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@@ -2,3 +2,5 @@
|
||||
*.bak
|
||||
scorch.lab
|
||||
scorch.lst
|
||||
textproc.lab
|
||||
textproc.lst
|
||||
|
||||
+120
-84
@@ -14,13 +14,13 @@ On the first screen, you can configure gameplay options:
|
||||
* 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.
|
||||
* 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 way the walls (edges of the screen) work:
|
||||
* none - projectiles that flew off the screen do not return
|
||||
* wrap - the screen "wraps" and projectiles that flew to the right appear on the left side (and vice versa)
|
||||
* bump - the right and left walls deflect projectiles that want to fly through them
|
||||
* boxy - just like bump, except that the "ceiling" also reflects projectiles
|
||||
* rand - at the beginning of each round, one of the above 4 ways the walls work is drawn.
|
||||
|
||||
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.
|
||||
* none - projectiles that flew off the screen do not return
|
||||
* wrap - the screen "wraps" and projectiles that flew to the right appear on the left side (and vice versa)
|
||||
* bump - the right and left walls deflect projectiles that want to fly through them
|
||||
* boxy - just like bump, except that the "ceiling" also reflects projectiles
|
||||
* rand - at the beginning of each round, one of the above 4 ways the walls work is drawn.
|
||||
|
||||
During gameplay, the current mode of the walls is represented by the color of the screen frame: none - black, wrap - purple, bump - blue, boxy - green.
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||||
|
||||
Select options with cursor keys or a joystick.
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||||
|
||||
@@ -29,9 +29,10 @@ 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
|
||||
|
||||
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.
|
||||
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.
|
||||
|
||||
If the name is not entered (because, for example, you use a joystick only), it will be supplemented with the default name.
|
||||
If the name is not entered, it will be supplemented with the default name.
|
||||
|
||||
## 3. Shopping screen (before each round)
|
||||
|
||||
@@ -66,107 +67,91 @@ The keyboard controls here are simple, cursor keys or joystick: left/right - cha
|
||||
* [START] + [OPTION] - immediately force the end of the game (Game Over), just like [O] but without confirmation.
|
||||
* [ESC] - during the entire game at any time (unless the computer is playing, then sometimes you have to wait a while) you can press the [ESC] key, which allows you to abort the game and return to the beginning (of course, there is protection against accidental pressing).
|
||||
|
||||
## 5. Game mechanics
|
||||
## 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:
|
||||
* one unit after firing each shot,
|
||||
* while falling (one pixel down takes 2 units of energy),
|
||||
* 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 + (20 * (gain+energy))`.
|
||||
|
||||
`money = money - lose`
|
||||
`money = money - (10 * lose)`.
|
||||
|
||||
`if money < 0 then money = 0`
|
||||
`if money <0 then money=0`.
|
||||
|
||||
(at the start of each round `gain` and `lose` have a value of 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` |
|
||||
| Offensive weapons | maximum energy loss |
|
||||
| --- | --- |
|
||||
| Baby Missile | 11 |
|
||||
| Missile | 17 |
|
||||
| Baby Nuke | 25 |
|
||||
| Nuke | 30 |
|
||||
| LeapFrog| 17 15 13 |
|
||||
| Funky Bomb | 21 11 (* 5) |
|
||||
| MIRV | 17 (* 5) |
|
||||
| Death's Head | 30 (* 5) |
|
||||
| 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) |
|
||||
| Hot Napalm | x 80 (the same principle as in Napalm) |
|
||||
| Baby Roller | 11 |
|
||||
| Roller | 21 |
|
||||
| Heavy Roller | 30 |
|
||||
| Riot Charge | 31 |
|
||||
| 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) |
|
||||
| Riot Bomb | 17 |
|
||||
| Heavy Riot Bomb | 29 |
|
||||
| Baby Digger | 0 (60 - as in Riot Blast) |
|
||||
| Digger | 0 (60 - as above) |
|
||||
| Heavy Digger | 0 (60 - as above) |
|
||||
| Baby Sandhog | 0 (60 - as above) |
|
||||
| Sandhog | 0 (60 - as above) |
|
||||
| Heavy Sandhog | 0 (60 - as above) |
|
||||
| Dirt Clod | 12 |
|
||||
| Dirt Ball | 22 |
|
||||
| Ton of Dirt | 31 |
|
||||
| Liquid Dirt | 0 (maybe it's worth changing?) |
|
||||
| Dirt Charge | 0 (61 - as above) |
|
||||
| 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).|
|
||||
| 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 (this weapon is different and the distance from the center is not determined, simply any tank in range of the flames loses 40 units of energy) |
|
||||
| Hot Napalm | 80 (the rule is the same as in Napalm) |
|
||||
| Baby Roller | 88 |
|
||||
| Roller | 168 |
|
||||
| Heavy Roller | 240 |
|
||||
| Riot Charge | 0 (no energy is subtracted, but a portion of the ground upward from the hit point in a 31-pixel radius is removed) |
|
||||
| Riot Blast | 0 (as in 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) |
|
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| Baby Digger | 0 (no energy is subtracted, but a portion of the ground is undermined in a radius of 60 pixels from the point of impact) |
|
||||
| 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) |
|
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| Heavy Sandhog | 0 (as above - largest dig) |
|
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| Dirt Clod | 0 (no energy is subtracted, but a ground ball with a radius of 12 pixels from the hit point is created. The weapon is useful for burying the opponent) |
|
||||
| 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) |
|
||||
|
||||
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 (using **White Flag**), it is not counted and does not give big points.
|
||||
|
||||
Only these big points determine the order in the summary.
|
||||
Large points received by the player is the number of tanks that died earlier than him. If any of the other tanks capitulated earlier (**White Flag**) is not added to those that died and does not give points.
|
||||
Only these points determine the order in the summary
|
||||
|
||||
## 6. And now for defensive weapons:
|
||||
|
||||
@@ -195,3 +180,54 @@ And of course, activating a weapon when you already have some other weapon activ
|
||||
## 7. "Other" weapons:
|
||||
|
||||
* **Buy me!** - this is a 'loot box', not a weapon per se. Buying it draws one of the offensive or (rarely) defensive weapons and adds it to the player's arsenal. It is a lottery in which you can lose (if you draw a weapon cheaper than the **Buy Me!** price) but also gain. You can get a weapon otherwise not affordable at all!
|
||||
|
||||
## 8. difficulty levels of computer-controlled opponents:
|
||||
|
||||
The game has 8 difficulty levels of computer-controlled opponents. Or actually 7 different ones and one "surprise". Each has its own way of buying defensive and offensive weapons and a different method of target selection and targeting itself, as well as weapon selection. They are arranged in the list according to increasing "skills":
|
||||
|
||||
* **Moron** - the dumbest of opponents (which does not mean the safest). Shoots completely at random using only one weapon - **Baby Missile**. He doesn't buy anything and doesn't know how to use defensive weapons.
|
||||
|
||||
* **Shooter** - This opponent does not shoot blindly. He chooses one direction for himself. Based on his own position - he shoots in the direction from which there is more space assuming that this is where the other tanks are. He starts firing from a high angle and shot after shot changes this angle to a lower and lower angle trying to fire the entire area on the chosen side. He always fires with the best weapon he has (the highest on the list of weapons he has - that is, not necessarily the best). He does not use defensive weapons even though he buys them! At the beginning of the round, he makes 1 attempt to buy defensive weapons (only from the **Battery** - **Strong Parachute** range) and 4 offensive weapons (from the **Missile** - **Heavy Roller** range).
|
||||
|
||||
* **Poolshark** - When attacking, he sets the nearest tank as his target, then selects the angle of the shot, and tries to select its strength by drawing it from the selected range. He always shoots with the best weapon he has. He uses defensive weapons. With a probability of 1:3, he activates the best defensive weapon he owns (the highest on the list of weapons he owns - that is, not necessarily the best) before firing. If his energy level drops below 30 units - he uses **Battery** (of course, if he bought it before), if the energy drops below 5 and he has no **Battery** he surrenders - **White Flag**. At the beginning of the round he makes 1 attemp to buy defensive weapons and 6 offensive weapons.
|
||||
|
||||
** **Tosser** - When attacking, he acts exactly like **Poolshark** however, he may have a "better" weapon inventory due to a different purchase tactic. He always activates the best defensive weapon he has before shooting. And just like **Poolshark** he uses **Battery** and **White Flag**. At the beginning of the round, he assesses how much money he has and depending on that, he makes (money/5100) attempts to buy defensive weapons and then checks again how much money he has left and makes (money/1250) attempts to buy offensive weapons.
|
||||
|
||||
** **Chooser** - Takes as a target the weakest opponent (with the least amount of energy) and aims very precisely, but before the shot the energy of the shot is modified by the parameter of luck :) , that is, despite the precise aiming it does not always hit. He shoots with the best weapon he has unless the target is close. Then he changes his weapon to **Baby Missile** to avoid hitting himself. He always activates the best defensive weapon he has before shooting and, like **Poolshark**, uses **Battery** and **White Flag**. He purchases just like **Tosser**.
|
||||
|
||||
* **Spoiler** - He shoots exactly like **Chooser** except that he has more luck :) , which means that even if he doesn't hit the target of his choice, it can be a more precise shot than **Chooser**. He uses defensive weapons exactly like **Chooser**. At the beginning of the round, he assesses how much money he has and depending on that, he makes (money/5100) attempts to buy defensive weapons and then checks again how much money he has left and makes (money/320) attempts to buy offensive weapons. When buying defensive weapons, he buys only strong and precise weapons - that is, weapons that won't accidentally hurt him.
|
||||
|
||||
** **Cyborg** - Takes aim at the weakest opponent (with the least amount of energy) but prefers human-controlled opponents. Aims very accurately and in the vast majority of cases hits on the first shot. He fires the shot with the best weapon he has unless the target is close. Then he changes his weapon to **Baby Missile** to avoid hitting himself. He uses defensive weapons exactly like **Chooser**. He shops exactly like **Spoiler**.
|
||||
|
||||
* **Unknown** - Before firing each shot, he randomly chooses a course of action from **Poolshark** to **Cyborg** and applies his tactics. However, the tactics of weapon purchases are always identical to **Tosser**.
|
||||
|
||||
Trying to buy a weapon (offensive or defensive) is as follows:
|
||||
First, one of the weapons is drawn (among all possible offensive or defensive weapons). Then a check is performed to see if the drawn weapon is in the list of weapons possible for purchase by the tank. If not, no weapon is bought in this trial, and if so, its price is checked. If the tank has that much money, the weapon is bought, otherwise the trial ends without making a purchase.
|
||||
|
||||
Table of weapons purchased by: **Shooter**, **Poolshark**, **Tosser** and **Chooser**.
|
||||
|
||||
| Offensive weapons | Defensive weapons |
|
||||
| --- | --- |
|
||||
| Missile | Battery |
|
||||
| Baby Nuke | Parachute |
|
||||
| Nuke | Strong Parachute |
|
||||
| LeapFrog | Mag Deflector |
|
||||
| Funky Bomb | Shield |
|
||||
| MIRV | Heavy Shield |
|
||||
| Death's Head | Force Shield |
|
||||
| Napalm | Bouncy Castle |
|
||||
| Hot Napalm | |
|
||||
| Baby Roller | |
|
||||
| Roller | |
|
||||
| Heavy Roller | |
|
||||
|
||||
Table of weapons purchased by: **Spoiler** and **Cyborg**.
|
||||
|
||||
| Offensive weapons | Defensive weapons |
|
||||
| --- | --- |
|
||||
| Missile | Battery |
|
||||
| Baby Nuke | Strong Parachute |
|
||||
| Nuke | Mag Deflector |
|
||||
| Hot Napalm | Heavy Shield |
|
||||
| | Force Shield |
|
||||
| | Bouncy Castle |
|
||||
|
||||
+95
-52
@@ -27,9 +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)
|
||||
|
||||
@@ -65,12 +66,10 @@ Tutaj klawiszologia jest prosta, klawisze kursora lub joystick: lewo/prawo - zmi
|
||||
* [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:
|
||||
* jedna jednostka po oddaniu każdego strzału
|
||||
* w czasie spadania (jeden piksel w dół 2 jednostki)
|
||||
@@ -88,9 +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`
|
||||
|
||||
@@ -106,58 +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 | 30 |
|
||||
| LeapFrog| 17 15 13 |
|
||||
| Funky Bomb | 21 11 (* 5) |
|
||||
| MIRV | 17 (* 5) |
|
||||
| Death's Head | 30 (* 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 | 30 |
|
||||
| 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
|
||||
@@ -189,3 +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 |
|
||||
|
||||
@@ -48,19 +48,51 @@ 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 type of walls. This is very useful when `rand` option is selected.
|
||||
* XEGS users requested that console keys are used when no keyboard 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)
|
||||
* 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 bouce off the walls!
|
||||
* First letter entered for a tank name was inserted in a wrong spot. How did it work at all? Magic.
|
||||
* [ESC] now correctly exits purchase screen.
|
||||
* 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
|
||||
|
||||
@@ -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
|
||||
|
||||
Binary file not shown.
+132
-189
@@ -261,36 +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_
|
||||
@@ -327,36 +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_
|
||||
@@ -368,70 +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
|
||||
@@ -445,53 +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
|
||||
@@ -526,58 +494,34 @@ 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
|
||||
@@ -606,8 +550,7 @@ gameOverSpritesTop
|
||||
;-------decimal constans
|
||||
zero
|
||||
digits dta d"0123456789"
|
||||
nineplus dta d"9"+1
|
||||
space dta d" "
|
||||
|
||||
;------credits
|
||||
CreditsStart
|
||||
dta d" "*
|
||||
@@ -642,7 +585,7 @@ 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"Arek and Alex Peck",d"o"*
|
||||
dta d" "*
|
||||
dta d"Stay tuned for the FujiNet version",d"!"*
|
||||
dta d" "*
|
||||
|
||||
+66
-99
@@ -4,6 +4,7 @@ screenheight = 200
|
||||
screenBytes = 40
|
||||
screenwidth = screenBytes*8 ; Max screenwidth = 512!!!
|
||||
|
||||
TankWidth = 8
|
||||
;----------------------------------------------
|
||||
; Player/missile memory
|
||||
PMGraph = $0800 ; real PM start = $0b00
|
||||
@@ -13,7 +14,7 @@ PMGraph = $0800 ; real PM start = $0b00
|
||||
linetableL = $0b00 - (screenHeight+1)*2
|
||||
linetableH = $0b00 - (screenHeight+1)
|
||||
|
||||
display = $1010 ;screen takes $2K due to clearing routine
|
||||
display = $1010 ;screen takes $1f68 because it has screenHeight+1 lines because of out of screen tracer(?)
|
||||
|
||||
margin = 40 ;mountain drawing Y variable margin
|
||||
MaxPlayers = 6
|
||||
@@ -26,6 +27,7 @@ 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 +37,58 @@ 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 +119,24 @@ 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)
|
||||
;--------------------------------
|
||||
|
||||
+53
-43
@@ -1,12 +1,9 @@
|
||||
; @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 "
|
||||
@@ -18,14 +15,27 @@ OptionsHere
|
||||
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
|
||||
|
||||
;-----------------------------------------------
|
||||
ListOfWeapons
|
||||
; 0123456789012345678901234567890123456789
|
||||
:36 dta d" "
|
||||
; 0123456789012345678901234567890123456789
|
||||
; :number_of_offensives dta d" "
|
||||
:32 dta d" "
|
||||
ListOfWeapons1End
|
||||
ListOfDefensiveWeapons
|
||||
:16 dta d" "
|
||||
; :number_of_defensives dta d" "
|
||||
:16 dta d" "
|
||||
ListOfDefensiveWeaponsEnd ;constant useful when clearing
|
||||
NameScreen
|
||||
dta d" Enter names of players "
|
||||
@@ -92,7 +102,7 @@ DLCreditsAddr
|
||||
.word GameOverDL
|
||||
;------------------------
|
||||
; end of "variables" (RAM)
|
||||
; ---------------
|
||||
;------------------------
|
||||
; start of "constants" (ROM)
|
||||
;-----------------------------------------------
|
||||
;Screen displays go first to avoid crossing 4kb barrier
|
||||
@@ -109,7 +119,6 @@ MoreUp
|
||||
dta d" more "
|
||||
dta 92,92,92
|
||||
dta d" "
|
||||
.ALIGN $1000 ; WARNING!!!! 4KiB barrier crossing here, might need reassignment!!!
|
||||
MoreDown
|
||||
dta d" "
|
||||
dta 93,93,93
|
||||
@@ -150,40 +159,6 @@ 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
|
||||
@@ -232,6 +207,41 @@ dl ; MAIN game display list
|
||||
.byte $41
|
||||
.word dl
|
||||
;-----------------------------------------------
|
||||
.ALIGN $1000 ; WARNING!!!! 4KiB barrier crossing here, might need reassignment!!!
|
||||
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
|
||||
; -------------------------------------------------
|
||||
GameOverResults = display+$0ff0 ; reuse after game
|
||||
Credits = GameOverResults +(6*40)
|
||||
CreditsLastLine = Credits + (CreditsLines*40)
|
||||
|
||||
+46
-45
@@ -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 @+
|
||||
@@ -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
|
||||
|
||||
@@ -1762,31 +1786,8 @@ 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
|
||||
|
||||
+27
-45
@@ -36,7 +36,7 @@
|
||||
;we decided it must go in 'English' to let other people work on it
|
||||
|
||||
.macro build
|
||||
dta d"1.12" ; number of this build (3 bytes)
|
||||
dta d"1.14" ; number of this build (3 bytes)
|
||||
.endm
|
||||
|
||||
icl 'definitions.asm'
|
||||
@@ -103,7 +103,7 @@
|
||||
.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 FallDown2 .byte
|
||||
.zpvar xcircle .word
|
||||
.zpvar ycircle .word
|
||||
.zpvar vy .word
|
||||
@@ -171,8 +171,7 @@ WeaponFont
|
||||
; Game Code
|
||||
;--------------------------------------------------
|
||||
FirstSTART
|
||||
mva #0 dmactls ; dark screen
|
||||
jsr WaitOneFrame
|
||||
jsr MakeDarkScreen
|
||||
|
||||
; one time zero variables in RAM (non zero page)
|
||||
lda #0
|
||||
@@ -227,14 +226,12 @@ START
|
||||
|
||||
|
||||
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
|
||||
|
||||
@@ -255,8 +252,7 @@ SettingBarrel
|
||||
jsr CallPurchaseForEveryTank
|
||||
|
||||
; issue #72 (glitches when switches)
|
||||
mva #0 dmactls ; dark screen
|
||||
jsr WaitOneFrame
|
||||
jsr MakeDarkScreen
|
||||
|
||||
bit escFlag
|
||||
bmi START
|
||||
@@ -275,10 +271,8 @@ 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
|
||||
@@ -385,14 +379,12 @@ 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 MakeDarkScreen ; issue #72
|
||||
jsr RmtSongSelect
|
||||
mva #sfx_silencer sfx_effect
|
||||
jsr PMoutofscreen
|
||||
@@ -600,7 +592,7 @@ AfterManualShooting
|
||||
; 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
|
||||
@@ -641,8 +633,7 @@ ShootNow
|
||||
beq missed
|
||||
|
||||
lda #0
|
||||
sta FallDown1
|
||||
sta FallDown2
|
||||
; sta FallDown2
|
||||
jsr Explosion
|
||||
|
||||
continueMainRoundLoopAfterSeppuku
|
||||
@@ -653,14 +644,7 @@ continueMainRoundLoopAfterSeppuku
|
||||
|
||||
|
||||
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
|
||||
@@ -810,8 +794,7 @@ NoPlayerNoDeath
|
||||
;cleanup of the soil fall down ranges (left and right)
|
||||
sta RangeRight
|
||||
sta RangeRight+1
|
||||
sta FallDown1
|
||||
sta FallDown2
|
||||
; sta FallDown2
|
||||
mwa #screenwidth RangeLeft
|
||||
|
||||
; We are randomizing the weapon now.
|
||||
@@ -918,8 +901,7 @@ NotNegativeShieldEnergy
|
||||
;---------------------------------
|
||||
.proc Seppuku
|
||||
lda #0
|
||||
sta FallDown1
|
||||
sta FallDown2
|
||||
;sta FallDown2
|
||||
sta ydraw+1
|
||||
; get position of the tank
|
||||
ldx TankNr
|
||||
@@ -1191,9 +1173,9 @@ 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 VSCROL
|
||||
jmp EndOfDLI_GO
|
||||
nextlinedisplay
|
||||
@@ -1631,6 +1613,9 @@ peopleAreHere
|
||||
noKey
|
||||
rts
|
||||
.endp
|
||||
MakeDarkScreen
|
||||
mva #0 dmactls ; dark screen
|
||||
; and wait one frame :)
|
||||
.proc WaitOneFrame
|
||||
lda CONSOL
|
||||
and #%00000101 ; Start + Option
|
||||
@@ -1693,9 +1678,6 @@ noingame
|
||||
;----------------------------------------------
|
||||
icl 'artwork/talk.asm'
|
||||
;----------------------------------------------
|
||||
font4x4
|
||||
ins 'artwork/font4x4s.bmp',+62
|
||||
;----------------------------------------------
|
||||
TankFont
|
||||
ins 'artwork/tanksv3.fnt',+0,352 ; 44 characters only
|
||||
;----------------------------------------------
|
||||
@@ -1711,15 +1693,15 @@ PLAYER
|
||||
|
||||
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
|
||||
ins "artwork/sfx/scorch_str6.rmt" ;include music RMT module
|
||||
opt h+
|
||||
;
|
||||
;
|
||||
TheEnd
|
||||
.ECHO 'TheEnd: ',TheEnd
|
||||
;.if TheEnd > PMGraph + $300
|
||||
; .error "memory conflict"
|
||||
;.endif
|
||||
;----------------------------------------------
|
||||
org $bf80
|
||||
font4x4
|
||||
ins 'artwork/font4x4s.bmp',+62
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
BIN
Binary file not shown.
+361
-265
@@ -272,8 +272,8 @@ AfterManualPurchase
|
||||
|
||||
mwa #ListOfDefensiveWeapons WeaponsListDL ;switch to the list of offensive weapons
|
||||
mva #$ff IsInventory
|
||||
mva #$01 WhichList
|
||||
; offensive weapon - 0, deffensive - 1
|
||||
mva #%10000000 WhichList
|
||||
; offensive weapon - 0, defensive - %10000000
|
||||
jmp Purchase.GoToActivation
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
@@ -288,15 +288,14 @@ AfterManualPurchase
|
||||
|
||||
; we are clearing list of the weapons
|
||||
mva #$00 WhichList
|
||||
; offensive weapon - 0, deffensive - 1
|
||||
; offensive weapon - 0, deffensive - %10000000
|
||||
GoToActivation
|
||||
mva #$ff LastWeapon
|
||||
|
||||
; mva #0 dmactl
|
||||
VDLI DLIinterruptText ; jsr SetDLI for text (purchase) screen
|
||||
jsr PMoutofScreen
|
||||
mwa #PurchaseDL dlptrs
|
||||
lda #@dmactl(narrow|dma) ; narro screen width, DL on, P/M off
|
||||
lda #@dmactl(narrow|dma) ; narrow screen width, DL on, P/M off
|
||||
sta dmactls
|
||||
|
||||
lda #song_supermarket
|
||||
@@ -345,7 +344,153 @@ AfterPurchase
|
||||
ldx #$00 ; index of the checked weapon
|
||||
stx HowManyOnTheListOff ; amounts of weapons (shells, bullets) in both lists
|
||||
stx HowManyOnTheListDef
|
||||
|
||||
jsr CreateList
|
||||
|
||||
bit isInventory ;
|
||||
bpl ChoosingItemForPurchase
|
||||
|
||||
lda whichList
|
||||
bne PositionDefensive
|
||||
|
||||
; calculate positionOnTheList from the activeWeapon (offensives)
|
||||
ldx tankNr
|
||||
lda activeWeapon,x
|
||||
ldy #0
|
||||
@
|
||||
cmp IndexesOfWeaponsL1,y
|
||||
beq ?weaponfound
|
||||
iny
|
||||
cpy #(last_offensive_____ - first_offensive____) ; maxOffensiveWeapons
|
||||
bne @-
|
||||
; not found apparently?
|
||||
; TODO: check border case (the last weapon)
|
||||
ldy #0
|
||||
beq ?weaponFound ; jmp
|
||||
PositionDefensive
|
||||
jsr calcPosDefensive
|
||||
|
||||
|
||||
?weaponFound
|
||||
; weapon index in Y
|
||||
sty positionOnTheList
|
||||
|
||||
; Here we have all we need
|
||||
; So choose the weapon for purchase ......
|
||||
;--------------------------------------------------
|
||||
ChoosingItemForPurchase
|
||||
;--------------------------------------------------
|
||||
|
||||
jsr PutLitteChar ; Places pointer at the right position
|
||||
jsr getkey
|
||||
bit escFlag
|
||||
spl:jmp WaitForKeyRelease ; like jsr ... : rts
|
||||
cmp #$2c ; Tab
|
||||
jeq ListChange
|
||||
cmp #$06 ; cursor left
|
||||
jeq ListChange
|
||||
cmp #$0c ; Return
|
||||
sne:rts
|
||||
cmp #$e
|
||||
beq PurchaseKeyUp
|
||||
cmp #$f
|
||||
beq PurchaseKeyDown
|
||||
cmp #$21 ; Space
|
||||
jeq PurchaseWeaponNow
|
||||
cmp #$07 ; cursor right
|
||||
jeq PurchaseWeaponNow
|
||||
bne ChoosingItemForPurchase
|
||||
|
||||
PurchaseKeyUp
|
||||
lda WhichList
|
||||
bpl GoUpOffensive
|
||||
dec PositionOnTheList
|
||||
bpl EndUpX
|
||||
ldy #0 ;HowManyOnTheListDef
|
||||
;dey
|
||||
sty PositionOnTheList
|
||||
jmp ChoosingItemForPurchase
|
||||
GoUpOffensive
|
||||
dec PositionOnTheList
|
||||
bpl MakeOffsetUp
|
||||
ldy #0 ;HowManyOnTheListOff
|
||||
;dey
|
||||
sty PositionOnTheList
|
||||
|
||||
MakeOffsetUp
|
||||
; If offset is larger than pointer position,
|
||||
; it must be equal then.
|
||||
lda PositionOnTheList
|
||||
cmp OffsetDL1
|
||||
bcs EndUpX ; do not modify the offset
|
||||
sta OffsetDL1
|
||||
EndUpX
|
||||
jmp ChoosingItemForPurchase
|
||||
PurchaseKeyDown
|
||||
lda WhichList
|
||||
bpl GoDownOffensive
|
||||
inc:lda PositionOnTheList
|
||||
cmp HowManyOnTheListDef
|
||||
bne EndGoDownX
|
||||
ldy HowManyOnTheListDef
|
||||
dey
|
||||
sty PositionOnTheList
|
||||
jmp ChoosingItemForPurchase
|
||||
GoDownOffensive
|
||||
inc:lda PositionOnTheList
|
||||
cmp HowManyOnTheListOff
|
||||
bne MakeOffsetDown
|
||||
ldy HowManyOnTheListOff
|
||||
dey
|
||||
sty PositionOnTheList
|
||||
MakeOffsetDown
|
||||
lda OffsetDL1
|
||||
clc
|
||||
adc #15
|
||||
;if offset+16 is lower than the position then it must =16
|
||||
cmp PositionOnTheList
|
||||
bcs EndGoDownX
|
||||
sec
|
||||
lda PositionOnTheList
|
||||
sbc #15
|
||||
sta OffsetDL1
|
||||
EndGoDownX
|
||||
jmp ChoosingItemForPurchase
|
||||
|
||||
; swapping the displayed list and setting pointer to position 0
|
||||
ListChange
|
||||
mva #0 OffsetDL1
|
||||
|
||||
lda WhichList
|
||||
eor #%10000000 ; flip WhichList
|
||||
sta WhichList
|
||||
bne DeffensiveSelected
|
||||
|
||||
mwa #ListOfWeapons WeaponsListDL
|
||||
lda isInventory
|
||||
beq @+
|
||||
; inventory
|
||||
jsr calcPosOffensive
|
||||
jmp ChoosingItemForPurchase
|
||||
@
|
||||
mva #0 PositionOnTheList
|
||||
jmp ChoosingItemForPurchase
|
||||
|
||||
DeffensiveSelected
|
||||
mwa #ListOfDefensiveWeapons WeaponsListDL
|
||||
lda isInventory
|
||||
beq @+
|
||||
jsr calcPosDefensive
|
||||
jmp ChoosingItemForPurchase
|
||||
@
|
||||
mva #0 positionOnTheList
|
||||
jmp ChoosingItemForPurchase
|
||||
|
||||
.endp
|
||||
;
|
||||
;--------------------------------------------------
|
||||
.proc CreateList
|
||||
;--------------------------------------------------
|
||||
; Creating full list of the available weapons for displaying
|
||||
; in X there is an index of the weapon to be checked,
|
||||
; in 'Xbyte' address of the first char in filled screen line
|
||||
@@ -362,9 +507,9 @@ CreateList
|
||||
jmi itIsInventory
|
||||
|
||||
; put "Purchase" on the screen
|
||||
mwa #PurchaseDescription PurActDescAddr
|
||||
; and Title
|
||||
mwa #PurchaseTitle DLPurTitleAddr
|
||||
mwa #PurchaseDescription PurActDescAddr
|
||||
; and Title
|
||||
mwa #PurchaseTitle DLPurTitleAddr
|
||||
|
||||
; checking if we can afford buying this weapon
|
||||
ldx temp
|
||||
@@ -408,7 +553,7 @@ CreateList
|
||||
lda WeaponPriceH,x
|
||||
sta decimal+1
|
||||
jsr displaydec5
|
||||
ldy #25 ; overwrite first digit (allways space - no digit :) )
|
||||
ldy #25 ; overwrite first digit (allways space - no digit :) )
|
||||
lda #04 ; "$"
|
||||
sta (xbyte),y
|
||||
|
||||
@@ -416,9 +561,9 @@ CreateList
|
||||
|
||||
itIsInventory
|
||||
; put "Activate" on the screen
|
||||
mwa #ActivateDescription PurActDescAddr
|
||||
; and Title
|
||||
mwa #InventoryTitle DLPurTitleAddr
|
||||
mwa #ActivateDescription PurActDescAddr
|
||||
; and Title
|
||||
mwa #InventoryTitle DLPurTitleAddr
|
||||
|
||||
ldx temp
|
||||
lda TanksWeaponsTableL,y
|
||||
@@ -487,8 +632,8 @@ notInventory
|
||||
@
|
||||
cpx LastWeapon
|
||||
bne NotTheSameAsLastTime
|
||||
lda WhichList
|
||||
bne @+
|
||||
bit WhichList
|
||||
bmi @+
|
||||
lda HowManyOnTheListOff
|
||||
sta PositionOnTheList
|
||||
jmp NotTheSameAsLastTime
|
||||
@@ -498,7 +643,7 @@ notInventory
|
||||
NotTheSameAsLastTime
|
||||
; increase appropriate counter
|
||||
txa
|
||||
cpx #$30
|
||||
cpx #last_offensive_____+1
|
||||
bcs DefenceList
|
||||
ldy HowManyOnTheListOff
|
||||
sta IndexesOfWeaponsL1,y
|
||||
@@ -516,14 +661,15 @@ NoWeapon
|
||||
|
||||
; next weapon. If no more weapons then finish!
|
||||
inx
|
||||
cpx #$30
|
||||
cpx #last_offensive_____+1
|
||||
bne NoDefense
|
||||
|
||||
; if we got to the defense weapons,
|
||||
; we switch address to the second table.
|
||||
mwa #ListOfDefensiveWeapons xbyte
|
||||
NoDefense
|
||||
cpx #$40
|
||||
cpx #last_defensive_____+1
|
||||
|
||||
jne CreateList
|
||||
|
||||
; offset may be only too big
|
||||
@@ -541,7 +687,6 @@ WeHaveOffset
|
||||
|
||||
; Multiply number on list 1 by 32 and set address
|
||||
; of the first erased char.
|
||||
; (multiplying taken from book of Ruszczyc 'Assembler 6502'
|
||||
|
||||
lda HowManyOnTheListOff
|
||||
sta xbyte ; multiplier (temporarily here, it will be erased anyway)
|
||||
@@ -554,30 +699,19 @@ WeHaveOffset
|
||||
bne @-
|
||||
|
||||
; add to the address of the list
|
||||
clc
|
||||
lda xbyte
|
||||
adc #<ListOfWeapons
|
||||
tay
|
||||
lda xbyte+1
|
||||
adc #>ListOfWeapons
|
||||
sta xbyte+1
|
||||
stx xbyte
|
||||
txa ; now there is zero here
|
||||
adw xbyte #ListOfWeapons
|
||||
ldy #0
|
||||
ClearList1
|
||||
cpw xbyte #ListOfWeapons1End
|
||||
beq ListCleared1
|
||||
tya ; now there is zero here
|
||||
sta (xbyte),y
|
||||
iny
|
||||
bne DoNotIncHigher1
|
||||
inc xbyte+1
|
||||
DoNotIncHigher1
|
||||
cpy #<ListOfWeapons1End
|
||||
bne ClearList1
|
||||
ldx xbyte+1
|
||||
cpx #>ListOfWeapons1End
|
||||
bne ClearList1
|
||||
|
||||
inw xbyte
|
||||
jmp ClearList1
|
||||
ListCleared1
|
||||
; And the same we do with the second list
|
||||
|
||||
; Multiply number on list 1 by 40 and set address
|
||||
; Multiply number on list 1 by 32 and set address
|
||||
; of the first erased char.
|
||||
lda HowManyOnTheListDef
|
||||
sta xbyte ; multiplier (temporarily here, it will be erased anyway)
|
||||
@@ -590,181 +724,33 @@ DoNotIncHigher1
|
||||
bne @-
|
||||
|
||||
; add to the address of the list
|
||||
clc
|
||||
lda xbyte
|
||||
adc #<ListOfDefensiveWeapons
|
||||
tay
|
||||
lda xbyte+1
|
||||
adc #>ListOfDefensiveWeapons
|
||||
sta xbyte+1
|
||||
stx xbyte
|
||||
txa ; now there is zero here
|
||||
adw xbyte #ListOfDefensiveWeapons
|
||||
ldy #0
|
||||
ClearList2
|
||||
cpw xbyte #ListOfDefensiveWeaponsEnd
|
||||
beq ListCleared2
|
||||
tya ; now there is zero here
|
||||
sta (xbyte),y
|
||||
iny
|
||||
bne DoNotIncHigher2
|
||||
inc xbyte+1
|
||||
DoNotIncHigher2
|
||||
cpy #<ListOfDefensiveWeaponsEnd
|
||||
bne ClearList2
|
||||
ldx xbyte+1
|
||||
cpx #>ListOfDefensiveWeaponsEnd
|
||||
bne ClearList2
|
||||
inw xbyte
|
||||
jmp ClearList2
|
||||
ListCleared2
|
||||
|
||||
; here we have pretty cool lists and there is no brute force
|
||||
; screen clearing at each list refresh
|
||||
; (it was very ugly - I checked it :)
|
||||
|
||||
bit isInventory ;
|
||||
bpl ChoosingItemForPurchase
|
||||
|
||||
lda whichList
|
||||
bne PositionDefensive
|
||||
|
||||
; calculate positionOnTheList from the activeWeapon (offensives)
|
||||
ldx tankNr
|
||||
lda activeWeapon,x
|
||||
ldy #0
|
||||
@
|
||||
cmp IndexesOfWeaponsL1,y
|
||||
beq ?weaponfound
|
||||
iny
|
||||
cpy #48 ; maxOffensiveWeapons
|
||||
bne @-
|
||||
; not found apparently?
|
||||
; TODO: check border case (the last weapon)
|
||||
ldy #0
|
||||
beq ?weaponFound ; jmp
|
||||
PositionDefensive
|
||||
jsr calcPosDefensive
|
||||
|
||||
|
||||
?weaponFound
|
||||
; weapon index in Y
|
||||
sty positionOnTheList
|
||||
|
||||
; Here we have all we need
|
||||
; So choose the weapon for purchase ......
|
||||
;--------------------------------------------------
|
||||
ChoosingItemForPurchase
|
||||
;--------------------------------------------------
|
||||
|
||||
jsr PutLitteChar ; Places pointer at the right position
|
||||
jsr getkey
|
||||
bit escFlag
|
||||
spl:jmp WaitForKeyRelease ; like jsr ... : rts
|
||||
cmp #$2c ; Tab
|
||||
jeq ListChange
|
||||
cmp #$06 ; cursor left
|
||||
jeq ListChange
|
||||
cmp #$0c ; Return
|
||||
sne:rts
|
||||
cmp #$e
|
||||
beq PurchaseKeyUp
|
||||
cmp #$f
|
||||
beq PurchaseKeyDown
|
||||
cmp #$21 ; Space
|
||||
jeq PurchaseWeaponNow
|
||||
cmp #$07 ; cursor right
|
||||
jeq PurchaseWeaponNow
|
||||
bne ChoosingItemForPurchase
|
||||
|
||||
PurchaseKeyUp
|
||||
lda WhichList
|
||||
beq GoUpOffensive
|
||||
dec PositionOnTheList
|
||||
bpl EndUpX
|
||||
ldy #0 ;HowManyOnTheListDef
|
||||
;dey
|
||||
sty PositionOnTheList
|
||||
jmp ChoosingItemForPurchase
|
||||
GoUpOffensive
|
||||
dec PositionOnTheList
|
||||
bpl MakeOffsetUp
|
||||
ldy #0 ;HowManyOnTheListOff
|
||||
;dey
|
||||
sty PositionOnTheList
|
||||
|
||||
MakeOffsetUp
|
||||
; If offset is larger than pointer position,
|
||||
; it must be equal then.
|
||||
lda PositionOnTheList
|
||||
cmp OffsetDL1
|
||||
bcs EndUpX ; do not modify the offset
|
||||
sta OffsetDL1
|
||||
EndUpX
|
||||
jmp ChoosingItemForPurchase
|
||||
PurchaseKeyDown
|
||||
lda WhichList
|
||||
beq GoDownOffensive
|
||||
inc:lda PositionOnTheList
|
||||
cmp HowManyOnTheListDef
|
||||
bne EndGoDownX
|
||||
ldy HowManyOnTheListDef
|
||||
dey
|
||||
sty PositionOnTheList
|
||||
jmp ChoosingItemForPurchase
|
||||
GoDownOffensive
|
||||
inc:lda PositionOnTheList
|
||||
cmp HowManyOnTheListOff
|
||||
bne MakeOffsetDown
|
||||
ldy HowManyOnTheListOff
|
||||
dey
|
||||
sty PositionOnTheList
|
||||
MakeOffsetDown
|
||||
lda OffsetDL1
|
||||
clc
|
||||
adc #15
|
||||
;if offset+16 is lower than the position then it must =16
|
||||
cmp PositionOnTheList
|
||||
bcs EndGoDownX
|
||||
sec
|
||||
lda PositionOnTheList
|
||||
sbc #15
|
||||
sta OffsetDL1
|
||||
EndGoDownX
|
||||
jmp ChoosingItemForPurchase
|
||||
|
||||
; swapping the displayed list and setting pointer to position 0
|
||||
ListChange
|
||||
mva #0 OffsetDL1
|
||||
|
||||
lda WhichList
|
||||
eor #$01
|
||||
sta WhichList
|
||||
bne DeffensiveSelected
|
||||
|
||||
mwa #ListOfWeapons WeaponsListDL
|
||||
lda isInventory
|
||||
beq @+
|
||||
; inventory
|
||||
jsr calcPosOffensive
|
||||
jmp ChoosingItemForPurchase
|
||||
@
|
||||
mva #0 PositionOnTheList
|
||||
jmp ChoosingItemForPurchase
|
||||
|
||||
DeffensiveSelected
|
||||
mwa #ListOfDefensiveWeapons WeaponsListDL
|
||||
lda isInventory
|
||||
beq @+
|
||||
jsr calcPosDefensive
|
||||
jmp ChoosingItemForPurchase
|
||||
@
|
||||
mva #0 positionOnTheList
|
||||
jmp ChoosingItemForPurchase
|
||||
|
||||
rts
|
||||
.endp
|
||||
; weapon purchase routne increases number of possessed bullets
|
||||
; decreases cash and jumps to screen refresh
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc PurchaseWeaponNow
|
||||
; weapon purchase routne increases number of possessed bullets
|
||||
; decreases cash and jumps to screen refresh
|
||||
;--------------------------------------------------
|
||||
bit isInventory
|
||||
bmi inventorySelect
|
||||
|
||||
lda WhichList
|
||||
bne PurchaseDeffensive
|
||||
bit WhichList
|
||||
bmi PurchaseDeffensive
|
||||
|
||||
; here we purchase the offensive weapon
|
||||
ldy PositionOnTheList
|
||||
@@ -803,18 +789,18 @@ Suprise ; get a random weapon
|
||||
cmp #51 ; defensive weapons are less likely because they are more expensive - probability 255:51 (5:1)
|
||||
bcc GetRandomDefensive
|
||||
GetRandomOffensive
|
||||
randomize ind_Missile________ ind_Laser__________
|
||||
randomize ind_Missile________ last_offensive_____
|
||||
cmp #ind_Buy_me_________
|
||||
beq GetRandomOffensive
|
||||
tay
|
||||
lda WeaponUnits,y ; check if weapon exist
|
||||
beq GetRandomOffensive
|
||||
; lda WeaponUnits,y ; check if weapon exist
|
||||
; beq GetRandomOffensive
|
||||
bne NoSuprise ; Y always <> 0
|
||||
GetRandomDefensive
|
||||
randomize ind_Battery________ ind_Nuclear_Winter_
|
||||
randomize ind_Battery________ last_defensive_____
|
||||
tay
|
||||
lda WeaponUnits,y ; check if weapon exist
|
||||
beq GetRandomDefensive
|
||||
; lda WeaponUnits,y ; check if weapon exist
|
||||
; beq GetRandomDefensive
|
||||
|
||||
NoSuprise
|
||||
lda TanksWeaponsTableL,x
|
||||
@@ -836,8 +822,8 @@ LessThan100
|
||||
jmp Purchase.AfterPurchase
|
||||
|
||||
inventorySelect
|
||||
lda whichList
|
||||
bne invSelectDef
|
||||
bit whichList
|
||||
bmi invSelectDef
|
||||
|
||||
ldy PositionOnTheList
|
||||
lda IndexesOfWeaponsL1,y
|
||||
@@ -909,7 +895,7 @@ DefActivationEnd
|
||||
cmp IndexesOfWeaponsL2,y
|
||||
beq ?weaponfound
|
||||
iny
|
||||
cpy #8*2 ; maxDefensiveWeapon
|
||||
cpy #(last_defensive_____ - first_defensive____) ; maxDefensiveWeapon
|
||||
bne @-
|
||||
; not found apparently?
|
||||
; TODO: check border case (the last weapon)
|
||||
@@ -932,7 +918,7 @@ DefActivationEnd
|
||||
cmp IndexesOfWeaponsL1,y
|
||||
beq ?weaponfound
|
||||
iny
|
||||
cpy #8*5 ; maxOffensiveWeapon
|
||||
cpy #(last_offensive_____ - first_offensive____) ; maxOffensiveWeapon
|
||||
bne @-
|
||||
; not found apparently?
|
||||
; TODO: check border case (the last weapon)
|
||||
@@ -948,32 +934,31 @@ DefActivationEnd
|
||||
.proc PutLitteChar
|
||||
; first let's clear both lists from little chars
|
||||
mwa #ListOfWeapons xbyte
|
||||
ldx #52 ; there are 52 lines total
|
||||
ldx #last_defensive_____ ; there are xx lines total
|
||||
ldy #$00
|
||||
EraseLoop
|
||||
tya ; lda #$00
|
||||
sta (xbyte),y
|
||||
adw xbyte #32
|
||||
adw xbyte #32 ; narrow screen
|
||||
dex
|
||||
bpl EraseLoop
|
||||
|
||||
; now let's check which list is active now
|
||||
lda WhichList
|
||||
beq CharToList1
|
||||
bit WhichList
|
||||
bpl CharToList1
|
||||
; we are on the second list (deffensive)
|
||||
; so there is no problem with scrolling
|
||||
mwa #ListOfDefensiveWeapons xbyte
|
||||
ldx PositionOnTheList
|
||||
beq SelectList2 ; if there is 0 we add nothing
|
||||
AddLoop2
|
||||
adw xbyte #32
|
||||
adw xbyte #32 ; narrow screen
|
||||
dex
|
||||
bne AddLoop2
|
||||
SelectList2
|
||||
lda #$7f ; little char (tab) - this is the pointer
|
||||
sta (xbyte),y
|
||||
; now we clear flags of presence of list "out of screen"
|
||||
; unfortunately I am now sure what it means... :(
|
||||
; now we clear up and down arrows indicating more content below or above screen
|
||||
ldx #<EmptyLine
|
||||
ldy #>EmptyLine
|
||||
stx MoreUpdl
|
||||
@@ -988,7 +973,7 @@ CharToList1
|
||||
ldx PositionOnTheList
|
||||
beq SelectList1 ; if there is 0 we add nothing
|
||||
AddLoop1
|
||||
adw xbyte #32
|
||||
adw xbyte #32 ; narrow screen
|
||||
dex
|
||||
bne AddLoop1
|
||||
SelectList1
|
||||
@@ -999,7 +984,7 @@ SelectList1
|
||||
ldx OffsetDL1
|
||||
beq SetWindowList1 ; if zero then add nothing
|
||||
LoopWindow1
|
||||
adw xbyte #32
|
||||
adw xbyte #32 ; narrow screen
|
||||
dex
|
||||
bne LoopWindow1
|
||||
SetWindowList1
|
||||
@@ -1021,7 +1006,7 @@ NoArrowUp
|
||||
ldx #<EmptyLine
|
||||
ldy #>EmptyLine
|
||||
sec
|
||||
sbc #17
|
||||
sbc #17 ; ????
|
||||
bmi NoArrowDown
|
||||
cmp OffsetDL1
|
||||
bcc NoArrowDown
|
||||
@@ -1036,9 +1021,6 @@ NoArrowDown
|
||||
.proc EnterPlayerNames
|
||||
;entering names of players
|
||||
mwa #NameDL dlptrs
|
||||
; lda dmactls
|
||||
; and #$fc
|
||||
; ora #$01 ; narrow screen (32 chars)
|
||||
lda #%00110001 ; narrow screen width, DL on, P/M off
|
||||
sta dmactls
|
||||
VDLI DLIinterruptText ; jsr SetDLI for text (names) screen
|
||||
@@ -1079,12 +1061,12 @@ NoArrowDown
|
||||
jsr displaybyte
|
||||
jsr HighlightLevel ; setting choosen level of the opponent (Moron, etc)
|
||||
|
||||
; clear tank name editor field
|
||||
ldx #8
|
||||
lda #0
|
||||
@ sta NameAdr,x
|
||||
dex
|
||||
bpl @-
|
||||
; clear tank name editor field - not necessary
|
||||
; ldx #8
|
||||
; lda #0
|
||||
;@ sta NameAdr,x
|
||||
; dex
|
||||
; bpl @-
|
||||
|
||||
; copy existing name and place cursor at end
|
||||
lda TankNr
|
||||
@@ -1102,21 +1084,22 @@ NoArrowDown
|
||||
endOfTankName
|
||||
|
||||
@ lda NameAdr,y
|
||||
and #$7f
|
||||
bne LastNameChar
|
||||
dey
|
||||
bpl @-
|
||||
LastNameChar
|
||||
cpy #7
|
||||
beq @+
|
||||
iny
|
||||
|
||||
lda #$80 ; place cursor on the end
|
||||
sta NameAdr,y
|
||||
dey
|
||||
bpl @+
|
||||
iny ; if old name is empty or first time entering
|
||||
@ sty PositionInName
|
||||
@ sty PositionInName
|
||||
; lda NameAdr,y
|
||||
; ora #$80 ; place cursor on the end
|
||||
; sta NameAdr,y
|
||||
|
||||
|
||||
CheckKeys
|
||||
jsr CursorDisplay
|
||||
jsr getkey
|
||||
bit escFlag
|
||||
spl:rts
|
||||
@@ -1133,19 +1116,12 @@ IsLetter
|
||||
YesLetter
|
||||
lda scrcodes,x ; we have screen code of the char
|
||||
ldx PositionInName
|
||||
bne NotFirstLetter
|
||||
and #$3f ; First letter should be Capital letter
|
||||
; (nice trick does not affect digits)
|
||||
NotFirstLetter
|
||||
sta NameAdr,x
|
||||
inx
|
||||
lda #$80 ; cursor behind the char
|
||||
sta NameAdr,x
|
||||
cpx #$08 ; is there 8 characters?
|
||||
beq CheckKeys ; if so, nothing increased
|
||||
stx PositionInName ; if not, we store
|
||||
; position incremented by 1
|
||||
|
||||
bne @+
|
||||
dex
|
||||
@ stx PositionInName ; if not, we store
|
||||
jmp CheckKeys
|
||||
CheckFurtherX01 ; here we check Tab, Return and Del
|
||||
cmp #$0c ; Return
|
||||
@@ -1165,15 +1141,19 @@ CheckFurtherX01 ; here we check Tab, Return and Del
|
||||
bne CheckKeys
|
||||
; handling backing one char
|
||||
ldx PositionInName
|
||||
beq FirstChar
|
||||
beq FirstChar ; ferst char - no go back
|
||||
cpx #7
|
||||
bne NotLastChar
|
||||
lda NameAdr,x
|
||||
and #$7f
|
||||
bne LastIsNotSpace ; last char not empty - first clear last char (no go back)
|
||||
NotLastChar
|
||||
dex
|
||||
LastIsNotSpace
|
||||
FirstChar
|
||||
lda #$80
|
||||
sta NameAdr,x
|
||||
lda #$00
|
||||
sta NameAdr+1,x
|
||||
sta NameAdr+2,x
|
||||
stx PositionInName
|
||||
lda #0
|
||||
sta NameAdr,x
|
||||
jmp CheckKeys
|
||||
ChangeOfLevelUp ; change difficulty level of computer opponent
|
||||
inc:lda DifficultyLevel
|
||||
@@ -1213,6 +1193,17 @@ ChangeOfLevel3Down
|
||||
jmp CheckKeys
|
||||
;----
|
||||
EndOfNick
|
||||
; now check long press joy button (or Return...)
|
||||
mva #0 pressTimer ; reset
|
||||
WaitForLongPress
|
||||
lda STRIG0 ; wait only for joy long press
|
||||
bne ShortJoyPress
|
||||
lda pressTimer
|
||||
cmp #25 ; 1/2s
|
||||
bcc WaitForLongPress
|
||||
jsr EnterNameByJoy
|
||||
jmp CheckKeys
|
||||
ShortJoyPress
|
||||
; storing name of the player and its level
|
||||
|
||||
; level of the computer opponent goes to
|
||||
@@ -1262,8 +1253,113 @@ nextchar05
|
||||
bne nextchar05
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc CursorDisplay
|
||||
ldy #7
|
||||
CursorLoop
|
||||
lda NameAdr,y
|
||||
and #$7f
|
||||
cpy #0
|
||||
bne NotFirstLetter
|
||||
and #$3f ; First letter should be Capital letter
|
||||
; (nice trick does not affect digits)
|
||||
NotFirstLetter
|
||||
cpy PositionInName
|
||||
bne @+
|
||||
ora #$80 ; place cursor
|
||||
@ sta NameAdr,y
|
||||
dey
|
||||
bpl CursorLoop
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc EnterNameByJoy
|
||||
mva #sfx_keyclick sfx_effect
|
||||
jsr CursorDisplay
|
||||
ldy PositionInName
|
||||
; now in Y we have PositionInName
|
||||
ldx #(keycodesEnd-keycodes)
|
||||
SearchCharacter
|
||||
lda NameAdr,y
|
||||
and #$7f
|
||||
cmp #$20
|
||||
bcc CharOK ; digit or space
|
||||
cmp #$60
|
||||
bcs CharOK ; not capital letter
|
||||
ora #$40
|
||||
CharOK
|
||||
cmp scrcodes,x
|
||||
beq CharacterFound
|
||||
dex
|
||||
bpl SearchCharacter
|
||||
inx
|
||||
CharacterFound
|
||||
; now in X we have Character (index) on PositionInName
|
||||
; wait for centered joy
|
||||
mva #128-15 pressTimer ; reset (trick)
|
||||
@ lda STICK0
|
||||
and #$0f
|
||||
cmp #$0f
|
||||
beq checkjoy
|
||||
bit pressTimer ; trick (no A change)
|
||||
bpl @-
|
||||
checkjoy
|
||||
lda STICK0
|
||||
and #$0f
|
||||
cmp #$0f
|
||||
bne JoyNotCentered
|
||||
|
||||
notpressedJoy
|
||||
;fire
|
||||
lda STRIG0
|
||||
beq checkjoy ; fire still pressed
|
||||
rts
|
||||
|
||||
JoyNotCentered
|
||||
; this is a place for code :)
|
||||
cmp #7
|
||||
bne NoRight
|
||||
; joy right
|
||||
cpy #7
|
||||
beq GoToMainLoop ; jast character
|
||||
iny
|
||||
bne GoToMainLoop
|
||||
NoRight
|
||||
cmp #11
|
||||
bne NoLeft
|
||||
; joy left
|
||||
lda #0
|
||||
sta NameAdr,y
|
||||
dey
|
||||
bpl GoToMainLoop
|
||||
iny
|
||||
beq GoToMainLoop
|
||||
NoLeft
|
||||
cmp #14
|
||||
bne NoUp
|
||||
; joy up
|
||||
cpx #(keycodesEnd-keycodes-1)
|
||||
bne @+
|
||||
ldx #$00 ; set to first character index (loop)
|
||||
beq CharAndMainLoop
|
||||
@ inx
|
||||
bne CharAndMainLoop
|
||||
NoUp
|
||||
cmp #13
|
||||
bne EnterNameByJoy ; not down
|
||||
; joy down
|
||||
dex
|
||||
bpl CharAndMainLoop
|
||||
ldx #(keycodesEnd-keycodes-1) ; set to last character index (loop)
|
||||
CharAndMainLoop
|
||||
lda scrcodes,x
|
||||
sta NameAdr,y
|
||||
GoToMainLoop
|
||||
sty PositionInName
|
||||
jmp EnterNameByJoy
|
||||
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc HighlightLevel
|
||||
; this routine highlights the choosen
|
||||
; level of the computer opponent
|
||||
@@ -1339,7 +1435,7 @@ displayloop
|
||||
beq noleading0 ; if 00000 - last 0 must be
|
||||
cmp zero
|
||||
bne noleading0
|
||||
lda space
|
||||
lda #space
|
||||
beq displaychar ; space = 0 !
|
||||
noleading0
|
||||
inx ; set flag (no leading zeroes to cut)
|
||||
@@ -1386,7 +1482,7 @@ TooLittle001 dex
|
||||
lda decimalresult
|
||||
cmp zero
|
||||
bne decimalend1
|
||||
lda space
|
||||
lda #space
|
||||
sta decimalresult
|
||||
|
||||
decimalend1
|
||||
@@ -2065,8 +2161,7 @@ FastTank
|
||||
bpl AllTanksFloatingDown
|
||||
jsr IsKeyPressed
|
||||
bne MainTanksFloatingLoop ; neverending loop
|
||||
mva #0 dmactls ; dark screen
|
||||
jsr WaitOneFrame
|
||||
jsr MakeDarkScreen
|
||||
jsr GameOverResultsClear
|
||||
rts
|
||||
RandomizeTankPos
|
||||
@@ -2212,10 +2307,11 @@ EndOfCredits
|
||||
lda ActiveDefenceWeapon,x
|
||||
bne ActiveDefence
|
||||
; clear brackets
|
||||
lda #$00 ; space
|
||||
lda #space
|
||||
sta textbuffer+80+22
|
||||
sta textbuffer+80+39
|
||||
lda #47 ; no weapon name
|
||||
mwa #emptyLine temp
|
||||
jmp ClearingOnly
|
||||
ActiveDefence
|
||||
sta temp ;get back number of the weapon
|
||||
mva #0 temp+1
|
||||
@@ -2227,7 +2323,7 @@ ActiveDefence
|
||||
bpl @-
|
||||
|
||||
adw temp #NamesOfWeapons
|
||||
|
||||
ClearingOnly
|
||||
ldy #15
|
||||
@
|
||||
lda (temp),y
|
||||
@@ -2249,7 +2345,7 @@ ActiveDefence
|
||||
;displaying the energy of a tank shield (if exist)
|
||||
;---------------------
|
||||
; clear (if no shield)
|
||||
lda #$00 ; space
|
||||
lda #space
|
||||
sta textbuffer+40+10
|
||||
sta textbuffer+40+11
|
||||
sta textbuffer+40+12
|
||||
@@ -2278,7 +2374,7 @@ NoShieldEnergy
|
||||
bmi DisplayLeftWind
|
||||
lda #$7f ; (tab) char
|
||||
sta textbuffer+80+20
|
||||
lda #0 ;space
|
||||
lda #space
|
||||
sta textbuffer+80+17
|
||||
beq DisplayWindValue
|
||||
DisplayLeftWind
|
||||
@@ -2291,7 +2387,7 @@ DisplayLeftWind
|
||||
sta temp+1
|
||||
lda #$7e ;(del) char
|
||||
sta textbuffer+80+17
|
||||
lda #0 ;space
|
||||
lda #space
|
||||
sta textbuffer+80+20
|
||||
DisplayWindValue
|
||||
:4 lsrw temp ;divide by 16 to have a nice value on a screen
|
||||
@@ -2333,7 +2429,7 @@ AngleToRight
|
||||
sta decimal
|
||||
lda #$7f ; (tab) character
|
||||
sta textbuffer+40+25
|
||||
lda #0 ;space
|
||||
lda #space
|
||||
sta textbuffer+40+22
|
||||
beq AngleDisplay
|
||||
AngleToLeft
|
||||
@@ -2344,13 +2440,13 @@ AngleToLeft
|
||||
sta decimal
|
||||
lda #$7e ;(del) char
|
||||
sta textbuffer+40+22
|
||||
lda #0 ;space
|
||||
lda #space
|
||||
sta textbuffer+40+25
|
||||
beq AngleDisplay
|
||||
VerticallyUp
|
||||
; now we have value 90
|
||||
sta decimal
|
||||
lda #0 ;space
|
||||
lda #space
|
||||
sta textbuffer+40+25
|
||||
sta textbuffer+40+22
|
||||
|
||||
|
||||
+13
-11
@@ -151,7 +151,9 @@ LowResDistances ; coarse tank positions divided by 4 (to be in just one byte)
|
||||
.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
|
||||
@@ -204,6 +206,7 @@ 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)
|
||||
@@ -270,9 +273,9 @@ 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
|
||||
@@ -291,7 +294,7 @@ 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)....
|
||||
|
||||
@@ -312,7 +315,6 @@ 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
|
||||
@@ -326,17 +328,17 @@ 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]
|
||||
|
||||
+114
-176
@@ -17,41 +17,41 @@
|
||||
pha
|
||||
lda ExplosionRoutines,x
|
||||
pha
|
||||
; inc FallDown2
|
||||
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
|
||||
@@ -62,54 +62,41 @@ tracer
|
||||
; ------------------------
|
||||
.proc babymissile
|
||||
mva #sfx_baby_missile sfx_effect
|
||||
inc FallDown2
|
||||
; inc FallDown2
|
||||
mva #11 ExplosionRadius
|
||||
jsr CalculateExplosionRange
|
||||
jmp xmissile
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc missile ;
|
||||
mva #sfx_baby_missile sfx_effect
|
||||
inc FallDown2
|
||||
; inc FallDown2
|
||||
mva #17 ExplosionRadius
|
||||
jsr CalculateExplosionRange
|
||||
jmp xmissile
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc babynuke
|
||||
mva #sfx_nuke sfx_effect
|
||||
inc FallDown2
|
||||
; inc FallDown2
|
||||
mva #25 ExplosionRadius
|
||||
jsr CalculateExplosionRange
|
||||
jmp xmissile
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc nuke
|
||||
mva #sfx_nuke sfx_effect
|
||||
inc FallDown2
|
||||
; inc FallDown2
|
||||
mva #30 ExplosionRadius
|
||||
jsr CalculateExplosionRange
|
||||
jmp xmissile
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc leapfrog
|
||||
mva #sfx_baby_missile sfx_effect
|
||||
inc FallDown2
|
||||
; 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
|
||||
@@ -128,19 +115,11 @@ 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
|
||||
@@ -158,13 +137,13 @@ 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
|
||||
; inc FallDown2
|
||||
rts
|
||||
.endp
|
||||
; ------------------------
|
||||
@@ -172,26 +151,16 @@ 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
|
||||
; 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
|
||||
jsr cleartanks ; maybe not?
|
||||
sta FunkyWallFlag
|
||||
pla
|
||||
sta TankNr
|
||||
mva #1 color
|
||||
mva #5 FunkyBombCounter
|
||||
FunkyBombLoop
|
||||
@@ -212,7 +181,6 @@ FunkyBombLoop
|
||||
mva #sfx_funky_hit sfx_effect
|
||||
jsr Flight
|
||||
|
||||
jsr CalculateExplosionRange
|
||||
lda HitFlag
|
||||
beq NoExplosionInFunkyBomb
|
||||
mva #sfx_baby_missile sfx_effect
|
||||
@@ -230,22 +198,18 @@ NoWallsInFunky
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc deathshead
|
||||
inc FallDown2
|
||||
; 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
|
||||
@@ -286,7 +250,7 @@ NoLowerCircle
|
||||
; ------------------------
|
||||
.proc napalm
|
||||
mva #sfx_napalm sfx_effect
|
||||
inc FallDown2
|
||||
; 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
|
||||
@@ -295,7 +259,7 @@ NoLowerCircle
|
||||
; ------------------------
|
||||
.proc hotnapalm
|
||||
mva #sfx_napalm sfx_effect
|
||||
inc FallDown2
|
||||
; 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
|
||||
@@ -360,7 +324,7 @@ CharOffTheScreen
|
||||
dec magic
|
||||
jpl RepeatNapalm
|
||||
; after napalm
|
||||
inc FallDown2
|
||||
; inc FallDown2
|
||||
;now we must check tanks in range
|
||||
ldx NumberOfPlayers
|
||||
dex
|
||||
@@ -379,7 +343,7 @@ 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
|
||||
@
|
||||
@@ -408,32 +372,32 @@ EndNurnedCheckLoop
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc babyroller
|
||||
inc FallDown2
|
||||
; inc FallDown2
|
||||
mva #11 ExplosionRadius
|
||||
jmp xroller
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc roller ;
|
||||
inc FallDown2
|
||||
; inc FallDown2
|
||||
mva #21 ExplosionRadius
|
||||
jmp xroller
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc heavyroller
|
||||
inc FallDown2
|
||||
; inc FallDown2
|
||||
mva #30 ExplosionRadius
|
||||
jmp xroller
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc riotbomb
|
||||
inc FallDown2
|
||||
; inc FallDown2
|
||||
mva #17 ExplosionRadius
|
||||
jsr CalculateExplosionRange
|
||||
jmp xriotbomb
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc heavyriotbomb
|
||||
inc FallDown2
|
||||
; inc FallDown2
|
||||
mva #29 ExplosionRadius
|
||||
jsr CalculateExplosionRange
|
||||
jmp xriotbomb
|
||||
@@ -442,7 +406,7 @@ EndNurnedCheckLoop
|
||||
.proc babydigger
|
||||
mva #sfx_digger sfx_effect
|
||||
mva #0 sandhogflag
|
||||
inc FallDown2
|
||||
; inc FallDown2
|
||||
mva #13 DigLong
|
||||
mva #1 diggery ; how many branches (-1)
|
||||
jmp xdigger
|
||||
@@ -451,7 +415,7 @@ EndNurnedCheckLoop
|
||||
.proc digger ;
|
||||
mva #sfx_digger sfx_effect
|
||||
mva #0 sandhogflag
|
||||
inc FallDown2
|
||||
; inc FallDown2
|
||||
mva #13 DigLong
|
||||
mva #3 diggery ; how many branches (-1)
|
||||
jmp xdigger
|
||||
@@ -460,7 +424,7 @@ EndNurnedCheckLoop
|
||||
.proc heavydigger
|
||||
mva #sfx_digger sfx_effect
|
||||
mva #0 sandhogflag
|
||||
inc FallDown2
|
||||
; inc FallDown2
|
||||
mva #13 DigLong
|
||||
mva #7 diggery ; how many branches (-1)
|
||||
jmp xdigger
|
||||
@@ -584,7 +548,7 @@ DiggerCharacter
|
||||
.proc babysandhog
|
||||
mva #sfx_sandhog sfx_effect
|
||||
mva #char_sandhog_offset sandhogflag
|
||||
inc FallDown2
|
||||
; inc FallDown2
|
||||
mva #13 DigLong
|
||||
mva #1 diggery ; how many branches (-1)
|
||||
jmp xdigger
|
||||
@@ -593,7 +557,7 @@ DiggerCharacter
|
||||
.proc sandhog
|
||||
mva #sfx_sandhog sfx_effect
|
||||
mva #char_sandhog_offset sandhogflag
|
||||
inc FallDown2
|
||||
; inc FallDown2
|
||||
mva #13 DigLong
|
||||
mva #3 diggery ; how many branches (-1)
|
||||
jmp xdigger
|
||||
@@ -602,35 +566,35 @@ DiggerCharacter
|
||||
.proc heavysandhog
|
||||
mva #sfx_sandhog sfx_effect
|
||||
mva #char_sandhog_offset sandhogflag
|
||||
inc FallDown2
|
||||
; inc FallDown2
|
||||
mva #13 DigLong
|
||||
mva #5 diggery ; how many branches (-1)
|
||||
jmp xdigger
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc dirtclod
|
||||
inc FallDown2
|
||||
; inc FallDown2
|
||||
mva #12 ExplosionRadius
|
||||
jsr CalculateExplosionRange
|
||||
jmp xdirt
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc dirtball
|
||||
inc FallDown2
|
||||
; inc FallDown2
|
||||
mva #22 ExplosionRadius
|
||||
jsr CalculateExplosionRange
|
||||
jmp xdirt
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc tonofdirt
|
||||
inc FallDown2
|
||||
; inc FallDown2
|
||||
mva #31 ExplosionRadius
|
||||
jsr CalculateExplosionRange
|
||||
jmp xdirt
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc dirtcharge
|
||||
inc FallDown2
|
||||
; inc FallDown2
|
||||
mva #61 ExplosionRadius
|
||||
jsr CalculateExplosionRange
|
||||
jmp ofdirt
|
||||
@@ -638,7 +602,7 @@ DiggerCharacter
|
||||
; ------------------------
|
||||
.proc riotcharge
|
||||
mva #sfx_riot_blast sfx_effect
|
||||
inc FallDown2
|
||||
; inc FallDown2
|
||||
mva #31 ExplosionRadius
|
||||
jsr CalculateExplosionRange
|
||||
jmp cleanDirt
|
||||
@@ -646,7 +610,7 @@ DiggerCharacter
|
||||
; ------------------------
|
||||
.proc riotblast
|
||||
mva #sfx_riot_blast sfx_effect
|
||||
inc FallDown2
|
||||
; inc FallDown2
|
||||
mva #61 ExplosionRadius
|
||||
jsr CalculateExplosionRange
|
||||
jmp cleanDirt
|
||||
@@ -670,21 +634,6 @@ 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 #$00
|
||||
;sta ybyte+1
|
||||
|
||||
mwa xdraw LaserCoordinate
|
||||
mwa ydraw LaserCoordinate+2
|
||||
mwa xbyte LaserCoordinate+4
|
||||
@@ -735,6 +684,8 @@ LaserMisses
|
||||
; -----------------
|
||||
.proc xmissile ;
|
||||
; -----------------
|
||||
jsr CalculateExplosionRange
|
||||
NoRangeCalc
|
||||
lda #1
|
||||
sta radius
|
||||
sta color
|
||||
@@ -946,7 +897,6 @@ ExplodeNow
|
||||
mwa ycircle ydraw ;(bad)
|
||||
|
||||
; finally a little explosion
|
||||
jsr CalculateExplosionRange
|
||||
mva #sfx_baby_missile sfx_effect
|
||||
jmp xmissile
|
||||
rts
|
||||
@@ -1151,7 +1101,6 @@ ToHighFill
|
||||
;first, get current parameters (angle+force)
|
||||
;for an active tank and display them
|
||||
;(these values are taken from the previous round)
|
||||
mva #0 Erase
|
||||
|
||||
ldx TankNr
|
||||
|
||||
@@ -1168,6 +1117,7 @@ ContinueToCheckMaxForce2
|
||||
lda MaxForceTableL,x
|
||||
sta ForceTableL,x
|
||||
@
|
||||
mva #0 Erase
|
||||
jsr DisplayStatus ;all digital values like force, angle, wind, etc.
|
||||
jsr PutTankNameOnScreen
|
||||
|
||||
@@ -1227,9 +1177,7 @@ QuitToGameover
|
||||
bne @+
|
||||
callActivation
|
||||
; Hide all tanks - after inventory they may have other shapes
|
||||
mva #1 Erase
|
||||
jsr DrawTanks
|
||||
mva #0 Erase
|
||||
jsr ClearTanks
|
||||
jsr DefensivesActivate
|
||||
jmp afterInventory
|
||||
|
||||
@@ -1238,15 +1186,12 @@ callActivation
|
||||
bne @+
|
||||
callInventory
|
||||
; Hide all tanks - after inventory they may have other shapes
|
||||
mva #1 Erase
|
||||
jsr DrawTanks
|
||||
mva #0 Erase
|
||||
jsr ClearTanks
|
||||
;
|
||||
mva #$ff isInventory
|
||||
jsr Purchase
|
||||
afterInventory
|
||||
mva #0 dmactls ; dark screen
|
||||
jsr WaitOneFrame
|
||||
jsr MakeDarkScreen
|
||||
lda #song_ingame
|
||||
jsr RmtSongSelect
|
||||
mva #0 escFlag
|
||||
@@ -1449,12 +1394,14 @@ 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....
|
||||
@@ -1464,10 +1411,14 @@ 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....
|
||||
@@ -1915,12 +1866,19 @@ 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!
|
||||
@@ -1970,8 +1928,6 @@ 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
|
||||
@@ -1982,13 +1938,18 @@ 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
|
||||
@@ -2341,14 +2302,8 @@ MIRValreadyAll
|
||||
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
|
||||
; -------------------------------------------------
|
||||
@@ -2470,8 +2425,7 @@ NextLine2
|
||||
ldx TankNr
|
||||
sta ActiveDefenceWeapon,x ; deactivate Nuclear Winter
|
||||
jsr SetFullScreenSoilRange
|
||||
jsr SoilDown2
|
||||
jsr drawtanks ; for restore PM
|
||||
jsr SoilDown2.NoClearTanks
|
||||
rts
|
||||
|
||||
; in order to optimize the fragment repeated in both internal loops
|
||||
@@ -2582,11 +2536,7 @@ 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
|
||||
@@ -2673,10 +2623,10 @@ 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
|
||||
@@ -2736,10 +2686,10 @@ pressedSpace
|
||||
; 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
|
||||
@@ -2878,11 +2828,7 @@ 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
|
||||
@@ -2919,11 +2865,13 @@ 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
|
||||
@@ -2964,7 +2912,7 @@ CheckCollisionWithShieldedTank
|
||||
bcs LeftFromTheTank
|
||||
tya ;add 16 double byte
|
||||
clc
|
||||
adc #16
|
||||
adc #TankWidth+4+4
|
||||
tay
|
||||
lda xtankstableH,x
|
||||
adc #0
|
||||
@@ -3028,7 +2976,8 @@ RangesChecked
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc ClearScreenSoilRange
|
||||
; cleanup of the soil fall down ranges (left and right) ;--------------------------------------------------
|
||||
; cleanup of the soil fall down ranges (left and right)
|
||||
;--------------------------------------------------
|
||||
mwa #screenwidth RangeLeft
|
||||
lda #0
|
||||
sta RangeRight
|
||||
@@ -3043,17 +2992,6 @@ 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
|
||||
|
||||
|
||||
Reference in New Issue
Block a user