Real fix for rollers bug.

This commit is contained in:
Pecusx
2022-07-16 14:44:12 +02:00
parent 9e695f8fcd
commit 25dfe09a9d
3 changed files with 5 additions and 5 deletions
+3 -3
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@@ -28,15 +28,15 @@
; begin: xdraw,ydraw - end: xbyte,ybyte ; begin: xdraw,ydraw - end: xbyte,ybyte
; let's store starting coordinates ; let's store starting coordinates
; will be needed, because everything is calculated relatively ; will be needed, because everything is calculated relatively
mwa #0 LineLength mwa #$ffff LineLength
mwa xdraw xtempDRAW mwa xdraw xtempDRAW
mwa ydraw ytempDRAW mwa ydraw ytempDRAW
; if line goes our of the screen we are not drawing it, but... ; if line goes our of the screen we are not drawing it, but...
cpw xdraw #screenwidth cpw xdraw #screenwidth+1
bcs DrawOutOfTheScreen bcs DrawOutOfTheScreen
cpw xbyte #screenwidth cpw xbyte #screenwidth+1
bcs DrawOutOfTheScreen bcs DrawOutOfTheScreen
;cpw ydraw #screenheight ;cpw ydraw #screenheight
;bcs DrawOutOfTheScreen ;bcs DrawOutOfTheScreen
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+2 -2
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@@ -906,7 +906,7 @@ UpNotYet
beq ExplodeNow beq ExplodeNow
HowMuchToFallRight2 HowMuchToFallRight2
inw xdraw inw xdraw
cpw xdraw #screenwidth-1 ; if without -1 it miscalculates range of explosion (why? !!!) cpw xdraw #screenwidth
jne RollinContinues jne RollinContinues
ExplodeNow ExplodeNow
mwa xdraw xcircle ; we must store somewhere (BAD) mwa xdraw xcircle ; we must store somewhere (BAD)
@@ -1469,6 +1469,7 @@ NotStrongShoot
sta Force sta Force
lda ForceTableH,x lda ForceTableH,x
sta Force+1 sta Force+1
mva #sfx_shoot sfx_effect
AfterStrongShoot AfterStrongShoot
lda #$0 lda #$0
sta Force+2 sta Force+2
@@ -1479,7 +1480,6 @@ AfterStrongShoot
sta xtraj sta xtraj
sta ytraj sta ytraj
mva #sfx_shoot sfx_effect
; Shoots tank nr X !!! :) ; Shoots tank nr X !!! :)
; set the starting coordinates of bullet with correction ; set the starting coordinates of bullet with correction
; to start where the tank's barrel ends ; to start where the tank's barrel ends