diff --git a/constants.asm b/constants.asm index 355f73c..1ba37ee 100644 --- a/constants.asm +++ b/constants.asm @@ -11,8 +11,6 @@ dliColorsBack :10 .by $02,$00 dliColorsFore .by $0a -TextBackgroundColor = $02 ; REAL constans - use: LDA #TextBackgroundColor -TextForegroundColor = $0c CashOptionL ;(one zero less than on the screen) .by 0,<200,<800,<1200,<2000 CashOptionH diff --git a/definitions.asm b/definitions.asm index 87af599..f257c4d 100644 --- a/definitions.asm +++ b/definitions.asm @@ -11,6 +11,9 @@ PMOffsetX = $2C ; P/M to graphics offset PMOffsetY = $23 ; P/M to graphics offset napalmRadius = 10 +TextBackgroundColor = $02 ; REAL constans - use: LDA #TextBackgroundColor +TextForegroundColor = $0c + ;Weapon prices (*10 on screen) price_Baby_Missile___ = 0 ;_0 price_Missile________ = 96 ;_1 diff --git a/scorch.asm b/scorch.asm index 71ac0a2..e26a8ac 100644 --- a/scorch.asm +++ b/scorch.asm @@ -213,22 +213,22 @@ CalculateGains lda moneyH,x adc gainH,x sta moneyH,x - ; substract loose - ; if loose is greater than money then zero money + ; substract lose + ; if lose is greater than money then zero money lda moneyH,x - cmp looseH,x + cmp loseH,x bcc zeromoney - bne substractloose + bne substractlose lda moneyL,x - cmp looseL,x + cmp loseL,x bcc zeromoney -substractloose +substractlose sec lda moneyL,x - sbc looseL,x + sbc loseL,x sta moneyL,x lda moneyH,x - sbc looseH,x + sbc loseH,x sta moneyH,x jmp skipzeroing zeromoney @@ -244,7 +244,8 @@ skipzeroing jne START inc CurrentRoundNr - mva #0 dmactl ; issue #72 + lda #$0 + sta dmactl ; issue #72 jsr RmtSongSelect mva #sfx_silencer sfx_effect jmp MainGameLoop @@ -258,12 +259,15 @@ skipzeroing ; the maximum shooting energy to 990 (it is 10*energy) ; the default shooting energy to 350 ; the shooting angle is randomized -; of course gains an looses are zeroed +; of course gains an loses are zeroed lda #song_ingame jsr RmtSongSelect lda #0 + sta sizep0 ; P0-P1 widths + sta sizep0+1 + tax @ sta singleRoundVars,x inx @@ -275,8 +279,8 @@ SettingEnergies lda #$00 sta gainL,x sta gainH,x - sta looseL,x - sta looseH,x + sta loseL,x + sta loseH,x lda #99 sta Energy,x sta eXistenZ,x @@ -710,14 +714,14 @@ NotShooter ;increases gain of tank TankNr ;-------------------------------------------------- sty EnergyDecrease - ; Loose increase - lda looseL,x + ; Lose increase + lda loseL,x clc adc EnergyDecrease - sta looseL,x - lda looseH,x + sta loseL,x + lda loseH,x adc #$00 - sta looseH,x + sta loseH,x ; Energy now, not less than 0 lda Energy,x cmp EnergyDecrease diff --git a/scorch.xex b/scorch.xex index af5f602..d745670 100644 Binary files a/scorch.xex and b/scorch.xex differ diff --git a/textproc.asm b/textproc.asm index 598fe52..a8eb1a9 100644 --- a/textproc.asm +++ b/textproc.asm @@ -2064,6 +2064,10 @@ NextChar02 dex bne @- + lda #$01 + sta sizep0 ; P0-P1 widths + sta sizep0+1 + ; set background lda #$ff ldx #100 ; top of the sprites diff --git a/variables.asm b/variables.asm index cc52773..6d5ba36 100644 --- a/variables.asm +++ b/variables.asm @@ -58,16 +58,16 @@ moneyL ;---------------------------------------------------- gainH ;how much money player gets after the round ;it is gathered during the round basing on energy - ;opponents loose after player's shoots + ;opponents lose after player's shoots .DS [MaxPlayers] gainL .DS [MaxPlayers] ;---------------------------------------------------- -looseH ;how much player looses after the round +loseH ;how much player looses after the round ;calculated from REAL energy loss ;(not only to zero energy) .DS [MaxPlayers] -looseL +loseL .DS [MaxPlayers] ;---------------------------------------------------- Energy