linetable ellimination
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+4
-4
@@ -191,10 +191,10 @@ sintable
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.by 255
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.by 255
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.by 255 ;anti self destruction byte
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.by 255 ;anti self destruction byte
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linetableL
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;linetableL
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:screenheight+1 .by <(display+screenBytes*#)
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; :screenheight+1 .by <(display+screenBytes*#)
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linetableH
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;linetableH
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:screenheight+1 .by >(display+screenBytes*#)
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; :screenheight+1 .by >(display+screenBytes*#)
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;----------------------------
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;----------------------------
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bittable
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bittable
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.by $80,$40,$20,$10,$08,$04,$02,$01
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.by $80,$40,$20,$10,$08,$04,$02,$01
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+12
-6
@@ -1,14 +1,20 @@
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; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
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; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
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;----------------------------------------------
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; Player/missile memory
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PMGraph = $0800
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display = $1010 ;screen takes $2K due to clearing routine
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screenheight = 200
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screenheight = 200
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screenBytes = 40
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screenBytes = 40
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screenwidth = screenBytes*8 ; Max screenwidth = 512!!!
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screenwidth = screenBytes*8 ; Max screenwidth = 512!!!
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;----------------------------------------------
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; Player/missile memory
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PMGraph = $0800 ; real PM start = $0b00
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; Generated tables
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linetableL = $0b00 - screenHeight*2
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linetableH = $0b00 - screenHeight
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display = $1010 ;screen takes $2K due to clearing routine
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margin = 40 ;mountain drawing Y variable margin
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margin = 40 ;mountain drawing Y variable margin
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MaxPlayers = 6
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MaxPlayers = 6
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maxOptions = 8 ;number of all options
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maxOptions = 8 ;number of all options
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+29
@@ -177,6 +177,22 @@ FirstSTART
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dey
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dey
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bpl @-
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bpl @-
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; generate linetables
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mwa #display temp
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mwa #linetableL temp2
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mwa #linetableH modify
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ldy #0
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@ lda temp
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sta (temp2),y
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lda temp+1
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sta (modify),y
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adw temp #40
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iny
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cpy #screenheight
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bne @-
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; RMT INIT
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; RMT INIT
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lda #$f0 ;initial value
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lda #$f0 ;initial value
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sta RMTSFXVOLUME ;sfx note volume * 16 (0,16,32,...,240)
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sta RMTSFXVOLUME ;sfx note volume * 16 (0,16,32,...,240)
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@@ -1626,6 +1642,19 @@ noingame
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mva #0 RMT_blocked
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mva #0 RMT_blocked
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rts
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rts
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.endp
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.endp
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;;--------------------------------------------------
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;.proc Randomizer
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;;--------------------------------------------------
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; ;usage: randomize floor ceiling
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; ;returns (in A) a random .byte between "floor" and "ceiling"
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;?rand
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; lda random
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; cmp #:1 ;floor
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; bcc ?rand
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; cmp #:2+1 ;ceiling
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; bcs ?rand
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; rts
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;.endp
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;----------------------------------------------
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;----------------------------------------------
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icl 'weapons.asm'
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icl 'weapons.asm'
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;----------------------------------------------
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;----------------------------------------------
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