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Tank names and points on Game Over screen
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@@ -1828,6 +1828,7 @@ FinishResultDisplay
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;--------------------------------------------------
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jsr ClearScreen
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jsr ClearPMmemory
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jsr GameOverResultsClear
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mwa #GameOverDL dlptrs
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lda #%00111110 ; normal screen width, DL on, P/M on
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sta dmactls
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@@ -1853,8 +1854,38 @@ FinalResultOfTheNextPlayer
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; Y - line number (from 0 to 5)
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; X - TanNr
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; let's make texts
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phy
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; first calculate adres first byte of line
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mwa #GameOverResults temp
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@ dey
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bmi LineAdresReady
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adw temp #40
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jmp @-
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LineAdresReady
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; puts name of the tank on the screen
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ldy #$01
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lda TankNr
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:3 asl ; 8 chars per name
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tax
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NextChar
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lda tanksnames,x
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sta (temp),y
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inx
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iny
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cpy #$08+1
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bne NextChar
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; put big points on the screen
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ldx TankNr
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lda ResultsTable,x
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sta decimal
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mva #0 decimal+1
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adw temp #11 displayposition
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jsr displaydec
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mva #0 displayposition ; overwrite first digit
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;
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ply
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iny
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dec ResultOfTankNr
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bpl FinalResultOfTheNextPlayer
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@@ -1915,6 +1946,7 @@ DrawOnlyParachute
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dex
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bpl AllTanksFloatingDown
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jmp MainTanksFloatingLoop ; neverending loop
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jsr GameOverResultsClear
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rts
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RandomizeTankPos
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randomize 8 32
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@@ -1930,6 +1962,14 @@ RandomizeTankPos
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adc #0
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sta XtankstableH,x
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rts
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GameOverResultsClear
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lda #$00
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tax
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@ sta GameOverResults,x
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inx
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cpx #(6*40)+1
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bne @-
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rts
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.endp
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;-------------------------------------------------
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.proc DisplayStatus
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