More labels for understanding
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+6
-5
@@ -96,12 +96,13 @@
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.zpvar Angle .byte
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.zpvar Angle .byte
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.zpvar Parachute .byte ; are you insured with parachute?
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.zpvar Parachute .byte ; are you insured with parachute?
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.zpvar color .byte
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.zpvar color .byte
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.zpvar Erase .byte
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.zpvar Erase .byte ; if 1 only mask of the character is printed
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; on the graphics screen. if 0 character is printed normally
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.zpvar radius .byte
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.zpvar radius .byte
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.zpvar decimal .word
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.zpvar decimal .word
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.zpvar NumberOfPlayers .byte
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.zpvar NumberOfPlayers .byte ;current number of players (counted from 1)
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.zpvar Counter .byte ;temporary Counter for outside loops
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.zpvar Counter .byte ;temporary Counter for outside loops
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.zpvar ExplosionRadius .word
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.zpvar ExplosionRadius .word ;because when adding in xdraw it is double byte
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.zpvar ResultY .byte
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.zpvar ResultY .byte
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.zpvar FallDown2 .byte
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.zpvar FallDown2 .byte
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.zpvar xcircle .word
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.zpvar xcircle .word
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@@ -110,8 +111,8 @@
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.zpvar vy_ .word ; 4 bytes
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.zpvar vy_ .word ; 4 bytes
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.zpvar vx .word
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.zpvar vx .word
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.zpvar vx_ .word ; 4 bytes
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.zpvar vx_ .word ; 4 bytes
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.zpvar HitFlag .byte
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.zpvar HitFlag .byte ;$ff when missile hit ground, $00 when no hit, $01-$06 tank index+1 when hit tank
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.zpvar PositionOnTheList .byte
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.zpvar PositionOnTheList .byte ; pointer position on the list being displayed
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.zpvar XHit .word
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.zpvar XHit .word
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.zpvar delta .word
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.zpvar delta .word
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.zpvar HowMuchToFall .byte
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.zpvar HowMuchToFall .byte
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+2
-2
@@ -1793,9 +1793,9 @@ NoWind
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bit TestFlightFlag
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bit TestFlightFlag
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bmi nowait
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bmi nowait
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lda color
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lda color
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beq nonowait
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beq nonowait ; smoke tracer erases slowly
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lda tracerflag
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lda tracerflag
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bne nowait
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bne nowait ; funky bomb explotes fast ( tracerflag in real is funkyflag :) )
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nonowait
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nonowait
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jsr shellDelay
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jsr shellDelay
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