Fixed WhiteFlag bug and added remembering selected joy port between games

This commit is contained in:
Pecusx
2023-11-07 09:32:33 +01:00
parent 939365a009
commit 44610ec89e
7 changed files with 12 additions and 9 deletions
+4 -3
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@@ -872,13 +872,14 @@ NotBarrel
bne NotWhiteFlag bne NotWhiteFlag
cmp ActiveDefenceWeapon,x cmp ActiveDefenceWeapon,x
bne NoDeactivateWhiteFlag bne NoDeactivateWhiteFlag
mva #sfx_white_flag sfx_effect
lda #$00 ; if try to activate activated White Flag then deactivate Defence lda #$00 ; if try to activate activated White Flag then deactivate Defence
NoDeactivateWhiteFlag
; Activate White Flag (or deactivate if A=0)
sta ActiveDefenceWeapon,x sta ActiveDefenceWeapon,x
sta ShieldEnergy,x sta ShieldEnergy,x
beq DefActivationEnd mva #sfx_white_flag sfx_effect
bne DefActivationEnd
NotWhiteFlag NotWhiteFlag
NoDeactivateWhiteFlag
; activate new defensive ; activate new defensive
sta ActiveDefenceWeapon,x sta ActiveDefenceWeapon,x
; set defensive energy ; set defensive energy
+1
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@@ -246,6 +246,7 @@ LowBatteries
jsr ClearTankNr ; we must hide tank to erase shields (issue #138) jsr ClearTankNr ; we must hide tank to erase shields (issue #138)
lda #ind_White_Flag lda #ind_White_Flag
sta ActiveDefenceWeapon,x sta ActiveDefenceWeapon,x
mva #sfx_white_flag sfx_effect
jsr PutTankNr ; and draw tank witch Flag jsr PutTankNr ; and draw tank witch Flag
EnoughEnergy EnoughEnergy
; jsr DisplayStatus.DisplayEnergy ; not necessary - status update after othher defensives ; jsr DisplayStatus.DisplayEnergy ; not necessary - status update after othher defensives
+1 -1
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@@ -32,7 +32,7 @@
;--------------------------------------------------- ;---------------------------------------------------
.macro build .macro build
dta d"1.43" ; number of this build (4 bytes) dta d"1.45" ; number of this build (4 bytes)
.endm .endm
.macro RMTSong .macro RMTSong
BIN
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+1 -1
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@@ -24,7 +24,7 @@
;--------------------------------------------------- ;---------------------------------------------------
.macro build .macro build
dta d"1.43" ; number of this build (4 bytes) dta d"1.45" ; number of this build (4 bytes)
.endm .endm
.macro RMTSong .macro RMTSong
BIN
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+5 -4
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@@ -28,6 +28,9 @@ TanksNames ; DO NOT ZERO ON GAME RESTART - ticket #24
skilltable ; computer controlled players' skills (1-8), 0 - human (no cleaning, ticket #30) skilltable ; computer controlled players' skills (1-8), 0 - human (no cleaning, ticket #30)
.DS MaxPlayers .DS MaxPlayers
;---------------------------------------------------- ;----------------------------------------------------
JoyNumber ; Joystick port number (from 0 to 3)
.DS MaxPlayers
;----------------------------------------------------
variablesToInitialize variablesToInitialize
;Options DO NOT ZERO ON RESTART GAME - ticket #27 ;Options DO NOT ZERO ON RESTART GAME - ticket #27
OptionsTable .ds maxOptions ;.by 0,1,2,2,0,1,3,2,0 OptionsTable .ds maxOptions ;.by 0,1,2,2,0,1,3,2,0
@@ -155,10 +158,6 @@ ytankstable ;Y positions of tanks (lower left point)
.DS MaxPlayers .DS MaxPlayers
LowResDistances ; coarse tank positions divided by 4 (to be in just one byte) LowResDistances ; coarse tank positions divided by 4 (to be in just one byte)
.DS MaxPlayers .DS MaxPlayers
JoyNumber ; Joystick port number (from 0 to 3)
.DS MaxPlayers
TankShape ; Tank shape number (from 0 to 2)
.DS MaxPlayers
;---------------------------------------------------- ;----------------------------------------------------
TargetTankNr ; Target tank index (for AI routines) TargetTankNr ; Target tank index (for AI routines)
.DS 1 .DS 1
@@ -170,6 +169,8 @@ SecondTryFlag ; For precise AI aiming
;Erase .DS 1 ; if 1 only mask of the character is printed ;Erase .DS 1 ; if 1 only mask of the character is printed
; on the graphics screen. if 0 character is printed normally ; on the graphics screen. if 0 character is printed normally
TankShape ; Tank shape number (from 0 to 2)
.DS MaxPlayers
;---------------------------------------------------- ;----------------------------------------------------
;RangeLeft .DS 2 ;range of the soil to be fallen down ;RangeLeft .DS 2 ;range of the soil to be fallen down
;RangeRight .DS 2 ;it is being set by all Explosions ;RangeRight .DS 2 ;it is being set by all Explosions