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WIP: conditional compilation, the beginnings
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+5
-5
@@ -298,12 +298,14 @@ GoToActivation
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lda #@dmactl(narrow|dma) ; narrow screen width, DL on, P/M off
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sta dmactls
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.IF target != 5200
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lda #song_supermarket
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bit IsInventory
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bpl @+
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lda #song_inventory
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@ jsr RmtSongSelect
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.ENDIF
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ldx tankNr
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lda TankStatusColoursTable,x
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sta COLOR2
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@@ -1864,8 +1866,7 @@ quit_seppuku
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beq @+ ;unconditional jump, because TypeLine4x4 ends with beq
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GameOver4x4
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lda #song_round_over
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jsr RmtSongSelect
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RmtSong song_round_over
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mwa #LineGameOver LineAddress4x4
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mwa #((ScreenWidth/2)-(8*4)) LineXdraw
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mva ResultY LineYdraw
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@@ -2113,8 +2114,7 @@ MakeAllTanksVisible
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jsr SetStandardBarrels
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; start music and animations
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lda #song_ending_looped
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jsr RmtSongSelect
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RmtSong song_ending_looped
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; initial tank positions randomization
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ldx #(MaxPlayers-1) ;maxNumberOfPlayers-1
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@
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