mirror of
https://github.com/Pecusx/scorch_src.git
synced 2026-05-20 22:33:43 +02:00
unsignificants
This commit is contained in:
+57
-71
@@ -542,7 +542,7 @@ NotHigherByte02
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; x correction for P/M
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; --
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.IF XCORRECTION_FOR_PM = 1
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and #$fe
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and #$fe
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.ENDIF
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; --
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sta xtankstableL,x
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@@ -585,7 +585,7 @@ UnequalTanks
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jsr PMoutofScreen
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mva #1 Erase ; erase tanks flag
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.endp
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;--
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;-------------------------------------------------
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.proc drawtanks
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;-------------------------------------------------
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lda TankNr
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@@ -705,12 +705,12 @@ NoMissile
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ClearPM
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cpy temp
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bne ZeroesToGo
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@ lda (xbyte),y
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and #%11110000
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ora #%00001111 ; (2 bits set) we set on two pixels in three lines
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sta (xbyte),y
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dey
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dex
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@ lda (xbyte),y
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and #%11110000
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ora #%00001111 ; (2 bits set) we set on two pixels in three lines
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sta (xbyte),y
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dey
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dex
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bne @-
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ZeroesToGo
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lda (xbyte),y
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@@ -725,12 +725,12 @@ PMForTank6
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ClearPM6
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cpy temp
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bne ZeroesToGo6
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@ lda (xbyte),y
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and #%00001111
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ora #%11110000 ; (2 bits set) we set on two pixels in three lines
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sta (xbyte),y
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dey
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dex
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@ lda (xbyte),y
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and #%00001111
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ora #%11110000 ; (2 bits set) we set on two pixels in three lines
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sta (xbyte),y
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dey
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dex
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bne @-
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ZeroesToGo6
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lda (xbyte),y
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@@ -743,9 +743,8 @@ NoPlayerMissile
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noTankNoPM
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ldy #$01
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lda Erase
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beq @+
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dey
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@ sty color
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seq:dey
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sty color
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; draw defensive weapons like shield ( tank number in X )
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; in xdraw, ydraw we have coordinates left LOWER corner of Tank char
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ldx TankNr
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@@ -786,9 +785,8 @@ NoShieldDraw
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BarrelChange
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ldy #$01
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lda Erase
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beq @+
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dey
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@ sty color
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seq:dey
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sty color
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jsr DrawBarrel
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ldx TankNr
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DoNotDrawTankNr
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@@ -879,7 +877,7 @@ tankflash_loop
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.nowarn dew xdraw ; 1 pixel left
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sbw ydraw #$0a ; 10 pixels up
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jsr plot
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.nowarn dew ydraw
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.nowarn dew ydraw
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inw xdraw
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jsr plot
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sbw xdraw #$0d ; 13 pixels left
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@@ -895,14 +893,14 @@ tankflash_loop
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; this proc draws bold top on shield.
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; Symbol of ablative shield ? :)
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;--------------------------------------------------
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sbw xdraw #$04 ; 5 pixels left
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sbw xdraw #$04 ; 5 pixels left
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sbw ydraw #$0b ; 11 pixels up
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; draw additional top horizontal line of shield ( _ )
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mva #6 temp
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@
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jsr plot
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.nowarn dew xdraw
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dec temp
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jsr plot
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.nowarn dew xdraw
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dec temp
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bne @-
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rts ; Z allways set
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.endp
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@@ -910,7 +908,7 @@ tankflash_loop
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.proc DrawTankParachute
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;Tank number in X
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;--------------------------------------------------
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lda #char_parachute ; parachute symbol
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lda #char_parachute ; parachute symbol
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sta CharCode
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lda Ytankstable,x
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cmp #16
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@@ -953,18 +951,18 @@ ToHighToParachute
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dec temp
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bne @-
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sbw xdraw #2 ; 2 pixels left
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sbw xdraw #2 ; 2 pixels left
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inw ydraw ; 1 pixel down
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; draw second horizontal line
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mva #3 temp
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@
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jsr plot
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.nowarn dew xdraw
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dec temp
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jsr plot
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.nowarn dew xdraw
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dec temp
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bne @-
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adw xdraw #2 ; 2 pixels right
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adw xdraw #2 ; 2 pixels right
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inw ydraw ; 1 pixel down
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; and last pixel
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@@ -995,14 +993,14 @@ ToHighToParachute
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inw xdraw
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; plot 6 random color pixels
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mva #6 temp
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@ lda Erase
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eor #%00000001
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and random
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and #%00000001
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sta color
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jsr plot
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inw xdraw
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dec temp
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@ lda Erase
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eor #%00000001
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and random
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and #%00000001
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sta color
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jsr plot
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inw xdraw
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dec temp
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bne @-
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; clear last pixel under tank
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mva #0 color
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@@ -1046,11 +1044,11 @@ NoFallingSound
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and #01
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beq DoNotClearParachute
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; here we clear the parachute
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; ldx TankNr
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; ldx TankNr
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jsr DrawTankParachute
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DoNotClearParachute
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mva #0 Erase
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; ldx TankNr
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; ldx TankNr
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lda EndOfTheFallFlag ; We only get byte below the tank if still falling
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bne NoGroundCheck
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; coordinates of the first pixel under the tank
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@@ -1062,8 +1060,8 @@ DoNotClearParachute
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; time in our lives! Tada! It opens a new chapter!!!
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sta ydraw
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;
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; UnderTank1 ; byte under tank
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; UnderTank2 ; byte under tank reversed (for simple check right direction)
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; UnderTank1 ; byte under tank
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; UnderTank2 ; byte under tank reversed (for simple check right direction)
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lda #08
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sta temp ; Loop Counter
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ByteBelowTank
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@@ -1569,14 +1567,14 @@ SetYofNextTank
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ldy #0
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ldx #screenheight-1
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nextPointChecking
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txa
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cmp (modify),y
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bcc NotHigher
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lda (modify),y
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tax
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txa
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cmp (modify),y
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bcc NotHigher
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lda (modify),y
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tax
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NotHigher
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inw modify
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cpw modify #(mountaintable+screenwidth)
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inw modify
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cpw modify #(mountaintable+screenwidth)
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bne nextPointChecking
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txa
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rts
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@@ -1596,9 +1594,8 @@ notZero
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jsr _calc_inverse_display
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; now find length of the text
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@
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iny
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lda (LineAddress4x4),y
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@ iny
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lda (LineAddress4x4),y
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bpl @-
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iny
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sty fx
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@@ -2046,8 +2043,8 @@ ybarrel
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;--------------------------------------------------
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lda #$00 ; let all P/M disappear
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ldy #7
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@ sta hposp0,y
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dey
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@ sta hposp0,y
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dey
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bpl @-
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;:8 sta hposp0+# ; optimized... but Y!
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rts
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@@ -2057,27 +2054,16 @@ ybarrel
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lda #%01010101
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sta sizem ; all missiles, double width
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ldy #3
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@ lda #$00
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sta sizep0,y ; P0-P3 widths
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lda TankColoursTable,y ; colours of sprites under tanks
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sta PCOLR0,y
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dey
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@ lda #$00
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sta sizep0,y ; P0-P3 widths
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lda TankColoursTable,y ; colours of sprites under tanks
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sta PCOLR0,y
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dey
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bpl @-
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LDA TankColoursTable+4
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STA COLOR3 ; joined missiles (5th tank)
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rts
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.endp
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;--------------------------------------------------
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.proc Lissajous
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;--------------------------------------------------
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; x = Asin(at + fi)
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; y = Bsin(bt)
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; center: xdraw, ydraw
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rts
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.endp
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.endif
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