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| 89d6f4834b |
+17
-14
@@ -14,10 +14,10 @@ On the first screen, you can configure gameplay options:
|
||||
* frequency of suicides :) - if for a number of turns the game has not recorded hits (tanks are constantly shooting inaccurately), after one of such misses a tank commits suicide - here you determine how long they can "shooting for the stars" :) - if only people play the optimal setting is "norm", in the case of computer-controlled players ... you choose.
|
||||
* The height (and undulation) of the mountains from almost flat (NL - Kingdom of the Netherlands), to soaring and high (NP - Federal Democratic Republic of Nepal)
|
||||
* the way the walls (edges of the screen) work:
|
||||
* none - projectiles that flew off the screen do not return
|
||||
* wrap - the screen "wraps" and projectiles that flew to the right appear on the left side (and vice versa)
|
||||
* bump - the right and left walls deflect projectiles that want to fly through them
|
||||
* boxy - just like bump, except that the "ceiling" also reflects projectiles
|
||||
* none - projectiles that flew off the screen do not return (black color of the screen frame)
|
||||
* 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)
|
||||
* bump - the right and left walls deflect projectiles that want to fly through them (dark blue color of the screen frame)
|
||||
* boxy - just like bump, except that the "ceiling" also reflects projectiles (green color of the screen frame)
|
||||
* rand - at the beginning of each round, one of the above 4 ways the walls work is drawn.
|
||||
|
||||
During gameplay, the current mode of the walls is represented by the color of the screen frame: none - black, wrap - purple, bump - blue, boxy - green.
|
||||
@@ -56,16 +56,19 @@ The status line shows which player is currently allowed to take a shot and a set
|
||||
* in parentheses is the name of the active defensive weapon - if there is any activated by the player.
|
||||
|
||||
The keyboard controls here are simple, cursor keys or joystick: left/right - change the angle of the barrel, up/down - change the the force of the shot.
|
||||
* [SPACE] or joystick button pressed briefly - firing a shot.
|
||||
* [TAB] or [SELECT] - selection of offensive weapons (this option is not available directly with the joystick - you need to select Inventory).
|
||||
* [I] or longer holding the joystick button - go to Inventory. It is a screen (actually two) with the same layout as the shopping menu, it also works similarly except that here you don't buy weapons, but choose one of the offensive ones to shoot or activate a defensive weapon.
|
||||
* [A] or [OPTION] - go directly to the defensive weapons activation.
|
||||
* [M] key - disable/enable background music.
|
||||
* [S] key - disable/enable effect sounds.
|
||||
* [START] - speed up some game animations.
|
||||
* [O] - end the current game and jump to the Game Over screen with a summary. The summary of the results does not take into account the current round of the game, but only the rounds completed earlier. This corresponds to pressing the [ESC] key with the difference that the summary and credits are displayed.
|
||||
* [START] + [OPTION] - immediately force the end of the game (Game Over), just like [O] but without confirmation.
|
||||
* [ESC] - during the entire game at any time (unless the computer is playing, then sometimes you have to wait a while) you can press the [ESC] key, which allows you to abort the game and return to the beginning (of course, there is protection against accidental pressing).
|
||||
|
||||
| A800 | 5200 | function |
|
||||
| --- | --- | --- |
|
||||
| [SPACE] | [0] | or joystick button pressed briefly - firing a shot. |
|
||||
| [TAB] or [SELECT] | [5] | selection of offensive weapons (this option is not available directly with the joystick - you need to select Inventory) |
|
||||
| [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. |
|
||||
| [A] or [OPTION] | [7] | go directly to the defensive weapons activation.
|
||||
| [M] | [PAUSE] | disable/enable background music. |
|
||||
| [S] key | [RESET] | disable/enable effect sounds. |
|
||||
| [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. |
|
||||
| [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). |
|
||||
|
||||
## 5. Game mechanics - offensive weapons
|
||||
|
||||
|
||||
+4
-4
@@ -13,10 +13,10 @@ 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.
|
||||
|
||||
@@ -46,7 +46,35 @@ 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 1.17
|
||||
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
|
||||
@@ -60,7 +88,7 @@ Changes:
|
||||
* 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.
|
||||
* Manuals updated. https://github.com/pkali/scorch_src/releases/tag/v1.16
|
||||
|
||||
|
||||
###### Version 1.13
|
||||
|
||||
Binary file not shown.
+5
-2
@@ -594,11 +594,14 @@ CreditsStart
|
||||
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"*
|
||||
@@ -609,7 +612,7 @@ CreditsStart
|
||||
dta d" "*
|
||||
CreditsEnd
|
||||
.IF target = 5200
|
||||
CreditsLines=36
|
||||
CreditsLines=37
|
||||
.ELSE
|
||||
CreditsLines=42 ; 34 in reality. add 7?
|
||||
.ENDIF
|
||||
|
||||
@@ -25,6 +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
|
||||
|
||||
@@ -13,9 +13,10 @@ PurchaseDL
|
||||
DLPurTitleAddr
|
||||
.word PurchaseTitle
|
||||
.byte $50
|
||||
.byte $42+$80
|
||||
.byte $42
|
||||
.word purchaseTextBuffer
|
||||
.byte $60,$42
|
||||
.byte $00+$80
|
||||
.byte $50,$42
|
||||
MoreUpdl
|
||||
.word EmptyLine
|
||||
.byte 0,$42
|
||||
|
||||
+4
-4
@@ -117,8 +117,8 @@ dl ; MAIN game display list
|
||||
.byte $70
|
||||
.byte $42
|
||||
.word statusBuffer
|
||||
.byte $02, $02 +$80 ;DLI
|
||||
.byte $10 ; 2 blank lines
|
||||
.byte $02, $02
|
||||
.byte $10+$80 ; 2 blank lines + DLI
|
||||
|
||||
.byte $4f
|
||||
.word display ; 1 line
|
||||
@@ -213,13 +213,13 @@ GameOverDL
|
||||
.byte $70,$40
|
||||
.byte $47 ; 16 gr8 lines
|
||||
.word GameOverTitle
|
||||
.byte $60 ; 7 lines down to match new sprite position
|
||||
; .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
|
||||
|
||||
+4
-2
@@ -78,8 +78,10 @@
|
||||
; 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
|
||||
|
||||
+4
-2
@@ -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
|
||||
|
||||
+97
-34
@@ -6,7 +6,7 @@
|
||||
;Miami & Warsaw 2022
|
||||
|
||||
;---------------------------------------------------
|
||||
.def TARGET = 800 ;5200 ; or 800
|
||||
.def TARGET = 800; 5200 ; or 800
|
||||
;atari800 -5200 -cart ${outputFilePath} -cart-type 4
|
||||
;atari800 -run ${outputFilePath}
|
||||
;---------------------------------------------------
|
||||
@@ -15,7 +15,7 @@
|
||||
|
||||
;---------------------------------------------------
|
||||
.macro build
|
||||
dta d"1.16" ; number of this build (4 bytes)
|
||||
dta d"1.17" ; number of this build (4 bytes)
|
||||
.endm
|
||||
|
||||
.macro RMTSong
|
||||
@@ -26,7 +26,7 @@
|
||||
;---------------------------------------------------
|
||||
icl 'definitions.asm'
|
||||
;---------------------------------------------------
|
||||
|
||||
.zpvar DliColorBack .byte = $63
|
||||
.zpvar xdraw .word = $64 ;variable X for plot
|
||||
.zpvar ydraw .word ;variable Y for plot (like in Atari Basic - Y=0 in upper right corner of the screen)
|
||||
.zpvar xbyte .word
|
||||
@@ -70,6 +70,7 @@
|
||||
.zpvar IsEndOfTheFallFlag .byte ; for small speedup ground falling
|
||||
.zpvar sfx_effect .byte
|
||||
.zpvar RMT_blocked .byte
|
||||
.zpvar ScrollFlag .byte
|
||||
|
||||
; --------------OPTIMIZATION VARIABLES--------------
|
||||
.zpvar Force .word
|
||||
@@ -251,6 +252,24 @@ FirstSTART
|
||||
cpy #screenheight+1
|
||||
bne @-
|
||||
|
||||
.IF TARGET = 800
|
||||
lda PAL
|
||||
and #%00001110
|
||||
bne NoRMT_PALchange
|
||||
;it is PAL here
|
||||
; Change RMT to PAL version
|
||||
; 5 values in RMT file
|
||||
; not elegant :(
|
||||
mva #$06 MODUL-6+$941
|
||||
mva #$10 MODUL-6+$a43
|
||||
mva #$06 MODUL-6+$b9d
|
||||
mva #$04 MODUL-6+$bd2
|
||||
mva #$08 MODUL-6+$e17
|
||||
mva #$06 MODUL-6+$e3d
|
||||
NoRMT_PALchange
|
||||
.ENDIF
|
||||
|
||||
|
||||
; RMT INIT
|
||||
lda #$f0 ;initial value
|
||||
sta RMTSFXVOLUME ;sfx note volume * 16 (0,16,32,...,240)
|
||||
@@ -1106,7 +1125,7 @@ MakeTanksVisible
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc DLIinterruptGraph
|
||||
/* .proc DLIinterruptGraph
|
||||
;sta dliA
|
||||
;sty dliY
|
||||
pha
|
||||
@@ -1115,9 +1134,9 @@ MakeTanksVisible
|
||||
lda dliColorsBack,y
|
||||
ldy dliColorsFore
|
||||
.IF TARGET = 800
|
||||
nop ; necessary on 800 because DLIs take less time, jitter visible without it
|
||||
nop ; necessary on 800 because DLIs take less time, jitter visible without it
|
||||
nop
|
||||
.ENDIF
|
||||
nop
|
||||
sta COLPF1
|
||||
sty COLPF2
|
||||
inc dliCounter
|
||||
@@ -1126,6 +1145,26 @@ MakeTanksVisible
|
||||
ply
|
||||
pla
|
||||
rti
|
||||
.endp */
|
||||
|
||||
.proc DLIinterruptGraph
|
||||
pha
|
||||
lda dliColorsFore
|
||||
nop
|
||||
nop
|
||||
nop
|
||||
.IF TARGET = 800
|
||||
nop ; necessary on 800 because DLIs take less time, jitter visible without it
|
||||
nop
|
||||
|
||||
.ENDIF
|
||||
sta COLPF2
|
||||
lda DliColorBack
|
||||
sta COLPF1
|
||||
eor #$02
|
||||
sta DliColorBack
|
||||
pla
|
||||
rti
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc DLIinterruptOptions
|
||||
@@ -1149,14 +1188,14 @@ MakeTanksVisible
|
||||
lda dliCounter
|
||||
bne EndofPMG
|
||||
lda #%00100001 ; playfield after P/M - prior=1
|
||||
STA WSYNC
|
||||
;STA WSYNC
|
||||
sta PRIOR
|
||||
bne EndOfDLI_GO
|
||||
EndofPMG
|
||||
cmp #1
|
||||
bne ColoredLines
|
||||
lda #%00100100 ; playfield before P/M
|
||||
STA WSYNC
|
||||
;STA WSYNC
|
||||
sta PRIOR
|
||||
bne EndOfDLI_GO
|
||||
ColoredLines
|
||||
@@ -1165,29 +1204,13 @@ ColoredLines
|
||||
tay
|
||||
lda GameOverColoursTable-3,y ; -2 because this is DLI nr 2 and -1 (labels line)
|
||||
ldy #$0a ; text colour (brightnes)
|
||||
STA WSYNC
|
||||
;STA WSYNC
|
||||
sta COLPF2
|
||||
sty COLPF1
|
||||
bne EndOfDLI_GO
|
||||
CreditsScroll
|
||||
lda #$00
|
||||
sta COLPF2
|
||||
inc CreditsVScrol
|
||||
lda CreditsVScrol
|
||||
cmp #32 ;not too fast
|
||||
beq nextlinedisplay
|
||||
:2 lsr ;not too fast
|
||||
sta WSYNC
|
||||
sta VSCROL
|
||||
jmp EndOfDLI_GO
|
||||
nextlinedisplay
|
||||
lda #0
|
||||
sta CreditsVScrol
|
||||
sta VSCROL
|
||||
adw DLCreditsAddr #40
|
||||
cpw DLCreditsAddr #CreditsLastLine
|
||||
bne EndOfDLI_GO
|
||||
mwa #Credits DLCreditsAddr
|
||||
EndOfDLI_GO
|
||||
inc dliCounter
|
||||
ply
|
||||
@@ -1199,7 +1222,7 @@ EndOfDLI_GO
|
||||
;sta dliA
|
||||
pha
|
||||
lda #TextBackgroundColor
|
||||
sta WSYNC
|
||||
;sta WSYNC
|
||||
sta COLPF2
|
||||
mva #TextForegroundColor COLPF3
|
||||
;lda dliA
|
||||
@@ -1210,6 +1233,7 @@ DLIinterruptNone
|
||||
;--------------------------------------------------
|
||||
.proc VBLinterrupt
|
||||
mva #0 dliCounter
|
||||
mva #$02 DliColorBack
|
||||
|
||||
lda PAL
|
||||
and #%00001110
|
||||
@@ -1218,12 +1242,14 @@ DLIinterruptNone
|
||||
dec NTSCcounter
|
||||
bne itsPAL
|
||||
mva #6 NTSCcounter
|
||||
bne exitVBL ; skip doing VBL things each 6 frames in Amerika, Amerika
|
||||
bne SkippedIfNTSC ; skip doing VBL things each 6 frames in Amerika, Amerika
|
||||
; We're all living in Amerika, Coca Cola, Wonderbra
|
||||
|
||||
itsPAL
|
||||
; pressTimer is trigger tick counter. always 50 ticks / s
|
||||
bit:smi:inc pressTimer ; timer halted if >127. max time measured 2.5 s
|
||||
|
||||
SkippedIfNTSC
|
||||
|
||||
bit RMT_blocked
|
||||
bmi SkipRMTVBL
|
||||
@@ -1243,7 +1269,37 @@ lab2
|
||||
jsr RASTERMUSICTRACKER+3 ;1 play
|
||||
; ------- RMT -------
|
||||
SkipRMTVBL
|
||||
exitVBL
|
||||
bit ScrollFlag
|
||||
bpl EndOfCreditsVBI
|
||||
CreditsVBI
|
||||
inc CreditsVScrol
|
||||
lda CreditsVScrol
|
||||
cmp #32 ;not too fast
|
||||
beq nextlinedisplay
|
||||
:2 lsr ;not too fast
|
||||
sta VSCROL
|
||||
jmp EndOfCreditsVBI
|
||||
nextlinedisplay
|
||||
lda #0
|
||||
sta CreditsVScrol
|
||||
sta VSCROL
|
||||
clc
|
||||
lda DLCreditsAddr
|
||||
adc #40
|
||||
sta DLCreditsAddr
|
||||
bcc @+
|
||||
inc DLCreditsAddr+1
|
||||
@
|
||||
cmp #<CreditsLastLine
|
||||
bne EndOfCreditsVBI
|
||||
lda DLCreditsAddr+1
|
||||
cmp #>CreditsLastLine
|
||||
bne EndOfCreditsVBI
|
||||
; adw DLCreditsAddr #40
|
||||
; cpw DLCreditsAddr #CreditsLastLine
|
||||
; bne EndOfCreditsVBI
|
||||
mwa #Credits DLCreditsAddr
|
||||
EndOfCreditsVBI
|
||||
.IF TARGET = 5200
|
||||
center = 114 ;Read analog stick and make it look like a digital stick
|
||||
threshold = 60
|
||||
@@ -1601,6 +1657,8 @@ notpressedJoyGetKey
|
||||
lda #@kbcode._ret ;Return key
|
||||
|
||||
getkeyend
|
||||
ldx #0
|
||||
stx ATRACT ; reset atract mode
|
||||
mvx #sfx_keyclick sfx_effect
|
||||
rts
|
||||
.endp
|
||||
@@ -1617,22 +1675,27 @@ getkeyend
|
||||
;--------------------------------------------------
|
||||
.proc WaitForKeyRelease
|
||||
;--------------------------------------------------
|
||||
mva #128-KeyRepeatSpeed pressTimer ; tricky
|
||||
StillWait
|
||||
bit pressTimer
|
||||
bmi KeyReleased
|
||||
lda STICK0
|
||||
and #$0f
|
||||
cmp #$0f
|
||||
bne WaitForKeyRelease
|
||||
bne StillWait
|
||||
lda STRIG0
|
||||
beq WaitForKeyRelease
|
||||
beq StillWait
|
||||
.IF TARGET = 800
|
||||
lda SKSTAT
|
||||
cmp #$ff
|
||||
bne WaitForKeyRelease
|
||||
bne StillWait
|
||||
lda CONSOL
|
||||
and #%00000110 ; Select and Option only
|
||||
cmp #%00000110
|
||||
bne WaitForKeyRelease
|
||||
rts
|
||||
bne StillWait
|
||||
.ENDIF
|
||||
KeyReleased
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc IsKeyPressed ; A=0 - yes , A>0 - no
|
||||
@@ -1794,7 +1857,7 @@ TankFont
|
||||
org $b000
|
||||
MODUL ; equ $b000 ;address of RMT module
|
||||
;opt h- ;RMT module is standard Atari binary file already
|
||||
ins "artwork/sfx/scorch_str6.rmt",+6 ;include music RMT module
|
||||
ins "artwork/sfx/scorch_str6-NTSC.rmt",+6 ;include music RMT module
|
||||
;opt h+
|
||||
MODULEND
|
||||
;----------------------------------------------
|
||||
|
||||
BIN
Binary file not shown.
BIN
Binary file not shown.
+7
-5
@@ -398,7 +398,7 @@ ChoosingItemForPurchase
|
||||
jsr getkey
|
||||
bit escFlag
|
||||
spl:jmp WaitForKeyRelease ; like jsr ... : rts
|
||||
cmp #@kbcode._esc ; $2c ; Tab
|
||||
cmp #@kbcode._tab ; $2c ; Tab
|
||||
jeq ListChange
|
||||
cmp #@kbcode._left ; $06 ; cursor left
|
||||
jeq ListChange
|
||||
@@ -2022,6 +2022,7 @@ FinishResultDisplay
|
||||
jsr GameOverResultsClear
|
||||
jsr CopyFromPurchaseAndGameOver
|
||||
mwa #GameOverDL dlptrs
|
||||
mva #$ff ScrollFlag ; credits scroll on
|
||||
lda #%00111110 ; normal screen width, DL on, P/M on
|
||||
sta dmactls
|
||||
lda #%00100100 ; playfield before P/M
|
||||
@@ -2139,7 +2140,7 @@ 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
|
||||
@@ -2154,9 +2155,9 @@ 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
|
||||
@@ -2173,11 +2174,12 @@ FastTank
|
||||
bpl AllTanksFloatingDown
|
||||
jsr IsKeyPressed
|
||||
bne MainTanksFloatingLoop ; neverending loop
|
||||
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
|
||||
|
||||
+13
-4
@@ -1206,7 +1206,8 @@ checkJoy
|
||||
and #$0f
|
||||
cmp #$0f
|
||||
beq notpressedJoy
|
||||
tay
|
||||
tay
|
||||
mva #0 ATRACT ; reset atract mode
|
||||
lda joyToKeyTable,y
|
||||
jmp jumpFromStick
|
||||
notpressedJoy
|
||||
@@ -1415,9 +1416,10 @@ 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
|
||||
@@ -1895,6 +1897,13 @@ 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)!
|
||||
mva #1 Erase
|
||||
|
||||
Reference in New Issue
Block a user