mirror of
https://github.com/pkali/scorch_src.git
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Display dynamic->static optimizations
This commit is contained in:
+3
-10
@@ -28,23 +28,16 @@ OptionsHere
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OptionsScreenEnd
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;-----------------------------------------------
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NameScreen
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dta d" Enter names of players "
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NameScreen2
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dta d" Tank 01 Name:"
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NameAdr
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dta d" "
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dta d" Human/Atari (difficulty level) "
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dta d" "
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NameScreen4
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dta d" "
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NamesOfLevels
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dta d" HUMAN Moron Shooter "
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dta d" Poolshark Tosser Chooser "
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dta d" Spoiler Cyborg Unknown "
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dta d" "
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dta d"Tab"*
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dta d" - Player/Difficulty level "
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dta d" "
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dta d"Return"*
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dta d" - Proceed "
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;---------------------------------------------------
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textbuffer
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; 0123456789012345678901234567890123456789
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+30
-5
@@ -9,9 +9,23 @@
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OptionsScreen
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dta d"Welcome to Scorch v. "
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build ; 4 bytes from scorch.asm (fancy method) :)
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dta d" (un)2000-2022"
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dta d" (un)2000-2022"
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dta d" Please select option with cursor keys "
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dta d" and press (Return) to proceed "
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; 0123456789012345678901234567890123456789
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;-----------------------------------------------
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NameScreen
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dta d" Enter names of players "
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NameScreen3
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dta d" Human/Atari (difficulty level) "
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NameScreen5
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dta d" "
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dta d"Tab"*
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dta d" - Player/Difficulty level "
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dta d" "
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dta d"Return"*
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dta d" - Proceed "
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;-----------------------------------------------
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MoreUp
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dta d" "
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dta 92,92,92
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@@ -132,12 +146,23 @@ NameDL
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.byte $70
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.byte $47
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.word DifficultyTitle
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.byte $70,$70
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.byte $70,$70 ; 16 empty lines
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.byte $42
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.word NameScreen
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.byte $30
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.byte $02,$30+$80,$02
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.byte $10,$02,$02,$02,$30,$02,$02
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.byte $30 ; 4 empty lines
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.byte $42
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.word NameScreen2
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.byte $30+$80 ; 4 empty lines + DLI
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.byte $42
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.word NameScreen3
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.byte $10 ; 2 empty lines
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.byte $42
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.word NameScreen4
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.byte $02,$02
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.byte $30 ; 4 empty lines
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.byte $42
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.word NameScreen5
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.byte $02
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.byte $41
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.word NameDL
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; -------------------------------------------------
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+2
-7
@@ -77,7 +77,6 @@
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.zpvar Counter .byte ;temporary Counter for outside loops
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.zpvar ExplosionRadius .word ;because when adding in xdraw it is double byte
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.zpvar ResultY .byte
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; .zpvar FallDown2 .byte
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.zpvar xcircle .word
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.zpvar ycircle .word
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.zpvar vy .word
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@@ -620,8 +619,6 @@ ShootNow
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lda HitFlag ;0 if missed
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beq missed
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lda #0
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; sta FallDown2
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jsr Explosion
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continueMainRoundLoopAfterSeppuku
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@@ -647,8 +644,8 @@ NoExistNoFall
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dex
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bpl TanksFallDown
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mvx tempor2 TankNr
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missed
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missed
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; TODO: IS IT OK??? possibly a fix here needed for #56
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ldy WeaponDepleted
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bne @+
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@@ -782,7 +779,6 @@ NoPlayerNoDeath
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;cleanup of the soil fall down ranges (left and right)
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sta RangeRight
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sta RangeRight+1
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; sta FallDown2
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mwa #screenwidth RangeLeft
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; We are randomizing the weapon now.
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@@ -889,11 +885,10 @@ NotNegativeShieldEnergy
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;---------------------------------
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.proc Seppuku
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lda #0
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;sta FallDown2
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sta ydraw+1
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; get position of the tank
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ldx TankNr
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lda #0 ; turn off defense weapons when hara-kiring
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; lda #0 ; turn off defense weapons when hara-kiring
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sta ActiveDefenceWeapon,x
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sta ShieldEnergy,x
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jsr SetupXYdraw
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BIN
Binary file not shown.
+1
-30
@@ -17,7 +17,6 @@
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pha
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lda ExplosionRoutines,x
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pha
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; inc FallDown2
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rts
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ExplosionRoutines
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.word babymissile-1 ;Baby_Missile___;_00
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@@ -62,35 +61,30 @@ tracer
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; ------------------------
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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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mva #11 ExplosionRadius
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jmp xmissile
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.endp
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; ------------------------
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.proc missile ;
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mva #sfx_baby_missile sfx_effect
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; inc FallDown2
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mva #17 ExplosionRadius
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jmp xmissile
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.endp
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; ------------------------
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.proc babynuke
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mva #sfx_nuke sfx_effect
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; inc FallDown2
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mva #25 ExplosionRadius
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jmp xmissile
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.endp
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; ------------------------
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.proc nuke
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mva #sfx_nuke sfx_effect
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; inc FallDown2
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mva #30 ExplosionRadius
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jmp xmissile
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.endp
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; ------------------------
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.proc leapfrog
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mva #sfx_baby_missile sfx_effect
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; inc FallDown2
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mva #17 ExplosionRadius
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jsr xmissile
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@@ -143,7 +137,6 @@ EndOfLeapping
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.endp
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; ------------------------
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.proc mirv ; the whole mirv is performed by Flight routine
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; inc FallDown2
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rts
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.endp
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; ------------------------
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@@ -151,7 +144,6 @@ EndOfLeapping
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mva #sfx_baby_missile sfx_effect
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mwa xtraj+1 xtrajfb
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sbw ytraj+1 #$05 ytrajfb ; funky missiles start point goes 5 pixel UP to prevent multiple explosion at one point if tank is hit (4 pixels tank height + 1)
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; inc FallDown2
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;central Explosion
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mva #21 ExplosionRadius
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jsr CalculateExplosionRange0
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@@ -198,7 +190,6 @@ NoWallsInFunky
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.endp
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; ------------------------
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.proc deathshead
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; inc FallDown2
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mva #30 ExplosionRadius
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mva #sfx_nuke sfx_effect
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SaveDrawXY
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@@ -250,7 +241,6 @@ NoLowerCircle
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; ------------------------
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.proc napalm
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mva #sfx_napalm sfx_effect
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; inc FallDown2
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mva #(napalmRadius+4) ExplosionRadius ; real radius + 4 pixels (half characrer width)
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jsr CalculateExplosionRange
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mva #0 ExplosionRadius ; in this weapon - flag: 0 - napalm, 1 - hotnapalm
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@@ -259,7 +249,6 @@ NoLowerCircle
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; ------------------------
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.proc hotnapalm
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mva #sfx_napalm sfx_effect
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; inc FallDown2
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mva #(napalmRadius+4) ExplosionRadius ; real radius + 4 pixels (half characrer width)
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jsr CalculateExplosionRange
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mva #1 ExplosionRadius ; in this weapon - flag: 0 - napalm, 1 - hotnapalm
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@@ -324,7 +313,6 @@ CharOffTheScreen
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dec magic
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jpl RepeatNapalm
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; after napalm
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; inc FallDown2
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;now we must check tanks in range
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ldx NumberOfPlayers
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dex
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@@ -372,32 +360,27 @@ EndNurnedCheckLoop
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.endp
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; ------------------------
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.proc babyroller
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; inc FallDown2
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mva #11 ExplosionRadius
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jmp xroller
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.endp
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; ------------------------
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.proc roller ;
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; inc FallDown2
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mva #21 ExplosionRadius
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jmp xroller
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.endp
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; ------------------------
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.proc heavyroller
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; inc FallDown2
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mva #30 ExplosionRadius
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jmp xroller
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.endp
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; ------------------------
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.proc riotbomb
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; inc FallDown2
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mva #17 ExplosionRadius
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jsr CalculateExplosionRange
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jmp xriotbomb
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.endp
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; ------------------------
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.proc heavyriotbomb
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; inc FallDown2
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mva #29 ExplosionRadius
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jsr CalculateExplosionRange
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jmp xriotbomb
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@@ -406,7 +389,6 @@ EndNurnedCheckLoop
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.proc babydigger
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mva #sfx_digger sfx_effect
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mva #0 sandhogflag
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; inc FallDown2
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mva #13 DigLong
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mva #1 diggery ; how many branches (-1)
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jmp xdigger
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@@ -415,7 +397,6 @@ EndNurnedCheckLoop
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.proc digger ;
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mva #sfx_digger sfx_effect
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mva #0 sandhogflag
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; inc FallDown2
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mva #13 DigLong
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mva #3 diggery ; how many branches (-1)
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jmp xdigger
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@@ -424,7 +405,6 @@ EndNurnedCheckLoop
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.proc heavydigger
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mva #sfx_digger sfx_effect
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mva #0 sandhogflag
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; inc FallDown2
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mva #13 DigLong
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mva #7 diggery ; how many branches (-1)
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jmp xdigger
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@@ -548,7 +528,6 @@ DiggerCharacter
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.proc babysandhog
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mva #sfx_sandhog sfx_effect
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mva #char_sandhog_offset sandhogflag
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; inc FallDown2
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mva #13 DigLong
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mva #1 diggery ; how many branches (-1)
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jmp xdigger
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@@ -557,7 +536,6 @@ DiggerCharacter
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.proc sandhog
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mva #sfx_sandhog sfx_effect
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mva #char_sandhog_offset sandhogflag
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; inc FallDown2
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mva #13 DigLong
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mva #3 diggery ; how many branches (-1)
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jmp xdigger
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@@ -566,35 +544,30 @@ DiggerCharacter
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.proc heavysandhog
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mva #sfx_sandhog sfx_effect
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mva #char_sandhog_offset sandhogflag
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; inc FallDown2
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mva #13 DigLong
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mva #5 diggery ; how many branches (-1)
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jmp xdigger
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.endp
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; ------------------------
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.proc dirtclod
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; inc FallDown2
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mva #12 ExplosionRadius
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jsr CalculateExplosionRange
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jmp xdirt
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.endp
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; ------------------------
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.proc dirtball
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; inc FallDown2
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mva #22 ExplosionRadius
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jsr CalculateExplosionRange
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jmp xdirt
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.endp
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; ------------------------
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.proc tonofdirt
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; inc FallDown2
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mva #31 ExplosionRadius
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jsr CalculateExplosionRange
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jmp xdirt
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.endp
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; ------------------------
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.proc dirtcharge
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; inc FallDown2
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mva #61 ExplosionRadius
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jsr CalculateExplosionRange
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jmp ofdirt
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@@ -602,7 +575,6 @@ DiggerCharacter
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; ------------------------
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.proc riotcharge
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mva #sfx_riot_blast sfx_effect
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; inc FallDown2
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mva #31 ExplosionRadius
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jsr CalculateExplosionRange
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jmp cleanDirt
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@@ -610,7 +582,6 @@ DiggerCharacter
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; ------------------------
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.proc riotblast
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mva #sfx_riot_blast sfx_effect
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; inc FallDown2
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mva #61 ExplosionRadius
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jsr CalculateExplosionRange
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jmp cleanDirt
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@@ -1893,7 +1864,7 @@ MagDeflector
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bit random ; left or right deflection ?
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bpl RightDeflection
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LeftDeflection
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sbw XHit #18 ; 18 pixels to right and explode...
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sbw XHit #18 ; 18 pixels to left and explode...
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bit XHit+1 ; if off-screen ...
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bpl EndOfMagDeflector ; hit of course but we need RTS
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adw XHit #36 ; change to right :)
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