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https://github.com/pkali/scorch_src.git
synced 2026-05-20 22:34:21 +02:00
elaborate fix of a simple issue... #92
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+1
-1
@@ -899,7 +899,7 @@ DefensiveEnergy = * - 48
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.by 00 ; Fuel Tank
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.by 00 ; Contact Trigger
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weaponsOfDeath
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dta 1,2,3,7,15,16,17,18,19,20,21,22,23,24,25,26,27
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dta 1,2,3,7,17,18,19,20,21,22,23,24,25,26,27
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weaponsOfDeathEnd
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joyToKeyTable
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; .by 00, 01, 02, 03, 04, 05, 06, 07, 08, 09, 10, 11, 12, 13, 14, 15
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+3
-3
@@ -1451,7 +1451,7 @@ EndPutChar
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; ------------------------------------------
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.proc PutChar4x4
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; puts 4x4 pixels char on the graphics screen
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; in: xdraw, ydraw (LOWER left corner of the char)
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; in: dx, dy (LOWER left corner of the char)
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; in: CharCode4x4 (.sbyte)
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; in: plot4x4color (0/1)
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; all pixels are being drawn
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@@ -1505,7 +1505,7 @@ GetUpper4bits
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bpl CopyChar
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; calculating coordinates from xdraw and ydraw
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mwa xdraw xbyte
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mwa dx xbyte
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lda xbyte
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and #$7
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@@ -1516,7 +1516,7 @@ GetUpper4bits
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rorw xbyte
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;---
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ldy xbyte
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lda ydraw ; y = y - 3 because left lower.
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lda dy ; y = y - 3 because left lower.
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sec
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sbc #3
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tax
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+7
-3
@@ -427,6 +427,10 @@ AfterManualShooting
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ShootNow
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jsr Shoot
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;here we clear offensive text (after a shoot)
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ldy TankNr
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mva #0 plot4x4color
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jsr DisplayOffensiveTextNr
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lda HitFlag ;0 if missed
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beq missed
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@@ -438,9 +442,9 @@ ShootNow
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continueMainRoundLoopAfterSeppuku
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;here we clear offensive text (after a shoot)
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ldy TankNr
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mva #0 plot4x4color
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jsr DisplayOffensiveTextNr
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;ldy TankNr
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;mva #0 plot4x4color
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;jsr DisplayOffensiveTextNr
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AfterExplode
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BIN
Binary file not shown.
+12
-23
@@ -1305,6 +1305,8 @@ space dta d" "
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;that's easy because we have number of tank
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;and xtankstableL and H keep X position of a given tank
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;save vars (messed when printing...)
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lda xtankstableL,y
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sta temp
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lda xtankstableH,y
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@@ -1425,12 +1427,12 @@ DOTNcharloop
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asl
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clc
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adc TextPositionX
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sta Xdraw
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sta dx
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lda #0
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adc TextPositionX+1
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sta Xdraw+1
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sta dx+1
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lda TextPositionY
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sta ydraw
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sta dy
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jsr PutChar4x4
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inc TextCounter
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@@ -1448,6 +1450,7 @@ DOTNcharloop
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;address in LineAddress4x4
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;starting from LineXdraw, LineYdraw
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ldy #0
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sty LineCharNr
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@@ -1460,8 +1463,8 @@ TypeLine4x4Loop
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beq EndOfTypeLine4x4
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sta CharCode4x4
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mwa LineXdraw Xdraw
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mva LineYdraw Ydraw
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mwa LineXdraw dx
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mva LineYdraw dy
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mva #1 plot4x4color
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jsr PutChar4x4 ;type empty pixels as well!
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adw LineXdraw #4
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@@ -1477,10 +1480,6 @@ EndOfTypeLine4x4
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.proc AreYouSure
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;using 4x4 font
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;save vars (messed in TypeLine4x4)
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mwa Xdraw xk
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mva Ydraw yc
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mva #4 ResultY ; where seppuku text starts Y-wise on the screen
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;top frame
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@@ -1510,7 +1509,7 @@ EndOfTypeLine4x4
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skip01
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;clean
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mva #3 dx
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mva #3 di
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mva #4 ResultY
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@
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mva #1 plot4x4color
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@@ -1520,23 +1519,16 @@ skip01
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jsr TypeLine4x4
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adb ResultY #4 ;next line
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dec dx
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dec di
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bne @-
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quit_areyousure
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;restore vars
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mva yc Ydraw
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mwa xk Xdraw
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rts
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.endp
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;--------------------------------
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.proc DisplaySeppuku
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;using 4x4 font
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;save vars (messed in TypeLine4x4)
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mwa Xdraw xk
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mva Ydraw yc
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mva #20 fs ; temp, how many times blink the billboard
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seppuku_loop
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@@ -1564,7 +1556,7 @@ seppuku_loop
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;clean seppuku
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mva #3 dx
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mva #3 di
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mva #4 ResultY
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@
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mwa #lineClear LineAddress4x4
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@@ -1573,16 +1565,13 @@ seppuku_loop
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jsr TypeLine4x4
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adb ResultY #4 ;next line
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dec dx
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dec di
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bne @-
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dec fs
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jne seppuku_loop
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quit_seppuku
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;restore vars
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mva yc Ydraw
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mwa xk Xdraw
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rts
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.endp
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;--------------------------------
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-13
@@ -102,14 +102,7 @@ VOID
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jsr xmissile
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; soil must fall down now! there is no other way...
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;first clean the offensive text...
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ldy TankNr
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mva #0 plot4x4color
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jsr DisplayOffensiveTextNr
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; hide tanks or they fall down with soil
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lda TankNr
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pha
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mva #1 Erase
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@@ -187,10 +180,6 @@ EndOfLeapping
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jsr CalculateExplosionRange0
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jsr xmissile
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ldy TankNr
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mva #0 plot4x4color
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jsr DisplayOffensiveTextNr
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lda TankNr
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pha
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mva #1 Erase
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@@ -1832,8 +1821,6 @@ EndOfFlight
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jsr unPlot
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mwa xcircle xdraw
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mwa ycircle ydraw
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; mwa XHit xdraw
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; mva YHit ydraw
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ldy SmokeTracerFlag
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beq EndOfFlight2
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