diff --git a/scorch.asm b/scorch.asm index 210ab75..9af94bf 100644 --- a/scorch.asm +++ b/scorch.asm @@ -96,12 +96,13 @@ .zpvar Angle .byte .zpvar Parachute .byte ; are you insured with parachute? .zpvar color .byte - .zpvar Erase .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 + .zpvar NumberOfPlayers .byte ;current number of players (counted from 1) .zpvar Counter .byte ;temporary Counter for outside loops - .zpvar ExplosionRadius .word + .zpvar ExplosionRadius .word ;because when adding in xdraw it is double byte .zpvar ResultY .byte .zpvar FallDown2 .byte .zpvar xcircle .word @@ -110,8 +111,8 @@ .zpvar vy_ .word ; 4 bytes .zpvar vx .word .zpvar vx_ .word ; 4 bytes - .zpvar HitFlag .byte - .zpvar PositionOnTheList .byte + .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 XHit .word .zpvar delta .word .zpvar HowMuchToFall .byte diff --git a/weapons.asm b/weapons.asm index 4e8a8e3..f97358d 100644 --- a/weapons.asm +++ b/weapons.asm @@ -1793,9 +1793,9 @@ NoWind bit TestFlightFlag bmi nowait lda color - beq nonowait - lda tracerflag - bne nowait + beq nonowait ; smoke tracer erases slowly + lda tracerflag + bne nowait ; funky bomb explotes fast ( tracerflag in real is funkyflag :) ) nonowait jsr shellDelay