mirror of
https://github.com/Pecusx/Young-lumberjack.git
synced 2026-05-21 06:39:43 +02:00
DLI timing fix and level/timer names
This commit is contained in:
+48
-141
@@ -12,7 +12,7 @@
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;---------------------------------------------------
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.macro build
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dta d"0.76" ; number of this build (4 bytes)
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dta d"0.77" ; number of this build (4 bytes)
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.endm
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.macro RMTSong
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@@ -30,7 +30,6 @@
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icl 'lib/ATARISYS.ASM'
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icl 'lib/MACRO.ASM'
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display = $a000
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.zpvar temp .word = $80
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.zpvar temp2 .word
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.zpvar VBItemp .word
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@@ -265,7 +264,7 @@ Power = power_bar+32+10
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gamescreen_middle
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.ds 32*18 ; 18 lines
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screen_score = gamescreen_middle+9*32+14
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screen_level = gamescreen_middle+1*32+12
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screen_timer = gamescreen_middle+1*32+12
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;---------------------------------------------------
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GameColors
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.ds 64
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@@ -470,7 +469,7 @@ is_PAL
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; time up
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bit TimeCount
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bpl time_stopped
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jsr LevelUp
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jsr TimelUp
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time_stopped
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; power down
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dec PowerTimer
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@@ -1093,22 +1092,13 @@ DLI_L2
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:2 sta WSYNC
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mva GameColors+c_font3 COLPF3
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mva #0 DLIcount
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mwa #GameOverDLI1.DLI3 VDSLST
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mwa #GameOverDLI1.DLI2 VDSLST
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pla
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rti
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/* DLI2
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pha
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; end of chain
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:3 sta WSYNC
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mva GameColors+c_font1b COLPF1
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mwa #GameOverDLI1.DLI3 VDSLST
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pla
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rti */
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DLI8
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pha
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;
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LastLine
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; character set change
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sta WSYNC
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LastLine
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mva #>font_over CHBASE
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; set lower colors
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mva GameColors+c_font1b COLPF1
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@@ -1116,7 +1106,7 @@ LastLine
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inc SyncByte
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pla
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rti
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DLI3
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DLI2
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pha
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lda DLIcount
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cmp #5
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@@ -1143,90 +1133,7 @@ this_line_score1
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inc DLIcount
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pla
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rti
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/* DLI4
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pha
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sta WSYNC
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lda NewHiScorePosition
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cmp #1
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beq this_line_score2
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mva GameColors+c_font1 COLPF1
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mva GameColors+c_font2 COLPF2
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:12 sta WSYNC
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mva GameColors+c_font5 COLPF2
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mwa #GameOverDLI1.DLI5 VDSLST
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pla
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rti
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this_line_score2
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mva GameColors+c_font1b COLPF1
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mva GameColors+c_font2b COLPF2
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:12 sta WSYNC
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mva GameColors+c_font5b COLPF2
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mwa #GameOverDLI1.DLI5 VDSLST
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pla
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rti
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DLI5
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pha
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sta WSYNC
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lda NewHiScorePosition
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cmp #2
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beq this_line_score3
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mva GameColors+c_font1 COLPF1
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mva GameColors+c_font2 COLPF2
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:12 sta WSYNC
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mva GameColors+c_font5 COLPF2
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mwa #GameOverDLI1.DLI6 VDSLST
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pla
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rti
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this_line_score3
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mva GameColors+c_font1b COLPF1
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mva GameColors+c_font2b COLPF2
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:12 sta WSYNC
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mva GameColors+c_font5b COLPF2
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mwa #GameOverDLI1.DLI6 VDSLST
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pla
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rti
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DLI6
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pha
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sta WSYNC
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lda NewHiScorePosition
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cmp #3
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beq this_line_score4
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mva GameColors+c_font1 COLPF1
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mva GameColors+c_font2 COLPF2
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:12 sta WSYNC
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mva GameColors+c_font5 COLPF2
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mwa #GameOverDLI1.DLI7 VDSLST
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pla
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rti
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this_line_score4
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mva GameColors+c_font1b COLPF1
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mva GameColors+c_font2b COLPF2
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:12 sta WSYNC
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mva GameColors+c_font5b COLPF2
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mwa #GameOverDLI1.DLI7 VDSLST
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pla
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rti
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DLI7
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pha
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sta WSYNC
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lda NewHiScorePosition
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cmp #4
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beq this_line_score5
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mva GameColors+c_font1 COLPF1
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mva GameColors+c_font2 COLPF2
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:12 sta WSYNC
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mva GameColors+c_font5 COLPF2
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mwa #GameOverDLI1.DLI8 VDSLST
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pla
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rti
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this_line_score5
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mva GameColors+c_font1b COLPF1
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mva GameColors+c_font2b COLPF2
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:12 sta WSYNC
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mva GameColors+c_font5b COLPF2
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mwa #GameOverDLI1.DLI8 VDSLST
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pla
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rti */
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.endp
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;--------------------------------------------------
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.proc HelpDLI1
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@@ -1643,7 +1550,7 @@ EndOfStartScreen
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iny
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reverse_birds
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sty birds_order ; set birds order
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jsr LevelReset
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jsr TimerReset
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jsr InitBranches
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jsr draw_branches
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mva #24 PowerValue ; half power
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@@ -2350,7 +2257,7 @@ next_line
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jsr CreditsClear
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mva #$00 birds_order ; standard birds order
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jsr LevelReset
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jsr TimerReset
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jsr InitBranches
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jsr draw_branches
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mva #24 PowerValue ; half power
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@@ -3125,7 +3032,7 @@ branches_anim_phase ; from 0 to 4
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.by 1
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score
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dta d"0000"
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level
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timer
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dta d"00", $1a, d"00", $1a, d"00"
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EyesPhase
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.ds 1
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@@ -3254,113 +3161,113 @@ ScoreReady
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sbc #("0"-'0')
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sta hs_posX+9
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; time
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lda level
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lda timer
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sec
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sbc #("0"-'0')
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sta hs_posX
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lda level+1
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lda timer+1
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sec
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sbc #("0"-'0')
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sta hs_posX+1
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lda level+3
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lda timer+3
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sec
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sbc #("0"-'0')
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sta hs_posX+2
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lda level+4
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lda timer+4
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sec
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sbc #("0"-'0')
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sta hs_posX+3
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lda level+6
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lda timer+6
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sec
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sbc #("0"-'0')
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sta hs_posX+4
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lda level+7
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lda timer+7
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sec
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sbc #("0"-'0')
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sta hs_posX+5
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rts
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.endp
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;--------------------------------------------------
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.proc LevelToScreen
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.proc TimeToScreen
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;--------------------------------------------------
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ldx #7
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@ lda level,x
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sta screen_level,x
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@ lda timer,x
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sta screen_timer,x
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dex
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bpl @-
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rts
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.endp
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;--------------------------------------------------
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.proc LevelReset
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.proc TimerReset
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;--------------------------------------------------
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; set level to 1 and PowerDownSpeed to ??
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; set timer to 1 and PowerDownSpeed to ??
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lda #"0"
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sta level
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sta level+1
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sta level+3
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sta level+4
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sta level+6
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sta level+7
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sta timer
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sta timer+1
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sta timer+3
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sta timer+4
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sta timer+6
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sta timer+7
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mvy #0 PowerSpeedIndex
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lda (SpeedTableAdr),y
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sta PowerDownSpeed
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jsr LevelToScreen
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jsr TimeToScreen
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rts
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.endp
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;--------------------------------------------------
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.proc LevelUp
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.proc TimelUp
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;--------------------------------------------------
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lda #"0" ; for speed
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ldx level+7
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ldx timer+7
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inx
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inx
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cpx #"9"+1
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bcs next_digit6
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stx level+7
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stx timer+7
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bne to_screen
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next_digit6
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tax ; "0"
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stx level+7
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ldx level+6
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stx timer+7
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ldx timer+6
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inx
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cpx #"9"+1
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bcs next_digit4
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stx level+6
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stx timer+6
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bne to_screen
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next_digit4
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tax ; "0"
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stx level+6
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ldx level+4
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stx timer+6
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ldx timer+4
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inx
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cpx #"9"+1
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bcs next_digit3
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stx level+4
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stx timer+4
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bne to_screen
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next_digit3
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tax ; "0"
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stx level+4
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ldx level+3
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stx timer+4
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ldx timer+3
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inx
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cpx #"6"
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bcs next_digit1
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stx level+3
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stx timer+3
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bne to_screen
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next_digit1
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tax ; "0"
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stx level+3
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ldx level+1
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stx timer+3
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ldx timer+1
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inx
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cpx #"9"+1
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bcs next_digit0
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stx level+1
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stx timer+1
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bne to_screen
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next_digit0
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tax ; "0"
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stx level+1
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inc level
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stx timer+1
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inc timer
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to_screen
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jsr LevelToScreen
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jsr TimeToScreen
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rts
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.endp
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;--------------------------------------------------
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@@ -3487,7 +3394,7 @@ draw_branch1
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iny
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cpy #(5*32) ;5 lines
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bne @-
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jsr LevelToScreen
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jsr TimeToScreen
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draw_branch2
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lda branches_anim_phase
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; now calculate start screen address
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