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https://github.com/Pecusx/scorch_src.git
synced 2026-05-20 22:33:43 +02:00
Code optimization for more than 6 tanks.
This commit is contained in:
+12
-7
@@ -32,9 +32,13 @@ LevelNameBeginH
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.by >(NamesOfLevels+64),>(NamesOfLevels+74),>(NamesOfLevels+84)
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.by >(NamesOfLevels+64),>(NamesOfLevels+74),>(NamesOfLevels+84)
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;--------------
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;--------------
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TanksWeaponsTableL
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TanksWeaponsTableL
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.by <TanksWeapon1,<TanksWeapon2,<TanksWeapon3,<TanksWeapon4,<TanksWeapon5,<TanksWeapon6
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.REPT MaxPlayers, #+1
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.by <TanksWeapon:1
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.ENDR
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TanksWeaponsTableH
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TanksWeaponsTableH
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.by >TanksWeapon1,>TanksWeapon2,>TanksWeapon3,>TanksWeapon4,>TanksWeapon5,>TanksWeapon6
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.REPT MaxPlayers, #+1
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.by >TanksWeapon:1
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.ENDR
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;--------------
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;--------------
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XtankOffsetGO_L
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XtankOffsetGO_L
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.by 6,56,106,156,206,0
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.by 6,56,106,156,206,0
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@@ -202,7 +206,9 @@ disktance ;tanks distance
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.by screenwidth/5
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.by screenwidth/5
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.by screenwidth/6
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.by screenwidth/6
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.by screenwidth/7
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.by screenwidth/7
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;max number of players=6
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.by screenwidth/8
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.by screenwidth/9
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;max number of players=8 :)
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; this table is for deciding where a tank should slide
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; this table is for deciding where a tank should slide
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; accordingly to what is below the tank
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; accordingly to what is below the tank
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@@ -221,10 +227,9 @@ SlideLeftTableLen = *-SlideLeftTable
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TanksNamesDefault
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TanksNamesDefault
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dta d"1st.Tank"
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dta d"1st.Tank"
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dta d"2nd.Tank"
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dta d"2nd.Tank"
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dta d"3rd.Tank"
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.REPT MaxPlayers-2, #+3
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dta d"4th.Tank"
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dta d":1rd.Tank"
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dta d"5th.Tank"
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.ENDR
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dta d"6th.Tank"
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;-------------------------------------------------
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;-------------------------------------------------
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TankShapesTable .BYTE char_tank1___________
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TankShapesTable .BYTE char_tank1___________
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.BYTE char_tank2___________
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.BYTE char_tank2___________
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@@ -783,12 +783,10 @@ B0 dey
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cpx #ind_White_Flag_____ ; White Flag
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cpx #ind_White_Flag_____ ; White Flag
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bne no99
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bne no99
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set99 lda #99
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set99 lda #99
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no99 sta TanksWeapon1,x
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no99
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sta TanksWeapon2,x
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.REPT MaxPlayers, #+1
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sta TanksWeapon3,x
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sta TanksWeapon:1,x
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sta TanksWeapon4,x
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.ENDR
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sta TanksWeapon5,x
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sta TanksWeapon6,x
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dex
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dex
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beq set99 ; Baby Missile (index=0)
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beq set99 ; Baby Missile (index=0)
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bpl @-
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bpl @-
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BIN
Binary file not shown.
BIN
Binary file not shown.
Binary file not shown.
+4
-13
@@ -23,7 +23,7 @@ GameOverColoursTable .ds MaxPlayers; .BYTE $80,$40,$c4,$20,$c0,$e4
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;----------------------------------------------------
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;----------------------------------------------------
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TanksNames ; DO NOT ZERO ON GAME RESTART - ticket #24
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TanksNames ; DO NOT ZERO ON GAME RESTART - ticket #24
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;:6 dta d" "
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;:6 dta d" "
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.ds 6*8
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.ds MaxPlayers*8
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;----------------------------------------------------
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;----------------------------------------------------
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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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@@ -341,19 +341,10 @@ LaserCoordinate .DS 8 ; 2,2,2,2
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; Let 0 be "baby missile"
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; Let 0 be "baby missile"
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; from $30 the defensive weapons begin
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; from $30 the defensive weapons begin
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TanksWeapons
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TanksWeapons
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TanksWeapon1
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.REPT MaxPlayers, #+1
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TanksWeapon:1
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.DS number_of_weapons
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.DS number_of_weapons
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TanksWeapon2
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.ENDR
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.DS number_of_weapons
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TanksWeapon3
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.DS number_of_weapons
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TanksWeapon4
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.DS number_of_weapons
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TanksWeapon5
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.DS number_of_weapons
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TanksWeapon6
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.DS number_of_weapons
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mountaintable ;table of mountains (size=screenwidth)
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mountaintable ;table of mountains (size=screenwidth)
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.DS [screenwidth]
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.DS [screenwidth]
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.DS 1 ; additional byte for fallout (sometimes 1 pixel)
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.DS 1 ; additional byte for fallout (sometimes 1 pixel)
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