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Game Over and Credits - but RTM problems
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+4
-3
@@ -905,6 +905,7 @@ tankflash_loop
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jsr SetupXYdraw.X
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jsr TypeChar
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ToHighToParachute
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ldx TankNr
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rts
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.endp
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@@ -948,7 +949,7 @@ NoFallingSound
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jsr DrawTankParachute
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DoNotClearParachute
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mva #0 Erase
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ldx TankNr
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; ldx TankNr
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lda EndOfTheFallFlag ; We only get byte below the tank if still falling
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bne NoGroundCheck
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; coordinates of the first pixel under the tank
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@@ -1097,7 +1098,7 @@ DoNotDrawParachute
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; the horizontal coordinate is even.
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; If it is odd then it must be corrected because otherwise
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; P/M graphics background would not look OK
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ldx TankNr
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; ldx TankNr
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lda XtanksTableL,x
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and #$01
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beq EndOfFall ; if it is even then it is the end
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@@ -1133,7 +1134,7 @@ NoParachuteWeapon
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jsr DrawTankParachute
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ThereWasNoParachute
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mva #0 Erase
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ldx TankNr
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; ldx TankNr
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jsr DrawTankNr ; redraw tank after erase parachute (exactly for redraw leaky schield :) )
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mva #sfx_silencer sfx_effect
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rts
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