From f406c7f02f59231d4fe49d9cab134aa605dbe3a2 Mon Sep 17 00:00:00 2001 From: Pecusx Date: Tue, 5 Mar 2024 20:46:33 +0100 Subject: [PATCH] Update README.md --- README.md | 11 +++++++++-- 1 file changed, 9 insertions(+), 2 deletions(-) diff --git a/README.md b/README.md index 83bef65..dbbd924 100644 --- a/README.md +++ b/README.md @@ -38,15 +38,22 @@ Compilation: (requires mads newer than 2023-09-13) Game source code is split into several parts: - `scorch.asm` is the main game startup code +- `scorchC64.asm` is the main game startup code for Commodore 64 - `game.asm` - it all happens here - `grafproc.asm` - graphics routines like line or circle - `textproc.asm` - text routines like list of weapons and shop - `variables.asm` - all non-zero page variables -- `constants.asm` - various tables of constants -- `display_*.asm` - display lists and text screen definitions +- `constants.asm` and `constants_top.asm` - various tables of constants - `ai.asm` - artificial stupidity of computer opponents - `weapons.asm` - general arsenal of tankies - `definitions.asm` - label definitions, moved to make it work better with Altirra debug (it doesn't). +Hardware dependent code (In the corresponding folders - 'Atari', 'C64', ...): +- `display_*.asm` - display lists and text screen definitions +- `gr_basic.asm` - graphics primitives (plot, point, soildown, drawmountains, etc.) for faster drawing +- `inputs.asm` - keyboard and joystick routines +- `interrupts.asm` - interrupts routines (DLI on Atari, music and SFX, timers) +- `textproc.asm` - text routines for menus and shop + We were trying to use macros, pseudo-ops, and simple graphics primitives as much as possible. This way, it should be relatively easy to port this code to, for example, the C64.