Funky bomb bounces off the walls!

And optimizations.
This commit is contained in:
Pecusx
2022-08-23 17:55:26 +02:00
parent 492b662252
commit d2b412e860
9 changed files with 56 additions and 46 deletions
+8 -8
View File
@@ -36,7 +36,7 @@
;we decided it must go in 'English' to let other people work on it
.macro build
dta d"1.11" ; number of this build (3 bytes)
dta d"1.12" ; number of this build (3 bytes)
.endm
icl 'definitions.asm'
@@ -128,7 +128,7 @@
.zpvar escFlag .byte
.zpvar LineYdraw .byte
.zpvar LineXdraw .word
.zpvar plot4x4color .byte
.zpvar plot4x4color .byte ; $00 / $ff
.zpvar Multiplier .word
.zpvar Multiplier_ .byte ; 3 bytes
.zpvar HowToDraw .byte
@@ -552,7 +552,7 @@ DoNotFinishTheRound
mva #1 plot4x4color
mva #$ff plot4x4color
jsr DisplayTankNameAbove
mva #1 color ;to display flying point
@@ -592,7 +592,7 @@ ManualShooting
seq:rts ; keys Esc or O
AfterManualShooting
mva #0 plot4x4color
mva #$00 plot4x4color
jsr DisplayTankNameAbove
; defensive weapons without flight handling
ldx TankNr
@@ -631,7 +631,7 @@ ShootNow
jsr Shoot
;here we clear offensive text (after a shoot)
ldy TankNr
mva #0 plot4x4color
mva #$00 plot4x4color
jsr DisplayOffensiveTextNr
lda HitFlag ;0 if missed
@@ -685,7 +685,7 @@ missed
;here we clear offensive text (after a shoot)
;shit -- it's second time, but it must be like this
ldy TankNr
mva #0 plot4x4color
mva #$00 plot4x4color
jsr DisplayOffensiveTextNr
NextPlayerShoots
@@ -773,7 +773,7 @@ NoPlayerNoDeath
randomize talk.NumberOfOffensiveTexts (talk.NumberOfDeffensiveTexts+talk.NumberOfOffensiveTexts-1)
sta TextNumberOff
ldy TankTempY
mva #1 plot4x4color
mva #$ff plot4x4color
jsr DisplayOffensiveTextNr
; tank flash
ldy TankTempY
@@ -785,7 +785,7 @@ NoPlayerNoDeath
;Deffensive text cleanup
;here we clear Deffensive text (after a shoot)
ldy TankTempY
mva #0 plot4x4color
mva #$00 plot4x4color
jsr DisplayOffensiveTextNr
; calculate position of the explosion (the post-death one)