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build 126
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@@ -36,12 +36,20 @@ we decided it must go in 'English' to let other people work on it
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## Changes:
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Build 125
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###### Build 126
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2022-01-30
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- fixed bug 006 (After some attacks the OffensiveText stays on the screen)
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- fixed bug 015 (Only first shoot of FunkyBomb is correct
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- fixed bug 016 (No falling soil after leapfrog)
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##### Build 125
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2022-01-23
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- included splash screen by KAZ
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Build 124
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##### Build 124
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2013-12-21
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- removed large chunk of redundant 4x4 print code and table generation code,
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over 1kb gained.
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@@ -51,7 +59,7 @@ Build 124
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- screen memory moved to low area ($1010), making the game start at $3010 and easier
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to be loaded. Other minor memory layout modifications.
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Build 123
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##### Build 123
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2013-12-10
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- fixed bug 013: sometimes demo mode does not work (it stops on results display)
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- fixed bug 012: (newly introduced) Death explosions are offset right and possibly up.
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@@ -63,108 +71,108 @@ Build 123
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funkyBomb angle changed from -8..+8 to -16..+16
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- speeded up explosions by drawing only odd circles. Not bad visually and 2x faster.
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Build 122
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##### Build 122
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2013-11-17
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- tank expend 1 energy with each shoot to avoid endless shooting loops
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- small visual glitch with background colour fixed
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- death messages "defensive texts" in source do not stay on screen after some explosions
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Build 121
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##### Build 121
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2013-11-10
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- Poolshark and Shooter can buy weapons
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- Purchase screen moved to the beginning of the round
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Build 120
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##### Build 120
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2013-11-09
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SillyVenture 2K13 joint effort to bring artificial intelligence into life:
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- Shooter and Poolshark shooting programmed
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- several small bugfixes and improvements as proposed by SillyVenture crowd
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Build 119
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##### Build 119
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2012-06-17
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Scorch sources translated to MADS with the sweet repl.sh script.
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MISSING UPDATE INFORMATION... POSSIBLY NOTHING IMPORTANT HAPPENED HERE.
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Build 115
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##### Build 115
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2009-08-25
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- fixed bug 001 (lack of explosions on the empty ground)
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- fixed bug 003 (wrapping death's head explosions)
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- fixed plot (faster explosions)
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- fukk, just 6 years and we are back!!! This game is pretty addictive :)
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TO DO:
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- send our wives and kids away much more often :))))
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Build 114
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##### Build 114
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2003-08-22
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- Results after each round are displayed in the right
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sequence, i.e. the best one is on the top
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- during second and following rounds shooting sequence
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is such that the worst tank shoots first
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The above changes does not look terrific, but there was
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a lot of thinking to do it correctly. What is the most
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important the overall game feeling improved a lot!
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program.s65
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* added routine SortSequence
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textproc.s65
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* changed routine DisplayResults to show
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round results in correct order
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- added routine SortSequence
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Build 113
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textproc.s65
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- changed routine DisplayResults to show round results in correct order
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##### Build 113
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2003-08-17
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- AI Opponents move barrels to the right position
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before firing a bullet.
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- Purchase screen is not displayed for AI opponents.
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- There is 2 sec delay after displaying
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"Deffensive" text i.e. text before death
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"Defensive" text i.e. text before death
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program.s65
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* added routine MoveBarrelToNewPosition
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which rotates barrel of the tank until
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it sits at the right (newly randomized) angle
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- added routine MoveBarrelToNewPosition which rotates barrel of the tank until it sits at the right (newly randomized) angle
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textproc.s65
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* added routine PurchaseAI
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it is a framework for all AI purchases
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- added routine PurchaseAI it is a framework for all AI purchases
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SHORTSYS.S65
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* new macro PAUSE (waits given number of frames)
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- new macro PAUSE (waits given number of frames)
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Bulid 112
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##### Build 112
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2003-08-15
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First attempts to create a framework for intelligent
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opponents (AI). Right now there is only one level
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of "intelligence" - Moron. Moron shoots at random angle
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with random force.
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of "intelligence" - Moron.
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Moron shoots at random angle with random force.
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program.s65
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* routine Round checks the Skill level
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and if it is not human branches to
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ArtificialIntelligence routine.
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* new routines:
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- ArtificialIntelligence
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- RandomizeForce
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- RandomizeAngle
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- routine Round checks the Skill level and if it is not human branches to ArtificialIntelligence routine.
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- new routines:
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- ArtificialIntelligence
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- RandomizeForce
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- RandomizeAngle
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TO DO:
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* nice rotating barrel of AI tank
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* AI weapon purchase and usage
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* AI better than Moronic... (but how...)
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* tanks' shooting seqence shoud be from
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weakest to the strongest, not random
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- nice rotating barrel of AI tank
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- AI weapon purchase and usage
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- AI better than Moronic... (but how...)
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- tanks' shooting sequence should be from weakest to the strongest, not random
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Bulid 111
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##### Build 111
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2003-07-27
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program.s65:
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* added sequentional shooting
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(not necessarily tank no. 1 shoots first)
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* added routine "RandomizeSequence" that is called
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before each round
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* initial angle of the tank's barrel is randomized
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(was always 45 degrees right)
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- added sequential shooting (not necessarily tank no. 1 shoots first)
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- added routine "RandomizeSequence" that is called before each round
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- initial angle of the tank's barrel is randomized (was always 45 degrees right)
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variables.s65
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* added table "TankSequence"
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- added table "TankSequence"
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grafproc.s65
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* shorter delay during Flight
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- shorter delay during Flight
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...older history missing...
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@@ -14,7 +14,7 @@ Known bugs (+ means bug is fixed)
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(and uses one parachute more than necessary)
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005. tank stands still on a one pixel spike - it should fall
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(possibly all that is necessary is adjust of WhereToSlideTable)
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006. After some attacks (like MIRV and leapfrog the OffensiveText
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+006. After some attacks (like MIRV and leapfrog the OffensiveText
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stays on the screen (and becomes a static decoration)
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It possibly happens when a tank kills itself with mirv or leapfrog.
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007. Decreasing of number of bullets after a shoot does not work correctly
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@@ -29,9 +29,9 @@ Known bugs (+ means bug is fixed)
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+012. (newly introduced) Death explosions are offset right and possibly up.
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+013. sometimes demo mode does not work (it stops on results display)
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+014: FunkyBomb shoots with too high angle
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015: Only first shoot of FunkyBomb is correct (with smoke and fast),
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+015: Only first shoot of FunkyBomb is correct (with smoke and fast),
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the next are like missiles
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016: Additional explosions after Frogger are not fallen down
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+016: Additional explosions after Frogger do not have falling soil (?)
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017: Observed MIRV loops - it shoots and shoots MIRV all over the screen. Very rare.
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-018: MINOR: ydraw, yhit, ybyte variable is sometimes treated as WORD, sometimes as BYTE.
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Making it consistent would save both time and space (not much)
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@@ -50,7 +50,7 @@ To do
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Another - stickman tankmen
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005. Add number of rounds to the options menu
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006. Add sound effects (maybe sampled? or mp0 (sound based on fft))
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007. There is no deffensive weapon handling (only parachute works,
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007. There is no defensive weapon handling (only parachute works,
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but also provisionally
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+008. No computer operated opponents - make a frame for AI!!!
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009. Make AI in the existing frame
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+1
-1
@@ -77,7 +77,7 @@ PlotLine = display + screenHeight*screenBytes ; the last line is plot pointer
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;Screen displays go first to avoid crossing 4kb barrier
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;-----------------------------------------------
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OptionsScreen
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dta d"Welcome to Scorch ver. 125 (un)2000-2022"
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dta d"Welcome to Scorch ver. 126 (un)2000-2022"
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dta d" Please select option with cursor keys "
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dta d" and press (Return) to proceed "
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OptionsHere
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BIN
Binary file not shown.
+1
-1
@@ -1175,7 +1175,7 @@ DisplayOffensiveTextNr ;
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;now we have HALF length in pixels
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;stored in temp2
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sbw temp temp2 ; here begin of the text is in TEMP !!!!
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sbw temp temp2 ; here begin of the text is in TEMP !!!!
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;now we should check overflows
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lda temp+1
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bpl DOTNnotLessThanZero
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+24
-11
@@ -34,6 +34,12 @@ leapfrog
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jsr xmissile
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; soil must fall down now! there is no other way...
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;first clean the offensive text...
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ldy TankNr
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mva #0 plot4x4color
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jsr DisplayOffensiveTextNr
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; hide tanks or they fall down with soil
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lda TankNr
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@@ -98,7 +104,6 @@ mirv ; the whole mirv is performed by Flight routine
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rts
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; ------------------------
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funkybomb ;
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mva #1 tracerflag
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mwa xtraj+1 xtrajfb
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mwa ytraj+1 ytrajfb
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inc FallDown2
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@@ -107,12 +112,16 @@ funkybomb ;
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jsr CalculateExplosionRange0
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jsr xmissile
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ldy TankNr
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mva #0 plot4x4color
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jsr DisplayOffensiveTextNr
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lda TankNr
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pha
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mva #1 Erase
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jsr drawtanks
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mva #0 Erase
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jsr SoilDown2
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;
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mva #1 Erase
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@@ -123,11 +132,11 @@ funkybomb ;
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mva #5 FunkyBombCounter
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FunkyBombLoop
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mva #1 tracerflag
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;force randomization (range: 256-511)
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lda random
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sta Force
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lda #1
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sta Force+1
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mva #1 Force+1
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;Angle randomization Range: (-16..+16)
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lda random
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lsr
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@@ -1617,8 +1626,8 @@ EndOfFlight2
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.endp
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SecondFlight .proc
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; ---------------- przekopiowany fragment sprzed odpalenie strza�u malo kulturalne.....
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; ---------------- ponownie wyznacza parametry strza�u
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; ---------------- copied code fragment from before firing. not too elegant.
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; ---------------- get fire parameters again
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ldx TankNr
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lda EnergyTableL,x
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sta Force
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@@ -1660,8 +1669,8 @@ SecondFlight .proc
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sta ytraj+2
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ldy #100
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lda #1 ; nie wiem (to znaczy wydaje mi sie ze wiem ;) )
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sta tracerflag ; .....
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lda #1 ; I do not know (I mean I think I know ;) )
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sta tracerflag ; 10 years later - I do not know!!!
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jmp Flight.RepeatIfSmokeTracer
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.endp
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@@ -1771,7 +1780,7 @@ mrLoopix
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sbc vy+3
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sta ytraj+2
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;vy=vy-g (also without least significan byte of vy)
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;vy=vy-g (also without least significant byte of vy)
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sec
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lda vy+1
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sbc gravity
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@@ -1783,9 +1792,8 @@ mrLoopix
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sbc #0
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sta vy+3
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; 3 waits for 5 bullets (will be faster)
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; 2 waits for 5 bullets
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wait
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;wait
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wait
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MIRVdoNotChangeY
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@@ -1994,6 +2002,11 @@ MIRValreadyAll
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; we must do it manually because of the VOID pointer
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;first clean the offensive text...
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ldy TankNr
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mva #0 plot4x4color
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jsr DisplayOffensiveTextNr
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; temporary removing tanks from the screen (otherwise they will fall down with soil)
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mva TankNr tempor2
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mva #1 Erase
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