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Funky bomb bounces off the walls!
And optimizations.
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+8
-8
@@ -36,7 +36,7 @@
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;we decided it must go in 'English' to let other people work on it
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.macro build
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dta d"1.11" ; number of this build (3 bytes)
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dta d"1.12" ; number of this build (3 bytes)
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.endm
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icl 'definitions.asm'
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@@ -128,7 +128,7 @@
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.zpvar escFlag .byte
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.zpvar LineYdraw .byte
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.zpvar LineXdraw .word
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.zpvar plot4x4color .byte
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.zpvar plot4x4color .byte ; $00 / $ff
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.zpvar Multiplier .word
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.zpvar Multiplier_ .byte ; 3 bytes
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.zpvar HowToDraw .byte
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@@ -552,7 +552,7 @@ DoNotFinishTheRound
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mva #1 plot4x4color
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mva #$ff plot4x4color
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jsr DisplayTankNameAbove
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mva #1 color ;to display flying point
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@@ -592,7 +592,7 @@ ManualShooting
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seq:rts ; keys Esc or O
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AfterManualShooting
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mva #0 plot4x4color
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mva #$00 plot4x4color
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jsr DisplayTankNameAbove
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; defensive weapons without flight handling
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ldx TankNr
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@@ -631,7 +631,7 @@ 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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mva #$00 plot4x4color
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jsr DisplayOffensiveTextNr
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lda HitFlag ;0 if missed
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@@ -685,7 +685,7 @@ missed
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;here we clear offensive text (after a shoot)
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;shit -- it's second time, but it must be like this
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ldy TankNr
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mva #0 plot4x4color
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mva #$00 plot4x4color
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jsr DisplayOffensiveTextNr
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NextPlayerShoots
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@@ -773,7 +773,7 @@ NoPlayerNoDeath
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randomize talk.NumberOfOffensiveTexts (talk.NumberOfDeffensiveTexts+talk.NumberOfOffensiveTexts-1)
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sta TextNumberOff
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ldy TankTempY
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mva #1 plot4x4color
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mva #$ff plot4x4color
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jsr DisplayOffensiveTextNr
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; tank flash
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ldy TankTempY
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@@ -785,7 +785,7 @@ NoPlayerNoDeath
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;Deffensive text cleanup
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;here we clear Deffensive text (after a shoot)
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ldy TankTempY
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mva #0 plot4x4color
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mva #$00 plot4x4color
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jsr DisplayOffensiveTextNr
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; calculate position of the explosion (the post-death one)
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