mirror of
https://github.com/Pecusx/scorch_src.git
synced 2026-05-20 22:33:43 +02:00
Fixed WhiteFlag bug and added remembering selected joy port between games
This commit is contained in:
+4
-3
@@ -872,13 +872,14 @@ NotBarrel
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bne NotWhiteFlag
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bne NotWhiteFlag
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cmp ActiveDefenceWeapon,x
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cmp ActiveDefenceWeapon,x
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bne NoDeactivateWhiteFlag
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bne NoDeactivateWhiteFlag
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mva #sfx_white_flag sfx_effect
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lda #$00 ; if try to activate activated White Flag then deactivate Defence
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lda #$00 ; if try to activate activated White Flag then deactivate Defence
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NoDeactivateWhiteFlag
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; Activate White Flag (or deactivate if A=0)
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sta ActiveDefenceWeapon,x
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sta ActiveDefenceWeapon,x
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sta ShieldEnergy,x
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sta ShieldEnergy,x
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beq DefActivationEnd
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mva #sfx_white_flag sfx_effect
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bne DefActivationEnd
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NotWhiteFlag
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NotWhiteFlag
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NoDeactivateWhiteFlag
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; activate new defensive
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; activate new defensive
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sta ActiveDefenceWeapon,x
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sta ActiveDefenceWeapon,x
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; set defensive energy
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; set defensive energy
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@@ -246,6 +246,7 @@ LowBatteries
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jsr ClearTankNr ; we must hide tank to erase shields (issue #138)
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jsr ClearTankNr ; we must hide tank to erase shields (issue #138)
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lda #ind_White_Flag
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lda #ind_White_Flag
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sta ActiveDefenceWeapon,x
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sta ActiveDefenceWeapon,x
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mva #sfx_white_flag sfx_effect
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jsr PutTankNr ; and draw tank witch Flag
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jsr PutTankNr ; and draw tank witch Flag
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EnoughEnergy
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EnoughEnergy
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; jsr DisplayStatus.DisplayEnergy ; not necessary - status update after othher defensives
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; jsr DisplayStatus.DisplayEnergy ; not necessary - status update after othher defensives
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+1
-1
@@ -32,7 +32,7 @@
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;---------------------------------------------------
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;---------------------------------------------------
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.macro build
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.macro build
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dta d"1.43" ; number of this build (4 bytes)
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dta d"1.45" ; number of this build (4 bytes)
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.endm
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.endm
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.macro RMTSong
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.macro RMTSong
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BIN
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+1
-1
@@ -24,7 +24,7 @@
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;---------------------------------------------------
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;---------------------------------------------------
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.macro build
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.macro build
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dta d"1.43" ; number of this build (4 bytes)
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dta d"1.45" ; number of this build (4 bytes)
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.endm
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.endm
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.macro RMTSong
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.macro RMTSong
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Binary file not shown.
+5
-4
@@ -28,6 +28,9 @@ TanksNames ; DO NOT ZERO ON GAME RESTART - ticket #24
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skilltable ; computer controlled players' skills (1-8), 0 - human (no cleaning, ticket #30)
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skilltable ; computer controlled players' skills (1-8), 0 - human (no cleaning, ticket #30)
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.DS MaxPlayers
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.DS MaxPlayers
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;----------------------------------------------------
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;----------------------------------------------------
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JoyNumber ; Joystick port number (from 0 to 3)
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.DS MaxPlayers
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;----------------------------------------------------
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variablesToInitialize
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variablesToInitialize
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;Options DO NOT ZERO ON RESTART GAME - ticket #27
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;Options DO NOT ZERO ON RESTART GAME - ticket #27
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OptionsTable .ds maxOptions ;.by 0,1,2,2,0,1,3,2,0
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OptionsTable .ds maxOptions ;.by 0,1,2,2,0,1,3,2,0
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@@ -155,10 +158,6 @@ ytankstable ;Y positions of tanks (lower left point)
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.DS MaxPlayers
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.DS MaxPlayers
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LowResDistances ; coarse tank positions divided by 4 (to be in just one byte)
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LowResDistances ; coarse tank positions divided by 4 (to be in just one byte)
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.DS MaxPlayers
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.DS MaxPlayers
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JoyNumber ; Joystick port number (from 0 to 3)
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.DS MaxPlayers
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TankShape ; Tank shape number (from 0 to 2)
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.DS MaxPlayers
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;----------------------------------------------------
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;----------------------------------------------------
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TargetTankNr ; Target tank index (for AI routines)
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TargetTankNr ; Target tank index (for AI routines)
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.DS 1
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.DS 1
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@@ -170,6 +169,8 @@ SecondTryFlag ; For precise AI aiming
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;Erase .DS 1 ; if 1 only mask of the character is printed
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;Erase .DS 1 ; if 1 only mask of the character is printed
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; on the graphics screen. if 0 character is printed normally
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; on the graphics screen. if 0 character is printed normally
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TankShape ; Tank shape number (from 0 to 2)
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.DS MaxPlayers
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;----------------------------------------------------
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;----------------------------------------------------
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;RangeLeft .DS 2 ;range of the soil to be fallen down
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;RangeLeft .DS 2 ;range of the soil to be fallen down
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;RangeRight .DS 2 ;it is being set by all Explosions
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;RangeRight .DS 2 ;it is being set by all Explosions
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