WIP: hunting for #47

This commit is contained in:
2022-05-29 08:00:23 -04:00
parent defbde5b87
commit 2df28af79c
2 changed files with 18 additions and 8 deletions
+18 -8
View File
@@ -124,7 +124,7 @@ START
bne START
jsr EnterPlayerNames
jsr RandomizeSequence
jsr RandomizeSequence0
; for the round #1 shooting sequence is random
MainGameLoop
@@ -257,7 +257,7 @@ skipzeroing
cpx #(singleRoundVarsEnd-singleRoundVars)
bne @-
ldx #5
ldx #(MaxPlayers-1)
SettingEnergies
lda #$00
sta gainL,x
@@ -480,7 +480,7 @@ NextPlayerShoots
;before it shoots, the eXistenZ table must be
;updated accordingly to actual energy (was forgotten, sorry to ourselves)
ldx #5
ldx #(MaxPlayers-1)
SeteXistenZ
lda Energy,x
sta eXistenZ,x
@@ -500,7 +500,7 @@ LP0
ROR L1
BCC B0
CLC
ADC #10 ; multiplication by 10 (L2)
ADC #10 ; (L2) multiplication by 10
B0 DEY
BNE LP0
ror
@@ -567,7 +567,7 @@ NoPlayerNoDeath
jmp MainRoundLoop.continueMainRoundLoopAfterSeppuku
.endp
;---------------------------------
PlayerXdeath
.proc PlayerXdeath
; this tank should not explode anymore:
; there is 0 in A, and Tank Number in X, so...
@@ -591,7 +591,6 @@ PlayerXdeath
sta ResultsTable,x
inc CurrentResult
mva #sfx_death_begin sfx_effect
;RandomizeDeffensiveText
randomize talk.NumberOfOffensiveTexts (talk.NumberOfDeffensiveTexts+talk.NumberOfOffensiveTexts-1)
@@ -607,8 +606,6 @@ PlayerXdeath
mva #0 plot4x4color
jsr DisplayOffensiveTextNr
; calculate position of the explosion (the post-death one)
ldx TankTempY
clc
@@ -656,6 +653,7 @@ MetodOfDeath
jmp MainRoundLoop.AfterExplode
.endp
;--------------------------------------------------
.proc DecreaseEnergyX
@@ -909,6 +907,18 @@ lab2
jmp SYSVBV
.endp
;----------------------------------------------
.proc RandomizeSequence0
ldx #0
@ txa
sta TankSequence,x
inx
cpx #MaxPlayers
bne @-
rts
.endp
.proc RandomizeSequence
; in: NumberOfPlayers
; out: TankSequence
BIN
View File
Binary file not shown.