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Splash is optional now.
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+13
-4
@@ -109,6 +109,8 @@ EndOfUnPlot
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.proc plot ;plot (xdraw, ydraw, color)
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; color == 1 --> put pixel
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; color == 0 --> erase pixel
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; xdraw (word) - X coordinate
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; ydraw (word) - Y coordinate
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; this is one of the most important routines in the whole
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; game. If you are going to speed up the game, start with
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; plot - it is used by every single effect starting from explosions
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@@ -165,9 +167,11 @@ ClearPlot
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.proc ExPlot ;ExPlot (EplotX, EplotY)
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; EOR plot:
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; Inverts color of a pixel
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; EplotX (word) - X coordinate
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; EplotY (byte) - Y coordinate
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; Note: No coordinate control!!!
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; With off-screen coordinates, it can damage main program.
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; only for ingame meteors
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; only for ingame meteors - for Atari only
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; -----------------------------------------
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; let's calculate coordinates from xdraw and ydraw
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;xbyte = xbyte/8
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@@ -195,8 +199,10 @@ ClearPlot
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; -----------------------------------------
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.proc point_plot
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; -----------------------------------------
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; checks state of the pixel (coordinates in xdraw and ydraw)
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; result is in A (zero or appropriate bit is set)
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; checks state of the pixel (coordinates in xdraw and ydraw)
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; xdraw (word) - X coordinate
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; ydraw (word) - Y coordinate
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; result is in A (zero or appropriate bit is set)
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; let's calculate coordinates from xdraw and ydraw
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@@ -227,6 +233,9 @@ ClearPlot
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;--------------------------------------------------
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.proc drawmountains
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;--------------------------------------------------
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; draw mountains from mountaintable
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; ClearSky - $ff Crear sky during drawmountains, 0 - no clear sky
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mwa #0 xdraw
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mwa #mountaintable modify ; mountaintable pointer
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mva #1 color
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@@ -424,7 +433,7 @@ NothingToFall
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;--------------------------------------------------
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.proc SoilDownTurbo
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;--------------------------------------------------
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; fast SoilDown froc - test
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; fast SoilDown proc
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jsr ClearTanks
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NoClearTanks
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jsr CalcAndDrawMountains
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