Last Opty. Return of last of the texts. Now we have 0 bytes free :)

This commit is contained in:
Pecusx
2023-10-09 22:45:27 +02:00
parent 260ac2845d
commit cb8cd83cd9
10 changed files with 31 additions and 44 deletions
+3 -3
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@@ -64,7 +64,7 @@ NameScreen5
dta d"INV"*
dta d" - Shape "
dta d"Return"*
dta d" - Proceed "
dta d" - Proceed" ; two spaces in nex text
.ELIF TARGET = 5200
dta d" "
dta d"(5)"*
@@ -73,12 +73,12 @@ NameScreen5
dta d" - Diffic. "
dta d" "
dta d"FIRE"*
dta d" - Proceed "
dta d" - Proceed " ; two spaces in nex text
.ENDIF
WeaponsDescription
; 0123456789012345678901234567890123456789
.IF TARGET = 800
dta d" "
dta d" " ; common part of this and previous text
dta $fe ; left arrow symbol
dta d"/"
dta d"Tab"*
+22 -35
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@@ -230,13 +230,11 @@ _inverter
; clean inversion otherwise
lda (temp),y
and #$7f ; clear the top bit
sta (temp),y
bpl @+ ; JMP
invertme
lda (temp),y
ora #$80 ; set the top bit
sta (temp),y
@
@ sta (temp),y
; next character in an option
iny
rts
@@ -333,7 +331,7 @@ GoToActivation
sta COLOR1 ; set color of header text
ldy #0
sty COLBAKS ; set color of background
lda tanknr
txa ; TankNr
:3 asl ; 8 chars per name
tax
NextChar03
@@ -482,7 +480,7 @@ ListChange
lda WhichList
eor #%10000000 ; flip WhichList
sta WhichList
bne DeffensiveSelected
bmi DeffensiveSelected
mwa #ListOfWeapons WeaponsListDL
lda isInventory
@@ -687,15 +685,14 @@ WeHaveOffset
sta xbyte ; multiplier (temporarily here, it will be erased anyway)
lda #$00 ;
sta xbyte+1 ; higher byte of the Result
ldx #$05 ; 2^5
ldy #$05 ; 2^5
@ asl xbyte
rol xbyte+1
dex
dey
bne @-
; Y = 0 now
; add to the address of the list
adw xbyte #ListOfWeapons
ldy #0
ClearList1
cpw xbyte #ListOfWeapons1End
beq ListCleared1
@@ -712,15 +709,14 @@ ListCleared1
sta xbyte ; multiplier (temporarily here, it will be erased anyway)
lda #$00 ;
sta xbyte+1 ; higher byte of the Result
ldx #$05 ; 2^5
ldy #$05 ; 2^5
@ asl xbyte
rol xbyte+1
dex
dey
bne @-
; Y = 0 now
; add to the address of the list
adw xbyte #ListOfDefensiveWeapons
ldy #0
ClearList2
cpw xbyte #ListOfDefensiveWeaponsEnd
beq ListCleared2
@@ -785,15 +781,11 @@ Suprise ; get a random weapon
bcc GetRandomDefensive
GetRandomOffensive
randomize ind_Missile last_offensive
;cmp #ind_Buy_me ; buy me do not buy buy me :)
;beq GetRandomOffensive
tay
bne NoSuprise ; Y always <> 0
GetRandomDefensive
randomize ind_Battery last_defensive
tay
; lda WeaponUnits,y ; check if weapon exist
; beq GetRandomDefensive
NoSuprise
lda TanksWeaponsTableL,x
@@ -802,14 +794,13 @@ NoSuprise
sta weaponPointer+1
clc
lda (weaponPointer),y ; and we have number of posessed bullets of the weapon
adc WeaponUnits,y
sta (weaponPointer),y ; and we added appropriate number of bullets
cmp #100 ; but there should be no more than 99 bullets
lda (weaponPointer),y ; and we have number of posessed bullets of the weapon
adc WeaponUnits,y ; and we added appropriate number of bullets
cmp #100 ; but there should be no more than 99 bullets
bcc LessThan100
lda #99
sta (weaponPointer),y
lda #99
LessThan100
sta (weaponPointer),y
mva #0 PositionOnTheList ; to move the pointer to the top when no more monies
jmp Purchase.AfterPurchase
@@ -908,15 +899,13 @@ DefActivationEnd
ldx tankNr
lda ActiveDefenceWeapon,x
beq ?noWeaponActive
ldy #0 ; min defensive weapon
ldy #number_of_defensives ; maxDefensiveWeapon
@
cmp IndexesOfWeaponsL2,y
beq ?weaponfound
iny
cpy #number_of_defensives ; maxDefensiveWeapon
dey
bne @-
; not found apparently?
; TODO: check border case (the last weapon)
; Y = 0
?noWeaponActive
ldy #0
?weaponFound
@@ -933,15 +922,13 @@ DefActivationEnd
ldx tankNr
lda ActiveWeapon,x
beq ?noWeaponActive
ldy #0 ; min defensive weapon
ldy #number_of_offensives ; maxOffensiveWeapon
@
cmp IndexesOfWeaponsL1,y
beq ?weaponfound
iny
cpy #number_of_offensives ; maxOffensiveWeapon
dey
bne @-
; not found apparently?
; TODO: check border case (the last weapon)
; Y = 0
?noWeaponActive
ldy #0
?weaponFound
@@ -1095,14 +1082,14 @@ loop sta (temp2),y
jsr PMoutofScreen
; display tank number
ldx tanknr
ldx TankNr
lda skillTable,x
sta difficultyLevel
lda digits+1,x
sta NameScreen2+7
; copy existing name and place cursor at end
lda TankNr
txa ; TankNr
:3 asl
tax
+2 -2
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@@ -53,7 +53,7 @@
dta d"I'M GONNA BREAK YOUR FACE!"^
dta d"MAMA SAID KNOCK YOU OUT!"^
dta d"I HOPE YOU ENJOY PAIN!"^
; dta d"HOW'D YOU LIKE ONE ACROSS YOUR LIPS?"^ ;(sanford and son)
dta d"HOW'D YOU LIKE ONE ACROSS YOUR LIPS?"^ ;(sanford and son)
;----------------------------
dta d"PARTING IS SUCH SWEET SORROW... NOT!"^
dta d"UGH!"^
@@ -118,7 +118,7 @@
dta d"CALL 1-900-SUE-TANK."^
dta d"YOU BIG DUMMY!"^ ;(sanford and son)
LEND
NumberOfOffensiveTexts=53
NumberOfOffensiveTexts=54
NumberOfDeffensiveTexts=62
.endp
hoverFull dta d"MY HOVERCRAFT IS FULL OF EELS!"^
+2 -2
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@@ -1748,8 +1748,8 @@ DOTOldLowestValue
.endp
;--------------------------------------------------------
.proc DisplayTankNameAbove ;
lda tankNr
.proc DisplayTankNameAbove ; TankNr in X
txa ; TankNr
:3 asl ; *8
clc
adc #<TanksNames
+1 -1
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@@ -30,7 +30,7 @@
;---------------------------------------------------
.macro build
dta d"1.42" ; number of this build (4 bytes)
dta d"1.43" ; number of this build (4 bytes)
.endm
.macro RMTSong
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+1 -1
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@@ -24,7 +24,7 @@
;---------------------------------------------------
.macro build
dta d"1.42" ; number of this build (4 bytes)
dta d"1.43" ; number of this build (4 bytes)
.endm
.macro RMTSong
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