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+86
-97
@@ -14,13 +14,13 @@ On the first screen, you can configure gameplay options:
|
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* frequency of suicides :) - if for a number of turns the game has not recorded hits (tanks are constantly shooting inaccurately), after one of such misses a tank commits suicide - here you determine how long they can "shooting for the stars" :) - if only people play the optimal setting is "norm", in the case of computer-controlled players ... you choose.
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* The height (and undulation) of the mountains from almost flat (NL - Kingdom of the Netherlands), to soaring and high (NP - Federal Democratic Republic of Nepal)
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* the way the walls (edges of the screen) work:
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* none - projectiles that flew off the screen do not return
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* wrap - the screen "wraps" and projectiles that flew to the right appear on the left side (and vice versa)
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* bump - the right and left walls deflect projectiles that want to fly through them
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* boxy - just like bump, except that the "ceiling" also reflects projectiles
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* none - projectiles that flew off the screen do not return (black color of the screen frame)
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* wrap - the screen "wraps" and projectiles that flew to the right appear on the left side and vice versa (purple color of the screen frame)
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* bump - the right and left walls deflect projectiles that want to fly through them (dark blue color of the screen frame)
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* boxy - just like bump, except that the "ceiling" also reflects projectiles (green color of the screen frame)
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* rand - at the beginning of each round, one of the above 4 ways the walls work is drawn.
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During gameplay, the current mode of the walls is represented by the color of the screen frame: none - black, wrap - purple, bump - blue, boxy - green.
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During gameplay, the current mode of the walls is represented by the color of the screen frame: none - black, wrap - purple, bump - dark blue, boxy - green.
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Select options with cursor keys or a joystick.
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@@ -56,123 +56,110 @@ The status line shows which player is currently allowed to take a shot and a set
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* in parentheses is the name of the active defensive weapon - if there is any activated by the player.
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The keyboard controls here are simple, cursor keys or joystick: left/right - change the angle of the barrel, up/down - change the the force of the shot.
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* [SPACE] or joystick button pressed briefly - firing a shot.
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* [TAB] or [SELECT] - selection of offensive weapons (this option is not available directly with the joystick - you need to select Inventory).
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* [I] or longer holding the joystick button - go to Inventory. It is a screen (actually two) with the same layout as the shopping menu, it also works similarly except that here you don't buy weapons, but choose one of the offensive ones to shoot or activate a defensive weapon.
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* [A] or [OPTION] - go directly to the defensive weapons activation.
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* [M] key - disable/enable background music.
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* [S] key - disable/enable effect sounds.
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* [START] - speed up some game animations.
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* [O] - end the current game and jump to the Game Over screen with a summary. The summary of the results does not take into account the current round of the game, but only the rounds completed earlier. This corresponds to pressing the [ESC] key with the difference that the summary and credits are displayed.
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* [START] + [OPTION] - immediately force the end of the game (Game Over), just like [O] but without confirmation.
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* [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).
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## 5. Game mechanics
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| A800 | 5200 | function |
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| --- | --- | --- |
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| [SPACE] | [0] | or joystick button pressed briefly - firing a shot. |
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| [TAB] or [SELECT] | [5] | selection of offensive weapons (this option is not available directly with the joystick - you need to select Inventory) |
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| [I] | [9] | or longer holding the joystick button - go to Inventory. It is a screen (actually two) with the same layout as the shopping menu, it also works similarly except that here you don't buy weapons, but choose one of the offensive ones to shoot or activate a defensive weapon. |
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| [A] or [OPTION] | [7] | go directly to the defensive weapons activation.
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| [M] | [PAUSE] | disable/enable background music. |
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| [S] | [RESET] | disable/enable effect sounds. |
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| [START] | N/A | speed up some game animations. |
|
||||
| [O] | [3] | end the current game and jump to the Game Over screen with a summary. The summary of the results does not take into account the current round of the game, but only the rounds completed earlier. This corresponds to pressing the [ESC] key with the difference that the summary and credits are displayed. |
|
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| [START] + [OPTION] | N/A | 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). |
|
||||
|
||||
And here's a rundown of the description of how each weapon works, scoring rules, etc:
|
||||
## 5. Game mechanics - offensive weapons
|
||||
|
||||
### 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:
|
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* 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.
|
||||
### Energy of tanks.
|
||||
- At the beginning of each round, each tank has 99 ash units of energy.
|
||||
- Tanks' energy is depleted in 3 ways:
|
||||
* one unit after each shot is fired
|
||||
* while falling (one pixel down - 2 units).
|
||||
* when a projectile hits the tank or next to it - and here the amount of energy subtracted depends on the distance from the center of the explosion and the type/power of the projectile.
|
||||
|
||||
### How energy subtraction works (and makes money!)
|
||||
### 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:
|
||||
|
||||
After each round, the amount of money gained/lost is calculated. This is done on the basis of two variables accumulated by each tank during the round. These variables are:
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`gain` - energy "captured" from tanks hit (also if you hit yourself :) and here's the catch, if you have very little energy left it can be profitable to hit yourself with a powerful weapon!
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`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!
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`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).
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`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).
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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 :) )
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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 :) )
|
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Specifically:
|
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||||
### After each round:
|
||||
`money = money + (2 * (gain + energy))`
|
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`money = money + (20 * (gain+energy))`.
|
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|
||||
`money = money - lose`
|
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`money = money - (10 * lose)`.
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`if money < 0 then money = 0`
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`if money <0 then money=0`.
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(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).
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||||
During a round, if another tank is hit as a result of a shot fired by a tank, the tank firing the shot "gets the energy" taken away from the hit tank.
|
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### tank taking a shot:
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`gain = gain + EnergyDecrease`.
|
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### tank hit:
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`lose = lose + EnergyDecrease`.
|
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### For tank firing a shot:
|
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Where `EnergyDecrease` is the loss of energy due to the hit.
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`gain = gain + EnergyDecrease`
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Of course, at the same time the hit tank loses the amount of energy stored in `EnergyDecrease`, except that here the loss cannot exceed the energy you have.
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### Tank being hit:
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## How a hit works.
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||||
`lose = lose + EnergyDecrease`
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|
||||
Where `EnergyDecrease` is the loss of energy due to a hit.
|
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Of course, at the same time, the hit tank loses the amount of energy stored in `EnergyDecrease`, except that here the loss can not exceed the energy held.
|
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||||
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 :)
|
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|
||||
## How the hit works.
|
||||
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||||
Each weapon that results in an explosion has a radius of fire (`ExplosionRadius`).
|
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Each weapon that results in an explosion has its own blast radius.
|
||||
|
||||
After the explosion, every tank in its range loses energy.
|
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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`.
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It works in such a way that if the hit is exactly on the center point of the tank `EnergyDecrease` receives the maximum value for the weapon, and for each pixel of distance from the center of the tank this value is reduced by 8.
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That is, in the case of hitting a tank centrally:
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`EnergyDecrease = ExplosionRadius * 8`
|
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and with each pixel farther from the center, 8 fewer units are lost.
|
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For example, if a hit with the Baby Missile weapon hits the center of the tank perfectly, it will lose exactly 88 units of energy (plus what it loses falling after the explosion).
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If you hit with the same weapon at a distance of 10 pixels from the center of the tank, the loss will be only 8 units.
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I don't know if it's understandable - I do understand it :)
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And here are the values of maximum energy loss for individual weapons. If a weapon explodes several times, each explosion is calculated independently (additional values in the table):
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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.
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And here are the `ExplosionRadius` values for each weapon:
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| Weapon | `ExplosionRadius` |
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| Offensive weapons | maximum energy loss |
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| --- | --- |
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| Baby Missile | 11 |
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| Missile | 17 |
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| Baby Nuke | 25 |
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| Nuke | 30 |
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| LeapFrog| 17 15 13 |
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| Funky Bomb | 21 11 (* 5) |
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| MIRV | 17 (* 5) |
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| Death's Head | 30 (* 5) |
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| Napalm | x 40 (this weapon is different and the distance from the center is not determined, simply any tank within range of the flames loses 40 units of energy - the ExplosionRadius variable is not used) |
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| Hot Napalm | x 80 (the same principle as in Napalm) |
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| Baby Roller | 11 |
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| Roller | 21 |
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| Heavy Roller | 30 |
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| Riot Charge | 31 |
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| Riot Blast | 0 (in reality - 61 but with these weapons it is not taken into account when counting energy loss only the width of the ground to fall) |
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| Riot Bomb | 17 |
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| Heavy Riot Bomb | 29 |
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| Baby Digger | 0 (60 - as in Riot Blast) |
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| Digger | 0 (60 - as above) |
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| Heavy Digger | 0 (60 - as above) |
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| Baby Sandhog | 0 (60 - as above) |
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| Sandhog | 0 (60 - as above) |
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| Heavy Sandhog | 0 (60 - as above) |
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| Dirt Clod | 12 |
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| Dirt Ball | 22 |
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| Ton of Dirt | 31 |
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| Liquid Dirt | 0 (maybe it's worth changing?) |
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| Dirt Charge | 0 (61 - as above) |
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| Laser | x 100 (but here it is also different - equally 100 only in the case of a direct hit, the `ExplosionRadius` variable is not used, so there is no multiplication by 8 - we simply subtract 100 units of energy - that is, the tank always dies).|
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| Baby Missile | 88 |
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| Missile | 136 |
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| Baby Nuke | 200 |
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| Nuke | 240 |
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| LeapFrog| 136 120 104 |
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| Funky Bomb | 168 88 (* 5) |
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| MIRV | 136 (* 5) |
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| Death's Head | 240 (* 5) |
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| Napalm | 40 (this weapon is different and the distance from the center is not determined, simply any tank in range of the flames loses 40 units of energy) |
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| Hot Napalm | 80 (the rule is the same as in Napalm) |
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| Baby Roller | 88 |
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| Roller | 168 |
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| Heavy Roller | 240 |
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| Riot Charge | 0 (no energy is subtracted, but a portion of the ground upward from the hit point in a 31-pixel radius is removed) |
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| Riot Blast | 0 (as in Riot Charge, but in a radius of 61 pixels) |
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| Riot Bomb | 0 (no energy is subtracted, but the ground in a radius of 17 pixels from the hit point is destroyed - as in the case of Missile. The weapon is useful for digging out after being buried, or for undermining an opponent) |
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| Heavy Riot Bomb | 0 (as in Riot Bomb, but the explosion radius is 29 pixels from the point of impact - as in the case of Nuke) |
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| Baby Digger | 0 (no energy is subtracted, but a portion of the ground is undermined in a radius of 60 pixels from the point of impact) |
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| Digger | 0 (as above - greater undermining) |
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| Heavy Digger | 0 (as above - greatest undermining) |
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| Baby Sandhog | (as above - another way of undermining) |
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| Sandhog | 0 (as above - larger dig) |
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| Heavy Sandhog | 0 (as above - largest dig) |
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| Dirt Clod | 0 (no energy is subtracted, but a ground ball with a radius of 12 pixels from the hit point is created. The weapon is useful for burying the opponent) |
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| Dirt Ball | 0 (as above, but the radius of the ball is 22 pixels) |
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| Ton of Dirt | 0 (as above, but the radius of the ball is 31 pixels) |
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| Liquid Dirt | 0 (floods the ground at the point of hit with liquid soil, filling in the depressions) |
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| Laser | x 100 (but here it is also different - equally 100 only in the case of a direct hit simply subtract 100 units of energy - that is, the tank always dies) |
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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.
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Only these big points determine the order in the summary.
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Large points received by the player is the number of tanks that died earlier than him. If any of the other tanks capitulated earlier (**White Flag**) is not added to those that died and does not give points.
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Only these points determine the order in the summary
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## 6. And now for defensive weapons:
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* **White Flag** - causes the surrender of the player (can sometimes be useful in a hopeless situation). The advantage is that by surrendering you don't give a big point to your opponents and don't cause one of them to gain by killing us, you also limit the loss of your energy and also cash. An important note - this is the only defensive weapon that can be deactivated. All you have to do is re-enter inventory and once again select its activation.
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* **Battery** - when activated, it recharges the tank's energy to full (99 units) and at the same time is the only defensive weapon that does not deactivate other defensive weapons when used.
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* **Battery** - when activated, it recharges the tank's energy to full (99 units). It is one of three defensive weapons that does not deactivate other defensive weapons when used.
|
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* **Hovercraft** - a weapon that allows the tank to move. It has its own fuel supply in form of electric eels and in addition, it can be activated multiple times during the same turn, and after using it, you can activate another defensive weapon and fire a shot in the same turn. After using it, the tank rises above the mountains and using the cursor keys or a joystick you can move the tank to a new position. [SPACE] or the joystick button cause the tank to land in a new place. You can fly until the tank runs out of eels (presented on the status bar like the energy of a defensive weapon), if the eel fuel runs out the tank will fall down on its own. It is not possible to land on other tanks.
|
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* **Parachute** - does not protect against loss of energy due to a neighboring explosion, makes you not lose energy during ONE fall. After such a fall, it deactivates and a new parachute must be activated.
|
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* **Shield** - the simplest shield works exactly the opposite of **Parachute**, it does not protect against energy loss while falling, instead it protects against energy loss caused by ONE adjacent explosion. It protects once, no matter how strong the explosion is (whether tis but a scratch or a direct hit with a nuke), and deactivates immediately afterward.
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@@ -182,8 +169,10 @@ Only these big points determine the order in the summary.
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||||
* **Mag Deflector** - the second passive-aggressive weapon :) . In case of a direct hit on a tank (and shield), it causes the hit point to move randomly to the left or right side of the protected tank, but not very far, so you can get "shrapnel" with stronger weapons. As in the case of **Bouncy Castle**, it is also a shield that corresponds to the action of **Heavy Shield** and has 99 units at the start (probably here we will have also to rethink this value and give a smaller one).
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* **Nuclear Winter** - adds nothing, takes nothing away :) - in fact, it is not so much a defensive weapon as a double-edged one. It floods the area with "radioactive" fallout, which is ordinary soil. If you do not have at hand any weapon that digs up the terrain, and for that a shield (preferably disposable), then after such "fallout" you will have to shoot yourself - because being underground is otherwise impossible. Alternatively, **White Flag** always remains.
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* **Long Schlong** - a special weapon :) - Costs a lot, doesn't really help with anything (except possibly digging yourself out but only when slightly buried but it has a cool name and looks cool :) - It can be activated independently of other defensive weapons and remains active until the end of the round (it cannot be deactivated).
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|
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Due to the different operations of **MIRV**, defensive weapons **Bouncy Castle** and **Mag Deflector** only use the shielding function when hit by these weapons. In addition, **MIRV** heads do not bounce or fly through sidewalls during descent!
|
||||
* **Lazy Boy** - it is not actually a defensive weapon. It is an aiming aid. When it is activated, the tank tries to aim at the nearest enemy and automatically adjusts the power of the shot and angle. If it has too little energy, it can sometimes aim wrong (it uses a method like **Cyborg** to aim). Like **Battery**, it does not deactivate other defensive weapons when used. Note: There is no point in activating this weapon before the round, targeting will not take place because there is nothing to target yet.
|
||||
* **Lazy Darwin** - works exactly like **Lazy Boy** but targets the weakest opponent.
|
||||
* **Auto Defense** - activates the mode of automatic activation of defensive weapons. After its activation, the tank automatically activates the strongest shield it has (consuming it, of course) at any time when there is no shield (also between shots of other players). At the same time, if the tank's energy level drops below 30 units, it automatically activates **Battery** if it has it. This weapon remains active until the end of the round and is indicated by the letter "A" before the name of the active defensive weapon in the status line. It is the second defensive weapon that does not deactivate other defensive weapons when used.
|
||||
* **Spy Hard** - Help for the forgetful :) . When activated, it shows a preview of information about the next opponents one by one. Left/Right - changes the "spied" tank. Fire/Space/Return/Esc - ends the "spying". This is the last defensive weapon, which does not deactivate other defensive weapons when used.
|
||||
|
||||
None of the shields protect against **Napalm**. **Bouncy Castle** or **Mag Deflector** on a direct hit will deflect it or carry it past, but just hit very close to a tank and its shield will not save it.
|
||||
|
||||
@@ -209,11 +198,11 @@ The game has 8 difficulty levels of computer-controlled opponents. Or actually 7
|
||||
|
||||
** **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 low energy is required (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**.
|
||||
** **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 low energy is required (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**.
|
||||
** **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**.
|
||||
|
||||
@@ -241,9 +230,9 @@ Table of weapons purchased by: **Spoiler** and **Cyborg**.
|
||||
|
||||
| Offensive weapons | Defensive weapons |
|
||||
| --- | --- |
|
||||
| Baby Nuke | Battery |
|
||||
| Nuke | Strong Parachute |
|
||||
| Death's Head | Mag Deflector |
|
||||
| Missile | Battery |
|
||||
| Baby Nuke | Strong Parachute |
|
||||
| Nuke | Mag Deflector |
|
||||
| Hot Napalm | Heavy Shield |
|
||||
| | Force Shield |
|
||||
| | Bouncy Castle |
|
||||
|
||||
+87
-89
@@ -3,9 +3,9 @@
|
||||
Grać można przy użyciu klawiatury (wszystkie funkcjonalności) lub joysticka (wszystkie funkcjonalności niezbędne w rozgrywce).
|
||||
|
||||
## 1. Wybór opcji gry.
|
||||
Na pierwszym ekranie możemy skonfigurować opcje rozgrywwki:
|
||||
Na pierwszym ekranie możemy skonfigurować opcje rozgrywki:
|
||||
* ilość graczy (2 - 6) obejmuje tak ludzi jak graczy sterowanych przez komputer
|
||||
* początkową ilość gotówki każdego z graczy (8k to wybrana przez nas wartość optymalna, jecz przy krótkich rozgrywkach warto wybrać większą wartość)
|
||||
* początkową ilość gotówki każdego z graczy (8k to wybrana przez nas wartość optymalna, lecz przy krótkich rozgrywkach warto wybrać większą wartość)
|
||||
* grawitacja
|
||||
* maksymalna siła wiatru (wiatr jest losowany na początku każdej z rund, tu możemy wybrać jak silny może być)
|
||||
* liczba rozgrywanych rund
|
||||
@@ -13,21 +13,21 @@ Na pierwszym ekranie możemy skonfigurować opcje rozgrywwki:
|
||||
* częstotliwość samobójstw :) - jeśli przez ileś tur gra nie odnotowała trafień (czołgi ciągle strzelają niecelnie) jeden z takich pudłujących czołgów popełnia samobójstwo - tu określamy jak długo mogą “strzelać w próżnię” :) - jeśli grają tylko ludzie optymalne ustawienie to “norm”, w przypadku graczy sterowanych przez komputer… wedle uznania.
|
||||
* wysokość (i pofałdowanie) gór od prawie płaskich (NL - Królestwo Niderlandów), do strzelistych i wysokich (NP - Federalna Demokratyczna Republika Nepalu)
|
||||
* sposób działania ścian (krawędzi ekranu):
|
||||
* none - pociski, które wyleciały poza ekran nie wracają
|
||||
* wrap - ekran "zawija się" i pociski, które wyleciały w prawo pojawiają się z lewej strony (i odwrotnie)
|
||||
* bump - prawa i lewa ściana odbijają pociski, które chcą przez nie przelecieć
|
||||
* boxy - tak jak bump, tyle że "sufit" także odbija pociski
|
||||
* none - pociski, które wyleciały poza ekran nie wracają (czarny kolor ramki ekranu)
|
||||
* wrap - ekran "zawija się" i pociski, które wyleciały w prawo pojawiają się z lewej strony i odwrotnie (fioletowy kolor ramki ekranu)
|
||||
* bump - prawa i lewa ściana odbijają pociski, które chcą przez nie przelecieć (granatowy kolor ramki ekranu)
|
||||
* boxy - tak jak bump, tyle że "sufit" także odbija pociski (zielony kolor ramki ekranu)
|
||||
* rand - na początku każdej rundy losowany jest jeden z 4 powyższych sposobów działania ścian
|
||||
|
||||
W trakcie rozgrywki aktualny sposób działania ścian reprezentowany jest przez kolor ramki ekranu: none - czarny, wrap - fioletowy, bump - niebieski, boxy - zielony.
|
||||
W trakcie rozgrywki aktualny sposób działania ścian reprezentowany jest przez kolor ramki ekranu: none - czarny, wrap - fioletowy, bump - granatowy, boxy - zielony.
|
||||
|
||||
Wybór opcji klawiszami kursora lub joystickiem.
|
||||
|
||||
Klawisz [RETURN] lub przycisk Joysticka przechodzi do następnego ekranu.
|
||||
|
||||
## 2. Wprowadzanie nazwy graczy i wybór poziomu graczy sterowanych przez komputer
|
||||
Drugi ekran powtarza się dla każdego z graczy można na nim klawiszami kursora lub joysticjiem wybrać czy danym czołgiem będzie kierował człowiek (opcja HUMAN) czy też kompute (pozostałe opcje). Jednocześnie z klawiatury można wprowadzić nazwę wybranego gracza.
|
||||
Po naciśnięciu klawisza [RETURN] lub krótkim naciśnięciu przycisku Joysticka ekran przechodzi na następnego gracza aż zostaną wybrane poziomy trudności dla każdego z nich.
|
||||
Drugi ekran powtarza się dla każdego z graczy można na nim klawiszami kursora lub joystickiem wybrać czy danym czołgiem będzie kierował człowiek (opcja HUMAN) czy też komputer (pozostałe opcje). Jednocześnie z klawiatury można wprowadzić nazwę wybranego gracza.
|
||||
Po naciśnięciu klawisza [RETURN] lub krótkim naciśnięciu przycisku Joysticka ekran przechodzi na następnego gracza aż zostaną wybrane poziomy trudności dla wszystkich.
|
||||
Nazwę gracza można wprowadzać także przy pomocy joysticka. Po wciśnięciu i przytrzymaniu przycisku ponad 1s. za pomocą ruchów góra/dół można zmienić wprowadzaną literę, a lewo/prawo jej pozycję w nazwie. Puszczenie przycisku kończy wprowadzanie nazwy i wraca do wyboru poziomu.
|
||||
|
||||
Jeśli nazwa nie zostanie wpisana, to zostanie uzupełniona nazwą domyślną.
|
||||
@@ -52,48 +52,50 @@ W linii statusowej widoczna jest informacja o tym który z graczy aktualnie moż
|
||||
* ustawiona przez gracza siła strzału (maksymalna siła strzału jest ograniczana przez energię gracza - nie może przekroczyć energii * 10 . Oznacza to, że mając małą ilość energii możemy oddać słabsze strzały
|
||||
* numer aktualnej rundy rozgrywki
|
||||
* prędkość i kierunek wiatru
|
||||
* w nawiasie nazwę aktywnej broni defensywnej - jeśli jest jakaś aktywowana przez gracz
|
||||
* symbol "A" jeśli aktywna jest **Auto Defense**
|
||||
* w nawiasie nazwę aktywnej broni defensywnej - jeśli jest jakaś aktywowana przez gracza
|
||||
|
||||
Tutaj klawiszologia jest prosta, klawisze kursora lub joystick: lewo/prawo - zmiana kąta nachylenia lufy, góra/dół - zmiana ustawienia siły strzału.
|
||||
* [SPACJA] lub przycisk joysticka naciśnięte krótko - oddanie strzału
|
||||
* [TAB] lub [SELECT]- wybór broni ofensywnej (ta opcja nie jest dostępna bezpośrednio joystickiem - trzeba wybrać Inventory)
|
||||
* Klawisz [I] lub dłuższe przytrzymanie przycisku joysticka - przejście do Inventory (aktywacji broni). Inventory to ekran (a w zasadzie dwa) bliźniaczo podobny do ekranu zakupów. Zasady poruszania się są identyczne z tym, że tu nie kupujemy broni, ale wybieramy jedną z ofensywnych, którą będziemy strzelać lub aktywujemy broń defensywną.
|
||||
* Klawisz [A] lub [OPTION]- bezpośrednie przejście na ekran Inventory aktywacji broni defensywnych.
|
||||
* Klawisz [M] - wyłączenie/włączenie muzyki w tle
|
||||
* Klawisz [S] - wyłączenie/włączenie dźwięków efektów.
|
||||
* [START] - przyspiesza/pomimja niektóre animacje w grze
|
||||
* Klawisz [O] - wymuszenie zakończenia gry (Game Over). W podsumowaniu wyników nie jest brana pod uwagę przerwana właśnie runda rozgrywki, a wyłącznie rundy zakończone wcześniej. Odpowiada to wciśnięciu klawisza [ESC] z tą różnicą, że wyświetlane jest podsumowanie oraz creditsy.
|
||||
* [START] + [OPTION] - natychmiastowe wymuszenie zakończenia gry (Game Over), tak jak [O] ale bez potwierdzenia.
|
||||
* [ESC] - w czasie całej gry w dowolnym momencie (chyba że akurat gra komputer, wtedy czasem trzeba chwilę poczekać) można nacisnąć klawisz [ESC], który umożliwia przerwanie gry i powrót na początek (oczywiście jest zabezpieczenie przed przypadkowym naciśnięciem).
|
||||
|
||||
## 5. Zasady gry
|
||||
| A800 | 5200 | funkcja |
|
||||
| --- | --- | --- |
|
||||
| [SPACJA] | [0] | lub przycisk joysticka naciśnięte krótko - oddanie strzału |
|
||||
| [TAB] lub [SELECT] | [5] | wybór broni ofensywnej (ta opcja nie jest dostępna bezpośrednio joystickiem - trzeba wybrać Inventory) |
|
||||
| [I] | [9] | lub dłuższe przytrzymanie przycisku joysticka - przejście do Inventory (aktywacji broni). Inventory to ekran (a w zasadzie dwa) bliźniaczo podobny do ekranu zakupów. Zasady poruszania się są identyczne z tym, że tu nie kupujemy broni, ale wybieramy jedną z ofensywnych, którą będziemy strzelać lub aktywujemy broń defensywną. |
|
||||
| [A] lub [OPTION] | [7] | bezpośrednie przejście na ekran Inventory aktywacji broni defensywnych. |
|
||||
| [M] | [PAUSE] | wyłączenie/włączenie muzyki w tle |
|
||||
| [S] | [RESET] | wyłączenie/włączenie dźwięków efektów. |
|
||||
| [START] | brak | przyspiesza/pomija niektóre animacje w grze |
|
||||
| [O] | [3] | wymuszenie zakończenia gry (Game Over). W podsumowaniu wyników nie jest brana pod uwagę przerwana właśnie runda rozgrywki, a wyłącznie rundy zakończone wcześniej. Odpowiada to wciśnięciu klawisza [ESC] z tą różnicą, że wyświetlane jest podsumowanie oraz creditsy. |
|
||||
| [START] + [OPTION] | brak | 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). |
|
||||
|
||||
A tutaj zręby opisu działania poszczególnych broni, zasad punktacji itp:
|
||||
## 5. Zasady gry - bronie ofensywne
|
||||
|
||||
### 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 jednostek energii.
|
||||
- Energii czołgom ubywa na 3 sposoby:
|
||||
* jedna jednostka po oddaniu każdego strzału
|
||||
* w czasie spadania (jeden piksel w dół 2 jednostki)
|
||||
* w czasie spadania (jeden piksel w dół - 2 jednostki)
|
||||
* w chwili trafienia w czołg lub obok niego jakiegoś pocisku - i tu ilość odejmowanej energii zależy od odległości od centrum eksplozji i typu/siły rażenia pocisku.
|
||||
|
||||
### Jak działa odejmowanie energii (i zarabianie kasy!)
|
||||
Po każdej rundzie wyliczana jest ilość zdobytych/straconych pieniędzy robione jest to na podstawie dwóch zmiennych gromadzonych przez każdy z czołgów w trakcie rundy. Te zmienne to:
|
||||
Po każdej rundzie wyliczana jest ilość zdobytych/straconych pieniędzy, robione jest to na podstawie dwóch zmiennych gromadzonych przez każdy z czołgów w trakcie rundy. Te zmienne to:
|
||||
|
||||
`gain` - energia "przechwycona" od trafionych czołgów (także jeśli trafimy w samego siebie :) i tu haczyk, jeśli pozostało nam bardzo mało energii opłacalne może być trafienie w siebie mocną bronią!
|
||||
|
||||
`lose` - energia stracona w wyniku eksplozji/upadku (i tu ważne liczona jest całkowita utrata energii nawet jeśli czołg ma w chwili trafienia mniej).
|
||||
`lose` - energia stracona w wyniku eksplozji/upadku (i tu ważne - liczona jest całkowita utrata energii nawet jeśli czołg ma w chwili trafienia mniej).
|
||||
|
||||
Dodatkowo czołg który wygrał rundę ma parametr gain (przechwyconej od trafionych czołgów energii) zwiększany o pozostałą mu na koniec rundy energię (bo nie zginął i powinien ją mieć - choć bywa też inaczej :) )
|
||||
|
||||
Konkretnie:
|
||||
|
||||
### Po każdej rundzie:
|
||||
`money = money + (2 * (gain+energy))`
|
||||
`money = money + (20 * (gain+energy))`
|
||||
|
||||
`money = money - lose`
|
||||
`money = money - (10 * lose)`
|
||||
|
||||
`if money <0 then money=0`
|
||||
`jeśli money <0 to money=0`
|
||||
|
||||
(na starcie każdej rundy `gain` i `lose` mają wartość 0)
|
||||
|
||||
@@ -107,79 +109,75 @@ 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 jest dokładnie w centralny punkt czołgu `EnergyDecrease` otrzymuje maksymalną wartość dla danej broni, a z każdym pikselem odległości od centrum czołgu wartość ta jest zmniejszana o 8.
|
||||
|
||||
Czyli w przypadku trafienia centralnie w czołg:
|
||||
`EnergyDecrease = ExplosionRadius * 8`
|
||||
Przykładowo jeśli strzał oddany za pomocą broni Baby Missile trafi idealnie w centum czołgu to straci on dokładnie 88 jednostek energii (plus to co straci spadając po eksplozji).
|
||||
W przypadku trafienia tą samą bronią w odległości 10ciu pikseli od centrum czołgu strata ta będzie wynosiła 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 Riot Charge, tyle że w promieniu 61 pikseli) |
|
||||
| Riot Bomb | 0 (nie jest odejmowana energia, ale niszczony jest grunt w promieniu 17 pikseli od punktu trafienia - tak jak w wypadku Missile. Broń przydatna do odkopywania się po zasypaniu, bądź podkopywania przeciwnika) |
|
||||
| Heavy Riot Bomb | 0 (jak w Riot Bomb, ale promień eksplozji to 29 pikseli od punktu trafienia - tak jak w wypadku Nuke) |
|
||||
| Baby Digger | 0 (nie jest odejmowana energia, ale podkopywana jest część gruntu promieniu 60 pikseli od punktu trafienia) |
|
||||
| Digger | 0 (jak wyżej - większy podkop) |
|
||||
| Heavy Digger | 0 (jak wyżej - największy podkop) |
|
||||
| Baby Sandhog | 0 (jak wyżej - inny sposób podkopywania) |
|
||||
| Sandhog | 0 (jak wyżej - większy podkop) |
|
||||
| Heavy Sandhog | 0 (jak wyżej - największy podkop) |
|
||||
| Dirt Clod | 0 (nie jest odejmowana energia, ale tworzona jest kula gruntu o promieniu 12 pikseli od punktu trafienia. Broń przydatna do zakopywania przeciwnika) |
|
||||
| Dirt Ball | 0 (jak wyżej, ale promień kuli to 22 piksele) |
|
||||
| Ton of Dirt | 0 (jak wyżej, ale promień kuli to 31 pikseli) |
|
||||
| Liquid Dirt | 0 (zalewa grunt w punkcie trafienia płynną glebą wypełniając zagłębienia) |
|
||||
| Dirt Charge | 0 (nie jest odejmowana energia, ale usypywany jest dodatkowy grunt w górę od punktu trafienia w promieniu 61 pikseli. Broń przydatna do zakopywania przeciwnika) |
|
||||
| Laser | x 100 (ale tu także jest inaczej - równo 100 tylko w przypadku bezpośredniego trafienia po prostu odejmujemy 100 jednostek energii - czyli czołg zawsze ginie).|
|
||||
|
||||
Duże punkty otrzymane przez gracza to ilość czołgów, które zginęły wcześniej niż on. Jeśli któryś z innych czołgów skapitulował wcześniej (Biała Flaga) nie jest doliczany do tych które zginęły i nie daje punktów.
|
||||
Tylko te punkty decydują o kolejności w podsumowaniu
|
||||
|
||||
## 6. A teraz bronie defensywne:
|
||||
* **White Flag** - powoduje poddanie gracza (może czasem przydać się w sytuacji beznadziejnej). Zaletą jest to, że poddając się nie dajemy dużego punktu przeciwnikom i nie powodujemy, że któryś zyska na tym, że nas zgładzi, ograniczamy też stratę swojej energii czyli także kasy. I tu także ważna uwaga - to jedyna broń defensywna, którą można deaktywować. Wystarczy ponownie wejść do inventory i jeszcze raz wybrać jej aktywację.
|
||||
* **Battery** - w momencie aktywacji doładowuje energię czołgu do pełna (99 jednostek) i jednocześnie jest to jedyna broń defensywna, która nie deaktywuje innych broni defensywnych w przypadku jej użycia.
|
||||
* **White Flag** - powoduje poddanie gracza (może czasem przydać się w sytuacji beznadziejnej). Zaletą jest to, że poddając się nie dajemy dużego punktu przeciwnikom i nie powodujemy, że któryś zyska na tym, że nas zgładzi, ograniczamy też stratę swojej energii czyli także kasy. I tu także ważna uwaga - to jedyna broń defensywna, którą można dezaktywować. Wystarczy ponownie wejść do inventory i jeszcze raz wybrać jej aktywację.
|
||||
* **Battery** - w momencie aktywacji doładowuje energię czołgu do pełna (99 jednostek). Jest to jedna z trzech broni defensywnych, która nie dezaktywuje innych broni defensywnych w przypadku jej użycia.
|
||||
* **Hovercraft** - broń umożliwiająca przemieszczanie się czołgu. Posiada własny zasób paliwa a dodatkowo może być aktywowana wielokrotnie w czasie tej samej tury, a po jej użyciu możemy w tej samej turze aktywować inną broń defensywną i oddać strzał. Po jej użyciu czołg uniesie się ponad góry i za pomocą klawiszy kursora lub joysticka: lewo/prawo możemy przemieścić czołg na nową pozycję a [SPACJA] lub przycisk joysticka powodują wylądowanie czołgu w nowym miejscu. Latać można do chwili skończenia się "paliwa" (prezentowanego na pasku statusu tak jak energia broni defensywnej), jeśli paliwo się skończy czołg opadnie samodzielnie. Nie da się lądować na innych czołgach.
|
||||
* **Parachute** - nie chroni przed ubytkiem energii z powodu sąsiedniej eksplozji, powoduje że nie ubywa energii w czasie JEDNEGO spadania. Po takim upadku deaktywuje się i trzeba aktywować nowy spadochron.
|
||||
* **Strong Parachute** - spadochron z własną energią (na starcie 99 jednostek), działa tak samo jak Parachute (nie chroni przed eksplozjami) ma za to swój własny zasób energii przy spadaniu w pierwszej kolejności zmniejszana jest energia tego spadochronu (1 jednostka na jeden pixel opadania - inaczej niż czołg!) i jeśli dojdzie ona do 0 to spadochron deaktywuje się i dalej zmniejszana jest energia czołgu (tutaj już standardowo - 2 jednoski na jeden pikxel).
|
||||
* **Shield** - najprostsza osłona działa dokładnie przeciwnie niż Parachute, nie chroni przed ubytkiem energii w czasie spadania, chroni za to przed ubytkiem energii spowodowanym JEDNĄ sąsiednią eksplozją. Chroni jednorazowo, bez znaczenia jak silna jest eksplozja (czy jest to tylko "draśnięcie", czy też bezpośrednie trafienie atomówką) i od razu po niej deaktywuje się.
|
||||
* **Heavy Shield** - osłona z własną energią (na starcie 99 jednostek), działa tak samo jak Shield (nie chroni przed upadkiem) z tym wyjątkiem, że ma własny zasób energii. Przy eksplozji w pierwszej kolejności zmniejszana jest energia tej osłony i jeśli dojdzie ona do 0 to osłona deaktywuje się i dalej zmniejszana jest energia czołgu. W związku z takim działaniem, czołg z tym typem osłony można "zabić" podkopując go, bo spadanie zmniejsza energię czołgu a nie osłony.
|
||||
* **Parachute** - nie chroni przed ubytkiem energii z powodu sąsiedniej eksplozji, powoduje że nie ubywa energii w czasie JEDNEGO spadania. Po takim upadku dezaktywuje się i trzeba aktywować nowy spadochron.
|
||||
* **Strong Parachute** - spadochron z własną energią (na starcie 99 jednostek), działa tak samo jak Parachute (nie chroni przed eksplozjami) ma za to swój własny zasób energii przy spadaniu w pierwszej kolejności zmniejszana jest energia tego spadochronu (1 jednostka na jeden pixel opadania - inaczej niż czołg!) i jeśli dojdzie ona do 0 to spadochron dezaktywuje się i dalej zmniejszana jest energia czołgu (tutaj już standardowo - 2 jednostki na jeden pikxel).
|
||||
* **Shield** - najprostsza osłona działa dokładnie przeciwnie niż Parachute, nie chroni przed ubytkiem energii w czasie spadania, chroni za to przed ubytkiem energii spowodowanym JEDNĄ sąsiednią eksplozją. Chroni jednorazowo, bez znaczenia jak silna jest eksplozja (czy jest to tylko "draśnięcie", czy też bezpośrednie trafienie atomówką) i od razu po niej dezaktywuje się.
|
||||
* **Heavy Shield** - osłona z własną energią (na starcie 99 jednostek), działa tak samo jak Shield (nie chroni przed upadkiem) z tym wyjątkiem, że ma własny zasób energii. Przy eksplozji w pierwszej kolejności zmniejszana jest energia tej osłony i jeśli dojdzie ona do 0 to osłona dezaktywuje się i dalej zmniejszana jest energia czołgu. W związku z takim działaniem, czołg z tym typem osłony można "zabić" podkopując go, bo spadanie zmniejsza energię czołgu a nie osłony.
|
||||
* **Force Shield** - najmocniejsza osłona - działa tak jak Heavy Shield tyle że połączona z Parachute. Co ważne w jej przypadku upadek nie zabiera energii osłonie ani czołgowi. Zabierają ją tylko trafienia.
|
||||
* **Bouncy Castle** - broń agresywna :) . Działa następująco. W przypadku bezpośredniego trafienia w czołg (i osłonę) powoduje "odbicie" pocisku w przeciwnym kierunku z tą samą siłą z jaką był wystrzelony. W przypadku braku wiatru i różnicy poziomów broń trafia wtedy w czołg, który ją wystrzelił. Po takim odbiciu deaktywuje się. W związku z tym, że broń ta reaguje w ten sposób tylko na precyzyjne trafienia, jest także osłoną odpowiadającą działaniu Heavy Shield i ma na starcie 99 jednostek (prawdopodobnie trzeba będzie przemyśleć tę wartość i dać tu mniejszą).
|
||||
* **Bouncy Castle** - broń agresywna :) . Działa następująco. W przypadku bezpośredniego trafienia w czołg (i osłonę) powoduje "odbicie" pocisku w przeciwnym kierunku z tą samą siłą z jaką był wystrzelony. W przypadku braku wiatru i różnicy poziomów broń trafia wtedy w czołg, który ją wystrzelił. Po takim odbiciu dezaktywuje się. W związku z tym, że broń ta reaguje w ten sposób tylko na precyzyjne trafienia, jest także osłoną odpowiadającą działaniu Heavy Shield i ma na starcie 99 jednostek (prawdopodobnie trzeba będzie przemyśleć tę wartość i dać tu mniejszą).
|
||||
* **Mag Deflector** - druga broń agresywna :) . W przypadku bezpośredniego trafienia w czołg (i osłonę) powoduje przesunięcie punktu trafienia losowo w lewo lub prawą stronę chronionego czołgu, ale niezbyt daleko, więc można dostać "odłamkiem" przy silniejszej broni. Tak jak w przypadku Bouncy Castle jest także osłoną odpowiadającą działaniu Heavy Shield i ma na starcie 99 jednostek (prawdopodobnie i tutaj trzeba będzie przemyśleć tę wartość i dać mniejszą).
|
||||
* **Nuclear Winter** - nic nie dodaje, nic nie zabiera :) - w zasadzie to broń nie tyle defensywna co obosieczna. Zasypuje teren opadem "radioaktywnym", który jest zwyczajną glebą. Jeśli nie mamy pod ręką żadnej broni odkopującej teren i do tego osłony (najlepiej jednorazowej), to po takim "opadzie" będzie trzeba strzelić do siebie - bo będąc pod ziemią inaczej się nie da. Ewentualnie pozostaje zawsze White Flag.
|
||||
* **Long Schlong** - broń specjalna :) - kosztuje dużo, nie bardzo w czymkolwiek pomaga (poza ewentualnym odkopaniem się ale tylko przy niewielkim przysypaniu ale fanie się nazywa i wygląda :) - Można ją aktywować niezależnie od innych broni defensywnych i pozostaje aktywna do końca rundy (nie da się jej deaktywować).
|
||||
* **Long Schlong** - broń specjalna :) - kosztuje dużo, nie bardzo w czymkolwiek pomaga (poza ewentualnym odkopaniem się ale tylko przy niewielkim przysypaniu ale fajnie się nazywa i wygląda :) - Można ją aktywować niezależnie od innych broni defensywnych i pozostaje aktywna do końca rundy (nie da się jej dezaktywować).
|
||||
* **Lazy Boy** - nie jest to właściwie broń defensywna. Jest to wspomaganie celowania. Po jej aktywacji czołg stara się wycelować w najbliższego przeciwnika i automatycznie ustawia siłę strzału oraz kąt. W przypadku posiadania zbyt małej ilości energii może czasem wycelować źle (do celowania stosuje metodę taką jak **Cyborg**). Tak jak **Battery** nie dezaktywuje innych broni defensywnych w przypadku jej użycia. Uwaga! Nie ma sensu aktywacja tej broni przed rundą, celowanie nie odbędzie się bo nie ma jeszcze do czego celować.
|
||||
* **Lazy Darwin** - działa dokładnie jak **Lazy Boy** ale celuje w najsłabszego przeciwnika.
|
||||
* **Auto Defense** - włącza tryb automatycznej aktywacji broni defensywnych. Po jej aktywowaniu czołg automatycznie aktywuje najmocniejszą posiadaną osłonę (zużywając ją oczywiście) w każdej chwili, kiedy nie ma żadnej osłony (także pomiędzy strzałami innych graczy). Jednocześnie jeżeli poziom energii czołgu spadnie poniżej 30 jednostek, automatycznie aktywuje **Battery** jeżeli ją posiada. Ta broń pozostaje aktywna do końca rundy i jest sygnalizowana literą "A" przed nazwą aktywnej broni defensywnej w linii statusowej. Jest to druga broń defensywna, która nie dezaktywuje innych broni defensywnych w przypadku jej użycia.
|
||||
* **Spy Hard** - Pomoc dla zapominalskich :) . Po aktywacji pokazuje kolejno podgląd informacji o kolejnych przeciwnikach. Lewo/Prawo - zmienia "szpiegowany" czołg. Fire/Space/Return/Esc - kończy "szpiegowanie". Jest to ostatnia broń defensywna, która nie dezaktywuje innych broni defensywnych w przypadku jej użycia.
|
||||
|
||||
W związku z odmiennym działaniem broni **MIRV**, bronie defensywne **Bouncy Castle** i **Mag Deflector** wykorzystują tylko funkcję osłony przy trafieniu tą bronią. Dodatkowo głowice **MIRV** w czasie opadania nie odbijają się i nie przelatują przez ściany boczne!
|
||||
|
||||
Żadna z osłon nie chroni przed **Napalm**. **Auto Defense** czy **Mag Deflector** przy bezpośrednim trafieniu odbije je lub przeniesie obok, ale wystarczy trafić bardzo blisko czołgu i nie zadziała jego osłona.
|
||||
Żadna z osłon nie chroni przed **Napalm**. **Bouncy Castle** czy **Mag Deflector** przy bezpośrednim trafieniu odbije je lub przeniesie obok, ale wystarczy trafić bardzo blisko czołgu i nie zadziała jego osłona.
|
||||
|
||||
Bronie **White Flag**, **Hovercraft** i **Nuclear Winter** po aktywacji wymagają uruchomienia, jest to realizowanie przez "oddanie strzału" po aktywacji tej broni. Oczywiście strzał bronią ofensywną nie jest wtedy oddawany, a jedynie uruchamiana jest wybrana broń defensywna.
|
||||
|
||||
@@ -189,7 +187,7 @@ 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!
|
||||
* **Buy me!** - tej 'broni' nie można używać w rozgrywce. Jej zakup powoduje wylosowanie jednej z broni ofensywnych lub (rzadziej) 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:
|
||||
@@ -200,15 +198,15 @@ Gra posiada 8 poziomów trudności przeciwników sterowanych przez komputer. A w
|
||||
|
||||
* **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.
|
||||
* **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 spadnie 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 wymagana jest małą energia (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**.
|
||||
* **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 wymagana jest małą energia (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**
|
||||
* **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**
|
||||
|
||||
@@ -236,9 +234,9 @@ Tabela broni kupowanych przez: **Spoiler** i **Cyborg**
|
||||
|
||||
| bronie ofensywne | bronie defensywne |
|
||||
| --- | --- |
|
||||
| Baby Nuke | Battery |
|
||||
| Nuke | Strong Parachute |
|
||||
| Death's Head | Mag Deflector |
|
||||
| Missile | Battery |
|
||||
| Baby Nuke | Strong Parachute |
|
||||
| Nuke | Mag Deflector |
|
||||
| Hot Napalm | Heavy Shield |
|
||||
| | Force Shield |
|
||||
| | Bouncy Castle |
|
||||
|
||||
@@ -8,14 +8,17 @@ by Tomasz 'Pecus' Pecko and Pawel 'pirx' Kalinowski
|
||||
Warsaw, Miami 2000, 2001, 2002, 2003, 2009, 2012, 2013, 2022
|
||||
|
||||
Contributors:
|
||||
- Miker (@mikerro) - in-game music and sfx, ideas, QA
|
||||
- Kaz - splash screen, ideas
|
||||
- Miker (@mikerro) - game sfx, ideas, QA
|
||||
- Adam (@6502adam) - font, ideas, QA
|
||||
- Adam (@6502adam) - font, design, QA
|
||||
- Bocianu (@bocianu) - important ideas, FujiNet implementation, QA
|
||||
- Emkay - splash screen music
|
||||
- Fox (@pfusik) - plot and point optimization
|
||||
|
||||
QA: Probabilitydragon, KrzysRog, Beeblebrox, EnderDude, lopezpb, Dracon, brad-colbert, archon800, Shaggy the Atarian
|
||||
QA: Probabilitydragon, KrzysRog, Beeblebrox, EnderDude, lopezpb, Dracon, brad-colbert, archon800,
|
||||
Shaggy the Atarian, x=usr(1536), Aking, Kenshi
|
||||
|
||||
Special thanks to tebe (@tebe6502), JAC! (@peterdell) and phaeron for their fantastic tools and support.
|
||||
|
||||
You can contact us via [AtariAge](https://atariage.com) or [AtariOnLine](https://atarionline.pl) forums.
|
||||
|
||||
@@ -30,7 +33,7 @@ Game source code is split into 5+4 parts:
|
||||
- textproc.asm - text routines like list of weapons and shop
|
||||
- variables.asm - all non-zero page variables
|
||||
- constants.asm - various tables of constants
|
||||
- display.asm - display lists and text screen definitions
|
||||
- display_*.asm - display lists and text screen definitions
|
||||
- ai.asm - artificial stupidity of computer opponents
|
||||
- weapons.asm - general arsenal of tankies
|
||||
- definitions.asm - label definitions, moved to make it work better with Altirra debug (it doesn't).
|
||||
@@ -46,7 +49,86 @@ It never happened, but we got some encouraging comments and we are still trying
|
||||
|
||||
With the advent of [fujinet](https://fujinet.online/) we are thinking about making the game interplanetary, err, with multiplayer over the net. We'll see.
|
||||
|
||||
## Changes:
|
||||
## Changelog:
|
||||
|
||||
###### Version 1.18
|
||||
2022-11-04
|
||||
|
||||
This is the final round of weapon additions! Also. our beloved testers and players found a number of issues and we were extremely happy to address them.
|
||||
* New defensive weapon "Lazy Boy" - aims at the closest enemy.
|
||||
* New defensive weapon "Lazy Darwin" - aims at the weakest link, an enemy I mean.
|
||||
* New defensive weapon "Auto Defense" - activate it to be automatically protected by shields and stuff (where available)
|
||||
* New defensive weapon "Spy Hard" - quickly view energies, weapons and shields of your opponents.
|
||||
* New SFXes, improvements in SFX, and music by @mikerro
|
||||
* Shooting with angle 0 caused the sudden death of the operator. Fixed.
|
||||
* Angles were asymmetrical, now you can go from 0 to 90 and to 0 again (181 degrees of freedom). Fixed with an improved arithmetic rounding of our sub-pixel accuracy.
|
||||
* Drawing a barrel when a tank was on the edge of X==256 pixels caused a lonely pixel to appear randomly. Fixed.
|
||||
* Liquid Dirt was overflowing from the right edge of the screen to the left. Fixed.
|
||||
* Liquid Dirt volume increased significantly, it is now a formidable attack!
|
||||
* A single pixel was erroneously plotted when measuring distance (was visible in e.g., Death's Head). Fixed.
|
||||
* Not all traces were correctly erased after Funky Bomb, fixed again (for the 3rt time I guess).
|
||||
* Soil sedimentation speed after Funky Bomb improved.
|
||||
* Pressing [ESC] when in inventory/store was quitting the game, now it quits the menu only.
|
||||
* BIGGEST OF ALL: the lonely pixel after Nuclear Winter was eliminated. https://github.com/pkali/scorch_src/issues/103 We have spent a disproportionately large amount of time trying to slap this bug. It is still there, but is not manifesting itself ;)
|
||||
|
||||
|
||||
###### Version 1.18
|
||||
2022-11-07
|
||||
|
||||
Possibly the final single-player version of the game, unless our dear players find another breaking issue!
|
||||
* 5200 keypad works as it should. You can now press these finicky foils to your heart's desire.
|
||||
* "Unknown" type Robotanks were attacking with Nuclear Winter every time. Fixed!
|
||||
* One of the variables was declared as a byte but used as a word that might cause some rare instabilities.
|
||||
* Page zero variables are cleared prior to the game start to eliminate rare issues in some software/hardware configurations.
|
||||
* The new version of music in NTSC eliminates issues with tempo (not that anyone but the artist noticed that, but still it is an improvement!)
|
||||
* You can now wrap around inventory and shop to faster access these options far down below.
|
||||
* Visual improvement of the main menu and fixed some color issues with the title headers.
|
||||
* Hovercraft was always flying to the top of the screen, it was not intended, it is now hovering just above the mountains!
|
||||
* The main menu does not blink now when changing options. This was a very minor thing but it bothered me to some extent. Fixing it required a complete rewrite of this portion of the menu.
|
||||
|
||||
|
||||
###### Version 1.17
|
||||
2022-10-31
|
||||
|
||||
Mostly 5200 console port and NTSC improvements.
|
||||
* Updated songs from Miker do not require skipping frames on NTSC machines. Crucial for the next point.
|
||||
* Bouncy Castle bouncing of Funky Bomb fixed https://github.com/pkali/scorch_src/issues/129
|
||||
* 5200 version had various graphical and sound glitches. Although mostly harmless, it hurt our sense of aesthetics. First of all the flickering credits roll is all good now.
|
||||
* Rare hang-ups on NTSC machines fixed
|
||||
* Screen lowered down by 7 scan lines to help top status line on NTSC CRTs.
|
||||
* 5200 ATTRACT mode not going away fixed
|
||||
* Autorepeat added to menus what should help 5200 users with their non-centering abomination of a controller.
|
||||
* DLI interrupts optimized, few cycles saved.
|
||||
* 5200 keypad sort-of-works. Please refer to manual for key bindings.
|
||||
|
||||
|
||||
###### Version 1.16
|
||||
2022-10-16
|
||||
|
||||
The official release of our game for the Atari 5200 SuperSystem. Grab the `scorch.bin` file and burn a cart!
|
||||
This is all thanks to @miker who supported us all this time of uncertainty and despair.
|
||||
Cramming the game into a 32KiB cart and 16KiB RAM was a big task - it required a rewrite of the RMT player, a crazy number of size optimizations, and counting each byte.
|
||||
|
||||
The release is not perfect - we have a number of glitches and improvements to the 5200 controller procedures to work on, but the game is playable.
|
||||
|
||||
Changes:
|
||||
* numerous, but not very visible
|
||||
|
||||
|
||||
###### 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. https://github.com/pkali/scorch_src/releases/tag/v1.16
|
||||
|
||||
|
||||
###### Version 1.13
|
||||
2022-08-30
|
||||
|
||||
@@ -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 ;
|
||||
@@ -42,9 +22,29 @@ loop
|
||||
pha
|
||||
lda AIRoutines,y
|
||||
pha
|
||||
jsr PrepareAIShoot
|
||||
rts
|
||||
.endp
|
||||
;----------------------------------------------
|
||||
.proc PrepareAIShoot
|
||||
; 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
|
||||
|
||||
; common values used in AI routines
|
||||
; address of weapons table (for future use)
|
||||
WepTableToTemp
|
||||
lda TanksWeaponsTableL,x
|
||||
sta temp
|
||||
lda TanksWeaponsTableH,x
|
||||
@@ -155,13 +155,7 @@ endo
|
||||
|
||||
; choose the best weapon
|
||||
|
||||
ldy #last_offensive_____ ;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 +201,7 @@ 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
|
||||
|
||||
;----------------------------------------------
|
||||
@@ -227,6 +211,19 @@ AngleTable ; 16 bytes ;ba w $348b L$3350
|
||||
.endp
|
||||
;----------------------------------------------
|
||||
.proc UseBatteryOrFlag
|
||||
jsr UseBattery ; as subroutine for reuse in AutoDefense
|
||||
; if very low energy and no battery then use White Flag
|
||||
lda Energy,x
|
||||
cmp #5
|
||||
bcs EnoughEnergy
|
||||
; lower than 5 units - white flag
|
||||
lda #ind_White_Flag_____
|
||||
sta ActiveDefenceWeapon,x
|
||||
EnoughEnergy
|
||||
rts
|
||||
.endp
|
||||
;
|
||||
.proc UseBattery
|
||||
; if low energy ten use battery
|
||||
lda Energy,x
|
||||
cmp #30
|
||||
@@ -236,20 +233,13 @@ AngleTable ; 16 bytes ;ba w $348b L$3350
|
||||
lda (temp),y ; has address of TanksWeaponsTable
|
||||
beq NoBatteries
|
||||
; we have batteries - use one
|
||||
clc
|
||||
sec
|
||||
sbc #1
|
||||
sta (temp),y
|
||||
lda #99
|
||||
sta Energy,x
|
||||
NoBatteries
|
||||
; if very low energy and no battery then use White Flag
|
||||
lda Energy,x
|
||||
cmp #5
|
||||
bcs EnoughEnergy
|
||||
; lower than 5 units - white flag
|
||||
lda #ind_White_Flag_____
|
||||
sta ActiveDefenceWeapon,x
|
||||
EnoughEnergy
|
||||
NoBatteries
|
||||
rts
|
||||
.endp
|
||||
;----------------------------------------------
|
||||
@@ -262,15 +252,15 @@ EnoughEnergy
|
||||
; first check check if any is in use
|
||||
lda ActiveDefenceWeapon,x
|
||||
bne DefensiveInUse
|
||||
ldy #last_defensive_____+1 ;the last defensive weapon
|
||||
ldy #last_real_defensive+1 ;the last defensive weapon
|
||||
@
|
||||
dey
|
||||
cpy #ind_Battery________ ;first defensive weapon (White Flag and Battery - never use)
|
||||
cpy #ind_Hovercraft_____ ;first defensive weapon (White Flag, Battery and Hovercraft - never use)
|
||||
beq NoUseDefensive
|
||||
lda (temp),y ; has address of TanksWeaponsTable
|
||||
beq @-
|
||||
; decrease in inventory
|
||||
clc
|
||||
sec
|
||||
sbc #1
|
||||
sta (temp),y ; has address of TanksWeaponsTable
|
||||
; activate defensive weapon
|
||||
@@ -297,15 +287,15 @@ DefensiveInUse
|
||||
; first check check if any is in use
|
||||
lda ActiveDefenceWeapon,x
|
||||
bne DefensiveInUse
|
||||
ldy #last_defensive_____+1 ;the last defensive weapon
|
||||
ldy #last_real_defensive+1 ;the last defensive weapon
|
||||
@
|
||||
dey
|
||||
cpy #ind_Battery________ ;first defensive weapon (White Flag and Battery - never use)
|
||||
cpy #ind_Hovercraft_____ ;first defensive weapon (White Flag, Battery and Hovercraft - never use)
|
||||
beq NoUseDefensive
|
||||
lda (temp),y ; has address of TanksWeaponsTable
|
||||
beq @-
|
||||
; decrease in inventory
|
||||
clc
|
||||
sec
|
||||
sbc #1
|
||||
sta (temp),y ; has address of TanksWeaponsTable
|
||||
; activate defensive weapon
|
||||
@@ -331,17 +321,7 @@ NoUseDefensive
|
||||
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
|
||||
@@ -350,9 +330,10 @@ 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
|
||||
@@ -372,17 +353,7 @@ HighForce
|
||||
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
|
||||
@@ -391,9 +362,10 @@ 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
|
||||
@@ -412,24 +384,17 @@ HighForce
|
||||
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
|
||||
@@ -445,7 +410,7 @@ HighForce
|
||||
; direcion of shoot in A (0 - left, >0 - right)
|
||||
;----------------------------------------------
|
||||
sta PreferHumansFlag
|
||||
jsr MakeLowResDistances
|
||||
; jsr MakeLowResDistances
|
||||
lda #202
|
||||
sta temp2 ; max possible energy
|
||||
lda #0
|
||||
@@ -497,7 +462,7 @@ 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
|
||||
|
||||
@@ -617,7 +582,7 @@ skipThisPlayer
|
||||
asl
|
||||
tay
|
||||
; force correction - lower tank Y position - higher possible force
|
||||
clc
|
||||
sec
|
||||
lda #screenheight
|
||||
sbc Ytankstable,x
|
||||
sta temp2
|
||||
@@ -1052,3 +1017,41 @@ SorryNoPurchase
|
||||
|
||||
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
|
||||
@@ -0,0 +1,643 @@
|
||||
;
|
||||
; Raster Music Tracker, RMT Atari routine version 1.20090108
|
||||
; (c) Radek Sterba, Raster/C.P.U., 2002 - 2009
|
||||
; http://raster.atari.org
|
||||
;
|
||||
; Warnings:
|
||||
;
|
||||
; 1. RMT player routine needs 19 itself reserved bytes in zero page (no accessed
|
||||
; from any other routines) as well as cca 1KB of memory before the "PLAYER"
|
||||
; address for frequency tables and functionary variables. It's:
|
||||
; a) from PLAYER-$03c0 to PLAYER for stereo RMTplayer
|
||||
; b) from PLAYER-$0320 to PLAYER for mono RMTplayer
|
||||
;
|
||||
; 2. RMT player routine MUST (!!!) be compiled from the begin of the memory page.
|
||||
; i.e. "PLAYER" address can be $..00 only!
|
||||
;
|
||||
; 3. Because of RMTplayer provides a lot of effects, it spent a lot of CPU time.
|
||||
;
|
||||
; STEREOMODE equ 0..3 ;0 => compile RMTplayer for 4 tracks mono
|
||||
; ;1 => compile RMTplayer for 8 tracks stereo
|
||||
; ;2 => compile RMTplayer for 4 tracks stereo L1 R2 R3 L4
|
||||
; ;3 => compile RMTplayer for 4 tracks stereo L1 L2 R3 R4
|
||||
|
||||
TRACKS equ 4
|
||||
; RMT FEATures definitions file
|
||||
; For optimizations of RMT player routine to concrete RMT modul only!
|
||||
icl "feat.txt"
|
||||
;FEAT_EFFECTS equ FEAT_EFFECTVIBRATO||FEAT_EFFECTFSHIFT
|
||||
;
|
||||
; RMT ZeroPage addresses
|
||||
.zpvar p_tis .word
|
||||
p_instrstable = p_tis
|
||||
.zpvar p_trackslbstable .word
|
||||
.zpvar p_trackshbstable .word
|
||||
.zpvar p_song .word
|
||||
.zpvar ns .word
|
||||
.zpvar nr .word
|
||||
.zpvar nt .byte
|
||||
.zpvar reg1 .byte
|
||||
.zpvar reg2 .byte
|
||||
.zpvar reg3 .byte
|
||||
.zpvar tmp .byte
|
||||
.zpvar v_audctl .byte ; de-self-modification vars
|
||||
.zpvar v_ainstrspeed .byte
|
||||
.zpvar v_maxtracklen .byte
|
||||
.zpvar v_abeat .byte
|
||||
.zpvar v_bspeed .byte
|
||||
.zpvar v_speed .byte
|
||||
.zpvar RMTSFXVOLUME .byte
|
||||
|
||||
; MOVED TO variables.asm
|
||||
; org PLAYER-$400+$e0
|
||||
;track_variables
|
||||
;trackn_db .ds TRACKS
|
||||
;trackn_hb .ds TRACKS
|
||||
;trackn_idx .ds TRACKS
|
||||
;trackn_pause .ds TRACKS
|
||||
;trackn_note .ds TRACKS
|
||||
;trackn_volume .ds TRACKS
|
||||
;trackn_distor .ds TRACKS
|
||||
;trackn_shiftfrq .ds TRACKS
|
||||
;trackn_instrx2 .ds TRACKS
|
||||
;trackn_instrdb .ds TRACKS
|
||||
;trackn_instrhb .ds TRACKS
|
||||
;trackn_instridx .ds TRACKS
|
||||
;trackn_instrlen .ds TRACKS
|
||||
;trackn_instrlop .ds TRACKS
|
||||
;trackn_instrreachend .ds TRACKS
|
||||
;trackn_volumeslidedepth .ds TRACKS
|
||||
;trackn_volumeslidevalue .ds TRACKS
|
||||
;trackn_effdelay .ds TRACKS
|
||||
;trackn_effvibratoa .ds TRACKS
|
||||
;trackn_effshift .ds TRACKS
|
||||
;trackn_tabletypespeed .ds TRACKS
|
||||
;trackn_tablenote .ds TRACKS
|
||||
;trackn_tablea .ds TRACKS
|
||||
;trackn_tableend .ds TRACKS
|
||||
;trackn_tablelop .ds TRACKS
|
||||
;trackn_tablespeeda .ds TRACKS
|
||||
;trackn_command .ds TRACKS
|
||||
;trackn_filter .ds TRACKS
|
||||
;trackn_audf .ds TRACKS
|
||||
;trackn_audc .ds TRACKS
|
||||
;trackn_audctl .ds TRACKS
|
||||
;v_aspeed .ds 1
|
||||
;track_endvariables
|
||||
|
||||
INSTRPAR equ 12
|
||||
tabbeganddistor
|
||||
dta frqtabpure-frqtab,$00
|
||||
dta frqtabpure-frqtab,$20
|
||||
dta frqtabpure-frqtab,$40
|
||||
dta frqtabbass1-frqtab,$c0
|
||||
dta frqtabpure-frqtab,$80
|
||||
dta frqtabpure-frqtab,$a0
|
||||
dta frqtabbass1-frqtab,$c0
|
||||
dta frqtabbass2-frqtab,$c0
|
||||
vibtabbeg dta 0,vib1-vib0,vib2-vib0,vib3-vib0
|
||||
vib0 dta 0
|
||||
vib1 dta 1,-1,-1,1
|
||||
vib2 dta 1,0,-1,-1,0,1
|
||||
vib3 dta 1,1,0,-1,-1,-1,-1,0,1,1
|
||||
vibtabnext
|
||||
dta vib0-vib0+0
|
||||
dta vib1-vib0+1,vib1-vib0+2,vib1-vib0+3,vib1-vib0+0
|
||||
dta vib2-vib0+1,vib2-vib0+2,vib2-vib0+3,vib2-vib0+4,vib2-vib0+5,vib2-vib0+0
|
||||
dta vib3-vib0+1,vib3-vib0+2,vib3-vib0+3,vib3-vib0+4,vib3-vib0+5,vib3-vib0+6,vib3-vib0+7,vib3-vib0+8,vib3-vib0+9,vib3-vib0+0
|
||||
.align $100
|
||||
frqtab
|
||||
ERT [<frqtab]!=0 ;* frqtab must begin at the memory page bound! (i.e. $..00 address)
|
||||
frqtabbass1
|
||||
dta $BF,$B6,$AA,$A1,$98,$8F,$89,$80,$F2,$E6,$DA,$CE,$BF,$B6,$AA,$A1
|
||||
dta $98,$8F,$89,$80,$7A,$71,$6B,$65,$5F,$5C,$56,$50,$4D,$47,$44,$3E
|
||||
dta $3C,$38,$35,$32,$2F,$2D,$2A,$28,$25,$23,$21,$1F,$1D,$1C,$1A,$18
|
||||
dta $17,$16,$14,$13,$12,$11,$10,$0F,$0E,$0D,$0C,$0B,$0A,$09,$08,$07
|
||||
frqtabbass2
|
||||
dta $FF,$F1,$E4,$D8,$CA,$C0,$B5,$AB,$A2,$99,$8E,$87,$7F,$79,$73,$70
|
||||
dta $66,$61,$5A,$55,$52,$4B,$48,$43,$3F,$3C,$39,$37,$33,$30,$2D,$2A
|
||||
dta $28,$25,$24,$21,$1F,$1E,$1C,$1B,$19,$17,$16,$15,$13,$12,$11,$10
|
||||
dta $0F,$0E,$0D,$0C,$0B,$0A,$09,$08,$07,$06,$05,$04,$03,$02,$01,$00
|
||||
frqtabpure
|
||||
dta $F3,$E6,$D9,$CC,$C1,$B5,$AD,$A2,$99,$90,$88,$80,$79,$72,$6C,$66
|
||||
dta $60,$5B,$55,$51,$4C,$48,$44,$40,$3C,$39,$35,$32,$2F,$2D,$2A,$28
|
||||
dta $25,$23,$21,$1F,$1D,$1C,$1A,$18,$17,$16,$14,$13,$12,$11,$10,$0F
|
||||
dta $0E,$0D,$0C,$0B,$0A,$09,$08,$07,$06,$05,$04,$03,$02,$01,$00,$00
|
||||
|
||||
.align $100
|
||||
volumetab
|
||||
dta $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
|
||||
dta $00,$00,$00,$00,$00,$00,$00,$00,$01,$01,$01,$01,$01,$01,$01,$01
|
||||
dta $00,$00,$00,$00,$01,$01,$01,$01,$01,$01,$01,$01,$02,$02,$02,$02
|
||||
dta $00,$00,$00,$01,$01,$01,$01,$01,$02,$02,$02,$02,$02,$03,$03,$03
|
||||
dta $00,$00,$01,$01,$01,$01,$02,$02,$02,$02,$03,$03,$03,$03,$04,$04
|
||||
dta $00,$00,$01,$01,$01,$02,$02,$02,$03,$03,$03,$04,$04,$04,$05,$05
|
||||
dta $00,$00,$01,$01,$02,$02,$02,$03,$03,$04,$04,$04,$05,$05,$06,$06
|
||||
dta $00,$00,$01,$01,$02,$02,$03,$03,$04,$04,$05,$05,$06,$06,$07,$07
|
||||
dta $00,$01,$01,$02,$02,$03,$03,$04,$04,$05,$05,$06,$06,$07,$07,$08
|
||||
dta $00,$01,$01,$02,$02,$03,$04,$04,$05,$05,$06,$07,$07,$08,$08,$09
|
||||
dta $00,$01,$01,$02,$03,$03,$04,$05,$05,$06,$07,$07,$08,$09,$09,$0A
|
||||
dta $00,$01,$01,$02,$03,$04,$04,$05,$06,$07,$07,$08,$09,$0A,$0A,$0B
|
||||
dta $00,$01,$02,$02,$03,$04,$05,$06,$06,$07,$08,$09,$0A,$0A,$0B,$0C
|
||||
dta $00,$01,$02,$03,$03,$04,$05,$06,$07,$08,$09,$0A,$0A,$0B,$0C,$0D
|
||||
dta $00,$01,$02,$03,$04,$05,$06,$07,$07,$08,$09,$0A,$0B,$0C,$0D,$0E
|
||||
dta $00,$01,$02,$03,$04,$05,$06,$07,$08,$09,$0A,$0B,$0C,$0D,$0E,$0F
|
||||
;*
|
||||
;* Set of RMT main vectors:
|
||||
;*
|
||||
RASTERMUSICTRACKER
|
||||
jmp rmt_init
|
||||
jmp rmt_play
|
||||
jmp rmt_p3
|
||||
jmp rmt_silence
|
||||
jmp SetPokey
|
||||
jmp rmt_sfx ;* A=note(0,..,60),X=channel(0,..,3 or 0,..,7),Y=instrument*2(0,2,4,..,126)
|
||||
rmt_init
|
||||
stx ns
|
||||
sty ns+1
|
||||
pha
|
||||
; IFT track_endvariables-track_variables>255
|
||||
; ldy #0
|
||||
; tya
|
||||
;ri0 sta track_variables,y
|
||||
; sta track_endvariables-$100,y
|
||||
; iny
|
||||
; bne ri0
|
||||
; ELS
|
||||
ldy #track_endvariables-track_variables
|
||||
lda #0
|
||||
ri0 sta track_variables-1,y
|
||||
dey
|
||||
bne ri0
|
||||
; EIF
|
||||
ldy #4
|
||||
lda (ns),y
|
||||
sta v_maxtracklen
|
||||
iny
|
||||
lda (ns),y
|
||||
sta v_speed
|
||||
ldy #8
|
||||
ri1 lda (ns),y
|
||||
sta p_tis-8,y
|
||||
iny
|
||||
cpy #8+8
|
||||
bne ri1
|
||||
pla
|
||||
pha
|
||||
asl @
|
||||
asl @
|
||||
clc
|
||||
adc p_song
|
||||
sta p_song
|
||||
pla
|
||||
php
|
||||
and #$c0
|
||||
asl @
|
||||
rol @
|
||||
rol @
|
||||
plp
|
||||
adc p_song+1
|
||||
sta p_song+1
|
||||
jsr GetSongLineTrackLineInitOfNewSetInstrumentsOnlyRmtp3
|
||||
rmt_silence
|
||||
lda #0
|
||||
sta $d208
|
||||
ldy #3
|
||||
sty $d20f
|
||||
ldy #8
|
||||
si1 sta $d200,y
|
||||
dey
|
||||
bpl si1
|
||||
lda #FEAT_INSTRSPEED
|
||||
rts
|
||||
GetSongLineTrackLineInitOfNewSetInstrumentsOnlyRmtp3
|
||||
GetSongLine
|
||||
ldx #0
|
||||
stx v_abeat
|
||||
nn0
|
||||
nn1 txa
|
||||
tay
|
||||
lda (p_song),y
|
||||
cmp #$fe
|
||||
bcs nn2
|
||||
tay
|
||||
lda (p_trackslbstable),y
|
||||
sta trackn_db,x
|
||||
lda (p_trackshbstable),y
|
||||
nn1a sta trackn_hb,x
|
||||
lda #0
|
||||
sta trackn_idx,x
|
||||
lda #1
|
||||
nn1a2 sta trackn_pause,x
|
||||
lda #$80
|
||||
sta trackn_instrx2,x
|
||||
inx
|
||||
xtracks01 cpx #TRACKS
|
||||
bne nn1
|
||||
lda p_song
|
||||
clc
|
||||
xtracks02 adc #TRACKS
|
||||
sta p_song
|
||||
bcc GetTrackLine
|
||||
inc p_song+1
|
||||
nn1b
|
||||
jmp GetTrackLine
|
||||
nn2
|
||||
beq nn3
|
||||
nn2a
|
||||
lda #0
|
||||
beq nn1a2
|
||||
nn3
|
||||
ldy #2
|
||||
lda (p_song),y
|
||||
tax
|
||||
iny
|
||||
lda (p_song),y
|
||||
sta p_song+1
|
||||
stx p_song
|
||||
ldx #0
|
||||
beq nn0
|
||||
GetTrackLine
|
||||
oo0
|
||||
oo0a
|
||||
lda v_speed
|
||||
|
||||
sta v_bspeed
|
||||
ldx #-1
|
||||
oo1
|
||||
inx
|
||||
dec trackn_pause,x
|
||||
bne oo1x
|
||||
oo1b
|
||||
lda trackn_db,x
|
||||
sta ns
|
||||
lda trackn_hb,x
|
||||
sta ns+1
|
||||
oo1i
|
||||
ldy trackn_idx,x
|
||||
inc trackn_idx,x
|
||||
lda (ns),y
|
||||
sta reg1
|
||||
and #$3f
|
||||
cmp #61
|
||||
beq oo1a
|
||||
bcs oo2
|
||||
sta trackn_note,x
|
||||
iny
|
||||
lda (ns),y
|
||||
lsr @
|
||||
and #$3f*2
|
||||
sta trackn_instrx2,x
|
||||
oo1a
|
||||
lda #1
|
||||
sta trackn_pause,x
|
||||
ldy trackn_idx,x
|
||||
inc trackn_idx,x
|
||||
lda (ns),y
|
||||
lsr @
|
||||
ror reg1
|
||||
lsr @
|
||||
ror reg1
|
||||
lda reg1
|
||||
and #$f0
|
||||
sta trackn_volume,x
|
||||
oo1x
|
||||
xtracks03sub1 cpx #TRACKS-1
|
||||
bne oo1
|
||||
lda v_bspeed
|
||||
|
||||
sta v_speed
|
||||
sta v_aspeed
|
||||
jmp InitOfNewSetInstrumentsOnly
|
||||
oo2
|
||||
cmp #63
|
||||
beq oo63
|
||||
lda reg1
|
||||
and #$c0
|
||||
beq oo62_b
|
||||
asl @
|
||||
rol @
|
||||
rol @
|
||||
sta trackn_pause,x
|
||||
jmp oo1x
|
||||
oo62_b
|
||||
iny
|
||||
lda (ns),y
|
||||
sta trackn_pause,x
|
||||
inc trackn_idx,x
|
||||
jmp oo1x
|
||||
oo63
|
||||
lda reg1
|
||||
bmi oo63_1X
|
||||
iny
|
||||
lda (ns),y
|
||||
sta v_bspeed
|
||||
inc trackn_idx,x
|
||||
jmp oo1i
|
||||
oo63_1X
|
||||
cmp #255
|
||||
beq oo63_11
|
||||
iny
|
||||
lda (ns),y
|
||||
sta trackn_idx,x
|
||||
jmp oo1i
|
||||
oo63_11
|
||||
jmp GetSongLine
|
||||
p2xrmtp3 jmp rmt_p3
|
||||
p2x0 dex
|
||||
bmi p2xrmtp3
|
||||
InitOfNewSetInstrumentsOnly
|
||||
p2x1 ldy trackn_instrx2,x
|
||||
bmi p2x0
|
||||
jsr SetUpInstrumentY2
|
||||
jmp p2x0
|
||||
rmt_sfx
|
||||
sta trackn_note,x
|
||||
lda RMTSFXVOLUME ;* sfx note volume*16
|
||||
;* label for sfx note volume parameter overwriting
|
||||
sta trackn_volume,x
|
||||
SetUpInstrumentY2
|
||||
lda (p_instrstable),y
|
||||
sta trackn_instrdb,x
|
||||
sta nt
|
||||
iny
|
||||
lda (p_instrstable),y
|
||||
sta trackn_instrhb,x
|
||||
sta nt+1
|
||||
lda #1
|
||||
sta trackn_filter,x
|
||||
tay
|
||||
lda (nt),y
|
||||
sta trackn_tablelop,x
|
||||
iny
|
||||
lda (nt),y
|
||||
sta trackn_instrlen,x
|
||||
iny
|
||||
lda (nt),y
|
||||
sta trackn_instrlop,x
|
||||
iny
|
||||
lda (nt),y
|
||||
sta trackn_tabletypespeed,x
|
||||
sta trackn_tablespeeda,x
|
||||
iny
|
||||
lda (nt),y
|
||||
sta trackn_audctl,x
|
||||
iny
|
||||
lda (nt),y
|
||||
sta trackn_volumeslidedepth,x
|
||||
ldy #8
|
||||
lda (nt),y
|
||||
sta trackn_effdelay,x
|
||||
iny
|
||||
lda (nt),y
|
||||
tay
|
||||
lda vibtabbeg,y
|
||||
sta trackn_effvibratoa,x
|
||||
ldy #10
|
||||
lda (nt),y
|
||||
sta trackn_effshift,x
|
||||
lda #128
|
||||
sta trackn_volumeslidevalue,x
|
||||
sta trackn_instrx2,x
|
||||
asl @
|
||||
sta trackn_instrreachend,x
|
||||
sta trackn_shiftfrq,x
|
||||
tay
|
||||
lda (nt),y
|
||||
sta trackn_tableend,x
|
||||
adc #0
|
||||
sta trackn_instridx,x
|
||||
lda #INSTRPAR
|
||||
sta trackn_tablea,x
|
||||
tay
|
||||
lda (nt),y
|
||||
sta trackn_tablenote,x
|
||||
xata_rtshere
|
||||
rts
|
||||
rmt_play
|
||||
rmt_p0
|
||||
jsr SetPokey
|
||||
rmt_p1
|
||||
rmt_p2
|
||||
dec v_aspeed
|
||||
bne rmt_p3
|
||||
inc v_abeat
|
||||
lda v_abeat
|
||||
|
||||
cmp v_maxtracklen
|
||||
|
||||
beq p2o3
|
||||
jmp GetTrackLine
|
||||
p2o3
|
||||
jmp GetSongLineTrackLineInitOfNewSetInstrumentsOnlyRmtp3
|
||||
go_ppnext jmp ppnext
|
||||
rmt_p3
|
||||
lda #>frqtab
|
||||
sta nr+1
|
||||
xtracks05sub1 ldx #TRACKS-1
|
||||
pp1
|
||||
lda trackn_instrhb,x
|
||||
beq go_ppnext
|
||||
sta ns+1
|
||||
lda trackn_instrdb,x
|
||||
sta ns
|
||||
ldy trackn_instridx,x
|
||||
lda (ns),y
|
||||
sta reg1
|
||||
iny
|
||||
lda (ns),y
|
||||
sta reg2
|
||||
iny
|
||||
lda (ns),y
|
||||
sta reg3
|
||||
iny
|
||||
tya
|
||||
cmp trackn_instrlen,x
|
||||
bcc pp2
|
||||
beq pp2
|
||||
lda #$80
|
||||
sta trackn_instrreachend,x
|
||||
pp1b
|
||||
lda trackn_instrlop,x
|
||||
pp2 sta trackn_instridx,x
|
||||
lda reg1
|
||||
and #$0f
|
||||
ora trackn_volume,x
|
||||
tay
|
||||
lda volumetab,y
|
||||
sta tmp
|
||||
lda reg2
|
||||
and #$0e
|
||||
tay
|
||||
lda tabbeganddistor,y
|
||||
sta nr
|
||||
lda tmp
|
||||
ora tabbeganddistor+1,y
|
||||
sta trackn_audc,x
|
||||
InstrumentsEffects
|
||||
lda trackn_effdelay,x
|
||||
beq ei2
|
||||
cmp #1
|
||||
bne ei1
|
||||
lda trackn_shiftfrq,x
|
||||
clc
|
||||
adc trackn_effshift,x
|
||||
clc
|
||||
ldy trackn_effvibratoa,x
|
||||
adc vib0,y
|
||||
sta trackn_shiftfrq,x
|
||||
lda vibtabnext,y
|
||||
sta trackn_effvibratoa,x
|
||||
jmp ei2
|
||||
ei1
|
||||
dec trackn_effdelay,x
|
||||
ei2
|
||||
ldy trackn_tableend,x
|
||||
cpy #INSTRPAR+1
|
||||
bcc ei3
|
||||
lda trackn_tablespeeda,x
|
||||
bpl ei2f
|
||||
ei2c
|
||||
tya
|
||||
cmp trackn_tablea,x
|
||||
bne ei2c2
|
||||
lda trackn_tablelop,x
|
||||
sta trackn_tablea,x
|
||||
bne ei2a
|
||||
ei2c2
|
||||
inc trackn_tablea,x
|
||||
ei2a
|
||||
lda trackn_instrdb,x
|
||||
sta nt
|
||||
lda trackn_instrhb,x
|
||||
sta nt+1
|
||||
ldy trackn_tablea,x
|
||||
lda (nt),y
|
||||
sta trackn_tablenote,x
|
||||
lda trackn_tabletypespeed,x
|
||||
ei2f
|
||||
sec
|
||||
sbc #1
|
||||
sta trackn_tablespeeda,x
|
||||
ei3
|
||||
lda trackn_instrreachend,x
|
||||
bpl ei4
|
||||
lda trackn_volume,x
|
||||
beq ei4
|
||||
tay
|
||||
lda trackn_volumeslidevalue,x
|
||||
clc
|
||||
adc trackn_volumeslidedepth,x
|
||||
sta trackn_volumeslidevalue,x
|
||||
bcc ei4
|
||||
tya
|
||||
sbc #16
|
||||
sta trackn_volume,x
|
||||
ei4
|
||||
lda reg2
|
||||
sta trackn_command,x
|
||||
and #$70
|
||||
beq cmd0
|
||||
cmd1
|
||||
lda reg3
|
||||
jmp cmd0c
|
||||
cmd2
|
||||
cmd3
|
||||
cmd4
|
||||
cmd5
|
||||
cmd6
|
||||
cmd7
|
||||
cmd0
|
||||
lda trackn_note,x
|
||||
clc
|
||||
adc reg3
|
||||
cmd0a
|
||||
clc
|
||||
adc trackn_tablenote,x
|
||||
cmp #61
|
||||
bcc cmd0a1
|
||||
lda #0
|
||||
sta trackn_audc,x
|
||||
lda #63
|
||||
cmd0a1
|
||||
tay
|
||||
lda (nr),y
|
||||
clc
|
||||
adc trackn_shiftfrq,x
|
||||
cmd0c
|
||||
sta trackn_audf,x
|
||||
pp9
|
||||
ppnext
|
||||
dex
|
||||
bmi rmt_p4
|
||||
jmp pp1
|
||||
rmt_p4
|
||||
lda trackn_audctl+0
|
||||
ora trackn_audctl+1
|
||||
ora trackn_audctl+2
|
||||
ora trackn_audctl+3
|
||||
tax
|
||||
qq1
|
||||
stx v_audctl
|
||||
lda trackn_command+0
|
||||
bpl qq2
|
||||
lda trackn_audc+0
|
||||
and #$0f
|
||||
beq qq2
|
||||
lda trackn_audf+0
|
||||
clc
|
||||
adc trackn_filter+0
|
||||
sta trackn_audf+2
|
||||
lda #0
|
||||
sta trackn_audc+2
|
||||
qq1a
|
||||
txa
|
||||
ora #4
|
||||
tax
|
||||
qq2
|
||||
lda trackn_command+1
|
||||
bpl qq3
|
||||
lda trackn_audc+1
|
||||
and #$0f
|
||||
beq qq3
|
||||
lda trackn_audf+1
|
||||
clc
|
||||
adc trackn_filter+1
|
||||
sta trackn_audf+3
|
||||
lda #0
|
||||
sta trackn_audc+3
|
||||
qq2a
|
||||
txa
|
||||
ora #2
|
||||
tax
|
||||
qq3
|
||||
cpx v_audctl
|
||||
bne qq5
|
||||
qq5
|
||||
stx v_audctl
|
||||
rmt_p5
|
||||
lda v_ainstrspeed
|
||||
|
||||
rts
|
||||
SetPokey
|
||||
ldy v_audctl
|
||||
|
||||
lda trackn_audf+0
|
||||
ldx trackn_audc+0
|
||||
sta AUDF1
|
||||
stx AUDC1
|
||||
lda trackn_audf+1
|
||||
ldx trackn_audc+1
|
||||
sta AUDF2
|
||||
stx AUDC2
|
||||
lda trackn_audf+2
|
||||
ldx trackn_audc+2
|
||||
sta AUDF3
|
||||
stx AUDC3
|
||||
lda trackn_audf+3
|
||||
ldx trackn_audc+3
|
||||
sta AUDF4
|
||||
stx AUDC4
|
||||
sty AUDCTL
|
||||
rts
|
||||
RMTPLAYEREND
|
||||
@@ -0,0 +1,40 @@
|
||||
;* --------BEGIN--------
|
||||
;* C:\Atari\rmt\rmt128\scorch_SFX-only-str.rmt
|
||||
FEAT_SFX equ 1
|
||||
FEAT_GLOBALVOLUMEFADE equ 0 ;RMTGLOBALVOLUMEFADE variable
|
||||
FEAT_NOSTARTINGSONGLINE equ 0
|
||||
FEAT_INSTRSPEED equ 1
|
||||
FEAT_CONSTANTSPEED equ 16 ;(0 times)
|
||||
FEAT_COMMAND1 equ 1 ;(8 times)
|
||||
FEAT_COMMAND2 equ 0 ;(0 times)
|
||||
FEAT_COMMAND3 equ 0 ;(0 times)
|
||||
FEAT_COMMAND4 equ 0 ;(0 times)
|
||||
FEAT_COMMAND5 equ 0 ;(0 times)
|
||||
FEAT_COMMAND6 equ 0 ;(0 times)
|
||||
FEAT_COMMAND7SETNOTE equ 0 ;(0 times)
|
||||
FEAT_COMMAND7VOLUMEONLY equ 0 ;(0 times)
|
||||
FEAT_PORTAMENTO equ 0 ;(0 times)
|
||||
FEAT_FILTER equ 1 ;(22 times)
|
||||
FEAT_FILTERG0L equ 0 ;(0 times)
|
||||
FEAT_FILTERG1L equ 0 ;(0 times)
|
||||
FEAT_FILTERG0R equ 0 ;(0 times)
|
||||
FEAT_FILTERG1R equ 0 ;(0 times)
|
||||
FEAT_BASS16 equ 0 ;(0 times)
|
||||
FEAT_BASS16G1L equ 0 ;(0 times)
|
||||
FEAT_BASS16G3L equ 0 ;(0 times)
|
||||
FEAT_BASS16G1R equ 0 ;(0 times)
|
||||
FEAT_BASS16G3R equ 0 ;(0 times)
|
||||
FEAT_VOLUMEONLYG0L equ 0 ;(0 times)
|
||||
FEAT_VOLUMEONLYG2L equ 0 ;(0 times)
|
||||
FEAT_VOLUMEONLYG3L equ 0 ;(0 times)
|
||||
FEAT_VOLUMEONLYG0R equ 0 ;(0 times)
|
||||
FEAT_VOLUMEONLYG2R equ 0 ;(0 times)
|
||||
FEAT_VOLUMEONLYG3R equ 0 ;(0 times)
|
||||
FEAT_TABLETYPE equ 0 ;(0 times)
|
||||
FEAT_TABLEMODE equ 0 ;(0 times)
|
||||
FEAT_TABLEGO equ 1 ;(2 times)
|
||||
FEAT_AUDCTLMANUALSET equ 1 ;(6 times)
|
||||
FEAT_VOLUMEMIN equ 0 ;(0 times)
|
||||
FEAT_EFFECTVIBRATO equ 1 ;(1 times)
|
||||
FEAT_EFFECTFSHIFT equ 1 ;(11 times)
|
||||
;* --------END--------
|
||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
+3
-3
@@ -1,6 +1,6 @@
|
||||
.proc talk
|
||||
; Maximum text length is 63 characters!!!
|
||||
L0 dta d"IN TIMES OF TROUBLE, GO WITH WHAT YOU KNOW."
|
||||
L0 dta d"CYKA BLAT"
|
||||
L1 dta d"DIE!"
|
||||
L2 dta d"EAT MY SHORTS!"
|
||||
L3 dta d"YOU'RE TOAST!"
|
||||
@@ -47,7 +47,7 @@ L43 dta d"THIS IS YOUR BRAIN ON SCORCH."
|
||||
L44 dta d"TAKE THIS!"
|
||||
L45 dta d"THIS SCREEN AIN'T BIG ENOUGH FOR THE BOTH OF US."
|
||||
L46 dta d"DIE, ALIEN SWINE!"
|
||||
L47 dta d"SAY ARRGGHHHHH...."
|
||||
L47 dta d"AWRUK!!!"
|
||||
L48 dta d"I SHALL OIL MY TURRET WITH YOUR BLOOD."
|
||||
L49 dta d"DIE, TANK-SCUM!"
|
||||
L50 dta d"I'M GONNA BREAK YOUR FACE!"
|
||||
@@ -104,7 +104,7 @@ L99 dta d"JOIN THE ARMY, SEE THE WORLD THEY SAID."
|
||||
L100 dta d"IT WASN'T JUST A JOB IT WAS AN ADVENTURE!"
|
||||
L101 dta d"I DIDN'T LIKE VIOLENCE ANYWAY!"
|
||||
L102 dta d"I THOUGHT YOU LIKED ME?"
|
||||
L103 dta d"SUCH SENSELESS VIOLENCE! I DON'T UNDERSTAND IT."
|
||||
L103 dta d"CTO XYEB"
|
||||
L104 dta d"I THINK THIS GUY'S A LITTLE CRAZY."
|
||||
L105 dta d"SOMEHOW I DON'T FEEL LIKE KILLING ANYMORE."
|
||||
L106 dta d"HEY! KILLIN' AIN'T COOL."
|
||||
|
||||
Binary file not shown.
+67
-15
@@ -274,7 +274,10 @@ WeaponPriceH ; weapons prices (tables with prices of weapons)
|
||||
.by >price_Bouncy_Castle__
|
||||
.by >price_Long_Barrel____
|
||||
.by >price_Nuclear_Winter_
|
||||
|
||||
.by >price_Lazy_Boy_______
|
||||
.by >price_Lazy_Darwin____
|
||||
.by >price_Auto_Defense___
|
||||
.by >price_Spy_Hard_______
|
||||
WeaponPriceL
|
||||
.by <price_Baby_Missile___
|
||||
.by <price_Missile________
|
||||
@@ -320,6 +323,10 @@ WeaponPriceL
|
||||
.by <price_Bouncy_Castle__
|
||||
.by <price_Long_Barrel____
|
||||
.by <price_Nuclear_Winter_
|
||||
.by <price_Lazy_Boy_______
|
||||
.by <price_Lazy_Darwin____
|
||||
.by <price_Auto_Defense___
|
||||
.by <price_Spy_Hard_______
|
||||
|
||||
;-------------------------------------------------
|
||||
; how many units (bulletd) of a given weapon we get for a given price
|
||||
@@ -372,6 +379,10 @@ WeaponUnits
|
||||
.by 1 ;Auto_Defense___;_41
|
||||
.by 2 ;Long_Barrel____;_42
|
||||
.by 1 ;Nuclear_Winter_;_43
|
||||
.by 2 ;Lazy_Boy_______;_44
|
||||
.by 2 ;Lazy_Darwin____;_45
|
||||
.by 2 ;Auto_Defense___;_46
|
||||
.by 4 ;Spy_Hard_______;_47
|
||||
|
||||
PurchaseMeTable ;weapons good to be purchased by the robot
|
||||
;the comment is an index in the tables
|
||||
@@ -391,13 +402,14 @@ PurchaseMeTable ;weapons good to be purchased by the robot
|
||||
; "Strong Parachute","Mag Deflector ","Shield ","Heavy Shield "
|
||||
.by %01011111
|
||||
; "Force Shield ","Bouncy Castle ","Long Barrel ","Nuclear Winter "
|
||||
; "Lazy Boy ","Lazy Darwin ","Auto Defense ","Spy Hard "
|
||||
.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
|
||||
.by %01110000
|
||||
; "Napalm ","Hot Napalm ","Tracer ","Smoke Tracer "
|
||||
; "Baby Roller ","Roller ","Heavy Roller ","Riot Charge "
|
||||
.by %01000000
|
||||
@@ -411,6 +423,7 @@ PurchaseMeTable2 ;weapons good to be purchased by the robot (Cyborg)
|
||||
; "Strong Parachute","Mag Deflector ","Shield ","Heavy Shield "
|
||||
.by %01001101
|
||||
; "Force Shield ","Bouncy Castle ","Long Barrel ","Nuclear Winter "
|
||||
; "Lazy Boy ","Lazy Darwin ","Auto Defense ","Spy Hard "
|
||||
.by %11000000
|
||||
|
||||
;-------------------------------------------------
|
||||
@@ -460,6 +473,10 @@ WeaponSymbols
|
||||
.by $3f ;ind_Bouncy_Castle__ ;_41
|
||||
.by $1d ;ind_Long_Barrel____ ;_42
|
||||
.by $7d ;ind_Nuclear_Winter_ ;_43
|
||||
.by $02 ;ind_Lazy_Boy_______ ;_44
|
||||
.by $03 ;ind_Lazy_Darwin____ ;_45
|
||||
.by $5e ;ind_Auto_Defense___ ;_46
|
||||
.by $7c ;ind_Spy_Hard_______ ;_47
|
||||
|
||||
; Names of weapons (16 chars long)
|
||||
NamesOfWeapons ;the comment is an index in the tables
|
||||
@@ -508,6 +525,11 @@ NamesOfWeapons ;the comment is an index in the tables
|
||||
dta d"Bouncy Castle " ; 41 - with shield and energy
|
||||
dta d"Long Schlong " ; 42
|
||||
dta d"Nuclear Winter " ; 43
|
||||
dta d"Lazy Boy " ; 44
|
||||
dta d"Lazy Darwin " ; 45
|
||||
dta d"Auto Defense " ; 46
|
||||
dta d"Spy Hard " ; 47
|
||||
|
||||
DefensiveEnergy = *-(last_offensive_____ - first_offensive____ +1) ; to fake the table for ALL weapons
|
||||
.by 00 ; White Flag
|
||||
.by 00 ; Heat Guidance
|
||||
@@ -521,12 +543,30 @@ DefensiveEnergy = *-(last_offensive_____ - first_offensive____ +1) ; to fake th
|
||||
.by 99 ; Bouncy Castle
|
||||
.by 00 ; Long Barrel
|
||||
.by 00 ; Nuclear Winter
|
||||
.by 00 ; Lazy Boy
|
||||
.by 00 ; Lazy Darwin
|
||||
.by 00 ; Auto Defense
|
||||
.by 00 ; Spy Hard
|
||||
weaponsOfDeath ; weapons used in tank death animations
|
||||
dta 1,2,3,7,17,18,19,20,21,22,23,24,25,26,27
|
||||
weaponsOfDeathEnd
|
||||
joyToKeyTable
|
||||
; .by 00, 01, 02, 03, 04, 05, 06, 07, 08, 09, 10, 11, 12, 13, 14, 15
|
||||
.by $ff,$ff,$ff,$ff,$ff,$ff,$ff,$07,$ff,$ff,$ff,$06,$ff,$0f,$0e,$ff
|
||||
.by $ff ;00
|
||||
.by $ff ;01
|
||||
.by $ff ;02
|
||||
.by $ff ;03
|
||||
.by $ff ;04
|
||||
.by $ff ;05
|
||||
.by $ff ;06
|
||||
.by @kbcode._right ;07
|
||||
.by $ff ;08
|
||||
.by $ff ;09
|
||||
.by $ff ;0a
|
||||
.by @kbcode._left ;0b
|
||||
.by $ff ;0c
|
||||
.by @kbcode._down ;0d
|
||||
.by @kbcode._up ;0e
|
||||
.by $ff ;0f
|
||||
|
||||
;-----------------------------------
|
||||
keycodes ;tables for converting KeyCode to Screen Code (38 -1 characters)
|
||||
@@ -546,7 +586,7 @@ scrcodes
|
||||
gameOverSpritesTop
|
||||
; end of the Gover sprites by number of players
|
||||
; 1 2 3 4 5 6
|
||||
.by 130,130,136,142,148,154
|
||||
.by 130+7,130+7,136+7,142+7,148+7,154+7
|
||||
;-------decimal constans
|
||||
zero
|
||||
digits dta d"0123456789"
|
||||
@@ -559,8 +599,6 @@ CreditsStart
|
||||
dta d"Warsaw, Miam",d"i"*
|
||||
dta d"2000-202",d"2"*
|
||||
dta d" "*
|
||||
dta d"B",d"y"*
|
||||
dta d" "*
|
||||
dta d"Programmin",d"g"*
|
||||
dta d"Tomasz 'Pecus' Peck",d"o"*
|
||||
dta d"Pawel 'pirx' Kalinowsk",d"i"*
|
||||
@@ -568,27 +606,41 @@ CreditsStart
|
||||
dta d"SFX, Music and Suppor",d"t"*
|
||||
dta d"Michal 'Miker' Szpilowsk",d"i"*
|
||||
dta d" "*
|
||||
dta d"Additional Musi",d"c"*
|
||||
dta d"Mario 'Emkay' Kri",d"x"*
|
||||
dta d" "*
|
||||
.IF target != 5200
|
||||
dta d"Additional Musi",d"c"*
|
||||
dta d"Mario 'Emkay' Kri",d"x"*
|
||||
dta d" "*
|
||||
.ENDIF
|
||||
dta d"Code Optimizatio",d"n"*
|
||||
dta d"Piotr '0xF' Fusi",d"k"*
|
||||
dta d" "*
|
||||
dta d"Ar",d"t"*
|
||||
dta d"Adam Wachowsk",d"i"*
|
||||
dta d"Krzysztof 'Kaz' Ziembi",d"k"*
|
||||
.IF target != 5200
|
||||
dta d"Krzysztof 'Kaz' Ziembi",d"k"*
|
||||
.ENDIF
|
||||
dta d" "*
|
||||
dta d"Ideas and Q",d"A"*
|
||||
dta d"Ideas, help and Q",d"A"*
|
||||
dta d"Bocianu, Probabilitydragon, EnderDude",d","*
|
||||
dta d"Beeblebrox, KrzysRog, lopezpb, Dracon",d","*
|
||||
dta d"brad-colbert, archon800, nowy80",d","*
|
||||
dta d"Shaggy the Atarian, RetroBorsuk, ZP",d"H"*
|
||||
.IF target = 5200
|
||||
dta d"x-usr(1536), Aking, JAC!, phaero",d"n"*
|
||||
.ENDIF
|
||||
dta d" "*
|
||||
dta d"Additional testin",d"g"*
|
||||
dta d"Arek and Alex Peck",d"o"*
|
||||
dta d" "*
|
||||
dta d"Stay tuned for the FujiNet version",d"!"*
|
||||
.IF target != 5200
|
||||
dta d" "*
|
||||
dta d"Stay tuned for the FujiNet version",d"!"*
|
||||
.ENDIF
|
||||
dta d" "*
|
||||
CreditsEnd
|
||||
CreditsLines=44
|
||||
.IF target = 5200
|
||||
CreditsLines=37
|
||||
.ELSE
|
||||
CreditsLines=42 ; 34 in reality. add 7?
|
||||
.ENDIF
|
||||
|
||||
.endif
|
||||
|
||||
+19
-9
@@ -4,22 +4,19 @@ screenheight = 200
|
||||
screenBytes = 40
|
||||
screenwidth = screenBytes*8 ; Max screenwidth = 512!!!
|
||||
|
||||
TankWidth = 8
|
||||
;----------------------------------------------
|
||||
; Player/missile memory
|
||||
PMGraph = $0800 ; real PM start = $0b00
|
||||
|
||||
|
||||
PMGraph = $1800 ; real PM start = PMGraph + $0300
|
||||
; Generated tables
|
||||
linetableL = $0b00 - (screenHeight+1)*2
|
||||
linetableH = $0b00 - (screenHeight+1)
|
||||
|
||||
display = $1010 ;screen takes $1f68 because it has screenHeight+1 lines because of out of screen tracer(?)
|
||||
display = $2010 ;screen takes $1f68 because it has screenHeight+1 lines because of out of screen tracer(?)
|
||||
;----------------------------------------------
|
||||
|
||||
margin = 40 ;mountain drawing Y variable margin
|
||||
MaxPlayers = 6
|
||||
maxOptions = 9 ;number of all options
|
||||
PMOffsetX = $2C ; P/M to graphics offset
|
||||
PMOffsetY = $23 ; P/M to graphics offset
|
||||
PMOffsetY = $2A ; P/M to graphics offset
|
||||
napalmRadius = 10
|
||||
StandardBarrel = 6 ; standard tank barrel length
|
||||
LongBarrel = 20 ; long barrel length
|
||||
@@ -28,6 +25,8 @@ TextBackgroundColor = $02 ; REAL constans - use: LDA #TextBackgroundColor
|
||||
TextForegroundColor = $0A
|
||||
space = 0 ; space in screencodes
|
||||
|
||||
KeyRepeatSpeed = 10 ; (max 127 !!!)
|
||||
|
||||
;character codes for symbols (tank, parachute, etc. )
|
||||
char_parachute_______ = $02
|
||||
char_flag____________ = $1e
|
||||
@@ -85,6 +84,10 @@ price_Force_Shield___ = 1100 ;_40
|
||||
price_Bouncy_Castle__ = 512 ;_41
|
||||
price_Long_Barrel____ = 2100 ;_42
|
||||
price_Nuclear_Winter_ = 1000 ;_43
|
||||
price_Lazy_Boy_______ = 500 ;_44
|
||||
price_Lazy_Darwin____ = 500 ;_45
|
||||
price_Auto_Defense___ = 250 ;_46
|
||||
price_Spy_Hard_______ = 83 ;_47
|
||||
;Weapon indexes (numbers)
|
||||
ind_Baby_Missile___ = 0
|
||||
first_offensive____ = ind_Baby_Missile___
|
||||
@@ -133,7 +136,12 @@ ind_Force_Shield___ = 40
|
||||
ind_Bouncy_Castle__ = 41
|
||||
ind_Long_Barrel____ = 42
|
||||
ind_Nuclear_Winter_ = 43
|
||||
last_defensive_____ = ind_Nuclear_Winter_
|
||||
ind_Lazy_Boy_______ = 44
|
||||
ind_Lazy_Darwin____ = 45
|
||||
ind_Auto_Defense___ = 46
|
||||
ind_Spy_Hard_______ = 47
|
||||
last_defensive_____ = ind_Spy_Hard_______
|
||||
last_real_defensive = ind_Bouncy_Castle__
|
||||
number_of_offensives = last_offensive_____ - first_offensive____+1
|
||||
number_of_defensives = (last_defensive_____ - first_defensive____+1)
|
||||
;--------------------------------
|
||||
@@ -171,6 +179,8 @@ sfx_battery = $1c ;3
|
||||
sfx_white_flag = $1d ;4
|
||||
sfx_long_barrel = $1e
|
||||
sfx_tank_move = $1f
|
||||
sfx_auto_defense= $2b
|
||||
sfx_lazy_boys = $2c
|
||||
;--------------------------------
|
||||
; RMT songs (lines)
|
||||
;--------------------------------
|
||||
|
||||
@@ -0,0 +1,45 @@
|
||||
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
|
||||
|
||||
.IF *>0 ;this is a trick that prevents compiling this file alone
|
||||
;-----------------------------------------------
|
||||
; start of "variables" (RAM)
|
||||
;-----------------------------------------------
|
||||
OptionsHere
|
||||
; 0123456789012345678901234567890123456789
|
||||
dta d"Players : 2 3 4 5 6 "
|
||||
dta d"Cash : none 2K 8K 12K 20K "
|
||||
dta d"Gravity : 0.2G 0.5G 1G 2G 4G "
|
||||
dta d"Wind : 1B 3B 5B 7B 9B "
|
||||
dta d"Rounds : 10 20 30 40 50 "
|
||||
dta d"Missiles : slug slow norm fast hare "
|
||||
dta d"Seppuku : nevr rare norm oftn alws "
|
||||
dta d"Mountains: NL BE CZ CH NP "
|
||||
dta d"Walls : none wrap bump boxy rand "
|
||||
;; 01234567890123456789012345678901
|
||||
; dta d"Players: 2 3 4 5 6 "
|
||||
; dta d"Cash :none 2K 8K 12K 20K"
|
||||
; dta d"Gravity:0.2G 0.5G 1G 2G 4G "
|
||||
; dta d"Wind : 1B 3B 5B 7B 9B "
|
||||
; dta d"Rounds : 10 20 30 40 50 "
|
||||
; dta d"Missile:slug slow norm fast hare"
|
||||
; dta d"Seppuku:nevr rare norm oftn alws"
|
||||
; dta d"Hills : NL BE CZ CH NP "
|
||||
; dta d"Walls :none wrap bump boxy rand"
|
||||
OptionsScreenEnd
|
||||
|
||||
;-----------------------------------------------
|
||||
NameScreen2
|
||||
dta d" Tank 01 Name:"
|
||||
NameAdr
|
||||
dta d" "
|
||||
NameScreen4
|
||||
dta d" "
|
||||
NamesOfLevels
|
||||
dta d" HUMAN Moron Shooter "
|
||||
dta d" Poolshark Tosser Chooser "
|
||||
dta d" Spoiler Cyborg Unknown "
|
||||
;------------------------
|
||||
; end of "variables" (RAM)
|
||||
;------------------------
|
||||
|
||||
.endif
|
||||
@@ -0,0 +1,46 @@
|
||||
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
|
||||
|
||||
.IF *>0 ;this is a trick that prevents compiling this file alone
|
||||
;---------------------------------------------------
|
||||
purchaseTextBuffer
|
||||
dta d"Player: Cash: 0" ; ZERO TO MAKE YOU RICHER ON THE SCREEN
|
||||
|
||||
; DLs fragments (modified by game code)
|
||||
; all Purchase DL :)
|
||||
PurchaseDL
|
||||
.byte $70
|
||||
.byte $47
|
||||
DLPurTitleAddr
|
||||
.word PurchaseTitle
|
||||
.byte $50
|
||||
.byte $42
|
||||
.word purchaseTextBuffer
|
||||
.byte $00+$80
|
||||
.byte $20+$80,$10+$80,$42
|
||||
MoreUpdl
|
||||
.word EmptyLine
|
||||
.byte $10+$80,$42
|
||||
WeaponsListDL
|
||||
.word ListOfWeapons
|
||||
:15 .byte 0,2
|
||||
.byte $10+$80, $42
|
||||
MoreDownDL
|
||||
.word EmptyLine
|
||||
.byte $40+$80,$42
|
||||
.word WeaponsDescription
|
||||
.byte $0,$42
|
||||
PurActDescAddr
|
||||
.word PurchaseDescription
|
||||
.byte $41
|
||||
.word PurchaseDL
|
||||
;------------------------
|
||||
DLCreditsFragm
|
||||
.byte $60+$80
|
||||
.byte $42+$20 ; VSCRL
|
||||
DLCreditsAddr
|
||||
.word Credits
|
||||
:6 .byte $02+$20
|
||||
.byte $02
|
||||
.byte $41
|
||||
.word GameOverDL
|
||||
.endif
|
||||
+107
-145
@@ -1,111 +1,7 @@
|
||||
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
|
||||
|
||||
.IF *>0 ;this is a trick that prevents compiling this file alone
|
||||
; -------------------------------------------------
|
||||
; .ALIGN $1000 ; WARNING!!!! 4KiB barrier crossing here, might need reassignment!!!
|
||||
;-----------------------------------------------
|
||||
;------------------------
|
||||
; start of "variables" (RAM)
|
||||
; ---------------
|
||||
OptionsHere
|
||||
; 0123456789012345678901234567890123456789
|
||||
dta d"Players : 2 3 4 5 6 "
|
||||
dta d"Cash : none 2K 8K 12K 20K "
|
||||
dta d"Gravity : 0.2G 0.5G 1G 2G 4G "
|
||||
dta d"Wind : 1B 3B 5B 7B 9B "
|
||||
dta d"Rounds : 10 20 30 40 50 "
|
||||
dta d"Missiles : slug slow norm fast hare "
|
||||
dta d"Seppuku : nevr rare norm oftn alws "
|
||||
dta d"Mountains: NL BE CZ CH NP "
|
||||
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
|
||||
; :number_of_offensives dta d" "
|
||||
:32 dta d" "
|
||||
ListOfWeapons1End
|
||||
ListOfDefensiveWeapons
|
||||
; :number_of_defensives dta d" "
|
||||
:16 dta d" "
|
||||
ListOfDefensiveWeaponsEnd ;constant useful when clearing
|
||||
NameScreen
|
||||
dta d" Enter names of players "
|
||||
dta d" Tank 01 Name:"
|
||||
NameAdr
|
||||
dta d" "
|
||||
dta d" Human/Atari (difficulty level) "
|
||||
dta d" "
|
||||
NamesOfLevels
|
||||
dta d" HUMAN Moron Shooter "
|
||||
dta d" Poolshark Tosser Chooser "
|
||||
dta d" Spoiler Cyborg Unknown "
|
||||
dta d" "
|
||||
dta d"Tab"*
|
||||
dta d" - Player/Difficulty level "
|
||||
dta d" "
|
||||
dta d"Return"*
|
||||
dta d" - Proceed "
|
||||
;---------------------------------------------------
|
||||
textbuffer
|
||||
; 0123456789012345678901234567890123456789
|
||||
dta d"Player: "
|
||||
dta d"Energy: Angle: Force: "
|
||||
dta d"Round: Wind: "
|
||||
textbuffer2
|
||||
dta d"Player: Cash: 0" ; ZERO TO MAKE YOU RICHER ON THE SCREEN
|
||||
|
||||
; DLs fragments (modified by game code)
|
||||
; all Purchase DL :)
|
||||
PurchaseDL
|
||||
.byte $70
|
||||
.byte $47
|
||||
DLPurTitleAddr
|
||||
.word PurchaseTitle
|
||||
.byte $50
|
||||
.byte $42+$80
|
||||
.word textbuffer2
|
||||
.byte $60,$42
|
||||
MoreUpdl
|
||||
.word EmptyLine
|
||||
.byte 0,$42
|
||||
WeaponsListDL
|
||||
.word ListOfWeapons
|
||||
:15 .byte 0,2
|
||||
.byte 0, $42
|
||||
MoreDownDL
|
||||
.word EmptyLine
|
||||
.byte $40,$42
|
||||
.word WeaponsDescription
|
||||
.byte $0,$42
|
||||
PurActDescAddr
|
||||
.word PurchaseDescription
|
||||
.byte $41
|
||||
.word PurchaseDL
|
||||
;------------------------
|
||||
DLCreditsFragm
|
||||
.byte $60+$80
|
||||
.byte $42+$20 ; VSCRL
|
||||
DLCreditsAddr
|
||||
.word Credits
|
||||
:6 .byte $02+$20
|
||||
.byte $02
|
||||
.byte $41
|
||||
.word GameOverDL
|
||||
;------------------------
|
||||
; end of "variables" (RAM)
|
||||
; ---------------
|
||||
; start of "constants" (ROM)
|
||||
;-----------------------------------------------
|
||||
;Screen displays go first to avoid crossing 4kb barrier
|
||||
@@ -113,16 +9,50 @@ DLCreditsAddr
|
||||
OptionsScreen
|
||||
dta d"Welcome to Scorch v. "
|
||||
build ; 4 bytes from scorch.asm (fancy method) :)
|
||||
dta d" (un)2000-2022"
|
||||
dta d" (un)2000-2022"
|
||||
|
||||
.IF TARGET = 800
|
||||
dta d" Please select option with cursor keys "
|
||||
dta d" and press (Return) to proceed "
|
||||
.ELIF TARGET = 5200
|
||||
dta d" Please select option with joystick one "
|
||||
dta d" and press FIRE to proceed "
|
||||
.ENDIF
|
||||
; 0123456789012345678901234567890123456789
|
||||
;-----------------------------------------------
|
||||
NameScreen
|
||||
.IF TARGET = 800
|
||||
dta d" Enter names of players "
|
||||
.ELIF TARGET = 5200
|
||||
dta d"Hold "
|
||||
dta d "FIRE"*
|
||||
dta d " to enter player names "
|
||||
.ENDIF
|
||||
NameScreen3
|
||||
dta d" Human/Atari (difficulty level) "
|
||||
NameScreen5
|
||||
.IF TARGET = 800
|
||||
dta d" "
|
||||
dta d"TAB"*
|
||||
dta d" - Player/Difficulty level "
|
||||
dta d" "
|
||||
dta d"Return"*
|
||||
dta d" - Proceed "
|
||||
.ELIF TARGET = 5200
|
||||
dta d" "
|
||||
dta d"Joy"*
|
||||
dta d" - Player/Difficulty level "
|
||||
dta d" "
|
||||
dta d"FIRE"*
|
||||
dta d" - Proceed "
|
||||
.ENDIF
|
||||
;-----------------------------------------------
|
||||
MoreUp
|
||||
dta d" "
|
||||
dta 92,92,92
|
||||
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
|
||||
@@ -131,20 +61,39 @@ MoreDown
|
||||
dta d" "
|
||||
WeaponsDescription
|
||||
; 0123456789012345678901234567890123456789
|
||||
.IF TARGET = 800
|
||||
dta d"Tab"*
|
||||
dta d ": Defensive/Offensive weapon "
|
||||
.ELIF TARGET = 5200
|
||||
dta d"Left"*
|
||||
dta d ": Defensive/Offensive weapon"
|
||||
.ENDIF
|
||||
PurchaseDescription
|
||||
; 0123456789012345678901234567890123456789
|
||||
.IF TARGET = 800
|
||||
dta d"Space"*
|
||||
dta d": Purchase "
|
||||
dta d"Return"*
|
||||
dta d": Finish "
|
||||
.ELIF TARGET = 5200
|
||||
dta d"Right"*
|
||||
dta d": Purchase "
|
||||
dta d"FIRE"*
|
||||
dta d": Finish "
|
||||
.ENDIF
|
||||
ActivateDescription
|
||||
; 0123456789012345678901234567890123456789
|
||||
.IF TARGET = 800
|
||||
dta d"Space"*
|
||||
dta d": Activate "
|
||||
dta d"Return"*
|
||||
dta d": Finish "
|
||||
.ELIF TARGET = 5200
|
||||
dta d"Right"*
|
||||
dta d": Activate "
|
||||
dta d"FIRE"*
|
||||
dta d": Finish "
|
||||
.ENDIF
|
||||
EmptyLine
|
||||
dta d" "
|
||||
;---------------------------------------------------
|
||||
@@ -163,47 +112,13 @@ GameOverTitle2
|
||||
;-----------------------------------------------------
|
||||
;-------------display-lists---------------------------
|
||||
;-----------------------------------------------------
|
||||
OptionsDL
|
||||
.byte $70
|
||||
.byte $47
|
||||
.word OptionsTitle
|
||||
.byte $70,$70
|
||||
.byte $42
|
||||
.word OptionsScreen
|
||||
.byte $30,$02,$02,$70
|
||||
.byte $42
|
||||
.word OptionsHere
|
||||
.byte $10
|
||||
:maxOptions-1 .by $02,$10
|
||||
:(9-maxOptions) .by $70,$10
|
||||
.byte $80
|
||||
.byte $4f
|
||||
.word (display+140*40)
|
||||
:21 .by $0f ;76
|
||||
.byte $41
|
||||
.word OptionsDL
|
||||
;------------------------
|
||||
;Enter names of tanks DL
|
||||
NameDL
|
||||
.byte $70
|
||||
.byte $47
|
||||
.word DifficultyTitle
|
||||
.byte $70,$70
|
||||
.byte $42
|
||||
.word NameScreen
|
||||
.byte $30
|
||||
.byte $02,$30+$80,$02
|
||||
.byte $10,$02,$02,$02,$30,$02,$02
|
||||
.byte $41
|
||||
.word NameDL
|
||||
; -------------------------------------------------
|
||||
|
||||
dl ; MAIN game display list
|
||||
.byte 0
|
||||
.byte $70
|
||||
.byte $42
|
||||
.word textbuffer
|
||||
.byte $02, $02 +$80 ;DLI
|
||||
.byte $10 ; 2 blank lines
|
||||
.word statusBuffer
|
||||
.byte $02, $02
|
||||
.byte $10+$80 ; 2 blank lines + DLI
|
||||
|
||||
.byte $4f
|
||||
.word display ; 1 line
|
||||
@@ -245,6 +160,52 @@ dl ; MAIN game display list
|
||||
.byte $41
|
||||
.word dl
|
||||
;-----------------------------------------------
|
||||
OptionsDL
|
||||
.byte $70
|
||||
.byte $47
|
||||
.word OptionsTitle
|
||||
.byte $70,$70
|
||||
.byte $42
|
||||
.word OptionsScreen
|
||||
.byte $30,$02,$02,$70
|
||||
.byte $42
|
||||
.word OptionsHere
|
||||
.byte $10
|
||||
:maxOptions-1 .by $02,$10
|
||||
:(9-maxOptions) .by $70,$10
|
||||
.byte $80
|
||||
.byte $70 ; to match moved sprites
|
||||
.byte $4f
|
||||
.word (display+140*40)
|
||||
:21 .by $0f ;76
|
||||
.byte $41
|
||||
.word OptionsDL
|
||||
;------------------------
|
||||
;Enter names of tanks DL
|
||||
NameDL
|
||||
.byte $70
|
||||
.byte $47
|
||||
.word DifficultyTitle
|
||||
.byte $70,$70 ; 16 empty lines
|
||||
.byte $42
|
||||
.word NameScreen
|
||||
.byte $30 ; 4 empty lines
|
||||
.byte $42
|
||||
.word NameScreen2
|
||||
.byte $30+$80 ; 4 empty lines + DLI
|
||||
.byte $42
|
||||
.word NameScreen3
|
||||
.byte $10 ; 2 empty lines
|
||||
.byte $42
|
||||
.word NameScreen4
|
||||
.byte $02,$02
|
||||
.byte $30 ; 4 empty lines
|
||||
.byte $42
|
||||
.word NameScreen5
|
||||
.byte $02
|
||||
.byte $41
|
||||
.word NameDL
|
||||
; -------------------------------------------------
|
||||
GameOverResults = display+$0ff0 ; reuse after game
|
||||
Credits = GameOverResults +(6*40)
|
||||
CreditsLastLine = Credits + (CreditsLines*40)
|
||||
@@ -252,12 +213,13 @@ GameOverDL
|
||||
.byte $70,$40
|
||||
.byte $47 ; 16 gr8 lines
|
||||
.word GameOverTitle
|
||||
; .byte $60 ; 7 lines down to match new sprite position
|
||||
.byte $4f ; 1 line
|
||||
.word display+(40*72)
|
||||
:28 .byte $0f ; 28 lines
|
||||
.byte $0f+$80
|
||||
.byte $4f ; 1 line
|
||||
.word display+(40*32)
|
||||
.word display+(40*(32-7)) ;7 lines up to match new sprite position
|
||||
:30 .byte $0f ; 30 lines
|
||||
.byte $0f+$80 ; 1 line
|
||||
.byte $4f ; 1 line
|
||||
@@ -0,0 +1,11 @@
|
||||
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
|
||||
|
||||
.IF *>0 ;this is a trick that prevents compiling this file alone
|
||||
|
||||
statusBuffer
|
||||
; 0123456789012345678901234567890123456789
|
||||
dta d"Player: "
|
||||
dta d"Energy: Angle: Force: "
|
||||
dta d"Round: Wind: "
|
||||
|
||||
.ENDIF
|
||||
+98
-55
@@ -219,7 +219,7 @@ PutPixelinDraw
|
||||
bit drawFunction
|
||||
bpl @+
|
||||
inw LineLength
|
||||
bne ContinueDraw ; ==jmp
|
||||
jmp ContinueDraw ; was `bne` - not good, because LineLength starts from $ffff
|
||||
@
|
||||
bvc @+
|
||||
DrawCheck
|
||||
@@ -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 @+
|
||||
@@ -1130,10 +1137,10 @@ FallingRight
|
||||
bvs EndRightFall
|
||||
; we finish falling right if the tank reached the edge of the screen
|
||||
lda XtanksTableH,x
|
||||
cmp #>(screenwidth-8-2) ; 2 pixels correction due to a barrel wider than tank
|
||||
cmp #>(screenwidth-TankWidth-2) ; 2 pixels correction due to a barrel wider than tank
|
||||
bne @+
|
||||
lda XtanksTableL,x
|
||||
cmp #<(screenwidth-8-2) ; 2 pixels correction due to a barrel wider than tank
|
||||
cmp #<(screenwidth-TankWidth-2) ; 2 pixels correction due to a barrel wider than tank
|
||||
@ bcs EndRightFall
|
||||
NotRightEdge
|
||||
; tank is falling right - modify coorinates
|
||||
@@ -1263,20 +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
|
||||
@@ -1287,8 +1311,8 @@ drawmountainspixelloop
|
||||
inw xdraw
|
||||
cpw xdraw #screenwidth
|
||||
bne drawmountainspixelloop
|
||||
|
||||
rts
|
||||
*/
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc SoilDown2
|
||||
@@ -1317,8 +1341,17 @@ 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 ClearTanks
|
||||
NoClearTanks
|
||||
|
||||
jsr PMoutofscreen
|
||||
; Fix for lonely pixel after nuclear winter :) #103
|
||||
lda #0
|
||||
sta xdraw
|
||||
sta xdraw+1
|
||||
sta ydraw
|
||||
sta ydraw+1
|
||||
sta color
|
||||
jsr plot
|
||||
|
||||
; First we look for highest pixels and fill with their coordinates
|
||||
; both tables
|
||||
@@ -1416,6 +1449,7 @@ 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
|
||||
|
||||
@@ -1572,7 +1606,6 @@ NotHigher
|
||||
rts
|
||||
.endp
|
||||
|
||||
|
||||
; -----------------------------------------
|
||||
.proc unPlot
|
||||
; plots a point and saves the plotted byte, reverts the previous plot.
|
||||
@@ -1761,31 +1794,8 @@ 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
|
||||
@@ -1893,7 +1903,7 @@ EndPutChar
|
||||
rts
|
||||
.endp
|
||||
|
||||
; ------------------------------------------
|
||||
;--------------------------------------------------
|
||||
.proc PutChar4x4
|
||||
; puts 4x4 pixels char on the graphics screen
|
||||
; in: dx, dy (LOWER left corner of the char)
|
||||
@@ -1902,7 +1912,6 @@ EndPutChar
|
||||
; all pixels are being drawn
|
||||
; (empty and not empty)
|
||||
;--------------------------------------------------
|
||||
; rts
|
||||
cpw dy #(screenheight-1)
|
||||
jcs TypeChar.EndPutChar ;nearest RTS
|
||||
cpw dy #(4)
|
||||
@@ -2110,9 +2119,10 @@ YangleUnder90
|
||||
lda #0 ; all arithmetic to zero
|
||||
sta vx+1
|
||||
sta vy+1
|
||||
lda #128 ; ; add 0.5 to fx and fy (not vx and vx) for better rounding - it's my opinion (Pecus)
|
||||
sta fx
|
||||
sta fy
|
||||
|
||||
|
||||
; draw by vx vy
|
||||
; in each step
|
||||
; 1. plot(xdraw, ydraw)
|
||||
@@ -2123,42 +2133,43 @@ YangleUnder90
|
||||
barrelLoop
|
||||
|
||||
lda goleft
|
||||
bne @+
|
||||
bne goright
|
||||
clc
|
||||
lda fx
|
||||
adc vx
|
||||
sta fx
|
||||
bcc @+
|
||||
lda xdraw
|
||||
adc #0
|
||||
adc vx+1
|
||||
sta xdraw
|
||||
lda xdraw+1
|
||||
adc #0
|
||||
sta xdraw+1
|
||||
jmp ybarrel
|
||||
bcc @+
|
||||
inc xdraw+1
|
||||
@
|
||||
jmp ybarrel
|
||||
goright
|
||||
sec
|
||||
lda fx
|
||||
sbc vx
|
||||
sta fx
|
||||
bcs @+
|
||||
lda xdraw
|
||||
sbc #0
|
||||
sbc vx+1
|
||||
sta xdraw
|
||||
lda xdraw+1
|
||||
sbc #0
|
||||
sta xdraw+1
|
||||
|
||||
bcs @+
|
||||
dec xdraw+1
|
||||
@
|
||||
ybarrel
|
||||
sec
|
||||
lda fy
|
||||
sbc vy
|
||||
sta fy
|
||||
bcs @+
|
||||
lda ydraw
|
||||
sbc #0
|
||||
sbc vy+1
|
||||
sta ydraw
|
||||
lda ydraw+1
|
||||
sbc #0
|
||||
sta ydraw+1
|
||||
|
||||
bcs @+
|
||||
dec ydraw+1
|
||||
@
|
||||
jsr plot ;.MakePlot
|
||||
|
||||
dec yc
|
||||
@@ -2169,5 +2180,37 @@ ybarrel
|
||||
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc PMoutofScreen
|
||||
;--------------------------------------------------
|
||||
lda #$00 ; let all P/M disappear
|
||||
:8 sta hposp0+#
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc ColorsOfSprites
|
||||
lda TankColoursTable ; colours of sprites under tanks
|
||||
sta PCOLR0
|
||||
lda TankColoursTable+1
|
||||
sta PCOLR1
|
||||
lda TankColoursTable+2
|
||||
sta PCOLR2
|
||||
lda TankColoursTable+3
|
||||
sta PCOLR3
|
||||
LDA TankColoursTable+4
|
||||
STA COLOR3 ; joined missiles (5th tank)
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc SetPMWidth
|
||||
lda #$00
|
||||
sta sizep0 ; P0-P3 widths
|
||||
sta sizep0+1
|
||||
sta sizep0+2
|
||||
sta sizep0+3
|
||||
lda #%01010101
|
||||
sta sizem ; all missiles, double width
|
||||
rts
|
||||
.endp
|
||||
|
||||
.endif
|
||||
@@ -0,0 +1,149 @@
|
||||
;-------------------------------------
|
||||
.MACRO ROLW
|
||||
ROL :1
|
||||
ROL :1+1
|
||||
.ENDM
|
||||
;-------------------------------------
|
||||
.MACRO ASLW
|
||||
ASL :1
|
||||
ROL :1+1
|
||||
.ENDM
|
||||
;-------------------------------------
|
||||
.MACRO RORW
|
||||
ROR :1+1
|
||||
ROR :1
|
||||
.ENDM
|
||||
;-------------------------------------
|
||||
.MACRO LSRW
|
||||
LSR :1+1
|
||||
ROR :1
|
||||
.ENDM
|
||||
|
||||
;-------------------------------------
|
||||
.MACRO VMAIN
|
||||
; VMAIN #WORD,interrupt.vector
|
||||
; interrupt.vector:
|
||||
; 0 - VIMIRQ
|
||||
; 1 - TIMCNT1
|
||||
; 2 - TIMCNT2
|
||||
; 3 - TIMCNT3
|
||||
; 4 - TIMCNT4
|
||||
; 5 - TIMCNT5
|
||||
; 6 - VVBLKI
|
||||
; 7 - VVBLKD
|
||||
; 8 - TIMVEC1
|
||||
; 9 - TIMVEC2
|
||||
; Initialises Vertical Blank Interrupts
|
||||
; (works only with system interrupts ON)
|
||||
;----------
|
||||
; on 5200 it sets up deferred VBL ONLY for now
|
||||
sei
|
||||
lda #$00 ;Disable all interruptes
|
||||
sta nmien
|
||||
sta irqen
|
||||
|
||||
@ lda vcount
|
||||
bne @-
|
||||
mwa #:1 VVBLKD
|
||||
mva #$40 nmien
|
||||
;Enable IRQ interrupts
|
||||
sta pokmsk
|
||||
sta irqen
|
||||
cli
|
||||
|
||||
.ENDM
|
||||
;-------------------------------------
|
||||
.MACRO VDLI
|
||||
; VDLI #WORD
|
||||
; Initialises Display List Interrupts
|
||||
mwa #:1 VDSLST
|
||||
mva #$C0 NMIEN
|
||||
.ENDM
|
||||
;-------------------------------------
|
||||
.MACRO halt
|
||||
?stop
|
||||
lda RANDOM
|
||||
and #$05
|
||||
sta COLBAK
|
||||
jmp ?stop
|
||||
.ENDM
|
||||
;-------------------------------------
|
||||
.MACRO KEY
|
||||
; KEY
|
||||
; waits for releasing and pressing "any key"
|
||||
|
||||
.ENDM
|
||||
;-------------------------------------
|
||||
.MACRO WAIT
|
||||
; WAIT
|
||||
; waits one frame (1/50 s(PAL) or 1/60s(NTSC))
|
||||
?zero LDA VCOUNT
|
||||
cmp #$05
|
||||
bcc ?zero
|
||||
cmp #$70
|
||||
bcc ?WA
|
||||
sbc #10 ; last lines correction
|
||||
?WA cmp VCOUNT
|
||||
beq ?WA
|
||||
bcc ?WA
|
||||
?WFRAME cmp VCOUNT
|
||||
beq ?nowait
|
||||
bcs ?WFRAME
|
||||
?nowait
|
||||
.ENDM
|
||||
;-------------------------------------
|
||||
.macro negw
|
||||
; negate the given word (0-a)
|
||||
;-------------------------------------
|
||||
sec
|
||||
lda #$00
|
||||
sbc :1
|
||||
sta :1
|
||||
lda #$00
|
||||
sbc :1+1
|
||||
sta :1+1
|
||||
.endm
|
||||
;-------------------------------------
|
||||
.macro randomize
|
||||
;usage: randomize floor ceiling
|
||||
;returns (in A) a random .byte between "floor" and "ceiling"
|
||||
.if :2 < :1
|
||||
.error "floor higher than ceiling"
|
||||
.endif
|
||||
?rand
|
||||
lda random
|
||||
cmp #:1 ;floor
|
||||
bcc ?rand
|
||||
cmp #:2+1 ;ceiling
|
||||
bcs ?rand
|
||||
.endm
|
||||
;-------------------------------------
|
||||
.macro phx
|
||||
txa
|
||||
pha
|
||||
.endm
|
||||
;-------------------------------------
|
||||
.macro phy
|
||||
tya
|
||||
pha
|
||||
.endm
|
||||
;-------------------------------------
|
||||
.macro plx
|
||||
pla
|
||||
tax
|
||||
.endm
|
||||
;-------------------------------------
|
||||
.macro ply
|
||||
pla
|
||||
tay
|
||||
.endm
|
||||
;-------------------------------------
|
||||
.macro pause
|
||||
;waits :1 number (byte) of frames
|
||||
ldx #:1
|
||||
?PAUSELOOP
|
||||
wait
|
||||
dex
|
||||
bne ?PAUSELOOP
|
||||
.ENDM
|
||||
|
||||
+272
@@ -0,0 +1,272 @@
|
||||
;****************************************************************************
|
||||
;* ATARI 5200 CONSOLE *
|
||||
;* SYSTEM EQUATES *
|
||||
;****************************************************************************
|
||||
; based on https://web.archive.org/web/20200831200348/http://www.atarimuseum.com/videogames/consoles/5200/conv_to_5200.html
|
||||
;
|
||||
; OS VARIABLES FOR 5200
|
||||
;
|
||||
; PAGE 0
|
||||
POKMSK = $00 ;pokmsk at $00 on Atari 5200 instead of $10 on Atari XL
|
||||
RTCLOK = $01 ;Actually $01/$02
|
||||
CRITIC = $03
|
||||
ATRACT = $04 ;attact at $04 on Atari 5200 instead of $4D on Atari XL
|
||||
DLPTRS = $05 ;DLPTRS at $05/$06 on Atari 5200 instead of $230 on Atari XL
|
||||
DMACTLS = $07 ;DMACTLS at $07 on Atari 5200 instead of $22f on Atari XL
|
||||
SSKCTL = skctl ;There is no shadow on Atari 5200
|
||||
PCOLR0 EQU $08 ;P0 COLOR
|
||||
PCOLR1 EQU $09 ;P1 COLOR
|
||||
PCOLR2 EQU $0a ;P2 COLOR
|
||||
PCOLR3 EQU $0b ;P3 COLOR
|
||||
COLOR0 EQU $0c ;COLOR 0
|
||||
COLOR1 EQU $0d
|
||||
COLOR2 EQU $0e
|
||||
COLOR3 EQU $0f
|
||||
COLOR4 EQU $10
|
||||
COLBAKS EQU COLOR4
|
||||
PADDL0 EQU $11
|
||||
PADDL1 EQU $12
|
||||
PADDL2 EQU $13
|
||||
PADDL3 EQU $14
|
||||
PADDL4 EQU $15
|
||||
PADDL5 EQU $16
|
||||
PADDL6 EQU $17
|
||||
PADDL7 EQU $18
|
||||
STICK0 = $19 ;There is no stick0 but we will make the analog stick look like a digital one and store it here
|
||||
STRIG0 = $1a ;There is no strig0 but we will make this the shadow of the TRIG0 ($c010) of GTIA
|
||||
chbas = $1b ;There is no CHBAS but we will make this the shadow of the CHBASE
|
||||
CONSOL = $1c ;There are no console keys on Atari 5200, so we replace console h/w reads with a new shadow based on the keypad keys
|
||||
consol_reset = $07;The constant value representing that no consol key is pressed
|
||||
kbcode = $1d ;There is no keyboard on the Atari 5200, so replace kbcode h/w reads with a byte variable read based on the keypad keys
|
||||
|
||||
; PAGE 2
|
||||
VIMIRQ EQU $0200 ;IMMED IRQ VECTOR
|
||||
VVBLKI EQU $0202 ;IMM VBLK NMI VECTOR
|
||||
VVBLKD EQU $0204 ;DEF VBLK NMI VECTOR
|
||||
VDSLST EQU $0206 ;DSP LIST NMI VECTOR
|
||||
VKEYBD EQU $0208 ;POKEY KB IRQ VECTOR
|
||||
VKEYCNT EQU $020A ;Keypad routine continuation vector
|
||||
BRKKY EQU $023C ;BREAK KEY VECTOR
|
||||
VBREAK EQU $020E ;BRK INST IRQ VECTOR
|
||||
VSERIN EQU $0210 ;POKEY INPUT RDY IRQ
|
||||
VSEROR EQU $0212 ;POKEY OUTPUT RDY
|
||||
VSEROC EQU $0214 ;POKEY OUTPUT DONE
|
||||
VTIMR1 EQU $0216 ;POKEY TIMER 1 IRQ
|
||||
VTIMR2 EQU $0218 ;POKEY TIMER 2 IRQ
|
||||
VTIMR4 EQU $021A ;POKEY TIMER 4 IRQ
|
||||
|
||||
|
||||
ROM_SETTINGS = $bfe8 ; game ROM info start (24 bytes total, 20b title, 2b year, 2b start vector)
|
||||
|
||||
; HARDWARE REGISTERS
|
||||
|
||||
; ---------------------------------------------------------------------------
|
||||
POKEY EQU $EB00
|
||||
; ---------------------------------------------------------------------------
|
||||
;
|
||||
; READ
|
||||
;
|
||||
POT0 EQU POKEY+$00
|
||||
POT1 EQU POKEY+$01
|
||||
POT2 EQU POKEY+$02
|
||||
POT3 EQU POKEY+$03
|
||||
POT4 EQU POKEY+$04
|
||||
POT5 EQU POKEY+$05
|
||||
POT6 EQU POKEY+$06
|
||||
POT7 EQU POKEY+$07
|
||||
ALLPOT EQU POKEY+$08
|
||||
KBCODE_5200 EQU POKEY+$09
|
||||
RANDOM EQU POKEY+$0a
|
||||
POTGO EQU POKEY+$0b
|
||||
SERIN EQU POKEY+$0d
|
||||
IRQST EQU POKEY+$0e
|
||||
SKSTAT EQU POKEY+$0f
|
||||
;
|
||||
; WRITE
|
||||
;
|
||||
AUDF1 EQU POKEY+$00
|
||||
AUDC1 EQU POKEY+$01
|
||||
AUDF2 EQU POKEY+$02
|
||||
AUDC2 EQU POKEY+$03
|
||||
AUDF3 EQU POKEY+$04
|
||||
AUDC3 EQU POKEY+$05
|
||||
AUDF4 EQU POKEY+$06
|
||||
AUDC4 EQU POKEY+$07
|
||||
AUDCTL EQU POKEY+$08
|
||||
STIMER EQU POKEY+$09
|
||||
SKRES EQU POKEY+$0a
|
||||
SEROUT EQU POKEY+$0d
|
||||
IRQEN EQU POKEY+$0e
|
||||
SKCTL EQU POKEY+$0f
|
||||
;
|
||||
;
|
||||
;
|
||||
; ---------------------------------------------------------------------------
|
||||
GTIA EQU $C000
|
||||
; ---------------------------------------------------------------------------
|
||||
;
|
||||
; WRITE
|
||||
;
|
||||
HPOSP0 EQU GTIA+$00
|
||||
HPOSP1 EQU GTIA+$01
|
||||
HPOSP2 EQU GTIA+$02
|
||||
HPOSP3 EQU GTIA+$03
|
||||
HPOSM0 EQU GTIA+$04
|
||||
HPOSM1 EQU GTIA+$05
|
||||
HPOSM2 EQU GTIA+$06
|
||||
HPOSM3 EQU GTIA+$07
|
||||
SIZEP0 EQU GTIA+$08
|
||||
SIZEP1 EQU GTIA+$09
|
||||
SIZEP2 EQU GTIA+$0a
|
||||
SIZEP3 EQU GTIA+$0b
|
||||
SIZEM EQU GTIA+$0c
|
||||
GRAFP0 EQU GTIA+$0d
|
||||
GRAFP1 EQU GTIA+$0e
|
||||
GRAFP2 EQU GTIA+$0f
|
||||
GRAFP3 EQU GTIA+$10
|
||||
GRAFM EQU GTIA+$11
|
||||
COLPM0 EQU GTIA+$12
|
||||
COLPM1 EQU GTIA+$13
|
||||
COLPM2 EQU GTIA+$14
|
||||
COLPM3 EQU GTIA+$15
|
||||
COLPF0 EQU GTIA+$16
|
||||
COLPF1 EQU GTIA+$17
|
||||
COLPF2 EQU GTIA+$18
|
||||
COLPF3 EQU GTIA+$19
|
||||
COLBAK EQU GTIA+$1a
|
||||
PRIOR EQU GTIA+$1b
|
||||
GPRIOR = PRIOR ; no PRIOR shadow (GPRIOR)
|
||||
VDELAY EQU GTIA+$1c
|
||||
GRACTL EQU GTIA+$1d
|
||||
HITCLR EQU GTIA+$1e
|
||||
CONSOL5200 EQU GTIA+$1f ; no CONSOL in 5200
|
||||
;
|
||||
; READ
|
||||
;
|
||||
M0PF EQU GTIA+$00
|
||||
M1PF EQU GTIA+$01
|
||||
M2PF EQU GTIA+$02
|
||||
M3PF EQU GTIA+$03
|
||||
P0PF EQU GTIA+$04
|
||||
P1PF EQU GTIA+$05
|
||||
P2PF EQU GTIA+$06
|
||||
P3PF EQU GTIA+$07
|
||||
M0PL EQU GTIA+$08
|
||||
M1PL EQU GTIA+$09
|
||||
M2PL EQU GTIA+$0a
|
||||
M3PL EQU GTIA+$0b
|
||||
P0PL EQU GTIA+$0c
|
||||
P1PL EQU GTIA+$0d
|
||||
P2PL EQU GTIA+$0e
|
||||
P3PL EQU GTIA+$0f
|
||||
TRIG0 EQU GTIA+$10
|
||||
TRIG1 EQU GTIA+$11
|
||||
TRIG2 EQU GTIA+$12
|
||||
TRIG3 EQU GTIA+$13
|
||||
PAL EQU GTIA+$14
|
||||
;
|
||||
;
|
||||
; ---------------------------------------------------------------------------
|
||||
ANTIC EQU $D400
|
||||
; ---------------------------------------------------------------------------
|
||||
;
|
||||
DMACTL EQU ANTIC+$00
|
||||
CHACTL EQU ANTIC+$01
|
||||
DLPTR EQU ANTIC+$02
|
||||
;DLISTH EQU ANTIC+$03
|
||||
HSCROL EQU ANTIC+$04
|
||||
VSCROL EQU ANTIC+$05
|
||||
PMBASE EQU ANTIC+$07
|
||||
CHBASE EQU ANTIC+$09
|
||||
WSYNC EQU ANTIC+$0a
|
||||
VCOUNT EQU ANTIC+$0b
|
||||
PENH EQU ANTIC+$0c
|
||||
PENV EQU ANTIC+$0d
|
||||
NMIEN EQU ANTIC+$0e
|
||||
NMIRES EQU ANTIC+$0f
|
||||
NMIST EQU ANTIC+$0f
|
||||
;
|
||||
; ---------------------------------------------------------------------------
|
||||
; Atari ANTIC chip display list equates
|
||||
; ---------------------------------------------------------------------------
|
||||
;
|
||||
JUMP EQU $01 ; display list jump instruction (3 byte)
|
||||
JVB EQU $41 ; display list jump and wait for vblank instruction (3)
|
||||
;
|
||||
SCH EQU $10 ; display list horizontal scrolling
|
||||
SCV EQU $20 ; display list vertical scrolling
|
||||
LMS EQU $40 ; display list load memory scan instruction (3 byte)
|
||||
DLII EQU $80 ; display list interrupt instruction
|
||||
;
|
||||
SKIP1 EQU $00 ; display list skip 1 scan line instruction
|
||||
SKIP2 EQU $10 ; display list skip 2 scan lines instruction
|
||||
SKIP3 EQU $20 ; display list skip 3 scan lines instruction
|
||||
SKIP4 EQU $30 ; display list skip 4 scan lines instruction
|
||||
SKIP5 EQU $40 ; display list skip 5 scan lines instruction
|
||||
SKIP6 EQU $50 ; display list skip 6 scan lines instruction
|
||||
SKIP7 EQU $60 ; display list skip 7 scan lines instruction
|
||||
SKIP8 EQU $70 ; display list skip 8 scan lines instruction
|
||||
;
|
||||
MODE2 EQU $02 ; display list mode 2
|
||||
MODE4 EQU $04 ; display list mode 4
|
||||
MODE8 EQU $08 ; display list mode 8
|
||||
MODEE EQU $0E ; display list mode E
|
||||
MODEF EQU $0F ; display list mode F
|
||||
; ---------------------------------------------------------------------------
|
||||
; ENUMS
|
||||
; ---------------------------------------------------------------------------
|
||||
|
||||
.enum @dmactl
|
||||
blank = %00
|
||||
narrow = %01
|
||||
standard= %10
|
||||
wide = %11
|
||||
missiles= %100
|
||||
players = %1000
|
||||
lineX1 = %10000
|
||||
lineX2 = %00000
|
||||
dma = %100000
|
||||
.ende
|
||||
|
||||
scr48 = @dmactl(wide|dma|players|missiles|lineX1)
|
||||
scr40 = @dmactl(standard|dma|players|missiles|lineX1)
|
||||
scr32 = @dmactl(narrow|dma|players|missiles|lineX1)
|
||||
|
||||
.enum @pmcntl
|
||||
missiles= %1
|
||||
players = %10
|
||||
trigs = %100
|
||||
.ende
|
||||
|
||||
.enum @gtictl
|
||||
prior0 = %0
|
||||
prior1 = %1
|
||||
prior2 = %10
|
||||
prior4 = %100
|
||||
prior8 = %1000
|
||||
ply5 = %10000 ; Fifth Player Enable
|
||||
mlc = %100000 ; Multiple Color Player Enable
|
||||
mode9 = %01000000
|
||||
mode10 = %10000000
|
||||
mode11 = %11000000
|
||||
.ende
|
||||
/*
|
||||
; commented out to be replaced by the application specific A800 --> 5200 keypad translation
|
||||
.enum @kbcode
|
||||
_0
|
||||
_1
|
||||
_2
|
||||
_3
|
||||
_4
|
||||
_5
|
||||
_6
|
||||
_7
|
||||
_8
|
||||
_9
|
||||
_asterisk = $0a
|
||||
_hash = $0b
|
||||
_start = $0c
|
||||
_pause = $0d
|
||||
_reset = $0e
|
||||
.ende
|
||||
*/
|
||||
@@ -652,3 +652,71 @@ scr32 = @dmactl(narrow|dma|players|missiles|lineX1)
|
||||
mode10 = %10000000
|
||||
mode11 = %11000000
|
||||
.ende
|
||||
; ---------------------------------------------------------------------------
|
||||
; KBCODEs
|
||||
; ---------------------------------------------------------------------------
|
||||
.enum @kbcode
|
||||
_none = 255
|
||||
_esc = 28
|
||||
_1 = 31
|
||||
_2 = 30
|
||||
_3 = 26
|
||||
_4 = 24
|
||||
_5 = 29
|
||||
_6 = 27
|
||||
_7 = 51
|
||||
_8 = 53
|
||||
_9 = 48
|
||||
_0 = 50
|
||||
_lt = 54
|
||||
_gt = 55
|
||||
_del = 52
|
||||
_tab = 44
|
||||
_Q = 47
|
||||
_W = 46
|
||||
_E = 42
|
||||
_R = 40
|
||||
_T = 45
|
||||
_Y = 43
|
||||
_U = 11
|
||||
_I = 13
|
||||
_O = 8
|
||||
_P = 10
|
||||
_min = 14
|
||||
_up = 14 ; cursor function
|
||||
_eq = 15
|
||||
_down = 15 ; cursor function
|
||||
_ret = 12
|
||||
_A = 63
|
||||
_S = 62
|
||||
_D = 58
|
||||
_F = 56
|
||||
_G = 61
|
||||
_H = 57
|
||||
_J = 1
|
||||
_K = 5
|
||||
_L = 0
|
||||
_semicolon = 2
|
||||
_plus = 6
|
||||
_left = 6 ; cursor function
|
||||
_asterisk = 7
|
||||
_right = 7 ; cursor function
|
||||
_caps = 60
|
||||
_Z = 23
|
||||
_X = 22
|
||||
_C = 18
|
||||
_V = 16
|
||||
_B = 21
|
||||
_N = 36
|
||||
_M = 37
|
||||
_comma = 32
|
||||
_dot = 34
|
||||
_slash = 38
|
||||
_atari = 39
|
||||
_help = 17
|
||||
_F1 = 3
|
||||
_F2 = 4
|
||||
_F3 = 19
|
||||
_F4 = 20
|
||||
_space = 33
|
||||
.ende
|
||||
@@ -77,8 +77,10 @@
|
||||
; WAIT
|
||||
; waits one frame (1/50 s(PAL) or 1/60s(NTSC))
|
||||
?zero LDA VCOUNT
|
||||
beq ?zero
|
||||
bpl ?WA
|
||||
cmp #$05
|
||||
bcc ?zero
|
||||
cmp #$70
|
||||
bcc ?WA
|
||||
sbc #10 ; last lines correction
|
||||
?WA cmp VCOUNT
|
||||
beq ?WA
|
||||
+484
-272
File diff suppressed because it is too large
Load Diff
BIN
Binary file not shown.
BIN
Binary file not shown.
+241
-185
@@ -18,11 +18,13 @@
|
||||
|
||||
jsr clearscreen ;let the screen be clean
|
||||
|
||||
mwa #DisplayCopyRom temp
|
||||
mwa #display temp2
|
||||
mwa #DisplayCopyEnd+1 modify
|
||||
jsr CopyFromROM
|
||||
|
||||
mwa #OptionsDL dlptrs
|
||||
; lda dmactls
|
||||
; and #$fc
|
||||
; ora #$02 ; normal screen width
|
||||
; lda #%00110010 ; normal screen width, DL on, P/M off
|
||||
|
||||
lda #%00111110 ; normal screen width, DL on, P/M on
|
||||
sta dmactls
|
||||
jsr SetPMWidth
|
||||
@@ -42,7 +44,7 @@
|
||||
sta mountainDeltaL
|
||||
mva #6 NumberOfPlayers
|
||||
jsr PMoutofScreen ;let P/M disappear
|
||||
jsr clearscreen ;let the screen be clean
|
||||
;jsr clearscreen ;let the screen be clean (clean-ish already)
|
||||
jsr ClearPMmemory
|
||||
jsr placetanks ;let the tanks be evenly placed
|
||||
jsr calculatemountains ;let mountains be easy for the eye
|
||||
@@ -66,7 +68,7 @@ OptionsMainLoop
|
||||
bit escFlag
|
||||
spl:rts
|
||||
|
||||
cmp #$f ;cursor down
|
||||
cmp #@kbcode._down ; $f ;cursor down
|
||||
bne OptionsNoDown
|
||||
inc:lda OptionsY
|
||||
cmp #maxoptions
|
||||
@@ -75,7 +77,7 @@ OptionsMainLoop
|
||||
jmp OptionsMainLoop
|
||||
|
||||
OptionsNoDown
|
||||
cmp #$e ;cursor up
|
||||
cmp #@kbcode._up ; $e ;cursor up
|
||||
bne OptionsNoUp
|
||||
dec OptionsY
|
||||
bpl OptionsMainLoop
|
||||
@@ -83,7 +85,7 @@ OptionsNoDown
|
||||
jmp OptionsMainLoop
|
||||
|
||||
OptionsNoUp
|
||||
cmp #$6 ;cursor left
|
||||
cmp #@kbcode._left ; $6 ;cursor left
|
||||
bne OptionsNoLeft
|
||||
ldx OptionsY
|
||||
dec OptionsTable,X
|
||||
@@ -93,19 +95,19 @@ OptionsNoUp
|
||||
jmp OptionsMainLoop
|
||||
|
||||
OptionsNoLeft
|
||||
cmp #$7 ;cursor right
|
||||
cmp #@kbcode._right ; $7 ;cursor right
|
||||
bne OptionsNoRight
|
||||
|
||||
ldx OptionsY
|
||||
inc OptionsTable,X
|
||||
lda OptionsTable,X
|
||||
cmp #5
|
||||
cmp #5 ; number of columns in options
|
||||
bne OptionsMainLoop
|
||||
dec OptionsTable,X
|
||||
jmp OptionsMainLoop
|
||||
|
||||
OptionsNoRight
|
||||
cmp #$c ;Return key
|
||||
cmp #@kbcode._ret ; $c ;Return key
|
||||
bne OptionsNoReturn
|
||||
jmp OptionsFinished
|
||||
OptionsNoReturn
|
||||
@@ -166,76 +168,64 @@ OptionsFinished
|
||||
|
||||
|
||||
rts
|
||||
.endp
|
||||
;--------
|
||||
; inversing selected option (cursor)
|
||||
;--------
|
||||
OptionsInversion
|
||||
;clean options loop
|
||||
;TODO: (optionally) - convert to single byte loop if no new options
|
||||
mwa #OptionsHere temp
|
||||
ldy #0
|
||||
OptionsInversionLoop1
|
||||
lda (temp),y
|
||||
and #$7F
|
||||
sta (temp),y
|
||||
inw temp
|
||||
cpw temp #OptionsScreenEnd
|
||||
bne OptionsInversionLoop1
|
||||
;here all past inversions are gone...
|
||||
|
||||
mwa #OptionsHere temp
|
||||
mva #0 temp2 ;option number pointer
|
||||
adw temp #11 ;offset of the first option=11
|
||||
.proc OptionsInversion
|
||||
YPos = temp2
|
||||
XPos = temp2+1
|
||||
optionWidth = 6
|
||||
nameWidth = 10
|
||||
mwa #OptionsHere temp ; offset of the first option=11
|
||||
mva #0 YPos ;option number pointer
|
||||
mva #0 Xpos ;X position in the menu
|
||||
tay ; Y is zero here...
|
||||
OptionsSetMainLoop
|
||||
ldx temp2
|
||||
lda OptionsTable,x
|
||||
asl
|
||||
asl
|
||||
adc OptionsTable,x ;OptionsTable value * 5
|
||||
tay
|
||||
ldx #6-1 ; width of the highlight bar (6 chars)
|
||||
OptionSetLoop
|
||||
lda (temp),y
|
||||
ora #$80
|
||||
sta (temp),y
|
||||
iny
|
||||
dex
|
||||
bpl OptionSetLoop ;here option is highlighted
|
||||
;
|
||||
; next option
|
||||
adw temp #40 ;jump to next line
|
||||
inc:lda temp2
|
||||
cmp #maxOptions ;number of options
|
||||
bne OptionsSetMainLoop
|
||||
|
||||
ldx YPos ; Y position in the menu
|
||||
;inversing the first few chars of the selected line (OptionsY)
|
||||
mva OptionsY temp
|
||||
mva #0 temp+1
|
||||
asl temp
|
||||
rol temp+1
|
||||
asl temp
|
||||
rol temp+1
|
||||
asl temp
|
||||
rol temp+1
|
||||
mwa temp temp2 ;here is OptionsY*8
|
||||
asl temp
|
||||
rol temp+1
|
||||
asl temp
|
||||
rol temp+1
|
||||
;here is 32*OptionsY
|
||||
adw temp temp2
|
||||
;in temp is 40*OptionsY
|
||||
adw temp #OptionsHere
|
||||
;now in temp is adres of the line to be inversed
|
||||
ldy #8 ;9 letters to invers
|
||||
OptionsYLoop
|
||||
lda (temp),y
|
||||
ora #$80
|
||||
cpx OptionsY
|
||||
jsr _inverter
|
||||
cpy #nameWidth-1
|
||||
bne OptionsSetMainLoop
|
||||
adw temp #nameWidth
|
||||
ldy #0
|
||||
|
||||
OptionsLoop
|
||||
lda XPos
|
||||
cmp OptionsTable,x
|
||||
jsr _inverter
|
||||
cpy #optionWidth ; width of the option highlight
|
||||
bne OptionsLoop
|
||||
ldy #0
|
||||
; next X position of the
|
||||
adw temp #optionWidth ; width of the option highlight
|
||||
inc:lda XPos
|
||||
cmp #5 ; number of options in a row
|
||||
bne OptionsLoop
|
||||
; next line
|
||||
;adw temp #nameWidth ; beginning of the next line
|
||||
mva #0 Xpos
|
||||
tay
|
||||
inc:lda Ypos
|
||||
cmp #maxOptions
|
||||
bne OptionsSetMainLoop
|
||||
rts
|
||||
|
||||
_inverter
|
||||
beq invertme
|
||||
; clean inversion otherwise
|
||||
lda (temp),y
|
||||
and #$7f ; clear the top bit
|
||||
sta (temp),y
|
||||
dey
|
||||
bpl OptionsYLoop
|
||||
|
||||
|
||||
bpl @+ ; JMP
|
||||
invertme
|
||||
lda (temp),y
|
||||
ora #$80 ; set the top bit
|
||||
sta (temp),y
|
||||
@
|
||||
; next character in an option
|
||||
iny
|
||||
rts
|
||||
.endp
|
||||
|
||||
@@ -276,6 +266,15 @@ AfterManualPurchase
|
||||
; offensive weapon - 0, defensive - %10000000
|
||||
jmp Purchase.GoToActivation
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc CopyFromPurchaseAndGameOver
|
||||
mwa #DisplayCopyPurchaseDlROM temp
|
||||
mwa #DisplayCopyPurchase temp2
|
||||
mwa #DisplayCopyPurchaseEnd+1 modify
|
||||
jmp CopyFromROM ; jsr:rts
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------
|
||||
.proc Purchase ;
|
||||
;--------------------------------------------------
|
||||
@@ -284,6 +283,8 @@ AfterManualPurchase
|
||||
; Rest of the data is taken from appropriate tables
|
||||
; and during the purchase these tables are modified.
|
||||
|
||||
jsr CopyFromPurchaseAndGameOver
|
||||
|
||||
mwa #ListOfWeapons WeaponsListDL ;switch to the list of offensive weapons
|
||||
|
||||
; we are clearing list of the weapons
|
||||
@@ -303,13 +304,15 @@ GoToActivation
|
||||
bpl @+
|
||||
lda #song_inventory
|
||||
@ jsr RmtSongSelect
|
||||
|
||||
|
||||
ldx tankNr
|
||||
lda TankStatusColoursTable,x
|
||||
sta COLOR2
|
||||
|
||||
; there is a tank (player) number in tanknr
|
||||
; we are displaying name of the player
|
||||
lda #$ca
|
||||
sta COLOR1 ; set color of header text
|
||||
ldy #0
|
||||
sty COLBAKS ; set color of background
|
||||
lda tanknr
|
||||
@@ -317,7 +320,7 @@ GoToActivation
|
||||
tax
|
||||
NextChar03
|
||||
lda tanksnames,x
|
||||
sta textbuffer2+8,y
|
||||
sta purchaseTextBuffer+8,y
|
||||
inx
|
||||
iny
|
||||
cpy #$08
|
||||
@@ -335,7 +338,7 @@ AfterPurchase
|
||||
sta decimal
|
||||
lda moneyH,x
|
||||
sta decimal+1
|
||||
mwa #textbuffer2+26 displayposition
|
||||
mwa #purchaseTextBuffer+26 displayposition
|
||||
jsr displaydec5
|
||||
|
||||
; in xbyte there is the address of the line that
|
||||
@@ -384,20 +387,23 @@ ChoosingItemForPurchase
|
||||
jsr PutLitteChar ; Places pointer at the right position
|
||||
jsr getkey
|
||||
bit escFlag
|
||||
spl:jmp WaitForKeyRelease ; like jsr ... : rts
|
||||
cmp #$2c ; Tab
|
||||
bpl @+
|
||||
mva #0 escFlag
|
||||
jmp WaitForKeyRelease ; like jsr ... : rts
|
||||
@
|
||||
cmp #@kbcode._tab ; $2c ; Tab
|
||||
jeq ListChange
|
||||
cmp #$06 ; cursor left
|
||||
cmp #@kbcode._left ; $06 ; cursor left
|
||||
jeq ListChange
|
||||
cmp #$0c ; Return
|
||||
cmp #@kbcode._ret ; $0c ; Return
|
||||
sne:rts
|
||||
cmp #$e
|
||||
cmp #@kbcode._up ; $e
|
||||
beq PurchaseKeyUp
|
||||
cmp #$f
|
||||
cmp #@kbcode._down ; $f
|
||||
beq PurchaseKeyDown
|
||||
cmp #$21 ; Space
|
||||
cmp #@kbcode._space ; $21 ; Space
|
||||
jeq PurchaseWeaponNow
|
||||
cmp #$07 ; cursor right
|
||||
cmp #@kbcode._right ; $07 ; cursor right
|
||||
jeq PurchaseWeaponNow
|
||||
bne ChoosingItemForPurchase
|
||||
|
||||
@@ -406,17 +412,17 @@ PurchaseKeyUp
|
||||
bpl GoUpOffensive
|
||||
dec PositionOnTheList
|
||||
bpl EndUpX
|
||||
ldy #0 ;HowManyOnTheListDef
|
||||
;dey
|
||||
ldy HowManyOnTheListDef
|
||||
dey
|
||||
sty PositionOnTheList
|
||||
jmp ChoosingItemForPurchase
|
||||
jmp MakeOffsetDown
|
||||
GoUpOffensive
|
||||
dec PositionOnTheList
|
||||
bpl MakeOffsetUp
|
||||
ldy #0 ;HowManyOnTheListOff
|
||||
;dey
|
||||
ldy HowManyOnTheListOff
|
||||
dey
|
||||
sty PositionOnTheList
|
||||
|
||||
jmp MakeOffsetDown
|
||||
MakeOffsetUp
|
||||
; If offset is larger than pointer position,
|
||||
; it must be equal then.
|
||||
@@ -432,17 +438,16 @@ PurchaseKeyDown
|
||||
inc:lda PositionOnTheList
|
||||
cmp HowManyOnTheListDef
|
||||
bne EndGoDownX
|
||||
ldy HowManyOnTheListDef
|
||||
dey
|
||||
ldy #0
|
||||
sty PositionOnTheList
|
||||
jmp ChoosingItemForPurchase
|
||||
beq MakeOffsetUp
|
||||
GoDownOffensive
|
||||
inc:lda PositionOnTheList
|
||||
cmp HowManyOnTheListOff
|
||||
bne MakeOffsetDown
|
||||
ldy HowManyOnTheListOff
|
||||
dey
|
||||
ldy #0
|
||||
sty PositionOnTheList
|
||||
beq MakeOffsetUp
|
||||
MakeOffsetDown
|
||||
lda OffsetDL1
|
||||
clc
|
||||
@@ -789,18 +794,18 @@ 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
|
||||
@@ -846,6 +851,40 @@ invSelectDef
|
||||
ply
|
||||
jmp DecreaseDefensive ; bypass activation
|
||||
NotBattery
|
||||
cmp #ind_Auto_Defense___
|
||||
bne NoAutoDefense
|
||||
; Auto Defense - do it like battery
|
||||
mva #sfx_auto_defense sfx_effect
|
||||
mva #$A1 AutoDefenseFlag,x ; this is "A" in inverse - for status line :)
|
||||
jmp DecreaseDefensive ; bypass activation
|
||||
NoAutoDefense
|
||||
cmp #ind_Lazy_Boy_______
|
||||
bne NoLazyBoy
|
||||
; Lazy Boy - do it like battery
|
||||
mva #sfx_lazy_boys sfx_effect
|
||||
phy
|
||||
jsr PrepareAIShoot
|
||||
jsr FindBestTarget2 ; find nearest tank neighbour
|
||||
jsr LazyAim
|
||||
ply
|
||||
jmp DecreaseDefensive ; bypass activation
|
||||
NoLazyBoy
|
||||
cmp #ind_Lazy_Darwin____
|
||||
bne NoLazyDarwin
|
||||
; Lazy Darwin - do it like battery
|
||||
mva #sfx_lazy_boys sfx_effect
|
||||
phy
|
||||
jsr PrepareAIShoot
|
||||
jsr FindBestTarget3 ; find target with lowest energy
|
||||
jsr LazyAim
|
||||
ply
|
||||
jmp DecreaseDefensive ; bypass activation
|
||||
NoLazyDarwin
|
||||
cmp #ind_Spy_Hard_______
|
||||
bne NotSpy
|
||||
mva #$ff SpyHardFlag
|
||||
jmp DecreaseDefensive ; bypass activation
|
||||
NotSpy
|
||||
cmp #ind_Long_Barrel____
|
||||
bne NotBarrel
|
||||
; if activate long barrel, we do it differently too
|
||||
@@ -884,6 +923,22 @@ DefActivationEnd
|
||||
jmp WaitForKeyRelease ; rts
|
||||
|
||||
.endp
|
||||
.proc LazyAim
|
||||
; aiming proc for Lazy ... weapons
|
||||
; as proc for memory optimisation
|
||||
; Y - target tan nr
|
||||
; A - target direction
|
||||
sty TargetTankNr
|
||||
; aiming
|
||||
jsr TakeAim ; direction still in A (0 - left, >0 - right)
|
||||
lda Force
|
||||
sta ForceTableL,x
|
||||
lda Force+1
|
||||
sta ForceTableH,x
|
||||
lda NewAngle
|
||||
sta AngleTable,x
|
||||
rts
|
||||
.endp
|
||||
; -----------------------------------------------------
|
||||
.proc calcPosDefensive
|
||||
; calculate positionOnTheList from the activeWeapon (defensives)
|
||||
@@ -1057,7 +1112,7 @@ NoArrowDown
|
||||
sta difficultyLevel
|
||||
inx
|
||||
stx decimal
|
||||
mwa #(NameScreen+41) displayposition
|
||||
mwa #(NameScreen2+9) displayposition
|
||||
jsr displaybyte
|
||||
jsr HighlightLevel ; setting choosen level of the opponent (Moron, etc)
|
||||
|
||||
@@ -1104,6 +1159,7 @@ CheckKeys
|
||||
bit escFlag
|
||||
spl:rts
|
||||
|
||||
.IF TARGET = 800 ; only the A800 has a keyboard
|
||||
; is the char to be recorded?
|
||||
ldx #keycodesEnd-keycodes ;table was 38 chars long
|
||||
IsLetter
|
||||
@@ -1123,21 +1179,22 @@ YesLetter
|
||||
dex
|
||||
@ stx PositionInName ; if not, we store
|
||||
jmp CheckKeys
|
||||
.ENDIF
|
||||
CheckFurtherX01 ; here we check Tab, Return and Del
|
||||
cmp #$0c ; Return
|
||||
cmp #@kbcode._ret ; $0c ; Return
|
||||
jeq EndOfNick
|
||||
cmp #$2c ; Tab
|
||||
cmp #@kbcode._tab ; $2c ; Tab
|
||||
beq ChangeOfLevelUp
|
||||
cmp #$7 ;cursor right
|
||||
cmp #@kbcode._right ; $7 ;cursor right
|
||||
beq ChangeOfLevelUp
|
||||
cmp #$6 ;cursor left
|
||||
cmp #@kbcode._left ; $6 ;cursor left
|
||||
beq ChangeOfLevelDown
|
||||
cmp #$f ;cursor down
|
||||
cmp #@kbcode._down ; $f ;cursor down
|
||||
beq ChangeOfLevel3Up
|
||||
cmp #$e ;cursor up
|
||||
cmp #@kbcode._up ; $e ;cursor up
|
||||
beq ChangeOfLevel3Down
|
||||
|
||||
cmp #$34 ; Backspace (del)
|
||||
cmp #@kbcode._del ; $34 ; Backspace (del)
|
||||
bne CheckKeys
|
||||
; handling backing one char
|
||||
ldx PositionInName
|
||||
@@ -1267,7 +1324,7 @@ NotFirstLetter
|
||||
cpy PositionInName
|
||||
bne @+
|
||||
ora #$80 ; place cursor
|
||||
@ sta NameAdr,y
|
||||
@ sta NameAdr,y
|
||||
dey
|
||||
bpl CursorLoop
|
||||
rts
|
||||
@@ -1321,7 +1378,7 @@ JoyNotCentered
|
||||
bne NoRight
|
||||
; joy right
|
||||
cpy #7
|
||||
beq GoToMainLoop ; jast character
|
||||
beq GoToMainLoop ; the last character
|
||||
iny
|
||||
bne GoToMainLoop
|
||||
NoRight
|
||||
@@ -1340,7 +1397,7 @@ NoLeft
|
||||
; joy up
|
||||
cpx #(keycodesEnd-keycodes-1)
|
||||
bne @+
|
||||
ldx #$00 ; set to first character index (loop)
|
||||
ldx #$00 ; set to the first character index (loop)
|
||||
beq CharAndMainLoop
|
||||
@ inx
|
||||
bne CharAndMainLoop
|
||||
@@ -1350,7 +1407,7 @@ NoUp
|
||||
; joy down
|
||||
dex
|
||||
bpl CharAndMainLoop
|
||||
ldx #(keycodesEnd-keycodes-1) ; set to last character index (loop)
|
||||
ldx #(keycodesEnd-keycodes-1) ; set to the last character index (loop)
|
||||
CharAndMainLoop
|
||||
lda scrcodes,x
|
||||
sta NameAdr,y
|
||||
@@ -1741,20 +1798,16 @@ EndOfTypeLine4x4
|
||||
jsr TL4x4_top
|
||||
adb ResultY #4 ;next line
|
||||
|
||||
;seppuku
|
||||
;sure?
|
||||
mwa #areYouSureText LineAddress4x4
|
||||
mwa #((ScreenWidth/2)-(8*4)) LineXdraw ; centering
|
||||
mva ResultY LineYdraw
|
||||
jsr TypeLine4x4
|
||||
adb ResultY #4 ;next line
|
||||
|
||||
jsr _sep_opty
|
||||
;bottom frame
|
||||
mva ResultY LineYdraw
|
||||
jsr TL4x4_bottom
|
||||
|
||||
|
||||
jsr GetKey
|
||||
cmp #$2b ; "Y"
|
||||
cmp #@kbcode._Y ; $2b ; "Y"
|
||||
bne @+
|
||||
mva #$80 escFlag
|
||||
bne skip01
|
||||
@@ -1768,17 +1821,22 @@ skip01
|
||||
@
|
||||
mva #$ff plot4x4color
|
||||
mwa #lineClear LineAddress4x4
|
||||
mwa #((ScreenWidth/2)-(8*4)) LineXdraw ; centering
|
||||
mva ResultY LineYdraw
|
||||
jsr TypeLine4x4
|
||||
adb ResultY #4 ;next line
|
||||
|
||||
jsr _sep_opty
|
||||
dec di
|
||||
bne @-
|
||||
|
||||
quit_areyousure
|
||||
rts
|
||||
.endp
|
||||
|
||||
.proc _sep_opty
|
||||
mwa #((ScreenWidth/2)-(8*4)) LineXdraw ; centering
|
||||
mva ResultY LineYdraw
|
||||
jsr TypeLine4x4
|
||||
adb ResultY #4 ;next line
|
||||
rts
|
||||
.endp
|
||||
|
||||
;--------------------------------
|
||||
.proc DisplaySeppuku
|
||||
;using 4x4 font
|
||||
@@ -1799,11 +1857,8 @@ seppuku_loop
|
||||
|
||||
;seppuku
|
||||
mwa #seppukuText LineAddress4x4
|
||||
mwa #((ScreenWidth/2)-(8*4)) LineXdraw ; centering
|
||||
mva ResultY LineYdraw
|
||||
jsr TypeLine4x4
|
||||
adb ResultY #4 ;next line
|
||||
|
||||
jsr _sep_opty
|
||||
|
||||
;bottom frame
|
||||
mva ResultY LineYdraw
|
||||
jsr TL4x4_bottom ; just go
|
||||
@@ -1811,22 +1866,22 @@ seppuku_loop
|
||||
;clean seppuku
|
||||
|
||||
mva #3 di
|
||||
mva #4 ResultY
|
||||
@
|
||||
;mva #4 ResultY
|
||||
lda #4
|
||||
sta ResultY
|
||||
loplop ;@
|
||||
mwa #lineClear LineAddress4x4
|
||||
mwa #((ScreenWidth/2)-(8*4)) LineXdraw ; centering
|
||||
mva ResultY LineYdraw
|
||||
jsr TypeLine4x4
|
||||
adb ResultY #4 ;next line
|
||||
jsr _sep_opty
|
||||
|
||||
dec di
|
||||
bne @-
|
||||
bne loplop ;@-
|
||||
|
||||
dec fs
|
||||
jne seppuku_loop
|
||||
|
||||
quit_seppuku
|
||||
rts
|
||||
|
||||
.endp
|
||||
;--------------------------------
|
||||
.proc DisplayResults ;
|
||||
@@ -1864,8 +1919,7 @@ quit_seppuku
|
||||
beq @+ ;unconditional jump, because TypeLine4x4 ends with beq
|
||||
|
||||
GameOver4x4
|
||||
lda #song_round_over
|
||||
jsr RmtSongSelect
|
||||
RmtSong song_round_over
|
||||
mwa #LineGameOver LineAddress4x4
|
||||
mwa #((ScreenWidth/2)-(8*4)) LineXdraw
|
||||
mva ResultY LineYdraw
|
||||
@@ -2008,7 +2062,9 @@ FinishResultDisplay
|
||||
jsr ClearPMmemory
|
||||
jsr PrepareCredits
|
||||
jsr GameOverResultsClear
|
||||
jsr CopyFromPurchaseAndGameOver
|
||||
mwa #GameOverDL dlptrs
|
||||
mva #$ff ScrollFlag ; credits scroll on
|
||||
lda #%00111110 ; normal screen width, DL on, P/M on
|
||||
sta dmactls
|
||||
lda #%00100100 ; playfield before P/M
|
||||
@@ -2113,8 +2169,7 @@ MakeAllTanksVisible
|
||||
jsr SetStandardBarrels
|
||||
|
||||
; start music and animations
|
||||
lda #song_ending_looped
|
||||
jsr RmtSongSelect
|
||||
RmtSong song_ending_looped
|
||||
; initial tank positions randomization
|
||||
ldx #(MaxPlayers-1) ;maxNumberOfPlayers-1
|
||||
@
|
||||
@@ -2127,7 +2182,7 @@ MainTanksFloatingLoop
|
||||
AllTanksFloatingDown
|
||||
stx TankNr
|
||||
lda Ytankstable,x
|
||||
cmp #72 ; tank under screen - no erase
|
||||
cmp #(72-7) ; tank under screen - no erase
|
||||
bcs NoEraseTank
|
||||
mva #1 Erase
|
||||
jsr DrawTankNr
|
||||
@@ -2142,9 +2197,9 @@ NoEraseTank
|
||||
NotFastTank
|
||||
lda Ytankstable,x
|
||||
; cmp #32 ; tank over screen - not visible
|
||||
cmp #80 ; tank under screen - new tank randomize
|
||||
cmp #(80-7) ; tank under screen - new tank randomize
|
||||
bcs TankUnderScreen
|
||||
cmp #72 ; tank under screen but.... parachute
|
||||
cmp #(72-7) ; tank under screen but.... parachute
|
||||
bcs DrawOnlyParachute
|
||||
bcc TankOnScreen
|
||||
TankUnderScreen
|
||||
@@ -2161,12 +2216,12 @@ FastTank
|
||||
bpl AllTanksFloatingDown
|
||||
jsr IsKeyPressed
|
||||
bne MainTanksFloatingLoop ; neverending loop
|
||||
mva #0 dmactls ; dark screen
|
||||
jsr WaitOneFrame
|
||||
mva #$00 ScrollFlag ; credits scroll off
|
||||
jsr MakeDarkScreen
|
||||
jsr GameOverResultsClear
|
||||
rts
|
||||
RandomizeTankPos
|
||||
randomize 10 32 ; 10 not 8 - barrel !! :)
|
||||
randomize 10 (32-7) ; 10 not 8 - barrel !! :)
|
||||
sta Ytankstable,x
|
||||
randomize 0 180
|
||||
sta AngleTable,x
|
||||
@@ -2259,13 +2314,13 @@ EndOfCredits
|
||||
;displaying symbol of the weapon
|
||||
;---------------------
|
||||
;display name and symbol of the weapon
|
||||
;textbuffer+18 - symbol (1 char)
|
||||
;textbuffer+20 - quantity left
|
||||
;textbuffer+23 - name
|
||||
;statusBuffer+18 - symbol (1 char)
|
||||
;statusBuffer+20 - quantity left
|
||||
;statusBuffer+23 - name
|
||||
ldx TankNr
|
||||
ldy ActiveWeapon,x
|
||||
lda WeaponSymbols,y
|
||||
sta TextBuffer+18
|
||||
sta statusBuffer+18
|
||||
|
||||
;---------------------
|
||||
;displaying quantity of the given weapon
|
||||
@@ -2273,7 +2328,7 @@ EndOfCredits
|
||||
lda ActiveWeapon,x
|
||||
jsr HowManyBullets
|
||||
sta decimal
|
||||
mwa #textbuffer+20 displayposition
|
||||
mwa #statusBuffer+20 displayposition
|
||||
jsr displaybyte
|
||||
|
||||
;---------------------
|
||||
@@ -2294,23 +2349,25 @@ EndOfCredits
|
||||
ldy #15
|
||||
@
|
||||
lda (temp),y
|
||||
sta textbuffer+23,y
|
||||
sta statusBuffer+23,y
|
||||
dey
|
||||
bpl @-
|
||||
|
||||
;---------------------
|
||||
;displaying name of the defence weapon (if active)
|
||||
;---------------------
|
||||
lda AutoDefenseFlag,x ; Auto Defense symbol (space or "A" in inverse)
|
||||
sta statusBuffer+80+21
|
||||
lda #$08 ; (
|
||||
sta textbuffer+80+22
|
||||
sta statusBuffer+80+22
|
||||
lda #$09 ; )
|
||||
sta textbuffer+80+39
|
||||
sta statusBuffer+80+39
|
||||
lda ActiveDefenceWeapon,x
|
||||
bne ActiveDefence
|
||||
; clear brackets
|
||||
lda #space
|
||||
sta textbuffer+80+22
|
||||
sta textbuffer+80+39
|
||||
sta statusBuffer+80+22
|
||||
sta statusBuffer+80+39
|
||||
mwa #emptyLine temp
|
||||
jmp ClearingOnly
|
||||
ActiveDefence
|
||||
@@ -2328,7 +2385,7 @@ ClearingOnly
|
||||
ldy #15
|
||||
@
|
||||
lda (temp),y
|
||||
sta textbuffer+40+40+23,y
|
||||
sta statusBuffer+40+40+23,y
|
||||
dey
|
||||
bpl @-
|
||||
|
||||
@@ -2339,7 +2396,7 @@ ClearingOnly
|
||||
lda Energy,x
|
||||
|
||||
sta decimal
|
||||
mwa #textbuffer+48 displayposition
|
||||
mwa #statusBuffer+48 displayposition
|
||||
jsr displaybyte
|
||||
|
||||
;---------------------
|
||||
@@ -2347,10 +2404,10 @@ ClearingOnly
|
||||
;---------------------
|
||||
; clear (if no shield)
|
||||
lda #space
|
||||
sta textbuffer+40+10
|
||||
sta textbuffer+40+11
|
||||
sta textbuffer+40+12
|
||||
sta textbuffer+40+13
|
||||
sta statusBuffer+40+10
|
||||
sta statusBuffer+40+11
|
||||
sta statusBuffer+40+12
|
||||
sta statusBuffer+40+13
|
||||
; check shield energy and display it
|
||||
ldx TankNr
|
||||
lda ActiveDefenceWeapon,x
|
||||
@@ -2359,11 +2416,11 @@ ClearingOnly
|
||||
beq NoShieldEnergy
|
||||
sta decimal ; displayed value
|
||||
lda #$08 ; (
|
||||
sta textbuffer+40+10
|
||||
mwa #textbuffer+40+11 displayposition
|
||||
sta statusBuffer+40+10
|
||||
mwa #statusBuffer+40+11 displayposition
|
||||
jsr displaybyte
|
||||
lda #$09 ; )
|
||||
sta textbuffer+40+13
|
||||
sta statusBuffer+40+13
|
||||
NoDefenceWeapon
|
||||
NoShieldEnergy
|
||||
|
||||
@@ -2374,9 +2431,9 @@ NoShieldEnergy
|
||||
lda Wind+3 ; highest byte of 4 byte wind
|
||||
bmi DisplayLeftWind
|
||||
lda #$7f ; (tab) char
|
||||
sta textbuffer+80+20
|
||||
sta statusBuffer+80+20
|
||||
lda #space
|
||||
sta textbuffer+80+17
|
||||
sta statusBuffer+80+17
|
||||
beq DisplayWindValue
|
||||
DisplayLeftWind
|
||||
sec ; Wind = -Wind
|
||||
@@ -2387,14 +2444,14 @@ DisplayLeftWind
|
||||
sbc temp+1
|
||||
sta temp+1
|
||||
lda #$7e ;(del) char
|
||||
sta textbuffer+80+17
|
||||
sta statusBuffer+80+17
|
||||
lda #space
|
||||
sta textbuffer+80+20
|
||||
sta statusBuffer+80+20
|
||||
DisplayWindValue
|
||||
:4 lsrw temp ;divide by 16 to have a nice value on a screen
|
||||
lda temp
|
||||
sta decimal
|
||||
mwa #textbuffer+80+18 displayposition
|
||||
mwa #statusBuffer+80+18 displayposition
|
||||
jsr displaybyte
|
||||
|
||||
;=========================
|
||||
@@ -2402,7 +2459,7 @@ DisplayWindValue
|
||||
;=========================
|
||||
lda CurrentRoundNr
|
||||
sta decimal
|
||||
mwa #textbuffer+80+7 displayposition
|
||||
mwa #statusBuffer+80+7 displayposition
|
||||
jsr displaybyte ;decimal (byte), displayposition (word)
|
||||
|
||||
;=========================
|
||||
@@ -2413,7 +2470,7 @@ DisplayWindValue
|
||||
sta decimal
|
||||
lda ForceTableH,x
|
||||
sta decimal+1
|
||||
mwa #textbuffer+40+35 displayposition
|
||||
mwa #statusBuffer+40+35 displayposition
|
||||
jsr displaydec5
|
||||
|
||||
;=========================
|
||||
@@ -2429,9 +2486,9 @@ AngleToRight
|
||||
; now we have values from 0 to 89 and right angle
|
||||
sta decimal
|
||||
lda #$7f ; (tab) character
|
||||
sta textbuffer+40+25
|
||||
sta statusBuffer+40+25
|
||||
lda #space
|
||||
sta textbuffer+40+22
|
||||
sta statusBuffer+40+22
|
||||
beq AngleDisplay
|
||||
AngleToLeft
|
||||
sec
|
||||
@@ -2440,19 +2497,19 @@ AngleToLeft
|
||||
; angles 180 - 91 converted to 0 - 89
|
||||
sta decimal
|
||||
lda #$7e ;(del) char
|
||||
sta textbuffer+40+22
|
||||
sta statusBuffer+40+22
|
||||
lda #space
|
||||
sta textbuffer+40+25
|
||||
sta statusBuffer+40+25
|
||||
beq AngleDisplay
|
||||
VerticallyUp
|
||||
; now we have value 90
|
||||
sta decimal
|
||||
lda #space
|
||||
sta textbuffer+40+25
|
||||
sta textbuffer+40+22
|
||||
sta statusBuffer+40+25
|
||||
sta statusBuffer+40+22
|
||||
|
||||
AngleDisplay
|
||||
mwa #textbuffer+40+23 displayposition
|
||||
mwa #statusBuffer+40+23 displayposition
|
||||
jsr displaybyte
|
||||
ldx TankNr
|
||||
rts
|
||||
@@ -2468,7 +2525,7 @@ AngleDisplay
|
||||
tax
|
||||
NextChar02
|
||||
lda tanksnames,x
|
||||
sta textbuffer+7,y
|
||||
sta statusBuffer+7,y
|
||||
inx
|
||||
iny
|
||||
cpy #$08
|
||||
@@ -2497,7 +2554,7 @@ NextChar02
|
||||
|
||||
; set background
|
||||
lda #$ff
|
||||
ldx #100 ; top of the sprites
|
||||
ldx #100+7 ; top of the sprites
|
||||
@ sta PMGraph+$400,x
|
||||
sta PMGraph+$500,x
|
||||
inx
|
||||
@@ -2512,6 +2569,5 @@ NextChar02
|
||||
|
||||
rts
|
||||
.endp
|
||||
;-------------------------------------------------
|
||||
|
||||
.endif
|
||||
+107
-52
@@ -14,35 +14,43 @@ OneTimeZeroVariablesCount = variablesToInitialize-OneTimeZeroVariables ; MAX 12
|
||||
.error "OneTimeZeroVariablesCount too large, ",OneTimeZeroVariablesCount
|
||||
.endif
|
||||
|
||||
noMusic .by 0 ; 0 - play music, $ff - do not play music
|
||||
noSfx .by 0 ; 0 - play SFX, $ff - do not play SFX
|
||||
noMusic .ds 1 ;.by 0 ; 0 - play music, $ff - do not play music
|
||||
noSfx .ds 1 ;.by 0 ; 0 - play SFX, $ff - do not play SFX
|
||||
;----------------------------------------------------
|
||||
; Color table for Game Over Screen (created in a gameover routine)
|
||||
.by $00 ; labels line color
|
||||
GameOverColoursTable .BYTE $80,$40,$c4,$20,$c0,$e4
|
||||
.ds 1 ;.by $00 ; labels line color
|
||||
GameOverColoursTable .ds MaxPlayers; .BYTE $80,$40,$c4,$20,$c0,$e4
|
||||
;----------------------------------------------------
|
||||
TanksNames ; DO NOT ZERO ON GAME RESTART - ticket #24
|
||||
:6 dta d" "
|
||||
;:6 dta d" "
|
||||
.ds 6*8
|
||||
;----------------------------------------------------
|
||||
skilltable ; computer controlled players' skills (1-8), 0 - human (no cleaning, ticket #30)
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
;----------------------------------------------------
|
||||
variablesToInitialize
|
||||
;Options DO NOT ZERO ON RESTART GAME - ticket #27
|
||||
OptionsTable .by 0,1,2,2,0,1,3,2,0
|
||||
RoundsInTheGame .by 10 ;how many rounds in the current game
|
||||
seppukuVal .by 75
|
||||
mountainDeltaH .by 3
|
||||
mountainDeltaL .by $ff
|
||||
OptionsTable .ds maxOptions ;.by 0,1,2,2,0,1,3,2,0
|
||||
RoundsInTheGame .ds 1 ;.by 10 ;how many rounds in the current game
|
||||
seppukuVal .ds 1 ;.by 75
|
||||
mountainDeltaH .ds 1 ;.by 3
|
||||
mountainDeltaL .ds 1 ;.by $ff
|
||||
;----------------------------------------------------
|
||||
LineHeader1
|
||||
dta d"# ROUND: "
|
||||
.ds 9 ;dta d"# ROUND: "
|
||||
RoundNrDisplay
|
||||
dta d" #", $ff
|
||||
.ds 7 ;dta d" #", $ff
|
||||
; 4x4 text buffer
|
||||
ResultLineBuffer
|
||||
dta d" ", $ff
|
||||
|
||||
.ds 19 ;dta d" ", $ff
|
||||
linetableL ; = PMGraph + $0300 - (screenHeight+1)*2
|
||||
.ds (screenHeight+1)
|
||||
linetableH ; = PMGraph + $0300 - (screenHeight+1)
|
||||
.ds (screenHeight+1)
|
||||
DisplayCopyPurchase
|
||||
.ds (DisplayCopyPurchaseEnd - DisplayCopyPurchaseStart +1)
|
||||
StatusBufferCopy
|
||||
.ds screenBytes*3
|
||||
;=====================================================
|
||||
variablesStart ; zeroing starts here
|
||||
;=====================================================
|
||||
@@ -56,69 +64,71 @@ OptionsY .ds 1 ;vertical position of cursor on Options screen
|
||||
flyDelay .ds 1
|
||||
;--------------
|
||||
;NumberOfPlayers .DS 1 ;current number of players (counted from 1)
|
||||
TankSequence .DS [MaxPlayers] ;sequence of shooting during the Round
|
||||
TankSequence .DS MaxPlayers ;sequence of shooting during the Round
|
||||
GameIsOver .DS 1 ; 1 means it was the last round in the game
|
||||
;----------------------------------------------------
|
||||
moneyH ;we place zero at the end of prices and money
|
||||
;and have range from 0 to 99990 (not too much)
|
||||
;money players have (maybe one more byte is needed?)
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
moneyL
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
;----------------------------------------------------
|
||||
gainH ;how much money player gets after the round
|
||||
;it is gathered during the round basing on energy
|
||||
;opponents lose after player's shoots
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
gainL
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
;----------------------------------------------------
|
||||
loseH ;how much player looses after the round
|
||||
;calculated from REAL energy loss
|
||||
;(not only to zero energy)
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
loseL
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
;----------------------------------------------------
|
||||
Energy
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
ShieldEnergy
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
EnergyDecrease .DS 1
|
||||
eXistenZ
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
LASTeXistenZ ; eXistenZ before shoot
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
|
||||
ResultsTable ;the results in the gameeeeee
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
TempResults
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
DirectHitsH
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
DirectHitsL
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
EarnedMoneyH
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
EarnedMoneyL
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
;----------------------------------------------------
|
||||
ForceTableL ;shooting Force of the tank during the round
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
ForceTableH
|
||||
.DS [MaxPlayers] ;maxplayers=6
|
||||
.DS MaxPlayers ;maxplayers=6
|
||||
MaxForceTableL ;Energy of the tank during the round
|
||||
;(limes superior force of the Shoot)
|
||||
.DS [MaxPlayers] ;1000 is the default
|
||||
.DS MaxPlayers ;1000 is the default
|
||||
MaxForceTableH
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
;----------------------------------------------------
|
||||
BarrelLength ;length of the tank barrel - dont forget to set it to 6 at round start!
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
ActiveWeapon ;number of the selected weapon
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
ActiveDefenceWeapon ;number of the activated defence weapon - 0
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
AutoDefenseFlag ; 0 - not activated, >$7f - activated
|
||||
.DS MaxPlayers
|
||||
WeaponDepleted .DS 1 ; if 0 deactivate the weapon and switch to Baby Missile
|
||||
;----------------------------------------------------
|
||||
|
||||
@@ -142,18 +152,20 @@ WindOrientation .DS 1 ;(0-right,1-left)
|
||||
WallsType .ds 1 ; bits 6 and 7: 00 - none, 01 - bump, 10 - wrap, 11 - boxy
|
||||
;----------------------------------------------------
|
||||
xtankstableL ;X positions of tanks (lower left point)
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
xtankstableH
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
ytankstable ;Y positions of tanks (lower left point)
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
LowResDistances ; coarse tank positions divided by 4 (to be in just one byte)
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
;----------------------------------------------------
|
||||
TargetTankNr ; Target tank index (for AI routines)
|
||||
.DS 1
|
||||
SecondTryFlag ; For precise AI aiming
|
||||
.DS 1
|
||||
SpyHardFlag ; >$7f - run SpyHard after inventory
|
||||
.DS 1
|
||||
;----------------------------------------------------
|
||||
;Erase .DS 1 ; if 1 only mask of the character is printed
|
||||
; on the graphics screen. if 0 character is printed normally
|
||||
@@ -315,7 +327,6 @@ 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
|
||||
@@ -368,24 +379,24 @@ CurrentResult
|
||||
.DS 1
|
||||
;--------------
|
||||
AngleTable ;Angle of the barrel of each tank during the round
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
;NewAngle ; used in AI
|
||||
.DS 1
|
||||
;previousBarrelAngle
|
||||
; .DS [MaxPlayers]
|
||||
; .DS MaxPlayers
|
||||
EndOfTheBarrelX
|
||||
.ds 2
|
||||
EndOfTheBarrelY
|
||||
.ds 1
|
||||
;----------------------------------------------------
|
||||
previousAngle
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
previousEnergyL
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
previousLeftRange
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
previousEnergyH
|
||||
.DS [MaxPlayers]
|
||||
.DS MaxPlayers
|
||||
RandBoundaryLow
|
||||
.ds 2
|
||||
RandBoundaryHigh
|
||||
@@ -418,8 +429,52 @@ Xcounter4x4 .DS 1
|
||||
nibbler4x4 .DS 1
|
||||
CharCode4x4 .DS 1
|
||||
;plot4x4color .DS 1 ;1-white, 0-background
|
||||
|
||||
|
||||
; This is moved from display.asm to be easier to relocate
|
||||
ListOfWeapons
|
||||
; 0123456789012345678901234567890123456789
|
||||
; :number_of_offensives dta d" "
|
||||
;:32 dta d" "
|
||||
.ds 32*32
|
||||
ListOfWeapons1End
|
||||
ListOfDefensiveWeapons
|
||||
; :number_of_defensives dta d" "
|
||||
;:16 dta d" "
|
||||
.ds 16*32
|
||||
ListOfDefensiveWeaponsEnd ;constant useful when clearing
|
||||
track_variables
|
||||
trackn_db .ds TRACKS
|
||||
trackn_hb .ds TRACKS
|
||||
trackn_idx .ds TRACKS
|
||||
trackn_pause .ds TRACKS
|
||||
trackn_note .ds TRACKS
|
||||
trackn_volume .ds TRACKS
|
||||
trackn_distor .ds TRACKS
|
||||
trackn_shiftfrq .ds TRACKS
|
||||
trackn_instrx2 .ds TRACKS
|
||||
trackn_instrdb .ds TRACKS
|
||||
trackn_instrhb .ds TRACKS
|
||||
trackn_instridx .ds TRACKS
|
||||
trackn_instrlen .ds TRACKS
|
||||
trackn_instrlop .ds TRACKS
|
||||
trackn_instrreachend .ds TRACKS
|
||||
trackn_volumeslidedepth .ds TRACKS
|
||||
trackn_volumeslidevalue .ds TRACKS
|
||||
trackn_effdelay .ds TRACKS
|
||||
trackn_effvibratoa .ds TRACKS
|
||||
trackn_effshift .ds TRACKS
|
||||
trackn_tabletypespeed .ds TRACKS
|
||||
trackn_tablenote .ds TRACKS
|
||||
trackn_tablea .ds TRACKS
|
||||
trackn_tableend .ds TRACKS
|
||||
trackn_tablelop .ds TRACKS
|
||||
trackn_tablespeeda .ds TRACKS
|
||||
trackn_command .ds TRACKS
|
||||
trackn_filter .ds TRACKS
|
||||
trackn_audf .ds TRACKS
|
||||
trackn_audc .ds TRACKS
|
||||
trackn_audctl .ds TRACKS
|
||||
v_aspeed .ds 1
|
||||
track_endvariables
|
||||
|
||||
variablesEnd
|
||||
;----------------------------------------------------
|
||||
|
||||
+157
-150
@@ -61,54 +61,36 @@ tracer
|
||||
; ------------------------
|
||||
.proc babymissile
|
||||
mva #sfx_baby_missile sfx_effect
|
||||
inc FallDown2
|
||||
mva #11 ExplosionRadius
|
||||
jsr CalculateExplosionRange
|
||||
jmp xmissile
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc missile ;
|
||||
mva #sfx_baby_missile sfx_effect
|
||||
inc FallDown2
|
||||
mva #17 ExplosionRadius
|
||||
jsr CalculateExplosionRange
|
||||
jmp xmissile
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc babynuke
|
||||
mva #sfx_nuke sfx_effect
|
||||
inc FallDown2
|
||||
mva #25 ExplosionRadius
|
||||
jsr CalculateExplosionRange
|
||||
jmp xmissile
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc nuke
|
||||
mva #sfx_nuke sfx_effect
|
||||
inc FallDown2
|
||||
mva #30 ExplosionRadius
|
||||
jsr CalculateExplosionRange
|
||||
jmp xmissile
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc leapfrog
|
||||
mva #sfx_baby_missile sfx_effect
|
||||
inc FallDown2
|
||||
mva #17 ExplosionRadius
|
||||
jsr CalculateExplosionRange
|
||||
jsr xmissile
|
||||
|
||||
; soil must fall down now! there is no other way...
|
||||
; hide tanks or they fall down with soil
|
||||
lda TankNr
|
||||
pha
|
||||
mva #1 Erase
|
||||
jsr drawtanks
|
||||
mva #0 Erase
|
||||
jsr SoilDown2
|
||||
jsr drawtanks
|
||||
pla
|
||||
sta TankNr
|
||||
|
||||
; it looks like force is divided by 4 here BUT"
|
||||
; in Flight routine force is multiplied by 2 and left
|
||||
@@ -127,19 +109,11 @@ tracer
|
||||
mva #15 ExplosionRadius
|
||||
jsr CalculateExplosionRange0
|
||||
mva #sfx_baby_missile sfx_effect
|
||||
jsr xmissile
|
||||
jsr xmissile.NoRangeCalc
|
||||
|
||||
; soil must fall down now! there is no other way...
|
||||
; hide tanks or they fall down with soil
|
||||
lda TankNr
|
||||
pha
|
||||
mva #1 Erase
|
||||
jsr drawtanks
|
||||
mva #0 Erase
|
||||
jsr SoilDown2
|
||||
jsr drawtanks
|
||||
pla
|
||||
sta TankNr
|
||||
|
||||
; it looks like force is divided by 4 here BUT"
|
||||
; in Flight routine force is multiplied by 2 and left
|
||||
@@ -157,13 +131,12 @@ tracer
|
||||
mva #13 ExplosionRadius
|
||||
jsr CalculateExplosionRange0
|
||||
mva #sfx_baby_missile sfx_effect
|
||||
jmp xmissile
|
||||
jmp xmissile.NoRangeCalc
|
||||
EndOfLeapping
|
||||
rts
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc mirv ; the whole mirv is performed by Flight routine
|
||||
inc FallDown2
|
||||
rts
|
||||
.endp
|
||||
; ------------------------
|
||||
@@ -171,27 +144,16 @@ 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
|
||||
;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
|
||||
sta FunkyWallFlag
|
||||
pla
|
||||
sta TankNr
|
||||
jsr cleartanks ; maybe not?
|
||||
mva #1 color
|
||||
mva #0 FunkyWallFlag
|
||||
mva #5 FunkyBombCounter
|
||||
FunkyBombLoop
|
||||
mva #1 tracerflag
|
||||
@@ -210,8 +172,19 @@ FunkyBombLoop
|
||||
mwa ytrajfb ytraj+1
|
||||
mva #sfx_funky_hit sfx_effect
|
||||
jsr Flight
|
||||
|
||||
jsr CalculateExplosionRange
|
||||
mva #0 ExplosionRadius ; if no explosion (off screen)
|
||||
; if xdraw if over range then fix it
|
||||
lda xdraw+1
|
||||
bpl NoOnLeftEdge
|
||||
lda #0
|
||||
sta xdraw
|
||||
sta xdraw+1
|
||||
NoOnLeftEdge
|
||||
cpw xdraw #screenwidth
|
||||
bcc NoOnRightEdge
|
||||
mwa #screenwidth xdraw
|
||||
NoOnRightEdge
|
||||
jsr CalculateExplosionRange ; add end of flight coordinates to soildown range
|
||||
lda HitFlag
|
||||
beq NoExplosionInFunkyBomb
|
||||
mva #sfx_baby_missile sfx_effect
|
||||
@@ -229,22 +202,17 @@ NoWallsInFunky
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc deathshead
|
||||
inc FallDown2
|
||||
mva #30 ExplosionRadius
|
||||
jsr CalculateExplosionRange
|
||||
|
||||
mva #sfx_nuke sfx_effect
|
||||
SaveDrawXY
|
||||
jsr xmissile
|
||||
UnSaveDrawXY
|
||||
sbw xdraw #34
|
||||
jsr CalculateExplosionRange
|
||||
mva #sfx_nuke sfx_effect
|
||||
SaveDrawXY
|
||||
jsr xmissile
|
||||
UnSaveDrawXY
|
||||
adw xdraw #68
|
||||
jsr CalculateExplosionRange
|
||||
mva #sfx_nuke sfx_effect
|
||||
SaveDrawXY
|
||||
jsr xmissile
|
||||
@@ -285,7 +253,6 @@ NoLowerCircle
|
||||
; ------------------------
|
||||
.proc napalm
|
||||
mva #sfx_napalm sfx_effect
|
||||
inc FallDown2
|
||||
mva #(napalmRadius+4) ExplosionRadius ; real radius + 4 pixels (half characrer width)
|
||||
jsr CalculateExplosionRange
|
||||
mva #0 ExplosionRadius ; in this weapon - flag: 0 - napalm, 1 - hotnapalm
|
||||
@@ -294,7 +261,6 @@ NoLowerCircle
|
||||
; ------------------------
|
||||
.proc hotnapalm
|
||||
mva #sfx_napalm sfx_effect
|
||||
inc FallDown2
|
||||
mva #(napalmRadius+4) ExplosionRadius ; real radius + 4 pixels (half characrer width)
|
||||
jsr CalculateExplosionRange
|
||||
mva #1 ExplosionRadius ; in this weapon - flag: 0 - napalm, 1 - hotnapalm
|
||||
@@ -359,7 +325,6 @@ CharOffTheScreen
|
||||
dec magic
|
||||
jpl RepeatNapalm
|
||||
; after napalm
|
||||
inc FallDown2
|
||||
;now we must check tanks in range
|
||||
ldx NumberOfPlayers
|
||||
dex
|
||||
@@ -378,7 +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
|
||||
@
|
||||
@@ -407,32 +372,27 @@ EndNurnedCheckLoop
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc babyroller
|
||||
inc FallDown2
|
||||
mva #11 ExplosionRadius
|
||||
jmp xroller
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc roller ;
|
||||
inc FallDown2
|
||||
mva #21 ExplosionRadius
|
||||
jmp xroller
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc heavyroller
|
||||
inc FallDown2
|
||||
mva #30 ExplosionRadius
|
||||
jmp xroller
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc riotbomb
|
||||
inc FallDown2
|
||||
mva #17 ExplosionRadius
|
||||
jsr CalculateExplosionRange
|
||||
jmp xriotbomb
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc heavyriotbomb
|
||||
inc FallDown2
|
||||
mva #29 ExplosionRadius
|
||||
jsr CalculateExplosionRange
|
||||
jmp xriotbomb
|
||||
@@ -441,7 +401,6 @@ EndNurnedCheckLoop
|
||||
.proc babydigger
|
||||
mva #sfx_digger sfx_effect
|
||||
mva #0 sandhogflag
|
||||
inc FallDown2
|
||||
mva #13 DigLong
|
||||
mva #1 diggery ; how many branches (-1)
|
||||
jmp xdigger
|
||||
@@ -450,7 +409,6 @@ EndNurnedCheckLoop
|
||||
.proc digger ;
|
||||
mva #sfx_digger sfx_effect
|
||||
mva #0 sandhogflag
|
||||
inc FallDown2
|
||||
mva #13 DigLong
|
||||
mva #3 diggery ; how many branches (-1)
|
||||
jmp xdigger
|
||||
@@ -459,7 +417,6 @@ EndNurnedCheckLoop
|
||||
.proc heavydigger
|
||||
mva #sfx_digger sfx_effect
|
||||
mva #0 sandhogflag
|
||||
inc FallDown2
|
||||
mva #13 DigLong
|
||||
mva #7 diggery ; how many branches (-1)
|
||||
jmp xdigger
|
||||
@@ -583,7 +540,6 @@ DiggerCharacter
|
||||
.proc babysandhog
|
||||
mva #sfx_sandhog sfx_effect
|
||||
mva #char_sandhog_offset sandhogflag
|
||||
inc FallDown2
|
||||
mva #13 DigLong
|
||||
mva #1 diggery ; how many branches (-1)
|
||||
jmp xdigger
|
||||
@@ -592,7 +548,6 @@ DiggerCharacter
|
||||
.proc sandhog
|
||||
mva #sfx_sandhog sfx_effect
|
||||
mva #char_sandhog_offset sandhogflag
|
||||
inc FallDown2
|
||||
mva #13 DigLong
|
||||
mva #3 diggery ; how many branches (-1)
|
||||
jmp xdigger
|
||||
@@ -601,35 +556,30 @@ DiggerCharacter
|
||||
.proc heavysandhog
|
||||
mva #sfx_sandhog sfx_effect
|
||||
mva #char_sandhog_offset sandhogflag
|
||||
inc FallDown2
|
||||
mva #13 DigLong
|
||||
mva #5 diggery ; how many branches (-1)
|
||||
jmp xdigger
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc dirtclod
|
||||
inc FallDown2
|
||||
mva #12 ExplosionRadius
|
||||
jsr CalculateExplosionRange
|
||||
jmp xdirt
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc dirtball
|
||||
inc FallDown2
|
||||
mva #22 ExplosionRadius
|
||||
jsr CalculateExplosionRange
|
||||
jmp xdirt
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc tonofdirt
|
||||
inc FallDown2
|
||||
mva #31 ExplosionRadius
|
||||
jsr CalculateExplosionRange
|
||||
jmp xdirt
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc dirtcharge
|
||||
inc FallDown2
|
||||
mva #61 ExplosionRadius
|
||||
jsr CalculateExplosionRange
|
||||
jmp ofdirt
|
||||
@@ -637,7 +587,6 @@ DiggerCharacter
|
||||
; ------------------------
|
||||
.proc riotcharge
|
||||
mva #sfx_riot_blast sfx_effect
|
||||
inc FallDown2
|
||||
mva #31 ExplosionRadius
|
||||
jsr CalculateExplosionRange
|
||||
jmp cleanDirt
|
||||
@@ -645,7 +594,6 @@ DiggerCharacter
|
||||
; ------------------------
|
||||
.proc riotblast
|
||||
mva #sfx_riot_blast sfx_effect
|
||||
inc FallDown2
|
||||
mva #61 ExplosionRadius
|
||||
jsr CalculateExplosionRange
|
||||
jmp cleanDirt
|
||||
@@ -653,7 +601,7 @@ DiggerCharacter
|
||||
; ------------------------
|
||||
.proc liquiddirt
|
||||
mva #sfx_liquid_dirt sfx_effect
|
||||
mwa #254 FillCounter
|
||||
mwa #510 FillCounter
|
||||
jmp xliquiddirt
|
||||
.endp
|
||||
; ------------------------
|
||||
@@ -719,6 +667,8 @@ LaserMisses
|
||||
; -----------------
|
||||
.proc xmissile ;
|
||||
; -----------------
|
||||
jsr CalculateExplosionRange
|
||||
NoRangeCalc
|
||||
lda #1
|
||||
sta radius
|
||||
sta color
|
||||
@@ -930,7 +880,6 @@ ExplodeNow
|
||||
mwa ycircle ydraw ;(bad)
|
||||
|
||||
; finally a little explosion
|
||||
jsr CalculateExplosionRange
|
||||
mva #sfx_baby_missile sfx_effect
|
||||
jmp xmissile
|
||||
rts
|
||||
@@ -1095,7 +1044,7 @@ UpNotYet2
|
||||
beq FillNow
|
||||
HowMuchToFallRight3
|
||||
inw xdraw
|
||||
cpw xdraw #(screenwidth+1)
|
||||
cpw xdraw #screenwidth
|
||||
jne RollinContinuesLiquid
|
||||
FillNow
|
||||
; finally one pixel more
|
||||
@@ -1135,7 +1084,6 @@ 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
|
||||
|
||||
@@ -1152,6 +1100,7 @@ ContinueToCheckMaxForce2
|
||||
lda MaxForceTableL,x
|
||||
sta ForceTableL,x
|
||||
@
|
||||
mva #0 Erase
|
||||
jsr DisplayStatus ;all digital values like force, angle, wind, etc.
|
||||
jsr PutTankNameOnScreen
|
||||
|
||||
@@ -1189,7 +1138,7 @@ notpressed
|
||||
lda kbcode
|
||||
and #%10111111 ; SHIFT elimination
|
||||
|
||||
cmp #$08 ; O
|
||||
cmp #@kbcode._O ; $08 ; O
|
||||
bne @+
|
||||
jsr AreYouSure
|
||||
bit escFlag
|
||||
@@ -1199,7 +1148,7 @@ QuitToGameover
|
||||
mva #$40 escFlag
|
||||
rts
|
||||
@
|
||||
cmp #28 ; ESC
|
||||
cmp #@kbcode._esc ; 28 ; ESC
|
||||
bne @+
|
||||
jsr AreYouSure
|
||||
bit escFlag
|
||||
@@ -1207,64 +1156,62 @@ QuitToGameover
|
||||
;---esc pressed-quit game---
|
||||
rts
|
||||
@
|
||||
cmp #$3f ; A
|
||||
cmp #@kbcode._A ; $3f ; A
|
||||
bne @+
|
||||
callActivation
|
||||
; Hide all tanks - after inventory they may have other shapes
|
||||
mva #1 Erase
|
||||
jsr DrawTanks
|
||||
mva #0 Erase
|
||||
jsr ClearTanks
|
||||
jsr DefensivesActivate
|
||||
jmp afterInventory
|
||||
|
||||
@
|
||||
cmp #$0d ; I
|
||||
cmp #@kbcode._I ; $0d ; I
|
||||
bne @+
|
||||
callInventory
|
||||
; Hide all tanks - after inventory they may have other shapes
|
||||
mva #1 Erase
|
||||
jsr DrawTanks
|
||||
mva #0 Erase
|
||||
jsr ClearTanks
|
||||
;
|
||||
mva #$ff isInventory
|
||||
jsr Purchase
|
||||
afterInventory
|
||||
mva #0 dmactls ; dark screen
|
||||
jsr WaitOneFrame
|
||||
lda #song_ingame
|
||||
jsr RmtSongSelect
|
||||
mva #0 escFlag
|
||||
jsr MakeDarkScreen
|
||||
jsr DisplayStatus
|
||||
jsr SetMainScreen
|
||||
jsr WaitOneFrame
|
||||
jsr DrawTanks
|
||||
bit SpyHardFlag
|
||||
bpl NoSpyHard
|
||||
jsr SpyHard
|
||||
NoSpyHard
|
||||
RmtSong song_ingame
|
||||
mva #0 escFlag
|
||||
jsr WaitForKeyRelease
|
||||
jmp BeforeFire
|
||||
@
|
||||
cmp #$8e
|
||||
cmp #$80|@kbcode._up
|
||||
jeq CTRLPressedUp
|
||||
cmp #$8f
|
||||
cmp #$80|@kbcode._down
|
||||
jeq CTRLPressedDown
|
||||
cmp #$ac
|
||||
cmp #$80|@kbcode._tab
|
||||
jeq CTRLPressedTAB
|
||||
|
||||
and #$3f ;CTRL and SHIFT ellimination
|
||||
jumpFromStick
|
||||
cmp #$e
|
||||
cmp #@kbcode._up ; $e
|
||||
jeq pressedUp
|
||||
cmp #$f
|
||||
cmp #@kbcode._down ; $f
|
||||
jeq pressedDown
|
||||
cmp #$6
|
||||
cmp #@kbcode._left ; $6
|
||||
jeq pressedLeft
|
||||
cmp #$7
|
||||
cmp #@kbcode._right ; $7
|
||||
jeq pressedRight
|
||||
cmp #$21
|
||||
cmp #@kbcode._space ; $21
|
||||
jeq pressedSpace
|
||||
cmp #$2c
|
||||
cmp #@kbcode._tab ; $2c
|
||||
jeq pressedTAB
|
||||
cmp #$25 ; M
|
||||
cmp #@kbcode._M ; $25 ; M
|
||||
jeq pressedM
|
||||
cmp #$3e ; S
|
||||
cmp #@kbcode._S ; $3e ; S
|
||||
jeq pressedS
|
||||
jmp notpressed
|
||||
checkJoy
|
||||
@@ -1275,7 +1222,8 @@ checkJoy
|
||||
and #$0f
|
||||
cmp #$0f
|
||||
beq notpressedJoy
|
||||
tay
|
||||
tay
|
||||
mva #0 ATRACT ; reset atract mode
|
||||
lda joyToKeyTable,y
|
||||
jmp jumpFromStick
|
||||
notpressedJoy
|
||||
@@ -1373,11 +1321,10 @@ pressedRight
|
||||
mva #sfx_set_power_2 sfx_effect
|
||||
mva #1 Erase
|
||||
jsr DrawTankNr.BarrelChange
|
||||
dec AngleTable,x
|
||||
lda AngleTable,x
|
||||
cmp #255 ; -1
|
||||
dec:lda AngleTable,x
|
||||
cmp #255 ; -1
|
||||
jne BeforeFire
|
||||
lda #179
|
||||
lda #180
|
||||
sta AngleTable,x
|
||||
jmp BeforeFire
|
||||
|
||||
@@ -1392,7 +1339,7 @@ CTRLPressedRight
|
||||
sta AngleTable,x
|
||||
cmp #4 ; smallest angle for speed rotating
|
||||
jcs BeforeFire
|
||||
lda #179
|
||||
lda #180
|
||||
sta AngleTable,x
|
||||
jmp BeforeFire
|
||||
|
||||
@@ -1469,8 +1416,7 @@ pressedM
|
||||
; have you tried turning the music off and on again?
|
||||
lda #$ff
|
||||
eor:sta noMusic
|
||||
lda #song_ingame
|
||||
jsr RmtSongSelect
|
||||
RmtSong song_ingame
|
||||
jsr WaitForKeyRelease
|
||||
jmp BeforeFire
|
||||
|
||||
@@ -1485,9 +1431,10 @@ pressedS
|
||||
pressedSpace
|
||||
;=================================
|
||||
;we shoot here!!!
|
||||
|
||||
mva #0 pressTimer ; reset
|
||||
jsr WaitForKeyRelease
|
||||
lda #0
|
||||
sta ATRACT ; reset atract mode
|
||||
sta pressTimer ; reset
|
||||
jsr WaitForKeyRelease.StillWait
|
||||
lda pressTimer
|
||||
cmp #25 ; 1/2s
|
||||
bcc fire
|
||||
@@ -1586,7 +1533,7 @@ ShotUnderGround
|
||||
;xtraj=xtraj+vx - without Wind
|
||||
;vx=vx+Wind (Wind is a small fraction)
|
||||
;plot xtraj,ytraj - there is clearing in plot
|
||||
;goto begin
|
||||
;goto begin-
|
||||
|
||||
|
||||
|
||||
@@ -1905,12 +1852,19 @@ 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!
|
||||
@@ -1927,7 +1881,7 @@ MagDeflector
|
||||
bit random ; left or right deflection ?
|
||||
bpl RightDeflection
|
||||
LeftDeflection
|
||||
sbw XHit #18 ; 18 pixels to right and explode...
|
||||
sbw XHit #18 ; 18 pixels to left and explode...
|
||||
bit XHit+1 ; if off-screen ...
|
||||
bpl EndOfMagDeflector ; hit of course but we need RTS
|
||||
adw XHit #36 ; change to right :)
|
||||
@@ -1958,10 +1912,15 @@ NoDefence
|
||||
lsrw Force ; Force = Force / 2 - because earlier we multiplied by 2
|
||||
rts ; END !!!
|
||||
BouncyCastle
|
||||
; now in Y we have number of of the attacking player (TankNr) !
|
||||
lda ActiveWeapon,y
|
||||
; if Bouncy Castle bounced Funky Bomb - whole screen in range of soil down
|
||||
cmp #ind_Funky_Bomb_____
|
||||
bne @+
|
||||
jsr SetFullScreenSoilRange
|
||||
@
|
||||
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
|
||||
@@ -1972,13 +1931,18 @@ 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
|
||||
@@ -2331,14 +2295,8 @@ 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
|
||||
; -------------------------------------------------
|
||||
@@ -2460,8 +2418,7 @@ 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
|
||||
@@ -2476,7 +2433,63 @@ InverseScreenByte
|
||||
sta (temp),y
|
||||
rts
|
||||
.endp
|
||||
|
||||
; -------------------------------------------------
|
||||
.proc AutoDefense
|
||||
; -------------------------------------------------
|
||||
; This routine is run from inside of the main loop
|
||||
; X - index of tank
|
||||
; -------------------------------------------------
|
||||
jsr PrepareAIShoot.WepTableToTemp
|
||||
jsr UseBattery
|
||||
jsr TosserDefensives
|
||||
rts
|
||||
.endp
|
||||
; -------------------------------------------------
|
||||
.proc SpyHard
|
||||
; -------------------------------------------------
|
||||
mvx TankNr TargetTankNr ; save
|
||||
RepeatSpy
|
||||
mvx #0 TankNr
|
||||
CheckNextTankSH
|
||||
cpx TargetTankNr
|
||||
beq ThisTankItsMe
|
||||
lda Energy,x ; only active players
|
||||
beq ThisTankIsDead
|
||||
; run SpyHard for tank in X
|
||||
jsr DisplaySpyInfo
|
||||
jsr FlashTank
|
||||
@ jsr GetKey
|
||||
bit escFlag
|
||||
bmi SpyHardEnd
|
||||
cmp #@kbcode._space ; $21 ; Space
|
||||
beq SpyHardEnd
|
||||
cmp #@kbcode._ret ; Return key (5200 - fire)
|
||||
beq SpyHardEnd
|
||||
cmp #@kbcode._left ; $6
|
||||
beq SelectNextTank
|
||||
cmp #@kbcode._right ; $07 ; cursor right
|
||||
bne @-
|
||||
ThisTankIsDead
|
||||
ThisTankItsMe
|
||||
SelectNextTank
|
||||
inc TankNr
|
||||
ldx TankNr
|
||||
cpx NumberOfPlayers
|
||||
bne CheckNextTankSH
|
||||
beq RepeatSpy
|
||||
SpyHardEnd
|
||||
mvx TargetTankNr TankNr ; restore
|
||||
jsr DisplaySpyInfo
|
||||
mva #0 SpyHardFlag
|
||||
rts
|
||||
.endp
|
||||
.proc DisplaySpyInfo
|
||||
lda TankStatusColoursTable,x
|
||||
sta COLOR2 ; set color of status line
|
||||
jsr PutTankNameOnScreen
|
||||
jsr DisplayStatus
|
||||
rts
|
||||
.endp
|
||||
; -------------------------------------------------
|
||||
.proc TankFlying
|
||||
; -------------------------------------------------
|
||||
@@ -2486,9 +2499,9 @@ InverseScreenByte
|
||||
; -------------------------------------------------
|
||||
; Let's designate the flight altitude.
|
||||
jsr CheckMaxMountain
|
||||
cmp #(12+18) ; tank witch shield (12) and max alt (18) check
|
||||
cmp #(12+18) ; tank with shield (12) and max alt (18) check
|
||||
bcc IsToHigh
|
||||
sbc #12 ; tank witch shield high correction
|
||||
sbc #12 ; tank with shield high correction
|
||||
bne StoreMaxAlt
|
||||
IsToHigh
|
||||
lda #18
|
||||
@@ -2572,11 +2585,7 @@ 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
|
||||
@@ -2619,7 +2628,7 @@ notpressed
|
||||
lda kbcode
|
||||
and #%00111111 ; CTRL and SHIFT elimination
|
||||
|
||||
cmp #28 ; ESC
|
||||
cmp #@kbcode._esc ; 28 ; ESC
|
||||
bne @+
|
||||
jsr AreYouSure
|
||||
bit escFlag
|
||||
@@ -2628,11 +2637,11 @@ notpressed
|
||||
rts
|
||||
@
|
||||
jumpFromStick
|
||||
cmp #$6
|
||||
cmp #@kbcode._left ; $6
|
||||
jeq pressedLeft
|
||||
cmp #$7
|
||||
cmp #@kbcode._right ; $7
|
||||
jeq pressedRight
|
||||
cmp #$21
|
||||
cmp #@kbcode._space ; $21
|
||||
jeq pressedSpace
|
||||
jmp notpressed
|
||||
checkJoy
|
||||
@@ -2663,10 +2672,10 @@ 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
|
||||
@@ -2726,10 +2735,10 @@ 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
|
||||
@@ -2868,11 +2877,7 @@ 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
|
||||
@@ -2909,11 +2914,13 @@ 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
|
||||
@@ -2954,7 +2961,7 @@ CheckCollisionWithShieldedTank
|
||||
bcs LeftFromTheTank
|
||||
tya ;add 16 double byte
|
||||
clc
|
||||
adc #16
|
||||
adc #TankWidth+4+4
|
||||
tay
|
||||
lda xtankstableH,x
|
||||
adc #0
|
||||
|
||||
Reference in New Issue
Block a user