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@@ -4,3 +4,4 @@ scorch.lab
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scorch.lst
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scorch.lst
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textproc.lab
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textproc.lab
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textproc.lst
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textproc.lst
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artwork/talk.as_
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+7
-3
@@ -8,7 +8,7 @@ On the first screen, you can configure gameplay options:
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* number of players (2 - 6) includes both human and computer-controlled players
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* number of players (2 - 6) includes both human and computer-controlled players
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* the initial amount of cash of each player (2K is the optimal value we chose, but for short games, it is worth choosing a higher value)
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* the initial amount of cash of each player (2K is the optimal value we chose, but for short games, it is worth choosing a higher value)
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* gravity
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* gravity
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* maximum wind strength (wind is drawn at the beginning of each round, here you can choose how strong it can be)
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* maximum wind strength (wind is drawn at the beginning of each round or during the round between turns, here we can choose how strong it can be)
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* number of rounds in a game
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* number of rounds in a game
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* missile speed (does not affect the flight path - only changes the apparent missile speed - does not change anything in the gameplay itself)
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* missile speed (does not affect the flight path - only changes the apparent missile speed - does not change anything in the gameplay itself)
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* frequency of suicides :) - if for a number of turns the game has not recorded hits (tanks are constantly shooting inaccurately), after one of such misses a tank commits suicide - here you determine how long they can "shooting for the stars" :) - if only people play the optimal setting is "norm", in the case of computer-controlled players ... you choose.
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* frequency of suicides :) - if for a number of turns the game has not recorded hits (tanks are constantly shooting inaccurately), after one of such misses a tank commits suicide - here you determine how long they can "shooting for the stars" :) - if only people play the optimal setting is "norm", in the case of computer-controlled players ... you choose.
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@@ -24,7 +24,7 @@ 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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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 [TAB] or [SELECT] key, and on the Atari 5200 console, the [5] controller key change the color of the mountains (3 versions to choose from) or (if the cursor indicates the wind strength selection option "Wind") change the way the wind strength is drawn from "every round" to "every turn" and vice versa. Drawing every turn is indicated by the "?" sign next to the word "Wind".
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The [RETURN] key or a joystick button moves to the next screen.
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The [RETURN] key or a joystick button moves to the next screen.
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@@ -67,7 +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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| A800 | 5200 | function |
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| --- | --- | --- |
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| --- | --- | --- |
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| [SPACE] | [0] | or joystick button pressed briefly - firing a shot. |
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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). 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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| [TAB] or [SELECT] | [5] | selection of offensive weapons (this option is not available directly with the joystick - you need to select Inventory). |
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| [I] | [9] | or longer holding the joystick button - go to Inventory. It is a screen (actually two) with the same layout as the shopping menu, it also works similarly except that here you don't buy weapons, but choose one of the offensive ones to shoot or activate a defensive weapon. |
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| [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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| [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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| [M] | [PAUSE] | disable/enable background music. |
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@@ -75,8 +75,10 @@ The keyboard controls here are simple, cursor keys or joystick: left/right - cha
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| [START] | N/A | speed up some game animations. |
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| [START] | N/A | speed up some game animations. |
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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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| [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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| [START] + [OPTION] | N/A | immediately force the end of the game (Game Over), just like [O] but without confirmation.
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| [G] | N/A | changes the mountain shading |
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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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| [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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| [Y] | [1] | when asked to abort or terminate the game - confirmation |
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| [CTRL] + [HELP] | N/A | Toggle "visual debug" mode. It displays distances measured, laser aiming, and aiming technique. It leaves a mess on the screen, but it does not impair the game, just makes it a bit harder. |
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## 5. Game mechanics - offensive weapons
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## 5. Game mechanics - offensive weapons
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@@ -182,6 +184,8 @@ Only these points determine the order in the summary
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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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* **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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* **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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Due to the different warhead tracking system of **MIRV** weapons, the **Bouncy Castle** and **Mag Deflector** defensive weapons only use the shielding function when hit by these weapons. In addition, **MIRV** warheads do not bounce or fly through sidewalls when falling!
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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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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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**White Flag**, **Hovercraft** and **Nuclear Winter** weapons, when selected, require activation, this is accomplished by "firing a shot" after the selection of that weapon. Of course, the shot of the offensive weapon is then not fired, but only the selected defensive weapon is activated.
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**White Flag**, **Hovercraft** and **Nuclear Winter** weapons, when selected, require activation, this is accomplished by "firing a shot" after the selection of that weapon. Of course, the shot of the offensive weapon is then not fired, but only the selected defensive weapon is activated.
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+5
-3
@@ -7,7 +7,7 @@ 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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* 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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* 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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* grawitacja
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* maksymalna siła wiatru (wiatr jest losowany na początku każdej z rund, tu możemy wybrać jak silny może być)
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* maksymalna siła wiatru (wiatr jest losowany na początku każdej z rund lub w czasie rundy pomiędzy turami, tu możemy wybrać jak silny może być)
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* liczba rozgrywanych rund
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* liczba rozgrywanych rund
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* szybkość lotu pocisków (nie ma wpływu na tor lotu - zmienia jedynie widoczną prędkość rysowania - nie zmienia nic w samej rozgrywce)
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* szybkość lotu pocisków (nie ma wpływu na tor lotu - zmienia jedynie widoczną prędkość rysowania - nie zmienia nic w samej rozgrywce)
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* częstotliwość samobójstw :) - jeśli przez ileś tur gra nie odnotowała trafień (czołgi ciągle strzelają niecelnie) jeden z takich pudłujących czołgów popełnia samobójstwo - tu określamy jak długo mogą “strzelać w próżnię” :) - jeśli grają tylko ludzie optymalne ustawienie to “norm”, w przypadku graczy sterowanych przez komputer… wedle uznania.
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* częstotliwość samobójstw :) - jeśli przez ileś tur gra nie odnotowała trafień (czołgi ciągle strzelają niecelnie) jeden z takich pudłujących czołgów popełnia samobójstwo - tu określamy jak długo mogą “strzelać w próżnię” :) - jeśli grają tylko ludzie optymalne ustawienie to “norm”, w przypadku graczy sterowanych przez komputer… wedle uznania.
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@@ -23,7 +23,7 @@ Na pierwszym ekranie możemy skonfigurować opcje rozgrywki:
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Wybór opcji klawiszami kursora lub joystickiem.
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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 [TAB] lub [SELECT], a na konsoli Atari 5200 klawisz [5] kontrolera zmieniają kolor gór (3 wersje do wyboru) lub (jeśli kursor wskazuje opcję wyboru siły wiatru "Wind") zmieniają sposób losowania siły wiatru z "co rundę" na "co turę" i odwrotnie. Losowanie co turę jest sygnalizowane znakiem "?" przy słowie "Wind".
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Klawisz [RETURN] lub przycisk Joysticka przechodzi do następnego ekranu.
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Klawisz [RETURN] lub przycisk Joysticka przechodzi do następnego ekranu.
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@@ -66,7 +66,7 @@ Tutaj klawiszologia jest prosta, klawisze kursora lub joystick: lewo/prawo - zmi
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| A800 | 5200 | funkcja |
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| A800 | 5200 | funkcja |
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| --- | --- | --- |
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| --- | --- | --- |
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| [SPACJA] | [0] | lub przycisk joysticka naciśnięte krótko - oddanie strzału |
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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). W głównym menu zmienia cieniowanie gór, widoczne w kolorze górek na dole ekranu. |
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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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| [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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| [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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| [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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| [M] | [PAUSE] | wyłączenie/włączenie muzyki w tle |
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@@ -74,8 +74,10 @@ Tutaj klawiszologia jest prosta, klawisze kursora lub joystick: lewo/prawo - zmi
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| [START] | brak | przyspiesza/pomija niektóre animacje w grze |
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| [START] | brak | przyspiesza/pomija niektóre animacje w grze |
|
||||||
| [O] | [3] | wymuszenie zakończenia gry (Game Over). W podsumowaniu wyników nie jest brana pod uwagę przerwana właśnie runda rozgrywki, a wyłącznie rundy zakończone wcześniej. Odpowiada to wciśnięciu klawisza [ESC] z tą różnicą, że wyświetlane jest podsumowanie oraz creditsy. |
|
| [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. |
|
| [START] + [OPTION] | brak | natychmiastowe wymuszenie zakończenia gry (Game Over), tak jak [O] ale bez potwierdzenia. |
|
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|
| [G] | brak | zmienia cieniowanie gór |
|
||||||
| [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). |
|
| [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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| [Y] | [1] | w przypadku pytania o przerwanie lub zakończenie gry - potwierdzenie decyzji |
|
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|
| [CTRL] + [HELP] | brak | Przełącza tryb "visual debug". Wizualizuje mierzone odległości, celowanie lasera oraz technikę celowania komputera. Pozostawia bałagan na ekranie, co nie zmienia rozgrywki, tylko ją nieco utrudnia. |
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|
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## 5. Zasady gry - bronie ofensywne
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## 5. Zasady gry - bronie ofensywne
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|
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|
|||||||
@@ -8,17 +8,19 @@ by Tomasz 'Pecus' Pecko and Pawel 'pirx' Kalinowski
|
|||||||
Warsaw, Miami 2000, 2001, 2002, 2003, 2009, 2012, 2013, 2022
|
Warsaw, Miami 2000, 2001, 2002, 2003, 2009, 2012, 2013, 2022
|
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|
|
||||||
Contributors:
|
Contributors:
|
||||||
- Miker (@mikerro) - in-game music and sfx, ideas, QA
|
- Miker ([mikerro](https://github.com/mikerro)) - in-game music and sfx, ideas, QA
|
||||||
- Kaz - splash screen, ideas
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- Kaz - original splash screen, SV Atari 50 splash screen, ideas
|
||||||
- Adam (@6502adam) - font, design, QA
|
- Adam ([6502adam](https://github.com/6502adam)) - font, design, QA
|
||||||
- Bocianu (@bocianu) - important ideas, FujiNet implementation, QA
|
- Bocianu ([bocianu](https://github.com/bocianu)) - important ideas, FujiNet implementation, QA
|
||||||
- Emkay - splash screen music
|
- Emkay - splash screen music
|
||||||
- Fox (@pfusik) - plot and point optimization
|
- Fox ([pfusik](https://github.com/pfusik)) - plot and point optimization
|
||||||
|
- xorcerer ([xauberer](https://github.com/xauberer)) - prompt for AI generated splash and sticker
|
||||||
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|
||||||
|
|
||||||
QA: Probabilitydragon, KrzysRog, Beeblebrox, EnderDude, lopezpb, Dracon, brad-colbert, archon800,
|
QA: Probabilitydragon, KrzysRog, Beeblebrox, EnderDude, lopezpb, Dracon, brad-colbert, archon800,
|
||||||
Shaggy the Atarian, x=usr(1536), Aking, Kenshi
|
Shaggy the Atarian, x=usr(1536), Aking, Kenshi
|
||||||
|
|
||||||
Special thanks to tebe (@tebe6502), JAC! (@peterdell) and phaeron for their fantastic tools and support.
|
Special thanks to tebe ([tebe6502](https://github.com/tebe6502)), JAC! ([peterdell](https://github.com/peterdell)) and phaeron ([Altirra](https://www.virtualdub.org/altirra.html)) for their fantastic tools and support.
|
||||||
|
|
||||||
You can contact us via [AtariAge](https://atariage.com) or [AtariOnLine](https://atarionline.pl) forums.
|
You can contact us via [AtariAge](https://atariage.com) or [AtariOnLine](https://atarionline.pl) forums.
|
||||||
|
|
||||||
@@ -51,6 +53,76 @@ With the advent of [fujinet](https://fujinet.online/) we are thinking about maki
|
|||||||
|
|
||||||
## Changelog:
|
## Changelog:
|
||||||
|
|
||||||
|
###### Version 1.28
|
||||||
|
2023-04-22
|
||||||
|
|
||||||
|
Greetings and salutations,
|
||||||
|
|
||||||
|
Allow me to present the release notes for Version 1.28 of our esteemed hobby game for 8-bit computers.
|
||||||
|
|
||||||
|
First and foremost, let it be known that we have reached the end of an era. We bid adieu to the solitary player versions, as we are determined to preserve the sanctity of this auspicious round version number.
|
||||||
|
|
||||||
|
Moving on to the technical enhancements and embellishments, we are proud to introduce a simulated stereo feature for those fortunate enough to possess the dual pokey hardware. This auditory wonder was brought to fruition by the esteemed Arthur "Two Pokeys" Jackson, whose mastery in the field of sound engineering knows no bounds.
|
||||||
|
|
||||||
|
Furthermore, we have bestowed upon our beloved creation a splash screen of unrivaled brilliance, crafted by the masterful xorcerer. This work of art, by the Artificial Unintelligence and Machine Forgetting, shall leave an indelible mark on all who behold it.
|
||||||
|
|
||||||
|
Our developers have also painstakingly refined the game's performance with a plethora of improvements, including a refined round and final results sorting mechanism, additional keyboard usage assistance in the main menu, and a significant acceleration of the 8x8 and 4x4 put char routines. Additionally, we have incorporated configurable hardware and screen memory layout agnostic put char routines to accommodate future ports and ensure seamless compatibility.
|
||||||
|
|
||||||
|
Last but certainly not least, our mountain drawing optimization shall elevate the visual experience to new heights, ensuring an immersive and enjoyable experience for all.
|
||||||
|
|
||||||
|
We hope that these improvements shall enhance your gaming experience, and we eagerly anticipate your feedback.
|
||||||
|
|
||||||
|
Yours sincerely,
|
||||||
|
|
||||||
|
The Developers
|
||||||
|
|
||||||
|
###### Version 1.27
|
||||||
|
2023-02-07
|
||||||
|
|
||||||
|
Late evening edition. It is 2:11 am and I am writing this instead of dreaming of electric sheep.
|
||||||
|
Our Senior Executive Art Director @+Adam+ ordered us to stop procrastinating and finally release the version with colorized mountains. So here it is. Enjoy :)
|
||||||
|
Please note you can still press [Tab] or [5] in the main menu and revert to the classic or classy look of the "Polish rainbow" (it's a reference to a strangely accurate Wulffmorgenthaler comic strip: https://i.imgur.com/HMctP.jpg)
|
||||||
|
Other changes:
|
||||||
|
- nicer Lazy targeting and "visual Debug" for Lazy Boys
|
||||||
|
- extreme memory optimizations to fit 2 new texts from @RB5200 based on "Sandford and Son"
|
||||||
|
- fix for [G] key bug when turn wind changes were selected
|
||||||
|
- fix for Lazy Boys deactivation bug
|
||||||
|
- PAL mode now has got the full-color table, so it is possible to adjust colors better
|
||||||
|
- the x-position of tanks was always adjusted to even X values, this is no more, which saves some hassle and unnecessary tank shakes left and right. As tanks are painted with sprites of a lower resolution, a rare artifact might appear here and there.
|
||||||
|
- improved tank shapes
|
||||||
|
|
||||||
|
###### Version 1.26
|
||||||
|
2023-01-23
|
||||||
|
|
||||||
|
Early morning edition. It is 5:11 am and I am writing this instead of dreaming of electric sheep.
|
||||||
|
For the last 6 weeks, the versions we released had an awful bug - the conversations of tanks were completely invisible. Thanks for pointing this out, RB5200.
|
||||||
|
- tanks talk to each other again
|
||||||
|
- better stochastic non-blocking wait one frame
|
||||||
|
- rare distance measurement bug fixed (rarely a tank survived a direct hit)
|
||||||
|
- 5200: second fire (by RB5200)
|
||||||
|
- "visual debug" mode in A800 version, triggered by pressing [CTRL]+[HELP]. It displays distances measured, laser aiming, and aiming technique. It leaves a mess on the screen, but it does not impair the game, just makes it a bit harder.
|
||||||
|
|
||||||
|
|
||||||
|
###### Version 1.25
|
||||||
|
2023-01-17
|
||||||
|
|
||||||
|
Y2K Compliance Edition
|
||||||
|
This version is 5200 SuperSystem focused.
|
||||||
|
- the correct production year in the splash screens!!!
|
||||||
|
- very rare hangups when accessing the inventory seemingly eliminated, thanks @RB5200 for testing!
|
||||||
|
- a new feature - pressing [Tab] (atari800) or [5] (5200) when selecting the wind power switches wind mode to changing with each turn, which makes aiming arguably more challenging! It is indicated by "?" next to the "Wind" in the main menu.
|
||||||
|
- pressing [G] during the game changes the color scheme (classic, Polish rainbow, Xmas).
|
||||||
|
- all these changes were made possible thanks to the extensive code size optimization by @Pecus
|
||||||
|
|
||||||
|
|
||||||
|
###### Version 1.23
|
||||||
|
2023-01-01
|
||||||
|
|
||||||
|
New year edition! Who could imagine?
|
||||||
|
The new feature is that pressing [Tab] in the main menu now changes colors of the small tank area down the screen and makes it clear what color version you are going to run (classic/ Polish rainbow/ Christmas colors).
|
||||||
|
Also a small gradient optimization.
|
||||||
|
|
||||||
|
|
||||||
###### Version 1.22
|
###### Version 1.22
|
||||||
2022-12-24
|
2022-12-24
|
||||||
|
|
||||||
@@ -640,3 +712,4 @@ Together with Pecus we were working on this piece of code for four years and it
|
|||||||
Now it's your turn to help this idea happen!
|
Now it's your turn to help this idea happen!
|
||||||
|
|
||||||
...transmission error...former history missing...
|
...transmission error...former history missing...
|
||||||
|
|
||||||
|
|||||||
@@ -545,10 +545,7 @@ skipThisPlayer
|
|||||||
sta RandBoundaryHigh+1
|
sta RandBoundaryHigh+1
|
||||||
jsr RandomizeForce
|
jsr RandomizeForce
|
||||||
RepeatAim
|
RepeatAim
|
||||||
lda ForceTableL,x
|
jsr Table2Force
|
||||||
sta Force
|
|
||||||
lda ForceTableH,x
|
|
||||||
sta Force+1
|
|
||||||
; wind correction 90+(wind/8)
|
; wind correction 90+(wind/8)
|
||||||
mwa Wind temp2
|
mwa Wind temp2
|
||||||
:7 lsrw temp2
|
:7 lsrw temp2
|
||||||
@@ -604,6 +601,7 @@ NoHitInFirstLoopR
|
|||||||
sbc #5
|
sbc #5
|
||||||
sta NewAngle
|
sta NewAngle
|
||||||
HitOnRightSideOfTargetR
|
HitOnRightSideOfTargetR
|
||||||
|
dec NewAngle
|
||||||
EndOfFirstLoopR
|
EndOfFirstLoopR
|
||||||
mva #5 modify ; set counter (5 turns)
|
mva #5 modify ; set counter (5 turns)
|
||||||
SecondLoopR
|
SecondLoopR
|
||||||
@@ -698,6 +696,7 @@ NoHitInFirstLoopL
|
|||||||
adc #5
|
adc #5
|
||||||
sta NewAngle
|
sta NewAngle
|
||||||
HitOnLeftSideOfTargetL
|
HitOnLeftSideOfTargetL
|
||||||
|
inc NewAngle
|
||||||
EndOfFirstLoopL
|
EndOfFirstLoopL
|
||||||
mva #5 modify ; set counter (5 turns)
|
mva #5 modify ; set counter (5 turns)
|
||||||
SecondLoopL
|
SecondLoopL
|
||||||
|
|||||||
@@ -1,877 +0,0 @@
|
|||||||
/***************************************/
|
|
||||||
/* Use MADS http://mads.atari8.info/ */
|
|
||||||
/* Mode: DLI (char mode) */
|
|
||||||
/***************************************/
|
|
||||||
|
|
||||||
;icl "Scorch50.h"
|
|
||||||
;icl "../lib/ATARISYS.ASM"
|
|
||||||
;icl "../lib/macro.hea"
|
|
||||||
|
|
||||||
; --- dmsc LZSS player routine on zero page
|
|
||||||
org $80
|
|
||||||
|
|
||||||
chn_copy .ds 9
|
|
||||||
chn_pos .ds 9
|
|
||||||
bptr .ds 2
|
|
||||||
cur_pos .ds 1
|
|
||||||
chn_bits .ds 1
|
|
||||||
|
|
||||||
bit_data .ds 1
|
|
||||||
|
|
||||||
fcnt .ds 2
|
|
||||||
fadr .ds 2
|
|
||||||
fhlp .ds 2
|
|
||||||
cloc .ds 1
|
|
||||||
regA .ds 1
|
|
||||||
regX .ds 1
|
|
||||||
regY .ds 1
|
|
||||||
|
|
||||||
WIDTH = 40
|
|
||||||
HEIGHT = 30
|
|
||||||
|
|
||||||
; --- BASIC switch OFF
|
|
||||||
org $2000\ mva #$ff portb\ rts\ ini $2000
|
|
||||||
|
|
||||||
; --- MAIN PROGRAM
|
|
||||||
org $2000
|
|
||||||
ant dta $C2,a(scr)
|
|
||||||
dta $02,$82,$02,$02,$82,$02,$82,$02,$82,$02,$02,$02,$82,$02,$82,$82
|
|
||||||
dta $02,$02,$82,$02,$02,$82,$02,$02,$82,$82,$02,$82,$22
|
|
||||||
;dta $42,a(verline)
|
|
||||||
dta $41,a(ant)
|
|
||||||
|
|
||||||
;verline
|
|
||||||
; :37 dta d" "
|
|
||||||
; dta build
|
|
||||||
|
|
||||||
scr ins "Scorch50.scr"
|
|
||||||
|
|
||||||
.ds 0*40
|
|
||||||
|
|
||||||
.ALIGN $0400
|
|
||||||
fnt ins "Scorch50.fnt"
|
|
||||||
|
|
||||||
ift USESPRITES
|
|
||||||
.ALIGN $0800
|
|
||||||
pmg .ds $0300
|
|
||||||
ift FADECHR = 0
|
|
||||||
SPRITES
|
|
||||||
els
|
|
||||||
.ds $500
|
|
||||||
eif
|
|
||||||
eif
|
|
||||||
|
|
||||||
|
|
||||||
song_data
|
|
||||||
ins 'mmm_16.lzs'
|
|
||||||
song_end
|
|
||||||
|
|
||||||
buffers
|
|
||||||
.ds 256 * 9
|
|
||||||
|
|
||||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
|
||||||
; Song Initialization - this runs in the first tick:
|
|
||||||
;
|
|
||||||
.proc init_song
|
|
||||||
|
|
||||||
mva #1 bit_data
|
|
||||||
|
|
||||||
; Example: here initializes song pointer:
|
|
||||||
|
|
||||||
;mwa #song_data song_ptr
|
|
||||||
|
|
||||||
; Init all channels:
|
|
||||||
ldx #8
|
|
||||||
ldy #0
|
|
||||||
clear
|
|
||||||
; Read just init value and store into buffer and POKEY
|
|
||||||
jsr get_byte
|
|
||||||
sta POKEY, x
|
|
||||||
sty chn_copy, x
|
|
||||||
cbuf
|
|
||||||
sta buffers + 255
|
|
||||||
inc cbuf + 2
|
|
||||||
dex
|
|
||||||
bpl clear
|
|
||||||
|
|
||||||
; Initialize buffer pointer:
|
|
||||||
sty bptr
|
|
||||||
sty cur_pos
|
|
||||||
rts
|
|
||||||
.endp
|
|
||||||
|
|
||||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
|
||||||
; Wait for next frame
|
|
||||||
;
|
|
||||||
.proc wait_frame
|
|
||||||
|
|
||||||
lda 20
|
|
||||||
delay
|
|
||||||
cmp 20
|
|
||||||
beq delay
|
|
||||||
.endp
|
|
||||||
|
|
||||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
|
||||||
; Play one frame of the song
|
|
||||||
;
|
|
||||||
.proc play_frame
|
|
||||||
lda #>buffers
|
|
||||||
sta bptr+1
|
|
||||||
|
|
||||||
lda song_data
|
|
||||||
sta chn_bits
|
|
||||||
ldx #8
|
|
||||||
|
|
||||||
; Loop through all "channels", one for each POKEY register
|
|
||||||
chn_loop:
|
|
||||||
lsr chn_bits
|
|
||||||
bcs skip_chn ; C=1 : skip this channel
|
|
||||||
|
|
||||||
lda chn_copy, x ; Get status of this stream
|
|
||||||
bne do_copy_byte ; If > 0 we are copying bytes
|
|
||||||
|
|
||||||
; We are decoding a new match/literal
|
|
||||||
lsr bit_data ; Get next bit
|
|
||||||
bne got_bit
|
|
||||||
jsr get_byte ; Not enough bits, refill!
|
|
||||||
ror ; Extract a new bit and add a 1 at the high bit (from C set above)
|
|
||||||
sta bit_data ;
|
|
||||||
got_bit:
|
|
||||||
jsr get_byte ; Always read a byte, it could mean "match size/offset" or "literal byte"
|
|
||||||
bcs store ; Bit = 1 is "literal", bit = 0 is "match"
|
|
||||||
|
|
||||||
sta chn_pos, x ; Store in "copy pos"
|
|
||||||
|
|
||||||
jsr get_byte
|
|
||||||
sta chn_copy, x ; Store in "copy length"
|
|
||||||
|
|
||||||
; And start copying first byte
|
|
||||||
do_copy_byte:
|
|
||||||
dec chn_copy, x ; Decrease match length, increase match position
|
|
||||||
inc chn_pos, x
|
|
||||||
ldy chn_pos, x
|
|
||||||
|
|
||||||
; Now, read old data, jump to data store
|
|
||||||
lda (bptr), y
|
|
||||||
|
|
||||||
store:
|
|
||||||
ldy cur_pos
|
|
||||||
sta POKEY, x ; Store to output and buffer
|
|
||||||
sta (bptr), y
|
|
||||||
|
|
||||||
skip_chn:
|
|
||||||
; Increment channel buffer pointer
|
|
||||||
inc bptr+1
|
|
||||||
|
|
||||||
dex
|
|
||||||
bpl chn_loop ; Next channel
|
|
||||||
|
|
||||||
inc cur_pos
|
|
||||||
.endp
|
|
||||||
|
|
||||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
|
||||||
; Check for ending of song and jump to the next frame
|
|
||||||
;
|
|
||||||
|
|
||||||
; not checking really so the tune gets funky :)))
|
|
||||||
;lda song_ptr + 1
|
|
||||||
;cmp #>song_end
|
|
||||||
;bne wait_frame
|
|
||||||
;lda song_ptr
|
|
||||||
;cmp #<song_end
|
|
||||||
;bne wait_frame
|
|
||||||
|
|
||||||
end_loop
|
|
||||||
rts
|
|
||||||
|
|
||||||
song_ptr = get_byte + 1
|
|
||||||
.proc get_byte
|
|
||||||
lda song_data+1
|
|
||||||
inc song_ptr
|
|
||||||
bne skip
|
|
||||||
inc song_ptr+1
|
|
||||||
skip
|
|
||||||
rts
|
|
||||||
.endp
|
|
||||||
|
|
||||||
|
|
||||||
main
|
|
||||||
|
|
||||||
jsr init_song
|
|
||||||
|
|
||||||
; ; copy system font to $a000
|
|
||||||
; ldx #0
|
|
||||||
;@ lda $e000,x
|
|
||||||
; sta $a000,x
|
|
||||||
; ;lda $e100,x ; i need digits only :]
|
|
||||||
; ;sta $a100,x
|
|
||||||
; ;lda $e200,x
|
|
||||||
; ;sta $a200,x
|
|
||||||
; ;lda $e300,x
|
|
||||||
; ;sta $a300,x
|
|
||||||
; inx
|
|
||||||
; bne @-
|
|
||||||
|
|
||||||
; --- init PMG
|
|
||||||
|
|
||||||
ift USESPRITES
|
|
||||||
mva >pmg pmbase ;missiles and players data address
|
|
||||||
mva #$03 GRACTL ;enable players and missiles
|
|
||||||
eif
|
|
||||||
|
|
||||||
lda:cmp:req $14 ;wait 1 frame
|
|
||||||
|
|
||||||
sei ;stop IRQ interrupts
|
|
||||||
mva #$00 nmien ;stop NMI interrupts
|
|
||||||
sta dmactl
|
|
||||||
;mva #$fe portb ;switch off ROM to get 16k more ram
|
|
||||||
|
|
||||||
;mwa #NMI $fffa ;new NMI handler
|
|
||||||
|
|
||||||
sta COLOR4
|
|
||||||
lda #$0E
|
|
||||||
sta COLOR1
|
|
||||||
lda #$84
|
|
||||||
sta COLOR2
|
|
||||||
lda #$0E
|
|
||||||
sta COLOR3
|
|
||||||
lda #$02
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
VMAIN NMI.vbl,6 ;jsr SetVBL
|
|
||||||
VDLI DLI.dli_start
|
|
||||||
|
|
||||||
|
|
||||||
mva #1 vscrol
|
|
||||||
|
|
||||||
mva #$c0 nmien ;switch on NMI+DLI again
|
|
||||||
|
|
||||||
_lp lda trig0 ; FIRE #0
|
|
||||||
beq stop
|
|
||||||
|
|
||||||
lda trig1 ; FIRE #1
|
|
||||||
beq stop
|
|
||||||
|
|
||||||
lda consol ; START
|
|
||||||
and #1
|
|
||||||
beq stop
|
|
||||||
|
|
||||||
lda skctl
|
|
||||||
and #$04
|
|
||||||
bne _lp ;wait to press any key; here you can put any own routine
|
|
||||||
|
|
||||||
|
|
||||||
stop
|
|
||||||
|
|
||||||
cli
|
|
||||||
vmain sysvbv,6
|
|
||||||
|
|
||||||
mva #$00 GRACTL ;PMG disabled
|
|
||||||
tax
|
|
||||||
sta:rne hposp0,x+
|
|
||||||
|
|
||||||
;mva #$ff portb ;ROM switch on
|
|
||||||
mva #$40 nmien ;only NMI interrupts, DLI disabled
|
|
||||||
;cli ;IRQ enabled
|
|
||||||
|
|
||||||
lda #0
|
|
||||||
ldx #8
|
|
||||||
@ sta POKEY,x
|
|
||||||
dex
|
|
||||||
bpl @-
|
|
||||||
|
|
||||||
|
|
||||||
;no glitching please (issue #67)
|
|
||||||
lda #0
|
|
||||||
sta $D400 ;dmactl
|
|
||||||
sta $022F ;dmactls
|
|
||||||
rts ;return to ... DOS
|
|
||||||
|
|
||||||
; --- DLI PROGRAM
|
|
||||||
|
|
||||||
.local DLI
|
|
||||||
|
|
||||||
?old_dli = *
|
|
||||||
|
|
||||||
dli_start
|
|
||||||
|
|
||||||
dli13
|
|
||||||
sta regA
|
|
||||||
|
|
||||||
sta wsync ;line=8
|
|
||||||
sta wsync ;line=9
|
|
||||||
sta wsync ;line=10
|
|
||||||
sta wsync ;line=11
|
|
||||||
sta wsync ;line=12
|
|
||||||
sta wsync ;line=13
|
|
||||||
c9 lda #$14
|
|
||||||
sta wsync ;line=14
|
|
||||||
sta colpm3
|
|
||||||
DLINEW DLI.dli2 1 0 0
|
|
||||||
|
|
||||||
dli2
|
|
||||||
sta regA
|
|
||||||
lda >fnt+$400*$01
|
|
||||||
sta wsync ;line=24
|
|
||||||
sta chbase
|
|
||||||
DLINEW dli3 1 0 0
|
|
||||||
|
|
||||||
dli3
|
|
||||||
sta regA
|
|
||||||
lda >fnt+$400*$02
|
|
||||||
sta wsync ;line=48
|
|
||||||
sta chbase
|
|
||||||
sta wsync ;line=49
|
|
||||||
sta wsync ;line=50
|
|
||||||
sta wsync ;line=51
|
|
||||||
s3 lda #$07
|
|
||||||
sta wsync ;line=52
|
|
||||||
sta sizem
|
|
||||||
DLINEW dli14 1 0 0
|
|
||||||
|
|
||||||
dli14
|
|
||||||
sta regA
|
|
||||||
stx regX
|
|
||||||
sty regY
|
|
||||||
|
|
||||||
x8 lda #$A3
|
|
||||||
sta wsync ;line=64
|
|
||||||
sta hposp3
|
|
||||||
x9 lda #$AB
|
|
||||||
sta wsync ;line=65
|
|
||||||
sta hposm3
|
|
||||||
sta wsync ;line=66
|
|
||||||
sta wsync ;line=67
|
|
||||||
sta wsync ;line=68
|
|
||||||
sta wsync ;line=69
|
|
||||||
sta wsync ;line=70
|
|
||||||
s4 lda #$13
|
|
||||||
x10 ldx #$A6
|
|
||||||
sta wsync ;line=71
|
|
||||||
sta sizem
|
|
||||||
stx hposm2
|
|
||||||
s5 lda #$01
|
|
||||||
x11 ldx #$72
|
|
||||||
x12 ldy #$62
|
|
||||||
sta wsync ;line=72
|
|
||||||
sta sizep2
|
|
||||||
sta sizep3
|
|
||||||
stx hposp2
|
|
||||||
sty hposp3
|
|
||||||
x13 lda #$A9
|
|
||||||
sta wsync ;line=73
|
|
||||||
sta hposp1
|
|
||||||
DLINEW dli4 1 1 1
|
|
||||||
|
|
||||||
dli4
|
|
||||||
sta regA
|
|
||||||
lda >fnt+$400*$03
|
|
||||||
sta wsync ;line=80
|
|
||||||
sta chbase
|
|
||||||
DLINEW dli5 1 0 0
|
|
||||||
|
|
||||||
dli5
|
|
||||||
sta regA
|
|
||||||
stx regX
|
|
||||||
lda >fnt+$400*$04
|
|
||||||
sta wsync ;line=112
|
|
||||||
sta chbase
|
|
||||||
sta wsync ;line=113
|
|
||||||
sta wsync ;line=114
|
|
||||||
sta wsync ;line=115
|
|
||||||
sta wsync ;line=116
|
|
||||||
sta wsync ;line=117
|
|
||||||
sta wsync ;line=118
|
|
||||||
s6 lda #$07
|
|
||||||
x14 ldx #$A3
|
|
||||||
sta wsync ;line=119
|
|
||||||
sta sizem
|
|
||||||
stx hposm1
|
|
||||||
s7 lda #$01
|
|
||||||
x15 ldx #$93
|
|
||||||
sta wsync ;line=120
|
|
||||||
sta sizep1
|
|
||||||
stx hposp1
|
|
||||||
DLINEW dli15 1 1 0
|
|
||||||
|
|
||||||
dli15
|
|
||||||
sta regA
|
|
||||||
stx regX
|
|
||||||
|
|
||||||
sta wsync ;line=128
|
|
||||||
sta wsync ;line=129
|
|
||||||
sta wsync ;line=130
|
|
||||||
sta wsync ;line=131
|
|
||||||
x16 lda #$4A
|
|
||||||
sta wsync ;line=132
|
|
||||||
sta hposp1
|
|
||||||
c10 lda #$D4
|
|
||||||
sta wsync ;line=133
|
|
||||||
sta colpf2
|
|
||||||
s8 lda #$C3
|
|
||||||
x17 ldx #$5A
|
|
||||||
sta wsync ;line=134
|
|
||||||
sta sizem
|
|
||||||
stx hposm3
|
|
||||||
DLINEW dli6 1 1 0
|
|
||||||
|
|
||||||
dli6
|
|
||||||
sta regA
|
|
||||||
stx regX
|
|
||||||
sty regY
|
|
||||||
lda >fnt+$400*$05
|
|
||||||
sta wsync ;line=136
|
|
||||||
sta chbase
|
|
||||||
sta wsync ;line=137
|
|
||||||
sta wsync ;line=138
|
|
||||||
sta wsync ;line=139
|
|
||||||
sta wsync ;line=140
|
|
||||||
sta wsync ;line=141
|
|
||||||
sta wsync ;line=142
|
|
||||||
s9 lda #$C7
|
|
||||||
x18 ldx #$A9
|
|
||||||
sta wsync ;line=143
|
|
||||||
sta sizem
|
|
||||||
stx hposm1
|
|
||||||
s10 lda #$D7
|
|
||||||
x19 ldx #$9E
|
|
||||||
c11 ldy #$02
|
|
||||||
sta wsync ;line=144
|
|
||||||
sta sizem
|
|
||||||
stx hposm2
|
|
||||||
sty colpm2
|
|
||||||
sta wsync ;line=145
|
|
||||||
c12 lda #$04
|
|
||||||
sta wsync ;line=146
|
|
||||||
sta colpm1
|
|
||||||
sta wsync ;line=147
|
|
||||||
sta wsync ;line=148
|
|
||||||
sta wsync ;line=149
|
|
||||||
s11 lda #$00
|
|
||||||
x20 ldx #$74
|
|
||||||
c13 ldy #$02
|
|
||||||
sta wsync ;line=150
|
|
||||||
sta sizep3
|
|
||||||
stx hposp3
|
|
||||||
sty colpm3
|
|
||||||
sta wsync ;line=151
|
|
||||||
sta wsync ;line=152
|
|
||||||
sta wsync ;line=153
|
|
||||||
sta wsync ;line=154
|
|
||||||
sta wsync ;line=155
|
|
||||||
sta wsync ;line=156
|
|
||||||
sta wsync ;line=157
|
|
||||||
c14 lda #$04
|
|
||||||
sta wsync ;line=158
|
|
||||||
sta colpf0
|
|
||||||
DLINEW dli7 1 1 1
|
|
||||||
|
|
||||||
dli7
|
|
||||||
sta regA
|
|
||||||
lda >fnt+$400*$06
|
|
||||||
sta wsync ;line=160
|
|
||||||
sta chbase
|
|
||||||
DLINEW dli8 1 0 0
|
|
||||||
|
|
||||||
dli8
|
|
||||||
sta regA
|
|
||||||
stx regX
|
|
||||||
sty regY
|
|
||||||
lda >fnt+$400*$07
|
|
||||||
sta wsync ;line=184
|
|
||||||
sta chbase
|
|
||||||
sta wsync ;line=185
|
|
||||||
s12 lda #$00
|
|
||||||
x21 ldx #$8E
|
|
||||||
c15 ldy #$08
|
|
||||||
sta wsync ;line=186
|
|
||||||
sta sizep2
|
|
||||||
stx hposp2
|
|
||||||
sty colpm2
|
|
||||||
x22 lda #$4C
|
|
||||||
c16 ldx #$0E
|
|
||||||
sta wsync ;line=187
|
|
||||||
sta hposp3
|
|
||||||
stx colpm3
|
|
||||||
c17 lda #$0A
|
|
||||||
c18 ldx #$34
|
|
||||||
sta wsync ;line=188
|
|
||||||
sta colpf1
|
|
||||||
stx colpm3
|
|
||||||
s13 lda #$43
|
|
||||||
x23 ldx #$49
|
|
||||||
sta wsync ;line=189
|
|
||||||
sta sizem
|
|
||||||
stx hposm3
|
|
||||||
c19 lda #$08
|
|
||||||
c20 ldx #$34
|
|
||||||
sta wsync ;line=190
|
|
||||||
sta colpf1
|
|
||||||
stx colpm2
|
|
||||||
sta wsync ;line=191
|
|
||||||
c21 lda #$0A
|
|
||||||
sta wsync ;line=192
|
|
||||||
sta colpf1
|
|
||||||
c22 lda #$08
|
|
||||||
sta wsync ;line=193
|
|
||||||
sta colpf1
|
|
||||||
c23 lda #$0A
|
|
||||||
sta wsync ;line=194
|
|
||||||
sta colpf1
|
|
||||||
c24 lda #$34
|
|
||||||
sta wsync ;line=195
|
|
||||||
sta colpf2
|
|
||||||
c25 lda #$0C
|
|
||||||
sta wsync ;line=196
|
|
||||||
sta colpf1
|
|
||||||
c26 lda #$0A
|
|
||||||
sta wsync ;line=197
|
|
||||||
sta colpf1
|
|
||||||
c27 lda #$0C
|
|
||||||
sta wsync ;line=198
|
|
||||||
sta colpf1
|
|
||||||
sta wsync ;line=199
|
|
||||||
sta wsync ;line=200
|
|
||||||
c28 lda #$0E
|
|
||||||
sta wsync ;line=201
|
|
||||||
sta colpf1
|
|
||||||
c29 lda #$0C
|
|
||||||
sta wsync ;line=202
|
|
||||||
sta colpf1
|
|
||||||
c30 lda #$0E
|
|
||||||
sta wsync ;line=203
|
|
||||||
sta colpf1
|
|
||||||
c31 lda #$0C
|
|
||||||
sta wsync ;line=204
|
|
||||||
sta colpf1
|
|
||||||
c32 lda #$0E
|
|
||||||
sta wsync ;line=205
|
|
||||||
sta colpf1
|
|
||||||
DLINEW dli16 1 1 1
|
|
||||||
|
|
||||||
dli16
|
|
||||||
sta regA
|
|
||||||
|
|
||||||
sta wsync ;line=208
|
|
||||||
sta wsync ;line=209
|
|
||||||
c33 lda #$0C
|
|
||||||
sta wsync ;line=210
|
|
||||||
sta colpf1
|
|
||||||
c34 lda #$0E
|
|
||||||
sta wsync ;line=211
|
|
||||||
sta colpf1
|
|
||||||
c35 lda #$0C
|
|
||||||
sta wsync ;line=212
|
|
||||||
sta colpf1
|
|
||||||
DLINEW dli9 1 0 0
|
|
||||||
|
|
||||||
dli9
|
|
||||||
sta regA
|
|
||||||
stx regX
|
|
||||||
sty regY
|
|
||||||
lda >fnt+$400*$08
|
|
||||||
c36 ldx #$0A
|
|
||||||
sta wsync ;line=216
|
|
||||||
sta chbase
|
|
||||||
stx colpf1
|
|
||||||
c37 lda #$0C
|
|
||||||
sta wsync ;line=217
|
|
||||||
sta colpf1
|
|
||||||
c38 lda #$0A
|
|
||||||
x24 ldx #$9D
|
|
||||||
c39 ldy #$34
|
|
||||||
sta wsync ;line=218
|
|
||||||
sta colpf1
|
|
||||||
stx hposm1
|
|
||||||
sty colpm1
|
|
||||||
s14 lda #$03
|
|
||||||
x25 ldx #$7D
|
|
||||||
sta wsync ;line=219
|
|
||||||
sta sizep3
|
|
||||||
stx hposp3
|
|
||||||
c40 lda #$08
|
|
||||||
s15 ldx #$13
|
|
||||||
x26 ldy #$45
|
|
||||||
sta wsync ;line=220
|
|
||||||
sta colpf1
|
|
||||||
stx sizem
|
|
||||||
sty hposm2
|
|
||||||
s16 lda #$03
|
|
||||||
x27 ldx #$59
|
|
||||||
sta wsync ;line=221
|
|
||||||
sta sizep2
|
|
||||||
stx hposp2
|
|
||||||
s17 lda #$53
|
|
||||||
x28 ldx #$49
|
|
||||||
x29 ldy #$79
|
|
||||||
sta wsync ;line=222
|
|
||||||
sta sizem
|
|
||||||
stx hposp1
|
|
||||||
sty hposm3
|
|
||||||
c41 lda #$06
|
|
||||||
c42 ldx #$00
|
|
||||||
sta wsync ;line=223
|
|
||||||
sta colpf1
|
|
||||||
stx colpf2
|
|
||||||
lda >fnt+$400*$01
|
|
||||||
s18 ldx #$50
|
|
||||||
x30 ldy #$44
|
|
||||||
sta wsync ;line=224
|
|
||||||
sta chbase
|
|
||||||
stx sizem
|
|
||||||
sty hposm0
|
|
||||||
sta wsync ;line=225
|
|
||||||
c43 lda #$08
|
|
||||||
sta wsync ;line=226
|
|
||||||
sta colpf1
|
|
||||||
c44 lda #$0C
|
|
||||||
sta wsync ;line=227
|
|
||||||
sta colpf1
|
|
||||||
sta wsync ;line=228
|
|
||||||
sta wsync ;line=229
|
|
||||||
c45 lda #$0E
|
|
||||||
sta wsync ;line=230
|
|
||||||
sta colpf1
|
|
||||||
DLINEW dli10 1 1 1
|
|
||||||
|
|
||||||
dli10
|
|
||||||
sta regA
|
|
||||||
lda >fnt+$400*$00
|
|
||||||
sta wsync ;line=232
|
|
||||||
sta chbase
|
|
||||||
;DLINEW dli11 1 0 0
|
|
||||||
|
|
||||||
lda regA
|
|
||||||
rti
|
|
||||||
|
|
||||||
;dli11
|
|
||||||
; sta regA
|
|
||||||
;
|
|
||||||
; lda #>$a000 ; system font
|
|
||||||
; sta wsync ;line=232
|
|
||||||
; sta chbase
|
|
||||||
; lda #$01
|
|
||||||
; sta gtictl
|
|
||||||
;
|
|
||||||
; lda regA
|
|
||||||
; rti
|
|
||||||
|
|
||||||
|
|
||||||
.endl
|
|
||||||
|
|
||||||
; ---
|
|
||||||
|
|
||||||
CHANGES = 1
|
|
||||||
FADECHR = 0
|
|
||||||
|
|
||||||
SCHR = 127
|
|
||||||
|
|
||||||
dliv = $0200
|
|
||||||
|
|
||||||
; ---
|
|
||||||
|
|
||||||
.proc NMI
|
|
||||||
|
|
||||||
bit nmist
|
|
||||||
bpl VBL
|
|
||||||
|
|
||||||
jmp DLI.dli_start
|
|
||||||
|
|
||||||
|
|
||||||
VBL
|
|
||||||
sta regA
|
|
||||||
stx regX
|
|
||||||
sty regY
|
|
||||||
|
|
||||||
;sta nmist ;reset NMI flag
|
|
||||||
|
|
||||||
mwa #ant dlptr ;ANTIC address program
|
|
||||||
|
|
||||||
mva #@dmactl(standard|dma|lineX1|players|missiles) dmactl ;set new screen width
|
|
||||||
|
|
||||||
inc cloc ;little timer
|
|
||||||
|
|
||||||
; Initial values
|
|
||||||
|
|
||||||
lda >fnt+$400*$00
|
|
||||||
sta chbase
|
|
||||||
c0 lda #$00
|
|
||||||
sta colbak
|
|
||||||
c1 lda #$0E
|
|
||||||
sta colpf1
|
|
||||||
c2 lda #$84
|
|
||||||
sta colpf2
|
|
||||||
c3 lda #$0E
|
|
||||||
sta colpf3
|
|
||||||
lda #$02
|
|
||||||
sta CHACTL
|
|
||||||
lda #$01
|
|
||||||
sta PRIOR
|
|
||||||
sta sizep0
|
|
||||||
s0 lda #$03
|
|
||||||
sta sizem
|
|
||||||
x0 lda #$D0
|
|
||||||
sta hposp0
|
|
||||||
x1 lda #$28
|
|
||||||
sta hposm0
|
|
||||||
c4 lda #$00
|
|
||||||
sta colpm0
|
|
||||||
x2 lda #$A2
|
|
||||||
sta hposm3
|
|
||||||
c5 lda #$0E
|
|
||||||
sta colpm3
|
|
||||||
s1 lda #$00
|
|
||||||
sta sizep2
|
|
||||||
sta sizep3
|
|
||||||
x3 lda #$92
|
|
||||||
sta hposp2
|
|
||||||
x4 lda #$8A
|
|
||||||
sta hposp3
|
|
||||||
c6 lda #$14
|
|
||||||
sta colpm2
|
|
||||||
s2 lda #$00
|
|
||||||
sta sizep1
|
|
||||||
x5 lda #$9A
|
|
||||||
sta hposp1
|
|
||||||
c7 lda #$14
|
|
||||||
sta colpm1
|
|
||||||
x6 lda #$A4
|
|
||||||
sta hposm2
|
|
||||||
x7 lda #$A6
|
|
||||||
sta hposm1
|
|
||||||
c8 lda #$00
|
|
||||||
sta colpf0
|
|
||||||
|
|
||||||
mwa #DLI.dli_start dliv ;set the first address of DLI interrupt
|
|
||||||
|
|
||||||
;this area is for yours routines
|
|
||||||
jsr play_frame
|
|
||||||
|
|
||||||
quit
|
|
||||||
lda regA
|
|
||||||
ldx regX
|
|
||||||
ldy regY
|
|
||||||
jmp sysvbv
|
|
||||||
|
|
||||||
.endp
|
|
||||||
|
|
||||||
; ---
|
|
||||||
ini main
|
|
||||||
; ---
|
|
||||||
|
|
||||||
opt l-
|
|
||||||
|
|
||||||
.MACRO SPRITES
|
|
||||||
missiles
|
|
||||||
.he 00 00 00 00 00 00 00 00 03 03 C3 03 03 03 03 03
|
|
||||||
.he 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03
|
|
||||||
.he 03 03 03 03 03 03 03 03 03 83 83 83 C3 C3 C3 C3
|
|
||||||
.he C3 C3 C3 C3 C3 E3 E3 E3 E3 E3 E3 F3 F3 F3 F3 FB
|
|
||||||
.he FB FB FB FB FF FF FF FF F3 33 83 83 83 83 C3 D3
|
|
||||||
.he D3 D3 13 03 03 03 03 03 03 03 03 03 03 03 03 03
|
|
||||||
.he 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03
|
|
||||||
.he 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03 0F
|
|
||||||
.he 0F 0F 0F 0F 0F 0F 0F 0F 0F 0F 03 03 03 03 C3 C3
|
|
||||||
.he C3 C3 C3 C3 C3 C3 C3 C3 C3 D3 FF FF 3F 3F 3F 3F
|
|
||||||
.he 3F 3F 33 13 03 03 03 03 03 03 03 03 03 03 03 03
|
|
||||||
.he 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03
|
|
||||||
.he 03 03 03 03 03 03 03 43 43 C3 C3 C3 C3 03 03 03
|
|
||||||
.he 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03
|
|
||||||
.he 03 03 0F 0F 3F 3F FF FC FE FE FF DB 03 03 03 03
|
|
||||||
.he 03 03 03 03 03 03 03 03 00 00 00 00 00 00 00 00
|
|
||||||
player0
|
|
||||||
.he 00 00 00 00 00 00 00 00 FF FF FF FF FF FF FF FF
|
|
||||||
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
|
||||||
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
|
||||||
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
|
||||||
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
|
||||||
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
|
||||||
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
|
||||||
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
|
||||||
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
|
||||||
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
|
||||||
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
|
||||||
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
|
||||||
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
|
||||||
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
|
||||||
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
|
|
||||||
.he FF FF FF FF FF FF FF FF 00 00 00 00 00 00 00 00
|
|
||||||
player1
|
|
||||||
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
|
||||||
.he 00 00 00 00 00 00 00 00 F0 FC FE FE FF FF FF FF
|
|
||||||
.he FF 0F 0F 0F 0F 0F 0F 0F 0F 0F 07 07 07 07 07 07
|
|
||||||
.he 03 03 03 FF FF FF FF FF CF CF FF FF FF FF FF 9F
|
|
||||||
.he 9F FF FF FF FF FF FF FF 00 00 00 00 00 00 00 00
|
|
||||||
.he 00 F0 F0 F0 F0 78 F8 78 78 78 78 38 78 38 3C 3C
|
|
||||||
.he 3C 3C 1C 3C 1C 1C 1C 1C 1E 1E 1E 1E 0E 1E 0E 0E
|
|
||||||
.he 0E 0F 07 0F 07 0F 07 07 07 07 07 07 06 06 06 06
|
|
||||||
.he FF FF FF FF FF FF FF FF FF FF FF 00 00 3E 3F 7F
|
|
||||||
.he 7F 7F 7F 7F 7F 7F 7F 3F 3F 3F 00 00 00 00 00 00
|
|
||||||
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
|
||||||
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
|
||||||
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
|
||||||
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
|
||||||
.he 00 00 00 00 00 00 FF FF FF FF FF FF 00 00 00 00
|
|
||||||
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
|
||||||
player2
|
|
||||||
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
|
||||||
.he 00 00 00 00 00 00 00 00 FF FF FF FF FF FF FF FF
|
|
||||||
.he FF 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
|
||||||
.he 00 00 00 FF FF FF FF FF 99 99 FF FF FF FF FF 33
|
|
||||||
.he 33 FF FF FF FF FF FF FF 00 00 00 00 00 00 00 00
|
|
||||||
.he 00 00 80 F0 F8 F8 F8 FC FC FC FC FC FC FC FC FC
|
|
||||||
.he FC FE FE FE FE FE FE FF FF FF FF FF FF FF FE FC
|
|
||||||
.he F8 F8 F8 F8 F0 F0 F0 F0 F0 F0 F0 F0 E0 E0 E0 E0
|
|
||||||
.he E0 E0 E0 FC FE FE FF FF 8F 87 87 87 07 07 07 07
|
|
||||||
.he 07 07 07 07 07 07 07 03 00 00 00 00 00 00 00 00
|
|
||||||
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
|
||||||
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
|
||||||
.he 00 00 00 00 00 00 F8 FC FC FE FE FF FF 00 00 00
|
|
||||||
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
|
||||||
.he 00 00 00 00 00 00 FF FF FF FF FF FF 00 00 00 00
|
|
||||||
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
|
||||||
player3
|
|
||||||
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
|
||||||
.he 00 00 00 00 00 00 00 00 01 07 0F 1F 1F 3F 3F 7F
|
|
||||||
.he 7F 78 78 F0 F0 F0 F0 F8 F8 F8 78 7C 7C 7C 3C 3E
|
|
||||||
.he 3E 3E 1E 1F 1F 1F 0F 0F 0F 0F 0F 1F 1F 1F 1F 1F
|
|
||||||
.he 1F 3F 3F 3F 3F 3F 3F 3F FF 7F 7F 3F 3F 1F 1F 0F
|
|
||||||
.he 1F 1F 1F 3F 3F 3F 3F 3F 3F 3B 30 30 30 30 30 30
|
|
||||||
.he 30 30 30 30 38 3E 7F 7F 7F 7F 7F 7F 7F 7F 7F 7F
|
|
||||||
.he 7F 7F 7F 7F 7F 7F 7F FF FF FF FF FF FF FF FF FF
|
|
||||||
.he FF FF FF FF FF FF FF FF 7F 7F 7F 7F 7F 7F FF FF
|
|
||||||
.he FF FF FF FF FE FE FE FE FE FE FE FE FC 1C FF 7E
|
|
||||||
.he 7E FE FE FE FE FF FF FF 7F 7E 7E 3C 00 00 00 00
|
|
||||||
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
|
||||||
.he 00 00 00 00 00 7C FE FE FF FF FF 00 00 00 00 00
|
|
||||||
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
|
||||||
.he 00 00 00 FF FF FF FF FF FF FF FF FF 00 00 00 00
|
|
||||||
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
|
||||||
.ENDM
|
|
||||||
|
|
||||||
USESPRITES = 1
|
|
||||||
|
|
||||||
.MACRO DLINEW
|
|
||||||
mva <:1 dliv
|
|
||||||
ift [>?old_dli]<>[>:1]
|
|
||||||
mva >:1 dliv+1
|
|
||||||
eif
|
|
||||||
|
|
||||||
ift :2
|
|
||||||
lda regA
|
|
||||||
eif
|
|
||||||
|
|
||||||
ift :3
|
|
||||||
ldx regX
|
|
||||||
eif
|
|
||||||
|
|
||||||
ift :4
|
|
||||||
ldy regY
|
|
||||||
eif
|
|
||||||
|
|
||||||
rti
|
|
||||||
|
|
||||||
.def ?old_dli = *
|
|
||||||
.ENDM
|
|
||||||
|
|
||||||
Binary file not shown.
Binary file not shown.
@@ -616,28 +616,33 @@ qq3
|
|||||||
qq5
|
qq5
|
||||||
stx v_audctl
|
stx v_audctl
|
||||||
rmt_p5
|
rmt_p5
|
||||||
lda v_ainstrspeed
|
; lda v_ainstrspeed
|
||||||
|
.IF TARGET = 800
|
||||||
|
ldx #$10 ; pseudo stereo
|
||||||
|
bne SetPokey_OffsetX ; pseudo stereo
|
||||||
|
.ELSE
|
||||||
rts
|
rts
|
||||||
|
.ENDIF
|
||||||
SetPokey
|
SetPokey
|
||||||
ldy v_audctl
|
ldx #0 ; POKEY registers offset (for stereo)
|
||||||
|
SetPokey_OffsetX
|
||||||
lda trackn_audf+0
|
lda trackn_audf+0
|
||||||
ldx trackn_audc+0
|
sta AUDF1,x
|
||||||
sta AUDF1
|
lda trackn_audc+0
|
||||||
stx AUDC1
|
sta AUDC1,x
|
||||||
lda trackn_audf+1
|
lda trackn_audf+1
|
||||||
ldx trackn_audc+1
|
sta AUDF2,x
|
||||||
sta AUDF2
|
lda trackn_audc+1
|
||||||
stx AUDC2
|
sta AUDC2,x
|
||||||
lda trackn_audf+2
|
lda trackn_audf+2
|
||||||
ldx trackn_audc+2
|
sta AUDF3,x
|
||||||
sta AUDF3
|
lda trackn_audc+2
|
||||||
stx AUDC3
|
sta AUDC3,x
|
||||||
lda trackn_audf+3
|
lda trackn_audf+3
|
||||||
ldx trackn_audc+3
|
sta AUDF4,x
|
||||||
sta AUDF4
|
lda trackn_audc+3
|
||||||
stx AUDC4
|
sta AUDC4,x
|
||||||
sty AUDCTL
|
lda v_audctl
|
||||||
|
sta AUDCTL,x
|
||||||
rts
|
rts
|
||||||
RMTPLAYEREND
|
RMTPLAYEREND
|
||||||
|
|||||||
@@ -0,0 +1,153 @@
|
|||||||
|
; --- dmsc LZSS player routine
|
||||||
|
|
||||||
|
song_data
|
||||||
|
ins 'mmm_16.lzs'
|
||||||
|
song_end
|
||||||
|
|
||||||
|
buffers
|
||||||
|
.ds 256 * 9
|
||||||
|
|
||||||
|
POKEY2 = POKEY+$10 ; stereo
|
||||||
|
|
||||||
|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||||
|
; Song Initialization - this runs in the first tick:
|
||||||
|
;
|
||||||
|
.proc init_song
|
||||||
|
|
||||||
|
; pokeys init
|
||||||
|
lda #3 ; stereo
|
||||||
|
sta POKEY+$0f ; stereo
|
||||||
|
sta POKEY2+$0f ; stereo
|
||||||
|
|
||||||
|
mva #1 bit_data
|
||||||
|
|
||||||
|
; Example: here initializes song pointer:
|
||||||
|
|
||||||
|
;mwa #song_data song_ptr
|
||||||
|
|
||||||
|
; Init all channels:
|
||||||
|
ldx #8
|
||||||
|
ldy #0
|
||||||
|
clear
|
||||||
|
; Read just init value and store into buffer and POKEY
|
||||||
|
jsr get_byte
|
||||||
|
sta POKEY, x
|
||||||
|
sta POKEY2,x ; stereo
|
||||||
|
sta stereo_buff,x ; stereo
|
||||||
|
sty chn_copy, x
|
||||||
|
cbuf
|
||||||
|
sta buffers + 255
|
||||||
|
inc cbuf + 2
|
||||||
|
dex
|
||||||
|
bpl clear
|
||||||
|
|
||||||
|
; Initialize buffer pointer:
|
||||||
|
sty bptr
|
||||||
|
sty cur_pos
|
||||||
|
rts
|
||||||
|
.endp
|
||||||
|
|
||||||
|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||||
|
; Wait for next frame
|
||||||
|
;
|
||||||
|
.proc wait_frame
|
||||||
|
|
||||||
|
lda 20
|
||||||
|
delay
|
||||||
|
cmp 20
|
||||||
|
beq delay
|
||||||
|
.endp
|
||||||
|
|
||||||
|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||||
|
; Play one frame of the song
|
||||||
|
;
|
||||||
|
.proc play_frame
|
||||||
|
ldx #8 ; stereo
|
||||||
|
@ lda stereo_buff,x ; stereo
|
||||||
|
sta POKEY2,x ; stereo
|
||||||
|
dex ;stereo
|
||||||
|
bpl @- ; stereo
|
||||||
|
|
||||||
|
lda #>buffers
|
||||||
|
sta bptr+1
|
||||||
|
|
||||||
|
lda song_data
|
||||||
|
sta chn_bits
|
||||||
|
ldx #8
|
||||||
|
|
||||||
|
; Loop through all "channels", one for each POKEY register
|
||||||
|
chn_loop:
|
||||||
|
lsr chn_bits
|
||||||
|
bcs skip_chn ; C=1 : skip this channel
|
||||||
|
|
||||||
|
lda chn_copy, x ; Get status of this stream
|
||||||
|
bne do_copy_byte ; If > 0 we are copying bytes
|
||||||
|
|
||||||
|
; We are decoding a new match/literal
|
||||||
|
lsr bit_data ; Get next bit
|
||||||
|
bne got_bit
|
||||||
|
jsr get_byte ; Not enough bits, refill!
|
||||||
|
ror ; Extract a new bit and add a 1 at the high bit (from C set above)
|
||||||
|
sta bit_data ;
|
||||||
|
got_bit:
|
||||||
|
jsr get_byte ; Always read a byte, it could mean "match size/offset" or "literal byte"
|
||||||
|
bcs store ; Bit = 1 is "literal", bit = 0 is "match"
|
||||||
|
|
||||||
|
sta chn_pos, x ; Store in "copy pos"
|
||||||
|
|
||||||
|
jsr get_byte
|
||||||
|
sta chn_copy, x ; Store in "copy length"
|
||||||
|
|
||||||
|
; And start copying first byte
|
||||||
|
do_copy_byte:
|
||||||
|
dec chn_copy, x ; Decrease match length, increase match position
|
||||||
|
inc chn_pos, x
|
||||||
|
ldy chn_pos, x
|
||||||
|
|
||||||
|
; Now, read old data, jump to data store
|
||||||
|
lda (bptr), y
|
||||||
|
|
||||||
|
store:
|
||||||
|
ldy cur_pos
|
||||||
|
sta POKEY,x ; Store to output and buffer
|
||||||
|
sta stereo_buff,x ; stereo
|
||||||
|
sta (bptr), y
|
||||||
|
|
||||||
|
skip_chn:
|
||||||
|
; Increment channel buffer pointer
|
||||||
|
inc bptr+1
|
||||||
|
|
||||||
|
dex
|
||||||
|
bpl chn_loop ; Next channel
|
||||||
|
|
||||||
|
inc cur_pos
|
||||||
|
.endp
|
||||||
|
|
||||||
|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||||
|
; Check for ending of song and jump to the next frame
|
||||||
|
;
|
||||||
|
|
||||||
|
; not checking really so the tune gets funky :)))
|
||||||
|
;lda song_ptr + 1
|
||||||
|
;cmp #>song_end
|
||||||
|
;bne wait_frame
|
||||||
|
;lda song_ptr
|
||||||
|
;cmp #<song_end
|
||||||
|
;bne wait_frame
|
||||||
|
|
||||||
|
end_loop
|
||||||
|
rts
|
||||||
|
|
||||||
|
song_ptr = get_byte + 1
|
||||||
|
.proc get_byte
|
||||||
|
lda song_data+1
|
||||||
|
inc song_ptr
|
||||||
|
bne skip
|
||||||
|
inc song_ptr+1
|
||||||
|
skip
|
||||||
|
rts
|
||||||
|
.endp
|
||||||
|
|
||||||
|
stereo_buff ; stereo
|
||||||
|
.ds 9 ; stereo
|
||||||
|
|
||||||
Binary file not shown.
@@ -0,0 +1,73 @@
|
|||||||
|
; ----------------------------------
|
||||||
|
; RastaConverter by Ilmenit v.Beta7
|
||||||
|
; ----------------------------------
|
||||||
|
missiles
|
||||||
|
.ds $100
|
||||||
|
player0
|
||||||
|
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||||
|
.he 00 00 00 00 00 00 00 00 60 A0 26 1E 00 00 00 00
|
||||||
|
.he 08 04 0E 0E 0F 0F 1E 07 03 02 02 C7 D7 F7 F7 77
|
||||||
|
.he 77 37 F7 37 57 46 6E B0 B0 A0 C1 60 7C 1E 07 05
|
||||||
|
.he 01 03 03 07 07 19 1F 1B 1B B2 53 BB 43 D3 60 38
|
||||||
|
.he 01 7C 7B 41 C3 87 E7 85 75 02 C8 C8 9F 12 1E 9E
|
||||||
|
.he 1E 9E 9E 9E F2 EB BF 1F 3F C7 00 7F 7F 7F 7F 7F
|
||||||
|
.he 3F 3D 1D 0D 38 38 0F 1F 00 0C 04 04 08 10 E0 C0
|
||||||
|
.he E4 E2 E0 E8 E0 7A EE FD F4 78 7F 7B A1 31 C5 56
|
||||||
|
.he C6 D0 3C F7 90 CF 28 08 2C 3C 3C 3C 36 1D 14 36
|
||||||
|
.he 32 30 38 1C 1E 38 70 FC FB F3 FE 8F D7 EF 43 83
|
||||||
|
.he BA F9 F8 F8 1C 1C 0C 04 04 04 04 FA FB FA 30 70
|
||||||
|
.he 70 78 F8 38 3F 00 03 03 0B 0F 07 13 03 03 13 C0
|
||||||
|
.he CA 9A BF 9F 3F 5B 1F 9F FF CF 59 C4 0B EC 51 8F
|
||||||
|
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||||
|
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||||
|
player1
|
||||||
|
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||||
|
.he 00 00 00 00 00 00 00 00 FE FE FE FE FE FF 03 03
|
||||||
|
.he FF FF FF FF FF 01 FF FF DF DF DF 0F 1F 0F 1F 0F
|
||||||
|
.he 1F 0F 1F 0E 1E CE DE DE FE 5F 3E 1E 83 C6 C3 C6
|
||||||
|
.he C3 C7 C7 43 E7 67 E7 77 7F 7F 3F 3F 7F 3F 3E 00
|
||||||
|
.he F0 3C E7 E0 60 E0 E0 E0 E0 E0 E0 E0 E0 E0 E0 77
|
||||||
|
.he 77 07 07 5F 07 7F C7 FF FF FF FF 3E FE 0C C0 C0
|
||||||
|
.he D8 C0 F0 C0 87 00 00 FC 01 00 20 20 50 10 50 5C
|
||||||
|
.he 4C 44 60 6C 3C 38 C0 C8 98 39 1D 1F 1E C8 00 01
|
||||||
|
.he 01 01 3F F2 F3 F6 E7 F7 D5 07 77 F7 FF FF DF 9F
|
||||||
|
.he 6F FF FF BF FF FF 48 80 80 80 80 FF FF FF FF FF
|
||||||
|
.he FF FF FF 7F 7F 7F 7F 5F DF FF FD FF FF FE F8 07
|
||||||
|
.he 67 3F 27 7F 27 3F 27 7F DF A0 F8 E4 F8 E4 FC E0
|
||||||
|
.he D8 E0 D8 20 95 E2 3F E0 7A E2 9E 81 5A CE 83 8C
|
||||||
|
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||||
|
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||||
|
player2
|
||||||
|
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||||
|
.he 00 00 00 00 00 00 00 00 60 81 71 93 73 BB F9 BF
|
||||||
|
.he F8 BF FD FC FC FC FC 8C 0C 88 0C 8C 38 38 B8 3A
|
||||||
|
.he BA B8 3A BA BA B9 AC 0C CC 0C CC 1C 9C 7C 3C FC
|
||||||
|
.he FA FC FE FC F4 F2 F0 72 72 26 52 22 C2 06 C2 22
|
||||||
|
.he 38 C0 C0 0E 00 00 00 10 00 12 10 10 30 30 30 30
|
||||||
|
.he 70 30 10 30 FF EC 3F EC 3F EC 3F ED 3C EC 3F ED
|
||||||
|
.he 3F 6C 3F 2D 3F FE 10 18 1E 1E 1E 1C 1D E4 98 E4
|
||||||
|
.he E8 DC E8 38 20 50 A8 58 AB 7E 36 1B E0 02 21 10
|
||||||
|
.he 10 EC 20 05 EE 82 64 61 6D 24 6D 78 30 9C 75 5D
|
||||||
|
.he 5D 1D 3D 57 4D E7 E7 24 0A 0C 38 1A 08 08 0C 0C
|
||||||
|
.he 38 1C 18 0E 3E 3C 3E 3E 3E 3A 3A 3C 37 7A 3E 7E
|
||||||
|
.he 3E 3F 10 2A 19 3A 39 1B 19 38 3E 38 18 3B 00 E0
|
||||||
|
.he 50 C0 72 F8 68 DE 0A FF 1E 5A 1E 2B 16 FB DF FB
|
||||||
|
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||||
|
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||||
|
player3
|
||||||
|
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||||
|
.he 00 00 00 00 00 00 00 00 06 DF CE FF 6E FF 60 47
|
||||||
|
.he 60 E7 C0 D0 D8 D0 D8 DE CE EE EE E4 E6 E4 F1 F4
|
||||||
|
.he F0 F0 D8 D8 D8 D0 D0 C6 C1 C6 D4 DF FF FF FF FE
|
||||||
|
.he FE FE FE FE FE FE FE FF FF FF FF FF FE FF FE FF
|
||||||
|
.he FF FE FE FF FF FF FF FF FF FF FF FC FE FF FF FF
|
||||||
|
.he FF FF FF FF FF FF FF FF FF FF FF 03 43 F2 DF FF
|
||||||
|
.he DD FF 9F FE BF FE 1E FE 1C FC FF 4E DE 2A 1C 00
|
||||||
|
.he 04 2F 10 8E CC 5C 80 D0 A0 40 20 00 3A 0F FE 16
|
||||||
|
.he 01 BB 5B DB 53 53 F3 F3 F3 E3 F3 F3 F3 F3 F6 FF
|
||||||
|
.he FF FF FF FF FF FF 15 E1 92 C2 36 6B FF FF FF FE
|
||||||
|
.he FE FA FC FA FC F8 FC FD 07 1F 2E 7F 7F FF 7F DF
|
||||||
|
.he 7F FF 7F DF 7F DF 7F FF 7F FF 3A FF E7 FF E7 7F
|
||||||
|
.he A7 FF 27 1F 0F 07 07 20 3F 3F 1F 38 F0 62 D0 E0
|
||||||
|
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||||
|
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,41 @@
|
|||||||
|
; ----------------------------------
|
||||||
|
; RastaConverter by Ilmenit v.Beta7
|
||||||
|
; ----------------------------------
|
||||||
|
|
||||||
|
; Initial values
|
||||||
|
lda #$0E
|
||||||
|
sta colpf0
|
||||||
|
lda #$96
|
||||||
|
sta colpf1
|
||||||
|
lda #$88
|
||||||
|
sta colpf2
|
||||||
|
lda #$00
|
||||||
|
sta COLBAK
|
||||||
|
lda #$74
|
||||||
|
sta COLPM0
|
||||||
|
lda #$EE
|
||||||
|
sta COLPM1
|
||||||
|
lda #$85
|
||||||
|
sta COLPM2
|
||||||
|
lda #$95
|
||||||
|
sta COLPM3
|
||||||
|
lda #$5E
|
||||||
|
sta HPOSP0
|
||||||
|
lda #$9F
|
||||||
|
sta HPOSP1
|
||||||
|
lda #$45
|
||||||
|
sta HPOSP2
|
||||||
|
lda #$30
|
||||||
|
sta HPOSP3
|
||||||
|
lda #$0
|
||||||
|
ldx #$0
|
||||||
|
ldy #$0
|
||||||
|
|
||||||
|
; Set proper count of wsyncs
|
||||||
|
|
||||||
|
:2 sta wsync
|
||||||
|
|
||||||
|
; Set proper picture height
|
||||||
|
|
||||||
|
|
||||||
|
PIC_HEIGHT = 200
|
||||||
Binary file not shown.
|
After Width: | Height: | Size: 109 KiB |
@@ -0,0 +1,282 @@
|
|||||||
|
/***************************************/
|
||||||
|
/* Use MADS http://mads.atari8.info/ */
|
||||||
|
/* Mode: GED- (bitmap mode) */
|
||||||
|
/***************************************/
|
||||||
|
|
||||||
|
icl "splash.h"
|
||||||
|
|
||||||
|
; --- dmsc LZSS player routine on zero page
|
||||||
|
org $80
|
||||||
|
|
||||||
|
chn_copy .ds 9
|
||||||
|
chn_pos .ds 9
|
||||||
|
bptr .ds 2
|
||||||
|
cur_pos .ds 1
|
||||||
|
chn_bits .ds 1
|
||||||
|
|
||||||
|
bit_data .ds 1
|
||||||
|
; ---
|
||||||
|
|
||||||
|
org $00
|
||||||
|
|
||||||
|
fcnt .ds 2
|
||||||
|
fadr .ds 2
|
||||||
|
fhlp .ds 2
|
||||||
|
cloc .ds 1
|
||||||
|
regA .ds 1
|
||||||
|
regX .ds 1
|
||||||
|
regY .ds 1
|
||||||
|
byt2 .ds 1
|
||||||
|
|
||||||
|
zc .ds ZCOLORS
|
||||||
|
|
||||||
|
* --- BASIC switch OFF
|
||||||
|
org $2000\ mva #$ff portb\ rts\ ini $2000
|
||||||
|
|
||||||
|
* --- MAIN PROGRAM
|
||||||
|
org $2010
|
||||||
|
IFT PIC_HEIGHT>=204
|
||||||
|
scr ins "output.png.mic", 0, 8160
|
||||||
|
:16 .byte 0
|
||||||
|
ins "output.png.mic" , +8160
|
||||||
|
ELS
|
||||||
|
scr ins "output.png.mic"
|
||||||
|
EIF
|
||||||
|
|
||||||
|
.ifdef nil_used
|
||||||
|
nil :8*40 brk
|
||||||
|
eif
|
||||||
|
|
||||||
|
.ALIGN $0400
|
||||||
|
ant ANTIC_PROGRAM scr,ant
|
||||||
|
|
||||||
|
fnt
|
||||||
|
|
||||||
|
ift USESPRITES
|
||||||
|
.ALIGN $0800
|
||||||
|
.ds $0300
|
||||||
|
pmg SPRITES
|
||||||
|
eif
|
||||||
|
|
||||||
|
FontSplash
|
||||||
|
ins '../../artwork/weapons_AW6_mod.fnt' ; 'artwork/weapons.fnt'
|
||||||
|
|
||||||
|
mother
|
||||||
|
; dta d" The Mother of All Games "
|
||||||
|
dta d" Father Unknown of All Games "
|
||||||
|
icl "lzss_player.asm" ; player (and data) for splash music
|
||||||
|
|
||||||
|
main
|
||||||
|
jsr init_song
|
||||||
|
|
||||||
|
* --- init PMG
|
||||||
|
|
||||||
|
ift USESPRITES
|
||||||
|
mva >pmg pmbase ;missiles and players data address
|
||||||
|
mva #$03 pmcntl ;enable players and missiles
|
||||||
|
eif
|
||||||
|
|
||||||
|
lda:cmp:req $14 ;wait 1 frame
|
||||||
|
|
||||||
|
sei ;stop interrups
|
||||||
|
mva #$00 nmien ;stop all interrupts
|
||||||
|
mva #$fe portb ;switch off ROM to get 16k more ram
|
||||||
|
|
||||||
|
ZPINIT
|
||||||
|
|
||||||
|
////////////////////
|
||||||
|
// RASTER PROGRAM //
|
||||||
|
////////////////////
|
||||||
|
|
||||||
|
; jmp line239
|
||||||
|
jmp raster_program_end
|
||||||
|
|
||||||
|
LOOP lda vcount ;synchronization for the first screen (picture) line
|
||||||
|
cmp #$02
|
||||||
|
;sta colpf0
|
||||||
|
;sta colpm0
|
||||||
|
;sta colbak
|
||||||
|
bne LOOP
|
||||||
|
|
||||||
|
mva #%00111110 dmactl ;set new screen width
|
||||||
|
mva <ant dlptr
|
||||||
|
mva >ant dlptr+1
|
||||||
|
|
||||||
|
icl "output.png.rp.ini"
|
||||||
|
|
||||||
|
;--- 16 lines down ---- !!!
|
||||||
|
:16 sta wsync
|
||||||
|
|
||||||
|
; wait 13 cycles !!!
|
||||||
|
:4 nop
|
||||||
|
inc byt2
|
||||||
|
|
||||||
|
;--- wait 18 cycles
|
||||||
|
; jsr _rts
|
||||||
|
; inc byt3
|
||||||
|
|
||||||
|
|
||||||
|
;--- set global offset (23 cycles)
|
||||||
|
jsr _rts
|
||||||
|
cmp byt3\ pha:pla
|
||||||
|
|
||||||
|
;--- empty line
|
||||||
|
jsr wait54cycle
|
||||||
|
inc byt2
|
||||||
|
|
||||||
|
icl "output.png.rp"
|
||||||
|
|
||||||
|
raster_program_end
|
||||||
|
|
||||||
|
lda >FontSplash
|
||||||
|
sta chbase
|
||||||
|
c0 lda #$00
|
||||||
|
sta colbak
|
||||||
|
c1 lda #$00
|
||||||
|
sta colpf0
|
||||||
|
c2 lda #$02
|
||||||
|
sta colpf1
|
||||||
|
c3 lda #$08
|
||||||
|
sta colpf2
|
||||||
|
c4 lda #$00
|
||||||
|
sta colpf3
|
||||||
|
s0 lda #$03
|
||||||
|
sta sizep0
|
||||||
|
sta sizep1
|
||||||
|
sta sizep2
|
||||||
|
sta sizep3
|
||||||
|
mva #$ff sizem
|
||||||
|
sta grafm
|
||||||
|
mva #$20 hposm0
|
||||||
|
mva #$28 hposm1
|
||||||
|
mva #$d0 hposm2
|
||||||
|
mva #$d8 hposm3
|
||||||
|
mva #$02 pmcntl
|
||||||
|
lda #$14
|
||||||
|
sta gtictl
|
||||||
|
|
||||||
|
|
||||||
|
//--------------------
|
||||||
|
// EXIT
|
||||||
|
//--------------------
|
||||||
|
|
||||||
|
lda trig0 ; FIRE #0
|
||||||
|
beq stop
|
||||||
|
|
||||||
|
lda trig1 ; FIRE #1
|
||||||
|
beq stop
|
||||||
|
|
||||||
|
lda consol ; START
|
||||||
|
and #1
|
||||||
|
beq stop
|
||||||
|
|
||||||
|
lda skctl ; ANY KEY
|
||||||
|
and #$04
|
||||||
|
bne skp
|
||||||
|
|
||||||
|
stop mva #$00 pmcntl ;PMG disabled
|
||||||
|
tax
|
||||||
|
sta:rne hposp0,x+
|
||||||
|
|
||||||
|
; silent
|
||||||
|
lda #0
|
||||||
|
ldx #8
|
||||||
|
@ sta POKEY,x
|
||||||
|
sta POKEY2,x ; stereo
|
||||||
|
dex
|
||||||
|
bpl @-
|
||||||
|
|
||||||
|
;no glitching please (issue #67)
|
||||||
|
lda #0
|
||||||
|
sta $D400 ;dmactl
|
||||||
|
sta $022F ;dmactls
|
||||||
|
|
||||||
|
|
||||||
|
mva #$ff portb ;ROM switch on
|
||||||
|
mva #$40 nmien ;only NMI interrupts, DLI disabled
|
||||||
|
cli ;IRQ enabled
|
||||||
|
|
||||||
|
rts ;return to ... DOS
|
||||||
|
skp
|
||||||
|
|
||||||
|
//--------------------
|
||||||
|
jsr play_frame
|
||||||
|
|
||||||
|
jmp LOOP
|
||||||
|
|
||||||
|
;---
|
||||||
|
|
||||||
|
wait54cycle
|
||||||
|
:2 inc byt2
|
||||||
|
wait44cycle
|
||||||
|
inc byt3
|
||||||
|
nop
|
||||||
|
wait36cycle
|
||||||
|
inc byt3
|
||||||
|
jsr _rts
|
||||||
|
wait18cycle
|
||||||
|
inc byt3
|
||||||
|
_rts rts
|
||||||
|
|
||||||
|
byt3 brk
|
||||||
|
|
||||||
|
|
||||||
|
;---
|
||||||
|
|
||||||
|
.MACRO ANTIC_PROGRAM
|
||||||
|
dta $70,$70
|
||||||
|
:+8 dta $4e,a(:1+$0000+#*40)
|
||||||
|
:+8 dta $4e,a(:1+$0140+#*40)
|
||||||
|
:+8 dta $4e,a(:1+$0280+#*40)
|
||||||
|
:+8 dta $4e,a(:1+$03C0+#*40)
|
||||||
|
:+8 dta $4e,a(:1+$0500+#*40)
|
||||||
|
:+8 dta $4e,a(:1+$0640+#*40)
|
||||||
|
:+8 dta $4e,a(:1+$0780+#*40)
|
||||||
|
:+8 dta $4e,a(:1+$08C0+#*40)
|
||||||
|
:+8 dta $4e,a(:1+$0A00+#*40)
|
||||||
|
:+8 dta $4e,a(:1+$0B40+#*40)
|
||||||
|
:+8 dta $4e,a(:1+$0C80+#*40)
|
||||||
|
:+8 dta $4e,a(:1+$0DC0+#*40)
|
||||||
|
:+8 dta $4e,a(:1+$0F00+#*40)
|
||||||
|
:+8 dta $4e,a(:1+$1040+#*40)
|
||||||
|
:+8 dta $4e,a(:1+$1180+#*40)
|
||||||
|
:+8 dta $4e,a(:1+$12C0+#*40)
|
||||||
|
:+8 dta $4e,a(:1+$1400+#*40)
|
||||||
|
:+8 dta $4e,a(:1+$1540+#*40)
|
||||||
|
:+8 dta $4e,a(:1+$1680+#*40)
|
||||||
|
:+8 dta $4e,a(:1+$17C0+#*40)
|
||||||
|
:+8 dta $4e,a(:1+$1900+#*40)
|
||||||
|
:+8 dta $4e,a(:1+$1A40+#*40)
|
||||||
|
:+8 dta $4e,a(:1+$1B80+#*40)
|
||||||
|
:+8 dta $4e,a(:1+$1CC0+#*40)
|
||||||
|
:+8 dta $4e,a(:1+$1E00+#*40)
|
||||||
|
; :+4 dta $4e,a(:1+$1F40+#*40)
|
||||||
|
; :+4 dta $4e,a(:1+$1FF0+#*40)
|
||||||
|
; :+8 dta $4e,a(:1+$2090+#*40)
|
||||||
|
; :+8 dta $4e,a(:1+$21D0+#*40)
|
||||||
|
; :+8 dta $4e,a(:1+$2310+#*40)
|
||||||
|
; :+8 dta $4e,a(:1+$2450+#*40)
|
||||||
|
dta $00
|
||||||
|
dta $42,a(mother)
|
||||||
|
dta $41,a(:2)
|
||||||
|
.ENDM
|
||||||
|
|
||||||
|
CL
|
||||||
|
|
||||||
|
.MACRO ZPINIT
|
||||||
|
.ENDM
|
||||||
|
|
||||||
|
ZCOLORS = 0
|
||||||
|
|
||||||
|
;---
|
||||||
|
ini main
|
||||||
|
;---
|
||||||
|
|
||||||
|
opt l-
|
||||||
|
|
||||||
|
.MACRO SPRITES
|
||||||
|
icl "output.png.pmg"
|
||||||
|
.ENDM
|
||||||
|
|
||||||
|
USESPRITES = 1
|
||||||
|
|
||||||
@@ -0,0 +1,55 @@
|
|||||||
|
|
||||||
|
.enum @@dmactl
|
||||||
|
blank = %00
|
||||||
|
narrow = %01
|
||||||
|
standard= %10
|
||||||
|
wide = %11
|
||||||
|
missiles= %100
|
||||||
|
players = %1000
|
||||||
|
lineX1 = %10000
|
||||||
|
lineX2 = %00000
|
||||||
|
dma = %100000
|
||||||
|
.ende
|
||||||
|
|
||||||
|
.enum @@pmcntl
|
||||||
|
missiles= %1
|
||||||
|
players = %10
|
||||||
|
trigs = %100
|
||||||
|
.ende
|
||||||
|
|
||||||
|
.enum @@gtictl
|
||||||
|
prior0 = %0
|
||||||
|
prior1 = %1
|
||||||
|
prior2 = %10
|
||||||
|
prior4 = %100
|
||||||
|
prior8 = %1000
|
||||||
|
ply5 = %10000 ; Fifth Player Enable
|
||||||
|
mlc = %100000 ; Multiple Color Player Enable
|
||||||
|
mode9 = %01000000
|
||||||
|
mode10 = %10000000
|
||||||
|
mode11 = %11000000
|
||||||
|
.ende
|
||||||
|
|
||||||
|
* ---------------------------------------------------------------------------------------------
|
||||||
|
* --- GTIA
|
||||||
|
* ---------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
gtictl = PRIOR ; rejestr kontroli uk³adu GTIA
|
||||||
|
gtiactl = gtictl
|
||||||
|
|
||||||
|
pmcntl = GRACTL ; rejestr kontroli graczy i pocisków
|
||||||
|
|
||||||
|
* ---------------------------------------------------------------------------------------------
|
||||||
|
* --- POKEY
|
||||||
|
* ---------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
irqens = $0010 ; rejestr-cieñ IRQEN
|
||||||
|
irqstat = $0011 ; rejestr-cieñ IRQST
|
||||||
|
|
||||||
|
skstres = SKRES ; rejestr statusu z³¹cza szeregowego (Z)
|
||||||
|
|
||||||
|
* ---------------------------------------------------------------------------------------------
|
||||||
|
* --- ANTIC
|
||||||
|
* ---------------------------------------------------------------------------------------------
|
||||||
|
chrctl = CHACTL ; rejestr kontroli wyœwietlania znaków
|
||||||
|
|
||||||
+68
-66
@@ -53,79 +53,81 @@ L49 dta d"DIE, TANK-SCUM!"
|
|||||||
L50 dta d"I'M GONNA BREAK YOUR FACE!"
|
L50 dta d"I'M GONNA BREAK YOUR FACE!"
|
||||||
L51 dta d"MAMA SAID KNOCK YOU OUT!"
|
L51 dta d"MAMA SAID KNOCK YOU OUT!"
|
||||||
L52 dta d"I HOPE YOU ENJOY PAIN!"
|
L52 dta d"I HOPE YOU ENJOY PAIN!"
|
||||||
|
L53 dta d"HOW'D YOU LIKE ONE ACROSS YOUR LIPS?" ;(sanford and son)
|
||||||
;--------------------------------
|
;--------------------------------
|
||||||
L53 dta d"PARTING IS SUCH SWEET SORROW... NOT!"
|
L54 dta d"PARTING IS SUCH SWEET SORROW... NOT!"
|
||||||
L54 dta d"UGH!"
|
L55 dta d"UGH!"
|
||||||
L55 dta d"AARGH!"
|
L56 dta d"AARGH!"
|
||||||
L56 dta d"AAAGGHHH!"
|
L57 dta d"AAAGGHHH!"
|
||||||
L57 dta d"I'M MELTING!"
|
L58 dta d"I'M MELTING!"
|
||||||
L58 dta d"OOF.."
|
L59 dta d"OOF.."
|
||||||
L59 dta d"OH!"
|
L60 dta d"OH!"
|
||||||
L60 dta d"EEEK!"
|
L61 dta d"EEEK!"
|
||||||
L61 dta d"AACCH!"
|
L62 dta d"AACCH!"
|
||||||
L62 dta d"I HATE IT WHEN THAT HAPPENS."
|
L63 dta d"I HATE IT WHEN THAT HAPPENS."
|
||||||
L63 dta d"ONE DIRECT HIT CAN RUIN YOUR WHOLE DAY."
|
L64 dta d"ONE DIRECT HIT CAN RUIN YOUR WHOLE DAY."
|
||||||
L64 dta d"OH NO!"
|
L65 dta d"OH NO!"
|
||||||
L65 dta d"NOT ME!"
|
L66 dta d"NOT ME!"
|
||||||
L66 dta d"OUCH."
|
L67 dta d"OUCH."
|
||||||
L67 dta d"OH NO, NOT AGAIN."
|
L68 dta d"OH NO, NOT AGAIN."
|
||||||
L68 dta d"ANOTHER ONE BITES THE DUST."
|
L69 dta d"ANOTHER ONE BITES THE DUST."
|
||||||
L69 dta d"GOODBYE."
|
L70 dta d"GOODBYE."
|
||||||
L70 dta d"HELP ME!"
|
L71 dta d"HELP ME!"
|
||||||
L71 dta d"FAREWELL, CRUEL WORLD."
|
L72 dta d"FAREWELL, CRUEL WORLD."
|
||||||
L72 dta d"REMEMBER THE ALAMO!"
|
L73 dta d"REMEMBER THE ALAMO!"
|
||||||
L73 dta d"OH MAN!"
|
L74 dta d"OH MAN!"
|
||||||
L74 dta d"DOOUGH!"
|
L75 dta d"DOOUGH!"
|
||||||
L75 dta d"ANOTHER DAY, ANOTHER BOMB."
|
L76 dta d"ANOTHER DAY, ANOTHER BOMB."
|
||||||
L76 dta d"THIS IS THE END, MY ONLY FRIEND."
|
L77 dta d"THIS IS THE END, MY ONLY FRIEND."
|
||||||
L77 dta d"VERY FUNNY."
|
L78 dta d"VERY FUNNY."
|
||||||
L78 dta d"THE FAT LADY SANG."
|
L79 dta d"THE FAT LADY SANG."
|
||||||
L79 dta d"WHY DOES EVERYTHING HAPPEN TO ME?"
|
L80 dta d"WHY DOES EVERYTHING HAPPEN TO ME?"
|
||||||
L80 dta d"I'M GOING DOWN."
|
L81 dta d"I'M GOING DOWN."
|
||||||
L81 dta d"I'VE GOT A BAD FEELING ABOUT THIS."
|
L82 dta d"I'VE GOT A BAD FEELING ABOUT THIS."
|
||||||
L82 dta d"CRAPOLA."
|
L83 dta d"CRAPOLA."
|
||||||
L83 dta d"POW!"
|
L84 dta d"POW!"
|
||||||
L84 dta d"BIF!"
|
L85 dta d"BIF!"
|
||||||
L85 dta d"BAM!"
|
L86 dta d"BAM!"
|
||||||
L86 dta d"ZONK!"
|
L87 dta d"ZONK!"
|
||||||
L87 dta d"I SHOULD'VE LISTENED TO MY MOTHER..."
|
L88 dta d"I SHOULD'VE LISTENED TO MY MOTHER..."
|
||||||
L88 dta d"I WALK THROUGH THE VALLEY OF THE SHADOW..."
|
L89 dta d"I WALK THROUGH THE VALLEY OF THE SHADOW..."
|
||||||
L89 dta d"WHAT WAS THAT NOISE?"
|
L90 dta d"WHAT WAS THAT NOISE?"
|
||||||
L90 dta d"MAMA SAID THERE'D BE DAYS LIKE THIS."
|
L91 dta d"MAMA SAID THERE'D BE DAYS LIKE THIS."
|
||||||
L91 dta d"ITS JUST ONE OF THOSE DAYS..."
|
L92 dta d"ITS JUST ONE OF THOSE DAYS..."
|
||||||
L92 dta d"I SEE A BRIGHT LIGHT..."
|
L93 dta d"I SEE A BRIGHT LIGHT..."
|
||||||
L93 dta d"MOMMY? IS THAT YOU?"
|
L94 dta d"MOMMY? IS THAT YOU?"
|
||||||
L94 dta d"I LET YOU HIT ME!"
|
L95 dta d"I LET YOU HIT ME!"
|
||||||
L95 dta d"SUCKER SHOT!"
|
L96 dta d"SUCKER SHOT!"
|
||||||
L96 dta d"I DIDN'T WANT TO LIVE ANYWAY."
|
L97 dta d"I DIDN'T WANT TO LIVE ANYWAY."
|
||||||
L97 dta d"-<SOB>-"
|
L98 dta d"-<SOB>-"
|
||||||
L98 dta d"WAS THAT AS CLOSE AS I THINK IT WAS?"
|
L99 dta d"WAS THAT AS CLOSE AS I THINK IT WAS?"
|
||||||
L99 dta d"JOIN THE ARMY, SEE THE WORLD THEY SAID."
|
L100 dta d"JOIN THE ARMY, SEE THE WORLD THEY SAID."
|
||||||
L100 dta d"IT WASN'T JUST A JOB IT WAS AN ADVENTURE!"
|
L101 dta d"IT WASN'T JUST A JOB IT WAS AN ADVENTURE!"
|
||||||
L101 dta d"I DIDN'T LIKE VIOLENCE ANYWAY!"
|
L102 dta d"I DIDN'T LIKE VIOLENCE ANYWAY!"
|
||||||
L102 dta d"I THOUGHT YOU LIKED ME?"
|
L103 dta d"I THOUGHT YOU LIKED ME?"
|
||||||
L103 dta d"CTO XYEB"
|
L104 dta d"CTO XYEB"
|
||||||
L104 dta d"I THINK THIS GUY'S A LITTLE CRAZY."
|
L105 dta d"I THINK THIS GUY'S A LITTLE CRAZY."
|
||||||
L105 dta d"SOMEHOW I DON'T FEEL LIKE KILLING ANYMORE."
|
L106 dta d"SOMEHOW I DON'T FEEL LIKE KILLING ANYMORE."
|
||||||
L106 dta d"HEY! KILLIN' AIN'T COOL."
|
L107 dta d"HEY! KILLIN' AIN'T COOL."
|
||||||
L107 dta d"GEE... THANKS."
|
L108 dta d"GEE... THANKS."
|
||||||
L108 dta d"I'VE FALLEN AND I CAN'T GET UP!"
|
L109 dta d"I'VE FALLEN AND I CAN'T GET UP!"
|
||||||
L109 dta d"911?"
|
L110 dta d"911?"
|
||||||
L110 dta d"OH NO! HERE I BLOW AGAIN!"
|
L111 dta d"OH NO! HERE I BLOW AGAIN!"
|
||||||
L111 dta d"I'LL BE BACK..."
|
L112 dta d"I'LL BE BACK..."
|
||||||
L112 dta d"HEY - I'VE GOT LAWYERS."
|
L113 dta d"HEY - I'VE GOT LAWYERS."
|
||||||
L113 dta d"TIME TO CALL 1-900-SUE-TANK."
|
L114 dta d"TIME TO CALL 1-900-SUE-TANK."
|
||||||
|
L115 dta d"YOU BIG DUMMY!" ;(sanford and son)
|
||||||
LEND
|
LEND
|
||||||
OffensiveTextTableL
|
OffensiveTextTableL
|
||||||
dta <L0,<L1,<L2,<L3,<L4,<L5,<L6,<L7,<L8,<L9,<L10,<L11,<L12,<L13,<L14,<L15,<L16,<L17,<L18,<L19,<L20,<L21,<L22,<L23,<L24,<L25,<L26,<L27,<L28,<L29,<L30,<L31,<L32,<L33,<L34,<L35,<L36,<L37,<L38,<L39,<L40,<L41,<L42,<L43,<L44,<L45,<L46,<L47,<L48,<L49,<L50,<L51,<L52
|
dta <L0,<L1,<L2,<L3,<L4,<L5,<L6,<L7,<L8,<L9,<L10,<L11,<L12,<L13,<L14,<L15,<L16,<L17,<L18,<L19,<L20,<L21,<L22,<L23,<L24,<L25,<L26,<L27,<L28,<L29,<L30,<L31,<L32,<L33,<L34,<L35,<L36,<L37,<L38,<L39,<L40,<L41,<L42,<L43,<L44,<L45,<L46,<L47,<L48,<L49,<L50,<L51,<L52,<L53
|
||||||
dta <L53,<L54,<L55,<L56,<L57,<L58,<L59,<L60,<L61,<L62,<L63,<L64,<L65,<L66,<L67,<L68,<L69,<L70,<L71,<L72,<L73,<L74,<L75,<L76,<L77,<L78,<L79,<L80,<L81,<L82,<L83,<L84,<L85,<L86,<L87,<L88,<L89,<L90,<L91,<L92,<L93,<L94,<L95,<L96,<L97,<L98,<L99,<L100,<L101,<L102,<L103,<L104,<L105,<L106,<L107,<L108,<L109,<L110,<L111,<L112,<L113
|
dta <L54,<L55,<L56,<L57,<L58,<L59,<L60,<L61,<L62,<L63,<L64,<L65,<L66,<L67,<L68,<L69,<L70,<L71,<L72,<L73,<L74,<L75,<L76,<L77,<L78,<L79,<L80,<L81,<L82,<L83,<L84,<L85,<L86,<L87,<L88,<L89,<L90,<L91,<L92,<L93,<L94,<L95,<L96,<L97,<L98,<L99,<L100,<L101,<L102,<L103,<L104,<L105,<L106,<L107,<L108,<L109,<L110,<L111,<L112,<L113,<L114,<L115
|
||||||
dta <LEND
|
dta <LEND
|
||||||
OffensiveTextTableH
|
OffensiveTextTableH
|
||||||
dta >L0,>L1,>L2,>L3,>L4,>L5,>L6,>L7,>L8,>L9,>L10,>L11,>L12,>L13,>L14,>L15,>L16,>L17,>L18,>L19,>L20,>L21,>L22,>L23,>L24,>L25,>L26,>L27,>L28,>L29,>L30,>L31,>L32,>L33,>L34,>L35,>L36,>L37,>L38,>L39,>L40,>L41,>L42,>L43,>L44,>L45,>L46,>L47,>L48,>L49,>L50,>L51,>L52
|
dta >L0,>L1,>L2,>L3,>L4,>L5,>L6,>L7,>L8,>L9,>L10,>L11,>L12,>L13,>L14,>L15,>L16,>L17,>L18,>L19,>L20,>L21,>L22,>L23,>L24,>L25,>L26,>L27,>L28,>L29,>L30,>L31,>L32,>L33,>L34,>L35,>L36,>L37,>L38,>L39,>L40,>L41,>L42,>L43,>L44,>L45,>L46,>L47,>L48,>L49,>L50,>L51,>L52,>L53
|
||||||
dta >L53,>L54,>L55,>L56,>L57,>L58,>L59,>L60,>L61,>L62,>L63,>L64,>L65,>L66,>L67,>L68,>L69,>L70,>L71,>L72,>L73,>L74,>L75,>L76,>L77,>L78,>L79,>L80,>L81,>L82,>L83,>L84,>L85,>L86,>L87,>L88,>L89,>L90,>L91,>L92,>L93,>L94,>L95,>L96,>L97,>L98,>L99,>L100,>L101,>L102,>L103,>L104,>L105,>L106,>L107,>L108,>L109,>L110,>L111,>L112,>L113
|
dta >L54,>L55,>L56,>L57,>L58,>L59,>L60,>L61,>L62,>L63,>L64,>L65,>L66,>L67,>L68,>L69,>L70,>L71,>L72,>L73,>L74,>L75,>L76,>L77,>L78,>L79,>L80,>L81,>L82,>L83,>L84,>L85,>L86,>L87,>L88,>L89,>L90,>L91,>L92,>L93,>L94,>L95,>L96,>L97,>L98,>L99,>L100,>L101,>L102,>L103,>L104,>L105,>L106,>L107,>L108,>L109,>L110,>L111,>L112,>L113,>L114,>L115
|
||||||
dta >LEND
|
dta >LEND
|
||||||
NumberOfOffensiveTexts=54
|
NumberOfOffensiveTexts=54
|
||||||
NumberOfDeffensiveTexts=60
|
NumberOfDeffensiveTexts=62
|
||||||
.endp
|
.endp
|
||||||
hoverFull dta d"MY HOVERCRAFT IS FULL OF EELS!"
|
hoverFull dta d"MY HOVERCRAFT IS FULL OF EELS!"
|
||||||
hoverFullEnd
|
hoverFullEnd
|
||||||
|
|||||||
Binary file not shown.
+44
-13
@@ -67,10 +67,14 @@ GradientAddrL
|
|||||||
.by <dliColorsFore, <dliColorsFore, <dliColorsFore2
|
.by <dliColorsFore, <dliColorsFore, <dliColorsFore2
|
||||||
GradientAddrH
|
GradientAddrH
|
||||||
.by >dliColorsFore, >dliColorsFore, >dliColorsFore2
|
.by >dliColorsFore, >dliColorsFore, >dliColorsFore2
|
||||||
dliColorsFore2
|
dliColorsFore2 ; colors for NTSC
|
||||||
.by $0a ; one mountains color
|
.by $0a ; one mountains color
|
||||||
.by $7e,$7a,$7c,$6a,$6c,$58,$5a,$48,$4a,$38
|
.by $7e,$7a,$7c,$6a,$6c,$58,$5a,$48,$4a,$38
|
||||||
.by $3a,$16,$18,$e6,$e8,$d4,$d6,$b4,$b6,$b6
|
.by $3a,$16,$18,$e6,$e8,$d4,$d6,$b4,$b6,$b6
|
||||||
|
dliColorsFore2PAL ; colors for PAL
|
||||||
|
.by $0a ; one mountains color
|
||||||
|
.by $7e,$7a,$7c,$6a,$6c,$58,$5a,$48,$4a,$38
|
||||||
|
.by $3a,$16,$18,$e6,$e8,$c4,$c6,$a4,$a6,$a6
|
||||||
|
|
||||||
;-----------
|
;-----------
|
||||||
pmtableL ; addressess of the P/M memory for 6 tanks
|
pmtableL ; addressess of the P/M memory for 6 tanks
|
||||||
@@ -211,8 +215,8 @@ SlideLeftTable
|
|||||||
.BY %00000101
|
.BY %00000101
|
||||||
.BY %00000110
|
.BY %00000110
|
||||||
.BY %00000111
|
.BY %00000111
|
||||||
.BY %00001100
|
; .BY %00001100
|
||||||
|
SlideLeftTableLen = *-SlideLeftTable
|
||||||
;-------------------------------------------------
|
;-------------------------------------------------
|
||||||
TanksNamesDefault
|
TanksNamesDefault
|
||||||
dta d"1st.Tank"
|
dta d"1st.Tank"
|
||||||
@@ -546,7 +550,22 @@ DefensiveEnergy = *-(last_offensive_____ - first_offensive____ +1) ; to fake th
|
|||||||
.by 00 ; Auto Defense
|
.by 00 ; Auto Defense
|
||||||
.by 00 ; Spy Hard
|
.by 00 ; Spy Hard
|
||||||
weaponsOfDeath ; weapons used in tank death animations
|
weaponsOfDeath ; weapons used in tank death animations
|
||||||
dta 1,2,3,7,17,18,19,20,21,22,23,24,25,26,27
|
dta ind_Missile________
|
||||||
|
dta ind_Baby_Nuke______
|
||||||
|
dta ind_Nuke___________
|
||||||
|
dta ind_Death_s_Head___
|
||||||
|
dta ind_Hot_Napalm_____ ; why not?
|
||||||
|
dta ind_Riot_Bomb______
|
||||||
|
dta ind_Heavy_Riot_Bomb
|
||||||
|
dta ind_Baby_Digger____
|
||||||
|
dta ind_Digger_________
|
||||||
|
dta ind_Heavy_Digger___
|
||||||
|
dta ind_Baby_Sandhog___
|
||||||
|
dta ind_Sandhog________
|
||||||
|
dta ind_Heavy_Sandhog__
|
||||||
|
dta ind_Dirt_Clod______
|
||||||
|
dta ind_Dirt_Ball______
|
||||||
|
dta ind_Ton_of_Dirt____
|
||||||
weaponsOfDeathEnd
|
weaponsOfDeathEnd
|
||||||
joyToKeyTable
|
joyToKeyTable
|
||||||
.by $ff ;00
|
.by $ff ;00
|
||||||
@@ -599,7 +618,7 @@ CreditsStart
|
|||||||
dta d"You were playin",d"g"*
|
dta d"You were playin",d"g"*
|
||||||
dta d"Scorc",d"h"*
|
dta d"Scorc",d"h"*
|
||||||
dta d"Warsaw, Miam",d"i"*
|
dta d"Warsaw, Miam",d"i"*
|
||||||
dta d"2000-202",d"2"*
|
dta d"2000-202",d"3"*
|
||||||
dta d" "*
|
dta d" "*
|
||||||
dta d"Programmin",d"g"*
|
dta d"Programmin",d"g"*
|
||||||
dta d"Tomasz 'Pecus' Peck",d"o"*
|
dta d"Tomasz 'Pecus' Peck",d"o"*
|
||||||
@@ -619,20 +638,28 @@ CreditsStart
|
|||||||
dta d"Ar",d"t"*
|
dta d"Ar",d"t"*
|
||||||
dta d"Adam Wachowsk",d"i"*
|
dta d"Adam Wachowsk",d"i"*
|
||||||
.IF target != 5200
|
.IF target != 5200
|
||||||
dta d"Krzysztof 'Kaz' Ziembi",d"k"*
|
dta d"Roman 'xorcerer' Fierfa",d"s"*
|
||||||
.ENDIF
|
.ENDIF
|
||||||
dta d" "*
|
dta d" "*
|
||||||
dta d"Ideas, help and Q",d"A"*
|
dta d"Ideas, help and Q",d"A"*
|
||||||
dta d"Bocianu, Probabilitydragon, EnderDude",d","*
|
dta d"Bocianu, Probabilitydragon",d","*
|
||||||
dta d"Beeblebrox, KrzysRog, lopezpb, Dracon",d","*
|
dta d"EnderDude, Dracon",d","*
|
||||||
|
dta d"Beeblebrox, KrzysRog, lopezpb",d","*
|
||||||
dta d"brad-colbert, archon800, nowy80",d","*
|
dta d"brad-colbert, archon800, nowy80",d","*
|
||||||
dta d"Shaggy the Atarian, RetroBorsuk, ZP",d"H"*
|
dta d"Shaggy the Atarian, RetroBorsuk, ZPH"
|
||||||
.IF target = 5200
|
.IF target = 5200
|
||||||
dta d"x-usr(1536), Aking, JAC!, phaero",d"n"*
|
dta d","*
|
||||||
|
dta d"x-usr(1536), Aking, JAC!, phaeron",d","*
|
||||||
|
dta d"RB520",d"0"*
|
||||||
|
.ELSE
|
||||||
|
dta d" "*
|
||||||
.ENDIF
|
.ENDIF
|
||||||
dta d" "*
|
dta d" "*
|
||||||
dta d"Additional testin",d"g"*
|
dta d"Additional testin",d"g"*
|
||||||
dta d"Arek and Alex Peck",d"o"*
|
dta d"Arek and Alex Peck",d"o"*
|
||||||
|
dta d" "*
|
||||||
|
dta d"Special thank",d"s"*
|
||||||
|
dta d"Krzysztof 'Kaz' Ziembi",d"k"*
|
||||||
.IF target != 5200
|
.IF target != 5200
|
||||||
dta d" "*
|
dta d" "*
|
||||||
dta d"Stay tuned for the FujiNet version",d"!"*
|
dta d"Stay tuned for the FujiNet version",d"!"*
|
||||||
@@ -640,9 +667,13 @@ CreditsStart
|
|||||||
dta d" "*
|
dta d" "*
|
||||||
CreditsEnd
|
CreditsEnd
|
||||||
.IF target = 5200
|
.IF target = 5200
|
||||||
CreditsLines=37
|
CreditsLines=34 + 7; add 7 for scrollout
|
||||||
.ELSE
|
.ELSE
|
||||||
CreditsLines=42 ; 34 in reality. add 7?
|
CreditsLines=40 + 7 ; add 7 for scrollout
|
||||||
|
.ENDIF
|
||||||
|
.IF target = 5200
|
||||||
|
; Atari 5200 splash
|
||||||
|
NewSplashText=*
|
||||||
|
dta d"copyright 2023 atari"
|
||||||
.ENDIF
|
.ENDIF
|
||||||
|
|
||||||
.endif
|
.endif
|
||||||
|
|||||||
@@ -145,6 +145,7 @@ last_defensive_____ = ind_Spy_Hard_______
|
|||||||
last_real_defensive = ind_Bouncy_Castle__
|
last_real_defensive = ind_Bouncy_Castle__
|
||||||
number_of_offensives = last_offensive_____ - first_offensive____+1
|
number_of_offensives = last_offensive_____ - first_offensive____+1
|
||||||
number_of_defensives = (last_defensive_____ - first_defensive____+1)
|
number_of_defensives = (last_defensive_____ - first_defensive____+1)
|
||||||
|
number_of_weapons = number_of_offensives + number_of_defensives
|
||||||
;--------------------------------
|
;--------------------------------
|
||||||
; names of RMT instruments (sfx)
|
; names of RMT instruments (sfx)
|
||||||
;--------------------------------
|
;--------------------------------
|
||||||
|
|||||||
+21
-14
@@ -9,11 +9,17 @@
|
|||||||
OptionsScreen
|
OptionsScreen
|
||||||
dta d"Welcome to Scorch v. "
|
dta d"Welcome to Scorch v. "
|
||||||
build ; 4 bytes from scorch.asm (fancy method) :)
|
build ; 4 bytes from scorch.asm (fancy method) :)
|
||||||
dta d" (un)2000-2022"
|
dta d" (un)2000-2023"
|
||||||
|
|
||||||
.IF TARGET = 800
|
.IF TARGET = 800
|
||||||
dta d" Please select option with cursor keys "
|
dta d" Please select option with "
|
||||||
dta d" and press (Return) to proceed "
|
dta $fe,$dc,$dd,$ff ; cursors in inverse
|
||||||
|
dta d" and "
|
||||||
|
dta d"Tab"*
|
||||||
|
dta d" "
|
||||||
|
dta d" Press "
|
||||||
|
dta d"Return"*
|
||||||
|
dta d" to proceed "
|
||||||
.ELIF TARGET = 5200
|
.ELIF TARGET = 5200
|
||||||
dta d" Please select option with joystick one "
|
dta d" Please select option with joystick one "
|
||||||
dta d" and press FIRE to proceed "
|
dta d" and press FIRE to proceed "
|
||||||
@@ -32,20 +38,21 @@ NameScreen3
|
|||||||
dta d" Human/Atari (difficulty level) "
|
dta d" Human/Atari (difficulty level) "
|
||||||
NameScreen5
|
NameScreen5
|
||||||
.IF TARGET = 800
|
.IF TARGET = 800
|
||||||
dta d" "
|
dta d"TAB"*
|
||||||
dta d"TAB"*
|
dta d" - Port nr "
|
||||||
dta d" - Port nr "
|
dta $fe,$dc,$dd,$ff ; cursors in inverse
|
||||||
dta d"Joy"*
|
dta d" - Difficulty"
|
||||||
dta d" - Difficulty "
|
dta d" "
|
||||||
dta d" "
|
dta d"INV"*
|
||||||
dta d"Return"*
|
dta d" - Shape "
|
||||||
dta d" - Proceed "
|
dta d"Return"*
|
||||||
|
dta d" - Proceed "
|
||||||
.ELIF TARGET = 5200
|
.ELIF TARGET = 5200
|
||||||
dta d" "
|
dta d" "
|
||||||
dta d"(5)"*
|
dta d"(5)"*
|
||||||
dta d" - Port nr "
|
dta d" - Port/Shape "
|
||||||
dta d"Joy"*
|
dta d"Joy"*
|
||||||
dta d" - Difficulty "
|
dta d" - Diffic. "
|
||||||
dta d" "
|
dta d" "
|
||||||
dta d"FIRE"*
|
dta d"FIRE"*
|
||||||
dta d" - Proceed "
|
dta d" - Proceed "
|
||||||
|
|||||||
+437
-18
@@ -5,6 +5,8 @@
|
|||||||
|
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
.proc draw ;;fuxxing good draw :)
|
.proc draw ;;fuxxing good draw :)
|
||||||
|
; xdraw,ydraw (word) - coordinates of first point
|
||||||
|
; xbyte,ybyte (word) - coordinates of last point
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
;creditz to Dr Jankowski / MIM U.W.
|
;creditz to Dr Jankowski / MIM U.W.
|
||||||
; (xi,yi)-----(xk,yk)
|
; (xi,yi)-----(xk,yk)
|
||||||
@@ -140,8 +142,13 @@ LineParametersReady
|
|||||||
ora DX+1
|
ora DX+1
|
||||||
ora DY
|
ora DY
|
||||||
ora DY+1
|
ora DY+1
|
||||||
jeq EndOfDraw
|
bne NotOnePoint
|
||||||
|
; length=0
|
||||||
|
sta LineLength
|
||||||
|
sta LineLength+1
|
||||||
|
jmp EndOfDraw
|
||||||
|
|
||||||
|
NotOnePoint
|
||||||
; here we have DX,DY,XK and we know which operations
|
; here we have DX,DY,XK and we know which operations
|
||||||
; are to be performed with these factors when doing PLOT
|
; are to be performed with these factors when doing PLOT
|
||||||
; (accordingly to given bits of 'HowToDraw')
|
; (accordingly to given bits of 'HowToDraw')
|
||||||
@@ -219,6 +226,8 @@ PutPixelinDraw
|
|||||||
bit drawFunction
|
bit drawFunction
|
||||||
bpl @+
|
bpl @+
|
||||||
inw LineLength
|
inw LineLength
|
||||||
|
bit Vdebug
|
||||||
|
bmi MeasureVisualisation
|
||||||
jmp ContinueDraw ; was `bne` - not good, because LineLength starts from $ffff
|
jmp ContinueDraw ; was `bne` - not good, because LineLength starts from $ffff
|
||||||
@
|
@
|
||||||
bvc @+
|
bvc @+
|
||||||
@@ -266,6 +275,7 @@ CheckCollisionDraw
|
|||||||
StopHitChecking
|
StopHitChecking
|
||||||
jmp ContinueDraw
|
jmp ContinueDraw
|
||||||
@
|
@
|
||||||
|
MeasureVisualisation
|
||||||
jsr plot
|
jsr plot
|
||||||
|
|
||||||
ContinueDraw
|
ContinueDraw
|
||||||
@@ -283,6 +293,8 @@ EndOfDraw
|
|||||||
|
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
.proc circle ;fxxxing good circle drawing :)
|
.proc circle ;fxxxing good circle drawing :)
|
||||||
|
; xdraw,ydraw (word) - coordinates of circle center
|
||||||
|
; radius (byte) - radius of circle
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
;Turbo Basic source
|
;Turbo Basic source
|
||||||
; R=30
|
; R=30
|
||||||
@@ -543,16 +555,20 @@ NotHigherByte02
|
|||||||
sec
|
sec
|
||||||
lda xtankstableL,x
|
lda xtankstableL,x
|
||||||
sbc #$0f
|
sbc #$0f
|
||||||
|
; and clear lowest bit to be sure that the X coordinate is even
|
||||||
|
; (this is to have P/M background look nice)
|
||||||
|
; "AND" does not change "Carry" bit.
|
||||||
|
; x correction for P/M
|
||||||
|
; --
|
||||||
|
.IF XCORRECTION_FOR_PM = 1
|
||||||
|
and #$fe
|
||||||
|
.ENDIF
|
||||||
|
; --
|
||||||
sta xtankstableL,x
|
sta xtankstableL,x
|
||||||
bcs NotHigherByte01
|
bcs NotHigherByte01
|
||||||
dec xtankstableH,x
|
dec xtankstableH,x
|
||||||
NotHigherByte01
|
NotHigherByte01
|
||||||
|
|
||||||
; and clear lowest bit to be sure that the X coordinate is even
|
|
||||||
; (this is to have P/M background look nice)
|
|
||||||
lda xtankstableL,x
|
|
||||||
and #$fe
|
|
||||||
sta xtankstableL,x
|
|
||||||
inx
|
inx
|
||||||
Cpx NumberOfPlayers
|
Cpx NumberOfPlayers
|
||||||
bne StillRandomize02
|
bne StillRandomize02
|
||||||
@@ -1124,7 +1140,7 @@ OneTimeParachute
|
|||||||
jmp EndOfFCycle
|
jmp EndOfFCycle
|
||||||
NoFallingDown
|
NoFallingDown
|
||||||
; check direction (left or right)
|
; check direction (left or right)
|
||||||
ldy #7 ; SlideLeftTable length -1 (from 0 to 7)
|
ldy #SlideLeftTableLen-1 ; SlideLeftTable length -1 (from 0 to 7)
|
||||||
@ lda SlideLeftTable,y
|
@ lda SlideLeftTable,y
|
||||||
cmp UnderTank1
|
cmp UnderTank1
|
||||||
beq FallingLeft
|
beq FallingLeft
|
||||||
@@ -1200,7 +1216,10 @@ DoNotDrawParachute
|
|||||||
; If it is odd then it must be corrected because otherwise
|
; If it is odd then it must be corrected because otherwise
|
||||||
; P/M graphics background would not look OK
|
; P/M graphics background would not look OK
|
||||||
; ldx TankNr
|
; ldx TankNr
|
||||||
lda XtanksTableL,x
|
; x correction for P/M
|
||||||
|
; --
|
||||||
|
.IF XCORRECTION_FOR_PM = 1
|
||||||
|
lda XtanksTableL,x
|
||||||
and #$01
|
and #$01
|
||||||
beq EndOfFall ; if it is even then it is the end
|
beq EndOfFall ; if it is even then it is the end
|
||||||
; and if not, we push it one pixel the way it was falling before
|
; and if not, we push it one pixel the way it was falling before
|
||||||
@@ -1214,6 +1233,8 @@ ForceFallLeft
|
|||||||
sta UnderTank1
|
sta UnderTank1
|
||||||
sty UnderTank2
|
sty UnderTank2
|
||||||
jmp TankFallsX
|
jmp TankFallsX
|
||||||
|
.ENDIF
|
||||||
|
; --
|
||||||
EndOfFall
|
EndOfFall
|
||||||
mva #1 Erase
|
mva #1 Erase
|
||||||
; ldx TankNr
|
; ldx TankNr
|
||||||
@@ -1272,7 +1293,7 @@ drawmountainsloop
|
|||||||
beq NoMountain
|
beq NoMountain
|
||||||
sta ydraw
|
sta ydraw
|
||||||
sty ydraw+1
|
sty ydraw+1
|
||||||
; jsr DrawLine
|
.IF FASTER_GRAF_PROCS = 1
|
||||||
; there was Drawline proc
|
; there was Drawline proc
|
||||||
lda #screenheight
|
lda #screenheight
|
||||||
sec
|
sec
|
||||||
@@ -1291,6 +1312,16 @@ drawmountainsloop
|
|||||||
dec tempbyte01
|
dec tempbyte01
|
||||||
bne @-
|
bne @-
|
||||||
; end of Drawline proc
|
; end of Drawline proc
|
||||||
|
.ELSE
|
||||||
|
; there was Drawline proc
|
||||||
|
drawline
|
||||||
|
jsr plot.MakePlot
|
||||||
|
inc ydraw
|
||||||
|
lda ydraw
|
||||||
|
cmp #screenheight
|
||||||
|
bne drawline
|
||||||
|
; end of Drawline proc
|
||||||
|
.ENDIF
|
||||||
NoMountain
|
NoMountain
|
||||||
inw modify
|
inw modify
|
||||||
inw xdraw
|
inw xdraw
|
||||||
@@ -1841,6 +1872,7 @@ CopyMask
|
|||||||
dey
|
dey
|
||||||
bpl CopyMask
|
bpl CopyMask
|
||||||
|
|
||||||
|
.IF FASTER_GRAF_PROCS = 1
|
||||||
; calculating coordinates from xdraw and ydraw
|
; calculating coordinates from xdraw and ydraw
|
||||||
mwa xdraw xbyte
|
mwa xdraw xbyte
|
||||||
|
|
||||||
@@ -1905,6 +1937,44 @@ CharLoopi
|
|||||||
inx
|
inx
|
||||||
cpx #8
|
cpx #8
|
||||||
bne CharLoopi
|
bne CharLoopi
|
||||||
|
.ELSE
|
||||||
|
mvx #7 temp ; line counter (Y)
|
||||||
|
CharLoop1
|
||||||
|
mva #7 temp+1 ; pixel counter (X)
|
||||||
|
CharLoop2
|
||||||
|
mva #0 color
|
||||||
|
rol mask1,x
|
||||||
|
bcc NoMaskNoPlot
|
||||||
|
rol char1,x
|
||||||
|
bcs NoPlot
|
||||||
|
MakeCharPlot
|
||||||
|
lda Erase
|
||||||
|
bne ErasingChar
|
||||||
|
inc color
|
||||||
|
ErasingChar
|
||||||
|
NoPlot
|
||||||
|
jsr plot.MakePlot
|
||||||
|
AfterCharPlot
|
||||||
|
inw xdraw
|
||||||
|
ldx temp
|
||||||
|
dec temp+1
|
||||||
|
bpl CharLoop2
|
||||||
|
sec
|
||||||
|
sbw xdraw #8
|
||||||
|
dec ydraw
|
||||||
|
ldx temp
|
||||||
|
dex
|
||||||
|
stx temp
|
||||||
|
bpl CharLoop1
|
||||||
|
clc
|
||||||
|
lda ydraw
|
||||||
|
adc #8
|
||||||
|
sta ydraw
|
||||||
|
bne EndPutChar
|
||||||
|
NoMaskNoPlot
|
||||||
|
rol char1,x
|
||||||
|
jmp AfterCharPlot
|
||||||
|
.ENDIF
|
||||||
EndPutChar
|
EndPutChar
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
@@ -1962,6 +2032,7 @@ GetUpper4bits
|
|||||||
dex
|
dex
|
||||||
bpl CopyChar
|
bpl CopyChar
|
||||||
|
|
||||||
|
.IF FASTER_GRAF_PROCS = 1
|
||||||
; calculating coordinates from xdraw and ydraw
|
; calculating coordinates from xdraw and ydraw
|
||||||
mwa dx xbyte
|
mwa dx xbyte
|
||||||
|
|
||||||
@@ -2021,10 +2092,357 @@ PutInColor0_2
|
|||||||
inx
|
inx
|
||||||
cpx #4
|
cpx #4
|
||||||
bne CharLoopi4x4
|
bne CharLoopi4x4
|
||||||
|
.ELSE
|
||||||
|
mwa xdraw char2
|
||||||
|
mwa ydraw mask2
|
||||||
|
mva color mask2+2
|
||||||
|
mwa dx xdraw
|
||||||
|
mwa dy ydraw
|
||||||
|
mvx #3 temp ; line counter (Y)
|
||||||
|
CharLoop1
|
||||||
|
mva #3 temp+1 ; pixel counter (X)
|
||||||
|
CharLoop2
|
||||||
|
mva #0 color
|
||||||
|
rol mask1,x
|
||||||
|
bcc NoMaskNoPlot
|
||||||
|
rol char1,x
|
||||||
|
bcs NoPlot
|
||||||
|
MakeCharPlot
|
||||||
|
lda plot4x4color
|
||||||
|
beq ErasingChar
|
||||||
|
inc color
|
||||||
|
ErasingChar
|
||||||
|
NoPlot
|
||||||
|
jsr plot.MakePlot
|
||||||
|
AfterCharPlot
|
||||||
|
inw xdraw
|
||||||
|
ldx temp
|
||||||
|
dec temp+1
|
||||||
|
bpl CharLoop2
|
||||||
|
sec
|
||||||
|
sbw xdraw #4
|
||||||
|
dec ydraw
|
||||||
|
ldx temp
|
||||||
|
dex
|
||||||
|
stx temp
|
||||||
|
bpl CharLoop1
|
||||||
|
mwa char2 xdraw
|
||||||
|
mwa mask2 ydraw
|
||||||
|
mva mask2+2 color
|
||||||
|
bpl EndPut4x4
|
||||||
|
NoMaskNoPlot
|
||||||
|
rol char1,x
|
||||||
|
jmp AfterCharPlot
|
||||||
|
.ENDIF
|
||||||
EndPut4x4
|
EndPut4x4
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
|
|
||||||
|
;--------------------------------------------------------
|
||||||
|
.proc DisplayOffensiveTextNr ;
|
||||||
|
ldx TextNumberOff
|
||||||
|
lda talk.OffensiveTextTableL,x
|
||||||
|
sta LineAddress4x4
|
||||||
|
lda talk.OffensiveTextTableH,x
|
||||||
|
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 LineAddress4x4 temp2
|
||||||
|
mva temp2 fx
|
||||||
|
|
||||||
|
;jsr Display4x4AboveTank
|
||||||
|
;rts
|
||||||
|
; POZOR !!!
|
||||||
|
.endp
|
||||||
|
|
||||||
|
;--------------------------------------------------------
|
||||||
|
.proc Display4x4AboveTank ;
|
||||||
|
; Displays texts using PutChar4x4 above tank and mountains.
|
||||||
|
; Pretty cool, eh!
|
||||||
|
;parameters are:
|
||||||
|
;Y - number of tank above which text is displayed
|
||||||
|
;fx - length of text
|
||||||
|
;LineAddress4x4 - address of the text
|
||||||
|
|
||||||
|
;lets calculate position of the text first!
|
||||||
|
;that's easy because we have number of tank
|
||||||
|
;and xtankstableL and H keep X position of a given tank
|
||||||
|
|
||||||
|
lda xtankstableL,y
|
||||||
|
sta temp
|
||||||
|
lda xtankstableH,y
|
||||||
|
sta temp+1
|
||||||
|
;now we should substract length of the text-1
|
||||||
|
;temp2 = (fx-1)*2
|
||||||
|
ldy fx
|
||||||
|
dey
|
||||||
|
tya
|
||||||
|
asl
|
||||||
|
sta temp2
|
||||||
|
mva #0 temp2+1
|
||||||
|
;now we have HALF length in pixels
|
||||||
|
;stored in temp2
|
||||||
|
|
||||||
|
;here we assume max length of text
|
||||||
|
;to display is 127 chars, but later it turns out it must be max 63!
|
||||||
|
|
||||||
|
sbw temp temp2 ; here begin of the text is in TEMP !!!!
|
||||||
|
;now we should check overflows
|
||||||
|
;lda temp+1 ; opty
|
||||||
|
bpl DOTNnotLessThanZero
|
||||||
|
;less than zero, so should be zero
|
||||||
|
mwa #0 temp
|
||||||
|
beq DOTNnoOverflow
|
||||||
|
|
||||||
|
DOTNnotLessThanZero
|
||||||
|
;so check if end larger than screenwidth
|
||||||
|
|
||||||
|
|
||||||
|
lda fx
|
||||||
|
asl
|
||||||
|
asl
|
||||||
|
;length in pixels -
|
||||||
|
;text length max 63 chars !!!!!!!!
|
||||||
|
|
||||||
|
|
||||||
|
clc
|
||||||
|
adc temp
|
||||||
|
sta temp2
|
||||||
|
lda #0
|
||||||
|
adc temp+1
|
||||||
|
sta temp2+1
|
||||||
|
;now in temp2 is end of the text in pixels
|
||||||
|
;so check if not greater than screenwitdth
|
||||||
|
cpw temp2 #screenwidth
|
||||||
|
bcc DOTNnoOverflow
|
||||||
|
|
||||||
|
;if end is greater than screenwidth
|
||||||
|
;then screenwidth - length is fine
|
||||||
|
lda fx
|
||||||
|
asl
|
||||||
|
asl
|
||||||
|
sta temp
|
||||||
|
mva #0 temp+1
|
||||||
|
|
||||||
|
sec
|
||||||
|
lda #<(screenwidth-1)
|
||||||
|
sbc temp
|
||||||
|
sta temp
|
||||||
|
lda #>(screenwidth-1)
|
||||||
|
sbc temp+1
|
||||||
|
sta temp+1
|
||||||
|
DOTNnoOverflow
|
||||||
|
;here in temp we have really good x position of text
|
||||||
|
|
||||||
|
mwa temp LineXdraw
|
||||||
|
|
||||||
|
;now let's get y position
|
||||||
|
;we will try to put text as low as possible
|
||||||
|
;just above mountains (so mountaintable will be checked)
|
||||||
|
lda fx
|
||||||
|
asl
|
||||||
|
asl
|
||||||
|
tay
|
||||||
|
;in temp there still is X position of text
|
||||||
|
;if we add temp and Y we will get end of the text
|
||||||
|
;so, lets go through mountaintable and look for
|
||||||
|
;the lowest value within
|
||||||
|
;Mountaitable+temp and Mountaitable+temp+Y
|
||||||
|
|
||||||
|
adw temp #MountainTable
|
||||||
|
|
||||||
|
mva #screenheight temp2 ;initialisation of the lowest value
|
||||||
|
|
||||||
|
DOTLowestMountainValueLoop
|
||||||
|
lda (temp),y
|
||||||
|
cmp temp2
|
||||||
|
bcs DOTOldLowestValue ;old lowest value
|
||||||
|
;new lowest value
|
||||||
|
sta temp2
|
||||||
|
DOTOldLowestValue
|
||||||
|
dey
|
||||||
|
cpy #$ff
|
||||||
|
bne DOTLowestMountainValueLoop
|
||||||
|
|
||||||
|
sec
|
||||||
|
lda temp2
|
||||||
|
sbc #(4+9) ;9 pixels above ground (and tanks...)
|
||||||
|
sta LineYdraw
|
||||||
|
|
||||||
|
jmp TypeLine4x4.noLengthNoColor ; rts
|
||||||
|
|
||||||
|
.endp
|
||||||
|
|
||||||
|
;--------------------------------------------------------
|
||||||
|
.proc DisplayTankNameAbove ;
|
||||||
|
lda tankNr
|
||||||
|
:3 asl ; *8
|
||||||
|
clc
|
||||||
|
adc #<TanksNames
|
||||||
|
sta temp ; TextAddress
|
||||||
|
lda #0
|
||||||
|
adc #>Tanksnames
|
||||||
|
sta temp+1 ; TextAddress+1
|
||||||
|
mwa temp LineAddress4x4
|
||||||
|
|
||||||
|
;find length of the tank's name
|
||||||
|
ldy #7
|
||||||
|
@
|
||||||
|
lda (temp),y
|
||||||
|
bne end_found
|
||||||
|
dey
|
||||||
|
bne @-
|
||||||
|
|
||||||
|
end_found
|
||||||
|
iny
|
||||||
|
sty fx
|
||||||
|
ldy tankNr
|
||||||
|
jsr Display4x4AboveTank
|
||||||
|
rts
|
||||||
|
.endp
|
||||||
|
|
||||||
|
;-------------------------------
|
||||||
|
.proc TypeLine4x4 ;
|
||||||
|
;-------------------------------
|
||||||
|
;this routine prints line of length `fx`
|
||||||
|
;address in LineAddress4x4
|
||||||
|
;starting from LineXdraw, LineYdraw
|
||||||
|
|
||||||
|
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
|
||||||
|
|
||||||
|
TypeLine4x4Loop
|
||||||
|
ldy LineCharNr
|
||||||
|
|
||||||
|
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:lda LineCharNr
|
||||||
|
cmp fx
|
||||||
|
bne TypeLine4x4Loop
|
||||||
|
|
||||||
|
EndOfTypeLine4x4
|
||||||
|
rts
|
||||||
|
.endp
|
||||||
|
|
||||||
|
|
||||||
|
;--------------------------------
|
||||||
|
.proc AreYouSure
|
||||||
|
;using 4x4 font
|
||||||
|
|
||||||
|
mva #4 ResultY ; where seppuku text starts Y-wise on the screen
|
||||||
|
|
||||||
|
;top frame
|
||||||
|
mva ResultY LineYdraw
|
||||||
|
jsr TL4x4_top
|
||||||
|
adb ResultY #4 ;next line
|
||||||
|
|
||||||
|
;sure?
|
||||||
|
mwa #areYouSureText LineAddress4x4
|
||||||
|
jsr _sep_opty
|
||||||
|
;bottom frame
|
||||||
|
mva ResultY LineYdraw
|
||||||
|
jsr TL4x4_bottom
|
||||||
|
|
||||||
|
|
||||||
|
jsr GetKey
|
||||||
|
cmp #@kbcode._Y ; $2b ; "Y"
|
||||||
|
bne @+
|
||||||
|
mva #$80 escFlag
|
||||||
|
bne skip01
|
||||||
|
@ mva #0 escFlag
|
||||||
|
skip01
|
||||||
|
jsr WaitForKeyRelease
|
||||||
|
|
||||||
|
;clean
|
||||||
|
mva #3 di
|
||||||
|
mva #4 ResultY
|
||||||
|
@
|
||||||
|
mva #$ff plot4x4color
|
||||||
|
mwa #lineClear LineAddress4x4
|
||||||
|
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
|
||||||
|
|
||||||
|
|
||||||
|
mva #20 fs ; temp, how many times blink the billboard
|
||||||
|
seppuku_loop
|
||||||
|
lda CONSOL ; turbo mode
|
||||||
|
and #%00000001 ; START KEY
|
||||||
|
sne:mva #1 fs ; finish it
|
||||||
|
|
||||||
|
mva #4 ResultY ; where seppuku text starts Y-wise on the screen
|
||||||
|
|
||||||
|
;top frame
|
||||||
|
mva ResultY LineYdraw
|
||||||
|
jsr TL4x4_top
|
||||||
|
adb ResultY #4 ;next line
|
||||||
|
|
||||||
|
;seppuku
|
||||||
|
mwa #seppukuText LineAddress4x4
|
||||||
|
jsr _sep_opty
|
||||||
|
|
||||||
|
;bottom frame
|
||||||
|
mva ResultY LineYdraw
|
||||||
|
jsr TL4x4_bottom ; just go
|
||||||
|
|
||||||
|
;clean seppuku
|
||||||
|
|
||||||
|
mva #3 di
|
||||||
|
;mva #4 ResultY
|
||||||
|
lda #4
|
||||||
|
sta ResultY
|
||||||
|
loplop ;@
|
||||||
|
mwa #lineClear LineAddress4x4
|
||||||
|
jsr _sep_opty
|
||||||
|
|
||||||
|
dec di
|
||||||
|
bne loplop ;@-
|
||||||
|
|
||||||
|
dec fs
|
||||||
|
jne seppuku_loop
|
||||||
|
|
||||||
|
quit_seppuku
|
||||||
|
rts
|
||||||
|
|
||||||
|
.endp
|
||||||
|
|
||||||
|
;--------------------------------------------------
|
||||||
.proc SetMainScreen
|
.proc SetMainScreen
|
||||||
; mva #0 dmactls
|
; mva #0 dmactls
|
||||||
SetDLI DLIinterruptGraph ; jsr SetDLI for graphics (game) screen
|
SetDLI DLIinterruptGraph ; jsr SetDLI for graphics (game) screen
|
||||||
@@ -2190,19 +2608,20 @@ ybarrel
|
|||||||
.proc PMoutofScreen
|
.proc PMoutofScreen
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
lda #$00 ; let all P/M disappear
|
lda #$00 ; let all P/M disappear
|
||||||
:8 sta hposp0+#
|
ldy #7
|
||||||
|
@ sta hposp0,y
|
||||||
|
dey
|
||||||
|
bpl @-
|
||||||
|
;:8 sta hposp0+# ; optimized... but Y!
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
.proc ColorsOfSprites
|
.proc ColorsOfSprites
|
||||||
lda TankColoursTable ; colours of sprites under tanks
|
ldy #3
|
||||||
sta PCOLR0
|
@ lda TankColoursTable,y ; colours of sprites under tanks
|
||||||
lda TankColoursTable+1
|
sta PCOLR0,y
|
||||||
sta PCOLR1
|
dey
|
||||||
lda TankColoursTable+2
|
bpl @-
|
||||||
sta PCOLR2
|
|
||||||
lda TankColoursTable+3
|
|
||||||
sta PCOLR3
|
|
||||||
LDA TankColoursTable+4
|
LDA TankColoursTable+4
|
||||||
STA COLOR3 ; joined missiles (5th tank)
|
STA COLOR3 ; joined missiles (5th tank)
|
||||||
rts
|
rts
|
||||||
|
|||||||
+267
@@ -0,0 +1,267 @@
|
|||||||
|
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
|
||||||
|
|
||||||
|
.IF *>0 ;this is a trick that prevents compiling this file alone
|
||||||
|
|
||||||
|
;--------------------------------------------------
|
||||||
|
.proc DLIinterruptGraph
|
||||||
|
pha
|
||||||
|
phy
|
||||||
|
ldy dliCounter
|
||||||
|
lda dliColorsBack,y
|
||||||
|
.IF TARGET = 800
|
||||||
|
nop ; necessary on 800 because DLIs take less time, jitter visible without it
|
||||||
|
nop
|
||||||
|
nop
|
||||||
|
.ENDIF
|
||||||
|
nop
|
||||||
|
nop
|
||||||
|
sta COLPF1
|
||||||
|
lda GradientNr
|
||||||
|
bne GoGradient
|
||||||
|
ldy #$ff ; one mauntain color
|
||||||
|
GoGradient
|
||||||
|
iny
|
||||||
|
lda (GradientColors),y ; mountains colors array
|
||||||
|
sta COLPF2
|
||||||
|
inc dliCounter
|
||||||
|
ply
|
||||||
|
pla
|
||||||
|
rti
|
||||||
|
.endp
|
||||||
|
;--------------------------------------------------
|
||||||
|
.proc DLIinterruptOptions
|
||||||
|
pha
|
||||||
|
phy
|
||||||
|
lda #0 ; background color
|
||||||
|
sta COLPF1
|
||||||
|
ldy GradientNr
|
||||||
|
beq @+
|
||||||
|
ldy #1
|
||||||
|
@ lda (GradientColors),y ; mountains colors array
|
||||||
|
sta COLPF2
|
||||||
|
ply
|
||||||
|
pla
|
||||||
|
rti
|
||||||
|
.endp
|
||||||
|
;--------------------------------------------------
|
||||||
|
.proc DLIinterruptGameOver
|
||||||
|
pha
|
||||||
|
phy
|
||||||
|
lda dliCounter
|
||||||
|
bne EndofPMG
|
||||||
|
lda #%00100001 ; playfield after P/M - prior=1
|
||||||
|
;STA WSYNC
|
||||||
|
sta PRIOR
|
||||||
|
bne EndOfDLI_GO
|
||||||
|
EndofPMG
|
||||||
|
cmp #1
|
||||||
|
bne ColoredLines
|
||||||
|
lda #%00100100 ; playfield before P/M
|
||||||
|
;STA WSYNC
|
||||||
|
sta PRIOR
|
||||||
|
bne EndOfDLI_GO
|
||||||
|
ColoredLines
|
||||||
|
cmp #9
|
||||||
|
beq CreditsScroll
|
||||||
|
tay
|
||||||
|
lda GameOverColoursTable-3,y ; -2 because this is DLI nr 2 and -1 (labels line)
|
||||||
|
ldy #$0a ; text colour (brightnes)
|
||||||
|
;STA WSYNC
|
||||||
|
sta COLPF2
|
||||||
|
sty COLPF1
|
||||||
|
bne EndOfDLI_GO
|
||||||
|
CreditsScroll
|
||||||
|
lda #$00
|
||||||
|
sta COLPF2
|
||||||
|
EndOfDLI_GO
|
||||||
|
inc dliCounter
|
||||||
|
ply
|
||||||
|
pla
|
||||||
|
rti
|
||||||
|
.endp
|
||||||
|
;--------------------------------------------------
|
||||||
|
.proc DLIinterruptText
|
||||||
|
pha
|
||||||
|
lda dliCounter
|
||||||
|
bne MoreBarsColorChange
|
||||||
|
lda #TextBackgroundColor
|
||||||
|
;sta WSYNC
|
||||||
|
sta COLPF2
|
||||||
|
mva #TextForegroundColor COLPF3
|
||||||
|
bne EndOfDLI_Text
|
||||||
|
MoreBarsColorChange
|
||||||
|
and #%00000001
|
||||||
|
rol
|
||||||
|
sta COLPF2
|
||||||
|
EndOfDLI_Text
|
||||||
|
inc dliCounter
|
||||||
|
pla
|
||||||
|
DLIinterruptNone
|
||||||
|
rti
|
||||||
|
|
||||||
|
.endp
|
||||||
|
;--------------------------------------------------
|
||||||
|
.proc VBLinterrupt
|
||||||
|
mva #0 dliCounter
|
||||||
|
mva #$02 DliColorBack
|
||||||
|
|
||||||
|
lda PAL
|
||||||
|
and #%00001110
|
||||||
|
beq itsPAL
|
||||||
|
;it is NTSC here
|
||||||
|
dec NTSCcounter
|
||||||
|
bne itsPAL
|
||||||
|
mva #6 NTSCcounter
|
||||||
|
bne SkippedIfNTSC ; skip doing VBL things each 6 frames in Amerika, Amerika
|
||||||
|
; We're all living in Amerika, Coca Cola, Wonderbra
|
||||||
|
|
||||||
|
itsPAL
|
||||||
|
; pressTimer is trigger tick counter. always 50 ticks / s
|
||||||
|
bit:smi:inc pressTimer ; timer halted if >127. max time measured 2.5 s
|
||||||
|
|
||||||
|
SkippedIfNTSC
|
||||||
|
|
||||||
|
bit RMT_blocked
|
||||||
|
bmi SkipRMTVBL
|
||||||
|
; ------- RMT -------
|
||||||
|
lda sfx_effect
|
||||||
|
bmi lab2
|
||||||
|
asl @ ; * 2
|
||||||
|
tay ;Y = 2,4,..,16 instrument number * 2 (0,2,4,..,126)
|
||||||
|
ldx #0 ;X = 0 channel (0..3 or 0..7 for stereo module)
|
||||||
|
lda #0 ;A = 0 note (0..60)
|
||||||
|
bit noSfx
|
||||||
|
smi:jsr RASTERMUSICTRACKER+15 ;RMT_SFX start tone (It works only if FEAT_SFX is enabled !!!)
|
||||||
|
|
||||||
|
lda #$ff
|
||||||
|
sta sfx_effect ;reinit value
|
||||||
|
lab2
|
||||||
|
jsr RASTERMUSICTRACKER+3 ;1 play
|
||||||
|
; ------- RMT -------
|
||||||
|
SkipRMTVBL
|
||||||
|
bit ScrollFlag
|
||||||
|
bpl EndOfCreditsVBI
|
||||||
|
CreditsVBI
|
||||||
|
inc CreditsVScrol
|
||||||
|
lda CreditsVScrol
|
||||||
|
cmp #32 ;not too fast
|
||||||
|
beq nextlinedisplay
|
||||||
|
:2 lsr ;not too fast
|
||||||
|
sta VSCROL
|
||||||
|
jmp EndOfCreditsVBI
|
||||||
|
nextlinedisplay
|
||||||
|
lda #0
|
||||||
|
sta CreditsVScrol
|
||||||
|
sta VSCROL
|
||||||
|
clc
|
||||||
|
lda DLCreditsAddr
|
||||||
|
adc #40
|
||||||
|
sta DLCreditsAddr
|
||||||
|
bcc @+
|
||||||
|
inc DLCreditsAddr+1
|
||||||
|
@
|
||||||
|
cmp #<CreditsLastLine
|
||||||
|
bne EndOfCreditsVBI
|
||||||
|
lda DLCreditsAddr+1
|
||||||
|
cmp #>CreditsLastLine
|
||||||
|
bne EndOfCreditsVBI
|
||||||
|
; adw DLCreditsAddr #40
|
||||||
|
; cpw DLCreditsAddr #CreditsLastLine
|
||||||
|
; bne EndOfCreditsVBI
|
||||||
|
mwa #Credits DLCreditsAddr
|
||||||
|
EndOfCreditsVBI
|
||||||
|
.IF TARGET = 5200
|
||||||
|
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 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,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
|
||||||
|
rol stick0 ;Feed carry into digital stick value
|
||||||
|
|
||||||
|
lda stick0 ;0 indicates a press so the right/down values need to be inverted
|
||||||
|
eor #2+8
|
||||||
|
and #$0f
|
||||||
|
sta stick0
|
||||||
|
|
||||||
|
ldx JoystickNumber
|
||||||
|
; check shift key (5200 second fire button)
|
||||||
|
lda SKSTAT
|
||||||
|
:3 lsr ; third bit
|
||||||
|
and trig0,x ; and first button
|
||||||
|
;lda trig0,x
|
||||||
|
sta strig0 ;Move hardware to shadow
|
||||||
|
|
||||||
|
mva chbas chbase
|
||||||
|
|
||||||
|
lda skstat ;Reset consol key shadow is no key is pressed anymore
|
||||||
|
and #4
|
||||||
|
beq @+
|
||||||
|
mva #consol_reset consol
|
||||||
|
mva #@kbcode._none kbcode
|
||||||
|
@
|
||||||
|
|
||||||
|
pla
|
||||||
|
tay
|
||||||
|
pla
|
||||||
|
tax
|
||||||
|
pla
|
||||||
|
rti
|
||||||
|
.ELSE
|
||||||
|
; support for joysticks :)
|
||||||
|
ldx JoystickNumber
|
||||||
|
lda STICK0,x
|
||||||
|
sta STICK0
|
||||||
|
lda STRIG0,x
|
||||||
|
sta STRIG0
|
||||||
|
jmp XITVBV
|
||||||
|
.ENDIF
|
||||||
|
.endp
|
||||||
|
.IF TARGET = 5200
|
||||||
|
.proc kb_continue
|
||||||
|
sta kbcode ;Store key code in shadow.
|
||||||
|
mva #0 SkStatSimulator
|
||||||
|
exit pla
|
||||||
|
tay
|
||||||
|
pla
|
||||||
|
tax
|
||||||
|
pla
|
||||||
|
rti
|
||||||
|
.endp
|
||||||
|
.ENDIF
|
||||||
|
|
||||||
|
;--------------------------------------------------
|
||||||
|
.macro SetDLI
|
||||||
|
; SetDLI #WORD
|
||||||
|
; Initialises Display List Interrupts
|
||||||
|
LDY # <:1
|
||||||
|
LDX # >:1
|
||||||
|
jsr _SetDLIproc
|
||||||
|
.endm
|
||||||
|
.proc _SetDLIproc
|
||||||
|
LDA #$C0
|
||||||
|
STY VDSLST
|
||||||
|
STX VDSLST+1
|
||||||
|
STA NMIEN
|
||||||
|
rts
|
||||||
|
.endp
|
||||||
|
|
||||||
|
.ENDIF
|
||||||
+16
-15
@@ -74,23 +74,24 @@
|
|||||||
|
|
||||||
.ENDM
|
.ENDM
|
||||||
;-------------------------------------
|
;-------------------------------------
|
||||||
.MACRO WAIT
|
.MACRO WAIT
|
||||||
; WAIT
|
; WAIT
|
||||||
; waits one frame (1/50 s(PAL) or 1/60s(NTSC))
|
; waits one frame (1/50 s(PAL) or 1/60s(NTSC))
|
||||||
?zero LDA VCOUNT
|
?ze LDA VCOUNT
|
||||||
cmp #$05
|
cmp #16 ; if line<16 then wait for line>15 (long VBI protection)
|
||||||
bcc ?zero
|
bcc ?ze
|
||||||
cmp #$70
|
sbc #10 ; last lines correction
|
||||||
bcc ?WA
|
?wa cmp VCOUNT
|
||||||
sbc #10 ; last lines correction
|
bcc ?wa
|
||||||
?WA cmp VCOUNT
|
?wf cmp VCOUNT
|
||||||
beq ?WA
|
bcs ?wf
|
||||||
bcc ?WA
|
.ENDM
|
||||||
?WFRAME cmp VCOUNT
|
;-------------------------------------
|
||||||
beq ?nowait
|
.macro waitRTC
|
||||||
bcs ?WFRAME
|
lda RTCLOK+1
|
||||||
?nowait
|
?wa cmp RTCLOK+1
|
||||||
.ENDM
|
beq ?wa
|
||||||
|
.endm
|
||||||
;-------------------------------------
|
;-------------------------------------
|
||||||
.macro negw
|
.macro negw
|
||||||
; negate the given word (0-a)
|
; negate the given word (0-a)
|
||||||
|
|||||||
+38
-15
@@ -51,6 +51,28 @@
|
|||||||
STX $0201
|
STX $0201
|
||||||
STA NMIEN
|
STA NMIEN
|
||||||
.ENDM
|
.ENDM
|
||||||
|
;-------------------------------------
|
||||||
|
.MACRO VDL
|
||||||
|
; VDL #WORD
|
||||||
|
; Changes Display List addres
|
||||||
|
; and sets width of the screen
|
||||||
|
; vdl dl,$01 - narrow screen (32 bytes)
|
||||||
|
; vdl dl,$02 - normal screen (40 bytes)
|
||||||
|
; vdl dl,$03 - wide screen (48 bytes)
|
||||||
|
; (works only with system interrupts ON)
|
||||||
|
|
||||||
|
.if %0=2
|
||||||
|
lda dmactls
|
||||||
|
and #$fc
|
||||||
|
ora #%2
|
||||||
|
sta dmactls
|
||||||
|
.endif
|
||||||
|
|
||||||
|
LDA # <%1
|
||||||
|
STA DLPTRS
|
||||||
|
LDA # >%1
|
||||||
|
STA DLPTRS+1
|
||||||
|
.ENDM
|
||||||
;-------------------------------------
|
;-------------------------------------
|
||||||
.MACRO halt
|
.MACRO halt
|
||||||
?stop
|
?stop
|
||||||
@@ -73,23 +95,24 @@
|
|||||||
PLA
|
PLA
|
||||||
.ENDM
|
.ENDM
|
||||||
;-------------------------------------
|
;-------------------------------------
|
||||||
.MACRO WAIT
|
.MACRO WAIT
|
||||||
; WAIT
|
; WAIT
|
||||||
; waits one frame (1/50 s(PAL) or 1/60s(NTSC))
|
; waits one frame (1/50 s(PAL) or 1/60s(NTSC))
|
||||||
?zero LDA VCOUNT
|
?ze LDA VCOUNT
|
||||||
cmp #$05
|
cmp #16 ; if line<16 then wait for line>15 (long VBI protection)
|
||||||
bcc ?zero
|
bcc ?ze
|
||||||
cmp #$70
|
sbc #10 ; last lines correction
|
||||||
bcc ?WA
|
?wa cmp VCOUNT
|
||||||
sbc #10 ; last lines correction
|
bcc ?wa
|
||||||
?WA cmp VCOUNT
|
?wf cmp VCOUNT
|
||||||
beq ?WA
|
bcs ?wf
|
||||||
bcc ?WA
|
.ENDM
|
||||||
?WFRAME cmp VCOUNT
|
;-------------------------------------
|
||||||
beq ?nowait
|
.macro waitRTC
|
||||||
bcs ?WFRAME
|
lda RTCLOK+2
|
||||||
?nowait
|
?wa cmp RTCLOK+2
|
||||||
.ENDM
|
beq ?wa
|
||||||
|
.endm
|
||||||
;-------------------------------------
|
;-------------------------------------
|
||||||
.macro negw
|
.macro negw
|
||||||
; negate the given word (0-a)
|
; negate the given word (0-a)
|
||||||
|
|||||||
+174
-403
@@ -3,19 +3,25 @@
|
|||||||
;---------------------------------------------------
|
;---------------------------------------------------
|
||||||
;by Tomasz 'pecus' Pecko and Pawel 'pirx' Kalinowski
|
;by Tomasz 'pecus' Pecko and Pawel 'pirx' Kalinowski
|
||||||
;Warsaw 2000, 2001, 2002, 2003, 2009, 2012, 2013
|
;Warsaw 2000, 2001, 2002, 2003, 2009, 2012, 2013
|
||||||
;Miami & Warsaw 2022
|
;Miami & Warsaw 2022, 2023
|
||||||
|
|
||||||
;---------------------------------------------------
|
;---------------------------------------------------
|
||||||
.def TARGET = 800 ;5200 ; or 800
|
.def TARGET = 800 ; 5200 ; or 800
|
||||||
;atari800 -5200 -cart ${outputFilePath} -cart-type 4
|
;atari800 -5200 -cart ${outputFilePath} -cart-type 4
|
||||||
;atari800 -run ${outputFilePath}
|
;atari800 -run ${outputFilePath}
|
||||||
|
;---------------------------------------------------
|
||||||
|
.def XCORRECTION_FOR_PM = 0
|
||||||
|
; if 1 - active x position of tanks correction fo PMG
|
||||||
|
.def FASTER_GRAF_PROCS = 1
|
||||||
|
; if 1 - activates faster graphics routines
|
||||||
|
; (direct writes to screen memory - atari only :) )
|
||||||
;---------------------------------------------------
|
;---------------------------------------------------
|
||||||
|
|
||||||
;OPT r+ ; saves 12 bytes :O
|
;OPT r+ ; saves 12 bytes :O
|
||||||
|
|
||||||
;---------------------------------------------------
|
;---------------------------------------------------
|
||||||
.macro build
|
.macro build
|
||||||
dta d"1.22" ; number of this build (4 bytes)
|
dta d"1.28" ; number of this build (4 bytes)
|
||||||
.endm
|
.endm
|
||||||
|
|
||||||
.macro RMTSong
|
.macro RMTSong
|
||||||
@@ -26,12 +32,16 @@
|
|||||||
;---------------------------------------------------
|
;---------------------------------------------------
|
||||||
icl 'definitions.asm'
|
icl 'definitions.asm'
|
||||||
;---------------------------------------------------
|
;---------------------------------------------------
|
||||||
FirstZpageVariable = $5B
|
|
||||||
|
FirstZpageVariable = $57
|
||||||
.zpvar DliColorBack .byte = FirstZpageVariable
|
.zpvar DliColorBack .byte = FirstZpageVariable
|
||||||
.zpvar Gradient .byte
|
|
||||||
.zpvar GradientNr .byte
|
.zpvar GradientNr .byte
|
||||||
.zpvar GradientColors .word
|
.zpvar GradientColors .word
|
||||||
|
.zpvar WindChangeInRound .byte ; wind change after each turn (not round only) flag - (0 - round only, >0 - each turn)
|
||||||
.zpvar JoystickNumber .byte
|
.zpvar JoystickNumber .byte
|
||||||
|
.zpvar LazyFlag .byte ; 7 bit - run Lazy Darwin, 6 bit - run Lazy Boy or Darwin (!) after inventory, 0 - nothing
|
||||||
|
.zpvar SpyHardFlag .byte ; >$7f - run SpyHard after inventory
|
||||||
|
.zpvar Vdebug .byte ; "visual debug" flag ($00 - off, $ff - on)
|
||||||
.zpvar xdraw .word ;= $64 ;variable X for plot
|
.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 ydraw .word ;variable Y for plot (like in Atari Basic - Y=0 in upper right corner of the screen)
|
||||||
.zpvar xbyte .word
|
.zpvar xbyte .word
|
||||||
@@ -93,6 +103,7 @@ FirstZpageVariable = $5B
|
|||||||
.zpvar NumberOfPlayers .byte ;current number of players (counted from 1)
|
.zpvar NumberOfPlayers .byte ;current number of players (counted from 1)
|
||||||
.zpvar Counter .byte ;temporary Counter for outside loops
|
.zpvar Counter .byte ;temporary Counter for outside loops
|
||||||
.zpvar ExplosionRadius .byte
|
.zpvar ExplosionRadius .byte
|
||||||
|
.zpvar FunkyBombCounter .byte
|
||||||
.zpvar ResultY .byte
|
.zpvar ResultY .byte
|
||||||
.zpvar xcircle .word
|
.zpvar xcircle .word
|
||||||
.zpvar ycircle .word
|
.zpvar ycircle .word
|
||||||
@@ -130,7 +141,7 @@ FirstZpageVariable = $5B
|
|||||||
.zpvar goleft .byte
|
.zpvar goleft .byte
|
||||||
.zpvar OffsetDL1 .byte
|
.zpvar OffsetDL1 .byte
|
||||||
.zpvar L1 .byte
|
.zpvar L1 .byte
|
||||||
|
HotNapalmFlag = FunkyBombCounter ; reuse variable!
|
||||||
;* RMT ZeroPage addresses in artwork/sfx/rmtplayr.a65
|
;* RMT ZeroPage addresses in artwork/sfx/rmtplayr.a65
|
||||||
|
|
||||||
displayposition = modify
|
displayposition = modify
|
||||||
@@ -179,11 +190,11 @@ FirstZpageVariable = $5B
|
|||||||
_atari = $fd ; not used in 5200
|
_atari = $fd ; not used in 5200
|
||||||
_none = $0f
|
_none = $0f
|
||||||
|
|
||||||
.ende */
|
.ende
|
||||||
.ELSE
|
.ELSE
|
||||||
icl 'lib/ATARISYS.ASM'
|
icl 'lib/ATARISYS.ASM'
|
||||||
icl 'lib/MACRO.ASM'
|
icl 'lib/MACRO.ASM'
|
||||||
icl 'artwork/Scorch50.asm' ; splash screen and musix
|
icl 'artwork/splash_v2/splash.asm' ; splash screen and musix
|
||||||
.ENDIF
|
.ENDIF
|
||||||
|
|
||||||
;-----------------------------------------------
|
;-----------------------------------------------
|
||||||
@@ -230,6 +241,60 @@ StatusBufferCopyEnd
|
|||||||
; Game Code
|
; Game Code
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
FirstSTART
|
FirstSTART
|
||||||
|
.IF TARGET = 5200
|
||||||
|
; start in 5200 diagnostic mode
|
||||||
|
; move original startup procedure to RAM
|
||||||
|
Modified5200Splash = $2100 ; apparently there is some free space here
|
||||||
|
; 6502 initialization
|
||||||
|
; SEI
|
||||||
|
; CLD
|
||||||
|
; LDX #$FF
|
||||||
|
; TXS
|
||||||
|
|
||||||
|
; check kernel version
|
||||||
|
Atari5200KernelByte = $fff8
|
||||||
|
; $32 - 4 joy
|
||||||
|
; $00 - 2 joy
|
||||||
|
; $ff - Altirra kernel
|
||||||
|
|
||||||
|
lda Atari5200KernelByte
|
||||||
|
beq rom2joy
|
||||||
|
cmp #$32
|
||||||
|
beq rom4joy
|
||||||
|
altirra_kernel
|
||||||
|
mwa #Modified5200Splash+$8a modify
|
||||||
|
bne @+ ; JMP
|
||||||
|
|
||||||
|
rom4joy
|
||||||
|
mwa #Modified5200Splash+$16b modify
|
||||||
|
bne @+ ; JMP
|
||||||
|
|
||||||
|
rom2joy
|
||||||
|
mwa #Modified5200Splash+$181 modify
|
||||||
|
@
|
||||||
|
mwa $fffc temp ; startup proc address
|
||||||
|
mwa #Modified5200Splash temp2
|
||||||
|
jsr CopyFromROM
|
||||||
|
; modify the end of the splash procedure
|
||||||
|
lda #$60 ; rts
|
||||||
|
sta (temp2),y
|
||||||
|
|
||||||
|
jsr Modified5200Splash+$0f ; after the diag cart detection
|
||||||
|
; modify the text
|
||||||
|
splash_text = $3c80 ; '.scorch.supersystem.copyright.19xx.atari'
|
||||||
|
splash_year = splash_text + $1e
|
||||||
|
splash_copyright = splash_text + $14
|
||||||
|
ldy #19 ; 20 characters
|
||||||
|
@ lda NewSplashText,y
|
||||||
|
sta splash_copyright,y
|
||||||
|
dey
|
||||||
|
bpl @-
|
||||||
|
|
||||||
|
; splash screen delay. maybe add fire to speed up?
|
||||||
|
@ cpx RTCLOK+1
|
||||||
|
bne @-
|
||||||
|
no5200splash
|
||||||
|
.ENDIF
|
||||||
jsr MakeDarkScreen
|
jsr MakeDarkScreen
|
||||||
|
|
||||||
; one time zero variables in RAM (non zero page)
|
; one time zero variables in RAM (non zero page)
|
||||||
@@ -252,11 +317,9 @@ FirstSTART
|
|||||||
dey
|
dey
|
||||||
bpl @-
|
bpl @-
|
||||||
|
|
||||||
; initialize one Variable in zero page :)
|
; set gradient to the full LGBTIQQAAPP+ flag on start
|
||||||
lda #<dliColorsFore
|
mva #0 GradientNr ; #1 to set gradient number 2 :) (next one)
|
||||||
sta GradientColors
|
jsr SelectNextGradient.NotWind
|
||||||
lda #>dliColorsFore
|
|
||||||
sta GradientColors+1
|
|
||||||
|
|
||||||
; generate linetables
|
; generate linetables
|
||||||
mwa #display temp
|
mwa #display temp
|
||||||
@@ -273,6 +336,12 @@ FirstSTART
|
|||||||
bne @-
|
bne @-
|
||||||
|
|
||||||
.IF TARGET = 800
|
.IF TARGET = 800
|
||||||
|
|
||||||
|
; pokeys init
|
||||||
|
lda #3 ; stereo
|
||||||
|
sta POKEY+$0f ; stereo
|
||||||
|
sta POKEY+$1f ; stereo
|
||||||
|
|
||||||
lda PAL
|
lda PAL
|
||||||
and #%00001110
|
and #%00001110
|
||||||
bne NoRMT_PALchange
|
bne NoRMT_PALchange
|
||||||
@@ -290,7 +359,10 @@ FirstSTART
|
|||||||
mva #$10 MODUL-6+$a69 ; $12 > $10
|
mva #$10 MODUL-6+$a69 ; $12 > $10
|
||||||
mva #$04 MODUL-6+$bf8 ; $05 > $04
|
mva #$04 MODUL-6+$bf8 ; $05 > $04
|
||||||
mva #$08 MODUL-6+$e3d ; $0a > $08
|
mva #$08 MODUL-6+$e3d ; $0a > $08
|
||||||
; and colors - sorry no memory!
|
|
||||||
|
; and mountains colors table address
|
||||||
|
mva #<dliColorsFore2PAL GradientAddrL+2
|
||||||
|
mva #>dliColorsFore2PAL GradientAddrH+2
|
||||||
; mva #$c4 dliColorsFore2+16
|
; mva #$c4 dliColorsFore2+16
|
||||||
; mva #$c6 dliColorsFore2+17
|
; mva #$c6 dliColorsFore2+17
|
||||||
; mva #$a4 dliColorsFore2+18
|
; mva #$a4 dliColorsFore2+18
|
||||||
@@ -321,6 +393,7 @@ NoRMT_PALchange
|
|||||||
mva #2 chactl ; necessary for 5200
|
mva #2 chactl ; necessary for 5200
|
||||||
|
|
||||||
START
|
START
|
||||||
|
jsr MakeDarkScreen
|
||||||
; Startup sequence
|
; Startup sequence
|
||||||
jsr Initialize
|
jsr Initialize
|
||||||
|
|
||||||
@@ -350,7 +423,6 @@ MainGameLoop
|
|||||||
jsr SetStandardBarrels
|
jsr SetStandardBarrels
|
||||||
|
|
||||||
jsr CallPurchaseForEveryTank
|
jsr CallPurchaseForEveryTank
|
||||||
mva #0 SpyHardFlag
|
|
||||||
jsr MakeDarkScreen
|
jsr MakeDarkScreen
|
||||||
bit escFlag
|
bit escFlag
|
||||||
bmi START
|
bmi START
|
||||||
@@ -573,8 +645,9 @@ SettingEnergies
|
|||||||
|
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
.proc MainRoundLoop
|
.proc MainRoundLoop
|
||||||
; here we must check if by a chance there is only one
|
; here we must check if by a chance there is only one
|
||||||
; tank with energy greater than 0 left
|
; tank with energy greater than 0 left
|
||||||
|
;--------------------------------------------------
|
||||||
|
|
||||||
ldy #0 ; in Y - number of tanks with energy greater than zero
|
ldy #0 ; in Y - number of tanks with energy greater than zero
|
||||||
sty ATRACT ; reset atract mode
|
sty ATRACT ; reset atract mode
|
||||||
@@ -827,16 +900,23 @@ NoPlayerNoDeath
|
|||||||
|
|
||||||
inc:lda TankSequencePointer
|
inc:lda TankSequencePointer
|
||||||
cmp NumberOfPlayers
|
cmp NumberOfPlayers
|
||||||
sne:mva #0 TankSequencePointer
|
bne NotLastPlayerInRound
|
||||||
|
mva #0 TankSequencePointer
|
||||||
|
|
||||||
|
lda WindChangeInRound
|
||||||
|
beq NoWindChangeNow
|
||||||
|
jsr GetRandomWind ; wind change after each turn (not round only)
|
||||||
|
NoWindChangeNow
|
||||||
|
NotLastPlayerInRound
|
||||||
jmp MainRoundLoop
|
jmp MainRoundLoop
|
||||||
.endp
|
.endp
|
||||||
|
|
||||||
;---------------------------------
|
;---------------------------------
|
||||||
.proc PlayerXdeath
|
.proc PlayerXdeath
|
||||||
|
; this tank should not explode anymore:
|
||||||
|
; there is 0 in A, and Tank Number in X, so...
|
||||||
|
;---------------------------------
|
||||||
|
|
||||||
; this tank should not explode anymore:
|
|
||||||
; there is 0 in A, and Tank Number in X, so...
|
|
||||||
sta LASTeXistenZ,x
|
sta LASTeXistenZ,x
|
||||||
; save x somewhere
|
; save x somewhere
|
||||||
stx TankTempY
|
stx TankTempY
|
||||||
@@ -852,7 +932,7 @@ NoPlayerNoDeath
|
|||||||
|
|
||||||
; in X there is a number of tank that died
|
; in X there is a number of tank that died
|
||||||
|
|
||||||
lda #77 ; mumber of defensive text after BFG!
|
lda #78 ; mumber of defensive text after BFG! ("VERY FUNNY.")
|
||||||
bit AfterBFGflag ; check BFG flag
|
bit AfterBFGflag ; check BFG flag
|
||||||
bmi TextAfterBFG
|
bmi TextAfterBFG
|
||||||
; if BFG then no points for dead tanks ...
|
; if BFG then no points for dead tanks ...
|
||||||
@@ -965,7 +1045,6 @@ ldahashzero
|
|||||||
NotNegativeEnergy
|
NotNegativeEnergy
|
||||||
sta Energy,x
|
sta Energy,x
|
||||||
;now increase the gain of the shooting tank
|
;now increase the gain of the shooting tank
|
||||||
; phx
|
|
||||||
ldy TankNr
|
ldy TankNr
|
||||||
clc
|
clc
|
||||||
lda gainL,y
|
lda gainL,y
|
||||||
@@ -974,7 +1053,6 @@ NotNegativeEnergy
|
|||||||
lda gainH,y
|
lda gainH,y
|
||||||
adc #$00
|
adc #$00
|
||||||
sta gainH,y
|
sta gainH,y
|
||||||
; plx
|
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
|
|
||||||
@@ -1007,6 +1085,7 @@ NotNegativeShieldEnergy
|
|||||||
|
|
||||||
;---------------------------------
|
;---------------------------------
|
||||||
.proc Seppuku
|
.proc Seppuku
|
||||||
|
;---------------------------------
|
||||||
lda #0
|
lda #0
|
||||||
sta ydraw+1
|
sta ydraw+1
|
||||||
; get position of the tank
|
; get position of the tank
|
||||||
@@ -1061,48 +1140,44 @@ NotNegativeShieldEnergy
|
|||||||
;this algiorithm is a little longer than one in Ruszczyc 6502 book
|
;this algiorithm is a little longer than one in Ruszczyc 6502 book
|
||||||
;but it is faster
|
;but it is faster
|
||||||
|
|
||||||
LDy #8
|
ldy #8
|
||||||
LDA #0
|
lda #0
|
||||||
CLC
|
clc
|
||||||
LP0
|
LP0 ror
|
||||||
|
ror L1
|
||||||
|
bcc B0
|
||||||
|
clc
|
||||||
|
adc #10 ; (L2) multiplication by 10
|
||||||
|
B0 dey
|
||||||
|
bne LP0
|
||||||
ror
|
ror
|
||||||
ROR L1
|
ror L1
|
||||||
BCC B0
|
sta MaxForceTableH,x
|
||||||
CLC
|
|
||||||
ADC #10 ; (L2) multiplication by 10
|
|
||||||
B0 DEY
|
|
||||||
BNE LP0
|
|
||||||
ror
|
|
||||||
ROR L1
|
|
||||||
STA MaxForceTableH,x
|
|
||||||
lda L1
|
lda L1
|
||||||
sta MaxForceTableL,x
|
sta MaxForceTableL,x
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
|
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
.proc WeaponCleanup;
|
.proc WeaponCleanup
|
||||||
; cleaning of the weapon possesion tables
|
; cleaning of the weapon possesion tables
|
||||||
; 99 of Baby Missles(index==0), all other weapons=0)
|
; 99 of Baby Missles and White Flags, all other weapons=0)
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
ldx #$3f ; TODO: maxweapons
|
ldx #(number_of_weapons - 1)
|
||||||
@ lda #$0
|
@ lda #$0
|
||||||
cpx #ind_White_Flag_____ ; White Flag
|
cpx #ind_White_Flag_____ ; White Flag
|
||||||
bne @+
|
bne no99
|
||||||
lda #99
|
set99 lda #99
|
||||||
@ sta TanksWeapon1,x
|
no99 sta TanksWeapon1,x
|
||||||
sta TanksWeapon2,x
|
sta TanksWeapon2,x
|
||||||
sta TanksWeapon3,x
|
sta TanksWeapon3,x
|
||||||
sta TanksWeapon4,x
|
sta TanksWeapon4,x
|
||||||
sta TanksWeapon5,x
|
sta TanksWeapon5,x
|
||||||
sta TanksWeapon6,x
|
sta TanksWeapon6,x
|
||||||
dex
|
dex
|
||||||
beq setBmissile
|
beq set99 ; Baby Missile (index=0)
|
||||||
bpl @-1
|
bpl @-
|
||||||
rts
|
rts
|
||||||
setBmissile
|
|
||||||
lda #99
|
|
||||||
bne @-
|
|
||||||
.endp
|
.endp
|
||||||
|
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
@@ -1182,6 +1257,9 @@ MakeTanksVisible
|
|||||||
.endp
|
.endp
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
.proc SetStandardBarrels
|
.proc SetStandardBarrels
|
||||||
|
; set standart barrel length and deactivate Auto Defense
|
||||||
|
; for all tanks
|
||||||
|
;--------------------------------------------------
|
||||||
ldx #maxPlayers-1
|
ldx #maxPlayers-1
|
||||||
@ lda #StandardBarrel ; standard barrel length
|
@ lda #StandardBarrel ; standard barrel length
|
||||||
sta BarrelLength,x
|
sta BarrelLength,x
|
||||||
@@ -1191,275 +1269,8 @@ MakeTanksVisible
|
|||||||
bpl @-
|
bpl @-
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
;--------------------------------------------------
|
|
||||||
.proc DLIinterruptGraph
|
|
||||||
;sta dliA
|
|
||||||
;sty dliY
|
|
||||||
pha
|
|
||||||
phy
|
|
||||||
ldy dliCounter
|
|
||||||
lda dliColorsBack,y
|
|
||||||
bit Gradient
|
|
||||||
bmi GoGradient
|
|
||||||
ldy #$ff
|
|
||||||
GoGradient
|
|
||||||
iny
|
|
||||||
.IF TARGET = 800
|
|
||||||
nop ; necessary on 800 because DLIs take less time, jitter visible without it
|
|
||||||
; nop
|
|
||||||
.ENDIF
|
|
||||||
sta COLPF1
|
|
||||||
lda (GradientColors),y ; mountains colors array
|
|
||||||
; lda dliColorsFore ; one mauntain color
|
|
||||||
sta COLPF2
|
|
||||||
inc dliCounter
|
|
||||||
;ldy dliY
|
|
||||||
;lda dliA
|
|
||||||
ply
|
|
||||||
pla
|
|
||||||
rti
|
|
||||||
.endp
|
|
||||||
|
|
||||||
/* .proc DLIinterruptGraph
|
|
||||||
pha
|
|
||||||
lda dliColorsFore
|
|
||||||
nop
|
|
||||||
nop
|
|
||||||
nop
|
|
||||||
.IF TARGET = 800
|
|
||||||
nop ; necessary on 800 because DLIs take less time, jitter visible without it
|
|
||||||
nop
|
|
||||||
|
|
||||||
.ENDIF
|
|
||||||
sta COLPF2
|
|
||||||
lda DliColorBack
|
|
||||||
sta COLPF1
|
|
||||||
eor #$02
|
|
||||||
sta DliColorBack
|
|
||||||
pla
|
|
||||||
rti
|
|
||||||
.endp */
|
|
||||||
;--------------------------------------------------
|
|
||||||
.proc DLIinterruptOptions
|
|
||||||
;sta dliA
|
|
||||||
;sty dliY
|
|
||||||
pha
|
|
||||||
; lda dliColorsBack
|
|
||||||
lda #0
|
|
||||||
sta COLPF1
|
|
||||||
lda dliColorsFore+1
|
|
||||||
bit Gradient
|
|
||||||
bmi @+
|
|
||||||
lda dliColorsFore
|
|
||||||
@ sta COLPF2
|
|
||||||
pla
|
|
||||||
rti
|
|
||||||
.endp
|
|
||||||
;--------------------------------------------------
|
|
||||||
.proc DLIinterruptGameOver
|
|
||||||
;sta dliA
|
|
||||||
;sty dliY
|
|
||||||
pha
|
|
||||||
phy
|
|
||||||
lda dliCounter
|
|
||||||
bne EndofPMG
|
|
||||||
lda #%00100001 ; playfield after P/M - prior=1
|
|
||||||
;STA WSYNC
|
|
||||||
sta PRIOR
|
|
||||||
bne EndOfDLI_GO
|
|
||||||
EndofPMG
|
|
||||||
cmp #1
|
|
||||||
bne ColoredLines
|
|
||||||
lda #%00100100 ; playfield before P/M
|
|
||||||
;STA WSYNC
|
|
||||||
sta PRIOR
|
|
||||||
bne EndOfDLI_GO
|
|
||||||
ColoredLines
|
|
||||||
cmp #9
|
|
||||||
beq CreditsScroll
|
|
||||||
tay
|
|
||||||
lda GameOverColoursTable-3,y ; -2 because this is DLI nr 2 and -1 (labels line)
|
|
||||||
ldy #$0a ; text colour (brightnes)
|
|
||||||
;STA WSYNC
|
|
||||||
sta COLPF2
|
|
||||||
sty COLPF1
|
|
||||||
bne EndOfDLI_GO
|
|
||||||
CreditsScroll
|
|
||||||
lda #$00
|
|
||||||
sta COLPF2
|
|
||||||
EndOfDLI_GO
|
|
||||||
inc dliCounter
|
|
||||||
ply
|
|
||||||
pla
|
|
||||||
rti
|
|
||||||
.endp
|
|
||||||
;--------------------------------------------------
|
|
||||||
.proc DLIinterruptText
|
|
||||||
;sta dliA
|
|
||||||
pha
|
|
||||||
lda dliCounter
|
|
||||||
bne MoreBarsColorChange
|
|
||||||
lda #TextBackgroundColor
|
|
||||||
;sta WSYNC
|
|
||||||
sta COLPF2
|
|
||||||
mva #TextForegroundColor COLPF3
|
|
||||||
bne EndOfDLI_Text
|
|
||||||
MoreBarsColorChange
|
|
||||||
and #%00000001
|
|
||||||
rol
|
|
||||||
sta COLPF2
|
|
||||||
EndOfDLI_Text
|
|
||||||
inc dliCounter
|
|
||||||
pla
|
|
||||||
DLIinterruptNone
|
|
||||||
rti
|
|
||||||
|
|
||||||
.endp
|
|
||||||
;--------------------------------------------------
|
|
||||||
.proc VBLinterrupt
|
|
||||||
mva #0 dliCounter
|
|
||||||
mva #$02 DliColorBack
|
|
||||||
|
|
||||||
lda PAL
|
|
||||||
and #%00001110
|
|
||||||
beq itsPAL
|
|
||||||
;it is NTSC here
|
|
||||||
dec NTSCcounter
|
|
||||||
bne itsPAL
|
|
||||||
mva #6 NTSCcounter
|
|
||||||
bne SkippedIfNTSC ; skip doing VBL things each 6 frames in Amerika, Amerika
|
|
||||||
; We're all living in Amerika, Coca Cola, Wonderbra
|
|
||||||
|
|
||||||
itsPAL
|
|
||||||
; pressTimer is trigger tick counter. always 50 ticks / s
|
|
||||||
bit:smi:inc pressTimer ; timer halted if >127. max time measured 2.5 s
|
|
||||||
|
|
||||||
SkippedIfNTSC
|
|
||||||
|
|
||||||
bit RMT_blocked
|
|
||||||
bmi SkipRMTVBL
|
|
||||||
; ------- RMT -------
|
|
||||||
lda sfx_effect
|
|
||||||
bmi lab2
|
|
||||||
asl @ ; * 2
|
|
||||||
tay ;Y = 2,4,..,16 instrument number * 2 (0,2,4,..,126)
|
|
||||||
ldx #0 ;X = 0 channel (0..3 or 0..7 for stereo module)
|
|
||||||
lda #0 ;A = 0 note (0..60)
|
|
||||||
bit noSfx
|
|
||||||
smi:jsr RASTERMUSICTRACKER+15 ;RMT_SFX start tone (It works only if FEAT_SFX is enabled !!!)
|
|
||||||
|
|
||||||
lda #$ff
|
|
||||||
sta sfx_effect ;reinit value
|
|
||||||
lab2
|
|
||||||
jsr RASTERMUSICTRACKER+3 ;1 play
|
|
||||||
; ------- RMT -------
|
|
||||||
SkipRMTVBL
|
|
||||||
bit ScrollFlag
|
|
||||||
bpl EndOfCreditsVBI
|
|
||||||
CreditsVBI
|
|
||||||
inc CreditsVScrol
|
|
||||||
lda CreditsVScrol
|
|
||||||
cmp #32 ;not too fast
|
|
||||||
beq nextlinedisplay
|
|
||||||
:2 lsr ;not too fast
|
|
||||||
sta VSCROL
|
|
||||||
jmp EndOfCreditsVBI
|
|
||||||
nextlinedisplay
|
|
||||||
lda #0
|
|
||||||
sta CreditsVScrol
|
|
||||||
sta VSCROL
|
|
||||||
clc
|
|
||||||
lda DLCreditsAddr
|
|
||||||
adc #40
|
|
||||||
sta DLCreditsAddr
|
|
||||||
bcc @+
|
|
||||||
inc DLCreditsAddr+1
|
|
||||||
@
|
|
||||||
cmp #<CreditsLastLine
|
|
||||||
bne EndOfCreditsVBI
|
|
||||||
lda DLCreditsAddr+1
|
|
||||||
cmp #>CreditsLastLine
|
|
||||||
bne EndOfCreditsVBI
|
|
||||||
; adw DLCreditsAddr #40
|
|
||||||
; cpw DLCreditsAddr #CreditsLastLine
|
|
||||||
; bne EndOfCreditsVBI
|
|
||||||
mwa #Credits DLCreditsAddr
|
|
||||||
EndOfCreditsVBI
|
|
||||||
.IF TARGET = 5200
|
|
||||||
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 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,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
|
|
||||||
rol stick0 ;Feed carry into digital stick value
|
|
||||||
|
|
||||||
lda stick0 ;0 indicates a press so the right/down values need to be inverted
|
|
||||||
eor #2+8
|
|
||||||
and #$0f
|
|
||||||
sta stick0
|
|
||||||
|
|
||||||
ldx JoystickNumber
|
|
||||||
lda trig0,x
|
|
||||||
sta strig0 ;Move hardware to shadow
|
|
||||||
|
|
||||||
mva chbas chbase
|
|
||||||
|
|
||||||
lda skstat ;Reset consol key shadow is no key is pressed anymore
|
|
||||||
and #4
|
|
||||||
beq @+
|
|
||||||
mva #consol_reset consol
|
|
||||||
mva #@kbcode._none kbcode
|
|
||||||
@
|
|
||||||
|
|
||||||
pla
|
|
||||||
tay
|
|
||||||
pla
|
|
||||||
tax
|
|
||||||
pla
|
|
||||||
rti
|
|
||||||
.ELSE
|
|
||||||
; support for joysticks :)
|
|
||||||
ldx JoystickNumber
|
|
||||||
lda STICK0,x
|
|
||||||
sta STICK0
|
|
||||||
lda STRIG0,x
|
|
||||||
sta STRIG0
|
|
||||||
jmp XITVBV
|
|
||||||
.ENDIF
|
|
||||||
.endp
|
|
||||||
.IF TARGET = 5200
|
|
||||||
.proc kb_continue
|
|
||||||
sta kbcode ;Store key code in shadow.
|
|
||||||
mva #0 SkStatSimulator
|
|
||||||
exit pla
|
|
||||||
tay
|
|
||||||
pla
|
|
||||||
tax
|
|
||||||
pla
|
|
||||||
rti
|
|
||||||
.endp
|
|
||||||
.ENDIF
|
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
.proc RandomizeSequence0
|
/* .proc RandomizeSequence0
|
||||||
ldx #0
|
ldx #0
|
||||||
@ txa
|
@ txa
|
||||||
sta TankSequence,x
|
sta TankSequence,x
|
||||||
@@ -1467,7 +1278,7 @@ exit pla
|
|||||||
cpx #MaxPlayers
|
cpx #MaxPlayers
|
||||||
bne @-
|
bne @-
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp */
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
.proc RandomizeSequence
|
.proc RandomizeSequence
|
||||||
; in: NumberOfPlayers
|
; in: NumberOfPlayers
|
||||||
@@ -1524,20 +1335,10 @@ UsageLoop
|
|||||||
; X is not changed
|
; X is not changed
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
|
|
||||||
;valid angle values are ((256-90)..255) and (0..90)
|
; lets randomize someting between 0 and 180
|
||||||
;it means that values 91..165 must be elliminated...
|
|
||||||
;so, lets randomize someting between 0 and 180
|
|
||||||
;and substract this value from 90
|
|
||||||
lda RANDOM
|
lda RANDOM
|
||||||
|
|
||||||
cmp #180
|
cmp #180
|
||||||
bcs RandomizeAngle
|
bcs RandomizeAngle
|
||||||
|
|
||||||
|
|
||||||
;sta temp
|
|
||||||
;lda #90 ; CARRY=0 here
|
|
||||||
;sbc temp
|
|
||||||
|
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
@@ -1587,7 +1388,17 @@ LimitForce
|
|||||||
|
|
||||||
.endp
|
.endp
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
|
.proc Table2Force
|
||||||
|
;----------------------------------------------
|
||||||
|
lda ForceTableL,x
|
||||||
|
sta Force
|
||||||
|
lda ForceTableH,x
|
||||||
|
sta Force+1
|
||||||
|
rts
|
||||||
|
.endp
|
||||||
|
;----------------------------------------------
|
||||||
.proc MoveBarrelToNewPosition
|
.proc MoveBarrelToNewPosition
|
||||||
|
;----------------------------------------------
|
||||||
mva #1 Erase
|
mva #1 Erase
|
||||||
jsr DrawTankNr.BarrelChange
|
jsr DrawTankNr.BarrelChange
|
||||||
mva #0 Erase
|
mva #0 Erase
|
||||||
@@ -1603,11 +1414,11 @@ MoveBarrel
|
|||||||
lda NewAngle
|
lda NewAngle
|
||||||
cmp AngleTable,x
|
cmp AngleTable,x
|
||||||
beq BarrelPositionIsFine
|
beq BarrelPositionIsFine
|
||||||
bcc rotateLeft ; older is bigger
|
bcc rotateLeft
|
||||||
rotateRight;older is lower
|
rotateRight ; older is lower
|
||||||
inc angleTable,x
|
inc angleTable,x
|
||||||
jmp MoveBarrel
|
jmp MoveBarrel
|
||||||
rotateLeft
|
rotateLeft ; older is bigger
|
||||||
dec angleTable,x
|
dec angleTable,x
|
||||||
jmp MoveBarrel
|
jmp MoveBarrel
|
||||||
BarrelPositionIsFine
|
BarrelPositionIsFine
|
||||||
@@ -1627,10 +1438,10 @@ BarrelPositionIsFine
|
|||||||
; I think I will go for a stupid bubble sort...
|
; I think I will go for a stupid bubble sort...
|
||||||
; it is easy to test :)
|
; it is easy to test :)
|
||||||
;
|
;
|
||||||
; Results are in ResultsTable, in SortedTable we want to
|
; Results are in ResultsTable, in TankSequence (Sorted Table) we want to
|
||||||
; have numbers of tanks from the worst to the best.
|
; have numbers of tanks from the worst to the best.
|
||||||
; in other words, if ResultsTable=(5,4,65,23,3,6)
|
; in other words, if ResultsTable=(5,4,65,23,3,6)
|
||||||
; the SortedTable=(4,1,0,5,3,2)
|
; the TankSequence=(4,1,0,5,3,2)
|
||||||
; let's assume initially the TankSequence=(0,1,2,3,4,5)
|
; let's assume initially the TankSequence=(0,1,2,3,4,5)
|
||||||
|
|
||||||
ldx #0
|
ldx #0
|
||||||
@@ -1675,10 +1486,20 @@ Bubble
|
|||||||
BubbleBobble
|
BubbleBobble
|
||||||
lda TempResults,x
|
lda TempResults,x
|
||||||
cmp TempResults+1,x
|
cmp TempResults+1,x
|
||||||
beq nextishigher ; this is to block hangs when 2 equal values meet
|
bcc nextishigher
|
||||||
|
bne swapvalues
|
||||||
|
nextisequal
|
||||||
|
; if results are equal, check Direct Hits (only lower byte - sorry memory)
|
||||||
|
ldy TankSequence,x
|
||||||
|
lda DirectHitsL,y
|
||||||
|
ldy TankSequence+1,x
|
||||||
|
cmp DirectHitsL,y
|
||||||
|
;
|
||||||
|
beq nextishigher ; this is to block hangs when 2 equal values meet
|
||||||
bcc nextishigher
|
bcc nextishigher
|
||||||
;here we must swap values
|
;here we must swap values
|
||||||
;because next is smaller than previous
|
;because next is smaller than previous
|
||||||
|
swapvalues
|
||||||
sta temp
|
sta temp
|
||||||
lda TempResults+1,x
|
lda TempResults+1,x
|
||||||
sta TempResults,x
|
sta TempResults,x
|
||||||
@@ -1722,8 +1543,10 @@ SetRandomWalls
|
|||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
.proc GetKey ; waits for pressing a key and returns pressed value in A
|
.proc GetKey
|
||||||
; when [ESC] is pressed, escFlag is set to 1
|
; waits for pressing a key and returns pressed value in A
|
||||||
|
; when [ESC] is pressed, escFlag is set
|
||||||
|
; result: A=keycode
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
jsr WaitForKeyRelease
|
jsr WaitForKeyRelease
|
||||||
@
|
@
|
||||||
@@ -1827,7 +1650,8 @@ KeyReleased
|
|||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
.proc IsKeyPressed ; A=0 - yes , A>0 - no
|
.proc IsKeyPressed
|
||||||
|
; result: A=0 - yes , A>0 - no
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
lda SKSTAT
|
lda SKSTAT
|
||||||
and #%00000100
|
and #%00000100
|
||||||
@@ -1838,6 +1662,8 @@ KeyReleased
|
|||||||
.endp
|
.endp
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
.proc DemoModeOrKey
|
.proc DemoModeOrKey
|
||||||
|
; Waits for the key pressed if at least one human is playing.
|
||||||
|
; Otherwise, waits 3 seconds (demo mode).
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
;check demo mode
|
;check demo mode
|
||||||
ldx numberOfPlayers
|
ldx numberOfPlayers
|
||||||
@@ -1852,28 +1678,32 @@ checkForHuman ; if all in skillTable other than 0 then switch to DEMO MODE
|
|||||||
ldy #75
|
ldy #75
|
||||||
jsr PauseYFrames
|
jsr PauseYFrames
|
||||||
rts
|
rts
|
||||||
|
|
||||||
peopleAreHere
|
peopleAreHere
|
||||||
jmp getkey ; jsr:rts
|
jmp getkey ; jsr:rts
|
||||||
.endp
|
.endp
|
||||||
|
|
||||||
|
;--------------------------------------------------
|
||||||
MakeDarkScreen
|
MakeDarkScreen
|
||||||
jsr PMoutofScreen
|
;--------------------------------------------------
|
||||||
|
jsr PMoutofScreen ; hide P/M
|
||||||
mva #0 dmactls ; dark screen
|
mva #0 dmactls ; dark screen
|
||||||
sta dmactl
|
|
||||||
; and wait one frame :)
|
; and wait one frame :)
|
||||||
|
;--------------------------------------------------
|
||||||
.proc WaitOneFrame
|
.proc WaitOneFrame
|
||||||
|
;--------------------------------------------------
|
||||||
lda CONSOL
|
lda CONSOL
|
||||||
and #%00000101 ; Start + Option
|
and #%00000101 ; Start + Option
|
||||||
sne:mva #$40 escFlag
|
sne:mva #$40 escFlag
|
||||||
and #%00000001 ; START KEY
|
and #%00000001 ; START KEY
|
||||||
seq:wait
|
seq:wait ; or waitRTC ?
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
|
|
||||||
|
;--------------------------------------------------
|
||||||
.proc PauseYFrames
|
.proc PauseYFrames
|
||||||
; Y - number of frames to wait (divided by 2)
|
; Y - number of frames to wait (divided by 2)
|
||||||
; pauses for maximally 510 frames (255 * 2)
|
; pauses for maximally 510 frames (255 * 2)
|
||||||
|
;--------------------------------------------------
|
||||||
@ jsr WaitOneFrame
|
@ jsr WaitOneFrame
|
||||||
jsr WaitOneFrame
|
jsr WaitOneFrame
|
||||||
dey
|
dey
|
||||||
@@ -1883,8 +1713,8 @@ MakeDarkScreen
|
|||||||
|
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
.proc RmtSongSelect
|
.proc RmtSongSelect
|
||||||
;--------------------------------------------------
|
|
||||||
; starting song line 0-255 to A reg
|
; starting song line 0-255 to A reg
|
||||||
|
;--------------------------------------------------
|
||||||
cmp #song_ingame
|
cmp #song_ingame
|
||||||
bne noingame ; noMusic blocks only ingame song
|
bne noingame ; noMusic blocks only ingame song
|
||||||
bit noMusic
|
bit noMusic
|
||||||
@@ -1921,66 +1751,7 @@ noingame
|
|||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
.macro SetDLI
|
icl 'interrupts.asm'
|
||||||
; SetDLI #WORD
|
|
||||||
; Initialises Display List Interrupts
|
|
||||||
LDY # <:1
|
|
||||||
LDX # >:1
|
|
||||||
jsr _SetDLIproc
|
|
||||||
.endm
|
|
||||||
.proc _SetDLIproc
|
|
||||||
LDA #$C0
|
|
||||||
STY VDSLST
|
|
||||||
STX VDSLST+1
|
|
||||||
STA NMIEN
|
|
||||||
rts
|
|
||||||
.endp
|
|
||||||
;--------------------------------------------------
|
|
||||||
/* ;--------------------------------------------------
|
|
||||||
.macro randomize floor ceiling
|
|
||||||
;--------------------------------------------------
|
|
||||||
;usage: randomize floor ceiling
|
|
||||||
;returns (in A) a random .byte between "floor" and "ceiling"
|
|
||||||
jsr _randomizator
|
|
||||||
.byte :floor
|
|
||||||
.byte :ceiling
|
|
||||||
.endm
|
|
||||||
|
|
||||||
.proc _randomizator
|
|
||||||
; private function that accompanies `randomize` macro
|
|
||||||
; trashes: magic, temp, Y
|
|
||||||
pla
|
|
||||||
sta magic
|
|
||||||
pla
|
|
||||||
sta magic+1
|
|
||||||
ldy #1 ; add 1 to the value got from the stack to point to the input parameters
|
|
||||||
lda (magic),y
|
|
||||||
sta temp
|
|
||||||
iny
|
|
||||||
lda (magic),y
|
|
||||||
sta temp+1
|
|
||||||
|
|
||||||
?rand
|
|
||||||
lda random
|
|
||||||
cmp temp ;floor
|
|
||||||
bcc ?rand
|
|
||||||
cmp temp+1 ;ceiling
|
|
||||||
bcs ?rand
|
|
||||||
tay ; save the result
|
|
||||||
|
|
||||||
; point the PC to a byte after the parameters
|
|
||||||
clc
|
|
||||||
lda magic
|
|
||||||
adc #2 ; length of the parameters in bytes
|
|
||||||
sta magic
|
|
||||||
lda magic+1
|
|
||||||
adc #0
|
|
||||||
pha
|
|
||||||
lda magic
|
|
||||||
pha
|
|
||||||
tya ; retrieve the result
|
|
||||||
rts
|
|
||||||
.endp */
|
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
icl 'constants.asm'
|
icl 'constants.asm'
|
||||||
;----------------------------------------------
|
;----------------------------------------------
|
||||||
@@ -2028,7 +1799,7 @@ YesCheat
|
|||||||
lda #99
|
lda #99
|
||||||
@ iny
|
@ iny
|
||||||
sta (temp),y
|
sta (temp),y
|
||||||
cpy #(last_defensive_____ - first_offensive____)
|
cpy #(number_of_weapons - 1)
|
||||||
bne @-
|
bne @-
|
||||||
NoCheat
|
NoCheat
|
||||||
rts
|
rts
|
||||||
@@ -2088,7 +1859,7 @@ MODULEND
|
|||||||
org ROM_SETTINGS ; 5200 ROM settings address $bfe8
|
org ROM_SETTINGS ; 5200 ROM settings address $bfe8
|
||||||
; "01234567890123456789"
|
; "01234567890123456789"
|
||||||
.byte " scorch supersystem " ;20 characters title
|
.byte " scorch supersystem " ;20 characters title
|
||||||
.byte "7A" ;2 characters year .. 1900 + $7A = 2020
|
.byte " ", $ff ;$BFFD == $ff means diagnostic cart, no splash screen
|
||||||
.word FirstSTART
|
.word FirstSTART
|
||||||
.ELSE
|
.ELSE
|
||||||
run FirstSTART
|
run FirstSTART
|
||||||
|
|||||||
BIN
Binary file not shown.
BIN
Binary file not shown.
+58
-382
@@ -63,6 +63,10 @@
|
|||||||
mva #0 OptionsY
|
mva #0 OptionsY
|
||||||
|
|
||||||
OptionsMainLoop
|
OptionsMainLoop
|
||||||
|
|
||||||
|
lda WindChangeInRound
|
||||||
|
sta OptionsHere+126
|
||||||
|
|
||||||
jsr OptionsInversion
|
jsr OptionsInversion
|
||||||
jsr getkey
|
jsr getkey
|
||||||
bit escFlag
|
bit escFlag
|
||||||
@@ -114,26 +118,31 @@ OptionsNoRight
|
|||||||
OptionsNoReturn
|
OptionsNoReturn
|
||||||
cmp #@kbcode._tab ; Tab key
|
cmp #@kbcode._tab ; Tab key
|
||||||
bne OptionsNoTab
|
bne OptionsNoTab
|
||||||
bit Gradient
|
jsr SelectNextGradient
|
||||||
bmi NextGradientNr
|
OptionsNoTab
|
||||||
lda Gradient
|
jmp OptionsMainLoop
|
||||||
@ eor #$80
|
.endp
|
||||||
sta Gradient
|
.proc SelectNextGradient
|
||||||
NextGradientNr
|
lda OptionsY ; if "Wind" option selected
|
||||||
|
cmp #$03
|
||||||
|
bne NotWind
|
||||||
|
lda WindChangeInRound ; wind change after each turn (not round only) flag
|
||||||
|
eor #$1f ; '?' character
|
||||||
|
sta WindChangeInRound
|
||||||
|
rts
|
||||||
|
NotWind
|
||||||
ldy GradientNr
|
ldy GradientNr
|
||||||
iny
|
iny
|
||||||
cpy #$03
|
cpy #$03
|
||||||
bne NoGradientLoop
|
bne NoGradientLoop
|
||||||
mva #$ff GradientNr
|
ldy #$00
|
||||||
bne @-
|
|
||||||
NoGradientLoop
|
NoGradientLoop
|
||||||
sty GradientNr
|
sty GradientNr
|
||||||
lda GradientAddrL,y
|
lda GradientAddrL,y
|
||||||
sta GradientColors
|
sta GradientColors
|
||||||
lda GradientAddrH,y
|
lda GradientAddrH,y
|
||||||
sta GradientColors+1
|
sta GradientColors+1
|
||||||
OptionsNoTab
|
rts
|
||||||
jmp OptionsMainLoop
|
|
||||||
.endp
|
.endp
|
||||||
;--------
|
;--------
|
||||||
; inversing selected option (cursor)
|
; inversing selected option (cursor)
|
||||||
@@ -899,27 +908,13 @@ NoAutoDefense
|
|||||||
cmp #ind_Lazy_Boy_______
|
cmp #ind_Lazy_Boy_______
|
||||||
bne NoLazyBoy
|
bne NoLazyBoy
|
||||||
; Lazy Boy - do it like battery
|
; Lazy Boy - do it like battery
|
||||||
mva #sfx_lazy_boys sfx_effect
|
mva #%01000000 LazyFlag
|
||||||
phy
|
|
||||||
jsr PrepareAIShoot
|
|
||||||
jsr FindBestTarget2 ; find nearest tank neighbour
|
|
||||||
jsr LazyAim
|
|
||||||
ply
|
|
||||||
lda #%00000000
|
|
||||||
sta TestFlightFlag ; set "visual aiming" off
|
|
||||||
jmp DecreaseDefensive ; bypass activation
|
jmp DecreaseDefensive ; bypass activation
|
||||||
NoLazyBoy
|
NoLazyBoy
|
||||||
cmp #ind_Lazy_Darwin____
|
cmp #ind_Lazy_Darwin____
|
||||||
bne NoLazyDarwin
|
bne NoLazyDarwin
|
||||||
; Lazy Darwin - do it like battery
|
; Lazy Darwin - do it like battery
|
||||||
mva #sfx_lazy_boys sfx_effect
|
mva #%11000000 LazyFlag
|
||||||
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
|
jmp DecreaseDefensive ; bypass activation
|
||||||
NoLazyDarwin
|
NoLazyDarwin
|
||||||
cmp #ind_Spy_Hard_______
|
cmp #ind_Spy_Hard_______
|
||||||
@@ -965,22 +960,6 @@ DefActivationEnd
|
|||||||
jmp WaitForKeyRelease ; rts
|
jmp WaitForKeyRelease ; rts
|
||||||
|
|
||||||
.endp
|
.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
|
.proc calcPosDefensive
|
||||||
; calculate positionOnTheList from the activeWeapon (defensives)
|
; calculate positionOnTheList from the activeWeapon (defensives)
|
||||||
@@ -1624,309 +1603,6 @@ displayloop1
|
|||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
|
|
||||||
;--------------------------------------------------------
|
|
||||||
.proc Display4x4AboveTank ;
|
|
||||||
; Displays texts using PutChar4x4 above tank and mountains.
|
|
||||||
; Pretty cool, eh!
|
|
||||||
;parameters are:
|
|
||||||
;Y - number of tank above which text is displayed
|
|
||||||
;fx - length of text
|
|
||||||
;LineAddress4x4 - address of the text
|
|
||||||
|
|
||||||
;lets calculate position of the text first!
|
|
||||||
;that's easy because we have number of tank
|
|
||||||
;and xtankstableL and H keep X position of a given tank
|
|
||||||
|
|
||||||
lda xtankstableL,y
|
|
||||||
sta temp
|
|
||||||
lda xtankstableH,y
|
|
||||||
sta temp+1
|
|
||||||
;now we should substract length of the text-1
|
|
||||||
;temp2 = (fx-1)*2
|
|
||||||
ldy fx
|
|
||||||
dey
|
|
||||||
tya
|
|
||||||
asl
|
|
||||||
sta temp2
|
|
||||||
mva #0 temp2+1
|
|
||||||
;now we have HALF length in pixels
|
|
||||||
;stored in temp2
|
|
||||||
|
|
||||||
;here we assume max length of text
|
|
||||||
;to display is 127 chars, but later it turns out it must be max 63!
|
|
||||||
|
|
||||||
sbw temp temp2 ; here begin of the text is in TEMP !!!!
|
|
||||||
;now we should check overflows
|
|
||||||
;lda temp+1 ; opty
|
|
||||||
bpl DOTNnotLessThanZero
|
|
||||||
;less than zero, so should be zero
|
|
||||||
mwa #0 temp
|
|
||||||
beq DOTNnoOverflow
|
|
||||||
|
|
||||||
DOTNnotLessThanZero
|
|
||||||
;so check if end larger than screenwidth
|
|
||||||
|
|
||||||
|
|
||||||
lda fx
|
|
||||||
asl
|
|
||||||
asl
|
|
||||||
;length in pixels -
|
|
||||||
;text length max 63 chars !!!!!!!!
|
|
||||||
|
|
||||||
|
|
||||||
clc
|
|
||||||
adc temp
|
|
||||||
sta temp2
|
|
||||||
lda #0
|
|
||||||
adc temp+1
|
|
||||||
sta temp2+1
|
|
||||||
;now in temp2 is end of the text in pixels
|
|
||||||
;so check if not greater than screenwitdth
|
|
||||||
cpw temp2 #screenwidth
|
|
||||||
bcc DOTNnoOverflow
|
|
||||||
|
|
||||||
;if end is greater than screenwidth
|
|
||||||
;then screenwidth - length is fine
|
|
||||||
lda fx
|
|
||||||
asl
|
|
||||||
asl
|
|
||||||
sta temp
|
|
||||||
mva #0 temp+1
|
|
||||||
|
|
||||||
sec
|
|
||||||
lda #<(screenwidth-1)
|
|
||||||
sbc temp
|
|
||||||
sta temp
|
|
||||||
lda #>(screenwidth-1)
|
|
||||||
sbc temp+1
|
|
||||||
sta temp+1
|
|
||||||
DOTNnoOverflow
|
|
||||||
;here in temp we have really good x position of text
|
|
||||||
|
|
||||||
mwa temp LineXdraw
|
|
||||||
|
|
||||||
;now let's get y position
|
|
||||||
;we will try to put text as low as possible
|
|
||||||
;just above mountains (so mountaintable will be checked)
|
|
||||||
lda fx
|
|
||||||
asl
|
|
||||||
asl
|
|
||||||
tay
|
|
||||||
;in temp there still is X position of text
|
|
||||||
;if we add temp and Y we will get end of the text
|
|
||||||
;so, lets go through mountaintable and look for
|
|
||||||
;the lowest value within
|
|
||||||
;Mountaitable+temp and Mountaitable+temp+Y
|
|
||||||
|
|
||||||
adw temp #MountainTable
|
|
||||||
|
|
||||||
mva #screenheight temp2 ;initialisation of the lowest value
|
|
||||||
|
|
||||||
DOTLowestMountainValueLoop
|
|
||||||
lda (temp),y
|
|
||||||
cmp temp2
|
|
||||||
bcs DOTOldLowestValue ;old lowest value
|
|
||||||
;new lowest value
|
|
||||||
sta temp2
|
|
||||||
DOTOldLowestValue
|
|
||||||
dey
|
|
||||||
cpy #$ff
|
|
||||||
bne DOTLowestMountainValueLoop
|
|
||||||
|
|
||||||
sec
|
|
||||||
lda temp2
|
|
||||||
sbc #(4+9) ;9 pixels above ground (and tanks...)
|
|
||||||
sta LineYdraw
|
|
||||||
|
|
||||||
jmp TypeLine4x4.noLengthNoColor ; rts
|
|
||||||
|
|
||||||
.endp
|
|
||||||
|
|
||||||
;--------------------------------------------------------
|
|
||||||
.proc DisplayOffensiveTextNr ;
|
|
||||||
ldx TextNumberOff
|
|
||||||
lda talk.OffensiveTextTableL,x
|
|
||||||
sta LineAddress4x4
|
|
||||||
lda talk.OffensiveTextTableH,x
|
|
||||||
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 LineAddress4x4 temp2
|
|
||||||
mva temp2 fx
|
|
||||||
|
|
||||||
;jsr Display4x4AboveTank
|
|
||||||
;rts
|
|
||||||
; POZOR !!!
|
|
||||||
.endp
|
|
||||||
|
|
||||||
;--------------------------------------------------------
|
|
||||||
.proc DisplayTankNameAbove ;
|
|
||||||
lda tankNr
|
|
||||||
:3 asl ; *8
|
|
||||||
clc
|
|
||||||
adc #<TanksNames
|
|
||||||
sta temp ; TextAddress
|
|
||||||
lda #0
|
|
||||||
adc #>Tanksnames
|
|
||||||
sta temp+1 ; TextAddress+1
|
|
||||||
mwa temp LineAddress4x4
|
|
||||||
|
|
||||||
;find length of the tank's name
|
|
||||||
ldy #7
|
|
||||||
@
|
|
||||||
lda (temp),y
|
|
||||||
bne end_found
|
|
||||||
dey
|
|
||||||
bne @-
|
|
||||||
|
|
||||||
end_found
|
|
||||||
iny
|
|
||||||
sty fx
|
|
||||||
ldy tankNr
|
|
||||||
jsr Display4x4AboveTank
|
|
||||||
rts
|
|
||||||
.endp
|
|
||||||
|
|
||||||
;-------------------------------
|
|
||||||
.proc TypeLine4x4 ;
|
|
||||||
;-------------------------------
|
|
||||||
;this routine prints line of length `fx`
|
|
||||||
;address in LineAddress4x4
|
|
||||||
;starting from LineXdraw, LineYdraw
|
|
||||||
|
|
||||||
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
|
|
||||||
|
|
||||||
TypeLine4x4Loop
|
|
||||||
ldy LineCharNr
|
|
||||||
|
|
||||||
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:lda LineCharNr
|
|
||||||
cmp fx
|
|
||||||
bne TypeLine4x4Loop
|
|
||||||
|
|
||||||
EndOfTypeLine4x4
|
|
||||||
rts
|
|
||||||
.endp
|
|
||||||
|
|
||||||
|
|
||||||
;--------------------------------
|
|
||||||
.proc AreYouSure
|
|
||||||
;using 4x4 font
|
|
||||||
|
|
||||||
mva #4 ResultY ; where seppuku text starts Y-wise on the screen
|
|
||||||
|
|
||||||
;top frame
|
|
||||||
mva ResultY LineYdraw
|
|
||||||
jsr TL4x4_top
|
|
||||||
adb ResultY #4 ;next line
|
|
||||||
|
|
||||||
;sure?
|
|
||||||
mwa #areYouSureText LineAddress4x4
|
|
||||||
jsr _sep_opty
|
|
||||||
;bottom frame
|
|
||||||
mva ResultY LineYdraw
|
|
||||||
jsr TL4x4_bottom
|
|
||||||
|
|
||||||
|
|
||||||
jsr GetKey
|
|
||||||
cmp #@kbcode._Y ; $2b ; "Y"
|
|
||||||
bne @+
|
|
||||||
mva #$80 escFlag
|
|
||||||
bne skip01
|
|
||||||
@ mva #0 escFlag
|
|
||||||
skip01
|
|
||||||
jsr WaitForKeyRelease
|
|
||||||
|
|
||||||
;clean
|
|
||||||
mva #3 di
|
|
||||||
mva #4 ResultY
|
|
||||||
@
|
|
||||||
mva #$ff plot4x4color
|
|
||||||
mwa #lineClear LineAddress4x4
|
|
||||||
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
|
|
||||||
|
|
||||||
|
|
||||||
mva #20 fs ; temp, how many times blink the billboard
|
|
||||||
seppuku_loop
|
|
||||||
lda CONSOL ; turbo mode
|
|
||||||
and #%00000001 ; START KEY
|
|
||||||
sne:mva #1 fs ; finish it
|
|
||||||
|
|
||||||
mva #4 ResultY ; where seppuku text starts Y-wise on the screen
|
|
||||||
|
|
||||||
;top frame
|
|
||||||
mva ResultY LineYdraw
|
|
||||||
jsr TL4x4_top
|
|
||||||
adb ResultY #4 ;next line
|
|
||||||
|
|
||||||
;seppuku
|
|
||||||
mwa #seppukuText LineAddress4x4
|
|
||||||
jsr _sep_opty
|
|
||||||
|
|
||||||
;bottom frame
|
|
||||||
mva ResultY LineYdraw
|
|
||||||
jsr TL4x4_bottom ; just go
|
|
||||||
|
|
||||||
;clean seppuku
|
|
||||||
|
|
||||||
mva #3 di
|
|
||||||
;mva #4 ResultY
|
|
||||||
lda #4
|
|
||||||
sta ResultY
|
|
||||||
loplop ;@
|
|
||||||
mwa #lineClear LineAddress4x4
|
|
||||||
jsr _sep_opty
|
|
||||||
|
|
||||||
dec di
|
|
||||||
bne loplop ;@-
|
|
||||||
|
|
||||||
dec fs
|
|
||||||
jne seppuku_loop
|
|
||||||
|
|
||||||
quit_seppuku
|
|
||||||
rts
|
|
||||||
|
|
||||||
.endp
|
|
||||||
;--------------------------------
|
;--------------------------------
|
||||||
.proc DisplayResults ;
|
.proc DisplayResults ;
|
||||||
;displays results of the round
|
;displays results of the round
|
||||||
@@ -2097,6 +1773,7 @@ FinishResultDisplay
|
|||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
.proc GameOverScreen
|
.proc GameOverScreen
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
|
jsr MakeDarkScreen
|
||||||
jsr WaitForKeyRelease
|
jsr WaitForKeyRelease
|
||||||
jsr ClearScreen
|
jsr ClearScreen
|
||||||
jsr ClearPMmemory
|
jsr ClearPMmemory
|
||||||
@@ -2267,7 +1944,12 @@ RandomizeTankPos
|
|||||||
randomize 0 180
|
randomize 0 180
|
||||||
sta AngleTable,x
|
sta AngleTable,x
|
||||||
randomize 0 (49-8)
|
randomize 0 (49-8)
|
||||||
and #%11111110 ; correction for PMG
|
; x correction for P/M
|
||||||
|
; --
|
||||||
|
.IF XCORRECTION_FOR_PM = 1
|
||||||
|
and #%11111110
|
||||||
|
.ENDIF
|
||||||
|
; --
|
||||||
clc
|
clc
|
||||||
adc XtankOffsetGO_L,x
|
adc XtankOffsetGO_L,x
|
||||||
sta XtankstableL,x
|
sta XtankstableL,x
|
||||||
@@ -2351,34 +2033,33 @@ EndOfCredits
|
|||||||
.proc DisplayStatus
|
.proc DisplayStatus
|
||||||
;-------------------------------------------------
|
;-------------------------------------------------
|
||||||
|
|
||||||
|
;=========================
|
||||||
; displaying number of active controller port
|
; displaying number of active controller port
|
||||||
|
;=========================
|
||||||
ldy JoystickNumber
|
ldy JoystickNumber
|
||||||
lda digits+1,y
|
lda digits+1,y
|
||||||
sta statusBuffer+17
|
sta statusBuffer+17
|
||||||
;---------------------
|
|
||||||
|
;=========================
|
||||||
;displaying symbol of the weapon
|
;displaying symbol of the weapon
|
||||||
;---------------------
|
;=========================
|
||||||
;display name and symbol of the weapon
|
|
||||||
;statusBuffer+18 - symbol (1 char)
|
|
||||||
;statusBuffer+20 - quantity left
|
|
||||||
;statusBuffer+23 - name
|
|
||||||
ldx TankNr
|
ldx TankNr
|
||||||
ldy ActiveWeapon,x
|
ldy ActiveWeapon,x
|
||||||
lda WeaponSymbols,y
|
lda WeaponSymbols,y
|
||||||
sta statusBuffer+19
|
sta statusBuffer+19
|
||||||
|
|
||||||
;---------------------
|
;=========================
|
||||||
;displaying quantity of the given weapon
|
;displaying quantity of the given weapon
|
||||||
;---------------------
|
;=========================
|
||||||
lda ActiveWeapon,x
|
lda ActiveWeapon,x
|
||||||
jsr HowManyBullets
|
jsr HowManyBullets
|
||||||
sta decimal
|
sta decimal
|
||||||
mwa #statusBuffer+21 displayposition
|
mwa #statusBuffer+21 displayposition
|
||||||
jsr displaybyte
|
jsr displaybyte
|
||||||
|
|
||||||
;---------------------
|
;=========================
|
||||||
;displaying name of the weapon
|
;displaying name of the weapon
|
||||||
;---------------------
|
;=========================
|
||||||
ldx TankNr
|
ldx TankNr
|
||||||
lda ActiveWeapon,x
|
lda ActiveWeapon,x
|
||||||
sta temp ;get back number of the weapon
|
sta temp ;get back number of the weapon
|
||||||
@@ -2398,9 +2079,9 @@ EndOfCredits
|
|||||||
dey
|
dey
|
||||||
bpl @-
|
bpl @-
|
||||||
|
|
||||||
;---------------------
|
;=========================
|
||||||
;displaying name of the defence weapon (if active)
|
;displaying name of the defence weapon (if active)
|
||||||
;---------------------
|
;=========================
|
||||||
lda AutoDefenseFlag,x ; Auto Defense symbol (space or "A" in inverse)
|
lda AutoDefenseFlag,x ; Auto Defense symbol (space or "A" in inverse)
|
||||||
bpl @+
|
bpl @+
|
||||||
lda #$5e ; Auto Defense symbol
|
lda #$5e ; Auto Defense symbol
|
||||||
@@ -2437,19 +2118,17 @@ ClearingOnly
|
|||||||
dey
|
dey
|
||||||
bpl @-
|
bpl @-
|
||||||
|
|
||||||
;---------------------
|
;=========================
|
||||||
;displaying the energy of a tank
|
;displaying the energy of a tank
|
||||||
;---------------------
|
;=========================
|
||||||
|
|
||||||
lda Energy,x
|
lda Energy,x
|
||||||
|
|
||||||
sta decimal
|
sta decimal
|
||||||
mwa #statusBuffer+48 displayposition
|
mwa #statusBuffer+48 displayposition
|
||||||
jsr displaybyte
|
jsr displaybyte
|
||||||
|
|
||||||
;---------------------
|
;=========================
|
||||||
;displaying the energy of a tank shield (if exist)
|
;displaying the energy of a tank shield (if exist)
|
||||||
;---------------------
|
;=========================
|
||||||
; clear (if no shield)
|
; clear (if no shield)
|
||||||
lda #space
|
lda #space
|
||||||
sta statusBuffer+40+10
|
sta statusBuffer+40+10
|
||||||
@@ -2473,17 +2152,20 @@ NoDefenceWeapon
|
|||||||
NoShieldEnergy
|
NoShieldEnergy
|
||||||
|
|
||||||
;=========================
|
;=========================
|
||||||
;display Wind
|
; display Wind
|
||||||
;=========================
|
;=========================
|
||||||
mwa Wind temp
|
mwa Wind temp
|
||||||
lda Wind+3 ; highest byte of 4 byte wind
|
lda #space
|
||||||
|
bit Wind+3 ; highest byte of 4 byte wind
|
||||||
bmi DisplayLeftWind
|
bmi DisplayLeftWind
|
||||||
|
sta statusBuffer+80+17 ; (space) char
|
||||||
lda #$7f ; (tab) char
|
lda #$7f ; (tab) char
|
||||||
sta statusBuffer+80+20
|
sta statusBuffer+80+20
|
||||||
lda #space
|
bne DisplayWindValue
|
||||||
sta statusBuffer+80+17
|
|
||||||
beq DisplayWindValue
|
|
||||||
DisplayLeftWind
|
DisplayLeftWind
|
||||||
|
sta statusBuffer+80+20 ; (space) char
|
||||||
|
lda #$7e ;(del) char
|
||||||
|
sta statusBuffer+80+17
|
||||||
sec ; Wind = -Wind
|
sec ; Wind = -Wind
|
||||||
lda #$00
|
lda #$00
|
||||||
sbc temp
|
sbc temp
|
||||||
@@ -2491,10 +2173,6 @@ DisplayLeftWind
|
|||||||
lda #$00
|
lda #$00
|
||||||
sbc temp+1
|
sbc temp+1
|
||||||
sta temp+1
|
sta temp+1
|
||||||
lda #$7e ;(del) char
|
|
||||||
sta statusBuffer+80+17
|
|
||||||
lda #space
|
|
||||||
sta statusBuffer+80+20
|
|
||||||
DisplayWindValue
|
DisplayWindValue
|
||||||
:4 lsrw temp ;divide by 16 to have a nice value on a screen
|
:4 lsrw temp ;divide by 16 to have a nice value on a screen
|
||||||
lda temp
|
lda temp
|
||||||
@@ -2525,6 +2203,7 @@ DisplayWindValue
|
|||||||
;display Angle
|
;display Angle
|
||||||
;=========================
|
;=========================
|
||||||
displayAngle
|
displayAngle
|
||||||
|
ldy #space
|
||||||
ldx TankNr
|
ldx TankNr
|
||||||
lda AngleTable,x
|
lda AngleTable,x
|
||||||
cmp #90
|
cmp #90
|
||||||
@@ -2533,28 +2212,25 @@ displayAngle
|
|||||||
AngleToRight
|
AngleToRight
|
||||||
; now we have values from 0 to 89 and right angle
|
; now we have values from 0 to 89 and right angle
|
||||||
sta decimal
|
sta decimal
|
||||||
|
sty statusBuffer+40+22 ; (space) character
|
||||||
lda #$7f ; (tab) character
|
lda #$7f ; (tab) character
|
||||||
sta statusBuffer+40+25
|
sta statusBuffer+40+25
|
||||||
lda #space
|
bne AngleDisplay
|
||||||
sta statusBuffer+40+22
|
|
||||||
beq AngleDisplay
|
|
||||||
AngleToLeft
|
AngleToLeft
|
||||||
sec
|
sec
|
||||||
lda #180
|
lda #180
|
||||||
sbc AngleTable,x
|
sbc AngleTable,x
|
||||||
; angles 180 - 91 converted to 0 - 89
|
; angles 180 - 91 converted to 0 - 89
|
||||||
sta decimal
|
sta decimal
|
||||||
|
sty statusBuffer+40+25 ; (space) character
|
||||||
lda #$7e ;(del) char
|
lda #$7e ;(del) char
|
||||||
sta statusBuffer+40+22
|
sta statusBuffer+40+22
|
||||||
lda #space
|
bne AngleDisplay
|
||||||
sta statusBuffer+40+25
|
|
||||||
beq AngleDisplay
|
|
||||||
VerticallyUp
|
VerticallyUp
|
||||||
; now we have value 90
|
; now we have value 90
|
||||||
sta decimal
|
sta decimal
|
||||||
lda #space
|
sty statusBuffer+40+25 ; (space) character
|
||||||
sta statusBuffer+40+25
|
sty statusBuffer+40+22 ; (space) character
|
||||||
sta statusBuffer+40+22
|
|
||||||
|
|
||||||
AngleDisplay
|
AngleDisplay
|
||||||
mwa #statusBuffer+40+23 displayposition
|
mwa #statusBuffer+40+23 displayposition
|
||||||
|
|||||||
+6
-9
@@ -168,8 +168,6 @@ TargetTankNr ; Target tank index (for AI routines)
|
|||||||
.DS 1
|
.DS 1
|
||||||
SecondTryFlag ; For precise AI aiming
|
SecondTryFlag ; For precise AI aiming
|
||||||
.DS 1
|
.DS 1
|
||||||
SpyHardFlag ; >$7f - run SpyHard after inventory
|
|
||||||
.DS 1
|
|
||||||
;----------------------------------------------------
|
;----------------------------------------------------
|
||||||
;Erase .DS 1 ; if 1 only mask of the character is printed
|
;Erase .DS 1 ; if 1 only mask of the character is printed
|
||||||
; on the graphics screen. if 0 character is printed normally
|
; on the graphics screen. if 0 character is printed normally
|
||||||
@@ -261,7 +259,6 @@ oldplotL .DS [5]
|
|||||||
oldora .DS [5]
|
oldora .DS [5]
|
||||||
oldply .DS [5]
|
oldply .DS [5]
|
||||||
OldOraTemp .DS 1
|
OldOraTemp .DS 1
|
||||||
FunkyBombCounter .DS 1
|
|
||||||
xtrajfb .DS 2
|
xtrajfb .DS 2
|
||||||
ytrajfb .DS 2
|
ytrajfb .DS 2
|
||||||
;
|
;
|
||||||
@@ -345,17 +342,17 @@ LaserCoordinate .DS 8 ; 2,2,2,2
|
|||||||
; from $30 the defensive weapons begin
|
; from $30 the defensive weapons begin
|
||||||
TanksWeapons
|
TanksWeapons
|
||||||
TanksWeapon1
|
TanksWeapon1
|
||||||
.DS [last_defensive_____ - first_offensive____ +1]
|
.DS number_of_weapons
|
||||||
TanksWeapon2
|
TanksWeapon2
|
||||||
.DS [last_defensive_____ - first_offensive____ +1]
|
.DS number_of_weapons
|
||||||
TanksWeapon3
|
TanksWeapon3
|
||||||
.DS [last_defensive_____ - first_offensive____ +1]
|
.DS number_of_weapons
|
||||||
TanksWeapon4
|
TanksWeapon4
|
||||||
.DS [last_defensive_____ - first_offensive____ +1]
|
.DS number_of_weapons
|
||||||
TanksWeapon5
|
TanksWeapon5
|
||||||
.DS [last_defensive_____ - first_offensive____ +1]
|
.DS number_of_weapons
|
||||||
TanksWeapon6
|
TanksWeapon6
|
||||||
.DS [last_defensive_____ - first_offensive____ +1]
|
.DS number_of_weapons
|
||||||
|
|
||||||
mountaintable ;table of mountains (size=screenwidth)
|
mountaintable ;table of mountains (size=screenwidth)
|
||||||
.DS [screenwidth]
|
.DS [screenwidth]
|
||||||
|
|||||||
+158
-75
@@ -3,6 +3,9 @@
|
|||||||
.IF *>0 ;this is a trick that prevents compiling this file alone
|
.IF *>0 ;this is a trick that prevents compiling this file alone
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
.proc Explosion
|
.proc Explosion
|
||||||
|
; xdraw,ydraw (word) - coordinates of explosion center
|
||||||
|
; TankNr - number of shooting tank
|
||||||
|
; ActiveWeapon(TankNr) - weapon that tank fires
|
||||||
;--------------------------------------------------
|
;--------------------------------------------------
|
||||||
;cleanup of the soil fall down ranges (left and right)
|
;cleanup of the soil fall down ranges (left and right)
|
||||||
jsr ClearScreenSoilRange
|
jsr ClearScreenSoilRange
|
||||||
@@ -74,37 +77,38 @@ CheckNextTankBFG
|
|||||||
.endp
|
.endp
|
||||||
; ------------------------
|
; ------------------------
|
||||||
.proc babymissile
|
.proc babymissile
|
||||||
mva #sfx_baby_missile sfx_effect
|
|
||||||
mva #11 ExplosionRadius
|
mva #11 ExplosionRadius
|
||||||
|
GoBabyMissileSFX
|
||||||
|
mva #sfx_baby_missile sfx_effect
|
||||||
GoXmissile
|
GoXmissile
|
||||||
jmp xmissile
|
jmp xmissile
|
||||||
.endp
|
.endp
|
||||||
; ------------------------
|
; ------------------------
|
||||||
.proc missile ;
|
.proc missile ;
|
||||||
mva #sfx_baby_missile sfx_effect
|
|
||||||
mva #17 ExplosionRadius
|
mva #17 ExplosionRadius
|
||||||
bne babymissile.GoXmissile
|
bne babymissile.GoBabyMissileSFX
|
||||||
; jmp xmissile
|
; jmp xmissile
|
||||||
.endp
|
.endp
|
||||||
; ------------------------
|
; ------------------------
|
||||||
.proc babynuke
|
.proc babynuke
|
||||||
mva #sfx_nuke sfx_effect
|
|
||||||
mva #25 ExplosionRadius
|
mva #25 ExplosionRadius
|
||||||
|
GoBabyNukeSFX
|
||||||
|
mva #sfx_nuke sfx_effect ; allways <>0
|
||||||
bne babymissile.GoXmissile
|
bne babymissile.GoXmissile
|
||||||
; jmp xmissile
|
; jmp xmissile
|
||||||
.endp
|
.endp
|
||||||
; ------------------------
|
; ------------------------
|
||||||
.proc nuke
|
.proc nuke
|
||||||
mva #sfx_nuke sfx_effect
|
|
||||||
mva #30 ExplosionRadius
|
mva #30 ExplosionRadius
|
||||||
bne babymissile.GoXmissile
|
bne babynuke.GoBabyNukeSFX
|
||||||
; jmp xmissile
|
; jmp xmissile
|
||||||
.endp
|
.endp
|
||||||
; ------------------------
|
; ------------------------
|
||||||
.proc leapfrog
|
.proc leapfrog
|
||||||
mva #sfx_baby_missile sfx_effect
|
|
||||||
mva #17 ExplosionRadius
|
mva #17 ExplosionRadius
|
||||||
jsr xmissile
|
; mva #sfx_baby_missile sfx_effect
|
||||||
|
; jsr xmissile
|
||||||
|
jsr babymissile.GoBabyMissileSFX
|
||||||
|
|
||||||
jsr SecondRepeat
|
jsr SecondRepeat
|
||||||
|
|
||||||
@@ -238,22 +242,20 @@ GoXmissileWithSaveXYdraw
|
|||||||
.endp
|
.endp
|
||||||
; ------------------------
|
; ------------------------
|
||||||
.proc napalm
|
.proc napalm
|
||||||
mva #sfx_napalm sfx_effect
|
mva #0 HotNapalmFlag ; in this weapon - flag: 0 - napalm, 1 - hotnapalm
|
||||||
mva #(napalmRadius+4) ExplosionRadius ; real radius + 4 pixels (half characrer width)
|
|
||||||
jsr CalculateExplosionRange
|
|
||||||
mva #0 ExplosionRadius ; in this weapon - flag: 0 - napalm, 1 - hotnapalm
|
|
||||||
beq xnapalm
|
beq xnapalm
|
||||||
.endp
|
.endp
|
||||||
; ------------------------
|
; ------------------------
|
||||||
.proc hotnapalm
|
.proc hotnapalm
|
||||||
mva #sfx_napalm sfx_effect
|
mva #1 HotNapalmFlag ; in this weapon - flag: 0 - napalm, 1 - hotnapalm
|
||||||
mva #(napalmRadius+4) ExplosionRadius ; real radius + 4 pixels (half characrer width)
|
|
||||||
jsr CalculateExplosionRange
|
|
||||||
mva #1 ExplosionRadius ; in this weapon - flag: 0 - napalm, 1 - hotnapalm
|
|
||||||
; jmp xnapalm
|
; jmp xnapalm
|
||||||
.endp
|
.endp
|
||||||
; ------------------------
|
; ------------------------
|
||||||
.proc xnapalm
|
.proc xnapalm
|
||||||
|
mva #sfx_napalm sfx_effect
|
||||||
|
mva #(napalmRadius+4) ExplosionRadius ; real radius + 4 pixels (half characrer width)
|
||||||
|
jsr CalculateExplosionRange
|
||||||
|
;
|
||||||
mwa xdraw xcircle ; store hitpoint for future repeats
|
mwa xdraw xcircle ; store hitpoint for future repeats
|
||||||
ldy #30 ; repeat 30 times
|
ldy #30 ; repeat 30 times
|
||||||
sty magic
|
sty magic
|
||||||
@@ -271,7 +273,7 @@ RepeatFlame ; internal loop (draw flames)
|
|||||||
sbc #1 ; over ground
|
sbc #1 ; over ground
|
||||||
sta ydraw
|
sta ydraw
|
||||||
lda xdraw
|
lda xdraw
|
||||||
and ExplosionRadius ; if hotnapalm and x is odd:
|
and HotNapalmFlag ; if hotnapalm and x is odd:
|
||||||
:2 asl ; modify y position 4 pixels up
|
:2 asl ; modify y position 4 pixels up
|
||||||
ldy ydraw
|
ldy ydraw
|
||||||
sta ydraw
|
sta ydraw
|
||||||
@@ -343,7 +345,7 @@ BurnedCheckLoop
|
|||||||
bcc TankOutOfFire
|
bcc TankOutOfFire
|
||||||
|
|
||||||
ldy #40 ; energy decrease (napalm) - but if hotnapalm:
|
ldy #40 ; energy decrease (napalm) - but if hotnapalm:
|
||||||
lda ExplosionRadius
|
lda HotNapalmFlag
|
||||||
beq NotHot
|
beq NotHot
|
||||||
ldy #80 ; energy decrease (hotnapalm)
|
ldy #80 ; energy decrease (hotnapalm)
|
||||||
NotHot
|
NotHot
|
||||||
@@ -359,76 +361,71 @@ EndNurnedCheckLoop
|
|||||||
; ------------------------
|
; ------------------------
|
||||||
.proc babyroller
|
.proc babyroller
|
||||||
mva #11 ExplosionRadius
|
mva #11 ExplosionRadius
|
||||||
|
GoRoller
|
||||||
jmp xroller
|
jmp xroller
|
||||||
.endp
|
.endp
|
||||||
; ------------------------
|
; ------------------------
|
||||||
.proc roller ;
|
.proc roller ;
|
||||||
mva #21 ExplosionRadius
|
mva #21 ExplosionRadius
|
||||||
jmp xroller
|
bne babyroller.GoRoller ; 1 byte saved
|
||||||
|
; jmp xroller
|
||||||
.endp
|
.endp
|
||||||
; ------------------------
|
; ------------------------
|
||||||
.proc heavyroller
|
.proc heavyroller
|
||||||
mva #30 ExplosionRadius
|
mva #30 ExplosionRadius
|
||||||
jmp xroller
|
bne babyroller.GoRoller ; 1 byte saved
|
||||||
|
; jmp xroller
|
||||||
.endp
|
.endp
|
||||||
; ------------------------
|
; ------------------------
|
||||||
.proc riotbomb
|
.proc riotbomb
|
||||||
mva #17 ExplosionRadius
|
mva #17 ExplosionRadius
|
||||||
|
GoRiotBomb
|
||||||
jsr CalculateExplosionRange
|
jsr CalculateExplosionRange
|
||||||
jmp xriotbomb
|
jmp xriotbomb
|
||||||
.endp
|
.endp
|
||||||
; ------------------------
|
; ------------------------
|
||||||
.proc heavyriotbomb
|
.proc heavyriotbomb
|
||||||
mva #29 ExplosionRadius
|
mva #29 ExplosionRadius
|
||||||
jsr CalculateExplosionRange
|
bne riotbomb.GoRiotBomb ; 4 bytes saved - optimization :)
|
||||||
jmp xriotbomb
|
; jsr CalculateExplosionRange
|
||||||
|
; jmp xriotbomb
|
||||||
.endp
|
.endp
|
||||||
; ------------------------
|
; ------------------------
|
||||||
.proc babydigger
|
.proc babydigger
|
||||||
mva #sfx_digger sfx_effect
|
mva #1 diggery ; how many branches (-1)
|
||||||
|
GoBabydiggerSFX
|
||||||
|
mva #sfx_digger sfx_effect
|
||||||
mva #0 sandhogflag
|
mva #0 sandhogflag
|
||||||
mva #13 DigLong
|
mva #13 DigLong
|
||||||
mva #1 diggery ; how many branches (-1)
|
|
||||||
bne xdigger
|
bne xdigger
|
||||||
.endp
|
.endp
|
||||||
; ------------------------
|
; ------------------------
|
||||||
.proc digger ;
|
.proc digger ;
|
||||||
mva #sfx_digger sfx_effect
|
|
||||||
mva #0 sandhogflag
|
|
||||||
mva #13 DigLong
|
|
||||||
mva #3 diggery ; how many branches (-1)
|
mva #3 diggery ; how many branches (-1)
|
||||||
bne xdigger
|
bne babydigger.GoBabydiggerSFX
|
||||||
.endp
|
.endp
|
||||||
; ------------------------
|
; ------------------------
|
||||||
.proc heavydigger
|
.proc heavydigger
|
||||||
mva #sfx_digger sfx_effect
|
|
||||||
mva #0 sandhogflag
|
|
||||||
mva #13 DigLong
|
|
||||||
mva #7 diggery ; how many branches (-1)
|
mva #7 diggery ; how many branches (-1)
|
||||||
bne xdigger
|
bne babydigger.GoBabydiggerSFX
|
||||||
.endp
|
.endp
|
||||||
; ------------------------
|
; ------------------------
|
||||||
.proc babysandhog
|
.proc babysandhog
|
||||||
mva #sfx_sandhog sfx_effect
|
|
||||||
mva #char_sandhog_offset sandhogflag
|
|
||||||
mva #13 DigLong
|
|
||||||
mva #1 diggery ; how many branches (-1)
|
mva #1 diggery ; how many branches (-1)
|
||||||
bne xdigger
|
bne heavysandhog.GoHeavysandhogSFX
|
||||||
.endp
|
.endp
|
||||||
; ------------------------
|
; ------------------------
|
||||||
.proc sandhog
|
.proc sandhog
|
||||||
mva #sfx_sandhog sfx_effect
|
|
||||||
mva #char_sandhog_offset sandhogflag
|
|
||||||
mva #13 DigLong
|
|
||||||
mva #3 diggery ; how many branches (-1)
|
mva #3 diggery ; how many branches (-1)
|
||||||
bne xdigger
|
bne heavysandhog.GoHeavysandhogSFX
|
||||||
.endp
|
.endp
|
||||||
; ------------------------
|
; ------------------------
|
||||||
.proc heavysandhog
|
.proc heavysandhog
|
||||||
|
mva #5 diggery ; how many branches (-1)
|
||||||
|
GoHeavysandhogSFX
|
||||||
mva #sfx_sandhog sfx_effect
|
mva #sfx_sandhog sfx_effect
|
||||||
mva #char_sandhog_offset sandhogflag
|
mva #char_sandhog_offset sandhogflag
|
||||||
mva #13 DigLong
|
mva #13 DigLong
|
||||||
mva #5 diggery ; how many branches (-1)
|
|
||||||
; jmp xdigger
|
; jmp xdigger
|
||||||
.endp
|
.endp
|
||||||
; ------------------------
|
; ------------------------
|
||||||
@@ -691,6 +688,7 @@ ToHighFill
|
|||||||
mwa EndOfTheBarrelX xbyte
|
mwa EndOfTheBarrelX xbyte
|
||||||
mva EndOfTheBarrelY ybyte
|
mva EndOfTheBarrelY ybyte
|
||||||
mva #0 ybyte+1
|
mva #0 ybyte+1
|
||||||
|
sta LaserFlag ; turn on gravity and wind after shot :)
|
||||||
|
|
||||||
mwa xdraw LaserCoordinate
|
mwa xdraw LaserCoordinate
|
||||||
mwa ydraw LaserCoordinate+2
|
mwa ydraw LaserCoordinate+2
|
||||||
@@ -943,6 +941,14 @@ ExplodeNow
|
|||||||
; --------------------------------------------------
|
; --------------------------------------------------
|
||||||
.proc checkRollDirection
|
.proc checkRollDirection
|
||||||
; check rolling direction (for roller and other rolling weapons)
|
; check rolling direction (for roller and other rolling weapons)
|
||||||
|
; xdraw (word) - X coordinate
|
||||||
|
; Y coordinate is taken from mountaintable and go to ydraw (word)
|
||||||
|
; shoot direction is taken from VX+3
|
||||||
|
; result:
|
||||||
|
; HowMuchToFall - direction
|
||||||
|
; $FF - we are in a hole (flying in missile direction)
|
||||||
|
; 1 - right, 2 - left
|
||||||
|
; --------------------------------------------------
|
||||||
ldy #0
|
ldy #0
|
||||||
adw xdraw #mountaintable tempXROLLER
|
adw xdraw #mountaintable tempXROLLER
|
||||||
lda (tempXROLLER),y
|
lda (tempXROLLER),y
|
||||||
@@ -962,15 +968,12 @@ PositiveVelocity
|
|||||||
; 1 - right, 2 - left
|
; 1 - right, 2 - left
|
||||||
mva #$ff HowMuchToFall
|
mva #$ff HowMuchToFall
|
||||||
mva ydraw HeightRol
|
mva ydraw HeightRol
|
||||||
;mwa #mountaintable tempXROLLER - It's already done !!!
|
|
||||||
;adw tempXROLLER xdraw
|
|
||||||
SeekLeft
|
SeekLeft
|
||||||
cpw tempXROLLER #mountaintable
|
cpw tempXROLLER #mountaintable
|
||||||
beq GoRightNow ; "bounce" if we have on left end
|
beq GoRightNow ; "bounce" if we have on left end
|
||||||
.nowarn dew tempXROLLER
|
.nowarn dew tempXROLLER
|
||||||
lda (tempXROLLER),y ;fukk! beware of Y value
|
lda (tempXROLLER),y ;fukk! beware of Y value
|
||||||
cmp HeightRol
|
cmp HeightRol
|
||||||
;bne HowMuchToFallLeft
|
|
||||||
HowMuchToFallLeft
|
HowMuchToFallLeft
|
||||||
bcs GoRightNow
|
bcs GoRightNow
|
||||||
mva #1 HowMuchToFall
|
mva #1 HowMuchToFall
|
||||||
@@ -982,9 +985,7 @@ SeekRight
|
|||||||
inw tempXROLLER
|
inw tempXROLLER
|
||||||
lda (tempXROLLER),y
|
lda (tempXROLLER),y
|
||||||
cmp HeightRol
|
cmp HeightRol
|
||||||
;bne HowMuchToFallRight
|
|
||||||
HowMuchToFallRight
|
HowMuchToFallRight
|
||||||
; check if up or down
|
|
||||||
bcs HowMuchToFallKnown
|
bcs HowMuchToFallKnown
|
||||||
lda HowMuchToFall
|
lda HowMuchToFall
|
||||||
bpl ItIsLeftAlready
|
bpl ItIsLeftAlready
|
||||||
@@ -1160,16 +1161,19 @@ afterInventory
|
|||||||
jsr MakeDarkScreen
|
jsr MakeDarkScreen
|
||||||
jsr DisplayStatus
|
jsr DisplayStatus
|
||||||
jsr SetMainScreen
|
jsr SetMainScreen
|
||||||
jsr WaitOneFrame
|
|
||||||
jsr DrawTanks
|
jsr DrawTanks
|
||||||
|
;jsr WaitOneFrame ; not necessary
|
||||||
|
bit LazyFlag
|
||||||
|
bvc NoLazy
|
||||||
|
jsr LazyBoys
|
||||||
|
NoLazy
|
||||||
bit SpyHardFlag
|
bit SpyHardFlag
|
||||||
bpl NoSpyHard
|
bpl NoSpyHard
|
||||||
jsr SpyHard
|
jsr SpyHard
|
||||||
NoSpyHard
|
NoSpyHard
|
||||||
RmtSong song_ingame
|
RmtSong song_ingame
|
||||||
mva #0 escFlag
|
mva #0 escFlag
|
||||||
jsr WaitForKeyRelease
|
jmp ReleaseAndLoop
|
||||||
jmp BeforeFire
|
|
||||||
@
|
@
|
||||||
cmp #$80|@kbcode._up
|
cmp #$80|@kbcode._up
|
||||||
jeq CTRLPressedUp
|
jeq CTRLPressedUp
|
||||||
@@ -1178,8 +1182,17 @@ NoSpyHard
|
|||||||
cmp #$80|@kbcode._tab
|
cmp #$80|@kbcode._tab
|
||||||
jeq CTRLPressedTAB
|
jeq CTRLPressedTAB
|
||||||
|
|
||||||
and #$3f ;CTRL and SHIFT ellimination
|
|
||||||
jumpFromStick
|
jumpFromStick
|
||||||
|
.IF TARGET = 800
|
||||||
|
cmp #$80|17 ; Ctrl+Help
|
||||||
|
bne NoVdebugSwitch
|
||||||
|
lda Vdebug
|
||||||
|
eor #$ff
|
||||||
|
sta Vdebug
|
||||||
|
jmp ReleaseAndLoop
|
||||||
|
NoVdebugSwitch
|
||||||
|
.ENDIF
|
||||||
|
and #$3f ;CTRL and SHIFT ellimination
|
||||||
cmp #@kbcode._up ; $e
|
cmp #@kbcode._up ; $e
|
||||||
jeq pressedUp
|
jeq pressedUp
|
||||||
cmp #@kbcode._down ; $f
|
cmp #@kbcode._down ; $f
|
||||||
@@ -1196,7 +1209,14 @@ jumpFromStick
|
|||||||
jeq pressedM
|
jeq pressedM
|
||||||
cmp #@kbcode._S ; $3e ; S
|
cmp #@kbcode._S ; $3e ; S
|
||||||
jeq pressedS
|
jeq pressedS
|
||||||
jmp notpressed
|
.IF TARGET = 800
|
||||||
|
cmp #61 ; G
|
||||||
|
bne EndKeys
|
||||||
|
jsr SelectNextGradient.NotWind
|
||||||
|
jmp ReleaseAndLoop
|
||||||
|
.ENDIF
|
||||||
|
EndKeys
|
||||||
|
jmp notpressed
|
||||||
checkJoy
|
checkJoy
|
||||||
;------------JOY-------------
|
;------------JOY-------------
|
||||||
;happy happy joy joy
|
;happy happy joy joy
|
||||||
@@ -1376,8 +1396,7 @@ pressedTAB
|
|||||||
lda ActiveWeapon,x
|
lda ActiveWeapon,x
|
||||||
jsr HowManyBullets ; and we have qty of owned shells. Ufff....
|
jsr HowManyBullets ; and we have qty of owned shells. Ufff....
|
||||||
beq pressedTAB
|
beq pressedTAB
|
||||||
jsr WaitForKeyRelease
|
bne ReleaseAndLoop
|
||||||
jmp BeforeFire
|
|
||||||
|
|
||||||
CTRLpressedTAB
|
CTRLpressedTAB
|
||||||
mva #sfx_purchase sfx_effect
|
mva #sfx_purchase sfx_effect
|
||||||
@@ -1394,21 +1413,20 @@ CTRLpressedTAB
|
|||||||
lda ActiveWeapon,x
|
lda ActiveWeapon,x
|
||||||
jsr HowManyBullets ; and we have qty of owned shells. Ufff....
|
jsr HowManyBullets ; and we have qty of owned shells. Ufff....
|
||||||
beq CTRLpressedTAB
|
beq CTRLpressedTAB
|
||||||
jsr WaitForKeyRelease
|
bne ReleaseAndLoop
|
||||||
jmp BeforeFire
|
|
||||||
|
|
||||||
pressedM
|
pressedM
|
||||||
; have you tried turning the music off and on again?
|
; have you tried turning the music off and on again?
|
||||||
lda #$ff
|
lda #$ff
|
||||||
eor:sta noMusic
|
eor:sta noMusic
|
||||||
RmtSong song_ingame
|
RmtSong song_ingame
|
||||||
jsr WaitForKeyRelease
|
jmp ReleaseAndLoop
|
||||||
jmp BeforeFire
|
|
||||||
|
|
||||||
pressedS
|
pressedS
|
||||||
; have you tried turning sfx off and on again?
|
; have you tried turning sfx off and on again?
|
||||||
lda #$ff
|
lda #$ff
|
||||||
eor:sta noSfx
|
eor:sta noSfx
|
||||||
|
ReleaseAndLoop
|
||||||
jsr WaitForKeyRelease
|
jsr WaitForKeyRelease
|
||||||
jmp BeforeFire
|
jmp BeforeFire
|
||||||
|
|
||||||
@@ -1458,17 +1476,16 @@ AfterOffensiveText
|
|||||||
cmp #ind_Laser__________ ; laser
|
cmp #ind_Laser__________ ; laser
|
||||||
bne NotStrongShoot
|
bne NotStrongShoot
|
||||||
; Laser: (not)very strong - invisible - shot for laser beam end coordinates
|
; Laser: (not)very strong - invisible - shot for laser beam end coordinates
|
||||||
|
bit Vdebug
|
||||||
|
bmi @+
|
||||||
mva #0 color
|
mva #0 color
|
||||||
lda #1
|
@ lda #1
|
||||||
sta Force
|
sta Force
|
||||||
sta Force+1
|
sta Force+1
|
||||||
mva #$ff LaserFlag ; $ff - Laser
|
mva #$ff LaserFlag ; $ff - Laser
|
||||||
bne AfterStrongShoot
|
bne AfterStrongShoot
|
||||||
NotStrongShoot
|
NotStrongShoot
|
||||||
lda ForceTableL,x
|
jsr Table2Force
|
||||||
sta Force
|
|
||||||
lda ForceTableH,x
|
|
||||||
sta Force+1
|
|
||||||
bit TestFlightFlag
|
bit TestFlightFlag
|
||||||
bmi AfterStrongShoot
|
bmi AfterStrongShoot
|
||||||
mva #sfx_shoot sfx_effect
|
mva #sfx_shoot sfx_effect
|
||||||
@@ -1755,7 +1772,10 @@ LaserNoWalls
|
|||||||
bit TestFlightFlag
|
bit TestFlightFlag
|
||||||
bmi nowait
|
bmi nowait
|
||||||
bit LaserFlag ; faster laser prepare
|
bit LaserFlag ; faster laser prepare
|
||||||
bmi nowait
|
bpl nolaserwait
|
||||||
|
bit Vdebug
|
||||||
|
bpl nowait
|
||||||
|
nolaserwait
|
||||||
lda color
|
lda color
|
||||||
beq nonowait ; smoke tracer erases slowly
|
beq nonowait ; smoke tracer erases slowly
|
||||||
lda tracerflag
|
lda tracerflag
|
||||||
@@ -1796,10 +1816,16 @@ SkipCollisionCheck
|
|||||||
mwa ytraj+1 ydraw
|
mwa ytraj+1 ydraw
|
||||||
|
|
||||||
bit TestFlightFlag
|
bit TestFlightFlag
|
||||||
bvs NoUnPlot
|
bvc NoTestFlight
|
||||||
lda tracerflag
|
bit Vdebug
|
||||||
|
bpl NoUnplot
|
||||||
|
jsr WaitOneFrame ; visualize AI targeting
|
||||||
|
jmp YesUnPlot
|
||||||
|
NoTestFlight
|
||||||
|
lda tracerflag
|
||||||
bne NoUnPlot
|
bne NoUnPlot
|
||||||
|
|
||||||
|
YesUnPlot
|
||||||
jsr UnPlot
|
jsr UnPlot
|
||||||
|
|
||||||
NoUnPlot
|
NoUnPlot
|
||||||
@@ -1951,11 +1977,7 @@ BouncyCastle
|
|||||||
; ---------------- get fire parameters again
|
; ---------------- get fire parameters again
|
||||||
|
|
||||||
ldx TankNr
|
ldx TankNr
|
||||||
lda ActiveWeapon,x
|
jsr Table2Force
|
||||||
lda ForceTableL,x
|
|
||||||
sta Force
|
|
||||||
lda ForceTableH,x
|
|
||||||
sta Force+1
|
|
||||||
lda AngleTable,x
|
lda AngleTable,x
|
||||||
sta Angle
|
sta Angle
|
||||||
|
|
||||||
@@ -2383,6 +2405,7 @@ NoWall
|
|||||||
; X and TankNr - index of shooting tank
|
; X and TankNr - index of shooting tank
|
||||||
; -------------------------------------------------
|
; -------------------------------------------------
|
||||||
mva #sfx_sandhog sfx_effect
|
mva #sfx_sandhog sfx_effect
|
||||||
|
.IF FASTER_GRAF_PROCS = 1
|
||||||
ldy #0 ; byte counter (from 0 to 39)
|
ldy #0 ; byte counter (from 0 to 39)
|
||||||
NextColumn
|
NextColumn
|
||||||
; big loop - we repat internal loops for each column of bytes
|
; big loop - we repat internal loops for each column of bytes
|
||||||
@@ -2417,6 +2440,26 @@ NextLine2
|
|||||||
iny
|
iny
|
||||||
cpy #40
|
cpy #40
|
||||||
bne NextColumn
|
bne NextColumn
|
||||||
|
.ELSE
|
||||||
|
mva #1 color
|
||||||
|
mwa #120 ydraw
|
||||||
|
NextLineSlow
|
||||||
|
lda #0
|
||||||
|
sta xdraw
|
||||||
|
sta xdraw+1
|
||||||
|
NextPixelSlow
|
||||||
|
bit random
|
||||||
|
bpl NoPlot
|
||||||
|
bvc NoPlot
|
||||||
|
jsr plot.MakePlot
|
||||||
|
NoPlot
|
||||||
|
inw xdraw
|
||||||
|
cpw xdraw #screenwidth
|
||||||
|
bne NextPixelSlow
|
||||||
|
dec ydraw
|
||||||
|
dec ydraw
|
||||||
|
bpl NextLineSlow
|
||||||
|
.ENDIF
|
||||||
; and we have "snow" :)
|
; and we have "snow" :)
|
||||||
lda #0
|
lda #0
|
||||||
ldx TankNr
|
ldx TankNr
|
||||||
@@ -2454,6 +2497,7 @@ InverseScreenByte
|
|||||||
mvx TankNr TargetTankNr ; save
|
mvx TankNr TargetTankNr ; save
|
||||||
RepeatSpy
|
RepeatSpy
|
||||||
mvx #0 TankNr
|
mvx #0 TankNr
|
||||||
|
stx SpyHardFlag ; 0 - optimization
|
||||||
CheckNextTankSH
|
CheckNextTankSH
|
||||||
cpx TargetTankNr
|
cpx TargetTankNr
|
||||||
beq ThisTankItsMe
|
beq ThisTankItsMe
|
||||||
@@ -2484,7 +2528,6 @@ SelectNextTank
|
|||||||
SpyHardEnd
|
SpyHardEnd
|
||||||
mvx TargetTankNr TankNr ; restore
|
mvx TargetTankNr TankNr ; restore
|
||||||
jsr DisplaySpyInfo
|
jsr DisplaySpyInfo
|
||||||
mva #0 SpyHardFlag
|
|
||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
.proc DisplaySpyInfo
|
.proc DisplaySpyInfo
|
||||||
@@ -2495,6 +2538,42 @@ SpyHardEnd
|
|||||||
rts
|
rts
|
||||||
.endp
|
.endp
|
||||||
; -------------------------------------------------
|
; -------------------------------------------------
|
||||||
|
.proc LazyBoys
|
||||||
|
; -------------------------------------------------
|
||||||
|
mva #sfx_lazy_boys sfx_effect
|
||||||
|
jsr PrepareAIShoot
|
||||||
|
ldx TankNr
|
||||||
|
bit LazyFlag
|
||||||
|
bmi GoDarwin
|
||||||
|
jsr FindBestTarget2 ; find nearest tank neighbour
|
||||||
|
jsr LazyAim
|
||||||
|
lda #%00000000 ; set "visual aiming" off
|
||||||
|
beq EndLazy
|
||||||
|
GoDarwin
|
||||||
|
jsr FindBestTarget3 ; find target with lowest energy
|
||||||
|
jsr LazyAim
|
||||||
|
lda #%10000000
|
||||||
|
EndLazy
|
||||||
|
sta TestFlightFlag ; set "visual aiming" on
|
||||||
|
mva #0 LazyFlag
|
||||||
|
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
|
||||||
|
jsr MoveBarrelToNewPosition
|
||||||
|
rts
|
||||||
|
.endp
|
||||||
|
; -------------------------------------------------
|
||||||
.proc TankFlying
|
.proc TankFlying
|
||||||
; -------------------------------------------------
|
; -------------------------------------------------
|
||||||
; This routine is run from inside of the main loop
|
; This routine is run from inside of the main loop
|
||||||
@@ -2607,8 +2686,7 @@ KeyboardAndJoyCheck
|
|||||||
mva #sfx_tank_move sfx_effect
|
mva #sfx_tank_move sfx_effect
|
||||||
lda ShieldEnergy,x
|
lda ShieldEnergy,x
|
||||||
cmp #20
|
cmp #20
|
||||||
bne notpressed
|
bne LotOfFuel
|
||||||
nop
|
|
||||||
|
|
||||||
; display text 4x4 - low fuel
|
; display text 4x4 - low fuel
|
||||||
mwa #hoverEmpty LineAddress4x4
|
mwa #hoverEmpty LineAddress4x4
|
||||||
@@ -2619,9 +2697,9 @@ KeyboardAndJoyCheck
|
|||||||
sbc #12
|
sbc #12
|
||||||
sta LineYdraw
|
sta LineYdraw
|
||||||
jsr TypeLine4x4.variableLength
|
jsr TypeLine4x4.variableLength
|
||||||
|
|
||||||
ldx TankNr
|
ldx TankNr
|
||||||
|
|
||||||
|
LotOfFuel
|
||||||
notpressed
|
notpressed
|
||||||
; let's animate "engine"
|
; let's animate "engine"
|
||||||
jsr DrawTankEngine
|
jsr DrawTankEngine
|
||||||
@@ -2773,7 +2851,7 @@ CheckCollisionWithTankLoop
|
|||||||
; it is tricky but fast and much shorter
|
; it is tricky but fast and much shorter
|
||||||
lda xtankstableL,x
|
lda xtankstableL,x
|
||||||
sec
|
sec
|
||||||
sbc #9 ; 2 pixels more on left side + tan width
|
sbc #9 ; 2 pixels more on left side + tank width
|
||||||
tay
|
tay
|
||||||
lda xtankstableH,x
|
lda xtankstableH,x
|
||||||
sbc #0
|
sbc #0
|
||||||
@@ -2829,9 +2907,14 @@ ItIsMe
|
|||||||
mva #1 Erase
|
mva #1 Erase
|
||||||
jsr DrawTankNr
|
jsr DrawTankNr
|
||||||
mva #0 Erase
|
mva #0 Erase
|
||||||
|
; x correction for P/M
|
||||||
|
; --
|
||||||
|
.IF XCORRECTION_FOR_PM = 1
|
||||||
lda XtankstableL,x
|
lda XtankstableL,x
|
||||||
and #%11111110 ; correction for PM
|
and #%11111110 ; correction for PM
|
||||||
sta XtankstableL,x
|
sta XtankstableL,x
|
||||||
|
.ENDIF
|
||||||
|
; --
|
||||||
GoDown
|
GoDown
|
||||||
|
|
||||||
mwa #mountaintable temp
|
mwa #mountaintable temp
|
||||||
|
|||||||
Reference in New Issue
Block a user