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Purchase/Activate texts in shop #26
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+10
-2
@@ -136,7 +136,9 @@ WeaponsDescription
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dta d" - Defensive/Offensive weapon "
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dta d" - Defensive/Offensive weapon "
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dta d" "
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dta d" "
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dta d"Space"*
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dta d"Space"*
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dta d" - Purchase "
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dta d" - "
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purchaseActivate
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dta d"Purchase "
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dta d"Return"*
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dta d"Return"*
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dta d" - Finish "
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dta d" - Finish "
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EmptyLine
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EmptyLine
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@@ -171,6 +173,12 @@ textbuffer
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textbuffer2
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textbuffer2
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dta d"Player: Cash: 0 " ; ZERO TO MAKE YOU RICHER ON THE SCREEN
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dta d"Player: Cash: 0 " ; ZERO TO MAKE YOU RICHER ON THE SCREEN
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dta d"----------------------------------------"
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dta d"----------------------------------------"
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;---------------------------------------------------
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activateText
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dta d"Activate"
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activateTextEnd
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purchaseText
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dta d"Purchase"
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purchaseTextEnd
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.endif
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.endif
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BIN
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+16
-4
@@ -245,9 +245,6 @@ AfterManualPurchase
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lda TankStatusColoursTable,x
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lda TankStatusColoursTable,x
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sta colpf2s
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sta colpf2s
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; ldy PositionOnTheList
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; lda IndexesOfWeaponsL1,y
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; we are clearing list of the weapons
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; we are clearing list of the weapons
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mva #$ff LastWeapon
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mva #$ff LastWeapon
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@@ -305,8 +302,15 @@ CreateList
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bit isInventory
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bit isInventory
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bmi itIsInventory
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bmi itIsInventory
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; checking if we can afford buying this weapon
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; put "Purchase" on the screen
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ldx #[purchaseTextEnd-purchaseText-1]
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@ lda purchaseText,x
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sta purchaseActivate,x
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dex
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bpl @-
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; checking if we can afford buying this weapon
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ldx temp
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lda moneyH,y
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lda moneyH,y
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cmp WeaponPriceH,x
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cmp WeaponPriceH,x
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bne @+
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bne @+
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@@ -317,6 +321,14 @@ CreateList
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bcs notInventory ; jmp
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bcs notInventory ; jmp
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itIsInventory
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itIsInventory
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; put "Activate" on the screen
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ldx #[purchaseTextEnd-purchaseText-1]
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@ lda activateText,x
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sta purchaseActivate,x
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dex
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bpl @-
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ldx temp
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lda TanksWeaponsTableL,y
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lda TanksWeaponsTableL,y
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sta weaponPointer
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sta weaponPointer
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lda TanksWeaponsTableH,y
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lda TanksWeaponsTableH,y
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