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constants.asm
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; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
.IF *>0 ;this is a trick that prevents compiling this file alone
; initial values for some variables
initialvaluesStart
I_OptionsTable .by 0,1,2,2,0,1,3,2,0
I_RoundsInTheGame .by 10 ;how many rounds in the current game
I_seppukuVal .by 75
I_mountainDeltaH .by 3
I_mountainDeltaL .by $ff
;----------------------------------------------------
I_LineHeader1
dta d"# ROUND: "
I_RoundNrDisplay
dta d" #", $ff
initialvaluesCount = *-initialvaluesstart ; MAX 128 bytes !
;===================================================================================
;==========================CONSTANT TABLES, do not erase!===========================
;===================================================================================
mountainsDeltaTableH .by 0,1,3,5,7
mountainsDeltaTableL .by $1f, $7f, $ff, $7f, $ff
;------------------------------------------------
LevelNameBeginL ; begins of level names
.by <NamesOfLevels,<(NamesOfLevels+10),<(NamesOfLevels+20)
.by <(NamesOfLevels+32),<(NamesOfLevels+42),<(NamesOfLevels+52)
.by <(NamesOfLevels+64),<(NamesOfLevels+74),<(NamesOfLevels+84)
LevelNameBeginH
.by >NamesOfLevels,>(NamesOfLevels+10),>(NamesOfLevels+20)
.by >(NamesOfLevels+32),>(NamesOfLevels+42),>(NamesOfLevels+52)
.by >(NamesOfLevels+64),>(NamesOfLevels+74),>(NamesOfLevels+84)
;--------------
TanksWeaponsTableL
.REPT MaxPlayers, #+1
.by <TanksWeapon:1
.ENDR
TanksWeaponsTableH
.REPT MaxPlayers, #+1
.by >TanksWeapon:1
.ENDR
;--------------
XtankOffsetGO_L
.by 6,56,106,156,206,0
XtankOffsetGO_H
.by 0,0,0,0,0,1
;-----4x4 texts-----
LineTop
dta d"(%%%%%%%%%%%%)"
;# - vertical, () * +, % - horizontal
LineBottom
dta d"*%%%%%%%%%%%%+"
LineEmpty
dta d"# #"
LineHeader2
dta d"# RESULTS #"
LineGameOver
dta d"# GAME OVER #"
seppukuText
dta d"# SEPPUKU! #"
areYouSureText
.IF TARGET = 800
dta d"# SURE? Y/N #"
.ELIF TARGET = 5200
dta d"#END? Y-1/N-0#"
.ENDIF
lineClear
dta d" "
TankColoursTable .BYTE $58,$2a,$96,$ca,$7a,$ed
;TankStatusColoursTable .BYTE $54,$24,$92,$c4,$74,$e4 ; standard order
TankStatusColoursTable .BYTE $74,$c4,$24,$e4,$54,$94 ; Adam's order
;-----------
GradientAddrL
.by <dliColorsFore, <dliColorsFore, <dliColorsFore2
GradientAddrH
.by >dliColorsFore, >dliColorsFore, >dliColorsFore2
dliColorsFore2 ; colors for NTSC
.by $0a ; one mountains color
.by $7a,$7a,$7a,$6a,$6a,$5a,$5a,$4a,$4a,$3a
.by $3a,$1a,$1a,$ea,$ea,$d8,$d8,$b8,$b8,$b8
dliColorsFore2PAL ; colors for PAL
.by $0a ; one mountains color
.by $7a,$7a,$7a,$6a,$6a,$5a,$5a,$4a,$4a,$3a
.by $3a,$1a,$1a,$ea,$ea,$c8,$c8,$a8,$a8,$a8
;-----------
pmtableL ; addressess of the P/M memory for 6 tanks
.by <(pmgraph+$400)
.by <(pmgraph+$500)
.by <(pmgraph+$600)
.by <(pmgraph+$700)
.by <(pmgraph+$300) ; this is a missile background
.by <(pmgraph+$300) ; this is a missile background
pmtableH
.by >(pmgraph+$400)
.by >(pmgraph+$500)
.by >(pmgraph+$600)
.by >(pmgraph+$700)
.by >(pmgraph+$300)
.by >(pmgraph+$300)
;-----------
sintable
.by 1
.by 4
.by 8
.by 13
.by 17
.by 22
.by 26
.by 31
.by 35
.by 40
.by 44
.by 48
.by 53
.by 57
.by 61
.by 66
.by 70
.by 74
.by 79
.by 83
.by 87
.by 91
.by 95
.by 100
.by 104
.by 108
.by 112
.by 116
.by 120
.by 124
.by 128
.by 131
.by 135
.by 139
.by 143
.by 146
.by 150
.by 154
.by 157
.by 161
.by 164
.by 167
.by 171
.by 174
.by 177
.by 181
.by 184
.by 187
.by 190
.by 193
.by 196
.by 198
.by 201
.by 204
.by 207
.by 209
.by 212
.by 214
.by 217
.by 219
.by 221
.by 223
.by 226
.by 228
.by 230
.by 232
.by 233
.by 235
.by 237
.by 238
.by 240
.by 242
.by 243
.by 244
.by 246
.by 247
.by 248
.by 249
.by 250
.by 251
.by 252
.by 252
.by 253
.by 254
.by 254
.by 255
.by 255
.by 255
.by 255
.by 255
.by 255 ;anti self destruction byte
;linetableL
; :screenheight+1 .by <(display+screenBytes*#)
;linetableH
; :screenheight+1 .by >(display+screenBytes*#)
;----------------------------
; now long (256 bytes) bittables are generated in RAM based on one bittable:
;bittable
; .by $80,$40,$20,$10,$08,$04,$02,$01
;bittable2
; .by $7f,$bf,$df,$ef,$f7,$fb,$fd,$fe
;----------------------------
disktance ;tanks distance
.by 0,0
.REPT MaxPlayers-1, #+3
.by screenwidth/:1
.ENDR
; this table is for deciding where a tank should slide
; accordingly to what is below the tank
; values in table mean that tank is moving to the left
SlideLeftTable
.BY %00000001
.BY %00000010
.BY %00000011
.BY %00000100
.BY %00000101
.BY %00000110
.BY %00000111
; .BY %00001100
SlideLeftTableLen = *-SlideLeftTable
;-------------------------------------------------
TankShapesTable .BYTE char_tank1
.BYTE char_tank2
.BYTE char_tank3
.BYTE char_tank4
;-------------------------------------------------
WeaponPriceH ; weapons prices (tables with prices of weapons)
.by >price_Baby_Missile
.by >price_Missile
.by >price_Baby_Nuke
.by >price_Nuke
.by >price_LeapFrog
.by >price_Funky_Bomb
.by >price_MIRV
.by >price_Death_s_Head
.by >price_Napalm
.by >price_Hot_Napalm
.by >price_Tracer
.by >price_Smoke_Tracer
.by >price_Baby_Roller
.by >price_Roller
.by >price_Heavy_Roller
.by >price_Riot_Charge
.by >price_Riot_Blast
.by >price_Riot_Bomb
.by >price_Heavy_Riot_Bomb
.by >price_Digger
.by >price_Heavy_Digger
.by >price_Sandhog
.by >price_Heavy_Sandhog
.by >price_Dirt_Clod
.by >price_Dirt_Ball
.by >price_Ton_of_Dirt
.by >price_Liquid_Dirt
.by >price_Dirt_Charge
.by >price_Propaganda
.by >price_Punch
.by >price_Buy_me
.by >price_Laser
.by >price_White_Flag
.by >price_Battery
.by >price_Hovercraft
.by >price_Parachute
.by >price_StrongParachute
.by >price_Mag_Deflector
.by >price_Shield
.by >price_Heavy_Shield
.by >price_Force_Shield
.by >price_Bouncy_Castle
.by >price_Long_Barrel
.by >price_Nuclear_Winter_
.by >price_Lazy_Boy
.by >price_Lazy_Darwin
.by >price_Auto_Defense
.by >price_Spy_Hard
WeaponPriceL
.by <price_Baby_Missile
.by <price_Missile
.by <price_Baby_Nuke
.by <price_Nuke
.by <price_LeapFrog
.by <price_Funky_Bomb
.by <price_MIRV
.by <price_Death_s_Head
.by <price_Napalm
.by <price_Hot_Napalm
.by <price_Tracer
.by <price_Smoke_Tracer
.by <price_Baby_Roller
.by <price_Roller
.by <price_Heavy_Roller
.by <price_Riot_Charge
.by <price_Riot_Blast
.by <price_Riot_Bomb
.by <price_Heavy_Riot_Bomb
.by <price_Digger
.by <price_Heavy_Digger
.by <price_Sandhog
.by <price_Heavy_Sandhog
.by <price_Dirt_Clod
.by <price_Dirt_Ball
.by <price_Ton_of_Dirt
.by <price_Liquid_Dirt
.by <price_Dirt_Charge
.by <price_Propaganda
.by <price_Punch
.by <price_Buy_me
.by <price_Laser
.by <price_White_Flag
.by <price_Battery
.by <price_Hovercraft
.by <price_Parachute
.by <price_StrongParachute
.by <price_Mag_Deflector
.by <price_Shield
.by <price_Heavy_Shield
.by <price_Force_Shield
.by <price_Bouncy_Castle
.by <price_Long_Barrel
.by <price_Nuclear_Winter_
.by <price_Lazy_Boy
.by <price_Lazy_Darwin
.by <price_Auto_Defense
.by <price_Spy_Hard
;-------------------------------------------------
; how many units (bulletd) of a given weapon we get for a given price
; This is a table of constans.
; If on a given position is 0 it means that this weapon
; is not present in the game.
; This is the slot for adding new weapons.
WeaponUnits
.by 10 ;Baby_Missile ;_00
.by 5 ;Missile ;_01
.by 2 ;Baby_Nuke ;_02
.by 1 ;Nuke ;_03
.by 2 ;LeapFrog ;_04
.by 3 ;Funky_Bomb ;_05
.by 2 ;MIRV ;_06
.by 1 ;Death_s_Head ;_07
.by 4 ;Napalm ;_08
.by 2 ;Hot_Napalm ;_09
.by 20 ;Tracer ;_10
.by 10 ;Smoke_Tracer ;_11
.by 5 ;Baby_Roller ;_12
.by 3 ;Roller ;_13
.by 2 ;Heavy_Roller ;_14
.by 5 ;Riot_Charge ;_15
.by 2 ;Riot_Blast ;_16
.by 5 ;Riot_Bomb ;_17
.by 2 ;Heavy_Riot_Bomb;_18
.by 5 ;Digger ;_19
.by 2 ;Heavy_Digger ;_20
.by 5 ;Sandhog ;_21
.by 2 ;Heavy_Sandhog ;_22
.by 5 ;Dirt_Clod ;_23
.by 3 ;Dirt_Ball ;_24
.by 1 ;Ton_of_Dirt ;_25
.by 4 ;Liquid_Dirt ;_26
.by 2 ;Dirt_Charge ;_27
.by 4 ;Propaganda ;_28
.by 2 ;Punch ;_29
.by 1 ;Buy_me ;_30
.by 5 ;Laser ;_31
.by 1 ;White_Flag ;_32
.by 3 ;Battery ;_33
.by 2 ;Floating_Tank ;_34
.by 3 ;Parachute ;_35
.by 2 ;StrongParachute;_36
.by 2 ;Mag_Deflector ;_37
.by 3 ;Shield ;_38
.by 2 ;Heavy_Shield ;_39
.by 3 ;Force_Shield ;_40
.by 1 ;Auto_Defense ;_41
.by 2 ;Long_Barrel ;_42
.by 1 ;Nuclear_Winter_;_43
.by 2 ;Lazy_Boy ;_44
.by 2 ;Lazy_Darwin ;_45
.by 2 ;Auto_Defense ;_46
.by 4 ;Spy_Hard ;_47
PurchaseMeTable ;weapons good to be purchased by the robot
;the comment is an index in the tables
; "Baby Missile ","Missile ","Baby Nuke ","Nuke "
; "LeapFrog ","Funky Bomb ","MIRV ","Death's Head "
.by %01111111
; "Napalm ","Hot Napalm ","Tracer ","Smoke Tracer "
; "Baby Roller ","Roller ","Heavy Roller ","Riot Charge "
.by %11001110
; "Riot Blast ","Riot Bomb ","Heavy Riot Bomb ","Digger "
; "Heavy Digger ","Sandhog ","Heavy Sandhog ","Dirt Clod "
.by %00000000
; "Dirt Ball ","Ton of Dirt ","Liquid Dirt ","Dirt Charge "
; "Propaganda ","Punch ","Buy me! ","Laser "
.by %00000000
; "White Flag ","Battery ","Hovercraft ","Parachute "
; "Strong Parachute","Mag Deflector ","Shield ","Heavy Shield "
.by %01011111
; "Force Shield ","Bouncy Castle ","Long Barrel ","Nuclear Winter "
; "Lazy Boy ","Lazy Darwin ","Auto Defense ","Spy Hard "
.by %11000000
PurchaseMeTable2 ;weapons good to be purchased by the robot (Cyborg)
;the comment is an index in the tables
; "Baby Missile ","Missile ","Baby Nuke ","Nuke "
; "LeapFrog ","Funky Bomb ","MIRV ","Death's Head "
.by %01110000
; "Napalm ","Hot Napalm ","Tracer ","Smoke Tracer "
; "Baby Roller ","Roller ","Heavy Roller ","Riot Charge "
.by %01000000
; "Riot Blast ","Riot Bomb ","Heavy Riot Bomb ","Digger "
; "Heavy Digger ","Sandhog ","Heavy Sandhog ","Dirt Clod "
.by %00000000
; "Dirt Ball ","Ton of Dirt ","Liquid Dirt ","Dirt Charge "
; "Propaganda ","Punch ","Buy me! ","Laser "
.by %00000000
; "White Flag ","Battery ","Hovercraft ","Parachute "
; "Strong Parachute","Mag Deflector ","Shield ","Heavy Shield "
.by %01001101
; "Force Shield ","Bouncy Castle ","Long Barrel ","Nuclear Winter "
; "Lazy Boy ","Lazy Darwin ","Auto Defense ","Spy Hard "
.by %11000000
;-------------------------------------------------
; Screen codes of icons (chars) representing a given weapon
WeaponSymbols
.by $40 ;ind_Baby_Missile ;_00
.by $41 ;ind_Missile ;_01
.by $42 ;ind_Baby_Nuke ;_02
.by $43 ;ind_Nuke ;_03
.by $44 ;ind_LeapFrog ;_04
.by $45 ;ind_Funky_Bomb ;_05
.by $46 ;ind_MIRV ;_06
.by $47 ;ind_Death_s_Head ;_07
.by $48 ;ind_Napalm ;_08
.by $49 ;ind_Hot_Napalm ;_09
.by $4a ;ind_Tracer ;_10
.by $4b ;ind_Smoke_Tracer ;_11
.by $4c ;ind_Baby_Roller ;_12
.by $4d ;ind_Roller ;_13
.by $4e ;ind_Heavy_Roller ;_14
.by $4f ;ind_Riot_Charge ;_15
.by $50 ;ind_Riot_Blast ;_16
.by $51 ;ind_Riot_Bomb ;_17
.by $52 ;ind_Heavy_Riot_Bomb ;_18
.by $54 ;ind_Digger ;_19
.by $55 ;ind_Heavy_Digger ;_20
.by $57 ;ind_Sandhog ;_21
.by $58 ;ind_Heavy_Sandhog ;_22
.by $59 ;ind_Dirt_Clod ;_23
.by $5a ;ind_Dirt_Ball ;_24
.by $5b ;ind_Ton_of_Dirt ;_25
.by $60 ;ind_Liquid_Dirt ;_26
.by $7b ;ind_Dirt_Charge ;_27
.by $53 ;ind_Propaganda ;_28
.by $56 ;ind_Punch ;_29
.by $1f ;ind_Buy_me ;_30
.by $20 ;ind_Laser ;_31
.by $5f ;ind_White_Flag ;_32
.by $1c ;ind_Battery ;_33
.by $06 ;ind_Floating_Tank ;_34
.by $1b ;ind_Parachute ;_35
.by $1b ;ind_StrongParachute ;_36
.by $1e ;ind_Mag_Deflector ;_37
.by $3b ;ind_Shield ;_38
.by $3d ;ind_Heavy_Shield ;_39
.by $3c ;ind_Force_Shield ;_40
.by $3f ;ind_Bouncy_Castle ;_41
.by $1d ;ind_Long_Barrel ;_42
.by $7d ;ind_Nuclear_Winter_ ;_43
.by $02 ;ind_Lazy_Boy ;_44
.by $03 ;ind_Lazy_Darwin ;_45
.by $5e ;ind_Auto_Defense ;_46
.by $7c ;ind_Spy_Hard ;_47
; Names of weapons (max 16 chars long)
NamesOfWeapons ;the comment is an index in the tables
dta d"Baby Missile"^ ; 0
dta d"Missile"^ ; 1
dta d"Baby Nuke"^ ; 2
dta d"Nuke"^ ; 3
dta d"LeapFrog"^ ; 4
dta d"Funky Bomb"^ ; 5
dta d"MIRV"^ ; 6
dta d"Death's Head"^ ; 7
dta d"Napalm"^ ; 8
dta d"Hot Napalm"^ ; 9
dta d"Tracer"^ ; 10
dta d"Smoke Tracer"^ ; 11
dta d"Baby Roller"^ ; 12
dta d"Roller"^ ; 13
dta d"Heavy Roller"^ ; 14
dta d"Riot Charge"^ ; 15
dta d"Riot Blast"^ ; 16
dta d"Riot Bomb"^ ; 17
dta d"Heavy Riot Bomb"^ ; 18
dta d"Digger"^ ; 19
dta d"Heavy Digger"^ ; 20
dta d"Sandhog"^ ; 21
dta d"Heavy Sandhog"^ ; 22
dta d"Dirt Clod"^ ; 23
dta d"Dirt Ball"^ ; 24
dta d"Ton of Dirt"^ ; 25
dta d"Liquid Dirt"^ ; 26
dta d"Dirt Charge"^ ; 27
dta d"Propaganda"^ ; 28
dta d"Stomp"^ ; 29
dta d"Best F...g Gifts"^ ; 30
dta d"Laser"^ ; 31
;------defensives
dta d"White Flag"^ ; 32
dta d"Battery"^ ; 33
dta d"Hovercraft"^ ; 34
dta d"Parachute"^ ; 35 - no energy
dta d"Strong Parachute"^ ; 36 - with energy (earlier Battery)
dta d"Mag Deflector"^ ; 37 - with shield and energy
dta d"Shield"^ ; 38 - shield for one shot - no energy
dta d"Heavy Shield"^ ; 39 - shield with energy
dta d"Force Shield"^ ; 40 - shield with energy and parachute
dta d"Bouncy Castle"^ ; 41 - with shield and energy
dta d"Long Schlong"^ ; 42
dta d"Nuclear Winter"^ ; 43
dta d"Lazy Boy"^ ; 44
dta d"Lazy Darwin"^ ; 45
dta d"Auto Defense"^ ; 46
dta d"Spy Hard"^ ; 47
DefensiveEnergy = *-number_of_offensives ; to fake the table for ALL weapons
.by 00 ; White Flag
.by 00 ; Battery
.by 98 ; Hovercraft
.by 00 ; Parachute
.by 99 ; Strong Parachute
.by 99 ; Mag Deflector
.by 00 ; Shield
.by 99 ; Heavy Shield
.by 99 ; Force Shield
.by 99 ; Bouncy Castle
.by 00 ; Long Barrel
.by 00 ; Nuclear Winter
.by 00 ; Lazy Boy
.by 00 ; Lazy Darwin
.by 00 ; Auto Defense
.by 00 ; Spy Hard
weaponsOfDeath ; weapons used in tank death animations
dta ind_Missile
dta ind_Baby_Nuke
dta ind_Nuke
dta ind_Death_s_Head
dta ind_Hot_Napalm ; why not?
dta ind_Riot_Bomb
dta ind_Heavy_Riot_Bomb
dta ind_Propaganda
dta ind_Digger
dta ind_Heavy_Digger
dta ind_Sandhog
dta ind_Heavy_Sandhog
dta ind_Dirt_Clod
dta ind_Dirt_Ball
dta ind_Ton_of_Dirt
dta 32 ; plasma blast!
weaponsOfDeathEnd
joyToKeyTable
.by $ff ;00
.by $ff ;01
.by $ff ;02
.by $ff ;03
.by $ff ;04
.by $ff ;05
.by $ff ;06
.by @kbcode._right ;07
.by $ff ;08
.by $ff ;09
.by $ff ;0a
.by @kbcode._left ;0b
.by $ff ;0c
.by @kbcode._down ;0d
.by @kbcode._up ;0e
.by $ff ;0f
;-----------------------------------
keycodes ;tables for converting KeyCode to Screen Code (38-1 characters)
.by $3f,$15,$12,$3a,$2a,$38,$3d,$39
.by $0d,$01,$05,$00,$25,$23,$08,$0a
.by $2f,$28,$3e,$2d,$0b,$10,$2e,$16
.by $2b,$17
.by $32,$1f,$1e,$1a,$18,$1d,$1b
.by $33,$35,$30,$22,$21 ;,$0e <-- hyphen removed from the table, sorry hyphen lovers
keycodesEnd
scrcodes
dta d"abcdefgh"
dta d"ijklmnop"
dta d"qrstuvwx"
dta d"yz"
;-------decimal constans + end of scrcodes
zero
digits
dta d"0123456"
dta d"789. " ; "-"
;-----------------------------------
gameOverSpritesTop
; end of the GameOver sprites by number of players
; 1 2 3 4 5 6
.by 130+7,130+7,136+7,142+7,148+7,154+7
;------credits
CreditsStart
dta d" "*
dta d"You were playing"^
dta d"Scorch"^
dta d"Warsaw, Miami"^
dta d"2000-2024"^
dta d" "*
dta d"Programming"^
dta d"Tomasz 'Pecus' Pecko"^
dta d"Pawel 'pirx' Kalinowski"^
dta d" "*
dta d"SFX, Music and Support"^
dta d"Michal 'Miker' Szpilowski"^
dta d" "*
.IF TARGET = 800
dta d"Additional Music"^
dta d"Mario 'Emkay' Krix"^
dta d" "*
.ENDIF
dta d"Art"^
dta d"Adam Wachowski"^
.IF TARGET = 800
.IF CART_VERSION
dta d"Krzysztof 'Kaz' Ziembik"^
.ENDIF
dta d"Roman 'xorcerer' Fierfas"^
.ENDIF
dta d" "*
dta d"Ideas, help and QA"^
dta d"Piotr '0xF' Fusik, Shanti, Jakub Husak"^
dta d"Bocianu, Probabilitydragon, lopezpb,"^
dta d"ZPH, KrzysRog, EnderDude, Dracon, TDC,"^
dta d"Beeblebrox, brad-colbert, archon800,"^
dta d"nowy80, Irgendwer, Eyvind,"^
dta d"ascrnet, Bobo Cujo, RetroBorsuk"
.IF TARGET = 800
.IF CART_VERSION = 0
dta d","*
dta d"Krzysztof 'Kaz' Ziembik"^
.ELSE
dta d" "*
.ENDIF
.ELIF TARGET = 5200
dta d","*
dta d"x-usr(1536), Aking, JAC!, phaeron,"^
dta d"RB5200, Krzysztof 'Kaz' Ziembik"^
.ENDIF
dta d" "*
dta d"Additional testing"^
dta d"Arek and Alex Pecko"^
dta d" "*
dta d"Special thanks"^
dta d"Wendell Hicken"^
dta d"for Scorched Earth PC game"^
.IF TARGET = 800
dta d" "*
dta d"Stay tuned for the FujiNet version!"^
.ENDIF
dta d" "*
CreditsEnd
.IF TARGET = 800
CreditsLines=39 + 7 ; add 7 for scrollout
.ELIF TARGET = 5200
CreditsLines=33 + 7 ; add 7 for scrollout
.ENDIF
.IF TARGET = 5200
; Atari 5200 splash
NewSplashText=*
dta d" 2024 atariage", $4e, "com " ; $4e - non blinking dot
.ENDIF
.endif ; .IF *>0