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https://github.com/Pecusx/scorch_src.git
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no prices in inventory #26
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+7
-7
@@ -130,13 +130,13 @@ START
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; for the round #1 shooting sequence is random
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; activate mag deflector for all players (test)
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ldx numberOfPlayers
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dex
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@
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mva #55 ActiveDefenceWeapon,x
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mva #99 ShieldEnergy,x ; set energy of shield
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dex
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bpl @-
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; ldx numberOfPlayers
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; dex
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;@
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; mva #55 ActiveDefenceWeapon,x
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; mva #99 ShieldEnergy,x ; set energy of shield
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; dex
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; bpl @-
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; mag deflector activated! (test)
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MainGameLoop
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jsr CallPurchaseForEveryTank
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BIN
Binary file not shown.
+36
-29
@@ -300,7 +300,7 @@ CreateList
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ldy tanknr
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bit isInventory
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bmi itIsInventory
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jmi itIsInventory
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; put "Purchase" on the screen
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ldx #[purchaseTextEnd-purchaseText-1]
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@@ -318,26 +318,7 @@ CreateList
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cmp WeaponPriceL,x
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@
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jcc TooLittleCash
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bcs notInventory ; jmp
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itIsInventory
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; put "Activate" on the screen
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ldx #[purchaseTextEnd-purchaseText-1]
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@ lda activateText,x
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sta purchaseActivate,x
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dex
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bpl @-
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ldx temp
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lda TanksWeaponsTableL,y
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sta weaponPointer
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lda TanksWeaponsTableH,y
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sta weaponPointer+1
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ldy temp
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lda (weaponPointer),y
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jeq noWeapon
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notInventory
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; we have enough cash and the weapon can be
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; added to the list
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@@ -359,18 +340,12 @@ notInventory
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lda #16 ; "0"
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sta (xbyte),y
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; now symbol of the weapon
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lda WeaponSymbols,x
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ldy #$4 ; 4 chars from the beginning of the line
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sta (xbyte),y
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;now number of units (shells) to be purchased
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adw xbyte #23 displayposition ; 23 chars from the beginning of the line
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lda WeaponUnits,x
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sta decimal
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jsr displaybyte
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ldx temp ;getting back number of the weapon
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ldx temp ;getting back index of the weapon
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; and now price of the weapon
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adw xbyte #27 displayposition ; 27 chars from the beginning of the line
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@@ -380,15 +355,47 @@ notInventory
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sta decimal+1
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jsr displaydec
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lda temp ; weapon number again
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lda temp ; weapon index again
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jsr HowManyBullets
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sta decimal
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adw xbyte #1 displayposition
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jsr displaybyte
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jmp notInventory
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itIsInventory
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; put "Activate" on the screen
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ldx #[purchaseTextEnd-purchaseText-1]
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@ lda activateText,x
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sta purchaseActivate,x
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dex
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bpl @-
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ldx temp
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lda TanksWeaponsTableL,y
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sta weaponPointer
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lda TanksWeaponsTableH,y
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sta weaponPointer+1
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ldy temp
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lda (weaponPointer),y
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jeq noWeapon
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; clear price area
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ldy #22 ; beginning of the price area
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lda #0
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@ sta (XBYTE),y
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iny
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cpy #32+1 ; end of price
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bne @-
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notInventory
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ldx temp ;weapon index
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; now symbol of the weapon
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lda WeaponSymbols,x
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ldy #$4 ; 4 chars from the beginning of the line
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sta (xbyte),y
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; and now name of the weapon and finisheeeedd !!!!
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ldx temp ;weapon index
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mva #0 temp+1 ; this number is only in X
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; times 16 (it's length of the names of weapons)
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ldy #3 ; Rotate 4 times
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