results sprite fix

This commit is contained in:
2022-07-13 22:59:58 -04:00
parent 99d08367c4
commit 1b2988069f
6 changed files with 31 additions and 22 deletions
-2
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@@ -11,8 +11,6 @@ dliColorsBack
:10 .by $02,$00 :10 .by $02,$00
dliColorsFore dliColorsFore
.by $0a .by $0a
TextBackgroundColor = $02 ; REAL constans - use: LDA #TextBackgroundColor
TextForegroundColor = $0c
CashOptionL ;(one zero less than on the screen) CashOptionL ;(one zero less than on the screen)
.by 0,<200,<800,<1200,<2000 .by 0,<200,<800,<1200,<2000
CashOptionH CashOptionH
+3
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@@ -11,6 +11,9 @@ PMOffsetX = $2C ; P/M to graphics offset
PMOffsetY = $23 ; P/M to graphics offset PMOffsetY = $23 ; P/M to graphics offset
napalmRadius = 10 napalmRadius = 10
TextBackgroundColor = $02 ; REAL constans - use: LDA #TextBackgroundColor
TextForegroundColor = $0c
;Weapon prices (*10 on screen) ;Weapon prices (*10 on screen)
price_Baby_Missile___ = 0 ;_0 price_Baby_Missile___ = 0 ;_0
price_Missile________ = 96 ;_1 price_Missile________ = 96 ;_1
+21 -17
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@@ -213,22 +213,22 @@ CalculateGains
lda moneyH,x lda moneyH,x
adc gainH,x adc gainH,x
sta moneyH,x sta moneyH,x
; substract loose ; substract lose
; if loose is greater than money then zero money ; if lose is greater than money then zero money
lda moneyH,x lda moneyH,x
cmp looseH,x cmp loseH,x
bcc zeromoney bcc zeromoney
bne substractloose bne substractlose
lda moneyL,x lda moneyL,x
cmp looseL,x cmp loseL,x
bcc zeromoney bcc zeromoney
substractloose substractlose
sec sec
lda moneyL,x lda moneyL,x
sbc looseL,x sbc loseL,x
sta moneyL,x sta moneyL,x
lda moneyH,x lda moneyH,x
sbc looseH,x sbc loseH,x
sta moneyH,x sta moneyH,x
jmp skipzeroing jmp skipzeroing
zeromoney zeromoney
@@ -244,7 +244,8 @@ skipzeroing
jne START jne START
inc CurrentRoundNr inc CurrentRoundNr
mva #0 dmactl ; issue #72 lda #$0
sta dmactl ; issue #72
jsr RmtSongSelect jsr RmtSongSelect
mva #sfx_silencer sfx_effect mva #sfx_silencer sfx_effect
jmp MainGameLoop jmp MainGameLoop
@@ -258,12 +259,15 @@ skipzeroing
; the maximum shooting energy to 990 (it is 10*energy) ; the maximum shooting energy to 990 (it is 10*energy)
; the default shooting energy to 350 ; the default shooting energy to 350
; the shooting angle is randomized ; the shooting angle is randomized
; of course gains an looses are zeroed ; of course gains an loses are zeroed
lda #song_ingame lda #song_ingame
jsr RmtSongSelect jsr RmtSongSelect
lda #0 lda #0
sta sizep0 ; P0-P1 widths
sta sizep0+1
tax tax
@ sta singleRoundVars,x @ sta singleRoundVars,x
inx inx
@@ -275,8 +279,8 @@ SettingEnergies
lda #$00 lda #$00
sta gainL,x sta gainL,x
sta gainH,x sta gainH,x
sta looseL,x sta loseL,x
sta looseH,x sta loseH,x
lda #99 lda #99
sta Energy,x sta Energy,x
sta eXistenZ,x sta eXistenZ,x
@@ -710,14 +714,14 @@ NotShooter
;increases gain of tank TankNr ;increases gain of tank TankNr
;-------------------------------------------------- ;--------------------------------------------------
sty EnergyDecrease sty EnergyDecrease
; Loose increase ; Lose increase
lda looseL,x lda loseL,x
clc clc
adc EnergyDecrease adc EnergyDecrease
sta looseL,x sta loseL,x
lda looseH,x lda loseH,x
adc #$00 adc #$00
sta looseH,x sta loseH,x
; Energy now, not less than 0 ; Energy now, not less than 0
lda Energy,x lda Energy,x
cmp EnergyDecrease cmp EnergyDecrease
BIN
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Binary file not shown.
+4
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@@ -2064,6 +2064,10 @@ NextChar02
dex dex
bne @- bne @-
lda #$01
sta sizep0 ; P0-P1 widths
sta sizep0+1
; set background ; set background
lda #$ff lda #$ff
ldx #100 ; top of the sprites ldx #100 ; top of the sprites
+3 -3
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@@ -58,16 +58,16 @@ moneyL
;---------------------------------------------------- ;----------------------------------------------------
gainH ;how much money player gets after the round gainH ;how much money player gets after the round
;it is gathered during the round basing on energy ;it is gathered during the round basing on energy
;opponents loose after player's shoots ;opponents lose after player's shoots
.DS [MaxPlayers] .DS [MaxPlayers]
gainL gainL
.DS [MaxPlayers] .DS [MaxPlayers]
;---------------------------------------------------- ;----------------------------------------------------
looseH ;how much player looses after the round loseH ;how much player looses after the round
;calculated from REAL energy loss ;calculated from REAL energy loss
;(not only to zero energy) ;(not only to zero energy)
.DS [MaxPlayers] .DS [MaxPlayers]
looseL loseL
.DS [MaxPlayers] .DS [MaxPlayers]
;---------------------------------------------------- ;----------------------------------------------------
Energy Energy