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Meteors only in the cartridge version. Rounds without meteors.
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@@ -143,6 +143,7 @@ lab2
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; ------- RMT -------
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SkipRMTVBL
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; ------ meteors ------ start
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.IF TARGET = 5200 .OR CART_VERSION = 1
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ldx #0
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bit Mcounter
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bpl MeteorOnSky
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@@ -180,6 +181,7 @@ GoSecondPlot
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jsr GoMplot2
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SkipSecondPlot
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SkipMeteors
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.ENDIF
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; ------ meteors ------ end
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bit ScrollFlag
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bpl EndOfCreditsVBI
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@@ -258,6 +258,9 @@ noRandomMountains
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jsr drawtanks ;finally draw tanks
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mva #$00 TankSequencePointer
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lda random
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sta MeteorsRound ; Turns meteors on or off during the next round.
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;---------round screen is ready---------
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mva #TextForegroundColor COLOR1 ; status line "on"
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@@ -360,9 +363,11 @@ CheckNextTankAD
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jsr RandomizeForce.LimitForce
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jsr PutTankNameOnScreen
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; jsr DisplayStatus ; There is no need anymore, it is always after PutTankNameOnScreen
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bit MeteorsRound
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bmi @+
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mva #0 MeteorsFlag
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@
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lda SkillTable,x
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beq ManualShooting
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+2
-1
@@ -46,7 +46,8 @@ AdditionalZPvariables = $20
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.zpvar Mpoint1Y .byte ; meteor first point Y position
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.zpvar Mcounter .byte ; meteor length counter ( $ff - no meteor on sky )
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.zpvar Mpoint2Y .byte ; meteor last point Y position
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.zpvar MeteorsFlag .byte ; $ff - block meteors
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.zpvar MeteorsFlag .byte ; set 7th bit - block meteors
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.zpvar MeteorsRound .byte ; set 7th bit - block meteors in round
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FirstZpageVariable = $51
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BIN
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BIN
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+3
-2
@@ -35,9 +35,10 @@
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icl 'definitions.asm'
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;---------------------------------------------------
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FirstZpageVariable = $54 ; $57
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FirstZpageVariable = $53 ; $57
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.zpvar DliColorBack .byte = FirstZpageVariable
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.zpvar MeteorsFlag .byte
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.zpvar MeteorsFlag .byte ; set 7th bit - block meteors
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.zpvar MeteorsRound .byte ; set 7th bit - block meteors in round
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.zpvar GradientNr .byte
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.zpvar GradientColors .word
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.zpvar WindChangeInRound .byte ; wind change after each turn (not round only) flag - (0 - round only, >0 - each turn)
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