diff --git a/artwork/talk.asm b/artwork/talk.asm index 0378cab..843be4f 100644 --- a/artwork/talk.asm +++ b/artwork/talk.asm @@ -6,7 +6,7 @@ dta d"YOU'RE TOAST!"^ dta d"BANZAI!"^ dta d"FROM HELL'S HEART I STAB AT THEE..."^ - dta d"I DIDN'T DO IT. I'M NOT HERE."^ + dta d"DO YOU FEEL LUCKY, TANK?"^ dta d"TAKE A HIKE!"^ dta d"YOU'RE DEAD MEAT."^ dta d"MAKE MY DAY."^ @@ -78,7 +78,7 @@ dta d"OH MAN!"^ dta d"DOOUGH!"^ dta d"NEW DAY, NEW BOMB."^ - dta d"THIS IS END."^ + dta d"THIS IS THE END."^ dta d"VERY FUNNY."^ dta d"THE FAT LADY SANG."^ dta d"WHY DOES HAPPEN TO ME?"^ @@ -93,7 +93,7 @@ dta d"I WALK THROUGH THE VALLEY OF THE SHADOW..."^ dta d"WHAT WAS THAT NOISE?"^ dta d"MAMA SAID THERE'D BE DAYS LIKE THIS."^ - dta d"ITS JUST ONE OF THOSE DAYS..."^ + dta d"IT'S JUST ONE OF THOSE DAYS..."^ dta d"I SEE A BRIGHT LIGHT..."^ dta d"MOMMY? IS THAT YOU?"^ dta d"I LET YOU HIT ME!"^ @@ -102,7 +102,7 @@ dta d"--"^ dta d"WAS THAT AS CLOSE AS I THINK IT WAS?"^ dta d"JOIN THE ARMY, SEE THE WORLD THEY SAID."^ - dta d"IT WASN'T JUST A JOB IT WAS AN ADVENTURE!"^ + dta d"IT WASN'T JUST A JOB, IT WAS AN ADVENTURE!"^ dta d"I DIDN'T LIKE VIOLENCE ANYWAY!"^ dta d"I THOUGHT YOU LIKED ME?"^ dta d"CTO XYEB"^ diff --git a/constants.asm b/constants.asm index a667d1e..4be4296 100644 --- a/constants.asm +++ b/constants.asm @@ -662,7 +662,7 @@ CreditsStart dta d" "* dta d"Special thanks"^ dta d"Wendell Hicken"^ - dta d"for original Scorched Earth game"^ + dta d"for Scorched Earth PC game"^ .IF TARGET = 800 dta d" "* dta d"Stay tuned for the FujiNet version!"^ diff --git a/definitions.asm b/definitions.asm index c96f7a0..6131896 100644 --- a/definitions.asm +++ b/definitions.asm @@ -1,32 +1,31 @@ ; @com.wudsn.ide.asm.mainsourcefile=scorch.asm screenheight = 200 -screenBytes = 40 -screenwidth = screenBytes*8 ; Max screenwidth = 512!!! +screenBytes = 40 +screenwidth = screenBytes*8 ; Max screenwidth = 512!!! TankWidth = 8 ;---------------------------------------------- ; Player/missile memory -PMGraph = $1800 ; real PM start = PMGraph + $0300 -; Generated tables -display = $2010 ;screen takes $1f68 because it has screenHeight+1 lines because of out of screen tracer(?) +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 +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 +KeyRepeatSpeed = 8 ; (max 127 !!!) +FirstKeySpeed = 8 ; additional delay for first keypress ;character codes for symbols (tank, parachute, etc. ) ; characters from tanks.fnt (graphics screen) @@ -36,11 +35,11 @@ char_flame = $14 char_clear_flame = $1c char_digger = $04 char_sandhog = $0c -char_sandhog_offset = char_sandhog - char_digger +char_sandhog_offset = char_sandhog - char_digger char_tank1 = $20 char_tank2 = $24 char_tank3 = $2c -char_tank4 = $28 ; robotank shape +char_tank4 = $28 ; robotank shape ; characters from weapons.fnt (text mode - menus etc.) char_TAB = $7f char_DEL = $7e @@ -153,8 +152,8 @@ 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_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) @@ -190,9 +189,9 @@ sfx_liquid_dirt = $1b ;2 sfx_battery = $1c ;3 sfx_white_flag = $1d ;4 sfx_long_barrel = $1e -sfx_tank_move = $1f +sfx_tank_move = $1f sfx_auto_defense= $2b -sfx_lazy_boys = $2c +sfx_lazy_boys = $2c ;-------------------------------- ; RMT songs (lines) ;-------------------------------- @@ -201,5 +200,5 @@ song_main_menu = $02 song_ingame = $06 song_round_over = $0b song_ending_looped = $0e -song_supermarket = $1b -song_inventory = $1d +song_supermarket= $1b +song_inventory = $1d diff --git a/scorch.asm b/scorch.asm index 6758f80..0b0530a 100644 --- a/scorch.asm +++ b/scorch.asm @@ -293,9 +293,9 @@ rom2joy splash_year = splash_text + $1e splash_copyright = splash_text + $14 ldy #19 ; 20 characters -@ lda NewSplashText,y - sta splash_copyright,y - dey +@ lda NewSplashText,y + sta splash_copyright,y + dey bpl @- ; splash screen delay. maybe add fire to speed up? @@ -308,19 +308,19 @@ no5200splash ; one time zero variables in RAM (non zero page) lda #0 ldy #OneTimeZeroVariablesCount-1 -@ sta OneTimeZeroVariables,y +@ sta OneTimeZeroVariables,y dey bpl @- ; one time zero variables in RAM (zero page) ldy #FirstZpageVariable -@ sta $0000,y - iny +@ sta $0000,y + iny bne @- ; initialize variables in RAM (non zero page) ldy #initialvaluesCount-1 -@ lda initialvaluesStart,y +@ lda initialvaluesStart,y sta variablesToInitialize,y dey bpl @- diff --git a/scorch.bin b/scorch.bin index a9ab755..799c72b 100644 Binary files a/scorch.bin and b/scorch.bin differ diff --git a/scorch.xex b/scorch.xex index 455f54d..d0ebef8 100644 Binary files a/scorch.xex and b/scorch.xex differ