; @com.wudsn.ide.asm.mainsourcefile=scorch.asm .IF *>0 ;this is a trick that prevents compiling this file alone TankColoursTable .BYTE $58,$2a,$96,$ca,$7a,$ed ;TankStatusColoursTable .BYTE $54,$24,$92,$c4,$74,$e4 ; standard order ;TanksPMOrder .BYTE 4,3,1,5,0,2 ; 0-3 = P0-P3 , 4 = M0+M1 , 5 = M2+M3 TankStatusColoursTable .BYTE $74,$c4,$24,$e4,$54,$94 ; Adam's order TanksPMOrder .BYTE 4,3,1,5,0,2 ; 0-3 = P0-P3 , 4 = M0+M1 , 5 = M2+M3 TankShapesTable .BYTE char_tank1___________,char_tank2___________,char_tank3___________ .BYTE char_tank1___________,char_tank2___________,char_tank3___________ dliColorsBack :10 .by $02,$00 dliColorsFore .by $0a CashOptionL ;(one zero less than on the screen) .by 0,<200,<800,<1200,<2000 CashOptionH .by 0,>200,>800,>1200,>2000 GravityTable .by 10,20,25,30,40 MaxWindTable .by 5,20,40,70,99 RoundsTable .by 10,20,30,40,50 AIForceTable .wo 375,470,630,720,820 ; starting shoot forces for different gravity flyDelayTable .by 255,150,75,35,1 seppukuTable .by 255, 45,25,15,9 .endif