mirror of
https://github.com/pkali/scorch_src.git
synced 2026-05-21 06:39:46 +02:00
+6
-3
@@ -5,11 +5,14 @@
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;===================================================================================
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;==========================CONSTANT TABLES, do not erase!===========================
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;===================================================================================
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TankColoursTable .BYTE $5a,$dc,$88,$26,$a8,$02
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TankColoursTable .BYTE $88,$cc,$38,$1c,$6a,$02
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TankStatusColoursTable .BYTE $82,$c2,$32,$12,$62,$02
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dliColorsBack
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:10 .by $04,$02
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:10 .by $02,$00
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dliColorsFore
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.by $0e
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.by $0a
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TextBackgroundColor = $02 ; REAL constans - use: LDA #TextBackgroundColor
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TextForegroundColor = $0c
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CashOptionL ;(one zero less than on the screen)
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.by 0,<200,<500,<800,<1000
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CashOptionH
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+9
-17
@@ -1175,7 +1175,7 @@ DrawLine .proc
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sec
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sbc ydraw
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sta tempbyte01
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jsr plot
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jsr plot.MakePlot
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;rts
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jmp IntoDraw ; jumps inside Draw routine
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; because one pixel is already plotted
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@@ -1261,29 +1261,21 @@ CopyMask
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ldx ybit
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beq MaskOK00
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MakeMask00
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clc ; INVERSE
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ror mask1
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lsr mask1 ; INVERSE
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ror mask2
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clc ; INVERSE
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ror mask1+1
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lsr mask1+1 ; INVERSE
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ror mask2+1
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clc ; INVERSE
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ror mask1+2
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lsr mask1+2 ; INVERSE
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ror mask2+2
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clc ; INVERSE
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ror mask1+3
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lsr mask1+3 ; INVERSE
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ror mask2+3
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clc ; INVERSE
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ror mask1+4
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lsr mask1+4 ; INVERSE
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ror mask2+4
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clc ; INVERSE
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ror mask1+5
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lsr mask1+5 ; INVERSE
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ror mask2+5
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clc ; INVERSE
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ror mask1+6
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lsr mask1+6 ; INVERSE
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ror mask2+6
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clc ; INVERSE
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ror mask1+7
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lsr mask1+7 ; INVERSE
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ror mask2+7
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sec ; INVERSE
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ror char1
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+23
-12
@@ -3,7 +3,7 @@
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;---------------------------------------------------
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;by Tomasz 'pecus' Pecko and Pawel 'pirx' Kalinowski
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;Warsaw 2000,2001,2002,2003,2009,2012,2013
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;Miami 2022
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;Miami&Warsaw 2022
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;you can contact us at pecus@poczta.fm or pirx@5oft.pl
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;home page of this project is https://github.com/pkali/scorch_src
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@@ -151,10 +151,12 @@ START
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; for the round #1 shooting sequence is random
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MainGameLoop
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VDLI DLIinterrupt ; jsr SetDLI
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VDLI DLIinterruptText ; jsr SetDLI for text (purchase) screen
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jsr CallPurchaseForEveryTank
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VDLI DLIinterruptGraph ; jsr SetDLI for graphics (game) screen
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mwa #dl dlptrs
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lda dmactls
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and #$fc
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@@ -395,7 +397,7 @@ DoNotFinishTheRound
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mva #1 color ;to display flying point
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lda TankColoursTable,x
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lda TankStatusColoursTable,x
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sta colpf2s ; set color of status line
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lda SkillTable,x
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@@ -784,8 +786,8 @@ deletePtr = temp
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jsr WeaponCleanup
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mva #$2 colpf2s
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mva #12 colpf3s
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mva #TextBackgroundColor colpf2s
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mva #TextForegroundColor colpf3s
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mva #>WeaponFont chbas
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;parameter for old plot (unPlot) max 5 points
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@@ -819,16 +821,16 @@ SetunPlots
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lda #$10 ; P/M priorities (bit 4 joins missiles)
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sta gtictls
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jsr PMoutofScreen
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lda #$50 ; temporary colours of sprites under tanks
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lda TankColoursTable ; temporary colours of sprites under tanks
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sta $2c0
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lda #$30
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lda TankColoursTable+1
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sta $2c1
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lda #$70
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lda TankColoursTable+2
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sta $2c2
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lda #$90
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lda TankColoursTable+3
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sta $2c3
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LDA #$B0
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STA COLPF3S
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LDA TankColoursTable+4
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STA COLPF3S ; WHAT THE FUCK ???? !!!! ????
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mva #0 hscrol
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@@ -867,7 +869,7 @@ ClearResults
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rts
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.endp
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DLIinterrupt .proc
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DLIinterruptGraph .proc
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pha
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phy
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ldy dliCounter
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@@ -889,6 +891,15 @@ DLIinterrupt .proc
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rti
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.endp
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DLIinterruptText .proc
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pha
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sta WSYNC
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mva #TextBackgroundColor colpf2
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mva #TextForegroundColor colpf3
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pla
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rti
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.endp
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VBLinterrupt .proc
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pha
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phx
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BIN
Binary file not shown.
+1
-1
@@ -228,7 +228,7 @@ AfterManualPurchase
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jsr PMoutofScreen
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ldx tankNr
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lda TankColoursTable,x
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lda TankStatusColoursTable,x
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sta colpf2s
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; we are clearing list of the weapons
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+4
-1
@@ -949,11 +949,13 @@ FillHole
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adw xdraw #mountaintable tempXROLLER
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lda (tempXROLLER),y
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sta ydraw
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beq ToHighFill ; if we filled all playfield (very rare but possible)
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dec ydraw ; one pixel up
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ToHighFill
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lda ydraw
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sta (tempXROLLER),y ;mountaintable update
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mva #1 color
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jsr plot
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jsr plot.MakePlot
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.nowarn dew FillCounter
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cpw FillCounter #0
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jne RepeatFill
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@@ -1151,6 +1153,7 @@ NotThrough90DegreesRight
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jmp BeforeFire
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pressedTAB
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mva #sfx_purchase sfx_effect
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ldx TankNr
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inc ActiveWeapon,x
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lda ActiveWeapon,x
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