Shield after Flag bug fixed #138 . Optimizations

This commit is contained in:
Pecusx
2023-05-17 10:55:53 +02:00
parent 145af2c4e7
commit 12c20c7637
5 changed files with 25 additions and 35 deletions
+2
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@@ -219,8 +219,10 @@ AngleTable ; 16 bytes ;ba w $348b L$3350
cmp #5
bcs EnoughEnergy
; lower than 5 units - white flag
jsr ClearTankNr ; we must hide tank to erase shields (issue #138)
lda #ind_White_Flag_____
sta ActiveDefenceWeapon,x
jsr PutTankNr ; and draw tank witch Flag
EnoughEnergy
rts
.endp
+7 -3
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@@ -613,6 +613,11 @@ DrawNextTank
rts
.endp
;---------
ClearTankNr
mva #1 Erase
bne DrawTankNr
PutTankNr
mva #0 Erase
.proc DrawTankNr
ldx tankNr
; let's check the energy
@@ -1041,7 +1046,7 @@ TankFallsX
NoFallingSound
; clear previous position
mva #1 Erase
jsr DrawTankNr
jsr ClearTankNr
; and the parachute (if present)
lda Parachute
and #01
@@ -1242,9 +1247,8 @@ NoParachuteWeapon
beq ThereWasNoParachute
jsr DrawTankParachute
ThereWasNoParachute
mva #0 Erase
; ldx TankNr
jsr DrawTankNr ; redraw tank after erase parachute (exactly for redraw leaky schield :) )
jsr PutTankNr ; redraw tank after erase parachute (exactly for redraw leaky schield :) )
mva #sfx_silencer sfx_effect
rts
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+16 -32
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@@ -835,15 +835,13 @@ ShieldCoveredTank
jne EndOfDistanceCheckLoop
ShieldEnergy0 ; deactivate if no energy. it's like use one hit shield :)
UseShield
mva #1 Erase
lda TankNr
pha ; store TankNr
stx TankNr ; store X in TankNr :)
jsr DrawTankNr ; now erase tank with shield (to erase shield)
jsr ClearTankNr ; now erase tank with shield (to erase shield)
lda #0
sta ActiveDefenceWeapon,x ; deactivate defense weapons
sta Erase
jsr DrawTankNr ; draw tank without shield
jsr PutTankNr ; draw tank without shield
ldx TankNr ; restore X value :)
pla
sta TankNr ; restore TankNr value :)
@@ -1081,11 +1079,10 @@ ContinueToCheckMaxForce2
lda MaxForceTableL,x
sta ForceTableL,x
@
mva #0 Erase
jsr PutTankNameOnScreen
; jsr DisplayStatus ; There is no need anymore, it is always after PutTankNameOnScreen
jsr DrawTankNr
jsr PutTankNr
jsr WaitOneFrame ; best after drawing a tank
@@ -1915,16 +1912,14 @@ RightDeflection
bcs EndOfMagDeflector ; hit of course but we need RTS
sbw XHit #36 ; change to left
EndOfMagDeflector
mva #1 Erase
lda TankNr
pha ; store TankNr
stx TankNr ; store X in TankNr :)
jsr DrawTankNr ; now erase tank with shield (to erase shield)
jsr ClearTankNr ; now erase tank with shield (to erase shield)
lda #0
sta ActiveDefenceWeapon,x ; deactivate used mag deflector weapon
sta ShieldEnergy,x
sta Erase
jsr DrawTankNr ; draw tank without shield
jsr PutTankNr ; draw tank without shield
ldx TankNr ; restore X value :)
pla
sta TankNr ; restore TankNr value :)
@@ -1944,11 +1939,10 @@ BouncyCastle
@
mva #sfx_shield_on sfx_effect
; now run defensive-aggressive weapon - Bouncy Castle (previously known as Auto Defence)!
mva #1 Erase
lda TankNr
pha ; store TankNr
stx TankNr ; store X in TankNr :)
jsr DrawTankNr ; now erase tank with shield (to erase shield)
jsr ClearTankNr ; now erase tank with shield (to erase shield)
lda #0
sta ActiveDefenceWeapon,x ; deactivate used auto defense weapon
sta ShieldEnergy,x
@@ -1956,8 +1950,7 @@ BouncyCastle
sta ytraj
; sta xtraj+2
; sta ytraj+2
sta Erase
jsr DrawTankNr ; draw tank without shield
jsr PutTankNr ; draw tank without shield
; ldx TankNr ; restore X value :) ... but we don't need X now ..
pla
sta TankNr ; restore TankNr value :)
@@ -2382,8 +2375,7 @@ NoWall
; -------------------------------------------------
mva #sfx_death_begin sfx_effect
jsr FlashTank ; first we flash tank
mva #1 Erase
jsr DrawTankNr ; and erase tank
jsr ClearTankNr ; and erase tank
lda #0
sta Erase
ldx TankNr
@@ -2531,19 +2523,17 @@ TankGoUp
cmp FloatingAlt ; Floating altitude
bcc ReachSky
; first erase old tank position
mva #1 Erase
jsr DrawTankNr
jsr ClearTankNr
lda modify
cmp #5
bcc NoEngineClear
mva #0 color
jsr DrawTankRocketEngine
NoEngineClear
mva #0 Erase
dec ytankstable,x
inc modify
; then draw tank on new position
jsr DrawTankNr
jsr PutTankNr
lda modify
cmp #5
bcc NoEngine
@@ -2671,8 +2661,7 @@ pressedRight
ldy #1
jsr DecreaseShieldEnergyX
; first erase old tank position
mva #1 Erase
jsr DrawTankNr
jsr ClearTankNr
mva #0 Erase
lda XtankstableH,x
cmp #>(screenwidth-TankWidth-4) ; tank width correction +4
@@ -2695,8 +2684,7 @@ pressedLeft
ldy #1
jsr DecreaseShieldEnergyX
; first erase old tank position
mva #1 Erase
jsr DrawTankNr
jsr ClearTankNr
mva #0 Erase
lda XtankstableH,x
cmp #0
@@ -2793,8 +2781,7 @@ TankBelow
; tank below - we must move our tank
ldx TankNr
; first erase old tank position
mva #1 Erase
jsr DrawTankNr
jsr ClearTankNr
mva #0 Erase
bit OverTankDir
bmi PassLeft
@@ -2821,8 +2808,7 @@ ItIsMe
bpl CheckCollisionWithTankLoop
ldx TankNr
mva #sfx_shield_off sfx_effect
mva #1 Erase
jsr DrawTankNr
jsr ClearTankNr
mva #0 Erase
; x correction for P/M
; --
@@ -2851,13 +2837,11 @@ FloatDown
cmp OverTankDir
bcs OnGround
; first erase old tank position
mva #1 Erase
jsr DrawTankNr
jsr ClearTankNr
jsr DrawTankParachute
mva #0 Erase
inc ytankstable,x
; then draw tank on new position
jsr DrawTankNr
jsr PutTankNr
jsr DrawTankParachute
jsr WaitOneFrame
jmp FloatDown