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SoilDown optimization - 63 bytes saved
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+7
-7
@@ -103,7 +103,7 @@
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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 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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@@ -643,7 +643,7 @@ ShootNow
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lda #0
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sta FallDown1
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sta FallDown2
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; sta FallDown2
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jsr Explosion
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continueMainRoundLoopAfterSeppuku
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@@ -658,9 +658,9 @@ AfterExplode
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mva #1 Erase
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jsr drawtanks
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mva #0 Erase
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lda FallDown2
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beq NoFallDown2
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jsr SoilDown2
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; lda FallDown2
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; beq NoFallDown2
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jsr SoilDown2 ; allways
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NoFallDown2
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;here tanks are falling down
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@@ -812,7 +812,7 @@ NoPlayerNoDeath
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sta RangeRight
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sta RangeRight+1
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sta FallDown1
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sta FallDown2
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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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@@ -920,7 +920,7 @@ NotNegativeShieldEnergy
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.proc Seppuku
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lda #0
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sta FallDown1
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sta FallDown2
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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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