Merge pull request #155 from pkali/develop

Develop
This commit is contained in:
2023-02-07 02:27:00 -05:00
committed by GitHub
16 changed files with 815 additions and 770 deletions
+1
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@@ -4,3 +4,4 @@ scorch.lab
scorch.lst scorch.lst
textproc.lab textproc.lab
textproc.lst textproc.lst
artwork/talk.as_
+21 -5
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@@ -51,16 +51,31 @@ With the advent of [fujinet](https://fujinet.online/) we are thinking about maki
## Changelog: ## Changelog:
###### Version 1.27
2023-02-07
Late evening edition. It is 2:11 am and I am writing this instead of dreaming of electric sheep.
Our Senior Executive Art Director @+Adam+ ordered us to stop procrastinating and finally release the version with colorized mountains. So here it is. Enjoy :)
Please note you can still press [Tab] or [5] in the main menu and revert to the classic or classy look of the "Polish rainbow" (it's a reference to a strangely accurate Wulffmorgenthaler comic strip: https://i.imgur.com/HMctP.jpg)
Other changes:
- nicer Lazy targeting and "visual Debug" for Lazy Boys
- extreme memory optimizations to fit 2 new texts from @RB5200 based on "Sandford and Son"
- fix for [G] key bug when turn wind changes were selected
- fix for Lazy Boys deactivation bug
- PAL mode now has got the full-color table, so it is possible to adjust colors better
- the x-position of tanks was always adjusted to even X values, this is no more, which saves some hassle and unnecessary tank shakes left and right. As tanks are painted with sprites of a lower resolution, a rare artifact might appear here and there.
- improved tank shapes
###### Version 1.26 ###### Version 1.26
2023-01-23 2023-01-23
Early morning edition. It is 5:11 am and I am writing this instead of dreaming of electric sheep. Early morning edition. It is 5:11 am and I am writing this instead of dreaming of electric sheep.
For the last 6 weeks theversions we released had an awful bug - the conversations of tanks were completely invisible. Thanks for pointing this out, RB5200. For the last 6 weeks, the versions we released had an awful bug - the conversations of tanks were completely invisible. Thanks for pointing this out, RB5200.
- tanks talk to each other again - tanks talk to each other again
- better stochastic non blocking wait one frame - better stochastic non-blocking wait one frame
- rare dstance measurement bug fixed (rarely a tank survived a direct hit) - rare distance measurement bug fixed (rarely a tank survived a direct hit)
- 5200: second fire works (by RB5200) - 5200: second fire (by RB5200)
- "visual debug" mode in A800 version, triggered by pressing [CTRL]+[HELP]. It displays distances measured, laser aiming and aiming technique. It leaves a mess on screen, but it does not impair the game, just makes it a bit harder. - "visual debug" mode in A800 version, triggered by pressing [CTRL]+[HELP]. It displays distances measured, laser aiming, and aiming technique. It leaves a mess on the screen, but it does not impair the game, just makes it a bit harder.
###### Version 1.25 ###### Version 1.25
@@ -672,3 +687,4 @@ Together with Pecus we were working on this piece of code for four years and it
Now it's your turn to help this idea happen! Now it's your turn to help this idea happen!
...transmission error...former history missing... ...transmission error...former history missing...
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@@ -545,10 +545,7 @@ skipThisPlayer
sta RandBoundaryHigh+1 sta RandBoundaryHigh+1
jsr RandomizeForce jsr RandomizeForce
RepeatAim RepeatAim
lda ForceTableL,x jsr Table2Force
sta Force
lda ForceTableH,x
sta Force+1
; wind correction 90+(wind/8) ; wind correction 90+(wind/8)
mwa Wind temp2 mwa Wind temp2
:7 lsrw temp2 :7 lsrw temp2
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@@ -760,7 +760,7 @@ quit
ini main ini main
; --- ; ---
opt l- ;opt l- ; this stops the listing
.MACRO SPRITES .MACRO SPRITES
missiles missiles
+68 -66
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@@ -53,79 +53,81 @@ L49 dta d"DIE, TANK-SCUM!"
L50 dta d"I'M GONNA BREAK YOUR FACE!" L50 dta d"I'M GONNA BREAK YOUR FACE!"
L51 dta d"MAMA SAID KNOCK YOU OUT!" L51 dta d"MAMA SAID KNOCK YOU OUT!"
L52 dta d"I HOPE YOU ENJOY PAIN!" L52 dta d"I HOPE YOU ENJOY PAIN!"
L53 dta d"HOW'D YOU LIKE ONE ACROSS YOUR LIPS?" ;(sanford and son)
;-------------------------------- ;--------------------------------
L53 dta d"PARTING IS SUCH SWEET SORROW... NOT!" L54 dta d"PARTING IS SUCH SWEET SORROW... NOT!"
L54 dta d"UGH!" L55 dta d"UGH!"
L55 dta d"AARGH!" L56 dta d"AARGH!"
L56 dta d"AAAGGHHH!" L57 dta d"AAAGGHHH!"
L57 dta d"I'M MELTING!" L58 dta d"I'M MELTING!"
L58 dta d"OOF.." L59 dta d"OOF.."
L59 dta d"OH!" L60 dta d"OH!"
L60 dta d"EEEK!" L61 dta d"EEEK!"
L61 dta d"AACCH!" L62 dta d"AACCH!"
L62 dta d"I HATE IT WHEN THAT HAPPENS." L63 dta d"I HATE IT WHEN THAT HAPPENS."
L63 dta d"ONE DIRECT HIT CAN RUIN YOUR WHOLE DAY." L64 dta d"ONE DIRECT HIT CAN RUIN YOUR WHOLE DAY."
L64 dta d"OH NO!" L65 dta d"OH NO!"
L65 dta d"NOT ME!" L66 dta d"NOT ME!"
L66 dta d"OUCH." L67 dta d"OUCH."
L67 dta d"OH NO, NOT AGAIN." L68 dta d"OH NO, NOT AGAIN."
L68 dta d"ANOTHER ONE BITES THE DUST." L69 dta d"ANOTHER ONE BITES THE DUST."
L69 dta d"GOODBYE." L70 dta d"GOODBYE."
L70 dta d"HELP ME!" L71 dta d"HELP ME!"
L71 dta d"FAREWELL, CRUEL WORLD." L72 dta d"FAREWELL, CRUEL WORLD."
L72 dta d"REMEMBER THE ALAMO!" L73 dta d"REMEMBER THE ALAMO!"
L73 dta d"OH MAN!" L74 dta d"OH MAN!"
L74 dta d"DOOUGH!" L75 dta d"DOOUGH!"
L75 dta d"ANOTHER DAY, ANOTHER BOMB." L76 dta d"ANOTHER DAY, ANOTHER BOMB."
L76 dta d"THIS IS THE END, MY ONLY FRIEND." L77 dta d"THIS IS THE END, MY ONLY FRIEND."
L77 dta d"VERY FUNNY." L78 dta d"VERY FUNNY."
L78 dta d"THE FAT LADY SANG." L79 dta d"THE FAT LADY SANG."
L79 dta d"WHY DOES EVERYTHING HAPPEN TO ME?" L80 dta d"WHY DOES EVERYTHING HAPPEN TO ME?"
L80 dta d"I'M GOING DOWN." L81 dta d"I'M GOING DOWN."
L81 dta d"I'VE GOT A BAD FEELING ABOUT THIS." L82 dta d"I'VE GOT A BAD FEELING ABOUT THIS."
L82 dta d"CRAPOLA." L83 dta d"CRAPOLA."
L83 dta d"POW!" L84 dta d"POW!"
L84 dta d"BIF!" L85 dta d"BIF!"
L85 dta d"BAM!" L86 dta d"BAM!"
L86 dta d"ZONK!" L87 dta d"ZONK!"
L87 dta d"I SHOULD'VE LISTENED TO MY MOTHER..." L88 dta d"I SHOULD'VE LISTENED TO MY MOTHER..."
L88 dta d"I WALK THROUGH THE VALLEY OF THE SHADOW..." L89 dta d"I WALK THROUGH THE VALLEY OF THE SHADOW..."
L89 dta d"WHAT WAS THAT NOISE?" L90 dta d"WHAT WAS THAT NOISE?"
L90 dta d"MAMA SAID THERE'D BE DAYS LIKE THIS." L91 dta d"MAMA SAID THERE'D BE DAYS LIKE THIS."
L91 dta d"ITS JUST ONE OF THOSE DAYS..." L92 dta d"ITS JUST ONE OF THOSE DAYS..."
L92 dta d"I SEE A BRIGHT LIGHT..." L93 dta d"I SEE A BRIGHT LIGHT..."
L93 dta d"MOMMY? IS THAT YOU?" L94 dta d"MOMMY? IS THAT YOU?"
L94 dta d"I LET YOU HIT ME!" L95 dta d"I LET YOU HIT ME!"
L95 dta d"SUCKER SHOT!" L96 dta d"SUCKER SHOT!"
L96 dta d"I DIDN'T WANT TO LIVE ANYWAY." L97 dta d"I DIDN'T WANT TO LIVE ANYWAY."
L97 dta d"-<SOB>-" L98 dta d"-<SOB>-"
L98 dta d"WAS THAT AS CLOSE AS I THINK IT WAS?" L99 dta d"WAS THAT AS CLOSE AS I THINK IT WAS?"
L99 dta d"JOIN THE ARMY, SEE THE WORLD THEY SAID." L100 dta d"JOIN THE ARMY, SEE THE WORLD THEY SAID."
L100 dta d"IT WASN'T JUST A JOB IT WAS AN ADVENTURE!" L101 dta d"IT WASN'T JUST A JOB IT WAS AN ADVENTURE!"
L101 dta d"I DIDN'T LIKE VIOLENCE ANYWAY!" L102 dta d"I DIDN'T LIKE VIOLENCE ANYWAY!"
L102 dta d"I THOUGHT YOU LIKED ME?" L103 dta d"I THOUGHT YOU LIKED ME?"
L103 dta d"CTO XYEB" L104 dta d"CTO XYEB"
L104 dta d"I THINK THIS GUY'S A LITTLE CRAZY." L105 dta d"I THINK THIS GUY'S A LITTLE CRAZY."
L105 dta d"SOMEHOW I DON'T FEEL LIKE KILLING ANYMORE." L106 dta d"SOMEHOW I DON'T FEEL LIKE KILLING ANYMORE."
L106 dta d"HEY! KILLIN' AIN'T COOL." L107 dta d"HEY! KILLIN' AIN'T COOL."
L107 dta d"GEE... THANKS." L108 dta d"GEE... THANKS."
L108 dta d"I'VE FALLEN AND I CAN'T GET UP!" L109 dta d"I'VE FALLEN AND I CAN'T GET UP!"
L109 dta d"911?" L110 dta d"911?"
L110 dta d"OH NO! HERE I BLOW AGAIN!" L111 dta d"OH NO! HERE I BLOW AGAIN!"
L111 dta d"I'LL BE BACK..." L112 dta d"I'LL BE BACK..."
L112 dta d"HEY - I'VE GOT LAWYERS." L113 dta d"HEY - I'VE GOT LAWYERS."
L113 dta d"TIME TO CALL 1-900-SUE-TANK." L114 dta d"TIME TO CALL 1-900-SUE-TANK."
L115 dta d"YOU BIG DUMMY!" ;(sanford and son)
LEND LEND
OffensiveTextTableL OffensiveTextTableL
dta <L0,<L1,<L2,<L3,<L4,<L5,<L6,<L7,<L8,<L9,<L10,<L11,<L12,<L13,<L14,<L15,<L16,<L17,<L18,<L19,<L20,<L21,<L22,<L23,<L24,<L25,<L26,<L27,<L28,<L29,<L30,<L31,<L32,<L33,<L34,<L35,<L36,<L37,<L38,<L39,<L40,<L41,<L42,<L43,<L44,<L45,<L46,<L47,<L48,<L49,<L50,<L51,<L52 dta <L0,<L1,<L2,<L3,<L4,<L5,<L6,<L7,<L8,<L9,<L10,<L11,<L12,<L13,<L14,<L15,<L16,<L17,<L18,<L19,<L20,<L21,<L22,<L23,<L24,<L25,<L26,<L27,<L28,<L29,<L30,<L31,<L32,<L33,<L34,<L35,<L36,<L37,<L38,<L39,<L40,<L41,<L42,<L43,<L44,<L45,<L46,<L47,<L48,<L49,<L50,<L51,<L52,<L53
dta <L53,<L54,<L55,<L56,<L57,<L58,<L59,<L60,<L61,<L62,<L63,<L64,<L65,<L66,<L67,<L68,<L69,<L70,<L71,<L72,<L73,<L74,<L75,<L76,<L77,<L78,<L79,<L80,<L81,<L82,<L83,<L84,<L85,<L86,<L87,<L88,<L89,<L90,<L91,<L92,<L93,<L94,<L95,<L96,<L97,<L98,<L99,<L100,<L101,<L102,<L103,<L104,<L105,<L106,<L107,<L108,<L109,<L110,<L111,<L112,<L113 dta <L54,<L55,<L56,<L57,<L58,<L59,<L60,<L61,<L62,<L63,<L64,<L65,<L66,<L67,<L68,<L69,<L70,<L71,<L72,<L73,<L74,<L75,<L76,<L77,<L78,<L79,<L80,<L81,<L82,<L83,<L84,<L85,<L86,<L87,<L88,<L89,<L90,<L91,<L92,<L93,<L94,<L95,<L96,<L97,<L98,<L99,<L100,<L101,<L102,<L103,<L104,<L105,<L106,<L107,<L108,<L109,<L110,<L111,<L112,<L113,<L114,<L115
dta <LEND dta <LEND
OffensiveTextTableH OffensiveTextTableH
dta >L0,>L1,>L2,>L3,>L4,>L5,>L6,>L7,>L8,>L9,>L10,>L11,>L12,>L13,>L14,>L15,>L16,>L17,>L18,>L19,>L20,>L21,>L22,>L23,>L24,>L25,>L26,>L27,>L28,>L29,>L30,>L31,>L32,>L33,>L34,>L35,>L36,>L37,>L38,>L39,>L40,>L41,>L42,>L43,>L44,>L45,>L46,>L47,>L48,>L49,>L50,>L51,>L52 dta >L0,>L1,>L2,>L3,>L4,>L5,>L6,>L7,>L8,>L9,>L10,>L11,>L12,>L13,>L14,>L15,>L16,>L17,>L18,>L19,>L20,>L21,>L22,>L23,>L24,>L25,>L26,>L27,>L28,>L29,>L30,>L31,>L32,>L33,>L34,>L35,>L36,>L37,>L38,>L39,>L40,>L41,>L42,>L43,>L44,>L45,>L46,>L47,>L48,>L49,>L50,>L51,>L52,>L53
dta >L53,>L54,>L55,>L56,>L57,>L58,>L59,>L60,>L61,>L62,>L63,>L64,>L65,>L66,>L67,>L68,>L69,>L70,>L71,>L72,>L73,>L74,>L75,>L76,>L77,>L78,>L79,>L80,>L81,>L82,>L83,>L84,>L85,>L86,>L87,>L88,>L89,>L90,>L91,>L92,>L93,>L94,>L95,>L96,>L97,>L98,>L99,>L100,>L101,>L102,>L103,>L104,>L105,>L106,>L107,>L108,>L109,>L110,>L111,>L112,>L113 dta >L54,>L55,>L56,>L57,>L58,>L59,>L60,>L61,>L62,>L63,>L64,>L65,>L66,>L67,>L68,>L69,>L70,>L71,>L72,>L73,>L74,>L75,>L76,>L77,>L78,>L79,>L80,>L81,>L82,>L83,>L84,>L85,>L86,>L87,>L88,>L89,>L90,>L91,>L92,>L93,>L94,>L95,>L96,>L97,>L98,>L99,>L100,>L101,>L102,>L103,>L104,>L105,>L106,>L107,>L108,>L109,>L110,>L111,>L112,>L113,>L114,>L115
dta >LEND dta >LEND
NumberOfOffensiveTexts=54 NumberOfOffensiveTexts=54
NumberOfDeffensiveTexts=60 NumberOfDeffensiveTexts=62
.endp .endp
hoverFull dta d"MY HOVERCRAFT IS FULL OF EELS!" hoverFull dta d"MY HOVERCRAFT IS FULL OF EELS!"
hoverFullEnd hoverFullEnd
Binary file not shown.
+5 -1
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@@ -67,10 +67,14 @@ GradientAddrL
.by <dliColorsFore, <dliColorsFore, <dliColorsFore2 .by <dliColorsFore, <dliColorsFore, <dliColorsFore2
GradientAddrH GradientAddrH
.by >dliColorsFore, >dliColorsFore, >dliColorsFore2 .by >dliColorsFore, >dliColorsFore, >dliColorsFore2
dliColorsFore2 dliColorsFore2 ; colors for NTSC
.by $0a ; one mountains color .by $0a ; one mountains color
.by $7e,$7a,$7c,$6a,$6c,$58,$5a,$48,$4a,$38 .by $7e,$7a,$7c,$6a,$6c,$58,$5a,$48,$4a,$38
.by $3a,$16,$18,$e6,$e8,$d4,$d6,$b4,$b6,$b6 .by $3a,$16,$18,$e6,$e8,$d4,$d6,$b4,$b6,$b6
dliColorsFore2PAL ; colors for PAL
.by $0a ; one mountains color
.by $7e,$7a,$7c,$6a,$6c,$58,$5a,$48,$4a,$38
.by $3a,$16,$18,$e6,$e8,$c4,$c6,$a4,$a6,$a6
;----------- ;-----------
pmtableL ; addressess of the P/M memory for 6 tanks pmtableL ; addressess of the P/M memory for 6 tanks
+330 -15
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@@ -551,16 +551,20 @@ NotHigherByte02
sec sec
lda xtankstableL,x lda xtankstableL,x
sbc #$0f sbc #$0f
; and clear lowest bit to be sure that the X coordinate is even
; (this is to have P/M background look nice)
; "AND" does not change "Carry" bit.
; x correction for P/M
; --
.IF XCORRECTION_FOR_PM = 1
and #$fe
.ENDIF
; --
sta xtankstableL,x sta xtankstableL,x
bcs NotHigherByte01 bcs NotHigherByte01
dec xtankstableH,x dec xtankstableH,x
NotHigherByte01 NotHigherByte01
; and clear lowest bit to be sure that the X coordinate is even
; (this is to have P/M background look nice)
lda xtankstableL,x
and #$fe
sta xtankstableL,x
inx inx
Cpx NumberOfPlayers Cpx NumberOfPlayers
bne StillRandomize02 bne StillRandomize02
@@ -1208,7 +1212,10 @@ DoNotDrawParachute
; If it is odd then it must be corrected because otherwise ; If it is odd then it must be corrected because otherwise
; P/M graphics background would not look OK ; P/M graphics background would not look OK
; ldx TankNr ; ldx TankNr
lda XtanksTableL,x ; x correction for P/M
; --
.IF XCORRECTION_FOR_PM = 1
lda XtanksTableL,x
and #$01 and #$01
beq EndOfFall ; if it is even then it is the end beq EndOfFall ; if it is even then it is the end
; and if not, we push it one pixel the way it was falling before ; and if not, we push it one pixel the way it was falling before
@@ -1222,6 +1229,8 @@ ForceFallLeft
sta UnderTank1 sta UnderTank1
sty UnderTank2 sty UnderTank2
jmp TankFallsX jmp TankFallsX
.ENDIF
; --
EndOfFall EndOfFall
mva #1 Erase mva #1 Erase
; ldx TankNr ; ldx TankNr
@@ -2033,6 +2042,311 @@ EndPut4x4
rts rts
.endp .endp
;--------------------------------------------------------
.proc DisplayOffensiveTextNr ;
ldx TextNumberOff
lda talk.OffensiveTextTableL,x
sta LineAddress4x4
lda talk.OffensiveTextTableH,x
sta LineAddress4x4+1
inx ; the next text
lda talk.OffensiveTextTableH,x
sta temp+1
lda talk.OffensiveTextTableL,x
sta temp ; opty possible
; substract address of the next text from previous to get text length
sbw temp LineAddress4x4 temp2
mva temp2 fx
;jsr Display4x4AboveTank
;rts
; POZOR !!!
.endp
;--------------------------------------------------------
.proc Display4x4AboveTank ;
; Displays texts using PutChar4x4 above tank and mountains.
; Pretty cool, eh!
;parameters are:
;Y - number of tank above which text is displayed
;fx - length of text
;LineAddress4x4 - address of the text
;lets calculate position of the text first!
;that's easy because we have number of tank
;and xtankstableL and H keep X position of a given tank
lda xtankstableL,y
sta temp
lda xtankstableH,y
sta temp+1
;now we should substract length of the text-1
;temp2 = (fx-1)*2
ldy fx
dey
tya
asl
sta temp2
mva #0 temp2+1
;now we have HALF length in pixels
;stored in temp2
;here we assume max length of text
;to display is 127 chars, but later it turns out it must be max 63!
sbw temp temp2 ; here begin of the text is in TEMP !!!!
;now we should check overflows
;lda temp+1 ; opty
bpl DOTNnotLessThanZero
;less than zero, so should be zero
mwa #0 temp
beq DOTNnoOverflow
DOTNnotLessThanZero
;so check if end larger than screenwidth
lda fx
asl
asl
;length in pixels -
;text length max 63 chars !!!!!!!!
clc
adc temp
sta temp2
lda #0
adc temp+1
sta temp2+1
;now in temp2 is end of the text in pixels
;so check if not greater than screenwitdth
cpw temp2 #screenwidth
bcc DOTNnoOverflow
;if end is greater than screenwidth
;then screenwidth - length is fine
lda fx
asl
asl
sta temp
mva #0 temp+1
sec
lda #<(screenwidth-1)
sbc temp
sta temp
lda #>(screenwidth-1)
sbc temp+1
sta temp+1
DOTNnoOverflow
;here in temp we have really good x position of text
mwa temp LineXdraw
;now let's get y position
;we will try to put text as low as possible
;just above mountains (so mountaintable will be checked)
lda fx
asl
asl
tay
;in temp there still is X position of text
;if we add temp and Y we will get end of the text
;so, lets go through mountaintable and look for
;the lowest value within
;Mountaitable+temp and Mountaitable+temp+Y
adw temp #MountainTable
mva #screenheight temp2 ;initialisation of the lowest value
DOTLowestMountainValueLoop
lda (temp),y
cmp temp2
bcs DOTOldLowestValue ;old lowest value
;new lowest value
sta temp2
DOTOldLowestValue
dey
cpy #$ff
bne DOTLowestMountainValueLoop
sec
lda temp2
sbc #(4+9) ;9 pixels above ground (and tanks...)
sta LineYdraw
jmp TypeLine4x4.noLengthNoColor ; rts
.endp
;--------------------------------------------------------
.proc DisplayTankNameAbove ;
lda tankNr
:3 asl ; *8
clc
adc #<TanksNames
sta temp ; TextAddress
lda #0
adc #>Tanksnames
sta temp+1 ; TextAddress+1
mwa temp LineAddress4x4
;find length of the tank's name
ldy #7
@
lda (temp),y
bne end_found
dey
bne @-
end_found
iny
sty fx
ldy tankNr
jsr Display4x4AboveTank
rts
.endp
;-------------------------------
.proc TypeLine4x4 ;
;-------------------------------
;this routine prints line of length `fx`
;address in LineAddress4x4
;starting from LineXdraw, LineYdraw
lda #14 ; default length of 4x4 texts
sta fx
variableLength
lda #$ff ; $ff - visible characters, $00 - clearing
staplot4x4color
sta plot4x4color
noLengthNoColor
ldy #0
sty LineCharNr
TypeLine4x4Loop
ldy LineCharNr
lda (LineAddress4x4),y
and #$3f ;always CAPITAL letters
sta CharCode4x4
mwa LineXdraw dx
mva LineYdraw dy
mva #0 dy+1 ; dy is 2 bytes value
jsr PutChar4x4 ;type empty pixels as well!
adw LineXdraw #4
inc:lda LineCharNr
cmp fx
bne TypeLine4x4Loop
EndOfTypeLine4x4
rts
.endp
;--------------------------------
.proc AreYouSure
;using 4x4 font
mva #4 ResultY ; where seppuku text starts Y-wise on the screen
;top frame
mva ResultY LineYdraw
jsr TL4x4_top
adb ResultY #4 ;next line
;sure?
mwa #areYouSureText LineAddress4x4
jsr _sep_opty
;bottom frame
mva ResultY LineYdraw
jsr TL4x4_bottom
jsr GetKey
cmp #@kbcode._Y ; $2b ; "Y"
bne @+
mva #$80 escFlag
bne skip01
@ mva #0 escFlag
skip01
jsr WaitForKeyRelease
;clean
mva #3 di
mva #4 ResultY
@
mva #$ff plot4x4color
mwa #lineClear LineAddress4x4
jsr _sep_opty
dec di
bne @-
quit_areyousure
rts
.endp
.proc _sep_opty
mwa #((ScreenWidth/2)-(8*4)) LineXdraw ; centering
mva ResultY LineYdraw
jsr TypeLine4x4
adb ResultY #4 ;next line
rts
.endp
;--------------------------------
.proc DisplaySeppuku
;using 4x4 font
mva #20 fs ; temp, how many times blink the billboard
seppuku_loop
lda CONSOL ; turbo mode
and #%00000001 ; START KEY
sne:mva #1 fs ; finish it
mva #4 ResultY ; where seppuku text starts Y-wise on the screen
;top frame
mva ResultY LineYdraw
jsr TL4x4_top
adb ResultY #4 ;next line
;seppuku
mwa #seppukuText LineAddress4x4
jsr _sep_opty
;bottom frame
mva ResultY LineYdraw
jsr TL4x4_bottom ; just go
;clean seppuku
mva #3 di
;mva #4 ResultY
lda #4
sta ResultY
loplop ;@
mwa #lineClear LineAddress4x4
jsr _sep_opty
dec di
bne loplop ;@-
dec fs
jne seppuku_loop
quit_seppuku
rts
.endp
;--------------------------------------------------
.proc SetMainScreen .proc SetMainScreen
; mva #0 dmactls ; mva #0 dmactls
SetDLI DLIinterruptGraph ; jsr SetDLI for graphics (game) screen SetDLI DLIinterruptGraph ; jsr SetDLI for graphics (game) screen
@@ -2198,19 +2512,20 @@ ybarrel
.proc PMoutofScreen .proc PMoutofScreen
;-------------------------------------------------- ;--------------------------------------------------
lda #$00 ; let all P/M disappear lda #$00 ; let all P/M disappear
:8 sta hposp0+# ldy #7
@ sta hposp0,y
dey
bpl @-
;:8 sta hposp0+# ; optimized... but Y!
rts rts
.endp .endp
;-------------------------------------------------- ;--------------------------------------------------
.proc ColorsOfSprites .proc ColorsOfSprites
lda TankColoursTable ; colours of sprites under tanks ldy #3
sta PCOLR0 @ lda TankColoursTable,y ; colours of sprites under tanks
lda TankColoursTable+1 sta PCOLR0,y
sta PCOLR1 dey
lda TankColoursTable+2 bpl @-
sta PCOLR2
lda TankColoursTable+3
sta PCOLR3
LDA TankColoursTable+4 LDA TankColoursTable+4
STA COLOR3 ; joined missiles (5th tank) STA COLOR3 ; joined missiles (5th tank)
rts rts
+267
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@@ -0,0 +1,267 @@
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
.IF *>0 ;this is a trick that prevents compiling this file alone
;--------------------------------------------------
.proc DLIinterruptGraph
pha
phy
ldy dliCounter
lda dliColorsBack,y
.IF TARGET = 800
nop ; necessary on 800 because DLIs take less time, jitter visible without it
nop
nop
.ENDIF
nop
nop
sta COLPF1
lda GradientNr
bne GoGradient
ldy #$ff ; one mauntain color
GoGradient
iny
lda (GradientColors),y ; mountains colors array
sta COLPF2
inc dliCounter
ply
pla
rti
.endp
;--------------------------------------------------
.proc DLIinterruptOptions
pha
phy
lda #0 ; background color
sta COLPF1
ldy GradientNr
beq @+
ldy #1
@ lda (GradientColors),y ; mountains colors array
sta COLPF2
ply
pla
rti
.endp
;--------------------------------------------------
.proc DLIinterruptGameOver
pha
phy
lda dliCounter
bne EndofPMG
lda #%00100001 ; playfield after P/M - prior=1
;STA WSYNC
sta PRIOR
bne EndOfDLI_GO
EndofPMG
cmp #1
bne ColoredLines
lda #%00100100 ; playfield before P/M
;STA WSYNC
sta PRIOR
bne EndOfDLI_GO
ColoredLines
cmp #9
beq CreditsScroll
tay
lda GameOverColoursTable-3,y ; -2 because this is DLI nr 2 and -1 (labels line)
ldy #$0a ; text colour (brightnes)
;STA WSYNC
sta COLPF2
sty COLPF1
bne EndOfDLI_GO
CreditsScroll
lda #$00
sta COLPF2
EndOfDLI_GO
inc dliCounter
ply
pla
rti
.endp
;--------------------------------------------------
.proc DLIinterruptText
pha
lda dliCounter
bne MoreBarsColorChange
lda #TextBackgroundColor
;sta WSYNC
sta COLPF2
mva #TextForegroundColor COLPF3
bne EndOfDLI_Text
MoreBarsColorChange
and #%00000001
rol
sta COLPF2
EndOfDLI_Text
inc dliCounter
pla
DLIinterruptNone
rti
.endp
;--------------------------------------------------
.proc VBLinterrupt
mva #0 dliCounter
mva #$02 DliColorBack
lda PAL
and #%00001110
beq itsPAL
;it is NTSC here
dec NTSCcounter
bne itsPAL
mva #6 NTSCcounter
bne SkippedIfNTSC ; skip doing VBL things each 6 frames in Amerika, Amerika
; We're all living in Amerika, Coca Cola, Wonderbra
itsPAL
; pressTimer is trigger tick counter. always 50 ticks / s
bit:smi:inc pressTimer ; timer halted if >127. max time measured 2.5 s
SkippedIfNTSC
bit RMT_blocked
bmi SkipRMTVBL
; ------- RMT -------
lda sfx_effect
bmi lab2
asl @ ; * 2
tay ;Y = 2,4,..,16 instrument number * 2 (0,2,4,..,126)
ldx #0 ;X = 0 channel (0..3 or 0..7 for stereo module)
lda #0 ;A = 0 note (0..60)
bit noSfx
smi:jsr RASTERMUSICTRACKER+15 ;RMT_SFX start tone (It works only if FEAT_SFX is enabled !!!)
lda #$ff
sta sfx_effect ;reinit value
lab2
jsr RASTERMUSICTRACKER+3 ;1 play
; ------- RMT -------
SkipRMTVBL
bit ScrollFlag
bpl EndOfCreditsVBI
CreditsVBI
inc CreditsVScrol
lda CreditsVScrol
cmp #32 ;not too fast
beq nextlinedisplay
:2 lsr ;not too fast
sta VSCROL
jmp EndOfCreditsVBI
nextlinedisplay
lda #0
sta CreditsVScrol
sta VSCROL
clc
lda DLCreditsAddr
adc #40
sta DLCreditsAddr
bcc @+
inc DLCreditsAddr+1
@
cmp #<CreditsLastLine
bne EndOfCreditsVBI
lda DLCreditsAddr+1
cmp #>CreditsLastLine
bne EndOfCreditsVBI
; adw DLCreditsAddr #40
; cpw DLCreditsAddr #CreditsLastLine
; bne EndOfCreditsVBI
mwa #Credits DLCreditsAddr
EndOfCreditsVBI
.IF TARGET = 5200
lda SkStatSimulator
bmi @+
inc SkStatSimulator
@
lda JoystickNumber ; select port
ora #%00000100 ; Speaker off, Pots enabled
sta CONSOL5200
center = 114 ;Read analog stick and make it look like a digital stick
threshold = 60
lda JoystickNumber
asl
tax
lda paddl0,x ;Read POT0 value (horizontal position)
cmp #center+threshold ;Compare with right threshold
rol stick0 ;Feed carry into digital stick value
cmp #center-threshold ;Compare with left threshold
rol stick0 ;Feed carry into digital stick value
lda paddl1,x ;Read POT1 value (vertical position)
cmp #center+threshold ;Compare with down threshold
rol stick0 ;Feed carry into digital stick value
cmp #center-threshold ;Compare with down threshold
rol stick0 ;Feed carry into digital stick value
lda stick0 ;0 indicates a press so the right/down values need to be inverted
eor #2+8
and #$0f
sta stick0
ldx JoystickNumber
; check shift key (5200 second fire button)
lda SKSTAT
:3 lsr ; third bit
and trig0,x ; and first button
;lda trig0,x
sta strig0 ;Move hardware to shadow
mva chbas chbase
lda skstat ;Reset consol key shadow is no key is pressed anymore
and #4
beq @+
mva #consol_reset consol
mva #@kbcode._none kbcode
@
pla
tay
pla
tax
pla
rti
.ELSE
; support for joysticks :)
ldx JoystickNumber
lda STICK0,x
sta STICK0
lda STRIG0,x
sta STRIG0
jmp XITVBV
.ENDIF
.endp
.IF TARGET = 5200
.proc kb_continue
sta kbcode ;Store key code in shadow.
mva #0 SkStatSimulator
exit pla
tay
pla
tax
pla
rti
.endp
.ENDIF
;--------------------------------------------------
.macro SetDLI
; SetDLI #WORD
; Initialises Display List Interrupts
LDY # <:1
LDX # >:1
jsr _SetDLIproc
.endm
.proc _SetDLIproc
LDA #$C0
STY VDSLST
STX VDSLST+1
STA NMIEN
rts
.endp
.ENDIF
+22
View File
@@ -51,6 +51,28 @@
STX $0201 STX $0201
STA NMIEN STA NMIEN
.ENDM .ENDM
;-------------------------------------
.MACRO VDL
; VDL #WORD
; Changes Display List addres
; and sets width of the screen
; vdl dl,$01 - narrow screen (32 bytes)
; vdl dl,$02 - normal screen (40 bytes)
; vdl dl,$03 - wide screen (48 bytes)
; (works only with system interrupts ON)
.if %0=2
lda dmactls
and #$fc
ora #%2
sta dmactls
.endif
LDA # <%1
STA DLPTRS
LDA # >%1
STA DLPTRS+1
.ENDM
;------------------------------------- ;-------------------------------------
.MACRO halt .MACRO halt
?stop ?stop
+35 -321
View File
@@ -3,19 +3,22 @@
;--------------------------------------------------- ;---------------------------------------------------
;by Tomasz 'pecus' Pecko and Pawel 'pirx' Kalinowski ;by Tomasz 'pecus' Pecko and Pawel 'pirx' Kalinowski
;Warsaw 2000, 2001, 2002, 2003, 2009, 2012, 2013 ;Warsaw 2000, 2001, 2002, 2003, 2009, 2012, 2013
;Miami & Warsaw 2022 ;Miami & Warsaw 2022, 2023
;--------------------------------------------------- ;---------------------------------------------------
.def TARGET = 800 ;5200 ; or 800 .def TARGET = 800 ;5200 ; or 800
;atari800 -5200 -cart ${outputFilePath} -cart-type 4 ;atari800 -5200 -cart ${outputFilePath} -cart-type 4
;atari800 -run ${outputFilePath} ;atari800 -run ${outputFilePath}
;---------------------------------------------------
.def XCORRECTION_FOR_PM = 0
; if 1 - active x position of tanks correction fo PMG
;--------------------------------------------------- ;---------------------------------------------------
;OPT r+ ; saves 12 bytes :O ;OPT r+ ; saves 12 bytes :O
;--------------------------------------------------- ;---------------------------------------------------
.macro build .macro build
dta d"1.26" ; number of this build (4 bytes) dta d"1.27" ; number of this build (4 bytes)
.endm .endm
.macro RMTSong .macro RMTSong
@@ -27,12 +30,14 @@
icl 'definitions.asm' icl 'definitions.asm'
;--------------------------------------------------- ;---------------------------------------------------
FirstZpageVariable = $59 FirstZpageVariable = $57
.zpvar DliColorBack .byte = FirstZpageVariable .zpvar DliColorBack .byte = FirstZpageVariable
.zpvar GradientNr .byte .zpvar GradientNr .byte
.zpvar GradientColors .word .zpvar GradientColors .word
.zpvar WindChangeInRound .byte ; wind change after each turn (not round only) flag - (0 - round only, >0 - each turn) .zpvar WindChangeInRound .byte ; wind change after each turn (not round only) flag - (0 - round only, >0 - each turn)
.zpvar JoystickNumber .byte .zpvar JoystickNumber .byte
.zpvar LazyFlag .byte ; 7 bit - run Lazy Darwin, 6 bit - run Lazy Boy or Darwin (!) after inventory, 0 - nothing
.zpvar SpyHardFlag .byte ; >$7f - run SpyHard after inventory
.zpvar Vdebug .byte ; "visual debug" flag ($00 - off, $ff - on) .zpvar Vdebug .byte ; "visual debug" flag ($00 - off, $ff - on)
.zpvar xdraw .word ;= $64 ;variable X for plot .zpvar xdraw .word ;= $64 ;variable X for plot
.zpvar ydraw .word ;variable Y for plot (like in Atari Basic - Y=0 in upper right corner of the screen) .zpvar ydraw .word ;variable Y for plot (like in Atari Basic - Y=0 in upper right corner of the screen)
@@ -182,7 +187,7 @@ FirstZpageVariable = $59
_atari = $fd ; not used in 5200 _atari = $fd ; not used in 5200
_none = $0f _none = $0f
.ende */ .ende
.ELSE .ELSE
icl 'lib/ATARISYS.ASM' icl 'lib/ATARISYS.ASM'
icl 'lib/MACRO.ASM' icl 'lib/MACRO.ASM'
@@ -310,10 +315,13 @@ no5200splash
bpl @- bpl @-
; initialize one Variable in zero page :) ; initialize one Variable in zero page :)
lda #<dliColorsFore ;lda #<dliColorsFore
sta GradientColors ;sta GradientColors
lda #>dliColorsFore ;lda #>dliColorsFore
sta GradientColors+1 ;sta GradientColors+1
; set gradient to the full LGBTIQQAAPP+ flag on start
mva #1 GradientNr
jsr SelectNextGradient
; generate linetables ; generate linetables
mwa #display temp mwa #display temp
@@ -347,12 +355,15 @@ no5200splash
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 > $08
; and mountains colors
mva #$c4 dliColorsFore2+16 ; and mountains colors table address
mva #$c6 dliColorsFore2+17 mva #<dliColorsFore2PAL GradientAddrL+2
mva #$a4 dliColorsFore2+18 mva #>dliColorsFore2PAL GradientAddrH+2
mva #$a6 dliColorsFore2+19 ; mva #$c4 dliColorsFore2+16
sta dliColorsFore2+20 ; 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 #$7f SkStatSimulator
@@ -408,7 +419,6 @@ MainGameLoop
jsr SetStandardBarrels jsr SetStandardBarrels
jsr CallPurchaseForEveryTank jsr CallPurchaseForEveryTank
mva #0 SpyHardFlag
jsr MakeDarkScreen jsr MakeDarkScreen
bit escFlag bit escFlag
bmi START bmi START
@@ -1255,251 +1265,6 @@ MakeTanksVisible
bpl @- bpl @-
rts rts
.endp .endp
;--------------------------------------------------
.proc DLIinterruptGraph
pha
phy
ldy dliCounter
lda dliColorsBack,y
.IF TARGET = 800
nop ; necessary on 800 because DLIs take less time, jitter visible without it
nop
nop
.ENDIF
nop
nop
sta COLPF1
lda GradientNr
bne GoGradient
ldy #$ff ; one mauntain color
GoGradient
iny
lda (GradientColors),y ; mountains colors array
sta COLPF2
inc dliCounter
ply
pla
rti
.endp
;--------------------------------------------------
.proc DLIinterruptOptions
pha
phy
lda #0 ; background color
sta COLPF1
ldy GradientNr
beq @+
ldy #1
@ lda (GradientColors),y ; mountains colors array
sta COLPF2
ply
pla
rti
.endp
;--------------------------------------------------
.proc DLIinterruptGameOver
pha
phy
lda dliCounter
bne EndofPMG
lda #%00100001 ; playfield after P/M - prior=1
;STA WSYNC
sta PRIOR
bne EndOfDLI_GO
EndofPMG
cmp #1
bne ColoredLines
lda #%00100100 ; playfield before P/M
;STA WSYNC
sta PRIOR
bne EndOfDLI_GO
ColoredLines
cmp #9
beq CreditsScroll
tay
lda GameOverColoursTable-3,y ; -2 because this is DLI nr 2 and -1 (labels line)
ldy #$0a ; text colour (brightnes)
;STA WSYNC
sta COLPF2
sty COLPF1
bne EndOfDLI_GO
CreditsScroll
lda #$00
sta COLPF2
EndOfDLI_GO
inc dliCounter
ply
pla
rti
.endp
;--------------------------------------------------
.proc DLIinterruptText
pha
lda dliCounter
bne MoreBarsColorChange
lda #TextBackgroundColor
;sta WSYNC
sta COLPF2
mva #TextForegroundColor COLPF3
bne EndOfDLI_Text
MoreBarsColorChange
and #%00000001
rol
sta COLPF2
EndOfDLI_Text
inc dliCounter
pla
DLIinterruptNone
rti
.endp
;--------------------------------------------------
.proc VBLinterrupt
mva #0 dliCounter
mva #$02 DliColorBack
lda PAL
and #%00001110
beq itsPAL
;it is NTSC here
dec NTSCcounter
bne itsPAL
mva #6 NTSCcounter
bne SkippedIfNTSC ; skip doing VBL things each 6 frames in Amerika, Amerika
; We're all living in Amerika, Coca Cola, Wonderbra
itsPAL
; pressTimer is trigger tick counter. always 50 ticks / s
bit:smi:inc pressTimer ; timer halted if >127. max time measured 2.5 s
SkippedIfNTSC
bit RMT_blocked
bmi SkipRMTVBL
; ------- RMT -------
lda sfx_effect
bmi lab2
asl @ ; * 2
tay ;Y = 2,4,..,16 instrument number * 2 (0,2,4,..,126)
ldx #0 ;X = 0 channel (0..3 or 0..7 for stereo module)
lda #0 ;A = 0 note (0..60)
bit noSfx
smi:jsr RASTERMUSICTRACKER+15 ;RMT_SFX start tone (It works only if FEAT_SFX is enabled !!!)
lda #$ff
sta sfx_effect ;reinit value
lab2
jsr RASTERMUSICTRACKER+3 ;1 play
; ------- RMT -------
SkipRMTVBL
bit ScrollFlag
bpl EndOfCreditsVBI
CreditsVBI
inc CreditsVScrol
lda CreditsVScrol
cmp #32 ;not too fast
beq nextlinedisplay
:2 lsr ;not too fast
sta VSCROL
jmp EndOfCreditsVBI
nextlinedisplay
lda #0
sta CreditsVScrol
sta VSCROL
clc
lda DLCreditsAddr
adc #40
sta DLCreditsAddr
bcc @+
inc DLCreditsAddr+1
@
cmp #<CreditsLastLine
bne EndOfCreditsVBI
lda DLCreditsAddr+1
cmp #>CreditsLastLine
bne EndOfCreditsVBI
; adw DLCreditsAddr #40
; cpw DLCreditsAddr #CreditsLastLine
; bne EndOfCreditsVBI
mwa #Credits DLCreditsAddr
EndOfCreditsVBI
.IF TARGET = 5200
lda SkStatSimulator
bmi @+
inc SkStatSimulator
@
lda JoystickNumber ; select port
ora #%00000100 ; Speaker off, Pots enabled
sta CONSOL5200
center = 114 ;Read analog stick and make it look like a digital stick
threshold = 60
lda JoystickNumber
asl
tax
lda paddl0,x ;Read POT0 value (horizontal position)
cmp #center+threshold ;Compare with right threshold
rol stick0 ;Feed carry into digital stick value
cmp #center-threshold ;Compare with left threshold
rol stick0 ;Feed carry into digital stick value
lda paddl1,x ;Read POT1 value (vertical position)
cmp #center+threshold ;Compare with down threshold
rol stick0 ;Feed carry into digital stick value
cmp #center-threshold ;Compare with down threshold
rol stick0 ;Feed carry into digital stick value
lda stick0 ;0 indicates a press so the right/down values need to be inverted
eor #2+8
and #$0f
sta stick0
ldx JoystickNumber
; check shift key (5200 second fire button)
lda SKSTAT
:3 lsr ; third bit
and trig0,x ; and first button
;lda trig0,x
sta strig0 ;Move hardware to shadow
mva chbas chbase
lda skstat ;Reset consol key shadow is no key is pressed anymore
and #4
beq @+
mva #consol_reset consol
mva #@kbcode._none kbcode
@
pla
tay
pla
tax
pla
rti
.ELSE
; support for joysticks :)
ldx JoystickNumber
lda STICK0,x
sta STICK0
lda STRIG0,x
sta STRIG0
jmp XITVBV
.ENDIF
.endp
.IF TARGET = 5200
.proc kb_continue
sta kbcode ;Store key code in shadow.
mva #0 SkStatSimulator
exit pla
tay
pla
tax
pla
rti
.endp
.ENDIF
;---------------------------------------------- ;----------------------------------------------
.proc RandomizeSequence0 .proc RandomizeSequence0
ldx #0 ldx #0
@@ -1629,6 +1394,14 @@ LimitForce
.endp .endp
;---------------------------------------------- ;----------------------------------------------
.proc Table2Force
lda ForceTableL,x
sta Force
lda ForceTableH,x
sta Force+1
rts
.endp
;----------------------------------------------
.proc MoveBarrelToNewPosition .proc MoveBarrelToNewPosition
mva #1 Erase mva #1 Erase
jsr DrawTankNr.BarrelChange jsr DrawTankNr.BarrelChange
@@ -1902,7 +1675,7 @@ peopleAreHere
MakeDarkScreen MakeDarkScreen
jsr PMoutofScreen jsr PMoutofScreen
mva #0 dmactls ; dark screen mva #0 dmactls ; dark screen
sta dmactl ; sta dmactl ; probably not necessary (3 bytes!!! :) )
; and wait one frame :) ; and wait one frame :)
.proc WaitOneFrame .proc WaitOneFrame
lda CONSOL lda CONSOL
@@ -1963,66 +1736,7 @@ noingame
rts rts
.endp .endp
;-------------------------------------------------- ;--------------------------------------------------
.macro SetDLI icl 'interrupts.asm'
; SetDLI #WORD
; Initialises Display List Interrupts
LDY # <:1
LDX # >:1
jsr _SetDLIproc
.endm
.proc _SetDLIproc
LDA #$C0
STY VDSLST
STX VDSLST+1
STA NMIEN
rts
.endp
;--------------------------------------------------
/* ;--------------------------------------------------
.macro randomize floor ceiling
;--------------------------------------------------
;usage: randomize floor ceiling
;returns (in A) a random .byte between "floor" and "ceiling"
jsr _randomizator
.byte :floor
.byte :ceiling
.endm
.proc _randomizator
; private function that accompanies `randomize` macro
; trashes: magic, temp, Y
pla
sta magic
pla
sta magic+1
ldy #1 ; add 1 to the value got from the stack to point to the input parameters
lda (magic),y
sta temp
iny
lda (magic),y
sta temp+1
?rand
lda random
cmp temp ;floor
bcc ?rand
cmp temp+1 ;ceiling
bcs ?rand
tay ; save the result
; point the PC to a byte after the parameters
clc
lda magic
adc #2 ; length of the parameters in bytes
sta magic
lda magic+1
adc #0
pha
lda magic
pha
tya ; retrieve the result
rts
.endp */
;---------------------------------------------- ;----------------------------------------------
icl 'constants.asm' icl 'constants.asm'
;---------------------------------------------- ;----------------------------------------------
BIN
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BIN
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+8 -336
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@@ -908,27 +908,13 @@ NoAutoDefense
cmp #ind_Lazy_Boy_______ cmp #ind_Lazy_Boy_______
bne NoLazyBoy bne NoLazyBoy
; Lazy Boy - do it like battery ; Lazy Boy - do it like battery
mva #sfx_lazy_boys sfx_effect mva #%01000000 LazyFlag
phy
jsr PrepareAIShoot
jsr FindBestTarget2 ; find nearest tank neighbour
jsr LazyAim
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____
bne NoLazyDarwin bne NoLazyDarwin
; Lazy Darwin - do it like battery ; Lazy Darwin - do it like battery
mva #sfx_lazy_boys sfx_effect mva #%11000000 LazyFlag
phy
jsr PrepareAIShoot
jsr FindBestTarget3 ; find target with lowest energy
jsr LazyAim
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_______
@@ -974,22 +960,6 @@ DefActivationEnd
jmp WaitForKeyRelease ; rts jmp WaitForKeyRelease ; rts
.endp .endp
.proc LazyAim
; aiming proc for Lazy ... weapons
; as proc for memory optimisation
; Y - target tan nr
; A - target direction
sty TargetTankNr
; aiming
jsr TakeAim ; direction still in A (0 - left, >0 - right)
lda Force
sta ForceTableL,x
lda Force+1
sta ForceTableH,x
lda NewAngle
sta AngleTable,x
rts
.endp
; ----------------------------------------------------- ; -----------------------------------------------------
.proc calcPosDefensive .proc calcPosDefensive
; calculate positionOnTheList from the activeWeapon (defensives) ; calculate positionOnTheList from the activeWeapon (defensives)
@@ -1633,309 +1603,6 @@ displayloop1
rts rts
.endp .endp
;--------------------------------------------------------
.proc DisplayOffensiveTextNr ;
ldx TextNumberOff
lda talk.OffensiveTextTableL,x
sta LineAddress4x4
lda talk.OffensiveTextTableH,x
sta LineAddress4x4+1
inx ; the next text
lda talk.OffensiveTextTableH,x
sta temp+1
lda talk.OffensiveTextTableL,x
sta temp ; opty possible
; substract address of the next text from previous to get text length
sbw temp LineAddress4x4 temp2
mva temp2 fx
;jsr Display4x4AboveTank
;rts
; POZOR !!!
.endp
;--------------------------------------------------------
.proc Display4x4AboveTank ;
; Displays texts using PutChar4x4 above tank and mountains.
; Pretty cool, eh!
;parameters are:
;Y - number of tank above which text is displayed
;fx - length of text
;LineAddress4x4 - address of the text
;lets calculate position of the text first!
;that's easy because we have number of tank
;and xtankstableL and H keep X position of a given tank
lda xtankstableL,y
sta temp
lda xtankstableH,y
sta temp+1
;now we should substract length of the text-1
;temp2 = (fx-1)*2
ldy fx
dey
tya
asl
sta temp2
mva #0 temp2+1
;now we have HALF length in pixels
;stored in temp2
;here we assume max length of text
;to display is 127 chars, but later it turns out it must be max 63!
sbw temp temp2 ; here begin of the text is in TEMP !!!!
;now we should check overflows
;lda temp+1 ; opty
bpl DOTNnotLessThanZero
;less than zero, so should be zero
mwa #0 temp
beq DOTNnoOverflow
DOTNnotLessThanZero
;so check if end larger than screenwidth
lda fx
asl
asl
;length in pixels -
;text length max 63 chars !!!!!!!!
clc
adc temp
sta temp2
lda #0
adc temp+1
sta temp2+1
;now in temp2 is end of the text in pixels
;so check if not greater than screenwitdth
cpw temp2 #screenwidth
bcc DOTNnoOverflow
;if end is greater than screenwidth
;then screenwidth - length is fine
lda fx
asl
asl
sta temp
mva #0 temp+1
sec
lda #<(screenwidth-1)
sbc temp
sta temp
lda #>(screenwidth-1)
sbc temp+1
sta temp+1
DOTNnoOverflow
;here in temp we have really good x position of text
mwa temp LineXdraw
;now let's get y position
;we will try to put text as low as possible
;just above mountains (so mountaintable will be checked)
lda fx
asl
asl
tay
;in temp there still is X position of text
;if we add temp and Y we will get end of the text
;so, lets go through mountaintable and look for
;the lowest value within
;Mountaitable+temp and Mountaitable+temp+Y
adw temp #MountainTable
mva #screenheight temp2 ;initialisation of the lowest value
DOTLowestMountainValueLoop
lda (temp),y
cmp temp2
bcs DOTOldLowestValue ;old lowest value
;new lowest value
sta temp2
DOTOldLowestValue
dey
cpy #$ff
bne DOTLowestMountainValueLoop
sec
lda temp2
sbc #(4+9) ;9 pixels above ground (and tanks...)
sta LineYdraw
jmp TypeLine4x4.noLengthNoColor ; rts
.endp
;--------------------------------------------------------
.proc DisplayTankNameAbove ;
lda tankNr
:3 asl ; *8
clc
adc #<TanksNames
sta temp ; TextAddress
lda #0
adc #>Tanksnames
sta temp+1 ; TextAddress+1
mwa temp LineAddress4x4
;find length of the tank's name
ldy #7
@
lda (temp),y
bne end_found
dey
bne @-
end_found
iny
sty fx
ldy tankNr
jsr Display4x4AboveTank
rts
.endp
;-------------------------------
.proc TypeLine4x4 ;
;-------------------------------
;this routine prints line of length `fx`
;address in LineAddress4x4
;starting from LineXdraw, LineYdraw
lda #14 ; default length of 4x4 texts
sta fx
variableLength
lda #$ff ; $ff - visible characters, $00 - clearing
staplot4x4color
sta plot4x4color
noLengthNoColor
ldy #0
sty LineCharNr
TypeLine4x4Loop
ldy LineCharNr
lda (LineAddress4x4),y
and #$3f ;always CAPITAL letters
sta CharCode4x4
mwa LineXdraw dx
mva LineYdraw dy
mva #0 dy+1 ; dy is 2 bytes value
jsr PutChar4x4 ;type empty pixels as well!
adw LineXdraw #4
inc:lda LineCharNr
cmp fx
bne TypeLine4x4Loop
EndOfTypeLine4x4
rts
.endp
;--------------------------------
.proc AreYouSure
;using 4x4 font
mva #4 ResultY ; where seppuku text starts Y-wise on the screen
;top frame
mva ResultY LineYdraw
jsr TL4x4_top
adb ResultY #4 ;next line
;sure?
mwa #areYouSureText LineAddress4x4
jsr _sep_opty
;bottom frame
mva ResultY LineYdraw
jsr TL4x4_bottom
jsr GetKey
cmp #@kbcode._Y ; $2b ; "Y"
bne @+
mva #$80 escFlag
bne skip01
@ mva #0 escFlag
skip01
jsr WaitForKeyRelease
;clean
mva #3 di
mva #4 ResultY
@
mva #$ff plot4x4color
mwa #lineClear LineAddress4x4
jsr _sep_opty
dec di
bne @-
quit_areyousure
rts
.endp
.proc _sep_opty
mwa #((ScreenWidth/2)-(8*4)) LineXdraw ; centering
mva ResultY LineYdraw
jsr TypeLine4x4
adb ResultY #4 ;next line
rts
.endp
;--------------------------------
.proc DisplaySeppuku
;using 4x4 font
mva #20 fs ; temp, how many times blink the billboard
seppuku_loop
lda CONSOL ; turbo mode
and #%00000001 ; START KEY
sne:mva #1 fs ; finish it
mva #4 ResultY ; where seppuku text starts Y-wise on the screen
;top frame
mva ResultY LineYdraw
jsr TL4x4_top
adb ResultY #4 ;next line
;seppuku
mwa #seppukuText LineAddress4x4
jsr _sep_opty
;bottom frame
mva ResultY LineYdraw
jsr TL4x4_bottom ; just go
;clean seppuku
mva #3 di
;mva #4 ResultY
lda #4
sta ResultY
loplop ;@
mwa #lineClear LineAddress4x4
jsr _sep_opty
dec di
bne loplop ;@-
dec fs
jne seppuku_loop
quit_seppuku
rts
.endp
;-------------------------------- ;--------------------------------
.proc DisplayResults ; .proc DisplayResults ;
;displays results of the round ;displays results of the round
@@ -2277,7 +1944,12 @@ RandomizeTankPos
randomize 0 180 randomize 0 180
sta AngleTable,x sta AngleTable,x
randomize 0 (49-8) randomize 0 (49-8)
and #%11111110 ; correction for PMG ; x correction for P/M
; --
.IF XCORRECTION_FOR_PM = 1
and #%11111110
.ENDIF
; --
clc clc
adc XtankOffsetGO_L,x adc XtankOffsetGO_L,x
sta XtankstableL,x sta XtankstableL,x
-2
View File
@@ -168,8 +168,6 @@ TargetTankNr ; Target tank index (for AI routines)
.DS 1 .DS 1
SecondTryFlag ; For precise AI aiming SecondTryFlag ; For precise AI aiming
.DS 1 .DS 1
SpyHardFlag ; >$7f - run SpyHard after inventory
.DS 1
;---------------------------------------------------- ;----------------------------------------------------
;Erase .DS 1 ; if 1 only mask of the character is printed ;Erase .DS 1 ; if 1 only mask of the character is printed
; on the graphics screen. if 0 character is printed normally ; on the graphics screen. if 0 character is printed normally
+54 -17
View File
@@ -1149,8 +1149,12 @@ afterInventory
jsr MakeDarkScreen jsr MakeDarkScreen
jsr DisplayStatus jsr DisplayStatus
jsr SetMainScreen jsr SetMainScreen
;jsr WaitOneFrame ; not necessary
jsr DrawTanks jsr DrawTanks
;jsr WaitOneFrame ; not necessary
bit LazyFlag
bvc NoLazy
jsr LazyBoys
NoLazy
bit SpyHardFlag bit SpyHardFlag
bpl NoSpyHard bpl NoSpyHard
jsr SpyHard jsr SpyHard
@@ -1196,7 +1200,7 @@ NoVdebugSwitch
.IF TARGET = 800 .IF TARGET = 800
cmp #61 ; G cmp #61 ; G
bne EndKeys bne EndKeys
jsr SelectNextGradient jsr SelectNextGradient.NotWind
jmp ReleaseAndLoop jmp ReleaseAndLoop
.ENDIF .ENDIF
EndKeys EndKeys
@@ -1469,10 +1473,7 @@ AfterOffensiveText
mva #$ff LaserFlag ; $ff - Laser mva #$ff LaserFlag ; $ff - Laser
bne AfterStrongShoot bne AfterStrongShoot
NotStrongShoot NotStrongShoot
lda ForceTableL,x jsr Table2Force
sta Force
lda ForceTableH,x
sta Force+1
bit TestFlightFlag bit TestFlightFlag
bmi AfterStrongShoot bmi AfterStrongShoot
mva #sfx_shoot sfx_effect mva #sfx_shoot sfx_effect
@@ -1805,7 +1806,7 @@ SkipCollisionCheck
bit TestFlightFlag bit TestFlightFlag
bvc NoTestFlight bvc NoTestFlight
bit Vdebug bit Vdebug
bpl NoTestFlight bpl NoUnplot
jsr WaitOneFrame ; visualize AI targeting jsr WaitOneFrame ; visualize AI targeting
jmp YesUnPlot jmp YesUnPlot
NoTestFlight NoTestFlight
@@ -1964,11 +1965,7 @@ BouncyCastle
; ---------------- get fire parameters again ; ---------------- get fire parameters again
ldx TankNr ldx TankNr
lda ActiveWeapon,x jsr Table2Force
lda ForceTableL,x
sta Force
lda ForceTableH,x
sta Force+1
lda AngleTable,x lda AngleTable,x
sta Angle sta Angle
@@ -2467,6 +2464,7 @@ InverseScreenByte
mvx TankNr TargetTankNr ; save mvx TankNr TargetTankNr ; save
RepeatSpy RepeatSpy
mvx #0 TankNr mvx #0 TankNr
stx SpyHardFlag ; 0 - optimization
CheckNextTankSH CheckNextTankSH
cpx TargetTankNr cpx TargetTankNr
beq ThisTankItsMe beq ThisTankItsMe
@@ -2497,7 +2495,6 @@ SelectNextTank
SpyHardEnd SpyHardEnd
mvx TargetTankNr TankNr ; restore mvx TargetTankNr TankNr ; restore
jsr DisplaySpyInfo jsr DisplaySpyInfo
mva #0 SpyHardFlag
rts rts
.endp .endp
.proc DisplaySpyInfo .proc DisplaySpyInfo
@@ -2508,6 +2505,42 @@ SpyHardEnd
rts rts
.endp .endp
; ------------------------------------------------- ; -------------------------------------------------
.proc LazyBoys
; -------------------------------------------------
mva #sfx_lazy_boys sfx_effect
jsr PrepareAIShoot
ldx TankNr
bit LazyFlag
bmi GoDarwin
jsr FindBestTarget2 ; find nearest tank neighbour
jsr LazyAim
lda #%00000000 ; set "visual aiming" off
beq EndLazy
GoDarwin
jsr FindBestTarget3 ; find target with lowest energy
jsr LazyAim
lda #%10000000
EndLazy
sta TestFlightFlag ; set "visual aiming" on
mva #0 LazyFlag
rts
.endp
.proc LazyAim
; aiming proc for Lazy ... weapons
; as proc for memory optimisation
; Y - target tan nr
; A - target direction
sty TargetTankNr
; aiming
jsr TakeAim ; direction still in A (0 - left, >0 - right)
lda Force
sta ForceTableL,x
lda Force+1
sta ForceTableH,x
jsr MoveBarrelToNewPosition
rts
.endp
; -------------------------------------------------
.proc TankFlying .proc TankFlying
; ------------------------------------------------- ; -------------------------------------------------
; This routine is run from inside of the main loop ; This routine is run from inside of the main loop
@@ -2620,8 +2653,7 @@ KeyboardAndJoyCheck
mva #sfx_tank_move sfx_effect mva #sfx_tank_move sfx_effect
lda ShieldEnergy,x lda ShieldEnergy,x
cmp #20 cmp #20
bne notpressed bne LotOfFuel
nop
; display text 4x4 - low fuel ; display text 4x4 - low fuel
mwa #hoverEmpty LineAddress4x4 mwa #hoverEmpty LineAddress4x4
@@ -2632,9 +2664,9 @@ KeyboardAndJoyCheck
sbc #12 sbc #12
sta LineYdraw sta LineYdraw
jsr TypeLine4x4.variableLength jsr TypeLine4x4.variableLength
ldx TankNr ldx TankNr
LotOfFuel
notpressed notpressed
; let's animate "engine" ; let's animate "engine"
jsr DrawTankEngine jsr DrawTankEngine
@@ -2786,7 +2818,7 @@ CheckCollisionWithTankLoop
; it is tricky but fast and much shorter ; it is tricky but fast and much shorter
lda xtankstableL,x lda xtankstableL,x
sec sec
sbc #9 ; 2 pixels more on left side + tan width sbc #9 ; 2 pixels more on left side + tank width
tay tay
lda xtankstableH,x lda xtankstableH,x
sbc #0 sbc #0
@@ -2842,9 +2874,14 @@ ItIsMe
mva #1 Erase mva #1 Erase
jsr DrawTankNr jsr DrawTankNr
mva #0 Erase mva #0 Erase
; x correction for P/M
; --
.IF XCORRECTION_FOR_PM = 1
lda XtankstableL,x lda XtankstableL,x
and #%11111110 ; correction for PM and #%11111110 ; correction for PM
sta XtankstableL,x sta XtankstableL,x
.ENDIF
; --
GoDown GoDown
mwa #mountaintable temp mwa #mountaintable temp