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@@ -2,3 +2,5 @@
|
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*.bak
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scorch.lab
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scorch.lst
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textproc.lab
|
||||
textproc.lst
|
||||
|
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+135
-88
@@ -12,18 +12,27 @@ On the first screen, you can configure gameplay options:
|
||||
* number of rounds in a game
|
||||
* 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)
|
||||
* 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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|
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Select options with cursor keys or joystick.
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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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||||
|
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The [RETURN] key or Joystick button moves to the next screen.
|
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Select options with cursor keys or a joystick.
|
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|
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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 you press the [RETURN] key or the joystick button, the screen switches to the next player until the difficulty levels for each player are selected.
|
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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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|
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If the name is not entered (because, for example, you use a joystick only), it will be supplemented with the default name.
|
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If the name is not entered, it will be supplemented with the default name.
|
||||
|
||||
## 3. Shopping screen (before each round)
|
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|
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@@ -48,132 +57,119 @@ The status line shows which player is currently allowed to take a shot and a set
|
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|
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The keyboard controls here are simple, cursor keys or joystick: left/right - change the angle of the barrel, up/down - change the the force of the shot.
|
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* [SPACE] or joystick button pressed briefly - firing a shot.
|
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* [TAB] - selection of offensive weapons (this option is not available directly with the joystick - you need to select Inventory).
|
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* [TAB] or [SELECT] - selection of offensive weapons (this option is not available directly with the joystick - you need to select Inventory).
|
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* [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.
|
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* [A] - go directly to the defensive weapons activation.
|
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* [A] or [OPTION] - go directly to the defensive weapons activation.
|
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* [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.
|
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* [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).
|
||||
* [O] - end the current game and jump to the Game Over screen with a summary.
|
||||
|
||||
## 5. Game mechanics
|
||||
## 5. Game mechanics - offensive weapons
|
||||
|
||||
And here's a rundown of the description of how each weapon works, scoring rules, etc:
|
||||
### 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.
|
||||
|
||||
### First, what we know about tank energy
|
||||
- Tanks have energy (and Ogres have layers - like an onion) - 99 units at the start of a round.
|
||||
- Energy of tanks is depleted in 3 ways:
|
||||
1. one unit after firing each shot,
|
||||
2. while falling (one pixel down takes 2 units of energy),
|
||||
3. when a projectile hits a tank or its proximity. 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:
|
||||
|
||||
### How energy subtraction works (and makes money!)
|
||||
`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!
|
||||
|
||||
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:
|
||||
`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).
|
||||
|
||||
`gain` - energy "captured" from hit tanks (also when you hit yourself :) and here's the catch, if you have very little energy left it may be profitable to hit yourself with a powerful weapon!
|
||||
|
||||
`lose` - energy lost due to explosion/fall (important - the total potential loss of energy is taken into account even if the tank has less at the time of the hit).
|
||||
|
||||
In addition, the tank that won the round has a `gain` parameter (captured energy from tanks hit) increased by the energy remaining at the end of the round (because it did not die and should have it - although the survival of the fittest is not guaranteed :) )
|
||||
In addition, the tank that won the round has a parameter gain (captured from hit tanks energy) increased by the remaining energy at the end of the round (because it did not die and should have it - although it also happens otherwise :) )
|
||||
|
||||
Specifically:
|
||||
|
||||
### After each round:
|
||||
`money = money + (2 * (gain + energy))`
|
||||
`money = money - lose`
|
||||
`if money < 0 then money = 0`
|
||||
`money = money + (20 * (gain+energy))`.
|
||||
|
||||
(at the start of each round `gain` and `lose` have a value of 0)
|
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`money = money - (10 * lose)`.
|
||||
|
||||
`if money <0 then money=0`.
|
||||
|
||||
(at the start of each round `gain` and `lose` have a value of 0).
|
||||
|
||||
During a round, if another tank is hit as a result of a shot fired by a tank, the tank firing the shot "gets the energy" taken away from the hit tank.
|
||||
### tank taking a shot:
|
||||
`gain = gain + EnergyDecrease`.
|
||||
### tank hit:
|
||||
`lose = lose + EnergyDecrease`.
|
||||
|
||||
### For tank firing a shot:
|
||||
Where `EnergyDecrease` is the loss of energy due to the hit.
|
||||
|
||||
`gain = gain + EnergyDecrease`
|
||||
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.
|
||||
|
||||
### Tank being hit:
|
||||
## How a hit works.
|
||||
|
||||
`lose = lose + EnergyDecrease`
|
||||
|
||||
Where `EnergyDecrease` is the loss of energy due to a hit.
|
||||
|
||||
Of course, at the same time, the hit tank loses the amount of energy stored in `EnergyDecrease`, except that here the loss can not exceed the energy held.
|
||||
|
||||
Note that the screen representation of money has an extra 0 added at the end so you actually have 10 times more cash than the above calculation shows :)
|
||||
|
||||
## How the hit works.
|
||||
|
||||
Each weapon that results in an explosion has a radius of fire (`ExplosionRadius`).
|
||||
Each weapon that results in an explosion has its own blast radius.
|
||||
|
||||
After the explosion, every tank in its range loses energy.
|
||||
|
||||
The way it works is that the distance of the hit tank from the center of the explosion is calculated, the `ExplosionRadius` reduced by this distance is multiplied by 8 and the result is `EnergyDecrease`.
|
||||
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.
|
||||
|
||||
That is, in the case of hitting a tank centrally:
|
||||
`EnergyDecrease = ExplosionRadius * 8`
|
||||
and with each pixel farther from the center, 8 fewer units are lost.
|
||||
For example, if a hit with the Baby Missile weapon hits the center of the tank perfectly, it will lose exactly 88 units of energy (plus what it loses falling after the explosion).
|
||||
If you hit with the same weapon at a distance of 10 pixels from the center of the tank, the loss will be only 8 units.
|
||||
|
||||
I don't know if it's understandable - I do understand it :)
|
||||
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):
|
||||
|
||||
For example, if a tank is hit centrally with a Baby Missile - it is subtracted 88 units of energy (11 * 8), which also means that when this missile hits at a distance of 12 pixels from the tank - it does not lose energy at all.
|
||||
|
||||
And here are the `ExplosionRadius` values for each weapon:
|
||||
|
||||
| Weapon | `ExplosionRadius` |
|
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| Offensive weapons | maximum energy loss |
|
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| --- | --- |
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| Baby Missile | 11 |
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| Missile | 17 |
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| Baby Nuke | 25 |
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| Nuke | 31 |
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| LeapFrog| 17 15 13 |
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| Funky Bomb | 21 11 (* 5) |
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| MIRV | 17 (* 5) |
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| Death's Head | 31 (* 5) |
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| Napalm | x 40 (this weapon is different and the distance from the center is not determined, simply any tank within range of the flames loses 40 units of energy - the ExplosionRadius variable is not used) |
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| Hot Napalm | x 80 (the same principle as in Napalm) |
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| Baby Roller | 11 |
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| Roller | 21 |
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| Heavy Roller | 31 |
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| Riot Charge | 31 |
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| Riot Blast | 0 (in reality - 61 but with these weapons it is not taken into account when counting energy loss only the width of the ground to fall) |
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| Riot Bomb | 17 |
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| Heavy Riot Bomb | 29 |
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| Baby Digger | 0 (60 - as in Riot Blast) |
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| Digger | 0 (60 - as above) |
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| Heavy Digger | 0 (60 - as above) |
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| Baby Sandhog | 0 (60 - as above) |
|
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| Sandhog | 0 (60 - as above) |
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| Heavy Sandhog | 0 (60 - as above) |
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| Dirt Clod | 12 |
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| Dirt Ball | 22 |
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| Ton of Dirt | 31 |
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| Liquid Dirt | 0 (maybe it's worth changing?) |
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| Dirt Charge | 0 (61 - as above) |
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| Laser | x 100 (but here it is also different - equally 100 only in the case of a direct hit, the `ExplosionRadius` variable is not used, so there is no multiplication by 8 - we simply subtract 100 units of energy - that is, the tank always dies).|
|
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The big points received by the player are 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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| 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) |
|
||||
| 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 |
|
||||
| Roller | 168 |
|
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| Heavy Roller | 240 |
|
||||
| Riot Charge | 0 (no energy is subtracted, but a portion of the ground upward from the hit point in a 31-pixel radius is removed) |
|
||||
| Riot Blast | 0 (as in Dirt Charge, but in a radius of 61 pixels) |
|
||||
| Riot Bomb | 0 (no energy is subtracted, but the ground in a radius of 17 pixels from the hit point is destroyed - as in the case of Missile. The weapon is useful for digging out after being buried, or for undermining an opponent) |
|
||||
| Heavy Riot Bomb | 0 (as in Riot Bomb, but the explosion radius is 29 pixels from the point of impact - as in the case of Nuke) |
|
||||
| Baby Digger | 0 (no energy is subtracted, but a portion of the ground is undermined in a radius of 60 pixels from the point of impact) |
|
||||
| Digger | 0 (as above - greater undermining) |
|
||||
| Heavy Digger | 0 (as above - greatest undermining) |
|
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| Baby Sandhog | (as above - another way of undermining) |
|
||||
| Sandhog | 0 (as above - larger dig) |
|
||||
| Heavy Sandhog | 0 (as above - largest dig) |
|
||||
| Dirt Clod | 0 (no energy is subtracted, but a ground ball with a radius of 12 pixels from the hit point is created. The weapon is useful for burying the opponent) |
|
||||
| Dirt Ball | 0 (as above, but the radius of the ball is 22 pixels) |
|
||||
| Ton of Dirt | 0 (as above, but the radius of the ball is 31 pixels) |
|
||||
| Liquid Dirt | 0 (floods the ground at the point of hit with liquid soil, filling in the depressions) |
|
||||
| Laser | x 100 (but here it is also different - equally 100 only in the case of a direct hit simply subtract 100 units of energy - that is, the tank always dies) |
|
||||
|
||||
Large points received by the player is the number of tanks that died earlier than him. If any of the other tanks capitulated earlier (**White Flag**) is not added to those that died and does not give points.
|
||||
Only these points determine the order in the summary
|
||||
|
||||
## 6. And now defensive weapons:
|
||||
## 6. And now for defensive weapons:
|
||||
|
||||
* **White Flag** - causes the surrender of the player (can sometimes be useful in a hopeless situation). The advantage is that by surrendering you don't give a big point to your opponents and don't cause one of them to gain by killing us, you also limit the loss of your energy and also cash. An important note - this is the only defensive weapon that can be deactivated. All you have to do is re-enter inventory and once again select its activation.
|
||||
* **Battery** - when activated, it recharges the tank's energy to full (99 units) and at the same time is the only defensive weapon that does not deactivate other defensive weapons when used.
|
||||
* **Hovercraft** - a weapon that allows the tank to move. It has its own fuel supply in form of electric eels and in addition, it can be activated multiple times during the same turn, and after using it, you can activate another defensive weapon and fire a shot in the same turn. After using it, the tank rises above the mountains and using the cursor keys or a joystick you can move the tank to a new position. [SPACE] or the joystick button cause the tank to land in a new place. You can fly until the tank runs out of eels (presented on the status bar like the energy of a defensive weapon), if the eel fuel runs out the tank will fall down on its own. It is not possible to land on other tanks.
|
||||
* **Parachute** - does not protect against loss of energy due to a neighboring explosion, makes you not lose energy during ONE fall. After such a fall, it deactivates and a new parachute must be activated.
|
||||
* **Shield** - the simplest shield works exactly the opposite of **Parachute**, it does not protect against energy loss while falling, instead it protects against energy loss caused by ONE adjacent explosion. It protects once, no matter how strong the explosion is (whether it's just a "scratch" or a direct hit with a nuke), and deactivates immediately afterward.
|
||||
* **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 case of a direct hit on the tank (and cover), 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 a shield that corresponds to the action of **Heavy Shield** and has 99 units at the start (you will probably have to rethink this value and give a smaller one here).
|
||||
* **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** weapons, **Bouncy Castle** and **Mag Deflector** only use the shielding function when hit by these weapons.
|
||||
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!
|
||||
|
||||
In addition, 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 work.
|
||||
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.
|
||||
|
||||
@@ -183,4 +179,55 @@ And of course, activating a weapon when you already have some other weapon activ
|
||||
|
||||
## 7. "Other" weapons:
|
||||
|
||||
* **Buy me!** - this 'weapon' cannot be used in gameplay. Buying it draws one of the offensive or (more 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!
|
||||
* **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 |
|
||||
|
||||
+112
-59
@@ -12,6 +12,14 @@ Na pierwszym ekranie możemy skonfigurować opcje rozgrywwki:
|
||||
* 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.
|
||||
|
||||
@@ -19,9 +27,10 @@ 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.
|
||||
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 (bo np operujemy wyłącznie joystickiem), to zostanie uzupełniona nazwą domyślną.
|
||||
Jeśli nazwa nie zostanie wpisana, to zostanie uzupełniona nazwą domyślną.
|
||||
|
||||
## 3. Ekran zakupów (przed każdą rundą)
|
||||
|
||||
@@ -47,24 +56,24 @@ W linii statusowej widoczna jest informacja o tym który z graczy aktualnie moż
|
||||
|
||||
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] - wybór broni ofensywnej (ta opcja nie jest dostępna bezpośrednio joystickiem - trzeba wybrać Inventory)
|
||||
* [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] - bezpośrednie przejście na ekran Inventory aktywacji broni defensywnych.
|
||||
* 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
|
||||
## 5. Zasady gry - bronie ofensywne
|
||||
|
||||
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
|
||||
### Energia czołgów
|
||||
- Na początku każdej rundy każdy czołg ma 99 jesnostek energii.
|
||||
- Energii czołgom ubywa na 3 sposoby:
|
||||
1. jedna 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.
|
||||
* 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:
|
||||
@@ -78,9 +87,9 @@ Dodatkowo czołg który wygrał rundę ma parametr gain (przechwyconej od trafio
|
||||
Konkretnie:
|
||||
|
||||
### Po każdej rundzie:
|
||||
`money = money + (2 * (gain+energy))`
|
||||
`money = money + (20 * (gain+energy))`
|
||||
|
||||
`money = money - lose`
|
||||
`money = money - (10 * lose)`
|
||||
|
||||
`if money <0 then money=0`
|
||||
|
||||
@@ -96,58 +105,50 @@ 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`).
|
||||
Każda broń, która skutkuje eksplozją, ma swój promień rażenia.
|
||||
|
||||
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`.
|
||||
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.
|
||||
|
||||
Czyli w przypadku trafienia centralnie w czołg:
|
||||
`EnergyDecrease = ExplosionRadius * 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 z każdym pikselem dalej od centrum ubywa o 8 jednostek mniej.
|
||||
A oto wartości maksymalnego ubytku energii dla poszczególnych broni. Jeśli broń eksploduje kilka razy, każda z eksplozji jest obliczana niezależnie (dodatkowe wartości w tabeli):
|
||||
|
||||
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:
|
||||
|
||||
| Weapon | `ExplosionRadius` |
|
||||
| Broń ofensywna | maksymalna wartość ubytku energii |
|
||||
| --- | --- |
|
||||
| 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).|
|
||||
| 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
|
||||
@@ -166,9 +167,9 @@ Tylko te punkty decydują o kolejności w podsumowaniu
|
||||
* **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**, **Bouncy Castle** i **Mag Deflector** wykorzystują tylko funkcję osłony przy trafieniu tą bronią.
|
||||
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!
|
||||
|
||||
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.
|
||||
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.
|
||||
|
||||
@@ -179,3 +180,55 @@ Oczywiście aktywacja broni w momencie kiedy mamy już aktywowaną jakąś inną
|
||||
## 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 |
|
||||
|
||||
@@ -48,6 +48,64 @@ With the advent of [fujinet](https://fujinet.online/) we are thinking about maki
|
||||
|
||||
## 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
|
||||
|
||||
|
||||
@@ -8,26 +8,6 @@
|
||||
; - shoots random direction and force
|
||||
; 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 ;
|
||||
@@ -43,6 +23,25 @@ loop
|
||||
lda AIRoutines,y
|
||||
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
|
||||
; address of weapons table (for future use)
|
||||
lda TanksWeaponsTableL,x
|
||||
@@ -155,13 +154,7 @@ endo
|
||||
|
||||
; choose the best weapon
|
||||
|
||||
ldy #32 ;the last weapon
|
||||
loop
|
||||
dey
|
||||
lda (temp),y ; this is set up before calling the routine, has address of TanksWeaponsTable
|
||||
beq loop
|
||||
tya
|
||||
sta ActiveWeapon,x
|
||||
jsr ChooseBestOffensive
|
||||
rts
|
||||
.endp
|
||||
;----------------------------------------------
|
||||
@@ -207,17 +200,7 @@ endo
|
||||
|
||||
; choose the best weapon
|
||||
|
||||
lda TanksWeaponsTableL,x
|
||||
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
|
||||
jsr ChooseBestOffensive
|
||||
rts
|
||||
|
||||
;----------------------------------------------
|
||||
@@ -262,10 +245,10 @@ EnoughEnergy
|
||||
; first check check if any is in use
|
||||
lda ActiveDefenceWeapon,x
|
||||
bne DefensiveInUse
|
||||
ldy #ind_Nuclear_Winter_+1 ;the last defensive weapon
|
||||
ldy #last_defensive_____+1 ;the last defensive weapon
|
||||
@
|
||||
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
|
||||
lda (temp),y ; has address of TanksWeaponsTable
|
||||
beq @-
|
||||
@@ -297,10 +280,10 @@ DefensiveInUse
|
||||
; first check check if any is in use
|
||||
lda ActiveDefenceWeapon,x
|
||||
bne DefensiveInUse
|
||||
ldy #ind_Nuclear_Winter_+1 ;the last defensive weapon
|
||||
ldy #last_defensive_____+1 ;the last defensive weapon
|
||||
@
|
||||
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
|
||||
lda (temp),y ; has address of TanksWeaponsTable
|
||||
beq @-
|
||||
@@ -324,23 +307,14 @@ NoUseDefensive
|
||||
; use defensives like Tosser
|
||||
jsr TosserDefensives
|
||||
; now select best target
|
||||
lda #$00 ; no prefer humans
|
||||
jsr FindBestTarget3
|
||||
sty TargetTankNr
|
||||
; aiming
|
||||
jsr TakeAim ; direction still in A (0 - left, >0 - right)
|
||||
|
||||
; choose the best weapon
|
||||
lda TanksWeaponsTableL,x
|
||||
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
|
||||
jsr ChooseBestOffensive
|
||||
|
||||
; randomizing force +-100
|
||||
sbw Force #100 RandBoundaryLow
|
||||
@@ -349,9 +323,10 @@ loop
|
||||
NotNegativeEnergy
|
||||
adw Force #100 RandBoundaryHigh
|
||||
jsr RandomizeForce
|
||||
lda ForceTableH,x
|
||||
bne HighForce
|
||||
; if Force lower than 256 - set weapon to Baby Missile (for security :) )
|
||||
; if target distance lower than 24 - set weapon to Baby Missile (for security :)
|
||||
jsr GetDistance
|
||||
cmp #6 ; 24/4
|
||||
bcs HighForce
|
||||
lda #ind_Baby_Missile___
|
||||
sta ActiveWeapon,x
|
||||
HighForce
|
||||
@@ -364,23 +339,14 @@ HighForce
|
||||
; use defensives like Tosser
|
||||
jsr TosserDefensives
|
||||
; now select best target
|
||||
lda #$00 ; no prefer humans
|
||||
jsr FindBestTarget3
|
||||
sty TargetTankNr
|
||||
; aiming
|
||||
jsr TakeAim ; direction still in A (0 - left, >0 - right)
|
||||
|
||||
; choose the best weapon
|
||||
lda TanksWeaponsTableL,x
|
||||
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
|
||||
jsr ChooseBestOffensive
|
||||
|
||||
; randomizing force +-50
|
||||
sbw Force #50 RandBoundaryLow
|
||||
@@ -389,9 +355,10 @@ loop
|
||||
NotNegativeEnergy
|
||||
adw Force #50 RandBoundaryHigh
|
||||
jsr RandomizeForce
|
||||
lda ForceTableH,x
|
||||
bne HighForce
|
||||
; if Force lower than 256 - set weapon to Baby Missile (for security :) )
|
||||
; if target distance lower than 24 - set weapon to Baby Missile (for security :)
|
||||
jsr GetDistance
|
||||
cmp #6 ; 24/4
|
||||
bcs HighForce
|
||||
lda #ind_Baby_Missile___
|
||||
sta ActiveWeapon,x
|
||||
HighForce
|
||||
@@ -403,30 +370,24 @@ HighForce
|
||||
; use defensives like Tosser
|
||||
jsr TosserDefensives
|
||||
; now select best target
|
||||
lda #100 ; prefer humans
|
||||
jsr FindBestTarget3
|
||||
sty TargetTankNr
|
||||
; aiming
|
||||
jsr TakeAim ; direction still in A (0 - left, >0 - right)
|
||||
|
||||
; choose the best weapon
|
||||
lda TanksWeaponsTableL,x
|
||||
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
|
||||
ldy #ind_Nuke___________+1
|
||||
jsr ChooseBestOffensive.NotFromAll
|
||||
|
||||
lda Force
|
||||
sta ForceTableL,x
|
||||
lda Force+1
|
||||
sta ForceTableH,x
|
||||
bne HighForce
|
||||
; if Force lower than 256 - set weapon to Baby Missile (for security :) )
|
||||
; if target distance lower than 32 - set weapon to Baby Missile (for security :)
|
||||
jsr GetDistance
|
||||
cmp #8 ;32/4
|
||||
bcs HighForce
|
||||
lda #ind_Baby_Missile___
|
||||
sta ActiveWeapon,x
|
||||
HighForce
|
||||
@@ -437,11 +398,13 @@ HighForce
|
||||
.proc FindBestTarget3
|
||||
; find target with lowest energy
|
||||
; X - shooting tank number
|
||||
; A - 100 - prefer humans , 0 - equality :)
|
||||
; returns target tank number in Y and
|
||||
; direcion of shoot in A (0 - left, >0 - right)
|
||||
;----------------------------------------------
|
||||
jsr MakeLowResDistances
|
||||
lda #101
|
||||
sta PreferHumansFlag
|
||||
; jsr MakeLowResDistances
|
||||
lda #202
|
||||
sta temp2 ; max possible energy
|
||||
lda #0
|
||||
sta tempor2 ; direction of shoot
|
||||
@@ -454,26 +417,25 @@ loop01
|
||||
beq skipThisPlayer
|
||||
lda eXistenZ,y
|
||||
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
|
||||
cmp LowResDistances,y
|
||||
bcs EnemyOnTheLeft
|
||||
;enemy on the right
|
||||
lda Energy,y
|
||||
cmp temp2 ; lowest
|
||||
bcs lowestIsLower
|
||||
sta temp2
|
||||
sty temp2+1 ; number of the closest tank
|
||||
; enemy on 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
|
||||
skipThisPlayer
|
||||
dey
|
||||
@@ -493,7 +455,7 @@ skipThisPlayer
|
||||
; returns target tank number in Y and
|
||||
; direcion of shoot in A (0 - left, >0 - right)
|
||||
;----------------------------------------------
|
||||
jsr MakeLowResDistances
|
||||
; jsr MakeLowResDistances
|
||||
mva #$ff temp2 ; min possible distance
|
||||
mva #0 tempor2 ; direction of shoot
|
||||
|
||||
@@ -607,14 +569,8 @@ skipThisPlayer
|
||||
; returns angle and power of shoot tank X (TankNr)
|
||||
; in the appropriate variables (Angle and Force)
|
||||
;----------------------------------------------
|
||||
mva #$ff SecondTryFlag
|
||||
; 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
|
||||
asl
|
||||
tay
|
||||
@@ -633,10 +589,19 @@ skipThisPlayer
|
||||
adc #0
|
||||
sta RandBoundaryHigh+1
|
||||
jsr RandomizeForce
|
||||
RepeatAim
|
||||
lda ForceTableL,x
|
||||
sta Force
|
||||
lda ForceTableH,x
|
||||
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___
|
||||
sta ActiveWeapon,x
|
||||
; now we have initial valuses
|
||||
@@ -673,7 +638,8 @@ GroundHitInFirstLoopR
|
||||
lda NewAngle
|
||||
adc #5 ; 5 deg to right
|
||||
cmp #(180-20)
|
||||
bcs EndOfFirstLoopR ; if angle 180-20 or higher
|
||||
; bcs EndOfFirstLoopR ; if angle 180-20 or higher
|
||||
bcs AimSecondTry
|
||||
sta NewAngle
|
||||
jmp AimingRight
|
||||
NoHitInFirstLoopR
|
||||
@@ -721,8 +687,20 @@ NoHitInSecondLoopR
|
||||
; Angle 1 deg to right and end loop
|
||||
inc NewAngle
|
||||
EndOfSecondLoopR
|
||||
EndOfAim
|
||||
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
|
||||
; make test Shoot (Flight)
|
||||
jsr SetStartAndFlight
|
||||
@@ -752,7 +730,8 @@ GroundHitInFirstLoopL
|
||||
lda NewAngle
|
||||
sbc #5 ; 5 deg to left
|
||||
cmp #21
|
||||
bcc EndOfFirstLoopL ; if angle 180-20 or higher
|
||||
; bcc EndOfFirstLoopL ; if angle 20 or lower
|
||||
bcc AimSecondTry
|
||||
sta NewAngle
|
||||
jmp AimingLeft
|
||||
NoHitInFirstLoopL
|
||||
@@ -934,13 +913,13 @@ SorryNoPurchase
|
||||
;----------------------------------------------
|
||||
.proc ShooterPurchase
|
||||
; 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
|
||||
@
|
||||
randomize ind_Battery________ ind_StrongParachute
|
||||
jsr TryToPurchaseOnePiece
|
||||
dec tempXroller
|
||||
bne @-
|
||||
; dec tempXroller
|
||||
; bne @-
|
||||
|
||||
; and now offensives
|
||||
mva #4 tempXroller; number of offensive purchases to perform
|
||||
@@ -956,16 +935,16 @@ SorryNoPurchase
|
||||
;----------------------------------------------
|
||||
.proc PoolsharkPurchase
|
||||
; 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
|
||||
@
|
||||
randomize ind_Battery________ ind_Bouncy_Castle__
|
||||
jsr TryToPurchaseOnePiece
|
||||
dec tempXroller
|
||||
bne @-
|
||||
; bpl @-
|
||||
|
||||
; and now offensives
|
||||
mva #8 tempXroller; number of purchases to perform
|
||||
mva #6 tempXroller; number of purchases to perform
|
||||
;ldx TankNr
|
||||
@
|
||||
randomize ind_Missile________ ind_Dirt_Charge____
|
||||
@@ -980,15 +959,16 @@ SorryNoPurchase
|
||||
|
||||
; what is my money level
|
||||
ldx TankNr
|
||||
; lda MoneyH,x ; money / 256
|
||||
; sta tempXroller ; perform this many purchase attempts
|
||||
lda MoneyH,x ; money / 256
|
||||
lsr ; /2
|
||||
sta tempXroller ; perform this many purchase attempts
|
||||
; 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__
|
||||
jsr TryToPurchaseOnePiece
|
||||
dec tempXroller
|
||||
bne @-
|
||||
bpl @-
|
||||
|
||||
; and now offensives
|
||||
lda MoneyH,x ; money / 256
|
||||
@@ -998,7 +978,7 @@ SorryNoPurchase
|
||||
randomize ind_Missile________ ind_Dirt_Charge____
|
||||
jsr TryToPurchaseOnePiece
|
||||
dec tempXroller
|
||||
bne @-
|
||||
bpl @-
|
||||
|
||||
rts
|
||||
.endp
|
||||
@@ -1007,25 +987,64 @@ SorryNoPurchase
|
||||
|
||||
; what is my money level
|
||||
ldx TankNr
|
||||
;lda MoneyH,x ; money / 256
|
||||
;sta tempXroller ; perform this many purchase attempts
|
||||
lda MoneyH,x ; money / 256
|
||||
lsr ; /2
|
||||
sta tempXroller ; perform this many purchase attempts
|
||||
; 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__
|
||||
jsr TryToPurchaseOnePiece2
|
||||
dec tempXroller
|
||||
bne @-
|
||||
bpl @-
|
||||
|
||||
; and now offensives
|
||||
lda MoneyH,x ; money / 256
|
||||
:4 asl ;*16
|
||||
:3 asl ;*8
|
||||
sta tempXroller ; perform this many purchase attempts
|
||||
@
|
||||
randomize ind_Missile________ ind_Plasma_Blast___
|
||||
randomize first_offensive____ last_offensive_____
|
||||
jsr TryToPurchaseOnePiece2
|
||||
dec tempXroller
|
||||
bne @-
|
||||
bpl @-
|
||||
|
||||
rts
|
||||
.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
|
||||
@@ -1,6 +1,6 @@
|
||||
STEREOMODE equ 0
|
||||
;* --------BEGIN--------
|
||||
;* C:\Atari\rmt\rmt128\scorch_str4.rmt
|
||||
;* C:\Atari\rmt\rmt128\scorch_str6.rmt
|
||||
FEAT_SFX equ 1
|
||||
FEAT_GLOBALVOLUMEFADE equ 0 ;RMTGLOBALVOLUMEFADE variable
|
||||
FEAT_NOSTARTINGSONGLINE equ 0
|
||||
|
||||
@@ -0,0 +1,643 @@
|
||||
;
|
||||
; Raster Music Tracker, RMT Atari routine version 1.20090108
|
||||
; (c) Radek Sterba, Raster/C.P.U., 2002 - 2009
|
||||
; http://raster.atari.org
|
||||
;
|
||||
; Warnings:
|
||||
;
|
||||
; 1. RMT player routine needs 19 itself reserved bytes in zero page (no accessed
|
||||
; from any other routines) as well as cca 1KB of memory before the "PLAYER"
|
||||
; address for frequency tables and functionary variables. It's:
|
||||
; a) from PLAYER-$03c0 to PLAYER for stereo RMTplayer
|
||||
; b) from PLAYER-$0320 to PLAYER for mono RMTplayer
|
||||
;
|
||||
; 2. RMT player routine MUST (!!!) be compiled from the begin of the memory page.
|
||||
; i.e. "PLAYER" address can be $..00 only!
|
||||
;
|
||||
; 3. Because of RMTplayer provides a lot of effects, it spent a lot of CPU time.
|
||||
;
|
||||
; STEREOMODE equ 0..3 ;0 => compile RMTplayer for 4 tracks mono
|
||||
; ;1 => compile RMTplayer for 8 tracks stereo
|
||||
; ;2 => compile RMTplayer for 4 tracks stereo L1 R2 R3 L4
|
||||
; ;3 => compile RMTplayer for 4 tracks stereo L1 L2 R3 R4
|
||||
|
||||
TRACKS equ 4
|
||||
; RMT FEATures definitions file
|
||||
; For optimizations of RMT player routine to concrete RMT modul only!
|
||||
icl "feat.txt"
|
||||
;FEAT_EFFECTS equ FEAT_EFFECTVIBRATO||FEAT_EFFECTFSHIFT
|
||||
;
|
||||
; RMT ZeroPage addresses
|
||||
.zpvar p_tis .word
|
||||
p_instrstable = p_tis
|
||||
.zpvar p_trackslbstable .word
|
||||
.zpvar p_trackshbstable .word
|
||||
.zpvar p_song .word
|
||||
.zpvar ns .word
|
||||
.zpvar nr .word
|
||||
.zpvar nt .byte
|
||||
.zpvar reg1 .byte
|
||||
.zpvar reg2 .byte
|
||||
.zpvar reg3 .byte
|
||||
.zpvar tmp .byte
|
||||
.zpvar v_audctl .byte ; de-self-modification vars
|
||||
.zpvar v_ainstrspeed .byte
|
||||
.zpvar v_maxtracklen .byte
|
||||
.zpvar v_abeat .byte
|
||||
.zpvar v_bspeed .byte
|
||||
.zpvar v_speed .byte
|
||||
.zpvar RMTSFXVOLUME .byte
|
||||
|
||||
; MOVED TO variables.asm
|
||||
; org PLAYER-$400+$e0
|
||||
;track_variables
|
||||
;trackn_db .ds TRACKS
|
||||
;trackn_hb .ds TRACKS
|
||||
;trackn_idx .ds TRACKS
|
||||
;trackn_pause .ds TRACKS
|
||||
;trackn_note .ds TRACKS
|
||||
;trackn_volume .ds TRACKS
|
||||
;trackn_distor .ds TRACKS
|
||||
;trackn_shiftfrq .ds TRACKS
|
||||
;trackn_instrx2 .ds TRACKS
|
||||
;trackn_instrdb .ds TRACKS
|
||||
;trackn_instrhb .ds TRACKS
|
||||
;trackn_instridx .ds TRACKS
|
||||
;trackn_instrlen .ds TRACKS
|
||||
;trackn_instrlop .ds TRACKS
|
||||
;trackn_instrreachend .ds TRACKS
|
||||
;trackn_volumeslidedepth .ds TRACKS
|
||||
;trackn_volumeslidevalue .ds TRACKS
|
||||
;trackn_effdelay .ds TRACKS
|
||||
;trackn_effvibratoa .ds TRACKS
|
||||
;trackn_effshift .ds TRACKS
|
||||
;trackn_tabletypespeed .ds TRACKS
|
||||
;trackn_tablenote .ds TRACKS
|
||||
;trackn_tablea .ds TRACKS
|
||||
;trackn_tableend .ds TRACKS
|
||||
;trackn_tablelop .ds TRACKS
|
||||
;trackn_tablespeeda .ds TRACKS
|
||||
;trackn_command .ds TRACKS
|
||||
;trackn_filter .ds TRACKS
|
||||
;trackn_audf .ds TRACKS
|
||||
;trackn_audc .ds TRACKS
|
||||
;trackn_audctl .ds TRACKS
|
||||
;v_aspeed .ds 1
|
||||
;track_endvariables
|
||||
|
||||
INSTRPAR equ 12
|
||||
tabbeganddistor
|
||||
dta frqtabpure-frqtab,$00
|
||||
dta frqtabpure-frqtab,$20
|
||||
dta frqtabpure-frqtab,$40
|
||||
dta frqtabbass1-frqtab,$c0
|
||||
dta frqtabpure-frqtab,$80
|
||||
dta frqtabpure-frqtab,$a0
|
||||
dta frqtabbass1-frqtab,$c0
|
||||
dta frqtabbass2-frqtab,$c0
|
||||
vibtabbeg dta 0,vib1-vib0,vib2-vib0,vib3-vib0
|
||||
vib0 dta 0
|
||||
vib1 dta 1,-1,-1,1
|
||||
vib2 dta 1,0,-1,-1,0,1
|
||||
vib3 dta 1,1,0,-1,-1,-1,-1,0,1,1
|
||||
vibtabnext
|
||||
dta vib0-vib0+0
|
||||
dta vib1-vib0+1,vib1-vib0+2,vib1-vib0+3,vib1-vib0+0
|
||||
dta vib2-vib0+1,vib2-vib0+2,vib2-vib0+3,vib2-vib0+4,vib2-vib0+5,vib2-vib0+0
|
||||
dta vib3-vib0+1,vib3-vib0+2,vib3-vib0+3,vib3-vib0+4,vib3-vib0+5,vib3-vib0+6,vib3-vib0+7,vib3-vib0+8,vib3-vib0+9,vib3-vib0+0
|
||||
.align $100
|
||||
frqtab
|
||||
ERT [<frqtab]!=0 ;* frqtab must begin at the memory page bound! (i.e. $..00 address)
|
||||
frqtabbass1
|
||||
dta $BF,$B6,$AA,$A1,$98,$8F,$89,$80,$F2,$E6,$DA,$CE,$BF,$B6,$AA,$A1
|
||||
dta $98,$8F,$89,$80,$7A,$71,$6B,$65,$5F,$5C,$56,$50,$4D,$47,$44,$3E
|
||||
dta $3C,$38,$35,$32,$2F,$2D,$2A,$28,$25,$23,$21,$1F,$1D,$1C,$1A,$18
|
||||
dta $17,$16,$14,$13,$12,$11,$10,$0F,$0E,$0D,$0C,$0B,$0A,$09,$08,$07
|
||||
frqtabbass2
|
||||
dta $FF,$F1,$E4,$D8,$CA,$C0,$B5,$AB,$A2,$99,$8E,$87,$7F,$79,$73,$70
|
||||
dta $66,$61,$5A,$55,$52,$4B,$48,$43,$3F,$3C,$39,$37,$33,$30,$2D,$2A
|
||||
dta $28,$25,$24,$21,$1F,$1E,$1C,$1B,$19,$17,$16,$15,$13,$12,$11,$10
|
||||
dta $0F,$0E,$0D,$0C,$0B,$0A,$09,$08,$07,$06,$05,$04,$03,$02,$01,$00
|
||||
frqtabpure
|
||||
dta $F3,$E6,$D9,$CC,$C1,$B5,$AD,$A2,$99,$90,$88,$80,$79,$72,$6C,$66
|
||||
dta $60,$5B,$55,$51,$4C,$48,$44,$40,$3C,$39,$35,$32,$2F,$2D,$2A,$28
|
||||
dta $25,$23,$21,$1F,$1D,$1C,$1A,$18,$17,$16,$14,$13,$12,$11,$10,$0F
|
||||
dta $0E,$0D,$0C,$0B,$0A,$09,$08,$07,$06,$05,$04,$03,$02,$01,$00,$00
|
||||
|
||||
.align $100
|
||||
volumetab
|
||||
dta $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
|
||||
dta $00,$00,$00,$00,$00,$00,$00,$00,$01,$01,$01,$01,$01,$01,$01,$01
|
||||
dta $00,$00,$00,$00,$01,$01,$01,$01,$01,$01,$01,$01,$02,$02,$02,$02
|
||||
dta $00,$00,$00,$01,$01,$01,$01,$01,$02,$02,$02,$02,$02,$03,$03,$03
|
||||
dta $00,$00,$01,$01,$01,$01,$02,$02,$02,$02,$03,$03,$03,$03,$04,$04
|
||||
dta $00,$00,$01,$01,$01,$02,$02,$02,$03,$03,$03,$04,$04,$04,$05,$05
|
||||
dta $00,$00,$01,$01,$02,$02,$02,$03,$03,$04,$04,$04,$05,$05,$06,$06
|
||||
dta $00,$00,$01,$01,$02,$02,$03,$03,$04,$04,$05,$05,$06,$06,$07,$07
|
||||
dta $00,$01,$01,$02,$02,$03,$03,$04,$04,$05,$05,$06,$06,$07,$07,$08
|
||||
dta $00,$01,$01,$02,$02,$03,$04,$04,$05,$05,$06,$07,$07,$08,$08,$09
|
||||
dta $00,$01,$01,$02,$03,$03,$04,$05,$05,$06,$07,$07,$08,$09,$09,$0A
|
||||
dta $00,$01,$01,$02,$03,$04,$04,$05,$06,$07,$07,$08,$09,$0A,$0A,$0B
|
||||
dta $00,$01,$02,$02,$03,$04,$05,$06,$06,$07,$08,$09,$0A,$0A,$0B,$0C
|
||||
dta $00,$01,$02,$03,$03,$04,$05,$06,$07,$08,$09,$0A,$0A,$0B,$0C,$0D
|
||||
dta $00,$01,$02,$03,$04,$05,$06,$07,$07,$08,$09,$0A,$0B,$0C,$0D,$0E
|
||||
dta $00,$01,$02,$03,$04,$05,$06,$07,$08,$09,$0A,$0B,$0C,$0D,$0E,$0F
|
||||
;*
|
||||
;* Set of RMT main vectors:
|
||||
;*
|
||||
RASTERMUSICTRACKER
|
||||
jmp rmt_init
|
||||
jmp rmt_play
|
||||
jmp rmt_p3
|
||||
jmp rmt_silence
|
||||
jmp SetPokey
|
||||
jmp rmt_sfx ;* A=note(0,..,60),X=channel(0,..,3 or 0,..,7),Y=instrument*2(0,2,4,..,126)
|
||||
rmt_init
|
||||
stx ns
|
||||
sty ns+1
|
||||
pha
|
||||
; IFT track_endvariables-track_variables>255
|
||||
; ldy #0
|
||||
; tya
|
||||
;ri0 sta track_variables,y
|
||||
; sta track_endvariables-$100,y
|
||||
; iny
|
||||
; bne ri0
|
||||
; ELS
|
||||
ldy #track_endvariables-track_variables
|
||||
lda #0
|
||||
ri0 sta track_variables-1,y
|
||||
dey
|
||||
bne ri0
|
||||
; EIF
|
||||
ldy #4
|
||||
lda (ns),y
|
||||
sta v_maxtracklen
|
||||
iny
|
||||
lda (ns),y
|
||||
sta v_speed
|
||||
ldy #8
|
||||
ri1 lda (ns),y
|
||||
sta p_tis-8,y
|
||||
iny
|
||||
cpy #8+8
|
||||
bne ri1
|
||||
pla
|
||||
pha
|
||||
asl @
|
||||
asl @
|
||||
clc
|
||||
adc p_song
|
||||
sta p_song
|
||||
pla
|
||||
php
|
||||
and #$c0
|
||||
asl @
|
||||
rol @
|
||||
rol @
|
||||
plp
|
||||
adc p_song+1
|
||||
sta p_song+1
|
||||
jsr GetSongLineTrackLineInitOfNewSetInstrumentsOnlyRmtp3
|
||||
rmt_silence
|
||||
lda #0
|
||||
sta $d208
|
||||
ldy #3
|
||||
sty $d20f
|
||||
ldy #8
|
||||
si1 sta $d200,y
|
||||
dey
|
||||
bpl si1
|
||||
lda #FEAT_INSTRSPEED
|
||||
rts
|
||||
GetSongLineTrackLineInitOfNewSetInstrumentsOnlyRmtp3
|
||||
GetSongLine
|
||||
ldx #0
|
||||
stx v_abeat
|
||||
nn0
|
||||
nn1 txa
|
||||
tay
|
||||
lda (p_song),y
|
||||
cmp #$fe
|
||||
bcs nn2
|
||||
tay
|
||||
lda (p_trackslbstable),y
|
||||
sta trackn_db,x
|
||||
lda (p_trackshbstable),y
|
||||
nn1a sta trackn_hb,x
|
||||
lda #0
|
||||
sta trackn_idx,x
|
||||
lda #1
|
||||
nn1a2 sta trackn_pause,x
|
||||
lda #$80
|
||||
sta trackn_instrx2,x
|
||||
inx
|
||||
xtracks01 cpx #TRACKS
|
||||
bne nn1
|
||||
lda p_song
|
||||
clc
|
||||
xtracks02 adc #TRACKS
|
||||
sta p_song
|
||||
bcc GetTrackLine
|
||||
inc p_song+1
|
||||
nn1b
|
||||
jmp GetTrackLine
|
||||
nn2
|
||||
beq nn3
|
||||
nn2a
|
||||
lda #0
|
||||
beq nn1a2
|
||||
nn3
|
||||
ldy #2
|
||||
lda (p_song),y
|
||||
tax
|
||||
iny
|
||||
lda (p_song),y
|
||||
sta p_song+1
|
||||
stx p_song
|
||||
ldx #0
|
||||
beq nn0
|
||||
GetTrackLine
|
||||
oo0
|
||||
oo0a
|
||||
lda v_speed
|
||||
|
||||
sta v_bspeed
|
||||
ldx #-1
|
||||
oo1
|
||||
inx
|
||||
dec trackn_pause,x
|
||||
bne oo1x
|
||||
oo1b
|
||||
lda trackn_db,x
|
||||
sta ns
|
||||
lda trackn_hb,x
|
||||
sta ns+1
|
||||
oo1i
|
||||
ldy trackn_idx,x
|
||||
inc trackn_idx,x
|
||||
lda (ns),y
|
||||
sta reg1
|
||||
and #$3f
|
||||
cmp #61
|
||||
beq oo1a
|
||||
bcs oo2
|
||||
sta trackn_note,x
|
||||
iny
|
||||
lda (ns),y
|
||||
lsr @
|
||||
and #$3f*2
|
||||
sta trackn_instrx2,x
|
||||
oo1a
|
||||
lda #1
|
||||
sta trackn_pause,x
|
||||
ldy trackn_idx,x
|
||||
inc trackn_idx,x
|
||||
lda (ns),y
|
||||
lsr @
|
||||
ror reg1
|
||||
lsr @
|
||||
ror reg1
|
||||
lda reg1
|
||||
and #$f0
|
||||
sta trackn_volume,x
|
||||
oo1x
|
||||
xtracks03sub1 cpx #TRACKS-1
|
||||
bne oo1
|
||||
lda v_bspeed
|
||||
|
||||
sta v_speed
|
||||
sta v_aspeed
|
||||
jmp InitOfNewSetInstrumentsOnly
|
||||
oo2
|
||||
cmp #63
|
||||
beq oo63
|
||||
lda reg1
|
||||
and #$c0
|
||||
beq oo62_b
|
||||
asl @
|
||||
rol @
|
||||
rol @
|
||||
sta trackn_pause,x
|
||||
jmp oo1x
|
||||
oo62_b
|
||||
iny
|
||||
lda (ns),y
|
||||
sta trackn_pause,x
|
||||
inc trackn_idx,x
|
||||
jmp oo1x
|
||||
oo63
|
||||
lda reg1
|
||||
bmi oo63_1X
|
||||
iny
|
||||
lda (ns),y
|
||||
sta v_bspeed
|
||||
inc trackn_idx,x
|
||||
jmp oo1i
|
||||
oo63_1X
|
||||
cmp #255
|
||||
beq oo63_11
|
||||
iny
|
||||
lda (ns),y
|
||||
sta trackn_idx,x
|
||||
jmp oo1i
|
||||
oo63_11
|
||||
jmp GetSongLine
|
||||
p2xrmtp3 jmp rmt_p3
|
||||
p2x0 dex
|
||||
bmi p2xrmtp3
|
||||
InitOfNewSetInstrumentsOnly
|
||||
p2x1 ldy trackn_instrx2,x
|
||||
bmi p2x0
|
||||
jsr SetUpInstrumentY2
|
||||
jmp p2x0
|
||||
rmt_sfx
|
||||
sta trackn_note,x
|
||||
lda RMTSFXVOLUME ;* sfx note volume*16
|
||||
;* label for sfx note volume parameter overwriting
|
||||
sta trackn_volume,x
|
||||
SetUpInstrumentY2
|
||||
lda (p_instrstable),y
|
||||
sta trackn_instrdb,x
|
||||
sta nt
|
||||
iny
|
||||
lda (p_instrstable),y
|
||||
sta trackn_instrhb,x
|
||||
sta nt+1
|
||||
lda #1
|
||||
sta trackn_filter,x
|
||||
tay
|
||||
lda (nt),y
|
||||
sta trackn_tablelop,x
|
||||
iny
|
||||
lda (nt),y
|
||||
sta trackn_instrlen,x
|
||||
iny
|
||||
lda (nt),y
|
||||
sta trackn_instrlop,x
|
||||
iny
|
||||
lda (nt),y
|
||||
sta trackn_tabletypespeed,x
|
||||
sta trackn_tablespeeda,x
|
||||
iny
|
||||
lda (nt),y
|
||||
sta trackn_audctl,x
|
||||
iny
|
||||
lda (nt),y
|
||||
sta trackn_volumeslidedepth,x
|
||||
ldy #8
|
||||
lda (nt),y
|
||||
sta trackn_effdelay,x
|
||||
iny
|
||||
lda (nt),y
|
||||
tay
|
||||
lda vibtabbeg,y
|
||||
sta trackn_effvibratoa,x
|
||||
ldy #10
|
||||
lda (nt),y
|
||||
sta trackn_effshift,x
|
||||
lda #128
|
||||
sta trackn_volumeslidevalue,x
|
||||
sta trackn_instrx2,x
|
||||
asl @
|
||||
sta trackn_instrreachend,x
|
||||
sta trackn_shiftfrq,x
|
||||
tay
|
||||
lda (nt),y
|
||||
sta trackn_tableend,x
|
||||
adc #0
|
||||
sta trackn_instridx,x
|
||||
lda #INSTRPAR
|
||||
sta trackn_tablea,x
|
||||
tay
|
||||
lda (nt),y
|
||||
sta trackn_tablenote,x
|
||||
xata_rtshere
|
||||
rts
|
||||
rmt_play
|
||||
rmt_p0
|
||||
jsr SetPokey
|
||||
rmt_p1
|
||||
rmt_p2
|
||||
dec v_aspeed
|
||||
bne rmt_p3
|
||||
inc v_abeat
|
||||
lda v_abeat
|
||||
|
||||
cmp v_maxtracklen
|
||||
|
||||
beq p2o3
|
||||
jmp GetTrackLine
|
||||
p2o3
|
||||
jmp GetSongLineTrackLineInitOfNewSetInstrumentsOnlyRmtp3
|
||||
go_ppnext jmp ppnext
|
||||
rmt_p3
|
||||
lda #>frqtab
|
||||
sta nr+1
|
||||
xtracks05sub1 ldx #TRACKS-1
|
||||
pp1
|
||||
lda trackn_instrhb,x
|
||||
beq go_ppnext
|
||||
sta ns+1
|
||||
lda trackn_instrdb,x
|
||||
sta ns
|
||||
ldy trackn_instridx,x
|
||||
lda (ns),y
|
||||
sta reg1
|
||||
iny
|
||||
lda (ns),y
|
||||
sta reg2
|
||||
iny
|
||||
lda (ns),y
|
||||
sta reg3
|
||||
iny
|
||||
tya
|
||||
cmp trackn_instrlen,x
|
||||
bcc pp2
|
||||
beq pp2
|
||||
lda #$80
|
||||
sta trackn_instrreachend,x
|
||||
pp1b
|
||||
lda trackn_instrlop,x
|
||||
pp2 sta trackn_instridx,x
|
||||
lda reg1
|
||||
and #$0f
|
||||
ora trackn_volume,x
|
||||
tay
|
||||
lda volumetab,y
|
||||
sta tmp
|
||||
lda reg2
|
||||
and #$0e
|
||||
tay
|
||||
lda tabbeganddistor,y
|
||||
sta nr
|
||||
lda tmp
|
||||
ora tabbeganddistor+1,y
|
||||
sta trackn_audc,x
|
||||
InstrumentsEffects
|
||||
lda trackn_effdelay,x
|
||||
beq ei2
|
||||
cmp #1
|
||||
bne ei1
|
||||
lda trackn_shiftfrq,x
|
||||
clc
|
||||
adc trackn_effshift,x
|
||||
clc
|
||||
ldy trackn_effvibratoa,x
|
||||
adc vib0,y
|
||||
sta trackn_shiftfrq,x
|
||||
lda vibtabnext,y
|
||||
sta trackn_effvibratoa,x
|
||||
jmp ei2
|
||||
ei1
|
||||
dec trackn_effdelay,x
|
||||
ei2
|
||||
ldy trackn_tableend,x
|
||||
cpy #INSTRPAR+1
|
||||
bcc ei3
|
||||
lda trackn_tablespeeda,x
|
||||
bpl ei2f
|
||||
ei2c
|
||||
tya
|
||||
cmp trackn_tablea,x
|
||||
bne ei2c2
|
||||
lda trackn_tablelop,x
|
||||
sta trackn_tablea,x
|
||||
bne ei2a
|
||||
ei2c2
|
||||
inc trackn_tablea,x
|
||||
ei2a
|
||||
lda trackn_instrdb,x
|
||||
sta nt
|
||||
lda trackn_instrhb,x
|
||||
sta nt+1
|
||||
ldy trackn_tablea,x
|
||||
lda (nt),y
|
||||
sta trackn_tablenote,x
|
||||
lda trackn_tabletypespeed,x
|
||||
ei2f
|
||||
sec
|
||||
sbc #1
|
||||
sta trackn_tablespeeda,x
|
||||
ei3
|
||||
lda trackn_instrreachend,x
|
||||
bpl ei4
|
||||
lda trackn_volume,x
|
||||
beq ei4
|
||||
tay
|
||||
lda trackn_volumeslidevalue,x
|
||||
clc
|
||||
adc trackn_volumeslidedepth,x
|
||||
sta trackn_volumeslidevalue,x
|
||||
bcc ei4
|
||||
tya
|
||||
sbc #16
|
||||
sta trackn_volume,x
|
||||
ei4
|
||||
lda reg2
|
||||
sta trackn_command,x
|
||||
and #$70
|
||||
beq cmd0
|
||||
cmd1
|
||||
lda reg3
|
||||
jmp cmd0c
|
||||
cmd2
|
||||
cmd3
|
||||
cmd4
|
||||
cmd5
|
||||
cmd6
|
||||
cmd7
|
||||
cmd0
|
||||
lda trackn_note,x
|
||||
clc
|
||||
adc reg3
|
||||
cmd0a
|
||||
clc
|
||||
adc trackn_tablenote,x
|
||||
cmp #61
|
||||
bcc cmd0a1
|
||||
lda #0
|
||||
sta trackn_audc,x
|
||||
lda #63
|
||||
cmd0a1
|
||||
tay
|
||||
lda (nr),y
|
||||
clc
|
||||
adc trackn_shiftfrq,x
|
||||
cmd0c
|
||||
sta trackn_audf,x
|
||||
pp9
|
||||
ppnext
|
||||
dex
|
||||
bmi rmt_p4
|
||||
jmp pp1
|
||||
rmt_p4
|
||||
lda trackn_audctl+0
|
||||
ora trackn_audctl+1
|
||||
ora trackn_audctl+2
|
||||
ora trackn_audctl+3
|
||||
tax
|
||||
qq1
|
||||
stx v_audctl
|
||||
lda trackn_command+0
|
||||
bpl qq2
|
||||
lda trackn_audc+0
|
||||
and #$0f
|
||||
beq qq2
|
||||
lda trackn_audf+0
|
||||
clc
|
||||
adc trackn_filter+0
|
||||
sta trackn_audf+2
|
||||
lda #0
|
||||
sta trackn_audc+2
|
||||
qq1a
|
||||
txa
|
||||
ora #4
|
||||
tax
|
||||
qq2
|
||||
lda trackn_command+1
|
||||
bpl qq3
|
||||
lda trackn_audc+1
|
||||
and #$0f
|
||||
beq qq3
|
||||
lda trackn_audf+1
|
||||
clc
|
||||
adc trackn_filter+1
|
||||
sta trackn_audf+3
|
||||
lda #0
|
||||
sta trackn_audc+3
|
||||
qq2a
|
||||
txa
|
||||
ora #2
|
||||
tax
|
||||
qq3
|
||||
cpx v_audctl
|
||||
bne qq5
|
||||
qq5
|
||||
stx v_audctl
|
||||
rmt_p5
|
||||
lda v_ainstrspeed
|
||||
|
||||
rts
|
||||
SetPokey
|
||||
ldy v_audctl
|
||||
|
||||
lda trackn_audf+0
|
||||
ldx trackn_audc+0
|
||||
sta AUDF1
|
||||
stx AUDC1
|
||||
lda trackn_audf+1
|
||||
ldx trackn_audc+1
|
||||
sta AUDF2
|
||||
stx AUDC2
|
||||
lda trackn_audf+2
|
||||
ldx trackn_audc+2
|
||||
sta AUDF3
|
||||
stx AUDC3
|
||||
lda trackn_audf+3
|
||||
ldx trackn_audc+3
|
||||
sta AUDF4
|
||||
stx AUDC4
|
||||
sty AUDCTL
|
||||
rts
|
||||
RMTPLAYEREND
|
||||
@@ -0,0 +1,40 @@
|
||||
;* --------BEGIN--------
|
||||
;* C:\Atari\rmt\rmt128\scorch_SFX-only-str.rmt
|
||||
FEAT_SFX equ 1
|
||||
FEAT_GLOBALVOLUMEFADE equ 0 ;RMTGLOBALVOLUMEFADE variable
|
||||
FEAT_NOSTARTINGSONGLINE equ 0
|
||||
FEAT_INSTRSPEED equ 1
|
||||
FEAT_CONSTANTSPEED equ 16 ;(0 times)
|
||||
FEAT_COMMAND1 equ 1 ;(8 times)
|
||||
FEAT_COMMAND2 equ 0 ;(0 times)
|
||||
FEAT_COMMAND3 equ 0 ;(0 times)
|
||||
FEAT_COMMAND4 equ 0 ;(0 times)
|
||||
FEAT_COMMAND5 equ 0 ;(0 times)
|
||||
FEAT_COMMAND6 equ 0 ;(0 times)
|
||||
FEAT_COMMAND7SETNOTE equ 0 ;(0 times)
|
||||
FEAT_COMMAND7VOLUMEONLY equ 0 ;(0 times)
|
||||
FEAT_PORTAMENTO equ 0 ;(0 times)
|
||||
FEAT_FILTER equ 1 ;(22 times)
|
||||
FEAT_FILTERG0L equ 0 ;(0 times)
|
||||
FEAT_FILTERG1L equ 0 ;(0 times)
|
||||
FEAT_FILTERG0R equ 0 ;(0 times)
|
||||
FEAT_FILTERG1R equ 0 ;(0 times)
|
||||
FEAT_BASS16 equ 0 ;(0 times)
|
||||
FEAT_BASS16G1L equ 0 ;(0 times)
|
||||
FEAT_BASS16G3L equ 0 ;(0 times)
|
||||
FEAT_BASS16G1R equ 0 ;(0 times)
|
||||
FEAT_BASS16G3R equ 0 ;(0 times)
|
||||
FEAT_VOLUMEONLYG0L equ 0 ;(0 times)
|
||||
FEAT_VOLUMEONLYG2L equ 0 ;(0 times)
|
||||
FEAT_VOLUMEONLYG3L equ 0 ;(0 times)
|
||||
FEAT_VOLUMEONLYG0R equ 0 ;(0 times)
|
||||
FEAT_VOLUMEONLYG2R equ 0 ;(0 times)
|
||||
FEAT_VOLUMEONLYG3R equ 0 ;(0 times)
|
||||
FEAT_TABLETYPE equ 0 ;(0 times)
|
||||
FEAT_TABLEMODE equ 0 ;(0 times)
|
||||
FEAT_TABLEGO equ 1 ;(2 times)
|
||||
FEAT_AUDCTLMANUALSET equ 1 ;(6 times)
|
||||
FEAT_VOLUMEMIN equ 0 ;(0 times)
|
||||
FEAT_EFFECTVIBRATO equ 1 ;(1 times)
|
||||
FEAT_EFFECTFSHIFT equ 1 ;(11 times)
|
||||
;* --------END--------
|
||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
+3
-3
@@ -1,6 +1,6 @@
|
||||
.proc talk
|
||||
; Maximum text length is 63 characters!!!
|
||||
L0 dta d"IN TIMES OF TROUBLE, GO WITH WHAT YOU KNOW."
|
||||
L0 dta d"CYKA BLAT"
|
||||
L1 dta d"DIE!"
|
||||
L2 dta d"EAT MY SHORTS!"
|
||||
L3 dta d"YOU'RE TOAST!"
|
||||
@@ -47,7 +47,7 @@ L43 dta d"THIS IS YOUR BRAIN ON SCORCH."
|
||||
L44 dta d"TAKE THIS!"
|
||||
L45 dta d"THIS SCREEN AIN'T BIG ENOUGH FOR THE BOTH OF US."
|
||||
L46 dta d"DIE, ALIEN SWINE!"
|
||||
L47 dta d"SAY ARRGGHHHHH...."
|
||||
L47 dta d"AWRUK!!!"
|
||||
L48 dta d"I SHALL OIL MY TURRET WITH YOUR BLOOD."
|
||||
L49 dta d"DIE, TANK-SCUM!"
|
||||
L50 dta d"I'M GONNA BREAK YOUR FACE!"
|
||||
@@ -104,7 +104,7 @@ L99 dta d"JOIN THE ARMY, SEE THE WORLD THEY SAID."
|
||||
L100 dta d"IT WASN'T JUST A JOB IT WAS AN ADVENTURE!"
|
||||
L101 dta d"I DIDN'T LIKE VIOLENCE ANYWAY!"
|
||||
L102 dta d"I THOUGHT YOU LIKED ME?"
|
||||
L103 dta d"SUCH SENSELESS VIOLENCE! I DON'T UNDERSTAND IT."
|
||||
L103 dta d"CTO XYEB"
|
||||
L104 dta d"I THINK THIS GUY'S A LITTLE CRAZY."
|
||||
L105 dta d"SOMEHOW I DON'T FEEL LIKE KILLING ANYMORE."
|
||||
L106 dta d"HEY! KILLIN' AIN'T COOL."
|
||||
|
||||
+168
-205
@@ -4,15 +4,12 @@
|
||||
|
||||
; initial values for some variables
|
||||
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_seppukuVal .by 75
|
||||
I_mountainDeltaH .by 3
|
||||
I_mountainDeltaL .by $ff
|
||||
;----------------------------------------------------
|
||||
; 4x4 text buffer
|
||||
I_ResultLineBuffer
|
||||
dta d" ", $ff
|
||||
I_LineHeader1
|
||||
dta d"# ROUND: "
|
||||
I_RoundNrDisplay
|
||||
@@ -264,36 +261,16 @@ WeaponPriceH ; weapons prices (tables with prices of weapons)
|
||||
.by >price_Liquid_Dirt____
|
||||
.by >price_Dirt_Charge____
|
||||
.by >price_Buy_me_________
|
||||
.by >price_Plasma_Blast___
|
||||
.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_Battery________
|
||||
.by >price_Bal_Guidance___
|
||||
.by >price_Horz_Guidance__
|
||||
.by >price_Floating_Tank__
|
||||
.by >price_Lazy_Boy_______
|
||||
.by >price_Hovercraft_____
|
||||
.by >price_Parachute______
|
||||
.by >price_StrongParachute
|
||||
.by >price_Mag_Deflector__
|
||||
.by >price_Shield_________
|
||||
.by >price_Heavy_Shield___
|
||||
.by >price_Force_Shield___
|
||||
.by >price_Super_Mag______
|
||||
.by >price_Bouncy_Castle__
|
||||
.by >price_Long_Barrel____
|
||||
.by >price_Nuclear_Winter_
|
||||
@@ -330,36 +307,16 @@ WeaponPriceL
|
||||
.by <price_Liquid_Dirt____
|
||||
.by <price_Dirt_Charge____
|
||||
.by <price_Buy_me_________
|
||||
.by <price_Plasma_Blast___
|
||||
.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_Battery________
|
||||
.by <price_Bal_Guidance___
|
||||
.by <price_Horz_Guidance__
|
||||
.by <price_Floating_Tank__
|
||||
.by <price_Lazy_Boy_______
|
||||
.by <price_Hovercraft_____
|
||||
.by <price_Parachute______
|
||||
.by <price_StrongParachute
|
||||
.by <price_Mag_Deflector__
|
||||
.by <price_Shield_________
|
||||
.by <price_Heavy_Shield___
|
||||
.by <price_Force_Shield___
|
||||
.by <price_Super_Mag______
|
||||
.by <price_Bouncy_Castle__
|
||||
.by <price_Long_Barrel____
|
||||
.by <price_Nuclear_Winter_
|
||||
@@ -371,70 +328,50 @@ WeaponPriceL
|
||||
; is not present in the game.
|
||||
; This is the slot for adding new weapons.
|
||||
WeaponUnits
|
||||
.by 10 ;Baby_Missile___
|
||||
.by 5 ;Missile________
|
||||
.by 2 ;Baby_Nuke______
|
||||
.by 1 ;Nuke___________
|
||||
.by 2 ;LeapFrog_______
|
||||
.by 3 ;Funky_Bomb_____
|
||||
.by 2 ;MIRV___________
|
||||
.by 1 ;Death_s_Head___
|
||||
.by 4 ;Napalm_________
|
||||
.by 2 ;Hot_Napalm_____
|
||||
.by 20 ;Tracer_________
|
||||
.by 10 ;Smoke_Tracer___
|
||||
.by 5 ;Baby_Roller____
|
||||
.by 3 ;Roller_________
|
||||
.by 2 ;Heavy_Roller___
|
||||
.by 5 ;Riot_Charge____
|
||||
.by 2 ;Riot_Blast_____
|
||||
.by 5 ;Riot_Bomb______
|
||||
.by 2 ;Heavy_Riot_Bomb
|
||||
.by 10 ;Baby_Digger____
|
||||
.by 5 ;Digger_________
|
||||
.by 2 ;Heavy_Digger___
|
||||
.by 10 ;Baby_Sandhog___
|
||||
.by 5 ;Sandhog________
|
||||
.by 2 ;Heavy_Sandhog__
|
||||
.by 5 ;Dirt_Clod______
|
||||
.by 3 ;Dirt_Ball______
|
||||
.by 1 ;Ton_of_Dirt____
|
||||
.by 4 ;Liquid_Dirt____
|
||||
.by 2 ;Dirt_Charge____
|
||||
.by 1 ;Buy_me_________
|
||||
.by 0 ;Plasma_Blast___
|
||||
.by 5 ;Laser__________
|
||||
.by 0 ;_____________33
|
||||
.by 0 ;_____________34
|
||||
.by 0 ;_____________35
|
||||
.by 0 ;_____________36
|
||||
.by 0 ;_____________37
|
||||
.by 0 ;_____________38
|
||||
.by 0 ;_____________39
|
||||
.by 0 ;_____________40
|
||||
.by 0 ;_____________41
|
||||
.by 0 ;_____________42
|
||||
.by 0 ;_____________43
|
||||
.by 0 ;_____________44
|
||||
.by 0 ;_____________45
|
||||
.by 0 ;_____________46
|
||||
.by 0 ;_____________47
|
||||
.by 1 ;White_Flag___48
|
||||
.by 3 ;Battery________
|
||||
.by 0 ;Bal_Guidance___
|
||||
.by 0 ;Horz_Guidance__
|
||||
.by 2 ;Floating_Tank__
|
||||
.by 0 ;Lazy_Boy_______
|
||||
.by 3 ;Parachute______
|
||||
.by 2 ;StrongParachute
|
||||
.by 2 ;Mag_Deflector__
|
||||
.by 3 ;Shield_________
|
||||
.by 2 ;Heavy_Shield___
|
||||
.by 3 ;Force_Shield___
|
||||
.by 0 ;Super_Mag______
|
||||
.by 1 ;Auto_Defense___
|
||||
.by 2 ;Long_Barrel____
|
||||
.by 1 ;Nuclear_Winter_
|
||||
.by 10 ;Baby_Missile___;_00
|
||||
.by 5 ;Missile________;_01
|
||||
.by 2 ;Baby_Nuke______;_02
|
||||
.by 1 ;Nuke___________;_03
|
||||
.by 2 ;LeapFrog_______;_04
|
||||
.by 3 ;Funky_Bomb_____;_05
|
||||
.by 2 ;MIRV___________;_06
|
||||
.by 1 ;Death_s_Head___;_07
|
||||
.by 4 ;Napalm_________;_08
|
||||
.by 2 ;Hot_Napalm_____;_09
|
||||
.by 20 ;Tracer_________;_10
|
||||
.by 10 ;Smoke_Tracer___;_11
|
||||
.by 5 ;Baby_Roller____;_12
|
||||
.by 3 ;Roller_________;_13
|
||||
.by 2 ;Heavy_Roller___;_14
|
||||
.by 5 ;Riot_Charge____;_15
|
||||
.by 2 ;Riot_Blast_____;_16
|
||||
.by 5 ;Riot_Bomb______;_17
|
||||
.by 2 ;Heavy_Riot_Bomb;_18
|
||||
.by 10 ;Baby_Digger____;_19
|
||||
.by 5 ;Digger_________;_20
|
||||
.by 2 ;Heavy_Digger___;_21
|
||||
.by 10 ;Baby_Sandhog___;_22
|
||||
.by 5 ;Sandhog________;_23
|
||||
.by 2 ;Heavy_Sandhog__;_24
|
||||
.by 5 ;Dirt_Clod______;_25
|
||||
.by 3 ;Dirt_Ball______;_26
|
||||
.by 1 ;Ton_of_Dirt____;_27
|
||||
.by 4 ;Liquid_Dirt____;_28
|
||||
.by 2 ;Dirt_Charge____;_29
|
||||
.by 1 ;Buy_me_________;_30
|
||||
.by 5 ;Laser__________;_31
|
||||
.by 1 ;White_Flag_____;_32
|
||||
.by 3 ;Battery________;_33
|
||||
.by 2 ;Floating_Tank__;_34
|
||||
.by 3 ;Parachute______;_35
|
||||
.by 2 ;StrongParachute;_36
|
||||
.by 2 ;Mag_Deflector__;_37
|
||||
.by 3 ;Shield_________;_38
|
||||
.by 2 ;Heavy_Shield___;_39
|
||||
.by 3 ;Force_Shield___;_40
|
||||
.by 1 ;Auto_Defense___;_41
|
||||
.by 2 ;Long_Barrel____;_42
|
||||
.by 1 ;Nuclear_Winter_;_43
|
||||
|
||||
PurchaseMeTable ;weapons good to be purchased by the robot
|
||||
;the comment is an index in the tables
|
||||
@@ -448,53 +385,81 @@ PurchaseMeTable ;weapons good to be purchased by the robot
|
||||
; "Digger ","Heavy Digger ","Baby Sandhog ","Sandhog "
|
||||
.by %00000000
|
||||
; "Heavy Sandhog ","Dirt Clod ","Dirt Ball ","Ton of Dirt "
|
||||
; "Liquid Dirt ","Dirt Charge ","Buy me! ","Plasma Blast "
|
||||
; "Liquid Dirt ","Dirt Charge ","Buy me! ","Laser "
|
||||
.by %00000000
|
||||
; "Laser "
|
||||
.by %00000000
|
||||
.by 0 ; offset to defensives
|
||||
; "White Flag ","Battery ","Bal Guidance ","Horz Guidance "
|
||||
; "Hovercraft ","Lazy Boy ","Parachute ","Strong Parachute"
|
||||
.by %01000011
|
||||
; "Mag Deflector ","Shield ","Heavy Shield ","Force Shield "
|
||||
; "Super Mag ","Bouncy Castle ","Long Barrel ","Nuclear Winter "
|
||||
.by %11110100
|
||||
|
||||
; "White Flag ","Battery ","Hovercraft ","Parachute "
|
||||
; "Strong Parachute","Mag Deflector ","Shield ","Heavy Shield "
|
||||
.by %01011111
|
||||
; "Force Shield ","Bouncy Castle ","Long Barrel ","Nuclear Winter "
|
||||
.by %11000000
|
||||
|
||||
PurchaseMeTable2 ;weapons good to be purchased by the robot (Cyborg)
|
||||
;the comment is an index in the tables
|
||||
; "Baby Missile ","Missile ","Baby Nuke ","Nuke "
|
||||
; "LeapFrog ","Funky Bomb ","MIRV ","Death's Head "
|
||||
.by %00110001
|
||||
; "Napalm ","Hot Napalm ","Tracer ","Smoke Tracer "
|
||||
; "Baby Roller ","Roller ","Heavy Roller ","Riot Charge "
|
||||
.by %01000000
|
||||
; "Riot Blast ","Riot Bomb ","Heavy Riot Bomb ","Baby Digger "
|
||||
; "Digger ","Heavy Digger ","Baby Sandhog ","Sandhog "
|
||||
.by %00000000
|
||||
; "Heavy Sandhog ","Dirt Clod ","Dirt Ball ","Ton of Dirt "
|
||||
; "Liquid Dirt ","Dirt Charge ","Buy me! ","Plasma Blast "
|
||||
.by %00000000
|
||||
; "Laser "
|
||||
.by %00000000
|
||||
.by 0 ; offset to defensives
|
||||
; "White Flag ","Battery ","Bal Guidance ","Horz Guidance "
|
||||
; "Hovercraft ","Lazy Boy ","Parachute ","Strong Parachute"
|
||||
.by %01000001
|
||||
; "Mag Deflector ","Shield ","Heavy Shield ","Force Shield "
|
||||
; "Super Mag ","Bouncy Castle ","Long Barrel ","Nuclear Winter "
|
||||
.by %10110100
|
||||
; "Baby Missile ","Missile ","Baby Nuke ","Nuke "
|
||||
; "LeapFrog ","Funky Bomb ","MIRV ","Death's Head "
|
||||
.by %01110000
|
||||
; "Napalm ","Hot Napalm ","Tracer ","Smoke Tracer "
|
||||
; "Baby Roller ","Roller ","Heavy Roller ","Riot Charge "
|
||||
.by %01000000
|
||||
; "Riot Blast ","Riot Bomb ","Heavy Riot Bomb ","Baby Digger "
|
||||
; "Digger ","Heavy Digger ","Baby Sandhog ","Sandhog "
|
||||
.by %00000000
|
||||
; "Heavy Sandhog ","Dirt Clod ","Dirt Ball ","Ton of Dirt "
|
||||
; "Liquid Dirt ","Dirt Charge ","Buy me! ","Laser "
|
||||
.by %00000000
|
||||
; "White Flag ","Battery ","Hovercraft ","Parachute "
|
||||
; "Strong Parachute","Mag Deflector ","Shield ","Heavy Shield "
|
||||
.by %01001101
|
||||
; "Force Shield ","Bouncy Castle ","Long Barrel ","Nuclear Winter "
|
||||
.by %11000000
|
||||
|
||||
;-------------------------------------------------
|
||||
; Screen codes of icons (chars) representing a given weapon
|
||||
WeaponSymbols
|
||||
.by $40,$41,$42,$43,$44,$45,$46,$47
|
||||
.by $48,$49,$4a,$4b,$4c,$4d,$4e,$4f
|
||||
.by $50,$51,$52,$53,$54,$55,$56,$57
|
||||
.by $58,$59,$5a,$5b,$60,$7b,$1f,$7d
|
||||
.by $20,$00,$00,$00,$00,$00,$00,$00
|
||||
.by $00,$00,$00,$00,$00,$00,$00,$00
|
||||
.by $5f,$1c,$03,$06,$06,$0a,$1b,$1b ; defensives
|
||||
.by $1e,$3b,$3d,$3c,$3e,$3f,$1d,$7d
|
||||
.by $40 ;ind_Baby_Missile___ ;_00
|
||||
.by $41 ;ind_Missile________ ;_01
|
||||
.by $42 ;ind_Baby_Nuke______ ;_02
|
||||
.by $43 ;ind_Nuke___________ ;_03
|
||||
.by $44 ;ind_LeapFrog_______ ;_04
|
||||
.by $45 ;ind_Funky_Bomb_____ ;_05
|
||||
.by $46 ;ind_MIRV___________ ;_06
|
||||
.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)
|
||||
NamesOfWeapons ;the comment is an index in the tables
|
||||
@@ -529,63 +494,53 @@ NamesOfWeapons ;the comment is an index in the tables
|
||||
dta d"Liquid Dirt " ; 28
|
||||
dta d"Dirt Charge " ; 29
|
||||
dta d"Buy me! " ; 30
|
||||
dta d"Plasma Blast " ; 31
|
||||
dta d"Laser " ; 32
|
||||
dta d"----------------" ; 33
|
||||
dta d"----------------" ; 34
|
||||
dta d"----------------" ; 35
|
||||
dta d"----------------" ; 36
|
||||
dta d"----------------" ; 37
|
||||
dta d"----------------" ; 38
|
||||
dta d"----------------" ; 39
|
||||
dta d"----------------" ; 40
|
||||
dta d"----------------" ; 41
|
||||
dta d"----------------" ; 42
|
||||
dta d"----------------" ; 43
|
||||
dta d"----------------" ; 44
|
||||
dta d"----------------" ; 45
|
||||
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"Hovercraft " ; 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
|
||||
dta d"Laser " ; 31
|
||||
;------defensives
|
||||
dta d"White Flag " ; 32
|
||||
dta d"Battery " ; 33
|
||||
dta d"Hovercraft " ; 34
|
||||
dta d"Parachute " ; 35 - no energy
|
||||
dta d"Strong Parachute" ; 36 - with energy (earlier Battery)
|
||||
dta d"Mag Deflector " ; 37 - with shield and energy
|
||||
dta d"Shield " ; 38 - shield for one shot - no energy
|
||||
dta d"Heavy Shield " ; 39 - shield with energy
|
||||
dta d"Force Shield " ; 40 - shield with energy and parachute
|
||||
dta d"Bouncy Castle " ; 41 - with shield and energy
|
||||
dta d"Long Schlong " ; 42
|
||||
dta d"Nuclear Winter " ; 43
|
||||
DefensiveEnergy = *-(last_offensive_____ - first_offensive____ +1) ; to fake the table for ALL weapons
|
||||
.by 00 ; White Flag
|
||||
.by 00 ; Heat Guidance
|
||||
.by 00 ; Bal Guidance
|
||||
.by 00 ; Horz Guidance
|
||||
.by 98 ; Let's go!
|
||||
.by 00 ; Lazy Boy
|
||||
.by 00 ; Parachute
|
||||
.by 99 ; Strong Parachute
|
||||
.by 99 ; Mag Deflector
|
||||
.by 00 ; Shield
|
||||
.by 99 ; Heavy Shield
|
||||
.by 99 ; Force Shield
|
||||
.by 00 ; Super Mag
|
||||
.by 99 ; Bouncy Castle
|
||||
.by 00 ; Long Barrel
|
||||
.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
|
||||
weaponsOfDeathEnd
|
||||
joyToKeyTable
|
||||
; .by 00, 01, 02, 03, 04, 05, 06, 07, 08, 09, 10, 11, 12, 13, 14, 15
|
||||
.by $ff,$ff,$ff,$ff,$ff,$ff,$ff,$07,$ff,$ff,$ff,$06,$ff,$0f,$0e,$ff
|
||||
.by $ff ;00
|
||||
.by $ff ;01
|
||||
.by $ff ;02
|
||||
.by $ff ;03
|
||||
.by $ff ;04
|
||||
.by $ff ;05
|
||||
.by $ff ;06
|
||||
.by @kbcode._right ;07
|
||||
.by $ff ;08
|
||||
.by $ff ;09
|
||||
.by $ff ;0a
|
||||
.by @kbcode._left ;0b
|
||||
.by $ff ;0c
|
||||
.by @kbcode._down ;0d
|
||||
.by @kbcode._up ;0e
|
||||
.by $ff ;0f
|
||||
|
||||
;-----------------------------------
|
||||
keycodes ;tables for converting KeyCode to Screen Code (38 -1 characters)
|
||||
@@ -605,12 +560,11 @@ scrcodes
|
||||
gameOverSpritesTop
|
||||
; end of the Gover sprites by number of players
|
||||
; 1 2 3 4 5 6
|
||||
.by 130,130,136,142,148,154
|
||||
.by 130+7,130+7,136+7,142+7,148+7,154+7
|
||||
;-------decimal constans
|
||||
zero
|
||||
digits dta d"0123456789"
|
||||
nineplus dta d"9"+1
|
||||
space dta d" "
|
||||
|
||||
;------credits
|
||||
CreditsStart
|
||||
dta d" "*
|
||||
@@ -619,8 +573,6 @@ CreditsStart
|
||||
dta d"Warsaw, Miam",d"i"*
|
||||
dta d"2000-202",d"2"*
|
||||
dta d" "*
|
||||
dta d"B",d"y"*
|
||||
dta d" "*
|
||||
dta d"Programmin",d"g"*
|
||||
dta d"Tomasz 'Pecus' Peck",d"o"*
|
||||
dta d"Pawel 'pirx' Kalinowsk",d"i"*
|
||||
@@ -628,15 +580,19 @@ CreditsStart
|
||||
dta d"SFX, Music and Suppor",d"t"*
|
||||
dta d"Michal 'Miker' Szpilowsk",d"i"*
|
||||
dta d" "*
|
||||
dta d"Additional Musi",d"c"*
|
||||
dta d"Mario 'Emkay' Kri",d"x"*
|
||||
dta d" "*
|
||||
.IF target != 5200
|
||||
dta d"Additional Musi",d"c"*
|
||||
dta d"Mario 'Emkay' Kri",d"x"*
|
||||
dta d" "*
|
||||
.ENDIF
|
||||
dta d"Code Optimizatio",d"n"*
|
||||
dta d"Piotr '0xF' Fusi",d"k"*
|
||||
dta d" "*
|
||||
dta d"Ar",d"t"*
|
||||
dta d"Adam Wachowsk",d"i"*
|
||||
dta d"Krzysztof 'Kaz' Ziembi",d"k"*
|
||||
.IF target != 5200
|
||||
dta d"Krzysztof 'Kaz' Ziembi",d"k"*
|
||||
.ENDIF
|
||||
dta d" "*
|
||||
dta d"Ideas and Q",d"A"*
|
||||
dta d"Bocianu, Probabilitydragon, EnderDude",d","*
|
||||
@@ -645,10 +601,17 @@ CreditsStart
|
||||
dta d"Shaggy the Atarian, RetroBorsuk, ZP",d"H"*
|
||||
dta d" "*
|
||||
dta d"Additional testin",d"g"*
|
||||
dta d"Arek Peck",d"o"*
|
||||
dta d" "*
|
||||
dta d"Stay tuned for the FujiNet version",d"!"*
|
||||
dta d"Arek and Alex Peck",d"o"*
|
||||
.IF target != 5200
|
||||
dta d" "*
|
||||
dta d"Stay tuned for the FujiNet version",d"!"*
|
||||
.ENDIF
|
||||
dta d" "*
|
||||
CreditsEnd
|
||||
CreditsLines=44
|
||||
.IF target = 5200
|
||||
CreditsLines=36
|
||||
.ELSE
|
||||
CreditsLines=42 ; 34 in reality. add 7?
|
||||
.ENDIF
|
||||
|
||||
.endif
|
||||
|
||||
+70
-107
@@ -4,28 +4,26 @@ screenheight = 200
|
||||
screenBytes = 40
|
||||
screenwidth = screenBytes*8 ; Max screenwidth = 512!!!
|
||||
|
||||
TankWidth = 8
|
||||
;----------------------------------------------
|
||||
; Player/missile memory
|
||||
PMGraph = $0800 ; real PM start = $0b00
|
||||
|
||||
|
||||
PMGraph = $1800 ; real PM start = PMGraph + $0300
|
||||
; Generated tables
|
||||
linetableL = $0b00 - (screenHeight+1)*2
|
||||
linetableH = $0b00 - (screenHeight+1)
|
||||
|
||||
display = $1010 ;screen takes $2K due to clearing routine
|
||||
display = $2010 ;screen takes $1f68 because it has screenHeight+1 lines because of out of screen tracer(?)
|
||||
;----------------------------------------------
|
||||
|
||||
margin = 40 ;mountain drawing Y variable margin
|
||||
MaxPlayers = 6
|
||||
maxOptions = 8 ;number of all options
|
||||
maxOptions = 9 ;number of all options
|
||||
PMOffsetX = $2C ; P/M to graphics offset
|
||||
PMOffsetY = $23 ; P/M to graphics offset
|
||||
PMOffsetY = $2A ; P/M to graphics offset
|
||||
napalmRadius = 10
|
||||
StandardBarrel = 6 ; standard tank barrel length
|
||||
LongBarrel = 20 ; long barrel length
|
||||
|
||||
TextBackgroundColor = $02 ; REAL constans - use: LDA #TextBackgroundColor
|
||||
TextForegroundColor = $0A
|
||||
space = 0 ; space in screencodes
|
||||
|
||||
;character codes for symbols (tank, parachute, etc. )
|
||||
char_parachute_______ = $02
|
||||
@@ -35,78 +33,58 @@ char_clear_flame_____ = $1c
|
||||
char_digger__________ = $04
|
||||
char_sandhog_________ = $0c
|
||||
char_sandhog_offset = char_sandhog_________ - char_digger__________
|
||||
|
||||
char_tank1___________ = $20
|
||||
char_tank2___________ = $24
|
||||
char_tank3___________ = $28
|
||||
|
||||
;Weapon prices (*10 on screen)
|
||||
price_Baby_Missile___ = 0 ;_0
|
||||
price_Missile________ = 96 ;_1
|
||||
price_Baby_Nuke______ = 111 ;_2
|
||||
price_Nuke___________ = 144 ;_3
|
||||
price_LeapFrog_______ = 192 ;_4
|
||||
price_Funky_Bomb_____ = 293 ;_5
|
||||
price_MIRV___________ = 456 ;_6
|
||||
price_Death_s_Head___ = 337 ;_7
|
||||
price_Napalm_________ = 125 ;_8
|
||||
price_Hot_Napalm_____ = 162 ;_9
|
||||
price_Tracer_________ = 102 ;_10
|
||||
price_Smoke_Tracer___ = 291 ;_11
|
||||
price_Baby_Roller____ = 211 ;_12
|
||||
price_Roller_________ = 244 ;_13
|
||||
price_Heavy_Roller___ = 326 ;_14
|
||||
price_Riot_Charge____ = 230 ;_15
|
||||
price_Riot_Blast_____ = 241 ;_16
|
||||
price_Riot_Bomb______ = 259 ;_17
|
||||
price_Heavy_Riot_Bomb = 272 ;_18
|
||||
price_Baby_Digger____ = 136 ;_19
|
||||
price_Digger_________ = 176 ;_20
|
||||
price_Heavy_Digger___ = 207 ;_21
|
||||
price_Baby_Sandhog___ = 158 ;_22
|
||||
price_Sandhog________ = 191 ;_23
|
||||
price_Heavy_Sandhog__ = 223 ;_24
|
||||
price_Dirt_Clod______ = 104 ;_25
|
||||
price_Dirt_Ball______ = 130 ;_26
|
||||
price_Ton_of_Dirt____ = 171 ;_27
|
||||
price_Liquid_Dirt____ = 330 ;_28
|
||||
price_Dirt_Charge____ = 343 ;_29
|
||||
price_Buy_me_________ = 170 ;430 ;_30
|
||||
price_Plasma_Blast___ = $ffff ;274 ;_31
|
||||
price_Laser__________ = 277 ;_32
|
||||
price______________33 = 0
|
||||
price______________34 = 0
|
||||
price______________35 = 0
|
||||
price______________36 = 0
|
||||
price______________37 = 0
|
||||
price______________38 = 0
|
||||
price______________39 = 0
|
||||
price______________40 = 0
|
||||
price______________41 = 0
|
||||
price______________42 = 0
|
||||
price______________43 = 0
|
||||
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_Floating_Tank__ = 352 ;_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
|
||||
price_Baby_Missile___ = 0 ;_00
|
||||
price_Missile________ = 96 ;_01
|
||||
price_Baby_Nuke______ = 111 ;_02
|
||||
price_Nuke___________ = 144 ;_03
|
||||
price_LeapFrog_______ = 192 ;_04
|
||||
price_Funky_Bomb_____ = 293 ;_05
|
||||
price_MIRV___________ = 456 ;_06
|
||||
price_Death_s_Head___ = 337 ;_07
|
||||
price_Napalm_________ = 125 ;_08
|
||||
price_Hot_Napalm_____ = 162 ;_09
|
||||
price_Tracer_________ = 102 ;_10
|
||||
price_Smoke_Tracer___ = 291 ;_11
|
||||
price_Baby_Roller____ = 211 ;_12
|
||||
price_Roller_________ = 244 ;_13
|
||||
price_Heavy_Roller___ = 326 ;_14
|
||||
price_Riot_Charge____ = 230 ;_15
|
||||
price_Riot_Blast_____ = 241 ;_16
|
||||
price_Riot_Bomb______ = 259 ;_17
|
||||
price_Heavy_Riot_Bomb = 272 ;_18
|
||||
price_Baby_Digger____ = 136 ;_19
|
||||
price_Digger_________ = 176 ;_20
|
||||
price_Heavy_Digger___ = 207 ;_21
|
||||
price_Baby_Sandhog___ = 158 ;_22
|
||||
price_Sandhog________ = 191 ;_23
|
||||
price_Heavy_Sandhog__ = 223 ;_24
|
||||
price_Dirt_Clod______ = 104 ;_25
|
||||
price_Dirt_Ball______ = 130 ;_26
|
||||
price_Ton_of_Dirt____ = 171 ;_27
|
||||
price_Liquid_Dirt____ = 330 ;_28
|
||||
price_Dirt_Charge____ = 343 ;_29
|
||||
price_Buy_me_________ = 170 ;_30
|
||||
price_Laser__________ = 277 ;_31
|
||||
price_White_Flag_____ = $0 ;_32
|
||||
price_Battery________ = 300 ;_33
|
||||
price_Hovercraft_____ = 352 ;_34
|
||||
price_Parachute______ = 234 ;_35
|
||||
price_StrongParachute = 1000 ;_36
|
||||
price_Mag_Deflector__ = 745 ;_37
|
||||
price_Shield_________ = 224 ;_38
|
||||
price_Heavy_Shield___ = 628 ;_39
|
||||
price_Force_Shield___ = 1100 ;_40
|
||||
price_Bouncy_Castle__ = 512 ;_41
|
||||
price_Long_Barrel____ = 2100 ;_42
|
||||
price_Nuclear_Winter_ = 1000 ;_43
|
||||
;Weapon indexes (numbers)
|
||||
ind_Baby_Missile___ = 0
|
||||
first_offensive____ = ind_Baby_Missile___
|
||||
ind_Missile________ = 1
|
||||
ind_Baby_Nuke______ = 2
|
||||
ind_Nuke___________ = 3
|
||||
@@ -137,39 +115,24 @@ ind_Ton_of_Dirt____ = 27
|
||||
ind_Liquid_Dirt____ = 28
|
||||
ind_Dirt_Charge____ = 29
|
||||
ind_Buy_me_________ = 30
|
||||
ind_Plasma_Blast___ = 31
|
||||
ind_Laser__________ = 32
|
||||
ind______________33 = 0
|
||||
ind______________34 = 0
|
||||
ind______________35 = 0
|
||||
ind______________36 = 0
|
||||
ind______________37 = 0
|
||||
ind______________38 = 0
|
||||
ind______________39 = 0
|
||||
ind______________40 = 0
|
||||
ind______________41 = 0
|
||||
ind______________42 = 0
|
||||
ind______________43 = 0
|
||||
ind______________44 = 0
|
||||
ind______________45 = 0
|
||||
ind______________46 = 0
|
||||
ind______________47 = 0
|
||||
ind_White_Flag_____ = 48
|
||||
ind_Battery________ = 49
|
||||
ind_Bal_Guidance___ = 50
|
||||
ind_Horz_Guidance__ = 51
|
||||
ind_Floating_Tank__ = 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
|
||||
ind_Laser__________ = 31
|
||||
last_offensive_____ = ind_Laser__________
|
||||
ind_White_Flag_____ = 32
|
||||
first_defensive____ = ind_White_Flag_____
|
||||
ind_Battery________ = 33
|
||||
ind_Hovercraft_____ = 34
|
||||
ind_Parachute______ = 35
|
||||
ind_StrongParachute = 36
|
||||
ind_Mag_Deflector__ = 37
|
||||
ind_Shield_________ = 38
|
||||
ind_Heavy_Shield___ = 39
|
||||
ind_Force_Shield___ = 40
|
||||
ind_Bouncy_Castle__ = 41
|
||||
ind_Long_Barrel____ = 42
|
||||
ind_Nuclear_Winter_ = 43
|
||||
last_defensive_____ = ind_Nuclear_Winter_
|
||||
number_of_offensives = last_offensive_____ - first_offensive____+1
|
||||
number_of_defensives = (last_defensive_____ - first_defensive____+1)
|
||||
;--------------------------------
|
||||
; names of RMT instruments (sfx)
|
||||
;--------------------------------
|
||||
|
||||
@@ -0,0 +1,45 @@
|
||||
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
|
||||
|
||||
.IF *>0 ;this is a trick that prevents compiling this file alone
|
||||
;-----------------------------------------------
|
||||
; start of "variables" (RAM)
|
||||
;-----------------------------------------------
|
||||
OptionsHere
|
||||
; 0123456789012345678901234567890123456789
|
||||
dta d"Players : 2 3 4 5 6 "
|
||||
dta d"Cash : none 2K 8K 12K 20K "
|
||||
dta d"Gravity : 0.2G 0.5G 1G 2G 4G "
|
||||
dta d"Wind : 1B 3B 5B 7B 9B "
|
||||
dta d"Rounds : 10 20 30 40 50 "
|
||||
dta d"Missiles : slug slow norm fast hare "
|
||||
dta d"Seppuku : nevr rare norm oftn alws "
|
||||
dta d"Mountains: NL BE CZ CH NP "
|
||||
dta d"Walls : none wrap bump boxy rand "
|
||||
;; 01234567890123456789012345678901
|
||||
; dta d"Players: 2 3 4 5 6 "
|
||||
; dta d"Cash :none 2K 8K 12K 20K"
|
||||
; dta d"Gravity:0.2G 0.5G 1G 2G 4G "
|
||||
; dta d"Wind : 1B 3B 5B 7B 9B "
|
||||
; dta d"Rounds : 10 20 30 40 50 "
|
||||
; dta d"Missile:slug slow norm fast hare"
|
||||
; dta d"Seppuku:nevr rare norm oftn alws"
|
||||
; dta d"Hills : NL BE CZ CH NP "
|
||||
; dta d"Walls :none wrap bump boxy rand"
|
||||
OptionsScreenEnd
|
||||
|
||||
;-----------------------------------------------
|
||||
NameScreen2
|
||||
dta d" Tank 01 Name:"
|
||||
NameAdr
|
||||
dta d" "
|
||||
NameScreen4
|
||||
dta d" "
|
||||
NamesOfLevels
|
||||
dta d" HUMAN Moron Shooter "
|
||||
dta d" Poolshark Tosser Chooser "
|
||||
dta d" Spoiler Cyborg Unknown "
|
||||
;------------------------
|
||||
; end of "variables" (RAM)
|
||||
;------------------------
|
||||
|
||||
.endif
|
||||
@@ -0,0 +1,45 @@
|
||||
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
|
||||
|
||||
.IF *>0 ;this is a trick that prevents compiling this file alone
|
||||
;---------------------------------------------------
|
||||
purchaseTextBuffer
|
||||
dta d"Player: Cash: 0" ; ZERO TO MAKE YOU RICHER ON THE SCREEN
|
||||
|
||||
; DLs fragments (modified by game code)
|
||||
; all Purchase DL :)
|
||||
PurchaseDL
|
||||
.byte $70
|
||||
.byte $47
|
||||
DLPurTitleAddr
|
||||
.word PurchaseTitle
|
||||
.byte $50
|
||||
.byte $42+$80
|
||||
.word purchaseTextBuffer
|
||||
.byte $60,$42
|
||||
MoreUpdl
|
||||
.word EmptyLine
|
||||
.byte 0,$42
|
||||
WeaponsListDL
|
||||
.word ListOfWeapons
|
||||
:15 .byte 0,2
|
||||
.byte 0, $42
|
||||
MoreDownDL
|
||||
.word EmptyLine
|
||||
.byte $40,$42
|
||||
.word WeaponsDescription
|
||||
.byte $0,$42
|
||||
PurActDescAddr
|
||||
.word PurchaseDescription
|
||||
.byte $41
|
||||
.word PurchaseDL
|
||||
;------------------------
|
||||
DLCreditsFragm
|
||||
.byte $60+$80
|
||||
.byte $42+$20 ; VSCRL
|
||||
DLCreditsAddr
|
||||
.word Credits
|
||||
:6 .byte $02+$20
|
||||
.byte $02
|
||||
.byte $41
|
||||
.word GameOverDL
|
||||
.endif
|
||||
+108
-132
@@ -1,97 +1,7 @@
|
||||
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
|
||||
|
||||
.IF *>0 ;this is a trick that prevents compiling this file alone
|
||||
; -------------------------------------------------
|
||||
; .ALIGN $1000 ; WARNING!!!! 4KiB barrier crossing here, might need reassignment!!!
|
||||
;-----------------------------------------------
|
||||
;------------------------
|
||||
; 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 "
|
||||
OptionsScreenEnd
|
||||
;-----------------------------------------------
|
||||
ListOfWeapons
|
||||
; 0123456789012345678901234567890123456789
|
||||
:36 dta d" "
|
||||
ListOfWeapons1End
|
||||
ListOfDefensiveWeapons
|
||||
: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
|
||||
.byte $70
|
||||
.byte $47
|
||||
DLPurTitleAddr
|
||||
.word PurchaseTitle
|
||||
.byte $50
|
||||
.byte $42+$80
|
||||
.word textbuffer2
|
||||
.byte $60,$42
|
||||
MoreUpdl
|
||||
.word EmptyLine
|
||||
.byte 0,$42
|
||||
WeaponsListDL
|
||||
.word ListOfWeapons
|
||||
:15 .byte 0,2
|
||||
.byte 0, $42
|
||||
MoreDownDL
|
||||
.word EmptyLine
|
||||
.byte $40,$42
|
||||
.word WeaponsDescription
|
||||
.byte $0,$42
|
||||
PurActDescAddr
|
||||
.word PurchaseDescription
|
||||
.byte $41
|
||||
.word PurchaseDL
|
||||
;------------------------
|
||||
DLCreditsFragm
|
||||
.byte $60+$80
|
||||
.byte $42+$20 ; VSCRL
|
||||
DLCreditsAddr
|
||||
.word Credits
|
||||
:6 .byte $02+$20
|
||||
.byte $02
|
||||
.byte $41
|
||||
.word GameOverDL
|
||||
;------------------------
|
||||
; end of "variables" (RAM)
|
||||
; ---------------
|
||||
; start of "constants" (ROM)
|
||||
;-----------------------------------------------
|
||||
;Screen displays go first to avoid crossing 4kb barrier
|
||||
@@ -99,38 +9,91 @@ DLCreditsAddr
|
||||
OptionsScreen
|
||||
dta d"Welcome to Scorch v. "
|
||||
build ; 4 bytes from scorch.asm (fancy method) :)
|
||||
dta d" (un)2000-2022"
|
||||
dta d" (un)2000-2022"
|
||||
|
||||
.IF TARGET = 800
|
||||
dta d" Please select option with cursor keys "
|
||||
dta d" and press (Return) to proceed "
|
||||
.ELIF TARGET = 5200
|
||||
dta d" Please select option with joystick one "
|
||||
dta d" and press FIRE to proceed "
|
||||
.ENDIF
|
||||
; 0123456789012345678901234567890123456789
|
||||
;-----------------------------------------------
|
||||
NameScreen
|
||||
.IF TARGET = 800
|
||||
dta d" Enter names of players "
|
||||
.ELIF TARGET = 5200
|
||||
dta d"Hold "
|
||||
dta d "FIRE"*
|
||||
dta d " to enter player names "
|
||||
.ENDIF
|
||||
NameScreen3
|
||||
dta d" Human/Atari (difficulty level) "
|
||||
NameScreen5
|
||||
.IF TARGET = 800
|
||||
dta d" "
|
||||
dta d"TAB"*
|
||||
dta d" - Player/Difficulty level "
|
||||
dta d" "
|
||||
dta d"Return"*
|
||||
dta d" - Proceed "
|
||||
.ELIF TARGET = 5200
|
||||
dta d" "
|
||||
dta d"Joy"*
|
||||
dta d" - Player/Difficulty level "
|
||||
dta d" "
|
||||
dta d"FIRE"*
|
||||
dta d" - Proceed "
|
||||
.ENDIF
|
||||
;-----------------------------------------------
|
||||
MoreUp
|
||||
dta d" "
|
||||
dta d" "
|
||||
dta 92,92,92
|
||||
dta d" more "
|
||||
dta 92,92,92
|
||||
dta d" "
|
||||
.ALIGN $1000 ; WARNING!!!! 4KiB barrier crossing here, might need reassignment!!!
|
||||
dta d" "
|
||||
MoreDown
|
||||
dta d" "
|
||||
dta d" "
|
||||
dta 93,93,93
|
||||
dta d" more "
|
||||
dta 93,93,93
|
||||
dta d" "
|
||||
dta d" "
|
||||
WeaponsDescription
|
||||
; 0123456789012345678901234567890123456789
|
||||
.IF TARGET = 800
|
||||
dta d"Tab"*
|
||||
dta d ": Defensive/Offensive weapon "
|
||||
.ELIF TARGET = 5200
|
||||
dta d"Left"*
|
||||
dta d ": Defensive/Offensive weapon"
|
||||
.ENDIF
|
||||
PurchaseDescription
|
||||
; 0123456789012345678901234567890123456789
|
||||
.IF TARGET = 800
|
||||
dta d"Space"*
|
||||
dta d": Purchase "
|
||||
dta d"Return"*
|
||||
dta d": Finish "
|
||||
.ELIF TARGET = 5200
|
||||
dta d"Right"*
|
||||
dta d": Purchase "
|
||||
dta d"FIRE"*
|
||||
dta d": Finish "
|
||||
.ENDIF
|
||||
ActivateDescription
|
||||
; 0123456789012345678901234567890123456789
|
||||
.IF TARGET = 800
|
||||
dta d"Space"*
|
||||
dta d": Activate "
|
||||
dta d"Return"*
|
||||
dta d": Finish "
|
||||
.ELIF TARGET = 5200
|
||||
dta d"Right"*
|
||||
dta d": Activate "
|
||||
dta d"FIRE"*
|
||||
dta d": Finish "
|
||||
.ENDIF
|
||||
EmptyLine
|
||||
dta d" "
|
||||
;---------------------------------------------------
|
||||
@@ -149,45 +112,11 @@ GameOverTitle2
|
||||
;-----------------------------------------------------
|
||||
;-------------display-lists---------------------------
|
||||
;-----------------------------------------------------
|
||||
OptionsDL
|
||||
.byte $70
|
||||
.byte $47
|
||||
.word OptionsTitle
|
||||
.byte $70,$70
|
||||
.byte $42
|
||||
.word OptionsScreen
|
||||
.byte $30,$02,$02,$70
|
||||
.byte $42
|
||||
.word OptionsHere
|
||||
.byte $10
|
||||
:maxOptions-1 .by $02,$10
|
||||
:(9-maxOptions) .by $70,$10
|
||||
.byte $80
|
||||
.byte $4f
|
||||
.word (display+140*40)
|
||||
:21 .by $0f ;76
|
||||
.byte $41
|
||||
.word OptionsDL
|
||||
;------------------------
|
||||
;Enter names of tanks DL
|
||||
NameDL
|
||||
.byte $70
|
||||
.byte $47
|
||||
.word DifficultyTitle
|
||||
.byte $70,$70
|
||||
.byte $42
|
||||
.word NameScreen
|
||||
.byte $30
|
||||
.byte $02,$30+$80,$02
|
||||
.byte $10,$02,$02,$02,$30,$02,$02
|
||||
.byte $41
|
||||
.word NameDL
|
||||
; -------------------------------------------------
|
||||
|
||||
dl ; MAIN game display list
|
||||
.byte 0
|
||||
.byte $70
|
||||
.byte $42
|
||||
.word textbuffer
|
||||
.word statusBuffer
|
||||
.byte $02, $02 +$80 ;DLI
|
||||
.byte $10 ; 2 blank lines
|
||||
|
||||
@@ -231,6 +160,52 @@ dl ; MAIN game display list
|
||||
.byte $41
|
||||
.word dl
|
||||
;-----------------------------------------------
|
||||
OptionsDL
|
||||
.byte $70
|
||||
.byte $47
|
||||
.word OptionsTitle
|
||||
.byte $70,$70
|
||||
.byte $42
|
||||
.word OptionsScreen
|
||||
.byte $30,$02,$02,$70
|
||||
.byte $42
|
||||
.word OptionsHere
|
||||
.byte $10
|
||||
:maxOptions-1 .by $02,$10
|
||||
:(9-maxOptions) .by $70,$10
|
||||
.byte $80
|
||||
.byte $70 ; to match moved sprites
|
||||
.byte $4f
|
||||
.word (display+140*40)
|
||||
:21 .by $0f ;76
|
||||
.byte $41
|
||||
.word OptionsDL
|
||||
;------------------------
|
||||
;Enter names of tanks DL
|
||||
NameDL
|
||||
.byte $70
|
||||
.byte $47
|
||||
.word DifficultyTitle
|
||||
.byte $70,$70 ; 16 empty lines
|
||||
.byte $42
|
||||
.word NameScreen
|
||||
.byte $30 ; 4 empty lines
|
||||
.byte $42
|
||||
.word NameScreen2
|
||||
.byte $30+$80 ; 4 empty lines + DLI
|
||||
.byte $42
|
||||
.word NameScreen3
|
||||
.byte $10 ; 2 empty lines
|
||||
.byte $42
|
||||
.word NameScreen4
|
||||
.byte $02,$02
|
||||
.byte $30 ; 4 empty lines
|
||||
.byte $42
|
||||
.word NameScreen5
|
||||
.byte $02
|
||||
.byte $41
|
||||
.word NameDL
|
||||
; -------------------------------------------------
|
||||
GameOverResults = display+$0ff0 ; reuse after game
|
||||
Credits = GameOverResults +(6*40)
|
||||
CreditsLastLine = Credits + (CreditsLines*40)
|
||||
@@ -238,6 +213,7 @@ GameOverDL
|
||||
.byte $70,$40
|
||||
.byte $47 ; 16 gr8 lines
|
||||
.word GameOverTitle
|
||||
.byte $60 ; 7 lines down to match new sprite position
|
||||
.byte $4f ; 1 line
|
||||
.word display+(40*72)
|
||||
:28 .byte $0f ; 28 lines
|
||||
@@ -0,0 +1,11 @@
|
||||
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
|
||||
|
||||
.IF *>0 ;this is a trick that prevents compiling this file alone
|
||||
|
||||
statusBuffer
|
||||
; 0123456789012345678901234567890123456789
|
||||
dta d"Player: "
|
||||
dta d"Energy: Angle: Force: "
|
||||
dta d"Round: Wind: "
|
||||
|
||||
.ENDIF
|
||||
+101
-59
@@ -584,6 +584,11 @@ UnequalTanks
|
||||
.endp
|
||||
|
||||
;-------------------------------------------------
|
||||
.proc ClearTanks
|
||||
jsr PMoutofScreen
|
||||
mva #1 Erase ; erase tanks flag
|
||||
.endp
|
||||
;--
|
||||
.proc drawtanks
|
||||
;-------------------------------------------------
|
||||
lda TankNr
|
||||
@@ -601,6 +606,7 @@ DrawNextTank
|
||||
pla
|
||||
sta TankNr
|
||||
|
||||
mva #0 Erase ; no erase tanks flag
|
||||
rts
|
||||
.endp
|
||||
;---------
|
||||
@@ -645,7 +651,8 @@ DrawTankNrX
|
||||
jsr SetupXYdraw
|
||||
|
||||
jsr TypeChar
|
||||
|
||||
lda Erase
|
||||
jne noTankNoPM
|
||||
; now P/M graphics on the screen (only for 5 tanks)
|
||||
; horizontal position
|
||||
ldx TankNr
|
||||
@@ -729,7 +736,7 @@ ZeroesToGo6
|
||||
bne ClearPM6
|
||||
|
||||
NoPlayerMissile
|
||||
|
||||
noTankNoPM
|
||||
ldy #$01
|
||||
lda Erase
|
||||
beq @+
|
||||
@@ -791,7 +798,7 @@ DoNotDrawTankNr
|
||||
mva #18 fs ; temp, how many times flash the tank
|
||||
tankflash_loop
|
||||
lda CONSOL ; turbo mode
|
||||
cmp #6 ; START
|
||||
and #%00000001 ; START KEY
|
||||
sne:mva #1 fs ; finish it
|
||||
mva #1 Erase
|
||||
ldx TankNr
|
||||
@@ -1100,8 +1107,9 @@ ParachutePresent
|
||||
; check energy of parachute
|
||||
lda ShieldEnergy,x
|
||||
bne OneTimeParachute
|
||||
mva #0 Parachute
|
||||
mva #0 ActiveDefenceWeapon,x ; deactivate defence
|
||||
lda #$00
|
||||
sta Parachute
|
||||
sta ActiveDefenceWeapon,x ; deactivate defence
|
||||
OneTimeParachute
|
||||
lda Parachute
|
||||
ora #2 ; we set bit nr 1 (nr 0 means that parachute is present)
|
||||
@@ -1128,16 +1136,13 @@ FallingRight
|
||||
bit PreviousFall ; bit 6 - left
|
||||
bvs EndRightFall
|
||||
; we finish falling right 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
|
||||
adc #0
|
||||
sta temp+1
|
||||
cpw temp #screenwidth-2 ; 2 pixels correction due to a barrel wider than tank
|
||||
bcs EndRightFall
|
||||
NotLeftEdge
|
||||
cmp #>(screenwidth-TankWidth-2) ; 2 pixels correction due to a barrel wider than tank
|
||||
bne @+
|
||||
lda XtanksTableL,x
|
||||
cmp #<(screenwidth-TankWidth-2) ; 2 pixels correction due to a barrel wider than tank
|
||||
@ bcs EndRightFall
|
||||
NotRightEdge
|
||||
; tank is falling right - modify coorinates
|
||||
clc
|
||||
lda XtankstableL,x
|
||||
@@ -1158,6 +1163,7 @@ FallingLeft
|
||||
lda XtanksTableL,x
|
||||
cmp #3 ; 2 pixels correction due to a barrel wider than tank
|
||||
bcc EndLeftFall
|
||||
NotLeftEdge
|
||||
; tank is falling left - modify coorinates
|
||||
sec
|
||||
lda XtankstableL,x
|
||||
@@ -1205,7 +1211,7 @@ DoNotDrawParachute
|
||||
ForceFallLeft
|
||||
sta UnderTank1
|
||||
sty UnderTank2
|
||||
jne TankFallsX
|
||||
jmp TankFallsX
|
||||
EndOfFall
|
||||
mva #1 Erase
|
||||
; ldx TankNr
|
||||
@@ -1264,20 +1270,37 @@ drawmountainsloop
|
||||
beq NoMountain
|
||||
sta ydraw
|
||||
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
|
||||
inw modify
|
||||
inw xdraw
|
||||
cpw xdraw #screenwidth
|
||||
bne drawmountainsloop
|
||||
rts
|
||||
/*
|
||||
;--------------------------------------------------
|
||||
drawmountainspixel
|
||||
drawmountainspixel ; never used ?
|
||||
;--------------------------------------------------
|
||||
mwa #0 xdraw
|
||||
mwa #mountaintable modify
|
||||
|
||||
|
||||
drawmountainspixelloop
|
||||
ldy #0
|
||||
lda (modify),y
|
||||
@@ -1288,8 +1311,8 @@ drawmountainspixelloop
|
||||
inw xdraw
|
||||
cpw xdraw #screenwidth
|
||||
bne drawmountainspixelloop
|
||||
|
||||
rts
|
||||
*/
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc SoilDown2
|
||||
@@ -1318,8 +1341,8 @@ drawmountainspixelloop
|
||||
; how it works. I have just translated Polish comment
|
||||
; but I do not understand a word of it :)
|
||||
; If you know how it works, please write here :))))
|
||||
|
||||
jsr PMoutofscreen
|
||||
jsr ClearTanks
|
||||
NoClearTanks
|
||||
|
||||
; First we look for highest pixels and fill with their coordinates
|
||||
; both tables
|
||||
@@ -1417,6 +1440,7 @@ ColumnIsReady
|
||||
; now correct heights are in the mountaintable
|
||||
sta color ; Pozor! :) we know - now A=1
|
||||
mva #sfx_silencer sfx_effect
|
||||
jsr DrawTanks
|
||||
rts
|
||||
.endp
|
||||
|
||||
@@ -1566,14 +1590,24 @@ nextPointChecking
|
||||
lda (modify),y
|
||||
tax
|
||||
NotHigher
|
||||
inw modify
|
||||
cpw modify #(mountaintable+screenwidth)
|
||||
; inw modify
|
||||
; cpw modify #(mountaintable+screenwidth)
|
||||
; --
|
||||
; better code (with Y reg)
|
||||
iny
|
||||
bne @+
|
||||
inc modify+1
|
||||
@
|
||||
lda modify+1
|
||||
cmp #>(mountaintable+screenwidth)
|
||||
bne @+
|
||||
cpy #<screenwidth
|
||||
@
|
||||
bne nextPointChecking
|
||||
txa
|
||||
rts
|
||||
.endp
|
||||
|
||||
|
||||
; -----------------------------------------
|
||||
.proc unPlot
|
||||
; plots a point and saves the plotted byte, reverts the previous plot.
|
||||
@@ -1762,31 +1796,8 @@ ClearPlot
|
||||
eor #$ff
|
||||
and bittable,x
|
||||
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
|
||||
|
||||
; ------------------------------------------
|
||||
;--------------------------------------------------
|
||||
.proc TypeChar
|
||||
; puts char on the graphics screen
|
||||
; in: CharCode
|
||||
@@ -1899,20 +1910,18 @@ EndPutChar
|
||||
; puts 4x4 pixels char on the graphics screen
|
||||
; in: dx, dy (LOWER left corner of the char)
|
||||
; in: CharCode4x4 (.sbyte)
|
||||
; in: plot4x4color (0/1)
|
||||
; in: plot4x4color (0/255)
|
||||
; all pixels are being drawn
|
||||
; (empty and not empty)
|
||||
;--------------------------------------------------
|
||||
; cpw ydraw #(screenheight-4)
|
||||
; jcs TypeChar.EndPutChar ;nearest RTS
|
||||
; cpw xdraw #(screenwidth-4)
|
||||
; jcs TypeChar.EndPutChar ;nearest RTS
|
||||
; rts
|
||||
cpw dy #(screenheight-1)
|
||||
jcs TypeChar.EndPutChar ;nearest RTS
|
||||
cpw dy #(4)
|
||||
jcc TypeChar.EndPutChar ;nearest RTS
|
||||
cpw dx #(screenwidth-4)
|
||||
jcs TypeChar.EndPutChar ;nearest RTS
|
||||
; checks ommited.
|
||||
lda plot4x4color
|
||||
beq FontColor0
|
||||
lda #$ff ; better option to check (plot4x4color = $00 or $ff)
|
||||
sta plot4x4color
|
||||
FontColor0
|
||||
; char to the table
|
||||
lda CharCode4x4
|
||||
and #%00000001
|
||||
@@ -2021,6 +2030,7 @@ EndPut4x4
|
||||
; and #$fc
|
||||
; ora #$02 ; 2=normal, 3 = wide screen width
|
||||
sta dmactls
|
||||
mva WallsType COLBAKS ; set color of background
|
||||
jsr WaitOneFrame
|
||||
rts
|
||||
.endp
|
||||
@@ -2171,5 +2181,37 @@ ybarrel
|
||||
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc PMoutofScreen
|
||||
;--------------------------------------------------
|
||||
lda #$00 ; let all P/M disappear
|
||||
:8 sta hposp0+#
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc ColorsOfSprites
|
||||
lda TankColoursTable ; colours of sprites under tanks
|
||||
sta PCOLR0
|
||||
lda TankColoursTable+1
|
||||
sta PCOLR1
|
||||
lda TankColoursTable+2
|
||||
sta PCOLR2
|
||||
lda TankColoursTable+3
|
||||
sta PCOLR3
|
||||
LDA TankColoursTable+4
|
||||
STA COLOR3 ; joined missiles (5th tank)
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc SetPMWidth
|
||||
lda #$00
|
||||
sta sizep0 ; P0-P3 widths
|
||||
sta sizep0+1
|
||||
sta sizep0+2
|
||||
sta sizep0+3
|
||||
lda #%01010101
|
||||
sta sizem ; all missiles, double width
|
||||
rts
|
||||
.endp
|
||||
|
||||
.endif
|
||||
@@ -0,0 +1,147 @@
|
||||
;-------------------------------------
|
||||
.MACRO ROLW
|
||||
ROL :1
|
||||
ROL :1+1
|
||||
.ENDM
|
||||
;-------------------------------------
|
||||
.MACRO ASLW
|
||||
ASL :1
|
||||
ROL :1+1
|
||||
.ENDM
|
||||
;-------------------------------------
|
||||
.MACRO RORW
|
||||
ROR :1+1
|
||||
ROR :1
|
||||
.ENDM
|
||||
;-------------------------------------
|
||||
.MACRO LSRW
|
||||
LSR :1+1
|
||||
ROR :1
|
||||
.ENDM
|
||||
|
||||
;-------------------------------------
|
||||
.MACRO VMAIN
|
||||
; VMAIN #WORD,interrupt.vector
|
||||
; interrupt.vector:
|
||||
; 0 - VIMIRQ
|
||||
; 1 - TIMCNT1
|
||||
; 2 - TIMCNT2
|
||||
; 3 - TIMCNT3
|
||||
; 4 - TIMCNT4
|
||||
; 5 - TIMCNT5
|
||||
; 6 - VVBLKI
|
||||
; 7 - VVBLKD
|
||||
; 8 - TIMVEC1
|
||||
; 9 - TIMVEC2
|
||||
; Initialises Vertical Blank Interrupts
|
||||
; (works only with system interrupts ON)
|
||||
;----------
|
||||
; on 5200 it sets up deferred VBL ONLY for now
|
||||
sei
|
||||
lda #$00 ;Disable all interruptes
|
||||
sta nmien
|
||||
sta irqen
|
||||
|
||||
@ lda vcount
|
||||
bne @-
|
||||
mwa #:1 VVBLKD
|
||||
mva #$40 nmien
|
||||
;Enable IRQ interrupts
|
||||
sta pokmsk
|
||||
sta irqen
|
||||
cli
|
||||
|
||||
.ENDM
|
||||
;-------------------------------------
|
||||
.MACRO VDLI
|
||||
; VDLI #WORD
|
||||
; Initialises Display List Interrupts
|
||||
mwa #:1 VDSLST
|
||||
mva #$C0 NMIEN
|
||||
.ENDM
|
||||
;-------------------------------------
|
||||
.MACRO halt
|
||||
?stop
|
||||
lda RANDOM
|
||||
and #$05
|
||||
sta COLBAK
|
||||
jmp ?stop
|
||||
.ENDM
|
||||
;-------------------------------------
|
||||
.MACRO KEY
|
||||
; KEY
|
||||
; waits for releasing and pressing "any key"
|
||||
|
||||
.ENDM
|
||||
;-------------------------------------
|
||||
.MACRO WAIT
|
||||
; WAIT
|
||||
; waits one frame (1/50 s(PAL) or 1/60s(NTSC))
|
||||
?zero LDA VCOUNT
|
||||
beq ?zero
|
||||
bpl ?WA
|
||||
sbc #10 ; last lines correction
|
||||
?WA cmp VCOUNT
|
||||
beq ?WA
|
||||
bcc ?WA
|
||||
?WFRAME cmp VCOUNT
|
||||
beq ?nowait
|
||||
bcs ?WFRAME
|
||||
?nowait
|
||||
.ENDM
|
||||
;-------------------------------------
|
||||
.macro negw
|
||||
; negate the given word (0-a)
|
||||
;-------------------------------------
|
||||
sec
|
||||
lda #$00
|
||||
sbc :1
|
||||
sta :1
|
||||
lda #$00
|
||||
sbc :1+1
|
||||
sta :1+1
|
||||
.endm
|
||||
;-------------------------------------
|
||||
.macro randomizer
|
||||
;usage: randomize floor ceiling
|
||||
;returns (in A) a random .byte between "floor" and "ceiling"
|
||||
.if :2 < :1
|
||||
.error "floor higher than ceiling"
|
||||
.endif
|
||||
?rand
|
||||
lda random
|
||||
cmp #:1 ;floor
|
||||
bcc ?rand
|
||||
cmp #:2+1 ;ceiling
|
||||
bcs ?rand
|
||||
.endm
|
||||
;-------------------------------------
|
||||
.macro phx
|
||||
txa
|
||||
pha
|
||||
.endm
|
||||
;-------------------------------------
|
||||
.macro phy
|
||||
tya
|
||||
pha
|
||||
.endm
|
||||
;-------------------------------------
|
||||
.macro plx
|
||||
pla
|
||||
tax
|
||||
.endm
|
||||
;-------------------------------------
|
||||
.macro ply
|
||||
pla
|
||||
tay
|
||||
.endm
|
||||
;-------------------------------------
|
||||
.macro pause
|
||||
;waits :1 number (byte) of frames
|
||||
ldx #:1
|
||||
?PAUSELOOP
|
||||
wait
|
||||
dex
|
||||
bne ?PAUSELOOP
|
||||
.ENDM
|
||||
|
||||
+272
@@ -0,0 +1,272 @@
|
||||
;****************************************************************************
|
||||
;* ATARI 5200 CONSOLE *
|
||||
;* SYSTEM EQUATES *
|
||||
;****************************************************************************
|
||||
; based on https://web.archive.org/web/20200831200348/http://www.atarimuseum.com/videogames/consoles/5200/conv_to_5200.html
|
||||
;
|
||||
; OS VARIABLES FOR 5200
|
||||
;
|
||||
; PAGE 0
|
||||
POKMSK = $00 ;pokmsk at $00 on Atari 5200 instead of $10 on Atari XL
|
||||
RTCLOK = $01 ;Actually $01/$02
|
||||
CRITIC = $03
|
||||
ATRACT = $04 ;attact at $04 on Atari 5200 instead of $4D on Atari XL
|
||||
DLPTRS = $05 ;DLPTRS at $05/$06 on Atari 5200 instead of $230 on Atari XL
|
||||
DMACTLS = $07 ;DMACTLS at $07 on Atari 5200 instead of $22f on Atari XL
|
||||
SSKCTL = skctl ;There is no shadow on Atari 5200
|
||||
PCOLR0 EQU $08 ;P0 COLOR
|
||||
PCOLR1 EQU $09 ;P1 COLOR
|
||||
PCOLR2 EQU $0a ;P2 COLOR
|
||||
PCOLR3 EQU $0b ;P3 COLOR
|
||||
COLOR0 EQU $0c ;COLOR 0
|
||||
COLOR1 EQU $0d
|
||||
COLOR2 EQU $0e
|
||||
COLOR3 EQU $0f
|
||||
COLOR4 EQU $10
|
||||
COLBAKS EQU COLOR4
|
||||
PADDL0 EQU $11
|
||||
PADDL1 EQU $12
|
||||
PADDL2 EQU $13
|
||||
PADDL3 EQU $14
|
||||
PADDL4 EQU $15
|
||||
PADDL5 EQU $16
|
||||
PADDL6 EQU $17
|
||||
PADDL7 EQU $18
|
||||
STICK0 = $19 ;There is no stick0 but we will make the analog stick look like a digital one and store it here
|
||||
STRIG0 = $1a ;There is no strig0 but we will make this the shadow of the TRIG0 ($c010) of GTIA
|
||||
chbas = $1b ;There is no CHBAS but we will make this the shadow of the CHBASE
|
||||
CONSOL = $1c ;There are no console keys on Atari 5200, so we replace console h/w reads with a new shadow based on the keypad keys
|
||||
consol_reset = $07;The constant value representing that no consol key is pressed
|
||||
kbcode = $1d ;There is no keyboard on the Atari 5200, so replace kbcode h/w reads with a byte variable read based on the keypad keys
|
||||
|
||||
; PAGE 2
|
||||
VIMIRQ EQU $0200 ;IMMED IRQ VECTOR
|
||||
VVBLKI EQU $0202 ;IMM VBLK NMI VECTOR
|
||||
VVBLKD EQU $0204 ;DEF VBLK NMI VECTOR
|
||||
VDSLST EQU $0206 ;DSP LIST NMI VECTOR
|
||||
VKEYBD EQU $0208 ;POKEY KB IRQ VECTOR
|
||||
VKEYCNT EQU $020A ;Keypad routine continuation vector
|
||||
BRKKY EQU $023C ;BREAK KEY VECTOR
|
||||
VBREAK EQU $020E ;BRK INST IRQ VECTOR
|
||||
VSERIN EQU $0210 ;POKEY INPUT RDY IRQ
|
||||
VSEROR EQU $0212 ;POKEY OUTPUT RDY
|
||||
VSEROC EQU $0214 ;POKEY OUTPUT DONE
|
||||
VTIMR1 EQU $0216 ;POKEY TIMER 1 IRQ
|
||||
VTIMR2 EQU $0218 ;POKEY TIMER 2 IRQ
|
||||
VTIMR4 EQU $021A ;POKEY TIMER 4 IRQ
|
||||
|
||||
|
||||
ROM_SETTINGS = $bfe8 ; game ROM info start (24 bytes total, 20b title, 2b year, 2b start vector)
|
||||
|
||||
; HARDWARE REGISTERS
|
||||
|
||||
; ---------------------------------------------------------------------------
|
||||
POKEY EQU $EB00
|
||||
; ---------------------------------------------------------------------------
|
||||
;
|
||||
; READ
|
||||
;
|
||||
POT0 EQU POKEY+$00
|
||||
POT1 EQU POKEY+$01
|
||||
POT2 EQU POKEY+$02
|
||||
POT3 EQU POKEY+$03
|
||||
POT4 EQU POKEY+$04
|
||||
POT5 EQU POKEY+$05
|
||||
POT6 EQU POKEY+$06
|
||||
POT7 EQU POKEY+$07
|
||||
ALLPOT EQU POKEY+$08
|
||||
KBCODE_5200 EQU POKEY+$09
|
||||
RANDOM EQU POKEY+$0a
|
||||
POTGO EQU POKEY+$0b
|
||||
SERIN EQU POKEY+$0d
|
||||
IRQST EQU POKEY+$0e
|
||||
SKSTAT EQU POKEY+$0f
|
||||
;
|
||||
; WRITE
|
||||
;
|
||||
AUDF1 EQU POKEY+$00
|
||||
AUDC1 EQU POKEY+$01
|
||||
AUDF2 EQU POKEY+$02
|
||||
AUDC2 EQU POKEY+$03
|
||||
AUDF3 EQU POKEY+$04
|
||||
AUDC3 EQU POKEY+$05
|
||||
AUDF4 EQU POKEY+$06
|
||||
AUDC4 EQU POKEY+$07
|
||||
AUDCTL EQU POKEY+$08
|
||||
STIMER EQU POKEY+$09
|
||||
SKRES EQU POKEY+$0a
|
||||
SEROUT EQU POKEY+$0d
|
||||
IRQEN EQU POKEY+$0e
|
||||
SKCTL EQU POKEY+$0f
|
||||
;
|
||||
;
|
||||
;
|
||||
; ---------------------------------------------------------------------------
|
||||
GTIA EQU $C000
|
||||
; ---------------------------------------------------------------------------
|
||||
;
|
||||
; WRITE
|
||||
;
|
||||
HPOSP0 EQU GTIA+$00
|
||||
HPOSP1 EQU GTIA+$01
|
||||
HPOSP2 EQU GTIA+$02
|
||||
HPOSP3 EQU GTIA+$03
|
||||
HPOSM0 EQU GTIA+$04
|
||||
HPOSM1 EQU GTIA+$05
|
||||
HPOSM2 EQU GTIA+$06
|
||||
HPOSM3 EQU GTIA+$07
|
||||
SIZEP0 EQU GTIA+$08
|
||||
SIZEP1 EQU GTIA+$09
|
||||
SIZEP2 EQU GTIA+$0a
|
||||
SIZEP3 EQU GTIA+$0b
|
||||
SIZEM EQU GTIA+$0c
|
||||
GRAFP0 EQU GTIA+$0d
|
||||
GRAFP1 EQU GTIA+$0e
|
||||
GRAFP2 EQU GTIA+$0f
|
||||
GRAFP3 EQU GTIA+$10
|
||||
GRAFM EQU GTIA+$11
|
||||
COLPM0 EQU GTIA+$12
|
||||
COLPM1 EQU GTIA+$13
|
||||
COLPM2 EQU GTIA+$14
|
||||
COLPM3 EQU GTIA+$15
|
||||
COLPF0 EQU GTIA+$16
|
||||
COLPF1 EQU GTIA+$17
|
||||
COLPF2 EQU GTIA+$18
|
||||
COLPF3 EQU GTIA+$19
|
||||
COLBAK EQU GTIA+$1a
|
||||
PRIOR EQU GTIA+$1b
|
||||
GPRIOR = PRIOR ; no PRIOR shadow (GPRIOR)
|
||||
VDELAY EQU GTIA+$1c
|
||||
GRACTL EQU GTIA+$1d
|
||||
HITCLR EQU GTIA+$1e
|
||||
CONSOL5200 EQU GTIA+$1f ; no CONSOL in 5200
|
||||
;
|
||||
; READ
|
||||
;
|
||||
M0PF EQU GTIA+$00
|
||||
M1PF EQU GTIA+$01
|
||||
M2PF EQU GTIA+$02
|
||||
M3PF EQU GTIA+$03
|
||||
P0PF EQU GTIA+$04
|
||||
P1PF EQU GTIA+$05
|
||||
P2PF EQU GTIA+$06
|
||||
P3PF EQU GTIA+$07
|
||||
M0PL EQU GTIA+$08
|
||||
M1PL EQU GTIA+$09
|
||||
M2PL EQU GTIA+$0a
|
||||
M3PL EQU GTIA+$0b
|
||||
P0PL EQU GTIA+$0c
|
||||
P1PL EQU GTIA+$0d
|
||||
P2PL EQU GTIA+$0e
|
||||
P3PL EQU GTIA+$0f
|
||||
TRIG0 EQU GTIA+$10
|
||||
TRIG1 EQU GTIA+$11
|
||||
TRIG2 EQU GTIA+$12
|
||||
TRIG3 EQU GTIA+$13
|
||||
PAL EQU GTIA+$14
|
||||
;
|
||||
;
|
||||
; ---------------------------------------------------------------------------
|
||||
ANTIC EQU $D400
|
||||
; ---------------------------------------------------------------------------
|
||||
;
|
||||
DMACTL EQU ANTIC+$00
|
||||
CHACTL EQU ANTIC+$01
|
||||
DLPTR EQU ANTIC+$02
|
||||
;DLISTH EQU ANTIC+$03
|
||||
HSCROL EQU ANTIC+$04
|
||||
VSCROL EQU ANTIC+$05
|
||||
PMBASE EQU ANTIC+$07
|
||||
CHBASE EQU ANTIC+$09
|
||||
WSYNC EQU ANTIC+$0a
|
||||
VCOUNT EQU ANTIC+$0b
|
||||
PENH EQU ANTIC+$0c
|
||||
PENV EQU ANTIC+$0d
|
||||
NMIEN EQU ANTIC+$0e
|
||||
NMIRES EQU ANTIC+$0f
|
||||
NMIST EQU ANTIC+$0f
|
||||
;
|
||||
; ---------------------------------------------------------------------------
|
||||
; Atari ANTIC chip display list equates
|
||||
; ---------------------------------------------------------------------------
|
||||
;
|
||||
JUMP EQU $01 ; display list jump instruction (3 byte)
|
||||
JVB EQU $41 ; display list jump and wait for vblank instruction (3)
|
||||
;
|
||||
SCH EQU $10 ; display list horizontal scrolling
|
||||
SCV EQU $20 ; display list vertical scrolling
|
||||
LMS EQU $40 ; display list load memory scan instruction (3 byte)
|
||||
DLII EQU $80 ; display list interrupt instruction
|
||||
;
|
||||
SKIP1 EQU $00 ; display list skip 1 scan line instruction
|
||||
SKIP2 EQU $10 ; display list skip 2 scan lines instruction
|
||||
SKIP3 EQU $20 ; display list skip 3 scan lines instruction
|
||||
SKIP4 EQU $30 ; display list skip 4 scan lines instruction
|
||||
SKIP5 EQU $40 ; display list skip 5 scan lines instruction
|
||||
SKIP6 EQU $50 ; display list skip 6 scan lines instruction
|
||||
SKIP7 EQU $60 ; display list skip 7 scan lines instruction
|
||||
SKIP8 EQU $70 ; display list skip 8 scan lines instruction
|
||||
;
|
||||
MODE2 EQU $02 ; display list mode 2
|
||||
MODE4 EQU $04 ; display list mode 4
|
||||
MODE8 EQU $08 ; display list mode 8
|
||||
MODEE EQU $0E ; display list mode E
|
||||
MODEF EQU $0F ; display list mode F
|
||||
; ---------------------------------------------------------------------------
|
||||
; ENUMS
|
||||
; ---------------------------------------------------------------------------
|
||||
|
||||
.enum @dmactl
|
||||
blank = %00
|
||||
narrow = %01
|
||||
standard= %10
|
||||
wide = %11
|
||||
missiles= %100
|
||||
players = %1000
|
||||
lineX1 = %10000
|
||||
lineX2 = %00000
|
||||
dma = %100000
|
||||
.ende
|
||||
|
||||
scr48 = @dmactl(wide|dma|players|missiles|lineX1)
|
||||
scr40 = @dmactl(standard|dma|players|missiles|lineX1)
|
||||
scr32 = @dmactl(narrow|dma|players|missiles|lineX1)
|
||||
|
||||
.enum @pmcntl
|
||||
missiles= %1
|
||||
players = %10
|
||||
trigs = %100
|
||||
.ende
|
||||
|
||||
.enum @gtictl
|
||||
prior0 = %0
|
||||
prior1 = %1
|
||||
prior2 = %10
|
||||
prior4 = %100
|
||||
prior8 = %1000
|
||||
ply5 = %10000 ; Fifth Player Enable
|
||||
mlc = %100000 ; Multiple Color Player Enable
|
||||
mode9 = %01000000
|
||||
mode10 = %10000000
|
||||
mode11 = %11000000
|
||||
.ende
|
||||
/*
|
||||
; commented out to be replaced by the application specific A800 --> 5200 keypad translation
|
||||
.enum @kbcode
|
||||
_0
|
||||
_1
|
||||
_2
|
||||
_3
|
||||
_4
|
||||
_5
|
||||
_6
|
||||
_7
|
||||
_8
|
||||
_9
|
||||
_asterisk = $0a
|
||||
_hash = $0b
|
||||
_start = $0c
|
||||
_pause = $0d
|
||||
_reset = $0e
|
||||
.ende
|
||||
*/
|
||||
@@ -350,6 +350,7 @@ 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
|
||||
@@ -651,3 +652,71 @@ scr32 = @dmactl(narrow|dma|players|missiles|lineX1)
|
||||
mode10 = %10000000
|
||||
mode11 = %11000000
|
||||
.ende
|
||||
; ---------------------------------------------------------------------------
|
||||
; KBCODEs
|
||||
; ---------------------------------------------------------------------------
|
||||
.enum @kbcode
|
||||
_none = 255
|
||||
_esc = 28
|
||||
_1 = 31
|
||||
_2 = 30
|
||||
_3 = 26
|
||||
_4 = 24
|
||||
_5 = 29
|
||||
_6 = 27
|
||||
_7 = 51
|
||||
_8 = 53
|
||||
_9 = 48
|
||||
_0 = 50
|
||||
_lt = 54
|
||||
_gt = 55
|
||||
_del = 52
|
||||
_tab = 44
|
||||
_Q = 47
|
||||
_W = 46
|
||||
_E = 42
|
||||
_R = 40
|
||||
_T = 45
|
||||
_Y = 43
|
||||
_U = 11
|
||||
_I = 13
|
||||
_O = 8
|
||||
_P = 10
|
||||
_min = 14
|
||||
_up = 14 ; cursor function
|
||||
_eq = 15
|
||||
_down = 15 ; cursor function
|
||||
_ret = 12
|
||||
_A = 63
|
||||
_S = 62
|
||||
_D = 58
|
||||
_F = 56
|
||||
_G = 61
|
||||
_H = 57
|
||||
_J = 1
|
||||
_K = 5
|
||||
_L = 0
|
||||
_semicolon = 2
|
||||
_plus = 6
|
||||
_left = 6 ; cursor function
|
||||
_asterisk = 7
|
||||
_right = 7 ; cursor function
|
||||
_caps = 60
|
||||
_Z = 23
|
||||
_X = 22
|
||||
_C = 18
|
||||
_V = 16
|
||||
_B = 21
|
||||
_N = 36
|
||||
_M = 37
|
||||
_comma = 32
|
||||
_dot = 34
|
||||
_slash = 38
|
||||
_atari = 39
|
||||
_help = 17
|
||||
_F1 = 3
|
||||
_F2 = 4
|
||||
_F3 = 19
|
||||
_F4 = 20
|
||||
_space = 33
|
||||
.ende
|
||||
@@ -101,7 +101,7 @@
|
||||
sta :1+1
|
||||
.endm
|
||||
;-------------------------------------
|
||||
.macro randomize
|
||||
.macro randomizer
|
||||
;usage: randomize floor ceiling
|
||||
;returns (in A) a random .byte between "floor" and "ceiling"
|
||||
.if :2 < :1
|
||||
+375
-256
@@ -2,45 +2,30 @@
|
||||
;Atari 8-bit Scorched Earth source code
|
||||
;---------------------------------------------------
|
||||
;by Tomasz 'pecus' Pecko and Pawel 'pirx' Kalinowski
|
||||
;Warsaw 2000,2001,2002,2003,2009,2012,2013
|
||||
;Miami&Warsaw 2022
|
||||
;you can contact us at pecus@poczta.fm or pirx@5oft.pl
|
||||
;home page of this project is https://github.com/pkali/scorch_src
|
||||
;Warsaw 2000, 2001, 2002, 2003, 2009, 2012, 2013
|
||||
;Miami & Warsaw 2022
|
||||
|
||||
;this source code was compiled under OMC65 crossassembler
|
||||
;(https://github.com/pkali/omc65)
|
||||
;and on 2012-06-21 translated to mads
|
||||
;
|
||||
;game source code is split into 5+2 parts:
|
||||
;scorch.asm is the main game code (with many assorted routines)
|
||||
;grafproc.asm - graphics routines like line or circle
|
||||
;textproc.asm - text routines like list of weapons and shop
|
||||
;variables.asm - all non-zero page variables and constans
|
||||
;display.asm - display lists and text screen definitions
|
||||
;ai.asm - artificial stupidity of computer opponents
|
||||
;weapons.asm - general arsenal of tankies
|
||||
;---------------------------------------------------
|
||||
.def TARGET = 800 ;5200 ; or 800
|
||||
;atari800 -5200 -cart ${outputFilePath} -cart-type 4
|
||||
;atari800 -run ${outputFilePath}
|
||||
;---------------------------------------------------
|
||||
|
||||
;we were trying to use as much macros and pseudoops as possible
|
||||
;they are defined in atari.hea and macro.hea files together with many
|
||||
;atari constans. This way it shoud be relatively easy to
|
||||
;port this code to e.g. C64
|
||||
;
|
||||
;After those N years of working on this piece of code
|
||||
;we are sure it would be much wiser to write it in C, Action!
|
||||
;or MadPascal but on the other hand it is so much fun to type 150 chars
|
||||
;where you want to have y=ax+b :)
|
||||
;
|
||||
;originally most variables were in Polish, comments were sparse
|
||||
;but we wanted to release this piece of code to public
|
||||
;and due to being always short of time/energy (to finish the game)
|
||||
;we decided it must go in 'English' to let other people work on it
|
||||
OPT r+ ; saves 12 bytes :O
|
||||
|
||||
;---------------------------------------------------
|
||||
.macro build
|
||||
dta d"1.10" ; number of this build (3 bytes)
|
||||
dta d"1.16" ; number of this build (4 bytes)
|
||||
.endm
|
||||
|
||||
.macro RMTSong
|
||||
lda #:1
|
||||
jsr RMTSongSelect
|
||||
.endm
|
||||
|
||||
;---------------------------------------------------
|
||||
icl 'definitions.asm'
|
||||
|
||||
;---------------------------------------------------
|
||||
|
||||
.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)
|
||||
@@ -83,9 +68,6 @@
|
||||
.zpvar pressTimer .byte
|
||||
.zpvar NTSCcounter .byte
|
||||
.zpvar IsEndOfTheFallFlag .byte ; for small speedup ground falling
|
||||
;.zpvar dliA .byte
|
||||
;.zpvar dliX .byte
|
||||
;.zpvar dliY .byte
|
||||
.zpvar sfx_effect .byte
|
||||
.zpvar RMT_blocked .byte
|
||||
|
||||
@@ -103,7 +85,6 @@
|
||||
.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
|
||||
@@ -128,13 +109,12 @@
|
||||
.zpvar escFlag .byte
|
||||
.zpvar LineYdraw .byte
|
||||
.zpvar LineXdraw .word
|
||||
.zpvar plot4x4color .byte
|
||||
.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
|
||||
@@ -143,49 +123,117 @@
|
||||
.zpvar L1 .byte
|
||||
|
||||
;* RMT ZeroPage addresses in artwork/sfx/rmtplayr.a65
|
||||
.zpvar RMT_Zero_Page_V .byte
|
||||
|
||||
displayposition = modify
|
||||
LineAddress4x4 = temp
|
||||
|
||||
;-------------------------------
|
||||
;-----------------------------------------------
|
||||
; libraries
|
||||
;-----------------------------------------------
|
||||
.IF TARGET = 5200
|
||||
OPT h-f+ ; no headers, single block --> cart bin file
|
||||
icl 'lib/5200SYS.ASM'
|
||||
icl 'lib/5200MACRO.ASM'
|
||||
.enum @kbcode
|
||||
/*
|
||||
_0
|
||||
_1
|
||||
_2
|
||||
_3
|
||||
_4
|
||||
_5
|
||||
_6
|
||||
_7
|
||||
_8
|
||||
_9
|
||||
_asterisk = $0a
|
||||
_hash = $0b
|
||||
_start = $0c
|
||||
_pause = $0d
|
||||
_reset = $0e
|
||||
*/
|
||||
_space = $00
|
||||
_Y = $01
|
||||
_up = $f2 ;02
|
||||
_O = $03
|
||||
_left = $f4 ;04
|
||||
_tab = $05
|
||||
_right = $f6 ;06
|
||||
_A = $07
|
||||
_down = $f8 ;08
|
||||
_I = $09
|
||||
_esc = $0a
|
||||
_ret = $fb ;$0b ;not used in 5200
|
||||
_del = $fc ;$0c ;not used in 5200
|
||||
_M = $0d
|
||||
_S = $0e
|
||||
_none = $0f
|
||||
|
||||
icl 'lib/ATARISYS.ASM'
|
||||
icl 'lib/macro.hea'
|
||||
|
||||
;splash screen and musix
|
||||
icl 'artwork/Scorch50.asm'
|
||||
|
||||
|
||||
;Game loading address
|
||||
ORG $3000
|
||||
.ende */
|
||||
.ELSE
|
||||
icl 'lib/ATARISYS.ASM'
|
||||
icl 'lib/MACRO.ASM'
|
||||
icl 'artwork/Scorch50.asm' ; splash screen and musix
|
||||
.ENDIF
|
||||
|
||||
;-----------------------------------------------
|
||||
; variable declarations in RAM (no code)
|
||||
;-----------------------------------------------
|
||||
ORG PMGraph + $0300 - (variablesEnd - OneTimeZeroVariables + 1)
|
||||
icl 'variables.asm'
|
||||
|
||||
; Game loading address
|
||||
ORG $4000
|
||||
|
||||
WeaponFont
|
||||
ins 'artwork/weapons_AW6_mod.fnt' ; 'artwork/weapons.fnt'
|
||||
|
||||
;-----------------------------------------------
|
||||
;Screen displays go here to avoid crossing 4kb barrier
|
||||
;-----------------------------------------------
|
||||
icl 'display.asm'
|
||||
DisplayCopyRom = *
|
||||
org display, DisplayCopyRom
|
||||
DisplayCopyStart
|
||||
icl 'display_main_menu.asm'
|
||||
DisplayCopyEnd
|
||||
org DisplayCopyRom + (DisplayCopyEnd - DisplayCopyStart)
|
||||
|
||||
DisplayCopyPurchaseDlROM = *
|
||||
org DisplayCopyPurchase, DisplayCopyPurchaseDlROM
|
||||
DisplayCopyPurchaseStart
|
||||
icl 'display_purchasedl.asm'
|
||||
DisplayCopyPurchaseEnd
|
||||
org DisplayCopyPurchaseDlROM + (DisplayCopyPurchaseEnd - DisplayCopyPurchaseStart)
|
||||
|
||||
StatusBufferROM = *
|
||||
org StatusBufferCopy, StatusBufferROM
|
||||
StatusBufferCopyStart
|
||||
icl 'display_status.asm'
|
||||
StatusBufferCopyEnd
|
||||
org StatusBufferROM + (StatusBufferCopyEnd - StatusBufferCopyStart)
|
||||
|
||||
|
||||
icl 'display_static.asm'
|
||||
;----------------------------------------------
|
||||
|
||||
;--------------------------------------------------
|
||||
; Game Code
|
||||
;--------------------------------------------------
|
||||
FirstSTART
|
||||
mva #0 dmactls ; dark screen
|
||||
jsr WaitOneFrame
|
||||
jsr MakeDarkScreen
|
||||
|
||||
; one time zero variables in RAM (non zero page)
|
||||
lda #0
|
||||
ldy #OneTimeZeroVariablesCount-1
|
||||
@ sta OneTimeZeroVariables,y
|
||||
dey
|
||||
@ sta OneTimeZeroVariables,y
|
||||
dey
|
||||
bpl @-
|
||||
|
||||
; initialize variables in RAM (non zero page)
|
||||
ldy #initialvaluesCount-1
|
||||
@ lda initialvaluesStart,y
|
||||
sta variablesToInitialize,y
|
||||
dey
|
||||
@ lda initialvaluesStart,y
|
||||
sta variablesToInitialize,y
|
||||
dey
|
||||
bpl @-
|
||||
|
||||
|
||||
@@ -203,7 +251,6 @@ FirstSTART
|
||||
cpy #screenheight+1
|
||||
bne @-
|
||||
|
||||
|
||||
; RMT INIT
|
||||
lda #$f0 ;initial value
|
||||
sta RMTSFXVOLUME ;sfx note volume * 16 (0,16,32,...,240)
|
||||
@@ -211,30 +258,32 @@ FirstSTART
|
||||
lda #$ff ;initial value
|
||||
sta sfx_effect
|
||||
|
||||
lda #0
|
||||
jsr RmtSongSelect
|
||||
RMTSong 0
|
||||
|
||||
.IF TARGET = 5200
|
||||
mva #$0f STICK0
|
||||
mva #$04 CONSOL5200 ;Speaker off, Pots enabled, port #1 selected
|
||||
mwa #kb_continue VKEYCNT ;Keyboard handler
|
||||
.ENDIF
|
||||
VMAIN VBLinterrupt,7 ;jsr SetVBL
|
||||
|
||||
mva #2 chactl ; necessary for 5200
|
||||
|
||||
START
|
||||
; Startup sequence
|
||||
jsr Initialize
|
||||
|
||||
|
||||
;jsr GameOverScreen ; only for test !!!
|
||||
|
||||
lda #song_main_menu
|
||||
jsr RmtSongSelect
|
||||
|
||||
RMTSong song_main_menu
|
||||
|
||||
jsr Options ;startup screen
|
||||
mva #0 dmactls ; dark screen
|
||||
jsr WaitOneFrame
|
||||
jsr MakeDarkScreen
|
||||
bit escFlag
|
||||
bmi START
|
||||
|
||||
jsr EnterPlayerNames
|
||||
mva #0 dmactls ; dark screen
|
||||
jsr WaitOneFrame
|
||||
jsr MakeDarkScreen
|
||||
bit escFlag
|
||||
bmi START
|
||||
|
||||
@@ -242,20 +291,18 @@ START
|
||||
; for the round #1 shooting sequence is random
|
||||
|
||||
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 SetStandardBarrels
|
||||
|
||||
jsr CallPurchaseForEveryTank
|
||||
|
||||
; issue #72 (glitches when switches)
|
||||
mva #0 dmactls ; dark screen
|
||||
jsr WaitOneFrame
|
||||
jsr MakeDarkScreen
|
||||
|
||||
bit escFlag
|
||||
bmi START
|
||||
|
||||
jsr GetRandomWind
|
||||
|
||||
@@ -271,10 +318,8 @@ SettingBarrel
|
||||
jsr SortSequence
|
||||
|
||||
; Hide all (easier than hide last ;) ) tanks
|
||||
mva #1 Erase
|
||||
jsr drawtanks
|
||||
mva #0 Erase
|
||||
jsr PMoutofScreen ;let P/M disappear
|
||||
jsr cleartanks
|
||||
sta COLBAKS ; set background color to black
|
||||
|
||||
; here gains and losses should be displayed (dollars)
|
||||
; finally we have changed our minds and money of players
|
||||
@@ -283,8 +328,7 @@ SettingBarrel
|
||||
; Results are number of other deaths
|
||||
; before the player dies itself
|
||||
|
||||
lda #song_round_over
|
||||
jsr RmtSongSelect
|
||||
RmtSong song_round_over
|
||||
jsr DisplayResults
|
||||
|
||||
jsr DemoModeOrKey
|
||||
@@ -381,15 +425,13 @@ eskipzeroing
|
||||
lda GameIsOver
|
||||
beq NoGameOverYet
|
||||
GoGameOver
|
||||
mva #0 dmactls ; dark screen
|
||||
jsr WaitOneFrame
|
||||
jsr MakeDarkScreen
|
||||
jsr GameOverScreen
|
||||
jmp START
|
||||
NoGameOverYet
|
||||
inc CurrentRoundNr
|
||||
lda #$0
|
||||
sta dmactls ; issue #72
|
||||
jsr RmtSongSelect
|
||||
jsr MakeDarkScreen ; issue #72
|
||||
; jsr RmtSongSelect ; ?????
|
||||
mva #sfx_silencer sfx_effect
|
||||
jsr PMoutofscreen
|
||||
|
||||
@@ -406,8 +448,7 @@ NoGameOverYet
|
||||
; the shooting angle is randomized
|
||||
; of course gains an loses are zeroed
|
||||
|
||||
lda #song_ingame
|
||||
jsr RmtSongSelect
|
||||
RmtSong song_ingame
|
||||
|
||||
jsr SetPMWidth
|
||||
lda #0
|
||||
@@ -461,16 +502,15 @@ SettingEnergies
|
||||
jsr calculatemountains ;let mountains be easy for the eye
|
||||
;jsr calculatemountains0 ;only for tests - makes mountains flat and 0 height
|
||||
|
||||
|
||||
mwa #StatusBufferROM temp
|
||||
mwa #StatusBufferCopy temp2
|
||||
mwa #StatusBufferCopyEnd+1 modify
|
||||
jsr CopyFromROM
|
||||
|
||||
jsr SetMainScreen
|
||||
jsr ColorsOfSprites
|
||||
|
||||
; lda #90 ; barrel fully erect
|
||||
; ldx #MaxPlayers-1
|
||||
;@ sta previousBarrelAngle,x
|
||||
; dex
|
||||
; bpl @-
|
||||
|
||||
|
||||
jsr drawmountains ;draw them
|
||||
jsr drawtanks ;finally draw tanks
|
||||
|
||||
@@ -551,7 +591,7 @@ DoNotFinishTheRound
|
||||
|
||||
|
||||
|
||||
mva #1 plot4x4color
|
||||
mva #$ff plot4x4color
|
||||
jsr DisplayTankNameAbove
|
||||
|
||||
mva #1 color ;to display flying point
|
||||
@@ -574,12 +614,12 @@ RoboTanks
|
||||
jsr DisplayStatus ; to make visible AI selected defensive (and offensive :) )
|
||||
jsr MoveBarrelToNewPosition
|
||||
lda kbcode
|
||||
cmp #28 ; ESC
|
||||
cmp #@kbcode._esc ; 28 ; ESC
|
||||
bne @+
|
||||
jsr AreYouSure
|
||||
bit escFlag
|
||||
spl:rts
|
||||
@
|
||||
jsr AreYouSure
|
||||
@ lda escFlag
|
||||
seq:rts ; keys Esc or O
|
||||
|
||||
|
||||
jmp AfterManualShooting
|
||||
|
||||
@@ -591,12 +631,12 @@ ManualShooting
|
||||
seq:rts ; keys Esc or O
|
||||
|
||||
AfterManualShooting
|
||||
mva #0 plot4x4color
|
||||
mva #$00 plot4x4color
|
||||
jsr DisplayTankNameAbove
|
||||
; defensive weapons without flight handling
|
||||
ldx TankNr
|
||||
lda ActiveDefenceWeapon,x
|
||||
cmp #ind_Floating_Tank__ ; Floating Tank
|
||||
cmp #ind_Hovercraft_____
|
||||
beq GoFloat
|
||||
cmp #ind_White_Flag_____ ; White Flag
|
||||
beq ShootWhiteFlag
|
||||
@@ -630,33 +670,18 @@ ShootNow
|
||||
jsr Shoot
|
||||
;here we clear offensive text (after a shoot)
|
||||
ldy TankNr
|
||||
mva #0 plot4x4color
|
||||
mva #$00 plot4x4color
|
||||
jsr DisplayOffensiveTextNr
|
||||
|
||||
lda HitFlag ;0 if missed
|
||||
beq missed
|
||||
|
||||
lda #0
|
||||
sta FallDown1
|
||||
sta FallDown2
|
||||
jsr Explosion
|
||||
|
||||
continueMainRoundLoopAfterSeppuku
|
||||
;here we clear offensive text (after a shoot)
|
||||
;ldy TankNr
|
||||
;mva #0 plot4x4color
|
||||
;jsr DisplayOffensiveTextNr
|
||||
|
||||
|
||||
AfterExplode
|
||||
;temporary tanks removal (would fall down with soil)
|
||||
mva #1 Erase
|
||||
jsr drawtanks
|
||||
mva #0 Erase
|
||||
lda FallDown2
|
||||
beq NoFallDown2
|
||||
jsr SoilDown2
|
||||
|
||||
jsr SoilDown2 ; allways
|
||||
NoFallDown2
|
||||
;here tanks are falling down
|
||||
mva tankNr tempor2
|
||||
@@ -671,9 +696,8 @@ NoExistNoFall
|
||||
dex
|
||||
bpl TanksFallDown
|
||||
mvx tempor2 TankNr
|
||||
missed
|
||||
|
||||
; TODO: IS IT OK??? possibly a fix here needed for #56
|
||||
missed
|
||||
ldy WeaponDepleted
|
||||
bne @+
|
||||
ldx TankNr
|
||||
@@ -682,9 +706,8 @@ missed
|
||||
@
|
||||
|
||||
;here we clear offensive text (after a shoot)
|
||||
;shit -- it's second time, but it must be like this
|
||||
ldy TankNr
|
||||
mva #0 plot4x4color
|
||||
mva #$00 plot4x4color
|
||||
jsr DisplayOffensiveTextNr
|
||||
|
||||
NextPlayerShoots
|
||||
@@ -754,7 +777,6 @@ NoPlayerNoDeath
|
||||
;clear NoDeathCounter here
|
||||
sta noDeathCounter
|
||||
|
||||
|
||||
; display defensive text here (well, defensive
|
||||
; is not the real meaning, it should be pre-death,
|
||||
; but I am too lazy to change names of variables)
|
||||
@@ -768,11 +790,11 @@ NoPlayerNoDeath
|
||||
inc CurrentResult
|
||||
|
||||
mva #sfx_death_begin sfx_effect
|
||||
;RandomizeDeffensiveText
|
||||
; RandomizeDeffensiveText
|
||||
randomize talk.NumberOfOffensiveTexts (talk.NumberOfDeffensiveTexts+talk.NumberOfOffensiveTexts-1)
|
||||
sta TextNumberOff
|
||||
ldy TankTempY
|
||||
mva #1 plot4x4color
|
||||
mva #$ff plot4x4color
|
||||
jsr DisplayOffensiveTextNr
|
||||
; tank flash
|
||||
ldy TankTempY
|
||||
@@ -784,7 +806,7 @@ NoPlayerNoDeath
|
||||
;Deffensive text cleanup
|
||||
;here we clear Deffensive text (after a shoot)
|
||||
ldy TankTempY
|
||||
mva #0 plot4x4color
|
||||
mva #$00 plot4x4color
|
||||
jsr DisplayOffensiveTextNr
|
||||
|
||||
; calculate position of the explosion (the post-death one)
|
||||
@@ -806,8 +828,6 @@ NoPlayerNoDeath
|
||||
;cleanup of the soil fall down ranges (left and right)
|
||||
sta RangeRight
|
||||
sta RangeRight+1
|
||||
sta FallDown1
|
||||
sta FallDown2
|
||||
mwa #screenwidth RangeLeft
|
||||
|
||||
; We are randomizing the weapon now.
|
||||
@@ -914,12 +934,10 @@ NotNegativeShieldEnergy
|
||||
;---------------------------------
|
||||
.proc Seppuku
|
||||
lda #0
|
||||
sta FallDown1
|
||||
sta FallDown2
|
||||
sta ydraw+1
|
||||
; get position of the tank
|
||||
ldx TankNr
|
||||
lda #0 ; turn off defense weapons when hara-kiring
|
||||
; lda #0 ; turn off defense weapons when hara-kiring
|
||||
sta ActiveDefenceWeapon,x
|
||||
sta ShieldEnergy,x
|
||||
jsr SetupXYdraw
|
||||
@@ -987,27 +1005,6 @@ B0 DEY
|
||||
sta MaxForceTableL,x
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc PMoutofScreen
|
||||
;--------------------------------------------------
|
||||
lda #$00 ; let all P/M disappear
|
||||
:8 sta hposp0+#
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc ColorsOfSprites
|
||||
lda TankColoursTable ; colours of sprites under tanks
|
||||
sta PCOLR0
|
||||
lda TankColoursTable+1
|
||||
sta PCOLR1
|
||||
lda TankColoursTable+2
|
||||
sta PCOLR2
|
||||
lda TankColoursTable+3
|
||||
sta PCOLR3
|
||||
LDA TankColoursTable+4
|
||||
STA COLOR3 ; joined missiles (5th tank)
|
||||
rts
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc WeaponCleanup;
|
||||
@@ -1109,17 +1106,6 @@ MakeTanksVisible
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc SetPMWidth
|
||||
lda #$00
|
||||
sta sizep0 ; P0-P3 widths
|
||||
sta sizep0+1
|
||||
sta sizep0+2
|
||||
sta sizep0+3
|
||||
lda #%01010101
|
||||
sta sizem ; all missiles, double width
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc DLIinterruptGraph
|
||||
;sta dliA
|
||||
;sty dliY
|
||||
@@ -1128,8 +1114,9 @@ MakeTanksVisible
|
||||
ldy dliCounter
|
||||
lda dliColorsBack,y
|
||||
ldy dliColorsFore
|
||||
nop
|
||||
nop
|
||||
.IF TARGET = 800
|
||||
nop ; necessary on 800 because DLIs take less time, jitter visible without it
|
||||
.ENDIF
|
||||
nop
|
||||
sta COLPF1
|
||||
sty COLPF2
|
||||
@@ -1176,7 +1163,7 @@ ColoredLines
|
||||
cmp #9
|
||||
beq CreditsScroll
|
||||
tay
|
||||
lda GameOverColoursTable-3,y ; -2 becouse this is DLI nr 2 and -1 (labels line)
|
||||
lda GameOverColoursTable-3,y ; -2 because this is DLI nr 2 and -1 (labels line)
|
||||
ldy #$0a ; text colour (brightnes)
|
||||
STA WSYNC
|
||||
sta COLPF2
|
||||
@@ -1187,9 +1174,10 @@ CreditsScroll
|
||||
sta COLPF2
|
||||
inc CreditsVScrol
|
||||
lda CreditsVScrol
|
||||
cmp #32 ;not to fast
|
||||
cmp #32 ;not too fast
|
||||
beq nextlinedisplay
|
||||
:2 lsr ;not to fast
|
||||
:2 lsr ;not too fast
|
||||
sta WSYNC
|
||||
sta VSCROL
|
||||
jmp EndOfDLI_GO
|
||||
nextlinedisplay
|
||||
@@ -1210,8 +1198,9 @@ EndOfDLI_GO
|
||||
.proc DLIinterruptText
|
||||
;sta dliA
|
||||
pha
|
||||
lda #TextBackgroundColor
|
||||
sta WSYNC
|
||||
mva #TextBackgroundColor COLPF2
|
||||
sta COLPF2
|
||||
mva #TextForegroundColor COLPF3
|
||||
;lda dliA
|
||||
pla
|
||||
@@ -1220,9 +1209,6 @@ DLIinterruptNone
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc VBLinterrupt
|
||||
pha
|
||||
phx
|
||||
phy
|
||||
mva #0 dliCounter
|
||||
|
||||
lda PAL
|
||||
@@ -1258,11 +1244,59 @@ lab2
|
||||
; ------- RMT -------
|
||||
SkipRMTVBL
|
||||
exitVBL
|
||||
ply
|
||||
plx
|
||||
pla
|
||||
jmp XITVBV
|
||||
.IF TARGET = 5200
|
||||
center = 114 ;Read analog stick and make it look like a digital stick
|
||||
threshold = 60
|
||||
|
||||
lda paddl0 ;Read POT0 value (horizontal position)
|
||||
cmp #center+threshold ;Compare with right threshold
|
||||
rol stick0 ;Feed carry into digital stick value
|
||||
cmp #center-threshold ;Compare with left threshold
|
||||
rol stick0 ;Feed carry into digital stick value
|
||||
|
||||
lda paddl1 ;Read POT1 value (vertical position)
|
||||
cmp #center+threshold ;Compare with down threshold
|
||||
rol stick0 ;Feed carry into digital stick value
|
||||
cmp #center-threshold ;Compare with down threshold
|
||||
rol stick0 ;Feed carry into digital stick value
|
||||
|
||||
lda stick0 ;0 indicates a press so the right/down values need to be inverted
|
||||
eor #2+8
|
||||
and #$0f
|
||||
sta stick0
|
||||
|
||||
mva trig0 strig0 ;Move hardware to shadow
|
||||
|
||||
mva chbas chbase
|
||||
|
||||
lda skstat ;Reset consol key shadow is no key is pressed anymore
|
||||
and #4
|
||||
beq @+
|
||||
mva #consol_reset consol
|
||||
mva #@kbcode._none kbcode
|
||||
@
|
||||
|
||||
pla
|
||||
tay
|
||||
pla
|
||||
tax
|
||||
pla
|
||||
rti
|
||||
.ELSE
|
||||
jmp XITVBV
|
||||
.ENDIF
|
||||
.endp
|
||||
.IF TARGET = 5200
|
||||
.proc kb_continue
|
||||
sta kbcode ;Store key code in shadow.
|
||||
exit pla
|
||||
tay
|
||||
pla
|
||||
tax
|
||||
pla
|
||||
rti
|
||||
.endp
|
||||
.ENDIF
|
||||
;----------------------------------------------
|
||||
.proc RandomizeSequence0
|
||||
ldx #0
|
||||
@@ -1480,7 +1514,7 @@ Bubble
|
||||
BubbleBobble
|
||||
lda TempResults,x
|
||||
cmp TempResults+1,x
|
||||
beq nextishigher ; this is to block hangs when 2 same values meet
|
||||
beq nextishigher ; this is to block hangs when 2 equal values meet
|
||||
bcc nextishigher
|
||||
;here we must swap values
|
||||
;because next is smaller than previous
|
||||
@@ -1508,25 +1542,45 @@ nextishigher
|
||||
|
||||
rts
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc SetWallsType
|
||||
;--------------------------------------------------
|
||||
mva #0 WallsType
|
||||
lda OptionsTable+8
|
||||
cmp #4
|
||||
beq SetRandomWalls
|
||||
lsr
|
||||
ror WallsType
|
||||
lsr
|
||||
ror WallsType
|
||||
rts
|
||||
SetRandomWalls
|
||||
lda random
|
||||
and #%11000000
|
||||
sta WallsType
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc GetKey ; waits for pressing a key and returns pressed value in A
|
||||
; when [ESC] is pressed, escFlag is set to 1
|
||||
;--------------------------------------------------
|
||||
jsr WaitForKeyRelease
|
||||
@
|
||||
lda SKSTAT
|
||||
cmp #$ff
|
||||
beq checkJoyGetKey ; key not pressed, check Joy
|
||||
cmp #$f7 ; SHIFT
|
||||
beq checkJoyGetKey
|
||||
|
||||
lda kbcode
|
||||
and #$3f ;CTRL and SHIFT ellimination
|
||||
cmp #28 ; ESC
|
||||
bne getkeyend
|
||||
mvx #$80 escFlag
|
||||
bne getkeyend
|
||||
.IF TARGET = 800
|
||||
lda SKSTAT
|
||||
cmp #$ff
|
||||
beq checkJoyGetKey ; key not pressed, check Joy
|
||||
cmp #$f7 ; SHIFT
|
||||
beq checkJoyGetKey
|
||||
.ENDIF
|
||||
lda kbcode
|
||||
cmp #@kbcode._none
|
||||
beq checkJoyGetKey
|
||||
and #$3f ;CTRL and SHIFT ellimination
|
||||
cmp #@kbcode._esc ; 28 ; ESC
|
||||
bne getkeyend
|
||||
mvx #$80 escFlag
|
||||
bne getkeyend
|
||||
|
||||
checkJoyGetKey
|
||||
;------------JOY-------------
|
||||
@@ -1544,7 +1598,7 @@ notpressedJoyGetKey
|
||||
;fire
|
||||
lda STRIG0
|
||||
bne @-
|
||||
lda #$0c ;Return key
|
||||
lda #@kbcode._ret ;Return key
|
||||
|
||||
getkeyend
|
||||
mvx #sfx_keyclick sfx_effect
|
||||
@@ -1563,16 +1617,22 @@ getkeyend
|
||||
;--------------------------------------------------
|
||||
.proc WaitForKeyRelease
|
||||
;--------------------------------------------------
|
||||
lda STICK0
|
||||
and #$0f
|
||||
cmp #$0f
|
||||
bne WaitForKeyRelease
|
||||
lda STRIG0
|
||||
beq WaitForKeyRelease
|
||||
lda SKSTAT
|
||||
cmp #$ff
|
||||
bne WaitForKeyRelease
|
||||
rts
|
||||
lda STICK0
|
||||
and #$0f
|
||||
cmp #$0f
|
||||
bne WaitForKeyRelease
|
||||
lda STRIG0
|
||||
beq WaitForKeyRelease
|
||||
.IF TARGET = 800
|
||||
lda SKSTAT
|
||||
cmp #$ff
|
||||
bne WaitForKeyRelease
|
||||
lda CONSOL
|
||||
and #%00000110 ; Select and Option only
|
||||
cmp #%00000110
|
||||
bne WaitForKeyRelease
|
||||
rts
|
||||
.ENDIF
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc IsKeyPressed ; A=0 - yes , A>0 - no
|
||||
@@ -1599,20 +1659,25 @@ checkForHuman ; if all in skillTable other than 0 then switch to DEMO MODE
|
||||
;pause 150
|
||||
ldy #75
|
||||
jsr PauseYFrames
|
||||
jmp noKey
|
||||
rts
|
||||
|
||||
peopleAreHere
|
||||
jsr getkey
|
||||
noKey
|
||||
rts
|
||||
jmp getkey ; jsr:rts
|
||||
.endp
|
||||
|
||||
MakeDarkScreen
|
||||
mva #0 dmactls ; dark screen
|
||||
sta dmactl
|
||||
; and wait one frame :)
|
||||
.proc WaitOneFrame
|
||||
lda CONSOL
|
||||
cmp #6 ; START KEY
|
||||
beq @+
|
||||
wait
|
||||
@ rts
|
||||
and #%00000101 ; Start + Option
|
||||
sne:mva #$40 escFlag
|
||||
and #%00000001 ; START KEY
|
||||
seq:wait
|
||||
rts
|
||||
.endp
|
||||
|
||||
.proc PauseYFrames
|
||||
; Y - number of frames to wait (divided by 2)
|
||||
; pauses for maximally 510 frames (255 * 2)
|
||||
@@ -1628,7 +1693,7 @@ noKey
|
||||
;--------------------------------------------------
|
||||
; starting song line 0-255 to A reg
|
||||
cmp #song_ingame
|
||||
bne noingame ; noMusic blck onlu ingame song
|
||||
bne noingame ; noMusic blocks only ingame song
|
||||
bit noMusic
|
||||
spl:lda #song_silencio
|
||||
noingame
|
||||
@@ -1639,61 +1704,115 @@ noingame
|
||||
mva #0 RMT_blocked
|
||||
rts
|
||||
.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
|
||||
;-------------------------------------------------
|
||||
.proc CopyFromROM
|
||||
;-------------------------------------------------
|
||||
;copy from CART to RAM
|
||||
; trashes: Y
|
||||
; temp: source
|
||||
; temp2: destination
|
||||
; modify: destination-end
|
||||
;usage:
|
||||
; mwa #DisplayCopyRom temp
|
||||
; mwa #display temp2
|
||||
; mwa #DisplayCopyEnd+1 modify
|
||||
; jsr CopyFromROM
|
||||
|
||||
ldy #0
|
||||
@ lda (temp),y
|
||||
sta (temp2),y
|
||||
inw temp
|
||||
inw temp2
|
||||
cpw temp2 modify
|
||||
bne @-
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.macro randomize floor ceiling
|
||||
;--------------------------------------------------
|
||||
;usage: randomize floor ceiling
|
||||
;returns (in A) a random .byte between "floor" and "ceiling"
|
||||
jsr _randomizator
|
||||
.byte :floor
|
||||
.byte :ceiling
|
||||
.endm
|
||||
|
||||
.proc _randomizator
|
||||
; private function that accompanies `randomize` macro
|
||||
; trashes: magic, temp, Y
|
||||
pla
|
||||
sta magic
|
||||
pla
|
||||
sta magic+1
|
||||
ldy #1 ; add 1 to the value got from the stack to point to the input parameters
|
||||
lda (magic),y
|
||||
sta temp
|
||||
iny
|
||||
lda (magic),y
|
||||
sta temp+1
|
||||
|
||||
?rand
|
||||
lda random
|
||||
cmp temp ;floor
|
||||
bcc ?rand
|
||||
cmp temp+1 ;ceiling
|
||||
bcs ?rand
|
||||
tay ; save the result
|
||||
|
||||
; point the PC to a byte after the parameters
|
||||
clc
|
||||
lda magic
|
||||
adc #2 ; length of the parameters in bytes
|
||||
sta magic
|
||||
lda magic+1
|
||||
adc #0
|
||||
pha
|
||||
lda magic
|
||||
pha
|
||||
tya ; retrieve the result
|
||||
rts
|
||||
.endp
|
||||
;----------------------------------------------
|
||||
icl 'weapons.asm'
|
||||
icl 'constants.asm'
|
||||
;----------------------------------------------
|
||||
icl 'textproc.asm'
|
||||
;----------------------------------------------
|
||||
icl 'grafproc.asm'
|
||||
;----------------------------------------------
|
||||
icl 'weapons.asm'
|
||||
;----------------------------------------------
|
||||
icl 'ai.asm'
|
||||
;----------------------------------------------
|
||||
icl 'constants.asm'
|
||||
;----------------------------------------------
|
||||
icl 'artwork/talk.asm'
|
||||
;----------------------------------------------
|
||||
font4x4
|
||||
ins 'artwork/font4x4s.bmp',+62
|
||||
;----------------------------------------------
|
||||
TankFont
|
||||
ins 'artwork/tanksv3.fnt',+0,352 ; 44 characters only
|
||||
;----------------------------------------------
|
||||
icl 'variables.asm'
|
||||
|
||||
;RMT PLAYER and song loading shenaningans
|
||||
icl 'artwork/sfx/rmtplayr_modified.asm'
|
||||
org $b000
|
||||
MODUL ; equ $b000 ;address of RMT module
|
||||
;opt h- ;RMT module is standard Atari binary file already
|
||||
ins "artwork/sfx/scorch_str6.rmt",+6 ;include music RMT module
|
||||
;opt h+
|
||||
MODULEND
|
||||
;----------------------------------------------
|
||||
font4x4
|
||||
ins 'artwork/font4x4s.bmp',+62
|
||||
|
||||
; reserved space for RMT player
|
||||
.ds $0320
|
||||
.align $100
|
||||
PLAYER
|
||||
.ECHO 'PLAYER: ',*
|
||||
icl 'artwork/sfx/rmtplayr.a65'
|
||||
|
||||
MODUL equ $b000 ;address of RMT module
|
||||
opt h- ;RMT module is standard Atari binary file already
|
||||
ins "artwork/sfx/scorch_str4.rmt" ;include music RMT module
|
||||
opt h+
|
||||
;
|
||||
;
|
||||
TheEnd
|
||||
.ECHO 'TheEnd: ',TheEnd
|
||||
;.if TheEnd > PMGraph + $300
|
||||
; .error "memory conflict"
|
||||
;.endif
|
||||
|
||||
|
||||
|
||||
|
||||
run FirstSTART
|
||||
;----------------------------------------------
|
||||
.IF target = 5200
|
||||
.IF * > ROM_SETTINGS-1
|
||||
.ERROR 'Code too long to fit in 5200'
|
||||
.ENDIF
|
||||
org ROM_SETTINGS ; 5200 ROM settings address $bfe8
|
||||
; "01234567890123456789"
|
||||
.byte " scorch 5200 v" ;20 characters title
|
||||
build ; " "
|
||||
.byte " "
|
||||
.byte "7A" ;2 characters year .. 1900 + $7A = 2020
|
||||
.word FirstSTART
|
||||
.ELSE
|
||||
run FirstSTART
|
||||
.ENDIF
|
||||
BIN
Binary file not shown.
BIN
Binary file not shown.
+448
-330
File diff suppressed because it is too large
Load Diff
+121
-65
@@ -14,35 +14,43 @@ OneTimeZeroVariablesCount = variablesToInitialize-OneTimeZeroVariables ; MAX 12
|
||||
.error "OneTimeZeroVariablesCount too large, ",OneTimeZeroVariablesCount
|
||||
.endif
|
||||
|
||||
noMusic .by 0 ; 0 - play music, $ff - do not play music
|
||||
noSfx .by 0 ; 0 - play SFX, $ff - do not play SFX
|
||||
noMusic .ds 1 ;.by 0 ; 0 - play music, $ff - do not play music
|
||||
noSfx .ds 1 ;.by 0 ; 0 - play SFX, $ff - do not play SFX
|
||||
;----------------------------------------------------
|
||||
; Color table for Game Over Screen (created in a gameover routine)
|
||||
.by $00 ; labels line color
|
||||
GameOverColoursTable .BYTE $80,$40,$c4,$20,$c0,$e4
|
||||
.ds 1 ;.by $00 ; labels line color
|
||||
GameOverColoursTable .ds MaxPlayers; .BYTE $80,$40,$c4,$20,$c0,$e4
|
||||
;----------------------------------------------------
|
||||
TanksNames ; DO NOT ZERO ON GAME RESTART - ticket #24
|
||||
:6 dta d" "
|
||||
;:6 dta d" "
|
||||
.ds 6*8
|
||||
;----------------------------------------------------
|
||||
skilltable ; computer controlled players' skills (1-8), 0 - human (no cleaning, ticket #30)
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
;----------------------------------------------------
|
||||
variablesToInitialize
|
||||
;Options DO NOT ZERO ON RESTART GAME - ticket #27
|
||||
OptionsTable .by 0,1,2,2,0,1,3,2
|
||||
RoundsInTheGame .by 10 ;how many rounds in the current game
|
||||
seppukuVal .by 75
|
||||
mountainDeltaH .by 3
|
||||
mountainDeltaL .by $ff
|
||||
OptionsTable .ds maxOptions ;.by 0,1,2,2,0,1,3,2,0
|
||||
RoundsInTheGame .ds 1 ;.by 10 ;how many rounds in the current game
|
||||
seppukuVal .ds 1 ;.by 75
|
||||
mountainDeltaH .ds 1 ;.by 3
|
||||
mountainDeltaL .ds 1 ;.by $ff
|
||||
;----------------------------------------------------
|
||||
LineHeader1
|
||||
.ds 9 ;dta d"# ROUND: "
|
||||
RoundNrDisplay
|
||||
.ds 7 ;dta d" #", $ff
|
||||
; 4x4 text buffer
|
||||
ResultLineBuffer
|
||||
dta d" ", $ff
|
||||
LineHeader1
|
||||
dta d"# ROUND: "
|
||||
RoundNrDisplay
|
||||
dta d" #", $ff
|
||||
|
||||
.ds 19 ;dta d" ", $ff
|
||||
linetableL ; = PMGraph + $0300 - (screenHeight+1)*2
|
||||
.ds (screenHeight+1)
|
||||
linetableH ; = PMGraph + $0300 - (screenHeight+1)
|
||||
.ds (screenHeight+1)
|
||||
DisplayCopyPurchase
|
||||
.ds (DisplayCopyPurchaseEnd - DisplayCopyPurchaseStart +1)
|
||||
StatusBufferCopy
|
||||
.ds screenBytes*3
|
||||
;=====================================================
|
||||
variablesStart ; zeroing starts here
|
||||
;=====================================================
|
||||
@@ -56,69 +64,69 @@ OptionsY .ds 1 ;vertical position of cursor on Options screen
|
||||
flyDelay .ds 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
|
||||
;----------------------------------------------------
|
||||
moneyH ;we place zero at the end of prices and money
|
||||
;and have range from 0 to 99990 (not too much)
|
||||
;money players have (maybe one more byte is needed?)
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
moneyL
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
;----------------------------------------------------
|
||||
gainH ;how much money player gets after the round
|
||||
;it is gathered during the round basing on energy
|
||||
;opponents lose after player's shoots
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
gainL
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
;----------------------------------------------------
|
||||
loseH ;how much player looses after the round
|
||||
;calculated from REAL energy loss
|
||||
;(not only to zero energy)
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
loseL
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
;----------------------------------------------------
|
||||
Energy
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
ShieldEnergy
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
EnergyDecrease .DS 1
|
||||
eXistenZ
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
LASTeXistenZ ; eXistenZ before shoot
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
|
||||
ResultsTable ;the results in the gameeeeee
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
TempResults
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
DirectHitsH
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
DirectHitsL
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
EarnedMoneyH
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
EarnedMoneyL
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
;----------------------------------------------------
|
||||
ForceTableL ;shooting Force of the tank during the round
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
ForceTableH
|
||||
.DS [MaxPlayers] ;maxplayers=6
|
||||
.DS MaxPlayers ;maxplayers=6
|
||||
MaxForceTableL ;Energy of the tank during the round
|
||||
;(limes superior force of the Shoot)
|
||||
.DS [MaxPlayers] ;1000 is the default
|
||||
.DS MaxPlayers ;1000 is the default
|
||||
MaxForceTableH
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
;----------------------------------------------------
|
||||
BarrelLength ;length of the tank barrel - dont forget to set it to 6 at round start!
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
ActiveWeapon ;number of the selected weapon
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
ActiveDefenceWeapon ;number of the activated defence weapon - 0
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
WeaponDepleted .DS 1 ; if 0 deactivate the weapon and switch to Baby Missile
|
||||
;----------------------------------------------------
|
||||
|
||||
@@ -138,19 +146,22 @@ MaxWind .ds 1 ;
|
||||
WindOrientation .DS 1 ;(0-right,1-left)
|
||||
;----------------------------------------------------
|
||||
;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)
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
xtankstableH
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
ytankstable ;Y positions of tanks (lower left point)
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
LowResDistances ; coarse tank positions divided by 4 (to be in just one byte)
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
;----------------------------------------------------
|
||||
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
|
||||
; on the graphics screen. if 0 character is printed normally
|
||||
@@ -202,6 +213,8 @@ PreviousFall .DS 1
|
||||
EndOfTheFallFlag .DS 1 ; in case of the infinite fall
|
||||
;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
|
||||
;variables for 5 missiles (used for mirv)
|
||||
@@ -268,9 +281,9 @@ temptankNr .DS 1
|
||||
; tables with indexes of weapons on the right lists
|
||||
; OK (2022) so, L1 is list of offensive weapons, L2 - defensive
|
||||
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
|
||||
.ds 8*2 ; max 16 defensive weapons.
|
||||
.ds (last_defensive_____ - first_defensive____+1)
|
||||
;----------------------------------------------------
|
||||
|
||||
; variables storing amount of weapons on the first and second
|
||||
@@ -289,7 +302,7 @@ LastWeapon
|
||||
; and the cursor must be placed elsewhere
|
||||
.DS 1
|
||||
WhichList ; list currently on the screen
|
||||
; (0-offensive, 1-defensive)
|
||||
; (0-offensive, %10000000 - defensive (check with bit:bmi for defensives)
|
||||
.DS 1
|
||||
;OffsetDL1 .DS 1 ; offset of the list screen (how many lines)....
|
||||
|
||||
@@ -310,7 +323,6 @@ decimalresult .DS 5
|
||||
;ExplosionRadius .DS 2 ;because when adding in xdraw it is double byte
|
||||
;round
|
||||
CurrentRoundNr .DS 1
|
||||
FallDown1 .DS 1
|
||||
;FallDown2 .DS 1
|
||||
;leapfrog
|
||||
LeapFrogAngle .DS 1
|
||||
@@ -324,17 +336,17 @@ LaserCoordinate .DS 8 ; 2,2,2,2
|
||||
; from $30 the defensive weapons begin
|
||||
TanksWeapons
|
||||
TanksWeapon1
|
||||
.DS [64]
|
||||
.DS [last_defensive_____ - first_offensive____ +1]
|
||||
TanksWeapon2
|
||||
.DS [64]
|
||||
.DS [last_defensive_____ - first_offensive____ +1]
|
||||
TanksWeapon3
|
||||
.DS [64]
|
||||
.DS [last_defensive_____ - first_offensive____ +1]
|
||||
TanksWeapon4
|
||||
.DS [64]
|
||||
.DS [last_defensive_____ - first_offensive____ +1]
|
||||
TanksWeapon5
|
||||
.DS [64]
|
||||
.DS [last_defensive_____ - first_offensive____ +1]
|
||||
TanksWeapon6
|
||||
.DS [64]
|
||||
.DS [last_defensive_____ - first_offensive____ +1]
|
||||
|
||||
mountaintable ;table of mountains (size=screenwidth)
|
||||
.DS [screenwidth]
|
||||
@@ -363,24 +375,24 @@ CurrentResult
|
||||
.DS 1
|
||||
;--------------
|
||||
AngleTable ;Angle of the barrel of each tank during the round
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
;NewAngle ; used in AI
|
||||
.DS 1
|
||||
;previousBarrelAngle
|
||||
; .DS [MaxPlayers]
|
||||
; .DS MaxPlayers
|
||||
EndOfTheBarrelX
|
||||
.ds 2
|
||||
EndOfTheBarrelY
|
||||
.ds 1
|
||||
;----------------------------------------------------
|
||||
previousAngle
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
previousEnergyL
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
previousLeftRange
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
previousEnergyH
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
RandBoundaryLow
|
||||
.ds 2
|
||||
RandBoundaryHigh
|
||||
@@ -413,8 +425,52 @@ Xcounter4x4 .DS 1
|
||||
nibbler4x4 .DS 1
|
||||
CharCode4x4 .DS 1
|
||||
;plot4x4color .DS 1 ;1-white, 0-background
|
||||
|
||||
|
||||
; This is moved from display.asm to be easier to relocate
|
||||
ListOfWeapons
|
||||
; 0123456789012345678901234567890123456789
|
||||
; :number_of_offensives dta d" "
|
||||
;:32 dta d" "
|
||||
.ds 32*32
|
||||
ListOfWeapons1End
|
||||
ListOfDefensiveWeapons
|
||||
; :number_of_defensives dta d" "
|
||||
;:16 dta d" "
|
||||
.ds 16*32
|
||||
ListOfDefensiveWeaponsEnd ;constant useful when clearing
|
||||
track_variables
|
||||
trackn_db .ds TRACKS
|
||||
trackn_hb .ds TRACKS
|
||||
trackn_idx .ds TRACKS
|
||||
trackn_pause .ds TRACKS
|
||||
trackn_note .ds TRACKS
|
||||
trackn_volume .ds TRACKS
|
||||
trackn_distor .ds TRACKS
|
||||
trackn_shiftfrq .ds TRACKS
|
||||
trackn_instrx2 .ds TRACKS
|
||||
trackn_instrdb .ds TRACKS
|
||||
trackn_instrhb .ds TRACKS
|
||||
trackn_instridx .ds TRACKS
|
||||
trackn_instrlen .ds TRACKS
|
||||
trackn_instrlop .ds TRACKS
|
||||
trackn_instrreachend .ds TRACKS
|
||||
trackn_volumeslidedepth .ds TRACKS
|
||||
trackn_volumeslidevalue .ds TRACKS
|
||||
trackn_effdelay .ds TRACKS
|
||||
trackn_effvibratoa .ds TRACKS
|
||||
trackn_effshift .ds TRACKS
|
||||
trackn_tabletypespeed .ds TRACKS
|
||||
trackn_tablenote .ds TRACKS
|
||||
trackn_tablea .ds TRACKS
|
||||
trackn_tableend .ds TRACKS
|
||||
trackn_tablelop .ds TRACKS
|
||||
trackn_tablespeeda .ds TRACKS
|
||||
trackn_command .ds TRACKS
|
||||
trackn_filter .ds TRACKS
|
||||
trackn_audf .ds TRACKS
|
||||
trackn_audc .ds TRACKS
|
||||
trackn_audctl .ds TRACKS
|
||||
v_aspeed .ds 1
|
||||
track_endvariables
|
||||
|
||||
variablesEnd
|
||||
;----------------------------------------------------
|
||||
|
||||
+212
-224
@@ -5,10 +5,7 @@
|
||||
.proc Explosion
|
||||
;--------------------------------------------------
|
||||
;cleanup of the soil fall down ranges (left and right)
|
||||
mwa #screenwidth RangeLeft
|
||||
lda #0
|
||||
sta RangeRight
|
||||
sta RangeRight+1
|
||||
jsr ClearScreenSoilRange
|
||||
|
||||
ldx TankNr
|
||||
lda ActiveWeapon,x
|
||||
@@ -22,39 +19,38 @@
|
||||
pha
|
||||
rts
|
||||
ExplosionRoutines
|
||||
.word babymissile-1
|
||||
.word missile-1
|
||||
.word babynuke-1
|
||||
.word nuke-1
|
||||
.word leapfrog-1
|
||||
.word funkybomb-1
|
||||
.word mirv-1
|
||||
.word deathshead-1
|
||||
.word napalm-1 ;napalm
|
||||
.word hotnapalm-1 ;hotnapalm
|
||||
.word tracer-1
|
||||
.word tracer-1 ;smoketracer
|
||||
.word babyroller-1
|
||||
.word roller-1
|
||||
.word heavyroller-1
|
||||
.word riotcharge-1
|
||||
.word riotblast-1
|
||||
.word riotbomb-1
|
||||
.word heavyriotbomb-1
|
||||
.word babydigger-1
|
||||
.word digger-1
|
||||
.word heavydigger-1
|
||||
.word babysandhog-1
|
||||
.word sandhog-1
|
||||
.word heavysandhog-1
|
||||
.word dirtclod-1
|
||||
.word dirtball-1
|
||||
.word tonofdirt-1
|
||||
.word liquiddirt-1
|
||||
.word dirtcharge-1
|
||||
.word VOID-1 ;earthdisrupter
|
||||
.word VOID-1 ;plasmablast
|
||||
.word laser-1
|
||||
.word babymissile-1 ;Baby_Missile___;_00
|
||||
.word missile-1 ;Missile________;_01
|
||||
.word babynuke-1 ;Baby_Nuke______;_02
|
||||
.word nuke-1 ;Nuke___________;_03
|
||||
.word leapfrog-1 ;LeapFrog_______;_04
|
||||
.word funkybomb-1 ;Funky_Bomb_____;_05
|
||||
.word mirv-1 ;MIRV___________;_06
|
||||
.word deathshead-1 ;Death_s_Head___;_07
|
||||
.word napalm-1 ;Napalm_________;_08
|
||||
.word hotnapalm-1 ;Hot_Napalm_____;_09
|
||||
.word tracer-1 ;Tracer_________;_10
|
||||
.word tracer-1 ;Smoke_Tracer___;_11
|
||||
.word babyroller-1 ;Baby_Roller____;_12
|
||||
.word roller-1 ;Roller_________;_13
|
||||
.word heavyroller-1 ;Heavy_Roller___;_14
|
||||
.word riotcharge-1 ;Riot_Charge____;_15
|
||||
.word riotblast-1 ;Riot_Blast_____;_16
|
||||
.word riotbomb-1 ;Riot_Bomb______;_17
|
||||
.word heavyriotbomb-1 ;Heavy_Riot_Bomb;_18
|
||||
.word babydigger-1 ;Baby_Digger____;_19
|
||||
.word digger-1 ;Digger_________;_20
|
||||
.word heavydigger-1 ;Heavy_Digger___;_21
|
||||
.word babysandhog-1 ;Baby_Sandhog___;_22
|
||||
.word sandhog-1 ;Sandhog________;_23
|
||||
.word heavysandhog-1 ;Heavy_Sandhog__;_24
|
||||
.word dirtclod-1 ;Dirt_Clod______;_25
|
||||
.word dirtball-1 ;Dirt_Ball______;_26
|
||||
.word tonofdirt-1 ;Ton_of_Dirt____;_27
|
||||
.word liquiddirt-1 ;Liquid_Dirt____;_28
|
||||
.word dirtcharge-1 ;Dirt_Charge____;_29
|
||||
.word VOID-1 ;Buy_me_________;_30
|
||||
.word laser-1 ;Laser__________;_31
|
||||
|
||||
VOID
|
||||
tracer
|
||||
@@ -65,54 +61,36 @@ tracer
|
||||
; ------------------------
|
||||
.proc babymissile
|
||||
mva #sfx_baby_missile sfx_effect
|
||||
inc FallDown2
|
||||
mva #11 ExplosionRadius
|
||||
jsr CalculateExplosionRange
|
||||
jmp xmissile
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc missile ;
|
||||
mva #sfx_baby_missile sfx_effect
|
||||
inc FallDown2
|
||||
mva #17 ExplosionRadius
|
||||
jsr CalculateExplosionRange
|
||||
jmp xmissile
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc babynuke
|
||||
mva #sfx_nuke sfx_effect
|
||||
inc FallDown2
|
||||
mva #25 ExplosionRadius
|
||||
jsr CalculateExplosionRange
|
||||
jmp xmissile
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc nuke
|
||||
mva #sfx_nuke sfx_effect
|
||||
inc FallDown2
|
||||
mva #30 ExplosionRadius
|
||||
jsr CalculateExplosionRange
|
||||
jmp xmissile
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc leapfrog
|
||||
mva #sfx_baby_missile sfx_effect
|
||||
inc FallDown2
|
||||
mva #17 ExplosionRadius
|
||||
jsr CalculateExplosionRange
|
||||
jsr xmissile
|
||||
|
||||
; soil must fall down now! there is no other way...
|
||||
; hide tanks or they fall down with soil
|
||||
lda TankNr
|
||||
pha
|
||||
mva #1 Erase
|
||||
jsr drawtanks
|
||||
mva #0 Erase
|
||||
jsr SoilDown2
|
||||
jsr drawtanks
|
||||
pla
|
||||
sta TankNr
|
||||
|
||||
; it looks like force is divided by 4 here BUT"
|
||||
; in Flight routine force is multiplied by 2 and left
|
||||
@@ -131,19 +109,11 @@ tracer
|
||||
mva #15 ExplosionRadius
|
||||
jsr CalculateExplosionRange0
|
||||
mva #sfx_baby_missile sfx_effect
|
||||
jsr xmissile
|
||||
jsr xmissile.NoRangeCalc
|
||||
|
||||
; soil must fall down now! there is no other way...
|
||||
; hide tanks or they fall down with soil
|
||||
lda TankNr
|
||||
pha
|
||||
mva #1 Erase
|
||||
jsr drawtanks
|
||||
mva #0 Erase
|
||||
jsr SoilDown2
|
||||
jsr drawtanks
|
||||
pla
|
||||
sta TankNr
|
||||
|
||||
; it looks like force is divided by 4 here BUT"
|
||||
; in Flight routine force is multiplied by 2 and left
|
||||
@@ -161,13 +131,12 @@ tracer
|
||||
mva #13 ExplosionRadius
|
||||
jsr CalculateExplosionRange0
|
||||
mva #sfx_baby_missile sfx_effect
|
||||
jmp xmissile
|
||||
jmp xmissile.NoRangeCalc
|
||||
EndOfLeapping
|
||||
rts
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc mirv ; the whole mirv is performed by Flight routine
|
||||
inc FallDown2
|
||||
rts
|
||||
.endp
|
||||
; ------------------------
|
||||
@@ -175,25 +144,15 @@ EndOfLeapping
|
||||
mva #sfx_baby_missile sfx_effect
|
||||
mwa xtraj+1 xtrajfb
|
||||
sbw ytraj+1 #$05 ytrajfb ; funky missiles start point goes 5 pixel UP to prevent multiple explosion at one point if tank is hit (4 pixels tank height + 1)
|
||||
inc FallDown2
|
||||
;central Explosion
|
||||
mva #21 ExplosionRadius
|
||||
jsr CalculateExplosionRange0
|
||||
jsr xmissile
|
||||
|
||||
lda TankNr
|
||||
pha
|
||||
mva #1 Erase
|
||||
jsr drawtanks
|
||||
mva #0 Erase
|
||||
jsr xmissile.NoRangeCalc
|
||||
|
||||
jsr SoilDown2
|
||||
;
|
||||
mva #1 Erase
|
||||
jsr drawtanks
|
||||
mva #0 Erase
|
||||
pla
|
||||
sta TankNr
|
||||
jsr cleartanks ; maybe not?
|
||||
sta FunkyWallFlag
|
||||
mva #1 color
|
||||
mva #5 FunkyBombCounter
|
||||
FunkyBombLoop
|
||||
@@ -214,7 +173,6 @@ FunkyBombLoop
|
||||
mva #sfx_funky_hit sfx_effect
|
||||
jsr Flight
|
||||
|
||||
jsr CalculateExplosionRange
|
||||
lda HitFlag
|
||||
beq NoExplosionInFunkyBomb
|
||||
mva #sfx_baby_missile sfx_effect
|
||||
@@ -224,26 +182,25 @@ NoExplosionInFunkyBomb
|
||||
dec FunkyBombCounter
|
||||
bne FunkyBombLoop
|
||||
mva #0 tracerflag
|
||||
lda FunkyWallFlag
|
||||
beq NoWallsInFunky
|
||||
jsr SetFullScreenSoilRange
|
||||
NoWallsInFunky
|
||||
rts
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc deathshead
|
||||
inc FallDown2
|
||||
mva #30 ExplosionRadius
|
||||
jsr CalculateExplosionRange
|
||||
|
||||
mva #sfx_nuke sfx_effect
|
||||
SaveDrawXY
|
||||
jsr xmissile
|
||||
UnSaveDrawXY
|
||||
sbw xdraw #34
|
||||
jsr CalculateExplosionRange
|
||||
mva #sfx_nuke sfx_effect
|
||||
SaveDrawXY
|
||||
jsr xmissile
|
||||
UnSaveDrawXY
|
||||
adw xdraw #68
|
||||
jsr CalculateExplosionRange
|
||||
mva #sfx_nuke sfx_effect
|
||||
SaveDrawXY
|
||||
jsr xmissile
|
||||
@@ -284,7 +241,6 @@ NoLowerCircle
|
||||
; ------------------------
|
||||
.proc napalm
|
||||
mva #sfx_napalm sfx_effect
|
||||
inc FallDown2
|
||||
mva #(napalmRadius+4) ExplosionRadius ; real radius + 4 pixels (half characrer width)
|
||||
jsr CalculateExplosionRange
|
||||
mva #0 ExplosionRadius ; in this weapon - flag: 0 - napalm, 1 - hotnapalm
|
||||
@@ -293,7 +249,6 @@ NoLowerCircle
|
||||
; ------------------------
|
||||
.proc hotnapalm
|
||||
mva #sfx_napalm sfx_effect
|
||||
inc FallDown2
|
||||
mva #(napalmRadius+4) ExplosionRadius ; real radius + 4 pixels (half characrer width)
|
||||
jsr CalculateExplosionRange
|
||||
mva #1 ExplosionRadius ; in this weapon - flag: 0 - napalm, 1 - hotnapalm
|
||||
@@ -358,7 +313,6 @@ CharOffTheScreen
|
||||
dec magic
|
||||
jpl RepeatNapalm
|
||||
; after napalm
|
||||
inc FallDown2
|
||||
;now we must check tanks in range
|
||||
ldx NumberOfPlayers
|
||||
dex
|
||||
@@ -377,7 +331,7 @@ BurnedCheckLoop
|
||||
@
|
||||
bcs TankOutOfFire
|
||||
; let's calculate left edge of the fire
|
||||
sbw xcircle #(napalmRadius+8+4-4) xdraw ; 10 pixels on left + character width (tank) + half character - correction
|
||||
sbw xcircle #(napalmRadius+TankWidth+4-4) xdraw ; 10 pixels on left + character width (tank) + half character - correction
|
||||
bpl @+
|
||||
mwa #0 xdraw ; left screen edge
|
||||
@
|
||||
@@ -406,32 +360,27 @@ EndNurnedCheckLoop
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc babyroller
|
||||
inc FallDown2
|
||||
mva #11 ExplosionRadius
|
||||
jmp xroller
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc roller ;
|
||||
inc FallDown2
|
||||
mva #21 ExplosionRadius
|
||||
jmp xroller
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc heavyroller
|
||||
inc FallDown2
|
||||
mva #30 ExplosionRadius
|
||||
jmp xroller
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc riotbomb
|
||||
inc FallDown2
|
||||
mva #17 ExplosionRadius
|
||||
jsr CalculateExplosionRange
|
||||
jmp xriotbomb
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc heavyriotbomb
|
||||
inc FallDown2
|
||||
mva #29 ExplosionRadius
|
||||
jsr CalculateExplosionRange
|
||||
jmp xriotbomb
|
||||
@@ -440,7 +389,6 @@ EndNurnedCheckLoop
|
||||
.proc babydigger
|
||||
mva #sfx_digger sfx_effect
|
||||
mva #0 sandhogflag
|
||||
inc FallDown2
|
||||
mva #13 DigLong
|
||||
mva #1 diggery ; how many branches (-1)
|
||||
jmp xdigger
|
||||
@@ -449,7 +397,6 @@ EndNurnedCheckLoop
|
||||
.proc digger ;
|
||||
mva #sfx_digger sfx_effect
|
||||
mva #0 sandhogflag
|
||||
inc FallDown2
|
||||
mva #13 DigLong
|
||||
mva #3 diggery ; how many branches (-1)
|
||||
jmp xdigger
|
||||
@@ -458,7 +405,6 @@ EndNurnedCheckLoop
|
||||
.proc heavydigger
|
||||
mva #sfx_digger sfx_effect
|
||||
mva #0 sandhogflag
|
||||
inc FallDown2
|
||||
mva #13 DigLong
|
||||
mva #7 diggery ; how many branches (-1)
|
||||
jmp xdigger
|
||||
@@ -582,7 +528,6 @@ DiggerCharacter
|
||||
.proc babysandhog
|
||||
mva #sfx_sandhog sfx_effect
|
||||
mva #char_sandhog_offset sandhogflag
|
||||
inc FallDown2
|
||||
mva #13 DigLong
|
||||
mva #1 diggery ; how many branches (-1)
|
||||
jmp xdigger
|
||||
@@ -591,7 +536,6 @@ DiggerCharacter
|
||||
.proc sandhog
|
||||
mva #sfx_sandhog sfx_effect
|
||||
mva #char_sandhog_offset sandhogflag
|
||||
inc FallDown2
|
||||
mva #13 DigLong
|
||||
mva #3 diggery ; how many branches (-1)
|
||||
jmp xdigger
|
||||
@@ -600,35 +544,30 @@ DiggerCharacter
|
||||
.proc heavysandhog
|
||||
mva #sfx_sandhog sfx_effect
|
||||
mva #char_sandhog_offset sandhogflag
|
||||
inc FallDown2
|
||||
mva #13 DigLong
|
||||
mva #5 diggery ; how many branches (-1)
|
||||
jmp xdigger
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc dirtclod
|
||||
inc FallDown2
|
||||
mva #12 ExplosionRadius
|
||||
jsr CalculateExplosionRange
|
||||
jmp xdirt
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc dirtball
|
||||
inc FallDown2
|
||||
mva #22 ExplosionRadius
|
||||
jsr CalculateExplosionRange
|
||||
jmp xdirt
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc tonofdirt
|
||||
inc FallDown2
|
||||
mva #31 ExplosionRadius
|
||||
jsr CalculateExplosionRange
|
||||
jmp xdirt
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc dirtcharge
|
||||
inc FallDown2
|
||||
mva #61 ExplosionRadius
|
||||
jsr CalculateExplosionRange
|
||||
jmp ofdirt
|
||||
@@ -636,7 +575,6 @@ DiggerCharacter
|
||||
; ------------------------
|
||||
.proc riotcharge
|
||||
mva #sfx_riot_blast sfx_effect
|
||||
inc FallDown2
|
||||
mva #31 ExplosionRadius
|
||||
jsr CalculateExplosionRange
|
||||
jmp cleanDirt
|
||||
@@ -644,7 +582,6 @@ DiggerCharacter
|
||||
; ------------------------
|
||||
.proc riotblast
|
||||
mva #sfx_riot_blast sfx_effect
|
||||
inc FallDown2
|
||||
mva #61 ExplosionRadius
|
||||
jsr CalculateExplosionRange
|
||||
jmp cleanDirt
|
||||
@@ -668,21 +605,6 @@ DiggerCharacter
|
||||
mva EndOfTheBarrelY ybyte
|
||||
mva #0 ybyte+1
|
||||
|
||||
;clc
|
||||
;lda xtankstableL,x
|
||||
;adc EndOfTheBarrelX,y ; correction of the end of the barrel point (X)
|
||||
;sta xbyte
|
||||
;lda xtankstableH,x
|
||||
;adc #0
|
||||
;sta xbyte+1
|
||||
;sec
|
||||
;lda ytankstable,x
|
||||
;sbc EndOfTheBarrelY,y ; correction of the end of the barrel point (Y)
|
||||
;sta ybyte
|
||||
;lda #$00
|
||||
;sbc #$00
|
||||
;sta ybyte+1
|
||||
|
||||
mwa xdraw LaserCoordinate
|
||||
mwa ydraw LaserCoordinate+2
|
||||
mwa xbyte LaserCoordinate+4
|
||||
@@ -733,6 +655,8 @@ LaserMisses
|
||||
; -----------------
|
||||
.proc xmissile ;
|
||||
; -----------------
|
||||
jsr CalculateExplosionRange
|
||||
NoRangeCalc
|
||||
lda #1
|
||||
sta radius
|
||||
sta color
|
||||
@@ -861,6 +785,7 @@ dirtLoop
|
||||
lda radius
|
||||
cmp ExplosionRadius
|
||||
bne dirtLoop
|
||||
mva #sfx_silencer sfx_effect
|
||||
rts
|
||||
.endp
|
||||
; -----------------
|
||||
@@ -943,7 +868,6 @@ ExplodeNow
|
||||
mwa ycircle ydraw ;(bad)
|
||||
|
||||
; finally a little explosion
|
||||
jsr CalculateExplosionRange
|
||||
mva #sfx_baby_missile sfx_effect
|
||||
jmp xmissile
|
||||
rts
|
||||
@@ -1148,7 +1072,6 @@ ToHighFill
|
||||
;first, get current parameters (angle+force)
|
||||
;for an active tank and display them
|
||||
;(these values are taken from the previous round)
|
||||
mva #0 Erase
|
||||
|
||||
ldx TankNr
|
||||
|
||||
@@ -1165,6 +1088,7 @@ ContinueToCheckMaxForce2
|
||||
lda MaxForceTableL,x
|
||||
sta ForceTableL,x
|
||||
@
|
||||
mva #0 Erase
|
||||
jsr DisplayStatus ;all digital values like force, angle, wind, etc.
|
||||
jsr PutTankNameOnScreen
|
||||
|
||||
@@ -1182,6 +1106,17 @@ ContinueToCheckMaxForce2
|
||||
; $f3 - shift+key
|
||||
|
||||
notpressed
|
||||
; Select and Option
|
||||
lda CONSOL
|
||||
tay
|
||||
and #%00000101 ; Start + Option
|
||||
beq QuitToGameover
|
||||
tya
|
||||
and #%00000100
|
||||
beq callActivation ; Option key
|
||||
tya
|
||||
and #%00000010
|
||||
jeq pressedTAB ; Select key
|
||||
lda SKSTAT
|
||||
cmp #$ff
|
||||
jeq checkJoy
|
||||
@@ -1191,16 +1126,17 @@ notpressed
|
||||
lda kbcode
|
||||
and #%10111111 ; SHIFT elimination
|
||||
|
||||
cmp #$08 ; O
|
||||
cmp #@kbcode._O ; $08 ; O
|
||||
bne @+
|
||||
jsr AreYouSure
|
||||
bit escFlag
|
||||
bpl notpressed
|
||||
;---O pressed-quit game to game over screen---
|
||||
QuitToGameover
|
||||
mva #$40 escFlag
|
||||
rts
|
||||
@
|
||||
cmp #28 ; ESC
|
||||
cmp #@kbcode._esc ; 28 ; ESC
|
||||
bne @+
|
||||
jsr AreYouSure
|
||||
bit escFlag
|
||||
@@ -1208,32 +1144,26 @@ notpressed
|
||||
;---esc pressed-quit game---
|
||||
rts
|
||||
@
|
||||
cmp #$3f ; A
|
||||
cmp #@kbcode._A ; $3f ; A
|
||||
bne @+
|
||||
callActivation
|
||||
; Hide all tanks - after inventory they may have other shapes
|
||||
mva #1 Erase
|
||||
jsr DrawTanks
|
||||
mva #0 Erase
|
||||
jsr ClearTanks
|
||||
jsr DefensivesActivate
|
||||
jmp afterInventory
|
||||
|
||||
@
|
||||
cmp #$0d ; I
|
||||
cmp #@kbcode._I ; $0d ; I
|
||||
bne @+
|
||||
callInventory
|
||||
; Hide all tanks - after inventory they may have other shapes
|
||||
mva #1 Erase
|
||||
jsr DrawTanks
|
||||
mva #0 Erase
|
||||
jsr ClearTanks
|
||||
;
|
||||
mva #$ff isInventory
|
||||
jsr Purchase
|
||||
afterInventory
|
||||
mva #0 dmactls ; dark screen
|
||||
jsr WaitOneFrame
|
||||
lda #song_ingame
|
||||
jsr RmtSongSelect
|
||||
jsr MakeDarkScreen
|
||||
RmtSong song_ingame
|
||||
mva #0 escFlag
|
||||
jsr DisplayStatus
|
||||
jsr SetMainScreen
|
||||
@@ -1242,30 +1172,30 @@ afterInventory
|
||||
jsr WaitForKeyRelease
|
||||
jmp BeforeFire
|
||||
@
|
||||
cmp #$8e
|
||||
cmp #$80|@kbcode._up
|
||||
jeq CTRLPressedUp
|
||||
cmp #$8f
|
||||
cmp #$80|@kbcode._down
|
||||
jeq CTRLPressedDown
|
||||
cmp #$ac
|
||||
cmp #$80|@kbcode._tab
|
||||
jeq CTRLPressedTAB
|
||||
|
||||
and #$3f ;CTRL and SHIFT ellimination
|
||||
jumpFromStick
|
||||
cmp #$e
|
||||
cmp #@kbcode._up ; $e
|
||||
jeq pressedUp
|
||||
cmp #$f
|
||||
cmp #@kbcode._down ; $f
|
||||
jeq pressedDown
|
||||
cmp #$6
|
||||
cmp #@kbcode._left ; $6
|
||||
jeq pressedLeft
|
||||
cmp #$7
|
||||
cmp #@kbcode._right ; $7
|
||||
jeq pressedRight
|
||||
cmp #$21
|
||||
cmp #@kbcode._space ; $21
|
||||
jeq pressedSpace
|
||||
cmp #$2c
|
||||
cmp #@kbcode._tab ; $2c
|
||||
jeq pressedTAB
|
||||
cmp #$25 ; M
|
||||
cmp #@kbcode._M ; $25 ; M
|
||||
jeq pressedM
|
||||
cmp #$3e ; S
|
||||
cmp #@kbcode._S ; $3e ; S
|
||||
jeq pressedS
|
||||
jmp notpressed
|
||||
checkJoy
|
||||
@@ -1434,12 +1364,14 @@ CTRLPressedLeft
|
||||
pressedTAB
|
||||
mva #sfx_purchase sfx_effect
|
||||
ldx TankNr
|
||||
inc ActiveWeapon,x
|
||||
lda ActiveWeapon,x
|
||||
cmp #$30 ; number of offensive weapons
|
||||
bne @+
|
||||
lda #0
|
||||
lda ActiveWeapon,x
|
||||
cmp #last_offensive_____ ; the last possible offensive weapon
|
||||
bne ?notlasttofirst
|
||||
lda #first_offensive____ ; #0
|
||||
sta ActiveWeapon,x
|
||||
beq @+ ; allways = 0
|
||||
?notlasttofirst
|
||||
inc ActiveWeapon,x
|
||||
@
|
||||
lda ActiveWeapon,x
|
||||
jsr HowManyBullets ; and we have qty of owned shells. Ufff....
|
||||
@@ -1449,10 +1381,14 @@ pressedTAB
|
||||
|
||||
CTRLpressedTAB
|
||||
ldx TankNr
|
||||
dec ActiveWeapon,x
|
||||
bpl @+
|
||||
lda #$2f ; the last possible offensive weapon
|
||||
lda ActiveWeapon,x
|
||||
cmp #first_offensive____ ; #0
|
||||
bne ?notfirsttolast
|
||||
lda #last_offensive_____ ; the last possible offensive weapon
|
||||
sta ActiveWeapon,x
|
||||
bne @+ ; allways <> 0
|
||||
?notfirsttolast
|
||||
dec ActiveWeapon,x
|
||||
@
|
||||
lda ActiveWeapon,x
|
||||
jsr HowManyBullets ; and we have qty of owned shells. Ufff....
|
||||
@@ -1464,8 +1400,7 @@ pressedM
|
||||
; have you tried turning the music off and on again?
|
||||
lda #$ff
|
||||
eor:sta noMusic
|
||||
lda #song_ingame
|
||||
jsr RmtSongSelect
|
||||
RmtSong song_ingame
|
||||
jsr WaitForKeyRelease
|
||||
jmp BeforeFire
|
||||
|
||||
@@ -1510,7 +1445,7 @@ RandomizeOffensiveText
|
||||
|
||||
sta TextNumberOff
|
||||
ldy TankNr
|
||||
mva #1 plot4x4color
|
||||
mva #$ff plot4x4color
|
||||
jsr DisplayOffensiveTextNr
|
||||
|
||||
mva #0 LaserFlag ; $ff - Laser
|
||||
@@ -1581,7 +1516,7 @@ ShotUnderGround
|
||||
;xtraj=xtraj+vx - without Wind
|
||||
;vx=vx+Wind (Wind is a small fraction)
|
||||
;plot xtraj,ytraj - there is clearing in plot
|
||||
;goto begin
|
||||
;goto begin-
|
||||
|
||||
|
||||
|
||||
@@ -1798,6 +1733,12 @@ NoWind
|
||||
mwa ytraj+1 ybyte
|
||||
jsr draw
|
||||
;key
|
||||
bit LaserFlag
|
||||
bmi LaserNoWalls
|
||||
; Check for walls
|
||||
jsr MakeWalls
|
||||
;
|
||||
LaserNoWalls
|
||||
mwa xtraj+1 XtrajOld+1
|
||||
mwa ytraj+1 YtrajOld+1
|
||||
|
||||
@@ -1894,12 +1835,19 @@ EndOfFlight2
|
||||
@
|
||||
; tank hit - check defensive weapon of this tank
|
||||
tax
|
||||
dex ; index of tank in X
|
||||
dex ; index of hitted tank in X
|
||||
ldy TankNr
|
||||
lda ActiveWeapon,y
|
||||
cmp #ind_Tracer_________ ; defence not fire by tracers
|
||||
beq JNoDefence
|
||||
cmp #ind_Smoke_Tracer___
|
||||
beq JNoDefence
|
||||
lda ActiveDefenceWeapon,x
|
||||
cmp #ind_Bouncy_Castle__ ; Auto Defence
|
||||
jeq BouncyCastle
|
||||
cmp #ind_Mag_Deflector__ ; Mag Deflector
|
||||
beq MagDeflector
|
||||
JNoDefence
|
||||
jmp NoDefence
|
||||
MagDeflector
|
||||
; now run defensive-aggressive weapon - Mag Deflector!
|
||||
@@ -1916,7 +1864,7 @@ MagDeflector
|
||||
bit random ; left or right deflection ?
|
||||
bpl RightDeflection
|
||||
LeftDeflection
|
||||
sbw XHit #18 ; 18 pixels to right and explode...
|
||||
sbw XHit #18 ; 18 pixels to left and explode...
|
||||
bit XHit+1 ; if off-screen ...
|
||||
bpl EndOfMagDeflector ; hit of course but we need RTS
|
||||
adw XHit #36 ; change to right :)
|
||||
@@ -1949,8 +1897,6 @@ NoDefence
|
||||
BouncyCastle
|
||||
mva #sfx_shield_on sfx_effect
|
||||
; now run defensive-aggressive weapon - Bouncy Castle (previously known as Auto Defence)!
|
||||
sbb #180 LeapFrogAngle Angle ; swap angle (LeapFrogAngle - because we have strored angle in this variable)
|
||||
lsrw Force ; Force = Force / 2 - because earlier we multiplied by 2
|
||||
mva #1 Erase
|
||||
lda TankNr
|
||||
pha ; store TankNr
|
||||
@@ -1961,13 +1907,18 @@ BouncyCastle
|
||||
sta ShieldEnergy,x
|
||||
sta xtraj ; prepare coordinates
|
||||
sta ytraj
|
||||
sta xtraj+2
|
||||
sta ytraj+2
|
||||
; sta xtraj+2
|
||||
; sta ytraj+2
|
||||
sta Erase
|
||||
jsr DrawTankNr ; draw tank without shield
|
||||
ldx TankNr ; restore X value :)
|
||||
; ldx TankNr ; restore X value :) ... but we don't need X now ..
|
||||
pla
|
||||
sta TankNr ; restore TankNr value :)
|
||||
sec
|
||||
lda #180
|
||||
sbc LeapFrogAngle
|
||||
sta Angle ; swap angle (LeapFrogAngle - because we have strored angle in this variable)
|
||||
lsrw Force ; Force = Force / 2 - because earlier we multiplied by 2
|
||||
mwa XHit xtraj+1
|
||||
sbw YHit #5 ytraj+1
|
||||
mva #1 color
|
||||
@@ -2084,10 +2035,7 @@ MIRVcopyParameters
|
||||
sta vx03+4
|
||||
|
||||
; clearing ranges of soil down registers
|
||||
mwa #screenwidth RangeLeft
|
||||
lda #0
|
||||
sta RangeRight
|
||||
sta RangeRight+1
|
||||
jsr ClearScreenSoilRange
|
||||
|
||||
ldx #$FF ; it will turn 0 in a moment anyway
|
||||
stx MirvMissileCounter
|
||||
@@ -2319,21 +2267,62 @@ MIRValreadyAll
|
||||
|
||||
;first clean the offensive text...
|
||||
ldy TankNr
|
||||
mva #0 plot4x4color
|
||||
mva #$00 plot4x4color
|
||||
jsr DisplayOffensiveTextNr
|
||||
|
||||
; temporary removing tanks from the screen (otherwise they will fall down with soil)
|
||||
mva TankNr tempor2
|
||||
mva #1 Erase
|
||||
jsr drawtanks
|
||||
mva tempor2 TankNr
|
||||
mva #0 Erase
|
||||
jsr SoilDown2
|
||||
mva #$ff HitFlag ; but why ??
|
||||
;jsr drawtanks
|
||||
rts
|
||||
.endp
|
||||
|
||||
; -------------------------------------------------
|
||||
.proc MakeWalls
|
||||
; -------------------------------------------------
|
||||
bit WallsType ; ; bits 6 and 7: 00 - none, 01 - bump, 10 - wrap, 11 - boxy
|
||||
bpl WrapAndNone
|
||||
bvc MakeBump
|
||||
; top bounce
|
||||
bit ytraj+2
|
||||
bpl NoOnTop
|
||||
bit vy+3
|
||||
bmi FlyingDown
|
||||
sec
|
||||
.rept 4
|
||||
lda #$00
|
||||
sbc vy+#
|
||||
sta vy+#
|
||||
.endr
|
||||
FlyingDown
|
||||
NoOnTop
|
||||
MakeBump
|
||||
cpw xtraj+1 #screenwidth
|
||||
bcc OnScreen
|
||||
; inverse vx (bouncing wall)
|
||||
sec
|
||||
.rept 4
|
||||
lda #$00
|
||||
sbc vx+#
|
||||
sta vx+#
|
||||
.endr
|
||||
inc FunkyWallFlag
|
||||
rts
|
||||
WrapAndNone
|
||||
bvc NoWall
|
||||
cpw xtraj+1 #screenwidth
|
||||
bcc OnScreen
|
||||
; (wrapping wall)
|
||||
inc FunkyWallFlag
|
||||
bit xtraj+2
|
||||
bmi LeftWrap
|
||||
RightWrap
|
||||
sbw xtraj+1 #screenwidth
|
||||
rts
|
||||
LeftWrap
|
||||
adw xtraj+1 #screenwidth
|
||||
OnScreen
|
||||
NoWall
|
||||
rts
|
||||
.endp
|
||||
; -------------------------------------------------
|
||||
.proc WhiteFlag
|
||||
; -------------------------------------------------
|
||||
@@ -2404,12 +2393,8 @@ NextLine2
|
||||
lda #0
|
||||
ldx TankNr
|
||||
sta ActiveDefenceWeapon,x ; deactivate Nuclear Winter
|
||||
|
||||
sta RangeLeft ; whole screen in range of soil down
|
||||
sta RangeLeft+1
|
||||
mwa #screenwidth RangeRight
|
||||
jsr SoilDown2
|
||||
jsr drawtanks ; for restore PM
|
||||
jsr SetFullScreenSoilRange
|
||||
jsr SoilDown2.NoClearTanks
|
||||
rts
|
||||
|
||||
; in order to optimize the fragment repeated in both internal loops
|
||||
@@ -2500,7 +2485,7 @@ ReachSky
|
||||
lda FloatingAlt
|
||||
sbc #12
|
||||
sta LineYdraw
|
||||
lda #0
|
||||
lda #$00
|
||||
jsr TypeLine4x4.staplot4x4color
|
||||
; and Soildown at the start (for correct mountaintable if tank was buried)
|
||||
; calculate range
|
||||
@@ -2520,11 +2505,7 @@ ReachSky
|
||||
adc #0
|
||||
sta RangeRight+1
|
||||
; hide tanks and ...
|
||||
mva #1 Erase
|
||||
jsr DrawTanks
|
||||
jsr SoilDown2
|
||||
mva #0 Erase
|
||||
jsr DrawTanks
|
||||
ldx TankNr
|
||||
|
||||
; check keyboard/joy and move tank left/right - code copied from BeforeFire
|
||||
@@ -2567,7 +2548,7 @@ notpressed
|
||||
lda kbcode
|
||||
and #%00111111 ; CTRL and SHIFT elimination
|
||||
|
||||
cmp #28 ; ESC
|
||||
cmp #@kbcode._esc ; 28 ; ESC
|
||||
bne @+
|
||||
jsr AreYouSure
|
||||
bit escFlag
|
||||
@@ -2576,11 +2557,11 @@ notpressed
|
||||
rts
|
||||
@
|
||||
jumpFromStick
|
||||
cmp #$6
|
||||
cmp #@kbcode._left ; $6
|
||||
jeq pressedLeft
|
||||
cmp #$7
|
||||
cmp #@kbcode._right ; $7
|
||||
jeq pressedRight
|
||||
cmp #$21
|
||||
cmp #@kbcode._space ; $21
|
||||
jeq pressedSpace
|
||||
jmp notpressed
|
||||
checkJoy
|
||||
@@ -2611,10 +2592,10 @@ pressedRight
|
||||
jsr DrawTankNr
|
||||
mva #0 Erase
|
||||
lda XtankstableH,x
|
||||
cmp #>(screenwidth-12) ; tank width correction +4
|
||||
cmp #>(screenwidth-TankWidth-4) ; tank width correction +4
|
||||
bne @+
|
||||
lda XtankstableL,x
|
||||
cmp #<(screenwidth-12) ; tank width correction +4 pixels
|
||||
cmp #<(screenwidth-TankWidth-4) ; tank width correction +4 pixels
|
||||
@ bcs RightScreenEdge
|
||||
inc XtankstableL,x
|
||||
sne:inc XtankstableH,x
|
||||
@@ -2667,17 +2648,17 @@ pressedSpace
|
||||
lda FloatingAlt
|
||||
sbc #12
|
||||
sta LineYdraw
|
||||
lda #0
|
||||
lda #$00
|
||||
jsr TypeLine4x4.staplot4x4color
|
||||
ldx TankNr
|
||||
;=================================
|
||||
; left or right from center of screen ?
|
||||
ldy #0
|
||||
lda XtankstableH,x
|
||||
cmp #>((screenwidth/2)-8)
|
||||
cmp #>((screenwidth/2)-TankWidth)
|
||||
bne @+
|
||||
lda XtankstableL,x
|
||||
cmp #<((screenwidth/2)-8)
|
||||
cmp #<((screenwidth/2)-TankWidth)
|
||||
@ bcc TankOnLeftSide
|
||||
TankOnRightSide
|
||||
dey
|
||||
@@ -2781,7 +2762,7 @@ GoDown
|
||||
FloatDown
|
||||
lda ytankstable,x
|
||||
cmp FloatingAlt
|
||||
beq OnGround
|
||||
bcs OnGround
|
||||
; first erase old tank position
|
||||
mva #1 Erase
|
||||
jsr DrawTankNr
|
||||
@@ -2816,11 +2797,7 @@ OnGround
|
||||
adc #0
|
||||
sta RangeRight+1
|
||||
; hide tanks and ...
|
||||
mva #1 Erase
|
||||
jsr DrawTanks
|
||||
jsr SoilDown2
|
||||
mva #0 Erase
|
||||
jsr DrawTanks
|
||||
ldx TankNr
|
||||
rts
|
||||
.endp
|
||||
@@ -2857,11 +2834,13 @@ CheckCollisionWithTankLoop
|
||||
lda xtankstableL,x
|
||||
cmp xdraw
|
||||
@
|
||||
bcs LeftFromTheTank ;add 8 double byte
|
||||
bcs LeftFromTheTank
|
||||
; add 8 double byte
|
||||
; now we use Y as low byte and A as high byte of checked position (right edge of tank)
|
||||
; it is tricky but fast and much shorter
|
||||
clc
|
||||
adc #8
|
||||
lda xtankstableL,x
|
||||
adc #TankWidth
|
||||
tay
|
||||
lda xtankstableH,x
|
||||
adc #0
|
||||
@@ -2902,7 +2881,7 @@ CheckCollisionWithShieldedTank
|
||||
bcs LeftFromTheTank
|
||||
tya ;add 16 double byte
|
||||
clc
|
||||
adc #16
|
||||
adc #TankWidth+4+4
|
||||
tay
|
||||
lda xtankstableH,x
|
||||
adc #0
|
||||
@@ -2921,10 +2900,7 @@ CalculateExplosionRange0
|
||||
;(for the first or single explosion)
|
||||
|
||||
;zero soil fall out ranges
|
||||
mwa #screenwidth RangeLeft
|
||||
lda #0
|
||||
sta RangeRight
|
||||
sta RangeRight+1
|
||||
jsr ClearScreenSoilRange
|
||||
;--------------------------------------------------
|
||||
.proc CalculateExplosionRange
|
||||
;--------------------------------------------------
|
||||
@@ -2956,7 +2932,27 @@ RangesChecked
|
||||
|
||||
rts
|
||||
.endp
|
||||
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc SetFullScreenSoilRange
|
||||
; whole screen in range of soil down
|
||||
;--------------------------------------------------
|
||||
lda #0
|
||||
sta RangeLeft
|
||||
sta RangeLeft+1
|
||||
mwa #screenwidth RangeRight
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc ClearScreenSoilRange
|
||||
; cleanup of the soil fall down ranges (left and right)
|
||||
;--------------------------------------------------
|
||||
mwa #screenwidth RangeLeft
|
||||
lda #0
|
||||
sta RangeRight
|
||||
sta RangeRight+1
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc DecreaseWeaponBeforeShoot
|
||||
;--------------------------------------------------
|
||||
@@ -2965,17 +2961,6 @@ RangesChecked
|
||||
jsr DecreaseWeapon
|
||||
; and here we have amount of possessed ammo for given weapon
|
||||
sta WeaponDepleted
|
||||
; ;cmp #0
|
||||
; bne AmmunitionDecreased
|
||||
; ;lda #0 ;if ammo for given weapon ends
|
||||
; sta ActiveWeapon,x ;then set to default weapon (baby missile)
|
||||
;AmmunitionDecreased
|
||||
; lda #99
|
||||
; ldy #0
|
||||
; sta (weaponPointer),y ;baby missile - always 99 pieces
|
||||
;
|
||||
; ;there is a good value in weaponPointer after jsr DecreaseWeapon
|
||||
;
|
||||
rts
|
||||
.endp
|
||||
|
||||
@@ -3017,7 +3002,10 @@ noBullets
|
||||
;--------------------------------------------------
|
||||
.proc ShellDelay
|
||||
lda CONSOL
|
||||
cmp #6
|
||||
and #%00000101 ; Start + Option
|
||||
bne @+
|
||||
mva #$40 escFlag
|
||||
@ and #%00000001
|
||||
beq noShellDelay
|
||||
ldx flyDelay
|
||||
DelayLoop
|
||||
|
||||
Reference in New Issue
Block a user