; @com.wudsn.ide.asm.mainsourcefile=scorch.asm screenheight = 200 screenBytes = 40 screenwidth = screenBytes*8 ; Max screenwidth = 512!!! TankWidth = 8 ;---------------------------------------------- ; Player/missile memory PMGraph = $1800 ; real PM start = PMGraph + $0300 display = $2010 ; screen takes $1f68 because it has screenHeight+1 lines because of out of screen tracer(?) ;---------------------------------------------- margin = 40 ; mountain drawing Y variable margin MaxPlayers = 6 maxOptions = 9 ; number of all options PMOffsetX = $2C ; P/M to graphics offset PMOffsetY = $2A ; P/M to graphics offset napalmRadius = 10 StandardBarrel = 6 ; standard tank barrel length LongBarrel = 20 ; long barrel length TextBackgroundColor = $02 ; REAL constans - use: LDA #TextBackgroundColor TextForegroundColor = $0A 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 char_flag = $1e char_flame = $14 char_clear_flame = $1c char_digger = $04 char_sandhog = $0c char_sandhog_offset = char_sandhog - char_digger char_tank1 = $20 char_tank2 = $24 char_tank3 = $2c char_tank4 = $28 ; robotank shape ; characters from weapons.fnt (text mode - menus etc.) char_TAB = $7f char_DEL = $7e char_bracketO = $08 ; ( char_bracketC = $09 ; ) char_computer = $5e ; computer symbol (Auto Defense) char_joy = $0a ; joystick symbol char_tank = $0b ; tank symbol ;Weapon prices (*10 on screen) price_Baby_Missile = 0 ;_00 price_Missile = 96 ;_01 price_Baby_Nuke = 111 ;_02 price_Nuke = 144 ;_03 price_LeapFrog = 192 ;_04 price_Funky_Bomb = 293 ;_05 price_MIRV = 456 ;_06 price_Death_s_Head = 337 ;_07 price_Napalm = 125 ;_08 price_Hot_Napalm = 162 ;_09 price_Tracer = 102 ;_10 price_Smoke_Tracer = 291 ;_11 price_Baby_Roller = 211 ;_12 price_Roller = 244 ;_13 price_Heavy_Roller = 326 ;_14 price_Riot_Charge = 230 ;_15 price_Riot_Blast = 241 ;_16 price_Riot_Bomb = 259 ;_17 price_Heavy_Riot_Bomb = 272 ;_18 price_Digger = 176 ;_19 price_Heavy_Digger = 207 ;_20 price_Sandhog = 191 ;_21 price_Heavy_Sandhog = 223 ;_22 price_Dirt_Clod = 104 ;_23 price_Dirt_Ball = 130 ;_24 price_Ton_of_Dirt = 171 ;_25 price_Liquid_Dirt = 330 ;_26 price_Dirt_Charge = 343 ;_27 price_Propaganda = 234 ;_28 price_Punch = 208 ;_29 price_Buy_me = 170 ;_30 price_Laser = 277 ;_31 price_White_Flag = $0 ;_32 price_Battery = 300 ;_33 price_Hovercraft = 352 ;_34 price_Parachute = 234 ;_35 price_StrongParachute = 1000 ;_36 price_Mag_Deflector = 745 ;_37 price_Shield = 224 ;_38 price_Heavy_Shield = 628 ;_39 price_Force_Shield = 1100 ;_40 price_Bouncy_Castle = 512 ;_41 price_Long_Barrel = 2100 ;_42 price_Nuclear_Winter_ = 1000 ;_43 price_Lazy_Boy = 500 ;_44 price_Lazy_Darwin = 730 ;_45 price_Auto_Defense = 250 ;_46 price_Spy_Hard = 83 ;_47 ;Weapon indexes (numbers) ind_Baby_Missile = 0 first_offensive = ind_Baby_Missile ind_Missile = 1 ind_Baby_Nuke = 2 ind_Nuke = 3 ind_LeapFrog = 4 ind_Funky_Bomb = 5 ind_MIRV = 6 ind_Death_s_Head = 7 ind_Napalm = 8 ind_Hot_Napalm = 9 ind_Tracer = 10 ind_Smoke_Tracer = 11 ind_Baby_Roller = 12 ind_Roller = 13 ind_Heavy_Roller = 14 ind_Riot_Charge = 15 ind_Riot_Blast = 16 ind_Riot_Bomb = 17 ind_Heavy_Riot_Bomb = 18 ind_Digger = 19 ind_Heavy_Digger = 20 ind_Sandhog = 21 ind_Heavy_Sandhog = 22 ind_Dirt_Clod = 23 ind_Dirt_Ball = 24 ind_Ton_of_Dirt = 25 ind_Liquid_Dirt = 26 ind_Dirt_Charge = 27 ind_Propaganda = 28 ind_Punch = 29 ind_Buy_me = 30 ind_Laser = 31 last_offensive = ind_Laser ind_White_Flag = 32 first_defensive = ind_White_Flag ind_Battery = 33 ind_Hovercraft = 34 ind_Parachute = 35 ind_StrongParachute = 36 ind_Mag_Deflector = 37 ind_Shield = 38 ind_Heavy_Shield = 39 ind_Force_Shield = 40 ind_Bouncy_Castle = 41 ind_Long_Barrel = 42 ind_Nuclear_Winter_ = 43 ind_Lazy_Boy = 44 ind_Lazy_Darwin = 45 ind_Auto_Defense = 46 ind_Spy_Hard = 47 last_defensive = ind_Spy_Hard last_real_defensive = ind_Bouncy_Castle number_of_offensives = last_offensive - first_offensive + 1 number_of_defensives = last_defensive - first_defensive + 1 number_of_weapons = number_of_offensives + number_of_defensives ;-------------------------------- ; names of RMT instruments (sfx) ;-------------------------------- sfx_set_power_1 = $00 ;A sfx_set_power_2 = $01 ;b sfx_lightning = $02 ;c sfx_dunno = $03 ;d sfx_nuke = $04 ;e sfx_baby_missile= $05 ;f sfx_death_begin = $06 ;g sfx_plasma_1_2 = $07 ;h sfx_plasma_2_2 = $08 ;i sfx_napalm = $09 ;j sfx_dirt_charge = $0a ;k sfx_missile_hit = $0b ;l sfx_funky_hit = $0c ;m sfx_shield_on = $0d ;n sfx_shield_off = $0e ;o sfx_parachute = $0f ;p sfx_smoke_cloud = $10 ;q sfx_riot_blast = $11 ;r sfx_sandhog = $12 ;s sfx_dirt_chrg_s = $13 ;t sfx_digger = $14 ;u sfx_silencer = $15 ;v sfx_next_player = $16 ;w sfx_purchase = $17 ;x sfx_keyclick = $18 ;y sfx_shoot = $19 ;z sfx_seppuku = $1a ;1 sfx_liquid_dirt = $1b ;2 sfx_battery = $1c ;3 sfx_white_flag = $1d ;4 sfx_long_barrel = $1e sfx_tank_move = $1f sfx_auto_defense= $2b sfx_lazy_boys = $2c ;-------------------------------- ; RMT songs (lines) ;-------------------------------- song_silencio = $00 song_main_menu = $02 song_ingame = $06 song_round_over = $0b song_ending_looped = $0e song_supermarket= $1b song_inventory = $1d