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https://github.com/Pecusx/scorch_src.git
synced 2026-05-20 22:33:43 +02:00
sonico a musica nueva
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@@ -171,3 +171,12 @@ sfx_keyclick = $18 ;y
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sfx_shoot = $19 ;z
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sfx_shoot = $19 ;z
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sfx_seppuku = $1a ;1
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sfx_seppuku = $1a ;1
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sfx_liquid_dirt = $1b ;2
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sfx_liquid_dirt = $1b ;2
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sfx_battery = $1c ;3
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sfx_white_flag = $1d ;4
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;--------------------------------
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; RMT songs (lines)
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;--------------------------------
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song_silencio = $00
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song_end_round = $02
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song_ingame = $06
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song_game_over = $0b
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+21
-9
@@ -167,7 +167,8 @@ MainGameLoop
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; Results are number of other deaths
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; Results are number of other deaths
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; before the player dies itself
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; before the player dies itself
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lda #song_end_round
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jsr RmtSongSelect
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jsr DisplayResults
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jsr DisplayResults
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;check demo mode
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;check demo mode
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@@ -240,6 +241,7 @@ skipzeroing
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inc CurrentRoundNr
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inc CurrentRoundNr
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mva #0 dmactl ; issue #72
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mva #0 dmactl ; 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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@@ -254,6 +256,9 @@ skipzeroing
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; the shooting angle is randomized
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; the shooting angle is randomized
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; of course gains an looses are zeroed
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; of course gains an looses are zeroed
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lda #song_ingame
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jsr RmtSongSelect
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lda #0
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lda #0
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tax
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tax
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@ sta singleRoundVars,x
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@ sta singleRoundVars,x
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@@ -908,10 +913,8 @@ ClearResults
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lda #$ff ;initial value
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lda #$ff ;initial value
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sta sfx_effect
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sta sfx_effect
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;
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;
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ldx #<MODUL ;low byte of RMT module to X reg
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lda #0
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ldy #>MODUL ;hi byte of RMT module to Y reg
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jsr RmtSongSelect
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lda #0 ;starting song line 0-255 to A reg
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jsr RASTERMUSICTRACKER ;Init
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;
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;
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VMAIN VBLinterrupt,6 ;jsr SetVBL
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VMAIN VBLinterrupt,6 ;jsr SetVBL
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@@ -971,14 +974,16 @@ itsPAL
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; pressTimer is trigger tick counter. always 50 ticks / s
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; pressTimer is trigger tick counter. always 50 ticks / s
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bit:smi:inc pressTimer ; timer halted if >127. max time measured 2.5 s
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bit:smi:inc pressTimer ; timer halted if >127. max time measured 2.5 s
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; ------- RMT -------
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; ------- RMT -------
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lda sfx_effect
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lda sfx_effect
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bmi lab2
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bmi lab2
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asl @ ; * 2
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asl @ ; * 2
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tay ;Y = 2,4,..,16 instrument number * 2 (0,2,4,..,126)
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tay ;Y = 2,4,..,16 instrument number * 2 (0,2,4,..,126)
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ldx #0 ;X = 0 channel (0..3 or 0..7 for stereo module)
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ldx #0 ;X = 0 channel (0..3 or 0..7 for stereo module)
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lda #0 ;A = 12 note (0..60)
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lda #0 ;A = 0 note (0..60)
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jsr RASTERMUSICTRACKER+15 ;RMT_SFX start tone (It works only if FEAT_SFX is enabled !!!)
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bit noSfx
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smi:jsr RASTERMUSICTRACKER+15 ;RMT_SFX start tone (It works only if FEAT_SFX is enabled !!!)
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lda #$ff
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lda #$ff
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sta sfx_effect ;reinit value
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sta sfx_effect ;reinit value
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@@ -1312,7 +1317,14 @@ getkeyend
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rts
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rts
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.endp
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.endp
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;--------------------------------------------------
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.proc RmtSongSelect
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;--------------------------------------------------
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; starting song line 0-255 to A reg
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ldx #<MODUL ;low byte of RMT module to X reg
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ldy #>MODUL ;hi byte of RMT module to Y reg
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jmp RASTERMUSICTRACKER ;Init, :RTS
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.endp
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;----------------------------------------------
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;----------------------------------------------
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icl 'weapons.asm'
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icl 'weapons.asm'
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;----------------------------------------------
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;----------------------------------------------
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@@ -1342,7 +1354,7 @@ TankFont
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MODUL equ $b000 ;address of RMT module
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MODUL equ $b000 ;address of RMT module
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opt h- ;RMT module is standard Atari binary file already
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opt h- ;RMT module is standard Atari binary file already
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ins "artwork/sfx/scorch_trial0e_stripped.rmt" ;include music RMT module
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ins "artwork/sfx/scorch_trial0f_stripped.rmt" ;include music RMT module
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opt h+
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opt h+
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;
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;
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;
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;
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BIN
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+4
-1
@@ -788,6 +788,7 @@ invSelectDef
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cmp #ind_Battery________
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cmp #ind_Battery________
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bne NotBattery
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bne NotBattery
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; if activate battery, we do it differently
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; if activate battery, we do it differently
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mva #sfx_battery sfx_effect
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mva #99 Energy,x
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mva #99 Energy,x
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bne DecreaseDefensive ; bypass activation
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bne DecreaseDefensive ; bypass activation
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NotBattery
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NotBattery
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@@ -795,6 +796,7 @@ NotBattery
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bne NotWhiteFlag
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bne NotWhiteFlag
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cmp ActiveDefenceWeapon,x
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cmp ActiveDefenceWeapon,x
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bne NoDeactivateWhiteFlag
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bne NoDeactivateWhiteFlag
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mva #sfx_white_flag sfx_effect
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lda #$00 ; if try to activate activated White Flag then deactivate Defence
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lda #$00 ; if try to activate activated White Flag then deactivate Defence
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sta ActiveDefenceWeapon,x
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sta ActiveDefenceWeapon,x
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sta ShieldEnergy,x
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sta ShieldEnergy,x
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@@ -1601,7 +1603,6 @@ quit_seppuku
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;displays results of the round
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;displays results of the round
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;using 4x4 font
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;using 4x4 font
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mva #sfx_smoke_cloud sfx_effect
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mva #1 plot4x4color
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mva #1 plot4x4color
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;centering the result screen
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;centering the result screen
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@@ -1631,6 +1632,8 @@ quit_seppuku
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beq @+ ;unconditional jump, because TypeLine4x4 ends with beq
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beq @+ ;unconditional jump, because TypeLine4x4 ends with beq
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GameOver4x4
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GameOver4x4
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lda #song_game_over
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jsr RmtSongSelect
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mwa #LineGameOver LineAddress4x4
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mwa #LineGameOver LineAddress4x4
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mwa #((ScreenWidth/2)-(8*4)) LineXdraw
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mwa #((ScreenWidth/2)-(8*4)) LineXdraw
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mva ResultY LineYdraw
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mva ResultY LineYdraw
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@@ -19,6 +19,8 @@ seppukuVal .by 75
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skilltable ; computer controlled players' skills (1-8), 0 - human (no cleaning, ticket #30)
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skilltable ; computer controlled players' skills (1-8), 0 - human (no cleaning, ticket #30)
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.DS [MaxPlayers]
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.DS [MaxPlayers]
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;----------------------------------------------------
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;----------------------------------------------------
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noMusic .by 0 ; 0 - play music, $ff - do not play music
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noSfx .by 0 ; 0 - play SFX, $ff - do not play SFX
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; 4x4 text buffer
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; 4x4 text buffer
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ResultLineBuffer
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ResultLineBuffer
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dta d" ", $ff
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dta d" ", $ff
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+27
-2
@@ -1078,6 +1078,10 @@ jumpFromStick
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jeq pressedSpace
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jeq pressedSpace
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cmp #$2c
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cmp #$2c
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jeq pressedTAB
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jeq pressedTAB
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cmp #$25 ; M
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jeq pressedM
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cmp #$3e ; S
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jeq pressedS
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jmp notpressed
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jmp notpressed
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checkJoy
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checkJoy
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;------------JOY-------------
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;------------JOY-------------
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@@ -1235,6 +1239,26 @@ CTRLpressedTAB
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jsr WaitForKeyRelease
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jsr WaitForKeyRelease
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jmp BeforeFire
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jmp BeforeFire
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pressedM
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; have you tried turning the music off and on again?
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lda #$ff
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eor:sta noMusic
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bmi silencioMusico
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lda #song_ingame
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bne @+
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silencioMusico
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lda #song_silencio
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@ jsr RmtSongSelect
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jsr WaitForKeyRelease
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jmp BeforeFire
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pressedS
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; have you tried turning sfx off and on again?
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lda #$ff
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eor:sta noSfx
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jsr WaitForKeyRelease
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jmp BeforeFire
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pressedSpace
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pressedSpace
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;=================================
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;=================================
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@@ -2349,11 +2373,12 @@ MIRValreadyAll
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; and replaces Shoot and Flight routines
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; and replaces Shoot and Flight routines
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; X and TankNr - index of shooting tank
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; X and TankNr - index of shooting tank
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; -------------------------------------------------
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; -------------------------------------------------
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mva #sfx_sandhog sfx_effect
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ldy #0 ; byte counter (from 0 to 39)
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ldy #0 ; byte counter (from 0 to 39)
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NextColumn
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NextColumn
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; big loop - we repat internal loops for each column of bytes
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; big loop - we repat internal loops for each column of bytes
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sty magic
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sty magic
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ldx #60 ; line counter (from 0 to 60 )
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ldx #120 ; line counter (from 0 to 60 )
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; first loop - inverse column of bytes for a while
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; first loop - inverse column of bytes for a while
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ldy magic
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ldy magic
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NextLine1
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NextLine1
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@@ -2364,7 +2389,7 @@ NextLine1
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;
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;
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wait ; wait uses A and Y
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wait ; wait uses A and Y
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; second loop - inverse again and put random "snow" to column of bytes
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; second loop - inverse again and put random "snow" to column of bytes
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ldx #60
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ldx #120
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ldy magic
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ldy magic
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mva #$55 magic+1
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mva #$55 magic+1
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NextLine2
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NextLine2
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