buld 146
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@@ -47,20 +47,40 @@ With the advent of fujinet (https://fujinet.online/) we are thinking about makin
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## Changes:
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## Changes:
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###### Build 146
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2022-07-03
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Super heavy rewrite build.
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Not much changed visually since the last build, but really large parts of the code were rewritten, optimized and improved. A fresh swath of buggies certainly introduced, too.
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- completely new tank falling routine by @Pecusx - over 300 bytes saved, complexity reduced, more just energy deduction when falling.
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- silly angle system rewritten to a proper, primary school angling. BTW - I had to dig into 8th grade trig to make it work. About 200 bytes saved, complexity reduced. Next build will have improved angle speed UI. I will also allow for an easier improvement of tank visuals.
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- Weapon price and quantity balance - this is our honest attempt to make game more fun. We'll accept any critique and improvement proposals.
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- New AI opponent - Tosser! Not much better than Poolshark, but still beats sharks most of the time.
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- AI opponents can purchase defensive weapons what makes playing against AI somewhat more challenging.
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- Improved Laser. It is still not ideal, but better. Still hard to aim :]
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- Few small parachute related bugs fixed
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- Death's Head bug fix
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Issues closed:
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- https://github.com/pkali/scorch_src/issues/87 Angles are reasonable now. PROFIT!!!
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###### Build 145
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###### Build 145
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2022-06-26
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2022-06-26
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Possibly last round of weapon additions!
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Possibly last round of weapon additions!
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@Pecusx added
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@Pecusx added
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- working White Flag -- it is a way to give up while not making opponents richer!
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- working White Flag -- it is a way to give up while not making opponents richer!
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- Battery - a must for every tank with low energy.
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- Battery - a must for every tank with low energy.
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- Strong Parachute - like a normal parachute, but stronger (it has energy and can work more than once)
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- Strong Parachute - like a normal parachute, but stronger (it has energy and can work more than once)
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- Nuclear Winter - a quick and efficient solution to global worming, err, warning, WARMING!
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- Nuclear Winter - a quick and efficient solution to global worming, err, warning, WARMING!
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@mikerro added new SFX and in-game-tunes.
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@mikerro added new SFX and in-game-tunes.
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- Pressing [S] turns on/off SFX (when aiming). Pressing [M] turns on/off in-game tunes.
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- Pressing [S] turns on/off SFX (when aiming). Pressing [M] turns on/off in-game tunes.
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Tickets closed:
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Tickets closed:
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- https://github.com/pkali/scorch_src/issues/54 - holding joystick up or down longer speeds up force change. It makes playing with joystick much nicer.
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- https://github.com/pkali/scorch_src/issues/54 - holding a joystick up or down speeds up force change. It makes playing with a joystick much nicer.
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- https://github.com/pkali/scorch_src/issues/76 - a beginning of visual tweaks by Adam
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- https://github.com/pkali/scorch_src/issues/76 - a beginning of visual tweaks by @6502adam
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- infinite defensive weapons purchase bug fixed, to chagrin of some...
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- infinite defensive weapons purchase bug fixed, to the chagrin of some...
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###### Build 144
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###### Build 144
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2022-06-19
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2022-06-19
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@@ -409,7 +409,7 @@ SorryNoPurchase
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mva #4 tempXroller; number of offensive purchases to perform
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mva #4 tempXroller; number of offensive purchases to perform
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;ldx TankNr
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;ldx TankNr
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@
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@
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randomize ind_Battery________ ind_Heavy_Roller___
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randomize ind_Missile________ ind_Heavy_Roller___
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jsr TryToPurchaseOnePiece
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jsr TryToPurchaseOnePiece
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dec tempXroller
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dec tempXroller
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bne @-
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bne @-
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@@ -104,6 +104,9 @@
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.macro randomize
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.macro randomize
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;usage: randomize floor ceiling
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;usage: randomize floor ceiling
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;returns (in A) a random .byte between "floor" and "ceiling"
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;returns (in A) a random .byte between "floor" and "ceiling"
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.if :2 < :1
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.error "floor higher than ceiling"
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.endif
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?rand
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?rand
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lda random
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lda random
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cmp #:1 ;floor
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cmp #:1 ;floor
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+2
-2
@@ -36,7 +36,7 @@
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;we decided it must go in 'English' to let other people work on it
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;we decided it must go in 'English' to let other people work on it
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.macro build
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.macro build
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dta d"145" ; number of this build (3 bytes)
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dta d"146" ; number of this build (3 bytes)
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.endm
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.endm
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icl 'definitions.asm'
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icl 'definitions.asm'
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@@ -1362,7 +1362,7 @@ MODUL equ $b000 ;address of RMT module
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TheEnd
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TheEnd
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.ECHO 'TheEnd: ',TheEnd
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.ECHO 'TheEnd: ',TheEnd
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.if TheEnd > PMGraph + $300
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.if TheEnd > PMGraph + $300
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.error memory conflict
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.error "memory conflict"
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.endif
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.endif
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;----------------------------------------------
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;----------------------------------------------
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