diff --git a/scorch.xex b/scorch.xex index 46a6a1e..24d27a6 100644 Binary files a/scorch.xex and b/scorch.xex differ diff --git a/weapons.asm b/weapons.asm index 34c2b28..87831c6 100644 --- a/weapons.asm +++ b/weapons.asm @@ -2629,25 +2629,33 @@ TankOnRightSide TankOnLeftSide sty FloatingAlt ; I know, not elegant byt this variable it's free now (0 go right, $ff go left) ; now we have direction of bypassing tanks on screen + ; clear "engine pixels" under tank - lda XtankstableL,x - sta xdraw - lda XtankstableH,x - sta xdraw+1 - clc - lda Ytankstable,x - adc #1 - sta ydraw - mva #0 ydraw+1 - sta color - ; draw horizontal line - mva #8 temp -@ - jsr plot - inw xdraw - dec temp - bne @- - ldx TankNr + mva #1 erase + jsr drawTankNr + inc ytanksTable,x + mva #0 erase + jsr drawTankNr + + +; lda XtankstableL,x +; sta xdraw +; lda XtankstableH,x +; sta xdraw+1 +; clc +; lda Ytankstable,x +; adc #1 +; sta ydraw +; mva #0 ydraw+1 +; sta color +; ; draw horizontal line +; mva #8 temp +;@ +; jsr plot +; inw xdraw +; dec temp +; bne @- +; ldx TankNr ; first check if we over any tank ; Warning! in xdraw wird we have position of floating tank (after DrawTankNr) CheckForTanksBelow