Game Over animation - still not good.
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+1
-1
@@ -129,7 +129,7 @@ START
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; Startup sequence
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; Startup sequence
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jsr Initialize
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jsr Initialize
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jsr GameOverScreen ; only for test !!!
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; jsr GameOverScreen ; only for test !!!
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jsr Options ;startup screen
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jsr Options ;startup screen
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lda escFlag
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lda escFlag
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BIN
Binary file not shown.
@@ -1837,6 +1837,8 @@ FinishResultDisplay
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lda #%00111110 ; normal screen width, DL on, P/M on
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lda #%00111110 ; normal screen width, DL on, P/M on
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sta dmactls
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sta dmactls
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jsr ColorsOfSprites
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jsr ColorsOfSprites
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mva #0 colpf1s
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mva #TextForegroundColor colpf2s
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VDLI DLIinterruptText.DLIinterruptNone ; jsr SetDLI for text screen without DLIs
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VDLI DLIinterruptText.DLIinterruptNone ; jsr SetDLI for text screen without DLIs
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; initial tank positions randomization
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; initial tank positions randomization
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ldx #(MaxPlayers-1) ;maxNumberOfPlayers-1
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ldx #(MaxPlayers-1) ;maxNumberOfPlayers-1
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@@ -1857,6 +1859,22 @@ AllTanksFloatingDown
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jsr RandomizeTankPos
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jsr RandomizeTankPos
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TankOnScreen
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TankOnScreen
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jsr DrawTankNr
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jsr DrawTankNr
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; now we must clear sprites over and under our banner
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lda pmtableL,x
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sta xbyte ; sprite position in RAM
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lda pmtableH,x
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sta xbyte+1
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lda #0
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ldy #PMOffsetY ; start on top position
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@ sta (xbyte),y
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iny
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cpy #PMOffsetY+32 ; banner begin - end zeroing sprites
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bne @-
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ldy #PMOffsetY+64 ; banner end - start zeroing again
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@ sta (xbyte),y
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iny
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cpy #PMOffsetY+80 ; end of zeroing sprites
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bne @-
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jsr DrawTankParachute
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jsr DrawTankParachute
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ldx TankNr
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ldx TankNr
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dex
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dex
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