mirror of
https://github.com/pkali/scorch_src.git
synced 2026-05-21 06:39:46 +02:00
@@ -47,6 +47,21 @@ With the advent of fujinet (https://fujinet.online/) we are thinking about makin
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||||
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||||
## Changes:
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||||
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||||
###### Build 145
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||||
2022-06-26
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Possibly last round of weapon additions!
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||||
@Pecusx added
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- working White Flag -- it is a way to give up while not making opponents richer!
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||||
- Battery - a must for every tank with low energy.
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- Strong Parachute - like a normal parachute, but stronger (it has energy and can work more than once)
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- Nuclear Winter - a quick and efficient solution to global worming, err, warning, WARMING!
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@mikerro added new SFX and in-game-tunes.
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- Pressing [S] turns on/off SFX (when aiming). Pressing [M] turns on/off in-game tunes.
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||||
Tickets closed:
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- https://github.com/pkali/scorch_src/issues/54 - holding joystick up or down longer speeds up force change. It makes playing with joystick much nicer.
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- https://github.com/pkali/scorch_src/issues/76 - a beginning of visual tweaks by Adam
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- infinite defensive weapons purchase bug fixed, to chagrin of some...
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###### Build 144
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2022-06-19
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||||
Father's day release comes with the most anticipated new feature: defensive weapons. Thanks to @Pecus we have 5 completely new weapons and a more reasonably working parachute. The stub of the instruction manual describing these weapons is available here: https://github.com/pkali/scorch_src/wiki/Instruction-manual.
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Binary file not shown.
Binary file not shown.
+22
-17
@@ -596,13 +596,13 @@ WeaponPriceH ; weapons prices (tables with prices of weapons)
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.by >price______________46
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||||
.by >price______________47
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||||
.by >price_White_Flag_____
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||||
.by >price_Heat_Guidance__
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||||
.by >price_Battery________
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||||
.by >price_Bal_Guidance___
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||||
.by >price_Horz_Guidance__
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.by >price_Vert_Guidance__
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.by >price_Lazy_Boy_______
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.by >price_Parachute______
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.by >price_Battery________
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.by >price_StrongParachute
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.by >price_Mag_Deflector__
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.by >price_Shield_________
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.by >price_Force_Shield___
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@@ -610,7 +610,7 @@ WeaponPriceH ; weapons prices (tables with prices of weapons)
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.by >price_Super_Mag______
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.by >price_Auto_Defense___
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.by >price_Fuel_Tank______
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.by >price_Contact_Trigger
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.by >price_Nuclear_Winter_
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WeaponPriceL
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.by <price_Baby_Missile___
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@@ -662,13 +662,13 @@ WeaponPriceL
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.by <price______________46
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||||
.by <price______________47
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||||
.by <price_White_Flag_____
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.by <price_Heat_Guidance__
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||||
.by <price_Battery________
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.by <price_Bal_Guidance___
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.by <price_Horz_Guidance__
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.by <price_Vert_Guidance__
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.by <price_Lazy_Boy_______
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.by <price_Parachute______
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||||
.by <price_Battery________
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.by <price_StrongParachute
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.by <price_Mag_Deflector__
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.by <price_Shield_________
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.by <price_Force_Shield___
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@@ -676,7 +676,7 @@ WeaponPriceL
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.by <price_Super_Mag______
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.by <price_Auto_Defense___
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.by <price_Fuel_Tank______
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.by <price_Contact_Trigger
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.by <price_Nuclear_Winter_
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;-------------------------------------------------
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; how many units (bulletd) of a given weapon we get for a given price
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@@ -734,13 +734,13 @@ WeaponUnits
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.by 0 ;_____________46
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.by 0 ;_____________47
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.by 1 ;White_Flag___48
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.by 6 ;Heat_Guidance__
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.by 3 ;Battery________
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.by 2 ;Bal_Guidance___
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.by 5 ;Horz_Guidance__
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.by 5 ;Vert_Guidance__
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.by 2 ;Lazy_Boy_______
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.by 8 ;Parachute______
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.by 10 ;Battery________
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.by 2 ;StrongParachute
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.by 2 ;Mag_Deflector__
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.by 3 ;Shield_________
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.by 3 ;Force_Shield___
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@@ -748,7 +748,7 @@ WeaponUnits
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.by 2 ;Super_Mag______
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.by 1 ;Auto_Defense___
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.by 10 ;Fuel_Tank______
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.by 25 ;Contact_Trigger
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.by 1 ;Nuclear_Winter_
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PurchaseMeTable ;weapons good to be purchased by the robot
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;the comment is an index in the tables
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@@ -811,8 +811,8 @@ WeaponSymbols
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.by $58,$59,$5a,$5b,$60,$7b,$7c,$7d
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.by $20,$00,$00,$00,$00,$00,$00,$00
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.by $00,$00,$00,$00,$00,$00,$00,$00
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.by $5f,$02,$03,$06,$1d,$0a,$1b,$1c ; defensives
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.by $1e,$3b,$3c,$3d,$3e,$3f,$5e,$00
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.by $5f,$1c,$03,$06,$1d,$0a,$1b,$1b ; defensives
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.by $1e,$3b,$3c,$3d,$3e,$3f,$5e,$7d
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; Names of weapons (16 chars long)
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NamesOfWeapons ;the comment is an index in the tables
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@@ -866,13 +866,13 @@ NamesOfWeapons ;the comment is an index in the tables
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dta d" " ; 47 ; special (no weapon) name to simplify display
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||||
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dta d"White Flag " ; 48 ($30)
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dta d"Heat Guidance " ; 49
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dta d"Battery " ; 49
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dta d"Bal Guidance " ; 50
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dta d"Horz Guidance " ; 51
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dta d"Vert Guidance " ; 52
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dta d"Lazy Boy " ; 53
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dta d"Parachute " ; 54 - no energy
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dta d"Battery " ; 55
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dta d"Strong Parachute" ; 55 - with energy (earlier Battery)
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dta d"Mag Deflector " ; 56 - with shield and energy
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dta d"Shield " ; 57 - shield for one shot - no energy
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dta d"Force Shield " ; 58 - shield with energy and parachute
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@@ -880,7 +880,7 @@ NamesOfWeapons ;the comment is an index in the tables
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dta d"Super Mag " ; 60
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dta d"Auto Defense " ; 61 - with shield and energy
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dta d"Fuel Tank " ; 62
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dta d"Contact Trigger " ; 63
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dta d"Nuclear Winter " ; 63
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DefensiveEnergy = * - 48
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.by 00 ; White Flag
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.by 00 ; Heat Guidance
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@@ -889,15 +889,15 @@ DefensiveEnergy = * - 48
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.by 00 ; Vert Guidance
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.by 00 ; Lazy Boy
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.by 00 ; Parachute
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.by 00 ; Battery
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.by 90 ; Mag Deflector
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.by 99 ; Strong Parachute
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||||
.by 99 ; Mag Deflector
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.by 00 ; Shield
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.by 99 ; Force Shield
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.by 99 ; Heavy Shield
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.by 00 ; Super Mag
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.by 99 ; Auto Defense
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.by 00 ; Fuel Tank
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.by 00 ; Contact Trigger
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.by 00 ; Nuclear Winter
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weaponsOfDeath
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dta 1,2,3,7,17,18,19,20,21,22,23,24,25,26,27
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weaponsOfDeathEnd
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@@ -919,5 +919,10 @@ scrcodes
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dta d"qrstuvwx"
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dta d"yz123456"
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dta d"7890." ; "-"
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||||
;-----------------------------------
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gameOverSpritesTop
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||||
; end of the Gover sprites by number of players
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; 1 2 3 4 5 6
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||||
.by 130,130,136,142,148,154
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||||
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||||
.endif
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+77
-3
@@ -60,13 +60,13 @@ price______________45 = 0
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||||
price______________46 = 0
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||||
price______________47 = 0
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||||
price_White_Flag_____ = $0 ;_48_($30)
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price_Heat_Guidance__ = $ffff ;_49
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price_Battery________ = 300 ;_49
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price_Bal_Guidance___ = $ffff ;_50
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price_Horz_Guidance__ = $ffff ;_51
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||||
price_Vert_Guidance__ = $ffff ;_52
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||||
price_Lazy_Boy_______ = $ffff ;_53
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||||
price_Parachute______ = 234 ;_54
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price_Battery________ = $ffff ;_55
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||||
price_StrongParachute = 1000 ;_55
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price_Mag_Deflector__ = 245 ;_56
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price_Shield_________ = 112 ;_57
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price_Force_Shield___ = 268 ;_58
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@@ -74,7 +74,72 @@ price_Heavy_Shield___ = 375 ;_59
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price_Super_Mag______ = $ffff ;_60
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price_Auto_Defense___ = 512 ;_61
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price_Fuel_Tank______ = $ffff ;_62
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price_Contact_Trigger = $ffff ;_63
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price_Nuclear_Winter_ = 1000 ;_63
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;Weapon indexes (numbers)
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ind_Baby_Missile___ = 0
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ind_Missile________ = 1
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ind_Baby_Nuke______ = 2
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ind_Nuke___________ = 3
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ind_LeapFrog_______ = 4
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ind_Funky_Bomb_____ = 5
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ind_MIRV___________ = 6
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ind_Death_s_Head___ = 7
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ind_Napalm_________ = 8
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ind_Hot_Napalm_____ = 9
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ind_Tracer_________ = 10
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ind_Smoke_Tracer___ = 11
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ind_Baby_Roller____ = 12
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||||
ind_Roller_________ = 13
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ind_Heavy_Roller___ = 14
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ind_Riot_Charge____ = 15
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ind_Riot_Blast_____ = 16
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ind_Riot_Bomb______ = 17
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ind_Heavy_Riot_Bomb = 18
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ind_Baby_Digger____ = 19
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ind_Digger_________ = 20
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ind_Heavy_Digger___ = 21
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ind_Baby_Sandhog___ = 22
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ind_Sandhog________ = 23
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ind_Heavy_Sandhog__ = 24
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ind_Dirt_Clod______ = 25
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ind_Dirt_Ball______ = 26
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ind_Ton_of_Dirt____ = 27
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ind_Liquid_Dirt____ = 28
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ind_Dirt_Charge____ = 29
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ind_Earth_Disrupter = 30
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ind_Plasma_Blast___ = 31
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ind_Laser__________ = 32
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ind______________33 = 0
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ind______________34 = 0
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ind______________35 = 0
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ind______________36 = 0
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ind______________37 = 0
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ind______________38 = 0
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||||
ind______________39 = 0
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||||
ind______________40 = 0
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||||
ind______________41 = 0
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||||
ind______________42 = 0
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||||
ind______________43 = 0
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||||
ind______________44 = 0
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||||
ind______________45 = 0
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||||
ind______________46 = 0
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||||
ind______________47 = 0
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||||
ind_White_Flag_____ = 48
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ind_Battery________ = 49
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ind_Bal_Guidance___ = 50
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ind_Horz_Guidance__ = 51
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||||
ind_Vert_Guidance__ = 52
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||||
ind_Lazy_Boy_______ = 53
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||||
ind_Parachute______ = 54
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||||
ind_StrongParachute = 55
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ind_Mag_Deflector__ = 56
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ind_Shield_________ = 57
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||||
ind_Force_Shield___ = 58
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ind_Heavy_Shield___ = 59
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||||
ind_Super_Mag______ = 60
|
||||
ind_Auto_Defense___ = 61
|
||||
ind_Fuel_Tank______ = 62
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||||
ind_Nuclear_Winter_ = 63
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;--------------------------------
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||||
; names of RMT instruments (sfx)
|
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;--------------------------------
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@@ -106,3 +171,12 @@ sfx_keyclick = $18 ;y
|
||||
sfx_shoot = $19 ;z
|
||||
sfx_seppuku = $1a ;1
|
||||
sfx_liquid_dirt = $1b ;2
|
||||
sfx_battery = $1c ;3
|
||||
sfx_white_flag = $1d ;4
|
||||
;--------------------------------
|
||||
; RMT songs (lines)
|
||||
;--------------------------------
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||||
song_silencio = $00
|
||||
song_end_round = $02
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||||
song_ingame = $06
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||||
song_game_over = $0b
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|
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+28
-13
@@ -587,20 +587,20 @@ UnequalTanks
|
||||
;-------------------------------------------------
|
||||
.proc drawtanks
|
||||
;-------------------------------------------------
|
||||
lda tanknr
|
||||
lda TankNr
|
||||
pha
|
||||
ldx #$00
|
||||
stx tanknr
|
||||
stx TankNr
|
||||
|
||||
DrawNextTank
|
||||
jsr drawtanknr
|
||||
inc tanknr
|
||||
ldx tanknr
|
||||
inc TankNr
|
||||
ldx TankNr
|
||||
Cpx NumberOfPlayers
|
||||
bne DrawNextTank
|
||||
|
||||
pla
|
||||
sta tankNr
|
||||
sta TankNr
|
||||
|
||||
rts
|
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.endp
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@@ -654,11 +654,11 @@ DrawTankNrX
|
||||
rorw xbyte ; divide by 2 (carry does not matter)
|
||||
lda xbyte
|
||||
clc
|
||||
adc #$24 ; P/M to graphics offset
|
||||
adc #PMOffset+1 ; P/M to graphics offset
|
||||
cpx #$4 ; 5th tank are joined missiles and offset is defferent
|
||||
bne NoMissile
|
||||
clc
|
||||
adc #$0C
|
||||
adc #$0C ; missile offset offset
|
||||
NoMissile
|
||||
sta hposp0,x
|
||||
; vertical position
|
||||
@@ -694,16 +694,18 @@ NoPlayerMissile
|
||||
; draw defensive weapons like shield ( tank number in X )
|
||||
; in xdraw, ydraw we have coordinates left LOWER corner of Tank char
|
||||
lda ActiveDefenceWeapon,x
|
||||
cmp #57 ; one shot shield activation
|
||||
cmp #ind_Shield_________ ; one shot shield
|
||||
beq ShieldDraw
|
||||
cmp #58 ; shield with energy and parachute activation
|
||||
cmp #ind_Force_Shield___ ; shield with energy and parachute
|
||||
beq ShieldDraw
|
||||
cmp #59 ; shield with energy activation
|
||||
cmp #ind_Heavy_Shield___ ; shield with energy
|
||||
beq ShieldDraw
|
||||
cmp #61 ; Auto Defence
|
||||
cmp #ind_Auto_Defense___ ; Auto Defence
|
||||
beq DrawTankShieldWihHorns
|
||||
cmp #56 ; Mag Deflector
|
||||
beq DrawTankShieldWihHorns
|
||||
cmp #ind_Mag_Deflector__ ; Mag Deflector
|
||||
beq DrawTankShieldWihHorns
|
||||
cmp #ind_White_Flag_____ ; White Flag
|
||||
beq DrawTankFlag
|
||||
bne NoShieldDraw
|
||||
ShieldDraw
|
||||
jsr DrawTankShield.DrawInPosition
|
||||
@@ -714,6 +716,19 @@ DrawTankShieldWihHorns
|
||||
jsr DrawTankShield.DrawInPosition
|
||||
jsr DrawTankShieldHorns
|
||||
rts
|
||||
DrawTankFlag
|
||||
lda #$5E ; flag symbol
|
||||
sta CharCode
|
||||
lda Ytankstable,x
|
||||
sec
|
||||
sbc #8
|
||||
sta ydraw
|
||||
lda XtanksTableL,x
|
||||
sta xdraw
|
||||
lda XtanksTableH,x
|
||||
sta xdraw+1
|
||||
jsr TypeChar
|
||||
rts
|
||||
.endp
|
||||
|
||||
; -------------------------------------
|
||||
|
||||
+65
-47
@@ -36,7 +36,7 @@
|
||||
;we decided it must go in 'English' to let other people work on it
|
||||
|
||||
.macro build
|
||||
dta d"144" ; number of this build (3 bytes)
|
||||
dta d"145" ; number of this build (3 bytes)
|
||||
.endm
|
||||
|
||||
icl 'definitions.asm'
|
||||
@@ -136,17 +136,6 @@ START
|
||||
jsr RandomizeSequence
|
||||
; for the round #1 shooting sequence is random
|
||||
|
||||
; activate mag deflector for all players (test)
|
||||
; ldx numberOfPlayers
|
||||
; dex
|
||||
;@
|
||||
; mva #56 ActiveDefenceWeapon,x
|
||||
; tay
|
||||
; lda DefensiveEnergy,y
|
||||
; sta ShieldEnergy,x ; set energy of shield
|
||||
; dex
|
||||
; bpl @-
|
||||
; mag deflector activated! (test)
|
||||
MainGameLoop
|
||||
jsr CallPurchaseForEveryTank
|
||||
|
||||
@@ -178,7 +167,8 @@ MainGameLoop
|
||||
; Results are number of other deaths
|
||||
; before the player dies itself
|
||||
|
||||
|
||||
lda #song_end_round
|
||||
jsr RmtSongSelect
|
||||
jsr DisplayResults
|
||||
|
||||
;check demo mode
|
||||
@@ -251,6 +241,7 @@ skipzeroing
|
||||
|
||||
inc CurrentRoundNr
|
||||
mva #0 dmactl ; issue #72
|
||||
jsr RmtSongSelect
|
||||
mva #sfx_silencer sfx_effect
|
||||
jmp MainGameLoop
|
||||
|
||||
@@ -265,6 +256,9 @@ skipzeroing
|
||||
; the shooting angle is randomized
|
||||
; of course gains an looses are zeroed
|
||||
|
||||
lda #song_ingame
|
||||
jsr RmtSongSelect
|
||||
|
||||
lda #0
|
||||
tax
|
||||
@ sta singleRoundVars,x
|
||||
@@ -313,12 +307,13 @@ SettingEnergies
|
||||
;jsr calculatemountains0 ;only for tests - makes mountains flat and 0 height
|
||||
|
||||
jsr SetMainScreen
|
||||
jsr ColorsOfSprites
|
||||
|
||||
jsr drawmountains ;draw them
|
||||
jsr drawtanks ;finally draw tanks
|
||||
|
||||
mva #0 TankSequencePointer
|
||||
;--------------------round screen is ready---------
|
||||
;---------round screen is ready---------
|
||||
rts
|
||||
.endp
|
||||
|
||||
@@ -424,6 +419,22 @@ ManualShooting
|
||||
seq:rts
|
||||
|
||||
AfterManualShooting
|
||||
; defensive weapons without flight handling
|
||||
ldx TankNr
|
||||
lda ActiveDefenceWeapon,x
|
||||
cmp #ind_White_Flag_____ ; White Flag
|
||||
beq ShootWhiteFlag
|
||||
cmp #ind_Nuclear_Winter_
|
||||
bne StandardShoot
|
||||
ShootAtomicWinter
|
||||
; --- nuclear winter ---
|
||||
jsr NuclearWinter
|
||||
jmp NextPlayerShoots ; and we skip shoot
|
||||
ShootWhiteFlag
|
||||
; --- white flag ---
|
||||
jsr WhiteFlag
|
||||
jmp NextPlayerShoots ; and we skip shoot
|
||||
StandardShoot
|
||||
inc noDeathCounter
|
||||
|
||||
jsr DecreaseWeaponBeforeShoot
|
||||
@@ -464,14 +475,12 @@ AfterExplode
|
||||
@
|
||||
|
||||
;temporary tanks removal (would fall down with soil)
|
||||
mva TankNr tempor2
|
||||
mva #1 Erase
|
||||
jsr drawtanks
|
||||
mva tempor2 TankNr
|
||||
mva #0 Erase
|
||||
lda FallDown2
|
||||
beq NoFallDown2
|
||||
jsr SoilDown2;
|
||||
jsr SoilDown2
|
||||
|
||||
NoFallDown2
|
||||
;here tanks are falling down
|
||||
@@ -779,6 +788,20 @@ NotNegativeShieldEnergy
|
||||
:8 sta hposp0+#
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc ColorsOfSprites
|
||||
lda TankColoursTable ; colours of sprites under tanks
|
||||
sta COLPM0S
|
||||
lda TankColoursTable+1
|
||||
sta COLPM1S
|
||||
lda TankColoursTable+2
|
||||
sta COLPM2S
|
||||
lda TankColoursTable+3
|
||||
sta COLPM3S
|
||||
LDA TankColoursTable+4
|
||||
STA COLPF3S ; joined missiles (5th tank)
|
||||
rts
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc WeaponCleanup;
|
||||
@@ -865,18 +888,6 @@ SetunPlots
|
||||
lda #$10 ; P/M priorities (bit 4 joins missiles)
|
||||
sta gtictls
|
||||
jsr PMoutofScreen
|
||||
lda TankColoursTable ; temporary colours of sprites under tanks
|
||||
sta COLPM0S
|
||||
lda TankColoursTable+1
|
||||
sta COLPM1S
|
||||
lda TankColoursTable+2
|
||||
sta COLPM2S
|
||||
lda TankColoursTable+3
|
||||
sta COLPM3S
|
||||
LDA TankColoursTable+4
|
||||
STA COLPF3S ; joined missiles (5th tank)
|
||||
mva #0 hscrol
|
||||
|
||||
|
||||
;let the tanks be visible!
|
||||
ldx #(maxPlayers-1)
|
||||
@@ -905,16 +916,14 @@ ClearResults
|
||||
lda #$ff ;initial value
|
||||
sta sfx_effect
|
||||
;
|
||||
ldx #<MODUL ;low byte of RMT module to X reg
|
||||
ldy #>MODUL ;hi byte of RMT module to Y reg
|
||||
lda #0 ;starting song line 0-255 to A reg
|
||||
jsr RASTERMUSICTRACKER ;Init
|
||||
lda #0
|
||||
jsr RmtSongSelect
|
||||
;
|
||||
VMAIN VBLinterrupt,6 ;jsr SetVBL
|
||||
|
||||
rts
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc DLIinterruptGraph
|
||||
;sta dliA
|
||||
;sty dliY
|
||||
@@ -935,7 +944,7 @@ ClearResults
|
||||
pla
|
||||
rti
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc DLIinterruptText
|
||||
;sta dliA
|
||||
pha
|
||||
@@ -947,7 +956,7 @@ ClearResults
|
||||
DLIinterruptNone
|
||||
rti
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc VBLinterrupt
|
||||
pha
|
||||
phx
|
||||
@@ -968,14 +977,16 @@ itsPAL
|
||||
; pressTimer is trigger tick counter. always 50 ticks / s
|
||||
bit:smi:inc pressTimer ; timer halted if >127. max time measured 2.5 s
|
||||
|
||||
|
||||
; ------- RMT -------
|
||||
lda sfx_effect
|
||||
bmi lab2
|
||||
asl @ ; * 2
|
||||
tay ;Y = 2,4,..,16 instrument number * 2 (0,2,4,..,126)
|
||||
ldx #0 ;X = 0 channel (0..3 or 0..7 for stereo module)
|
||||
lda #0 ;A = 12 note (0..60)
|
||||
jsr RASTERMUSICTRACKER+15 ;RMT_SFX start tone (It works only if FEAT_SFX is enabled !!!)
|
||||
lda #0 ;A = 0 note (0..60)
|
||||
bit noSfx
|
||||
smi:jsr RASTERMUSICTRACKER+15 ;RMT_SFX start tone (It works only if FEAT_SFX is enabled !!!)
|
||||
|
||||
lda #$ff
|
||||
sta sfx_effect ;reinit value
|
||||
@@ -999,9 +1010,7 @@ exitVBL
|
||||
bne @-
|
||||
rts
|
||||
.endp
|
||||
|
||||
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc RandomizeSequence
|
||||
; in: NumberOfPlayers
|
||||
; out: TankSequence
|
||||
@@ -1119,7 +1128,6 @@ LimitForce
|
||||
rts
|
||||
|
||||
.endp
|
||||
|
||||
;----------------------------------------------
|
||||
.proc MoveBarrelToNewPosition
|
||||
jsr DrawTankNr
|
||||
@@ -1153,7 +1161,7 @@ rotateLeft
|
||||
BarrelPositionIsFine
|
||||
rts
|
||||
|
||||
.endp
|
||||
.endp
|
||||
|
||||
;----------------------------------------------
|
||||
.proc SortSequence ;
|
||||
@@ -1283,9 +1291,8 @@ notpressedJoyGetKey
|
||||
getkeyend
|
||||
mvx #sfx_keyclick sfx_effect
|
||||
rts
|
||||
|
||||
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc getkeynowait
|
||||
;--------------------------------------------------
|
||||
@@ -1294,6 +1301,7 @@ getkeyend
|
||||
and #$3f ;CTRL and SHIFT ellimination
|
||||
rts
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc WaitForKeyRelease
|
||||
;--------------------------------------------------
|
||||
@@ -1309,7 +1317,16 @@ getkeyend
|
||||
rts
|
||||
.endp
|
||||
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc RmtSongSelect
|
||||
;--------------------------------------------------
|
||||
; starting song line 0-255 to A reg
|
||||
bit noMusic
|
||||
spl:lda #song_silencio
|
||||
ldx #<MODUL ;low byte of RMT module to X reg
|
||||
ldy #>MODUL ;hi byte of RMT module to Y reg
|
||||
jmp RASTERMUSICTRACKER ;Init, :RTS
|
||||
.endp
|
||||
;----------------------------------------------
|
||||
icl 'weapons.asm'
|
||||
;----------------------------------------------
|
||||
@@ -1331,6 +1348,7 @@ TankFont
|
||||
;----------------------------------------------
|
||||
icl 'variables.asm'
|
||||
;----------------------------------------------
|
||||
|
||||
; reserved space for RMT player
|
||||
.ds $0320
|
||||
.align $100
|
||||
@@ -1339,7 +1357,7 @@ TankFont
|
||||
|
||||
MODUL equ $b000 ;address of RMT module
|
||||
opt h- ;RMT module is standard Atari binary file already
|
||||
ins "artwork/sfx/scorch_trial0e_stripped.rmt" ;include music RMT module
|
||||
ins "artwork/sfx/scorch_trial0f_stripped.rmt" ;include music RMT module
|
||||
opt h+
|
||||
;
|
||||
;
|
||||
|
||||
BIN
Binary file not shown.
+76
-16
@@ -287,8 +287,8 @@ AfterPurchase
|
||||
; is being processed now
|
||||
mwa #ListOfWeapons xbyte
|
||||
ldx #$00 ; index of the checked weapon
|
||||
stx HowManyOnTheList1 ; amounts of weapons (shells, bullets) in both lists
|
||||
stx HowManyOnTheList2
|
||||
stx HowManyOnTheListOff ; amounts of weapons (shells, bullets) in both lists
|
||||
stx HowManyOnTheListDef
|
||||
|
||||
; Creating full list of the available weapons for displaying
|
||||
; in X there is an index of the weapon to be checked,
|
||||
@@ -437,25 +437,25 @@ notInventory
|
||||
bne NotTheSameAsLastTime
|
||||
lda WhichList
|
||||
bne @+
|
||||
lda HowManyOnTheList1
|
||||
lda HowManyOnTheListOff
|
||||
sta PositionOnTheList
|
||||
jmp NotTheSameAsLastTime
|
||||
@
|
||||
lda HowManyOnTheList2
|
||||
lda HowManyOnTheListDef
|
||||
sta PositionOnTheList
|
||||
NotTheSameAsLastTime
|
||||
; increase appropriate counter
|
||||
txa
|
||||
cpx #$30
|
||||
bcs DefenceList
|
||||
ldy HowManyOnTheList1
|
||||
ldy HowManyOnTheListOff
|
||||
sta IndexesOfWeaponsL1,y
|
||||
inc HowManyOnTheList1
|
||||
inc HowManyOnTheListOff
|
||||
bne NextLineOfTheList
|
||||
DefenceList
|
||||
ldy HowManyOnTheList2
|
||||
ldy HowManyOnTheListDef
|
||||
sta IndexesOfWeaponsL2,y
|
||||
inc HowManyOnTheList2
|
||||
inc HowManyOnTheListDef
|
||||
; If everything is copied then next line
|
||||
NextLineOfTheList
|
||||
adw xbyte #40
|
||||
@@ -491,7 +491,7 @@ WeHaveOffset
|
||||
; of the first erased char.
|
||||
; (multiplying taken from book of Ruszczyc 'Assembler 6502'
|
||||
|
||||
lda HowManyOnTheList1
|
||||
lda HowManyOnTheListOff
|
||||
sta xbyte+1 ; multiplier (temporarily here, it will be erased anyway)
|
||||
lda #$00 ; higher byte of the Result
|
||||
sta xbyte ; lower byte of the Result
|
||||
@@ -534,7 +534,7 @@ DoNotIncHigher1
|
||||
|
||||
; Multiply number on list 1 by 40 and set address
|
||||
; of the first erased char.
|
||||
lda HowManyOnTheList2
|
||||
lda HowManyOnTheListDef
|
||||
sta xbyte+1 ; multiplier
|
||||
lda #$00 ; higher byte of the Result
|
||||
sta xbyte ; lower byte of the Result
|
||||
@@ -658,17 +658,17 @@ PurchaseKeyDown
|
||||
lda WhichList
|
||||
beq GoDown1
|
||||
inc:lda PositionOnTheList
|
||||
cmp HowManyOnTheList2
|
||||
cmp HowManyOnTheListDef
|
||||
bne EndGoDownX
|
||||
ldy HowManyOnTheList2
|
||||
ldy HowManyOnTheListDef
|
||||
dey
|
||||
sty PositionOnTheList
|
||||
jmp ChoosingItemForPurchase
|
||||
GoDown1
|
||||
inc:lda PositionOnTheList
|
||||
cmp HowManyOnTheList1
|
||||
cmp HowManyOnTheListOff
|
||||
bne MakeOffsetDown
|
||||
ldy HowManyOnTheList1
|
||||
ldy HowManyOnTheListOff
|
||||
dey
|
||||
sty PositionOnTheList
|
||||
MakeOffsetDown
|
||||
@@ -785,7 +785,26 @@ invSelectDef
|
||||
lda IndexesOfWeaponsL2,y
|
||||
tay
|
||||
ldx tankNr
|
||||
cmp #ind_Battery________
|
||||
bne NotBattery
|
||||
; if activate battery, we do it differently
|
||||
mva #sfx_battery sfx_effect
|
||||
mva #99 Energy,x
|
||||
bne DecreaseDefensive ; bypass activation
|
||||
NotBattery
|
||||
cmp #ind_White_Flag_____
|
||||
bne NotWhiteFlag
|
||||
cmp ActiveDefenceWeapon,x
|
||||
bne NoDeactivateWhiteFlag
|
||||
mva #sfx_white_flag sfx_effect
|
||||
lda #$00 ; if try to activate activated White Flag then deactivate Defence
|
||||
sta ActiveDefenceWeapon,x
|
||||
sta ShieldEnergy,x
|
||||
beq DefActivationEnd
|
||||
NotWhiteFlag
|
||||
NoDeactivateWhiteFlag
|
||||
sta ActiveDefenceWeapon,x
|
||||
DecreaseDefensive
|
||||
; decrease number of defensives
|
||||
lda TanksWeaponsTableL,x
|
||||
sta weaponPointer
|
||||
@@ -798,6 +817,7 @@ invSelectDef
|
||||
|
||||
lda DefensiveEnergy,y
|
||||
sta ShieldEnergy,x
|
||||
DefActivationEnd
|
||||
jmp WaitForKeyRelease ; rts
|
||||
|
||||
.endp
|
||||
@@ -819,6 +839,8 @@ invSelectDef
|
||||
?noWeaponActive
|
||||
ldy #0
|
||||
?weaponFound
|
||||
cpy howManyOnTheListDef
|
||||
bcs ?noWeaponActive
|
||||
sty positionOnTheList
|
||||
rts
|
||||
.endp
|
||||
@@ -840,6 +862,8 @@ invSelectDef
|
||||
?noWeaponActive
|
||||
ldy #0
|
||||
?weaponFound
|
||||
cpy howManyOnTheListOff
|
||||
bcs ?noWeaponActive
|
||||
sty positionOnTheList
|
||||
rts
|
||||
.endp
|
||||
@@ -916,7 +940,7 @@ NoArrowUp
|
||||
stx MoreUpdl
|
||||
sty MoreUpdl+1
|
||||
; the same, bu scrolling down
|
||||
lda HowManyOnTheList1
|
||||
lda HowManyOnTheListOff
|
||||
ldx #<EmptyLine
|
||||
ldy #>EmptyLine
|
||||
sec
|
||||
@@ -1578,8 +1602,9 @@ quit_seppuku
|
||||
.proc DisplayResults ;
|
||||
;displays results of the round
|
||||
;using 4x4 font
|
||||
jsr RoundOverSprites
|
||||
|
||||
|
||||
mva #sfx_smoke_cloud sfx_effect
|
||||
mva #1 plot4x4color
|
||||
|
||||
;centering the result screen
|
||||
@@ -1609,6 +1634,8 @@ quit_seppuku
|
||||
beq @+ ;unconditional jump, because TypeLine4x4 ends with beq
|
||||
|
||||
GameOver4x4
|
||||
lda #song_game_over
|
||||
jsr RmtSongSelect
|
||||
mwa #LineGameOver LineAddress4x4
|
||||
mwa #((ScreenWidth/2)-(8*4)) LineXdraw
|
||||
mva ResultY LineYdraw
|
||||
@@ -1965,5 +1992,38 @@ NextChar02
|
||||
rts
|
||||
.endp
|
||||
;-------------------------------------------------
|
||||
.proc RoundOverSprites
|
||||
; fill sprites with bytes
|
||||
ldy numberOfPlayers
|
||||
dey
|
||||
lda gameOverSpritesTop,y
|
||||
sta temp
|
||||
|
||||
; clean the whole sprite
|
||||
lda #0
|
||||
tax
|
||||
@ sta PMGraph+$400,x
|
||||
sta PMGraph+$500,x
|
||||
dex
|
||||
bne @-
|
||||
|
||||
; set background
|
||||
lda #$ff
|
||||
ldx #100 ; top of the sprites
|
||||
@ sta PMGraph+$400,x
|
||||
sta PMGraph+$500,x
|
||||
inx
|
||||
cpx temp
|
||||
bne @-
|
||||
GOSbeg = 112
|
||||
mva #GOSbeg hposp0
|
||||
mva #GOSbeg+12 hposp0+1
|
||||
|
||||
mva #15 COLPM0S
|
||||
sta COLPM1S
|
||||
|
||||
rts
|
||||
.endp
|
||||
;-------------------------------------------------
|
||||
|
||||
.endif
|
||||
+4
-2
@@ -19,6 +19,8 @@ seppukuVal .by 75
|
||||
skilltable ; computer controlled players' skills (1-8), 0 - human (no cleaning, ticket #30)
|
||||
.DS [MaxPlayers]
|
||||
;----------------------------------------------------
|
||||
noMusic .by 0 ; 0 - play music, $ff - do not play music
|
||||
noSfx .by 0 ; 0 - play SFX, $ff - do not play SFX
|
||||
; 4x4 text buffer
|
||||
ResultLineBuffer
|
||||
dta d" ", $ff
|
||||
@@ -256,9 +258,9 @@ IndexesOfWeaponsL2
|
||||
; variables storing amount of weapons on the first and second
|
||||
; list and pointer position
|
||||
|
||||
HowManyOnTheList1
|
||||
HowManyOnTheListOff
|
||||
.DS 1
|
||||
HowManyOnTheList2
|
||||
HowManyOnTheListDef
|
||||
.DS 1
|
||||
PositionOnTheList ; pointer position on the list being displayed
|
||||
.DS 1
|
||||
|
||||
+187
-48
@@ -33,7 +33,7 @@ ExplosionRoutines
|
||||
.word VOID-1 ;napalm
|
||||
.word VOID-1 ;hotnapalm
|
||||
.word tracer-1
|
||||
.word VOID-1 ;smoketracer
|
||||
.word tracer-1 ;smoketracer
|
||||
.word babyroller-1
|
||||
.word roller-1
|
||||
.word heavyroller-1
|
||||
@@ -57,6 +57,7 @@ ExplosionRoutines
|
||||
.word laser-1
|
||||
|
||||
VOID
|
||||
tracer
|
||||
rts
|
||||
.endp
|
||||
; ------------------------
|
||||
@@ -264,10 +265,6 @@ NoLowerCircle
|
||||
rts
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc tracer
|
||||
rts
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc babyroller
|
||||
inc FallDown2
|
||||
mva #11 ExplosionRadius
|
||||
@@ -656,15 +653,15 @@ DistanceCheckLoop
|
||||
tay
|
||||
; check shields
|
||||
lda ActiveDefenceWeapon,x
|
||||
cmp #57 ; one hit shield
|
||||
cmp #ind_Shield_________ ; one hit shield
|
||||
beq UseShield
|
||||
cmp #58 ; shield with energy and parachute
|
||||
cmp #ind_Force_Shield___ ; shield with energy and parachute
|
||||
beq UseShieldWithEnergy
|
||||
cmp #59 ; shield with energy
|
||||
cmp #ind_Heavy_Shield___ ; shield with energy
|
||||
beq UseShieldWithEnergy
|
||||
cmp #61 ; Auto Defence (it works only if hit ground next to tank. Tank hit is handled in Flight proc)
|
||||
cmp #ind_Auto_Defense___ ; Auto Defence (it works only if hit ground next to tank. Tank hit is handled in Flight proc)
|
||||
beq UseShieldWithEnergy
|
||||
cmp #56 ; Mag deflector (it works only if hit ground next to tank. Tank hit is handled in Flight proc)
|
||||
cmp #ind_Mag_Deflector__ ; Mag deflector (it works only if hit ground next to tank. Tank hit is handled in Flight proc)
|
||||
beq UseShieldWithEnergy
|
||||
jsr DecreaseEnergyX
|
||||
jmp EndOfDistanceCheckLoop
|
||||
@@ -1046,6 +1043,11 @@ notpressed
|
||||
cmp #$0d ; I
|
||||
bne @+
|
||||
callInventory
|
||||
; Hide all tanks - after inventory they may have other shapes
|
||||
mva #1 Erase
|
||||
jsr DrawTanks
|
||||
mva #0 Erase
|
||||
;
|
||||
mva #$ff isInventory
|
||||
jsr Purchase
|
||||
mva #0 escFlag
|
||||
@@ -1076,6 +1078,10 @@ jumpFromStick
|
||||
jeq pressedSpace
|
||||
cmp #$2c
|
||||
jeq pressedTAB
|
||||
cmp #$25 ; M
|
||||
jeq pressedM
|
||||
cmp #$3e ; S
|
||||
jeq pressedS
|
||||
jmp notpressed
|
||||
checkJoy
|
||||
;------------JOY-------------
|
||||
@@ -1233,6 +1239,22 @@ CTRLpressedTAB
|
||||
jsr WaitForKeyRelease
|
||||
jmp BeforeFire
|
||||
|
||||
pressedM
|
||||
; have you tried turning the music off and on again?
|
||||
lda #$ff
|
||||
eor:sta noMusic
|
||||
lda #song_ingame
|
||||
jsr RmtSongSelect
|
||||
jsr WaitForKeyRelease
|
||||
jmp BeforeFire
|
||||
|
||||
pressedS
|
||||
; have you tried turning sfx off and on again?
|
||||
lda #$ff
|
||||
eor:sta noSfx
|
||||
jsr WaitForKeyRelease
|
||||
jmp BeforeFire
|
||||
|
||||
|
||||
pressedSpace
|
||||
;=================================
|
||||
@@ -1241,7 +1263,7 @@ pressedSpace
|
||||
jsr WaitForKeyRelease
|
||||
lda pressTimer
|
||||
cmp #25 ; 1/2s
|
||||
bcs fire
|
||||
bcc fire
|
||||
jmp callInventory
|
||||
fire
|
||||
RTS
|
||||
@@ -1272,7 +1294,7 @@ RandomizeOffensiveText
|
||||
|
||||
ldx TankNr
|
||||
lda ActiveWeapon,x
|
||||
cmp #$20 ; laser
|
||||
cmp #ind_Laser__________ ; laser
|
||||
bne NotStrongShoot
|
||||
mva #0 color
|
||||
lda #7
|
||||
@@ -1345,9 +1367,11 @@ ShotUnderGround
|
||||
; let's check if the given tank has got the parachute
|
||||
ldx TankNr
|
||||
lda ActiveDefenceWeapon,x
|
||||
cmp #54 ; parachute
|
||||
cmp #ind_Parachute______ ; parachute
|
||||
beq ParachuteActive
|
||||
cmp #58 ; scheld witch energy and parachute
|
||||
cmp #ind_StrongParachute ; strong parachute
|
||||
beq ParachuteActive
|
||||
cmp #ind_Force_Shield___ ; shield witch energy and parachute
|
||||
bne TankFallsX
|
||||
ParachuteActive
|
||||
inc Parachute
|
||||
@@ -1417,6 +1441,44 @@ ItStillFalls
|
||||
FallDiagonally
|
||||
NoFallingDown
|
||||
ParachutePresent
|
||||
; check parachute type
|
||||
lda ActiveDefenceWeapon,x
|
||||
cmp #ind_StrongParachute ; strong parachute
|
||||
bne OneTimeParachute
|
||||
; decreasing energy of parachute - if the vertical fall, substract 2
|
||||
; and if at an angle then substract 1
|
||||
ldy #1 ; how much energy to substract
|
||||
lda IfFallDown
|
||||
and #1
|
||||
beq NoFallingDown2
|
||||
ldx TankNr
|
||||
jsr DecreaseShieldEnergyX
|
||||
cpy #0 ; is necessary to reduce tenk energy ?
|
||||
beq @+
|
||||
jsr DecreaseEnergyX
|
||||
@
|
||||
ldy #1
|
||||
lda IfFallDown
|
||||
and #6
|
||||
bne FallDiagonally2
|
||||
ldx TankNr
|
||||
jsr DecreaseShieldEnergyX
|
||||
cpy #0 ; is necessary to reduce tenk energy ?
|
||||
beq @+
|
||||
jsr DecreaseEnergyX
|
||||
@
|
||||
; check energy of parachute
|
||||
|
||||
lda ShieldEnergy,x
|
||||
bne OneTimeParachute
|
||||
mva #0 Parachute
|
||||
mva #0 ActiveDefenceWeapon,x ; deactivate defence weapon (parachute)
|
||||
; and now we must clear parachute symbol
|
||||
mva #1 Erase
|
||||
jsr DrawTankParachute
|
||||
FallDiagonally2
|
||||
NoFallingDown2
|
||||
OneTimeParachute
|
||||
; we must set flag meaning that the tank was falling down
|
||||
; because later maybe the number of parachutes will decrease
|
||||
; (if there were parachutes and they were ON)
|
||||
@@ -1424,7 +1486,7 @@ ParachutePresent
|
||||
lda Parachute
|
||||
ora #2 ; we set bit nr 1 (nr 0 means that parachute is present)
|
||||
sta Parachute
|
||||
|
||||
testowanie
|
||||
; storing last direction of falling
|
||||
; (it is not necessarily the direction from the previous
|
||||
; iteraction, so we must check directional bits before storing)
|
||||
@@ -1472,17 +1534,7 @@ NotRightEdge
|
||||
beq DoNotClearParachute
|
||||
; here we clear the parachute
|
||||
ldx TankNr
|
||||
lda #$34
|
||||
sta CharCode
|
||||
lda Ytankstable,x
|
||||
sec
|
||||
sbc #8
|
||||
sta ydraw
|
||||
lda XtanksTableL,x
|
||||
sta xdraw
|
||||
lda XtanksTableH,x
|
||||
sta xdraw+1
|
||||
jsr TypeChar
|
||||
jsr DrawTankParachute
|
||||
DoNotClearParachute
|
||||
mva #0 Erase
|
||||
ldx TankNr
|
||||
@@ -1525,17 +1577,7 @@ DoesNotFallRight
|
||||
|
||||
; here we draw parachute
|
||||
ldx TankNr
|
||||
lda #$34
|
||||
sta CharCode
|
||||
lda Ytankstable,x
|
||||
sec
|
||||
sbc #8
|
||||
sta ydraw
|
||||
lda XtanksTableL,x
|
||||
sta xdraw
|
||||
lda XtanksTableH,x
|
||||
sta xdraw+1
|
||||
jsr TypeChar
|
||||
jsr DrawTankParachute
|
||||
DoNotDrawParachute
|
||||
lda EndOfTheFallFlag
|
||||
jeq TankFallsX
|
||||
@@ -1552,11 +1594,24 @@ EndOfFall
|
||||
mva #1 Erase
|
||||
ldx TankNr
|
||||
lda ActiveDefenceWeapon,x
|
||||
cmp #54 ; deactivate weapon only if parachute (53)
|
||||
cmp #ind_Parachute______ ; deactivate weapon only if parachute (54)
|
||||
bne NoParachuteWeapon
|
||||
mva #0 ActiveDefenceWeapon,x ; deactivate defence weapon (parachute)
|
||||
NoParachuteWeapon
|
||||
lda #$34
|
||||
jsr DrawTankParachute
|
||||
mva #0 Erase
|
||||
ldx TankNr
|
||||
jsr DrawTankNr ; redraw tank after erase parachute (exactly for redraw leaky schield :) )
|
||||
ThereWasNoParachute
|
||||
mva #sfx_silencer sfx_effect
|
||||
rts
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc DrawTankParachute
|
||||
;Tank number in X
|
||||
;--------------------------------------------------
|
||||
lda #$34 ; parachute symbol
|
||||
sta CharCode
|
||||
lda Ytankstable,x
|
||||
sec
|
||||
@@ -1567,14 +1622,8 @@ NoParachuteWeapon
|
||||
lda XtanksTableH,x
|
||||
sta xdraw+1
|
||||
jsr TypeChar
|
||||
mva #0 Erase
|
||||
ldx TankNr
|
||||
jsr DrawTankNr ; redraw tank after erase parachute (exactly for redraw leaky schield :) )
|
||||
ThereWasNoParachute
|
||||
mva #sfx_silencer sfx_effect
|
||||
rts
|
||||
rts
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc Flight ; Force(byte.byte), Wind(0.word)
|
||||
; Angle(byte) 128=0, 255=maxright, 0=maxleft
|
||||
@@ -1858,9 +1907,9 @@ EndOfFlight2
|
||||
tax
|
||||
dex ; index of tank in X
|
||||
lda ActiveDefenceWeapon,x
|
||||
cmp #61 ; Auto Defence
|
||||
cmp #ind_Auto_Defense___ ; Auto Defence
|
||||
beq AutoDefence
|
||||
cmp #56 ; Mag Deflector
|
||||
cmp #ind_Mag_Deflector__ ; Mag Deflector
|
||||
bne NoDefence
|
||||
MagDeflector
|
||||
; now run defensive-aggressive weapon - Mag Deflector!
|
||||
@@ -2290,6 +2339,96 @@ MIRValreadyAll
|
||||
rts
|
||||
.endp
|
||||
|
||||
; -------------------------------------------------
|
||||
.proc WhiteFlag
|
||||
; -------------------------------------------------
|
||||
; This routine is run from inside of the main loop
|
||||
; and replaces Shoot and Flight routines
|
||||
; X and TankNr - index of shooting tank
|
||||
; -------------------------------------------------
|
||||
mva #sfx_death_begin sfx_effect
|
||||
jsr FlashTank ; first we flash tank
|
||||
mva #1 Erase
|
||||
jsr DrawTankNr ; and erase tank
|
||||
mva #0 Erase
|
||||
ldx TankNr
|
||||
sta Energy,x ; clear tank energy
|
||||
sta eXistenZ,x ; erase from existence
|
||||
sta LASTeXistenZ,x ; to prevent explosion
|
||||
sta ActiveDefenceWeapon,x ; deactivate White Flag
|
||||
jsr PMoutofScreen
|
||||
jsr drawtanks ; for restore PM
|
||||
mva #sfx_silencer sfx_effect
|
||||
rts
|
||||
.endp
|
||||
|
||||
; -------------------------------------------------
|
||||
.proc NuclearWinter
|
||||
; -------------------------------------------------
|
||||
; This routine is run from inside of the main loop
|
||||
; and replaces Shoot and Flight routines
|
||||
; X and TankNr - index of shooting tank
|
||||
; -------------------------------------------------
|
||||
mva #sfx_sandhog sfx_effect
|
||||
ldy #0 ; byte counter (from 0 to 39)
|
||||
NextColumn
|
||||
; big loop - we repat internal loops for each column of bytes
|
||||
sty magic
|
||||
ldx #120 ; line counter (from 0 to 60 )
|
||||
; first loop - inverse column of bytes for a while
|
||||
ldy magic
|
||||
NextLine1
|
||||
jsr InverseScreenByte
|
||||
dex
|
||||
dex
|
||||
bpl NextLine1
|
||||
;
|
||||
wait ; wait uses A and Y
|
||||
; second loop - inverse again and put random "snow" to column of bytes
|
||||
ldx #120
|
||||
ldy magic
|
||||
mva #$55 magic+1
|
||||
NextLine2
|
||||
jsr InverseScreenByte
|
||||
lda random
|
||||
ora magic+1
|
||||
and (temp),y
|
||||
sta (temp),y
|
||||
lda magic+1
|
||||
eor #$ff
|
||||
sta magic+1
|
||||
dex
|
||||
dex
|
||||
bpl NextLine2
|
||||
; and go to next column
|
||||
iny
|
||||
cpy #40
|
||||
bne NextColumn
|
||||
; and we have "snow" :)
|
||||
lda #0
|
||||
ldx TankNr
|
||||
sta ActiveDefenceWeapon,x ; deactivate Nuclear Winter
|
||||
|
||||
sta RangeLeft ; whole screen in range of soil down
|
||||
sta RangeLeft+1
|
||||
mwa #screenwidth RangeRight
|
||||
jsr SoilDown2
|
||||
jsr drawtanks ; for restore PM
|
||||
rts
|
||||
|
||||
; in order to optimize the fragment repeated in both internal loops
|
||||
; we save 15 bytes :)
|
||||
InverseScreenByte
|
||||
lda LineTableL,x
|
||||
sta temp
|
||||
lda LineTableH,x
|
||||
sta temp+1
|
||||
lda (temp),y
|
||||
eor #$ff
|
||||
sta (temp),y
|
||||
rts
|
||||
.endp
|
||||
|
||||
; -------------------------------------------------
|
||||
.proc CheckCollisionWithTank
|
||||
; -------------------------------------------------
|
||||
|
||||
Reference in New Issue
Block a user