Boucy Castle sfx
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@@ -139,7 +139,7 @@ FirstSTART
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; one time zero variables in RAM (non zero page)
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; one time zero variables in RAM (non zero page)
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lda #0
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lda #0
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ldy #OneTimeZeroVariablesCount-1
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ldy #OneTimeZeroVariablesCount-1
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@ sta OneTimeZeroVariables
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@ sta OneTimeZeroVariables,y
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dey
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dey
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bpl @-
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bpl @-
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@@ -2026,7 +2026,7 @@ RandomizeTankPos
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adc #0
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adc #0
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sta XtankstableH,x
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sta XtankstableH,x
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lda random
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lda random
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cmp #8 ; like 1:32
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cmp #32 ; like 1:8
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bcc NowFastTank
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bcc NowFastTank
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lda #0
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lda #0
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sta ActiveDefenceWeapon,x
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sta ActiveDefenceWeapon,x
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@@ -1922,6 +1922,7 @@ NoDefence
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lsrw Force ; Force = Force / 2 - because earlier we multiplied by 2
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lsrw Force ; Force = Force / 2 - because earlier we multiplied by 2
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rts ; END !!!
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rts ; END !!!
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BouncyCastle
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BouncyCastle
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mva #sfx_shield_on sfx_effect
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; now run defensive-aggressive weapon - Bouncy Castle (previously known as Auto Defence)!
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; now run defensive-aggressive weapon - Bouncy Castle (previously known as Auto Defence)!
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sbb #180 LeapFrogAngle Angle ; swap angle (LeapFrogAngle - because we have strored angle in this variable)
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sbb #180 LeapFrogAngle Angle ; swap angle (LeapFrogAngle - because we have strored angle in this variable)
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lsrw Force ; Force = Force / 2 - because earlier we multiplied by 2
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lsrw Force ; Force = Force / 2 - because earlier we multiplied by 2
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