mirror of
https://github.com/pkali/scorch_src.git
synced 2026-05-20 22:34:21 +02:00
+2
-2
@@ -24,7 +24,7 @@ On the first screen, you can configure gameplay options:
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Select options with cursor keys or a joystick.
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Select options with cursor keys or a joystick.
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The [TAB] or [SELECT] key, and on the Atari 5200 console the [5] controller key change the color of the mountains.
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The [TAB] or [SELECT] key, and on the Atari 5200 console the [5] controller key change the color of the mountains (3 versions to choose).
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The [RETURN] key or a joystick button moves to the next screen.
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The [RETURN] key or a joystick button moves to the next screen.
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@@ -178,7 +178,7 @@ Only these points determine the order in the summary
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* **Nuclear Winter** - adds nothing, takes nothing away :) - in fact, it is not so much a defensive weapon as a double-edged one. It floods the area with "radioactive" fallout, which is ordinary soil. If you do not have at hand any weapon that digs up the terrain, and for that a shield (preferably disposable), then after such "fallout" you will have to shoot yourself - because being underground is otherwise impossible. Alternatively, **White Flag** always remains.
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* **Nuclear Winter** - adds nothing, takes nothing away :) - in fact, it is not so much a defensive weapon as a double-edged one. It floods the area with "radioactive" fallout, which is ordinary soil. If you do not have at hand any weapon that digs up the terrain, and for that a shield (preferably disposable), then after such "fallout" you will have to shoot yourself - because being underground is otherwise impossible. Alternatively, **White Flag** always remains.
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* **Long Schlong** - a special weapon :) - Costs a lot, doesn't really help with anything (except possibly digging yourself out but only when slightly buried but it has a cool name and looks cool :) - It can be activated independently of other defensive weapons and remains active until the end of the round (it cannot be deactivated).
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* **Long Schlong** - a special weapon :) - Costs a lot, doesn't really help with anything (except possibly digging yourself out but only when slightly buried but it has a cool name and looks cool :) - It can be activated independently of other defensive weapons and remains active until the end of the round (it cannot be deactivated).
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* **Lazy Boy** - it is not actually a defensive weapon. It is an aiming aid. When it is activated, the tank tries to aim at the nearest enemy and automatically adjusts the power of the shot and angle. If it has too little energy, it can sometimes aim wrong (it uses a method like **Cyborg** to aim). Like **Battery**, it does not deactivate other defensive weapons when used. Note: There is no point in activating this weapon before the round, targeting will not take place because there is nothing to target yet.
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* **Lazy Boy** - it is not actually a defensive weapon. It is an aiming aid. When it is activated, the tank tries to aim at the nearest enemy and automatically adjusts the power of the shot and angle. If it has too little energy, it can sometimes aim wrong (it uses a method like **Cyborg** to aim). Like **Battery**, it does not deactivate other defensive weapons when used. Note: There is no point in activating this weapon before the round, targeting will not take place because there is nothing to target yet.
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* **Lazy Darwin** - works exactly like **Lazy Boy** but targets the weakest opponent.
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* **Lazy Darwin** - works just like **Lazy Boy** but targets the weakest opponent. In this weapon, after automatic targeting, "visual targeting" remains active, so you can easily change the target and independently select another opponent by seeing if you hit him.
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* **Auto Defense** - activates the mode of automatic activation of defensive weapons. After its activation, the tank automatically activates the strongest shield it has (consuming it, of course) at any time when there is no shield (also between shots of other players). At the same time, if the tank's energy level drops below 30 units, it automatically activates **Battery** if it has it. This weapon remains active until the end of the round and is indicated by the "computer" symbol before the name of the active defensive weapon in the status line. It is the second defensive weapon that does not deactivate other defensive weapons when used.
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* **Auto Defense** - activates the mode of automatic activation of defensive weapons. After its activation, the tank automatically activates the strongest shield it has (consuming it, of course) at any time when there is no shield (also between shots of other players). At the same time, if the tank's energy level drops below 30 units, it automatically activates **Battery** if it has it. This weapon remains active until the end of the round and is indicated by the "computer" symbol before the name of the active defensive weapon in the status line. It is the second defensive weapon that does not deactivate other defensive weapons when used.
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* **Spy Hard** - Help for the forgetful :) . When activated, it shows a preview of information about the next opponents one by one. Left/Right - changes the "spied" tank. Fire/Space/Return/Esc - ends the "spying". This is the last defensive weapon, which does not deactivate other defensive weapons when used.
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* **Spy Hard** - Help for the forgetful :) . When activated, it shows a preview of information about the next opponents one by one. Left/Right - changes the "spied" tank. Fire/Space/Return/Esc - ends the "spying". This is the last defensive weapon, which does not deactivate other defensive weapons when used.
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+2
-2
@@ -23,7 +23,7 @@ Na pierwszym ekranie możemy skonfigurować opcje rozgrywki:
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Wybór opcji klawiszami kursora lub joystickiem.
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Wybór opcji klawiszami kursora lub joystickiem.
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Klawisz [TAB] lub [SELECT], a na konsoli Atari 5200 klawisz [5] kontrolera zmieniają kolor gór.
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Klawisz [TAB] lub [SELECT], a na konsoli Atari 5200 klawisz [5] kontrolera zmieniają kolor gór (3 wersje do wyboru).
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Klawisz [RETURN] lub przycisk Joysticka przechodzi do następnego ekranu.
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Klawisz [RETURN] lub przycisk Joysticka przechodzi do następnego ekranu.
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@@ -178,7 +178,7 @@ Tylko te punkty decydują o kolejności w podsumowaniu
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* **Nuclear Winter** - nic nie dodaje, nic nie zabiera :) - w zasadzie to broń nie tyle defensywna co obosieczna. Zasypuje teren opadem "radioaktywnym", który jest zwyczajną glebą. Jeśli nie mamy pod ręką żadnej broni odkopującej teren i do tego osłony (najlepiej jednorazowej), to po takim "opadzie" będzie trzeba strzelić do siebie - bo będąc pod ziemią inaczej się nie da. Ewentualnie pozostaje zawsze White Flag.
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* **Nuclear Winter** - nic nie dodaje, nic nie zabiera :) - w zasadzie to broń nie tyle defensywna co obosieczna. Zasypuje teren opadem "radioaktywnym", który jest zwyczajną glebą. Jeśli nie mamy pod ręką żadnej broni odkopującej teren i do tego osłony (najlepiej jednorazowej), to po takim "opadzie" będzie trzeba strzelić do siebie - bo będąc pod ziemią inaczej się nie da. Ewentualnie pozostaje zawsze White Flag.
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* **Long Schlong** - broń specjalna :) - kosztuje dużo, nie bardzo w czymkolwiek pomaga (poza ewentualnym odkopaniem się ale tylko przy niewielkim przysypaniu ale fajnie się nazywa i wygląda :) - Można ją aktywować niezależnie od innych broni defensywnych i pozostaje aktywna do końca rundy (nie da się jej dezaktywować).
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* **Long Schlong** - broń specjalna :) - kosztuje dużo, nie bardzo w czymkolwiek pomaga (poza ewentualnym odkopaniem się ale tylko przy niewielkim przysypaniu ale fajnie się nazywa i wygląda :) - Można ją aktywować niezależnie od innych broni defensywnych i pozostaje aktywna do końca rundy (nie da się jej dezaktywować).
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* **Lazy Boy** - nie jest to właściwie broń defensywna. Jest to wspomaganie celowania. Po jej aktywacji czołg stara się wycelować w najbliższego przeciwnika i automatycznie ustawia siłę strzału oraz kąt. W przypadku posiadania zbyt małej ilości energii może czasem wycelować źle (do celowania stosuje metodę taką jak **Cyborg**). Tak jak **Battery** nie dezaktywuje innych broni defensywnych w przypadku jej użycia. Uwaga! Nie ma sensu aktywacja tej broni przed rundą, celowanie nie odbędzie się bo nie ma jeszcze do czego celować.
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* **Lazy Boy** - nie jest to właściwie broń defensywna. Jest to wspomaganie celowania. Po jej aktywacji czołg stara się wycelować w najbliższego przeciwnika i automatycznie ustawia siłę strzału oraz kąt. W przypadku posiadania zbyt małej ilości energii może czasem wycelować źle (do celowania stosuje metodę taką jak **Cyborg**). Tak jak **Battery** nie dezaktywuje innych broni defensywnych w przypadku jej użycia. Uwaga! Nie ma sensu aktywacja tej broni przed rundą, celowanie nie odbędzie się bo nie ma jeszcze do czego celować.
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* **Lazy Darwin** - działa dokładnie jak **Lazy Boy** ale celuje w najsłabszego przeciwnika.
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* **Lazy Darwin** - działa tak jak **Lazy Boy** ale celuje w najsłabszego przeciwnika. W tej broni po automatycznym celowaniu pozostaje aktywne "celowanie wizualne" można więc łątwo zmienić cel i samodzielnie wybrać innego przeciwnika widząc czy w niego trafimy.
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* **Auto Defense** - włącza tryb automatycznej aktywacji broni defensywnych. Po jej aktywowaniu czołg automatycznie aktywuje najmocniejszą posiadaną osłonę (zużywając ją oczywiście) w każdej chwili, kiedy nie ma żadnej osłony (także pomiędzy strzałami innych graczy). Jednocześnie jeżeli poziom energii czołgu spadnie poniżej 30 jednostek, automatycznie aktywuje **Battery** jeżeli ją posiada. Ta broń pozostaje aktywna do końca rundy i jest sygnalizowana symbolem "komputera" przed nazwą aktywnej broni defensywnej w linii statusowej. Jest to druga broń defensywna, która nie dezaktywuje innych broni defensywnych w przypadku jej użycia.
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* **Auto Defense** - włącza tryb automatycznej aktywacji broni defensywnych. Po jej aktywowaniu czołg automatycznie aktywuje najmocniejszą posiadaną osłonę (zużywając ją oczywiście) w każdej chwili, kiedy nie ma żadnej osłony (także pomiędzy strzałami innych graczy). Jednocześnie jeżeli poziom energii czołgu spadnie poniżej 30 jednostek, automatycznie aktywuje **Battery** jeżeli ją posiada. Ta broń pozostaje aktywna do końca rundy i jest sygnalizowana symbolem "komputera" przed nazwą aktywnej broni defensywnej w linii statusowej. Jest to druga broń defensywna, która nie dezaktywuje innych broni defensywnych w przypadku jej użycia.
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* **Spy Hard** - Pomoc dla zapominalskich :) . Po aktywacji pokazuje kolejno podgląd informacji o kolejnych przeciwnikach. Lewo/Prawo - zmienia "szpiegowany" czołg. Fire/Space/Return/Esc - kończy "szpiegowanie". Jest to ostatnia broń defensywna, która nie dezaktywuje innych broni defensywnych w przypadku jej użycia.
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* **Spy Hard** - Pomoc dla zapominalskich :) . Po aktywacji pokazuje kolejno podgląd informacji o kolejnych przeciwnikach. Lewo/Prawo - zmienia "szpiegowany" czołg. Fire/Space/Return/Esc - kończy "szpiegowanie". Jest to ostatnia broń defensywna, która nie dezaktywuje innych broni defensywnych w przypadku jej użycia.
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@@ -51,6 +51,22 @@ With the advent of [fujinet](https://fujinet.online/) we are thinking about maki
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## Changelog:
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## Changelog:
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###### Version 1.22
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2022-12-24
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Christmas colors edition! Can you carve a quarter of a page of memory from two decades old code? Sure @Pecusx can! So finally we have the most requested feature - C0L0RS on the game screen, adjusted with Adam's help.
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Press [TAB] twice in the main menu to switch to a screen with colors.
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Other (dubious) improvements:
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- New Lazy Darwin, it is spectacular, check it out!!!
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- Smoke Tracer does not smoke when targeting with Lazy Darwin
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- Lazy Boy works well with joystick
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- Another fix for self-destructing tanks shooting low angles (0-4 degrees)
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- New, better tank shapes by Adam
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- Barrel start point correction fixes very rare aiming issues
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- Soil slide after Hovercraft usage optimized
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###### Version 1.21
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###### Version 1.21
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2022-12-10
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2022-12-10
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@@ -514,64 +514,7 @@ skipThisPlayer
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lda tempor2
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lda tempor2
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rts
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rts
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.endp
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.endp
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/*
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;----------------------------------------------
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.proc FindBestTarget1
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; find farthest tank neighbour
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; X - shooting tank number
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; returns target tank number in Y and
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; direcion of shoot in A (0 - left, >0 - right)
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;----------------------------------------------
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jsr MakeLowResDistances
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lda #$00
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sta temp2 ; max possible distance
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sta tempor2 ; direction of shoot
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;ldx TankNr
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ldy NumberOfPlayers
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dey
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loop01
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cpy TankNr
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beq skipThisPlayer
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lda eXistenZ,y
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beq skipThisPlayer
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lda LowResDistances,x
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cmp LowResDistances,y
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bcs EnemyOnTheLeft
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;enemy on the right
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sec
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lda LowResDistances,y
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sbc LowResDistances,x
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cmp temp2 ; bigest
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bcc bigestIsBigger
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sta temp2
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sty temp2+1 ; number of the farthest tank
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inc tempor2 ; set direction to right
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bne bigestIsBigger
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EnemyOnTheLeft
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sec
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lda LowResDistances,x
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sbc LowResDistances,y
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cmp temp2 ; lowest
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bcc bigestIsBigger
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sta temp2
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sty temp2+1 ; number of the farthest tank
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bigestIsBigger
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skipThisPlayer
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dey
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bpl loop01
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; now we have number of the farthest tank in temp2+1
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; and direction (0 - left, >0 - right) in tempor2
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; let's move them to registers
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; in temp2 we have x distance divided by 8
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ldy temp2+1
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lda tempor2
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rts
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.endp
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*/
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;----------------------------------------------
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;----------------------------------------------
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.proc TakeAim
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.proc TakeAim
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; targeting the tank number TargetTankNr (and Y)
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; targeting the tank number TargetTankNr (and Y)
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@@ -617,7 +560,7 @@ RepeatAim
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lda #ind_Baby_Missile___
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lda #ind_Baby_Missile___
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sta ActiveWeapon,x
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sta ActiveWeapon,x
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; now we have initial valuses
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; now we have initial valuses
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mva #$ff TestFlightFlag
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mva #%11000000 TestFlightFlag
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; check targeting direction
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; check targeting direction
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lda tempor2
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lda tempor2
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jne AimingLeft
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jne AimingLeft
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Binary file not shown.
@@ -62,6 +62,16 @@ lineClear
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TankColoursTable .BYTE $58,$2a,$96,$ca,$7a,$ed
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TankColoursTable .BYTE $58,$2a,$96,$ca,$7a,$ed
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;TankStatusColoursTable .BYTE $54,$24,$92,$c4,$74,$e4 ; standard order
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;TankStatusColoursTable .BYTE $54,$24,$92,$c4,$74,$e4 ; standard order
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TankStatusColoursTable .BYTE $74,$c4,$24,$e4,$54,$94 ; Adam's order
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TankStatusColoursTable .BYTE $74,$c4,$24,$e4,$54,$94 ; Adam's order
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;-----------
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GradientAddrL
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.by <dliColorsFore, <dliColorsFore, <dliColorsFore2
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GradientAddrH
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.by >dliColorsFore, >dliColorsFore, >dliColorsFore2
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dliColorsFore2
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.by $0a ; one mountains color
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.by $7e,$7a,$7c,$6a,$6c,$58,$5a,$48,$4a,$38
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.by $3a,$16,$18,$e6,$e8,$d4,$d6,$b4,$b6,$b6
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;-----------
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;-----------
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pmtableL ; addressess of the P/M memory for 6 tanks
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pmtableL ; addressess of the P/M memory for 6 tanks
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.by <(pmgraph+$400)
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.by <(pmgraph+$400)
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+1
-1
@@ -86,7 +86,7 @@ price_Bouncy_Castle__ = 512 ;_41
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price_Long_Barrel____ = 2100 ;_42
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price_Long_Barrel____ = 2100 ;_42
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price_Nuclear_Winter_ = 1000 ;_43
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price_Nuclear_Winter_ = 1000 ;_43
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price_Lazy_Boy_______ = 500 ;_44
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price_Lazy_Boy_______ = 500 ;_44
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price_Lazy_Darwin____ = 500 ;_45
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price_Lazy_Darwin____ = 730 ;_45
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price_Auto_Defense___ = 250 ;_46
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price_Auto_Defense___ = 250 ;_46
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price_Spy_Hard_______ = 83 ;_47
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price_Spy_Hard_______ = 83 ;_47
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;Weapon indexes (numbers)
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;Weapon indexes (numbers)
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+1
-1
@@ -2088,7 +2088,7 @@ X lda XtanksTableL,x
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sbc #90
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sbc #90
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tax
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tax
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; barrel start offset over 90deg
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; barrel start offset over 90deg
|
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adw xdraw #5 xdraw
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adw xdraw #4 xdraw
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mva #1 goleft
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mva #1 goleft
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bpl @+ ; jmp @+
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bpl @+ ; jmp @+
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||||||
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+25
-7
@@ -15,7 +15,7 @@
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|
||||||
;---------------------------------------------------
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;---------------------------------------------------
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||||||
.macro build
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.macro build
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dta d"1.21" ; number of this build (4 bytes)
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dta d"1.22" ; number of this build (4 bytes)
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.endm
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.endm
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.macro RMTSong
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.macro RMTSong
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@@ -26,9 +26,11 @@
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;---------------------------------------------------
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;---------------------------------------------------
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||||||
icl 'definitions.asm'
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icl 'definitions.asm'
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||||||
;---------------------------------------------------
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;---------------------------------------------------
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FirstZpageVariable = $60
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FirstZpageVariable = $5B
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.zpvar DliColorBack .byte = FirstZpageVariable
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.zpvar DliColorBack .byte = FirstZpageVariable
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.zpvar Gradient .byte
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.zpvar Gradient .byte
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.zpvar GradientNr .byte
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.zpvar GradientColors .word
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.zpvar JoystickNumber .byte
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.zpvar JoystickNumber .byte
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.zpvar xdraw .word ;= $64 ;variable X for plot
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.zpvar xdraw .word ;= $64 ;variable X for plot
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.zpvar ydraw .word ;variable Y for plot (like in Atari Basic - Y=0 in upper right corner of the screen)
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.zpvar ydraw .word ;variable Y for plot (like in Atari Basic - Y=0 in upper right corner of the screen)
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@@ -71,10 +73,12 @@ FirstZpageVariable = $60
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.zpvar pressTimer .byte
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.zpvar pressTimer .byte
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.zpvar NTSCcounter .byte
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.zpvar NTSCcounter .byte
|
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.zpvar IsEndOfTheFallFlag .byte ; for small speedup ground falling
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.zpvar IsEndOfTheFallFlag .byte ; for small speedup ground falling
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.zpvar sfx_effect .byte
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.zpvar sfx_effect .byte
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||||||
.zpvar RMT_blocked .byte
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.zpvar RMT_blocked .byte
|
||||||
.zpvar ScrollFlag .byte
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.zpvar ScrollFlag .byte
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||||||
.zpvar SkStatSimulator .byte
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.zpvar SkStatSimulator .byte
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||||||
|
.zpvar FloatingAlt .byte ; floating tank altitude
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||||||
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.zpvar OverTankDir .byte ; (0 go right, $ff go left) direction of bypassing tanks on screen
|
||||||
|
|
||||||
; --------------OPTIMIZATION VARIABLES--------------
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; --------------OPTIMIZATION VARIABLES--------------
|
||||||
.zpvar Force .word
|
.zpvar Force .word
|
||||||
@@ -248,6 +252,11 @@ FirstSTART
|
|||||||
dey
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dey
|
||||||
bpl @-
|
bpl @-
|
||||||
|
|
||||||
|
; initialize one Variable in zero page :)
|
||||||
|
lda #<dliColorsFore
|
||||||
|
sta GradientColors
|
||||||
|
lda #>dliColorsFore
|
||||||
|
sta GradientColors+1
|
||||||
|
|
||||||
; generate linetables
|
; generate linetables
|
||||||
mwa #display temp
|
mwa #display temp
|
||||||
@@ -281,6 +290,12 @@ FirstSTART
|
|||||||
mva #$10 MODUL-6+$a69 ; $12 > $10
|
mva #$10 MODUL-6+$a69 ; $12 > $10
|
||||||
mva #$04 MODUL-6+$bf8 ; $05 > $04
|
mva #$04 MODUL-6+$bf8 ; $05 > $04
|
||||||
mva #$08 MODUL-6+$e3d ; $0a > $08
|
mva #$08 MODUL-6+$e3d ; $0a > $08
|
||||||
|
; and colors - sorry no memory!
|
||||||
|
; mva #$c4 dliColorsFore2+16
|
||||||
|
; mva #$c6 dliColorsFore2+17
|
||||||
|
; mva #$a4 dliColorsFore2+18
|
||||||
|
; mva #$a6 dliColorsFore2+19
|
||||||
|
; sta dliColorsFore2+20
|
||||||
NoRMT_PALchange
|
NoRMT_PALchange
|
||||||
.ELSE
|
.ELSE
|
||||||
mva #$7f SkStatSimulator
|
mva #$7f SkStatSimulator
|
||||||
@@ -314,6 +329,7 @@ START
|
|||||||
RMTSong song_main_menu
|
RMTSong song_main_menu
|
||||||
|
|
||||||
jsr Options ;startup screen
|
jsr Options ;startup screen
|
||||||
|
jsr SetVariablesFromOptions
|
||||||
jsr MakeDarkScreen
|
jsr MakeDarkScreen
|
||||||
bit escFlag
|
bit escFlag
|
||||||
bmi START
|
bmi START
|
||||||
@@ -675,6 +691,8 @@ ManualShooting
|
|||||||
lda JoyNumber,x
|
lda JoyNumber,x
|
||||||
sta JoystickNumber ; set joystick port for player
|
sta JoystickNumber ; set joystick port for player
|
||||||
jsr WaitForKeyRelease
|
jsr WaitForKeyRelease
|
||||||
|
lda #%00000000
|
||||||
|
sta TestFlightFlag ; set "Test Fight" off
|
||||||
jsr BeforeFire
|
jsr BeforeFire
|
||||||
lda escFlag
|
lda escFlag
|
||||||
seq:rts ; keys Esc or O
|
seq:rts ; keys Esc or O
|
||||||
@@ -1191,7 +1209,7 @@ GoGradient
|
|||||||
; nop
|
; nop
|
||||||
.ENDIF
|
.ENDIF
|
||||||
sta COLPF1
|
sta COLPF1
|
||||||
lda dliColorsFore,y ; mountains colors array
|
lda (GradientColors),y ; mountains colors array
|
||||||
; lda dliColorsFore ; one mauntain color
|
; lda dliColorsFore ; one mauntain color
|
||||||
sta COLPF2
|
sta COLPF2
|
||||||
inc dliCounter
|
inc dliCounter
|
||||||
@@ -1977,7 +1995,7 @@ noingame
|
|||||||
icl 'artwork/talk.asm'
|
icl 'artwork/talk.asm'
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
TankFont
|
TankFont
|
||||||
ins 'artwork/tanksv3.fnt',+0,384 ; 48 characters only
|
ins 'artwork/tanksv4.fnt',+0,384 ; 48 characters only
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
font4x4
|
font4x4
|
||||||
ins 'artwork/font4x4s.bmp',+62
|
ins 'artwork/font4x4s.bmp',+62
|
||||||
|
|||||||
BIN
Binary file not shown.
BIN
Binary file not shown.
+82
-59
@@ -109,73 +109,32 @@ OptionsNoLeft
|
|||||||
OptionsNoRight
|
OptionsNoRight
|
||||||
cmp #@kbcode._ret ; $c ;Return key
|
cmp #@kbcode._ret ; $c ;Return key
|
||||||
bne OptionsNoReturn
|
bne OptionsNoReturn
|
||||||
jmp OptionsFinished
|
rts ; options selected
|
||||||
|
|
||||||
OptionsNoReturn
|
OptionsNoReturn
|
||||||
cmp #@kbcode._tab ; Tab key
|
cmp #@kbcode._tab ; Tab key
|
||||||
bne OptionsNoTab
|
bne OptionsNoTab
|
||||||
|
bit Gradient
|
||||||
|
bmi NextGradientNr
|
||||||
lda Gradient
|
lda Gradient
|
||||||
eor #$80
|
@ eor #$80
|
||||||
sta Gradient
|
sta Gradient
|
||||||
|
NextGradientNr
|
||||||
|
ldy GradientNr
|
||||||
|
iny
|
||||||
|
cpy #$03
|
||||||
|
bne NoGradientLoop
|
||||||
|
mva #$ff GradientNr
|
||||||
|
bne @-
|
||||||
|
NoGradientLoop
|
||||||
|
sty GradientNr
|
||||||
|
lda GradientAddrL,y
|
||||||
|
sta GradientColors
|
||||||
|
lda GradientAddrH,y
|
||||||
|
sta GradientColors+1
|
||||||
OptionsNoTab
|
OptionsNoTab
|
||||||
jmp OptionsMainLoop
|
jmp OptionsMainLoop
|
||||||
|
.endp
|
||||||
OptionsFinished
|
|
||||||
;first option
|
|
||||||
ldy OptionsTable
|
|
||||||
iny
|
|
||||||
iny
|
|
||||||
sty NumberOfPlayers ;1=1 player (but minimum is 2)
|
|
||||||
|
|
||||||
;second option (cash)
|
|
||||||
|
|
||||||
|
|
||||||
ldy OptionsTable+1
|
|
||||||
ldx #0
|
|
||||||
@
|
|
||||||
lda CashOptionL,y
|
|
||||||
sta moneyL,x
|
|
||||||
lda CashOptionH,y
|
|
||||||
sta moneyH,x
|
|
||||||
inx
|
|
||||||
cpx NumberOfPlayers
|
|
||||||
bne @-
|
|
||||||
|
|
||||||
;third option (gravity)
|
|
||||||
ldy OptionsTable+2
|
|
||||||
lda GravityTable,y
|
|
||||||
sta gravity
|
|
||||||
|
|
||||||
;fourth option (wind)
|
|
||||||
ldy OptionsTable+3
|
|
||||||
lda MaxWindTable,y
|
|
||||||
sta MaxWind
|
|
||||||
|
|
||||||
;fifth option (no of rounds)
|
|
||||||
ldy OptionsTable+4
|
|
||||||
lda RoundsTable,y
|
|
||||||
sta RoundsInTheGame
|
|
||||||
|
|
||||||
;6th option (shell speed)
|
|
||||||
ldy OptionsTable+5
|
|
||||||
lda flyDelayTable,y
|
|
||||||
sta flyDelay
|
|
||||||
|
|
||||||
;7th option (Airstrike after how many missess)
|
|
||||||
ldy OptionsTable+6
|
|
||||||
lda seppukuTable,y
|
|
||||||
sta seppukuVal
|
|
||||||
|
|
||||||
;8th option (how aggressive are mountains)
|
|
||||||
ldy OptionsTable+7
|
|
||||||
lda mountainsDeltaTableH,y
|
|
||||||
sta mountainDeltaH
|
|
||||||
lda mountainsDeltaTableL,y
|
|
||||||
sta mountainDeltaL
|
|
||||||
|
|
||||||
|
|
||||||
rts
|
|
||||||
.endp
|
|
||||||
;--------
|
;--------
|
||||||
; inversing selected option (cursor)
|
; inversing selected option (cursor)
|
||||||
;--------
|
;--------
|
||||||
@@ -236,6 +195,66 @@ invertme
|
|||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
|
|
||||||
|
; --------------------------------------
|
||||||
|
; Sets the appropriate variables based on the options table
|
||||||
|
;
|
||||||
|
.proc SetVariablesFromOptions
|
||||||
|
;first option
|
||||||
|
ldy OptionsTable
|
||||||
|
iny
|
||||||
|
iny
|
||||||
|
sty NumberOfPlayers ;1=1 player (but minimum is 2)
|
||||||
|
|
||||||
|
;second option (cash)
|
||||||
|
|
||||||
|
|
||||||
|
ldy OptionsTable+1
|
||||||
|
ldx #0
|
||||||
|
@
|
||||||
|
lda CashOptionL,y
|
||||||
|
sta moneyL,x
|
||||||
|
lda CashOptionH,y
|
||||||
|
sta moneyH,x
|
||||||
|
inx
|
||||||
|
cpx NumberOfPlayers
|
||||||
|
bne @-
|
||||||
|
|
||||||
|
;third option (gravity)
|
||||||
|
ldy OptionsTable+2
|
||||||
|
lda GravityTable,y
|
||||||
|
sta gravity
|
||||||
|
|
||||||
|
;fourth option (wind)
|
||||||
|
ldy OptionsTable+3
|
||||||
|
lda MaxWindTable,y
|
||||||
|
sta MaxWind
|
||||||
|
|
||||||
|
;fifth option (no of rounds)
|
||||||
|
ldy OptionsTable+4
|
||||||
|
lda RoundsTable,y
|
||||||
|
sta RoundsInTheGame
|
||||||
|
|
||||||
|
;6th option (shell speed)
|
||||||
|
ldy OptionsTable+5
|
||||||
|
lda flyDelayTable,y
|
||||||
|
sta flyDelay
|
||||||
|
|
||||||
|
;7th option (Airstrike after how many missess)
|
||||||
|
ldy OptionsTable+6
|
||||||
|
lda seppukuTable,y
|
||||||
|
sta seppukuVal
|
||||||
|
|
||||||
|
;8th option (how aggressive are mountains)
|
||||||
|
ldy OptionsTable+7
|
||||||
|
lda mountainsDeltaTableH,y
|
||||||
|
sta mountainDeltaH
|
||||||
|
lda mountainsDeltaTableL,y
|
||||||
|
sta mountainDeltaL
|
||||||
|
|
||||||
|
|
||||||
|
rts
|
||||||
|
.endp
|
||||||
|
|
||||||
;-------------------------------------------
|
;-------------------------------------------
|
||||||
; call of the purchase (and activate) screens for each tank
|
; call of the purchase (and activate) screens for each tank
|
||||||
.proc CallPurchaseForEveryTank
|
.proc CallPurchaseForEveryTank
|
||||||
@@ -886,6 +905,8 @@ NoAutoDefense
|
|||||||
jsr FindBestTarget2 ; find nearest tank neighbour
|
jsr FindBestTarget2 ; find nearest tank neighbour
|
||||||
jsr LazyAim
|
jsr LazyAim
|
||||||
ply
|
ply
|
||||||
|
lda #%00000000
|
||||||
|
sta TestFlightFlag ; set "visual aiming" off
|
||||||
jmp DecreaseDefensive ; bypass activation
|
jmp DecreaseDefensive ; bypass activation
|
||||||
NoLazyBoy
|
NoLazyBoy
|
||||||
cmp #ind_Lazy_Darwin____
|
cmp #ind_Lazy_Darwin____
|
||||||
@@ -897,6 +918,8 @@ NoLazyBoy
|
|||||||
jsr FindBestTarget3 ; find target with lowest energy
|
jsr FindBestTarget3 ; find target with lowest energy
|
||||||
jsr LazyAim
|
jsr LazyAim
|
||||||
ply
|
ply
|
||||||
|
lda #%10000000
|
||||||
|
sta TestFlightFlag ; set "visual aiming" on
|
||||||
jmp DecreaseDefensive ; bypass activation
|
jmp DecreaseDefensive ; bypass activation
|
||||||
NoLazyDarwin
|
NoLazyDarwin
|
||||||
cmp #ind_Spy_Hard_______
|
cmp #ind_Spy_Hard_______
|
||||||
|
|||||||
+1
-1
@@ -220,7 +220,7 @@ FallingSoundBit .DS 1
|
|||||||
PreviousFall .DS 1
|
PreviousFall .DS 1
|
||||||
EndOfTheFallFlag .DS 1 ; in case of the infinite fall
|
EndOfTheFallFlag .DS 1 ; in case of the infinite fall
|
||||||
;Parachute .DS 1 ; are you insured with parachute?
|
;Parachute .DS 1 ; are you insured with parachute?
|
||||||
FloatingAlt .DS 1 ; floating tank altitude
|
;FloatingAlt .DS 1 ; floating tank altitude
|
||||||
FunkyWallFlag = FloatingAlt ; reuse this variable in different weapon (Funky Bomb)!
|
FunkyWallFlag = FloatingAlt ; reuse this variable in different weapon (Funky Bomb)!
|
||||||
PreferHumansFlag = FloatingAlt ; second reuse in AI Aim proc
|
PreferHumansFlag = FloatingAlt ; second reuse in AI Aim proc
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
|
|||||||
+208
-225
@@ -76,25 +76,29 @@ CheckNextTankBFG
|
|||||||
.proc babymissile
|
.proc babymissile
|
||||||
mva #sfx_baby_missile sfx_effect
|
mva #sfx_baby_missile sfx_effect
|
||||||
mva #11 ExplosionRadius
|
mva #11 ExplosionRadius
|
||||||
|
GoXmissile
|
||||||
jmp xmissile
|
jmp xmissile
|
||||||
.endp
|
.endp
|
||||||
; ------------------------
|
; ------------------------
|
||||||
.proc missile ;
|
.proc missile ;
|
||||||
mva #sfx_baby_missile sfx_effect
|
mva #sfx_baby_missile sfx_effect
|
||||||
mva #17 ExplosionRadius
|
mva #17 ExplosionRadius
|
||||||
jmp xmissile
|
bne babymissile.GoXmissile
|
||||||
|
; jmp xmissile
|
||||||
.endp
|
.endp
|
||||||
; ------------------------
|
; ------------------------
|
||||||
.proc babynuke
|
.proc babynuke
|
||||||
mva #sfx_nuke sfx_effect
|
mva #sfx_nuke sfx_effect
|
||||||
mva #25 ExplosionRadius
|
mva #25 ExplosionRadius
|
||||||
jmp xmissile
|
bne babymissile.GoXmissile
|
||||||
|
; jmp xmissile
|
||||||
.endp
|
.endp
|
||||||
; ------------------------
|
; ------------------------
|
||||||
.proc nuke
|
.proc nuke
|
||||||
mva #sfx_nuke sfx_effect
|
mva #sfx_nuke sfx_effect
|
||||||
mva #30 ExplosionRadius
|
mva #30 ExplosionRadius
|
||||||
jmp xmissile
|
bne babymissile.GoXmissile
|
||||||
|
; jmp xmissile
|
||||||
.endp
|
.endp
|
||||||
; ------------------------
|
; ------------------------
|
||||||
.proc leapfrog
|
.proc leapfrog
|
||||||
@@ -104,29 +108,6 @@ CheckNextTankBFG
|
|||||||
|
|
||||||
jsr SecondRepeat
|
jsr SecondRepeat
|
||||||
|
|
||||||
/* ; soil must fall down now! there is no other way...
|
|
||||||
; hide tanks or they fall down with soil
|
|
||||||
jsr SoilDown2
|
|
||||||
|
|
||||||
; it looks like force is divided by 4 here BUT"
|
|
||||||
; in Flight routine force is multiplied by 2 and left
|
|
||||||
; so, we have Force divided by 2 here (not accurately)
|
|
||||||
lsr Force+1
|
|
||||||
ror Force
|
|
||||||
;lsr Force+1
|
|
||||||
;ror Force
|
|
||||||
mva LeapFrogAngle Angle
|
|
||||||
|
|
||||||
mva #sfx_funky_hit sfx_effect
|
|
||||||
sbw ytraj+1 #$05 ; next missiles start point goes 5 pixel UP to prevent multiple explosion at one point if tank is hit (4 pixels tank height + 1)
|
|
||||||
jsr Flight
|
|
||||||
lda HitFlag
|
|
||||||
beq EndOfLeapping
|
|
||||||
mva #15 ExplosionRadius
|
|
||||||
jsr CalculateExplosionRange0
|
|
||||||
mva #sfx_baby_missile sfx_effect
|
|
||||||
jsr xmissile.NoRangeCalc */
|
|
||||||
|
|
||||||
SecondRepeat
|
SecondRepeat
|
||||||
; soil must fall down now! there is no other way...
|
; soil must fall down now! there is no other way...
|
||||||
; hide tanks or they fall down with soil
|
; hide tanks or they fall down with soil
|
||||||
@@ -221,19 +202,13 @@ NoWallsInFunky
|
|||||||
.proc deathshead
|
.proc deathshead
|
||||||
mva #30 ExplosionRadius
|
mva #30 ExplosionRadius
|
||||||
mva #sfx_nuke sfx_effect
|
mva #sfx_nuke sfx_effect
|
||||||
SaveDrawXY
|
jsr GoXmissileWithSaveXYdraw
|
||||||
jsr xmissile
|
|
||||||
UnSaveDrawXY
|
|
||||||
sbw xdraw #34
|
sbw xdraw #34
|
||||||
mva #sfx_nuke sfx_effect
|
mva #sfx_nuke sfx_effect
|
||||||
SaveDrawXY
|
jsr GoXmissileWithSaveXYdraw
|
||||||
jsr xmissile
|
|
||||||
UnSaveDrawXY
|
|
||||||
adw xdraw #68
|
adw xdraw #68
|
||||||
mva #sfx_nuke sfx_effect
|
mva #sfx_nuke sfx_effect
|
||||||
SaveDrawXY
|
jsr GoXmissileWithSaveXYdraw
|
||||||
jsr xmissile
|
|
||||||
UnSaveDrawXY
|
|
||||||
sbw xdraw #34
|
sbw xdraw #34
|
||||||
;
|
;
|
||||||
sbw ydraw #34
|
sbw ydraw #34
|
||||||
@@ -241,28 +216,22 @@ NoWallsInFunky
|
|||||||
cpw ydraw #screenHeight
|
cpw ydraw #screenHeight
|
||||||
bcs NoUpperCircle
|
bcs NoUpperCircle
|
||||||
mva #sfx_nuke sfx_effect
|
mva #sfx_nuke sfx_effect
|
||||||
SaveDrawXY
|
jsr GoXmissileWithSaveXYdraw
|
||||||
jsr xmissile
|
|
||||||
UnSaveDrawXY
|
|
||||||
NoUpperCircle
|
NoUpperCircle
|
||||||
adw ydraw #68
|
adw ydraw #68
|
||||||
;jsr CalculateExplosionRange
|
;jsr CalculateExplosionRange
|
||||||
cpw ydraw #screenHeight
|
cpw ydraw #screenHeight
|
||||||
bcs NoLowerCircle
|
bcs NoLowerCircle
|
||||||
mva #sfx_nuke sfx_effect
|
mva #sfx_nuke sfx_effect
|
||||||
SaveDrawXY
|
jsr GoXmissileWithSaveXYdraw
|
||||||
jsr xmissile
|
|
||||||
UnSaveDrawXY
|
|
||||||
NoLowerCircle
|
NoLowerCircle
|
||||||
mva #sfx_silencer sfx_effect
|
mva #sfx_silencer sfx_effect
|
||||||
rts
|
rts
|
||||||
.endp
|
|
||||||
.proc SaveDrawXY
|
GoXmissileWithSaveXYdraw
|
||||||
mwa xdraw tempXROLLER
|
mwa xdraw tempXROLLER
|
||||||
mwa ydraw modify
|
mwa ydraw modify
|
||||||
rts
|
jsr xmissile
|
||||||
.endp
|
|
||||||
.proc UnSaveDrawXY
|
|
||||||
mwa tempXROLLER xdraw
|
mwa tempXROLLER xdraw
|
||||||
mwa modify ydraw
|
mwa modify ydraw
|
||||||
rts
|
rts
|
||||||
@@ -273,7 +242,7 @@ NoLowerCircle
|
|||||||
mva #(napalmRadius+4) ExplosionRadius ; real radius + 4 pixels (half characrer width)
|
mva #(napalmRadius+4) ExplosionRadius ; real radius + 4 pixels (half characrer width)
|
||||||
jsr CalculateExplosionRange
|
jsr CalculateExplosionRange
|
||||||
mva #0 ExplosionRadius ; in this weapon - flag: 0 - napalm, 1 - hotnapalm
|
mva #0 ExplosionRadius ; in this weapon - flag: 0 - napalm, 1 - hotnapalm
|
||||||
jmp xnapalm
|
beq xnapalm
|
||||||
.endp
|
.endp
|
||||||
; ------------------------
|
; ------------------------
|
||||||
.proc hotnapalm
|
.proc hotnapalm
|
||||||
@@ -281,7 +250,7 @@ NoLowerCircle
|
|||||||
mva #(napalmRadius+4) ExplosionRadius ; real radius + 4 pixels (half characrer width)
|
mva #(napalmRadius+4) ExplosionRadius ; real radius + 4 pixels (half characrer width)
|
||||||
jsr CalculateExplosionRange
|
jsr CalculateExplosionRange
|
||||||
mva #1 ExplosionRadius ; in this weapon - flag: 0 - napalm, 1 - hotnapalm
|
mva #1 ExplosionRadius ; in this weapon - flag: 0 - napalm, 1 - hotnapalm
|
||||||
jmp xnapalm
|
; jmp xnapalm
|
||||||
.endp
|
.endp
|
||||||
; ------------------------
|
; ------------------------
|
||||||
.proc xnapalm
|
.proc xnapalm
|
||||||
@@ -420,7 +389,7 @@ EndNurnedCheckLoop
|
|||||||
mva #0 sandhogflag
|
mva #0 sandhogflag
|
||||||
mva #13 DigLong
|
mva #13 DigLong
|
||||||
mva #1 diggery ; how many branches (-1)
|
mva #1 diggery ; how many branches (-1)
|
||||||
jmp xdigger
|
bne xdigger
|
||||||
.endp
|
.endp
|
||||||
; ------------------------
|
; ------------------------
|
||||||
.proc digger ;
|
.proc digger ;
|
||||||
@@ -428,7 +397,7 @@ EndNurnedCheckLoop
|
|||||||
mva #0 sandhogflag
|
mva #0 sandhogflag
|
||||||
mva #13 DigLong
|
mva #13 DigLong
|
||||||
mva #3 diggery ; how many branches (-1)
|
mva #3 diggery ; how many branches (-1)
|
||||||
jmp xdigger
|
bne xdigger
|
||||||
.endp
|
.endp
|
||||||
; ------------------------
|
; ------------------------
|
||||||
.proc heavydigger
|
.proc heavydigger
|
||||||
@@ -436,7 +405,31 @@ EndNurnedCheckLoop
|
|||||||
mva #0 sandhogflag
|
mva #0 sandhogflag
|
||||||
mva #13 DigLong
|
mva #13 DigLong
|
||||||
mva #7 diggery ; how many branches (-1)
|
mva #7 diggery ; how many branches (-1)
|
||||||
jmp xdigger
|
bne xdigger
|
||||||
|
.endp
|
||||||
|
; ------------------------
|
||||||
|
.proc babysandhog
|
||||||
|
mva #sfx_sandhog sfx_effect
|
||||||
|
mva #char_sandhog_offset sandhogflag
|
||||||
|
mva #13 DigLong
|
||||||
|
mva #1 diggery ; how many branches (-1)
|
||||||
|
bne xdigger
|
||||||
|
.endp
|
||||||
|
; ------------------------
|
||||||
|
.proc sandhog
|
||||||
|
mva #sfx_sandhog sfx_effect
|
||||||
|
mva #char_sandhog_offset sandhogflag
|
||||||
|
mva #13 DigLong
|
||||||
|
mva #3 diggery ; how many branches (-1)
|
||||||
|
bne xdigger
|
||||||
|
.endp
|
||||||
|
; ------------------------
|
||||||
|
.proc heavysandhog
|
||||||
|
mva #sfx_sandhog sfx_effect
|
||||||
|
mva #char_sandhog_offset sandhogflag
|
||||||
|
mva #13 DigLong
|
||||||
|
mva #5 diggery ; how many branches (-1)
|
||||||
|
; jmp xdigger
|
||||||
.endp
|
.endp
|
||||||
; ------------------------
|
; ------------------------
|
||||||
.proc xdigger
|
.proc xdigger
|
||||||
@@ -554,46 +547,39 @@ DiggerCharacter
|
|||||||
jmp TypeChar
|
jmp TypeChar
|
||||||
.endp
|
.endp
|
||||||
; ------------------------
|
; ------------------------
|
||||||
.proc babysandhog
|
|
||||||
mva #sfx_sandhog sfx_effect
|
|
||||||
mva #char_sandhog_offset sandhogflag
|
|
||||||
mva #13 DigLong
|
|
||||||
mva #1 diggery ; how many branches (-1)
|
|
||||||
jmp xdigger
|
|
||||||
.endp
|
|
||||||
; ------------------------
|
|
||||||
.proc sandhog
|
|
||||||
mva #sfx_sandhog sfx_effect
|
|
||||||
mva #char_sandhog_offset sandhogflag
|
|
||||||
mva #13 DigLong
|
|
||||||
mva #3 diggery ; how many branches (-1)
|
|
||||||
jmp xdigger
|
|
||||||
.endp
|
|
||||||
; ------------------------
|
|
||||||
.proc heavysandhog
|
|
||||||
mva #sfx_sandhog sfx_effect
|
|
||||||
mva #char_sandhog_offset sandhogflag
|
|
||||||
mva #13 DigLong
|
|
||||||
mva #5 diggery ; how many branches (-1)
|
|
||||||
jmp xdigger
|
|
||||||
.endp
|
|
||||||
; ------------------------
|
|
||||||
.proc dirtclod
|
.proc dirtclod
|
||||||
mva #12 ExplosionRadius
|
mva #12 ExplosionRadius
|
||||||
jsr CalculateExplosionRange
|
bne xdirt
|
||||||
jmp xdirt
|
|
||||||
.endp
|
.endp
|
||||||
; ------------------------
|
; ------------------------
|
||||||
.proc dirtball
|
.proc dirtball
|
||||||
mva #22 ExplosionRadius
|
mva #22 ExplosionRadius
|
||||||
jsr CalculateExplosionRange
|
bne xdirt
|
||||||
jmp xdirt
|
|
||||||
.endp
|
.endp
|
||||||
; ------------------------
|
; ------------------------
|
||||||
.proc tonofdirt
|
.proc tonofdirt
|
||||||
mva #31 ExplosionRadius
|
mva #31 ExplosionRadius
|
||||||
|
; jmp xdirt
|
||||||
|
.endp
|
||||||
|
; -----------------
|
||||||
|
.proc xdirt ;
|
||||||
|
; -----------------
|
||||||
jsr CalculateExplosionRange
|
jsr CalculateExplosionRange
|
||||||
jmp xdirt
|
mva #sfx_dirt_charge sfx_effect
|
||||||
|
lda #1
|
||||||
|
sta radius
|
||||||
|
sta color
|
||||||
|
dirtLoop
|
||||||
|
jsr circle
|
||||||
|
inw ydraw
|
||||||
|
jsr circle
|
||||||
|
.nowarn dew ydraw
|
||||||
|
inc radius
|
||||||
|
lda radius
|
||||||
|
cmp ExplosionRadius
|
||||||
|
bne dirtLoop
|
||||||
|
mva #sfx_silencer sfx_effect
|
||||||
|
rts
|
||||||
.endp
|
.endp
|
||||||
; ------------------------
|
; ------------------------
|
||||||
.proc dirtcharge
|
.proc dirtcharge
|
||||||
@@ -605,21 +591,93 @@ DiggerCharacter
|
|||||||
.proc riotcharge
|
.proc riotcharge
|
||||||
mva #sfx_riot_blast sfx_effect
|
mva #sfx_riot_blast sfx_effect
|
||||||
mva #31 ExplosionRadius
|
mva #31 ExplosionRadius
|
||||||
jsr CalculateExplosionRange
|
bne cleanDirt
|
||||||
jmp cleanDirt
|
|
||||||
.endp
|
.endp
|
||||||
; ------------------------
|
; ------------------------
|
||||||
.proc riotblast
|
.proc riotblast
|
||||||
mva #sfx_riot_blast sfx_effect
|
mva #sfx_riot_blast sfx_effect
|
||||||
mva #61 ExplosionRadius
|
mva #61 ExplosionRadius
|
||||||
|
; jmp cleanDirt
|
||||||
|
.endp
|
||||||
|
; -----------------
|
||||||
|
.proc cleanDirt
|
||||||
|
; -----------------
|
||||||
jsr CalculateExplosionRange
|
jsr CalculateExplosionRange
|
||||||
jmp cleanDirt
|
mva #0 color
|
||||||
|
jmp ofdirt.NoColor
|
||||||
.endp
|
.endp
|
||||||
; ------------------------
|
; ------------------------
|
||||||
.proc liquiddirt
|
.proc liquiddirt
|
||||||
mva #sfx_liquid_dirt sfx_effect
|
mva #sfx_liquid_dirt sfx_effect
|
||||||
mwa #510 FillCounter
|
mwa #510 FillCounter
|
||||||
jmp xliquiddirt
|
; -----
|
||||||
|
mwa xdraw TempXfill
|
||||||
|
RepeatFill
|
||||||
|
mwa TempXfill xdraw
|
||||||
|
jsr checkRollDirection
|
||||||
|
; HowMuchToFall - direction
|
||||||
|
; $FF - we are in a hole (flying in missile direction)
|
||||||
|
; 1 - right, 2 - left
|
||||||
|
adw xdraw #mountaintable tempXROLLER
|
||||||
|
ldy #0
|
||||||
|
lda (tempXROLLER),y
|
||||||
|
sta HeightRol ; relative point
|
||||||
|
|
||||||
|
RollinContinuesLiquid
|
||||||
|
; new point is set
|
||||||
|
adw xdraw #mountaintable tempXROLLER
|
||||||
|
ldy #0
|
||||||
|
lda (tempXROLLER),y
|
||||||
|
sta ydraw
|
||||||
|
cmp HeightRol
|
||||||
|
beq UpNotYet2
|
||||||
|
bcc FillNow
|
||||||
|
UpNotYet2
|
||||||
|
sec ;clc
|
||||||
|
sta HeightRol
|
||||||
|
sbc #1
|
||||||
|
sta ydraw
|
||||||
|
lda HowMuchToFall
|
||||||
|
cmp #1
|
||||||
|
beq HowMuchToFallRight3
|
||||||
|
.NOWARN dew xdraw
|
||||||
|
lda xdraw
|
||||||
|
and xdraw+1
|
||||||
|
cmp #$ff ; like cpw xdraw #$ffff
|
||||||
|
;ora xdraw+1 ; like cpw xdraw #$0000
|
||||||
|
jne RollinContinuesLiquid
|
||||||
|
beq FillNow
|
||||||
|
HowMuchToFallRight3
|
||||||
|
inw xdraw
|
||||||
|
cpw xdraw #screenwidth
|
||||||
|
jne RollinContinuesLiquid
|
||||||
|
FillNow
|
||||||
|
; finally one pixel more
|
||||||
|
ldy #0
|
||||||
|
lda HowMuchToFall
|
||||||
|
bmi FillHole
|
||||||
|
cmp #1
|
||||||
|
beq FillLeft
|
||||||
|
inw xdraw
|
||||||
|
inw xdraw ; tricky but we must rollback xdraw in proper direction
|
||||||
|
FillLeft
|
||||||
|
.nowarn dew xdraw
|
||||||
|
FillHole
|
||||||
|
adw xdraw #mountaintable tempXROLLER
|
||||||
|
lda (tempXROLLER),y
|
||||||
|
sta ydraw
|
||||||
|
beq ToHighFill ; if we filled all playfield (very rare but possible)
|
||||||
|
dec ydraw ; one pixel up
|
||||||
|
lda ydraw
|
||||||
|
sta (tempXROLLER),y ;mountaintable update
|
||||||
|
mva #1 color
|
||||||
|
jsr plot.MakePlot
|
||||||
|
ToHighFill
|
||||||
|
.nowarn dew FillCounter
|
||||||
|
lda FillCounter
|
||||||
|
ora FillCounter+1
|
||||||
|
jne RepeatFill
|
||||||
|
rts
|
||||||
.endp
|
.endp
|
||||||
; ------------------------
|
; ------------------------
|
||||||
.proc laser
|
.proc laser
|
||||||
@@ -799,25 +857,6 @@ EndOfDistanceCheckLoop
|
|||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
; -----------------
|
; -----------------
|
||||||
.proc xdirt ;
|
|
||||||
; -----------------
|
|
||||||
mva #sfx_dirt_charge sfx_effect
|
|
||||||
lda #1
|
|
||||||
sta radius
|
|
||||||
sta color
|
|
||||||
dirtLoop
|
|
||||||
jsr circle
|
|
||||||
inw ydraw
|
|
||||||
jsr circle
|
|
||||||
.nowarn dew ydraw
|
|
||||||
inc radius
|
|
||||||
lda radius
|
|
||||||
cmp ExplosionRadius
|
|
||||||
bne dirtLoop
|
|
||||||
mva #sfx_silencer sfx_effect
|
|
||||||
rts
|
|
||||||
.endp
|
|
||||||
; -----------------
|
|
||||||
.proc xriotbomb ;
|
.proc xriotbomb ;
|
||||||
; -----------------
|
; -----------------
|
||||||
mva #sfx_riot_blast sfx_effect
|
mva #sfx_riot_blast sfx_effect
|
||||||
@@ -964,11 +1003,6 @@ DirectionChecked
|
|||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
|
|
||||||
; --------------------------------------------------
|
|
||||||
.proc cleanDirt
|
|
||||||
mva #0 color
|
|
||||||
jmp ofdirt.NoColor
|
|
||||||
.endp
|
|
||||||
; --------------------------------------------------
|
; --------------------------------------------------
|
||||||
.proc ofdirt ;
|
.proc ofdirt ;
|
||||||
; --------------------------------------------------
|
; --------------------------------------------------
|
||||||
@@ -1019,76 +1053,6 @@ EndOfTheDirt
|
|||||||
mwa ycircle ydraw
|
mwa ycircle ydraw
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
; ----------------
|
|
||||||
.proc xliquiddirt ;
|
|
||||||
mwa xdraw TempXfill
|
|
||||||
RepeatFill
|
|
||||||
mwa TempXfill xdraw
|
|
||||||
jsr checkRollDirection
|
|
||||||
; HowMuchToFall - direction
|
|
||||||
; $FF - we are in a hole (flying in missile direction)
|
|
||||||
; 1 - right, 2 - left
|
|
||||||
adw xdraw #mountaintable tempXROLLER
|
|
||||||
ldy #0
|
|
||||||
lda (tempXROLLER),y
|
|
||||||
sta HeightRol ; relative point
|
|
||||||
|
|
||||||
RollinContinuesLiquid
|
|
||||||
; new point is set
|
|
||||||
adw xdraw #mountaintable tempXROLLER
|
|
||||||
ldy #0
|
|
||||||
lda (tempXROLLER),y
|
|
||||||
sta ydraw
|
|
||||||
cmp HeightRol
|
|
||||||
beq UpNotYet2
|
|
||||||
bcc FillNow
|
|
||||||
UpNotYet2
|
|
||||||
sec ;clc
|
|
||||||
sta HeightRol
|
|
||||||
sbc #1
|
|
||||||
sta ydraw
|
|
||||||
lda HowMuchToFall
|
|
||||||
cmp #1
|
|
||||||
beq HowMuchToFallRight3
|
|
||||||
.NOWARN dew xdraw
|
|
||||||
lda xdraw
|
|
||||||
and xdraw+1
|
|
||||||
cmp #$ff ; like cpw xdraw #$ffff
|
|
||||||
;ora xdraw+1 ; like cpw xdraw #$0000
|
|
||||||
jne RollinContinuesLiquid
|
|
||||||
beq FillNow
|
|
||||||
HowMuchToFallRight3
|
|
||||||
inw xdraw
|
|
||||||
cpw xdraw #screenwidth
|
|
||||||
jne RollinContinuesLiquid
|
|
||||||
FillNow
|
|
||||||
; finally one pixel more
|
|
||||||
ldy #0
|
|
||||||
lda HowMuchToFall
|
|
||||||
bmi FillHole
|
|
||||||
cmp #1
|
|
||||||
beq FillLeft
|
|
||||||
inw xdraw
|
|
||||||
inw xdraw ; tricky but we must rollback xdraw in proper direction
|
|
||||||
FillLeft
|
|
||||||
.nowarn dew xdraw
|
|
||||||
FillHole
|
|
||||||
adw xdraw #mountaintable tempXROLLER
|
|
||||||
lda (tempXROLLER),y
|
|
||||||
sta ydraw
|
|
||||||
beq ToHighFill ; if we filled all playfield (very rare but possible)
|
|
||||||
dec ydraw ; one pixel up
|
|
||||||
lda ydraw
|
|
||||||
sta (tempXROLLER),y ;mountaintable update
|
|
||||||
mva #1 color
|
|
||||||
jsr plot.MakePlot
|
|
||||||
ToHighFill
|
|
||||||
.nowarn dew FillCounter
|
|
||||||
lda FillCounter
|
|
||||||
ora FillCounter+1
|
|
||||||
jne RepeatFill
|
|
||||||
rts
|
|
||||||
.endp
|
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
.proc BeforeFire ;TankNr (byte)
|
.proc BeforeFire ;TankNr (byte)
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
@@ -1124,8 +1088,10 @@ ContinueToCheckMaxForce2
|
|||||||
|
|
||||||
jsr WaitOneFrame ; best after drawing a tank
|
jsr WaitOneFrame ; best after drawing a tank
|
||||||
|
|
||||||
|
bit TestFlightFlag
|
||||||
|
bpl @+
|
||||||
|
jsr Shoot.AfterOffensiveText ; Lazy Darwin - aiming visualisation
|
||||||
|
@
|
||||||
;keyboard reading
|
;keyboard reading
|
||||||
; KBCODE keeps code of last keybi
|
; KBCODE keeps code of last keybi
|
||||||
; SKSTAT $ff - nothing pressed
|
; SKSTAT $ff - nothing pressed
|
||||||
@@ -1134,6 +1100,7 @@ ContinueToCheckMaxForce2
|
|||||||
; $f3 - shift+key
|
; $f3 - shift+key
|
||||||
|
|
||||||
notpressed
|
notpressed
|
||||||
|
ldx TankNr ; for optimize
|
||||||
; Select and Option
|
; Select and Option
|
||||||
lda CONSOL
|
lda CONSOL
|
||||||
tay
|
tay
|
||||||
@@ -1258,10 +1225,11 @@ pressedUp
|
|||||||
|
|
||||||
|
|
||||||
;force increaseeee!
|
;force increaseeee!
|
||||||
ldx TankNr
|
;ldx TankNr ; optimized
|
||||||
inc ForceTableL,x
|
inc ForceTableL,x
|
||||||
bne CheckingMaxForce
|
bne CheckingMaxForce
|
||||||
inc ForceTableH,x
|
inc ForceTableH,x
|
||||||
|
|
||||||
CheckingMaxForce
|
CheckingMaxForce
|
||||||
|
|
||||||
mva #sfx_set_power_1 sfx_effect
|
mva #sfx_set_power_1 sfx_effect
|
||||||
@@ -1282,7 +1250,7 @@ FurtherCheckMaxForce
|
|||||||
jmp BeforeFire
|
jmp BeforeFire
|
||||||
|
|
||||||
CTRLPressedUp
|
CTRLPressedUp
|
||||||
ldx TankNr
|
;ldx TankNr ; optimized
|
||||||
lda ForceTableL,x
|
lda ForceTableL,x
|
||||||
clc
|
clc
|
||||||
adc #10
|
adc #10
|
||||||
@@ -1300,7 +1268,7 @@ pressedDown
|
|||||||
|
|
||||||
mva #sfx_set_power_1 sfx_effect
|
mva #sfx_set_power_1 sfx_effect
|
||||||
|
|
||||||
ldx TankNr
|
;ldx TankNr ; optimized
|
||||||
dec ForceTableL,x
|
dec ForceTableL,x
|
||||||
lda ForceTableL,x
|
lda ForceTableL,x
|
||||||
cmp #$ff
|
cmp #$ff
|
||||||
@@ -1317,7 +1285,7 @@ ForceGoesZero
|
|||||||
CTRLPressedDown
|
CTRLPressedDown
|
||||||
mva #sfx_set_power_1 sfx_effect
|
mva #sfx_set_power_1 sfx_effect
|
||||||
|
|
||||||
ldx TankNr
|
;ldx TankNr ; optimized
|
||||||
sec
|
sec
|
||||||
lda ForceTableL,x
|
lda ForceTableL,x
|
||||||
sbc #10
|
sbc #10
|
||||||
@@ -1328,7 +1296,7 @@ CTRLPressedDown
|
|||||||
jmp BeforeFire
|
jmp BeforeFire
|
||||||
|
|
||||||
pressedRight
|
pressedRight
|
||||||
ldx TankNr
|
;ldx TankNr ; optimized
|
||||||
lda pressTimer
|
lda pressTimer
|
||||||
spl:mva #0 pressTimer ; if >128 then reset to 0
|
spl:mva #0 pressTimer ; if >128 then reset to 0
|
||||||
cmp #25 ; 1/2s
|
cmp #25 ; 1/2s
|
||||||
@@ -1345,7 +1313,7 @@ pressedRight
|
|||||||
jmp BeforeFire
|
jmp BeforeFire
|
||||||
|
|
||||||
CTRLPressedRight
|
CTRLPressedRight
|
||||||
ldx TankNr
|
;ldx TankNr ; optimized
|
||||||
mva #sfx_set_power_2 sfx_effect
|
mva #sfx_set_power_2 sfx_effect
|
||||||
mva #1 Erase
|
mva #1 Erase
|
||||||
jsr DrawTankNr.BarrelChange
|
jsr DrawTankNr.BarrelChange
|
||||||
@@ -1361,7 +1329,7 @@ CTRLPressedRight
|
|||||||
|
|
||||||
|
|
||||||
pressedLeft
|
pressedLeft
|
||||||
ldx TankNr
|
;ldx TankNr ; optimized
|
||||||
lda pressTimer
|
lda pressTimer
|
||||||
spl:mva #0 pressTimer ; if >128 then reset to 0
|
spl:mva #0 pressTimer ; if >128 then reset to 0
|
||||||
cmp #25 ; 1/2s
|
cmp #25 ; 1/2s
|
||||||
@@ -1379,7 +1347,7 @@ pressedLeft
|
|||||||
jmp BeforeFire
|
jmp BeforeFire
|
||||||
|
|
||||||
CTRLPressedLeft
|
CTRLPressedLeft
|
||||||
ldx TankNr
|
;ldx TankNr ; optimized
|
||||||
mva #sfx_set_power_2 sfx_effect
|
mva #sfx_set_power_2 sfx_effect
|
||||||
mva #1 Erase
|
mva #1 Erase
|
||||||
jsr DrawTankNr.BarrelChange
|
jsr DrawTankNr.BarrelChange
|
||||||
@@ -1395,7 +1363,7 @@ CTRLPressedLeft
|
|||||||
|
|
||||||
pressedTAB
|
pressedTAB
|
||||||
mva #sfx_purchase sfx_effect
|
mva #sfx_purchase sfx_effect
|
||||||
ldx TankNr
|
;ldx TankNr ; optimized
|
||||||
lda ActiveWeapon,x
|
lda ActiveWeapon,x
|
||||||
cmp #last_offensive_____ ; the last possible offensive weapon
|
cmp #last_offensive_____ ; the last possible offensive weapon
|
||||||
bne ?notlasttofirst
|
bne ?notlasttofirst
|
||||||
@@ -1413,7 +1381,7 @@ pressedTAB
|
|||||||
|
|
||||||
CTRLpressedTAB
|
CTRLpressedTAB
|
||||||
mva #sfx_purchase sfx_effect
|
mva #sfx_purchase sfx_effect
|
||||||
ldx TankNr
|
;ldx TankNr ; optimized
|
||||||
lda ActiveWeapon,x
|
lda ActiveWeapon,x
|
||||||
cmp #first_offensive____ ; #0
|
cmp #first_offensive____ ; #0
|
||||||
bne ?notfirsttolast
|
bne ?notfirsttolast
|
||||||
@@ -1444,7 +1412,6 @@ pressedS
|
|||||||
jsr WaitForKeyRelease
|
jsr WaitForKeyRelease
|
||||||
jmp BeforeFire
|
jmp BeforeFire
|
||||||
|
|
||||||
|
|
||||||
pressedSpace
|
pressedSpace
|
||||||
;=================================
|
;=================================
|
||||||
;we shoot here!!!
|
;we shoot here!!!
|
||||||
@@ -1469,6 +1436,8 @@ fire
|
|||||||
;with much more separate blocks, but you know -
|
;with much more separate blocks, but you know -
|
||||||
;- do not touch it if it works...
|
;- do not touch it if it works...
|
||||||
|
|
||||||
|
mva #0 TestFlightFlag
|
||||||
|
|
||||||
;the latest addition to this routine is
|
;the latest addition to this routine is
|
||||||
;displaying offensive texts!
|
;displaying offensive texts!
|
||||||
|
|
||||||
@@ -1482,6 +1451,7 @@ RandomizeOffensiveText
|
|||||||
mva #$ff plot4x4color
|
mva #$ff plot4x4color
|
||||||
jsr DisplayOffensiveTextNr
|
jsr DisplayOffensiveTextNr
|
||||||
|
|
||||||
|
AfterOffensiveText
|
||||||
mva #0 LaserFlag ; $ff - Laser
|
mva #0 LaserFlag ; $ff - Laser
|
||||||
ldx TankNr
|
ldx TankNr
|
||||||
lda ActiveWeapon,x
|
lda ActiveWeapon,x
|
||||||
@@ -1499,6 +1469,8 @@ NotStrongShoot
|
|||||||
sta Force
|
sta Force
|
||||||
lda ForceTableH,x
|
lda ForceTableH,x
|
||||||
sta Force+1
|
sta Force+1
|
||||||
|
bit TestFlightFlag
|
||||||
|
bmi AfterStrongShoot
|
||||||
mva #sfx_shoot sfx_effect
|
mva #sfx_shoot sfx_effect
|
||||||
AfterStrongShoot
|
AfterStrongShoot
|
||||||
lda AngleTable,x
|
lda AngleTable,x
|
||||||
@@ -1517,7 +1489,6 @@ AfterStrongShoot
|
|||||||
sta ytraj+2
|
sta ytraj+2
|
||||||
sta xtraj
|
sta xtraj
|
||||||
sta ytraj
|
sta ytraj
|
||||||
sta TestFlightFlag
|
|
||||||
|
|
||||||
; checking if the shot is underground (no Flight but Hit :) )
|
; checking if the shot is underground (no Flight but Hit :) )
|
||||||
tay ; A=0 !
|
tay ; A=0 !
|
||||||
@@ -1538,7 +1509,9 @@ ShotUnderGround
|
|||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
.proc Flight ; Force(byte.byte), Wind(0.word)
|
.proc Flight ; Force(byte.byte), Wind(0.word)
|
||||||
; Angle(byte) 128=0, 255=maxright, 0=maxleft
|
; Angle(byte) 128=0, 255=maxright, 0=maxleft
|
||||||
; if TestFlightFlag is set ($ff) ne real flight - hit test only (for AI)
|
; if 7bit and 6bit of TestFlightFlag is set no real flight - hit test only (for AI)
|
||||||
|
; 7bit - fast, test flight
|
||||||
|
; 6bit - invisible bullet
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
;g=-0.1
|
;g=-0.1
|
||||||
;vx=Force*cos(Angle)
|
;vx=Force*cos(Angle)
|
||||||
@@ -1553,10 +1526,10 @@ ShotUnderGround
|
|||||||
;goto begin-
|
;goto begin-
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
; smoke tracer :)
|
; smoke tracer :)
|
||||||
ldy #0
|
ldy #0
|
||||||
|
bit TestFlightFlag ; if test flight for AI or Lazy Darwin
|
||||||
|
bmi noSmokeTracer ; no Smoke Tracer display
|
||||||
ldx TankNr
|
ldx TankNr
|
||||||
lda ActiveWeapon,x
|
lda ActiveWeapon,x
|
||||||
cmp #ind_Smoke_Tracer___ ; Smoke tracer
|
cmp #ind_Smoke_Tracer___ ; Smoke tracer
|
||||||
@@ -1734,10 +1707,13 @@ Loopi
|
|||||||
bpl StillUp
|
bpl StillUp
|
||||||
; where we know that the bullet starts to fall down
|
; where we know that the bullet starts to fall down
|
||||||
; we check if it is MIRV and if so, jump to MIRV routine
|
; we check if it is MIRV and if so, jump to MIRV routine
|
||||||
|
bit TestFlightFlag
|
||||||
|
bmi NoTestForMIRV
|
||||||
ldx TankNr
|
ldx TankNr
|
||||||
lda ActiveWeapon,x
|
lda ActiveWeapon,x
|
||||||
cmp #ind_MIRV___________ ; MIRV
|
cmp #ind_MIRV___________ ; MIRV
|
||||||
jeq MIRVdownLoop
|
jeq MIRVdownLoop
|
||||||
|
NoTestForMIRV
|
||||||
NoGravity
|
NoGravity
|
||||||
StillUp
|
StillUp
|
||||||
|
|
||||||
@@ -1820,7 +1796,7 @@ SkipCollisionCheck
|
|||||||
mwa ytraj+1 ydraw
|
mwa ytraj+1 ydraw
|
||||||
|
|
||||||
bit TestFlightFlag
|
bit TestFlightFlag
|
||||||
bmi NoUnPlot
|
bvs NoUnPlot
|
||||||
lda tracerflag
|
lda tracerflag
|
||||||
bne NoUnPlot
|
bne NoUnPlot
|
||||||
|
|
||||||
@@ -1834,7 +1810,7 @@ Hit
|
|||||||
mwa XHit xdraw
|
mwa XHit xdraw
|
||||||
mwa YHit ydraw
|
mwa YHit ydraw
|
||||||
bit TestFlightFlag
|
bit TestFlightFlag
|
||||||
bmi EndOfFlight
|
bvs EndOfFlight
|
||||||
jsr unPlot
|
jsr unPlot
|
||||||
EndOfFlight
|
EndOfFlight
|
||||||
mwa xdraw xcircle ; we must store for a little while
|
mwa xdraw xcircle ; we must store for a little while
|
||||||
@@ -2085,11 +2061,13 @@ MIRVcopyParameters
|
|||||||
ldx #$FF ; it will turn 0 in a moment anyway
|
ldx #$FF ; it will turn 0 in a moment anyway
|
||||||
stx MirvMissileCounter
|
stx MirvMissileCounter
|
||||||
mrLoopi
|
mrLoopi
|
||||||
inc:lda MirvMissileCounter
|
ldx MirvMissileCounter
|
||||||
cmp #5
|
inx
|
||||||
sne:mva #0 MirvMissileCounter
|
cpx #5
|
||||||
|
bne @+
|
||||||
|
ldx #0
|
||||||
|
@ stx MirvMissileCounter
|
||||||
|
|
||||||
ldx MirvMissileCounter
|
|
||||||
; Y changes only for bullet number 0
|
; Y changes only for bullet number 0
|
||||||
; because rest of the bullets have the same Y (height)
|
; because rest of the bullets have the same Y (height)
|
||||||
|
|
||||||
@@ -2615,6 +2593,7 @@ ReachSky
|
|||||||
sta RangeRight+1
|
sta RangeRight+1
|
||||||
; hide tanks and ...
|
; hide tanks and ...
|
||||||
jsr SoilDown2
|
jsr SoilDown2
|
||||||
|
jsr ClearScreenSoilRange
|
||||||
ldx TankNr
|
ldx TankNr
|
||||||
|
|
||||||
; check keyboard/joy and move tank left/right - code copied from BeforeFire
|
; check keyboard/joy and move tank left/right - code copied from BeforeFire
|
||||||
@@ -2713,11 +2692,7 @@ RightScreenEdge
|
|||||||
mva #sfx_dunno sfx_effect
|
mva #sfx_dunno sfx_effect
|
||||||
NoREdge
|
NoREdge
|
||||||
mva #18 AngleTable,x
|
mva #18 AngleTable,x
|
||||||
; then draw tank on new position
|
bne DrawFloatingTank ; then draw tank on new position
|
||||||
jsr DrawTankNr
|
|
||||||
jsr DisplayStatus
|
|
||||||
jsr WaitOneFrame
|
|
||||||
jmp KeyboardAndJoyCheck
|
|
||||||
|
|
||||||
pressedLeft
|
pressedLeft
|
||||||
lda ShieldEnergy,x
|
lda ShieldEnergy,x
|
||||||
@@ -2744,9 +2719,11 @@ LeftScreenEdge
|
|||||||
NoLEdge
|
NoLEdge
|
||||||
mva #162 AngleTable,x
|
mva #162 AngleTable,x
|
||||||
; then draw tank on new position
|
; then draw tank on new position
|
||||||
|
DrawFloatingTank
|
||||||
jsr DrawTankNr
|
jsr DrawTankNr
|
||||||
jsr DisplayStatus
|
jsr DisplayStatus
|
||||||
jsr WaitOneFrame
|
jsr WaitOneFrame
|
||||||
|
jsr CalculateSoildown
|
||||||
jmp KeyboardAndJoyCheck
|
jmp KeyboardAndJoyCheck
|
||||||
|
|
||||||
pressedSpace
|
pressedSpace
|
||||||
@@ -2773,7 +2750,7 @@ pressedSpace
|
|||||||
TankOnRightSide
|
TankOnRightSide
|
||||||
dey
|
dey
|
||||||
TankOnLeftSide
|
TankOnLeftSide
|
||||||
sty FloatingAlt ; I know, not elegant byt this variable it's free now (0 go right, $ff go left)
|
sty OverTankDir ; (0 go right, $ff go left)
|
||||||
; now we have direction of bypassing tanks on screen
|
; now we have direction of bypassing tanks on screen
|
||||||
|
|
||||||
; clear "engine pixels" under tank
|
; clear "engine pixels" under tank
|
||||||
@@ -2824,7 +2801,7 @@ TankBelow
|
|||||||
mva #1 Erase
|
mva #1 Erase
|
||||||
jsr DrawTankNr
|
jsr DrawTankNr
|
||||||
mva #0 Erase
|
mva #0 Erase
|
||||||
bit FloatingAlt
|
bit OverTankDir
|
||||||
bmi PassLeft
|
bmi PassLeft
|
||||||
PassRight
|
PassRight
|
||||||
inc XtankstableL,x
|
inc XtankstableL,x
|
||||||
@@ -2868,10 +2845,10 @@ GoDown
|
|||||||
adw temp #4 ; center of the tank
|
adw temp #4 ; center of the tank
|
||||||
ldy #0
|
ldy #0
|
||||||
lda (temp),y
|
lda (temp),y
|
||||||
sta FloatingAlt
|
sta OverTankDir ; not elegant!!! Reuse as height of tank flight
|
||||||
FloatDown
|
FloatDown
|
||||||
lda ytankstable,x
|
lda ytankstable,x
|
||||||
cmp FloatingAlt
|
cmp OverTankDir
|
||||||
bcs OnGround
|
bcs OnGround
|
||||||
; first erase old tank position
|
; first erase old tank position
|
||||||
mva #1 Erase
|
mva #1 Erase
|
||||||
@@ -2891,25 +2868,31 @@ OnGround
|
|||||||
mva #0 Erase
|
mva #0 Erase
|
||||||
jsr WaitForKeyRelease
|
jsr WaitForKeyRelease
|
||||||
; and Soildown at the end (for correct mountaintable)
|
; and Soildown at the end (for correct mountaintable)
|
||||||
|
; If tank did not fly at maximum altitude there is no need to soildown to much
|
||||||
|
lda FloatingAlt
|
||||||
|
cmp #18
|
||||||
|
beq NotHighest
|
||||||
|
jsr ClearScreenSoilRange
|
||||||
|
NotHighest
|
||||||
; calculate range
|
; calculate range
|
||||||
sec
|
jsr CalculateSoildown
|
||||||
lda XtankstableL,x
|
|
||||||
sbc #2
|
|
||||||
sta RangeLeft
|
|
||||||
lda XtankstableH,x
|
|
||||||
sbc #0
|
|
||||||
sta RangeLeft+1
|
|
||||||
clc
|
|
||||||
lda XtankstableL,x
|
|
||||||
adc #10
|
|
||||||
sta RangeRight
|
|
||||||
lda XtankstableH,x
|
|
||||||
adc #0
|
|
||||||
sta RangeRight+1
|
|
||||||
; hide tanks and ...
|
; hide tanks and ...
|
||||||
jsr SoilDown2
|
jsr SoilDown2
|
||||||
ldx TankNr
|
ldx TankNr
|
||||||
rts
|
rts
|
||||||
|
|
||||||
|
CalculateSoildown
|
||||||
|
ldx TankNr
|
||||||
|
clc
|
||||||
|
lda XtankstableL,x
|
||||||
|
adc #4
|
||||||
|
sta xdraw
|
||||||
|
lda XtankstableH,x
|
||||||
|
adc #0
|
||||||
|
sta xdraw+1
|
||||||
|
mva #$04 ExplosionRadius
|
||||||
|
jsr CalculateExplosionRange
|
||||||
|
rts
|
||||||
.endp
|
.endp
|
||||||
|
|
||||||
; -------------------------------------------------
|
; -------------------------------------------------
|
||||||
@@ -2931,7 +2914,7 @@ CheckCollisionWithTankLoop
|
|||||||
lda ytankstable,x
|
lda ytankstable,x
|
||||||
cmp ydraw ; check range
|
cmp ydraw ; check range
|
||||||
bcc BelowTheTank ;(ytankstable,ytankstable+3)
|
bcc BelowTheTank ;(ytankstable,ytankstable+3)
|
||||||
sbc #4 ; we must rewrite EndOfTheBarrelY table or remove Y correction completely to "bold" tank !!!
|
sbc #3 ; hitbox height
|
||||||
cmp ydraw
|
cmp ydraw
|
||||||
bcs OverTheTank
|
bcs OverTheTank
|
||||||
; with or without shield ?
|
; with or without shield ?
|
||||||
|
|||||||
Reference in New Issue
Block a user