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Auto Defense -> Bouncy Castle
This commit is contained in:
@@ -959,7 +959,7 @@ SorryNoPurchase
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mva #3 tempXroller; number of offensive purchases to perform
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ldx TankNr
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@
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randomize ind_Battery________ ind_Auto_Defense___
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randomize ind_Battery________ ind_Bouncy_Castle__
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jsr TryToPurchaseOnePiece
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dec tempXroller
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bne @-
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@@ -985,7 +985,7 @@ SorryNoPurchase
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; first try to buy defensives
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mva #1 tempXroller; number of defensive purchases to perform
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@
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randomize ind_Battery________ ind_Auto_Defense___
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randomize ind_Battery________ ind_Bouncy_Castle__
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jsr TryToPurchaseOnePiece
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dec tempXroller
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bne @-
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@@ -1012,7 +1012,7 @@ SorryNoPurchase
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; first try to buy defensives
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mva #1 tempXroller; number of defensive purchases to perform
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@
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randomize ind_Battery________ ind_Auto_Defense___
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randomize ind_Battery________ ind_Bouncy_Castle__
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jsr TryToPurchaseOnePiece2
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dec tempXroller
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bne @-
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Binary file not shown.
+6
-90
@@ -220,90 +220,6 @@ SlideLeftTable
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.BY %00000111
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.BY %00001100
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;-----------------------------------------------------------
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; this table changes Angle to the appropriate tank character
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;BarrelTable
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;
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; .by $2C,$2C,$2C,$2C,$2C,$2C,$2C,$2C,$2A,$2A,
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; .by $2A,$2A,$2A,$2A,$2A,$2A,$28,$28,$28,$28,
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; .by $28,$28,$28,$28,$28,$26,$26,$26,$26,$26,
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; .by $26,$26,$26,$24,$24,$24,$24,$24,$24,$24,
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; .by $24,$22,$22,$22,$22,$22,$22,$22,$22,$22,
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; .by $20,$20,$20,$20,$20,$20,$20,$20,$1E,$1E,
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; .by $1E,$1E,$1E,$1E,$1E,$1E,$1C,$1C,$1C,$1C,
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; .by $1C,$1C,$1C,$1C,$1C,$1A,$1A,$1A,$1A,$1A,
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; .by $1A,$1A,$1A,$18,$18,$18,$18,$18,$18,$18,
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;.by $18,
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; .by $16,$16,$16,$16,$16,$16,$16,$16,$14,$14,
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; .by $14,$14,$14,$14,$14,$14,$12,$12,$12,$12,
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; .by $12,$12,$12,$12,$12,$10,$10,$10,$10,$10,
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; .by $10,$10,$10,$0E,$0E,$0E,$0E,$0E,$0E,$0E,
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; .by $0E,$0C,$0C,$0C,$0C,$0C,$0C,$0C,$0C,$0C,
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; .by $0A,$0A,$0A,$0A,$0A,$0A,$0A,$0A,$08,$08,
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; .by $08,$08,$08,$08,$08,$08,$06,$06,$06,$06,
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; .by $06,$06,$06,$06,$06,$04,$04,$04,$04,$04,
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; .by $04,$04,$04,$02,$02,$02,$02,$02,$02,$02,
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; .by $02,
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;EndOfTheBarrelX
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; ; right angles from 0 (horizontally right) to 90 (up)
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;
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; .by 7,7,7,7,7,7,7,7,7,7,
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; .by 7,7,7,7,7,7,7,7,7,7,
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; .by 7,7,7,7,7,7,7,7,7,7,
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; .by 7,7,7,7,7,7,7,7,7,7,
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; .by 7,7,7,7,7,7,7,7,7,7,
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; .by 7,7,7,7,7,7,7,7,7,7,
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; .by 7,6,6,6,6,6,6,6,6,6,
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; .by 5,5,5,5,5,5,5,5,5,5,
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; .by 4,4,4,4,4,4,4,4,4,4,
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; ;.by 4,
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;
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; ; left angles from 90 (vertical) to 180 (horizontally left)
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; .by 3,3,3,3,3,3,3,3,3,3,
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; .by 3,2,2,2,2,2,2,2,2,2,
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; .by 2,1,1,1,1,1,1,1,1,1,
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; .by 0,0,0,0,0,0,0,0,0,0,
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; .by 0,0,0,0,0,0,0,0,0,0,
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; .by 0,0,0,0,0,0,0,0,0,0,
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; .by 0,0,0,0,0,0,0,0,0,0,
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; .by 0,0,0,0,0,0,0,0,0,0,
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; .by 0,0,0,0,0,0,0,0,0,0,
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; .by 0
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;
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;EndOfTheBarrelY
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;; right angles from 0 (horizontally right) to 90 (up)
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;
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; ; one pixel Up for fix problems with colision check
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; ;.by 3,3,3,3,3,3,3,3,3,3,3,3,3,3
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; .by 4,4,4,4,4,4,4,4,4,4,
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; .by 4,4,4,4,4,4,4,4,4,4,
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; .by 4,4,4,4,4,4,4,5,5,5,
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; .by 5,5,5,5,5,5,5,6,6,6,
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; .by 6,6,6,6,6,6,7,7,7,7,
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; .by 7,7,7,7,7,7,7,7,7,7,
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; .by 7,7,7,7,7,7,7,7,7,7,
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; .by 7,7,7,7,7,7,7,7,7,7,
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; .by 7,7,7,7,7,7,7,7,7,7,
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; ;.by 7,
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;
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;; left angles from 90 (vertical) to 180 (horizontally left)
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;
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; .by 7,7,7,7,7,7,7,7,7,7,
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; .by 7,7,7,7,7,7,7,7,7,7,
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; .by 7,7,7,7,7,7,7,7,7,7,
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; .by 7,7,7,7,7,7,7,7,7,7,
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; .by 7,7,7,7,7,6,6,6,6,6,
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; .by 6,6,6,6,5,5,5,5,5,5,
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; .by 5,5,5,5,4,4,4,4,4,4,
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; .by 4,4,4,4,4,4,4,4,4,4,
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; .by 4,4,4,4,4,4,4,4,4,4,
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; .by 4,
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; ; one pixel Up for fix problems with colision check
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; ;.by 3,3,3,3,3,3,3,3,3,3,3,3,3,3
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;-------------------------------------------------
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TanksNamesDefault
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dta d"1st.Tank"
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@@ -375,7 +291,7 @@ WeaponPriceH ; weapons prices (tables with prices of weapons)
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.by >price_Heavy_Shield___
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.by >price_Force_Shield___
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.by >price_Super_Mag______
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.by >price_Auto_Defense___
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.by >price_Bouncy_Castle__
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.by >price_Fuel_Tank______
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.by >price_Nuclear_Winter_
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@@ -441,7 +357,7 @@ WeaponPriceL
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.by <price_Heavy_Shield___
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.by <price_Force_Shield___
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.by <price_Super_Mag______
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.by <price_Auto_Defense___
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.by <price_Bouncy_Castle__
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.by <price_Fuel_Tank______
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.by <price_Nuclear_Winter_
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@@ -538,7 +454,7 @@ PurchaseMeTable ;weapons good to be purchased by the robot
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; "Vert Guidance ","Lazy Boy ","Parachute ","Strong Parachute"
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.by %01000011
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; "Mag Deflector ","Shield ","Heavy Shield ","Force Shield "
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; "Super Mag ","Auto Defense ","Fuel Tank ","Nuclear Winter "
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; "Super Mag ","Bouncy Castle ","Fuel Tank ","Nuclear Winter "
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.by %11110100
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PurchaseMeTable2 ;weapons good to be purchased by the robot (Cyborg)
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@@ -562,7 +478,7 @@ PurchaseMeTable2 ;weapons good to be purchased by the robot (Cyborg)
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; "Vert Guidance ","Lazy Boy ","Parachute ","Strong Parachute"
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.by %01000001
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; "Mag Deflector ","Shield ","Heavy Shield ","Force Shield "
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; "Super Mag ","Auto Defense ","Fuel Tank ","Nuclear Winter "
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; "Super Mag ","Bouncy Castle ","Fuel Tank ","Nuclear Winter "
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.by %10110100
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;-------------------------------------------------
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@@ -641,7 +557,7 @@ NamesOfWeapons ;the comment is an index in the tables
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dta d"Heavy Shield " ; 58 - shield with energy
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dta d"Force Shield " ; 59 - shield with energy and parachute
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dta d"Super Mag " ; 60
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dta d"Auto Defense " ; 61 - with shield and energy
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dta d"Bouncy Castle " ; 61 - with shield and energy
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dta d"Fuel Tank " ; 62
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dta d"Nuclear Winter " ; 63
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DefensiveEnergy = * - 48
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@@ -658,7 +574,7 @@ DefensiveEnergy = * - 48
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.by 99 ; Heavy Shield
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.by 99 ; Force Shield
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.by 00 ; Super Mag
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.by 99 ; Auto Defense
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.by 99 ; Bouncy Castle
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.by 00 ; Fuel Tank
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.by 00 ; Nuclear Winter
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weaponsOfDeath
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+2
-2
@@ -94,7 +94,7 @@ price_Shield_________ = 224 ;_57
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price_Heavy_Shield___ = 628 ;_58
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price_Force_Shield___ = 1100 ;_59
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price_Super_Mag______ = $ffff ;_60
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price_Auto_Defense___ = 512 ;_61
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price_Bouncy_Castle__ = 512 ;_61
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price_Fuel_Tank______ = $ffff ;_62
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price_Nuclear_Winter_ = 1000 ;_63
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;Weapon indexes (numbers)
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@@ -159,7 +159,7 @@ ind_Shield_________ = 57
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ind_Heavy_Shield___ = 58
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ind_Force_Shield___ = 59
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ind_Super_Mag______ = 60
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ind_Auto_Defense___ = 61
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ind_Bouncy_Castle__ = 61
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ind_Fuel_Tank______ = 62
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ind_Nuclear_Winter_ = 63
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;--------------------------------
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+2
-2
@@ -740,7 +740,7 @@ NoPlayerMissile
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beq DrawTankShieldBold
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cmp #ind_Heavy_Shield___ ; shield with energy
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beq DrawTankShieldBold
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cmp #ind_Auto_Defense___ ; Auto Defence
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cmp #ind_Bouncy_Castle__ ; Auto Defence
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beq DrawTankShieldWihHorns
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cmp #ind_Mag_Deflector__ ; Mag Deflector
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beq DrawTankShieldWihHorns
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@@ -816,7 +816,7 @@ tankflash_loop
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;--------------------------------------------------
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sbw xdraw #$03 ; 3 pixels to left
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; draw left vertical line of shield ( | )
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mva #6 temp ; strange !!!
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mva #7 temp ; strange !!!
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@
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jsr plot
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.nowarn dew ydraw
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+1
-1
@@ -122,7 +122,7 @@
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;Game loading address
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ORG $3000
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WeaponFont
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ins 'artwork/weapons_AW5_mod.fnt' ; 'artwork/weapons.fnt'
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ins 'artwork/weapons_AW6_mod.fnt' ; 'artwork/weapons.fnt'
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;-----------------------------------------------
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;Screen displays go here to avoid crossing 4kb barrier
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;-----------------------------------------------
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BIN
Binary file not shown.
+7
-7
@@ -810,7 +810,7 @@ DistanceCheckLoop
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beq UseShieldWithEnergy
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cmp #ind_Heavy_Shield___ ; shield with energy
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beq UseShieldWithEnergy
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cmp #ind_Auto_Defense___ ; Auto Defence (it works only if hit ground next to tank. Tank hit is handled in Flight proc)
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cmp #ind_Bouncy_Castle__ ; Auto Defence (it works only if hit ground next to tank. Tank hit is handled in Flight proc)
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beq UseShieldWithEnergy
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cmp #ind_Mag_Deflector__ ; Mag deflector (it works only if hit ground next to tank. Tank hit is handled in Flight proc)
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beq UseShieldWithEnergy
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@@ -1871,8 +1871,8 @@ EndOfFlight2
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tax
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dex ; index of tank in X
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lda ActiveDefenceWeapon,x
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cmp #ind_Auto_Defense___ ; Auto Defence
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jeq AutoDefence
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cmp #ind_Bouncy_Castle__ ; Auto Defence
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jeq BouncyCastle
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cmp #ind_Mag_Deflector__ ; Mag Deflector
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beq MagDeflector
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jmp NoDefence
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@@ -1919,12 +1919,12 @@ EndOfMagDeflector
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NoTankHitAtEndOfFight
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NoHitAtEndOfFight
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NoDefence
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lsrw Force ; Force = Force / 2 - becouse earlier we multiplied by 2
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lsrw Force ; Force = Force / 2 - because earlier we multiplied by 2
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rts ; END !!!
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AutoDefence
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; now run defensive-aggressive weapon - Auto Defence!
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BouncyCastle
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; now run defensive-aggressive weapon - Bouncy Castle (previously known as Auto Defence)!
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sbb #180 LeapFrogAngle Angle ; swap angle (LeapFrogAngle - because we have strored angle in this variable)
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lsrw Force ; Force = Force / 2 - becouse earlier we multiplied by 2
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lsrw Force ; Force = Force / 2 - because earlier we multiplied by 2
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mva #1 Erase
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lda TankNr
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pha ; store TankNr
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