broken inventory rollback

This commit is contained in:
2022-07-25 09:50:49 -04:00
parent 27bc443581
commit 513f13c5fc
4 changed files with 162 additions and 163 deletions
+5
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@@ -688,5 +688,10 @@ gameOverSpritesTop
; end of the Gover sprites by number of players ; end of the Gover sprites by number of players
; 1 2 3 4 5 6 ; 1 2 3 4 5 6
.by 130,130,136,142,148,154 .by 130,130,136,142,148,154
;-------decimal constans
zero
digits dta d"0123456789"
nineplus dta d"9"+1
space dta d" "
.endif .endif
+6 -7
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@@ -125,14 +125,13 @@ MoreDown
dta d" more " dta d" more "
dta 93,93,93 dta 93,93,93
dta d" " dta d" "
GameOverResults ; reuse after game (remember to clear on start new)
ListOfWeapons ListOfWeapons
:32 dta d" " ; WARNING! 32 offensive weapons at the moment! :36 dta d" "
ListOfWeaponsEnd ListOfWeapons1End
GameOverResults ; reuse after game (remember to clear on start new)
;ListOfDefensiveWeapons ListOfDefensiveWeapons
; :16 dta d" " :16 dta d" "
;ListOfDefensiveWeaponsEnd ;constant useful when clearing ListOfDefensiveWeaponsEnd ;constant useful when clearing
WeaponsDescription WeaponsDescription
dta d" " dta d" "
dta d"Tab"* dta d"Tab"*
BIN
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+9 -14
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@@ -479,7 +479,7 @@ NoWeapon
; if we got to the defense weapons, ; if we got to the defense weapons,
; we switch address to the second table. ; we switch address to the second table.
mwa #ListOfWeapons xbyte mwa #ListOfDefensiveWeapons xbyte
NoDefense NoDefense
cpx #$40 cpx #$40
jne CreateList jne CreateList
@@ -534,10 +534,10 @@ ClearList1
bne DoNotIncHigher1 bne DoNotIncHigher1
inc xbyte+1 inc xbyte+1
DoNotIncHigher1 DoNotIncHigher1
cpy #<ListOfWeaponsEnd cpy #<ListOfWeapons1End
bne ClearList1 bne ClearList1
ldx xbyte+1 ldx xbyte+1
cpx #>ListOfWeaponsEnd cpx #>ListOfWeapons1End
bne ClearList1 bne ClearList1
; And the same we do with the second list ; And the same we do with the second list
@@ -564,10 +564,10 @@ DoNotAddX02
; add to the address of the list ; add to the address of the list
clc clc
lda xbyte lda xbyte
adc #<ListOfWeapons adc #<ListOfDefensiveWeapons
tay tay
lda xbyte+1 lda xbyte+1
adc #>ListOfWeapons adc #>ListOfDefensiveWeapons
sta xbyte+1 sta xbyte+1
stx xbyte stx xbyte
txa ; now there is zero here txa ; now there is zero here
@@ -577,10 +577,10 @@ ClearList2
bne DoNotIncHigher2 bne DoNotIncHigher2
inc xbyte+1 inc xbyte+1
DoNotIncHigher2 DoNotIncHigher2
cpy #<ListOfWeaponsEnd cpy #<ListOfDefensiveWeaponsEnd
bne ClearList2 bne ClearList2
ldx xbyte+1 ldx xbyte+1
cpx #>ListOfWeaponsEnd cpx #>ListOfDefensiveWeaponsEnd
bne ClearList2 bne ClearList2
; here we have pretty cool lists and there is no brute force ; here we have pretty cool lists and there is no brute force
@@ -715,7 +715,7 @@ ListChange
jmp ChoosingItemForPurchase jmp ChoosingItemForPurchase
DeffensiveSelected DeffensiveSelected
mwa #ListOfWeapons WeaponsListDL mwa #ListOfDefensiveWeapons WeaponsListDL
lda isInventory lda isInventory
beq @+ beq @+
jsr calcPosDefensive jsr calcPosDefensive
@@ -897,7 +897,7 @@ EraseLoop
beq CharToList1 beq CharToList1
; we are on the second list (deffensive) ; we are on the second list (deffensive)
; so there is no problem with scrolling ; so there is no problem with scrolling
mwa #ListOfWeapons xbyte mwa #ListOfDefensiveWeapons xbyte
ldx PositionOnTheList ldx PositionOnTheList
beq SelectList2 ; if there is 0 we add nothing beq SelectList2 ; if there is 0 we add nothing
AddLoop2 AddLoop2
@@ -1324,11 +1324,6 @@ displayloop1
rts rts
.endp .endp
;-------decimal constans
zero
digits dta d"0123456789"
nineplus dta d"9"+1
space dta d" "
;-------------------------------------------------------- ;--------------------------------------------------------
.proc Display4x4AboveTank ; .proc Display4x4AboveTank ;