multiple texts improved, tabs elliminated

This commit is contained in:
2023-05-19 23:16:49 -04:00
parent 8486645bc8
commit d0e1dc6f18
23 changed files with 4918 additions and 4928 deletions
+66 -66
View File
@@ -2,7 +2,7 @@
.IF *>0
WeaponsListDL = 0
NamesOfLevels = 0
;----------------------------------------
@@ -20,68 +20,68 @@ NamesOfLevels = 0
; - and I am sure maxwind, gravity, no_of_rounds in a game, speed of shell flight
ldx #$08
@ lda Autoplay_OptionsTable,x
sta OptionsTable,x
dex
bpl @-
ldx #$08
@ lda Autoplay_OptionsTable,x
sta OptionsTable,x
dex
bpl @-
rts
rts
Autoplay_OptionsTable .by 4,4,2,2,4,1,3,2,4
.endp
.proc SelectNextGradient
lda OptionsY ; if "Wind" option selected
cmp #$03
bne NotWind
lda WindChangeInRound ; wind change after each turn (not round only) flag
eor #$1f ; '?' character
sta WindChangeInRound
rts
lda OptionsY ; if "Wind" option selected
cmp #$03
bne NotWind
lda WindChangeInRound ; wind change after each turn (not round only) flag
eor #$1f ; '?' character
sta WindChangeInRound
rts
NotWind
ldy GradientNr
iny
cpy #$03
bne NoGradientLoop
ldy #$00
ldy GradientNr
iny
cpy #$03
bne NoGradientLoop
ldy #$00
NoGradientLoop
sty GradientNr
lda GradientAddrL,y
sta GradientColors
lda GradientAddrH,y
sta GradientColors+1
rts
sty GradientNr
lda GradientAddrL,y
sta GradientColors
lda GradientAddrH,y
sta GradientColors+1
rts
.endp
;-------------------------------------------
; call of the purchase (and activate) screens for each tank
.proc CallPurchaseForEveryTank
mva #0 TankNr
sta isInventory
mva #0 TankNr
sta isInventory
@
ldx TankNr
lda SkillTable,x
beq ManualPurchase
jsr PurchaseAI ; remember to make ActivateAI :) !!!
jmp AfterManualPurchase
ldx TankNr
lda SkillTable,x
beq ManualPurchase
jsr PurchaseAI ; remember to make ActivateAI :) !!!
jmp AfterManualPurchase
ManualPurchase
lda JoyNumber,x
sta JoystickNumber ; set joystick port for player
mva #0 isInventory
jsr Purchase ; purchase weapons
bit escFlag
spl:rts
jsr DefensivesActivate ; activate weapons
bit escFlag
spl:rts
lda JoyNumber,x
sta JoystickNumber ; set joystick port for player
mva #0 isInventory
jsr Purchase ; purchase weapons
bit escFlag
spl:rts
jsr DefensivesActivate ; activate weapons
bit escFlag
spl:rts
AfterManualPurchase
inc:lda TankNr
cmp NumberOfPlayers
bne @-
rts
inc:lda TankNr
cmp NumberOfPlayers
bne @-
rts
.endp
;--------------------------------------------------
.proc DefensivesActivate
@@ -92,7 +92,7 @@ AfterManualPurchase
mva #$ff IsInventory
mva #%10000000 WhichList
; offensive weapon - 0, defensive - %10000000
jmp Purchase.GoToActivation
jmp Purchase.GoToActivation
.endp
@@ -109,8 +109,8 @@ AfterManualPurchase
mva #$00 WhichList
; offensive weapon - 0, deffensive - %10000000
GoToActivation
rts
rts
.endp
; -----------------------------------------------------
@@ -118,14 +118,14 @@ GoToActivation
;entering names of players
mva #0 TankNr
sta COLBAKS ; set color of background
sta COLBAKS ; set color of background
@ tax
lda TankStatusColoursTable,x
sta COLOR2 ; set color of player name line
jsr EnterPlayerName
bit escFlag
spl:rts
jsr CheckTankCheat
jsr CheckTankCheat
inc TankNr
lda TankNr
cmp NumberOfPlayers
@@ -151,12 +151,12 @@ EndOfNick
; level of the computer opponent goes to
; the table of levels (difficulties)
ldx tanknr
lda #6 ; Spoiler
lda #6 ; Spoiler
sta DifficultyLevel
sta skilltable,x
beq NotRobot
lda #$03 ; shape for robotanks
sta TankShape,x
beq NotRobot
lda #$03 ; shape for robotanks
sta TankShape,x
NotRobot
; storing name of the tank in the right space
; (without cursor!)
@@ -234,24 +234,24 @@ TooLittle000 dex
;rightnumber
; displaying without leading zeroes (if zeroes exist then display space at this position)
ldy #0
ldx #0 ; digit flag (cut leading zeroes)
ldx #0 ; digit flag (cut leading zeroes)
displayloop
lda decimalresult,y
cpx #0
bne noleading0
cpy #4
beq noleading0 ; if 00000 - last 0 must stay
cmp zero
bne noleading0
lda #space
beq displaychar ; space = 0 !
cpx #0
bne noleading0
cpy #4
beq noleading0 ; if 00000 - last 0 must stay
cmp zero
bne noleading0
lda #space
beq displaychar ; space = 0 !
noleading0
inx ; set flag (no leading zeroes to cut)
inx ; set flag (no leading zeroes to cut)
displaychar
sta (displayposition),y
nexdigit
iny
cpy #5
cpy #5
bne displayloop
rts
@@ -313,7 +313,7 @@ displayloop1
;--------------------------------------------------
.proc GameOverScreen
;--------------------------------------------------
rts
rts
.endp
;-------------------------------------------------
.proc PutTankNameOnScreen