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zpage opt part 2
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+9
-1
@@ -117,7 +117,15 @@
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.zpvar delta .word
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.zpvar HowMuchToFall .byte
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.zpvar magic .word
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.zpvar xtraj .word
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.zpvar xtraj_ .byte ; 3 bytes
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.zpvar ytraj .word
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.zpvar ytraj_ .byte ; 3 bytes
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.zpvar Wind .word
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.zpvar Wind_ .word ; 4 bytes
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.zpvar RangeLeft .word
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.zpvar RangeRight .word
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displayposition = modify
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BIN
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+5
-5
@@ -126,7 +126,7 @@ L1 .DS 1 ; variable used in multiplications (by 10:)
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gravity .DS 1 ;only the decimal part (1/10 = 25)
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;----------------------------------------------------
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Wind .ds 4 ;format: 0000.hhll
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;Wind .ds 4 ;format: 0000.hhll
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;walue displayed on the screen is
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;decimal portion divided by 16 (>>4)
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;----------------------------------------------------
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@@ -152,8 +152,8 @@ TargetTankNr ; Target tank index (for AI routines)
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; on the graphics screen. if 0 character is printed normally
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;----------------------------------------------------
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RangeLeft .DS 2 ;range of the soil to be fallen down
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RangeRight .DS 2 ;it is being set by all Explosions
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;RangeLeft .DS 2 ;range of the soil to be fallen down
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;RangeRight .DS 2 ;it is being set by all Explosions
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;----------------------------------------------------
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WeaponRangeLeft .DS 2 ;Range of the Explosion of the given weapon
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WeaponRangeRight .DS 2
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@@ -218,8 +218,8 @@ YposFlag .DS 1 ; bullet positon Y (0 - on screen , %1000000 - over the screen ,
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;CheckCollisionWithTank
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;vx .ds 4 ; 0,0,0,0 ;two decimal bytes, two whole bytes (DC.BA)
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;vy .ds 4 ;0,0,0,0
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xtraj .ds 3 ; 0,0,0
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ytraj .ds 3 ; 0,0,0
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;xtraj .ds 3 ; 0,0,0
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;ytraj .ds 3 ; 0,0,0
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xtrajold .ds 3 ; 0,0,0
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ytrajold .ds 3 ; 0,0,0
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;Angle .DS 1
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