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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.lab
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scorch.lst
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scorch.lst
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textproc.lab
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textproc.lst
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# Basic instruction manual:
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|
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||||||
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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
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* wrap - the screen "wraps" and projectiles that flew to the right appear on the left side (and vice versa)
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* bump - the right and left walls deflect projectiles that want to fly through them
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* boxy - just like bump, except that the "ceiling" also reflects projectiles
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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 - blue, boxy - green.
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Select options with cursor keys or a joystick.
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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). 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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|
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|
## 3. Shopping screen (before each round)
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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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|
|
||||||
|
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.
|
||||||
|
(For computer players this screen is not shown.)
|
||||||
|
|
||||||
|
## 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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|
* currently selected offensive weapon,
|
||||||
|
* the player's remaining energy points and if he has an active defensive weapon that has its energy - in parentheses the energy level,
|
||||||
|
* 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,
|
||||||
|
* the current round number,
|
||||||
|
* wind speed and direction,
|
||||||
|
* in parentheses is the name of the active defensive weapon - if there is any activated by the player.
|
||||||
|
|
||||||
|
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.
|
||||||
|
* [SPACE] or joystick button pressed briefly - firing a shot.
|
||||||
|
* [TAB] or [SELECT] - selection of offensive weapons (this option is not available directly with the joystick - you need to select Inventory).
|
||||||
|
* [I] 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] - go directly to the defensive weapons activation.
|
||||||
|
* [M] key - disable/enable background music.
|
||||||
|
* [S] key - disable/enable effect sounds.
|
||||||
|
* [START] - speed up some game animations.
|
||||||
|
* [O] - 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] - 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).
|
||||||
|
|
||||||
|
## 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:
|
||||||
|
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||||||
|
`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:
|
||||||
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||||||
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### After each round:
|
||||||
|
`money = money + (20 * (gain+energy))`.
|
||||||
|
|
||||||
|
`money = money - (10 * lose)`.
|
||||||
|
|
||||||
|
`if money <0 then money=0`.
|
||||||
|
|
||||||
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(at the start of each round `gain` and `lose` have a value of 0).
|
||||||
|
|
||||||
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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:
|
||||||
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`gain = gain + EnergyDecrease`.
|
||||||
|
### tank hit:
|
||||||
|
`lose = lose + EnergyDecrease`.
|
||||||
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|
||||||
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Where `EnergyDecrease` is the loss of energy due to the hit.
|
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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.
|
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||||||
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## How a hit works.
|
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|
Each weapon that results in an explosion has its own blast radius.
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After the explosion, every tank in its range loses energy.
|
||||||
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||||||
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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.
|
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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).
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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.
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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):
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| Offensive weapons | maximum energy loss |
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| --- | --- |
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| Baby Missile | 88 |
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| Missile | 136 |
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| Baby Nuke | 200 |
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| Nuke | 240 |
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| LeapFrog| 136 120 104 |
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| Funky Bomb | 168 88 (* 5) |
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| MIRV | 136 (* 5) |
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| Death's Head | 240 (* 5) |
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| 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) |
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| Hot Napalm | 80 (the rule is the same as in Napalm) |
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| Baby Roller | 88 |
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| Roller | 168 |
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| Heavy Roller | 240 |
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| 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) |
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| Riot Blast | 0 (as in Dirt Charge, but in a radius of 61 pixels) |
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| 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) |
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| 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) |
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| 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) |
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| Digger | 0 (as above - greater undermining) |
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| Heavy Digger | 0 (as above - greatest undermining) |
|
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| Baby Sandhog | (as above - another way of undermining) |
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| Sandhog | 0 (as above - larger dig) |
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| Heavy Sandhog | 0 (as above - largest dig) |
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| 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) |
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| Dirt Ball | 0 (as above, but the radius of the ball is 22 pixels) |
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| Ton of Dirt | 0 (as above, but the radius of the ball is 31 pixels) |
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| Liquid Dirt | 0 (floods the ground at the point of hit with liquid soil, filling in the depressions) |
|
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| 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) |
|
||||||
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|
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.
|
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|
Only these points determine the order in the summary
|
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|
## 6. And now for defensive weapons:
|
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|
* **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.
|
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|
* **Battery** - when activated, it recharges the tank's energy to full (99 units) and at the same time is the only defensive weapon that does not deactivate other defensive weapons when used.
|
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|
* **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).
|
||||||
|
|
||||||
|
Due to the different operations of **MIRV**, defensive weapons **Bouncy Castle** and **Mag Deflector** only use the shielding function when hit by these weapons. In addition, **MIRV** heads do not bounce or fly through sidewalls during descent!
|
||||||
|
|
||||||
|
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:
|
||||||
|
|
||||||
|
* **Buy me!** - 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 **Buy Me!** price) but also gain. You can get a weapon otherwise not affordable at all!
|
||||||
|
|
||||||
|
## 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 |
|
||||||
+234
@@ -0,0 +1,234 @@
|
|||||||
|
# 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 rozgrywwki:
|
||||||
|
* 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, jecz 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
|
||||||
|
* wrap - ekran "zawija się" i pociski, które wyleciały w prawo pojawiają się z lewej strony (i odwrotnie)
|
||||||
|
* bump - prawa i lewa ściana odbijają pociski, które chcą przez nie przelecieć
|
||||||
|
* boxy - tak jak bump, tyle że "sufit" także odbija pociski
|
||||||
|
* 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 - niebieski, boxy - zielony.
|
||||||
|
|
||||||
|
Wybór opcji klawiszami kursora lub joystickiem.
|
||||||
|
|
||||||
|
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 joysticjiem wybrać czy danym czołgiem będzie kierował człowiek (opcja HUMAN) czy też kompute (pozostałe opcje). 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 każdego z nich.
|
||||||
|
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
|
||||||
|
* 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
|
||||||
|
* w nawiasie nazwę aktywnej broni defensywnej - jeśli jest jakaś aktywowana przez gracz
|
||||||
|
|
||||||
|
Tutaj klawiszologia jest prosta, klawisze kursora lub joystick: lewo/prawo - zmiana kąta nachylenia lufy, góra/dół - zmiana ustawienia siły strzału.
|
||||||
|
* [SPACJA] lub przycisk joysticka naciśnięte krótko - oddanie strzału
|
||||||
|
* [TAB] lub [SELECT]- wybór broni ofensywnej (ta opcja nie jest dostępna bezpośrednio joystickiem - trzeba wybrać Inventory)
|
||||||
|
* Klawisz [I] 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.
|
||||||
|
* Klawisz [A] lub [OPTION]- bezpośrednie przejście na ekran Inventory aktywacji broni defensywnych.
|
||||||
|
* Klawisz [M] - wyłączenie/włączenie muzyki w tle
|
||||||
|
* Klawisz [S] - wyłączenie/włączenie dźwięków efektów.
|
||||||
|
* [START] - przyspiesza/pomimja niektóre animacje w grze
|
||||||
|
* Klawisz [O] - 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] - 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).
|
||||||
|
|
||||||
|
## 5. Zasady gry - bronie ofensywne
|
||||||
|
|
||||||
|
### Energia czołgów
|
||||||
|
- Na początku każdej rundy każdy czołg ma 99 jesnostek 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)`
|
||||||
|
|
||||||
|
`if money <0 then 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 jst dokładnie w centralny punkt czołgu `EnergyDecrease` otrzymuje maksymalną wartość dla danej broni, a za każdym pikselem odległości od centrum czołgu wartość ta jest zmniejszana o 8.
|
||||||
|
|
||||||
|
Przykładowo jeśli strał oddany za pomocą broni Baby Missile trafi idelanie w centum czołgu to straci on dokładnie 88 jednostek energii (plus to co straci spadając po eksplozji).
|
||||||
|
W przypadku tafienia tą samą bronią w odległości 10ciu pikseli od centrum czołgu strata ta będzie wynośiła 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| 136 120 104 |
|
||||||
|
| 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 Dirt 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 deaktywować. Wystarczy ponownie wejść do inventory i jeszcze raz wybrać jej aktywację.
|
||||||
|
* **Battery** - w momencie aktywacji doładowuje energię czołgu do pełna (99 jednostek) i jednocześnie jest to jedyna broń defensywna, która nie deaktywuje 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 deaktywuje 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 deaktywuje się i dalej zmniejszana jest energia czołgu (tutaj już standardowo - 2 jednoski 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 deaktywuje 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 deaktywuje 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 deaktywuje 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 fanie się nazywa i wygląda :) - Można ją aktywować niezależnie od innych broni defensywnych i pozostaje aktywna do końca rundy (nie da się jej deaktywować).
|
||||||
|
|
||||||
|
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**. **Auto Defense** 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' :) :
|
||||||
|
|
||||||
|
* **Buy me!** - tej 'broni' nie można używać w rozgrywce. Jej zakup powoduje wylosowanie jesdnej z broni ofensywnych lub (żadziej) defensywnych i dodanie jej do arsenału gracza. Jest to loteria w której można stracić (jeśli wylosuje się broń tańsza niż cena **Buy Me!** ale też zyskać. Jeśli wylosuje się broń dużo droższa możemy otrzymać do dyspozycji broń, na którą nie było nas stać!
|
||||||
|
|
||||||
|
|
||||||
|
## 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 spadniej 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 |
|
||||||
@@ -19,7 +19,7 @@ QA: Probabilitydragon, KrzysRog, Beeblebrox, EnderDude, lopezpb, Dracon, brad-co
|
|||||||
|
|
||||||
You can contact us via [AtariAge](https://atariage.com) or [AtariOnLine](https://atarionline.pl) forums.
|
You can contact us via [AtariAge](https://atariage.com) or [AtariOnLine](https://atarionline.pl) forums.
|
||||||
|
|
||||||
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).
|
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`
|
||||||
|
|
||||||
@@ -44,10 +44,95 @@ 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:
|
## Changes:
|
||||||
|
|
||||||
|
###### 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.
|
||||||
|
|
||||||
|
|
||||||
|
###### 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
|
###### Version 1.00
|
||||||
2022-08-13
|
2022-08-13
|
||||||
|
|
||||||
|
|||||||
@@ -8,26 +8,6 @@
|
|||||||
; - shoots random direction and force
|
; - shoots random direction and force
|
||||||
; greeeting to myself 10 years older in 2013-11-09... still no idea
|
; greeeting to myself 10 years older in 2013-11-09... still no idea
|
||||||
|
|
||||||
;----------------------------------------------
|
|
||||||
.proc MakeLowResDistances
|
|
||||||
; create low precision table of positions
|
|
||||||
; by dividing positions by 4
|
|
||||||
|
|
||||||
ldy #MaxPlayers-1
|
|
||||||
loop
|
|
||||||
lda xtankstableL,y
|
|
||||||
sta temp
|
|
||||||
lda xtankstableH,y
|
|
||||||
sta temp+1
|
|
||||||
|
|
||||||
;= /4
|
|
||||||
:2 lsrw temp
|
|
||||||
lda temp
|
|
||||||
sta LowResDistances,y
|
|
||||||
dey
|
|
||||||
bpl loop
|
|
||||||
rts
|
|
||||||
.endp
|
|
||||||
|
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
.proc ArtificialIntelligence ;
|
.proc ArtificialIntelligence ;
|
||||||
@@ -43,6 +23,25 @@ loop
|
|||||||
lda AIRoutines,y
|
lda AIRoutines,y
|
||||||
pha
|
pha
|
||||||
|
|
||||||
|
;----------------------------------------------
|
||||||
|
;.proc MakeLowResDistances
|
||||||
|
; create low precision table of positions
|
||||||
|
; by dividing positions by 4
|
||||||
|
ldy #MaxPlayers-1
|
||||||
|
loop
|
||||||
|
lda xtankstableL,y
|
||||||
|
sta temp
|
||||||
|
lda xtankstableH,y
|
||||||
|
sta temp+1
|
||||||
|
;= /4
|
||||||
|
:2 lsrw temp
|
||||||
|
lda temp
|
||||||
|
sta LowResDistances,y
|
||||||
|
dey
|
||||||
|
bpl loop
|
||||||
|
; rts
|
||||||
|
;.endp
|
||||||
|
|
||||||
; common values used in AI routines
|
; common values used in AI routines
|
||||||
; address of weapons table (for future use)
|
; address of weapons table (for future use)
|
||||||
lda TanksWeaponsTableL,x
|
lda TanksWeaponsTableL,x
|
||||||
@@ -155,13 +154,7 @@ endo
|
|||||||
|
|
||||||
; choose the best weapon
|
; choose the best weapon
|
||||||
|
|
||||||
ldy #32 ;the last weapon
|
jsr ChooseBestOffensive
|
||||||
loop
|
|
||||||
dey
|
|
||||||
lda (temp),y ; this is set up before calling the routine, has address of TanksWeaponsTable
|
|
||||||
beq loop
|
|
||||||
tya
|
|
||||||
sta ActiveWeapon,x
|
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
@@ -207,17 +200,7 @@ endo
|
|||||||
|
|
||||||
; choose the best weapon
|
; choose the best weapon
|
||||||
|
|
||||||
lda TanksWeaponsTableL,x
|
jsr ChooseBestOffensive
|
||||||
sta temp
|
|
||||||
lda TanksWeaponsTableH,x
|
|
||||||
sta temp+1
|
|
||||||
ldy #ind_Laser__________ ;the last offensive weapon
|
|
||||||
loop
|
|
||||||
dey
|
|
||||||
lda (temp),y
|
|
||||||
beq loop
|
|
||||||
tya
|
|
||||||
sta ActiveWeapon,x
|
|
||||||
rts
|
rts
|
||||||
|
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
@@ -262,10 +245,10 @@ EnoughEnergy
|
|||||||
; first check check if any is in use
|
; first check check if any is in use
|
||||||
lda ActiveDefenceWeapon,x
|
lda ActiveDefenceWeapon,x
|
||||||
bne DefensiveInUse
|
bne DefensiveInUse
|
||||||
ldy #ind_Nuclear_Winter_+1 ;the last defensive weapon
|
ldy #last_defensive_____+1 ;the last defensive weapon
|
||||||
@
|
@
|
||||||
dey
|
dey
|
||||||
cpy #ind_Battery________ ;first defensive weapon (White Flag nad Battery - never use)
|
cpy #ind_Battery________ ;first defensive weapon (White Flag and Battery - never use)
|
||||||
beq NoUseDefensive
|
beq NoUseDefensive
|
||||||
lda (temp),y ; has address of TanksWeaponsTable
|
lda (temp),y ; has address of TanksWeaponsTable
|
||||||
beq @-
|
beq @-
|
||||||
@@ -297,10 +280,10 @@ DefensiveInUse
|
|||||||
; first check check if any is in use
|
; first check check if any is in use
|
||||||
lda ActiveDefenceWeapon,x
|
lda ActiveDefenceWeapon,x
|
||||||
bne DefensiveInUse
|
bne DefensiveInUse
|
||||||
ldy #ind_Nuclear_Winter_+1 ;the last defensive weapon
|
ldy #last_defensive_____+1 ;the last defensive weapon
|
||||||
@
|
@
|
||||||
dey
|
dey
|
||||||
cpy #ind_Battery________ ;first defensive weapon (White Flag nad Battery - never use)
|
cpy #ind_Battery________ ;first defensive weapon (White Flag and Battery - never use)
|
||||||
beq NoUseDefensive
|
beq NoUseDefensive
|
||||||
lda (temp),y ; has address of TanksWeaponsTable
|
lda (temp),y ; has address of TanksWeaponsTable
|
||||||
beq @-
|
beq @-
|
||||||
@@ -324,23 +307,14 @@ NoUseDefensive
|
|||||||
; use defensives like Tosser
|
; use defensives like Tosser
|
||||||
jsr TosserDefensives
|
jsr TosserDefensives
|
||||||
; now select best target
|
; now select best target
|
||||||
|
lda #$00 ; no prefer humans
|
||||||
jsr FindBestTarget3
|
jsr FindBestTarget3
|
||||||
sty TargetTankNr
|
sty TargetTankNr
|
||||||
; aiming
|
; aiming
|
||||||
jsr TakeAim ; direction still in A (0 - left, >0 - right)
|
jsr TakeAim ; direction still in A (0 - left, >0 - right)
|
||||||
|
|
||||||
; choose the best weapon
|
; choose the best weapon
|
||||||
lda TanksWeaponsTableL,x
|
jsr ChooseBestOffensive
|
||||||
sta temp
|
|
||||||
lda TanksWeaponsTableH,x
|
|
||||||
sta temp+1
|
|
||||||
ldy #ind_LeapFrog_______ ;the last offensive weapon to use
|
|
||||||
loop
|
|
||||||
dey
|
|
||||||
lda (temp),y
|
|
||||||
beq loop
|
|
||||||
tya
|
|
||||||
sta ActiveWeapon,x
|
|
||||||
|
|
||||||
; randomizing force +-100
|
; randomizing force +-100
|
||||||
sbw Force #100 RandBoundaryLow
|
sbw Force #100 RandBoundaryLow
|
||||||
@@ -349,9 +323,10 @@ loop
|
|||||||
NotNegativeEnergy
|
NotNegativeEnergy
|
||||||
adw Force #100 RandBoundaryHigh
|
adw Force #100 RandBoundaryHigh
|
||||||
jsr RandomizeForce
|
jsr RandomizeForce
|
||||||
lda ForceTableH,x
|
; if target distance lower than 24 - set weapon to Baby Missile (for security :)
|
||||||
bne HighForce
|
jsr GetDistance
|
||||||
; if Force lower than 256 - set weapon to Baby Missile (for security :) )
|
cmp #6 ; 24/4
|
||||||
|
bcs HighForce
|
||||||
lda #ind_Baby_Missile___
|
lda #ind_Baby_Missile___
|
||||||
sta ActiveWeapon,x
|
sta ActiveWeapon,x
|
||||||
HighForce
|
HighForce
|
||||||
@@ -364,23 +339,14 @@ HighForce
|
|||||||
; use defensives like Tosser
|
; use defensives like Tosser
|
||||||
jsr TosserDefensives
|
jsr TosserDefensives
|
||||||
; now select best target
|
; now select best target
|
||||||
|
lda #$00 ; no prefer humans
|
||||||
jsr FindBestTarget3
|
jsr FindBestTarget3
|
||||||
sty TargetTankNr
|
sty TargetTankNr
|
||||||
; aiming
|
; aiming
|
||||||
jsr TakeAim ; direction still in A (0 - left, >0 - right)
|
jsr TakeAim ; direction still in A (0 - left, >0 - right)
|
||||||
|
|
||||||
; choose the best weapon
|
; choose the best weapon
|
||||||
lda TanksWeaponsTableL,x
|
jsr ChooseBestOffensive
|
||||||
sta temp
|
|
||||||
lda TanksWeaponsTableH,x
|
|
||||||
sta temp+1
|
|
||||||
ldy #ind_LeapFrog_______ ;the last offensive weapon to use
|
|
||||||
loop
|
|
||||||
dey
|
|
||||||
lda (temp),y
|
|
||||||
beq loop
|
|
||||||
tya
|
|
||||||
sta ActiveWeapon,x
|
|
||||||
|
|
||||||
; randomizing force +-50
|
; randomizing force +-50
|
||||||
sbw Force #50 RandBoundaryLow
|
sbw Force #50 RandBoundaryLow
|
||||||
@@ -389,9 +355,10 @@ loop
|
|||||||
NotNegativeEnergy
|
NotNegativeEnergy
|
||||||
adw Force #50 RandBoundaryHigh
|
adw Force #50 RandBoundaryHigh
|
||||||
jsr RandomizeForce
|
jsr RandomizeForce
|
||||||
lda ForceTableH,x
|
; if target distance lower than 24 - set weapon to Baby Missile (for security :)
|
||||||
bne HighForce
|
jsr GetDistance
|
||||||
; if Force lower than 256 - set weapon to Baby Missile (for security :) )
|
cmp #6 ; 24/4
|
||||||
|
bcs HighForce
|
||||||
lda #ind_Baby_Missile___
|
lda #ind_Baby_Missile___
|
||||||
sta ActiveWeapon,x
|
sta ActiveWeapon,x
|
||||||
HighForce
|
HighForce
|
||||||
@@ -403,30 +370,24 @@ HighForce
|
|||||||
; use defensives like Tosser
|
; use defensives like Tosser
|
||||||
jsr TosserDefensives
|
jsr TosserDefensives
|
||||||
; now select best target
|
; now select best target
|
||||||
|
lda #100 ; prefer humans
|
||||||
jsr FindBestTarget3
|
jsr FindBestTarget3
|
||||||
sty TargetTankNr
|
sty TargetTankNr
|
||||||
; aiming
|
; aiming
|
||||||
jsr TakeAim ; direction still in A (0 - left, >0 - right)
|
jsr TakeAim ; direction still in A (0 - left, >0 - right)
|
||||||
|
|
||||||
; choose the best weapon
|
; choose the best weapon
|
||||||
lda TanksWeaponsTableL,x
|
ldy #ind_Nuke___________+1
|
||||||
sta temp
|
jsr ChooseBestOffensive.NotFromAll
|
||||||
lda TanksWeaponsTableH,x
|
|
||||||
sta temp+1
|
|
||||||
ldy #ind_LeapFrog_______ ;the last offensive weapon to use
|
|
||||||
loop
|
|
||||||
dey
|
|
||||||
lda (temp),y
|
|
||||||
beq loop
|
|
||||||
tya
|
|
||||||
sta ActiveWeapon,x
|
|
||||||
|
|
||||||
lda Force
|
lda Force
|
||||||
sta ForceTableL,x
|
sta ForceTableL,x
|
||||||
lda Force+1
|
lda Force+1
|
||||||
sta ForceTableH,x
|
sta ForceTableH,x
|
||||||
bne HighForce
|
; if target distance lower than 32 - set weapon to Baby Missile (for security :)
|
||||||
; if Force lower than 256 - set weapon to Baby Missile (for security :) )
|
jsr GetDistance
|
||||||
|
cmp #8 ;32/4
|
||||||
|
bcs HighForce
|
||||||
lda #ind_Baby_Missile___
|
lda #ind_Baby_Missile___
|
||||||
sta ActiveWeapon,x
|
sta ActiveWeapon,x
|
||||||
HighForce
|
HighForce
|
||||||
@@ -437,11 +398,13 @@ HighForce
|
|||||||
.proc FindBestTarget3
|
.proc FindBestTarget3
|
||||||
; find target with lowest energy
|
; find target with lowest energy
|
||||||
; X - shooting tank number
|
; X - shooting tank number
|
||||||
|
; A - 100 - prefer humans , 0 - equality :)
|
||||||
; returns target tank number in Y and
|
; returns target tank number in Y and
|
||||||
; direcion of shoot in A (0 - left, >0 - right)
|
; direcion of shoot in A (0 - left, >0 - right)
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
jsr MakeLowResDistances
|
sta PreferHumansFlag
|
||||||
lda #101
|
; jsr MakeLowResDistances
|
||||||
|
lda #202
|
||||||
sta temp2 ; max possible energy
|
sta temp2 ; max possible energy
|
||||||
lda #0
|
lda #0
|
||||||
sta tempor2 ; direction of shoot
|
sta tempor2 ; direction of shoot
|
||||||
@@ -454,26 +417,25 @@ loop01
|
|||||||
beq skipThisPlayer
|
beq skipThisPlayer
|
||||||
lda eXistenZ,y
|
lda eXistenZ,y
|
||||||
beq skipThisPlayer
|
beq skipThisPlayer
|
||||||
|
|
||||||
|
lda skilltable,y
|
||||||
|
beq ItIsHuman
|
||||||
|
lda PreferHumansFlag
|
||||||
|
ItIsHuman
|
||||||
|
clc
|
||||||
|
adc Energy,y ; if robotank energy=energy+100 (100 or 0 from PreferHumansFlag)
|
||||||
|
cmp temp2 ; lowest
|
||||||
|
bcs lowestIsLower
|
||||||
|
sta temp2
|
||||||
|
sty temp2+1 ; number of the closest tank
|
||||||
|
mva #0 tempor2
|
||||||
lda LowResDistances,x
|
lda LowResDistances,x
|
||||||
cmp LowResDistances,y
|
cmp LowResDistances,y
|
||||||
bcs EnemyOnTheLeft
|
bcs EnemyOnTheLeft
|
||||||
;enemy on the right
|
; enemy on right
|
||||||
lda Energy,y
|
|
||||||
cmp temp2 ; lowest
|
|
||||||
bcs lowestIsLower
|
|
||||||
sta temp2
|
|
||||||
sty temp2+1 ; number of the closest tank
|
|
||||||
inc tempor2 ; set direction to right
|
inc tempor2 ; set direction to right
|
||||||
bne lowestIsLower
|
|
||||||
|
|
||||||
EnemyOnTheLeft
|
|
||||||
lda Energy,y
|
|
||||||
cmp temp2 ; lowest
|
|
||||||
bcs lowestIsLower
|
|
||||||
sta temp2
|
|
||||||
sty temp2+1 ; number of the closest tank
|
|
||||||
|
|
||||||
|
EnemyOnTheLeft
|
||||||
lowestIsLower
|
lowestIsLower
|
||||||
skipThisPlayer
|
skipThisPlayer
|
||||||
dey
|
dey
|
||||||
@@ -493,7 +455,7 @@ skipThisPlayer
|
|||||||
; returns target tank number in Y and
|
; returns target tank number in Y and
|
||||||
; direcion of shoot in A (0 - left, >0 - right)
|
; direcion of shoot in A (0 - left, >0 - right)
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
jsr MakeLowResDistances
|
; jsr MakeLowResDistances
|
||||||
mva #$ff temp2 ; min possible distance
|
mva #$ff temp2 ; min possible distance
|
||||||
mva #0 tempor2 ; direction of shoot
|
mva #0 tempor2 ; direction of shoot
|
||||||
|
|
||||||
@@ -607,14 +569,8 @@ skipThisPlayer
|
|||||||
; returns angle and power of shoot tank X (TankNr)
|
; returns angle and power of shoot tank X (TankNr)
|
||||||
; in the appropriate variables (Angle and Force)
|
; in the appropriate variables (Angle and Force)
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
|
mva #$ff SecondTryFlag
|
||||||
; set initial Angle and Force values
|
; set initial Angle and Force values
|
||||||
; wind correction 90+(wind/8)
|
|
||||||
mwa Wind temp2
|
|
||||||
:7 lsrw temp2
|
|
||||||
clc
|
|
||||||
lda #90
|
|
||||||
adc temp2
|
|
||||||
sta NewAngle
|
|
||||||
lda OptionsTable+2 ; selected gravity
|
lda OptionsTable+2 ; selected gravity
|
||||||
asl
|
asl
|
||||||
tay
|
tay
|
||||||
@@ -633,10 +589,19 @@ skipThisPlayer
|
|||||||
adc #0
|
adc #0
|
||||||
sta RandBoundaryHigh+1
|
sta RandBoundaryHigh+1
|
||||||
jsr RandomizeForce
|
jsr RandomizeForce
|
||||||
|
RepeatAim
|
||||||
lda ForceTableL,x
|
lda ForceTableL,x
|
||||||
sta Force
|
sta Force
|
||||||
lda ForceTableH,x
|
lda ForceTableH,x
|
||||||
sta Force+1
|
sta Force+1
|
||||||
|
; wind correction 90+(wind/8)
|
||||||
|
mwa Wind temp2
|
||||||
|
:7 lsrw temp2
|
||||||
|
clc
|
||||||
|
lda #90
|
||||||
|
adc temp2
|
||||||
|
sta NewAngle
|
||||||
|
; set virtual weapon :)
|
||||||
lda #ind_Baby_Missile___
|
lda #ind_Baby_Missile___
|
||||||
sta ActiveWeapon,x
|
sta ActiveWeapon,x
|
||||||
; now we have initial valuses
|
; now we have initial valuses
|
||||||
@@ -673,7 +638,8 @@ GroundHitInFirstLoopR
|
|||||||
lda NewAngle
|
lda NewAngle
|
||||||
adc #5 ; 5 deg to right
|
adc #5 ; 5 deg to right
|
||||||
cmp #(180-20)
|
cmp #(180-20)
|
||||||
bcs EndOfFirstLoopR ; if angle 180-20 or higher
|
; bcs EndOfFirstLoopR ; if angle 180-20 or higher
|
||||||
|
bcs AimSecondTry
|
||||||
sta NewAngle
|
sta NewAngle
|
||||||
jmp AimingRight
|
jmp AimingRight
|
||||||
NoHitInFirstLoopR
|
NoHitInFirstLoopR
|
||||||
@@ -721,8 +687,20 @@ NoHitInSecondLoopR
|
|||||||
; Angle 1 deg to right and end loop
|
; Angle 1 deg to right and end loop
|
||||||
inc NewAngle
|
inc NewAngle
|
||||||
EndOfSecondLoopR
|
EndOfSecondLoopR
|
||||||
|
EndOfAim
|
||||||
rts
|
rts
|
||||||
|
|
||||||
|
AimSecondTry
|
||||||
|
bit SecondTryFlag
|
||||||
|
bpl EndOfAim ; closest RTS
|
||||||
|
inc SecondTryFlag
|
||||||
|
lda #<1000
|
||||||
|
sta ForceTableL,x
|
||||||
|
lda #>1000
|
||||||
|
sta ForceTableH,x
|
||||||
|
jsr RandomizeForce.LimitForce
|
||||||
|
jmp RepeatAim
|
||||||
|
|
||||||
AimingLeft
|
AimingLeft
|
||||||
; make test Shoot (Flight)
|
; make test Shoot (Flight)
|
||||||
jsr SetStartAndFlight
|
jsr SetStartAndFlight
|
||||||
@@ -752,7 +730,8 @@ GroundHitInFirstLoopL
|
|||||||
lda NewAngle
|
lda NewAngle
|
||||||
sbc #5 ; 5 deg to left
|
sbc #5 ; 5 deg to left
|
||||||
cmp #21
|
cmp #21
|
||||||
bcc EndOfFirstLoopL ; if angle 180-20 or higher
|
; bcc EndOfFirstLoopL ; if angle 20 or lower
|
||||||
|
bcc AimSecondTry
|
||||||
sta NewAngle
|
sta NewAngle
|
||||||
jmp AimingLeft
|
jmp AimingLeft
|
||||||
NoHitInFirstLoopL
|
NoHitInFirstLoopL
|
||||||
@@ -934,13 +913,13 @@ SorryNoPurchase
|
|||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
.proc ShooterPurchase
|
.proc ShooterPurchase
|
||||||
; first try to buy defensives
|
; first try to buy defensives
|
||||||
mva #2 tempXroller; number of offensive purchases to perform
|
; mva #2 tempXroller; number of offensive purchases to perform
|
||||||
ldx TankNr
|
ldx TankNr
|
||||||
@
|
@
|
||||||
randomize ind_Battery________ ind_StrongParachute
|
randomize ind_Battery________ ind_StrongParachute
|
||||||
jsr TryToPurchaseOnePiece
|
jsr TryToPurchaseOnePiece
|
||||||
dec tempXroller
|
; dec tempXroller
|
||||||
bne @-
|
; bne @-
|
||||||
|
|
||||||
; and now offensives
|
; and now offensives
|
||||||
mva #4 tempXroller; number of offensive purchases to perform
|
mva #4 tempXroller; number of offensive purchases to perform
|
||||||
@@ -956,16 +935,16 @@ SorryNoPurchase
|
|||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
.proc PoolsharkPurchase
|
.proc PoolsharkPurchase
|
||||||
; first try to buy defensives
|
; first try to buy defensives
|
||||||
mva #3 tempXroller; number of offensive purchases to perform
|
; mva #2 tempXroller; number of offensive purchases to perform
|
||||||
ldx TankNr
|
ldx TankNr
|
||||||
@
|
@
|
||||||
randomize ind_Battery________ ind_Bouncy_Castle__
|
randomize ind_Battery________ ind_Bouncy_Castle__
|
||||||
jsr TryToPurchaseOnePiece
|
jsr TryToPurchaseOnePiece
|
||||||
dec tempXroller
|
dec tempXroller
|
||||||
bne @-
|
; bpl @-
|
||||||
|
|
||||||
; and now offensives
|
; and now offensives
|
||||||
mva #8 tempXroller; number of purchases to perform
|
mva #6 tempXroller; number of purchases to perform
|
||||||
;ldx TankNr
|
;ldx TankNr
|
||||||
@
|
@
|
||||||
randomize ind_Missile________ ind_Dirt_Charge____
|
randomize ind_Missile________ ind_Dirt_Charge____
|
||||||
@@ -980,15 +959,16 @@ SorryNoPurchase
|
|||||||
|
|
||||||
; what is my money level
|
; what is my money level
|
||||||
ldx TankNr
|
ldx TankNr
|
||||||
; lda MoneyH,x ; money / 256
|
lda MoneyH,x ; money / 256
|
||||||
; sta tempXroller ; perform this many purchase attempts
|
lsr ; /2
|
||||||
|
sta tempXroller ; perform this many purchase attempts
|
||||||
; first try to buy defensives
|
; first try to buy defensives
|
||||||
mva #1 tempXroller; number of defensive purchases to perform
|
; mva #1 tempXroller; number of defensive purchases to perform
|
||||||
@
|
@
|
||||||
randomize ind_Battery________ ind_Bouncy_Castle__
|
randomize ind_Battery________ ind_Bouncy_Castle__
|
||||||
jsr TryToPurchaseOnePiece
|
jsr TryToPurchaseOnePiece
|
||||||
dec tempXroller
|
dec tempXroller
|
||||||
bne @-
|
bpl @-
|
||||||
|
|
||||||
; and now offensives
|
; and now offensives
|
||||||
lda MoneyH,x ; money / 256
|
lda MoneyH,x ; money / 256
|
||||||
@@ -998,7 +978,7 @@ SorryNoPurchase
|
|||||||
randomize ind_Missile________ ind_Dirt_Charge____
|
randomize ind_Missile________ ind_Dirt_Charge____
|
||||||
jsr TryToPurchaseOnePiece
|
jsr TryToPurchaseOnePiece
|
||||||
dec tempXroller
|
dec tempXroller
|
||||||
bne @-
|
bpl @-
|
||||||
|
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
@@ -1007,25 +987,64 @@ SorryNoPurchase
|
|||||||
|
|
||||||
; what is my money level
|
; what is my money level
|
||||||
ldx TankNr
|
ldx TankNr
|
||||||
;lda MoneyH,x ; money / 256
|
lda MoneyH,x ; money / 256
|
||||||
;sta tempXroller ; perform this many purchase attempts
|
lsr ; /2
|
||||||
|
sta tempXroller ; perform this many purchase attempts
|
||||||
; first try to buy defensives
|
; first try to buy defensives
|
||||||
mva #1 tempXroller; number of defensive purchases to perform
|
; mva #1 tempXroller; number of defensive purchases to perform
|
||||||
@
|
@
|
||||||
randomize ind_Battery________ ind_Bouncy_Castle__
|
randomize ind_Battery________ ind_Bouncy_Castle__
|
||||||
jsr TryToPurchaseOnePiece2
|
jsr TryToPurchaseOnePiece2
|
||||||
dec tempXroller
|
dec tempXroller
|
||||||
bne @-
|
bpl @-
|
||||||
|
|
||||||
; and now offensives
|
; and now offensives
|
||||||
lda MoneyH,x ; money / 256
|
lda MoneyH,x ; money / 256
|
||||||
:4 asl ;*16
|
:3 asl ;*8
|
||||||
sta tempXroller ; perform this many purchase attempts
|
sta tempXroller ; perform this many purchase attempts
|
||||||
@
|
@
|
||||||
randomize ind_Missile________ ind_Plasma_Blast___
|
randomize first_offensive____ last_offensive_____
|
||||||
jsr TryToPurchaseOnePiece2
|
jsr TryToPurchaseOnePiece2
|
||||||
dec tempXroller
|
dec tempXroller
|
||||||
bne @-
|
bpl @-
|
||||||
|
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
|
;----------------------------------------------
|
||||||
|
.proc ChooseBestOffensive
|
||||||
|
; choose the best weapon
|
||||||
|
; X - TankNr
|
||||||
|
;----------------------------------------------
|
||||||
|
ldy #last_offensive_____+1 ;the last weapon to choose +1
|
||||||
|
NotFromAll
|
||||||
|
; Y - the last offensive weapon to use + 1
|
||||||
|
lda TanksWeaponsTableL,x
|
||||||
|
sta temp
|
||||||
|
lda TanksWeaponsTableH,x
|
||||||
|
sta temp+1
|
||||||
|
loop
|
||||||
|
dey
|
||||||
|
lda (temp),y
|
||||||
|
beq loop
|
||||||
|
tya
|
||||||
|
sta ActiveWeapon,x
|
||||||
|
rts
|
||||||
|
.endp
|
||||||
|
;----------------------------------------------
|
||||||
|
.proc GetDistance
|
||||||
|
; calculates lores ( /4 ) distance from tank X to TargetTankNr(Y)
|
||||||
|
; result in A
|
||||||
|
;----------------------------------------------
|
||||||
|
ldy TargetTankNr
|
||||||
|
lda LowResDistances,x
|
||||||
|
cmp LowResDistances,y
|
||||||
|
@ bcs YisLower
|
||||||
|
sec
|
||||||
|
lda LowResDistances,y
|
||||||
|
sbc LowResDistances,x
|
||||||
|
rts
|
||||||
|
YisLower
|
||||||
|
lda LowResDistances,x
|
||||||
|
sbc LowResDistances,y
|
||||||
|
rts
|
||||||
|
.endp
|
||||||
+42
-42
@@ -4,6 +4,8 @@
|
|||||||
/***************************************/
|
/***************************************/
|
||||||
|
|
||||||
;icl "Scorch50.h"
|
;icl "Scorch50.h"
|
||||||
|
;icl "../lib/ATARISYS.ASM"
|
||||||
|
;icl "../lib/macro.hea"
|
||||||
|
|
||||||
; --- dmsc LZSS player routine on zero page
|
; --- dmsc LZSS player routine on zero page
|
||||||
org $80
|
org $80
|
||||||
@@ -64,8 +66,6 @@ song_data
|
|||||||
ins 'mmm_16.lzs'
|
ins 'mmm_16.lzs'
|
||||||
song_end
|
song_end
|
||||||
|
|
||||||
POKEY = $D200
|
|
||||||
|
|
||||||
buffers
|
buffers
|
||||||
.ds 256 * 9
|
.ds 256 * 9
|
||||||
|
|
||||||
@@ -216,7 +216,7 @@ main
|
|||||||
|
|
||||||
ift USESPRITES
|
ift USESPRITES
|
||||||
mva >pmg pmbase ;missiles and players data address
|
mva >pmg pmbase ;missiles and players data address
|
||||||
mva #$03 pmcntl ;enable players and missiles
|
mva #$03 GRACTL ;enable players and missiles
|
||||||
eif
|
eif
|
||||||
|
|
||||||
lda:cmp:req $14 ;wait 1 frame
|
lda:cmp:req $14 ;wait 1 frame
|
||||||
@@ -228,13 +228,13 @@ main
|
|||||||
|
|
||||||
;mwa #NMI $fffa ;new NMI handler
|
;mwa #NMI $fffa ;new NMI handler
|
||||||
|
|
||||||
sta colbaks
|
sta COLOR4
|
||||||
lda #$0E
|
lda #$0E
|
||||||
sta colpf1s
|
sta COLOR1
|
||||||
lda #$84
|
lda #$84
|
||||||
sta colpf2s
|
sta COLOR2
|
||||||
lda #$0E
|
lda #$0E
|
||||||
sta colpf3s
|
sta COLOR3
|
||||||
lda #$02
|
lda #$02
|
||||||
|
|
||||||
|
|
||||||
@@ -267,7 +267,7 @@ stop
|
|||||||
cli
|
cli
|
||||||
vmain sysvbv,6
|
vmain sysvbv,6
|
||||||
|
|
||||||
mva #$00 pmcntl ;PMG disabled
|
mva #$00 GRACTL ;PMG disabled
|
||||||
tax
|
tax
|
||||||
sta:rne hposp0,x+
|
sta:rne hposp0,x+
|
||||||
|
|
||||||
@@ -408,7 +408,7 @@ x16 lda #$4A
|
|||||||
sta hposp1
|
sta hposp1
|
||||||
c10 lda #$D4
|
c10 lda #$D4
|
||||||
sta wsync ;line=133
|
sta wsync ;line=133
|
||||||
sta color2
|
sta colpf2
|
||||||
s8 lda #$C3
|
s8 lda #$C3
|
||||||
x17 ldx #$5A
|
x17 ldx #$5A
|
||||||
sta wsync ;line=134
|
sta wsync ;line=134
|
||||||
@@ -464,7 +464,7 @@ c13 ldy #$02
|
|||||||
sta wsync ;line=157
|
sta wsync ;line=157
|
||||||
c14 lda #$04
|
c14 lda #$04
|
||||||
sta wsync ;line=158
|
sta wsync ;line=158
|
||||||
sta color0
|
sta colpf0
|
||||||
DLINEW dli7 1 1 1
|
DLINEW dli7 1 1 1
|
||||||
|
|
||||||
dli7
|
dli7
|
||||||
@@ -497,7 +497,7 @@ c16 ldx #$0E
|
|||||||
c17 lda #$0A
|
c17 lda #$0A
|
||||||
c18 ldx #$34
|
c18 ldx #$34
|
||||||
sta wsync ;line=188
|
sta wsync ;line=188
|
||||||
sta color1
|
sta colpf1
|
||||||
stx colpm3
|
stx colpm3
|
||||||
s13 lda #$43
|
s13 lda #$43
|
||||||
x23 ldx #$49
|
x23 ldx #$49
|
||||||
@@ -507,47 +507,47 @@ x23 ldx #$49
|
|||||||
c19 lda #$08
|
c19 lda #$08
|
||||||
c20 ldx #$34
|
c20 ldx #$34
|
||||||
sta wsync ;line=190
|
sta wsync ;line=190
|
||||||
sta color1
|
sta colpf1
|
||||||
stx colpm2
|
stx colpm2
|
||||||
sta wsync ;line=191
|
sta wsync ;line=191
|
||||||
c21 lda #$0A
|
c21 lda #$0A
|
||||||
sta wsync ;line=192
|
sta wsync ;line=192
|
||||||
sta color1
|
sta colpf1
|
||||||
c22 lda #$08
|
c22 lda #$08
|
||||||
sta wsync ;line=193
|
sta wsync ;line=193
|
||||||
sta color1
|
sta colpf1
|
||||||
c23 lda #$0A
|
c23 lda #$0A
|
||||||
sta wsync ;line=194
|
sta wsync ;line=194
|
||||||
sta color1
|
sta colpf1
|
||||||
c24 lda #$34
|
c24 lda #$34
|
||||||
sta wsync ;line=195
|
sta wsync ;line=195
|
||||||
sta color2
|
sta colpf2
|
||||||
c25 lda #$0C
|
c25 lda #$0C
|
||||||
sta wsync ;line=196
|
sta wsync ;line=196
|
||||||
sta color1
|
sta colpf1
|
||||||
c26 lda #$0A
|
c26 lda #$0A
|
||||||
sta wsync ;line=197
|
sta wsync ;line=197
|
||||||
sta color1
|
sta colpf1
|
||||||
c27 lda #$0C
|
c27 lda #$0C
|
||||||
sta wsync ;line=198
|
sta wsync ;line=198
|
||||||
sta color1
|
sta colpf1
|
||||||
sta wsync ;line=199
|
sta wsync ;line=199
|
||||||
sta wsync ;line=200
|
sta wsync ;line=200
|
||||||
c28 lda #$0E
|
c28 lda #$0E
|
||||||
sta wsync ;line=201
|
sta wsync ;line=201
|
||||||
sta color1
|
sta colpf1
|
||||||
c29 lda #$0C
|
c29 lda #$0C
|
||||||
sta wsync ;line=202
|
sta wsync ;line=202
|
||||||
sta color1
|
sta colpf1
|
||||||
c30 lda #$0E
|
c30 lda #$0E
|
||||||
sta wsync ;line=203
|
sta wsync ;line=203
|
||||||
sta color1
|
sta colpf1
|
||||||
c31 lda #$0C
|
c31 lda #$0C
|
||||||
sta wsync ;line=204
|
sta wsync ;line=204
|
||||||
sta color1
|
sta colpf1
|
||||||
c32 lda #$0E
|
c32 lda #$0E
|
||||||
sta wsync ;line=205
|
sta wsync ;line=205
|
||||||
sta color1
|
sta colpf1
|
||||||
DLINEW dli16 1 1 1
|
DLINEW dli16 1 1 1
|
||||||
|
|
||||||
dli16
|
dli16
|
||||||
@@ -557,13 +557,13 @@ dli16
|
|||||||
sta wsync ;line=209
|
sta wsync ;line=209
|
||||||
c33 lda #$0C
|
c33 lda #$0C
|
||||||
sta wsync ;line=210
|
sta wsync ;line=210
|
||||||
sta color1
|
sta colpf1
|
||||||
c34 lda #$0E
|
c34 lda #$0E
|
||||||
sta wsync ;line=211
|
sta wsync ;line=211
|
||||||
sta color1
|
sta colpf1
|
||||||
c35 lda #$0C
|
c35 lda #$0C
|
||||||
sta wsync ;line=212
|
sta wsync ;line=212
|
||||||
sta color1
|
sta colpf1
|
||||||
DLINEW dli9 1 0 0
|
DLINEW dli9 1 0 0
|
||||||
|
|
||||||
dli9
|
dli9
|
||||||
@@ -574,15 +574,15 @@ dli9
|
|||||||
c36 ldx #$0A
|
c36 ldx #$0A
|
||||||
sta wsync ;line=216
|
sta wsync ;line=216
|
||||||
sta chbase
|
sta chbase
|
||||||
stx color1
|
stx colpf1
|
||||||
c37 lda #$0C
|
c37 lda #$0C
|
||||||
sta wsync ;line=217
|
sta wsync ;line=217
|
||||||
sta color1
|
sta colpf1
|
||||||
c38 lda #$0A
|
c38 lda #$0A
|
||||||
x24 ldx #$9D
|
x24 ldx #$9D
|
||||||
c39 ldy #$34
|
c39 ldy #$34
|
||||||
sta wsync ;line=218
|
sta wsync ;line=218
|
||||||
sta color1
|
sta colpf1
|
||||||
stx hposm1
|
stx hposm1
|
||||||
sty colpm1
|
sty colpm1
|
||||||
s14 lda #$03
|
s14 lda #$03
|
||||||
@@ -594,7 +594,7 @@ c40 lda #$08
|
|||||||
s15 ldx #$13
|
s15 ldx #$13
|
||||||
x26 ldy #$45
|
x26 ldy #$45
|
||||||
sta wsync ;line=220
|
sta wsync ;line=220
|
||||||
sta color1
|
sta colpf1
|
||||||
stx sizem
|
stx sizem
|
||||||
sty hposm2
|
sty hposm2
|
||||||
s16 lda #$03
|
s16 lda #$03
|
||||||
@@ -612,8 +612,8 @@ x29 ldy #$79
|
|||||||
c41 lda #$06
|
c41 lda #$06
|
||||||
c42 ldx #$00
|
c42 ldx #$00
|
||||||
sta wsync ;line=223
|
sta wsync ;line=223
|
||||||
sta color1
|
sta colpf1
|
||||||
stx color2
|
stx colpf2
|
||||||
lda >fnt+$400*$01
|
lda >fnt+$400*$01
|
||||||
s18 ldx #$50
|
s18 ldx #$50
|
||||||
x30 ldy #$44
|
x30 ldy #$44
|
||||||
@@ -624,15 +624,15 @@ x30 ldy #$44
|
|||||||
sta wsync ;line=225
|
sta wsync ;line=225
|
||||||
c43 lda #$08
|
c43 lda #$08
|
||||||
sta wsync ;line=226
|
sta wsync ;line=226
|
||||||
sta color1
|
sta colpf1
|
||||||
c44 lda #$0C
|
c44 lda #$0C
|
||||||
sta wsync ;line=227
|
sta wsync ;line=227
|
||||||
sta color1
|
sta colpf1
|
||||||
sta wsync ;line=228
|
sta wsync ;line=228
|
||||||
sta wsync ;line=229
|
sta wsync ;line=229
|
||||||
c45 lda #$0E
|
c45 lda #$0E
|
||||||
sta wsync ;line=230
|
sta wsync ;line=230
|
||||||
sta color1
|
sta colpf1
|
||||||
DLINEW dli10 1 1 1
|
DLINEW dli10 1 1 1
|
||||||
|
|
||||||
dli10
|
dli10
|
||||||
@@ -699,15 +699,15 @@ VBL
|
|||||||
c0 lda #$00
|
c0 lda #$00
|
||||||
sta colbak
|
sta colbak
|
||||||
c1 lda #$0E
|
c1 lda #$0E
|
||||||
sta color1
|
sta colpf1
|
||||||
c2 lda #$84
|
c2 lda #$84
|
||||||
sta color2
|
sta colpf2
|
||||||
c3 lda #$0E
|
c3 lda #$0E
|
||||||
sta color3
|
sta colpf3
|
||||||
lda #$02
|
lda #$02
|
||||||
sta chrctl
|
sta CHACTL
|
||||||
lda #$01
|
lda #$01
|
||||||
sta gtictl
|
sta PRIOR
|
||||||
sta sizep0
|
sta sizep0
|
||||||
s0 lda #$03
|
s0 lda #$03
|
||||||
sta sizem
|
sta sizem
|
||||||
@@ -741,7 +741,7 @@ x6 lda #$A4
|
|||||||
x7 lda #$A6
|
x7 lda #$A6
|
||||||
sta hposm1
|
sta hposm1
|
||||||
c8 lda #$00
|
c8 lda #$00
|
||||||
sta color0
|
sta colpf0
|
||||||
|
|
||||||
mwa #DLI.dli_start dliv ;set the first address of DLI interrupt
|
mwa #DLI.dli_start dliv ;set the first address of DLI interrupt
|
||||||
|
|
||||||
|
|||||||
@@ -1,11 +1,11 @@
|
|||||||
STEREOMODE equ 0
|
STEREOMODE equ 0
|
||||||
;* --------BEGIN--------
|
;* --------BEGIN--------
|
||||||
;* C:\Atari\rmt\rmt128\schorch_str2.rmt
|
;* C:\Atari\rmt\rmt128\scorch_str6.rmt
|
||||||
FEAT_SFX equ 1
|
FEAT_SFX equ 1
|
||||||
FEAT_GLOBALVOLUMEFADE equ 0 ;RMTGLOBALVOLUMEFADE variable
|
FEAT_GLOBALVOLUMEFADE equ 0 ;RMTGLOBALVOLUMEFADE variable
|
||||||
FEAT_NOSTARTINGSONGLINE equ 0
|
FEAT_NOSTARTINGSONGLINE equ 0
|
||||||
FEAT_INSTRSPEED equ 1
|
FEAT_INSTRSPEED equ 1
|
||||||
FEAT_CONSTANTSPEED equ 0 ;(19 times)
|
FEAT_CONSTANTSPEED equ 0 ;(21 times)
|
||||||
FEAT_COMMAND1 equ 1 ;(18 times)
|
FEAT_COMMAND1 equ 1 ;(18 times)
|
||||||
FEAT_COMMAND2 equ 0 ;(0 times)
|
FEAT_COMMAND2 equ 0 ;(0 times)
|
||||||
FEAT_COMMAND3 equ 0 ;(0 times)
|
FEAT_COMMAND3 equ 0 ;(0 times)
|
||||||
|
|||||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
@@ -1,4 +1,5 @@
|
|||||||
.proc talk
|
.proc talk
|
||||||
|
; Maximum text length is 63 characters!!!
|
||||||
L0 dta d"IN TIMES OF TROUBLE, GO WITH WHAT YOU KNOW."
|
L0 dta d"IN TIMES OF TROUBLE, GO WITH WHAT YOU KNOW."
|
||||||
L1 dta d"DIE!"
|
L1 dta d"DIE!"
|
||||||
L2 dta d"EAT MY SHORTS!"
|
L2 dta d"EAT MY SHORTS!"
|
||||||
@@ -126,3 +127,7 @@ OffensiveTextTableH
|
|||||||
NumberOfOffensiveTexts=54
|
NumberOfOffensiveTexts=54
|
||||||
NumberOfDeffensiveTexts=60
|
NumberOfDeffensiveTexts=60
|
||||||
.endp
|
.endp
|
||||||
|
hoverFull dta d"MY HOVERCRAFT IS FULL OF EELS!", $ff
|
||||||
|
hoverFullEnd
|
||||||
|
hoverEmpty dta d"RUNNING OUT OF EELS", $ff
|
||||||
|
hoverEmptyEnd
|
||||||
+151
-204
@@ -4,15 +4,12 @@
|
|||||||
|
|
||||||
; initial values for some variables
|
; initial values for some variables
|
||||||
initialvaluesStart
|
initialvaluesStart
|
||||||
I_OptionsTable .by 0,1,2,2,0,1,3,2
|
I_OptionsTable .by 0,1,2,2,0,1,3,2,0
|
||||||
I_RoundsInTheGame .by 10 ;how many rounds in the current game
|
I_RoundsInTheGame .by 10 ;how many rounds in the current game
|
||||||
I_seppukuVal .by 75
|
I_seppukuVal .by 75
|
||||||
I_mountainDeltaH .by 3
|
I_mountainDeltaH .by 3
|
||||||
I_mountainDeltaL .by $ff
|
I_mountainDeltaL .by $ff
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
; 4x4 text buffer
|
|
||||||
I_ResultLineBuffer
|
|
||||||
dta d" ", $ff
|
|
||||||
I_LineHeader1
|
I_LineHeader1
|
||||||
dta d"# ROUND: "
|
dta d"# ROUND: "
|
||||||
I_RoundNrDisplay
|
I_RoundNrDisplay
|
||||||
@@ -21,8 +18,11 @@ initialvaluesCount = *-initialvaluesstart ; MAX 128 bytes !
|
|||||||
;===================================================================================
|
;===================================================================================
|
||||||
;==========================CONSTANT TABLES, do not erase!===========================
|
;==========================CONSTANT TABLES, do not erase!===========================
|
||||||
;===================================================================================
|
;===================================================================================
|
||||||
TankColoursTable .BYTE $58,$2a,$96,$ca,$7a,$de
|
TankColoursTable .BYTE $58,$2a,$96,$ca,$7a,$ed
|
||||||
TankStatusColoursTable .BYTE $54,$24,$94,$c4,$74,$d4
|
;TankStatusColoursTable .BYTE $54,$24,$92,$c4,$74,$e4 ; standard order
|
||||||
|
;TanksPMOrder .BYTE 4,3,1,5,0,2 ; 0-3 = P0-P3 , 4 = M0+M1 , 5 = M2+M3
|
||||||
|
TankStatusColoursTable .BYTE $74,$c4,$24,$e4,$54,$94 ; Adam's order
|
||||||
|
TanksPMOrder .BYTE 4,3,1,5,0,2 ; 0-3 = P0-P3 , 4 = M0+M1 , 5 = M2+M3
|
||||||
TankShapesTable .BYTE char_tank1___________,char_tank2___________,char_tank3___________
|
TankShapesTable .BYTE char_tank1___________,char_tank2___________,char_tank3___________
|
||||||
.BYTE char_tank1___________,char_tank2___________,char_tank3___________
|
.BYTE char_tank1___________,char_tank2___________,char_tank3___________
|
||||||
dliColorsBack
|
dliColorsBack
|
||||||
@@ -188,10 +188,10 @@ sintable
|
|||||||
.by 255
|
.by 255
|
||||||
.by 255 ;anti self destruction byte
|
.by 255 ;anti self destruction byte
|
||||||
|
|
||||||
linetableL
|
;linetableL
|
||||||
:screenheight+1 .by <(display+screenBytes*#)
|
; :screenheight+1 .by <(display+screenBytes*#)
|
||||||
linetableH
|
;linetableH
|
||||||
:screenheight+1 .by >(display+screenBytes*#)
|
; :screenheight+1 .by >(display+screenBytes*#)
|
||||||
;----------------------------
|
;----------------------------
|
||||||
bittable
|
bittable
|
||||||
.by $80,$40,$20,$10,$08,$04,$02,$01
|
.by $80,$40,$20,$10,$08,$04,$02,$01
|
||||||
@@ -260,37 +260,17 @@ WeaponPriceH ; weapons prices (tables with prices of weapons)
|
|||||||
.by >price_Ton_of_Dirt____
|
.by >price_Ton_of_Dirt____
|
||||||
.by >price_Liquid_Dirt____
|
.by >price_Liquid_Dirt____
|
||||||
.by >price_Dirt_Charge____
|
.by >price_Dirt_Charge____
|
||||||
.by >price_Earth_Disrupter
|
.by >price_Buy_me_________
|
||||||
.by >price_Plasma_Blast___
|
|
||||||
.by >price_Laser__________
|
.by >price_Laser__________
|
||||||
.by >price______________33
|
|
||||||
.by >price______________34
|
|
||||||
.by >price______________35
|
|
||||||
.by >price______________36
|
|
||||||
.by >price______________37
|
|
||||||
.by >price______________38
|
|
||||||
.by >price______________39
|
|
||||||
.by >price______________40
|
|
||||||
.by >price______________41
|
|
||||||
.by >price______________42
|
|
||||||
.by >price______________43
|
|
||||||
.by >price______________44
|
|
||||||
.by >price______________45
|
|
||||||
.by >price______________46
|
|
||||||
.by >price______________47
|
|
||||||
.by >price_White_Flag_____
|
.by >price_White_Flag_____
|
||||||
.by >price_Battery________
|
.by >price_Battery________
|
||||||
.by >price_Bal_Guidance___
|
.by >price_Hovercraft_____
|
||||||
.by >price_Horz_Guidance__
|
|
||||||
.by >price_Vert_Guidance__
|
|
||||||
.by >price_Lazy_Boy_______
|
|
||||||
.by >price_Parachute______
|
.by >price_Parachute______
|
||||||
.by >price_StrongParachute
|
.by >price_StrongParachute
|
||||||
.by >price_Mag_Deflector__
|
.by >price_Mag_Deflector__
|
||||||
.by >price_Shield_________
|
.by >price_Shield_________
|
||||||
.by >price_Heavy_Shield___
|
.by >price_Heavy_Shield___
|
||||||
.by >price_Force_Shield___
|
.by >price_Force_Shield___
|
||||||
.by >price_Super_Mag______
|
|
||||||
.by >price_Bouncy_Castle__
|
.by >price_Bouncy_Castle__
|
||||||
.by >price_Long_Barrel____
|
.by >price_Long_Barrel____
|
||||||
.by >price_Nuclear_Winter_
|
.by >price_Nuclear_Winter_
|
||||||
@@ -326,37 +306,17 @@ WeaponPriceL
|
|||||||
.by <price_Ton_of_Dirt____
|
.by <price_Ton_of_Dirt____
|
||||||
.by <price_Liquid_Dirt____
|
.by <price_Liquid_Dirt____
|
||||||
.by <price_Dirt_Charge____
|
.by <price_Dirt_Charge____
|
||||||
.by <price_Earth_Disrupter
|
.by <price_Buy_me_________
|
||||||
.by <price_Plasma_Blast___
|
|
||||||
.by <price_Laser__________
|
.by <price_Laser__________
|
||||||
.by <price______________33
|
|
||||||
.by <price______________34
|
|
||||||
.by <price______________35
|
|
||||||
.by <price______________36
|
|
||||||
.by <price______________37
|
|
||||||
.by <price______________38
|
|
||||||
.by <price______________39
|
|
||||||
.by <price______________40
|
|
||||||
.by <price______________41
|
|
||||||
.by <price______________42
|
|
||||||
.by <price______________43
|
|
||||||
.by <price______________44
|
|
||||||
.by <price______________45
|
|
||||||
.by <price______________46
|
|
||||||
.by <price______________47
|
|
||||||
.by <price_White_Flag_____
|
.by <price_White_Flag_____
|
||||||
.by <price_Battery________
|
.by <price_Battery________
|
||||||
.by <price_Bal_Guidance___
|
.by <price_Hovercraft_____
|
||||||
.by <price_Horz_Guidance__
|
|
||||||
.by <price_Vert_Guidance__
|
|
||||||
.by <price_Lazy_Boy_______
|
|
||||||
.by <price_Parachute______
|
.by <price_Parachute______
|
||||||
.by <price_StrongParachute
|
.by <price_StrongParachute
|
||||||
.by <price_Mag_Deflector__
|
.by <price_Mag_Deflector__
|
||||||
.by <price_Shield_________
|
.by <price_Shield_________
|
||||||
.by <price_Heavy_Shield___
|
.by <price_Heavy_Shield___
|
||||||
.by <price_Force_Shield___
|
.by <price_Force_Shield___
|
||||||
.by <price_Super_Mag______
|
|
||||||
.by <price_Bouncy_Castle__
|
.by <price_Bouncy_Castle__
|
||||||
.by <price_Long_Barrel____
|
.by <price_Long_Barrel____
|
||||||
.by <price_Nuclear_Winter_
|
.by <price_Nuclear_Winter_
|
||||||
@@ -368,70 +328,50 @@ WeaponPriceL
|
|||||||
; is not present in the game.
|
; is not present in the game.
|
||||||
; This is the slot for adding new weapons.
|
; This is the slot for adding new weapons.
|
||||||
WeaponUnits
|
WeaponUnits
|
||||||
.by 10 ;Baby_Missile___
|
.by 10 ;Baby_Missile___;_00
|
||||||
.by 5 ;Missile________
|
.by 5 ;Missile________;_01
|
||||||
.by 2 ;Baby_Nuke______
|
.by 2 ;Baby_Nuke______;_02
|
||||||
.by 1 ;Nuke___________
|
.by 1 ;Nuke___________;_03
|
||||||
.by 2 ;LeapFrog_______
|
.by 2 ;LeapFrog_______;_04
|
||||||
.by 3 ;Funky_Bomb_____
|
.by 3 ;Funky_Bomb_____;_05
|
||||||
.by 2 ;MIRV___________
|
.by 2 ;MIRV___________;_06
|
||||||
.by 1 ;Death_s_Head___
|
.by 1 ;Death_s_Head___;_07
|
||||||
.by 4 ;Napalm_________
|
.by 4 ;Napalm_________;_08
|
||||||
.by 2 ;Hot_Napalm_____
|
.by 2 ;Hot_Napalm_____;_09
|
||||||
.by 20 ;Tracer_________
|
.by 20 ;Tracer_________;_10
|
||||||
.by 10 ;Smoke_Tracer___
|
.by 10 ;Smoke_Tracer___;_11
|
||||||
.by 5 ;Baby_Roller____
|
.by 5 ;Baby_Roller____;_12
|
||||||
.by 3 ;Roller_________
|
.by 3 ;Roller_________;_13
|
||||||
.by 2 ;Heavy_Roller___
|
.by 2 ;Heavy_Roller___;_14
|
||||||
.by 5 ;Riot_Charge____
|
.by 5 ;Riot_Charge____;_15
|
||||||
.by 2 ;Riot_Blast_____
|
.by 2 ;Riot_Blast_____;_16
|
||||||
.by 5 ;Riot_Bomb______
|
.by 5 ;Riot_Bomb______;_17
|
||||||
.by 2 ;Heavy_Riot_Bomb
|
.by 2 ;Heavy_Riot_Bomb;_18
|
||||||
.by 10 ;Baby_Digger____
|
.by 10 ;Baby_Digger____;_19
|
||||||
.by 5 ;Digger_________
|
.by 5 ;Digger_________;_20
|
||||||
.by 2 ;Heavy_Digger___
|
.by 2 ;Heavy_Digger___;_21
|
||||||
.by 10 ;Baby_Sandhog___
|
.by 10 ;Baby_Sandhog___;_22
|
||||||
.by 5 ;Sandhog________
|
.by 5 ;Sandhog________;_23
|
||||||
.by 2 ;Heavy_Sandhog__
|
.by 2 ;Heavy_Sandhog__;_24
|
||||||
.by 5 ;Dirt_Clod______
|
.by 5 ;Dirt_Clod______;_25
|
||||||
.by 3 ;Dirt_Ball______
|
.by 3 ;Dirt_Ball______;_26
|
||||||
.by 1 ;Ton_of_Dirt____
|
.by 1 ;Ton_of_Dirt____;_27
|
||||||
.by 4 ;Liquid_Dirt____
|
.by 4 ;Liquid_Dirt____;_28
|
||||||
.by 2 ;Dirt_Charge____
|
.by 2 ;Dirt_Charge____;_29
|
||||||
.by 10 ;Earth_Disrupter
|
.by 1 ;Buy_me_________;_30
|
||||||
.by 5 ;Plasma_Blast___
|
.by 5 ;Laser__________;_31
|
||||||
.by 5 ;Laser__________
|
.by 1 ;White_Flag_____;_32
|
||||||
.by 0 ;_____________33
|
.by 3 ;Battery________;_33
|
||||||
.by 0 ;_____________34
|
.by 2 ;Floating_Tank__;_34
|
||||||
.by 0 ;_____________35
|
.by 3 ;Parachute______;_35
|
||||||
.by 0 ;_____________36
|
.by 2 ;StrongParachute;_36
|
||||||
.by 0 ;_____________37
|
.by 2 ;Mag_Deflector__;_37
|
||||||
.by 0 ;_____________38
|
.by 3 ;Shield_________;_38
|
||||||
.by 0 ;_____________39
|
.by 2 ;Heavy_Shield___;_39
|
||||||
.by 0 ;_____________40
|
.by 3 ;Force_Shield___;_40
|
||||||
.by 0 ;_____________41
|
.by 1 ;Auto_Defense___;_41
|
||||||
.by 0 ;_____________42
|
.by 2 ;Long_Barrel____;_42
|
||||||
.by 0 ;_____________43
|
.by 1 ;Nuclear_Winter_;_43
|
||||||
.by 0 ;_____________44
|
|
||||||
.by 0 ;_____________45
|
|
||||||
.by 0 ;_____________46
|
|
||||||
.by 0 ;_____________47
|
|
||||||
.by 1 ;White_Flag___48
|
|
||||||
.by 3 ;Battery________
|
|
||||||
.by 2 ;Bal_Guidance___
|
|
||||||
.by 5 ;Horz_Guidance__
|
|
||||||
.by 5 ;Vert_Guidance__
|
|
||||||
.by 2 ;Lazy_Boy_______
|
|
||||||
.by 3 ;Parachute______
|
|
||||||
.by 2 ;StrongParachute
|
|
||||||
.by 2 ;Mag_Deflector__
|
|
||||||
.by 3 ;Shield_________
|
|
||||||
.by 2 ;Heavy_Shield___
|
|
||||||
.by 3 ;Force_Shield___
|
|
||||||
.by 2 ;Super_Mag______
|
|
||||||
.by 1 ;Auto_Defense___
|
|
||||||
.by 2 ;Long_Barrel____
|
|
||||||
.by 1 ;Nuclear_Winter_
|
|
||||||
|
|
||||||
PurchaseMeTable ;weapons good to be purchased by the robot
|
PurchaseMeTable ;weapons good to be purchased by the robot
|
||||||
;the comment is an index in the tables
|
;the comment is an index in the tables
|
||||||
@@ -445,53 +385,81 @@ PurchaseMeTable ;weapons good to be purchased by the robot
|
|||||||
; "Digger ","Heavy Digger ","Baby Sandhog ","Sandhog "
|
; "Digger ","Heavy Digger ","Baby Sandhog ","Sandhog "
|
||||||
.by %00000000
|
.by %00000000
|
||||||
; "Heavy Sandhog ","Dirt Clod ","Dirt Ball ","Ton of Dirt "
|
; "Heavy Sandhog ","Dirt Clod ","Dirt Ball ","Ton of Dirt "
|
||||||
; "Liquid Dirt ","Dirt Charge ","Earth Disrupter ","Plasma Blast "
|
; "Liquid Dirt ","Dirt Charge ","Buy me! ","Laser "
|
||||||
.by %00000000
|
.by %00000000
|
||||||
; "Laser "
|
; "White Flag ","Battery ","Hovercraft ","Parachute "
|
||||||
.by %00000000
|
; "Strong Parachute","Mag Deflector ","Shield ","Heavy Shield "
|
||||||
.by 0 ; offset to defensives
|
.by %01011111
|
||||||
; "White Flag ","Battery ","Bal Guidance ","Horz Guidance "
|
; "Force Shield ","Bouncy Castle ","Long Barrel ","Nuclear Winter "
|
||||||
; "Vert Guidance ","Lazy Boy ","Parachute ","Strong Parachute"
|
.by %11000000
|
||||||
.by %01000011
|
|
||||||
; "Mag Deflector ","Shield ","Heavy Shield ","Force Shield "
|
|
||||||
; "Super Mag ","Bouncy Castle ","Long Barrel ","Nuclear Winter "
|
|
||||||
.by %11110100
|
|
||||||
|
|
||||||
PurchaseMeTable2 ;weapons good to be purchased by the robot (Cyborg)
|
PurchaseMeTable2 ;weapons good to be purchased by the robot (Cyborg)
|
||||||
;the comment is an index in the tables
|
;the comment is an index in the tables
|
||||||
; "Baby Missile ","Missile ","Baby Nuke ","Nuke "
|
; "Baby Missile ","Missile ","Baby Nuke ","Nuke "
|
||||||
; "LeapFrog ","Funky Bomb ","MIRV ","Death's Head "
|
; "LeapFrog ","Funky Bomb ","MIRV ","Death's Head "
|
||||||
.by %00110001
|
.by %01110000
|
||||||
; "Napalm ","Hot Napalm ","Tracer ","Smoke Tracer "
|
; "Napalm ","Hot Napalm ","Tracer ","Smoke Tracer "
|
||||||
; "Baby Roller ","Roller ","Heavy Roller ","Riot Charge "
|
; "Baby Roller ","Roller ","Heavy Roller ","Riot Charge "
|
||||||
.by %01000000
|
.by %01000000
|
||||||
; "Riot Blast ","Riot Bomb ","Heavy Riot Bomb ","Baby Digger "
|
; "Riot Blast ","Riot Bomb ","Heavy Riot Bomb ","Baby Digger "
|
||||||
; "Digger ","Heavy Digger ","Baby Sandhog ","Sandhog "
|
; "Digger ","Heavy Digger ","Baby Sandhog ","Sandhog "
|
||||||
.by %00000000
|
.by %00000000
|
||||||
; "Heavy Sandhog ","Dirt Clod ","Dirt Ball ","Ton of Dirt "
|
; "Heavy Sandhog ","Dirt Clod ","Dirt Ball ","Ton of Dirt "
|
||||||
; "Liquid Dirt ","Dirt Charge ","Earth Disrupter ","Plasma Blast "
|
; "Liquid Dirt ","Dirt Charge ","Buy me! ","Laser "
|
||||||
.by %00000000
|
.by %00000000
|
||||||
; "Laser "
|
; "White Flag ","Battery ","Hovercraft ","Parachute "
|
||||||
.by %00000000
|
; "Strong Parachute","Mag Deflector ","Shield ","Heavy Shield "
|
||||||
.by 0 ; offset to defensives
|
.by %01001101
|
||||||
; "White Flag ","Battery ","Bal Guidance ","Horz Guidance "
|
; "Force Shield ","Bouncy Castle ","Long Barrel ","Nuclear Winter "
|
||||||
; "Vert Guidance ","Lazy Boy ","Parachute ","Strong Parachute"
|
.by %11000000
|
||||||
.by %01000001
|
|
||||||
; "Mag Deflector ","Shield ","Heavy Shield ","Force Shield "
|
|
||||||
; "Super Mag ","Bouncy Castle ","Long Barrel ","Nuclear Winter "
|
|
||||||
.by %10110100
|
|
||||||
|
|
||||||
;-------------------------------------------------
|
;-------------------------------------------------
|
||||||
; Screen codes of icons (chars) representing a given weapon
|
; Screen codes of icons (chars) representing a given weapon
|
||||||
WeaponSymbols
|
WeaponSymbols
|
||||||
.by $40,$41,$42,$43,$44,$45,$46,$47
|
.by $40 ;ind_Baby_Missile___ ;_00
|
||||||
.by $48,$49,$4a,$4b,$4c,$4d,$4e,$4f
|
.by $41 ;ind_Missile________ ;_01
|
||||||
.by $50,$51,$52,$53,$54,$55,$56,$57
|
.by $42 ;ind_Baby_Nuke______ ;_02
|
||||||
.by $58,$59,$5a,$5b,$60,$7b,$7c,$7d
|
.by $43 ;ind_Nuke___________ ;_03
|
||||||
.by $20,$00,$00,$00,$00,$00,$00,$00
|
.by $44 ;ind_LeapFrog_______ ;_04
|
||||||
.by $00,$00,$00,$00,$00,$00,$00,$00
|
.by $45 ;ind_Funky_Bomb_____ ;_05
|
||||||
.by $5f,$1c,$03,$06,$1d,$0a,$1b,$1b ; defensives
|
.by $46 ;ind_MIRV___________ ;_06
|
||||||
.by $1e,$3b,$3d,$3c,$3e,$3f,$1d,$7d
|
.by $47 ;ind_Death_s_Head___ ;_07
|
||||||
|
.by $48 ;ind_Napalm_________ ;_08
|
||||||
|
.by $49 ;ind_Hot_Napalm_____ ;_09
|
||||||
|
.by $4a ;ind_Tracer_________ ;_10
|
||||||
|
.by $4b ;ind_Smoke_Tracer___ ;_11
|
||||||
|
.by $4c ;ind_Baby_Roller____ ;_12
|
||||||
|
.by $4d ;ind_Roller_________ ;_13
|
||||||
|
.by $4e ;ind_Heavy_Roller___ ;_14
|
||||||
|
.by $4f ;ind_Riot_Charge____ ;_15
|
||||||
|
.by $50 ;ind_Riot_Blast_____ ;_16
|
||||||
|
.by $51 ;ind_Riot_Bomb______ ;_17
|
||||||
|
.by $52 ;ind_Heavy_Riot_Bomb ;_18
|
||||||
|
.by $53 ;ind_Baby_Digger____ ;_19
|
||||||
|
.by $54 ;ind_Digger_________ ;_20
|
||||||
|
.by $55 ;ind_Heavy_Digger___ ;_21
|
||||||
|
.by $56 ;ind_Baby_Sandhog___ ;_22
|
||||||
|
.by $57 ;ind_Sandhog________ ;_23
|
||||||
|
.by $58 ;ind_Heavy_Sandhog__ ;_24
|
||||||
|
.by $59 ;ind_Dirt_Clod______ ;_25
|
||||||
|
.by $5a ;ind_Dirt_Ball______ ;_26
|
||||||
|
.by $5b ;ind_Ton_of_Dirt____ ;_27
|
||||||
|
.by $60 ;ind_Liquid_Dirt____ ;_28
|
||||||
|
.by $7b ;ind_Dirt_Charge____ ;_29
|
||||||
|
.by $1f ;ind_Buy_me_________ ;_30
|
||||||
|
.by $20 ;ind_Laser__________ ;_31
|
||||||
|
.by $5f ;ind_White_Flag_____ ;_32
|
||||||
|
.by $1c ;ind_Battery________ ;_33
|
||||||
|
.by $06 ;ind_Floating_Tank__ ;_34
|
||||||
|
.by $1b ;ind_Parachute______ ;_35
|
||||||
|
.by $1b ;ind_StrongParachute ;_36
|
||||||
|
.by $1e ;ind_Mag_Deflector__ ;_37
|
||||||
|
.by $3b ;ind_Shield_________ ;_38
|
||||||
|
.by $3d ;ind_Heavy_Shield___ ;_39
|
||||||
|
.by $3c ;ind_Force_Shield___ ;_40
|
||||||
|
.by $3f ;ind_Bouncy_Castle__ ;_41
|
||||||
|
.by $1d ;ind_Long_Barrel____ ;_42
|
||||||
|
.by $7d ;ind_Nuclear_Winter_ ;_43
|
||||||
|
|
||||||
; Names of weapons (16 chars long)
|
; Names of weapons (16 chars long)
|
||||||
NamesOfWeapons ;the comment is an index in the tables
|
NamesOfWeapons ;the comment is an index in the tables
|
||||||
@@ -525,59 +493,35 @@ NamesOfWeapons ;the comment is an index in the tables
|
|||||||
dta d"Ton of Dirt " ; 27
|
dta d"Ton of Dirt " ; 27
|
||||||
dta d"Liquid Dirt " ; 28
|
dta d"Liquid Dirt " ; 28
|
||||||
dta d"Dirt Charge " ; 29
|
dta d"Dirt Charge " ; 29
|
||||||
dta d"Earth Disrupter " ; 30
|
dta d"Buy me! " ; 30
|
||||||
dta d"Plasma Blast " ; 31
|
dta d"Laser " ; 31
|
||||||
dta d"Laser " ; 32
|
;------defensives
|
||||||
dta d"----------------" ; 33
|
dta d"White Flag " ; 32
|
||||||
dta d"----------------" ; 34
|
dta d"Battery " ; 33
|
||||||
dta d"----------------" ; 35
|
dta d"Hovercraft " ; 34
|
||||||
dta d"----------------" ; 36
|
dta d"Parachute " ; 35 - no energy
|
||||||
dta d"----------------" ; 37
|
dta d"Strong Parachute" ; 36 - with energy (earlier Battery)
|
||||||
dta d"----------------" ; 38
|
dta d"Mag Deflector " ; 37 - with shield and energy
|
||||||
dta d"----------------" ; 39
|
dta d"Shield " ; 38 - shield for one shot - no energy
|
||||||
dta d"----------------" ; 40
|
dta d"Heavy Shield " ; 39 - shield with energy
|
||||||
dta d"----------------" ; 41
|
dta d"Force Shield " ; 40 - shield with energy and parachute
|
||||||
dta d"----------------" ; 42
|
dta d"Bouncy Castle " ; 41 - with shield and energy
|
||||||
dta d"----------------" ; 43
|
dta d"Long Schlong " ; 42
|
||||||
dta d"----------------" ; 44
|
dta d"Nuclear Winter " ; 43
|
||||||
dta d"----------------" ; 45
|
DefensiveEnergy = *-(last_offensive_____ - first_offensive____ +1) ; to fake the table for ALL weapons
|
||||||
dta d"----------------" ; 46
|
|
||||||
dta d" " ; 47 ; special (no weapon) name to simplify display
|
|
||||||
|
|
||||||
dta d"White Flag " ; 48 ($30)
|
|
||||||
dta d"Battery " ; 49
|
|
||||||
dta d"Bal Guidance " ; 50
|
|
||||||
dta d"Horz Guidance " ; 51
|
|
||||||
dta d"Vert Guidance " ; 52
|
|
||||||
dta d"Lazy Boy " ; 53
|
|
||||||
dta d"Parachute " ; 54 - no energy
|
|
||||||
dta d"Strong Parachute" ; 55 - with energy (earlier Battery)
|
|
||||||
dta d"Mag Deflector " ; 56 - with shield and energy
|
|
||||||
dta d"Shield " ; 57 - shield for one shot - no energy
|
|
||||||
dta d"Heavy Shield " ; 58 - shield with energy
|
|
||||||
dta d"Force Shield " ; 59 - shield with energy and parachute
|
|
||||||
dta d"Super Mag " ; 60
|
|
||||||
dta d"Bouncy Castle " ; 61 - with shield and energy
|
|
||||||
dta d"Long Schlong " ; 62
|
|
||||||
dta d"Nuclear Winter " ; 63
|
|
||||||
DefensiveEnergy = * - 48
|
|
||||||
.by 00 ; White Flag
|
.by 00 ; White Flag
|
||||||
.by 00 ; Heat Guidance
|
.by 00 ; Heat Guidance
|
||||||
.by 00 ; Bal Guidance
|
.by 98 ; Let's go!
|
||||||
.by 00 ; Horz Guidance
|
|
||||||
.by 00 ; Vert Guidance
|
|
||||||
.by 00 ; Lazy Boy
|
|
||||||
.by 00 ; Parachute
|
.by 00 ; Parachute
|
||||||
.by 99 ; Strong Parachute
|
.by 99 ; Strong Parachute
|
||||||
.by 99 ; Mag Deflector
|
.by 99 ; Mag Deflector
|
||||||
.by 00 ; Shield
|
.by 00 ; Shield
|
||||||
.by 99 ; Heavy Shield
|
.by 99 ; Heavy Shield
|
||||||
.by 99 ; Force Shield
|
.by 99 ; Force Shield
|
||||||
.by 00 ; Super Mag
|
|
||||||
.by 99 ; Bouncy Castle
|
.by 99 ; Bouncy Castle
|
||||||
.by 00 ; Long Barrel
|
.by 00 ; Long Barrel
|
||||||
.by 00 ; Nuclear Winter
|
.by 00 ; Nuclear Winter
|
||||||
weaponsOfDeath
|
weaponsOfDeath ; weapons used in tank death animations
|
||||||
dta 1,2,3,7,17,18,19,20,21,22,23,24,25,26,27
|
dta 1,2,3,7,17,18,19,20,21,22,23,24,25,26,27
|
||||||
weaponsOfDeathEnd
|
weaponsOfDeathEnd
|
||||||
joyToKeyTable
|
joyToKeyTable
|
||||||
@@ -590,14 +534,14 @@ keycodes ;tables for converting KeyCode to Screen Code (38 -1 characters)
|
|||||||
.by $0d,$01,$05,$00,$25,$23,$08,$0a
|
.by $0d,$01,$05,$00,$25,$23,$08,$0a
|
||||||
.by $2f,$28,$3e,$2d,$0b,$10,$2e,$16
|
.by $2f,$28,$3e,$2d,$0b,$10,$2e,$16
|
||||||
.by $2b,$17,$1f,$1e,$1a,$18,$1d,$1b
|
.by $2b,$17,$1f,$1e,$1a,$18,$1d,$1b
|
||||||
.by $33,$35,$30,$32,$22 ;,$0e <-- hyphen removed from the table, sorry hyphen lovers
|
.by $33,$35,$30,$32,$22,$21 ;,$0e <-- hyphen removed from the table, sorry hyphen lovers
|
||||||
keycodesEnd
|
keycodesEnd
|
||||||
scrcodes
|
scrcodes
|
||||||
dta d"abcdefgh"
|
dta d"abcdefgh"
|
||||||
dta d"ijklmnop"
|
dta d"ijklmnop"
|
||||||
dta d"qrstuvwx"
|
dta d"qrstuvwx"
|
||||||
dta d"yz123456"
|
dta d"yz123456"
|
||||||
dta d"7890." ; "-"
|
dta d"7890. " ; "-"
|
||||||
;-----------------------------------
|
;-----------------------------------
|
||||||
gameOverSpritesTop
|
gameOverSpritesTop
|
||||||
; end of the Gover sprites by number of players
|
; end of the Gover sprites by number of players
|
||||||
@@ -606,8 +550,7 @@ gameOverSpritesTop
|
|||||||
;-------decimal constans
|
;-------decimal constans
|
||||||
zero
|
zero
|
||||||
digits dta d"0123456789"
|
digits dta d"0123456789"
|
||||||
nineplus dta d"9"+1
|
|
||||||
space dta d" "
|
|
||||||
;------credits
|
;------credits
|
||||||
CreditsStart
|
CreditsStart
|
||||||
dta d" "*
|
dta d" "*
|
||||||
@@ -640,8 +583,12 @@ CreditsStart
|
|||||||
dta d"Beeblebrox, KrzysRog, lopezpb, Dracon",d","*
|
dta d"Beeblebrox, KrzysRog, lopezpb, Dracon",d","*
|
||||||
dta d"brad-colbert, archon800, nowy80",d","*
|
dta d"brad-colbert, archon800, nowy80",d","*
|
||||||
dta d"Shaggy the Atarian, RetroBorsuk, ZP",d"H"*
|
dta d"Shaggy the Atarian, RetroBorsuk, ZP",d"H"*
|
||||||
|
dta d" "*
|
||||||
|
dta d"Additional testin",d"g"*
|
||||||
|
dta d"Arek and Alex Peck",d"o"*
|
||||||
dta d" "*
|
dta d" "*
|
||||||
dta d"Stay tuned for the FujiNet version",d"!"*
|
dta d"Stay tuned for the FujiNet version",d"!"*
|
||||||
dta d" "*
|
dta d" "*
|
||||||
CreditsEnd
|
CreditsEnd
|
||||||
|
CreditsLines=44
|
||||||
.endif
|
.endif
|
||||||
|
|||||||
+81
-106
@@ -1,17 +1,24 @@
|
|||||||
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
|
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
|
||||||
|
|
||||||
;----------------------------------------------
|
|
||||||
; Player/missile memory
|
|
||||||
|
|
||||||
PMGraph = $0800
|
|
||||||
display = $1010 ;screen takes $2K due to clearing routine
|
|
||||||
|
|
||||||
screenheight = 200
|
screenheight = 200
|
||||||
screenBytes = 40
|
screenBytes = 40
|
||||||
screenwidth = screenBytes*8 ; Max screenwidth = 512!!!
|
screenwidth = screenBytes*8 ; Max screenwidth = 512!!!
|
||||||
|
|
||||||
|
TankWidth = 8
|
||||||
|
;----------------------------------------------
|
||||||
|
; Player/missile memory
|
||||||
|
PMGraph = $0800 ; real PM start = $0b00
|
||||||
|
|
||||||
|
|
||||||
|
; Generated tables
|
||||||
|
linetableL = $0b00 - (screenHeight+1)*2
|
||||||
|
linetableH = $0b00 - (screenHeight+1)
|
||||||
|
|
||||||
|
display = $1010 ;screen takes $1f68 because it has screenHeight+1 lines because of out of screen tracer(?)
|
||||||
|
|
||||||
margin = 40 ;mountain drawing Y variable margin
|
margin = 40 ;mountain drawing Y variable margin
|
||||||
MaxPlayers = 6
|
MaxPlayers = 6
|
||||||
maxOptions = 8 ;number of all options
|
maxOptions = 9 ;number of all options
|
||||||
PMOffsetX = $2C ; P/M to graphics offset
|
PMOffsetX = $2C ; P/M to graphics offset
|
||||||
PMOffsetY = $23 ; P/M to graphics offset
|
PMOffsetY = $23 ; P/M to graphics offset
|
||||||
napalmRadius = 10
|
napalmRadius = 10
|
||||||
@@ -20,6 +27,7 @@ LongBarrel = 20 ; long barrel length
|
|||||||
|
|
||||||
TextBackgroundColor = $02 ; REAL constans - use: LDA #TextBackgroundColor
|
TextBackgroundColor = $02 ; REAL constans - use: LDA #TextBackgroundColor
|
||||||
TextForegroundColor = $0A
|
TextForegroundColor = $0A
|
||||||
|
space = 0 ; space in screencodes
|
||||||
|
|
||||||
;character codes for symbols (tank, parachute, etc. )
|
;character codes for symbols (tank, parachute, etc. )
|
||||||
char_parachute_______ = $02
|
char_parachute_______ = $02
|
||||||
@@ -29,78 +37,58 @@ char_clear_flame_____ = $1c
|
|||||||
char_digger__________ = $04
|
char_digger__________ = $04
|
||||||
char_sandhog_________ = $0c
|
char_sandhog_________ = $0c
|
||||||
char_sandhog_offset = char_sandhog_________ - char_digger__________
|
char_sandhog_offset = char_sandhog_________ - char_digger__________
|
||||||
|
|
||||||
char_tank1___________ = $20
|
char_tank1___________ = $20
|
||||||
char_tank2___________ = $24
|
char_tank2___________ = $24
|
||||||
char_tank3___________ = $28
|
char_tank3___________ = $28
|
||||||
|
|
||||||
;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_________ = 125 ;_8
|
price_Napalm_________ = 125 ;_08
|
||||||
price_Hot_Napalm_____ = 162 ;_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____ = 211 ;_12
|
price_Baby_Roller____ = 211 ;_12
|
||||||
price_Roller_________ = 244 ;_13
|
price_Roller_________ = 244 ;_13
|
||||||
price_Heavy_Roller___ = 326 ;_14
|
price_Heavy_Roller___ = 326 ;_14
|
||||||
price_Riot_Charge____ = 230 ;_15
|
price_Riot_Charge____ = 230 ;_15
|
||||||
price_Riot_Blast_____ = 241 ;_16
|
price_Riot_Blast_____ = 241 ;_16
|
||||||
price_Riot_Bomb______ = 259 ;_17
|
price_Riot_Bomb______ = 259 ;_17
|
||||||
price_Heavy_Riot_Bomb = 272 ;_18
|
price_Heavy_Riot_Bomb = 272 ;_18
|
||||||
price_Baby_Digger____ = 136 ;_19
|
price_Baby_Digger____ = 136 ;_19
|
||||||
price_Digger_________ = 176 ;_20
|
price_Digger_________ = 176 ;_20
|
||||||
price_Heavy_Digger___ = 207 ;_21
|
price_Heavy_Digger___ = 207 ;_21
|
||||||
price_Baby_Sandhog___ = 158 ;_22
|
price_Baby_Sandhog___ = 158 ;_22
|
||||||
price_Sandhog________ = 191 ;_23
|
price_Sandhog________ = 191 ;_23
|
||||||
price_Heavy_Sandhog__ = 223 ;_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____ = 330 ;_28
|
price_Liquid_Dirt____ = 330 ;_28
|
||||||
price_Dirt_Charge____ = 343 ;_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__________ = 277 ;_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______________45 = 0
|
|
||||||
price______________46 = 0
|
|
||||||
price______________47 = 0
|
|
||||||
price_White_Flag_____ = $0 ;_48_($30)
|
|
||||||
price_Battery________ = 300 ;_49
|
|
||||||
price_Bal_Guidance___ = $ffff ;_50
|
|
||||||
price_Horz_Guidance__ = $ffff ;_51
|
|
||||||
price_Vert_Guidance__ = $ffff ;_52
|
|
||||||
price_Lazy_Boy_______ = $ffff ;_53
|
|
||||||
price_Parachute______ = 234 ;_54
|
|
||||||
price_StrongParachute = 1000 ;_55
|
|
||||||
price_Mag_Deflector__ = 745 ;_56
|
|
||||||
price_Shield_________ = 224 ;_57
|
|
||||||
price_Heavy_Shield___ = 628 ;_58
|
|
||||||
price_Force_Shield___ = 1100 ;_59
|
|
||||||
price_Super_Mag______ = $ffff ;_60
|
|
||||||
price_Bouncy_Castle__ = 512 ;_61
|
|
||||||
price_Long_Barrel____ = 2100 ;_62
|
|
||||||
price_Nuclear_Winter_ = 1000 ;_63
|
|
||||||
;Weapon indexes (numbers)
|
;Weapon indexes (numbers)
|
||||||
ind_Baby_Missile___ = 0
|
ind_Baby_Missile___ = 0
|
||||||
|
first_offensive____ = ind_Baby_Missile___
|
||||||
ind_Missile________ = 1
|
ind_Missile________ = 1
|
||||||
ind_Baby_Nuke______ = 2
|
ind_Baby_Nuke______ = 2
|
||||||
ind_Nuke___________ = 3
|
ind_Nuke___________ = 3
|
||||||
@@ -130,40 +118,25 @@ ind_Dirt_Ball______ = 26
|
|||||||
ind_Ton_of_Dirt____ = 27
|
ind_Ton_of_Dirt____ = 27
|
||||||
ind_Liquid_Dirt____ = 28
|
ind_Liquid_Dirt____ = 28
|
||||||
ind_Dirt_Charge____ = 29
|
ind_Dirt_Charge____ = 29
|
||||||
ind_Earth_Disrupter = 30
|
ind_Buy_me_________ = 30
|
||||||
ind_Plasma_Blast___ = 31
|
ind_Laser__________ = 31
|
||||||
ind_Laser__________ = 32
|
last_offensive_____ = ind_Laser__________
|
||||||
ind______________33 = 0
|
ind_White_Flag_____ = 32
|
||||||
ind______________34 = 0
|
first_defensive____ = ind_White_Flag_____
|
||||||
ind______________35 = 0
|
ind_Battery________ = 33
|
||||||
ind______________36 = 0
|
ind_Hovercraft_____ = 34
|
||||||
ind______________37 = 0
|
ind_Parachute______ = 35
|
||||||
ind______________38 = 0
|
ind_StrongParachute = 36
|
||||||
ind______________39 = 0
|
ind_Mag_Deflector__ = 37
|
||||||
ind______________40 = 0
|
ind_Shield_________ = 38
|
||||||
ind______________41 = 0
|
ind_Heavy_Shield___ = 39
|
||||||
ind______________42 = 0
|
ind_Force_Shield___ = 40
|
||||||
ind______________43 = 0
|
ind_Bouncy_Castle__ = 41
|
||||||
ind______________44 = 0
|
ind_Long_Barrel____ = 42
|
||||||
ind______________45 = 0
|
ind_Nuclear_Winter_ = 43
|
||||||
ind______________46 = 0
|
last_defensive_____ = ind_Nuclear_Winter_
|
||||||
ind______________47 = 0
|
number_of_offensives = last_offensive_____ - first_offensive____+1
|
||||||
ind_White_Flag_____ = 48
|
number_of_defensives = (last_defensive_____ - first_defensive____+1)
|
||||||
ind_Battery________ = 49
|
|
||||||
ind_Bal_Guidance___ = 50
|
|
||||||
ind_Horz_Guidance__ = 51
|
|
||||||
ind_Vert_Guidance__ = 52
|
|
||||||
ind_Lazy_Boy_______ = 53
|
|
||||||
ind_Parachute______ = 54
|
|
||||||
ind_StrongParachute = 55
|
|
||||||
ind_Mag_Deflector__ = 56
|
|
||||||
ind_Shield_________ = 57
|
|
||||||
ind_Heavy_Shield___ = 58
|
|
||||||
ind_Force_Shield___ = 59
|
|
||||||
ind_Super_Mag______ = 60
|
|
||||||
ind_Bouncy_Castle__ = 61
|
|
||||||
ind_Long_Barrel____ = 62
|
|
||||||
ind_Nuclear_Winter_ = 63
|
|
||||||
;--------------------------------
|
;--------------------------------
|
||||||
; names of RMT instruments (sfx)
|
; names of RMT instruments (sfx)
|
||||||
;--------------------------------
|
;--------------------------------
|
||||||
@@ -198,6 +171,7 @@ sfx_liquid_dirt = $1b ;2
|
|||||||
sfx_battery = $1c ;3
|
sfx_battery = $1c ;3
|
||||||
sfx_white_flag = $1d ;4
|
sfx_white_flag = $1d ;4
|
||||||
sfx_long_barrel = $1e
|
sfx_long_barrel = $1e
|
||||||
|
sfx_tank_move = $1f
|
||||||
;--------------------------------
|
;--------------------------------
|
||||||
; RMT songs (lines)
|
; RMT songs (lines)
|
||||||
;--------------------------------
|
;--------------------------------
|
||||||
@@ -207,3 +181,4 @@ song_ingame = $06
|
|||||||
song_round_over = $0b
|
song_round_over = $0b
|
||||||
song_ending_looped = $0e
|
song_ending_looped = $0e
|
||||||
song_supermarket = $1b
|
song_supermarket = $1b
|
||||||
|
song_inventory = $1d
|
||||||
|
|||||||
+180
-132
@@ -1,15 +1,79 @@
|
|||||||
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
|
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
|
||||||
|
|
||||||
.IF *>0 ;this is a trick that prevents compiling this file alone
|
.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
|
||||||
|
|
||||||
;-----------------------------------------------------
|
;-----------------------------------------------
|
||||||
;-------------display-lists---------------------------
|
ListOfWeapons
|
||||||
;-----------------------------------------------------
|
; 0123456789012345678901234567890123456789
|
||||||
|
; :number_of_offensives dta d" "
|
||||||
|
:32 dta d" "
|
||||||
|
ListOfWeapons1End
|
||||||
|
ListOfDefensiveWeapons
|
||||||
|
; :number_of_defensives dta d" "
|
||||||
|
:16 dta d" "
|
||||||
|
ListOfDefensiveWeaponsEnd ;constant useful when clearing
|
||||||
|
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
|
||||||
|
|
||||||
|
; DLs fragments (modified by game code)
|
||||||
|
; all Purchase DL :)
|
||||||
PurchaseDL
|
PurchaseDL
|
||||||
.byte $70,$70,$20
|
.byte $70
|
||||||
|
.byte $47
|
||||||
|
DLPurTitleAddr
|
||||||
|
.word PurchaseTitle
|
||||||
|
.byte $50
|
||||||
.byte $42+$80
|
.byte $42+$80
|
||||||
.word textbuffer2
|
.word textbuffer2
|
||||||
.byte $02,$10,$42
|
.byte $60,$42
|
||||||
MoreUpdl
|
MoreUpdl
|
||||||
.word EmptyLine
|
.word EmptyLine
|
||||||
.byte 0,$42
|
.byte 0,$42
|
||||||
@@ -19,37 +83,82 @@ WeaponsListDL
|
|||||||
.byte 0, $42
|
.byte 0, $42
|
||||||
MoreDownDL
|
MoreDownDL
|
||||||
.word EmptyLine
|
.word EmptyLine
|
||||||
.byte $10,$42
|
.byte $40,$42
|
||||||
.word WeaponsDescription
|
.word WeaponsDescription
|
||||||
.byte 2
|
.byte $0,$42
|
||||||
|
PurActDescAddr
|
||||||
|
.word PurchaseDescription
|
||||||
.byte $41
|
.byte $41
|
||||||
.word PurchaseDL
|
.word PurchaseDL
|
||||||
;------------------------
|
;------------------------
|
||||||
OptionsDL
|
DLCreditsFragm
|
||||||
:5 .byte $70
|
.byte $60+$80
|
||||||
.byte $42
|
.byte $42+$20 ; VSCRL
|
||||||
.word OptionsScreen
|
DLCreditsAddr
|
||||||
.byte $30,$02,$02,$70
|
.word Credits
|
||||||
:maxOptions .by $02,$10
|
:6 .byte $02+$20
|
||||||
:(9-maxOptions) .by $70,$10
|
.byte $02
|
||||||
.byte $80
|
.byte $41
|
||||||
.byte $4f
|
.word GameOverDL
|
||||||
.word (display+140*40)
|
|
||||||
:21 .by $0f ;76
|
|
||||||
.byte $41
|
|
||||||
.word OptionsDL
|
|
||||||
;------------------------
|
;------------------------
|
||||||
;Enter names of tanks DL
|
; end of "variables" (RAM)
|
||||||
NameDL
|
;------------------------
|
||||||
:5 .byte $70
|
; start of "constants" (ROM)
|
||||||
.byte $42
|
;-----------------------------------------------
|
||||||
.word NameScreen
|
;Screen displays go first to avoid crossing 4kb barrier
|
||||||
.byte $30
|
;-----------------------------------------------
|
||||||
.byte $02,$30+$80,$02
|
OptionsScreen
|
||||||
.byte $10,$02,$02,$02,$30,$02,$02
|
dta d"Welcome to Scorch v. "
|
||||||
.byte $41
|
build ; 4 bytes from scorch.asm (fancy method) :)
|
||||||
.word NameDL
|
dta d" (un)2000-2022"
|
||||||
; -------------------------------------------------
|
dta d" Please select option with cursor keys "
|
||||||
|
dta d" and press (Return) to proceed "
|
||||||
|
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
|
||||||
|
dta d"Tab"*
|
||||||
|
dta d ": Defensive/Offensive weapon "
|
||||||
|
PurchaseDescription
|
||||||
|
; 0123456789012345678901234567890123456789
|
||||||
|
dta d"Space"*
|
||||||
|
dta d": Purchase "
|
||||||
|
dta d"Return"*
|
||||||
|
dta d": Finish "
|
||||||
|
ActivateDescription
|
||||||
|
; 0123456789012345678901234567890123456789
|
||||||
|
dta d"Space"*
|
||||||
|
dta d": Activate "
|
||||||
|
dta d"Return"*
|
||||||
|
dta d": Finish "
|
||||||
|
EmptyLine
|
||||||
|
dta d" "
|
||||||
|
;---------------------------------------------------
|
||||||
|
OptionsTitle
|
||||||
|
dta d" scorch "*
|
||||||
|
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
|
dl ; MAIN game display list
|
||||||
.byte 0
|
.byte 0
|
||||||
@@ -98,64 +207,44 @@ dl ; MAIN game display list
|
|||||||
.byte $41
|
.byte $41
|
||||||
.word dl
|
.word dl
|
||||||
;-----------------------------------------------
|
;-----------------------------------------------
|
||||||
;Screen displays go first to avoid crossing 4kb barrier
|
.ALIGN $1000 ; WARNING!!!! 4KiB barrier crossing here, might need reassignment!!!
|
||||||
;-----------------------------------------------
|
OptionsDL
|
||||||
OptionsScreen
|
.byte $70
|
||||||
dta d"Welcome to Scorch v. "
|
.byte $47
|
||||||
build ; 4 bytes from scorch.asm (fancy method) :)
|
.word OptionsTitle
|
||||||
dta d" (un)2000-2022"
|
.byte $70,$70
|
||||||
dta d" Please select option with cursor keys "
|
.byte $42
|
||||||
dta d" and press (Return) to proceed "
|
.word OptionsScreen
|
||||||
OptionsHere
|
.byte $30,$02,$02,$70
|
||||||
; 0123456789012345678901234567890123456789
|
.byte $42
|
||||||
dta d"Players : 2 3 4 5 6 "
|
.word OptionsHere
|
||||||
dta d"Cash : none 2K 8K 12K 20K "
|
.byte $10
|
||||||
dta d"Gravity : 0.2G 0.5G 1G 2G 4G "
|
:maxOptions-1 .by $02,$10
|
||||||
dta d"Wind : 1B 3B 5B 7B 9B "
|
:(9-maxOptions) .by $70,$10
|
||||||
dta d"Rounds : 10 20 30 40 50 "
|
.byte $80
|
||||||
dta d"Missiles : slug slow norm fast hare "
|
.byte $4f
|
||||||
dta d"Seppuku : nevr rare norm oftn alws "
|
.word (display+140*40)
|
||||||
dta d"Mountains: NL BE CZ CH NP "
|
:21 .by $0f ;76
|
||||||
OptionsScreenEnd
|
.byte $41
|
||||||
;-----------------------------------------------
|
.word OptionsDL
|
||||||
MoreUp
|
;------------------------
|
||||||
dta d" "
|
;Enter names of tanks DL
|
||||||
dta 92,92,92
|
NameDL
|
||||||
dta d" more "
|
.byte $70
|
||||||
dta 92,92,92
|
.byte $47
|
||||||
dta d" "
|
.word DifficultyTitle
|
||||||
MoreDown
|
.byte $70,$70
|
||||||
dta d" "
|
.byte $42
|
||||||
dta 93,93,93
|
.word NameScreen
|
||||||
dta d" more "
|
.byte $30
|
||||||
dta 93,93,93
|
.byte $02,$30+$80,$02
|
||||||
dta d" "
|
.byte $10,$02,$02,$02,$30,$02,$02
|
||||||
ListOfWeapons
|
.byte $41
|
||||||
:36 dta d" "
|
.word NameDL
|
||||||
ListOfWeapons1End
|
|
||||||
;GameOverResults ; reuse after game (remember to clear on start new)
|
|
||||||
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" "
|
|
||||||
; -------------------------------------------------
|
; -------------------------------------------------
|
||||||
.ALIGN $1000 ; WARNING!!!! 4KiB barrier crossing here, might need reassignment!!!
|
|
||||||
;-----------------------------------------------
|
|
||||||
GameOverResults = display+$0ff0 ; reuse after game
|
GameOverResults = display+$0ff0 ; reuse after game
|
||||||
Credits = GameOverResults +(6*40)
|
Credits = GameOverResults +(6*40)
|
||||||
CreditsLastLine = Credits + (41*40)
|
CreditsLastLine = Credits + (CreditsLines*40)
|
||||||
GameOverDL
|
GameOverDL
|
||||||
.byte $70,$40
|
.byte $70,$40
|
||||||
.byte $47 ; 16 gr8 lines
|
.byte $47 ; 16 gr8 lines
|
||||||
@@ -178,50 +267,9 @@ GameOverDL
|
|||||||
.byte $42
|
.byte $42
|
||||||
.word GameOverResults
|
.word GameOverResults
|
||||||
:5 .byte $00+$80,$02
|
:5 .byte $00+$80,$02
|
||||||
.byte $70+$80
|
.byte $01
|
||||||
.byte $42+$20 ; VSCRL
|
.word DLCreditsFragm
|
||||||
DLCreditsAddr
|
; ---------------
|
||||||
.word Credits
|
; end of "constants" (ROM)
|
||||||
:6 .byte $02+$20
|
;-----------------------------------------------
|
||||||
.byte $02
|
|
||||||
.byte $41
|
|
||||||
.word GameOverDL
|
|
||||||
|
|
||||||
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
|
|
||||||
GameOverTitle
|
|
||||||
dta d" game over "*
|
|
||||||
GameOverTitle2
|
|
||||||
dta d" Player Points Hits Earned Money "
|
|
||||||
.endif
|
.endif
|
||||||
+199
-83
@@ -584,6 +584,11 @@ UnequalTanks
|
|||||||
.endp
|
.endp
|
||||||
|
|
||||||
;-------------------------------------------------
|
;-------------------------------------------------
|
||||||
|
.proc ClearTanks
|
||||||
|
jsr PMoutofScreen
|
||||||
|
mva #1 Erase ; erase tanks flag
|
||||||
|
.endp
|
||||||
|
;--
|
||||||
.proc drawtanks
|
.proc drawtanks
|
||||||
;-------------------------------------------------
|
;-------------------------------------------------
|
||||||
lda TankNr
|
lda TankNr
|
||||||
@@ -601,6 +606,7 @@ DrawNextTank
|
|||||||
pla
|
pla
|
||||||
sta TankNr
|
sta TankNr
|
||||||
|
|
||||||
|
mva #0 Erase ; no erase tanks flag
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
;---------
|
;---------
|
||||||
@@ -611,6 +617,8 @@ DrawNextTank
|
|||||||
bne SkipHidingPM ; if energy=0 then no tank
|
bne SkipHidingPM ; if energy=0 then no tank
|
||||||
|
|
||||||
; hide P/M
|
; hide P/M
|
||||||
|
lda TanksPMOrder,x
|
||||||
|
tax
|
||||||
lda #0
|
lda #0
|
||||||
cpx #$4 ; 5th tank is defferent
|
cpx #$4 ; 5th tank is defferent
|
||||||
bne No5thTankHide
|
bne No5thTankHide
|
||||||
@@ -626,6 +634,7 @@ No5thTankHide
|
|||||||
No6thTankHide
|
No6thTankHide
|
||||||
sta hposp0,x
|
sta hposp0,x
|
||||||
@
|
@
|
||||||
|
ldx TankNr
|
||||||
jmp DoNotDrawTankNr
|
jmp DoNotDrawTankNr
|
||||||
SkipHidingPM
|
SkipHidingPM
|
||||||
|
|
||||||
@@ -642,10 +651,13 @@ DrawTankNrX
|
|||||||
jsr SetupXYdraw
|
jsr SetupXYdraw
|
||||||
|
|
||||||
jsr TypeChar
|
jsr TypeChar
|
||||||
|
lda Erase
|
||||||
|
jne noTankNoPM
|
||||||
; now P/M graphics on the screen (only for 5 tanks)
|
; now P/M graphics on the screen (only for 5 tanks)
|
||||||
; horizontal position
|
; horizontal position
|
||||||
ldx TankNr
|
ldx TankNr
|
||||||
|
lda TanksPMOrder,x
|
||||||
|
tax
|
||||||
mwa xdraw xbyte
|
mwa xdraw xbyte
|
||||||
rorw xbyte ; divide by 2 (carry does not matter)
|
rorw xbyte ; divide by 2 (carry does not matter)
|
||||||
lda xbyte
|
lda xbyte
|
||||||
@@ -724,7 +736,7 @@ ZeroesToGo6
|
|||||||
bne ClearPM6
|
bne ClearPM6
|
||||||
|
|
||||||
NoPlayerMissile
|
NoPlayerMissile
|
||||||
|
noTankNoPM
|
||||||
ldy #$01
|
ldy #$01
|
||||||
lda Erase
|
lda Erase
|
||||||
beq @+
|
beq @+
|
||||||
@@ -786,7 +798,7 @@ DoNotDrawTankNr
|
|||||||
mva #18 fs ; temp, how many times flash the tank
|
mva #18 fs ; temp, how many times flash the tank
|
||||||
tankflash_loop
|
tankflash_loop
|
||||||
lda CONSOL ; turbo mode
|
lda CONSOL ; turbo mode
|
||||||
cmp #6 ; START
|
and #%00000001 ; START KEY
|
||||||
sne:mva #1 fs ; finish it
|
sne:mva #1 fs ; finish it
|
||||||
mva #1 Erase
|
mva #1 Erase
|
||||||
ldx TankNr
|
ldx TankNr
|
||||||
@@ -909,6 +921,91 @@ ToHighToParachute
|
|||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
|
|
||||||
|
;--------------------------------------------------
|
||||||
|
.proc DrawTankRocketEngine
|
||||||
|
; X - tank number
|
||||||
|
;
|
||||||
|
; this proc change xdraw, ydraw and temp!
|
||||||
|
;--------------------------------------------------
|
||||||
|
clc
|
||||||
|
lda Ytankstable,x
|
||||||
|
adc #2 ; 1 pixel down
|
||||||
|
sta ydraw
|
||||||
|
mva #0 ydraw+1
|
||||||
|
|
||||||
|
clc
|
||||||
|
lda XtanksTableL,x
|
||||||
|
adc #2 ; 2 pixels to right
|
||||||
|
sta xdraw
|
||||||
|
lda XtanksTableH,x
|
||||||
|
adc #0
|
||||||
|
sta xdraw+1
|
||||||
|
|
||||||
|
; draw first horizontal line
|
||||||
|
mva #5 temp
|
||||||
|
@
|
||||||
|
jsr plot
|
||||||
|
inw xdraw
|
||||||
|
dec temp
|
||||||
|
bne @-
|
||||||
|
|
||||||
|
sbw xdraw #2 ; 2 pixels left
|
||||||
|
inw ydraw ; 1 pixel down
|
||||||
|
|
||||||
|
; draw second horizontal line
|
||||||
|
mva #3 temp
|
||||||
|
@
|
||||||
|
jsr plot
|
||||||
|
.nowarn dew xdraw
|
||||||
|
dec temp
|
||||||
|
bne @-
|
||||||
|
|
||||||
|
adw xdraw #2 ; 2 pixels right
|
||||||
|
inw ydraw ; 1 pixel down
|
||||||
|
|
||||||
|
; and last pixel
|
||||||
|
jsr plot
|
||||||
|
|
||||||
|
ldx TankNr
|
||||||
|
rts
|
||||||
|
.endp
|
||||||
|
;--------------------------------------------------
|
||||||
|
.proc DrawTankEngine
|
||||||
|
; X - tank number
|
||||||
|
;
|
||||||
|
; this proc change xdraw, ydraw and temp!
|
||||||
|
;--------------------------------------------------
|
||||||
|
; one pixel under tank
|
||||||
|
clc
|
||||||
|
lda Ytankstable,x
|
||||||
|
adc #1
|
||||||
|
sta ydraw
|
||||||
|
mva #0 ydraw+1
|
||||||
|
lda XtankstableL,x
|
||||||
|
sta xdraw
|
||||||
|
lda XtankstableH,x
|
||||||
|
sta xdraw+1
|
||||||
|
; clear first pixel under tank
|
||||||
|
mva #0 color
|
||||||
|
jsr plot
|
||||||
|
inw xdraw
|
||||||
|
; plot 6 random color pixels
|
||||||
|
mva #6 temp
|
||||||
|
@ lda Erase
|
||||||
|
eor #%00000001
|
||||||
|
and random
|
||||||
|
and #%00000001
|
||||||
|
sta color
|
||||||
|
jsr plot
|
||||||
|
inw xdraw
|
||||||
|
dec temp
|
||||||
|
bne @-
|
||||||
|
; clear last pixel under tank
|
||||||
|
mva #0 color
|
||||||
|
jsr plot
|
||||||
|
ldx TankNr
|
||||||
|
rts
|
||||||
|
.endp
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
.proc TankFalls;
|
.proc TankFalls;
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
@@ -966,7 +1063,7 @@ DoNotClearParachute
|
|||||||
lda #08
|
lda #08
|
||||||
sta temp ; Loop Counter
|
sta temp ; Loop Counter
|
||||||
ByteBelowTank
|
ByteBelowTank
|
||||||
jsr point
|
jsr point_plot
|
||||||
beq EmptyPoint2
|
beq EmptyPoint2
|
||||||
sec
|
sec
|
||||||
ror UnderTank2
|
ror UnderTank2
|
||||||
@@ -983,6 +1080,9 @@ ROLPoint2
|
|||||||
bne ByteBelowTank
|
bne ByteBelowTank
|
||||||
NoGroundCheck
|
NoGroundCheck
|
||||||
ldx TankNr
|
ldx TankNr
|
||||||
|
lda Ytankstable,x
|
||||||
|
cmp #screenheight-1 ; tank on lowest position (no falling down)
|
||||||
|
jcs EndOfFall
|
||||||
lda UnderTank1
|
lda UnderTank1
|
||||||
bne NoFallingDown
|
bne NoFallingDown
|
||||||
; Tank falling down ----
|
; Tank falling down ----
|
||||||
@@ -990,7 +1090,7 @@ NoGroundCheck
|
|||||||
and #1
|
and #1
|
||||||
bne ParachutePresent
|
bne ParachutePresent
|
||||||
; decreasing energy
|
; decreasing energy
|
||||||
ldy #2 ; how much energy to substract
|
ldy #2 ; how much energy to substract if no parachute
|
||||||
jsr DecreaseEnergyX
|
jsr DecreaseEnergyX
|
||||||
ParachutePresent
|
ParachutePresent
|
||||||
; check parachute type
|
; check parachute type
|
||||||
@@ -998,7 +1098,7 @@ ParachutePresent
|
|||||||
cmp #ind_StrongParachute ; strong parachute
|
cmp #ind_StrongParachute ; strong parachute
|
||||||
bne OneTimeParachute
|
bne OneTimeParachute
|
||||||
; decreasing energy of parachute
|
; decreasing energy of parachute
|
||||||
ldy #2 ; how much energy to substract
|
ldy #1 ; how much parachute energy to substract
|
||||||
jsr DecreaseShieldEnergyX
|
jsr DecreaseShieldEnergyX
|
||||||
cpy #0 ; is necessary to reduce tenk energy ?
|
cpy #0 ; is necessary to reduce tenk energy ?
|
||||||
beq @+
|
beq @+
|
||||||
@@ -1007,8 +1107,9 @@ ParachutePresent
|
|||||||
; check energy of parachute
|
; check energy of parachute
|
||||||
lda ShieldEnergy,x
|
lda ShieldEnergy,x
|
||||||
bne OneTimeParachute
|
bne OneTimeParachute
|
||||||
mva #0 Parachute
|
lda #$00
|
||||||
mva #0 ActiveDefenceWeapon,x ; deactivate defence
|
sta Parachute
|
||||||
|
sta ActiveDefenceWeapon,x ; deactivate defence
|
||||||
OneTimeParachute
|
OneTimeParachute
|
||||||
lda Parachute
|
lda Parachute
|
||||||
ora #2 ; we set bit nr 1 (nr 0 means that parachute is present)
|
ora #2 ; we set bit nr 1 (nr 0 means that parachute is present)
|
||||||
@@ -1024,24 +1125,25 @@ NoFallingDown
|
|||||||
ldy #7 ; SlideLeftTable length -1 (from 0 to 7)
|
ldy #7 ; SlideLeftTable length -1 (from 0 to 7)
|
||||||
@ lda SlideLeftTable,y
|
@ lda SlideLeftTable,y
|
||||||
cmp UnderTank1
|
cmp UnderTank1
|
||||||
beq FallingRight
|
|
||||||
cmp UnderTank2
|
|
||||||
beq FallingLeft
|
beq FallingLeft
|
||||||
|
cmp UnderTank2
|
||||||
|
beq FallingRight
|
||||||
dey
|
dey
|
||||||
bpl @-
|
bpl @-
|
||||||
bmi NoLeftOrRight
|
bmi NoLeftOrRight
|
||||||
FallingLeft
|
FallingRight
|
||||||
; tank is falling left
|
; tank is falling right
|
||||||
bit PreviousFall ; bit 6 - right
|
bit PreviousFall ; bit 6 - left
|
||||||
bvs EndLeftFall
|
bvs EndRightFall
|
||||||
; we finish falling left if the tank reached the edge of the screen
|
; we finish falling right if the tank reached the edge of the screen
|
||||||
lda XtanksTableH,x
|
lda XtanksTableH,x
|
||||||
bne NotLeftEdge
|
cmp #>(screenwidth-TankWidth-2) ; 2 pixels correction due to a barrel wider than tank
|
||||||
|
bne @+
|
||||||
lda XtanksTableL,x
|
lda XtanksTableL,x
|
||||||
cmp #2 ; 2 pixels correction due to a barrel wider than tank
|
cmp #<(screenwidth-TankWidth-2) ; 2 pixels correction due to a barrel wider than tank
|
||||||
beq EndLeftFall
|
@ bcs EndRightFall
|
||||||
NotLeftEdge
|
NotRightEdge
|
||||||
; tank is falling left - modify coorinates
|
; tank is falling right - modify coorinates
|
||||||
clc
|
clc
|
||||||
lda XtankstableL,x
|
lda XtankstableL,x
|
||||||
adc #1
|
adc #1
|
||||||
@@ -1049,23 +1151,20 @@ NotLeftEdge
|
|||||||
lda XtankstableH,x
|
lda XtankstableH,x
|
||||||
adc #0
|
adc #0
|
||||||
sta XtankstableH,x
|
sta XtankstableH,x
|
||||||
mva #%10000000 PreviousFall ; set bit 7 - left
|
mva #%10000000 PreviousFall ; set bit 7 - right
|
||||||
bne EndOfFCycle
|
bne EndOfFCycle
|
||||||
FallingRight
|
FallingLeft
|
||||||
; tank is falling right
|
; tank is falling left
|
||||||
bit PreviousFall ; bit 7 - left
|
bit PreviousFall ; bit 7 - right
|
||||||
bmi EndRightFall
|
bmi EndLeftFall
|
||||||
; we finish falling right if the tank reached the edge of the screen
|
; we finish falling left if the tank reached the edge of the screen
|
||||||
clc
|
|
||||||
lda XtanksTableL,x
|
|
||||||
adc #$08 ; we'll check right side of the char
|
|
||||||
sta temp
|
|
||||||
lda XtanksTableH,x
|
lda XtanksTableH,x
|
||||||
adc #0
|
bne NotLeftEdge
|
||||||
sta temp+1
|
lda XtanksTableL,x
|
||||||
cpw temp #screenwidth-2 ; 2 pixels correction due to a barrel wider than tank
|
cmp #3 ; 2 pixels correction due to a barrel wider than tank
|
||||||
beq EndRightFall
|
bcc EndLeftFall
|
||||||
; tank is falling right - modify coorinates
|
NotLeftEdge
|
||||||
|
; tank is falling left - modify coorinates
|
||||||
sec
|
sec
|
||||||
lda XtankstableL,x
|
lda XtankstableL,x
|
||||||
sbc #1
|
sbc #1
|
||||||
@@ -1073,7 +1172,7 @@ FallingRight
|
|||||||
lda XtankstableH,x
|
lda XtankstableH,x
|
||||||
sbc #0
|
sbc #0
|
||||||
sta XtankstableH,x
|
sta XtankstableH,x
|
||||||
mva #%01000000 PreviousFall ; set bit 6 - right
|
mva #%01000000 PreviousFall ; set bit 6 - left
|
||||||
bne EndOfFCycle
|
bne EndOfFCycle
|
||||||
EndLeftFall
|
EndLeftFall
|
||||||
EndRightFall
|
EndRightFall
|
||||||
@@ -1112,7 +1211,7 @@ DoNotDrawParachute
|
|||||||
ForceFallLeft
|
ForceFallLeft
|
||||||
sta UnderTank1
|
sta UnderTank1
|
||||||
sty UnderTank2
|
sty UnderTank2
|
||||||
jne TankFallsX
|
jmp TankFallsX
|
||||||
EndOfFall
|
EndOfFall
|
||||||
mva #1 Erase
|
mva #1 Erase
|
||||||
; ldx TankNr
|
; ldx TankNr
|
||||||
@@ -1171,20 +1270,37 @@ drawmountainsloop
|
|||||||
beq NoMountain
|
beq NoMountain
|
||||||
sta ydraw
|
sta ydraw
|
||||||
sty ydraw+1
|
sty ydraw+1
|
||||||
jsr DrawLine
|
; jsr DrawLine
|
||||||
|
; there was Drawline proc
|
||||||
|
lda #screenheight
|
||||||
|
sec
|
||||||
|
sbc ydraw
|
||||||
|
sta tempbyte01
|
||||||
|
jsr plot.MakePlot
|
||||||
|
; after plot we have: (xbyte),y - addres of screen byte; X - index in bittable (number of bit)
|
||||||
|
; jmp IntoDraw ; jumps inside Draw routine
|
||||||
|
; because one pixel is already plotted (and who cares? :) )
|
||||||
|
@
|
||||||
|
lda (xbyte),y
|
||||||
|
and bittable2,x
|
||||||
|
sta (xbyte),y
|
||||||
|
;IntoDraw
|
||||||
|
adw xbyte #screenBytes
|
||||||
|
dec tempbyte01
|
||||||
|
bne @-
|
||||||
|
; end of Drawline proc
|
||||||
NoMountain
|
NoMountain
|
||||||
inw modify
|
inw modify
|
||||||
inw xdraw
|
inw xdraw
|
||||||
cpw xdraw #screenwidth
|
cpw xdraw #screenwidth
|
||||||
bne drawmountainsloop
|
bne drawmountainsloop
|
||||||
rts
|
rts
|
||||||
|
/*
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
drawmountainspixel
|
drawmountainspixel ; never used ?
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
mwa #0 xdraw
|
mwa #0 xdraw
|
||||||
mwa #mountaintable modify
|
mwa #mountaintable modify
|
||||||
|
|
||||||
|
|
||||||
drawmountainspixelloop
|
drawmountainspixelloop
|
||||||
ldy #0
|
ldy #0
|
||||||
lda (modify),y
|
lda (modify),y
|
||||||
@@ -1195,8 +1311,8 @@ drawmountainspixelloop
|
|||||||
inw xdraw
|
inw xdraw
|
||||||
cpw xdraw #screenwidth
|
cpw xdraw #screenwidth
|
||||||
bne drawmountainspixelloop
|
bne drawmountainspixelloop
|
||||||
|
|
||||||
rts
|
rts
|
||||||
|
*/
|
||||||
.endp
|
.endp
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
.proc SoilDown2
|
.proc SoilDown2
|
||||||
@@ -1225,8 +1341,8 @@ drawmountainspixelloop
|
|||||||
; how it works. I have just translated Polish comment
|
; how it works. I have just translated Polish comment
|
||||||
; but I do not understand a word of it :)
|
; but I do not understand a word of it :)
|
||||||
; If you know how it works, please write here :))))
|
; If you know how it works, please write here :))))
|
||||||
|
jsr ClearTanks
|
||||||
jsr PMoutofscreen
|
NoClearTanks
|
||||||
|
|
||||||
; First we look for highest pixels and fill with their coordinates
|
; First we look for highest pixels and fill with their coordinates
|
||||||
; both tables
|
; both tables
|
||||||
@@ -1238,7 +1354,7 @@ drawmountainspixelloop
|
|||||||
NextColumn1
|
NextColumn1
|
||||||
mwa #0 ydraw
|
mwa #0 ydraw
|
||||||
NextPoint1
|
NextPoint1
|
||||||
jsr point
|
jsr point_plot
|
||||||
beq StillNothing
|
beq StillNothing
|
||||||
ldy #0
|
ldy #0
|
||||||
lda ydraw
|
lda ydraw
|
||||||
@@ -1289,7 +1405,7 @@ FalloutOfLine
|
|||||||
sta (tempor2),y
|
sta (tempor2),y
|
||||||
; and checking if there is a pixel there
|
; and checking if there is a pixel there
|
||||||
sta ydraw
|
sta ydraw
|
||||||
jsr point
|
jsr point_plot
|
||||||
bne ThereIsPixelHere
|
bne ThereIsPixelHere
|
||||||
; if no pixel we plot it
|
; if no pixel we plot it
|
||||||
mva #1 color
|
mva #1 color
|
||||||
@@ -1324,6 +1440,7 @@ ColumnIsReady
|
|||||||
; now correct heights are in the mountaintable
|
; now correct heights are in the mountaintable
|
||||||
sta color ; Pozor! :) we know - now A=1
|
sta color ; Pozor! :) we know - now A=1
|
||||||
mva #sfx_silencer sfx_effect
|
mva #sfx_silencer sfx_effect
|
||||||
|
jsr DrawTanks
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
|
|
||||||
@@ -1431,7 +1548,8 @@ EndDrawing
|
|||||||
|
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
/*
|
|
||||||
|
/*
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
.proc calculatemountains0
|
.proc calculatemountains0
|
||||||
; Only for testing - makes ground flat (0 pixels)
|
; Only for testing - makes ground flat (0 pixels)
|
||||||
@@ -1456,7 +1574,29 @@ SetYofNextTank
|
|||||||
bpl SetYofNextTank
|
bpl SetYofNextTank
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
*/
|
*/
|
||||||
|
|
||||||
|
;--------------------------------------------------
|
||||||
|
.proc CheckMaxMountain
|
||||||
|
; in A return y coordinate of highest mountain
|
||||||
|
;--------------------------------------------------
|
||||||
|
mwa #mountaintable modify
|
||||||
|
ldy #0
|
||||||
|
ldx #screenheight-1
|
||||||
|
nextPointChecking
|
||||||
|
txa
|
||||||
|
cmp (modify),y
|
||||||
|
bcc NotHigher
|
||||||
|
lda (modify),y
|
||||||
|
tax
|
||||||
|
NotHigher
|
||||||
|
inw modify
|
||||||
|
cpw modify #(mountaintable+screenwidth)
|
||||||
|
bne nextPointChecking
|
||||||
|
txa
|
||||||
|
rts
|
||||||
|
.endp
|
||||||
|
|
||||||
|
|
||||||
; -----------------------------------------
|
; -----------------------------------------
|
||||||
.proc unPlot
|
.proc unPlot
|
||||||
@@ -1617,7 +1757,7 @@ ClearPlot
|
|||||||
.endp
|
.endp
|
||||||
|
|
||||||
; -----------------------------------------
|
; -----------------------------------------
|
||||||
.proc point
|
.proc point_plot
|
||||||
; -----------------------------------------
|
; -----------------------------------------
|
||||||
; checks state of the pixel (coordinates in xdraw and ydraw)
|
; checks state of the pixel (coordinates in xdraw and ydraw)
|
||||||
; result is in A (zero or appropriate bit is set)
|
; result is in A (zero or appropriate bit is set)
|
||||||
@@ -1646,31 +1786,8 @@ ClearPlot
|
|||||||
eor #$ff
|
eor #$ff
|
||||||
and bittable,x
|
and bittable,x
|
||||||
rts
|
rts
|
||||||
.endp;--------------------------------------------------
|
|
||||||
.proc DrawLine
|
|
||||||
;--------------------------------------------------
|
|
||||||
mva #0 ydraw+1
|
|
||||||
lda #screenheight
|
|
||||||
sec
|
|
||||||
sbc ydraw
|
|
||||||
sta tempbyte01
|
|
||||||
jsr plot.MakePlot
|
|
||||||
;rts
|
|
||||||
jmp IntoDraw ; jumps inside Draw routine
|
|
||||||
; because one pixel is already plotted
|
|
||||||
|
|
||||||
@
|
|
||||||
lda (xbyte),y
|
|
||||||
and bittable2,x
|
|
||||||
sta (xbyte),y
|
|
||||||
IntoDraw
|
|
||||||
adw xbyte #screenBytes
|
|
||||||
dec tempbyte01
|
|
||||||
bne @-
|
|
||||||
rts
|
|
||||||
.endp
|
.endp
|
||||||
|
;--------------------------------------------------
|
||||||
; ------------------------------------------
|
|
||||||
.proc TypeChar
|
.proc TypeChar
|
||||||
; puts char on the graphics screen
|
; puts char on the graphics screen
|
||||||
; in: CharCode
|
; in: CharCode
|
||||||
@@ -1783,20 +1900,18 @@ EndPutChar
|
|||||||
; puts 4x4 pixels char on the graphics screen
|
; puts 4x4 pixels char on the graphics screen
|
||||||
; in: dx, dy (LOWER left corner of the char)
|
; in: dx, dy (LOWER left corner of the char)
|
||||||
; in: CharCode4x4 (.sbyte)
|
; in: CharCode4x4 (.sbyte)
|
||||||
; in: plot4x4color (0/1)
|
; in: plot4x4color (0/255)
|
||||||
; all pixels are being drawn
|
; all pixels are being drawn
|
||||||
; (empty and not empty)
|
; (empty and not empty)
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
; cpw ydraw #(screenheight-4)
|
; rts
|
||||||
; jcs TypeChar.EndPutChar ;nearest RTS
|
cpw dy #(screenheight-1)
|
||||||
; cpw xdraw #(screenwidth-4)
|
jcs TypeChar.EndPutChar ;nearest RTS
|
||||||
; jcs TypeChar.EndPutChar ;nearest RTS
|
cpw dy #(4)
|
||||||
|
jcc TypeChar.EndPutChar ;nearest RTS
|
||||||
|
cpw dx #(screenwidth-4)
|
||||||
|
jcs TypeChar.EndPutChar ;nearest RTS
|
||||||
; checks ommited.
|
; checks ommited.
|
||||||
lda plot4x4color
|
|
||||||
beq FontColor0
|
|
||||||
lda #$ff ; better option to check (plot4x4color = $00 or $ff)
|
|
||||||
sta plot4x4color
|
|
||||||
FontColor0
|
|
||||||
; char to the table
|
; char to the table
|
||||||
lda CharCode4x4
|
lda CharCode4x4
|
||||||
and #%00000001
|
and #%00000001
|
||||||
@@ -1905,6 +2020,7 @@ EndPut4x4
|
|||||||
; and #$fc
|
; and #$fc
|
||||||
; ora #$02 ; 2=normal, 3 = wide screen width
|
; ora #$02 ; 2=normal, 3 = wide screen width
|
||||||
sta dmactls
|
sta dmactls
|
||||||
|
mva WallsType COLBAKS ; set color of background
|
||||||
jsr WaitOneFrame
|
jsr WaitOneFrame
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
|
|||||||
@@ -1,157 +0,0 @@
|
|||||||
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 rozgrywwki:
|
|
||||||
- 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, jecz 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)
|
|
||||||
- ilość 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), do strzelistych i wysokich (NP)
|
|
||||||
Wybór opcji klawiszami kursora lub joystickiem.
|
|
||||||
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 joysticjiem wybrać czy danym czołgiem będzie kierował człowiek (opcja HUMAN) czy też kompute (pozostałe opcje). Jednocześnie z klawiatury można wprowadzić nazwę wybranego gracza.
|
|
||||||
Po naciśnięciu klawisza [RETURN] lub przycisku Joysticka ekran przechodzi na następnego gracza aż zostaną wybrane poziomy trudności dla każdego z nich.
|
|
||||||
Jeśli nazwa nie zostanie wpisana (bo np operujemy wyłącznie joystickiem), 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 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
|
|
||||||
- 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
|
|
||||||
- w nawiasie nazwę aktywnej broni defensywnej - jeśli jest jakaś aktywowana przez gracz
|
|
||||||
Tutaj klawiszologia jest prosta, klawisze kursora lub joustick: lewo/prawo - zmiana kąta nachylenia lufy, góra/dół - zmiana ustawienia siły strzału.
|
|
||||||
[SPACJA] lub przycisk joysticka naciśnięte krótko - oddanie strzału
|
|
||||||
[TAB] - wybór broni ofensywnej (ta opcja nie jest dostępna bezpośrednio joystickiem - trzeba wybrać Inventory)
|
|
||||||
klawisz [I] lub dłuższe przytrzymanie przycisku joysticka - przejście do Inventory
|
|
||||||
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.
|
|
||||||
Klawisz [M] - wyłączenie/włączenie muzyki w tle
|
|
||||||
Klawisz [S] - wyłączenie/włączenie dźwięków efektów.
|
|
||||||
Klawisz [O] - 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.
|
|
||||||
|
|
||||||
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).
|
|
||||||
|
|
||||||
|
|
||||||
A tutaj zręby opisu działania poszczególnych broni, zasad punktacji itp:
|
|
||||||
|
|
||||||
—-----------------------
|
|
||||||
|
|
||||||
Najpierw co wiemy o energii czołgów
|
|
||||||
- Czołgi mają energię (a Ogry warstwy - jak cebula) - na starcie 99 jednostek
|
|
||||||
- Energii czołgom ubywa na 3 sposoby:
|
|
||||||
1. 1 jednostka po oddaniu każdego strzału
|
|
||||||
2. w czasie spadania (jeden piksel w dół 2 jednostki)
|
|
||||||
3. 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!
|
|
||||||
loose - 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 + (2 * (gain+energy))
|
|
||||||
money = money - loose
|
|
||||||
if money <0 then money=0
|
|
||||||
|
|
||||||
(na starcie każdej rundy gain i loose 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:
|
|
||||||
loose = loose + 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.
|
|
||||||
|
|
||||||
Uwaga! Ekranowa reprezentacja pieniędzy ma na końcu dopisane dodatkowe 0 więc faktyczne mamy 10 razy więcej kasy niż wynika z powyższych obliczeń :)
|
|
||||||
|
|
||||||
Jak działa trafienie.
|
|
||||||
Każda broń, która skutkuje eksplozją, ma swój promień rażenia (ExplosionRadius).
|
|
||||||
Po eksplozji każdy czołg w jej zasięgu traci energię.
|
|
||||||
Działa to tak, że obliczana jest odległość trafianego czołgu od centrum eksplozji, zmniejszony o tę odległość ExplosionRadius jest mnożony przez 8 i w wyniku otrzymujemy EnergyDecrease.
|
|
||||||
Czyli w przypadku trafienia centralnie w czołg:
|
|
||||||
EnergyDecrease = ExplosionRadius * 8
|
|
||||||
a z każdym pikselem dalej od centrum ubywa o 8 jednostek mniej.
|
|
||||||
Nie wiem czy to zrozumiałe - ja rozumiem :)
|
|
||||||
Przykładowo, jeśli czołg zostanie trafiony centralnie przy pomocy Baby Missile - odejmowane jest mu 88 jednostek energii (11 * 8), co także oznacza, że przy trafieniu tym pociskiem w odległości 12 pikseli od czołgu - nie traci on energii wcale.
|
|
||||||
|
|
||||||
A oto wartości promienia rażenia (ExplosionRadius) dla poszczególnych broni:
|
|
||||||
|
|
||||||
Baby Missile - 11
|
|
||||||
Missile - 17
|
|
||||||
Baby Nuke - 25
|
|
||||||
Nuke - 31
|
|
||||||
LeapFrog - 17 15 13
|
|
||||||
Funky Bomb - 21 11 (* 5)
|
|
||||||
MIRV - 17 (* 5)
|
|
||||||
Death's Head - 31 (* 5)
|
|
||||||
Napalm - x 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 - zmienna ExplosionRadius nie jest używana)
|
|
||||||
Hot Napalm - x 80 (zasada taka jak w Napalm)
|
|
||||||
Baby Roller - 11
|
|
||||||
Roller - 21
|
|
||||||
Heavy Roller - 31
|
|
||||||
Riot Charge - 31
|
|
||||||
Riot Blast - 0 (tak na prawdę - 61 ale przy tych broniach nie jest brana pod uwagę przy liczeniu ubytku energii tylko szerokości gruntu do opadnięcia)
|
|
||||||
Riot Bomb - 17
|
|
||||||
Heavy Riot Bomb - 29
|
|
||||||
Baby Digger - 0 (60 - jak w Riot Blast)
|
|
||||||
Digger - 0 (60 - jak wyżej)
|
|
||||||
Heavy Digger - 0 (60 - jak wyżej)
|
|
||||||
Baby Sandhog - 0 (60 - jak wyżej)
|
|
||||||
Sandhog - 0 (60 - jak wyżej)
|
|
||||||
Heavy Sandhog - 0 (60 - jak wyżej)
|
|
||||||
Dirt Clod - 12
|
|
||||||
Dirt Ball - 22
|
|
||||||
Ton of Dirt - 31
|
|
||||||
Liquid Dirt - 0 (może warto to zmienić?)
|
|
||||||
Dirt Charge - 0 (61 - jak wyżej)
|
|
||||||
Laser - x 100 (ale tu także jest inaczej - równo 100 tylko w przypadku bezpośredniego trafienia, zmienna ExplosionRadius nie jest używana, więc nie ma mnożenia przez 8 - 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
|
|
||||||
|
|
||||||
|
|
||||||
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 deaktywować. Wystarczy ponownie wejść do inventory i jeszcze raz wybrać jej aktywację.
|
|
||||||
Battery - w momencie aktywacji doładowuje energię czołgu do pełna (99 jednostek) i jednocześnie jest to jedyna broń defensywna, która nie deaktywuje innych broni defensywnych w przypadku jej użycia.
|
|
||||||
Parachute - nie chroni przed ubytkiem energii z powodu sąsiedniej eksplozji, powoduje że nie ubywa energii w czasie JEDNEGO spadania. Po takim upadku deaktywuje się i trzeba aktywować nowy spadochron.
|
|
||||||
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 deaktywuje 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 deaktywuje 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 deaktywuje 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 fanie się nazywa i wygląda :) - Można ją aktywować niezależnie od innych broni defensywnych i pozostaje aktywna do końca rundy (nie da się jej deaktywować).
|
|
||||||
|
|
||||||
W związku z odmiennym działaniem broni MIRV, Auto Defense i Mag Deflector wykorzystują tylko funkcję osłony przy trafieniu tą bronią.
|
|
||||||
|
|
||||||
Dodatkowo, żadna z osłon nie chroni przed Napalmem. Auto Defense 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 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 :) ).
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
@@ -0,0 +1,654 @@
|
|||||||
|
;****************************************************************************
|
||||||
|
;* 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
|
||||||
-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)
|
|
||||||
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
|
|
||||||
|
|
||||||
|
|
||||||
* ---------------------------------------------------------------------------------------------
|
|
||||||
* --- 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
|
|
||||||
*/
|
|
||||||
+208
-126
@@ -36,14 +36,13 @@
|
|||||||
;we decided it must go in 'English' to let other people work on it
|
;we decided it must go in 'English' to let other people work on it
|
||||||
|
|
||||||
.macro build
|
.macro build
|
||||||
dta d"1.00" ; number of this build (3 bytes)
|
dta d"1.14" ; number of this build (3 bytes)
|
||||||
.endm
|
.endm
|
||||||
|
|
||||||
icl 'definitions.asm'
|
icl 'definitions.asm'
|
||||||
; icl 'artwork/sfx/rmt_feat.asm'
|
|
||||||
|
|
||||||
|
|
||||||
.zpvar xdraw .word = $80 ;variable X for plot
|
.zpvar xdraw .word = $64 ;variable X for plot
|
||||||
.zpvar ydraw .word ;variable Y for plot (like in Atari Basic - Y=0 in upper right corner of the screen)
|
.zpvar ydraw .word ;variable Y for plot (like in Atari Basic - Y=0 in upper right corner of the screen)
|
||||||
.zpvar xbyte .word
|
.zpvar xbyte .word
|
||||||
.zpvar ybyte .word
|
.zpvar ybyte .word
|
||||||
@@ -89,36 +88,75 @@
|
|||||||
;.zpvar dliY .byte
|
;.zpvar dliY .byte
|
||||||
.zpvar sfx_effect .byte
|
.zpvar sfx_effect .byte
|
||||||
.zpvar RMT_blocked .byte
|
.zpvar RMT_blocked .byte
|
||||||
;--------------
|
|
||||||
|
|
||||||
displayposition = modify
|
; --------------OPTIMIZATION VARIABLES--------------
|
||||||
|
.zpvar Force .word
|
||||||
|
.zpvar Force_ .byte ; Force is 3 bytes long
|
||||||
|
.zpvar Angle .byte
|
||||||
|
.zpvar Parachute .byte ; are you insured with parachute?
|
||||||
|
.zpvar color .byte
|
||||||
|
.zpvar Erase .byte ; if 1 only mask of the character is printed
|
||||||
|
; on the graphics screen. if 0 character is printed normally
|
||||||
|
.zpvar radius .byte
|
||||||
|
.zpvar decimal .word
|
||||||
|
.zpvar NumberOfPlayers .byte ;current number of players (counted from 1)
|
||||||
|
.zpvar Counter .byte ;temporary Counter for outside loops
|
||||||
|
.zpvar ExplosionRadius .word ;because when adding in xdraw it is double byte
|
||||||
|
.zpvar ResultY .byte
|
||||||
|
; .zpvar FallDown2 .byte
|
||||||
|
.zpvar xcircle .word
|
||||||
|
.zpvar ycircle .word
|
||||||
|
.zpvar vy .word
|
||||||
|
.zpvar vy_ .word ; 4 bytes
|
||||||
|
.zpvar vx .word
|
||||||
|
.zpvar vx_ .word ; 4 bytes
|
||||||
|
.zpvar HitFlag .byte ;$ff when missile hit ground, $00 when no hit, $01-$06 tank index+1 when hit tank
|
||||||
|
.zpvar PositionOnTheList .byte ; pointer position on the list being displayed
|
||||||
|
.zpvar XHit .word
|
||||||
|
.zpvar delta .word
|
||||||
|
.zpvar HowMuchToFall .byte
|
||||||
|
.zpvar magic .word
|
||||||
|
.zpvar xtraj .word
|
||||||
|
.zpvar xtraj_ .byte ; 3 bytes
|
||||||
|
.zpvar ytraj .word
|
||||||
|
.zpvar ytraj_ .byte ; 3 bytes
|
||||||
|
.zpvar Wind .word
|
||||||
|
.zpvar Wind_ .word ; 4 bytes
|
||||||
|
.zpvar RangeLeft .word
|
||||||
|
.zpvar RangeRight .word
|
||||||
|
.zpvar NewAngle .byte
|
||||||
|
.zpvar escFlag .byte
|
||||||
|
.zpvar LineYdraw .byte
|
||||||
|
.zpvar LineXdraw .word
|
||||||
|
.zpvar plot4x4color .byte ; $00 / $ff
|
||||||
|
.zpvar Multiplier .word
|
||||||
|
.zpvar Multiplier_ .byte ; 3 bytes
|
||||||
|
.zpvar HowToDraw .byte
|
||||||
|
.zpvar gravity .byte
|
||||||
|
.zpvar LineLength .word
|
||||||
|
;.zpvar LineAddress4x4 .word
|
||||||
|
.zpvar tracerflag .byte
|
||||||
|
.zpvar isInventory .byte
|
||||||
|
.zpvar DifficultyLevel .byte
|
||||||
|
.zpvar goleft .byte
|
||||||
|
.zpvar OffsetDL1 .byte
|
||||||
|
.zpvar L1 .byte
|
||||||
|
|
||||||
|
;* RMT ZeroPage addresses in artwork/sfx/rmtplayr.a65
|
||||||
;* RMT ZeroPage addresses
|
|
||||||
.zpvar RMT_Zero_Page_V .byte
|
.zpvar RMT_Zero_Page_V .byte
|
||||||
; .zpvar p_tis .word
|
|
||||||
; .zpvar p_trackslbstable .word
|
displayposition = modify
|
||||||
; .zpvar p_trackshbstable .word
|
LineAddress4x4 = temp
|
||||||
; .zpvar p_song .word
|
|
||||||
; .zpvar ns .word
|
|
||||||
; .zpvar nr .word
|
|
||||||
; .zpvar nt .word
|
|
||||||
; .zpvar reg1 .byte
|
|
||||||
; .zpvar reg2 .byte
|
|
||||||
; .zpvar reg3 .byte
|
|
||||||
; .zpvar tmp .byte
|
|
||||||
; IFT FEAT_COMMAND2
|
|
||||||
; .zpvar frqaddcmd2 .byte
|
|
||||||
; EIF
|
|
||||||
; p_instrstable = p_tis
|
|
||||||
|
|
||||||
;-------------------------------
|
;-------------------------------
|
||||||
|
|
||||||
icl 'lib/atari.hea'
|
icl 'lib/ATARISYS.ASM'
|
||||||
icl 'lib/macro.hea'
|
icl 'lib/macro.hea'
|
||||||
|
|
||||||
;splash screen and musix
|
;splash screen and musix
|
||||||
icl 'artwork/Scorch50.asm'
|
icl 'artwork/Scorch50.asm'
|
||||||
|
|
||||||
|
|
||||||
;Game loading address
|
;Game loading address
|
||||||
ORG $3000
|
ORG $3000
|
||||||
WeaponFont
|
WeaponFont
|
||||||
@@ -133,8 +171,7 @@ WeaponFont
|
|||||||
; Game Code
|
; Game Code
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
FirstSTART
|
FirstSTART
|
||||||
mva #0 dmactls ; dark screen
|
jsr MakeDarkScreen
|
||||||
jsr WaitOneFrame
|
|
||||||
|
|
||||||
; one time zero variables in RAM (non zero page)
|
; one time zero variables in RAM (non zero page)
|
||||||
lda #0
|
lda #0
|
||||||
@@ -150,6 +187,22 @@ FirstSTART
|
|||||||
dey
|
dey
|
||||||
bpl @-
|
bpl @-
|
||||||
|
|
||||||
|
|
||||||
|
; generate linetables
|
||||||
|
mwa #display temp
|
||||||
|
mwa #linetableL temp2
|
||||||
|
mwa #linetableH modify
|
||||||
|
ldy #0
|
||||||
|
@ lda temp
|
||||||
|
sta (temp2),y
|
||||||
|
lda temp+1
|
||||||
|
sta (modify),y
|
||||||
|
adw temp #40
|
||||||
|
iny
|
||||||
|
cpy #screenheight+1
|
||||||
|
bne @-
|
||||||
|
|
||||||
|
|
||||||
; RMT INIT
|
; RMT INIT
|
||||||
lda #$f0 ;initial value
|
lda #$f0 ;initial value
|
||||||
sta RMTSFXVOLUME ;sfx note volume * 16 (0,16,32,...,240)
|
sta RMTSFXVOLUME ;sfx note volume * 16 (0,16,32,...,240)
|
||||||
@@ -165,7 +218,7 @@ FirstSTART
|
|||||||
START
|
START
|
||||||
; Startup sequence
|
; Startup sequence
|
||||||
jsr Initialize
|
jsr Initialize
|
||||||
|
|
||||||
;jsr GameOverScreen ; only for test !!!
|
;jsr GameOverScreen ; only for test !!!
|
||||||
|
|
||||||
lda #song_main_menu
|
lda #song_main_menu
|
||||||
@@ -173,14 +226,12 @@ START
|
|||||||
|
|
||||||
|
|
||||||
jsr Options ;startup screen
|
jsr Options ;startup screen
|
||||||
mva #0 dmactls ; dark screen
|
jsr MakeDarkScreen
|
||||||
jsr WaitOneFrame
|
|
||||||
bit escFlag
|
bit escFlag
|
||||||
bmi START
|
bmi START
|
||||||
|
|
||||||
jsr EnterPlayerNames
|
jsr EnterPlayerNames
|
||||||
mva #0 dmactls ; dark screen
|
jsr MakeDarkScreen
|
||||||
jsr WaitOneFrame
|
|
||||||
bit escFlag
|
bit escFlag
|
||||||
bmi START
|
bmi START
|
||||||
|
|
||||||
@@ -188,11 +239,23 @@ START
|
|||||||
; for the round #1 shooting sequence is random
|
; for the round #1 shooting sequence is random
|
||||||
|
|
||||||
MainGameLoop
|
MainGameLoop
|
||||||
|
jsr SetWallsType
|
||||||
|
; first set default barrel lengths (fix for Long Schlong activation :) )
|
||||||
|
; we must do it before purchase/activate
|
||||||
|
ldx #(MaxPlayers-1)
|
||||||
|
SettingBarrel
|
||||||
|
lda #StandardBarrel ; standard barrel length
|
||||||
|
sta BarrelLength,x
|
||||||
|
dex
|
||||||
|
bpl SettingBarrel
|
||||||
|
|
||||||
jsr CallPurchaseForEveryTank
|
jsr CallPurchaseForEveryTank
|
||||||
|
|
||||||
; issue #72 (glitches when switches)
|
; issue #72 (glitches when switches)
|
||||||
mva #0 dmactls ; dark screen
|
jsr MakeDarkScreen
|
||||||
jsr WaitOneFrame
|
|
||||||
|
bit escFlag
|
||||||
|
bmi START
|
||||||
|
|
||||||
jsr GetRandomWind
|
jsr GetRandomWind
|
||||||
|
|
||||||
@@ -208,10 +271,8 @@ MainGameLoop
|
|||||||
jsr SortSequence
|
jsr SortSequence
|
||||||
|
|
||||||
; Hide all (easier than hide last ;) ) tanks
|
; Hide all (easier than hide last ;) ) tanks
|
||||||
mva #1 Erase
|
jsr cleartanks
|
||||||
jsr drawtanks
|
sta COLBAKS ; set background color to black
|
||||||
mva #0 Erase
|
|
||||||
jsr PMoutofScreen ;let P/M disappear
|
|
||||||
|
|
||||||
; here gains and losses should be displayed (dollars)
|
; here gains and losses should be displayed (dollars)
|
||||||
; finally we have changed our minds and money of players
|
; finally we have changed our minds and money of players
|
||||||
@@ -318,14 +379,12 @@ eskipzeroing
|
|||||||
lda GameIsOver
|
lda GameIsOver
|
||||||
beq NoGameOverYet
|
beq NoGameOverYet
|
||||||
GoGameOver
|
GoGameOver
|
||||||
mva #0 dmactls ; dark screen
|
jsr MakeDarkScreen
|
||||||
jsr WaitOneFrame
|
|
||||||
jsr GameOverScreen
|
jsr GameOverScreen
|
||||||
jmp START
|
jmp START
|
||||||
NoGameOverYet
|
NoGameOverYet
|
||||||
inc CurrentRoundNr
|
inc CurrentRoundNr
|
||||||
lda #$0
|
jsr MakeDarkScreen ; issue #72
|
||||||
sta dmactls ; issue #72
|
|
||||||
jsr RmtSongSelect
|
jsr RmtSongSelect
|
||||||
mva #sfx_silencer sfx_effect
|
mva #sfx_silencer sfx_effect
|
||||||
jsr PMoutofscreen
|
jsr PMoutofscreen
|
||||||
@@ -348,8 +407,8 @@ NoGameOverYet
|
|||||||
|
|
||||||
jsr SetPMWidth
|
jsr SetPMWidth
|
||||||
lda #0
|
lda #0
|
||||||
sta colpf2s ; status line "off"
|
sta COLOR2 ; status line "off"
|
||||||
sta colpf1s
|
sta COLOR1
|
||||||
|
|
||||||
tax
|
tax
|
||||||
@ sta singleRoundVars,x
|
@ sta singleRoundVars,x
|
||||||
@@ -368,8 +427,6 @@ SettingEnergies
|
|||||||
sta Energy,x
|
sta Energy,x
|
||||||
sta eXistenZ,x
|
sta eXistenZ,x
|
||||||
sta LASTeXistenZ,x
|
sta LASTeXistenZ,x
|
||||||
lda #StandardBarrel ; standard barrel length
|
|
||||||
sta BarrelLength,x
|
|
||||||
; anything in eXistenZ table means that this tank exist
|
; anything in eXistenZ table means that this tank exist
|
||||||
; in the given round
|
; in the given round
|
||||||
lda #<1000
|
lda #<1000
|
||||||
@@ -416,7 +473,7 @@ SettingEnergies
|
|||||||
mva #$00 TankSequencePointer
|
mva #$00 TankSequencePointer
|
||||||
|
|
||||||
;---------round screen is ready---------
|
;---------round screen is ready---------
|
||||||
mva #TextForegroundColor colpf1s ; status line "on"
|
mva #TextForegroundColor COLOR1 ; status line "on"
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
|
|
||||||
@@ -490,14 +547,14 @@ DoNotFinishTheRound
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
mva #1 plot4x4color
|
mva #$ff plot4x4color
|
||||||
jsr DisplayTankNameAbove
|
jsr DisplayTankNameAbove
|
||||||
|
|
||||||
mva #1 color ;to display flying point
|
mva #1 color ;to display flying point
|
||||||
|
|
||||||
ldx tankNr
|
ldx tankNr
|
||||||
lda TankStatusColoursTable,x
|
lda TankStatusColoursTable,x
|
||||||
sta colpf2s ; set color of status line
|
sta COLOR2 ; set color of status line
|
||||||
jsr PutTankNameOnScreen
|
jsr PutTankNameOnScreen
|
||||||
jsr DisplayStatus
|
jsr DisplayStatus
|
||||||
|
|
||||||
@@ -515,10 +572,10 @@ RoboTanks
|
|||||||
lda kbcode
|
lda kbcode
|
||||||
cmp #28 ; ESC
|
cmp #28 ; ESC
|
||||||
bne @+
|
bne @+
|
||||||
jsr AreYouSure
|
jsr AreYouSure
|
||||||
bit escFlag
|
@ lda escFlag
|
||||||
spl:rts
|
seq:rts ; keys Esc or O
|
||||||
@
|
|
||||||
|
|
||||||
jmp AfterManualShooting
|
jmp AfterManualShooting
|
||||||
|
|
||||||
@@ -530,11 +587,13 @@ ManualShooting
|
|||||||
seq:rts ; keys Esc or O
|
seq:rts ; keys Esc or O
|
||||||
|
|
||||||
AfterManualShooting
|
AfterManualShooting
|
||||||
mva #0 plot4x4color
|
mva #$00 plot4x4color
|
||||||
jsr DisplayTankNameAbove
|
jsr DisplayTankNameAbove
|
||||||
; defensive weapons without flight handling
|
; defensive weapons without flight handling
|
||||||
ldx TankNr
|
ldx TankNr
|
||||||
lda ActiveDefenceWeapon,x
|
lda ActiveDefenceWeapon,x
|
||||||
|
cmp #ind_Hovercraft_____
|
||||||
|
beq GoFloat
|
||||||
cmp #ind_White_Flag_____ ; White Flag
|
cmp #ind_White_Flag_____ ; White Flag
|
||||||
beq ShootWhiteFlag
|
beq ShootWhiteFlag
|
||||||
cmp #ind_Nuclear_Winter_
|
cmp #ind_Nuclear_Winter_
|
||||||
@@ -547,6 +606,13 @@ ShootWhiteFlag
|
|||||||
; --- white flag ---
|
; --- white flag ---
|
||||||
jsr WhiteFlag
|
jsr WhiteFlag
|
||||||
jmp NextPlayerShoots ; and we skip shoot
|
jmp NextPlayerShoots ; and we skip shoot
|
||||||
|
GoFloat
|
||||||
|
jsr TankFlying
|
||||||
|
lda #0
|
||||||
|
sta ActiveDefenceWeapon,x ; deactivate after use
|
||||||
|
bit escFlag
|
||||||
|
bpl ManualShooting ; after floating tank can shoot
|
||||||
|
rts
|
||||||
StandardShoot
|
StandardShoot
|
||||||
inc noDeathCounter
|
inc noDeathCounter
|
||||||
|
|
||||||
@@ -560,15 +626,14 @@ ShootNow
|
|||||||
jsr Shoot
|
jsr Shoot
|
||||||
;here we clear offensive text (after a shoot)
|
;here we clear offensive text (after a shoot)
|
||||||
ldy TankNr
|
ldy TankNr
|
||||||
mva #0 plot4x4color
|
mva #$00 plot4x4color
|
||||||
jsr DisplayOffensiveTextNr
|
jsr DisplayOffensiveTextNr
|
||||||
|
|
||||||
lda HitFlag ;0 if missed
|
lda HitFlag ;0 if missed
|
||||||
beq missed
|
beq missed
|
||||||
|
|
||||||
lda #0
|
lda #0
|
||||||
sta FallDown1
|
; sta FallDown2
|
||||||
sta FallDown2
|
|
||||||
jsr Explosion
|
jsr Explosion
|
||||||
|
|
||||||
continueMainRoundLoopAfterSeppuku
|
continueMainRoundLoopAfterSeppuku
|
||||||
@@ -579,22 +644,7 @@ continueMainRoundLoopAfterSeppuku
|
|||||||
|
|
||||||
|
|
||||||
AfterExplode
|
AfterExplode
|
||||||
; TODO: IS IT OK??? possibly a fix here needed for #56
|
jsr SoilDown2 ; allways
|
||||||
ldy WeaponDepleted
|
|
||||||
bne @+
|
|
||||||
ldx TankNr
|
|
||||||
tya
|
|
||||||
sta ActiveWeapon,x
|
|
||||||
@
|
|
||||||
|
|
||||||
;temporary tanks removal (would fall down with soil)
|
|
||||||
mva #1 Erase
|
|
||||||
jsr drawtanks
|
|
||||||
mva #0 Erase
|
|
||||||
lda FallDown2
|
|
||||||
beq NoFallDown2
|
|
||||||
jsr SoilDown2
|
|
||||||
|
|
||||||
NoFallDown2
|
NoFallDown2
|
||||||
;here tanks are falling down
|
;here tanks are falling down
|
||||||
mva tankNr tempor2
|
mva tankNr tempor2
|
||||||
@@ -608,13 +658,21 @@ TanksFallDown
|
|||||||
NoExistNoFall
|
NoExistNoFall
|
||||||
dex
|
dex
|
||||||
bpl TanksFallDown
|
bpl TanksFallDown
|
||||||
mva tempor2 TankNr
|
mvx tempor2 TankNr
|
||||||
missed
|
missed
|
||||||
|
|
||||||
|
; TODO: IS IT OK??? possibly a fix here needed for #56
|
||||||
|
ldy WeaponDepleted
|
||||||
|
bne @+
|
||||||
|
ldx TankNr
|
||||||
|
tya
|
||||||
|
sta ActiveWeapon,x
|
||||||
|
@
|
||||||
|
|
||||||
;here we clear offensive text (after a shoot)
|
;here we clear offensive text (after a shoot)
|
||||||
;shit -- it's second time, but it must be like this
|
;shit -- it's second time, but it must be like this
|
||||||
ldy TankNr
|
ldy TankNr
|
||||||
mva #0 plot4x4color
|
mva #$00 plot4x4color
|
||||||
jsr DisplayOffensiveTextNr
|
jsr DisplayOffensiveTextNr
|
||||||
|
|
||||||
NextPlayerShoots
|
NextPlayerShoots
|
||||||
@@ -702,7 +760,7 @@ NoPlayerNoDeath
|
|||||||
randomize talk.NumberOfOffensiveTexts (talk.NumberOfDeffensiveTexts+talk.NumberOfOffensiveTexts-1)
|
randomize talk.NumberOfOffensiveTexts (talk.NumberOfDeffensiveTexts+talk.NumberOfOffensiveTexts-1)
|
||||||
sta TextNumberOff
|
sta TextNumberOff
|
||||||
ldy TankTempY
|
ldy TankTempY
|
||||||
mva #1 plot4x4color
|
mva #$ff plot4x4color
|
||||||
jsr DisplayOffensiveTextNr
|
jsr DisplayOffensiveTextNr
|
||||||
; tank flash
|
; tank flash
|
||||||
ldy TankTempY
|
ldy TankTempY
|
||||||
@@ -714,7 +772,7 @@ NoPlayerNoDeath
|
|||||||
;Deffensive text cleanup
|
;Deffensive text cleanup
|
||||||
;here we clear Deffensive text (after a shoot)
|
;here we clear Deffensive text (after a shoot)
|
||||||
ldy TankTempY
|
ldy TankTempY
|
||||||
mva #0 plot4x4color
|
mva #$00 plot4x4color
|
||||||
jsr DisplayOffensiveTextNr
|
jsr DisplayOffensiveTextNr
|
||||||
|
|
||||||
; calculate position of the explosion (the post-death one)
|
; calculate position of the explosion (the post-death one)
|
||||||
@@ -736,8 +794,7 @@ NoPlayerNoDeath
|
|||||||
;cleanup of the soil fall down ranges (left and right)
|
;cleanup of the soil fall down ranges (left and right)
|
||||||
sta RangeRight
|
sta RangeRight
|
||||||
sta RangeRight+1
|
sta RangeRight+1
|
||||||
sta FallDown1
|
; sta FallDown2
|
||||||
sta FallDown2
|
|
||||||
mwa #screenwidth RangeLeft
|
mwa #screenwidth RangeLeft
|
||||||
|
|
||||||
; We are randomizing the weapon now.
|
; We are randomizing the weapon now.
|
||||||
@@ -844,8 +901,7 @@ NotNegativeShieldEnergy
|
|||||||
;---------------------------------
|
;---------------------------------
|
||||||
.proc Seppuku
|
.proc Seppuku
|
||||||
lda #0
|
lda #0
|
||||||
sta FallDown1
|
;sta FallDown2
|
||||||
sta FallDown2
|
|
||||||
sta ydraw+1
|
sta ydraw+1
|
||||||
; get position of the tank
|
; get position of the tank
|
||||||
ldx TankNr
|
ldx TankNr
|
||||||
@@ -927,15 +983,15 @@ B0 DEY
|
|||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
.proc ColorsOfSprites
|
.proc ColorsOfSprites
|
||||||
lda TankColoursTable ; colours of sprites under tanks
|
lda TankColoursTable ; colours of sprites under tanks
|
||||||
sta COLPM0S
|
sta PCOLR0
|
||||||
lda TankColoursTable+1
|
lda TankColoursTable+1
|
||||||
sta COLPM1S
|
sta PCOLR1
|
||||||
lda TankColoursTable+2
|
lda TankColoursTable+2
|
||||||
sta COLPM2S
|
sta PCOLR2
|
||||||
lda TankColoursTable+3
|
lda TankColoursTable+3
|
||||||
sta COLPM3S
|
sta PCOLR3
|
||||||
LDA TankColoursTable+4
|
LDA TankColoursTable+4
|
||||||
STA COLPF3S ; joined missiles (5th tank)
|
STA COLOR3 ; joined missiles (5th tank)
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
|
|
||||||
@@ -972,7 +1028,8 @@ setBmissile
|
|||||||
deletePtr = temp
|
deletePtr = temp
|
||||||
|
|
||||||
; clean variables
|
; clean variables
|
||||||
lda #0
|
lda #0
|
||||||
|
sta escFlag
|
||||||
tay
|
tay
|
||||||
mwa #variablesStart deletePtr
|
mwa #variablesStart deletePtr
|
||||||
@ tya
|
@ tya
|
||||||
@@ -1008,14 +1065,11 @@ SetunPlots
|
|||||||
;setting up P/M graphics
|
;setting up P/M graphics
|
||||||
lda #>pmgraph
|
lda #>pmgraph
|
||||||
sta pmbase
|
sta pmbase
|
||||||
; lda dmactls
|
|
||||||
; ora #$38 ; Players and Missiles single lined
|
|
||||||
; sta dmactls
|
|
||||||
lda #$03 ; P/M on
|
lda #$03 ; P/M on
|
||||||
sta pmcntl
|
sta GRACTL
|
||||||
jsr SetPMWidth
|
jsr SetPMWidth
|
||||||
lda #%00100000 ; P/M priorities (multicolor players on)
|
lda #%00100001 ; P/M priorities (multicolor players on) - prior=1
|
||||||
sta gtictls
|
sta GPRIOR
|
||||||
jsr PMoutofScreen
|
jsr PMoutofScreen
|
||||||
|
|
||||||
;let the tanks be visible!
|
;let the tanks be visible!
|
||||||
@@ -1029,18 +1083,6 @@ MakeTanksVisible
|
|||||||
mva #1 CurrentRoundNr ;we start from round 1
|
mva #1 CurrentRoundNr ;we start from round 1
|
||||||
mva #6 NTSCcounter
|
mva #6 NTSCcounter
|
||||||
|
|
||||||
; ; RMT INIT
|
|
||||||
; lda #$f0 ;initial value
|
|
||||||
; sta RMTSFXVOLUME ;sfx note volume * 16 (0,16,32,...,240)
|
|
||||||
;
|
|
||||||
; lda #$ff ;initial value
|
|
||||||
; sta sfx_effect
|
|
||||||
;
|
|
||||||
; lda #0
|
|
||||||
; jsr RmtSongSelect
|
|
||||||
;
|
|
||||||
; VMAIN VBLinterrupt,7 ;jsr SetVBL
|
|
||||||
|
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
@@ -1105,16 +1147,16 @@ MakeTanksVisible
|
|||||||
phy
|
phy
|
||||||
lda dliCounter
|
lda dliCounter
|
||||||
bne EndofPMG
|
bne EndofPMG
|
||||||
lda #%00100000 ; playfield after P/M
|
lda #%00100001 ; playfield after P/M - prior=1
|
||||||
STA WSYNC
|
STA WSYNC
|
||||||
sta gtictl
|
sta PRIOR
|
||||||
bne EndOfDLI_GO
|
bne EndOfDLI_GO
|
||||||
EndofPMG
|
EndofPMG
|
||||||
cmp #1
|
cmp #1
|
||||||
bne ColoredLines
|
bne ColoredLines
|
||||||
lda #%00100100 ; playfield before P/M
|
lda #%00100100 ; playfield before P/M
|
||||||
STA WSYNC
|
STA WSYNC
|
||||||
sta gtictl
|
sta PRIOR
|
||||||
bne EndOfDLI_GO
|
bne EndOfDLI_GO
|
||||||
ColoredLines
|
ColoredLines
|
||||||
cmp #9
|
cmp #9
|
||||||
@@ -1131,9 +1173,9 @@ CreditsScroll
|
|||||||
sta COLPF2
|
sta COLPF2
|
||||||
inc CreditsVScrol
|
inc CreditsVScrol
|
||||||
lda CreditsVScrol
|
lda CreditsVScrol
|
||||||
cmp #32 ;not to fast
|
cmp #32 ;not too fast
|
||||||
beq nextlinedisplay
|
beq nextlinedisplay
|
||||||
:2 lsr ;not to fast
|
:2 lsr ;not too fast
|
||||||
sta VSCROL
|
sta VSCROL
|
||||||
jmp EndOfDLI_GO
|
jmp EndOfDLI_GO
|
||||||
nextlinedisplay
|
nextlinedisplay
|
||||||
@@ -1306,7 +1348,7 @@ UsageLoop
|
|||||||
sta temp2+1
|
sta temp2+1
|
||||||
|
|
||||||
cpw RandBoundaryLow temp2
|
cpw RandBoundaryLow temp2
|
||||||
bcs RandomizeForce
|
seq:bcs RandomizeForce
|
||||||
|
|
||||||
cpw RandBoundaryHigh temp2
|
cpw RandBoundaryHigh temp2
|
||||||
bcc RandomizeForce
|
bcc RandomizeForce
|
||||||
@@ -1452,7 +1494,24 @@ nextishigher
|
|||||||
|
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
|
;--------------------------------------------------
|
||||||
|
.proc SetWallsType
|
||||||
|
;--------------------------------------------------
|
||||||
|
mva #0 WallsType
|
||||||
|
lda OptionsTable+8
|
||||||
|
cmp #4
|
||||||
|
beq SetRandomWalls
|
||||||
|
lsr
|
||||||
|
ror WallsType
|
||||||
|
lsr
|
||||||
|
ror WallsType
|
||||||
|
rts
|
||||||
|
SetRandomWalls
|
||||||
|
lda random
|
||||||
|
and #%11000000
|
||||||
|
sta WallsType
|
||||||
|
rts
|
||||||
|
.endp
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
.proc GetKey ; waits for pressing a key and returns pressed value in A
|
.proc GetKey ; waits for pressing a key and returns pressed value in A
|
||||||
; when [ESC] is pressed, escFlag is set to 1
|
; when [ESC] is pressed, escFlag is set to 1
|
||||||
@@ -1476,7 +1535,7 @@ checkJoyGetKey
|
|||||||
;------------JOY-------------
|
;------------JOY-------------
|
||||||
;happy happy joy joy
|
;happy happy joy joy
|
||||||
;check for joystick now
|
;check for joystick now
|
||||||
lda JSTICK0
|
lda STICK0
|
||||||
and #$0f
|
and #$0f
|
||||||
cmp #$0f
|
cmp #$0f
|
||||||
beq notpressedJoyGetKey
|
beq notpressedJoyGetKey
|
||||||
@@ -1486,7 +1545,7 @@ checkJoyGetKey
|
|||||||
|
|
||||||
notpressedJoyGetKey
|
notpressedJoyGetKey
|
||||||
;fire
|
;fire
|
||||||
lda TRIG0S
|
lda STRIG0
|
||||||
bne @-
|
bne @-
|
||||||
lda #$0c ;Return key
|
lda #$0c ;Return key
|
||||||
|
|
||||||
@@ -1507,15 +1566,19 @@ getkeyend
|
|||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
.proc WaitForKeyRelease
|
.proc WaitForKeyRelease
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
lda JSTICK0
|
lda STICK0
|
||||||
and #$0f
|
and #$0f
|
||||||
cmp #$0f
|
cmp #$0f
|
||||||
bne WaitForKeyRelease
|
bne WaitForKeyRelease
|
||||||
lda TRIG0S
|
lda STRIG0
|
||||||
beq WaitForKeyRelease
|
beq WaitForKeyRelease
|
||||||
lda SKSTAT
|
lda SKSTAT
|
||||||
cmp #$ff
|
cmp #$ff
|
||||||
bne WaitForKeyRelease
|
bne WaitForKeyRelease
|
||||||
|
lda CONSOL
|
||||||
|
and #%00000110 ; Select and Option only
|
||||||
|
cmp #%00000110
|
||||||
|
bne WaitForKeyRelease
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
@@ -1525,7 +1588,7 @@ getkeyend
|
|||||||
and #%00000100
|
and #%00000100
|
||||||
beq @+
|
beq @+
|
||||||
lda #1
|
lda #1
|
||||||
@ and TRIG0S
|
@ and STRIG0
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
@@ -1550,9 +1613,15 @@ peopleAreHere
|
|||||||
noKey
|
noKey
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
|
MakeDarkScreen
|
||||||
|
mva #0 dmactls ; dark screen
|
||||||
|
; and wait one frame :)
|
||||||
.proc WaitOneFrame
|
.proc WaitOneFrame
|
||||||
lda CONSOL
|
lda CONSOL
|
||||||
cmp #6 ; START KEY
|
and #%00000101 ; Start + Option
|
||||||
|
bne @+
|
||||||
|
mva #$40 escFlag
|
||||||
|
@ and #%00000001 ; START KEY
|
||||||
beq @+
|
beq @+
|
||||||
wait
|
wait
|
||||||
@ rts
|
@ rts
|
||||||
@@ -1571,8 +1640,11 @@ noKey
|
|||||||
.proc RmtSongSelect
|
.proc RmtSongSelect
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
; starting song line 0-255 to A reg
|
; starting song line 0-255 to A reg
|
||||||
|
cmp #song_ingame
|
||||||
|
bne noingame ; noMusic blck onlu ingame song
|
||||||
bit noMusic
|
bit noMusic
|
||||||
spl:lda #song_silencio
|
spl:lda #song_silencio
|
||||||
|
noingame
|
||||||
mvx #$ff RMT_blocked
|
mvx #$ff RMT_blocked
|
||||||
ldx #<MODUL ;low byte of RMT module to X reg
|
ldx #<MODUL ;low byte of RMT module to X reg
|
||||||
ldy #>MODUL ;hi byte of RMT module to Y reg
|
ldy #>MODUL ;hi byte of RMT module to Y reg
|
||||||
@@ -1580,6 +1652,19 @@ noKey
|
|||||||
mva #0 RMT_blocked
|
mva #0 RMT_blocked
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
|
;;--------------------------------------------------
|
||||||
|
;.proc Randomizer
|
||||||
|
;;--------------------------------------------------
|
||||||
|
; ;usage: randomize floor ceiling
|
||||||
|
; ;returns (in A) a random .byte between "floor" and "ceiling"
|
||||||
|
;?rand
|
||||||
|
; lda random
|
||||||
|
; cmp #:1 ;floor
|
||||||
|
; bcc ?rand
|
||||||
|
; cmp #:2+1 ;ceiling
|
||||||
|
; bcs ?rand
|
||||||
|
; rts
|
||||||
|
;.endp
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
icl 'weapons.asm'
|
icl 'weapons.asm'
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
@@ -1593,9 +1678,6 @@ noKey
|
|||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
icl 'artwork/talk.asm'
|
icl 'artwork/talk.asm'
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
font4x4
|
|
||||||
ins 'artwork/font4x4s.bmp',+62
|
|
||||||
;----------------------------------------------
|
|
||||||
TankFont
|
TankFont
|
||||||
ins 'artwork/tanksv3.fnt',+0,352 ; 44 characters only
|
ins 'artwork/tanksv3.fnt',+0,352 ; 44 characters only
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
@@ -1611,15 +1693,15 @@ PLAYER
|
|||||||
|
|
||||||
MODUL equ $b000 ;address of RMT module
|
MODUL equ $b000 ;address of RMT module
|
||||||
opt h- ;RMT module is standard Atari binary file already
|
opt h- ;RMT module is standard Atari binary file already
|
||||||
ins "artwork/sfx/schorch_str2.rmt" ;include music RMT module
|
ins "artwork/sfx/scorch_str6.rmt" ;include music RMT module
|
||||||
opt h+
|
opt h+
|
||||||
;
|
;
|
||||||
;
|
;----------------------------------------------
|
||||||
TheEnd
|
org $bf80
|
||||||
.ECHO 'TheEnd: ',TheEnd
|
font4x4
|
||||||
;.if TheEnd > PMGraph + $300
|
ins 'artwork/font4x4s.bmp',+62
|
||||||
; .error "memory conflict"
|
|
||||||
;.endif
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
BIN
Binary file not shown.
+511
-369
File diff suppressed because it is too large
Load Diff
+75
-71
@@ -10,6 +10,10 @@
|
|||||||
;=====================================================
|
;=====================================================
|
||||||
OneTimeZeroVariables
|
OneTimeZeroVariables
|
||||||
OneTimeZeroVariablesCount = variablesToInitialize-OneTimeZeroVariables ; MAX 128 bytes !
|
OneTimeZeroVariablesCount = variablesToInitialize-OneTimeZeroVariables ; MAX 128 bytes !
|
||||||
|
.if OneTimeZeroVariablesCount > 127
|
||||||
|
.error "OneTimeZeroVariablesCount too large, ",OneTimeZeroVariablesCount
|
||||||
|
.endif
|
||||||
|
|
||||||
noMusic .by 0 ; 0 - play music, $ff - do not play music
|
noMusic .by 0 ; 0 - play music, $ff - do not play music
|
||||||
noSfx .by 0 ; 0 - play SFX, $ff - do not play SFX
|
noSfx .by 0 ; 0 - play SFX, $ff - do not play SFX
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
@@ -17,7 +21,7 @@ noSfx .by 0 ; 0 - play SFX, $ff - do not play SFX
|
|||||||
.by $00 ; labels line color
|
.by $00 ; labels line color
|
||||||
GameOverColoursTable .BYTE $80,$40,$c4,$20,$c0,$e4
|
GameOverColoursTable .BYTE $80,$40,$c4,$20,$c0,$e4
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
TanksNames ; DO NOT ZERO ON RESTART GAME - ticket #24
|
TanksNames ; DO NOT ZERO ON GAME RESTART - ticket #24
|
||||||
:6 dta d" "
|
:6 dta d" "
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
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)
|
||||||
@@ -25,24 +29,24 @@ skilltable ; computer controlled players' skills (1-8), 0 - human (no cleaning
|
|||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
variablesToInitialize
|
variablesToInitialize
|
||||||
;Options DO NOT ZERO ON RESTART GAME - ticket #27
|
;Options DO NOT ZERO ON RESTART GAME - ticket #27
|
||||||
OptionsTable .by 0,1,2,2,0,1,3,2
|
OptionsTable .by 0,1,2,2,0,1,3,2,0
|
||||||
RoundsInTheGame .by 10 ;how many rounds in the current game
|
RoundsInTheGame .by 10 ;how many rounds in the current game
|
||||||
seppukuVal .by 75
|
seppukuVal .by 75
|
||||||
mountainDeltaH .by 3
|
mountainDeltaH .by 3
|
||||||
mountainDeltaL .by $ff
|
mountainDeltaL .by $ff
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
; 4x4 text buffer
|
|
||||||
ResultLineBuffer
|
|
||||||
dta d" ", $ff
|
|
||||||
LineHeader1
|
LineHeader1
|
||||||
dta d"# ROUND: "
|
dta d"# ROUND: "
|
||||||
RoundNrDisplay
|
RoundNrDisplay
|
||||||
dta d" #", $ff
|
dta d" #", $ff
|
||||||
|
; 4x4 text buffer
|
||||||
|
ResultLineBuffer
|
||||||
|
dta d" ", $ff
|
||||||
|
|
||||||
;=====================================================
|
;=====================================================
|
||||||
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)
|
||||||
;--------------
|
;--------------
|
||||||
@@ -51,7 +55,7 @@ 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
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
@@ -122,19 +126,20 @@ 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]
|
||||||
@@ -146,24 +151,26 @@ LowResDistances ; coarse tank positions divided by 4 (to be in just one byte)
|
|||||||
.DS [MaxPlayers]
|
.DS [MaxPlayers]
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
TargetTankNr ; Target tank index (for AI routines)
|
TargetTankNr ; Target tank index (for AI routines)
|
||||||
.DS 1
|
.DS 1
|
||||||
|
SecondTryFlag ; For precise AI aiming
|
||||||
|
.DS 1
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
Erase .DS 1 ; if 1 only mask of the character is printed
|
;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]
|
||||||
@@ -176,34 +183,37 @@ 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
|
||||||
FallingSoundBit .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]
|
||||||
@@ -215,17 +225,17 @@ 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
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
;unPlot
|
;unPlot
|
||||||
WhichUnPlot .DS 1
|
WhichUnPlot .DS 1
|
||||||
@@ -239,7 +249,7 @@ 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]
|
||||||
@@ -247,10 +257,10 @@ 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
|
||||||
@@ -263,9 +273,9 @@ temptankNr .DS 1
|
|||||||
; 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
|
||||||
@@ -275,8 +285,8 @@ HowManyOnTheListOff
|
|||||||
.DS 1
|
.DS 1
|
||||||
HowManyOnTheListDef
|
HowManyOnTheListDef
|
||||||
.DS 1
|
.DS 1
|
||||||
PositionOnTheList ; pointer position on the list being displayed
|
;PositionOnTheList ; pointer position on the list being displayed
|
||||||
.DS 1
|
; .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
|
||||||
@@ -284,29 +294,28 @@ 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 5
|
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
|
||||||
@@ -319,17 +328,17 @@ 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]
|
||||||
@@ -352,14 +361,14 @@ TankTempY
|
|||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
singleRoundVars
|
singleRoundVars
|
||||||
;--------------
|
;--------------
|
||||||
escFlag .ds 1 ; 0 - Esc or O not pressed, $80 - Esc pressed, $40 - O pressed
|
;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
|
AngleTable ;Angle of the barrel of each tank during the round
|
||||||
.DS [MaxPlayers]
|
.DS [MaxPlayers]
|
||||||
NewAngle ; used in AI
|
;NewAngle ; used in AI
|
||||||
.DS 1
|
.DS 1
|
||||||
;previousBarrelAngle
|
;previousBarrelAngle
|
||||||
; .DS [MaxPlayers]
|
; .DS [MaxPlayers]
|
||||||
@@ -386,20 +395,15 @@ 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
|
ResultX
|
||||||
.DS 2
|
.DS 2
|
||||||
ResultY
|
;ResultY .DS 1
|
||||||
.DS 1
|
|
||||||
ResultOfTankNr
|
ResultOfTankNr
|
||||||
.DS 1
|
.DS 1
|
||||||
|
|
||||||
@@ -412,7 +416,7 @@ StoreA4x4 .DS 1
|
|||||||
Xcounter4x4 .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
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
+645
-224
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user