mirror of
https://github.com/Pecusx/scorch_src.git
synced 2026-05-21 06:39:40 +02:00
Opty...
This commit is contained in:
+1
-1
@@ -253,7 +253,7 @@ invertme
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ldx TankNr
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ldx TankNr
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lda SkillTable,x
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lda SkillTable,x
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beq ManualPurchase
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beq ManualPurchase
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jsr PurchaseAI ; remember to make ActivateAI :) !!!
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jsr PurchaseAI ; skill of the TankNr in A, TankNr in X
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jmp AfterManualPurchase
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jmp AfterManualPurchase
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ManualPurchase
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ManualPurchase
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lda JoyNumber,x
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lda JoyNumber,x
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@@ -130,7 +130,7 @@ firstShoot
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; compare the x position with the middle of the screen
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; compare the x position with the middle of the screen
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lda LowResDistances,x
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lda LowResDistances,x
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cmp #(screenwidth/8) ; screenwidth/2 but LowResDistances are already /4
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cmp #(screenwidth/8) ; screenwidth/2 but LowResDistances are already /4
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@ bcc tankIsOnTheRight
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bcc tankIsOnTheRight
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; enemy tank is on the left
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; enemy tank is on the left
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;randomize 95 125
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;randomize 95 125
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@@ -202,13 +202,11 @@ AngleIsSet
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adc AngleTable,y
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adc AngleTable,y
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sta NewAngle
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sta NewAngle
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forceNow
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mwa #300 RandBoundaryLow
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mwa #300 RandBoundaryLow
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mwa #700 RandBoundaryHigh
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mwa #700 RandBoundaryHigh
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; ldx TankNr ; looks like not necessary
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; ldx TankNr ; looks like not necessary
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jsr RandomizeForce
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jsr RandomizeForce
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endo
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; choose the best weapon
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; choose the best weapon
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jmp ChooseBestOffensive
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jmp ChooseBestOffensive
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@@ -846,15 +844,15 @@ TankHit
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;----------------------------------------------
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;----------------------------------------------
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.proc PurchaseAI ;
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.proc PurchaseAI ;
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; A - skill of the TankNr
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; A - skill of the TankNr, TankNr in X
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; makes purchase for AI opponents
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; makes purchase for AI opponents
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; results of this routine are not visible on the screen
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; results of this routine are not visible on the screen
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;----------------------------------------------
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;----------------------------------------------
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asl
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asl
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tax
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tay
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lda PurchaseAIRoutines-1,x ; -1 and -2 because AI players are numbered from 1 not from 0 (Human)
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lda PurchaseAIRoutines-1,y ; -1 and -2 because AI players are numbered from 1 not from 0 (Human)
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pha
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pha
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lda PurchaseAIRoutines-2,x
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lda PurchaseAIRoutines-2,y
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pha
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pha
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; rts ; MoronPurchase has rts :)
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; rts ; MoronPurchase has rts :)
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.endp
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.endp
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@@ -944,17 +942,10 @@ SorryNoPurchase
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;----------------------------------------------
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;----------------------------------------------
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.proc ShooterPurchase
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.proc ShooterPurchase
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; first try to buy defensives
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; first try to buy defensives
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; mva #2 tempXroller; number of offensive purchases to perform
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ldx TankNr
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@
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randomize ind_Battery ind_StrongParachute
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randomize ind_Battery ind_StrongParachute
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jsr TryToPurchaseOnePiece
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jsr TryToPurchaseOnePiece
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; dec tempXroller
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; bne @-
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; and now offensives
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; and now offensives
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mva #4 tempXroller; number of offensive purchases to perform
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mva #4 tempXroller; number of offensive purchases to perform
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;ldx TankNr
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@
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@
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randomize ind_Missile ind_Heavy_Roller
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randomize ind_Missile ind_Heavy_Roller
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jsr TryToPurchaseOnePiece
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jsr TryToPurchaseOnePiece
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@@ -966,13 +957,9 @@ SorryNoPurchase
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;----------------------------------------------
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;----------------------------------------------
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.proc PoolsharkPurchase
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.proc PoolsharkPurchase
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; first try to buy defensives
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; first try to buy defensives
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; mva #2 tempXroller; number of offensive purchases to perform
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ldx TankNr
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@
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randomize ind_Battery ind_Bouncy_Castle
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randomize ind_Battery ind_Bouncy_Castle
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jsr TryToPurchaseOnePiece
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jsr TryToPurchaseOnePiece
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dec tempXroller
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dec tempXroller
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; bpl @-
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; and now offensives
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; and now offensives
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mva #6 tempXroller; number of purchases to perform
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mva #6 tempXroller; number of purchases to perform
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@@ -987,14 +974,11 @@ SorryNoPurchase
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.endp
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.endp
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;----------------------------------------------
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;----------------------------------------------
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.proc TosserPurchase
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.proc TosserPurchase
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; what is my money level
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; what is my money level
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ldx TankNr
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lda MoneyH,x ; money / 256
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lda MoneyH,x ; money / 256
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lsr ; /2
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lsr ; /2
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sta tempXroller ; perform this many purchase attempts
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sta tempXroller ; perform this many purchase attempts
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; first try to buy defensives
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; first try to buy defensives
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; mva #1 tempXroller; number of defensive purchases to perform
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@
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@
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randomize ind_Battery ind_Bouncy_Castle
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randomize ind_Battery ind_Bouncy_Castle
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jsr TryToPurchaseOnePiece
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jsr TryToPurchaseOnePiece
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@@ -1015,14 +999,11 @@ SorryNoPurchase
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.endp
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.endp
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;----------------------------------------------
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;----------------------------------------------
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.proc CyborgPurchase
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.proc CyborgPurchase
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; what is my money level
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; what is my money level
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ldx TankNr
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lda MoneyH,x ; money / 256
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lda MoneyH,x ; money / 256
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lsr ; /2
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lsr ; /2
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sta tempXroller ; perform this many purchase attempts
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sta tempXroller ; perform this many purchase attempts
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; first try to buy defensives
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; first try to buy defensives
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; mva #1 tempXroller; number of defensive purchases to perform
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@
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@
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randomize ind_Battery ind_Bouncy_Castle
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randomize ind_Battery ind_Bouncy_Castle
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jsr TryToPurchaseOnePiece2
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jsr TryToPurchaseOnePiece2
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+1
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@@ -78,7 +78,7 @@
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dta d"OH MAN!"^
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dta d"OH MAN!"^
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dta d"DOOUGH!"^
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dta d"DOOUGH!"^
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dta d"NEW DAY, NEW BOMB."^
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dta d"NEW DAY, NEW BOMB."^
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dta d"THIS IS THE END."^
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dta d"THIS IS THE END, MY ONLY FRIEND."^
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dta d"VERY FUNNY."^
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dta d"VERY FUNNY."^
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dta d"THE FAT LADY SANG."^
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dta d"THE FAT LADY SANG."^
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dta d"WHY DOES HAPPEN TO ME?"^
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dta d"WHY DOES HAPPEN TO ME?"^
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BIN
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BIN
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+1
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@@ -24,7 +24,7 @@
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;---------------------------------------------------
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;---------------------------------------------------
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.macro build
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.macro build
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dta d"1.41" ; number of this build (4 bytes)
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dta d"1.42" ; number of this build (4 bytes)
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.endm
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.endm
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.macro RMTSong
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.macro RMTSong
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Binary file not shown.
Binary file not shown.
+5
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@@ -2939,7 +2939,6 @@ ItIsMe
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ldx TankNr
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ldx TankNr
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mva #sfx_shield_off sfx_effect
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mva #sfx_shield_off sfx_effect
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jsr ClearTankNr
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jsr ClearTankNr
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mva #0 Erase
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; x correction for P/M
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; x correction for P/M
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; --
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; --
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.IF XCORRECTION_FOR_PM = 1
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.IF XCORRECTION_FOR_PM = 1
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@@ -2949,17 +2948,17 @@ ItIsMe
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.ENDIF
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.ENDIF
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; --
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; --
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GoDown
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GoDown
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mvy #0 Erase ; Y=0
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mwa #mountaintable temp
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; mwa #mountaintable temp
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clc
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clc
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lda temp
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lda #<mountaintable
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adc XtankstableL,x
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adc XtankstableL,x
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sta temp
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sta temp
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lda temp+1
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lda #>mountaintable
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adc XtankstableH,x
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adc XtankstableH,x
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sta temp+1
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sta temp+1
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adw temp #4 ; center of the tank
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adw temp #4 ; center of the tank
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ldy #0
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;ldy #0
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lda (temp),y
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lda (temp),y
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tay
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tay
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dey ; 1 pixel up!
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dey ; 1 pixel up!
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