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manual chapter delay jump
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@@ -338,6 +338,7 @@ The game has 8 difficulty levels of computer-controlled opponents. Or actually 7
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* **Unknown** - Before firing each shot, he randomly chooses a course of action from **Poolshark** to **Cyborg** and applies his tactics. However, the tactics of weapon purchases are always identical to **Tosser**.
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### AI weapon purchase
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Buying a weapon (offensive or defensive) works as follows:
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First, one of the weapons is drawn (among all possible offensive or defensive weapons). Then a check is performed to see if the drawn weapon is in the list of weapons possible for purchase by the tank. If not, no weapon is bought in this trial, and if so, its price is checked. If the tank has that much money, the weapon is bought, otherwise the trial ends without making a purchase.
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@@ -340,8 +340,8 @@ Gra posiada 8 poziomów trudności przeciwników sterowanych przez komputer. A w
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* **Unknown** - Przed oddaniem każdego strzału losowo wybiera sposób działania od **Poolsharka** do **Cyborga** i stosuje jego taktykę. Taktyka zakupów broni jest jednak zawsze identyczna jak **Tosser**
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### AI idzie na zakupy
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Próba zakupu broni (ofensywnej lub defensywnej) wygląda następująco:
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Na początku losowana jest jedna z broni (wśród wszystkich możliwych ofensywnych lub defensywnych). Następnie wykonywane jest sprawdzenie, czy wylosowana broń jest na liście broni możliwych do zakupu przez czołg. Jeśli nie, to w tej próbie żadna broń nie jest kupowana, a jeśli tak, to sprawdzana jest jej cena. Jeśli czołg ma tyle pieniędzy, broń jest kupowana, w przeciwnym wypadku próba kończy się bez dokonania zakupu.
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Tabela broni kupowanych przez **Shooter**, **Poolshark**, **Tosser** i **Chooser**
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+30
-1
@@ -8,6 +8,8 @@
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screen_height = 26
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screen_width = 40
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screen = $1000 ; start - 40*screen_height
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KeyRepeatSpeed = 15 ; (max 127 !!!)
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STEREOMODE equ 0
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@@ -160,7 +162,7 @@ prev_letter
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jmp prev_letter
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prev_chapter_found
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mwa temp top_src
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jsr WaitForKeyRelease
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jmp main_loop
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next_chapter
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@@ -180,6 +182,7 @@ next_letter
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jmp next_letter
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next_chapter_found
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mwa temp top_src
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jsr WaitForKeyRelease
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jmp main_loop
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;--------------------------------------------------
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.proc MakeScreenCopy
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@@ -324,9 +327,33 @@ Check2button
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rts
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.endp
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;--------------------------------------------------
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.proc WaitForKeyRelease
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;--------------------------------------------------
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mva #128-KeyRepeatSpeed pressTimer ; tricky
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StillWait
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bit pressTimer
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bmi KeyReleased
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lda STICK0
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and #$0f
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cmp #$0f
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bne StillWait
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lda STRIG0
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beq StillWait
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lda SKSTAT
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cmp #$ff
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bne StillWait
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lda CONSOL
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and #%00000110 ; Select and Option only
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cmp #%00000110
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bne StillWait
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KeyReleased
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rts
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.endp
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;--------------------------------------------------
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.proc VBLANK ;vertical blank interrupt
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;--------------------------------------------------
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lda ticksPerSecond
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cmp #60
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bne PALMusic
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@@ -335,6 +362,7 @@ Check2button
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and #%00000111
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beq skipSoundFrame
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PALMusic
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bit:smi:inc pressTimer ; timer halted if >127. max time measured 2.5 s
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;lda ticks
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;and #%00000011
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;beq skipSoundFrame
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@@ -412,6 +440,7 @@ paddlestate .byte 0
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ticks .byte 0
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ticksPerSecond .byte 0
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fake_pokey :9 .byte 0
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pressTimer .byte 0
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man_text
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