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https://github.com/Pecusx/scorch_src.git
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Preparing to reorder characters
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@@ -29,9 +29,13 @@ OptionsScreenEnd
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;-----------------------------------------------
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NameScreen2
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dta d" Tank 1 *1 +1 Name:"
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dta d" Tank 1 "
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dta char_joy
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dta d"1 "
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dta char_tank
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dta d"1 Name:"
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NameAdr
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dta d" "
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dta d" "
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NameScreen4
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dta d" "
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NamesOfLevels
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@@ -3,7 +3,9 @@
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.IF *>0 ;this is a trick that prevents compiling this file alone
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;---------------------------------------------------
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purchaseTextBuffer
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dta d"Player: * Cash: 0" ; ZERO TO MAKE YOU RICHER ON THE SCREEN
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dta d"Player: "
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dta char_joy
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dta d" Cash: 0" ; ZERO TO MAKE YOU RICHER ON THE SCREEN
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; DLs fragments (modified by game code)
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; all Purchase DL :)
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@@ -4,7 +4,9 @@
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statusBuffer
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; 0123456789012345678901234567890123456789
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dta d"Player: * "
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dta d"Player: "
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dta char_joy
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dta d" "
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dta d"Energy: Angle: Force: "
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dta d"Round: Wind: "
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+15
-15
@@ -964,7 +964,7 @@ EraseLoop
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dex
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bne @-
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SelectList2
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lda #$7f ; little char (tab) - this is the pointer
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lda #char_TAB ; little char (tab) - this is the pointer
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sta (xbyte),y
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; now we clear up and down arrows indicating more content below or above screen
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ldx #<EmptyLine
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@@ -985,7 +985,7 @@ CharToList1
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dex
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bne @-
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SelectList1
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lda #$7f ; pointer = little char = (tab)
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lda #char_TAB ; pointer = little char = (tab)
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sta (xbyte),y
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; now moving the window basing on given offset
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mwa #ListOfWeapons xbyte
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@@ -1614,10 +1614,10 @@ ThisIsAI
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lda digits,y
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ldy #39
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sta (temp),y ; AI level or joy number
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ldy #$0a ; Joystick symbol
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ldy #char_joy ; Joystick symbol
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lda SkillTable,x
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beq NotAItank
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ldy #$5e ; Computer symbol
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ldy #char_computer ; Computer symbol
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NotAItank
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tya
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ldy #38
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@@ -1817,11 +1817,11 @@ NextChar02
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; displaying number of active controller port or AI level
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;=========================
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ldx TankNr
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ldy #$5e ; Computer symbol
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ldy #char_computer ; Computer symbol
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lda SkillTable,x
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tax
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bne ThisIsAI
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ldy #$0a ; Joystick symbol
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ldy #char_joy ; Joystick symbol
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ldx JoystickNumber
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inx ; tricky
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ThisIsAI
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@@ -1879,12 +1879,12 @@ ThisIsAI
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;=========================
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lda AutoDefenseFlag,x ; Auto Defense symbol (space or "A" in inverse)
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bpl @+
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lda #$5e ; Auto Defense symbol
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lda #char_computer ; Auto Defense symbol
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@
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sta statusBuffer+80+21
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lda #$08 ; (
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lda #char_bracketO ; (
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sta statusBuffer+80+22
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lda #$09 ; )
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lda #char_bracketC ; )
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sta statusBuffer+80+39
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lda ActiveDefenceWeapon,x
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bne ActiveDefence
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@@ -1937,11 +1937,11 @@ ClearingOnly
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lda ShieldEnergy,x
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beq NoShieldEnergy
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sta decimal ; displayed value
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lda #$08 ; (
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lda #char_bracketO ; (
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sta statusBuffer+40+10
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mwa #statusBuffer+40+11 displayposition
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jsr displaybyte
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lda #$09 ; )
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lda #char_bracketC ; )
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sta statusBuffer+40+13
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NoDefenceWeapon
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NoShieldEnergy
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@@ -1954,12 +1954,12 @@ NoShieldEnergy
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bit Wind+3 ; highest byte of 4 byte wind
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bmi DisplayLeftWind
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sta statusBuffer+80+17 ; (space) char
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lda #$7f ; (tab) char
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lda #char_TAB ; (tab) char
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sta statusBuffer+80+20
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bne DisplayWindValue
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DisplayLeftWind
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sta statusBuffer+80+20 ; (space) char
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lda #$7e ;(del) char
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lda #char_DEL ;(del) char
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sta statusBuffer+80+17
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sec ; Wind = -Wind
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lda #$00
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@@ -2008,7 +2008,7 @@ AngleToRight
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; now we have values from 0 to 89 and right angle
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sta decimal
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sty statusBuffer+40+22 ; (space) character
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lda #$7f ; (tab) character
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lda #char_TAB ; (tab) character
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sta statusBuffer+40+25
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bne AngleDisplay
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AngleToLeft
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@@ -2018,7 +2018,7 @@ AngleToLeft
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; angles 180 - 91 converted to 0 - 89
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sta decimal
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sty statusBuffer+40+25 ; (space) character
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lda #$7e ;(del) char
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lda #char_DEL ;(del) char
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sta statusBuffer+40+22
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bne AngleDisplay
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VerticallyUp
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@@ -28,6 +28,7 @@ space = 0 ; space in screencodes
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KeyRepeatSpeed = 10 ; (max 127 !!!)
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;character codes for symbols (tank, parachute, etc. )
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; characters from tanks.fnt (graphics screen)
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char_parachute = $02
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char_flag = $1e
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char_flame = $14
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@@ -39,6 +40,14 @@ char_tank1 = $20
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char_tank2 = $24
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char_tank3 = $2c
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char_tank4 = $28 ; robotank shape
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; characters from weapons.fnt (text mode - menus etc.)
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char_TAB = $7f
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char_DEL = $7e
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char_bracketO = $08 ; (
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char_bracketC = $09 ; )
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char_computer = $5e ; computer symbol (Auto Defense)
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char_joy = $0a ; joystick symbol
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char_tank = $0b ; tank symbol
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;Weapon prices (*10 on screen)
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price_Baby_Missile = 0 ;_00
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