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https://github.com/Pecusx/scorch_src.git
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Minor memory tricks
This commit is contained in:
@@ -22,8 +22,9 @@
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pha
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pha
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lda AIRoutines,y
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lda AIRoutines,y
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pha
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pha
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jsr PrepareAIShoot
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; it's no necessary - PrepareAIShoot is next proc :)
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rts
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; jsr PrepareAIShoot
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; rts
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.endp
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.endp
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;----------------------------------------------
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;----------------------------------------------
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.proc PrepareAIShoot
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.proc PrepareAIShoot
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+6
-1
@@ -208,7 +208,12 @@ TanksNamesDefault
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dta d"4th.Tank"
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dta d"4th.Tank"
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dta d"5th.Tank"
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dta d"5th.Tank"
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dta d"6th.Tank"
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dta d"6th.Tank"
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;-------------------------------------------------
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TankShapesTable .BYTE char_tank1___________
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.BYTE char_tank2___________
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.BYTE char_tank3___________
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.BYTE char_tank4___________
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;-------------------------------------------------
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WeaponPriceH ; weapons prices (tables with prices of weapons)
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WeaponPriceH ; weapons prices (tables with prices of weapons)
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.by >price_Baby_Missile___
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.by >price_Baby_Missile___
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.by >price_Missile________
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.by >price_Missile________
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@@ -7,10 +7,6 @@ TankColoursTable .BYTE $58,$2a,$96,$ca,$7a,$ed
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;TanksPMOrder .BYTE 4,3,1,5,0,2 ; 0-3 = P0-P3 , 4 = M0+M1 , 5 = M2+M3
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;TanksPMOrder .BYTE 4,3,1,5,0,2 ; 0-3 = P0-P3 , 4 = M0+M1 , 5 = M2+M3
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TankStatusColoursTable .BYTE $74,$c4,$24,$e4,$54,$94 ; Adam's order
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TankStatusColoursTable .BYTE $74,$c4,$24,$e4,$54,$94 ; Adam's order
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TanksPMOrder .BYTE 4,3,1,5,0,2 ; 0-3 = P0-P3 , 4 = M0+M1 , 5 = M2+M3
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TanksPMOrder .BYTE 4,3,1,5,0,2 ; 0-3 = P0-P3 , 4 = M0+M1 , 5 = M2+M3
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TankShapesTable .BYTE char_tank1___________
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.BYTE char_tank2___________
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.BYTE char_tank3___________
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.BYTE char_tank4___________
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dliColorsBack
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dliColorsBack
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:10 .by $02,$00
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:10 .by $02,$00
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dliColorsFore
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dliColorsFore
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+2
-2
@@ -2209,13 +2209,13 @@ ybarrel
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.endp
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.endp
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;--------------------------------------------------
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;--------------------------------------------------
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.proc SetPMWidth
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.proc SetPMWidth
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lda #%01010101
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sta sizem ; all missiles, double width
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lda #$00
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lda #$00
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sta sizep0 ; P0-P3 widths
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sta sizep0 ; P0-P3 widths
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sta sizep0+1
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sta sizep0+1
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sta sizep0+2
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sta sizep0+2
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sta sizep0+3
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sta sizep0+3
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lda #%01010101
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sta sizem ; all missiles, double width
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rts
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rts
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.endp
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.endp
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+8
-13
@@ -334,10 +334,7 @@ MainGameLoop
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jsr CallPurchaseForEveryTank
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jsr CallPurchaseForEveryTank
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mva #0 SpyHardFlag
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mva #0 SpyHardFlag
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; issue #72 (glitches when switches)
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jsr MakeDarkScreen
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jsr MakeDarkScreen
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bit escFlag
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bit escFlag
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bmi START
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bmi START
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@@ -350,14 +347,14 @@ MainGameLoop
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bmi START
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bmi START
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jvs GoGameOver
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jvs GoGameOver
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mva #0 TankNr ;
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jsr SortSequence
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jsr SortSequence
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mva #0 TankNr ;
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sta COLBAKS ; set background color to black
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sta JoystickNumber ; set joystick port for player
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; Hide all (easier than hide last ;) ) tanks
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; Hide all (easier than hide last ;) ) tanks
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jsr cleartanks ; A=0
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jsr cleartanks ; A=0
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sta COLBAKS ; set background color to black
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sta JoystickNumber ; set joystick port for player
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; here gains and losses should be displayed (dollars)
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; here gains and losses should be displayed (dollars)
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; finally we have changed our minds and money of players
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; finally we have changed our minds and money of players
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@@ -370,6 +367,7 @@ MainGameLoop
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jsr DisplayResults
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jsr DisplayResults
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jsr DemoModeOrKey
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jsr DemoModeOrKey
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jsr MakeDarkScreen
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ldx NumberOfPlayers
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ldx NumberOfPlayers
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dex
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dex
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@@ -463,13 +461,10 @@ eskipzeroing
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lda GameIsOver
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lda GameIsOver
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beq NoGameOverYet
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beq NoGameOverYet
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GoGameOver
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GoGameOver
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jsr MakeDarkScreen
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jsr GameOverScreen
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jsr GameOverScreen
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jmp START
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jmp START
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NoGameOverYet
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NoGameOverYet
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inc CurrentRoundNr
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inc CurrentRoundNr
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jsr MakeDarkScreen ; issue #72
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; jsr RmtSongSelect ; ?????
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mva #sfx_silencer sfx_effect
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mva #sfx_silencer sfx_effect
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jmp MainGameLoop
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jmp MainGameLoop
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@@ -487,8 +482,8 @@ NoGameOverYet
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RmtSong song_ingame
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RmtSong song_ingame
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jsr SetPMWidth
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jsr SetPMWidth ; A=0 !!!
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lda #0
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;lda #0
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sta AfterBFGflag ; reset BFG flag
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sta AfterBFGflag ; reset BFG flag
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sta COLOR2 ; status line "off"
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sta COLOR2 ; status line "off"
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sta COLOR1
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sta COLOR1
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@@ -1190,7 +1185,7 @@ MakeTanksVisible
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nop
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nop
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.IF TARGET = 800
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.IF TARGET = 800
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nop ; necessary on 800 because DLIs take less time, jitter visible without it
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nop ; necessary on 800 because DLIs take less time, jitter visible without it
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;nop
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nop
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.ENDIF
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.ENDIF
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sta COLPF1
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sta COLPF1
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; lda dliColorsFore,y ; mountains colors array
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; lda dliColorsFore,y ; mountains colors array
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