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Author SHA1 Message Date
Pirx ea08663c0b README updt 2026-01-06 09:55:15 -05:00
Pecusx 463c2da083 Merge pull request #176 from pkali/develop
Team symbol on the player name entry screen (difficulty level).
2026-01-05 11:43:19 +01:00
Pecusx 200ce4e57d Team symbol on the player name entry screen (difficulty level). 2026-01-05 11:39:54 +01:00
Pecusx 559b73b172 Merge pull request #175 from pkali/develop
Splash screen
2026-01-03 14:16:16 +01:00
Pecusx e0008e1de1 Splash screen 2026-01-03 14:14:50 +01:00
Pirx 500b27b6dd README updt 2026-01-02 16:19:23 -05:00
Pecusx 4422ff137a Merge pull request #174 from pkali/develop
A team play option has been added.
2026-01-02 21:56:07 +01:00
Pecusx ea09c98433 Smol credits update 2026-01-02 21:27:15 +01:00
Pecusx 33e4351607 New car flasher 2026-01-02 21:00:11 +01:00
Pecusx c92c002761 New cartridge image 2026-01-02 20:31:12 +01:00
Pecusx 5bedb6364e Another splash 2026-01-02 19:53:49 +01:00
Pecusx 3b4a57917d Prepare for new splash 2026-01-01 21:15:11 +01:00
Pirx 7cc5125720 cleanup 2026-01-01 12:46:29 -05:00
Pirx 1d90c131e7 Alex splash 2026-01-01 12:45:01 -05:00
Pecusx 49197b1169 C64 update 2025-12-30 13:16:58 +01:00
Pecusx 24fa4fcd37 Cartridge image - new manuals 2025-12-30 13:10:06 +01:00
Pecusx eb37328b8b A5200 binary 2025-12-29 20:56:23 +01:00
Pecusx e54b111300 Manuals executables 2025-12-29 20:48:17 +01:00
Pecusx d498cd181e Opty - Long Schlong detection in AI aioming 2025-12-24 23:26:10 +01:00
Pecusx 6b02c77833 Smol correction 2025-12-23 18:57:25 +01:00
Pecusx b0c88cb12e Manuals update 2025-12-23 18:49:30 +01:00
Pecusx 0205dc0666 Manuals update 2025-12-23 18:35:51 +01:00
Pecusx d29b8418e4 Teams sortnig and earned money bug fix 2025-12-22 22:44:36 +01:00
Pecusx 8510b5cd5a No AI or Joy symbols after Team game 2025-12-22 11:22:09 +01:00
Pecusx 48ba864b70 And Final result display for Teams 2025-12-22 11:04:19 +01:00
Pecusx 12eba970d9 Teams results calculation and display 2025-12-22 10:50:32 +01:00
Pecusx c31de4884d Prepare variables for Team game summary 2025-12-21 23:44:19 +01:00
Pecusx 77a468b9c1 10 or 20 rounds in Team game and better credits 2025-12-21 00:14:57 +01:00
Pecusx 3de9e001f0 Only 10 rounds in Team game 2025-12-20 23:46:08 +01:00
Pecusx 3fa3d417e2 Round end in Team game 2025-12-20 17:55:34 +01:00
Pecusx 24de89d9eb G in Main Menu - change colors (Gradient) 2025-12-20 16:37:56 +01:00
Pecusx cff106297d Better keyboart handling 2025-12-20 16:31:51 +01:00
Pecusx adaaf2ffbf Teams colors added 2025-12-19 22:43:39 +01:00
Pecusx dac1a7bdce AI in Team mode works 2025-12-19 14:38:04 +01:00
Pecusx a9b6d6b729 Teams names display 2025-12-19 12:34:27 +01:00
Pirx e393516d1d Merge branch 'text5bit' into develop 2025-12-18 21:42:54 -05:00
Pecusx 6a72c11363 Small "t" as team symbol.
For easier BIT operations :)
2025-12-18 22:19:55 +01:00
Pirx 94fe41a745 5 bits workinggit status! 2025-12-18 14:56:11 -05:00
Pecusx 4c09466506 C64 ver. update 2025-12-18 14:04:09 +01:00
Pecusx 9be0d0af5c New proc but no memory :(
SetTeamsOrPlayerHeaders
2025-12-18 11:36:10 +01:00
Pecusx aed48e1608 Some texts added - The A-Team :) 2025-12-17 23:04:48 +01:00
Pecusx 95d58ec264 Teams option only for 4 or 6 players 2025-12-17 11:46:25 +01:00
Pecusx 12b180311f Preapare for TEAMS
Variable and menu option added.
2025-12-17 11:03:30 +01:00
Pecusx 3fce9c2750 Merge branch 'develop' of https://github.com/pkali/scorch_src into develop 2025-01-28 20:58:57 +01:00
Pecusx 88cf3b32d3 New, smaller, flasher 2025-01-28 20:58:53 +01:00
Pirx 9c939709a3 Merge pull request #173 from pkali/develop
readme updt.
2025-01-27 18:12:01 -05:00
Pirx b0a131da38 readme updt. 2025-01-27 18:10:58 -05:00
Pecusx 14b022f391 Better flasher 2025-01-27 18:40:08 +01:00
Pecusx f1b49b3f7e New flasher 2025-01-27 17:13:18 +01:00
Pecusx 31a6a99174 and flasher 2025-01-21 17:49:23 +01:00
Pecusx 7f8802d319 2025 in end scroll 2025-01-21 14:55:33 +01:00
Pecusx 38849837f1 Merge branch 'develop' of https://github.com/pkali/scorch_src into develop 2025-01-20 19:01:00 +01:00
Pecusx 59084cb91b New flasher 2025-01-20 19:00:52 +01:00
Pirx ac6bab17d4 Merge pull request #172 from pkali/develop
v1.52
2025-01-20 12:17:09 -05:00
Pirx 0546acbc49 Merge pull request #171 from pkali/master
v1.52
2025-01-20 12:15:48 -05:00
Pecusx f56bbc6ff0 Update all atari files 2025-01-20 17:54:08 +01:00
Pirx 5fd6d44d67 it is the current year 2025-01-20 10:06:52 -05:00
Pirx bef9b0bd95 rmtplayer 2nd pokey init 2025-01-20 09:59:15 -05:00
Pecusx ce7fb02768 New version!!! 2025-01-20 14:38:06 +01:00
Pecusx 71296b4a29 Update README.md 2025-01-20 13:55:48 +01:00
Pecusx 9e66f9cc00 Cartridge image 2025-01-20 13:42:20 +01:00
Pecusx 8ebb689d5f Very rare interrupts problem 2025-01-20 11:30:33 +01:00
Pecusx be491ae737 Merge pull request #170 from pkali/develop
Better keyboard handling
2025-01-20 09:13:46 +01:00
Pecusx e8af94ba5d Better keyboard handling 2025-01-20 09:10:43 +01:00
Pirx ad88cebcb4 Merge pull request #169 from pkali/develop
1.51
2025-01-17 14:00:11 -05:00
Pirx 201a22d489 Merge branch 'master' into develop 2025-01-17 13:59:56 -05:00
Pirx 2b317bc528 README updt 2025-01-17 13:57:01 -05:00
Pecusx 1af496a80d Cartridge flasher 2025-01-16 19:55:18 +01:00
Pecusx 0210a43f7d Executables update 2024-11-07 22:59:59 +01:00
Pecusx fe07656c27 Smol fix 2024-11-06 23:36:41 +01:00
Pecusx e975ad7ead Oooops... :) 2024-11-06 13:55:51 +01:00
Pecusx 53a236afe2 PlasmaBlast! 2024-11-06 13:34:20 +01:00
Pecusx 590c1f7c9f PlasmaBlast first attempt 2024-11-05 21:59:30 +01:00
Pecusx 3341773dcd Opty and PlasmaBlast idea 2024-11-05 21:39:20 +01:00
Pirx 990931176e WIP circle test (not working) 2024-11-05 14:12:15 -05:00
Pecusx 4b5316a5f5 New (faster) Circle proc - 43b saved 2024-11-05 18:13:10 +01:00
Pecusx df456e5544 No VuMeters if no music. 2024-03-23 21:04:09 +01:00
Pecusx bd17841ac0 Smol opty again 2024-03-23 20:57:05 +01:00
Pecusx 956f844ed3 Very smol opty. 2024-03-22 13:58:04 +01:00
Pecusx 35f9847354 Opty! :) 56b 2024-03-20 12:33:24 +01:00
Pecusx 12eebaedec Update README.md 2024-03-16 23:33:15 +01:00
Pirx 9e8446abe4 Merge pull request #168 from pkali/develop
v1.50
2024-03-15 16:54:29 -04:00
Pirx 324b42855a readme updt 2024-03-15 16:41:34 -04:00
Pirx 81e3de877b readme updt 2024-03-15 16:27:39 -04:00
Pirx 2333a5d6bc WUDSN header 2024-03-15 16:04:48 -04:00
Pirx 20fd262fbd readme updt 2024-03-15 16:04:48 -04:00
Pecusx 8980ba2ee2 Cart flasher added 2024-03-15 20:55:22 +01:00
Pecusx 0e699ce41a Strong port flaut fixed! Again :)
And better wind speed display.
2024-03-14 19:47:23 +01:00
Pecusx 630c5eaa1a Strong port flaut fixed! 2024-03-13 22:42:09 +01:00
Pecusx ce741f05dd The great return of Ctrl+TAB 2024-03-13 19:43:27 +01:00
Pecusx a52c48bb25 VUmeter for dead people fix. 2024-03-13 12:52:55 +01:00
Pecusx 06298c856b Better VUmeter :) 2024-03-13 10:14:18 +01:00
Pecusx 9e8187fc0d VUmeter bug fix and Oooopty! 2024-03-12 20:49:40 +01:00
Pecusx 72c9d7952b Invisible Napalm bug fixed! 2024-03-12 09:56:57 +01:00
Pirx a307059107 Merge pull request #167 from pkali/develop
v1.48
2024-03-11 16:11:49 -04:00
Pecusx 26b0fae5d1 Update version number - 1.48 2024-03-11 18:22:38 +01:00
Pecusx c029db1718 Two different VU meters :) 2024-03-10 21:49:16 +01:00
Pecusx 1fb0f39d1f Cyborgs prefer humans again! 2024-03-09 19:28:00 +01:00
Pecusx 736b822c90 Update README.md
Smol fix
2024-03-05 20:47:50 +01:00
Pecusx f406c7f02f Update README.md 2024-03-05 20:46:33 +01:00
Pecusx 8540fb5746 Update Cartridge image. 2024-03-05 10:48:43 +01:00
Pirx 4babab5135 manuals.xex update 2024-03-04 18:40:37 -05:00
Pirx 05f304ef60 manual.xex WIP 2024-03-04 18:35:04 -05:00
Pecusx 6ad0ecdd50 RTCLOK fix! 2024-03-04 22:47:38 +01:00
Pecusx f0fb32d405 Manuals update (Long Schlong) 2024-03-04 10:34:53 +01:00
Pecusx f39c9fd289 Manuals update and new cartridge image file. 2024-03-03 19:30:23 +01:00
Pecusx 09a5459930 Fixet Esc bug (A5200) and VU meters timer set to 1minute 2024-03-03 17:03:02 +01:00
Pecusx 6312dec69e Opty!
VU Meters and Meteors work together
2024-03-02 00:28:08 +01:00
Pecusx 75fd6c494a VU Meter after 10s. :) 2024-03-01 14:16:26 +01:00
Pecusx 2d1c50bf97 DrawMountains with ClearSky on C64
not tested :)
2024-02-29 14:34:57 +01:00
Pecusx 5852b8f318 Smol opty 2024-02-29 12:58:24 +01:00
Pecusx d25419c353 Tanks sequence randomization opty 2024-02-29 12:43:36 +01:00
Pecusx 3ce3539d0e Hovercraft opty (11 bytes :) ) 2024-02-28 19:20:59 +01:00
Pirx 29a1561a4a 5200 purchase link 2024-02-02 21:35:49 -05:00
Pirx f83a44c3d9 Merge branch 'master' into develop 2024-02-02 20:41:29 -05:00
Pirx 0807f1f2b7 bin updt 2024-02-02 20:38:39 -05:00
Pirx d82304ad84 5200 cart updt 2024-02-02 20:37:02 -05:00
Pecusx 77d6e7113f Correct AI purchase 2024-01-30 10:48:01 +01:00
Pecusx ccd30e3700 Better place for propaganda! 2024-01-30 10:41:28 +01:00
Pecusx a15f342cb7 Better descriptions of "propaganda" weapon. 2024-01-30 09:16:09 +01:00
Pecusx a6d95b4f8e C64 soildown works! 2024-01-29 21:58:38 +01:00
Pecusx c24e5823fa Happy New Year
C64 version failed! ??
2024-01-29 09:29:44 +01:00
Pirx e1460da157 price we pay for propaganda 2024-01-27 14:31:59 -05:00
Pecusx 0b165a1338 X randomize in Propaganda 2024-01-27 18:57:09 +01:00
Pirx 76eceb77ca moar propaganda :O 2024-01-27 10:36:38 -05:00
Pecusx c51b0b8659 Propaganda works 2024-01-27 16:12:52 +01:00
Pecusx 0c83afc9c0 Ops... 2024-01-27 15:46:42 +01:00
Pecusx c2936e1d4c Merge branch 'develop' of https://github.com/pkali/scorch_src into develop 2024-01-27 15:42:47 +01:00
Pecusx 8fa0ad1112 Bettar propaganda texts 2024-01-27 15:42:33 +01:00
Pirx 73e2f0d7f9 fur deutschland 2024-01-27 09:34:29 -05:00
Pirx db2c85565f propaganda reshuffle 2024-01-27 09:29:10 -05:00
Pecusx 6d4274b1b9 Propaganda SFX 2024-01-27 15:24:04 +01:00
Pecusx 210fc0bfc4 Propaganda (test) 2024-01-27 14:55:42 +01:00
Pecusx 5901af397d Money calculations opty. 2023-12-28 18:34:01 +01:00
Pecusx 84b5904f44 A slightly faster SoilDown. 2023-11-15 19:14:18 +01:00
Pecusx 9c6816685c SoilDown opty. 2023-11-15 17:36:49 +01:00
Pecusx 47efa6292e Faster Circle 2023-11-15 15:06:40 +01:00
Pecusx 19caf28ac5 C64 code update 2023-11-08 11:24:35 +01:00
Pecusx dfef25c7b2 Added support for long button press in the main menu (like Tab) and in the activation menu (activation). 2023-11-08 09:48:44 +01:00
Pecusx 44610ec89e Fixed WhiteFlag bug and added remembering selected joy port between games 2023-11-07 09:32:33 +01:00
Pecusx 939365a009 Splash is optional now. 2023-11-06 14:31:52 +01:00
Pecusx aed31b821e All inputs (keyboard and joy) in separate module 2023-10-27 14:27:05 +02:00
Pecusx c8e8573104 Opty 2023-10-27 13:54:40 +02:00
Pecusx 0420ec20c6 Opty and prepare for turbo in C64 2023-10-27 09:55:07 +02:00
Pecusx 0320b000b3 Option key fix and opty 2023-10-27 08:47:50 +02:00
Pecusx 2c0132fd9f Another smol opty 2023-10-26 20:21:20 +02:00
Pecusx bd6418ce88 Opty - thanks @Irgendwer 2023-10-26 19:51:27 +02:00
Pecusx fa43529e92 More memory - opty 2023-10-26 19:18:15 +02:00
Pecusx dc60a1dd52 It works! 2023-10-26 18:50:51 +02:00
Pecusx c8e671ffb8 Fire button fixed 2023-10-26 16:19:55 +02:00
Pecusx 1d31b63ecf Keyboard and Joys - GetKey works 2023-10-26 16:04:33 +02:00
Pecusx 1791ab9869 Better GetKey but..... 2023-10-26 15:45:37 +02:00
Pecusx 803dfdf9a3 Allways use GetKey 2023-10-26 14:19:03 +02:00
67 changed files with 13420 additions and 3428 deletions
+2 -1
View File
@@ -9,7 +9,8 @@
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)2000-2023" dta d" (un)2000-"
year ; 4 bytes from scorch.asm
.IF TARGET = 800 .IF TARGET = 800
dta d" Please select option with " dta d" Please select option with "
+18 -9
View File
@@ -109,6 +109,8 @@ EndOfUnPlot
.proc plot ;plot (xdraw, ydraw, color) .proc plot ;plot (xdraw, ydraw, color)
; color == 1 --> put pixel ; color == 1 --> put pixel
; color == 0 --> erase pixel ; color == 0 --> erase pixel
; xdraw (word) - X coordinate
; ydraw (word) - Y coordinate
; this is one of the most important routines in the whole ; this is one of the most important routines in the whole
; game. If you are going to speed up the game, start with ; game. If you are going to speed up the game, start with
; plot - it is used by every single effect starting from explosions ; plot - it is used by every single effect starting from explosions
@@ -165,9 +167,11 @@ ClearPlot
.proc ExPlot ;ExPlot (EplotX, EplotY) .proc ExPlot ;ExPlot (EplotX, EplotY)
; EOR plot: ; EOR plot:
; Inverts color of a pixel ; Inverts color of a pixel
; EplotX (word) - X coordinate
; EplotY (byte) - Y coordinate
; Note: No coordinate control!!! ; Note: No coordinate control!!!
; With off-screen coordinates, it can damage main program. ; With off-screen coordinates, it can damage main program.
; only for ingame meteors ; only for ingame meteors - for Atari only
; ----------------------------------------- ; -----------------------------------------
; let's calculate coordinates from xdraw and ydraw ; let's calculate coordinates from xdraw and ydraw
;xbyte = xbyte/8 ;xbyte = xbyte/8
@@ -195,8 +199,10 @@ ClearPlot
; ----------------------------------------- ; -----------------------------------------
.proc point_plot .proc point_plot
; ----------------------------------------- ; -----------------------------------------
; checks state of the pixel (coordinates in xdraw and ydraw) ; checks state of the pixel (coordinates in xdraw and ydraw)
; result is in A (zero or appropriate bit is set) ; xdraw (word) - X coordinate
; ydraw (word) - Y coordinate
; result is in A (0 - point is set; appropriate bit is set - point is clear) INVERTED!
; let's calculate coordinates from xdraw and ydraw ; let's calculate coordinates from xdraw and ydraw
@@ -220,13 +226,15 @@ ClearPlot
ldx xdraw ; optimization (256 bytes long bittable) ldx xdraw ; optimization (256 bytes long bittable)
lda (xbyte),y lda (xbyte),y
eor #$ff
and bittable1_long,x and bittable1_long,x
rts rts
.endp .endp
;-------------------------------------------------- ;--------------------------------------------------
.proc drawmountains .proc drawmountains
;-------------------------------------------------- ;--------------------------------------------------
; draw mountains from mountaintable
; ClearSky - $ff Crear sky during drawmountains, 0 - no clear sky
mwa #0 xdraw mwa #0 xdraw
mwa #mountaintable modify ; mountaintable pointer mwa #mountaintable modify ; mountaintable pointer
mva #1 color mva #1 color
@@ -424,7 +432,7 @@ NothingToFall
;-------------------------------------------------- ;--------------------------------------------------
.proc SoilDownTurbo .proc SoilDownTurbo
;-------------------------------------------------- ;--------------------------------------------------
; fast SoilDown froc - test ; fast SoilDown proc
jsr ClearTanks jsr ClearTanks
NoClearTanks NoClearTanks
jsr CalcAndDrawMountains jsr CalcAndDrawMountains
@@ -463,20 +471,21 @@ Fast ; Put char without coordinates check!
; and 8 bytes to the table ; and 8 bytes to the table
ldy #7 ldy #7
ldx #$ff ; otimization - thanks @Irgendwer
CopyChar CopyChar
txa ; $ff
sta char2,y
lda (fontind),y lda (fontind),y
eor #$ff eor #$ff
sta char1,y sta char1,y
lda #$ff
sta char2,y
dey dey
bpl CopyChar bpl CopyChar
; and 8 subsequent bytes as a mask ; and 8 subsequent bytes as a mask
adw fontind #8 adw fontind #8
ldy #7 ldy #7
CopyMask CopyMask
lda (fontind),y txa ; $ff
eor #$ff eor (fontind),y
sta mask1,y sta mask1,y
lda #$00 lda #$00
sta mask2,y sta mask2,y
+212
View File
@@ -0,0 +1,212 @@
;--------------------------------------------------
.proc GetKey
; waits for pressing a key and returns pressed value in A
; when [ESC] is pressed, escFlag is set
; result: A=keycode
;--------------------------------------------------
jsr WaitForKeyRelease
getKeyAfterWait
jsr GetKeyFast
cmp #@kbcode._none
beq getKeyAfterWait
ldy #0
sty ATRACT ; reset atract mode
mvy #sfx_keyclick sfx_effect
rts
.endp
;--------------------------------------------------
.proc GetKeyFast
; returns pressed value in A - no waits for press
; when [ESC] is pressed, escFlag is set
; result: A=keycode ($ff - no key pressed)
;--------------------------------------------------
.IF TARGET = 800
lda SKSTAT
and #%00000100 ; any key
bne checkJoyGetKey ; key not pressed, check Joy
.ELIF TARGET = 5200
lda SkStatSimulator
and #%11111110
bne checkJoyGetKey ; key not pressed, check Joy
.ENDIF
lda kbcode
cmp #@kbcode._none
beq checkJoyGetKey
pha
and #$3f ; CTRL and SHIFT ellimination
cmp #@kbcode._esc ; 28 ; ESC
beq EscPressed
pla
jmp getkeyend
EscPressed
pla
mvy #$80 escFlag
bne getkeyend
checkJoyGetKey
;------------JOY-------------
;happy happy joy joy
;check for joystick now
lda STICK0
and #$0f
cmp #$0f
beq notpressedJoyGetKey
tay
lda joyToKeyTable,y
bne getkeyend
notpressedJoyGetKey
;fire
lda STRIG0
beq JoyButton
.IF TARGET = 800 ; Second joy button , Select and Option key only on A800
jsr Check2button
bcc SecondButton
bne checkSelectKey
checkSelectKey
lda CONSOL
and #%00000010 ; Select
beq SelectPressed
lda CONSOL
and #%00000100 ; Option
beq OptionPressed
.ENDIF
lda #@kbcode._none
bne getkeyend
OptionPressed
lda #@kbcode._atari ; Option key
bne getkeyend
SecondButton
SelectPressed
lda #@kbcode._tab ; Select key
bne getkeyend
JoyButton
lda #@kbcode._ret ; Return key
getkeyend
rts
; ----
.IF TARGET = 800 ; Second joy button only on A800
Check2button
lda PADDL0
and #$c0
eor #$C0
cmp PaddleState
sta PaddleState
rts
.ENDIF
.endp
;--------------------------------------------------
.proc getkeynowait
;--------------------------------------------------
jsr WaitForKeyRelease
lda kbcode
and #$3f ; CTRL and SHIFT ellimination
rts
.endp
;--------------------------------------------------
.proc WaitForLongPress
;--------------------------------------------------
lda #0
sta pressTimer ; reset
jsr WaitForKeyRelease.StillWait
lda pressTimer
cmp #25 ; 1/2s
rts ; if CARRY is set then long press
.endp
;--------------------------------------------------
.proc WaitForKeyRelease
;--------------------------------------------------
lda #128-KeyRepeatSpeed ; tricky
sec
sbc FirstKeypressDelay ; tricky 2 :)
sta pressTimer
StillWait
bit pressTimer
bmi KeyAutoReleased
lda STICK0
and #$0f
cmp #$0f
bne StillWait
lda STRIG0
beq StillWait
.IF TARGET = 800
lda SKSTAT
and #%00000100 ; any key
beq StillWait
lda CONSOL
and #%00000110 ; Select and Option only
cmp #%00000110
bne StillWait
.ELIF TARGET = 5200
lda SkStatSimulator
and #%11111110
beq StillWait
.ENDIF
KeyReleased
mva #FirstKeySpeed FirstKeypressDelay
rts
KeyAutoReleased ; autorepeat
mva #0 FirstKeypressDelay
rts
.endp
/* ;--------------------------------------------------
.proc IsKeyPressed
; result: A=0 - yes , A>0 - no
;--------------------------------------------------
lda SKSTAT
and #%00000100
beq @+
lda STRIG0
@ rts
.endp */
;--------------------------------------------------
.proc CheckStartKey
;--------------------------------------------------
lda CONSOL ; turbo mode
and #%00000001 ; START KEY
rts
.endp
;--------------------------------------------------
.proc CheckExitKeys
;--------------------------------------------------
; Checks keyboard and sets appropriate flags for exit procedures
; If START+OPTION is pressed - exit to GameOver screen
; If 'O' key is pressed - displays "Are you sure?" and - exit to GameOver screen
; If 'Esc' key is pressed - displays "Are you sure?" and - exit to Menu screen
; Just setting the right flags!!!
; Select and Option
lda CONSOL
and #%00000101 ; Start + Option
beq QuitToGameover
lda SKSTAT
and #%00000100 ; any key
jne nokeys
lda kbcode
and #%10111111 ; SHIFT elimination
cmp #@kbcode._O ; $08 ; O
bne CheckEsc
jsr AreYouSure
bit escFlag
bpl nokeys
;---O pressed-quit game to game over screen---
QuitToGameover
mva #$C0 escFlag ; bits 7 and 6 set
rts
CheckEsc
cmp #@kbcode._esc ; 28 ; ESC
bne nokeys
DisplayAreYouSure
jsr AreYouSure
;---esc pressed-quit game---
nokeys
bit escFlag
rts
;
.endp
+2
View File
@@ -336,6 +336,8 @@ StartPressed
jsr _SetDLIproc jsr _SetDLIproc
.endm .endm
.proc _SetDLIproc .proc _SetDLIproc
LDA #$00
STA NMIEN
LDA #$C0 LDA #$C0
STY VDSLST STY VDSLST
STX VDSLST+1 STX VDSLST+1
+10
View File
@@ -139,6 +139,16 @@
pla pla
tay tay
.endm .endm
;-------------------------------------
.macro txy
txa
tay
.endm
;-------------------------------------
.macro tyx
tya
tax
.endm
;------------------------------------- ;-------------------------------------
.macro pause .macro pause
;waits :1 number (byte) of frames ;waits :1 number (byte) of frames
+4 -2
View File
@@ -67,12 +67,12 @@ PHINIV EQU $E48C ;UPLOADED HANDLER INIT
; ;
; COMMAND CODES FOR IOCBS ; COMMAND CODES FOR IOCBS
; ;
OPEN EQU $03 ;OPEN FOR I/O _OPEN EQU $03 ;OPEN FOR I/O
GETREC EQU $05 ;GET RECORD (TEXT) GETREC EQU $05 ;GET RECORD (TEXT)
GETCHR EQU $07 ;GET CHARACTER(S) GETCHR EQU $07 ;GET CHARACTER(S)
PUTREC EQU $09 ;PUT RECORD (TEXT) PUTREC EQU $09 ;PUT RECORD (TEXT)
PUTCHR EQU $0B ;PUT CHARACTER(S) PUTCHR EQU $0B ;PUT CHARACTER(S)
CLOSE EQU $0C ;CLOSE DEVICE _CLOSE EQU $0C ;CLOSE DEVICE
STATIS EQU $0D ;STATUS REQUEST STATIS EQU $0D ;STATUS REQUEST
SPECIL EQU $0E ;SPECIAL ENTRY COMMAND SPECIL EQU $0E ;SPECIAL ENTRY COMMAND
; ;
@@ -135,6 +135,7 @@ DERRER EQU $90 ;PERIPHRAL DEVICE ERR
BADMOD EQU $91 ;BAD SCREEN MODE # BADMOD EQU $91 ;BAD SCREEN MODE #
FNCNOT EQU $92 ;NONEXISTANT FUNCTION FNCNOT EQU $92 ;NONEXISTANT FUNCTION
SCRMEM EQU $93 ;SCREEN MEM TOO SMALL SCRMEM EQU $93 ;SCREEN MEM TOO SMALL
FILENF EQU $AA ;FILE NOT FOUND
; ;
; PAGE ZERO RAM ASSIGNMENTS ; PAGE ZERO RAM ASSIGNMENTS
; ;
@@ -720,3 +721,4 @@ scr32 = @dmactl(narrow|dma|players|missiles|lineX1)
_F4 = 20 _F4 = 20
_space = 33 _space = 33
.ende .ende
EOL = $9b
+13 -1
View File
@@ -44,9 +44,11 @@
.MACRO VDLI .MACRO VDLI
; VDLI #WORD ; VDLI #WORD
; Initialises Display List Interrupts ; Initialises Display List Interrupts
LDA #$00
STA NMIEN
LDA #$C0
LDY # <:1 LDY # <:1
LDX # >:1 LDX # >:1
LDA #$C0
STY $0200 STY $0200
STX $0201 STX $0201
STA NMIEN STA NMIEN
@@ -160,6 +162,16 @@
pla pla
tay tay
.endm .endm
;-------------------------------------
.macro txy
txa
tay
.endm
;-------------------------------------
.macro tyx
tya
tax
.endm
;------------------------------------- ;-------------------------------------
.macro pause .macro pause
;waits :1 number (byte) of frames ;waits :1 number (byte) of frames
+1 -1
View File
@@ -1,6 +1,6 @@
X_LOADER_START = $0700; X_LOADER_START = $0700;
X_BANK = $074E; X_BANK = $074E;
X_SRC = $07CA; X_SRC = $07D0;
X_CLRSTART = $071D; X_CLRSTART = $071D;
X_CLREND = $0728; X_CLREND = $0728;
X_PORTB = $0707; X_PORTB = $0707;
+218 -28
View File
@@ -76,12 +76,19 @@
mva #0 OptionsY mva #0 OptionsY
OptionsMainLoop OptionsMainLoop
bit TeamGame
bvc NoTeamMoreRounds
lda OptionsTable+4 ; In Team game only 10 or 20 rounds available
and #%00000001
sta OptionsTable+4
NoTeamMoreRounds
jsr OptionsInversion jsr OptionsInversion
jsr getkey jsr GetKey
bit escFlag bit escFlag
spl:rts spl:rts
and #$3f ;CTRL and SHIFT ellimination
cmp #@kbcode._down ; $f ;cursor down cmp #@kbcode._down ; $f ;cursor down
bne OptionsNoDown bne OptionsNoDown
ldx OptionsY ldx OptionsY
@@ -103,6 +110,9 @@ OptionsNoUp
cmp #@kbcode._left ; $6 ;cursor left cmp #@kbcode._left ; $6 ;cursor left
bne OptionsNoLeft bne OptionsNoLeft
ldx OptionsY ldx OptionsY
bne NoPlayersOptL
jsr SelectNextGradient.TeamOff
NoPlayersOptL
dec OptionsTable,X dec OptionsTable,X
lda OptionsTable,X lda OptionsTable,X
bpl OptionsMainLoop bpl OptionsMainLoop
@@ -112,8 +122,10 @@ OptionsNoUp
OptionsNoLeft OptionsNoLeft
cmp #@kbcode._right ; $7 ;cursor right cmp #@kbcode._right ; $7 ;cursor right
bne OptionsNoRight bne OptionsNoRight
ldx OptionsY ldx OptionsY
bne NoPlayersOptR
jsr SelectNextGradient.TeamOff
NoPlayersOptR
inc OptionsTable,X inc OptionsTable,X
lda OptionsTable,X lda OptionsTable,X
cmp #5 ; number of columns in options cmp #5 ; number of columns in options
@@ -124,19 +136,46 @@ OptionsNoLeft
OptionsNoRight OptionsNoRight
cmp #@kbcode._ret ; $c ;Return key cmp #@kbcode._ret ; $c ;Return key
bne OptionsNoReturn bne OptionsNoReturn
; wait for long press
jsr WaitForLongPress
bcs TabPressed ; if long press (fire or Return)
EndOfOptions
rts ; options selected rts ; options selected
OptionsNoReturn OptionsNoReturn
.IF TARGET = 800
cmp #@kbcode._G ; $61 ; G
bne OptionsNoG
jsr SelectNextGradient.NextGradient
OptionsNoG
.ENDIF
cmp #@kbcode._tab ; Tab key cmp #@kbcode._tab ; Tab key
bne OptionsNoTab bne OptionsNoTab
TabPressed
jsr SelectNextGradient jsr SelectNextGradient
OptionsNoTab OptionsNoTab
jmp OptionsMainLoop jmp OptionsMainLoop
.endp .endp
.proc SelectNextGradient .proc SelectNextGradient
lda OptionsY ; if "Wind" option selected lda OptionsY
cmp #$03 bne NoTeamGame
lda OptionsTable ; OptionsY=0
cmp #$02 ; 4 players
beq TeamCorrect
cmp #$04 ; 6 players
beq TeamCorrect
TeamOff
lda #0
beq NoTeam
TeamCorrect
lda TeamGame
eor #$74 ; 't' character
NoTeam
sta TeamGame
rts
NoTeamGame
cmp #$03 ; if "Wind" option selected
bne NotWind bne NotWind
lda WindChangeInRound ; wind change after each turn (not round only) flag lda WindChangeInRound ; wind change after each turn (not round only) flag
eor #$1f ; '?' character eor #$1f ; '?' character
@@ -164,6 +203,7 @@ NoMountains
sta BlackHole sta BlackHole
rts rts
NoBlackHole NoBlackHole
NextGradient
ldy GradientNr ldy GradientNr
iny iny
cpy #$03 cpy #$03
@@ -192,6 +232,8 @@ NoGradientLoop
sta OptionsHere+128 sta OptionsHere+128
lda FastSoilDown lda FastSoilDown
sta OptionsHere+88 sta OptionsHere+88
lda TeamGame
sta OptionsHere+8
YPos = temp2 YPos = temp2
XPos = temp2+1 XPos = temp2+1
@@ -313,6 +355,9 @@ AfterManualPurchase
GoToActivation GoToActivation
mva #$ff LastWeapon mva #$ff LastWeapon
ldx TankNr
jsr SetTeamsOrPlayerHeaders
; we are clearing list of the weapons ; we are clearing list of the weapons
jsr ClearLists ; fast lists clear jsr ClearLists ; fast lists clear
@@ -330,6 +375,10 @@ GoToActivation
ldx tankNr ldx tankNr
lda TankStatusColoursTable,x lda TankStatusColoursTable,x
bit TeamGame
bvc NoTeamColors
lda TankStatusColoursTableT,x
NoTeamColors
sta COLOR2 sta COLOR2
; there is a tank (player) number in tanknr ; there is a tank (player) number in tanknr
@@ -399,6 +448,7 @@ ChoosingItemForPurchase
jsr PutLitteChar ; Places pointer at the right position jsr PutLitteChar ; Places pointer at the right position
jsr getkey jsr getkey
and #$3f ;CTRL and SHIFT ellimination
bit escFlag bit escFlag
bpl @+ bpl @+
mva #0 escFlag mva #0 escFlag
@@ -409,7 +459,13 @@ ChoosingItemForPurchase
cmp #@kbcode._left ; $06 ; cursor left cmp #@kbcode._left ; $06 ; cursor left
jeq ListChange jeq ListChange
cmp #@kbcode._ret ; $0c ; Return cmp #@kbcode._ret ; $0c ; Return
sne:rts bne NoReturn
jsr WaitForLongPress
bcc exitthismenu ; short press
jmp PurchaseWeaponNow ; long press
exitthismenu
rts
NoReturn
cmp #@kbcode._up ; $e cmp #@kbcode._up ; $e
beq PurchaseKeyUp beq PurchaseKeyUp
cmp #@kbcode._down ; $f cmp #@kbcode._down ; $f
@@ -872,13 +928,14 @@ NotBarrel
bne NotWhiteFlag bne NotWhiteFlag
cmp ActiveDefenceWeapon,x cmp ActiveDefenceWeapon,x
bne NoDeactivateWhiteFlag bne NoDeactivateWhiteFlag
mva #sfx_white_flag sfx_effect
lda #$00 ; if try to activate activated White Flag then deactivate Defence lda #$00 ; if try to activate activated White Flag then deactivate Defence
NoDeactivateWhiteFlag
; Activate White Flag (or deactivate if A=0)
sta ActiveDefenceWeapon,x sta ActiveDefenceWeapon,x
sta ShieldEnergy,x sta ShieldEnergy,x
beq DefActivationEnd mva #sfx_white_flag sfx_effect
bne DefActivationEnd
NotWhiteFlag NotWhiteFlag
NoDeactivateWhiteFlag
; activate new defensive ; activate new defensive
sta ActiveDefenceWeapon,x sta ActiveDefenceWeapon,x
; set defensive energy ; set defensive energy
@@ -1065,6 +1122,10 @@ loop sta (temp2),y
sta COLBAKS ; set color of background sta COLBAKS ; set color of background
@ tax @ tax
lda TankStatusColoursTable,x lda TankStatusColoursTable,x
bit TeamGame
bvc NoTeamColors
lda TankStatusColoursTableT,x
NoTeamColors
sta COLOR2 ; set color of player name line sta COLOR2 ; set color of player name line
jsr EnterPlayerName jsr EnterPlayerName
bit escFlag bit escFlag
@@ -1096,8 +1157,18 @@ loop sta (temp2),y
lda skillTable,x lda skillTable,x
sta difficultyLevel sta difficultyLevel
lda digits+1,x lda digits+1,x
sta NameScreen2+7 sta NameScreen2+8
ldy #0 ; no team game
bit TeamGame
bvc NoTeams
ldy #"A"
txa
and #%00000001
beq NoBTeam
iny
NoBTeam
NoTeams
sty NameScreen2+7
; copy existing name and place cursor at end ; copy existing name and place cursor at end
txa ; TankNr txa ; TankNr
:3 asl :3 asl
@@ -1133,6 +1204,7 @@ CheckKeys
sta NameScreen2+15 ; display tank shape number sta NameScreen2+15 ; display tank shape number
jsr CursorDisplay jsr CursorDisplay
jsr getkey jsr getkey
and #$3f ;CTRL and SHIFT ellimination
bit escFlag bit escFlag
spl:rts spl:rts
@@ -1576,6 +1648,10 @@ displayloop1
SetDLI DLIinterruptGameOver ; jsr SetDLI for Game Over screen SetDLI DLIinterruptGameOver ; jsr SetDLI for Game Over screen
; make text and color lines for each tank ; make text and color lines for each tank
ldx NumberOfPlayers ;we start from the highest (best) tank ldx NumberOfPlayers ;we start from the highest (best) tank
bit TeamGame
bvc NoTeamsResults
ldx #MaxPlayers+2 ; set pointer to teams results
NoTeamsResults
dex ;and it is the last one dex ;and it is the last one
stx ResultOfTankNr ;in TankSequence table stx ResultOfTankNr ;in TankSequence table
ldy #0 ;witch line we are coloring ldy #0 ;witch line we are coloring
@@ -1633,8 +1709,10 @@ NextChar
adw temp #19 displayposition adw temp #19 displayposition
jsr displaydec5 jsr displaydec5
mva #0 displayposition ; overwrite first digit mva #0 displayposition ; overwrite first digit
; put AI symbol or joystick
ldx TankNr ldx TankNr
bit TeamGame
bvs TeamsNoJoy
; put AI symbol or joystick only if no Teams
ldy SkillTable,x ldy SkillTable,x
bne ThisIsAI bne ThisIsAI
ldy JoyNumber,x ldy JoyNumber,x
@@ -1651,6 +1729,7 @@ NotAItank
tya tya
ldy #38 ldy #38
sta (temp),y sta (temp),y
TeamsNoJoy
; put earned money on the screen ; put earned money on the screen
lda EarnedMoneyL,x lda EarnedMoneyL,x
sta decimal sta decimal
@@ -1664,7 +1743,11 @@ NotAItank
ply ply
iny iny
dec ResultOfTankNr dec ResultOfTankNr
jpl FinalResultOfTheNextPlayer lda ResultOfTankNr
bmi MakeBlackLines
cmp #MaxPlayers-1 ; check for last team
beq MakeBlackLines
jmp FinalResultOfTheNextPlayer
MakeBlackLines MakeBlackLines
cpy #$06 cpy #$06
beq AllLinesReady beq AllLinesReady
@@ -1727,8 +1810,9 @@ FastTank
; ldx TankNr ; ldx TankNr
dex dex
bpl AllTanksFloatingDown bpl AllTanksFloatingDown
jsr IsKeyPressed jsr GetKeyFast
bne MainTanksFloatingLoop ; neverending loop cmp #@kbcode._none
beq MainTanksFloatingLoop ; neverending loop
mva #$00 ScrollFlag ; credits scroll off mva #$00 ScrollFlag ; credits scroll off
jmp MakeDarkScreen jmp MakeDarkScreen
; jsr GameOverResultsClear ; jsr GameOverResultsClear
@@ -1826,6 +1910,7 @@ EndOfCredits
;------------------------------------------------- ;-------------------------------------------------
.proc PutTankNameOnScreen .proc PutTankNameOnScreen
;------------------------------------------------- ;-------------------------------------------------
jsr SetTeamsOrPlayerHeaders
; puts name of the tank on the screen ; puts name of the tank on the screen
ldy #$00 ldy #$00
; lda TankNr ; lda TankNr
@@ -1953,27 +2038,24 @@ NoShieldEnergy
;========================= ;=========================
mwa Wind temp mwa Wind temp
lda #space lda #space
bit Wind+3 ; highest byte of 4 byte wind
bmi DisplayLeftWind
sta statusBuffer+80+17 ; (space) char sta statusBuffer+80+17 ; (space) char
lda #char_TAB ; (tab) char
sta statusBuffer+80+20
bne DisplayWindValue
DisplayLeftWind
sta statusBuffer+80+20 ; (space) char sta statusBuffer+80+20 ; (space) char
:4 lsrw temp ;divide by 16 to have a nice value on a screen
lda temp
beq DisplayWindValuex
bit Wind+3 ; highest byte of 4 byte wind
bmi DisplayLeftWindx
ldx #char_TAB ; (tab) char
stx statusBuffer+80+20
bne DisplayWindValuex
DisplayLeftWindx
lda #char_DEL ;(del) char lda #char_DEL ;(del) char
sta statusBuffer+80+17 sta statusBuffer+80+17
sec ; Wind = -Wind sec ; Wind = -Wind
lda #$00 lda #$00
sbc temp sbc temp
sta temp sta temp
lda #$00 DisplayWindValuex
sbc temp+1
sta temp+1
DisplayWindValue
:4 lsrw temp ;divide by 16 to have a nice value on a screen
lda temp
;sta decimal
mwx #statusBuffer+80+18 displayposition mwx #statusBuffer+80+18 displayposition
jsr displaybyte jsr displaybyte
@@ -2037,6 +2119,10 @@ AngleDisplay
.proc RoundOverSprites .proc RoundOverSprites
; fill sprites with bytes ; fill sprites with bytes
ldy numberOfPlayers ldy numberOfPlayers
bit TeamGame
bvc NoTeamSprites
ldy #2 ; 2 teams
NoTeamSprites
dey dey
lda gameOverSpritesTop,y lda gameOverSpritesTop,y
sta temp sta temp
@@ -2071,6 +2157,32 @@ AngleDisplay
rts rts
.endp .endp
;------------------------------------------------- ;-------------------------------------------------
.proc SetTeamsOrPlayerHeaders
; TankNr in X register
mwa #Player_Header temp
ldy #$05 ; 6 characters
bit TeamGame
bvc no_teams
mwa #Team_Header temp
no_teams
lda (temp),y
sta statusBuffer,y
sta purchaseTextBuffer,y
dey
bpl no_teams
bit TeamGame
bvc no_teams2
txa
ror
bcc A_Team
B_Team
inc statusBuffer
inc purchaseTextBuffer
A_Team
no_teams2
rts
.endp
;-------------------------------------------------
.proc DisplayWeaponName .proc DisplayWeaponName
; nr of weapon in A, address to put in weaponPointer ; nr of weapon in A, address to put in weaponPointer
@weapon_index = TextNumberOff @weapon_index = TextNumberOff
@@ -2125,4 +2237,82 @@ zeroth_talk
rts rts
.endp .endp
;-------------------------------------------------
.proc _calc_packed_display
; Find Nth packed string inside a [len][packed-bytes] stream.
;
; in:
; TextNumberOff = index (0..)
; LineAddress4x4 = base address of the packed stream (points to first len byte)
; out:
; LineAddress4x4 = address of selected record (points to its len byte)
; trashes: A, X, Y, temp, temp2
;
; Record size in bytes = 1 + ceil(len*5/8)
; where `len` is the 1-byte character count (max 63).
;-------------------------------------------------
@idx = temp+1
lda TextNumberOff
sta @idx
beq done
next_record
ldy #0
lda (LineAddress4x4),y
sta temp ; len (low byte)
; advance past len byte
inw LineAddress4x4
; temp2 = len*5 + 7
lda temp
sta temp2
lda #0
sta temp2+1
; temp2 = len*4
asl temp2
rol temp2+1
asl temp2
rol temp2+1
; temp2 = len*5
clc
lda temp2
adc temp
sta temp2
lda temp2+1
adc #0
sta temp2+1
; +7 for ceil
clc
lda temp2
adc #7
sta temp2
bcc @+
inc temp2+1
@
; >>3 (divide by 8)
lsr temp2+1
ror temp2
lsr temp2+1
ror temp2
lsr temp2+1
ror temp2
; LineAddress4x4 += temp2
clc
lda LineAddress4x4
adc temp2
sta LineAddress4x4
lda LineAddress4x4+1
adc temp2+1
sta LineAddress4x4+1
dec @idx
bne next_record
done
rts
.endp
.endif .endif
+54 -9
View File
@@ -101,6 +101,8 @@ EndOfUnPlot
.proc plot ;plot (xdraw, ydraw, color) .proc plot ;plot (xdraw, ydraw, color)
; color == 1 --> put pixel ; color == 1 --> put pixel
; color == 0 --> erase pixel ; color == 0 --> erase pixel
; xdraw (word) - X coordinate
; ydraw (word) - Y coordinate
; this is one of the most important routines in the whole ; this is one of the most important routines in the whole
; game. If you are going to speed up the game, start with ; game. If you are going to speed up the game, start with
; plot - it is used by every single effect starting from explosions ; plot - it is used by every single effect starting from explosions
@@ -154,8 +156,10 @@ ClearPlot
; ----------------------------------------- ; -----------------------------------------
.proc point_plot .proc point_plot
; ----------------------------------------- ; -----------------------------------------
; checks state of the pixel (coordinates in xdraw and ydraw) ; checks state of the pixel (coordinates in xdraw and ydraw)
; result is in A (zero or appropriate bit is set) ; xdraw (word) - X coordinate
; ydraw (word) - Y coordinate
; result is in A (0 - point is set; appropriate bit is set - point is clear) INVERTED!
; let's calculate coordinates from xdraw and ydraw ; let's calculate coordinates from xdraw and ydraw
@@ -178,13 +182,14 @@ ClearPlot
ldy #0 ldy #0
lda (xbyte),y lda (xbyte),y
eor #$ff
and bittable1_long,x and bittable1_long,x
rts rts
.endp .endp
;-------------------------------------------------- ;--------------------------------------------------
.proc drawmountains .proc drawmountains
;-------------------------------------------------- ;--------------------------------------------------
; draw mountains from mountaintable
; ClearSky - $ff Crear sky during drawmountains, 0 - no clear sky
mwa #0 xdraw mwa #0 xdraw
mwa #mountaintable modify mwa #mountaintable modify
mva #1 color mva #1 color
@@ -212,6 +217,29 @@ NotLower
bpl @- bpl @-
sta temp2 sta temp2
inc temp2 ; this is our minimum inc temp2 ; this is our minimum
bit ClearSky
bpl NoClearSky
; Clear Sky
mwa #0 ydraw
jsr plot.MakePlot ; after plot we have: (xbyte),y - addres of screen byte
@ lda #$ff
sta (xbyte),y
adw xbyte #screenBytes ; next line
inc ydraw
lda xdraw
ldy ydraw
clc
adc linetableL,y
sta xbyte
lda linetableH,y
adc xdraw+1
sta xbyte+1
tya
cmp #screenheight
beq NoClearSky
cmp temp2 ; our minimum height od sky
bne @-
NoClearSky
MinCalculated MinCalculated
ldy #0 ldy #0
lda (modify),y lda (modify),y
@@ -284,6 +312,22 @@ MinCalculated
bne @- bne @-
NotFillBytes NotFillBytes
.ELSE .ELSE
bit ClearSky
bpl NoClearSky
; Clear Sky
ldy #0
lda (modify),y
sta ydraw
sty ydraw+1
sty color
clearline
jsr plot.MakePlot
dec ydraw
lda ydraw
cmp #$ff
bne clearline
mva #1 color
NoClearSky
ldy #0 ldy #0
lda (modify),y lda (modify),y
cmp #screenheight cmp #screenheight
@@ -305,10 +349,10 @@ NoMountain
;-------------------------------------------------- ;--------------------------------------------------
.proc SoilDownTurbo .proc SoilDownTurbo
;-------------------------------------------------- ;--------------------------------------------------
; fast SoilDown froc - test ; fast SoilDown proc
jsr ClearTanks jsr ClearTanks
NoClearTanks NoClearTanks
; jsr CalcAndDrawMountains ; jsr CalcAndDrawMountains - to do (now Atari only)
jmp DrawTanks jmp DrawTanks
;rts ;rts
.endp .endp
@@ -344,20 +388,21 @@ Fast ; Put char without coordinates check!
; and 8 bytes to the table ; and 8 bytes to the table
ldy #7 ldy #7
ldx #$ff ; otimization - thanks @Irgendwer
CopyChar CopyChar
txa ; $ff
sta char2,y
lda (fontind),y lda (fontind),y
eor #$ff eor #$ff
sta char1,y sta char1,y
lda #$ff
sta char2,y
dey dey
bpl CopyChar bpl CopyChar
; and 8 subsequent bytes as a mask ; and 8 subsequent bytes as a mask
adw fontind #8 adw fontind #8
ldy #7 ldy #7
CopyMask CopyMask
lda (fontind),y txa ; $ff
eor #$ff eor (fontind),y
sta mask1,y sta mask1,y
lda #$00 lda #$00
sta mask2,y sta mask2,y
+74
View File
@@ -0,0 +1,74 @@
;--------------------------------------------------
.proc GetKey
; waits for pressing a key and returns pressed value in A
; when [ESC] is pressed, escFlag is set
; result: A=keycode
;--------------------------------------------------
jsr WaitForKeyRelease
jsr GetKeyFast
ldy #0
sty escFlag
rts
.endp
;--------------------------------------------------
.proc GetKeyFast
; returns pressed value in A - no wait for press
; when [ESC] is pressed, escFlag is set
; result: A=keycode
;--------------------------------------------------
lda #$ff
rts
.endp
;--------------------------------------------------
.proc getkeynowait
;--------------------------------------------------
jsr WaitForKeyRelease
lda kbcode
and #$3f ;CTRL and SHIFT ellimination
rts
.endp
;--------------------------------------------------
.proc WaitForLongPress
;--------------------------------------------------
lda #0
sta pressTimer ; reset
jsr WaitForKeyRelease.StillWait
lda pressTimer
cmp #25 ; 1/2s
rts ; if CARRY is set then long press
.endp
;--------------------------------------------------
.proc WaitForKeyRelease
;--------------------------------------------------
StillWait
rts
.endp
;--------------------------------------------------
.proc IsKeyPressed
; result: A=0 - yes , A>0 - no
;--------------------------------------------------
lda #1
rts
.endp
;--------------------------------------------------
.proc CheckStartKey
;--------------------------------------------------
lda #%00000001 ; START KEY not pressed
rts
.endp
;--------------------------------------------------
.proc CheckExitKeys
;--------------------------------------------------
; Checks keyboard and sets appropriate flags for exit procedures
; If START+OPTION is pressed - exit to GameOver screen
; If 'O' key is pressed - displays "Are you sure?" and - exit to GameOver screen
; If 'Esc' key is pressed - displays "Are you sure?" and - exit to Menu screen
; Just setting the right flags!!!
mva #$00 escFlag ; flag cleared
rts
;
.endp
+10
View File
@@ -278,6 +278,16 @@ upstartEnd
pla pla
tay tay
.endm .endm
;-------------------------------------
.macro txy
txa
tay
.endm
;-------------------------------------
.macro tyx
tya
tax
.endm
;------------------------------------- ;-------------------------------------
.MACRO WAIT .MACRO WAIT
; WAIT ; WAIT
+78
View File
@@ -376,6 +376,84 @@ DisplayAngle
zeroth_talk zeroth_talk
rts rts
.endp .endp
;-------------------------------------------------
.proc _calc_packed_display
; Find Nth packed string inside a [len][packed-bytes] stream.
;
; in:
; TextNumberOff = index (0..)
; LineAddress4x4 = base address of the packed stream (points to first len byte)
; out:
; LineAddress4x4 = address of selected record (points to its len byte)
; trashes: A, X, Y, temp, temp2
;
; Record size in bytes = 1 + ceil(len*5/8)
; where `len` is the 1-byte character count (max 63).
;-------------------------------------------------
@idx = temp+1
lda TextNumberOff
sta @idx
beq done
next_record
ldy #0
lda (LineAddress4x4),y
sta temp ; len (low byte)
; advance past len byte
inw LineAddress4x4
; temp2 = len*5 + 7
lda temp
sta temp2
lda #0
sta temp2+1
; temp2 = len*4
asl temp2
rol temp2+1
asl temp2
rol temp2+1
; temp2 = len*5
clc
lda temp2
adc temp
sta temp2
lda temp2+1
adc #0
sta temp2+1
; +7 for ceil
clc
lda temp2
adc #7
sta temp2
bcc @+
inc temp2+1
@
; >>3 (divide by 8)
lsr temp2+1
ror temp2
lsr temp2+1
ror temp2
lsr temp2+1
ror temp2
; LineAddress4x4 += temp2
clc
lda LineAddress4x4
adc temp2
sta LineAddress4x4
lda LineAddress4x4+1
adc temp2+1
sta LineAddress4x4+1
dec @idx
bne next_record
done
rts
.endp
;------------------------------------------------- ;-------------------------------------------------
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+43 -39
View File
@@ -39,7 +39,9 @@ On the first screen, you can configure gameplay options:
Select options with cursor keys or a joystick. Select options with cursor keys or a joystick.
The **TAB**, **SELECT**, or second joystick button (supported Joy 2B+ standard or compatible), and on the Atari 5200 console, the **5** controller key changes the color of the mountains (3 versions to choose from). The **G**, **TAB**, **SELECT**, long press of first joystick button or second joystick button (supported Joy 2B+ standard or compatible), and on the Atari 5200 console, the **5** controller key changes the color of the mountains (3 versions to choose from).
If the cursor indicates the the number of players and 4 or 6 players are selected, pressing **TAB** activates team play. This is indicated by the letter **t** next to the word **Players**. Team play is limited to 4 or 6 players and a maximum of 20 rounds. Players with odd numbers are assigned to A-Team, and players with even numbers are assigned to B-Team.
If the cursor indicates the wind strength selection option **Wind**, pressing **TAB** changes 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**. If the cursor indicates the wind strength selection option **Wind**, pressing **TAB** changes 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**.
@@ -71,7 +73,7 @@ If a name is not entered, it will be supplemented with the default one.
## 3. Shopping screen (before each round) ## 3. Shopping screen (before each round)
![Shopping offensives screen.](images/PurOffensive.png) ![Shopping offensives screen.](images/PurOffensive.png)
![Shopping defensives screen.](images/PurDefensive.png) ![Shopping defensives screen.](images/PurDefensive.png)
On this screen, you can make purchases of offensive and defensive weapons. Only those weapons that the player can afford are visible, along with information about the price and the number of units of a given weapon that will be obtained for that price. You move through the lists with the cursor keys (up and down) or with the joystick, the **TAB** key or the left arrow, the left joystick tilt or second joystick button changes the screen to defensive or offensive weapons, the **SPACE** key or the right arrow and also the joystick to the right does the purchase of the indicated weapon. On this screen, you can make purchases of offensive and defensive weapons. Only those weapons that the player can afford are visible, along with information about the price and the number of units of a given weapon that will be obtained for that price. You move through the lists with the cursor keys (up and down) or with the joystick, the **TAB** key or the left arrow, the left joystick tilt or second joystick button changes the screen to defensive or offensive weapons, the **SPACE** key, the right arrow, long press of first joystick button and also the joystick to the right does the purchase of the indicated weapon.
The **RETURN** key or the joystick button press switches to the defensive weapon activation screen. Here you can activate previously bought defensive (or offensive after switching with **TAB**, etc) weapons. The **RETURN** key or the joystick button press switches to the defensive weapon activation screen. Here you can activate previously bought defensive (or offensive after switching with **TAB**, etc) weapons.
@@ -86,7 +88,7 @@ This makes it possible to activate shields and others before the round starts.
![Main game screen.](images/StatusLine.png) ![Main game screen.](images/StatusLine.png)
The status line shows which player is currently allowed to take a shot and a set of other information: The status line shows which player is currently allowed to take a shot and a set of other information:
* **Player** - player's name, * **Player** - player's name. In the case of a team game, the word **Player** is replaced with the name of the team.
* active joystick number or difficulty level of computer-controlled player (1-**Moron** - 8-**Unknown**), * active joystick number or difficulty level of computer-controlled player (1-**Moron** - 8-**Unknown**),
@@ -111,19 +113,19 @@ The keyboard controls cursor keys or joystick: left/right - change the angle of
| A800 | Function | | A800 | Function |
|--------------|--------------------| |--------------|--------------------|
| **SPACE**/**FIRE** | shoot (see )| | **SPACE**/**FIRE** | shoot (see ¡)|
| **TAB**/**SELECT** | weapon change ()| | **TAB**/**SELECT** | weapon change (¡)|
| **I** | inventory ()| | **I** | inventory (¡)|
| **A**/**OPTION** | defensives ()| | **A**/**OPTION** | defensives (¡)|
| **M** | music on/off | | **M** | music on/off |
| **S** | sound on/off | | **S** | sound on/off |
| **START** | turbo mode ()| | **START** | turbo mode (¡)|
| **O** | game over ()| | **O** | game over (¡)|
| **START**+**OPTION** | immediate quit ()| | **START**+**OPTION** | immediate quit (¡)|
| **G** | color scheme ()| | **G** | color scheme (¡)|
| **ESC** | return ()| | **ESC** | return (¡)|
| **Y** | confirm ()| | **Y** | confirm (¡)|
| **CTRL**+**HELP** | visual debug ()| | **CTRL**+**HELP** | visual debug (¡)|
* **shoot** or joystick button pressed briefly - firing a shot. * **shoot** or joystick button pressed briefly - firing a shot.
@@ -222,27 +224,27 @@ And here are the values of maximum energy loss for individual weapons. If a weap
| Funky Bomb | 168 88 (*5) | | Funky Bomb | 168 88 (*5) |
| MIRV | 136 (*5) | | MIRV | 136 (*5) |
| Death's Head | 240 (*5) | | Death's Head | 240 (*5) |
| Napalm | 40 (see ) | | Napalm | 40 (see ¡) |
| Hot Napalm | 80 () | | Hot Napalm | 80 (¡) |
| Baby Roller | 88 | | Baby Roller | 88 |
| Roller | 168 | | Roller | 168 |
| Heavy Roller | 240 | | Heavy Roller | 240 |
| Riot Charge | 0 () | | Riot Charge | 0 (¡) |
| Riot Blast | 0 () | | Riot Blast | 0 (¡) |
| Riot Bomb | 0 () | | Riot Bomb | 0 (¡) |
| Heavy Riot Bomb | 0 () | | Heavy Riot Bomb | 0 (¡) |
| Baby Digger | 0 () | | Digger | 0 (¡) |
| Digger | 0 () | | Heavy Digger | 0 (¡) |
| Heavy Digger | 0 () | | Sandhog | 0 (¡) |
| Sandhog | 0 () | | Heavy Sandhog | 0 (¡) |
| Heavy Sandhog | 0 () | | Dirt Clod | 0 (¡) |
| Dirt Clod | 0 () | | Dirt Ball | 0 (¡) |
| Dirt Ball | 0 () | | Ton of Dirt | 0 (¡) |
| Ton of Dirt | 0 () | | Liquid Dirt | 0 (¡) |
| Liquid Dirt | 0 () | | Dirt Charge | 0 (¡) |
| Dirt Charge | 0 () | | Propaganda | 0 (¡) |
| Stomp | 0 () | | Stomp | 0 (¡) |
| Laser | 100 () | | Laser | 100 (¡) |
Remarks: Remarks:
* **Napalm** - this weapon is different and the distance from the center is not determined, simply any tank in the range of the flames loses 40 units of energy. * **Napalm** - this weapon is different and the distance from the center is not determined, simply any tank in the range of the flames loses 40 units of energy.
@@ -257,11 +259,9 @@ Remarks:
* **Heavy Riot Bomb** as in **Riot Bomb**, but the explosion radius is 29 pixels from the point of impact - as in the case of **Nuke** * **Heavy Riot Bomb** as in **Riot Bomb**, but the explosion radius is 29 pixels from the point of impact - as in the case of **Nuke**
* **Baby Digger** - no energy is subtracted, but a portion of the soil is dug in a radius of 60 pixels from the point of impact. * **Digger** - no energy is subtracted, but a portion of the soil is dug in a radius of 60 pixels from the point of impact.
* **Digger** - as above - more digging. * **Heavy Digger** - as above - more digging.
* **Heavy Digger** - as above - even more digging.
* **Sandhog** - as above - another way of digging * **Sandhog** - as above - another way of digging
@@ -275,6 +275,8 @@ Remarks:
* **Liquid Dirt** - (floods the ground at the point of hit with liquid soil, filling in the depressions. * **Liquid Dirt** - (floods the ground at the point of hit with liquid soil, filling in the depressions.
* **Propaganda** - no energy is subtracted, but the point of the hit is covered with propaganda texts.
* **Stomp** - no energy is subtracted, but all tanks within a radius depending on the force of the shot are pushed back, and after being pushed back they may fall or be buried. With a maximum force of 990 units, the radius of action is about 60 pixels. * **Stomp** - no energy is subtracted, but all tanks within a radius depending on the force of the shot are pushed back, and after being pushed back they may fall or be buried. With a maximum force of 990 units, the radius of action is about 60 pixels.
* **Laser** - 100 energy units deducted, but only in the case of a direct hit - that is, the hit tank always dies. * **Laser** - 100 energy units deducted, but only in the case of a direct hit - that is, the hit tank always dies.
@@ -302,7 +304,7 @@ Remarks:
* **Nuclear Winter** - adds nothing, takes nothing away :) - in fact, it is not so much a defensive weapon as a double-edged one. It floods the area with "radioactive" fallout, which is ordinary soil. If you do not have at hand any weapon that digs up the terrain, and for that a shield (preferably disposable), then after such "fallout" you will have to shoot yourself - because being underground is otherwise impossible. Alternatively, **White Flag** always remains. * **Nuclear Winter** - adds nothing, takes nothing away :) - in fact, it is not so much a defensive weapon as a double-edged one. It floods the area with "radioactive" fallout, which is ordinary soil. If you do not have at hand any weapon that digs up the terrain, and for that a shield (preferably disposable), then after such "fallout" you will have to shoot yourself - because being underground is otherwise impossible. Alternatively, **White Flag** always remains.
* **Long Schlong** - a special weapon :) - Costs a lot, doesn't help with anything (except possibly digging yourself out but only when slightly buried but it has a cool name and looks cool :) - It can be activated independently of other defensive weapons and remains active until the end of the round (it cannot be deactivated). * **Long Schlong** - a special weapon :) - Costs a lot, doesn't help with anything (except possibly digging yourself out but only when slightly buried but it has a cool name and looks cool :) - It can be activated independently of other defensive weapons and remains active until the end of the round (it cannot be deactivated). This weapon has a depressing effect on computer-controlled opponents at **Poolshark** level and above.
* **Lazy Boy** - it is not a defensive weapon. It is an aiming aid. When it is activated, the tank tries to aim at the nearest enemy and automatically adjusts the power of the shot and angle. If it has too little energy, it can sometimes aim wrong (it uses a method like **Cyborg** to aim). Like **Battery**, it does not deactivate other defensive weapons when used. Note: There is no point in activating this weapon before the round, targeting will not take place because there is nothing to target yet. * **Lazy Boy** - it is not a defensive weapon. It is an aiming aid. When it is activated, the tank tries to aim at the nearest enemy and automatically adjusts the power of the shot and angle. If it has too little energy, it can sometimes aim wrong (it uses a method like **Cyborg** to aim). Like **Battery**, it does not deactivate other defensive weapons when used. Note: There is no point in activating this weapon before the round, targeting will not take place because there is nothing to target yet.
@@ -348,6 +350,8 @@ The game has 8 difficulty levels of computer-controlled opponents. Or 7 differen
* **Unknown** - Before firing each shot, he randomly chooses a course of action from **Poolshark** to **Cyborg** and applies his tactics. However, the tactics of weapon purchases are always identical to **Tosser**. * **Unknown** - Before firing each shot, he randomly chooses a course of action from **Poolshark** to **Cyborg** and applies his tactics. However, the tactics of weapon purchases are always identical to **Tosser**.
**Poolshark**, **Tosser**, **Chooser**, **Spoiler**, and **Cyborg** never target a member of their own team during team play, even if it puts them at risk.
### AI goes shopping. ### AI goes shopping.
Buying a weapon (offensive or defensive) works as follows: Buying a weapon (offensive or defensive) works as follows:
First, one of the weapons is drawn (among all possible offensive or defensive weapons). Then a check is performed to see if the drawn weapon is on the list of weapons possible for purchase by the tank. If not, no weapon is bought in this trial, and if so, its price is checked. If the tank has that much money, the weapon is bought, otherwise, the trial ends without making a purchase. First, one of the weapons is drawn (among all possible offensive or defensive weapons). Then a check is performed to see if the drawn weapon is on the list of weapons possible for purchase by the tank. If not, no weapon is bought in this trial, and if so, its price is checked. If the tank has that much money, the weapon is bought, otherwise, the trial ends without making a purchase.
@@ -397,9 +401,9 @@ In a hopeless situation, self-destruction might be a better option than waving t
**Long Schlong** has got serious intimidating power. Become the alpha tank and fear not. **Long Schlong** has got serious intimidating power. Become the alpha tank and fear not.
As a last resort, you can always become a Terminator (the standard model, not T-1000 :) ).
Robo-tanks do not possess **Autodefense**, so their defenses activate only directly before their shot. A concentrated attack by several players on one robo tank guarantees success. Robo-tanks do not possess **Autodefense**, so their defenses activate only directly before their shot. A concentrated attack by several players on one robo tank guarantees success.
As a last resort, you can always become a Terminator (the standard model, not T-1000 :) ).
Break a barrel or two. Break a barrel or two.
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@@ -1,216 +1,218 @@
# Podstawowa instrukcja: # Podstawowa instrukcja:
Grać można przy użyciu klawiatury (wszystkie funkcjonalności) lub joysticka w dowolnym porcie (wszystkie funkcjonalności niezbędne w rozgrywce). Grać można przy użyciu klawiatury (wszystkie funkcjonalności) lub joysticka w dowolnym porcie (wszystkie funkcjonalności niezbędne w rozgrywce).
## 1. Wybór opcji gry. ## 1. Wybór opcji gry.
![Ekran wyboru opcji gry.](images/MainMenu.png) ![Ekran wyboru opcji gry.](images/MainMenu.png)
Na pierwszym ekranie możemy skonfigurować opcje rozgrywki: Na pierwszym ekranie możemy skonfigurować opcje rozgrywki:
* **Players** - liczba graczy (2 - 6) obejmuje tak ludzi, jak graczy sterowanych przez komputer * **Players** - liczba graczy (2 - 6) obejmuje tak ludzi, jak graczy sterowanych przez komputer
* **Cash** - początkową ilość gotówki każdego z graczy (8k to wybrana przez nas wartość optymalna, lecz przy krótkich rozgrywkach warto wybrać większą wartość) * **Cash** - początkową ilość gotówki każdego z graczy (8k to wybrana przez nas wartość optymalna, lecz przy krótkich rozgrywkach warto wybrać większą wartość)
* **Gravity** - siła grtawitacji * **Gravity** - siła grtawitacji
* **Wind** - maksymalna siła wiatru w skali Beauforta (wiatr jest losowany na początku każdej z rund lub w czasie rundy pomiędzy turami, tu możemy wybrać jak silny może być): * **Wind** - maksymalna siła wiatru w skali Beauforta (wiatr jest losowany na początku każdej z rund lub w czasie rundy pomiędzy turami, tu możemy wybrać jak silny może być):
* 1B - maksymalna siła wiatru: 5 * 1B - maksymalna siła wiatru: 5
* 3B - maksymalna siła wiatru: 20 * 3B - maksymalna siła wiatru: 20
* 5B - maksymalna siła wiatru: 40 * 5B - maksymalna siła wiatru: 40
* 7B - maksymalna siła wiatru: 70 * 7B - maksymalna siła wiatru: 70
* 9B - maksymalna siła wiatru: 99 * 9B - maksymalna siła wiatru: 99
* **Rounds** - liczba rozgrywanych rund * **Rounds** - liczba rozgrywanych rund
* **Missiles** - szybkość lotu pocisków (nie ma wpływu na tor lotu - zmienia jedynie widoczną prędkość rysowania - nie zmienia nic w samej rozgrywce) * **Missiles** - szybkość lotu pocisków (nie ma wpływu na tor lotu - zmienia jedynie widoczną prędkość rysowania - nie zmienia nic w samej rozgrywce)
* **Seppuku** - 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", a w przypadku graczy sterowanych przez komputer... wedle uznania. * **Seppuku** - 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", a w przypadku graczy sterowanych przez komputer... wedle uznania.
* **Mountain** - wysokość (i pofałdowanie) gór od prawie płaskich (NL - Królestwo Niderlandów), do strzelistych i wysokich (NP - Federalna Demokratyczna Republika Nepalu) * **Mountain** - wysokość (i pofałdowanie) gór od prawie płaskich (NL - Królestwo Niderlandów), do strzelistych i wysokich (NP - Federalna Demokratyczna Republika Nepalu)
* **Walls** - sposób działania ścian (krawędzi ekranu): * **Walls** - sposób działania ścian (krawędzi ekranu):
* **none** - pociski, które wyleciały poza ekran nie wracają (czarny kolor ramki ekranu) * **none** - pociski, które wyleciały poza ekran nie wracają (czarny kolor ramki ekranu)
* **wrap** - ekran "zawija się" i pociski, które wyleciały w prawo pojawiają się z lewej strony i odwrotnie (fioletowy kolor ramki ekranu) * **wrap** - ekran "zawija się" i pociski, które wyleciały w prawo pojawiają się z lewej strony i odwrotnie (fioletowy kolor ramki ekranu)
* **bump** - prawa i lewa ściana odbijają pociski, które chcą przez nie przelecieć (granatowy kolor ramki ekranu) * **bump** - prawa i lewa ściana odbijają pociski, które chcą przez nie przelecieć (granatowy kolor ramki ekranu)
* **boxy** - tak jak bump, tyle że "sufit" także odbija pociski (zielony kolor ramki ekranu) * **boxy** - tak jak bump, tyle że "sufit" także odbija pociski (zielony kolor ramki ekranu)
* **rand** - na początku każdej rundy losowany jest jeden z 4 powyższych sposobów działania ścian * **rand** - na początku każdej rundy losowany jest jeden z 4 powyższych sposobów działania ścian
W trakcie rozgrywki aktualny sposób działania ścian reprezentowany jest przez kolor ramki ekranu: none - czarny, wrap - fioletowy, bump - granatowy, boxy - zielony. W trakcie rozgrywki aktualny sposób działania ścian reprezentowany jest przez kolor ramki ekranu: none - czarny, wrap - fioletowy, bump - granatowy, boxy - zielony.
Wybór opcji klawiszami kursora lub joystickiem. Wybór opcji klawiszami kursora lub joystickiem.
Klawisz **TAB**, **SELECT** lub drugi przycisk joysticka (wspierany standard Joy 2B+ lub zgodny) zmieniają kolor gór (3 wersje do wyboru). Klawisze **G**, **TAB**, **SELECT**, dłuższe przytrzymanie pierwszego przycisku joysticka lub drugi przycisk joysticka (wspierany standard Joy 2B+ lub zgodny) zmieniają kolor gór (3 wersje do wyboru).
Jeśli kursor wskazuje opcję wyboru siły wiatru **Wind**, wciśnięcie **TAB** zmienia sposób losowania siły wiatru z "co rundę" na "co turę" i odwrotnie. Losowanie co turę jest sygnalizowane znakiem "?" przy słowie **Wind**. Jeśli kursor wskazuje opcję wyboru ilości graczy i wybranych jest 4 lub 6 graczy, wciśnięcie **TAB** włącza rozgrywkę drużynową. Jest to sygnalizowane literą **t** przy słowie **Players**. Rozgrywka drużynowa jest ograniczona do 4 lub 6 graczy i maksimum 20 rund. Gracze o numerach nieparzystych są przydzielani do Drużyny A, a gracze o numerach parzystych do Drużyny B.
Jeśli kursor wskazuje opcję wyboru siły ciążenia **Gravity**, **TAB** zmienia procedurę opadania ziemi na mniej efektowną, ale szybszą i odwrotnie. Wybranie szybkiego opadania ziemi sygnalizowane jest literą "f" przy słowie **Gravity**. Jeśli kursor wskazuje opcję wyboru siły wiatru **Wind**, wciśnięcie **TAB** zmienia sposób losowania siły wiatru z "co rundę" na "co turę" i odwrotnie. Losowanie co turę jest sygnalizowane znakiem "?" przy słowie **Wind**.
Jeśli kursor wskazuje opcję wyboru wysokości gór **Mountain**, **TAB** przełącza opcję zmiennej co rundę wysokości gór. Losowanie co rundę jest sygnalizowane znakiem "?" przy słowie **Mountain**. Jeśli kursor wskazuje opcję wyboru siły ciążenia **Gravity**, **TAB** zmienia procedurę opadania ziemi na mniej efektowną, ale szybszą i odwrotnie. Wybranie szybkiego opadania ziemi sygnalizowane jest literą "f" przy słowie **Gravity**.
Klawisz **RETURN** lub przycisk joysticka przechodzi do następnego ekranu. Jeśli kursor wskazuje opcję wyboru wysokości gór **Mountain**, **TAB** przełącza opcję zmiennej co rundę wysokości gór. Losowanie co rundę jest sygnalizowane znakiem "?" przy słowie **Mountain**.
Klawisz **RETURN** lub przycisk joysticka przechodzi do następnego ekranu.
## 2. Gracze i poziom przeciwników. ## 2. Gracze i poziom przeciwników.
![Ekran wyboru graczy i poziomu trudności.](images/DiffMenu.png) ![Ekran wyboru graczy i poziomu trudności.](images/DiffMenu.png)
Wprowadzanie nazw graczy i wybór poziomu graczy sterowanych przez komputer. Wprowadzanie nazw graczy i wybór poziomu graczy sterowanych przez komputer.
Drugi ekran powtarza się dla każdego z graczy, można na nim klawiszami kursora lub joystickiem wybrać czy danym czołgiem będzie kierował człowiek (opcja HUMAN), czy też komputer (pozostałe opcje). Drugi ekran powtarza się dla każdego z graczy, można na nim klawiszami kursora lub joystickiem wybrać czy danym czołgiem będzie kierował człowiek (opcja HUMAN), czy też komputer (pozostałe opcje).
Klawisz **TAB**, **SELECT** lub drugi przycisk joysticka pozwalają wybrać z którego portu joysticka będzie korzystał gracz. Klawisz **TAB**, **SELECT** lub drugi przycisk joysticka pozwalają wybrać z którego portu joysticka będzie korzystał gracz.
Klawisz **INVERSE** lub **OPTION** umożliwiają wybór jednego z 3 dostępnych kształtów czołgów. Klawisz **INVERSE** lub **OPTION** umożliwiają wybór jednego z 3 dostępnych kształtów czołgów.
Jednocześnie z klawiatury można wprowadzić nazwę wybranego gracza. Jednocześnie z klawiatury można wprowadzić nazwę wybranego gracza.
Po naciśnięciu klawisza **RETURN** lub krótkim naciśnięciu przycisku joysticka ekran przechodzi na następnego gracza aż zostaną wybrane poziomy trudności dla wszystkich. Po naciśnięciu klawisza **RETURN** lub krótkim naciśnięciu przycisku joysticka ekran przechodzi na następnego gracza aż zostaną wybrane poziomy trudności dla wszystkich.
Nazwę gracza można wprowadzać także przy pomocy joysticka. Po wciśnięciu i przytrzymaniu przycisku ponad 1s. za pomocą ruchów góra/dół można zmienić wprowadzaną literę, a lewo/prawo jej pozycję w nazwie. Puszczenie przycisku kończy wprowadzanie nazwy i wraca do wyboru poziomu. Nazwę gracza można wprowadzać także przy pomocy joysticka. Po wciśnięciu i przytrzymaniu przycisku ponad 1s. za pomocą ruchów góra/dół można zmienić wprowadzaną literę, a lewo/prawo jej pozycję w nazwie. Puszczenie przycisku kończy wprowadzanie nazwy i wraca do wyboru poziomu.
Jeśli nazwa nie zostanie wpisana, to zostanie uzupełniona nazwą domyślną. Jeśli nazwa nie zostanie wpisana, to zostanie uzupełniona nazwą domyślną.
## 3. Ekran zakupów (przed każdą rundą). ## 3. Ekran zakupów (przed każdą rundą).
![Ekran zakupów broni ofensywnych.](images/PurOffensive.png) ![Ekran zakupów broni ofensywnych.](images/PurOffensive.png)
![Ekran zakupów broni defensywnych.](images/PurDefensive.png) ![Ekran zakupów broni defensywnych.](images/PurDefensive.png)
Na tym ekranie można dokonywać zakupów broni ofensywnych i defensywnych. Widoczne są tylko te bronie, na które gracza stać wraz z informacją o cenie i ilości jednostek danej broni, którą za tę cenę otrzymamy. Informacje na ekranie nie wymagają chyba więcej opisu. Po listach poruszamy się klawiszami kursora (góra i dół) lub joystickiem, klawisz **TAB** lub strzałka w lewo, czy też ruch joystickiem w lewo lub drugi przycisk joysticka zmieniają ekran na bronie defensywne lub ofensywne, klawisz **SPACJA** lub strzałka w prawo, a także joystick w prawo realizują zakup wskazanej broni. Na tym ekranie można dokonywać zakupów broni ofensywnych i defensywnych. Widoczne są tylko te bronie, na które gracza stać wraz z informacją o cenie i ilości jednostek danej broni, którą za tę cenę otrzymamy. Informacje na ekranie nie wymagają chyba więcej opisu. Po listach poruszamy się klawiszami kursora (góra i dół) lub joystickiem, klawisz **TAB** lub strzałka w lewo, czy też ruch joystickiem w lewo lub drugi przycisk joysticka zmieniają ekran na bronie defensywne lub ofensywne, klawisz **SPACJA** , strzałka w prawo, dłuższe przytrzymanie przycisku joysticka, a także joystick w prawo realizują zakup wskazanej broni.
Klawisz **RETURN** lub przycisk joysticka przechodzi do ekranu aktywacji broni defensywnych. Klawisz **RETURN** lub przycisk joysticka przechodzi do ekranu aktywacji broni defensywnych.
![Ekran aktywacji broni defensywnych.](images/ActDefensive.png) ![Ekran aktywacji broni defensywnych.](images/ActDefensive.png)
Na ekranie tym można aktywować zakupione wcześniej bronie defensywne czy też ofensywne. Obsługiwany jest identycznie jak ekran zakupów, jednak **SPACJA** lub strzałka w prawo, a także joystick w prawo realizują aktywacje wskazanej broni. Umożliwia to aktywowanie osłon jeszcze przed rozpoczęciem rundy. Na ekranie tym można aktywować zakupione wcześniej bronie defensywne czy też ofensywne. Obsługiwany jest identycznie jak ekran zakupów, jednak **SPACJA** lub strzałka w prawo, a także joystick w prawo realizują aktywacje wskazanej broni. Umożliwia to aktywowanie osłon jeszcze przed rozpoczęciem rundy.
Klawisz **RETURN** lub przycisk joysticka przechodzi do ekranu zakupów następnego gracza. Klawisz **RETURN** lub przycisk joysticka przechodzi do ekranu zakupów następnego gracza.
(oczywiście dla graczy komputerowych ten ekran się nie pojawia) (oczywiście dla graczy komputerowych ten ekran się nie pojawia)
## 4. Główny ekran gry. ## 4. Główny ekran gry.
![Główny ekran gry.](images/StatusLine.png) ![Główny ekran gry.](images/StatusLine.png)
W linii statusowej widoczna jest informacja o tym, który z graczy aktualnie może oddać strzał oraz zestaw innych informacji: W linii statusowej widoczna jest informacja o tym, który z graczy aktualnie może oddać strzał oraz zestaw innych informacji:
* **Player** - nazwa czołgu gracza * **Player** - nazwa czołgu gracza. W przypadku gry drużynowej słowo **Player** zastępowane jest nazwą drużyny.
* numer aktywnego joysticka lub poziom gracza sterowanego przez komputer (1-**Moron** - 8-**Unknown**), * numer aktywnego joysticka lub poziom gracza sterowanego przez komputer (1-**Moron** - 8-**Unknown**),
* wybrana aktualnie broń ofensywna (symbol - ilość - nazwa), * wybrana aktualnie broń ofensywna (symbol - ilość - nazwa),
* **Energy** - pozostała ilość punktów energii gracza i jeśli ma on aktywną broń defensywną posiadającą swój zasób energii - w nawiasie ten zasób * **Energy** - pozostała ilość punktów energii gracza i jeśli ma on aktywną broń defensywną posiadającą swój zasób energii - w nawiasie ten zasób
* **Angle** - ustawiony przez gracza kąt nachylenia lufy i kierunek jej nachylenia * **Angle** - ustawiony przez gracza kąt nachylenia lufy i kierunek jej nachylenia
* **Force** - ustawiona przez gracza siła strzału (maksymalna siła strzału jest ograniczana przez energię gracza - nie może przekroczyć energii * 10 . Oznacza to, że mając małą ilość energii możemy oddać słabsze strzały * **Force** - ustawiona przez gracza siła strzału (maksymalna siła strzału jest ograniczana przez energię gracza - nie może przekroczyć energii * 10 . Oznacza to, że mając małą ilość energii możemy oddać słabsze strzały
* **Round** - numer aktualnej rundy rozgrywki * **Round** - numer aktualnej rundy rozgrywki
* **Wind** - prędkość i kierunek wiatru * **Wind** - prędkość i kierunek wiatru
* symbol "komputera" jeśli aktywna jest **Auto Defense** * symbol "komputera" jeśli aktywna jest **Auto Defense**
* w nawiasie nazwa aktywnej broni defensywnej - jeśli jest jakaś aktywowana przez gracza * w nawiasie nazwa aktywnej broni defensywnej - jeśli jest jakaś aktywowana przez gracza
Tutaj klawiszologia jest prosta, klawisze kursora lub joystick: lewo/prawo - zmiana kąta nachylenia lufy, góra/dół - zmiana ustawienia siły strzału. Tutaj klawiszologia jest prosta, klawisze kursora lub joystick: lewo/prawo - zmiana kąta nachylenia lufy, góra/dół - zmiana ustawienia siły strzału.
| A800 | funkcja | | A800 | funkcja |
|--------------|------------------| |--------------|------------------|
| **SPACJA**/**FIRE** | strzał (zob. )| | **SPACJA**/**FIRE** | strzał (zob. ˇ)|
| **TAB**/**SELECT** | zmiana broni ()| | **TAB**/**SELECT** | zmiana broni (ˇ)|
| **I** | inwentarz ()| | **I** | inwentarz (ˇ)|
| **A**/**OPTION** | defensywa ()| | **A**/**OPTION** | defensywa (ˇ)|
| **M** | wł/wył muzyki | | **M** | wł/wył muzyki |
| **S** | wł/wył dźwięków | | **S** | wł/wył dźwięków |
| **START** | tryb turbo ()| | **START** | tryb turbo (ˇ)|
| **O** | koniec gry ()| | **O** | koniec gry (ˇ)|
| **START**+**OPTION** | bezw. koniec ()| | **START**+**OPTION** | bezw. koniec (ˇ)|
| **G** | inne kolory ()| | **G** | inne kolory (ˇ)|
| **ESC** | powrót ()| | **ESC** | powrót (ˇ)|
| **Y** | zatwierdzam ()| | **Y** | zatwierdzam (ˇ)|
| **CTRL**+**HELP** | visual debug ()| | **CTRL**+**HELP** | visual debug (ˇ)|
* **strzał**, przycisk joysticka naciśnięte krótko - oddanie strzału * **strzał**, przycisk joysticka naciśnięte krótko - oddanie strzału
* **zmiana broni**, drugi przycisk joysticka - wybór broni ofensywnej (ta opcja nie jest dostępna bezpośrednio standardowym joystickiem - trzeba wybrać Inventory). * **zmiana broni**, drugi przycisk joysticka - wybór broni ofensywnej (ta opcja nie jest dostępna bezpośrednio standardowym joystickiem - trzeba wybrać Inventory).
* **inwentarz**, 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. * **inwentarz**, 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.
* **defensywa** - bezpośrednie przejście na ekran Inventory aktywacji broni defensywnych. * **defensywa** - bezpośrednie przejście na ekran Inventory aktywacji broni defensywnych.
* **tryb turbo** - przyspiesza/pomija niektóre animacje w grze * **tryb turbo** - przyspiesza/pomija niektóre animacje w grze
* **koniec gry** - 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. * **koniec gry** - 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.
* **bezw. koniec** - natychmiastowe wymuszenie zakończenia gry (Game Over), tak jak **O**, ale bez potwierdzenia. * **bezw. koniec** - natychmiastowe wymuszenie zakończenia gry (Game Over), tak jak **O**, ale bez potwierdzenia.
* **inne kolory** - zmienia wariant kolorystyczny gór (3 wersje do wyboru) * **inne kolory** - zmienia wariant kolorystyczny gór (3 wersje do wyboru)
* **powrót** - 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). * **powrót** - 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).
* **zatwierdzam** - w przypadku pytania o przerwanie lub zakończenie gry - potwierdzenie decyzji * **zatwierdzam** - w przypadku pytania o przerwanie lub zakończenie gry - potwierdzenie decyzji
* **visual debug** - 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. * **visual debug** - 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.
## 5. Zasady gry - bronie ofensywne. ## 5. Zasady gry - bronie ofensywne.
Duże punkty otrzymane przez gracza to liczba czołgów, które zginęły wcześniej niż on. Jeśli któryś z innych czołgów skapitulował wcześniej (**White Flag**) nie jest doliczany do tych, które zginęły, i nie daje punktów. Duże punkty otrzymane przez gracza to liczba czołgów, które zginęły wcześniej niż on. Jeśli któryś z innych czołgów skapitulował wcześniej (**White Flag**) nie jest doliczany do tych, które zginęły, i nie daje punktów.
Tylko te punkty decydują o kolejności w podsumowaniu. Tylko te punkty decydują o kolejności w podsumowaniu.
### Energia czołgów. ### Energia czołgów.
* Na początku każdej rundy każdy czołg ma 99 jednostek energii. * Na początku każdej rundy każdy czołg ma 99 jednostek energii.
* Energii czołgom ubywa na 3 sposoby: * Energii czołgom ubywa na 3 sposoby:
* jedna jednostka po oddaniu każdego strzału * jedna jednostka po oddaniu każdego strzału
* w czasie spadania (jeden piksel w dół -2 jednostki) * w czasie spadania (jeden piksel w dół -2 jednostki)
* w chwili trafienia w czołg lub obok niego jakiegoś pocisku - i tu ilość odejmowanej energii zależy od odległości od centrum eksplozji i typu/siły rażenia pocisku. * w chwili trafienia w czołg lub obok niego jakiegoś pocisku - i tu ilość odejmowanej energii zależy od odległości od centrum eksplozji i typu/siły rażenia pocisku.
### Energia i kasa ### Energia i kasa
Jak działa odejmowanie energii i zarabianie kasy: Jak działa odejmowanie energii i zarabianie kasy:
Po każdej rundzie wyliczana jest ilość zdobytych/straconych pieniędzy, robione jest to na podstawie dwóch zmiennych gromadzonych przez każdy z czołgów w trakcie rundy. Te zmienne to: Po każdej rundzie wyliczana jest ilość zdobytych/straconych pieniędzy, robione jest to na podstawie dwóch zmiennych gromadzonych przez każdy z czołgów w trakcie rundy. Te zmienne to:
**gain** - energia "przechwycona" od trafionych czołgów (także jeśli trafimy w samego siebie :) i tu haczyk, jeśli pozostało nam bardzo mało energii opłacalne może być trafienie w siebie mocną bronią! **gain** - energia "przechwycona" od trafionych czołgów (także jeśli trafimy w samego siebie :) i tu haczyk, jeśli pozostało nam bardzo mało energii opłacalne może być trafienie w siebie mocną bronią!
**lose** - energia stracona w wyniku eksplozji/upadku (i tu ważne - liczona jest całkowita utrata energii nawet jeśli czołg ma w chwili trafienia mniej). **lose** - energia stracona w wyniku eksplozji/upadku (i tu ważne - liczona jest całkowita utrata energii nawet jeśli czołg ma w chwili trafienia mniej).
Dodatkowo czołg, który wygrał rundę, ma parametr gain (przechwyconej od trafionych czołgów energii) zwiększany o pozostałą mu na koniec rundy energię (bo nie zginął i powinien ją mieć - choć bywa też inaczej :) ) Dodatkowo czołg, który wygrał rundę, ma parametr gain (przechwyconej od trafionych czołgów energii) zwiększany o pozostałą mu na koniec rundy energię (bo nie zginął i powinien ją mieć - choć bywa też inaczej :) )
Konkretnie: Konkretnie:
### Po każdej rundzie: ### Po każdej rundzie:
**money = money + (20 * (gain+energy))** **money = money + (20 * (gain+energy))**
**money = money - (10 * lose)** **money = money - (10 * lose)**
**jeśli money < 0 to money = 0** **jeśli money < 0 to money = 0**
(na starcie każdej rundy **gain** i **lose** mają wartość 0) (na starcie każdej rundy **gain** i **lose** mają wartość 0)
W czasie rundy, jeśli w wyniku strzału oddanego przez czołg inny czołg zostanie trafiony, czołg oddający strzał "dostaje energię" zabraną czołgowi trafionemu. W czasie rundy, jeśli w wyniku strzału oddanego przez czołg inny czołg zostanie trafiony, czołg oddający strzał "dostaje energię" zabraną czołgowi trafionemu.
### czołg oddający strzał: ### czołg oddający strzał:
**gain = gain + EnergyDecrease** **gain = gain + EnergyDecrease**
### czołg trafiony: ### czołg trafiony:
**lose = lose + EnergyDecrease** **lose = lose + EnergyDecrease**
gdzie **EnergyDecrease** to utrata energii w wyniku trafienia. gdzie **EnergyDecrease** to utrata energii w wyniku trafienia.
Oczywiście jednocześnie trafiony czołg traci ilość energii zapisaną w **EnergyDecrease**, z tym że tutaj strata nie może przekroczyć posiadanej energii. Oczywiście jednocześnie trafiony czołg traci ilość energii zapisaną w **EnergyDecrease**, z tym że tutaj strata nie może przekroczyć posiadanej energii.
## Jak działa trafienie. ## Jak działa trafienie.
Każda broń, która skutkuje eksplozją, ma swój promień rażenia. Każda broń, która skutkuje eksplozją, ma swój promień rażenia.
Po eksplozji każdy czołg w jej zasięgu traci energię. Po eksplozji każdy czołg w jej zasięgu traci energię.
Działa to tak, że jeśli trafienie jest dokładnie w centralny punkt czołgu, **EnergyDecrease** otrzymuje maksymalną wartość dla danej broni, a z każdym pikselem odległości od centrum czołgu wartość ta jest zmniejszana o 8. Działa to tak, że jeśli trafienie jest dokładnie w centralny punkt czołgu, **EnergyDecrease** otrzymuje maksymalną wartość dla danej broni, a z każdym pikselem odległości od centrum czołgu wartość ta jest zmniejszana o 8.
Przykładowo: jeśli strzał oddany za pomocą broni **Baby Missile** trafi idealnie w centrum czołgu, to straci on dokładnie 88 jednostek energii (plus to, co straci spadając po eksplozji). Przykładowo: jeśli strzał oddany za pomocą broni **Baby Missile** trafi idealnie w centrum czołgu, to straci on dokładnie 88 jednostek energii (plus to, co straci spadając po eksplozji).
W przypadku trafienia tą samą bronią w odległości 10-ciu pikseli od centrum czołgu strata ta będzie wynosiła już tyko 8 jednostek. W przypadku trafienia tą samą bronią w odległości 10-ciu pikseli od centrum czołgu strata ta będzie wynosiła już tyko 8 jednostek.
A oto wartości maksymalnego ubytku energii dla poszczególnych broni. Jeśli broń eksploduje kilka razy, każda z eksplozji jest obliczana niezależnie (dodatkowe wartości w tabeli): A oto wartości maksymalnego ubytku energii dla poszczególnych broni. Jeśli broń eksploduje kilka razy, każda z eksplozji jest obliczana niezależnie (dodatkowe wartości w tabeli):
| Broń ofensywna | Max ubytku | | Broń ofensywna | Max ubytku |
|-----------------|--------------| |-----------------|--------------|
| Baby Missile | 88 | | Baby Missile | 88 |
| Missile | 136 | | Missile | 136 |
@@ -220,140 +222,142 @@ A oto wartości maksymalnego ubytku energii dla poszczególnych broni. Jeśli br
| Funky Bomb | 168 88 (*5) | | Funky Bomb | 168 88 (*5) |
| MIRV | 136 (*5) | | MIRV | 136 (*5) |
| Death's Head | 240 (*5) | | Death's Head | 240 (*5) |
| Napalm | 40 (zob. )| | Napalm | 40 (zob. ˇ)|
| Hot Napalm | 80 ()| | Hot Napalm | 80 (ˇ)|
| Baby Roller | 88 | | Baby Roller | 88 |
| Roller | 168 | | Roller | 168 |
| Heavy Roller | 240 | | Heavy Roller | 240 |
| Riot Charge | 0 ()| | Riot Charge | 0 (ˇ)|
| Riot Blast | 0 ()| | Riot Blast | 0 (ˇ)|
| Riot Bomb | 0 ()| | Riot Bomb | 0 (ˇ)|
| Heavy Riot Bomb | 0 ()| | Heavy Riot Bomb | 0 (ˇ)|
| Baby Digger | 0 ()| | Digger | 0 (ˇ)|
| Digger | 0 ()| | Heavy Digger | 0 (ˇ)|
| Heavy Digger | 0 ()| | Sandhog | 0 (ˇ)|
| Sandhog | 0 ()| | Heavy Sandhog | 0 (ˇ)|
| Heavy Sandhog | 0 ()| | Dirt Clod | 0 (ˇ)|
| Dirt Clod | 0 ()| | Dirt Ball | 0 (ˇ)|
| Dirt Ball | 0 ()| | Ton of Dirt | 0 (ˇ)|
| Ton of Dirt | 0 ()| | Liquid Dirt | 0 (ˇ)|
| Liquid Dirt | 0 ()| | Dirt Charge | 0 (ˇ)|
| Dirt Charge | 0 ()| | Propaganda | 0 (ˇ)|
| Stomp | 0 ()| | Stomp | 0 (ˇ)|
| Laser | 100 ()| | Laser | 100 (ˇ)|
Uwagi: Uwagi:
* **Napalm** - ta broń jest inna i nie jest wyznaczana odległość od centrum, po prostu każdy czołg znajdujący się w zasięgu płomieni traci 40 jednostek energii. * **Napalm** - ta broń jest inna i nie jest wyznaczana odległość od centrum, po prostu każdy czołg znajdujący się w zasięgu płomieni traci 40 jednostek energii.
* **Hot Napalm** - zasada taka jak w Napalm, 80 jednostek. * **Hot Napalm** - zasada taka jak w Napalm, 80 jednostek.
* **Riot Charge** - nie jest odejmowana energia, ale usuwana jest część gruntu w górę od punktu trafienia w promieniu 31 pikseli. * **Riot Charge** - nie jest odejmowana energia, ale usuwana jest część gruntu w górę od punktu trafienia w promieniu 31 pikseli.
* **Riot Blast** - jak w Riot Charge, tyle że w promieniu 61 pikseli. * **Riot Blast** - jak w Riot Charge, tyle że w promieniu 61 pikseli.
* **Riot Bomb** - nie jest odejmowana energia, ale niszczony jest grunt w promieniu 17 pikseli od punktu trafienia - tak jak w wypadku **Missile**. Broń przydatna do odkopywania się po zasypaniu, bądź podkopywania przeciwnika. * **Riot Bomb** - nie jest odejmowana energia, ale niszczony jest grunt w promieniu 17 pikseli od punktu trafienia - tak jak w wypadku **Missile**. Broń przydatna do odkopywania się po zasypaniu, bądź podkopywania przeciwnika.
* **Heavy Riot Bomb** - jak w Riot Bomb, ale promień eksplozji to 29 pikseli od punktu trafienia - tak jak w wypadku **Nuke**. * **Heavy Riot Bomb** - jak w Riot Bomb, ale promień eksplozji to 29 pikseli od punktu trafienia - tak jak w wypadku **Nuke**.
* **Baby Digger** - nie jest odejmowana energia, ale podkopywana jest część gruntu promieniu 60 pikseli od punktu trafienia. * **Digger** - nie jest odejmowana energia, ale podkopywana jest część gruntu promieniu 60 pikseli od punktu trafienia.
* **Digger** - jak wyżej - większy podkop. * **Heavy Digger** - jak wyżej - większy podkop.
* **Heavy Digger** - jak wyżej - największy podkop. * **Sandhog** - jak wyżej - inny sposób podkopywania.
* **Sandhog** - jak wyżej - inny sposób podkopywania. * **Heavy Sandhog** - jak wyżej - największy podkop.
* **Heavy Sandhog** - jak wyżej - największy podkop. * **Dirt Clod** - nie jest odejmowana energia, ale tworzona jest kula gruntu o promieniu 12 pikseli od punktu trafienia. Broń przydatna do zakopywania przeciwnika.
* **Dirt Clod** - nie jest odejmowana energia, ale tworzona jest kula gruntu o promieniu 12 pikseli od punktu trafienia. Broń przydatna do zakopywania przeciwnika. * **Dirt Ball** - jak wyżej, ale promień kuli to 22 piksele.
* **Dirt Ball** - jak wyżej, ale promień kuli to 22 piksele. * **Ton of Dirt** - jak wyżej, ale promień kuli to 31 pikseli.
* **Ton of Dirt** - jak wyżej, ale promień kuli to 31 pikseli. * **Liquid Dirt** - zalewa grunt w punkcie trafienia płynną glebą, wypełniając zagłębienia.
* **Liquid Dirt** - zalewa grunt w punkcie trafienia płynną glebą, wypełniając zagłębienia. * **Dirt Charge** - nie jest odejmowana energia, ale usypywany jest dodatkowy grunt w górę od punktu trafienia w promieniu 61 pikseli. Broń przydatna do zakopywania przeciwnika.
* **Dirt Charge** - nie jest odejmowana energia, ale usypywany jest dodatkowy grunt w górę od punktu trafienia w promieniu 61 pikseli. Broń przydatna do zakopywania przeciwnika. * **Propaganda** - nie jest odejmowana energia, miejsce trafienia zostaje zasypane propagandowymi tekstami.
* **Stomp** - nie jest odejmowana energia, ale wszystkie czołgi w promieniu zależnym od siły strzału zostają odepchnięte, a po odepchnięciu mogą spaść lub zostać zasypane. Przy maksymalnej sile 990 jednostek promień działania to około 60 pikseli. * **Stomp** - nie jest odejmowana energia, ale wszystkie czołgi w promieniu zależnym od siły strzału zostają odepchnięte, a po odepchnięciu mogą spaść lub zostać zasypane. Przy maksymalnej sile 990 jednostek promień działania to około 60 pikseli.
* **Laser** - tu także jest inaczej - równo 100 tylko w przypadku bezpośredniego trafienia po prostu odejmujemy 100 jednostek energii - czyli czołg zawsze ginie. * **Laser** - tu także jest inaczej - równo 100 tylko w przypadku bezpośredniego trafienia po prostu odejmujemy 100 jednostek energii - czyli czołg zawsze ginie.
## 6. A teraz bronie defensywne: ## 6. A teraz bronie defensywne:
* **White Flag** - powoduje poddanie gracza (może czasem przydać się w sytuacji beznadziejnej). Zaletą jest to, że poddając się nie dajemy dużego punktu przeciwnikom i nie powodujemy, że któryś zyska na tym, że nas zgładzi, ograniczamy też stratę swojej energii, czyli także kasy. I tu także ważna uwaga - to jedyna broń defensywna, którą można dezaktywować. Wystarczy ponownie wejść do inventory i jeszcze raz wybrać jej aktywację. * **White Flag** - powoduje poddanie gracza (może czasem przydać się w sytuacji beznadziejnej). Zaletą jest to, że poddając się nie dajemy dużego punktu przeciwnikom i nie powodujemy, że któryś zyska na tym, że nas zgładzi, ograniczamy też stratę swojej energii, czyli także kasy. I tu także ważna uwaga - to jedyna broń defensywna, którą można dezaktywować. Wystarczy ponownie wejść do inventory i jeszcze raz wybrać jej aktywację.
* **Battery** - w momencie aktywacji doładowuje energię czołgu do pełna (99 jednostek). Jest to jedna z trzech broni defensywnych, która nie dezaktywuje innych broni defensywnych w przypadku jej użycia. * **Battery** - w momencie aktywacji doładowuje energię czołgu do pełna (99 jednostek). Jest to jedna z trzech broni defensywnych, która nie dezaktywuje innych broni defensywnych w przypadku jej użycia.
* **Hovercraft** - broń umożliwiająca przemieszczanie się czołgu. Posiada własny zasób paliwa, a dodatkowo może być aktywowana wielokrotnie w czasie tej samej tury, a po jej użyciu możemy w tej samej turze aktywować inną broń defensywną i oddać strzał. W wyniku jej użycia czołg uniesie się ponad góry i za pomocą klawiszy kursora lub joysticka: lewo/prawo możemy przemieścić czołg na nową pozycję, a **SPACJA** lub przycisk joysticka powodują wylądowanie czołgu w nowym miejscu. Latać można do chwili skończenia się "paliwa" (prezentowanego na pasku statusu tak jak energia broni defensywnej), a gdy paliwo się skończy, czołg opadnie samodzielnie. Nie da się lądować na innych czołgach. * **Hovercraft** - broń umożliwiająca przemieszczanie się czołgu. Posiada własny zasób paliwa, a dodatkowo może być aktywowana wielokrotnie w czasie tej samej tury, a po jej użyciu możemy w tej samej turze aktywować inną broń defensywną i oddać strzał. W wyniku jej użycia czołg uniesie się ponad góry i za pomocą klawiszy kursora lub joysticka: lewo/prawo możemy przemieścić czołg na nową pozycję, a **SPACJA** lub przycisk joysticka powodują wylądowanie czołgu w nowym miejscu. Latać można do chwili skończenia się "paliwa" (prezentowanego na pasku statusu tak jak energia broni defensywnej), a gdy paliwo się skończy, czołg opadnie samodzielnie. Nie da się lądować na innych czołgach.
* **Parachute** - nie chroni przed ubytkiem energii z powodu sąsiedniej eksplozji, powoduje że nie ubywa energii w czasie JEDNEGO spadania. Po takim upadku dezaktywuje się i trzeba aktywować nowy spadochron. * **Parachute** - nie chroni przed ubytkiem energii z powodu sąsiedniej eksplozji, powoduje że nie ubywa energii w czasie JEDNEGO spadania. Po takim upadku dezaktywuje się i trzeba aktywować nowy spadochron.
* **Strong Parachute** - spadochron z własną energią (na starcie 99 jednostek), działa tak samo jak Parachute (nie chroni przed eksplozjami), ma za to swój własny zasób energii, przy spadaniu w pierwszej kolejności zmniejszana jest energia tego spadochronu (1 jednostka na jeden piksel opadania - inaczej niż czołg!) i jeśli dojdzie ona do 0, to spadochron dezaktywuje się i dalej zmniejszana jest energia czołgu (tutaj już standardowo - 2 jednostki na jeden piksel). * **Strong Parachute** - spadochron z własną energią (na starcie 99 jednostek), działa tak samo jak Parachute (nie chroni przed eksplozjami), ma za to swój własny zasób energii, przy spadaniu w pierwszej kolejności zmniejszana jest energia tego spadochronu (1 jednostka na jeden piksel opadania - inaczej niż czołg!) i jeśli dojdzie ona do 0, to spadochron dezaktywuje się i dalej zmniejszana jest energia czołgu (tutaj już standardowo - 2 jednostki na jeden piksel).
* **Shield** - najprostsza osłona, działa dokładnie przeciwnie niż Parachute, nie chroni przed ubytkiem energii w czasie spadania, chroni za to przed ubytkiem energii spowodowanym JEDNĄ sąsiednią eksplozją. Chroni jednorazowo, bez znaczenia jak silna jest eksplozja (czy jest to tylko "draśnięcie", czy też bezpośrednie trafienie atomówką) i od razu po niej dezaktywuje się. * **Shield** - najprostsza osłona, działa dokładnie przeciwnie niż Parachute, nie chroni przed ubytkiem energii w czasie spadania, chroni za to przed ubytkiem energii spowodowanym JEDNĄ sąsiednią eksplozją. Chroni jednorazowo, bez znaczenia jak silna jest eksplozja (czy jest to tylko "draśnięcie", czy też bezpośrednie trafienie atomówką) i od razu po niej dezaktywuje się.
* **Heavy Shield** - osłona z własną energią (na starcie 99 jednostek), działa tak samo jak Shield (nie chroni przed upadkiem) z tym wyjątkiem, że ma własny zasób energii. Przy eksplozji w pierwszej kolejności zmniejszana jest energia tej osłony i jeśli dojdzie ona do 0, to osłona dezaktywuje się i dalej zmniejszana jest energia czołgu. W związku z takim działaniem, czołg z tym typem osłony można "zabić" podkopując go, bo spadanie zmniejsza energię czołgu a nie osłony. * **Heavy Shield** - osłona z własną energią (na starcie 99 jednostek), działa tak samo jak Shield (nie chroni przed upadkiem) z tym wyjątkiem, że ma własny zasób energii. Przy eksplozji w pierwszej kolejności zmniejszana jest energia tej osłony i jeśli dojdzie ona do 0, to osłona dezaktywuje się i dalej zmniejszana jest energia czołgu. W związku z takim działaniem, czołg z tym typem osłony można "zabić" podkopując go, bo spadanie zmniejsza energię czołgu a nie osłony.
* **Force Shield** - najmocniejsza osłona - działa tak jak Heavy Shield, tyle że połączona z Parachute. Co ważne, w jej przypadku upadek nie zabiera energii osłonie ani czołgowi. Zabierają ją tylko trafienia. * **Force Shield** - najmocniejsza osłona - działa tak jak Heavy Shield, tyle że połączona z Parachute. Co ważne, w jej przypadku upadek nie zabiera energii osłonie ani czołgowi. Zabierają ją tylko trafienia.
* **Bouncy Castle** - broń agresywna :) Działa następująco: w przypadku bezpośredniego trafienia w czołg (i osłonę) powoduje "odbicie" pocisku w przeciwnym kierunku z taką samą siłą, z jaką był wystrzelony. W przypadku braku wiatru i różnicy poziomów broń trafia wtedy w czołg, który ją wystrzelił. Po takim odbiciu dezaktywuje się. W związku z tym, że broń ta reaguje w ten sposób tylko na precyzyjne trafienia, jest także osłoną odpowiadającą działaniu Heavy Shield i ma na starcie 99 jednostek. * **Bouncy Castle** - broń agresywna :) Działa następująco: w przypadku bezpośredniego trafienia w czołg (i osłonę) powoduje "odbicie" pocisku w przeciwnym kierunku z taką samą siłą, z jaką był wystrzelony. W przypadku braku wiatru i różnicy poziomów broń trafia wtedy w czołg, który ją wystrzelił. Po takim odbiciu dezaktywuje się. W związku z tym, że broń ta reaguje w ten sposób tylko na precyzyjne trafienia, jest także osłoną odpowiadającą działaniu Heavy Shield i ma na starcie 99 jednostek.
* **Mag Deflector** - druga broń agresywna :) W przypadku bezpośredniego trafienia w czołg (i osłonę) powoduje przesunięcie punktu trafienia losowo w lewo lub prawą stronę chronionego czołgu, ale niezbyt daleko, więc można dostać "odłamkiem" przy silniejszej broni. Tak jak w przypadku Bouncy Castle jest także osłoną odpowiadającą działaniu Heavy Shield i ma na starcie 99 jednostek. * **Mag Deflector** - druga broń agresywna :) W przypadku bezpośredniego trafienia w czołg (i osłonę) powoduje przesunięcie punktu trafienia losowo w lewo lub prawą stronę chronionego czołgu, ale niezbyt daleko, więc można dostać "odłamkiem" przy silniejszej broni. Tak jak w przypadku Bouncy Castle jest także osłoną odpowiadającą działaniu Heavy Shield i ma na starcie 99 jednostek.
* **Nuclear Winter** - nic nie dodaje, nic nie zabiera :) - w zasadzie to broń nie tyle defensywna, co obosieczna. Zasypuje teren opadem "radioaktywnym", który jest zwyczajną glebą. Jeśli nie mamy pod ręką żadnej broni odkopującej teren i do tego osłony (najlepiej jednorazowej), to po takim "opadzie" będzie trzeba strzelić do siebie - bo będąc pod ziemią inaczej się nie da. Ewentualnie pozostaje zawsze White Flag. * **Nuclear Winter** - nic nie dodaje, nic nie zabiera :) - w zasadzie to broń nie tyle defensywna, co obosieczna. Zasypuje teren opadem "radioaktywnym", który jest zwyczajną glebą. Jeśli nie mamy pod ręką żadnej broni odkopującej teren i do tego osłony (najlepiej jednorazowej), to po takim "opadzie" będzie trzeba strzelić do siebie - bo będąc pod ziemią inaczej się nie da. Ewentualnie pozostaje zawsze White Flag.
* **Long Schlong** - broń specjalna :) - kosztuje dużo, nie bardzo w czymkolwiek pomaga (poza ewentualnym odkopaniem się - tylko przy niewielkim przysypaniu - ale fajnie się nazywa i wygląda :) - Można ją aktywować niezależnie od innych broni defensywnych i pozostaje aktywna do końca rundy (nie da się jej dezaktywować). * **Long Schlong** - broń specjalna :) - kosztuje dużo, nie bardzo w czymkolwiek pomaga (poza ewentualnym odkopaniem się - tylko przy niewielkim przysypaniu - ale fajnie się nazywa i wygląda :) - Można ją aktywować niezależnie od innych broni defensywnych i pozostaje aktywna do końca rundy (nie da się jej dezaktywować). Broń ta działa deprymująco na przeciwników sterowanych przez komputer na poziomie **Poolshark** i wyższych.
* **Lazy Boy** - nie jest to właściwie broń defensywna. Jest to wspomaganie celowania. Po jej aktywacji czołg stara się wycelować w najbliższego przeciwnika i automatycznie ustawia siłę strzału oraz kąt. W przypadku posiadania zbyt małej ilości energii może czasem wycelować źle (do celowania stosuje metodę taką jak **Cyborg**). Tak jak **Battery** nie dezaktywuje innych broni defensywnych w przypadku jej użycia. Uwaga! Nie ma sensu aktywacja tej broni przed rundą, celowanie nie odbędzie się, bo nie ma jeszcze do czego celować. * **Lazy Boy** - nie jest to właściwie broń defensywna. Jest to wspomaganie celowania. Po jej aktywacji czołg stara się wycelować w najbliższego przeciwnika i automatycznie ustawia siłę strzału oraz kąt. W przypadku posiadania zbyt małej ilości energii może czasem wycelować źle (do celowania stosuje metodę taką jak **Cyborg**). Tak jak **Battery** nie dezaktywuje innych broni defensywnych w przypadku jej użycia. Uwaga! Nie ma sensu aktywacja tej broni przed rundą, celowanie nie odbędzie się, bo nie ma jeszcze do czego celować.
* **Lazy Darwin** - działa tak jak **Lazy Boy**, ale celuje w najsłabszego przeciwnika. W tej broni po automatycznym celowaniu pozostaje aktywne "celowanie wizualne" można więc łątwo zmienić cel i samodzielnie wybrać innego przeciwnika widząc czy w niego trafimy. * **Lazy Darwin** - działa tak jak **Lazy Boy**, ale celuje w najsłabszego przeciwnika. W tej broni po automatycznym celowaniu pozostaje aktywne "celowanie wizualne" można więc łątwo zmienić cel i samodzielnie wybrać innego przeciwnika widząc czy w niego trafimy.
* **Auto Defense** - włącza tryb automatycznej aktywacji broni defensywnych. Po jej aktywowaniu czołg automatycznie aktywuje najmocniejszą posiadaną osłonę (zużywając ją oczywiście) w każdej chwili, kiedy nie ma żadnej osłony (także pomiędzy strzałami innych graczy). Jednocześnie jeżeli poziom energii czołgu spadnie poniżej 30 jednostek, automatycznie aktywuje **Battery** jeżeli ją posiada. Ta broń pozostaje aktywna do końca rundy i jest sygnalizowana symbolem "komputera" przed nazwą aktywnej broni defensywnej w linii statusowej. Jest to druga broń defensywna, która nie dezaktywuje innych broni defensywnych w przypadku jej użycia. * **Auto Defense** - włącza tryb automatycznej aktywacji broni defensywnych. Po jej aktywowaniu czołg automatycznie aktywuje najmocniejszą posiadaną osłonę (zużywając ją oczywiście) w każdej chwili, kiedy nie ma żadnej osłony (także pomiędzy strzałami innych graczy). Jednocześnie jeżeli poziom energii czołgu spadnie poniżej 30 jednostek, automatycznie aktywuje **Battery** jeżeli ją posiada. Ta broń pozostaje aktywna do końca rundy i jest sygnalizowana symbolem "komputera" przed nazwą aktywnej broni defensywnej w linii statusowej. Jest to druga broń defensywna, która nie dezaktywuje innych broni defensywnych w przypadku jej użycia.
* **Spy Hard** - Pomoc dla zapominalskich :) Po aktywacji pokazuje kolejno podgląd informacji o kolejnych przeciwnikach. Lewo/Prawo - zmienia "szpiegowany" czołg. Fire/Space/Return/Esc - kończy "szpiegowanie". Jest to ostatnia broń defensywna, która nie dezaktywuje innych broni defensywnych w przypadku jej użycia. * **Spy Hard** - Pomoc dla zapominalskich :) Po aktywacji pokazuje kolejno podgląd informacji o kolejnych przeciwnikach. Lewo/Prawo - zmienia "szpiegowany" czołg. Fire/Space/Return/Esc - kończy "szpiegowanie". Jest to ostatnia broń defensywna, która nie dezaktywuje innych broni defensywnych w przypadku jej użycia.
W związku z odmiennym działaniem broni **MIRV**, bronie defensywne **Bouncy Castle** i **Mag Deflector** wykorzystują tylko funkcję osłony przy trafieniu tą bronią. Dodatkowo głowice **MIRV** w czasie opadania nie odbijają się i nie przelatują przez ściany boczne! W związku z odmiennym działaniem broni **MIRV**, bronie defensywne **Bouncy Castle** i **Mag Deflector** wykorzystują tylko funkcję osłony przy trafieniu tą bronią. Dodatkowo głowice **MIRV** w czasie opadania nie odbijają się i nie przelatują przez ściany boczne!
Żadna z osłon nie chroni przed **Napalm**. **Bouncy Castle** czy **Mag Deflector**, przy bezpośrednim trafieniu odbije je lub przeniesie obok, ale wystarczy trafić bardzo blisko czołgu i nie zadziała jego osłona. Żadna z osłon nie chroni przed **Napalm**. **Bouncy Castle** czy **Mag Deflector**, przy bezpośrednim trafieniu odbije je lub przeniesie obok, ale wystarczy trafić bardzo blisko czołgu i nie zadziała jego osłona.
Bronie **White Flag**, **Hovercraft** i **Nuclear Winter** po aktywacji wymagają uruchomienia, jest to realizowanie przez "oddanie strzału" po aktywacji tej broni. Oczywiście strzał bronią ofensywną nie jest wtedy oddawany, a jedynie uruchamiana jest wybrana broń defensywna. Bronie **White Flag**, **Hovercraft** i **Nuclear Winter** po aktywacji wymagają uruchomienia, jest to realizowanie przez "oddanie strzału" po aktywacji tej broni. Oczywiście strzał bronią ofensywną nie jest wtedy oddawany, a jedynie uruchamiana jest wybrana broń defensywna.
Można mieć aktywną tylko jedną broń defensywną w danej chwili (za wyjątkiem **Long Schlong** oczywiście :) ). Zawsze przed oddaniem strzału możemy zmienić decyzję i aktywować inną broń defensywną czy też dezaktywować **White Flag**. Można mieć aktywną tylko jedną broń defensywną w danej chwili (za wyjątkiem **Long Schlong** oczywiście :) ). Zawsze przed oddaniem strzału możemy zmienić decyzję i aktywować inną broń defensywną czy też dezaktywować **White Flag**.
Oczywiście aktywacja broni w momencie, kiedy mamy już aktywowaną jakąś inną, powoduje utratę tej poprzedniej (nie ma zwrotów :) ). Oczywiście aktywacja broni w momencie, kiedy mamy już aktywowaną jakąś inną, powoduje utratę tej poprzedniej (nie ma zwrotów :) ).
## 7. Bronie 'inne' :) : ## 7. Bronie 'inne' :) :
* **Best F...g Gifts** - tej 'broni' nie używa się w rozgrywce. Jej zakup powoduje wylosowanie jednej z broni ofensywnych lub (rzadziej) defensywnych i dodanie jej do arsenału gracza. Jest to loteria, w której można stracić (jeśli wylosuje się broń tańsza niż cena **Best F...g Gifts**), ale też zyskać. Jeśli wylosuje się broń dużo droższa, możemy otrzymać do dyspozycji broń, na którą nie było nas stać! Istnieje niewielkie prawdopodobieństwo wylosowania przez **Best F...g Gifts** samej siebie :). Można wtedy spróbować użyć jej w walce. * **Best F...g Gifts** - tej 'broni' nie używa się w rozgrywce. Jej zakup powoduje wylosowanie jednej z broni ofensywnych lub (rzadziej) defensywnych i dodanie jej do arsenału gracza. Jest to loteria, w której można stracić (jeśli wylosuje się broń tańsza niż cena **Best F...g Gifts**), ale też zyskać. Jeśli wylosuje się broń dużo droższa, możemy otrzymać do dyspozycji broń, na którą nie było nas stać! Istnieje niewielkie prawdopodobieństwo wylosowania przez **Best F...g Gifts** samej siebie :). Można wtedy spróbować użyć jej w walce.
## 8. Siła przeciwników AI: ## 8. Siła przeciwników AI:
Gra posiada 8 poziomów trudności przeciwników sterowanych przez komputer. A właściwie 7 różnych i jeden "niespodziankę". Każdy z nich ma swój sposób kupowania broni defensywnych i ofensywnych oraz inną metodę wyboru celu i samego celowania oraz wyboru broni. Ułożone są one na liście według wzrastających "umiejętności": Gra posiada 8 poziomów trudności przeciwników sterowanych przez komputer. A właściwie 7 różnych i jeden "niespodziankę". Każdy z nich ma swój sposób kupowania broni defensywnych i ofensywnych oraz inną metodę wyboru celu i samego celowania oraz wyboru broni. Ułożone są one na liście według wzrastających "umiejętności":
* **Moron** - najgłupszy z przeciwników (co nie znaczy, że najbezpieczniejszy). Strzela całkowicie przypadkowo używając wyłącznie jednej broni - **Baby Missile**. Nie kupuje nic, nie umie stosować broni defensywnych. * **Moron** - najgłupszy z przeciwników (co nie znaczy, że najbezpieczniejszy). Strzela całkowicie przypadkowo używając wyłącznie jednej broni - **Baby Missile**. Nie kupuje nic, nie umie stosować broni defensywnych.
* **Shooter** - Ten przeciwnik nie strzela na oślep. Wybiera sobie jeden kierunek. Na podstawie własnej pozycji - strzela w stronę, z której jest więcej przestrzeni zakładając, że to tam są inne czołgi. Ostrzeliwanie zaczyna od wysokiego kąta i strzał po strzale zmienia ten kąt na coraz niższy starając się ostrzelać cały obszar po wybranej stronie. Strzał oddaje zawsze najlepszą posiadaną bronią (najwyższą na liście posiadanych broni - czyli niekoniecznie najlepszą). Nie używa broni defensywnych mimo, że je kupuje! Na początku rundy podejmuje 1 próbę zakupu broni defensywnych (tylko z zakresu **Battery** - **Strong Parachute**) i 4 ofensywnych (z zakresu **Missile** - **Heavy Roller**). * **Shooter** - Ten przeciwnik nie strzela na oślep. Wybiera sobie jeden kierunek. Na podstawie własnej pozycji - strzela w stronę, z której jest więcej przestrzeni zakładając, że to tam są inne czołgi. Ostrzeliwanie zaczyna od wysokiego kąta i strzał po strzale zmienia ten kąt na coraz niższy starając się ostrzelać cały obszar po wybranej stronie. Strzał oddaje zawsze najlepszą posiadaną bronią (najwyższą na liście posiadanych broni - czyli niekoniecznie najlepszą). Nie używa broni defensywnych mimo, że je kupuje! Na początku rundy podejmuje 1 próbę zakupu broni defensywnych (tylko z zakresu **Battery** - **Strong Parachute**) i 4 ofensywnych (z zakresu **Missile** - **Heavy Roller**).
* **Poolshark** - Atakując wyznacza sobie za cel najbliższy czołg, następnie dobiera kąt strzału, a jego siłę stara się dobrać losując ją z wybranego przedziału. Strzał oddaje zawsze najlepszą posiadaną bronią. Używa broni defensywnych. Z prawdopodobieństwem 1:3 aktywuje przed oddaniem strzału najlepszą posiadaną broń defensywną (najwyższą na liście posiadanych broni - czyli niekoniecznie najlepszą). Jeżeli poziom jego energii spadnie poniżej 30 jednostek - używa **Battery** (oczywiście jeśli wcześniej ją kupił), a jeżeli energia spadnie poniżej 5 i nie ma **Battery**, poddaje się - **White Flag**. Na początku rundy podejmuje 1 próbę zakupu broni defensywnych i 6 ofensywnych. * **Poolshark** - Atakując wyznacza sobie za cel najbliższy czołg, następnie dobiera kąt strzału, a jego siłę stara się dobrać losując ją z wybranego przedziału. Strzał oddaje zawsze najlepszą posiadaną bronią. Używa broni defensywnych. Z prawdopodobieństwem 1:3 aktywuje przed oddaniem strzału najlepszą posiadaną broń defensywną (najwyższą na liście posiadanych broni - czyli niekoniecznie najlepszą). Jeżeli poziom jego energii spadnie poniżej 30 jednostek - używa **Battery** (oczywiście jeśli wcześniej ją kupił), a jeżeli energia spadnie poniżej 5 i nie ma **Battery**, poddaje się - **White Flag**. Na początku rundy podejmuje 1 próbę zakupu broni defensywnych i 6 ofensywnych.
* **Tosser** - Atakując działa dokładnie tak jak **Poolshark**, jednak może posiadać "lepszy" zasób broni dzięki innej taktyce zakupów. Zawsze przed strzałem aktywuje najlepszą posiadaną broń defensywną. i tak jak **Poolshark** stosuje **Battery** i **White Flag**. Na początku rundy ocenia ile ma pieniędzy i w zależności od tego podejmuje (pieniądze/5100) prób zakupu broni defensywnych, a następnie jeszcze raz sprawdza ile pieniędzy mu zostało i podejmuje (pieniądze/1250) prób zakupu broni ofensywnych. * **Tosser** - Atakując działa dokładnie tak jak **Poolshark**, jednak może posiadać "lepszy" zasób broni dzięki innej taktyce zakupów. Zawsze przed strzałem aktywuje najlepszą posiadaną broń defensywną. i tak jak **Poolshark** stosuje **Battery** i **White Flag**. Na początku rundy ocenia ile ma pieniędzy i w zależności od tego podejmuje (pieniądze/5100) prób zakupu broni defensywnych, a następnie jeszcze raz sprawdza ile pieniędzy mu zostało i podejmuje (pieniądze/1250) prób zakupu broni ofensywnych.
* **Chooser** - Obiera sobie za cel najsłabszego przeciwnika (o najmniejszym zasobie energii) i celuje bardzo dokładnie, jednak przed samym strzałem energia strzału modyfikowana jest o parametr szczęścia :) , czyli mimo precyzyjnego wycelowania nie zawsze trafia. Strzał oddaje najlepszą posiadaną bronią - chyba że cel jest blisko, wtedy zmienia broń na **Baby Missile**, by unikać trafienia samego siebie. Zawsze przed strzałem aktywuje najlepszą posiadaną broń defensywną i tak jak **Poolshark** stosuje **Battery** i **White Flag**. Zakupów dokonuje tak samo jak **Tosser**. * **Chooser** - Obiera sobie za cel najsłabszego przeciwnika (o najmniejszym zasobie energii) i celuje bardzo dokładnie, jednak przed samym strzałem energia strzału modyfikowana jest o parametr szczęścia :) , czyli mimo precyzyjnego wycelowania nie zawsze trafia. Strzał oddaje najlepszą posiadaną bronią - chyba że cel jest blisko, wtedy zmienia broń na **Baby Missile**, by unikać trafienia samego siebie. Zawsze przed strzałem aktywuje najlepszą posiadaną broń defensywną i tak jak **Poolshark** stosuje **Battery** i **White Flag**. Zakupów dokonuje tak samo jak **Tosser**.
* **Spoiler** - Strzela dokładnie tak jak **Chooser**, tyle że ma więcej szczęścia :), co oznacza, że nawet jeśli nie trafi w wybrany cel, to może być to strzał precyzyjniejszy niż **Chooser**. Jeśli nie jest w stanie trafić w obrany cel, stara się wybrać inny, w który może precyzyjnie trafić. Broni defensywnych używa dokładnie tak jak **Chooser**. Na początku rundy ocenia ile ma pieniędzy i w zależności od tego podejmuje (pieniądze/5100) prób zakupu broni defensywnych, a następnie jeszcze raz sprawdza ile pieniędzy mu zostało i podejmuje (pieniądze/320) prób zakupu broni ofensywnych. Przy zakupie broni defensywnych kupuje tylko bronie silne i precyzyjne - czyli takie, które nie zrobią mu przypadkiem krzywdy. * **Spoiler** - Strzela dokładnie tak jak **Chooser**, tyle że ma więcej szczęścia :), co oznacza, że nawet jeśli nie trafi w wybrany cel, to może być to strzał precyzyjniejszy niż **Chooser**. Jeśli nie jest w stanie trafić w obrany cel, stara się wybrać inny, w który może precyzyjnie trafić. Broni defensywnych używa dokładnie tak jak **Chooser**. Na początku rundy ocenia ile ma pieniędzy i w zależności od tego podejmuje (pieniądze/5100) prób zakupu broni defensywnych, a następnie jeszcze raz sprawdza ile pieniędzy mu zostało i podejmuje (pieniądze/320) prób zakupu broni ofensywnych. Przy zakupie broni defensywnych kupuje tylko bronie silne i precyzyjne - czyli takie, które nie zrobią mu przypadkiem krzywdy.
* **Cyborg** - Obiera sobie za cel najsłabszego przeciwnika (o najmniejszym zasobie energii), lecz preferuje przeciwników sterowanych przez człowieka. Jeśli nie jest w stanie trafić w obrany cel, stara się wybrać inny, w który może precyzyjnie trafić. Celuje bardzo dokładnie i w zdecydowanej większości przypadków trafia za pierwszym strzałem. Strzał oddaje najlepszą posiadaną bronią - chyba że cel jest blisko, wtedy zmienia broń na **Baby Missile**, by unikać trafienia samego siebie. Broni defensywnych używa dokładnie tak jak **Chooser**, ale jeśli ma więcej niź 2 sztuki **Battery**, stosuje je jeśli energia zmniejszy się poniższej 60 jednostek. Zakupy robi dokładnie tak jak **Spoiler** * **Cyborg** - Obiera sobie za cel najsłabszego przeciwnika (o najmniejszym zasobie energii), lecz preferuje przeciwników sterowanych przez człowieka. Jeśli nie jest w stanie trafić w obrany cel, stara się wybrać inny, w który może precyzyjnie trafić. Celuje bardzo dokładnie i w zdecydowanej większości przypadków trafia za pierwszym strzałem. Strzał oddaje najlepszą posiadaną bronią - chyba że cel jest blisko, wtedy zmienia broń na **Baby Missile**, by unikać trafienia samego siebie. Broni defensywnych używa dokładnie tak jak **Chooser**, ale jeśli ma więcej niź 2 sztuki **Battery**, stosuje je jeśli energia zmniejszy się poniższej 60 jednostek. Zakupy robi dokładnie tak jak **Spoiler**
* **Unknown** - Przed oddaniem każdego strzału losowo wybiera sposób działania od **Poolsharka** do **Cyborga** i stosuje jego taktykę. Taktyka zakupów broni jest jednak zawsze identyczna jak **Tosser** * **Unknown** - Przed oddaniem każdego strzału losowo wybiera sposób działania od **Poolsharka** do **Cyborga** i stosuje jego taktykę. Taktyka zakupów broni jest jednak zawsze identyczna jak **Tosser**
**Poolshark**, **Tosser**, **Chooser**, **Spoiler** i **Cyborg** w czasie gry drużynowej nigdy nie celują w członka własnej drużyny, nawet jeśli grozi to im samym.
### AI idzie na zakupy ### AI idzie na zakupy
Próba zakupu broni (ofensywnej lub defensywnej) wygląda następująco: Próba zakupu broni (ofensywnej lub defensywnej) wygląda następująco:
Na początku losowana jest jedna z broni (wśród wszystkich możliwych ofensywnych lub defensywnych). Następnie wykonywane jest sprawdzenie, czy wylosowana broń jest na liście broni możliwych do zakupu przez czołg. Jeśli nie, to w tej próbie żadna broń nie jest kupowana, a jeśli tak, to sprawdzana jest jej cena. Jeśli czołg ma tyle pieniędzy, broń jest kupowana, w przeciwnym wypadku próba kończy się bez dokonania zakupu. Na początku losowana jest jedna z broni (wśród wszystkich możliwych ofensywnych lub defensywnych). Następnie wykonywane jest sprawdzenie, czy wylosowana broń jest na liście broni możliwych do zakupu przez czołg. Jeśli nie, to w tej próbie żadna broń nie jest kupowana, a jeśli tak, to sprawdzana jest jej cena. Jeśli czołg ma tyle pieniędzy, broń jest kupowana, w przeciwnym wypadku próba kończy się bez dokonania zakupu.
Tabela broni kupowanych przez **Shooter**, **Poolshark**, **Tosser** i **Chooser** Tabela broni kupowanych przez **Shooter**, **Poolshark**, **Tosser** i **Chooser**
@@ -386,22 +390,22 @@ Tabela broni kupowanych przez **Spoiler** i **Cyborg**
## 9. Porady spod lady: ## 9. Porady spod lady:
Pamiętaj o broniach defensywnych. **Auto Defense**, **Shield** i **Lazy Darwin** odpowiednio użyte pomogą wygrać z Cyborgiem nawet przy pomocy **Baby Missile**. Pamiętaj o broniach defensywnych. **Auto Defense**, **Shield** i **Lazy Darwin** odpowiednio użyte pomogą wygrać z Cyborgiem nawet przy pomocy **Baby Missile**.
Droższe nie znaczy lepsze. Zwykła osłona typu **Shield** jest czasem skuteczniejsza od droższych osłon. Droższe nie znaczy lepsze. Zwykła osłona typu **Shield** jest czasem skuteczniejsza od droższych osłon.
**Napalmy** przenikają przez osłony a także przez glebę. Mimo że palą się powyżej niszczą zasypane czołgi. **Napalmy** przenikają przez osłony a także przez glebę. Mimo że palą się powyżej niszczą zasypane czołgi.
**Lazy Darwin** wspomaga także celowanie bronią typu **Laser**. **Lazy Darwin** wspomaga także celowanie bronią typu **Laser**.
Roboczołgi nie umieją się odkopywać. Zakopane giną od własnych strzałów. Roboczołgi nie umieją się odkopywać. Zakopane giną od własnych strzałów.
W sytuacji beznadziejnej smobójstwo może być lepsze od **White Flag**. Jeśli trafisz w siebie silną bronią zarobisz więcej pieniędzy niż stracisz (sprawdź sposób obliczania zysków i strat). W sytuacji beznadziejnej smobójstwo może być lepsze od **White Flag**. Jeśli trafisz w siebie silną bronią zarobisz więcej pieniędzy niż stracisz (sprawdź sposób obliczania zysków i strat).
**Long Schlong** potrafi znacząco onieśmielić przeciwników. Bądź alfa-czołgiem i porzuć wszelkie lęki. **Long Schlong** potrafi znacząco onieśmielić przeciwników. Bądź alfa-czołgiem i porzuć wszelkie lęki.
W ostateczności możesz zostać Terminatorem (model standardowy, nie T-1000 :) ) Roboczołgi nie mają **Autodefense**, więc defensywy aktywują tylko bezpośrednio przed swoim strzałem. Zmasowany atak kilku graczy na jednego roboczołga gwarantuje sukces.
Roboczołgi nie mają **Autodefense**, więc defensywy aktywują tylko bezpośrednio przed swoim strzałem. Zmasowany atak kilku graczy na jednego roboczołga gwarantuje sukces. W ostateczności możesz zostać Terminatorem (model standardowy, nie T-1000 :) )
Połamania luf życzą autorzy. Połamania luf życzą autorzy.
File diff suppressed because it is too large Load Diff
+5 -5
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@@ -3,12 +3,12 @@
icl '../Atari/lib/cartloader_vectors.inc' icl '../Atari/lib/cartloader_vectors.inc'
.IFNDEF LANG .IFNDEF LANG
.def LANG = "PL" .def LANG = "EN"
.ENDIF .ENDIF
screen_height = 26 screen_height = 26
screen_width = 40 screen_width = 40
screen = $1000 ; start - 40*screen_height screen = $0900 ; start - 40*screen_height
KeyRepeatSpeed = 15 ; (max 127 !!!) KeyRepeatSpeed = 15 ; (max 127 !!!)
@@ -414,9 +414,6 @@ NTSC
rts rts
.endp .endp
icl "music/rmtplayr.a65"
dl dl
:2 .byte SKIP8 :2 .byte SKIP8
.byte LMS+MODE2 .byte LMS+MODE2
@@ -451,6 +448,8 @@ ticksPerSecond .byte 0
fake_pokey :9 .byte 0 fake_pokey :9 .byte 0
pressTimer .byte 0 pressTimer .byte 0
icl "music/rmtplayr.a65"
man_text man_text
.if LANG = "PL" .if LANG = "PL"
@@ -460,6 +459,7 @@ man_text
.endif .endif
man_text_end man_text_end
.by $ff, $ff .by $ff, $ff
.ECHO *
opt h- ;RMT module is standard Atari binary file already opt h- ;RMT module is standard Atari binary file already
ins "music/czytaczu1_stripped.rmt" ;include music RMT module ins "music/czytaczu1_stripped.rmt" ;include music RMT module
Binary file not shown.
Binary file not shown.
+1 -1
View File
@@ -27,7 +27,7 @@ TRACKS equ 8
TRACKS equ 4 TRACKS equ 4
EIF EIF
;* ;*
PLAYER equ $3400 PLAYER equ $2400
;* ;*
;* RMT FEATures definitions file ;* RMT FEATures definitions file
;* For optimizations of RMT player routine to concrete RMT modul only! ;* For optimizations of RMT player routine to concrete RMT modul only!
+551
View File
@@ -0,0 +1,551 @@
; @com.wudsn.ide.lng.mainsourcefile=RANDOM_test.asm
;mads RANDOM_test.asm -o:RANDOM_test.bin -d:TARGET=5200
;mads RANDOM_test.asm -o:RANDOM_test.xex -d:TARGET=800
;---------------------------------------------------
.IFNDEF TARGET
.def TARGET = 800 ; 5200
.ENDIF
;---------------------------------------------------
OPT r+ ; saves 10 bytes, and probably works :) https://github.com/tebe6502/Mad-Assembler/issues/10
;---------------------------------------------------
;---------------------------------------------------
;---------------------------------------------------
FirstZpageVariable = $50
.zpvar DliColorBack .byte = FirstZpageVariable
.zpvar ClearSky .byte ; $ff - Crear sky during drawmountains, 0 - no clear sky
.zpvar PaddleState .byte ; old state 2nd button for 2 buttons joysticks
.zpvar GradientNr .byte
.zpvar GradientColors .word
.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 ; = $64 ;variable X for plot
.zpvar ydraw .word ; variable Y for plot
; (like in Atari Basic - Y=0 in upper right corner of the screen)
.zpvar xbyte .word
.zpvar ybyte .word
.zpvar CharCode .byte
.zpvar fontind .word
.zpvar tanknr .byte
.zpvar oldplot .word
.zpvar xc .word
.zpvar temp .word ; temporary word for the most embeded loops only
.zpvar temp2 .word ; same as above
.zpvar modify .word ; origially used to replace self-modyfying code
.zpvar tempXROLLER .word ; same as above for XROLLER routine (used also in result display routine)
.zpvar xtempDRAW .word ; same as above for XDRAW routine
.zpvar ytempDRAW .word ; same as above for XDRAW routine
.zpvar tempor2 .word
.zpvar CreditsVScrol .byte
;--------------temps used in circle routine
.zpvar xi .word ; X (word) in draw routine
.zpvar fx .byte
.zpvar yi .word ; Y (word) in draw routine
.zpvar fy .byte
.zpvar xk .word
.zpvar fs .byte
.zpvar yc .byte ; ycircle - temporary for circle
.zpvar dx .word
.zpvar dy .word
.zpvar dd .word
.zpvar di .word
.zpvar dp .word
;----------------------------
.zpvar UnderTank1 .byte
.zpvar UnderTank2 .byte
;----------------------------
.zpvar TestFlightFlag .byte ; For AI test flights ($ff - test, $00 - standard shoot flight)
.zpvar weaponPointer .word
.zpvar dliCounter .byte
.zpvar pressTimer .byte
.zpvar NTSCcounter .byte
.zpvar sfx_effect .byte
.zpvar RMT_blocked .byte
.zpvar ScrollFlag .byte
.zpvar SkStatSimulator .byte
.zpvar FloatingAlt .byte ; floating tank altitude
.zpvar OverTankDir .byte ; (0 go right, $ff go left) direction of bypassing tanks on screen
; --------------OPTIMIZATION VARIABLES--------------
.zpvar Force .word
.zpvar Force_ .byte ; Force is 3 bytes long
.zpvar Angle .byte
.zpvar Parachute .byte ; are you insured with parachute?
.zpvar color .byte
.zpvar Erase .byte ; if 1 only mask of the character is printed
; on the graphics screen. if 0 character is printed normally
.zpvar radius .byte
.zpvar decimal .word
.zpvar NumberOfPlayers .byte ; current number of players (counted from 1)
.zpvar Counter .byte ; temporary Counter for outside loops
.zpvar ExplosionRadius .byte
.zpvar FunkyBombCounter .byte
.zpvar ResultY .byte
.zpvar xcircle .word
.zpvar ycircle .word
.zpvar vy .word
.zpvar vy_ .word ; 4 bytes
.zpvar vx .word
.zpvar vx_ .word ; 4 bytes
.zpvar HitFlag .byte ; $ff when missile hit ground, $00 when no hit,
; $01-$06 tank index+1 when hit tank
.zpvar PositionOnTheList .byte ; pointer position on the list being displayed
.zpvar FirstKeypressDelay .byte
.zpvar IsEndOfTheFallFlag .byte ;for small speedup ground falling
.zpvar TankSequencePointer .byte
.zpvar WindChangeInRound .byte ; wind change after each turn (not round only) flag
; (0 - round only, >0 - each turn)
.zpvar RandomMountains .byte ; mountains type change after each turn flag
; (0 - round only, >0 - each turn)
.zpvar FastSoilDown .byte ; 0 - standard, >0 - fast
.zpvar BlackHole .byte ; 0 - no, >0 - yes
.zpvar XHit .word
.zpvar delta .word
.zpvar HowMuchToFall .byte
.zpvar magic .word ; worst var name in the whole business
.zpvar xtraj .word
.zpvar xtraj_ .byte ; 3 bytes
.zpvar ytraj .word
.zpvar ytraj_ .byte ; 3 bytes
.zpvar Wind .word
.zpvar Wind_ .word ; 4 bytes
.zpvar RangeLeft .word
.zpvar RangeRight .word
.zpvar NewAngle .byte
.zpvar escFlag .byte ; 7 bit - Exit game,
; 6 bit - Exit to GameOver (cleared - exit to Menu), 0 - nothing
.zpvar LineYdraw .byte
.zpvar LineXdraw .word
.zpvar plot4x4color .byte ; $00 / $ff
.zpvar Multiplier .word
.zpvar Multiplier_ .byte ; 3 bytes
.zpvar HowToDraw .byte
.zpvar DrawDirFactor .byte
.zpvar gravity .byte
.zpvar LineLength .word
.zpvar tracerflag .byte
.zpvar isInventory .byte
.zpvar DifficultyLevel .byte
.zpvar goleft .byte
.zpvar OffsetDL1 .byte
.zpvar L1 .byte
HotNapalmFlag = FunkyBombCounter ; variable reuse!
displayposition = modify
LineAddress4x4 = xcircle
;* RMT ZeroPage addresses in artwork/sfx/scorch_str9-NTSC.rmt
DISPLAY = $1000
SCREENHEIGHT = 256
screenwidth = 32
;-----------------------------------------------
; libraries
;-----------------------------------------------
.IF TARGET = 800
icl 'Atari/lib/ATARISYS.ASM'
icl 'Atari/lib/MACRO.ASM'
.ELIF TARGET = 5200
OPT h-f+ ; no headers, single block --> cart bin file
icl 'Atari/lib/5200SYS.ASM'
icl 'Atari/lib/5200MACRO.ASM'
.enum @kbcode
_space = $00
_Y = $01
_up = $02
_O = $03
_left = $04
_tab = $05
_right = $06
_A = $07
_down = $08
_I = $09
_esc = $0a
_help = $0b ; Visual Debug in 5200
_del = $fc ; $0c ;not used in 5200
_M = $0d
_S = $0e
_atari = $fd ; not used in 5200
_ret = $0c ; fire in 5200
_none = $0f
.ende
.ENDIF
;-----------------------------------------------
; variable declarations in RAM (no code)
;-----------------------------------------------
ORG $3000
; These tebles are at the beginning of memory pages becouse ....
bittable1_long
.ds $100
bittable2_long
.ds $100
linetableL
.ds (screenHeight)
linetableH
.ds (screenHeight)
; loading address
ORG $4000
;--------------------------------------------------
; Game Code
;--------------------------------------------------
FirstSTART
.IF TARGET = 5200
; start in 5200 diagnostic mode
; move original startup procedure to RAM
Modified5200Splash = $2100 ; apparently there is some free space here
; 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
StartAfterSplash
; generate linetables
jsr GenerateLineTable
.IF TARGET = 800
; pokeys init
lda #3 ; stereo (pseudo)
sta POKEY+$0f ; stereo
sta POKEY+$1f ; stereo
.ELIF TARGET = 5200
mva #$7f SkStatSimulator
.ENDIF
.IF TARGET = 5200
mva #$0f STICK0
mva #$04 CONSOL5200 ; Speaker off, Pots enabled, port #1 selected
mwa #kb_continue VKEYCNT ; Keyboard handler
.ENDIF
VMAIN VBLinterrupt,7 ; jsr SetVBL
mva #2 chactl ; necessary for 5200
mwa #dl dlptrs ; issue #72 (glitches when switches)
mva #@dmactl(narrow|dma) dmactls
@
mva random xdraw
;mva random ydraw
lda random
;and #%00111111
sta ydraw
; let's calculate coordinates from xdraw and ydraw
;xbyte = xbyte/8
lda xdraw
:3 lsr
sta xbyte
;---
ldx ydraw
ldy linetableL,x
lda linetableH,x
sta xbyte+1
ldx xdraw ; optimization (256 bytes long bittable)
lda (xbyte),y
ora bittable1_long,x
sta (xbyte),y
jmp @-
dl
.byte SKIP8, SKIP8, SKIP8
.byte LMS|MODEF
.word DISPLAY
:127 .byte MODEF
.byte JVB
.word dl
;--------------------------------------------------
.proc GenerateLineTable
mwa #display temp
mwa #linetableL temp2
mwa #linetableH modify
ldy #0
@ lda temp
sta (temp2),y
lda temp+1
sta (modify),y
adw temp #screenwidth
iny
cpy #0 ;#screenheight+1
bne @-
; and bittables for fastest plot and point (thanks @jhusak)
ldy #0
lda #$40
@ asl
adc #0
sta bittable1_long,y
tax
eor #%11111111
sta bittable2_long,y
txa
dey
bne @-
endof
rts
.endp
; -----------------------------------------
.proc plot ;plot (xdraw, ydraw, color)
; color == 1 --> put pixel
; color == 0 --> erase pixel
; xdraw (word) - X coordinate
; ydraw (word) - Y coordinate
; this is one of the most important routines in the whole
; game. If you are going to speed up the game, start with
; plot - it is used by every single effect starting from explosions
; through line drawing and small text output!!!
;
; Optimized by 0xF (Fox) THXXXX!!!
; -----------------------------------------
MakePlot
; let's calculate coordinates from xdraw and ydraw
;xbyte = xbyte/8
lda xdraw
:3 lsr
sta xbyte
;---
ldx ydraw
ldy linetableL,x
lda linetableH,x
sta xbyte+1
ldx xdraw ; optimization (256 bytes long bittable)
lda (xbyte),y
ora bittable1_long,x
sta (xbyte),y
rts
.endp
;--------------------------------------------------
MakeDarkScreen
;--------------------------------------------------
mva #0 dmactls ; dark screen
; and wait one frame :)
;--------------------------------------------------
.proc WaitOneFrame
;--------------------------------------------------
jsr CheckStartKey ; START KEY
seq:wait ; or waitRTC ?
rts
.endp
;--------------------------------------------------
.proc PauseYFrames
; Y - number of frames to wait (divided by 2)
; pauses for maximally 510 frames (255 * 2)
;--------------------------------------------------
@ jsr WaitOneFrame
jsr WaitOneFrame
dey
bne @-
rts
.endp
;-------------------------------------------------
.proc CopyFromROM
;-------------------------------------------------
;copy from CART to RAM
; trashes: Y
; temp: source
; temp2: destination
; modify: destination-end
;usage:
; mwa #DisplayCopyRom temp
; mwa #display temp2
; mwa #DisplayCopyEnd+1 modify
; jsr CopyFromROM
ldy #0
@ lda (temp),y
sta (temp2),y
inw temp
inw temp2
cpw temp2 modify
bne @-
rts
.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
.IF TARGET = 800
; support for joysticks :)
ldx JoystickNumber
lda STICK0,x
sta STICK0
lda STRIG0,x
sta STRIG0
; and PADDLES (2 and 3 joystick button)
txa
asl
tax
lda PADDL0,x
sta PADDL0
jmp XITVBV
.ELIF TARGET = 5200
lda SkStatSimulator
smi: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
@
exit
pla
tay
pla
tax
pla
rti
.ENDIF
.endp
.IF TARGET = 5200
.proc kb_continue
cmp #$0c ; START key on 5200 keypad
beq StartPressed
sta kbcode ;Store key code in shadow.
mva #0 SkStatSimulator
beq VBLinterrupt.exit
StartPressed
mvx #%00000110 CONSOL ; virtual CONSOL Start key pressed
bne VBLinterrupt.exit
.endp
.ENDIF
;--------------------------------------------------
.proc CheckStartKey
;--------------------------------------------------
lda CONSOL ; turbo mode
and #%00000001 ; START KEY
rts
.endp
;-------------------------------------------------
.ECHO "Bytes on top left: ",$bfe8-* ; ROM_SETTINGS-*
.IF TARGET = 800
run FirstSTART
.ELIF TARGET = 5200
.IF * > ROM_SETTINGS-1
.ERROR 'Code too long to fit in 5200'
.ENDIF
org ROM_SETTINGS ; 5200 ROM settings address $bfe8
; "01234567890123456789"
.byte " pokey random test " ; 20 characters title
.byte " ", $ff ; $BFFD == $ff means diagnostic cart, no splash screen
.word FirstSTART
.ENDIF
BIN
View File
Binary file not shown.
+212 -118
View File
@@ -1,3 +1,4 @@
# Scorch - Atari 8-bit Scorched Earth clone source code # Scorch - Atari 8-bit Scorched Earth clone source code
--------------------------------------------------- ---------------------------------------------------
@@ -5,7 +6,7 @@ Scorch is a multi-player, turn-based, artillery video game. Tanks do turn-based
by Tomasz 'Pecus' Pecko and Pawel 'pirx' Kalinowski by Tomasz 'Pecus' Pecko and Pawel 'pirx' Kalinowski
Warsaw, Miami 2000, 2001, 2002, 2003, 2009, 2012, 2013, 2022, 2023 Warsaw, Miami 2000, 2001, 2002, 2003, 2009, 2012, 2013, 2022, 2023, 2024, 2025
[Game manual in PDF (layout by Bocianu)](Manuals/scorch_manual_en.pdf) [Game manual in PDF (layout by Bocianu)](Manuals/scorch_manual_en.pdf)
@@ -35,19 +36,38 @@ Compilation: (requires mads newer than 2023-09-13)
- `mads scorch.asm -o:scorch.bin -d:TARGET=5200` for Atari 5200 version - `mads scorch.asm -o:scorch.bin -d:TARGET=5200` for Atari 5200 version
- `mads scorchC64.asm -o:scorchC64.prg` for C64 version (WIP, not playable yet) - `mads scorchC64.asm -o:scorchC64.prg` for C64 version (WIP, not playable yet)
Update of the official Atari 8-bit cartridge from Mq:
- turn off the computer, insert Scorch cartridge
- turn the computer while pressing OPTION key. The cart will pass control to the boot process.
- boot `scorch_fl.atr` from e.g. SIO2SD, SIO2PC or a large floppy
- do what the flasher application says on the screen.
- do not despair if something goes wrong, just reboot, the reinsert cart, etc.
WARNING | ADVERTENCIA |警告 | AVERTISSEMENT | चेतावनी | WARNUNG | ПРЕДУПРЕЖДЕНИЕ | UWAGA | POZOR
This is not an official cart manufacturer's (Mq) flasher, it is a collective and separate community effort. Be responsible, don't drink and flash your car(t). Better yet, do not flash it at all. In fact, to preserve the historical value of the artifact we strongly discourage from opening the game box and inserting the cartridge anywhere, especially into unauthorized orifices.
Game source code is split into several parts: Game source code is split into several parts:
- `scorch.asm` is the main game startup code - `scorch.asm` is the main game startup code
- `scorchC64.asm` is the main game startup code for the Commodore 64
- `game.asm` - it all happens here - `game.asm` - it all happens here
- `grafproc.asm` - graphics routines like line or circle - `grafproc.asm` - graphics routines like line or circle
- `textproc.asm` - text routines like list of weapons and shop - `textproc.asm` - text routines like the list of weapons and shop
- `variables.asm` - all non-zero page variables - `variables.asm` - all non-zero page variables
- `constants.asm` - various tables of constants - `constants.asm` and `constants_top.asm` - various tables of constants
- `display_*.asm` - display lists and text screen definitions
- `ai.asm` - artificial stupidity of computer opponents - `ai.asm` - artificial stupidity of computer opponents
- `weapons.asm` - general arsenal of tankies - `weapons.asm` - general arsenal of tanks
- `definitions.asm` - label definitions, moved to make it work better with Altirra debug (it doesn't). - `definitions.asm` - label definitions, moved to make it work better with Altirra debug (it doesn't).
Hardware dependent code (In the corresponding folders - 'Atari', 'C64', ...):
- `display_*.asm` - display lists and text screen definitions
- `gr_basic.asm` - graphics primitives (plot, point, soildown, drawmountains, etc.) for faster drawing
- `inputs.asm` - keyboard and joystick routines
- `interrupts.asm` - interrupts routines (DLI on Atari, music and SFX, timers)
- `textproc.asm` - text routines for menus and shop
We were trying to use macros, pseudo-ops, and simple graphics primitives as much as possible. This way, it should be relatively easy to port this code to, for example, the C64. We were trying to use macros, pseudo-ops, and simple graphics primitives as much as possible. This way, it should be relatively easy to port this code to, for example, the C64.
After working on this piece of code for N years, we are sure it would be much wiser to write it in C, Action!, or MadPascal. On the other hand, it is so much fun to type 150 characters when all you want to have is y = a * x + b. :) After working on this piece of code for N years, we are sure it would be much wiser to write it in C, Action!, or MadPascal. On the other hand, it is so much fun to type 150 characters when all you want to have is y = a * x + b. :)
@@ -58,39 +78,112 @@ With the advent of [fujinet](https://fujinet.online/) we are thinking about maki
## Changelog: ## Changelog:
###### Version 1.56
2026-01-05
* A/B-Team designation letter added in front of the player number in the Difficulty level selection screen.
###### Version 1.55
2026-01-02
* A team play option has been added. by @Pecusx in #174
If the cursor indicates the number of players and 4 or 6 players are selected, pressing TAB activates team play. This is indicated by the letter "t" next to the word "Players". Team play is limited to 4 or 6 players and a maximum of 20 rounds. Players with odd numbers are assigned to the A-Team, and players with even numbers are assigned to the B-Team.
Who knows? When we free up more memory, a more straightforward user interface has a chance. Maybe :)
For now, get your buddies and play in a completely new way against them loosers :)
###### Version 1.52
2025-01-20
Fixes for extremely rare bugs.
1. Better keyboard handling (thanks Gorgh).
2. Very rare interrupts problem fixed.
###### Version 1.51
2025-01-15
We are done.
1. VU meters do not activate when the music is turned off. (Previously, after a set time, the tanks would rotate their turrets to position 0, and nothing would happen because there was no music. Now, they dont even rotate at all.)
2. A slightly faster and significantly shorter circle-drawing procedure (the circles are a tiny bit less pretty 🙂).
3. Plasma Blast! (only as one of the tank destruction visual effects).
###### Version 1.50
2024-03-15
Atari 8-bit cart flasher and bug fixes!
@RB5200 provided us with a very good bug report so the new version was inevitable. Additionally, we have used [cart flasher](https://github.com/jhusak/jataricart/tree/master/various_flashers/1MBscorch) from @jhusak to prepare the .atr with flasher.
Fixes and changes:
- Napalm and Hot Napalm animations were not playing.
- Wind of force 0 and left direction was wrapping arithmetic and caused very strong left shoots.
- Now 0 force wind has got no direction (no negative zeroes anymore!)
- CTRL+Tab was nonfunctional for some time; returned
- Much nicer easter egg visualization.
###### Version 1.48
2024-03-11
New cart image, bugfixes, and easter eggs.
In preparation for the festive season we have squeezed the code a bit more, fixed some buggies, and added an easter egg or two :)
Most important changes:
- Cyborgs prefer attacking human players again! Due to unforeseen circumstances, Cyborgs were a bit shy and not as vicious as planned. Fixed.
- A new weapon "Propaganda". In the spirit of a ["Phoney War"](https://en.wikipedia.org/wiki/Phoney_War) instead of dropping bombs we drop a bunch of leaflets. This will show them!
- Robotanks were making suboptimal purchase decisions. Fixed.
- Updated binary manuals.
- ... _redacted_
- ... _redacted for egg season_
- A new physical cart image - you can update carts and have even more fun now!
###### Version 1.43 ###### Version 1.43
2023-12-07 2023-12-07
Physical release version. Physical release version.
We are extremely pleased to inform you that our humble game was released on a physical media by [Mq](mailto:mq666xx@gmail.com) (Atari 8-bit version) and 5200 [atariage.com](https://atariage.com). We are extremely pleased to inform you that our humble game was released on physical media by [Mq](mailto:mq666xx@gmail.com) (Atari 8-bit version) and 5200 [atariage.com](https://atariage.com/store/index.php?l=product_detail&p=1305).
![Scorch physical release](Manuals/images/scorch_physical.jpg) ![Scorch physical release](Manuals/images/scorch_physical.jpg)
The most important changes: The most important changes:
- Massive code and data optimizations making this dense mo********er of a code even denser. Circa 1KiB gained and reused for fixes and improvements listed below. - Massive code and data optimizations make this dense mo********er of a code even denser. Circa 1KiB gained and reused for fixes and improvements listed below.
- New weapon - "Punch". Push the enemies to their oblivion! - New weapon - "Punch". Push the enemies to their oblivion!
- Black Hole option! Tanks can fall out of the screen. Press TAB when in the "Walls" main menu section to activate this option, indicated by "↓". - Black Hole option! Tanks can fall out of the screen. Press TAB when in the "Walls" main menu section to activate this option, indicated by "↓".
![Black hole](Manuals/images/black_hole.png) ![Black hole](Manuals/images/black_hole.png)
- Second fire in Joy 2B+ standard fully supported. Different joystick types can be used simultaneously. - Second fire in Joy 2B+ standard fully supported. Different joystick types can be used simultaneously.
- New option - random mountain heights for each round! Press TAB when in "Mountain" section of the main menu, indicated by "?". - New option - random mountain heights for each round! Press TAB when in the "Mountain" section of the main menu, indicated by "?".
- Meteors cross the night sky! - Meteors cross the night sky!
- English and Polish language executable manuals for use in a cart. - English and Polish language executable manuals for use in a cart.
- Significant acceleration of mountain drawing. - Significant acceleration of mountain drawing.
- Default tank names based on their AI levels. - Default tank names based on their AI levels.
- MaxForce fix (starts from 990 as it should). - MaxForce fix (starts from 990 as it should).
- Hovercraft landing fix. - Hovercraft landing fix.
- Speedup of main menu display. - Speedup of the main menu display.
- "Stomp" weapon radius depents on Force. - The "Stomp" weapon radius depends on Force.
- Super fast dirt fall with SFX, available by pressing [START] or in menu. - Super fast dirt fall with SFX, available by pressing [START] or in the menu.
- Speed-up of screen clearing, text operations, "Napalm" and "Diggers". - Speed-up of screen clearing, text operations, "Napalm" and "Diggers".
- Unnecessary clearing of offensive texts removed. - Unnecessary clearing of offensive texts removed.
- Flicker in inventory and store eliminated. - Flicker in inventory and store eliminated.
- Cyborg and Spoiler aim better, added barrel animation and sound to AI aiming. - Cyborg and Spoiler aim better, added barrel animation and sound to AI aiming.
- Ancient "Digger" bug fixed. - Ancient "Digger" bug fixed.
- Revamp of status bar, multiple fixes. additional and faster updates. - Revamp of the status bar, multiple fixes. additional and faster updates.
- Faster plot and point operations with some generated tables. - Faster plot and point operations with some generated tables.
- Faster circle drawing, faster draw routine. - Faster circle drawing, faster draw routine.
- Cyborg's battery optimization and SFX, other AI defensives SFX added. - Cyborg's battery optimization and SFX, other AI defensives SFX added.
@@ -99,8 +192,8 @@ The most important changes:
- Better "Laser" visualization in Lazy Darwin. - Better "Laser" visualization in Lazy Darwin.
- Cart startup menu with a hidden easter egg. - Cart startup menu with a hidden easter egg.
- Turbo mode added to 5200 version (press and hold [START] key for a speed up). - Turbo mode added to 5200 version (press and hold [START] key for a speed up).
- "Visual debug" mode available in 5200 as well (long press of [#] toggles this mode). - "Visual debug" mode is available in 5200 as well (long press of [#] toggles this mode).
- AI searches for a weakest link much faster now. - AI searches for the weakest link much faster now.
- Improved attack tactic of Poolshark, Tosser and Shooter. - Improved attack tactic of Poolshark, Tosser and Shooter.
- Miraculous powers of "Long Schlong"!!! - Miraculous powers of "Long Schlong"!!!
- Exit from AI aiming bug fixed. - Exit from AI aiming bug fixed.
@@ -110,17 +203,17 @@ The most important changes:
###### Version 1.30 ###### Version 1.30
2023-05-21 2023-05-21
Okay, okay, we promised that the single-machine game was done, and it was. However, some bug reports came in, and development of the C64 version unearthed some mostly peaceful and dormant pests. As a result, it appears that a new release is happening. Okay, okay, we promised that the single-machine game was done, and it was. However, some bug reports came in, and the development of the C64 version unearthed some mostly peaceful and dormant pests. As a result, it appears that a new release is happening.
The most important changes: The most important changes:
- Most machine-dependent code moved to appropriate folders (`Atari/` and `C64/`). - Most machine-dependent code moved to appropriate folders (`Atari/` and `C64/`).
- Game Over results table improved by sorting all 3 values - points, hits and money earned. It was possible in the past to get a lower podium place with e.g., more money. - Game Over results table improved by sorting all 3 values - points, hits, and money earned. It was possible in the past to get a lower podium place with e.g., more money.
- Game Over screen now displays level of robo tanks and controller number for organic players. - The Game Over screen now displays a level of robo tanks and controller number for organic players.
- Gains calculations bug fixed. - Gains calculations bug fixed.
- Manuals now include pictures! - Manuals now include pictures!
- More than 6 tanks possible (not for Atari / 5200 where sprites and memory are the limiting factor) - More than 6 tanks possible (not for Atari / 5200 where sprites and memory are the limiting factor)
- Shield stays up after White Flag bug fixed https://github.com/pkali/scorch_src/issues/138. Finally!!! - Shield stays up after the White Flag bug is fixed https://github.com/pkali/scorch_src/issues/138. Finally!!!
- Quit from game and quit to Game Over is now checked much more often, especially when robo tanks are fighting. - Quit from the game and quit to Game Over is now checked much more often, especially when robo tanks are fighting.
- Numerous binary size and source code clarity improvements, mainly to facilitate the above changes. - Numerous binary size and source code clarity improvements, mainly to facilitate the above changes.
@@ -141,7 +234,7 @@ Our developers have also painstakingly refined the game's performance with a ple
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. 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. We hope that these improvements will enhance your gaming experience, and we eagerly anticipate your feedback.
Yours sincerely, Yours sincerely,
@@ -156,9 +249,9 @@ Please note you can still press [Tab] or [5] in the main menu and revert to the
Other changes: Other changes:
- nicer Lazy targeting and "visual Debug" for Lazy Boys - nicer Lazy targeting and "visual Debug" for Lazy Boys
- extreme memory optimizations to fit 2 new texts from @RB5200 based on "Sandford and Son" - 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 [G] key bug, when turn wind changes, were selected
- fix for Lazy Boys deactivation bug - fix for Lazy Boys deactivation bug
- PAL mode now has got the full-color table, so it is possible to adjust colors better - PAL mode now has 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. - 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 - improved tank shapes
@@ -168,7 +261,7 @@ Other changes:
Early morning edition. It is 5:11 am and I am writing this instead of dreaming of electric sheep. 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. 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 - tanks talk to each other again
- better stochastic non-blocking wait one frame - better stochastic non-blocking wait for one frame
- rare distance measurement bug fixed (rarely a tank survived a direct hit) - rare distance measurement bug fixed (rarely a tank survived a direct hit)
- 5200: second fire (by RB5200) - 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. - "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.
@@ -200,7 +293,7 @@ Also a small gradient optimization.
Christmas colors edition! Can you carve a quarter of a page of memory from two decades old code? Sure @Pecusx can! So finally we have the most requested feature - C0L0RS on the game screen, adjusted with Adam's help. Christmas colors edition! Can you carve a quarter of a page of memory from two decades old code? Sure @Pecusx can! So finally we have the most requested feature - C0L0RS on the game screen, adjusted with Adam's help.
Press [TAB] twice in the main menu to switch to a screen with colors. Press [TAB] twice in the main menu to switch to a screen with colors.
Other (dubious) improvements: Other (dubious) improvements:
- New Lazy Darwin, it is spectacular, check it out!!! - The new Lazy Darwin, it is spectacular, check it out!!!
- Smoke Tracer does not smoke when targeting with Lazy Darwin - Smoke Tracer does not smoke when targeting with Lazy Darwin
- Lazy Boy works well with joystick - Lazy Boy works well with joystick
- Another fix for self-destructing tanks shooting low angles (0-4 degrees) - Another fix for self-destructing tanks shooting low angles (0-4 degrees)
@@ -241,7 +334,7 @@ Our most prolific testers Arek and Alex called for a number of fixes. Thank you,
- ExplosionRange variable glitched (rarely) due to byte/word mix-up. Fixed. - ExplosionRange variable glitched (rarely) due to byte/word mix-up. Fixed.
- Bouncy Castle was bouncing the laser from inside. Fixed. - Bouncy Castle was bouncing the laser from inside. Fixed.
- Shielded tanks were autodestructing when shooting with angle 0. Fixed. - Shielded tanks were autodestructing when shooting with angle 0. Fixed.
- Physics of bouncing off the walls was incorrect for some weapons. Fixed. - The physics of bouncing off the walls was incorrect for some weapons. Fixed.
###### Version 1.19 ###### Version 1.19
@@ -251,7 +344,7 @@ This is the final round of weapon additions! Also. our beloved testers and playe
- New defensive weapon "Lazy Boy" - aims at the closest enemy. - New defensive weapon "Lazy Boy" - aims at the closest enemy.
- New defensive weapon "Lazy Darwin" - aims at the weakest link, an enemy I mean. - New defensive weapon "Lazy Darwin" - aims at the weakest link, an enemy I mean.
- New defensive weapon "Auto Defense" - activate it to be automatically protected by shields and stuff (where available) - New defensive weapon "Auto Defense" - activate it to be automatically protected by shields and stuff (where available)
- New defensive weapon "Spy Hard" - quickly view energies, weapons and shields of your opponents. - New defensive weapon "Spy Hard" - quickly view energies, weapons, and shields of your opponents.
- New SFXes, improvements in SFX, and music by @mikerro - New SFXes, improvements in SFX, and music by @mikerro
- Shooting with angle 0 caused the sudden death of the operator. Fixed. - Shooting with angle 0 caused the sudden death of the operator. Fixed.
- Angles were asymmetrical, now you can go from 0 to 90 and to 0 again (181 degrees of freedom). Fixed with an improved arithmetic rounding of our sub-pixel accuracy. - Angles were asymmetrical, now you can go from 0 to 90 and to 0 again (181 degrees of freedom). Fixed with an improved arithmetic rounding of our sub-pixel accuracy.
@@ -262,7 +355,7 @@ This is the final round of weapon additions! Also. our beloved testers and playe
- Not all traces were correctly erased after Funky Bomb, fixed again (for the 3rt time I guess). - Not all traces were correctly erased after Funky Bomb, fixed again (for the 3rt time I guess).
- Soil sedimentation speed after Funky Bomb improved. - Soil sedimentation speed after Funky Bomb improved.
- Pressing [ESC] when in inventory/store was quitting the game, now it quits the menu only. - Pressing [ESC] when in inventory/store was quitting the game, now it quits the menu only.
- A bug in MADS optimization was causing parts of SEPPUKU message to stay on screen. - A bug in MADS optimization was causing parts of the SEPPUKU message to stay on screen.
- BIGGEST OF ALL: the lonely pixel after Nuclear Winter was eliminated. https://github.com/pkali/scorch_src/issues/103 We have spent a disproportionately large amount of time trying to slap this bug. It is still there, but is not manifesting itself ;) - BIGGEST OF ALL: the lonely pixel after Nuclear Winter was eliminated. https://github.com/pkali/scorch_src/issues/103 We have spent a disproportionately large amount of time trying to slap this bug. It is still there, but is not manifesting itself ;)
@@ -274,7 +367,7 @@ Possibly the final single-player version of the game, unless our dear players fi
- "Unknown" type Robotanks were attacking with Nuclear Winter every time. Fixed! - "Unknown" type Robotanks were attacking with Nuclear Winter every time. Fixed!
- One of the variables was declared as a byte but used as a word that might cause some rare instabilities. - One of the variables was declared as a byte but used as a word that might cause some rare instabilities.
- Page zero variables are cleared prior to the game start to eliminate rare issues in some software/hardware configurations. - Page zero variables are cleared prior to the game start to eliminate rare issues in some software/hardware configurations.
- The new version of music in NTSC eliminates issues with tempo (not that anyone but the artist noticed that, but still it is an improvement!) - The new version of the music in NTSC eliminates issues with tempo (not that anyone but the artist noticed that, but still it is an improvement!)
- You can now wrap around inventory and shop to faster access these options far down below. - You can now wrap around inventory and shop to faster access these options far down below.
- Visual improvement of the main menu and fixed some color issues with the title headers. - Visual improvement of the main menu and fixed some color issues with the title headers.
- Hovercraft was always flying to the top of the screen, it was not intended, it is now hovering just above the mountains! - Hovercraft was always flying to the top of the screen, it was not intended, it is now hovering just above the mountains!
@@ -293,7 +386,7 @@ Mostly 5200 console port and NTSC improvements.
- 5200 ATTRACT mode not going away fixed - 5200 ATTRACT mode not going away fixed
- Autorepeat added to menus what should help 5200 users with their non-centering abomination of a controller. - Autorepeat added to menus what should help 5200 users with their non-centering abomination of a controller.
- DLI interrupts optimized, few cycles saved. - DLI interrupts optimized, few cycles saved.
- 5200 keypad sort-of-works. Please refer to manual for key bindings. - 5200 keypad sort-of-works. Please refer to the manual for key bindings.
###### Version 1.16 ###### Version 1.16
@@ -312,7 +405,7 @@ Changes:
###### Version 1.14 ###### Version 1.14
2022-09-05 2022-09-05
Minor bugfixes and optimizations. Minor bug fixes and optimizations.
Just a small update to allow for more testing and having fun before the bigger release. Just a small update to allow for more testing and having fun before the bigger release.
Changes: Changes:
@@ -335,7 +428,7 @@ Changes:
- Overhaul of AI - Cyborgs, Spoilers, and Choosers aim much better. - Overhaul of AI - Cyborgs, Spoilers, and Choosers aim much better.
- Cyborgs prefer to kill humans. - Cyborgs prefer to kill humans.
- Fine tuning of AI purchases makes the difficulty level aligned with the robot level. - Fine tuning of AI purchases makes the difficulty level aligned with the robot level.
- Fixed a very difficult and elusive bug that was causing tanks to freeze when falling close to the right edge of the screen fixed. - Fixed a very difficult and elusive bug that was causing tanks to freeze when falling close to the right edge of the screen.
- Updated music by @Miker - Updated music by @Miker
- It is now possible to enter tank names with a joystick - all essential game functions are available without touching the keyboard! - It is now possible to enter tank names with a joystick - all essential game functions are available without touching the keyboard!
- Manuals updated with AI strategy information and more. - Manuals updated with AI strategy information and more.
@@ -348,7 +441,7 @@ What is going on? Are we getting crazy or what?
Changes: Changes:
- Background color indicates the type of walls. This is very useful when the rand option is selected. - Background color indicates the type of walls. This is very useful when the rand option is selected.
- XEGS users requested that console keys are used when no keyboard is attached! We delivered! [SELECT] to select an offensive weapon, [OPTION] to jump into inventory, defensive section, [START] + [OPTION] - immediate Game Over (no confirmation for you keyboardless folks) - XEGS users requested that console keys be used when no keyboard is attached! We delivered! [SELECT] to select an offensive weapon, [OPTION] to jump into inventory, defensive section, [START] + [OPTION] - immediate Game Over (no confirmation for you keyboardless folks)
- A very silly bug detected by our young testers fixed - the game crashed when you built a very high mountain using Dirt Balls :) - A very silly bug detected by our young testers fixed - the game crashed when you built a very high mountain using Dirt Balls :)
- Boxy infinite bounce bug fixed. - Boxy infinite bounce bug fixed.
- Funky bombs bounce off the walls! - Funky bombs bounce off the walls!
@@ -374,7 +467,7 @@ My hovercraft is full of eels.
This release brings a swath of gameplay updates and a generous dose of a new silliness. This release brings a swath of gameplay updates and a generous dose of a new silliness.
[English](https://github.com/pkali/scorch_src/blob/master/MANUAL_EN.md) and [Polish](https://github.com/pkali/scorch_src/blob/master/MANUAL_PL.md) language manual drafts are available in the repository. Please help us with the English one as we are not native speakers. [English](https://github.com/pkali/scorch_src/blob/master/MANUAL_EN.md) and [Polish](https://github.com/pkali/scorch_src/blob/master/MANUAL_PL.md) language manual drafts are available in the repository. Please help us with the English one as we are not native speakers.
Version number bump reflects number of unreleased versions and amount of changes. Version number bump reflects the number of unreleased versions and amount of changes.
Changes: Changes:
- Defensive weapons can be activated before the round to make for the unbeatable aiming precision of the robotanks. - Defensive weapons can be activated before the round to make for the unbeatable aiming precision of the robotanks.
@@ -385,13 +478,13 @@ Changes:
- New item in the shop - loot box "Buy me!" with a surprise inside. https://github.com/pkali/scorch_src/issues/97 - New item in the shop - loot box "Buy me!" with a surprise inside. https://github.com/pkali/scorch_src/issues/97
- Tank names can have s p a c e s now! https://github.com/pkali/scorch_src/issues/120 - Tank names can have s p a c e s now! https://github.com/pkali/scorch_src/issues/120
- Tanks are mobile now thanks to the new defensive option - Hovercraft https://github.com/pkali/scorch_src/issues/52 - Tanks are mobile now thanks to the new defensive option - Hovercraft https://github.com/pkali/scorch_src/issues/52
- Main atari library switched to a more standard version based on Mapping the Atari - The main Atari library switched to a more standard version based on Mapping the Atari
- Huge memory optimizations to allow for the new features. - Huge memory optimizations to allow for the new features.
- Narrow screen in shop / inventory (many bytes saved). - Narrow screen in shop/inventory (many bytes saved).
- Explosion range corrections for a rare event of non-lethal Nuke explosions. - Explosion range corrections for a rare event of non-lethal Nuke explosions.
- Pressing [A] jumps into defensive weapons activation directly. - Pressing [A] jumps into defensive weapons activation directly.
- Elusive randomize force error causing rare hangups for Tosser fixed. - The elusive randomize force error causing rare hangups for Tosser fixed.
- Activation of defensive weapons moved to front. - Activation of defensive weapons moved to the front.
- Additional SFX for new weapons. - Additional SFX for new weapons.
###### Version 1.00 ###### Version 1.00
@@ -409,7 +502,7 @@ Most important changes:
- New Game Over screen with a summary of wins, direct hits and earned cash. https://github.com/pkali/scorch_src/issues/9 - New Game Over screen with a summary of wins, direct hits and earned cash. https://github.com/pkali/scorch_src/issues/9
- Tank barrels are drawn procedurally to make aiming easier.. - Tank barrels are drawn procedurally to make aiming easier..
- Various SFX and music updates with new tunes for all parts of the game. https://github.com/pkali/scorch_src/issues/112 - Various SFX and music updates with new tunes for all parts of the game. https://github.com/pkali/scorch_src/issues/112
- AI can use White Flag. - AI can use a White Flag.
- 3 different tank shapes https://github.com/pkali/scorch_src/issues/64. - 3 different tank shapes https://github.com/pkali/scorch_src/issues/64.
- All AI levels are programmed. Cyborg is tough! https://github.com/pkali/scorch_src/issues/40 - All AI levels are programmed. Cyborg is tough! https://github.com/pkali/scorch_src/issues/40
- New weapon - Long Schlong! - New weapon - Long Schlong!
@@ -429,37 +522,37 @@ WHAT DOES THE FOX SAY?
Fox (x0f, @pfusik) says plots and points can be optimized by 18 clock cycles each and thanks to his 6502 wizardry the game is noticeably nicer. Thank you! Fox (x0f, @pfusik) says plots and points can be optimized by 18 clock cycles each and thanks to his 6502 wizardry the game is noticeably nicer. Thank you!
Other changes: Other changes:
- https://github.com/pkali/scorch_src/issues/99, https://github.com/pkali/scorch_src/issues/98 - tank number 6 has got a color now! No one is monochrome now! - https://github.com/pkali/scorch_src/issues/99, https://github.com/pkali/scorch_src/issues/98 - tank number 6 has got a color now! No one is monochrome now!
- https://github.com/pkali/scorch_src/issues/110 much improved laser - previously it was almost useless, now it looks and works much better - https://github.com/pkali/scorch_src/issues/110 much-improved laser - previously it was almost useless, now it looks and works much better
- fixed an interesting roller bug - fixed an interesting roller bug
- Auto Defense angle fix - Auto Defense angle fix
- multiple improvements in AI routines, preparation for the final opponents. - multiple improvements in AI routines, and preparation for the final opponents.
###### Build 147 ###### Build 147
2022-07-10 2022-07-10
LOST build. We were watching [LOST party](https://www.lostparty.pl/2022/) streams so maybe a little less done, but still some nice improvements. LOST build. We were watching [LOST party](https://www.lostparty.pl/2022/) streams so maybe a little less done, but still some nice improvements.
- new weapons by @Pecusx - Napalm and Hot Napalm. Fire penetrates all shields, so beware! - new weapons by @Pecusx - Napalm and Hot Napalm. Fire penetrates all shields, so beware!
- status bar showing outdated info on the beginning of the round fix - status bar showing outdated info at the beginning of the round fix
- various small optimizations incl. memory usage, soildown, weapon ranges - various small optimizations of memory usage, soildown, weapon ranges, and others
- improved shapes of Heavy and Force Shields - improved shapes of Heavy and Force Shields
Issues closed: Issues closed:
- revert to the old but slightly improved version of showing angles (#105) - revert to the old but slightly improved version of showing angles (#105)
- zero page loading eliminated (#106) - zero page loading eliminated (#106)
- active player name appear over his tank when aiming (#107) - active player name appears over his tank when aiming (#107)
- configurable mountain heights (The Netherlands, Belgium, Czechia, Switzerland, Nepal) (#86) - configurable mountain heights (The Netherlands, Belgium, Czechia, Switzerland, Nepal) (#86)
- angle speeds up when joystick / keyboard are pressed (#75) - angle speeds up when joystick/keyboard are pressed (#75)
###### Build 146 ###### Build 146
2022-07-03 2022-07-03
Super heavy rewrite build. Super heavy rewrite build.
Not much changed visually since the last build, but really large parts of the code were rewritten, optimized and improved. A fresh swath of buggies certainly introduced, too. Not much changed visually since the last build, but really large parts of the code were rewritten, optimized and improved. A fresh swath of buggies was certainly introduced, too.
- completely new tank falling routine by @Pecusx - over 300 bytes saved, complexity reduced, more just energy deduction when falling. - completely new tank falling routine by @Pecusx - over 300 bytes saved, complexity reduced, more just energy deduction when falling.
- silly angle system rewritten to a proper, primary school angling. BTW - I had to dig into 8th grade trig to make it work. About 200 bytes saved, complexity reduced. Next build will have improved angle speed UI. I will also allow for an easier improvement of tank visuals. - The silly angle system was rewritten to a proper, primary school angling. BTW - I had to dig into 8th grade trig to make it work. About 200 bytes were saved, and complexity reduced. The next build will have an improved angle speed UI. I will also allow for an easier improvement of tank visuals.
- Weapon price and quantity balance - this is our honest attempt to make game more fun. We'll accept any critique and improvement proposals. - Weapon price and quantity balance - this is our honest attempt to make the game more fun. We'll accept any critique and improvement proposals.
- New AI opponent - Tosser! Not much better than Poolshark, but still beats sharks most of the time. - New AI opponent - Tosser! Not much better than Poolshark, but still beats sharks most of the time.
- AI opponents can purchase defensive weapons which make playing against AI somewhat more challenging. - AI opponents can purchase defensive weapons which makes playing against AI somewhat more challenging.
- Improved Laser. It is still not ideal, but better. Still hard to aim :] - Improved Laser. It is still not ideal, but better. Still hard to aim :]
- Few small parachute-related bugs fixed - A few small parachute-related bugs fixed
- Death's Head bug fix - Death's Head bug fix
Issues closed: Issues closed:
@@ -468,7 +561,7 @@ Issues closed:
###### Build 145 ###### Build 145
2022-06-26 2022-06-26
Possibly last round of weapon additions! Possibly the last round of weapon additions!
@Pecusx added @Pecusx added
- working White Flag -- it is a way to give up while not making opponents richer! - working White Flag -- it is a way to give up while not making opponents richer!
@@ -476,7 +569,7 @@ Possibly last round of weapon additions!
- Strong Parachute - like a normal parachute, but stronger (it has energy and can work more than once) - Strong Parachute - like a normal parachute, but stronger (it has energy and can work more than once)
- Nuclear Winter - a quick and efficient solution to global worming, err, warning, WARMING! - Nuclear Winter - a quick and efficient solution to global worming, err, warning, WARMING!
@mikerro added new SFX and in-game-tunes. @mikerro added new SFX and in-game tunes.
- Pressing [S] turns on/off SFX (when aiming). Pressing [M] turns on/off in-game tunes. - Pressing [S] turns on/off SFX (when aiming). Pressing [M] turns on/off in-game tunes.
Tickets closed: Tickets closed:
@@ -486,11 +579,11 @@ Tickets closed:
###### Build 144 ###### Build 144
2022-06-19 2022-06-19
Father's day release comes with the most anticipated new feature: defensive weapons. Thanks to @Pecus we have 5 completely new weapons and a more reasonably working parachute. The stub of the instruction manual describing these weapons is available here: https://github.com/pkali/scorch_src/wiki/Instruction-manual. Father's Day release comes with the most anticipated new feature: defensive weapons. Thanks to @Pecus we have 5 completely new weapons and a more reasonably working parachute. The stub of the instruction manual describing these weapons is available here: https://github.com/pkali/scorch_src/wiki/Instruction-manual.
The new inventory system has been added. Call it by pressing the "I" key or short-pressing fire. Select the weapon to use by moving the joystick or cursor keys right. Switch between offensive and defensive weapons by moving the joystick left. Fire/escape to quit inventory. The new inventory system has been added. Call it by pressing the "I" key or short-pressing fire. Select the weapon to use by moving the joystick or cursor keys right. Switch between offensive and defensive weapons by moving the joystick left. Fire/escape to quit inventory.
Another significant playability change is #54 - it is not finished yet, but keeping the joystick up or down makes force increase/decrease faster. Also - short press of fire calls Inventory, long press fires the shell. The timings are experimental, please let me know if this needs a modification/improvement. Another significant playability change is #54 - it is not finished yet, but keeping the joystick up or down makes force increase/decrease faster. Also - the short press of fire calls Inventory, long press fires the shell. The timings are experimental, please let me know if this needs a modification/improvement.
Tickets closed: Tickets closed:
- https://github.com/pkali/scorch_src/issues/92 - less unnecessary cleaning of the offensive texts - https://github.com/pkali/scorch_src/issues/92 - less unnecessary cleaning of the offensive texts
@@ -500,63 +593,63 @@ Tickets closed:
###### Build 143 ###### Build 143
2022-06-05 2022-06-05
Rewrite build. We redone several important parts of the game to allow for bug fixes and requested features. Generally it was a great success, but some new bugs appeared. This build is nice for the eye, but beware, no mercy for testers again :) Rewrite build. We redone several important parts of the game to allow for bug fixes and requested features. Generally, it was a great success, but some new bugs appeared. This build is nice for the eye, but beware, no mercy for testers again :)
Only visible changes listed, because you are possibly not as excited as we are for the new Flight routine and ground collisions by @Pecusx. Only visible changesare listed, because you are possibly not as excited as we are for the new Flight routine and ground collisions by @Pecusx.
- https://github.com/pkali/scorch_src/issues/84, https://github.com/pkali/scorch_src/issues/63 - tanks now say good bye properly! - https://github.com/pkali/scorch_src/issues/84, https://github.com/pkali/scorch_src/issues/63 - tanks now say goodbye properly!
- https://github.com/pkali/scorch_src/issues/74 - Press [ESC] to quit the game at any point, with a confirmation when the round has already started. Please note the keyboard is not checked all the time, so press it for a while, especially when AI tanks are ru(i/n)ning the show. - https://github.com/pkali/scorch_src/issues/74 - Press [ESC] to quit the game at any point, with a confirmation when the round has already started. Please note the keyboard is not checked all the time, so press it for a while, especially when AI tanks are ru(i/n)ning the show.
- https://github.com/pkali/scorch_src/issues/56 - there should be no occurrences of frivolous weapon purchases. Please report all tanks getting their munitions from uncertified sources! - https://github.com/pkali/scorch_src/issues/56 - there should be no occurrences of frivolous weapon purchases. Please report all tanks getting their munitions from uncertified sources!
- https://github.com/pkali/scorch_src/issues/47 - It seems that the bad sequence of turns has been ameliorated. Fix is trivial, finding the culprit - far from it. Please pay special attention to fairness of shooting in case the fix is still longing for the fjords. - https://github.com/pkali/scorch_src/issues/47 - It seems that the bad sequence of turns has been ameliorated. The fix is trivial, finding the culprit - far from it. Please pay special attention to the fairness of shooting in case the fix is still longing for the fjords.
- ATTRACT mode works how it should - screensaver saves screen only when HUMAN should input something. - ATTRACT mode works how it should - screensaver saves screen only when HUMAN should input something.
###### Build 142 ###### Build 142
2022-05-30 2022-05-30
Late build. The bugs we tried to squelch turned out to be more difficult than usual. Some progress has been made though even if it is not yet visible. Late build. The bugs we tried to squelch turned out to be more difficult than usual. Some progress has been made though even if it is not yet visible.
- 4x4 font rewritten by @Pecusx as a prep for Y standarization. It makes the messages to appear faster. This is a good change. - 4x4 font rewritten by @Pecusx as a prep for Y standardization. It makes the messages to appear faster. This is a good change.
- https://github.com/pkali/scorch_src/issues/5 and #80 fixed (again) - no funkybomb traces staying on the screen - https://github.com/pkali/scorch_src/issues/5 and #80 fixed (again) - no funkybomb traces staying on the screen
- https://github.com/pkali/scorch_src/issues/70 too strong Shooters fixed - https://github.com/pkali/scorch_src/issues/70 is too strong Shooters fixed
- https://github.com/pkali/scorch_src/issues/63 - tank say goodbye when (mostly) visible - https://github.com/pkali/scorch_src/issues/63 - tank says goodbye when (mostly) visible
- several other small changes and improvements that will pay off in the following releases. - several other small changes and improvements that will pay off in the following releases.
###### Build 141 ###### Build 141
2022-05-22 2022-05-22
Debug build. Thanks to all testers for finding numerous bugs. We tried to fix some of them and we have introduced some new for your enjoyment. Debug build. Thanks to all the testers for finding numerous bugs. We tried to fix some of them and we have introduced some new ones for your enjoyment.
- https://github.com/pkali/scorch_src/issues/73 Fast forward. Press [START] to speed up the game where it can be sped up. Not in many places, mind you. - https://github.com/pkali/scorch_src/issues/73 Fast forward. Press [START] to speed up the game where it can be sped up. Not in many places, mind you.
- https://github.com/pkali/scorch_src/issues/72 Screen glitches improved - https://github.com/pkali/scorch_src/issues/72 Screen glitches improved
- https://github.com/pkali/scorch_src/issues/70 AI shoot with more force than their energy allows. We might still have to revise this one - https://github.com/pkali/scorch_src/issues/70 AI shoots with more force than their energy allows. We might still have to revise this one
- https://github.com/pkali/scorch_src/issues/69 Explosions wrapping around the screen - https://github.com/pkali/scorch_src/issues/69 Explosions wrapping around the screen
- https://github.com/pkali/scorch_src/issues/67 Screen glitches after intro - https://github.com/pkali/scorch_src/issues/67 Screen glitches after the intro
- https://github.com/pkali/scorch_src/issues/65 Saved ~90 bytes by removing cosinus table - https://github.com/pkali/scorch_src/issues/65 Saved ~90 bytes by removing cosinus table
- https://github.com/pkali/scorch_src/issues/62 Empty list of defensive weapons gets corrupted. Plunged it with a new defensive weapon - "White Flag". Honor of the tank crew prohibits them from buying it (yet) - https://github.com/pkali/scorch_src/issues/62 The Empty list of defensive weapons gets corrupted. Plunged it with a new defensive weapon - "White Flag". The honor of the tank crew prohibits them from buying it (yet)
- https://github.com/pkali/scorch_src/issues/61 [SHIFT] was repeating the last key - https://github.com/pkali/scorch_src/issues/61 [SHIFT] was repeating the last key
- https://github.com/pkali/scorch_src/issues/57 Fire too sensitive on a real machine. Switched to shadow registers. First recorded use of Atari OS :O - https://github.com/pkali/scorch_src/issues/57 Fire is too sensitive on a real machine. Switched to shadow registers. First recorded use of Atari OS :O
- https://github.com/pkali/scorch_src/issues/55 Glitches in the status bar. This one was surprisingly tough. - https://github.com/pkali/scorch_src/issues/55 Glitches in the status bar. This one was surprisingly tough.
###### Build 140 ###### Build 140
2022-05-15 2022-05-15
Huge internal changes by @Pecusx. The whole game screen has been inverted - ground is now background color, "sky" and empty areas are in fact pixels. This allowed for introducing better tank colorization, fully devised and lead by Adam. The process started and results are already promising - the colors of tanks and the status bar are closer. We might get even better ones in the next builds. Huge internal changes by @Pecusx. The whole game screen has been inverted - ground is now the background color, "sky" and empty areas are in fact pixels. This allowed for the introduction of better tank colorization, fully devised and led by Adam. The process started and results are already promising - the colors of tanks and the status bar are closer. We might get even better ones in the next builds.
- few new sfx added (end of round, weapon change, soil eating weapons) - A few new sfx added (end of round, weapon change, soil eating weapons)
- added colors to tank name and level selection screen - added colors to tank name and level selection screen
- Bug https://github.com/pkali/scorch_src/issues/57 possibly alleviated by using TRIG0S instead of TRIG0. Please test - it did not show for me. - Bug https://github.com/pkali/scorch_src/issues/57 possibly alleviated by using TRIG0S instead of TRIG0. Please test - it did not show for me.
Other unlisted minor bugs and typos fixed. Other unlisted minor bugs and typos were fixed.
"Nightly" version moved to `develop` branch. `master` will be updated with stablish and playablish builds only. The "Nightly" version moved to the `develop` branch. `master` will be updated with stablish and playablish builds only.
###### Build 139 ###### Build 139
2022-05-09 2022-05-09
The post midnight release with great, heavy new features: The post-midnight release with great, heavy new features:
- https://github.com/pkali/scorch_src/issues/48, https://github.com/pkali/scorch_src/issues/10 - thanks to @mikerro we have a bunch of fresh sound effects. Not everything is perfectly implemented, but the game definitely got nicer! Thank you again Miker! - https://github.com/pkali/scorch_src/issues/48, https://github.com/pkali/scorch_src/issues/10 - thanks to @mikerro we have a bunch of fresh sound effects. Not everything is perfectly implemented, but the game definitely got nicer! Thank you again, Miker!
- https://github.com/pkali/scorch_src/issues/42 New weapon - Liquid Dirt by Pecus. Try it from directly from the weapon store! - https://github.com/pkali/scorch_src/issues/42 New weapon - Liquid Dirt by Pecus. Try it directly from the weapon store!
- (fix) https://github.com/pkali/scorch_src/issues/53 - non-existing weapons are not displayed. This makes the defense menu empty when you are poor, but it is still better than the old way with "$0" prices - (fix) https://github.com/pkali/scorch_src/issues/53 - non-existing weapons are not displayed. This makes the defense menu empty when you are poor, but it is still better than the old way with "$0" prices
- (fix) https://github.com/pkali/scorch_src/issues/49 - seppuku should always kill now - (fix) https://github.com/pkali/scorch_src/issues/49 - seppuku should always kill now
###### Build 138 ###### Build 138
2022-05-02 2022-05-02
- new version of font from Adam - a new version of the font from Adam
- 80's style background gradient - 80's style background gradient
- roller procedure refactored in preparation to liquid dirt - roller procedure refactored in preparation for liquid dirt
###### Build 137 ###### Build 137
2022-04-29 2022-04-29
Premature release due to a trip to Atlanta on weekend. Premature release due to a trip to Atlanta on the weekend.
- https://github.com/pkali/scorch_src/issues/41 Make Riot Charge and Riot Blast weapons. YAY a new weapon after so many years! And it is really useful when you get covered by a ton of dirt - https://github.com/pkali/scorch_src/issues/41 Make Riot Charge and Riot Blast weapons. YAY a new weapon after so many years! And it is really useful when you get covered by a ton of dirt
- land-slide optimization by @Pecusx: ~400 bytes and some cycles saved! - land-slide optimization by @Pecusx: ~400 bytes and some cycles saved!
- nicer explosions (say that to the target) - nicer explosions (say that to the target)
@@ -566,9 +659,9 @@ Premature release due to a trip to Atlanta on weekend.
###### Build 136 ###### Build 136
2022-04-24 2022-04-24
This is a very important release because we had a chance to work a bit as an original team (Pecus and pirx). Let's cheer for Pecus for joining the task force again! Changes: This is a very important release because we had a chance to work a bit as an original team (Pecus and pirx). Let's cheer for Pecus for joining the task force again! Changes:
- another sneaky memory corrupting bug found and fixed. The game seems to be as stable as an Ikea table! No bug number because it was super elusive. - another sneaky memory-corrupting bug was found and fixed. The game seems to be as stable as an Ikea table! No bug number because it was super elusive.
- MIRV loops https://github.com/pkali/scorch_src/issues/6 - a very interesting one. It happened when MIRV killed tank exploded with LeapFrog or FunkyBomb. - MIRV loops https://github.com/pkali/scorch_src/issues/6 - a very interesting one. It happened when MIRV killed tank exploded with LeapFrog or FunkyBomb.
- Nicer font https://github.com/pkali/scorch_src/issues/37 - Thank you Adam for dugging up the font you made in 2008 :) - Nicer font https://github.com/pkali/scorch_src/issues/37 - Thank you Adam for digging up the font you made in 2008 :)
- Explosions are 2 times faster and look equally good or maybe even a bit better. This was a drag because of the Death's Head - Explosions are 2 times faster and look equally good or maybe even a bit better. This was a drag because of the Death's Head
- Memory map reorganized to extract some free RAM. Currentish map here: https://github.com/pkali/scorch_src/wiki - Memory map reorganized to extract some free RAM. Currentish map here: https://github.com/pkali/scorch_src/wiki
- Adam shared an archive that preserved a couple of the old build comments! Added below. - Adam shared an archive that preserved a couple of the old build comments! Added below.
@@ -576,16 +669,16 @@ This is a very important release because we had a chance to work a bit as an ori
###### Build 135 ###### Build 135
2022-04-17 2022-04-17
Happy Easter! This is a "premature ejacu.." err... "premature optimization" build. I got into an optimization fewer and got the code messed up, having to revert to the base. One important ticket closed: Happy Easter! This is a "premature ejacu.." err... "premature optimization" build. I got into an optimization fewer and got the code messed up, having to revert to the base. One important ticket closed:
- https://github.com/pkali/scorch_src/issues/35 Two morons shooting each other for more than 5 minutes. Added a new option "Seppuku". It causes one of the tanks ashamed with their inefficiency to detonate the weapon on itself. This was quite a difficult addition, requiring me to understand large swaths of the code, always a great challenge. Smoother gameplay with AIs guaranteed or money back. - https://github.com/pkali/scorch_src/issues/35 Two morons shooting each other for more than 5 minutes. Added a new option "Seppuku". It causes one of the tanks ashamed of its inefficiency to detonate the weapon on itself. This was quite a difficult addition, requiring me to understand large swaths of the code, always a great challenge. Smoother gameplay with AIs guaranteed or money back.
Other small fixes: Other small fixes:
- https://github.com/pkali/scorch_src/issues/23 High flying MIRV leaves traces. Not anymore. - https://github.com/pkali/scorch_src/issues/23 High-flying MIRV leaves traces. Not anymore.
- https://github.com/pkali/scorch_src/issues/12 Make soil fall down faster after soil eating weapons. Soil eating range is OK, it is the soil down routine that is slow (but visually attractive). - https://github.com/pkali/scorch_src/issues/12 Make soil fall down faster after soil-eating weapons. Soil eating range is OK, it is the soil-down routine that is slow (but visually attractive).
###### Build 134 ###### Build 134
2022-04-10 2022-04-10
- https://github.com/pkali/scorch_src/issues/34 - plot pointer visible only when missile is out of the screen - https://github.com/pkali/scorch_src/issues/34 - plot pointer visible only when a missile is out of the screen
- https://github.com/pkali/scorch_src/issues/33 - Poor AIs do not purchase non-working weapons - https://github.com/pkali/scorch_src/issues/33 - Poor AIs do not purchase non-working weapons
- https://github.com/pkali/scorch_src/issues/32 - Basic is turned off right on the beginning of loading. Dracon reported problems with running the game in Altirra, this was the best idea I had about it. Maybe next will be removing LZSS routine by @dmsc from zero page - https://github.com/pkali/scorch_src/issues/32 - Basic is turned off right at the beginning of loading. Dracon reported problems with running the game in Altirra, this was the best idea I had about it. Maybe next will be removing LZSS routine by @dmsc from the zero page
- https://github.com/pkali/scorch_src/issues/31 - STA WSYNC removed from missile flight delay - https://github.com/pkali/scorch_src/issues/31 - STA WSYNC removed from missile flight delay
- https://github.com/pkali/scorch_src/issues/30 - player level remembered between rounds, thx @KrzysRog - https://github.com/pkali/scorch_src/issues/30 - player level remembered between rounds, thx @KrzysRog
- https://github.com/pkali/scorch_src/issues/5 - funkybomb smoke stays on the edges of the screen - https://github.com/pkali/scorch_src/issues/5 - funkybomb smoke stays on the edges of the screen
@@ -593,53 +686,53 @@ Other small fixes:
###### Build 133 ###### Build 133
2022-04-03 2022-04-03
- bug: https://github.com/pkali/scorch_src/issues/7 tank stands on a single pixel spike. `WhereToSlideTable` vastly improved. - bug: https://github.com/pkali/scorch_src/issues/7 tank stands on a single pixel spike. `WhereToSlideTable` vastly improved.
- enhancement: https://github.com/pkali/scorch_src/issues/15 Add player colors to purchase screen. Still room to improvement! - enhancement: https://github.com/pkali/scorch_src/issues/15 Add player colors to the purchase screen. Still room for improvement!
- enhancement: https://github.com/pkali/scorch_src/issues/22 Redesign information panel (top 2 lines of the game screen). Now game might make some sense for a newcomer :) - enhancement: https://github.com/pkali/scorch_src/issues/22 Redesign information panel (top 2 lines of the game screen). Now game might make some sense for a newcomer :)
- change: https://github.com/pkali/scorch_src/issues/28 remove white lines around out-of-the-screen point tracker. Now it is visible and looks better! - change: https://github.com/pkali/scorch_src/issues/28 remove white lines around out-of-the-screen point tracker. Now it is visible and looks better!
- enhancement: https://github.com/pkali/scorch_src/issues/25 Missiles are too fast. Thanks @bocianu and @mikerro for the hint. Speed of the shell is configurable now, 5 speeds available. - enhancement: https://github.com/pkali/scorch_src/issues/25 Missiles are too fast. Thanks @bocianu and @mikerro for the hint. The speed of the shell is configurable now, 5 speeds are available.
- enhancement: https://github.com/pkali/scorch_src/issues/27 Remember game settings between games. - enhancement: https://github.com/pkali/scorch_src/issues/27 Remember game settings between games.
- enhancement: https://github.com/pkali/scorch_src/issues/24 Remember player names between games. Thanks @bocianu - enhancement: https://github.com/pkali/scorch_src/issues/24 Remember player names between games. Thanks @bocianu
###### Build 132 ###### Build 132
2022-03-27 2022-03-27
- fixed bug: https://github.com/pkali/scorch_src/issues/21 Wrong number of shells purchased - fixed bug: https://github.com/pkali/scorch_src/issues/21 Wrong number of shells purchased
- fixed bug: https://github.com/pkali/scorch_src/issues/19 Inventory not cleared on next match. When fixing in a general way (cleaning all variables on game restart) I encountered a very old and nasty bug that made the game running basically by pure chance. - fixed bug: https://github.com/pkali/scorch_src/issues/19 Inventory not cleared on next match. When fixing in a general way (cleaning all variables on game restart) I encountered a very old and nasty bug that made the game run basically by pure chance.
- fixed bug: https://github.com/pkali/scorch_src/issues/18 selecting players using fire sometimes selects more than one. Rewritten keyboard handling to prepare for enhancements like #17 - fixed bug: https://github.com/pkali/scorch_src/issues/18 Selecting players using fire sometimes selects more than one. Rewritten keyboard handling to prepare for enhancements like #17
- tables of constants moved to a separate file, variables declared with .DS directive in preparation for memory map optimization. - tables of constants moved to a separate file, variables declared with .DS directive in preparation for memory map optimization.
###### Build 131 ###### Build 131
2022-03-20 2022-03-20
- fixed bug: https://github.com/pkali/scorch_src/issues/4 It was really hard one, because I had to unspaghetti our own lousy code :] - fixed bug: https://github.com/pkali/scorch_src/issues/4 It was a really hard one because I had to unspaghetti our own lousy code :]
- it is now impossible to purchase non-existing weapons. - it is now impossible to purchase non-existing weapons.
- numerous edits / optimizations during debugging process - numerous edits/optimizations during the debugging process
- bug tracker moved to https://github.com/pkali/scorch_src/issues - bug tracker moved to https://github.com/pkali/scorch_src/issues
###### Build 130 ###### Build 130
2022-03-13 2022-03-13
- fixed bug: Decreasing of number of bullets after a shoot does not work correctly. It does look like it is fixed, although all I did was moving decreasing before shooting. Displaying number of bullets immediately after shoot. - fixed bug: Decreasing of number of bullets after a shoot does not work correctly. It does look like it is fixed, although all I did was move decreasing before shooting. Displaying the number of bullets immediately after the shoot.
- fixed a very difficult bug - game was crashing from time to time, with corrupted code and/or screen. It was digger digging lower and lower, finally digging through the code. Right now the game is not crashing on me. - fixed a very difficult bug - the game was crashing from time to time, with corrupted code and/or screen. It was a digger digging lower and lower, finally digging through the code. Right now the game is not crashing on me.
###### Build 129 ###### Build 129
2022-03-06 2022-03-06
- added tune by emkay, lzss player by dmsc - added tune by emkay, lzss player by dmsc
- fixed bug "When result in points is >99 then only 2 first digits are displayed" - fixed bug "When the result in points is >99 then only 2 first digits are displayed"
###### Build 128 ###### Build 128
2022-02-19 2022-02-19
- fixed a bug making it harder to select AI level, unfortunately now player names can not include hyphen - fixed a bug making it harder to select AI level, unfortunately now player names can not include hyphens
- fixed numerous mistakes in handling bytes and words - possibly some of the crashes eliminated - fixed numerous mistakes in handling bytes and words - possibly some of the crashes eliminated
- adw addr #1 --> inw addr. 200 bytes shorter code (and maybe very slightly faster) - adw addr #1 --> inw addr. 200 bytes shorter code (and maybe very slightly faster)
###### Build 127 ###### Build 127
2022-02-14 2022-02-14
- option to select number of rounds in a game - option to select the number of rounds in a game
- rudimentary game over message (in results screen) - rudimentary game over message (in results screen)
- game restarts - game restarts
###### Build 126 ###### Build 126
2022-01-30 2022-01-30
- fixed bug 006 (After some attacks the OffensiveText stays on the screen) - fixed bug 006 (After some attacks the OffensiveText stays on the screen)
- fixed bug 015 (Only first shoot of FunkyBomb is correct - fixed bug 015 (Only the first shoot of FunkyBomb is correct
- fixed bug 016 (No falling soil after leapfrog) - fixed bug 016 (No falling soil after leapfrog)
##### Build 125 ##### Build 125
@@ -650,28 +743,28 @@ Other small fixes:
2013-12-21 2013-12-21
- removed large chunk of redundant 4x4 print code and table generation code, - removed large chunk of redundant 4x4 print code and table generation code,
over 1kb gained. over 1kb gained.
- plot and point routines speeded up by ~20 cycles :P (and shortened by few bytes as well) - plot and point routines speeded up by ~20 cycles :P (and shortened by a few bytes as well)
- fixed bug 011. High flying bullets sometimes cause brief screen garbage - like a DL damaged - fixed bug 011. High-flying bullets sometimes cause brief screen garbage - like a DL damaged
fixed by plotpointer (the top line) changed from HSCROLL based to regular $f line with plot fixed by plot pointer (the top line) changed from HSCROLL based to regular $f line with plot
- screen memory moved to low area ($1010), making the game start at $3010 and easier - screen memory moved to a low area ($1010), making the game start at $3010 and easier
to be loaded. Other minor memory layout modifications. to load. Other minor memory layout modifications.
##### Build 123 ##### Build 123
2013-12-10 2013-12-10
- fixed bug 013: sometimes demo mode does not work (it stops on results display) - fixed bug 013: sometimes demo mode does not work (it stops on results display)
- fixed bug 012: (newly introduced) Death explosions are offset right and possibly up. - fixed bug 012: (newly introduced) Death explosions are offset right and possibly up.
- prepared the game for various screen width. The only problem is memory layout. - prepared the game for various screen widths. The only problem is the memory layout.
Basically it is impossible to make contiguous wide screen of more than 170 lines. Basically, it is impossible to make a contiguous wide screen of more than 170 lines.
Changing the screen to non-contiguous would require rewrite of all character Changing the screen to non-contiguous would require a rewrite of all character
manipulating routines. manipulating routines.
- fixed bug 014: FunkyBomb shoots with too high angle, - fixed bug 014: FunkyBomb shoots with too high an angle,
funkyBomb angle changed from -8..+8 to -16..+16 funkyBomb angle changed from -8..+8 to -16..+16
- speeded up explosions by drawing only odd circles. Not bad visually and 2x faster. - speeded up explosions by drawing only odd circles. Not bad visually and 2x faster.
##### Build 122 ##### Build 122
2013-11-17 2013-11-17
- tank expend 1 energy with each shoot to avoid endless shooting loops - tank expends 1 energy with each shoot to avoid endless shooting loops
- small visual glitch with background colour fixed - small visual glitch with the background color fixed
- death messages "defensive texts" in source do not stay on screen after some explosions - death messages "defensive texts" in source do not stay on screen after some explosions
##### Build 121 ##### Build 121
@@ -703,20 +796,20 @@ TO DO:
##### Build 114 ##### Build 114
2003-08-22 2003-08-22
- Results after each round are displayed in the right - Results after each round are displayed on the right
sequence, i.e. the best one is on the top sequence, i.e. the best one is on the top
- during second and following rounds shooting sequence - during the second and following rounds of shooting sequence
is such that the worst tank shoots first is such that the worst tank shoots first
The above changes does not look terrific, but there was The above changes do not look terrific, but there was
a lot of thinking to do it correctly. What is the most a lot of thinking to do it correctly. What is most
important the overall game feeling improved a lot! important is the overall game feeling improved a lot!
program.s65 program.s65
- added routine SortSequence - added routine SortSequence
textproc.s65 textproc.s65
- changed routine DisplayResults to show round results in correct order - changed routine DisplayResults to show round results in the correct order
##### Build 113 ##### Build 113
2003-08-17 2003-08-17
@@ -728,7 +821,7 @@ Again you dear reader made us to do a significant improvement in Atari 8-bit Sco
"Defensive" text i.e. text before death "Defensive" text i.e. text before death
program.s65 program.s65
- added routine MoveBarrelToNewPosition which rotates barrel of the tank until it sits at the right (newly randomized) angle - added routine MoveBarrelToNewPosition which rotates the barrel of the tank until it sits at the right (newly randomized) angle
textproc.s65 textproc.s65
- added routine PurchaseAI it is a framework for all AI purchases - added routine PurchaseAI it is a framework for all AI purchases
@@ -739,11 +832,11 @@ SHORTSYS.S65
##### Build 112 ##### Build 112
2003-08-15 2003-08-15
First attempts to create a framework for intelligent The first attempts to create a framework for intelligent
opponents (AI). Right now there is only one level opponents (AI). Right now there is only one level
of "intelligence" - Moron. of "intelligence" - Moron.
Moron shoots at random angle with random force. Moron shoots at random angles with random force.
program.s65 program.s65
- routine Round checks the Skill level and if it is not human branches to ArtificialIntelligence routine. - routine Round checks the Skill level and if it is not human branches to ArtificialIntelligence routine.
@@ -764,7 +857,7 @@ TO DO:
program.s65: program.s65:
- added sequential shooting (not necessarily tank no. 1 shoots first) - added sequential shooting (not necessarily tank no. 1 shoots first)
- added routine "RandomizeSequence" that is called before each round - added routine "RandomizeSequence" that is called before each round
- initial angle of the tank's barrel is randomized (was always 45 degrees right) - the initial angle of the tank's barrel is randomized (was always 45 degrees right)
variables.s65 variables.s65
- added table "TankSequence" - added table "TankSequence"
@@ -774,13 +867,14 @@ grafproc.s65
##### Build 110 ##### Build 110
2003-07-21 2003-07-21
Previous release was a mistake. Build 110 is more or less playable, the "only" problem for now is such: in every round there is the same sequence of shooting (1st, 2nd, 3rd tank and so on). It should be like the weakest tank shoots first. The previous release was a mistake. Build 110 is more or less playable, the "only" problem for now is such: in every round, there is the same sequence of shooting (1st, 2nd, 3rd tank, and so on). It should be like the weakest tank shoots first.
##### Build 103 ##### Build 103
2003-07-09 2003-07-09
For the first time Scorched Earth for Atari XL/XE (build 103) published. For the first time, Scorched Earth for Atari XL/XE (build 103) was published.
Together with Pecus we were working on this piece of code for four years and it does not look like it is accelerating so we decided to publish what we have. Last few weeks I was translating source code comments and labels to English to let other people work on this project with us. In other words Scorched Earth becomes an open source project :) Together with Pecus we have been working on this piece of code for four years and it does not look like it is accelerating so we decided to publish what we have. Last few weeks I have been translating source code comments and labels to English to let other people work on this project with us. In other words, Scorched Earth becomes an open-source project :)
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...
+40 -12
View File
@@ -246,6 +246,7 @@ LowBatteries
jsr ClearTankNr ; we must hide tank to erase shields (issue #138) jsr ClearTankNr ; we must hide tank to erase shields (issue #138)
lda #ind_White_Flag lda #ind_White_Flag
sta ActiveDefenceWeapon,x sta ActiveDefenceWeapon,x
mva #sfx_white_flag sfx_effect
jsr PutTankNr ; and draw tank witch Flag jsr PutTankNr ; and draw tank witch Flag
EnoughEnergy EnoughEnergy
; jsr DisplayStatus.DisplayEnergy ; not necessary - status update after othher defensives ; jsr DisplayStatus.DisplayEnergy ; not necessary - status update after othher defensives
@@ -436,9 +437,12 @@ loop01
beq skipThisPlayer beq skipThisPlayer
lda eXistenZ,y lda eXistenZ,y
beq skipThisPlayer beq skipThisPlayer
lda BarrelLength,y ; moved to CheckTeamMember for optimization
cmp #LongBarrel ; if target has Long Schlong do not aim ;lda BarrelLength,y
beq skipThisPlayer ;cmp #LongBarrel ; if target has Long Schlong do not aim
;beq skipThisPlayer
jsr CheckTeamMember
bcc skipThisPlayer ; if the same Team
lda skilltable,y lda skilltable,y
beq ItIsHuman beq ItIsHuman
lda PreferHumansFlag lda PreferHumansFlag
@@ -449,6 +453,7 @@ ItIsHuman
beq lowestIsEqual beq lowestIsEqual
bcc lowestIsHigher bcc lowestIsHigher
; if lower ; if lower
bcs lowestIsLower
lowestIsEqual lowestIsEqual
; if equal then select random (of two tanks) ; if equal then select random (of two tanks)
bit RANDOM bit RANDOM
@@ -497,10 +502,12 @@ loop01
beq skipThisPlayer beq skipThisPlayer
lda eXistenZ,y lda eXistenZ,y
beq skipThisPlayer beq skipThisPlayer
lda BarrelLength,y ; moved to CheckTeamMember for optimization
cmp #LongBarrel ; if target has Long Schlong do not aim ;lda BarrelLength,y
beq skipThisPlayer ;cmp #LongBarrel ; if target has Long Schlong do not aim
;beq skipThisPlayer
jsr CheckTeamMember
bcc skipThisPlayer ; if the same Team
lda LowResDistances,x lda LowResDistances,x
cmp LowResDistances,y cmp LowResDistances,y
bcs EnemyOnTheLeft bcs EnemyOnTheLeft
@@ -787,8 +794,7 @@ SetStartAndFlight ; set start point (virtual barrel end :) ) and make test fl
sta ytraj+1 sta ytraj+1
mva #0 ytraj+2 mva #0 ytraj+2
mva NewAngle Angle mva NewAngle Angle
lda CONSOL jsr CheckStartKey ; START KEY
and #%00000001 ; START KEY
beq @speedup beq @speedup
jsr MoveBarrelToNewPosition jsr MoveBarrelToNewPosition
bit escFlag bit escFlag
@@ -818,9 +824,12 @@ SetNextTarget
beq skipThisPlayer beq skipThisPlayer
lda eXistenZ,y lda eXistenZ,y
beq skipThisPlayer beq skipThisPlayer
lda BarrelLength,y ; moved to CheckTeamMember for optimization
cmp #LongBarrel ; if target has Long Schlong do not aim ;lda BarrelLength,y
beq skipThisPlayer ;cmp #LongBarrel ; if target has Long Schlong do not aim
;beq skipThisPlayer
jsr CheckTeamMember
bcc skipThisPlayer ; if the same Team
; check target direction ; check target direction
mva #0 tempor2 ; check target direction mva #0 tempor2 ; check target direction
lda LowResDistances,x lda LowResDistances,x
@@ -842,6 +851,25 @@ TankHit
rts rts
.endp .endp
;----------------------------------------------
.proc CheckTeamMember
; Target tank number in Y
; result in C bit ; 0 - the same Team ; 1 - another Team
; optimization
lda #LongBarrel-1
cmp BarrelLength,y ; if target has Long Schlong do not aim
bcc SchlongIsLong
; end of optimization
sec ; if there is no team play, then as a member of another team
bit TeamGame ; if teams game
bvc no_teams
tya
eor TankNr
ror ; check lower bits of tank numbers (team)
no_teams
SchlongIsLong
rts
.endp
;---------------------------------------------- ;----------------------------------------------
.proc PurchaseAI ; .proc PurchaseAI ;
; A - skill of the TankNr, TankNr in X ; A - skill of the TankNr, TankNr in X
+5 -5
View File
@@ -11,11 +11,11 @@
; start addr of loader ; start addr of loader
; cart banks numbers ; cart banks numbers
LoaderBank = 0 LoaderBank = 0 ; offset $00000 (and $FE000)
ScorchBank = 1 ScorchBank = 1 ; offset $02000
MenuENBank = 10 MenuENBank = 12 ; offset $18000
MenuPLBank = 15 MenuPLBank = 17 ; offset $22000
TetryxBank = 20 TetryxBank = 22 ; offset $2c000
org $2000 org $2000
WeaponFont WeaponFont
Binary file not shown.
+224
View File
@@ -0,0 +1,224 @@
#!/usr/bin/env python3
"""Pack Scorch talk texts into 5-bit stream.
Reads artwork/talk.asm and generates artwork/talk_packed.asm.
Design goals:
- Keep the original artwork/talk.asm as editable source of strings.
- Generate a MADS-friendly .asm include with:
- .proc talk (namespace-compatible)
- talk5_alphabet (32 chars)
- talk5_data: records of [len][packed bytes...]
- constants (NumberOfOffensiveTexts, etc.) copied verbatim
- hoverFull/hoverEmpty blocks copied verbatim (uncompressed)
Bit packing:
- 5-bit codes are packed LSB-first.
- For each string record:
- 1 byte length (0..63)
- packed bytes little-endian (first char in bits 0..4)
The decoder in 6502 should read 5-bit codes from the low bits.
"""
from __future__ import annotations
import argparse
import re
from pathlib import Path
from typing import Iterable, List, Tuple
# 32-symbol alphabet.
# Note: We intentionally omit 'X' to make room for punctuation.
# Order must match the decoder table.
ALPHABET = " ABCDEFGHIJKLMNOPQRSTUVWYZ'!,-.?" # length must be 32
_DTA_STR_RE = re.compile(r"^\s*dta\s+d\"(.*?)\"\^\s*(?:;.*)?$")
def _iter_lines(path: Path) -> List[str]:
return path.read_text(encoding="utf-8", errors="replace").splitlines()
def _find_section(lines: List[str], start_pat: re.Pattern[str], end_pat: re.Pattern[str]) -> Tuple[int, int]:
start_idx = None
for i, line in enumerate(lines):
if start_pat.search(line):
start_idx = i
break
if start_idx is None:
raise ValueError(f"Start pattern not found: {start_pat.pattern}")
for j in range(start_idx + 1, len(lines)):
if end_pat.search(lines[j]):
return start_idx, j
raise ValueError(f"End pattern not found: {end_pat.pattern}")
def extract_talk_strings(lines: List[str]) -> List[str]:
# Only pack strings inside `.proc talk` up to the `LEND` marker.
proc_start, _ = _find_section(lines, re.compile(r"^\s*\.proc\s+talk\b"), re.compile(r"^\s*\.endp\b"))
lend_idx = None
for i in range(proc_start, len(lines)):
if re.match(r"^\s*LEND\b", lines[i]):
lend_idx = i
break
if lend_idx is None:
raise ValueError("LEND marker not found inside .proc talk")
strings: List[str] = []
for line in lines[proc_start:lend_idx]:
m = _DTA_STR_RE.match(line)
if m:
strings.append(m.group(1))
if not strings:
raise ValueError("No talk strings found to pack")
return strings
def extract_constants_block(lines: List[str]) -> List[str]:
# Copy constant definitions from after LEND up to `.endp` (inclusive of constants, exclusive of .endp).
proc_start, proc_end = _find_section(lines, re.compile(r"^\s*\.proc\s+talk\b"), re.compile(r"^\s*\.endp\b"))
lend_idx = None
for i in range(proc_start, proc_end + 1):
if re.match(r"^\s*LEND\b", lines[i]):
lend_idx = i
break
if lend_idx is None:
raise ValueError("LEND marker not found inside .proc talk")
# Keep from LEND line through the line before `.endp`.
return lines[lend_idx:proc_end]
def extract_tail_after_talk_proc(lines: List[str]) -> List[str]:
# Copy everything after `.endp` for talk proc. This includes hoverFull/hoverEmpty.
_, proc_end = _find_section(lines, re.compile(r"^\s*\.proc\s+talk\b"), re.compile(r"^\s*\.endp\b"))
return lines[proc_end + 1 :]
def validate_alphabet() -> None:
if len(ALPHABET) != 32:
raise ValueError(f"ALPHABET must be 32 chars, got {len(ALPHABET)}")
if len(set(ALPHABET)) != len(ALPHABET):
raise ValueError("ALPHABET has duplicate characters")
def pack_string_5bit(s: str, mapping: dict[str, int]) -> bytes:
if len(s) > 63:
raise ValueError(f"String too long ({len(s)}): {s!r}")
out = bytearray()
out.append(len(s) & 0xFF)
bitbuf = 0
bitcount = 0
for ch in s:
try:
code = mapping[ch]
except KeyError as e:
raise ValueError(f"Character {ch!r} not in alphabet") from e
bitbuf |= (code & 0x1F) << bitcount
bitcount += 5
while bitcount >= 8:
out.append(bitbuf & 0xFF)
bitbuf >>= 8
bitcount -= 8
if bitcount:
out.append(bitbuf & 0xFF)
return bytes(out)
def format_dta_bytes(data: bytes, indent: str = " ", per_line: int = 16) -> List[str]:
lines: List[str] = []
for i in range(0, len(data), per_line):
chunk = data[i : i + per_line]
nums = ",".join(f"${b:02x}" for b in chunk)
lines.append(f"{indent}dta b({nums})")
return lines
def generate_output(
source_path: Path,
strings: List[str],
constants_block: List[str],
tail_lines: List[str],
) -> str:
mapping = {ch: i for i, ch in enumerate(ALPHABET)}
packed_records: List[bytes] = [pack_string_5bit(s, mapping) for s in strings]
out_lines: List[str] = []
out_lines.append("; AUTO-GENERATED FILE - DO NOT EDIT")
out_lines.append(f"; Generated by {source_path.name} -> pack_talk5.py")
out_lines.append("; Source: artwork/talk.asm")
out_lines.append("")
out_lines.append(".proc talk")
out_lines.append("; 5-bit packed talk strings (len + packed bytes)")
out_lines.append(f"talk5_alphabet dta d\"{ALPHABET}\"")
out_lines.append("talk5_data")
for rec in packed_records:
out_lines.extend(format_dta_bytes(rec))
out_lines.append(";")
out_lines.append("; Constants copied from source")
out_lines.extend(constants_block)
out_lines.append(".endp")
if tail_lines:
out_lines.append("")
out_lines.append("; Tail copied from source (uncompressed)")
out_lines.extend(tail_lines)
out_lines.append("")
return "\n".join(out_lines)
def main(argv: List[str] | None = None) -> int:
parser = argparse.ArgumentParser(description="Pack artwork/talk.asm into a 5-bit blob for MADS.")
parser.add_argument(
"--src",
default="artwork/talk.asm",
help="Path to source talk.asm (default: artwork/talk.asm)",
)
parser.add_argument(
"--out",
default="artwork/talk_packed.asm",
help="Path to output .asm include (default: artwork/talk_packed.asm)",
)
args = parser.parse_args(argv)
validate_alphabet()
src_path = Path(args.src)
out_path = Path(args.out)
lines = _iter_lines(src_path)
strings = extract_talk_strings(lines)
constants_block = extract_constants_block(lines)
tail_lines = extract_tail_after_talk_proc(lines)
content = generate_output(src_path, strings, constants_block, tail_lines)
out_path.write_text(content, encoding="utf-8")
print(f"Wrote {out_path} ({len(content.encode('utf-8'))} bytes text)")
print(f"Packed {len(strings)} strings")
return 0
if __name__ == "__main__":
raise SystemExit(main())
+6 -12
View File
@@ -156,20 +156,11 @@ rmt_init
stx ns stx ns
sty ns+1 sty ns+1
pha pha
; IFT track_endvariables-track_variables>255
; ldy #0
; tya
;ri0 sta track_variables,y
; sta track_endvariables-$100,y
; iny
; bne ri0
; ELS
ldy #track_endvariables-track_variables ldy #track_endvariables-track_variables
lda #0 lda #0
ri0 sta track_variables-1,y ri0 sta track_variables-1,y
dey dey
bne ri0 bne ri0
; EIF
ldy #4 ldy #4
lda (ns),y lda (ns),y
sta v_maxtracklen sta v_maxtracklen
@@ -202,10 +193,13 @@ ri1 lda (ns),y
rmt_silence rmt_silence
lda #0 lda #0
sta $d208 sta $d208
sta $d208+$10
ldy #3 ldy #3
sty $d20f sty $d20f
sty $d20f+$10
ldy #8 ldy #8
si1 sta $d200,y si1 sta $d200,y
sta $d200+$10,y
dey dey
bpl si1 bpl si1
lda #FEAT_INSTRSPEED lda #FEAT_INSTRSPEED
@@ -611,9 +605,9 @@ qq2a
ora #2 ora #2
tax tax
qq3 qq3
cpx v_audctl ; cpx v_audctl
bne qq5 ; bne qq5
qq5 ;qq5
stx v_audctl stx v_audctl
rmt_p5 rmt_p5
; lda v_ainstrspeed ; lda v_ainstrspeed
+4 -3
View File
@@ -56,9 +56,10 @@ pmg1 .ds $0300
main1 main1
lda SplashTypeFlag lda SplashTypeFlag
beq old_splash cmp #200 ; (0 - 100 ; first splash , 101 - 200 ; second splash , 201 - 255 ; KAZ)
rts bcs this_splashK ; KAZ splash
old_splash rts ; next splash
this_splashK
jsr init_song jsr init_song
; ; copy system font to $a000 ; ; copy system font to $a000
+4 -60
View File
@@ -70,11 +70,11 @@ mother
main main
.IF CART_VERSION .IF CART_VERSION
lda random lda random
and #%11100000 ; Old splash probability 1/8
sta SplashTypeFlag sta SplashTypeFlag
bne new_splash cmp #100 ; (0 - 100 ; first splash , 101 - 200 ; second splash , 201 - 255 ; KAZ)
rts ; KAZ splash :) bcc this_splash ; first splash
new_splash rts ; next splash
this_splash
.ENDIF .ENDIF
/* /*
mva #00 ManualLangFlag ; no manual page mva #00 ManualLangFlag ; no manual page
@@ -105,9 +105,6 @@ new_splash
LOOP lda vcount ;synchronization for the first screen (picture) line LOOP lda vcount ;synchronization for the first screen (picture) line
cmp #$02 cmp #$02
;sta colpf0
;sta colpm0
;sta colbak
bne LOOP bne LOOP
mva #%00111110 dmactl ;set new screen width mva #%00111110 dmactl ;set new screen width
@@ -186,10 +183,6 @@ s0 lda #$03
lda skctl ; ANY KEY lda skctl ; ANY KEY
and #$04 and #$04
bne skp bne skp
/* lda kbcode
cmp #$25 ; "M" key
bne stop
mva #01 ManualLangFlag ; english manual page */
stop mva #$00 pmcntl ;PMG disabled stop mva #$00 pmcntl ;PMG disabled
tax tax
sta:rne hposp0,x+ sta:rne hposp0,x+
@@ -212,38 +205,6 @@ stop mva #$00 pmcntl ;PMG disabled
mva #$40 nmien ;only NMI interrupts, DLI disabled mva #$40 nmien ;only NMI interrupts, DLI disabled
cli ;IRQ enabled cli ;IRQ enabled
/* lda ManualLangFlag
beq waitkey2release
; and now display manual language selection screen
mva <lngDL dlptrs
mva >lngDL dlptrs+1
mva #%00111110 dmactls ;set new screen width
; wait for key
waitkey2
lda skctl ; ANY KEY
and #$04
bne waitkey2
lda kbcode
cmp #$2A ; "E" key
bne notEng
mva #01 ManualLangFlag ; english manual page
bne endsplash
notEng
cmp #$0A ; "P" key
bne waitkey2
mva #02 ManualLangFlag ; polish manual page
endsplash
;no glitching please (issue #67)
lda #0
sta $D400 ;dmactl
sta $022F ;dmactls
waitkey2release
lda skctl ; ANY KEY
and #$04
beq waitkey2release
*/
rts ;return to ... DOS rts ;return to ... DOS
skp skp
@@ -271,23 +232,6 @@ byt3 brk
org $8000 ; fixed address of music routine and data org $8000 ; fixed address of music routine and data
icl "lzss_player.asm" ; player (and data) for splash music icl "lzss_player.asm" ; player (and data) for splash music
;---
/* lngDL
.byte $70,$70,$70,$70,$70
.byte $47
.word LngTitle
.byte $70,$70
.byte $42
.word LngList
.byte $50,$02
.byte $41
.word lngDL
LngTitle
dta d" select language "*
LngList
dta d" E - English Manual "
dta d" P - Polska instrukcja " */
;--- ;---
.MACRO ANTIC_PROGRAM .MACRO ANTIC_PROGRAM
+153
View File
@@ -0,0 +1,153 @@
.enum @@dmactl
blank = %00
narrow = %01
standard= %10
wide = %11
missiles= %100
players = %1000
lineX1 = %10000
lineX2 = %00000
dma = %100000
.ende
scr48 = @@dmactl(wide|dma|players|missiles|lineX1) ;screen 48b
scr40 = @@dmactl(standard|dma|players|missiles|lineX1) ;screen 40b
scr32 = @@dmactl(narrow|dma|players|missiles|lineX1) ;screen 32b
.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
* ---------------------------------------------------------------------------------------------
hposp0 = $D000 ; pozioma pozycja gracza 0 (Z)
hposp1 = $D001 ; pozioma pozycja gracza 1 (Z)
hposp2 = $D002 ; pozioma pozycja gracza 2 (Z)
hposp3 = $D003 ; pozioma pozycja gracza 3 (Z)
hposm0 = $D004 ; pozioma pozycja pocisku 0 (Z)
hposm1 = $D005 ; pozioma pozycja pocisku 1 (Z)
hposm2 = $D006 ; pozioma pozycja pocisku 2 (Z)
hposm3 = $D007 ; pozioma pozycja pocisku 3 (Z)
sizep0 = $D008 ; poziomy rozmiar gracza 0 (Z)
sizep1 = $D009 ; poziomy rozmiar gracza 1 (Z)
sizep2 = $D00A ; poziomy rozmiar gracza 2 (Z)
sizep3 = $D00B ; poziomy rozmiar gracza 3 (Z)
sizem = $D00C ; poziomy rozmiar pocisków (Z)
grafp0 = $D00D ; rejestr grafiki gracza 0 (Z)
grafp1 = $D00E ; rejestr grafiki gracza 1 (Z)
grafp2 = $D00F ; rejestr grafiki gracza 2 (Z)
grafp3 = $D010 ; rejestr grafiki gracza 3 (Z)
grafm = $D011 ; rejestr grafiki pocisków (Z)
colpm0 = $D012 ; rejestr koloru gracza i pocisku 0 (Z)
colpm1 = $D013 ; rejestr koloru gracza i pocisku 1 (Z)
colpm2 = $D014 ; rejestr koloru gracza i pocisku 2 (Z)
colpm3 = $D015 ; rejestr koloru gracza i pocisku 3 (Z)
colpf0 = $D016 ; rejestr koloru pola gry 0 (Z)
colpf1 = $D017 ; rejestr koloru pola gry 1 (Z)
colpf2 = $D018 ; rejestr koloru pola gry 2 (Z)
colpf3 = $D019 ; rejestr koloru pola gry 3 (Z)
colbak = $D01A ; rejestr koloru tła (Z)
color0 = colpf0
color1 = colpf1
color2 = colpf2
color3 = colpf3
kolm0pf = $D000 ; kolizja pocisku 0 z polem gry (O)
kolm1pf = $D001 ; kolizja pocisku 1 z polem gry (O)
kolm2pf = $D002 ; kolizja pocisku 2 z polem gry (O)
kolm3pf = $D003 ; kolizja pocisku 3 z polem gry (O)
kolp0pf = $D004 ; kolizja gracza 0 z polem gry (O)
kolp1pf = $D005 ; kolizja gracza 1 z polem gry (O)
kolp2pf = $D006 ; kolizja gracza 2 z polem gry (O)
kolp3pf = $D007 ; kolizja gracza 3 z polem gry (O)
kolm0p = $D008 ; kolizja pocisku 0 z graczem (O)
kolm1p = $D009 ; kolizja pocisku 1 z graczem (O)
kolm2p = $D00A ; kolizja pocisku 2 z graczem (O)
kolm3p = $D00B ; kolizja pocisku 3 z graczem (O)
kolp0p = $D00C ; kolizja gracza 0 z innym graczem (O)
kolp1p = $D00D ; kolizja gracza 1 z innym graczem (O)
kolp2p = $D00E ; kolizja gracza 2 z innym graczem (O)
kolp3p = $D00F ; kolizja gracza 3 z innym graczem (O)
trig0 = $D010 ; stan przycisku joysticka 0 (O)
trig1 = $D011 ; stan przycisku joysticka 1 (O)
trig3 = $D013 ; znacznik dołączenia cartridge-a (O)
pal = $D014 ; znacznik systemu TV (O)
gtictl = $D01B ; rejestr kontroli układu GTIA
gtiactl = gtictl
vdelay = $D01C ; licznik opóźnienia pionowego P/MG
pmcntl = $D01D ; rejestr kontroli graczy i pocisków
hitclr = $D01E ; rejestr kasowania rejestrów kolizji
consol = $D01F ; rejestr stanu klawiszy konsoli
* ---------------------------------------------------------------------------------------------
* --- POKEY
* ---------------------------------------------------------------------------------------------
irqens = $0010 ; rejestr-cień IRQEN
irqstat = $0011 ; rejestr-cień IRQST
audf1 = $d200 ; częstotliwość pracy generatora 1 (Z)
audc1 = $d201 ; rejestr kontroli dźwięku generatora 1 (Z)
audf2 = $d202 ; częstotliwość pracy generatora 2 (Z)
audc2 = $d203 ; rejestr kontroli dźwięku generatora 2 (Z)
audf3 = $d204 ; częstotliwość pracy generatora 3 (Z)
audc3 = $d205 ; rejestr kontroli dźwięku generatora 3 (Z)
audf4 = $d206 ; częstotliwość pracy generatora 4 (Z)
audc4 = $d207 ; rejestr kontroli dźwięku generatora 4 (Z)
audctl = $D208 ; rejestr kontroli generatorów dźwięku (Z)
stimer = $D209 ; rejestr zerowania liczników (Z)
kbcode = $D209 ; kod ostatnio naciśniętego klawisza (O)
skstres = $D20A ; rejestr statusu złącza szeregowego (Z)
random = $D20A ; rejestr liczby losowej (O)
serout = $D20D ; szeregowy rejestr wyjściowy (Z)
serin = $D20D ; szeregowy rejestr wejściowy (O)
irqen = $D20E ; zezwolenie przerwań IRQ (Z)
irqst = $D20E ; status przerwań IRQ (O)
skctl = $D20F ; rejestr kontroli złącza szeregowego (Z)
skstat = $D20F ; rejestr statusu złącza szeregowego (O)
* ---------------------------------------------------------------------------------------------
* --- PIA
* ---------------------------------------------------------------------------------------------
porta = $D300 ; port A układu PIA
portb = $D301 ; port B układu PIA
pactl = $D302 ; rejestr kontroli portu A
pbctl = $D303 ; rejestr kontroli portu B
* ---------------------------------------------------------------------------------------------
* --- ANTIC
* ---------------------------------------------------------------------------------------------
dmactl = $D400 ; rejestr kontroli dostępu do pamięci
chrctl = $D401 ; rejestr kontroli wyświetlania znaków
dlptr = $D402 ; adres programu ANTIC-a
hscrol = $D404 ; znacznik poziomego przesuwu obrazu
vscrol = $D405 ; znacznik pionowego przesuwu obrazu
pmbase = $D407 ; adres pamięci graczy i pocisków
chbase = $D409 ; adres zestawu znaków
wsync = $D40A ; znacznik oczekiwania na synchronizację poziomą
vcount = $D40B ; licznik linii obrazu
lpenh = $D40C ; poziome położenie pióra świetlengo
lpenv = $D40D ; pionowe położenie pióra świetlnego
nmien = $D40E ; rejestr zezwoleń na przerwania NMI
nmist = $D40F ; rejestr statusu przerwań NMI
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After

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+2
View File
@@ -0,0 +1,2 @@
; Set proper picture height
PIC_HEIGHT = 200
+36
View File
@@ -0,0 +1,36 @@
; ----------------------------------
; RastaConverter by Ilmenit version Beta20
; ----------------------------------
; Initial values
lda #$DB
sta colpf0
lda #$61
sta colpf1
lda #$D8
sta colpf2
lda #$00
sta COLBAK
lda #$BF
sta COLPM0
lda #$02
sta COLPM1
lda #$C1
sta COLPM2
lda #$8E
sta COLPM3
lda #$2E
sta HPOSP0
lda #$AC
sta HPOSP1
lda #$89
sta HPOSP2
lda #$4D
sta HPOSP3
lda #$0
tax
tay
; Set proper count of wsyncs
:2 sta wsync
+9
View File
@@ -0,0 +1,9 @@
lahc
38901028754
37666014057
1
0
39880660
1
5653965
5653965
+73
View File
@@ -0,0 +1,73 @@
; ----------------------------------
; RastaConverter by Ilmenit v.Beta20
; ----------------------------------
missiles
.ds $100
player0
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 FF FF FF
.he FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF 00
.he 00 00 00 00 00 02 02 00 04 80 80 80 80 80 80 80
.he 80 80 80 08 18 10 08 18 18 18 18 38 20 68 24 61
.he 60 64 E3 E0 E3 28 09 09 24 25 05 25 24 07 07 44
.he 04 06 46 06 06 23 23 02 22 22 02 22 62 44 48 48
.he 48 48 48 48 00 01 00 03 00 03 06 00 07 00 00 00
.he 1E 60 21 3E 3F 3F 1F 3F 1E 1E 1E 1E 1E 1E 0E 0E
.he 4E 4E 6E 6E 66 66 66 76 76 76 76 7E 7A 7B 7B 7F
.he 7F 7F 7D 7D 7F 7F 7E 7E 7F 7F 7F 7F FF FF DF DF
.he DF DF DF 5F 5F 1F 1F 1F 1F 0F 0F 07 07 00 7C 00
.he 1C 1E 80 C0 C0 C0 E0 F0 F8 F8 F8 FC FC FC FE FE
.he FE FF FF FF FE FE F8 F8 F0 F0 C0 C0 00 00 40 60
.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
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 00 00 00 00 00 00 00 00
.he 00 00 20 01 62 02 00 00 00 00 00 00 00 00 80 80
.he 00 00 00 00 00 00 00 00 00 00 80 80 C0 40 00 00
.he 01 01 02 0C 0C 03 03 0B 01 11 09 01 19 01 02 16
.he 36 36 06 06 11 08 18 38 10 08 0C 48 0C 0C 09 00
.he 00 0D 0F 0F 0E 0E 0E 09 0C 08 17 1E 03 07 07 06
.he 07 6E 80 80 80 80 80 80 C0 C0 C0 C0 C0 C0 E0 E0
.he E0 60 60 60 70 70 30 30 00 70 70 78 78 38 0F 0F
.he 0E 1C 08 08 00 07 06 60 21 21 1E 01 00 40 C0 C0
.he C0 C0 40 C0 C0 0C 78 0C 08 0C 3E 1F 1F 1F 00 F8
.he 1F 00 00 00 00 00 00 00 00 00 02 02 00 00 00 00
.he 01 E0 E0 E0 E0 E0 E0 E0 E0 E0 E0 E0 E0 E0 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
player2
.he 00 00 00 00 00 00 00 00 00 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 00 00 00 00 00 00 00 00 00 00 00 00 00 01
.he 01 02 01 00 00 00 00 00 00 00 00 00 00 80 C0 C0
.he C0 C0 C0 C0 46 00 00 00 00 00 00 00 00 04 04 00
.he 00 00 03 00 00 C0 40 80 20 10 30 37 33 33 16 3F
.he 17 17 16 1F 1F 1F 10 60 69 0B 13 16 17 12 11 10
.he 10 1F 08 08 10 80 20 80 80 80 80 80 80 80 80 80
.he 80 80 80 70 70 70 70 70 70 70 70 70 70 70 70 70
.he 70 70 70 70 60 30 70 70 70 70 70 70 60 60 40 00
.he 00 00 00 00 00 00 00 40 40 40 60 60 70 70 70 78
.he 00 00 70 70 70 70 70 70 70 70 70 70 70 70 70 70
.he 70 00 00 00 00 00 00 00 00 00 00 00 05 05 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
player3
.he 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
.he 1F 1F 1F 1F 1F 1F 1F 1F 1F 1F 1F 1F 1F 1F 1F FF
.he FF F8 00 00 00 00 00 40 40 40 40 40 00 00 80 00
.he 00 00 80 00 80 00 80 80 80 80 80 80 81 83 0E 86
.he 06 0E 0E E0 90 0E 0C 00 09 05 00 08 00 08 08 00
.he 20 20 30 30 30 20 20 30 30 70 70 60 70 70 70 78
.he 50 50 18 10 30 38 38 00 00 18 00 38 00 00 00 30
.he 18 2E 23 07 3C 20 20 2E 20 78 40 40 60 70 70 60
.he 60 60 00 00 00 00 00 20 20 00 00 00 00 00 20 20
.he 21 20 37 30 38 38 38 18 08 08 20 20 38 3D 3D 3C
.he 3C 3C 3C 3C 3C 3C 3C 3D 3C 3C 3C 2C 3C EC EC EC
.he 6C 7C D8 6E 4F 4F 4E 6E 0B 03 7C 3C 3C 3C 1C 1C
.he 18 18 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
File diff suppressed because it is too large Load Diff
+2
View File
@@ -0,0 +1,2 @@
; Set proper picture height
PIC_HEIGHT = 200
+36
View File
@@ -0,0 +1,36 @@
; ----------------------------------
; RastaConverter by Ilmenit version Beta20
; ----------------------------------
; Initial values
lda #$DB
sta colpf0
lda #$61
sta colpf1
lda #$D8
sta colpf2
lda #$00
sta COLBAK
lda #$BF
sta COLPM0
lda #$02
sta COLPM1
lda #$C1
sta COLPM2
lda #$8E
sta COLPM3
lda #$2E
sta HPOSP0
lda #$AC
sta HPOSP1
lda #$89
sta HPOSP2
lda #$4D
sta HPOSP3
lda #$0
tax
tay
; Set proper count of wsyncs
:2 sta wsync
+282
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@@ -0,0 +1,282 @@
/***************************************/
/* Use MADS http://mads.atari8.info/ */
/* Mode: GED- (bitmap mode) */
/***************************************/
;icl "no_name.h"
;icl "output.png.opt.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
; ---
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
org $1fff
SplashTypeFlag .ds 1 */
* --- MAIN PROGRAM
org $2010
IFT PIC_HEIGHT>=204
scr3 ins "output.png.mic", 0, 8160
:16 .byte 0
ins "output.png.mic" , +8160
ELS
scr3 ins "output.png.mic"
EIF
.ifdef nil_used
nil :8*40 brk
eif
.ALIGN $0400
ant3 ANTIC_PROGRAM3 scr3,ant3
fnt3
ift USESPRITES
.ALIGN $0800
.ds $0300
pmg3 SPRITES3
eif
FontSplash3
ins '../../artwork/weapons_AW6_mod.fnt' ; 'artwork/weapons.fnt'
mother3
; dta d" The Mother of All Games "
dta d" Unknown Father of All Team Games "
main3
.IF CART_VERSION
lda SplashTypeFlag
cmp #100 ; (0 - 100 ; first splash , 101 - 200 ; second splash , 201 - 255 ; KAZ)
bcc not_this
cmp #200
bcc this_splash2 ; second splash
not_this
rts ; next splash
this_splash2
.ENDIF
jsr init_song
* --- init PMG
ift USESPRITES
mva >pmg3 pmbase ;missiles and players data address
mva #$03 GRACTL ;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_end3
LOOP3 lda vcount ;synchronization for the first screen line
cmp #$02
bne LOOP3
mva #%00111110 dmactl ;set new screen width
mva <ant dlptr
mva >ant dlptr+1
icl "output.png.opt.ini"
;--- wait 18 cycles
jsr _rts3
inc byt33
;--- set global offset (23 cycles)
jsr _rts3
cmp byt33\ pha:pla
;--- empty line
jsr wait54cycle3
inc byt2
.local
icl "output.png.opt"
.endl
raster_program_end3
lda >FontSplash3
sta chbase
sta chbas
c03 lda #$00
sta colbak
c13 lda #$00
sta colpf0
c23 lda #$02
sta colpf1
c33 lda #$08
sta colpf2
c43 lda #$00
sta colpf3
s03 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 GRACTL
lda #$14
sta PRIOR
//--------------------
// EXIT
//--------------------
lda trig0 ; FIRE #0
beq stop3
lda trig1 ; FIRE #1
beq stop3
lda consol ; START
and #1
beq stop3
lda skctl ; ANY KEY
and #$04
bne skp3
stop3 mva #$00 GRACTL ;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
skp3
//--------------------
jsr play_frame
jmp LOOP3
;---
wait54cycle3
:2 inc byt2
wait44cycle3
inc byt33
nop
wait36cycle3
inc byt33
jsr _rts3
wait18cycle3
inc byt33
_rts3 rts
byt33 brk
; org $8000 ; fixed address of music routine and data
; icl "../splash_v2/lzss_player.asm" ; player (and data) for splash music
;---
.MACRO ANTIC_PROGRAM3
:+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(mother3)
dta $41,a(:2)
.ENDM
;ZCOLORS = 0
;---
ini main3
;---
opt l-
.MACRO SPRITES3
.local
icl "output.png.pmg"
.endl
.ENDM
;USESPRITES = 1
Binary file not shown.
+25 -21
View File
@@ -1,34 +1,40 @@
.proc talk .proc talk
; Maximum text length is 63 characters!!! ; Maximum text length is 63 characters!!!
dta d"CYKA BLAT"^
dta d"DIE!"^ dta d"DIE!"^
dta d"FUR DEUTSCHLAND!"^
dta d"YOU'RE DEAD MEAT."^
dta d"DIE COMMIE PIG!"^
dta d"VICTORY!"^
dta d"DIE, ALIEN SWINE!"^
dta d"AWRUK!!!"^
dta d"CYKA BLAT"^
dta d"TAKE THIS!"^
dta d"EAT MY SHORTS!"^ dta d"EAT MY SHORTS!"^
dta d"YOU'RE TOAST!"^ dta d"YOU'RE TOAST!"^
dta d"BANZAI!"^ dta d"BANZAI!"^
dta d"FROM HELL'S HEART I STAB AT THEE..."^ dta d"OPEN WIDE!"^
dta d"DO YOU FEEL LUCKY, TANK?"^ dta d"HA HA HA."^
dta d"TAKE A HIKE!"^
dta d"YOU'RE DEAD MEAT."^
dta d"MAKE MY DAY."^
dta d"CHARGE!"^ dta d"CHARGE!"^
dta d"ATTACK!"^ dta d"ATTACK!"^
dta d"DIE, TANK-SCUM!"^
dta d"IN YOUR FACE!"^
dta d"TAKE A HIKE!"^
dta d"MAKE MY DAY."^
dta d"KNOCK, KNOCK."^
; end of Propaganda :)
dta d"FROM HELL'S HEART I STAB AT THEE..."^
dta d"DO YOU FEEL LUCKY, TANK?"^
dta d"YOU'RE OUTTA HERE."^ dta d"YOU'RE OUTTA HERE."^
dta d"WATTSA MATTA YOU?"^ dta d"WATTSA MATTA YOU?"^
dta d"FREEZE, OR I'LL SHOOT!"^ dta d"FREEZE, OR I'LL SHOOT!"^
dta d"HA HA HA."^
dta d"WE COME IN PEACE - SHOOT TO KILL!"^ dta d"WE COME IN PEACE - SHOOT TO KILL!"^
dta d"IN YOUR FACE!"^
dta d"DIE COMMIE PIG!"^
dta d"I LOVE THE SMELL OF NAPALM IN THE MORNING."^ dta d"I LOVE THE SMELL OF NAPALM IN THE MORNING."^
dta d"VICTORY!"^
dta d"SHOW SOME RESPECT."^ dta d"SHOW SOME RESPECT."^
dta d"JUST WHO DO YOU THINK YOU ARE?"^ dta d"JUST WHO DO YOU THINK YOU ARE?"^
dta d"LOOK OUT BELOW!"^ dta d"LOOK OUT BELOW!"^
dta d"KNOCK, KNOCK."^
dta d"LOOK OVER THERE."^ dta d"LOOK OVER THERE."^
dta d"GUESS WHAT'S COMING FOR DINNER?"^ dta d"GUESS WHAT'S COMING FOR DINNER?"^
dta d"MERRY CHRISTMAS."^ dta d"MERRY CHRISTMAS."^
dta d"OPEN WIDE!"^
dta d"HERE GOES NOTHING..."^ dta d"HERE GOES NOTHING..."^
dta d"DON'T WORRY, IT ISN'T A LIVE ROUND."^ dta d"DON'T WORRY, IT ISN'T A LIVE ROUND."^
dta d"BLOOD, PAIN, VIOLENCE!"^ dta d"BLOOD, PAIN, VIOLENCE!"^
@@ -44,12 +50,8 @@
dta d"DON'T FORGET ABOUT ME!"^ dta d"DON'T FORGET ABOUT ME!"^
dta d"HASTA LA VISTA, BABY!"^ dta d"HASTA LA VISTA, BABY!"^
dta d"THIS IS YOUR BRAIN ON SCORCH."^ dta d"THIS IS YOUR BRAIN ON SCORCH."^
dta d"TAKE THIS!"^
dta d"THIS SCREEN AIN'T BIG ENOUGH FOR US."^ dta d"THIS SCREEN AIN'T BIG ENOUGH FOR US."^
dta d"DIE, ALIEN SWINE!"^
dta d"AWRUK!!!"^
dta d"I SHALL OIL MY TURRET WITH YOUR BLOOD."^ dta d"I SHALL OIL MY TURRET WITH YOUR BLOOD."^
dta d"DIE, TANK-SCUM!"^
dta d"I'M GONNA BREAK YOUR FACE!"^ dta d"I'M GONNA BREAK YOUR FACE!"^
dta d"MAMA SAID KNOCK YOU OUT!"^ dta d"MAMA SAID KNOCK YOU OUT!"^
dta d"I HOPE YOU ENJOY PAIN!"^ dta d"I HOPE YOU ENJOY PAIN!"^
@@ -99,27 +101,29 @@
dta d"I LET YOU HIT ME!"^ dta d"I LET YOU HIT ME!"^
dta d"SUCKER SHOT!"^ dta d"SUCKER SHOT!"^
dta d"I DIDN'T WANT TO LIVE ANYWAY."^ dta d"I DIDN'T WANT TO LIVE ANYWAY."^
dta d"-<SOB>-"^ dta d".-SOB-."^
dta d"WAS THAT AS CLOSE AS I THINK IT WAS?"^ dta d"WAS THAT AS CLOSE AS I THINK IT WAS?"^
dta d"JOIN THE ARMY, SEE THE WORLD THEY SAID."^ dta d"JOIN THE ARMY, SEE THE WORLD THEY SAID."^
dta d"IT WASN'T JUST A JOB, IT WAS AN ADVENTURE!"^ dta d"IT WASN'T JUST A JOB, IT WAS AN ADVENTURE!"^
dta d"I DIDN'T LIKE VIOLENCE ANYWAY!"^ dta d"I DIDN'T LIKE VIOLENCE ANYWAY!"^
dta d"I THOUGHT YOU LIKED ME?"^ dta d"I THOUGHT YOU LIKED ME?"^
dta d"CTO XYEB"^ dta d"RUSH B!"^
dta d"I THINK THIS GUY'S A LITTLE CRAZY."^ dta d"I THINK THIS GUY'S A LITTLE CRAZY."^
dta d"SOMEHOW I DON'T FEEL LIKE KILLING ANYMORE."^ dta d"SOMEHOW I DON'T FEEL LIKE KILLING ANYMORE."^
dta d"HEY! KILLIN' AIN'T COOL."^ dta d"HEY! KILLIN' AIN'T COOL."^
dta d"GEE... THANKS."^ dta d"GEE... THANKS."^
dta d"I'VE FALLEN AND I CAN'T GET UP!"^ dta d"I'VE FALLEN AND I CAN'T GET UP!"^
dta d"911?"^ dta d"NINE ONE ONE?"^
dta d"OH NO! HERE I BLOW AGAIN!"^ dta d"OH NO! HERE I BLOW AGAIN!"^
dta d"I'LL BE BACK..."^ dta d"I'LL BE BACK..."^
dta d"I'VE GOT LAWYERS!"^ dta d"I'VE GOT LAWYERS!"^
dta d"CALL 1-900-SUE-TANK."^ dta d"CALL MY LAWYERS!"^
dta d"YOU BIG DUMMY!"^ ;(sanford and son) dta d"YOU BIG DUMMY!"^ ;(sanford and son)
LEND LEND
NumberOfOffensiveTexts=54 NumberOfOffensiveTexts=55
NumberOfDeffensiveTexts=62 NumberOfDeffensiveTexts=62
NumberOfPropagandaTexts=21
VeryFunnyText=79
.endp .endp
hoverFull dta d"MY HOVERCRAFT IS FULL OF EELS!"^ hoverFull dta d"MY HOVERCRAFT IS FULL OF EELS!"^
hoverFullEnd hoverFullEnd
+174
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@@ -0,0 +1,174 @@
; AUTO-GENERATED FILE - DO NOT EDIT
; Generated by talk.asm -> pack_talk5.py
; Source: artwork/talk.asm
.proc talk
; 5-bit packed talk strings (len + packed bytes)
talk5_alphabet dta d" ABCDEFGHIJKLMNOPQRSTUVWYZ'!,-.?"
talk5_data
dta b($04,$24,$95,$0d)
dta b($10,$a6,$4a,$40,$4a,$a5,$73,$20,$16,$1c,$d9)
dta b($11,$f8,$55,$2d,$0b,$20,$25,$10,$d0,$4a,$a0,$1e)
dta b($0f,$24,$15,$30,$5e,$6b,$a9,$00,$98,$ce,$06)
dta b($08,$36,$0d,$fa,$24,$de)
dta b($11,$24,$15,$0e,$02,$4b,$c5,$81,$79,$93,$2b,$1b)
dta b($08,$e1,$ca,$ba,$f6,$de)
dta b($09,$03,$af,$00,$04,$0b,$14)
dta b($0a,$34,$ac,$02,$28,$4a,$73,$03)
dta b($0e,$25,$50,$d0,$30,$98,$e8,$49,$3a,$37)
dta b($0d,$f8,$55,$2d,$0b,$a0,$2f,$4c,$ba,$01)
dta b($07,$22,$b8,$1c,$d2,$06)
dta b($0a,$0f,$16,$07,$6e,$22,$65,$03)
dta b($09,$28,$00,$14,$00,$0a,$1e)
dta b($07,$03,$05,$79,$ca,$06)
dta b($07,$81,$d2,$30,$d6,$06)
dta b($0f,$24,$15,$0e,$68,$70,$ab,$cf,$51,$db,$06)
dta b($0d,$c9,$01,$fc,$aa,$04,$26,$8c,$b2,$01)
dta b($0c,$34,$ac,$02,$02,$40,$69,$95,$0d)
dta b($0c,$2d,$ac,$02,$1a,$06,$24,$60,$0f)
dta b($0d,$cb,$bd,$b1,$38,$58,$ee,$8d,$e5,$01)
dta b($23,$46,$be,$06,$50,$61,$4c,$4f,$80,$4a,$90,$14,$24,$30,$69,$10)
dta b($20,$50,$40,$51,$29,$de,$7b)
dta b($18,$e4,$01,$fc,$2a,$30,$a5,$30,$c0,$ea,$58,$98,$03,$1a,$dc,$fa)
dta b($12,$f8,$55,$2d,$0b,$78,$95,$d2,$00,$50,$91,$c5,$03)
dta b($11,$37,$50,$3a,$03,$68,$81,$d2,$00,$f0,$ab,$1f)
dta b($16,$46,$96,$92,$0b,$07,$4f,$82,$a4,$19,$03,$13,$bd,$47,$37)
dta b($21,$b7,$80,$f1,$5a,$01,$c9,$01,$58,$c2,$28,$a0,$83,$89,$de,$a3)
dta b($80,$3e,$b0,$12,$63,$1b)
dta b($2a,$09,$b0,$67,$0b,$a0,$a8,$80,$d9,$0a,$63,$e0,$19,$e0,$02,$0c)
dta b($ac,$81,$e4,$00,$45,$05,$b4,$27,$5d,$72,$c7,$03)
dta b($12,$13,$bd,$0b,$e6,$6b,$05,$c8,$32,$61,$19,$d4,$03)
dta b($1e,$aa,$4e,$0a,$2e,$7a,$80,$3c,$80,$5f,$05,$14,$25,$b7,$00,$7e)
dta b($15,$04,$59,$3e)
dta b($0f,$ec,$bd,$05,$5e,$a5,$40,$14,$f6,$ee,$06)
dta b($10,$ec,$bd,$05,$9e,$2d,$12,$50,$54,$64,$f1)
dta b($1f,$a7,$96,$39,$c1,$45,$81,$ea,$09,$c6,$6b,$c9,$1d,$60,$9e,$04)
dta b($24,$39,$57,$e4,$07)
dta b($10,$ad,$48,$89,$c1,$40,$32,$4d,$da,$c2,$f4)
dta b($14,$a8,$c8,$02,$ce,$2b,$13,$b8,$47,$51,$72,$c7,$7b,$0f)
dta b($23,$e4,$39,$4d,$c1,$7d,$52,$62,$0e,$12,$05,$69,$3a,$4d,$41,$00)
dta b($2c,$d9,$02,$e4,$ab,$8e,$78)
dta b($16,$82,$bd,$47,$38,$80,$21,$39,$0e,$6c,$7a,$ac,$b8,$51,$36)
dta b($11,$34,$ac,$02,$28,$4a,$93,$83,$99,$e6,$c4,$1b)
dta b($14,$09,$4c,$14,$18,$03,$86,$05,$4a,$8b,$03,$f8,$d5,$0d)
dta b($1d,$09,$4c,$14,$18,$03,$b3,$85,$89,$00,$7e,$55,$82,$7a,$18,$06)
dta b($34,$b8,$b5,$01)
dta b($1f,$09,$dc,$e7,$48,$91,$e0,$a2,$40,$01,$45,$69,$02,$51,$29,$7d)
dta b($0e,$90,$57,$e6,$07)
dta b($1b,$e4,$39,$4d,$01,$0d,$ab,$00,$8a,$d2,$04,$b0,$c8,$f9,$5c,$60)
dta b($0c,$7b)
dta b($18,$f7,$55,$46,$00,$45,$69,$82,$16,$56,$01,$f8,$55,$d0,$02,$f9)
dta b($24,$09,$d0,$c7,$08,$c0,$af,$02,$fa,$00,$2b,$c1,$16,$d0,$30,$98)
dta b($69,$d2,$22,$41,$60,$cf,$95,$0d)
dta b($1b,$09,$8c,$57,$19,$01,$13,$06,$59,$00,$7e,$95,$03,$51,$29,$b8)
dta b($08,$7f)
dta b($1d,$0d,$03,$f1,$9a,$00,$69,$02,$91,$ce,$29,$12,$50,$14,$1c,$c0)
dta b($af,$ca,$e9,$01)
dta b($16,$e4,$39,$4d,$81,$79,$f2,$14,$0a,$82,$78,$95,$82,$56,$36)
dta b($15,$28,$4c,$1a,$00,$0b,$c0,$a6,$49,$03,$07,$22,$08,$bc,$01)
dta b($1d,$14,$a5,$09,$d2,$04,$f8,$55,$09,$84,$0c,$c9,$81,$e7,$c0,$1c)
dta b($4f,$0e,$e4,$01)
dta b($24,$14,$a5,$09,$e6,$90,$a5,$38,$10,$92,$d3,$14,$88,$74,$40,$71)
dta b($af,$1e,$04,$cc,$93,$a0,$4e,$0f)
dta b($26,$09,$4c,$14,$18,$03,$2f,$31,$d0,$30,$a0,$55,$ca,$42,$c1,$4d)
dta b($14,$01,$fc,$aa,$04,$82,$bd,$47,$3c)
dta b($1a,$49,$37,$70,$9e,$73,$01,$08,$59,$c2,$02,$f8,$55,$09,$4c,$18)
dta b($65,$03)
dta b($18,$2d,$b4,$00,$66,$48,$04,$2c,$f7,$c6,$02,$f8,$55,$f0,$2a,$dd)
dta b($16,$09,$a0,$07,$0b,$c0,$af,$82,$e2,$d4,$c3,$00,$86,$e4,$36)
dta b($24,$e8,$5d,$4d,$00,$7e,$15,$b0,$b4,$0a,$78,$ae,$80,$30,$e4,$9b)
dta b($13,$e0,$57,$25,$60,$09,$ce,$0f)
dta b($24,$30,$48,$9a,$dc,$01,$69,$82,$59,$07,$02,$f3,$96,$42,$c1,$7c)
dta b($52,$be,$eb,$bd,$07,$ee,$d1,$0d)
dta b($04,$f5,$a0,$0d)
dta b($06,$21,$c8,$83,$36)
dta b($09,$21,$84,$73,$10,$42,$1b)
dta b($0c,$49,$37,$d0,$0a,$a3,$c9,$9d,$0d)
dta b($05,$ef,$19,$ef,$01)
dta b($03,$0f,$6d)
dta b($05,$a5,$94,$b5,$01)
dta b($06,$21,$8c,$81,$36)
dta b($1c,$09,$a0,$40,$0b,$48,$14,$5c,$54,$1c,$a0,$28,$50,$80,$02,$84)
dta b($c5,$4d,$0f)
dta b($20,$cf,$15,$80,$12,$05,$23,$38,$20,$6b,$72,$00,$bf,$2a,$c1,$45)
dta b($8f,$15,$40,$02,$f6)
dta b($06,$0f,$01,$f7,$36)
dta b($07,$ee,$51,$d0,$ca,$06)
dta b($05,$af,$0e,$e4,$01)
dta b($11,$0f,$01,$f7,$38,$70,$8f,$82,$70,$42,$72,$1e)
dta b($1b,$c1,$3d,$8a,$8a,$04,$cf,$15,$20,$12,$2d,$13,$50,$54,$00,$a9)
dta b($93,$7a)
dta b($08,$e7,$3d,$22,$70,$f1)
dta b($08,$a8,$30,$08,$5a,$d9)
dta b($16,$26,$c8,$72,$0b,$63,$1c,$0c,$59,$0b,$03,$f7,$49,$46,$3c)
dta b($13,$b2,$b4,$d2,$44,$91,$80,$a2,$02,$02,$0b,$ed,$6d)
dta b($07,$0f,$81,$16,$dc,$06)
dta b($07,$e4,$bd,$7a,$d0,$06)
dta b($12,$ae,$5c,$40,$02,$e6,$c0,$95,$0b,$c4,$6b,$c2,$03)
dta b($20,$14,$a5,$09,$d2,$04,$14,$15,$50,$1c,$e1,$a0,$61,$f0,$1c,$c3)
dta b($c0,$c8,$54,$1c,$f1)
dta b($0b,$b6,$48,$0c,$4c,$75,$0e,$7b)
dta b($12,$14,$15,$60,$02,$05,$2c,$10,$0c,$66,$70,$c7,$03)
dta b($16,$17,$61,$40,$5e,$99,$00,$05,$08,$8b,$03,$f4,$81,$56,$3e)
dta b($0f,$49,$37,$70,$5e,$72,$07,$90,$77,$9d,$07)
dta b($17,$49,$db,$02,$ce,$a3,$20,$00,$11,$08,$30,$a5,$b0,$e4,$8e,$07)
dta b($08,$43,$06,$f8,$58,$f0)
dta b($04,$f0,$dd,$0d)
dta b($04,$22,$99,$0d)
dta b($04,$22,$b4,$0d)
dta b($05,$f9,$b9,$b5,$01)
dta b($1f,$09,$4c,$f4,$2a,$23,$da,$16,$c0,$d2,$a4,$c5,$15,$02,$e8,$03)
dta b($0d,$83,$f6,$9a,$07)
dta b($2a,$09,$dc,$c0,$16,$a0,$48,$be,$7a,$10,$a0,$a8,$00,$1b,$18,$2b)
dta b($18,$3c,$03,$28,$2a,$60,$a2,$40,$de,$f5,$de,$03)
dta b($14,$17,$05,$0a,$6e,$98,$80,$a2,$40,$81,$7b,$69,$96,$0f)
dta b($24,$2d,$b4,$00,$66,$48,$04,$50,$54,$64,$d1,$04,$88,$02,$48,$c0)
dta b($13,$b0,$b4,$0a,$a0,$28,$4d,$0f)
dta b($1e,$89,$ea,$09,$54,$9d,$14,$3c,$57,$c0,$33,$80,$a2,$37,$0b,$20)
dta b($01,$4f,$ef,$3d)
dta b($17,$09,$cc,$52,$40,$00,$42,$a6,$83,$28,$60,$e9,$20,$ea,$bd,$07)
dta b($13,$ed,$b5,$86,$3f,$48,$13,$50,$14,$28,$c0,$af,$7e)
dta b($11,$09,$b0,$42,$01,$7e,$15,$a0,$44,$41,$2b,$1b)
dta b($0c,$b3,$8e,$55,$24,$98,$e8,$d1,$0d)
dta b($1d,$09,$90,$44,$9c,$a6,$e0,$06,$47,$01,$7d,$80,$25,$5b,$40,$70)
dta b($f8,$06,$ec,$01)
dta b($07,$be,$cf,$27,$ba,$07)
dta b($24,$37,$4c,$40,$51,$a0,$20,$4c,$30,$d8,$9b,$05,$84,$09,$12,$a0)
dta b($28,$b9,$05,$12,$05,$37,$cc,$0f)
dta b($27,$ea,$25,$07,$28,$2a,$20,$c8,$86,$39,$98,$a5,$00,$8a,$0a,$b8)
dta b($4f,$32,$02,$28,$2a,$18,$cc,$90,$88,$07)
dta b($2a,$89,$82,$1b,$a6,$d3,$14,$a8,$3a,$29,$08,$40,$3d,$c1,$41,$a2)
dta b($e0,$86,$09,$82,$03,$81,$d8,$e2,$68,$95,$65,$03)
dta b($1e,$09,$90,$44,$9c,$a6,$80,$a5,$55,$80,$4d,$8f,$15,$37,$0a,$08)
dta b($0e,$df,$80,$37)
dta b($17,$09,$50,$f4,$ea,$41,$14,$e0,$57,$01,$4b,$ab,$10,$d0,$ca,$07)
dta b($07,$b2,$4e,$04,$c4,$06)
dta b($22,$09,$50,$94,$dc,$02,$14,$a5,$09,$4e,$c5,$7a,$82,$00,$58,$a2)
dta b($94,$15,$30,$64,$c8,$d8,$03)
dta b($2a,$f3,$b5,$82,$de,$05,$09,$90,$e7,$34,$05,$a6,$14,$06,$58,$5a)
dta b($05,$ac,$c4,$58,$72,$07,$04,$87,$db,$93,$c5,$03)
dta b($18,$a8,$e0,$0d,$56,$62,$2c,$39,$0d,$42,$72,$9a,$82,$f1,$1e,$f3)
dta b($0e,$a7,$14,$ef,$3d,$a0,$28,$b8,$35,$3d)
dta b($1f,$49,$db,$02,$4c,$60,$ac,$38,$10,$1c,$01,$09,$8c,$e0,$34,$05)
dta b($a7,$50,$50,$e1,$06)
dta b($0d,$2e,$b9,$02,$9e,$2b,$e0,$b9,$f2,$01)
dta b($19,$0f,$01,$f7,$36,$40,$45,$16,$90,$80,$60,$ef,$82,$70,$42,$72)
dta b($1b)
dta b($0f,$49,$33,$06,$44,$01,$22,$8c,$e5,$bd,$07)
dta b($11,$49,$db,$02,$ce,$a3,$80,$85,$8b,$8b,$9c,$1b)
dta b($10,$23,$30,$06,$1a,$06,$2c,$5c,$5c,$e4,$dc)
dta b($0e,$f8,$55,$20,$d2,$01,$a4,$b6,$86,$37)
;
; Constants copied from source
LEND
NumberOfOffensiveTexts=55
NumberOfDeffensiveTexts=62
NumberOfPropagandaTexts=21
VeryFunnyText=79
.endp
; Tail copied from source (uncompressed)
hoverFull dta d"MY HOVERCRAFT IS FULL OF EELS!"^
hoverFullEnd
hoverEmpty dta d"RUNNING OUT OF EELS"^
hoverEmptyEnd
Binary file not shown.
+204
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@@ -0,0 +1,204 @@
.IF *>0 ;this is a trick that prevents compiling this file alone
;--------------------------------------------------
.proc circle ;fxxxing good circle drawing :)
; xdraw,ydraw (word) - coordinates of circle center
; radius (byte) - radius of circle
;--------------------------------------------------
;Turbo Basic source
; R=30
; XC=0:YC=R
; FX=0:FY=8*R:FS=4*R+3
; WHILE FX<FY
; splot8 //splot8 are eight plotz around the circle
; XC=XC+1
; FX=FX+8
; IF FS>0
; FS=FS-FX-4
; ELSE
; YC=YC-1
; FY=FY-8
; FS=FS-FX-4+FY
; ENDIF
; WEND
; splot8
mwa xdraw xcircle
mwa ydraw ycircle
; XC=0:YC=R
mwa #0 xc
mva radius yc
; FX=0:FY=8*R:FS=4*R+3
mva #0 fx
mva radius fy
asl FY
asl FY
mva FY FS
asl FY
; A = FS and C = 0
;clc
;lda FS
adc #3
sta FS
circleloop
; WHILE FX<FY
lda FX
cmp FY
bcc not_endcircleloop
endcircleloop
mwa xcircle xdraw
mwa ycircle ydraw
rts
not_endcircleloop
; jsr splot8
;----
; splot8
; plot xcircle+XC,ycircle+YC
; plot xcircle+XC,ycircle-YC
; plot xcircle-XC,ycircle-YC
; plot xcircle-XC,ycircle+YC
; plot xcircle+YC,ycircle+XC
; plot xcircle+YC,ycircle-XC
; plot xcircle-YC,ycircle-XC
; plot xcircle-YC,ycircle+XC
;clc - allways after BCC
lda xcircle
adc XC
sta xdraw
lda xcircle+1
adc #0
sta xdraw+1
;clc
lda ycircle
adc YC
sta ydraw
sta ytempDRAW
lda ycircle+1
adc #$00
sta ydraw+1
sta ytempDRAW+1
; plot xcircle+XC,ycircle+YC
jsr plot
sec
lda ycircle
sbc YC
sta ydraw
lda ycircle+1
sbc #$00
sta ydraw+1
; plot xcircle+XC,ycircle-YC
jsr plot
sec
lda xcircle
sbc XC
sta xdraw
lda xcircle+1
sbc #0
sta xdraw+1
; plot xcircle-XC,ycircle-YC
jsr plot
lda ytempDRAW
sta ydraw
lda ytempDRAW+1
sta ydraw+1
; plot xcircle-XC,ycircle+YC
jsr plot
;---
clc
lda xcircle
adc YC
sta xdraw
lda xcircle+1
adc #0
sta xdraw+1
;clc
lda ycircle
adc XC
sta ydraw
sta ytempDRAW
lda ycircle+1
adc #$00
sta ydraw+1
sta ytempDRAW+1
; plot xcircle+YC,ycircle+XC
jsr plot
sec
lda ycircle
sbc XC
sta ydraw
lda ycircle+1
sbc #$00
sta ydraw+1
; plot xcircle+YC,ycircle-XC
jsr plot
sec
lda xcircle
sbc YC
sta xdraw
lda xcircle+1
sbc #0
sta xdraw+1
; plot xcircle-YC,ycircle-XC
jsr plot
lda ytempDRAW
sta ydraw
lda ytempDRAW+1
sta ydraw+1
; plot xcircle-YC,ycircle+XC
jsr plot
;-----
; XC=XC+1
inc XC
; FX=FX+8
clc
lda FX
adc #8
sta FX
; IF FS>0
; FS=FS-FX-4
lda FS
beq else01
bmi else01
sec
sbc FX
sbc #4
sta FS
jmp circleloop ; endif01
else01
; ELSE
; YC=YC-1
dec YC
; FY=FY-8
sec
lda FY
sbc #8
sta FY
; FS=FS-FX-4+FY
lda FS
sec
sbc FX
sbc #4
clc
adc FY
sta FS
endif01
; ENDIF
jmp circleloop
; WEND
.endp
.endif
+174
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.IF *>0 ;this is a trick that prevents compiling this file alone
;--------------------------------------------------
.proc circle ;fxxxing good circle drawing :)
; xdraw,ydraw (word) - coordinates of circle center
; radius (byte) - radius of circle
;--------------------------------------------------
;Turbo Basic source
;XC=0
;YC=R
;PC=R (FS)
;
;WHILE XC<=YC
;
; SPLOT(XC,YC)
; IF PC>YC THEN
; YC=YC-1
; PC=PC-YC
; ENDIF
; XC=XC+1
; PC=PC+XC
;
;WEND
mwa xdraw xcircle
mwa ydraw ycircle
; XC=0:YC=R:FS=R
mwa #0 xc
mva radius yc
sta FS
circleloop
;WHILE XC<=YC
lda XC
cmp YC
bcc not_endcircleloop
endcircleloop
mwa xcircle xdraw
mwa ycircle ydraw
rts
not_endcircleloop
; jsr splot8
;----
; splot8
; plot xcircle+XC,ycircle+YC
; plot xcircle+XC,ycircle-YC
; plot xcircle-XC,ycircle-YC
; plot xcircle-XC,ycircle+YC
; plot xcircle+YC,ycircle+XC
; plot xcircle+YC,ycircle-XC
; plot xcircle-YC,ycircle-XC
; plot xcircle-YC,ycircle+XC
;clc - allways after BCC
lda xcircle
adc XC
sta xdraw
lda xcircle+1
adc #0
sta xdraw+1
;clc
lda ycircle
adc YC
sta ydraw
sta ytempDRAW
lda ycircle+1
adc #$00
sta ydraw+1
sta ytempDRAW+1
; plot xcircle+XC,ycircle+YC
jsr plot
sec
lda ycircle
sbc YC
sta ydraw
lda ycircle+1
sbc #$00
sta ydraw+1
; plot xcircle+XC,ycircle-YC
jsr plot
sec
lda xcircle
sbc XC
sta xdraw
lda xcircle+1
sbc #0
sta xdraw+1
; plot xcircle-XC,ycircle-YC
jsr plot
lda ytempDRAW
sta ydraw
lda ytempDRAW+1
sta ydraw+1
; plot xcircle-XC,ycircle+YC
jsr plot
;---
clc
lda xcircle
adc YC
sta xdraw
lda xcircle+1
adc #0
sta xdraw+1
;clc
lda ycircle
adc XC
sta ydraw
sta ytempDRAW
lda ycircle+1
adc #$00
sta ydraw+1
sta ytempDRAW+1
; plot xcircle+YC,ycircle+XC
jsr plot
sec
lda ycircle
sbc XC
sta ydraw
lda ycircle+1
sbc #$00
sta ydraw+1
; plot xcircle+YC,ycircle-XC
jsr plot
sec
lda xcircle
sbc YC
sta xdraw
lda xcircle+1
sbc #0
sta xdraw+1
; plot xcircle-YC,ycircle-XC
jsr plot
lda ytempDRAW
sta ydraw
lda ytempDRAW+1
sta ydraw+1
; plot xcircle-YC,ycircle+XC
jsr plot
;-----
; IF FS>YC THEN
lda YC
cmp FS
bcc endif01
; YC=YC-1
dec YC
; FS=FS-YC
sec
lda FS
sbc YC
sta FS
endif01
; ENDIF
; XC=XC+1
inc XC
; FS=FS+XC
clc
lda FS
adc XC
sta FS
jmp circleloop
; WEND
.endp
.endif
+352
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@@ -0,0 +1,352 @@
icl 'Atari/lib/ATARISYS.ASM'
icl 'Atari/lib/MACRO.ASM'
screenheight = 200
screenbytes = 40
screenwidth = screenBytes*8 ; Max screenwidth = 512!!!
FirstZpageVariable = $50
.zpvar DliColorBack .byte = FirstZpageVariable
.zpvar ClearSky .byte ; $ff - Crear sky during drawmountains, 0 - no clear sky
.zpvar PaddleState .byte ; old state 2nd button for 2 buttons joysticks
.zpvar GradientNr .byte
.zpvar GradientColors .word
.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 ; = $64 ;variable X for plot
.zpvar ydraw .word ; variable Y for plot
; (like in Atari Basic - Y=0 in upper right corner of the screen)
.zpvar xbyte .word
.zpvar ybyte .word
.zpvar CharCode .byte
.zpvar fontind .word
.zpvar tanknr .byte
.zpvar oldplot .word
.zpvar xc .word
.zpvar temp .word ; temporary word for the most embeded loops only
.zpvar temp2 .word ; same as above
.zpvar modify .word ; origially used to replace self-modyfying code
.zpvar tempXROLLER .word ; same as above for XROLLER routine (used also in result display routine)
.zpvar xtempDRAW .word ; same as above for XDRAW routine
.zpvar ytempDRAW .word ; same as above for XDRAW routine
.zpvar tempor2 .word
.zpvar CreditsVScrol .byte
;--------------temps used in circle routine
.zpvar xi .word ; X (word) in draw routine
.zpvar fx .byte
.zpvar yi .word ; Y (word) in draw routine
.zpvar fy .byte
.zpvar xk .word
.zpvar fs .byte
.zpvar yc .byte ; ycircle - temporary for circle
.zpvar dx .word
.zpvar dy .word
.zpvar dd .word
.zpvar di .word
.zpvar dp .word
;----------------------------
.zpvar UnderTank1 .byte
.zpvar UnderTank2 .byte
;----------------------------
.zpvar TestFlightFlag .byte ; For AI test flights ($ff - test, $00 - standard shoot flight)
.zpvar weaponPointer .word
.zpvar dliCounter .byte
.zpvar pressTimer .byte
.zpvar NTSCcounter .byte
.zpvar sfx_effect .byte
.zpvar RMT_blocked .byte
.zpvar ScrollFlag .byte
.zpvar SkStatSimulator .byte
.zpvar FloatingAlt .byte ; floating tank altitude
.zpvar OverTankDir .byte ; (0 go right, $ff go left) direction of bypassing tanks on screen
; --------------OPTIMIZATION VARIABLES--------------
.zpvar Force .word
.zpvar Force_ .byte ; Force is 3 bytes long
.zpvar Angle .byte
.zpvar Parachute .byte ; are you insured with parachute?
.zpvar color .byte
.zpvar Erase .byte ; if 1 only mask of the character is printed
; on the graphics screen. if 0 character is printed normally
.zpvar radius .byte
.zpvar decimal .word
.zpvar NumberOfPlayers .byte ; current number of players (counted from 1)
.zpvar Counter .byte ; temporary Counter for outside loops
.zpvar ExplosionRadius .byte
.zpvar FunkyBombCounter .byte
.zpvar ResultY .byte
.zpvar xcircle .word
.zpvar ycircle .word
.zpvar vy .word
.zpvar vy_ .word ; 4 bytes
.zpvar vx .word
.zpvar vx_ .word ; 4 bytes
.zpvar HitFlag .byte ; $ff when missile hit ground, $00 when no hit,
; $01-$06 tank index+1 when hit tank
.zpvar PositionOnTheList .byte ; pointer position on the list being displayed
.zpvar FirstKeypressDelay .byte
.zpvar IsEndOfTheFallFlag .byte ;for small speedup ground falling
.zpvar TankSequencePointer .byte
.zpvar WindChangeInRound .byte ; wind change after each turn (not round only) flag
; (0 - round only, >0 - each turn)
.zpvar RandomMountains .byte ; mountains type change after each turn flag
; (0 - round only, >0 - each turn)
.zpvar FastSoilDown .byte ; 0 - standard, >0 - fast
.zpvar BlackHole .byte ; 0 - no, >0 - yes
.zpvar XHit .word
.zpvar delta .word
.zpvar HowMuchToFall .byte
.zpvar magic .word ; worst var name in the whole business
.zpvar xtraj .word
.zpvar xtraj_ .byte ; 3 bytes
.zpvar ytraj .word
.zpvar ytraj_ .byte ; 3 bytes
.zpvar Wind .word
.zpvar Wind_ .word ; 4 bytes
.zpvar RangeLeft .word
.zpvar RangeRight .word
.zpvar NewAngle .byte
.zpvar escFlag .byte ; 7 bit - Exit game,
; 6 bit - Exit to GameOver (cleared - exit to Menu), 0 - nothing
.zpvar LineYdraw .byte
.zpvar LineXdraw .word
.zpvar plot4x4color .byte ; $00 / $ff
.zpvar Multiplier .word
.zpvar Multiplier_ .byte ; 3 bytes
.zpvar HowToDraw .byte
.zpvar DrawDirFactor .byte
.zpvar gravity .byte
.zpvar LineLength .word
.zpvar tracerflag .byte
.zpvar isInventory .byte
.zpvar DifficultyLevel .byte
.zpvar goleft .byte
.zpvar OffsetDL1 .byte
.zpvar L1 .byte
;-----------------------------------------------
; variable declarations in RAM (no code)
;-----------------------------------------------
ORG $2000
; These tebles are at the beginning of memory pages becouse ....
bittable1_long
.ds $100
bittable2_long
.ds $100
linetableL
.ds (screenHeight)
linetableH
.ds (screenHeight)
oldora .DS [5]
OldOraTemp .DS 1
oldplotH .DS [5]
oldplotL .DS [5]
oldply .DS [5]
WhichUnPlot .DS 1
;--------------------------------------------------
.proc GenerateLineTable
mwa #display temp
mwa #linetableL temp2
mwa #linetableH modify
ldy #0
@ lda temp
sta (temp2),y
lda temp+1
sta (modify),y
adw temp #screenwidth
iny
cpy #0 ;#screenheight+1
bne @-
; and bittables for fastest plot and point (thanks @jhusak)
ldy #0
lda #$40
@ asl
adc #0
sta bittable1_long,y
tax
eor #%11111111
sta bittable2_long,y
txa
dey
bne @-
endof
rts
.endp
; -----------------------------------------
.proc unPlot
; plots a point and saves the plotted byte, reverts the previous plot.
; -----------------------------------------
ldx #0 ; only one pixel
unPlotAfterX
stx WhichUnPlot
; first remake the oldie
lda oldplotL,x
sta oldplot
lda oldplotH,x
sta oldplot+1
ldy oldply,x
lda oldora,x
sta (oldplot),y
; is it not out of the screen ????
cpw ydraw #screenheight
jcc CheckX
mwa #0 ydraw
CheckX
cpw xdraw #screenwidth
jcs EndOfUnPlot
MakeUnPlot
; let's count coordinates taken from xdraw and ydraw
;xbyte = xbyte/8
lda xdraw+1
lsr
lda xdraw
ror ;just one bit over 256. Max screenwidth = 512!!!
lsr
lsr
;---
tay
ldx WhichUnPlot
;tya
sta oldply,x
ldx ydraw
lda linetableL,x
sta xbyte
sta oldplot
lda linetableH,x
sta xbyte+1
sta oldplot+1
; lda xdraw
; and #$7
; tax
ldx xdraw ; optimization (256 bytes long bittable)
lda color
bne ClearUnPlot
;plotting here
lda (xbyte),y
sta OldOraTemp
ora bittable1_long,x
sta (xbyte),y
bne ContinueUnPlot ; allways <>0
ClearUnPlot
lda (xbyte),y
sta OldOraTemp
and bittable2_long,x
sta (xbyte),y
ContinueUnPlot
ldx WhichUnPlot
lda OldOraTemp
sta oldora,x
lda oldplot
sta oldplotL,x
lda oldplot+1
sta oldplotH,x
; and now we must solve the problem of several plots
; in one byte
ldx #4
ldy WhichUnPlot
LetsCheckOverlapping
cpx WhichUnPlot
beq SkipThisPlot
lda oldplotL,x
cmp oldplotL,y
bne NotTheSamePlot
lda oldplotH,x
cmp oldplotH,y
bne NotTheSamePlot
lda oldply,x
cmp oldply,y
bne NotTheSamePlot
; the pixel is in the same byte so let's take correct contents
lda oldora,x
sta oldora,y
NotTheSamePlot
SkipThisPlot
dex
bpl LetsCheckOverlapping
EndOfUnPlot
rts
.endp
; -----------------------------------------
.proc plot ;plot (xdraw, ydraw, color)
; color == 1 --> put pixel
; color == 0 --> erase pixel
; xdraw (word) - X coordinate
; ydraw (word) - Y coordinate
; this is one of the most important routines in the whole
; game. If you are going to speed up the game, start with
; plot - it is used by every single effect starting from explosions
; through line drawing and small text output!!!
;
; Optimized by 0xF (Fox) THXXXX!!!
; -----------------------------------------
; is it not over the screen ???
cpw ydraw #(screenheight+1); changed for one additional line. cpw ydraw #(screenheight-1)
bcs unPlot.EndOfUnPlot ;nearest RTS
CheckX02
cpw xdraw #screenwidth
bcs EndOfPlot
MakePlot
; let's calculate coordinates from xdraw and ydraw
;xbyte = xbyte/8
lda xdraw+1
lsr
lda xdraw
ror ;just one bit over 256. Max screenwidth = 512!!!
lsr
lsr
sta xbyte
;---
ldx ydraw
ldy linetableL,x
lda linetableH,x
sta xbyte+1
; lda xdraw
; and #$7
; tax
ldx xdraw ; optimization (256 bytes long bittable)
lda color
bne ClearPlot
lda (xbyte),y
ora bittable1_long,x
sta (xbyte),y
EndOfPlot
rts
ClearPlot
lda (xbyte),y
and bittable2_long,x
sta (xbyte),y
rts
.endp
icl 'circle1.asm'
;icl 'circle2.asm'
start
;jsr generatelinetable
halt
run start
.align $1000
.ds 10
display
BIN
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+58 -46
View File
@@ -64,13 +64,20 @@ areYouSureText
.ELIF TARGET = 5200 .ELIF TARGET = 5200
dta d"#END? Y-1/N-0#" dta d"#END? Y-1/N-0#"
.ENDIF .ENDIF
lineClear lineClear
dta d" " dta d" "
; Additional texts - Teams
Player_Header
dta d"Player"
Team_Header
dta d"A-Team" ; :)
TankColoursTable .BYTE $58,$2a,$96,$ca,$7a,$ed TankColoursTable .BYTE $58,$2a,$96,$ca,$7a,$ed
TankColoursTableT .BYTE $2a,$2a,$7a,$7a,$2a,$7a ; Teams colors
;TankStatusColoursTable .BYTE $54,$24,$92,$c4,$74,$e4 ; standard order ;TankStatusColoursTable .BYTE $54,$24,$92,$c4,$74,$e4 ; standard order
TankStatusColoursTable .BYTE $74,$c4,$24,$e4,$54,$94 ; Adam's order TankStatusColoursTable .BYTE $74,$c4,$24,$e4,$54,$94 ; Adam's order
TankStatusColoursTableT .BYTE $24,$74,$24,$74,$24,$74 ; Teams colors
;----------- ;-----------
GradientAddrL GradientAddrL
.by <dliColorsFore, <dliColorsFore, <dliColorsFore2 .by <dliColorsFore, <dliColorsFore, <dliColorsFore2
@@ -250,7 +257,6 @@ WeaponPriceH ; weapons prices (tables with prices of weapons)
.by >price_Riot_Blast .by >price_Riot_Blast
.by >price_Riot_Bomb .by >price_Riot_Bomb
.by >price_Heavy_Riot_Bomb .by >price_Heavy_Riot_Bomb
.by >price_Baby_Digger
.by >price_Digger .by >price_Digger
.by >price_Heavy_Digger .by >price_Heavy_Digger
.by >price_Sandhog .by >price_Sandhog
@@ -260,6 +266,7 @@ WeaponPriceH ; weapons prices (tables with prices of weapons)
.by >price_Ton_of_Dirt .by >price_Ton_of_Dirt
.by >price_Liquid_Dirt .by >price_Liquid_Dirt
.by >price_Dirt_Charge .by >price_Dirt_Charge
.by >price_Propaganda
.by >price_Punch .by >price_Punch
.by >price_Buy_me .by >price_Buy_me
.by >price_Laser .by >price_Laser
@@ -299,7 +306,6 @@ WeaponPriceL
.by <price_Riot_Blast .by <price_Riot_Blast
.by <price_Riot_Bomb .by <price_Riot_Bomb
.by <price_Heavy_Riot_Bomb .by <price_Heavy_Riot_Bomb
.by <price_Baby_Digger
.by <price_Digger .by <price_Digger
.by <price_Heavy_Digger .by <price_Heavy_Digger
.by <price_Sandhog .by <price_Sandhog
@@ -309,6 +315,7 @@ WeaponPriceL
.by <price_Ton_of_Dirt .by <price_Ton_of_Dirt
.by <price_Liquid_Dirt .by <price_Liquid_Dirt
.by <price_Dirt_Charge .by <price_Dirt_Charge
.by <price_Propaganda
.by <price_Punch .by <price_Punch
.by <price_Buy_me .by <price_Buy_me
.by <price_Laser .by <price_Laser
@@ -355,16 +362,16 @@ WeaponUnits
.by 2 ;Riot_Blast ;_16 .by 2 ;Riot_Blast ;_16
.by 5 ;Riot_Bomb ;_17 .by 5 ;Riot_Bomb ;_17
.by 2 ;Heavy_Riot_Bomb;_18 .by 2 ;Heavy_Riot_Bomb;_18
.by 10 ;Baby_Digger ;_19 .by 5 ;Digger ;_19
.by 5 ;Digger ;_20 .by 2 ;Heavy_Digger ;_20
.by 2 ;Heavy_Digger ;_21 .by 5 ;Sandhog ;_21
.by 5 ;Sandhog ;_22 .by 2 ;Heavy_Sandhog ;_22
.by 2 ;Heavy_Sandhog ;_23 .by 5 ;Dirt_Clod ;_23
.by 5 ;Dirt_Clod ;_24 .by 3 ;Dirt_Ball ;_24
.by 3 ;Dirt_Ball ;_25 .by 1 ;Ton_of_Dirt ;_25
.by 1 ;Ton_of_Dirt ;_26 .by 4 ;Liquid_Dirt ;_26
.by 4 ;Liquid_Dirt ;_27 .by 2 ;Dirt_Charge ;_27
.by 2 ;Dirt_Charge ;_28 .by 4 ;Propaganda ;_28
.by 2 ;Punch ;_29 .by 2 ;Punch ;_29
.by 1 ;Buy_me ;_30 .by 1 ;Buy_me ;_30
.by 5 ;Laser ;_31 .by 5 ;Laser ;_31
@@ -393,11 +400,11 @@ PurchaseMeTable ;weapons good to be purchased by the robot
; "Napalm ","Hot Napalm ","Tracer ","Smoke Tracer " ; "Napalm ","Hot Napalm ","Tracer ","Smoke Tracer "
; "Baby Roller ","Roller ","Heavy Roller ","Riot Charge " ; "Baby Roller ","Roller ","Heavy Roller ","Riot Charge "
.by %11001110 .by %11001110
; "Riot Blast ","Riot Bomb ","Heavy Riot Bomb ","Baby Digger " ; "Riot Blast ","Riot Bomb ","Heavy Riot Bomb ","Digger "
; "Digger ","Heavy Digger ","Sandhog ","Heavy Sandhog " ; "Heavy Digger ","Sandhog ","Heavy Sandhog ","Dirt Clod "
.by %00000000 .by %00000000
; "Dirt Clod ","Dirt Ball ","Ton of Dirt ","Liquid Dirt " ; "Dirt Ball ","Ton of Dirt ","Liquid Dirt ","Dirt Charge "
; "Dirt Charge ","Punch ","Buy me! ","Laser " ; "Propaganda ","Punch ","Buy me! ","Laser "
.by %00000000 .by %00000000
; "White Flag ","Battery ","Hovercraft ","Parachute " ; "White Flag ","Battery ","Hovercraft ","Parachute "
; "Strong Parachute","Mag Deflector ","Shield ","Heavy Shield " ; "Strong Parachute","Mag Deflector ","Shield ","Heavy Shield "
@@ -414,11 +421,11 @@ PurchaseMeTable2 ;weapons good to be purchased by the robot (Cyborg)
; "Napalm ","Hot Napalm ","Tracer ","Smoke Tracer " ; "Napalm ","Hot Napalm ","Tracer ","Smoke Tracer "
; "Baby Roller ","Roller ","Heavy Roller ","Riot Charge " ; "Baby Roller ","Roller ","Heavy Roller ","Riot Charge "
.by %01000000 .by %01000000
; "Riot Blast ","Riot Bomb ","Heavy Riot Bomb ","Baby Digger " ; "Riot Blast ","Riot Bomb ","Heavy Riot Bomb ","Digger "
; "Digger ","Heavy Digger ","Sandhog ","Heavy Sandhog " ; "Heavy Digger ","Sandhog ","Heavy Sandhog ","Dirt Clod "
.by %00000000 .by %00000000
; "Dirt Clod ","Dirt Ball ","Ton of Dirt ","Liquid Dirt " ; "Dirt Ball ","Ton of Dirt ","Liquid Dirt ","Dirt Charge "
; "Dirt Charge ","Punch ","Buy me! ","Laser " ; "Propaganda ","Punch ","Buy me! ","Laser "
.by %00000000 .by %00000000
; "White Flag ","Battery ","Hovercraft ","Parachute " ; "White Flag ","Battery ","Hovercraft ","Parachute "
; "Strong Parachute","Mag Deflector ","Shield ","Heavy Shield " ; "Strong Parachute","Mag Deflector ","Shield ","Heavy Shield "
@@ -449,16 +456,16 @@ WeaponSymbols
.by $50 ;ind_Riot_Blast ;_16 .by $50 ;ind_Riot_Blast ;_16
.by $51 ;ind_Riot_Bomb ;_17 .by $51 ;ind_Riot_Bomb ;_17
.by $52 ;ind_Heavy_Riot_Bomb ;_18 .by $52 ;ind_Heavy_Riot_Bomb ;_18
.by $53 ;ind_Baby_Digger ;_19 .by $54 ;ind_Digger ;_19
.by $54 ;ind_Digger ;_20 .by $55 ;ind_Heavy_Digger ;_20
.by $55 ;ind_Heavy_Digger ;_21 .by $57 ;ind_Sandhog ;_21
.by $57 ;ind_Sandhog ;_22 .by $58 ;ind_Heavy_Sandhog ;_22
.by $58 ;ind_Heavy_Sandhog ;_23 .by $59 ;ind_Dirt_Clod ;_23
.by $59 ;ind_Dirt_Clod ;_24 .by $5a ;ind_Dirt_Ball ;_24
.by $5a ;ind_Dirt_Ball ;_25 .by $5b ;ind_Ton_of_Dirt ;_25
.by $5b ;ind_Ton_of_Dirt ;_26 .by $60 ;ind_Liquid_Dirt ;_26
.by $60 ;ind_Liquid_Dirt ;_27 .by $7b ;ind_Dirt_Charge ;_27
.by $7b ;ind_Dirt_Charge ;_28 .by $53 ;ind_Propaganda ;_28
.by $56 ;ind_Punch ;_29 .by $56 ;ind_Punch ;_29
.by $1f ;ind_Buy_me ;_30 .by $1f ;ind_Buy_me ;_30
.by $20 ;ind_Laser ;_31 .by $20 ;ind_Laser ;_31
@@ -500,16 +507,16 @@ NamesOfWeapons ;the comment is an index in the tables
dta d"Riot Blast"^ ; 16 dta d"Riot Blast"^ ; 16
dta d"Riot Bomb"^ ; 17 dta d"Riot Bomb"^ ; 17
dta d"Heavy Riot Bomb"^ ; 18 dta d"Heavy Riot Bomb"^ ; 18
dta d"Baby Digger"^ ; 19 dta d"Digger"^ ; 19
dta d"Digger"^ ; 20 dta d"Heavy Digger"^ ; 20
dta d"Heavy Digger"^ ; 21 dta d"Sandhog"^ ; 21
dta d"Sandhog"^ ; 22 dta d"Heavy Sandhog"^ ; 22
dta d"Heavy Sandhog"^ ; 23 dta d"Dirt Clod"^ ; 23
dta d"Dirt Clod"^ ; 24 dta d"Dirt Ball"^ ; 24
dta d"Dirt Ball"^ ; 25 dta d"Ton of Dirt"^ ; 25
dta d"Ton of Dirt"^ ; 26 dta d"Liquid Dirt"^ ; 26
dta d"Liquid Dirt"^ ; 27 dta d"Dirt Charge"^ ; 27
dta d"Dirt Charge"^ ; 28 dta d"Propaganda"^ ; 28
dta d"Stomp"^ ; 29 dta d"Stomp"^ ; 29
dta d"Best F...g Gifts"^ ; 30 dta d"Best F...g Gifts"^ ; 30
dta d"Laser"^ ; 31 dta d"Laser"^ ; 31
@@ -556,7 +563,7 @@ weaponsOfDeath ; weapons used in tank death animations
dta ind_Hot_Napalm ; why not? dta ind_Hot_Napalm ; why not?
dta ind_Riot_Bomb dta ind_Riot_Bomb
dta ind_Heavy_Riot_Bomb dta ind_Heavy_Riot_Bomb
dta ind_Baby_Digger dta ind_Propaganda
dta ind_Digger dta ind_Digger
dta ind_Heavy_Digger dta ind_Heavy_Digger
dta ind_Sandhog dta ind_Sandhog
@@ -564,6 +571,7 @@ weaponsOfDeath ; weapons used in tank death animations
dta ind_Dirt_Clod dta ind_Dirt_Clod
dta ind_Dirt_Ball dta ind_Dirt_Ball
dta ind_Ton_of_Dirt dta ind_Ton_of_Dirt
dta 32 ; plasma blast!
weaponsOfDeathEnd weaponsOfDeathEnd
joyToKeyTable joyToKeyTable
.by $ff ;00 .by $ff ;00
@@ -614,7 +622,8 @@ CreditsStart
dta d"You were playing"^ dta d"You were playing"^
dta d"Scorch"^ dta d"Scorch"^
dta d"Warsaw, Miami"^ dta d"Warsaw, Miami"^
dta d"2000-2023"^ dta d" 2000-"
year ; 4 bytes ftom scorch.asm
dta d" "* dta d" "*
dta d"Programming"^ dta d"Programming"^
dta d"Tomasz 'Pecus' Pecko"^ dta d"Tomasz 'Pecus' Pecko"^
@@ -633,6 +642,7 @@ CreditsStart
.IF TARGET = 800 .IF TARGET = 800
.IF CART_VERSION .IF CART_VERSION
dta d"Krzysztof 'Kaz' Ziembik"^ dta d"Krzysztof 'Kaz' Ziembik"^
dta d"Alex Pecko"^
.ENDIF .ENDIF
dta d"Roman 'xorcerer' Fierfas"^ dta d"Roman 'xorcerer' Fierfas"^
.ENDIF .ENDIF
@@ -657,7 +667,7 @@ CreditsStart
dta d"RB5200, Krzysztof 'Kaz' Ziembik"^ dta d"RB5200, Krzysztof 'Kaz' Ziembik"^
.ENDIF .ENDIF
dta d" "* dta d" "*
dta d"Additional testing"^ dta d"Additional testing and Teams idea"^
dta d"Arek and Alex Pecko"^ dta d"Arek and Alex Pecko"^
dta d" "* dta d" "*
dta d"Special thanks"^ dta d"Special thanks"^
@@ -672,13 +682,15 @@ CreditsEnd
.IF TARGET = 800 .IF TARGET = 800
CreditsLines=39 + 7 ; add 7 for scrollout CreditsLines=39 + 7 ; add 7 for scrollout
.ELIF TARGET = 5200 .ELIF TARGET = 5200
CreditsLines=33 + 7; add 7 for scrollout CreditsLines=33 + 7 ; add 7 for scrollout
.ENDIF .ENDIF
.IF TARGET = 5200 .IF TARGET = 5200
; Atari 5200 splash ; Atari 5200 splash
NewSplashText=* NewSplashText=*
dta d" 2023 atariage", $4e, "com " ; $4e - non blinking dot dta d" "
year ; 4 bytes ftom scorch.asm
dta d" atariage", $4e, "com " ; $4e - non blinking dot
.ENDIF .ENDIF
.endif ; .IF *>0 .endif ; .IF *>0
+22 -20
View File
@@ -27,6 +27,8 @@ space = 0 ; space in screencodes
KeyRepeatSpeed = 8 ; (max 127 !!!) KeyRepeatSpeed = 8 ; (max 127 !!!)
FirstKeySpeed = 8 ; additional delay for first keypress FirstKeySpeed = 8 ; additional delay for first keypress
VuMeterTime = 12 ; Time of inactivity for VU Meter (1=5sec)
;character codes for symbols (tank, parachute, etc. ) ;character codes for symbols (tank, parachute, etc. )
; characters from tanks.fnt (graphics screen) ; characters from tanks.fnt (graphics screen)
char_parachute = $02 char_parachute = $02
@@ -69,16 +71,16 @@ price_Riot_Charge = 230 ;_15
price_Riot_Blast = 241 ;_16 price_Riot_Blast = 241 ;_16
price_Riot_Bomb = 259 ;_17 price_Riot_Bomb = 259 ;_17
price_Heavy_Riot_Bomb = 272 ;_18 price_Heavy_Riot_Bomb = 272 ;_18
price_Baby_Digger = 136 ;_19 price_Digger = 176 ;_19
price_Digger = 176 ;_20 price_Heavy_Digger = 207 ;_20
price_Heavy_Digger = 207 ;_21 price_Sandhog = 191 ;_21
price_Sandhog = 191 ;_22 price_Heavy_Sandhog = 223 ;_22
price_Heavy_Sandhog = 223 ;_23 price_Dirt_Clod = 104 ;_23
price_Dirt_Clod = 104 ;_24 price_Dirt_Ball = 130 ;_24
price_Dirt_Ball = 130 ;_25 price_Ton_of_Dirt = 171 ;_25
price_Ton_of_Dirt = 171 ;_26 price_Liquid_Dirt = 330 ;_26
price_Liquid_Dirt = 330 ;_27 price_Dirt_Charge = 343 ;_27
price_Dirt_Charge = 343 ;_28 price_Propaganda = 234 ;_28
price_Punch = 208 ;_29 price_Punch = 208 ;_29
price_Buy_me = 170 ;_30 price_Buy_me = 170 ;_30
price_Laser = 277 ;_31 price_Laser = 277 ;_31
@@ -119,16 +121,16 @@ ind_Riot_Charge = 15
ind_Riot_Blast = 16 ind_Riot_Blast = 16
ind_Riot_Bomb = 17 ind_Riot_Bomb = 17
ind_Heavy_Riot_Bomb = 18 ind_Heavy_Riot_Bomb = 18
ind_Baby_Digger = 19 ind_Digger = 19
ind_Digger = 20 ind_Heavy_Digger = 20
ind_Heavy_Digger = 21 ind_Sandhog = 21
ind_Sandhog = 22 ind_Heavy_Sandhog = 22
ind_Heavy_Sandhog = 23 ind_Dirt_Clod = 23
ind_Dirt_Clod = 24 ind_Dirt_Ball = 24
ind_Dirt_Ball = 25 ind_Ton_of_Dirt = 25
ind_Ton_of_Dirt = 26 ind_Liquid_Dirt = 26
ind_Liquid_Dirt = 27 ind_Dirt_Charge = 27
ind_Dirt_Charge = 28 ind_Propaganda = 28
ind_Punch = 29 ind_Punch = 29
ind_Buy_me = 30 ind_Buy_me = 30
ind_Laser = 31 ind_Laser = 31
+291 -121
View File
@@ -1,3 +1,5 @@
; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
.IF *>0 ;this is a trick that prevents compiling this file alone .IF *>0 ;this is a trick that prevents compiling this file alone
; All main procedures of the game not dependent on hardware (I hope) :) ; All main procedures of the game not dependent on hardware (I hope) :)
@@ -16,8 +18,7 @@ START
jsr MakeDarkScreen jsr MakeDarkScreen
bit escFlag bit escFlag
bpl @+ bpl @+
lda CONSOL jsr CheckStartKey ; START KEY
and #%00000001 ; START KEY
bne START bne START
jmp StartAfterSplash ; reset all game option if Start key pressed (and Esc) jmp StartAfterSplash ; reset all game option if Start key pressed (and Esc)
@ @
@@ -124,24 +125,23 @@ CalculateGainsLoop
; if lose is greater than money then zero money ; if lose is greater than money then zero money
lda moneyH,x lda moneyH,x
cmp loseH,x cmp loseH,x
bcc zeromoney bne @+
bne substractlose
lda moneyL,x lda moneyL,x
cmp loseL,x cmp loseL,x
bcc zeromoney @ bcs substractlose
zeromoney
lda #0
sta moneyL,x
sta moneyH,x
beq skipzeroing
substractlose substractlose
sec ; sec ; C is allways set at this point
lda moneyL,x lda moneyL,x
sbc loseL,x sbc loseL,x
sta moneyL,x sta moneyL,x
lda moneyH,x lda moneyH,x
sbc loseH,x sbc loseH,x
sta moneyH,x sta moneyH,x
jmp skipzeroing
zeromoney
lda #0
sta moneyL,x
sta moneyH,x
skipzeroing skipzeroing
; and earned money for summary ; and earned money for summary
clc clc
@@ -155,28 +155,63 @@ skipzeroing
; if lose is greater than money then zero money ; if lose is greater than money then zero money
lda EarnedMoneyH,x lda EarnedMoneyH,x
cmp loseH,x cmp loseH,x
bcc ezeromoney bne @+
bne esubstractlose
lda EarnedMoneyL,x lda EarnedMoneyL,x
cmp loseL,x cmp loseL,x
bcc ezeromoney @ bcs esubstractlose
ezeromoney
lda #0
sta EarnedMoneyL,x
sta EarnedMoneyH,x
beq eskipzeroing
esubstractlose esubstractlose
sec ; sec ; C is allways set at this point
lda EarnedMoneyL,x lda EarnedMoneyL,x
sbc loseL,x sbc loseL,x
sta EarnedMoneyL,x sta EarnedMoneyL,x
lda EarnedMoneyH,x lda EarnedMoneyH,x
sbc loseH,x sbc loseH,x
sta EarnedMoneyH,x sta EarnedMoneyH,x
jmp eskipzeroing
ezeromoney
lda #0
sta EarnedMoneyL,x
sta EarnedMoneyH,x
eskipzeroing eskipzeroing
dex dex
jpl CalculateGainsLoop jpl CalculateGainsLoop
; Team game calculations
; set initial values
inx ; now X=0
txa
inx ; now X=1
initialTeamsVal
sta ResultsTable+MaxPlayers,x
sta DirectHits+MaxPlayers,x
sta EarnedMoneyH+MaxPlayers,x
sta EarnedMoneyL+MaxPlayers,x
dex
bpl initialTeamsVal
; and now Team scores calculations
tax ; now X=0
tay
CalculateTeamsResults
clc
lda ResultsTable+MaxPlayers,y
adc ResultsTable,x
sta ResultsTable+MaxPlayers,y
clc
lda DirectHits+MaxPlayers,y
adc DirectHits,x
sta DirectHits+MaxPlayers,y
clc
lda EarnedMoneyL+MaxPlayers,y
adc EarnedMoneyL,x
sta EarnedMoneyL+MaxPlayers,y
lda EarnedMoneyH+MaxPlayers,y
adc EarnedMoneyH,x
sta EarnedMoneyH+MaxPlayers,y
tya
eor #$01 ; swap team
tay
inx
cpx NumberOfPlayers
bne CalculateTeamsResults
rts rts
.endp .endp
;-------------------------------------------------- ;--------------------------------------------------
@@ -291,35 +326,38 @@ NoEnergy
bpl CheckingIfRoundIsFinished bpl CheckingIfRoundIsFinished
cpy #2 ; is it less than 2 tanks have energy >0 ? cpy #2 ; is it less than 2 tanks have energy >0 ?
bcs DoNotFinishTheRound bcc FinishTheRound
bit TeamGame
;points for the last living tank bvc NoTeams
; Check if one team is not dead
; check team 1
ldx NumberOfPlayers
jsr CheckTeamDead
beq FinishTheRound
; check team 2
ldx NumberOfPlayers
dex ; for team 2
jsr CheckTeamDead
beq FinishTheRound
NoTeams
jmp DoNotFinishTheRound
FinishTheRound
;points for the last living tank(s)
ldx NumberOfPlayers ldx NumberOfPlayers
dex dex
WhichTankWonLoop WhichTankWonLoop
lda eXistenZ,x lda eXistenZ,x
bne ThisOneWon beq CheckNext
dex ; set winning tanks points
bpl WhichTankWonLoop
;error was here!!!
; somehow I believed program will be never here
; but it was a bad assumption
; god knows when there is such a situation
; (we've got a SITUATION here, if you know what I mean)
; there are two tanks left.
; one of them is killed by the second tank
; second tank explodes and kills the first one.
; and code lands here...
; looks like no one won!
rts
ThisOneWon
lda CurrentResult lda CurrentResult
clc clc
adc ResultsTable,x adc ResultsTable,x
sta ResultsTable,x sta ResultsTable,x
inc CurrentResult ; this is for honesty (in Team game) :)
rts ; this Round is finished CheckNext
dex
bpl WhichTankWonLoop
rts
DoNotFinishTheRound DoNotFinishTheRound
; Seppuku here ; Seppuku here
@@ -364,6 +402,10 @@ CheckNextTankAD
ldx tankNr ldx tankNr
lda TankStatusColoursTable,x lda TankStatusColoursTable,x
bit TeamGame
bvc NoTeamColors
lda TankStatusColoursTableT,x
NoTeamColors
sta COLOR2 ; set color of status line sta COLOR2 ; set color of status line
jsr RandomizeForce.LimitForce jsr RandomizeForce.LimitForce
jsr PutTankNameOnScreen jsr PutTankNameOnScreen
@@ -385,11 +427,7 @@ RoboTanks
;ldx TankNr ;ldx TankNr
jsr DisplayStatus ; to make visible AI selected defensive (and offensive :) ) jsr DisplayStatus ; to make visible AI selected defensive (and offensive :) )
jsr MoveBarrelToNewPosition jsr MoveBarrelToNewPosition
lda kbcode jsr CheckExitKeys
cmp #@kbcode._esc ; 28 ; ESC
bne @+
jsr AreYouSure
@ bit escFlag
spl:rts ; keys Esc or O spl:rts ; keys Esc or O
@@ -564,6 +602,24 @@ NotLastPlayerInRound
jmp MainRoundLoop jmp MainRoundLoop
.endp .endp
;---------------------------------
.proc CheckTeamDead
; Optimalisation procedure
; Counts alive in Team
;---------------------------------
dex
ldy #0 ; in Y - number of tanks with energy greater than zero
CheckingTeam
lda eXistenZ,x
beq NoEnergy
iny
NoEnergy
dex
dex
bpl CheckingTeam
cpy #0
rts
.endp
;--------------------------------- ;---------------------------------
.proc PlayerXdeath .proc PlayerXdeath
; this tank should not explode anymore: ; this tank should not explode anymore:
@@ -585,7 +641,7 @@ NotLastPlayerInRound
; in X there is a number of tank that died ; in X there is a number of tank that died
lda #78 ; mumber of defensive text after BFG! ("VERY FUNNY.") lda #talk.VeryFunnyText ; 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 ...
@@ -644,6 +700,7 @@ MetodOfDeath
bcs MetodOfDeath bcs MetodOfDeath
tay tay
lda weaponsOfDeath,y lda weaponsOfDeath,y
;lda #32 ; plasma blast only
jsr ExplosionDirect jsr ExplosionDirect
mva #sfx_silencer sfx_effect mva #sfx_silencer sfx_effect
@@ -732,14 +789,13 @@ NotNegativeShieldEnergy
.proc Seppuku .proc Seppuku
;--------------------------------- ;---------------------------------
lda #0 lda #0
sta ydraw+1
; get position of the tank ; get position of the tank
ldx TankNr ldx TankNr
; lda #0 ; turn off defense weapons when hara-kiring ; lda #0 ; turn off defense weapons when hara-kiring
sta ActiveDefenceWeapon,x sta ActiveDefenceWeapon,x
sta ShieldEnergy,x sta ShieldEnergy,x
jsr SetupXYdraw jsr SetupXYdraw
lda #1 ; Missile lda #ind_Missile ; Missile
jsr ExplosionDirect jsr ExplosionDirect
jmp MainRoundLoop.continueMainRoundLoopAfterSeppuku jmp MainRoundLoop.continueMainRoundLoopAfterSeppuku
.endp .endp
@@ -750,26 +806,32 @@ NotNegativeShieldEnergy
;out: Wind (word) ;out: Wind (word)
;uses: _ ;uses: _
;-------------------------------------------------- ;--------------------------------------------------
lda random
cmp MaxWind
bcs GetRandomWind ; if more than MaxWind then randomize again
sta Wind
mva #$00 Wind+1 mva #$00 Wind+1
sta Wind+2 sta Wind+2
sta Wind+3 sta Wind+3
@ lda random
sta Wind
beq noWind ; if 0 then nothing to do
cmp MaxWind
bcs @- ; if more than MaxWind then randomize again
; multiply Wind by 16 ; multiply Wind by 16
; two bytes of Wind are treated as a decimal part of vx variable ; two bytes of Wind are treated as a decimal part of vx variable
:4 aslw Wind :4 aslw Wind
; decide the direction ; decide the direction
lda random lda random
bmi @+ bmi noWindDirectionChange
sec ; Wind = -Wind sec ; Wind = -Wind
.rept 4 .rept 2
lda #$00 lda #$00
sbc Wind+# sbc Wind+#
sta Wind+# sta Wind+#
.endr .endr
@ rts lda #$ff
sta Wind+2
sta Wind+3
noWind
noWindDirectionChange
rts
.endp .endp
;-------------------------------------------------- ;--------------------------------------------------
.proc MaxForceCalculate .proc MaxForceCalculate
@@ -777,25 +839,16 @@ NotNegativeShieldEnergy
; Energy of tank X in A ; Energy of tank X in A
;-------------------------------------------------- ;--------------------------------------------------
sta L1 sta L1
;DATA L1,L2
;Multiplication 8bit*8bit,
;result 16bit
;this algiorithm is a little longer than one in Ruszczyc 6502 book
;but it is faster
ldy #8
lda #0 lda #0
ldy #9
clc clc
LP0 ror CYK ror
ror L1 ror L1
bcc B0 bcc NIE
clc clc
adc #10 ; (L2) multiplication by 10 adc #10 ; multiplication by 10
B0 dey NIE dey
bne LP0 bne CYK
ror
ror L1
sta MaxForceTableH,x sta MaxForceTableH,x
lda L1 lda L1
sta MaxForceTableL,x sta MaxForceTableL,x
@@ -934,26 +987,21 @@ MakeTanksVisible
; repeat untill NumberOfPlayers ; repeat untill NumberOfPlayers
ldx #0 ldx #0
GetRandomAgain0
lda RANDOM
and #$07 ;NumberOfPlayers < 7
cmp NumberOfPlayers
bcs GetRandomAgain0
sta TankSequence,x
;now first slot is ready, nexts slots are handled
;in a more complicated way
GetRandomAgainX GetRandomAgainX
txy ; destroy A!
dey
lda RANDOM lda RANDOM
and #$07 ;NumberOfPlayers < 7
cmp NumberOfPlayers cmp NumberOfPlayers
bcs GetRandomAgainX bcs GetRandomAgainX
cpx #0
bne NotFirstSlot
sta TankSequence,x ;now first slot is ready
inx
bne GetRandomAgainX
NotFirstSlot
;now we have to check if the value was not used ;now we have to check if the value was not used
;in previous slots ;in previous slots
stx temp
ldy temp
UsageLoop UsageLoop
cmp TankSequence,y cmp TankSequence,y
beq GetRandomAgainX ;apparently we have already used this value beq GetRandomAgainX ;apparently we have already used this value
@@ -961,14 +1009,16 @@ UsageLoop
bpl UsageLoop bpl UsageLoop
;well, looks like this value is new! ;well, looks like this value is new!
inx
sta TankSequence,x sta TankSequence,x
inx
stx temp cpx NumberOfPlayers
inc:lda temp ;x+1 bcc GetRandomAgainX
; and "sequence" for teans
cmp NumberOfPlayers ldx #MaxPlayers
bne GetRandomAgainX stx TankSequence+MaxPlayers+1 ; B-Team
inx
stx TankSequence+MaxPlayers ; A-Team
rts rts
.endp .endp
;---------------------------------------------- ;----------------------------------------------
@@ -979,9 +1029,7 @@ UsageLoop
;---------------------------------------------- ;----------------------------------------------
; lets randomize someting between 0 and 180 ; lets randomize someting between 0 and 180
lda RANDOM randomize 0 180
cmp #180
bcs RandomizeAngle
rts rts
.endp .endp
;---------------------------------------------- ;----------------------------------------------
@@ -1044,10 +1092,9 @@ LimitForce
;---------------------------------------------- ;----------------------------------------------
mva #1 Erase mva #1 Erase
jsr DrawTankNr.BarrelChange jsr DrawTankNr.BarrelChange
mva #0 Erase
MoveBarrel MoveBarrel
mva #sfx_set_power_2 sfx_effect mva #sfx_set_power_2 sfx_effect
jsr DrawTankNr jsr PutTankNr ; and Erase = 0
jsr DisplayStatus.displayAngle jsr DisplayStatus.displayAngle
; ;
jsr CheckExitKeys jsr CheckExitKeys
@@ -1060,7 +1107,6 @@ MoveBarrel
jsr WaitOneFrame jsr WaitOneFrame
AIaim AIaim
jsr DrawTankNr.BarrelChange jsr DrawTankNr.BarrelChange
mva #0 Erase
lda NewAngle lda NewAngle
cmp AngleTable,x cmp AngleTable,x
beq BarrelPositionIsFine beq BarrelPositionIsFine
@@ -1072,11 +1118,32 @@ rotateLeft ; older is bigger
dec angleTable,x dec angleTable,x
jmp MoveBarrel jmp MoveBarrel
BarrelPositionIsFine BarrelPositionIsFine
jmp DrawTankNr jmp PutTankNr ; and Erase = 0
; rts ; rts
.endp .endp
;--------------------------------------------------
.proc DemoModeOrKey
; Waits for the key pressed if at least one human is playing.
; Otherwise, waits 3 seconds (demo mode).
;--------------------------------------------------
;check demo mode
ldx numberOfPlayers
dex
checkForHuman ; if all in skillTable other than 0 then switch to DEMO MODE
lda skillTable,x
beq peopleAreHere
dex
bpl checkForHuman
; no people, just wait a bit
ldy #75
jmp PauseYFrames
; rts
peopleAreHere
jmp getkey ; jsr:rts
.endp
;---------------------------------------------- ;----------------------------------------------
.proc SortSequence ; .proc SortSequence ;
;---------------------------------------------- ;----------------------------------------------
@@ -1121,8 +1188,28 @@ Bubble
ldx #0 ;i=x ldx #0 ;i=x
stx temp2 ; sortflag=temp2 stx temp2 ; sortflag=temp2
inx ; because NumberOfPlayers start from 1 (not 0) inx ; because NumberOfPlayers start from 1 (not 0)
BubbleBobble BubbleBobble
jsr SortOnePass
inx
cpx NumberOfPlayers ; if no team game
bne BubbleBobble
lda temp2 ; sortflag
bne Bubble
; amd Teams sorting
bit TeamGame
bvc NoTeamsSort
ldx #MaxPlayers+1 ;i=x
jsr SortOnePass ; for 2 Teams one pass is sufficient
NoTeamsSort
rts
.endp
;--------------------------------------------------
.proc SortOnePass
; optimalisation for 2 sorting procedures
;--------------------------------------------------
ldy TankSequence-1,x ; x count from 1 to NumberOfPlayers (we need cout from 0 to NumberOfPlayers-1) ldy TankSequence-1,x ; x count from 1 to NumberOfPlayers (we need cout from 0 to NumberOfPlayers-1)
lda ResultsTable,y lda ResultsTable,y
ldy TankSequence,x ldy TankSequence,x
@@ -1165,14 +1252,6 @@ swapvalues
sta TankSequence,x sta TankSequence,x
inc temp2 inc temp2
nextishigher nextishigher
inx
cpx NumberOfPlayers
bne BubbleBobble
lda temp2
bne Bubble
rts rts
.endp .endp
;-------------------------------------------------- ;--------------------------------------------------
@@ -1292,17 +1371,15 @@ setMountainsType
jsr displaybyte ;decimal (byte), displayposition (word) jsr displaybyte ;decimal (byte), displayposition (word)
mwa #LineHeader1 LineAddress4x4 mwa #LineHeader1 LineAddress4x4
mwa #((ScreenWidth/2)-(8*4)) LineXdraw
mva ResultY LineYdraw mva ResultY LineYdraw
jsr TypeLine4x4 jsr TL4x4_empty.go ; center and type line
beq @+ ;unconditional jump, because TypeLine4x4 ends with beq beq @+ ;unconditional jump, because TypeLine4x4 ends with beq
GameOver4x4 GameOver4x4
RmtSong song_round_over RmtSong song_round_over
mwa #LineGameOver LineAddress4x4 mwa #LineGameOver LineAddress4x4
mwa #((ScreenWidth/2)-(8*4)) LineXdraw
mva ResultY LineYdraw mva ResultY LineYdraw
jsr TypeLine4x4 jsr TL4x4_empty.go ; center and type line
mva #1 GameIsOver mva #1 GameIsOver
@ @
@@ -1317,9 +1394,8 @@ GameOver4x4
;Header2 ;Header2
mwa #LineHeader2 LineAddress4x4 mwa #LineHeader2 LineAddress4x4
mwa #((ScreenWidth/2)-(8*4)) LineXdraw
mva ResultY LineYdraw mva ResultY LineYdraw
jsr TypeLine4x4 jsr TL4x4_empty.go ; center and type line
adb ResultY #4 ;next line adb ResultY #4 ;next line
@@ -1330,6 +1406,10 @@ GameOver4x4
sbb ResultY #2 ;next line (was empty) sbb ResultY #2 ;next line (was empty)
ldx NumberOfPlayers ;we start from the highest (best) tank ldx NumberOfPlayers ;we start from the highest (best) tank
bit TeamGame
bvc NoTeamsResults
ldx #MaxPlayers+2 ; set pointer to teams results
NoTeamsResults
dex ;and it is the last one dex ;and it is the last one
stx ResultOfTankNr ;in TankSequence table stx ResultOfTankNr ;in TankSequence table
@@ -1386,9 +1466,8 @@ TankNameCopyLoop
;result line display ;result line display
mwa #ResultLineBuffer LineAddress4x4 mwa #ResultLineBuffer LineAddress4x4
mwa #((ScreenWidth/2)-(8*4)) LineXdraw
mva ResultY LineYdraw mva ResultY LineYdraw
jsr TypeLine4x4 jsr TL4x4_empty.go ; center and type line
adb ResultY #4 ;next line adb ResultY #4 ;next line
@@ -1397,7 +1476,10 @@ TankNameCopyLoop
jsr TL4x4_empty jsr TL4x4_empty
dec ResultOfTankNr dec ResultOfTankNr
bmi FinishResultDisplay bmi FinishResultDisplay ; check for last player
lda ResultOfTankNr
cmp #MaxPlayers-1 ; check for last team
beq FinishResultDisplay
sbb ResultY #2 ;distance between lines is smaller sbb ResultY #2 ;distance between lines is smaller
@@ -1411,22 +1493,110 @@ FinishResultDisplay
.proc TL4x4_bottom .proc TL4x4_bottom
;bottom of the frame ;bottom of the frame
mwa #LineBottom LineAddress4x4 mwa #LineBottom LineAddress4x4
mwa #((ScreenWidth/2)-(8*4)) LineXdraw jmp TL4x4_empty.go ; center and type line
jmp TypeLine4x4 ; jsr:rts
.endp .endp
.proc TL4x4_top .proc TL4x4_top
;bottom of the frame ;bottom of the frame
mwa #LineTop LineAddress4x4 mwa #LineTop LineAddress4x4
mwa #((ScreenWidth/2)-(8*4)) LineXdraw jmp TL4x4_empty.go ; center and type line
jmp TypeLine4x4 ; jsr:rts
.endp .endp
.proc TL4x4_empty .proc TL4x4_empty
;empty frame ;empty frame
mwa #LineEmpty LineAddress4x4 mwa #LineEmpty LineAddress4x4
mwa #((ScreenWidth/2)-(8*4)) LineXdraw go mwa #((ScreenWidth/2)-(8*4)) LineXdraw ; center and type line
jmp TypeLine4x4 ; jsr:rts jmp TypeLine4x4 ; jsr:rts
.endp .endp
.IF VU_METER = 1
.proc VUMeter
; No VUMeter if key pressed
jsr GetKeyFast
cmp #@kbcode._none
bne EndMeter
; check timer
; Atari 800 has 3 bytes clock, but 5200 only 2 bytes
.IF TARGET = 800
LDA RTCLOK+1
.ELIF TARGET = 5200
lda RTCLOK
.ENDIF
cmp #VuMeterTime
bcc EndMeter
bit noMusic ; if no music - no VuMeters
bmi EndMeter
; Let's go!
jsr ClearTanks
; store all angles
ldx NumberOfPlayers
dex
@ lda AngleTable,x
sta previousAngle,x
lda #0
sta AngleTable,x
dex
bpl @-
jsr DrawTanks
; let's go!
Meter
mva #1 Erase
jsr drawbarrels ; clear barrels
ldx NumberOfPlayers
@ txa
and #%00000001
tay
lda trackn_audc+2,y
:4 asl
sta AngleTable,x
dex
bpl @-
mva #0 Erase
jsr drawbarrels ; draw barrels
jsr WaitOneFrame
jsr GetKeyFast
cmp #@kbcode._none
beq Meter
; restore all angles
jsr ClearTanks
ldx NumberOfPlayers
dex
@ lda previousAngle,x
sta AngleTable,x
dex
bpl @-
jsr drawtanks
jsr drawtanknr
EndMeterAndReset
lda #0
; only older byte
.IF TARGET = 800
sta RTCLOK+1
.ELIF TARGET = 5200
sta RTCLOK
.ENDIF
EndMeter
rts
;-----------
drawbarrels
lda TankNr
pha
ldx NumberOfPlayers
dex
stx TankNr
DrawNextTank
lda eXistenZ,x
beq nobarrel ; if energy=0 then no tank
jsr drawtanknr.BarrelChange
nobarrel
dec TankNr
ldx TankNr
bpl DrawNextTank
pla
sta TankNr
rts
.endp
.ENDIF
.ENDIF .ENDIF
+202 -268
View File
@@ -289,186 +289,10 @@ EndOfDraw
rts rts
.endp .endp
; Circle is now in external file
icl 'circle2.asm'
;-------------------------------------------------- ;--------------------------------------------------
.proc circle ;fxxxing good circle drawing :)
; xdraw,ydraw (word) - coordinates of circle center
; radius (byte) - radius of circle
;--------------------------------------------------
;Turbo Basic source
; R=30
; XC=0:YC=R
; FX=0:FY=8*R:FS=4*R+3
; WHILE FX<FY
; splot8 //splot8 are eight plotz around the circle
; XC=XC+1
; FX=FX+8
; IF FS>0
; FS=FS-FX-4
; ELSE
; YC=YC-1
; FY=FY-8
; FS=FS-FX-4+FY
; ENDIF
; WEND
; splot8
mwa xdraw xcircle
mwa ydraw ycircle
mwa #0 xc
mva radius yc
mva #0 fx
mva radius fy
asl FY
asl FY
mva FY FS
asl FY
; A = FS and C = 0
;clc
;lda FS
adc #3
sta FS
circleloop
lda FX
cmp FY
bcc not_endcircleloop
endcircleloop
mwa xcircle xdraw
mwa ycircle ydraw
rts
not_endcircleloop
; jsr splot8
;----
; splot8
; plot xcircle+XC,ycircle+YC
; plot xcircle+XC,ycircle-YC
; plot xcircle-XC,ycircle-YC
; plot xcircle-XC,ycircle+YC
; plot xcircle+YC,ycircle+XC
; plot xcircle+YC,ycircle-XC
; plot xcircle-YC,ycircle-XC
; plot xcircle-YC,ycircle+XC
;clc - allways after BCC
lda xcircle
adc XC
sta xdraw
lda xcircle+1
adc #0
sta xdraw+1
;clc
lda ycircle
adc YC
sta ydraw
sta tempcir
lda ycircle+1
adc #$00
sta ydraw+1
sta tempcir+1
jsr plot
sec
lda ycircle
sbc YC
sta ydraw
lda ycircle+1
sbc #$00
sta ydraw+1
jsr plot
sec
lda xcircle
sbc XC
sta xdraw
lda xcircle+1
sbc #0
sta xdraw+1
jsr plot
lda tempcir
sta ydraw
lda tempcir+1
sta ydraw+1
jsr plot
;---
clc
lda xcircle
adc yC
sta xdraw
lda xcircle+1
adc #0
sta xdraw+1
;clc
lda ycircle
adc xC
sta ydraw
sta tempcir
lda ycircle+1
adc #$00
sta ydraw+1
sta tempcir+1
jsr plot
sec
lda ycircle
sbc xC
sta ydraw
lda ycircle+1
sbc #$00
sta ydraw+1
jsr plot
sec
lda xcircle
sbc yC
sta xdraw
lda xcircle+1
sbc #0
sta xdraw+1
jsr plot
lda tempcir
sta ydraw
lda tempcir+1
sta ydraw+1
jsr plot
;-----
inc XC
clc
lda FX
adc #8
sta FX
lda FS
beq else01
bmi else01
sec
sbc FX
sbc #4
sta FS
jmp endif01
else01
dec YC
sec
lda FY
sbc #8
sta FY
lda FS
sec
sbc FX
sbc #4
clc
adc FY
sta FS
endif01
jmp circleloop
.endp
;-------------------------------*------------------
.proc placetanks .proc placetanks
;-------------------------------------------------- ;--------------------------------------------------
ldx #(MaxPlayers-1) ;maxNumberOfPlayers-1 ldx #(MaxPlayers-1) ;maxNumberOfPlayers-1
@@ -584,35 +408,38 @@ UnequalTanks
;------------------------------------------------- ;-------------------------------------------------
.proc ClearTanks .proc ClearTanks
jsr PMoutofScreen jsr PMoutofScreen
mva #1 Erase ; erase tanks flag lda #1 ; erase tanks flag
bne drawtanks.era
.endp .endp
;------------------------------------------------- ;-------------------------------------------------
.proc drawtanks .proc drawtanks
;------------------------------------------------- ;-------------------------------------------------
lda #0 ; no erase tanks flag
era sta Erase
lda TankNr lda TankNr
pha pha
ldx #$00 ldx NumberOfPlayers
dex
stx TankNr stx TankNr
DrawNextTank DrawNextTank
jsr drawtanknr jsr drawtanknr
inc TankNr dec TankNr
ldx TankNr ldx TankNr
Cpx NumberOfPlayers bpl DrawNextTank
bne DrawNextTank
pla pla
sta TankNr sta TankNr
mva #0 Erase ; no erase tanks flag
rts rts
.endp .endp
;--------- ;---------
ClearTankNr ClearTankNr
mva #1 Erase lda #1 ; erase tank flag
bne DrawTankNr bne @er
PutTankNr PutTankNr
mva #0 Erase lda #0 ; no erase tank flag
@er sta Erase
.proc DrawTankNr .proc DrawTankNr
ldx tankNr ldx tankNr
; let's check the energy ; let's check the energy
@@ -797,8 +624,7 @@ DoNotDrawTankNr
; number of blinking tank in TankNr ; number of blinking tank in TankNr
mva #18 fs ; temp, how many times flash the tank mva #18 fs ; temp, how many times flash the tank
tankflash_loop tankflash_loop
lda CONSOL ; turbo mode jsr CheckStartKey ; START KEY
and #%00000001 ; START KEY
sne:mva #1 fs ; finish it sne:mva #1 fs ; finish it
mva #1 Erase mva #1 Erase
ldx TankNr ldx TankNr
@@ -975,27 +801,22 @@ ToHighToParachute
; ;
; this proc change xdraw, ydraw and temp! ; this proc change xdraw, ydraw and temp!
;-------------------------------------------------- ;--------------------------------------------------
jsr SetupXYdraw.X
; one pixel under tank ; one pixel under tank
clc clc
lda Ytankstable,x lda Ytankstable,x
adc #1 adc #1
sta ydraw sta ydraw
mva #0 ydraw+1 mva #0 ydraw+1
lda XtankstableL,x ; plot one (first - clear) and 6 random color pixels
sta xdraw mvy #7 temp
lda XtankstableH,x
sta xdraw+1
; clear first pixel under tank ; clear first pixel under tank
mva #0 color bne @pl ; A=0
jsr plot
inw xdraw
; plot 6 random color pixels
mva #6 temp
@ lda Erase @ lda Erase
eor #%00000001 eor #%00000001
and random and random
and #%00000001 and #%00000001
sta color @pl sta color
jsr plot jsr plot
inw xdraw inw xdraw
dec temp dec temp
@@ -1064,7 +885,7 @@ DoNotClearParachute
sta temp ; Loop Counter sta temp ; Loop Counter
ByteBelowTank ByteBelowTank
jsr point_plot jsr point_plot
beq EmptyPoint2 bne EmptyPoint2
sec sec
ror UnderTank2 ror UnderTank2
sec sec
@@ -1310,8 +1131,7 @@ NoClearTanks
.IF TARGET >= 800 .IF TARGET >= 800
lda FastSoilDown lda FastSoilDown
bne GoFast bne GoFast
lda CONSOL jsr CheckStartKey ; START KEY
and #%00000001 ; START KEY
bne @+ bne @+
GoFast GoFast
jmp SoilDownTurbo.NoClearTanks jmp SoilDownTurbo.NoClearTanks
@@ -1331,18 +1151,14 @@ NextColumn1
mwa #0 ydraw mwa #0 ydraw
NextPoint1 NextPoint1
jsr point_plot jsr point_plot
beq StillNothing beq FoundFirstPoint
ldy #0
lda ydraw
sta (tempor2),y
sta (temp),y
jmp FoundPeek1
StillNothing StillNothing
inc ydraw inc ydraw
lda ydraw lda ydraw
cmp #screenheight cmp #screenheight
bne NextPoint1 bne NextPoint1
; no pixels on whole column !!! ; no pixels on whole column !!!
FoundFirstPoint
ldy #0 ldy #0
lda ydraw lda ydraw
sta (tempor2),y sta (tempor2),y
@@ -1352,16 +1168,14 @@ FoundPeek1
inw temp inw temp
inw xdraw inw xdraw
;vcmp xdraw,screenwidth,NextColumn1 ;vcmp xdraw,screenwidth,NextColumn1
cpw xdraw RangeRight cpw RangeRight xdraw
bcc NextColumn1 bcs NextColumn1
beq NextColumn1
; we have both tables filled with starting values ; we have both tables filled with starting values
; main loop starts here ; main loop starts here
MainFallout2 MainFallout2
.IF TARGET >= 800 .IF TARGET >= 800
lda CONSOL jsr CheckStartKey ; START KEY
and #%00000001 ; START KEY
bne NoFastDown bne NoFastDown
jmp SoilDownTurbo.NoClearTanks jmp SoilDownTurbo.NoClearTanks
NoFastDown NoFastDown
@@ -1389,7 +1203,7 @@ FalloutOfLine
; and checking if there is a pixel there ; and checking if there is a pixel there
sta ydraw sta ydraw
jsr point_plot jsr point_plot
bne ThereIsPixelHere beq ThereIsPixelHere
; if no pixel we plot it ; if no pixel we plot it
mva #1 color mva #1 color
jsr plot.MakePlot jsr plot.MakePlot
@@ -1410,9 +1224,8 @@ ColumnIsReady
inw tempor2 inw tempor2
inw xdraw inw xdraw
;vcmp xdraw,screenwidth,FalloutOfLine ;vcmp xdraw,screenwidth,FalloutOfLine
cpw xdraw RangeRight cpw RangeRight xdraw
bcc FalloutOfLine bcs FalloutOfLine
beq FalloutOfLine
jsr CheckExitKeys ; Check for O, Esc or Start+Option keys jsr CheckExitKeys ; Check for O, Esc or Start+Option keys
spl:rts ; exit if pressed 'Exit keys' spl:rts ; exit if pressed 'Exit keys'
@@ -1421,7 +1234,7 @@ ColumnIsReady
; level of the mountains ; level of the mountains
jeq MainFallout2 jeq MainFallout2
; now correct heights are in the mountaintable ; now correct heights are in the mountaintable
sta color ; Pozor! :) we know - now A=1 ;sta color ; Pozor! :) we know - now A=1 ... but DrawTanks set color to 1
NothingToFall NothingToFall
jmp DrawTanks jmp DrawTanks
; rts ; rts
@@ -1433,7 +1246,7 @@ NothingToFall
mwa #0 xdraw mwa #0 xdraw
; starting point ; starting point
getrandomY ;getting random Y coordinate /* getrandomY ;getting random Y coordinate
; sec ; ??? ; sec ; ???
lda random lda random
cmp #screenheight-(margin*4) ;it means that max line=199 cmp #screenheight-(margin*4) ;it means that max line=199
@@ -1441,8 +1254,8 @@ getrandomY ;getting random Y coordinate
; clc ; C is clear ; clc ; C is clear
adc #(margin*2) adc #(margin*2)
sta ydraw sta ydraw
sta yfloat+1 sta yfloat+1 */
mva #0 yfloat ;yfloat equals to e.g. 140.0 sta yfloat ;yfloat equals to e.g. 140.0 (A=0)
mva #screenheight-margin-5 yfloat+1 mva #screenheight-margin-5 yfloat+1
sta ydraw sta ydraw
@@ -1460,23 +1273,21 @@ NextPart
sta delta+1 ; before the dot (delta+1.delta) sta delta+1 ; before the dot (delta+1.delta)
lda random lda random
and #$01 ;random sign (+/- or up/down) ; and #$01 ;random sign (+/- or up/down)
sta UpNdown sta UpNdown
; theoretically we have here ready ; theoretically we have here ready
; fixed-point delta value ; fixed-point delta value
; (-1*(UpNdown))*(delta+1.delta) ; (-1*(UpNdown.7th.bit))*(delta+1.delta)
;loop drawing one line ;loop drawing one line
ChangingDirection ChangingDirection
lda random ;length of the line lda random ;length of the line
and #$0f ;max line length and #$0f ;max line length
tax clc
inx adc #3
inx sta deltaX
inx
stx deltaX
OnePart OnePart
jsr placeTanks.CheckTank jsr placeTanks.CheckTank
@@ -1493,8 +1304,8 @@ OnePart
sta (modify),y sta (modify),y
; Up or Down ; Up or Down
lda UpNdown bit UpNdown
beq ToBottom bpl ToBottom
ToTop ;it means substracting ToTop ;it means substracting
;sbw yfloat delta ;sbw yfloat delta
@@ -1509,8 +1320,8 @@ ToTop ;it means substracting
cmp #margin cmp #margin
bcs @+ bcs @+
; if smaller than 10 ; if smaller than 10
ldx #$00 ; ldy #$00
stx UpNdown sty UpNdown ; Y=0
jmp @+ jmp @+
ToBottom ToBottom
@@ -1526,8 +1337,8 @@ ToBottom
cmp #screenheight-margin cmp #screenheight-margin
bcc @+ bcc @+
; if higher than screen ; if higher than screen
ldx #$01 dey ; Y=0
stx UpNdown sty UpNdown ; Y=$ff
@ @
sta ydraw sta ydraw
@@ -1611,22 +1422,35 @@ notZero
sta plot4x4color sta plot4x4color
tya tya
tax ; save Y tax ; save Y
mwa #talk LineAddress4x4 mwa #talk.talk5_data LineAddress4x4
jsr _calc_inverse_display jsr _calc_packed_display
; now find length of the text ; record starts with length byte
@ iny ldy #0
lda (LineAddress4x4),y lda (LineAddress4x4),y
bpl @- sta fx
iny inw LineAddress4x4 ; point to packed payload
sty fx
txa ; load Y txa ; load Y
tay tay
jmp Display4x4AboveTankPacked
.endp
;--------------------------------------------------------
.proc Display4x4AboveTankPacked ;
; Displays packed texts using PutChar4x4 above tank and mountains.
;parameters are:
;Y - number of tank above which text is displayed
;fx - length of text
;LineAddress4x4 - address of packed payload
lda xtankstableL,y
sta temp
lda xtankstableH,y
sta temp+1
jsr Calculate4x4TextPosition
jmp TypeLine4x4Packed.noLengthNoColor
;jsr Display4x4AboveTank
;rts
; POZOR !!!
.endp .endp
;-------------------------------------------------------- ;--------------------------------------------------------
@@ -1646,8 +1470,15 @@ notZero
sta temp sta temp
lda xtankstableH,y lda xtankstableH,y
sta temp+1 sta temp+1
;now we should substract length of the text-1 jsr Calculate4x4TextPosition
;temp2 = (fx-1)*2 jmp TypeLine4x4.noLengthNoColor ; rts
.endp
;--------------------------------------------------------
.proc Calculate4x4TextPosition
; we have X coordinate of center of text in temp
; now we should substract length of the text-1
; temp2 = (fx-1)*2
ldy fx ldy fx
dey dey
tya tya
@@ -1742,11 +1573,8 @@ DOTOldLowestValue
lda temp2 lda temp2
sbc #(4+9) ;9 pixels above ground (and tanks...) sbc #(4+9) ;9 pixels above ground (and tanks...)
sta LineYdraw sta LineYdraw
rts
jmp TypeLine4x4.noLengthNoColor ; rts
.endp .endp
;-------------------------------------------------------- ;--------------------------------------------------------
.proc DisplayTankNameAbove ; TankNr in X .proc DisplayTankNameAbove ; TankNr in X
txa ; TankNr txa ; TankNr
@@ -1812,6 +1640,115 @@ EndOfTypeLine4x4
rts rts
.endp .endp
;-------------------------------
.proc TypeLine4x4Packed ;
;-------------------------------
;this routine prints packed line of length `fx`
;packed payload 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
; init packed bitstream
; Reuse ZP vars:
; - LineAddress4x4 is the packed byte pointer (advanced during decoding)
; - Multiplier/Multiplier_ are used as bit buffer/state
lda #0
sta Multiplier
sta Multiplier+1
sta Multiplier_
ldy #0
sty LineCharNr
TypeLine4x4PackedLoop
ldy LineCharNr
jsr _packed_get5bits
tay
lda talk.talk5_alphabet,y
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 TypeLine4x4PackedLoop
rts
.endp
;--------------------------------
; Packed 5-bit bitstream decoder
;
; Uses a 16-bit shift register where the lowest bits are the next bits to read.
; Bytes are appended little-endian (LSB-first) at bit position PackedBitCount4x4.
;--------------------------------
.proc _packed_get5bits
; ensure at least 5 bits available
lda Multiplier_
cmp #5
bcs have_bits
; read next byte and append at current bit count
ldy #0
lda (LineAddress4x4),y
sta temp2 ; new byte
lda #0
sta temp2+1
inw LineAddress4x4
ldx Multiplier_
beq append_ready
append_shift
asl temp2
rol temp2+1
dex
bne append_shift
append_ready
lda Multiplier
ora temp2
sta Multiplier
lda Multiplier+1
ora temp2+1
sta Multiplier+1
lda Multiplier_
clc
adc #8
sta Multiplier_
have_bits
lda Multiplier
and #$1f
sta temp2
; shift register right by 5
ldx #5
@ lsr Multiplier+1
ror Multiplier
dex
bne @-
lda Multiplier_
sec
sbc #5
sta Multiplier_
lda temp2
rts
.endp
;-------------------------------- ;--------------------------------
.proc AreYouSure .proc AreYouSure
@@ -1856,9 +1793,8 @@ quit_areyousure
.endp .endp
.proc _sep_opty .proc _sep_opty
mwa #((ScreenWidth/2)-(8*4)) LineXdraw ; centering
mva ResultY LineYdraw mva ResultY LineYdraw
jsr TypeLine4x4 jsr TL4x4_empty.go ; center and type line
adb ResultY #4 ;next line adb ResultY #4 ;next line
rts rts
.endp .endp
@@ -1870,8 +1806,7 @@ quit_areyousure
mva #20 fs ; temp, how many times blink the billboard mva #20 fs ; temp, how many times blink the billboard
seppuku_loop seppuku_loop
lda CONSOL ; turbo mode jsr CheckStartKey ; START KEY
and #%00000001 ; START KEY
sne:mva #1 fs ; finish it sne:mva #1 fs ; finish it
mva #4 ResultY ; where seppuku text starts Y-wise on the screen mva #4 ResultY ; where seppuku text starts Y-wise on the screen
@@ -1941,18 +1876,14 @@ X lda XtanksTableL,x
; mva #1 color ; mva #1 color
ldx TankNr ldx TankNr
jsr SetupXYdraw jsr SetupXYdraw
sbw ydraw #3 ydraw ; barell start (Y coordinate)
mva #0 goleft
lda BarrelLength,x lda BarrelLength,x
sta yc ; current tank barrel length sta yc ; current tank barrel length
lda angleTable,x lda angleTable,x
sta Angle sta Angle
; jmp DrawBarrelTech ; POZOR !
; rts
.endp
.proc DrawBarrelTech
; angle in Angle and A ; angle in Angle and A
mvx #0 goleft
cmp #91 cmp #91
bcc angleUnder90 bcc angleUnder90
@@ -1961,9 +1892,9 @@ X lda XtanksTableL,x
sbc #90 sbc #90
tax tax
; barrel start offset over 90deg ; barrel start offset over 90deg
adw xdraw #4 xdraw adw xdraw #4 xdraw ; barell start (X coordinate)
mva #1 goleft dec goleft ; $00 -> $ff
bpl @+ ; jmp @+ bmi @+ ; jmp @+
angleUnder90 angleUnder90
sec ; X = 90-Angle sec ; X = 90-Angle
@@ -1971,10 +1902,9 @@ angleUnder90
sbc Angle sbc Angle
tax tax
; barrel start offset under 90deg ; barrel start offset under 90deg
adw xdraw #3 xdraw adw xdraw #3 xdraw ; barell start (X coordinate)
@ @
sbw ydraw #3 ydraw
lda sintable,x ; cos(X) lda sintable,x ; cos(X)
sta vx sta vx
@@ -2011,8 +1941,8 @@ YangleUnder90
; mva #6 yc ; barrel length ; mva #6 yc ; barrel length
barrelLoop barrelLoop
lda goleft bit goleft
bne goright bmi goright
clc clc
lda fx lda fx
adc vx adc vx
@@ -2078,6 +2008,10 @@ ybarrel
@ lda #$00 @ lda #$00
sta sizep0,y ; P0-P3 widths sta sizep0,y ; P0-P3 widths
lda TankColoursTable,y ; colours of sprites under tanks lda TankColoursTable,y ; colours of sprites under tanks
bit TeamGame
bvc no_team
lda TankColoursTableT,y ; colours of sprites under tanks for Teams
no_team
sta PCOLR0,y sta PCOLR0,y
dey dey
bpl @- bpl @-
+63 -222
View File
@@ -4,33 +4,47 @@
;--------------------------------------------------- ;---------------------------------------------------
;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, 2023 ;Miami & Warsaw 2022, 2023, 2024
;WARNING! requires mads compiled on 2023-09-13 or later ;WUDSN run settings:
;atari800 -5200 -cart ${outputFilePath} -cart-type 4 ;atari800 -5200 -cart ${outputFilePath} -cart-type 4
;atari800 -run ${outputFilePath} ;atari800 -run ${outputFilePath}
;WARNING! requires mads compiled on 2023-09-13 or later
;compilation:
;mads scorch.asm -o:scorch.bin -d:TARGET=5200
;mads scorch.asm -o:scorch.xex -d:TARGET=800
;mads scorch.asm -o:scorch.xex -d:TARGET=800 -d:SPLASH=1 #xex version with splash
;mads scorch.asm -o:scorch.xex -d:TARGET=800 -d:SPLASH=1 -d:CART_VERSION=1 #xex version for cart
;--------------------------------------------------- ;---------------------------------------------------
.IFNDEF TARGET .IFNDEF TARGET
.def TARGET = 800 ; 5200 .def TARGET = 800 ; 5200
.ENDIF .ENDIF
;--------------------------------------------------- ;---------------------------------------------------
.def CART_VERSION = 0 .ifndef SPLASH
; if 1 - dual splash screen .def SPLASH = 1 ; if 0 - no splash screens
.def METEORS = 1 .endif
; if 1 - meteors on game .ifndef CART_VERSION
.def XCORRECTION_FOR_PM = 0 .def CART_VERSION = 0 ; if 1 - dual splash screen
; if 1 - active x position of tanks correction fo PMG .endif
.def FASTER_GRAF_PROCS = 1 .def METEORS = 1 ; if 1 - meteors on game
; if 1 - activates faster graphics routines .def VU_METER = 1 ; if 1 - VU Meter on game
; (direct writes to screen memory - atari only :) ) .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 10 bytes, and probably works :) https://github.com/tebe6502/Mad-Assembler/issues/10 OPT r+ ; saves 10 bytes, and probably works :) https://github.com/tebe6502/Mad-Assembler/issues/10
;--------------------------------------------------- ;---------------------------------------------------
.macro build .macro build
dta d"1.43" ; number of this build (4 bytes) dta d"1.56" ; number of this build (4 bytes)
.endm
.macro year
dta d"2026" ; year of this build (4 bytes)
.endm .endm
.macro RMTSong .macro RMTSong
@@ -54,7 +68,7 @@ AdditionalZPvariables = $20
.zpvar MeteorsRound .byte ; set 7th bit - block meteors in round .zpvar MeteorsRound .byte ; set 7th bit - block meteors in round
FirstZpageVariable = $50 FirstZpageVariable = $4f
.zpvar DliColorBack .byte = FirstZpageVariable .zpvar DliColorBack .byte = FirstZpageVariable
.zpvar ClearSky .byte ; $ff - Crear sky during drawmountains, 0 - no clear sky .zpvar ClearSky .byte ; $ff - Crear sky during drawmountains, 0 - no clear sky
.zpvar PaddleState .byte ; old state 2nd button for 2 buttons joysticks .zpvar PaddleState .byte ; old state 2nd button for 2 buttons joysticks
@@ -145,6 +159,7 @@ FirstZpageVariable = $50
; (0 - round only, >0 - each turn) ; (0 - round only, >0 - each turn)
.zpvar FastSoilDown .byte ; 0 - standard, >0 - fast .zpvar FastSoilDown .byte ; 0 - standard, >0 - fast
.zpvar BlackHole .byte ; 0 - no, >0 - yes .zpvar BlackHole .byte ; 0 - no, >0 - yes
.zpvar TeamGame .byte ; 0 - no, >0 - Teams
.zpvar XHit .word .zpvar XHit .word
.zpvar delta .word .zpvar delta .word
.zpvar HowMuchToFall .byte .zpvar HowMuchToFall .byte
@@ -178,7 +193,7 @@ FirstZpageVariable = $50
HotNapalmFlag = FunkyBombCounter ; variable reuse! HotNapalmFlag = FunkyBombCounter ; variable reuse!
displayposition = modify displayposition = modify
LineAddress4x4 = xcircle LineAddress4x4 = xcircle
;* RMT ZeroPage addresses in artwork/sfx/scorch_str9-NTSC.rmt ;* RMT ZeroPage addresses in artwork/sfx/rmtplayr_modified.asm
;----------------------------------------------- ;-----------------------------------------------
; libraries ; libraries
@@ -186,11 +201,23 @@ FirstZpageVariable = $50
.IF TARGET = 800 .IF TARGET = 800
icl 'Atari/lib/ATARISYS.ASM' icl 'Atari/lib/ATARISYS.ASM'
icl 'Atari/lib/MACRO.ASM' icl 'Atari/lib/MACRO.ASM'
.IF SPLASH = 1
icl 'artwork/splash_v2/splash.asm' ; new splash screen and musix icl 'artwork/splash_v2/splash.asm' ; new splash screen and musix
.IF CART_VERSION .IF CART_VERSION = 1
icl 'artwork/splash_v3/splash3.asm' ; new2 splash screen
icl 'artwork/splash_v1/splash.asm' ; old splash screen (plays music from new splash) icl 'artwork/splash_v1/splash.asm' ; old splash screen (plays music from new splash)
.ENDIF .ENDIF
; icl 'Atari/Manual/manual.asm' ; manuals display .ELSE
; no splash.... dark screean and BASIC off
ORG $2000
mva #0 dmactls ; dark screen
mva #$ff portb
; and wait one frame :)
seq:wait ; or waitRTC ?
mva #$ff portb ; BASIC off
rts
ini $2000
.ENDIF
.ELIF TARGET = 5200 .ELIF TARGET = 5200
OPT h-f+ ; no headers, single block --> cart bin file OPT h-f+ ; no headers, single block --> cart bin file
icl 'Atari/lib/5200SYS.ASM' icl 'Atari/lib/5200SYS.ASM'
@@ -212,7 +239,7 @@ FirstZpageVariable = $50
_M = $0d _M = $0d
_S = $0e _S = $0e
_atari = $fd ; not used in 5200 _atari = $fd ; not used in 5200
_ret = $fd ; not used in 5200 _ret = $0c ; fire in 5200
_none = $0f _none = $0f
.ende .ende
.ENDIF .ENDIF
@@ -332,12 +359,25 @@ StartAfterSplash
dey dey
bpl @- bpl @-
; set teams names
ldy #5
@ lda Team_Header,y
sta TanksNames+(6*8),y
sta TanksNames+(7*8),y
dey
bpl @-
inc TanksNames+(7*8) ; B-Team :)
; set gradient to the full LGBTIQQAAPP+ flag on start ; set gradient to the full LGBTIQQAAPP+ flag on start
.IF CART_VERSION = 1 .IF CART_VERSION = 1
mva #$ff GradientNr ; #1 to set gradient number 2 :) (next one) - 0 (B/W) mva #$ff GradientNr ; #1 to set gradient number 2 :) (next one) - 0 (B/W)
.ELSE
.IF TARGET=5200
mva #1 GradientNr
.ELSE .ELSE
mva #0 GradientNr ; #1 to set gradient number 2 :) (next one) - 1 (polish rainbow) mva #0 GradientNr ; #1 to set gradient number 2 :) (next one) - 1 (polish rainbow)
.ENDIF .ENDIF
.ENDIF
jsr SelectNextGradient.NotWind jsr SelectNextGradient.NotWind
; generate linetables ; generate linetables
@@ -404,169 +444,12 @@ NoRMT_PALchange
sta JoystickNumber sta JoystickNumber
.IF TARGET = 800 ; second joy button state update only on A800 .IF TARGET = 800 ; second joy button state update only on A800
jsr WaitOneFrame ; is necessary for update shadow registers (PADDL0) in VBI jsr WaitOneFrame ; is necessary for update shadow registers (PADDL0) in VBI
jmp GetKey.Check2button ; update state second joy button jmp GetKeyFast.Check2button ; update state second joy button
.ELSE .ELSE
rts rts
.ENDIF .ENDIF
.endp .endp
;--------------------------------------------------
.proc GetKey
; waits for pressing a key and returns pressed value in A
; when [ESC] is pressed, escFlag is set
; result: A=keycode
;--------------------------------------------------
jsr WaitForKeyRelease
getKeyAfterWait
.IF TARGET = 800
lda SKSTAT
cmp #$ff
beq checkJoyGetKey ; key not pressed, check Joy
cmp #$f7 ; SHIFT
beq checkJoyGetKey
.ELIF TARGET = 5200
lda SkStatSimulator
and #%11111110
bne checkJoyGetKey ; key not pressed, check Joy
.ENDIF
lda kbcode
cmp #@kbcode._none
beq checkJoyGetKey
and #$3f ; CTRL and SHIFT ellimination
cmp #@kbcode._esc ; 28 ; ESC
bne getkeyend
mvy #$80 escFlag
bne getkeyend
checkJoyGetKey
;------------JOY-------------
;happy happy joy joy
;check for joystick now
lda STICK0
and #$0f
cmp #$0f
beq notpressedJoyGetKey
tay
lda joyToKeyTable,y
bne getkeyend
notpressedJoyGetKey
;fire
lda STRIG0
beq JoyButton
.IF TARGET = 800 ; Second joy button , Select and Option key only on A800
jsr Check2button
bcc SecondButton
bne checkSelectKey
checkSelectKey
lda CONSOL
and #%00000010 ; Select
beq SelectPressed
lda CONSOL
and #%00000100 ; Option
.ENDIF
bne getKeyAfterWait
OptionPressed
lda #@kbcode._atari ; Option key
bne getkeyend
SecondButton
SelectPressed
lda #@kbcode._tab ; Select key
bne getkeyend
JoyButton
lda #@kbcode._ret ; Return key
getkeyend
ldy #0
sty ATRACT ; reset atract mode
mvy #sfx_keyclick sfx_effect
rts
.IF TARGET = 800 ; Second joy button only on A800
Check2button
lda PADDL0
and #$c0
eor #$C0
cmp PaddleState
sta PaddleState
rts
.ENDIF
.endp
;--------------------------------------------------
.proc getkeynowait
;--------------------------------------------------
jsr WaitForKeyRelease
lda kbcode
and #$3f ; CTRL and SHIFT ellimination
rts
.endp
;--------------------------------------------------
.proc WaitForKeyRelease
;--------------------------------------------------
lda #128-KeyRepeatSpeed ; tricky
sec
sbc FirstKeypressDelay ; tricky 2 :)
sta pressTimer
StillWait
bit pressTimer
bmi KeyAutoReleased
lda STICK0
and #$0f
cmp #$0f
bne StillWait
lda STRIG0
beq StillWait
.IF TARGET = 800
lda SKSTAT
cmp #$ff
bne StillWait
lda CONSOL
and #%00000110 ; Select and Option only
cmp #%00000110
bne StillWait
.ELIF TARGET = 5200
lda SkStatSimulator
and #%11111110
beq StillWait
.ENDIF
KeyReleased
mva #FirstKeySpeed FirstKeypressDelay
rts
KeyAutoReleased ; autorepeat
mva #0 FirstKeypressDelay
rts
.endp
;--------------------------------------------------
.proc IsKeyPressed
; result: A=0 - yes , A>0 - no
;--------------------------------------------------
lda SKSTAT
and #%00000100
beq @+
lda #1
@ and STRIG0
rts
.endp
;--------------------------------------------------
.proc DemoModeOrKey
; Waits for the key pressed if at least one human is playing.
; Otherwise, waits 3 seconds (demo mode).
;--------------------------------------------------
;check demo mode
ldx numberOfPlayers
dex
checkForHuman ; if all in skillTable other than 0 then switch to DEMO MODE
lda skillTable,x
beq peopleAreHere
dex
bpl checkForHuman
; no people, just wait a bit
ldy #75
jmp PauseYFrames
; rts
peopleAreHere
jmp getkey ; jsr:rts
.endp
;-------------------------------------------------- ;--------------------------------------------------
MakeDarkScreen MakeDarkScreen
@@ -577,8 +460,7 @@ MakeDarkScreen
;-------------------------------------------------- ;--------------------------------------------------
.proc WaitOneFrame .proc WaitOneFrame
;-------------------------------------------------- ;--------------------------------------------------
lda CONSOL jsr CheckStartKey ; START KEY
and #%00000001 ; START KEY
seq:wait ; or waitRTC ? seq:wait ; or waitRTC ?
rts rts
.endp .endp
@@ -595,54 +477,11 @@ MakeDarkScreen
rts rts
.endp .endp
;--------------------------------------------------
.proc CheckExitKeys
;--------------------------------------------------
; Checks keyboard and sets appropriate flags for exit procedures
; If START+OPTION is pressed - exit to GameOver screen
; If 'O' key is pressed - displays "Are you sure?" and - exit to GameOver screen
; If 'Esc' key is pressed - displays "Are you sure?" and - exit to Menu screen
; Just setting the right flags!!!
; Select and Option
lda CONSOL
and #%00000101 ; Start + Option
beq QuitToGameover
lda SKSTAT
cmp #$ff
jeq nokeys
cmp #$f7 ; SHIFT
jeq nokeys
lda kbcode
and #%10111111 ; SHIFT elimination
cmp #@kbcode._O ; $08 ; O
bne CheckEsc
jsr AreYouSure
bit escFlag
bpl nokeys
;---O pressed-quit game to game over screen---
QuitToGameover
mva #$C0 escFlag ; bits 7 and 6 set
rts
CheckEsc
cmp #@kbcode._esc ; 28 ; ESC
bne nokeys
DisplayAreYouSure
jsr AreYouSure
;---esc pressed-quit game---
nokeys
bit escFlag
rts
;
.endp
;-------------------------------------------------- ;--------------------------------------------------
.proc ShellDelay .proc ShellDelay
;-------------------------------------------------- ;--------------------------------------------------
ldy flyDelay ldy flyDelay
Y lda CONSOL Y jsr CheckStartKey ; START KEY
and #%00000001 ; START KEY
beq noShellDelay beq noShellDelay
DelayLoop DelayLoop
lda VCOUNT lda VCOUNT
@@ -693,6 +532,8 @@ noingame
bne @- bne @-
rts rts
.endp .endp
;--------------------------------------------------
icl 'Atari/inputs.asm'
;-------------------------------------------------- ;--------------------------------------------------
icl 'Atari/interrupts.asm' icl 'Atari/interrupts.asm'
;---------------------------------------------- ;----------------------------------------------
@@ -707,7 +548,7 @@ noingame
;---------------------------------------------- ;----------------------------------------------
icl 'ai.asm' icl 'ai.asm'
;---------------------------------------------- ;----------------------------------------------
icl 'artwork/talk.asm' icl 'artwork/talk_packed.asm'
;---------------------------------------------- ;----------------------------------------------
TankFont TankFont
ins 'artwork/tanksv4.fnt',+0,384 ; 48 characters only ins 'artwork/tanksv4.fnt',+0,384 ; 48 characters only
BIN
View File
Binary file not shown.
Binary file not shown.
BIN
View File
Binary file not shown.
+16 -75
View File
@@ -3,7 +3,7 @@
;--------------------------------------------------- ;---------------------------------------------------
;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, 2023 ;Miami & Warsaw 2022, 2023, 2024
;--------------------------------------------------- ;---------------------------------------------------
.def TARGET = 64 ; :) .def TARGET = 64 ; :)
@@ -14,6 +14,7 @@
; if 1 - activates faster graphics routines ; if 1 - activates faster graphics routines
; (direct writes to screen memory - C64 only :) ) ; (direct writes to screen memory - C64 only :) )
;--------------------------------------------------- ;---------------------------------------------------
.def VU_METER = 0 ; allways 0! (works only on Atari)
opt h-f+ opt h-f+
@@ -24,7 +25,10 @@
;--------------------------------------------------- ;---------------------------------------------------
.macro build .macro build
dta d"1.43" ; number of this build (4 bytes) dta d"1.51" ; number of this build (4 bytes)
.endm
.macro year
dta d"2026" ; year of this build (4 bytes)
.endm .endm
.macro RMTSong .macro RMTSong
@@ -35,8 +39,9 @@
icl 'definitions.asm' icl 'definitions.asm'
;--------------------------------------------------- ;---------------------------------------------------
FirstZpageVariable = $52 ; $57 FirstZpageVariable = $50 ; $57
.zpvar DliColorBack .byte = FirstZpageVariable .zpvar DliColorBack .byte = FirstZpageVariable
.zpvar ClearSky .byte ; $ff - Crear sky during drawmountains, 0 - no clear sky
.zpvar MeteorsFlag .byte ; set 7th bit - block meteors .zpvar MeteorsFlag .byte ; set 7th bit - block meteors
.zpvar MeteorsRound .byte ; set 7th bit - block meteors in round .zpvar MeteorsRound .byte ; set 7th bit - block meteors in round
.zpvar GradientNr .byte .zpvar GradientNr .byte
@@ -45,6 +50,7 @@ FirstZpageVariable = $52 ; $57
.zpvar RandomMountains .byte ; mountains type change after each turn flag - (0 - round only, >0 - each turn) .zpvar RandomMountains .byte ; mountains type change after each turn flag - (0 - round only, >0 - each turn)
.zpvar FastSoilDown .byte ; 0 - standard, >0 - fast .zpvar FastSoilDown .byte ; 0 - standard, >0 - fast
.zpvar BlackHole .byte ; 0 - no, >0 - yes .zpvar BlackHole .byte ; 0 - no, >0 - yes
.zpvar TeamGame .byte ; 0 - no, >0 - Teams
.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 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 SpyHardFlag .byte ; >$7f - run SpyHard after inventory
@@ -246,63 +252,6 @@ StartAfterSplash
rts rts
.endp .endp
;--------------------------------------------------
.proc GetKey
; waits for pressing a key and returns pressed value in A
; when [ESC] is pressed, escFlag is set
; result: A=keycode
;--------------------------------------------------
jsr WaitForKeyRelease
lda #0
sta escFlag
lda #$ff
rts
.endp
;--------------------------------------------------
.proc getkeynowait
;--------------------------------------------------
jsr WaitForKeyRelease
lda kbcode
and #$3f ;CTRL and SHIFT ellimination
rts
.endp
;--------------------------------------------------
.proc WaitForKeyRelease
;--------------------------------------------------
StillWait
rts
.endp
;--------------------------------------------------
.proc IsKeyPressed
; result: A=0 - yes , A>0 - no
;--------------------------------------------------
lda #1
rts
.endp
;--------------------------------------------------
.proc DemoModeOrKey
; Waits for the key pressed if at least one human is playing.
; Otherwise, waits 3 seconds (demo mode).
;--------------------------------------------------
;check demo mode
ldx numberOfPlayers
dex
checkForHuman ; if all in skillTable other than 0 then switch to DEMO MODE
lda skillTable,x
beq peopleAreHere
dex
bpl checkForHuman
; no people, just wait a bit
;pause 150
ldy #75
jmp PauseYFrames
; rts
peopleAreHere
jmp getkey ; jsr:rts
.endp
;-------------------------------------------------- ;--------------------------------------------------
MakeDarkScreen MakeDarkScreen
;-------------------------------------------------- ;--------------------------------------------------
@@ -311,7 +260,8 @@ MakeDarkScreen
;-------------------------------------------------- ;--------------------------------------------------
.proc WaitOneFrame .proc WaitOneFrame
;-------------------------------------------------- ;--------------------------------------------------
wait ; or waitRTC ? jsr CheckStartKey ; START KEY
seq:wait ; or waitRTC ?
rts rts
.endp .endp
@@ -327,22 +277,11 @@ MakeDarkScreen
rts rts
.endp .endp
;--------------------------------------------------
.proc CheckExitKeys
;--------------------------------------------------
; Checks keyboard and sets appropriate flags for exit procedures
; If START+OPTION is pressed - exit to GameOver screen
; If 'O' key is pressed - displays "Are you sure?" and - exit to GameOver screen
; If 'Esc' key is pressed - displays "Are you sure?" and - exit to Menu screen
; Just setting the right flags!!!
rts
;
.endp
;-------------------------------------------------- ;--------------------------------------------------
.proc ShellDelay .proc ShellDelay
ldy flyDelay ldy flyDelay
Y Y jsr CheckStartKey ; START KEY
beq noShellDelay
DelayLoop DelayLoop
lda $d012 lda $d012
@ cmp $d012 @ cmp $d012
@@ -364,6 +303,8 @@ noShellDelay
.proc CopyFromRom .proc CopyFromRom
rts rts
.endp .endp
;--------------------------------------------------
icl 'C64/inputs.asm'
;-------------------------------------------------- ;--------------------------------------------------
icl 'C64/interrupts.asm' icl 'C64/interrupts.asm'
;---------------------------------------------- ;----------------------------------------------
@@ -378,7 +319,7 @@ noShellDelay
;---------------------------------------------- ;----------------------------------------------
icl 'ai.asm' icl 'ai.asm'
;---------------------------------------------- ;----------------------------------------------
icl 'artwork/talk.asm' icl 'artwork/talk_packed.asm'
;---------------------------------------------- ;----------------------------------------------
TankFont TankFont
ins 'artwork/tanksv4.fnt',+0,384 ; 48 characters only ins 'artwork/tanksv4.fnt',+0,384 ; 48 characters only
BIN
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Binary file not shown.
BIN
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Binary file not shown.
BIN
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Binary file not shown.
BIN
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Binary file not shown.
+14 -12
View File
@@ -23,11 +23,14 @@ GameOverColoursTable .ds MaxPlayers; .BYTE $80,$40,$c4,$20,$c0,$e4
;---------------------------------------------------- ;----------------------------------------------------
TanksNames ; DO NOT ZERO ON GAME RESTART - ticket #24 TanksNames ; DO NOT ZERO ON GAME RESTART - ticket #24
;:6 dta d" " ;:6 dta d" "
.ds MaxPlayers*8 .ds (MaxPlayers+2)*8 ; +2 for Teams
;---------------------------------------------------- ;----------------------------------------------------
skilltable ; computer controlled players' skills (1-8), 0 - human (no cleaning, ticket #30) skilltable ; computer controlled players' skills (1-8), 0 - human (no cleaning, ticket #30)
.DS MaxPlayers .DS MaxPlayers
;---------------------------------------------------- ;----------------------------------------------------
JoyNumber ; Joystick port number (from 0 to 3)
.DS MaxPlayers
;----------------------------------------------------
variablesToInitialize variablesToInitialize
;Options DO NOT ZERO ON RESTART GAME - ticket #27 ;Options DO NOT ZERO ON RESTART GAME - ticket #27
OptionsTable .ds maxOptions ;.by 0,1,2,2,0,1,3,2,0 OptionsTable .ds maxOptions ;.by 0,1,2,2,0,1,3,2,0
@@ -64,7 +67,7 @@ OptionsY .ds 1 ;vertical position of cursor on Options screen
flyDelay .ds 1 flyDelay .ds 1
;-------------- ;--------------
;NumberOfPlayers .DS 1 ;current number of players (counted from 1) ;NumberOfPlayers .DS 1 ;current number of players (counted from 1)
TankSequence .DS MaxPlayers ;sequence of shooting during the Round TankSequence .DS MaxPlayers+2 ;sequence of shooting during the Round (+2 for teams)
GameIsOver .DS 1 ; 1 means it was the last round in the game GameIsOver .DS 1 ; 1 means it was the last round in the game
;---------------------------------------------------- ;----------------------------------------------------
moneyH ;we place zero at the end of prices and money moneyH ;we place zero at the end of prices and money
@@ -99,13 +102,13 @@ LASTeXistenZ ; eXistenZ before shoot
.DS MaxPlayers .DS MaxPlayers
ResultsTable ;the results in the gameeeeee ResultsTable ;the results in the gameeeeee
.DS MaxPlayers .DS MaxPlayers+2 ; +2 for teams
DirectHits DirectHits
.DS MaxPlayers .DS MaxPlayers+2 ; +2 for teams
EarnedMoneyH EarnedMoneyH
.DS MaxPlayers .DS MaxPlayers+2 ; +2 for teams
EarnedMoneyL EarnedMoneyL
.DS MaxPlayers .DS MaxPlayers+2 ; +2 for teams
;---------------------------------------------------- ;----------------------------------------------------
ForceTableL ;shooting Force of the tank during the round ForceTableL ;shooting Force of the tank during the round
.DS MaxPlayers .DS MaxPlayers
@@ -155,10 +158,6 @@ ytankstable ;Y positions of tanks (lower left point)
.DS MaxPlayers .DS MaxPlayers
LowResDistances ; coarse tank positions divided by 4 (to be in just one byte) LowResDistances ; coarse tank positions divided by 4 (to be in just one byte)
.DS MaxPlayers .DS MaxPlayers
JoyNumber ; Joystick port number (from 0 to 3)
.DS MaxPlayers
TankShape ; Tank shape number (from 0 to 2)
.DS MaxPlayers
;---------------------------------------------------- ;----------------------------------------------------
TargetTankNr ; Target tank index (for AI routines) TargetTankNr ; Target tank index (for AI routines)
.DS 1 .DS 1
@@ -170,6 +169,8 @@ SecondTryFlag ; For precise AI aiming
;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
TankShape ; Tank shape number (from 0 to 2)
.DS MaxPlayers
;---------------------------------------------------- ;----------------------------------------------------
;RangeLeft .DS 2 ;range of the soil to be fallen down ;RangeLeft .DS 2 ;range of the soil to be fallen down
;RangeRight .DS 2 ;it is being set by all Explosions ;RangeRight .DS 2 ;it is being set by all Explosions
@@ -210,7 +211,7 @@ YHit .DS 2
;radius .DS 1 ;radius .DS 1
;xcircle .DS 2 ;xcircle .DS 2
;ycircle .DS 2 ;ycircle .DS 2
tempcir .DS 2 ;tempcir .DS 2
;TankFalls ;TankFalls
FallingSoundBit .DS 1 FallingSoundBit .DS 1
PreviousFall .DS 1 PreviousFall .DS 1
@@ -219,6 +220,7 @@ EndOfTheFallFlag .DS 1 ; in case of the infinite fall
;FloatingAlt .DS 1 ; floating tank altitude ;FloatingAlt .DS 1 ; floating tank altitude
FunkyWallFlag = FloatingAlt ; reuse this variable in different weapon (Funky Bomb)! FunkyWallFlag = FloatingAlt ; reuse this variable in different weapon (Funky Bomb)!
PreferHumansFlag = FloatingAlt ; second reuse in AI Aim proc PreferHumansFlag = FloatingAlt ; second reuse in AI Aim proc
;PreferHumansFlag .DS 1
;---------------------------------------------------- ;----------------------------------------------------
;Flight ;Flight
;variables for 5 missiles (used for mirv) ;variables for 5 missiles (used for mirv)
@@ -330,7 +332,7 @@ CurrentRoundNr .DS 1
;leapfrog ;leapfrog
LeapFrogAngle .DS 1 LeapFrogAngle .DS 1
;laser ;laser
LaserCoordinate .DS 8 ; 2,2,2,2 LaserCoordinate .DS 4 ; 2,2
;---------------------------------------------------- ;----------------------------------------------------
; Here go tables with weapons possesed by a given tank ; Here go tables with weapons possesed by a given tank
; Index in the table means weapon type ; Index in the table means weapon type
+179 -155
View File
@@ -41,19 +41,20 @@ ExplosionRoutines
.word riotblast-1 ;Riot_Blast ;_16 .word riotblast-1 ;Riot_Blast ;_16
.word riotbomb-1 ;Riot_Bomb ;_17 .word riotbomb-1 ;Riot_Bomb ;_17
.word heavyriotbomb-1 ;Heavy_Riot_Bomb;_18 .word heavyriotbomb-1 ;Heavy_Riot_Bomb;_18
.word babydigger-1 ;Baby_Digger ;_19 .word digger-1 ;Digger ;_19
.word digger-1 ;Digger ;_20 .word heavydigger-1 ;Heavy_Digger ;_20
.word heavydigger-1 ;Heavy_Digger ;_21 .word sandhog-1 ;Sandhog ;_21
.word sandhog-1 ;Sandhog ;_22 .word heavysandhog-1 ;Heavy_Sandhog ;_22
.word heavysandhog-1 ;Heavy_Sandhog ;_23 .word dirtclod-1 ;Dirt_Clod ;_23
.word dirtclod-1 ;Dirt_Clod ;_24 .word dirtball-1 ;Dirt_Ball ;_24
.word dirtball-1 ;Dirt_Ball ;_25 .word tonofdirt-1 ;Ton_of_Dirt ;_25
.word tonofdirt-1 ;Ton_of_Dirt ;_26 .word liquiddirt-1 ;Liquid_Dirt ;_26
.word liquiddirt-1 ;Liquid_Dirt ;_27 .word dirtcharge-1 ;Dirt_Charge ;_27
.word dirtcharge-1 ;Dirt_Charge ;_28 .word propaganda-1 ;Propaganda ;_28
.word punch-1 ;Baby_Sandhog ;_29 .word punch-1 ;Baby_Sandhog ;_29
.word BFG-1 ;Buy_me ;_30 .word BFG-1 ;Buy_me ;_30
.word laser-1 ;Laser ;_31 .word laser-1 ;Laser ;_31
.word plasmablast-1 ; additional "weapon" only for tanks death
.endp .endp
.proc BFG .proc BFG
@@ -261,6 +262,7 @@ RepeatNapalm ; external loop (for fire animation)
mwa xcircle xdraw mwa xcircle xdraw
sbw xdraw #(napalmRadius) ; 10 pixels on left side hit point sbw xdraw #(napalmRadius) ; 10 pixels on left side hit point
ldy #0 ldy #0
sty Erase ; becouse Erase flag is set!
sty magic+1 sty magic+1
RepeatFlame ; internal loop (draw flames) RepeatFlame ; internal loop (draw flames)
ldy #0 ldy #0
@@ -380,9 +382,69 @@ GoRiotBomb
; jmp xriotbomb ; jmp xriotbomb
.endp .endp
; ------------------------ ; ------------------------
.proc babydigger .proc propaganda
lda #1 ; diggery ; how many branches (-1) ; It floods the target with propaganda texts.
GoBabydiggerSFX lda #80 ; max text width with additional margins (left/right edges of the screen)
sta ExplosionRadius ; set soildown range
jsr CalculateExplosionRange
mwa xdraw tempXROLLER ; save X coordinate of hitpoint
mva #11 TempXfill ; number of text to display
nexttext
; play SFX
mva #sfx_digger sfx_effect
@ lda random ; randomize propaganda messege
cmp #talk.NumberOfPropagandaTexts
bcs @-
sta TextNumberOff
lda #$ff
sta plot4x4color
mwa #talk.talk5_data LineAddress4x4
jsr _calc_packed_display
; record starts with length byte
ldy #0
lda (LineAddress4x4),y
sta fx
inw LineAddress4x4 ; point to packed payload
mwa tempXROLLER temp ; X coordinate of hitpoint
; calculate position of message
jsr Calculate4x4TextPosition
; and randomize Y coordinate (+/- 16pixels)
lda random
and #%00011111
adc LineYdraw
sbc #16
sta LineYdraw
; randomize X coordinate (+/- 8 pixels)
lda random
and #%00000111
clc
adc LineXdraw
sta LineXdraw
bcc @+
inc LineXdraw+1
@ sec
sbc #4
sta LineXdraw
bcs DisplayMessage
dec LineXdraw+1
DisplayMessage
; display propaganda message
jsr TypeLine4x4Packed.noLengthNoColor
ldy #7
jsr PauseYFrames
dec TempXfill
bne nexttext
rts
.endp
; ------------------------
.proc digger ;
lda #3 ; diggery ; how many branches (-1)
GoDiggerSFX
sta diggery sta diggery
mva #sfx_digger sfx_effect mva #sfx_digger sfx_effect
mva #0 sandhogflag mva #0 sandhogflag
@@ -390,14 +452,9 @@ GoBabydiggerSFX
bne xdigger bne xdigger
.endp .endp
; ------------------------ ; ------------------------
.proc digger ;
lda #3 ; diggery ; how many branches (-1)
bne babydigger.GoBabydiggerSFX
.endp
; ------------------------
.proc heavydigger .proc heavydigger
lda #7 ; diggery ; how many branches (-1) lda #7 ; diggery ; how many branches (-1)
bne babydigger.GoBabydiggerSFX bne digger.GoDiggerSFX
.endp .endp
; ------------------------ ; ------------------------
.proc babysandhog .proc babysandhog
@@ -668,10 +725,10 @@ ToHighFill
mva #0 ybyte+1 mva #0 ybyte+1
sta LaserFlag ; turn on gravity and wind after shot :) sta LaserFlag ; turn on gravity and wind after shot :)
mwa xdraw LaserCoordinate ;mwa xdraw LaserCoordinate
mwa ydraw LaserCoordinate+2 ;mwa ydraw LaserCoordinate+2
mwa xbyte LaserCoordinate+4 mwa xbyte LaserCoordinate
mwa ybyte LaserCoordinate+6 mwa ybyte LaserCoordinate+2
mva #sfx_lightning sfx_effect mva #sfx_lightning sfx_effect
@@ -692,19 +749,20 @@ ToHighFill
and #$01 and #$01
eor #$01 eor #$01
sta color sta color
mwa LaserCoordinate xdraw ;mwa LaserCoordinate xdraw
mwa LaserCoordinate+2 ydraw ;mwa LaserCoordinate+2 ydraw
mwa LaserCoordinate+4 xbyte mwa LaserCoordinate xbyte
mwa LaserCoordinate+6 ybyte mwa LaserCoordinate+2 ybyte
mva #sfx_lightning sfx_effect mva #sfx_lightning sfx_effect
jsr draw jsr draw
dec yc dec yc
bne @- bne @-
mva #1 color ; at this point color allways = 0
mwa LaserCoordinate xdraw inc color ; set color to 1
mwa LaserCoordinate+2 ydraw ;mwa LaserCoordinate xdraw ; draw does not change xdraw and ydraw
;mwa LaserCoordinate+2 ydraw
mva #0 HitFlag mva #0 HitFlag
jsr CheckCollisionWithTank jsr CheckCollisionWithTank
lda HitFlag lda HitFlag
@@ -716,6 +774,48 @@ LaserMisses
rts rts
.endp .endp
; ----------------- ; -----------------
.proc plasmablast
; -----------------
; idea only ....
mva #sfx_plasma_1_2 sfx_effect
mva #0 drawFunction
mva #$07 ExplosionRadius
jsr CalculateExplosionRange
adw ydraw #4
sbw xdraw #4
lda ydraw
lsr
lsr
lsr
sta yc
lda #30
sbc yc
sta yc ; blink counter 60
columnloop
mva #8 fs ;lines counter
linesloop
lda yc
beq @+
lda random
@ and #$01
sta color
mwa xdraw xbyte
mwa #0 ybyte
jsr draw
inw xdraw
dec fs
bne linesloop
sbw xdraw #8
dec yc
bpl columnloop
; at this point color allways = 0
inc color ; set color to 1
rts
.endp
; -----------------
.proc xmissile ; .proc xmissile ;
; ----------------- ; -----------------
jsr CalculateExplosionRange jsr CalculateExplosionRange
@@ -1188,19 +1288,9 @@ DeadTank
ldx TankNr ldx TankNr
;Checking the maximal force ;Check and set the maximal force
lda MaxForceTableH,x jsr RandomizeForce.LimitForce ; only limit (no randomize)
cmp ForceTableH,x
bne ContinueToCheckMaxForce2
lda MaxForceTableL,x
cmp ForceTableL,x
ContinueToCheckMaxForce2
bcs @+
lda MaxForceTableH,x
sta ForceTableH,x
lda MaxForceTableL,x
sta ForceTableL,x
@
jsr PutTankNameOnScreen jsr PutTankNameOnScreen
; jsr DisplayStatus ; There is no need anymore, it is always after PutTankNameOnScreen ; jsr DisplayStatus ; There is no need anymore, it is always after PutTankNameOnScreen
@@ -1212,35 +1302,29 @@ ContinueToCheckMaxForce2
bpl @+ bpl @+
jsr Shoot.AfterOffensiveText ; Lazy Darwin - aiming visualisation jsr Shoot.AfterOffensiveText ; Lazy Darwin - aiming visualisation
@ @
.IF VU_METER = 1
; VU meter timer reset
jsr VUMeter.EndMeterAndReset
.ENDIF
notpressed
jsr CheckExitKeys ; Check for O, Esc or Start+Option keys
spl:rts ; exit if pressed 'Exit keys'
.IF VU_METER = 1
jsr VUMeter
.ENDIF
;keyboard reading ;keyboard reading
; KBCODE keeps code of last keybi ; KBCODE keeps code of last keybi
; SKSTAT $ff - nothing pressed ; SKSTAT $ff - nothing pressed
; $FB - any key ; $FB - any key
; $f7 - shift ; $f7 - shift
; $f3 - shift+key ; $f3 - shift+key
notpressed
jsr CheckExitKeys ; Check for O, Esc or Start+Option keys
spl:rts ; exit if pressed 'Exit keys'
ldx TankNr ; for optimize ldx TankNr ; for optimize
; Select and Option jsr GetKeyFast
lda CONSOL mvy #00 EscFlag ; prevent for set EscFalg in GetKey! we checking this in CheckExitKeys!
tay
and #%00000100
beq callActivation ; Option key
tya
and #%00000010
jeq pressedTAB ; Select key
lda SKSTAT
cmp #$ff
jeq checkJoy
cmp #$f7 ; SHIFT
jeq checkJoy
lda kbcode
and #%10111111 ; SHIFT elimination and #%10111111 ; SHIFT elimination
cmp #@kbcode._atari ; Option key
beq callActivation
cmp #@kbcode._A ; $3f ; A cmp #@kbcode._A ; $3f ; A
bne @+ bne @+
callActivation callActivation
@@ -1276,10 +1360,12 @@ NoSpyHard
mva #0 escFlag mva #0 escFlag
jmp ReleaseAndLoop jmp ReleaseAndLoop
@ @
cmp #$80|@kbcode._up /* .IF TARGET = 800
cmp #$80|@kbcode._up ; Ctrl + Up or Down only in A800
jeq CTRLPressedUp jeq CTRLPressedUp
cmp #$80|@kbcode._down cmp #$80|@kbcode._down
jeq CTRLPressedDown jeq CTRLPressedDown
.ENDIF */
cmp #$80|@kbcode._tab cmp #$80|@kbcode._tab
jeq CTRLPressedTAB jeq CTRLPressedTAB
@@ -1290,10 +1376,7 @@ jumpFromStick
.ELSE .ELSE
cmp #@kbcode._help ; Help (# in A5200) cmp #@kbcode._help ; Help (# in A5200)
bne NoVdebugSwitch bne NoVdebugSwitch
sta pressTimer ; reset 0+@kbcode._help (tricky) jsr WaitForLongPress
jsr WaitForKeyRelease.StillWait
lda pressTimer
cmp #(25+@kbcode._help) ; 1/2s - long press only
bcc NoVdebugSwitch bcc NoVdebugSwitch
.ENDIF .ENDIF
lda Vdebug lda Vdebug
@@ -1303,6 +1386,7 @@ jumpFromStick
jmp ReleaseAndLoop jmp ReleaseAndLoop
NoVdebugSwitch NoVdebugSwitch
mvy #1 Erase ; optimization
and #$3f ;CTRL and SHIFT ellimination and #$3f ;CTRL and SHIFT ellimination
cmp #@kbcode._up ; $e cmp #@kbcode._up ; $e
jeq pressedUp jeq pressedUp
@@ -1314,6 +1398,8 @@ NoVdebugSwitch
jeq pressedRight jeq pressedRight
cmp #@kbcode._space ; $21 cmp #@kbcode._space ; $21
jeq pressedSpace jeq pressedSpace
cmp #@kbcode._ret ; Fire (Joy)
jeq pressedSpace
cmp #@kbcode._tab ; $2c cmp #@kbcode._tab ; $2c
jeq pressedTAB jeq pressedTAB
cmp #@kbcode._M ; $25 ; M cmp #@kbcode._M ; $25 ; M
@@ -1321,35 +1407,13 @@ NoVdebugSwitch
cmp #@kbcode._S ; $3e ; S cmp #@kbcode._S ; $3e ; S
jeq pressedS jeq pressedS
.IF TARGET = 800 .IF TARGET = 800
cmp #61 ; G cmp #@kbcode._G ; $61 ; G
bne EndKeys bne EndKeys
jsr SelectNextGradient.NotWind jsr SelectNextGradient.NotWind
jmp ReleaseAndLoop jmp ReleaseAndLoop
.ENDIF .ENDIF
EndKeys EndKeys
jmp notpressed mva #$80 pressTimer
checkJoy
;------------JOY-------------
;happy happy joy joy
;check for joystick now
lda STICK0
and #$0f
cmp #$0f
beq notpressedJoy
tay
mva #0 ATRACT ; reset atract mode
lda joyToKeyTable,y
jmp jumpFromStick
notpressedJoy
.IF TARGET = 800
;second fire only Atari 800
jsr GetKey.Check2button
jcc pressedTAB
.ENDIF
;fire
lda STRIG0
jeq pressedSpace
mva #$ff pressTimer ; stop counting frames
jmp notpressed jmp notpressed
; ;
@@ -1369,20 +1433,7 @@ pressedUp
CheckingMaxForce CheckingMaxForce
mva #sfx_set_power_1 sfx_effect mva #sfx_set_power_1 sfx_effect
; checking is at the beginning of the procedure !!
lda MaxForceTableH,x
cmp ForceTableH,x
bne FurtherCheckMaxForce
lda MaxForceTableL,x
cmp ForceTableL,x
FurtherCheckMaxForce
jcs BeforeFire
lda MaxForceTableH,x
sta ForceTableH,x
lda MaxForceTableL,x
sta ForceTableL,x
jmp BeforeFire jmp BeforeFire
CTRLPressedUp CTRLPressedUp
@@ -1402,8 +1453,6 @@ pressedDown
cmp #25 ; 1/2s cmp #25 ; 1/2s
bcs CTRLPressedDown bcs CTRLPressedDown
mva #sfx_set_power_1 sfx_effect
;ldx TankNr ; optimized ;ldx TankNr ; optimized
dec ForceTableL,x dec ForceTableL,x
lda ForceTableL,x lda ForceTableL,x
@@ -1416,6 +1465,7 @@ ForceGoesZero
sta ForceTableH,x sta ForceTableH,x
sta ForceTableL,x sta ForceTableL,x
@ @
mva #sfx_set_power_1 sfx_effect
jmp BeforeFire jmp BeforeFire
CTRLPressedDown CTRLPressedDown
@@ -1429,7 +1479,7 @@ CTRLPressedDown
jcs BeforeFire jcs BeforeFire
dec ForceTableH,x dec ForceTableH,x
bmi ForceGoesZero bmi ForceGoesZero
jmp BeforeFire bpl @-
pressedRight pressedRight
;ldx TankNr ; optimized ;ldx TankNr ; optimized
@@ -1438,30 +1488,30 @@ pressedRight
cmp #25 ; 1/2s cmp #25 ; 1/2s
bcs CTRLPressedRight bcs CTRLPressedRight
mva #sfx_set_power_2 sfx_effect ; mva #1 Erase
mva #1 Erase
jsr DrawTankNr.BarrelChange jsr DrawTankNr.BarrelChange
dec:lda AngleTable,x dec:lda AngleTable,x
cmp #255 ; -1 cmp #255 ; -1
jne BeforeFire bne @+
lda #180 lda #180
sta AngleTable,x sta AngleTable,x
@
mva #sfx_set_power_2 sfx_effect
jmp BeforeFire jmp BeforeFire
CTRLPressedRight CTRLPressedRight
;ldx TankNr ; optimized ;ldx TankNr ; optimized
mva #sfx_set_power_2 sfx_effect ; mva #1 Erase
mva #1 Erase
jsr DrawTankNr.BarrelChange jsr DrawTankNr.BarrelChange
lda AngleTable,x lda AngleTable,x
sec sec
sbc #4 sbc #4
sta AngleTable,x sta AngleTable,x
cmp #4 ; smallest angle for speed rotating cmp #4 ; smallest angle for speed rotating
jcs BeforeFire bcs @-
lda #180 lda #180
sta AngleTable,x sta AngleTable,x
jmp BeforeFire bne @-
pressedLeft pressedLeft
@@ -1471,31 +1521,31 @@ pressedLeft
cmp #25 ; 1/2s cmp #25 ; 1/2s
bcs CTRLPressedLeft bcs CTRLPressedLeft
mva #sfx_set_power_2 sfx_effect ; mva #1 Erase
mva #1 Erase
jsr DrawTankNr.BarrelChange jsr DrawTankNr.BarrelChange
INC AngleTable,x INC AngleTable,x
lda AngleTable,x lda AngleTable,x
cmp #180 cmp #180
jcc BeforeFire bcc @+
lda #0 lda #0
sta AngleTable,x sta AngleTable,x
@
mva #sfx_set_power_2 sfx_effect
jmp BeforeFire jmp BeforeFire
CTRLPressedLeft CTRLPressedLeft
;ldx TankNr ; optimized ;ldx TankNr ; optimized
mva #sfx_set_power_2 sfx_effect ; mva #1 Erase
mva #1 Erase
jsr DrawTankNr.BarrelChange jsr DrawTankNr.BarrelChange
lda AngleTable,x lda AngleTable,x
clc clc
adc #4 adc #4
sta AngleTable,x sta AngleTable,x
cmp #180-4 cmp #180-4
jcc BeforeFire bcc @-
lda #0 lda #0
sta AngleTable,x sta AngleTable,x
jmp BeforeFire beq @-
pressedTAB pressedTAB
mva #sfx_purchase sfx_effect mva #sfx_purchase sfx_effect
@@ -1544,6 +1594,7 @@ pressedS
eor:sta noSfx eor:sta noSfx
ReleaseAndLoop ReleaseAndLoop
jsr WaitForKeyRelease jsr WaitForKeyRelease
; mva #$80 pressTimer
jmp BeforeFire jmp BeforeFire
pressedSpace pressedSpace
@@ -1551,12 +1602,9 @@ pressedSpace
;we shoot here!!! ;we shoot here!!!
lda #0 lda #0
sta ATRACT ; reset atract mode sta ATRACT ; reset atract mode
sta pressTimer ; reset jsr WaitForLongPress
jsr WaitForKeyRelease.StillWait bcc fire ; short press
lda pressTimer jmp callInventory ; long press
cmp #25 ; 1/2s
bcc fire
jmp callInventory
fire fire
RTS RTS
.endp .endp
@@ -2754,41 +2802,17 @@ notpressed
jsr DrawTankEngine jsr DrawTankEngine
; enimation ends ; enimation ends
lda SKSTAT jsr GetKeyFast
cmp #$ff
jeq checkJoy
cmp #$f7 ; SHIFT
jeq checkJoy
lda kbcode
and #%00111111 ; CTRL and SHIFT elimination
jumpFromStick
cmp #@kbcode._left ; $6 cmp #@kbcode._left ; $6
jeq pressedLeft jeq pressedLeft
cmp #@kbcode._right ; $7 cmp #@kbcode._right ; $7
jeq pressedRight jeq pressedRight
cmp #@kbcode._space ; $21 cmp #@kbcode._space ; $21
jeq pressedSpace jeq pressedSpace
jmp notpressed cmp #@kbcode._ret ; Fire (Joy)
checkJoy
;------------JOY-------------
;happy happy joy joy
;check for joystick now
lda STICK0
and #$0f
cmp #$0f
beq notpressedJoy
tay
lda joyToKeyTable,y
jmp jumpFromStick
notpressedJoy
;fire
lda STRIG0
jeq pressedSpace jeq pressedSpace
jmp notpressed jmp notpressed
pressedRight pressedRight
lda ShieldEnergy,x lda ShieldEnergy,x
jeq pressedSpace jeq pressedSpace