diff --git a/scorch.asm b/scorch.asm index 7f25663..a99b6de 100644 --- a/scorch.asm +++ b/scorch.asm @@ -129,7 +129,7 @@ START ; Startup sequence jsr Initialize - jsr GameOverScreen ; only for test !!! +; jsr GameOverScreen ; only for test !!! jsr Options ;startup screen lda escFlag diff --git a/scorch.xex b/scorch.xex index 8f7577e..7996ac9 100644 Binary files a/scorch.xex and b/scorch.xex differ diff --git a/textproc.asm b/textproc.asm index 8b3c415..ae36574 100644 --- a/textproc.asm +++ b/textproc.asm @@ -1837,6 +1837,8 @@ FinishResultDisplay lda #%00111110 ; normal screen width, DL on, P/M on sta dmactls jsr ColorsOfSprites + mva #0 colpf1s + mva #TextForegroundColor colpf2s VDLI DLIinterruptText.DLIinterruptNone ; jsr SetDLI for text screen without DLIs ; initial tank positions randomization ldx #(MaxPlayers-1) ;maxNumberOfPlayers-1 @@ -1857,6 +1859,22 @@ AllTanksFloatingDown jsr RandomizeTankPos TankOnScreen jsr DrawTankNr + ; now we must clear sprites over and under our banner + lda pmtableL,x + sta xbyte ; sprite position in RAM + lda pmtableH,x + sta xbyte+1 + lda #0 + ldy #PMOffsetY ; start on top position +@ sta (xbyte),y + iny + cpy #PMOffsetY+32 ; banner begin - end zeroing sprites + bne @- + ldy #PMOffsetY+64 ; banner end - start zeroing again +@ sta (xbyte),y + iny + cpy #PMOffsetY+80 ; end of zeroing sprites + bne @- jsr DrawTankParachute ldx TankNr dex