Good Game Over animation

This commit is contained in:
Pecusx
2022-07-18 16:37:56 +02:00
parent 5c38b7b12a
commit d9012f4485
4 changed files with 41 additions and 21 deletions
+10 -19
View File
@@ -1834,12 +1834,14 @@ FinishResultDisplay
jsr ClearScreen
jsr ClearPMmemory
mwa #GameOverDL dlptrs
lda #%00111110 ; normal screen width, DL on, P/M on
lda #%00111110 ; normal screen width, DL on, P/M on
sta dmactls
lda #%00100100 ; playfield before P/M
sta gtictls
jsr ColorsOfSprites
mva #0 colpf1s
mva #TextForegroundColor colpf2s
VDLI DLIinterruptText.DLIinterruptNone ; jsr SetDLI for text screen without DLIs
VDLI DLIinterruptGameOver ; jsr SetDLI for Game Over screen
; initial tank positions randomization
ldx #(MaxPlayers-1) ;maxNumberOfPlayers-1
@
@@ -1855,26 +1857,15 @@ AllTanksFloatingDown
lda Ytankstable,x
; cmp #32 ; tank over screen - not visible
cmp #80 ; tank under screen - new tank randomize
bne TankOnScreen
beq TankUnderScreen
cmp #72 ; tank under screen but.... parachute
bcs DrawOnlyParachute
bcc TankOnScreen
TankUnderScreen
jsr RandomizeTankPos
TankOnScreen
jsr DrawTankNr
; now we must clear sprites over and under our banner
lda pmtableL,x
sta xbyte ; sprite position in RAM
lda pmtableH,x
sta xbyte+1
lda #0
ldy #PMOffsetY ; start on top position
@ sta (xbyte),y
iny
cpy #PMOffsetY+32 ; banner begin - end zeroing sprites
bne @-
ldy #PMOffsetY+64 ; banner end - start zeroing again
@ sta (xbyte),y
iny
cpy #PMOffsetY+80 ; end of zeroing sprites
bne @-
DrawOnlyParachute
jsr DrawTankParachute
ldx TankNr
dex