mirror of
https://github.com/Pecusx/scorch_src.git
synced 2026-05-21 21:34:20 +02:00
source clean-up
This commit is contained in:
+59
-59
@@ -4,7 +4,7 @@
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;--------------------------------------------------
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.proc draw ;;fuxxing good draw :)
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.proc draw ;;fuxxing good draw :)
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; xdraw,ydraw (word) - coordinates of first point
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; xbyte,ybyte (word) - coordinates of last point
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;--------------------------------------------------
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@@ -221,7 +221,7 @@ LineGoesLeft
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; line goes left - we are reversing X
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sbw xtempDRAW temp xdraw ; XI
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PutPixelinDraw
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; 0 - plot, %10000000 - LineLength (N), %01000000 - DrawCheck (V)
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bit drawFunction
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bpl @+
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@@ -276,7 +276,7 @@ StopHitChecking
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jmp ContinueDraw
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@
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MeasureVisualisation
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jsr plot
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jsr plot
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ContinueDraw
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; XI=XI+1
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@@ -292,9 +292,9 @@ EndOfDraw
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.endp
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;--------------------------------------------------
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.proc circle ;fxxxing good circle drawing :)
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.proc circle ;fxxxing good circle drawing :)
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; xdraw,ydraw (word) - coordinates of circle center
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; radius (byte) - radius of circle
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; radius (byte) - radius of circle
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;--------------------------------------------------
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;Turbo Basic source
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; R=30
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@@ -483,10 +483,10 @@ endcircleloop
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; it is necessary, because randomizing checks
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; if the given tank is already placed
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; after check if its position is not (0,0)
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; I will be honest with you - I have no idea
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; what the above comment was intending to mean :)
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sta XtankstableL,x
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sta XtankstableH,x
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sta Ytankstable,x
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@@ -708,7 +708,7 @@ NoMissile
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bcs PMForTank6
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; clear sprite and put 3 lines on the tank at the same time
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ldx #3 ; three lines of PM
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ClearPM
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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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@@ -728,7 +728,7 @@ ZeroesToGo
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PMForTank6
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; clear sprite and put 3 lines on the tank at the same time
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ldx #3 ; three lines of PM
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ClearPM6
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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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@@ -756,7 +756,7 @@ noTankNoPM
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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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lda ActiveDefenceWeapon,x
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cmp #ind_Shield ; one shot shield
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cmp #ind_Shield ; one shot shield
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beq DrawTankSh
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cmp #ind_Force_Shield ; shield with energy and parachute
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beq DrawTankShieldBold
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@@ -809,7 +809,7 @@ DoNotDrawTankNr
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tankflash_loop
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lda CONSOL ; turbo mode
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and #%00000001 ; START KEY
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sne:mva #1 fs ; finish it
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sne:mva #1 fs ; finish it
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mva #1 Erase
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ldx TankNr
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jsr DrawTankNr.SkipHidingPM ; it's necessary becouse DrawTankNr skips tanks with no energy !
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@@ -833,7 +833,7 @@ tankflash_loop
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; if use DrawInPosition entry point then:
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; xdraw, ydraw - coordinates left LOWER corner of Tank char
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; values remain there after a DrawTankNr proc.
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;
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;
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; this proc change xdraw, ydraw and temp!
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;--------------------------------------------------
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sbw xdraw #$03 ; 3 pixels to left
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@@ -934,7 +934,7 @@ ToHighToParachute
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;--------------------------------------------------
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.proc DrawTankRocketEngine
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; X - tank number
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;
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;
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; this proc change xdraw, ydraw and temp!
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;--------------------------------------------------
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clc
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@@ -942,7 +942,7 @@ ToHighToParachute
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adc #2 ; 1 pixel down
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sta ydraw
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mva #0 ydraw+1
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clc
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lda XtanksTableL,x
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adc #2 ; 2 pixels to right
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@@ -951,18 +951,18 @@ ToHighToParachute
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adc #0
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sta xdraw+1
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; draw first horizontal line
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; draw first horizontal line
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mva #5 temp
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@
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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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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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; 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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@@ -970,7 +970,7 @@ ToHighToParachute
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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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@@ -982,7 +982,7 @@ ToHighToParachute
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;--------------------------------------------------
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.proc DrawTankEngine
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; X - tank number
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;
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;
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; this proc change xdraw, ydraw and temp!
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;--------------------------------------------------
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; one pixel under tank
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@@ -1087,7 +1087,7 @@ ROLPoint2
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rol UnderTank1
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inw xdraw
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dec temp
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bne ByteBelowTank
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bne ByteBelowTank
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NoGroundCheck
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ldx TankNr
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lda Ytankstable,x
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@@ -1099,7 +1099,7 @@ NoGroundCheck
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lda Parachute
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and #1
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bne ParachutePresent
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; decreasing energy
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; decreasing energy
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ldy #2 ; how much energy to substract if no parachute
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jsr DecreaseEnergyX
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ParachutePresent
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@@ -1114,7 +1114,7 @@ ParachutePresent
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beq @+
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jsr DecreaseEnergyX
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@
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; check energy of parachute
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; check energy of parachute
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lda ShieldEnergy,x
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bne OneTimeParachute
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lda #$00
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@@ -1187,7 +1187,7 @@ NotLeftEdge
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EndLeftFall
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EndRightFall
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NoLeftOrRight
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inc EndOfTheFallFlag ; after this is shouldn't fall
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inc EndOfTheFallFlag ; after this is shouldn't fall
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EndOfFCycle
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; draw tank on new position
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jsr DrawTankNr ; ew have TankNr in X (I hope :) )
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@@ -1247,7 +1247,7 @@ NoParachuteWeapon
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beq ThereWasNoParachute
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jsr DrawTankParachute
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ThereWasNoParachute
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; ldx TankNr
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; ldx TankNr
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jsr PutTankNr ; redraw tank after erase parachute (exactly for redraw leaky schield :) )
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mva #sfx_silencer sfx_effect
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rts
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@@ -1267,7 +1267,7 @@ ThereWasNoParachute
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sta pmgraph+$700,y
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iny
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bne @-
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rts
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rts
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.endp
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/*
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@@ -1419,7 +1419,7 @@ ColumnIsReady
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bcc FalloutOfLine
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beq FalloutOfLine
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jsr CheckExitKeys ; Check for O, Esc or Start+Option keys
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jsr CheckExitKeys ; Check for O, Esc or Start+Option keys
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spl:rts ; exit if pressed 'Exit keys'
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lda IsEndOfTheFallFlag
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@@ -1539,7 +1539,7 @@ EndDrawing
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rts
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.endp
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/*
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/*
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;--------------------------------------------------
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.proc calculatemountains0
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; Only for testing - makes ground flat (0 pixels)
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@@ -1601,7 +1601,7 @@ NotHigher
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sta temp ; opty possible
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; substract address of the next text from previous to get text length
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sbw temp LineAddress4x4 temp2
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mva temp2 fx
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mva temp2 fx
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;jsr Display4x4AboveTank
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;rts
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@@ -1745,7 +1745,7 @@ DOTOldLowestValue
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bne end_found
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dey
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bne @-
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end_found
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iny
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sty fx
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@@ -1797,21 +1797,21 @@ EndOfTypeLine4x4
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;--------------------------------
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.proc AreYouSure
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;using 4x4 font
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mva #4 ResultY ; where seppuku text starts Y-wise on the screen
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;top frame
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mva ResultY LineYdraw
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jsr TL4x4_top
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adb ResultY #4 ;next line
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;sure?
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mwa #areYouSureText LineAddress4x4
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jsr _sep_opty
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jsr _sep_opty
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;bottom frame
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mva ResultY LineYdraw
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jsr TL4x4_bottom
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jsr GetKey
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cmp #@kbcode._Y ; $2b ; "Y"
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@@ -1821,14 +1821,14 @@ EndOfTypeLine4x4
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@ mva #0 escFlag
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skip01
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jsr WaitForKeyRelease
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;clean
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mva #3 di
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mva #4 ResultY
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@
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mva #$ff plot4x4color
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mwa #lineClear LineAddress4x4
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jsr _sep_opty
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jsr _sep_opty
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dec di
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bne @-
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@@ -1847,31 +1847,31 @@ quit_areyousure
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;--------------------------------
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.proc DisplaySeppuku
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;using 4x4 font
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mva #20 fs ; temp, how many times blink the billboard
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seppuku_loop
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lda CONSOL ; turbo mode
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and #%00000001 ; START KEY
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sne:mva #1 fs ; finish it
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sne:mva #1 fs ; finish it
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mva #4 ResultY ; where seppuku text starts Y-wise on the screen
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;top frame
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mva ResultY LineYdraw
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jsr TL4x4_top
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adb ResultY #4 ;next line
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;seppuku
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mwa #seppukuText LineAddress4x4
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jsr _sep_opty
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;bottom frame
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mva ResultY LineYdraw
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jsr TL4x4_bottom ; just go
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;clean seppuku
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mva #3 di
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;mva #4 ResultY
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lda #4
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@@ -1879,7 +1879,7 @@ seppuku_loop
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loplop ;@
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mwa #lineClear LineAddress4x4
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jsr _sep_opty
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dec di
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bne loplop ;@-
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@@ -1888,7 +1888,7 @@ loplop ;@
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quit_seppuku
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rts
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.endp
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; -------------------------------------
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@@ -1909,7 +1909,7 @@ X lda XtanksTableL,x
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;--------------------------------------------------
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;vx calculation
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;vx = sin(90-Angle) for Angle <=90
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;vx = -sin(Angle-90) for 90 < Angle <= 180
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;vx = -sin(Angle-90) for 90 < Angle <= 180
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; erase previous barrel
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@@ -1918,7 +1918,7 @@ X lda XtanksTableL,x
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; lda previousBarrelAngle,x
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; sta Angle
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; jsr DrawBarrelTech
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;
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;
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; mva #1 color
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ldx TankNr
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jsr SetupXYdraw
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@@ -1932,11 +1932,11 @@ X lda XtanksTableL,x
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.proc DrawBarrelTech
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; angle in Angle and A
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mvx #0 goleft
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cmp #91
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bcc angleUnder90
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;over 90
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sec
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sbc #90
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@@ -1953,8 +1953,8 @@ angleUnder90
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tax
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; barrel start offset under 90deg
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adw xdraw #3 xdraw
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@
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@
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sbw ydraw #3 ydraw
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lda sintable,x ; cos(X)
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sta vx
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@@ -1967,7 +1967,7 @@ angleUnder90
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lda Angle
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cmp #91
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bcc YangleUnder90
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lda #180
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sec
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sbc Angle
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@@ -1984,14 +1984,14 @@ YangleUnder90
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sta fy
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; draw by vx vy
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; in each step
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; in each step
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; 1. plot(xdraw, ydraw)
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; 2. add vx and vy to 3 byte variables xdraw.fx, ydraw.fy
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; 3 check length, if shorter, go to 1.
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; mva #6 yc ; barrel length
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barrelLoop
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lda goleft
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bne goright
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clc
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@@ -2029,15 +2029,15 @@ ybarrel
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sta ydraw
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bcs @+
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dec ydraw+1
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@
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@
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jsr plot ;.MakePlot
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dec yc
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bne barrelLoop
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mwa xdraw EndOfTheBarrelX
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mva ydraw EndOfTheBarrelY
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rts
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.endp
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;--------------------------------------------------
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Block a user