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@@ -9,7 +9,8 @@
|
||||
OptionsScreen
|
||||
dta d"Welcome to Scorch v. "
|
||||
build ; 4 bytes from scorch.asm (fancy method) :)
|
||||
dta d" (un)2000-2023"
|
||||
dta d" (un)2000-"
|
||||
year ; 4 bytes from scorch.asm
|
||||
|
||||
.IF TARGET = 800
|
||||
dta d" Please select option with "
|
||||
|
||||
+18
-9
@@ -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
|
||||
@@ -165,9 +167,11 @@ ClearPlot
|
||||
.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
|
||||
; only for ingame meteors - for Atari only
|
||||
; -----------------------------------------
|
||||
; let's calculate coordinates from xdraw and ydraw
|
||||
;xbyte = xbyte/8
|
||||
@@ -195,8 +199,10 @@ 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
|
||||
|
||||
@@ -220,13 +226,15 @@ ClearPlot
|
||||
ldx xdraw ; optimization (256 bytes long bittable)
|
||||
|
||||
lda (xbyte),y
|
||||
eor #$ff
|
||||
and bittable1_long,x
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc drawmountains
|
||||
;--------------------------------------------------
|
||||
; draw mountains from mountaintable
|
||||
; ClearSky - $ff Crear sky during drawmountains, 0 - no clear sky
|
||||
|
||||
mwa #0 xdraw
|
||||
mwa #mountaintable modify ; mountaintable pointer
|
||||
mva #1 color
|
||||
@@ -424,7 +432,7 @@ NothingToFall
|
||||
;--------------------------------------------------
|
||||
.proc SoilDownTurbo
|
||||
;--------------------------------------------------
|
||||
; fast SoilDown froc - test
|
||||
; fast SoilDown proc
|
||||
jsr ClearTanks
|
||||
NoClearTanks
|
||||
jsr CalcAndDrawMountains
|
||||
@@ -463,20 +471,21 @@ Fast ; Put char without coordinates check!
|
||||
|
||||
; and 8 bytes to the table
|
||||
ldy #7
|
||||
ldx #$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 #$00
|
||||
sta mask2,y
|
||||
|
||||
@@ -0,0 +1,212 @@
|
||||
;--------------------------------------------------
|
||||
.proc GetKey
|
||||
; waits for pressing a key and returns pressed value in A
|
||||
; when [ESC] is pressed, escFlag is set
|
||||
; result: A=keycode
|
||||
;--------------------------------------------------
|
||||
jsr WaitForKeyRelease
|
||||
getKeyAfterWait
|
||||
jsr GetKeyFast
|
||||
cmp #@kbcode._none
|
||||
beq getKeyAfterWait
|
||||
ldy #0
|
||||
sty ATRACT ; reset atract mode
|
||||
mvy #sfx_keyclick sfx_effect
|
||||
rts
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc GetKeyFast
|
||||
; returns pressed value in A - no waits for press
|
||||
; when [ESC] is pressed, escFlag is set
|
||||
; result: A=keycode ($ff - no key pressed)
|
||||
;--------------------------------------------------
|
||||
.IF TARGET = 800
|
||||
lda SKSTAT
|
||||
and #%00000100 ; any key
|
||||
bne checkJoyGetKey ; key not pressed, check Joy
|
||||
.ELIF TARGET = 5200
|
||||
lda SkStatSimulator
|
||||
and #%11111110
|
||||
bne checkJoyGetKey ; key not pressed, check Joy
|
||||
.ENDIF
|
||||
lda kbcode
|
||||
cmp #@kbcode._none
|
||||
beq checkJoyGetKey
|
||||
pha
|
||||
and #$3f ; CTRL and SHIFT ellimination
|
||||
cmp #@kbcode._esc ; 28 ; ESC
|
||||
beq EscPressed
|
||||
pla
|
||||
jmp getkeyend
|
||||
EscPressed
|
||||
pla
|
||||
mvy #$80 escFlag
|
||||
bne getkeyend
|
||||
|
||||
checkJoyGetKey
|
||||
;------------JOY-------------
|
||||
;happy happy joy joy
|
||||
;check for joystick now
|
||||
lda STICK0
|
||||
and #$0f
|
||||
cmp #$0f
|
||||
beq notpressedJoyGetKey
|
||||
tay
|
||||
lda joyToKeyTable,y
|
||||
bne getkeyend
|
||||
|
||||
notpressedJoyGetKey
|
||||
;fire
|
||||
lda STRIG0
|
||||
beq JoyButton
|
||||
.IF TARGET = 800 ; Second joy button , Select and Option key only on A800
|
||||
jsr Check2button
|
||||
bcc SecondButton
|
||||
bne checkSelectKey
|
||||
checkSelectKey
|
||||
lda CONSOL
|
||||
and #%00000010 ; Select
|
||||
beq SelectPressed
|
||||
lda CONSOL
|
||||
and #%00000100 ; Option
|
||||
beq OptionPressed
|
||||
.ENDIF
|
||||
lda #@kbcode._none
|
||||
bne getkeyend
|
||||
OptionPressed
|
||||
lda #@kbcode._atari ; Option key
|
||||
bne getkeyend
|
||||
SecondButton
|
||||
SelectPressed
|
||||
lda #@kbcode._tab ; Select key
|
||||
bne getkeyend
|
||||
JoyButton
|
||||
lda #@kbcode._ret ; Return key
|
||||
getkeyend
|
||||
rts
|
||||
; ----
|
||||
.IF TARGET = 800 ; Second joy button only on A800
|
||||
Check2button
|
||||
lda PADDL0
|
||||
and #$c0
|
||||
eor #$C0
|
||||
cmp PaddleState
|
||||
sta PaddleState
|
||||
rts
|
||||
.ENDIF
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc getkeynowait
|
||||
;--------------------------------------------------
|
||||
jsr WaitForKeyRelease
|
||||
lda kbcode
|
||||
and #$3f ; CTRL and SHIFT ellimination
|
||||
rts
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc WaitForLongPress
|
||||
;--------------------------------------------------
|
||||
lda #0
|
||||
sta pressTimer ; reset
|
||||
jsr WaitForKeyRelease.StillWait
|
||||
lda pressTimer
|
||||
cmp #25 ; 1/2s
|
||||
rts ; if CARRY is set then long press
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc WaitForKeyRelease
|
||||
;--------------------------------------------------
|
||||
lda #128-KeyRepeatSpeed ; tricky
|
||||
sec
|
||||
sbc FirstKeypressDelay ; tricky 2 :)
|
||||
sta pressTimer
|
||||
StillWait
|
||||
bit pressTimer
|
||||
bmi KeyAutoReleased
|
||||
lda STICK0
|
||||
and #$0f
|
||||
cmp #$0f
|
||||
bne StillWait
|
||||
lda STRIG0
|
||||
beq StillWait
|
||||
.IF TARGET = 800
|
||||
lda SKSTAT
|
||||
and #%00000100 ; any key
|
||||
beq StillWait
|
||||
lda CONSOL
|
||||
and #%00000110 ; Select and Option only
|
||||
cmp #%00000110
|
||||
bne StillWait
|
||||
.ELIF TARGET = 5200
|
||||
lda SkStatSimulator
|
||||
and #%11111110
|
||||
beq StillWait
|
||||
.ENDIF
|
||||
KeyReleased
|
||||
mva #FirstKeySpeed FirstKeypressDelay
|
||||
rts
|
||||
KeyAutoReleased ; autorepeat
|
||||
mva #0 FirstKeypressDelay
|
||||
rts
|
||||
.endp
|
||||
/* ;--------------------------------------------------
|
||||
.proc IsKeyPressed
|
||||
; result: A=0 - yes , A>0 - no
|
||||
;--------------------------------------------------
|
||||
lda SKSTAT
|
||||
and #%00000100
|
||||
beq @+
|
||||
lda STRIG0
|
||||
@ rts
|
||||
.endp */
|
||||
;--------------------------------------------------
|
||||
.proc CheckStartKey
|
||||
;--------------------------------------------------
|
||||
lda CONSOL ; turbo mode
|
||||
and #%00000001 ; START KEY
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc CheckExitKeys
|
||||
;--------------------------------------------------
|
||||
; Checks keyboard and sets appropriate flags for exit procedures
|
||||
; If START+OPTION is pressed - exit to GameOver screen
|
||||
; If 'O' key is pressed - displays "Are you sure?" and - exit to GameOver screen
|
||||
; If 'Esc' key is pressed - displays "Are you sure?" and - exit to Menu screen
|
||||
; Just setting the right flags!!!
|
||||
|
||||
; Select and Option
|
||||
lda CONSOL
|
||||
and #%00000101 ; Start + Option
|
||||
beq QuitToGameover
|
||||
lda SKSTAT
|
||||
and #%00000100 ; any key
|
||||
jne nokeys
|
||||
|
||||
lda kbcode
|
||||
and #%10111111 ; SHIFT elimination
|
||||
|
||||
cmp #@kbcode._O ; $08 ; O
|
||||
bne CheckEsc
|
||||
jsr AreYouSure
|
||||
bit escFlag
|
||||
bpl nokeys
|
||||
;---O pressed-quit game to game over screen---
|
||||
QuitToGameover
|
||||
mva #$C0 escFlag ; bits 7 and 6 set
|
||||
rts
|
||||
CheckEsc
|
||||
cmp #@kbcode._esc ; 28 ; ESC
|
||||
bne nokeys
|
||||
DisplayAreYouSure
|
||||
jsr AreYouSure
|
||||
;---esc pressed-quit game---
|
||||
nokeys
|
||||
bit escFlag
|
||||
rts
|
||||
;
|
||||
.endp
|
||||
@@ -336,6 +336,8 @@ StartPressed
|
||||
jsr _SetDLIproc
|
||||
.endm
|
||||
.proc _SetDLIproc
|
||||
LDA #$00
|
||||
STA NMIEN
|
||||
LDA #$C0
|
||||
STY VDSLST
|
||||
STX VDSLST+1
|
||||
|
||||
@@ -139,6 +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
@@ -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
|
||||
+13
-1
@@ -44,9 +44,11 @@
|
||||
.MACRO VDLI
|
||||
; VDLI #WORD
|
||||
; Initialises Display List Interrupts
|
||||
LDA #$00
|
||||
STA NMIEN
|
||||
LDA #$C0
|
||||
LDY # <:1
|
||||
LDX # >:1
|
||||
LDA #$C0
|
||||
STY $0200
|
||||
STX $0201
|
||||
STA NMIEN
|
||||
@@ -160,6 +162,16 @@
|
||||
pla
|
||||
tay
|
||||
.endm
|
||||
;-------------------------------------
|
||||
.macro txy
|
||||
txa
|
||||
tay
|
||||
.endm
|
||||
;-------------------------------------
|
||||
.macro tyx
|
||||
tya
|
||||
tax
|
||||
.endm
|
||||
;-------------------------------------
|
||||
.macro pause
|
||||
;waits :1 number (byte) of frames
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
X_LOADER_START = $0700;
|
||||
X_BANK = $074E;
|
||||
X_SRC = $07CA;
|
||||
X_SRC = $07D0;
|
||||
X_CLRSTART = $071D;
|
||||
X_CLREND = $0728;
|
||||
X_PORTB = $0707;
|
||||
|
||||
+229
-39
@@ -76,12 +76,19 @@
|
||||
mva #0 OptionsY
|
||||
|
||||
OptionsMainLoop
|
||||
|
||||
bit TeamGame
|
||||
bvc NoTeamMoreRounds
|
||||
lda OptionsTable+4 ; In Team game only 10 or 20 rounds available
|
||||
and #%00000001
|
||||
sta OptionsTable+4
|
||||
NoTeamMoreRounds
|
||||
jsr OptionsInversion
|
||||
jsr getkey
|
||||
jsr GetKey
|
||||
bit escFlag
|
||||
spl:rts
|
||||
|
||||
and #$3f ;CTRL and SHIFT ellimination
|
||||
|
||||
cmp #@kbcode._down ; $f ;cursor down
|
||||
bne OptionsNoDown
|
||||
ldx OptionsY
|
||||
@@ -103,6 +110,9 @@ OptionsNoUp
|
||||
cmp #@kbcode._left ; $6 ;cursor left
|
||||
bne OptionsNoLeft
|
||||
ldx OptionsY
|
||||
bne NoPlayersOptL
|
||||
jsr SelectNextGradient.TeamOff
|
||||
NoPlayersOptL
|
||||
dec OptionsTable,X
|
||||
lda OptionsTable,X
|
||||
bpl OptionsMainLoop
|
||||
@@ -112,8 +122,10 @@ OptionsNoUp
|
||||
OptionsNoLeft
|
||||
cmp #@kbcode._right ; $7 ;cursor right
|
||||
bne OptionsNoRight
|
||||
|
||||
ldx OptionsY
|
||||
bne NoPlayersOptR
|
||||
jsr SelectNextGradient.TeamOff
|
||||
NoPlayersOptR
|
||||
inc OptionsTable,X
|
||||
lda OptionsTable,X
|
||||
cmp #5 ; number of columns in options
|
||||
@@ -124,19 +136,46 @@ OptionsNoLeft
|
||||
OptionsNoRight
|
||||
cmp #@kbcode._ret ; $c ;Return key
|
||||
bne OptionsNoReturn
|
||||
; wait for long press
|
||||
jsr WaitForLongPress
|
||||
bcs TabPressed ; if long press (fire or Return)
|
||||
EndOfOptions
|
||||
rts ; options selected
|
||||
|
||||
OptionsNoReturn
|
||||
.IF TARGET = 800
|
||||
cmp #@kbcode._G ; $61 ; G
|
||||
bne OptionsNoG
|
||||
jsr SelectNextGradient.NextGradient
|
||||
OptionsNoG
|
||||
.ENDIF
|
||||
cmp #@kbcode._tab ; Tab key
|
||||
bne OptionsNoTab
|
||||
TabPressed
|
||||
jsr SelectNextGradient
|
||||
OptionsNoTab
|
||||
jmp OptionsMainLoop
|
||||
.endp
|
||||
|
||||
.proc SelectNextGradient
|
||||
lda OptionsY ; if "Wind" option selected
|
||||
cmp #$03
|
||||
lda OptionsY
|
||||
bne NoTeamGame
|
||||
lda OptionsTable ; OptionsY=0
|
||||
cmp #$02 ; 4 players
|
||||
beq TeamCorrect
|
||||
cmp #$04 ; 6 players
|
||||
beq TeamCorrect
|
||||
TeamOff
|
||||
lda #0
|
||||
beq NoTeam
|
||||
TeamCorrect
|
||||
lda TeamGame
|
||||
eor #$74 ; 't' character
|
||||
NoTeam
|
||||
sta TeamGame
|
||||
rts
|
||||
NoTeamGame
|
||||
cmp #$03 ; if "Wind" option selected
|
||||
bne NotWind
|
||||
lda WindChangeInRound ; wind change after each turn (not round only) flag
|
||||
eor #$1f ; '?' character
|
||||
@@ -163,7 +202,8 @@ NoMountains
|
||||
eor #$5d ; cursor down character
|
||||
sta BlackHole
|
||||
rts
|
||||
NoBlackHole
|
||||
NoBlackHole
|
||||
NextGradient
|
||||
ldy GradientNr
|
||||
iny
|
||||
cpy #$03
|
||||
@@ -192,6 +232,8 @@ NoGradientLoop
|
||||
sta OptionsHere+128
|
||||
lda FastSoilDown
|
||||
sta OptionsHere+88
|
||||
lda TeamGame
|
||||
sta OptionsHere+8
|
||||
|
||||
YPos = temp2
|
||||
XPos = temp2+1
|
||||
@@ -313,6 +355,9 @@ AfterManualPurchase
|
||||
GoToActivation
|
||||
mva #$ff LastWeapon
|
||||
|
||||
ldx TankNr
|
||||
jsr SetTeamsOrPlayerHeaders
|
||||
|
||||
; we are clearing list of the weapons
|
||||
jsr ClearLists ; fast lists clear
|
||||
|
||||
@@ -330,6 +375,10 @@ GoToActivation
|
||||
|
||||
ldx tankNr
|
||||
lda TankStatusColoursTable,x
|
||||
bit TeamGame
|
||||
bvc NoTeamColors
|
||||
lda TankStatusColoursTableT,x
|
||||
NoTeamColors
|
||||
sta COLOR2
|
||||
|
||||
; there is a tank (player) number in tanknr
|
||||
@@ -399,6 +448,7 @@ ChoosingItemForPurchase
|
||||
|
||||
jsr PutLitteChar ; Places pointer at the right position
|
||||
jsr getkey
|
||||
and #$3f ;CTRL and SHIFT ellimination
|
||||
bit escFlag
|
||||
bpl @+
|
||||
mva #0 escFlag
|
||||
@@ -409,7 +459,13 @@ ChoosingItemForPurchase
|
||||
cmp #@kbcode._left ; $06 ; cursor left
|
||||
jeq ListChange
|
||||
cmp #@kbcode._ret ; $0c ; Return
|
||||
sne:rts
|
||||
bne NoReturn
|
||||
jsr WaitForLongPress
|
||||
bcc exitthismenu ; short press
|
||||
jmp PurchaseWeaponNow ; long press
|
||||
exitthismenu
|
||||
rts
|
||||
NoReturn
|
||||
cmp #@kbcode._up ; $e
|
||||
beq PurchaseKeyUp
|
||||
cmp #@kbcode._down ; $f
|
||||
@@ -872,13 +928,14 @@ NotBarrel
|
||||
bne NotWhiteFlag
|
||||
cmp ActiveDefenceWeapon,x
|
||||
bne NoDeactivateWhiteFlag
|
||||
mva #sfx_white_flag sfx_effect
|
||||
lda #$00 ; if try to activate activated White Flag then deactivate Defence
|
||||
NoDeactivateWhiteFlag
|
||||
; Activate White Flag (or deactivate if A=0)
|
||||
sta ActiveDefenceWeapon,x
|
||||
sta ShieldEnergy,x
|
||||
beq DefActivationEnd
|
||||
mva #sfx_white_flag sfx_effect
|
||||
bne DefActivationEnd
|
||||
NotWhiteFlag
|
||||
NoDeactivateWhiteFlag
|
||||
; activate new defensive
|
||||
sta ActiveDefenceWeapon,x
|
||||
; set defensive energy
|
||||
@@ -1063,16 +1120,20 @@ loop sta (temp2),y
|
||||
|
||||
mva #0 TankNr
|
||||
sta COLBAKS ; set color of background
|
||||
@ tax
|
||||
lda TankStatusColoursTable,x
|
||||
sta COLOR2 ; set color of player name line
|
||||
jsr EnterPlayerName
|
||||
bit escFlag
|
||||
spl:rts
|
||||
jsr CheckTankCheat
|
||||
inc TankNr
|
||||
lda TankNr
|
||||
cmp NumberOfPlayers
|
||||
@ tax
|
||||
lda TankStatusColoursTable,x
|
||||
bit TeamGame
|
||||
bvc NoTeamColors
|
||||
lda TankStatusColoursTableT,x
|
||||
NoTeamColors
|
||||
sta COLOR2 ; set color of player name line
|
||||
jsr EnterPlayerName
|
||||
bit escFlag
|
||||
spl:rts
|
||||
jsr CheckTankCheat
|
||||
inc TankNr
|
||||
lda TankNr
|
||||
cmp NumberOfPlayers
|
||||
bne @-
|
||||
rts
|
||||
.endp
|
||||
@@ -1096,8 +1157,18 @@ loop sta (temp2),y
|
||||
lda skillTable,x
|
||||
sta difficultyLevel
|
||||
lda digits+1,x
|
||||
sta NameScreen2+7
|
||||
|
||||
sta NameScreen2+8
|
||||
ldy #0 ; no team game
|
||||
bit TeamGame
|
||||
bvc NoTeams
|
||||
ldy #"A"
|
||||
txa
|
||||
and #%00000001
|
||||
beq NoBTeam
|
||||
iny
|
||||
NoBTeam
|
||||
NoTeams
|
||||
sty NameScreen2+7
|
||||
; copy existing name and place cursor at end
|
||||
txa ; TankNr
|
||||
:3 asl
|
||||
@@ -1133,6 +1204,7 @@ CheckKeys
|
||||
sta NameScreen2+15 ; display tank shape number
|
||||
jsr CursorDisplay
|
||||
jsr getkey
|
||||
and #$3f ;CTRL and SHIFT ellimination
|
||||
bit escFlag
|
||||
spl:rts
|
||||
|
||||
@@ -1576,6 +1648,10 @@ displayloop1
|
||||
SetDLI DLIinterruptGameOver ; jsr SetDLI for Game Over screen
|
||||
; make text and color lines for each tank
|
||||
ldx NumberOfPlayers ;we start from the highest (best) tank
|
||||
bit TeamGame
|
||||
bvc NoTeamsResults
|
||||
ldx #MaxPlayers+2 ; set pointer to teams results
|
||||
NoTeamsResults
|
||||
dex ;and it is the last one
|
||||
stx ResultOfTankNr ;in TankSequence table
|
||||
ldy #0 ;witch line we are coloring
|
||||
@@ -1633,8 +1709,10 @@ NextChar
|
||||
adw temp #19 displayposition
|
||||
jsr displaydec5
|
||||
mva #0 displayposition ; overwrite first digit
|
||||
; put AI symbol or joystick
|
||||
ldx TankNr
|
||||
bit TeamGame
|
||||
bvs TeamsNoJoy
|
||||
; put AI symbol or joystick only if no Teams
|
||||
ldy SkillTable,x
|
||||
bne ThisIsAI
|
||||
ldy JoyNumber,x
|
||||
@@ -1651,6 +1729,7 @@ NotAItank
|
||||
tya
|
||||
ldy #38
|
||||
sta (temp),y
|
||||
TeamsNoJoy
|
||||
; put earned money on the screen
|
||||
lda EarnedMoneyL,x
|
||||
sta decimal
|
||||
@@ -1664,7 +1743,11 @@ NotAItank
|
||||
ply
|
||||
iny
|
||||
dec ResultOfTankNr
|
||||
jpl FinalResultOfTheNextPlayer
|
||||
lda ResultOfTankNr
|
||||
bmi MakeBlackLines
|
||||
cmp #MaxPlayers-1 ; check for last team
|
||||
beq MakeBlackLines
|
||||
jmp FinalResultOfTheNextPlayer
|
||||
MakeBlackLines
|
||||
cpy #$06
|
||||
beq AllLinesReady
|
||||
@@ -1727,8 +1810,9 @@ FastTank
|
||||
; ldx TankNr
|
||||
dex
|
||||
bpl AllTanksFloatingDown
|
||||
jsr IsKeyPressed
|
||||
bne MainTanksFloatingLoop ; neverending loop
|
||||
jsr GetKeyFast
|
||||
cmp #@kbcode._none
|
||||
beq MainTanksFloatingLoop ; neverending loop
|
||||
mva #$00 ScrollFlag ; credits scroll off
|
||||
jmp MakeDarkScreen
|
||||
; jsr GameOverResultsClear
|
||||
@@ -1826,6 +1910,7 @@ EndOfCredits
|
||||
;-------------------------------------------------
|
||||
.proc PutTankNameOnScreen
|
||||
;-------------------------------------------------
|
||||
jsr SetTeamsOrPlayerHeaders
|
||||
; puts name of the tank on the screen
|
||||
ldy #$00
|
||||
; lda TankNr
|
||||
@@ -1953,27 +2038,24 @@ NoShieldEnergy
|
||||
;=========================
|
||||
mwa Wind temp
|
||||
lda #space
|
||||
bit Wind+3 ; highest byte of 4 byte wind
|
||||
bmi DisplayLeftWind
|
||||
sta statusBuffer+80+17 ; (space) char
|
||||
lda #char_TAB ; (tab) char
|
||||
sta statusBuffer+80+20
|
||||
bne DisplayWindValue
|
||||
DisplayLeftWind
|
||||
sta statusBuffer+80+20 ; (space) char
|
||||
:4 lsrw temp ;divide by 16 to have a nice value on a screen
|
||||
lda temp
|
||||
beq DisplayWindValuex
|
||||
bit Wind+3 ; highest byte of 4 byte wind
|
||||
bmi DisplayLeftWindx
|
||||
ldx #char_TAB ; (tab) char
|
||||
stx statusBuffer+80+20
|
||||
bne DisplayWindValuex
|
||||
DisplayLeftWindx
|
||||
lda #char_DEL ;(del) char
|
||||
sta statusBuffer+80+17
|
||||
sec ; Wind = -Wind
|
||||
lda #$00
|
||||
sbc temp
|
||||
sta temp
|
||||
lda #$00
|
||||
sbc temp+1
|
||||
sta temp+1
|
||||
DisplayWindValue
|
||||
:4 lsrw temp ;divide by 16 to have a nice value on a screen
|
||||
lda temp
|
||||
;sta decimal
|
||||
DisplayWindValuex
|
||||
mwx #statusBuffer+80+18 displayposition
|
||||
jsr displaybyte
|
||||
|
||||
@@ -2037,6 +2119,10 @@ AngleDisplay
|
||||
.proc RoundOverSprites
|
||||
; fill sprites with bytes
|
||||
ldy numberOfPlayers
|
||||
bit TeamGame
|
||||
bvc NoTeamSprites
|
||||
ldy #2 ; 2 teams
|
||||
NoTeamSprites
|
||||
dey
|
||||
lda gameOverSpritesTop,y
|
||||
sta temp
|
||||
@@ -2071,6 +2157,32 @@ AngleDisplay
|
||||
rts
|
||||
.endp
|
||||
;-------------------------------------------------
|
||||
.proc SetTeamsOrPlayerHeaders
|
||||
; TankNr in X register
|
||||
mwa #Player_Header temp
|
||||
ldy #$05 ; 6 characters
|
||||
bit TeamGame
|
||||
bvc no_teams
|
||||
mwa #Team_Header temp
|
||||
no_teams
|
||||
lda (temp),y
|
||||
sta statusBuffer,y
|
||||
sta purchaseTextBuffer,y
|
||||
dey
|
||||
bpl no_teams
|
||||
bit TeamGame
|
||||
bvc no_teams2
|
||||
txa
|
||||
ror
|
||||
bcc A_Team
|
||||
B_Team
|
||||
inc statusBuffer
|
||||
inc purchaseTextBuffer
|
||||
A_Team
|
||||
no_teams2
|
||||
rts
|
||||
.endp
|
||||
;-------------------------------------------------
|
||||
.proc DisplayWeaponName
|
||||
; nr of weapon in A, address to put in weaponPointer
|
||||
@weapon_index = TextNumberOff
|
||||
@@ -2124,5 +2236,83 @@ zeroth_talk
|
||||
ldy #0
|
||||
rts
|
||||
.endp
|
||||
|
||||
;-------------------------------------------------
|
||||
.proc _calc_packed_display
|
||||
; Find Nth packed string inside a [len][packed-bytes] stream.
|
||||
;
|
||||
; in:
|
||||
; TextNumberOff = index (0..)
|
||||
; LineAddress4x4 = base address of the packed stream (points to first len byte)
|
||||
; out:
|
||||
; LineAddress4x4 = address of selected record (points to its len byte)
|
||||
; trashes: A, X, Y, temp, temp2
|
||||
;
|
||||
; Record size in bytes = 1 + ceil(len*5/8)
|
||||
; where `len` is the 1-byte character count (max 63).
|
||||
;-------------------------------------------------
|
||||
@idx = temp+1
|
||||
lda TextNumberOff
|
||||
sta @idx
|
||||
beq done
|
||||
|
||||
next_record
|
||||
ldy #0
|
||||
lda (LineAddress4x4),y
|
||||
sta temp ; len (low byte)
|
||||
|
||||
; advance past len byte
|
||||
inw LineAddress4x4
|
||||
|
||||
; temp2 = len*5 + 7
|
||||
lda temp
|
||||
sta temp2
|
||||
lda #0
|
||||
sta temp2+1
|
||||
|
||||
; temp2 = len*4
|
||||
asl temp2
|
||||
rol temp2+1
|
||||
asl temp2
|
||||
rol temp2+1
|
||||
; temp2 = len*5
|
||||
clc
|
||||
lda temp2
|
||||
adc temp
|
||||
sta temp2
|
||||
lda temp2+1
|
||||
adc #0
|
||||
sta temp2+1
|
||||
; +7 for ceil
|
||||
clc
|
||||
lda temp2
|
||||
adc #7
|
||||
sta temp2
|
||||
bcc @+
|
||||
inc temp2+1
|
||||
@
|
||||
; >>3 (divide by 8)
|
||||
lsr temp2+1
|
||||
ror temp2
|
||||
lsr temp2+1
|
||||
ror temp2
|
||||
lsr temp2+1
|
||||
ror temp2
|
||||
|
||||
; LineAddress4x4 += temp2
|
||||
clc
|
||||
lda LineAddress4x4
|
||||
adc temp2
|
||||
sta LineAddress4x4
|
||||
lda LineAddress4x4+1
|
||||
adc temp2+1
|
||||
sta LineAddress4x4+1
|
||||
|
||||
dec @idx
|
||||
bne next_record
|
||||
|
||||
done
|
||||
rts
|
||||
.endp
|
||||
|
||||
.endif
|
||||
+54
-9
@@ -101,6 +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
|
||||
@@ -154,8 +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
|
||||
|
||||
@@ -178,13 +182,14 @@ ClearPlot
|
||||
|
||||
ldy #0
|
||||
lda (xbyte),y
|
||||
eor #$ff
|
||||
and bittable1_long,x
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc drawmountains
|
||||
;--------------------------------------------------
|
||||
; draw mountains from mountaintable
|
||||
; ClearSky - $ff Crear sky during drawmountains, 0 - no clear sky
|
||||
mwa #0 xdraw
|
||||
mwa #mountaintable modify
|
||||
mva #1 color
|
||||
@@ -212,6 +217,29 @@ NotLower
|
||||
bpl @-
|
||||
sta temp2
|
||||
inc temp2 ; this is our minimum
|
||||
bit ClearSky
|
||||
bpl NoClearSky
|
||||
; Clear Sky
|
||||
mwa #0 ydraw
|
||||
jsr plot.MakePlot ; after plot we have: (xbyte),y - addres of screen byte
|
||||
@ lda #$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
|
||||
@@ -284,6 +312,22 @@ MinCalculated
|
||||
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 #$ff
|
||||
bne clearline
|
||||
mva #1 color
|
||||
NoClearSky
|
||||
ldy #0
|
||||
lda (modify),y
|
||||
cmp #screenheight
|
||||
@@ -305,10 +349,10 @@ NoMountain
|
||||
;--------------------------------------------------
|
||||
.proc SoilDownTurbo
|
||||
;--------------------------------------------------
|
||||
; fast SoilDown froc - test
|
||||
; fast SoilDown proc
|
||||
jsr ClearTanks
|
||||
NoClearTanks
|
||||
; jsr CalcAndDrawMountains
|
||||
; jsr CalcAndDrawMountains - to do (now Atari only)
|
||||
jmp DrawTanks
|
||||
;rts
|
||||
.endp
|
||||
@@ -344,20 +388,21 @@ Fast ; Put char without coordinates check!
|
||||
|
||||
; and 8 bytes to the table
|
||||
ldy #7
|
||||
ldx #$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 #$00
|
||||
sta mask2,y
|
||||
|
||||
@@ -0,0 +1,74 @@
|
||||
;--------------------------------------------------
|
||||
.proc GetKey
|
||||
; waits for pressing a key and returns pressed value in A
|
||||
; when [ESC] is pressed, escFlag is set
|
||||
; result: A=keycode
|
||||
;--------------------------------------------------
|
||||
jsr WaitForKeyRelease
|
||||
jsr GetKeyFast
|
||||
ldy #0
|
||||
sty escFlag
|
||||
rts
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc GetKeyFast
|
||||
; returns pressed value in A - no wait for press
|
||||
; when [ESC] is pressed, escFlag is set
|
||||
; result: A=keycode
|
||||
;--------------------------------------------------
|
||||
lda #$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
|
||||
@@ -278,6 +278,16 @@ upstartEnd
|
||||
pla
|
||||
tay
|
||||
.endm
|
||||
;-------------------------------------
|
||||
.macro txy
|
||||
txa
|
||||
tay
|
||||
.endm
|
||||
;-------------------------------------
|
||||
.macro tyx
|
||||
tya
|
||||
tax
|
||||
.endm
|
||||
;-------------------------------------
|
||||
.MACRO WAIT
|
||||
; WAIT
|
||||
|
||||
@@ -376,6 +376,84 @@ DisplayAngle
|
||||
zeroth_talk
|
||||
rts
|
||||
.endp
|
||||
|
||||
;-------------------------------------------------
|
||||
.proc _calc_packed_display
|
||||
; Find Nth packed string inside a [len][packed-bytes] stream.
|
||||
;
|
||||
; in:
|
||||
; TextNumberOff = index (0..)
|
||||
; LineAddress4x4 = base address of the packed stream (points to first len byte)
|
||||
; out:
|
||||
; LineAddress4x4 = address of selected record (points to its len byte)
|
||||
; trashes: A, X, Y, temp, temp2
|
||||
;
|
||||
; Record size in bytes = 1 + ceil(len*5/8)
|
||||
; where `len` is the 1-byte character count (max 63).
|
||||
;-------------------------------------------------
|
||||
@idx = temp+1
|
||||
lda TextNumberOff
|
||||
sta @idx
|
||||
beq done
|
||||
|
||||
next_record
|
||||
ldy #0
|
||||
lda (LineAddress4x4),y
|
||||
sta temp ; len (low byte)
|
||||
|
||||
; advance past len byte
|
||||
inw LineAddress4x4
|
||||
|
||||
; temp2 = len*5 + 7
|
||||
lda temp
|
||||
sta temp2
|
||||
lda #0
|
||||
sta temp2+1
|
||||
|
||||
; temp2 = len*4
|
||||
asl temp2
|
||||
rol temp2+1
|
||||
asl temp2
|
||||
rol temp2+1
|
||||
; temp2 = len*5
|
||||
clc
|
||||
lda temp2
|
||||
adc temp
|
||||
sta temp2
|
||||
lda temp2+1
|
||||
adc #0
|
||||
sta temp2+1
|
||||
; +7 for ceil
|
||||
clc
|
||||
lda temp2
|
||||
adc #7
|
||||
sta temp2
|
||||
bcc @+
|
||||
inc temp2+1
|
||||
@
|
||||
; >>3 (divide by 8)
|
||||
lsr temp2+1
|
||||
ror temp2
|
||||
lsr temp2+1
|
||||
ror temp2
|
||||
lsr temp2+1
|
||||
ror temp2
|
||||
|
||||
; LineAddress4x4 += temp2
|
||||
clc
|
||||
lda LineAddress4x4
|
||||
adc temp2
|
||||
sta LineAddress4x4
|
||||
lda LineAddress4x4+1
|
||||
adc temp2+1
|
||||
sta LineAddress4x4+1
|
||||
|
||||
dec @idx
|
||||
bne next_record
|
||||
|
||||
done
|
||||
rts
|
||||
.endp
|
||||
;-------------------------------------------------
|
||||
|
||||
|
||||
|
||||
Binary file not shown.
+43
-39
@@ -39,7 +39,9 @@ On the first screen, you can configure gameplay options:
|
||||
|
||||
Select options with cursor keys or a joystick.
|
||||
|
||||
The **TAB**, **SELECT**, or second joystick button (supported Joy 2B+ standard or compatible), and on the Atari 5200 console, the **5** controller key changes the color of the mountains (3 versions to choose from).
|
||||
The **G**, **TAB**, **SELECT**, long press of first joystick button or second joystick button (supported Joy 2B+ standard or compatible), and on the Atari 5200 console, the **5** controller key changes the color of the mountains (3 versions to choose from).
|
||||
|
||||
If the cursor indicates the the number of players and 4 or 6 players are selected, pressing **TAB** activates team play. This is indicated by the letter **t** next to the word **Players**. Team play is limited to 4 or 6 players and a maximum of 20 rounds. Players with odd numbers are assigned to A-Team, and players with even numbers are assigned to B-Team.
|
||||
|
||||
If the cursor indicates the wind strength selection option **Wind**, pressing **TAB** changes the way the wind strength is drawn from "every round" to "every turn" and vice versa. Drawing every turn is indicated by the **?** sign next to the word **Wind**.
|
||||
|
||||
@@ -71,7 +73,7 @@ If a name is not entered, it will be supplemented with the default one.
|
||||
## 3. Shopping screen (before each round)
|
||||

|
||||

|
||||
On this screen, you can make purchases of offensive and defensive weapons. Only those weapons that the player can afford are visible, along with information about the price and the number of units of a given weapon that will be obtained for that price. You move through the lists with the cursor keys (up and down) or with the joystick, the **TAB** key or the left arrow, the left joystick tilt or second joystick button changes the screen to defensive or offensive weapons, the **SPACE** key or the right arrow and also the joystick to the right does the purchase of the indicated weapon.
|
||||
On this screen, you can make purchases of offensive and defensive weapons. Only those weapons that the player can afford are visible, along with information about the price and the number of units of a given weapon that will be obtained for that price. You move through the lists with the cursor keys (up and down) or with the joystick, the **TAB** key or the left arrow, the left joystick tilt or second joystick button changes the screen to defensive or offensive weapons, the **SPACE** key, the right arrow, long press of first joystick button and also the joystick to the right does the purchase of the indicated weapon.
|
||||
|
||||
The **RETURN** key or the joystick button press switches to the defensive weapon activation screen. Here you can activate previously bought defensive (or offensive after switching with **TAB**, etc) weapons.
|
||||
|
||||
@@ -86,7 +88,7 @@ This makes it possible to activate shields and others before the round starts.
|
||||

|
||||
The status line shows which player is currently allowed to take a shot and a set of other information:
|
||||
|
||||
* **Player** - player's name,
|
||||
* **Player** - player's name. In the case of a team game, the word **Player** is replaced with the name of the team.
|
||||
|
||||
* active joystick number or difficulty level of computer-controlled player (1-**Moron** - 8-**Unknown**),
|
||||
|
||||
@@ -111,19 +113,19 @@ The keyboard controls cursor keys or joystick: left/right - change the angle of
|
||||
|
||||
| A800 | Function |
|
||||
|--------------|--------------------|
|
||||
| **SPACE**/**FIRE** | shoot (see ↓)|
|
||||
| **TAB**/**SELECT** | weapon change (↓)|
|
||||
| **I** | inventory (↓)|
|
||||
| **A**/**OPTION** | defensives (↓)|
|
||||
| **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 (↓)|
|
||||
| **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.
|
||||
|
||||
@@ -222,27 +224,27 @@ And here are the values of maximum energy loss for individual weapons. If a weap
|
||||
| Funky Bomb | 168 88 (*5) |
|
||||
| MIRV | 136 (*5) |
|
||||
| Death's Head | 240 (*5) |
|
||||
| Napalm | 40 (see ↓) |
|
||||
| Hot Napalm | 80 (↓) |
|
||||
| Napalm | 40 (see ¡) |
|
||||
| Hot Napalm | 80 (¡) |
|
||||
| Baby Roller | 88 |
|
||||
| Roller | 168 |
|
||||
| Heavy Roller | 240 |
|
||||
| Riot Charge | 0 (↓) |
|
||||
| Riot Blast | 0 (↓) |
|
||||
| Riot Bomb | 0 (↓) |
|
||||
| Heavy Riot Bomb | 0 (↓) |
|
||||
| Baby Digger | 0 (↓) |
|
||||
| Digger | 0 (↓) |
|
||||
| Heavy Digger | 0 (↓) |
|
||||
| Sandhog | 0 (↓) |
|
||||
| Heavy Sandhog | 0 (↓) |
|
||||
| Dirt Clod | 0 (↓) |
|
||||
| Dirt Ball | 0 (↓) |
|
||||
| Ton of Dirt | 0 (↓) |
|
||||
| Liquid Dirt | 0 (↓) |
|
||||
| Dirt Charge | 0 (↓) |
|
||||
| Stomp | 0 (↓) |
|
||||
| Laser | 100 (↓) |
|
||||
| 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.
|
||||
@@ -257,11 +259,9 @@ Remarks:
|
||||
|
||||
* **Heavy Riot Bomb** as in **Riot Bomb**, but the explosion radius is 29 pixels from the point of impact - as in the case of **Nuke**
|
||||
|
||||
* **Baby Digger** - no energy is subtracted, but a portion of the soil is dug in a radius of 60 pixels from the point of impact.
|
||||
* **Digger** - no energy is subtracted, but a portion of the soil is dug in a radius of 60 pixels from the point of impact.
|
||||
|
||||
* **Digger** - as above - more digging.
|
||||
|
||||
* **Heavy Digger** - as above - even more digging.
|
||||
* **Heavy Digger** - as above - more digging.
|
||||
|
||||
* **Sandhog** - as above - another way of digging
|
||||
|
||||
@@ -275,6 +275,8 @@ Remarks:
|
||||
|
||||
* **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.
|
||||
@@ -302,7 +304,7 @@ Remarks:
|
||||
|
||||
* **Nuclear Winter** - adds nothing, takes nothing away :) - in fact, it is not so much a defensive weapon as a double-edged one. It floods the area with "radioactive" fallout, which is ordinary soil. If you do not have at hand any weapon that digs up the terrain, and for that a shield (preferably disposable), then after such "fallout" you will have to shoot yourself - because being underground is otherwise impossible. Alternatively, **White Flag** always remains.
|
||||
|
||||
* **Long Schlong** - a special weapon :) - Costs a lot, doesn't help with anything (except possibly digging yourself out but only when slightly buried but it has a cool name and looks cool :) - It can be activated independently of other defensive weapons and remains active until the end of the round (it cannot be deactivated).
|
||||
* **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.
|
||||
|
||||
@@ -348,6 +350,8 @@ The game has 8 difficulty levels of computer-controlled opponents. Or 7 differen
|
||||
|
||||
* **Unknown** - Before firing each shot, he randomly chooses a course of action from **Poolshark** to **Cyborg** and applies his tactics. However, the tactics of weapon purchases are always identical to **Tosser**.
|
||||
|
||||
**Poolshark**, **Tosser**, **Chooser**, **Spoiler**, and **Cyborg** never target a member of their own team during team play, even if it puts them at risk.
|
||||
|
||||
### AI goes shopping.
|
||||
Buying a weapon (offensive or defensive) works as follows:
|
||||
First, one of the weapons is drawn (among all possible offensive or defensive weapons). Then a check is performed to see if the drawn weapon is on the list of weapons possible for purchase by the tank. If not, no weapon is bought in this trial, and if so, its price is checked. If the tank has that much money, the weapon is bought, otherwise, the trial ends without making a purchase.
|
||||
@@ -397,9 +401,9 @@ In a hopeless situation, self-destruction might be a better option than waving t
|
||||
|
||||
**Long Schlong** has got serious intimidating power. Become the alpha tank and fear not.
|
||||
|
||||
As a last resort, you can always become a Terminator (the standard model, not T-1000 :) ).
|
||||
|
||||
Robo-tanks do not possess **Autodefense**, so their defenses activate only directly before their shot. A concentrated attack by several players on one robo tank guarantees success.
|
||||
|
||||
As a last resort, you can always become a Terminator (the standard model, not T-1000 :) ).
|
||||
|
||||
Break a barrel or two.
|
||||
|
||||
|
||||
Binary file not shown.
+191
-187
@@ -1,216 +1,218 @@
|
||||
# Podstawowa instrukcja:
|
||||
|
||||
Grać można przy użyciu klawiatury (wszystkie funkcjonalności) lub joysticka w dowolnym porcie (wszystkie funkcjonalności niezbędne w rozgrywce).
|
||||
Grać można przy użyciu klawiatury (wszystkie funkcjonalności) lub joysticka w dowolnym porcie (wszystkie funkcjonalności niezbędne w rozgrywce).
|
||||
|
||||
|
||||
## 1. Wybór opcji gry.
|
||||
## 1. Wybór opcji gry.
|
||||

|
||||
Na pierwszym ekranie możemy skonfigurować opcje rozgrywki:
|
||||
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)
|
||||
* **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
|
||||
* **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
|
||||
* **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)
|
||||
* **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.
|
||||
* **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)
|
||||
* **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
|
||||
* **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.
|
||||
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.
|
||||
Wybór opcji klawiszami kursora lub joystickiem.
|
||||
|
||||
Klawisz **TAB**, **SELECT** lub drugi przycisk joysticka (wspierany standard Joy 2B+ lub zgodny) zmieniają kolor gór (3 wersje do wyboru).
|
||||
Klawisze **G**, **TAB**, **SELECT**, dłuższe przytrzymanie pierwszego przycisku joysticka lub drugi przycisk joysticka (wspierany standard Joy 2B+ lub zgodny) zmieniają kolor gór (3 wersje do wyboru).
|
||||
|
||||
Jeśli kursor wskazuje opcję wyboru 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 ilości graczy i wybranych jest 4 lub 6 graczy, wciśnięcie **TAB** włącza rozgrywkę drużynową. Jest to sygnalizowane literą **t** przy słowie **Players**. Rozgrywka drużynowa jest ograniczona do 4 lub 6 graczy i maksimum 20 rund. Gracze o numerach nieparzystych są przydzielani do Drużyny A, a gracze o numerach parzystych do Drużyny B.
|
||||
|
||||
Jeśli kursor wskazuje opcję wyboru siły 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 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 wysokości gór **Mountain**, **TAB** przełącza opcję zmiennej co rundę wysokości gór. Losowanie co rundę jest sygnalizowane znakiem "?" przy słowie **Mountain**.
|
||||
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**.
|
||||
|
||||
Klawisz **RETURN** lub przycisk joysticka przechodzi do następnego ekranu.
|
||||
Jeśli kursor wskazuje opcję wyboru wysokości gór **Mountain**, **TAB** przełącza opcję zmiennej co rundę wysokości gór. Losowanie co rundę jest sygnalizowane znakiem "?" przy słowie **Mountain**.
|
||||
|
||||
Klawisz **RETURN** lub przycisk joysticka przechodzi do następnego ekranu.
|
||||
|
||||
|
||||
## 2. Gracze i poziom przeciwników.
|
||||

|
||||
Wprowadzanie nazw graczy i wybór poziomu graczy sterowanych przez komputer.
|
||||
## 2. Gracze i poziom przeciwników.
|
||||

|
||||
Wprowadzanie nazw graczy i wybór poziomu graczy sterowanych przez komputer.
|
||||
|
||||
Drugi ekran powtarza się dla każdego z graczy, można na nim klawiszami kursora lub joystickiem wybrać czy danym czołgiem będzie kierował człowiek (opcja HUMAN), czy też komputer (pozostałe opcje).
|
||||
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 **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.
|
||||
Klawisz **INVERSE** lub **OPTION** umożliwiają wybór jednego z 3 dostępnych kształtów czołgów.
|
||||
|
||||
Jednocześnie z klawiatury można wprowadzić nazwę wybranego gracza.
|
||||
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.
|
||||
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.
|
||||
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.
|
||||
Jeśli nazwa nie zostanie wpisana, to zostanie uzupełniona nazwą domyślną.
|
||||
|
||||
|
||||
## 3. Ekran zakupów (przed każdą rundą).
|
||||

|
||||

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

|
||||

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

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

|
||||
W linii statusowej widoczna jest informacja o tym, który z graczy aktualnie może oddać strzał oraz zestaw innych informacji:
|
||||
## 4. Główny ekran gry.
|
||||

|
||||
W linii statusowej widoczna jest informacja o tym, który z graczy aktualnie może oddać strzał oraz zestaw innych informacji:
|
||||
|
||||
* **Player** - nazwa czołgu gracza
|
||||
* **Player** - nazwa czołgu gracza. W przypadku gry drużynowej słowo **Player** zastępowane jest nazwą drużyny.
|
||||
|
||||
* numer aktywnego joysticka lub poziom gracza sterowanego przez komputer (1-**Moron** - 8-**Unknown**),
|
||||
|
||||
* wybrana aktualnie broń ofensywna (symbol - ilość - nazwa),
|
||||
* 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
|
||||
* **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
|
||||
* **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
|
||||
* **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
|
||||
* **Wind** - prędkość i kierunek wiatru
|
||||
|
||||
* symbol "komputera" jeśli aktywna jest **Auto Defense**
|
||||
* symbol "komputera" jeśli aktywna jest **Auto Defense**
|
||||
|
||||
* w nawiasie nazwa aktywnej broni defensywnej - jeśli jest jakaś aktywowana przez gracza
|
||||
* 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.
|
||||
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 (↓)|
|
||||
| **SPACJA**/**FIRE** | strzał (zob. ˇ)|
|
||||
| **TAB**/**SELECT** | zmiana broni (ˇ)|
|
||||
| **I** | inwentarz (ˇ)|
|
||||
| **A**/**OPTION** | defensywa (ˇ)|
|
||||
| **M** | wł/wył muzyki |
|
||||
| **S** | wł/wył dźwięków |
|
||||
| **START** | tryb turbo (ˇ)|
|
||||
| **O** | koniec gry (ˇ)|
|
||||
| **START**+**OPTION** | bezw. koniec (ˇ)|
|
||||
| **G** | inne kolory (ˇ)|
|
||||
| **ESC** | powrót (ˇ)|
|
||||
| **Y** | zatwierdzam (ˇ)|
|
||||
| **CTRL**+**HELP** | visual debug (ˇ)|
|
||||
|
||||
* **strzał**, przycisk joysticka naciśnięte krótko - oddanie strzału
|
||||
* **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).
|
||||
* **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.
|
||||
* **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.
|
||||
* **defensywa** - bezpośrednie przejście na ekran Inventory aktywacji broni defensywnych.
|
||||
|
||||
* **tryb turbo** - przyspiesza/pomija niektóre animacje w grze
|
||||
* **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.
|
||||
* **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.
|
||||
* **bezw. koniec** - natychmiastowe wymuszenie zakończenia gry (Game Over), tak jak **O**, ale bez potwierdzenia.
|
||||
|
||||
* **inne kolory** - zmienia wariant kolorystyczny gór (3 wersje do wyboru)
|
||||
* **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).
|
||||
* **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
|
||||
* **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.
|
||||
* **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.
|
||||
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.
|
||||
Tylko te punkty decydują o kolejności w podsumowaniu.
|
||||
|
||||
|
||||
### Energia czołgów.
|
||||
* Na początku każdej rundy każdy czołg ma 99 jednostek energii.
|
||||
### 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.
|
||||
* 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:
|
||||
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!
|
||||
**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).
|
||||
**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 :) )
|
||||
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:
|
||||
### Po każdej rundzie:
|
||||
**money = money + (20 * (gain+energy))**
|
||||
|
||||
**money = money - (10 * lose)**
|
||||
|
||||
**jeśli money < 0 to money = 0**
|
||||
**jeśli money < 0 to money = 0**
|
||||
|
||||
(na starcie każdej rundy **gain** i **lose** mają wartość 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.
|
||||
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:
|
||||
### czołg oddający strzał:
|
||||
**gain = gain + EnergyDecrease**
|
||||
|
||||
### czołg trafiony:
|
||||
### 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.
|
||||
Oczywiście jednocześnie trafiony czołg traci ilość energii zapisaną w **EnergyDecrease**, z tym że tutaj strata nie może przekroczyć posiadanej energii.
|
||||
|
||||
## Jak działa trafienie.
|
||||
## Jak działa trafienie.
|
||||
|
||||
Każda broń, która skutkuje eksplozją, ma swój promień rażenia.
|
||||
Każda broń, która skutkuje eksplozją, ma swój promień rażenia.
|
||||
|
||||
Po eksplozji każdy czołg w jej zasięgu traci energię.
|
||||
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.
|
||||
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.
|
||||
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):
|
||||
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 |
|
||||
| Broń ofensywna | Max ubytku |
|
||||
|-----------------|--------------|
|
||||
| Baby Missile | 88 |
|
||||
| Missile | 136 |
|
||||
@@ -220,140 +222,142 @@ A oto wartości maksymalnego ubytku energii dla poszczególnych broni. Jeśli br
|
||||
| Funky Bomb | 168 88 (*5) |
|
||||
| MIRV | 136 (*5) |
|
||||
| Death's Head | 240 (*5) |
|
||||
| Napalm | 40 (zob. ↓)|
|
||||
| Hot Napalm | 80 (↓)|
|
||||
| Napalm | 40 (zob. ˇ)|
|
||||
| Hot Napalm | 80 (ˇ)|
|
||||
| Baby Roller | 88 |
|
||||
| Roller | 168 |
|
||||
| Heavy Roller | 240 |
|
||||
| Riot Charge | 0 (↓)|
|
||||
| Riot Blast | 0 (↓)|
|
||||
| Riot Bomb | 0 (↓)|
|
||||
| Heavy Riot Bomb | 0 (↓)|
|
||||
| Baby Digger | 0 (↓)|
|
||||
| Digger | 0 (↓)|
|
||||
| Heavy Digger | 0 (↓)|
|
||||
| Sandhog | 0 (↓)|
|
||||
| Heavy Sandhog | 0 (↓)|
|
||||
| Dirt Clod | 0 (↓)|
|
||||
| Dirt Ball | 0 (↓)|
|
||||
| Ton of Dirt | 0 (↓)|
|
||||
| Liquid Dirt | 0 (↓)|
|
||||
| Dirt Charge | 0 (↓)|
|
||||
| Stomp | 0 (↓)|
|
||||
| Laser | 100 (↓)|
|
||||
| Riot Charge | 0 (ˇ)|
|
||||
| Riot Blast | 0 (ˇ)|
|
||||
| Riot Bomb | 0 (ˇ)|
|
||||
| Heavy Riot Bomb | 0 (ˇ)|
|
||||
| Digger | 0 (ˇ)|
|
||||
| Heavy Digger | 0 (ˇ)|
|
||||
| Sandhog | 0 (ˇ)|
|
||||
| Heavy Sandhog | 0 (ˇ)|
|
||||
| Dirt Clod | 0 (ˇ)|
|
||||
| Dirt Ball | 0 (ˇ)|
|
||||
| Ton of Dirt | 0 (ˇ)|
|
||||
| Liquid Dirt | 0 (ˇ)|
|
||||
| Dirt Charge | 0 (ˇ)|
|
||||
| Propaganda | 0 (ˇ)|
|
||||
| Stomp | 0 (ˇ)|
|
||||
| Laser | 100 (ˇ)|
|
||||
|
||||
Uwagi:
|
||||
* **Napalm** - ta broń jest inna i nie jest wyznaczana odległość od centrum, po prostu każdy czołg znajdujący się w zasięgu płomieni traci 40 jednostek energii.
|
||||
* **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 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 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.
|
||||
* **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**.
|
||||
* **Heavy Riot Bomb** - jak w Riot Bomb, ale promień eksplozji to 29 pikseli od punktu trafienia - tak jak w wypadku **Nuke**.
|
||||
|
||||
* **Baby Digger** - nie jest odejmowana energia, ale podkopywana jest część gruntu promieniu 60 pikseli od punktu trafienia.
|
||||
* **Digger** - nie jest odejmowana energia, ale podkopywana jest część gruntu promieniu 60 pikseli od punktu trafienia.
|
||||
|
||||
* **Digger** - jak wyżej - większy podkop.
|
||||
* **Heavy Digger** - jak wyżej - większy podkop.
|
||||
|
||||
* **Heavy Digger** - jak wyżej - największy podkop.
|
||||
* **Sandhog** - jak wyżej - inny sposób podkopywania.
|
||||
|
||||
* **Sandhog** - jak wyżej - inny sposób podkopywania.
|
||||
* **Heavy Sandhog** - jak wyżej - największy podkop.
|
||||
|
||||
* **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 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.
|
||||
|
||||
* **Dirt Ball** - jak wyżej, ale promień kuli to 22 piksele.
|
||||
* **Ton of Dirt** - jak wyżej, ale promień kuli to 31 pikseli.
|
||||
|
||||
* **Ton of Dirt** - jak wyżej, ale promień kuli to 31 pikseli.
|
||||
* **Liquid Dirt** - zalewa grunt w punkcie trafienia płynną glebą, wypełniając zagłębienia.
|
||||
|
||||
* **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.
|
||||
|
||||
* **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.
|
||||
* **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.
|
||||
* **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.
|
||||
* **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.
|
||||
* **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.
|
||||
* **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.
|
||||
* **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).
|
||||
* **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.
|
||||
* **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.
|
||||
* **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.
|
||||
* **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.
|
||||
* **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.
|
||||
* **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.
|
||||
* **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).
|
||||
* **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 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.
|
||||
* **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.
|
||||
* **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.
|
||||
* **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!
|
||||
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.
|
||||
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.
|
||||
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**.
|
||||
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 :) ).
|
||||
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.
|
||||
* **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:
|
||||
## 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":
|
||||
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.
|
||||
* **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**).
|
||||
* **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.
|
||||
* **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.
|
||||
* **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**.
|
||||
* **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.
|
||||
* **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**
|
||||
* **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**
|
||||
* **Unknown** - Przed oddaniem każdego strzału losowo wybiera sposób działania od **Poolsharka** do **Cyborga** i stosuje jego taktykę. Taktyka zakupów broni jest jednak zawsze identyczna jak **Tosser**
|
||||
|
||||
**Poolshark**, **Tosser**, **Chooser**, **Spoiler** i **Cyborg** w czasie gry drużynowej nigdy nie celują w członka własnej drużyny, nawet jeśli grozi to im samym.
|
||||
|
||||
### AI idzie na zakupy
|
||||
|
||||
Próba zakupu broni (ofensywnej lub defensywnej) wygląda następująco:
|
||||
Na początku losowana jest jedna z broni (wśród wszystkich możliwych ofensywnych lub defensywnych). Następnie wykonywane jest sprawdzenie, czy wylosowana broń jest na liście broni możliwych do zakupu przez czołg. Jeśli nie, to w tej próbie żadna broń nie jest kupowana, a jeśli tak, to sprawdzana jest jej cena. Jeśli czołg ma tyle pieniędzy, broń jest kupowana, w przeciwnym wypadku próba kończy się bez dokonania zakupu.
|
||||
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**
|
||||
|
||||
@@ -386,22 +390,22 @@ Tabela broni kupowanych przez **Spoiler** i **Cyborg**
|
||||
|
||||
## 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**.
|
||||
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.
|
||||
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.
|
||||
**Napalmy** przenikają przez osłony a także przez glebę. Mimo że palą się powyżej niszczą zasypane czołgi.
|
||||
|
||||
**Lazy Darwin** wspomaga także celowanie bronią typu **Laser**.
|
||||
**Lazy Darwin** wspomaga także celowanie bronią typu **Laser**.
|
||||
|
||||
Roboczołgi nie umieją się odkopywać. Zakopane giną od własnych strzałów.
|
||||
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).
|
||||
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.
|
||||
**Long Schlong** potrafi znacząco onieśmielić przeciwników. Bądź alfa-czołgiem i porzuć wszelkie lęki.
|
||||
|
||||
W ostateczności możesz zostać Terminatorem (model standardowy, nie T-1000 :) )
|
||||
Roboczołgi nie mają **Autodefense**, więc defensywy aktywują tylko bezpośrednio przed swoim strzałem. Zmasowany atak kilku graczy na jednego roboczołga gwarantuje sukces.
|
||||
|
||||
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.
|
||||
Połamania luf życzą autorzy.
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
+5
-5
@@ -3,12 +3,12 @@
|
||||
icl '../Atari/lib/cartloader_vectors.inc'
|
||||
|
||||
.IFNDEF LANG
|
||||
.def LANG = "PL"
|
||||
.def LANG = "EN"
|
||||
.ENDIF
|
||||
|
||||
screen_height = 26
|
||||
screen_width = 40
|
||||
screen = $1000 ; start - 40*screen_height
|
||||
screen = $0900 ; start - 40*screen_height
|
||||
KeyRepeatSpeed = 15 ; (max 127 !!!)
|
||||
|
||||
|
||||
@@ -414,9 +414,6 @@ NTSC
|
||||
rts
|
||||
.endp
|
||||
|
||||
icl "music/rmtplayr.a65"
|
||||
|
||||
|
||||
dl
|
||||
:2 .byte SKIP8
|
||||
.byte LMS+MODE2
|
||||
@@ -451,6 +448,8 @@ ticksPerSecond .byte 0
|
||||
fake_pokey :9 .byte 0
|
||||
pressTimer .byte 0
|
||||
|
||||
icl "music/rmtplayr.a65"
|
||||
|
||||
|
||||
man_text
|
||||
.if LANG = "PL"
|
||||
@@ -460,6 +459,7 @@ man_text
|
||||
.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
|
||||
|
||||
Binary file not shown.
Binary file not shown.
@@ -27,7 +27,7 @@ TRACKS equ 8
|
||||
TRACKS equ 4
|
||||
EIF
|
||||
;*
|
||||
PLAYER equ $3400
|
||||
PLAYER equ $2400
|
||||
;*
|
||||
;* RMT FEATures definitions file
|
||||
;* For optimizations of RMT player routine to concrete RMT modul only!
|
||||
|
||||
+551
@@ -0,0 +1,551 @@
|
||||
; @com.wudsn.ide.lng.mainsourcefile=RANDOM_test.asm
|
||||
|
||||
;mads RANDOM_test.asm -o:RANDOM_test.bin -d:TARGET=5200
|
||||
;mads RANDOM_test.asm -o:RANDOM_test.xex -d:TARGET=800
|
||||
|
||||
|
||||
;---------------------------------------------------
|
||||
.IFNDEF TARGET
|
||||
.def TARGET = 800 ; 5200
|
||||
.ENDIF
|
||||
;---------------------------------------------------
|
||||
OPT r+ ; saves 10 bytes, and probably works :) https://github.com/tebe6502/Mad-Assembler/issues/10
|
||||
|
||||
;---------------------------------------------------
|
||||
|
||||
;---------------------------------------------------
|
||||
;---------------------------------------------------
|
||||
FirstZpageVariable = $50
|
||||
.zpvar DliColorBack .byte = FirstZpageVariable
|
||||
.zpvar ClearSky .byte ; $ff - Crear sky during drawmountains, 0 - no clear sky
|
||||
.zpvar PaddleState .byte ; old state 2nd button for 2 buttons joysticks
|
||||
.zpvar GradientNr .byte
|
||||
.zpvar GradientColors .word
|
||||
.zpvar JoystickNumber .byte
|
||||
.zpvar LazyFlag .byte ; 7 bit - run Lazy Darwin, 6 bit - run Lazy Boy or Darwin (!) after inventory
|
||||
; 0 - nothing
|
||||
.zpvar SpyHardFlag .byte ; >$7f - run SpyHard after inventory
|
||||
.zpvar Vdebug .byte ; "visual debug" flag ($00 - off, $ff - on)
|
||||
.zpvar xdraw .word ; = $64 ;variable X for plot
|
||||
.zpvar ydraw .word ; variable Y for plot
|
||||
; (like in Atari Basic - Y=0 in upper right corner of the screen)
|
||||
.zpvar xbyte .word
|
||||
.zpvar ybyte .word
|
||||
.zpvar CharCode .byte
|
||||
.zpvar fontind .word
|
||||
.zpvar tanknr .byte
|
||||
.zpvar oldplot .word
|
||||
.zpvar xc .word
|
||||
.zpvar temp .word ; temporary word for the most embeded loops only
|
||||
.zpvar temp2 .word ; same as above
|
||||
.zpvar modify .word ; origially used to replace self-modyfying code
|
||||
.zpvar tempXROLLER .word ; same as above for XROLLER routine (used also in result display routine)
|
||||
.zpvar xtempDRAW .word ; same as above for XDRAW routine
|
||||
.zpvar ytempDRAW .word ; same as above for XDRAW routine
|
||||
.zpvar tempor2 .word
|
||||
.zpvar CreditsVScrol .byte
|
||||
;--------------temps used in circle routine
|
||||
.zpvar xi .word ; X (word) in draw routine
|
||||
.zpvar fx .byte
|
||||
.zpvar yi .word ; Y (word) in draw routine
|
||||
.zpvar fy .byte
|
||||
.zpvar xk .word
|
||||
.zpvar fs .byte
|
||||
.zpvar yc .byte ; ycircle - temporary for circle
|
||||
.zpvar dx .word
|
||||
.zpvar dy .word
|
||||
.zpvar dd .word
|
||||
.zpvar di .word
|
||||
.zpvar dp .word
|
||||
;----------------------------
|
||||
.zpvar UnderTank1 .byte
|
||||
.zpvar UnderTank2 .byte
|
||||
;----------------------------
|
||||
.zpvar TestFlightFlag .byte ; For AI test flights ($ff - test, $00 - standard shoot flight)
|
||||
.zpvar weaponPointer .word
|
||||
.zpvar dliCounter .byte
|
||||
.zpvar pressTimer .byte
|
||||
.zpvar NTSCcounter .byte
|
||||
.zpvar sfx_effect .byte
|
||||
.zpvar RMT_blocked .byte
|
||||
.zpvar ScrollFlag .byte
|
||||
.zpvar SkStatSimulator .byte
|
||||
.zpvar FloatingAlt .byte ; floating tank altitude
|
||||
.zpvar OverTankDir .byte ; (0 go right, $ff go left) direction of bypassing tanks on screen
|
||||
|
||||
; --------------OPTIMIZATION VARIABLES--------------
|
||||
.zpvar Force .word
|
||||
.zpvar Force_ .byte ; Force is 3 bytes long
|
||||
.zpvar Angle .byte
|
||||
.zpvar Parachute .byte ; are you insured with parachute?
|
||||
.zpvar color .byte
|
||||
.zpvar Erase .byte ; if 1 only mask of the character is printed
|
||||
; on the graphics screen. if 0 character is printed normally
|
||||
.zpvar radius .byte
|
||||
.zpvar decimal .word
|
||||
.zpvar NumberOfPlayers .byte ; current number of players (counted from 1)
|
||||
.zpvar Counter .byte ; temporary Counter for outside loops
|
||||
.zpvar ExplosionRadius .byte
|
||||
.zpvar FunkyBombCounter .byte
|
||||
.zpvar ResultY .byte
|
||||
.zpvar xcircle .word
|
||||
.zpvar ycircle .word
|
||||
.zpvar vy .word
|
||||
.zpvar vy_ .word ; 4 bytes
|
||||
.zpvar vx .word
|
||||
.zpvar vx_ .word ; 4 bytes
|
||||
.zpvar HitFlag .byte ; $ff when missile hit ground, $00 when no hit,
|
||||
; $01-$06 tank index+1 when hit tank
|
||||
.zpvar PositionOnTheList .byte ; pointer position on the list being displayed
|
||||
.zpvar FirstKeypressDelay .byte
|
||||
.zpvar IsEndOfTheFallFlag .byte ;for small speedup ground falling
|
||||
.zpvar TankSequencePointer .byte
|
||||
.zpvar WindChangeInRound .byte ; wind change after each turn (not round only) flag
|
||||
; (0 - round only, >0 - each turn)
|
||||
.zpvar RandomMountains .byte ; mountains type change after each turn flag
|
||||
; (0 - round only, >0 - each turn)
|
||||
.zpvar FastSoilDown .byte ; 0 - standard, >0 - fast
|
||||
.zpvar BlackHole .byte ; 0 - no, >0 - yes
|
||||
.zpvar XHit .word
|
||||
.zpvar delta .word
|
||||
.zpvar HowMuchToFall .byte
|
||||
.zpvar magic .word ; worst var name in the whole business
|
||||
.zpvar xtraj .word
|
||||
.zpvar xtraj_ .byte ; 3 bytes
|
||||
.zpvar ytraj .word
|
||||
.zpvar ytraj_ .byte ; 3 bytes
|
||||
.zpvar Wind .word
|
||||
.zpvar Wind_ .word ; 4 bytes
|
||||
.zpvar RangeLeft .word
|
||||
.zpvar RangeRight .word
|
||||
.zpvar NewAngle .byte
|
||||
.zpvar escFlag .byte ; 7 bit - Exit game,
|
||||
; 6 bit - Exit to GameOver (cleared - exit to Menu), 0 - nothing
|
||||
.zpvar LineYdraw .byte
|
||||
.zpvar LineXdraw .word
|
||||
.zpvar plot4x4color .byte ; $00 / $ff
|
||||
.zpvar Multiplier .word
|
||||
.zpvar Multiplier_ .byte ; 3 bytes
|
||||
.zpvar HowToDraw .byte
|
||||
.zpvar DrawDirFactor .byte
|
||||
.zpvar gravity .byte
|
||||
.zpvar LineLength .word
|
||||
.zpvar tracerflag .byte
|
||||
.zpvar isInventory .byte
|
||||
.zpvar DifficultyLevel .byte
|
||||
.zpvar goleft .byte
|
||||
.zpvar OffsetDL1 .byte
|
||||
.zpvar L1 .byte
|
||||
HotNapalmFlag = FunkyBombCounter ; variable reuse!
|
||||
displayposition = modify
|
||||
LineAddress4x4 = xcircle
|
||||
;* RMT ZeroPage addresses in artwork/sfx/scorch_str9-NTSC.rmt
|
||||
|
||||
DISPLAY = $1000
|
||||
SCREENHEIGHT = 256
|
||||
screenwidth = 32
|
||||
;-----------------------------------------------
|
||||
; libraries
|
||||
;-----------------------------------------------
|
||||
.IF TARGET = 800
|
||||
icl 'Atari/lib/ATARISYS.ASM'
|
||||
icl 'Atari/lib/MACRO.ASM'
|
||||
.ELIF TARGET = 5200
|
||||
OPT h-f+ ; no headers, single block --> cart bin file
|
||||
icl 'Atari/lib/5200SYS.ASM'
|
||||
icl 'Atari/lib/5200MACRO.ASM'
|
||||
.enum @kbcode
|
||||
_space = $00
|
||||
_Y = $01
|
||||
_up = $02
|
||||
_O = $03
|
||||
_left = $04
|
||||
_tab = $05
|
||||
_right = $06
|
||||
_A = $07
|
||||
_down = $08
|
||||
_I = $09
|
||||
_esc = $0a
|
||||
_help = $0b ; Visual Debug in 5200
|
||||
_del = $fc ; $0c ;not used in 5200
|
||||
_M = $0d
|
||||
_S = $0e
|
||||
_atari = $fd ; not used in 5200
|
||||
_ret = $0c ; fire in 5200
|
||||
_none = $0f
|
||||
.ende
|
||||
.ENDIF
|
||||
|
||||
;-----------------------------------------------
|
||||
; variable declarations in RAM (no code)
|
||||
;-----------------------------------------------
|
||||
ORG $3000
|
||||
; These tebles are at the beginning of memory pages becouse ....
|
||||
bittable1_long
|
||||
.ds $100
|
||||
bittable2_long
|
||||
.ds $100
|
||||
linetableL
|
||||
.ds (screenHeight)
|
||||
linetableH
|
||||
.ds (screenHeight)
|
||||
|
||||
|
||||
; loading address
|
||||
ORG $4000
|
||||
|
||||
;--------------------------------------------------
|
||||
; Game Code
|
||||
;--------------------------------------------------
|
||||
FirstSTART
|
||||
.IF TARGET = 5200
|
||||
; start in 5200 diagnostic mode
|
||||
; move original startup procedure to RAM
|
||||
|
||||
Modified5200Splash = $2100 ; apparently there is some free space here
|
||||
; check kernel version
|
||||
Atari5200KernelByte = $fff8
|
||||
; $32 - 4 joy
|
||||
; $00 - 2 joy
|
||||
; $ff - Altirra kernel
|
||||
|
||||
lda Atari5200KernelByte
|
||||
beq rom2joy
|
||||
cmp #$32
|
||||
beq rom4joy
|
||||
altirra_kernel
|
||||
mwa #Modified5200Splash+$8a modify
|
||||
bne @+ ; JMP
|
||||
|
||||
rom4joy
|
||||
mwa #Modified5200Splash+$16b modify
|
||||
bne @+ ; JMP
|
||||
|
||||
rom2joy
|
||||
mwa #Modified5200Splash+$181 modify
|
||||
@
|
||||
mwa $fffc temp ; startup proc address
|
||||
mwa #Modified5200Splash temp2
|
||||
jsr CopyFromROM
|
||||
; modify the end of the splash procedure
|
||||
lda #$60 ; rts
|
||||
sta (temp2),y
|
||||
|
||||
jsr Modified5200Splash+$0f ; after the diag cart detection
|
||||
; modify the text
|
||||
splash_text = $3c80 ; '.scorch.supersystem.copyright.19xx.atari'
|
||||
splash_year = splash_text + $1e
|
||||
splash_copyright = splash_text + $14
|
||||
ldy #19 ; 20 characters
|
||||
@ lda NewSplashText,y
|
||||
sta splash_copyright,y
|
||||
dey
|
||||
bpl @-
|
||||
|
||||
; splash screen delay. maybe add fire to speed up?
|
||||
@ cpx RTCLOK+1
|
||||
bne @-
|
||||
no5200splash
|
||||
.ENDIF
|
||||
StartAfterSplash
|
||||
|
||||
; generate linetables
|
||||
jsr GenerateLineTable
|
||||
|
||||
.IF TARGET = 800
|
||||
; pokeys init
|
||||
lda #3 ; stereo (pseudo)
|
||||
sta POKEY+$0f ; stereo
|
||||
sta POKEY+$1f ; stereo
|
||||
.ELIF TARGET = 5200
|
||||
mva #$7f SkStatSimulator
|
||||
.ENDIF
|
||||
|
||||
|
||||
.IF TARGET = 5200
|
||||
mva #$0f STICK0
|
||||
mva #$04 CONSOL5200 ; Speaker off, Pots enabled, port #1 selected
|
||||
mwa #kb_continue VKEYCNT ; Keyboard handler
|
||||
.ENDIF
|
||||
VMAIN VBLinterrupt,7 ; jsr SetVBL
|
||||
|
||||
mva #2 chactl ; necessary for 5200
|
||||
|
||||
mwa #dl dlptrs ; issue #72 (glitches when switches)
|
||||
mva #@dmactl(narrow|dma) dmactls
|
||||
|
||||
@
|
||||
mva random xdraw
|
||||
|
||||
;mva random ydraw
|
||||
lda random
|
||||
;and #%00111111
|
||||
sta ydraw
|
||||
|
||||
; let's calculate coordinates from xdraw and ydraw
|
||||
|
||||
;xbyte = xbyte/8
|
||||
lda xdraw
|
||||
:3 lsr
|
||||
sta xbyte
|
||||
;---
|
||||
ldx ydraw
|
||||
ldy linetableL,x
|
||||
lda linetableH,x
|
||||
sta xbyte+1
|
||||
|
||||
ldx xdraw ; optimization (256 bytes long bittable)
|
||||
|
||||
lda (xbyte),y
|
||||
ora bittable1_long,x
|
||||
sta (xbyte),y
|
||||
|
||||
|
||||
jmp @-
|
||||
|
||||
dl
|
||||
.byte SKIP8, SKIP8, SKIP8
|
||||
.byte LMS|MODEF
|
||||
.word DISPLAY
|
||||
:127 .byte MODEF
|
||||
.byte JVB
|
||||
.word dl
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc GenerateLineTable
|
||||
|
||||
mwa #display temp
|
||||
mwa #linetableL temp2
|
||||
mwa #linetableH modify
|
||||
ldy #0
|
||||
@ lda temp
|
||||
sta (temp2),y
|
||||
lda temp+1
|
||||
sta (modify),y
|
||||
adw temp #screenwidth
|
||||
iny
|
||||
cpy #0 ;#screenheight+1
|
||||
bne @-
|
||||
; and bittables for fastest plot and point (thanks @jhusak)
|
||||
ldy #0
|
||||
lda #$40
|
||||
@ asl
|
||||
adc #0
|
||||
sta bittable1_long,y
|
||||
tax
|
||||
eor #%11111111
|
||||
sta bittable2_long,y
|
||||
txa
|
||||
dey
|
||||
bne @-
|
||||
endof
|
||||
rts
|
||||
.endp
|
||||
; -----------------------------------------
|
||||
.proc plot ;plot (xdraw, ydraw, color)
|
||||
; color == 1 --> put pixel
|
||||
; color == 0 --> erase pixel
|
||||
; xdraw (word) - X coordinate
|
||||
; ydraw (word) - Y coordinate
|
||||
; this is one of the most important routines in the whole
|
||||
; game. If you are going to speed up the game, start with
|
||||
; plot - it is used by every single effect starting from explosions
|
||||
; through line drawing and small text output!!!
|
||||
;
|
||||
; Optimized by 0xF (Fox) THXXXX!!!
|
||||
|
||||
; -----------------------------------------
|
||||
MakePlot
|
||||
; let's calculate coordinates from xdraw and ydraw
|
||||
|
||||
;xbyte = xbyte/8
|
||||
lda xdraw
|
||||
:3 lsr
|
||||
sta xbyte
|
||||
;---
|
||||
ldx ydraw
|
||||
ldy linetableL,x
|
||||
lda linetableH,x
|
||||
sta xbyte+1
|
||||
|
||||
ldx xdraw ; optimization (256 bytes long bittable)
|
||||
|
||||
lda (xbyte),y
|
||||
ora bittable1_long,x
|
||||
sta (xbyte),y
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
MakeDarkScreen
|
||||
;--------------------------------------------------
|
||||
mva #0 dmactls ; dark screen
|
||||
; and wait one frame :)
|
||||
;--------------------------------------------------
|
||||
.proc WaitOneFrame
|
||||
;--------------------------------------------------
|
||||
jsr CheckStartKey ; START KEY
|
||||
seq:wait ; or waitRTC ?
|
||||
rts
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc PauseYFrames
|
||||
; Y - number of frames to wait (divided by 2)
|
||||
; pauses for maximally 510 frames (255 * 2)
|
||||
;--------------------------------------------------
|
||||
@ jsr WaitOneFrame
|
||||
jsr WaitOneFrame
|
||||
dey
|
||||
bne @-
|
||||
rts
|
||||
.endp
|
||||
|
||||
;-------------------------------------------------
|
||||
.proc CopyFromROM
|
||||
;-------------------------------------------------
|
||||
;copy from CART to RAM
|
||||
; trashes: Y
|
||||
; temp: source
|
||||
; temp2: destination
|
||||
; modify: destination-end
|
||||
;usage:
|
||||
; mwa #DisplayCopyRom temp
|
||||
; mwa #display temp2
|
||||
; mwa #DisplayCopyEnd+1 modify
|
||||
; jsr CopyFromROM
|
||||
|
||||
ldy #0
|
||||
@ lda (temp),y
|
||||
sta (temp2),y
|
||||
inw temp
|
||||
inw temp2
|
||||
cpw temp2 modify
|
||||
bne @-
|
||||
rts
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc VBLinterrupt
|
||||
mva #0 dliCounter
|
||||
mva #$02 DliColorBack
|
||||
|
||||
lda PAL
|
||||
and #%00001110
|
||||
beq itsPAL
|
||||
;it is NTSC here
|
||||
dec NTSCcounter
|
||||
bne itsPAL
|
||||
mva #6 NTSCcounter
|
||||
bne SkippedIfNTSC ; skip doing VBL things each 6 frames in Amerika, Amerika
|
||||
; We're all living in Amerika, Coca Cola, Wonderbra
|
||||
|
||||
itsPAL
|
||||
; pressTimer is trigger tick counter. always 50 ticks / s
|
||||
bit:smi:inc pressTimer ; timer halted if >127. max time measured 2.5 s
|
||||
|
||||
SkippedIfNTSC
|
||||
|
||||
.IF TARGET = 800
|
||||
; support for joysticks :)
|
||||
ldx JoystickNumber
|
||||
lda STICK0,x
|
||||
sta STICK0
|
||||
lda STRIG0,x
|
||||
sta STRIG0
|
||||
; and PADDLES (2 and 3 joystick button)
|
||||
txa
|
||||
asl
|
||||
tax
|
||||
lda PADDL0,x
|
||||
sta PADDL0
|
||||
jmp XITVBV
|
||||
.ELIF TARGET = 5200
|
||||
lda SkStatSimulator
|
||||
smi:inc SkStatSimulator
|
||||
|
||||
lda JoystickNumber ; select port
|
||||
ora #%00000100 ; Speaker off, Pots enabled
|
||||
sta CONSOL5200
|
||||
|
||||
center = 114 ;Read analog stick and make it look like a digital stick
|
||||
threshold = 60
|
||||
|
||||
lda JoystickNumber
|
||||
asl
|
||||
tax
|
||||
lda paddl0,x ;Read POT0 value (horizontal position)
|
||||
cmp #center+threshold ;Compare with right threshold
|
||||
rol stick0 ;Feed carry into digital stick value
|
||||
cmp #center-threshold ;Compare with left threshold
|
||||
rol stick0 ;Feed carry into digital stick value
|
||||
|
||||
lda paddl1,x ;Read POT1 value (vertical position)
|
||||
cmp #center+threshold ;Compare with down threshold
|
||||
rol stick0 ;Feed carry into digital stick value
|
||||
cmp #center-threshold ;Compare with down threshold
|
||||
rol stick0 ;Feed carry into digital stick value
|
||||
|
||||
lda stick0 ;0 indicates a press so the right/down values need to be inverted
|
||||
eor #2+8
|
||||
and #$0f
|
||||
sta stick0
|
||||
|
||||
ldx JoystickNumber
|
||||
; check shift key (5200 second fire button)
|
||||
lda SKSTAT
|
||||
:3 lsr ; third bit
|
||||
and trig0,x ; and first button
|
||||
;lda trig0,x
|
||||
sta strig0 ;Move hardware to shadow
|
||||
|
||||
mva chbas chbase
|
||||
|
||||
lda skstat ;Reset consol key shadow is no key is pressed anymore
|
||||
and #4
|
||||
beq @+
|
||||
mva #consol_reset consol
|
||||
mva #@kbcode._none kbcode
|
||||
@
|
||||
exit
|
||||
pla
|
||||
tay
|
||||
pla
|
||||
tax
|
||||
pla
|
||||
rti
|
||||
.ENDIF
|
||||
.endp
|
||||
.IF TARGET = 5200
|
||||
.proc kb_continue
|
||||
cmp #$0c ; START key on 5200 keypad
|
||||
beq StartPressed
|
||||
sta kbcode ;Store key code in shadow.
|
||||
mva #0 SkStatSimulator
|
||||
beq VBLinterrupt.exit
|
||||
StartPressed
|
||||
mvx #%00000110 CONSOL ; virtual CONSOL Start key pressed
|
||||
bne VBLinterrupt.exit
|
||||
.endp
|
||||
.ENDIF
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc CheckStartKey
|
||||
;--------------------------------------------------
|
||||
lda CONSOL ; turbo mode
|
||||
and #%00000001 ; START KEY
|
||||
rts
|
||||
.endp
|
||||
;-------------------------------------------------
|
||||
.ECHO "Bytes on top left: ",$bfe8-* ; ROM_SETTINGS-*
|
||||
.IF TARGET = 800
|
||||
run FirstSTART
|
||||
.ELIF TARGET = 5200
|
||||
.IF * > ROM_SETTINGS-1
|
||||
.ERROR 'Code too long to fit in 5200'
|
||||
.ENDIF
|
||||
org ROM_SETTINGS ; 5200 ROM settings address $bfe8
|
||||
; "01234567890123456789"
|
||||
.byte " pokey random test " ; 20 characters title
|
||||
.byte " ", $ff ; $BFFD == $ff means diagnostic cart, no splash screen
|
||||
.word FirstSTART
|
||||
.ENDIF
|
||||
Binary file not shown.
@@ -1,3 +1,4 @@
|
||||
|
||||
# Scorch - Atari 8-bit Scorched Earth clone source code
|
||||
---------------------------------------------------
|
||||
|
||||
@@ -5,7 +6,7 @@ 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)
|
||||
|
||||
@@ -35,19 +36,38 @@ Compilation: (requires mads newer than 2023-09-13)
|
||||
- `mads scorch.asm -o:scorch.bin -d:TARGET=5200` for Atari 5200 version
|
||||
- `mads scorchC64.asm -o:scorchC64.prg` for C64 version (WIP, not playable yet)
|
||||
|
||||
Update of the official Atari 8-bit cartridge from Mq:
|
||||
- turn off the computer, insert Scorch cartridge
|
||||
- turn the computer while pressing OPTION key. The cart will pass control to the boot process.
|
||||
- boot `scorch_fl.atr` from e.g. SIO2SD, SIO2PC or a large floppy
|
||||
- do what the flasher application says on the screen.
|
||||
- do not despair if something goes wrong, just reboot, the reinsert cart, etc.
|
||||
|
||||
WARNING | ADVERTENCIA |警告 | AVERTISSEMENT | चेतावनी | WARNUNG | ПРЕДУПРЕЖДЕНИЕ | UWAGA | POZOR
|
||||
|
||||
This is not an official cart manufacturer's (Mq) flasher, it is a collective and separate community effort. Be responsible, don't drink and flash your car(t). Better yet, do not flash it at all. In fact, to preserve the historical value of the artifact we strongly discourage from opening the game box and inserting the cartridge anywhere, especially into unauthorized orifices.
|
||||
|
||||
|
||||
Game source code is split into 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. :)
|
||||
@@ -58,39 +78,112 @@ With the advent of [fujinet](https://fujinet.online/) we are thinking about maki
|
||||
|
||||
## Changelog:
|
||||
|
||||
###### Version 1.56
|
||||
2026-01-05
|
||||
|
||||
* A/B-Team designation letter added in front of the player number in the Difficulty level selection screen.
|
||||
|
||||
|
||||
###### Version 1.55
|
||||
2026-01-02
|
||||
|
||||
* A team play option has been added. by @Pecusx in #174
|
||||
|
||||
If the cursor indicates the number of players and 4 or 6 players are selected, pressing TAB activates team play. This is indicated by the letter "t" next to the word "Players". Team play is limited to 4 or 6 players and a maximum of 20 rounds. Players with odd numbers are assigned to the A-Team, and players with even numbers are assigned to the B-Team.
|
||||
|
||||
Who knows? When we free up more memory, a more straightforward user interface has a chance. Maybe :)
|
||||
|
||||
For now, get your buddies and play in a completely new way against them loosers :)
|
||||
|
||||
|
||||
|
||||
###### Version 1.52
|
||||
2025-01-20
|
||||
|
||||
Fixes for extremely rare bugs.
|
||||
|
||||
1. Better keyboard handling (thanks Gorgh).
|
||||
|
||||
2. Very rare interrupts problem fixed.
|
||||
|
||||
|
||||
###### Version 1.51
|
||||
2025-01-15
|
||||
|
||||
We are done.
|
||||
|
||||
1. VU meters do not activate when the music is turned off. (Previously, after a set time, the tanks would rotate their turrets to position 0, and nothing would happen because there was no music. Now, they don’t even rotate at all.)
|
||||
|
||||
2. A slightly faster and significantly shorter circle-drawing procedure (the circles are a tiny bit less pretty 🙂).
|
||||
|
||||
3. Plasma Blast! (only as one of the tank destruction visual effects).
|
||||
|
||||
|
||||
###### Version 1.50
|
||||
2024-03-15
|
||||
|
||||
Atari 8-bit cart flasher and bug fixes!
|
||||
|
||||
@RB5200 provided us with a very good bug report so the new version was inevitable. Additionally, we have used [cart flasher](https://github.com/jhusak/jataricart/tree/master/various_flashers/1MBscorch) from @jhusak to prepare the .atr with flasher.
|
||||
|
||||
Fixes and changes:
|
||||
- Napalm and Hot Napalm animations were not playing.
|
||||
- Wind of force 0 and left direction was wrapping arithmetic and caused very strong left shoots.
|
||||
- Now 0 force wind has got no direction (no negative zeroes anymore!)
|
||||
- CTRL+Tab was nonfunctional for some time; returned
|
||||
- Much nicer easter egg visualization.
|
||||
|
||||
|
||||
###### Version 1.48
|
||||
2024-03-11
|
||||
|
||||
New cart image, bugfixes, and easter eggs.
|
||||
|
||||
In preparation for the festive season we have squeezed the code a bit more, fixed some buggies, and added an easter egg or two :)
|
||||
|
||||
Most important changes:
|
||||
- Cyborgs prefer attacking human players again! Due to unforeseen circumstances, Cyborgs were a bit shy and not as vicious as planned. Fixed.
|
||||
- A new weapon "Propaganda". In the spirit of a ["Phoney War"](https://en.wikipedia.org/wiki/Phoney_War) instead of dropping bombs we drop a bunch of leaflets. This will show them!
|
||||
- Robotanks were making suboptimal purchase decisions. Fixed.
|
||||
- Updated binary manuals.
|
||||
- ... _redacted_
|
||||
- ... _redacted for egg season_
|
||||
- A new physical cart image - you can update carts and have even more fun now!
|
||||
|
||||
|
||||
###### Version 1.43
|
||||
2023-12-07
|
||||
|
||||
Physical release version.
|
||||
We are extremely pleased to inform you that our humble game was released on a physical media by [Mq](mailto:mq666xx@gmail.com) (Atari 8-bit version) and 5200 [atariage.com](https://atariage.com).
|
||||
We are extremely pleased to inform you that our humble game was released on physical media by [Mq](mailto:mq666xx@gmail.com) (Atari 8-bit version) and 5200 [atariage.com](https://atariage.com/store/index.php?l=product_detail&p=1305).
|
||||
|
||||

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

|
||||
|
||||
- Second fire in Joy 2B+ standard fully supported. Different joystick types can be used simultaneously.
|
||||
- New option - random mountain heights for each round! Press TAB when in "Mountain" section of the main menu, indicated by "?".
|
||||
- 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 main menu display.
|
||||
- "Stomp" weapon radius depents on Force.
|
||||
- Super fast dirt fall with SFX, available by pressing [START] or in menu.
|
||||
- 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 status bar, multiple fixes. additional and faster updates.
|
||||
- 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.
|
||||
@@ -99,8 +192,8 @@ The most important changes:
|
||||
- Better "Laser" visualization in Lazy Darwin.
|
||||
- Cart startup menu with a hidden easter egg.
|
||||
- Turbo mode added to 5200 version (press and hold [START] key for a speed up).
|
||||
- "Visual debug" mode available in 5200 as well (long press of [#] toggles this mode).
|
||||
- AI searches for a weakest link much faster now.
|
||||
- "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.
|
||||
@@ -110,17 +203,17 @@ The most important changes:
|
||||
###### 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.
|
||||
|
||||
|
||||
@@ -141,7 +234,7 @@ Our developers have also painstakingly refined the game's performance with a ple
|
||||
|
||||
Last but certainly not least, our mountain drawing optimization shall elevate the visual experience to new heights, ensuring an immersive and enjoyable experience for all.
|
||||
|
||||
We hope that these improvements shall enhance your gaming experience, and we eagerly anticipate your feedback.
|
||||
We hope that these improvements will enhance your gaming experience, and we eagerly anticipate your feedback.
|
||||
|
||||
Yours sincerely,
|
||||
|
||||
@@ -156,9 +249,9 @@ Please note you can still press [Tab] or [5] in the main menu and revert to the
|
||||
Other changes:
|
||||
- nicer Lazy targeting and "visual Debug" for Lazy Boys
|
||||
- extreme memory optimizations to fit 2 new texts from @RB5200 based on "Sandford and Son"
|
||||
- fix for [G] key bug when turn wind changes were selected
|
||||
- fix for [G] key bug, when turn wind changes, were selected
|
||||
- fix for Lazy Boys deactivation bug
|
||||
- PAL mode now has got the full-color table, so it is possible to adjust colors better
|
||||
- PAL mode now has the full-color table, so it is possible to adjust colors better
|
||||
- the x-position of tanks was always adjusted to even X values, this is no more, which saves some hassle and unnecessary tank shakes left and right. As tanks are painted with sprites of a lower resolution, a rare artifact might appear here and there.
|
||||
- improved tank shapes
|
||||
|
||||
@@ -168,7 +261,7 @@ Other changes:
|
||||
Early morning edition. It is 5:11 am and I am writing this instead of dreaming of electric sheep.
|
||||
For the last 6 weeks, the versions we released had an awful bug - the conversations of tanks were completely invisible. Thanks for pointing this out, RB5200.
|
||||
- tanks talk to each other again
|
||||
- better stochastic non-blocking wait one frame
|
||||
- better stochastic non-blocking wait for one frame
|
||||
- rare distance measurement bug fixed (rarely a tank survived a direct hit)
|
||||
- 5200: second fire (by RB5200)
|
||||
- "visual debug" mode in A800 version, triggered by pressing [CTRL]+[HELP]. It displays distances measured, laser aiming, and aiming technique. It leaves a mess on the screen, but it does not impair the game, just makes it a bit harder.
|
||||
@@ -200,7 +293,7 @@ Also a small gradient optimization.
|
||||
Christmas colors edition! Can you carve a quarter of a page of memory from two decades old code? Sure @Pecusx can! So finally we have the most requested feature - C0L0RS on the game screen, adjusted with Adam's help.
|
||||
Press [TAB] twice in the main menu to switch to a screen with colors.
|
||||
Other (dubious) improvements:
|
||||
- New Lazy Darwin, it is spectacular, check it out!!!
|
||||
- The new Lazy Darwin, it is spectacular, check it out!!!
|
||||
- Smoke Tracer does not smoke when targeting with Lazy Darwin
|
||||
- Lazy Boy works well with joystick
|
||||
- Another fix for self-destructing tanks shooting low angles (0-4 degrees)
|
||||
@@ -241,7 +334,7 @@ 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
|
||||
@@ -251,7 +344,7 @@ 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.
|
||||
@@ -262,7 +355,7 @@ 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 ;)
|
||||
|
||||
|
||||
@@ -274,7 +367,7 @@ 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!
|
||||
@@ -293,7 +386,7 @@ 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
|
||||
@@ -312,7 +405,7 @@ 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:
|
||||
@@ -335,7 +428,7 @@ 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.
|
||||
@@ -348,7 +441,7 @@ 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!
|
||||
@@ -374,7 +467,7 @@ 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.
|
||||
@@ -385,13 +478,13 @@ 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
|
||||
@@ -409,7 +502,7 @@ 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!
|
||||
@@ -429,37 +522,37 @@ WHAT DOES THE FOX SAY?
|
||||
Fox (x0f, @pfusik) says plots and points can be optimized by 18 clock cycles each and thanks to his 6502 wizardry the game is noticeably nicer. Thank you!
|
||||
Other changes:
|
||||
- https://github.com/pkali/scorch_src/issues/99, https://github.com/pkali/scorch_src/issues/98 - tank number 6 has got a color now! No one is monochrome now!
|
||||
- https://github.com/pkali/scorch_src/issues/110 much improved laser - previously it was almost useless, now it looks and works much better
|
||||
- https://github.com/pkali/scorch_src/issues/110 much-improved laser - previously it was almost useless, now it looks and works much better
|
||||
- fixed an interesting roller bug
|
||||
- Auto Defense angle fix
|
||||
- multiple improvements in AI routines, preparation for the final opponents.
|
||||
- multiple improvements in AI routines, and preparation for the final opponents.
|
||||
|
||||
###### Build 147
|
||||
2022-07-10
|
||||
LOST build. We were watching [LOST party](https://www.lostparty.pl/2022/) streams so maybe a little less done, but still some nice improvements.
|
||||
- new weapons by @Pecusx - Napalm and Hot Napalm. Fire penetrates all shields, so beware!
|
||||
- status bar showing outdated info on the beginning of the round fix
|
||||
- various small optimizations incl. memory usage, soildown, weapon ranges
|
||||
- status bar showing outdated info at the beginning of the round fix
|
||||
- various small optimizations of memory usage, soildown, weapon ranges, and others
|
||||
- improved shapes of Heavy and Force Shields
|
||||
|
||||
Issues closed:
|
||||
- revert to the old but slightly improved version of showing angles (#105)
|
||||
- zero page loading eliminated (#106)
|
||||
- active player name appear over his tank when aiming (#107)
|
||||
- active player name appears over his tank when aiming (#107)
|
||||
- configurable mountain heights (The Netherlands, Belgium, Czechia, Switzerland, Nepal) (#86)
|
||||
- angle speeds up when joystick / keyboard are pressed (#75)
|
||||
- angle speeds up when joystick/keyboard are pressed (#75)
|
||||
|
||||
###### Build 146
|
||||
2022-07-03
|
||||
Super heavy rewrite build.
|
||||
Not much changed visually since the last build, but really large parts of the code were rewritten, optimized and improved. A fresh swath of buggies certainly introduced, too.
|
||||
Not much changed visually since the last build, but really large parts of the code were rewritten, optimized and improved. A fresh swath of buggies was certainly introduced, too.
|
||||
- completely new tank falling routine by @Pecusx - over 300 bytes saved, complexity reduced, more just energy deduction when falling.
|
||||
- silly angle system rewritten to a proper, primary school angling. BTW - I had to dig into 8th grade trig to make it work. About 200 bytes saved, complexity reduced. Next build will have improved angle speed UI. I will also allow for an easier improvement of tank visuals.
|
||||
- Weapon price and quantity balance - this is our honest attempt to make game more fun. We'll accept any critique and improvement proposals.
|
||||
- The silly angle system was rewritten to a proper, primary school angling. BTW - I had to dig into 8th grade trig to make it work. About 200 bytes were saved, and complexity reduced. The next build will have an improved angle speed UI. I will also allow for an easier improvement of tank visuals.
|
||||
- Weapon price and quantity balance - this is our honest attempt to make the game more fun. We'll accept any critique and improvement proposals.
|
||||
- New AI opponent - Tosser! Not much better than Poolshark, but still beats sharks most of the time.
|
||||
- AI opponents can purchase defensive weapons which make playing against AI somewhat more challenging.
|
||||
- AI opponents can purchase defensive weapons which makes playing against AI somewhat more challenging.
|
||||
- Improved Laser. It is still not ideal, but better. Still hard to aim :]
|
||||
- Few small parachute-related bugs fixed
|
||||
- A few small parachute-related bugs fixed
|
||||
- Death's Head bug fix
|
||||
|
||||
Issues closed:
|
||||
@@ -468,7 +561,7 @@ Issues closed:
|
||||
|
||||
###### Build 145
|
||||
2022-06-26
|
||||
Possibly last round of weapon additions!
|
||||
Possibly the last round of weapon additions!
|
||||
|
||||
@Pecusx added
|
||||
- working White Flag -- it is a way to give up while not making opponents richer!
|
||||
@@ -476,7 +569,7 @@ Possibly last round of weapon additions!
|
||||
- Strong Parachute - like a normal parachute, but stronger (it has energy and can work more than once)
|
||||
- Nuclear Winter - a quick and efficient solution to global worming, err, warning, WARMING!
|
||||
|
||||
@mikerro added new SFX and in-game-tunes.
|
||||
@mikerro added new SFX and in-game tunes.
|
||||
- Pressing [S] turns on/off SFX (when aiming). Pressing [M] turns on/off in-game tunes.
|
||||
|
||||
Tickets closed:
|
||||
@@ -486,11 +579,11 @@ 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
|
||||
@@ -500,63 +593,63 @@ 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)
|
||||
@@ -566,9 +659,9 @@ Premature release due to a trip to Atlanta on weekend.
|
||||
###### Build 136
|
||||
2022-04-24
|
||||
This is a very important release because we had a chance to work a bit as an original team (Pecus and pirx). Let's cheer for Pecus for joining the task force again! Changes:
|
||||
- another sneaky memory corrupting bug found and fixed. The game seems to be as stable as an Ikea table! No bug number because it was super elusive.
|
||||
- another sneaky memory-corrupting bug was found and fixed. The game seems to be as stable as an Ikea table! No bug number because it was super elusive.
|
||||
- MIRV loops https://github.com/pkali/scorch_src/issues/6 - a very interesting one. It happened when MIRV killed tank exploded with LeapFrog or FunkyBomb.
|
||||
- Nicer font https://github.com/pkali/scorch_src/issues/37 - Thank you Adam for dugging up the font you made in 2008 :)
|
||||
- Nicer font https://github.com/pkali/scorch_src/issues/37 - Thank you Adam for digging up the font you made in 2008 :)
|
||||
- Explosions are 2 times faster and look equally good or maybe even a bit better. This was a drag because of the Death's Head
|
||||
- Memory map reorganized to extract some free RAM. Currentish map here: https://github.com/pkali/scorch_src/wiki
|
||||
- Adam shared an archive that preserved a couple of the old build comments! Added below.
|
||||
@@ -576,16 +669,16 @@ This is a very important release because we had a chance to work a bit as an ori
|
||||
###### Build 135
|
||||
2022-04-17
|
||||
Happy Easter! This is a "premature ejacu.." err... "premature optimization" build. I got into an optimization fewer and got the code messed up, having to revert to the base. One important ticket closed:
|
||||
- https://github.com/pkali/scorch_src/issues/35 Two morons shooting each other for more than 5 minutes. Added a new option "Seppuku". It causes one of the tanks ashamed with their inefficiency to detonate the weapon on itself. This was quite a difficult addition, requiring me to understand large swaths of the code, always a great challenge. Smoother gameplay with AIs guaranteed or money back.
|
||||
- https://github.com/pkali/scorch_src/issues/35 Two morons shooting each other for more than 5 minutes. Added a new option "Seppuku". It causes one of the tanks ashamed of its inefficiency to detonate the weapon on itself. This was quite a difficult addition, requiring me to understand large swaths of the code, always a great challenge. Smoother gameplay with AIs guaranteed or money back.
|
||||
Other small fixes:
|
||||
- https://github.com/pkali/scorch_src/issues/23 High flying MIRV leaves traces. Not anymore.
|
||||
- https://github.com/pkali/scorch_src/issues/12 Make soil fall down faster after soil eating weapons. Soil eating range is OK, it is the soil down routine that is slow (but visually attractive).
|
||||
- https://github.com/pkali/scorch_src/issues/23 High-flying MIRV leaves traces. Not anymore.
|
||||
- https://github.com/pkali/scorch_src/issues/12 Make soil fall down faster after soil-eating weapons. Soil eating range is OK, it is the soil-down routine that is slow (but visually attractive).
|
||||
|
||||
###### Build 134
|
||||
2022-04-10
|
||||
- https://github.com/pkali/scorch_src/issues/34 - plot pointer visible only when missile is out of the screen
|
||||
- https://github.com/pkali/scorch_src/issues/34 - plot pointer visible only when a missile is out of the screen
|
||||
- https://github.com/pkali/scorch_src/issues/33 - Poor AIs do not purchase non-working weapons
|
||||
- https://github.com/pkali/scorch_src/issues/32 - Basic is turned off right on the beginning of loading. Dracon reported problems with running the game in Altirra, this was the best idea I had about it. Maybe next will be removing LZSS routine by @dmsc from zero page
|
||||
- https://github.com/pkali/scorch_src/issues/32 - Basic is turned off right at the beginning of loading. Dracon reported problems with running the game in Altirra, this was the best idea I had about it. Maybe next will be removing LZSS routine by @dmsc from the zero page
|
||||
- https://github.com/pkali/scorch_src/issues/31 - STA WSYNC removed from missile flight delay
|
||||
- https://github.com/pkali/scorch_src/issues/30 - player level remembered between rounds, thx @KrzysRog
|
||||
- https://github.com/pkali/scorch_src/issues/5 - funkybomb smoke stays on the edges of the screen
|
||||
@@ -593,53 +686,53 @@ Other small fixes:
|
||||
###### Build 133
|
||||
2022-04-03
|
||||
- bug: https://github.com/pkali/scorch_src/issues/7 tank stands on a single pixel spike. `WhereToSlideTable` vastly improved.
|
||||
- enhancement: https://github.com/pkali/scorch_src/issues/15 Add player colors to purchase screen. Still room to improvement!
|
||||
- enhancement: https://github.com/pkali/scorch_src/issues/15 Add player colors to the purchase screen. Still room for improvement!
|
||||
- enhancement: https://github.com/pkali/scorch_src/issues/22 Redesign information panel (top 2 lines of the game screen). Now game might make some sense for a newcomer :)
|
||||
- change: https://github.com/pkali/scorch_src/issues/28 remove white lines around out-of-the-screen point tracker. Now it is visible and looks better!
|
||||
- enhancement: https://github.com/pkali/scorch_src/issues/25 Missiles are too fast. Thanks @bocianu and @mikerro for the hint. Speed of the shell is configurable now, 5 speeds available.
|
||||
- enhancement: https://github.com/pkali/scorch_src/issues/25 Missiles are too fast. Thanks @bocianu and @mikerro for the hint. The speed of the shell is configurable now, 5 speeds are available.
|
||||
- enhancement: https://github.com/pkali/scorch_src/issues/27 Remember game settings between games.
|
||||
- enhancement: https://github.com/pkali/scorch_src/issues/24 Remember player names between games. Thanks @bocianu
|
||||
|
||||
###### Build 132
|
||||
2022-03-27
|
||||
- fixed bug: https://github.com/pkali/scorch_src/issues/21 Wrong number of shells purchased
|
||||
- fixed bug: https://github.com/pkali/scorch_src/issues/19 Inventory not cleared on next match. When fixing in a general way (cleaning all variables on game restart) I encountered a very old and nasty bug that made the game running basically by pure chance.
|
||||
- fixed bug: https://github.com/pkali/scorch_src/issues/18 selecting players using fire sometimes selects more than one. Rewritten keyboard handling to prepare for enhancements like #17
|
||||
- fixed bug: https://github.com/pkali/scorch_src/issues/19 Inventory not cleared on next match. When fixing in a general way (cleaning all variables on game restart) I encountered a very old and nasty bug that made the game run basically by pure chance.
|
||||
- fixed bug: https://github.com/pkali/scorch_src/issues/18 Selecting players using fire sometimes selects more than one. Rewritten keyboard handling to prepare for enhancements like #17
|
||||
- tables of constants moved to a separate file, variables declared with .DS directive in preparation for memory map optimization.
|
||||
|
||||
###### Build 131
|
||||
2022-03-20
|
||||
- fixed bug: https://github.com/pkali/scorch_src/issues/4 It was really hard one, because I had to unspaghetti our own lousy code :]
|
||||
- fixed bug: https://github.com/pkali/scorch_src/issues/4 It was a really hard one because I had to unspaghetti our own lousy code :]
|
||||
- it is now impossible to purchase non-existing weapons.
|
||||
- numerous edits / optimizations during debugging process
|
||||
- numerous edits/optimizations during the debugging process
|
||||
- bug tracker moved to https://github.com/pkali/scorch_src/issues
|
||||
|
||||
###### Build 130
|
||||
2022-03-13
|
||||
- fixed bug: Decreasing of number of bullets after a shoot does not work correctly. It does look like it is fixed, although all I did was moving decreasing before shooting. Displaying number of bullets immediately after shoot.
|
||||
- fixed a very difficult bug - game was crashing from time to time, with corrupted code and/or screen. It was digger digging lower and lower, finally digging through the code. Right now the game is not crashing on me.
|
||||
- fixed bug: Decreasing of number of bullets after a shoot does not work correctly. It does look like it is fixed, although all I did was move decreasing before shooting. Displaying the number of bullets immediately after the shoot.
|
||||
- fixed a very difficult bug - the game was crashing from time to time, with corrupted code and/or screen. It was a digger digging lower and lower, finally digging through the code. Right now the game is not crashing on me.
|
||||
|
||||
###### Build 129
|
||||
2022-03-06
|
||||
- added tune by emkay, lzss player by dmsc
|
||||
- fixed bug "When result in points is >99 then only 2 first digits are displayed"
|
||||
- fixed bug "When the result in points is >99 then only 2 first digits are displayed"
|
||||
|
||||
###### Build 128
|
||||
2022-02-19
|
||||
- fixed a bug making it harder to select AI level, unfortunately now player names can not include hyphen
|
||||
- fixed a bug making it harder to select AI level, unfortunately now player names can not include hyphens
|
||||
- fixed numerous mistakes in handling bytes and words - possibly some of the crashes eliminated
|
||||
- adw addr #1 --> inw addr. 200 bytes shorter code (and maybe very slightly faster)
|
||||
|
||||
###### Build 127
|
||||
2022-02-14
|
||||
- option to select number of rounds in a game
|
||||
- option to select the number of rounds in a game
|
||||
- rudimentary game over message (in results screen)
|
||||
- game restarts
|
||||
|
||||
###### Build 126
|
||||
2022-01-30
|
||||
- fixed bug 006 (After some attacks the OffensiveText stays on the screen)
|
||||
- fixed bug 015 (Only first shoot of FunkyBomb is correct
|
||||
- fixed bug 015 (Only the first shoot of FunkyBomb is correct
|
||||
- fixed bug 016 (No falling soil after leapfrog)
|
||||
|
||||
##### Build 125
|
||||
@@ -650,28 +743,28 @@ Other small fixes:
|
||||
2013-12-21
|
||||
- removed large chunk of redundant 4x4 print code and table generation code,
|
||||
over 1kb gained.
|
||||
- plot and point routines speeded up by ~20 cycles :P (and shortened by few bytes as well)
|
||||
- fixed bug 011. High flying bullets sometimes cause brief screen garbage - like a DL damaged
|
||||
fixed by plotpointer (the top line) changed from HSCROLL based to regular $f line with plot
|
||||
- screen memory moved to low area ($1010), making the game start at $3010 and easier
|
||||
to be loaded. Other minor memory layout modifications.
|
||||
- plot and point routines speeded up by ~20 cycles :P (and shortened by a few bytes as well)
|
||||
- fixed bug 011. High-flying bullets sometimes cause brief screen garbage - like a DL damaged
|
||||
fixed by plot pointer (the top line) changed from HSCROLL based to regular $f line with plot
|
||||
- screen memory moved to a low area ($1010), making the game start at $3010 and easier
|
||||
to load. Other minor memory layout modifications.
|
||||
|
||||
##### Build 123
|
||||
2013-12-10
|
||||
- fixed bug 013: sometimes demo mode does not work (it stops on results display)
|
||||
- fixed bug 012: (newly introduced) Death explosions are offset right and possibly up.
|
||||
- prepared the game for various screen width. The only problem is memory layout.
|
||||
Basically it is impossible to make contiguous wide screen of more than 170 lines.
|
||||
Changing the screen to non-contiguous would require rewrite of all character
|
||||
- prepared the game for various screen widths. The only problem is the memory layout.
|
||||
Basically, it is impossible to make a contiguous wide screen of more than 170 lines.
|
||||
Changing the screen to non-contiguous would require a rewrite of all character
|
||||
manipulating routines.
|
||||
- fixed bug 014: FunkyBomb shoots with too high angle,
|
||||
- fixed bug 014: FunkyBomb shoots with too high an angle,
|
||||
funkyBomb angle changed from -8..+8 to -16..+16
|
||||
- speeded up explosions by drawing only odd circles. Not bad visually and 2x faster.
|
||||
|
||||
##### Build 122
|
||||
2013-11-17
|
||||
- tank expend 1 energy with each shoot to avoid endless shooting loops
|
||||
- small visual glitch with background colour fixed
|
||||
- tank expends 1 energy with each shoot to avoid endless shooting loops
|
||||
- small visual glitch with the background color fixed
|
||||
- death messages "defensive texts" in source do not stay on screen after some explosions
|
||||
|
||||
##### Build 121
|
||||
@@ -703,20 +796,20 @@ TO DO:
|
||||
|
||||
##### Build 114
|
||||
2003-08-22
|
||||
- Results after each round are displayed in the right
|
||||
- Results after each round are displayed on the right
|
||||
sequence, i.e. the best one is on the top
|
||||
- during second and following rounds shooting sequence
|
||||
- during the second and following rounds of shooting sequence
|
||||
is such that the worst tank shoots first
|
||||
|
||||
The above changes does not look terrific, but there was
|
||||
a lot of thinking to do it correctly. What is the most
|
||||
important the overall game feeling improved a lot!
|
||||
The above changes do not look terrific, but there was
|
||||
a lot of thinking to do it correctly. What is most
|
||||
important is the overall game feeling improved a lot!
|
||||
|
||||
program.s65
|
||||
- added routine SortSequence
|
||||
|
||||
textproc.s65
|
||||
- changed routine DisplayResults to show round results in correct order
|
||||
- changed routine DisplayResults to show round results in the correct order
|
||||
|
||||
##### Build 113
|
||||
2003-08-17
|
||||
@@ -728,7 +821,7 @@ Again you dear reader made us to do a significant improvement in Atari 8-bit Sco
|
||||
"Defensive" text i.e. text before death
|
||||
|
||||
program.s65
|
||||
- added routine MoveBarrelToNewPosition which rotates barrel of the tank until it sits at the right (newly randomized) angle
|
||||
- added routine MoveBarrelToNewPosition which rotates the barrel of the tank until it sits at the right (newly randomized) angle
|
||||
|
||||
textproc.s65
|
||||
- added routine PurchaseAI it is a framework for all AI purchases
|
||||
@@ -739,11 +832,11 @@ SHORTSYS.S65
|
||||
##### Build 112
|
||||
2003-08-15
|
||||
|
||||
First attempts to create a framework for intelligent
|
||||
The first attempts to create a framework for intelligent
|
||||
opponents (AI). Right now there is only one level
|
||||
of "intelligence" - Moron.
|
||||
|
||||
Moron shoots at random angle with random force.
|
||||
Moron shoots at random angles with random force.
|
||||
|
||||
program.s65
|
||||
- routine Round checks the Skill level and if it is not human branches to ArtificialIntelligence routine.
|
||||
@@ -764,7 +857,7 @@ TO DO:
|
||||
program.s65:
|
||||
- added sequential shooting (not necessarily tank no. 1 shoots first)
|
||||
- added routine "RandomizeSequence" that is called before each round
|
||||
- initial angle of the tank's barrel is randomized (was always 45 degrees right)
|
||||
- the initial angle of the tank's barrel is randomized (was always 45 degrees right)
|
||||
|
||||
variables.s65
|
||||
- added table "TankSequence"
|
||||
@@ -774,13 +867,14 @@ grafproc.s65
|
||||
|
||||
##### Build 110
|
||||
2003-07-21
|
||||
Previous release was a mistake. Build 110 is more or less playable, the "only" problem for now is such: in every round there is the same sequence of shooting (1st, 2nd, 3rd tank and so on). It should be like the weakest tank shoots first.
|
||||
The previous release was a mistake. Build 110 is more or less playable, the "only" problem for now is such: in every round, there is the same sequence of shooting (1st, 2nd, 3rd tank, and so on). It should be like the weakest tank shoots first.
|
||||
|
||||
##### Build 103
|
||||
2003-07-09
|
||||
For the first time Scorched Earth for Atari XL/XE (build 103) published.
|
||||
Together with Pecus we were working on this piece of code for four years and it does not look like it is accelerating so we decided to publish what we have. Last few weeks I was translating source code comments and labels to English to let other people work on this project with us. In other words Scorched Earth becomes an open source project :)
|
||||
For the first time, Scorched Earth for Atari XL/XE (build 103) was published.
|
||||
Together with Pecus we have been working on this piece of code for four years and it does not look like it is accelerating so we decided to publish what we have. Last few weeks I have been translating source code comments and labels to English to let other people work on this project with us. In other words, Scorched Earth becomes an open-source project :)
|
||||
Now it's your turn to help this idea happen!
|
||||
|
||||
...transmission error...former history missing...
|
||||
|
||||
|
||||
|
||||
@@ -246,6 +246,7 @@ LowBatteries
|
||||
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
|
||||
@@ -436,9 +437,12 @@ loop01
|
||||
beq skipThisPlayer
|
||||
lda eXistenZ,y
|
||||
beq skipThisPlayer
|
||||
lda BarrelLength,y
|
||||
cmp #LongBarrel ; if target has Long Schlong do not aim
|
||||
beq skipThisPlayer
|
||||
; moved to CheckTeamMember for optimization
|
||||
;lda BarrelLength,y
|
||||
;cmp #LongBarrel ; if target has Long Schlong do not aim
|
||||
;beq skipThisPlayer
|
||||
jsr CheckTeamMember
|
||||
bcc skipThisPlayer ; if the same Team
|
||||
lda skilltable,y
|
||||
beq ItIsHuman
|
||||
lda PreferHumansFlag
|
||||
@@ -449,6 +453,7 @@ ItIsHuman
|
||||
beq lowestIsEqual
|
||||
bcc lowestIsHigher
|
||||
; if lower
|
||||
bcs lowestIsLower
|
||||
lowestIsEqual
|
||||
; if equal then select random (of two tanks)
|
||||
bit RANDOM
|
||||
@@ -497,10 +502,12 @@ loop01
|
||||
beq skipThisPlayer
|
||||
lda eXistenZ,y
|
||||
beq skipThisPlayer
|
||||
lda BarrelLength,y
|
||||
cmp #LongBarrel ; if target has Long Schlong do not aim
|
||||
beq skipThisPlayer
|
||||
|
||||
; moved to CheckTeamMember for optimization
|
||||
;lda BarrelLength,y
|
||||
;cmp #LongBarrel ; if target has Long Schlong do not aim
|
||||
;beq skipThisPlayer
|
||||
jsr CheckTeamMember
|
||||
bcc skipThisPlayer ; if the same Team
|
||||
lda LowResDistances,x
|
||||
cmp LowResDistances,y
|
||||
bcs EnemyOnTheLeft
|
||||
@@ -787,8 +794,7 @@ SetStartAndFlight ; set start point (virtual barrel end :) ) and make test fl
|
||||
sta ytraj+1
|
||||
mva #0 ytraj+2
|
||||
mva NewAngle Angle
|
||||
lda CONSOL
|
||||
and #%00000001 ; START KEY
|
||||
jsr CheckStartKey ; START KEY
|
||||
beq @speedup
|
||||
jsr MoveBarrelToNewPosition
|
||||
bit escFlag
|
||||
@@ -818,9 +824,12 @@ SetNextTarget
|
||||
beq skipThisPlayer
|
||||
lda eXistenZ,y
|
||||
beq skipThisPlayer
|
||||
lda BarrelLength,y
|
||||
cmp #LongBarrel ; if target has Long Schlong do not aim
|
||||
beq skipThisPlayer
|
||||
; moved to CheckTeamMember for optimization
|
||||
;lda BarrelLength,y
|
||||
;cmp #LongBarrel ; if target has Long Schlong do not aim
|
||||
;beq skipThisPlayer
|
||||
jsr CheckTeamMember
|
||||
bcc skipThisPlayer ; if the same Team
|
||||
; check target direction
|
||||
mva #0 tempor2 ; check target direction
|
||||
lda LowResDistances,x
|
||||
@@ -842,6 +851,25 @@ TankHit
|
||||
rts
|
||||
.endp
|
||||
|
||||
;----------------------------------------------
|
||||
.proc CheckTeamMember
|
||||
; Target tank number in Y
|
||||
; result in C bit ; 0 - the same Team ; 1 - another Team
|
||||
; optimization
|
||||
lda #LongBarrel-1
|
||||
cmp BarrelLength,y ; if target has Long Schlong do not aim
|
||||
bcc SchlongIsLong
|
||||
; end of optimization
|
||||
sec ; if there is no team play, then as a member of another team
|
||||
bit TeamGame ; if teams game
|
||||
bvc no_teams
|
||||
tya
|
||||
eor TankNr
|
||||
ror ; check lower bits of tank numbers (team)
|
||||
no_teams
|
||||
SchlongIsLong
|
||||
rts
|
||||
.endp
|
||||
;----------------------------------------------
|
||||
.proc PurchaseAI ;
|
||||
; A - skill of the TankNr, TankNr in X
|
||||
|
||||
@@ -11,11 +11,11 @@
|
||||
; start addr of loader
|
||||
|
||||
; cart banks numbers
|
||||
LoaderBank = 0
|
||||
ScorchBank = 1
|
||||
MenuENBank = 10
|
||||
MenuPLBank = 15
|
||||
TetryxBank = 20
|
||||
LoaderBank = 0 ; offset $00000 (and $FE000)
|
||||
ScorchBank = 1 ; offset $02000
|
||||
MenuENBank = 12 ; offset $18000
|
||||
MenuPLBank = 17 ; offset $22000
|
||||
TetryxBank = 22 ; offset $2c000
|
||||
org $2000
|
||||
|
||||
WeaponFont
|
||||
|
||||
Binary file not shown.
@@ -0,0 +1,224 @@
|
||||
#!/usr/bin/env python3
|
||||
"""Pack Scorch talk texts into 5-bit stream.
|
||||
|
||||
Reads artwork/talk.asm and generates artwork/talk_packed.asm.
|
||||
|
||||
Design goals:
|
||||
- Keep the original artwork/talk.asm as editable source of strings.
|
||||
- Generate a MADS-friendly .asm include with:
|
||||
- .proc talk (namespace-compatible)
|
||||
- talk5_alphabet (32 chars)
|
||||
- talk5_data: records of [len][packed bytes...]
|
||||
- constants (NumberOfOffensiveTexts, etc.) copied verbatim
|
||||
- hoverFull/hoverEmpty blocks copied verbatim (uncompressed)
|
||||
|
||||
Bit packing:
|
||||
- 5-bit codes are packed LSB-first.
|
||||
- For each string record:
|
||||
- 1 byte length (0..63)
|
||||
- packed bytes little-endian (first char in bits 0..4)
|
||||
|
||||
The decoder in 6502 should read 5-bit codes from the low bits.
|
||||
"""
|
||||
|
||||
from __future__ import annotations
|
||||
|
||||
import argparse
|
||||
import re
|
||||
from pathlib import Path
|
||||
from typing import Iterable, List, Tuple
|
||||
|
||||
|
||||
# 32-symbol alphabet.
|
||||
# Note: We intentionally omit 'X' to make room for punctuation.
|
||||
# Order must match the decoder table.
|
||||
ALPHABET = " ABCDEFGHIJKLMNOPQRSTUVWYZ'!,-.?" # length must be 32
|
||||
|
||||
|
||||
_DTA_STR_RE = re.compile(r"^\s*dta\s+d\"(.*?)\"\^\s*(?:;.*)?$")
|
||||
|
||||
|
||||
def _iter_lines(path: Path) -> List[str]:
|
||||
return path.read_text(encoding="utf-8", errors="replace").splitlines()
|
||||
|
||||
|
||||
def _find_section(lines: List[str], start_pat: re.Pattern[str], end_pat: re.Pattern[str]) -> Tuple[int, int]:
|
||||
start_idx = None
|
||||
for i, line in enumerate(lines):
|
||||
if start_pat.search(line):
|
||||
start_idx = i
|
||||
break
|
||||
if start_idx is None:
|
||||
raise ValueError(f"Start pattern not found: {start_pat.pattern}")
|
||||
|
||||
for j in range(start_idx + 1, len(lines)):
|
||||
if end_pat.search(lines[j]):
|
||||
return start_idx, j
|
||||
raise ValueError(f"End pattern not found: {end_pat.pattern}")
|
||||
|
||||
|
||||
def extract_talk_strings(lines: List[str]) -> List[str]:
|
||||
# Only pack strings inside `.proc talk` up to the `LEND` marker.
|
||||
proc_start, _ = _find_section(lines, re.compile(r"^\s*\.proc\s+talk\b"), re.compile(r"^\s*\.endp\b"))
|
||||
|
||||
lend_idx = None
|
||||
for i in range(proc_start, len(lines)):
|
||||
if re.match(r"^\s*LEND\b", lines[i]):
|
||||
lend_idx = i
|
||||
break
|
||||
if lend_idx is None:
|
||||
raise ValueError("LEND marker not found inside .proc talk")
|
||||
|
||||
strings: List[str] = []
|
||||
for line in lines[proc_start:lend_idx]:
|
||||
m = _DTA_STR_RE.match(line)
|
||||
if m:
|
||||
strings.append(m.group(1))
|
||||
|
||||
if not strings:
|
||||
raise ValueError("No talk strings found to pack")
|
||||
|
||||
return strings
|
||||
|
||||
|
||||
def extract_constants_block(lines: List[str]) -> List[str]:
|
||||
# Copy constant definitions from after LEND up to `.endp` (inclusive of constants, exclusive of .endp).
|
||||
proc_start, proc_end = _find_section(lines, re.compile(r"^\s*\.proc\s+talk\b"), re.compile(r"^\s*\.endp\b"))
|
||||
|
||||
lend_idx = None
|
||||
for i in range(proc_start, proc_end + 1):
|
||||
if re.match(r"^\s*LEND\b", lines[i]):
|
||||
lend_idx = i
|
||||
break
|
||||
if lend_idx is None:
|
||||
raise ValueError("LEND marker not found inside .proc talk")
|
||||
|
||||
# Keep from LEND line through the line before `.endp`.
|
||||
return lines[lend_idx:proc_end]
|
||||
|
||||
|
||||
def extract_tail_after_talk_proc(lines: List[str]) -> List[str]:
|
||||
# Copy everything after `.endp` for talk proc. This includes hoverFull/hoverEmpty.
|
||||
_, proc_end = _find_section(lines, re.compile(r"^\s*\.proc\s+talk\b"), re.compile(r"^\s*\.endp\b"))
|
||||
return lines[proc_end + 1 :]
|
||||
|
||||
|
||||
def validate_alphabet() -> None:
|
||||
if len(ALPHABET) != 32:
|
||||
raise ValueError(f"ALPHABET must be 32 chars, got {len(ALPHABET)}")
|
||||
if len(set(ALPHABET)) != len(ALPHABET):
|
||||
raise ValueError("ALPHABET has duplicate characters")
|
||||
|
||||
|
||||
def pack_string_5bit(s: str, mapping: dict[str, int]) -> bytes:
|
||||
if len(s) > 63:
|
||||
raise ValueError(f"String too long ({len(s)}): {s!r}")
|
||||
|
||||
out = bytearray()
|
||||
out.append(len(s) & 0xFF)
|
||||
|
||||
bitbuf = 0
|
||||
bitcount = 0
|
||||
|
||||
for ch in s:
|
||||
try:
|
||||
code = mapping[ch]
|
||||
except KeyError as e:
|
||||
raise ValueError(f"Character {ch!r} not in alphabet") from e
|
||||
|
||||
bitbuf |= (code & 0x1F) << bitcount
|
||||
bitcount += 5
|
||||
|
||||
while bitcount >= 8:
|
||||
out.append(bitbuf & 0xFF)
|
||||
bitbuf >>= 8
|
||||
bitcount -= 8
|
||||
|
||||
if bitcount:
|
||||
out.append(bitbuf & 0xFF)
|
||||
|
||||
return bytes(out)
|
||||
|
||||
|
||||
def format_dta_bytes(data: bytes, indent: str = " ", per_line: int = 16) -> List[str]:
|
||||
lines: List[str] = []
|
||||
for i in range(0, len(data), per_line):
|
||||
chunk = data[i : i + per_line]
|
||||
nums = ",".join(f"${b:02x}" for b in chunk)
|
||||
lines.append(f"{indent}dta b({nums})")
|
||||
return lines
|
||||
|
||||
|
||||
def generate_output(
|
||||
source_path: Path,
|
||||
strings: List[str],
|
||||
constants_block: List[str],
|
||||
tail_lines: List[str],
|
||||
) -> str:
|
||||
mapping = {ch: i for i, ch in enumerate(ALPHABET)}
|
||||
|
||||
packed_records: List[bytes] = [pack_string_5bit(s, mapping) for s in strings]
|
||||
|
||||
out_lines: List[str] = []
|
||||
out_lines.append("; AUTO-GENERATED FILE - DO NOT EDIT")
|
||||
out_lines.append(f"; Generated by {source_path.name} -> pack_talk5.py")
|
||||
out_lines.append("; Source: artwork/talk.asm")
|
||||
out_lines.append("")
|
||||
|
||||
out_lines.append(".proc talk")
|
||||
out_lines.append("; 5-bit packed talk strings (len + packed bytes)")
|
||||
out_lines.append(f"talk5_alphabet dta d\"{ALPHABET}\"")
|
||||
out_lines.append("talk5_data")
|
||||
|
||||
for rec in packed_records:
|
||||
out_lines.extend(format_dta_bytes(rec))
|
||||
|
||||
out_lines.append(";")
|
||||
out_lines.append("; Constants copied from source")
|
||||
out_lines.extend(constants_block)
|
||||
out_lines.append(".endp")
|
||||
|
||||
if tail_lines:
|
||||
out_lines.append("")
|
||||
out_lines.append("; Tail copied from source (uncompressed)")
|
||||
out_lines.extend(tail_lines)
|
||||
|
||||
out_lines.append("")
|
||||
return "\n".join(out_lines)
|
||||
|
||||
|
||||
def main(argv: List[str] | None = None) -> int:
|
||||
parser = argparse.ArgumentParser(description="Pack artwork/talk.asm into a 5-bit blob for MADS.")
|
||||
parser.add_argument(
|
||||
"--src",
|
||||
default="artwork/talk.asm",
|
||||
help="Path to source talk.asm (default: artwork/talk.asm)",
|
||||
)
|
||||
parser.add_argument(
|
||||
"--out",
|
||||
default="artwork/talk_packed.asm",
|
||||
help="Path to output .asm include (default: artwork/talk_packed.asm)",
|
||||
)
|
||||
|
||||
args = parser.parse_args(argv)
|
||||
|
||||
validate_alphabet()
|
||||
|
||||
src_path = Path(args.src)
|
||||
out_path = Path(args.out)
|
||||
|
||||
lines = _iter_lines(src_path)
|
||||
strings = extract_talk_strings(lines)
|
||||
constants_block = extract_constants_block(lines)
|
||||
tail_lines = extract_tail_after_talk_proc(lines)
|
||||
|
||||
content = generate_output(src_path, strings, constants_block, tail_lines)
|
||||
|
||||
out_path.write_text(content, encoding="utf-8")
|
||||
print(f"Wrote {out_path} ({len(content.encode('utf-8'))} bytes text)")
|
||||
print(f"Packed {len(strings)} strings")
|
||||
return 0
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
raise SystemExit(main())
|
||||
@@ -156,20 +156,11 @@ rmt_init
|
||||
stx ns
|
||||
sty ns+1
|
||||
pha
|
||||
; IFT track_endvariables-track_variables>255
|
||||
; ldy #0
|
||||
; tya
|
||||
;ri0 sta track_variables,y
|
||||
; sta track_endvariables-$100,y
|
||||
; iny
|
||||
; bne ri0
|
||||
; ELS
|
||||
ldy #track_endvariables-track_variables
|
||||
lda #0
|
||||
ri0 sta track_variables-1,y
|
||||
dey
|
||||
bne ri0
|
||||
; EIF
|
||||
ldy #4
|
||||
lda (ns),y
|
||||
sta v_maxtracklen
|
||||
@@ -202,10 +193,13 @@ ri1 lda (ns),y
|
||||
rmt_silence
|
||||
lda #0
|
||||
sta $d208
|
||||
sta $d208+$10
|
||||
ldy #3
|
||||
sty $d20f
|
||||
sty $d20f+$10
|
||||
ldy #8
|
||||
si1 sta $d200,y
|
||||
sta $d200+$10,y
|
||||
dey
|
||||
bpl si1
|
||||
lda #FEAT_INSTRSPEED
|
||||
@@ -611,9 +605,9 @@ qq2a
|
||||
ora #2
|
||||
tax
|
||||
qq3
|
||||
cpx v_audctl
|
||||
bne qq5
|
||||
qq5
|
||||
; cpx v_audctl
|
||||
; bne qq5
|
||||
;qq5
|
||||
stx v_audctl
|
||||
rmt_p5
|
||||
; lda v_ainstrspeed
|
||||
|
||||
@@ -56,9 +56,10 @@ pmg1 .ds $0300
|
||||
|
||||
main1
|
||||
lda SplashTypeFlag
|
||||
beq old_splash
|
||||
rts
|
||||
old_splash
|
||||
cmp #200 ; (0 - 100 ; first splash , 101 - 200 ; second splash , 201 - 255 ; KAZ)
|
||||
bcs this_splashK ; KAZ splash
|
||||
rts ; next splash
|
||||
this_splashK
|
||||
jsr init_song
|
||||
|
||||
; ; copy system font to $a000
|
||||
|
||||
@@ -70,11 +70,11 @@ mother
|
||||
main
|
||||
.IF CART_VERSION
|
||||
lda random
|
||||
and #%11100000 ; Old splash probability 1/8
|
||||
sta SplashTypeFlag
|
||||
bne new_splash
|
||||
rts ; KAZ splash :)
|
||||
new_splash
|
||||
cmp #100 ; (0 - 100 ; first splash , 101 - 200 ; second splash , 201 - 255 ; KAZ)
|
||||
bcc this_splash ; first splash
|
||||
rts ; next splash
|
||||
this_splash
|
||||
.ENDIF
|
||||
/*
|
||||
mva #00 ManualLangFlag ; no manual page
|
||||
@@ -105,9 +105,6 @@ new_splash
|
||||
|
||||
LOOP lda vcount ;synchronization for the first screen (picture) line
|
||||
cmp #$02
|
||||
;sta colpf0
|
||||
;sta colpm0
|
||||
;sta colbak
|
||||
bne LOOP
|
||||
|
||||
mva #%00111110 dmactl ;set new screen width
|
||||
@@ -186,10 +183,6 @@ 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+
|
||||
@@ -212,38 +205,6 @@ 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
|
||||
|
||||
@@ -271,23 +232,6 @@ 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
|
||||
|
||||
@@ -0,0 +1,153 @@
|
||||
|
||||
.enum @@dmactl
|
||||
blank = %00
|
||||
narrow = %01
|
||||
standard= %10
|
||||
wide = %11
|
||||
missiles= %100
|
||||
players = %1000
|
||||
lineX1 = %10000
|
||||
lineX2 = %00000
|
||||
dma = %100000
|
||||
.ende
|
||||
|
||||
scr48 = @@dmactl(wide|dma|players|missiles|lineX1) ;screen 48b
|
||||
scr40 = @@dmactl(standard|dma|players|missiles|lineX1) ;screen 40b
|
||||
scr32 = @@dmactl(narrow|dma|players|missiles|lineX1) ;screen 32b
|
||||
|
||||
.enum @@pmcntl
|
||||
missiles= %1
|
||||
players = %10
|
||||
trigs = %100
|
||||
.ende
|
||||
|
||||
.enum @@gtictl
|
||||
prior0 = %0
|
||||
prior1 = %1
|
||||
prior2 = %10
|
||||
prior4 = %100
|
||||
prior8 = %1000
|
||||
ply5 = %10000 ; Fifth Player Enable
|
||||
mlc = %100000 ; Multiple Color Player Enable
|
||||
mode9 = %01000000
|
||||
mode10 = %10000000
|
||||
mode11 = %11000000
|
||||
.ende
|
||||
|
||||
* ---------------------------------------------------------------------------------------------
|
||||
* --- GTIA
|
||||
* ---------------------------------------------------------------------------------------------
|
||||
hposp0 = $D000 ; pozioma pozycja gracza 0 (Z)
|
||||
hposp1 = $D001 ; pozioma pozycja gracza 1 (Z)
|
||||
hposp2 = $D002 ; pozioma pozycja gracza 2 (Z)
|
||||
hposp3 = $D003 ; pozioma pozycja gracza 3 (Z)
|
||||
hposm0 = $D004 ; pozioma pozycja pocisku 0 (Z)
|
||||
hposm1 = $D005 ; pozioma pozycja pocisku 1 (Z)
|
||||
hposm2 = $D006 ; pozioma pozycja pocisku 2 (Z)
|
||||
hposm3 = $D007 ; pozioma pozycja pocisku 3 (Z)
|
||||
sizep0 = $D008 ; poziomy rozmiar gracza 0 (Z)
|
||||
sizep1 = $D009 ; poziomy rozmiar gracza 1 (Z)
|
||||
sizep2 = $D00A ; poziomy rozmiar gracza 2 (Z)
|
||||
sizep3 = $D00B ; poziomy rozmiar gracza 3 (Z)
|
||||
sizem = $D00C ; poziomy rozmiar pocisków (Z)
|
||||
grafp0 = $D00D ; rejestr grafiki gracza 0 (Z)
|
||||
grafp1 = $D00E ; rejestr grafiki gracza 1 (Z)
|
||||
grafp2 = $D00F ; rejestr grafiki gracza 2 (Z)
|
||||
grafp3 = $D010 ; rejestr grafiki gracza 3 (Z)
|
||||
grafm = $D011 ; rejestr grafiki pocisków (Z)
|
||||
colpm0 = $D012 ; rejestr koloru gracza i pocisku 0 (Z)
|
||||
colpm1 = $D013 ; rejestr koloru gracza i pocisku 1 (Z)
|
||||
colpm2 = $D014 ; rejestr koloru gracza i pocisku 2 (Z)
|
||||
colpm3 = $D015 ; rejestr koloru gracza i pocisku 3 (Z)
|
||||
colpf0 = $D016 ; rejestr koloru pola gry 0 (Z)
|
||||
colpf1 = $D017 ; rejestr koloru pola gry 1 (Z)
|
||||
colpf2 = $D018 ; rejestr koloru pola gry 2 (Z)
|
||||
colpf3 = $D019 ; rejestr koloru pola gry 3 (Z)
|
||||
colbak = $D01A ; rejestr koloru tła (Z)
|
||||
|
||||
color0 = colpf0
|
||||
color1 = colpf1
|
||||
color2 = colpf2
|
||||
color3 = colpf3
|
||||
|
||||
kolm0pf = $D000 ; kolizja pocisku 0 z polem gry (O)
|
||||
kolm1pf = $D001 ; kolizja pocisku 1 z polem gry (O)
|
||||
kolm2pf = $D002 ; kolizja pocisku 2 z polem gry (O)
|
||||
kolm3pf = $D003 ; kolizja pocisku 3 z polem gry (O)
|
||||
kolp0pf = $D004 ; kolizja gracza 0 z polem gry (O)
|
||||
kolp1pf = $D005 ; kolizja gracza 1 z polem gry (O)
|
||||
kolp2pf = $D006 ; kolizja gracza 2 z polem gry (O)
|
||||
kolp3pf = $D007 ; kolizja gracza 3 z polem gry (O)
|
||||
kolm0p = $D008 ; kolizja pocisku 0 z graczem (O)
|
||||
kolm1p = $D009 ; kolizja pocisku 1 z graczem (O)
|
||||
kolm2p = $D00A ; kolizja pocisku 2 z graczem (O)
|
||||
kolm3p = $D00B ; kolizja pocisku 3 z graczem (O)
|
||||
kolp0p = $D00C ; kolizja gracza 0 z innym graczem (O)
|
||||
kolp1p = $D00D ; kolizja gracza 1 z innym graczem (O)
|
||||
kolp2p = $D00E ; kolizja gracza 2 z innym graczem (O)
|
||||
kolp3p = $D00F ; kolizja gracza 3 z innym graczem (O)
|
||||
trig0 = $D010 ; stan przycisku joysticka 0 (O)
|
||||
trig1 = $D011 ; stan przycisku joysticka 1 (O)
|
||||
trig3 = $D013 ; znacznik dołączenia cartridge-a (O)
|
||||
pal = $D014 ; znacznik systemu TV (O)
|
||||
|
||||
gtictl = $D01B ; rejestr kontroli układu GTIA
|
||||
gtiactl = gtictl
|
||||
|
||||
vdelay = $D01C ; licznik opóźnienia pionowego P/MG
|
||||
pmcntl = $D01D ; rejestr kontroli graczy i pocisków
|
||||
hitclr = $D01E ; rejestr kasowania rejestrów kolizji
|
||||
consol = $D01F ; rejestr stanu klawiszy konsoli
|
||||
|
||||
* ---------------------------------------------------------------------------------------------
|
||||
* --- POKEY
|
||||
* ---------------------------------------------------------------------------------------------
|
||||
|
||||
irqens = $0010 ; rejestr-cień IRQEN
|
||||
irqstat = $0011 ; rejestr-cień IRQST
|
||||
|
||||
audf1 = $d200 ; częstotliwość pracy generatora 1 (Z)
|
||||
audc1 = $d201 ; rejestr kontroli dźwięku generatora 1 (Z)
|
||||
audf2 = $d202 ; częstotliwość pracy generatora 2 (Z)
|
||||
audc2 = $d203 ; rejestr kontroli dźwięku generatora 2 (Z)
|
||||
audf3 = $d204 ; częstotliwość pracy generatora 3 (Z)
|
||||
audc3 = $d205 ; rejestr kontroli dźwięku generatora 3 (Z)
|
||||
audf4 = $d206 ; częstotliwość pracy generatora 4 (Z)
|
||||
audc4 = $d207 ; rejestr kontroli dźwięku generatora 4 (Z)
|
||||
|
||||
audctl = $D208 ; rejestr kontroli generatorów dźwięku (Z)
|
||||
stimer = $D209 ; rejestr zerowania liczników (Z)
|
||||
kbcode = $D209 ; kod ostatnio naciśniętego klawisza (O)
|
||||
skstres = $D20A ; rejestr statusu złącza szeregowego (Z)
|
||||
random = $D20A ; rejestr liczby losowej (O)
|
||||
serout = $D20D ; szeregowy rejestr wyjściowy (Z)
|
||||
serin = $D20D ; szeregowy rejestr wejściowy (O)
|
||||
irqen = $D20E ; zezwolenie przerwań IRQ (Z)
|
||||
irqst = $D20E ; status przerwań IRQ (O)
|
||||
skctl = $D20F ; rejestr kontroli złącza szeregowego (Z)
|
||||
skstat = $D20F ; rejestr statusu złącza szeregowego (O)
|
||||
|
||||
* ---------------------------------------------------------------------------------------------
|
||||
* --- PIA
|
||||
* ---------------------------------------------------------------------------------------------
|
||||
porta = $D300 ; port A układu PIA
|
||||
portb = $D301 ; port B układu PIA
|
||||
pactl = $D302 ; rejestr kontroli portu A
|
||||
pbctl = $D303 ; rejestr kontroli portu B
|
||||
|
||||
* ---------------------------------------------------------------------------------------------
|
||||
* --- ANTIC
|
||||
* ---------------------------------------------------------------------------------------------
|
||||
dmactl = $D400 ; rejestr kontroli dostępu do pamięci
|
||||
chrctl = $D401 ; rejestr kontroli wyświetlania znaków
|
||||
dlptr = $D402 ; adres programu ANTIC-a
|
||||
hscrol = $D404 ; znacznik poziomego przesuwu obrazu
|
||||
vscrol = $D405 ; znacznik pionowego przesuwu obrazu
|
||||
pmbase = $D407 ; adres pamięci graczy i pocisków
|
||||
chbase = $D409 ; adres zestawu znaków
|
||||
wsync = $D40A ; znacznik oczekiwania na synchronizację poziomą
|
||||
vcount = $D40B ; licznik linii obrazu
|
||||
lpenh = $D40C ; poziome położenie pióra świetlengo
|
||||
lpenv = $D40D ; pionowe położenie pióra świetlnego
|
||||
nmien = $D40E ; rejestr zezwoleń na przerwania NMI
|
||||
nmist = $D40F ; rejestr statusu przerwań NMI
|
||||
Binary file not shown.
|
After Width: | Height: | Size: 9.5 KiB |
Binary file not shown.
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,2 @@
|
||||
; Set proper picture height
|
||||
PIC_HEIGHT = 200
|
||||
@@ -0,0 +1,36 @@
|
||||
; ----------------------------------
|
||||
; RastaConverter by Ilmenit version Beta20
|
||||
; ----------------------------------
|
||||
|
||||
; Initial values
|
||||
lda #$DB
|
||||
sta colpf0
|
||||
lda #$61
|
||||
sta colpf1
|
||||
lda #$D8
|
||||
sta colpf2
|
||||
lda #$00
|
||||
sta COLBAK
|
||||
lda #$BF
|
||||
sta COLPM0
|
||||
lda #$02
|
||||
sta COLPM1
|
||||
lda #$C1
|
||||
sta COLPM2
|
||||
lda #$8E
|
||||
sta COLPM3
|
||||
lda #$2E
|
||||
sta HPOSP0
|
||||
lda #$AC
|
||||
sta HPOSP1
|
||||
lda #$89
|
||||
sta HPOSP2
|
||||
lda #$4D
|
||||
sta HPOSP3
|
||||
lda #$0
|
||||
tax
|
||||
tay
|
||||
|
||||
; Set proper count of wsyncs
|
||||
|
||||
:2 sta wsync
|
||||
@@ -0,0 +1,9 @@
|
||||
lahc
|
||||
38901028754
|
||||
37666014057
|
||||
1
|
||||
0
|
||||
39880660
|
||||
1
|
||||
5653965
|
||||
5653965
|
||||
@@ -0,0 +1,73 @@
|
||||
; ----------------------------------
|
||||
; RastaConverter by Ilmenit v.Beta20
|
||||
; ----------------------------------
|
||||
missiles
|
||||
.ds $100
|
||||
player0
|
||||
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 FF FF FF
|
||||
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF 00
|
||||
.he 00 00 00 00 00 02 02 00 04 80 80 80 80 80 80 80
|
||||
.he 80 80 80 08 18 10 08 18 18 18 18 38 20 68 24 61
|
||||
.he 60 64 E3 E0 E3 28 09 09 24 25 05 25 24 07 07 44
|
||||
.he 04 06 46 06 06 23 23 02 22 22 02 22 62 44 48 48
|
||||
.he 48 48 48 48 00 01 00 03 00 03 06 00 07 00 00 00
|
||||
.he 1E 60 21 3E 3F 3F 1F 3F 1E 1E 1E 1E 1E 1E 0E 0E
|
||||
.he 4E 4E 6E 6E 66 66 66 76 76 76 76 7E 7A 7B 7B 7F
|
||||
.he 7F 7F 7D 7D 7F 7F 7E 7E 7F 7F 7F 7F FF FF DF DF
|
||||
.he DF DF DF 5F 5F 1F 1F 1F 1F 0F 0F 07 07 00 7C 00
|
||||
.he 1C 1E 80 C0 C0 C0 E0 F0 F8 F8 F8 FC FC FC FE FE
|
||||
.he FE FF FF FF FE FE F8 F8 F0 F0 C0 C0 00 00 40 60
|
||||
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||
player1
|
||||
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||
.he 00 00 20 01 62 02 00 00 00 00 00 00 00 00 80 80
|
||||
.he 00 00 00 00 00 00 00 00 00 00 80 80 C0 40 00 00
|
||||
.he 01 01 02 0C 0C 03 03 0B 01 11 09 01 19 01 02 16
|
||||
.he 36 36 06 06 11 08 18 38 10 08 0C 48 0C 0C 09 00
|
||||
.he 00 0D 0F 0F 0E 0E 0E 09 0C 08 17 1E 03 07 07 06
|
||||
.he 07 6E 80 80 80 80 80 80 C0 C0 C0 C0 C0 C0 E0 E0
|
||||
.he E0 60 60 60 70 70 30 30 00 70 70 78 78 38 0F 0F
|
||||
.he 0E 1C 08 08 00 07 06 60 21 21 1E 01 00 40 C0 C0
|
||||
.he C0 C0 40 C0 C0 0C 78 0C 08 0C 3E 1F 1F 1F 00 F8
|
||||
.he 1F 00 00 00 00 00 00 00 00 00 02 02 00 00 00 00
|
||||
.he 01 E0 E0 E0 E0 E0 E0 E0 E0 E0 E0 E0 E0 E0 00 00
|
||||
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||
player2
|
||||
.he 00 00 00 00 00 00 00 00 00 FF FF FF FF FF FF FF
|
||||
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
||||
.he FF FF 00 00 00 00 00 00 00 00 00 00 00 00 00 01
|
||||
.he 01 02 01 00 00 00 00 00 00 00 00 00 00 80 C0 C0
|
||||
.he C0 C0 C0 C0 46 00 00 00 00 00 00 00 00 04 04 00
|
||||
.he 00 00 03 00 00 C0 40 80 20 10 30 37 33 33 16 3F
|
||||
.he 17 17 16 1F 1F 1F 10 60 69 0B 13 16 17 12 11 10
|
||||
.he 10 1F 08 08 10 80 20 80 80 80 80 80 80 80 80 80
|
||||
.he 80 80 80 70 70 70 70 70 70 70 70 70 70 70 70 70
|
||||
.he 70 70 70 70 60 30 70 70 70 70 70 70 60 60 40 00
|
||||
.he 00 00 00 00 00 00 00 40 40 40 60 60 70 70 70 78
|
||||
.he 00 00 70 70 70 70 70 70 70 70 70 70 70 70 70 70
|
||||
.he 70 00 00 00 00 00 00 00 00 00 00 00 05 05 00 00
|
||||
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||
player3
|
||||
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||
.he 1F 1F 1F 1F 1F 1F 1F 1F 1F 1F 1F 1F 1F 1F 1F FF
|
||||
.he FF F8 00 00 00 00 00 40 40 40 40 40 00 00 80 00
|
||||
.he 00 00 80 00 80 00 80 80 80 80 80 80 81 83 0E 86
|
||||
.he 06 0E 0E E0 90 0E 0C 00 09 05 00 08 00 08 08 00
|
||||
.he 20 20 30 30 30 20 20 30 30 70 70 60 70 70 70 78
|
||||
.he 50 50 18 10 30 38 38 00 00 18 00 38 00 00 00 30
|
||||
.he 18 2E 23 07 3C 20 20 2E 20 78 40 40 60 70 70 60
|
||||
.he 60 60 00 00 00 00 00 20 20 00 00 00 00 00 20 20
|
||||
.he 21 20 37 30 38 38 38 18 08 08 20 20 38 3D 3D 3C
|
||||
.he 3C 3C 3C 3C 3C 3C 3C 3D 3C 3C 3C 2C 3C EC EC EC
|
||||
.he 6C 7C D8 6E 4F 4F 4E 6E 0B 03 7C 3C 3C 3C 1C 1C
|
||||
.he 18 18 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,2 @@
|
||||
; Set proper picture height
|
||||
PIC_HEIGHT = 200
|
||||
@@ -0,0 +1,36 @@
|
||||
; ----------------------------------
|
||||
; RastaConverter by Ilmenit version Beta20
|
||||
; ----------------------------------
|
||||
|
||||
; Initial values
|
||||
lda #$DB
|
||||
sta colpf0
|
||||
lda #$61
|
||||
sta colpf1
|
||||
lda #$D8
|
||||
sta colpf2
|
||||
lda #$00
|
||||
sta COLBAK
|
||||
lda #$BF
|
||||
sta COLPM0
|
||||
lda #$02
|
||||
sta COLPM1
|
||||
lda #$C1
|
||||
sta COLPM2
|
||||
lda #$8E
|
||||
sta COLPM3
|
||||
lda #$2E
|
||||
sta HPOSP0
|
||||
lda #$AC
|
||||
sta HPOSP1
|
||||
lda #$89
|
||||
sta HPOSP2
|
||||
lda #$4D
|
||||
sta HPOSP3
|
||||
lda #$0
|
||||
tax
|
||||
tay
|
||||
|
||||
; Set proper count of wsyncs
|
||||
|
||||
:2 sta wsync
|
||||
@@ -0,0 +1,282 @@
|
||||
/***************************************/
|
||||
/* Use MADS http://mads.atari8.info/ */
|
||||
/* Mode: GED- (bitmap mode) */
|
||||
/***************************************/
|
||||
|
||||
;icl "no_name.h"
|
||||
;icl "output.png.opt.h"
|
||||
|
||||
/* ; --- dmsc LZSS player routine on zero page
|
||||
org $80
|
||||
|
||||
chn_copy .ds 9
|
||||
chn_pos .ds 9
|
||||
bptr .ds 2
|
||||
cur_pos .ds 1
|
||||
chn_bits .ds 1
|
||||
|
||||
bit_data .ds 1
|
||||
; ---
|
||||
|
||||
fcnt .ds 2
|
||||
fadr .ds 2
|
||||
fhlp .ds 2
|
||||
cloc .ds 1
|
||||
regA .ds 1
|
||||
regX .ds 1
|
||||
regY .ds 1
|
||||
byt2 .ds 1
|
||||
|
||||
zc .ds ZCOLORS
|
||||
|
||||
org $1fff
|
||||
SplashTypeFlag .ds 1 */
|
||||
|
||||
* --- MAIN PROGRAM
|
||||
org $2010
|
||||
IFT PIC_HEIGHT>=204
|
||||
scr3 ins "output.png.mic", 0, 8160
|
||||
:16 .byte 0
|
||||
ins "output.png.mic" , +8160
|
||||
ELS
|
||||
scr3 ins "output.png.mic"
|
||||
EIF
|
||||
|
||||
.ifdef nil_used
|
||||
nil :8*40 brk
|
||||
eif
|
||||
|
||||
.ALIGN $0400
|
||||
ant3 ANTIC_PROGRAM3 scr3,ant3
|
||||
|
||||
fnt3
|
||||
|
||||
ift USESPRITES
|
||||
.ALIGN $0800
|
||||
.ds $0300
|
||||
pmg3 SPRITES3
|
||||
eif
|
||||
|
||||
FontSplash3
|
||||
ins '../../artwork/weapons_AW6_mod.fnt' ; 'artwork/weapons.fnt'
|
||||
|
||||
mother3
|
||||
; dta d" The Mother of All Games "
|
||||
dta d" Unknown Father of All Team Games "
|
||||
|
||||
main3
|
||||
.IF CART_VERSION
|
||||
lda SplashTypeFlag
|
||||
cmp #100 ; (0 - 100 ; first splash , 101 - 200 ; second splash , 201 - 255 ; KAZ)
|
||||
bcc not_this
|
||||
cmp #200
|
||||
bcc this_splash2 ; second splash
|
||||
not_this
|
||||
rts ; next splash
|
||||
this_splash2
|
||||
.ENDIF
|
||||
|
||||
|
||||
jsr init_song
|
||||
|
||||
* --- init PMG
|
||||
|
||||
ift USESPRITES
|
||||
mva >pmg3 pmbase ;missiles and players data address
|
||||
mva #$03 GRACTL ;enable players and missiles
|
||||
eif
|
||||
|
||||
lda:cmp:req $14 ;wait 1 frame
|
||||
|
||||
sei ;stop interrups
|
||||
mva #$00 nmien ;stop all interrupts
|
||||
mva #$fe portb ;switch off ROM to get 16k more ram
|
||||
|
||||
ZPINIT
|
||||
|
||||
////////////////////
|
||||
// RASTER PROGRAM //
|
||||
////////////////////
|
||||
|
||||
; jmp line239
|
||||
jmp raster_program_end3
|
||||
|
||||
LOOP3 lda vcount ;synchronization for the first screen line
|
||||
cmp #$02
|
||||
bne LOOP3
|
||||
|
||||
mva #%00111110 dmactl ;set new screen width
|
||||
mva <ant dlptr
|
||||
mva >ant dlptr+1
|
||||
|
||||
icl "output.png.opt.ini"
|
||||
|
||||
;--- wait 18 cycles
|
||||
jsr _rts3
|
||||
inc byt33
|
||||
|
||||
;--- set global offset (23 cycles)
|
||||
jsr _rts3
|
||||
cmp byt33\ pha:pla
|
||||
|
||||
;--- empty line
|
||||
jsr wait54cycle3
|
||||
inc byt2
|
||||
|
||||
.local
|
||||
icl "output.png.opt"
|
||||
.endl
|
||||
|
||||
raster_program_end3
|
||||
|
||||
lda >FontSplash3
|
||||
sta chbase
|
||||
sta chbas
|
||||
c03 lda #$00
|
||||
sta colbak
|
||||
c13 lda #$00
|
||||
sta colpf0
|
||||
c23 lda #$02
|
||||
sta colpf1
|
||||
c33 lda #$08
|
||||
sta colpf2
|
||||
c43 lda #$00
|
||||
sta colpf3
|
||||
s03 lda #$03
|
||||
sta sizep0
|
||||
sta sizep1
|
||||
sta sizep2
|
||||
sta sizep3
|
||||
mva #$ff sizem
|
||||
sta grafm
|
||||
mva #$20 hposm0
|
||||
mva #$28 hposm1
|
||||
mva #$d0 hposm2
|
||||
mva #$d8 hposm3
|
||||
mva #$02 GRACTL
|
||||
lda #$14
|
||||
sta PRIOR
|
||||
|
||||
|
||||
//--------------------
|
||||
// EXIT
|
||||
//--------------------
|
||||
|
||||
lda trig0 ; FIRE #0
|
||||
beq stop3
|
||||
|
||||
lda trig1 ; FIRE #1
|
||||
beq stop3
|
||||
|
||||
lda consol ; START
|
||||
and #1
|
||||
beq stop3
|
||||
|
||||
lda skctl ; ANY KEY
|
||||
and #$04
|
||||
bne skp3
|
||||
stop3 mva #$00 GRACTL ;PMG disabled
|
||||
tax
|
||||
sta:rne hposp0,x+
|
||||
|
||||
; silent
|
||||
lda #0
|
||||
ldx #8
|
||||
@ sta POKEY,x
|
||||
sta POKEY2,x ; stereo
|
||||
dex
|
||||
bpl @-
|
||||
|
||||
;no glitching please (issue #67)
|
||||
lda #0
|
||||
sta $D400 ;dmactl
|
||||
sta $022F ;dmactls
|
||||
|
||||
|
||||
mva #$ff portb ;ROM switch on
|
||||
mva #$40 nmien ;only NMI interrupts, DLI disabled
|
||||
cli ;IRQ enabled
|
||||
|
||||
rts ;return to ... DOS
|
||||
skp3
|
||||
|
||||
//--------------------
|
||||
jsr play_frame
|
||||
|
||||
jmp LOOP3
|
||||
|
||||
;---
|
||||
|
||||
wait54cycle3
|
||||
:2 inc byt2
|
||||
wait44cycle3
|
||||
inc byt33
|
||||
nop
|
||||
wait36cycle3
|
||||
inc byt33
|
||||
jsr _rts3
|
||||
wait18cycle3
|
||||
inc byt33
|
||||
_rts3 rts
|
||||
|
||||
byt33 brk
|
||||
|
||||
; org $8000 ; fixed address of music routine and data
|
||||
; icl "../splash_v2/lzss_player.asm" ; player (and data) for splash music
|
||||
|
||||
|
||||
;---
|
||||
|
||||
.MACRO ANTIC_PROGRAM3
|
||||
:+8 dta $4e,a(:1+$0000+#*40)
|
||||
:+8 dta $4e,a(:1+$0140+#*40)
|
||||
:+8 dta $4e,a(:1+$0280+#*40)
|
||||
:+8 dta $4e,a(:1+$03C0+#*40)
|
||||
:+8 dta $4e,a(:1+$0500+#*40)
|
||||
:+8 dta $4e,a(:1+$0640+#*40)
|
||||
:+8 dta $4e,a(:1+$0780+#*40)
|
||||
:+8 dta $4e,a(:1+$08C0+#*40)
|
||||
:+8 dta $4e,a(:1+$0A00+#*40)
|
||||
:+8 dta $4e,a(:1+$0B40+#*40)
|
||||
:+8 dta $4e,a(:1+$0C80+#*40)
|
||||
:+8 dta $4e,a(:1+$0DC0+#*40)
|
||||
:+8 dta $4e,a(:1+$0F00+#*40)
|
||||
:+8 dta $4e,a(:1+$1040+#*40)
|
||||
:+8 dta $4e,a(:1+$1180+#*40)
|
||||
:+8 dta $4e,a(:1+$12C0+#*40)
|
||||
:+8 dta $4e,a(:1+$1400+#*40)
|
||||
:+8 dta $4e,a(:1+$1540+#*40)
|
||||
:+8 dta $4e,a(:1+$1680+#*40)
|
||||
:+8 dta $4e,a(:1+$17C0+#*40)
|
||||
:+8 dta $4e,a(:1+$1900+#*40)
|
||||
:+8 dta $4e,a(:1+$1A40+#*40)
|
||||
:+8 dta $4e,a(:1+$1B80+#*40)
|
||||
:+8 dta $4e,a(:1+$1CC0+#*40)
|
||||
:+8 dta $4e,a(:1+$1E00+#*40)
|
||||
; :+4 dta $4e,a(:1+$1F40+#*40)
|
||||
; :+4 dta $4e,a(:1+$1FF0+#*40)
|
||||
; :+8 dta $4e,a(:1+$2090+#*40)
|
||||
; :+8 dta $4e,a(:1+$21D0+#*40)
|
||||
; :+8 dta $4e,a(:1+$2310+#*40)
|
||||
; :+8 dta $4e,a(:1+$2450+#*40)
|
||||
dta $00
|
||||
dta $42,a(mother3)
|
||||
dta $41,a(:2)
|
||||
.ENDM
|
||||
|
||||
|
||||
;ZCOLORS = 0
|
||||
|
||||
;---
|
||||
ini main3
|
||||
;---
|
||||
|
||||
opt l-
|
||||
|
||||
.MACRO SPRITES3
|
||||
.local
|
||||
icl "output.png.pmg"
|
||||
.endl
|
||||
.ENDM
|
||||
|
||||
;USESPRITES = 1
|
||||
Binary file not shown.
+25
-21
@@ -1,34 +1,40 @@
|
||||
.proc talk
|
||||
; Maximum text length is 63 characters!!!
|
||||
dta d"CYKA BLAT"^
|
||||
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"FROM HELL'S HEART I STAB AT THEE..."^
|
||||
dta d"DO YOU FEEL LUCKY, TANK?"^
|
||||
dta d"TAKE A HIKE!"^
|
||||
dta d"YOU'RE DEAD MEAT."^
|
||||
dta d"MAKE MY DAY."^
|
||||
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"HA HA HA."^
|
||||
dta d"WE COME IN PEACE - SHOOT TO KILL!"^
|
||||
dta d"IN YOUR FACE!"^
|
||||
dta d"DIE COMMIE PIG!"^
|
||||
dta d"I LOVE THE SMELL OF NAPALM IN THE MORNING."^
|
||||
dta d"VICTORY!"^
|
||||
dta d"SHOW SOME RESPECT."^
|
||||
dta d"JUST WHO DO YOU THINK YOU ARE?"^
|
||||
dta d"LOOK OUT BELOW!"^
|
||||
dta d"KNOCK, KNOCK."^
|
||||
dta d"LOOK OVER THERE."^
|
||||
dta d"GUESS WHAT'S COMING FOR DINNER?"^
|
||||
dta d"MERRY CHRISTMAS."^
|
||||
dta d"OPEN WIDE!"^
|
||||
dta d"HERE GOES NOTHING..."^
|
||||
dta d"DON'T WORRY, IT ISN'T A LIVE ROUND."^
|
||||
dta d"BLOOD, PAIN, VIOLENCE!"^
|
||||
@@ -44,12 +50,8 @@
|
||||
dta d"DON'T FORGET ABOUT ME!"^
|
||||
dta d"HASTA LA VISTA, BABY!"^
|
||||
dta d"THIS IS YOUR BRAIN ON SCORCH."^
|
||||
dta d"TAKE THIS!"^
|
||||
dta d"THIS SCREEN AIN'T BIG ENOUGH FOR US."^
|
||||
dta d"DIE, ALIEN SWINE!"^
|
||||
dta d"AWRUK!!!"^
|
||||
dta d"I SHALL OIL MY TURRET WITH YOUR BLOOD."^
|
||||
dta d"DIE, TANK-SCUM!"^
|
||||
dta d"I'M GONNA BREAK YOUR FACE!"^
|
||||
dta d"MAMA SAID KNOCK YOU OUT!"^
|
||||
dta d"I HOPE YOU ENJOY PAIN!"^
|
||||
@@ -99,27 +101,29 @@
|
||||
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".-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"RUSH B!"^
|
||||
dta d"I THINK THIS GUY'S A LITTLE CRAZY."^
|
||||
dta d"SOMEHOW I DON'T FEEL LIKE KILLING ANYMORE."^
|
||||
dta d"HEY! KILLIN' AIN'T COOL."^
|
||||
dta d"GEE... THANKS."^
|
||||
dta d"I'VE FALLEN AND I CAN'T GET UP!"^
|
||||
dta d"911?"^
|
||||
dta d"NINE ONE ONE?"^
|
||||
dta d"OH NO! HERE I BLOW AGAIN!"^
|
||||
dta d"I'LL BE BACK..."^
|
||||
dta d"I'VE GOT LAWYERS!"^
|
||||
dta d"CALL 1-900-SUE-TANK."^
|
||||
dta d"CALL MY LAWYERS!"^
|
||||
dta d"YOU BIG DUMMY!"^ ;(sanford and son)
|
||||
LEND
|
||||
NumberOfOffensiveTexts=54
|
||||
NumberOfOffensiveTexts=55
|
||||
NumberOfDeffensiveTexts=62
|
||||
NumberOfPropagandaTexts=21
|
||||
VeryFunnyText=79
|
||||
.endp
|
||||
hoverFull dta d"MY HOVERCRAFT IS FULL OF EELS!"^
|
||||
hoverFullEnd
|
||||
|
||||
@@ -0,0 +1,174 @@
|
||||
; AUTO-GENERATED FILE - DO NOT EDIT
|
||||
; Generated by talk.asm -> pack_talk5.py
|
||||
; Source: artwork/talk.asm
|
||||
|
||||
.proc talk
|
||||
; 5-bit packed talk strings (len + packed bytes)
|
||||
talk5_alphabet dta d" ABCDEFGHIJKLMNOPQRSTUVWYZ'!,-.?"
|
||||
talk5_data
|
||||
dta b($04,$24,$95,$0d)
|
||||
dta b($10,$a6,$4a,$40,$4a,$a5,$73,$20,$16,$1c,$d9)
|
||||
dta b($11,$f8,$55,$2d,$0b,$20,$25,$10,$d0,$4a,$a0,$1e)
|
||||
dta b($0f,$24,$15,$30,$5e,$6b,$a9,$00,$98,$ce,$06)
|
||||
dta b($08,$36,$0d,$fa,$24,$de)
|
||||
dta b($11,$24,$15,$0e,$02,$4b,$c5,$81,$79,$93,$2b,$1b)
|
||||
dta b($08,$e1,$ca,$ba,$f6,$de)
|
||||
dta b($09,$03,$af,$00,$04,$0b,$14)
|
||||
dta b($0a,$34,$ac,$02,$28,$4a,$73,$03)
|
||||
dta b($0e,$25,$50,$d0,$30,$98,$e8,$49,$3a,$37)
|
||||
dta b($0d,$f8,$55,$2d,$0b,$a0,$2f,$4c,$ba,$01)
|
||||
dta b($07,$22,$b8,$1c,$d2,$06)
|
||||
dta b($0a,$0f,$16,$07,$6e,$22,$65,$03)
|
||||
dta b($09,$28,$00,$14,$00,$0a,$1e)
|
||||
dta b($07,$03,$05,$79,$ca,$06)
|
||||
dta b($07,$81,$d2,$30,$d6,$06)
|
||||
dta b($0f,$24,$15,$0e,$68,$70,$ab,$cf,$51,$db,$06)
|
||||
dta b($0d,$c9,$01,$fc,$aa,$04,$26,$8c,$b2,$01)
|
||||
dta b($0c,$34,$ac,$02,$02,$40,$69,$95,$0d)
|
||||
dta b($0c,$2d,$ac,$02,$1a,$06,$24,$60,$0f)
|
||||
dta b($0d,$cb,$bd,$b1,$38,$58,$ee,$8d,$e5,$01)
|
||||
dta b($23,$46,$be,$06,$50,$61,$4c,$4f,$80,$4a,$90,$14,$24,$30,$69,$10)
|
||||
dta b($20,$50,$40,$51,$29,$de,$7b)
|
||||
dta b($18,$e4,$01,$fc,$2a,$30,$a5,$30,$c0,$ea,$58,$98,$03,$1a,$dc,$fa)
|
||||
dta b($12,$f8,$55,$2d,$0b,$78,$95,$d2,$00,$50,$91,$c5,$03)
|
||||
dta b($11,$37,$50,$3a,$03,$68,$81,$d2,$00,$f0,$ab,$1f)
|
||||
dta b($16,$46,$96,$92,$0b,$07,$4f,$82,$a4,$19,$03,$13,$bd,$47,$37)
|
||||
dta b($21,$b7,$80,$f1,$5a,$01,$c9,$01,$58,$c2,$28,$a0,$83,$89,$de,$a3)
|
||||
dta b($80,$3e,$b0,$12,$63,$1b)
|
||||
dta b($2a,$09,$b0,$67,$0b,$a0,$a8,$80,$d9,$0a,$63,$e0,$19,$e0,$02,$0c)
|
||||
dta b($ac,$81,$e4,$00,$45,$05,$b4,$27,$5d,$72,$c7,$03)
|
||||
dta b($12,$13,$bd,$0b,$e6,$6b,$05,$c8,$32,$61,$19,$d4,$03)
|
||||
dta b($1e,$aa,$4e,$0a,$2e,$7a,$80,$3c,$80,$5f,$05,$14,$25,$b7,$00,$7e)
|
||||
dta b($15,$04,$59,$3e)
|
||||
dta b($0f,$ec,$bd,$05,$5e,$a5,$40,$14,$f6,$ee,$06)
|
||||
dta b($10,$ec,$bd,$05,$9e,$2d,$12,$50,$54,$64,$f1)
|
||||
dta b($1f,$a7,$96,$39,$c1,$45,$81,$ea,$09,$c6,$6b,$c9,$1d,$60,$9e,$04)
|
||||
dta b($24,$39,$57,$e4,$07)
|
||||
dta b($10,$ad,$48,$89,$c1,$40,$32,$4d,$da,$c2,$f4)
|
||||
dta b($14,$a8,$c8,$02,$ce,$2b,$13,$b8,$47,$51,$72,$c7,$7b,$0f)
|
||||
dta b($23,$e4,$39,$4d,$c1,$7d,$52,$62,$0e,$12,$05,$69,$3a,$4d,$41,$00)
|
||||
dta b($2c,$d9,$02,$e4,$ab,$8e,$78)
|
||||
dta b($16,$82,$bd,$47,$38,$80,$21,$39,$0e,$6c,$7a,$ac,$b8,$51,$36)
|
||||
dta b($11,$34,$ac,$02,$28,$4a,$93,$83,$99,$e6,$c4,$1b)
|
||||
dta b($14,$09,$4c,$14,$18,$03,$86,$05,$4a,$8b,$03,$f8,$d5,$0d)
|
||||
dta b($1d,$09,$4c,$14,$18,$03,$b3,$85,$89,$00,$7e,$55,$82,$7a,$18,$06)
|
||||
dta b($34,$b8,$b5,$01)
|
||||
dta b($1f,$09,$dc,$e7,$48,$91,$e0,$a2,$40,$01,$45,$69,$02,$51,$29,$7d)
|
||||
dta b($0e,$90,$57,$e6,$07)
|
||||
dta b($1b,$e4,$39,$4d,$01,$0d,$ab,$00,$8a,$d2,$04,$b0,$c8,$f9,$5c,$60)
|
||||
dta b($0c,$7b)
|
||||
dta b($18,$f7,$55,$46,$00,$45,$69,$82,$16,$56,$01,$f8,$55,$d0,$02,$f9)
|
||||
dta b($24,$09,$d0,$c7,$08,$c0,$af,$02,$fa,$00,$2b,$c1,$16,$d0,$30,$98)
|
||||
dta b($69,$d2,$22,$41,$60,$cf,$95,$0d)
|
||||
dta b($1b,$09,$8c,$57,$19,$01,$13,$06,$59,$00,$7e,$95,$03,$51,$29,$b8)
|
||||
dta b($08,$7f)
|
||||
dta b($1d,$0d,$03,$f1,$9a,$00,$69,$02,$91,$ce,$29,$12,$50,$14,$1c,$c0)
|
||||
dta b($af,$ca,$e9,$01)
|
||||
dta b($16,$e4,$39,$4d,$81,$79,$f2,$14,$0a,$82,$78,$95,$82,$56,$36)
|
||||
dta b($15,$28,$4c,$1a,$00,$0b,$c0,$a6,$49,$03,$07,$22,$08,$bc,$01)
|
||||
dta b($1d,$14,$a5,$09,$d2,$04,$f8,$55,$09,$84,$0c,$c9,$81,$e7,$c0,$1c)
|
||||
dta b($4f,$0e,$e4,$01)
|
||||
dta b($24,$14,$a5,$09,$e6,$90,$a5,$38,$10,$92,$d3,$14,$88,$74,$40,$71)
|
||||
dta b($af,$1e,$04,$cc,$93,$a0,$4e,$0f)
|
||||
dta b($26,$09,$4c,$14,$18,$03,$2f,$31,$d0,$30,$a0,$55,$ca,$42,$c1,$4d)
|
||||
dta b($14,$01,$fc,$aa,$04,$82,$bd,$47,$3c)
|
||||
dta b($1a,$49,$37,$70,$9e,$73,$01,$08,$59,$c2,$02,$f8,$55,$09,$4c,$18)
|
||||
dta b($65,$03)
|
||||
dta b($18,$2d,$b4,$00,$66,$48,$04,$2c,$f7,$c6,$02,$f8,$55,$f0,$2a,$dd)
|
||||
dta b($16,$09,$a0,$07,$0b,$c0,$af,$82,$e2,$d4,$c3,$00,$86,$e4,$36)
|
||||
dta b($24,$e8,$5d,$4d,$00,$7e,$15,$b0,$b4,$0a,$78,$ae,$80,$30,$e4,$9b)
|
||||
dta b($13,$e0,$57,$25,$60,$09,$ce,$0f)
|
||||
dta b($24,$30,$48,$9a,$dc,$01,$69,$82,$59,$07,$02,$f3,$96,$42,$c1,$7c)
|
||||
dta b($52,$be,$eb,$bd,$07,$ee,$d1,$0d)
|
||||
dta b($04,$f5,$a0,$0d)
|
||||
dta b($06,$21,$c8,$83,$36)
|
||||
dta b($09,$21,$84,$73,$10,$42,$1b)
|
||||
dta b($0c,$49,$37,$d0,$0a,$a3,$c9,$9d,$0d)
|
||||
dta b($05,$ef,$19,$ef,$01)
|
||||
dta b($03,$0f,$6d)
|
||||
dta b($05,$a5,$94,$b5,$01)
|
||||
dta b($06,$21,$8c,$81,$36)
|
||||
dta b($1c,$09,$a0,$40,$0b,$48,$14,$5c,$54,$1c,$a0,$28,$50,$80,$02,$84)
|
||||
dta b($c5,$4d,$0f)
|
||||
dta b($20,$cf,$15,$80,$12,$05,$23,$38,$20,$6b,$72,$00,$bf,$2a,$c1,$45)
|
||||
dta b($8f,$15,$40,$02,$f6)
|
||||
dta b($06,$0f,$01,$f7,$36)
|
||||
dta b($07,$ee,$51,$d0,$ca,$06)
|
||||
dta b($05,$af,$0e,$e4,$01)
|
||||
dta b($11,$0f,$01,$f7,$38,$70,$8f,$82,$70,$42,$72,$1e)
|
||||
dta b($1b,$c1,$3d,$8a,$8a,$04,$cf,$15,$20,$12,$2d,$13,$50,$54,$00,$a9)
|
||||
dta b($93,$7a)
|
||||
dta b($08,$e7,$3d,$22,$70,$f1)
|
||||
dta b($08,$a8,$30,$08,$5a,$d9)
|
||||
dta b($16,$26,$c8,$72,$0b,$63,$1c,$0c,$59,$0b,$03,$f7,$49,$46,$3c)
|
||||
dta b($13,$b2,$b4,$d2,$44,$91,$80,$a2,$02,$02,$0b,$ed,$6d)
|
||||
dta b($07,$0f,$81,$16,$dc,$06)
|
||||
dta b($07,$e4,$bd,$7a,$d0,$06)
|
||||
dta b($12,$ae,$5c,$40,$02,$e6,$c0,$95,$0b,$c4,$6b,$c2,$03)
|
||||
dta b($20,$14,$a5,$09,$d2,$04,$14,$15,$50,$1c,$e1,$a0,$61,$f0,$1c,$c3)
|
||||
dta b($c0,$c8,$54,$1c,$f1)
|
||||
dta b($0b,$b6,$48,$0c,$4c,$75,$0e,$7b)
|
||||
dta b($12,$14,$15,$60,$02,$05,$2c,$10,$0c,$66,$70,$c7,$03)
|
||||
dta b($16,$17,$61,$40,$5e,$99,$00,$05,$08,$8b,$03,$f4,$81,$56,$3e)
|
||||
dta b($0f,$49,$37,$70,$5e,$72,$07,$90,$77,$9d,$07)
|
||||
dta b($17,$49,$db,$02,$ce,$a3,$20,$00,$11,$08,$30,$a5,$b0,$e4,$8e,$07)
|
||||
dta b($08,$43,$06,$f8,$58,$f0)
|
||||
dta b($04,$f0,$dd,$0d)
|
||||
dta b($04,$22,$99,$0d)
|
||||
dta b($04,$22,$b4,$0d)
|
||||
dta b($05,$f9,$b9,$b5,$01)
|
||||
dta b($1f,$09,$4c,$f4,$2a,$23,$da,$16,$c0,$d2,$a4,$c5,$15,$02,$e8,$03)
|
||||
dta b($0d,$83,$f6,$9a,$07)
|
||||
dta b($2a,$09,$dc,$c0,$16,$a0,$48,$be,$7a,$10,$a0,$a8,$00,$1b,$18,$2b)
|
||||
dta b($18,$3c,$03,$28,$2a,$60,$a2,$40,$de,$f5,$de,$03)
|
||||
dta b($14,$17,$05,$0a,$6e,$98,$80,$a2,$40,$81,$7b,$69,$96,$0f)
|
||||
dta b($24,$2d,$b4,$00,$66,$48,$04,$50,$54,$64,$d1,$04,$88,$02,$48,$c0)
|
||||
dta b($13,$b0,$b4,$0a,$a0,$28,$4d,$0f)
|
||||
dta b($1e,$89,$ea,$09,$54,$9d,$14,$3c,$57,$c0,$33,$80,$a2,$37,$0b,$20)
|
||||
dta b($01,$4f,$ef,$3d)
|
||||
dta b($17,$09,$cc,$52,$40,$00,$42,$a6,$83,$28,$60,$e9,$20,$ea,$bd,$07)
|
||||
dta b($13,$ed,$b5,$86,$3f,$48,$13,$50,$14,$28,$c0,$af,$7e)
|
||||
dta b($11,$09,$b0,$42,$01,$7e,$15,$a0,$44,$41,$2b,$1b)
|
||||
dta b($0c,$b3,$8e,$55,$24,$98,$e8,$d1,$0d)
|
||||
dta b($1d,$09,$90,$44,$9c,$a6,$e0,$06,$47,$01,$7d,$80,$25,$5b,$40,$70)
|
||||
dta b($f8,$06,$ec,$01)
|
||||
dta b($07,$be,$cf,$27,$ba,$07)
|
||||
dta b($24,$37,$4c,$40,$51,$a0,$20,$4c,$30,$d8,$9b,$05,$84,$09,$12,$a0)
|
||||
dta b($28,$b9,$05,$12,$05,$37,$cc,$0f)
|
||||
dta b($27,$ea,$25,$07,$28,$2a,$20,$c8,$86,$39,$98,$a5,$00,$8a,$0a,$b8)
|
||||
dta b($4f,$32,$02,$28,$2a,$18,$cc,$90,$88,$07)
|
||||
dta b($2a,$89,$82,$1b,$a6,$d3,$14,$a8,$3a,$29,$08,$40,$3d,$c1,$41,$a2)
|
||||
dta b($e0,$86,$09,$82,$03,$81,$d8,$e2,$68,$95,$65,$03)
|
||||
dta b($1e,$09,$90,$44,$9c,$a6,$80,$a5,$55,$80,$4d,$8f,$15,$37,$0a,$08)
|
||||
dta b($0e,$df,$80,$37)
|
||||
dta b($17,$09,$50,$f4,$ea,$41,$14,$e0,$57,$01,$4b,$ab,$10,$d0,$ca,$07)
|
||||
dta b($07,$b2,$4e,$04,$c4,$06)
|
||||
dta b($22,$09,$50,$94,$dc,$02,$14,$a5,$09,$4e,$c5,$7a,$82,$00,$58,$a2)
|
||||
dta b($94,$15,$30,$64,$c8,$d8,$03)
|
||||
dta b($2a,$f3,$b5,$82,$de,$05,$09,$90,$e7,$34,$05,$a6,$14,$06,$58,$5a)
|
||||
dta b($05,$ac,$c4,$58,$72,$07,$04,$87,$db,$93,$c5,$03)
|
||||
dta b($18,$a8,$e0,$0d,$56,$62,$2c,$39,$0d,$42,$72,$9a,$82,$f1,$1e,$f3)
|
||||
dta b($0e,$a7,$14,$ef,$3d,$a0,$28,$b8,$35,$3d)
|
||||
dta b($1f,$49,$db,$02,$4c,$60,$ac,$38,$10,$1c,$01,$09,$8c,$e0,$34,$05)
|
||||
dta b($a7,$50,$50,$e1,$06)
|
||||
dta b($0d,$2e,$b9,$02,$9e,$2b,$e0,$b9,$f2,$01)
|
||||
dta b($19,$0f,$01,$f7,$36,$40,$45,$16,$90,$80,$60,$ef,$82,$70,$42,$72)
|
||||
dta b($1b)
|
||||
dta b($0f,$49,$33,$06,$44,$01,$22,$8c,$e5,$bd,$07)
|
||||
dta b($11,$49,$db,$02,$ce,$a3,$80,$85,$8b,$8b,$9c,$1b)
|
||||
dta b($10,$23,$30,$06,$1a,$06,$2c,$5c,$5c,$e4,$dc)
|
||||
dta b($0e,$f8,$55,$20,$d2,$01,$a4,$b6,$86,$37)
|
||||
;
|
||||
; Constants copied from source
|
||||
LEND
|
||||
NumberOfOffensiveTexts=55
|
||||
NumberOfDeffensiveTexts=62
|
||||
NumberOfPropagandaTexts=21
|
||||
VeryFunnyText=79
|
||||
.endp
|
||||
|
||||
; Tail copied from source (uncompressed)
|
||||
hoverFull dta d"MY HOVERCRAFT IS FULL OF EELS!"^
|
||||
hoverFullEnd
|
||||
hoverEmpty dta d"RUNNING OUT OF EELS"^
|
||||
hoverEmptyEnd
|
||||
Binary file not shown.
+204
@@ -0,0 +1,204 @@
|
||||
|
||||
.IF *>0 ;this is a trick that prevents compiling this file alone
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc circle ;fxxxing good circle drawing :)
|
||||
; xdraw,ydraw (word) - coordinates of circle center
|
||||
; radius (byte) - radius of circle
|
||||
;--------------------------------------------------
|
||||
;Turbo Basic source
|
||||
; R=30
|
||||
; XC=0:YC=R
|
||||
; FX=0:FY=8*R:FS=4*R+3
|
||||
; WHILE FX<FY
|
||||
; splot8 //splot8 are eight plotz around the circle
|
||||
; XC=XC+1
|
||||
; FX=FX+8
|
||||
; IF FS>0
|
||||
; FS=FS-FX-4
|
||||
; ELSE
|
||||
; YC=YC-1
|
||||
; FY=FY-8
|
||||
; FS=FS-FX-4+FY
|
||||
; ENDIF
|
||||
; WEND
|
||||
; splot8
|
||||
|
||||
mwa xdraw xcircle
|
||||
mwa ydraw ycircle
|
||||
|
||||
; XC=0:YC=R
|
||||
mwa #0 xc
|
||||
mva radius yc
|
||||
; FX=0:FY=8*R:FS=4*R+3
|
||||
mva #0 fx
|
||||
mva radius fy
|
||||
asl FY
|
||||
asl FY
|
||||
mva FY FS
|
||||
asl FY
|
||||
; A = FS and C = 0
|
||||
;clc
|
||||
;lda FS
|
||||
adc #3
|
||||
sta FS
|
||||
|
||||
circleloop
|
||||
; WHILE FX<FY
|
||||
lda FX
|
||||
cmp FY
|
||||
bcc not_endcircleloop
|
||||
endcircleloop
|
||||
mwa xcircle xdraw
|
||||
mwa ycircle ydraw
|
||||
rts
|
||||
not_endcircleloop
|
||||
; jsr splot8
|
||||
;----
|
||||
; splot8
|
||||
; plot xcircle+XC,ycircle+YC
|
||||
; plot xcircle+XC,ycircle-YC
|
||||
; plot xcircle-XC,ycircle-YC
|
||||
; plot xcircle-XC,ycircle+YC
|
||||
|
||||
; plot xcircle+YC,ycircle+XC
|
||||
; plot xcircle+YC,ycircle-XC
|
||||
; plot xcircle-YC,ycircle-XC
|
||||
; plot xcircle-YC,ycircle+XC
|
||||
|
||||
;clc - allways after BCC
|
||||
lda xcircle
|
||||
adc XC
|
||||
sta xdraw
|
||||
lda xcircle+1
|
||||
adc #0
|
||||
sta xdraw+1
|
||||
;clc
|
||||
lda ycircle
|
||||
adc YC
|
||||
sta ydraw
|
||||
sta ytempDRAW
|
||||
lda ycircle+1
|
||||
adc #$00
|
||||
sta ydraw+1
|
||||
sta ytempDRAW+1
|
||||
; plot xcircle+XC,ycircle+YC
|
||||
jsr plot
|
||||
|
||||
sec
|
||||
lda ycircle
|
||||
sbc YC
|
||||
sta ydraw
|
||||
lda ycircle+1
|
||||
sbc #$00
|
||||
sta ydraw+1
|
||||
; plot xcircle+XC,ycircle-YC
|
||||
jsr plot
|
||||
|
||||
sec
|
||||
lda xcircle
|
||||
sbc XC
|
||||
sta xdraw
|
||||
lda xcircle+1
|
||||
sbc #0
|
||||
sta xdraw+1
|
||||
; plot xcircle-XC,ycircle-YC
|
||||
jsr plot
|
||||
|
||||
lda ytempDRAW
|
||||
sta ydraw
|
||||
lda ytempDRAW+1
|
||||
sta ydraw+1
|
||||
; plot xcircle-XC,ycircle+YC
|
||||
jsr plot
|
||||
;---
|
||||
clc
|
||||
lda xcircle
|
||||
adc YC
|
||||
sta xdraw
|
||||
lda xcircle+1
|
||||
adc #0
|
||||
sta xdraw+1
|
||||
;clc
|
||||
lda ycircle
|
||||
adc XC
|
||||
sta ydraw
|
||||
sta ytempDRAW
|
||||
lda ycircle+1
|
||||
adc #$00
|
||||
sta ydraw+1
|
||||
sta ytempDRAW+1
|
||||
; plot xcircle+YC,ycircle+XC
|
||||
jsr plot
|
||||
|
||||
sec
|
||||
lda ycircle
|
||||
sbc XC
|
||||
sta ydraw
|
||||
lda ycircle+1
|
||||
sbc #$00
|
||||
sta ydraw+1
|
||||
; plot xcircle+YC,ycircle-XC
|
||||
jsr plot
|
||||
|
||||
sec
|
||||
lda xcircle
|
||||
sbc YC
|
||||
sta xdraw
|
||||
lda xcircle+1
|
||||
sbc #0
|
||||
sta xdraw+1
|
||||
; plot xcircle-YC,ycircle-XC
|
||||
jsr plot
|
||||
|
||||
lda ytempDRAW
|
||||
sta ydraw
|
||||
lda ytempDRAW+1
|
||||
sta ydraw+1
|
||||
; plot xcircle-YC,ycircle+XC
|
||||
jsr plot
|
||||
;-----
|
||||
|
||||
; XC=XC+1
|
||||
inc XC
|
||||
|
||||
; FX=FX+8
|
||||
clc
|
||||
lda FX
|
||||
adc #8
|
||||
sta FX
|
||||
|
||||
; IF FS>0
|
||||
; FS=FS-FX-4
|
||||
lda FS
|
||||
beq else01
|
||||
bmi else01
|
||||
sec
|
||||
sbc FX
|
||||
sbc #4
|
||||
sta FS
|
||||
jmp circleloop ; endif01
|
||||
else01
|
||||
; ELSE
|
||||
; YC=YC-1
|
||||
dec YC
|
||||
; FY=FY-8
|
||||
sec
|
||||
lda FY
|
||||
sbc #8
|
||||
sta FY
|
||||
; FS=FS-FX-4+FY
|
||||
lda FS
|
||||
sec
|
||||
sbc FX
|
||||
sbc #4
|
||||
clc
|
||||
adc FY
|
||||
sta FS
|
||||
endif01
|
||||
; ENDIF
|
||||
jmp circleloop
|
||||
; WEND
|
||||
.endp
|
||||
|
||||
.endif
|
||||
+174
@@ -0,0 +1,174 @@
|
||||
|
||||
.IF *>0 ;this is a trick that prevents compiling this file alone
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc circle ;fxxxing good circle drawing :)
|
||||
; xdraw,ydraw (word) - coordinates of circle center
|
||||
; radius (byte) - radius of circle
|
||||
;--------------------------------------------------
|
||||
;Turbo Basic source
|
||||
;XC=0
|
||||
;YC=R
|
||||
;PC=R (FS)
|
||||
;
|
||||
;WHILE XC<=YC
|
||||
;
|
||||
; SPLOT(XC,YC)
|
||||
; IF PC>YC THEN
|
||||
; YC=YC-1
|
||||
; PC=PC-YC
|
||||
; ENDIF
|
||||
; XC=XC+1
|
||||
; PC=PC+XC
|
||||
;
|
||||
;WEND
|
||||
|
||||
mwa xdraw xcircle
|
||||
mwa ydraw ycircle
|
||||
|
||||
; XC=0:YC=R:FS=R
|
||||
mwa #0 xc
|
||||
mva radius yc
|
||||
sta FS
|
||||
|
||||
circleloop
|
||||
;WHILE XC<=YC
|
||||
lda XC
|
||||
cmp YC
|
||||
bcc not_endcircleloop
|
||||
endcircleloop
|
||||
mwa xcircle xdraw
|
||||
mwa ycircle ydraw
|
||||
rts
|
||||
not_endcircleloop
|
||||
; jsr splot8
|
||||
;----
|
||||
; splot8
|
||||
; plot xcircle+XC,ycircle+YC
|
||||
; plot xcircle+XC,ycircle-YC
|
||||
; plot xcircle-XC,ycircle-YC
|
||||
; plot xcircle-XC,ycircle+YC
|
||||
|
||||
; plot xcircle+YC,ycircle+XC
|
||||
; plot xcircle+YC,ycircle-XC
|
||||
; plot xcircle-YC,ycircle-XC
|
||||
; plot xcircle-YC,ycircle+XC
|
||||
|
||||
;clc - allways after BCC
|
||||
lda xcircle
|
||||
adc XC
|
||||
sta xdraw
|
||||
lda xcircle+1
|
||||
adc #0
|
||||
sta xdraw+1
|
||||
;clc
|
||||
lda ycircle
|
||||
adc YC
|
||||
sta ydraw
|
||||
sta ytempDRAW
|
||||
lda ycircle+1
|
||||
adc #$00
|
||||
sta ydraw+1
|
||||
sta ytempDRAW+1
|
||||
; plot xcircle+XC,ycircle+YC
|
||||
jsr plot
|
||||
|
||||
sec
|
||||
lda ycircle
|
||||
sbc YC
|
||||
sta ydraw
|
||||
lda ycircle+1
|
||||
sbc #$00
|
||||
sta ydraw+1
|
||||
; plot xcircle+XC,ycircle-YC
|
||||
jsr plot
|
||||
|
||||
sec
|
||||
lda xcircle
|
||||
sbc XC
|
||||
sta xdraw
|
||||
lda xcircle+1
|
||||
sbc #0
|
||||
sta xdraw+1
|
||||
; plot xcircle-XC,ycircle-YC
|
||||
jsr plot
|
||||
|
||||
lda ytempDRAW
|
||||
sta ydraw
|
||||
lda ytempDRAW+1
|
||||
sta ydraw+1
|
||||
; plot xcircle-XC,ycircle+YC
|
||||
jsr plot
|
||||
;---
|
||||
clc
|
||||
lda xcircle
|
||||
adc YC
|
||||
sta xdraw
|
||||
lda xcircle+1
|
||||
adc #0
|
||||
sta xdraw+1
|
||||
;clc
|
||||
lda ycircle
|
||||
adc XC
|
||||
sta ydraw
|
||||
sta ytempDRAW
|
||||
lda ycircle+1
|
||||
adc #$00
|
||||
sta ydraw+1
|
||||
sta ytempDRAW+1
|
||||
; plot xcircle+YC,ycircle+XC
|
||||
jsr plot
|
||||
|
||||
sec
|
||||
lda ycircle
|
||||
sbc XC
|
||||
sta ydraw
|
||||
lda ycircle+1
|
||||
sbc #$00
|
||||
sta ydraw+1
|
||||
; plot xcircle+YC,ycircle-XC
|
||||
jsr plot
|
||||
|
||||
sec
|
||||
lda xcircle
|
||||
sbc YC
|
||||
sta xdraw
|
||||
lda xcircle+1
|
||||
sbc #0
|
||||
sta xdraw+1
|
||||
; plot xcircle-YC,ycircle-XC
|
||||
jsr plot
|
||||
|
||||
lda ytempDRAW
|
||||
sta ydraw
|
||||
lda ytempDRAW+1
|
||||
sta ydraw+1
|
||||
; plot xcircle-YC,ycircle+XC
|
||||
jsr plot
|
||||
;-----
|
||||
|
||||
; IF FS>YC THEN
|
||||
lda YC
|
||||
cmp FS
|
||||
bcc endif01
|
||||
; YC=YC-1
|
||||
dec YC
|
||||
; FS=FS-YC
|
||||
sec
|
||||
lda FS
|
||||
sbc YC
|
||||
sta FS
|
||||
endif01
|
||||
; ENDIF
|
||||
; XC=XC+1
|
||||
inc XC
|
||||
; FS=FS+XC
|
||||
clc
|
||||
lda FS
|
||||
adc XC
|
||||
sta FS
|
||||
jmp circleloop
|
||||
; WEND
|
||||
.endp
|
||||
|
||||
.endif
|
||||
+352
@@ -0,0 +1,352 @@
|
||||
icl 'Atari/lib/ATARISYS.ASM'
|
||||
icl 'Atari/lib/MACRO.ASM'
|
||||
|
||||
screenheight = 200
|
||||
screenbytes = 40
|
||||
screenwidth = screenBytes*8 ; Max screenwidth = 512!!!
|
||||
FirstZpageVariable = $50
|
||||
.zpvar DliColorBack .byte = FirstZpageVariable
|
||||
.zpvar ClearSky .byte ; $ff - Crear sky during drawmountains, 0 - no clear sky
|
||||
.zpvar PaddleState .byte ; old state 2nd button for 2 buttons joysticks
|
||||
.zpvar GradientNr .byte
|
||||
.zpvar GradientColors .word
|
||||
.zpvar JoystickNumber .byte
|
||||
.zpvar LazyFlag .byte ; 7 bit - run Lazy Darwin, 6 bit - run Lazy Boy or Darwin (!) after inventory
|
||||
; 0 - nothing
|
||||
.zpvar SpyHardFlag .byte ; >$7f - run SpyHard after inventory
|
||||
.zpvar Vdebug .byte ; "visual debug" flag ($00 - off, $ff - on)
|
||||
.zpvar xdraw .word ; = $64 ;variable X for plot
|
||||
.zpvar ydraw .word ; variable Y for plot
|
||||
; (like in Atari Basic - Y=0 in upper right corner of the screen)
|
||||
.zpvar xbyte .word
|
||||
.zpvar ybyte .word
|
||||
.zpvar CharCode .byte
|
||||
.zpvar fontind .word
|
||||
.zpvar tanknr .byte
|
||||
.zpvar oldplot .word
|
||||
.zpvar xc .word
|
||||
.zpvar temp .word ; temporary word for the most embeded loops only
|
||||
.zpvar temp2 .word ; same as above
|
||||
.zpvar modify .word ; origially used to replace self-modyfying code
|
||||
.zpvar tempXROLLER .word ; same as above for XROLLER routine (used also in result display routine)
|
||||
.zpvar xtempDRAW .word ; same as above for XDRAW routine
|
||||
.zpvar ytempDRAW .word ; same as above for XDRAW routine
|
||||
.zpvar tempor2 .word
|
||||
.zpvar CreditsVScrol .byte
|
||||
;--------------temps used in circle routine
|
||||
.zpvar xi .word ; X (word) in draw routine
|
||||
.zpvar fx .byte
|
||||
.zpvar yi .word ; Y (word) in draw routine
|
||||
.zpvar fy .byte
|
||||
.zpvar xk .word
|
||||
.zpvar fs .byte
|
||||
.zpvar yc .byte ; ycircle - temporary for circle
|
||||
.zpvar dx .word
|
||||
.zpvar dy .word
|
||||
.zpvar dd .word
|
||||
.zpvar di .word
|
||||
.zpvar dp .word
|
||||
;----------------------------
|
||||
.zpvar UnderTank1 .byte
|
||||
.zpvar UnderTank2 .byte
|
||||
;----------------------------
|
||||
.zpvar TestFlightFlag .byte ; For AI test flights ($ff - test, $00 - standard shoot flight)
|
||||
.zpvar weaponPointer .word
|
||||
.zpvar dliCounter .byte
|
||||
.zpvar pressTimer .byte
|
||||
.zpvar NTSCcounter .byte
|
||||
.zpvar sfx_effect .byte
|
||||
.zpvar RMT_blocked .byte
|
||||
.zpvar ScrollFlag .byte
|
||||
.zpvar SkStatSimulator .byte
|
||||
.zpvar FloatingAlt .byte ; floating tank altitude
|
||||
.zpvar OverTankDir .byte ; (0 go right, $ff go left) direction of bypassing tanks on screen
|
||||
|
||||
; --------------OPTIMIZATION VARIABLES--------------
|
||||
.zpvar Force .word
|
||||
.zpvar Force_ .byte ; Force is 3 bytes long
|
||||
.zpvar Angle .byte
|
||||
.zpvar Parachute .byte ; are you insured with parachute?
|
||||
.zpvar color .byte
|
||||
.zpvar Erase .byte ; if 1 only mask of the character is printed
|
||||
; on the graphics screen. if 0 character is printed normally
|
||||
.zpvar radius .byte
|
||||
.zpvar decimal .word
|
||||
.zpvar NumberOfPlayers .byte ; current number of players (counted from 1)
|
||||
.zpvar Counter .byte ; temporary Counter for outside loops
|
||||
.zpvar ExplosionRadius .byte
|
||||
.zpvar FunkyBombCounter .byte
|
||||
.zpvar ResultY .byte
|
||||
.zpvar xcircle .word
|
||||
.zpvar ycircle .word
|
||||
.zpvar vy .word
|
||||
.zpvar vy_ .word ; 4 bytes
|
||||
.zpvar vx .word
|
||||
.zpvar vx_ .word ; 4 bytes
|
||||
.zpvar HitFlag .byte ; $ff when missile hit ground, $00 when no hit,
|
||||
; $01-$06 tank index+1 when hit tank
|
||||
.zpvar PositionOnTheList .byte ; pointer position on the list being displayed
|
||||
.zpvar FirstKeypressDelay .byte
|
||||
.zpvar IsEndOfTheFallFlag .byte ;for small speedup ground falling
|
||||
.zpvar TankSequencePointer .byte
|
||||
.zpvar WindChangeInRound .byte ; wind change after each turn (not round only) flag
|
||||
; (0 - round only, >0 - each turn)
|
||||
.zpvar RandomMountains .byte ; mountains type change after each turn flag
|
||||
; (0 - round only, >0 - each turn)
|
||||
.zpvar FastSoilDown .byte ; 0 - standard, >0 - fast
|
||||
.zpvar BlackHole .byte ; 0 - no, >0 - yes
|
||||
.zpvar XHit .word
|
||||
.zpvar delta .word
|
||||
.zpvar HowMuchToFall .byte
|
||||
.zpvar magic .word ; worst var name in the whole business
|
||||
.zpvar xtraj .word
|
||||
.zpvar xtraj_ .byte ; 3 bytes
|
||||
.zpvar ytraj .word
|
||||
.zpvar ytraj_ .byte ; 3 bytes
|
||||
.zpvar Wind .word
|
||||
.zpvar Wind_ .word ; 4 bytes
|
||||
.zpvar RangeLeft .word
|
||||
.zpvar RangeRight .word
|
||||
.zpvar NewAngle .byte
|
||||
.zpvar escFlag .byte ; 7 bit - Exit game,
|
||||
; 6 bit - Exit to GameOver (cleared - exit to Menu), 0 - nothing
|
||||
.zpvar LineYdraw .byte
|
||||
.zpvar LineXdraw .word
|
||||
.zpvar plot4x4color .byte ; $00 / $ff
|
||||
.zpvar Multiplier .word
|
||||
.zpvar Multiplier_ .byte ; 3 bytes
|
||||
.zpvar HowToDraw .byte
|
||||
.zpvar DrawDirFactor .byte
|
||||
.zpvar gravity .byte
|
||||
.zpvar LineLength .word
|
||||
.zpvar tracerflag .byte
|
||||
.zpvar isInventory .byte
|
||||
.zpvar DifficultyLevel .byte
|
||||
.zpvar goleft .byte
|
||||
.zpvar OffsetDL1 .byte
|
||||
.zpvar L1 .byte
|
||||
|
||||
;-----------------------------------------------
|
||||
; variable declarations in RAM (no code)
|
||||
;-----------------------------------------------
|
||||
ORG $2000
|
||||
; These tebles are at the beginning of memory pages becouse ....
|
||||
bittable1_long
|
||||
.ds $100
|
||||
bittable2_long
|
||||
.ds $100
|
||||
linetableL
|
||||
.ds (screenHeight)
|
||||
linetableH
|
||||
.ds (screenHeight)
|
||||
oldora .DS [5]
|
||||
OldOraTemp .DS 1
|
||||
oldplotH .DS [5]
|
||||
oldplotL .DS [5]
|
||||
oldply .DS [5]
|
||||
WhichUnPlot .DS 1
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc GenerateLineTable
|
||||
|
||||
mwa #display temp
|
||||
mwa #linetableL temp2
|
||||
mwa #linetableH modify
|
||||
ldy #0
|
||||
@ lda temp
|
||||
sta (temp2),y
|
||||
lda temp+1
|
||||
sta (modify),y
|
||||
adw temp #screenwidth
|
||||
iny
|
||||
cpy #0 ;#screenheight+1
|
||||
bne @-
|
||||
; and bittables for fastest plot and point (thanks @jhusak)
|
||||
ldy #0
|
||||
lda #$40
|
||||
@ asl
|
||||
adc #0
|
||||
sta bittable1_long,y
|
||||
tax
|
||||
eor #%11111111
|
||||
sta bittable2_long,y
|
||||
txa
|
||||
dey
|
||||
bne @-
|
||||
endof
|
||||
rts
|
||||
.endp
|
||||
|
||||
|
||||
; -----------------------------------------
|
||||
.proc unPlot
|
||||
; plots a point and saves the plotted byte, reverts the previous plot.
|
||||
; -----------------------------------------
|
||||
ldx #0 ; only one pixel
|
||||
unPlotAfterX
|
||||
stx WhichUnPlot
|
||||
|
||||
; first remake the oldie
|
||||
lda oldplotL,x
|
||||
sta oldplot
|
||||
lda oldplotH,x
|
||||
sta oldplot+1
|
||||
|
||||
ldy oldply,x
|
||||
lda oldora,x
|
||||
sta (oldplot),y
|
||||
|
||||
|
||||
; is it not out of the screen ????
|
||||
cpw ydraw #screenheight
|
||||
jcc CheckX
|
||||
mwa #0 ydraw
|
||||
CheckX
|
||||
cpw xdraw #screenwidth
|
||||
jcs EndOfUnPlot
|
||||
MakeUnPlot
|
||||
; let's count coordinates taken from xdraw and ydraw
|
||||
;xbyte = xbyte/8
|
||||
lda xdraw+1
|
||||
lsr
|
||||
lda xdraw
|
||||
ror ;just one bit over 256. Max screenwidth = 512!!!
|
||||
lsr
|
||||
lsr
|
||||
;---
|
||||
tay
|
||||
ldx WhichUnPlot
|
||||
;tya
|
||||
sta oldply,x
|
||||
|
||||
ldx ydraw
|
||||
lda linetableL,x
|
||||
sta xbyte
|
||||
sta oldplot
|
||||
lda linetableH,x
|
||||
sta xbyte+1
|
||||
sta oldplot+1
|
||||
|
||||
; lda xdraw
|
||||
; and #$7
|
||||
; tax
|
||||
ldx xdraw ; optimization (256 bytes long bittable)
|
||||
|
||||
lda color
|
||||
bne ClearUnPlot
|
||||
|
||||
;plotting here
|
||||
lda (xbyte),y
|
||||
sta OldOraTemp
|
||||
ora bittable1_long,x
|
||||
sta (xbyte),y
|
||||
bne ContinueUnPlot ; allways <>0
|
||||
ClearUnPlot
|
||||
lda (xbyte),y
|
||||
sta OldOraTemp
|
||||
and bittable2_long,x
|
||||
sta (xbyte),y
|
||||
ContinueUnPlot
|
||||
ldx WhichUnPlot
|
||||
lda OldOraTemp
|
||||
sta oldora,x
|
||||
lda oldplot
|
||||
sta oldplotL,x
|
||||
lda oldplot+1
|
||||
sta oldplotH,x
|
||||
; and now we must solve the problem of several plots
|
||||
; in one byte
|
||||
ldx #4
|
||||
ldy WhichUnPlot
|
||||
LetsCheckOverlapping
|
||||
cpx WhichUnPlot
|
||||
beq SkipThisPlot
|
||||
lda oldplotL,x
|
||||
cmp oldplotL,y
|
||||
bne NotTheSamePlot
|
||||
lda oldplotH,x
|
||||
cmp oldplotH,y
|
||||
bne NotTheSamePlot
|
||||
lda oldply,x
|
||||
cmp oldply,y
|
||||
bne NotTheSamePlot
|
||||
; the pixel is in the same byte so let's take correct contents
|
||||
lda oldora,x
|
||||
sta oldora,y
|
||||
NotTheSamePlot
|
||||
SkipThisPlot
|
||||
dex
|
||||
bpl LetsCheckOverlapping
|
||||
EndOfUnPlot
|
||||
rts
|
||||
.endp
|
||||
|
||||
; -----------------------------------------
|
||||
.proc plot ;plot (xdraw, ydraw, color)
|
||||
; color == 1 --> put pixel
|
||||
; color == 0 --> erase pixel
|
||||
; xdraw (word) - X coordinate
|
||||
; ydraw (word) - Y coordinate
|
||||
; this is one of the most important routines in the whole
|
||||
; game. If you are going to speed up the game, start with
|
||||
; plot - it is used by every single effect starting from explosions
|
||||
; through line drawing and small text output!!!
|
||||
;
|
||||
; Optimized by 0xF (Fox) THXXXX!!!
|
||||
|
||||
; -----------------------------------------
|
||||
; is it not over the screen ???
|
||||
cpw ydraw #(screenheight+1); changed for one additional line. cpw ydraw #(screenheight-1)
|
||||
bcs unPlot.EndOfUnPlot ;nearest RTS
|
||||
CheckX02
|
||||
cpw xdraw #screenwidth
|
||||
bcs EndOfPlot
|
||||
MakePlot
|
||||
; let's calculate coordinates from xdraw and ydraw
|
||||
|
||||
;xbyte = xbyte/8
|
||||
lda xdraw+1
|
||||
lsr
|
||||
lda xdraw
|
||||
ror ;just one bit over 256. Max screenwidth = 512!!!
|
||||
lsr
|
||||
lsr
|
||||
sta xbyte
|
||||
;---
|
||||
ldx ydraw
|
||||
ldy linetableL,x
|
||||
lda linetableH,x
|
||||
sta xbyte+1
|
||||
|
||||
; lda xdraw
|
||||
; and #$7
|
||||
; tax
|
||||
ldx xdraw ; optimization (256 bytes long bittable)
|
||||
|
||||
lda color
|
||||
bne ClearPlot
|
||||
|
||||
lda (xbyte),y
|
||||
ora bittable1_long,x
|
||||
sta (xbyte),y
|
||||
EndOfPlot
|
||||
rts
|
||||
ClearPlot
|
||||
lda (xbyte),y
|
||||
and bittable2_long,x
|
||||
sta (xbyte),y
|
||||
rts
|
||||
.endp
|
||||
|
||||
icl 'circle1.asm'
|
||||
;icl 'circle2.asm'
|
||||
|
||||
start
|
||||
;jsr generatelinetable
|
||||
halt
|
||||
|
||||
|
||||
run start
|
||||
.align $1000
|
||||
.ds 10
|
||||
display
|
||||
Binary file not shown.
+59
-47
@@ -64,13 +64,20 @@ areYouSureText
|
||||
.ELIF TARGET = 5200
|
||||
dta d"#END? Y-1/N-0#"
|
||||
.ENDIF
|
||||
|
||||
lineClear
|
||||
dta d" "
|
||||
|
||||
; Additional texts - Teams
|
||||
Player_Header
|
||||
dta d"Player"
|
||||
Team_Header
|
||||
dta d"A-Team" ; :)
|
||||
|
||||
TankColoursTable .BYTE $58,$2a,$96,$ca,$7a,$ed
|
||||
TankColoursTableT .BYTE $2a,$2a,$7a,$7a,$2a,$7a ; Teams colors
|
||||
;TankStatusColoursTable .BYTE $54,$24,$92,$c4,$74,$e4 ; standard order
|
||||
TankStatusColoursTable .BYTE $74,$c4,$24,$e4,$54,$94 ; Adam's order
|
||||
TankStatusColoursTableT .BYTE $24,$74,$24,$74,$24,$74 ; Teams colors
|
||||
;-----------
|
||||
GradientAddrL
|
||||
.by <dliColorsFore, <dliColorsFore, <dliColorsFore2
|
||||
@@ -250,7 +257,6 @@ 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_Sandhog
|
||||
@@ -260,6 +266,7 @@ 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
|
||||
@@ -299,7 +306,6 @@ 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_Sandhog
|
||||
@@ -309,6 +315,7 @@ 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
|
||||
@@ -355,16 +362,16 @@ 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 5 ;Sandhog ;_22
|
||||
.by 2 ;Heavy_Sandhog ;_23
|
||||
.by 5 ;Dirt_Clod ;_24
|
||||
.by 3 ;Dirt_Ball ;_25
|
||||
.by 1 ;Ton_of_Dirt ;_26
|
||||
.by 4 ;Liquid_Dirt ;_27
|
||||
.by 2 ;Dirt_Charge ;_28
|
||||
.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
|
||||
@@ -393,11 +400,11 @@ 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 ","Sandhog ","Heavy Sandhog "
|
||||
; "Riot Blast ","Riot Bomb ","Heavy Riot Bomb ","Digger "
|
||||
; "Heavy Digger ","Sandhog ","Heavy Sandhog ","Dirt Clod "
|
||||
.by %00000000
|
||||
; "Dirt Clod ","Dirt Ball ","Ton of Dirt ","Liquid Dirt "
|
||||
; "Dirt Charge ","Punch ","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 "
|
||||
@@ -414,11 +421,11 @@ 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 ","Sandhog ","Heavy Sandhog "
|
||||
; "Riot Blast ","Riot Bomb ","Heavy Riot Bomb ","Digger "
|
||||
; "Heavy Digger ","Sandhog ","Heavy Sandhog ","Dirt Clod "
|
||||
.by %00000000
|
||||
; "Dirt Clod ","Dirt Ball ","Ton of Dirt ","Liquid Dirt "
|
||||
; "Dirt Charge ","Punch ","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 "
|
||||
@@ -449,16 +456,16 @@ 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 $57 ;ind_Sandhog ;_22
|
||||
.by $58 ;ind_Heavy_Sandhog ;_23
|
||||
.by $59 ;ind_Dirt_Clod ;_24
|
||||
.by $5a ;ind_Dirt_Ball ;_25
|
||||
.by $5b ;ind_Ton_of_Dirt ;_26
|
||||
.by $60 ;ind_Liquid_Dirt ;_27
|
||||
.by $7b ;ind_Dirt_Charge ;_28
|
||||
.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
|
||||
@@ -500,16 +507,16 @@ NamesOfWeapons ;the comment is an index in the tables
|
||||
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"Sandhog"^ ; 22
|
||||
dta d"Heavy Sandhog"^ ; 23
|
||||
dta d"Dirt Clod"^ ; 24
|
||||
dta d"Dirt Ball"^ ; 25
|
||||
dta d"Ton of Dirt"^ ; 26
|
||||
dta d"Liquid Dirt"^ ; 27
|
||||
dta d"Dirt Charge"^ ; 28
|
||||
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
|
||||
@@ -556,7 +563,7 @@ 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_Sandhog
|
||||
@@ -564,6 +571,7 @@ weaponsOfDeath ; weapons used in tank death animations
|
||||
dta ind_Dirt_Clod
|
||||
dta ind_Dirt_Ball
|
||||
dta ind_Ton_of_Dirt
|
||||
dta 32 ; plasma blast!
|
||||
weaponsOfDeathEnd
|
||||
joyToKeyTable
|
||||
.by $ff ;00
|
||||
@@ -614,8 +622,9 @@ CreditsStart
|
||||
dta d"You were playing"^
|
||||
dta d"Scorch"^
|
||||
dta d"Warsaw, Miami"^
|
||||
dta d"2000-2023"^
|
||||
dta d" "*
|
||||
dta d" 2000-"
|
||||
year ; 4 bytes ftom scorch.asm
|
||||
dta d" "*
|
||||
dta d"Programming"^
|
||||
dta d"Tomasz 'Pecus' Pecko"^
|
||||
dta d"Pawel 'pirx' Kalinowski"^
|
||||
@@ -633,6 +642,7 @@ CreditsStart
|
||||
.IF TARGET = 800
|
||||
.IF CART_VERSION
|
||||
dta d"Krzysztof 'Kaz' Ziembik"^
|
||||
dta d"Alex Pecko"^
|
||||
.ENDIF
|
||||
dta d"Roman 'xorcerer' Fierfas"^
|
||||
.ENDIF
|
||||
@@ -657,7 +667,7 @@ CreditsStart
|
||||
dta d"RB5200, Krzysztof 'Kaz' Ziembik"^
|
||||
.ENDIF
|
||||
dta d" "*
|
||||
dta d"Additional testing"^
|
||||
dta d"Additional testing and Teams idea"^
|
||||
dta d"Arek and Alex Pecko"^
|
||||
dta d" "*
|
||||
dta d"Special thanks"^
|
||||
@@ -672,13 +682,15 @@ CreditsEnd
|
||||
.IF TARGET = 800
|
||||
CreditsLines=39 + 7 ; add 7 for scrollout
|
||||
.ELIF TARGET = 5200
|
||||
CreditsLines=33 + 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" "
|
||||
year ; 4 bytes ftom scorch.asm
|
||||
dta d" atariage", $4e, "com " ; $4e - non blinking dot
|
||||
.ENDIF
|
||||
|
||||
.endif ; .IF *>0
|
||||
|
||||
+22
-20
@@ -27,6 +27,8 @@ space = 0 ; space in screencodes
|
||||
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
|
||||
@@ -69,16 +71,16 @@ 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_Sandhog = 191 ;_22
|
||||
price_Heavy_Sandhog = 223 ;_23
|
||||
price_Dirt_Clod = 104 ;_24
|
||||
price_Dirt_Ball = 130 ;_25
|
||||
price_Ton_of_Dirt = 171 ;_26
|
||||
price_Liquid_Dirt = 330 ;_27
|
||||
price_Dirt_Charge = 343 ;_28
|
||||
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
|
||||
@@ -119,16 +121,16 @@ 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_Sandhog = 22
|
||||
ind_Heavy_Sandhog = 23
|
||||
ind_Dirt_Clod = 24
|
||||
ind_Dirt_Ball = 25
|
||||
ind_Ton_of_Dirt = 26
|
||||
ind_Liquid_Dirt = 27
|
||||
ind_Dirt_Charge = 28
|
||||
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
|
||||
|
||||
@@ -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) :)
|
||||
@@ -16,8 +18,7 @@ START
|
||||
jsr MakeDarkScreen
|
||||
bit escFlag
|
||||
bpl @+
|
||||
lda CONSOL
|
||||
and #%00000001 ; START KEY
|
||||
jsr CheckStartKey ; START KEY
|
||||
bne START
|
||||
jmp StartAfterSplash ; reset all game option if Start key pressed (and Esc)
|
||||
@
|
||||
@@ -124,24 +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
|
||||
@@ -155,28 +155,63 @@ 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
|
||||
jpl CalculateGainsLoop
|
||||
; Team game calculations
|
||||
; set initial values
|
||||
inx ; now X=0
|
||||
txa
|
||||
inx ; now X=1
|
||||
initialTeamsVal
|
||||
sta ResultsTable+MaxPlayers,x
|
||||
sta DirectHits+MaxPlayers,x
|
||||
sta EarnedMoneyH+MaxPlayers,x
|
||||
sta EarnedMoneyL+MaxPlayers,x
|
||||
dex
|
||||
bpl initialTeamsVal
|
||||
; and now Team scores calculations
|
||||
tax ; now X=0
|
||||
tay
|
||||
CalculateTeamsResults
|
||||
clc
|
||||
lda ResultsTable+MaxPlayers,y
|
||||
adc ResultsTable,x
|
||||
sta ResultsTable+MaxPlayers,y
|
||||
clc
|
||||
lda DirectHits+MaxPlayers,y
|
||||
adc DirectHits,x
|
||||
sta DirectHits+MaxPlayers,y
|
||||
clc
|
||||
lda EarnedMoneyL+MaxPlayers,y
|
||||
adc EarnedMoneyL,x
|
||||
sta EarnedMoneyL+MaxPlayers,y
|
||||
lda EarnedMoneyH+MaxPlayers,y
|
||||
adc EarnedMoneyH,x
|
||||
sta EarnedMoneyH+MaxPlayers,y
|
||||
tya
|
||||
eor #$01 ; swap team
|
||||
tay
|
||||
inx
|
||||
cpx NumberOfPlayers
|
||||
bne CalculateTeamsResults
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
@@ -291,35 +326,38 @@ NoEnergy
|
||||
bpl CheckingIfRoundIsFinished
|
||||
|
||||
cpy #2 ; is it less than 2 tanks have energy >0 ?
|
||||
bcs DoNotFinishTheRound
|
||||
|
||||
;points for the last living tank
|
||||
bcc FinishTheRound
|
||||
bit TeamGame
|
||||
bvc NoTeams
|
||||
; Check if one team is not dead
|
||||
; check team 1
|
||||
ldx NumberOfPlayers
|
||||
jsr CheckTeamDead
|
||||
beq FinishTheRound
|
||||
; check team 2
|
||||
ldx NumberOfPlayers
|
||||
dex ; for team 2
|
||||
jsr CheckTeamDead
|
||||
beq FinishTheRound
|
||||
NoTeams
|
||||
jmp DoNotFinishTheRound
|
||||
FinishTheRound
|
||||
;points for the last living tank(s)
|
||||
ldx NumberOfPlayers
|
||||
dex
|
||||
WhichTankWonLoop
|
||||
lda eXistenZ,x
|
||||
bne ThisOneWon
|
||||
dex
|
||||
bpl WhichTankWonLoop
|
||||
;error was here!!!
|
||||
; somehow I believed program will be never here
|
||||
; but it was a bad assumption
|
||||
; god knows when there is such a situation
|
||||
; (we've got a SITUATION here, if you know what I mean)
|
||||
; there are two tanks left.
|
||||
; one of them is killed by the second tank
|
||||
; second tank explodes and kills the first one.
|
||||
; and code lands here...
|
||||
; looks like no one won!
|
||||
rts
|
||||
|
||||
ThisOneWon
|
||||
beq CheckNext
|
||||
; set winning tanks points
|
||||
lda CurrentResult
|
||||
clc
|
||||
adc ResultsTable,x
|
||||
sta ResultsTable,x
|
||||
|
||||
rts ; this Round is finished
|
||||
inc CurrentResult ; this is for honesty (in Team game) :)
|
||||
CheckNext
|
||||
dex
|
||||
bpl WhichTankWonLoop
|
||||
rts
|
||||
|
||||
DoNotFinishTheRound
|
||||
; Seppuku here
|
||||
@@ -364,6 +402,10 @@ CheckNextTankAD
|
||||
|
||||
ldx tankNr
|
||||
lda TankStatusColoursTable,x
|
||||
bit TeamGame
|
||||
bvc NoTeamColors
|
||||
lda TankStatusColoursTableT,x
|
||||
NoTeamColors
|
||||
sta COLOR2 ; set color of status line
|
||||
jsr RandomizeForce.LimitForce
|
||||
jsr PutTankNameOnScreen
|
||||
@@ -385,11 +427,7 @@ RoboTanks
|
||||
;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
|
||||
|
||||
|
||||
@@ -564,6 +602,24 @@ NotLastPlayerInRound
|
||||
jmp MainRoundLoop
|
||||
.endp
|
||||
|
||||
;---------------------------------
|
||||
.proc CheckTeamDead
|
||||
; Optimalisation procedure
|
||||
; Counts alive in Team
|
||||
;---------------------------------
|
||||
dex
|
||||
ldy #0 ; in Y - number of tanks with energy greater than zero
|
||||
CheckingTeam
|
||||
lda eXistenZ,x
|
||||
beq NoEnergy
|
||||
iny
|
||||
NoEnergy
|
||||
dex
|
||||
dex
|
||||
bpl CheckingTeam
|
||||
cpy #0
|
||||
rts
|
||||
.endp
|
||||
;---------------------------------
|
||||
.proc PlayerXdeath
|
||||
; this tank should not explode anymore:
|
||||
@@ -585,7 +641,7 @@ 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 ...
|
||||
@@ -644,6 +700,7 @@ MetodOfDeath
|
||||
bcs MetodOfDeath
|
||||
tay
|
||||
lda weaponsOfDeath,y
|
||||
;lda #32 ; plasma blast only
|
||||
jsr ExplosionDirect
|
||||
mva #sfx_silencer sfx_effect
|
||||
|
||||
@@ -732,14 +789,13 @@ 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
|
||||
@@ -750,26 +806,32 @@ 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
|
||||
bmi @+
|
||||
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
|
||||
@@ -777,25 +839,16 @@ 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
|
||||
@@ -934,26 +987,21 @@ 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
|
||||
@@ -961,14 +1009,16 @@ 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
|
||||
; and "sequence" for teans
|
||||
ldx #MaxPlayers
|
||||
stx TankSequence+MaxPlayers+1 ; B-Team
|
||||
inx
|
||||
stx TankSequence+MaxPlayers ; A-Team
|
||||
rts
|
||||
.endp
|
||||
;----------------------------------------------
|
||||
@@ -979,9 +1029,7 @@ UsageLoop
|
||||
;----------------------------------------------
|
||||
|
||||
; lets randomize someting between 0 and 180
|
||||
lda RANDOM
|
||||
cmp #180
|
||||
bcs RandomizeAngle
|
||||
randomize 0 180
|
||||
rts
|
||||
.endp
|
||||
;----------------------------------------------
|
||||
@@ -1044,10 +1092,9 @@ 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
|
||||
@@ -1060,7 +1107,6 @@ MoveBarrel
|
||||
jsr WaitOneFrame
|
||||
AIaim
|
||||
jsr DrawTankNr.BarrelChange
|
||||
mva #0 Erase
|
||||
lda NewAngle
|
||||
cmp AngleTable,x
|
||||
beq BarrelPositionIsFine
|
||||
@@ -1072,11 +1118,32 @@ 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 ;
|
||||
;----------------------------------------------
|
||||
@@ -1121,8 +1188,28 @@ Bubble
|
||||
ldx #0 ;i=x
|
||||
stx temp2 ; sortflag=temp2
|
||||
inx ; because NumberOfPlayers start from 1 (not 0)
|
||||
|
||||
BubbleBobble
|
||||
jsr SortOnePass
|
||||
inx
|
||||
cpx NumberOfPlayers ; if no team game
|
||||
bne BubbleBobble
|
||||
|
||||
lda temp2 ; sortflag
|
||||
bne Bubble
|
||||
|
||||
; amd Teams sorting
|
||||
bit TeamGame
|
||||
bvc NoTeamsSort
|
||||
ldx #MaxPlayers+1 ;i=x
|
||||
jsr SortOnePass ; for 2 Teams one pass is sufficient
|
||||
NoTeamsSort
|
||||
rts
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc SortOnePass
|
||||
; optimalisation for 2 sorting procedures
|
||||
;--------------------------------------------------
|
||||
ldy TankSequence-1,x ; x count from 1 to NumberOfPlayers (we need cout from 0 to NumberOfPlayers-1)
|
||||
lda ResultsTable,y
|
||||
ldy TankSequence,x
|
||||
@@ -1165,14 +1252,6 @@ swapvalues
|
||||
sta TankSequence,x
|
||||
inc temp2
|
||||
nextishigher
|
||||
inx
|
||||
cpx NumberOfPlayers
|
||||
bne BubbleBobble
|
||||
|
||||
lda temp2
|
||||
|
||||
bne Bubble
|
||||
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
@@ -1292,17 +1371,15 @@ setMountainsType
|
||||
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
|
||||
|
||||
@
|
||||
@@ -1317,9 +1394,8 @@ 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
|
||||
|
||||
@@ -1330,6 +1406,10 @@ GameOver4x4
|
||||
sbb ResultY #2 ;next line (was empty)
|
||||
|
||||
ldx NumberOfPlayers ;we start from the highest (best) tank
|
||||
bit TeamGame
|
||||
bvc NoTeamsResults
|
||||
ldx #MaxPlayers+2 ; set pointer to teams results
|
||||
NoTeamsResults
|
||||
dex ;and it is the last one
|
||||
stx ResultOfTankNr ;in TankSequence table
|
||||
|
||||
@@ -1386,9 +1466,8 @@ 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
|
||||
|
||||
@@ -1397,7 +1476,10 @@ TankNameCopyLoop
|
||||
jsr TL4x4_empty
|
||||
|
||||
dec ResultOfTankNr
|
||||
bmi FinishResultDisplay
|
||||
bmi FinishResultDisplay ; check for last player
|
||||
lda ResultOfTankNr
|
||||
cmp #MaxPlayers-1 ; check for last team
|
||||
beq FinishResultDisplay
|
||||
|
||||
sbb ResultY #2 ;distance between lines is smaller
|
||||
|
||||
@@ -1411,22 +1493,110 @@ 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
|
||||
+204
-270
@@ -289,186 +289,10 @@ EndOfDraw
|
||||
rts
|
||||
.endp
|
||||
|
||||
; Circle is now in external file
|
||||
icl 'circle2.asm'
|
||||
|
||||
;--------------------------------------------------
|
||||
.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
|
||||
|
||||
mwa #0 xc
|
||||
mva radius yc
|
||||
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
|
||||
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 tempcir
|
||||
lda ycircle+1
|
||||
adc #$00
|
||||
sta ydraw+1
|
||||
sta tempcir+1
|
||||
jsr plot
|
||||
|
||||
sec
|
||||
lda ycircle
|
||||
sbc YC
|
||||
sta ydraw
|
||||
lda ycircle+1
|
||||
sbc #$00
|
||||
sta ydraw+1
|
||||
jsr plot
|
||||
|
||||
sec
|
||||
lda xcircle
|
||||
sbc XC
|
||||
sta xdraw
|
||||
lda xcircle+1
|
||||
sbc #0
|
||||
sta xdraw+1
|
||||
jsr plot
|
||||
|
||||
lda tempcir
|
||||
sta ydraw
|
||||
lda tempcir+1
|
||||
sta ydraw+1
|
||||
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 tempcir
|
||||
lda ycircle+1
|
||||
adc #$00
|
||||
sta ydraw+1
|
||||
sta tempcir+1
|
||||
jsr plot
|
||||
|
||||
sec
|
||||
lda ycircle
|
||||
sbc xC
|
||||
sta ydraw
|
||||
lda ycircle+1
|
||||
sbc #$00
|
||||
sta ydraw+1
|
||||
jsr plot
|
||||
|
||||
sec
|
||||
lda xcircle
|
||||
sbc yC
|
||||
sta xdraw
|
||||
lda xcircle+1
|
||||
sbc #0
|
||||
sta xdraw+1
|
||||
jsr plot
|
||||
|
||||
lda tempcir
|
||||
sta ydraw
|
||||
lda tempcir+1
|
||||
sta ydraw+1
|
||||
jsr plot
|
||||
;-----
|
||||
|
||||
inc XC
|
||||
|
||||
clc
|
||||
lda FX
|
||||
adc #8
|
||||
sta FX
|
||||
|
||||
lda FS
|
||||
beq else01
|
||||
bmi else01
|
||||
sec
|
||||
sbc FX
|
||||
sbc #4
|
||||
sta FS
|
||||
jmp endif01
|
||||
else01
|
||||
dec YC
|
||||
sec
|
||||
lda FY
|
||||
sbc #8
|
||||
sta FY
|
||||
|
||||
lda FS
|
||||
sec
|
||||
sbc FX
|
||||
sbc #4
|
||||
clc
|
||||
adc FY
|
||||
sta FS
|
||||
endif01
|
||||
jmp circleloop
|
||||
.endp
|
||||
;-------------------------------*------------------
|
||||
.proc placetanks
|
||||
;--------------------------------------------------
|
||||
ldx #(MaxPlayers-1) ;maxNumberOfPlayers-1
|
||||
@@ -584,35 +408,38 @@ UnequalTanks
|
||||
;-------------------------------------------------
|
||||
.proc ClearTanks
|
||||
jsr PMoutofScreen
|
||||
mva #1 Erase ; erase tanks flag
|
||||
lda #1 ; erase tanks flag
|
||||
bne drawtanks.era
|
||||
.endp
|
||||
;-------------------------------------------------
|
||||
.proc drawtanks
|
||||
;-------------------------------------------------
|
||||
lda #0 ; no erase tanks flag
|
||||
era sta Erase
|
||||
lda TankNr
|
||||
pha
|
||||
ldx #$00
|
||||
ldx NumberOfPlayers
|
||||
dex
|
||||
stx TankNr
|
||||
|
||||
DrawNextTank
|
||||
jsr drawtanknr
|
||||
inc TankNr
|
||||
dec TankNr
|
||||
ldx TankNr
|
||||
Cpx NumberOfPlayers
|
||||
bne DrawNextTank
|
||||
bpl DrawNextTank
|
||||
|
||||
pla
|
||||
sta TankNr
|
||||
|
||||
mva #0 Erase ; no erase tanks flag
|
||||
rts
|
||||
.endp
|
||||
;---------
|
||||
ClearTankNr
|
||||
mva #1 Erase
|
||||
bne DrawTankNr
|
||||
lda #1 ; erase tank flag
|
||||
bne @er
|
||||
PutTankNr
|
||||
mva #0 Erase
|
||||
lda #0 ; no erase tank flag
|
||||
@er sta Erase
|
||||
.proc DrawTankNr
|
||||
ldx tankNr
|
||||
; let's check the energy
|
||||
@@ -797,8 +624,7 @@ DoNotDrawTankNr
|
||||
; number of blinking tank in TankNr
|
||||
mva #18 fs ; temp, how many times flash the tank
|
||||
tankflash_loop
|
||||
lda CONSOL ; turbo mode
|
||||
and #%00000001 ; START KEY
|
||||
jsr CheckStartKey ; START KEY
|
||||
sne:mva #1 fs ; finish it
|
||||
mva #1 Erase
|
||||
ldx TankNr
|
||||
@@ -975,27 +801,22 @@ ToHighToParachute
|
||||
;
|
||||
; this proc change xdraw, ydraw and temp!
|
||||
;--------------------------------------------------
|
||||
jsr SetupXYdraw.X
|
||||
; one pixel under tank
|
||||
clc
|
||||
lda Ytankstable,x
|
||||
adc #1
|
||||
sta ydraw
|
||||
mva #0 ydraw+1
|
||||
lda XtankstableL,x
|
||||
sta xdraw
|
||||
lda XtankstableH,x
|
||||
sta xdraw+1
|
||||
; plot one (first - clear) and 6 random color pixels
|
||||
mvy #7 temp
|
||||
; clear first pixel under tank
|
||||
mva #0 color
|
||||
jsr plot
|
||||
inw xdraw
|
||||
; plot 6 random color pixels
|
||||
mva #6 temp
|
||||
bne @pl ; A=0
|
||||
@ lda Erase
|
||||
eor #%00000001
|
||||
and random
|
||||
and #%00000001
|
||||
sta color
|
||||
@pl sta color
|
||||
jsr plot
|
||||
inw xdraw
|
||||
dec temp
|
||||
@@ -1064,7 +885,7 @@ DoNotClearParachute
|
||||
sta temp ; Loop Counter
|
||||
ByteBelowTank
|
||||
jsr point_plot
|
||||
beq EmptyPoint2
|
||||
bne EmptyPoint2
|
||||
sec
|
||||
ror UnderTank2
|
||||
sec
|
||||
@@ -1310,8 +1131,7 @@ NoClearTanks
|
||||
.IF TARGET >= 800
|
||||
lda FastSoilDown
|
||||
bne GoFast
|
||||
lda CONSOL
|
||||
and #%00000001 ; START KEY
|
||||
jsr CheckStartKey ; START KEY
|
||||
bne @+
|
||||
GoFast
|
||||
jmp SoilDownTurbo.NoClearTanks
|
||||
@@ -1331,18 +1151,14 @@ NextColumn1
|
||||
mwa #0 ydraw
|
||||
NextPoint1
|
||||
jsr point_plot
|
||||
beq StillNothing
|
||||
ldy #0
|
||||
lda ydraw
|
||||
sta (tempor2),y
|
||||
sta (temp),y
|
||||
jmp FoundPeek1
|
||||
beq FoundFirstPoint
|
||||
StillNothing
|
||||
inc ydraw
|
||||
lda ydraw
|
||||
cmp #screenheight
|
||||
bne NextPoint1
|
||||
; no pixels on whole column !!!
|
||||
FoundFirstPoint
|
||||
ldy #0
|
||||
lda ydraw
|
||||
sta (tempor2),y
|
||||
@@ -1352,16 +1168,14 @@ FoundPeek1
|
||||
inw temp
|
||||
inw xdraw
|
||||
;vcmp xdraw,screenwidth,NextColumn1
|
||||
cpw xdraw RangeRight
|
||||
bcc NextColumn1
|
||||
beq NextColumn1
|
||||
cpw RangeRight xdraw
|
||||
bcs NextColumn1
|
||||
; we have both tables filled with starting values
|
||||
|
||||
; main loop starts here
|
||||
MainFallout2
|
||||
.IF TARGET >= 800
|
||||
lda CONSOL
|
||||
and #%00000001 ; START KEY
|
||||
jsr CheckStartKey ; START KEY
|
||||
bne NoFastDown
|
||||
jmp SoilDownTurbo.NoClearTanks
|
||||
NoFastDown
|
||||
@@ -1389,7 +1203,7 @@ FalloutOfLine
|
||||
; and checking if there is a pixel there
|
||||
sta ydraw
|
||||
jsr point_plot
|
||||
bne ThereIsPixelHere
|
||||
beq ThereIsPixelHere
|
||||
; if no pixel we plot it
|
||||
mva #1 color
|
||||
jsr plot.MakePlot
|
||||
@@ -1410,9 +1224,8 @@ ColumnIsReady
|
||||
inw tempor2
|
||||
inw xdraw
|
||||
;vcmp xdraw,screenwidth,FalloutOfLine
|
||||
cpw xdraw RangeRight
|
||||
bcc FalloutOfLine
|
||||
beq FalloutOfLine
|
||||
cpw RangeRight xdraw
|
||||
bcs FalloutOfLine
|
||||
jsr CheckExitKeys ; Check for O, Esc or Start+Option keys
|
||||
spl:rts ; exit if pressed 'Exit keys'
|
||||
|
||||
@@ -1421,7 +1234,7 @@ ColumnIsReady
|
||||
; level of the mountains
|
||||
jeq MainFallout2
|
||||
; now correct heights are in the mountaintable
|
||||
sta color ; Pozor! :) we know - now A=1
|
||||
;sta color ; Pozor! :) we know - now A=1 ... but DrawTanks set color to 1
|
||||
NothingToFall
|
||||
jmp DrawTanks
|
||||
; rts
|
||||
@@ -1433,7 +1246,7 @@ NothingToFall
|
||||
mwa #0 xdraw
|
||||
|
||||
; starting point
|
||||
getrandomY ;getting random Y coordinate
|
||||
/* getrandomY ;getting random Y coordinate
|
||||
; sec ; ???
|
||||
lda random
|
||||
cmp #screenheight-(margin*4) ;it means that max line=199
|
||||
@@ -1441,8 +1254,8 @@ getrandomY ;getting random Y coordinate
|
||||
; clc ; C is clear
|
||||
adc #(margin*2)
|
||||
sta ydraw
|
||||
sta yfloat+1
|
||||
mva #0 yfloat ;yfloat equals to e.g. 140.0
|
||||
sta yfloat+1 */
|
||||
sta yfloat ;yfloat equals to e.g. 140.0 (A=0)
|
||||
mva #screenheight-margin-5 yfloat+1
|
||||
sta ydraw
|
||||
|
||||
@@ -1460,23 +1273,21 @@ NextPart
|
||||
sta delta+1 ; before the dot (delta+1.delta)
|
||||
|
||||
lda random
|
||||
and #$01 ;random sign (+/- or up/down)
|
||||
; and #$01 ;random sign (+/- or up/down)
|
||||
sta UpNdown
|
||||
|
||||
; theoretically we have here ready
|
||||
; fixed-point delta value
|
||||
; (-1*(UpNdown))*(delta+1.delta)
|
||||
; (-1*(UpNdown.7th.bit))*(delta+1.delta)
|
||||
|
||||
;loop drawing one line
|
||||
|
||||
ChangingDirection
|
||||
lda random ;length of the line
|
||||
and #$0f ;max line length
|
||||
tax
|
||||
inx
|
||||
inx
|
||||
inx
|
||||
stx deltaX
|
||||
clc
|
||||
adc #3
|
||||
sta deltaX
|
||||
|
||||
OnePart
|
||||
jsr placeTanks.CheckTank
|
||||
@@ -1493,8 +1304,8 @@ OnePart
|
||||
sta (modify),y
|
||||
|
||||
; Up or Down
|
||||
lda UpNdown
|
||||
beq ToBottom
|
||||
bit UpNdown
|
||||
bpl ToBottom
|
||||
|
||||
ToTop ;it means substracting
|
||||
;sbw yfloat delta
|
||||
@@ -1509,8 +1320,8 @@ ToTop ;it means substracting
|
||||
cmp #margin
|
||||
bcs @+
|
||||
; if smaller than 10
|
||||
ldx #$00
|
||||
stx UpNdown
|
||||
; ldy #$00
|
||||
sty UpNdown ; Y=0
|
||||
jmp @+
|
||||
|
||||
ToBottom
|
||||
@@ -1526,8 +1337,8 @@ ToBottom
|
||||
cmp #screenheight-margin
|
||||
bcc @+
|
||||
; if higher than screen
|
||||
ldx #$01
|
||||
stx UpNdown
|
||||
dey ; Y=0
|
||||
sty UpNdown ; Y=$ff
|
||||
@
|
||||
sta ydraw
|
||||
|
||||
@@ -1611,22 +1422,35 @@ notZero
|
||||
sta plot4x4color
|
||||
tya
|
||||
tax ; save Y
|
||||
mwa #talk LineAddress4x4
|
||||
jsr _calc_inverse_display
|
||||
|
||||
; now find length of the text
|
||||
@ iny
|
||||
lda (LineAddress4x4),y
|
||||
bpl @-
|
||||
iny
|
||||
sty fx
|
||||
mwa #talk.talk5_data LineAddress4x4
|
||||
jsr _calc_packed_display
|
||||
|
||||
; record starts with length byte
|
||||
ldy #0
|
||||
lda (LineAddress4x4),y
|
||||
sta fx
|
||||
inw LineAddress4x4 ; point to packed payload
|
||||
|
||||
txa ; load Y
|
||||
tay
|
||||
jmp Display4x4AboveTankPacked
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------------
|
||||
.proc Display4x4AboveTankPacked ;
|
||||
; Displays packed texts using PutChar4x4 above tank and mountains.
|
||||
;parameters are:
|
||||
;Y - number of tank above which text is displayed
|
||||
;fx - length of text
|
||||
;LineAddress4x4 - address of packed payload
|
||||
|
||||
lda xtankstableL,y
|
||||
sta temp
|
||||
lda xtankstableH,y
|
||||
sta temp+1
|
||||
jsr Calculate4x4TextPosition
|
||||
jmp TypeLine4x4Packed.noLengthNoColor
|
||||
|
||||
;jsr Display4x4AboveTank
|
||||
;rts
|
||||
; POZOR !!!
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------------
|
||||
@@ -1646,8 +1470,15 @@ notZero
|
||||
sta temp
|
||||
lda xtankstableH,y
|
||||
sta temp+1
|
||||
;now we should substract length of the text-1
|
||||
;temp2 = (fx-1)*2
|
||||
jsr Calculate4x4TextPosition
|
||||
jmp TypeLine4x4.noLengthNoColor ; rts
|
||||
|
||||
.endp
|
||||
;--------------------------------------------------------
|
||||
.proc Calculate4x4TextPosition
|
||||
; we have X coordinate of center of text in temp
|
||||
; now we should substract length of the text-1
|
||||
; temp2 = (fx-1)*2
|
||||
ldy fx
|
||||
dey
|
||||
tya
|
||||
@@ -1742,11 +1573,8 @@ DOTOldLowestValue
|
||||
lda temp2
|
||||
sbc #(4+9) ;9 pixels above ground (and tanks...)
|
||||
sta LineYdraw
|
||||
|
||||
jmp TypeLine4x4.noLengthNoColor ; rts
|
||||
|
||||
rts
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------------
|
||||
.proc DisplayTankNameAbove ; TankNr in X
|
||||
txa ; TankNr
|
||||
@@ -1812,6 +1640,115 @@ EndOfTypeLine4x4
|
||||
rts
|
||||
.endp
|
||||
|
||||
;-------------------------------
|
||||
.proc TypeLine4x4Packed ;
|
||||
;-------------------------------
|
||||
;this routine prints packed line of length `fx`
|
||||
;packed payload address in LineAddress4x4
|
||||
;starting from LineXdraw, LineYdraw
|
||||
|
||||
lda #14 ; default length of 4x4 texts
|
||||
sta fx
|
||||
|
||||
variableLength
|
||||
lda #$ff ; $ff - visible characters, $00 - clearing
|
||||
|
||||
staplot4x4color
|
||||
sta plot4x4color
|
||||
noLengthNoColor
|
||||
|
||||
; init packed bitstream
|
||||
; Reuse ZP vars:
|
||||
; - LineAddress4x4 is the packed byte pointer (advanced during decoding)
|
||||
; - Multiplier/Multiplier_ are used as bit buffer/state
|
||||
lda #0
|
||||
sta Multiplier
|
||||
sta Multiplier+1
|
||||
sta Multiplier_
|
||||
|
||||
ldy #0
|
||||
sty LineCharNr
|
||||
|
||||
TypeLine4x4PackedLoop
|
||||
ldy LineCharNr
|
||||
|
||||
jsr _packed_get5bits
|
||||
tay
|
||||
lda talk.talk5_alphabet,y
|
||||
sta CharCode4x4
|
||||
mwa LineXdraw dx
|
||||
mva LineYdraw dy
|
||||
mva #0 dy+1 ; dy is 2 bytes value
|
||||
jsr PutChar4x4 ;type empty pixels as well!
|
||||
adw LineXdraw #4
|
||||
inc:lda LineCharNr
|
||||
cmp fx
|
||||
bne TypeLine4x4PackedLoop
|
||||
|
||||
rts
|
||||
.endp
|
||||
|
||||
;--------------------------------
|
||||
; Packed 5-bit bitstream decoder
|
||||
;
|
||||
; Uses a 16-bit shift register where the lowest bits are the next bits to read.
|
||||
; Bytes are appended little-endian (LSB-first) at bit position PackedBitCount4x4.
|
||||
;--------------------------------
|
||||
.proc _packed_get5bits
|
||||
; ensure at least 5 bits available
|
||||
lda Multiplier_
|
||||
cmp #5
|
||||
bcs have_bits
|
||||
|
||||
; read next byte and append at current bit count
|
||||
ldy #0
|
||||
lda (LineAddress4x4),y
|
||||
sta temp2 ; new byte
|
||||
lda #0
|
||||
sta temp2+1
|
||||
inw LineAddress4x4
|
||||
|
||||
ldx Multiplier_
|
||||
beq append_ready
|
||||
append_shift
|
||||
asl temp2
|
||||
rol temp2+1
|
||||
dex
|
||||
bne append_shift
|
||||
append_ready
|
||||
lda Multiplier
|
||||
ora temp2
|
||||
sta Multiplier
|
||||
lda Multiplier+1
|
||||
ora temp2+1
|
||||
sta Multiplier+1
|
||||
|
||||
lda Multiplier_
|
||||
clc
|
||||
adc #8
|
||||
sta Multiplier_
|
||||
|
||||
have_bits
|
||||
lda Multiplier
|
||||
and #$1f
|
||||
sta temp2
|
||||
|
||||
; shift register right by 5
|
||||
ldx #5
|
||||
@ lsr Multiplier+1
|
||||
ror Multiplier
|
||||
dex
|
||||
bne @-
|
||||
|
||||
lda Multiplier_
|
||||
sec
|
||||
sbc #5
|
||||
sta Multiplier_
|
||||
|
||||
lda temp2
|
||||
rts
|
||||
.endp
|
||||
|
||||
|
||||
;--------------------------------
|
||||
.proc AreYouSure
|
||||
@@ -1856,9 +1793,8 @@ quit_areyousure
|
||||
.endp
|
||||
|
||||
.proc _sep_opty
|
||||
mwa #((ScreenWidth/2)-(8*4)) LineXdraw ; centering
|
||||
mva ResultY LineYdraw
|
||||
jsr TypeLine4x4
|
||||
jsr TL4x4_empty.go ; center and type line
|
||||
adb ResultY #4 ;next line
|
||||
rts
|
||||
.endp
|
||||
@@ -1870,8 +1806,7 @@ quit_areyousure
|
||||
|
||||
mva #20 fs ; temp, how many times blink the billboard
|
||||
seppuku_loop
|
||||
lda CONSOL ; turbo mode
|
||||
and #%00000001 ; START KEY
|
||||
jsr CheckStartKey ; START KEY
|
||||
sne:mva #1 fs ; finish it
|
||||
|
||||
mva #4 ResultY ; where seppuku text starts Y-wise on the screen
|
||||
@@ -1941,18 +1876,14 @@ X lda XtanksTableL,x
|
||||
; mva #1 color
|
||||
ldx TankNr
|
||||
jsr SetupXYdraw
|
||||
sbw ydraw #3 ydraw ; barell start (Y coordinate)
|
||||
mva #0 goleft
|
||||
lda BarrelLength,x
|
||||
sta yc ; current tank barrel length
|
||||
lda angleTable,x
|
||||
sta Angle
|
||||
; jmp DrawBarrelTech ; POZOR !
|
||||
; rts
|
||||
.endp
|
||||
|
||||
.proc DrawBarrelTech
|
||||
; angle in Angle and A
|
||||
|
||||
mvx #0 goleft
|
||||
cmp #91
|
||||
bcc angleUnder90
|
||||
|
||||
@@ -1961,9 +1892,9 @@ X lda XtanksTableL,x
|
||||
sbc #90
|
||||
tax
|
||||
; barrel start offset over 90deg
|
||||
adw xdraw #4 xdraw
|
||||
mva #1 goleft
|
||||
bpl @+ ; jmp @+
|
||||
adw xdraw #4 xdraw ; barell start (X coordinate)
|
||||
dec goleft ; $00 -> $ff
|
||||
bmi @+ ; jmp @+
|
||||
|
||||
angleUnder90
|
||||
sec ; X = 90-Angle
|
||||
@@ -1971,10 +1902,9 @@ angleUnder90
|
||||
sbc Angle
|
||||
tax
|
||||
; barrel start offset under 90deg
|
||||
adw xdraw #3 xdraw
|
||||
adw xdraw #3 xdraw ; barell start (X coordinate)
|
||||
|
||||
@
|
||||
sbw ydraw #3 ydraw
|
||||
lda sintable,x ; cos(X)
|
||||
sta vx
|
||||
|
||||
@@ -2011,8 +1941,8 @@ YangleUnder90
|
||||
; mva #6 yc ; barrel length
|
||||
barrelLoop
|
||||
|
||||
lda goleft
|
||||
bne goright
|
||||
bit goleft
|
||||
bmi goright
|
||||
clc
|
||||
lda fx
|
||||
adc vx
|
||||
@@ -2078,6 +2008,10 @@ ybarrel
|
||||
@ lda #$00
|
||||
sta sizep0,y ; P0-P3 widths
|
||||
lda TankColoursTable,y ; colours of sprites under tanks
|
||||
bit TeamGame
|
||||
bvc no_team
|
||||
lda TankColoursTableT,y ; colours of sprites under tanks for Teams
|
||||
no_team
|
||||
sta PCOLR0,y
|
||||
dey
|
||||
bpl @-
|
||||
|
||||
+67
-226
@@ -4,33 +4,47 @@
|
||||
;---------------------------------------------------
|
||||
;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
|
||||
|
||||
;WARNING! requires mads compiled on 2023-09-13 or later
|
||||
;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
|
||||
;---------------------------------------------------
|
||||
.def CART_VERSION = 0
|
||||
; if 1 - dual splash screen
|
||||
.def METEORS = 1
|
||||
; if 1 - meteors 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 :) )
|
||||
.ifndef SPLASH
|
||||
.def SPLASH = 1 ; 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 10 bytes, and probably works :) https://github.com/tebe6502/Mad-Assembler/issues/10
|
||||
|
||||
;---------------------------------------------------
|
||||
.macro build
|
||||
dta d"1.43" ; number of this build (4 bytes)
|
||||
dta d"1.57" ; number of this build (4 bytes)
|
||||
.endm
|
||||
.macro year
|
||||
dta d"2026" ; year of this build (4 bytes)
|
||||
.endm
|
||||
|
||||
.macro RMTSong
|
||||
@@ -54,7 +68,7 @@ AdditionalZPvariables = $20
|
||||
.zpvar MeteorsRound .byte ; set 7th bit - block meteors in round
|
||||
|
||||
|
||||
FirstZpageVariable = $50
|
||||
FirstZpageVariable = $4f
|
||||
.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
|
||||
@@ -145,6 +159,7 @@ FirstZpageVariable = $50
|
||||
; (0 - round only, >0 - each turn)
|
||||
.zpvar FastSoilDown .byte ; 0 - standard, >0 - fast
|
||||
.zpvar BlackHole .byte ; 0 - no, >0 - yes
|
||||
.zpvar TeamGame .byte ; 0 - no, >0 - Teams
|
||||
.zpvar XHit .word
|
||||
.zpvar delta .word
|
||||
.zpvar HowMuchToFall .byte
|
||||
@@ -178,7 +193,7 @@ FirstZpageVariable = $50
|
||||
HotNapalmFlag = FunkyBombCounter ; variable reuse!
|
||||
displayposition = modify
|
||||
LineAddress4x4 = xcircle
|
||||
;* RMT ZeroPage addresses in artwork/sfx/scorch_str9-NTSC.rmt
|
||||
;* RMT ZeroPage addresses in artwork/sfx/rmtplayr_modified.asm
|
||||
|
||||
;-----------------------------------------------
|
||||
; libraries
|
||||
@@ -186,11 +201,23 @@ FirstZpageVariable = $50
|
||||
.IF TARGET = 800
|
||||
icl 'Atari/lib/ATARISYS.ASM'
|
||||
icl 'Atari/lib/MACRO.ASM'
|
||||
icl 'artwork/splash_v2/splash.asm' ; new splash screen and musix
|
||||
.IF CART_VERSION
|
||||
icl 'artwork/splash_v1/splash.asm' ; old splash screen (plays music from new splash)
|
||||
.ENDIF
|
||||
; icl 'Atari/Manual/manual.asm' ; manuals display
|
||||
.IF SPLASH = 1
|
||||
icl 'artwork/splash_v2/splash.asm' ; new splash screen and musix
|
||||
.IF CART_VERSION = 1
|
||||
icl 'artwork/splash_v3/splash3.asm' ; new2 splash screen
|
||||
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'
|
||||
@@ -212,7 +239,7 @@ FirstZpageVariable = $50
|
||||
_M = $0d
|
||||
_S = $0e
|
||||
_atari = $fd ; not used in 5200
|
||||
_ret = $fd ; not used in 5200
|
||||
_ret = $0c ; fire in 5200
|
||||
_none = $0f
|
||||
.ende
|
||||
.ENDIF
|
||||
@@ -332,11 +359,24 @@ StartAfterSplash
|
||||
dey
|
||||
bpl @-
|
||||
|
||||
; set teams names
|
||||
ldy #5
|
||||
@ lda Team_Header,y
|
||||
sta TanksNames+(6*8),y
|
||||
sta TanksNames+(7*8),y
|
||||
dey
|
||||
bpl @-
|
||||
inc TanksNames+(7*8) ; B-Team :)
|
||||
|
||||
; set gradient to the full LGBTIQQAAPP+ flag on start
|
||||
.IF CART_VERSION = 1
|
||||
mva #$ff GradientNr ; #1 to set gradient number 2 :) (next one) - 0 (B/W)
|
||||
.ELSE
|
||||
mva #0 GradientNr ; #1 to set gradient number 2 :) (next one) - 1 (polish rainbow)
|
||||
.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
|
||||
|
||||
@@ -404,169 +444,12 @@ NoRMT_PALchange
|
||||
sta JoystickNumber
|
||||
.IF TARGET = 800 ; second joy button state update only on A800
|
||||
jsr WaitOneFrame ; is necessary for update shadow registers (PADDL0) in VBI
|
||||
jmp GetKey.Check2button ; update state second joy button
|
||||
jmp GetKeyFast.Check2button ; update state second joy button
|
||||
.ELSE
|
||||
rts
|
||||
.ENDIF
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
.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 #$0f
|
||||
beq notpressedJoyGetKey
|
||||
tay
|
||||
lda joyToKeyTable,y
|
||||
bne getkeyend
|
||||
|
||||
notpressedJoyGetKey
|
||||
;fire
|
||||
lda STRIG0
|
||||
beq JoyButton
|
||||
.IF TARGET = 800 ; Second joy button , Select and Option key only on A800
|
||||
jsr Check2button
|
||||
bcc SecondButton
|
||||
bne checkSelectKey
|
||||
checkSelectKey
|
||||
lda CONSOL
|
||||
and #%00000010 ; Select
|
||||
beq SelectPressed
|
||||
lda CONSOL
|
||||
and #%00000100 ; Option
|
||||
.ENDIF
|
||||
bne getKeyAfterWait
|
||||
OptionPressed
|
||||
lda #@kbcode._atari ; Option key
|
||||
bne getkeyend
|
||||
SecondButton
|
||||
SelectPressed
|
||||
lda #@kbcode._tab ; Select key
|
||||
bne getkeyend
|
||||
JoyButton
|
||||
lda #@kbcode._ret ; Return key
|
||||
getkeyend
|
||||
ldy #0
|
||||
sty ATRACT ; reset atract mode
|
||||
mvy #sfx_keyclick sfx_effect
|
||||
rts
|
||||
.IF TARGET = 800 ; Second joy button only on A800
|
||||
Check2button
|
||||
lda PADDL0
|
||||
and #$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 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 #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
|
||||
ldy #75
|
||||
jmp PauseYFrames
|
||||
; rts
|
||||
peopleAreHere
|
||||
jmp getkey ; jsr:rts
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
MakeDarkScreen
|
||||
@@ -577,8 +460,7 @@ MakeDarkScreen
|
||||
;--------------------------------------------------
|
||||
.proc WaitOneFrame
|
||||
;--------------------------------------------------
|
||||
lda CONSOL
|
||||
and #%00000001 ; START KEY
|
||||
jsr CheckStartKey ; START KEY
|
||||
seq:wait ; or waitRTC ?
|
||||
rts
|
||||
.endp
|
||||
@@ -595,54 +477,11 @@ 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!!!
|
||||
|
||||
; 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
|
||||
;--------------------------------------------------
|
||||
ldy flyDelay
|
||||
Y lda CONSOL
|
||||
and #%00000001 ; START KEY
|
||||
Y jsr CheckStartKey ; START KEY
|
||||
beq noShellDelay
|
||||
DelayLoop
|
||||
lda VCOUNT
|
||||
@@ -693,6 +532,8 @@ noingame
|
||||
bne @-
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
icl 'Atari/inputs.asm'
|
||||
;--------------------------------------------------
|
||||
icl 'Atari/interrupts.asm'
|
||||
;----------------------------------------------
|
||||
@@ -707,7 +548,7 @@ noingame
|
||||
;----------------------------------------------
|
||||
icl 'ai.asm'
|
||||
;----------------------------------------------
|
||||
icl 'artwork/talk.asm'
|
||||
icl 'artwork/talk_packed.asm'
|
||||
;----------------------------------------------
|
||||
TankFont
|
||||
ins 'artwork/tanksv4.fnt',+0,384 ; 48 characters only
|
||||
|
||||
BIN
Binary file not shown.
Binary file not shown.
BIN
Binary file not shown.
+16
-75
@@ -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 +25,10 @@
|
||||
|
||||
;---------------------------------------------------
|
||||
.macro build
|
||||
dta d"1.43" ; number of this build (4 bytes)
|
||||
dta d"1.51" ; number of this build (4 bytes)
|
||||
.endm
|
||||
.macro year
|
||||
dta d"2026" ; year of this build (4 bytes)
|
||||
.endm
|
||||
|
||||
.macro RMTSong
|
||||
@@ -35,8 +39,9 @@
|
||||
icl 'definitions.asm'
|
||||
;---------------------------------------------------
|
||||
|
||||
FirstZpageVariable = $52 ; $57
|
||||
FirstZpageVariable = $50 ; $57
|
||||
.zpvar DliColorBack .byte = FirstZpageVariable
|
||||
.zpvar ClearSky .byte ; $ff - Crear sky during drawmountains, 0 - no clear sky
|
||||
.zpvar MeteorsFlag .byte ; set 7th bit - block meteors
|
||||
.zpvar MeteorsRound .byte ; set 7th bit - block meteors in round
|
||||
.zpvar GradientNr .byte
|
||||
@@ -45,6 +50,7 @@ FirstZpageVariable = $52 ; $57
|
||||
.zpvar RandomMountains .byte ; mountains type change after each turn flag - (0 - round only, >0 - each turn)
|
||||
.zpvar FastSoilDown .byte ; 0 - standard, >0 - fast
|
||||
.zpvar BlackHole .byte ; 0 - no, >0 - yes
|
||||
.zpvar TeamGame .byte ; 0 - no, >0 - Teams
|
||||
.zpvar JoystickNumber .byte
|
||||
.zpvar LazyFlag .byte ; 7 bit - run Lazy Darwin, 6 bit - run Lazy Boy or Darwin (!) after inventory, 0 - nothing
|
||||
.zpvar SpyHardFlag .byte ; >$7f - run SpyHard after inventory
|
||||
@@ -246,63 +252,6 @@ StartAfterSplash
|
||||
rts
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc GetKey
|
||||
; waits for pressing a key and returns pressed value in A
|
||||
; when [ESC] is pressed, escFlag is set
|
||||
; result: A=keycode
|
||||
;--------------------------------------------------
|
||||
jsr WaitForKeyRelease
|
||||
lda #0
|
||||
sta escFlag
|
||||
lda #$ff
|
||||
rts
|
||||
.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
|
||||
;--------------------------------------------------
|
||||
@@ -311,7 +260,8 @@ MakeDarkScreen
|
||||
;--------------------------------------------------
|
||||
.proc WaitOneFrame
|
||||
;--------------------------------------------------
|
||||
wait ; or waitRTC ?
|
||||
jsr CheckStartKey ; START KEY
|
||||
seq:wait ; or waitRTC ?
|
||||
rts
|
||||
.endp
|
||||
|
||||
@@ -327,22 +277,11 @@ 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
|
||||
ldy flyDelay
|
||||
Y
|
||||
Y jsr CheckStartKey ; START KEY
|
||||
beq noShellDelay
|
||||
DelayLoop
|
||||
lda $d012
|
||||
@ cmp $d012
|
||||
@@ -364,6 +303,8 @@ noShellDelay
|
||||
.proc CopyFromRom
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
icl 'C64/inputs.asm'
|
||||
;--------------------------------------------------
|
||||
icl 'C64/interrupts.asm'
|
||||
;----------------------------------------------
|
||||
@@ -378,7 +319,7 @@ noShellDelay
|
||||
;----------------------------------------------
|
||||
icl 'ai.asm'
|
||||
;----------------------------------------------
|
||||
icl 'artwork/talk.asm'
|
||||
icl 'artwork/talk_packed.asm'
|
||||
;----------------------------------------------
|
||||
TankFont
|
||||
ins 'artwork/tanksv4.fnt',+0,384 ; 48 characters only
|
||||
|
||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
+14
-12
@@ -23,11 +23,14 @@ GameOverColoursTable .ds MaxPlayers; .BYTE $80,$40,$c4,$20,$c0,$e4
|
||||
;----------------------------------------------------
|
||||
TanksNames ; DO NOT ZERO ON GAME RESTART - ticket #24
|
||||
;:6 dta d" "
|
||||
.ds MaxPlayers*8
|
||||
.ds (MaxPlayers+2)*8 ; +2 for Teams
|
||||
;----------------------------------------------------
|
||||
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
|
||||
@@ -64,7 +67,7 @@ OptionsY .ds 1 ;vertical position of cursor on Options screen
|
||||
flyDelay .ds 1
|
||||
;--------------
|
||||
;NumberOfPlayers .DS 1 ;current number of players (counted from 1)
|
||||
TankSequence .DS MaxPlayers ;sequence of shooting during the Round
|
||||
TankSequence .DS MaxPlayers+2 ;sequence of shooting during the Round (+2 for teams)
|
||||
GameIsOver .DS 1 ; 1 means it was the last round in the game
|
||||
;----------------------------------------------------
|
||||
moneyH ;we place zero at the end of prices and money
|
||||
@@ -99,13 +102,13 @@ LASTeXistenZ ; eXistenZ before shoot
|
||||
.DS MaxPlayers
|
||||
|
||||
ResultsTable ;the results in the gameeeeee
|
||||
.DS MaxPlayers
|
||||
.DS MaxPlayers+2 ; +2 for teams
|
||||
DirectHits
|
||||
.DS MaxPlayers
|
||||
.DS MaxPlayers+2 ; +2 for teams
|
||||
EarnedMoneyH
|
||||
.DS MaxPlayers
|
||||
.DS MaxPlayers+2 ; +2 for teams
|
||||
EarnedMoneyL
|
||||
.DS MaxPlayers
|
||||
.DS MaxPlayers+2 ; +2 for teams
|
||||
;----------------------------------------------------
|
||||
ForceTableL ;shooting Force of the tank during the round
|
||||
.DS MaxPlayers
|
||||
@@ -155,10 +158,6 @@ 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
|
||||
@@ -170,6 +169,8 @@ SecondTryFlag ; For precise AI aiming
|
||||
;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
|
||||
@@ -210,7 +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
|
||||
@@ -219,6 +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)
|
||||
@@ -330,7 +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
|
||||
|
||||
+183
-158
@@ -41,19 +41,20 @@ ExplosionRoutines
|
||||
.word riotblast-1 ;Riot_Blast ;_16
|
||||
.word riotbomb-1 ;Riot_Bomb ;_17
|
||||
.word heavyriotbomb-1 ;Heavy_Riot_Bomb;_18
|
||||
.word babydigger-1 ;Baby_Digger ;_19
|
||||
.word digger-1 ;Digger ;_20
|
||||
.word heavydigger-1 ;Heavy_Digger ;_21
|
||||
.word sandhog-1 ;Sandhog ;_22
|
||||
.word heavysandhog-1 ;Heavy_Sandhog ;_23
|
||||
.word dirtclod-1 ;Dirt_Clod ;_24
|
||||
.word dirtball-1 ;Dirt_Ball ;_25
|
||||
.word tonofdirt-1 ;Ton_of_Dirt ;_26
|
||||
.word liquiddirt-1 ;Liquid_Dirt ;_27
|
||||
.word dirtcharge-1 ;Dirt_Charge ;_28
|
||||
.word digger-1 ;Digger ;_19
|
||||
.word heavydigger-1 ;Heavy_Digger ;_20
|
||||
.word sandhog-1 ;Sandhog ;_21
|
||||
.word heavysandhog-1 ;Heavy_Sandhog ;_22
|
||||
.word dirtclod-1 ;Dirt_Clod ;_23
|
||||
.word dirtball-1 ;Dirt_Ball ;_24
|
||||
.word tonofdirt-1 ;Ton_of_Dirt ;_25
|
||||
.word liquiddirt-1 ;Liquid_Dirt ;_26
|
||||
.word dirtcharge-1 ;Dirt_Charge ;_27
|
||||
.word propaganda-1 ;Propaganda ;_28
|
||||
.word punch-1 ;Baby_Sandhog ;_29
|
||||
.word BFG-1 ;Buy_me ;_30
|
||||
.word laser-1 ;Laser ;_31
|
||||
.word plasmablast-1 ; additional "weapon" only for tanks death
|
||||
.endp
|
||||
|
||||
.proc BFG
|
||||
@@ -261,6 +262,7 @@ RepeatNapalm ; external loop (for fire animation)
|
||||
mwa xcircle xdraw
|
||||
sbw xdraw #(napalmRadius) ; 10 pixels on left side hit point
|
||||
ldy #0
|
||||
sty Erase ; becouse Erase flag is set!
|
||||
sty magic+1
|
||||
RepeatFlame ; internal loop (draw flames)
|
||||
ldy #0
|
||||
@@ -380,9 +382,69 @@ GoRiotBomb
|
||||
; jmp xriotbomb
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc babydigger
|
||||
lda #1 ; diggery ; how many branches (-1)
|
||||
GoBabydiggerSFX
|
||||
.proc propaganda
|
||||
; It floods the target with propaganda texts.
|
||||
lda #80 ; max text width with additional margins (left/right edges of the screen)
|
||||
sta ExplosionRadius ; set soildown range
|
||||
jsr CalculateExplosionRange
|
||||
|
||||
mwa xdraw tempXROLLER ; save X coordinate of hitpoint
|
||||
|
||||
mva #11 TempXfill ; number of text to display
|
||||
nexttext
|
||||
; play SFX
|
||||
mva #sfx_digger sfx_effect
|
||||
@ lda random ; randomize propaganda messege
|
||||
cmp #talk.NumberOfPropagandaTexts
|
||||
bcs @-
|
||||
|
||||
sta TextNumberOff
|
||||
lda #$ff
|
||||
sta plot4x4color
|
||||
mwa #talk.talk5_data LineAddress4x4
|
||||
jsr _calc_packed_display
|
||||
; record starts with length byte
|
||||
ldy #0
|
||||
lda (LineAddress4x4),y
|
||||
sta fx
|
||||
inw LineAddress4x4 ; point to packed payload
|
||||
mwa tempXROLLER temp ; X coordinate of hitpoint
|
||||
; calculate position of message
|
||||
jsr Calculate4x4TextPosition
|
||||
; and randomize Y coordinate (+/- 16pixels)
|
||||
lda random
|
||||
and #%00011111
|
||||
adc LineYdraw
|
||||
sbc #16
|
||||
sta LineYdraw
|
||||
; randomize X coordinate (+/- 8 pixels)
|
||||
lda random
|
||||
and #%00000111
|
||||
clc
|
||||
adc LineXdraw
|
||||
sta LineXdraw
|
||||
bcc @+
|
||||
inc LineXdraw+1
|
||||
@ sec
|
||||
sbc #4
|
||||
sta LineXdraw
|
||||
bcs DisplayMessage
|
||||
dec LineXdraw+1
|
||||
DisplayMessage
|
||||
; display propaganda message
|
||||
jsr TypeLine4x4Packed.noLengthNoColor
|
||||
|
||||
ldy #7
|
||||
jsr PauseYFrames
|
||||
|
||||
dec TempXfill
|
||||
bne nexttext
|
||||
rts
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc digger ;
|
||||
lda #3 ; diggery ; how many branches (-1)
|
||||
GoDiggerSFX
|
||||
sta diggery
|
||||
mva #sfx_digger sfx_effect
|
||||
mva #0 sandhogflag
|
||||
@@ -390,14 +452,9 @@ GoBabydiggerSFX
|
||||
bne xdigger
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc digger ;
|
||||
lda #3 ; diggery ; how many branches (-1)
|
||||
bne babydigger.GoBabydiggerSFX
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc heavydigger
|
||||
lda #7 ; diggery ; how many branches (-1)
|
||||
bne babydigger.GoBabydiggerSFX
|
||||
bne digger.GoDiggerSFX
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc babysandhog
|
||||
@@ -668,10 +725,10 @@ ToHighFill
|
||||
mva #0 ybyte+1
|
||||
sta LaserFlag ; turn on gravity and wind after shot :)
|
||||
|
||||
mwa xdraw LaserCoordinate
|
||||
mwa ydraw LaserCoordinate+2
|
||||
mwa xbyte LaserCoordinate+4
|
||||
mwa ybyte LaserCoordinate+6
|
||||
;mwa xdraw LaserCoordinate
|
||||
;mwa ydraw LaserCoordinate+2
|
||||
mwa xbyte LaserCoordinate
|
||||
mwa ybyte LaserCoordinate+2
|
||||
|
||||
mva #sfx_lightning sfx_effect
|
||||
|
||||
@@ -692,19 +749,20 @@ ToHighFill
|
||||
and #$01
|
||||
eor #$01
|
||||
sta color
|
||||
mwa LaserCoordinate xdraw
|
||||
mwa LaserCoordinate+2 ydraw
|
||||
mwa LaserCoordinate+4 xbyte
|
||||
mwa LaserCoordinate+6 ybyte
|
||||
;mwa LaserCoordinate xdraw
|
||||
;mwa LaserCoordinate+2 ydraw
|
||||
mwa LaserCoordinate xbyte
|
||||
mwa LaserCoordinate+2 ybyte
|
||||
mva #sfx_lightning sfx_effect
|
||||
jsr draw
|
||||
|
||||
dec yc
|
||||
bne @-
|
||||
|
||||
mva #1 color
|
||||
mwa LaserCoordinate xdraw
|
||||
mwa LaserCoordinate+2 ydraw
|
||||
; at this point color allways = 0
|
||||
inc color ; set color to 1
|
||||
;mwa LaserCoordinate xdraw ; draw does not change xdraw and ydraw
|
||||
;mwa LaserCoordinate+2 ydraw
|
||||
mva #0 HitFlag
|
||||
jsr CheckCollisionWithTank
|
||||
lda HitFlag
|
||||
@@ -716,6 +774,48 @@ LaserMisses
|
||||
rts
|
||||
.endp
|
||||
; -----------------
|
||||
.proc plasmablast
|
||||
; -----------------
|
||||
; idea only ....
|
||||
mva #sfx_plasma_1_2 sfx_effect
|
||||
mva #0 drawFunction
|
||||
mva #$07 ExplosionRadius
|
||||
jsr CalculateExplosionRange
|
||||
adw ydraw #4
|
||||
sbw xdraw #4
|
||||
|
||||
lda ydraw
|
||||
lsr
|
||||
lsr
|
||||
lsr
|
||||
sta yc
|
||||
lda #30
|
||||
sbc yc
|
||||
sta yc ; blink counter 60
|
||||
columnloop
|
||||
mva #8 fs ;lines counter
|
||||
linesloop
|
||||
lda yc
|
||||
beq @+
|
||||
lda random
|
||||
@ and #$01
|
||||
sta color
|
||||
mwa xdraw xbyte
|
||||
mwa #0 ybyte
|
||||
jsr draw
|
||||
inw xdraw
|
||||
dec fs
|
||||
bne linesloop
|
||||
sbw xdraw #8
|
||||
dec yc
|
||||
bpl columnloop
|
||||
|
||||
; at this point color allways = 0
|
||||
inc color ; set color to 1
|
||||
|
||||
rts
|
||||
.endp
|
||||
; -----------------
|
||||
.proc xmissile ;
|
||||
; -----------------
|
||||
jsr CalculateExplosionRange
|
||||
@@ -1188,19 +1288,9 @@ DeadTank
|
||||
|
||||
ldx TankNr
|
||||
|
||||
;Checking the maximal force
|
||||
lda MaxForceTableH,x
|
||||
cmp ForceTableH,x
|
||||
bne ContinueToCheckMaxForce2
|
||||
lda MaxForceTableL,x
|
||||
cmp ForceTableL,x
|
||||
ContinueToCheckMaxForce2
|
||||
bcs @+
|
||||
lda MaxForceTableH,x
|
||||
sta ForceTableH,x
|
||||
lda MaxForceTableL,x
|
||||
sta ForceTableL,x
|
||||
@
|
||||
;Check and set the maximal force
|
||||
jsr RandomizeForce.LimitForce ; only limit (no randomize)
|
||||
|
||||
jsr PutTankNameOnScreen
|
||||
; jsr DisplayStatus ; There is no need anymore, it is always after PutTankNameOnScreen
|
||||
|
||||
@@ -1212,35 +1302,29 @@ ContinueToCheckMaxForce2
|
||||
bpl @+
|
||||
jsr Shoot.AfterOffensiveText ; Lazy Darwin - aiming visualisation
|
||||
@
|
||||
.IF VU_METER = 1
|
||||
; VU meter timer reset
|
||||
jsr VUMeter.EndMeterAndReset
|
||||
.ENDIF
|
||||
notpressed
|
||||
jsr CheckExitKeys ; Check for O, Esc or Start+Option keys
|
||||
spl:rts ; exit if pressed 'Exit keys'
|
||||
.IF VU_METER = 1
|
||||
jsr VUMeter
|
||||
.ENDIF
|
||||
;keyboard reading
|
||||
; KBCODE keeps code of last keybi
|
||||
; SKSTAT $ff - nothing pressed
|
||||
; $FB - any key
|
||||
; $f7 - shift
|
||||
; $f3 - shift+key
|
||||
|
||||
notpressed
|
||||
jsr CheckExitKeys ; Check for O, Esc or Start+Option keys
|
||||
spl:rts ; exit if pressed 'Exit keys'
|
||||
|
||||
ldx TankNr ; for optimize
|
||||
; Select and Option
|
||||
lda CONSOL
|
||||
tay
|
||||
and #%00000100
|
||||
beq callActivation ; Option key
|
||||
tya
|
||||
and #%00000010
|
||||
jeq pressedTAB ; Select key
|
||||
lda SKSTAT
|
||||
cmp #$ff
|
||||
jeq checkJoy
|
||||
cmp #$f7 ; SHIFT
|
||||
jeq checkJoy
|
||||
|
||||
lda kbcode
|
||||
jsr GetKeyFast
|
||||
mvy #00 EscFlag ; prevent for set EscFalg in GetKey! we checking this in CheckExitKeys!
|
||||
and #%10111111 ; SHIFT elimination
|
||||
|
||||
cmp #@kbcode._atari ; Option key
|
||||
beq callActivation
|
||||
cmp #@kbcode._A ; $3f ; A
|
||||
bne @+
|
||||
callActivation
|
||||
@@ -1276,10 +1360,12 @@ NoSpyHard
|
||||
mva #0 escFlag
|
||||
jmp ReleaseAndLoop
|
||||
@
|
||||
cmp #$80|@kbcode._up
|
||||
jeq CTRLPressedUp
|
||||
cmp #$80|@kbcode._down
|
||||
jeq CTRLPressedDown
|
||||
/* .IF TARGET = 800
|
||||
cmp #$80|@kbcode._up ; Ctrl + Up or Down only in A800
|
||||
jeq CTRLPressedUp
|
||||
cmp #$80|@kbcode._down
|
||||
jeq CTRLPressedDown
|
||||
.ENDIF */
|
||||
cmp #$80|@kbcode._tab
|
||||
jeq CTRLPressedTAB
|
||||
|
||||
@@ -1290,10 +1376,7 @@ jumpFromStick
|
||||
.ELSE
|
||||
cmp #@kbcode._help ; Help (# in A5200)
|
||||
bne NoVdebugSwitch
|
||||
sta pressTimer ; reset 0+@kbcode._help (tricky)
|
||||
jsr WaitForKeyRelease.StillWait
|
||||
lda pressTimer
|
||||
cmp #(25+@kbcode._help) ; 1/2s - long press only
|
||||
jsr WaitForLongPress
|
||||
bcc NoVdebugSwitch
|
||||
.ENDIF
|
||||
lda Vdebug
|
||||
@@ -1303,6 +1386,7 @@ jumpFromStick
|
||||
jmp ReleaseAndLoop
|
||||
NoVdebugSwitch
|
||||
|
||||
mvy #1 Erase ; optimization
|
||||
and #$3f ;CTRL and SHIFT ellimination
|
||||
cmp #@kbcode._up ; $e
|
||||
jeq pressedUp
|
||||
@@ -1314,6 +1398,8 @@ NoVdebugSwitch
|
||||
jeq pressedRight
|
||||
cmp #@kbcode._space ; $21
|
||||
jeq pressedSpace
|
||||
cmp #@kbcode._ret ; Fire (Joy)
|
||||
jeq pressedSpace
|
||||
cmp #@kbcode._tab ; $2c
|
||||
jeq pressedTAB
|
||||
cmp #@kbcode._M ; $25 ; M
|
||||
@@ -1321,36 +1407,14 @@ NoVdebugSwitch
|
||||
cmp #@kbcode._S ; $3e ; S
|
||||
jeq pressedS
|
||||
.IF TARGET = 800
|
||||
cmp #61 ; G
|
||||
cmp #@kbcode._G ; $61 ; G
|
||||
bne EndKeys
|
||||
jsr SelectNextGradient.NotWind
|
||||
jmp ReleaseAndLoop
|
||||
.ENDIF
|
||||
EndKeys
|
||||
mva #$80 pressTimer
|
||||
jmp notpressed
|
||||
checkJoy
|
||||
;------------JOY-------------
|
||||
;happy happy joy joy
|
||||
;check for joystick now
|
||||
lda STICK0
|
||||
and #$0f
|
||||
cmp #$0f
|
||||
beq notpressedJoy
|
||||
tay
|
||||
mva #0 ATRACT ; reset atract mode
|
||||
lda joyToKeyTable,y
|
||||
jmp jumpFromStick
|
||||
notpressedJoy
|
||||
.IF TARGET = 800
|
||||
;second fire only Atari 800
|
||||
jsr GetKey.Check2button
|
||||
jcc pressedTAB
|
||||
.ENDIF
|
||||
;fire
|
||||
lda STRIG0
|
||||
jeq pressedSpace
|
||||
mva #$ff pressTimer ; stop counting frames
|
||||
jmp notpressed
|
||||
|
||||
;
|
||||
pressedUp
|
||||
@@ -1369,20 +1433,7 @@ pressedUp
|
||||
CheckingMaxForce
|
||||
|
||||
mva #sfx_set_power_1 sfx_effect
|
||||
|
||||
lda MaxForceTableH,x
|
||||
cmp ForceTableH,x
|
||||
bne FurtherCheckMaxForce
|
||||
lda MaxForceTableL,x
|
||||
cmp ForceTableL,x
|
||||
FurtherCheckMaxForce
|
||||
jcs BeforeFire
|
||||
|
||||
lda MaxForceTableH,x
|
||||
sta ForceTableH,x
|
||||
lda MaxForceTableL,x
|
||||
sta ForceTableL,x
|
||||
|
||||
; checking is at the beginning of the procedure !!
|
||||
jmp BeforeFire
|
||||
|
||||
CTRLPressedUp
|
||||
@@ -1402,8 +1453,6 @@ pressedDown
|
||||
cmp #25 ; 1/2s
|
||||
bcs CTRLPressedDown
|
||||
|
||||
mva #sfx_set_power_1 sfx_effect
|
||||
|
||||
;ldx TankNr ; optimized
|
||||
dec ForceTableL,x
|
||||
lda ForceTableL,x
|
||||
@@ -1416,6 +1465,7 @@ ForceGoesZero
|
||||
sta ForceTableH,x
|
||||
sta ForceTableL,x
|
||||
@
|
||||
mva #sfx_set_power_1 sfx_effect
|
||||
jmp BeforeFire
|
||||
|
||||
CTRLPressedDown
|
||||
@@ -1429,7 +1479,7 @@ CTRLPressedDown
|
||||
jcs BeforeFire
|
||||
dec ForceTableH,x
|
||||
bmi ForceGoesZero
|
||||
jmp BeforeFire
|
||||
bpl @-
|
||||
|
||||
pressedRight
|
||||
;ldx TankNr ; optimized
|
||||
@@ -1438,30 +1488,30 @@ pressedRight
|
||||
cmp #25 ; 1/2s
|
||||
bcs CTRLPressedRight
|
||||
|
||||
mva #sfx_set_power_2 sfx_effect
|
||||
mva #1 Erase
|
||||
; mva #1 Erase
|
||||
jsr DrawTankNr.BarrelChange
|
||||
dec:lda AngleTable,x
|
||||
cmp #255 ; -1
|
||||
jne BeforeFire
|
||||
bne @+
|
||||
lda #180
|
||||
sta AngleTable,x
|
||||
@
|
||||
mva #sfx_set_power_2 sfx_effect
|
||||
jmp BeforeFire
|
||||
|
||||
CTRLPressedRight
|
||||
;ldx TankNr ; optimized
|
||||
mva #sfx_set_power_2 sfx_effect
|
||||
mva #1 Erase
|
||||
; mva #1 Erase
|
||||
jsr DrawTankNr.BarrelChange
|
||||
lda AngleTable,x
|
||||
sec
|
||||
sbc #4
|
||||
sta AngleTable,x
|
||||
cmp #4 ; smallest angle for speed rotating
|
||||
jcs BeforeFire
|
||||
bcs @-
|
||||
lda #180
|
||||
sta AngleTable,x
|
||||
jmp BeforeFire
|
||||
bne @-
|
||||
|
||||
|
||||
pressedLeft
|
||||
@@ -1471,31 +1521,31 @@ pressedLeft
|
||||
cmp #25 ; 1/2s
|
||||
bcs CTRLPressedLeft
|
||||
|
||||
mva #sfx_set_power_2 sfx_effect
|
||||
mva #1 Erase
|
||||
; mva #1 Erase
|
||||
jsr DrawTankNr.BarrelChange
|
||||
INC AngleTable,x
|
||||
lda AngleTable,x
|
||||
cmp #180
|
||||
jcc BeforeFire
|
||||
bcc @+
|
||||
lda #0
|
||||
sta AngleTable,x
|
||||
@
|
||||
mva #sfx_set_power_2 sfx_effect
|
||||
jmp BeforeFire
|
||||
|
||||
CTRLPressedLeft
|
||||
;ldx TankNr ; optimized
|
||||
mva #sfx_set_power_2 sfx_effect
|
||||
mva #1 Erase
|
||||
; mva #1 Erase
|
||||
jsr DrawTankNr.BarrelChange
|
||||
lda AngleTable,x
|
||||
clc
|
||||
adc #4
|
||||
sta AngleTable,x
|
||||
cmp #180-4
|
||||
jcc BeforeFire
|
||||
bcc @-
|
||||
lda #0
|
||||
sta AngleTable,x
|
||||
jmp BeforeFire
|
||||
beq @-
|
||||
|
||||
pressedTAB
|
||||
mva #sfx_purchase sfx_effect
|
||||
@@ -1544,6 +1594,7 @@ pressedS
|
||||
eor:sta noSfx
|
||||
ReleaseAndLoop
|
||||
jsr WaitForKeyRelease
|
||||
; mva #$80 pressTimer
|
||||
jmp BeforeFire
|
||||
|
||||
pressedSpace
|
||||
@@ -1551,12 +1602,9 @@ pressedSpace
|
||||
;we shoot here!!!
|
||||
lda #0
|
||||
sta ATRACT ; reset atract mode
|
||||
sta pressTimer ; reset
|
||||
jsr WaitForKeyRelease.StillWait
|
||||
lda pressTimer
|
||||
cmp #25 ; 1/2s
|
||||
bcc fire
|
||||
jmp callInventory
|
||||
jsr WaitForLongPress
|
||||
bcc fire ; short press
|
||||
jmp callInventory ; long press
|
||||
fire
|
||||
RTS
|
||||
.endp
|
||||
@@ -2754,41 +2802,18 @@ notpressed
|
||||
jsr DrawTankEngine
|
||||
; enimation ends
|
||||
|
||||
lda SKSTAT
|
||||
cmp #$ff
|
||||
jeq checkJoy
|
||||
cmp #$f7 ; SHIFT
|
||||
jeq checkJoy
|
||||
|
||||
lda kbcode
|
||||
and #%00111111 ; CTRL and SHIFT elimination
|
||||
|
||||
jumpFromStick
|
||||
jsr GetKeyFast
|
||||
and #$3f ;CTRL and SHIFT ellimination
|
||||
cmp #@kbcode._left ; $6
|
||||
jeq pressedLeft
|
||||
cmp #@kbcode._right ; $7
|
||||
jeq pressedRight
|
||||
cmp #@kbcode._space ; $21
|
||||
jeq pressedSpace
|
||||
jmp notpressed
|
||||
checkJoy
|
||||
;------------JOY-------------
|
||||
;happy happy joy joy
|
||||
;check for joystick now
|
||||
lda STICK0
|
||||
and #$0f
|
||||
cmp #$0f
|
||||
beq notpressedJoy
|
||||
tay
|
||||
lda joyToKeyTable,y
|
||||
jmp jumpFromStick
|
||||
notpressedJoy
|
||||
;fire
|
||||
lda STRIG0
|
||||
cmp #@kbcode._ret ; Fire (Joy)
|
||||
jeq pressedSpace
|
||||
jmp notpressed
|
||||
|
||||
|
||||
pressedRight
|
||||
lda ShieldEnergy,x
|
||||
jeq pressedSpace
|
||||
|
||||
Reference in New Issue
Block a user