; @com.wudsn.ide.asm.mainsourcefile=scorch.asm ;C64 8-bit Scorched Earth source code ;--------------------------------------------------- ;by Tomasz 'pecus' Pecko and Pawel 'pirx' Kalinowski ;Warsaw 2000, 2001, 2002, 2003, 2009, 2012, 2013 ;Miami & Warsaw 2022, 2023 ;--------------------------------------------------- .def TARGET = 64 ; :) ;--------------------------------------------------- .def XCORRECTION_FOR_PM = 0 ; if 1 - active x position of tanks correction fo PMG .def FASTER_GRAF_PROCS = 0 ; if 1 - activates faster graphics routines ; (direct writes to screen memory - atari only :) ) ;--------------------------------------------------- opt h-f+ org $801 org [a($801)],$801 basic_start(FirstSTART) ;--------------------------------------------------- .macro build dta d"1.28" ; number of this build (4 bytes) .endm .macro RMTSong lda #:1 rts ; do nothing in C64 .endm ;--------------------------------------------------- icl 'definitions.asm' ;--------------------------------------------------- FirstZpageVariable = $57 .zpvar DliColorBack .byte = FirstZpageVariable .zpvar GradientNr .byte .zpvar GradientColors .word .zpvar WindChangeInRound .byte ; wind change after each turn (not round only) flag - (0 - round only, >0 - each turn) .zpvar JoystickNumber .byte .zpvar LazyFlag .byte ; 7 bit - run Lazy Darwin, 6 bit - run Lazy Boy or Darwin (!) after inventory, 0 - nothing .zpvar SpyHardFlag .byte ; >$7f - run SpyHard after inventory .zpvar Vdebug .byte ; "visual debug" flag ($00 - off, $ff - on) .zpvar xdraw .word ;= $64 ;variable X for plot .zpvar ydraw .word ;variable Y for plot (like in Atari Basic - Y=0 in upper right corner of the screen) .zpvar xbyte .word .zpvar ybyte .word .zpvar CharCode .byte .zpvar fontind .word .zpvar tanknr .byte .zpvar TankSequencePointer .byte .zpvar oldplot .word .zpvar xc .word .zpvar temp .word ;temporary word for the most embeded loops only .zpvar temp2 .word ;same as above .zpvar modify .word ;origially used to replace self-modyfying code .zpvar tempXROLLER .word ;same as above for XROLLER routine (used also in result display routine) .zpvar xtempDRAW .word ;same as above for XDRAW routine .zpvar ytempDRAW .word ;same as above for XDRAW routine .zpvar tempor2 .word .zpvar CreditsVScrol .byte ;--------------temps used in circle routine .zpvar xi .word ;X (word) in draw routine .zpvar fx .byte .zpvar yi .word ;Y (word) in draw routine .zpvar fy .byte .zpvar xk .word .zpvar fs .byte .zpvar yc .byte ;ycircle - temporary for circle .zpvar dx .word .zpvar dy .word .zpvar dd .word .zpvar di .word .zpvar dp .word ;---------------------------- .zpvar UnderTank1 .byte .zpvar UnderTank2 .byte ;---------------------------- .zpvar TestFlightFlag .byte ; For AI test flights ($ff - test, $00 - standard shoot flight) .zpvar weaponPointer .word .zpvar dliCounter .byte .zpvar pressTimer .byte .zpvar NTSCcounter .byte .zpvar IsEndOfTheFallFlag .byte ; for small speedup ground falling .zpvar sfx_effect .byte .zpvar RMT_blocked .byte .zpvar ScrollFlag .byte .zpvar SkStatSimulator .byte .zpvar FloatingAlt .byte ; floating tank altitude .zpvar OverTankDir .byte ; (0 go right, $ff go left) direction of bypassing tanks on screen ; --------------OPTIMIZATION VARIABLES-------------- .zpvar Force .word .zpvar Force_ .byte ; Force is 3 bytes long .zpvar Angle .byte .zpvar Parachute .byte ; are you insured with parachute? .zpvar color .byte .zpvar Erase .byte ; if 1 only mask of the character is printed ; on the graphics screen. if 0 character is printed normally .zpvar radius .byte .zpvar decimal .word .zpvar NumberOfPlayers .byte ;current number of players (counted from 1) .zpvar Counter .byte ;temporary Counter for outside loops .zpvar ExplosionRadius .byte .zpvar FunkyBombCounter .byte .zpvar ResultY .byte .zpvar xcircle .word .zpvar ycircle .word .zpvar vy .word .zpvar vy_ .word ; 4 bytes .zpvar vx .word .zpvar vx_ .word ; 4 bytes .zpvar HitFlag .byte ;$ff when missile hit ground, $00 when no hit, $01-$06 tank index+1 when hit tank .zpvar PositionOnTheList .byte ; pointer position on the list being displayed .zpvar XHit .word .zpvar delta .word .zpvar HowMuchToFall .byte .zpvar magic .word .zpvar xtraj .word .zpvar xtraj_ .byte ; 3 bytes .zpvar ytraj .word .zpvar ytraj_ .byte ; 3 bytes .zpvar Wind .word .zpvar Wind_ .word ; 4 bytes .zpvar RangeLeft .word .zpvar RangeRight .word .zpvar NewAngle .byte .zpvar escFlag .byte .zpvar LineYdraw .byte .zpvar LineXdraw .word .zpvar plot4x4color .byte ; $00 / $ff .zpvar Multiplier .word .zpvar Multiplier_ .byte ; 3 bytes .zpvar HowToDraw .byte .zpvar gravity .byte .zpvar LineLength .word .zpvar tracerflag .byte .zpvar isInventory .byte .zpvar DifficultyLevel .byte .zpvar goleft .byte .zpvar OffsetDL1 .byte .zpvar L1 .byte HotNapalmFlag = FunkyBombCounter ; reuse variable! ;* RMT ZeroPage addresses in artwork/sfx/rmtplayr.a65 displayposition = modify LineAddress4x4 = xcircle ;----------------------------------------------- ; libraries ;----------------------------------------------- icl 'C64/lib/C64_ATARISYS.ASM' icl 'C64/lib/C64SYS.ASM' icl 'C64/lib/MACRO.ASM' ;----------------------------------------------- ; variable declarations in RAM (no code) ;----------------------------------------------- ORG PMGraph + $0300 - (variablesEnd - OneTimeZeroVariables + 1) icl 'variables.asm' ; Game loading address ORG $4000 WeaponFont ins 'artwork/weapons_AW6_mod.fnt' ; 'artwork/weapons.fnt' ;-------------------------------------------------- ; Game Code ;-------------------------------------------------- FirstSTART DL = 0 StatusBufferROM = 0 ;StatusBufferCopy = 0 StatusBufferCopyEnd = 0 TRACKS = 4 DisplayCopyPurchaseEnd = 0 DisplayCopyPurchaseStart = 0 displayC64 = $2000 ; graphics screen memory start jsr MakeDarkScreen ; one time zero variables in RAM (non zero page) lda #0 ldy #OneTimeZeroVariablesCount-1 @ sta OneTimeZeroVariables,y dey bpl @- ; one time zero variables in RAM (zero page) ldy #FirstZpageVariable @ sta $0000,y iny bne @- ; initialize variables in RAM (non zero page) ldy #initialvaluesCount-1 @ lda initialvaluesStart,y sta variablesToInitialize,y dey bpl @- ; set gradient to the full LGBTIQQAAPP+ flag on start mva #0 GradientNr ; #1 to set gradient number 2 :) (next one) jsr SelectNextGradient.NotWind ; generate linetables jsr GenerateLineTable ; Random INIT InitializeSIDrnd ;-------------------------------------------------- ; Main program of the game icl 'game.asm' ;-------------------------------------------------- ;-------------------------------------------------- .proc GetKey ; waits for pressing a key and returns pressed value in A ; when [ESC] is pressed, escFlag is set ; result: A=keycode ;-------------------------------------------------- jsr WaitForKeyRelease @ .IF TARGET = 800 lda SKSTAT cmp #$ff beq checkJoyGetKey ; key not pressed, check Joy cmp #$f7 ; SHIFT beq checkJoyGetKey .ELSE lda SkStatSimulator and #%11111110 bne checkJoyGetKey ; key not pressed, check Joy .ENDIF lda kbcode cmp #@kbcode._none beq checkJoyGetKey and #$3f ;CTRL and SHIFT ellimination cmp #@kbcode._esc ; 28 ; ESC bne getkeyend mvy #$80 escFlag bne getkeyend checkJoyGetKey ;------------JOY------------- ;happy happy joy joy ;check for joystick now lda STICK0 and #$0f cmp #$0f beq notpressedJoyGetKey tay lda joyToKeyTable,y bne getkeyend notpressedJoyGetKey ;fire lda STRIG0 beq JoyButton .IF TARGET = 800 ; Select and Option key only on A800 bne checkSelectKey checkSelectKey lda CONSOL 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 lda #@kbcode._ret ;Return key getkeyend ldy #0 sty ATRACT ; reset atract mode mvy #sfx_keyclick sfx_effect rts .endp ;-------------------------------------------------- .proc getkeynowait ;-------------------------------------------------- jsr WaitForKeyRelease lda kbcode and #$3f ;CTRL and SHIFT ellimination rts .endp ;-------------------------------------------------- .proc WaitForKeyRelease ;-------------------------------------------------- StillWait rts .endp ;-------------------------------------------------- .proc IsKeyPressed ; result: A=0 - yes , A>0 - no ;-------------------------------------------------- lda SKSTAT and #%00000100 beq @+ lda #1 @ and STRIG0 rts .endp ;-------------------------------------------------- .proc DemoModeOrKey ; Waits for the key pressed if at least one human is playing. ; Otherwise, waits 3 seconds (demo mode). ;-------------------------------------------------- ;check demo mode ldx numberOfPlayers dex checkForHuman ; if all in skillTable other than 0 then switch to DEMO MODE lda skillTable,x beq peopleAreHere dex bpl checkForHuman ; no people, just wait a bit ;pause 150 ldy #75 jsr PauseYFrames rts peopleAreHere jmp getkey ; jsr:rts .endp ;-------------------------------------------------- MakeDarkScreen ;-------------------------------------------------- jsr PMoutofScreen ; hide P/M mva #0 dmactls ; dark screen ; and wait one frame :) ;-------------------------------------------------- .proc WaitOneFrame ;-------------------------------------------------- lda CONSOL and #%00000101 ; Start + Option sne:mva #$40 escFlag and #%00000001 ; START KEY seq:wait ; or waitRTC ? rts .endp ;-------------------------------------------------- .proc PauseYFrames ; Y - number of frames to wait (divided by 2) ; pauses for maximally 510 frames (255 * 2) ;-------------------------------------------------- @ jsr WaitOneFrame jsr WaitOneFrame dey bne @- rts .endp ;-------------------------------------------------- .proc RmtSongSelect ; starting song line 0-255 to A reg ;-------------------------------------------------- rts .endp .proc CopyFromRom rts .endp ;-------------------------------------------------- icl 'C64/interrupts.asm' ;---------------------------------------------- icl 'constants.asm' ;---------------------------------------------- icl 'C64/textproc.asm' ;---------------------------------------------- icl 'grafproc.asm' ;---------------------------------------------- icl 'weapons.asm' ;---------------------------------------------- icl 'ai.asm' ;---------------------------------------------- icl 'artwork/talk.asm' ;---------------------------------------------- TankFont ins 'artwork/tanksv4.fnt',+0,384 ; 48 characters only ;---------------------------------------------- font4x4 ins 'artwork/font4x4s.bmp',+62 ;------------------------------------------------- .proc CheckTankCheat ldy #$07 lda TankNr asl asl asl ; 8 chars per name tax @ lda CheatName,y sec sbc tanksnames,x cmp #$27 bne NoCheat inx dey bpl @- YesCheat ldx TankNr lda TanksWeaponsTableL,x sta temp lda TanksWeaponsTableH,x sta temp+1 lda #99 @ iny sta (temp),y cpy #(number_of_weapons - 1) bne @- NoCheat rts .endp CheatName dta d" 008.T"+$27 ;---------------------------------------------- .proc DLIinterruptBFG pha lda dliCounter bne EndofBFGDLI lda dliColorsFore bit random bmi @+ lda DliColorBack @ sta COLPF2 lda dliColorsFore bit random bmi @+ lda DliColorBack @ sta COLPF1 EndofBFGDLI inc dliCounter pla rti .endp ; ------------------------ .proc BFGblink ; SetDLI DLIinterruptBFG ; blinking on ldy #50 jsr PauseYFrames ; SetDLI DLIinterruptGraph ; blinking off rts .endp ;---------------------------------------------- icl 'constants_top.asm' ;----------------------------------------------