mirror of
https://github.com/pkali/scorch_src.git
synced 2026-05-20 22:34:21 +02:00
moving displays + opty part 1
This commit is contained in:
@@ -39,11 +39,6 @@ NamesOfLevels
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dta d" Poolshark Tosser Chooser "
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dta d" Poolshark Tosser Chooser "
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dta d" Spoiler Cyborg Unknown "
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dta d" Spoiler Cyborg Unknown "
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;---------------------------------------------------
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;---------------------------------------------------
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textbuffer
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; 0123456789012345678901234567890123456789
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dta d"Player: "
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dta d"Energy: Angle: Force: "
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dta d"Round: Wind: "
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textbuffer2
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textbuffer2
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dta d"Player: Cash: 0" ; ZERO TO MAKE YOU RICHER ON THE SCREEN
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dta d"Player: Cash: 0" ; ZERO TO MAKE YOU RICHER ON THE SCREEN
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+1
-1
@@ -76,7 +76,7 @@ GameOverTitle2
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dl ; MAIN game display list
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dl ; MAIN game display list
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.byte 0
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.byte 0
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.byte $42
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.byte $42
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.word textbuffer
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.word statusBuffer
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.byte $02, $02 +$80 ;DLI
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.byte $02, $02 +$80 ;DLI
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.byte $10 ; 2 blank lines
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.byte $10 ; 2 blank lines
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@@ -0,0 +1,11 @@
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; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
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.IF *>0 ;this is a trick that prevents compiling this file alone
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statusBuffer
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; 0123456789012345678901234567890123456789
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dta d"Player: "
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dta d"Energy: Angle: Force: "
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dta d"Round: Wind: "
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.ENDIF
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+2
-6
@@ -141,6 +141,7 @@ WeaponFont
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;Screen displays go here to avoid crossing 4kb barrier
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;Screen displays go here to avoid crossing 4kb barrier
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;-----------------------------------------------
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;-----------------------------------------------
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icl 'display.asm'
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icl 'display.asm'
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icl 'display_status.asm'
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icl 'display_static.asm'
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icl 'display_static.asm'
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;----------------------------------------------
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;----------------------------------------------
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@@ -231,12 +232,7 @@ MainGameLoop
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jsr SetWallsType
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jsr SetWallsType
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; first set default barrel lengths (fix for Long Schlong activation :) )
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; first set default barrel lengths (fix for Long Schlong activation :) )
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; we must do it before purchase/activate
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; we must do it before purchase/activate
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ldx #(MaxPlayers-1)
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jsr SetStandardBarrels
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SettingBarrel
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lda #StandardBarrel ; standard barrel length
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sta BarrelLength,x
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dex
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bpl SettingBarrel
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jsr CallPurchaseForEveryTank
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jsr CallPurchaseForEveryTank
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BIN
Binary file not shown.
+31
-31
@@ -2264,7 +2264,7 @@ EndOfCredits
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ldx TankNr
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ldx TankNr
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ldy ActiveWeapon,x
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ldy ActiveWeapon,x
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lda WeaponSymbols,y
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lda WeaponSymbols,y
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sta TextBuffer+18
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sta statusBuffer+18
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;---------------------
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;---------------------
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;displaying quantity of the given weapon
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;displaying quantity of the given weapon
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@@ -2272,7 +2272,7 @@ EndOfCredits
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lda ActiveWeapon,x
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lda ActiveWeapon,x
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jsr HowManyBullets
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jsr HowManyBullets
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sta decimal
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sta decimal
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mwa #textbuffer+20 displayposition
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mwa #statusBuffer+20 displayposition
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jsr displaybyte
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jsr displaybyte
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;---------------------
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;---------------------
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@@ -2293,7 +2293,7 @@ EndOfCredits
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ldy #15
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ldy #15
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@
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@
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lda (temp),y
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lda (temp),y
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sta textbuffer+23,y
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sta statusBuffer+23,y
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dey
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dey
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bpl @-
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bpl @-
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@@ -2301,15 +2301,15 @@ EndOfCredits
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;displaying name of the defence weapon (if active)
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;displaying name of the defence weapon (if active)
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;---------------------
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;---------------------
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lda #$08 ; (
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lda #$08 ; (
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sta textbuffer+80+22
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sta statusBuffer+80+22
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lda #$09 ; )
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lda #$09 ; )
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sta textbuffer+80+39
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sta statusBuffer+80+39
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lda ActiveDefenceWeapon,x
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lda ActiveDefenceWeapon,x
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bne ActiveDefence
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bne ActiveDefence
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; clear brackets
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; clear brackets
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lda #space
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lda #space
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sta textbuffer+80+22
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sta statusBuffer+80+22
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sta textbuffer+80+39
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sta statusBuffer+80+39
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mwa #emptyLine temp
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mwa #emptyLine temp
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jmp ClearingOnly
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jmp ClearingOnly
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ActiveDefence
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ActiveDefence
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@@ -2327,7 +2327,7 @@ ClearingOnly
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ldy #15
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ldy #15
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@
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@
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lda (temp),y
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lda (temp),y
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sta textbuffer+40+40+23,y
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sta statusBuffer+40+40+23,y
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dey
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dey
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bpl @-
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bpl @-
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@@ -2338,7 +2338,7 @@ ClearingOnly
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lda Energy,x
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lda Energy,x
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sta decimal
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sta decimal
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mwa #textbuffer+48 displayposition
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mwa #statusBuffer+48 displayposition
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jsr displaybyte
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jsr displaybyte
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;---------------------
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;---------------------
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@@ -2346,10 +2346,10 @@ ClearingOnly
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;---------------------
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;---------------------
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; clear (if no shield)
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; clear (if no shield)
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lda #space
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lda #space
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sta textbuffer+40+10
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sta statusBuffer+40+10
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sta textbuffer+40+11
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sta statusBuffer+40+11
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sta textbuffer+40+12
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sta statusBuffer+40+12
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sta textbuffer+40+13
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sta statusBuffer+40+13
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; check shield energy and display it
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; check shield energy and display it
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ldx TankNr
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ldx TankNr
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lda ActiveDefenceWeapon,x
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lda ActiveDefenceWeapon,x
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@@ -2358,11 +2358,11 @@ ClearingOnly
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beq NoShieldEnergy
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beq NoShieldEnergy
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sta decimal ; displayed value
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sta decimal ; displayed value
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lda #$08 ; (
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lda #$08 ; (
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sta textbuffer+40+10
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sta statusBuffer+40+10
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mwa #textbuffer+40+11 displayposition
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mwa #statusBuffer+40+11 displayposition
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jsr displaybyte
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jsr displaybyte
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lda #$09 ; )
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lda #$09 ; )
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sta textbuffer+40+13
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sta statusBuffer+40+13
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NoDefenceWeapon
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NoDefenceWeapon
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NoShieldEnergy
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NoShieldEnergy
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@@ -2373,9 +2373,9 @@ NoShieldEnergy
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lda Wind+3 ; highest byte of 4 byte wind
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lda Wind+3 ; highest byte of 4 byte wind
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bmi DisplayLeftWind
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bmi DisplayLeftWind
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lda #$7f ; (tab) char
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lda #$7f ; (tab) char
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sta textbuffer+80+20
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sta statusBuffer+80+20
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lda #space
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lda #space
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sta textbuffer+80+17
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sta statusBuffer+80+17
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beq DisplayWindValue
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beq DisplayWindValue
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DisplayLeftWind
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DisplayLeftWind
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sec ; Wind = -Wind
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sec ; Wind = -Wind
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@@ -2386,14 +2386,14 @@ DisplayLeftWind
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sbc temp+1
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sbc temp+1
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sta temp+1
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sta temp+1
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lda #$7e ;(del) char
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lda #$7e ;(del) char
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sta textbuffer+80+17
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sta statusBuffer+80+17
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lda #space
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lda #space
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sta textbuffer+80+20
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sta statusBuffer+80+20
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DisplayWindValue
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DisplayWindValue
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:4 lsrw temp ;divide by 16 to have a nice value on a screen
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:4 lsrw temp ;divide by 16 to have a nice value on a screen
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lda temp
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lda temp
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sta decimal
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sta decimal
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mwa #textbuffer+80+18 displayposition
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mwa #statusBuffer+80+18 displayposition
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jsr displaybyte
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jsr displaybyte
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;=========================
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;=========================
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@@ -2401,7 +2401,7 @@ DisplayWindValue
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;=========================
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;=========================
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lda CurrentRoundNr
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lda CurrentRoundNr
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sta decimal
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sta decimal
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mwa #textbuffer+80+7 displayposition
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mwa #statusBuffer+80+7 displayposition
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jsr displaybyte ;decimal (byte), displayposition (word)
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jsr displaybyte ;decimal (byte), displayposition (word)
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;=========================
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;=========================
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@@ -2412,7 +2412,7 @@ DisplayWindValue
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sta decimal
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sta decimal
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lda ForceTableH,x
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lda ForceTableH,x
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sta decimal+1
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sta decimal+1
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mwa #textbuffer+40+35 displayposition
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mwa #statusBuffer+40+35 displayposition
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jsr displaydec5
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jsr displaydec5
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;=========================
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;=========================
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@@ -2428,9 +2428,9 @@ AngleToRight
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; now we have values from 0 to 89 and right angle
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; now we have values from 0 to 89 and right angle
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sta decimal
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sta decimal
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lda #$7f ; (tab) character
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lda #$7f ; (tab) character
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sta textbuffer+40+25
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sta statusBuffer+40+25
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lda #space
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lda #space
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sta textbuffer+40+22
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sta statusBuffer+40+22
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beq AngleDisplay
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beq AngleDisplay
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AngleToLeft
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AngleToLeft
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sec
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sec
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@@ -2439,19 +2439,19 @@ AngleToLeft
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; angles 180 - 91 converted to 0 - 89
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; angles 180 - 91 converted to 0 - 89
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sta decimal
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sta decimal
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lda #$7e ;(del) char
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lda #$7e ;(del) char
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sta textbuffer+40+22
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sta statusBuffer+40+22
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lda #space
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lda #space
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sta textbuffer+40+25
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sta statusBuffer+40+25
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beq AngleDisplay
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beq AngleDisplay
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VerticallyUp
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VerticallyUp
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; now we have value 90
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; now we have value 90
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sta decimal
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sta decimal
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lda #space
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lda #space
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sta textbuffer+40+25
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sta statusBuffer+40+25
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sta textbuffer+40+22
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sta statusBuffer+40+22
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AngleDisplay
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AngleDisplay
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mwa #textbuffer+40+23 displayposition
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mwa #statusBuffer+40+23 displayposition
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jsr displaybyte
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jsr displaybyte
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ldx TankNr
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ldx TankNr
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rts
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rts
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@@ -2467,7 +2467,7 @@ AngleDisplay
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tax
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tax
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NextChar02
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NextChar02
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lda tanksnames,x
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lda tanksnames,x
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sta textbuffer+7,y
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sta statusBuffer+7,y
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inx
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inx
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iny
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iny
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cpy #$08
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cpy #$08
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