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+5
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.project
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*.bak
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*.bak
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scorch.lab
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scorch.lst
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textproc.lab
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textproc.lst
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+246
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# Basic instruction manual:
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You can play using the keyboard (all functionality) or the joystick in the first port (all functionality necessary for gameplay).
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## 1. Game Option Selection.
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On the first screen, you can configure gameplay options:
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* number of players (2 - 6) includes both human and computer-controlled players
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* the initial amount of cash of each player (2K is the optimal value we chose, but for short games, it is worth choosing a higher value)
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* gravity
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* maximum wind strength (wind is drawn at the beginning of each round, here you can choose how strong it can be)
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* number of rounds in a game
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* missile speed (does not affect the flight path - only changes the apparent missile speed - does not change anything in the gameplay itself)
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* frequency of suicides :) - if for a number of turns the game has not recorded hits (tanks are constantly shooting inaccurately), after one of such misses a tank commits suicide - here you determine how long they can "shooting for the stars" :) - if only people play the optimal setting is "norm", in the case of computer-controlled players ... you choose.
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* The height (and undulation) of the mountains from almost flat (NL - Kingdom of the Netherlands), to soaring and high (NP - Federal Democratic Republic of Nepal)
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* the way the walls (edges of the screen) work:
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* none - projectiles that flew off the screen do not return (black color of the screen frame)
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* wrap - the screen "wraps" and projectiles that flew to the right appear on the left side and vice versa (purple color of the screen frame)
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* bump - the right and left walls deflect projectiles that want to fly through them (dark blue color of the screen frame)
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* boxy - just like bump, except that the "ceiling" also reflects projectiles (green color of the screen frame)
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* rand - at the beginning of each round, one of the above 4 ways the walls work is drawn.
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During gameplay, the current mode of the walls is represented by the color of the screen frame: none - black, wrap - purple, bump - dark blue, boxy - green.
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Select options with cursor keys or a joystick.
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The [TAB] or [SELECT] key, and on the Atari 5200 console the [5] controller key change the color of the mountains (3 versions to choose).
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The [RETURN] key or a joystick button moves to the next screen.
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## 2. Entering the name of players and selecting the level of computer-controlled players
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The second screen is shown for each player. Here you can use the cursor keys or joystick to select whether the tank will be driven by a human (HUMAN option) or a computer (other options).
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The [TAB] or [SELECT] key, and on the Atari 5200 console the [5] controller key allow you to choose which joystick port the player will use.
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The [INVERSE] or [OPTION] key allows you to select one of the 3 available tank shapes. On the Atari 5200 console, this is achieved by cycling through joystick ports with the [5] key.
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At the same time, you can enter the name of the selected player from the keyboard.
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When the [RETURN] key is pressed or the Joystick button is pressed briefly, the screen switches to the next player until the difficulty levels for each player are selected.
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The player's name can also be entered with the joystick. After pressing and holding the button for more than 1s. you can use up/down movements to change the letter being entered, and left/right movements to change its position in the name. Releasing the button ends the name entry and returns to the level selection.
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If the name is not entered, it will be supplemented with the default name.
|
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## 3. Shopping screen (before each round)
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||||||
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On this screen, you can make purchases of offensive and defensive weapons. Only those weapons that the player can afford are visible, along with information about the price and the number of units of a given weapon that will be obtained for that price. The information on the screen probably needs no more description. You move through the lists with the cursor keys (up and down) or with the joystick, the [TAB] key or the left arrow or the left joystick tilt change the screen to defensive or offensive weapons, the [SPACE] key or the right arrow and also the joystick to the right does the purchase of the indicated weapon.
|
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||||||
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The [RETURN] key or the joystick button press switches to the defensive weapon activation screen. Here you can activate previously bought defensive (or offensive after switching with [TAB], etc) weapons. This makes it possible to activate shields and others before the round starts.
|
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Another [RETURN] key or joystick button press switches to the next player's shopping screen.
|
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(For computer players this screen is not shown.)
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## 4. The main screen of the game
|
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The status line shows which player is currently allowed to take a shot and a set of other information:
|
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* player's tank name,
|
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* active joystick number
|
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* currently selected offensive weapon,
|
||||||
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* the player's remaining energy points and if he has an active defensive weapon that has its energy - in parentheses the energy level,
|
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* the angle and the direction of the barrel set by the player,
|
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* the shot strength set by the player (the maximum shot strength is limited by the player's energy - it can not exceed the energy * 10 . This means that you can fire weaker shots only when having a small amount of energy,
|
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* the current round number,
|
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* wind speed and direction,
|
||||||
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* "computer" symbol if **Auto Defense** is active,
|
||||||
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* in parentheses is the name of the active defensive weapon - if there is any activated by the player.
|
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The keyboard controls here are simple, cursor keys or joystick: left/right - change the angle of the barrel, up/down - change the the force of the shot.
|
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||||||
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| A800 | 5200 | function |
|
||||||
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| --- | --- | --- |
|
||||||
|
| [SPACE] | [0] | or joystick button pressed briefly - firing a shot. |
|
||||||
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| [TAB] or [SELECT] | [5] | selection of offensive weapons (this option is not available directly with the joystick - you need to select Inventory). In the main menu it changes the mountain shading, indicated by the hill color change at the bottom of the screen. |
|
||||||
|
| [I] | [9] | or longer holding the joystick button - go to Inventory. It is a screen (actually two) with the same layout as the shopping menu, it also works similarly except that here you don't buy weapons, but choose one of the offensive ones to shoot or activate a defensive weapon. |
|
||||||
|
| [A] or [OPTION] | [7] | go directly to the defensive weapons activation.
|
||||||
|
| [M] | [PAUSE] | disable/enable background music. |
|
||||||
|
| [S] | [RESET] | disable/enable effect sounds. |
|
||||||
|
| [START] | N/A | speed up some game animations. |
|
||||||
|
| [O] | [3] | end the current game and jump to the Game Over screen with a summary. The summary of the results does not take into account the current round of the game, but only the rounds completed earlier. This corresponds to pressing the [ESC] key with the difference that the summary and credits are displayed. |
|
||||||
|
| [START] + [OPTION] | N/A | immediately force the end of the game (Game Over), just like [O] but without confirmation.
|
||||||
|
| [ESC] | [*] | during the entire game at any time (unless the computer is playing, then sometimes you have to wait a while) you can press the [ESC] key, which allows you to abort the game and return to the beginning (of course, there is protection against accidental pressing). |
|
||||||
|
| [Y] | [1] | when asked to abort or terminate the game - confirmation |
|
||||||
|
|
||||||
|
## 5. Game mechanics - offensive weapons
|
||||||
|
|
||||||
|
### Energy of tanks.
|
||||||
|
- At the beginning of each round, each tank has 99 ash units of energy.
|
||||||
|
- Tanks' energy is depleted in 3 ways:
|
||||||
|
* one unit after each shot is fired
|
||||||
|
* while falling (one pixel down - 2 units).
|
||||||
|
* when a projectile hits the tank or next to it - and here the amount of energy subtracted depends on the distance from the center of the explosion and the type/power of the projectile.
|
||||||
|
|
||||||
|
### How energy subtraction works (and earning money!).
|
||||||
|
After each round the amount of money gained/lost is calculated, this is done on the basis of two variables accumulated by each tank during the round. These variables are:
|
||||||
|
|
||||||
|
`gain` - energy "captured" from tanks hit (also if you hit yourself :) and here's the catch, if you have very little energy left it can be profitable to hit yourself with a powerful weapon!
|
||||||
|
|
||||||
|
`lose` - energy lost due to explosion/fall (and here it is important - to count the total loss of energy even if the tank has less at the moment of hit).
|
||||||
|
|
||||||
|
In addition, the tank that won the round has a parameter gain (captured from hit tanks energy) increased by the remaining energy at the end of the round (because it did not die and should have it - although it also happens otherwise :) )
|
||||||
|
|
||||||
|
Specifically:
|
||||||
|
|
||||||
|
### After each round:
|
||||||
|
`money = money + (20 * (gain+energy))`.
|
||||||
|
|
||||||
|
`money = money - (10 * lose)`.
|
||||||
|
|
||||||
|
`if money <0 then money=0`.
|
||||||
|
|
||||||
|
(at the start of each round `gain` and `lose` have a value of 0).
|
||||||
|
|
||||||
|
During a round, if another tank is hit as a result of a shot fired by a tank, the tank firing the shot "gets the energy" taken away from the hit tank.
|
||||||
|
### tank taking a shot:
|
||||||
|
`gain = gain + EnergyDecrease`.
|
||||||
|
### tank hit:
|
||||||
|
`lose = lose + EnergyDecrease`.
|
||||||
|
|
||||||
|
Where `EnergyDecrease` is the loss of energy due to the hit.
|
||||||
|
|
||||||
|
Of course, at the same time the hit tank loses the amount of energy stored in `EnergyDecrease`, except that here the loss cannot exceed the energy you have.
|
||||||
|
|
||||||
|
## How a hit works.
|
||||||
|
|
||||||
|
Each weapon that results in an explosion has its own blast radius.
|
||||||
|
|
||||||
|
After the explosion, every tank in its range loses energy.
|
||||||
|
|
||||||
|
It works in such a way that if the hit is exactly on the center point of the tank `EnergyDecrease` receives the maximum value for the weapon, and for each pixel of distance from the center of the tank this value is reduced by 8.
|
||||||
|
|
||||||
|
For example, if a hit with the Baby Missile weapon hits the center of the tank perfectly, it will lose exactly 88 units of energy (plus what it loses falling after the explosion).
|
||||||
|
If you hit with the same weapon at a distance of 10 pixels from the center of the tank, the loss will be only 8 units.
|
||||||
|
|
||||||
|
And here are the values of maximum energy loss for individual weapons. If a weapon explodes several times, each explosion is calculated independently (additional values in the table):
|
||||||
|
|
||||||
|
| Offensive weapons | maximum energy loss |
|
||||||
|
| --- | --- |
|
||||||
|
| Baby Missile | 88 |
|
||||||
|
| Missile | 136 |
|
||||||
|
| Baby Nuke | 200 |
|
||||||
|
| Nuke | 240 |
|
||||||
|
| LeapFrog| 136 112 112 |
|
||||||
|
| Funky Bomb | 168 88 (* 5) |
|
||||||
|
| MIRV | 136 (* 5) |
|
||||||
|
| Death's Head | 240 (* 5) |
|
||||||
|
| Napalm | 40 (this weapon is different and the distance from the center is not determined, simply any tank in range of the flames loses 40 units of energy) |
|
||||||
|
| Hot Napalm | 80 (the rule is the same as in Napalm) |
|
||||||
|
| Baby Roller | 88 |
|
||||||
|
| Roller | 168 |
|
||||||
|
| Heavy Roller | 240 |
|
||||||
|
| Riot Charge | 0 (no energy is subtracted, but a portion of the ground upward from the hit point in a 31-pixel radius is removed) |
|
||||||
|
| Riot Blast | 0 (as in Riot Charge, but in a radius of 61 pixels) |
|
||||||
|
| Riot Bomb | 0 (no energy is subtracted, but the ground in a radius of 17 pixels from the hit point is destroyed - as in the case of Missile. The weapon is useful for digging out after being buried, or for undermining an opponent) |
|
||||||
|
| Heavy Riot Bomb | 0 (as in Riot Bomb, but the explosion radius is 29 pixels from the point of impact - as in the case of Nuke) |
|
||||||
|
| Baby Digger | 0 (no energy is subtracted, but a portion of the ground is undermined in a radius of 60 pixels from the point of impact) |
|
||||||
|
| Digger | 0 (as above - greater undermining) |
|
||||||
|
| Heavy Digger | 0 (as above - greatest undermining) |
|
||||||
|
| Baby Sandhog | (as above - another way of undermining) |
|
||||||
|
| Sandhog | 0 (as above - larger dig) |
|
||||||
|
| Heavy Sandhog | 0 (as above - largest dig) |
|
||||||
|
| Dirt Clod | 0 (no energy is subtracted, but a ground ball with a radius of 12 pixels from the hit point is created. The weapon is useful for burying the opponent) |
|
||||||
|
| Dirt Ball | 0 (as above, but the radius of the ball is 22 pixels) |
|
||||||
|
| Ton of Dirt | 0 (as above, but the radius of the ball is 31 pixels) |
|
||||||
|
| Liquid Dirt | 0 (floods the ground at the point of hit with liquid soil, filling in the depressions) |
|
||||||
|
| Laser | x 100 (but here it is also different - equally 100 only in the case of a direct hit simply subtract 100 units of energy - that is, the tank always dies) |
|
||||||
|
|
||||||
|
Large points received by the player is the number of tanks that died earlier than him. If any of the other tanks capitulated earlier (**White Flag**) is not added to those that died and does not give points.
|
||||||
|
Only these points determine the order in the summary
|
||||||
|
|
||||||
|
## 6. And now for defensive weapons:
|
||||||
|
|
||||||
|
* **White Flag** - causes the surrender of the player (can sometimes be useful in a hopeless situation). The advantage is that by surrendering you don't give a big point to your opponents and don't cause one of them to gain by killing us, you also limit the loss of your energy and also cash. An important note - this is the only defensive weapon that can be deactivated. All you have to do is re-enter inventory and once again select its activation.
|
||||||
|
* **Battery** - when activated, it recharges the tank's energy to full (99 units). It is one of three defensive weapons that does not deactivate other defensive weapons when used.
|
||||||
|
* **Hovercraft** - a weapon that allows the tank to move. It has its own fuel supply in form of electric eels and in addition, it can be activated multiple times during the same turn, and after using it, you can activate another defensive weapon and fire a shot in the same turn. After using it, the tank rises above the mountains and using the cursor keys or a joystick you can move the tank to a new position. [SPACE] or the joystick button cause the tank to land in a new place. You can fly until the tank runs out of eels (presented on the status bar like the energy of a defensive weapon), if the eel fuel runs out the tank will fall down on its own. It is not possible to land on other tanks.
|
||||||
|
* **Parachute** - does not protect against loss of energy due to a neighboring explosion, makes you not lose energy during ONE fall. After such a fall, it deactivates and a new parachute must be activated.
|
||||||
|
* **Shield** - the simplest shield works exactly the opposite of **Parachute**, it does not protect against energy loss while falling, instead it protects against energy loss caused by ONE adjacent explosion. It protects once, no matter how strong the explosion is (whether tis but a scratch or a direct hit with a nuke), and deactivates immediately afterward.
|
||||||
|
* **Heavy Shield** - a shield with its own energy (at the start of 99 units), it works the same as **Shield** (does not protect against falling) with the exception that it has its own energy resource. When exploding, the energy of this shield is reduced first, and if it reaches 0, the shield deactivates and further reduces the tank's energy. Due to this action, a tank with this type of shield can be "killed" by undermining it, because falling reduces the energy of the tank and not the shield.
|
||||||
|
* **Force Shield** - the strongest shield - works just like Heavy Shield only that it is combined with **Parachute**. What is important in this case, falling does not take energy away from the shield or the tank. It is only taken away by hits.
|
||||||
|
* **Bouncy Castle** - a passive-aggressive weapon :). It works as follows - in a case of a direct tank hit (and shield), it causes the projectile to "bounce" in the opposite direction with the same force with which it was fired. In the absence of wind and a difference in level, the weapon then hits the tank that fired it. After such a bounce, it deactivates. As the weapon reacts in this way only to precise hits, it is also works like **Heavy Shield** and has 99 units at the start (we will probably have to rethink this value and give a smaller one here).
|
||||||
|
* **Mag Deflector** - the second passive-aggressive weapon :) . In case of a direct hit on a tank (and shield), it causes the hit point to move randomly to the left or right side of the protected tank, but not very far, so you can get "shrapnel" with stronger weapons. As in the case of **Bouncy Castle**, it is also a shield that corresponds to the action of **Heavy Shield** and has 99 units at the start (probably here we will have also to rethink this value and give a smaller one).
|
||||||
|
* **Nuclear Winter** - adds nothing, takes nothing away :) - in fact, it is not so much a defensive weapon as a double-edged one. It floods the area with "radioactive" fallout, which is ordinary soil. If you do not have at hand any weapon that digs up the terrain, and for that a shield (preferably disposable), then after such "fallout" you will have to shoot yourself - because being underground is otherwise impossible. Alternatively, **White Flag** always remains.
|
||||||
|
* **Long Schlong** - a special weapon :) - Costs a lot, doesn't really help with anything (except possibly digging yourself out but only when slightly buried but it has a cool name and looks cool :) - It can be activated independently of other defensive weapons and remains active until the end of the round (it cannot be deactivated).
|
||||||
|
* **Lazy Boy** - it is not actually a defensive weapon. It is an aiming aid. When it is activated, the tank tries to aim at the nearest enemy and automatically adjusts the power of the shot and angle. If it has too little energy, it can sometimes aim wrong (it uses a method like **Cyborg** to aim). Like **Battery**, it does not deactivate other defensive weapons when used. Note: There is no point in activating this weapon before the round, targeting will not take place because there is nothing to target yet.
|
||||||
|
* **Lazy Darwin** - works just like **Lazy Boy** but targets the weakest opponent. In this weapon, after automatic targeting, "visual targeting" remains active, so you can easily change the target and independently select another opponent by seeing if you hit him.
|
||||||
|
* **Auto Defense** - activates the mode of automatic activation of defensive weapons. After its activation, the tank automatically activates the strongest shield it has (consuming it, of course) at any time when there is no shield (also between shots of other players). At the same time, if the tank's energy level drops below 30 units, it automatically activates **Battery** if it has it. This weapon remains active until the end of the round and is indicated by the "computer" symbol before the name of the active defensive weapon in the status line. It is the second defensive weapon that does not deactivate other defensive weapons when used.
|
||||||
|
* **Spy Hard** - Help for the forgetful :) . When activated, it shows a preview of information about the next opponents one by one. Left/Right - changes the "spied" tank. Fire/Space/Return/Esc - ends the "spying". This is the last defensive weapon, which does not deactivate other defensive weapons when used.
|
||||||
|
|
||||||
|
None of the shields protect against **Napalm**. **Bouncy Castle** or **Mag Deflector** on a direct hit will deflect it or carry it past, but just hit very close to a tank and its shield will not save it.
|
||||||
|
|
||||||
|
**White Flag**, **Hovercraft** and **Nuclear Winter** weapons, when selected, require activation, this is accomplished by "firing a shot" after the selection of that weapon. Of course, the shot of the offensive weapon is then not fired, but only the selected defensive weapon is activated.
|
||||||
|
|
||||||
|
You can only have one defensive weapon active at a time (except **Long Schlong** of course :) ). You can always change the decision and activate another defensive weapon or deactivate **White Flag** before firing.
|
||||||
|
|
||||||
|
And of course, activating a weapon when you already have some other weapon activated causes the loss of the previous one (no returns :) ).
|
||||||
|
|
||||||
|
## 7. "Other" weapons:
|
||||||
|
|
||||||
|
* **Best F...g Gifts** - this is a 'loot box', not a weapon per se. Buying it draws one of the offensive or (rarely) defensive weapons and adds it to the player's arsenal. It is a lottery in which you can lose (if you draw a weapon cheaper than the **Best F...g Gifts** price) but also gain. You can get a weapon otherwise not affordable at all! There is a small probability of drawing by **Best F...g Gifts** itself :). You can then try to use it in battle.
|
||||||
|
|
||||||
|
## 8. difficulty levels of computer-controlled opponents:
|
||||||
|
|
||||||
|
The game has 8 difficulty levels of computer-controlled opponents. Or actually 7 different ones and one "surprise". Each has its own way of buying defensive and offensive weapons and a different method of target selection and targeting itself, as well as weapon selection. They are arranged in the list according to increasing "skills":
|
||||||
|
|
||||||
|
* **Moron** - the dumbest of opponents (which does not mean the safest). Shoots completely at random using only one weapon - **Baby Missile**. He doesn't buy anything and doesn't know how to use defensive weapons.
|
||||||
|
|
||||||
|
* **Shooter** - This opponent does not shoot blindly. He chooses one direction for himself. Based on his own position - he shoots in the direction from which there is more space assuming that this is where the other tanks are. He starts firing from a high angle and shot after shot changes this angle to a lower and lower angle trying to fire the entire area on the chosen side. He always fires with the best weapon he has (the highest on the list of weapons he has - that is, not necessarily the best). He does not use defensive weapons even though he buys them! At the beginning of the round, he makes 1 attempt to buy defensive weapons (only from the **Battery** - **Strong Parachute** range) and 4 offensive weapons (from the **Missile** - **Heavy Roller** range).
|
||||||
|
|
||||||
|
* **Poolshark** - When attacking, he sets the nearest tank as his target, then selects the angle of the shot, and tries to select its strength by drawing it from the selected range. He always shoots with the best weapon he has. He uses defensive weapons. With a probability of 1:3, he activates the best defensive weapon he owns (the highest on the list of weapons he owns - that is, not necessarily the best) before firing. If his energy level drops below 30 units - he uses **Battery** (of course, if he bought it before), if the energy drops below 5 and he has no **Battery** he surrenders - **White Flag**. At the beginning of the round he makes 1 attemp to buy defensive weapons and 6 offensive weapons.
|
||||||
|
|
||||||
|
** **Tosser** - When attacking, he acts exactly like **Poolshark** however, he may have a "better" weapon inventory due to a different purchase tactic. He always activates the best defensive weapon he has before shooting. And just like **Poolshark** he uses **Battery** and **White Flag**. At the beginning of the round, he assesses how much money he has and depending on that, he makes (money/5100) attempts to buy defensive weapons and then checks again how much money he has left and makes (money/1250) attempts to buy offensive weapons.
|
||||||
|
|
||||||
|
** **Chooser** - Takes as a target the weakest opponent (with the least amount of energy) and aims very precisely, but before the shot the energy of the shot is modified by the parameter of luck :) , that is, despite the precise aiming it does not always hit. He shoots with the best weapon he has unless the target is close. Then he changes his weapon to **Baby Missile** to avoid hitting himself. He always activates the best defensive weapon he has before shooting and, like **Poolshark**, uses **Battery** and **White Flag**. He purchases just like **Tosser**.
|
||||||
|
|
||||||
|
* **Spoiler** - He shoots exactly like **Chooser** except that he has more luck :) , which means that even if he doesn't hit the target of his choice, it can be a more precise shot than **Chooser**. He uses defensive weapons exactly like **Chooser**. At the beginning of the round, he assesses how much money he has and depending on that, he makes (money/5100) attempts to buy defensive weapons and then checks again how much money he has left and makes (money/320) attempts to buy offensive weapons. When buying defensive weapons, he buys only strong and precise weapons - that is, weapons that won't accidentally hurt him.
|
||||||
|
|
||||||
|
** **Cyborg** - Takes aim at the weakest opponent (with the least amount of energy) but prefers human-controlled opponents. Aims very accurately and in the vast majority of cases hits on the first shot. He fires the shot with the best weapon he has unless the target is close. Then he changes his weapon to **Baby Missile** to avoid hitting himself. He uses defensive weapons exactly like **Chooser**. He shops exactly like **Spoiler**.
|
||||||
|
|
||||||
|
* **Unknown** - Before firing each shot, he randomly chooses a course of action from **Poolshark** to **Cyborg** and applies his tactics. However, the tactics of weapon purchases are always identical to **Tosser**.
|
||||||
|
|
||||||
|
Trying to buy a weapon (offensive or defensive) is as follows:
|
||||||
|
First, one of the weapons is drawn (among all possible offensive or defensive weapons). Then a check is performed to see if the drawn weapon is in the list of weapons possible for purchase by the tank. If not, no weapon is bought in this trial, and if so, its price is checked. If the tank has that much money, the weapon is bought, otherwise the trial ends without making a purchase.
|
||||||
|
|
||||||
|
Table of weapons purchased by: **Shooter**, **Poolshark**, **Tosser** and **Chooser**.
|
||||||
|
|
||||||
|
| Offensive weapons | Defensive weapons |
|
||||||
|
| --- | --- |
|
||||||
|
| Missile | Battery |
|
||||||
|
| Baby Nuke | Parachute |
|
||||||
|
| Nuke | Strong Parachute |
|
||||||
|
| LeapFrog | Mag Deflector |
|
||||||
|
| Funky Bomb | Shield |
|
||||||
|
| MIRV | Heavy Shield |
|
||||||
|
| Death's Head | Force Shield |
|
||||||
|
| Napalm | Bouncy Castle |
|
||||||
|
| Hot Napalm | |
|
||||||
|
| Baby Roller | |
|
||||||
|
| Roller | |
|
||||||
|
| Heavy Roller | |
|
||||||
|
|
||||||
|
Table of weapons purchased by: **Spoiler** and **Cyborg**.
|
||||||
|
|
||||||
|
| Offensive weapons | Defensive weapons |
|
||||||
|
| --- | --- |
|
||||||
|
| Missile | Battery |
|
||||||
|
| Baby Nuke | Strong Parachute |
|
||||||
|
| Nuke | Mag Deflector |
|
||||||
|
| Hot Napalm | Heavy Shield |
|
||||||
|
| | Force Shield |
|
||||||
|
| | Bouncy Castle |
|
||||||
+248
@@ -0,0 +1,248 @@
|
|||||||
|
# Podstawowa instrukcja:
|
||||||
|
|
||||||
|
Grać można przy użyciu klawiatury (wszystkie funkcjonalności) lub joysticka (wszystkie funkcjonalności niezbędne w rozgrywce).
|
||||||
|
|
||||||
|
## 1. Wybór opcji gry.
|
||||||
|
Na pierwszym ekranie możemy skonfigurować opcje rozgrywki:
|
||||||
|
* ilość graczy (2 - 6) obejmuje tak ludzi jak graczy sterowanych przez komputer
|
||||||
|
* początkową ilość gotówki każdego z graczy (8k to wybrana przez nas wartość optymalna, lecz przy krótkich rozgrywkach warto wybrać większą wartość)
|
||||||
|
* grawitacja
|
||||||
|
* maksymalna siła wiatru (wiatr jest losowany na początku każdej z rund, tu możemy wybrać jak silny może być)
|
||||||
|
* liczba rozgrywanych rund
|
||||||
|
* szybkość lotu pocisków (nie ma wpływu na tor lotu - zmienia jedynie widoczną prędkość rysowania - nie zmienia nic w samej rozgrywce)
|
||||||
|
* częstotliwość samobójstw :) - jeśli przez ileś tur gra nie odnotowała trafień (czołgi ciągle strzelają niecelnie) jeden z takich pudłujących czołgów popełnia samobójstwo - tu określamy jak długo mogą “strzelać w próżnię” :) - jeśli grają tylko ludzie optymalne ustawienie to “norm”, w przypadku graczy sterowanych przez komputer… wedle uznania.
|
||||||
|
* wysokość (i pofałdowanie) gór od prawie płaskich (NL - Królestwo Niderlandów), do strzelistych i wysokich (NP - Federalna Demokratyczna Republika Nepalu)
|
||||||
|
* sposób działania ścian (krawędzi ekranu):
|
||||||
|
* none - pociski, które wyleciały poza ekran nie wracają (czarny kolor ramki ekranu)
|
||||||
|
* wrap - ekran "zawija się" i pociski, które wyleciały w prawo pojawiają się z lewej strony i odwrotnie (fioletowy kolor ramki ekranu)
|
||||||
|
* bump - prawa i lewa ściana odbijają pociski, które chcą przez nie przelecieć (granatowy kolor ramki ekranu)
|
||||||
|
* boxy - tak jak bump, tyle że "sufit" także odbija pociski (zielony kolor ramki ekranu)
|
||||||
|
* rand - na początku każdej rundy losowany jest jeden z 4 powyższych sposobów działania ścian
|
||||||
|
|
||||||
|
W trakcie rozgrywki aktualny sposób działania ścian reprezentowany jest przez kolor ramki ekranu: none - czarny, wrap - fioletowy, bump - granatowy, boxy - zielony.
|
||||||
|
|
||||||
|
Wybór opcji klawiszami kursora lub joystickiem.
|
||||||
|
|
||||||
|
Klawisz [TAB] lub [SELECT], a na konsoli Atari 5200 klawisz [5] kontrolera zmieniają kolor gór (3 wersje do wyboru).
|
||||||
|
|
||||||
|
Klawisz [RETURN] lub przycisk Joysticka przechodzi do następnego ekranu.
|
||||||
|
|
||||||
|
## 2. Wprowadzanie nazwy graczy i wybór poziomu graczy sterowanych przez komputer
|
||||||
|
Drugi ekran powtarza się dla każdego z graczy można na nim klawiszami kursora lub joystickiem wybrać czy danym czołgiem będzie kierował człowiek (opcja HUMAN) czy też komputer (pozostałe opcje).
|
||||||
|
Klawisz [TAB] lub [SELECT], a na konsoli Atari 5200 klawisz [5] kontrolera pozwalają wybrać z którego portu joysticka będzie korzystał gracz.
|
||||||
|
Klawisz [INVERSE] lub [OPTION] umożliwiają wybór jednego z 3 dostępnych kształtów czołgów. Na konsoli Atari 5200 uzyskuje się to poprzez cykliczne wybieranie kolejnych portów joysticka klawiszem [5].
|
||||||
|
Jednocześnie z klawiatury można wprowadzić nazwę wybranego gracza.
|
||||||
|
Po naciśnięciu klawisza [RETURN] lub krótkim naciśnięciu przycisku Joysticka ekran przechodzi na następnego gracza aż zostaną wybrane poziomy trudności dla wszystkich.
|
||||||
|
Nazwę gracza można wprowadzać także przy pomocy joysticka. Po wciśnięciu i przytrzymaniu przycisku ponad 1s. za pomocą ruchów góra/dół można zmienić wprowadzaną literę, a lewo/prawo jej pozycję w nazwie. Puszczenie przycisku kończy wprowadzanie nazwy i wraca do wyboru poziomu.
|
||||||
|
|
||||||
|
Jeśli nazwa nie zostanie wpisana, to zostanie uzupełniona nazwą domyślną.
|
||||||
|
|
||||||
|
## 3. Ekran zakupów (przed każdą rundą)
|
||||||
|
|
||||||
|
Na tym ekranie można dokonywać zakupów broni ofensywnych i defensywnych. Widoczne są tylko te bronie na które gracza stać wraz z informacją o cenie i ilości jednostek danej broni, którą za ten cenę otrzymamy. Informacje na ekranie nie wymagają chyba więcej opisu. Po listach poruszamy się klawiszami kursora (góra i dół) lub joystickiem, klawisz [TAB] lub strzałka w lewo czy też ruch joystickiem w lewo zmieniają ekran na bronie defensywne lub ofensywne, klawisz [SPACJA] lub strzałka w prawo a także joystick w prawo realizują zakup wskazanej broni.
|
||||||
|
|
||||||
|
Klawisz [RETURN] lub przycisk joysticka przechodzi do ekranu aktywacji broni defensywnych.
|
||||||
|
Na ekranie tym można aktywować zakupione wcześniej bronie defensywne czy też ofensywne. Obsługiwany jest identycznie jak ekran zakupów, jednak [SPACJA] lub strzałka w prawo a także joystick w prawo realizują aktywacje wskazanej broni. Umożliwia to aktywowanie osłon jeszcze przed rozpoczęciem rundy.
|
||||||
|
|
||||||
|
Klawisz [RETURN] lub przycisk joysticka przechodzi do ekranu zakupów następnego gracza.
|
||||||
|
(oczywiście dla graczy komputerowych ten ekran się nie pojawia)
|
||||||
|
|
||||||
|
## 4. Główny ekran gry
|
||||||
|
|
||||||
|
W linii statusowej widoczna jest informacja o tym który z graczy aktualnie może oddać strzał oraz zestaw innych informacji:
|
||||||
|
* nazwa czołgu gracza
|
||||||
|
* numer aktywnego joysticka
|
||||||
|
* wybrana aktualnie broń ofensywna
|
||||||
|
* pozostała ilość punktów energii gracza i jeśli ma on aktywną broń defensywną posiadającą swój zasób energii - w nawiasie ten zasób
|
||||||
|
* ustawiony przez gracza kąt nachylenia lufy i kierunek jej nachylenia
|
||||||
|
* ustawiona przez gracza siła strzału (maksymalna siła strzału jest ograniczana przez energię gracza - nie może przekroczyć energii * 10 . Oznacza to, że mając małą ilość energii możemy oddać słabsze strzały
|
||||||
|
* numer aktualnej rundy rozgrywki
|
||||||
|
* prędkość i kierunek wiatru
|
||||||
|
* symbol "komputera" jeśli aktywna jest **Auto Defense**
|
||||||
|
* w nawiasie nazwę aktywnej broni defensywnej - jeśli jest jakaś aktywowana przez gracza
|
||||||
|
|
||||||
|
Tutaj klawiszologia jest prosta, klawisze kursora lub joystick: lewo/prawo - zmiana kąta nachylenia lufy, góra/dół - zmiana ustawienia siły strzału.
|
||||||
|
|
||||||
|
| A800 | 5200 | funkcja |
|
||||||
|
| --- | --- | --- |
|
||||||
|
| [SPACJA] | [0] | lub przycisk joysticka naciśnięte krótko - oddanie strzału |
|
||||||
|
| [TAB] lub [SELECT] | [5] | wybór broni ofensywnej (ta opcja nie jest dostępna bezpośrednio joystickiem - trzeba wybrać Inventory). W głównym menu zmienia cieniowanie gór, widoczne w kolorze górek na dole ekranu. |
|
||||||
|
| [I] | [9] | lub dłuższe przytrzymanie przycisku joysticka - przejście do Inventory (aktywacji broni). Inventory to ekran (a w zasadzie dwa) bliźniaczo podobny do ekranu zakupów. Zasady poruszania się są identyczne z tym, że tu nie kupujemy broni, ale wybieramy jedną z ofensywnych, którą będziemy strzelać lub aktywujemy broń defensywną. |
|
||||||
|
| [A] lub [OPTION] | [7] | bezpośrednie przejście na ekran Inventory aktywacji broni defensywnych. |
|
||||||
|
| [M] | [PAUSE] | wyłączenie/włączenie muzyki w tle |
|
||||||
|
| [S] | [RESET] | wyłączenie/włączenie dźwięków efektów. |
|
||||||
|
| [START] | brak | przyspiesza/pomija niektóre animacje w grze |
|
||||||
|
| [O] | [3] | wymuszenie zakończenia gry (Game Over). W podsumowaniu wyników nie jest brana pod uwagę przerwana właśnie runda rozgrywki, a wyłącznie rundy zakończone wcześniej. Odpowiada to wciśnięciu klawisza [ESC] z tą różnicą, że wyświetlane jest podsumowanie oraz creditsy. |
|
||||||
|
| [START] + [OPTION] | brak | natychmiastowe wymuszenie zakończenia gry (Game Over), tak jak [O] ale bez potwierdzenia. |
|
||||||
|
| [ESC] | [*] | w czasie całej gry w dowolnym momencie (chyba że akurat gra komputer, wtedy czasem trzeba chwilę poczekać) można nacisnąć klawisz [ESC], który umożliwia przerwanie gry i powrót na początek (oczywiście jest zabezpieczenie przed przypadkowym naciśnięciem). |
|
||||||
|
| [Y] | [1] | w przypadku pytania o przerwanie lub zakończenie gry - potwierdzenie decyzji |
|
||||||
|
|
||||||
|
## 5. Zasady gry - bronie ofensywne
|
||||||
|
|
||||||
|
### Energia czołgów
|
||||||
|
- Na początku każdej rundy każdy czołg ma 99 jednostek energii.
|
||||||
|
- Energii czołgom ubywa na 3 sposoby:
|
||||||
|
* jedna jednostka po oddaniu każdego strzału
|
||||||
|
* w czasie spadania (jeden piksel w dół - 2 jednostki)
|
||||||
|
* w chwili trafienia w czołg lub obok niego jakiegoś pocisku - i tu ilość odejmowanej energii zależy od odległości od centrum eksplozji i typu/siły rażenia pocisku.
|
||||||
|
|
||||||
|
### Jak działa odejmowanie energii (i zarabianie kasy!)
|
||||||
|
Po każdej rundzie wyliczana jest ilość zdobytych/straconych pieniędzy, robione jest to na podstawie dwóch zmiennych gromadzonych przez każdy z czołgów w trakcie rundy. Te zmienne to:
|
||||||
|
|
||||||
|
`gain` - energia "przechwycona" od trafionych czołgów (także jeśli trafimy w samego siebie :) i tu haczyk, jeśli pozostało nam bardzo mało energii opłacalne może być trafienie w siebie mocną bronią!
|
||||||
|
|
||||||
|
`lose` - energia stracona w wyniku eksplozji/upadku (i tu ważne - liczona jest całkowita utrata energii nawet jeśli czołg ma w chwili trafienia mniej).
|
||||||
|
|
||||||
|
Dodatkowo czołg który wygrał rundę ma parametr gain (przechwyconej od trafionych czołgów energii) zwiększany o pozostałą mu na koniec rundy energię (bo nie zginął i powinien ją mieć - choć bywa też inaczej :) )
|
||||||
|
|
||||||
|
Konkretnie:
|
||||||
|
|
||||||
|
### Po każdej rundzie:
|
||||||
|
`money = money + (20 * (gain+energy))`
|
||||||
|
|
||||||
|
`money = money - (10 * lose)`
|
||||||
|
|
||||||
|
`jeśli money <0 to money=0`
|
||||||
|
|
||||||
|
(na starcie każdej rundy `gain` i `lose` mają wartość 0)
|
||||||
|
|
||||||
|
W czasie rundy, jeśli w wyniku strzału oddanego przez czołg inny czołg zostanie trafiony, czołg oddający strzał "dostaje energię" zabraną czołgowi trafionemu.
|
||||||
|
### czołg oddający strzał:
|
||||||
|
`gain = gain + EnergyDecrease`
|
||||||
|
### czołg trafiony:
|
||||||
|
`lose = lose + EnergyDecrease`
|
||||||
|
|
||||||
|
gdzie `EnergyDecrease` to utrata energii w wyniku trafienia.
|
||||||
|
|
||||||
|
Oczywiście jednocześnie trafiony czołg traci ilość energii zapisaną w `EnergyDecrease`, z tym że tutaj strata nie może przekroczyć posiadanej energii.
|
||||||
|
|
||||||
|
## Jak działa trafienie.
|
||||||
|
|
||||||
|
Każda broń, która skutkuje eksplozją, ma swój promień rażenia.
|
||||||
|
|
||||||
|
Po eksplozji każdy czołg w jej zasięgu traci energię.
|
||||||
|
|
||||||
|
Działa to tak, że jeśli trafienie jest dokładnie w centralny punkt czołgu `EnergyDecrease` otrzymuje maksymalną wartość dla danej broni, a z każdym pikselem odległości od centrum czołgu wartość ta jest zmniejszana o 8.
|
||||||
|
|
||||||
|
Przykładowo jeśli strzał oddany za pomocą broni Baby Missile trafi idealnie w centum czołgu to straci on dokładnie 88 jednostek energii (plus to co straci spadając po eksplozji).
|
||||||
|
W przypadku trafienia tą samą bronią w odległości 10ciu pikseli od centrum czołgu strata ta będzie wynosiła już tyko 8 jednostek.
|
||||||
|
|
||||||
|
A oto wartości maksymalnego ubytku energii dla poszczególnych broni. Jeśli broń eksploduje kilka razy, każda z eksplozji jest obliczana niezależnie (dodatkowe wartości w tabeli):
|
||||||
|
|
||||||
|
| Broń ofensywna | maksymalna wartość ubytku energii |
|
||||||
|
| --- | --- |
|
||||||
|
| Baby Missile | 88 |
|
||||||
|
| Missile | 136 |
|
||||||
|
| Baby Nuke | 200 |
|
||||||
|
| Nuke | 240 |
|
||||||
|
| LeapFrog| 136 112 112 |
|
||||||
|
| Funky Bomb | 168 88 (* 5) |
|
||||||
|
| MIRV | 136 (* 5) |
|
||||||
|
| Death's Head | 240 (* 5) |
|
||||||
|
| Napalm | 40 (ta broń jest inna i nie jest wyznaczana odległość od centrum, po prostu każdy czołg znajdujący się w zasięgu płomieni traci 40 jednostek energii) |
|
||||||
|
| Hot Napalm | 80 (zasada taka jak w Napalm) |
|
||||||
|
| Baby Roller | 88 |
|
||||||
|
| Roller | 168 |
|
||||||
|
| Heavy Roller | 240 |
|
||||||
|
| Riot Charge | 0 (nie jest odejmowana energia, ale usuwana jest część gruntu w górę od punktu trafienia w promieniu 31 pikseli) |
|
||||||
|
| Riot Blast | 0 (jak w Riot Charge, tyle że w promieniu 61 pikseli) |
|
||||||
|
| Riot Bomb | 0 (nie jest odejmowana energia, ale niszczony jest grunt w promieniu 17 pikseli od punktu trafienia - tak jak w wypadku Missile. Broń przydatna do odkopywania się po zasypaniu, bądź podkopywania przeciwnika) |
|
||||||
|
| Heavy Riot Bomb | 0 (jak w Riot Bomb, ale promień eksplozji to 29 pikseli od punktu trafienia - tak jak w wypadku Nuke) |
|
||||||
|
| Baby Digger | 0 (nie jest odejmowana energia, ale podkopywana jest część gruntu promieniu 60 pikseli od punktu trafienia) |
|
||||||
|
| Digger | 0 (jak wyżej - większy podkop) |
|
||||||
|
| Heavy Digger | 0 (jak wyżej - największy podkop) |
|
||||||
|
| Baby Sandhog | 0 (jak wyżej - inny sposób podkopywania) |
|
||||||
|
| Sandhog | 0 (jak wyżej - większy podkop) |
|
||||||
|
| Heavy Sandhog | 0 (jak wyżej - największy podkop) |
|
||||||
|
| Dirt Clod | 0 (nie jest odejmowana energia, ale tworzona jest kula gruntu o promieniu 12 pikseli od punktu trafienia. Broń przydatna do zakopywania przeciwnika) |
|
||||||
|
| Dirt Ball | 0 (jak wyżej, ale promień kuli to 22 piksele) |
|
||||||
|
| Ton of Dirt | 0 (jak wyżej, ale promień kuli to 31 pikseli) |
|
||||||
|
| Liquid Dirt | 0 (zalewa grunt w punkcie trafienia płynną glebą wypełniając zagłębienia) |
|
||||||
|
| Dirt Charge | 0 (nie jest odejmowana energia, ale usypywany jest dodatkowy grunt w górę od punktu trafienia w promieniu 61 pikseli. Broń przydatna do zakopywania przeciwnika) |
|
||||||
|
| Laser | x 100 (ale tu także jest inaczej - równo 100 tylko w przypadku bezpośredniego trafienia po prostu odejmujemy 100 jednostek energii - czyli czołg zawsze ginie).|
|
||||||
|
|
||||||
|
Duże punkty otrzymane przez gracza to ilość czołgów, które zginęły wcześniej niż on. Jeśli któryś z innych czołgów skapitulował wcześniej (Biała Flaga) nie jest doliczany do tych które zginęły i nie daje punktów.
|
||||||
|
Tylko te punkty decydują o kolejności w podsumowaniu
|
||||||
|
|
||||||
|
## 6. A teraz bronie defensywne:
|
||||||
|
* **White Flag** - powoduje poddanie gracza (może czasem przydać się w sytuacji beznadziejnej). Zaletą jest to, że poddając się nie dajemy dużego punktu przeciwnikom i nie powodujemy, że któryś zyska na tym, że nas zgładzi, ograniczamy też stratę swojej energii czyli także kasy. I tu także ważna uwaga - to jedyna broń defensywna, którą można dezaktywować. Wystarczy ponownie wejść do inventory i jeszcze raz wybrać jej aktywację.
|
||||||
|
* **Battery** - w momencie aktywacji doładowuje energię czołgu do pełna (99 jednostek). Jest to jedna z trzech broni defensywnych, która nie dezaktywuje innych broni defensywnych w przypadku jej użycia.
|
||||||
|
* **Hovercraft** - broń umożliwiająca przemieszczanie się czołgu. Posiada własny zasób paliwa a dodatkowo może być aktywowana wielokrotnie w czasie tej samej tury, a po jej użyciu możemy w tej samej turze aktywować inną broń defensywną i oddać strzał. Po jej użyciu czołg uniesie się ponad góry i za pomocą klawiszy kursora lub joysticka: lewo/prawo możemy przemieścić czołg na nową pozycję a [SPACJA] lub przycisk joysticka powodują wylądowanie czołgu w nowym miejscu. Latać można do chwili skończenia się "paliwa" (prezentowanego na pasku statusu tak jak energia broni defensywnej), jeśli paliwo się skończy czołg opadnie samodzielnie. Nie da się lądować na innych czołgach.
|
||||||
|
* **Parachute** - nie chroni przed ubytkiem energii z powodu sąsiedniej eksplozji, powoduje że nie ubywa energii w czasie JEDNEGO spadania. Po takim upadku dezaktywuje się i trzeba aktywować nowy spadochron.
|
||||||
|
* **Strong Parachute** - spadochron z własną energią (na starcie 99 jednostek), działa tak samo jak Parachute (nie chroni przed eksplozjami) ma za to swój własny zasób energii przy spadaniu w pierwszej kolejności zmniejszana jest energia tego spadochronu (1 jednostka na jeden pixel opadania - inaczej niż czołg!) i jeśli dojdzie ona do 0 to spadochron dezaktywuje się i dalej zmniejszana jest energia czołgu (tutaj już standardowo - 2 jednostki na jeden pikxel).
|
||||||
|
* **Shield** - najprostsza osłona działa dokładnie przeciwnie niż Parachute, nie chroni przed ubytkiem energii w czasie spadania, chroni za to przed ubytkiem energii spowodowanym JEDNĄ sąsiednią eksplozją. Chroni jednorazowo, bez znaczenia jak silna jest eksplozja (czy jest to tylko "draśnięcie", czy też bezpośrednie trafienie atomówką) i od razu po niej dezaktywuje się.
|
||||||
|
* **Heavy Shield** - osłona z własną energią (na starcie 99 jednostek), działa tak samo jak Shield (nie chroni przed upadkiem) z tym wyjątkiem, że ma własny zasób energii. Przy eksplozji w pierwszej kolejności zmniejszana jest energia tej osłony i jeśli dojdzie ona do 0 to osłona dezaktywuje się i dalej zmniejszana jest energia czołgu. W związku z takim działaniem, czołg z tym typem osłony można "zabić" podkopując go, bo spadanie zmniejsza energię czołgu a nie osłony.
|
||||||
|
* **Force Shield** - najmocniejsza osłona - działa tak jak Heavy Shield tyle że połączona z Parachute. Co ważne w jej przypadku upadek nie zabiera energii osłonie ani czołgowi. Zabierają ją tylko trafienia.
|
||||||
|
* **Bouncy Castle** - broń agresywna :) . Działa następująco. W przypadku bezpośredniego trafienia w czołg (i osłonę) powoduje "odbicie" pocisku w przeciwnym kierunku z tą samą siłą z jaką był wystrzelony. W przypadku braku wiatru i różnicy poziomów broń trafia wtedy w czołg, który ją wystrzelił. Po takim odbiciu dezaktywuje się. W związku z tym, że broń ta reaguje w ten sposób tylko na precyzyjne trafienia, jest także osłoną odpowiadającą działaniu Heavy Shield i ma na starcie 99 jednostek (prawdopodobnie trzeba będzie przemyśleć tę wartość i dać tu mniejszą).
|
||||||
|
* **Mag Deflector** - druga broń agresywna :) . W przypadku bezpośredniego trafienia w czołg (i osłonę) powoduje przesunięcie punktu trafienia losowo w lewo lub prawą stronę chronionego czołgu, ale niezbyt daleko, więc można dostać "odłamkiem" przy silniejszej broni. Tak jak w przypadku Bouncy Castle jest także osłoną odpowiadającą działaniu Heavy Shield i ma na starcie 99 jednostek (prawdopodobnie i tutaj trzeba będzie przemyśleć tę wartość i dać mniejszą).
|
||||||
|
* **Nuclear Winter** - nic nie dodaje, nic nie zabiera :) - w zasadzie to broń nie tyle defensywna co obosieczna. Zasypuje teren opadem "radioaktywnym", który jest zwyczajną glebą. Jeśli nie mamy pod ręką żadnej broni odkopującej teren i do tego osłony (najlepiej jednorazowej), to po takim "opadzie" będzie trzeba strzelić do siebie - bo będąc pod ziemią inaczej się nie da. Ewentualnie pozostaje zawsze White Flag.
|
||||||
|
* **Long Schlong** - broń specjalna :) - kosztuje dużo, nie bardzo w czymkolwiek pomaga (poza ewentualnym odkopaniem się ale tylko przy niewielkim przysypaniu ale fajnie się nazywa i wygląda :) - Można ją aktywować niezależnie od innych broni defensywnych i pozostaje aktywna do końca rundy (nie da się jej dezaktywować).
|
||||||
|
* **Lazy Boy** - nie jest to właściwie broń defensywna. Jest to wspomaganie celowania. Po jej aktywacji czołg stara się wycelować w najbliższego przeciwnika i automatycznie ustawia siłę strzału oraz kąt. W przypadku posiadania zbyt małej ilości energii może czasem wycelować źle (do celowania stosuje metodę taką jak **Cyborg**). Tak jak **Battery** nie dezaktywuje innych broni defensywnych w przypadku jej użycia. Uwaga! Nie ma sensu aktywacja tej broni przed rundą, celowanie nie odbędzie się bo nie ma jeszcze do czego celować.
|
||||||
|
* **Lazy Darwin** - działa tak jak **Lazy Boy** ale celuje w najsłabszego przeciwnika. W tej broni po automatycznym celowaniu pozostaje aktywne "celowanie wizualne" można więc łątwo zmienić cel i samodzielnie wybrać innego przeciwnika widząc czy w niego trafimy.
|
||||||
|
* **Auto Defense** - włącza tryb automatycznej aktywacji broni defensywnych. Po jej aktywowaniu czołg automatycznie aktywuje najmocniejszą posiadaną osłonę (zużywając ją oczywiście) w każdej chwili, kiedy nie ma żadnej osłony (także pomiędzy strzałami innych graczy). Jednocześnie jeżeli poziom energii czołgu spadnie poniżej 30 jednostek, automatycznie aktywuje **Battery** jeżeli ją posiada. Ta broń pozostaje aktywna do końca rundy i jest sygnalizowana symbolem "komputera" przed nazwą aktywnej broni defensywnej w linii statusowej. Jest to druga broń defensywna, która nie dezaktywuje innych broni defensywnych w przypadku jej użycia.
|
||||||
|
* **Spy Hard** - Pomoc dla zapominalskich :) . Po aktywacji pokazuje kolejno podgląd informacji o kolejnych przeciwnikach. Lewo/Prawo - zmienia "szpiegowany" czołg. Fire/Space/Return/Esc - kończy "szpiegowanie". Jest to ostatnia broń defensywna, która nie dezaktywuje innych broni defensywnych w przypadku jej użycia.
|
||||||
|
|
||||||
|
W związku z odmiennym działaniem broni **MIRV**, bronie defensywne **Bouncy Castle** i **Mag Deflector** wykorzystują tylko funkcję osłony przy trafieniu tą bronią. Dodatkowo głowice **MIRV** w czasie opadania nie odbijają się i nie przelatują przez ściany boczne!
|
||||||
|
|
||||||
|
Żadna z osłon nie chroni przed **Napalm**. **Bouncy Castle** czy **Mag Deflector** przy bezpośrednim trafieniu odbije je lub przeniesie obok, ale wystarczy trafić bardzo blisko czołgu i nie zadziała jego osłona.
|
||||||
|
|
||||||
|
Bronie **White Flag**, **Hovercraft** i **Nuclear Winter** po aktywacji wymagają uruchomienia, jest to realizowanie przez "oddanie strzału" po aktywacji tej broni. Oczywiście strzał bronią ofensywną nie jest wtedy oddawany, a jedynie uruchamiana jest wybrana broń defensywna.
|
||||||
|
|
||||||
|
Można mieć aktywną tylko jedną broń defensywną w danej chwili (za wyjątkiem **Long Schlong** oczywiście :) ). Zawsze przed oddaniem strzału możemy zmienić decyzję i aktywować inną broni defensywną czy też dezaktywować **White Flag**.
|
||||||
|
Oczywiście aktywacja broni w momencie kiedy mamy już aktywowaną jakąś inną powoduje utratę tej poprzedniej (nie ma zwrotów :) ).
|
||||||
|
|
||||||
|
|
||||||
|
## 7. Bronie 'inne' :) :
|
||||||
|
|
||||||
|
* **Best F...g Gifts** - tej 'broni' nie używa śię w rozgrywce. Jej zakup powoduje wylosowanie jednej z broni ofensywnych lub (rzadziej) defensywnych i dodanie jej do arsenału gracza. Jest to loteria w której można stracić (jeśli wylosuje się broń tańsza niż cena **Best F...g Gifts** ale też zyskać. Jeśli wylosuje się broń dużo droższa możemy otrzymać do dyspozycji broń, na którą nie było nas stać! Istnieje niewielkie prawdopodobieństwo wylosowania przez **Best F...g Gifts** samej siebie :). Można wtedy spróbować użyć jej w walce.
|
||||||
|
|
||||||
|
## 8. Poziomy trudności przeciwników sterowanych przez komputer:
|
||||||
|
|
||||||
|
Gra posiada 8 poziomów trudności przeciwników sterowanych przez komputer. A właściwie 7 różnych i jeden "niespodziankę". Każdy z nich ma swój sposób kupowania broni defensywnych i ofensywnych oraz inną metodę wyboru celu i samego celowania, oraz wyboru broni. Ułożone są one na liście według wzrastających "umiejętności":
|
||||||
|
|
||||||
|
* **Moron** - najgłupszy z przeciwników (co nie znaczy że najbezpieczniejszy). Strzela całkowicie przypadkowo używając wyłącznie jednej broni - **Baby Missile**. Nie kupuje nic, nie umie stosować broni defensywnych.
|
||||||
|
|
||||||
|
* **Shooter** - Ten przeciwnik nie strzela na oślep. Wybiera sobie jeden kierunek. Na podstawie własnej pozycji - strzela w stronę z której jest więcej przestrzeni zakładając, że to tam są inne czołgi. Ostrzeliwanie zaczyna od wysokiego kąta i strzał po strzale zmienia ten kąt na coraz niższy starając się ostrzelać cały obszar po wybranej stronie. Strzał oddaje zawsze najlepszą posiadaną bronią (najwyższą na liście posiadanych broni - czyli nie koniecznie najlepszą). Nie używa broni defensywnych mimo, że je kupuje! Na początku rundy podejmuje 1 próbę zakupu broni defensywnych (tylko z zakresu **Battery** - **Strong Parachute**) i 4 ofensywnych (z zakresu **Missile** - **Heavy Roller**).
|
||||||
|
|
||||||
|
* **Poolshark** - Atakując wyznacza sobie za cel najbliższy czołg, następnie dobiera kąt strzału, a jego siłę stara się dobrać losując ją z wybranego przedziału. Strzał oddaje zawsze najlepszą posiadaną bronią. Używa broni defensywnych. Z prawdopodobieństwem 1:3 aktywuje przed oddaniem strzału najlepszą posiadaną broń defensywną (najwyższą na liście posiadanych broni - czyli nie koniecznie najlepszą). Jeżeli poziom jego energii spadnie poniżej 30 jednostek - używa **Battery** (oczywiście jeśli wcześniej ją kupił), jeżeli energia spadnie poniżej 5 i nie ma **Battery** poddaje się - **White Flag**. Na początku rundy podejmuje 1 próbę zakupu broni defensywnych i 6 ofensywnych.
|
||||||
|
|
||||||
|
* **Tosser** - Atakując działa dokładnie tak jak **Poolshark** jednak może posiadać "lepszy" zasób broni dzięki innej taktyce zakupów. Zawsze przed strzałem aktywuje najlepszą posiadaną broń defensywną. i tak jak **Poolshark** stosuje **Battery** i **White Flag**. Na początku rundy ocenia ile ma pieniędzy i w zależności od tego podejmuje (pieniądze/5100) prób zakupu broni defensywnych a następnie jeszcze raz sprawdza ile pieniędzy mu zostało i podejmuje (pieniądze/1250) prób zakupu broni ofensywnych.
|
||||||
|
|
||||||
|
* **Chooser** - Obiera sobie za cel najsłabszego przeciwnika (o najmniejszym zasobie energii) i celuje bardzo dokładnie, jednak przed samym strzałem energia strzału modyfikowana jest o parametr szczęścia :) , czyli mimo precyzyjnego wycelowania nie zawsze trafia. Strzał oddaje najlepszą posiadaną bronią chyba że cel jest blisko. Wtedy zmienia broń na **Baby Missile** by unikać trafienia samego siebie. Zawsze przed strzałem aktywuje najlepszą posiadaną broń defensywną i tak jak **Poolshark** stosuje **Battery** i **White Flag**. Zakupów dokonuje tak samo jak **Tosser**.
|
||||||
|
|
||||||
|
* **Spoiler** - Strzela dokładnie tak jak **Chooser** tyle, że ma więcej szczęścia :) , co oznacza że nawet jeśli nie trafi w wybrany cel, to może być to strzał precyzyjniejszy niż **Chooser**. Broni defensywnych używa dokładnie tak jak **Chooser**. Na początku rundy ocenia ile ma pieniędzy i w zależności od tego podejmuje (pieniądze/5100) prób zakupu broni defensywnych a następnie jeszcze raz sprawdza ile pieniędzy mu zostało i podejmuje (pieniądze/320) prób zakupu broni ofensywnych. Przy zakupie broni defensywnych kupuje tylko bronie silne i precyzyjne - czyli takie, które nie zrobią mu przypadkiem krzywdy.
|
||||||
|
|
||||||
|
* **Cyborg** - Obiera sobie za cel najsłabszego przeciwnika (o najmniejszym zasobie energii) lecz preferuje przeciwników sterowanych przez człowieka. Celuje bardzo dokładnie i w zdecydowanej większości przypadków trafia za pierwszym strzałem. Strzał oddaje najlepszą posiadaną bronią chyba że cel jest blisko. Wtedy zmienia broń na **Baby Missile** by unikać trafienia samego siebie. Broni defensywnych używa dokładnie tak jak **Chooser**. Zakupy robi dokładnie tak jak **Spoiler**
|
||||||
|
|
||||||
|
* **Unknown** - Przed oddaniem każdego strzału losowo wybiera sposób działania od **Poolsharka** do **Cyborga** i stosuje jego taktykę. Taktyka zakupów broni jest jednak zawsze identyczna jak **Tosser**
|
||||||
|
|
||||||
|
Próba zakupu broni (ofensywnej lub defensywnej) wygląda następująco:
|
||||||
|
Na początku losowana jest jedna z broni (wśród wszystkich możliwych ofensywnych lub defensywnych). Następnie wykonywane jest sprawdzenie czy wylosowana broń jest na liście broni możliwych do zakupu przez czołg. Jeśli nie to w tej próbie żadna broń nie jest kupowana, a jeśli tak, to sprawdzana jest jej cena. Jeśli czołg ma tyle pieniędzy, broń jest kupowana, w przeciwnym wypadku próba kończy się bez dokonania zakupu.
|
||||||
|
|
||||||
|
Tabela broni kupowanych przez: **Shooter**, **Poolshark**, **Tosser** i **Chooser**
|
||||||
|
|
||||||
|
| bronie ofensywne | bronie defensywne |
|
||||||
|
| --- | --- |
|
||||||
|
| Missile | Battery |
|
||||||
|
| Baby Nuke | Parachute |
|
||||||
|
| Nuke | Strong Parachute |
|
||||||
|
| LeapFrog | Mag Deflector |
|
||||||
|
| Funky Bomb | Shield |
|
||||||
|
| MIRV | Heavy Shield |
|
||||||
|
| Death's Head | Force Shield |
|
||||||
|
| Napalm | Bouncy Castle |
|
||||||
|
| Hot Napalm | |
|
||||||
|
| Baby Roller | |
|
||||||
|
| Roller | |
|
||||||
|
| Heavy Roller | |
|
||||||
|
|
||||||
|
Tabela broni kupowanych przez: **Spoiler** i **Cyborg**
|
||||||
|
|
||||||
|
| bronie ofensywne | bronie defensywne |
|
||||||
|
| --- | --- |
|
||||||
|
| Missile | Battery |
|
||||||
|
| Baby Nuke | Strong Parachute |
|
||||||
|
| Nuke | Mag Deflector |
|
||||||
|
| Hot Napalm | Heavy Shield |
|
||||||
|
| | Force Shield |
|
||||||
|
| | Bouncy Castle |
|
||||||
@@ -8,17 +8,21 @@ by Tomasz 'Pecus' Pecko and Pawel 'pirx' Kalinowski
|
|||||||
Warsaw, Miami 2000, 2001, 2002, 2003, 2009, 2012, 2013, 2022
|
Warsaw, Miami 2000, 2001, 2002, 2003, 2009, 2012, 2013, 2022
|
||||||
|
|
||||||
Contributors:
|
Contributors:
|
||||||
|
- Miker (@mikerro) - in-game music and sfx, ideas, QA
|
||||||
- Kaz - splash screen, ideas
|
- Kaz - splash screen, ideas
|
||||||
- Miker (@mikerro) - game sfx, ideas, QA
|
- Adam (@6502adam) - font, design, QA
|
||||||
- Adam (@6502adam) - font, ideas, QA
|
|
||||||
- Bocianu (@bocianu) - important ideas, FujiNet implementation, QA
|
- Bocianu (@bocianu) - important ideas, FujiNet implementation, QA
|
||||||
- Emkay - splash screen music
|
- Emkay - splash screen music
|
||||||
|
- Fox (@pfusik) - plot and point optimization
|
||||||
|
|
||||||
QA: Probabilitydragon, KrzysRog, Beeblebrox, EnderDude, lopezpb, Dracon, brad-colbert
|
QA: Probabilitydragon, KrzysRog, Beeblebrox, EnderDude, lopezpb, Dracon, brad-colbert, archon800,
|
||||||
|
Shaggy the Atarian, x=usr(1536), Aking, Kenshi
|
||||||
|
|
||||||
You can contact us at pecus@poczta.fm or pirx@5oft.pl
|
Special thanks to tebe (@tebe6502), JAC! (@peterdell) and phaeron for their fantastic tools and support.
|
||||||
|
|
||||||
This source code was originally compiled under [OMC65 crossassembler](https://github.com/pkali/omc65) and on 2012-06-21 translated to [mads](https://github.com/tebe6502/Mad-Assembler).
|
You can contact us via [AtariAge](https://atariage.com) or [AtariOnLine](https://atarionline.pl) forums.
|
||||||
|
|
||||||
|
This source code was originally compiled with [OMC65 crossassembler](https://github.com/pkali/omc65) and on 2012-06-21 translated to [mads](https://github.com/tebe6502/Mad-Assembler).
|
||||||
|
|
||||||
Compilation: `mads scorch.asm -o:scorch.xex`
|
Compilation: `mads scorch.asm -o:scorch.xex`
|
||||||
|
|
||||||
@@ -29,7 +33,7 @@ Game source code is split into 5+4 parts:
|
|||||||
- textproc.asm - text routines like list of weapons and shop
|
- textproc.asm - text routines like list of weapons and shop
|
||||||
- variables.asm - all non-zero page variables
|
- variables.asm - all non-zero page variables
|
||||||
- constants.asm - various tables of constants
|
- constants.asm - various tables of constants
|
||||||
- display.asm - display lists and text screen definitions
|
- display_*.asm - display lists and text screen definitions
|
||||||
- ai.asm - artificial stupidity of computer opponents
|
- ai.asm - artificial stupidity of computer opponents
|
||||||
- weapons.asm - general arsenal of tankies
|
- weapons.asm - general arsenal of tankies
|
||||||
- definitions.asm - label definitions, moved to make it work better with Altirra debug (it doesn't).
|
- definitions.asm - label definitions, moved to make it work better with Altirra debug (it doesn't).
|
||||||
@@ -43,18 +47,307 @@ Originally most variables were in Polish, comments were sparse, but we wanted to
|
|||||||
Because of being always short of time/energy (to finish the game) we decided it must go in 'English' to let other people work on it.
|
Because of being always short of time/energy (to finish the game) we decided it must go in 'English' to let other people work on it.
|
||||||
It never happened, but we got some encouraging comments and we are still trying to do something from time to time.
|
It never happened, but we got some encouraging comments and we are still trying to do something from time to time.
|
||||||
|
|
||||||
With the advent of fujinet (https://fujinet.online/) we are thinking about making the game interplanetary, err, with multiplayer over the net. We'll see.
|
With the advent of [fujinet](https://fujinet.online/) we are thinking about making the game interplanetary, err, with multiplayer over the net. We'll see.
|
||||||
|
|
||||||
## Changes:
|
## Changelog:
|
||||||
|
|
||||||
|
###### Version 1.22
|
||||||
|
2022-12-24
|
||||||
|
|
||||||
|
Christmas colors edition! Can you carve a quarter of a page of memory from two decades old code? Sure @Pecusx can! So finally we have the most requested feature - C0L0RS on the game screen, adjusted with Adam's help.
|
||||||
|
Press [TAB] twice in the main menu to switch to a screen with colors.
|
||||||
|
Other (dubious) improvements:
|
||||||
|
- New Lazy Darwin, it is spectacular, check it out!!!
|
||||||
|
- Smoke Tracer does not smoke when targeting with Lazy Darwin
|
||||||
|
- Lazy Boy works well with joystick
|
||||||
|
- Another fix for self-destructing tanks shooting low angles (0-4 degrees)
|
||||||
|
- New, better tank shapes by Adam
|
||||||
|
- Barrel start point correction fixes very rare aiming issues
|
||||||
|
- Soil slide after Hovercraft usage optimized
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
###### Version 1.21
|
||||||
|
2022-12-10
|
||||||
|
|
||||||
|
We couldn't resist! This is the Senior Executive Director's Cut.
|
||||||
|
By virtue of byte misering we squeezed in a few new features:
|
||||||
|
* new selectable tank shapes - change the controller enough times to get a different tank model
|
||||||
|
* lonely bad pixel after Liquid Dirt fixed
|
||||||
|
* mountain colors (or shades) possible, switch with [Tab] in the main menu
|
||||||
|
* active controller number display in the game, store, and inventory screens
|
||||||
|
* a very special terminator mode for Moron
|
||||||
|
|
||||||
|
|
||||||
|
###### Version 1.20
|
||||||
|
2022-11-23
|
||||||
|
|
||||||
|
It's the final cut. Director's Cut.
|
||||||
|
We squeezed the code and saved some bytes to add the joystick/controller selection. No more fights for the stick, up to 4 players can have fun with their own manipulators. And the fifth one can still use the keyboard :).
|
||||||
|
Our most prolific testers Arek and Alex called for a number of fixes. Thank you, guys!
|
||||||
|
* Players can select their controllers.
|
||||||
|
* Better Auto Defense symbol in the status line.
|
||||||
|
* Battery performance in AI and Auto Defense fixed.
|
||||||
|
* More accurate and faster Laser.
|
||||||
|
* Boost For Gifts includes a secret, quite powerful weapon.
|
||||||
|
* Points counting fix-up (edge cases eliminated).
|
||||||
|
* Long lists in inventory and shop were pointing to a weapon outside the screen. Fixed.
|
||||||
|
* Lazy Boys now remember the last weapon used.
|
||||||
|
* Especially for XEGS - SELECT key changes the joystick similarly to TAB.
|
||||||
|
* Rare P/M glitches fixed.
|
||||||
|
* ExplosionRange variable glitched (rarely) due to byte/word mix-up. Fixed.
|
||||||
|
* Bouncy Castle was bouncing the laser from inside. Fixed.
|
||||||
|
* Shielded tanks were autodestructing when shooting with angle 0. Fixed.
|
||||||
|
* Physics of bouncing off the walls was incorrect for some weapons. Fixed.
|
||||||
|
|
||||||
|
|
||||||
|
###### Version 1.19
|
||||||
|
2022-11-04
|
||||||
|
|
||||||
|
This is the final round of weapon additions! Also. our beloved testers and players found a number of issues and we were extremely happy to address them.
|
||||||
|
* New defensive weapon "Lazy Boy" - aims at the closest enemy.
|
||||||
|
* New defensive weapon "Lazy Darwin" - aims at the weakest link, an enemy I mean.
|
||||||
|
* New defensive weapon "Auto Defense" - activate it to be automatically protected by shields and stuff (where available)
|
||||||
|
* New defensive weapon "Spy Hard" - quickly view energies, weapons and shields of your opponents.
|
||||||
|
* New SFXes, improvements in SFX, and music by @mikerro
|
||||||
|
* Shooting with angle 0 caused the sudden death of the operator. Fixed.
|
||||||
|
* Angles were asymmetrical, now you can go from 0 to 90 and to 0 again (181 degrees of freedom). Fixed with an improved arithmetic rounding of our sub-pixel accuracy.
|
||||||
|
* Drawing a barrel when a tank was on the edge of X==256 pixels caused a lonely pixel to appear randomly. Fixed.
|
||||||
|
* Liquid Dirt was overflowing from the right edge of the screen to the left. Fixed.
|
||||||
|
* Liquid Dirt volume increased significantly, it is now a formidable attack!
|
||||||
|
* A single pixel was erroneously plotted when measuring distance (was visible in e.g., Death's Head). Fixed.
|
||||||
|
* Not all traces were correctly erased after Funky Bomb, fixed again (for the 3rt time I guess).
|
||||||
|
* Soil sedimentation speed after Funky Bomb improved.
|
||||||
|
* Pressing [ESC] when in inventory/store was quitting the game, now it quits the menu only.
|
||||||
|
* A bug in MADS optimization was causing parts of SEPPUKU message to stay on screen.
|
||||||
|
* BIGGEST OF ALL: the lonely pixel after Nuclear Winter was eliminated. https://github.com/pkali/scorch_src/issues/103 We have spent a disproportionately large amount of time trying to slap this bug. It is still there, but is not manifesting itself ;)
|
||||||
|
|
||||||
|
|
||||||
|
###### Version 1.18
|
||||||
|
2022-11-07
|
||||||
|
|
||||||
|
Possibly the final single-player version of the game, unless our dear players find another breaking issue!
|
||||||
|
* 5200 keypad works as it should. You can now press these finicky foils to your heart's desire.
|
||||||
|
* "Unknown" type Robotanks were attacking with Nuclear Winter every time. Fixed!
|
||||||
|
* One of the variables was declared as a byte but used as a word that might cause some rare instabilities.
|
||||||
|
* Page zero variables are cleared prior to the game start to eliminate rare issues in some software/hardware configurations.
|
||||||
|
* The new version of music in NTSC eliminates issues with tempo (not that anyone but the artist noticed that, but still it is an improvement!)
|
||||||
|
* You can now wrap around inventory and shop to faster access these options far down below.
|
||||||
|
* Visual improvement of the main menu and fixed some color issues with the title headers.
|
||||||
|
* Hovercraft was always flying to the top of the screen, it was not intended, it is now hovering just above the mountains!
|
||||||
|
* The main menu does not blink now when changing options. This was a very minor thing but it bothered me to some extent. Fixing it required a complete rewrite of this portion of the menu.
|
||||||
|
|
||||||
|
|
||||||
|
###### Version 1.17
|
||||||
|
2022-10-31
|
||||||
|
|
||||||
|
Mostly 5200 console port and NTSC improvements.
|
||||||
|
* Updated songs from Miker do not require skipping frames on NTSC machines. Crucial for the next point.
|
||||||
|
* Bouncy Castle bouncing of Funky Bomb fixed https://github.com/pkali/scorch_src/issues/129
|
||||||
|
* 5200 version had various graphical and sound glitches. Although mostly harmless, it hurt our sense of aesthetics. First of all the flickering credits roll is all good now.
|
||||||
|
* Rare hang-ups on NTSC machines fixed
|
||||||
|
* Screen lowered down by 7 scan lines to help top status line on NTSC CRTs.
|
||||||
|
* 5200 ATTRACT mode not going away fixed
|
||||||
|
* Autorepeat added to menus what should help 5200 users with their non-centering abomination of a controller.
|
||||||
|
* DLI interrupts optimized, few cycles saved.
|
||||||
|
* 5200 keypad sort-of-works. Please refer to manual for key bindings.
|
||||||
|
|
||||||
|
|
||||||
|
###### Version 1.16
|
||||||
|
2022-10-16
|
||||||
|
|
||||||
|
The official release of our game for the Atari 5200 SuperSystem. Grab the `scorch.bin` file and burn a cart!
|
||||||
|
This is all thanks to @miker who supported us all this time of uncertainty and despair.
|
||||||
|
Cramming the game into a 32KiB cart and 16KiB RAM was a big task - it required a rewrite of the RMT player, a crazy number of size optimizations, and counting each byte.
|
||||||
|
|
||||||
|
The release is not perfect - we have a number of glitches and improvements to the 5200 controller procedures to work on, but the game is playable.
|
||||||
|
|
||||||
|
Changes:
|
||||||
|
* numerous, but not very visible
|
||||||
|
|
||||||
|
|
||||||
|
###### Version 1.14
|
||||||
|
2022-09-05
|
||||||
|
|
||||||
|
Minor bugfixes and optimizations.
|
||||||
|
Just a small update to allow for more testing and having fun before the bigger release.
|
||||||
|
|
||||||
|
Changes:
|
||||||
|
* Numerous optimizations that require a solid test. Please have fun and report issues!
|
||||||
|
* Small DrawTanks fix.
|
||||||
|
* Bouncy Castle bounces like it should.
|
||||||
|
* Tracer and Smoke Tracer are not causing defense weapons to trigger anymore.
|
||||||
|
* In rare cases direct hit was not accounted for correctly.
|
||||||
|
* Manuals updated. https://github.com/pkali/scorch_src/releases/tag/v1.16
|
||||||
|
|
||||||
|
|
||||||
|
###### Version 1.13
|
||||||
|
2022-08-30
|
||||||
|
|
||||||
|
Getting ready for porting the game!
|
||||||
|
|
||||||
|
Several heavy optimizations and code cleanups in preparation for an unexpected port.
|
||||||
|
|
||||||
|
Changes:
|
||||||
|
* Overhaul of AI - Cyborgs, Spoilers, and Choosers aim much better.
|
||||||
|
* Cyborgs prefer to kill humans.
|
||||||
|
* Fine tuning of AI purchases makes the difficulty level aligned with the robot level.
|
||||||
|
* Fixed a very difficult and elusive bug that was causing tanks to freeze when falling close to the right edge of the screen fixed.
|
||||||
|
* Updated music by @Miker
|
||||||
|
* It is now possible to enter tank names with a joystick - all essential game functions are available without touching the keyboard!
|
||||||
|
* Manuals updated with AI strategy information and more.
|
||||||
|
|
||||||
|
|
||||||
|
###### Version 1.12
|
||||||
|
2022-08-24
|
||||||
|
|
||||||
|
What is going on? Are we getting crazy or what?
|
||||||
|
|
||||||
|
Changes:
|
||||||
|
* Background color indicates the type of walls. This is very useful when the rand option is selected.
|
||||||
|
* XEGS users requested that console keys are used when no keyboard is attached! We delivered! [SELECT] to select an offensive weapon, [OPTION] to jump into inventory, defensive section, [START] + [OPTION] - immediate Game Over (no confirmation for you keyboardless folks)
|
||||||
|
* A very silly bug detected by our young testers fixed - the game crashed when you built a very high mountain using Dirt Balls :)
|
||||||
|
* Boxy infinite bounce bug fixed.
|
||||||
|
* Funky bombs bounce off the walls!
|
||||||
|
* The first letter entered for a tank name was inserted in the wrong spot. How did it work at all? Magic.
|
||||||
|
[ESC] now correctly exits the purchase screen.
|
||||||
|
|
||||||
|
|
||||||
|
###### Version 1.11
|
||||||
|
2022-08-22
|
||||||
|
|
||||||
|
A release lollapalooza.
|
||||||
|
|
||||||
|
The silliness indicator crashed. What are we doing?
|
||||||
|
|
||||||
|
Changes:
|
||||||
|
* A very silly buffer overflow bug fixed - it allowed for infinite (well... to the point) lengths of tank names, or rather for overwriting code with arbitrary values.
|
||||||
|
* Gamefield walls added https://github.com/pkali/scorch_src/issues/50. Choosing a different wall effect from the main options menu allows for a sophisticated tactics change.
|
||||||
|
|
||||||
|
###### Version 1.10
|
||||||
|
2022-08-21
|
||||||
|
|
||||||
|
My hovercraft is full of eels.
|
||||||
|
|
||||||
|
This release brings a swath of gameplay updates and a generous dose of a new silliness.
|
||||||
|
[English](https://github.com/pkali/scorch_src/blob/master/MANUAL_EN.md) and [Polish](https://github.com/pkali/scorch_src/blob/master/MANUAL_PL.md) language manual drafts are available in the repository. Please help us with the English one as we are not native speakers.
|
||||||
|
Version number bump reflects number of unreleased versions and amount of changes.
|
||||||
|
|
||||||
|
Changes:
|
||||||
|
* Defensive weapons can be activated before the round to make for the unbeatable aiming precision of the robotanks.
|
||||||
|
* Fixed bug with Long Schlong activation taking one Schlong too many.
|
||||||
|
* Smoke Tracer not disappearing smoke fixed.
|
||||||
|
* Bug allowing for infinite shooting outside the screen fixed.
|
||||||
|
* Tank colors and P/M sequence as devised by Adam, the gfx artist. Tanks differ more and look better. https://github.com/pkali/scorch_src/issues/119
|
||||||
|
* New item in the shop - loot box "Buy me!" with a surprise inside. https://github.com/pkali/scorch_src/issues/97
|
||||||
|
* Tank names can have s p a c e s now! https://github.com/pkali/scorch_src/issues/120
|
||||||
|
* Tanks are mobile now thanks to the new defensive option - Hovercraft https://github.com/pkali/scorch_src/issues/52
|
||||||
|
* Main atari library switched to a more standard version based on Mapping the Atari
|
||||||
|
* Huge memory optimizations to allow for the new features.
|
||||||
|
* Narrow screen in shop / inventory (many bytes saved).
|
||||||
|
* Explosion range corrections for a rare event of non-lethal Nuke explosions.
|
||||||
|
* Pressing [A] jumps into defensive weapons activation directly.
|
||||||
|
* Elusive randomize force error causing rare hangups for Tosser fixed.
|
||||||
|
* Activation of defensive weapons moved to front.
|
||||||
|
* Additional SFX for new weapons.
|
||||||
|
|
||||||
|
###### Version 1.00
|
||||||
|
2022-08-13
|
||||||
|
|
||||||
|
Silly Version 1.00
|
||||||
|
This is an official Silly Venture Summer Edition Atari 50 release. The game reached version 1.00.
|
||||||
|
|
||||||
|
The game manual is available at https://github.com/pkali/scorch_src/wiki
|
||||||
|
All 48KB+ 8-bit Atari computers are supported.
|
||||||
|
|
||||||
|
Thank you @Pecusx and @Miker for your hard work over the last few weeks - I was almost entirely absent because of the real-world attack.
|
||||||
|
|
||||||
|
Most important changes:
|
||||||
|
* New Game Over screen with a summary of wins, direct hits and earned cash. https://github.com/pkali/scorch_src/issues/9
|
||||||
|
* Tank barrels are drawn procedurally to make aiming easier..
|
||||||
|
* Various SFX and music updates with new tunes for all parts of the game. https://github.com/pkali/scorch_src/issues/112
|
||||||
|
* AI can use White Flag.
|
||||||
|
* 3 different tank shapes https://github.com/pkali/scorch_src/issues/64.
|
||||||
|
* All AI levels are programmed. Cyborg is tough! https://github.com/pkali/scorch_src/issues/40
|
||||||
|
* New weapon - Long Schlong!
|
||||||
|
* New splash screen.
|
||||||
|
* Game mechanics improved.
|
||||||
|
* [O] key skips to the Game Over screen.
|
||||||
|
* The game works on Atari 800.
|
||||||
|
* Huge amount of optimizations to squeeze the game into 48K.
|
||||||
|
|
||||||
|
And now the new adventure begins!
|
||||||
|
|
||||||
|
|
||||||
|
###### Build 148
|
||||||
|
2022-07-17
|
||||||
|
WHAT DOES THE FOX SAY?
|
||||||
|
|
||||||
|
Fox (x0f, @pfusik) says plots and points can be optimized by 18 clock cycles each and thanks to his 6502 wizardry the game is noticeably nicer. Thank you!
|
||||||
|
Other changes:
|
||||||
|
- https://github.com/pkali/scorch_src/issues/99, https://github.com/pkali/scorch_src/issues/98 - tank number 6 has got a color now! No one is monochrome now!
|
||||||
|
- https://github.com/pkali/scorch_src/issues/110 much improved laser - previously it was almost useless, now it looks and works much better
|
||||||
|
- fixed an interesting roller bug
|
||||||
|
- Auto Defense angle fix
|
||||||
|
- multiple improvements in AI routines, preparation for the final opponents.
|
||||||
|
|
||||||
|
###### Build 147
|
||||||
|
2022-07-10
|
||||||
|
LOST build. We were watching [LOST party](https://www.lostparty.pl/2022/) streams so maybe a little less done, but still some nice improvements.
|
||||||
|
- new weapons by @Pecusx - Napalm and Hot Napalm. Fire penetrates all shields, so beware!
|
||||||
|
- status bar showing outdated info on the beginning of the round fix
|
||||||
|
- various small optimizations incl. memory usage, soildown, weapon ranges
|
||||||
|
- improved shapes of Heavy and Force Shields
|
||||||
|
|
||||||
|
Issues closed:
|
||||||
|
- revert to the old but slightly improved version of showing angles (#105)
|
||||||
|
- zero page loading eliminated (#106)
|
||||||
|
- active player name appear over his tank when aiming (#107)
|
||||||
|
- configurable mountain heights (The Netherlands, Belgium, Czechia, Switzerland, Nepal) (#86)
|
||||||
|
- angle speeds up when joystick / keyboard are pressed (#75)
|
||||||
|
|
||||||
|
###### Build 146
|
||||||
|
2022-07-03
|
||||||
|
Super heavy rewrite build.
|
||||||
|
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.
|
||||||
|
- completely new tank falling routine by @Pecusx - over 300 bytes saved, complexity reduced, more just energy deduction when falling.
|
||||||
|
- 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.
|
||||||
|
- Weapon price and quantity balance - this is our honest attempt to make game more fun. We'll accept any critique and improvement proposals.
|
||||||
|
- New AI opponent - Tosser! Not much better than Poolshark, but still beats sharks most of the time.
|
||||||
|
- AI opponents can purchase defensive weapons which make playing against AI somewhat more challenging.
|
||||||
|
- Improved Laser. It is still not ideal, but better. Still hard to aim :]
|
||||||
|
- Few small parachute-related bugs fixed
|
||||||
|
- Death's Head bug fix
|
||||||
|
|
||||||
|
Issues closed:
|
||||||
|
- https://github.com/pkali/scorch_src/issues/87 Angles are reasonable now. PROFIT!!!
|
||||||
|
|
||||||
|
|
||||||
|
###### Build 145
|
||||||
|
2022-06-26
|
||||||
|
Possibly last round of weapon additions!
|
||||||
|
|
||||||
|
@Pecusx added
|
||||||
|
- working White Flag -- it is a way to give up while not making opponents richer!
|
||||||
|
- Battery - a must for every tank with low energy.
|
||||||
|
- Strong Parachute - like a normal parachute, but stronger (it has energy and can work more than once)
|
||||||
|
- Nuclear Winter - a quick and efficient solution to global worming, err, warning, WARMING!
|
||||||
|
|
||||||
|
@mikerro added new SFX and in-game-tunes.
|
||||||
|
- Pressing [S] turns on/off SFX (when aiming). Pressing [M] turns on/off in-game tunes.
|
||||||
|
|
||||||
|
Tickets closed:
|
||||||
|
- 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.
|
||||||
|
- https://github.com/pkali/scorch_src/issues/76 - a beginning of visual tweaks by @6502adam
|
||||||
|
- infinite defensive weapons purchase bug fixed, to the chagrin of some...
|
||||||
|
|
||||||
###### Build 144
|
###### Build 144
|
||||||
2022-06-19
|
2022-06-19
|
||||||
Juneteenth release is coming with the most anticipated new feature: defensive weapons. Thanks to @Pecusx we have 5 completely new weapons and more reasonably working parachute. The stub of instruction manual describing these weapons is available here: https://github.com/pkali/scorch_src/wiki/Instruction-manual.
|
Father's day release comes with the most anticipated new feature: defensive weapons. Thanks to @Pecus we have 5 completely new weapons and a more reasonably working parachute. The stub of the instruction manual describing these weapons is available here: https://github.com/pkali/scorch_src/wiki/Instruction-manual.
|
||||||
|
|
||||||
The new inventory system has been added. Call it by pressing "I" key or short-pressing fire. Select weapon to use by moving joystick or cursor keys right. Switch between offensive and deffensive weapons by moving joystick left. Fire/escape to quit inventory.
|
The new inventory system has been added. Call it by pressing the "I" key or short-pressing fire. Select the weapon to use by moving the joystick or cursor keys right. Switch between offensive and defensive weapons by moving the joystick left. Fire/escape to quit inventory.
|
||||||
|
|
||||||
Other significant playability change is https://github.com/pkali/scorch_src/issues/54 - it is not finished yet, but keeping joystick up or down makes force to increase / decrease faster.
|
Another significant playability change is #54 - it is not finished yet, but keeping the joystick up or down makes force increase/decrease faster. Also - short press of fire calls Inventory, long press fires the shell. The timings are experimental, please let me know if this needs a modification/improvement.
|
||||||
Also - short press of fire calls Inventory, long press fires the shell. The timings are experimental, please let me know it this needs a modification / improvement.
|
|
||||||
|
|
||||||
Tickets closed:
|
Tickets closed:
|
||||||
* https://github.com/pkali/scorch_src/issues/92 - less unnecessary cleaning of the offensive texts
|
* https://github.com/pkali/scorch_src/issues/92 - less unnecessary cleaning of the offensive texts
|
||||||
|
|||||||
@@ -1,498 +0,0 @@
|
|||||||
; @com.wudsn.ide.asm.mainsourcefile=../scorch.asm
|
|
||||||
/***************************************/
|
|
||||||
/* Use MADS http://mads.atari8.info/ */
|
|
||||||
/* Mode: DLI (char mode) */
|
|
||||||
/***************************************/
|
|
||||||
|
|
||||||
;icl "HIMARS14.h"
|
|
||||||
;ICL '../lib/atari.hea'
|
|
||||||
|
|
||||||
|
|
||||||
WIDTH = 40
|
|
||||||
HEIGHT = 30
|
|
||||||
|
|
||||||
; --- BASIC switch OFF
|
|
||||||
org $2000\ mva #$ff portb\ rts\ ini $2000
|
|
||||||
|
|
||||||
; --- dmsc LZSS player routine on zero page
|
|
||||||
org $80
|
|
||||||
|
|
||||||
chn_copy .ds 9
|
|
||||||
chn_pos .ds 9
|
|
||||||
bptr .ds 2
|
|
||||||
cur_pos .ds 1
|
|
||||||
chn_bits .ds 1
|
|
||||||
|
|
||||||
bit_data .byte 1
|
|
||||||
|
|
||||||
.proc get_byte
|
|
||||||
lda song_data+1
|
|
||||||
inc song_ptr
|
|
||||||
bne skip
|
|
||||||
inc song_ptr+1
|
|
||||||
skip
|
|
||||||
rts
|
|
||||||
.endp
|
|
||||||
song_ptr = get_byte + 1
|
|
||||||
|
|
||||||
|
|
||||||
fcnt .ds 2
|
|
||||||
fadr .ds 2
|
|
||||||
fhlp .ds 2
|
|
||||||
cloc .ds 1
|
|
||||||
regA .ds 1
|
|
||||||
regX .ds 1
|
|
||||||
regY .ds 1
|
|
||||||
; --- MAIN PROGRAM
|
|
||||||
org $2000
|
|
||||||
ant dta $80
|
|
||||||
dta $42,a(scr),$02,$02,$02,$02,$02,$02,$02,$02,$02,$82,$02,$02,$02,$02,$82
|
|
||||||
dta $02,$02,$02,$82,$82,$82,$02,$82,$02,$02,$02,$82
|
|
||||||
dta $42,a(verline)
|
|
||||||
dta $41,a(ant)
|
|
||||||
|
|
||||||
verline
|
|
||||||
:37 dta d" "
|
|
||||||
build
|
|
||||||
|
|
||||||
scr ins "HIMARS14.scr"
|
|
||||||
|
|
||||||
.ds 2*40
|
|
||||||
|
|
||||||
.ALIGN $0400
|
|
||||||
fnt ins "HIMARS14.fnt"
|
|
||||||
|
|
||||||
ift USESPRITES
|
|
||||||
.ALIGN $0800
|
|
||||||
pmg .ds $0300
|
|
||||||
ift FADECHR = 0
|
|
||||||
SPRITES
|
|
||||||
els
|
|
||||||
.ds $500
|
|
||||||
eif
|
|
||||||
eif
|
|
||||||
|
|
||||||
song_data
|
|
||||||
ins 'mmm_16.lzs'
|
|
||||||
song_end
|
|
||||||
|
|
||||||
POKEY = $D200
|
|
||||||
|
|
||||||
buffers
|
|
||||||
.ds 256 * 9
|
|
||||||
|
|
||||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
|
||||||
; Song Initialization - this runs in the first tick:
|
|
||||||
;
|
|
||||||
.proc init_song
|
|
||||||
|
|
||||||
; Example: here initializes song pointer:
|
|
||||||
|
|
||||||
;mwa #song_data song_ptr
|
|
||||||
|
|
||||||
; Init all channels:
|
|
||||||
ldx #8
|
|
||||||
ldy #0
|
|
||||||
clear
|
|
||||||
; Read just init value and store into buffer and POKEY
|
|
||||||
jsr get_byte
|
|
||||||
sta POKEY, x
|
|
||||||
sty chn_copy, x
|
|
||||||
cbuf
|
|
||||||
sta buffers + 255
|
|
||||||
inc cbuf + 2
|
|
||||||
dex
|
|
||||||
bpl clear
|
|
||||||
|
|
||||||
; Initialize buffer pointer:
|
|
||||||
sty bptr
|
|
||||||
sty cur_pos
|
|
||||||
rts
|
|
||||||
.endp
|
|
||||||
|
|
||||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
|
||||||
; Wait for next frame
|
|
||||||
;
|
|
||||||
.proc wait_frame
|
|
||||||
|
|
||||||
lda 20
|
|
||||||
delay
|
|
||||||
cmp 20
|
|
||||||
beq delay
|
|
||||||
.endp
|
|
||||||
|
|
||||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
|
||||||
; Play one frame of the song
|
|
||||||
;
|
|
||||||
.proc play_frame
|
|
||||||
lda #>buffers
|
|
||||||
sta bptr+1
|
|
||||||
|
|
||||||
lda song_data
|
|
||||||
sta chn_bits
|
|
||||||
ldx #8
|
|
||||||
|
|
||||||
; Loop through all "channels", one for each POKEY register
|
|
||||||
chn_loop:
|
|
||||||
lsr chn_bits
|
|
||||||
bcs skip_chn ; C=1 : skip this channel
|
|
||||||
|
|
||||||
lda chn_copy, x ; Get status of this stream
|
|
||||||
bne do_copy_byte ; If > 0 we are copying bytes
|
|
||||||
|
|
||||||
; We are decoding a new match/literal
|
|
||||||
lsr bit_data ; Get next bit
|
|
||||||
bne got_bit
|
|
||||||
jsr get_byte ; Not enough bits, refill!
|
|
||||||
ror ; Extract a new bit and add a 1 at the high bit (from C set above)
|
|
||||||
sta bit_data ;
|
|
||||||
got_bit:
|
|
||||||
jsr get_byte ; Always read a byte, it could mean "match size/offset" or "literal byte"
|
|
||||||
bcs store ; Bit = 1 is "literal", bit = 0 is "match"
|
|
||||||
|
|
||||||
sta chn_pos, x ; Store in "copy pos"
|
|
||||||
|
|
||||||
jsr get_byte
|
|
||||||
sta chn_copy, x ; Store in "copy length"
|
|
||||||
|
|
||||||
; And start copying first byte
|
|
||||||
do_copy_byte:
|
|
||||||
dec chn_copy, x ; Decrease match length, increase match position
|
|
||||||
inc chn_pos, x
|
|
||||||
ldy chn_pos, x
|
|
||||||
|
|
||||||
; Now, read old data, jump to data store
|
|
||||||
lda (bptr), y
|
|
||||||
|
|
||||||
store:
|
|
||||||
ldy cur_pos
|
|
||||||
sta POKEY, x ; Store to output and buffer
|
|
||||||
sta (bptr), y
|
|
||||||
|
|
||||||
skip_chn:
|
|
||||||
; Increment channel buffer pointer
|
|
||||||
inc bptr+1
|
|
||||||
|
|
||||||
dex
|
|
||||||
bpl chn_loop ; Next channel
|
|
||||||
|
|
||||||
inc cur_pos
|
|
||||||
.endp
|
|
||||||
|
|
||||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
|
||||||
; Check for ending of song and jump to the next frame
|
|
||||||
;
|
|
||||||
.proc check_end_song
|
|
||||||
lda song_ptr + 1
|
|
||||||
cmp #>song_end
|
|
||||||
;bne wait_frame
|
|
||||||
lda song_ptr
|
|
||||||
cmp #<song_end
|
|
||||||
;bne wait_frame
|
|
||||||
.endp
|
|
||||||
|
|
||||||
end_loop
|
|
||||||
rts
|
|
||||||
|
|
||||||
|
|
||||||
main
|
|
||||||
jsr init_song
|
|
||||||
|
|
||||||
; --- init PMG
|
|
||||||
|
|
||||||
ift USESPRITES
|
|
||||||
mva >pmg pmbase ;missiles and players data address
|
|
||||||
mva #$03 pmcntl ;enable players and missiles
|
|
||||||
eif
|
|
||||||
|
|
||||||
lda:cmp:req $14 ;wait 1 frame
|
|
||||||
|
|
||||||
; copy system font to $a000
|
|
||||||
ldx #0
|
|
||||||
@ lda $e000,x
|
|
||||||
sta $a000,x
|
|
||||||
;lda $e100,x ; i need digits only :]
|
|
||||||
;sta $a100,x
|
|
||||||
;lda $e200,x
|
|
||||||
;sta $a200,x
|
|
||||||
;lda $e300,x
|
|
||||||
;sta $a300,x
|
|
||||||
inx
|
|
||||||
bne @-
|
|
||||||
|
|
||||||
sei ;stop IRQ interrupts
|
|
||||||
mva #$00 nmien ;stop NMI interrupts
|
|
||||||
sta dmactl
|
|
||||||
mva #$fe portb ;switch off ROM to get 16k more ram
|
|
||||||
|
|
||||||
mwa #NMI $fffa ;new NMI handler
|
|
||||||
|
|
||||||
mva #$c0 nmien ;switch on NMI+DLI again
|
|
||||||
|
|
||||||
ift CHANGES ;if label CHANGES defined
|
|
||||||
|
|
||||||
_lp lda trig0 ; FIRE #0
|
|
||||||
beq stop
|
|
||||||
|
|
||||||
lda trig1 ; FIRE #1
|
|
||||||
beq stop
|
|
||||||
|
|
||||||
lda consol ; START
|
|
||||||
and #1
|
|
||||||
beq stop
|
|
||||||
|
|
||||||
lda skctl
|
|
||||||
and #$04
|
|
||||||
bne _lp ;wait to press any key; here you can put any own routine
|
|
||||||
|
|
||||||
els
|
|
||||||
|
|
||||||
null jmp DLI.dli1 ;CPU is busy here, so no more routines allowed
|
|
||||||
|
|
||||||
eif
|
|
||||||
|
|
||||||
|
|
||||||
stop
|
|
||||||
mva #$00 pmcntl ;PMG disabled
|
|
||||||
tax
|
|
||||||
sta:rne hposp0,x+
|
|
||||||
|
|
||||||
mva #$ff portb ;ROM switch on
|
|
||||||
mva #$40 nmien ;only NMI interrupts, DLI disabled
|
|
||||||
cli ;IRQ enabled
|
|
||||||
|
|
||||||
|
|
||||||
lda #0
|
|
||||||
ldx #8
|
|
||||||
@ sta POKEY,x
|
|
||||||
dex
|
|
||||||
bpl @-
|
|
||||||
|
|
||||||
;no glitching please (issue #67)
|
|
||||||
lda #0
|
|
||||||
sta $D400 ;dmactl
|
|
||||||
sta $022F ;dmactls
|
|
||||||
rts ;return to ... DOS
|
|
||||||
|
|
||||||
; --- DLI PROGRAM
|
|
||||||
|
|
||||||
.local DLI
|
|
||||||
|
|
||||||
?old_dli = *
|
|
||||||
|
|
||||||
ift !CHANGES
|
|
||||||
|
|
||||||
dli1 lda trig0 ; FIRE #0
|
|
||||||
beq stop
|
|
||||||
|
|
||||||
lda trig1 ; FIRE #1
|
|
||||||
beq stop
|
|
||||||
|
|
||||||
lda consol ; START
|
|
||||||
and #1
|
|
||||||
beq stop
|
|
||||||
|
|
||||||
lda skctl
|
|
||||||
and #$04
|
|
||||||
beq stop
|
|
||||||
|
|
||||||
lda vcount
|
|
||||||
cmp #$02
|
|
||||||
bne dli1
|
|
||||||
|
|
||||||
:3 sta wsync
|
|
||||||
|
|
||||||
DLINEW dli10
|
|
||||||
|
|
||||||
eif
|
|
||||||
|
|
||||||
dli_start
|
|
||||||
|
|
||||||
dli10
|
|
||||||
sta regA
|
|
||||||
|
|
||||||
c4 lda #$04
|
|
||||||
sta wsync ;line=8
|
|
||||||
sta color0
|
|
||||||
sta gtictl
|
|
||||||
DLINEW DLI.dli2 1 0 0
|
|
||||||
|
|
||||||
dli2
|
|
||||||
sta regA
|
|
||||||
lda >fnt+$400*$01
|
|
||||||
sta wsync ;line=96
|
|
||||||
sta chbase
|
|
||||||
DLINEW dli3 1 0 0
|
|
||||||
|
|
||||||
dli3
|
|
||||||
sta regA
|
|
||||||
lda >fnt+$400*$02
|
|
||||||
sta wsync ;line=136
|
|
||||||
sta chbase
|
|
||||||
DLINEW dli4 1 0 0
|
|
||||||
|
|
||||||
dli4
|
|
||||||
sta regA
|
|
||||||
lda >fnt+$400*$01
|
|
||||||
sta wsync ;line=168
|
|
||||||
sta chbase
|
|
||||||
DLINEW dli5 1 0 0
|
|
||||||
|
|
||||||
dli5
|
|
||||||
sta regA
|
|
||||||
lda >fnt+$400*$02
|
|
||||||
sta wsync ;line=176
|
|
||||||
sta chbase
|
|
||||||
DLINEW dli6 1 0 0
|
|
||||||
|
|
||||||
dli6
|
|
||||||
sta regA
|
|
||||||
lda >fnt+$400*$03
|
|
||||||
sta wsync ;line=184
|
|
||||||
sta chbase
|
|
||||||
DLINEW dli7 1 0 0
|
|
||||||
|
|
||||||
dli7
|
|
||||||
sta regA
|
|
||||||
lda >fnt+$400*$00
|
|
||||||
sta wsync ;line=200
|
|
||||||
sta chbase
|
|
||||||
DLINEW dli11 1 0 0
|
|
||||||
|
|
||||||
dli11
|
|
||||||
sta regA
|
|
||||||
|
|
||||||
lda #>$a000 ; system font
|
|
||||||
sta wsync ;line=232
|
|
||||||
sta chbase
|
|
||||||
lda #$01
|
|
||||||
sta gtictl
|
|
||||||
|
|
||||||
lda regA
|
|
||||||
rti
|
|
||||||
|
|
||||||
.endl
|
|
||||||
|
|
||||||
; ---
|
|
||||||
|
|
||||||
CHANGES = 1
|
|
||||||
FADECHR = 0
|
|
||||||
|
|
||||||
SCHR = 127
|
|
||||||
|
|
||||||
; ---
|
|
||||||
|
|
||||||
.proc NMI
|
|
||||||
|
|
||||||
bit nmist
|
|
||||||
bpl VBL
|
|
||||||
|
|
||||||
jmp DLI.dli_start
|
|
||||||
dliv equ *-2
|
|
||||||
|
|
||||||
VBL
|
|
||||||
sta regA
|
|
||||||
stx regX
|
|
||||||
sty regY
|
|
||||||
|
|
||||||
sta nmist ;reset NMI flag
|
|
||||||
|
|
||||||
mwa #ant dlptr ;ANTIC address program
|
|
||||||
|
|
||||||
mva #@dmactl(standard|dma|lineX1) dmactl ;set new screen width
|
|
||||||
|
|
||||||
inc cloc ;little timer
|
|
||||||
|
|
||||||
; Initial values
|
|
||||||
|
|
||||||
lda >fnt+$400*$00
|
|
||||||
sta chbase
|
|
||||||
c0 lda #$00
|
|
||||||
sta colbak
|
|
||||||
lda #$02
|
|
||||||
sta chrctl
|
|
||||||
lda #$01
|
|
||||||
sta gtictl
|
|
||||||
c1 lda #$0C
|
|
||||||
sta color1
|
|
||||||
c2 lda #$02
|
|
||||||
sta color2
|
|
||||||
c3 lda #$0E
|
|
||||||
sta color3
|
|
||||||
x0 lda #$00
|
|
||||||
sta hposp0
|
|
||||||
sta hposp1
|
|
||||||
sta hposp2
|
|
||||||
sta hposp3
|
|
||||||
sta hposm0
|
|
||||||
sta hposm1
|
|
||||||
sta hposm2
|
|
||||||
sta hposm3
|
|
||||||
sta sizep0
|
|
||||||
sta sizep1
|
|
||||||
sta sizep2
|
|
||||||
sta sizep3
|
|
||||||
sta sizem
|
|
||||||
sta colpm0
|
|
||||||
sta colpm1
|
|
||||||
sta colpm2
|
|
||||||
sta colpm3
|
|
||||||
sta color0
|
|
||||||
|
|
||||||
mwa #DLI.dli_start dliv ;set the first address of DLI interrupt
|
|
||||||
|
|
||||||
;this area is for yours routines
|
|
||||||
jsr play_frame
|
|
||||||
|
|
||||||
quit
|
|
||||||
lda regA
|
|
||||||
ldx regX
|
|
||||||
ldy regY
|
|
||||||
rti
|
|
||||||
|
|
||||||
.endp
|
|
||||||
|
|
||||||
; ---
|
|
||||||
ini main
|
|
||||||
; ---
|
|
||||||
|
|
||||||
;opt l-
|
|
||||||
|
|
||||||
.MACRO SPRITES
|
|
||||||
missiles
|
|
||||||
.ds $100
|
|
||||||
player0
|
|
||||||
.ds $100
|
|
||||||
player1
|
|
||||||
.ds $100
|
|
||||||
player2
|
|
||||||
.ds $100
|
|
||||||
player3
|
|
||||||
.ds $100
|
|
||||||
.ENDM
|
|
||||||
|
|
||||||
USESPRITES = 0
|
|
||||||
|
|
||||||
.MACRO DLINEW
|
|
||||||
mva <:1 NMI.dliv
|
|
||||||
ift [>?old_dli]<>[>:1]
|
|
||||||
mva >:1 NMI.dliv+1
|
|
||||||
eif
|
|
||||||
|
|
||||||
ift :2
|
|
||||||
lda regA
|
|
||||||
eif
|
|
||||||
|
|
||||||
ift :3
|
|
||||||
ldx regX
|
|
||||||
eif
|
|
||||||
|
|
||||||
ift :4
|
|
||||||
ldy regY
|
|
||||||
eif
|
|
||||||
|
|
||||||
rti
|
|
||||||
|
|
||||||
.def ?old_dli = *
|
|
||||||
.ENDM
|
|
||||||
|
|
||||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
|
Before Width: | Height: | Size: 4.5 KiB |
Binary file not shown.
@@ -0,0 +1,877 @@
|
|||||||
|
/***************************************/
|
||||||
|
/* Use MADS http://mads.atari8.info/ */
|
||||||
|
/* Mode: DLI (char mode) */
|
||||||
|
/***************************************/
|
||||||
|
|
||||||
|
;icl "Scorch50.h"
|
||||||
|
;icl "../lib/ATARISYS.ASM"
|
||||||
|
;icl "../lib/macro.hea"
|
||||||
|
|
||||||
|
; --- dmsc LZSS player routine on zero page
|
||||||
|
org $80
|
||||||
|
|
||||||
|
chn_copy .ds 9
|
||||||
|
chn_pos .ds 9
|
||||||
|
bptr .ds 2
|
||||||
|
cur_pos .ds 1
|
||||||
|
chn_bits .ds 1
|
||||||
|
|
||||||
|
bit_data .ds 1
|
||||||
|
|
||||||
|
fcnt .ds 2
|
||||||
|
fadr .ds 2
|
||||||
|
fhlp .ds 2
|
||||||
|
cloc .ds 1
|
||||||
|
regA .ds 1
|
||||||
|
regX .ds 1
|
||||||
|
regY .ds 1
|
||||||
|
|
||||||
|
WIDTH = 40
|
||||||
|
HEIGHT = 30
|
||||||
|
|
||||||
|
; --- BASIC switch OFF
|
||||||
|
org $2000\ mva #$ff portb\ rts\ ini $2000
|
||||||
|
|
||||||
|
; --- MAIN PROGRAM
|
||||||
|
org $2000
|
||||||
|
ant dta $C2,a(scr)
|
||||||
|
dta $02,$82,$02,$02,$82,$02,$82,$02,$82,$02,$02,$02,$82,$02,$82,$82
|
||||||
|
dta $02,$02,$82,$02,$02,$82,$02,$02,$82,$82,$02,$82,$22
|
||||||
|
;dta $42,a(verline)
|
||||||
|
dta $41,a(ant)
|
||||||
|
|
||||||
|
;verline
|
||||||
|
; :37 dta d" "
|
||||||
|
; dta build
|
||||||
|
|
||||||
|
scr ins "Scorch50.scr"
|
||||||
|
|
||||||
|
.ds 0*40
|
||||||
|
|
||||||
|
.ALIGN $0400
|
||||||
|
fnt ins "Scorch50.fnt"
|
||||||
|
|
||||||
|
ift USESPRITES
|
||||||
|
.ALIGN $0800
|
||||||
|
pmg .ds $0300
|
||||||
|
ift FADECHR = 0
|
||||||
|
SPRITES
|
||||||
|
els
|
||||||
|
.ds $500
|
||||||
|
eif
|
||||||
|
eif
|
||||||
|
|
||||||
|
|
||||||
|
song_data
|
||||||
|
ins 'mmm_16.lzs'
|
||||||
|
song_end
|
||||||
|
|
||||||
|
buffers
|
||||||
|
.ds 256 * 9
|
||||||
|
|
||||||
|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||||
|
; Song Initialization - this runs in the first tick:
|
||||||
|
;
|
||||||
|
.proc init_song
|
||||||
|
|
||||||
|
mva #1 bit_data
|
||||||
|
|
||||||
|
; Example: here initializes song pointer:
|
||||||
|
|
||||||
|
;mwa #song_data song_ptr
|
||||||
|
|
||||||
|
; Init all channels:
|
||||||
|
ldx #8
|
||||||
|
ldy #0
|
||||||
|
clear
|
||||||
|
; Read just init value and store into buffer and POKEY
|
||||||
|
jsr get_byte
|
||||||
|
sta POKEY, x
|
||||||
|
sty chn_copy, x
|
||||||
|
cbuf
|
||||||
|
sta buffers + 255
|
||||||
|
inc cbuf + 2
|
||||||
|
dex
|
||||||
|
bpl clear
|
||||||
|
|
||||||
|
; Initialize buffer pointer:
|
||||||
|
sty bptr
|
||||||
|
sty cur_pos
|
||||||
|
rts
|
||||||
|
.endp
|
||||||
|
|
||||||
|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||||
|
; Wait for next frame
|
||||||
|
;
|
||||||
|
.proc wait_frame
|
||||||
|
|
||||||
|
lda 20
|
||||||
|
delay
|
||||||
|
cmp 20
|
||||||
|
beq delay
|
||||||
|
.endp
|
||||||
|
|
||||||
|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||||
|
; Play one frame of the song
|
||||||
|
;
|
||||||
|
.proc play_frame
|
||||||
|
lda #>buffers
|
||||||
|
sta bptr+1
|
||||||
|
|
||||||
|
lda song_data
|
||||||
|
sta chn_bits
|
||||||
|
ldx #8
|
||||||
|
|
||||||
|
; Loop through all "channels", one for each POKEY register
|
||||||
|
chn_loop:
|
||||||
|
lsr chn_bits
|
||||||
|
bcs skip_chn ; C=1 : skip this channel
|
||||||
|
|
||||||
|
lda chn_copy, x ; Get status of this stream
|
||||||
|
bne do_copy_byte ; If > 0 we are copying bytes
|
||||||
|
|
||||||
|
; We are decoding a new match/literal
|
||||||
|
lsr bit_data ; Get next bit
|
||||||
|
bne got_bit
|
||||||
|
jsr get_byte ; Not enough bits, refill!
|
||||||
|
ror ; Extract a new bit and add a 1 at the high bit (from C set above)
|
||||||
|
sta bit_data ;
|
||||||
|
got_bit:
|
||||||
|
jsr get_byte ; Always read a byte, it could mean "match size/offset" or "literal byte"
|
||||||
|
bcs store ; Bit = 1 is "literal", bit = 0 is "match"
|
||||||
|
|
||||||
|
sta chn_pos, x ; Store in "copy pos"
|
||||||
|
|
||||||
|
jsr get_byte
|
||||||
|
sta chn_copy, x ; Store in "copy length"
|
||||||
|
|
||||||
|
; And start copying first byte
|
||||||
|
do_copy_byte:
|
||||||
|
dec chn_copy, x ; Decrease match length, increase match position
|
||||||
|
inc chn_pos, x
|
||||||
|
ldy chn_pos, x
|
||||||
|
|
||||||
|
; Now, read old data, jump to data store
|
||||||
|
lda (bptr), y
|
||||||
|
|
||||||
|
store:
|
||||||
|
ldy cur_pos
|
||||||
|
sta POKEY, x ; Store to output and buffer
|
||||||
|
sta (bptr), y
|
||||||
|
|
||||||
|
skip_chn:
|
||||||
|
; Increment channel buffer pointer
|
||||||
|
inc bptr+1
|
||||||
|
|
||||||
|
dex
|
||||||
|
bpl chn_loop ; Next channel
|
||||||
|
|
||||||
|
inc cur_pos
|
||||||
|
.endp
|
||||||
|
|
||||||
|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||||
|
; Check for ending of song and jump to the next frame
|
||||||
|
;
|
||||||
|
|
||||||
|
; not checking really so the tune gets funky :)))
|
||||||
|
;lda song_ptr + 1
|
||||||
|
;cmp #>song_end
|
||||||
|
;bne wait_frame
|
||||||
|
;lda song_ptr
|
||||||
|
;cmp #<song_end
|
||||||
|
;bne wait_frame
|
||||||
|
|
||||||
|
end_loop
|
||||||
|
rts
|
||||||
|
|
||||||
|
song_ptr = get_byte + 1
|
||||||
|
.proc get_byte
|
||||||
|
lda song_data+1
|
||||||
|
inc song_ptr
|
||||||
|
bne skip
|
||||||
|
inc song_ptr+1
|
||||||
|
skip
|
||||||
|
rts
|
||||||
|
.endp
|
||||||
|
|
||||||
|
|
||||||
|
main
|
||||||
|
|
||||||
|
jsr init_song
|
||||||
|
|
||||||
|
; ; copy system font to $a000
|
||||||
|
; ldx #0
|
||||||
|
;@ lda $e000,x
|
||||||
|
; sta $a000,x
|
||||||
|
; ;lda $e100,x ; i need digits only :]
|
||||||
|
; ;sta $a100,x
|
||||||
|
; ;lda $e200,x
|
||||||
|
; ;sta $a200,x
|
||||||
|
; ;lda $e300,x
|
||||||
|
; ;sta $a300,x
|
||||||
|
; inx
|
||||||
|
; bne @-
|
||||||
|
|
||||||
|
; --- init PMG
|
||||||
|
|
||||||
|
ift USESPRITES
|
||||||
|
mva >pmg pmbase ;missiles and players data address
|
||||||
|
mva #$03 GRACTL ;enable players and missiles
|
||||||
|
eif
|
||||||
|
|
||||||
|
lda:cmp:req $14 ;wait 1 frame
|
||||||
|
|
||||||
|
sei ;stop IRQ interrupts
|
||||||
|
mva #$00 nmien ;stop NMI interrupts
|
||||||
|
sta dmactl
|
||||||
|
;mva #$fe portb ;switch off ROM to get 16k more ram
|
||||||
|
|
||||||
|
;mwa #NMI $fffa ;new NMI handler
|
||||||
|
|
||||||
|
sta COLOR4
|
||||||
|
lda #$0E
|
||||||
|
sta COLOR1
|
||||||
|
lda #$84
|
||||||
|
sta COLOR2
|
||||||
|
lda #$0E
|
||||||
|
sta COLOR3
|
||||||
|
lda #$02
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
VMAIN NMI.vbl,6 ;jsr SetVBL
|
||||||
|
VDLI DLI.dli_start
|
||||||
|
|
||||||
|
|
||||||
|
mva #1 vscrol
|
||||||
|
|
||||||
|
mva #$c0 nmien ;switch on NMI+DLI again
|
||||||
|
|
||||||
|
_lp lda trig0 ; FIRE #0
|
||||||
|
beq stop
|
||||||
|
|
||||||
|
lda trig1 ; FIRE #1
|
||||||
|
beq stop
|
||||||
|
|
||||||
|
lda consol ; START
|
||||||
|
and #1
|
||||||
|
beq stop
|
||||||
|
|
||||||
|
lda skctl
|
||||||
|
and #$04
|
||||||
|
bne _lp ;wait to press any key; here you can put any own routine
|
||||||
|
|
||||||
|
|
||||||
|
stop
|
||||||
|
|
||||||
|
cli
|
||||||
|
vmain sysvbv,6
|
||||||
|
|
||||||
|
mva #$00 GRACTL ;PMG disabled
|
||||||
|
tax
|
||||||
|
sta:rne hposp0,x+
|
||||||
|
|
||||||
|
;mva #$ff portb ;ROM switch on
|
||||||
|
mva #$40 nmien ;only NMI interrupts, DLI disabled
|
||||||
|
;cli ;IRQ enabled
|
||||||
|
|
||||||
|
lda #0
|
||||||
|
ldx #8
|
||||||
|
@ sta POKEY,x
|
||||||
|
dex
|
||||||
|
bpl @-
|
||||||
|
|
||||||
|
|
||||||
|
;no glitching please (issue #67)
|
||||||
|
lda #0
|
||||||
|
sta $D400 ;dmactl
|
||||||
|
sta $022F ;dmactls
|
||||||
|
rts ;return to ... DOS
|
||||||
|
|
||||||
|
; --- DLI PROGRAM
|
||||||
|
|
||||||
|
.local DLI
|
||||||
|
|
||||||
|
?old_dli = *
|
||||||
|
|
||||||
|
dli_start
|
||||||
|
|
||||||
|
dli13
|
||||||
|
sta regA
|
||||||
|
|
||||||
|
sta wsync ;line=8
|
||||||
|
sta wsync ;line=9
|
||||||
|
sta wsync ;line=10
|
||||||
|
sta wsync ;line=11
|
||||||
|
sta wsync ;line=12
|
||||||
|
sta wsync ;line=13
|
||||||
|
c9 lda #$14
|
||||||
|
sta wsync ;line=14
|
||||||
|
sta colpm3
|
||||||
|
DLINEW DLI.dli2 1 0 0
|
||||||
|
|
||||||
|
dli2
|
||||||
|
sta regA
|
||||||
|
lda >fnt+$400*$01
|
||||||
|
sta wsync ;line=24
|
||||||
|
sta chbase
|
||||||
|
DLINEW dli3 1 0 0
|
||||||
|
|
||||||
|
dli3
|
||||||
|
sta regA
|
||||||
|
lda >fnt+$400*$02
|
||||||
|
sta wsync ;line=48
|
||||||
|
sta chbase
|
||||||
|
sta wsync ;line=49
|
||||||
|
sta wsync ;line=50
|
||||||
|
sta wsync ;line=51
|
||||||
|
s3 lda #$07
|
||||||
|
sta wsync ;line=52
|
||||||
|
sta sizem
|
||||||
|
DLINEW dli14 1 0 0
|
||||||
|
|
||||||
|
dli14
|
||||||
|
sta regA
|
||||||
|
stx regX
|
||||||
|
sty regY
|
||||||
|
|
||||||
|
x8 lda #$A3
|
||||||
|
sta wsync ;line=64
|
||||||
|
sta hposp3
|
||||||
|
x9 lda #$AB
|
||||||
|
sta wsync ;line=65
|
||||||
|
sta hposm3
|
||||||
|
sta wsync ;line=66
|
||||||
|
sta wsync ;line=67
|
||||||
|
sta wsync ;line=68
|
||||||
|
sta wsync ;line=69
|
||||||
|
sta wsync ;line=70
|
||||||
|
s4 lda #$13
|
||||||
|
x10 ldx #$A6
|
||||||
|
sta wsync ;line=71
|
||||||
|
sta sizem
|
||||||
|
stx hposm2
|
||||||
|
s5 lda #$01
|
||||||
|
x11 ldx #$72
|
||||||
|
x12 ldy #$62
|
||||||
|
sta wsync ;line=72
|
||||||
|
sta sizep2
|
||||||
|
sta sizep3
|
||||||
|
stx hposp2
|
||||||
|
sty hposp3
|
||||||
|
x13 lda #$A9
|
||||||
|
sta wsync ;line=73
|
||||||
|
sta hposp1
|
||||||
|
DLINEW dli4 1 1 1
|
||||||
|
|
||||||
|
dli4
|
||||||
|
sta regA
|
||||||
|
lda >fnt+$400*$03
|
||||||
|
sta wsync ;line=80
|
||||||
|
sta chbase
|
||||||
|
DLINEW dli5 1 0 0
|
||||||
|
|
||||||
|
dli5
|
||||||
|
sta regA
|
||||||
|
stx regX
|
||||||
|
lda >fnt+$400*$04
|
||||||
|
sta wsync ;line=112
|
||||||
|
sta chbase
|
||||||
|
sta wsync ;line=113
|
||||||
|
sta wsync ;line=114
|
||||||
|
sta wsync ;line=115
|
||||||
|
sta wsync ;line=116
|
||||||
|
sta wsync ;line=117
|
||||||
|
sta wsync ;line=118
|
||||||
|
s6 lda #$07
|
||||||
|
x14 ldx #$A3
|
||||||
|
sta wsync ;line=119
|
||||||
|
sta sizem
|
||||||
|
stx hposm1
|
||||||
|
s7 lda #$01
|
||||||
|
x15 ldx #$93
|
||||||
|
sta wsync ;line=120
|
||||||
|
sta sizep1
|
||||||
|
stx hposp1
|
||||||
|
DLINEW dli15 1 1 0
|
||||||
|
|
||||||
|
dli15
|
||||||
|
sta regA
|
||||||
|
stx regX
|
||||||
|
|
||||||
|
sta wsync ;line=128
|
||||||
|
sta wsync ;line=129
|
||||||
|
sta wsync ;line=130
|
||||||
|
sta wsync ;line=131
|
||||||
|
x16 lda #$4A
|
||||||
|
sta wsync ;line=132
|
||||||
|
sta hposp1
|
||||||
|
c10 lda #$D4
|
||||||
|
sta wsync ;line=133
|
||||||
|
sta colpf2
|
||||||
|
s8 lda #$C3
|
||||||
|
x17 ldx #$5A
|
||||||
|
sta wsync ;line=134
|
||||||
|
sta sizem
|
||||||
|
stx hposm3
|
||||||
|
DLINEW dli6 1 1 0
|
||||||
|
|
||||||
|
dli6
|
||||||
|
sta regA
|
||||||
|
stx regX
|
||||||
|
sty regY
|
||||||
|
lda >fnt+$400*$05
|
||||||
|
sta wsync ;line=136
|
||||||
|
sta chbase
|
||||||
|
sta wsync ;line=137
|
||||||
|
sta wsync ;line=138
|
||||||
|
sta wsync ;line=139
|
||||||
|
sta wsync ;line=140
|
||||||
|
sta wsync ;line=141
|
||||||
|
sta wsync ;line=142
|
||||||
|
s9 lda #$C7
|
||||||
|
x18 ldx #$A9
|
||||||
|
sta wsync ;line=143
|
||||||
|
sta sizem
|
||||||
|
stx hposm1
|
||||||
|
s10 lda #$D7
|
||||||
|
x19 ldx #$9E
|
||||||
|
c11 ldy #$02
|
||||||
|
sta wsync ;line=144
|
||||||
|
sta sizem
|
||||||
|
stx hposm2
|
||||||
|
sty colpm2
|
||||||
|
sta wsync ;line=145
|
||||||
|
c12 lda #$04
|
||||||
|
sta wsync ;line=146
|
||||||
|
sta colpm1
|
||||||
|
sta wsync ;line=147
|
||||||
|
sta wsync ;line=148
|
||||||
|
sta wsync ;line=149
|
||||||
|
s11 lda #$00
|
||||||
|
x20 ldx #$74
|
||||||
|
c13 ldy #$02
|
||||||
|
sta wsync ;line=150
|
||||||
|
sta sizep3
|
||||||
|
stx hposp3
|
||||||
|
sty colpm3
|
||||||
|
sta wsync ;line=151
|
||||||
|
sta wsync ;line=152
|
||||||
|
sta wsync ;line=153
|
||||||
|
sta wsync ;line=154
|
||||||
|
sta wsync ;line=155
|
||||||
|
sta wsync ;line=156
|
||||||
|
sta wsync ;line=157
|
||||||
|
c14 lda #$04
|
||||||
|
sta wsync ;line=158
|
||||||
|
sta colpf0
|
||||||
|
DLINEW dli7 1 1 1
|
||||||
|
|
||||||
|
dli7
|
||||||
|
sta regA
|
||||||
|
lda >fnt+$400*$06
|
||||||
|
sta wsync ;line=160
|
||||||
|
sta chbase
|
||||||
|
DLINEW dli8 1 0 0
|
||||||
|
|
||||||
|
dli8
|
||||||
|
sta regA
|
||||||
|
stx regX
|
||||||
|
sty regY
|
||||||
|
lda >fnt+$400*$07
|
||||||
|
sta wsync ;line=184
|
||||||
|
sta chbase
|
||||||
|
sta wsync ;line=185
|
||||||
|
s12 lda #$00
|
||||||
|
x21 ldx #$8E
|
||||||
|
c15 ldy #$08
|
||||||
|
sta wsync ;line=186
|
||||||
|
sta sizep2
|
||||||
|
stx hposp2
|
||||||
|
sty colpm2
|
||||||
|
x22 lda #$4C
|
||||||
|
c16 ldx #$0E
|
||||||
|
sta wsync ;line=187
|
||||||
|
sta hposp3
|
||||||
|
stx colpm3
|
||||||
|
c17 lda #$0A
|
||||||
|
c18 ldx #$34
|
||||||
|
sta wsync ;line=188
|
||||||
|
sta colpf1
|
||||||
|
stx colpm3
|
||||||
|
s13 lda #$43
|
||||||
|
x23 ldx #$49
|
||||||
|
sta wsync ;line=189
|
||||||
|
sta sizem
|
||||||
|
stx hposm3
|
||||||
|
c19 lda #$08
|
||||||
|
c20 ldx #$34
|
||||||
|
sta wsync ;line=190
|
||||||
|
sta colpf1
|
||||||
|
stx colpm2
|
||||||
|
sta wsync ;line=191
|
||||||
|
c21 lda #$0A
|
||||||
|
sta wsync ;line=192
|
||||||
|
sta colpf1
|
||||||
|
c22 lda #$08
|
||||||
|
sta wsync ;line=193
|
||||||
|
sta colpf1
|
||||||
|
c23 lda #$0A
|
||||||
|
sta wsync ;line=194
|
||||||
|
sta colpf1
|
||||||
|
c24 lda #$34
|
||||||
|
sta wsync ;line=195
|
||||||
|
sta colpf2
|
||||||
|
c25 lda #$0C
|
||||||
|
sta wsync ;line=196
|
||||||
|
sta colpf1
|
||||||
|
c26 lda #$0A
|
||||||
|
sta wsync ;line=197
|
||||||
|
sta colpf1
|
||||||
|
c27 lda #$0C
|
||||||
|
sta wsync ;line=198
|
||||||
|
sta colpf1
|
||||||
|
sta wsync ;line=199
|
||||||
|
sta wsync ;line=200
|
||||||
|
c28 lda #$0E
|
||||||
|
sta wsync ;line=201
|
||||||
|
sta colpf1
|
||||||
|
c29 lda #$0C
|
||||||
|
sta wsync ;line=202
|
||||||
|
sta colpf1
|
||||||
|
c30 lda #$0E
|
||||||
|
sta wsync ;line=203
|
||||||
|
sta colpf1
|
||||||
|
c31 lda #$0C
|
||||||
|
sta wsync ;line=204
|
||||||
|
sta colpf1
|
||||||
|
c32 lda #$0E
|
||||||
|
sta wsync ;line=205
|
||||||
|
sta colpf1
|
||||||
|
DLINEW dli16 1 1 1
|
||||||
|
|
||||||
|
dli16
|
||||||
|
sta regA
|
||||||
|
|
||||||
|
sta wsync ;line=208
|
||||||
|
sta wsync ;line=209
|
||||||
|
c33 lda #$0C
|
||||||
|
sta wsync ;line=210
|
||||||
|
sta colpf1
|
||||||
|
c34 lda #$0E
|
||||||
|
sta wsync ;line=211
|
||||||
|
sta colpf1
|
||||||
|
c35 lda #$0C
|
||||||
|
sta wsync ;line=212
|
||||||
|
sta colpf1
|
||||||
|
DLINEW dli9 1 0 0
|
||||||
|
|
||||||
|
dli9
|
||||||
|
sta regA
|
||||||
|
stx regX
|
||||||
|
sty regY
|
||||||
|
lda >fnt+$400*$08
|
||||||
|
c36 ldx #$0A
|
||||||
|
sta wsync ;line=216
|
||||||
|
sta chbase
|
||||||
|
stx colpf1
|
||||||
|
c37 lda #$0C
|
||||||
|
sta wsync ;line=217
|
||||||
|
sta colpf1
|
||||||
|
c38 lda #$0A
|
||||||
|
x24 ldx #$9D
|
||||||
|
c39 ldy #$34
|
||||||
|
sta wsync ;line=218
|
||||||
|
sta colpf1
|
||||||
|
stx hposm1
|
||||||
|
sty colpm1
|
||||||
|
s14 lda #$03
|
||||||
|
x25 ldx #$7D
|
||||||
|
sta wsync ;line=219
|
||||||
|
sta sizep3
|
||||||
|
stx hposp3
|
||||||
|
c40 lda #$08
|
||||||
|
s15 ldx #$13
|
||||||
|
x26 ldy #$45
|
||||||
|
sta wsync ;line=220
|
||||||
|
sta colpf1
|
||||||
|
stx sizem
|
||||||
|
sty hposm2
|
||||||
|
s16 lda #$03
|
||||||
|
x27 ldx #$59
|
||||||
|
sta wsync ;line=221
|
||||||
|
sta sizep2
|
||||||
|
stx hposp2
|
||||||
|
s17 lda #$53
|
||||||
|
x28 ldx #$49
|
||||||
|
x29 ldy #$79
|
||||||
|
sta wsync ;line=222
|
||||||
|
sta sizem
|
||||||
|
stx hposp1
|
||||||
|
sty hposm3
|
||||||
|
c41 lda #$06
|
||||||
|
c42 ldx #$00
|
||||||
|
sta wsync ;line=223
|
||||||
|
sta colpf1
|
||||||
|
stx colpf2
|
||||||
|
lda >fnt+$400*$01
|
||||||
|
s18 ldx #$50
|
||||||
|
x30 ldy #$44
|
||||||
|
sta wsync ;line=224
|
||||||
|
sta chbase
|
||||||
|
stx sizem
|
||||||
|
sty hposm0
|
||||||
|
sta wsync ;line=225
|
||||||
|
c43 lda #$08
|
||||||
|
sta wsync ;line=226
|
||||||
|
sta colpf1
|
||||||
|
c44 lda #$0C
|
||||||
|
sta wsync ;line=227
|
||||||
|
sta colpf1
|
||||||
|
sta wsync ;line=228
|
||||||
|
sta wsync ;line=229
|
||||||
|
c45 lda #$0E
|
||||||
|
sta wsync ;line=230
|
||||||
|
sta colpf1
|
||||||
|
DLINEW dli10 1 1 1
|
||||||
|
|
||||||
|
dli10
|
||||||
|
sta regA
|
||||||
|
lda >fnt+$400*$00
|
||||||
|
sta wsync ;line=232
|
||||||
|
sta chbase
|
||||||
|
;DLINEW dli11 1 0 0
|
||||||
|
|
||||||
|
lda regA
|
||||||
|
rti
|
||||||
|
|
||||||
|
;dli11
|
||||||
|
; sta regA
|
||||||
|
;
|
||||||
|
; lda #>$a000 ; system font
|
||||||
|
; sta wsync ;line=232
|
||||||
|
; sta chbase
|
||||||
|
; lda #$01
|
||||||
|
; sta gtictl
|
||||||
|
;
|
||||||
|
; lda regA
|
||||||
|
; rti
|
||||||
|
|
||||||
|
|
||||||
|
.endl
|
||||||
|
|
||||||
|
; ---
|
||||||
|
|
||||||
|
CHANGES = 1
|
||||||
|
FADECHR = 0
|
||||||
|
|
||||||
|
SCHR = 127
|
||||||
|
|
||||||
|
dliv = $0200
|
||||||
|
|
||||||
|
; ---
|
||||||
|
|
||||||
|
.proc NMI
|
||||||
|
|
||||||
|
bit nmist
|
||||||
|
bpl VBL
|
||||||
|
|
||||||
|
jmp DLI.dli_start
|
||||||
|
|
||||||
|
|
||||||
|
VBL
|
||||||
|
sta regA
|
||||||
|
stx regX
|
||||||
|
sty regY
|
||||||
|
|
||||||
|
;sta nmist ;reset NMI flag
|
||||||
|
|
||||||
|
mwa #ant dlptr ;ANTIC address program
|
||||||
|
|
||||||
|
mva #@dmactl(standard|dma|lineX1|players|missiles) dmactl ;set new screen width
|
||||||
|
|
||||||
|
inc cloc ;little timer
|
||||||
|
|
||||||
|
; Initial values
|
||||||
|
|
||||||
|
lda >fnt+$400*$00
|
||||||
|
sta chbase
|
||||||
|
c0 lda #$00
|
||||||
|
sta colbak
|
||||||
|
c1 lda #$0E
|
||||||
|
sta colpf1
|
||||||
|
c2 lda #$84
|
||||||
|
sta colpf2
|
||||||
|
c3 lda #$0E
|
||||||
|
sta colpf3
|
||||||
|
lda #$02
|
||||||
|
sta CHACTL
|
||||||
|
lda #$01
|
||||||
|
sta PRIOR
|
||||||
|
sta sizep0
|
||||||
|
s0 lda #$03
|
||||||
|
sta sizem
|
||||||
|
x0 lda #$D0
|
||||||
|
sta hposp0
|
||||||
|
x1 lda #$28
|
||||||
|
sta hposm0
|
||||||
|
c4 lda #$00
|
||||||
|
sta colpm0
|
||||||
|
x2 lda #$A2
|
||||||
|
sta hposm3
|
||||||
|
c5 lda #$0E
|
||||||
|
sta colpm3
|
||||||
|
s1 lda #$00
|
||||||
|
sta sizep2
|
||||||
|
sta sizep3
|
||||||
|
x3 lda #$92
|
||||||
|
sta hposp2
|
||||||
|
x4 lda #$8A
|
||||||
|
sta hposp3
|
||||||
|
c6 lda #$14
|
||||||
|
sta colpm2
|
||||||
|
s2 lda #$00
|
||||||
|
sta sizep1
|
||||||
|
x5 lda #$9A
|
||||||
|
sta hposp1
|
||||||
|
c7 lda #$14
|
||||||
|
sta colpm1
|
||||||
|
x6 lda #$A4
|
||||||
|
sta hposm2
|
||||||
|
x7 lda #$A6
|
||||||
|
sta hposm1
|
||||||
|
c8 lda #$00
|
||||||
|
sta colpf0
|
||||||
|
|
||||||
|
mwa #DLI.dli_start dliv ;set the first address of DLI interrupt
|
||||||
|
|
||||||
|
;this area is for yours routines
|
||||||
|
jsr play_frame
|
||||||
|
|
||||||
|
quit
|
||||||
|
lda regA
|
||||||
|
ldx regX
|
||||||
|
ldy regY
|
||||||
|
jmp sysvbv
|
||||||
|
|
||||||
|
.endp
|
||||||
|
|
||||||
|
; ---
|
||||||
|
ini main
|
||||||
|
; ---
|
||||||
|
|
||||||
|
opt l-
|
||||||
|
|
||||||
|
.MACRO SPRITES
|
||||||
|
missiles
|
||||||
|
.he 00 00 00 00 00 00 00 00 03 03 C3 03 03 03 03 03
|
||||||
|
.he 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03
|
||||||
|
.he 03 03 03 03 03 03 03 03 03 83 83 83 C3 C3 C3 C3
|
||||||
|
.he C3 C3 C3 C3 C3 E3 E3 E3 E3 E3 E3 F3 F3 F3 F3 FB
|
||||||
|
.he FB FB FB FB FF FF FF FF F3 33 83 83 83 83 C3 D3
|
||||||
|
.he D3 D3 13 03 03 03 03 03 03 03 03 03 03 03 03 03
|
||||||
|
.he 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03
|
||||||
|
.he 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03 0F
|
||||||
|
.he 0F 0F 0F 0F 0F 0F 0F 0F 0F 0F 03 03 03 03 C3 C3
|
||||||
|
.he C3 C3 C3 C3 C3 C3 C3 C3 C3 D3 FF FF 3F 3F 3F 3F
|
||||||
|
.he 3F 3F 33 13 03 03 03 03 03 03 03 03 03 03 03 03
|
||||||
|
.he 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03
|
||||||
|
.he 03 03 03 03 03 03 03 43 43 C3 C3 C3 C3 03 03 03
|
||||||
|
.he 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03
|
||||||
|
.he 03 03 0F 0F 3F 3F FF FC FE FE FF DB 03 03 03 03
|
||||||
|
.he 03 03 03 03 03 03 03 03 00 00 00 00 00 00 00 00
|
||||||
|
player0
|
||||||
|
.he 00 00 00 00 00 00 00 00 FF FF FF FF FF FF FF FF
|
||||||
|
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
||||||
|
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
||||||
|
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
||||||
|
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
||||||
|
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
||||||
|
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
||||||
|
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
||||||
|
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
||||||
|
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
||||||
|
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
||||||
|
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
||||||
|
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
||||||
|
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
||||||
|
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
||||||
|
.he FF FF FF FF FF FF FF FF 00 00 00 00 00 00 00 00
|
||||||
|
player1
|
||||||
|
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||||
|
.he 00 00 00 00 00 00 00 00 F0 FC FE FE FF FF FF FF
|
||||||
|
.he FF 0F 0F 0F 0F 0F 0F 0F 0F 0F 07 07 07 07 07 07
|
||||||
|
.he 03 03 03 FF FF FF FF FF CF CF FF FF FF FF FF 9F
|
||||||
|
.he 9F FF FF FF FF FF FF FF 00 00 00 00 00 00 00 00
|
||||||
|
.he 00 F0 F0 F0 F0 78 F8 78 78 78 78 38 78 38 3C 3C
|
||||||
|
.he 3C 3C 1C 3C 1C 1C 1C 1C 1E 1E 1E 1E 0E 1E 0E 0E
|
||||||
|
.he 0E 0F 07 0F 07 0F 07 07 07 07 07 07 06 06 06 06
|
||||||
|
.he FF FF FF FF FF FF FF FF FF FF FF 00 00 3E 3F 7F
|
||||||
|
.he 7F 7F 7F 7F 7F 7F 7F 3F 3F 3F 00 00 00 00 00 00
|
||||||
|
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||||
|
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||||
|
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||||
|
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||||
|
.he 00 00 00 00 00 00 FF FF FF FF FF FF 00 00 00 00
|
||||||
|
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||||
|
player2
|
||||||
|
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||||
|
.he 00 00 00 00 00 00 00 00 FF FF FF FF FF FF FF FF
|
||||||
|
.he FF 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||||
|
.he 00 00 00 FF FF FF FF FF 99 99 FF FF FF FF FF 33
|
||||||
|
.he 33 FF FF FF FF FF FF FF 00 00 00 00 00 00 00 00
|
||||||
|
.he 00 00 80 F0 F8 F8 F8 FC FC FC FC FC FC FC FC FC
|
||||||
|
.he FC FE FE FE FE FE FE FF FF FF FF FF FF FF FE FC
|
||||||
|
.he F8 F8 F8 F8 F0 F0 F0 F0 F0 F0 F0 F0 E0 E0 E0 E0
|
||||||
|
.he E0 E0 E0 FC FE FE FF FF 8F 87 87 87 07 07 07 07
|
||||||
|
.he 07 07 07 07 07 07 07 03 00 00 00 00 00 00 00 00
|
||||||
|
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||||
|
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||||
|
.he 00 00 00 00 00 00 F8 FC FC FE FE FF FF 00 00 00
|
||||||
|
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||||
|
.he 00 00 00 00 00 00 FF FF FF FF FF FF 00 00 00 00
|
||||||
|
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||||
|
player3
|
||||||
|
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||||
|
.he 00 00 00 00 00 00 00 00 01 07 0F 1F 1F 3F 3F 7F
|
||||||
|
.he 7F 78 78 F0 F0 F0 F0 F8 F8 F8 78 7C 7C 7C 3C 3E
|
||||||
|
.he 3E 3E 1E 1F 1F 1F 0F 0F 0F 0F 0F 1F 1F 1F 1F 1F
|
||||||
|
.he 1F 3F 3F 3F 3F 3F 3F 3F FF 7F 7F 3F 3F 1F 1F 0F
|
||||||
|
.he 1F 1F 1F 3F 3F 3F 3F 3F 3F 3B 30 30 30 30 30 30
|
||||||
|
.he 30 30 30 30 38 3E 7F 7F 7F 7F 7F 7F 7F 7F 7F 7F
|
||||||
|
.he 7F 7F 7F 7F 7F 7F 7F FF FF FF FF FF FF FF FF FF
|
||||||
|
.he FF FF FF FF FF FF FF FF 7F 7F 7F 7F 7F 7F FF FF
|
||||||
|
.he FF FF FF FF FE FE FE FE FE FE FE FE FC 1C FF 7E
|
||||||
|
.he 7E FE FE FE FE FF FF FF 7F 7E 7E 3C 00 00 00 00
|
||||||
|
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||||
|
.he 00 00 00 00 00 7C FE FE FF FF FF 00 00 00 00 00
|
||||||
|
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||||
|
.he 00 00 00 FF FF FF FF FF FF FF FF FF 00 00 00 00
|
||||||
|
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||||
|
.ENDM
|
||||||
|
|
||||||
|
USESPRITES = 1
|
||||||
|
|
||||||
|
.MACRO DLINEW
|
||||||
|
mva <:1 dliv
|
||||||
|
ift [>?old_dli]<>[>:1]
|
||||||
|
mva >:1 dliv+1
|
||||||
|
eif
|
||||||
|
|
||||||
|
ift :2
|
||||||
|
lda regA
|
||||||
|
eif
|
||||||
|
|
||||||
|
ift :3
|
||||||
|
ldx regX
|
||||||
|
eif
|
||||||
|
|
||||||
|
ift :4
|
||||||
|
ldy regY
|
||||||
|
eif
|
||||||
|
|
||||||
|
rti
|
||||||
|
|
||||||
|
.def ?old_dli = *
|
||||||
|
.ENDM
|
||||||
|
|
||||||
Binary file not shown.
Binary file not shown.
@@ -1,54 +0,0 @@
|
|||||||
IN TIMES OF TROUBLE, GO WITH WHAT YOU KNOW.
|
|
||||||
DIE!
|
|
||||||
EAT MY SHORTS!
|
|
||||||
YOU'RE TOAST!
|
|
||||||
BANZAI!
|
|
||||||
FROM HELL'S HEART I STAB AT THEE...
|
|
||||||
I DIDN'T DO IT. NOBODY SAW ME DO IT.
|
|
||||||
TAKE A HIKE!
|
|
||||||
YOU'RE DEAD MEAT.
|
|
||||||
MAKE MY DAY.
|
|
||||||
CHARGE!
|
|
||||||
ATTACK!
|
|
||||||
YOU'RE OUTTA HERE.
|
|
||||||
WATTSA MATTA YOU?
|
|
||||||
FREEZE, OR I'LL SHOOT!
|
|
||||||
HA HA HA.
|
|
||||||
WE COME IN PEACE - SHOOT TO KILL!
|
|
||||||
IN YOUR FACE!
|
|
||||||
DIE COMMIE PIG!
|
|
||||||
I LOVE THE SMELL OF NAPALM IN THE MORNING.
|
|
||||||
VICTORY!
|
|
||||||
SHOW SOME RESPECT.
|
|
||||||
JUST WHO DO YOU THINK YOU ARE?
|
|
||||||
LOOK OUT BELOW!
|
|
||||||
KNOCK, KNOCK.
|
|
||||||
LOOK OVER THERE.
|
|
||||||
GUESS WHAT'S COMING FOR DINNER?
|
|
||||||
MERRY CHRISTMAS.
|
|
||||||
OPEN WIDE!
|
|
||||||
HERE GOES NOTHING...
|
|
||||||
DON'T WORRY, IT ISN'T A LIVE ROUND.
|
|
||||||
BLOOD, PAIN, VIOLENCE!
|
|
||||||
TAKE THIS, SISSY!
|
|
||||||
I SHALL FLATTEN YOU!
|
|
||||||
I SHALL SMASH YOUR UGLY TANK!
|
|
||||||
I WONDER WHAT THIS BUTTON DOES?
|
|
||||||
DON'T TAKE THIS PERSONALLY.
|
|
||||||
WOULD THIS MAKE YOU MAD?
|
|
||||||
I TOLD YOU TO LEAVE MY SISTER ALONE!
|
|
||||||
I COULD SPARE YOU, BUT WHY?
|
|
||||||
MY BOMB IS BIGGER THAN YOURS.
|
|
||||||
DON'T FORGET ABOUT ME!
|
|
||||||
HASTA LA VISTA, BABY!
|
|
||||||
THIS IS YOUR BRAIN ON SCORCH.
|
|
||||||
TAKE THIS!
|
|
||||||
THIS SCREEN AIN'T BIG ENOUGH FOR THE BOTH OF US.
|
|
||||||
DIE, ALIEN SWINE!
|
|
||||||
SAY 'ARRGGHHHHH....'
|
|
||||||
I SHALL OIL MY TURRET WITH YOUR BLOOD.
|
|
||||||
DIE, TANK-SCUM!
|
|
||||||
I'M GONNA BREAK YOUR FACE!
|
|
||||||
MAMA SAID KNOCK YOU OUT!
|
|
||||||
I HOPE YOU ENJOY PAIN!
|
|
||||||
PARTING IS SUCH SWEET SORROW... NOT!
|
|
||||||
@@ -1,60 +0,0 @@
|
|||||||
UGH!
|
|
||||||
AARGH!
|
|
||||||
AAAGGHHH!
|
|
||||||
I'M MELTING!
|
|
||||||
OOF..
|
|
||||||
OH!
|
|
||||||
EEEK!
|
|
||||||
AACCH!
|
|
||||||
I HATE IT WHEN THAT HAPPENS.
|
|
||||||
ONE DIRECT HIT CAN RUIN YOUR WHOLE DAY.
|
|
||||||
OH NO!
|
|
||||||
NOT ME!
|
|
||||||
OUCH.
|
|
||||||
OH NO, NOT AGAIN.
|
|
||||||
ANOTHER ONE BITES THE DUST.
|
|
||||||
GOODBYE.
|
|
||||||
HELP ME!
|
|
||||||
FAREWELL, CRUEL WORLD.
|
|
||||||
REMEMBER THE ALAMO!
|
|
||||||
OH MAN!
|
|
||||||
DOOUGH!
|
|
||||||
ANOTHER DAY, ANOTHER BOMB.
|
|
||||||
THIS IS THE END, MY ONLY FRIEND.
|
|
||||||
IT'S ALL OVER.
|
|
||||||
THE FAT LADY SANG.
|
|
||||||
WHY DOES EVERYTHING HAPPEN TO ME?
|
|
||||||
I'M GOING DOWN.
|
|
||||||
I'VE GOT A BAD FEELING ABOUT THIS.
|
|
||||||
CRAPOLA.
|
|
||||||
POW!
|
|
||||||
BIF!
|
|
||||||
BAM!
|
|
||||||
ZONK!
|
|
||||||
I SHOULD'VE LISTENED TO MY MOTHER...
|
|
||||||
NO... A BUD LIGHT!
|
|
||||||
WHAT WAS THAT NOISE?
|
|
||||||
MAMA SAID THERE'D BE DAYS LIKE THIS.
|
|
||||||
ITS JUST ONE OF THOSE DAYS...
|
|
||||||
I SEE A BRIGHT LIGHT...
|
|
||||||
MOMMY? IS THAT YOU?
|
|
||||||
I LET YOU HIT ME!
|
|
||||||
SUCKER SHOT!
|
|
||||||
I DIDN'T WANT TO LIVE ANYWAY.
|
|
||||||
-<SOB>-
|
|
||||||
WAS THAT AS CLOSE AS I THINK IT WAS?
|
|
||||||
JOIN THE ARMY, SEE THE WORLD THEY SAID.
|
|
||||||
IT WASN'T JUST A JOB IT WAS AN ADVENTURE!
|
|
||||||
I DIDN'T LIKE VIOLENCE ANYWAY!
|
|
||||||
I THOUGHT YOU LIKED ME?
|
|
||||||
SUCH SENSELESS VIOLENCE! I DON'T UNDERSTAND IT.
|
|
||||||
I THINK THIS GUY'S A LITTLE CRAZY.
|
|
||||||
SOMEHOW I DON'T FEEL LIKE KILLING ANYMORE.
|
|
||||||
HEY! KILLIN' AIN'T COOL.
|
|
||||||
GEE... THANKS.
|
|
||||||
I'VE FALLEN AND I CAN'T GET UP!
|
|
||||||
911?
|
|
||||||
OH NO! HERE I BLOW AGAIN!
|
|
||||||
I'LL BE BACK...
|
|
||||||
HEY - I'VE GOT LAWYERS.
|
|
||||||
TIME TO CALL 1-900-SUE-TANK.
|
|
||||||
@@ -0,0 +1,41 @@
|
|||||||
|
STEREOMODE equ 0
|
||||||
|
;* --------BEGIN--------
|
||||||
|
;* C:\Atari\rmt\rmt128\schorch_str.rmt
|
||||||
|
FEAT_SFX equ 1
|
||||||
|
FEAT_GLOBALVOLUMEFADE equ 0 ;RMTGLOBALVOLUMEFADE variable
|
||||||
|
FEAT_NOSTARTINGSONGLINE equ 0
|
||||||
|
FEAT_INSTRSPEED equ 1
|
||||||
|
FEAT_CONSTANTSPEED equ 0 ;(19 times)
|
||||||
|
FEAT_COMMAND1 equ 1 ;(18 times)
|
||||||
|
FEAT_COMMAND2 equ 0 ;(0 times)
|
||||||
|
FEAT_COMMAND3 equ 0 ;(0 times)
|
||||||
|
FEAT_COMMAND4 equ 0 ;(0 times)
|
||||||
|
FEAT_COMMAND5 equ 0 ;(0 times)
|
||||||
|
FEAT_COMMAND6 equ 0 ;(0 times)
|
||||||
|
FEAT_COMMAND7SETNOTE equ 0 ;(0 times)
|
||||||
|
FEAT_COMMAND7VOLUMEONLY equ 0 ;(0 times)
|
||||||
|
FEAT_PORTAMENTO equ 0 ;(0 times)
|
||||||
|
FEAT_FILTER equ 1 ;(44 times)
|
||||||
|
FEAT_FILTERG0L equ 1 ;(13 times)
|
||||||
|
FEAT_FILTERG1L equ 1 ;(22 times)
|
||||||
|
FEAT_FILTERG0R equ 0 ;(0 times)
|
||||||
|
FEAT_FILTERG1R equ 0 ;(0 times)
|
||||||
|
FEAT_BASS16 equ 0 ;(0 times)
|
||||||
|
FEAT_BASS16G1L equ 0 ;(0 times)
|
||||||
|
FEAT_BASS16G3L equ 0 ;(0 times)
|
||||||
|
FEAT_BASS16G1R equ 0 ;(0 times)
|
||||||
|
FEAT_BASS16G3R equ 0 ;(0 times)
|
||||||
|
FEAT_VOLUMEONLYG0L equ 0 ;(0 times)
|
||||||
|
FEAT_VOLUMEONLYG2L equ 0 ;(0 times)
|
||||||
|
FEAT_VOLUMEONLYG3L equ 0 ;(0 times)
|
||||||
|
FEAT_VOLUMEONLYG0R equ 0 ;(0 times)
|
||||||
|
FEAT_VOLUMEONLYG2R equ 0 ;(0 times)
|
||||||
|
FEAT_VOLUMEONLYG3R equ 0 ;(0 times)
|
||||||
|
FEAT_TABLETYPE equ 0 ;(0 times)
|
||||||
|
FEAT_TABLEMODE equ 0 ;(0 times)
|
||||||
|
FEAT_TABLEGO equ 1 ;(1 times)
|
||||||
|
FEAT_AUDCTLMANUALSET equ 1 ;(6 times)
|
||||||
|
FEAT_VOLUMEMIN equ 0 ;(0 times)
|
||||||
|
FEAT_EFFECTVIBRATO equ 1 ;(3 times)
|
||||||
|
FEAT_EFFECTFSHIFT equ 1 ;(11 times)
|
||||||
|
;* --------END--------
|
||||||
@@ -0,0 +1,41 @@
|
|||||||
|
STEREOMODE equ 0
|
||||||
|
;* --------BEGIN--------
|
||||||
|
;* C:\Atari\rmt\rmt128\scorch_str6.rmt
|
||||||
|
FEAT_SFX equ 1
|
||||||
|
FEAT_GLOBALVOLUMEFADE equ 0 ;RMTGLOBALVOLUMEFADE variable
|
||||||
|
FEAT_NOSTARTINGSONGLINE equ 0
|
||||||
|
FEAT_INSTRSPEED equ 1
|
||||||
|
FEAT_CONSTANTSPEED equ 0 ;(21 times)
|
||||||
|
FEAT_COMMAND1 equ 1 ;(18 times)
|
||||||
|
FEAT_COMMAND2 equ 0 ;(0 times)
|
||||||
|
FEAT_COMMAND3 equ 0 ;(0 times)
|
||||||
|
FEAT_COMMAND4 equ 0 ;(0 times)
|
||||||
|
FEAT_COMMAND5 equ 0 ;(0 times)
|
||||||
|
FEAT_COMMAND6 equ 0 ;(0 times)
|
||||||
|
FEAT_COMMAND7SETNOTE equ 0 ;(0 times)
|
||||||
|
FEAT_COMMAND7VOLUMEONLY equ 0 ;(0 times)
|
||||||
|
FEAT_PORTAMENTO equ 0 ;(0 times)
|
||||||
|
FEAT_FILTER equ 1 ;(44 times)
|
||||||
|
FEAT_FILTERG0L equ 1 ;(13 times)
|
||||||
|
FEAT_FILTERG1L equ 1 ;(22 times)
|
||||||
|
FEAT_FILTERG0R equ 0 ;(0 times)
|
||||||
|
FEAT_FILTERG1R equ 0 ;(0 times)
|
||||||
|
FEAT_BASS16 equ 0 ;(0 times)
|
||||||
|
FEAT_BASS16G1L equ 0 ;(0 times)
|
||||||
|
FEAT_BASS16G3L equ 0 ;(0 times)
|
||||||
|
FEAT_BASS16G1R equ 0 ;(0 times)
|
||||||
|
FEAT_BASS16G3R equ 0 ;(0 times)
|
||||||
|
FEAT_VOLUMEONLYG0L equ 0 ;(0 times)
|
||||||
|
FEAT_VOLUMEONLYG2L equ 0 ;(0 times)
|
||||||
|
FEAT_VOLUMEONLYG3L equ 0 ;(0 times)
|
||||||
|
FEAT_VOLUMEONLYG0R equ 0 ;(0 times)
|
||||||
|
FEAT_VOLUMEONLYG2R equ 0 ;(0 times)
|
||||||
|
FEAT_VOLUMEONLYG3R equ 0 ;(0 times)
|
||||||
|
FEAT_TABLETYPE equ 0 ;(0 times)
|
||||||
|
FEAT_TABLEMODE equ 0 ;(0 times)
|
||||||
|
FEAT_TABLEGO equ 1 ;(2 times)
|
||||||
|
FEAT_AUDCTLMANUALSET equ 1 ;(6 times)
|
||||||
|
FEAT_VOLUMEMIN equ 0 ;(0 times)
|
||||||
|
FEAT_EFFECTVIBRATO equ 1 ;(3 times)
|
||||||
|
FEAT_EFFECTFSHIFT equ 1 ;(11 times)
|
||||||
|
;* --------END--------
|
||||||
@@ -1,40 +0,0 @@
|
|||||||
;* --------BEGIN--------
|
|
||||||
;* Z:\home\pkalinowski\Seafile\atari\projects\scorch_src\artwork\sfx\scorch_trial07_stripped.rmt
|
|
||||||
FEAT_SFX equ 1
|
|
||||||
FEAT_GLOBALVOLUMEFADE equ 0 ;RMTGLOBALVOLUMEFADE variable
|
|
||||||
FEAT_NOSTARTINGSONGLINE equ 0
|
|
||||||
FEAT_INSTRSPEED equ 1
|
|
||||||
FEAT_CONSTANTSPEED equ 16 ;(0 times)
|
|
||||||
FEAT_COMMAND1 equ 1 ;(4 times)
|
|
||||||
FEAT_COMMAND2 equ 0 ;(0 times)
|
|
||||||
FEAT_COMMAND3 equ 0 ;(0 times)
|
|
||||||
FEAT_COMMAND4 equ 0 ;(0 times)
|
|
||||||
FEAT_COMMAND5 equ 0 ;(0 times)
|
|
||||||
FEAT_COMMAND6 equ 0 ;(0 times)
|
|
||||||
FEAT_COMMAND7SETNOTE equ 0 ;(0 times)
|
|
||||||
FEAT_COMMAND7VOLUMEONLY equ 0 ;(0 times)
|
|
||||||
FEAT_PORTAMENTO equ 0 ;(0 times)
|
|
||||||
FEAT_FILTER equ 1 ;(22 times)
|
|
||||||
FEAT_FILTERG0L equ 0 ;(0 times)
|
|
||||||
FEAT_FILTERG1L equ 0 ;(0 times)
|
|
||||||
FEAT_FILTERG0R equ 0 ;(0 times)
|
|
||||||
FEAT_FILTERG1R equ 0 ;(0 times)
|
|
||||||
FEAT_BASS16 equ 0 ;(0 times)
|
|
||||||
FEAT_BASS16G1L equ 0 ;(0 times)
|
|
||||||
FEAT_BASS16G3L equ 0 ;(0 times)
|
|
||||||
FEAT_BASS16G1R equ 0 ;(0 times)
|
|
||||||
FEAT_BASS16G3R equ 0 ;(0 times)
|
|
||||||
FEAT_VOLUMEONLYG0L equ 0 ;(0 times)
|
|
||||||
FEAT_VOLUMEONLYG2L equ 0 ;(0 times)
|
|
||||||
FEAT_VOLUMEONLYG3L equ 0 ;(0 times)
|
|
||||||
FEAT_VOLUMEONLYG0R equ 0 ;(0 times)
|
|
||||||
FEAT_VOLUMEONLYG2R equ 0 ;(0 times)
|
|
||||||
FEAT_VOLUMEONLYG3R equ 0 ;(0 times)
|
|
||||||
FEAT_TABLETYPE equ 0 ;(0 times)
|
|
||||||
FEAT_TABLEMODE equ 0 ;(0 times)
|
|
||||||
FEAT_TABLEGO equ 1 ;(1 times)
|
|
||||||
FEAT_AUDCTLMANUALSET equ 1 ;(4 times)
|
|
||||||
FEAT_VOLUMEMIN equ 0 ;(0 times)
|
|
||||||
FEAT_EFFECTVIBRATO equ 0 ;(0 times)
|
|
||||||
FEAT_EFFECTFSHIFT equ 1 ;(7 times)
|
|
||||||
;* --------END--------
|
|
||||||
@@ -1,4 +1,3 @@
|
|||||||
.echo *
|
|
||||||
;*
|
;*
|
||||||
;* Raster Music Tracker, RMT Atari routine version 1.20090108
|
;* Raster Music Tracker, RMT Atari routine version 1.20090108
|
||||||
;* (c) Radek Sterba, Raster/C.P.U., 2002 - 2009
|
;* (c) Radek Sterba, Raster/C.P.U., 2002 - 2009
|
||||||
@@ -17,18 +16,40 @@
|
|||||||
;*
|
;*
|
||||||
;* 3. Because of RMTplayer provides a lot of effects, it spent a lot of CPU time.
|
;* 3. Because of RMTplayer provides a lot of effects, it spent a lot of CPU time.
|
||||||
;*
|
;*
|
||||||
STEREOMODE equ 0 ;0 => compile RMTplayer for 4 tracks mono
|
;* STEREOMODE equ 0..3 ;0 => compile RMTplayer for 4 tracks mono
|
||||||
;* ;1 => compile RMTplayer for 8 tracks stereo
|
;* ;1 => compile RMTplayer for 8 tracks stereo
|
||||||
;* ;2 => compile RMTplayer for 4 tracks stereo L1 R2 R3 L4
|
;* ;2 => compile RMTplayer for 4 tracks stereo L1 R2 R3 L4
|
||||||
;* ;3 => compile RMTplayer for 4 tracks stereo L1 L2 R3 R4
|
;* ;3 => compile RMTplayer for 4 tracks stereo L1 L2 R3 R4
|
||||||
;*
|
;*
|
||||||
; IFT STEREOMODE==1
|
IFT STEREOMODE==1
|
||||||
;TRACKS equ 8
|
TRACKS equ 8
|
||||||
; ELS
|
ELS
|
||||||
TRACKS equ 4
|
TRACKS equ 4
|
||||||
; EIF
|
EIF
|
||||||
;*
|
;*
|
||||||
PLAYER = *
|
;*PLAYER equ $3400
|
||||||
|
;*
|
||||||
|
;* RMT FEATures definitions file
|
||||||
|
;* For optimizations of RMT player routine to concrete RMT modul only!
|
||||||
|
icl "feat.txt"
|
||||||
|
;*
|
||||||
|
;* RMT ZeroPage addresses
|
||||||
|
org RMT_Zero_Page_V
|
||||||
|
p_tis
|
||||||
|
p_instrstable org *+2
|
||||||
|
p_trackslbstable org *+2
|
||||||
|
p_trackshbstable org *+2
|
||||||
|
p_song org *+2
|
||||||
|
ns org *+2
|
||||||
|
nr org *+2
|
||||||
|
nt org *+2
|
||||||
|
reg1 org *+1
|
||||||
|
reg2 org *+1
|
||||||
|
reg3 org *+1
|
||||||
|
tmp org *+1
|
||||||
|
IFT FEAT_COMMAND2
|
||||||
|
frqaddcmd2 org *+1
|
||||||
|
EIF
|
||||||
IFT TRACKS>4
|
IFT TRACKS>4
|
||||||
org PLAYER-$400+$40
|
org PLAYER-$400+$40
|
||||||
ELS
|
ELS
|
||||||
@@ -745,8 +766,9 @@ ei4
|
|||||||
IFT 1==[FEAT_COMMAND1+FEAT_COMMAND2+FEAT_COMMAND3+FEAT_COMMAND4+FEAT_COMMAND5+FEAT_COMMAND6+[FEAT_COMMAND7SETNOTE||FEAT_COMMAND7VOLUMEONLY]]
|
IFT 1==[FEAT_COMMAND1+FEAT_COMMAND2+FEAT_COMMAND3+FEAT_COMMAND4+FEAT_COMMAND5+FEAT_COMMAND6+[FEAT_COMMAND7SETNOTE||FEAT_COMMAND7VOLUMEONLY]]
|
||||||
beq cmd0
|
beq cmd0
|
||||||
ELS
|
ELS
|
||||||
lsr @
|
; lsr @
|
||||||
lsr @
|
; lsr @
|
||||||
|
lda #0 ; my fix :)
|
||||||
sta jmx+1
|
sta jmx+1
|
||||||
jmx bcc *
|
jmx bcc *
|
||||||
jmp cmd0
|
jmp cmd0
|
||||||
@@ -0,0 +1,643 @@
|
|||||||
|
;
|
||||||
|
; Raster Music Tracker, RMT Atari routine version 1.20090108
|
||||||
|
; (c) Radek Sterba, Raster/C.P.U., 2002 - 2009
|
||||||
|
; http://raster.atari.org
|
||||||
|
;
|
||||||
|
; Warnings:
|
||||||
|
;
|
||||||
|
; 1. RMT player routine needs 19 itself reserved bytes in zero page (no accessed
|
||||||
|
; from any other routines) as well as cca 1KB of memory before the "PLAYER"
|
||||||
|
; address for frequency tables and functionary variables. It's:
|
||||||
|
; a) from PLAYER-$03c0 to PLAYER for stereo RMTplayer
|
||||||
|
; b) from PLAYER-$0320 to PLAYER for mono RMTplayer
|
||||||
|
;
|
||||||
|
; 2. RMT player routine MUST (!!!) be compiled from the begin of the memory page.
|
||||||
|
; i.e. "PLAYER" address can be $..00 only!
|
||||||
|
;
|
||||||
|
; 3. Because of RMTplayer provides a lot of effects, it spent a lot of CPU time.
|
||||||
|
;
|
||||||
|
; STEREOMODE equ 0..3 ;0 => compile RMTplayer for 4 tracks mono
|
||||||
|
; ;1 => compile RMTplayer for 8 tracks stereo
|
||||||
|
; ;2 => compile RMTplayer for 4 tracks stereo L1 R2 R3 L4
|
||||||
|
; ;3 => compile RMTplayer for 4 tracks stereo L1 L2 R3 R4
|
||||||
|
|
||||||
|
TRACKS equ 4
|
||||||
|
; RMT FEATures definitions file
|
||||||
|
; For optimizations of RMT player routine to concrete RMT modul only!
|
||||||
|
icl "feat.txt"
|
||||||
|
;FEAT_EFFECTS equ FEAT_EFFECTVIBRATO||FEAT_EFFECTFSHIFT
|
||||||
|
;
|
||||||
|
; RMT ZeroPage addresses
|
||||||
|
.zpvar p_tis .word
|
||||||
|
p_instrstable = p_tis
|
||||||
|
.zpvar p_trackslbstable .word
|
||||||
|
.zpvar p_trackshbstable .word
|
||||||
|
.zpvar p_song .word
|
||||||
|
.zpvar ns .word
|
||||||
|
.zpvar nr .word
|
||||||
|
.zpvar nt .byte
|
||||||
|
.zpvar reg1 .byte
|
||||||
|
.zpvar reg2 .byte
|
||||||
|
.zpvar reg3 .byte
|
||||||
|
.zpvar tmp .byte
|
||||||
|
.zpvar v_audctl .byte ; de-self-modification vars
|
||||||
|
.zpvar v_ainstrspeed .byte
|
||||||
|
.zpvar v_maxtracklen .byte
|
||||||
|
.zpvar v_abeat .byte
|
||||||
|
.zpvar v_bspeed .byte
|
||||||
|
.zpvar v_speed .byte
|
||||||
|
.zpvar RMTSFXVOLUME .byte
|
||||||
|
|
||||||
|
; MOVED TO variables.asm
|
||||||
|
; org PLAYER-$400+$e0
|
||||||
|
;track_variables
|
||||||
|
;trackn_db .ds TRACKS
|
||||||
|
;trackn_hb .ds TRACKS
|
||||||
|
;trackn_idx .ds TRACKS
|
||||||
|
;trackn_pause .ds TRACKS
|
||||||
|
;trackn_note .ds TRACKS
|
||||||
|
;trackn_volume .ds TRACKS
|
||||||
|
;trackn_distor .ds TRACKS
|
||||||
|
;trackn_shiftfrq .ds TRACKS
|
||||||
|
;trackn_instrx2 .ds TRACKS
|
||||||
|
;trackn_instrdb .ds TRACKS
|
||||||
|
;trackn_instrhb .ds TRACKS
|
||||||
|
;trackn_instridx .ds TRACKS
|
||||||
|
;trackn_instrlen .ds TRACKS
|
||||||
|
;trackn_instrlop .ds TRACKS
|
||||||
|
;trackn_instrreachend .ds TRACKS
|
||||||
|
;trackn_volumeslidedepth .ds TRACKS
|
||||||
|
;trackn_volumeslidevalue .ds TRACKS
|
||||||
|
;trackn_effdelay .ds TRACKS
|
||||||
|
;trackn_effvibratoa .ds TRACKS
|
||||||
|
;trackn_effshift .ds TRACKS
|
||||||
|
;trackn_tabletypespeed .ds TRACKS
|
||||||
|
;trackn_tablenote .ds TRACKS
|
||||||
|
;trackn_tablea .ds TRACKS
|
||||||
|
;trackn_tableend .ds TRACKS
|
||||||
|
;trackn_tablelop .ds TRACKS
|
||||||
|
;trackn_tablespeeda .ds TRACKS
|
||||||
|
;trackn_command .ds TRACKS
|
||||||
|
;trackn_filter .ds TRACKS
|
||||||
|
;trackn_audf .ds TRACKS
|
||||||
|
;trackn_audc .ds TRACKS
|
||||||
|
;trackn_audctl .ds TRACKS
|
||||||
|
;v_aspeed .ds 1
|
||||||
|
;track_endvariables
|
||||||
|
|
||||||
|
INSTRPAR equ 12
|
||||||
|
tabbeganddistor
|
||||||
|
dta frqtabpure-frqtab,$00
|
||||||
|
dta frqtabpure-frqtab,$20
|
||||||
|
dta frqtabpure-frqtab,$40
|
||||||
|
dta frqtabbass1-frqtab,$c0
|
||||||
|
dta frqtabpure-frqtab,$80
|
||||||
|
dta frqtabpure-frqtab,$a0
|
||||||
|
dta frqtabbass1-frqtab,$c0
|
||||||
|
dta frqtabbass2-frqtab,$c0
|
||||||
|
vibtabbeg dta 0,vib1-vib0,vib2-vib0,vib3-vib0
|
||||||
|
vib0 dta 0
|
||||||
|
vib1 dta 1,-1,-1,1
|
||||||
|
vib2 dta 1,0,-1,-1,0,1
|
||||||
|
vib3 dta 1,1,0,-1,-1,-1,-1,0,1,1
|
||||||
|
vibtabnext
|
||||||
|
dta vib0-vib0+0
|
||||||
|
dta vib1-vib0+1,vib1-vib0+2,vib1-vib0+3,vib1-vib0+0
|
||||||
|
dta vib2-vib0+1,vib2-vib0+2,vib2-vib0+3,vib2-vib0+4,vib2-vib0+5,vib2-vib0+0
|
||||||
|
dta vib3-vib0+1,vib3-vib0+2,vib3-vib0+3,vib3-vib0+4,vib3-vib0+5,vib3-vib0+6,vib3-vib0+7,vib3-vib0+8,vib3-vib0+9,vib3-vib0+0
|
||||||
|
.align $100
|
||||||
|
frqtab
|
||||||
|
ERT [<frqtab]!=0 ;* frqtab must begin at the memory page bound! (i.e. $..00 address)
|
||||||
|
frqtabbass1
|
||||||
|
dta $BF,$B6,$AA,$A1,$98,$8F,$89,$80,$F2,$E6,$DA,$CE,$BF,$B6,$AA,$A1
|
||||||
|
dta $98,$8F,$89,$80,$7A,$71,$6B,$65,$5F,$5C,$56,$50,$4D,$47,$44,$3E
|
||||||
|
dta $3C,$38,$35,$32,$2F,$2D,$2A,$28,$25,$23,$21,$1F,$1D,$1C,$1A,$18
|
||||||
|
dta $17,$16,$14,$13,$12,$11,$10,$0F,$0E,$0D,$0C,$0B,$0A,$09,$08,$07
|
||||||
|
frqtabbass2
|
||||||
|
dta $FF,$F1,$E4,$D8,$CA,$C0,$B5,$AB,$A2,$99,$8E,$87,$7F,$79,$73,$70
|
||||||
|
dta $66,$61,$5A,$55,$52,$4B,$48,$43,$3F,$3C,$39,$37,$33,$30,$2D,$2A
|
||||||
|
dta $28,$25,$24,$21,$1F,$1E,$1C,$1B,$19,$17,$16,$15,$13,$12,$11,$10
|
||||||
|
dta $0F,$0E,$0D,$0C,$0B,$0A,$09,$08,$07,$06,$05,$04,$03,$02,$01,$00
|
||||||
|
frqtabpure
|
||||||
|
dta $F3,$E6,$D9,$CC,$C1,$B5,$AD,$A2,$99,$90,$88,$80,$79,$72,$6C,$66
|
||||||
|
dta $60,$5B,$55,$51,$4C,$48,$44,$40,$3C,$39,$35,$32,$2F,$2D,$2A,$28
|
||||||
|
dta $25,$23,$21,$1F,$1D,$1C,$1A,$18,$17,$16,$14,$13,$12,$11,$10,$0F
|
||||||
|
dta $0E,$0D,$0C,$0B,$0A,$09,$08,$07,$06,$05,$04,$03,$02,$01,$00,$00
|
||||||
|
|
||||||
|
.align $100
|
||||||
|
volumetab
|
||||||
|
dta $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
|
||||||
|
dta $00,$00,$00,$00,$00,$00,$00,$00,$01,$01,$01,$01,$01,$01,$01,$01
|
||||||
|
dta $00,$00,$00,$00,$01,$01,$01,$01,$01,$01,$01,$01,$02,$02,$02,$02
|
||||||
|
dta $00,$00,$00,$01,$01,$01,$01,$01,$02,$02,$02,$02,$02,$03,$03,$03
|
||||||
|
dta $00,$00,$01,$01,$01,$01,$02,$02,$02,$02,$03,$03,$03,$03,$04,$04
|
||||||
|
dta $00,$00,$01,$01,$01,$02,$02,$02,$03,$03,$03,$04,$04,$04,$05,$05
|
||||||
|
dta $00,$00,$01,$01,$02,$02,$02,$03,$03,$04,$04,$04,$05,$05,$06,$06
|
||||||
|
dta $00,$00,$01,$01,$02,$02,$03,$03,$04,$04,$05,$05,$06,$06,$07,$07
|
||||||
|
dta $00,$01,$01,$02,$02,$03,$03,$04,$04,$05,$05,$06,$06,$07,$07,$08
|
||||||
|
dta $00,$01,$01,$02,$02,$03,$04,$04,$05,$05,$06,$07,$07,$08,$08,$09
|
||||||
|
dta $00,$01,$01,$02,$03,$03,$04,$05,$05,$06,$07,$07,$08,$09,$09,$0A
|
||||||
|
dta $00,$01,$01,$02,$03,$04,$04,$05,$06,$07,$07,$08,$09,$0A,$0A,$0B
|
||||||
|
dta $00,$01,$02,$02,$03,$04,$05,$06,$06,$07,$08,$09,$0A,$0A,$0B,$0C
|
||||||
|
dta $00,$01,$02,$03,$03,$04,$05,$06,$07,$08,$09,$0A,$0A,$0B,$0C,$0D
|
||||||
|
dta $00,$01,$02,$03,$04,$05,$06,$07,$07,$08,$09,$0A,$0B,$0C,$0D,$0E
|
||||||
|
dta $00,$01,$02,$03,$04,$05,$06,$07,$08,$09,$0A,$0B,$0C,$0D,$0E,$0F
|
||||||
|
;*
|
||||||
|
;* Set of RMT main vectors:
|
||||||
|
;*
|
||||||
|
RASTERMUSICTRACKER
|
||||||
|
jmp rmt_init
|
||||||
|
jmp rmt_play
|
||||||
|
jmp rmt_p3
|
||||||
|
jmp rmt_silence
|
||||||
|
jmp SetPokey
|
||||||
|
jmp rmt_sfx ;* A=note(0,..,60),X=channel(0,..,3 or 0,..,7),Y=instrument*2(0,2,4,..,126)
|
||||||
|
rmt_init
|
||||||
|
stx ns
|
||||||
|
sty ns+1
|
||||||
|
pha
|
||||||
|
; IFT track_endvariables-track_variables>255
|
||||||
|
; ldy #0
|
||||||
|
; tya
|
||||||
|
;ri0 sta track_variables,y
|
||||||
|
; sta track_endvariables-$100,y
|
||||||
|
; iny
|
||||||
|
; bne ri0
|
||||||
|
; ELS
|
||||||
|
ldy #track_endvariables-track_variables
|
||||||
|
lda #0
|
||||||
|
ri0 sta track_variables-1,y
|
||||||
|
dey
|
||||||
|
bne ri0
|
||||||
|
; EIF
|
||||||
|
ldy #4
|
||||||
|
lda (ns),y
|
||||||
|
sta v_maxtracklen
|
||||||
|
iny
|
||||||
|
lda (ns),y
|
||||||
|
sta v_speed
|
||||||
|
ldy #8
|
||||||
|
ri1 lda (ns),y
|
||||||
|
sta p_tis-8,y
|
||||||
|
iny
|
||||||
|
cpy #8+8
|
||||||
|
bne ri1
|
||||||
|
pla
|
||||||
|
pha
|
||||||
|
asl @
|
||||||
|
asl @
|
||||||
|
clc
|
||||||
|
adc p_song
|
||||||
|
sta p_song
|
||||||
|
pla
|
||||||
|
php
|
||||||
|
and #$c0
|
||||||
|
asl @
|
||||||
|
rol @
|
||||||
|
rol @
|
||||||
|
plp
|
||||||
|
adc p_song+1
|
||||||
|
sta p_song+1
|
||||||
|
jsr GetSongLineTrackLineInitOfNewSetInstrumentsOnlyRmtp3
|
||||||
|
rmt_silence
|
||||||
|
lda #0
|
||||||
|
sta $d208
|
||||||
|
ldy #3
|
||||||
|
sty $d20f
|
||||||
|
ldy #8
|
||||||
|
si1 sta $d200,y
|
||||||
|
dey
|
||||||
|
bpl si1
|
||||||
|
lda #FEAT_INSTRSPEED
|
||||||
|
rts
|
||||||
|
GetSongLineTrackLineInitOfNewSetInstrumentsOnlyRmtp3
|
||||||
|
GetSongLine
|
||||||
|
ldx #0
|
||||||
|
stx v_abeat
|
||||||
|
nn0
|
||||||
|
nn1 txa
|
||||||
|
tay
|
||||||
|
lda (p_song),y
|
||||||
|
cmp #$fe
|
||||||
|
bcs nn2
|
||||||
|
tay
|
||||||
|
lda (p_trackslbstable),y
|
||||||
|
sta trackn_db,x
|
||||||
|
lda (p_trackshbstable),y
|
||||||
|
nn1a sta trackn_hb,x
|
||||||
|
lda #0
|
||||||
|
sta trackn_idx,x
|
||||||
|
lda #1
|
||||||
|
nn1a2 sta trackn_pause,x
|
||||||
|
lda #$80
|
||||||
|
sta trackn_instrx2,x
|
||||||
|
inx
|
||||||
|
xtracks01 cpx #TRACKS
|
||||||
|
bne nn1
|
||||||
|
lda p_song
|
||||||
|
clc
|
||||||
|
xtracks02 adc #TRACKS
|
||||||
|
sta p_song
|
||||||
|
bcc GetTrackLine
|
||||||
|
inc p_song+1
|
||||||
|
nn1b
|
||||||
|
jmp GetTrackLine
|
||||||
|
nn2
|
||||||
|
beq nn3
|
||||||
|
nn2a
|
||||||
|
lda #0
|
||||||
|
beq nn1a2
|
||||||
|
nn3
|
||||||
|
ldy #2
|
||||||
|
lda (p_song),y
|
||||||
|
tax
|
||||||
|
iny
|
||||||
|
lda (p_song),y
|
||||||
|
sta p_song+1
|
||||||
|
stx p_song
|
||||||
|
ldx #0
|
||||||
|
beq nn0
|
||||||
|
GetTrackLine
|
||||||
|
oo0
|
||||||
|
oo0a
|
||||||
|
lda v_speed
|
||||||
|
|
||||||
|
sta v_bspeed
|
||||||
|
ldx #-1
|
||||||
|
oo1
|
||||||
|
inx
|
||||||
|
dec trackn_pause,x
|
||||||
|
bne oo1x
|
||||||
|
oo1b
|
||||||
|
lda trackn_db,x
|
||||||
|
sta ns
|
||||||
|
lda trackn_hb,x
|
||||||
|
sta ns+1
|
||||||
|
oo1i
|
||||||
|
ldy trackn_idx,x
|
||||||
|
inc trackn_idx,x
|
||||||
|
lda (ns),y
|
||||||
|
sta reg1
|
||||||
|
and #$3f
|
||||||
|
cmp #61
|
||||||
|
beq oo1a
|
||||||
|
bcs oo2
|
||||||
|
sta trackn_note,x
|
||||||
|
iny
|
||||||
|
lda (ns),y
|
||||||
|
lsr @
|
||||||
|
and #$3f*2
|
||||||
|
sta trackn_instrx2,x
|
||||||
|
oo1a
|
||||||
|
lda #1
|
||||||
|
sta trackn_pause,x
|
||||||
|
ldy trackn_idx,x
|
||||||
|
inc trackn_idx,x
|
||||||
|
lda (ns),y
|
||||||
|
lsr @
|
||||||
|
ror reg1
|
||||||
|
lsr @
|
||||||
|
ror reg1
|
||||||
|
lda reg1
|
||||||
|
and #$f0
|
||||||
|
sta trackn_volume,x
|
||||||
|
oo1x
|
||||||
|
xtracks03sub1 cpx #TRACKS-1
|
||||||
|
bne oo1
|
||||||
|
lda v_bspeed
|
||||||
|
|
||||||
|
sta v_speed
|
||||||
|
sta v_aspeed
|
||||||
|
jmp InitOfNewSetInstrumentsOnly
|
||||||
|
oo2
|
||||||
|
cmp #63
|
||||||
|
beq oo63
|
||||||
|
lda reg1
|
||||||
|
and #$c0
|
||||||
|
beq oo62_b
|
||||||
|
asl @
|
||||||
|
rol @
|
||||||
|
rol @
|
||||||
|
sta trackn_pause,x
|
||||||
|
jmp oo1x
|
||||||
|
oo62_b
|
||||||
|
iny
|
||||||
|
lda (ns),y
|
||||||
|
sta trackn_pause,x
|
||||||
|
inc trackn_idx,x
|
||||||
|
jmp oo1x
|
||||||
|
oo63
|
||||||
|
lda reg1
|
||||||
|
bmi oo63_1X
|
||||||
|
iny
|
||||||
|
lda (ns),y
|
||||||
|
sta v_bspeed
|
||||||
|
inc trackn_idx,x
|
||||||
|
jmp oo1i
|
||||||
|
oo63_1X
|
||||||
|
cmp #255
|
||||||
|
beq oo63_11
|
||||||
|
iny
|
||||||
|
lda (ns),y
|
||||||
|
sta trackn_idx,x
|
||||||
|
jmp oo1i
|
||||||
|
oo63_11
|
||||||
|
jmp GetSongLine
|
||||||
|
p2xrmtp3 jmp rmt_p3
|
||||||
|
p2x0 dex
|
||||||
|
bmi p2xrmtp3
|
||||||
|
InitOfNewSetInstrumentsOnly
|
||||||
|
p2x1 ldy trackn_instrx2,x
|
||||||
|
bmi p2x0
|
||||||
|
jsr SetUpInstrumentY2
|
||||||
|
jmp p2x0
|
||||||
|
rmt_sfx
|
||||||
|
sta trackn_note,x
|
||||||
|
lda RMTSFXVOLUME ;* sfx note volume*16
|
||||||
|
;* label for sfx note volume parameter overwriting
|
||||||
|
sta trackn_volume,x
|
||||||
|
SetUpInstrumentY2
|
||||||
|
lda (p_instrstable),y
|
||||||
|
sta trackn_instrdb,x
|
||||||
|
sta nt
|
||||||
|
iny
|
||||||
|
lda (p_instrstable),y
|
||||||
|
sta trackn_instrhb,x
|
||||||
|
sta nt+1
|
||||||
|
lda #1
|
||||||
|
sta trackn_filter,x
|
||||||
|
tay
|
||||||
|
lda (nt),y
|
||||||
|
sta trackn_tablelop,x
|
||||||
|
iny
|
||||||
|
lda (nt),y
|
||||||
|
sta trackn_instrlen,x
|
||||||
|
iny
|
||||||
|
lda (nt),y
|
||||||
|
sta trackn_instrlop,x
|
||||||
|
iny
|
||||||
|
lda (nt),y
|
||||||
|
sta trackn_tabletypespeed,x
|
||||||
|
sta trackn_tablespeeda,x
|
||||||
|
iny
|
||||||
|
lda (nt),y
|
||||||
|
sta trackn_audctl,x
|
||||||
|
iny
|
||||||
|
lda (nt),y
|
||||||
|
sta trackn_volumeslidedepth,x
|
||||||
|
ldy #8
|
||||||
|
lda (nt),y
|
||||||
|
sta trackn_effdelay,x
|
||||||
|
iny
|
||||||
|
lda (nt),y
|
||||||
|
tay
|
||||||
|
lda vibtabbeg,y
|
||||||
|
sta trackn_effvibratoa,x
|
||||||
|
ldy #10
|
||||||
|
lda (nt),y
|
||||||
|
sta trackn_effshift,x
|
||||||
|
lda #128
|
||||||
|
sta trackn_volumeslidevalue,x
|
||||||
|
sta trackn_instrx2,x
|
||||||
|
asl @
|
||||||
|
sta trackn_instrreachend,x
|
||||||
|
sta trackn_shiftfrq,x
|
||||||
|
tay
|
||||||
|
lda (nt),y
|
||||||
|
sta trackn_tableend,x
|
||||||
|
adc #0
|
||||||
|
sta trackn_instridx,x
|
||||||
|
lda #INSTRPAR
|
||||||
|
sta trackn_tablea,x
|
||||||
|
tay
|
||||||
|
lda (nt),y
|
||||||
|
sta trackn_tablenote,x
|
||||||
|
xata_rtshere
|
||||||
|
rts
|
||||||
|
rmt_play
|
||||||
|
rmt_p0
|
||||||
|
jsr SetPokey
|
||||||
|
rmt_p1
|
||||||
|
rmt_p2
|
||||||
|
dec v_aspeed
|
||||||
|
bne rmt_p3
|
||||||
|
inc v_abeat
|
||||||
|
lda v_abeat
|
||||||
|
|
||||||
|
cmp v_maxtracklen
|
||||||
|
|
||||||
|
beq p2o3
|
||||||
|
jmp GetTrackLine
|
||||||
|
p2o3
|
||||||
|
jmp GetSongLineTrackLineInitOfNewSetInstrumentsOnlyRmtp3
|
||||||
|
go_ppnext jmp ppnext
|
||||||
|
rmt_p3
|
||||||
|
lda #>frqtab
|
||||||
|
sta nr+1
|
||||||
|
xtracks05sub1 ldx #TRACKS-1
|
||||||
|
pp1
|
||||||
|
lda trackn_instrhb,x
|
||||||
|
beq go_ppnext
|
||||||
|
sta ns+1
|
||||||
|
lda trackn_instrdb,x
|
||||||
|
sta ns
|
||||||
|
ldy trackn_instridx,x
|
||||||
|
lda (ns),y
|
||||||
|
sta reg1
|
||||||
|
iny
|
||||||
|
lda (ns),y
|
||||||
|
sta reg2
|
||||||
|
iny
|
||||||
|
lda (ns),y
|
||||||
|
sta reg3
|
||||||
|
iny
|
||||||
|
tya
|
||||||
|
cmp trackn_instrlen,x
|
||||||
|
bcc pp2
|
||||||
|
beq pp2
|
||||||
|
lda #$80
|
||||||
|
sta trackn_instrreachend,x
|
||||||
|
pp1b
|
||||||
|
lda trackn_instrlop,x
|
||||||
|
pp2 sta trackn_instridx,x
|
||||||
|
lda reg1
|
||||||
|
and #$0f
|
||||||
|
ora trackn_volume,x
|
||||||
|
tay
|
||||||
|
lda volumetab,y
|
||||||
|
sta tmp
|
||||||
|
lda reg2
|
||||||
|
and #$0e
|
||||||
|
tay
|
||||||
|
lda tabbeganddistor,y
|
||||||
|
sta nr
|
||||||
|
lda tmp
|
||||||
|
ora tabbeganddistor+1,y
|
||||||
|
sta trackn_audc,x
|
||||||
|
InstrumentsEffects
|
||||||
|
lda trackn_effdelay,x
|
||||||
|
beq ei2
|
||||||
|
cmp #1
|
||||||
|
bne ei1
|
||||||
|
lda trackn_shiftfrq,x
|
||||||
|
clc
|
||||||
|
adc trackn_effshift,x
|
||||||
|
clc
|
||||||
|
ldy trackn_effvibratoa,x
|
||||||
|
adc vib0,y
|
||||||
|
sta trackn_shiftfrq,x
|
||||||
|
lda vibtabnext,y
|
||||||
|
sta trackn_effvibratoa,x
|
||||||
|
jmp ei2
|
||||||
|
ei1
|
||||||
|
dec trackn_effdelay,x
|
||||||
|
ei2
|
||||||
|
ldy trackn_tableend,x
|
||||||
|
cpy #INSTRPAR+1
|
||||||
|
bcc ei3
|
||||||
|
lda trackn_tablespeeda,x
|
||||||
|
bpl ei2f
|
||||||
|
ei2c
|
||||||
|
tya
|
||||||
|
cmp trackn_tablea,x
|
||||||
|
bne ei2c2
|
||||||
|
lda trackn_tablelop,x
|
||||||
|
sta trackn_tablea,x
|
||||||
|
bne ei2a
|
||||||
|
ei2c2
|
||||||
|
inc trackn_tablea,x
|
||||||
|
ei2a
|
||||||
|
lda trackn_instrdb,x
|
||||||
|
sta nt
|
||||||
|
lda trackn_instrhb,x
|
||||||
|
sta nt+1
|
||||||
|
ldy trackn_tablea,x
|
||||||
|
lda (nt),y
|
||||||
|
sta trackn_tablenote,x
|
||||||
|
lda trackn_tabletypespeed,x
|
||||||
|
ei2f
|
||||||
|
sec
|
||||||
|
sbc #1
|
||||||
|
sta trackn_tablespeeda,x
|
||||||
|
ei3
|
||||||
|
lda trackn_instrreachend,x
|
||||||
|
bpl ei4
|
||||||
|
lda trackn_volume,x
|
||||||
|
beq ei4
|
||||||
|
tay
|
||||||
|
lda trackn_volumeslidevalue,x
|
||||||
|
clc
|
||||||
|
adc trackn_volumeslidedepth,x
|
||||||
|
sta trackn_volumeslidevalue,x
|
||||||
|
bcc ei4
|
||||||
|
tya
|
||||||
|
sbc #16
|
||||||
|
sta trackn_volume,x
|
||||||
|
ei4
|
||||||
|
lda reg2
|
||||||
|
sta trackn_command,x
|
||||||
|
and #$70
|
||||||
|
beq cmd0
|
||||||
|
cmd1
|
||||||
|
lda reg3
|
||||||
|
jmp cmd0c
|
||||||
|
cmd2
|
||||||
|
cmd3
|
||||||
|
cmd4
|
||||||
|
cmd5
|
||||||
|
cmd6
|
||||||
|
cmd7
|
||||||
|
cmd0
|
||||||
|
lda trackn_note,x
|
||||||
|
clc
|
||||||
|
adc reg3
|
||||||
|
cmd0a
|
||||||
|
clc
|
||||||
|
adc trackn_tablenote,x
|
||||||
|
cmp #61
|
||||||
|
bcc cmd0a1
|
||||||
|
lda #0
|
||||||
|
sta trackn_audc,x
|
||||||
|
lda #63
|
||||||
|
cmd0a1
|
||||||
|
tay
|
||||||
|
lda (nr),y
|
||||||
|
clc
|
||||||
|
adc trackn_shiftfrq,x
|
||||||
|
cmd0c
|
||||||
|
sta trackn_audf,x
|
||||||
|
pp9
|
||||||
|
ppnext
|
||||||
|
dex
|
||||||
|
bmi rmt_p4
|
||||||
|
jmp pp1
|
||||||
|
rmt_p4
|
||||||
|
lda trackn_audctl+0
|
||||||
|
ora trackn_audctl+1
|
||||||
|
ora trackn_audctl+2
|
||||||
|
ora trackn_audctl+3
|
||||||
|
tax
|
||||||
|
qq1
|
||||||
|
stx v_audctl
|
||||||
|
lda trackn_command+0
|
||||||
|
bpl qq2
|
||||||
|
lda trackn_audc+0
|
||||||
|
and #$0f
|
||||||
|
beq qq2
|
||||||
|
lda trackn_audf+0
|
||||||
|
clc
|
||||||
|
adc trackn_filter+0
|
||||||
|
sta trackn_audf+2
|
||||||
|
lda #0
|
||||||
|
sta trackn_audc+2
|
||||||
|
qq1a
|
||||||
|
txa
|
||||||
|
ora #4
|
||||||
|
tax
|
||||||
|
qq2
|
||||||
|
lda trackn_command+1
|
||||||
|
bpl qq3
|
||||||
|
lda trackn_audc+1
|
||||||
|
and #$0f
|
||||||
|
beq qq3
|
||||||
|
lda trackn_audf+1
|
||||||
|
clc
|
||||||
|
adc trackn_filter+1
|
||||||
|
sta trackn_audf+3
|
||||||
|
lda #0
|
||||||
|
sta trackn_audc+3
|
||||||
|
qq2a
|
||||||
|
txa
|
||||||
|
ora #2
|
||||||
|
tax
|
||||||
|
qq3
|
||||||
|
cpx v_audctl
|
||||||
|
bne qq5
|
||||||
|
qq5
|
||||||
|
stx v_audctl
|
||||||
|
rmt_p5
|
||||||
|
lda v_ainstrspeed
|
||||||
|
|
||||||
|
rts
|
||||||
|
SetPokey
|
||||||
|
ldy v_audctl
|
||||||
|
|
||||||
|
lda trackn_audf+0
|
||||||
|
ldx trackn_audc+0
|
||||||
|
sta AUDF1
|
||||||
|
stx AUDC1
|
||||||
|
lda trackn_audf+1
|
||||||
|
ldx trackn_audc+1
|
||||||
|
sta AUDF2
|
||||||
|
stx AUDC2
|
||||||
|
lda trackn_audf+2
|
||||||
|
ldx trackn_audc+2
|
||||||
|
sta AUDF3
|
||||||
|
stx AUDC3
|
||||||
|
lda trackn_audf+3
|
||||||
|
ldx trackn_audc+3
|
||||||
|
sta AUDF4
|
||||||
|
stx AUDC4
|
||||||
|
sty AUDCTL
|
||||||
|
rts
|
||||||
|
RMTPLAYEREND
|
||||||
@@ -0,0 +1,40 @@
|
|||||||
|
;* --------BEGIN--------
|
||||||
|
;* C:\Atari\rmt\rmt128\scorch_SFX-only-str.rmt
|
||||||
|
FEAT_SFX equ 1
|
||||||
|
FEAT_GLOBALVOLUMEFADE equ 0 ;RMTGLOBALVOLUMEFADE variable
|
||||||
|
FEAT_NOSTARTINGSONGLINE equ 0
|
||||||
|
FEAT_INSTRSPEED equ 1
|
||||||
|
FEAT_CONSTANTSPEED equ 16 ;(0 times)
|
||||||
|
FEAT_COMMAND1 equ 1 ;(8 times)
|
||||||
|
FEAT_COMMAND2 equ 0 ;(0 times)
|
||||||
|
FEAT_COMMAND3 equ 0 ;(0 times)
|
||||||
|
FEAT_COMMAND4 equ 0 ;(0 times)
|
||||||
|
FEAT_COMMAND5 equ 0 ;(0 times)
|
||||||
|
FEAT_COMMAND6 equ 0 ;(0 times)
|
||||||
|
FEAT_COMMAND7SETNOTE equ 0 ;(0 times)
|
||||||
|
FEAT_COMMAND7VOLUMEONLY equ 0 ;(0 times)
|
||||||
|
FEAT_PORTAMENTO equ 0 ;(0 times)
|
||||||
|
FEAT_FILTER equ 1 ;(22 times)
|
||||||
|
FEAT_FILTERG0L equ 0 ;(0 times)
|
||||||
|
FEAT_FILTERG1L equ 0 ;(0 times)
|
||||||
|
FEAT_FILTERG0R equ 0 ;(0 times)
|
||||||
|
FEAT_FILTERG1R equ 0 ;(0 times)
|
||||||
|
FEAT_BASS16 equ 0 ;(0 times)
|
||||||
|
FEAT_BASS16G1L equ 0 ;(0 times)
|
||||||
|
FEAT_BASS16G3L equ 0 ;(0 times)
|
||||||
|
FEAT_BASS16G1R equ 0 ;(0 times)
|
||||||
|
FEAT_BASS16G3R equ 0 ;(0 times)
|
||||||
|
FEAT_VOLUMEONLYG0L equ 0 ;(0 times)
|
||||||
|
FEAT_VOLUMEONLYG2L equ 0 ;(0 times)
|
||||||
|
FEAT_VOLUMEONLYG3L equ 0 ;(0 times)
|
||||||
|
FEAT_VOLUMEONLYG0R equ 0 ;(0 times)
|
||||||
|
FEAT_VOLUMEONLYG2R equ 0 ;(0 times)
|
||||||
|
FEAT_VOLUMEONLYG3R equ 0 ;(0 times)
|
||||||
|
FEAT_TABLETYPE equ 0 ;(0 times)
|
||||||
|
FEAT_TABLEMODE equ 0 ;(0 times)
|
||||||
|
FEAT_TABLEGO equ 1 ;(2 times)
|
||||||
|
FEAT_AUDCTLMANUALSET equ 1 ;(6 times)
|
||||||
|
FEAT_VOLUMEMIN equ 0 ;(0 times)
|
||||||
|
FEAT_EFFECTVIBRATO equ 1 ;(1 times)
|
||||||
|
FEAT_EFFECTFSHIFT equ 1 ;(11 times)
|
||||||
|
;* --------END--------
|
||||||
Binary file not shown.
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Binary file not shown.
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+126
-118
@@ -1,125 +1,133 @@
|
|||||||
.proc talk
|
.proc talk
|
||||||
L0 dta c"IN TIMES OF TROUBLE, GO WITH WHAT YOU KNOW."
|
; Maximum text length is 63 characters!!!
|
||||||
L1 dta c"DIE!"
|
L0 dta d"CYKA BLAT"
|
||||||
L2 dta c"EAT MY SHORTS!"
|
L1 dta d"DIE!"
|
||||||
L3 dta c"YOU'RE TOAST!"
|
L2 dta d"EAT MY SHORTS!"
|
||||||
L4 dta c"BANZAI!"
|
L3 dta d"YOU'RE TOAST!"
|
||||||
L5 dta c"FROM HELL'S HEART I STAB AT THEE..."
|
L4 dta d"BANZAI!"
|
||||||
L6 dta c"I DIDN'T DO IT. NOBODY SAW ME DO IT."
|
L5 dta d"FROM HELL'S HEART I STAB AT THEE..."
|
||||||
L7 dta c"TAKE A HIKE!"
|
L6 dta d"I DIDN'T DO IT. NOBODY SAW ME DO IT."
|
||||||
L8 dta c"YOU'RE DEAD MEAT."
|
L7 dta d"TAKE A HIKE!"
|
||||||
L9 dta c"MAKE MY DAY."
|
L8 dta d"YOU'RE DEAD MEAT."
|
||||||
L10 dta c"CHARGE!"
|
L9 dta d"MAKE MY DAY."
|
||||||
L11 dta c"ATTACK!"
|
L10 dta d"CHARGE!"
|
||||||
L12 dta c"YOU'RE OUTTA HERE."
|
L11 dta d"ATTACK!"
|
||||||
L13 dta c"WATTSA MATTA YOU?"
|
L12 dta d"YOU'RE OUTTA HERE."
|
||||||
L14 dta c"FREEZE, OR I'LL SHOOT!"
|
L13 dta d"WATTSA MATTA YOU?"
|
||||||
L15 dta c"HA HA HA."
|
L14 dta d"FREEZE, OR I'LL SHOOT!"
|
||||||
L16 dta c"WE COME IN PEACE - SHOOT TO KILL!"
|
L15 dta d"HA HA HA."
|
||||||
L17 dta c"IN YOUR FACE!"
|
L16 dta d"WE COME IN PEACE - SHOOT TO KILL!"
|
||||||
L18 dta c"DIE COMMIE PIG!"
|
L17 dta d"IN YOUR FACE!"
|
||||||
L19 dta c"I LOVE THE SMELL OF NAPALM IN THE MORNING."
|
L18 dta d"DIE COMMIE PIG!"
|
||||||
L20 dta c"VICTORY!"
|
L19 dta d"I LOVE THE SMELL OF NAPALM IN THE MORNING."
|
||||||
L21 dta c"SHOW SOME RESPECT."
|
L20 dta d"VICTORY!"
|
||||||
L22 dta c"JUST WHO DO YOU THINK YOU ARE?"
|
L21 dta d"SHOW SOME RESPECT."
|
||||||
L23 dta c"LOOK OUT BELOW!"
|
L22 dta d"JUST WHO DO YOU THINK YOU ARE?"
|
||||||
L24 dta c"KNOCK, KNOCK."
|
L23 dta d"LOOK OUT BELOW!"
|
||||||
L25 dta c"LOOK OVER THERE."
|
L24 dta d"KNOCK, KNOCK."
|
||||||
L26 dta c"GUESS WHAT'S COMING FOR DINNER?"
|
L25 dta d"LOOK OVER THERE."
|
||||||
L27 dta c"MERRY CHRISTMAS."
|
L26 dta d"GUESS WHAT'S COMING FOR DINNER?"
|
||||||
L28 dta c"OPEN WIDE!"
|
L27 dta d"MERRY CHRISTMAS."
|
||||||
L29 dta c"HERE GOES NOTHING..."
|
L28 dta d"OPEN WIDE!"
|
||||||
L30 dta c"DON'T WORRY, IT ISN'T A LIVE ROUND."
|
L29 dta d"HERE GOES NOTHING..."
|
||||||
L31 dta c"BLOOD, PAIN, VIOLENCE!"
|
L30 dta d"DON'T WORRY, IT ISN'T A LIVE ROUND."
|
||||||
L32 dta c"TAKE THIS, SISSY!"
|
L31 dta d"BLOOD, PAIN, VIOLENCE!"
|
||||||
L33 dta c"I SHALL FLATTEN YOU!"
|
L32 dta d"TAKE THIS, SISSY!"
|
||||||
L34 dta c"I SHALL SMASH YOUR UGLY TANK!"
|
L33 dta d"I SHALL FLATTEN YOU!"
|
||||||
L35 dta c"I WONDER WHAT THIS BUTTON DOES?"
|
L34 dta d"I SHALL SMASH YOUR UGLY TANK!"
|
||||||
L36 dta c"DON'T TAKE THIS PERSONALLY."
|
L35 dta d"I WONDER WHAT THIS BUTTON DOES?"
|
||||||
L37 dta c"WOULD THIS MAKE YOU MAD?"
|
L36 dta d"DON'T TAKE THIS PERSONALLY."
|
||||||
L38 dta c"I TOLD YOU TO LEAVE MY SISTER ALONE!"
|
L37 dta d"WOULD THIS MAKE YOU MAD?"
|
||||||
L39 dta c"I COULD SPARE YOU, BUT WHY?"
|
L38 dta d"I TOLD YOU TO LEAVE MY SISTER ALONE!"
|
||||||
L40 dta c"MY BOMB IS BIGGER THAN YOURS."
|
L39 dta d"I COULD SPARE YOU, BUT WHY?"
|
||||||
L41 dta c"DON'T FORGET ABOUT ME!"
|
L40 dta d"MY BOMB IS BIGGER THAN YOURS."
|
||||||
L42 dta c"HASTA LA VISTA, BABY!"
|
L41 dta d"DON'T FORGET ABOUT ME!"
|
||||||
L43 dta c"THIS IS YOUR BRAIN ON SCORCH."
|
L42 dta d"HASTA LA VISTA, BABY!"
|
||||||
L44 dta c"TAKE THIS!"
|
L43 dta d"THIS IS YOUR BRAIN ON SCORCH."
|
||||||
L45 dta c"THIS SCREEN AIN'T BIG ENOUGH FOR THE BOTH OF US."
|
L44 dta d"TAKE THIS!"
|
||||||
L46 dta c"DIE, ALIEN SWINE!"
|
L45 dta d"THIS SCREEN AIN'T BIG ENOUGH FOR THE BOTH OF US."
|
||||||
L47 dta c"SAY ARRGGHHHHH...."
|
L46 dta d"DIE, ALIEN SWINE!"
|
||||||
L48 dta c"I SHALL OIL MY TURRET WITH YOUR BLOOD."
|
L47 dta d"AWRUK!!!"
|
||||||
L49 dta c"DIE, TANK-SCUM!"
|
L48 dta d"I SHALL OIL MY TURRET WITH YOUR BLOOD."
|
||||||
L50 dta c"I'M GONNA BREAK YOUR FACE!"
|
L49 dta d"DIE, TANK-SCUM!"
|
||||||
L51 dta c"MAMA SAID KNOCK YOU OUT!"
|
L50 dta d"I'M GONNA BREAK YOUR FACE!"
|
||||||
L52 dta c"I HOPE YOU ENJOY PAIN!"
|
L51 dta d"MAMA SAID KNOCK YOU OUT!"
|
||||||
|
L52 dta d"I HOPE YOU ENJOY PAIN!"
|
||||||
;--------------------------------
|
;--------------------------------
|
||||||
L53 dta c"PARTING IS SUCH SWEET SORROW... NOT!"
|
L53 dta d"PARTING IS SUCH SWEET SORROW... NOT!"
|
||||||
L54 dta c"UGH!"
|
L54 dta d"UGH!"
|
||||||
L55 dta c"AARGH!"
|
L55 dta d"AARGH!"
|
||||||
L56 dta c"AAAGGHHH!"
|
L56 dta d"AAAGGHHH!"
|
||||||
L57 dta c"I'M MELTING!"
|
L57 dta d"I'M MELTING!"
|
||||||
L58 dta c"OOF.."
|
L58 dta d"OOF.."
|
||||||
L59 dta c"OH!"
|
L59 dta d"OH!"
|
||||||
L60 dta c"EEEK!"
|
L60 dta d"EEEK!"
|
||||||
L61 dta c"AACCH!"
|
L61 dta d"AACCH!"
|
||||||
L62 dta c"I HATE IT WHEN THAT HAPPENS."
|
L62 dta d"I HATE IT WHEN THAT HAPPENS."
|
||||||
L63 dta c"ONE DIRECT HIT CAN RUIN YOUR WHOLE DAY."
|
L63 dta d"ONE DIRECT HIT CAN RUIN YOUR WHOLE DAY."
|
||||||
L64 dta c"OH NO!"
|
L64 dta d"OH NO!"
|
||||||
L65 dta c"NOT ME!"
|
L65 dta d"NOT ME!"
|
||||||
L66 dta c"OUCH."
|
L66 dta d"OUCH."
|
||||||
L67 dta c"OH NO, NOT AGAIN."
|
L67 dta d"OH NO, NOT AGAIN."
|
||||||
L68 dta c"ANOTHER ONE BITES THE DUST."
|
L68 dta d"ANOTHER ONE BITES THE DUST."
|
||||||
L69 dta c"GOODBYE."
|
L69 dta d"GOODBYE."
|
||||||
L70 dta c"HELP ME!"
|
L70 dta d"HELP ME!"
|
||||||
L71 dta c"FAREWELL, CRUEL WORLD."
|
L71 dta d"FAREWELL, CRUEL WORLD."
|
||||||
L72 dta c"REMEMBER THE ALAMO!"
|
L72 dta d"REMEMBER THE ALAMO!"
|
||||||
L73 dta c"OH MAN!"
|
L73 dta d"OH MAN!"
|
||||||
L74 dta c"DOOUGH!"
|
L74 dta d"DOOUGH!"
|
||||||
L75 dta c"ANOTHER DAY, ANOTHER BOMB."
|
L75 dta d"ANOTHER DAY, ANOTHER BOMB."
|
||||||
L76 dta c"THIS IS THE END, MY ONLY FRIEND."
|
L76 dta d"THIS IS THE END, MY ONLY FRIEND."
|
||||||
L77 dta c"IT'S ALL OVER."
|
L77 dta d"VERY FUNNY."
|
||||||
L78 dta c"THE FAT LADY SANG."
|
L78 dta d"THE FAT LADY SANG."
|
||||||
L79 dta c"WHY DOES EVERYTHING HAPPEN TO ME?"
|
L79 dta d"WHY DOES EVERYTHING HAPPEN TO ME?"
|
||||||
L80 dta c"I'M GOING DOWN."
|
L80 dta d"I'M GOING DOWN."
|
||||||
L81 dta c"I'VE GOT A BAD FEELING ABOUT THIS."
|
L81 dta d"I'VE GOT A BAD FEELING ABOUT THIS."
|
||||||
L82 dta c"CRAPOLA."
|
L82 dta d"CRAPOLA."
|
||||||
L83 dta c"POW!"
|
L83 dta d"POW!"
|
||||||
L84 dta c"BIF!"
|
L84 dta d"BIF!"
|
||||||
L85 dta c"BAM!"
|
L85 dta d"BAM!"
|
||||||
L86 dta c"ZONK!"
|
L86 dta d"ZONK!"
|
||||||
L87 dta c"I SHOULD'VE LISTENED TO MY MOTHER..."
|
L87 dta d"I SHOULD'VE LISTENED TO MY MOTHER..."
|
||||||
L88 dta c"NO... A BUD LIGHT!"
|
L88 dta d"I WALK THROUGH THE VALLEY OF THE SHADOW..."
|
||||||
L89 dta c"WHAT WAS THAT NOISE?"
|
L89 dta d"WHAT WAS THAT NOISE?"
|
||||||
L90 dta c"MAMA SAID THERE'D BE DAYS LIKE THIS."
|
L90 dta d"MAMA SAID THERE'D BE DAYS LIKE THIS."
|
||||||
L91 dta c"ITS JUST ONE OF THOSE DAYS..."
|
L91 dta d"ITS JUST ONE OF THOSE DAYS..."
|
||||||
L92 dta c"I SEE A BRIGHT LIGHT..."
|
L92 dta d"I SEE A BRIGHT LIGHT..."
|
||||||
L93 dta c"MOMMY? IS THAT YOU?"
|
L93 dta d"MOMMY? IS THAT YOU?"
|
||||||
L94 dta c"I LET YOU HIT ME!"
|
L94 dta d"I LET YOU HIT ME!"
|
||||||
L95 dta c"SUCKER SHOT!"
|
L95 dta d"SUCKER SHOT!"
|
||||||
L96 dta c"I DIDN'T WANT TO LIVE ANYWAY."
|
L96 dta d"I DIDN'T WANT TO LIVE ANYWAY."
|
||||||
L97 dta c"-<SOB>-"
|
L97 dta d"-<SOB>-"
|
||||||
L98 dta c"WAS THAT AS CLOSE AS I THINK IT WAS?"
|
L98 dta d"WAS THAT AS CLOSE AS I THINK IT WAS?"
|
||||||
L99 dta c"JOIN THE ARMY, SEE THE WORLD THEY SAID."
|
L99 dta d"JOIN THE ARMY, SEE THE WORLD THEY SAID."
|
||||||
L100 dta c"IT WASN'T JUST A JOB IT WAS AN ADVENTURE!"
|
L100 dta d"IT WASN'T JUST A JOB IT WAS AN ADVENTURE!"
|
||||||
L101 dta c"I DIDN'T LIKE VIOLENCE ANYWAY!"
|
L101 dta d"I DIDN'T LIKE VIOLENCE ANYWAY!"
|
||||||
L102 dta c"I THOUGHT YOU LIKED ME?"
|
L102 dta d"I THOUGHT YOU LIKED ME?"
|
||||||
L103 dta c"SUCH SENSELESS VIOLENCE! I DON'T UNDERSTAND IT."
|
L103 dta d"CTO XYEB"
|
||||||
L104 dta c"I THINK THIS GUY'S A LITTLE CRAZY."
|
L104 dta d"I THINK THIS GUY'S A LITTLE CRAZY."
|
||||||
L105 dta c"SOMEHOW I DON'T FEEL LIKE KILLING ANYMORE."
|
L105 dta d"SOMEHOW I DON'T FEEL LIKE KILLING ANYMORE."
|
||||||
L106 dta c"HEY! KILLIN' AIN'T COOL."
|
L106 dta d"HEY! KILLIN' AIN'T COOL."
|
||||||
L107 dta c"GEE... THANKS."
|
L107 dta d"GEE... THANKS."
|
||||||
L108 dta c"I'VE FALLEN AND I CAN'T GET UP!"
|
L108 dta d"I'VE FALLEN AND I CAN'T GET UP!"
|
||||||
L109 dta c"911?"
|
L109 dta d"911?"
|
||||||
L110 dta c"OH NO! HERE I BLOW AGAIN!"
|
L110 dta d"OH NO! HERE I BLOW AGAIN!"
|
||||||
L111 dta c"I'LL BE BACK..."
|
L111 dta d"I'LL BE BACK..."
|
||||||
L112 dta c"HEY - I'VE GOT LAWYERS."
|
L112 dta d"HEY - I'VE GOT LAWYERS."
|
||||||
L113 dta c"TIME TO CALL 1-900-SUE-TANK."
|
L113 dta d"TIME TO CALL 1-900-SUE-TANK."
|
||||||
|
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,<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 <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 <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 <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,>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 >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
|
||||||
OffensiveTextLengths
|
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 43,4,14,13,7,35,37,12,17,12,7,7,18,17,22,9,33,13,15,42,8,18,30,15,13,16,31,16,10,20,35,22,17,20,29,31,27,24,36,27,29,22,21,29,10,48,17,20,38,15,26,24,22,36,4,6,9,12,5,3,5,6,28,39,6,7,5,17,27,8,8,22,19,7,7,26,32,14,18,33,15,34,8,4,4,4,5,36,18,20,36,29,23,19,17,12,29,7,36,39,41,30,23,48,34,42,25,14,31,4,26,15,23,28
|
dta >LEND
|
||||||
NumberOfOffensiveTexts=54
|
NumberOfOffensiveTexts=54
|
||||||
NumberOfDeffensiveTexts=60
|
NumberOfDeffensiveTexts=60
|
||||||
.endp
|
.endp
|
||||||
|
hoverFull dta d"MY HOVERCRAFT IS FULL OF EELS!"
|
||||||
|
hoverFullEnd
|
||||||
|
hoverEmpty dta d"RUNNING OUT OF EELS"
|
||||||
|
hoverEmptyEnd
|
||||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
@@ -1,48 +0,0 @@
|
|||||||
import sys
|
|
||||||
from string import strip
|
|
||||||
|
|
||||||
lineCount = 0
|
|
||||||
lengths = []
|
|
||||||
alltexts = []
|
|
||||||
|
|
||||||
for line in open("TALK1.txt"):
|
|
||||||
lineCount+=1
|
|
||||||
line = strip(line)
|
|
||||||
lengths.append(len(line))
|
|
||||||
alltexts.append(line)
|
|
||||||
off = lineCount
|
|
||||||
|
|
||||||
for line in open("TALK2.txt"):
|
|
||||||
lineCount+=1
|
|
||||||
line = strip(line)
|
|
||||||
lengths.append(len(line))
|
|
||||||
alltexts.append(line)
|
|
||||||
|
|
||||||
tmpNo = 0
|
|
||||||
for line in alltexts:
|
|
||||||
print ("L"+str(tmpNo)+' dta "'+line+'"')
|
|
||||||
tmpNo+= 1
|
|
||||||
l=""
|
|
||||||
for i in range(0,lineCount):
|
|
||||||
l+="<L"+str(i)+","
|
|
||||||
l=l[:-1]
|
|
||||||
print ("OffensiveTextTableL")
|
|
||||||
print (" dta "+l)
|
|
||||||
l=""
|
|
||||||
for i in range(0,lineCount):
|
|
||||||
l+=">L"+str(i)+","
|
|
||||||
l=l[:-1]
|
|
||||||
print ("OffensiveTextTableH")
|
|
||||||
print (" dta "+l)
|
|
||||||
|
|
||||||
l=""
|
|
||||||
for i in range(0,lineCount):
|
|
||||||
l+=str(lengths[i])+","
|
|
||||||
l=l[:-1]
|
|
||||||
print ("OffensiveTextLengths")
|
|
||||||
print (" dta "+l)
|
|
||||||
|
|
||||||
|
|
||||||
deff = lineCount-off
|
|
||||||
print ("NumberOfOffensiveTexts="+str(off))
|
|
||||||
print ("NumberOfDeffensiveTexts="+str(deff))
|
|
||||||
Binary file not shown.
Binary file not shown.
+338
-613
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,25 @@
|
|||||||
|
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
|
||||||
|
|
||||||
|
.IF *>0 ;this is a trick that prevents compiling this file alone
|
||||||
|
|
||||||
|
;TanksPMOrder .BYTE 4,3,1,5,0,2 ; 0-3 = P0-P3 , 4 = M0+M1 , 5 = M2+M3
|
||||||
|
TanksPMOrder .BYTE 4,3,1,5,0,2 ; 0-3 = P0-P3 , 4 = M0+M1 , 5 = M2+M3
|
||||||
|
dliColorsBack
|
||||||
|
:10 .by $02,$00
|
||||||
|
dliColorsFore
|
||||||
|
.by $0a ; one mountains color
|
||||||
|
; .by $0e,$0c,$0c,$0b,$0b,$0a,$0a,$09,$09,$08 ; mountains colors array
|
||||||
|
; .by $08,$08,$07,$07,$07,$06,$06,$06,$06,$05
|
||||||
|
.by $0e,$0c,$0c,$0c,$0c,$0a,$0a,$0a,$0a,$08 ; mountains colors array new
|
||||||
|
.by $08,$08,$08,$06,$06,$06,$06,$06,$06,$04
|
||||||
|
CashOptionL ;(one zero less than on the screen)
|
||||||
|
.by 0,<200,<800,<1200,<2000
|
||||||
|
CashOptionH
|
||||||
|
.by 0,>200,>800,>1200,>2000
|
||||||
|
GravityTable .by 10,20,25,30,40
|
||||||
|
MaxWindTable .by 5,20,40,70,99
|
||||||
|
RoundsTable .by 10,20,30,40,50
|
||||||
|
AIForceTable .wo 375,470,630,720,820 ; starting shoot forces for different gravity
|
||||||
|
flyDelayTable .by 255,150,75,35,1
|
||||||
|
seppukuTable .by 255, 45,25,15,9
|
||||||
|
.endif
|
||||||
+155
-69
@@ -3,78 +3,148 @@
|
|||||||
screenheight = 200
|
screenheight = 200
|
||||||
screenBytes = 40
|
screenBytes = 40
|
||||||
screenwidth = screenBytes*8 ; Max screenwidth = 512!!!
|
screenwidth = screenBytes*8 ; Max screenwidth = 512!!!
|
||||||
margin = 48 ;mountain drawing Y variable margin
|
|
||||||
display = $1010 ;screen takes $2K due to clearing routine
|
|
||||||
MaxPlayers = 6
|
|
||||||
maxOptions = 7 ;number of all options
|
|
||||||
PMOffset = $23 ; P/M to graphics offset
|
|
||||||
|
|
||||||
|
TankWidth = 8
|
||||||
|
;----------------------------------------------
|
||||||
|
; Player/missile memory
|
||||||
|
PMGraph = $1800 ; real PM start = PMGraph + $0300
|
||||||
|
; Generated tables
|
||||||
|
display = $2010 ;screen takes $1f68 because it has screenHeight+1 lines because of out of screen tracer(?)
|
||||||
|
;----------------------------------------------
|
||||||
|
|
||||||
|
margin = 40 ;mountain drawing Y variable margin
|
||||||
|
MaxPlayers = 6
|
||||||
|
maxOptions = 9 ;number of all options
|
||||||
|
PMOffsetX = $2C ; P/M to graphics offset
|
||||||
|
PMOffsetY = $2A ; P/M to graphics offset
|
||||||
|
napalmRadius = 10
|
||||||
|
StandardBarrel = 6 ; standard tank barrel length
|
||||||
|
LongBarrel = 20 ; long barrel length
|
||||||
|
|
||||||
|
TextBackgroundColor = $02 ; REAL constans - use: LDA #TextBackgroundColor
|
||||||
|
TextForegroundColor = $0A
|
||||||
|
space = 0 ; space in screencodes
|
||||||
|
|
||||||
|
KeyRepeatSpeed = 10 ; (max 127 !!!)
|
||||||
|
|
||||||
|
;character codes for symbols (tank, parachute, etc. )
|
||||||
|
char_parachute_______ = $02
|
||||||
|
char_flag____________ = $1e
|
||||||
|
char_flame___________ = $14
|
||||||
|
char_clear_flame_____ = $1c
|
||||||
|
char_digger__________ = $04
|
||||||
|
char_sandhog_________ = $0c
|
||||||
|
char_sandhog_offset = char_sandhog_________ - char_digger__________
|
||||||
|
char_tank1___________ = $20
|
||||||
|
char_tank2___________ = $24
|
||||||
|
char_tank3___________ = $2c
|
||||||
|
char_tank4___________ = $28 ; robotank shape
|
||||||
|
|
||||||
;Weapon prices (*10 on screen)
|
;Weapon prices (*10 on screen)
|
||||||
price_Baby_Missile___ = 0 ;_0
|
price_Baby_Missile___ = 0 ;_00
|
||||||
price_Missile________ = 96 ;_1
|
price_Missile________ = 96 ;_01
|
||||||
price_Baby_Nuke______ = 111 ;_2
|
price_Baby_Nuke______ = 111 ;_02
|
||||||
price_Nuke___________ = 144 ;_3
|
price_Nuke___________ = 144 ;_03
|
||||||
price_LeapFrog_______ = 192 ;_4
|
price_LeapFrog_______ = 192 ;_04
|
||||||
price_Funky_Bomb_____ = 293 ;_5
|
price_Funky_Bomb_____ = 293 ;_05
|
||||||
price_MIRV___________ = 456 ;_6
|
price_MIRV___________ = 456 ;_06
|
||||||
price_Death_s_Head___ = 337 ;_7
|
price_Death_s_Head___ = 337 ;_07
|
||||||
price_Napalm_________ = $ffff ;496 ;_8
|
price_Napalm_________ = 125 ;_08
|
||||||
price_Hot_Napalm_____ = $ffff ;511 ;_9
|
price_Hot_Napalm_____ = 162 ;_09
|
||||||
price_Tracer_________ = 102 ;_10
|
price_Tracer_________ = 102 ;_10
|
||||||
price_Smoke_Tracer___ = 291 ;_11
|
price_Smoke_Tracer___ = 291 ;_11
|
||||||
price_Baby_Roller____ = 689 ;_12
|
price_Baby_Roller____ = 211 ;_12
|
||||||
price_Roller_________ = 600 ;_13
|
price_Roller_________ = 244 ;_13
|
||||||
price_Heavy_Roller___ = 592 ;_14
|
price_Heavy_Roller___ = 326 ;_14
|
||||||
price_Riot_Charge____ = 330 ;_15
|
price_Riot_Charge____ = 230 ;_15
|
||||||
price_Riot_Blast_____ = 341 ;_16
|
price_Riot_Blast_____ = 241 ;_16
|
||||||
price_Riot_Bomb______ = 369 ;_17
|
price_Riot_Bomb______ = 259 ;_17
|
||||||
price_Heavy_Riot_Bomb = 322 ;_18
|
price_Heavy_Riot_Bomb = 272 ;_18
|
||||||
price_Baby_Digger____ = 336 ;_19
|
price_Baby_Digger____ = 136 ;_19
|
||||||
price_Digger_________ = 276 ;_20
|
price_Digger_________ = 176 ;_20
|
||||||
price_Heavy_Digger___ = 253 ;_21
|
price_Heavy_Digger___ = 207 ;_21
|
||||||
price_Baby_Sandhog___ = 218 ;_22
|
price_Baby_Sandhog___ = 158 ;_22
|
||||||
price_Sandhog________ = 191 ;_23
|
price_Sandhog________ = 191 ;_23
|
||||||
price_Heavy_Sandhog__ = 305 ;_24
|
price_Heavy_Sandhog__ = 223 ;_24
|
||||||
price_Dirt_Clod______ = 104 ;_25
|
price_Dirt_Clod______ = 104 ;_25
|
||||||
price_Dirt_Ball______ = 130 ;_26
|
price_Dirt_Ball______ = 130 ;_26
|
||||||
price_Ton_of_Dirt____ = 171 ;_27
|
price_Ton_of_Dirt____ = 171 ;_27
|
||||||
price_Liquid_Dirt____ = 530 ;_28
|
price_Liquid_Dirt____ = 330 ;_28
|
||||||
price_Dirt_Charge____ = 581 ;_29
|
price_Dirt_Charge____ = 343 ;_29
|
||||||
price_Earth_Disrupter = $ffff ;430 ;_30
|
price_Buy_me_________ = 170 ;_30
|
||||||
price_Plasma_Blast___ = $ffff ;274 ;_31
|
price_Laser__________ = 277 ;_31
|
||||||
price_Laser__________ = 577 ;_32
|
price_White_Flag_____ = $0 ;_32
|
||||||
price______________33 = 0
|
price_Battery________ = 300 ;_33
|
||||||
price______________34 = 0
|
price_Hovercraft_____ = 352 ;_34
|
||||||
price______________35 = 0
|
price_Parachute______ = 234 ;_35
|
||||||
price______________36 = 0
|
price_StrongParachute = 1000 ;_36
|
||||||
price______________37 = 0
|
price_Mag_Deflector__ = 745 ;_37
|
||||||
price______________38 = 0
|
price_Shield_________ = 224 ;_38
|
||||||
price______________39 = 0
|
price_Heavy_Shield___ = 628 ;_39
|
||||||
price______________40 = 0
|
price_Force_Shield___ = 1100 ;_40
|
||||||
price______________41 = 0
|
price_Bouncy_Castle__ = 512 ;_41
|
||||||
price______________42 = 0
|
price_Long_Barrel____ = 2100 ;_42
|
||||||
price______________43 = 0
|
price_Nuclear_Winter_ = 1000 ;_43
|
||||||
price______________44 = 0
|
price_Lazy_Boy_______ = 500 ;_44
|
||||||
price______________45 = 0
|
price_Lazy_Darwin____ = 730 ;_45
|
||||||
price______________46 = 0
|
price_Auto_Defense___ = 250 ;_46
|
||||||
price______________47 = 0
|
price_Spy_Hard_______ = 83 ;_47
|
||||||
price_White_Flag_____ = $0 ;_48_($30)
|
;Weapon indexes (numbers)
|
||||||
price_Heat_Guidance__ = $ffff ;_49
|
ind_Baby_Missile___ = 0
|
||||||
price_Bal_Guidance___ = $ffff ;_50
|
first_offensive____ = ind_Baby_Missile___
|
||||||
price_Horz_Guidance__ = $ffff ;_51
|
ind_Missile________ = 1
|
||||||
price_Vert_Guidance__ = $ffff ;_52
|
ind_Baby_Nuke______ = 2
|
||||||
price_Lazy_Boy_______ = $ffff ;_53
|
ind_Nuke___________ = 3
|
||||||
price_Parachute______ = 234 ;_54
|
ind_LeapFrog_______ = 4
|
||||||
price_Battery________ = $ffff ;_55
|
ind_Funky_Bomb_____ = 5
|
||||||
price_Mag_Deflector__ = 245 ;_56
|
ind_MIRV___________ = 6
|
||||||
price_Shield_________ = 112 ;_57
|
ind_Death_s_Head___ = 7
|
||||||
price_Force_Shield___ = 268 ;_58
|
ind_Napalm_________ = 8
|
||||||
price_Heavy_Shield___ = 375 ;_59
|
ind_Hot_Napalm_____ = 9
|
||||||
price_Super_Mag______ = $ffff ;_60
|
ind_Tracer_________ = 10
|
||||||
price_Auto_Defense___ = 512 ;_61
|
ind_Smoke_Tracer___ = 11
|
||||||
price_Fuel_Tank______ = $ffff ;_62
|
ind_Baby_Roller____ = 12
|
||||||
price_Contact_Trigger = $ffff ;_63
|
ind_Roller_________ = 13
|
||||||
|
ind_Heavy_Roller___ = 14
|
||||||
|
ind_Riot_Charge____ = 15
|
||||||
|
ind_Riot_Blast_____ = 16
|
||||||
|
ind_Riot_Bomb______ = 17
|
||||||
|
ind_Heavy_Riot_Bomb = 18
|
||||||
|
ind_Baby_Digger____ = 19
|
||||||
|
ind_Digger_________ = 20
|
||||||
|
ind_Heavy_Digger___ = 21
|
||||||
|
ind_Baby_Sandhog___ = 22
|
||||||
|
ind_Sandhog________ = 23
|
||||||
|
ind_Heavy_Sandhog__ = 24
|
||||||
|
ind_Dirt_Clod______ = 25
|
||||||
|
ind_Dirt_Ball______ = 26
|
||||||
|
ind_Ton_of_Dirt____ = 27
|
||||||
|
ind_Liquid_Dirt____ = 28
|
||||||
|
ind_Dirt_Charge____ = 29
|
||||||
|
ind_Buy_me_________ = 30
|
||||||
|
ind_Laser__________ = 31
|
||||||
|
last_offensive_____ = ind_Laser__________
|
||||||
|
ind_White_Flag_____ = 32
|
||||||
|
first_defensive____ = ind_White_Flag_____
|
||||||
|
ind_Battery________ = 33
|
||||||
|
ind_Hovercraft_____ = 34
|
||||||
|
ind_Parachute______ = 35
|
||||||
|
ind_StrongParachute = 36
|
||||||
|
ind_Mag_Deflector__ = 37
|
||||||
|
ind_Shield_________ = 38
|
||||||
|
ind_Heavy_Shield___ = 39
|
||||||
|
ind_Force_Shield___ = 40
|
||||||
|
ind_Bouncy_Castle__ = 41
|
||||||
|
ind_Long_Barrel____ = 42
|
||||||
|
ind_Nuclear_Winter_ = 43
|
||||||
|
ind_Lazy_Boy_______ = 44
|
||||||
|
ind_Lazy_Darwin____ = 45
|
||||||
|
ind_Auto_Defense___ = 46
|
||||||
|
ind_Spy_Hard_______ = 47
|
||||||
|
last_defensive_____ = ind_Spy_Hard_______
|
||||||
|
last_real_defensive = ind_Bouncy_Castle__
|
||||||
|
number_of_offensives = last_offensive_____ - first_offensive____+1
|
||||||
|
number_of_defensives = (last_defensive_____ - first_defensive____+1)
|
||||||
;--------------------------------
|
;--------------------------------
|
||||||
; names of RMT instruments (sfx)
|
; names of RMT instruments (sfx)
|
||||||
;--------------------------------
|
;--------------------------------
|
||||||
@@ -106,3 +176,19 @@ sfx_keyclick = $18 ;y
|
|||||||
sfx_shoot = $19 ;z
|
sfx_shoot = $19 ;z
|
||||||
sfx_seppuku = $1a ;1
|
sfx_seppuku = $1a ;1
|
||||||
sfx_liquid_dirt = $1b ;2
|
sfx_liquid_dirt = $1b ;2
|
||||||
|
sfx_battery = $1c ;3
|
||||||
|
sfx_white_flag = $1d ;4
|
||||||
|
sfx_long_barrel = $1e
|
||||||
|
sfx_tank_move = $1f
|
||||||
|
sfx_auto_defense= $2b
|
||||||
|
sfx_lazy_boys = $2c
|
||||||
|
;--------------------------------
|
||||||
|
; RMT songs (lines)
|
||||||
|
;--------------------------------
|
||||||
|
song_silencio = $00
|
||||||
|
song_main_menu = $02
|
||||||
|
song_ingame = $06
|
||||||
|
song_round_over = $0b
|
||||||
|
song_ending_looped = $0e
|
||||||
|
song_supermarket = $1b
|
||||||
|
song_inventory = $1d
|
||||||
|
|||||||
-184
@@ -1,184 +0,0 @@
|
|||||||
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
|
|
||||||
|
|
||||||
.IF *>0 ;this is a trick that prevents compiling this file alone
|
|
||||||
|
|
||||||
;-----------------------------------------------------
|
|
||||||
;-------------display-lists---------------------------
|
|
||||||
;-----------------------------------------------------
|
|
||||||
PurchaseDL
|
|
||||||
.byte $70,$70,$20
|
|
||||||
.byte $42+$80
|
|
||||||
.word textbuffer2
|
|
||||||
.byte $02,$10,$42
|
|
||||||
MoreUpdl
|
|
||||||
.word EmptyLine
|
|
||||||
.byte 0,$42
|
|
||||||
WeaponsListDL
|
|
||||||
.word ListOfWeapons
|
|
||||||
:15 .byte 0,2
|
|
||||||
.byte 0, $42
|
|
||||||
MoreDownDL
|
|
||||||
.word EmptyLine
|
|
||||||
.byte $10,$42
|
|
||||||
.word WeaponsDescription
|
|
||||||
.byte 2
|
|
||||||
.byte $41
|
|
||||||
.word PurchaseDL
|
|
||||||
;------------------------
|
|
||||||
OptionsDL
|
|
||||||
:5 .byte $70
|
|
||||||
.byte $42
|
|
||||||
.word OptionsScreen
|
|
||||||
.byte $30,$02,$02,$70
|
|
||||||
:maxOptions .by $02,$10
|
|
||||||
.byte $41
|
|
||||||
.word OptionsDL
|
|
||||||
;------------------------
|
|
||||||
;Enter names of tanks DL
|
|
||||||
NameDL
|
|
||||||
:5 .byte $70
|
|
||||||
.byte $42
|
|
||||||
.word NameScreen
|
|
||||||
.byte $30
|
|
||||||
.byte $02,$30+$80,$02
|
|
||||||
.byte $10,$02,$02,$02,$30,$02,$02
|
|
||||||
.byte $41
|
|
||||||
.word NameDL
|
|
||||||
; -------------------------------------------------
|
|
||||||
|
|
||||||
dl ; MAIN game display list
|
|
||||||
.byte 0
|
|
||||||
.byte $42
|
|
||||||
.word textbuffer
|
|
||||||
.byte $02, $02 +$80 ;DLI
|
|
||||||
.byte $10 ; 2 blank lines
|
|
||||||
|
|
||||||
.byte $4f
|
|
||||||
.word display ; 1 line
|
|
||||||
:76 .by $0f ;76
|
|
||||||
.by $0f+$80 ; DLI (black bar) ;2
|
|
||||||
.by $0f+$80 ; DLI
|
|
||||||
:13 .by $0f ;13
|
|
||||||
.by $0f+$80 ; DLI (black bar) ;2
|
|
||||||
.by $0f+$80 ; DLI
|
|
||||||
:8 .by $0f ;8
|
|
||||||
.by $4f ;1
|
|
||||||
.wo display+$0ff0
|
|
||||||
:2 .by $0f ;2
|
|
||||||
.by $0f+$80 ; DLI (black bar) ;2
|
|
||||||
.by $0f+$80 ; DLI
|
|
||||||
:9 .by $0f ;9
|
|
||||||
.by $0f+$80 ; DLI (black bar) ;2
|
|
||||||
.by $0f+$80 ; DLI
|
|
||||||
:8 .by $0f ;8
|
|
||||||
.by $0f+$80 ; DLI (black bar) ;2
|
|
||||||
.by $0f+$80 ; DLI
|
|
||||||
:7 .by $0f ;7
|
|
||||||
.by $0f+$80 ; DLI (black bar) ;2
|
|
||||||
.by $0f+$80 ; DLI
|
|
||||||
:6 .by $0f ;6
|
|
||||||
.by $0f+$80 ; DLI (black bar) ;2
|
|
||||||
.by $0f+$80 ; DLI
|
|
||||||
:5 .by $0f ;5
|
|
||||||
.by $0f+$80 ; DLI (black bar) ;2
|
|
||||||
.by $0f+$80 ; DLI
|
|
||||||
:4 .by $0f ;4
|
|
||||||
.by $0f+$80 ; DLI (black bar) ;2
|
|
||||||
.by $0f+$80 ; DLI
|
|
||||||
:3 .by $0f ;3
|
|
||||||
.by $0f+$80 ; DLI (black to end);1
|
|
||||||
:38 .byte $0f ;35 ..... = 200
|
|
||||||
.by $4f
|
|
||||||
.wo LastLine ; additional line of ground
|
|
||||||
.byte $41
|
|
||||||
.word dl
|
|
||||||
;-----------------------------------------------
|
|
||||||
;Screen displays go first to avoid crossing 4kb barrier
|
|
||||||
;-----------------------------------------------
|
|
||||||
OptionsScreen
|
|
||||||
dta d"Welcome to Scorch ver. "
|
|
||||||
build ; 3 bytes from scorch.asm (fancy method) :)
|
|
||||||
dta d" (un)2000-2022"
|
|
||||||
dta d" Please select option with cursor keys "
|
|
||||||
dta d" and press (Return) to proceed "
|
|
||||||
OptionsHere
|
|
||||||
; 0123456789012345678901234567890123456789
|
|
||||||
dta d"Players : 2 3 4 5 6 "
|
|
||||||
dta d"Cash : none 2K 8K 12K 20K "
|
|
||||||
dta d"Gravity : 0.2G 0.5G 1G 2G 4G "
|
|
||||||
dta d"Wind : 1B 3B 5B 7B 9B "
|
|
||||||
dta d"Rounds : 10 20 30 40 50 "
|
|
||||||
dta d"Missiles : slug slow norm fast hare "
|
|
||||||
dta d"Seppuku : nevr rare norm oftn alws "
|
|
||||||
OptionsScreenEnd
|
|
||||||
;-----------------------------------------------
|
|
||||||
MoreUp
|
|
||||||
dta d" "
|
|
||||||
dta 92,92,92
|
|
||||||
dta d" more "
|
|
||||||
dta 92,92,92
|
|
||||||
dta d" "
|
|
||||||
MoreDown
|
|
||||||
dta d" "
|
|
||||||
dta 93,93,93
|
|
||||||
dta d" more "
|
|
||||||
dta 93,93,93
|
|
||||||
dta d" "
|
|
||||||
ListOfWeapons
|
|
||||||
:36 dta d" "
|
|
||||||
ListOfWeapons1End
|
|
||||||
ListOfDefensiveWeapons
|
|
||||||
:16 dta d" "
|
|
||||||
ListOfDefensiveWeaponsEnd ;constant useful when clearing
|
|
||||||
WeaponsDescription
|
|
||||||
dta d" "
|
|
||||||
dta d"Tab"*
|
|
||||||
dta d" - Defensive/Offensive weapon "
|
|
||||||
dta d" "
|
|
||||||
dta d"Space"*
|
|
||||||
dta d" - "
|
|
||||||
purchaseActivate
|
|
||||||
dta d"Purchase "
|
|
||||||
dta d"Return"*
|
|
||||||
dta d" - Finish "
|
|
||||||
EmptyLine
|
|
||||||
dta d" "
|
|
||||||
LastLine
|
|
||||||
:40 dta $00
|
|
||||||
; -------------------------------------------------
|
|
||||||
.ALIGN $1000 ; WARNING!!!! 4KiB barrier crossing here, might need reassignment!!!
|
|
||||||
NameScreen
|
|
||||||
dta d" Enter names of players "
|
|
||||||
dta d" Tank 01 Name:"
|
|
||||||
NameAdr
|
|
||||||
dta d" "
|
|
||||||
dta d" Human/Atari (difficulty level) "
|
|
||||||
dta d" "
|
|
||||||
NamesOfLevels
|
|
||||||
dta d" HUMAN Moron Shooter "
|
|
||||||
dta d" Poolshark Tosser Chooser "
|
|
||||||
dta d" Spoiler Cyborg Unknown "
|
|
||||||
dta d" "
|
|
||||||
dta d"Tab"*
|
|
||||||
dta d" - Player/Difficulty level "
|
|
||||||
dta d" "
|
|
||||||
dta d"Return"*
|
|
||||||
dta d" - Proceed "
|
|
||||||
;---------------------------------------------------
|
|
||||||
textbuffer
|
|
||||||
; 0123456789012345678901234567890123456789
|
|
||||||
dta d"Player: "
|
|
||||||
dta d"Energy: Angle: Force: "
|
|
||||||
dta d"Round: Wind: "
|
|
||||||
textbuffer2
|
|
||||||
dta d"Player: Cash: 0 " ; ZERO TO MAKE YOU RICHER ON THE SCREEN
|
|
||||||
dta d"----------------------------------------"
|
|
||||||
;---------------------------------------------------
|
|
||||||
activateText
|
|
||||||
dta d"Activate"
|
|
||||||
activateTextEnd
|
|
||||||
purchaseText
|
|
||||||
dta d"Purchase"
|
|
||||||
purchaseTextEnd
|
|
||||||
|
|
||||||
.endif
|
|
||||||
@@ -0,0 +1,45 @@
|
|||||||
|
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
|
||||||
|
|
||||||
|
.IF *>0 ;this is a trick that prevents compiling this file alone
|
||||||
|
;-----------------------------------------------
|
||||||
|
; start of "variables" (RAM)
|
||||||
|
;-----------------------------------------------
|
||||||
|
OptionsHere
|
||||||
|
; 0123456789012345678901234567890123456789
|
||||||
|
dta d"Players : 2 3 4 5 6 "
|
||||||
|
dta d"Cash : none 2K 8K 12K 20K "
|
||||||
|
dta d"Gravity : 0.2G 0.5G 1G 2G 4G "
|
||||||
|
dta d"Wind : 1B 3B 5B 7B 9B "
|
||||||
|
dta d"Rounds : 10 20 30 40 50 "
|
||||||
|
dta d"Missiles : slug slow norm fast hare "
|
||||||
|
dta d"Seppuku : nevr rare norm oftn alws "
|
||||||
|
dta d"Mountains: NL BE CZ CH NP "
|
||||||
|
dta d"Walls : none wrap bump boxy rand "
|
||||||
|
;; 01234567890123456789012345678901
|
||||||
|
; dta d"Players: 2 3 4 5 6 "
|
||||||
|
; dta d"Cash :none 2K 8K 12K 20K"
|
||||||
|
; dta d"Gravity:0.2G 0.5G 1G 2G 4G "
|
||||||
|
; dta d"Wind : 1B 3B 5B 7B 9B "
|
||||||
|
; dta d"Rounds : 10 20 30 40 50 "
|
||||||
|
; dta d"Missile:slug slow norm fast hare"
|
||||||
|
; dta d"Seppuku:nevr rare norm oftn alws"
|
||||||
|
; dta d"Hills : NL BE CZ CH NP "
|
||||||
|
; dta d"Walls :none wrap bump boxy rand"
|
||||||
|
OptionsScreenEnd
|
||||||
|
|
||||||
|
;-----------------------------------------------
|
||||||
|
NameScreen2
|
||||||
|
dta d" Tank 1 *1 +1 Name:"
|
||||||
|
NameAdr
|
||||||
|
dta d" "
|
||||||
|
NameScreen4
|
||||||
|
dta d" "
|
||||||
|
NamesOfLevels
|
||||||
|
dta d" HUMAN Moron Shooter "
|
||||||
|
dta d" Poolshark Tosser Chooser "
|
||||||
|
dta d" Spoiler Cyborg Unknown "
|
||||||
|
;------------------------
|
||||||
|
; end of "variables" (RAM)
|
||||||
|
;------------------------
|
||||||
|
|
||||||
|
.endif
|
||||||
@@ -0,0 +1,46 @@
|
|||||||
|
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
|
||||||
|
|
||||||
|
.IF *>0 ;this is a trick that prevents compiling this file alone
|
||||||
|
;---------------------------------------------------
|
||||||
|
purchaseTextBuffer
|
||||||
|
dta d"Player: * Cash: 0" ; ZERO TO MAKE YOU RICHER ON THE SCREEN
|
||||||
|
|
||||||
|
; DLs fragments (modified by game code)
|
||||||
|
; all Purchase DL :)
|
||||||
|
PurchaseDL
|
||||||
|
.byte $70
|
||||||
|
.byte $47
|
||||||
|
DLPurTitleAddr
|
||||||
|
.word PurchaseTitle
|
||||||
|
.byte $50
|
||||||
|
.byte $42
|
||||||
|
.word purchaseTextBuffer
|
||||||
|
.byte $00+$80
|
||||||
|
.byte $20+$80,$10+$80,$42
|
||||||
|
MoreUpdl
|
||||||
|
.word EmptyLine
|
||||||
|
.byte $10+$80,$42
|
||||||
|
WeaponsListDL
|
||||||
|
.word ListOfWeapons
|
||||||
|
:15 .byte 0,2
|
||||||
|
.byte $10+$80, $42
|
||||||
|
MoreDownDL
|
||||||
|
.word EmptyLine
|
||||||
|
.byte $40+$80,$42
|
||||||
|
.word WeaponsDescription
|
||||||
|
.byte $0,$42
|
||||||
|
PurActDescAddr
|
||||||
|
.word PurchaseDescription
|
||||||
|
.byte $41
|
||||||
|
.word PurchaseDL
|
||||||
|
;------------------------
|
||||||
|
DLCreditsFragm
|
||||||
|
.byte $60+$80
|
||||||
|
.byte $42+$20 ; VSCRL
|
||||||
|
DLCreditsAddr
|
||||||
|
.word Credits
|
||||||
|
:6 .byte $02+$20
|
||||||
|
.byte $02
|
||||||
|
.byte $41
|
||||||
|
.word GameOverDL
|
||||||
|
.endif
|
||||||
@@ -0,0 +1,253 @@
|
|||||||
|
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
|
||||||
|
|
||||||
|
.IF *>0 ;this is a trick that prevents compiling this file alone
|
||||||
|
;------------------------
|
||||||
|
; start of "constants" (ROM)
|
||||||
|
;-----------------------------------------------
|
||||||
|
;Screen displays go first to avoid crossing 4kb barrier
|
||||||
|
;-----------------------------------------------
|
||||||
|
OptionsScreen
|
||||||
|
dta d"Welcome to Scorch v. "
|
||||||
|
build ; 4 bytes from scorch.asm (fancy method) :)
|
||||||
|
dta d" (un)2000-2022"
|
||||||
|
|
||||||
|
.IF TARGET = 800
|
||||||
|
dta d" Please select option with cursor keys "
|
||||||
|
dta d" and press (Return) to proceed "
|
||||||
|
.ELIF TARGET = 5200
|
||||||
|
dta d" Please select option with joystick one "
|
||||||
|
dta d" and press FIRE to proceed "
|
||||||
|
.ENDIF
|
||||||
|
; 0123456789012345678901234567890123456789
|
||||||
|
;-----------------------------------------------
|
||||||
|
NameScreen
|
||||||
|
.IF TARGET = 800
|
||||||
|
dta d" Enter names of players "
|
||||||
|
.ELIF TARGET = 5200
|
||||||
|
dta d"Hold "
|
||||||
|
dta d "FIRE"*
|
||||||
|
dta d " to enter player names "
|
||||||
|
.ENDIF
|
||||||
|
NameScreen3
|
||||||
|
dta d" Human/Atari (difficulty level) "
|
||||||
|
NameScreen5
|
||||||
|
.IF TARGET = 800
|
||||||
|
dta d" "
|
||||||
|
dta d"TAB"*
|
||||||
|
dta d" - Port nr "
|
||||||
|
dta d"Joy"*
|
||||||
|
dta d" - Difficulty "
|
||||||
|
dta d" "
|
||||||
|
dta d"Return"*
|
||||||
|
dta d" - Proceed "
|
||||||
|
.ELIF TARGET = 5200
|
||||||
|
dta d" "
|
||||||
|
dta d"(5)"*
|
||||||
|
dta d" - Port nr "
|
||||||
|
dta d"Joy"*
|
||||||
|
dta d" - Difficulty "
|
||||||
|
dta d" "
|
||||||
|
dta d"FIRE"*
|
||||||
|
dta d" - Proceed "
|
||||||
|
.ENDIF
|
||||||
|
;-----------------------------------------------
|
||||||
|
MoreUp
|
||||||
|
dta d" "
|
||||||
|
dta 92,92,92
|
||||||
|
dta d" more "
|
||||||
|
dta 92,92,92
|
||||||
|
dta d" "
|
||||||
|
MoreDown
|
||||||
|
dta d" "
|
||||||
|
dta 93,93,93
|
||||||
|
dta d" more "
|
||||||
|
dta 93,93,93
|
||||||
|
dta d" "
|
||||||
|
WeaponsDescription
|
||||||
|
; 0123456789012345678901234567890123456789
|
||||||
|
.IF TARGET = 800
|
||||||
|
dta d"Tab"*
|
||||||
|
dta d ": Defensive/Offensive weapon "
|
||||||
|
.ELIF TARGET = 5200
|
||||||
|
dta d"Left"*
|
||||||
|
dta d ": Defensive/Offensive weapon"
|
||||||
|
.ENDIF
|
||||||
|
PurchaseDescription
|
||||||
|
; 0123456789012345678901234567890123456789
|
||||||
|
.IF TARGET = 800
|
||||||
|
dta d"Space"*
|
||||||
|
dta d": Purchase "
|
||||||
|
dta d"Return"*
|
||||||
|
dta d": Finish "
|
||||||
|
.ELIF TARGET = 5200
|
||||||
|
dta d"Right"*
|
||||||
|
dta d": Purchase "
|
||||||
|
dta d"FIRE"*
|
||||||
|
dta d": Finish "
|
||||||
|
.ENDIF
|
||||||
|
ActivateDescription
|
||||||
|
; 0123456789012345678901234567890123456789
|
||||||
|
.IF TARGET = 800
|
||||||
|
dta d"Space"*
|
||||||
|
dta d": Activate "
|
||||||
|
dta d"Return"*
|
||||||
|
dta d": Finish "
|
||||||
|
.ELIF TARGET = 5200
|
||||||
|
dta d"Right"*
|
||||||
|
dta d": Activate "
|
||||||
|
dta d"FIRE"*
|
||||||
|
dta d": Finish "
|
||||||
|
.ENDIF
|
||||||
|
EmptyLine
|
||||||
|
dta d" "
|
||||||
|
;---------------------------------------------------
|
||||||
|
OptionsTitle
|
||||||
|
.IF TARGET = 800
|
||||||
|
dta d" scorch "*
|
||||||
|
.ELIF TARGET = 5200
|
||||||
|
dta d" scorch supersystem "*
|
||||||
|
; dta d" scorch "*
|
||||||
|
; dta d"5"
|
||||||
|
; dta d"k"*
|
||||||
|
; dta d"2"
|
||||||
|
; dta d" "*
|
||||||
|
.ENDIF
|
||||||
|
DifficultyTitle
|
||||||
|
dta d" difficulty "*
|
||||||
|
PurchaseTitle
|
||||||
|
dta d"purchase weapons"
|
||||||
|
InventoryTitle
|
||||||
|
dta d"activate weapons"*
|
||||||
|
GameOverTitle
|
||||||
|
dta d" game over "*
|
||||||
|
GameOverTitle2
|
||||||
|
dta d" Player Points Hits Earned Money "
|
||||||
|
;-----------------------------------------------------
|
||||||
|
;-------------display-lists---------------------------
|
||||||
|
;-----------------------------------------------------
|
||||||
|
|
||||||
|
dl ; MAIN game display list
|
||||||
|
.byte $70
|
||||||
|
.byte $42
|
||||||
|
.word statusBuffer
|
||||||
|
.byte $02, $02
|
||||||
|
.byte $10+$80 ; 2 blank lines + DLI
|
||||||
|
|
||||||
|
.byte $4f
|
||||||
|
.word display ; 1 line
|
||||||
|
:76 .by $0f ;76
|
||||||
|
.by $0f+$80,$0f ; DLI (black bar) ;3
|
||||||
|
.by $0f+$80 ; DLI
|
||||||
|
:12 .by $0f ;12
|
||||||
|
.by $0f+$80,$0f ; DLI (black bar) ;3
|
||||||
|
.by $0f+$80 ; DLI
|
||||||
|
:7 .by $0f ;7
|
||||||
|
.by $4f ;1
|
||||||
|
.wo display+$0ff0
|
||||||
|
:2 .by $0f ;2
|
||||||
|
.by $0f+$80,$0f ; DLI (black bar) ;3
|
||||||
|
.by $0f+$80 ; DLI
|
||||||
|
:8 .by $0f ;8
|
||||||
|
.by $0f+$80,$0f ; DLI (black bar) ;3
|
||||||
|
.by $0f+$80 ; DLI
|
||||||
|
:7 .by $0f ;7
|
||||||
|
.by $0f+$80,$0f ; DLI (black bar) ;3
|
||||||
|
.by $0f+$80 ; DLI
|
||||||
|
:6 .by $0f ;6
|
||||||
|
.by $0f+$80,$0f ; DLI (black bar) ;3
|
||||||
|
.by $0f+$80 ; DLI
|
||||||
|
:5 .by $0f ;5
|
||||||
|
.by $0f+$80,$0f ; DLI (black bar) ;3
|
||||||
|
.by $0f+$80 ; DLI
|
||||||
|
:4 .by $0f ;4
|
||||||
|
.by $0f+$80,$0f ; DLI (black bar) ;3
|
||||||
|
.by $0f+$80 ; DLI
|
||||||
|
:3 .by $0f ;3
|
||||||
|
.by $0f+$80,$0f ; DLI (black bar) ;3
|
||||||
|
.by $0f+$80 ; DLI
|
||||||
|
:2 .by $0f ;2
|
||||||
|
.by $0f+$80 ; DLI (black to end);1
|
||||||
|
:38 .byte $0f ;35 ..... = 200
|
||||||
|
.by $4f
|
||||||
|
.wo EmptyLine ; additional line of ground
|
||||||
|
.byte $41
|
||||||
|
.word dl
|
||||||
|
;-----------------------------------------------
|
||||||
|
OptionsDL
|
||||||
|
.byte $70
|
||||||
|
.byte $47
|
||||||
|
.word OptionsTitle
|
||||||
|
.byte $70,$70
|
||||||
|
.byte $42
|
||||||
|
.word OptionsScreen
|
||||||
|
.byte $30,$02,$02,$70
|
||||||
|
.byte $42
|
||||||
|
.word OptionsHere
|
||||||
|
.byte $10
|
||||||
|
:maxOptions-1 .by $02,$10
|
||||||
|
:(9-maxOptions) .by $70,$10
|
||||||
|
.byte $80
|
||||||
|
.byte $60 ; to match moved sprites
|
||||||
|
.byte $4f
|
||||||
|
.word (display+140*40)
|
||||||
|
:21 .by $0f ;76
|
||||||
|
.byte $41
|
||||||
|
.word OptionsDL
|
||||||
|
;------------------------
|
||||||
|
;Enter names of tanks DL
|
||||||
|
NameDL
|
||||||
|
.byte $70
|
||||||
|
.byte $47
|
||||||
|
.word DifficultyTitle
|
||||||
|
.byte $70,$70 ; 16 empty lines
|
||||||
|
.byte $42
|
||||||
|
.word NameScreen
|
||||||
|
.byte $30 ; 4 empty lines
|
||||||
|
.byte $42
|
||||||
|
.word NameScreen2
|
||||||
|
.byte $30+$80 ; 4 empty lines + DLI
|
||||||
|
.byte $42
|
||||||
|
.word NameScreen3
|
||||||
|
.byte $10 ; 2 empty lines
|
||||||
|
.byte $42
|
||||||
|
.word NameScreen4
|
||||||
|
.byte $02,$02
|
||||||
|
.byte $30 ; 4 empty lines
|
||||||
|
.byte $42
|
||||||
|
.word NameScreen5
|
||||||
|
.byte $02
|
||||||
|
.byte $41
|
||||||
|
.word NameDL
|
||||||
|
; -------------------------------------------------
|
||||||
|
GameOverResults = display+$0ff0 ; reuse after game
|
||||||
|
Credits = GameOverResults +(6*40)
|
||||||
|
CreditsLastLine = Credits + (CreditsLines*40)
|
||||||
|
GameOverDL
|
||||||
|
.byte $70,$40
|
||||||
|
.byte $47 ; 16 gr8 lines
|
||||||
|
.word GameOverTitle
|
||||||
|
; .byte $60 ; 7 lines down to match new sprite position
|
||||||
|
.byte $4f ; 1 line
|
||||||
|
.word display+(40*72)
|
||||||
|
:28 .byte $0f ; 28 lines
|
||||||
|
.byte $0f+$80
|
||||||
|
.byte $4f ; 1 line
|
||||||
|
.word display+(40*(32-7)) ;7 lines up to match new sprite position
|
||||||
|
:30 .byte $0f ; 30 lines
|
||||||
|
.byte $0f+$80 ; 1 line
|
||||||
|
.byte $4f ; 1 line
|
||||||
|
.word display+(40*72)
|
||||||
|
:7 .byte $0f ; 7 lines
|
||||||
|
.byte $00+$80 ; 1 line
|
||||||
|
.byte $42 ; 7 tekst lines
|
||||||
|
.word GameOverTitle2
|
||||||
|
.byte $00+$80
|
||||||
|
.byte $42
|
||||||
|
.word GameOverResults
|
||||||
|
:5 .byte $00+$80,$02
|
||||||
|
.byte $01
|
||||||
|
.word DLCreditsFragm
|
||||||
|
; ---------------
|
||||||
|
; end of "constants" (ROM)
|
||||||
|
;-----------------------------------------------
|
||||||
|
.endif
|
||||||
@@ -0,0 +1,11 @@
|
|||||||
|
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
|
||||||
|
|
||||||
|
.IF *>0 ;this is a trick that prevents compiling this file alone
|
||||||
|
|
||||||
|
statusBuffer
|
||||||
|
; 0123456789012345678901234567890123456789
|
||||||
|
dta d"Player: * "
|
||||||
|
dta d"Energy: Angle: Force: "
|
||||||
|
dta d"Round: Wind: "
|
||||||
|
|
||||||
|
.ENDIF
|
||||||
+827
-186
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,149 @@
|
|||||||
|
;-------------------------------------
|
||||||
|
.MACRO ROLW
|
||||||
|
ROL :1
|
||||||
|
ROL :1+1
|
||||||
|
.ENDM
|
||||||
|
;-------------------------------------
|
||||||
|
.MACRO ASLW
|
||||||
|
ASL :1
|
||||||
|
ROL :1+1
|
||||||
|
.ENDM
|
||||||
|
;-------------------------------------
|
||||||
|
.MACRO RORW
|
||||||
|
ROR :1+1
|
||||||
|
ROR :1
|
||||||
|
.ENDM
|
||||||
|
;-------------------------------------
|
||||||
|
.MACRO LSRW
|
||||||
|
LSR :1+1
|
||||||
|
ROR :1
|
||||||
|
.ENDM
|
||||||
|
|
||||||
|
;-------------------------------------
|
||||||
|
.MACRO VMAIN
|
||||||
|
; VMAIN #WORD,interrupt.vector
|
||||||
|
; interrupt.vector:
|
||||||
|
; 0 - VIMIRQ
|
||||||
|
; 1 - TIMCNT1
|
||||||
|
; 2 - TIMCNT2
|
||||||
|
; 3 - TIMCNT3
|
||||||
|
; 4 - TIMCNT4
|
||||||
|
; 5 - TIMCNT5
|
||||||
|
; 6 - VVBLKI
|
||||||
|
; 7 - VVBLKD
|
||||||
|
; 8 - TIMVEC1
|
||||||
|
; 9 - TIMVEC2
|
||||||
|
; Initialises Vertical Blank Interrupts
|
||||||
|
; (works only with system interrupts ON)
|
||||||
|
;----------
|
||||||
|
; on 5200 it sets up deferred VBL ONLY for now
|
||||||
|
sei
|
||||||
|
lda #$00 ;Disable all interruptes
|
||||||
|
sta nmien
|
||||||
|
sta irqen
|
||||||
|
|
||||||
|
@ lda vcount
|
||||||
|
bne @-
|
||||||
|
mwa #:1 VVBLKD
|
||||||
|
mva #$40 nmien
|
||||||
|
;Enable IRQ interrupts
|
||||||
|
sta pokmsk
|
||||||
|
sta irqen
|
||||||
|
cli
|
||||||
|
|
||||||
|
.ENDM
|
||||||
|
;-------------------------------------
|
||||||
|
.MACRO VDLI
|
||||||
|
; VDLI #WORD
|
||||||
|
; Initialises Display List Interrupts
|
||||||
|
mwa #:1 VDSLST
|
||||||
|
mva #$C0 NMIEN
|
||||||
|
.ENDM
|
||||||
|
;-------------------------------------
|
||||||
|
.MACRO halt
|
||||||
|
?stop
|
||||||
|
lda RANDOM
|
||||||
|
and #$05
|
||||||
|
sta COLBAK
|
||||||
|
jmp ?stop
|
||||||
|
.ENDM
|
||||||
|
;-------------------------------------
|
||||||
|
.MACRO KEY
|
||||||
|
; KEY
|
||||||
|
; waits for releasing and pressing "any key"
|
||||||
|
|
||||||
|
.ENDM
|
||||||
|
;-------------------------------------
|
||||||
|
.MACRO WAIT
|
||||||
|
; WAIT
|
||||||
|
; waits one frame (1/50 s(PAL) or 1/60s(NTSC))
|
||||||
|
?zero LDA VCOUNT
|
||||||
|
cmp #$05
|
||||||
|
bcc ?zero
|
||||||
|
cmp #$70
|
||||||
|
bcc ?WA
|
||||||
|
sbc #10 ; last lines correction
|
||||||
|
?WA cmp VCOUNT
|
||||||
|
beq ?WA
|
||||||
|
bcc ?WA
|
||||||
|
?WFRAME cmp VCOUNT
|
||||||
|
beq ?nowait
|
||||||
|
bcs ?WFRAME
|
||||||
|
?nowait
|
||||||
|
.ENDM
|
||||||
|
;-------------------------------------
|
||||||
|
.macro negw
|
||||||
|
; negate the given word (0-a)
|
||||||
|
;-------------------------------------
|
||||||
|
sec
|
||||||
|
lda #$00
|
||||||
|
sbc :1
|
||||||
|
sta :1
|
||||||
|
lda #$00
|
||||||
|
sbc :1+1
|
||||||
|
sta :1+1
|
||||||
|
.endm
|
||||||
|
;-------------------------------------
|
||||||
|
.macro randomize
|
||||||
|
;usage: randomize floor ceiling
|
||||||
|
;returns (in A) a random .byte between "floor" and "ceiling"
|
||||||
|
.if :2 < :1
|
||||||
|
.error "floor higher than ceiling"
|
||||||
|
.endif
|
||||||
|
?rand
|
||||||
|
lda random
|
||||||
|
cmp #:1 ;floor
|
||||||
|
bcc ?rand
|
||||||
|
cmp #:2+1 ;ceiling
|
||||||
|
bcs ?rand
|
||||||
|
.endm
|
||||||
|
;-------------------------------------
|
||||||
|
.macro phx
|
||||||
|
txa
|
||||||
|
pha
|
||||||
|
.endm
|
||||||
|
;-------------------------------------
|
||||||
|
.macro phy
|
||||||
|
tya
|
||||||
|
pha
|
||||||
|
.endm
|
||||||
|
;-------------------------------------
|
||||||
|
.macro plx
|
||||||
|
pla
|
||||||
|
tax
|
||||||
|
.endm
|
||||||
|
;-------------------------------------
|
||||||
|
.macro ply
|
||||||
|
pla
|
||||||
|
tay
|
||||||
|
.endm
|
||||||
|
;-------------------------------------
|
||||||
|
.macro pause
|
||||||
|
;waits :1 number (byte) of frames
|
||||||
|
ldx #:1
|
||||||
|
?PAUSELOOP
|
||||||
|
wait
|
||||||
|
dex
|
||||||
|
bne ?PAUSELOOP
|
||||||
|
.ENDM
|
||||||
|
|
||||||
+272
@@ -0,0 +1,272 @@
|
|||||||
|
;****************************************************************************
|
||||||
|
;* ATARI 5200 CONSOLE *
|
||||||
|
;* SYSTEM EQUATES *
|
||||||
|
;****************************************************************************
|
||||||
|
; based on https://web.archive.org/web/20200831200348/http://www.atarimuseum.com/videogames/consoles/5200/conv_to_5200.html
|
||||||
|
;
|
||||||
|
; OS VARIABLES FOR 5200
|
||||||
|
;
|
||||||
|
; PAGE 0
|
||||||
|
POKMSK = $00 ;pokmsk at $00 on Atari 5200 instead of $10 on Atari XL
|
||||||
|
RTCLOK = $01 ;Actually $01/$02
|
||||||
|
CRITIC = $03
|
||||||
|
ATRACT = $04 ;attact at $04 on Atari 5200 instead of $4D on Atari XL
|
||||||
|
DLPTRS = $05 ;DLPTRS at $05/$06 on Atari 5200 instead of $230 on Atari XL
|
||||||
|
DMACTLS = $07 ;DMACTLS at $07 on Atari 5200 instead of $22f on Atari XL
|
||||||
|
SSKCTL = skctl ;There is no shadow on Atari 5200
|
||||||
|
PCOLR0 EQU $08 ;P0 COLOR
|
||||||
|
PCOLR1 EQU $09 ;P1 COLOR
|
||||||
|
PCOLR2 EQU $0a ;P2 COLOR
|
||||||
|
PCOLR3 EQU $0b ;P3 COLOR
|
||||||
|
COLOR0 EQU $0c ;COLOR 0
|
||||||
|
COLOR1 EQU $0d
|
||||||
|
COLOR2 EQU $0e
|
||||||
|
COLOR3 EQU $0f
|
||||||
|
COLOR4 EQU $10
|
||||||
|
COLBAKS EQU COLOR4
|
||||||
|
PADDL0 EQU $11
|
||||||
|
PADDL1 EQU $12
|
||||||
|
PADDL2 EQU $13
|
||||||
|
PADDL3 EQU $14
|
||||||
|
PADDL4 EQU $15
|
||||||
|
PADDL5 EQU $16
|
||||||
|
PADDL6 EQU $17
|
||||||
|
PADDL7 EQU $18
|
||||||
|
STICK0 = $19 ;There is no stick0 but we will make the analog stick look like a digital one and store it here
|
||||||
|
STRIG0 = $1a ;There is no strig0 but we will make this the shadow of the TRIG0 ($c010) of GTIA
|
||||||
|
chbas = $1b ;There is no CHBAS but we will make this the shadow of the CHBASE
|
||||||
|
CONSOL = $1c ;There are no console keys on Atari 5200, so we replace console h/w reads with a new shadow based on the keypad keys
|
||||||
|
consol_reset = $07;The constant value representing that no consol key is pressed
|
||||||
|
kbcode = $1d ;There is no keyboard on the Atari 5200, so replace kbcode h/w reads with a byte variable read based on the keypad keys
|
||||||
|
|
||||||
|
; PAGE 2
|
||||||
|
VIMIRQ EQU $0200 ;IMMED IRQ VECTOR
|
||||||
|
VVBLKI EQU $0202 ;IMM VBLK NMI VECTOR
|
||||||
|
VVBLKD EQU $0204 ;DEF VBLK NMI VECTOR
|
||||||
|
VDSLST EQU $0206 ;DSP LIST NMI VECTOR
|
||||||
|
VKEYBD EQU $0208 ;POKEY KB IRQ VECTOR
|
||||||
|
VKEYCNT EQU $020A ;Keypad routine continuation vector
|
||||||
|
BRKKY EQU $023C ;BREAK KEY VECTOR
|
||||||
|
VBREAK EQU $020E ;BRK INST IRQ VECTOR
|
||||||
|
VSERIN EQU $0210 ;POKEY INPUT RDY IRQ
|
||||||
|
VSEROR EQU $0212 ;POKEY OUTPUT RDY
|
||||||
|
VSEROC EQU $0214 ;POKEY OUTPUT DONE
|
||||||
|
VTIMR1 EQU $0216 ;POKEY TIMER 1 IRQ
|
||||||
|
VTIMR2 EQU $0218 ;POKEY TIMER 2 IRQ
|
||||||
|
VTIMR4 EQU $021A ;POKEY TIMER 4 IRQ
|
||||||
|
|
||||||
|
|
||||||
|
ROM_SETTINGS = $bfe8 ; game ROM info start (24 bytes total, 20b title, 2b year, 2b start vector)
|
||||||
|
|
||||||
|
; HARDWARE REGISTERS
|
||||||
|
|
||||||
|
; ---------------------------------------------------------------------------
|
||||||
|
POKEY EQU $EB00
|
||||||
|
; ---------------------------------------------------------------------------
|
||||||
|
;
|
||||||
|
; READ
|
||||||
|
;
|
||||||
|
POT0 EQU POKEY+$00
|
||||||
|
POT1 EQU POKEY+$01
|
||||||
|
POT2 EQU POKEY+$02
|
||||||
|
POT3 EQU POKEY+$03
|
||||||
|
POT4 EQU POKEY+$04
|
||||||
|
POT5 EQU POKEY+$05
|
||||||
|
POT6 EQU POKEY+$06
|
||||||
|
POT7 EQU POKEY+$07
|
||||||
|
ALLPOT EQU POKEY+$08
|
||||||
|
KBCODE_5200 EQU POKEY+$09
|
||||||
|
RANDOM EQU POKEY+$0a
|
||||||
|
POTGO EQU POKEY+$0b
|
||||||
|
SERIN EQU POKEY+$0d
|
||||||
|
IRQST EQU POKEY+$0e
|
||||||
|
SKSTAT EQU POKEY+$0f
|
||||||
|
;
|
||||||
|
; WRITE
|
||||||
|
;
|
||||||
|
AUDF1 EQU POKEY+$00
|
||||||
|
AUDC1 EQU POKEY+$01
|
||||||
|
AUDF2 EQU POKEY+$02
|
||||||
|
AUDC2 EQU POKEY+$03
|
||||||
|
AUDF3 EQU POKEY+$04
|
||||||
|
AUDC3 EQU POKEY+$05
|
||||||
|
AUDF4 EQU POKEY+$06
|
||||||
|
AUDC4 EQU POKEY+$07
|
||||||
|
AUDCTL EQU POKEY+$08
|
||||||
|
STIMER EQU POKEY+$09
|
||||||
|
SKRES EQU POKEY+$0a
|
||||||
|
SEROUT EQU POKEY+$0d
|
||||||
|
IRQEN EQU POKEY+$0e
|
||||||
|
SKCTL EQU POKEY+$0f
|
||||||
|
;
|
||||||
|
;
|
||||||
|
;
|
||||||
|
; ---------------------------------------------------------------------------
|
||||||
|
GTIA EQU $C000
|
||||||
|
; ---------------------------------------------------------------------------
|
||||||
|
;
|
||||||
|
; WRITE
|
||||||
|
;
|
||||||
|
HPOSP0 EQU GTIA+$00
|
||||||
|
HPOSP1 EQU GTIA+$01
|
||||||
|
HPOSP2 EQU GTIA+$02
|
||||||
|
HPOSP3 EQU GTIA+$03
|
||||||
|
HPOSM0 EQU GTIA+$04
|
||||||
|
HPOSM1 EQU GTIA+$05
|
||||||
|
HPOSM2 EQU GTIA+$06
|
||||||
|
HPOSM3 EQU GTIA+$07
|
||||||
|
SIZEP0 EQU GTIA+$08
|
||||||
|
SIZEP1 EQU GTIA+$09
|
||||||
|
SIZEP2 EQU GTIA+$0a
|
||||||
|
SIZEP3 EQU GTIA+$0b
|
||||||
|
SIZEM EQU GTIA+$0c
|
||||||
|
GRAFP0 EQU GTIA+$0d
|
||||||
|
GRAFP1 EQU GTIA+$0e
|
||||||
|
GRAFP2 EQU GTIA+$0f
|
||||||
|
GRAFP3 EQU GTIA+$10
|
||||||
|
GRAFM EQU GTIA+$11
|
||||||
|
COLPM0 EQU GTIA+$12
|
||||||
|
COLPM1 EQU GTIA+$13
|
||||||
|
COLPM2 EQU GTIA+$14
|
||||||
|
COLPM3 EQU GTIA+$15
|
||||||
|
COLPF0 EQU GTIA+$16
|
||||||
|
COLPF1 EQU GTIA+$17
|
||||||
|
COLPF2 EQU GTIA+$18
|
||||||
|
COLPF3 EQU GTIA+$19
|
||||||
|
COLBAK EQU GTIA+$1a
|
||||||
|
PRIOR EQU GTIA+$1b
|
||||||
|
GPRIOR = PRIOR ; no PRIOR shadow (GPRIOR)
|
||||||
|
VDELAY EQU GTIA+$1c
|
||||||
|
GRACTL EQU GTIA+$1d
|
||||||
|
HITCLR EQU GTIA+$1e
|
||||||
|
CONSOL5200 EQU GTIA+$1f ; no CONSOL in 5200
|
||||||
|
;
|
||||||
|
; READ
|
||||||
|
;
|
||||||
|
M0PF EQU GTIA+$00
|
||||||
|
M1PF EQU GTIA+$01
|
||||||
|
M2PF EQU GTIA+$02
|
||||||
|
M3PF EQU GTIA+$03
|
||||||
|
P0PF EQU GTIA+$04
|
||||||
|
P1PF EQU GTIA+$05
|
||||||
|
P2PF EQU GTIA+$06
|
||||||
|
P3PF EQU GTIA+$07
|
||||||
|
M0PL EQU GTIA+$08
|
||||||
|
M1PL EQU GTIA+$09
|
||||||
|
M2PL EQU GTIA+$0a
|
||||||
|
M3PL EQU GTIA+$0b
|
||||||
|
P0PL EQU GTIA+$0c
|
||||||
|
P1PL EQU GTIA+$0d
|
||||||
|
P2PL EQU GTIA+$0e
|
||||||
|
P3PL EQU GTIA+$0f
|
||||||
|
TRIG0 EQU GTIA+$10
|
||||||
|
TRIG1 EQU GTIA+$11
|
||||||
|
TRIG2 EQU GTIA+$12
|
||||||
|
TRIG3 EQU GTIA+$13
|
||||||
|
PAL EQU GTIA+$14
|
||||||
|
;
|
||||||
|
;
|
||||||
|
; ---------------------------------------------------------------------------
|
||||||
|
ANTIC EQU $D400
|
||||||
|
; ---------------------------------------------------------------------------
|
||||||
|
;
|
||||||
|
DMACTL EQU ANTIC+$00
|
||||||
|
CHACTL EQU ANTIC+$01
|
||||||
|
DLPTR EQU ANTIC+$02
|
||||||
|
;DLISTH EQU ANTIC+$03
|
||||||
|
HSCROL EQU ANTIC+$04
|
||||||
|
VSCROL EQU ANTIC+$05
|
||||||
|
PMBASE EQU ANTIC+$07
|
||||||
|
CHBASE EQU ANTIC+$09
|
||||||
|
WSYNC EQU ANTIC+$0a
|
||||||
|
VCOUNT EQU ANTIC+$0b
|
||||||
|
PENH EQU ANTIC+$0c
|
||||||
|
PENV EQU ANTIC+$0d
|
||||||
|
NMIEN EQU ANTIC+$0e
|
||||||
|
NMIRES EQU ANTIC+$0f
|
||||||
|
NMIST EQU ANTIC+$0f
|
||||||
|
;
|
||||||
|
; ---------------------------------------------------------------------------
|
||||||
|
; Atari ANTIC chip display list equates
|
||||||
|
; ---------------------------------------------------------------------------
|
||||||
|
;
|
||||||
|
JUMP EQU $01 ; display list jump instruction (3 byte)
|
||||||
|
JVB EQU $41 ; display list jump and wait for vblank instruction (3)
|
||||||
|
;
|
||||||
|
SCH EQU $10 ; display list horizontal scrolling
|
||||||
|
SCV EQU $20 ; display list vertical scrolling
|
||||||
|
LMS EQU $40 ; display list load memory scan instruction (3 byte)
|
||||||
|
DLII EQU $80 ; display list interrupt instruction
|
||||||
|
;
|
||||||
|
SKIP1 EQU $00 ; display list skip 1 scan line instruction
|
||||||
|
SKIP2 EQU $10 ; display list skip 2 scan lines instruction
|
||||||
|
SKIP3 EQU $20 ; display list skip 3 scan lines instruction
|
||||||
|
SKIP4 EQU $30 ; display list skip 4 scan lines instruction
|
||||||
|
SKIP5 EQU $40 ; display list skip 5 scan lines instruction
|
||||||
|
SKIP6 EQU $50 ; display list skip 6 scan lines instruction
|
||||||
|
SKIP7 EQU $60 ; display list skip 7 scan lines instruction
|
||||||
|
SKIP8 EQU $70 ; display list skip 8 scan lines instruction
|
||||||
|
;
|
||||||
|
MODE2 EQU $02 ; display list mode 2
|
||||||
|
MODE4 EQU $04 ; display list mode 4
|
||||||
|
MODE8 EQU $08 ; display list mode 8
|
||||||
|
MODEE EQU $0E ; display list mode E
|
||||||
|
MODEF EQU $0F ; display list mode F
|
||||||
|
; ---------------------------------------------------------------------------
|
||||||
|
; ENUMS
|
||||||
|
; ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
.enum @dmactl
|
||||||
|
blank = %00
|
||||||
|
narrow = %01
|
||||||
|
standard= %10
|
||||||
|
wide = %11
|
||||||
|
missiles= %100
|
||||||
|
players = %1000
|
||||||
|
lineX1 = %10000
|
||||||
|
lineX2 = %00000
|
||||||
|
dma = %100000
|
||||||
|
.ende
|
||||||
|
|
||||||
|
scr48 = @dmactl(wide|dma|players|missiles|lineX1)
|
||||||
|
scr40 = @dmactl(standard|dma|players|missiles|lineX1)
|
||||||
|
scr32 = @dmactl(narrow|dma|players|missiles|lineX1)
|
||||||
|
|
||||||
|
.enum @pmcntl
|
||||||
|
missiles= %1
|
||||||
|
players = %10
|
||||||
|
trigs = %100
|
||||||
|
.ende
|
||||||
|
|
||||||
|
.enum @gtictl
|
||||||
|
prior0 = %0
|
||||||
|
prior1 = %1
|
||||||
|
prior2 = %10
|
||||||
|
prior4 = %100
|
||||||
|
prior8 = %1000
|
||||||
|
ply5 = %10000 ; Fifth Player Enable
|
||||||
|
mlc = %100000 ; Multiple Color Player Enable
|
||||||
|
mode9 = %01000000
|
||||||
|
mode10 = %10000000
|
||||||
|
mode11 = %11000000
|
||||||
|
.ende
|
||||||
|
/*
|
||||||
|
; commented out to be replaced by the application specific A800 --> 5200 keypad translation
|
||||||
|
.enum @kbcode
|
||||||
|
_0
|
||||||
|
_1
|
||||||
|
_2
|
||||||
|
_3
|
||||||
|
_4
|
||||||
|
_5
|
||||||
|
_6
|
||||||
|
_7
|
||||||
|
_8
|
||||||
|
_9
|
||||||
|
_asterisk = $0a
|
||||||
|
_hash = $0b
|
||||||
|
_start = $0c
|
||||||
|
_pause = $0d
|
||||||
|
_reset = $0e
|
||||||
|
.ende
|
||||||
|
*/
|
||||||
@@ -0,0 +1,722 @@
|
|||||||
|
;****************************************************************************
|
||||||
|
;* ATARI PERSONAL COMPUTER *
|
||||||
|
;* SYSTEM EQUATES *
|
||||||
|
;****************************************************************************
|
||||||
|
;
|
||||||
|
; OPERATING SYSTEM EQUATE FILE
|
||||||
|
;
|
||||||
|
; MODULE ORIGIN TABLE
|
||||||
|
;
|
||||||
|
; VECTOR TABLE
|
||||||
|
;
|
||||||
|
; HANDLER ENTRY POINTS ARE CALL-
|
||||||
|
; ED OUT IN THE FOLLOWING VECTOR
|
||||||
|
; TABLE. THESE ARE THE ADDRESSES
|
||||||
|
; MINUS ONE.
|
||||||
|
;
|
||||||
|
; EXAMPLE FOR EDITOR
|
||||||
|
;
|
||||||
|
; E400 OPEN
|
||||||
|
; 2 CLOSE
|
||||||
|
; 4 GET
|
||||||
|
; 6 PUT
|
||||||
|
; 8 STATUS
|
||||||
|
; A SPECIAL
|
||||||
|
; C JUMP TO POWER ON INIT
|
||||||
|
; F NOT USED
|
||||||
|
;
|
||||||
|
EDITRV EQU $E400 ;EDITOR
|
||||||
|
SCRENV EQU $E410 ;TV SCREEN
|
||||||
|
KEYBDV EQU $E420 ;KEYBOARD
|
||||||
|
PRINTV EQU $E430 ;PRINTER
|
||||||
|
CASETV EQU $E440 ;CASSETTE
|
||||||
|
;
|
||||||
|
; JUMP VECTOR TABLE
|
||||||
|
;
|
||||||
|
; THE FOLLOWING IS A TABLE OF
|
||||||
|
; JUMP INSTRUCTIONS TO VARIOUS
|
||||||
|
; ENTRY POINTS IN THE OPERATING
|
||||||
|
; SYSTEM
|
||||||
|
;
|
||||||
|
DISKIV EQU $E450 ;DISK INITIALIZATION
|
||||||
|
DSKINV EQU $E453 ;DISK INTERFACE
|
||||||
|
CIOV EQU $E456 ;CENTRAL I/O ROUTINE
|
||||||
|
SIOV EQU $E459 ;SERIAL I/O ROUTINE
|
||||||
|
SETVBV EQU $E45C ;SET SYSTEM TIMERS
|
||||||
|
SYSVBV EQU $E45F ;VBLANK CALCULATIONS
|
||||||
|
XITVBV EQU $E462 ;EXIT VBLANK
|
||||||
|
SIOINV EQU $E465 ;SIO INITIALIZATION
|
||||||
|
SENDEV EQU $E468 ;SEND ENABLE ROUTINE
|
||||||
|
INTINV EQU $E46B ;INTRPT HANDLER INIT
|
||||||
|
CIOINV EQU $E46E ;CIO INITIALIZATION
|
||||||
|
BLKBDV EQU $E471 ;BLACKBOARD MODE
|
||||||
|
WARMSV EQU $E474 ;WARM START VECTOR
|
||||||
|
COLDSV EQU $E477 ;COLD START VECTOR
|
||||||
|
RBLOKV EQU $E47A ;CASSETTE READ BLOCK
|
||||||
|
CSOPIV EQU $E47D ;CASSETTE INPUT OPEN
|
||||||
|
;
|
||||||
|
; VECTORS ADDED FOR 800XL
|
||||||
|
;
|
||||||
|
PUPDIV EQU $E480 ;POWER UP DISPLAY
|
||||||
|
SLFTSV EQU $E483 ;SELF TEST PROGRAM
|
||||||
|
PHENTV EQU $E486 ;UPLOADED HANDLER ENTER
|
||||||
|
PHULNV EQU $E489 ;UPLOADED HANDLER UNLINK
|
||||||
|
PHINIV EQU $E48C ;UPLOADED HANDLER INIT
|
||||||
|
;
|
||||||
|
; OPERATING SYSTEM EQUATES
|
||||||
|
;
|
||||||
|
; COMMAND CODES FOR IOCBS
|
||||||
|
;
|
||||||
|
OPEN EQU $03 ;OPEN FOR I/O
|
||||||
|
GETREC EQU $05 ;GET RECORD (TEXT)
|
||||||
|
GETCHR EQU $07 ;GET CHARACTER(S)
|
||||||
|
PUTREC EQU $09 ;PUT RECORD (TEXT)
|
||||||
|
PUTCHR EQU $0B ;PUT CHARACTER(S)
|
||||||
|
CLOSE EQU $0C ;CLOSE DEVICE
|
||||||
|
STATIS EQU $0D ;STATUS REQUEST
|
||||||
|
SPECIL EQU $0E ;SPECIAL ENTRY COMMAND
|
||||||
|
;
|
||||||
|
; SPECIAL ENTRY COMMANDS
|
||||||
|
;
|
||||||
|
DRAWLN EQU $11 ;DRAW LINE
|
||||||
|
FILLIN EQU $12 ;FILL
|
||||||
|
RENAME EQU $20 ;RENAME DISK FILE
|
||||||
|
DELETE EQU $21 ;DELETE DISK FILE
|
||||||
|
FORMAT EQU $22 ;FORMAT DISK
|
||||||
|
LOCKFL EQU $23 ;LOCK FILE
|
||||||
|
UNLOCK EQU $24 ;UNLOCK FILE
|
||||||
|
POINT EQU $25 ;POINT SECTOR
|
||||||
|
NOTE EQU $26 ;NOTE SECTOR
|
||||||
|
IOCFRE EQU $FF ;IOCB "FREE"
|
||||||
|
;
|
||||||
|
; AUX1 EQUATES
|
||||||
|
; () INDICATES WHICH DEVICES
|
||||||
|
;
|
||||||
|
APPEND EQU $01 ;WR APPEND(D)-SCN RD(E)
|
||||||
|
DIRECT EQU $02 ;OPEN DIRECTORY(D)
|
||||||
|
OPNIN EQU $04 ;OPEN FOR INPUT(ALL)
|
||||||
|
OPNOT EQU $08 ;OPEN FOR OUTPUT(ALL)
|
||||||
|
OPNINO EQU $0C ;OPEN INPUT&OUTPUT(ALL)
|
||||||
|
MXDMOD EQU $10 ;OPEN MIXED MODE(E,S)
|
||||||
|
INSCLR EQU $20 ;OPEN W/O CLEAR(E,S)
|
||||||
|
;
|
||||||
|
; DEVICE NAMES
|
||||||
|
;
|
||||||
|
SCREDT EQU 'E' ;SCREEN EDITOR (R/W)
|
||||||
|
KBD EQU 'K' ;KEYBOARD (R ONLY)
|
||||||
|
DISPLY EQU 'S' ;SCREEN DISPLAY (R/W)
|
||||||
|
PRINTR EQU 'P' ;PRINTER (W ONLY)
|
||||||
|
CASSET EQU 'C' ;CASSETTE (R/W)
|
||||||
|
RS232 EQU 'R' ;MODEM (R/W)
|
||||||
|
DISK EQU 'D' ;DISK (R/W)
|
||||||
|
;
|
||||||
|
;
|
||||||
|
;
|
||||||
|
; OPERATING SYSTEM STATUS CODES
|
||||||
|
;
|
||||||
|
SUCCES EQU $01 ;SUCCESSFUL OPERATION
|
||||||
|
BRKABT EQU $80 ;BREAK KEY ABORT
|
||||||
|
PRVOPN EQU $81 ;IOCB ALREADY OPEN
|
||||||
|
NONDEV EQU $82 ;NON-EXISTANT DEVICE
|
||||||
|
WRONLY EQU $83 ;IOCB OPEN FOR W ONLY
|
||||||
|
NVALID EQU $84 ;INVALID COMMAND
|
||||||
|
NOTOPN EQU $85 ;DEVICE/FILE NOT OPEN
|
||||||
|
BADIOC EQU $86 ;INVALID IOCB #
|
||||||
|
RDONLY EQU $87 ;IOCB OPEN FOR R ONLY
|
||||||
|
EOFERR EQU $88 ;END OF FILE
|
||||||
|
TRNRCD EQU $89 ;TRUNCATED RECORD
|
||||||
|
TIMOUT EQU $8A ;PERIPHERAL TIMEOUT
|
||||||
|
DNACK EQU $8B ;DEVICE NO ACKNOWLEDGE
|
||||||
|
FRMERR EQU $8C ;SERIAL BUS FRAME ERR
|
||||||
|
CRSROR EQU $8D ;CURSOR OVERRANGE
|
||||||
|
OVRRUN EQU $8E ;SERIAL DATA OVERRUN
|
||||||
|
CHKERR EQU $8F ;SERIAL CHECKSUM ERR
|
||||||
|
DERRER EQU $90 ;PERIPHRAL DEVICE ERR
|
||||||
|
BADMOD EQU $91 ;BAD SCREEN MODE #
|
||||||
|
FNCNOT EQU $92 ;NONEXISTANT FUNCTION
|
||||||
|
SCRMEM EQU $93 ;SCREEN MEM TOO SMALL
|
||||||
|
;
|
||||||
|
; PAGE ZERO RAM ASSIGNMENTS
|
||||||
|
;
|
||||||
|
LNFLG EQU $00 ;LINBUG RAM
|
||||||
|
NGFLAG EQU $01 ;POWER-UP SELF-TEST FLAG
|
||||||
|
;
|
||||||
|
; THESE LOCATIONS NOT CLEARED
|
||||||
|
;
|
||||||
|
CASINI EQU $02 ;CASSETTE INIT LOC
|
||||||
|
RAMLO EQU $04 ;RAM POINTER MEM TST
|
||||||
|
TRAMSZ EQU $06 ;TEMP REG RAM SIZE
|
||||||
|
TSTDAT EQU $07 ;RAM TEST DATA REG
|
||||||
|
;
|
||||||
|
;CLEARED ON COLDSTART ONLY
|
||||||
|
;
|
||||||
|
WARMST EQU $08 ;WARM START FLAG
|
||||||
|
BOOTQ EQU $09 ;SUCCESSFUL BOOT FLG
|
||||||
|
DOSVEC EQU $0A ;DOS START VECTOR
|
||||||
|
DOSINI EQU $0C ;DOS INIT ADDRESS
|
||||||
|
APPMHI EQU $0E ;APPL MEM HI LIMIT
|
||||||
|
;
|
||||||
|
;CLEARED ON COLD OR WARM START
|
||||||
|
;
|
||||||
|
POKMSK EQU $10 ;MASK POKEY IRQ
|
||||||
|
BRKKEY EQU $11 ;BREAK KEY FLAG
|
||||||
|
RTCLOK EQU $12 ;REAL TIME CLOCK
|
||||||
|
BUFADR EQU $15 ;INDIRECT BUFF ADDR
|
||||||
|
ICCOMT EQU $17 ;COMMAND FOR VECTOR
|
||||||
|
DSKFMS EQU $18 ;FMS POINTER
|
||||||
|
DSKUTL EQU $1A ;DISK UTILITIES PTR
|
||||||
|
ABUFPT EQU $1C ;RESERVED
|
||||||
|
ICHIDZ EQU $20 ;HANDLER INDEX #
|
||||||
|
ICDNOZ EQU $21 ;DEVICE NUMBER
|
||||||
|
ICCOMZ EQU $22 ;COMMAND CODE
|
||||||
|
ICSTAZ EQU $23 ;STATUS RETURN
|
||||||
|
ICBALZ EQU $24 ;BUFFER ADDRESS
|
||||||
|
ICBAHZ EQU $25
|
||||||
|
ICPTLZ EQU $26 ;PUT BYTE ROUTINE-1
|
||||||
|
ICPTHZ EQU $27
|
||||||
|
ICBLLZ EQU $28 ;BUFFER LENGTH
|
||||||
|
ICBLHZ EQU $29
|
||||||
|
ICAX1Z EQU $2A ;AUXILIARY BYTES
|
||||||
|
ICAX2Z EQU $2B
|
||||||
|
ICSPRZ EQU $2C ;SPARE BYTES
|
||||||
|
ICIDNO EQU $2E ;IOCB # X 16
|
||||||
|
CIOCHR EQU $2F ;CIO CHARACTER BYTE
|
||||||
|
STATUS EQU $30 ;INTERNAL STATUS
|
||||||
|
CHKSUM EQU $31 ;CHECKSUM
|
||||||
|
BUFRLO EQU $32 ;DATA BUFFER LO BYTE
|
||||||
|
BUFRHI EQU $33 ;DATA BUFFER HI BYTE
|
||||||
|
BFENLO EQU $34 ;NEXT BYTE PAST DATA
|
||||||
|
BFENHI EQU $35 ;BUFFER (HI & LO)
|
||||||
|
LTEMP EQU $36 ;LOADER TEMP
|
||||||
|
BUFRFL EQU $38 ;DATA BUFFR FULL FLG
|
||||||
|
RECVDN EQU $39 ;RECIEVE DONE FLAG
|
||||||
|
XMTDON EQU $3A ;XMIT DONE FLAG
|
||||||
|
CHKSNT EQU $3B ;CHECKSUM SENT FLAG
|
||||||
|
NOCKSM EQU $3C ;NO CHKSUM SENT FLAG
|
||||||
|
;BPTR EQU $3D ;CASSETTE DATA INDEX
|
||||||
|
FTYPE EQU $3E ;INTERRECORD GAP TYPE
|
||||||
|
FEOF EQU $3F ;END OF FILE FLAG
|
||||||
|
FREQ EQU $40 ;BEEP COUNT
|
||||||
|
SOUNDR EQU $41 ;NOISY I/O FLAG
|
||||||
|
CRITIC EQU $42 ;CRITICAL MODE
|
||||||
|
FMSZPG EQU $43 ;FMS ZERO PAGE
|
||||||
|
ZCHAIN EQU $4A ;HANDLER LOADER TEMP
|
||||||
|
DSTAT EQU $4C ;DISPLAY STATUS
|
||||||
|
ATRACT EQU $4D ;ATTRACT FLAG
|
||||||
|
DRKMSK EQU $4E ;DARK ATTRACT MASK
|
||||||
|
COLRSH EQU $4F ;COLOR SHIFTER
|
||||||
|
TMPCHR EQU $50 ;TEMP STORAGE
|
||||||
|
HOLD1 EQU $51 ;TEMP STORAGE
|
||||||
|
LMARGN EQU $52 ;LEFT MARGIN (1)
|
||||||
|
RMARGN EQU $53 ;RIGHT MARGIN (38)
|
||||||
|
ROWCRS EQU $54 ;CURSOR COUNTERS
|
||||||
|
COLCRS EQU $55
|
||||||
|
DINDEX EQU $57 ;DISPLAY MODE #
|
||||||
|
SAVMSC EQU $58 ;SCREEN MEM ADDR
|
||||||
|
OLDROW EQU $5A ;DRAW START POSIT
|
||||||
|
OLDCOL EQU $5B
|
||||||
|
OLDCHR EQU $5D ;DATA UNDER CURSOR
|
||||||
|
OLDADR EQU $5E ;CURSOR MEM ADDR
|
||||||
|
FKDEF EQU $60 ;FUNC KEY DEFEAT POINTER
|
||||||
|
PALNTS EQU $62 ;PAL/NTSC FLAG
|
||||||
|
LOGCOL EQU $63 ;COL IN LOGICAL LINE
|
||||||
|
ADRESS EQU $64 ;TEMP STORAGE
|
||||||
|
MLTEMP EQU $66 ;TEMP STORAGE
|
||||||
|
SAVADR EQU $68 ;TEMP STORAGE
|
||||||
|
RAMTOP EQU $6A ;AVAILABLE RAM PAGES
|
||||||
|
BUFCNT EQU $6B ;BUFFER COUNT
|
||||||
|
BUFSTR EQU $6C ;EDITOR GETCH POINTR
|
||||||
|
BITMSK EQU $6E ;BIT MASK
|
||||||
|
SHFAMT EQU $6F ;PIXEL JUSTIFICATION
|
||||||
|
ROWAC EQU $70 ;ROW ACCUMULATOR
|
||||||
|
COLAC EQU $72 ;COLUMN ACCUMULATOR
|
||||||
|
ENDPT EQU $74 ;LINE LENGTH
|
||||||
|
DELTAR EQU $76 ;DELTA ROW
|
||||||
|
DELTAC EQU $77 ;DELTA COLUMN
|
||||||
|
KEYDEF EQU $79 ;KEY DEFEAT POINTER
|
||||||
|
SWPFLG EQU $7B ;SPLIT SCN CURS CNTL
|
||||||
|
HOLDCH EQU $7C ;KB CHAR TEMP HOLD
|
||||||
|
INSDAT EQU $7D ;TEMP STORAGE
|
||||||
|
COUNTR EQU $7E ;DRAW ITERATION CNT
|
||||||
|
;
|
||||||
|
; 80-FF ARE RESERVED FOR USER
|
||||||
|
;
|
||||||
|
; NOTE: SEE FLOATING POINT
|
||||||
|
; SUBROUTINE AREA FOR ZERO
|
||||||
|
; PAGE CELLS
|
||||||
|
;
|
||||||
|
; PAGE 1 - HARDWARE STACK
|
||||||
|
;
|
||||||
|
; PAGE TWO RAM ASSIGNMENTS
|
||||||
|
;
|
||||||
|
VDSLST EQU $0200 ;DSP LIST NMI VECTOR
|
||||||
|
VPRCED EQU $0202 ;PROCEED IRQ VECTOR
|
||||||
|
VINTER EQU $0204 ;INTERUPT IRQ VECTOR
|
||||||
|
VBREAK EQU $0206 ;BRK INST IRQ VECTOR
|
||||||
|
VKEYBD EQU $0208 ;POKEY KB IRQ VECTOR
|
||||||
|
VSERIN EQU $020A ;POKEY INPUT RDY IRQ
|
||||||
|
VSEROR EQU $020C ;POKEY OUTPUT RDY
|
||||||
|
VSEROC EQU $020E ;POKEY OUTPUT DONE
|
||||||
|
VTIMR1 EQU $0210 ;POKEY TIMER 1 IRQ
|
||||||
|
VTIMR2 EQU $0212 ;POKEY TIMER 2 IRQ
|
||||||
|
VTIMR4 EQU $0214 ;POKEY TIMER 4 IRQ
|
||||||
|
VIMIRQ EQU $0216 ;IMMED IRQ VECTOR
|
||||||
|
CDTMV1 EQU $0218 ;COUNT DOWN TIMER 1
|
||||||
|
CDTMV2 EQU $021A ;COUNT DOWN TIMER 2
|
||||||
|
CDTMV3 EQU $021C ;COUNT DOWN TIMER 3
|
||||||
|
CDTMV4 EQU $021E ;COUNT DOWN TIMER 4
|
||||||
|
CDTMV5 EQU $0220 ;COUNT DOWN TIMER 5
|
||||||
|
VVBLKI EQU $0222 ;IMM VBLK NMI VECTOR
|
||||||
|
VVBLKD EQU $0224 ;DEF VBLK NMI VECTOR
|
||||||
|
CDTMA1 EQU $0226 ;CDTMV1 JSR ADDRESS
|
||||||
|
CDTMA2 EQU $0228 ;CDTMV2 JSR ADDRESS
|
||||||
|
CDTMF3 EQU $022A ;CDTMV3 FLAG
|
||||||
|
SRTIMR EQU $022B ;SOFTWARE REPEAT TMR
|
||||||
|
CDTMF4 EQU $022C ;CDTMV4 FLAG
|
||||||
|
INTEMP EQU $022D ;IAN'S TEMP
|
||||||
|
CDTMF5 EQU $022E ;CDTMV5 FLAG
|
||||||
|
DMACTLS EQU $022F ;SAVE DMACTL REG
|
||||||
|
DLPTRS EQU $0230 ;SAVE DISP LIST LO
|
||||||
|
;SDLSTH EQU $0231 ;SAVE DISP LIST HI
|
||||||
|
SSKCTL EQU $0232 ;SKCTL REGISTER RAM
|
||||||
|
LCOUNT EQU $0233 ;LOADER TEMP
|
||||||
|
LPENH EQU $0234 ;LIGHT PEN HORIZONTAL
|
||||||
|
LPENV EQU $0235 ;LIGHT PEN VERTICAL
|
||||||
|
BRKKY EQU $0236 ;BREAK KEY VECTOR
|
||||||
|
RELADR EQU $0238 ;LOADER REL ADDR
|
||||||
|
CDEVIC EQU $023A ;COMMAND BUFFER-DEV
|
||||||
|
CCOMND EQU $023B ;COMMAND BUFFER-CMND
|
||||||
|
CAUX1 EQU $023C ;COMMAND BUFFER AUX1
|
||||||
|
CAUX2 EQU $023D ;COMMAND BUFFER AUX2
|
||||||
|
;TEMP EQU $023E ;TEMPORARY RAM CELL
|
||||||
|
ERRFLG EQU $023F ;DEVICE ERROR FLAG
|
||||||
|
DFLAGS EQU $0240 ;DISK FLAGS(SECTOR1)
|
||||||
|
DBSECT EQU $0241 ;# DISK BOOT SECTORS
|
||||||
|
BOOTAD EQU $0242 ;DISK BOOT ADDRESS
|
||||||
|
COLDST EQU $0244 ;COLDSTART FLAG 1=CS
|
||||||
|
RECLEN EQU $0245 ;LOADER LENGTH
|
||||||
|
DSKTIM EQU $0246 ;DISK TIME OUT REG
|
||||||
|
VSFLAG EQU $026C ;FINE SCROLL TEMP
|
||||||
|
KEYDIS EQU $026D ;KEY DISABLE FLAG
|
||||||
|
FINE EQU $026E ;FINE SCROLL ENABLE(A1200)
|
||||||
|
GPRIOR EQU $026F ;GLOBAL PRIORITY
|
||||||
|
PADDL0 EQU $0270 ;POT 0 RAM CELL
|
||||||
|
PADDL1 EQU $0271
|
||||||
|
PADDL2 EQU $0272
|
||||||
|
PADDL3 EQU $0273
|
||||||
|
STICK0 EQU $0278 ;JOYSTICK 0 RAM CELL
|
||||||
|
STICK1 EQU $0279
|
||||||
|
PTRIG0 EQU $027C ;PADDLE TRIGGER 0
|
||||||
|
PTRIG1 EQU $027D
|
||||||
|
PTRIG2 EQU $027E
|
||||||
|
PTRIG3 EQU $027F
|
||||||
|
STRIG0 EQU $0284 ;JOYSTICK TRIGGER 0
|
||||||
|
STRIG1 EQU $0285
|
||||||
|
HIBYTE EQU $0288 ;LOADER
|
||||||
|
WMODE EQU $0289 ;CASSETTE R/W MODE
|
||||||
|
BLIM EQU $028A ;CASSETTE RECORD SIZE
|
||||||
|
IMASK EQU $028B
|
||||||
|
JVECK EQU $028C ;JUMP VECTOR
|
||||||
|
NEWADR EQU $028E ;LOADER NEW ADDRESS
|
||||||
|
TXTROW EQU $0290 ;TEXT ROWCRS
|
||||||
|
TXTCOL EQU $0291 ;TEXT COLCRS
|
||||||
|
TINDEX EQU $0293 ;TEXT INDEX
|
||||||
|
TXTMSC EQU $0294 ;TEXT WINDOW MEM ADD
|
||||||
|
TXTOLD EQU $0296 ;TEXT OLDROW & COL
|
||||||
|
CRETRY EQU $029C ;# COMMAND RETRIES
|
||||||
|
HOLD3 EQU $029D
|
||||||
|
SUBTMP EQU $029E
|
||||||
|
HOLD2 EQU $029F
|
||||||
|
DMASK EQU $02A0 ;PIXEL LOCATION MASK
|
||||||
|
TMPLBT EQU $02A1
|
||||||
|
ESCFLG EQU $02A2 ;ESCAPE FLAG
|
||||||
|
TABMAP EQU $02A3 ;TAB STOP MAP
|
||||||
|
LOGMAP EQU $02B2 ;LINE START BIT MAP
|
||||||
|
INVFLG EQU $02B6 ;INVERSE VIDEO FLAG
|
||||||
|
FILFLG EQU $02B7 ;FILL FLAG FOR DRAW
|
||||||
|
TMPROW EQU $02B8
|
||||||
|
TMPCOL EQU $02B9
|
||||||
|
SCRFLG EQU $02BB ;SET IF SCROLLING
|
||||||
|
HOLD4 EQU $02BC ;TEMP USED BY DRAW
|
||||||
|
DRETRY EQU $02BD ;# OF DEVICE RETRIES
|
||||||
|
SHFLOK EQU $02BE ;SHIFT/CTL LOCK FLAG
|
||||||
|
BOTSCR EQU $02BF ;BOTTOM OF SCREEN
|
||||||
|
PCOLR0 EQU $02C0 ;P0 COLOR
|
||||||
|
PCOLR1 EQU $02C1 ;P1 COLOR
|
||||||
|
PCOLR2 EQU $02C2 ;P2 COLOR
|
||||||
|
PCOLR3 EQU $02C3 ;P3 COLOR
|
||||||
|
COLOR0 EQU $02C4 ;COLOR 0
|
||||||
|
COLOR1 EQU $02C5
|
||||||
|
COLOR2 EQU $02C6
|
||||||
|
COLOR3 EQU $02C7
|
||||||
|
COLOR4 EQU $02C8
|
||||||
|
COLBAKS EQU COLOR4
|
||||||
|
RUNADR EQU $02C9 ;LOADER
|
||||||
|
HIUSED EQU $02CB ;LOADER
|
||||||
|
ZHIUSE EQU $02CD ;LOADER
|
||||||
|
GBYTEA EQU $02CF ;LOADER
|
||||||
|
LOADAD EQU $02D1 ;LOADER
|
||||||
|
ZLOADA EQU $02D3 ;LOADER
|
||||||
|
DSCTLN EQU $02D5 ;DISK SECTOR LENGTH
|
||||||
|
ACMISR EQU $02D7 ;RESERVED
|
||||||
|
KRPDEL EQU $02D9 ;KEY REPEAT DELAY
|
||||||
|
KEYREP EQU $02DA ;KEY REPEAT RATE(VBLANKS)
|
||||||
|
NOCLIK EQU $02DB ;CLICK ENABLE/DISABLE
|
||||||
|
HELPFG EQU $02DC ;HELP KEY FLAG
|
||||||
|
DMASAV EQU $02DD ;DMA SAVE STATE
|
||||||
|
PBPNT EQU $02DE ;PRINT BUFFER POINTER
|
||||||
|
PBUFSZ EQU $02DF ;PRINT BUFFER SIZE
|
||||||
|
DOSRUN EQU $02E0 ;DOS RUN/INIT ADDRESSES
|
||||||
|
RAMSIZ EQU $02E4 ;RAM SIZE-HIGH BYTE
|
||||||
|
MEMTOP EQU $02E5 ;TOP OF AVAIL MEMORY
|
||||||
|
MEMLO EQU $02E7 ;BOTTOM OF AVAIL MEM
|
||||||
|
HNDLOD EQU $02E9 ;POLL FLAG (1200)
|
||||||
|
DVSTAT EQU $02EA ;STATUS BUFFER
|
||||||
|
CBAUDL EQU $02EE ;CASSETTE BAUD RATE
|
||||||
|
CBAUDH EQU $02EF
|
||||||
|
CRSINH EQU $02F0 ;CURSOR INHIBIT 0=ON
|
||||||
|
KEYDEL EQU $02F1 ;KEY DELAY
|
||||||
|
CH1 EQU $02F2 ;PRIOR KB CHAR CODE
|
||||||
|
CHACT EQU $02F3 ;CHACTL REGISTER RAM
|
||||||
|
CHBAS EQU $02F4 ;CHBAS REGISTER RAM
|
||||||
|
NEWROW EQU $02F5 ;POINT DRAW GOES TO
|
||||||
|
NEWCOL EQU $02F6
|
||||||
|
ROWINC EQU $02F8 ;ROW INCREMENT VALUE
|
||||||
|
COLINC EQU $02F9 ;COL INCREMENT VALUE
|
||||||
|
CHAR EQU $02FA ;INTERNAL CHAR CODE
|
||||||
|
ATACHR EQU $02FB ;ATASCII CHARACTER
|
||||||
|
CHKEY EQU $02FC ;KB CHAR CODE (FIFO)
|
||||||
|
FILDAT EQU $02FD ;RIGHT FILL DATA
|
||||||
|
DSPFLG EQU $02FE ;DISPLAY FLAG
|
||||||
|
SSFLAG EQU $02FF ;START/STOP FLAG
|
||||||
|
;
|
||||||
|
; PAGE THREE RAM ASSIGNMENTS
|
||||||
|
;
|
||||||
|
DDEVIC EQU $0300 ;BUS I.D. NUMBER
|
||||||
|
DUNIT EQU $0301 ;UNIT NUMBER
|
||||||
|
DCOMND EQU $0302 ;BUS COMMAND
|
||||||
|
DSTATS EQU $0303 ;COMMAND TYPE/STATUS
|
||||||
|
DBUFLO EQU $0304 ;DATA BUFFER LO BYTE
|
||||||
|
DBUFHI EQU $0305 ;DATA BUFFER HI BYTE
|
||||||
|
DTIMLO EQU $0306 ;DEVICE TIMEOUT SECS
|
||||||
|
DUNUSE EQU $0307 ;UNUSED BYTE
|
||||||
|
DBYTLO EQU $0308 ;# OF BYTES XFERRED
|
||||||
|
DBYTHI EQU $0309
|
||||||
|
DAUX1 EQU $030A ;COMMAND AUX BYTE 1
|
||||||
|
DAUX2 EQU $030B ;COMMAND AUX BYTE 2
|
||||||
|
TIMER1 EQU $030C ;INITIAL TIMER VALUE
|
||||||
|
JMPERS EQU $030E ;OPTIONS (1200)
|
||||||
|
CASFLG EQU $030F ;CASSETE MODE IF SET
|
||||||
|
TIMER2 EQU $0310 ;FINAL TIMER VALUE
|
||||||
|
;TEMP1 EQU $0312 ;TEMP STORAGE
|
||||||
|
;TEMP2 EQU $0313 ;TEMP STORAGE
|
||||||
|
PTIMOT EQU $0314 ;PRINTER TIMEOUT REG
|
||||||
|
;TEMP3 EQU $0315 ;TEMP STORAGE
|
||||||
|
SAVIO EQU $0316 ;SAVE SERIAL IN DATA
|
||||||
|
TIMFLG EQU $0317 ;TIMEOUT FLAG C BAUD
|
||||||
|
STACKP EQU $0318 ;SIO STACK PTR SAVE
|
||||||
|
TSTAT EQU $0319 ;TEMP STATUS HOLDER
|
||||||
|
HATABS EQU $031A ;HANDLER ADDR TABLE
|
||||||
|
PUPBT1 EQU $033D ;POWER/UP RESET
|
||||||
|
PUPBT2 EQU $033E
|
||||||
|
PUPBT3 EQU $033F
|
||||||
|
ICHID EQU $0340 ;HANDLER INDEX #
|
||||||
|
ICDNO EQU $0341 ;DEVICE NUMBER
|
||||||
|
ICCOM EQU $0342 ;COMMAND CODE
|
||||||
|
ICSTA EQU $0343 ;STATUS
|
||||||
|
ICBAL EQU $0344 ;BUFFER ADDR LO BYTE
|
||||||
|
ICBAH EQU $0345 ;BUFFER ADDR HI BYTE
|
||||||
|
ICPTL EQU $0346 ;PUT ROUTINE ADDR-1
|
||||||
|
ICPTH EQU $0347
|
||||||
|
ICBLL EQU $0348 ;BUFFER LENGTH LO
|
||||||
|
ICBLH EQU $0349 ;BUFFER LENGTH HI
|
||||||
|
ICAX1 EQU $034A ;AUX BYTE 1
|
||||||
|
ICAX2 EQU $034B ;AUX BYTE 2
|
||||||
|
ICSPR EQU $034C ;SPARE BYTES
|
||||||
|
PRNBUF EQU $03C0 ;PRINTER BUFFER (40 BYTES)
|
||||||
|
SUPERF EQU $03E8 ;SCREEN EDITOR
|
||||||
|
CKEY EQU $03E9 ;START KEY FLAG
|
||||||
|
CASSBT EQU $03EA ;CASSETTE BOOT FLAG
|
||||||
|
CARTCK EQU $03EB ;CARTRIDGE CHECKSUM
|
||||||
|
ACMVAR EQU $03ED ;RESERVED
|
||||||
|
MINTLK EQU $03F9 ;RESERVED
|
||||||
|
GINTLK EQU $03FA ;CART INTERLOCK
|
||||||
|
CHLINK EQU $03FB ;HANDLER CHAIN
|
||||||
|
;
|
||||||
|
; PAGE FOUR RAM ASSIGNMENTS
|
||||||
|
;
|
||||||
|
CASBUF EQU $03FD ;CASSETTE BUFFER (131 BYTES)
|
||||||
|
USAREA EQU $0480 ;USER AREA
|
||||||
|
;
|
||||||
|
; PAGE FIVE AND SIX ARE RESERVED
|
||||||
|
; FOR USER WORK SPACE
|
||||||
|
;
|
||||||
|
; COLLEEN MNEMONICS
|
||||||
|
;
|
||||||
|
; ---------------------------------------------------------------------------
|
||||||
|
POKEY EQU $D200
|
||||||
|
; ---------------------------------------------------------------------------
|
||||||
|
;
|
||||||
|
; READ
|
||||||
|
;
|
||||||
|
POT0 EQU POKEY+$00
|
||||||
|
POT1 EQU POKEY+$01
|
||||||
|
POT2 EQU POKEY+$02
|
||||||
|
POT3 EQU POKEY+$03
|
||||||
|
POT4 EQU POKEY+$04
|
||||||
|
POT5 EQU POKEY+$05
|
||||||
|
POT6 EQU POKEY+$06
|
||||||
|
POT7 EQU POKEY+$07
|
||||||
|
ALLPOT EQU POKEY+$08
|
||||||
|
KBCODE EQU POKEY+$09
|
||||||
|
RANDOM EQU POKEY+$0a
|
||||||
|
POTGO EQU POKEY+$0b
|
||||||
|
SERIN EQU POKEY+$0d
|
||||||
|
IRQST EQU POKEY+$0e
|
||||||
|
SKSTAT EQU POKEY+$0f
|
||||||
|
;
|
||||||
|
; WRITE
|
||||||
|
;
|
||||||
|
AUDF1 EQU POKEY+$00
|
||||||
|
AUDC1 EQU POKEY+$01
|
||||||
|
AUDF2 EQU POKEY+$02
|
||||||
|
AUDC2 EQU POKEY+$03
|
||||||
|
AUDF3 EQU POKEY+$04
|
||||||
|
AUDC3 EQU POKEY+$05
|
||||||
|
AUDF4 EQU POKEY+$06
|
||||||
|
AUDC4 EQU POKEY+$07
|
||||||
|
AUDCTL EQU POKEY+$08
|
||||||
|
STIMER EQU POKEY+$09
|
||||||
|
SKRES EQU POKEY+$0a
|
||||||
|
SEROUT EQU POKEY+$0d
|
||||||
|
IRQEN EQU POKEY+$0e
|
||||||
|
SKCTL EQU POKEY+$0f
|
||||||
|
;
|
||||||
|
;
|
||||||
|
;
|
||||||
|
; ---------------------------------------------------------------------------
|
||||||
|
GTIA EQU $D000
|
||||||
|
; ---------------------------------------------------------------------------
|
||||||
|
;
|
||||||
|
; WRITE
|
||||||
|
;
|
||||||
|
HPOSP0 EQU GTIA+$00
|
||||||
|
HPOSP1 EQU GTIA+$01
|
||||||
|
HPOSP2 EQU GTIA+$02
|
||||||
|
HPOSP3 EQU GTIA+$03
|
||||||
|
HPOSM0 EQU GTIA+$04
|
||||||
|
HPOSM1 EQU GTIA+$05
|
||||||
|
HPOSM2 EQU GTIA+$06
|
||||||
|
HPOSM3 EQU GTIA+$07
|
||||||
|
SIZEP0 EQU GTIA+$08
|
||||||
|
SIZEP1 EQU GTIA+$09
|
||||||
|
SIZEP2 EQU GTIA+$0a
|
||||||
|
SIZEP3 EQU GTIA+$0b
|
||||||
|
SIZEM EQU GTIA+$0c
|
||||||
|
GRAFP0 EQU GTIA+$0d
|
||||||
|
GRAFP1 EQU GTIA+$0e
|
||||||
|
GRAFP2 EQU GTIA+$0f
|
||||||
|
GRAFP3 EQU GTIA+$10
|
||||||
|
GRAFM EQU GTIA+$11
|
||||||
|
COLPM0 EQU GTIA+$12
|
||||||
|
COLPM1 EQU GTIA+$13
|
||||||
|
COLPM2 EQU GTIA+$14
|
||||||
|
COLPM3 EQU GTIA+$15
|
||||||
|
COLPF0 EQU GTIA+$16
|
||||||
|
COLPF1 EQU GTIA+$17
|
||||||
|
COLPF2 EQU GTIA+$18
|
||||||
|
COLPF3 EQU GTIA+$19
|
||||||
|
COLBAK EQU GTIA+$1a
|
||||||
|
PRIOR EQU GTIA+$1b
|
||||||
|
VDELAY EQU GTIA+$1c
|
||||||
|
GRACTL EQU GTIA+$1d
|
||||||
|
HITCLR EQU GTIA+$1e
|
||||||
|
CONSOL EQU GTIA+$1f
|
||||||
|
;
|
||||||
|
; READ
|
||||||
|
;
|
||||||
|
M0PF EQU GTIA+$00
|
||||||
|
M1PF EQU GTIA+$01
|
||||||
|
M2PF EQU GTIA+$02
|
||||||
|
M3PF EQU GTIA+$03
|
||||||
|
P0PF EQU GTIA+$04
|
||||||
|
P1PF EQU GTIA+$05
|
||||||
|
P2PF EQU GTIA+$06
|
||||||
|
P3PF EQU GTIA+$07
|
||||||
|
M0PL EQU GTIA+$08
|
||||||
|
M1PL EQU GTIA+$09
|
||||||
|
M2PL EQU GTIA+$0a
|
||||||
|
M3PL EQU GTIA+$0b
|
||||||
|
P0PL EQU GTIA+$0c
|
||||||
|
P1PL EQU GTIA+$0d
|
||||||
|
P2PL EQU GTIA+$0e
|
||||||
|
P3PL EQU GTIA+$0f
|
||||||
|
TRIG0 EQU GTIA+$10
|
||||||
|
TRIG1 EQU GTIA+$11
|
||||||
|
TRIG2 EQU GTIA+$12
|
||||||
|
TRIG3 EQU GTIA+$13
|
||||||
|
PAL EQU GTIA+$14
|
||||||
|
;
|
||||||
|
;
|
||||||
|
; ---------------------------------------------------------------------------
|
||||||
|
ANTIC EQU $D400
|
||||||
|
; ---------------------------------------------------------------------------
|
||||||
|
;
|
||||||
|
DMACTL EQU ANTIC+$00
|
||||||
|
CHACTL EQU ANTIC+$01
|
||||||
|
DLPTR EQU ANTIC+$02
|
||||||
|
;DLISTH EQU ANTIC+$03
|
||||||
|
HSCROL EQU ANTIC+$04
|
||||||
|
VSCROL EQU ANTIC+$05
|
||||||
|
PMBASE EQU ANTIC+$07
|
||||||
|
CHBASE EQU ANTIC+$09
|
||||||
|
WSYNC EQU ANTIC+$0a
|
||||||
|
VCOUNT EQU ANTIC+$0b
|
||||||
|
PENH EQU ANTIC+$0c
|
||||||
|
PENV EQU ANTIC+$0d
|
||||||
|
NMIEN EQU ANTIC+$0e
|
||||||
|
NMIRES EQU ANTIC+$0f
|
||||||
|
NMIST EQU ANTIC+$0f
|
||||||
|
;
|
||||||
|
;
|
||||||
|
; ---------------------------------------------------------------------------
|
||||||
|
PIA EQU $D300
|
||||||
|
; ---------------------------------------------------------------------------
|
||||||
|
;
|
||||||
|
PORTA EQU PIA+0
|
||||||
|
PORTB EQU PIA+1
|
||||||
|
PACTL EQU PIA+2
|
||||||
|
PBCTL EQU PIA+3
|
||||||
|
;
|
||||||
|
; ---------------------------------------------------------------------------
|
||||||
|
; Atari ANTIC chip display list equates
|
||||||
|
; ---------------------------------------------------------------------------
|
||||||
|
;
|
||||||
|
JUMP EQU $01 ; display list jump instruction (3 byte)
|
||||||
|
JVB EQU $41 ; display list jump and wait for vblank instruction (3)
|
||||||
|
;
|
||||||
|
SCH EQU $10 ; display list horizontal scrolling
|
||||||
|
SCV EQU $20 ; display list vertical scrolling
|
||||||
|
LMS EQU $40 ; display list load memory scan instruction (3 byte)
|
||||||
|
DLII EQU $80 ; display list interrupt instruction
|
||||||
|
;
|
||||||
|
SKIP1 EQU $00 ; display list skip 1 scan line instruction
|
||||||
|
SKIP2 EQU $10 ; display list skip 2 scan lines instruction
|
||||||
|
SKIP3 EQU $20 ; display list skip 3 scan lines instruction
|
||||||
|
SKIP4 EQU $30 ; display list skip 4 scan lines instruction
|
||||||
|
SKIP5 EQU $40 ; display list skip 5 scan lines instruction
|
||||||
|
SKIP6 EQU $50 ; display list skip 6 scan lines instruction
|
||||||
|
SKIP7 EQU $60 ; display list skip 7 scan lines instruction
|
||||||
|
SKIP8 EQU $70 ; display list skip 8 scan lines instruction
|
||||||
|
;
|
||||||
|
MODE2 EQU $02 ; display list mode 2
|
||||||
|
MODE4 EQU $04 ; display list mode 4
|
||||||
|
MODE8 EQU $08 ; display list mode 8
|
||||||
|
MODEE EQU $0E ; display list mode E
|
||||||
|
MODEF EQU $0F ; display list mode F
|
||||||
|
; ---------------------------------------------------------------------------
|
||||||
|
; ENUMS
|
||||||
|
; ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
.enum @dmactl
|
||||||
|
blank = %00
|
||||||
|
narrow = %01
|
||||||
|
standard= %10
|
||||||
|
wide = %11
|
||||||
|
missiles= %100
|
||||||
|
players = %1000
|
||||||
|
lineX1 = %10000
|
||||||
|
lineX2 = %00000
|
||||||
|
dma = %100000
|
||||||
|
.ende
|
||||||
|
|
||||||
|
scr48 = @dmactl(wide|dma|players|missiles|lineX1)
|
||||||
|
scr40 = @dmactl(standard|dma|players|missiles|lineX1)
|
||||||
|
scr32 = @dmactl(narrow|dma|players|missiles|lineX1)
|
||||||
|
|
||||||
|
.enum @pmcntl
|
||||||
|
missiles= %1
|
||||||
|
players = %10
|
||||||
|
trigs = %100
|
||||||
|
.ende
|
||||||
|
|
||||||
|
.enum @gtictl
|
||||||
|
prior0 = %0
|
||||||
|
prior1 = %1
|
||||||
|
prior2 = %10
|
||||||
|
prior4 = %100
|
||||||
|
prior8 = %1000
|
||||||
|
ply5 = %10000 ; Fifth Player Enable
|
||||||
|
mlc = %100000 ; Multiple Color Player Enable
|
||||||
|
mode9 = %01000000
|
||||||
|
mode10 = %10000000
|
||||||
|
mode11 = %11000000
|
||||||
|
.ende
|
||||||
|
; ---------------------------------------------------------------------------
|
||||||
|
; KBCODEs
|
||||||
|
; ---------------------------------------------------------------------------
|
||||||
|
.enum @kbcode
|
||||||
|
_none = 255
|
||||||
|
_esc = 28
|
||||||
|
_1 = 31
|
||||||
|
_2 = 30
|
||||||
|
_3 = 26
|
||||||
|
_4 = 24
|
||||||
|
_5 = 29
|
||||||
|
_6 = 27
|
||||||
|
_7 = 51
|
||||||
|
_8 = 53
|
||||||
|
_9 = 48
|
||||||
|
_0 = 50
|
||||||
|
_lt = 54
|
||||||
|
_gt = 55
|
||||||
|
_del = 52
|
||||||
|
_tab = 44
|
||||||
|
_Q = 47
|
||||||
|
_W = 46
|
||||||
|
_E = 42
|
||||||
|
_R = 40
|
||||||
|
_T = 45
|
||||||
|
_Y = 43
|
||||||
|
_U = 11
|
||||||
|
_I = 13
|
||||||
|
_O = 8
|
||||||
|
_P = 10
|
||||||
|
_min = 14
|
||||||
|
_up = 14 ; cursor function
|
||||||
|
_eq = 15
|
||||||
|
_down = 15 ; cursor function
|
||||||
|
_ret = 12
|
||||||
|
_A = 63
|
||||||
|
_S = 62
|
||||||
|
_D = 58
|
||||||
|
_F = 56
|
||||||
|
_G = 61
|
||||||
|
_H = 57
|
||||||
|
_J = 1
|
||||||
|
_K = 5
|
||||||
|
_L = 0
|
||||||
|
_semicolon = 2
|
||||||
|
_plus = 6
|
||||||
|
_left = 6 ; cursor function
|
||||||
|
_asterisk = 7
|
||||||
|
_right = 7 ; cursor function
|
||||||
|
_caps = 60
|
||||||
|
_Z = 23
|
||||||
|
_X = 22
|
||||||
|
_C = 18
|
||||||
|
_V = 16
|
||||||
|
_B = 21
|
||||||
|
_N = 36
|
||||||
|
_M = 37
|
||||||
|
_comma = 32
|
||||||
|
_dot = 34
|
||||||
|
_slash = 38
|
||||||
|
_atari = 39
|
||||||
|
_help = 17
|
||||||
|
_F1 = 3
|
||||||
|
_F2 = 4
|
||||||
|
_F3 = 19
|
||||||
|
_F4 = 20
|
||||||
|
_space = 33
|
||||||
|
.ende
|
||||||
@@ -76,16 +76,18 @@
|
|||||||
.MACRO WAIT
|
.MACRO WAIT
|
||||||
; WAIT
|
; WAIT
|
||||||
; waits one frame (1/50 s(PAL) or 1/60s(NTSC))
|
; waits one frame (1/50 s(PAL) or 1/60s(NTSC))
|
||||||
lda CONSOL
|
?zero LDA VCOUNT
|
||||||
cmp #6 ; START KEY
|
cmp #$05
|
||||||
beq ?nowait
|
bcc ?zero
|
||||||
LDA VCOUNT
|
cmp #$70
|
||||||
ldy vcount
|
bcc ?WA
|
||||||
?WA cpy VCOUNT
|
sbc #10 ; last lines correction
|
||||||
BEQ ?WA
|
?WA cmp VCOUNT
|
||||||
?wframe
|
beq ?WA
|
||||||
cmp vcount
|
bcc ?WA
|
||||||
bne ?wframe
|
?WFRAME cmp VCOUNT
|
||||||
|
beq ?nowait
|
||||||
|
bcs ?WFRAME
|
||||||
?nowait
|
?nowait
|
||||||
.ENDM
|
.ENDM
|
||||||
;-------------------------------------
|
;-------------------------------------
|
||||||
@@ -104,6 +106,9 @@
|
|||||||
.macro randomize
|
.macro randomize
|
||||||
;usage: randomize floor ceiling
|
;usage: randomize floor ceiling
|
||||||
;returns (in A) a random .byte between "floor" and "ceiling"
|
;returns (in A) a random .byte between "floor" and "ceiling"
|
||||||
|
.if :2 < :1
|
||||||
|
.error "floor higher than ceiling"
|
||||||
|
.endif
|
||||||
?rand
|
?rand
|
||||||
lda random
|
lda random
|
||||||
cmp #:1 ;floor
|
cmp #:1 ;floor
|
||||||
-514
@@ -1,514 +0,0 @@
|
|||||||
.enum @dmactl
|
|
||||||
blank = %00
|
|
||||||
narrow = %01
|
|
||||||
standard= %10
|
|
||||||
wide = %11
|
|
||||||
missiles= %100
|
|
||||||
players = %1000
|
|
||||||
lineX1 = %10000
|
|
||||||
lineX2 = %00000
|
|
||||||
dma = %100000
|
|
||||||
.ende
|
|
||||||
|
|
||||||
scr48 = @dmactl(wide|dma|players|missiles|lineX1) ;screen 48b
|
|
||||||
scr40 = @dmactl(standard|dma|players|missiles|lineX1) ;screen 40b
|
|
||||||
scr32 = @dmactl(narrow|dma|players|missiles|lineX1) ;screen 32b
|
|
||||||
|
|
||||||
.enum @pmcntl
|
|
||||||
missiles= %1
|
|
||||||
players = %10
|
|
||||||
trigs = %100
|
|
||||||
.ende
|
|
||||||
|
|
||||||
.enum @gtictl
|
|
||||||
prior0 = %0
|
|
||||||
prior1 = %1
|
|
||||||
prior2 = %10
|
|
||||||
prior4 = %100
|
|
||||||
prior8 = %1000
|
|
||||||
ply5 = %10000 ; Fifth Player Enable
|
|
||||||
mlc = %100000 ; Multiple Color Player Enable
|
|
||||||
mode9 = %01000000
|
|
||||||
mode10 = %10000000
|
|
||||||
mode11 = %11000000
|
|
||||||
.ende
|
|
||||||
|
|
||||||
|
|
||||||
* ---------------------------------------------------------------------------------------------
|
|
||||||
* --- GTIA
|
|
||||||
* ---------------------------------------------------------------------------------------------
|
|
||||||
HPOSP0 = $D000 ; pozioma pozycja gracza 0 (Z)
|
|
||||||
HPOSP1 = $D001 ; pozioma pozycja gracza 1 (Z)
|
|
||||||
HPOSP2 = $D002 ; pozioma pozycja gracza 2 (Z)
|
|
||||||
HPOSP3 = $D003 ; pozioma pozycja gracza 3 (Z)
|
|
||||||
HPOSM0 = $D004 ; pozioma pozycja pocisku 0 (Z)
|
|
||||||
HPOSM1 = $D005 ; pozioma pozycja pocisku 1 (Z)
|
|
||||||
HPOSM2 = $D006 ; pozioma pozycja pocisku 2 (Z)
|
|
||||||
HPOSM3 = $D007 ; pozioma pozycja pocisku 3 (Z)
|
|
||||||
SIZEP0 = $D008 ; poziomy rozmiar gracza 0 (Z)
|
|
||||||
SIZEP1 = $D009 ; poziomy rozmiar gracza 1 (Z)
|
|
||||||
SIZEP2 = $D00A ; poziomy rozmiar gracza 2 (Z)
|
|
||||||
SIZEP3 = $D00B ; poziomy rozmiar gracza 3 (Z)
|
|
||||||
SIZEM = $D00C ; poziomy rozmiar pocisk�w (Z)
|
|
||||||
GRAFP0 = $D00D ; rejestr grafiki gracza 0 (Z)
|
|
||||||
GRAFP1 = $D00E ; rejestr grafiki gracza 1 (Z)
|
|
||||||
GRAFP2 = $D00F ; rejestr grafiki gracza 2 (Z)
|
|
||||||
GRAFP3 = $D010 ; rejestr grafiki gracza 3 (Z)
|
|
||||||
GRAFM = $D011 ; rejestr grafiki pocisk�w (Z)
|
|
||||||
COLPM0 = $D012 ; rejestr koloru gracza i pocisku 0 (Z)
|
|
||||||
COLPM1 = $D013 ; rejestr koloru gracza i pocisku 1 (Z)
|
|
||||||
COLPM2 = $D014 ; rejestr koloru gracza i pocisku 2 (Z)
|
|
||||||
COLPM3 = $D015 ; rejestr koloru gracza i pocisku 3 (Z)
|
|
||||||
COLPF0 = $D016 ; rejestr koloru pola gry 0 (Z)
|
|
||||||
COLPF1 = $D017 ; rejestr koloru pola gry 1 (Z)
|
|
||||||
COLPF2 = $D018 ; rejestr koloru pola gry 2 (Z)
|
|
||||||
COLPF3 = $D019 ; rejestr koloru pola gry 3 (Z)
|
|
||||||
COLBAK = $D01A ; rejestr koloru t�a (Z)
|
|
||||||
|
|
||||||
COLOR0 = colpf0
|
|
||||||
COLOR1 = colpf1
|
|
||||||
COLOR2 = colpf2
|
|
||||||
COLOR3 = colpf3
|
|
||||||
|
|
||||||
KOLM0PF = $D000 ; kolizja pocisku 0 z polem gry (O)
|
|
||||||
KOLM1PF = $D001 ; kolizja pocisku 1 z polem gry (O)
|
|
||||||
KOLM2PF = $D002 ; kolizja pocisku 2 z polem gry (O)
|
|
||||||
KOLM3PF = $D003 ; kolizja pocisku 3 z polem gry (O)
|
|
||||||
KOLP0PF = $D004 ; kolizja gracza 0 z polem gry (O)
|
|
||||||
KOLP1PF = $D005 ; kolizja gracza 1 z polem gry (O)
|
|
||||||
KOLP2PF = $D006 ; kolizja gracza 2 z polem gry (O)
|
|
||||||
KOLP3PF = $D007 ; kolizja gracza 3 z polem gry (O)
|
|
||||||
KOLM0P = $D008 ; kolizja pocisku 0 z graczem (O)
|
|
||||||
KOLM1P = $D009 ; kolizja pocisku 1 z graczem (O)
|
|
||||||
KOLM2P = $D00A ; kolizja pocisku 2 z graczem (O)
|
|
||||||
KOLM3P = $D00B ; kolizja pocisku 3 z graczem (O)
|
|
||||||
KOLP0P = $D00C ; kolizja gracza 0 z innym graczem (O)
|
|
||||||
KOLP1P = $D00D ; kolizja gracza 1 z innym graczem (O)
|
|
||||||
KOLP2P = $D00E ; kolizja gracza 2 z innym graczem (O)
|
|
||||||
KOLP3P = $D00F ; kolizja gracza 3 z innym graczem (O)
|
|
||||||
TRIG0 = $D010 ; stan przycisku joysticka 0 (O)
|
|
||||||
TRIG1 = $D011 ; stan przycisku joysticka 1 (O)
|
|
||||||
TRIG3 = $D013 ; znacznik do��czenia cartridge-a (O)
|
|
||||||
PAL = $D014 ; znacznik systemu TV (O)
|
|
||||||
|
|
||||||
GTICTL = $D01B ; rejestr kontroli uk�adu GTIA
|
|
||||||
GTIACTL = gtictl
|
|
||||||
|
|
||||||
VDELAY = $D01C ; licznik op�nienia pionowego P/MG
|
|
||||||
PMCNTL = $D01D ; rejestr kontroli graczy i pocisk�w
|
|
||||||
HITCLR = $D01E ; rejestr kasowania rejestr�w kolizji
|
|
||||||
CONSOL = $D01F ; rejestr stanu klawiszy konsoli Start (bit 0), Select (bit 1), Option (bit 2)
|
|
||||||
|
|
||||||
* ---------------------------------------------------------------------------------------------
|
|
||||||
* --- POKEY
|
|
||||||
* ---------------------------------------------------------------------------------------------
|
|
||||||
|
|
||||||
IRQENS = $0010 ; shadow register IRQEN
|
|
||||||
IRQSTAT = $0011 ; shadow register IRQST
|
|
||||||
|
|
||||||
AUDF3 = $D204 ; cz�stotliwo�� pracy generatora 3 (Z)
|
|
||||||
AUDCTL = $D208 ; rejestr kontroli generator�w d�wi�ku (Z)
|
|
||||||
STIMER = $D209 ; rejestr zerowania licznik�w (Z)
|
|
||||||
KBCODE = $D209 ; kod ostatnio naci�ni�tego klawisza (O)
|
|
||||||
SKSTRES = $D20A ; rejestr statusu z��cza szeregowego (Z)
|
|
||||||
RANDOM = $D20A ; rejestr liczby losowej (O)
|
|
||||||
SEROUT = $D20D ; szeregowy rejestr wyj�ciowy (Z)
|
|
||||||
SERIN = $D20D ; szeregowy rejestr wej�ciowy (O)
|
|
||||||
IRQEN = $D20E ; zezwolenie przerwa� IRQ (Z)
|
|
||||||
IRQST = $D20E ; status przerwa� IRQ (O)
|
|
||||||
SKCTL = $D20F ; rejestr kontroli z��cza szeregowego (Z)
|
|
||||||
SKSTAT = $D20F ; rejestr statusu z��cza szeregowego (O)
|
|
||||||
|
|
||||||
* ---------------------------------------------------------------------------------------------
|
|
||||||
* --- PIA
|
|
||||||
* ---------------------------------------------------------------------------------------------
|
|
||||||
PORTA = $D300 ; port A uk�adu PIA
|
|
||||||
PORTB = $D301 ; port B uk�adu PIA
|
|
||||||
PACTL = $D302 ; rejestr kontroli portu A
|
|
||||||
PBCTL = $D303 ; rejestr kontroli portu B
|
|
||||||
|
|
||||||
* ---------------------------------------------------------------------------------------------
|
|
||||||
* --- ANTIC
|
|
||||||
* ---------------------------------------------------------------------------------------------
|
|
||||||
DMACTL = $D400 ; rejestr kontroli dost�pu do pami�ci
|
|
||||||
CHRCTL = $D401 ; rejestr kontroli wy�wietlania znak�w
|
|
||||||
DLPTR = $D402 ; adres programu ANTIC-a
|
|
||||||
HSCROL = $D404 ; znacznik poziomego przesuwu obrazu
|
|
||||||
VSCROL = $D405 ; znacznik pionowego przesuwu obrazu
|
|
||||||
PMBASE = $D407 ; adres pami�ci graczy i pocisk�w
|
|
||||||
CHBASE = $D409 ; adres zestawu znak�w
|
|
||||||
WSYNC = $D40A ; znacznik oczekiwania na synchronizacj� poziom�
|
|
||||||
VCOUNT = $D40B ; licznik linii obrazu
|
|
||||||
LPENH = $D40C ; poziome po�o�enie pi�ra �wietlengo
|
|
||||||
LPENV = $D40D ; pionowe po�o�enie pi�ra �wietlnego
|
|
||||||
NMIEN = $D40E ; rejestr zezwole� na przerwania NMI
|
|
||||||
NMIST = $D40F ; rejestr statusu przerwa� NMI
|
|
||||||
|
|
||||||
;-------------------------------------
|
|
||||||
;additional system variables
|
|
||||||
;-------------------------------------
|
|
||||||
ATRACT = $004D
|
|
||||||
COLPM0S = $02C0 ;- - shadow register COLPM0
|
|
||||||
COLPM1S = $02C1 ;- - shadow register COLPM1
|
|
||||||
COLPM2S = $02C2 ;- - shadow register COLPM2
|
|
||||||
COLPM3S = $02C3 ;- - shadow register COLPM3
|
|
||||||
COLPF0S = $02C4 ;- - shadow register COLPF0
|
|
||||||
COLPF1S = $02C5 ;- - shadow register COLPF1
|
|
||||||
COLPF2S = $02C6 ;- - shadow register COLPF2
|
|
||||||
COLPF3S = $02C7 ;- - shadow register COLPF3
|
|
||||||
|
|
||||||
COLBAKS = $02C8
|
|
||||||
GTICTLS = $026F ;- - shadow register GTIACTL
|
|
||||||
|
|
||||||
DMACTLS = $022F ;- - rejestr kontroli dost�pu do pami�ci - cie�
|
|
||||||
DLPTRS = $0230 ;- - adres programu ANTIC-a - cie�
|
|
||||||
CHBAS = $02F4 ;- - shadow register CHBASE
|
|
||||||
KBCODES = $02FC ;- - shadow register KBCODE
|
|
||||||
|
|
||||||
SETVBV = $E45C
|
|
||||||
XITVBV = $E462
|
|
||||||
SYSVBV = $E45F
|
|
||||||
RTCLOK = $0012
|
|
||||||
|
|
||||||
MEMTOP = $02E5 ;- - adres g�rnej granicy wolnej pami�ci RAM
|
|
||||||
MEMLO = $02E7 ;- - adres dolnej granicy wolnej pami�ci RAM
|
|
||||||
|
|
||||||
JSTICK0 = $0278 ;- - po�o�enie joysticka 0
|
|
||||||
JSTICK1 = $0279 ;- JSTICK1 - po�o�enie joysticka 1
|
|
||||||
JSTICK2 = $027A ;- JSTICK2 - po�o�enie joysticka 0
|
|
||||||
JSTICK3 = $027B ;- JSTICK3 - po�o�enie joysticka 1
|
|
||||||
PTRIG0 = $027C ;- PTRIG0 - przycisk potencjometru 0
|
|
||||||
PTRIG1 = $027D ;- PTRIG1 - przycisk potencjometru 1
|
|
||||||
TRIG0S = $0284 ;- TRIG0S - przycisk joysticka 0, shadow register TRIG0
|
|
||||||
TRIG1S = $0285 ;- TRIG1S - przycisk joysticka 1, shadow register TRIG1
|
|
||||||
TRIG2S = $0286 ;- TRIG2S - shadow register TRIG0
|
|
||||||
TRIG3S = $0287 ;- TRIG3S - shadow register TRIG1
|
|
||||||
|
|
||||||
|
|
||||||
/*
|
|
||||||
Rejestry OS w pami�ci RAM
|
|
||||||
|
|
||||||
$08 - WARMST - znacznik gor�cego startu
|
|
||||||
$0E - APPMHI - najwy�szy adres RAM zaj�ty przez program
|
|
||||||
$10 - IRQENS - shadow register IRQEN
|
|
||||||
$11 - IRQSTAT - shadow register IRQST
|
|
||||||
$12 - RTCLOK - zegar czasu rzeczywistego
|
|
||||||
$15 - BUFADR - adres bufora dla operacji dyskowych
|
|
||||||
$17 - ICCOMT - rejestr przej�ciowy kodu operacji I/O
|
|
||||||
$20 - ZIOCB - zerostronicowy blok kontroli I/O
|
|
||||||
$20 - ICHIDZ - indeks wpisu urz�dzenia w HATABS
|
|
||||||
$21 - ICDNOZ - numer urz�dzenia
|
|
||||||
$22 - ICCOMZ - kod operacji wej�cia/wyj�cia
|
|
||||||
$23 - ICSTZ - status operacji wej�cia/wyj�cia
|
|
||||||
$24 - ICBAZ - adres bufora danych dla operacji I/O
|
|
||||||
$26 - ICPTZ - adres procedury obs�ugi dla operacji
|
|
||||||
$28 - ICBLZ - d�ugo�� bufora danych dla operacji I/O
|
|
||||||
$2A - ICAX1Z - rejestr pomocniczy ZIOCB
|
|
||||||
$2B - ICAX2Z - rejestr pomocniczy ZIOCB
|
|
||||||
$2C - ICAX3Z - rejestr pomocniczy ZIOCB
|
|
||||||
$2D - ICAX4Z - rejestr pomocniczy ZIOCB
|
|
||||||
$2E - ICAX5Z - rejestr pomocniczy ZIOCB
|
|
||||||
$2F - ICAX6Z - rejestr pomocniczy ZIOCB
|
|
||||||
$30 - STATUS - status aktualnej operacji SIO
|
|
||||||
$31 - CHKSUM - suma kontrolna dla operacji SIO
|
|
||||||
$32 - BUFR - adres bufora danych dla SIO
|
|
||||||
$34 - BUFEN - adres ko�ca bufora danych dla SIO
|
|
||||||
$36 - LTEMP - pomocniczy wektor odczytu listy liniowej
|
|
||||||
$38 - BUFRFL - znacznik zape�nienia bufora SIO
|
|
||||||
$39 - RECVND - znacznik ko�ca odczytu
|
|
||||||
$3A - XMTDON - znacznik ko�ca transmisji
|
|
||||||
$3B - CHKSNT - znacznik nadania sumy kontrolnej
|
|
||||||
$3C - NOCKSM - znacznik braku sumy kontrolnej
|
|
||||||
$3D - BPTR - licznik bufora magnetofonu
|
|
||||||
$3E - GAPTYP - znacznik d�ugo�ci przerwy mi�dzy blokami
|
|
||||||
$3F - FEOF - znacznik ko�ca zbioru
|
|
||||||
$40 - FREQ - licznik d�wi�ku przy otwarciu magnetofonu
|
|
||||||
$41 - IOSNDEN - znacznik d�wi�ku przy transmisji
|
|
||||||
$42 - CRITIC - znacznik krytycznych czasowo operacji I/O
|
|
||||||
$4A - ZCHAIN - rejestr nast�pstwa listy liniowej
|
|
||||||
$4C - DSTAT - status klawiatury i ekranu
|
|
||||||
$50 - TEMP - pomocniczy rejestr przej�ciowy
|
|
||||||
$51 - HOLD1 - pomocniczy rejestr przej�ciowy
|
|
||||||
$52 - LMARGIN - lewy margines obrazu
|
|
||||||
$53 - RMARGIN - prawy margines obrazu
|
|
||||||
$54 - ROWCRS - pionowa pozycja kursora
|
|
||||||
$55 - COLCRS - pozioma pozycja kursora
|
|
||||||
$57 - DINDEX - numer trybu graficznego OS
|
|
||||||
$58 - SAVMSC - adres pami�ci obrazu
|
|
||||||
$5A - OLDROW - poprzednia pionowa pozycja kursora
|
|
||||||
$5B - OLDCOL - poprzednia pozioma pozycja kursora
|
|
||||||
$5D - OLDCHR - poprzedni znak na ekranie
|
|
||||||
$5E - OLDADR - poprzedni adres znaku na ekranie
|
|
||||||
$60 - FKDEFP - wektor tabeli definicji klawiszy F1-F4
|
|
||||||
$62 - PALNTS - wska�nik systemu TV
|
|
||||||
$63 - LOGCOL - adres kursora w wierszu logicznym
|
|
||||||
$64 - ADRESS - rejestr adresowy dla procedur edytora
|
|
||||||
$66 - MLTTMP - pomocniczy rejestr przej�ciowy
|
|
||||||
$68 - SAVADR - pomocniczy rejestr adresowy
|
|
||||||
$6A - RAMTOP - liczba stron pami�ci RAM
|
|
||||||
$6B - BUFCNT - licznik bufora edytora
|
|
||||||
$6C - BUFSTR - adres bufora dla edytora
|
|
||||||
$6E - BITMSK - maska bitowa do wy�wietlenia znaku
|
|
||||||
$6F - SHFAMT - liczba przesuni�� punktu
|
|
||||||
$70 - ROWAC - aktualny wiersz przy rysowaniu
|
|
||||||
$72 - COLAC - aktualna kolumna przy rysowaniu
|
|
||||||
$74 - ENDPT - znacznik ko�ca rysowanej linii
|
|
||||||
$76 - DELTAR - przyrost pionowej pozycji kursora
|
|
||||||
$77 - DELTAC - przyrost poziomej pozycji kursora
|
|
||||||
$79 - KEYDEFP - wektor tabeli definicji klawiszy
|
|
||||||
$7B - SWPFLG - znacznik kursora w trybach z oknem
|
|
||||||
$7C - HOLDCH - przechowywanie warto�ci znaku
|
|
||||||
$7D - INSDAT - rejestr pomocniczy edytora
|
|
||||||
$7E - COUNTR - licznik pami�ci obrazu dla DOSCR i DRAW
|
|
||||||
$0100 - STACK - stos mikroprocesora 6502
|
|
||||||
$0200 - DLIV - wektor przerwania programu ANTIC-a
|
|
||||||
$0210 - VTIMR1 - wektor przerwania licznika 1 POKEY-a
|
|
||||||
$0212 - VTIMR2 - wektor przerwania licznika 2 POKEY-a
|
|
||||||
$0214 - VTIMR4 - wektor przerwania licznika 4 POKEY-a
|
|
||||||
$0218 - TIMCNT1 - pierwszy licznik systemu
|
|
||||||
$0226 - TIMVEC1 - wektor przerwania licznika TIMCNT1
|
|
||||||
$022A - TIMFLG3 - znacznik wyzerowania licznika TIMCNT3
|
|
||||||
$022F - DMACTLS - shadow register DMACTL
|
|
||||||
$0230 - DLPTRS - shadow register DLPTR
|
|
||||||
$0232 - SKCTLS - shadow register SKCTL
|
|
||||||
$0233 - LCOUNT - licznik odczytu dla nowego urz�dzenia
|
|
||||||
$0234 - LPENHS - shadow register LPENH
|
|
||||||
$0235 - LPENVS - shadow register LPENV
|
|
||||||
$023A - CDEVIC - kod urz�dzenia dla SIO
|
|
||||||
$023B - CCMND - kod operacji dla SIO
|
|
||||||
$023C - CAUX1 - pierwszy bajt pomocniczy dla SIO
|
|
||||||
$023D - CAUX2 - drugi bajt pomocniczy dla SIO
|
|
||||||
$023E - TEMP - tymczasowy rejestr odpowiedzi urz�dzenia
|
|
||||||
$023F - ERRFLG - znacznik b��du operacji SIO
|
|
||||||
$0244 - COLDST - znacznik zimnego startu systemu
|
|
||||||
$0245 - RECLEN - d�ugo�� rekordu z nowego urz�dzenia
|
|
||||||
$0246 - DSKTIM - warto�� Timeout dla stacji dysk�w
|
|
||||||
$0247 - PDVMSK - maska obecno�ci nowych urz�dze�
|
|
||||||
$0248 - PDVRS - shadow register PDVREG
|
|
||||||
$024A - RELADR - adres procedury przemieszczalnej
|
|
||||||
$024C - PPTMPA - rejestr przechowania zawarto�ci akumulatora
|
|
||||||
$024D - PPTMPX - rejestr przechowania zawarto�ci rejestru X
|
|
||||||
$026B - CHSPTR - wektor nieu�ywanego zestawu znak�w
|
|
||||||
$026C - VSFLAG - znacznik przesuwu pionowego obrazu
|
|
||||||
$026E - FINE - znacznik delikatnego przesuwu obrazu
|
|
||||||
$026F - GTICTLS - shadow register GTIACTL
|
|
||||||
$0270 - PADDL0 - shadow register POT0
|
|
||||||
$0278 - JSTICK0 - po�o�enie joysticka 0
|
|
||||||
$0279 - JSTICK1 - po�o�enie joysticka 1
|
|
||||||
$027A - JSTICK2 - po�o�enie joysticka 0
|
|
||||||
$027B - JSTICK3 - po�o�enie joysticka 1
|
|
||||||
$027C - PTRIG0 - przycisk potencjometru 0
|
|
||||||
$027D - PTRIG1 - przycisk potencjometru 1
|
|
||||||
$0284 - TRIG0S - przycisk joysticka 0, shadow register TRIG0
|
|
||||||
$0285 - TRIG1S - przycisk joysticka 1, shadow register TRIG1
|
|
||||||
$0286 - TRIG2S - shadow register TRIG0
|
|
||||||
$0287 - TRIG3S - shadow register TRIG1
|
|
||||||
$0288 - HIBYTE - indeks operacji nowego urz�dzenia
|
|
||||||
$0289 - WMODE - znacznik sposobu dost�pu do magnetofonu
|
|
||||||
$028A - BLIM - d�ugo�� bufora magnetofonu
|
|
||||||
$028E - NEWADR - adres procedury nowego urz�dzenia
|
|
||||||
$0290 - TXTROW - wiersz kursora w oknie tekstowym
|
|
||||||
$0291 - TXTCOL - kolumna kursora w oknie tekstowym
|
|
||||||
$0293 - TINDEX - tryb graficzny OS w oknie tekstowym
|
|
||||||
$0294 - TXTMSC - adres pami�ci okna tekstowego
|
|
||||||
$029C - CRETRY - liczba powt�rze� rozkazu operacji
|
|
||||||
$029D - HOLD3 - pomocniczy rejestr przej�ciowy
|
|
||||||
$029E - SUBTMP - pomocniczy rejestr przej�ciowy
|
|
||||||
$02A0 - DMASK - maska punkt�w obrazu
|
|
||||||
$02A2 - ESCFLG - znacznik klawisza ESC
|
|
||||||
$02A3 - TABMAP - mapa pozycji tabulacji
|
|
||||||
$02B2 - LOGMAP - mapa linii logicznych
|
|
||||||
$02B6 - INVFLG - znacznik klawisza inverse video
|
|
||||||
$02B7 - FILFLG - znacznik wype�niania obrazu
|
|
||||||
$02B8 - TMPROW - tymczasowy rejestr pozycji kursora
|
|
||||||
$02B9 - TMPCOL - tymczasowy rejestr pozycji kursora
|
|
||||||
$02BB - SCRFLG - znacznik przesuwu obrazu
|
|
||||||
$02BC - HOLD4 - pomocniczy rejestr przej�ciowy
|
|
||||||
$02BD - DRETRY - liczba powt�rze� wywo�a� urz�dzenia
|
|
||||||
$02BE - SHFLOK - znacznik klawiszy SHIFT i CONTROL
|
|
||||||
$02BF - BOTSCR - liczba wierszy tekstu
|
|
||||||
$02C0 - COLPM0S - shadow register COLPM0
|
|
||||||
$02C1 - COLPM1S - shadow register COLPM1
|
|
||||||
$02C2 - COLPM2S - shadow register COLPM2
|
|
||||||
$02C3 - COLPM3S - shadow register COLPM3
|
|
||||||
$02C4 - COLPF0S - shadow register COLPF0
|
|
||||||
$02C5 - COLPF1S - shadow register COLPF1 ;gr.8 letters
|
|
||||||
$02C6 - COLPF2S - shadow register COLPF2 ;gr.8 background
|
|
||||||
$02C7 - COLPF3S - shadow register COLPF3
|
|
||||||
$02C8 - COLBAKS - shadow register COLBAK
|
|
||||||
$02C9 - RUNADR - adres procedury nowego urz�dzenia
|
|
||||||
$02CB - HIUSED - adres ko�cowy procedury nowego urz�dzenia
|
|
||||||
$02CF - GBYTEA - adres procedury nowego urz�dzenia
|
|
||||||
$02D1 - LOADAD - adres wczytywania z nowego urz�dzenia
|
|
||||||
$02D3 - ZLOADA - pomocniczy rejestr adresu wczytywania
|
|
||||||
$02D5 - DSCTLN - d�ugo�� sektora dyskowego
|
|
||||||
$02DB - NOCLIK - znacznik d�wi�ku klawiatury
|
|
||||||
$02DE - PBPNT - licznik bufora drukarki
|
|
||||||
$02DF - PBUFSZ - d�ugo�� bufora drukarki
|
|
||||||
$02E5 - MEMTOP - adres g�rnej granicy wolnej pami�ci RAM
|
|
||||||
$02E7 - MEMLO - adres dolnej granicy wolnej pami�ci RAM
|
|
||||||
$02E9 - HNDLOD - znacznik relokowalnej procedury obs�ugi I/O
|
|
||||||
$02EA - DVSTAT - dodatkowy rejestr statusu urz�dzenia
|
|
||||||
$02EC - DVTMOT - dodatkowy rejestr Timeout urz�dzenia
|
|
||||||
$02ED - REVNUM - numer wersji nowego urz�dzenia
|
|
||||||
$02EE - CBAUD - pr�dko�� transmisji z magnetofonu
|
|
||||||
$02F0 - CRSINH - znacznik widoczno�ci kursora
|
|
||||||
$02F3 - CHACT - shadow register CHRCTL
|
|
||||||
$02F4 - CHBAS - shadow register CHBASE
|
|
||||||
$02F5 - NEWROW - nowa pozycja pionowa kursora
|
|
||||||
$02F6 - NEWCOL - nowa pozycja pozioma kursora
|
|
||||||
$02F8 - ROWINC - zmiana pionowej pozycji kursora
|
|
||||||
$02F9 - COLINC - zmiana poziomej pozycji kursora
|
|
||||||
$02FA - CHAR - kod wewn�trzny znaku
|
|
||||||
$02FB - ATACHR - kod ATASCII znaku
|
|
||||||
$02FC - KBCODES - shadow register KBCODE
|
|
||||||
$02FD - FILDAT - numer koloru dla wype�niania
|
|
||||||
$02FE - DSPFLG - znacznik wy�wietlania znak�w kontrolnych
|
|
||||||
$02FF - SSFLAG - znacznik start/stop dla przesuwu obrazu
|
|
||||||
$0300 - DDEVIC - kod identyfikacyjny urz�dzenia
|
|
||||||
$0301 - DUNIT - numer identyfikacyjny urz�dzenia
|
|
||||||
$0302 - DCMND - bajt rozkazu dla urz�dzenia
|
|
||||||
$0303 - DSTATS - status urz�dzenia
|
|
||||||
$0304 - DBUFA - adres bufora danych
|
|
||||||
$0306 - DTIMLO - warto�� Timeout dla urz�dzenia
|
|
||||||
$0308 - DBYT - d�ugo�� bufora danych
|
|
||||||
$030A - DAUX1 - rejestr pomocniczy dla operacji I/O
|
|
||||||
$030B - DAUX2 - rejestr pomocniczy dla operacji I/O
|
|
||||||
$030C - INTIM1 - rejestr czasu przy odczycie z magnetofonu
|
|
||||||
$030F - CASFLG - znacznik operacji z magnetofonem
|
|
||||||
$0310 - INTIM2 - rejestr czasu przy odczycie z magnetofonu
|
|
||||||
$0312 - TEMP1 - pomocniczy rejestr przej�ciowy
|
|
||||||
$0313 - TEMP2 - pomocniczy rejestr przej�ciowy
|
|
||||||
$0314 - PTIMOT - warto�� Timeout dla drukarki
|
|
||||||
$0315 - TEMP3 - pomocniczy rejestr przej�ciowy
|
|
||||||
$0316 - SAVIO - rejestr przej�ciowy dla operacji SIO
|
|
||||||
$0317 - TIMFLG - znacznik up�yni�cia czasu Timeout
|
|
||||||
$0318 - STACKP - rejestr wska�nika stosu dla SIO
|
|
||||||
$0319 - TSTAT - przej�ciowy rejestr statusu SIO
|
|
||||||
$031A - HATABS - tabela wektor�w procedur obs�ugi
|
|
||||||
$0340 - IOCB0 - blok kontroli I/O numer 0
|
|
||||||
$0350 - IOCB1 - blok kontroli I/O numer 1
|
|
||||||
$0360 - IOCB2 - blok kontroli I/O numer 2
|
|
||||||
$0370 - IOCB3 - blok kontroli I/O numer 3
|
|
||||||
$0380 - IOCB4 - blok kontroli I/O numer 4
|
|
||||||
$0390 - IOCB5 - blok kontroli I/O numer 5
|
|
||||||
$03A0 - IOCB6 - blok kontroli I/O numer 6
|
|
||||||
$03B0 - IOCB7 - blok kontroli I/O numer 7
|
|
||||||
$0340 - ICCHID - indeks wpisu urz�dzenia w HATABS
|
|
||||||
$0341 - ICDNO - numer urz�dzenia
|
|
||||||
$0342 - ICCMD - kod rozkazu operacji I/O
|
|
||||||
$0343 - ICSTAT - status operacji I/O
|
|
||||||
$0344 - ICBUFA - adres bufora danych dla operacji I/O
|
|
||||||
$0346 - ICPUTB - adres procedury przesy�ania danych
|
|
||||||
$0348 - ICBUFL - d�ugo�� bufora danych dla operacji I/O
|
|
||||||
$034A - ICAX1 - rejestr pomocniczy dla operacji I/O
|
|
||||||
$034B - ICAX2 - rejestr pomocniczy dla operacji I/O
|
|
||||||
$034C - ICAX3 - rejestr pomocniczy dla operacji I/O
|
|
||||||
$034D - ICAX4 - rejestr pomocniczy dla operacji I/O
|
|
||||||
$034E - ICAX5 - rejestr pomocniczy dla operacji I/O
|
|
||||||
$034F - ICAX6 - rejestr pomocniczy dla operacji I/O
|
|
||||||
$03C0 - PRNBUF - bufor drukarki
|
|
||||||
$03E8 - SUPERF - znacznik stosowany przy odczycie klawiatury
|
|
||||||
$03E9 - CKEY - znacznik klawisza START przy zimnym starcie
|
|
||||||
$03EC - DERRF - znacznik b��du przy otwieraniu edytora
|
|
||||||
$03FB - CHLINK - rejestr element�w listy liniowej
|
|
||||||
$03FD - CSCB - bajty kontroli szybko�ci magnetofonu
|
|
||||||
$03FF - CRCB - bajt d�ugo�ci rekordu magnetofonowego
|
|
||||||
$0400 - CASBUF - bufor magnetofonu
|
|
||||||
$047F - CASBEN - koniec bufora magnetofonu
|
|
||||||
$D000 - HPOSP0 - pozioma pozycja gracza 0 (Z)
|
|
||||||
$D000 - KOLM0PF - kolizja pocisku 0 z polem gry (O)
|
|
||||||
$D001 - HPOSP1 - pozioma pozycja gracza 1 (Z)
|
|
||||||
$D001 - KOLM1PF - kolizja pocisku 1 z polem gry (O)
|
|
||||||
$D002 - HPOSP2 - pozioma pozycja gracza 2 (Z)
|
|
||||||
$D002 - KOLM2PF - kolizja pocisku 2 z polem gry (O)
|
|
||||||
$D003 - HPOSP3 - pozioma pozycja gracza 3 (Z)
|
|
||||||
$D003 - KOLM3PF - kolizja pocisku 3 z polem gry (O)
|
|
||||||
$D004 - HPOSM0 - pozioma pozycja pocisku 0 (Z)
|
|
||||||
$D004 - KOLP0PF - kolizja gracza 0 z polem gry (O)
|
|
||||||
$D005 - HPOSM1 - pozioma pozycja pocisku 1 (Z)
|
|
||||||
$D005 - KOLP1PF - kolizja gracza 1 z polem gry (O)
|
|
||||||
$D006 - HPOSM2 - pozioma pozycja pocisku 2 (Z)
|
|
||||||
$D006 - KOLP2PF - kolizja gracza 2 z polem gry (O)
|
|
||||||
$D007 - HPOSM3 - pozioma pozycja pocisku 3 (Z)
|
|
||||||
$D007 - KOLP3PF - kolizja gracza 3 z polem gry (O)
|
|
||||||
$D008 - SIZEP0 - poziomy rozmiar gracza 0 (Z)
|
|
||||||
$D008 - KOLM0P - kolizja pocisku 0 z graczem (O)
|
|
||||||
$D009 - SIZEP1 - poziomy rozmiar gracza 1 (Z)
|
|
||||||
$D009 - KOLM1P - kolizja pocisku 1 z graczem (O)
|
|
||||||
$D00A - SIZEP2 - poziomy rozmiar gracza 2 (Z)
|
|
||||||
$D00A - KOLM2P - kolizja pocisku 2 z graczem (O)
|
|
||||||
$D00B - SIZEP3 - poziomy rozmiar gracza 3 (Z)
|
|
||||||
$D00B - KOLM3P - kolizja pocisku 3 z graczem (O)
|
|
||||||
$D00C - SIZEM - poziomy rozmiar pocisk�w (Z)
|
|
||||||
$D00C - KOLP0P - kolizja gracza 0 z innym graczem (O)
|
|
||||||
$D00D - GRAFP0 - rejestr grafiki gracza 0 (Z)
|
|
||||||
$D00D - KOLP1P - kolizja gracza 1 z innym graczem (O)
|
|
||||||
$D00E - GRAFP1 - rejestr grafiki gracza 1 (Z)
|
|
||||||
$D00E - KOLP2P - kolizja gracza 2 z innym graczem (O)
|
|
||||||
$D00F - GRAFP2 - rejestr grafiki gracza 2 (Z)
|
|
||||||
$D00F - KOLP3P - kolizja gracza 3 z innym graczem (O)
|
|
||||||
$D010 - GRAFP3 - rejestr grafiki gracza 3 (Z)
|
|
||||||
$D010 - TRIG0 - stan przycisku joysticka 0 (O)
|
|
||||||
$D011 - GRAFM - rejestr grafiki pocisk�w (Z)
|
|
||||||
$D011 - TRIG1 - stan przycisku joysticka 1 (O)
|
|
||||||
$D012 - COLPM0 - rejestr koloru gracza i pocisku 0 (Z)
|
|
||||||
$D013 - COLPM1 - rejestr koloru gracza i pocisku 1 (Z)
|
|
||||||
$D013 - TRIG3 - znacznik do��czenia cartridge'a (O)
|
|
||||||
$D014 - COLPM2 - rejestr koloru gracza i pocisku 2 (Z)
|
|
||||||
$D014 - PAL - znacznik systemu TV (O)
|
|
||||||
$D015 - COLPM3 - rejestr koloru gracza i pocisku 3 (Z)
|
|
||||||
$D016 - COLPF0 - rejestr koloru pola gry 0 (Z)
|
|
||||||
$D017 - COLPF1 - rejestr koloru pola gry 1 (Z)
|
|
||||||
$D018 - COLPF2 - rejestr koloru pola gry 2 (Z)
|
|
||||||
$D019 - COLPF3 - rejestr koloru pola gry 3 (Z)
|
|
||||||
$D01A - COLBAK - rejestr koloru t�a (Z)
|
|
||||||
$D01B - GTIACTL - rejestr kontroli uk�adu GTIA
|
|
||||||
$D01C - VDELAY - licznik op�nienia pionowego P/MG
|
|
||||||
$D01D - PMCNTL - rejestr kontroli graczy i pocisk�w
|
|
||||||
$D01E - HITCLR - rejestr kasowania rejestr�w kolizji
|
|
||||||
$D01F - CONSOL - rejestr stanu klawiszy konsoli
|
|
||||||
$D1FF - PDVREG - rejestr wyboru nowego urz�dzenia
|
|
||||||
$D200 - AUDF1 - cz�stotliwo�� pracy generatora 1 (Z)
|
|
||||||
$D200 - POT0 - rejestr po�o�enia potencjometru 0 (O)
|
|
||||||
$D201 - AUDC1 - rejestr kontroli d�wi�ku generatora 1 (Z)
|
|
||||||
$D201 - POT1 - rejestr po�o�enia potencjometru 1 (O)
|
|
||||||
$D202 - AUDF2 - cz�stotliwo�� pracy generatora 2 (Z)
|
|
||||||
$D202 - POT2 - rejestr po�o�enia potencjometru 2 (O)
|
|
||||||
$D203 - AUDC2 - rejestr kontroli d�wi�ku generatora 2 (Z)
|
|
||||||
$D203 - POT3 - rejestr po�o�enia potencjometru 3 (O)
|
|
||||||
$D204 - AUDF3 - cz�stotliwo�� pracy generatora 3 (Z)
|
|
||||||
$D205 - AUDC3 - rejestr kontroli d�wi�ku generatora 3 (Z)
|
|
||||||
$D206 - AUDF4 - cz�stotliwo�� pracy generatora 4 (Z)
|
|
||||||
$D207 - AUDC4 - rejestr kontroli d�wi�ku generatora 4 (Z)
|
|
||||||
$D208 - AUDCTL - rejestr kontroli generator�w d�wi�ku (Z)
|
|
||||||
$D208 - POTST - status odczytu potencjometr�w (O)
|
|
||||||
$D209 - STIMER - rejestr zerowania licznik�w (Z)
|
|
||||||
$D209 - KBCODE - kod ostatnio naci�ni�tego klawisza (O)
|
|
||||||
$D20A - SKSTRES - reset statusu z��cza szeregowego (Z)
|
|
||||||
$D20A - RANDOM - rejestr liczby losowej (O)
|
|
||||||
$D20B - POTG0 - znacznik przetwornika analogowo-cyfrowego (Z)
|
|
||||||
$D20D - SEROUT - szeregowy rejestr wyj�ciowy (Z)
|
|
||||||
$D20D - SERIN - szeregowy rejestr wej�ciowy (O)
|
|
||||||
$D20E - IRQEN - zezwolenia przerwa� IRQ (Z)
|
|
||||||
$D20E - IRQST - status przerwa� IRQ (O)
|
|
||||||
$D20F - SKCTL - rejestr kontroli z��cza szeregowego (Z)
|
|
||||||
$D20F - SKSTAT - rejestr statusu z��cza szeregowego (O)
|
|
||||||
$D300 - PORTA - port A uk�adu PIA
|
|
||||||
$D301 - PORTB - port B uk�adu PIA
|
|
||||||
$D302 - PACTL - rejestr kontroli portu A
|
|
||||||
$D303 - PBCTL - rejestr kontroli portu B
|
|
||||||
$D400 - DMACTL - rejestr kontroli dost�pu do pami�ci
|
|
||||||
$D401 - CHRCTL - rejestr kontroli wy�wietlania znak�w
|
|
||||||
$D402 - DLPTR - adres programu ANTIC-a
|
|
||||||
$D404 - HSCROL - znacznik poziomego przesuwu obrazu
|
|
||||||
$D405 - VSCROL - znacznik pionowego przesuwu obrazu
|
|
||||||
$D407 - PMBASE - adres pami�ci graczy i pocisk�w
|
|
||||||
$D409 - CHBASE - adres zestawu znak�w
|
|
||||||
$D40A - WSYNC - znacznik oczekiwania na synchronizacj� poziom�
|
|
||||||
$D40B - VCOUNT - licznik linii obrazu
|
|
||||||
$D40C - LPENH - poziome po�o�enie pi�ra �wietlengo
|
|
||||||
$D40D - LPENV - pionowe po�o�enie pi�ra �wietlnego
|
|
||||||
$D40E - NMIEN - rejestr zezwole� na przerwania NMI
|
|
||||||
$D40F - NMIST - rejestr statusu przerwa� NMI
|
|
||||||
*/
|
|
||||||
+1128
-392
File diff suppressed because it is too large
Load Diff
BIN
Binary file not shown.
BIN
Binary file not shown.
+1349
-697
File diff suppressed because it is too large
Load Diff
+210
-136
@@ -8,99 +8,127 @@
|
|||||||
; compilation to e.g. cartridge
|
; compilation to e.g. cartridge
|
||||||
; zero page variables are declared in program.s65 module
|
; zero page variables are declared in program.s65 module
|
||||||
;=====================================================
|
;=====================================================
|
||||||
TanksNames ; DO NOT ZERO - ticket #24
|
OneTimeZeroVariables
|
||||||
:6 dta d" "
|
OneTimeZeroVariablesCount = variablesToInitialize-OneTimeZeroVariables ; MAX 128 bytes !
|
||||||
|
.if OneTimeZeroVariablesCount > 127
|
||||||
|
.error "OneTimeZeroVariablesCount too large, ",OneTimeZeroVariablesCount
|
||||||
|
.endif
|
||||||
|
|
||||||
|
noMusic .ds 1 ;.by 0 ; 0 - play music, $ff - do not play music
|
||||||
|
noSfx .ds 1 ;.by 0 ; 0 - play SFX, $ff - do not play SFX
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
;Options DO NOT ZERO - ticket #27
|
; Color table for Game Over Screen (created in a gameover routine)
|
||||||
OptionsTable .by 0,0,2,2,0,1,3
|
.ds 1 ;.by $00 ; labels line color
|
||||||
RoundsInTheGame .by 10 ;how many rounds in the current game
|
GameOverColoursTable .ds MaxPlayers; .BYTE $80,$40,$c4,$20,$c0,$e4
|
||||||
seppukuVal .by 75
|
;----------------------------------------------------
|
||||||
|
TanksNames ; DO NOT ZERO ON GAME RESTART - ticket #24
|
||||||
|
;:6 dta d" "
|
||||||
|
.ds 6*8
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
skilltable ; computer controlled players' skills (1-8), 0 - human (no cleaning, ticket #30)
|
skilltable ; computer controlled players' skills (1-8), 0 - human (no cleaning, ticket #30)
|
||||||
.DS [MaxPlayers]
|
.DS MaxPlayers
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
|
variablesToInitialize
|
||||||
|
;Options DO NOT ZERO ON RESTART GAME - ticket #27
|
||||||
|
OptionsTable .ds maxOptions ;.by 0,1,2,2,0,1,3,2,0
|
||||||
|
RoundsInTheGame .ds 1 ;.by 10 ;how many rounds in the current game
|
||||||
|
seppukuVal .ds 1 ;.by 75
|
||||||
|
mountainDeltaH .ds 1 ;.by 3
|
||||||
|
mountainDeltaL .ds 1 ;.by $ff
|
||||||
|
;----------------------------------------------------
|
||||||
|
LineHeader1
|
||||||
|
.ds 9 ;dta d"# ROUND: "
|
||||||
|
RoundNrDisplay
|
||||||
|
.ds 5 ;dta d" #", $ff
|
||||||
; 4x4 text buffer
|
; 4x4 text buffer
|
||||||
ResultLineBuffer
|
ResultLineBuffer
|
||||||
dta d" ", $ff
|
.ds 14 ;dta d" ", $ff
|
||||||
LineHeader1
|
linetableL ; = PMGraph + $0300 - (screenHeight+1)*2
|
||||||
dta d"# ROUND: "
|
.ds (screenHeight+1)
|
||||||
RoundNrDisplay
|
linetableH ; = PMGraph + $0300 - (screenHeight+1)
|
||||||
dta d" #", $ff
|
.ds (screenHeight+1)
|
||||||
|
DisplayCopyPurchase
|
||||||
|
.ds (DisplayCopyPurchaseEnd - DisplayCopyPurchaseStart +1)
|
||||||
|
StatusBufferCopy
|
||||||
|
.ds screenBytes*3
|
||||||
;=====================================================
|
;=====================================================
|
||||||
variablesStart ; zeroing starts here
|
variablesStart ; zeroing starts here
|
||||||
;=====================================================
|
;=====================================================
|
||||||
isInventory .ds 1 ; 0 - purchase, $ff - inventory
|
;isInventory .ds 1 ; 0 - purchase, $ff - inventory
|
||||||
;--------------
|
;--------------
|
||||||
drawFunction .ds 1 ; 0 - plot, %10000000 - LineLength (N), %01000000 - DrawCheck (V)
|
drawFunction .ds 1 ; 0 - plot, %10000000 - LineLength (N), %01000000 - DrawCheck (V)
|
||||||
;--------------
|
;--------------
|
||||||
sfx_effect .ds 1
|
|
||||||
;--------------
|
|
||||||
noDeathCounter .ds 1
|
noDeathCounter .ds 1
|
||||||
;--------------
|
;--------------
|
||||||
OptionsY .ds 1 ;vertical position of cursor on Options screen
|
OptionsY .ds 1 ;vertical position of cursor on Options screen
|
||||||
flyDelay .ds 1
|
flyDelay .ds 1
|
||||||
;--------------
|
;--------------
|
||||||
NumberOfPlayers .DS 1 ;current number of players (counted from 1)
|
;NumberOfPlayers .DS 1 ;current number of players (counted from 1)
|
||||||
TankSequence .DS [MaxPlayers] ;sequence of shooting during the Round
|
TankSequence .DS MaxPlayers ;sequence of shooting during the Round
|
||||||
GameIsOver .DS 1 ; 1 means it was the last round in the game
|
GameIsOver .DS 1 ; 1 means it was the last round in the game
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
moneyH ;we place zero at the end of prices and money
|
moneyH ;we place zero at the end of prices and money
|
||||||
;and have range from 0 to 99990 (not too much)
|
;and have range from 0 to 99990 (not too much)
|
||||||
;money players have (maybe one more byte is needed?)
|
;money players have (maybe one more byte is needed?)
|
||||||
.DS [MaxPlayers]
|
.DS MaxPlayers
|
||||||
moneyL
|
moneyL
|
||||||
.DS [MaxPlayers]
|
.DS MaxPlayers
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
gainH ;how much money player gets after the round
|
gainH ;how much money player gets after the round
|
||||||
;it is gathered during the round basing on energy
|
;it is gathered during the round basing on energy
|
||||||
;opponents loose after player's shoots
|
;opponents lose after player's shoots
|
||||||
.DS [MaxPlayers]
|
.DS MaxPlayers
|
||||||
gainL
|
gainL
|
||||||
.DS [MaxPlayers]
|
.DS MaxPlayers
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
looseH ;how much player looses after the round
|
loseH ;how much player looses after the round
|
||||||
;calculated from REAL energy loss
|
;calculated from REAL energy loss
|
||||||
;(not only to zero energy)
|
;(not only to zero energy)
|
||||||
.DS [MaxPlayers]
|
.DS MaxPlayers
|
||||||
looseL
|
loseL
|
||||||
.DS [MaxPlayers]
|
.DS MaxPlayers
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
Energy
|
Energy
|
||||||
.DS [MaxPlayers]
|
.DS MaxPlayers
|
||||||
ShieldEnergy
|
ShieldEnergy
|
||||||
.DS [MaxPlayers]
|
.DS MaxPlayers
|
||||||
EnergyDecrease .DS 1
|
EnergyDecrease .DS 1
|
||||||
eXistenZ
|
eXistenZ
|
||||||
.DS [MaxPlayers]
|
.DS MaxPlayers
|
||||||
LASTeXistenZ ; eXistenZ before shoot
|
LASTeXistenZ ; eXistenZ before shoot
|
||||||
.DS [MaxPlayers]
|
.DS MaxPlayers
|
||||||
|
|
||||||
ResultsTable ;the results in the gameeeeee
|
ResultsTable ;the results in the gameeeeee
|
||||||
.DS [MaxPlayers]
|
.DS MaxPlayers
|
||||||
TempResults
|
TempResults
|
||||||
.DS [MaxPlayers]
|
.DS MaxPlayers
|
||||||
|
DirectHitsH
|
||||||
|
.DS MaxPlayers
|
||||||
|
DirectHitsL
|
||||||
|
.DS MaxPlayers
|
||||||
|
EarnedMoneyH
|
||||||
|
.DS MaxPlayers
|
||||||
|
EarnedMoneyL
|
||||||
|
.DS MaxPlayers
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
ForceTableL ;shooting Force of the tank during the round
|
ForceTableL ;shooting Force of the tank during the round
|
||||||
.DS [MaxPlayers]
|
.DS MaxPlayers
|
||||||
ForceTableH
|
ForceTableH
|
||||||
.DS [MaxPlayers] ;maxplayers=6
|
.DS MaxPlayers ;maxplayers=6
|
||||||
MaxForceTableL ;Energy of the tank during the round
|
MaxForceTableL ;Energy of the tank during the round
|
||||||
;(limes superior force of the Shoot)
|
;(limes superior force of the Shoot)
|
||||||
.DS [MaxPlayers] ;1000 is the default
|
.DS MaxPlayers ;1000 is the default
|
||||||
MaxForceTableH
|
MaxForceTableH
|
||||||
.DS [MaxPlayers]
|
.DS MaxPlayers
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
|
BarrelLength ;length of the tank barrel - dont forget to set it to 6 at round start!
|
||||||
AngleTable ;Angle of the barrel of each tank during the round
|
.DS MaxPlayers
|
||||||
.DS [MaxPlayers]
|
|
||||||
NewAngle .DS 1
|
|
||||||
;----------------------------------------------------
|
|
||||||
|
|
||||||
ActiveWeapon ;number of the selected weapon
|
ActiveWeapon ;number of the selected weapon
|
||||||
.DS [MaxPlayers]
|
.DS MaxPlayers
|
||||||
ActiveDefenceWeapon ;number of the activated defence weapon - 0
|
ActiveDefenceWeapon ;number of the activated defence weapon - 0
|
||||||
.DS [MaxPlayers]
|
.DS MaxPlayers
|
||||||
|
AutoDefenseFlag ; 0 - not activated, >$7f - activated
|
||||||
|
.DS MaxPlayers
|
||||||
WeaponDepleted .DS 1 ; if 0 deactivate the weapon and switch to Baby Missile
|
WeaponDepleted .DS 1 ; if 0 deactivate the weapon and switch to Baby Missile
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
|
|
||||||
@@ -108,45 +136,57 @@ WeaponDepleted .DS 1 ; if 0 deactivate the weapon and switch to Baby Missile
|
|||||||
; 20203.5 => 128 : <20203 : >20203
|
; 20203.5 => 128 : <20203 : >20203
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
|
|
||||||
L1 .DS 1 ; variable used in multiplications (by 10:)
|
;L1 .DS 1 ; variable used in multiplications (by 10:)
|
||||||
gravity .DS 1 ;only the decimal part (1/10 = 25)
|
;gravity .DS 1 ;only the decimal part (1/10 = 25)
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
|
|
||||||
Wind .ds 4 ;format: 0000.hhll
|
;Wind .ds 4 ;format: 0000.hhll
|
||||||
;walue displayed on the screen is
|
;walue displayed on the screen is
|
||||||
;decimal portion divided by 16 (>>4)
|
;decimal portion divided by 16 (>>4)
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
MaxWind .ds 1 ;
|
MaxWind .ds 1 ;
|
||||||
WindOrientation .DS 1 ;(0-right,1-left)
|
WindOrientation .DS 1 ;(0-right,1-left)
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
Counter .DS 1 ;temporary Counter for outside loops
|
;Counter .DS 1 ;temporary Counter for outside loops
|
||||||
HitFlag .DS 1 ;$ff when missile hit ground, $00 when no hit, $01-$06 tank index+1 when hit tank
|
;HitFlag .DS 1 ;$ff when missile hit ground, $00 when no hit, $01-$06 tank index+1 when hit tank
|
||||||
|
WallsType .ds 1 ; bits 6 and 7: 00 - none, 01 - bump, 10 - wrap, 11 - boxy
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
xtankstableL ;X positions of tanks (lower left point)
|
xtankstableL ;X positions of tanks (lower left point)
|
||||||
.DS [MaxPlayers]
|
.DS MaxPlayers
|
||||||
xtankstableH
|
xtankstableH
|
||||||
.DS [MaxPlayers]
|
.DS MaxPlayers
|
||||||
ytankstable ;Y positions of tanks (lower left point)
|
ytankstable ;Y positions of tanks (lower left point)
|
||||||
.DS [MaxPlayers]
|
.DS MaxPlayers
|
||||||
LowResDistances ; coarse tank positions divided by 4 (to be in just one byte)
|
LowResDistances ; coarse tank positions divided by 4 (to be in just one byte)
|
||||||
.DS [MaxPlayers]
|
.DS MaxPlayers
|
||||||
|
JoyNumber ; Joystick port number (from 0 to 3)
|
||||||
|
.DS MaxPlayers
|
||||||
|
TankShape ; Tank shape number (from 0 to 2)
|
||||||
|
.DS MaxPlayers
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
Erase .DS 1 ; if 1 only mask of the character is printed
|
TargetTankNr ; Target tank index (for AI routines)
|
||||||
|
.DS 1
|
||||||
|
SecondTryFlag ; For precise AI aiming
|
||||||
|
.DS 1
|
||||||
|
SpyHardFlag ; >$7f - run SpyHard after inventory
|
||||||
|
.DS 1
|
||||||
|
;----------------------------------------------------
|
||||||
|
;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
|
||||||
|
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
RangeLeft .DS 2 ;range of the soil to be fallen down
|
;RangeLeft .DS 2 ;range of the soil to be fallen down
|
||||||
RangeRight .DS 2 ;it is being set by all Explosions
|
;RangeRight .DS 2 ;it is being set by all Explosions
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
WeaponRangeLeft .DS 2 ;Range of the Explosion of the given weapon
|
WeaponRangeLeft .DS 2 ;Range of the Explosion of the given weapon
|
||||||
WeaponRangeRight .DS 2
|
WeaponRangeRight .DS 2
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
;xroller
|
;xroller
|
||||||
HowMuchToFall .ds 1
|
;HowMuchToFall .ds 1
|
||||||
HeightRol .DS 1
|
HeightRol .DS 1
|
||||||
;digger
|
;digger
|
||||||
digstartx .DS 2
|
;digstartx .DS 2
|
||||||
digstarty .DS 2
|
;digstarty .DS 2
|
||||||
diggery .DS 1
|
diggery .DS 1
|
||||||
DigLong .DS 1
|
DigLong .DS 1
|
||||||
digtabxL .DS [8]
|
digtabxL .DS [8]
|
||||||
@@ -159,58 +199,59 @@ FillCounter .ds 2
|
|||||||
;sandhog
|
;sandhog
|
||||||
sandhogflag .DS 1 ; (0 digger, 8 sandhog)
|
sandhogflag .DS 1 ; (0 digger, 8 sandhog)
|
||||||
;ofdirt
|
;ofdirt
|
||||||
magic .DS 2 ; was tempor2, but it was not compiling!!! (bug in OMC65)
|
;magic .DS 2 ; was tempor2, but it was not compiling!!! (bug in OMC65)
|
||||||
;draw
|
;draw
|
||||||
HowToDraw .DS 1
|
;HowToDraw .DS 1
|
||||||
; bits here mean
|
; bits here mean
|
||||||
; 0 - negative X (go up)
|
; 0 - negative X (go up)
|
||||||
; 1 - negative Y (left)
|
; 1 - negative Y (left)
|
||||||
; 2 - directional value > 1 (more than 45 degrees)
|
; 2 - directional value > 1 (more than 45 degrees)
|
||||||
; if all 0 then standart routine
|
; if all 0 then standart routine
|
||||||
XHit .DS 2
|
;XHit .DS 2
|
||||||
YHit .DS 2
|
YHit .DS 2
|
||||||
LineLength .DS 2
|
;LineLength .DS 2
|
||||||
;circle
|
;circle
|
||||||
radius .DS 1
|
;radius .DS 1
|
||||||
xcircle .DS 2
|
;xcircle .DS 2
|
||||||
ycircle .DS 2
|
;ycircle .DS 2
|
||||||
tempcir .DS 2
|
tempcir .DS 2
|
||||||
;TankFalls
|
;TankFalls
|
||||||
IfFallDown .DS 1
|
FallingSoundBit .DS 1
|
||||||
PreviousFall .DS 1
|
PreviousFall .DS 1
|
||||||
EndOfTheFallFlag .DS 1 ; in case of the infinite fall
|
EndOfTheFallFlag .DS 1 ; in case of the infinite fall
|
||||||
Parachute .DS 1 ; are you insured with parachute?
|
;Parachute .DS 1 ; are you insured with parachute?
|
||||||
|
;FloatingAlt .DS 1 ; floating tank altitude
|
||||||
|
FunkyWallFlag = FloatingAlt ; reuse this variable in different weapon (Funky Bomb)!
|
||||||
|
PreferHumansFlag = FloatingAlt ; second reuse in AI Aim proc
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
;Flight
|
;Flight
|
||||||
;variables for 5 missiles (used for mirv)
|
;variables for 5 missiles (used for mirv)
|
||||||
xtraj00 .DS [5] ; 3 bytes of xtraj times 5. Lowest byte
|
xtraj00 .DS [5] ; 3 bytes of xtraj times 5. Lowest byte
|
||||||
xtraj01 .DS [5] ; middle byte
|
xtraj01 .DS [5] ; middle byte
|
||||||
xtraj02 .DS [5] ; high byte
|
xtraj02 .DS [5] ; high byte
|
||||||
vx00 .DS [5]
|
;vx00 .DS [5] ; looks like it is not really used anywhere
|
||||||
vx01 .DS [5]
|
vx01 .DS [5]
|
||||||
vx02 .DS [5]
|
vx02 .DS [5]
|
||||||
vx03 .DS [5]
|
vx03 .DS [5]
|
||||||
MirvDown .DS [5] ; is given missile down?
|
MirvDown .DS [5] ; is given missile down?
|
||||||
MirvMissileCounter .DS 1 ; missile Counter (mainly for X)
|
MirvMissileCounter .DS 1 ; missile Counter (mainly for X)
|
||||||
SmokeTracerFlag .DS 1 ; if Smoketracer
|
SmokeTracerFlag .DS 1 ; if Smoketracer
|
||||||
|
LaserFlag .DS 1 ; $ff if Laser
|
||||||
XposFlag .DS 1 ; bullet positon X (0 - on screen , %1000000 - off-screen)
|
XposFlag .DS 1 ; bullet positon X (0 - on screen , %1000000 - off-screen)
|
||||||
YposFlag .DS 1 ; bullet positon Y (0 - on screen , %1000000 - over the screen , %0100000 - under the screen)
|
YposFlag .DS 1 ; bullet positon Y (0 - on screen , %1000000 - over the screen , %0100000 - under the screen)
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
;CheckCollisionWithTank
|
;CheckCollisionWithTank
|
||||||
vx .ds 4 ; 0,0,0,0 ;two decimal bytes, two whole bytes (DC.BA)
|
;vx .ds 4 ; 0,0,0,0 ;two decimal bytes, two whole bytes (DC.BA)
|
||||||
vy .ds 4 ;0,0,0,0
|
;vy .ds 4 ;0,0,0,0
|
||||||
xtraj .ds 3 ; 0,0,0
|
;xtraj .ds 3 ; 0,0,0
|
||||||
ytraj .ds 3 ; 0,0,0
|
;ytraj .ds 3 ; 0,0,0
|
||||||
xtrajold .ds 3 ; 0,0,0
|
xtrajold .ds 3 ; 0,0,0
|
||||||
ytrajold .ds 3 ; 0,0,0
|
ytrajold .ds 3 ; 0,0,0
|
||||||
Angle .DS 1
|
;Angle .DS 1
|
||||||
Force .ds 3 ; 0,0,0
|
;Force .ds 3 ; 0,0,0
|
||||||
Multiplier .ds 3 ; 0,0,0
|
;Multiplier .ds 3 ; 0,0,0
|
||||||
Multiplee .ds 2 ; 0,0
|
Multiplee .ds 2 ; 0,0
|
||||||
goleft .DS 1 ;if 1 then flights left
|
;goleft .DS 1 ;if 1 then flights left
|
||||||
;----------------------------------------------------
|
|
||||||
;SoilDown2
|
|
||||||
IsEndOfTheFallFlag .DS 1
|
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
;unPlot
|
;unPlot
|
||||||
WhichUnPlot .DS 1
|
WhichUnPlot .DS 1
|
||||||
@@ -224,7 +265,7 @@ FunkyBombCounter .DS 1
|
|||||||
xtrajfb .DS 2
|
xtrajfb .DS 2
|
||||||
ytrajfb .DS 2
|
ytrajfb .DS 2
|
||||||
;
|
;
|
||||||
tracerflag .DS 1
|
;tracerflag .DS 1
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
;TypeChar
|
;TypeChar
|
||||||
mask1 .DS [8]
|
mask1 .DS [8]
|
||||||
@@ -232,36 +273,37 @@ mask2 .DS [8]
|
|||||||
|
|
||||||
char1 .DS [8]
|
char1 .DS [8]
|
||||||
char2 .DS [8]
|
char2 .DS [8]
|
||||||
color .DS 1
|
;color .DS 1
|
||||||
ybit .DS 1
|
ybit .DS 1
|
||||||
tempbyte01 .DS 1
|
tempbyte01 .DS 1
|
||||||
delta .DS 2
|
;delta .DS 2
|
||||||
yfloat .DS 2
|
yfloat .DS 2
|
||||||
deltaX .DS 1
|
deltaX .DS 1
|
||||||
UpNdown .DS 1
|
UpNdown .DS 1
|
||||||
|
|
||||||
temptankX .DS 2
|
temptankX .DS 2
|
||||||
temptankNr .DS 1
|
temptankNr .DS 1
|
||||||
|
AfterBFGflag .DS 1
|
||||||
|
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
;Variables from textproc.s65
|
;Variables from textproc.s65
|
||||||
; tables with indexes of weapons on the right lists
|
; tables with indexes of weapons on the right lists
|
||||||
; OK (2022) so, L1 is list of offensive weapons, L2 - defensive
|
; OK (2022) so, L1 is list of offensive weapons, L2 - defensive
|
||||||
IndexesOfWeaponsL1
|
IndexesOfWeaponsL1
|
||||||
.ds 8*5 ; max 40 offensive weapons. this is wrong, should be 48, still only 32 defined.
|
.ds (last_offensive_____ - first_offensive____+1)
|
||||||
IndexesOfWeaponsL2
|
IndexesOfWeaponsL2
|
||||||
.ds 8*2 ; max 16 defensive weapons.
|
.ds (last_defensive_____ - first_defensive____+1)
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
|
|
||||||
; variables storing amount of weapons on the first and second
|
; variables storing amount of weapons on the first and second
|
||||||
; list and pointer position
|
; list and pointer position
|
||||||
|
|
||||||
HowManyOnTheList1
|
HowManyOnTheListOff
|
||||||
.DS 1
|
.DS 1
|
||||||
HowManyOnTheList2
|
HowManyOnTheListDef
|
||||||
.DS 1
|
|
||||||
PositionOnTheList ; pointer position on the list being displayed
|
|
||||||
.DS 1
|
.DS 1
|
||||||
|
;PositionOnTheList ; pointer position on the list being displayed
|
||||||
|
; .DS 1
|
||||||
LastWeapon
|
LastWeapon
|
||||||
; number of the last previously purchased weapon
|
; number of the last previously purchased weapon
|
||||||
; it is necessary when after purchase some weapon
|
; it is necessary when after purchase some weapon
|
||||||
@@ -269,29 +311,28 @@ LastWeapon
|
|||||||
; and the cursor must be placed elsewhere
|
; and the cursor must be placed elsewhere
|
||||||
.DS 1
|
.DS 1
|
||||||
WhichList ; list currently on the screen
|
WhichList ; list currently on the screen
|
||||||
; (0-offensive, 1-defensive)
|
; (0-offensive, %10000000 - defensive (check with bit:bmi for defensives)
|
||||||
.DS 1
|
|
||||||
OffsetDL1 ; offset of the list screen (how many lines)....
|
|
||||||
.DS 1
|
.DS 1
|
||||||
|
;OffsetDL1 .DS 1 ; offset of the list screen (how many lines)....
|
||||||
|
|
||||||
|
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
|
|
||||||
;mark the level
|
;mark the level
|
||||||
PositionInName ; cursor position in name of the player when name input
|
PositionInName ; cursor position in name of the player when name input
|
||||||
.DS 1
|
.DS 1
|
||||||
DifficultyLevel ; Difficulty Level (human/cpu)
|
;DifficultyLevel .DS 1 ; Difficulty Level (human/cpu)
|
||||||
.DS 1
|
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
;displaydecimal
|
;displaydecimal
|
||||||
decimal .DS 2
|
;decimal .DS 2
|
||||||
decimalresult .DS 4
|
decimalresult .DS 5
|
||||||
|
|
||||||
;xmissile
|
;xmissile
|
||||||
ExplosionRadius .DS 2 ;because when adding in xdraw it is double byte
|
;ExplosionRadius .DS 2 ;because when adding in xdraw it is double byte
|
||||||
;round
|
;round
|
||||||
CurrentRoundNr .DS 1
|
CurrentRoundNr .DS 1
|
||||||
FallDown1 .DS 1
|
;FallDown2 .DS 1
|
||||||
FallDown2 .DS 1
|
|
||||||
;leapfrog
|
;leapfrog
|
||||||
LeapFrogAngle .DS 1
|
LeapFrogAngle .DS 1
|
||||||
;laser
|
;laser
|
||||||
@@ -304,17 +345,17 @@ LaserCoordinate .DS 8 ; 2,2,2,2
|
|||||||
; from $30 the defensive weapons begin
|
; from $30 the defensive weapons begin
|
||||||
TanksWeapons
|
TanksWeapons
|
||||||
TanksWeapon1
|
TanksWeapon1
|
||||||
.DS [64]
|
.DS [last_defensive_____ - first_offensive____ +1]
|
||||||
TanksWeapon2
|
TanksWeapon2
|
||||||
.DS [64]
|
.DS [last_defensive_____ - first_offensive____ +1]
|
||||||
TanksWeapon3
|
TanksWeapon3
|
||||||
.DS [64]
|
.DS [last_defensive_____ - first_offensive____ +1]
|
||||||
TanksWeapon4
|
TanksWeapon4
|
||||||
.DS [64]
|
.DS [last_defensive_____ - first_offensive____ +1]
|
||||||
TanksWeapon5
|
TanksWeapon5
|
||||||
.DS [64]
|
.DS [last_defensive_____ - first_offensive____ +1]
|
||||||
TanksWeapon6
|
TanksWeapon6
|
||||||
.DS [64]
|
.DS [last_defensive_____ - first_offensive____ +1]
|
||||||
|
|
||||||
mountaintable ;table of mountains (size=screenwidth)
|
mountaintable ;table of mountains (size=screenwidth)
|
||||||
.DS [screenwidth]
|
.DS [screenwidth]
|
||||||
@@ -324,10 +365,6 @@ mountaintable2 ;table of mountains (size=screenwidth)
|
|||||||
.DS 1 ; additional byte for fallout (sometimes 1 pixel)
|
.DS 1 ; additional byte for fallout (sometimes 1 pixel)
|
||||||
MountaintableEnd ;good for table clearing
|
MountaintableEnd ;good for table clearing
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
TextPositionX .DS 2
|
|
||||||
TextPositionY .DS 1
|
|
||||||
TextAddress .DS 2
|
|
||||||
TextCounter .DS 1
|
|
||||||
TextNumberOff .DS 1
|
TextNumberOff .DS 1
|
||||||
;--------------
|
;--------------
|
||||||
TankTempY
|
TankTempY
|
||||||
@@ -337,21 +374,26 @@ TankTempY
|
|||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
singleRoundVars
|
singleRoundVars
|
||||||
;--------------
|
;--------------
|
||||||
escFlag .ds 1
|
;escFlag .ds 1 ; 0 - Esc or O not pressed, $80 - Esc pressed, $40 - O pressed
|
||||||
;--------------
|
;--------------
|
||||||
CurrentResult
|
CurrentResult
|
||||||
.DS 1
|
.DS 1
|
||||||
;--------------
|
;--------------
|
||||||
|
AngleTable ;Angle of the barrel of each tank during the round
|
||||||
|
.DS MaxPlayers
|
||||||
|
EndOfTheBarrelX
|
||||||
|
.ds 2
|
||||||
|
EndOfTheBarrelY
|
||||||
|
.ds 1
|
||||||
|
;----------------------------------------------------
|
||||||
previousAngle
|
previousAngle
|
||||||
.DS [MaxPlayers]
|
.DS MaxPlayers
|
||||||
previousEnergyL
|
previousEnergyL
|
||||||
.DS [MaxPlayers]
|
.DS MaxPlayers
|
||||||
previousLeftRange
|
previousLeftRange
|
||||||
.DS [MaxPlayers]
|
.DS MaxPlayers
|
||||||
previousEnergyH
|
previousEnergyH
|
||||||
.DS [MaxPlayers]
|
.DS MaxPlayers
|
||||||
previousRightAngle
|
|
||||||
.DS [MaxPlayers]
|
|
||||||
RandBoundaryLow
|
RandBoundaryLow
|
||||||
.ds 2
|
.ds 2
|
||||||
RandBoundaryHigh
|
RandBoundaryHigh
|
||||||
@@ -362,35 +404,67 @@ singleRoundVarsEnd
|
|||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
; 4x4 texts
|
; 4x4 texts
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
LineAddress4x4
|
;LineAddress4x4 .DS 2
|
||||||
.DS 2
|
LineCharNr .DS 1
|
||||||
LineCharNr
|
;LineXdraw .DS 2
|
||||||
.DS 1
|
;LineYdraw .DS 1
|
||||||
LineXdraw
|
|
||||||
.DS 2
|
|
||||||
LineYdraw
|
|
||||||
.DS 1
|
|
||||||
|
|
||||||
;-----------
|
;-----------
|
||||||
ResultX
|
|
||||||
.DS 2
|
|
||||||
ResultY
|
|
||||||
.DS 1
|
|
||||||
ResultOfTankNr
|
ResultOfTankNr
|
||||||
.DS 1
|
.DS 1
|
||||||
|
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
;PutChar4x4
|
;PutChar4x4
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
LoopCounter4x4 .DS 1
|
|
||||||
y4x4 .DS 1
|
|
||||||
StoreA4x4 .DS 1
|
|
||||||
Xcounter4x4 .DS 1
|
|
||||||
nibbler4x4 .DS 1
|
nibbler4x4 .DS 1
|
||||||
CharCode4x4 .DS 1
|
CharCode4x4 .DS 1
|
||||||
plot4x4color .DS 1 ;1-white, 0-background
|
;plot4x4color .DS 1 ;1-white, 0-background
|
||||||
|
; This is moved from display.asm to be easier to relocate
|
||||||
|
ListOfWeapons
|
||||||
|
; 0123456789012345678901234567890123456789
|
||||||
|
; :number_of_offensives dta d" "
|
||||||
|
;:32 dta d" "
|
||||||
|
.ds 32*32
|
||||||
|
ListOfWeapons1End
|
||||||
|
ListOfDefensiveWeapons
|
||||||
|
; :number_of_defensives dta d" "
|
||||||
|
;:16 dta d" "
|
||||||
|
.ds 16*32
|
||||||
|
ListOfDefensiveWeaponsEnd ;constant useful when clearing
|
||||||
|
track_variables
|
||||||
|
trackn_db .ds TRACKS
|
||||||
|
trackn_hb .ds TRACKS
|
||||||
|
trackn_idx .ds TRACKS
|
||||||
|
trackn_pause .ds TRACKS
|
||||||
|
trackn_note .ds TRACKS
|
||||||
|
trackn_volume .ds TRACKS
|
||||||
|
trackn_distor .ds TRACKS
|
||||||
|
trackn_shiftfrq .ds TRACKS
|
||||||
|
trackn_instrx2 .ds TRACKS
|
||||||
|
trackn_instrdb .ds TRACKS
|
||||||
|
trackn_instrhb .ds TRACKS
|
||||||
|
trackn_instridx .ds TRACKS
|
||||||
|
trackn_instrlen .ds TRACKS
|
||||||
|
trackn_instrlop .ds TRACKS
|
||||||
|
trackn_instrreachend .ds TRACKS
|
||||||
|
trackn_volumeslidedepth .ds TRACKS
|
||||||
|
trackn_volumeslidevalue .ds TRACKS
|
||||||
|
trackn_effdelay .ds TRACKS
|
||||||
|
trackn_effvibratoa .ds TRACKS
|
||||||
|
trackn_effshift .ds TRACKS
|
||||||
|
trackn_tabletypespeed .ds TRACKS
|
||||||
|
trackn_tablenote .ds TRACKS
|
||||||
|
trackn_tablea .ds TRACKS
|
||||||
|
trackn_tableend .ds TRACKS
|
||||||
|
trackn_tablelop .ds TRACKS
|
||||||
|
trackn_tablespeeda .ds TRACKS
|
||||||
|
trackn_command .ds TRACKS
|
||||||
|
trackn_filter .ds TRACKS
|
||||||
|
trackn_audf .ds TRACKS
|
||||||
|
trackn_audc .ds TRACKS
|
||||||
|
trackn_audctl .ds TRACKS
|
||||||
|
v_aspeed .ds 1
|
||||||
|
track_endvariables
|
||||||
|
|
||||||
variablesEnd
|
variablesEnd
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
|
|||||||
+1462
-819
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user