minor colour and typos corrections
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+13
-13
@@ -199,7 +199,7 @@ DLI2
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DLI3
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cmp #2
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bne DLI4
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mva #$72 COLPF2 ; hat
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mva #$82 COLPF2 ; hat
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:5 STA WSYNC
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mva #$0c COLPF2
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inc dliCount
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@@ -210,7 +210,7 @@ DLI4
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bne DLI5
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sta WSYNC
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mva #>font_game_upper CHBASE
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mva #$ec COLPF2 ; button and buckle
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mva #$ea COLPF2 ; button and buckle
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inc dliCount
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pla
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rti
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@@ -322,7 +322,7 @@ EndOfStartScreen */
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loop
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; PUT GAME HERE
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lda branches_list+5
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cmp LumberjackDir ; branch and Lumerjack ?
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cmp LumberjackDir ; branch and Lumberjack ?
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jeq LevelDeath
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lda LastKey
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cmp #$ff
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@@ -497,7 +497,7 @@ LevelOver
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mva #>font_game_rip LowCharsetBase
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mwa #last_line_RIP lastline_addr
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jsr HidePM
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lda LumberjackDir ; branch and Lumerjack ?
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lda LumberjackDir ; branch and Lumberjack ?
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cmp branches_list+5
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beq BranchDeath
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;no branch death
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@@ -1003,7 +1003,7 @@ draw_bar_loop
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; last char in bar
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txa
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sta Power,y
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lda #PowerCharEmpty ; becouse naxt in bar chars are empty
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lda #PowerCharEmpty ; because next in bar chars are empty
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bne next_char
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not_last_bar_char
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sta Power,y
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@@ -1023,14 +1023,14 @@ draw_branch0
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tax
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; this is partialy off-screen branch
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; we must draw only visible lines
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; now calculate start screen adress
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; now calculate start screen address
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lda #5
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sec
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sbc branches_anim_phase
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:5 asl ; skippedlines*32
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tay ; to skip lines
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txa
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; now calculate start screen adress
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; now calculate start screen address
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:5 asl ; phase*32
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;clc
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adc #<(gamescreen_middle-5*32)
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@@ -1044,7 +1044,7 @@ draw_branch0
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lda branch_addr_tableH,x
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sta temp2+1
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; skiping off-screen lines
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; ldy #$00 ; we hawe value in Y
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; ldy #$00 ; we have value in Y
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@ lda (temp2),y
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sta (temp),y
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iny
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@@ -1052,7 +1052,7 @@ draw_branch0
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bne @-
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draw_branch1
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lda branches_anim_phase
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; now calculate start screen adress
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; now calculate start screen address
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:5 asl ; phase*32
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;clc
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adc #<gamescreen_middle
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@@ -1073,7 +1073,7 @@ draw_branch1
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bne @-
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draw_branch2
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lda branches_anim_phase
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; now calculate start screen adress
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; now calculate start screen address
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:5 asl ; phase*32
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;clc
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adc #<(gamescreen_middle+5*32)
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@@ -1102,7 +1102,7 @@ draw_branch3
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ldx #(4*32) ; how many lines draw
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not_phase4
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stx tempbyte
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; now calculate start screen adress
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; now calculate start screen address
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:5 asl ; phase*32
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;clc
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adc #<(gamescreen_middle+10*32)
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@@ -1136,7 +1136,7 @@ not_phase1
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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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; now calculate start screen address
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:5 asl ; phase*32
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;clc
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adc #<(gamescreen_middle+15*32)
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@@ -1282,7 +1282,7 @@ Check2button
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;--------------------------------------------------
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jsr WaitForKeyRelease
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lda kbcode
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and #$3f ; CTRL and SHIFT ellimination
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and #$3f ; CTRL and SHIFT elimination
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rts
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.endp
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