cosmetic edits

This commit is contained in:
2022-05-28 01:50:59 -04:00
parent be5652074a
commit 3c1b0a02aa
3 changed files with 30 additions and 34 deletions
+1 -1
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@@ -18,7 +18,7 @@ CashOptionL ;(one zero less than on the screen)
CashOptionH CashOptionH
.by 0,>200,>500,>800,>1000 .by 0,>200,>500,>800,>1000
GravityTable .by 10,20,25,30,40 GravityTable .by 10,20,25,30,40
MaxWindTable .by 5,20,40,60,80 MaxWindTable .by 5,20,40,70,99
RoundsTable .by 10,20,30,40,50 RoundsTable .by 10,20,30,40,50
flyDelayTable .by 255,150,75,35,1 flyDelayTable .by 255,150,75,35,1
seppukuTable .by 255, 45,25,15,9 seppukuTable .by 255, 45,25,15,9
BIN
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+29 -33
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@@ -214,9 +214,7 @@ FunkyBombLoop
lda random lda random
lsr lsr
and #%00011111 and #%00011111
bcc DoNotEor scc:eor #$ff
eor #$ff
DoNotEor
sta Angle sta Angle
lda #0 lda #0
@@ -231,6 +229,7 @@ DoNotEor
lda HitFlag lda HitFlag
beq NoExplosionInFunkyBomb beq NoExplosionInFunkyBomb
mva #sfx_baby_missile sfx_effect mva #sfx_baby_missile sfx_effect
mva #11 ExplosionRadius
jsr xmissile jsr xmissile
NoExplosionInFunkyBomb NoExplosionInFunkyBomb
dec FunkyBombCounter dec FunkyBombCounter
@@ -1556,7 +1555,7 @@ RepeatIfSmokeTracer
stx LeapFrogAngle ; we will need it later stx LeapFrogAngle ; we will need it later
;Angle works like this: ;Angle works like this:
;0 'degrees' is sraight up ;0 'degrees' is straight up
;90 'degrees' is horizontally right ;90 'degrees' is horizontally right
;255 is straight up (same as 0) ;255 is straight up (same as 0)
;255-90 (165) horizontally left ;255-90 (165) horizontally left
@@ -1734,13 +1733,13 @@ FlightLeft
lda goleft lda goleft
bne FlightsLeft ;blow on bullet flighting left bne FlightsLeft ;blow on bullet flighting left
lda WindOrientation lda WindOrientation
bne WindToLeft bne LWindToRight
beq LWindToLeft beq LWindToLeft
FlightsLeft FlightsLeft
lda WindOrientation lda WindOrientation
beq LWindToRight beq LWindToRight
LWindToLeft
LWindToLeft
; here Wind to right, bullet goes right as well, so vx=vx+Wind ; here Wind to right, bullet goes right as well, so vx=vx+Wind
; here Wind to left, bullet goes left as well, so vx=vx+Wind ; here Wind to left, bullet goes left as well, so vx=vx+Wind
clc clc
@@ -1757,23 +1756,23 @@ LWindToLeft
adc #0 adc #0
sta vx+3 sta vx+3
jmp @+ jmp @+
WindToLeft
LWindToRight LWindToRight
;Wind to left, bullet right, so vx=vx-Wind ;Wind to left, bullet right, so vx=vx-Wind
;Wind to right, bullet left, so vx=vx-Wind ;Wind to right, bullet left, so vx=vx-Wind
sec sec
lda vx lda vx
sbc Wind sbc Wind
sta vx sta vx
lda vx+1 lda vx+1
sbc Wind+1 sbc Wind+1
sta vx+1 sta vx+1
lda vx+2 lda vx+2
sbc #0 sbc #0
sta vx+2 sta vx+2
lda vx+3 lda vx+3
sbc #0 sbc #0
sta vx+3 sta vx+3
@ @
mwa xtrajold+1 xdraw mwa xtrajold+1 xdraw
mwa ytrajold+1 ydraw mwa ytrajold+1 ydraw
@@ -1813,8 +1812,7 @@ SkipCollisionCheck
jsr UnPlot jsr UnPlot
NoUnPlot NoUnPlot
; jsr PlotPointer
jmp Loopi jmp Loopi
Hit Hit
@@ -1886,7 +1884,7 @@ SecondFlight .proc
sbc #0 sbc #0
sta ytraj+2 sta ytraj+2
ldy #100 ldy #100 ; ???
mva #1 tracerflag ; I do not know (I mean I think I know ;) ) mva #1 tracerflag ; I do not know (I mean I think I know ;) )
; 10 years later - I do not know!!! ; 10 years later - I do not know!!!
; 20 years later - still do not know :] ; 20 years later - still do not know :]
@@ -1975,12 +1973,10 @@ MIRVcopyParameters
ldx #$FF ; it will turn 0 in a moment anyway ldx #$FF ; it will turn 0 in a moment anyway
stx MirvMissileCounter stx MirvMissileCounter
mrLoopi mrLoopi
inc MirvMissileCounter inc:lda MirvMissileCounter
lda MirvMissileCounter
cmp #5 cmp #5
bne mrLoopix sne:mva #0 MirvMissileCounter
mva #0 MirvMissileCounter
mrLoopix
ldx MirvMissileCounter ldx MirvMissileCounter
; Y changes only for bullet number 0 ; Y changes only for bullet number 0
; because rest of the bullets have the same Y (height) ; because rest of the bullets have the same Y (height)
@@ -2142,7 +2138,7 @@ MIRVcheckCollision
lda xtraj02,x lda xtraj02,x
adc #>mountaintable adc #>mountaintable
sta temp+1 sta temp+1
; adw mountaintable --- it does not work!!!!!!!! and should! (OMC bug?) #temp
ldy #0 ldy #0
lda ytraj+1 lda ytraj+1
cmp (temp),y cmp (temp),y
@@ -2290,9 +2286,9 @@ CalculateExplosionRange0
lda #0 lda #0
sta RangeRight sta RangeRight
sta RangeRight+1 sta RangeRight+1
mva #11 ExplosionRadius mva #11 ExplosionRadius ; what is this magic value?
;-------------------------------------------------- ;--------------------------------------------------
CalculateExplosionRange .proc .proc CalculateExplosionRange
;-------------------------------------------------- ;--------------------------------------------------
;calculates total horizontal range of explosion by ;calculates total horizontal range of explosion by
;"summing up" ranges of all separate explosions ;"summing up" ranges of all separate explosions