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+17
-7
@@ -24,11 +24,16 @@ On the first screen, you can configure gameplay options:
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Select options with cursor keys or a joystick.
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The [TAB] or [SELECT] key, and on the Atari 5200 console the [5] controller key change the color of the mountains (3 versions to choose).
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The [RETURN] key or a joystick button moves to the next screen.
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## 2. Entering the name of players and selecting the level of computer-controlled players
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The second screen is shown for each player. Here you can use the cursor keys or joystick to select whether the tank will be driven by a human (HUMAN option) or a computer (other options). At the same time, you can enter the name of the selected player from the keyboard.
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The second screen is shown for each player. Here you can use the cursor keys or joystick to select whether the tank will be driven by a human (HUMAN option) or a computer (other options).
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The [TAB] or [SELECT] key, and on the Atari 5200 console the [5] controller key allow you to choose which joystick port the player will use.
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The [INVERSE] or [OPTION] key allows you to select one of the 3 available tank shapes. On the Atari 5200 console, this is achieved by cycling through joystick ports with the [5] key.
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At the same time, you can enter the name of the selected player from the keyboard.
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When the [RETURN] key is pressed or the Joystick button is pressed briefly, the screen switches to the next player until the difficulty levels for each player are selected.
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The player's name can also be entered with the joystick. After pressing and holding the button for more than 1s. you can use up/down movements to change the letter being entered, and left/right movements to change its position in the name. Releasing the button ends the name entry and returns to the level selection.
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@@ -47,12 +52,14 @@ Another [RETURN] key or joystick button press switches to the next player's shop
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The status line shows which player is currently allowed to take a shot and a set of other information:
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* player's tank name,
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* active joystick number
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* currently selected offensive weapon,
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* the player's remaining energy points and if he has an active defensive weapon that has its energy - in parentheses the energy level,
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* the angle and the direction of the barrel set by the player,
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* the shot strength set by the player (the maximum shot strength is limited by the player's energy - it can not exceed the energy * 10 . This means that you can fire weaker shots only when having a small amount of energy,
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* the current round number,
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* wind speed and direction,
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* "computer" symbol if **Auto Defense** is active,
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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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@@ -60,7 +67,7 @@ The keyboard controls here are simple, cursor keys or joystick: left/right - cha
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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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| [TAB] or [SELECT] | [5] | selection of offensive weapons (this option is not available directly with the joystick - you need to select Inventory). In the main menu it changes the mountain shading, indicated by the hill color change at the bottom of the screen. |
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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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@@ -69,6 +76,7 @@ The keyboard controls here are simple, cursor keys or joystick: left/right - cha
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| [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.
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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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| [Y] | [1] | when asked to abort or terminate the game - confirmation |
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## 5. Game mechanics - offensive weapons
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@@ -128,7 +136,7 @@ And here are the values of maximum energy loss for individual weapons. If a weap
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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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| LeapFrog| 136 112 112 |
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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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@@ -159,7 +167,7 @@ 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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@@ -169,8 +177,10 @@ Only these 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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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!
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* **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.
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* **Lazy Darwin** - works just like **Lazy Boy** but targets the weakest opponent. In this weapon, after automatic targeting, "visual targeting" remains active, so you can easily change the target and independently select another opponent by seeing if you hit him.
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* **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 "computer" symbol 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.
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* **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.
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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.
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@@ -182,7 +192,7 @@ And of course, activating a weapon when you already have some other weapon activ
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## 7. "Other" weapons:
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* **Buy me!** - this is a 'loot box', not a weapon per se. Buying it draws one of the offensive or (rarely) defensive weapons and adds it to the player's arsenal. It is a lottery in which you can lose (if you draw a weapon cheaper than the **Buy Me!** price) but also gain. You can get a weapon otherwise not affordable at all!
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* **Best F...g Gifts** - this is a 'loot box', not a weapon per se. Buying it draws one of the offensive or (rarely) defensive weapons and adds it to the player's arsenal. It is a lottery in which you can lose (if you draw a weapon cheaper than the **Best F...g Gifts** price) but also gain. You can get a weapon otherwise not affordable at all! There is a small probability of drawing by **Best F...g Gifts** itself :). You can then try to use it in battle.
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## 8. difficulty levels of computer-controlled opponents:
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+29
-18
@@ -3,7 +3,7 @@
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Grać można przy użyciu klawiatury (wszystkie funkcjonalności) lub joysticka (wszystkie funkcjonalności niezbędne w rozgrywce).
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## 1. Wybór opcji gry.
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Na pierwszym ekranie możemy skonfigurować opcje rozgrywwki:
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Na pierwszym ekranie możemy skonfigurować opcje rozgrywki:
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* ilość graczy (2 - 6) obejmuje tak ludzi jak graczy sterowanych przez komputer
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* początkową ilość gotówki każdego z graczy (8k to wybrana przez nas wartość optymalna, lecz przy krótkich rozgrywkach warto wybrać większą wartość)
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* grawitacja
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@@ -23,10 +23,15 @@ Na pierwszym ekranie możemy skonfigurować opcje rozgrywwki:
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Wybór opcji klawiszami kursora lub joystickiem.
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Klawisz [TAB] lub [SELECT], a na konsoli Atari 5200 klawisz [5] kontrolera zmieniają kolor gór (3 wersje do wyboru).
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Klawisz [RETURN] lub przycisk Joysticka przechodzi do następnego ekranu.
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## 2. Wprowadzanie nazwy graczy i wybór poziomu graczy sterowanych przez komputer
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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.
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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).
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Klawisz [TAB] lub [SELECT], a na konsoli Atari 5200 klawisz [5] kontrolera pozwalają wybrać z którego portu joysticka będzie korzystał gracz.
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Klawisz [INVERSE] lub [OPTION] umożliwiają wybór jednego z 3 dostępnych kształtów czołgów. Na konsoli Atari 5200 uzyskuje się to poprzez cykliczne wybieranie kolejnych portów joysticka klawiszem [5].
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Jednocześnie z klawiatury można wprowadzić nazwę wybranego gracza.
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Po naciśnięciu klawisza [RETURN] lub krótkim naciśnięciu przycisku Joysticka ekran przechodzi na następnego gracza aż zostaną wybrane poziomy trudności dla wszystkich.
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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.
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@@ -46,28 +51,31 @@ Klawisz [RETURN] lub przycisk joysticka przechodzi do ekranu zakupów następneg
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W linii statusowej widoczna jest informacja o tym który z graczy aktualnie może oddać strzał oraz zestaw innych informacji:
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* nazwa czołgu gracza
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* numer aktywnego joysticka
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* wybrana aktualnie broń ofensywna
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* pozostała ilość punktów energii gracza i jeśli ma on aktywną broń defensywną posiadającą swój zasób energii - w nawiasie ten zasób
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* ustawiony przez gracza kąt nachylenia lufy i kierunek jej nachylenia
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* 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
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* numer aktualnej rundy rozgrywki
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* prędkość i kierunek wiatru
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* w nawiasie nazwę aktywnej broni defensywnej - jeśli jest jakaś aktywowana przez gracz
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* symbol "komputera" jeśli aktywna jest **Auto Defense**
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* w nawiasie nazwę aktywnej broni defensywnej - jeśli jest jakaś aktywowana przez gracza
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Tutaj klawiszologia jest prosta, klawisze kursora lub joystick: lewo/prawo - zmiana kąta nachylenia lufy, góra/dół - zmiana ustawienia siły strzału.
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| A800 | 5200 | funkcja |
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| --- | --- | --- |
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| [SPACJA] | [0] | lub przycisk joysticka naciśnięte krótko - oddanie strzału |
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| [TAB] lub [SELECT] | [5] | wybór broni ofensywnej (ta opcja nie jest dostępna bezpośrednio joystickiem - trzeba wybrać Inventory) |
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| [TAB] lub [SELECT] | [5] | wybór broni ofensywnej (ta opcja nie jest dostępna bezpośrednio joystickiem - trzeba wybrać Inventory). W głównym menu zmienia cieniowanie gór, widoczne w kolorze górek na dole ekranu. |
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| [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. |
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| [A] lub [OPTION] | [7] | bezpośrednie przejście na ekran Inventory aktywacji broni defensywnych. |
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| [M] | [PAUSE] | wyłączenie/włączenie muzyki w tle |
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| [S] | [RESET] | wyłączenie/włączenie dźwięków efektów. |
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| [START] | brak | przyspiesza/pomimja niektóre animacje w grze |
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| [START] | brak | przyspiesza/pomija niektóre animacje w grze |
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| [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. |
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| [START] + [OPTION] | brak | natychmiastowe wymuszenie zakończenia gry (Game Over), tak jak [O] ale bez potwierdzenia. |
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| [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). |
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| [Y] | [1] | w przypadku pytania o przerwanie lub zakończenie gry - potwierdzenie decyzji |
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## 5. Zasady gry - bronie ofensywne
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@@ -116,8 +124,8 @@ Po eksplozji każdy czołg w jej zasięgu traci energię.
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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.
|
||||
|
||||
Przykładowo jeśli strzał oddany za pomocą broni Baby Missile trafi idelanie w centum czołgu to straci on dokładnie 88 jednostek energii (plus to co straci spadając po eksplozji).
|
||||
W przypadku tafienia tą samą bronią w odległości 10ciu pikseli od centrum czołgu strata ta będzie wynośiła już tyko 8 jednostek.
|
||||
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 oto wartości maksymalnego ubytku energii dla poszczególnych broni. Jeśli broń eksploduje kilka razy, każda z eksplozji jest obliczana niezależnie (dodatkowe wartości w tabeli):
|
||||
|
||||
@@ -127,7 +135,7 @@ A oto wartości maksymalnego ubytku energii dla poszczególnych broni. Jeśli br
|
||||
| Missile | 136 |
|
||||
| Baby Nuke | 200 |
|
||||
| Nuke | 240 |
|
||||
| LeapFrog| 136 120 104 |
|
||||
| LeapFrog| 136 112 112 |
|
||||
| Funky Bomb | 168 88 (* 5) |
|
||||
| MIRV | 136 (* 5) |
|
||||
| Death's Head | 240 (* 5) |
|
||||
@@ -157,18 +165,22 @@ Duże punkty otrzymane przez gracza to ilość czołgów, które zginęły wcze
|
||||
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 fajnie 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 tak jak **Lazy Boy** ale celuje w najsłabszego przeciwnika. W tej broni po automatycznym celowaniu pozostaje aktywne "celowanie wizualne" można więc łątwo zmienić cel i samodzielnie wybrać innego przeciwnika widząc czy w niego trafimy.
|
||||
* **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 symbolem "komputera" 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!
|
||||
|
||||
@@ -182,8 +194,7 @@ 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!
|
||||
|
||||
* **Best F...g Gifts** - tej 'broni' nie używa śię 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 **Best F...g Gifts** ale też zyskać. Jeśli wylosuje się broń dużo droższa możemy otrzymać do dyspozycji broń, na którą nie było nas stać! Istnieje niewielkie prawdopodobieństwo wylosowania przez **Best F...g Gifts** samej siebie :). Można wtedy spróbować użyć jej w walce.
|
||||
|
||||
## 8. Poziomy trudności przeciwników sterowanych przez komputer:
|
||||
|
||||
|
||||
@@ -51,19 +51,91 @@ With the advent of [fujinet](https://fujinet.online/) we are thinking about maki
|
||||
|
||||
## Changelog:
|
||||
|
||||
###### Version 1.22
|
||||
2022-12-24
|
||||
|
||||
Christmas colors edition! Can you carve a quarter of a page of memory from two decades old code? Sure @Pecusx can! So finally we have the most requested feature - C0L0RS on the game screen, adjusted with Adam's help.
|
||||
Press [TAB] twice in the main menu to switch to a screen with colors.
|
||||
Other (dubious) improvements:
|
||||
- New Lazy Darwin, it is spectacular, check it out!!!
|
||||
- Smoke Tracer does not smoke when targeting with Lazy Darwin
|
||||
- Lazy Boy works well with joystick
|
||||
- Another fix for self-destructing tanks shooting low angles (0-4 degrees)
|
||||
- New, better tank shapes by Adam
|
||||
- Barrel start point correction fixes very rare aiming issues
|
||||
- Soil slide after Hovercraft usage optimized
|
||||
|
||||
|
||||
|
||||
###### Version 1.21
|
||||
2022-12-10
|
||||
|
||||
We couldn't resist! This is the Senior Executive Director's Cut.
|
||||
By virtue of byte misering we squeezed in a few new features:
|
||||
* new selectable tank shapes - change the controller enough times to get a different tank model
|
||||
* lonely bad pixel after Liquid Dirt fixed
|
||||
* mountain colors (or shades) possible, switch with [Tab] in the main menu
|
||||
* active controller number display in the game, store, and inventory screens
|
||||
* a very special terminator mode for Moron
|
||||
|
||||
|
||||
###### Version 1.20
|
||||
2022-11-23
|
||||
|
||||
It's the final cut. Director's Cut.
|
||||
We squeezed the code and saved some bytes to add the joystick/controller selection. No more fights for the stick, up to 4 players can have fun with their own manipulators. And the fifth one can still use the keyboard :).
|
||||
Our most prolific testers Arek and Alex called for a number of fixes. Thank you, guys!
|
||||
* Players can select their controllers.
|
||||
* Better Auto Defense symbol in the status line.
|
||||
* Battery performance in AI and Auto Defense fixed.
|
||||
* More accurate and faster Laser.
|
||||
* Boost For Gifts includes a secret, quite powerful weapon.
|
||||
* Points counting fix-up (edge cases eliminated).
|
||||
* Long lists in inventory and shop were pointing to a weapon outside the screen. Fixed.
|
||||
* Lazy Boys now remember the last weapon used.
|
||||
* Especially for XEGS - SELECT key changes the joystick similarly to TAB.
|
||||
* Rare P/M glitches fixed.
|
||||
* ExplosionRange variable glitched (rarely) due to byte/word mix-up. Fixed.
|
||||
* Bouncy Castle was bouncing the laser from inside. Fixed.
|
||||
* Shielded tanks were autodestructing when shooting with angle 0. Fixed.
|
||||
* Physics of bouncing off the walls was incorrect for some weapons. Fixed.
|
||||
|
||||
|
||||
###### Version 1.19
|
||||
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.
|
||||
* A bug in MADS optimization was causing parts of SEPPUKU message to stay on screen.
|
||||
* 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 hearth's desire.
|
||||
* 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 variables was declared as a byte but used as a word which might cause some rare instabilities.
|
||||
* 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 extend. Fixing it required a complete rewrite of this portion of the menu.
|
||||
* 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
|
||||
|
||||
@@ -22,9 +22,12 @@
|
||||
pha
|
||||
lda AIRoutines,y
|
||||
pha
|
||||
|
||||
; it's no necessary - PrepareAIShoot is next proc :)
|
||||
; jsr PrepareAIShoot
|
||||
; rts
|
||||
.endp
|
||||
;----------------------------------------------
|
||||
;.proc MakeLowResDistances
|
||||
.proc PrepareAIShoot
|
||||
; create low precision table of positions
|
||||
; by dividing positions by 4
|
||||
ldy #MaxPlayers-1
|
||||
@@ -39,11 +42,10 @@ loop
|
||||
sta LowResDistances,y
|
||||
dey
|
||||
bpl loop
|
||||
; rts
|
||||
;.endp
|
||||
|
||||
; common values used in AI routines
|
||||
; address of weapons table (for future use)
|
||||
WepTableToTemp
|
||||
lda TanksWeaponsTableL,x
|
||||
sta temp
|
||||
lda TanksWeaponsTableH,x
|
||||
@@ -80,7 +82,10 @@ AIRoutines
|
||||
mwa #80 RandBoundaryLow
|
||||
mwa #800 RandBoundaryHigh
|
||||
jsr RandomizeForce
|
||||
rts
|
||||
; choose the best weapon
|
||||
ldy #ind_Buy_me_________+1 ; if the cheat is active it will fire the BFG :)
|
||||
jmp ChooseBestOffensive.NotFromAll
|
||||
;rts
|
||||
.endp
|
||||
;----------------------------------------------
|
||||
.proc Shooter
|
||||
@@ -154,8 +159,8 @@ endo
|
||||
|
||||
; choose the best weapon
|
||||
|
||||
jsr ChooseBestOffensive
|
||||
rts
|
||||
jmp ChooseBestOffensive
|
||||
;rts
|
||||
.endp
|
||||
;----------------------------------------------
|
||||
.proc Poolshark
|
||||
@@ -195,9 +200,7 @@ forceNow
|
||||
ldx TankNr
|
||||
jsr RandomizeForce
|
||||
|
||||
endo
|
||||
;ldx TankNr ;this is possibly not necessary
|
||||
|
||||
endo
|
||||
; choose the best weapon
|
||||
|
||||
jsr ChooseBestOffensive
|
||||
@@ -210,6 +213,19 @@ 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
|
||||
@@ -219,20 +235,14 @@ 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
|
||||
jsr MaxForceCalculate
|
||||
EnoughEnergy
|
||||
NoBatteries
|
||||
rts
|
||||
.endp
|
||||
;----------------------------------------------
|
||||
@@ -245,15 +255,15 @@ 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
|
||||
@@ -280,15 +290,15 @@ 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
|
||||
@@ -504,64 +514,7 @@ skipThisPlayer
|
||||
lda tempor2
|
||||
rts
|
||||
.endp
|
||||
/*
|
||||
;----------------------------------------------
|
||||
.proc FindBestTarget1
|
||||
; find farthest tank neighbour
|
||||
; X - shooting tank number
|
||||
; returns target tank number in Y and
|
||||
; direcion of shoot in A (0 - left, >0 - right)
|
||||
;----------------------------------------------
|
||||
jsr MakeLowResDistances
|
||||
lda #$00
|
||||
sta temp2 ; max possible distance
|
||||
sta tempor2 ; direction of shoot
|
||||
;ldx TankNr
|
||||
ldy NumberOfPlayers
|
||||
dey
|
||||
|
||||
loop01
|
||||
cpy TankNr
|
||||
beq skipThisPlayer
|
||||
lda eXistenZ,y
|
||||
beq skipThisPlayer
|
||||
|
||||
lda LowResDistances,x
|
||||
cmp LowResDistances,y
|
||||
bcs EnemyOnTheLeft
|
||||
;enemy on the right
|
||||
sec
|
||||
lda LowResDistances,y
|
||||
sbc LowResDistances,x
|
||||
cmp temp2 ; bigest
|
||||
bcc bigestIsBigger
|
||||
sta temp2
|
||||
sty temp2+1 ; number of the farthest tank
|
||||
inc tempor2 ; set direction to right
|
||||
bne bigestIsBigger
|
||||
|
||||
EnemyOnTheLeft
|
||||
sec
|
||||
lda LowResDistances,x
|
||||
sbc LowResDistances,y
|
||||
cmp temp2 ; lowest
|
||||
bcc bigestIsBigger
|
||||
sta temp2
|
||||
sty temp2+1 ; number of the farthest tank
|
||||
|
||||
bigestIsBigger
|
||||
skipThisPlayer
|
||||
dey
|
||||
bpl loop01
|
||||
; now we have number of the farthest tank in temp2+1
|
||||
; and direction (0 - left, >0 - right) in tempor2
|
||||
; let's move them to registers
|
||||
; in temp2 we have x distance divided by 8
|
||||
ldy temp2+1
|
||||
lda tempor2
|
||||
rts
|
||||
.endp
|
||||
*/
|
||||
;----------------------------------------------
|
||||
.proc TakeAim
|
||||
; targeting the tank number TargetTankNr (and Y)
|
||||
@@ -569,13 +522,15 @@ skipThisPlayer
|
||||
; returns angle and power of shoot tank X (TankNr)
|
||||
; in the appropriate variables (Angle and Force)
|
||||
;----------------------------------------------
|
||||
lda ActiveWeapon,x
|
||||
pha ; store active weapon
|
||||
mva #$ff SecondTryFlag
|
||||
; set initial Angle and Force values
|
||||
lda OptionsTable+2 ; selected gravity
|
||||
asl
|
||||
tay
|
||||
; force correction - lower tank Y position - higher possible force
|
||||
clc
|
||||
sec
|
||||
lda #screenheight
|
||||
sbc Ytankstable,x
|
||||
sta temp2
|
||||
@@ -605,7 +560,7 @@ RepeatAim
|
||||
lda #ind_Baby_Missile___
|
||||
sta ActiveWeapon,x
|
||||
; now we have initial valuses
|
||||
mva #$ff TestFlightFlag
|
||||
mva #%11000000 TestFlightFlag
|
||||
; check targeting direction
|
||||
lda tempor2
|
||||
jne AimingLeft
|
||||
@@ -688,6 +643,8 @@ NoHitInSecondLoopR
|
||||
inc NewAngle
|
||||
EndOfSecondLoopR
|
||||
EndOfAim
|
||||
pla ; and restore active weapon
|
||||
sta ActiveWeapon,x
|
||||
rts
|
||||
|
||||
AimSecondTry
|
||||
@@ -779,8 +736,7 @@ NoHitInSecondLoopL
|
||||
; Angle 1 deg to left and end loop
|
||||
dec NewAngle
|
||||
EndOfSecondLoopL
|
||||
|
||||
rts
|
||||
jmp EndOfAim
|
||||
|
||||
SetStartAndFlight ; set start point (virtual barrel end :) ) and make test flight
|
||||
; xtraj+1 and ytraj+1 set
|
||||
@@ -1015,7 +971,7 @@ SorryNoPurchase
|
||||
; choose the best weapon
|
||||
; X - TankNr
|
||||
;----------------------------------------------
|
||||
ldy #last_offensive_____+1 ;the last weapon to choose +1
|
||||
ldy #ind_Dirt_Charge____+1 ;the last weapon to choose +1 (not BFG or Laser :) )
|
||||
NotFromAll
|
||||
; Y - the last offensive weapon to use + 1
|
||||
lda TanksWeaponsTableL,x
|
||||
|
||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
+4
-4
@@ -78,7 +78,7 @@ L73 dta d"OH MAN!"
|
||||
L74 dta d"DOOUGH!"
|
||||
L75 dta d"ANOTHER DAY, ANOTHER BOMB."
|
||||
L76 dta d"THIS IS THE END, MY ONLY FRIEND."
|
||||
L77 dta d"IT'S ALL OVER."
|
||||
L77 dta d"VERY FUNNY."
|
||||
L78 dta d"THE FAT LADY SANG."
|
||||
L79 dta d"WHY DOES EVERYTHING HAPPEN TO ME?"
|
||||
L80 dta d"I'M GOING DOWN."
|
||||
@@ -89,7 +89,7 @@ L84 dta d"BIF!"
|
||||
L85 dta d"BAM!"
|
||||
L86 dta d"ZONK!"
|
||||
L87 dta d"I SHOULD'VE LISTENED TO MY MOTHER..."
|
||||
L88 dta d"NO... A BUD LIGHT!"
|
||||
L88 dta d"I WALK THROUGH THE VALLEY OF THE SHADOW..."
|
||||
L89 dta d"WHAT WAS THAT NOISE?"
|
||||
L90 dta d"MAMA SAID THERE'D BE DAYS LIKE THIS."
|
||||
L91 dta d"ITS JUST ONE OF THOSE DAYS..."
|
||||
@@ -127,7 +127,7 @@ OffensiveTextTableH
|
||||
NumberOfOffensiveTexts=54
|
||||
NumberOfDeffensiveTexts=60
|
||||
.endp
|
||||
hoverFull dta d"MY HOVERCRAFT IS FULL OF EELS!", $ff
|
||||
hoverFull dta d"MY HOVERCRAFT IS FULL OF EELS!"
|
||||
hoverFullEnd
|
||||
hoverEmpty dta d"RUNNING OUT OF EELS", $ff
|
||||
hoverEmpty dta d"RUNNING OUT OF EELS"
|
||||
hoverEmptyEnd
|
||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
+69
-41
@@ -18,27 +18,7 @@ initialvaluesCount = *-initialvaluesstart ; MAX 128 bytes !
|
||||
;===================================================================================
|
||||
;==========================CONSTANT TABLES, do not erase!===========================
|
||||
;===================================================================================
|
||||
TankColoursTable .BYTE $58,$2a,$96,$ca,$7a,$ed
|
||||
;TankStatusColoursTable .BYTE $54,$24,$92,$c4,$74,$e4 ; standard order
|
||||
;TanksPMOrder .BYTE 4,3,1,5,0,2 ; 0-3 = P0-P3 , 4 = M0+M1 , 5 = M2+M3
|
||||
TankStatusColoursTable .BYTE $74,$c4,$24,$e4,$54,$94 ; Adam's order
|
||||
TanksPMOrder .BYTE 4,3,1,5,0,2 ; 0-3 = P0-P3 , 4 = M0+M1 , 5 = M2+M3
|
||||
TankShapesTable .BYTE char_tank1___________,char_tank2___________,char_tank3___________
|
||||
.BYTE char_tank1___________,char_tank2___________,char_tank3___________
|
||||
dliColorsBack
|
||||
:10 .by $02,$00
|
||||
dliColorsFore
|
||||
.by $0a
|
||||
CashOptionL ;(one zero less than on the screen)
|
||||
.by 0,<200,<800,<1200,<2000
|
||||
CashOptionH
|
||||
.by 0,>200,>800,>1200,>2000
|
||||
GravityTable .by 10,20,25,30,40
|
||||
MaxWindTable .by 5,20,40,70,99
|
||||
RoundsTable .by 10,20,30,40,50
|
||||
AIForceTable .wo 375,470,630,720,820 ; starting shoot forces for different gravity
|
||||
flyDelayTable .by 255,150,75,35,1
|
||||
seppukuTable .by 255, 45,25,15,9
|
||||
|
||||
mountainsDeltaTableH .by 0,1,3,5,7
|
||||
mountainsDeltaTableL .by $1f, $7f, $ff, $7f, $ff
|
||||
;------------------------------------------------
|
||||
@@ -62,22 +42,35 @@ XtankOffsetGO_H
|
||||
.by 0,0,0,0,0,1
|
||||
;-----4x4 texts-----
|
||||
LineTop
|
||||
dta d"(%%%%%%%%%%%%)", $ff
|
||||
dta d"(%%%%%%%%%%%%)"
|
||||
;# - vertical, () * +, % - horizontal
|
||||
LineBottom
|
||||
dta d"*%%%%%%%%%%%%+", $ff
|
||||
dta d"*%%%%%%%%%%%%+"
|
||||
LineEmpty
|
||||
dta d"# #", $ff
|
||||
dta d"# #"
|
||||
LineHeader2
|
||||
dta d"# RESULTS #", $ff
|
||||
dta d"# RESULTS #"
|
||||
LineGameOver
|
||||
dta d"# GAME OVER #", $ff
|
||||
dta d"# GAME OVER #"
|
||||
seppukuText
|
||||
dta d"# SEPPUKU! #", $ff
|
||||
dta d"# SEPPUKU! #"
|
||||
areYouSureText
|
||||
dta d"# SURE? Y/N #", $ff
|
||||
dta d"# SURE? Y/N #"
|
||||
lineClear
|
||||
dta d" ", $ff
|
||||
dta d" "
|
||||
|
||||
TankColoursTable .BYTE $58,$2a,$96,$ca,$7a,$ed
|
||||
;TankStatusColoursTable .BYTE $54,$24,$92,$c4,$74,$e4 ; standard order
|
||||
TankStatusColoursTable .BYTE $74,$c4,$24,$e4,$54,$94 ; Adam's order
|
||||
;-----------
|
||||
GradientAddrL
|
||||
.by <dliColorsFore, <dliColorsFore, <dliColorsFore2
|
||||
GradientAddrH
|
||||
.by >dliColorsFore, >dliColorsFore, >dliColorsFore2
|
||||
dliColorsFore2
|
||||
.by $0a ; one mountains color
|
||||
.by $7e,$7a,$7c,$6a,$6c,$58,$5a,$48,$4a,$38
|
||||
.by $3a,$16,$18,$e6,$e8,$d4,$d6,$b4,$b6,$b6
|
||||
|
||||
;-----------
|
||||
pmtableL ; addressess of the P/M memory for 6 tanks
|
||||
@@ -96,7 +89,7 @@ pmtableH
|
||||
.by >(pmgraph+$300)
|
||||
;-----------
|
||||
sintable
|
||||
.by 0
|
||||
.by 1
|
||||
.by 4
|
||||
.by 8
|
||||
.by 13
|
||||
@@ -228,7 +221,12 @@ TanksNamesDefault
|
||||
dta d"4th.Tank"
|
||||
dta d"5th.Tank"
|
||||
dta d"6th.Tank"
|
||||
|
||||
;-------------------------------------------------
|
||||
TankShapesTable .BYTE char_tank1___________
|
||||
.BYTE char_tank2___________
|
||||
.BYTE char_tank3___________
|
||||
.BYTE char_tank4___________
|
||||
;-------------------------------------------------
|
||||
WeaponPriceH ; weapons prices (tables with prices of weapons)
|
||||
.by >price_Baby_Missile___
|
||||
.by >price_Missile________
|
||||
@@ -274,7 +272,10 @@ 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 +321,10 @@ 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 +377,10 @@ 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
|
||||
@@ -391,6 +400,7 @@ 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)
|
||||
@@ -411,6 +421,7 @@ 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 +471,10 @@ 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
|
||||
@@ -493,7 +508,7 @@ NamesOfWeapons ;the comment is an index in the tables
|
||||
dta d"Ton of Dirt " ; 27
|
||||
dta d"Liquid Dirt " ; 28
|
||||
dta d"Dirt Charge " ; 29
|
||||
dta d"Buy me! " ; 30
|
||||
dta d"Best F...g Gifts" ; 30
|
||||
dta d"Laser " ; 31
|
||||
;------defensives
|
||||
dta d"White Flag " ; 32
|
||||
@@ -508,6 +523,11 @@ 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
|
||||
@@ -521,6 +541,10 @@ 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
|
||||
@@ -547,24 +571,28 @@ keycodes ;tables for converting KeyCode to Screen Code (38 -1 characters)
|
||||
.by $3f,$15,$12,$3a,$2a,$38,$3d,$39
|
||||
.by $0d,$01,$05,$00,$25,$23,$08,$0a
|
||||
.by $2f,$28,$3e,$2d,$0b,$10,$2e,$16
|
||||
.by $2b,$17,$1f,$1e,$1a,$18,$1d,$1b
|
||||
.by $33,$35,$30,$32,$22,$21 ;,$0e <-- hyphen removed from the table, sorry hyphen lovers
|
||||
.by $2b,$17
|
||||
.by $32,$1f,$1e,$1a,$18,$1d,$1b
|
||||
.by $33,$35,$30,$22,$21 ;,$0e <-- hyphen removed from the table, sorry hyphen lovers
|
||||
keycodesEnd
|
||||
scrcodes
|
||||
dta d"abcdefgh"
|
||||
dta d"ijklmnop"
|
||||
dta d"qrstuvwx"
|
||||
dta d"yz123456"
|
||||
dta d"7890. " ; "-"
|
||||
dta d"yz"
|
||||
zero
|
||||
digits ; decimal constans
|
||||
dta d"0123456"
|
||||
dta d"789. " ; "-"
|
||||
;-------decimal constans
|
||||
;zero
|
||||
;digits dta d"0123456789"
|
||||
|
||||
;-----------------------------------
|
||||
gameOverSpritesTop
|
||||
; end of the Gover sprites by number of players
|
||||
; 1 2 3 4 5 6
|
||||
.by 130+7,130+7,136+7,142+7,148+7,154+7
|
||||
;-------decimal constans
|
||||
zero
|
||||
digits dta d"0123456789"
|
||||
|
||||
;------credits
|
||||
CreditsStart
|
||||
dta d" "*
|
||||
|
||||
@@ -0,0 +1,25 @@
|
||||
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
|
||||
|
||||
.IF *>0 ;this is a trick that prevents compiling this file alone
|
||||
|
||||
;TanksPMOrder .BYTE 4,3,1,5,0,2 ; 0-3 = P0-P3 , 4 = M0+M1 , 5 = M2+M3
|
||||
TanksPMOrder .BYTE 4,3,1,5,0,2 ; 0-3 = P0-P3 , 4 = M0+M1 , 5 = M2+M3
|
||||
dliColorsBack
|
||||
:10 .by $02,$00
|
||||
dliColorsFore
|
||||
.by $0a ; one mountains color
|
||||
; .by $0e,$0c,$0c,$0b,$0b,$0a,$0a,$09,$09,$08 ; mountains colors array
|
||||
; .by $08,$08,$07,$07,$07,$06,$06,$06,$06,$05
|
||||
.by $0e,$0c,$0c,$0c,$0c,$0a,$0a,$0a,$0a,$08 ; mountains colors array new
|
||||
.by $08,$08,$08,$06,$06,$06,$06,$06,$06,$04
|
||||
CashOptionL ;(one zero less than on the screen)
|
||||
.by 0,<200,<800,<1200,<2000
|
||||
CashOptionH
|
||||
.by 0,>200,>800,>1200,>2000
|
||||
GravityTable .by 10,20,25,30,40
|
||||
MaxWindTable .by 5,20,40,70,99
|
||||
RoundsTable .by 10,20,30,40,50
|
||||
AIForceTable .wo 375,470,630,720,820 ; starting shoot forces for different gravity
|
||||
flyDelayTable .by 255,150,75,35,1
|
||||
seppukuTable .by 255, 45,25,15,9
|
||||
.endif
|
||||
+14
-2
@@ -37,7 +37,8 @@ char_sandhog_________ = $0c
|
||||
char_sandhog_offset = char_sandhog_________ - char_digger__________
|
||||
char_tank1___________ = $20
|
||||
char_tank2___________ = $24
|
||||
char_tank3___________ = $28
|
||||
char_tank3___________ = $2c
|
||||
char_tank4___________ = $28 ; robotank shape
|
||||
|
||||
;Weapon prices (*10 on screen)
|
||||
price_Baby_Missile___ = 0 ;_00
|
||||
@@ -84,6 +85,10 @@ 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____ = 730 ;_45
|
||||
price_Auto_Defense___ = 250 ;_46
|
||||
price_Spy_Hard_______ = 83 ;_47
|
||||
;Weapon indexes (numbers)
|
||||
ind_Baby_Missile___ = 0
|
||||
first_offensive____ = ind_Baby_Missile___
|
||||
@@ -132,7 +137,12 @@ 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)
|
||||
;--------------------------------
|
||||
@@ -170,6 +180,8 @@ 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)
|
||||
;--------------------------------
|
||||
|
||||
@@ -29,9 +29,9 @@ OptionsScreenEnd
|
||||
|
||||
;-----------------------------------------------
|
||||
NameScreen2
|
||||
dta d" Tank 01 Name:"
|
||||
dta d" Tank 1 *1 +1 Name:"
|
||||
NameAdr
|
||||
dta d" "
|
||||
dta d" "
|
||||
NameScreen4
|
||||
dta d" "
|
||||
NamesOfLevels
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
.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
|
||||
dta d"Player: * Cash: 0" ; ZERO TO MAKE YOU RICHER ON THE SCREEN
|
||||
|
||||
; DLs fragments (modified by game code)
|
||||
; all Purchase DL :)
|
||||
|
||||
+33
-20
@@ -32,16 +32,20 @@ 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"TAB"*
|
||||
dta d" - Port nr "
|
||||
dta d"Joy"*
|
||||
dta d" - Difficulty "
|
||||
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"(5)"*
|
||||
dta d" - Port nr "
|
||||
dta d"Joy"*
|
||||
dta d" - Difficulty "
|
||||
dta d" "
|
||||
dta d"FIRE"*
|
||||
dta d" - Proceed "
|
||||
@@ -98,7 +102,16 @@ EmptyLine
|
||||
dta d" "
|
||||
;---------------------------------------------------
|
||||
OptionsTitle
|
||||
.IF TARGET = 800
|
||||
dta d" scorch "*
|
||||
.ELIF TARGET = 5200
|
||||
dta d" scorch supersystem "*
|
||||
; dta d" scorch "*
|
||||
; dta d"5"
|
||||
; dta d"k"*
|
||||
; dta d"2"
|
||||
; dta d" "*
|
||||
.ENDIF
|
||||
DifficultyTitle
|
||||
dta d" difficulty "*
|
||||
PurchaseTitle
|
||||
@@ -123,36 +136,36 @@ dl ; MAIN game display list
|
||||
.byte $4f
|
||||
.word display ; 1 line
|
||||
:76 .by $0f ;76
|
||||
.by $0f+$80 ; DLI (black bar) ;2
|
||||
.by $0f+$80,$0f ; DLI (black bar) ;3
|
||||
.by $0f+$80 ; DLI
|
||||
:13 .by $0f ;13
|
||||
.by $0f+$80 ; DLI (black bar) ;2
|
||||
:12 .by $0f ;12
|
||||
.by $0f+$80,$0f ; DLI (black bar) ;3
|
||||
.by $0f+$80 ; DLI
|
||||
:8 .by $0f ;8
|
||||
:7 .by $0f ;7
|
||||
.by $4f ;1
|
||||
.wo display+$0ff0
|
||||
:2 .by $0f ;2
|
||||
.by $0f+$80 ; DLI (black bar) ;2
|
||||
.by $0f+$80 ; DLI
|
||||
:9 .by $0f ;9
|
||||
.by $0f+$80 ; DLI (black bar) ;2
|
||||
.by $0f+$80,$0f ; DLI (black bar) ;3
|
||||
.by $0f+$80 ; DLI
|
||||
:8 .by $0f ;8
|
||||
.by $0f+$80 ; DLI (black bar) ;2
|
||||
.by $0f+$80,$0f ; DLI (black bar) ;3
|
||||
.by $0f+$80 ; DLI
|
||||
:7 .by $0f ;7
|
||||
.by $0f+$80 ; DLI (black bar) ;2
|
||||
.by $0f+$80,$0f ; DLI (black bar) ;3
|
||||
.by $0f+$80 ; DLI
|
||||
:6 .by $0f ;6
|
||||
.by $0f+$80 ; DLI (black bar) ;2
|
||||
.by $0f+$80,$0f ; DLI (black bar) ;3
|
||||
.by $0f+$80 ; DLI
|
||||
:5 .by $0f ;5
|
||||
.by $0f+$80 ; DLI (black bar) ;2
|
||||
.by $0f+$80,$0f ; DLI (black bar) ;3
|
||||
.by $0f+$80 ; DLI
|
||||
:4 .by $0f ;4
|
||||
.by $0f+$80 ; DLI (black bar) ;2
|
||||
.by $0f+$80,$0f ; DLI (black bar) ;3
|
||||
.by $0f+$80 ; DLI
|
||||
:3 .by $0f ;3
|
||||
.by $0f+$80,$0f ; DLI (black bar) ;3
|
||||
.by $0f+$80 ; DLI
|
||||
:2 .by $0f ;2
|
||||
.by $0f+$80 ; DLI (black to end);1
|
||||
:38 .byte $0f ;35 ..... = 200
|
||||
.by $4f
|
||||
@@ -174,7 +187,7 @@ OptionsDL
|
||||
:maxOptions-1 .by $02,$10
|
||||
:(9-maxOptions) .by $70,$10
|
||||
.byte $80
|
||||
.byte $70 ; to match moved sprites
|
||||
.byte $60 ; to match moved sprites
|
||||
.byte $4f
|
||||
.word (display+140*40)
|
||||
:21 .by $0f ;76
|
||||
|
||||
+1
-1
@@ -4,7 +4,7 @@
|
||||
|
||||
statusBuffer
|
||||
; 0123456789012345678901234567890123456789
|
||||
dta d"Player: "
|
||||
dta d"Player: * "
|
||||
dta d"Energy: Angle: Force: "
|
||||
dta d"Round: Wind: "
|
||||
|
||||
|
||||
+41
-25
@@ -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
|
||||
@@ -638,8 +638,10 @@ No6thTankHide
|
||||
jmp DoNotDrawTankNr
|
||||
SkipHidingPM
|
||||
|
||||
|
||||
lda TankShape,x
|
||||
tax
|
||||
ldy TankShapesTable,x
|
||||
ldx TankNr
|
||||
lda AngleTable,x
|
||||
cmp #91 ; left or right tank shape
|
||||
bcs LeftTank
|
||||
@@ -1344,6 +1346,15 @@ drawmountainspixelloop
|
||||
jsr ClearTanks
|
||||
NoClearTanks
|
||||
|
||||
; 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
|
||||
|
||||
@@ -1351,6 +1362,9 @@ NoClearTanks
|
||||
adw RangeLeft #mountaintable temp
|
||||
adw RangeLeft #mountaintable2 tempor2
|
||||
|
||||
cpw xdraw RangeRight
|
||||
jcs NothingToFall
|
||||
|
||||
NextColumn1
|
||||
mwa #0 ydraw
|
||||
NextPoint1
|
||||
@@ -1439,6 +1453,7 @@ ColumnIsReady
|
||||
jeq MainFallout2
|
||||
; now correct heights are in the mountaintable
|
||||
sta color ; Pozor! :) we know - now A=1
|
||||
NothingToFall
|
||||
mva #sfx_silencer sfx_effect
|
||||
jsr DrawTanks
|
||||
rts
|
||||
@@ -1894,7 +1909,7 @@ EndPutChar
|
||||
rts
|
||||
.endp
|
||||
|
||||
; ------------------------------------------
|
||||
;--------------------------------------------------
|
||||
.proc PutChar4x4
|
||||
; puts 4x4 pixels char on the graphics screen
|
||||
; in: dx, dy (LOWER left corner of the char)
|
||||
@@ -1903,7 +1918,6 @@ EndPutChar
|
||||
; all pixels are being drawn
|
||||
; (empty and not empty)
|
||||
;--------------------------------------------------
|
||||
; rts
|
||||
cpw dy #(screenheight-1)
|
||||
jcs TypeChar.EndPutChar ;nearest RTS
|
||||
cpw dy #(4)
|
||||
@@ -2013,7 +2027,7 @@ EndPut4x4
|
||||
|
||||
.proc SetMainScreen
|
||||
; mva #0 dmactls
|
||||
VDLI DLIinterruptGraph ; jsr SetDLI for graphics (game) screen
|
||||
SetDLI DLIinterruptGraph ; jsr SetDLI for graphics (game) screen
|
||||
mwa #dl dlptrs ; issue #72 (glitches when switches)
|
||||
lda #%00111110
|
||||
; and #$fc
|
||||
@@ -2074,7 +2088,7 @@ X lda XtanksTableL,x
|
||||
sbc #90
|
||||
tax
|
||||
; barrel start offset over 90deg
|
||||
adw xdraw #5 xdraw
|
||||
adw xdraw #4 xdraw
|
||||
mva #1 goleft
|
||||
bpl @+ ; jmp @+
|
||||
|
||||
@@ -2111,9 +2125,10 @@ 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)
|
||||
@@ -2124,42 +2139,43 @@ 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
|
||||
@@ -2193,13 +2209,13 @@ ybarrel
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.proc SetPMWidth
|
||||
lda #%01010101
|
||||
sta sizem ; all missiles, double width
|
||||
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
|
||||
|
||||
|
||||
+255
-76
@@ -6,16 +6,16 @@
|
||||
;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}
|
||||
;---------------------------------------------------
|
||||
|
||||
OPT r+ ; saves 12 bytes :O
|
||||
;OPT r+ ; saves 12 bytes :O
|
||||
|
||||
;---------------------------------------------------
|
||||
.macro build
|
||||
dta d"1.18" ; number of this build (4 bytes)
|
||||
dta d"1.22" ; number of this build (4 bytes)
|
||||
.endm
|
||||
|
||||
.macro RMTSong
|
||||
@@ -26,8 +26,12 @@
|
||||
;---------------------------------------------------
|
||||
icl 'definitions.asm'
|
||||
;---------------------------------------------------
|
||||
FirstZpageVariable = $61
|
||||
FirstZpageVariable = $5B
|
||||
.zpvar DliColorBack .byte = FirstZpageVariable
|
||||
.zpvar Gradient .byte
|
||||
.zpvar GradientNr .byte
|
||||
.zpvar GradientColors .word
|
||||
.zpvar JoystickNumber .byte
|
||||
.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
|
||||
@@ -69,10 +73,12 @@ FirstZpageVariable = $61
|
||||
.zpvar pressTimer .byte
|
||||
.zpvar NTSCcounter .byte
|
||||
.zpvar IsEndOfTheFallFlag .byte ; for small speedup ground falling
|
||||
.zpvar sfx_effect .byte
|
||||
.zpvar RMT_blocked .byte
|
||||
.zpvar ScrollFlag .byte
|
||||
.zpvar sfx_effect .byte
|
||||
.zpvar RMT_blocked .byte
|
||||
.zpvar ScrollFlag .byte
|
||||
.zpvar SkStatSimulator .byte
|
||||
.zpvar FloatingAlt .byte ; floating tank altitude
|
||||
.zpvar OverTankDir .byte ; (0 go right, $ff go left) direction of bypassing tanks on screen
|
||||
|
||||
; --------------OPTIMIZATION VARIABLES--------------
|
||||
.zpvar Force .word
|
||||
@@ -86,7 +92,7 @@ FirstZpageVariable = $61
|
||||
.zpvar decimal .word
|
||||
.zpvar NumberOfPlayers .byte ;current number of players (counted from 1)
|
||||
.zpvar Counter .byte ;temporary Counter for outside loops
|
||||
.zpvar ExplosionRadius .word ;because when adding in xdraw it is double byte
|
||||
.zpvar ExplosionRadius .byte
|
||||
.zpvar ResultY .byte
|
||||
.zpvar xcircle .word
|
||||
.zpvar ycircle .word
|
||||
@@ -128,7 +134,7 @@ FirstZpageVariable = $61
|
||||
;* RMT ZeroPage addresses in artwork/sfx/rmtplayr.a65
|
||||
|
||||
displayposition = modify
|
||||
LineAddress4x4 = temp
|
||||
LineAddress4x4 = xcircle
|
||||
|
||||
;-----------------------------------------------
|
||||
; libraries
|
||||
@@ -170,6 +176,7 @@ FirstZpageVariable = $61
|
||||
_del = $fc ;$0c ;not used in 5200
|
||||
_M = $0d
|
||||
_S = $0e
|
||||
_atari = $fd ; not used in 5200
|
||||
_none = $0f
|
||||
|
||||
.ende */
|
||||
@@ -245,6 +252,11 @@ FirstSTART
|
||||
dey
|
||||
bpl @-
|
||||
|
||||
; initialize one Variable in zero page :)
|
||||
lda #<dliColorsFore
|
||||
sta GradientColors
|
||||
lda #>dliColorsFore
|
||||
sta GradientColors+1
|
||||
|
||||
; generate linetables
|
||||
mwa #display temp
|
||||
@@ -268,13 +280,22 @@ FirstSTART
|
||||
; 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
|
||||
mva #$06 MODUL-6+$e8c
|
||||
mva #$06 MODUL-6+$967 ; $07 > $06
|
||||
;mva #$06 MODUL-6+$bc3 ; $07 > $06
|
||||
;mva #$06 MODUL-6+$e69 ; $08 > $06
|
||||
;mva #$06 MODUL-6+$ebc ; $08 > $06
|
||||
sta MODUL-6+$bc3 ; $07 > $06
|
||||
sta MODUL-6+$e69 ; $08 > $06
|
||||
sta MODUL-6+$ebc ; $08 > $06
|
||||
mva #$10 MODUL-6+$a69 ; $12 > $10
|
||||
mva #$04 MODUL-6+$bf8 ; $05 > $04
|
||||
mva #$08 MODUL-6+$e3d ; $0a > $08
|
||||
; and colors - sorry no memory!
|
||||
; mva #$c4 dliColorsFore2+16
|
||||
; mva #$c6 dliColorsFore2+17
|
||||
; mva #$a4 dliColorsFore2+18
|
||||
; mva #$a6 dliColorsFore2+19
|
||||
; sta dliColorsFore2+20
|
||||
NoRMT_PALchange
|
||||
.ELSE
|
||||
mva #$7f SkStatSimulator
|
||||
@@ -308,6 +329,7 @@ START
|
||||
RMTSong song_main_menu
|
||||
|
||||
jsr Options ;startup screen
|
||||
jsr SetVariablesFromOptions
|
||||
jsr MakeDarkScreen
|
||||
bit escFlag
|
||||
bmi START
|
||||
@@ -324,13 +346,12 @@ MainGameLoop
|
||||
jsr SetWallsType
|
||||
; first set default barrel lengths (fix for Long Schlong activation :) )
|
||||
; we must do it before purchase/activate
|
||||
; and set Auto Defense to off
|
||||
jsr SetStandardBarrels
|
||||
|
||||
jsr CallPurchaseForEveryTank
|
||||
|
||||
; issue #72 (glitches when switches)
|
||||
mva #0 SpyHardFlag
|
||||
jsr MakeDarkScreen
|
||||
|
||||
bit escFlag
|
||||
bmi START
|
||||
|
||||
@@ -343,13 +364,14 @@ MainGameLoop
|
||||
bmi START
|
||||
jvs GoGameOver
|
||||
|
||||
mva #0 TankNr ;
|
||||
|
||||
jsr SortSequence
|
||||
|
||||
; Hide all (easier than hide last ;) ) tanks
|
||||
jsr cleartanks
|
||||
mva #0 TankNr ;
|
||||
sta COLBAKS ; set background color to black
|
||||
sta JoystickNumber ; set joystick port for player
|
||||
|
||||
; Hide all (easier than hide last ;) ) tanks
|
||||
jsr cleartanks ; A=0
|
||||
|
||||
; here gains and losses should be displayed (dollars)
|
||||
; finally we have changed our minds and money of players
|
||||
@@ -362,6 +384,7 @@ MainGameLoop
|
||||
jsr DisplayResults
|
||||
|
||||
jsr DemoModeOrKey
|
||||
jsr MakeDarkScreen
|
||||
|
||||
ldx NumberOfPlayers
|
||||
dex
|
||||
@@ -455,15 +478,11 @@ eskipzeroing
|
||||
lda GameIsOver
|
||||
beq NoGameOverYet
|
||||
GoGameOver
|
||||
jsr MakeDarkScreen
|
||||
jsr GameOverScreen
|
||||
jmp START
|
||||
NoGameOverYet
|
||||
inc CurrentRoundNr
|
||||
jsr MakeDarkScreen ; issue #72
|
||||
; jsr RmtSongSelect ; ?????
|
||||
mva #sfx_silencer sfx_effect
|
||||
jsr PMoutofscreen
|
||||
|
||||
jmp MainGameLoop
|
||||
|
||||
@@ -480,8 +499,9 @@ NoGameOverYet
|
||||
|
||||
RmtSong song_ingame
|
||||
|
||||
jsr SetPMWidth
|
||||
jsr SetPMWidth ; A=0
|
||||
lda #0
|
||||
sta AfterBFGflag ; reset BFG flag
|
||||
sta COLOR2 ; status line "off"
|
||||
sta COLOR1
|
||||
|
||||
@@ -612,6 +632,20 @@ DoNotFinishTheRound
|
||||
jmp Seppuku
|
||||
|
||||
@
|
||||
; Auto Defense - activates defensives
|
||||
ldx NumberOfPlayers
|
||||
dex
|
||||
CheckNextTankAD
|
||||
lda Energy,x ; only active players
|
||||
beq @+
|
||||
lda AutoDefenseFlag,x ; with Auto Defence activated
|
||||
beq @+
|
||||
; run auto defense for tank in X
|
||||
jsr AutoDefense
|
||||
@ dex
|
||||
bpl CheckNextTankAD
|
||||
jsr DrawTanks ; redraw tanks with new defences
|
||||
;
|
||||
ldx TankSequencePointer
|
||||
lda TankSequence,x
|
||||
sta TankNr
|
||||
@@ -654,8 +688,11 @@ RoboTanks
|
||||
jmp AfterManualShooting
|
||||
|
||||
ManualShooting
|
||||
|
||||
lda JoyNumber,x
|
||||
sta JoystickNumber ; set joystick port for player
|
||||
jsr WaitForKeyRelease
|
||||
lda #%00000000
|
||||
sta TestFlightFlag ; set "Test Fight" off
|
||||
jsr BeforeFire
|
||||
lda escFlag
|
||||
seq:rts ; keys Esc or O
|
||||
@@ -807,22 +844,29 @@ NoPlayerNoDeath
|
||||
;clear NoDeathCounter here
|
||||
sta noDeathCounter
|
||||
|
||||
mva #sfx_death_begin sfx_effect
|
||||
|
||||
; display defensive text here (well, defensive
|
||||
; is not the real meaning, it should be pre-death,
|
||||
; but I am too lazy to change names of variables)
|
||||
|
||||
; in X there is a number of tank that died
|
||||
|
||||
lda #77 ; mumber of defensive text after BFG!
|
||||
bit AfterBFGflag ; check BFG flag
|
||||
bmi TextAfterBFG
|
||||
; if BFG then no points for dead tanks ...
|
||||
lda CurrentResult
|
||||
clc
|
||||
adc ResultsTable,x
|
||||
sta ResultsTable,x
|
||||
inc CurrentResult
|
||||
|
||||
mva #sfx_death_begin sfx_effect
|
||||
;inc CurrentResult
|
||||
|
||||
; RandomizeDeffensiveText
|
||||
randomize talk.NumberOfOffensiveTexts (talk.NumberOfDeffensiveTexts+talk.NumberOfOffensiveTexts-1)
|
||||
TextAfterBFG
|
||||
sta TextNumberOff
|
||||
inc CurrentResult ; ... but increase result of winner (BFG)
|
||||
ldy TankTempY
|
||||
mva #$ff plot4x4color
|
||||
jsr DisplayOffensiveTextNr
|
||||
@@ -1071,6 +1115,7 @@ deletePtr = temp
|
||||
; clean variables
|
||||
lda #0
|
||||
sta escFlag
|
||||
sta JoystickNumber
|
||||
tay
|
||||
mwa #variablesStart deletePtr
|
||||
@ tya
|
||||
@@ -1079,6 +1124,15 @@ deletePtr = temp
|
||||
cpw deletePtr #variablesEnd
|
||||
bne @-
|
||||
|
||||
; ser initial shapes for each tank (tanks 0-5 has shape 0 now)
|
||||
ldy #1
|
||||
sty TankShape+1
|
||||
sty TankShape+4
|
||||
iny
|
||||
sty TankShape+2
|
||||
sty TankShape+5
|
||||
|
||||
|
||||
mwa #1024 RandBoundaryHigh
|
||||
mva #$ff LastWeapon
|
||||
sta HowMuchToFall
|
||||
@@ -1129,36 +1183,44 @@ MakeTanksVisible
|
||||
;--------------------------------------------------
|
||||
.proc SetStandardBarrels
|
||||
ldx #maxPlayers-1
|
||||
lda #StandardBarrel ; standard barrel length
|
||||
@ sta BarrelLength,x
|
||||
@ lda #StandardBarrel ; standard barrel length
|
||||
sta BarrelLength,x
|
||||
lda #$00 ; deactivate Auto Defense
|
||||
sta AutoDefenseFlag,x
|
||||
dex
|
||||
bpl @-
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
/* .proc DLIinterruptGraph
|
||||
.proc DLIinterruptGraph
|
||||
;sta dliA
|
||||
;sty dliY
|
||||
pha
|
||||
phy
|
||||
ldy dliCounter
|
||||
lda dliColorsBack,y
|
||||
ldy dliColorsFore
|
||||
bit Gradient
|
||||
bmi GoGradient
|
||||
ldy #$ff
|
||||
GoGradient
|
||||
iny
|
||||
.IF TARGET = 800
|
||||
nop ; necessary on 800 because DLIs take less time, jitter visible without it
|
||||
nop
|
||||
; nop
|
||||
.ENDIF
|
||||
sta COLPF1
|
||||
sty COLPF2
|
||||
lda (GradientColors),y ; mountains colors array
|
||||
; lda dliColorsFore ; one mauntain color
|
||||
sta COLPF2
|
||||
inc dliCounter
|
||||
;ldy dliY
|
||||
;lda dliA
|
||||
ply
|
||||
pla
|
||||
rti
|
||||
.endp */
|
||||
.endp
|
||||
|
||||
.proc DLIinterruptGraph
|
||||
/* .proc DLIinterruptGraph
|
||||
pha
|
||||
lda dliColorsFore
|
||||
nop
|
||||
@@ -1176,7 +1238,7 @@ MakeTanksVisible
|
||||
sta DliColorBack
|
||||
pla
|
||||
rti
|
||||
.endp
|
||||
.endp */
|
||||
;--------------------------------------------------
|
||||
.proc DLIinterruptOptions
|
||||
;sta dliA
|
||||
@@ -1185,8 +1247,11 @@ MakeTanksVisible
|
||||
; lda dliColorsBack
|
||||
lda #0
|
||||
sta COLPF1
|
||||
lda dliColorsFore+1
|
||||
bit Gradient
|
||||
bmi @+
|
||||
lda dliColorsFore
|
||||
sta COLPF2
|
||||
@ sta COLPF2
|
||||
pla
|
||||
rti
|
||||
.endp
|
||||
@@ -1319,22 +1384,29 @@ nextlinedisplay
|
||||
; cpw DLCreditsAddr #CreditsLastLine
|
||||
; bne EndOfCreditsVBI
|
||||
mwa #Credits DLCreditsAddr
|
||||
EndOfCreditsVBI
|
||||
EndOfCreditsVBI
|
||||
.IF TARGET = 5200
|
||||
lda SkStatSimulator
|
||||
bmi @+
|
||||
inc SkStatSimulator
|
||||
@
|
||||
lda JoystickNumber ; select port
|
||||
ora #%00000100 ; Speaker off, Pots enabled
|
||||
sta CONSOL5200
|
||||
|
||||
center = 114 ;Read analog stick and make it look like a digital stick
|
||||
threshold = 60
|
||||
|
||||
lda paddl0 ;Read POT0 value (horizontal position)
|
||||
|
||||
lda JoystickNumber
|
||||
asl
|
||||
tax
|
||||
lda paddl0,x ;Read POT0 value (horizontal position)
|
||||
cmp #center+threshold ;Compare with right threshold
|
||||
rol stick0 ;Feed carry into digital stick value
|
||||
cmp #center-threshold ;Compare with left threshold
|
||||
rol stick0 ;Feed carry into digital stick value
|
||||
|
||||
lda paddl1 ;Read POT1 value (vertical position)
|
||||
lda paddl1,x ;Read POT1 value (vertical position)
|
||||
cmp #center+threshold ;Compare with down threshold
|
||||
rol stick0 ;Feed carry into digital stick value
|
||||
cmp #center-threshold ;Compare with down threshold
|
||||
@@ -1344,8 +1416,10 @@ EndOfCreditsVBI
|
||||
eor #2+8
|
||||
and #$0f
|
||||
sta stick0
|
||||
|
||||
mva trig0 strig0 ;Move hardware to shadow
|
||||
|
||||
ldx JoystickNumber
|
||||
lda trig0,x
|
||||
sta strig0 ;Move hardware to shadow
|
||||
|
||||
mva chbas chbase
|
||||
|
||||
@@ -1361,9 +1435,15 @@ EndOfCreditsVBI
|
||||
pla
|
||||
tax
|
||||
pla
|
||||
rti
|
||||
rti
|
||||
.ELSE
|
||||
jmp XITVBV
|
||||
; support for joysticks :)
|
||||
ldx JoystickNumber
|
||||
lda STICK0,x
|
||||
sta STICK0
|
||||
lda STRIG0,x
|
||||
sta STRIG0
|
||||
jmp XITVBV
|
||||
.ENDIF
|
||||
.endp
|
||||
.IF TARGET = 5200
|
||||
@@ -1664,7 +1744,7 @@ SetRandomWalls
|
||||
and #$3f ;CTRL and SHIFT ellimination
|
||||
cmp #@kbcode._esc ; 28 ; ESC
|
||||
bne getkeyend
|
||||
mvx #$80 escFlag
|
||||
mvy #$80 escFlag
|
||||
bne getkeyend
|
||||
|
||||
checkJoyGetKey
|
||||
@@ -1680,15 +1760,31 @@ checkJoyGetKey
|
||||
bne getkeyend
|
||||
|
||||
notpressedJoyGetKey
|
||||
;fire
|
||||
lda STRIG0
|
||||
;fire
|
||||
lda STRIG0
|
||||
beq JoyButton
|
||||
.IF TARGET = 800 ; Select and Option key only on A800
|
||||
bne checkSelectKey
|
||||
checkSelectKey
|
||||
lda CONSOL
|
||||
and #%00000010 ; Select
|
||||
beq SelectPressed
|
||||
lda CONSOL
|
||||
and #%00000100 ; Option
|
||||
.ENDIF
|
||||
bne @-
|
||||
lda #@kbcode._ret ;Return key
|
||||
|
||||
OptionPressed
|
||||
lda #@kbcode._atari ; Option key
|
||||
bne getkeyend
|
||||
SelectPressed
|
||||
lda #@kbcode._tab ; Select key
|
||||
bne getkeyend
|
||||
JoyButton
|
||||
lda #@kbcode._ret ;Return key
|
||||
getkeyend
|
||||
ldx #0
|
||||
stx ATRACT ; reset atract mode
|
||||
mvx #sfx_keyclick sfx_effect
|
||||
ldy #0
|
||||
sty ATRACT ; reset atract mode
|
||||
mvy #sfx_keyclick sfx_effect
|
||||
rts
|
||||
.endp
|
||||
|
||||
@@ -1762,6 +1858,7 @@ peopleAreHere
|
||||
.endp
|
||||
|
||||
MakeDarkScreen
|
||||
jsr PMoutofScreen
|
||||
mva #0 dmactls ; dark screen
|
||||
sta dmactl
|
||||
; and wait one frame :)
|
||||
@@ -1823,8 +1920,22 @@ noingame
|
||||
bne @-
|
||||
rts
|
||||
.endp
|
||||
|
||||
|
||||
;--------------------------------------------------
|
||||
.macro SetDLI
|
||||
; SetDLI #WORD
|
||||
; Initialises Display List Interrupts
|
||||
LDY # <:1
|
||||
LDX # >:1
|
||||
jsr _SetDLIproc
|
||||
.endm
|
||||
.proc _SetDLIproc
|
||||
LDA #$C0
|
||||
STY VDSLST
|
||||
STX VDSLST+1
|
||||
STA NMIEN
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
/* ;--------------------------------------------------
|
||||
.macro randomize floor ceiling
|
||||
;--------------------------------------------------
|
||||
@@ -1884,31 +1995,99 @@ noingame
|
||||
icl 'artwork/talk.asm'
|
||||
;----------------------------------------------
|
||||
TankFont
|
||||
ins 'artwork/tanksv3.fnt',+0,352 ; 44 characters only
|
||||
;----------------------------------------------
|
||||
|
||||
;RMT PLAYER and song loading shenaningans
|
||||
icl 'artwork/sfx/rmtplayr_modified.asm'
|
||||
org $b000
|
||||
MODUL ; equ $b000 ;address of RMT module
|
||||
;opt h- ;RMT module is standard Atari binary file already
|
||||
ins "artwork/sfx/scorch_str6-NTSC.rmt",+6 ;include music RMT module
|
||||
;opt h+
|
||||
MODULEND
|
||||
ins 'artwork/tanksv4.fnt',+0,384 ; 48 characters only
|
||||
;----------------------------------------------
|
||||
font4x4
|
||||
ins 'artwork/font4x4s.bmp',+62
|
||||
|
||||
;----------------------------------------------
|
||||
;RMT PLAYER loading shenaningans
|
||||
icl 'artwork/sfx/rmtplayr_modified.asm'
|
||||
;-------------------------------------------------
|
||||
.proc CheckTankCheat
|
||||
ldy #$07
|
||||
lda TankNr
|
||||
asl
|
||||
asl
|
||||
asl ; 8 chars per name
|
||||
tax
|
||||
@
|
||||
lda CheatName,y
|
||||
sec
|
||||
sbc tanksnames,x
|
||||
cmp #$27
|
||||
bne NoCheat
|
||||
inx
|
||||
dey
|
||||
bpl @-
|
||||
YesCheat
|
||||
ldx TankNr
|
||||
lda TanksWeaponsTableL,x
|
||||
sta temp
|
||||
lda TanksWeaponsTableH,x
|
||||
sta temp+1
|
||||
lda #99
|
||||
@ iny
|
||||
sta (temp),y
|
||||
cpy #(last_defensive_____ - first_offensive____)
|
||||
bne @-
|
||||
NoCheat
|
||||
rts
|
||||
.endp
|
||||
CheatName
|
||||
dta d" 008.T"+$27
|
||||
;----------------------------------------------
|
||||
.proc DLIinterruptBFG
|
||||
pha
|
||||
lda dliCounter
|
||||
bne EndofBFGDLI
|
||||
lda dliColorsFore
|
||||
bit random
|
||||
bmi @+
|
||||
lda DliColorBack
|
||||
@ sta COLPF2
|
||||
lda dliColorsFore
|
||||
bit random
|
||||
bmi @+
|
||||
lda DliColorBack
|
||||
@ sta COLPF1
|
||||
EndofBFGDLI
|
||||
inc dliCounter
|
||||
pla
|
||||
rti
|
||||
.endp
|
||||
; ------------------------
|
||||
.proc BFGblink
|
||||
SetDLI DLIinterruptBFG ; blinking on
|
||||
ldy #50
|
||||
jsr PauseYFrames
|
||||
SetDLI DLIinterruptGraph ; blinking off
|
||||
rts
|
||||
.endp
|
||||
;--------------------------------------------------
|
||||
.IF * > MODUL-1
|
||||
.ECHO *
|
||||
.ERROR 'Code and data too long'
|
||||
.ENDIF
|
||||
.ECHO "Bytes left: ",$b000-*
|
||||
|
||||
|
||||
org $b000 ;address of RMT module
|
||||
MODUL
|
||||
;RMT module is standard Atari binary file already
|
||||
ins "artwork/sfx/scorch_str9-NTSC.rmt",+6 ;include music RMT module
|
||||
MODULEND
|
||||
;----------------------------------------------
|
||||
icl 'constants_top.asm'
|
||||
;----------------------------------------------
|
||||
|
||||
.ECHO "Bytes on top left: ",$bfe8-* ;ROM_SETTINGS-*
|
||||
.IF target = 5200
|
||||
.IF * > ROM_SETTINGS-1
|
||||
.ERROR 'Code too long to fit in 5200'
|
||||
.ERROR 'Code and RMT song too long to fit in 5200'
|
||||
.ENDIF
|
||||
org ROM_SETTINGS ; 5200 ROM settings address $bfe8
|
||||
; "01234567890123456789"
|
||||
.byte " scorch 5200 v" ;20 characters title
|
||||
build ; " "
|
||||
.byte " "
|
||||
.byte " scorch supersystem " ;20 characters title
|
||||
.byte "7A" ;2 characters year .. 1900 + $7A = 2020
|
||||
.word FirstSTART
|
||||
.ELSE
|
||||
|
||||
BIN
Binary file not shown.
BIN
Binary file not shown.
+270
-169
@@ -33,7 +33,7 @@
|
||||
mva #$ca COLOR1
|
||||
mva #$00 COLBAKS ; set color of background
|
||||
|
||||
VDLI DLIinterruptOptions ; jsr SetDLI for Options text screen
|
||||
SetDLI DLIinterruptOptions ; jsr SetDLI for Options text screen
|
||||
|
||||
; -------- setup bottom (tanks) line
|
||||
lda NumberOfPlayers
|
||||
@@ -109,66 +109,32 @@ OptionsNoLeft
|
||||
OptionsNoRight
|
||||
cmp #@kbcode._ret ; $c ;Return key
|
||||
bne OptionsNoReturn
|
||||
jmp OptionsFinished
|
||||
rts ; options selected
|
||||
|
||||
OptionsNoReturn
|
||||
cmp #@kbcode._tab ; Tab key
|
||||
bne OptionsNoTab
|
||||
bit Gradient
|
||||
bmi NextGradientNr
|
||||
lda Gradient
|
||||
@ eor #$80
|
||||
sta Gradient
|
||||
NextGradientNr
|
||||
ldy GradientNr
|
||||
iny
|
||||
cpy #$03
|
||||
bne NoGradientLoop
|
||||
mva #$ff GradientNr
|
||||
bne @-
|
||||
NoGradientLoop
|
||||
sty GradientNr
|
||||
lda GradientAddrL,y
|
||||
sta GradientColors
|
||||
lda GradientAddrH,y
|
||||
sta GradientColors+1
|
||||
OptionsNoTab
|
||||
jmp OptionsMainLoop
|
||||
|
||||
OptionsFinished
|
||||
;first option
|
||||
ldy OptionsTable
|
||||
iny
|
||||
iny
|
||||
sty NumberOfPlayers ;1=1 player (but minimum is 2)
|
||||
|
||||
;second option (cash)
|
||||
|
||||
|
||||
ldy OptionsTable+1
|
||||
ldx #0
|
||||
@
|
||||
lda CashOptionL,y
|
||||
sta moneyL,x
|
||||
lda CashOptionH,y
|
||||
sta moneyH,x
|
||||
inx
|
||||
cpx NumberOfPlayers
|
||||
bne @-
|
||||
|
||||
;third option (gravity)
|
||||
ldy OptionsTable+2
|
||||
lda GravityTable,y
|
||||
sta gravity
|
||||
|
||||
;fourth option (wind)
|
||||
ldy OptionsTable+3
|
||||
lda MaxWindTable,y
|
||||
sta MaxWind
|
||||
|
||||
;fifth option (no of rounds)
|
||||
ldy OptionsTable+4
|
||||
lda RoundsTable,y
|
||||
sta RoundsInTheGame
|
||||
|
||||
;6th option (shell speed)
|
||||
ldy OptionsTable+5
|
||||
lda flyDelayTable,y
|
||||
sta flyDelay
|
||||
|
||||
;7th option (Airstrike after how many missess)
|
||||
ldy OptionsTable+6
|
||||
lda seppukuTable,y
|
||||
sta seppukuVal
|
||||
|
||||
;8th option (how aggressive are mountains)
|
||||
ldy OptionsTable+7
|
||||
lda mountainsDeltaTableH,y
|
||||
sta mountainDeltaH
|
||||
lda mountainsDeltaTableL,y
|
||||
sta mountainDeltaL
|
||||
|
||||
|
||||
rts
|
||||
.endp
|
||||
.endp
|
||||
;--------
|
||||
; inversing selected option (cursor)
|
||||
;--------
|
||||
@@ -229,6 +195,66 @@ invertme
|
||||
rts
|
||||
.endp
|
||||
|
||||
; --------------------------------------
|
||||
; Sets the appropriate variables based on the options table
|
||||
;
|
||||
.proc SetVariablesFromOptions
|
||||
;first option
|
||||
ldy OptionsTable
|
||||
iny
|
||||
iny
|
||||
sty NumberOfPlayers ;1=1 player (but minimum is 2)
|
||||
|
||||
;second option (cash)
|
||||
|
||||
|
||||
ldy OptionsTable+1
|
||||
ldx #0
|
||||
@
|
||||
lda CashOptionL,y
|
||||
sta moneyL,x
|
||||
lda CashOptionH,y
|
||||
sta moneyH,x
|
||||
inx
|
||||
cpx NumberOfPlayers
|
||||
bne @-
|
||||
|
||||
;third option (gravity)
|
||||
ldy OptionsTable+2
|
||||
lda GravityTable,y
|
||||
sta gravity
|
||||
|
||||
;fourth option (wind)
|
||||
ldy OptionsTable+3
|
||||
lda MaxWindTable,y
|
||||
sta MaxWind
|
||||
|
||||
;fifth option (no of rounds)
|
||||
ldy OptionsTable+4
|
||||
lda RoundsTable,y
|
||||
sta RoundsInTheGame
|
||||
|
||||
;6th option (shell speed)
|
||||
ldy OptionsTable+5
|
||||
lda flyDelayTable,y
|
||||
sta flyDelay
|
||||
|
||||
;7th option (Airstrike after how many missess)
|
||||
ldy OptionsTable+6
|
||||
lda seppukuTable,y
|
||||
sta seppukuVal
|
||||
|
||||
;8th option (how aggressive are mountains)
|
||||
ldy OptionsTable+7
|
||||
lda mountainsDeltaTableH,y
|
||||
sta mountainDeltaH
|
||||
lda mountainsDeltaTableL,y
|
||||
sta mountainDeltaL
|
||||
|
||||
|
||||
rts
|
||||
.endp
|
||||
|
||||
;-------------------------------------------
|
||||
; call of the purchase (and activate) screens for each tank
|
||||
.proc CallPurchaseForEveryTank
|
||||
@@ -242,6 +268,8 @@ invertme
|
||||
jsr PurchaseAI ; remember to make ActivateAI :) !!!
|
||||
jmp AfterManualPurchase
|
||||
ManualPurchase
|
||||
lda JoyNumber,x
|
||||
sta JoystickNumber ; set joystick port for player
|
||||
mva #0 isInventory
|
||||
jsr Purchase ; purchase weapons
|
||||
bit escFlag
|
||||
@@ -293,7 +321,7 @@ AfterManualPurchase
|
||||
GoToActivation
|
||||
mva #$ff LastWeapon
|
||||
|
||||
VDLI DLIinterruptText ; jsr SetDLI for text (purchase) screen
|
||||
SetDLI DLIinterruptText ; jsr SetDLI for text (purchase) screen
|
||||
jsr PMoutofScreen
|
||||
mwa #PurchaseDL dlptrs
|
||||
lda #@dmactl(narrow|dma) ; narrow screen width, DL on, P/M off
|
||||
@@ -320,11 +348,16 @@ GoToActivation
|
||||
tax
|
||||
NextChar03
|
||||
lda tanksnames,x
|
||||
sta purchaseTextBuffer+8,y
|
||||
sta purchaseTextBuffer+7,y
|
||||
inx
|
||||
iny
|
||||
cpy #$08
|
||||
bne NextChar03
|
||||
; displaying number of active controller port
|
||||
ldy JoystickNumber
|
||||
lda digits+1,y
|
||||
sta purchaseTextBuffer+17
|
||||
|
||||
; and we display cash of the given player
|
||||
|
||||
; here we must jump in after each purchase
|
||||
@@ -364,7 +397,7 @@ AfterPurchase
|
||||
cmp IndexesOfWeaponsL1,y
|
||||
beq ?weaponfound
|
||||
iny
|
||||
cpy #(last_offensive_____ - first_offensive____) ; maxOffensiveWeapons
|
||||
cpy #(last_offensive_____ - first_offensive____)+1 ; maxOffensiveWeapons
|
||||
bne @-
|
||||
; not found apparently?
|
||||
; TODO: check border case (the last weapon)
|
||||
@@ -377,6 +410,7 @@ PositionDefensive
|
||||
?weaponFound
|
||||
; weapon index in Y
|
||||
sty positionOnTheList
|
||||
jsr _MakeOffsetDown ; set list screen offset
|
||||
|
||||
; Here we have all we need
|
||||
; So choose the weapon for purchase ......
|
||||
@@ -387,7 +421,10 @@ ChoosingItemForPurchase
|
||||
jsr PutLitteChar ; Places pointer at the right position
|
||||
jsr getkey
|
||||
bit escFlag
|
||||
spl:jmp WaitForKeyRelease ; like jsr ... : rts
|
||||
bpl @+
|
||||
mva #0 escFlag
|
||||
jmp WaitForKeyRelease ; like jsr ... : rts
|
||||
@
|
||||
cmp #@kbcode._tab ; $2c ; Tab
|
||||
jeq ListChange
|
||||
cmp #@kbcode._left ; $06 ; cursor left
|
||||
@@ -446,18 +483,23 @@ GoDownOffensive
|
||||
sty PositionOnTheList
|
||||
beq MakeOffsetUp
|
||||
MakeOffsetDown
|
||||
jsr _MakeOffsetDown
|
||||
EndGoDownX
|
||||
jmp ChoosingItemForPurchase
|
||||
|
||||
_MakeOffsetDown
|
||||
lda OffsetDL1
|
||||
clc
|
||||
adc #15
|
||||
;if offset+16 is lower than the position then it must =16
|
||||
cmp PositionOnTheList
|
||||
bcs EndGoDownX
|
||||
bcs _EndGoDownX
|
||||
sec
|
||||
lda PositionOnTheList
|
||||
sbc #15
|
||||
sta OffsetDL1
|
||||
EndGoDownX
|
||||
jmp ChoosingItemForPurchase
|
||||
_EndGoDownX
|
||||
rts
|
||||
|
||||
; swapping the displayed list and setting pointer to position 0
|
||||
ListChange
|
||||
@@ -473,6 +515,7 @@ ListChange
|
||||
beq @+
|
||||
; inventory
|
||||
jsr calcPosOffensive
|
||||
jsr _MakeOffsetDown ; set list screen offset
|
||||
jmp ChoosingItemForPurchase
|
||||
@
|
||||
mva #0 PositionOnTheList
|
||||
@@ -792,11 +835,9 @@ Suprise ; get a random weapon
|
||||
bcc GetRandomDefensive
|
||||
GetRandomOffensive
|
||||
randomize ind_Missile________ last_offensive_____
|
||||
cmp #ind_Buy_me_________
|
||||
beq GetRandomOffensive
|
||||
;cmp #ind_Buy_me_________ ; buy me do not buy buy me :)
|
||||
;beq GetRandomOffensive
|
||||
tay
|
||||
; lda WeaponUnits,y ; check if weapon exist
|
||||
; beq GetRandomOffensive
|
||||
bne NoSuprise ; Y always <> 0
|
||||
GetRandomDefensive
|
||||
randomize ind_Battery________ last_defensive_____
|
||||
@@ -848,6 +889,44 @@ invSelectDef
|
||||
ply
|
||||
jmp DecreaseDefensive ; bypass activation
|
||||
NotBattery
|
||||
cmp #ind_Auto_Defense___
|
||||
bne NoAutoDefense
|
||||
; Auto Defense - do it like battery
|
||||
mva #sfx_auto_defense sfx_effect
|
||||
mva #$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
|
||||
lda #%00000000
|
||||
sta TestFlightFlag ; set "visual aiming" off
|
||||
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
|
||||
lda #%10000000
|
||||
sta TestFlightFlag ; set "visual aiming" on
|
||||
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
|
||||
@@ -886,6 +965,22 @@ 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)
|
||||
@@ -897,7 +992,7 @@ DefActivationEnd
|
||||
cmp IndexesOfWeaponsL2,y
|
||||
beq ?weaponfound
|
||||
iny
|
||||
cpy #(last_defensive_____ - first_defensive____) ; maxDefensiveWeapon
|
||||
cpy #(last_defensive_____ - first_defensive____)+1 ; maxDefensiveWeapon
|
||||
bne @-
|
||||
; not found apparently?
|
||||
; TODO: check border case (the last weapon)
|
||||
@@ -1025,7 +1120,7 @@ NoArrowDown
|
||||
mwa #NameDL dlptrs
|
||||
lda #%00110001 ; narrow screen width, DL on, P/M off
|
||||
sta dmactls
|
||||
VDLI DLIinterruptText ; jsr SetDLI for text (names) screen
|
||||
SetDLI DLIinterruptText ; jsr SetDLI for text (names) screen
|
||||
|
||||
mva #0 TankNr
|
||||
sta COLBAKS ; set color of background
|
||||
@@ -1035,6 +1130,7 @@ NoArrowDown
|
||||
jsr EnterPlayerName
|
||||
bit escFlag
|
||||
spl:rts
|
||||
jsr CheckTankCheat
|
||||
inc TankNr
|
||||
lda TankNr
|
||||
cmp NumberOfPlayers
|
||||
@@ -1057,11 +1153,8 @@ NoArrowDown
|
||||
ldx tanknr
|
||||
lda skillTable,x
|
||||
sta difficultyLevel
|
||||
inx
|
||||
stx decimal
|
||||
mwa #(NameScreen2+9) displayposition
|
||||
jsr displaybyte
|
||||
jsr HighlightLevel ; setting choosen level of the opponent (Moron, etc)
|
||||
lda digits+1,x
|
||||
sta NameScreen2+7
|
||||
|
||||
; clear tank name editor field - not necessary
|
||||
; ldx #8
|
||||
@@ -1095,12 +1188,18 @@ LastNameChar
|
||||
beq @+
|
||||
iny
|
||||
@ sty PositionInName
|
||||
; lda NameAdr,y
|
||||
; ora #$80 ; place cursor on the end
|
||||
; sta NameAdr,y
|
||||
|
||||
|
||||
CheckKeys
|
||||
jsr HighlightLevel ; setting choosen level of the opponent (Moron, etc)
|
||||
ldx TankNr
|
||||
lda JoyNumber,x
|
||||
tay
|
||||
lda digits+1,y
|
||||
sta NameScreen2+11 ; display joystick port number
|
||||
lda TankShape,x
|
||||
tay
|
||||
lda digits+1,y
|
||||
sta NameScreen2+15 ; display tank shape number
|
||||
jsr CursorDisplay
|
||||
jsr getkey
|
||||
bit escFlag
|
||||
@@ -1131,7 +1230,7 @@ CheckFurtherX01 ; here we check Tab, Return and Del
|
||||
cmp #@kbcode._ret ; $0c ; Return
|
||||
jeq EndOfNick
|
||||
cmp #@kbcode._tab ; $2c ; Tab
|
||||
beq ChangeOfLevelUp
|
||||
beq ChangeOfJoyUp
|
||||
cmp #@kbcode._right ; $7 ;cursor right
|
||||
beq ChangeOfLevelUp
|
||||
cmp #@kbcode._left ; $6 ;cursor left
|
||||
@@ -1140,6 +1239,8 @@ CheckFurtherX01 ; here we check Tab, Return and Del
|
||||
beq ChangeOfLevel3Up
|
||||
cmp #@kbcode._up ; $e ;cursor up
|
||||
beq ChangeOfLevel3Down
|
||||
cmp #@kbcode._atari ; atari (inverse) key
|
||||
jeq ChangeOfShapeUp
|
||||
|
||||
cmp #@kbcode._del ; $34 ; Backspace (del)
|
||||
bne CheckKeys
|
||||
@@ -1159,13 +1260,24 @@ FirstChar
|
||||
lda #0
|
||||
sta NameAdr,x
|
||||
jmp CheckKeys
|
||||
;----
|
||||
ChangeOfJoyUp
|
||||
ldx TankNr
|
||||
inc JoyNumber,x
|
||||
lda JoyNumber,x
|
||||
and #%00000011 ; max 4 joysticks
|
||||
sta JoyNumber,x
|
||||
.IF TARGET = 5200
|
||||
beq ChangeOfShapeUp ; change tank shape
|
||||
.ENDIF
|
||||
jmp CheckKeys
|
||||
;----
|
||||
ChangeOfLevelUp ; change difficulty level of computer opponent
|
||||
inc:lda DifficultyLevel
|
||||
cmp #9 ; 9 levels are possible
|
||||
bne DoNotLoopLevelUp
|
||||
mva #$0 DifficultyLevel
|
||||
DoNotLoopLevelUp
|
||||
jsr HighlightLevel
|
||||
jmp CheckKeys
|
||||
;----
|
||||
ChangeOfLevelDown
|
||||
@@ -1173,7 +1285,6 @@ ChangeOfLevelDown
|
||||
bpl DoNotLoopLevelDown
|
||||
mva #$8 DifficultyLevel
|
||||
DoNotLoopLevelDown
|
||||
jsr HighlightLevel
|
||||
jmp CheckKeys
|
||||
;----
|
||||
ChangeOfLevel3Up
|
||||
@@ -1185,7 +1296,6 @@ ChangeOfLevel3Up
|
||||
sbb DifficultyLevel #9
|
||||
|
||||
DoNotLoopLevel3Up
|
||||
jsr HighlightLevel
|
||||
jmp CheckKeys
|
||||
;----
|
||||
ChangeOfLevel3Down
|
||||
@@ -1193,9 +1303,18 @@ ChangeOfLevel3Down
|
||||
bpl @+
|
||||
adb DifficultyLevel #9
|
||||
@
|
||||
jsr HighlightLevel
|
||||
jmp CheckKeys
|
||||
;----
|
||||
ChangeOfShapeUp
|
||||
ldx TankNr
|
||||
inc TankShape,x
|
||||
lda TankShape,x
|
||||
cmp #$03
|
||||
bne @+
|
||||
lda #$00
|
||||
sta TankShape,x
|
||||
@ jmp CheckKeys
|
||||
;----
|
||||
EndOfNick
|
||||
; now check long press joy button (or Return...)
|
||||
mva #0 pressTimer ; reset
|
||||
@@ -1215,6 +1334,10 @@ ShortJoyPress
|
||||
ldx tanknr
|
||||
lda DifficultyLevel
|
||||
sta skilltable,x
|
||||
beq NotRobot
|
||||
lda #$03 ; shape for robotanks
|
||||
sta TankShape,x
|
||||
NotRobot
|
||||
; storing name of the tank in the right space
|
||||
; (without cursor!)
|
||||
ldy #$00
|
||||
@@ -1436,7 +1559,7 @@ displayloop
|
||||
cpx #0
|
||||
bne noleading0
|
||||
cpy #4
|
||||
beq noleading0 ; if 00000 - last 0 must be
|
||||
beq noleading0 ; if 00000 - last 0 must stay
|
||||
cmp zero
|
||||
bne noleading0
|
||||
lda #space
|
||||
@@ -1508,7 +1631,7 @@ displayloop1
|
||||
;parameters are:
|
||||
;Y - number of tank above which text is displayed
|
||||
;fx - length of text
|
||||
;textAddress - address of the text
|
||||
;LineAddress4x4 - address of the text
|
||||
|
||||
;lets calculate position of the text first!
|
||||
;that's easy because we have number of tank
|
||||
@@ -1580,7 +1703,7 @@ DOTNnotLessThanZero
|
||||
DOTNnoOverflow
|
||||
;here in temp we have really good x position of text
|
||||
|
||||
mwa temp TextPositionX
|
||||
mwa temp LineXdraw
|
||||
|
||||
;now let's get y position
|
||||
;we will try to put text as low as possible
|
||||
@@ -1610,62 +1733,34 @@ DOTOldLowestValue
|
||||
cpy #$ff
|
||||
bne DOTLowestMountainValueLoop
|
||||
|
||||
|
||||
|
||||
sec
|
||||
lda temp2
|
||||
sbc #(4+9) ;9 pixels above ground (and tanks...)
|
||||
sta TextPositionY
|
||||
sta LineYdraw
|
||||
|
||||
mva #0 TextCounter
|
||||
mwa TextAddress temp
|
||||
DOTNcharloop
|
||||
ldy TextCounter
|
||||
jmp TypeLine4x4.noLengthNoColor ; rts
|
||||
|
||||
lda (temp),y
|
||||
and #$3f ;always CAPITAL letters
|
||||
|
||||
sta CharCode4x4
|
||||
lda TextCounter
|
||||
asl
|
||||
asl
|
||||
clc
|
||||
adc TextPositionX
|
||||
sta dx
|
||||
lda #0
|
||||
adc TextPositionX+1
|
||||
sta dx+1
|
||||
lda TextPositionY
|
||||
sta dy
|
||||
mva #0 dy+1 ; dy is 2 bytes value
|
||||
jsr PutChar4x4
|
||||
|
||||
inc TextCounter
|
||||
lda fx
|
||||
cmp TextCounter
|
||||
bne DOTNcharloop
|
||||
|
||||
rts
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------------
|
||||
.proc DisplayOffensiveTextNr ;
|
||||
ldx TextNumberOff
|
||||
lda talk.OffensiveTextTableL,x
|
||||
sta TextAddress
|
||||
sta LineAddress4x4
|
||||
lda talk.OffensiveTextTableH,x
|
||||
sta TextAddress+1
|
||||
sta LineAddress4x4+1
|
||||
inx ; the next text
|
||||
lda talk.OffensiveTextTableH,x
|
||||
sta temp+1
|
||||
lda talk.OffensiveTextTableL,x
|
||||
sta temp ; opty possible
|
||||
; substract address of the next text from previous to get text length
|
||||
sbw temp TextAddress temp2
|
||||
sbw temp LineAddress4x4 temp2
|
||||
mva temp2 fx
|
||||
|
||||
jsr Display4x4AboveTank
|
||||
rts
|
||||
;jsr Display4x4AboveTank
|
||||
;rts
|
||||
; POZOR !!!
|
||||
.endp
|
||||
|
||||
;--------------------------------------------------------
|
||||
@@ -1678,7 +1773,7 @@ DOTNcharloop
|
||||
lda #0
|
||||
adc #>Tanksnames
|
||||
sta temp+1 ; TextAddress+1
|
||||
mwa temp TextAddress
|
||||
mwa temp LineAddress4x4
|
||||
|
||||
;find length of the tank's name
|
||||
ldy #7
|
||||
@@ -1699,15 +1794,19 @@ end_found
|
||||
;-------------------------------
|
||||
.proc TypeLine4x4 ;
|
||||
;-------------------------------
|
||||
;this routine prints line ending with $ff
|
||||
;address in LineAddress4x4 (it is the same as `temp`)
|
||||
;this routine prints line of length `fx`
|
||||
;address in LineAddress4x4
|
||||
;starting from LineXdraw, LineYdraw
|
||||
|
||||
lda #$ff
|
||||
lda #14 ; default length of 4x4 texts
|
||||
sta fx
|
||||
|
||||
variableLength
|
||||
lda #$ff ; $ff - visible characters, $00 - clearing
|
||||
|
||||
staplot4x4color
|
||||
sta plot4x4color
|
||||
|
||||
noLengthNoColor
|
||||
|
||||
ldy #0
|
||||
sty LineCharNr
|
||||
@@ -1715,19 +1814,17 @@ staplot4x4color
|
||||
TypeLine4x4Loop
|
||||
ldy LineCharNr
|
||||
|
||||
;mwa LineAddress4x4 temp ; LineAddress4x4 === temp
|
||||
lda (temp),y
|
||||
cmp #$ff
|
||||
beq EndOfTypeLine4x4
|
||||
|
||||
lda (LineAddress4x4),y
|
||||
and #$3f ;always CAPITAL letters
|
||||
sta CharCode4x4
|
||||
mwa LineXdraw dx
|
||||
mva LineYdraw dy
|
||||
mva #0 dy+1 ; dy is 2 bytes value
|
||||
jsr PutChar4x4 ;type empty pixels as well!
|
||||
adw LineXdraw #4
|
||||
inc LineCharNr
|
||||
jmp TypeLine4x4Loop
|
||||
inc:lda LineCharNr
|
||||
cmp fx
|
||||
bne TypeLine4x4Loop
|
||||
|
||||
EndOfTypeLine4x4
|
||||
rts
|
||||
@@ -1745,13 +1842,9 @@ EndOfTypeLine4x4
|
||||
jsr TL4x4_top
|
||||
adb ResultY #4 ;next line
|
||||
|
||||
;seppuku
|
||||
;sure?
|
||||
mwa #areYouSureText LineAddress4x4
|
||||
mwa #((ScreenWidth/2)-(8*4)) LineXdraw ; centering
|
||||
mva ResultY LineYdraw
|
||||
jsr TypeLine4x4
|
||||
adb ResultY #4 ;next line
|
||||
|
||||
jsr _sep_opty
|
||||
;bottom frame
|
||||
mva ResultY LineYdraw
|
||||
jsr TL4x4_bottom
|
||||
@@ -1772,17 +1865,22 @@ skip01
|
||||
@
|
||||
mva #$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
|
||||
@@ -1803,11 +1901,8 @@ 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
|
||||
@@ -1815,22 +1910,22 @@ 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 ;
|
||||
@@ -1954,10 +2049,6 @@ TankNameCopyLoop
|
||||
;it means |
|
||||
mva #$3 ResultLineBuffer+13
|
||||
|
||||
|
||||
;it means end of line
|
||||
mva #$ff ResultLineBuffer+14
|
||||
|
||||
;result line display
|
||||
mwa #ResultLineBuffer LineAddress4x4
|
||||
mwa #((ScreenWidth/2)-(8*4)) LineXdraw
|
||||
@@ -2023,8 +2114,9 @@ FinishResultDisplay
|
||||
mva #0 COLOR1
|
||||
sta COLBAKS ; set color of background
|
||||
sta CreditsVScrol
|
||||
sta JoystickNumber ; set joystick port for player
|
||||
mva #TextForegroundColor COLOR2
|
||||
VDLI DLIinterruptGameOver ; jsr SetDLI for Game Over screen
|
||||
SetDLI DLIinterruptGameOver ; jsr SetDLI for Game Over screen
|
||||
; make text and color lines for each tank
|
||||
ldx NumberOfPlayers ;we start from the highest (best) tank
|
||||
dex ;and it is the last one
|
||||
@@ -2259,6 +2351,10 @@ EndOfCredits
|
||||
.proc DisplayStatus
|
||||
;-------------------------------------------------
|
||||
|
||||
; displaying number of active controller port
|
||||
ldy JoystickNumber
|
||||
lda digits+1,y
|
||||
sta statusBuffer+17
|
||||
;---------------------
|
||||
;displaying symbol of the weapon
|
||||
;---------------------
|
||||
@@ -2269,7 +2365,7 @@ EndOfCredits
|
||||
ldx TankNr
|
||||
ldy ActiveWeapon,x
|
||||
lda WeaponSymbols,y
|
||||
sta statusBuffer+18
|
||||
sta statusBuffer+19
|
||||
|
||||
;---------------------
|
||||
;displaying quantity of the given weapon
|
||||
@@ -2277,7 +2373,7 @@ EndOfCredits
|
||||
lda ActiveWeapon,x
|
||||
jsr HowManyBullets
|
||||
sta decimal
|
||||
mwa #statusBuffer+20 displayposition
|
||||
mwa #statusBuffer+21 displayposition
|
||||
jsr displaybyte
|
||||
|
||||
;---------------------
|
||||
@@ -2298,13 +2394,18 @@ EndOfCredits
|
||||
ldy #15
|
||||
@
|
||||
lda (temp),y
|
||||
sta statusBuffer+23,y
|
||||
sta statusBuffer+24,y
|
||||
dey
|
||||
bpl @-
|
||||
|
||||
;---------------------
|
||||
;displaying name of the defence weapon (if active)
|
||||
;---------------------
|
||||
lda AutoDefenseFlag,x ; Auto Defense symbol (space or "A" in inverse)
|
||||
bpl @+
|
||||
lda #$5e ; Auto Defense symbol
|
||||
@
|
||||
sta statusBuffer+80+21
|
||||
lda #$08 ; (
|
||||
sta statusBuffer+80+22
|
||||
lda #$09 ; )
|
||||
@@ -2465,7 +2566,7 @@ AngleDisplay
|
||||
.proc PutTankNameOnScreen
|
||||
; puts name of the tank on the screen
|
||||
ldy #$00
|
||||
lda tanknr
|
||||
lda TankNr
|
||||
asl
|
||||
asl
|
||||
asl ; 8 chars per name
|
||||
|
||||
+13
-19
@@ -39,10 +39,10 @@ mountainDeltaL .ds 1 ;.by $ff
|
||||
LineHeader1
|
||||
.ds 9 ;dta d"# ROUND: "
|
||||
RoundNrDisplay
|
||||
.ds 7 ;dta d" #", $ff
|
||||
.ds 5 ;dta d" #", $ff
|
||||
; 4x4 text buffer
|
||||
ResultLineBuffer
|
||||
.ds 19 ;dta d" ", $ff
|
||||
.ds 14 ;dta d" ", $ff
|
||||
linetableL ; = PMGraph + $0300 - (screenHeight+1)*2
|
||||
.ds (screenHeight+1)
|
||||
linetableH ; = PMGraph + $0300 - (screenHeight+1)
|
||||
@@ -126,7 +126,9 @@ BarrelLength ;length of the tank barrel - dont forget to set it to 6 at round st
|
||||
ActiveWeapon ;number of the selected weapon
|
||||
.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
|
||||
;----------------------------------------------------
|
||||
|
||||
@@ -157,11 +159,17 @@ ytankstable ;Y positions of tanks (lower left point)
|
||||
.DS MaxPlayers
|
||||
LowResDistances ; coarse tank positions divided by 4 (to be in just one byte)
|
||||
.DS MaxPlayers
|
||||
JoyNumber ; Joystick port number (from 0 to 3)
|
||||
.DS MaxPlayers
|
||||
TankShape ; Tank shape number (from 0 to 2)
|
||||
.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
|
||||
@@ -212,7 +220,7 @@ FallingSoundBit .DS 1
|
||||
PreviousFall .DS 1
|
||||
EndOfTheFallFlag .DS 1 ; in case of the infinite fall
|
||||
;Parachute .DS 1 ; are you insured with parachute?
|
||||
FloatingAlt .DS 1 ; floating tank altitude
|
||||
;FloatingAlt .DS 1 ; floating tank altitude
|
||||
FunkyWallFlag = FloatingAlt ; reuse this variable in different weapon (Funky Bomb)!
|
||||
PreferHumansFlag = FloatingAlt ; second reuse in AI Aim proc
|
||||
;----------------------------------------------------
|
||||
@@ -275,6 +283,7 @@ UpNdown .DS 1
|
||||
|
||||
temptankX .DS 2
|
||||
temptankNr .DS 1
|
||||
AfterBFGflag .DS 1
|
||||
|
||||
;----------------------------------------------------
|
||||
;Variables from textproc.s65
|
||||
@@ -356,10 +365,6 @@ mountaintable2 ;table of mountains (size=screenwidth)
|
||||
.DS 1 ; additional byte for fallout (sometimes 1 pixel)
|
||||
MountaintableEnd ;good for table clearing
|
||||
;----------------------------------------------------
|
||||
TextPositionX .DS 2
|
||||
TextPositionY .DS 1
|
||||
TextAddress .DS 2
|
||||
TextCounter .DS 1
|
||||
TextNumberOff .DS 1
|
||||
;--------------
|
||||
TankTempY
|
||||
@@ -376,10 +381,6 @@ CurrentResult
|
||||
;--------------
|
||||
AngleTable ;Angle of the barrel of each tank during the round
|
||||
.DS MaxPlayers
|
||||
;NewAngle ; used in AI
|
||||
.DS 1
|
||||
;previousBarrelAngle
|
||||
; .DS MaxPlayers
|
||||
EndOfTheBarrelX
|
||||
.ds 2
|
||||
EndOfTheBarrelY
|
||||
@@ -409,19 +410,12 @@ LineCharNr .DS 1
|
||||
;LineYdraw .DS 1
|
||||
|
||||
;-----------
|
||||
ResultX
|
||||
.DS 2
|
||||
;ResultY .DS 1
|
||||
ResultOfTankNr
|
||||
.DS 1
|
||||
|
||||
;----------------------------------------------------
|
||||
;PutChar4x4
|
||||
;----------------------------------------------------
|
||||
LoopCounter4x4 .DS 1
|
||||
y4x4 .DS 1
|
||||
StoreA4x4 .DS 1
|
||||
Xcounter4x4 .DS 1
|
||||
nibbler4x4 .DS 1
|
||||
CharCode4x4 .DS 1
|
||||
;plot4x4color .DS 1 ;1-white, 0-background
|
||||
|
||||
+377
-265
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user