mirror of
https://github.com/Pecusx/scorch_src.git
synced 2026-05-20 22:33:43 +02:00
build 139
This commit is contained in:
@@ -7,6 +7,13 @@ by Tomasz 'Pecus' Pecko and Pawel 'pirx' Kalinowski
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Warsaw, Miami 2000, 2001, 2002, 2003, 2009, 2012, 2013, 2022
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Warsaw, Miami 2000, 2001, 2002, 2003, 2009, 2012, 2013, 2022
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Contributors:
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Kaz - splash screen, ideas
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Adam - font, ideas
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Emkay - splash screen music
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Miker - game sfx, ideas
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Bocianu - important ideas, FujiNet implementation
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You can contact us at pecus@poczta.fm or pirx@5oft.pl
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You can contact us at pecus@poczta.fm or pirx@5oft.pl
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home page of this project is https://github.com/pkali/scorch_src
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home page of this project is https://github.com/pkali/scorch_src
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@@ -39,6 +46,20 @@ With the advent of fujinet (https://fujinet.online/) we are thinking about makin
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## Changes:
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## Changes:
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###### Build 138
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2022-05-09
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The post midnight release with great, heavy new features:
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- https://github.com/pkali/scorch_src/issues/48, https://github.com/pkali/scorch_src/issues/10 - thanks to Miker we have a bunch of fresh sound effects. Not everything is perfectly implemented, but the game definitely got nicer! Thank you again Miker!
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- https://github.com/pkali/scorch_src/issues/42 New weapon - Liquid Dirt by Pecus. Try it from directly from the weapon store!
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- (fix) https://github.com/pkali/scorch_src/issues/53 - non-existing weapons are not displayed. This makes the defense menu empty when you are poor, but it is still better than the old way with "$0" prices
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- (fix) https://github.com/pkali/scorch_src/issues/49 - seppuku should always kill now
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###### Build 138
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2022-05-02
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- new version of font from Adam
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- 80's style background gradient
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- roller procedure refactored in preparation to liquid dirt
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###### Build 137
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###### Build 137
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2022-04-29
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2022-04-29
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Premature release due to a trip to Atlanta on weekend.
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Premature release due to a trip to Atlanta on weekend.
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Binary file not shown.
+1
-1
@@ -801,7 +801,7 @@ WeaponUnits
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.by 10 ;Dirt_Clod______
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.by 10 ;Dirt_Clod______
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.by 5 ;Dirt_Ball______
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.by 5 ;Dirt_Ball______
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.by 2 ;Ton_of_Dirt____
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.by 2 ;Ton_of_Dirt____
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.by 2 ;Liquid_Dirt____
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.by 4 ;Liquid_Dirt____
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.by 2 ;Dirt_Charge____
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.by 2 ;Dirt_Charge____
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.by 10 ;Earth_Disrupter
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.by 10 ;Earth_Disrupter
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.by 5 ;Plasma_Blast___
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.by 5 ;Plasma_Blast___
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+2
-1
@@ -39,7 +39,7 @@ price_Heavy_Sandhog__ = 305 ;_24
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price_Dirt_Clod______ = 104 ;_25
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price_Dirt_Clod______ = 104 ;_25
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price_Dirt_Ball______ = 130 ;_26
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price_Dirt_Ball______ = 130 ;_26
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price_Ton_of_Dirt____ = 171 ;_27
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price_Ton_of_Dirt____ = 171 ;_27
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price_Liquid_Dirt____ = 100; 530 ;_28
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price_Liquid_Dirt____ = 530 ;_28
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price_Dirt_Charge____ = 581 ;_29
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price_Dirt_Charge____ = 581 ;_29
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price_Earth_Disrupter = $ffff ;430 ;_30
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price_Earth_Disrupter = $ffff ;430 ;_30
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price_Plasma_Blast___ = $ffff ;274 ;_31
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price_Plasma_Blast___ = $ffff ;274 ;_31
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@@ -105,3 +105,4 @@ sfx_purchase = $17
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sfx_keyclick = $18
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sfx_keyclick = $18
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sfx_shoot = $19
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sfx_shoot = $19
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sfx_seppuku = $1a
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sfx_seppuku = $1a
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sfx_liquid_dirt = $1b
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+2
-2
@@ -144,7 +144,7 @@ EmptyLine
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LastLine
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LastLine
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:40 dta $ff
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:40 dta $ff
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; -------------------------------------------------
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; -------------------------------------------------
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.ALIGN $1000
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.ALIGN $1000 ; WARNING!!!! 4KiB barrier crossing here, might need reassignment!!!
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NameScreen
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NameScreen
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dta d" Enter names of players "
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dta d" Enter names of players "
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dta d" Tank 01 Name:"
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dta d" Tank 01 Name:"
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@@ -169,7 +169,7 @@ textbuffer
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dta d"Energy: 99 Angle: <99> Force: 9999 "
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dta d"Energy: 99 Angle: <99> Force: 9999 "
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dta d" Round: 99 Wind: <99> "
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dta d" Round: 99 Wind: <99> "
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textbuffer2
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textbuffer2
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dta d"Player: ******** Cash: 99999 "
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dta d"Player: ******** Cash: 99990 "
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dta d"----------------------------------------"
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dta d"----------------------------------------"
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+4
-2
@@ -36,7 +36,7 @@
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;we decided it must go in 'English' to let other people work on it
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;we decided it must go in 'English' to let other people work on it
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.macro build
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.macro build
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dta d"138" ; number of this build (3 bytes)
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dta d"139" ; number of this build (3 bytes)
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.endm
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.endm
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icl 'definitions.asm'
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icl 'definitions.asm'
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@@ -550,6 +550,8 @@ PlayersAgain .proc
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; OK, text how to do it is ready, now comes coding .
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; OK, text how to do it is ready, now comes coding .
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; Aaaah! - in the main loop we have to set eXistenZ and LASTeXistenZ
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; Aaaah! - in the main loop we have to set eXistenZ and LASTeXistenZ
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mva #sfx_next_player sfx_effect
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ldx NumberOfPlayers
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ldx NumberOfPlayers
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dex
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dex
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CheckingPlayersDeath
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CheckingPlayersDeath
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@@ -1224,7 +1226,7 @@ TankFont
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MODUL equ $b000 ;address of RMT module
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MODUL equ $b000 ;address of RMT module
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opt h- ;RMT module is standard Atari binary file already
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opt h- ;RMT module is standard Atari binary file already
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ins "artwork/sfx/scorch_trial0d1_stripped.rmt" ;include music RMT module
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ins "artwork/sfx/scorch_trial0e_stripped.rmt" ;include music RMT module
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opt h+
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opt h+
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;
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;
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;
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;
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BIN
Binary file not shown.
@@ -257,6 +257,7 @@ NextChar03
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; here we must jump in after each purchase
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; here we must jump in after each purchase
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; to generate again list of available weapons
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; to generate again list of available weapons
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AfterPurchase
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AfterPurchase
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mva #sfx_purchase sfx_effect
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ldx tanknr
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ldx tanknr
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lda moneyL,x
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lda moneyL,x
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sta decimal
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sta decimal
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@@ -995,6 +996,7 @@ nextchar05
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iny
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iny
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cpy #$08
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cpy #$08
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bne nextchar05
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bne nextchar05
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mva #sfx_next_player sfx_effect
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rts
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rts
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.endp
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.endp
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+13
-6
@@ -95,7 +95,7 @@ VOID
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.endp
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.endp
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; ------------------------
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; ------------------------
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.proc leapfrog
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.proc leapfrog
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mva #sfx_funky_hit sfx_effect
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mva #sfx_baby_missile sfx_effect
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inc FallDown2
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inc FallDown2
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mva #17 ExplosionRadius
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mva #17 ExplosionRadius
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jsr CalculateExplosionRange
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jsr CalculateExplosionRange
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@@ -311,6 +311,7 @@ NoLowerCircle
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.endp
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.endp
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; ------------------------
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; ------------------------
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.proc babydigger
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.proc babydigger
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mva #sfx_digger sfx_effect
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mva #0 sandhogflag
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mva #0 sandhogflag
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inc FallDown2
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inc FallDown2
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mva #13 DigLong
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mva #13 DigLong
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@@ -319,6 +320,7 @@ NoLowerCircle
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.endp
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.endp
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; ------------------------
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; ------------------------
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.proc digger ;
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.proc digger ;
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mva #sfx_digger sfx_effect
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mva #0 sandhogflag
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mva #0 sandhogflag
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inc FallDown2
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inc FallDown2
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mva #13 DigLong
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mva #13 DigLong
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@@ -327,6 +329,7 @@ NoLowerCircle
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.endp
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.endp
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; ------------------------
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; ------------------------
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.proc heavydigger
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.proc heavydigger
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mva #sfx_digger sfx_effect
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mva #0 sandhogflag
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mva #0 sandhogflag
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inc FallDown2
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inc FallDown2
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mva #13 DigLong
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mva #13 DigLong
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@@ -335,7 +338,6 @@ NoLowerCircle
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.endp
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.endp
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; ------------------------
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; ------------------------
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.proc xdigger
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.proc xdigger
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mva #sfx_digger sfx_effect
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mwa xdraw digstartx
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mwa xdraw digstartx
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mwa ydraw digstarty
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mwa ydraw digstarty
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ldx diggery
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ldx diggery
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@@ -506,6 +508,7 @@ DiggerCharacter
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.endp
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.endp
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; ------------------------
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; ------------------------
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.proc riotcharge
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.proc riotcharge
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mva #sfx_riot_blast sfx_effect
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inc FallDown2
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inc FallDown2
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mva #31 ExplosionRadius
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mva #31 ExplosionRadius
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jsr CalculateExplosionRange
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jsr CalculateExplosionRange
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@@ -665,6 +668,7 @@ EndOfDistanceCheckLoop
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; -----------------
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; -----------------
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.proc xdirt ;
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.proc xdirt ;
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; -----------------
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; -----------------
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mva #sfx_dirt_charge sfx_effect
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lda #1
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lda #1
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sta radius
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sta radius
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sta color
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sta color
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@@ -703,6 +707,7 @@ rbombLoop
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; $FF - we are in a hole (flying in missile direction)
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; $FF - we are in a hole (flying in missile direction)
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; 1 - right, 2 - left
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; 1 - right, 2 - left
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Rollin
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Rollin
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mva #sfx_shield_off sfx_effect
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adw xdraw #mountaintable tempXROLLER
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adw xdraw #mountaintable tempXROLLER
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ldy #0
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ldy #0
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lda (tempXROLLER),y
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lda (tempXROLLER),y
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@@ -760,6 +765,7 @@ ExplodeNow
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; finally a little explosion
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; finally a little explosion
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jsr CalculateExplosionRange
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jsr CalculateExplosionRange
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mva #sfx_baby_missile sfx_effect
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jmp xmissile
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jmp xmissile
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rts
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rts
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.endp
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.endp
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@@ -885,6 +891,7 @@ EndOfTheDirt
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.endp
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.endp
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; ----------------
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; ----------------
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.proc liquiddirt ;
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.proc liquiddirt ;
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mva #sfx_liquid_dirt sfx_effect
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mva xdraw TempXfill
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mva xdraw TempXfill
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mva #254 FillCounter
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mva #254 FillCounter
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RepeatFill
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RepeatFill
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@@ -952,7 +959,7 @@ FillHole
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.endp
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.endp
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;--------------------------------------------------
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;--------------------------------------------------
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BeforeFire .proc ;TankNr (byte)
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.proc BeforeFire ;TankNr (byte)
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;--------------------------------------------------
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;--------------------------------------------------
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;this nice routine makes the whole shooting
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;this nice routine makes the whole shooting
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;preparation: aiming and displaying
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;preparation: aiming and displaying
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@@ -1173,12 +1180,11 @@ CTRLpressedTAB
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pressedSpace
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pressedSpace
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;=================================
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;=================================
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;we shoot here!!!
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;we shoot here!!!
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mva #sfx_shoot sfx_effect
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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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;--------------------------------------------------
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Shoot .proc ;TankNr (byte)
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.proc Shoot ;TankNr (byte)
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;--------------------------------------------------
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;--------------------------------------------------
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;it looks like this routine is too big -
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;it looks like this routine is too big -
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;- more and more functions were being added...
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;- more and more functions were being added...
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@@ -1224,6 +1230,7 @@ AfterStrongShoot
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sta xtraj
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sta xtraj
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sta ytraj
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sta ytraj
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mva #sfx_shoot sfx_effect
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; Shoots tank nr X !!! :)
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; Shoots tank nr X !!! :)
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;ldx TankNr
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;ldx TankNr
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lda xtankstableL,x
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lda xtankstableL,x
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@@ -1496,7 +1503,7 @@ ThereWasNoParachute
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.endp
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.endp
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;--------------------------------------------------
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;--------------------------------------------------
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Flight .proc ;Force(byte.byte), Angle(byte), Wind(.byte) 128=0, 255=maxright, 0=maxleft
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.proc Flight ; Force(byte.byte), Angle(byte), Wind(.byte) 128=0, 255=maxright, 0=maxleft
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;--------------------------------------------------
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;--------------------------------------------------
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;g=-0.1
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;g=-0.1
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;vx=Force*sin(Angle)
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;vx=Force*sin(Angle)
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