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Author SHA1 Message Date
Pirx 347e59d5a2 Merge pull request #77 from pkali/develop
build 141
2022-05-22 21:55:20 -04:00
Pirx 61ff5e47e1 build 141 2022-05-22 21:54:34 -04:00
Pirx 2d8c71e9ff smalls and #13 2022-05-22 21:23:56 -04:00
Pirx fd1a61c1f9 display fix 2022-05-22 14:14:23 -04:00
Pecusx 571b3c137e Revert "First attempt to 2 bytes Y"
This reverts commit 7e24e44f1b.
2022-05-22 19:17:17 +02:00
Pecusx bd8ecad2dd Merge branch 'develop' of https://github.com/pkali/scorch_src into develop 2022-05-22 19:11:19 +02:00
Pecusx 7e24e44f1b First attempt to 2 bytes Y 2022-05-22 19:10:52 +02:00
Pirx eb8360dcd0 Merge branch 'develop' of github.com:pkali/scorch_src into develop 2022-05-22 13:09:04 -04:00
Pirx 3d8ec72da0 glich #55 2022-05-22 13:08:42 -04:00
Pecusx 2f099897c7 Cleanup 2022-05-22 18:25:31 +02:00
Pirx 26f82b59c1 code cleanup 2022-05-22 11:25:40 -04:00
Pirx 9a3cf1251f ESC updt #74 2022-05-22 10:59:06 -04:00
Pirx ec5838ebaf ESCape from menus #74 2022-05-22 10:12:52 -04:00
Pirx 491dc2861c speed up when [START] #73 2022-05-22 09:39:17 -04:00
Pirx 5e476eb742 [SHIFT] bug #61 2022-05-21 19:21:42 -04:00
Pirx 661d4776c7 cosinus angle fix #65 2022-05-21 18:50:13 -04:00
Pirx 3701accfc9 glitches when switches #72 2022-05-21 18:29:56 -04:00
Pirx fb54230ea7 white flag #62 2022-05-21 13:19:55 -04:00
Pirx fb86876d9f cos table removed #65 2022-05-21 13:12:54 -04:00
Pirx 80bc302689 too much force for AI #70 2022-05-21 11:20:16 -04:00
Pirx d9645b9c37 post intro glitch fix #67 2022-05-21 08:45:26 -04:00
Pecusx 620bcf5aa8 Small bugfix and optymalisation
Bugfix in drawnountains (now ground 0 is possible: ) )
Otymized flight proc - explosions no wrap around screen - why? :)
2022-05-18 20:00:27 +02:00
Pirx d0a9fb0fbe Merge pull request #60 from pkali/develop
build 140
2022-05-15 23:22:19 -04:00
Pirx 68bf4a9541 build 140 2022-05-15 23:21:47 -04:00
Pecusx 7dd3ecd2bf Merge pull request #59 from pkali/develop
Colors on tanks names screen
2022-05-14 20:33:59 +02:00
Pecusx 08f7680563 Colors on tanks names screen 2022-05-14 20:28:14 +02:00
Pirx d9322221a3 Merge pull request #58 from pkali/develop
master reconciliation
2022-05-14 08:14:25 -04:00
Pirx d766088b66 colors upd+weapon change sfx 2022-05-14 08:13:32 -04:00
Pecusx de5bfab2a8 Tank colors bugfix & new DLI for purchase screen
He, he.
The tank colors were not taken from the table :)
2022-05-13 09:18:50 +02:00
Pecusx 91b39e736b Minor optimizations
LiquidDirt and TypeChar (8x8 on graphics screen - like tanks) are little faster now.
2022-05-12 19:45:42 +02:00
Pecusx 572bee982a Test
I'am in develop branch :)
2022-05-12 19:02:26 +02:00
Pirx b37dc73f52 WIP: colors test 2022-05-12 09:53:56 -04:00
Pecusx 11ddf69de9 Merge branch 'master' of https://github.com/pkali/scorch_src 2022-05-11 19:03:42 +02:00
Pecusx 0ba4594712 Playfield in niverse
Playfield is now drawn in inverse for better color control (in future ;) )
Problems in DLI!
2022-05-11 19:03:35 +02:00
Pirx 8556dfe0d7 joytest for real hardware 2022-05-11 10:51:22 -04:00
Pecusx 860d0917ad Fixed bugs in LiqudDirt and Roller
Correct operation of dirt at the edges of the screen, and now dirt counter is two bytes (more and more dirt is possible).
Correction of the roller's (and LiquidDirtoperation on the right side of the screen. (old stiupid error)
2022-05-09 17:58:07 +02:00
Pecusx 2de2c24373 Very old bug fixed!
In the second (and next) round, the ground was drawn one pixel lower than it should have been.
2022-05-09 11:20:42 +02:00
Pirx a6382c5dc0 README UPDT 2022-05-09 01:32:02 -04:00
15 changed files with 418 additions and 358 deletions
+38 -14
View File
@@ -8,14 +8,15 @@ by Tomasz 'Pecus' Pecko and Pawel 'pirx' Kalinowski
Warsaw, Miami 2000, 2001, 2002, 2003, 2009, 2012, 2013, 2022
Contributors:
Kaz - splash screen, ideas
Adam - font, ideas
Emkay - splash screen music
Miker - game sfx, ideas
Bocianu - important ideas, FujiNet implementation
- Kaz - splash screen, ideas
- Miker (@mikerro) - game sfx, ideas, QA
- Adam (@6502adam) - font, ideas, QA
- Bocianu (@bocianu) - important ideas, FujiNet implementation, QA
- Emkay - splash screen music
QA: Probabilitydragon, KrzysRog, Beeblebrox, EnderDude, lopezpb, Dracon, brad-colbert
You can contact us at pecus@poczta.fm or pirx@5oft.pl
home page of this project is https://github.com/pkali/scorch_src
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).
@@ -31,12 +32,12 @@ Game source code is split into 5+4 parts:
- display.asm - display lists and text screen definitions
- ai.asm - artificial stupidity of computer opponents
- weapons.asm - general arsenal of tankies
- definitions.asm - label definitions, moved to make it work better with Altirra debug.
- definitions.asm - label definitions, moved to make it work better with Altirra debug (it doesn't).
We were trying to use as much macros and pseudo-ops as possible.
They are defined in atari.hea and macro.hea files together with many atari constants. This way it should be relatively easy to port this code to e.g. C64
We were trying to use macros, pseudo-ops and simple graphics primitives as much as possible.
This way it should be relatively easy to port this code to e.g. C64
After those N years of working on this piece of code we are sure it would be much wiser to write it in C, Action! or MadPascal but on the other hand it is so much fun to type 150 chars where all you want to have y=ax+b :)
After those N years of working on this piece of code we are sure it would be much wiser to write it in C, Action! or MadPascal but on the other hand it is so much fun to type 150 chars where all you want to have y=a*x+b :)
Originally most variables were in Polish, comments were sparse, but we wanted to release this piece of code to public.
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.
@@ -46,10 +47,33 @@ With the advent of fujinet (https://fujinet.online/) we are thinking about makin
## Changes:
###### Build 138
###### Build 141
2022-05-22
Debug build. Thanks to all testers for finding numerous bugs. We tried to fix some of them and we have introduced some new for your enjoyment.
- #73 Fast forward. Press [START] to speed up the game where it can be sped up. Not in many places, mind you.
- #72 Screen glitches improved
- #70 AI shoot with more force than their energy allows. We might still have to revise this one
- #69 Explosions wrapping around the screen
- #67 Screen glitches after intro
- #65 Saved ~90 bytes by removing cosinus table
- #62 Empty list of defensive weapons gets corrupted. Plunged it with a new defensive weapon - "White Flag". Honor of the tank crew prohibits them from buying it (yet)
- #61 [SHIFT] was repeating the last key
- #57 Fire too sensitive on a real machine. Switched to shadow registers. First recorded use of Atari OS :O
- #55 Glitches in the status bar. This one was surprisingly tough.
###### Build 140
2022-05-15
Huge internal changes by @Pecusx. The whole game screen has been inverted - ground is now background color, "sky" and empty areas are in fact pixels. This allowed for introducing better tank colorization, fully devised and lead by Adam. The process started and results are already promising - the colors of tanks and the status bar are closer. We might get even better ones in the next builds.
- few new sfx added (end of round, weapon change, soil eating weapons)
- added colors to tank name and level selection screen
- Bug https://github.com/pkali/scorch_src/issues/57 possibly alleviated by using TRIG0S instead of TRIG0. Please test - it did not show for me.
Other unlisted minor bugs and typos fixed.
"Nightly" version moved to `develop` branch. `master` will be updated with stablish and playablish builds only.
###### Build 139
2022-05-09
The post midnight release with great, heavy new features:
- https://github.com/pkali/scorch_src/issues/48, https://github.com/pkali/scorch_src/issues/10 - thanks to Miker we have a bunch of fresh sound effects. Not everything is perfectly implemented, but the game definitely got nicer! Thank you again Miker!
- https://github.com/pkali/scorch_src/issues/48, https://github.com/pkali/scorch_src/issues/10 - thanks to @mikerro we have a bunch of fresh sound effects. Not everything is perfectly implemented, but the game definitely got nicer! Thank you again Miker!
- https://github.com/pkali/scorch_src/issues/42 New weapon - Liquid Dirt by Pecus. Try it from directly from the weapon store!
- (fix) https://github.com/pkali/scorch_src/issues/53 - non-existing weapons are not displayed. This makes the defense menu empty when you are poor, but it is still better than the old way with "$0" prices
- (fix) https://github.com/pkali/scorch_src/issues/49 - seppuku should always kill now
@@ -91,7 +115,7 @@ Other small fixes:
2022-04-10
- https://github.com/pkali/scorch_src/issues/34 - plot pointer visible only when missile is out of the screen
- https://github.com/pkali/scorch_src/issues/33 - Poor AIs do not purchase non-working weapons
- https://github.com/pkali/scorch_src/issues/32 - Basic is turned off right on the beginning of loading. Dracon reported problems with running the game in Altirra, this was the best idea I had about it. Maybe next will be removing from zero page LZSS routine by @dmsc
- https://github.com/pkali/scorch_src/issues/32 - Basic is turned off right on the beginning of loading. Dracon reported problems with running the game in Altirra, this was the best idea I had about it. Maybe next will be removing LZSS routine by @dmsc from zero page
- https://github.com/pkali/scorch_src/issues/31 - STA WSYNC removed from missile flight delay
- https://github.com/pkali/scorch_src/issues/30 - player level remembered between rounds, thx @KrzysRog
- https://github.com/pkali/scorch_src/issues/5 - funkybomb smoke stays on the edges of the screen
@@ -102,7 +126,7 @@ Other small fixes:
- enhancement: https://github.com/pkali/scorch_src/issues/15 Add player colors to purchase screen. Still room to improvement!
- enhancement: https://github.com/pkali/scorch_src/issues/22 Redesign information panel (top 2 lines of the game screen). Now game might make some sense for a newcomer :)
- change: https://github.com/pkali/scorch_src/issues/28 remove white lines around out-of-the-screen point tracker. Now it is visible and looks better!
- enhancement: https://github.com/pkali/scorch_src/issues/25 Missiles are too fast. Thanks @bocianu and @miker for the hint. Speed of the shell is configurable now, 5 speeds available.
- enhancement: https://github.com/pkali/scorch_src/issues/25 Missiles are too fast. Thanks @bocianu and @mikerro for the hint. Speed of the shell is configurable now, 5 speeds available.
- enhancement: https://github.com/pkali/scorch_src/issues/27 Remember game settings between games.
- enhancement: https://github.com/pkali/scorch_src/issues/24 Remember player names between games. Thanks @bocianu
+2 -1
View File
@@ -126,7 +126,7 @@ forceNow
jsr RandomizeForce
endo
ldx TankNr ;this is possibly not necessary
;ldx TankNr ;this is possibly not necessary
lda NewAngle
sta PreviousAngle,x
lda EnergyTableL,x
@@ -214,6 +214,7 @@ skipThisPlayer
forceNow
mwa #300 RandBoundaryLow
mwa #700 RandBoundaryHigh
ldx TankNr
jsr RandomizeForce
endo
+28 -3
View File
@@ -45,11 +45,16 @@ regX .ds 1
regY .ds 1
; --- MAIN PROGRAM
org $2000
ant dta $F0
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,$70
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
@@ -202,6 +207,19 @@ main
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
@@ -249,6 +267,11 @@ stop
@ sta POKEY,x
dex
bpl @-
;no glitching please (issue #67)
lda #0
sta $D400 ;dmactl
sta $022F ;dmactls
rts ;return to ... DOS
; --- DLI PROGRAM
@@ -339,8 +362,10 @@ dli7
dli11
sta regA
lda #$01
lda #>$a000 ; system font
sta wsync ;line=232
sta chbase
lda #$01
sta gtictl
lda regA
+20
View File
@@ -0,0 +1,20 @@
icl '../lib/atari.hea'
org $2000
joytest
mva #0 dmactls
@
lda trig0
beq pressed
mva #0 colbak
beq @-
pressed
lda #$0f
;ora jstick0
sta colbak
jmp @-
run joytest
Binary file not shown.
+12 -100
View File
@@ -5,7 +5,14 @@
;===================================================================================
;==========================CONSTANT TABLES, do not erase!===========================
;===================================================================================
TankColoursTable .BYTE $52,$32,$72,$92,$B2,$02
TankColoursTable .BYTE $88,$cc,$38,$1c,$6a,$02
TankStatusColoursTable .BYTE $80,$c0,$30,$10,$60,$00
dliColorsBack
:10 .by $02,$00
dliColorsFore
.by $0a
TextBackgroundColor = $02 ; REAL constans - use: LDA #TextBackgroundColor
TextForegroundColor = $0c
CashOptionL ;(one zero less than on the screen)
.by 0,<200,<500,<800,<1000
CashOptionH
@@ -189,99 +196,6 @@ sintable
.by 255
.by 255 ;anti self destruction byte
costable
.by 255 ;anti self destruction byte
.by 255
.by 255
.by 255
.by 255
.by 255
.by 254
.by 254
.by 253
.by 252
.by 252
.by 251
.by 250
.by 249
.by 248
.by 247
.by 246
.by 244
.by 243
.by 242
.by 240
.by 238
.by 237
.by 235
.by 233
.by 232
.by 230
.by 228
.by 226
.by 223
.by 221
.by 219
.by 217
.by 214
.by 212
.by 209
.by 207
.by 204
.by 201
.by 198
.by 196
.by 193
.by 190
.by 187
.by 184
.by 181
.by 177
.by 174
.by 171
.by 167
.by 164
.by 161
.by 157
.by 154
.by 150
.by 146
.by 143
.by 139
.by 135
.by 131
.by 128
.by 124
.by 120
.by 116
.by 112
.by 108
.by 104
.by 100
.by 95
.by 91
.by 87
.by 83
.by 79
.by 74
.by 70
.by 66
.by 61
.by 57
.by 53
.by 48
.by 44
.by 40
.by 35
.by 31
.by 26
.by 22
.by 17
.by 13
.by 8
.by 4
.by 0
linetableL
:screenheight+1 .by <(display+screenBytes*#)
linetableH
@@ -698,7 +612,7 @@ WeaponPriceH ; weapons prices (tables with prices of weapons)
.by >price_Auto_Defense___
.by >price_Fuel_Tank______
.by >price_Contact_Trigger
.by >price______________63
.by >price_White_Flag_____
WeaponPriceL
.by <price_Baby_Missile___
@@ -764,7 +678,7 @@ WeaponPriceL
.by <price_Auto_Defense___
.by <price_Fuel_Tank______
.by <price_Contact_Trigger
.by <price______________63
.by <price_White_Flag_____
;-------------------------------------------------
; how many units (bulletd) of a given weapon we get for a given price
@@ -836,7 +750,7 @@ WeaponUnits
.by 1 ;Auto_Defense___
.by 10 ;Fuel_Tank______
.by 25 ;Contact_Trigger
.by 0 ;_____________63
.by 1 ;_____________63
PurchaseMeTable ;weapons good to be purchased by the robot
;the comment is an index in the tables
@@ -968,7 +882,7 @@ NamesOfWeapons ;the comment is an index in the tables
dta d"Auto Defense " ; 60
dta d"Fuel Tank " ; 61
dta d"Contact Trigger " ; 62
dta d"----------------" ; 63
dta d"White Flag " ; 63
weaponsOfDeath
dta 0,1,2,3,7,8,9,15,16,17,18,19,20,21,22,23,24,25,26,27
joyToKeyTable
@@ -989,7 +903,5 @@ scrcodes
dta d"qrstuvwx"
dta d"yz123456"
dta d"7890." ; "-"
dliColors
:10 .by $02,$00
.endif
+29 -29
View File
@@ -74,35 +74,35 @@ price_Super_Mag______ = $ffff ;_59
price_Auto_Defense___ = $ffff ;_60
price_Fuel_Tank______ = $ffff ;_61
price_Contact_Trigger = $ffff ;_62
price______________63 = $ffff
price_White_Flag_____ = $0 ;_63
;--------------------------------
; names of RMT instruments (sfx)
;--------------------------------
sfx_set_power_1 = $00
sfx_set_power_2 = $01
sfx_lightning = $02
sfx_dunno = $03
sfx_nuke = $04
sfx_baby_missile= $05
sfx_death_begin = $06
sfx_plasma_1_2 = $07
sfx_plasma_2_2 = $08
sfx_napalm = $09
sfx_dirt_charge = $0a
sfx_missile_hit = $0b
sfx_funky_hit = $0c
sfx_shield_on = $0d
sfx_shield_off = $0e
sfx_parachute = $0f
sfx_smoke_cloud = $10
sfx_riot_blast = $11
sfx_sandhog = $12
sfx_dirt_chrg_s = $13
sfx_digger = $14
sfx_silencer = $15
sfx_next_player = $16
sfx_purchase = $17
sfx_keyclick = $18
sfx_shoot = $19
sfx_seppuku = $1a
sfx_liquid_dirt = $1b
sfx_set_power_1 = $00 ;A
sfx_set_power_2 = $01 ;b
sfx_lightning = $02 ;c
sfx_dunno = $03 ;d
sfx_nuke = $04 ;e
sfx_baby_missile= $05 ;f
sfx_death_begin = $06 ;g
sfx_plasma_1_2 = $07 ;h
sfx_plasma_2_2 = $08 ;i
sfx_napalm = $09 ;j
sfx_dirt_charge = $0a ;k
sfx_missile_hit = $0b ;l
sfx_funky_hit = $0c ;m
sfx_shield_on = $0d ;n
sfx_shield_off = $0e ;o
sfx_parachute = $0f ;p
sfx_smoke_cloud = $10 ;q
sfx_riot_blast = $11 ;r
sfx_sandhog = $12 ;s
sfx_dirt_chrg_s = $13 ;t
sfx_digger = $14 ;u
sfx_silencer = $15 ;v
sfx_next_player = $16 ;w
sfx_purchase = $17 ;x
sfx_keyclick = $18 ;y
sfx_shoot = $19 ;z
sfx_seppuku = $1a ;1
sfx_liquid_dirt = $1b ;2
+7 -7
View File
@@ -40,8 +40,8 @@ NameDL
.byte $42
.word NameScreen
.byte $30
.byte $02,$30,$2
.byte $10,2,2,2,$30,2,2
.byte $02,$30+$80,$02
.byte $10,$02,$02,$02,$30,$02,$02
.byte $41
.word NameDL
; -------------------------------------------------
@@ -142,7 +142,7 @@ WeaponsDescription
EmptyLine
dta d" "
LastLine
:40 dta $ff
:40 dta $00
; -------------------------------------------------
.ALIGN $1000 ; WARNING!!!! 4KiB barrier crossing here, might need reassignment!!!
NameScreen
@@ -154,7 +154,7 @@ NameAdr
dta d" "
NamesOfLevels
dta d" HUMAN Moron Shooter "
dta d" Poolshark Toosser Chooser "
dta d" Poolshark Tosser Chooser "
dta d" Spoiler Cyborg Unknown "
dta d" "
dta d"Tab"*
@@ -166,10 +166,10 @@ NamesOfLevels
textbuffer
; 0123456789012345678901234567890123456789
dta d"Player: "
dta d"Energy: 99 Angle: <99> Force: 9999 "
dta d" Round: 99 Wind: <99> "
dta d"Energy: Angle: Force: "
dta d" Round: Wind: "
textbuffer2
dta d"Player: ******** Cash: 99990 "
dta d"Player: Cash: "
dta d"----------------------------------------"
+43 -36
View File
@@ -441,8 +441,9 @@ splot8 .proc
;--------------------------------------------------
clearscreen .proc
;--------------------------------------------------
lda #0
tax
lda #$ff
ldx #0
@
:31 sta display+($100*#),x
sta display+$1e50,x ; this is so no space outside of the screen is cleared
@@ -629,7 +630,7 @@ DrawTankNrX
rorw xbyte ; divide by 2 (carry does not matter)
lda xbyte
clc
adc #$24 ; P/M to graphics offser
adc #$24 ; P/M to graphics offset
cpx #$4 ; 5th tank are joined missiles and offset is defferent
bne NoMissile
clc
@@ -676,13 +677,16 @@ drawmountains .proc
mwa #0 xdraw
mwa #mountaintable modify
mva #1 color
drawmountainsloop
ldy #0
lda (modify),y
cmp #screenheight
beq NoMountain
sta ydraw
jsr DrawLine
NoMountain
inw modify
inw xdraw
cpw xdraw #screenwidth
@@ -941,14 +945,14 @@ EndDrawing
; ****************************************************
;--------------------------------------------------
calculatemountains0 .proc
; Only for testing - makes ground flat (one pixel)
; Only for testing - makes ground flat (0 pixels)
; and places tanks on it
; remember to remove in final compilation :)
;--------------------------------------------------
mwa #0 xdraw
nextPointDrawing
adw xdraw #mountaintable modify
lda #screenheight-1
lda #screenheight
ldy #0
sta (modify),y
inw xdraw
@@ -957,7 +961,7 @@ nextPointDrawing
ldx NumberOfPlayers
dex
SetYofNextTank
lda #screenheight-2
lda #screenheight-1
sta ytankstable,x
dex
bpl SetYofNextTank
@@ -1021,7 +1025,7 @@ MakeUnPlot
lda color
beq ClearUnPlot
bne ClearUnPlot
;plotting here
lda (xbyte),y
@@ -1033,7 +1037,7 @@ ClearUnPlot
lda (xbyte),y
sta OldOraTemp
and bittable2,x
; sta (xbyte),y
sta (xbyte),y
ContinueUnPlot
ldx WhichUnPlot
lda OldOraTemp
@@ -1115,7 +1119,7 @@ MakePlot
ldx ybit
lda color
beq ClearPlot
bne ClearPlot
lda (xbyte),y
ora bittable,x
@@ -1163,6 +1167,7 @@ point .proc
lda (xbyte),y
and bittable,x
eor bittable,x
rts
.endp
@@ -1174,7 +1179,7 @@ DrawLine .proc
sec
sbc ydraw
sta tempbyte01
jsr plot
jsr plot.MakePlot
;rts
jmp IntoDraw ; jumps inside Draw routine
; because one pixel is already plotted
@@ -1183,7 +1188,7 @@ DrawLine .proc
loopdraw
lda (xbyte),y
ora bittable,x
and bittable2,x
sta (xbyte),y
IntoDraw adw xbyte #screenBytes
@@ -1214,8 +1219,9 @@ TypeChar .proc
ldy #7
CopyChar
lda (fontind),y
eor #$ff
sta char1,y
lda #$00
lda #$ff
sta char2,y
dey
bpl CopyChar
@@ -1224,8 +1230,9 @@ CopyChar
ldy #7
CopyMask
lda (fontind),y
eor #$ff
sta mask1,y
lda #$ff
lda #$00
sta mask2,y
dey
bpl CopyMask
@@ -1257,44 +1264,44 @@ CopyMask
ldx ybit
beq MaskOK00
MakeMask00
sec
ror mask1
lsr mask1
ror mask2
sec
ror mask1+1
lsr mask1+1
ror mask2+1
sec
ror mask1+2
lsr mask1+2
ror mask2+2
sec
ror mask1+3
lsr mask1+3
ror mask2+3
sec
ror mask1+4
lsr mask1+4
ror mask2+4
sec
ror mask1+5
lsr mask1+5
ror mask2+5
sec
ror mask1+6
lsr mask1+6
ror mask2+6
sec
ror mask1+7
lsr mask1+7
ror mask2+7
lsr char1
sec
ror char1
ror char2
sec
ror char1+1
ror char2+1
sec
ror char1+2
ror char2+2
sec
ror char1+3
ror char2+3
sec
ror char1+4
ror char2+4
sec
ror char1+5
ror char2+5
sec
ror char1+6
ror char2+6
sec
ror char1+7
ror char2+7
dex
@@ -1303,7 +1310,7 @@ MaskOK00
; here x=0
lda Erase
beq CharLoopi ; it works, because x=0
lda #0
lda #$ff
ldx #7
EmptyChar
sta char1,x
@@ -1313,13 +1320,13 @@ EmptyChar
ldx #0
CharLoopi
lda (xbyte),y
and mask1,x
ora char1,x
ora mask1,x
and char1,x
sta (xbyte),y
iny
lda (xbyte),y
and mask2,x
ora char2,x
ora mask2,x
and char2,x
sta (xbyte),y
dey
adw xbyte #screenBytes
+4
View File
@@ -76,6 +76,9 @@
.MACRO WAIT
; WAIT
; waits one frame (1/50 s(PAL) or 1/60s(NTSC))
lda CONSOL
cmp #6 ; START KEY
beq ?nowait
LDA VCOUNT
ldy vcount
?WA cpy VCOUNT
@@ -83,6 +86,7 @@
?wframe
cmp vcount
bne ?wframe
?nowait
.ENDM
;-------------------------------------
.macro negw
+111 -97
View File
@@ -3,7 +3,7 @@
;---------------------------------------------------
;by Tomasz 'pecus' Pecko and Pawel 'pirx' Kalinowski
;Warsaw 2000,2001,2002,2003,2009,2012,2013
;Miami 2022
;Miami&Warsaw 2022
;you can contact us at pecus@poczta.fm or pirx@5oft.pl
;home page of this project is https://github.com/pkali/scorch_src
@@ -36,7 +36,7 @@
;we decided it must go in 'English' to let other people work on it
.macro build
dta d"139" ; number of this build (3 bytes)
dta d"141" ; number of this build (3 bytes)
.endm
icl 'definitions.asm'
@@ -116,54 +116,35 @@ START
; Startup sequence
jsr Initialize
VMAIN VBLinterrupt,6 ; jsr SetVBL
mwa #OptionsDL dlptrs
lda dmactls
and #$fc
ora #$02 ; normal screen width
sta dmactls
jsr Options ;startup screen
lda escFlag
bne START
;entering names of players
mwa #NameDL dlptrs
lda dmactls
and #$fc
ora #$01 ; narrow screen (32 chars)
sta dmactls
mva #0 TankNr
@ jsr EnterPlayerName
inc TankNr
lda TankNr
cmp NumberOfPlayers
bne @-
mwa #dl dlptrs
lda dmactls
and #$fc
ora #$02 ; normal screen width
sta dmactls
jsr EnterPlayerNames
jsr RandomizeSequence
; for the round #1 shooting sequence is random
MainGameLoop
VDLI DLIinterrupt ; jsr SetDLI
VDLI DLIinterruptText ; jsr SetDLI for text (purchase) screen
jsr CallPurchaseForEveryTank
mwa #dl dlptrs
; issue #72 (glitches when switches)
mva #0 dmactl
lda dmactls
and #$fc
ora #$02 ; 2=normal, 3 = wide screen width
;ora #$02 ; 2=normal, 3 = wide screen width, 0 = no screen
sta dmactls
jsr GetRandomWind
jsr Round
jsr RoundInit
jsr MainRoundLoop
mva #0 TankNr ;
jsr SortSequence
@@ -180,15 +161,7 @@ MainGameLoop
; Results are number of other deaths
; before the player dies itself
; add gains and substract losses
; gain is what player gets for lost energy of opponents
; energy lost by opponents is added during Round and
; little below in source, multiplied by 2 to get "dollars".
; By analogy, loss is energy that given player losses during
; each Round.
; Important! If player has 10 energy and gets a central hit
; from nuke that would take 90 energy points, his loss
; is 90, not 10
jsr DisplayResults
;check demo mode
@@ -209,6 +182,16 @@ noKey
ldx NumberOfPlayers
dex
CalculateGains
; add gains and substract losses
; gain is what player gets for lost energy of opponents
; energy lost by opponents is added during Round and
; little below in source, multiplied by 2 to get "dollars".
; By analogy, loss is energy that given player losses during
; each Round.
; Important! If player has 10 energy and gets a central hit
; from nuke that would take 90 energy points, his loss
; is 90, not 10
; add gain * 2
asl gainL,x
rol gainH,x
@@ -249,13 +232,14 @@ skipzeroing
lda GameIsOver
jne START
inc CurrentRoundNr
mva #0 dmactl ; issue #72
mva #sfx_silencer sfx_effect
jmp MainGameLoop
;--------------------------------------------------
Round .proc ;
.proc RoundInit
;--------------------------------------------------
; at the beginning of each Round we set energy
; of all players to 99
@@ -264,7 +248,7 @@ Round .proc ;
; the shooting angle is randomized
; of course gains an looses are zeroed
jsr StatusDisplay
;jsr StatusDisplay
lda #0
tax
@
@@ -286,20 +270,20 @@ SettingEnergies
sta LASTeXistenZ,x
; anything in eXistenZ table means that this tank exist
; in the given round
lda #232
lda #<1000
sta MaxEnergyTableL,x
lda #3
lda #>1000
sta MaxEnergyTableH,x
lda #94
lda #<350
sta EnergyTableL,x
lda #1
lda #>350
sta EnergyTableH,x
;lda #(255-45)
;it does not look good when all tanks have
;barrels pointing the same direction
;so it would be nice to have more or less random
;angles
jsr RandomizeAngle
sta AngleTable,x
@@ -313,18 +297,27 @@ SettingEnergies
jsr PMoutofScreen ;let P/M disappear
jsr clearscreen ;let the screen be clean
jsr placetanks ;let the tanks be evenly placed
jsr calculatemountains ;let mountains be nice for the eye
; jsr calculatemountains0 ;only fort tests - makes mountains flat and one pixel height
jsr calculatemountains ;let mountains be easy for the eye
;jsr calculatemountains0 ;only for tests - makes mountains flat and 0 height
VDLI DLIinterruptGraph ; jsr SetDLI for graphics (game) screen
mwa #dl dlptrs ; issue #72 (glitches when switches)
lda dmactls
and #$fc
ora #$02 ; 2=normal, 3 = wide screen width
sta dmactls
jsr drawmountains ;draw them
jsr drawtanks ;finally draw tanks
.endp ; not really end of the procedure, but just for now. TODO: revisit.
;--------------------round screen is ready---------
mva #0 TankSequencePointer
;--------------------round screen is ready---------
rts
.endp
MainRoundLoop
;--------------------------------------------------
.proc MainRoundLoop
; here we must check if by a chance there is only one
; tank with energy greater than 0 left
@@ -395,7 +388,7 @@ DoNotFinishTheRound
mva #1 color ;to display flying point
lda TankColoursTable,x
lda TankStatusColoursTable,x
sta colpf2s ; set color of status line
lda SkillTable,x
@@ -494,7 +487,6 @@ SeteXistenZ
sta L1
;DATA L1,L2
;RESULT WH*256+L1
;Multiplication 8bit*8bit,
;result 16bit
;this algiorithm is a little longer than in Ruszczyc 6502 book
@@ -508,7 +500,7 @@ LP0
ROR L1
BCC B0
CLC
ADC #10 ; multiplication by 10
ADC #10 ; multiplication by 10 (L2)
B0 DEY
BNE LP0
ror
@@ -530,10 +522,9 @@ B0 DEY
inc:lda TankSequencePointer
cmp NumberOfPlayers
bne PlayersAgain
;mva 0 TankNr
mva #0 TankSequencePointer
PlayersAgain .proc
PlayersAgain
; In LASTeXistenZ there are values of eXistenZ before shoot
; from the next tank.
@@ -564,20 +555,19 @@ NoPlayerNoDeath
bpl CheckingPlayersDeath
; if processor is here it means there are no more explosions
jmp MainRoundLoop
.endp
.endp
;---------------------------------
.proc Seppuku
lda #0
sta FallDown1
sta FallDown2
lda #1
lda #1 ; Missile
jsr ExplosionDirect
jmp continueMainRoundLoopAfterSeppuku
jmp MainRoundLoop.continueMainRoundLoopAfterSeppuku
.endp
;---------------------------------
PlayerXdeath .proc
PlayerXdeath
; this tank should not explode anymore:
; there is 0 in A, and Tank Number in X, so...
@@ -600,11 +590,9 @@ PlayerXdeath .proc
adc ResultsTable,x
sta ResultsTable,x
inc CurrentResult
.endp
mva #sfx_death_begin sfx_effect
;RandomizeDeffensiveText
randomize talk.NumberOfOffensiveTexts (talk.NumberOfDeffensiveTexts+talk.NumberOfOffensiveTexts-1)
sta TextNumberOff
@@ -658,7 +646,7 @@ MetodOfDeath
tay
lda weaponsOfDeath,y
jsr ExplosionDirect
mva #$15 sfx_effect
mva #sfx_silencer sfx_effect
; jump to after explosion routines (soil fallout, etc.)
@@ -667,10 +655,10 @@ MetodOfDeath
; a deadly shot here again.
jmp AfterExplode
jmp MainRoundLoop.AfterExplode
;--------------------------------------------------
DecreaseEnergyX .proc
.proc DecreaseEnergyX
;Decreases energy of player nr X
;increases his financial loss
;increases gain of tank TankNr
@@ -756,7 +744,7 @@ loop05
.endp
;--------------------------------------------------
Initialize .proc
.proc Initialize
;Initialization sequence
;--------------------------------------------------
deletePtr = temp
@@ -765,7 +753,7 @@ deletePtr = temp
sta Erase
sta tracerflag
sta GameIsOver
sta escFlag
; clean variables
tay
@@ -784,8 +772,8 @@ deletePtr = temp
jsr WeaponCleanup
mva #$2 colpf2s
mva #12 colpf3s
mva #TextBackgroundColor colpf2s
mva #TextForegroundColor colpf3s
mva #>WeaponFont chbas
;parameter for old plot (unPlot) max 5 points
@@ -797,6 +785,7 @@ SetunPlots
sta oldplotH,x
lda #0
sta oldply,x
lda #$ff
sta oldora,x
dex
bpl SetunPlots
@@ -818,16 +807,16 @@ SetunPlots
lda #$10 ; P/M priorities (bit 4 joins missiles)
sta gtictls
jsr PMoutofScreen
lda #$50 ; temporary colours of sprites under tanks
lda TankColoursTable ; temporary colours of sprites under tanks
sta $2c0
lda #$30
lda TankColoursTable+1
sta $2c1
lda #$70
lda TankColoursTable+2
sta $2c2
lda #$90
lda TankColoursTable+3
sta $2c3
LDA #$B0
STA COLPF3S
LDA TankColoursTable+4
STA COLPF3S ; joined missiles (5th tank)
mva #0 hscrol
@@ -862,24 +851,38 @@ ClearResults
lda #0 ;starting song line 0-255 to A reg
jsr RASTERMUSICTRACKER ;Init
;
VMAIN VBLinterrupt,6 ;jsr SetVBL
rts
.endp
DLIinterrupt .proc
DLIinterruptGraph .proc
pha
phy
ldy dliCounter
lda dliColors,y
;lda #$02 ; color of playground
sta WSYNC
sta COLPF2
lda dliColorsBack,y
ldy dliColorsFore
nop
nop
nop
sta COLPF1
sty COLPF2
inc dliCounter
ply
pla
rti
.endp
DLIinterruptText .proc
pha
sta WSYNC
mva #TextBackgroundColor colpf2
mva #TextForegroundColor colpf3
pla
DLIinterruptNone
rti
.endp
VBLinterrupt .proc
pha
phx
@@ -1020,7 +1023,7 @@ EnergyInRange
.endp
;----------------------------------------------
MoveBarrelToNewPosition .proc
.proc MoveBarrelToNewPosition
jsr DrawTankNr
ldx TankNr
lda AngleTable,x
@@ -1055,7 +1058,7 @@ BarrelPositionIsFine
.endp
;----------------------------------------------
SortSequence .proc ;
.proc SortSequence ;
;----------------------------------------------
; here we try to get a sequence of tanks for two
; purposes:
@@ -1143,18 +1146,23 @@ nextishigher
.endp
;--------------------------------------------------
getkey .proc; waits for pressing a key and returns pressed value in A
.proc getkey ; waits for pressing a key and returns pressed value in A
;--------------------------------------------------
jsr WaitForKeyRelease
@
lda SKSTAT
cmp #$ff
beq checkJoyGetKey ; key not pressed, check Joy
cmp #$f7 ; SHIFT
beq checkJoyGetKey
mva #sfx_keyclick sfx_effect
lda kbcode
and #$3f ;CTRL and SHIFT ellimination
rts
cmp #28 ; ESC
bne getkeyend
mvx #1 escFlag
bne getkeyend
checkJoyGetKey
;------------JOY-------------
;happy happy joy joy
@@ -1165,13 +1173,19 @@ checkJoyGetKey
beq notpressedJoyGetKey
tay
lda joyToKeyTable,y
rts
bne getkeyend
notpressedJoyGetKey
;fire
lda TRIG0
lda TRIG0S
bne @-
lda #$0c ;Return key
getkeyend
mvx #sfx_keyclick sfx_effect
rts
.endp
;--------------------------------------------------
getkeynowait .proc;
@@ -1188,7 +1202,7 @@ WaitForKeyRelease .proc
and #$0f
cmp #$0f
bne WaitForKeyRelease
lda TRIG0
lda TRIG0S
beq WaitForKeyRelease
lda SKSTAT
cmp #$ff
BIN
View File
Binary file not shown.
+80 -43
View File
@@ -16,13 +16,24 @@ Options .proc
; - money each player has on the beginning of the game (moneyL i moneyH)
; - and I am sure maxwind, gravity, no_of_rounds in a game, speed of shell flight
mwa #OptionsDL dlptrs
lda dmactls
and #$fc
ora #$02 ; normal screen width
sta dmactls
VDLI DLIinterruptText.DLIinterruptNone ; jsr SetDLI for text screen without DLIs
mva #0 OptionsY
OptionsMainLoop
jsr OptionsInversion
jsr getkey
cmp #$f ;cursor down
ldx escFlag
seq:rts
cmp #$f ;cursor down
bne OptionsNoDown
inc:lda OptionsY
cmp #maxoptions
@@ -190,6 +201,7 @@ OptionsYLoop
;-------------------------------------------
; call of the purchase screens for each tank
.proc CallPurchaseForEveryTank
jsr PMoutofScreen
mwa #PurchaseDL dlptrs
lda dmactls
and #$fc
@@ -197,21 +209,20 @@ OptionsYLoop
sta dmactls
mva #0 TankNr
loop03
ldx TankNr
lda SkillTable,x
beq ManualPurchase
jsr PurchaseAI
jmp AfterManualPurchase
@
ldx TankNr
lda SkillTable,x
beq ManualPurchase
jsr PurchaseAI
jmp AfterManualPurchase
ManualPurchase
jsr Purchase
jsr Purchase
AfterManualPurchase
inc TankNr
lda TankNr
cmp NumberOfPlayers
bne loop03
inc:lda TankNr
cmp NumberOfPlayers
bne @-
rts
.endp
@@ -223,12 +234,10 @@ AfterManualPurchase
; Rest of the data is taken from appropriate tables
; and during the purchase these tables are modified.
mwa #ListOfWeapons WeaponsListDL ;switch to the list of offensive weapons
jsr PMoutofScreen
ldx tankNr
lda TankColoursTable,x
lda TankStatusColoursTable,x
sta colpf2s
; we are clearing list of the weapons
@@ -238,12 +247,9 @@ AfterManualPurchase
; there is a tank (player) number in tanknr
; we are displaying name of the player
tay ; from 0 to y
tay ; 0 to y
lda tanknr
asl
asl
asl ; 8 chars per name
:3 asl ; 8 chars per name
tax
NextChar03
lda tanksnames,x
@@ -553,16 +559,17 @@ ChoosingItemForPurchase
cmp #$2c ; Tab
jeq ListChange
cmp #$0c ; Return
beq EndOfPurchase
sne:rts
cmp #$e
beq PurchaseKeyUp
cmp #$f
beq PurchaseKeyDown
cmp #$21 ; Space
jeq PurchaseWeaponNow
cmp #$07 ; cursor right
jeq PurchaseWeaponNow
bne ChoosingItemForPurchase
jmp PurchaseWeaponNow
EndOfPurchase
rts
PurchaseKeyUp
lda WhichList
beq GoUp1
@@ -816,6 +823,29 @@ NoArrowDown
rts
.endp
; -----------------------------------------------------
.proc EnterPlayerNames
;entering names of players
mwa #NameDL dlptrs
lda dmactls
and #$fc
ora #$01 ; narrow screen (32 chars)
sta dmactls
VDLI DLIinterruptText ; jsr SetDLI for text (names) screen
mva #0 TankNr
@ tax
lda TankStatusColoursTable,x
sta colpf2s ; set color of player name line
jsr EnterPlayerName
lda escFlag
jne START
inc TankNr
lda TankNr
cmp NumberOfPlayers
bne @-
rts
.endp
; -----------------------------------------------------
.proc EnterPlayerName
; in: TankNr
; Out: TanksNames, SkillTable
@@ -867,6 +897,9 @@ endOfTankName
CheckKeys
jsr getkey
ldx escFlag
seq:rts
; is the char to be recorded?
ldx #keycodesEnd-keycodes ;table was 38 chars long
IsLetter
@@ -1393,6 +1426,8 @@ EndOfTypeLine4x4
.proc DisplayResults ;
;displays results of the round
;using 4x4 font
mva #sfx_smoke_cloud sfx_effect
;centering the result screen
mwa #((ScreenWidth/2)-(8*4)) ResultX
@@ -1581,15 +1616,6 @@ FinishResultDisplay
lda WeaponSymbols,y
sta TextBuffer+18
;---------------------
;displaying the energy of a tank
;---------------------
lda Energy,x
sta decimal
mwa #textbuffer+48 displayposition
jsr displaybyte
;---------------------
;displaying quantity of the given weapon
;---------------------
@@ -1608,20 +1634,31 @@ FinishResultDisplay
sta temp ;get back number of the weapon
mva #0 temp+1
; times 16 (because this is length of weapon name)
ldy #3 ; rotate 4 times
RotateDISP02
aslw temp
dey
bpl RotateDISP02
ldy #3 ; shift left 4 times
@
aslw temp
dey
bpl @-
adw temp #NamesOfWeapons
ldy #6 ; from 6th character
ldy #15
loop06
lda (temp),y
sta textbuffer+23,y
dey
bpl loop06
@
lda (temp),y
sta textbuffer+23,y
dey
bpl @-
;---------------------
;displaying the energy of a tank
;---------------------
lda Energy,x
sta decimal
mwa #textbuffer+48 displayposition
jsr displaybyte
;=========================
;display Force
+4 -3
View File
@@ -15,7 +15,7 @@ TanksNames ; DO NOT ZERO - ticket #24
:6 dta d" "
;----------------------------
;Options DO NOT ZERO - ticket #27
OptionsTable .by 0,0,2,2,0,1,4
OptionsTable .by 0,0,2,2,0,1,3
RoundsInTheGame .by 10 ;how many rounds in the current game
seppukuVal .by 75
;--------------------------------------------------
@@ -33,6 +33,7 @@ RoundNrDisplay
.byte $ff
variablesStart ; zeroing starts here
escFlag .ds 1
;--------------
sfx_effect .ds 1
;--------------
@@ -43,7 +44,7 @@ flyDelay .ds 1
;--------------
NumberOfPlayers .DS 1 ;current number of players (counted from 1)
TankSequence .DS [MaxPlayers] ;sequence of shooting during the Round
GameIsOver .DS 1 ; 1 - 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
;and have range from 0 to 99990 (not too much)
@@ -152,7 +153,7 @@ digtabyL .DS [8]
digtabyH .DS [8]
; liquiddirt
TempXfill .ds 2
FillCounter .ds 1
FillCounter .ds 2
;sandhog
sandhogflag .DS 1 ; (0 digger, 8 sandhog)
;ofdirt
+40 -25
View File
@@ -50,7 +50,7 @@ ExplosionRoutines
.word dirtclod-1
.word dirtball-1
.word tonofdirt-1
.word liquiddirt-1 ;liquiddirt
.word liquiddirt-1
.word dirtcharge-1
.word VOID-1 ;earthdisrupter
.word VOID-1 ;plasmablast
@@ -523,6 +523,12 @@ DiggerCharacter
jmp cleanDirt
.endp
; ------------------------
.proc liquiddirt
mva #sfx_liquid_dirt sfx_effect
mwa #254 FillCounter
jmp xliquiddirt
.endp
; ------------------------
.proc laser
ldx TankNr
lda AngleTable,x
@@ -686,6 +692,7 @@ dirtLoop
; -----------------
.proc xriotbomb ;
; -----------------
mva #sfx_riot_blast sfx_effect
lda #0
sta radius
sta color
@@ -746,13 +753,13 @@ UpNotYet
beq HowMuchToFallRight2
.nowarn dew xdraw
lda xdraw
bne RollinContinues
jne RollinContinues ; like cpw xdraw #0
lda xdraw+1
jne RollinContinues
beq ExplodeNow
HowMuchToFallRight2
inw xdraw
cpw xdraw screenwidth
cpw xdraw #screenwidth
jne RollinContinues
ExplodeNow
mwa xdraw xcircle ; we must store somewhere (BAD)
@@ -890,17 +897,15 @@ EndOfTheDirt
rts
.endp
; ----------------
.proc liquiddirt ;
mva #sfx_liquid_dirt sfx_effect
.proc xliquiddirt ;
mva xdraw TempXfill
mva #254 FillCounter
RepeatFill
mva TempXfill xdraw
jsr checkRollDirection
; HowMuchToFall - direction
; $FF - we are in a hole (flying in missile direction)
; 1 - right, 2 - left
adw xdraw #mountaintable tempXROLLER
adw xdraw #mountaintable tempXROLLER
ldy #0
lda (tempXROLLER),y
sta HeightRol ; relative point
@@ -911,7 +916,6 @@ RollinContinuesLiquid
ldy #0
lda (tempXROLLER),y
sta ydraw
beq FillNow
cmp HeightRol
beq UpNotYet2
bcc FillNow
@@ -924,14 +928,12 @@ UpNotYet2
cmp #1
beq HowMuchToFallRight3
.NOWARN dew xdraw
lda xdraw
bne RollinContinuesLiquid
lda xdraw+1
cpw xdraw #$ffff
jne RollinContinuesLiquid
beq FillNow
HowMuchToFallRight3
inw xdraw
cpw xdraw screenwidth
cpw xdraw #(screenwidth+1)
jne RollinContinuesLiquid
FillNow
; finally one pixel more
@@ -948,12 +950,15 @@ FillHole
adw xdraw #mountaintable tempXROLLER
lda (tempXROLLER),y
sta ydraw
beq ToHighFill ; if we filled all playfield (very rare but possible)
dec ydraw ; one pixel up
ToHighFill
lda ydraw
sta (tempXROLLER),y ;mountaintable update
mva #1 color
jsr plot
dec FillCounter
jsr plot.MakePlot
.nowarn dew FillCounter
cpw FillCounter #0
jne RepeatFill
rts
.endp
@@ -1001,12 +1006,12 @@ ContinueToCheckMaxForce2
; $f3 - shift+key
notpressed
lda TRIG0
lda TRIG0S
beq notpressed
lda SKSTAT
cmp #$ff
beq checkJoy
cmp #$f7
cmp #$f7 ; SHIFT
beq checkJoy
lda kbcode
@@ -1046,7 +1051,7 @@ checkJoy
jmp jumpFromStick
notpressedJoy
;fire
lda TRIG0
lda TRIG0S
jeq pressedSpace
jmp notpressed
@@ -1149,6 +1154,7 @@ NotThrough90DegreesRight
jmp BeforeFire
pressedTAB
mva #sfx_purchase sfx_effect
ldx TankNr
inc ActiveWeapon,x
lda ActiveWeapon,x
@@ -1268,7 +1274,7 @@ AfterStrongShoot
;--------------------------------------------------
TankFalls .proc;
.proc TankFalls;
;--------------------------------------------------
mva #sfx_shield_off sfx_effect
lda #0
@@ -1623,8 +1629,11 @@ DoNotAdd
sta Result+1
sta Result+2
;--
ldx Angle
lda costable,x
lda #90
sec
sbc Angle
tax
lda sintable,x
sta Multiplee ;cos(Angle)*Force
mwa Force Multiplier
@@ -1810,17 +1819,19 @@ NoUnPlot
Hit
mwa XHit xdraw
mwa YHit ydraw
mva YHit ydraw ; one byte now
jsr unPlot
EndOfFlight
mwa xdraw xcircle ; we must store for a little while
mva ydraw ycircle ; xdraw and ydraw
; mwa xdraw xcircle ; we must store for a little while
; mva ydraw ycircle ; xdraw and ydraw .... but this values are in YHit and XHit !!!
mwa #0 xdraw
mva #screenheight-1 ydraw
jsr unPlot
mwa xcircle xdraw
mva ycircle ydraw
; mwa xcircle xdraw
; mva ycircle ydraw
mwa XHit xdraw
mva YHit ydraw
ldy SmokeTracerFlag
beq EndOfFlight2
@@ -2369,6 +2380,9 @@ HowManyBullets .proc
;--------------------------------------------------
ShellDelay .proc
lda CONSOL
cmp #6
beq noShellDelay
ldx flyDelay
DelayLoop
lda VCOUNT
@@ -2376,6 +2390,7 @@ DelayLoop
beq @-
dex
bne DelayLoop
noShellDelay
rts
.endp