mirror of
https://github.com/Pecusx/scorch_src.git
synced 2026-05-20 22:33:43 +02:00
build 128
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+24
-24
@@ -113,7 +113,7 @@ CheckDirectionFactor
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; 'a' factor is fire, so we copy parameters
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; XK=DX
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mwa DX XK
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; i kasowanie bitu 2
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; and clearing bit 2
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; and bit 2 clear
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; (is not needed because already cleared)
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;lda HowToDraw
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@@ -168,7 +168,7 @@ DrawLoop
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; DI=DI+DD
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; YI=YI+1
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adw DI DD
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adw YI #1
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inw YI
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jmp drplot
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DINegative
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; ELSE
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@@ -219,7 +219,7 @@ PutPixelinDraw
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; XI=XI+1
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; UNTIL XI=XK
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adw XI #1
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inw XI
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cpw XI XK
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jne DrawLoop
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@@ -234,7 +234,7 @@ DrawJumpPad
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Drawplot
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jmp plot
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DrawLen
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adw LineLength #1
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inw LineLength
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rts
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DrawCheck .proc
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@@ -729,8 +729,8 @@ drawmountainsloop
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lda (modify),y
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sta ydraw
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jsr DrawLine
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adw modify #1
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adw xdraw #1
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inw modify
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inw xdraw
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cpw xdraw #screenwidth
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bne drawmountainsloop
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@@ -747,8 +747,8 @@ drawmountainspixelloop
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lda (modify),y
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sta ydraw
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jsr plot
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adw modify #1
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adw xdraw #1
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inw modify
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inw xdraw
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cpw xdraw #screenwidth
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bne drawmountainspixelloop
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@@ -807,9 +807,9 @@ StillNothing
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cmp #screenheight
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bne NextPoint1
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FoundPeek1
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adw tempor2 #1
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adw tempor3 #1
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adw xdraw #1
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inw tempor2
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inw tempor3
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inw xdraw
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;vcmp xdraw,screenwidth,NextColumn1
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cpw xdraw RangeRight
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bcc NextColumn1
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@@ -823,7 +823,7 @@ MainFallout2
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adw RangeLeft #mountaintable2 tempor2
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adw RangeLeft #mountaintable3 tempor3
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mwa #1 IsEndOfTheFallFlag
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mva #1 IsEndOfTheFallFlag
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FalloutOfLine
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ldy #0
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@@ -860,10 +860,10 @@ FalloutOfLine
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ThereIsPixelHere
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ColumnIsReady
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adw temp #1
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adw tempor2 #1
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adw tempor3 #1
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adw xdraw #1
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inw temp
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inw tempor2
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inw tempor3
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inw xdraw
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;vcmp xdraw,screenwidth,FalloutOfLine
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cpw xdraw RangeRight
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bcc FalloutOfLine
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@@ -883,9 +883,9 @@ ColumnIsReady
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CopyHeights
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lda (tempor3),y
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sta (temp),y
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adw temp #1
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adw tempor3 #1
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adw xdraw #1
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inw temp
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inw tempor3
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inw xdraw
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;vcmp xdraw,screenwidth,CopyHeights
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cpw xdraw RangeRight
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bcc CopyHeights
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@@ -981,7 +981,7 @@ ToBottom
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Skip01
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sta ydraw
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adw xdraw #1
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inw xdraw
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cpw xdraw #screenwidth
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beq EndDrawing
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@@ -1430,13 +1430,13 @@ EmptyPixel
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;anyway we assume the text is being drawn
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;over an empty space
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Loop4x4Continued
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adw xdraw #1
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inw xdraw
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lda StoreA4x4
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dec Xcounter4x4
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ldx Xcounter4x4
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bne uppernibble
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; here we have on screen one line of the char
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adw ydraw #1
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inw ydraw
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sbw xdraw #4
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sbw y4x4 #32
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dec:lda LoopCounter4x4
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@@ -1494,13 +1494,13 @@ EmptyPixelFULL
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;of course it is slower
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Loop4x4ContinuedFULL
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adw xdraw #1
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inw xdraw
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lda StoreA4x4
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dec Xcounter4x4
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ldx Xcounter4x4
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bne uppernibbleFULL
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; here we have on screen one line of the char
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adw ydraw #1
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inw ydraw
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sbw xdraw #4
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sbw y4x4 #32
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dec:lda LoopCounter4x4
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