source clean-up

This commit is contained in:
2023-05-20 09:48:28 -04:00
parent 401d94eec9
commit 4fa861af3d
23 changed files with 805 additions and 12540 deletions
+14 -14
View File
@@ -103,7 +103,7 @@ EndOfUnPlot
; game. If you are going to speed up the game, start with
; plot - it is used by every single effect starting from explosions
; through line drawing and small text output!!!
;
;
; Optimized by 0xF (Fox) THXXXX!!!
; -----------------------------------------
@@ -112,7 +112,7 @@ EndOfUnPlot
bcs unPlot.EndOfUnPlot ;nearest RTS
CheckX02
cpw xdraw #screenwidth
bcs EndOfPlot
bcs EndOfPlot
MakePlot
; let's calculate coordinates from xdraw and ydraw
@@ -177,7 +177,7 @@ ClearPlot
rts
.endp
;--------------------------------------------------
.proc drawmountains
.proc drawmountains
;--------------------------------------------------
mwa #0 xdraw
mwa #mountaintable modify
@@ -191,7 +191,7 @@ drawmountainsloop
sta ydraw
sty ydraw+1
.IF FASTER_GRAF_PROCS = 1
; there was Drawline proc
; there was Drawline proc
lda #screenheight
sec
sbc ydraw
@@ -217,12 +217,12 @@ drawmountainsloop
lda linetableH,y
adc xdraw+1
sta xbyte+1
ldy #0
ldy #0
dec tempbyte01
bne @-
; end of Drawline proc
.ELSE
; there was Drawline proc
; there was Drawline proc
drawline
jsr plot.MakePlot
inc ydraw
@@ -326,12 +326,12 @@ CharLoopi
;--
ldy #0
lda (xbyte),y
ora mask1,x
ora mask1,x
and char1,x
sta (xbyte),y
ldy #8
lda (xbyte),y
ora mask2,x
ora mask2,x
and char2,x
sta (xbyte),y
inc ydraw
@@ -392,7 +392,7 @@ EndPutChar
cpw dy #(screenheight-1)
jcs TypeChar.EndPutChar ;nearest RTS
cpw dy #(4)
jcc TypeChar.EndPutChar ;nearest RTS
jcc TypeChar.EndPutChar ;nearest RTS
cpw dx #(screenwidth-4)
jcs TypeChar.EndPutChar ;nearest RTS
; checks ommited.
@@ -408,7 +408,7 @@ Upper4bits
sta fontind
lda #$00
sta fontind+1
adw fontind #font4x4
; and 4 bytes to the table
@@ -471,7 +471,7 @@ CharLoopi4x4
;--
ldy #0
lda (xbyte),y
ora mask1,x
ora mask1,x
bit plot4x4color
bpl PutInColor0_1 ; only mask - no char
and char1,x
@@ -479,7 +479,7 @@ PutInColor0_1
sta (xbyte),y
ldy #8
lda (xbyte),y
ora mask2,x
ora mask2,x
bit plot4x4color
bpl PutInColor0_2 ; only mask - no char
and char2,x
@@ -545,7 +545,7 @@ EndPut4x4
inw temp
cpw temp #displayC64+screenheight*screenBytes+1
bne @-
rts
rts
.endp
;--------------------------------------------------
@@ -581,7 +581,7 @@ next8lines
:4 rol
sta $d020
sta $d021
lda $dd00 ; Set video bank to start at 0
and #252
ora #3
+10 -10
View File
@@ -2,7 +2,7 @@
.IF *>0
WeaponsListDL = 0
NamesOfLevels = 0
;----------------------------------------
@@ -27,7 +27,7 @@ NamesOfLevels = 0
bpl @-
rts
Autoplay_OptionsTable .by 4,4,2,2,4,1,3,2,4
.endp
@@ -51,7 +51,7 @@ NoGradientLoop
lda GradientAddrL,y
sta GradientColors
lda GradientAddrH,y
sta GradientColors+1
sta GradientColors+1
rts
.endp
@@ -76,7 +76,7 @@ ManualPurchase
spl:rts
jsr DefensivesActivate ; activate weapons
bit escFlag
spl:rts
spl:rts
AfterManualPurchase
inc:lda TankNr
cmp NumberOfPlayers
@@ -87,8 +87,8 @@ AfterManualPurchase
.proc DefensivesActivate
;--------------------------------------------------
; This proc call Inventory and set Defensives activation first
mwa #ListOfDefensiveWeapons WeaponsListDL ;switch to the list of offensive weapons
mwa #ListOfDefensiveWeapons WeaponsListDL ;switch to the list of offensive weapons
mva #$ff IsInventory
mva #%10000000 WhichList
; offensive weapon - 0, defensive - %10000000
@@ -104,13 +104,13 @@ AfterManualPurchase
; Rest of the data is taken from appropriate tables
; and during the purchase these tables are modified.
; we are clearing list of the weapons
mva #$00 WhichList
; offensive weapon - 0, deffensive - %10000000
GoToActivation
rts
.endp
; -----------------------------------------------------
@@ -173,7 +173,7 @@ NotRobot
; check if all chars are empty (" ")
ldy #7
lda #0
@ ora #0 ; NameAdr,y
@ ora #0 ; NameAdr,y
and #$7F ; remove inverse (Cursor)
dey
bpl @-
@@ -306,7 +306,7 @@ displayloop1
.endp
;-------------------------------------------------
.proc RoundOverSprites
; fill sprites with bytes
; fill sprites with bytes
rts
.endp