diff --git a/MANUAL_EN.md b/MANUAL_EN.md index a57c227..eb13bf7 100644 --- a/MANUAL_EN.md +++ b/MANUAL_EN.md @@ -24,11 +24,16 @@ On the first screen, you can configure gameplay options: Select options with cursor keys or a joystick. +The [TAB] or [SELECT] key, and on the Atari 5200 console the [5] controller key change the color of the mountains. + The [RETURN] key or a joystick button moves to the next screen. ## 2. Entering the name of players and selecting the level of computer-controlled players -The second screen is shown for each player. Here you can use the cursor keys or joystick to select whether the tank will be driven by a human (HUMAN option) or a computer (other options). The [TAB] or [SELECT] key, and on the Atari 5200 console the [5] controller key allow you to choose which joystick port the player will use. At the same time, you can enter the name of the selected player from the keyboard. +The second screen is shown for each player. Here you can use the cursor keys or joystick to select whether the tank will be driven by a human (HUMAN option) or a computer (other options). +The [TAB] or [SELECT] key, and on the Atari 5200 console the [5] controller key allow you to choose which joystick port the player will use. +The [INVERSE] or [OPTION] key allows you to select one of the 3 available tank shapes. On the Atari 5200 console, this is achieved by cycling through joystick ports with the [5] key. +At the same time, you can enter the name of the selected player from the keyboard. When the [RETURN] key is pressed or the Joystick button is pressed briefly, the screen switches to the next player until the difficulty levels for each player are selected. The player's name can also be entered with the joystick. After pressing and holding the button for more than 1s. you can use up/down movements to change the letter being entered, and left/right movements to change its position in the name. Releasing the button ends the name entry and returns to the level selection. @@ -47,6 +52,7 @@ Another [RETURN] key or joystick button press switches to the next player's shop The status line shows which player is currently allowed to take a shot and a set of other information: * player's tank name, +* active joystick number * currently selected offensive weapon, * the player's remaining energy points and if he has an active defensive weapon that has its energy - in parentheses the energy level, * the angle and the direction of the barrel set by the player, @@ -61,7 +67,7 @@ The keyboard controls here are simple, cursor keys or joystick: left/right - cha | A800 | 5200 | function | | --- | --- | --- | | [SPACE] | [0] | or joystick button pressed briefly - firing a shot. | -| [TAB] or [SELECT] | [5] | selection of offensive weapons (this option is not available directly with the joystick - you need to select Inventory) | +| [TAB] or [SELECT] | [5] | selection of offensive weapons (this option is not available directly with the joystick - you need to select Inventory). In the main menu it changes the mountain shading, indicated by the hill color change at the bottom of the screen. | | [I] | [9] | or longer holding the joystick button - go to Inventory. It is a screen (actually two) with the same layout as the shopping menu, it also works similarly except that here you don't buy weapons, but choose one of the offensive ones to shoot or activate a defensive weapon. | | [A] or [OPTION] | [7] | go directly to the defensive weapons activation. | [M] | [PAUSE] | disable/enable background music. | @@ -130,7 +136,7 @@ And here are the values of maximum energy loss for individual weapons. If a weap | Missile | 136 | | Baby Nuke | 200 | | Nuke | 240 | -| LeapFrog| 136 120 104 | +| LeapFrog| 136 112 112 | | Funky Bomb | 168 88 (* 5) | | MIRV | 136 (* 5) | | Death's Head | 240 (* 5) | diff --git a/MANUAL_PL.md b/MANUAL_PL.md index 9080291..a5fc4db 100644 --- a/MANUAL_PL.md +++ b/MANUAL_PL.md @@ -23,10 +23,15 @@ Na pierwszym ekranie możemy skonfigurować opcje rozgrywki: Wybór opcji klawiszami kursora lub joystickiem. +Klawisz [TAB] lub [SELECT], a na konsoli Atari 5200 klawisz [5] kontrolera zmieniają kolor gór. + Klawisz [RETURN] lub przycisk Joysticka przechodzi do następnego ekranu. ## 2. Wprowadzanie nazwy graczy i wybór poziomu graczy sterowanych przez komputer -Drugi ekran powtarza się dla każdego z graczy można na nim klawiszami kursora lub joystickiem wybrać czy danym czołgiem będzie kierował człowiek (opcja HUMAN) czy też komputer (pozostałe opcje). Klawisz [TAB] lub [SELECT], a na konsoli Atari 5200 klawisz [5] kontrolera pozwalają wybrać z którego portu joysticka będzie korzystał gracz. Jednocześnie z klawiatury można wprowadzić nazwę wybranego gracza. +Drugi ekran powtarza się dla każdego z graczy można na nim klawiszami kursora lub joystickiem wybrać czy danym czołgiem będzie kierował człowiek (opcja HUMAN) czy też komputer (pozostałe opcje). +Klawisz [TAB] lub [SELECT], a na konsoli Atari 5200 klawisz [5] kontrolera pozwalają wybrać z którego portu joysticka będzie korzystał gracz. +Klawisz [INVERSE] lub [OPTION] umożliwiają wybór jednego z 3 dostępnych kształtów czołgów. Na konsoli Atari 5200 uzyskuje się to poprzez cykliczne wybieranie kolejnych portów joysticka klawiszem [5]. +Jednocześnie z klawiatury można wprowadzić nazwę wybranego gracza. Po naciśnięciu klawisza [RETURN] lub krótkim naciśnięciu przycisku Joysticka ekran przechodzi na następnego gracza aż zostaną wybrane poziomy trudności dla wszystkich. Nazwę gracza można wprowadzać także przy pomocy joysticka. Po wciśnięciu i przytrzymaniu przycisku ponad 1s. za pomocą ruchów góra/dół można zmienić wprowadzaną literę, a lewo/prawo jej pozycję w nazwie. Puszczenie przycisku kończy wprowadzanie nazwy i wraca do wyboru poziomu. @@ -46,6 +51,7 @@ Klawisz [RETURN] lub przycisk joysticka przechodzi do ekranu zakupów następneg W linii statusowej widoczna jest informacja o tym który z graczy aktualnie może oddać strzał oraz zestaw innych informacji: * nazwa czołgu gracza +* numer aktywnego joysticka * wybrana aktualnie broń ofensywna * pozostała ilość punktów energii gracza i jeśli ma on aktywną broń defensywną posiadającą swój zasób energii - w nawiasie ten zasób * ustawiony przez gracza kąt nachylenia lufy i kierunek jej nachylenia @@ -60,7 +66,7 @@ Tutaj klawiszologia jest prosta, klawisze kursora lub joystick: lewo/prawo - zmi | A800 | 5200 | funkcja | | --- | --- | --- | | [SPACJA] | [0] | lub przycisk joysticka naciśnięte krótko - oddanie strzału | -| [TAB] lub [SELECT] | [5] | wybór broni ofensywnej (ta opcja nie jest dostępna bezpośrednio joystickiem - trzeba wybrać Inventory) | +| [TAB] lub [SELECT] | [5] | wybór broni ofensywnej (ta opcja nie jest dostępna bezpośrednio joystickiem - trzeba wybrać Inventory). W głównym menu zmienia cieniowanie gór, widoczne w kolorze górek na dole ekranu. | | [I] | [9] | lub dłuższe przytrzymanie przycisku joysticka - przejście do Inventory (aktywacji broni). Inventory to ekran (a w zasadzie dwa) bliźniaczo podobny do ekranu zakupów. Zasady poruszania się są identyczne z tym, że tu nie kupujemy broni, ale wybieramy jedną z ofensywnych, którą będziemy strzelać lub aktywujemy broń defensywną. | | [A] lub [OPTION] | [7] | bezpośrednie przejście na ekran Inventory aktywacji broni defensywnych. | | [M] | [PAUSE] | wyłączenie/włączenie muzyki w tle | @@ -129,7 +135,7 @@ A oto wartości maksymalnego ubytku energii dla poszczególnych broni. Jeśli br | Missile | 136 | | Baby Nuke | 200 | | Nuke | 240 | -| LeapFrog| 136 120 104 | +| LeapFrog| 136 112 112 | | Funky Bomb | 168 88 (* 5) | | MIRV | 136 (* 5) | | Death's Head | 240 (* 5) | diff --git a/README.md b/README.md index b9ad3ec..cdfe005 100644 --- a/README.md +++ b/README.md @@ -51,6 +51,18 @@ With the advent of [fujinet](https://fujinet.online/) we are thinking about maki ## Changelog: +###### Version 1.21 +2022-12-10 + +We couldn't resist! This is the Senior Executive Director's Cut. +By virtue of byte misering we squeezed in a few new features: +* new selectable tank shapes - change the controller enough times to get a different tank model +* lonely bad pixel after Liquid Dirt fixed +* mountain colors (or shades) possible, switch with [Tab] in the main menu +* active controller number display in the game, store, and inventory screens +* a very special terminator mode for Moron + + ###### Version 1.20 2022-11-23 diff --git a/ai.asm b/ai.asm index a6084f0..27f2671 100644 --- a/ai.asm +++ b/ai.asm @@ -22,8 +22,9 @@ pha lda AIRoutines,y pha - jsr PrepareAIShoot - rts +; it's no necessary - PrepareAIShoot is next proc :) +; jsr PrepareAIShoot +; rts .endp ;---------------------------------------------- .proc PrepareAIShoot @@ -81,7 +82,10 @@ AIRoutines mwa #80 RandBoundaryLow mwa #800 RandBoundaryHigh jsr RandomizeForce - rts + ; choose the best weapon + ldy #ind_Buy_me_________+1 ; if the cheat is active it will fire the BFG :) + jmp ChooseBestOffensive.NotFromAll + ;rts .endp ;---------------------------------------------- .proc Shooter @@ -155,8 +159,8 @@ endo ; choose the best weapon - jsr ChooseBestOffensive - rts + jmp ChooseBestOffensive + ;rts .endp ;---------------------------------------------- .proc Poolshark @@ -196,9 +200,7 @@ forceNow ldx TankNr jsr RandomizeForce -endo - ;ldx TankNr ;this is possibly not necessary - +endo ; choose the best weapon jsr ChooseBestOffensive @@ -1026,7 +1028,7 @@ SorryNoPurchase ; choose the best weapon ; X - TankNr ;---------------------------------------------- - ldy #last_offensive_____+1 ;the last weapon to choose +1 + ldy #ind_Dirt_Charge____+1 ;the last weapon to choose +1 (not BFG or Laser :) ) NotFromAll ; Y - the last offensive weapon to use + 1 lda TanksWeaponsTableL,x diff --git a/artwork/tanksv3.fnt b/artwork/tanksv3.fnt index ddd8678..06269bb 100644 Binary files a/artwork/tanksv3.fnt and b/artwork/tanksv3.fnt differ diff --git a/artwork/weapons_AW6_mod.fnt b/artwork/weapons_AW6_mod.fnt index 272cc87..8d23ec9 100644 Binary files a/artwork/weapons_AW6_mod.fnt and b/artwork/weapons_AW6_mod.fnt differ diff --git a/constants.asm b/constants.asm index a199743..d438c99 100644 --- a/constants.asm +++ b/constants.asm @@ -59,6 +59,9 @@ areYouSureText lineClear dta d" " +TankColoursTable .BYTE $58,$2a,$96,$ca,$7a,$ed +;TankStatusColoursTable .BYTE $54,$24,$92,$c4,$74,$e4 ; standard order +TankStatusColoursTable .BYTE $74,$c4,$24,$e4,$54,$94 ; Adam's order ;----------- pmtableL ; addressess of the P/M memory for 6 tanks .by <(pmgraph+$400) @@ -208,7 +211,12 @@ TanksNamesDefault dta d"4th.Tank" dta d"5th.Tank" dta d"6th.Tank" - +;------------------------------------------------- +TankShapesTable .BYTE char_tank1___________ + .BYTE char_tank2___________ + .BYTE char_tank3___________ + .BYTE char_tank4___________ +;------------------------------------------------- WeaponPriceH ; weapons prices (tables with prices of weapons) .by >price_Baby_Missile___ .by >price_Missile________ diff --git a/constants_top.asm b/constants_top.asm index d1df47b..79869b9 100644 --- a/constants_top.asm +++ b/constants_top.asm @@ -2,17 +2,16 @@ .IF *>0 ;this is a trick that prevents compiling this file alone -TankColoursTable .BYTE $58,$2a,$96,$ca,$7a,$ed -;TankStatusColoursTable .BYTE $54,$24,$92,$c4,$74,$e4 ; standard order ;TanksPMOrder .BYTE 4,3,1,5,0,2 ; 0-3 = P0-P3 , 4 = M0+M1 , 5 = M2+M3 -TankStatusColoursTable .BYTE $74,$c4,$24,$e4,$54,$94 ; Adam's order TanksPMOrder .BYTE 4,3,1,5,0,2 ; 0-3 = P0-P3 , 4 = M0+M1 , 5 = M2+M3 -TankShapesTable .BYTE char_tank1___________,char_tank2___________,char_tank3___________ - .BYTE char_tank1___________,char_tank2___________,char_tank3___________ dliColorsBack :10 .by $02,$00 dliColorsFore - .by $0a + .by $0a ; one mountains color +; .by $0e,$0c,$0c,$0b,$0b,$0a,$0a,$09,$09,$08 ; mountains colors array +; .by $08,$08,$07,$07,$07,$06,$06,$06,$06,$05 + .by $0e,$0c,$0c,$0c,$0c,$0a,$0a,$0a,$0a,$08 ; mountains colors array new + .by $08,$08,$08,$06,$06,$06,$06,$06,$06,$04 CashOptionL ;(one zero less than on the screen) .by 0,<200,<800,<1200,<2000 CashOptionH diff --git a/definitions.asm b/definitions.asm index 529799e..a8bf33c 100644 --- a/definitions.asm +++ b/definitions.asm @@ -37,7 +37,8 @@ char_sandhog_________ = $0c char_sandhog_offset = char_sandhog_________ - char_digger__________ char_tank1___________ = $20 char_tank2___________ = $24 -char_tank3___________ = $28 +char_tank3___________ = $2c +char_tank4___________ = $28 ; robotank shape ;Weapon prices (*10 on screen) price_Baby_Missile___ = 0 ;_00 diff --git a/display_main_menu.asm b/display_main_menu.asm index c0f923d..44ae147 100644 --- a/display_main_menu.asm +++ b/display_main_menu.asm @@ -29,9 +29,9 @@ OptionsScreenEnd ;----------------------------------------------- NameScreen2 - dta d" Tank 1 * 1 Name:" + dta d" Tank 1 *1 +1 Name:" NameAdr - dta d" " + dta d" " NameScreen4 dta d" " NamesOfLevels diff --git a/display_purchasedl.asm b/display_purchasedl.asm index 8435275..f2d8353 100644 --- a/display_purchasedl.asm +++ b/display_purchasedl.asm @@ -3,7 +3,7 @@ .IF *>0 ;this is a trick that prevents compiling this file alone ;--------------------------------------------------- purchaseTextBuffer - dta d"Player: Cash: 0" ; ZERO TO MAKE YOU RICHER ON THE SCREEN + dta d"Player: * Cash: 0" ; ZERO TO MAKE YOU RICHER ON THE SCREEN ; DLs fragments (modified by game code) ; all Purchase DL :) diff --git a/display_static.asm b/display_static.asm index da4db3c..f6769fc 100644 --- a/display_static.asm +++ b/display_static.asm @@ -102,7 +102,16 @@ EmptyLine dta d" " ;--------------------------------------------------- OptionsTitle +.IF TARGET = 800 dta d" scorch "* +.ELIF TARGET = 5200 + dta d" scorch supersystem "* +; dta d" scorch "* +; dta d"5" +; dta d"k"* +; dta d"2" +; dta d" "* +.ENDIF DifficultyTitle dta d" difficulty "* PurchaseTitle @@ -127,36 +136,36 @@ dl ; MAIN game display list .byte $4f .word display ; 1 line :76 .by $0f ;76 - .by $0f+$80 ; DLI (black bar) ;2 + .by $0f+$80,$0f ; DLI (black bar) ;3 .by $0f+$80 ; DLI - :13 .by $0f ;13 - .by $0f+$80 ; DLI (black bar) ;2 + :12 .by $0f ;12 + .by $0f+$80,$0f ; DLI (black bar) ;3 .by $0f+$80 ; DLI - :8 .by $0f ;8 + :7 .by $0f ;7 .by $4f ;1 .wo display+$0ff0 :2 .by $0f ;2 - .by $0f+$80 ; DLI (black bar) ;2 - .by $0f+$80 ; DLI - :9 .by $0f ;9 - .by $0f+$80 ; DLI (black bar) ;2 + .by $0f+$80,$0f ; DLI (black bar) ;3 .by $0f+$80 ; DLI :8 .by $0f ;8 - .by $0f+$80 ; DLI (black bar) ;2 + .by $0f+$80,$0f ; DLI (black bar) ;3 .by $0f+$80 ; DLI :7 .by $0f ;7 - .by $0f+$80 ; DLI (black bar) ;2 + .by $0f+$80,$0f ; DLI (black bar) ;3 .by $0f+$80 ; DLI :6 .by $0f ;6 - .by $0f+$80 ; DLI (black bar) ;2 + .by $0f+$80,$0f ; DLI (black bar) ;3 .by $0f+$80 ; DLI :5 .by $0f ;5 - .by $0f+$80 ; DLI (black bar) ;2 + .by $0f+$80,$0f ; DLI (black bar) ;3 .by $0f+$80 ; DLI :4 .by $0f ;4 - .by $0f+$80 ; DLI (black bar) ;2 + .by $0f+$80,$0f ; DLI (black bar) ;3 .by $0f+$80 ; DLI :3 .by $0f ;3 + .by $0f+$80,$0f ; DLI (black bar) ;3 + .by $0f+$80 ; DLI + :2 .by $0f ;2 .by $0f+$80 ; DLI (black to end);1 :38 .byte $0f ;35 ..... = 200 .by $4f @@ -178,7 +187,7 @@ OptionsDL :maxOptions-1 .by $02,$10 :(9-maxOptions) .by $70,$10 .byte $80 - .byte $70 ; to match moved sprites + .byte $60 ; to match moved sprites .byte $4f .word (display+140*40) :21 .by $0f ;76 diff --git a/display_status.asm b/display_status.asm index c3f5c68..30f26ae 100644 --- a/display_status.asm +++ b/display_status.asm @@ -4,7 +4,7 @@ statusBuffer ; 0123456789012345678901234567890123456789 - dta d"Player: " + dta d"Player: * " dta d"Energy: Angle: Force: " dta d"Round: Wind: " diff --git a/grafproc.asm b/grafproc.asm index ff18d03..154aac6 100644 --- a/grafproc.asm +++ b/grafproc.asm @@ -638,8 +638,10 @@ No6thTankHide jmp DoNotDrawTankNr SkipHidingPM - + lda TankShape,x + tax ldy TankShapesTable,x + ldx TankNr lda AngleTable,x cmp #91 ; left or right tank shape bcs LeftTank @@ -1360,6 +1362,9 @@ NoClearTanks adw RangeLeft #mountaintable temp adw RangeLeft #mountaintable2 tempor2 + cpw xdraw RangeRight + jcs NothingToFall + NextColumn1 mwa #0 ydraw NextPoint1 @@ -1448,6 +1453,7 @@ ColumnIsReady jeq MainFallout2 ; now correct heights are in the mountaintable sta color ; Pozor! :) we know - now A=1 +NothingToFall mva #sfx_silencer sfx_effect jsr DrawTanks rts @@ -2203,13 +2209,13 @@ ybarrel .endp ;-------------------------------------------------- .proc SetPMWidth + lda #%01010101 + sta sizem ; all missiles, double width lda #$00 sta sizep0 ; P0-P3 widths sta sizep0+1 sta sizep0+2 sta sizep0+3 - lda #%01010101 - sta sizem ; all missiles, double width rts .endp diff --git a/scorch.asm b/scorch.asm index c4d5d62..68b3235 100644 --- a/scorch.asm +++ b/scorch.asm @@ -15,7 +15,7 @@ ;--------------------------------------------------- .macro build - dta d"1.20" ; number of this build (4 bytes) + dta d"1.21" ; number of this build (4 bytes) .endm .macro RMTSong @@ -26,8 +26,9 @@ ;--------------------------------------------------- icl 'definitions.asm' ;--------------------------------------------------- -FirstZpageVariable = $61 +FirstZpageVariable = $60 .zpvar DliColorBack .byte = FirstZpageVariable + .zpvar Gradient .byte .zpvar JoystickNumber .byte .zpvar xdraw .word ;= $64 ;variable X for plot .zpvar ydraw .word ;variable Y for plot (like in Atari Basic - Y=0 in upper right corner of the screen) @@ -171,6 +172,7 @@ FirstZpageVariable = $61 _del = $fc ;$0c ;not used in 5200 _M = $0d _S = $0e + _atari = $fd ; not used in 5200 _none = $0f .ende */ @@ -333,10 +335,7 @@ MainGameLoop jsr CallPurchaseForEveryTank mva #0 SpyHardFlag - - ; issue #72 (glitches when switches) jsr MakeDarkScreen - bit escFlag bmi START @@ -349,14 +348,14 @@ MainGameLoop bmi START jvs GoGameOver - mva #0 TankNr ; - jsr SortSequence + mva #0 TankNr ; + sta COLBAKS ; set background color to black + sta JoystickNumber ; set joystick port for player + ; Hide all (easier than hide last ;) ) tanks jsr cleartanks ; A=0 - sta COLBAKS ; set background color to black - sta JoystickNumber ; set joystick port for player ; here gains and losses should be displayed (dollars) ; finally we have changed our minds and money of players @@ -369,6 +368,7 @@ MainGameLoop jsr DisplayResults jsr DemoModeOrKey + jsr MakeDarkScreen ldx NumberOfPlayers dex @@ -462,13 +462,10 @@ eskipzeroing lda GameIsOver beq NoGameOverYet GoGameOver - jsr MakeDarkScreen jsr GameOverScreen jmp START NoGameOverYet inc CurrentRoundNr - jsr MakeDarkScreen ; issue #72 - ; jsr RmtSongSelect ; ????? mva #sfx_silencer sfx_effect jmp MainGameLoop @@ -486,7 +483,7 @@ NoGameOverYet RmtSong song_ingame - jsr SetPMWidth + jsr SetPMWidth ; A=0 lda #0 sta AfterBFGflag ; reset BFG flag sta COLOR2 ; status line "off" @@ -1109,6 +1106,15 @@ deletePtr = temp cpw deletePtr #variablesEnd bne @- + ; ser initial shapes for each tank (tanks 0-5 has shape 0 now) + ldy #1 + sty TankShape+1 + sty TankShape+4 + iny + sty TankShape+2 + sty TankShape+5 + + mwa #1024 RandBoundaryHigh mva #$ff LastWeapon sta HowMuchToFall @@ -1168,29 +1174,35 @@ MakeTanksVisible rts .endp ;-------------------------------------------------- -/* .proc DLIinterruptGraph +.proc DLIinterruptGraph ;sta dliA ;sty dliY pha phy ldy dliCounter lda dliColorsBack,y - ldy dliColorsFore + bit Gradient + bmi GoGradient + ldy #$ff +GoGradient + iny .IF TARGET = 800 nop ; necessary on 800 because DLIs take less time, jitter visible without it - nop +; nop .ENDIF sta COLPF1 - sty COLPF2 + lda dliColorsFore,y ; mountains colors array +; lda dliColorsFore ; one mauntain color + sta COLPF2 inc dliCounter ;ldy dliY ;lda dliA ply pla rti -.endp */ +.endp -.proc DLIinterruptGraph +/* .proc DLIinterruptGraph pha lda dliColorsFore nop @@ -1208,7 +1220,7 @@ MakeTanksVisible sta DliColorBack pla rti -.endp +.endp */ ;-------------------------------------------------- .proc DLIinterruptOptions ;sta dliA @@ -1217,8 +1229,11 @@ MakeTanksVisible ; lda dliColorsBack lda #0 sta COLPF1 + lda dliColorsFore+1 + bit Gradient + bmi @+ lda dliColorsFore - sta COLPF2 +@ sta COLPF2 pla rti .endp @@ -1730,14 +1745,20 @@ notpressedJoyGetKey ;fire lda STRIG0 beq JoyButton - .IF TARGET = 800 ; Select key only on A800 + .IF TARGET = 800 ; Select and Option key only on A800 bne checkSelectKey checkSelectKey lda CONSOL - and #%00000010 + and #%00000010 ; Select + beq SelectPressed + lda CONSOL + and #%00000100 ; Option .ENDIF bne @- OptionPressed + lda #@kbcode._atari ; Option key + bne getkeyend +SelectPressed lda #@kbcode._tab ; Select key bne getkeyend JoyButton @@ -1956,7 +1977,7 @@ noingame icl 'artwork/talk.asm' ;---------------------------------------------- TankFont - ins 'artwork/tanksv3.fnt',+0,352 ; 44 characters only + ins 'artwork/tanksv3.fnt',+0,384 ; 48 characters only ;---------------------------------------------- font4x4 ins 'artwork/font4x4s.bmp',+62 @@ -2048,9 +2069,7 @@ MODULEND .ENDIF org ROM_SETTINGS ; 5200 ROM settings address $bfe8 ; "01234567890123456789" - .byte " scorch 5200 v" ;20 characters title - build ; " " - .byte " " + .byte " scorch supersystem " ;20 characters title .byte "7A" ;2 characters year .. 1900 + $7A = 2020 .word FirstSTART .ELSE diff --git a/scorch.bin b/scorch.bin index cabb737..8ffb1ec 100644 Binary files a/scorch.bin and b/scorch.bin differ diff --git a/scorch.xex b/scorch.xex index 7d1c941..d98b310 100644 Binary files a/scorch.xex and b/scorch.xex differ diff --git a/textproc.asm b/textproc.asm index 1f23598..33f08d1 100644 --- a/textproc.asm +++ b/textproc.asm @@ -110,7 +110,14 @@ OptionsNoRight cmp #@kbcode._ret ; $c ;Return key bne OptionsNoReturn jmp OptionsFinished + OptionsNoReturn + cmp #@kbcode._tab ; Tab key + bne OptionsNoTab + lda Gradient + eor #$80 + sta Gradient +OptionsNoTab jmp OptionsMainLoop OptionsFinished @@ -322,11 +329,16 @@ GoToActivation tax NextChar03 lda tanksnames,x - sta purchaseTextBuffer+8,y + sta purchaseTextBuffer+7,y inx iny cpy #$08 bne NextChar03 + ; displaying number of active controller port + ldy JoystickNumber + lda digits+1,y + sta purchaseTextBuffer+17 + ; and we display cash of the given player ; here we must jump in after each purchase @@ -1120,7 +1132,6 @@ NoArrowDown sta difficultyLevel lda digits+1,x sta NameScreen2+7 - jsr HighlightLevel ; setting choosen level of the opponent (Moron, etc) ; clear tank name editor field - not necessary ; ldx #8 @@ -1154,17 +1165,18 @@ LastNameChar beq @+ iny @ sty PositionInName -; lda NameAdr,y -; ora #$80 ; place cursor on the end -; sta NameAdr,y - CheckKeys + jsr HighlightLevel ; setting choosen level of the opponent (Moron, etc) ldx TankNr lda JoyNumber,x - tax - lda digits+1,x - sta NameScreen2+12 + tay + lda digits+1,y + sta NameScreen2+11 ; display joystick port number + lda TankShape,x + tay + lda digits+1,y + sta NameScreen2+15 ; display tank shape number jsr CursorDisplay jsr getkey bit escFlag @@ -1204,6 +1216,8 @@ CheckFurtherX01 ; here we check Tab, Return and Del beq ChangeOfLevel3Up cmp #@kbcode._up ; $e ;cursor up beq ChangeOfLevel3Down + cmp #@kbcode._atari ; atari (inverse) key + jeq ChangeOfShapeUp cmp #@kbcode._del ; $34 ; Backspace (del) bne CheckKeys @@ -1223,20 +1237,24 @@ FirstChar lda #0 sta NameAdr,x jmp CheckKeys +;---- ChangeOfJoyUp ldx TankNr inc JoyNumber,x lda JoyNumber,x and #%00000011 ; max 4 joysticks sta JoyNumber,x + .IF TARGET = 5200 + beq ChangeOfShapeUp ; change tank shape + .ENDIF jmp CheckKeys +;---- ChangeOfLevelUp ; change difficulty level of computer opponent inc:lda DifficultyLevel cmp #9 ; 9 levels are possible bne DoNotLoopLevelUp mva #$0 DifficultyLevel DoNotLoopLevelUp - jsr HighlightLevel jmp CheckKeys ;---- ChangeOfLevelDown @@ -1244,7 +1262,6 @@ ChangeOfLevelDown bpl DoNotLoopLevelDown mva #$8 DifficultyLevel DoNotLoopLevelDown - jsr HighlightLevel jmp CheckKeys ;---- ChangeOfLevel3Up @@ -1256,7 +1273,6 @@ ChangeOfLevel3Up sbb DifficultyLevel #9 DoNotLoopLevel3Up - jsr HighlightLevel jmp CheckKeys ;---- ChangeOfLevel3Down @@ -1264,9 +1280,18 @@ ChangeOfLevel3Down bpl @+ adb DifficultyLevel #9 @ - jsr HighlightLevel jmp CheckKeys ;---- +ChangeOfShapeUp + ldx TankNr + inc TankShape,x + lda TankShape,x + cmp #$03 + bne @+ + lda #$00 + sta TankShape,x +@ jmp CheckKeys +;---- EndOfNick ; now check long press joy button (or Return...) mva #0 pressTimer ; reset @@ -1286,6 +1311,10 @@ ShortJoyPress ldx tanknr lda DifficultyLevel sta skilltable,x + beq NotRobot + lda #$03 ; shape for robotanks + sta TankShape,x +NotRobot ; storing name of the tank in the right space ; (without cursor!) ldy #$00 @@ -1706,8 +1735,9 @@ DOTOldLowestValue sbw temp LineAddress4x4 temp2 mva temp2 fx - jsr Display4x4AboveTank - rts + ;jsr Display4x4AboveTank + ;rts + ; POZOR !!! .endp ;-------------------------------------------------------- @@ -2298,6 +2328,10 @@ EndOfCredits .proc DisplayStatus ;------------------------------------------------- + ; displaying number of active controller port + ldy JoystickNumber + lda digits+1,y + sta statusBuffer+17 ;--------------------- ;displaying symbol of the weapon ;--------------------- @@ -2308,7 +2342,7 @@ EndOfCredits ldx TankNr ldy ActiveWeapon,x lda WeaponSymbols,y - sta statusBuffer+18 + sta statusBuffer+19 ;--------------------- ;displaying quantity of the given weapon @@ -2316,7 +2350,7 @@ EndOfCredits lda ActiveWeapon,x jsr HowManyBullets sta decimal - mwa #statusBuffer+20 displayposition + mwa #statusBuffer+21 displayposition jsr displaybyte ;--------------------- @@ -2337,7 +2371,7 @@ EndOfCredits ldy #15 @ lda (temp),y - sta statusBuffer+23,y + sta statusBuffer+24,y dey bpl @- diff --git a/variables.asm b/variables.asm index df02f59..4abdf3c 100644 --- a/variables.asm +++ b/variables.asm @@ -159,7 +159,9 @@ ytankstable ;Y positions of tanks (lower left point) .DS MaxPlayers LowResDistances ; coarse tank positions divided by 4 (to be in just one byte) .DS MaxPlayers -JoyNumber ; Joystick port number (from 0 to 3 or 1) +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) diff --git a/weapons.asm b/weapons.asm index 33612f1..c1289c5 100644 --- a/weapons.asm +++ b/weapons.asm @@ -102,11 +102,13 @@ CheckNextTankBFG mva #17 ExplosionRadius jsr xmissile - ; soil must fall down now! there is no other way... + jsr SecondRepeat + +/* ; soil must fall down now! there is no other way... ; hide tanks or they fall down with soil jsr SoilDown2 - ; it looks like force is divided by 4 here BUT" + ; it looks like force is divided by 4 here BUT" ; in Flight routine force is multiplied by 2 and left ; so, we have Force divided by 2 here (not accurately) lsr Force+1 @@ -123,8 +125,9 @@ CheckNextTankBFG mva #15 ExplosionRadius jsr CalculateExplosionRange0 mva #sfx_baby_missile sfx_effect - jsr xmissile.NoRangeCalc + jsr xmissile.NoRangeCalc */ +SecondRepeat ; soil must fall down now! there is no other way... ; hide tanks or they fall down with soil jsr SoilDown2 @@ -142,7 +145,7 @@ CheckNextTankBFG jsr Flight lda HitFlag beq EndOfLeapping - mva #13 ExplosionRadius + mva #14 ExplosionRadius jsr CalculateExplosionRange0 mva #sfx_baby_missile sfx_effect jmp xmissile.NoRangeCalc @@ -902,9 +905,7 @@ ExplodeNow .proc checkRollDirection ; check rolling direction (for roller and other rolling weapons) ldy #0 - mwa #mountaintable tempXROLLER - - adw tempXROLLER xdraw + adw xdraw #mountaintable tempXROLLER lda (tempXROLLER),y sta ydraw sty ydraw+1 @@ -930,20 +931,19 @@ SeekLeft .nowarn dew tempXROLLER lda (tempXROLLER),y ;fukk! beware of Y value cmp HeightRol - bne HowMuchToFallLeft + ;bne HowMuchToFallLeft HowMuchToFallLeft bcs GoRightNow - mva #1 HowMuchToFall + mva #1 HowMuchToFall GoRightNow - mwa #mountaintable tempXROLLER - adw tempXROLLER xdraw + adw xdraw #mountaintable tempXROLLER SeekRight cpw tempXROLLER #(mountaintable+screenwidth) beq HowMuchToFallKnown ; "stop" if we have on left end inw tempXROLLER lda (tempXROLLER),y cmp HeightRol - bne HowMuchToFallRight + ;bne HowMuchToFallRight HowMuchToFallRight ; check if up or down bcs HowMuchToFallKnown @@ -1054,6 +1054,7 @@ UpNotYet2 lda xdraw and xdraw+1 cmp #$ff ; like cpw xdraw #$ffff + ;ora xdraw+1 ; like cpw xdraw #$0000 jne RollinContinuesLiquid beq FillNow HowMuchToFallRight3 @@ -1065,7 +1066,7 @@ FillNow ldy #0 lda HowMuchToFall bmi FillHole - cmp#1 + cmp #1 beq FillLeft inw xdraw inw xdraw ; tricky but we must rollback xdraw in proper direction @@ -1077,13 +1078,14 @@ FillHole sta ydraw beq ToHighFill ; if we filled all playfield (very rare but possible) dec ydraw ; one pixel up -ToHighFill lda ydraw sta (tempXROLLER),y ;mountaintable update mva #1 color jsr plot.MakePlot +ToHighFill .nowarn dew FillCounter - cpw FillCounter #0 + lda FillCounter + ora FillCounter+1 jne RepeatFill rts .endp