diff --git a/grafproc.asm b/grafproc.asm index f8fae82..74d9600 100644 --- a/grafproc.asm +++ b/grafproc.asm @@ -28,15 +28,15 @@ ; begin: xdraw,ydraw - end: xbyte,ybyte ; let's store starting coordinates ; will be needed, because everything is calculated relatively - mwa #0 LineLength + mwa #$ffff LineLength mwa xdraw xtempDRAW mwa ydraw ytempDRAW ; if line goes our of the screen we are not drawing it, but... - cpw xdraw #screenwidth + cpw xdraw #screenwidth+1 bcs DrawOutOfTheScreen - cpw xbyte #screenwidth + cpw xbyte #screenwidth+1 bcs DrawOutOfTheScreen ;cpw ydraw #screenheight ;bcs DrawOutOfTheScreen diff --git a/scorch.xex b/scorch.xex index d21bd0b..3f24fa6 100644 Binary files a/scorch.xex and b/scorch.xex differ diff --git a/weapons.asm b/weapons.asm index 8ff0ffb..7e4b9a5 100644 --- a/weapons.asm +++ b/weapons.asm @@ -906,7 +906,7 @@ UpNotYet beq ExplodeNow HowMuchToFallRight2 inw xdraw - cpw xdraw #screenwidth-1 ; if without -1 it miscalculates range of explosion (why? !!!) + cpw xdraw #screenwidth jne RollinContinues ExplodeNow mwa xdraw xcircle ; we must store somewhere (BAD) @@ -1469,6 +1469,7 @@ NotStrongShoot sta Force lda ForceTableH,x sta Force+1 + mva #sfx_shoot sfx_effect AfterStrongShoot lda #$0 sta Force+2 @@ -1479,7 +1480,6 @@ AfterStrongShoot sta xtraj sta ytraj - mva #sfx_shoot sfx_effect ; Shoots tank nr X !!! :) ; set the starting coordinates of bullet with correction ; to start where the tank's barrel ends