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WIP: hunting for #47
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+18
-8
@@ -124,7 +124,7 @@ START
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bne START
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jsr EnterPlayerNames
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jsr RandomizeSequence
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jsr RandomizeSequence0
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; for the round #1 shooting sequence is random
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MainGameLoop
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@@ -257,7 +257,7 @@ skipzeroing
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cpx #(singleRoundVarsEnd-singleRoundVars)
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bne @-
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ldx #5
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ldx #(MaxPlayers-1)
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SettingEnergies
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lda #$00
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sta gainL,x
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@@ -480,7 +480,7 @@ NextPlayerShoots
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;before it shoots, the eXistenZ table must be
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;updated accordingly to actual energy (was forgotten, sorry to ourselves)
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ldx #5
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ldx #(MaxPlayers-1)
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SeteXistenZ
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lda Energy,x
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sta eXistenZ,x
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@@ -500,7 +500,7 @@ LP0
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ROR L1
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BCC B0
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CLC
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ADC #10 ; multiplication by 10 (L2)
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ADC #10 ; (L2) multiplication by 10
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B0 DEY
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BNE LP0
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ror
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@@ -567,7 +567,7 @@ NoPlayerNoDeath
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jmp MainRoundLoop.continueMainRoundLoopAfterSeppuku
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.endp
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;---------------------------------
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PlayerXdeath
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.proc PlayerXdeath
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; this tank should not explode anymore:
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; there is 0 in A, and Tank Number in X, so...
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@@ -591,7 +591,6 @@ PlayerXdeath
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sta ResultsTable,x
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inc CurrentResult
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mva #sfx_death_begin sfx_effect
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;RandomizeDeffensiveText
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randomize talk.NumberOfOffensiveTexts (talk.NumberOfDeffensiveTexts+talk.NumberOfOffensiveTexts-1)
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@@ -607,8 +606,6 @@ PlayerXdeath
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mva #0 plot4x4color
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jsr DisplayOffensiveTextNr
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; calculate position of the explosion (the post-death one)
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ldx TankTempY
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clc
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@@ -656,6 +653,7 @@ MetodOfDeath
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jmp MainRoundLoop.AfterExplode
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.endp
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;--------------------------------------------------
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.proc DecreaseEnergyX
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@@ -909,6 +907,18 @@ lab2
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jmp SYSVBV
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.endp
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;----------------------------------------------
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.proc RandomizeSequence0
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ldx #0
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@ txa
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sta TankSequence,x
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inx
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cpx #MaxPlayers
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bne @-
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rts
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.endp
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.proc RandomizeSequence
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; in: NumberOfPlayers
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; out: TankSequence
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