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Shield energy table added.
... for easier activation. Defensive weapon numbering revised.
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+26
-9
@@ -870,17 +870,34 @@ NamesOfWeapons ;the comment is an index in the tables
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dta d"Bal Guidance " ; 50
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dta d"Horz Guidance " ; 51
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dta d"Vert Guidance " ; 52
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dta d"Lazy Boy " ; 53 - no energy
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dta d"Parachute " ; 54
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dta d"Battery " ; 55 - witch shield and energy
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dta d"Mag Deflector " ; 56 - shield for one shot - no energy
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dta d"Shield " ; 57 - shield with energy and parachute
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dta d"Force Shield " ; 58 - shield with energy
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dta d"Heavy Shield " ; 59
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dta d"Super Mag " ; 60 - witch shield and energy
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dta d"Auto Defense " ; 61
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dta d"Lazy Boy " ; 53
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dta d"Parachute " ; 54 - no energy
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dta d"Battery " ; 55
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dta d"Mag Deflector " ; 56 - with shield and energy
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dta d"Shield " ; 57 - shield for one shot - no energy
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dta d"Force Shield " ; 58 - shield with energy and parachute
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dta d"Heavy Shield " ; 59 - shield with energy
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dta d"Super Mag " ; 60
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dta d"Auto Defense " ; 61 - with shield and energy
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dta d"Fuel Tank " ; 62
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dta d"Contact Trigger " ; 63
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DefensiveEnergy = * - 48
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.by 00 ; White Flag
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.by 00 ; Heat Guidance
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.by 00 ; Bal Guidance
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.by 00 ; Horz Guidance
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.by 00 ; Vert Guidance
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.by 00 ; Lazy Boy
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.by 00 ; Parachute
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.by 00 ; Battery
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.by 90 ; Mag Deflector
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.by 00 ; Shield
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.by 99 ; Force Shield
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.by 99 ; Heavy Shield
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.by 00 ; Super Mag
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.by 99 ; Auto Defense
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.by 00 ; Fuel Tank
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.by 00 ; Contact Trigger
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weaponsOfDeath
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dta 1,2,3,7,15,16,17,18,19,20,21,22,23,24,25,26,27
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weaponsOfDeathEnd
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+5
-5
@@ -694,15 +694,15 @@ NoPlayerMissile
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; draw defensive weapons like shield ( tank number in X )
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; in xdraw, ydraw we have coordinates left LOWER corner of Tank char
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lda ActiveDefenceWeapon,x
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cmp #56 ; one shot shield activation
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cmp #57 ; one shot shield activation
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beq ShieldDraw
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cmp #57 ; shield with energy and parachute activation
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cmp #58 ; shield with energy and parachute activation
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beq ShieldDraw
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cmp #58 ; shield with energy activation
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cmp #59 ; shield with energy activation
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beq ShieldDraw
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cmp #60 ; Auto Defence
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cmp #61 ; Auto Defence
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beq DrawTankShieldWihHorns
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cmp #55 ; Mag Deflector
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cmp #56 ; Mag Deflector
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beq DrawTankShieldWihHorns
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bne NoShieldDraw
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ShieldDraw
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+4
-2
@@ -133,8 +133,10 @@ START
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; ldx numberOfPlayers
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; dex
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;@
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; mva #55 ActiveDefenceWeapon,x
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; mva #99 ShieldEnergy,x ; set energy of shield
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; mva #56 ActiveDefenceWeapon,x
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; tay
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; lda DefensiveEnergy,y
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; sta ShieldEnergy,x ; set energy of shield
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; dex
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; bpl @-
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; mag deflector activated! (test)
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BIN
Binary file not shown.
+8
-8
@@ -667,15 +667,15 @@ DistanceCheckLoop
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tay
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; check shields
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lda ActiveDefenceWeapon,x
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cmp #56 ; one hit shield
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cmp #57 ; one hit shield
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beq UseShield
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cmp #57 ; shield with energy and parachute
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cmp #58 ; shield with energy and parachute
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beq UseShieldWithEnergy
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cmp #58 ; shield with energy
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cmp #59 ; shield with energy
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beq UseShieldWithEnergy
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cmp #60 ; Auto Defence (it works only if hit ground next to tank. Tank hit is handled in Flight proc)
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cmp #61 ; Auto Defence (it works only if hit ground next to tank. Tank hit is handled in Flight proc)
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beq UseShieldWithEnergy
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cmp #55 ; Mag deflector (it works only if hit ground next to tank. Tank hit is handled in Flight proc)
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cmp #56 ; Mag deflector (it works only if hit ground next to tank. Tank hit is handled in Flight proc)
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beq UseShieldWithEnergy
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jsr DecreaseEnergyX
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jmp EndOfDistanceCheckLoop
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@@ -1335,9 +1335,9 @@ ShotUnderGround
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; let's check if the given tank has got the parachute
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ldx TankNr
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lda ActiveDefenceWeapon,x
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cmp #53 ; parachute
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cmp #54 ; parachute
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beq ParachuteActive
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cmp #57 ; scheld witch energy and parachute
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cmp #58 ; scheld witch energy and parachute
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bne TankFallsX
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ParachuteActive
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inc Parachute
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@@ -1542,7 +1542,7 @@ EndOfFall
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mva #1 Erase
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ldx TankNr
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lda ActiveDefenceWeapon,x
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cmp #53 ; deactivate weapon only if parachute (53)
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cmp #54 ; deactivate weapon only if parachute (53)
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bne NoParachuteWeapon
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mva #0 ActiveDefenceWeapon,x ; deactivate defence weapon (parachute)
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NoParachuteWeapon
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