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V1.2 modifications. Enemies drop more ammo, down+fire while ducking f…
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…ires forward, no splash damage to player from own weapons, some more pistol ammo pickups near start of game.
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cadaver committed Feb 9, 2018
1 parent a422f9c commit 55cfa34
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Showing 12 changed files with 51 additions and 47 deletions.
2 changes: 2 additions & 0 deletions aligneddata.s
@@ -1,3 +1,5 @@
alignedDataStart:

org (* + $ff) & $ff00

; Sprite cache / depacking tables
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50 changes: 25 additions & 25 deletions bg/world.s
Expand Up @@ -4,46 +4,46 @@ WORLDSIZEBLOCKS = 32190

WORLDSIZESCREENS = 704

LVLDATAACTTOTALSIZE = 70
LVLDATAACTTOTALSIZE = 71

LVLOBJTOTALSIZE = 28

lvlDataActBitsStart:
dc.b 0
dc.b 5
dc.b 8
dc.b 10
dc.b 15
dc.b 19
dc.b 22
dc.b 28
dc.b 31
dc.b 40
dc.b 42
dc.b 49
dc.b 55
dc.b 58
dc.b 63
dc.b 67
dc.b 6
dc.b 9
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dc.b 29
dc.b 32
dc.b 41
dc.b 43
dc.b 50
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dc.b 64
dc.b 68
lvlObjBitsStart:
dc.b 70
dc.b 71
dc.b 72
dc.b 73
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dc.b 82
dc.b 74
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dc.b 90
dc.b 88
dc.b 91
dc.b 92
dc.b 95
dc.b 93
dc.b 96
dc.b 97
lvlObjBitsEnd:
dc.b 98
dc.b 99
lvlLimitL:
dc.b 0
dc.b 18
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12 changes: 9 additions & 3 deletions bullet.s
Expand Up @@ -60,6 +60,7 @@ MoveSmallSplash:ldy #2
; Modifies: A,Y

MoveExplosion: ldy #4
OneShotAnimateAndRemoveDelay1:
lda #1
OneShotAnimateAndRemove:
jsr OneShotAnimation
Expand Down Expand Up @@ -349,9 +350,8 @@ MEMP_ColorDone: jsr RadiusDamage
jsr DrainBattery
MEMP_NoDrain: lda actSX,x
jsr MoveActorX
lda #1
ldy #3
jmp OneShotAnimateAndRemove
jmp OneShotAnimateAndRemoveDelay1

; Check bullet collisions and optionally apply damage
;
Expand Down Expand Up @@ -399,7 +399,13 @@ MEMP_NoAnim: rts
RadiusDamage: ldy #ACTI_LASTNPC
RD_Loop: lda actHp,y ;Skip if bystander or already dead
beq RD_Next
jsr CheckActorCollision
tya
bne RD_NotPlayer ;Skip radius damage to player from own weapons
cpx #ACTI_FIRSTPLRBULLET
bcc RD_NotPlayer
cpx #ACTI_FIRSTNPCBULLET
bcc RD_Next
RD_NotPlayer: jsr CheckActorCollision
bcc RD_Next
sty tgtActIndex
jsr ApplyTargetDamage
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Binary file modified docs/Manual.odt
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12 changes: 6 additions & 6 deletions itemdata.s
Expand Up @@ -48,14 +48,14 @@ itemDefaultPickup:
dc.b 1 ;Knife
dc.b 1 ;Nightstick
dc.b 1 ;Bat
dc.b 6 ;Pistol
dc.b 4 ;Shotgun
dc.b 10 ;Auto rifle
dc.b 3 ;Sniper rifle
dc.b 7 ;Pistol
dc.b 5 ;Shotgun
dc.b 15 ;Auto rifle
dc.b 5 ;Sniper rifle
dc.b 25 ;Minigun
dc.b 30 ;Flamethrower
dc.b 7 ;Laser rifle
dc.b 6 ;Plasma gun
dc.b 8 ;Laser rifle
dc.b 7 ;Plasma gun
dc.b 1 ;EMP generator
dc.b 3 ;Grenade launcher
dc.b 2 ;Bazooka
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22 changes: 9 additions & 13 deletions player.s
Expand Up @@ -132,21 +132,17 @@ MP_NotDown2: sty scrollSY
MP_NoPlayerScroll:
lda menuMode ;No new controls in inventory / interaction / dialogue
bne MP_SetWeapon
ldy actF1+ACTI_PLAYER
cpy #FR_DUCK+1
bne MP_NoDuckFirePrevent
lda actCtrl,x
cmp #JOY_DOWN ;Prevent fire+down immediately after ducking
bne MP_NoDuckFirePrevent ;(need to release down direction first)
lda joystick
cmp #JOY_DOWN+JOY_FIRE
bne MP_NoDuckFirePrevent
ldy #$ff-JOY_FIRE
bne MP_StoreControlMask
MP_NoDuckFirePrevent:
lda joystick
ldy actF1+ACTI_PLAYER
cpy #FR_DUCK+1 ;Turn ducking down+fire to left+fire or right+fire, depending on dir
bne MP_NoDuckFireCtrl
cmp #JOY_DOWN+JOY_FIRE
beq MP_ControlMask
bne MP_NoDuckFireCtrl
lda #JOY_FIRE+JOY_RIGHT
ldy actD
bpl MP_NoDuckFireCtrl
eor #JOY_LEFT|JOY_RIGHT
MP_NoDuckFireCtrl:
ldy #$ff
MP_StoreControlMask:
sty MP_ControlMask+1
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