This commit is contained in:
Pecusx
2023-10-05 19:44:28 +02:00
parent a5b78161a1
commit e580ee375b
9 changed files with 13 additions and 33 deletions
+1 -1
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@@ -253,7 +253,7 @@ invertme
ldx TankNr ldx TankNr
lda SkillTable,x lda SkillTable,x
beq ManualPurchase beq ManualPurchase
jsr PurchaseAI ; remember to make ActivateAI :) !!! jsr PurchaseAI ; skill of the TankNr in A, TankNr in X
jmp AfterManualPurchase jmp AfterManualPurchase
ManualPurchase ManualPurchase
lda JoyNumber,x lda JoyNumber,x
+5 -24
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@@ -130,7 +130,7 @@ firstShoot
; compare the x position with the middle of the screen ; compare the x position with the middle of the screen
lda LowResDistances,x lda LowResDistances,x
cmp #(screenwidth/8) ; screenwidth/2 but LowResDistances are already /4 cmp #(screenwidth/8) ; screenwidth/2 but LowResDistances are already /4
@ bcc tankIsOnTheRight bcc tankIsOnTheRight
; enemy tank is on the left ; enemy tank is on the left
;randomize 95 125 ;randomize 95 125
@@ -202,13 +202,11 @@ AngleIsSet
adc AngleTable,y adc AngleTable,y
sta NewAngle sta NewAngle
forceNow
mwa #300 RandBoundaryLow mwa #300 RandBoundaryLow
mwa #700 RandBoundaryHigh mwa #700 RandBoundaryHigh
; ldx TankNr ; looks like not necessary ; ldx TankNr ; looks like not necessary
jsr RandomizeForce jsr RandomizeForce
endo
; choose the best weapon ; choose the best weapon
jmp ChooseBestOffensive jmp ChooseBestOffensive
@@ -846,15 +844,15 @@ TankHit
;---------------------------------------------- ;----------------------------------------------
.proc PurchaseAI ; .proc PurchaseAI ;
; A - skill of the TankNr ; A - skill of the TankNr, TankNr in X
; makes purchase for AI opponents ; makes purchase for AI opponents
; results of this routine are not visible on the screen ; results of this routine are not visible on the screen
;---------------------------------------------- ;----------------------------------------------
asl asl
tax tay
lda PurchaseAIRoutines-1,x ; -1 and -2 because AI players are numbered from 1 not from 0 (Human) lda PurchaseAIRoutines-1,y ; -1 and -2 because AI players are numbered from 1 not from 0 (Human)
pha pha
lda PurchaseAIRoutines-2,x lda PurchaseAIRoutines-2,y
pha pha
; rts ; MoronPurchase has rts :) ; rts ; MoronPurchase has rts :)
.endp .endp
@@ -944,17 +942,10 @@ SorryNoPurchase
;---------------------------------------------- ;----------------------------------------------
.proc ShooterPurchase .proc ShooterPurchase
; first try to buy defensives ; first try to buy defensives
; mva #2 tempXroller; number of offensive purchases to perform
ldx TankNr
@
randomize ind_Battery ind_StrongParachute randomize ind_Battery ind_StrongParachute
jsr TryToPurchaseOnePiece jsr TryToPurchaseOnePiece
; dec tempXroller
; bne @-
; and now offensives ; and now offensives
mva #4 tempXroller; number of offensive purchases to perform mva #4 tempXroller; number of offensive purchases to perform
;ldx TankNr
@ @
randomize ind_Missile ind_Heavy_Roller randomize ind_Missile ind_Heavy_Roller
jsr TryToPurchaseOnePiece jsr TryToPurchaseOnePiece
@@ -966,13 +957,9 @@ SorryNoPurchase
;---------------------------------------------- ;----------------------------------------------
.proc PoolsharkPurchase .proc PoolsharkPurchase
; first try to buy defensives ; first try to buy defensives
; mva #2 tempXroller; number of offensive purchases to perform
ldx TankNr
@
randomize ind_Battery ind_Bouncy_Castle randomize ind_Battery ind_Bouncy_Castle
jsr TryToPurchaseOnePiece jsr TryToPurchaseOnePiece
dec tempXroller dec tempXroller
; bpl @-
; and now offensives ; and now offensives
mva #6 tempXroller; number of purchases to perform mva #6 tempXroller; number of purchases to perform
@@ -987,14 +974,11 @@ SorryNoPurchase
.endp .endp
;---------------------------------------------- ;----------------------------------------------
.proc TosserPurchase .proc TosserPurchase
; what is my money level ; what is my money level
ldx TankNr
lda MoneyH,x ; money / 256 lda MoneyH,x ; money / 256
lsr ; /2 lsr ; /2
sta tempXroller ; perform this many purchase attempts sta tempXroller ; perform this many purchase attempts
; first try to buy defensives ; first try to buy defensives
; mva #1 tempXroller; number of defensive purchases to perform
@ @
randomize ind_Battery ind_Bouncy_Castle randomize ind_Battery ind_Bouncy_Castle
jsr TryToPurchaseOnePiece jsr TryToPurchaseOnePiece
@@ -1015,14 +999,11 @@ SorryNoPurchase
.endp .endp
;---------------------------------------------- ;----------------------------------------------
.proc CyborgPurchase .proc CyborgPurchase
; what is my money level ; what is my money level
ldx TankNr
lda MoneyH,x ; money / 256 lda MoneyH,x ; money / 256
lsr ; /2 lsr ; /2
sta tempXroller ; perform this many purchase attempts sta tempXroller ; perform this many purchase attempts
; first try to buy defensives ; first try to buy defensives
; mva #1 tempXroller; number of defensive purchases to perform
@ @
randomize ind_Battery ind_Bouncy_Castle randomize ind_Battery ind_Bouncy_Castle
jsr TryToPurchaseOnePiece2 jsr TryToPurchaseOnePiece2
+1 -1
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@@ -78,7 +78,7 @@
dta d"OH MAN!"^ dta d"OH MAN!"^
dta d"DOOUGH!"^ dta d"DOOUGH!"^
dta d"NEW DAY, NEW BOMB."^ dta d"NEW DAY, NEW BOMB."^
dta d"THIS IS THE END."^ dta d"THIS IS THE END, MY ONLY FRIEND."^
dta d"VERY FUNNY."^ dta d"VERY FUNNY."^
dta d"THE FAT LADY SANG."^ dta d"THE FAT LADY SANG."^
dta d"WHY DOES HAPPEN TO ME?"^ dta d"WHY DOES HAPPEN TO ME?"^
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+1 -1
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@@ -24,7 +24,7 @@
;--------------------------------------------------- ;---------------------------------------------------
.macro build .macro build
dta d"1.41" ; number of this build (4 bytes) dta d"1.42" ; number of this build (4 bytes)
.endm .endm
.macro RMTSong .macro RMTSong
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+5 -6
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@@ -2939,7 +2939,6 @@ ItIsMe
ldx TankNr ldx TankNr
mva #sfx_shield_off sfx_effect mva #sfx_shield_off sfx_effect
jsr ClearTankNr jsr ClearTankNr
mva #0 Erase
; x correction for P/M ; x correction for P/M
; -- ; --
.IF XCORRECTION_FOR_PM = 1 .IF XCORRECTION_FOR_PM = 1
@@ -2949,17 +2948,17 @@ ItIsMe
.ENDIF .ENDIF
; -- ; --
GoDown GoDown
mvy #0 Erase ; Y=0
mwa #mountaintable temp ; mwa #mountaintable temp
clc clc
lda temp lda #<mountaintable
adc XtankstableL,x adc XtankstableL,x
sta temp sta temp
lda temp+1 lda #>mountaintable
adc XtankstableH,x adc XtankstableH,x
sta temp+1 sta temp+1
adw temp #4 ; center of the tank adw temp #4 ; center of the tank
ldy #0 ;ldy #0
lda (temp),y lda (temp),y
tay tay
dey ; 1 pixel up! dey ; 1 pixel up!