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https://github.com/pkali/scorch_src.git
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WIP: sfx 09
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+6
-3
@@ -83,7 +83,7 @@ sfx_set_power_2 = $01
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sfx_lightning = $02
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sfx_lightning = $02
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sfx_dunno = $03
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sfx_dunno = $03
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sfx_nuke = $04
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sfx_nuke = $04
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sfx_hit = $05
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sfx_baby_missile= $05
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sfx_death_beg = $06
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sfx_death_beg = $06
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sfx_plasma_1_2 = $07
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sfx_plasma_1_2 = $07
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sfx_plasma_2_2 = $08
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sfx_plasma_2_2 = $08
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@@ -97,7 +97,10 @@ sfx_parachute = $0f
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sfx_smoke_cloud = $10
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sfx_smoke_cloud = $10
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sfx_riot_blast = $11
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sfx_riot_blast = $11
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sfx_sandhog = $12
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sfx_sandhog = $12
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sfx_dirt_char_s = $13
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sfx_dirt_chrg_s = $13
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sfx_digger = $14
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sfx_digger = $14
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sfx_key = $15
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sfx_silenting = $15
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sfx_next_player = $16
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sfx_purchase = $17
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sfx_keyclick = $18
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+2
-2
@@ -1138,7 +1138,7 @@ getkey .proc; waits for pressing a key and returns pressed value in A
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cmp #$ff
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cmp #$ff
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beq checkJoyGetKey ; key not pressed, check Joy
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beq checkJoyGetKey ; key not pressed, check Joy
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mva #sfx_key sfx_effect
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mva #sfx_keyclick sfx_effect
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lda kbcode
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lda kbcode
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and #$3f ;CTRL and SHIFT ellimination
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and #$3f ;CTRL and SHIFT ellimination
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rts
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rts
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@@ -1211,7 +1211,7 @@ TankFont
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.ECHO 'PLAYER: ',*
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.ECHO 'PLAYER: ',*
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icl 'artwork/sfx/rmtplayr_game.asm'
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icl 'artwork/sfx/rmtplayr_game.asm'
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opt h- ;RMT module is standard Atari binary file already
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opt h- ;RMT module is standard Atari binary file already
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ins "artwork/sfx/scorch_trial07_stripped.rmt" ;include music RMT module
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ins "artwork/sfx/scorch_trial09_stripped.rmt" ;include music RMT module
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opt h+
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opt h+
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;
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;
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;
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;
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BIN
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+2
-1
@@ -63,6 +63,7 @@ VOID
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; ------------------------
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; ------------------------
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.proc babymissile
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.proc babymissile
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mva #sfx_baby_missile sfx_effect
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inc FallDown2
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inc FallDown2
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mva #11 ExplosionRadius
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mva #11 ExplosionRadius
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jsr CalculateExplosionRange
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jsr CalculateExplosionRange
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@@ -826,7 +827,7 @@ DirectionChecked
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.proc ofdirt ;
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.proc ofdirt ;
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; --------------------------------------------------
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; --------------------------------------------------
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; makes dirt on xdraw,ydraw position and of ExplosionRadius height
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; makes dirt on xdraw,ydraw position and of ExplosionRadius height
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mva #sfx_dirt_char_s sfx_effect
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mva #sfx_dirt_chrg_s sfx_effect
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mva #1 color
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mva #1 color
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NoColor ; jump here with color=0 to clean dirt
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NoColor ; jump here with color=0 to clean dirt
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