diff --git a/Atari/display_static.asm b/Atari/display_static.asm index e50bdc3..135d2fb 100644 --- a/Atari/display_static.asm +++ b/Atari/display_static.asm @@ -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"* diff --git a/Atari/textproc.asm b/Atari/textproc.asm index 1c88cc7..49e96f4 100644 --- a/Atari/textproc.asm +++ b/Atari/textproc.asm @@ -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 diff --git a/artwork/talk.asm b/artwork/talk.asm index 7384a67..7b0e4a0 100644 --- a/artwork/talk.asm +++ b/artwork/talk.asm @@ -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!"^ diff --git a/grafproc.asm b/grafproc.asm index 35aa5e1..4d13726 100644 --- a/grafproc.asm +++ b/grafproc.asm @@ -1748,8 +1748,8 @@ DOTOldLowestValue .endp ;-------------------------------------------------------- -.proc DisplayTankNameAbove ; - lda tankNr +.proc DisplayTankNameAbove ; TankNr in X + txa ; TankNr :3 asl ; *8 clc adc #