Files
scorch_src/constants.asm
T
Pecusx 91b613f166 Shield witch parachute added
Only for test.
Now all players has active Shield with energy (99) and witch parachute before game.
Alo added display name of active defensive weapon on statusbar, and some fixes.
2022-06-09 09:46:09 +02:00

905 lines
24 KiB
NASM

; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
.IF *>0 ;this is a trick that prevents compiling this file alone
;===================================================================================
;==========================CONSTANT TABLES, do not erase!===========================
;===================================================================================
TankColoursTable .BYTE $88,$cc,$38,$1c,$6a,$02
TankStatusColoursTable .BYTE $80,$c0,$30,$10,$60,$00
dliColorsBack
:10 .by $02,$00
dliColorsFore
.by $0a
TextBackgroundColor = $02 ; REAL constans - use: LDA #TextBackgroundColor
TextForegroundColor = $0c
CashOptionL ;(one zero less than on the screen)
.by 0,<200,<500,<800,<1000
CashOptionH
.by 0,>200,>500,>800,>1000
GravityTable .by 10,20,25,30,40
MaxWindTable .by 5,20,40,70,99
RoundsTable .by 10,20,30,40,50
flyDelayTable .by 255,150,75,35,1
seppukuTable .by 255, 45,25,15,9
;------------------------------------------------
LevelNameBeginL ; begins of level names
.by <NamesOfLevels,<(NamesOfLevels+10),<(NamesOfLevels+20)
.by <(NamesOfLevels+32),<(NamesOfLevels+42),<(NamesOfLevels+52)
.by <(NamesOfLevels+64),<(NamesOfLevels+74),<(NamesOfLevels+84)
LevelNameBeginH
.by >NamesOfLevels,>(NamesOfLevels+10),>(NamesOfLevels+20)
.by >(NamesOfLevels+32),>(NamesOfLevels+42),>(NamesOfLevels+52)
.by >(NamesOfLevels+64),>(NamesOfLevels+74),>(NamesOfLevels+84)
;--------------
TanksWeaponsTableL
.by <TanksWeapon1,<TanksWeapon2,<TanksWeapon3,<TanksWeapon4,<TanksWeapon5,<TanksWeapon6
TanksWeaponsTableH
.by >TanksWeapon1,>TanksWeapon2,>TanksWeapon3,>TanksWeapon4,>TanksWeapon5,>TanksWeapon6
;-----4x4 texts-----
LineTop
dta d"(%%%%%%%%%%%%)", $ff
;# - vertical, () * +, % - horizontal
LineBottom
dta d"*%%%%%%%%%%%%+", $ff
LineEmpty
dta d"# #", $ff
LineHeader2
dta d"# RESULTS #", $ff
LineGameOver
dta d"# GAME OVER #", $ff
seppukuText
dta d"# SEPPUKU! #", $ff
areYouSureText
dta d"# SURE? Y/N #", $ff
lineClear
dta d" ", $ff
;-----------
pmtableL ; addressess of the P/M memory for 5 tanks (6th is without P/M background)
.by <(pmgraph+$400)
.by <(pmgraph+$500)
.by <(pmgraph+$600)
.by <(pmgraph+$700)
.by <(pmgraph+$300) ; this is a missile background
pmtableH
.by >(pmgraph+$400)
.by >(pmgraph+$500)
.by >(pmgraph+$600)
.by >(pmgraph+$700)
.by >(pmgraph+$300)
;-----------
; this table changes Angle to the appropriate tank character
BarrelTableL
.by $02,$02,$02,$02,$02,$02,$02,$02
.by $04,$04,$04,$04,$04,$04,$04,$04
.by $06,$06,$06,$06,$06,$06,$06,$06,$06
.by $08,$08,$08,$08,$08,$08,$08,$08
.by $0a,$0a,$0a,$0a,$0a,$0a,$0a,$0a
.by $0c,$0c,$0c,$0c,$0c,$0c,$0c,$0c,$0c
.by $0e,$0e,$0e,$0e,$0e,$0e,$0e,$0e
.by $10,$10,$10,$10,$10,$10,$10,$10
.by $12,$12,$12,$12,$12,$12,$12,$12,$12
.by $14,$14,$14,$14,$14,$14,$14,$14
.by $16,$16,$16,$16,$16,$16,$16,$16
BarrelTableR
.by $2c,$2c,$2c,$2c,$2c,$2c,$2c,$2c
.by $2a,$2a,$2a,$2a,$2a,$2a,$2a,$2a
.by $28,$28,$28,$28,$28,$28,$28,$28,$28
.by $26,$26,$26,$26,$26,$26,$26,$26
.by $24,$24,$24,$24,$24,$24,$24,$24
.by $22,$22,$22,$22,$22,$22,$22,$22,$22
.by $20,$20,$20,$20,$20,$20,$20,$20
.by $1e,$1e,$1e,$1e,$1e,$1e,$1e,$1e
.by $1c,$1c,$1c,$1c,$1c,$1c,$1c,$1c,$1c
.by $1a,$1a,$1a,$1a,$1a,$1a,$1a,$1a
.by $18,$18,$18,$18,$18,$18,$18,$18
sintable
.by 0
.by 4
.by 8
.by 13
.by 17
.by 22
.by 26
.by 31
.by 35
.by 40
.by 44
.by 48
.by 53
.by 57
.by 61
.by 66
.by 70
.by 74
.by 79
.by 83
.by 87
.by 91
.by 95
.by 100
.by 104
.by 108
.by 112
.by 116
.by 120
.by 124
.by 128
.by 131
.by 135
.by 139
.by 143
.by 146
.by 150
.by 154
.by 157
.by 161
.by 164
.by 167
.by 171
.by 174
.by 177
.by 181
.by 184
.by 187
.by 190
.by 193
.by 196
.by 198
.by 201
.by 204
.by 207
.by 209
.by 212
.by 214
.by 217
.by 219
.by 221
.by 223
.by 226
.by 228
.by 230
.by 232
.by 233
.by 235
.by 237
.by 238
.by 240
.by 242
.by 243
.by 244
.by 246
.by 247
.by 248
.by 249
.by 250
.by 251
.by 252
.by 252
.by 253
.by 254
.by 254
.by 255
.by 255
.by 255
.by 255
.by 255
.by 255 ;anti self destruction byte
linetableL
:screenheight+1 .by <(display+screenBytes*#)
linetableH
:screenheight+1 .by >(display+screenBytes*#)
;----------------------------
bittable
.by $80,$40,$20,$10,$08,$04,$02,$01
bittable2
.by $7f,$bf,$df,$ef,$f7,$fb,$fd,$fe
;----------------------------
disktance ;tanks distance
.by 0,0
.by screenwidth/3
.by screenwidth/4
.by screenwidth/5
.by screenwidth/6
.by screenwidth/7
;max number of players=6
; this table is for deciding where a tank should slide
; accordingly to what is below the tank
; there are 3 bits used here
; bit 0 - go down
; bit 1 - go left
; bit 2 - go right
; position in the table equals to bit pattern of soil below tank
WhereToSlideTable
; we have 3 bits, when set: 2 - go left, 1 - go right, 0 - go down
.BY %001 ; 00000000
.BY %101 ; 00000001
.BY %100 ; 00000010
.BY %100 ; 00000011
.BY %100 ; 00000100
.BY %100 ; 00000101
.BY %100 ; 00000110
.BY %100 ; 00000111
.BY %000 ; 00001000
.BY %000 ; 00001001
.BY %000 ; 00001010
.BY %000 ; 00001011
.BY %100 ; 00001100
.BY %000 ; 00001101
.BY %000 ; 00001110
.BY %000 ; 00001111
.BY %000 ; 00010000
.BY %000 ; 00010001
.BY %000 ; 00010010
.BY %000 ; 00010011
.BY %000 ; 00010100
.BY %000 ; 00010101
.BY %000 ; 00010110
.BY %000 ; 00010111
.BY %000 ; 00011000
.BY %000 ; 00011001
.BY %000 ; 00011010
.BY %000 ; 00011011
.BY %000 ; 00011100
.BY %000 ; 00011101
.BY %000 ; 00011110
.BY %000 ; 00011111
.BY %010 ; 00100000
.BY %000 ; 00100001
.BY %000 ; 00100010
.BY %000 ; 00100011
.BY %000 ; 00100100
.BY %000 ; 00100101
.BY %000 ; 00100110
.BY %000 ; 00100111
.BY %000 ; 00101000
.BY %000 ; 00101001
.BY %000 ; 00101010
.BY %000 ; 00101011
.BY %000 ; 00101100
.BY %000 ; 00101101
.BY %000 ; 00101110
.BY %000 ; 00101111
.BY %010 ; 00110000
.BY %000 ; 00110001
.BY %000 ; 00110010
.BY %000 ; 00110011
.BY %000 ; 00110100
.BY %000 ; 00110101
.BY %000 ; 00110110
.BY %000 ; 00110111
.BY %000 ; 00111000
.BY %000 ; 00111001
.BY %000 ; 00111010
.BY %000 ; 00111011
.BY %000 ; 00111100
.BY %000 ; 00111101
.BY %000 ; 00111110
.BY %000 ; 00111111
.BY %010 ; 01000000
.BY %000 ; 01000001
.BY %000 ; 01000010
.BY %000 ; 01000011
.BY %000 ; 01000100
.BY %000 ; 01000101
.BY %000 ; 01000110
.BY %000 ; 01000111
.BY %000 ; 01001000
.BY %000 ; 01001001
.BY %000 ; 01001010
.BY %000 ; 01001011
.BY %000 ; 01001100
.BY %000 ; 01001101
.BY %000 ; 01001110
.BY %000 ; 01001111
.BY %000 ; 01010000
.BY %000 ; 01010001
.BY %000 ; 01010010
.BY %000 ; 01010011
.BY %000 ; 01010100
.BY %000 ; 01010101
.BY %000 ; 01010110
.BY %000 ; 01010111
.BY %000 ; 01011000
.BY %000 ; 01011001
.BY %000 ; 01011010
.BY %000 ; 01011011
.BY %000 ; 01011100
.BY %000 ; 01011101
.BY %000 ; 01011110
.BY %000 ; 01011111
.BY %010 ; 01100000
.BY %000 ; 01100001
.BY %000 ; 01100010
.BY %000 ; 01100011
.BY %000 ; 01100100
.BY %000 ; 01100101
.BY %000 ; 01100110
.BY %000 ; 01100111
.BY %000 ; 01101000
.BY %000 ; 01101001
.BY %000 ; 01101010
.BY %000 ; 01101011
.BY %000 ; 01101100
.BY %000 ; 01101101
.BY %000 ; 01101110
.BY %000 ; 01101111
.BY %000 ; 01110000
.BY %000 ; 01110001
.BY %000 ; 01110010
.BY %000 ; 01110011
.BY %000 ; 01110100
.BY %000 ; 01110101
.BY %000 ; 01110110
.BY %000 ; 01110111
.BY %000 ; 01111000
.BY %000 ; 01111001
.BY %000 ; 01111010
.BY %000 ; 01111011
.BY %000 ; 01111100
.BY %000 ; 01111101
.BY %000 ; 01111110
.BY %000 ; 01111111
.BY %011 ; 10000000
.BY %000 ; 10000001
.BY %000 ; 10000010
.BY %000 ; 10000011
.BY %000 ; 10000100
.BY %000 ; 10000101
.BY %000 ; 10000110
.BY %000 ; 10000111
.BY %000 ; 10001000
.BY %000 ; 10001001
.BY %000 ; 10001010
.BY %000 ; 10001011
.BY %000 ; 10001100
.BY %000 ; 10001101
.BY %000 ; 10001110
.BY %000 ; 10001111
.BY %000 ; 10010000
.BY %000 ; 10010001
.BY %000 ; 10010010
.BY %000 ; 10010011
.BY %000 ; 10010100
.BY %000 ; 10010101
.BY %000 ; 10010110
.BY %000 ; 10010111
.BY %000 ; 10011000
.BY %000 ; 10011001
.BY %000 ; 10011010
.BY %000 ; 10011011
.BY %000 ; 10011100
.BY %000 ; 10011101
.BY %000 ; 10011110
.BY %000 ; 10011111
.BY %010 ; 10100000
.BY %000 ; 10100001
.BY %000 ; 10100010
.BY %000 ; 10100011
.BY %000 ; 10100100
.BY %000 ; 10100101
.BY %000 ; 10100110
.BY %000 ; 10100111
.BY %000 ; 10101000
.BY %000 ; 10101001
.BY %000 ; 10101010
.BY %000 ; 10101011
.BY %000 ; 10101100
.BY %000 ; 10101101
.BY %000 ; 10101110
.BY %000 ; 10101111
.BY %000 ; 10110000
.BY %000 ; 10110001
.BY %000 ; 10110010
.BY %000 ; 10110011
.BY %000 ; 10110100
.BY %000 ; 10110101
.BY %000 ; 10110110
.BY %000 ; 10110111
.BY %000 ; 10111000
.BY %000 ; 10111001
.BY %000 ; 10111010
.BY %000 ; 10111011
.BY %000 ; 10111100
.BY %000 ; 10111101
.BY %000 ; 10111110
.BY %000 ; 10111111
.BY %010 ; 11000000
.BY %000 ; 11000001
.BY %000 ; 11000010
.BY %000 ; 11000011
.BY %000 ; 11000100
.BY %000 ; 11000101
.BY %000 ; 11000110
.BY %000 ; 11000111
.BY %000 ; 11001000
.BY %000 ; 11001001
.BY %000 ; 11001010
.BY %000 ; 11001011
.BY %000 ; 11001100
.BY %000 ; 11001101
.BY %000 ; 11001110
.BY %000 ; 11001111
.BY %000 ; 11010000
.BY %000 ; 11010001
.BY %000 ; 11010010
.BY %000 ; 11010011
.BY %000 ; 11010100
.BY %000 ; 11010101
.BY %000 ; 11010110
.BY %000 ; 11010111
.BY %000 ; 11011000
.BY %000 ; 11011001
.BY %000 ; 11011010
.BY %000 ; 11011011
.BY %000 ; 11011100
.BY %000 ; 11011101
.BY %000 ; 11011110
.BY %000 ; 11011111
.BY %010 ; 11100000
.BY %000 ; 11100001
.BY %000 ; 11100010
.BY %000 ; 11100011
.BY %000 ; 11100100
.BY %000 ; 11100101
.BY %000 ; 11100110
.BY %000 ; 11100111
.BY %000 ; 11101000
.BY %000 ; 11101001
.BY %000 ; 11101010
.BY %000 ; 11101011
.BY %000 ; 11101100
.BY %000 ; 11101101
.BY %000 ; 11101110
.BY %000 ; 11101111
.BY %000 ; 11110000
.BY %000 ; 11110001
.BY %000 ; 11110010
.BY %000 ; 11110011
.BY %000 ; 11110100
.BY %000 ; 11110101
.BY %000 ; 11110110
.BY %000 ; 11110111
.BY %000 ; 11111000
.BY %000 ; 11111001
.BY %000 ; 11111010
.BY %000 ; 11111011
.BY %000 ; 11111100
.BY %000 ; 11111101
.BY %000 ; 11111110
.BY %000 ; 11111111
EndOfTheBarrelX
; right angles from 0 (vertically up) to 90 (horizontally to the right)
.by 4,4,4,4,4,4,4,4,4,4,4
.by 5,5,5,5,5,5,5,5,5,5
.by 6,6,6,6,6,6,6,6,6
.by 7,7,7,7,7,7,7,7,7,7,7,7,7,7,7
.by 7,7,7,7,7,7,7,7,7
.by 7,7,7,7,7,7,7,7,7,7
.by 7,7,7,7,7,7,7,7,7,7,7,7,7
.by 7,7,7,7,7,7,7,7,7,7,7,7,7,7
.by 0,0,0,0,0,0,0,0,0,0 ; not used
.by 0,0,0,0,0,0,0,0,0,0 ; not used
.by 0,0,0,0,0,0,0,0,0,0 ; not used
.by 0,0,0,0,0,0,0,0,0,0 ; not used
.by 0,0,0,0,0,0,0,0,0,0 ; not used
.by 0,0,0,0,0,0,0,0,0,0 ; not used
.by 0,0,0,0,0,0,0,0,0,0 ; not used
.by 0,0,0,0 ; not used
; left angles from 90 (horizontally to the left) to 1 (vertically up)
.by 0,0,0,0,0,0,0,0,0,0,0,0,0,0
.by 0,0,0,0,0,0,0,0,0,0,0,0,0
.by 0,0,0,0,0,0,0,0,0,0
.by 0,0,0,0,0,0,0,0,0
.by 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
.by 1,1,1,1,1,1,1,1,1
.by 2,2,2,2,2,2,2,2,2,2
.by 3,3,3,3,3,3,3,3,3,3,3
EndOfTheBarrelY
; right angles from 0 (vertically up) to 90 (horizontally to the right)
.by 7,7,7,7,7,7,7,7,7,7,7
.by 7,7,7,7,7,7,7,7,7,7
.by 7,7,7,7,7,7,7,7,7
.by 7,7,7,7,7,7,7,7,7,7,7,7,7,7,7
.by 6,6,6,6,6,6,6,6,6
.by 5,5,5,5,5,5,5,5,5,5
.by 4,4,4,4,4,4,4,4,4,4,4,4,4
.by 3,3,3,3,3,3,3,3,3,3,3,3,3,3
.by 0,0,0,0,0,0,0,0,0,0 ; not used
.by 0,0,0,0,0,0,0,0,0,0 ; not used
.by 0,0,0,0,0,0,0,0,0,0 ; not used
.by 0,0,0,0,0,0,0,0,0,0 ; not used
.by 0,0,0,0,0,0,0,0,0,0 ; not used
.by 0,0,0,0,0,0,0,0,0,0 ; not used
.by 0,0,0,0,0,0,0,0,0,0 ; not used
.by 0,0,0,0 ; not used
; left angles from 90 (horizontally to the left) to 1 (vertically up)
.by 3,3,3,3,3,3,3,3,3,3,3,3,3,3
.by 4,4,4,4,4,4,4,4,4,4,4,4,4
.by 5,5,5,5,5,5,5,5,5,5
.by 6,6,6,6,6,6,6,6,6
.by 7,7,7,7,7,7,7,7,7,7,7,7,7,7,7
.by 7,7,7,7,7,7,7,7,7
.by 7,7,7,7,7,7,7,7,7,7
.by 7,7,7,7,7,7,7,7,7,7,7
;-------------------------------------------------
TanksNamesDefault
dta d"1st.Tank"
dta d"2nd.Tank"
dta d"3rd.Tank"
dta d"4th.Tank"
dta d"5th.Tank"
dta d"6th.Tank"
WeaponPriceH ; weapons prices (tables with prices of weapons)
.by >price_Baby_Missile___
.by >price_Missile________
.by >price_Baby_Nuke______
.by >price_Nuke___________
.by >price_LeapFrog_______
.by >price_Funky_Bomb_____
.by >price_MIRV___________
.by >price_Death_s_Head___
.by >price_Napalm_________
.by >price_Hot_Napalm_____
.by >price_Tracer_________
.by >price_Smoke_Tracer___
.by >price_Baby_Roller____
.by >price_Roller_________
.by >price_Heavy_Roller___
.by >price_Riot_Charge____
.by >price_Riot_Blast_____
.by >price_Riot_Bomb______
.by >price_Heavy_Riot_Bomb
.by >price_Baby_Digger____
.by >price_Digger_________
.by >price_Heavy_Digger___
.by >price_Baby_Sandhog___
.by >price_Sandhog________
.by >price_Heavy_Sandhog__
.by >price_Dirt_Clod______
.by >price_Dirt_Ball______
.by >price_Ton_of_Dirt____
.by >price_Liquid_Dirt____
.by >price_Dirt_Charge____
.by >price_Earth_Disrupter
.by >price_Plasma_Blast___
.by >price_Laser__________
.by >price______________33
.by >price______________34
.by >price______________35
.by >price______________36
.by >price______________37
.by >price______________38
.by >price______________39
.by >price______________40
.by >price______________41
.by >price______________42
.by >price______________43
.by >price______________44
.by >price______________45
.by >price______________46
.by >price______________47
.by >price_Heat_Guidance__
.by >price_Bal_Guidance___
.by >price_Horz_Guidance__
.by >price_Vert_Guidance__
.by >price_Lazy_Boy_______
.by >price_Parachute______
.by >price_Battery________
.by >price_Mag_Deflector__
.by >price_Shield_________
.by >price_Force_Shield___
.by >price_Heavy_Shield___
.by >price_Super_Mag______
.by >price_Auto_Defense___
.by >price_Fuel_Tank______
.by >price_Contact_Trigger
.by >price_White_Flag_____
WeaponPriceL
.by <price_Baby_Missile___
.by <price_Missile________
.by <price_Baby_Nuke______
.by <price_Nuke___________
.by <price_LeapFrog_______
.by <price_Funky_Bomb_____
.by <price_MIRV___________
.by <price_Death_s_Head___
.by <price_Napalm_________
.by <price_Hot_Napalm_____
.by <price_Tracer_________
.by <price_Smoke_Tracer___
.by <price_Baby_Roller____
.by <price_Roller_________
.by <price_Heavy_Roller___
.by <price_Riot_Charge____
.by <price_Riot_Blast_____
.by <price_Riot_Bomb______
.by <price_Heavy_Riot_Bomb
.by <price_Baby_Digger____
.by <price_Digger_________
.by <price_Heavy_Digger___
.by <price_Baby_Sandhog___
.by <price_Sandhog________
.by <price_Heavy_Sandhog__
.by <price_Dirt_Clod______
.by <price_Dirt_Ball______
.by <price_Ton_of_Dirt____
.by <price_Liquid_Dirt____
.by <price_Dirt_Charge____
.by <price_Earth_Disrupter
.by <price_Plasma_Blast___
.by <price_Laser__________
.by <price______________33
.by <price______________34
.by <price______________35
.by <price______________36
.by <price______________37
.by <price______________38
.by <price______________39
.by <price______________40
.by <price______________41
.by <price______________42
.by <price______________43
.by <price______________44
.by <price______________45
.by <price______________46
.by <price______________47
.by <price_Heat_Guidance__
.by <price_Bal_Guidance___
.by <price_Horz_Guidance__
.by <price_Vert_Guidance__
.by <price_Lazy_Boy_______
.by <price_Parachute______
.by <price_Battery________
.by <price_Mag_Deflector__
.by <price_Shield_________
.by <price_Force_Shield___
.by <price_Heavy_Shield___
.by <price_Super_Mag______
.by <price_Auto_Defense___
.by <price_Fuel_Tank______
.by <price_Contact_Trigger
.by <price_White_Flag_____
;-------------------------------------------------
; how many units (bulletd) of a given weapon we get for a given price
; This is a table of constans.
; If on a given position is 0 it means that this weapon
; is not present in the game.
; This is the slot for adding new weapons.
WeaponUnits
.by 10 ;Baby_Missile___
.by 5 ;Missile________
.by 3 ;Baby_Nuke______
.by 1 ;Nuke___________
.by 2 ;LeapFrog_______
.by 2 ;Funky_Bomb_____
.by 3 ;MIRV___________
.by 1 ;Death_s_Head___
.by 10 ;Napalm_________
.by 2 ;Hot_Napalm_____
.by 20 ;Tracer_________
.by 10 ;Smoke_Tracer___
.by 10 ;Baby_Roller____
.by 5 ;Roller_________
.by 2 ;Heavy_Roller___
.by 5 ;Riot_Charge____
.by 2 ;Riot_Blast_____
.by 5 ;Riot_Bomb______
.by 2 ;Heavy_Riot_Bomb
.by 10 ;Baby_Digger____
.by 5 ;Digger_________
.by 2 ;Heavy_Digger___
.by 10 ;Baby_Sandhog___
.by 5 ;Sandhog________
.by 2 ;Heavy_Sandhog__
.by 10 ;Dirt_Clod______
.by 5 ;Dirt_Ball______
.by 2 ;Ton_of_Dirt____
.by 4 ;Liquid_Dirt____
.by 2 ;Dirt_Charge____
.by 10 ;Earth_Disrupter
.by 5 ;Plasma_Blast___
.by 5 ;Laser__________
.by 0 ;_____________33
.by 0 ;_____________34
.by 0 ;_____________35
.by 0 ;_____________36
.by 0 ;_____________37
.by 0 ;_____________38
.by 0 ;_____________39
.by 0 ;_____________40
.by 0 ;_____________41
.by 0 ;_____________42
.by 0 ;_____________43
.by 0 ;_____________44
.by 0 ;_____________45
.by 0 ;_____________46
.by 0 ;_____________47
.by 6 ;Heat_Guidance__
.by 2 ;Bal_Guidance___
.by 5 ;Horz_Guidance__
.by 5 ;Vert_Guidance__
.by 2 ;Lazy_Boy_______
.by 8 ;Parachute______
.by 10 ;Battery________
.by 2 ;Mag_Deflector__
.by 3 ;Shield_________
.by 3 ;Force_Shield___
.by 2 ;Heavy_Shield___
.by 2 ;Super_Mag______
.by 1 ;Auto_Defense___
.by 10 ;Fuel_Tank______
.by 25 ;Contact_Trigger
.by 1 ;_____________63
PurchaseMeTable ;weapons good to be purchased by the robot
;the comment is an index in the tables
dta 1 ;"Baby Missile " ; 0
dta 1 ;"Missile " ; 1
dta 1 ;"Baby Nuke " ; 2
dta 1 ;"Nuke " ; 3
dta 1 ;"LeapFrog " ; 4
dta 1 ;"Funky Bomb " ; 5
dta 1 ;"MIRV " ; 6
dta 1 ;"Death's Head " ; 7
dta 0 ;"Napalm " ; 8
dta 0 ;"Hot Napalm " ; 9
dta 0 ;"Tracer " ; 10
dta 0 ;"Smoke Tracer " ; 11
dta 1 ;"Baby Roller " ; 12
dta 1 ;"Roller " ; 13
dta 1 ;"Heavy Roller " ; 14
dta 0 ;"Riot Charge " ; 15
dta 0 ;"Riot Blast " ; 16
dta 0 ;"Riot Bomb " ; 17
dta 0 ;"Heavy Riot Bomb " ; 18
dta 0 ;"Baby Digger " ; 19
dta 0 ;"Digger " ; 20
dta 0 ;"Heavy Digger " ; 21
dta 0 ;"Baby Sandhog " ; 22
dta 0 ;"Sandhog " ; 23
dta 0 ;"Heavy Sandhog " ; 24
dta 0 ;"Dirt Clod " ; 25
dta 0 ;"Dirt Ball " ; 26
dta 0 ;"Ton of Dirt " ; 27
dta 0 ;"Liquid Dirt " ; 28
dta 0 ;"Dirt Charge " ; 29
dta 0 ;"Earth Disrupter " ; 30
dta 0 ;"Plasma Blast " ; 31
dta 1 ;"Laser " ; 32
dta 0 ;"----------------" ; 33
dta 0 ;"----------------" ; 34
dta 0 ;"----------------" ; 35
dta 0 ;"----------------" ; 36
dta 0 ;"----------------" ; 37
dta 0 ;"----------------" ; 38
dta 0 ;"----------------" ; 39
dta 0 ;"----------------" ; 40
dta 0 ;"----------------" ; 41
dta 0 ;"----------------" ; 42
dta 0 ;"----------------" ; 43
dta 0 ;"----------------" ; 44
dta 0 ;"----------------" ; 45
dta 0 ;"----------------" ; 46
dta 0 ;"----------------" ; 47
;-------------------------------------------------
; Screen codes of icons (chars) representing a given weapon
WeaponSymbols
.by $40,$41,$42,$43,$44,$45,$46,$47
.by $48,$49,$4a,$4b,$4c,$4d,$4e,$4f
.by $50,$51,$52,$53,$54,$55,$56,$57
.by $58,$59,$5a,$5b,$60,$7b,$7c,$7d
.by $20,$00,$00,$00,$00,$00,$00,$00
.by $00,$00,$00,$00,$00,$00,$00,$00
.by $02,$03,$06,$1d,$0a,$1b,$1c,$1e
.by $3b,$3c,$3d,$3e,$3f,$5e,$5f,$00
; Names of weapons (16 chars long)
NamesOfWeapons ;the comment is an index in the tables
dta d"Baby Missile " ; 0
dta d"Missile " ; 1
dta d"Baby Nuke " ; 2
dta d"Nuke " ; 3
dta d"LeapFrog " ; 4
dta d"Funky Bomb " ; 5
dta d"MIRV " ; 6
dta d"Death's Head " ; 7
dta d"Napalm " ; 8
dta d"Hot Napalm " ; 9
dta d"Tracer " ; 10
dta d"Smoke Tracer " ; 11
dta d"Baby Roller " ; 12
dta d"Roller " ; 13
dta d"Heavy Roller " ; 14
dta d"Riot Charge " ; 15
dta d"Riot Blast " ; 16
dta d"Riot Bomb " ; 17
dta d"Heavy Riot Bomb " ; 18
dta d"Baby Digger " ; 19
dta d"Digger " ; 20
dta d"Heavy Digger " ; 21
dta d"Baby Sandhog " ; 22
dta d"Sandhog " ; 23
dta d"Heavy Sandhog " ; 24
dta d"Dirt Clod " ; 25
dta d"Dirt Ball " ; 26
dta d"Ton of Dirt " ; 27
dta d"Liquid Dirt " ; 28
dta d"Dirt Charge " ; 29
dta d"Earth Disrupter " ; 30
dta d"Plasma Blast " ; 31
dta d"Laser " ; 32
dta d"----------------" ; 33
dta d"----------------" ; 34
dta d"----------------" ; 35
dta d"----------------" ; 36
dta d"----------------" ; 37
dta d"----------------" ; 38
dta d"----------------" ; 39
dta d"----------------" ; 40
dta d"----------------" ; 41
dta d"----------------" ; 42
dta d"----------------" ; 43
dta d"----------------" ; 44
dta d"----------------" ; 45
dta d"----------------" ; 46
dta d" " ; 47 ; special (no weapon) name for simplify display
dta d"Heat Guidance " ; 48 ($30)
dta d"Bal Guidance " ; 49
dta d"Horz Guidance " ; 50
dta d"Vert Guidance " ; 51
dta d"Lazy Boy " ; 52
dta d"Parachute " ; 53
dta d"Battery " ; 54
dta d"Mag Deflector " ; 55
dta d"Shield " ; 56 - shield for one shot
dta d"Force Shield " ; 57 - shield with energy and parachute
dta d"Heavy Shield " ; 58 - shield with energy
dta d"Super Mag " ; 59
dta d"Auto Defense " ; 60
dta d"Fuel Tank " ; 61
dta d"Contact Trigger " ; 62
dta d"White Flag " ; 63
weaponsOfDeath
dta 1,2,3,7,15,16,17,18,19,20,21,22,23,24,25,26,27
weaponsOfDeathEnd
joyToKeyTable
; .by 00, 01, 02, 03, 04, 05, 06, 07, 08, 09, 10, 11, 12, 13, 14, 15
.by $ff,$ff,$ff,$ff,$ff,$ff,$ff,$07,$ff,$ff,$ff,$06,$ff,$0f,$0e,$ff
;-----------------------------------
keycodes ;tables for converting KeyCode to Screen Code (38 -1 characters)
.by $3f,$15,$12,$3a,$2a,$38,$3d,$39
.by $0d,$01,$05,$00,$25,$23,$08,$0a
.by $2f,$28,$3e,$2d,$0b,$10,$2e,$16
.by $2b,$17,$1f,$1e,$1a,$18,$1d,$1b
.by $33,$35,$30,$32,$22 ;,$0e <-- hyphen removed from the table, sorry hyphen lovers
keycodesEnd
scrcodes
dta d"abcdefgh"
dta d"ijklmnop"
dta d"qrstuvwx"
dta d"yz123456"
dta d"7890." ; "-"
.endif