Preparing to reorder characters

This commit is contained in:
Pecusx
2023-06-02 13:03:33 +02:00
parent 827ce08e9c
commit abb4bda381
5 changed files with 36 additions and 19 deletions
+5 -1
View File
@@ -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 -1
View File
@@ -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 :)
+3 -1
View File
@@ -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
View File
@@ -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
+9
View File
@@ -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