; @com.wudsn.ide.asm.mainsourcefile=scorch.asm ;Atari 8-bit Scorched Earth source code ;--------------------------------------------------- ;by Tomasz 'pecus' Pecko and Pawel 'pirx' Kalinowski ;Warsaw 2000, 2001, 2002, 2003, 2009, 2012, 2013 ;Miami & Warsaw 2022, 2023 ;--------------------------------------------------- .IFNDEF TARGET .def TARGET = 800 ; 5200 .ENDIF ;atari800 -5200 -cart ${outputFilePath} -cart-type 4 ;atari800 -run ${outputFilePath} ;--------------------------------------------------- .def XCORRECTION_FOR_PM = 0 ; if 1 - active x position of tanks correction fo PMG .def FASTER_GRAF_PROCS = 1 ; if 1 - activates faster graphics routines ; (direct writes to screen memory - atari only :) ) ;--------------------------------------------------- ; OPT r+ ; saves 12 bytes :O ;--------------------------------------------------- .macro build dta d"1.30" ; number of this build (4 bytes) .endm .macro RMTSong lda #:1 jsr RMTSongSelect .endm ;--------------------------------------------------- icl 'definitions.asm' ;--------------------------------------------------- FirstZpageVariable = $57 .zpvar DliColorBack .byte = FirstZpageVariable .zpvar GradientNr .byte .zpvar GradientColors .word .zpvar WindChangeInRound .byte ; wind change after each turn (not round only) flag - (0 - round only, >0 - each turn) .zpvar JoystickNumber .byte .zpvar LazyFlag .byte ; 7 bit - run Lazy Darwin, 6 bit - run Lazy Boy or Darwin (!) after inventory, 0 - nothing .zpvar SpyHardFlag .byte ; >$7f - run SpyHard after inventory .zpvar Vdebug .byte ; "visual debug" flag ($00 - off, $ff - on) .zpvar xdraw .word ;= $64 ;variable X for plot .zpvar ydraw .word ;variable Y for plot (like in Atari Basic - Y=0 in upper right corner of the screen) .zpvar xbyte .word .zpvar ybyte .word .zpvar CharCode .byte .zpvar fontind .word .zpvar tanknr .byte .zpvar TankSequencePointer .byte .zpvar oldplot .word .zpvar xc .word .zpvar temp .word ;temporary word for the most embeded loops only .zpvar temp2 .word ;same as above .zpvar modify .word ;origially used to replace self-modyfying code .zpvar tempXROLLER .word ;same as above for XROLLER routine (used also in result display routine) .zpvar xtempDRAW .word ;same as above for XDRAW routine .zpvar ytempDRAW .word ;same as above for XDRAW routine .zpvar tempor2 .word .zpvar CreditsVScrol .byte ;--------------temps used in circle routine .zpvar xi .word ;X (word) in draw routine .zpvar fx .byte .zpvar yi .word ;Y (word) in draw routine .zpvar fy .byte .zpvar xk .word .zpvar fs .byte .zpvar yc .byte ;ycircle - temporary for circle .zpvar dx .word .zpvar dy .word .zpvar dd .word .zpvar di .word .zpvar dp .word ;---------------------------- .zpvar UnderTank1 .byte .zpvar UnderTank2 .byte ;---------------------------- .zpvar TestFlightFlag .byte ; For AI test flights ($ff - test, $00 - standard shoot flight) .zpvar weaponPointer .word .zpvar dliCounter .byte .zpvar pressTimer .byte .zpvar NTSCcounter .byte .zpvar IsEndOfTheFallFlag .byte ; for small speedup ground falling .zpvar sfx_effect .byte .zpvar RMT_blocked .byte .zpvar ScrollFlag .byte .zpvar SkStatSimulator .byte .zpvar FloatingAlt .byte ; floating tank altitude .zpvar OverTankDir .byte ; (0 go right, $ff go left) direction of bypassing tanks on screen ; --------------OPTIMIZATION VARIABLES-------------- .zpvar Force .word .zpvar Force_ .byte ; Force is 3 bytes long .zpvar Angle .byte .zpvar Parachute .byte ; are you insured with parachute? .zpvar color .byte .zpvar Erase .byte ; if 1 only mask of the character is printed ; on the graphics screen. if 0 character is printed normally .zpvar radius .byte .zpvar decimal .word .zpvar NumberOfPlayers .byte ;current number of players (counted from 1) .zpvar Counter .byte ;temporary Counter for outside loops .zpvar ExplosionRadius .byte .zpvar FunkyBombCounter .byte .zpvar ResultY .byte .zpvar xcircle .word .zpvar ycircle .word .zpvar vy .word .zpvar vy_ .word ; 4 bytes .zpvar vx .word .zpvar vx_ .word ; 4 bytes .zpvar HitFlag .byte ;$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 XHit .word .zpvar delta .word .zpvar HowMuchToFall .byte .zpvar magic .word .zpvar xtraj .word .zpvar xtraj_ .byte ; 3 bytes .zpvar ytraj .word .zpvar ytraj_ .byte ; 3 bytes .zpvar Wind .word .zpvar Wind_ .word ; 4 bytes .zpvar RangeLeft .word .zpvar RangeRight .word .zpvar NewAngle .byte .zpvar escFlag .byte ; 7 bit - Exit game, 6 bit - Exit to GameOver (cleared - exit to Menu), 0 - nothing .zpvar LineYdraw .byte .zpvar LineXdraw .word .zpvar plot4x4color .byte ; $00 / $ff .zpvar Multiplier .word .zpvar Multiplier_ .byte ; 3 bytes .zpvar HowToDraw .byte .zpvar gravity .byte .zpvar LineLength .word .zpvar tracerflag .byte .zpvar isInventory .byte .zpvar DifficultyLevel .byte .zpvar goleft .byte .zpvar OffsetDL1 .byte .zpvar L1 .byte HotNapalmFlag = FunkyBombCounter ; reuse variable! ;* RMT ZeroPage addresses in artwork/sfx/rmtplayr.a65 displayposition = modify LineAddress4x4 = xcircle ;----------------------------------------------- ; libraries ;----------------------------------------------- .IF TARGET = 800 icl 'Atari/lib/ATARISYS.ASM' icl 'Atari/lib/MACRO.ASM' icl 'artwork/splash_v2/splash.asm' ; splash screen and musix .ELIF TARGET = 5200 OPT h-f+ ; no headers, single block --> cart bin file icl 'Atari/lib/5200SYS.ASM' icl 'Atari/lib/5200MACRO.ASM' .enum @kbcode /* _0 _1 _2 _3 _4 _5 _6 _7 _8 _9 _asterisk = $0a _hash = $0b _start = $0c _pause = $0d _reset = $0e */ _space = $00 _Y = $01 _up = $02 _O = $03 _left = $04 _tab = $05 _right = $06 _A = $07 _down = $08 _I = $09 _esc = $0a _ret = $fb ;$0b ;not used in 5200 _del = $fc ;$0c ;not used in 5200 _M = $0d _S = $0e _atari = $fd ; not used in 5200 _none = $0f .ende .ENDIF ;----------------------------------------------- ; variable declarations in RAM (no code) ;----------------------------------------------- ORG PMGraph + $0300 - (variablesEnd - OneTimeZeroVariables + 1) icl 'variables.asm' ; Game loading address ORG $4000 WeaponFont ins 'artwork/weapons_AW6_mod.fnt' ; 'artwork/weapons.fnt' ;----------------------------------------------- ;Screen displays go here to avoid crossing 4kb barrier ;----------------------------------------------- DisplayCopyRom = * org display, DisplayCopyRom DisplayCopyStart icl 'Atari/display_main_menu.asm' DisplayCopyEnd org DisplayCopyRom + (DisplayCopyEnd - DisplayCopyStart) DisplayCopyPurchaseDlROM = * org DisplayCopyPurchase, DisplayCopyPurchaseDlROM DisplayCopyPurchaseStart icl 'Atari/display_purchasedl.asm' DisplayCopyPurchaseEnd org DisplayCopyPurchaseDlROM + (DisplayCopyPurchaseEnd - DisplayCopyPurchaseStart) StatusBufferROM = * org StatusBufferCopy, StatusBufferROM StatusBufferCopyStart icl 'Atari/display_status.asm' StatusBufferCopyEnd org StatusBufferROM + (StatusBufferCopyEnd - StatusBufferCopyStart) icl 'Atari/display_static.asm' ;---------------------------------------------- ;-------------------------------------------------- ; 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 jsr MakeDarkScreen ; one time zero variables in RAM (non zero page) lda #0 ldy #OneTimeZeroVariablesCount-1 @ sta OneTimeZeroVariables,y dey bpl @- ; one time zero variables in RAM (zero page) ldy #FirstZpageVariable @ sta $0000,y iny bne @- ; initialize variables in RAM (non zero page) ldy #initialvaluesCount-1 @ lda initialvaluesStart,y sta variablesToInitialize,y dey bpl @- ; set gradient to the full LGBTIQQAAPP+ flag on start mva #0 GradientNr ; #1 to set gradient number 2 :) (next one) jsr SelectNextGradient.NotWind ; generate linetables jsr GenerateLineTable .IF TARGET = 800 ; pokeys init lda #3 ; stereo sta POKEY+$0f ; stereo sta POKEY+$1f ; stereo lda PAL and #%00001110 bne NoRMT_PALchange ;it is PAL here ; Change RMT to PAL version ; 5 values in RMT file ; not elegant :( mva #$06 MODUL-6+$967 ; $07 > $06 sta MODUL-6+$bc3 ; $07 > $06 sta MODUL-6+$e69 ; $08 > $06 sta MODUL-6+$ebc ; $08 > $06 mva #$10 MODUL-6+$a69 ; $12 > $10 mva #$04 MODUL-6+$bf8 ; $05 > $04 mva #$08 MODUL-6+$e3d ; $0a > $08 ; and mountains colors table address mva #dliColorsFore2PAL GradientAddrH+2 NoRMT_PALchange .ELIF TARGET = 5200 mva #$7f SkStatSimulator .ENDIF ; RMT INIT lda #$f0 ;initial value sta RMTSFXVOLUME ;sfx note volume * 16 (0,16,32,...,240) lda #$ff ;initial value sta sfx_effect RMTSong 0 .IF TARGET = 5200 mva #$0f STICK0 mva #$04 CONSOL5200 ;Speaker off, Pots enabled, port #1 selected mwa #kb_continue VKEYCNT ;Keyboard handler .ENDIF VMAIN VBLinterrupt,7 ;jsr SetVBL mva #2 chactl ; necessary for 5200 ;-------------------------------------------------- ; Main program of the game icl 'game.asm' ;-------------------------------------------------- ;-------------------------------------------------- .proc GetKey ; waits for pressing a key and returns pressed value in A ; when [ESC] is pressed, escFlag is set ; result: A=keycode ;-------------------------------------------------- jsr WaitForKeyRelease getKeyAfterWait .IF TARGET = 800 lda SKSTAT cmp #$ff beq checkJoyGetKey ; key not pressed, check Joy cmp #$f7 ; SHIFT beq checkJoyGetKey .ELIF TARGET = 5200 lda SkStatSimulator and #%11111110 bne checkJoyGetKey ; key not pressed, check Joy .ENDIF lda kbcode cmp #@kbcode._none beq checkJoyGetKey and #$3f ;CTRL and SHIFT ellimination cmp #@kbcode._esc ; 28 ; ESC bne getkeyend mvy #$80 escFlag bne getkeyend checkJoyGetKey ;------------JOY------------- ;happy happy joy joy ;check for joystick now lda STICK0 and #$0f cmp #$0f beq notpressedJoyGetKey tay lda joyToKeyTable,y bne getkeyend notpressedJoyGetKey ;fire lda STRIG0 beq JoyButton .IF TARGET = 800 ; Select and Option key only on A800 bne checkSelectKey checkSelectKey lda CONSOL and #%00000010 ; Select beq SelectPressed lda CONSOL and #%00000100 ; Option .ENDIF bne getKeyAfterWait OptionPressed lda #@kbcode._atari ; Option key bne getkeyend SelectPressed lda #@kbcode._tab ; Select key bne getkeyend JoyButton lda #@kbcode._ret ;Return key getkeyend ldy #0 sty ATRACT ; reset atract mode mvy #sfx_keyclick sfx_effect rts .endp ;-------------------------------------------------- .proc getkeynowait ;-------------------------------------------------- jsr WaitForKeyRelease lda kbcode and #$3f ;CTRL and SHIFT ellimination rts .endp ;-------------------------------------------------- .proc WaitForKeyRelease ;-------------------------------------------------- mva #128-KeyRepeatSpeed pressTimer ; tricky StillWait bit pressTimer bmi KeyReleased lda STICK0 and #$0f cmp #$0f bne StillWait lda STRIG0 beq StillWait .IF TARGET = 800 lda SKSTAT cmp #$ff bne StillWait lda CONSOL and #%00000110 ; Select and Option only cmp #%00000110 bne StillWait .ELIF TARGET = 5200 lda SkStatSimulator and #%11111110 beq StillWait .ENDIF KeyReleased 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 ;pause 150 ldy #75 jsr PauseYFrames rts peopleAreHere jmp getkey ; jsr:rts .endp ;-------------------------------------------------- MakeDarkScreen ;-------------------------------------------------- jsr PMoutofScreen ; hide P/M mva #0 dmactls ; dark screen ; and wait one frame :) ;-------------------------------------------------- .proc WaitOneFrame ;-------------------------------------------------- lda CONSOL and #%00000001 ; START KEY seq:wait ; or waitRTC ? 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 CheckExitKeys ;-------------------------------------------------- ; Checks keyboard and sets appropriate flags for exit procedures ; If START+OPTION is pressed - exit to GameOver screen ; If 'O' key is pressed - displays "Are you sure?" and - exit to GameOver screen ; If 'Esc' key is pressed - displays "Are you sure?" and - exit to Menu screen ; Just setting the right flags!!! ; Select and Option lda CONSOL and #%00000101 ; Start + Option beq QuitToGameover lda SKSTAT cmp #$ff jeq nokeys cmp #$f7 ; SHIFT jeq nokeys lda kbcode and #%10111111 ; SHIFT elimination cmp #@kbcode._O ; $08 ; O bne CheckEsc jsr AreYouSure bit escFlag bpl nokeys ;---O pressed-quit game to game over screen--- QuitToGameover mva #$C0 escFlag ; bits 7 and 6 set rts CheckEsc cmp #@kbcode._esc ; 28 ; ESC bne nokeys DisplayAreYouSure jsr AreYouSure ;---esc pressed-quit game--- nokeys bit escFlag rts ; .endp ;-------------------------------------------------- .proc ShellDelay ;-------------------------------------------------- lda CONSOL and #%00000001 ; START KEY beq noShellDelay ldx flyDelay DelayLoop lda VCOUNT @ cmp VCOUNT beq @- dex bne DelayLoop noShellDelay rts .endp ;-------------------------------------------------- .proc RmtSongSelect ; starting song line 0-255 to A reg ;-------------------------------------------------- cmp #song_ingame bne noingame ; noMusic blocks only ingame song bit noMusic spl:lda #song_silencio noingame mvx #$ff RMT_blocked ldx #MODUL ;hi byte of RMT module to Y reg jsr RASTERMUSICTRACKER ;Init mva #0 RMT_blocked 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 ;-------------------------------------------------- icl 'Atari/interrupts.asm' ;---------------------------------------------- icl 'constants.asm' ;---------------------------------------------- icl 'Atari/textproc.asm' ;---------------------------------------------- icl 'grafproc.asm' icl 'Atari/gr_basics.asm' ;---------------------------------------------- icl 'weapons.asm' ;---------------------------------------------- icl 'ai.asm' ;---------------------------------------------- icl 'artwork/talk.asm' ;---------------------------------------------- TankFont ins 'artwork/tanksv4.fnt',+0,384 ; 48 characters only ;---------------------------------------------- font4x4 ins 'artwork/font4x4s.bmp',+62 ;---------------------------------------------- ;RMT PLAYER loading shenaningans icl 'artwork/sfx/rmtplayr_modified.asm' ;------------------------------------------------- .proc CheckTankCheat ldy #$07 lda TankNr asl asl asl ; 8 chars per name tax @ lda CheatName,y sec sbc tanksnames,x cmp #$27 bne NoCheat inx dey bpl @- YesCheat ldx TankNr lda TanksWeaponsTableL,x sta temp lda TanksWeaponsTableH,x sta temp+1 lda #99 @ iny sta (temp),y cpy #(number_of_weapons - 1) bne @- NoCheat rts .endp CheatName dta d" 008.T"+$27 ;---------------------------------------------- .proc DLIinterruptBFG pha lda dliCounter bne EndofBFGDLI lda dliColorsFore bit random bmi @+ lda DliColorBack @ sta COLPF2 lda dliColorsFore bit random bmi @+ lda DliColorBack @ sta COLPF1 EndofBFGDLI inc dliCounter pla rti .endp ; ------------------------ .proc BFGblink SetDLI DLIinterruptBFG ; blinking on ldy #50 jsr PauseYFrames SetDLI DLIinterruptGraph ; blinking off rts .endp ;-------------------------------------------------- .IF * > MODUL-1 .ECHO * .ERROR 'Code and data too long' .ENDIF .ECHO "Bytes left: ",$b000-* org $b000 ;address of RMT module MODUL ;RMT module is standard Atari binary file already ins "artwork/sfx/scorch_str9-NTSC.rmt",+6 ;include music RMT module MODULEND ;---------------------------------------------- icl 'constants_top.asm' ;---------------------------------------------- .ECHO "Bytes on top left: ",$bfe8-* ;ROM_SETTINGS-* .IF TARGET = 800 run FirstSTART .ELIF TARGET = 5200 .IF * > ROM_SETTINGS-1 .ERROR 'Code and RMT song too long to fit in 5200' .ENDIF org ROM_SETTINGS ; 5200 ROM settings address $bfe8 ; "01234567890123456789" .byte " scorch supersystem " ;20 characters title .byte " ", $ff ;$BFFD == $ff means diagnostic cart, no splash screen .word FirstSTART .ENDIF