmactl(narrow|dma) ; narrow screen width, DL on, P/M off
sta dmactls
jsr WaitOneFrame
jsr FadeIn
jsr WaitOneFrame
WaitForKey
jsr GetKey
cmp #@kbcode._space
bne @+
mva #ScorchBank X_BANK
bne GoLoader
@ cmp #@kbcode._E
bne @+
mva #MenuENBank X_BANK
bne GoLoader
@ cmp #@kbcode._P
bne @+
mva #MenuPLBank X_BANK
bne GoLoader
@ cmp #@kbcode._T
bne WaitForKey
mva #TetryxBank X_BANK
bne GoLoader
GoLoader
jsr WaitOneFrame
jsr FadeOut
VMAIN XITVBV,7 ; jsr SetVBL (off user proc)
LDA #%01000000 ; DLI off
STA NMIEN
lda #0 ; DL off, P/M off
sta dmactls
jsr WaitOneFrame
mwa #$a000 X_SRC
mva #$10 X_CLRSTART
;cli
;jmp main
jmp X_LOADER_START
stop
jmp stop
;--------------------------------------------------
.proc FadeIn
ldy #15
FirstLoop
ldx #3
@ lda COLOR0-1,x
cmp colors,x
beq ColorOK
inc COLOR0-1,x
ColorOK
dex
bpl @-
lda TetryxColorS
cmp TetryxColor
beq TcolorOK
inc TetryxColorS
TcolorOK
jsr WaitOneFrame
dey
bpl FirstLoop
rts
.endp
;--------------------------------------------------
.proc FadeOut
ldy #15
FirstLoop
ldx #3
@ lda COLOR0-1,x
beq ColorOK
dec COLOR0-1,x
ColorOK
dex
bpl @-
lda TetryxColorS
beq TcolorOK
dec TetryxColorS
TcolorOK
jsr WaitOneFrame
dey
bpl FirstLoop
rts
.endp
;--------------------------------------------------
.proc DLIinterrupt
pha
lda dliCounter
bne SecondDLI
FirstDLI
mva #>WeaponFont chbase
lda #0
;sta WSYNC
sta COLPF2
beq EndOfDLI
SecondDLI
lda TetryxColorS
sta COLPF1
EndOfDLI
inc dliCounter
pla
DLIinterruptNone
rti
.endp
;--------------------------------------------------
.proc VBLinterrupt
mva #0 dliCounter
jmp XITVBV
.endp
;--------------------------------------------------
.macro SetDLI
; SetDLI #WORD
; Initialises Display List Interrupts
LDY # <:1
LDX # >:1
jsr _SetDLIproc
.endm
.proc _SetDLIproc
LDA #%11000000
STY VDSLST
STX VDSLST+1
STA NMIEN
rts
.endp
;--------------------------------------------------
.proc WaitOneFrame
;--------------------------------------------------
waitRTC ; or wait ?
rts
.endp
;--------------------------------------------------
; DL for menu
MenuDL
.byte $70,$70,$70
.byte $44
.word picData
:3 .byte $04
.byte $20+$80
.byte $42
.word MenuTitle2
.byte $70,$70
.byte $47
.word MenuTitle
.byte $30,$70
.byte $42
.word MenuOptions
.byte $10,$02
.byte $10,$02
.byte $10+$80,$02
.byte $41
.word MenuDL
; Picture data (narrow screen)
picData
ins 'Scorch_logo_mod_AW.scr',+32, 32*4 ; load 4 lines without the first one
; Color data
colors
.BYTE 0,14,10,6
MenuTitle2
dta d" Unknown Father of All Games "
MenuTitle
dta d" SELECT OPTION "
MenuOptions
dta d" E - English Manual "
dta d" P - Polska instrukcja "
dta d" SPACE - Start Scorch Game "
dta d" T - Start Tetryx Game "
;--------------------------------------------------
.proc GetKey
; waits for pressing a key and returns pressed value in A
; result: A=keycode
;--------------------------------------------------
jsr WaitForKeyRelease
getKeyAfterWait
lda SKSTAT
cmp #$ff
beq checkJoyGetKey ; key not pressed, check Joy
lda kbcode
cmp #@kbcode._none
beq checkJoyGetKey
and #$3f ;CTRL and SHIFT ellimination
bne getkeyend ; allways
checkJoyGetKey
;fire
lda STRIG0
beq JoyButton
checkStarttKey
lda CONSOL
and #%00000001 ; Start
beq StartPressed
bne getKeyAfterWait
StartPressed
JoyButton
lda #@kbcode._space ; Start key
getkeyend
ldy #0
sty ATRACT ; reset atract mode
rts
.endp
;--------------------------------------------------
.proc WaitForKeyRelease
;--------------------------------------------------
StillWait
lda STRIG0
beq StillWait
lda SKSTAT
cmp #$ff
bne StillWait
lda CONSOL
and #%00000001 ; Start only
cmp #%00000001
bne StillWait
KeyReleased
rts
.endp
run main
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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
; ---
org $00
fcnt .ds 2
fadr .ds 2
@@ -30,6 +29,9 @@ byt2 .ds 1
zc .ds ZCOLORS
org $1fff
SplashTypeFlag .ds 1
* --- BASIC switch OFF
org $2000\ mva #$ff portb\ rts\ ini $2000
@@ -63,10 +65,20 @@ FontSplash
mother
; dta d" The Mother of All Games "
dta d" Father Unknown of All Games "
icl "lzss_player.asm" ; player (and data) for splash music
dta d" Unknown Father of All Games "
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
* --- init PMG
@@ -130,6 +142,7 @@ raster_program_end
lda >FontSplash
sta chbase
sta chbas
c0 lda #$00
sta colbak
c1 lda #$00
@@ -155,7 +168,7 @@ s0 lda #$03
lda #$14
sta gtictl
; jmp stop
//--------------------
// EXIT
//--------------------
@@ -173,7 +186,10 @@ s0 lda #$03
lda skctl ; ANY KEY
and #$04
bne skp
/* lda kbcode
cmp #$25 ; "M" key
bne stop
mva #01 ManualLangFlag ; english manual page */
stop mva #$00 pmcntl ;PMG disabled
tax
sta:rne hposp0,x+
@@ -196,6 +212,38 @@ stop mva #$00 pmcntl ;PMG disabled
mva #$40 nmien ;only NMI interrupts, DLI disabled
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
skp
@@ -220,9 +268,28 @@ _rts rts
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
dta $70,$70
:+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")
+124 -128
View File
@@ -1,135 +1,131 @@
.proc talk
; Maximum text length is 63 characters!!!
L0 dta d"CYKA BLAT"
L1 dta d"DIE!"
L2 dta d"EAT MY SHORTS!"
L3 dta d"YOU'RE TOAST!"
L4 dta d"BANZAI!"
L5 dta d"FROM HELL'S HEART I STAB AT THEE..."
L6 dta d"I DIDN'T DO IT. NOBODY SAW ME DO IT."
L7 dta d"TAKE A HIKE!"
L8 dta d"YOU'RE DEAD MEAT."
L9 dta d"MAKE MY DAY."
L10 dta d"CHARGE!"
L11 dta d"ATTACK!"
L12 dta d"YOU'RE OUTTA HERE."
L13 dta d"WATTSA MATTA YOU?"
L14 dta d"FREEZE, OR I'LL SHOOT!"
L15 dta d"HA HA HA."
L16 dta d"WE COME IN PEACE - SHOOT TO KILL!"
L17 dta d"IN YOUR FACE!"
L18 dta d"DIE COMMIE PIG!"
L19 dta d"I LOVE THE SMELL OF NAPALM IN THE MORNING."
L20 dta d"VICTORY!"
L21 dta d"SHOW SOME RESPECT."
L22 dta d"JUST WHO DO YOU THINK YOU ARE?"
L23 dta d"LOOK OUT BELOW!"
L24 dta d"KNOCK, KNOCK."
L25 dta d"LOOK OVER THERE."
L26 dta d"GUESS WHAT'S COMING FOR DINNER?"
L27 dta d"MERRY CHRISTMAS."
L28 dta d"OPEN WIDE!"
L29 dta d"HERE GOES NOTHING..."
L30 dta d"DON'T WORRY, IT ISN'T A LIVE ROUND."
L31 dta d"BLOOD, PAIN, VIOLENCE!"
L32 dta d"TAKE THIS, SISSY!"
L33 dta d"I SHALL FLATTEN YOU!"
L34 dta d"I SHALL SMASH YOUR UGLY TANK!"
L35 dta d"I WONDER WHAT THIS BUTTON DOES?"
L36 dta d"DON'T TAKE THIS PERSONALLY."
L37 dta d"WOULD THIS MAKE YOU MAD?"
L38 dta d"I TOLD YOU TO LEAVE MY SISTER ALONE!"
L39 dta d"I COULD SPARE YOU, BUT WHY?"
L40 dta d"MY BOMB IS BIGGER THAN YOURS."
L41 dta d"DON'T FORGET ABOUT ME!"
L42 dta d"HASTA LA VISTA, BABY!"
L43 dta d"THIS IS YOUR BRAIN ON SCORCH."
L44 dta d"TAKE THIS!"
L45 dta d"THIS SCREEN AIN'T BIG ENOUGH FOR THE BOTH OF US."
L46 dta d"DIE, ALIEN SWINE!"
L47 dta d"AWRUK!!!"
L48 dta d"I SHALL OIL MY TURRET WITH YOUR BLOOD."
L49 dta d"DIE, TANK-SCUM!"
L50 dta d"I'M GONNA BREAK YOUR FACE!"
L51 dta d"MAMA SAID KNOCK YOU OUT!"
L52 dta d"I HOPE YOU ENJOY PAIN!"
L53 dta d"HOW'D YOU LIKE ONE ACROSS YOUR LIPS?" ;(sanford and son)
;--------------------------------
L54 dta d"PARTING IS SUCH SWEET SORROW... NOT!"
L55 dta d"UGH!"
L56 dta d"AARGH!"
L57 dta d"AAAGGHHH!"
L58 dta d"I'M MELTING!"
L59 dta d"OOF.."
L60 dta d"OH!"
L61 dta d"EEEK!"
L62 dta d"AACCH!"
L63 dta d"I HATE IT WHEN THAT HAPPENS."
L64 dta d"ONE DIRECT HIT CAN RUIN YOUR WHOLE DAY."
L65 dta d"OH NO!"
L66 dta d"NOT ME!"
L67 dta d"OUCH."
L68 dta d"OH NO, NOT AGAIN."
L69 dta d"ANOTHER ONE BITES THE DUST."
L70 dta d"GOODBYE."
L71 dta d"HELP ME!"
L72 dta d"FAREWELL, CRUEL WORLD."
L73 dta d"REMEMBER THE ALAMO!"
L74 dta d"OH MAN!"
L75 dta d"DOOUGH!"
L76 dta d"NEW DAY, NEW BOMB."
L77 dta d"THIS IS THE END, MY ONLY FRIEND."
L78 dta d"VERY FUNNY."
L79 dta d"THE FAT LADY SANG."
L80 dta d"WHY DOES EVERYTHING HAPPEN TO ME?"
L81 dta d"I'M GOING DOWN."
L82 dta d"I'VE GOT A BAD FEELING ABOUT THIS."
L83 dta d"CRAPOLA."
L84 dta d"POW!"
L85 dta d"BIF!"
L86 dta d"BAM!"
L87 dta d"ZONK!"
L88 dta d"I SHOULD'VE LISTENED TO MY MOTHER."
L89 dta d"I WALK THROUGH THE VALLEY OF THE SHADOW..."
L90 dta d"WHAT WAS THAT NOISE?"
L91 dta d"MAMA SAID THERE'D BE DAYS LIKE THIS."
L92 dta d"ITS JUST ONE OF THOSE DAYS..."
L93 dta d"I SEE A BRIGHT LIGHT..."
L94 dta d"MOMMY? IS THAT YOU?"
L95 dta d"I LET YOU HIT ME!"
L96 dta d"SUCKER SHOT!"
L97 dta d"I DIDN'T WANT TO LIVE ANYWAY."
L98 dta d"-<SOB>-"
L99 dta d"WAS THAT AS CLOSE AS I THINK IT WAS?"
L100 dta d"JOIN THE ARMY, SEE THE WORLD THEY SAID."
L101 dta d"IT WASN'T JUST A JOB IT WAS AN ADVENTURE!"
L102 dta d"I DIDN'T LIKE VIOLENCE ANYWAY!"
L103 dta d"I THOUGHT YOU LIKED ME?"
L104 dta d"CTO XYEB"
L105 dta d"I THINK THIS GUY'S A LITTLE CRAZY."
L106 dta d"SOMEHOW I DON'T FEEL LIKE KILLING ANYMORE."
L107 dta d"HEY! KILLIN' AIN'T COOL."
L108 dta d"GEE... THANKS."
L109 dta d"I'VE FALLEN AND I CAN'T GET UP!"
L110 dta d"911?"
L111 dta d"OH NO! HERE I BLOW AGAIN!"
L112 dta d"I'LL BE BACK..."
L113 dta d"I'VE GOT LAWYERS!"
L114 dta d"CALL 1-900-SUE-TANK."
L115 dta d"YOU BIG DUMMY!" ;(sanford and son)
dta d"DIE!"^
dta d"FUR DEUTSCHLAND!"^
dta d"YOU'RE DEAD MEAT."^
dta d"DIE COMMIE PIG!"^
dta d"VICTORY!"^
dta d"DIE, ALIEN SWINE!"^
dta d"AWRUK!!!"^
dta d"CYKA BLAT"^
dta d"TAKE THIS!"^
dta d"EAT MY SHORTS!"^
dta d"YOU'RE TOAST!"^
dta d"BANZAI!"^
dta d"OPEN WIDE!"^
dta d"HA HA HA."^
dta d"CHARGE!"^
dta d"ATTACK!"^
dta d"DIE, TANK-SCUM!"^
dta d"IN YOUR FACE!"^
dta d"TAKE A HIKE!"^
dta d"MAKE MY DAY."^
dta d"KNOCK, KNOCK."^
; end of Propaganda :)
dta d"FROM HELL'S HEART I STAB AT THEE..."^
dta d"DO YOU FEEL LUCKY, TANK?"^
dta d"YOU'RE OUTTA HERE."^
dta d"WATTSA MATTA YOU?"^
dta d"FREEZE, OR I'LL SHOOT!"^
dta d"WE COME IN PEACE - SHOOT TO KILL!"^
dta d"I LOVE THE SMELL OF NAPALM IN THE MORNING."^
dta d"SHOW SOME RESPECT."^
dta d"JUST WHO DO YOU THINK YOU ARE?"^
dta d"LOOK OUT BELOW!"^
dta d"LOOK OVER THERE."^
dta d"GUESS WHAT'S COMING FOR DINNER?"^
dta d"MERRY CHRISTMAS."^
dta d"HERE GOES NOTHING..."^
dta d"DON'T WORRY, IT ISN'T A LIVE ROUND."^
dta d"BLOOD, PAIN, VIOLENCE!"^
dta d"TAKE THIS, SISSY!"^
dta d"I SHALL FLATTEN YOU!"^
dta d"I SHALL SMASH YOUR UGLY TANK!"^
dta d"I WONDER WHAT THIS BUTTON DOES?"^
dta d"DON'T TAKE THIS PERSONALLY."^
dta d"WOULD THIS MAKE YOU MAD?"^
dta d"I TOLD YOU TO LEAVE MY SISTER ALONE!"^
dta d"I COULD SPARE YOU, BUT WHY?"^
dta d"MY BOMB IS BIGGER THAN YOURS."^
dta d"DON'T FORGET ABOUT ME!"^
dta d"HASTA LA VISTA, BABY!"^
dta d"THIS IS YOUR BRAIN ON SCORCH."^
dta d"THIS SCREEN AIN'T BIG ENOUGH FOR US."^
dta d"I SHALL OIL MY TURRET WITH YOUR BLOOD."^
dta d"I'M GONNA BREAK YOUR FACE!"^
dta d"MAMA SAID KNOCK YOU OUT!"^
dta d"I HOPE YOU ENJOY PAIN!"^
dta d"HOW'D YOU LIKE ONE ACROSS YOUR LIPS?"^ ;(sanford and son)
;----------------------------
dta d"PARTING IS SUCH SWEET SORROW... NOT!"^
dta d"UGH!"^
dta d"AARGH!"^
dta d"AAAGGHHH!"^
dta d"I'M MELTING!"^
dta d"OOF.."^
dta d"OH!"^
dta d"EEEK!"^
dta d"AACCH!"^
dta d"I HATE IT WHEN THAT HAPPENS."^
dta d"ONE HIT CAN RUIN YOUR WHOLE DAY."^
dta d"OH NO!"^
dta d"NOT ME!"^
dta d"OUCH."^
dta d"OH NO, NOT AGAIN."^
dta d"ANOTHER ONE BITES THE DUST."^
dta d"GOODBYE."^
dta d"HELP ME!"^
dta d"FAREWELL, CRUEL WORLD."^
dta d"REMEMBER THE ALAMO!"^
dta d"OH MAN!"^
dta d"DOOUGH!"^
dta d"NEW DAY, NEW BOMB."^
dta d"THIS IS THE END, MY ONLY FRIEND."^
dta d"VERY FUNNY."^
dta d"THE FAT LADY SANG."^
dta d"WHY DOES HAPPEN TO ME?"^
dta d"I'M GOING DOWN."^
dta d"I'VE GOT A BAD FEELING."^
dta d"CRAPOLA."^
dta d"POW!"^
dta d"BIF!"^
dta d"BAM!"^
dta d"ZONK!"^
dta d"I SHOULD'VE LISTENED TO MY MOM."^
dta d"I WALK THROUGH THE VALLEY OF THE SHADOW..."^
dta d"WHAT WAS THAT NOISE?"^
dta d"MAMA SAID THERE'D BE DAYS LIKE THIS."^
dta d"IT'S JUST ONE OF THOSE DAYS..."^
dta d"I SEE A BRIGHT LIGHT..."^
dta d"MOMMY? IS THAT YOU?"^
dta d"I LET YOU HIT ME!"^
dta d"SUCKER SHOT!"^
dta d"I DIDN'T WANT TO LIVE ANYWAY."^
dta d"-<SOB>-"^
dta d"WAS THAT AS CLOSE AS I THINK IT WAS?"^
dta d"JOIN THE ARMY, SEE THE WORLD THEY SAID."^
dta d"IT WASN'T JUST A JOB, IT WAS AN ADVENTURE!"^
dta d"I DIDN'T LIKE VIOLENCE ANYWAY!"^
dta d"I THOUGHT YOU LIKED ME?"^
dta d"CTO XYEB"^
dta d"I THINK THIS GUY'S A LITTLE CRAZY."^
dta d"SOMEHOW I DON'T FEEL LIKE KILLING ANYMORE."^
dta d"HEY! KILLIN' AIN'T COOL."^
dta d"GEE... THANKS."^
dta d"I'VE FALLEN AND I CAN'T GET UP!"^
dta d"911?"^
dta d"OH NO! HERE I BLOW AGAIN!"^
dta d"I'LL BE BACK..."^
dta d"I'VE GOT LAWYERS!"^
dta d"CALL 1-900-SUE-TANK."^
dta d"YOU BIG DUMMY!"^ ;(sanford and son)
LEND
OffensiveTextTableL
dta <L0,<L1,<L2,<L3,<L4,<L5,<L6,<L7,<L8,<L9,<L10,<L11,<L12,<L13,<L14,<L15,<L16,<L17,<L18,<L19,<L20,<L21,<L22,<L23,<L24,<L25,<L26,<L27,<L28,<L29,<L30,<L31,<L32,<L33,<L34,<L35,<L36,<L37,<L38,<L39,<L40,<L41,<L42,<L43,<L44,<L45,<L46,<L47,<L48,<L49,<L50,<L51,<L52,<L53
dta <L54,<L55,<L56,<L57,<L58,<L59,<L60,<L61,<L62,<L63,<L64,<L65,<L66,<L67,<L68,<L69,<L70,<L71,<L72,<L73,<L74,<L75,<L76,<L77,<L78,<L79,<L80,<L81,<L82,<L83,<L84,<L85,<L86,<L87,<L88,<L89,<L90,<L91,<L92,<L93,<L94,<L95,<L96,<L97,<L98,<L99,<L100,<L101,<L102,<L103,<L104,<L105,<L106,<L107,<L108,<L109,<L110,<L111,<L112,<L113,<L114,<L115
dta <LEND
OffensiveTextTableH
dta >L0,>L1,>L2,>L3,>L4,>L5,>L6,>L7,>L8,>L9,>L10,>L11,>L12,>L13,>L14,>L15,>L16,>L17,>L18,>L19,>L20,>L21,>L22,>L23,>L24,>L25,>L26,>L27,>L28,>L29,>L30,>L31,>L32,>L33,>L34,>L35,>L36,>L37,>L38,>L39,>L40,>L41,>L42,>L43,>L44,>L45,>L46,>L47,>L48,>L49,>L50,>L51,>L52,>L53
dta >L54,>L55,>L56,>L57,>L58,>L59,>L60,>L61,>L62,>L63,>L64,>L65,>L66,>L67,>L68,>L69,>L70,>L71,>L72,>L73,>L74,>L75,>L76,>L77,>L78,>L79,>L80,>L81,>L82,>L83,>L84,>L85,>L86,>L87,>L88,>L89,>L90,>L91,>L92,>L93,>L94,>L95,>L96,>L97,>L98,>L99,>L100,>L101,>L102,>L103,>L104,>L105,>L106,>L107,>L108,>L109,>L110,>L111,>L112,>L113,>L114,>L115
dta >LEND
NumberOfOffensiveTexts=54
NumberOfOffensiveTexts=55
NumberOfDeffensiveTexts=62
NumberOfPropagandaTexts=21
VeryFunnyText=79
.endp
hoverFull dta d"MY HOVERCRAFT IS FULL OF EELS!"
hoverFull dta d"MY HOVERCRAFT IS FULL OF EELS!"^
hoverFullEnd
hoverEmpty dta d"RUNNING OUT OF EELS"
hoverEmpty dta d"RUNNING OUT OF EELS"^
hoverEmptyEnd
Binary file not shown.
+204
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.IF *>0 ;this is a trick that prevents compiling this file alone
;--------------------------------------------------
.proc circle ;fxxxing good circle drawing :)
; xdraw,ydraw (word) - coordinates of circle center
; radius (byte) - radius of circle
;--------------------------------------------------
;Turbo Basic source
; R=30
; XC=0:YC=R
; FX=0:FY=8*R:FS=4*R+3
; WHILE FX<FY
; splot8 //splot8 are eight plotz around the circle
; XC=XC+1
; FX=FX+8
; IF FS>0
; FS=FS-FX-4
; ELSE
; YC=YC-1
; FY=FY-8
; FS=FS-FX-4+FY
; ENDIF
; WEND
; splot8
mwa xdraw xcircle
mwa ydraw ycircle
; XC=0:YC=R
mwa #0 xc
mva radius yc
; FX=0:FY=8*R:FS=4*R+3
mva #0 fx
mva radius fy
asl FY
asl FY
mva FY FS
asl FY
; A = FS and C = 0
;clc
;lda FS
adc #3
sta FS
circleloop
; WHILE FX<FY
lda FX
cmp FY
bcc not_endcircleloop
endcircleloop
mwa xcircle xdraw
mwa ycircle ydraw
rts
not_endcircleloop
; jsr splot8
;----
; splot8
; plot xcircle+XC,ycircle+YC
; plot xcircle+XC,ycircle-YC
; plot xcircle-XC,ycircle-YC
; plot xcircle-XC,ycircle+YC
; plot xcircle+YC,ycircle+XC
; plot xcircle+YC,ycircle-XC
; plot xcircle-YC,ycircle-XC
; plot xcircle-YC,ycircle+XC
;clc - allways after BCC
lda xcircle
adc XC
sta xdraw
lda xcircle+1
adc #0
sta xdraw+1
;clc
lda ycircle
adc YC
sta ydraw
sta ytempDRAW
lda ycircle+1
adc #$00
sta ydraw+1
sta ytempDRAW+1
; plot xcircle+XC,ycircle+YC
jsr plot
sec
lda ycircle
sbc YC
sta ydraw
lda ycircle+1
sbc #$00
sta ydraw+1
; plot xcircle+XC,ycircle-YC
jsr plot
sec
lda xcircle
sbc XC
sta xdraw
lda xcircle+1
sbc #0
sta xdraw+1
; plot xcircle-XC,ycircle-YC
jsr plot
lda ytempDRAW
sta ydraw
lda ytempDRAW+1
sta ydraw+1
; plot xcircle-XC,ycircle+YC
jsr plot
;---
clc
lda xcircle
adc YC
sta xdraw
lda xcircle+1
adc #0
sta xdraw+1
;clc
lda ycircle
adc XC
sta ydraw
sta ytempDRAW
lda ycircle+1
adc #$00
sta ydraw+1
sta ytempDRAW+1
; plot xcircle+YC,ycircle+XC
jsr plot
sec
lda ycircle
sbc XC
sta ydraw
lda ycircle+1
sbc #$00
sta ydraw+1
; plot xcircle+YC,ycircle-XC
jsr plot
sec
lda xcircle
sbc YC
sta xdraw
lda xcircle+1
sbc #0
sta xdraw+1
; plot xcircle-YC,ycircle-XC
jsr plot
lda ytempDRAW
sta ydraw
lda ytempDRAW+1
sta ydraw+1
; plot xcircle-YC,ycircle+XC
jsr plot
;-----
; XC=XC+1
inc XC
; FX=FX+8
clc
lda FX
adc #8
sta FX
; IF FS>0
; FS=FS-FX-4
lda FS
beq else01
bmi else01
sec
sbc FX
sbc #4
sta FS
jmp circleloop ; endif01
else01
; ELSE
; YC=YC-1
dec YC
; FY=FY-8
sec
lda FY
sbc #8
sta FY
; FS=FS-FX-4+FY
lda FS
sec
sbc FX
sbc #4
clc
adc FY
sta FS
endif01
; ENDIF
jmp circleloop
; WEND
.endp
.endif
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.IF *>0 ;this is a trick that prevents compiling this file alone
;--------------------------------------------------
.proc circle ;fxxxing good circle drawing :)
; xdraw,ydraw (word) - coordinates of circle center
; radius (byte) - radius of circle
;--------------------------------------------------
;Turbo Basic source
;XC=0
;YC=R
;PC=R (FS)
;
;WHILE XC<=YC
;
; SPLOT(XC,YC)
; IF PC>YC THEN
; YC=YC-1
; PC=PC-YC
; ENDIF
; XC=XC+1
; PC=PC+XC
;
;WEND
mwa xdraw xcircle
mwa ydraw ycircle
; XC=0:YC=R:FS=R
mwa #0 xc
mva radius yc
sta FS
circleloop
;WHILE XC<=YC
lda XC
cmp YC
bcc not_endcircleloop
endcircleloop
mwa xcircle xdraw
mwa ycircle ydraw
rts
not_endcircleloop
; jsr splot8
;----
; splot8
; plot xcircle+XC,ycircle+YC
; plot xcircle+XC,ycircle-YC
; plot xcircle-XC,ycircle-YC
; plot xcircle-XC,ycircle+YC
; plot xcircle+YC,ycircle+XC
; plot xcircle+YC,ycircle-XC
; plot xcircle-YC,ycircle-XC
; plot xcircle-YC,ycircle+XC
;clc - allways after BCC
lda xcircle
adc XC
sta xdraw
lda xcircle+1
adc #0
sta xdraw+1
;clc
lda ycircle
adc YC
sta ydraw
sta ytempDRAW
lda ycircle+1
adc #$00
sta ydraw+1
sta ytempDRAW+1
; plot xcircle+XC,ycircle+YC
jsr plot
sec
lda ycircle
sbc YC
sta ydraw
lda ycircle+1
sbc #$00
sta ydraw+1
; plot xcircle+XC,ycircle-YC
jsr plot
sec
lda xcircle
sbc XC
sta xdraw
lda xcircle+1
sbc #0
sta xdraw+1
; plot xcircle-XC,ycircle-YC
jsr plot
lda ytempDRAW
sta ydraw
lda ytempDRAW+1
sta ydraw+1
; plot xcircle-XC,ycircle+YC
jsr plot
;---
clc
lda xcircle
adc YC
sta xdraw
lda xcircle+1
adc #0
sta xdraw+1
;clc
lda ycircle
adc XC
sta ydraw
sta ytempDRAW
lda ycircle+1
adc #$00
sta ydraw+1
sta ytempDRAW+1
; plot xcircle+YC,ycircle+XC
jsr plot
sec
lda ycircle
sbc XC
sta ydraw
lda ycircle+1
sbc #$00
sta ydraw+1
; plot xcircle+YC,ycircle-XC
jsr plot
sec
lda xcircle
sbc YC
sta xdraw
lda xcircle+1
sbc #0
sta xdraw+1
; plot xcircle-YC,ycircle-XC
jsr plot
lda ytempDRAW
sta ydraw
lda ytempDRAW+1
sta ydraw+1
; plot xcircle-YC,ycircle+XC
jsr plot
;-----
; IF FS>YC THEN
lda YC
cmp FS
bcc endif01
; YC=YC-1
dec YC
; FS=FS-YC
sec
lda FS
sbc YC
sta FS
endif01
; ENDIF
; XC=XC+1
inc XC
; FS=FS+XC
clc
lda FS
adc XC
sta FS
jmp circleloop
; WEND
.endp
.endif
+352
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icl 'Atari/lib/ATARISYS.ASM'
icl 'Atari/lib/MACRO.ASM'
screenheight = 200
screenbytes = 40
screenwidth = screenBytes*8 ; Max screenwidth = 512!!!
FirstZpageVariable = $50
.zpvar DliColorBack .byte = FirstZpageVariable
.zpvar ClearSky .byte ; $ff - Crear sky during drawmountains, 0 - no clear sky
.zpvar PaddleState .byte ; old state 2nd button for 2 buttons joysticks
.zpvar GradientNr .byte
.zpvar GradientColors .word
.zpvar JoystickNumber .byte
.zpvar LazyFlag .byte ; 7 bit - run Lazy Darwin, 6 bit - run Lazy Boy or Darwin (!) after inventory
; 0 - nothing
.zpvar SpyHardFlag .byte ; >$7f - run SpyHard after inventory
.zpvar Vdebug .byte ; "visual debug" flag ($00 - off, $ff - on)
.zpvar xdraw .word ; = $64 ;variable X for plot
.zpvar ydraw .word ; variable Y for plot
; (like in Atari Basic - Y=0 in upper right corner of the screen)
.zpvar xbyte .word
.zpvar ybyte .word
.zpvar CharCode .byte
.zpvar fontind .word
.zpvar tanknr .byte
.zpvar oldplot .word
.zpvar xc .word
.zpvar temp .word ; temporary word for the most embeded loops only
.zpvar temp2 .word ; same as above
.zpvar modify .word ; origially used to replace self-modyfying code
.zpvar tempXROLLER .word ; same as above for XROLLER routine (used also in result display routine)
.zpvar xtempDRAW .word ; same as above for XDRAW routine
.zpvar ytempDRAW .word ; same as above for XDRAW routine
.zpvar tempor2 .word
.zpvar CreditsVScrol .byte
;--------------temps used in circle routine
.zpvar xi .word ; X (word) in draw routine
.zpvar fx .byte
.zpvar yi .word ; Y (word) in draw routine
.zpvar fy .byte
.zpvar xk .word
.zpvar fs .byte
.zpvar yc .byte ; ycircle - temporary for circle
.zpvar dx .word
.zpvar dy .word
.zpvar dd .word
.zpvar di .word
.zpvar dp .word
;----------------------------
.zpvar UnderTank1 .byte
.zpvar UnderTank2 .byte
;----------------------------
.zpvar TestFlightFlag .byte ; For AI test flights ($ff - test, $00 - standard shoot flight)
.zpvar weaponPointer .word
.zpvar dliCounter .byte
.zpvar pressTimer .byte
.zpvar NTSCcounter .byte
.zpvar sfx_effect .byte
.zpvar RMT_blocked .byte
.zpvar ScrollFlag .byte
.zpvar SkStatSimulator .byte
.zpvar FloatingAlt .byte ; floating tank altitude
.zpvar OverTankDir .byte ; (0 go right, $ff go left) direction of bypassing tanks on screen
; --------------OPTIMIZATION VARIABLES--------------
.zpvar Force .word
.zpvar Force_ .byte ; Force is 3 bytes long
.zpvar Angle .byte
.zpvar Parachute .byte ; are you insured with parachute?
.zpvar color .byte
.zpvar Erase .byte ; if 1 only mask of the character is printed
; on the graphics screen. if 0 character is printed normally
.zpvar radius .byte
.zpvar decimal .word
.zpvar NumberOfPlayers .byte ; current number of players (counted from 1)
.zpvar Counter .byte ; temporary Counter for outside loops
.zpvar ExplosionRadius .byte
.zpvar FunkyBombCounter .byte
.zpvar ResultY .byte
.zpvar xcircle .word
.zpvar ycircle .word
.zpvar vy .word
.zpvar vy_ .word ; 4 bytes
.zpvar vx .word
.zpvar vx_ .word ; 4 bytes
.zpvar HitFlag .byte ; $ff when missile hit ground, $00 when no hit,
; $01-$06 tank index+1 when hit tank
.zpvar PositionOnTheList .byte ; pointer position on the list being displayed
.zpvar FirstKeypressDelay .byte
.zpvar IsEndOfTheFallFlag .byte ;for small speedup ground falling
.zpvar TankSequencePointer .byte
.zpvar WindChangeInRound .byte ; wind change after each turn (not round only) flag
; (0 - round only, >0 - each turn)
.zpvar RandomMountains .byte ; mountains type change after each turn flag
; (0 - round only, >0 - each turn)
.zpvar FastSoilDown .byte ; 0 - standard, >0 - fast
.zpvar BlackHole .byte ; 0 - no, >0 - yes
.zpvar XHit .word
.zpvar delta .word
.zpvar HowMuchToFall .byte
.zpvar magic .word ; worst var name in the whole business
.zpvar xtraj .word
.zpvar xtraj_ .byte ; 3 bytes
.zpvar ytraj .word
.zpvar ytraj_ .byte ; 3 bytes
.zpvar Wind .word
.zpvar Wind_ .word ; 4 bytes
.zpvar RangeLeft .word
.zpvar RangeRight .word
.zpvar NewAngle .byte
.zpvar escFlag .byte ; 7 bit - Exit game,
; 6 bit - Exit to GameOver (cleared - exit to Menu), 0 - nothing
.zpvar LineYdraw .byte
.zpvar LineXdraw .word
.zpvar plot4x4color .byte ; $00 / $ff
.zpvar Multiplier .word
.zpvar Multiplier_ .byte ; 3 bytes
.zpvar HowToDraw .byte
.zpvar DrawDirFactor .byte
.zpvar gravity .byte
.zpvar LineLength .word
.zpvar tracerflag .byte
.zpvar isInventory .byte
.zpvar DifficultyLevel .byte
.zpvar goleft .byte
.zpvar OffsetDL1 .byte
.zpvar L1 .byte
;-----------------------------------------------
; variable declarations in RAM (no code)
;-----------------------------------------------
ORG $2000
; These tebles are at the beginning of memory pages becouse ....
bittable1_long
.ds $100
bittable2_long
.ds $100
linetableL
.ds (screenHeight)
linetableH
.ds (screenHeight)
oldora .DS [5]
OldOraTemp .DS 1
oldplotH .DS [5]
oldplotL .DS [5]
oldply .DS [5]
WhichUnPlot .DS 1
;--------------------------------------------------
.proc GenerateLineTable
mwa #display temp
mwa #linetableL temp2
mwa #linetableH modify
ldy #0
@ lda temp
sta (temp2),y
lda temp+1
sta (modify),y
adw temp #screenwidth
iny
cpy #0 ;#screenheight+1
bne @-
; and bittables for fastest plot and point (thanks @jhusak)
ldy #0
lda #$40
@ asl
adc #0
sta bittable1_long,y
tax
eor #%11111111
sta bittable2_long,y
txa
dey
bne @-
endof
rts
.endp
; -----------------------------------------
.proc unPlot
; plots a point and saves the plotted byte, reverts the previous plot.
; -----------------------------------------
ldx #0 ; only one pixel
unPlotAfterX
stx WhichUnPlot
; first remake the oldie
lda oldplotL,x
sta oldplot
lda oldplotH,x
sta oldplot+1
ldy oldply,x
lda oldora,x
sta (oldplot),y
; is it not out of the screen ????
cpw ydraw #screenheight
jcc CheckX
mwa #0 ydraw
CheckX
cpw xdraw #screenwidth
jcs EndOfUnPlot
MakeUnPlot
; let's count coordinates taken from xdraw and ydraw
;xbyte = xbyte/8
lda xdraw+1
lsr
lda xdraw
ror ;just one bit over 256. Max screenwidth = 512!!!
lsr
lsr
;---
tay
ldx WhichUnPlot
;tya
sta oldply,x
ldx ydraw
lda linetableL,x
sta xbyte
sta oldplot
lda linetableH,x
sta xbyte+1
sta oldplot+1
; lda xdraw
; and #$7
; tax
ldx xdraw ; optimization (256 bytes long bittable)
lda color
bne ClearUnPlot
;plotting here
lda (xbyte),y
sta OldOraTemp
ora bittable1_long,x
sta (xbyte),y
bne ContinueUnPlot ; allways <>0
ClearUnPlot
lda (xbyte),y
sta OldOraTemp
and bittable2_long,x
sta (xbyte),y
ContinueUnPlot
ldx WhichUnPlot
lda OldOraTemp
sta oldora,x
lda oldplot
sta oldplotL,x
lda oldplot+1
sta oldplotH,x
; and now we must solve the problem of several plots
; in one byte
ldx #4
ldy WhichUnPlot
LetsCheckOverlapping
cpx WhichUnPlot
beq SkipThisPlot
lda oldplotL,x
cmp oldplotL,y
bne NotTheSamePlot
lda oldplotH,x
cmp oldplotH,y
bne NotTheSamePlot
lda oldply,x
cmp oldply,y
bne NotTheSamePlot
; the pixel is in the same byte so let's take correct contents
lda oldora,x
sta oldora,y
NotTheSamePlot
SkipThisPlot
dex
bpl LetsCheckOverlapping
EndOfUnPlot
rts
.endp
; -----------------------------------------
.proc plot ;plot (xdraw, ydraw, color)
; color == 1 --> put pixel
; color == 0 --> erase pixel
; xdraw (word) - X coordinate
; ydraw (word) - Y coordinate
; this is one of the most important routines in the whole
; game. If you are going to speed up the game, start with
; plot - it is used by every single effect starting from explosions
; through line drawing and small text output!!!
;
; Optimized by 0xF (Fox) THXXXX!!!
; -----------------------------------------
; is it not over the screen ???
cpw ydraw #(screenheight+1); changed for one additional line. cpw ydraw #(screenheight-1)
bcs unPlot.EndOfUnPlot ;nearest RTS
CheckX02
cpw xdraw #screenwidth
bcs EndOfPlot
MakePlot
; let's calculate coordinates from xdraw and ydraw
;xbyte = xbyte/8
lda xdraw+1
lsr
lda xdraw
ror ;just one bit over 256. Max screenwidth = 512!!!
lsr
lsr
sta xbyte
;---
ldx ydraw
ldy linetableL,x
lda linetableH,x
sta xbyte+1
; lda xdraw
; and #$7
; tax
ldx xdraw ; optimization (256 bytes long bittable)
lda color
bne ClearPlot
lda (xbyte),y
ora bittable1_long,x
sta (xbyte),y
EndOfPlot
rts
ClearPlot
lda (xbyte),y
and bittable2_long,x
sta (xbyte),y
rts
.endp
icl 'circle1.asm'
;icl 'circle2.asm'
start
;jsr generatelinetable
halt
run start
.align $1000
.ds 10
display
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+134 -134
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@@ -199,10 +199,11 @@ sintable
;linetableH
; :screenheight+1 .by >(display+screenBytes*#)
;----------------------------
bittable
.by $80,$40,$20,$10,$08,$04,$02,$01
bittable2
.by $7f,$bf,$df,$ef,$f7,$fb,$fd,$fe
; now long (256 bytes) bittables are generated in RAM based on one bittable:
;bittable
; .by $80,$40,$20,$10,$08,$04,$02,$01
;bittable2
; .by $7f,$bf,$df,$ef,$f7,$fb,$fd,$fe
;----------------------------
disktance ;tanks distance
.by 0,0
@@ -224,14 +225,6 @@ SlideLeftTable
; .BY %00001100
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
.BYTE char_tank2
.BYTE char_tank3
@@ -257,10 +250,8 @@ WeaponPriceH ; weapons prices (tables with prices of weapons)
.by >price_Riot_Blast
.by >price_Riot_Bomb
.by >price_Heavy_Riot_Bomb
.by >price_Baby_Digger
.by >price_Digger
.by >price_Heavy_Digger
.by >price_Baby_Sandhog
.by >price_Sandhog
.by >price_Heavy_Sandhog
.by >price_Dirt_Clod
@@ -268,6 +259,8 @@ WeaponPriceH ; weapons prices (tables with prices of weapons)
.by >price_Ton_of_Dirt
.by >price_Liquid_Dirt
.by >price_Dirt_Charge
.by >price_Propaganda
.by >price_Punch
.by >price_Buy_me
.by >price_Laser
.by >price_White_Flag
@@ -306,10 +299,8 @@ WeaponPriceL
.by <price_Riot_Blast
.by <price_Riot_Bomb
.by <price_Heavy_Riot_Bomb
.by <price_Baby_Digger
.by <price_Digger
.by <price_Heavy_Digger
.by <price_Baby_Sandhog
.by <price_Sandhog
.by <price_Heavy_Sandhog
.by <price_Dirt_Clod
@@ -317,6 +308,8 @@ WeaponPriceL
.by <price_Ton_of_Dirt
.by <price_Liquid_Dirt
.by <price_Dirt_Charge
.by <price_Propaganda
.by <price_Punch
.by <price_Buy_me
.by <price_Laser
.by <price_White_Flag
@@ -362,17 +355,17 @@ WeaponUnits
.by 2 ;Riot_Blast ;_16
.by 5 ;Riot_Bomb ;_17
.by 2 ;Heavy_Riot_Bomb;_18
.by 10 ;Baby_Digger ;_19
.by 5 ;Digger ;_20
.by 2 ;Heavy_Digger ;_21
.by 10 ;Baby_Sandhog ;_22
.by 5 ;Sandhog ;_23
.by 2 ;Heavy_Sandhog ;_24
.by 5 ;Dirt_Clod ;_25
.by 3 ;Dirt_Ball ;_26
.by 1 ;Ton_of_Dirt ;_27
.by 4 ;Liquid_Dirt ;_28
.by 2 ;Dirt_Charge ;_29
.by 5 ;Digger ;_19
.by 2 ;Heavy_Digger ;_20
.by 5 ;Sandhog ;_21
.by 2 ;Heavy_Sandhog ;_22
.by 5 ;Dirt_Clod ;_23
.by 3 ;Dirt_Ball ;_24
.by 1 ;Ton_of_Dirt ;_25
.by 4 ;Liquid_Dirt ;_26
.by 2 ;Dirt_Charge ;_27
.by 4 ;Propaganda ;_28
.by 2 ;Punch ;_29
.by 1 ;Buy_me ;_30
.by 5 ;Laser ;_31
.by 1 ;White_Flag ;_32
@@ -400,11 +393,11 @@ PurchaseMeTable ;weapons good to be purchased by the robot
; "Napalm ","Hot Napalm ","Tracer ","Smoke Tracer "
; "Baby Roller ","Roller ","Heavy Roller ","Riot Charge "
.by %11001110
; "Riot Blast ","Riot Bomb ","Heavy Riot Bomb ","Baby Digger "
; "Digger ","Heavy Digger ","Baby Sandhog ","Sandhog "
; "Riot Blast ","Riot Bomb ","Heavy Riot Bomb ","Digger "
; "Heavy Digger ","Sandhog ","Heavy Sandhog ","Dirt Clod "
.by %00000000
; "Heavy Sandhog ","Dirt Clod ","Dirt Ball ","Ton of Dirt "
; "Liquid Dirt ","Dirt Charge ","Buy me! ","Laser "
; "Dirt Ball ","Ton of Dirt ","Liquid Dirt ","Dirt Charge "
; "Propaganda ","Punch ","Buy me! ","Laser "
.by %00000000
; "White Flag ","Battery ","Hovercraft ","Parachute "
; "Strong Parachute","Mag Deflector ","Shield ","Heavy Shield "
@@ -421,11 +414,11 @@ PurchaseMeTable2 ;weapons good to be purchased by the robot (Cyborg)
; "Napalm ","Hot Napalm ","Tracer ","Smoke Tracer "
; "Baby Roller ","Roller ","Heavy Roller ","Riot Charge "
.by %01000000
; "Riot Blast ","Riot Bomb ","Heavy Riot Bomb ","Baby Digger "
; "Digger ","Heavy Digger ","Baby Sandhog ","Sandhog "
; "Riot Blast ","Riot Bomb ","Heavy Riot Bomb ","Digger "
; "Heavy Digger ","Sandhog ","Heavy Sandhog ","Dirt Clod "
.by %00000000
; "Heavy Sandhog ","Dirt Clod ","Dirt Ball ","Ton of Dirt "
; "Liquid Dirt ","Dirt Charge ","Buy me! ","Laser "
; "Dirt Ball ","Ton of Dirt ","Liquid Dirt ","Dirt Charge "
; "Propaganda ","Punch ","Buy me! ","Laser "
.by %00000000
; "White Flag ","Battery ","Hovercraft ","Parachute "
; "Strong Parachute","Mag Deflector ","Shield ","Heavy Shield "
@@ -456,17 +449,17 @@ WeaponSymbols
.by $50 ;ind_Riot_Blast ;_16
.by $51 ;ind_Riot_Bomb ;_17
.by $52 ;ind_Heavy_Riot_Bomb ;_18
.by $53 ;ind_Baby_Digger ;_19
.by $54 ;ind_Digger ;_20
.by $55 ;ind_Heavy_Digger ;_21
.by $56 ;ind_Baby_Sandhog ;_22
.by $57 ;ind_Sandhog ;_23
.by $58 ;ind_Heavy_Sandhog ;_24
.by $59 ;ind_Dirt_Clod ;_25
.by $5a ;ind_Dirt_Ball ;_26
.by $5b ;ind_Ton_of_Dirt ;_27
.by $60 ;ind_Liquid_Dirt ;_28
.by $7b ;ind_Dirt_Charge ;_29
.by $54 ;ind_Digger ;_19
.by $55 ;ind_Heavy_Digger ;_20
.by $57 ;ind_Sandhog ;_21
.by $58 ;ind_Heavy_Sandhog ;_22
.by $59 ;ind_Dirt_Clod ;_23
.by $5a ;ind_Dirt_Ball ;_24
.by $5b ;ind_Ton_of_Dirt ;_25
.by $60 ;ind_Liquid_Dirt ;_26
.by $7b ;ind_Dirt_Charge ;_27
.by $53 ;ind_Propaganda ;_28
.by $56 ;ind_Punch ;_29
.by $1f ;ind_Buy_me ;_30
.by $20 ;ind_Laser ;_31
.by $5f ;ind_White_Flag ;_32
@@ -486,62 +479,62 @@ WeaponSymbols
.by $5e ;ind_Auto_Defense ;_46
.by $7c ;ind_Spy_Hard ;_47
; Names of weapons (16 chars long)
; Names of weapons (max 16 chars long)
NamesOfWeapons ;the comment is an index in the tables
dta d"Baby Missile " ; 0
dta d"Missile " ; 1
dta d"Baby Nuke " ; 2
dta d"Nuke " ; 3
dta d"LeapFrog " ; 4
dta d"Funky Bomb " ; 5
dta d"MIRV " ; 6
dta d"Death's Head " ; 7
dta d"Napalm " ; 8
dta d"Hot Napalm " ; 9
dta d"Tracer " ; 10
dta d"Smoke Tracer " ; 11
dta d"Baby Roller " ; 12
dta d"Roller " ; 13
dta d"Heavy Roller " ; 14
dta d"Riot Charge " ; 15
dta d"Riot Blast " ; 16
dta d"Riot Bomb " ; 17
dta d"Heavy Riot Bomb " ; 18
dta d"Baby Digger " ; 19
dta d"Digger " ; 20
dta d"Heavy Digger " ; 21
dta d"Baby Sandhog " ; 22
dta d"Sandhog " ; 23
dta d"Heavy Sandhog " ; 24
dta d"Dirt Clod " ; 25
dta d"Dirt Ball " ; 26
dta d"Ton of Dirt " ; 27
dta d"Liquid Dirt " ; 28
dta d"Dirt Charge " ; 29
dta d"Best F...g Gifts" ; 30
dta d"Laser " ; 31
dta d"Baby Missile"^ ; 0
dta d"Missile"^ ; 1
dta d"Baby Nuke"^ ; 2
dta d"Nuke"^ ; 3
dta d"LeapFrog"^ ; 4
dta d"Funky Bomb"^ ; 5
dta d"MIRV"^ ; 6
dta d"Death's Head"^ ; 7
dta d"Napalm"^ ; 8
dta d"Hot Napalm"^ ; 9
dta d"Tracer"^ ; 10
dta d"Smoke Tracer"^ ; 11
dta d"Baby Roller"^ ; 12
dta d"Roller"^ ; 13
dta d"Heavy Roller"^ ; 14
dta d"Riot Charge"^ ; 15
dta d"Riot Blast"^ ; 16
dta d"Riot Bomb"^ ; 17
dta d"Heavy Riot Bomb"^ ; 18
dta d"Digger"^ ; 19
dta d"Heavy Digger"^ ; 20
dta d"Sandhog"^ ; 21
dta d"Heavy Sandhog"^ ; 22
dta d"Dirt Clod"^ ; 23
dta d"Dirt Ball"^ ; 24
dta d"Ton of Dirt"^ ; 25
dta d"Liquid Dirt"^ ; 26
dta d"Dirt Charge"^ ; 27
dta d"Propaganda"^ ; 28
dta d"Stomp"^ ; 29
dta d"Best F...g Gifts"^ ; 30
dta d"Laser"^ ; 31
;------defensives
dta d"White Flag " ; 32
dta d"Battery " ; 33
dta d"Hovercraft " ; 34
dta d"Parachute " ; 35 - no energy
dta d"Strong Parachute" ; 36 - with energy (earlier Battery)
dta d"Mag Deflector " ; 37 - with shield and energy
dta d"Shield " ; 38 - shield for one shot - no energy
dta d"Heavy Shield " ; 39 - shield with energy
dta d"Force Shield " ; 40 - shield with energy and parachute
dta d"Bouncy Castle " ; 41 - with shield and energy
dta d"Long Schlong " ; 42
dta d"Nuclear Winter " ; 43
dta d"Lazy Boy " ; 44
dta d"Lazy Darwin " ; 45
dta d"Auto Defense " ; 46
dta d"Spy Hard " ; 47
dta d"White Flag"^ ; 32
dta d"Battery"^ ; 33
dta d"Hovercraft"^ ; 34
dta d"Parachute"^ ; 35 - no energy
dta d"Strong Parachute"^ ; 36 - with energy (earlier Battery)
dta d"Mag Deflector"^ ; 37 - with shield and energy
dta d"Shield"^ ; 38 - shield for one shot - no energy
dta d"Heavy Shield"^ ; 39 - shield with energy
dta d"Force Shield"^ ; 40 - shield with energy and parachute
dta d"Bouncy Castle"^ ; 41 - with shield and energy
dta d"Long Schlong"^ ; 42
dta d"Nuclear Winter"^ ; 43
dta d"Lazy Boy"^ ; 44
dta d"Lazy Darwin"^ ; 45
dta d"Auto Defense"^ ; 46
dta d"Spy Hard"^ ; 47
DefensiveEnergy = *-(last_offensive - first_offensive +1) ; to fake the table for ALL weapons
DefensiveEnergy = *-number_of_offensives ; to fake the table for ALL weapons
.by 00 ; White Flag
.by 00 ; Heat Guidance
.by 98 ; Let's go!
.by 00 ; Battery
.by 98 ; Hovercraft
.by 00 ; Parachute
.by 99 ; Strong Parachute
.by 99 ; Mag Deflector
@@ -563,15 +556,15 @@ weaponsOfDeath ; weapons used in tank death animations
dta ind_Hot_Napalm ; why not?
dta ind_Riot_Bomb
dta ind_Heavy_Riot_Bomb
dta ind_Baby_Digger
dta ind_Propaganda
dta ind_Digger
dta ind_Heavy_Digger
dta ind_Baby_Sandhog
dta ind_Sandhog
dta ind_Heavy_Sandhog
dta ind_Dirt_Clod
dta ind_Dirt_Ball
dta ind_Ton_of_Dirt
dta 32 ; plasma blast!
weaponsOfDeathEnd
joyToKeyTable
.by $ff ;00
@@ -619,67 +612,74 @@ gameOverSpritesTop
;------credits
CreditsStart
dta d" "*
dta d"You were playin",d"g"*
dta d"Scorc",d"h"*
dta d"Warsaw, Miam",d"i"*
dta d"2000-202",d"3"*
dta d"You were playing"^
dta d"Scorch"^
dta d"Warsaw, Miami"^
dta d"2000-2024"^
dta d" "*
dta d"Programmin",d"g"*
dta d"Tomasz 'Pecus' Peck",d"o"*
dta d"Pawel 'pirx' Kalinowsk",d"i"*
dta d"Programming"^
dta d"Tomasz 'Pecus' Pecko"^
dta d"Pawel 'pirx' Kalinowski"^
dta d" "*
dta d"SFX, Music and Suppor",d"t"*
dta d"Michal 'Miker' Szpilowsk",d"i"*
dta d"SFX, Music and Support"^
dta d"Michal 'Miker' Szpilowski"^
dta d" "*
.IF TARGET = 800
dta d"Additional Musi",d"c"*
dta d"Mario 'Emkay' Kri",d"x"*
dta d"Additional Music"^
dta d"Mario 'Emkay' Krix"^
dta d" "*
.ENDIF
dta d"Code Optimizatio",d"n"*
dta d"Piotr '0xF' Fusi",d"k"*
dta d" "*
dta d"Ar",d"t"*
dta d"Adam Wachowsk",d"i"*
dta d"Art"^
dta d"Adam Wachowski"^
.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
dta d" "*
dta d"Ideas, help and Q",d"A"*
dta d"Bocianu, Probabilitydragon",d","*
dta d"EnderDude, Dracon",d","*
dta d"Beeblebrox, KrzysRog, lopezpb",d","*
dta d"brad-colbert, archon800, nowy80",d","*
dta d"Shaggy the Atarian, RetroBorsuk, ZPH"
dta d"Ideas, help and QA"^
dta d"Piotr '0xF' Fusik, Shanti, Jakub Husak"^
dta d"Bocianu, Probabilitydragon, lopezpb,"^
dta d"ZPH, KrzysRog, EnderDude, Dracon, TDC,"^
dta d"Beeblebrox, brad-colbert, archon800,"^
dta d"nowy80, Irgendwer, Eyvind,"^
dta d"ascrnet, Bobo Cujo, RetroBorsuk"
.IF TARGET = 800
.IF CART_VERSION = 0
dta d","*
dta d"Krzysztof 'Kaz' Ziembik"^
.ELSE
dta d" "*
.ENDIF
.ELIF TARGET = 5200
dta d","*
dta d"x-usr(1536), Aking, JAC!, phaeron",d","*
dta d"RB520",d"0"*
dta d"x-usr(1536), Aking, JAC!, phaeron,"^
dta d"RB5200, Krzysztof 'Kaz' Ziembik"^
.ENDIF
dta d" "*
dta d"Additional testin",d"g"*
dta d"Arek and Alex Peck",d"o"*
dta d"Additional testing"^
dta d"Arek and Alex Pecko"^
dta d" "*
dta d"Special thank",d"s"*
dta d"Krzysztof 'Kaz' Ziembi",d"k"*
dta d"Special thanks"^
dta d"Wendell Hicken"^
dta d"for Scorched Earth PC game"^
.IF TARGET = 800
dta d" "*
dta d"Stay tuned for the FujiNet version",d"!"*
dta d"Stay tuned for the FujiNet version!"^
.ENDIF
dta d" "*
dta d" "*
CreditsEnd
.IF TARGET = 800
CreditsLines=40 + 7 ; add 7 for scrollout
CreditsLines=39 + 7 ; add 7 for scrollout
.ELIF TARGET = 5200
CreditsLines=34 + 7; add 7 for scrollout
CreditsLines=33 + 7 ; add 7 for scrollout
.ENDIF
.IF TARGET = 5200
; Atari 5200 splash
NewSplashText=*
dta d" 2023 atariage", $4e, "com " ; $4e - non blinking dot
dta d" 2024 atariage", $4e, "com " ; $4e - non blinking dot
.ENDIF
.endif ; .IF *>0
+55 -44
View File
@@ -1,44 +1,55 @@
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
screenheight = 200
screenBytes = 40
screenwidth = screenBytes*8 ; Max screenwidth = 512!!!
screenBytes = 40
screenwidth = screenBytes*8 ; Max screenwidth = 512!!!
TankWidth = 8
;----------------------------------------------
; Player/missile memory
PMGraph = $1800 ; real PM start = PMGraph + $0300
; Generated tables
display = $2010 ;screen takes $1f68 because it has screenHeight+1 lines because of out of screen tracer(?)
PMGraph = $1800 ; real PM start = PMGraph + $0300
display = $2010 ; screen takes $1f68 because it has screenHeight+1 lines because of out of screen tracer(?)
;----------------------------------------------
margin = 40 ;mountain drawing Y variable margin
MaxPlayers = 6
maxOptions = 9 ;number of all options
PMOffsetX = $2C ; P/M to graphics offset
PMOffsetY = $2A ; P/M to graphics offset
napalmRadius = 10
StandardBarrel = 6 ; standard tank barrel length
LongBarrel = 20 ; long barrel length
margin = 40 ; mountain drawing Y variable margin
MaxPlayers = 6
maxOptions = 9 ; number of all options
PMOffsetX = $2C ; P/M to graphics offset
PMOffsetY = $2A ; P/M to graphics offset
napalmRadius = 10
StandardBarrel = 6 ; standard tank barrel length
LongBarrel = 20 ; long barrel length
TextBackgroundColor = $02 ; REAL constans - use: LDA #TextBackgroundColor
TextForegroundColor = $0A
space = 0 ; space in screencodes
KeyRepeatSpeed = 10 ; (max 127 !!!)
KeyRepeatSpeed = 8 ; (max 127 !!!)
FirstKeySpeed = 8 ; additional delay for first keypress
VuMeterTime = 12 ; Time of inactivity for VU Meter (1=5sec)
;character codes for symbols (tank, parachute, etc. )
; characters from tanks.fnt (graphics screen)
char_parachute = $02
char_flag = $1e
char_flame = $14
char_clear_flame = $1c
char_digger = $04
char_sandhog = $0c
char_sandhog_offset = char_sandhog - char_digger
char_sandhog_offset = char_sandhog - char_digger
char_tank1 = $20
char_tank2 = $24
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)
price_Baby_Missile = 0 ;_00
@@ -60,17 +71,17 @@ price_Riot_Charge = 230 ;_15
price_Riot_Blast = 241 ;_16
price_Riot_Bomb = 259 ;_17
price_Heavy_Riot_Bomb = 272 ;_18
price_Baby_Digger = 136 ;_19
price_Digger = 176 ;_20
price_Heavy_Digger = 207 ;_21
price_Baby_Sandhog = 158 ;_22
price_Sandhog = 191 ;_23
price_Heavy_Sandhog = 223 ;_24
price_Dirt_Clod = 104 ;_25
price_Dirt_Ball = 130 ;_26
price_Ton_of_Dirt = 171 ;_27
price_Liquid_Dirt = 330 ;_28
price_Dirt_Charge = 343 ;_29
price_Digger = 176 ;_19
price_Heavy_Digger = 207 ;_20
price_Sandhog = 191 ;_21
price_Heavy_Sandhog = 223 ;_22
price_Dirt_Clod = 104 ;_23
price_Dirt_Ball = 130 ;_24
price_Ton_of_Dirt = 171 ;_25
price_Liquid_Dirt = 330 ;_26
price_Dirt_Charge = 343 ;_27
price_Propaganda = 234 ;_28
price_Punch = 208 ;_29
price_Buy_me = 170 ;_30
price_Laser = 277 ;_31
price_White_Flag = $0 ;_32
@@ -110,17 +121,17 @@ ind_Riot_Charge = 15
ind_Riot_Blast = 16
ind_Riot_Bomb = 17
ind_Heavy_Riot_Bomb = 18
ind_Baby_Digger = 19
ind_Digger = 20
ind_Heavy_Digger = 21
ind_Baby_Sandhog = 22
ind_Sandhog = 23
ind_Heavy_Sandhog = 24
ind_Dirt_Clod = 25
ind_Dirt_Ball = 26
ind_Ton_of_Dirt = 27
ind_Liquid_Dirt = 28
ind_Dirt_Charge = 29
ind_Digger = 19
ind_Heavy_Digger = 20
ind_Sandhog = 21
ind_Heavy_Sandhog = 22
ind_Dirt_Clod = 23
ind_Dirt_Ball = 24
ind_Ton_of_Dirt = 25
ind_Liquid_Dirt = 26
ind_Dirt_Charge = 27
ind_Propaganda = 28
ind_Punch = 29
ind_Buy_me = 30
ind_Laser = 31
last_offensive = ind_Laser
@@ -143,8 +154,8 @@ ind_Auto_Defense = 46
ind_Spy_Hard = 47
last_defensive = ind_Spy_Hard
last_real_defensive = ind_Bouncy_Castle
number_of_offensives = last_offensive - first_offensive +1
number_of_defensives = (last_defensive - first_defensive +1)
number_of_offensives = last_offensive - first_offensive + 1
number_of_defensives = last_defensive - first_defensive + 1
number_of_weapons = number_of_offensives + number_of_defensives
;--------------------------------
; names of RMT instruments (sfx)
@@ -180,9 +191,9 @@ sfx_liquid_dirt = $1b ;2
sfx_battery = $1c ;3
sfx_white_flag = $1d ;4
sfx_long_barrel = $1e
sfx_tank_move = $1f
sfx_tank_move = $1f
sfx_auto_defense= $2b
sfx_lazy_boys = $2c
sfx_lazy_boys = $2c
;--------------------------------
; RMT songs (lines)
;--------------------------------
@@ -191,5 +202,5 @@ song_main_menu = $02
song_ingame = $06
song_round_over = $0b
song_ending_looped = $0e
song_supermarket = $1b
song_inventory = $1d
song_supermarket= $1b
song_inventory = $1d
+264 -139
View File
@@ -1,3 +1,5 @@
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
.IF *>0 ;this is a trick that prevents compiling this file alone
; All main procedures of the game not dependent on hardware (I hope) :)
@@ -15,8 +17,11 @@ START
jsr SetVariablesFromOptions
jsr MakeDarkScreen
bit escFlag
bmi START
bpl @+
jsr CheckStartKey ; START KEY
bne START
jmp StartAfterSplash ; reset all game option if Start key pressed (and Esc)
@
jsr EnterPlayerNames
jsr MakeDarkScreen
bit escFlag
@@ -42,6 +47,7 @@ MainGameLoop
jsr RoundInit
jsr MainRoundLoop
mva #$ff MeteorsFlag
bit escFlag
jvs GoGameOver
bmi START
@@ -52,7 +58,7 @@ MainGameLoop
mva #0 TankNr ;
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
jsr cleartanks ; A=0
@@ -119,24 +125,23 @@ CalculateGainsLoop
; if lose is greater than money then zero money
lda moneyH,x
cmp loseH,x
bcc zeromoney
bne substractlose
bne @+
lda moneyL,x
cmp loseL,x
bcc zeromoney
@ bcs substractlose
zeromoney
lda #0
sta moneyL,x
sta moneyH,x
beq skipzeroing
substractlose
sec
; sec ; C is allways set at this point
lda moneyL,x
sbc loseL,x
sta moneyL,x
lda moneyH,x
sbc loseH,x
sta moneyH,x
jmp skipzeroing
zeromoney
lda #0
sta moneyL,x
sta moneyH,x
skipzeroing
; and earned money for summary
clc
@@ -150,24 +155,23 @@ skipzeroing
; if lose is greater than money then zero money
lda EarnedMoneyH,x
cmp loseH,x
bcc ezeromoney
bne esubstractlose
bne @+
lda EarnedMoneyL,x
cmp loseL,x
bcc ezeromoney
@ bcs esubstractlose
ezeromoney
lda #0
sta EarnedMoneyL,x
sta EarnedMoneyH,x
beq eskipzeroing
esubstractlose
sec
; sec ; C is allways set at this point
lda EarnedMoneyL,x
sbc loseL,x
sta EarnedMoneyL,x
lda EarnedMoneyH,x
sbc loseH,x
sta EarnedMoneyH,x
jmp eskipzeroing
ezeromoney
lda #0
sta EarnedMoneyL,x
sta EarnedMoneyH,x
eskipzeroing
dex
@@ -186,7 +190,7 @@ eskipzeroing
RmtSong song_ingame
jsr SetPMWidth ; A=0
jsr SetPMWidthAndColors ; A=0
lda #0
sta AfterBFGflag ; reset BFG flag
sta COLOR2 ; status line "off"
@@ -211,10 +215,7 @@ SettingEnergies
sta LASTeXistenZ,x
; anything in eXistenZ table means that this tank exist
; in the given round
lda #<1000
sta MaxForceTableL,x
lda #>1000
sta MaxForceTableH,x
jsr MaxForceCalculate
lda #<350
sta ForceTableL,x
lda #>350
@@ -231,6 +232,15 @@ SettingEnergies
dex
bpl SettingEnergies
; set mountain type if ...
lda RandomMountains
beq noRandomMountains
@ ldy RANDOM
cpy #5
bcs @-
jsr SetVariablesFromOptions.setMountainsType
noRandomMountains
;generating the new landscape
jsr PMoutofScreen ;let P/M disappear
jsr clearscreen ;let the screen be clean
@@ -246,12 +256,15 @@ SettingEnergies
jsr CopyFromROM
jsr SetMainScreen
jsr ColorsOfSprites
jsr drawmountains ;draw them
jsr drawtanks ;finally draw tanks
mva #$00 TankSequencePointer
lda random
;lda #$00 ; allways
sta MeteorsRound ; Turns meteors on or off during the next round.
;---------round screen is ready---------
mva #TextForegroundColor COLOR1 ; status line "on"
@@ -351,9 +364,15 @@ CheckNextTankAD
ldx tankNr
lda TankStatusColoursTable,x
sta COLOR2 ; set color of status line
jsr RandomizeForce.LimitForce
jsr PutTankNameOnScreen
; jsr DisplayStatus ; There is no need anymore, it is always after PutTankNameOnScreen
lda MeteorsRound
bmi @+
; A = 0
sta MeteorsFlag
@
lda SkillTable,x
beq ManualShooting
@@ -361,15 +380,11 @@ RoboTanks
; robotanks shoot here
; TankNr still in X
jsr ArtificialIntelligence
;pause 30
ldx TankNr
; after calliing AI we allways have TankNr in X
;ldx TankNr
jsr DisplayStatus ; to make visible AI selected defensive (and offensive :) )
jsr MoveBarrelToNewPosition
lda kbcode
cmp #@kbcode._esc ; 28 ; ESC
bne @+
jsr AreYouSure
@ bit escFlag
jsr CheckExitKeys
spl:rts ; keys Esc or O
@@ -377,7 +392,7 @@ RoboTanks
ManualShooting
lda JoyNumber,x
sta JoystickNumber ; set joystick port for player
jsr SetJoystickPort ; set joystick port for player
jsr WaitForKeyRelease
lda #%00000000
sta TestFlightFlag ; set "Test Fight" off
@@ -386,7 +401,10 @@ ManualShooting
spl:rts ; keys Esc or O
AfterManualShooting
mva #$00 plot4x4color
ldy #$00
sty plot4x4color
dey
sty MeteorsFlag ; $ff
jsr DisplayTankNameAbove
; defensive weapons without flight handling
ldx TankNr
@@ -423,24 +441,36 @@ StandardShoot
dec Energy,x ; lower energy to eventually let tanks commit suicide
ShootNow
jsr Shoot
;here we clear offensive text (after a shoot)
ldy TankNr
mva #$00 plot4x4color
jsr DisplayOffensiveTextNr
lda ActiveWeapon,x
cmp #ind_Buy_me ; BFG
beq WeponNoFlight ; but with explosion
cmp #ind_Punch ; Punch
beq WeponNoFlight ; but with explosion
lda MeteorsRound
bmi @+
; A = 0
sta MeteorsFlag
@
jsr Shoot ; bullet flight
mva #$ff MeteorsFlag
bit escFlag
spl:rts ; keys Esc or O
lda HitFlag ;0 if missed
beq missed
bne GoExplosion
WeponNoFlight
jsr NoShoot ; no bullet flight
GoExplosion
jsr Explosion
continueMainRoundLoopAfterSeppuku
mva #sfx_silencer sfx_effect
AfterExplode
jsr SoilDown2 ; allways
jsr SoilDown ; allways
NoFallDown2
;here tanks are falling down
mva tankNr tempor2
@@ -464,10 +494,9 @@ missed
sta ActiveWeapon,x
@
;here we clear offensive text (after a shoot)
ldy TankNr
mva #$00 plot4x4color
jsr DisplayOffensiveTextNr
;here we clear offensive text (after a shoot) - is cleared !! :)
; ldy TankNr
; jsr DisplayOffensiveTextNr
NextPlayerShoots
;before it shoots, the eXistenZ table must be updated
@@ -551,7 +580,7 @@ NotLastPlayerInRound
; in X there is a number of tank that died
lda #78 ; mumber of defensive text after BFG! ("VERY FUNNY.")
lda #talk.VeryFunnyText ; mumber of defensive text after BFG! ("VERY FUNNY.")
bit AfterBFGflag ; check BFG flag
bmi TextAfterBFG
; if BFG then no points for dead tanks ...
@@ -567,8 +596,8 @@ TextAfterBFG
sta TextNumberOff
inc CurrentResult ; ... but increase result of winner (BFG)
ldy TankTempY
mva #$ff plot4x4color
jsr DisplayOffensiveTextNr
lda #$ff
jsr DisplayOffensiveTextNr.notZero
; tank flash
ldy TankTempY
mva TankNr temp2 ; not elegant, and probably unnecessary
@@ -579,7 +608,6 @@ TextAfterBFG
;Deffensive text cleanup
;here we clear Deffensive text (after a shoot)
ldy TankTempY
mva #$00 plot4x4color
jsr DisplayOffensiveTextNr
; calculate position of the explosion (the post-death one)
@@ -599,9 +627,7 @@ TextAfterBFG
sta ydraw+1 ; there is 0 left in A, so... TODO: bad code above. revisit
;cleanup of the soil fall down ranges (left and right)
sta RangeRight
sta RangeRight+1
mwa #screenwidth RangeLeft
jsr ClearScreenSoilRange
; We are randomizing the weapon now.
; jumping into the middle of the explosion
@@ -613,6 +639,7 @@ MetodOfDeath
bcs MetodOfDeath
tay
lda weaponsOfDeath,y
;lda #32 ; plasma blast only
jsr ExplosionDirect
mva #sfx_silencer sfx_effect
@@ -649,17 +676,14 @@ NotShooter
clc
adc EnergyDecrease
sta loseL,x
lda loseH,x
adc #$00
sta loseH,x
scc
inc loseH,x
; Energy now, not less than 0
sec
lda Energy,x
cmp EnergyDecrease
bcc ldahashzero
;sec
sbc EnergyDecrease
bpl NotNegativeEnergy
ldahashzero
bcs NotNegativeEnergy
; if less than 0 then 0
lda #0
NotNegativeEnergy
sta Energy,x
@@ -670,7 +694,7 @@ NotNegativeEnergy
adc EnergyDecrease
sta gainL,y
lda gainH,y
adc #$00
adc #0
sta gainH,y
rts
.endp
@@ -684,18 +708,16 @@ NotNegativeEnergy
sty EnergyDecrease
ldy #0 ; if Shield survive then no decrease tank anergy
; Energy cannot be less than 0
sec
lda ShieldEnergy,x
cmp EnergyDecrease
bcc UseAllShieldEnergy
;sec
sbc EnergyDecrease
bpl NotNegativeShieldEnergy ; jump allways
UseAllShieldEnergy
bcs NotNegativeShieldEnergy
; now calculate rest of energy for future tank energy decrease
sec
lda EnergyDecrease
sbc ShieldEnergy,x
tay
; ShieldEnargy less than 0 then .. 0
lda #0
NotNegativeShieldEnergy
sta ShieldEnergy,x
@@ -706,14 +728,13 @@ NotNegativeShieldEnergy
.proc Seppuku
;---------------------------------
lda #0
sta ydraw+1
; get position of the tank
ldx TankNr
; lda #0 ; turn off defense weapons when hara-kiring
sta ActiveDefenceWeapon,x
sta ShieldEnergy,x
jsr SetupXYdraw
lda #1 ; Missile
lda #ind_Missile ; Missile
jsr ExplosionDirect
jmp MainRoundLoop.continueMainRoundLoopAfterSeppuku
.endp
@@ -724,27 +745,32 @@ NotNegativeShieldEnergy
;out: Wind (word)
;uses: _
;--------------------------------------------------
lda random
cmp MaxWind
bcs GetRandomWind ; if more than MaxWind then randomize again
sta Wind
mva #$00 Wind+1
sta Wind+2
sta Wind+3
@ lda random
sta Wind
beq noWind ; if 0 then nothing to do
cmp MaxWind
bcs @- ; if more than MaxWind then randomize again
; multiply Wind by 16
; two bytes of Wind are treated as a decimal part of vx variable
:4 aslw Wind
; decide the direction
lda random
and #$01
beq @+
bmi noWindDirectionChange
sec ; Wind = -Wind
.rept 4
.rept 2
lda #$00
sbc Wind+#
sta Wind+#
.endr
@ rts
lda #$ff
sta Wind+2
sta Wind+3
noWind
noWindDirectionChange
rts
.endp
;--------------------------------------------------
.proc MaxForceCalculate
@@ -752,25 +778,16 @@ NotNegativeShieldEnergy
; Energy of tank X in A
;--------------------------------------------------
sta L1
;DATA L1,L2
;Multiplication 8bit*8bit,
;result 16bit
;this algiorithm is a little longer than one in Ruszczyc 6502 book
;but it is faster
ldy #8
lda #0
ldy #9
clc
LP0 ror
CYK ror
ror L1
bcc B0
bcc NIE
clc
adc #10 ; (L2) multiplication by 10
B0 dey
bne LP0
ror
ror L1
adc #10 ; multiplication by 10
NIE dey
bne CYK
sta MaxForceTableH,x
lda L1
sta MaxForceTableL,x
@@ -807,14 +824,15 @@ deletePtr = temp
; clean variables
lda #0
sta escFlag
sta JoystickNumber
tay
mwa #variablesStart deletePtr
@ tya
sta (deletePtr),y
inw deletePtr
cpw deletePtr #variablesEnd
cpw deletePtr #ClearedvariablesEnd
bne @-
tya
jsr SetJoystickPort
; ser initial shapes for each tank (tanks 0-5 has shape 0 now)
ldy #1
@@ -854,7 +872,7 @@ SetunPlots
sta pmbase
lda #$03 ; P/M on
sta GRACTL
jsr SetPMWidth
jsr SetPMWidthAndColors
lda #%00100001 ; P/M priorities (multicolor players on) - prior=1
sta GPRIOR
jsr PMoutofScreen
@@ -908,26 +926,21 @@ MakeTanksVisible
; repeat untill NumberOfPlayers
ldx #0
GetRandomAgain0
lda RANDOM
and #$07 ;NumberOfPlayers < 7
cmp NumberOfPlayers
bcs GetRandomAgain0
sta TankSequence,x
;now first slot is ready, nexts slots are handled
;in a more complicated way
GetRandomAgainX
txy ; destroy A!
dey
lda RANDOM
and #$07 ;NumberOfPlayers < 7
cmp NumberOfPlayers
bcs GetRandomAgainX
cpx #0
bne NotFirstSlot
sta TankSequence,x ;now first slot is ready
inx
bne GetRandomAgainX
NotFirstSlot
;now we have to check if the value was not used
;in previous slots
stx temp
ldy temp
UsageLoop
cmp TankSequence,y
beq GetRandomAgainX ;apparently we have already used this value
@@ -935,14 +948,11 @@ UsageLoop
bpl UsageLoop
;well, looks like this value is new!
inx
sta TankSequence,x
inx
stx temp
inc:lda temp ;x+1
cmp NumberOfPlayers
bne GetRandomAgainX
cpx NumberOfPlayers
bcc GetRandomAgainX
rts
.endp
;----------------------------------------------
@@ -953,9 +963,7 @@ UsageLoop
;----------------------------------------------
; lets randomize someting between 0 and 180
lda RANDOM
cmp #180
bcs RandomizeAngle
randomize 0 180
rts
.endp
;----------------------------------------------
@@ -1018,10 +1026,9 @@ LimitForce
;----------------------------------------------
mva #1 Erase
jsr DrawTankNr.BarrelChange
mva #0 Erase
MoveBarrel
mva #sfx_set_power_2 sfx_effect
jsr DrawTankNr
jsr PutTankNr ; and Erase = 0
jsr DisplayStatus.displayAngle
;
jsr CheckExitKeys
@@ -1029,9 +1036,11 @@ MoveBarrel
ldx TankNr
;
mva #1 Erase
bit TestFlightFlag
bmi AIaim
jsr WaitOneFrame
AIaim
jsr DrawTankNr.BarrelChange
mva #0 Erase
lda NewAngle
cmp AngleTable,x
beq BarrelPositionIsFine
@@ -1043,11 +1052,32 @@ rotateLeft ; older is bigger
dec angleTable,x
jmp MoveBarrel
BarrelPositionIsFine
jmp DrawTankNr
jmp PutTankNr ; and Erase = 0
; rts
.endp
;--------------------------------------------------
.proc DemoModeOrKey
; Waits for the key pressed if at least one human is playing.
; Otherwise, waits 3 seconds (demo mode).
;--------------------------------------------------
;check demo mode
ldx numberOfPlayers
dex
checkForHuman ; if all in skillTable other than 0 then switch to DEMO MODE
lda skillTable,x
beq peopleAreHere
dex
bpl checkForHuman
; no people, just wait a bit
ldy #75
jmp PauseYFrames
; rts
peopleAreHere
jmp getkey ; jsr:rts
.endp
;----------------------------------------------
.proc SortSequence ;
;----------------------------------------------
@@ -1165,8 +1195,18 @@ SetRandomWalls
rts
.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
;first option
ldy OptionsTable
@@ -1214,6 +1254,7 @@ SetRandomWalls
;8th option (how aggressive are mountains)
ldy OptionsTable+7
setMountainsType
lda mountainsDeltaTableH,y
sta mountainDeltaH
lda mountainsDeltaTableL,y
@@ -1247,22 +1288,20 @@ SetRandomWalls
cmp RoundsInTheGame
beq GameOver4x4
sta decimal
mwa #RoundNrDisplay displayposition
;sta decimal
mwx #RoundNrDisplay displayposition
jsr displaybyte ;decimal (byte), displayposition (word)
mwa #LineHeader1 LineAddress4x4
mwa #((ScreenWidth/2)-(8*4)) LineXdraw
mva ResultY LineYdraw
jsr TypeLine4x4
jsr TL4x4_empty.go ; center and type line
beq @+ ;unconditional jump, because TypeLine4x4 ends with beq
GameOver4x4
RmtSong song_round_over
mwa #LineGameOver LineAddress4x4
mwa #((ScreenWidth/2)-(8*4)) LineXdraw
mva ResultY LineYdraw
jsr TypeLine4x4
jsr TL4x4_empty.go ; center and type line
mva #1 GameIsOver
@
@@ -1277,9 +1316,8 @@ GameOver4x4
;Header2
mwa #LineHeader2 LineAddress4x4
mwa #((ScreenWidth/2)-(8*4)) LineXdraw
mva ResultY LineYdraw
jsr TypeLine4x4
jsr TL4x4_empty.go ; center and type line
adb ResultY #4 ;next line
@@ -1346,9 +1384,8 @@ TankNameCopyLoop
;result line display
mwa #ResultLineBuffer LineAddress4x4
mwa #((ScreenWidth/2)-(8*4)) LineXdraw
mva ResultY LineYdraw
jsr TypeLine4x4
jsr TL4x4_empty.go ; center and type line
adb ResultY #4 ;next line
@@ -1371,22 +1408,110 @@ FinishResultDisplay
.proc TL4x4_bottom
;bottom of the frame
mwa #LineBottom LineAddress4x4
mwa #((ScreenWidth/2)-(8*4)) LineXdraw
jmp TypeLine4x4 ; jsr:rts
jmp TL4x4_empty.go ; center and type line
.endp
.proc TL4x4_top
;bottom of the frame
mwa #LineTop LineAddress4x4
mwa #((ScreenWidth/2)-(8*4)) LineXdraw
jmp TypeLine4x4 ; jsr:rts
jmp TL4x4_empty.go ; center and type line
.endp
.proc TL4x4_empty
;empty frame
mwa #LineEmpty LineAddress4x4
mwa #((ScreenWidth/2)-(8*4)) LineXdraw
go mwa #((ScreenWidth/2)-(8*4)) LineXdraw ; center and type line
jmp TypeLine4x4 ; jsr:rts
.endp
.IF VU_METER = 1
.proc VUMeter
; No VUMeter if key pressed
jsr GetKeyFast
cmp #@kbcode._none
bne EndMeter
; check timer
; Atari 800 has 3 bytes clock, but 5200 only 2 bytes
.IF TARGET = 800
LDA RTCLOK+1
.ELIF TARGET = 5200
lda RTCLOK
.ENDIF
cmp #VuMeterTime
bcc EndMeter
bit noMusic ; if no music - no VuMeters
bmi EndMeter
; Let's go!
jsr ClearTanks
; store all angles
ldx NumberOfPlayers
dex
@ lda AngleTable,x
sta previousAngle,x
lda #0
sta AngleTable,x
dex
bpl @-
jsr DrawTanks
; let's go!
Meter
mva #1 Erase
jsr drawbarrels ; clear barrels
ldx NumberOfPlayers
@ txa
and #%00000001
tay
lda trackn_audc+2,y
:4 asl
sta AngleTable,x
dex
bpl @-
mva #0 Erase
jsr drawbarrels ; draw barrels
jsr WaitOneFrame
jsr GetKeyFast
cmp #@kbcode._none
beq Meter
; restore all angles
jsr ClearTanks
ldx NumberOfPlayers
dex
@ lda previousAngle,x
sta AngleTable,x
dex
bpl @-
jsr drawtanks
jsr drawtanknr
EndMeterAndReset
lda #0
; only older byte
.IF TARGET = 800
sta RTCLOK+1
.ELIF TARGET = 5200
sta RTCLOK
.ENDIF
EndMeter
rts
;-----------
drawbarrels
lda TankNr
pha
ldx NumberOfPlayers
dex
stx TankNr
DrawNextTank
lda eXistenZ,x
beq nobarrel ; if energy=0 then no tank
jsr drawtanknr.BarrelChange
nobarrel
dec TankNr
ldx TankNr
bpl DrawNextTank
pla
sta TankNr
rts
.endp
.ENDIF
.ENDIF
+268 -447
View File
File diff suppressed because it is too large Load Diff
+249 -371
View File
@@ -1,29 +1,47 @@
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
;Atari 8-bit Scorched Earth source code
; @com.wudsn.ide.lng.mainsourcefile=scorch.asm
;Atari 8-bit Scorch source code
;---------------------------------------------------
;by Tomasz 'pecus' Pecko and Pawel 'pirx' Kalinowski
;Warsaw 2000, 2001, 2002, 2003, 2009, 2012, 2013
;Miami & Warsaw 2022, 2023
;Miami & Warsaw 2022, 2023, 2024
;WUDSN run settings:
;atari800 -5200 -cart ${outputFilePath} -cart-type 4
;atari800 -run ${outputFilePath}
;WARNING! requires mads compiled on 2023-09-13 or later
;compilation:
;mads scorch.asm -o:scorch.bin -d:TARGET=5200
;mads scorch.asm -o:scorch.xex -d:TARGET=800
;mads scorch.asm -o:scorch.xex -d:TARGET=800 -d:SPLASH=1 #xex version with splash
;mads scorch.asm -o:scorch.xex -d:TARGET=800 -d:SPLASH=1 -d:CART_VERSION=1 #xex version for cart
;---------------------------------------------------
.IFNDEF TARGET
.def TARGET = 800 ; 5200
.ENDIF
;atari800 -5200 -cart ${outputFilePath} -cart-type 4
;atari800 -run ${outputFilePath}
;---------------------------------------------------
.def XCORRECTION_FOR_PM = 0
; if 1 - active x position of tanks correction fo PMG
.def FASTER_GRAF_PROCS = 1
; if 1 - activates faster graphics routines
; (direct writes to screen memory - atari only :) )
.ifndef SPLASH
.def SPLASH = 0 ; if 0 - no splash screens
.endif
.ifndef CART_VERSION
.def CART_VERSION = 0 ; if 1 - dual splash screen
.endif
.def METEORS = 1 ; if 1 - meteors on game
.def VU_METER = 1 ; if 1 - VU Meter on game
.def XCORRECTION_FOR_PM = 0 ; if 1 - active x position of tanks correction fo PMG
.def FASTER_GRAF_PROCS = 1 ; if 1 - activates faster graphics routines
; (direct writes to screen memory - atari only :) )
;---------------------------------------------------
; OPT r+ ; saves 12 bytes :O
OPT r+ ; saves 10 bytes, and probably works :) https://github.com/tebe6502/Mad-Assembler/issues/10
;---------------------------------------------------
.macro build
dta d"1.30" ; number of this build (4 bytes)
dta d"1.51" ; number of this build (4 bytes)
.endm
.macro RMTSong
@@ -34,120 +52,144 @@
;---------------------------------------------------
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
.zpvar GradientNr .byte
.zpvar GradientColors .word
.zpvar WindChangeInRound .byte ; wind change after each turn (not round only) flag - (0 - round only, >0 - each turn)
.zpvar JoystickNumber .byte
.zpvar LazyFlag .byte ; 7 bit - run Lazy Darwin, 6 bit - run Lazy Boy or Darwin (!) after inventory, 0 - nothing
.zpvar SpyHardFlag .byte ; >$7f - run SpyHard after inventory
.zpvar Vdebug .byte ; "visual debug" flag ($00 - off, $ff - on)
.zpvar xdraw .word ;= $64 ;variable X for plot
.zpvar ydraw .word ;variable Y for plot (like in Atari Basic - Y=0 in upper right corner of the screen)
FirstZpageVariable = $50
.zpvar DliColorBack .byte = FirstZpageVariable
.zpvar ClearSky .byte ; $ff - Crear sky during drawmountains, 0 - no clear sky
.zpvar PaddleState .byte ; old state 2nd button for 2 buttons joysticks
.zpvar GradientNr .byte
.zpvar GradientColors .word
.zpvar JoystickNumber .byte
.zpvar LazyFlag .byte ; 7 bit - run Lazy Darwin, 6 bit - run Lazy Boy or Darwin (!) after inventory
; 0 - nothing
.zpvar SpyHardFlag .byte ; >$7f - run SpyHard after inventory
.zpvar Vdebug .byte ; "visual debug" flag ($00 - off, $ff - on)
.zpvar xdraw .word ; = $64 ;variable X for plot
.zpvar ydraw .word ; variable Y for plot
; (like in Atari Basic - Y=0 in upper right corner of the screen)
.zpvar xbyte .word
.zpvar ybyte .word
.zpvar CharCode .byte
.zpvar fontind .word
.zpvar tanknr .byte
.zpvar TankSequencePointer .byte
.zpvar oldplot .word
.zpvar xc .word
.zpvar temp .word ;temporary word for the most embeded loops only
.zpvar temp2 .word ;same as above
.zpvar modify .word ;origially used to replace self-modyfying code
.zpvar tempXROLLER .word ;same as above for XROLLER routine (used also in result display routine)
.zpvar xtempDRAW .word ;same as above for XDRAW routine
.zpvar ytempDRAW .word ;same as above for XDRAW routine
.zpvar temp .word ; temporary word for the most embeded loops only
.zpvar temp2 .word ; same as above
.zpvar modify .word ; origially used to replace self-modyfying code
.zpvar tempXROLLER .word ; same as above for XROLLER routine (used also in result display routine)
.zpvar xtempDRAW .word ; same as above for XDRAW routine
.zpvar ytempDRAW .word ; same as above for XDRAW routine
.zpvar tempor2 .word
.zpvar CreditsVScrol .byte
;--------------temps used in circle routine
.zpvar xi .word ;X (word) in draw routine
.zpvar xi .word ; X (word) in draw routine
.zpvar fx .byte
.zpvar yi .word ;Y (word) in draw routine
.zpvar yi .word ; Y (word) in draw routine
.zpvar fy .byte
.zpvar xk .word
.zpvar fs .byte
.zpvar yc .byte ;ycircle - temporary for circle
.zpvar yc .byte ; ycircle - temporary for circle
.zpvar dx .word
.zpvar dy .word
.zpvar dd .word
.zpvar di .word
.zpvar dp .word
;----------------------------
.zpvar UnderTank1 .byte
.zpvar UnderTank2 .byte
.zpvar UnderTank1 .byte
.zpvar UnderTank2 .byte
;----------------------------
.zpvar TestFlightFlag .byte ; For AI test flights ($ff - test, $00 - standard shoot flight)
.zpvar TestFlightFlag .byte ; For AI test flights ($ff - test, $00 - standard shoot flight)
.zpvar weaponPointer .word
.zpvar dliCounter .byte
.zpvar pressTimer .byte
.zpvar NTSCcounter .byte
.zpvar IsEndOfTheFallFlag .byte ; for small speedup ground falling
.zpvar sfx_effect .byte
.zpvar RMT_blocked .byte
.zpvar ScrollFlag .byte
.zpvar SkStatSimulator .byte
.zpvar FloatingAlt .byte ; floating tank altitude
.zpvar OverTankDir .byte ; (0 go right, $ff go left) direction of bypassing tanks on screen
.zpvar sfx_effect .byte
.zpvar RMT_blocked .byte
.zpvar ScrollFlag .byte
.zpvar SkStatSimulator .byte
.zpvar FloatingAlt .byte ; floating tank altitude
.zpvar OverTankDir .byte ; (0 go right, $ff go left) direction of bypassing tanks on screen
; --------------OPTIMIZATION VARIABLES--------------
.zpvar Force .word
.zpvar Force_ .byte ; Force is 3 bytes long
.zpvar Angle .byte
.zpvar Parachute .byte ; are you insured with parachute?
.zpvar color .byte
.zpvar Erase .byte ; if 1 only mask of the character is printed
; on the graphics screen. if 0 character is printed normally
.zpvar radius .byte
.zpvar decimal .word
.zpvar NumberOfPlayers .byte ;current number of players (counted from 1)
.zpvar Counter .byte ;temporary Counter for outside loops
.zpvar ExplosionRadius .byte
.zpvar Force .word
.zpvar Force_ .byte ; Force is 3 bytes long
.zpvar Angle .byte
.zpvar Parachute .byte ; are you insured with parachute?
.zpvar color .byte
.zpvar Erase .byte ; if 1 only mask of the character is printed
; on the graphics screen. if 0 character is printed normally
.zpvar radius .byte
.zpvar decimal .word
.zpvar NumberOfPlayers .byte ; current number of players (counted from 1)
.zpvar Counter .byte ; temporary Counter for outside loops
.zpvar ExplosionRadius .byte
.zpvar FunkyBombCounter .byte
.zpvar ResultY .byte
.zpvar xcircle .word
.zpvar ycircle .word
.zpvar vy .word
.zpvar vy_ .word ; 4 bytes
.zpvar vx .word
.zpvar vx_ .word ; 4 bytes
.zpvar HitFlag .byte ;$ff when missile hit ground, $00 when no hit, $01-$06 tank index+1 when hit tank
.zpvar PositionOnTheList .byte ; pointer position on the list being displayed
.zpvar XHit .word
.zpvar delta .word
.zpvar HowMuchToFall .byte
.zpvar magic .word
.zpvar xtraj .word
.zpvar xtraj_ .byte ; 3 bytes
.zpvar ytraj .word
.zpvar ytraj_ .byte ; 3 bytes
.zpvar Wind .word
.zpvar Wind_ .word ; 4 bytes
.zpvar RangeLeft .word
.zpvar RangeRight .word
.zpvar NewAngle .byte
.zpvar escFlag .byte ; 7 bit - Exit game, 6 bit - Exit to GameOver (cleared - exit to Menu), 0 - nothing
.zpvar LineYdraw .byte
.zpvar LineXdraw .word
.zpvar plot4x4color .byte ; $00 / $ff
.zpvar Multiplier .word
.zpvar Multiplier_ .byte ; 3 bytes
.zpvar HowToDraw .byte
.zpvar gravity .byte
.zpvar LineLength .word
.zpvar tracerflag .byte
.zpvar isInventory .byte
.zpvar DifficultyLevel .byte
.zpvar goleft .byte
.zpvar OffsetDL1 .byte
.zpvar L1 .byte
HotNapalmFlag = FunkyBombCounter ; reuse variable!
;* RMT ZeroPage addresses in artwork/sfx/rmtplayr.a65
.zpvar ResultY .byte
.zpvar xcircle .word
.zpvar ycircle .word
.zpvar vy .word
.zpvar vy_ .word ; 4 bytes
.zpvar vx .word
.zpvar vx_ .word ; 4 bytes
.zpvar HitFlag .byte ; $ff when missile hit ground, $00 when no hit,
; $01-$06 tank index+1 when hit tank
.zpvar PositionOnTheList .byte ; pointer position on the list being displayed
.zpvar FirstKeypressDelay .byte
.zpvar IsEndOfTheFallFlag .byte ;for small speedup ground falling
.zpvar TankSequencePointer .byte
.zpvar WindChangeInRound .byte ; wind change after each turn (not round only) flag
; (0 - round only, >0 - each turn)
.zpvar RandomMountains .byte ; mountains type change after each turn flag
; (0 - round only, >0 - each turn)
.zpvar FastSoilDown .byte ; 0 - standard, >0 - fast
.zpvar BlackHole .byte ; 0 - no, >0 - yes
.zpvar XHit .word
.zpvar delta .word
.zpvar HowMuchToFall .byte
.zpvar magic .word ; worst var name in the whole business
.zpvar xtraj .word
.zpvar xtraj_ .byte ; 3 bytes
.zpvar ytraj .word
.zpvar ytraj_ .byte ; 3 bytes
.zpvar Wind .word
.zpvar Wind_ .word ; 4 bytes
.zpvar RangeLeft .word
.zpvar RangeRight .word
.zpvar NewAngle .byte
.zpvar escFlag .byte ; 7 bit - Exit game,
; 6 bit - Exit to GameOver (cleared - exit to Menu), 0 - nothing
.zpvar LineYdraw .byte
.zpvar LineXdraw .word
.zpvar plot4x4color .byte ; $00 / $ff
.zpvar Multiplier .word
.zpvar Multiplier_ .byte ; 3 bytes
.zpvar HowToDraw .byte
.zpvar DrawDirFactor .byte
.zpvar gravity .byte
.zpvar LineLength .word
.zpvar tracerflag .byte
.zpvar isInventory .byte
.zpvar DifficultyLevel .byte
.zpvar goleft .byte
.zpvar OffsetDL1 .byte
.zpvar L1 .byte
HotNapalmFlag = FunkyBombCounter ; variable reuse!
displayposition = modify
LineAddress4x4 = xcircle
;* RMT ZeroPage addresses in artwork/sfx/scorch_str9-NTSC.rmt
;-----------------------------------------------
; libraries
@@ -155,29 +197,27 @@ FirstZpageVariable = $57
.IF TARGET = 800
icl 'Atari/lib/ATARISYS.ASM'
icl 'Atari/lib/MACRO.ASM'
icl 'artwork/splash_v2/splash.asm' ; splash screen and musix
.IF SPLASH = 1
icl 'artwork/splash_v2/splash.asm' ; new splash screen and musix
.IF CART_VERSION = 1
icl 'artwork/splash_v1/splash.asm' ; old splash screen (plays music from new splash)
.ENDIF
.ELSE
; no splash.... dark screean and BASIC off
ORG $2000
mva #0 dmactls ; dark screen
mva #$ff portb
; and wait one frame :)
seq:wait ; or waitRTC ?
mva #$ff portb ; BASIC off
rts
ini $2000
.ENDIF
.ELIF TARGET = 5200
OPT h-f+ ; no headers, single block --> cart bin file
icl 'Atari/lib/5200SYS.ASM'
icl 'Atari/lib/5200MACRO.ASM'
.enum @kbcode
/*
_0
_1
_2
_3
_4
_5
_6
_7
_8
_9
_asterisk = $0a
_hash = $0b
_start = $0c
_pause = $0d
_reset = $0e
*/
_space = $00
_Y = $01
_up = $02
@@ -189,20 +229,20 @@ FirstZpageVariable = $57
_down = $08
_I = $09
_esc = $0a
_ret = $fb ;$0b ;not used in 5200
_del = $fc ;$0c ;not used in 5200
_help = $0b ; Visual Debug in 5200
_del = $fc ; $0c ;not used in 5200
_M = $0d
_S = $0e
_atari = $fd ; not used in 5200
_none = $0f
_ret = $0c ; fire in 5200
_none = $0f
.ende
.ENDIF
;-----------------------------------------------
; variable declarations in RAM (no code)
;-----------------------------------------------
ORG PMGraph + $0300 - (variablesEnd - OneTimeZeroVariables + 1)
ORG PMGraph + $0300 - (variablesEnd - OneTimeZeroVariables)
icl 'variables.asm'
; Game loading address
@@ -237,22 +277,21 @@ StatusBufferCopyEnd
icl 'Atari/display_static.asm'
;----------------------------------------------
;--------------------------------------------------
; Game Code
;--------------------------------------------------
FirstSTART
.IF TARGET = 5200
; start in 5200 diagnostic mode
; move original startup procedure to RAM
; start in 5200 diagnostic mode
; move original startup procedure to RAM
Modified5200Splash = $2100 ; apparently there is some free space here
; check kernel version
; check kernel version
Atari5200KernelByte = $fff8
; $32 - 4 joy
; $00 - 2 joy
; $ff - Altirra kernel
; $32 - 4 joy
; $00 - 2 joy
; $ff - Altirra kernel
lda Atari5200KernelByte
beq rom2joy
@@ -282,9 +321,9 @@ rom2joy
splash_year = splash_text + $1e
splash_copyright = splash_text + $14
ldy #19 ; 20 characters
@ lda NewSplashText,y
sta splash_copyright,y
dey
@ lda NewSplashText,y
sta splash_copyright,y
dey
bpl @-
; splash screen delay. maybe add fire to speed up?
@@ -292,30 +331,39 @@ rom2joy
bne @-
no5200splash
.ENDIF
StartAfterSplash
jsr MakeDarkScreen
; one time zero variables in RAM (non zero page)
lda #0
ldy #OneTimeZeroVariablesCount-1
@ sta OneTimeZeroVariables,y
@ sta OneTimeZeroVariables,y
dey
bpl @-
; one time zero variables in RAM (zero page)
ldy #FirstZpageVariable
@ sta $0000,y
iny
@ sta $0000,y
iny
bne @-
; initialize variables in RAM (non zero page)
ldy #initialvaluesCount-1
@ lda initialvaluesStart,y
@ lda initialvaluesStart,y
sta variablesToInitialize,y
dey
bpl @-
; set gradient to the full LGBTIQQAAPP+ flag on start
mva #0 GradientNr ; #1 to set gradient number 2 :) (next one)
.IF CART_VERSION = 1
mva #$ff GradientNr ; #1 to set gradient number 2 :) (next one) - 0 (B/W)
.ELSE
.IF TARGET=5200
mva #1 GradientNr
.ELSE
mva #0 GradientNr ; #1 to set gradient number 2 :) (next one) - 1 (polish rainbow)
.ENDIF
.ENDIF
jsr SelectNextGradient.NotWind
; generate linetables
@@ -323,10 +371,12 @@ no5200splash
.IF TARGET = 800
; pokeys init
lda #3 ; stereo
lda #3 ; stereo (pseudo)
sta POKEY+$0f ; stereo
sta POKEY+$1f ; stereo
.IF CART_VERSION = 0
sta COLDST ; Cold start after Reset key
.ENDIF
lda PAL
and #%00001110
bne NoRMT_PALchange
@@ -352,181 +402,52 @@ NoRMT_PALchange
; RMT INIT
lda #$f0 ;initial value
sta RMTSFXVOLUME ;sfx note volume * 16 (0,16,32,...,240)
lda #$f0 ; initial value
sta RMTSFXVOLUME ; sfx note volume * 16 (0,16,32,...,240)
lda #$ff ;initial value
lda #$ff ; initial value
sta sfx_effect
sta Mcounter
sta MeteorsFlag
RMTSong 0
.IF TARGET = 5200
mva #$0f STICK0
mva #$04 CONSOL5200 ;Speaker off, Pots enabled, port #1 selected
mwa #kb_continue VKEYCNT ;Keyboard handler
mva #$0f STICK0
mva #$04 CONSOL5200 ; Speaker off, Pots enabled, port #1 selected
mwa #kb_continue VKEYCNT ; Keyboard handler
.ENDIF
VMAIN VBLinterrupt,7 ;jsr SetVBL
VMAIN VBLinterrupt,7 ; jsr SetVBL
mva #2 chactl ; necessary for 5200
mva #2 chactl ; necessary for 5200
;--------------------------------------------------
; Main program of the game
icl 'game.asm'
;--------------------------------------------------
;--------------------------------------------------
.proc GetKey
; waits for pressing a key and returns pressed value in A
; when [ESC] is pressed, escFlag is set
; result: A=keycode
;--------------------------------------------------
jsr WaitForKeyRelease
getKeyAfterWait
.IF TARGET = 800
lda SKSTAT
cmp #$ff
beq checkJoyGetKey ; key not pressed, check Joy
cmp #$f7 ; SHIFT
beq checkJoyGetKey
.ELIF TARGET = 5200
lda SkStatSimulator
and #%11111110
bne checkJoyGetKey ; key not pressed, check Joy
.ENDIF
lda kbcode
cmp #@kbcode._none
beq checkJoyGetKey
and #$3f ;CTRL and SHIFT ellimination
cmp #@kbcode._esc ; 28 ; ESC
bne getkeyend
mvy #$80 escFlag
bne getkeyend
checkJoyGetKey
;------------JOY-------------
;happy happy joy joy
;check for joystick now
lda STICK0
and #$0f
cmp #$0f
beq notpressedJoyGetKey
tay
lda joyToKeyTable,y
bne getkeyend
notpressedJoyGetKey
;fire
lda STRIG0
beq JoyButton
.IF TARGET = 800 ; Select and Option key only on A800
bne checkSelectKey
checkSelectKey
lda CONSOL
and #%00000010 ; Select
beq SelectPressed
lda CONSOL
and #%00000100 ; Option
.ENDIF
bne getKeyAfterWait
OptionPressed
lda #@kbcode._atari ; Option key
bne getkeyend
SelectPressed
lda #@kbcode._tab ; Select key
bne getkeyend
JoyButton
lda #@kbcode._ret ;Return key
getkeyend
ldy #0
sty ATRACT ; reset atract mode
mvy #sfx_keyclick sfx_effect
rts
.endp
;--------------------------------------------------
.proc getkeynowait
;--------------------------------------------------
jsr WaitForKeyRelease
lda kbcode
and #$3f ;CTRL and SHIFT ellimination
rts
.endp
;--------------------------------------------------
.proc WaitForKeyRelease
;--------------------------------------------------
mva #128-KeyRepeatSpeed pressTimer ; tricky
StillWait
bit pressTimer
bmi KeyReleased
lda STICK0
and #$0f
cmp #$0f
bne StillWait
lda STRIG0
beq StillWait
.IF TARGET = 800
lda SKSTAT
cmp #$ff
bne StillWait
lda CONSOL
and #%00000110 ; Select and Option only
cmp #%00000110
bne StillWait
.ELIF TARGET = 5200
lda SkStatSimulator
and #%11111110
beq StillWait
.ENDIF
KeyReleased
.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 GetKeyFast.Check2button ; update state second joy button
.ELSE
rts
.ENDIF
.endp
;--------------------------------------------------
.proc IsKeyPressed
; result: A=0 - yes , A>0 - no
;--------------------------------------------------
lda SKSTAT
and #%00000100
beq @+
lda #1
@ and STRIG0
rts
.endp
;--------------------------------------------------
.proc DemoModeOrKey
; Waits for the key pressed if at least one human is playing.
; Otherwise, waits 3 seconds (demo mode).
;--------------------------------------------------
;check demo mode
ldx numberOfPlayers
dex
checkForHuman ; if all in skillTable other than 0 then switch to DEMO MODE
lda skillTable,x
beq peopleAreHere
dex
bpl checkForHuman
; no people, just wait a bit
;pause 150
ldy #75
jmp PauseYFrames
; rts
peopleAreHere
jmp getkey ; jsr:rts
.endp
;--------------------------------------------------
MakeDarkScreen
;--------------------------------------------------
jsr PMoutofScreen ; hide P/M
mva #0 dmactls ; dark screen
jsr PMoutofScreen ; hide P/M
mva #0 dmactls ; dark screen
; and wait one frame :)
;--------------------------------------------------
.proc WaitOneFrame
;--------------------------------------------------
lda CONSOL
and #%00000001 ; START KEY
seq:wait ; or waitRTC ?
jsr CheckStartKey ; START KEY
seq:wait ; or waitRTC ?
rts
.endp
@@ -535,67 +456,24 @@ MakeDarkScreen
; Y - number of frames to wait (divided by 2)
; pauses for maximally 510 frames (255 * 2)
;--------------------------------------------------
@ jsr WaitOneFrame
jsr WaitOneFrame
dey
@ jsr WaitOneFrame
jsr WaitOneFrame
dey
bne @-
rts
.endp
;--------------------------------------------------
.proc CheckExitKeys
;--------------------------------------------------
; Checks keyboard and sets appropriate flags for exit procedures
; If START+OPTION is pressed - exit to GameOver screen
; If 'O' key is pressed - displays "Are you sure?" and - exit to GameOver screen
; If 'Esc' key is pressed - displays "Are you sure?" and - exit to Menu screen
; Just setting the right flags!!!
; Select and Option
lda CONSOL
and #%00000101 ; Start + Option
beq QuitToGameover
lda SKSTAT
cmp #$ff
jeq nokeys
cmp #$f7 ; SHIFT
jeq nokeys
lda kbcode
and #%10111111 ; SHIFT elimination
cmp #@kbcode._O ; $08 ; O
bne CheckEsc
jsr AreYouSure
bit escFlag
bpl nokeys
;---O pressed-quit game to game over screen---
QuitToGameover
mva #$C0 escFlag ; bits 7 and 6 set
rts
CheckEsc
cmp #@kbcode._esc ; 28 ; ESC
bne nokeys
DisplayAreYouSure
jsr AreYouSure
;---esc pressed-quit game---
nokeys
bit escFlag
rts
;
.endp
;--------------------------------------------------
.proc ShellDelay
;--------------------------------------------------
lda CONSOL
and #%00000001 ; START KEY
ldy flyDelay
Y jsr CheckStartKey ; START KEY
beq noShellDelay
ldx flyDelay
DelayLoop
lda VCOUNT
@ cmp VCOUNT
@ cmp VCOUNT
beq @-
dex
dey
bne DelayLoop
noShellDelay
rts
@@ -605,15 +483,15 @@ noShellDelay
.proc RmtSongSelect
; starting song line 0-255 to A reg
;--------------------------------------------------
cmp #song_ingame
bne noingame ; noMusic blocks only ingame song
cmp #song_main_menu
beq noingame ; noMusic blocks only ingame songs
bit noMusic
spl:lda #song_silencio
noingame
mvx #$ff RMT_blocked
ldx #<MODUL ;low byte of RMT module to X reg
ldy #>MODUL ;hi byte of RMT module to Y reg
jsr RASTERMUSICTRACKER ;Init
ldx #<MODUL ; low byte of RMT module to X reg
ldy #>MODUL ; hi byte of RMT module to Y reg
jsr RASTERMUSICTRACKER ; Init
mva #0 RMT_blocked
rts
.endp
@@ -640,6 +518,8 @@ noingame
bne @-
rts
.endp
;--------------------------------------------------
icl 'Atari/inputs.asm'
;--------------------------------------------------
icl 'Atari/interrupts.asm'
;----------------------------------------------
@@ -657,7 +537,7 @@ noingame
icl 'artwork/talk.asm'
;----------------------------------------------
TankFont
ins 'artwork/tanksv4.fnt',+0,384 ; 48 characters only
ins 'artwork/tanksv4.fnt',+0,384 ; 48 characters only
;----------------------------------------------
font4x4
ins 'artwork/font4x4s.bmp',+62
@@ -670,16 +550,15 @@ font4x4
lda TankNr
asl
asl
asl ; 8 chars per name
asl ; 8 chars per name
tax
@
lda CheatName,y
sec
sbc tanksnames,x
cmp #$27
bne NoCheat
inx
dey
@ lda CheatName,y
sec
sbc tanksnames,x
cmp #$27
bne NoCheat
inx
dey
bpl @-
YesCheat
ldx TankNr
@@ -688,9 +567,9 @@ YesCheat
lda TanksWeaponsTableH,x
sta temp+1
lda #99
@ iny
sta (temp),y
cpy #(number_of_weapons - 1)
@ iny
sta (temp),y
cpy #(number_of_weapons - 1)
bne @-
NoCheat
rts
@@ -704,14 +583,12 @@ CheatName
bne EndofBFGDLI
lda dliColorsFore
bit random
bmi @+
lda DliColorBack
@ sta COLPF2
smi:lda DliColorBack
sta COLPF2
lda dliColorsFore
bit random
bmi @+
lda DliColorBack
@ sta COLPF1
smi:lda DliColorBack
sta COLPF1
EndofBFGDLI
inc dliCounter
pla
@@ -719,10 +596,10 @@ EndofBFGDLI
.endp
; ------------------------
.proc BFGblink
SetDLI DLIinterruptBFG ; blinking on
SetDLI DLIinterruptBFG ; blinking on
ldy #50
jsr PauseYFrames
SetDLI DLIinterruptGraph ; blinking off
SetDLI DLIinterruptGraph ; blinking off
rts
.endp
;--------------------------------------------------
@@ -733,25 +610,26 @@ EndofBFGDLI
.ECHO "Bytes left: ",$b000-*
org $b000 ;address of RMT module
org $b000 ; address of RMT module
MODUL
;RMT module is standard Atari binary file already
ins "artwork/sfx/scorch_str9-NTSC.rmt",+6 ;include music RMT module
; RMT module is standard Atari binary file already
; include music RMT module:
ins "artwork/sfx/scorch_str9-NTSC.rmt",+6
MODULEND
;----------------------------------------------
icl 'constants_top.asm'
;----------------------------------------------
.ECHO "Bytes on top left: ",$bfe8-* ;ROM_SETTINGS-*
.ECHO "Bytes on top left: ",$bfe8-* ; ROM_SETTINGS-*
.IF TARGET = 800
run FirstSTART
.ELIF TARGET = 5200
.IF * > ROM_SETTINGS-1
.ERROR 'Code and RMT song too long to fit in 5200'
.ENDIF
org ROM_SETTINGS ; 5200 ROM settings address $bfe8
org ROM_SETTINGS ; 5200 ROM settings address $bfe8
; "01234567890123456789"
.byte " scorch supersystem " ;20 characters title
.byte " ", $ff ;$BFFD == $ff means diagnostic cart, no splash screen
.byte " scorch supersystem " ; 20 characters title
.byte " ", $ff ; $BFFD == $ff means diagnostic cart, no splash screen
.word FirstSTART
.ENDIF
BIN
View File
Binary file not shown.
BIN
View File
Binary file not shown.
BIN
View File
Binary file not shown.
+22 -74
View File
@@ -3,7 +3,7 @@
;---------------------------------------------------
;by Tomasz 'pecus' Pecko and Pawel 'pirx' Kalinowski
;Warsaw 2000, 2001, 2002, 2003, 2009, 2012, 2013
;Miami & Warsaw 2022, 2023
;Miami & Warsaw 2022, 2023, 2024
;---------------------------------------------------
.def TARGET = 64 ; :)
@@ -14,6 +14,7 @@
; if 1 - activates faster graphics routines
; (direct writes to screen memory - C64 only :) )
;---------------------------------------------------
.def VU_METER = 0 ; allways 0! (works only on Atari)
opt h-f+
@@ -24,7 +25,7 @@
;---------------------------------------------------
.macro build
dta d"1.28" ; number of this build (4 bytes)
dta d"1.51" ; number of this build (4 bytes)
.endm
.macro RMTSong
@@ -35,11 +36,17 @@
icl 'definitions.asm'
;---------------------------------------------------
FirstZpageVariable = $58 ; $57
FirstZpageVariable = $51 ; $57
.zpvar DliColorBack .byte = FirstZpageVariable
.zpvar ClearSky .byte ; $ff - Crear sky during drawmountains, 0 - no clear sky
.zpvar MeteorsFlag .byte ; set 7th bit - block meteors
.zpvar MeteorsRound .byte ; set 7th bit - block meteors in round
.zpvar GradientNr .byte
.zpvar GradientColors .word
.zpvar WindChangeInRound .byte ; wind change after each turn (not round only) flag - (0 - round only, >0 - each turn)
.zpvar RandomMountains .byte ; mountains type change after each turn flag - (0 - round only, >0 - each turn)
.zpvar FastSoilDown .byte ; 0 - standard, >0 - fast
.zpvar BlackHole .byte ; 0 - no, >0 - yes
.zpvar JoystickNumber .byte
.zpvar LazyFlag .byte ; 7 bit - run Lazy Darwin, 6 bit - run Lazy Boy or Darwin (!) after inventory, 0 - nothing
.zpvar SpyHardFlag .byte ; >$7f - run SpyHard after inventory
@@ -135,6 +142,7 @@ FirstZpageVariable = $58 ; $57
.zpvar Multiplier .word
.zpvar Multiplier_ .byte ; 3 bytes
.zpvar HowToDraw .byte
.zpvar DrawDirFactor .byte
.zpvar gravity .byte
.zpvar LineLength .word
.zpvar tracerflag .byte
@@ -181,8 +189,9 @@ FirstSTART
DisplayCopyPurchaseStart = 0
displayC64 = $2000 ; graphics screen memory start
StartAfterSplash
SEI ; disable IRQ
LDA #$36
LDA #$36
STA $0001 ; Turn Off BASIC ROM
LDA #<NMI ;
STA $0318 ; change NMI vector
@@ -235,64 +244,10 @@ FirstSTART
icl 'game.asm'
;--------------------------------------------------
;--------------------------------------------------
.proc GetKey
; waits for pressing a key and returns pressed value in A
; when [ESC] is pressed, escFlag is set
; result: A=keycode
;--------------------------------------------------
jsr WaitForKeyRelease
lda #0
sta escFlag
lda #$ff
.proc SetJoystickPort
rts
.endp
;--------------------------------------------------
.proc getkeynowait
;--------------------------------------------------
jsr WaitForKeyRelease
lda kbcode
and #$3f ;CTRL and SHIFT ellimination
rts
.endp
;--------------------------------------------------
.proc WaitForKeyRelease
;--------------------------------------------------
StillWait
rts
.endp
;--------------------------------------------------
.proc IsKeyPressed
; result: A=0 - yes , A>0 - no
;--------------------------------------------------
lda #1
rts
.endp
;--------------------------------------------------
.proc DemoModeOrKey
; Waits for the key pressed if at least one human is playing.
; Otherwise, waits 3 seconds (demo mode).
;--------------------------------------------------
;check demo mode
ldx numberOfPlayers
dex
checkForHuman ; if all in skillTable other than 0 then switch to DEMO MODE
lda skillTable,x
beq peopleAreHere
dex
bpl checkForHuman
; no people, just wait a bit
;pause 150
ldy #75
jmp PauseYFrames
; rts
peopleAreHere
jmp getkey ; jsr:rts
.endp
;--------------------------------------------------
MakeDarkScreen
;--------------------------------------------------
@@ -301,7 +256,8 @@ MakeDarkScreen
;--------------------------------------------------
.proc WaitOneFrame
;--------------------------------------------------
wait ; or waitRTC ?
jsr CheckStartKey ; START KEY
seq:wait ; or waitRTC ?
rts
.endp
@@ -317,21 +273,11 @@ MakeDarkScreen
rts
.endp
;--------------------------------------------------
.proc CheckExitKeys
;--------------------------------------------------
; Checks keyboard and sets appropriate flags for exit procedures
; If START+OPTION is pressed - exit to GameOver screen
; If 'O' key is pressed - displays "Are you sure?" and - exit to GameOver screen
; If 'Esc' key is pressed - displays "Are you sure?" and - exit to Menu screen
; Just setting the right flags!!!
rts
;
.endp
;--------------------------------------------------
.proc ShellDelay
ldx flyDelay
ldy flyDelay
Y jsr CheckStartKey ; START KEY
beq noShellDelay
DelayLoop
lda $d012
@ cmp $d012
@@ -339,7 +285,7 @@ DelayLoop
lda $d012
@ cmp $d012
beq @-
dex
dey
bne DelayLoop
noShellDelay
rts
@@ -353,6 +299,8 @@ noShellDelay
.proc CopyFromRom
rts
.endp
;--------------------------------------------------
icl 'C64/inputs.asm'
;--------------------------------------------------
icl 'C64/interrupts.asm'
;----------------------------------------------
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+22 -22
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@@ -28,6 +28,9 @@ TanksNames ; DO NOT ZERO ON GAME RESTART - ticket #24
skilltable ; computer controlled players' skills (1-8), 0 - human (no cleaning, ticket #30)
.DS MaxPlayers
;----------------------------------------------------
JoyNumber ; Joystick port number (from 0 to 3)
.DS MaxPlayers
;----------------------------------------------------
variablesToInitialize
;Options DO NOT ZERO ON RESTART GAME - ticket #27
OptionsTable .ds maxOptions ;.by 0,1,2,2,0,1,3,2,0
@@ -100,10 +103,6 @@ LASTeXistenZ ; eXistenZ before shoot
ResultsTable ;the results in the gameeeeee
.DS MaxPlayers
TempResults
.DS MaxPlayers
;DirectHitsH ; one byte enough
; .DS MaxPlayers
DirectHits
.DS MaxPlayers
EarnedMoneyH
@@ -159,19 +158,19 @@ ytankstable ;Y positions of tanks (lower left point)
.DS MaxPlayers
LowResDistances ; coarse tank positions divided by 4 (to be in just one byte)
.DS MaxPlayers
JoyNumber ; Joystick port number (from 0 to 3)
.DS MaxPlayers
TankShape ; Tank shape number (from 0 to 2)
.DS MaxPlayers
;----------------------------------------------------
TargetTankNr ; Target tank index (for AI routines)
.DS 1
FirstTargetTankNr ; Target tank index (for AI routines)
.DS 1
SecondTryFlag ; For precise AI aiming
.DS 1
;----------------------------------------------------
;Erase .DS 1 ; if 1 only mask of the character is printed
; on the graphics screen. if 0 character is printed normally
TankShape ; Tank shape number (from 0 to 2)
.DS MaxPlayers
;----------------------------------------------------
;RangeLeft .DS 2 ;range of the soil to be fallen down
;RangeRight .DS 2 ;it is being set by all Explosions
@@ -212,7 +211,7 @@ YHit .DS 2
;radius .DS 1
;xcircle .DS 2
;ycircle .DS 2
tempcir .DS 2
;tempcir .DS 2
;TankFalls
FallingSoundBit .DS 1
PreviousFall .DS 1
@@ -221,6 +220,7 @@ EndOfTheFallFlag .DS 1 ; in case of the infinite fall
;FloatingAlt .DS 1 ; floating tank altitude
FunkyWallFlag = FloatingAlt ; reuse this variable in different weapon (Funky Bomb)!
PreferHumansFlag = FloatingAlt ; second reuse in AI Aim proc
;PreferHumansFlag .DS 1
;----------------------------------------------------
;Flight
;variables for 5 missiles (used for mirv)
@@ -272,7 +272,6 @@ char1 .DS [8]
char2 .DS [8]
;color .DS 1
ybit .DS 1
tempbyte01 .DS 1
;delta .DS 2
yfloat .DS 2
deltaX .DS 1
@@ -287,9 +286,9 @@ AfterBFGflag .DS 1
; tables with indexes of weapons on the right lists
; OK (2022) so, L1 is list of offensive weapons, L2 - defensive
IndexesOfWeaponsL1
.ds (last_offensive - first_offensive +1)
.ds (number_of_offensives)
IndexesOfWeaponsL2
.ds (last_defensive - first_defensive +1)
.ds (number_of_defensives)
;----------------------------------------------------
; variables storing amount of weapons on the first and second
@@ -333,7 +332,7 @@ CurrentRoundNr .DS 1
;leapfrog
LeapFrogAngle .DS 1
;laser
LaserCoordinate .DS 8 ; 2,2,2,2
LaserCoordinate .DS 4 ; 2,2
;----------------------------------------------------
; Here go tables with weapons possesed by a given tank
; Index in the table means weapon type
@@ -378,8 +377,6 @@ previousAngle
.DS MaxPlayers
previousEnergyL
.DS MaxPlayers
previousLeftRange
.DS MaxPlayers
previousEnergyH
.DS MaxPlayers
RandBoundaryLow
@@ -409,15 +406,11 @@ CharCode4x4 .DS 1
;plot4x4color .DS 1 ;1-white, 0-background
; This is moved from display.asm to be easier to relocate
ListOfWeapons
; 0123456789012345678901234567890123456789
; :number_of_offensives dta d" "
;:32 dta d" "
.ds 32*32
; 01234567890123456789012345678901
.ds number_of_offensives*32
ListOfWeapons1End
ListOfDefensiveWeapons
; :number_of_defensives dta d" "
;:16 dta d" "
.ds 16*32
.ds number_of_defensives*32
ListOfDefensiveWeaponsEnd ;constant useful when clearing
track_variables
trackn_db .ds TRACKS
@@ -454,6 +447,13 @@ trackn_audctl .ds TRACKS
v_aspeed .ds 1
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
;----------------------------------------------------
+448 -253
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