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Author SHA1 Message Date
Pirx ad88cebcb4 Merge pull request #169 from pkali/develop
1.51
2025-01-17 14:00:11 -05:00
Pirx 201a22d489 Merge branch 'master' into develop 2025-01-17 13:59:56 -05:00
Pirx 2b317bc528 README updt 2025-01-17 13:57:01 -05:00
Pecusx 1af496a80d Cartridge flasher 2025-01-16 19:55:18 +01:00
Pecusx 0210a43f7d Executables update 2024-11-07 22:59:59 +01:00
Pecusx fe07656c27 Smol fix 2024-11-06 23:36:41 +01:00
Pecusx e975ad7ead Oooops... :) 2024-11-06 13:55:51 +01:00
Pecusx 53a236afe2 PlasmaBlast! 2024-11-06 13:34:20 +01:00
Pecusx 590c1f7c9f PlasmaBlast first attempt 2024-11-05 21:59:30 +01:00
Pecusx 3341773dcd Opty and PlasmaBlast idea 2024-11-05 21:39:20 +01:00
Pirx 990931176e WIP circle test (not working) 2024-11-05 14:12:15 -05:00
Pecusx 4b5316a5f5 New (faster) Circle proc - 43b saved 2024-11-05 18:13:10 +01:00
Pecusx df456e5544 No VuMeters if no music. 2024-03-23 21:04:09 +01:00
Pecusx bd17841ac0 Smol opty again 2024-03-23 20:57:05 +01:00
Pecusx 956f844ed3 Very smol opty. 2024-03-22 13:58:04 +01:00
Pecusx 35f9847354 Opty! :) 56b 2024-03-20 12:33:24 +01:00
Pecusx 12eebaedec Update README.md 2024-03-16 23:33:15 +01:00
Pirx 9e8446abe4 Merge pull request #168 from pkali/develop
v1.50
2024-03-15 16:54:29 -04:00
Pirx 324b42855a readme updt 2024-03-15 16:41:34 -04:00
Pirx 81e3de877b readme updt 2024-03-15 16:27:39 -04:00
Pirx 2333a5d6bc WUDSN header 2024-03-15 16:04:48 -04:00
Pirx 20fd262fbd readme updt 2024-03-15 16:04:48 -04:00
Pecusx 8980ba2ee2 Cart flasher added 2024-03-15 20:55:22 +01:00
Pecusx 0e699ce41a Strong port flaut fixed! Again :)
And better wind speed display.
2024-03-14 19:47:23 +01:00
Pecusx 630c5eaa1a Strong port flaut fixed! 2024-03-13 22:42:09 +01:00
Pecusx ce741f05dd The great return of Ctrl+TAB 2024-03-13 19:43:27 +01:00
Pecusx a52c48bb25 VUmeter for dead people fix. 2024-03-13 12:52:55 +01:00
Pecusx 06298c856b Better VUmeter :) 2024-03-13 10:14:18 +01:00
Pecusx 9e8187fc0d VUmeter bug fix and Oooopty! 2024-03-12 20:49:40 +01:00
Pecusx 72c9d7952b Invisible Napalm bug fixed! 2024-03-12 09:56:57 +01:00
Pirx a307059107 Merge pull request #167 from pkali/develop
v1.48
2024-03-11 16:11:49 -04:00
Pecusx 26b0fae5d1 Update version number - 1.48 2024-03-11 18:22:38 +01:00
Pecusx c029db1718 Two different VU meters :) 2024-03-10 21:49:16 +01:00
Pecusx 1fb0f39d1f Cyborgs prefer humans again! 2024-03-09 19:28:00 +01:00
Pecusx 736b822c90 Update README.md
Smol fix
2024-03-05 20:47:50 +01:00
Pecusx f406c7f02f Update README.md 2024-03-05 20:46:33 +01:00
Pecusx 8540fb5746 Update Cartridge image. 2024-03-05 10:48:43 +01:00
Pirx 4babab5135 manuals.xex update 2024-03-04 18:40:37 -05:00
Pirx 05f304ef60 manual.xex WIP 2024-03-04 18:35:04 -05:00
Pecusx 6ad0ecdd50 RTCLOK fix! 2024-03-04 22:47:38 +01:00
Pecusx f0fb32d405 Manuals update (Long Schlong) 2024-03-04 10:34:53 +01:00
Pecusx f39c9fd289 Manuals update and new cartridge image file. 2024-03-03 19:30:23 +01:00
Pecusx 09a5459930 Fixet Esc bug (A5200) and VU meters timer set to 1minute 2024-03-03 17:03:02 +01:00
Pecusx 6312dec69e Opty!
VU Meters and Meteors work together
2024-03-02 00:28:08 +01:00
Pecusx 75fd6c494a VU Meter after 10s. :) 2024-03-01 14:16:26 +01:00
Pecusx 2d1c50bf97 DrawMountains with ClearSky on C64
not tested :)
2024-02-29 14:34:57 +01:00
Pecusx 5852b8f318 Smol opty 2024-02-29 12:58:24 +01:00
Pecusx d25419c353 Tanks sequence randomization opty 2024-02-29 12:43:36 +01:00
Pecusx 3ce3539d0e Hovercraft opty (11 bytes :) ) 2024-02-28 19:20:59 +01:00
Pirx 29a1561a4a 5200 purchase link 2024-02-02 21:35:49 -05:00
Pirx f83a44c3d9 Merge branch 'master' into develop 2024-02-02 20:41:29 -05:00
Pirx 0807f1f2b7 bin updt 2024-02-02 20:38:39 -05:00
Pirx d82304ad84 5200 cart updt 2024-02-02 20:37:02 -05:00
Pecusx 77d6e7113f Correct AI purchase 2024-01-30 10:48:01 +01:00
Pecusx ccd30e3700 Better place for propaganda! 2024-01-30 10:41:28 +01:00
Pecusx a15f342cb7 Better descriptions of "propaganda" weapon. 2024-01-30 09:16:09 +01:00
Pecusx a6d95b4f8e C64 soildown works! 2024-01-29 21:58:38 +01:00
Pecusx c24e5823fa Happy New Year
C64 version failed! ??
2024-01-29 09:29:44 +01:00
Pirx e1460da157 price we pay for propaganda 2024-01-27 14:31:59 -05:00
Pecusx 0b165a1338 X randomize in Propaganda 2024-01-27 18:57:09 +01:00
Pirx 76eceb77ca moar propaganda :O 2024-01-27 10:36:38 -05:00
Pecusx c51b0b8659 Propaganda works 2024-01-27 16:12:52 +01:00
Pecusx 0c83afc9c0 Ops... 2024-01-27 15:46:42 +01:00
Pecusx c2936e1d4c Merge branch 'develop' of https://github.com/pkali/scorch_src into develop 2024-01-27 15:42:47 +01:00
Pecusx 8fa0ad1112 Bettar propaganda texts 2024-01-27 15:42:33 +01:00
Pirx 73e2f0d7f9 fur deutschland 2024-01-27 09:34:29 -05:00
Pirx db2c85565f propaganda reshuffle 2024-01-27 09:29:10 -05:00
Pecusx 6d4274b1b9 Propaganda SFX 2024-01-27 15:24:04 +01:00
Pecusx 210fc0bfc4 Propaganda (test) 2024-01-27 14:55:42 +01:00
Pecusx 5901af397d Money calculations opty. 2023-12-28 18:34:01 +01:00
Pecusx 84b5904f44 A slightly faster SoilDown. 2023-11-15 19:14:18 +01:00
Pecusx 9c6816685c SoilDown opty. 2023-11-15 17:36:49 +01:00
Pecusx 47efa6292e Faster Circle 2023-11-15 15:06:40 +01:00
Pecusx 19caf28ac5 C64 code update 2023-11-08 11:24:35 +01:00
Pecusx dfef25c7b2 Added support for long button press in the main menu (like Tab) and in the activation menu (activation). 2023-11-08 09:48:44 +01:00
Pecusx 44610ec89e Fixed WhiteFlag bug and added remembering selected joy port between games 2023-11-07 09:32:33 +01:00
Pecusx 939365a009 Splash is optional now. 2023-11-06 14:31:52 +01:00
Pecusx aed31b821e All inputs (keyboard and joy) in separate module 2023-10-27 14:27:05 +02:00
Pecusx c8e8573104 Opty 2023-10-27 13:54:40 +02:00
Pecusx 0420ec20c6 Opty and prepare for turbo in C64 2023-10-27 09:55:07 +02:00
Pecusx 0320b000b3 Option key fix and opty 2023-10-27 08:47:50 +02:00
Pecusx 2c0132fd9f Another smol opty 2023-10-26 20:21:20 +02:00
Pecusx bd6418ce88 Opty - thanks @Irgendwer 2023-10-26 19:51:27 +02:00
Pecusx fa43529e92 More memory - opty 2023-10-26 19:18:15 +02:00
Pecusx dc60a1dd52 It works! 2023-10-26 18:50:51 +02:00
Pecusx c8e671ffb8 Fire button fixed 2023-10-26 16:19:55 +02:00
Pecusx 1d31b63ecf Keyboard and Joys - GetKey works 2023-10-26 16:04:33 +02:00
Pecusx 1791ab9869 Better GetKey but..... 2023-10-26 15:45:37 +02:00
Pecusx 803dfdf9a3 Allways use GetKey 2023-10-26 14:19:03 +02:00
44 changed files with 2560 additions and 3047 deletions
+1 -1
View File
@@ -9,7 +9,7 @@
OptionsScreen
dta d"Welcome to Scorch v. "
build ; 4 bytes from scorch.asm (fancy method) :)
dta d" (un)2000-2023"
dta d" (un)2000-2024"
.IF TARGET = 800
dta d" Please select option with "
+18 -9
View File
@@ -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 #$00
sta mask2,y
+216
View File
@@ -0,0 +1,216 @@
;--------------------------------------------------
.proc GetKey
; waits for pressing a key and returns pressed value in A
; when [ESC] is pressed, escFlag is set
; result: A=keycode
;--------------------------------------------------
jsr WaitForKeyRelease
getKeyAfterWait
jsr GetKeyFast
cmp #@kbcode._none
beq getKeyAfterWait
ldy #0
sty ATRACT ; reset atract mode
mvy #sfx_keyclick sfx_effect
rts
.endp
;--------------------------------------------------
.proc GetKeyFast
; returns pressed value in A - no waits for press
; when [ESC] is pressed, escFlag is set
; result: A=keycode ($ff - no key pressed)
;--------------------------------------------------
.IF TARGET = 800
lda SKSTAT
cmp #$ff
beq checkJoyGetKey ; key not pressed, check Joy
cmp #$f7 ; SHIFT
beq checkJoyGetKey
.ELIF TARGET = 5200
lda SkStatSimulator
and #%11111110
bne checkJoyGetKey ; key not pressed, check Joy
.ENDIF
lda kbcode
cmp #@kbcode._none
beq checkJoyGetKey
pha
and #$3f ; CTRL and SHIFT ellimination
cmp #@kbcode._esc ; 28 ; ESC
beq EscPressed
pla
jmp getkeyend
EscPressed
pla
mvy #$80 escFlag
bne getkeyend
checkJoyGetKey
;------------JOY-------------
;happy happy joy joy
;check for joystick now
lda STICK0
and #$0f
cmp #$0f
beq notpressedJoyGetKey
tay
lda joyToKeyTable,y
bne getkeyend
notpressedJoyGetKey
;fire
lda STRIG0
beq JoyButton
.IF TARGET = 800 ; Second joy button , Select and Option key only on A800
jsr Check2button
bcc SecondButton
bne checkSelectKey
checkSelectKey
lda CONSOL
and #%00000010 ; Select
beq SelectPressed
lda CONSOL
and #%00000100 ; Option
beq OptionPressed
.ENDIF
lda #@kbcode._none
bne getkeyend
OptionPressed
lda #@kbcode._atari ; Option key
bne getkeyend
SecondButton
SelectPressed
lda #@kbcode._tab ; Select key
bne getkeyend
JoyButton
lda #@kbcode._ret ; Return key
getkeyend
rts
; ----
.IF TARGET = 800 ; Second joy button only on A800
Check2button
lda PADDL0
and #$c0
eor #$C0
cmp PaddleState
sta PaddleState
rts
.ENDIF
.endp
;--------------------------------------------------
.proc getkeynowait
;--------------------------------------------------
jsr WaitForKeyRelease
lda kbcode
and #$3f ; CTRL and SHIFT ellimination
rts
.endp
;--------------------------------------------------
.proc WaitForLongPress
;--------------------------------------------------
lda #0
sta pressTimer ; reset
jsr WaitForKeyRelease.StillWait
lda pressTimer
cmp #25 ; 1/2s
rts ; if CARRY is set then long press
.endp
;--------------------------------------------------
.proc WaitForKeyRelease
;--------------------------------------------------
lda #128-KeyRepeatSpeed ; tricky
sec
sbc FirstKeypressDelay ; tricky 2 :)
sta pressTimer
StillWait
bit pressTimer
bmi KeyAutoReleased
lda STICK0
and #$0f
cmp #$0f
bne StillWait
lda STRIG0
beq StillWait
.IF TARGET = 800
lda SKSTAT
cmp #$ff
bne StillWait
lda CONSOL
and #%00000110 ; Select and Option only
cmp #%00000110
bne StillWait
.ELIF TARGET = 5200
lda SkStatSimulator
and #%11111110
beq StillWait
.ENDIF
KeyReleased
mva #FirstKeySpeed FirstKeypressDelay
rts
KeyAutoReleased ; autorepeat
mva #0 FirstKeypressDelay
rts
.endp
/* ;--------------------------------------------------
.proc IsKeyPressed
; result: A=0 - yes , A>0 - no
;--------------------------------------------------
lda SKSTAT
and #%00000100
beq @+
lda STRIG0
@ rts
.endp */
;--------------------------------------------------
.proc CheckStartKey
;--------------------------------------------------
lda CONSOL ; turbo mode
and #%00000001 ; START KEY
rts
.endp
;--------------------------------------------------
.proc CheckExitKeys
;--------------------------------------------------
; Checks keyboard and sets appropriate flags for exit procedures
; If START+OPTION is pressed - exit to GameOver screen
; If 'O' key is pressed - displays "Are you sure?" and - exit to GameOver screen
; If 'Esc' key is pressed - displays "Are you sure?" and - exit to Menu screen
; Just setting the right flags!!!
; Select and Option
lda CONSOL
and #%00000101 ; Start + Option
beq QuitToGameover
lda SKSTAT
cmp #$ff
jeq nokeys
cmp #$f7 ; SHIFT
jeq nokeys
lda kbcode
and #%10111111 ; SHIFT elimination
cmp #@kbcode._O ; $08 ; O
bne CheckEsc
jsr AreYouSure
bit escFlag
bpl nokeys
;---O pressed-quit game to game over screen---
QuitToGameover
mva #$C0 escFlag ; bits 7 and 6 set
rts
CheckEsc
cmp #@kbcode._esc ; 28 ; ESC
bne nokeys
DisplayAreYouSure
jsr AreYouSure
;---esc pressed-quit game---
nokeys
bit escFlag
rts
;
.endp
+10
View File
@@ -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
View File
@@ -67,12 +67,12 @@ PHINIV EQU $E48C ;UPLOADED HANDLER INIT
;
; COMMAND CODES FOR IOCBS
;
OPEN EQU $03 ;OPEN FOR I/O
_OPEN EQU $03 ;OPEN FOR I/O
GETREC EQU $05 ;GET RECORD (TEXT)
GETCHR EQU $07 ;GET CHARACTER(S)
PUTREC EQU $09 ;PUT RECORD (TEXT)
PUTCHR EQU $0B ;PUT CHARACTER(S)
CLOSE EQU $0C ;CLOSE DEVICE
_CLOSE EQU $0C ;CLOSE DEVICE
STATIS EQU $0D ;STATUS REQUEST
SPECIL EQU $0E ;SPECIAL ENTRY COMMAND
;
@@ -135,6 +135,7 @@ DERRER EQU $90 ;PERIPHRAL DEVICE ERR
BADMOD EQU $91 ;BAD SCREEN MODE #
FNCNOT EQU $92 ;NONEXISTANT FUNCTION
SCRMEM EQU $93 ;SCREEN MEM TOO SMALL
FILENF EQU $AA ;FILE NOT FOUND
;
; PAGE ZERO RAM ASSIGNMENTS
;
@@ -376,7 +377,7 @@ CBAUDL EQU $02EE ;CASSETTE BAUD RATE
CBAUDH EQU $02EF
CRSINH EQU $02F0 ;CURSOR INHIBIT 0=ON
KEYDEL EQU $02F1 ;KEY DELAY
CH1 EQU $02F2 ;PRIOR KB CHAR CODE
CH1 EQU $02F2 ;PRIOR KB CHAR CODE
CHACT EQU $02F3 ;CHACTL REGISTER RAM
CHBAS EQU $02F4 ;CHBAS REGISTER RAM
NEWROW EQU $02F5 ;POINT DRAW GOES TO
@@ -593,11 +594,11 @@ PBCTL EQU PIA+3
; ---------------------------------------------------------------------------
;
JUMP EQU $01 ; display list jump instruction (3 byte)
JVB EQU $41 ; display list jump and wait for vblank instruction (3)
JVB EQU $41 ; display list jump and wait for vblank instruction (3)
;
SCH EQU $10 ; display list horizontal scrolling
SCV EQU $20 ; display list vertical scrolling
LMS EQU $40 ; display list load memory scan instruction (3 byte)
SCH EQU $10 ; display list horizontal scrolling
SCV EQU $20 ; display list vertical scrolling
LMS EQU $40 ; display list load memory scan instruction (3 byte)
DLII EQU $80 ; display list interrupt instruction
;
SKIP1 EQU $00 ; display list skip 1 scan line instruction
@@ -656,67 +657,68 @@ scr32 = @dmactl(narrow|dma|players|missiles|lineX1)
; KBCODEs
; ---------------------------------------------------------------------------
.enum @kbcode
_none = 255
_esc = 28
_1 = 31
_2 = 30
_3 = 26
_4 = 24
_5 = 29
_6 = 27
_7 = 51
_8 = 53
_9 = 48
_0 = 50
_lt = 54
_gt = 55
_del = 52
_tab = 44
_Q = 47
_W = 46
_E = 42
_R = 40
_T = 45
_Y = 43
_U = 11
_I = 13
_O = 8
_P = 10
_min = 14
_up = 14 ; cursor function
_eq = 15
_down = 15 ; cursor function
_ret = 12
_A = 63
_S = 62
_D = 58
_F = 56
_G = 61
_H = 57
_J = 1
_K = 5
_L = 0
_none = 255
_esc = 28
_1 = 31
_2 = 30
_3 = 26
_4 = 24
_5 = 29
_6 = 27
_7 = 51
_8 = 53
_9 = 48
_0 = 50
_lt = 54
_gt = 55
_del = 52
_tab = 44
_Q = 47
_W = 46
_E = 42
_R = 40
_T = 45
_Y = 43
_U = 11
_I = 13
_O = 8
_P = 10
_min = 14
_up = 14 ; cursor function
_eq = 15
_down = 15 ; cursor function
_ret = 12
_A = 63
_S = 62
_D = 58
_F = 56
_G = 61
_H = 57
_J = 1
_K = 5
_L = 0
_semicolon = 2
_plus = 6
_left = 6 ; cursor function
_plus = 6
_left = 6 ; cursor function
_asterisk = 7
_right = 7 ; cursor function
_caps = 60
_Z = 23
_X = 22
_C = 18
_V = 16
_B = 21
_N = 36
_M = 37
_caps = 60
_Z = 23
_X = 22
_C = 18
_V = 16
_B = 21
_N = 36
_M = 37
_comma = 32
_dot = 34
_dot = 34
_slash = 38
_atari = 39
_help = 17
_F1 = 3
_F2 = 4
_F3 = 19
_F4 = 20
_help = 17
_F1 = 3
_F2 = 4
_F3 = 19
_F4 = 20
_space = 33
.ende
.ende
EOL = $9b
+10
View File
@@ -160,6 +160,16 @@
pla
tay
.endm
;-------------------------------------
.macro txy
txa
tay
.endm
;-------------------------------------
.macro tyx
tya
tax
.endm
;-------------------------------------
.macro pause
;waits :1 number (byte) of frames
+1 -1
View File
@@ -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;
+30 -20
View File
@@ -78,7 +78,7 @@
OptionsMainLoop
jsr OptionsInversion
jsr getkey
jsr GetKey
bit escFlag
spl:rts
@@ -124,11 +124,16 @@ 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
cmp #@kbcode._tab ; Tab key
bne OptionsNoTab
TabPressed
jsr SelectNextGradient
OptionsNoTab
jmp OptionsMainLoop
@@ -409,7 +414,13 @@ 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 +883,14 @@ 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
@@ -1727,8 +1739,9 @@ 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
@@ -1953,27 +1966,24 @@ 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 #$00
sbc temp+1
sta temp+1
DisplayWindValue
:4 lsrw temp ;divide by 16 to have a nice value on a screen
lda temp
;sta decimal
DisplayWindValuex
mwx #statusBuffer+80+18 displayposition
jsr displaybyte
+54 -9
View File
@@ -101,6 +101,8 @@ EndOfUnPlot
.proc plot ;plot (xdraw, ydraw, color)
; color == 1 --> put pixel
; color == 0 --> erase pixel
; xdraw (word) - X coordinate
; ydraw (word) - Y coordinate
; this is one of the most important routines in the whole
; game. If you are going to speed up the game, start with
; plot - it is used by every single effect starting from explosions
@@ -154,8 +156,10 @@ ClearPlot
; -----------------------------------------
.proc point_plot
; -----------------------------------------
; checks state of the pixel (coordinates in xdraw and ydraw)
; result is in A (zero or appropriate bit is set)
; checks state of the pixel (coordinates in xdraw and ydraw)
; xdraw (word) - X coordinate
; ydraw (word) - Y coordinate
; result is in A (0 - point is set; appropriate bit is set - point is clear) INVERTED!
; let's calculate coordinates from xdraw and ydraw
@@ -178,13 +182,14 @@ ClearPlot
ldy #0
lda (xbyte),y
eor #$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 #$00
sta mask2,y
+74
View File
@@ -0,0 +1,74 @@
;--------------------------------------------------
.proc GetKey
; waits for pressing a key and returns pressed value in A
; when [ESC] is pressed, escFlag is set
; result: A=keycode
;--------------------------------------------------
jsr WaitForKeyRelease
jsr GetKeyFast
ldy #0
sty escFlag
rts
.endp
;--------------------------------------------------
.proc GetKeyFast
; returns pressed value in A - no wait for press
; when [ESC] is pressed, escFlag is set
; result: A=keycode
;--------------------------------------------------
lda #$ff
rts
.endp
;--------------------------------------------------
.proc getkeynowait
;--------------------------------------------------
jsr WaitForKeyRelease
lda kbcode
and #$3f ;CTRL and SHIFT ellimination
rts
.endp
;--------------------------------------------------
.proc WaitForLongPress
;--------------------------------------------------
lda #0
sta pressTimer ; reset
jsr WaitForKeyRelease.StillWait
lda pressTimer
cmp #25 ; 1/2s
rts ; if CARRY is set then long press
.endp
;--------------------------------------------------
.proc WaitForKeyRelease
;--------------------------------------------------
StillWait
rts
.endp
;--------------------------------------------------
.proc IsKeyPressed
; result: A=0 - yes , A>0 - no
;--------------------------------------------------
lda #1
rts
.endp
;--------------------------------------------------
.proc CheckStartKey
;--------------------------------------------------
lda #%00000001 ; START KEY not pressed
rts
.endp
;--------------------------------------------------
.proc CheckExitKeys
;--------------------------------------------------
; Checks keyboard and sets appropriate flags for exit procedures
; If START+OPTION is pressed - exit to GameOver screen
; If 'O' key is pressed - displays "Are you sure?" and - exit to GameOver screen
; If 'Esc' key is pressed - displays "Are you sure?" and - exit to Menu screen
; Just setting the right flags!!!
mva #$00 escFlag ; flag cleared
rts
;
.endp
+10
View File
@@ -278,6 +278,16 @@ upstartEnd
pla
tay
.endm
;-------------------------------------
.macro txy
txa
tay
.endm
;-------------------------------------
.macro tyx
tya
tax
.endm
;-------------------------------------
.MACRO WAIT
; WAIT
Binary file not shown.
+10 -10
View File
@@ -39,7 +39,7 @@ 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 **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 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 +71,7 @@ If a name is not entered, it will be supplemented with the default one.
## 3. Shopping screen (before each round)
![Shopping offensives screen.](images/PurOffensive.png)
![Shopping defensives screen.](images/PurDefensive.png)
On this screen, you can make purchases of offensive and defensive weapons. Only those weapons that the player can afford are visible, along with information about the price and the number of units of a given weapon that will be obtained for that price. You move through the lists with the cursor keys (up and down) or with the joystick, the **TAB** key or the left arrow, the left joystick tilt or second joystick button changes the screen to defensive or offensive weapons, the **SPACE** key 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.
@@ -231,7 +231,6 @@ And here are the values of maximum energy loss for individual weapons. If a weap
| Riot Blast | 0 (↓) |
| Riot Bomb | 0 (↓) |
| Heavy Riot Bomb | 0 (↓) |
| Baby Digger | 0 (↓) |
| Digger | 0 (↓) |
| Heavy Digger | 0 (↓) |
| Sandhog | 0 (↓) |
@@ -241,6 +240,7 @@ And here are the values of maximum energy loss for individual weapons. If a weap
| Ton of Dirt | 0 (↓) |
| Liquid Dirt | 0 (↓) |
| Dirt Charge | 0 (↓) |
| Propaganda | 0 (↓) |
| Stomp | 0 (↓) |
| Laser | 100 (↓) |
@@ -257,11 +257,9 @@ 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 +273,8 @@ 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 +302,7 @@ 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.
@@ -397,9 +397,9 @@ 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.
+10 -10
View File
@@ -39,7 +39,7 @@ Na pierwszym ekranie możemy skonfigurować opcje rozgrywki:
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).
Klawisz **TAB**, **SELECT**, dłuższe przytrzymanie pierwszego przycisku joysticka lub drugi przycisk joysticka (wspierany standard Joy 2B+ lub zgodny) zmieniają kolor gór (3 wersje do wyboru).
Jeśli kursor wskazuje opcję wyboru siły wiatru **Wind**, wciśnięcie **TAB** zmienia sposób losowania siły wiatru z "co rundę" na "co turę" i odwrotnie. Losowanie co turę jest sygnalizowane znakiem "?" przy słowie **Wind**.
@@ -72,7 +72,7 @@ Jeśli nazwa nie zostanie wpisana, to zostanie uzupełniona nazwą domyślną.
## 3. Ekran zakupów (przed każdą rundą).
![Ekran zakupów broni ofensywnych.](images/PurOffensive.png)
![Ekran zakupów broni defensywnych.](images/PurDefensive.png)
Na tym ekranie można dokonywać zakupów broni ofensywnych i defensywnych. Widoczne są tylko te bronie, na które gracza stać wraz z informacją o cenie i ilości jednostek danej broni, którą za tę cenę otrzymamy. Informacje na ekranie nie wymagają chyba więcej opisu. Po listach poruszamy się klawiszami kursora (góra i dół) lub joystickiem, klawisz **TAB** lub strzałka w lewo, czy też ruch joystickiem w lewo lub drugi przycisk joysticka zmieniają ekran na bronie defensywne lub ofensywne, klawisz **SPACJA** lub strzałka w prawo, a także joystick w prawo realizują zakup wskazanej broni.
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.
@@ -229,7 +229,6 @@ A oto wartości maksymalnego ubytku energii dla poszczególnych broni. Jeśli br
| Riot Blast | 0 (↓)|
| Riot Bomb | 0 (↓)|
| Heavy Riot Bomb | 0 (↓)|
| Baby Digger | 0 (↓)|
| Digger | 0 (↓)|
| Heavy Digger | 0 (↓)|
| Sandhog | 0 (↓)|
@@ -239,6 +238,7 @@ A oto wartości maksymalnego ubytku energii dla poszczególnych broni. Jeśli br
| Ton of Dirt | 0 (↓)|
| Liquid Dirt | 0 (↓)|
| Dirt Charge | 0 (↓)|
| Propaganda | 0 (↓)|
| Stomp | 0 (↓)|
| Laser | 100 (↓)|
@@ -255,11 +255,9 @@ Uwagi:
* **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 - największy podkop.
* **Heavy Digger** - jak wyżej - większy podkop.
* **Sandhog** - jak wyżej - inny sposób podkopywania.
@@ -275,6 +273,8 @@ Uwagi:
* **Dirt Charge** - nie jest odejmowana energia, ale usypywany jest dodatkowy grunt w górę od punktu trafienia w promieniu 61 pikseli. Broń przydatna do zakopywania przeciwnika.
* **Propaganda** - nie jest odejmowana energia, miejsce trafienia zostaje zasypane propagandowymi tekstami.
* **Stomp** - nie jest odejmowana energia, ale wszystkie czołgi w promieniu zależnym od siły strzału zostają odepchnięte, a po odepchnięciu mogą spaść lub zostać zasypane. Przy maksymalnej sile 990 jednostek promień działania to około 60 pikseli.
* **Laser** - tu także jest inaczej - równo 100 tylko w przypadku bezpośredniego trafienia po prostu odejmujemy 100 jednostek energii - czyli czołg zawsze ginie.
@@ -304,7 +304,7 @@ Uwagi:
* **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.
@@ -400,8 +400,8 @@ W sytuacji beznadziejnej smobójstwo może być lepsze od **White Flag**. Jeśli
**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.
W ostateczności możesz zostać Terminatorem (model standardowy, nie T-1000 :) )
Połamania luf życzą autorzy.
File diff suppressed because it is too large Load Diff
+4 -4
View File
@@ -8,7 +8,7 @@
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.
+1 -1
View File
@@ -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
View File
@@ -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
BIN
View File
Binary file not shown.
+182 -118
View File
@@ -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 +36,37 @@ 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:
- boot `scorch_fl.atr` from e.g. SIO2SD, SIO2PC or a large floppy
- insert the cartridge
- do what the flasher application says on the screen.
- do not despair if something goes wrong, just reboot, the reinsert cart, etc.
- it is smoother with QMeg OS, because there you can insert the cart, turn on your Atari, jump to the QMeg menu, and boot the `scorch_fl.atr` from there. No need to insert the cart into the running Atari.
WARNING | ADVERTENCIA |警告 | AVERTISSEMENT | चेतावनी | WARNUNG | ПРЕДУПРЕЖДЕНИЕ | UWAGA | POZOR !!!
This is not an official cart manufacturer's (Mq) flasher, it is a collective and separate community effort. Be responsible, don't drink and flash your car(t). Better yet, do not flash it at all. In fact, to preserve the historical value of the artifact we strongly discourage from opening the game box and inserting the cartridge anywhere, especially into unauthorized orifices.
Game source code is split into several parts:
- `scorch.asm` is the main game startup code
- `scorchC64.asm` is the main game startup code for the Commodore 64
- `game.asm` - it all happens here
- `grafproc.asm` - graphics routines like line or circle
- `textproc.asm` - text routines like list of weapons and shop
- `textproc.asm` - text routines like the list of weapons and shop
- `variables.asm` - all non-zero page variables
- `constants.asm` - various tables of constants
- `display_*.asm` - display lists and text screen definitions
- `constants.asm` and `constants_top.asm` - various tables of constants
- `ai.asm` - artificial stupidity of computer opponents
- `weapons.asm` - general arsenal of tankies
- `weapons.asm` - general arsenal of tanks
- `definitions.asm` - label definitions, moved to make it work better with Altirra debug (it doesn't).
Hardware dependent code (In the corresponding folders - 'Atari', 'C64', ...):
- `display_*.asm` - display lists and text screen definitions
- `gr_basic.asm` - graphics primitives (plot, point, soildown, drawmountains, etc.) for faster drawing
- `inputs.asm` - keyboard and joystick routines
- `interrupts.asm` - interrupts routines (DLI on Atari, music and SFX, timers)
- `textproc.asm` - text routines for menus and shop
We were trying to use macros, pseudo-ops, and simple graphics primitives as much as possible. This way, it should be relatively easy to port this code to, for example, the C64.
After working on this piece of code for N years, we are sure it would be much wiser to write it in C, Action!, or MadPascal. On the other hand, it is so much fun to type 150 characters when all you want to have is y = a * x + b. :)
@@ -58,39 +77,83 @@ With the advent of [fujinet](https://fujinet.online/) we are thinking about maki
## Changelog:
###### Version 1.51
2025-01-15
We are done.
1. VU meters do not activate when the music is turned off. (Previously, after a set time, the tanks would rotate their turrets to position 0, and nothing would happen because there was no music. Now, they dont even rotate at all.)
2. A slightly faster and significantly shorter circle-drawing procedure (the circles are a tiny bit less pretty 🙂).
3. Plasma Blast! (only as one of the tank destruction visual effects).
###### Version 1.50
2024-03-15
Atari 8-bit cart flasher and bug fixes!
@RB5200 provided us with a very good bug report so the new version was inevitable. Additionally, we have used [cart flasher](https://github.com/jhusak/jataricart/tree/master/various_flashers/1MBscorch) from @jhusak to prepare the .atr with flasher.
Fixes and changes:
- Napalm and Hot Napalm animations were not playing.
- Wind of force 0 and left direction was wrapping arithmetic and caused very strong left shoots.
- Now 0 force wind has got no direction (no negative zeroes anymore!)
- CTRL+Tab was nonfunctional for some time; returned
- Much nicer easter egg visualization.
###### Version 1.48
2024-03-11
New cart image, bugfixes, and easter eggs.
In preparation for the festive season we have squeezed the code a bit more, fixed some buggies, and added an easter egg or two :)
Most important changes:
- Cyborgs prefer attacking human players again! Due to unforeseen circumstances, Cyborgs were a bit shy and not as vicious as planned. Fixed.
- A new weapon "Propaganda". In the spirit of a ["Phoney War"](https://en.wikipedia.org/wiki/Phoney_War) instead of dropping bombs we drop a bunch of leaflets. This will show them!
- Robotanks were making suboptimal purchase decisions. Fixed.
- Updated binary manuals.
- ... _redacted_
- ... _redacted for egg season_
- A new physical cart image - you can update carts and have even more fun now!
###### Version 1.43
2023-12-07
Physical release version.
We are extremely pleased to inform you that our humble game was released on 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).
![Scorch physical release](Manuals/images/scorch_physical.jpg)
The most important changes:
- Massive code and data optimizations making this dense mo********er of a code even denser. Circa 1KiB gained and reused for fixes and improvements listed below.
- Massive code and data optimizations make this dense mo********er of a code even denser. Circa 1KiB gained and reused for fixes and improvements listed below.
- New weapon - "Punch". Push the enemies to their oblivion!
- Black Hole option! Tanks can fall out of the screen. Press TAB when in the "Walls" main menu section to activate this option, indicated by "↓".
![Black hole](Manuals/images/black_hole.png)
- Second fire in Joy 2B+ standard fully supported. Different joystick types can be used simultaneously.
- New option - random mountain heights for each round! Press TAB when in "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 +162,8 @@ 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 +173,17 @@ 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 +204,7 @@ Our developers have also painstakingly refined the game's performance with a ple
Last but certainly not least, our mountain drawing optimization shall elevate the visual experience to new heights, ensuring an immersive and enjoyable experience for all.
We hope that these improvements shall enhance your gaming experience, and we eagerly anticipate your feedback.
We hope that these improvements will enhance your gaming experience, and we eagerly anticipate your feedback.
Yours sincerely,
@@ -156,9 +219,9 @@ Please note you can still press [Tab] or [5] in the main menu and revert to the
Other changes:
- nicer Lazy targeting and "visual Debug" for Lazy Boys
- extreme memory optimizations to fit 2 new texts from @RB5200 based on "Sandford and Son"
- fix for [G] key bug when turn wind changes were selected
- fix for [G] key bug, when turn wind changes, were selected
- fix for Lazy Boys deactivation bug
- PAL mode now has got the full-color table, so it is possible to adjust colors better
- PAL mode now has the full-color table, so it is possible to adjust colors better
- the x-position of tanks was always adjusted to even X values, this is no more, which saves some hassle and unnecessary tank shakes left and right. As tanks are painted with sprites of a lower resolution, a rare artifact might appear here and there.
- improved tank shapes
@@ -168,7 +231,7 @@ Other changes:
Early morning edition. It is 5:11 am and I am writing this instead of dreaming of electric sheep.
For the last 6 weeks, the versions we released had an awful bug - the conversations of tanks were completely invisible. Thanks for pointing this out, RB5200.
- tanks talk to each other again
- better stochastic non-blocking wait one frame
- better stochastic non-blocking wait for one frame
- rare distance measurement bug fixed (rarely a tank survived a direct hit)
- 5200: second fire (by RB5200)
- "visual debug" mode in A800 version, triggered by pressing [CTRL]+[HELP]. It displays distances measured, laser aiming, and aiming technique. It leaves a mess on the screen, but it does not impair the game, just makes it a bit harder.
@@ -200,7 +263,7 @@ Also a small gradient optimization.
Christmas colors edition! Can you carve a quarter of a page of memory from two decades old code? Sure @Pecusx can! So finally we have the most requested feature - C0L0RS on the game screen, adjusted with Adam's help.
Press [TAB] twice in the main menu to switch to a screen with colors.
Other (dubious) improvements:
- New Lazy Darwin, it is spectacular, check it out!!!
- The new Lazy Darwin, it is spectacular, check it out!!!
- Smoke Tracer does not smoke when targeting with Lazy Darwin
- Lazy Boy works well with joystick
- Another fix for self-destructing tanks shooting low angles (0-4 degrees)
@@ -241,7 +304,7 @@ Our most prolific testers Arek and Alex called for a number of fixes. Thank you,
- ExplosionRange variable glitched (rarely) due to byte/word mix-up. Fixed.
- Bouncy Castle was bouncing the laser from inside. Fixed.
- Shielded tanks were autodestructing when shooting with angle 0. Fixed.
- Physics of bouncing off the walls was incorrect for some weapons. Fixed.
- The physics of bouncing off the walls was incorrect for some weapons. Fixed.
###### Version 1.19
@@ -251,7 +314,7 @@ This is the final round of weapon additions! Also. our beloved testers and playe
- New defensive weapon "Lazy Boy" - aims at the closest enemy.
- New defensive weapon "Lazy Darwin" - aims at the weakest link, an enemy I mean.
- New defensive weapon "Auto Defense" - activate it to be automatically protected by shields and stuff (where available)
- New defensive weapon "Spy Hard" - quickly view energies, weapons and shields of your opponents.
- New defensive weapon "Spy Hard" - quickly view energies, weapons, and shields of your opponents.
- New SFXes, improvements in SFX, and music by @mikerro
- Shooting with angle 0 caused the sudden death of the operator. Fixed.
- Angles were asymmetrical, now you can go from 0 to 90 and to 0 again (181 degrees of freedom). Fixed with an improved arithmetic rounding of our sub-pixel accuracy.
@@ -262,7 +325,7 @@ This is the final round of weapon additions! Also. our beloved testers and playe
- Not all traces were correctly erased after Funky Bomb, fixed again (for the 3rt time I guess).
- Soil sedimentation speed after Funky Bomb improved.
- Pressing [ESC] when in inventory/store was quitting the game, now it quits the menu only.
- A bug in MADS optimization was causing parts of SEPPUKU message to stay on screen.
- A bug in MADS optimization was causing parts of the SEPPUKU message to stay on screen.
- BIGGEST OF ALL: the lonely pixel after Nuclear Winter was eliminated. https://github.com/pkali/scorch_src/issues/103 We have spent a disproportionately large amount of time trying to slap this bug. It is still there, but is not manifesting itself ;)
@@ -274,7 +337,7 @@ Possibly the final single-player version of the game, unless our dear players fi
- "Unknown" type Robotanks were attacking with Nuclear Winter every time. Fixed!
- One of the variables was declared as a byte but used as a word that might cause some rare instabilities.
- Page zero variables are cleared prior to the game start to eliminate rare issues in some software/hardware configurations.
- The new version of music in NTSC eliminates issues with tempo (not that anyone but the artist noticed that, but still it is an improvement!)
- The new version of the music in NTSC eliminates issues with tempo (not that anyone but the artist noticed that, but still it is an improvement!)
- You can now wrap around inventory and shop to faster access these options far down below.
- Visual improvement of the main menu and fixed some color issues with the title headers.
- Hovercraft was always flying to the top of the screen, it was not intended, it is now hovering just above the mountains!
@@ -293,7 +356,7 @@ Mostly 5200 console port and NTSC improvements.
- 5200 ATTRACT mode not going away fixed
- Autorepeat added to menus what should help 5200 users with their non-centering abomination of a controller.
- DLI interrupts optimized, few cycles saved.
- 5200 keypad sort-of-works. Please refer to manual for key bindings.
- 5200 keypad sort-of-works. Please refer to the manual for key bindings.
###### Version 1.16
@@ -312,7 +375,7 @@ Changes:
###### Version 1.14
2022-09-05
Minor bugfixes and optimizations.
Minor bug fixes and optimizations.
Just a small update to allow for more testing and having fun before the bigger release.
Changes:
@@ -335,7 +398,7 @@ Changes:
- Overhaul of AI - Cyborgs, Spoilers, and Choosers aim much better.
- Cyborgs prefer to kill humans.
- Fine tuning of AI purchases makes the difficulty level aligned with the robot level.
- Fixed a very difficult and elusive bug that was causing tanks to freeze when falling close to the right edge of the screen fixed.
- Fixed a very difficult and elusive bug that was causing tanks to freeze when falling close to the right edge of the screen.
- Updated music by @Miker
- It is now possible to enter tank names with a joystick - all essential game functions are available without touching the keyboard!
- Manuals updated with AI strategy information and more.
@@ -348,7 +411,7 @@ What is going on? Are we getting crazy or what?
Changes:
- Background color indicates the type of walls. This is very useful when the rand option is selected.
- XEGS users requested that console keys are used when no keyboard is attached! We delivered! [SELECT] to select an offensive weapon, [OPTION] to jump into inventory, defensive section, [START] + [OPTION] - immediate Game Over (no confirmation for you keyboardless folks)
- XEGS users requested that console keys be used when no keyboard is attached! We delivered! [SELECT] to select an offensive weapon, [OPTION] to jump into inventory, defensive section, [START] + [OPTION] - immediate Game Over (no confirmation for you keyboardless folks)
- A very silly bug detected by our young testers fixed - the game crashed when you built a very high mountain using Dirt Balls :)
- Boxy infinite bounce bug fixed.
- Funky bombs bounce off the walls!
@@ -374,7 +437,7 @@ My hovercraft is full of eels.
This release brings a swath of gameplay updates and a generous dose of a new silliness.
[English](https://github.com/pkali/scorch_src/blob/master/MANUAL_EN.md) and [Polish](https://github.com/pkali/scorch_src/blob/master/MANUAL_PL.md) language manual drafts are available in the repository. Please help us with the English one as we are not native speakers.
Version number bump reflects number of unreleased versions and amount of changes.
Version number bump reflects the number of unreleased versions and amount of changes.
Changes:
- Defensive weapons can be activated before the round to make for the unbeatable aiming precision of the robotanks.
@@ -385,13 +448,13 @@ Changes:
- New item in the shop - loot box "Buy me!" with a surprise inside. https://github.com/pkali/scorch_src/issues/97
- Tank names can have s p a c e s now! https://github.com/pkali/scorch_src/issues/120
- Tanks are mobile now thanks to the new defensive option - Hovercraft https://github.com/pkali/scorch_src/issues/52
- Main atari library switched to a more standard version based on Mapping the Atari
- The main Atari library switched to a more standard version based on Mapping the Atari
- Huge memory optimizations to allow for the new features.
- Narrow screen in shop / inventory (many bytes saved).
- Narrow screen in shop/inventory (many bytes saved).
- Explosion range corrections for a rare event of non-lethal Nuke explosions.
- Pressing [A] jumps into defensive weapons activation directly.
- Elusive randomize force error causing rare hangups for Tosser fixed.
- Activation of defensive weapons moved to front.
- The elusive randomize force error causing rare hangups for Tosser fixed.
- Activation of defensive weapons moved to the front.
- Additional SFX for new weapons.
###### Version 1.00
@@ -409,7 +472,7 @@ Most important changes:
- New Game Over screen with a summary of wins, direct hits and earned cash. https://github.com/pkali/scorch_src/issues/9
- Tank barrels are drawn procedurally to make aiming easier..
- Various SFX and music updates with new tunes for all parts of the game. https://github.com/pkali/scorch_src/issues/112
- AI can use White Flag.
- AI can use a White Flag.
- 3 different tank shapes https://github.com/pkali/scorch_src/issues/64.
- All AI levels are programmed. Cyborg is tough! https://github.com/pkali/scorch_src/issues/40
- New weapon - Long Schlong!
@@ -429,37 +492,37 @@ WHAT DOES THE FOX SAY?
Fox (x0f, @pfusik) says plots and points can be optimized by 18 clock cycles each and thanks to his 6502 wizardry the game is noticeably nicer. Thank you!
Other changes:
- https://github.com/pkali/scorch_src/issues/99, https://github.com/pkali/scorch_src/issues/98 - tank number 6 has got a color now! No one is monochrome now!
- https://github.com/pkali/scorch_src/issues/110 much improved laser - previously it was almost useless, now it looks and works much better
- https://github.com/pkali/scorch_src/issues/110 much-improved laser - previously it was almost useless, now it looks and works much better
- fixed an interesting roller bug
- Auto Defense angle fix
- multiple improvements in AI routines, preparation for the final opponents.
- multiple improvements in AI routines, and preparation for the final opponents.
###### Build 147
2022-07-10
LOST build. We were watching [LOST party](https://www.lostparty.pl/2022/) streams so maybe a little less done, but still some nice improvements.
- new weapons by @Pecusx - Napalm and Hot Napalm. Fire penetrates all shields, so beware!
- status bar showing outdated info on the beginning of the round fix
- various small optimizations incl. memory usage, soildown, weapon ranges
- status bar showing outdated info at the beginning of the round fix
- various small optimizations of memory usage, soildown, weapon ranges, and others
- improved shapes of Heavy and Force Shields
Issues closed:
- revert to the old but slightly improved version of showing angles (#105)
- zero page loading eliminated (#106)
- active player name appear over his tank when aiming (#107)
- active player name appears over his tank when aiming (#107)
- configurable mountain heights (The Netherlands, Belgium, Czechia, Switzerland, Nepal) (#86)
- angle speeds up when joystick / keyboard are pressed (#75)
- angle speeds up when joystick/keyboard are pressed (#75)
###### Build 146
2022-07-03
Super heavy rewrite build.
Not much changed visually since the last build, but really large parts of the code were rewritten, optimized and improved. A fresh swath of buggies certainly introduced, too.
Not much changed visually since the last build, but really large parts of the code were rewritten, optimized and improved. A fresh swath of buggies was certainly introduced, too.
- completely new tank falling routine by @Pecusx - over 300 bytes saved, complexity reduced, more just energy deduction when falling.
- silly angle system rewritten to a proper, primary school angling. BTW - I had to dig into 8th grade trig to make it work. About 200 bytes saved, complexity reduced. Next build will have improved angle speed UI. I will also allow for an easier improvement of tank visuals.
- Weapon price and quantity balance - this is our honest attempt to make game more fun. We'll accept any critique and improvement proposals.
- The silly angle system was rewritten to a proper, primary school angling. BTW - I had to dig into 8th grade trig to make it work. About 200 bytes were saved, and complexity reduced. The next build will have an improved angle speed UI. I will also allow for an easier improvement of tank visuals.
- Weapon price and quantity balance - this is our honest attempt to make the game more fun. We'll accept any critique and improvement proposals.
- New AI opponent - Tosser! Not much better than Poolshark, but still beats sharks most of the time.
- AI opponents can purchase defensive weapons which make playing against AI somewhat more challenging.
- AI opponents can purchase defensive weapons which makes playing against AI somewhat more challenging.
- Improved Laser. It is still not ideal, but better. Still hard to aim :]
- Few small parachute-related bugs fixed
- A few small parachute-related bugs fixed
- Death's Head bug fix
Issues closed:
@@ -468,7 +531,7 @@ Issues closed:
###### Build 145
2022-06-26
Possibly last round of weapon additions!
Possibly the last round of weapon additions!
@Pecusx added
- working White Flag -- it is a way to give up while not making opponents richer!
@@ -476,7 +539,7 @@ Possibly last round of weapon additions!
- Strong Parachute - like a normal parachute, but stronger (it has energy and can work more than once)
- Nuclear Winter - a quick and efficient solution to global worming, err, warning, WARMING!
@mikerro added new SFX and in-game-tunes.
@mikerro added new SFX and in-game tunes.
- Pressing [S] turns on/off SFX (when aiming). Pressing [M] turns on/off in-game tunes.
Tickets closed:
@@ -486,11 +549,11 @@ Tickets closed:
###### Build 144
2022-06-19
Father's day release comes with the most anticipated new feature: defensive weapons. Thanks to @Pecus we have 5 completely new weapons and a more reasonably working parachute. The stub of the instruction manual describing these weapons is available here: https://github.com/pkali/scorch_src/wiki/Instruction-manual.
Father's Day release comes with the most anticipated new feature: defensive weapons. Thanks to @Pecus we have 5 completely new weapons and a more reasonably working parachute. The stub of the instruction manual describing these weapons is available here: https://github.com/pkali/scorch_src/wiki/Instruction-manual.
The new inventory system has been added. Call it by pressing the "I" key or short-pressing fire. Select the weapon to use by moving the joystick or cursor keys right. Switch between offensive and defensive weapons by moving the joystick left. Fire/escape to quit inventory.
Another significant playability change is #54 - it is not finished yet, but keeping the joystick up or down makes force increase/decrease faster. Also - short press of fire calls Inventory, long press fires the shell. The timings are experimental, please let me know if this needs a modification/improvement.
Another significant playability change is #54 - it is not finished yet, but keeping the joystick up or down makes force increase/decrease faster. Also - the short press of fire calls Inventory, long press fires the shell. The timings are experimental, please let me know if this needs a modification/improvement.
Tickets closed:
- https://github.com/pkali/scorch_src/issues/92 - less unnecessary cleaning of the offensive texts
@@ -500,63 +563,63 @@ Tickets closed:
###### Build 143
2022-06-05
Rewrite build. We redone several important parts of the game to allow for bug fixes and requested features. Generally it was a great success, but some new bugs appeared. This build is nice for the eye, but beware, no mercy for testers again :)
Only visible changes listed, because you are possibly not as excited as we are for the new Flight routine and ground collisions by @Pecusx.
- https://github.com/pkali/scorch_src/issues/84, https://github.com/pkali/scorch_src/issues/63 - tanks now say good bye properly!
Rewrite build. We redone several important parts of the game to allow for bug fixes and requested features. Generally, it was a great success, but some new bugs appeared. This build is nice for the eye, but beware, no mercy for testers again :)
Only visible changesare listed, because you are possibly not as excited as we are for the new Flight routine and ground collisions by @Pecusx.
- https://github.com/pkali/scorch_src/issues/84, https://github.com/pkali/scorch_src/issues/63 - tanks now say goodbye properly!
- https://github.com/pkali/scorch_src/issues/74 - Press [ESC] to quit the game at any point, with a confirmation when the round has already started. Please note the keyboard is not checked all the time, so press it for a while, especially when AI tanks are ru(i/n)ning the show.
- https://github.com/pkali/scorch_src/issues/56 - there should be no occurrences of frivolous weapon purchases. Please report all tanks getting their munitions from uncertified sources!
- https://github.com/pkali/scorch_src/issues/47 - It seems that the bad sequence of turns has been ameliorated. Fix is trivial, finding the culprit - far from it. Please pay special attention to fairness of shooting in case the fix is still longing for the fjords.
- https://github.com/pkali/scorch_src/issues/47 - It seems that the bad sequence of turns has been ameliorated. The fix is trivial, finding the culprit - far from it. Please pay special attention to the fairness of shooting in case the fix is still longing for the fjords.
- ATTRACT mode works how it should - screensaver saves screen only when HUMAN should input something.
###### Build 142
2022-05-30
Late build. The bugs we tried to squelch turned out to be more difficult than usual. Some progress has been made though even if it is not yet visible.
- 4x4 font rewritten by @Pecusx as a prep for Y standarization. It makes the messages to appear faster. This is a good change.
- 4x4 font rewritten by @Pecusx as a prep for Y standardization. It makes the messages to appear faster. This is a good change.
- https://github.com/pkali/scorch_src/issues/5 and #80 fixed (again) - no funkybomb traces staying on the screen
- https://github.com/pkali/scorch_src/issues/70 too strong Shooters fixed
- https://github.com/pkali/scorch_src/issues/63 - tank say goodbye when (mostly) visible
- https://github.com/pkali/scorch_src/issues/70 is too strong Shooters fixed
- https://github.com/pkali/scorch_src/issues/63 - tank says goodbye when (mostly) visible
- several other small changes and improvements that will pay off in the following releases.
###### Build 141
2022-05-22
Debug build. Thanks to all testers for finding numerous bugs. We tried to fix some of them and we have introduced some new for your enjoyment.
Debug build. Thanks to all the testers for finding numerous bugs. We tried to fix some of them and we have introduced some new ones for your enjoyment.
- https://github.com/pkali/scorch_src/issues/73 Fast forward. Press [START] to speed up the game where it can be sped up. Not in many places, mind you.
- https://github.com/pkali/scorch_src/issues/72 Screen glitches improved
- https://github.com/pkali/scorch_src/issues/70 AI shoot with more force than their energy allows. We might still have to revise this one
- https://github.com/pkali/scorch_src/issues/70 AI shoots with more force than their energy allows. We might still have to revise this one
- https://github.com/pkali/scorch_src/issues/69 Explosions wrapping around the screen
- https://github.com/pkali/scorch_src/issues/67 Screen glitches after intro
- https://github.com/pkali/scorch_src/issues/67 Screen glitches after the intro
- https://github.com/pkali/scorch_src/issues/65 Saved ~90 bytes by removing cosinus table
- https://github.com/pkali/scorch_src/issues/62 Empty list of defensive weapons gets corrupted. Plunged it with a new defensive weapon - "White Flag". Honor of the tank crew prohibits them from buying it (yet)
- https://github.com/pkali/scorch_src/issues/62 The Empty list of defensive weapons gets corrupted. Plunged it with a new defensive weapon - "White Flag". The honor of the tank crew prohibits them from buying it (yet)
- https://github.com/pkali/scorch_src/issues/61 [SHIFT] was repeating the last key
- https://github.com/pkali/scorch_src/issues/57 Fire too sensitive on a real machine. Switched to shadow registers. First recorded use of Atari OS :O
- https://github.com/pkali/scorch_src/issues/57 Fire is too sensitive on a real machine. Switched to shadow registers. First recorded use of Atari OS :O
- https://github.com/pkali/scorch_src/issues/55 Glitches in the status bar. This one was surprisingly tough.
###### Build 140
2022-05-15
Huge internal changes by @Pecusx. The whole game screen has been inverted - ground is now background color, "sky" and empty areas are in fact pixels. This allowed for introducing better tank colorization, fully devised and lead by Adam. The process started and results are already promising - the colors of tanks and the status bar are closer. We might get even better ones in the next builds.
- few new sfx added (end of round, weapon change, soil eating weapons)
Huge internal changes by @Pecusx. The whole game screen has been inverted - ground is now the background color, "sky" and empty areas are in fact pixels. This allowed for the introduction of better tank colorization, fully devised and led by Adam. The process started and results are already promising - the colors of tanks and the status bar are closer. We might get even better ones in the next builds.
- A few new sfx added (end of round, weapon change, soil eating weapons)
- added colors to tank name and level selection screen
- Bug https://github.com/pkali/scorch_src/issues/57 possibly alleviated by using TRIG0S instead of TRIG0. Please test - it did not show for me.
Other unlisted minor bugs and typos fixed.
"Nightly" version moved to `develop` branch. `master` will be updated with stablish and playablish builds only.
Other unlisted minor bugs and typos were fixed.
The "Nightly" version moved to the `develop` branch. `master` will be updated with stablish and playablish builds only.
###### Build 139
2022-05-09
The post midnight release with great, heavy new features:
- https://github.com/pkali/scorch_src/issues/48, https://github.com/pkali/scorch_src/issues/10 - thanks to @mikerro we have a bunch of fresh sound effects. Not everything is perfectly implemented, but the game definitely got nicer! Thank you again Miker!
- https://github.com/pkali/scorch_src/issues/42 New weapon - Liquid Dirt by Pecus. Try it from directly from the weapon store!
The post-midnight release with great, heavy new features:
- https://github.com/pkali/scorch_src/issues/48, https://github.com/pkali/scorch_src/issues/10 - thanks to @mikerro we have a bunch of fresh sound effects. Not everything is perfectly implemented, but the game definitely got nicer! Thank you again, Miker!
- https://github.com/pkali/scorch_src/issues/42 New weapon - Liquid Dirt by Pecus. Try it directly from the weapon store!
- (fix) https://github.com/pkali/scorch_src/issues/53 - non-existing weapons are not displayed. This makes the defense menu empty when you are poor, but it is still better than the old way with "$0" prices
- (fix) https://github.com/pkali/scorch_src/issues/49 - seppuku should always kill now
###### Build 138
2022-05-02
- new version of font from Adam
- a new version of the font from Adam
- 80's style background gradient
- roller procedure refactored in preparation to liquid dirt
- roller procedure refactored in preparation for liquid dirt
###### Build 137
2022-04-29
Premature release due to a trip to Atlanta on weekend.
Premature release due to a trip to Atlanta on the weekend.
- https://github.com/pkali/scorch_src/issues/41 Make Riot Charge and Riot Blast weapons. YAY a new weapon after so many years! And it is really useful when you get covered by a ton of dirt
- land-slide optimization by @Pecusx: ~400 bytes and some cycles saved!
- nicer explosions (say that to the target)
@@ -566,9 +629,9 @@ Premature release due to a trip to Atlanta on weekend.
###### Build 136
2022-04-24
This is a very important release because we had a chance to work a bit as an original team (Pecus and pirx). Let's cheer for Pecus for joining the task force again! Changes:
- another sneaky memory corrupting bug found and fixed. The game seems to be as stable as an Ikea table! No bug number because it was super elusive.
- another sneaky memory-corrupting bug was found and fixed. The game seems to be as stable as an Ikea table! No bug number because it was super elusive.
- MIRV loops https://github.com/pkali/scorch_src/issues/6 - a very interesting one. It happened when MIRV killed tank exploded with LeapFrog or FunkyBomb.
- Nicer font https://github.com/pkali/scorch_src/issues/37 - Thank you Adam for dugging up the font you made in 2008 :)
- Nicer font https://github.com/pkali/scorch_src/issues/37 - Thank you Adam for digging up the font you made in 2008 :)
- Explosions are 2 times faster and look equally good or maybe even a bit better. This was a drag because of the Death's Head
- Memory map reorganized to extract some free RAM. Currentish map here: https://github.com/pkali/scorch_src/wiki
- Adam shared an archive that preserved a couple of the old build comments! Added below.
@@ -576,16 +639,16 @@ This is a very important release because we had a chance to work a bit as an ori
###### Build 135
2022-04-17
Happy Easter! This is a "premature ejacu.." err... "premature optimization" build. I got into an optimization fewer and got the code messed up, having to revert to the base. One important ticket closed:
- https://github.com/pkali/scorch_src/issues/35 Two morons shooting each other for more than 5 minutes. Added a new option "Seppuku". It causes one of the tanks ashamed with their inefficiency to detonate the weapon on itself. This was quite a difficult addition, requiring me to understand large swaths of the code, always a great challenge. Smoother gameplay with AIs guaranteed or money back.
- https://github.com/pkali/scorch_src/issues/35 Two morons shooting each other for more than 5 minutes. Added a new option "Seppuku". It causes one of the tanks ashamed of its inefficiency to detonate the weapon on itself. This was quite a difficult addition, requiring me to understand large swaths of the code, always a great challenge. Smoother gameplay with AIs guaranteed or money back.
Other small fixes:
- https://github.com/pkali/scorch_src/issues/23 High flying MIRV leaves traces. Not anymore.
- https://github.com/pkali/scorch_src/issues/12 Make soil fall down faster after soil eating weapons. Soil eating range is OK, it is the soil down routine that is slow (but visually attractive).
- https://github.com/pkali/scorch_src/issues/23 High-flying MIRV leaves traces. Not anymore.
- https://github.com/pkali/scorch_src/issues/12 Make soil fall down faster after soil-eating weapons. Soil eating range is OK, it is the soil-down routine that is slow (but visually attractive).
###### Build 134
2022-04-10
- https://github.com/pkali/scorch_src/issues/34 - plot pointer visible only when missile is out of the screen
- https://github.com/pkali/scorch_src/issues/34 - plot pointer visible only when a missile is out of the screen
- https://github.com/pkali/scorch_src/issues/33 - Poor AIs do not purchase non-working weapons
- https://github.com/pkali/scorch_src/issues/32 - Basic is turned off right on the beginning of loading. Dracon reported problems with running the game in Altirra, this was the best idea I had about it. Maybe next will be removing LZSS routine by @dmsc from zero page
- https://github.com/pkali/scorch_src/issues/32 - Basic is turned off right at the beginning of loading. Dracon reported problems with running the game in Altirra, this was the best idea I had about it. Maybe next will be removing LZSS routine by @dmsc from the zero page
- https://github.com/pkali/scorch_src/issues/31 - STA WSYNC removed from missile flight delay
- https://github.com/pkali/scorch_src/issues/30 - player level remembered between rounds, thx @KrzysRog
- https://github.com/pkali/scorch_src/issues/5 - funkybomb smoke stays on the edges of the screen
@@ -593,53 +656,53 @@ Other small fixes:
###### Build 133
2022-04-03
- bug: https://github.com/pkali/scorch_src/issues/7 tank stands on a single pixel spike. `WhereToSlideTable` vastly improved.
- enhancement: https://github.com/pkali/scorch_src/issues/15 Add player colors to purchase screen. Still room to improvement!
- enhancement: https://github.com/pkali/scorch_src/issues/15 Add player colors to the purchase screen. Still room for improvement!
- enhancement: https://github.com/pkali/scorch_src/issues/22 Redesign information panel (top 2 lines of the game screen). Now game might make some sense for a newcomer :)
- change: https://github.com/pkali/scorch_src/issues/28 remove white lines around out-of-the-screen point tracker. Now it is visible and looks better!
- enhancement: https://github.com/pkali/scorch_src/issues/25 Missiles are too fast. Thanks @bocianu and @mikerro for the hint. Speed of the shell is configurable now, 5 speeds available.
- enhancement: https://github.com/pkali/scorch_src/issues/25 Missiles are too fast. Thanks @bocianu and @mikerro for the hint. The speed of the shell is configurable now, 5 speeds are available.
- enhancement: https://github.com/pkali/scorch_src/issues/27 Remember game settings between games.
- enhancement: https://github.com/pkali/scorch_src/issues/24 Remember player names between games. Thanks @bocianu
###### Build 132
2022-03-27
- fixed bug: https://github.com/pkali/scorch_src/issues/21 Wrong number of shells purchased
- fixed bug: https://github.com/pkali/scorch_src/issues/19 Inventory not cleared on next match. When fixing in a general way (cleaning all variables on game restart) I encountered a very old and nasty bug that made the game running basically by pure chance.
- fixed bug: https://github.com/pkali/scorch_src/issues/18 selecting players using fire sometimes selects more than one. Rewritten keyboard handling to prepare for enhancements like #17
- fixed bug: https://github.com/pkali/scorch_src/issues/19 Inventory not cleared on next match. When fixing in a general way (cleaning all variables on game restart) I encountered a very old and nasty bug that made the game run basically by pure chance.
- fixed bug: https://github.com/pkali/scorch_src/issues/18 Selecting players using fire sometimes selects more than one. Rewritten keyboard handling to prepare for enhancements like #17
- tables of constants moved to a separate file, variables declared with .DS directive in preparation for memory map optimization.
###### Build 131
2022-03-20
- fixed bug: https://github.com/pkali/scorch_src/issues/4 It was really hard one, because I had to unspaghetti our own lousy code :]
- fixed bug: https://github.com/pkali/scorch_src/issues/4 It was a really hard one because I had to unspaghetti our own lousy code :]
- it is now impossible to purchase non-existing weapons.
- numerous edits / optimizations during debugging process
- numerous edits/optimizations during the debugging process
- bug tracker moved to https://github.com/pkali/scorch_src/issues
###### Build 130
2022-03-13
- fixed bug: Decreasing of number of bullets after a shoot does not work correctly. It does look like it is fixed, although all I did was moving decreasing before shooting. Displaying number of bullets immediately after shoot.
- fixed a very difficult bug - game was crashing from time to time, with corrupted code and/or screen. It was digger digging lower and lower, finally digging through the code. Right now the game is not crashing on me.
- fixed bug: Decreasing of number of bullets after a shoot does not work correctly. It does look like it is fixed, although all I did was move decreasing before shooting. Displaying the number of bullets immediately after the shoot.
- fixed a very difficult bug - the game was crashing from time to time, with corrupted code and/or screen. It was a digger digging lower and lower, finally digging through the code. Right now the game is not crashing on me.
###### Build 129
2022-03-06
- added tune by emkay, lzss player by dmsc
- fixed bug "When result in points is >99 then only 2 first digits are displayed"
- fixed bug "When the result in points is >99 then only 2 first digits are displayed"
###### Build 128
2022-02-19
- fixed a bug making it harder to select AI level, unfortunately now player names can not include hyphen
- fixed a bug making it harder to select AI level, unfortunately now player names can not include hyphens
- fixed numerous mistakes in handling bytes and words - possibly some of the crashes eliminated
- adw addr #1 --> inw addr. 200 bytes shorter code (and maybe very slightly faster)
###### Build 127
2022-02-14
- option to select number of rounds in a game
- option to select the number of rounds in a game
- rudimentary game over message (in results screen)
- game restarts
###### Build 126
2022-01-30
- fixed bug 006 (After some attacks the OffensiveText stays on the screen)
- fixed bug 015 (Only first shoot of FunkyBomb is correct
- fixed bug 015 (Only the first shoot of FunkyBomb is correct
- fixed bug 016 (No falling soil after leapfrog)
##### Build 125
@@ -650,28 +713,28 @@ Other small fixes:
2013-12-21
- removed large chunk of redundant 4x4 print code and table generation code,
over 1kb gained.
- plot and point routines speeded up by ~20 cycles :P (and shortened by few bytes as well)
- fixed bug 011. High flying bullets sometimes cause brief screen garbage - like a DL damaged
fixed by plotpointer (the top line) changed from HSCROLL based to regular $f line with plot
- screen memory moved to low area ($1010), making the game start at $3010 and easier
to be loaded. Other minor memory layout modifications.
- plot and point routines speeded up by ~20 cycles :P (and shortened by a few bytes as well)
- fixed bug 011. High-flying bullets sometimes cause brief screen garbage - like a DL damaged
fixed by plot pointer (the top line) changed from HSCROLL based to regular $f line with plot
- screen memory moved to a low area ($1010), making the game start at $3010 and easier
to load. Other minor memory layout modifications.
##### Build 123
2013-12-10
- fixed bug 013: sometimes demo mode does not work (it stops on results display)
- fixed bug 012: (newly introduced) Death explosions are offset right and possibly up.
- prepared the game for various screen width. The only problem is memory layout.
Basically it is impossible to make contiguous wide screen of more than 170 lines.
Changing the screen to non-contiguous would require rewrite of all character
- prepared the game for various screen widths. The only problem is the memory layout.
Basically, it is impossible to make a contiguous wide screen of more than 170 lines.
Changing the screen to non-contiguous would require a rewrite of all character
manipulating routines.
- fixed bug 014: FunkyBomb shoots with too high angle,
- fixed bug 014: FunkyBomb shoots with too high an angle,
funkyBomb angle changed from -8..+8 to -16..+16
- speeded up explosions by drawing only odd circles. Not bad visually and 2x faster.
##### Build 122
2013-11-17
- tank expend 1 energy with each shoot to avoid endless shooting loops
- small visual glitch with background colour fixed
- tank expends 1 energy with each shoot to avoid endless shooting loops
- small visual glitch with the background color fixed
- death messages "defensive texts" in source do not stay on screen after some explosions
##### Build 121
@@ -703,20 +766,20 @@ TO DO:
##### Build 114
2003-08-22
- Results after each round are displayed in the right
- Results after each round are displayed on the right
sequence, i.e. the best one is on the top
- during second and following rounds shooting sequence
- during the second and following rounds of shooting sequence
is such that the worst tank shoots first
The above changes does not look terrific, but there was
a lot of thinking to do it correctly. What is the most
important the overall game feeling improved a lot!
The above changes do not look terrific, but there was
a lot of thinking to do it correctly. What is most
important is the overall game feeling improved a lot!
program.s65
- added routine SortSequence
textproc.s65
- changed routine DisplayResults to show round results in correct order
- changed routine DisplayResults to show round results in the correct order
##### Build 113
2003-08-17
@@ -728,7 +791,7 @@ Again you dear reader made us to do a significant improvement in Atari 8-bit Sco
"Defensive" text i.e. text before death
program.s65
- added routine MoveBarrelToNewPosition which rotates barrel of the tank until it sits at the right (newly randomized) angle
- added routine MoveBarrelToNewPosition which rotates the barrel of the tank until it sits at the right (newly randomized) angle
textproc.s65
- added routine PurchaseAI it is a framework for all AI purchases
@@ -739,11 +802,11 @@ SHORTSYS.S65
##### Build 112
2003-08-15
First attempts to create a framework for intelligent
The first attempts to create a framework for intelligent
opponents (AI). Right now there is only one level
of "intelligence" - Moron.
Moron shoots at random angle with random force.
Moron shoots at random angles with random force.
program.s65
- routine Round checks the Skill level and if it is not human branches to ArtificialIntelligence routine.
@@ -764,7 +827,7 @@ TO DO:
program.s65:
- added sequential shooting (not necessarily tank no. 1 shoots first)
- added routine "RandomizeSequence" that is called before each round
- initial angle of the tank's barrel is randomized (was always 45 degrees right)
- the initial angle of the tank's barrel is randomized (was always 45 degrees right)
variables.s65
- added table "TankSequence"
@@ -774,13 +837,14 @@ grafproc.s65
##### Build 110
2003-07-21
Previous release was a mistake. Build 110 is more or less playable, the "only" problem for now is such: in every round there is the same sequence of shooting (1st, 2nd, 3rd tank and so on). It should be like the weakest tank shoots first.
The previous release was a mistake. Build 110 is more or less playable, the "only" problem for now is such: in every round, there is the same sequence of shooting (1st, 2nd, 3rd tank, and so on). It should be like the weakest tank shoots first.
##### Build 103
2003-07-09
For the first time Scorched Earth for Atari XL/XE (build 103) published.
Together with Pecus we were working on this piece of code for four years and it does not look like it is accelerating so we decided to publish what we have. Last few weeks I was translating source code comments and labels to English to let other people work on this project with us. In other words Scorched Earth becomes an open source project :)
For the first time, Scorched Earth for Atari XL/XE (build 103) was published.
Together with Pecus we have been working on this piece of code for four years and it does not look like it is accelerating so we decided to publish what we have. Last few weeks I have been translating source code comments and labels to English to let other people work on this project with us. In other words, Scorched Earth becomes an open-source project :)
Now it's your turn to help this idea happen!
...transmission error...former history missing...
+3 -2
View File
@@ -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
@@ -449,6 +450,7 @@ ItIsHuman
beq lowestIsEqual
bcc lowestIsHigher
; if lower
bcs lowestIsLower
lowestIsEqual
; if equal then select random (of two tanks)
bit RANDOM
@@ -787,8 +789,7 @@ 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
+21 -17
View File
@@ -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!"^
@@ -118,8 +120,10 @@
dta d"CALL 1-900-SUE-TANK."^
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
Binary file not shown.
+204
View File
@@ -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
View File
@@ -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
View File
@@ -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
BIN
View File
Binary file not shown.
+45 -44
View File
@@ -250,7 +250,6 @@ 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 +259,7 @@ 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 +299,6 @@ 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 +308,7 @@ 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 +355,16 @@ 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 +393,11 @@ PurchaseMeTable ;weapons good to be purchased by the robot
; "Napalm ","Hot Napalm ","Tracer ","Smoke Tracer "
; "Baby Roller ","Roller ","Heavy Roller ","Riot Charge "
.by %11001110
; "Riot Blast ","Riot Bomb ","Heavy Riot Bomb ","Baby Digger "
; "Digger ","Heavy Digger ","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 +414,11 @@ PurchaseMeTable2 ;weapons good to be purchased by the robot (Cyborg)
; "Napalm ","Hot Napalm ","Tracer ","Smoke Tracer "
; "Baby Roller ","Roller ","Heavy Roller ","Riot Charge "
.by %01000000
; "Riot Blast ","Riot Bomb ","Heavy Riot Bomb ","Baby Digger "
; "Digger ","Heavy Digger ","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 +449,16 @@ 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 +500,16 @@ 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 +556,7 @@ 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 +564,7 @@ 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
@@ -614,7 +615,7 @@ CreditsStart
dta d"You were playing"^
dta d"Scorch"^
dta d"Warsaw, Miami"^
dta d"2000-2023"^
dta d"2000-2024"^
dta d" "*
dta d"Programming"^
dta d"Tomasz 'Pecus' Pecko"^
@@ -672,13 +673,13 @@ 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" 2024 atariage", $4e, "com " ; $4e - non blinking dot
.ENDIF
.endif ; .IF *>0
+22 -20
View File
@@ -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
+174 -89
View File
@@ -1,3 +1,5 @@
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
.IF *>0 ;this is a trick that prevents compiling this file alone
; All main procedures of the game not dependent on hardware (I hope) :)
@@ -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
@@ -155,24 +155,23 @@ skipzeroing
; if lose is greater than money then zero money
lda EarnedMoneyH,x
cmp loseH,x
bcc ezeromoney
bne esubstractlose
bne @+
lda EarnedMoneyL,x
cmp loseL,x
bcc ezeromoney
@ bcs esubstractlose
ezeromoney
lda #0
sta EarnedMoneyL,x
sta EarnedMoneyH,x
beq eskipzeroing
esubstractlose
sec
; sec ; C is allways set at this point
lda EarnedMoneyL,x
sbc loseL,x
sta EarnedMoneyL,x
lda EarnedMoneyH,x
sbc loseH,x
sta EarnedMoneyH,x
jmp eskipzeroing
ezeromoney
lda #0
sta EarnedMoneyL,x
sta EarnedMoneyH,x
eskipzeroing
dex
@@ -385,11 +384,7 @@ 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
@@ -585,7 +580,7 @@ NotLastPlayerInRound
; in X there is a number of tank that died
lda #78 ; mumber of defensive text after BFG! ("VERY FUNNY.")
lda #talk.VeryFunnyText ; mumber of defensive text after BFG! ("VERY FUNNY.")
bit AfterBFGflag ; check BFG flag
bmi TextAfterBFG
; if BFG then no points for dead tanks ...
@@ -644,6 +639,7 @@ MetodOfDeath
bcs MetodOfDeath
tay
lda weaponsOfDeath,y
;lda #32 ; plasma blast only
jsr ExplosionDirect
mva #sfx_silencer sfx_effect
@@ -732,14 +728,13 @@ NotNegativeShieldEnergy
.proc Seppuku
;---------------------------------
lda #0
sta ydraw+1
; get position of the tank
ldx TankNr
; lda #0 ; turn off defense weapons when hara-kiring
sta ActiveDefenceWeapon,x
sta ShieldEnergy,x
jsr SetupXYdraw
lda #1 ; Missile
lda #ind_Missile ; Missile
jsr ExplosionDirect
jmp MainRoundLoop.continueMainRoundLoopAfterSeppuku
.endp
@@ -750,26 +745,32 @@ NotNegativeShieldEnergy
;out: Wind (word)
;uses: _
;--------------------------------------------------
lda random
cmp MaxWind
bcs GetRandomWind ; if more than MaxWind then randomize again
sta Wind
mva #$00 Wind+1
sta Wind+2
sta Wind+3
@ lda random
sta Wind
beq noWind ; if 0 then nothing to do
cmp MaxWind
bcs @- ; if more than MaxWind then randomize again
; multiply Wind by 16
; two bytes of Wind are treated as a decimal part of vx variable
:4 aslw Wind
; decide the direction
lda random
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 +778,16 @@ NotNegativeShieldEnergy
; Energy of tank X in A
;--------------------------------------------------
sta L1
;DATA L1,L2
;Multiplication 8bit*8bit,
;result 16bit
;this algiorithm is a little longer than one in Ruszczyc 6502 book
;but it is faster
ldy #8
lda #0
ldy #9
clc
LP0 ror
CYK ror
ror L1
bcc B0
bcc NIE
clc
adc #10 ; (L2) multiplication by 10
B0 dey
bne LP0
ror
ror L1
adc #10 ; multiplication by 10
NIE dey
bne CYK
sta MaxForceTableH,x
lda L1
sta MaxForceTableL,x
@@ -934,26 +926,21 @@ MakeTanksVisible
; repeat untill NumberOfPlayers
ldx #0
GetRandomAgain0
lda RANDOM
and #$07 ;NumberOfPlayers < 7
cmp NumberOfPlayers
bcs GetRandomAgain0
sta TankSequence,x
;now first slot is ready, nexts slots are handled
;in a more complicated way
GetRandomAgainX
txy ; destroy A!
dey
lda RANDOM
and #$07 ;NumberOfPlayers < 7
cmp NumberOfPlayers
bcs GetRandomAgainX
cpx #0
bne NotFirstSlot
sta TankSequence,x ;now first slot is ready
inx
bne GetRandomAgainX
NotFirstSlot
;now we have to check if the value was not used
;in previous slots
stx temp
ldy temp
UsageLoop
cmp TankSequence,y
beq GetRandomAgainX ;apparently we have already used this value
@@ -961,14 +948,11 @@ UsageLoop
bpl UsageLoop
;well, looks like this value is new!
inx
sta TankSequence,x
inx
stx temp
inc:lda temp ;x+1
cmp NumberOfPlayers
bne GetRandomAgainX
cpx NumberOfPlayers
bcc GetRandomAgainX
rts
.endp
;----------------------------------------------
@@ -979,9 +963,7 @@ UsageLoop
;----------------------------------------------
; lets randomize someting between 0 and 180
lda RANDOM
cmp #180
bcs RandomizeAngle
randomize 0 180
rts
.endp
;----------------------------------------------
@@ -1044,10 +1026,9 @@ LimitForce
;----------------------------------------------
mva #1 Erase
jsr DrawTankNr.BarrelChange
mva #0 Erase
MoveBarrel
mva #sfx_set_power_2 sfx_effect
jsr DrawTankNr
jsr PutTankNr ; and Erase = 0
jsr DisplayStatus.displayAngle
;
jsr CheckExitKeys
@@ -1060,7 +1041,6 @@ MoveBarrel
jsr WaitOneFrame
AIaim
jsr DrawTankNr.BarrelChange
mva #0 Erase
lda NewAngle
cmp AngleTable,x
beq BarrelPositionIsFine
@@ -1072,11 +1052,32 @@ rotateLeft ; older is bigger
dec angleTable,x
jmp MoveBarrel
BarrelPositionIsFine
jmp DrawTankNr
jmp PutTankNr ; and Erase = 0
; rts
.endp
;--------------------------------------------------
.proc DemoModeOrKey
; Waits for the key pressed if at least one human is playing.
; Otherwise, waits 3 seconds (demo mode).
;--------------------------------------------------
;check demo mode
ldx numberOfPlayers
dex
checkForHuman ; if all in skillTable other than 0 then switch to DEMO MODE
lda skillTable,x
beq peopleAreHere
dex
bpl checkForHuman
; no people, just wait a bit
ldy #75
jmp PauseYFrames
; rts
peopleAreHere
jmp getkey ; jsr:rts
.endp
;----------------------------------------------
.proc SortSequence ;
;----------------------------------------------
@@ -1292,17 +1293,15 @@ 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 +1316,8 @@ GameOver4x4
;Header2
mwa #LineHeader2 LineAddress4x4
mwa #((ScreenWidth/2)-(8*4)) LineXdraw
mva ResultY LineYdraw
jsr TypeLine4x4
jsr TL4x4_empty.go ; center and type line
adb ResultY #4 ;next line
@@ -1386,9 +1384,8 @@ TankNameCopyLoop
;result line display
mwa #ResultLineBuffer LineAddress4x4
mwa #((ScreenWidth/2)-(8*4)) LineXdraw
mva ResultY LineYdraw
jsr TypeLine4x4
jsr TL4x4_empty.go ; center and type line
adb ResultY #4 ;next line
@@ -1411,22 +1408,110 @@ FinishResultDisplay
.proc TL4x4_bottom
;bottom of the frame
mwa #LineBottom LineAddress4x4
mwa #((ScreenWidth/2)-(8*4)) LineXdraw
jmp TypeLine4x4 ; jsr:rts
jmp TL4x4_empty.go ; center and type line
.endp
.proc TL4x4_top
;bottom of the frame
mwa #LineTop LineAddress4x4
mwa #((ScreenWidth/2)-(8*4)) LineXdraw
jmp TypeLine4x4 ; jsr:rts
jmp TL4x4_empty.go ; center and type line
.endp
.proc TL4x4_empty
;empty frame
mwa #LineEmpty LineAddress4x4
mwa #((ScreenWidth/2)-(8*4)) LineXdraw
go mwa #((ScreenWidth/2)-(8*4)) LineXdraw ; center and type line
jmp TypeLine4x4 ; jsr:rts
.endp
.IF VU_METER = 1
.proc VUMeter
; No VUMeter if key pressed
jsr GetKeyFast
cmp #@kbcode._none
bne EndMeter
; check timer
; Atari 800 has 3 bytes clock, but 5200 only 2 bytes
.IF TARGET = 800
LDA RTCLOK+1
.ELIF TARGET = 5200
lda RTCLOK
.ENDIF
cmp #VuMeterTime
bcc EndMeter
bit noMusic ; if no music - no VuMeters
bmi EndMeter
; Let's go!
jsr ClearTanks
; store all angles
ldx NumberOfPlayers
dex
@ lda AngleTable,x
sta previousAngle,x
lda #0
sta AngleTable,x
dex
bpl @-
jsr DrawTanks
; let's go!
Meter
mva #1 Erase
jsr drawbarrels ; clear barrels
ldx NumberOfPlayers
@ txa
and #%00000001
tay
lda trackn_audc+2,y
:4 asl
sta AngleTable,x
dex
bpl @-
mva #0 Erase
jsr drawbarrels ; draw barrels
jsr WaitOneFrame
jsr GetKeyFast
cmp #@kbcode._none
beq Meter
; restore all angles
jsr ClearTanks
ldx NumberOfPlayers
dex
@ lda previousAngle,x
sta AngleTable,x
dex
bpl @-
jsr drawtanks
jsr drawtanknr
EndMeterAndReset
lda #0
; only older byte
.IF TARGET = 800
sta RTCLOK+1
.ELIF TARGET = 5200
sta RTCLOK
.ENDIF
EndMeter
rts
;-----------
drawbarrels
lda TankNr
pha
ldx NumberOfPlayers
dex
stx TankNr
DrawNextTank
lda eXistenZ,x
beq nobarrel ; if energy=0 then no tank
jsr drawtanknr.BarrelChange
nobarrel
dec TankNr
ldx TankNr
bpl DrawNextTank
pla
sta TankNr
rts
.endp
.ENDIF
.ENDIF
+66 -258
View File
@@ -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
@@ -1646,8 +1457,15 @@ 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 +1560,8 @@ 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
@@ -1856,9 +1671,8 @@ 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 +1684,7 @@ 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 +1754,14 @@ 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 +1770,9 @@ 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 +1780,9 @@ 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 +1819,8 @@ YangleUnder90
; mva #6 yc ; barrel length
barrelLoop
lda goleft
bne goright
bit goleft
bmi goright
clc
lda fx
adc vx
+50 -223
View File
@@ -4,33 +4,44 @@
;---------------------------------------------------
;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 = 0 ; if 0 - no splash screens
.endif
.ifndef CART_VERSION
.def CART_VERSION = 0 ; if 1 - dual splash screen
.endif
.def METEORS = 1 ; if 1 - meteors on game
.def VU_METER = 1 ; if 1 - VU Meter on game
.def XCORRECTION_FOR_PM = 0 ; if 1 - active x position of tanks correction fo PMG
.def FASTER_GRAF_PROCS = 1 ; if 1 - activates faster graphics routines
; (direct writes to screen memory - atari only :) )
;---------------------------------------------------
OPT r+ ; saves 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"1.51" ; number of this build (4 bytes)
.endm
.macro RMTSong
@@ -186,11 +197,22 @@ 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_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 +234,7 @@ FirstZpageVariable = $50
_M = $0d
_S = $0e
_atari = $fd ; not used in 5200
_ret = $fd ; not used in 5200
_ret = $0c ; fire in 5200
_none = $0f
.ende
.ENDIF
@@ -336,7 +358,11 @@ StartAfterSplash
.IF CART_VERSION = 1
mva #$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 +430,12 @@ 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 +446,7 @@ MakeDarkScreen
;--------------------------------------------------
.proc WaitOneFrame
;--------------------------------------------------
lda CONSOL
and #%00000001 ; START KEY
jsr CheckStartKey ; START KEY
seq:wait ; or waitRTC ?
rts
.endp
@@ -595,54 +463,11 @@ 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 +518,8 @@ noingame
bne @-
rts
.endp
;--------------------------------------------------
icl 'Atari/inputs.asm'
;--------------------------------------------------
icl 'Atari/interrupts.asm'
;----------------------------------------------
BIN
View File
Binary file not shown.
Binary file not shown.
BIN
View File
Binary file not shown.
+11 -74
View File
@@ -3,7 +3,7 @@
;---------------------------------------------------
;by Tomasz 'pecus' Pecko and Pawel 'pirx' Kalinowski
;Warsaw 2000, 2001, 2002, 2003, 2009, 2012, 2013
;Miami & Warsaw 2022, 2023
;Miami & Warsaw 2022, 2023, 2024
;---------------------------------------------------
.def TARGET = 64 ; :)
@@ -14,6 +14,7 @@
; if 1 - activates faster graphics routines
; (direct writes to screen memory - C64 only :) )
;---------------------------------------------------
.def VU_METER = 0 ; allways 0! (works only on Atari)
opt h-f+
@@ -24,7 +25,7 @@
;---------------------------------------------------
.macro build
dta d"1.43" ; number of this build (4 bytes)
dta d"1.51" ; number of this build (4 bytes)
.endm
.macro RMTSong
@@ -35,8 +36,9 @@
icl 'definitions.asm'
;---------------------------------------------------
FirstZpageVariable = $52 ; $57
FirstZpageVariable = $51 ; $57
.zpvar DliColorBack .byte = FirstZpageVariable
.zpvar ClearSky .byte ; $ff - Crear sky during drawmountains, 0 - no clear sky
.zpvar MeteorsFlag .byte ; set 7th bit - block meteors
.zpvar MeteorsRound .byte ; set 7th bit - block meteors in round
.zpvar GradientNr .byte
@@ -246,63 +248,6 @@ StartAfterSplash
rts
.endp
;--------------------------------------------------
.proc GetKey
; waits for pressing a key and returns pressed value in A
; when [ESC] is pressed, escFlag is set
; result: A=keycode
;--------------------------------------------------
jsr WaitForKeyRelease
lda #0
sta escFlag
lda #$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 +256,8 @@ MakeDarkScreen
;--------------------------------------------------
.proc WaitOneFrame
;--------------------------------------------------
wait ; or waitRTC ?
jsr CheckStartKey ; START KEY
seq:wait ; or waitRTC ?
rts
.endp
@@ -327,22 +273,11 @@ MakeDarkScreen
rts
.endp
;--------------------------------------------------
.proc CheckExitKeys
;--------------------------------------------------
; Checks keyboard and sets appropriate flags for exit procedures
; If START+OPTION is pressed - exit to GameOver screen
; If 'O' key is pressed - displays "Are you sure?" and - exit to GameOver screen
; If 'Esc' key is pressed - displays "Are you sure?" and - exit to Menu screen
; Just setting the right flags!!!
rts
;
.endp
;--------------------------------------------------
.proc ShellDelay
ldy flyDelay
Y
Y jsr CheckStartKey ; START KEY
beq noShellDelay
DelayLoop
lda $d012
@ cmp $d012
@@ -364,6 +299,8 @@ noShellDelay
.proc CopyFromRom
rts
.endp
;--------------------------------------------------
icl 'C64/inputs.asm'
;--------------------------------------------------
icl 'C64/interrupts.asm'
;----------------------------------------------
BIN
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+8 -6
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@@ -28,6 +28,9 @@ TanksNames ; DO NOT ZERO ON GAME RESTART - ticket #24
skilltable ; computer controlled players' skills (1-8), 0 - human (no cleaning, ticket #30)
.DS MaxPlayers
;----------------------------------------------------
JoyNumber ; Joystick port number (from 0 to 3)
.DS MaxPlayers
;----------------------------------------------------
variablesToInitialize
;Options DO NOT ZERO ON RESTART GAME - ticket #27
OptionsTable .ds maxOptions ;.by 0,1,2,2,0,1,3,2,0
@@ -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
+182 -155
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@@ -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 +382,73 @@ 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
; all text start from `talk` and end with an inverse.
; we go through the `talk`, count number of inverses.
; if equal to TextNumberOff, it is our text, printit
lda #$ff
sta plot4x4color
mwa #talk LineAddress4x4
jsr _calc_inverse_display
; now find length of the text
@ iny
lda (LineAddress4x4),y
bpl @-
iny
sty fx
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 TypeLine4x4.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 +456,9 @@ 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 +729,10 @@ 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 +753,20 @@ 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 +778,48 @@ 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 +1292,9 @@ 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 +1306,29 @@ 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 +1364,11 @@ NoSpyHard
mva #0 escFlag
jmp ReleaseAndLoop
@
cmp #$80|@kbcode._up
/* cmp #$80|@kbcode._up
jeq CTRLPressedUp
cmp #$80|@kbcode._down
jeq CTRLPressedDown
jeq CTRLPressedDown */
cmp #$80|@kbcode._tab
jeq CTRLPressedTAB
@@ -1290,10 +1379,7 @@ 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 +1389,7 @@ jumpFromStick
jmp ReleaseAndLoop
NoVdebugSwitch
mvy #1 Erase ; optimization
and #$3f ;CTRL and SHIFT ellimination
cmp #@kbcode._up ; $e
jeq pressedUp
@@ -1314,6 +1401,8 @@ 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
@@ -1327,30 +1416,8 @@ NoVdebugSwitch
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 +1436,7 @@ 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 +1456,6 @@ 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 +1468,7 @@ ForceGoesZero
sta ForceTableH,x
sta ForceTableL,x
@
mva #sfx_set_power_1 sfx_effect
jmp BeforeFire
CTRLPressedDown
@@ -1429,7 +1482,7 @@ CTRLPressedDown
jcs BeforeFire
dec ForceTableH,x
bmi ForceGoesZero
jmp BeforeFire
bpl @-
pressedRight
;ldx TankNr ; optimized
@@ -1438,30 +1491,30 @@ 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 +1524,31 @@ 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 +1597,7 @@ pressedS
eor:sta noSfx
ReleaseAndLoop
jsr WaitForKeyRelease
; mva #$80 pressTimer
jmp BeforeFire
pressedSpace
@@ -1551,12 +1605,9 @@ pressedSpace
;we shoot here!!!
lda #0
sta ATRACT ; reset atract mode
sta pressTimer ; reset
jsr WaitForKeyRelease.StillWait
lda pressTimer
cmp #25 ; 1/2s
bcc fire
jmp callInventory
jsr WaitForLongPress
bcc fire ; short press
jmp callInventory ; long press
fire
RTS
.endp
@@ -2754,41 +2805,17 @@ notpressed
jsr DrawTankEngine
; enimation ends
lda SKSTAT
cmp #$ff
jeq checkJoy
cmp #$f7 ; SHIFT
jeq checkJoy
lda kbcode
and #%00111111 ; CTRL and SHIFT elimination
jumpFromStick
jsr GetKeyFast
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