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Pirx 87bc3bfd1e Merge pull request #130 from pkali/develop
v1.14
2022-09-05 23:05:53 -04:00
Pirx 82b4337a1b v1.14 2022-09-05 23:00:18 -04:00
Pecusx d4e616abbb Batter manuals 2022-09-04 20:28:50 +02:00
Pecusx 13e15426fc Tank Hit fix
And TankWidth as variable (definition).
2022-09-02 23:38:56 +02:00
Pecusx dc9c724521 Bouncy Castle and Tracers fixes 2022-09-02 18:00:10 +02:00
Pecusx 216d9f9ca8 Small DrawTanks fix 2022-09-02 14:50:20 +02:00
Pecusx a441357948 More optimizations (158b saved) - please test! 2022-09-02 13:54:57 +02:00
Pecusx aa02b10bda Optimization (10b saved :) ) 2022-09-01 15:06:57 +02:00
Pecusx c4543208bf Minor otimizations (32b saved) 2022-09-01 14:31:58 +02:00
Pecusx 73db3edb45 More AI optimization (59b saved :) ) 2022-08-31 21:09:26 +02:00
Pecusx aa6c37eb61 AI optimizations and more (81b loss :( ) 2022-08-31 20:35:20 +02:00
Pecusx f45cbde341 AI optimization (50b saved) 2022-08-31 17:14:35 +02:00
Pirx c8eb7601c2 align align 2022-08-31 08:43:35 -04:00
Pecusx 3bd870e245 Minor optimizations (9b :) ) 2022-08-31 14:23:16 +02:00
Pecusx dc896f81b0 SoilDown optimization - 63 bytes saved 2022-08-31 10:26:00 +02:00
Pirx 667a0d4f20 Merge pull request #128 from pkali/develop
Develop
2022-08-30 00:21:48 -04:00
Pirx dbfae96022 readme updt 2022-08-30 00:21:13 -04:00
Pecusx 1a83611f22 Manuals update 2022-08-29 20:59:02 +02:00
Pecusx 9f454d2eff Added joystick repetition for name entry. 2022-08-29 20:25:10 +02:00
Pecusx 9b8476f9c1 Better music by Miker 2022-08-29 19:56:34 +02:00
Pecusx da52beb2bb Tank dropping error at the right edge definitely corrected! 2022-08-29 18:55:20 +02:00
Pecusx ddc8c5b414 AI fine tune 2022-08-29 15:22:10 +02:00
Pecusx b219c23a96 AI tuning and manuals update 2022-08-29 14:53:31 +02:00
Pecusx 19820d7bf9 Optimizations and fix for lonely weapon pointer 2022-08-29 14:20:30 +02:00
Pecusx 4a1c8aacda ListOfWeapons is now 32 and it works 2022-08-29 12:05:51 +02:00
Pecusx cc07bd52f2 WIP: Proper selection of weapons with Tab key 2022-08-29 09:42:05 +02:00
Pirx 39835d5f50 WIP: unfinished weapons optimization 2022-08-29 00:31:24 -04:00
Pirx ef361d044e opty + purchaseTable fix 2022-08-28 11:46:55 -04:00
Pirx 57844f2df0 schlongus disappearus 2022-08-28 10:53:10 -04:00
Pecusx dcdf5e6fc2 Entering names by joy! 2022-08-28 13:23:00 +02:00
Pirx 374df312fe intro like it was 2022-08-28 01:04:43 -04:00
Pirx 068e5af36b weapons optimization 2022-08-28 01:01:36 -04:00
Pecusx 851e8dd5af Proper cursor operation in tank names. 2022-08-27 16:12:03 +02:00
Pecusx d0ceb2ec0d Second young tester in creduts :) 2022-08-27 14:22:36 +02:00
Pecusx 69548da681 Manuals.... 2022-08-26 17:00:53 +02:00
Pecusx b57af2f9b2 Manuals update 2022-08-26 16:57:21 +02:00
Pecusx 6cb9e4fa1a Manuals describes AI tactics. 2022-08-26 10:53:48 +02:00
Pecusx cee668d756 Little visual improvement 2022-08-25 22:44:33 +02:00
Pecusx 9fbc1c9c65 Preparing to enter name of tank with joystick. 2022-08-25 20:52:03 +02:00
Pecusx 09651f163a Memory optimizations 2022-08-25 13:54:15 +02:00
Pecusx e70752c12d Cyborgs prefer to kill humans :) 2022-08-25 13:18:29 +02:00
Pecusx 07a2585147 Much better aiming for Cyborg, Spoiler and Chooser 2022-08-25 09:35:30 +02:00
Pirx 1a19d3069d manual and readme updt 2022-08-25 00:36:35 -04:00
16 changed files with 1214 additions and 1143 deletions
+2
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@@ -2,3 +2,5 @@
*.bak
scorch.lab
scorch.lst
textproc.lab
textproc.lst
+120 -84
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@@ -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.
Select options with cursor keys or a joystick.
@@ -29,9 +29,10 @@ The [RETURN] key or a joystick button moves to the next screen.
## 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.
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.
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) |
| Baby Digger | 0 (no energy is subtracted, but a portion of the ground is undermined in a radius of 60 pixels from the point of impact) |
| Digger | 0 (as above - greater undermining) |
| Heavy Digger | 0 (as above - greatest undermining) |
| Baby Sandhog | (as above - another way of undermining) |
| Sandhog | 0 (as above - larger dig) |
| Heavy Sandhog | 0 (as above - largest dig) |
| Dirt Clod | 0 (no energy is subtracted, but a ground ball with a radius of 12 pixels from the hit point is created. The weapon is useful for burying the opponent) |
| Dirt Ball | 0 (as above, but the radius of the ball is 22 pixels) |
| Ton of Dirt | 0 (as above, but the radius of the ball is 31 pixels) |
| Liquid Dirt | 0 (floods the ground at the point of hit with liquid soil, filling in the depressions) |
| Laser | x 100 (but here it is also different - equally 100 only in the case of a direct hit simply subtract 100 units of energy - that is, the tank always dies) |
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
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@@ -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 |
+37 -5
View File
@@ -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
+147 -128
View File
@@ -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 -1
View File
@@ -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
+132 -189
View File
@@ -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
View File
@@ -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
View File
@@ -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
View File
@@ -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
View File
@@ -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 $bf80
font4x4
ins 'artwork/font4x4s.bmp',+62
BIN
View File
Binary file not shown.
+361 -265
View File
@@ -272,8 +272,8 @@ AfterManualPurchase
mwa #ListOfDefensiveWeapons WeaponsListDL ;switch to the list of offensive weapons
mva #$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
View File
@@ -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
View File
@@ -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