diff --git a/Atari/gr_basics.asm b/Atari/gr_basics.asm index 489f950..09e1a26 100644 --- a/Atari/gr_basics.asm +++ b/Atari/gr_basics.asm @@ -368,7 +368,7 @@ NothingToFall rts .endp ;-------------------------------------------------- -.proc SoilDown3 +.proc SoilDownTurbo ;-------------------------------------------------- ; fast SoilDown froc - test jsr ClearTanks @@ -807,7 +807,7 @@ NoPlot ldx TankNr sta ActiveDefenceWeapon,x ; deactivate Nuclear Winter jsr SetFullScreenSoilRange - jmp SoilDown2.NoClearTanks + jmp SoilDown.NoClearTanks ; rts ; in order to optimize the fragment repeated in both internal loops diff --git a/C64/gr_basics.asm b/C64/gr_basics.asm index 8a1c1eb..3a8ac39 100644 --- a/C64/gr_basics.asm +++ b/C64/gr_basics.asm @@ -741,7 +741,7 @@ NoPlot ldx TankNr sta ActiveDefenceWeapon,x ; deactivate Nuclear Winter jsr SetFullScreenSoilRange - jmp SoilDown2.NoClearTanks + jmp SoilDown.NoClearTanks ; rts ; in order to optimize the fragment repeated in both internal loops diff --git a/game.asm b/game.asm index e2199f5..db4b685 100644 --- a/game.asm +++ b/game.asm @@ -441,7 +441,7 @@ GoExplosion continueMainRoundLoopAfterSeppuku AfterExplode - jsr SoilDown2 ; allways + jsr SoilDown ; allways NoFallDown2 ;here tanks are falling down mva tankNr tempor2 diff --git a/grafproc.asm b/grafproc.asm index eed8a0d..e08c7c7 100644 --- a/grafproc.asm +++ b/grafproc.asm @@ -1289,7 +1289,7 @@ drawmountainspixelloop rts */ ;-------------------------------------------------- -.proc SoilDown2 +.proc SoilDown ;-------------------------------------------------- ; how it is supposed to work: @@ -1418,6 +1418,15 @@ ColumnIsReady bcc FalloutOfLine beq FalloutOfLine +.IF TARGET = 800 +.IF FASTER_GRAF_PROCS = 1 + lda CONSOL + and #%00000001 ; START KEY + bne NoFastDown + jmp SoilDownTurbo.NoClearTanks +NoFastDown +.ENDIF +.ENDIF jsr CheckExitKeys ; Check for O, Esc or Start+Option keys spl:rts ; exit if pressed 'Exit keys' diff --git a/scorch.bin b/scorch.bin index 1f99a31..b680a0e 100644 Binary files a/scorch.bin and b/scorch.bin differ diff --git a/scorch.xex b/scorch.xex index 283eff5..1f9e9a8 100644 Binary files a/scorch.xex and b/scorch.xex differ diff --git a/weapons.asm b/weapons.asm index 65c4e99..5b0ea42 100644 --- a/weapons.asm +++ b/weapons.asm @@ -115,7 +115,7 @@ GoBabyNukeSFX SecondRepeat ; soil must fall down now! there is no other way... ; hide tanks or they fall down with soil - jsr SoilDown2 + jsr SoilDown ; it looks like force is divided by 4 here BUT" ; in Flight routine force is multiplied by 2 and left @@ -151,7 +151,7 @@ EndOfLeapping jsr CalculateExplosionRange0 jsr xmissile.NoRangeCalc - jsr SoilDown2 + jsr SoilDown ; jsr cleartanks ; maybe not? mva #1 color @@ -2474,7 +2474,7 @@ MIRValreadyAll jsr DisplayOffensiveTextNr ; temporary removing tanks from the screen (otherwise they will fall down with soil) - jsr SoilDown2 + jsr SoilDown mva #$ff HitFlag ; but why ?? rts .endp @@ -2730,7 +2730,7 @@ ReachSky adc #0 sta RangeRight+1 ; hide tanks and ... - jsr SoilDown2 + jsr SoilDown jsr ClearScreenSoilRange ldx TankNr @@ -2999,7 +2999,7 @@ NotHighest ; calculate range jsr CalculateSoildown ; hide tanks and ... - jsr SoilDown2 + jsr SoilDown ldx TankNr rts