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+10
-6
@@ -52,7 +52,7 @@ dl_level
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.by $04
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.by $44
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.wo gamescreen_middle ; branches
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:15 .by $04
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:16 .by $04
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.by $84 ; first DLI
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.by $44
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animation_addr
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@@ -67,7 +67,7 @@ lastline_addr
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.wo dl_level
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;---------------------------------------------------
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gamescreen_middle
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.ds 32*17 ; 17 lines
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.ds 32*18 ; 18 lines
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screen_score = gamescreen_middle+6*32+14
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screen_level = gamescreen_middle+9*32+13
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;---------------------------------------------------
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@@ -626,14 +626,18 @@ not_phase4
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bne @-
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draw_branch4
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lda branches_anim_phase
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; draw only if phase 0 or 1
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cmp #2
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; draw only if phase 0 or 1 or 2
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cmp #3
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bcs all_drawed
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ldx #(2*32) ; how many lines draw
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ldx #(3*32) ; how many lines draw
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cmp #1
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bne not_phase1
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ldx #(1*32) ; how many lines draw
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ldx #(2*32) ; how many lines draw
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not_phase1
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cmp #2
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bne not_phase2
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ldx #(1*32) ; how many lines draw
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not_phase2
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stx tempbyte
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; now calculate start screen adress
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:5 asl ; phase*32
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