mirror of
https://github.com/Pecusx/scorch_src.git
synced 2026-05-20 22:33:43 +02:00
Preparing to reorder characters
This commit is contained in:
@@ -29,7 +29,11 @@ OptionsScreenEnd
|
|||||||
|
|
||||||
;-----------------------------------------------
|
;-----------------------------------------------
|
||||||
NameScreen2
|
NameScreen2
|
||||||
dta d" Tank 1 *1 +1 Name:"
|
dta d" Tank 1 "
|
||||||
|
dta char_joy
|
||||||
|
dta d"1 "
|
||||||
|
dta char_tank
|
||||||
|
dta d"1 Name:"
|
||||||
NameAdr
|
NameAdr
|
||||||
dta d" "
|
dta d" "
|
||||||
NameScreen4
|
NameScreen4
|
||||||
|
|||||||
@@ -3,7 +3,9 @@
|
|||||||
.IF *>0 ;this is a trick that prevents compiling this file alone
|
.IF *>0 ;this is a trick that prevents compiling this file alone
|
||||||
;---------------------------------------------------
|
;---------------------------------------------------
|
||||||
purchaseTextBuffer
|
purchaseTextBuffer
|
||||||
dta d"Player: * Cash: 0" ; ZERO TO MAKE YOU RICHER ON THE SCREEN
|
dta d"Player: "
|
||||||
|
dta char_joy
|
||||||
|
dta d" Cash: 0" ; ZERO TO MAKE YOU RICHER ON THE SCREEN
|
||||||
|
|
||||||
; DLs fragments (modified by game code)
|
; DLs fragments (modified by game code)
|
||||||
; all Purchase DL :)
|
; all Purchase DL :)
|
||||||
|
|||||||
@@ -4,7 +4,9 @@
|
|||||||
|
|
||||||
statusBuffer
|
statusBuffer
|
||||||
; 0123456789012345678901234567890123456789
|
; 0123456789012345678901234567890123456789
|
||||||
dta d"Player: * "
|
dta d"Player: "
|
||||||
|
dta char_joy
|
||||||
|
dta d" "
|
||||||
dta d"Energy: Angle: Force: "
|
dta d"Energy: Angle: Force: "
|
||||||
dta d"Round: Wind: "
|
dta d"Round: Wind: "
|
||||||
|
|
||||||
|
|||||||
+15
-15
@@ -964,7 +964,7 @@ EraseLoop
|
|||||||
dex
|
dex
|
||||||
bne @-
|
bne @-
|
||||||
SelectList2
|
SelectList2
|
||||||
lda #$7f ; little char (tab) - this is the pointer
|
lda #char_TAB ; little char (tab) - this is the pointer
|
||||||
sta (xbyte),y
|
sta (xbyte),y
|
||||||
; now we clear up and down arrows indicating more content below or above screen
|
; now we clear up and down arrows indicating more content below or above screen
|
||||||
ldx #<EmptyLine
|
ldx #<EmptyLine
|
||||||
@@ -985,7 +985,7 @@ CharToList1
|
|||||||
dex
|
dex
|
||||||
bne @-
|
bne @-
|
||||||
SelectList1
|
SelectList1
|
||||||
lda #$7f ; pointer = little char = (tab)
|
lda #char_TAB ; pointer = little char = (tab)
|
||||||
sta (xbyte),y
|
sta (xbyte),y
|
||||||
; now moving the window basing on given offset
|
; now moving the window basing on given offset
|
||||||
mwa #ListOfWeapons xbyte
|
mwa #ListOfWeapons xbyte
|
||||||
@@ -1614,10 +1614,10 @@ ThisIsAI
|
|||||||
lda digits,y
|
lda digits,y
|
||||||
ldy #39
|
ldy #39
|
||||||
sta (temp),y ; AI level or joy number
|
sta (temp),y ; AI level or joy number
|
||||||
ldy #$0a ; Joystick symbol
|
ldy #char_joy ; Joystick symbol
|
||||||
lda SkillTable,x
|
lda SkillTable,x
|
||||||
beq NotAItank
|
beq NotAItank
|
||||||
ldy #$5e ; Computer symbol
|
ldy #char_computer ; Computer symbol
|
||||||
NotAItank
|
NotAItank
|
||||||
tya
|
tya
|
||||||
ldy #38
|
ldy #38
|
||||||
@@ -1817,11 +1817,11 @@ NextChar02
|
|||||||
; displaying number of active controller port or AI level
|
; displaying number of active controller port or AI level
|
||||||
;=========================
|
;=========================
|
||||||
ldx TankNr
|
ldx TankNr
|
||||||
ldy #$5e ; Computer symbol
|
ldy #char_computer ; Computer symbol
|
||||||
lda SkillTable,x
|
lda SkillTable,x
|
||||||
tax
|
tax
|
||||||
bne ThisIsAI
|
bne ThisIsAI
|
||||||
ldy #$0a ; Joystick symbol
|
ldy #char_joy ; Joystick symbol
|
||||||
ldx JoystickNumber
|
ldx JoystickNumber
|
||||||
inx ; tricky
|
inx ; tricky
|
||||||
ThisIsAI
|
ThisIsAI
|
||||||
@@ -1879,12 +1879,12 @@ ThisIsAI
|
|||||||
;=========================
|
;=========================
|
||||||
lda AutoDefenseFlag,x ; Auto Defense symbol (space or "A" in inverse)
|
lda AutoDefenseFlag,x ; Auto Defense symbol (space or "A" in inverse)
|
||||||
bpl @+
|
bpl @+
|
||||||
lda #$5e ; Auto Defense symbol
|
lda #char_computer ; Auto Defense symbol
|
||||||
@
|
@
|
||||||
sta statusBuffer+80+21
|
sta statusBuffer+80+21
|
||||||
lda #$08 ; (
|
lda #char_bracketO ; (
|
||||||
sta statusBuffer+80+22
|
sta statusBuffer+80+22
|
||||||
lda #$09 ; )
|
lda #char_bracketC ; )
|
||||||
sta statusBuffer+80+39
|
sta statusBuffer+80+39
|
||||||
lda ActiveDefenceWeapon,x
|
lda ActiveDefenceWeapon,x
|
||||||
bne ActiveDefence
|
bne ActiveDefence
|
||||||
@@ -1937,11 +1937,11 @@ ClearingOnly
|
|||||||
lda ShieldEnergy,x
|
lda ShieldEnergy,x
|
||||||
beq NoShieldEnergy
|
beq NoShieldEnergy
|
||||||
sta decimal ; displayed value
|
sta decimal ; displayed value
|
||||||
lda #$08 ; (
|
lda #char_bracketO ; (
|
||||||
sta statusBuffer+40+10
|
sta statusBuffer+40+10
|
||||||
mwa #statusBuffer+40+11 displayposition
|
mwa #statusBuffer+40+11 displayposition
|
||||||
jsr displaybyte
|
jsr displaybyte
|
||||||
lda #$09 ; )
|
lda #char_bracketC ; )
|
||||||
sta statusBuffer+40+13
|
sta statusBuffer+40+13
|
||||||
NoDefenceWeapon
|
NoDefenceWeapon
|
||||||
NoShieldEnergy
|
NoShieldEnergy
|
||||||
@@ -1954,12 +1954,12 @@ NoShieldEnergy
|
|||||||
bit Wind+3 ; highest byte of 4 byte wind
|
bit Wind+3 ; highest byte of 4 byte wind
|
||||||
bmi DisplayLeftWind
|
bmi DisplayLeftWind
|
||||||
sta statusBuffer+80+17 ; (space) char
|
sta statusBuffer+80+17 ; (space) char
|
||||||
lda #$7f ; (tab) char
|
lda #char_TAB ; (tab) char
|
||||||
sta statusBuffer+80+20
|
sta statusBuffer+80+20
|
||||||
bne DisplayWindValue
|
bne DisplayWindValue
|
||||||
DisplayLeftWind
|
DisplayLeftWind
|
||||||
sta statusBuffer+80+20 ; (space) char
|
sta statusBuffer+80+20 ; (space) char
|
||||||
lda #$7e ;(del) char
|
lda #char_DEL ;(del) char
|
||||||
sta statusBuffer+80+17
|
sta statusBuffer+80+17
|
||||||
sec ; Wind = -Wind
|
sec ; Wind = -Wind
|
||||||
lda #$00
|
lda #$00
|
||||||
@@ -2008,7 +2008,7 @@ AngleToRight
|
|||||||
; now we have values from 0 to 89 and right angle
|
; now we have values from 0 to 89 and right angle
|
||||||
sta decimal
|
sta decimal
|
||||||
sty statusBuffer+40+22 ; (space) character
|
sty statusBuffer+40+22 ; (space) character
|
||||||
lda #$7f ; (tab) character
|
lda #char_TAB ; (tab) character
|
||||||
sta statusBuffer+40+25
|
sta statusBuffer+40+25
|
||||||
bne AngleDisplay
|
bne AngleDisplay
|
||||||
AngleToLeft
|
AngleToLeft
|
||||||
@@ -2018,7 +2018,7 @@ AngleToLeft
|
|||||||
; angles 180 - 91 converted to 0 - 89
|
; angles 180 - 91 converted to 0 - 89
|
||||||
sta decimal
|
sta decimal
|
||||||
sty statusBuffer+40+25 ; (space) character
|
sty statusBuffer+40+25 ; (space) character
|
||||||
lda #$7e ;(del) char
|
lda #char_DEL ;(del) char
|
||||||
sta statusBuffer+40+22
|
sta statusBuffer+40+22
|
||||||
bne AngleDisplay
|
bne AngleDisplay
|
||||||
VerticallyUp
|
VerticallyUp
|
||||||
|
|||||||
@@ -28,6 +28,7 @@ space = 0 ; space in screencodes
|
|||||||
KeyRepeatSpeed = 10 ; (max 127 !!!)
|
KeyRepeatSpeed = 10 ; (max 127 !!!)
|
||||||
|
|
||||||
;character codes for symbols (tank, parachute, etc. )
|
;character codes for symbols (tank, parachute, etc. )
|
||||||
|
; characters from tanks.fnt (graphics screen)
|
||||||
char_parachute = $02
|
char_parachute = $02
|
||||||
char_flag = $1e
|
char_flag = $1e
|
||||||
char_flame = $14
|
char_flame = $14
|
||||||
@@ -39,6 +40,14 @@ char_tank1 = $20
|
|||||||
char_tank2 = $24
|
char_tank2 = $24
|
||||||
char_tank3 = $2c
|
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
|
||||||
|
char_bracketO = $08 ; (
|
||||||
|
char_bracketC = $09 ; )
|
||||||
|
char_computer = $5e ; computer symbol (Auto Defense)
|
||||||
|
char_joy = $0a ; joystick symbol
|
||||||
|
char_tank = $0b ; tank symbol
|
||||||
|
|
||||||
;Weapon prices (*10 on screen)
|
;Weapon prices (*10 on screen)
|
||||||
price_Baby_Missile = 0 ;_00
|
price_Baby_Missile = 0 ;_00
|
||||||
|
|||||||
Reference in New Issue
Block a user