diff --git a/display.asm b/display.asm index 72b17a8..443397f 100644 --- a/display.asm +++ b/display.asm @@ -125,13 +125,14 @@ MoreDown dta d" more " dta 93,93,93 dta d" " +GameOverResults ; reuse after game (remember to clear on start new) ListOfWeapons - :36 dta d" " -ListOfWeapons1End -GameOverResults ; reuse after game (remember to clear on start new) -ListOfDefensiveWeapons - :16 dta d" " -ListOfDefensiveWeaponsEnd ;constant useful when clearing + :32 dta d" " ; WARNING! 32 offensive weapons at the moment! +ListOfWeaponsEnd + +;ListOfDefensiveWeapons +; :16 dta d" " +;ListOfDefensiveWeaponsEnd ;constant useful when clearing WeaponsDescription dta d" " dta d"Tab"* diff --git a/scorch.xex b/scorch.xex index 129c7e0..c47ca91 100644 Binary files a/scorch.xex and b/scorch.xex differ diff --git a/textproc.asm b/textproc.asm index f0250a8..a2b5e7f 100644 --- a/textproc.asm +++ b/textproc.asm @@ -479,7 +479,7 @@ NoWeapon ; if we got to the defense weapons, ; we switch address to the second table. - mwa #ListOfDefensiveWeapons xbyte + mwa #ListOfWeapons xbyte NoDefense cpx #$40 jne CreateList @@ -534,10 +534,10 @@ ClearList1 bne DoNotIncHigher1 inc xbyte+1 DoNotIncHigher1 - cpy #ListOfWeapons1End + cpx #>ListOfWeaponsEnd bne ClearList1 ; And the same we do with the second list @@ -564,10 +564,10 @@ DoNotAddX02 ; add to the address of the list clc lda xbyte - adc #ListOfDefensiveWeapons + adc #>ListOfWeapons sta xbyte+1 stx xbyte txa ; now there is zero here @@ -577,10 +577,10 @@ ClearList2 bne DoNotIncHigher2 inc xbyte+1 DoNotIncHigher2 - cpy #ListOfDefensiveWeaponsEnd + cpx #>ListOfWeaponsEnd bne ClearList2 ; here we have pretty cool lists and there is no brute force @@ -715,7 +715,7 @@ ListChange jmp ChoosingItemForPurchase DeffensiveSelected - mwa #ListOfDefensiveWeapons WeaponsListDL + mwa #ListOfWeapons WeaponsListDL lda isInventory beq @+ jsr calcPosDefensive @@ -897,7 +897,7 @@ EraseLoop beq CharToList1 ; we are on the second list (deffensive) ; so there is no problem with scrolling - mwa #ListOfDefensiveWeapons xbyte + mwa #ListOfWeapons xbyte ldx PositionOnTheList beq SelectList2 ; if there is 0 we add nothing AddLoop2