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Hovercraft SFX
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@@ -1,6 +1,6 @@
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STEREOMODE equ 0
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;* --------BEGIN--------
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;* C:\Atari\rmt\rmt128\scorch_str3.rmt
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;* C:\Atari\rmt\rmt128\scorch_str4.rmt
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FEAT_SFX equ 1
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FEAT_GLOBALVOLUMEFADE equ 0 ;RMTGLOBALVOLUMEFADE variable
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FEAT_NOSTARTINGSONGLINE equ 0
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Binary file not shown.
+3
-3
@@ -454,7 +454,7 @@ PurchaseMeTable ;weapons good to be purchased by the robot
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.by %00000000
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.by 0 ; offset to defensives
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; "White Flag ","Battery ","Bal Guidance ","Horz Guidance "
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; "Let's go! ","Lazy Boy ","Parachute ","Strong Parachute"
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; "Hovercraft ","Lazy Boy ","Parachute ","Strong Parachute"
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.by %01000011
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; "Mag Deflector ","Shield ","Heavy Shield ","Force Shield "
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; "Super Mag ","Bouncy Castle ","Long Barrel ","Nuclear Winter "
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@@ -478,7 +478,7 @@ PurchaseMeTable2 ;weapons good to be purchased by the robot (Cyborg)
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.by %00000000
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.by 0 ; offset to defensives
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; "White Flag ","Battery ","Bal Guidance ","Horz Guidance "
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; "Let's go! ","Lazy Boy ","Parachute ","Strong Parachute"
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; "Hovercraft ","Lazy Boy ","Parachute ","Strong Parachute"
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.by %01000001
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; "Mag Deflector ","Shield ","Heavy Shield ","Force Shield "
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; "Super Mag ","Bouncy Castle ","Long Barrel ","Nuclear Winter "
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@@ -551,7 +551,7 @@ NamesOfWeapons ;the comment is an index in the tables
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dta d"Battery " ; 49
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dta d"Bal Guidance " ; 50
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dta d"Horz Guidance " ; 51
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dta d"Let's go! " ; 52
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dta d"Hovercraft " ; 52
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dta d"Lazy Boy " ; 53
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dta d"Parachute " ; 54 - no energy
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dta d"Strong Parachute" ; 55 - with energy (earlier Battery)
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@@ -198,6 +198,7 @@ sfx_liquid_dirt = $1b ;2
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sfx_battery = $1c ;3
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sfx_white_flag = $1d ;4
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sfx_long_barrel = $1e
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sfx_tank_move = $1f
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;--------------------------------
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; RMT songs (lines)
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;--------------------------------
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+1
-1
@@ -1657,7 +1657,7 @@ PLAYER
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MODUL equ $b000 ;address of RMT module
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opt h- ;RMT module is standard Atari binary file already
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ins "artwork/sfx/scorch_str3.rmt" ;include music RMT module
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ins "artwork/sfx/scorch_str4.rmt" ;include music RMT module
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opt h+
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;
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;
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BIN
Binary file not shown.
+32
-7
@@ -2423,8 +2423,12 @@ InverseScreenByte
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; -------------------------------------------------
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; Let's designate the flight altitude.
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mva #17 FloatingAlt ; for testing
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mwa #mountaintable temp
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; mwa #mountaintable temp
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mva #sfx_plasma_1_2 sfx_effect
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; display text 4x4 - fuel full
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; TankNr in X reg.
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; now animate Up
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TankGoUp
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lda ytankstable,x
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@@ -2440,6 +2444,9 @@ TankGoUp
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; jsr WaitOneFrame
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jmp TankGoUp
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ReachSky
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; display text 4x4 - fuel full (clear text)
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; check keyboard/joy and move tank left/right - code copied from BeforeFire
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;keyboard reading
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; KBCODE keeps code of last keybi
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@@ -2447,7 +2454,15 @@ ReachSky
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; $FB - any key
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; $f7 - shift
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; $f3 - shift+key
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KeyboardAndJoyCheck
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mva #sfx_tank_move sfx_effect
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lda ShieldEnergy,x
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cmp #20
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bne notpressed
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nop
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; display text 4x4 - low fuel
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notpressed
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lda SKSTAT
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cmp #$ff
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@@ -2495,7 +2510,7 @@ notpressedJoy
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pressedRight
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lda ShieldEnergy,x
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beq ReachSky
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jeq pressedSpace
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ldy #1
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jsr DecreaseShieldEnergyX
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; first erase old tank position
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@@ -2510,17 +2525,20 @@ pressedRight
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@ bcs RightScreenEdge
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inc XtankstableL,x
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sne:inc XtankstableH,x
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jmp NoREdge
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RightScreenEdge
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mva #sfx_dunno sfx_effect
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NoREdge
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mva #25 AngleTable,x
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; then draw tank on new position
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jsr DrawTankNr
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jsr DisplayStatus
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jsr WaitOneFrame
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jmp ReachSky
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jmp KeyboardAndJoyCheck
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pressedLeft
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lda ShieldEnergy,x
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jeq ReachSky
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beq pressedSpace
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ldy #1
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jsr DecreaseShieldEnergyX
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; first erase old tank position
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@@ -2537,13 +2555,16 @@ pressedLeft
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lda XtankstableL,x
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cmp #$ff
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sne:dec XtankstableH,x
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jmp NoLEdge
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LeftScreenEdge
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mva #sfx_dunno sfx_effect
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NoLEdge
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mva #155 AngleTable,x
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; then draw tank on new position
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jsr DrawTankNr
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jsr DisplayStatus
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jsr WaitOneFrame
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jmp ReachSky
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jmp KeyboardAndJoyCheck
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pressedSpace
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;=================================
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@@ -2630,7 +2651,7 @@ ItIsMe
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dex
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bpl CheckCollisionWithTankLoop
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ldx TankNr
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jsr WaitForKeyRelease
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mva #sfx_shield_off sfx_effect
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mva #1 Erase
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jsr DrawTankNr
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mva #0 Erase
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@@ -2638,6 +2659,9 @@ ItIsMe
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and #%11111110 ; correction for PM
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sta XtankstableL,x
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GoDown
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; display text 4x4 - low fuel (clear text)
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mwa #mountaintable temp
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clc
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lda temp
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@@ -2664,6 +2688,7 @@ FloatDown
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jsr WaitOneFrame
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jmp FloatDown
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OnGround
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jsr WaitForKeyRelease
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; and Soildown at the end (for correct mountaintable)
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; calculate range
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sec
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