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https://github.com/pkali/scorch_src.git
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source clean-up
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+14
-14
@@ -103,7 +103,7 @@ EndOfUnPlot
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; game. If you are going to speed up the game, start with
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; plot - it is used by every single effect starting from explosions
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; through line drawing and small text output!!!
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;
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;
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; Optimized by 0xF (Fox) THXXXX!!!
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; -----------------------------------------
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@@ -112,7 +112,7 @@ EndOfUnPlot
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bcs unPlot.EndOfUnPlot ;nearest RTS
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CheckX02
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cpw xdraw #screenwidth
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bcs EndOfPlot
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bcs EndOfPlot
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MakePlot
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; let's calculate coordinates from xdraw and ydraw
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@@ -177,7 +177,7 @@ ClearPlot
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rts
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.endp
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;--------------------------------------------------
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.proc drawmountains
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.proc drawmountains
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;--------------------------------------------------
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mwa #0 xdraw
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mwa #mountaintable modify
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@@ -191,7 +191,7 @@ drawmountainsloop
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sta ydraw
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sty ydraw+1
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.IF FASTER_GRAF_PROCS = 1
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; there was Drawline proc
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; there was Drawline proc
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lda #screenheight
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sec
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sbc ydraw
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@@ -217,12 +217,12 @@ drawmountainsloop
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lda linetableH,y
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adc xdraw+1
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sta xbyte+1
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ldy #0
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ldy #0
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dec tempbyte01
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bne @-
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; end of Drawline proc
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.ELSE
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; there was Drawline proc
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; there was Drawline proc
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drawline
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jsr plot.MakePlot
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inc ydraw
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@@ -326,12 +326,12 @@ CharLoopi
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;--
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ldy #0
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lda (xbyte),y
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ora mask1,x
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ora mask1,x
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and char1,x
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sta (xbyte),y
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ldy #8
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lda (xbyte),y
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ora mask2,x
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ora mask2,x
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and char2,x
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sta (xbyte),y
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inc ydraw
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@@ -392,7 +392,7 @@ EndPutChar
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cpw dy #(screenheight-1)
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jcs TypeChar.EndPutChar ;nearest RTS
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cpw dy #(4)
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jcc TypeChar.EndPutChar ;nearest RTS
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jcc TypeChar.EndPutChar ;nearest RTS
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cpw dx #(screenwidth-4)
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jcs TypeChar.EndPutChar ;nearest RTS
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; checks ommited.
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@@ -408,7 +408,7 @@ Upper4bits
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sta fontind
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lda #$00
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sta fontind+1
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adw fontind #font4x4
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; and 4 bytes to the table
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@@ -471,7 +471,7 @@ CharLoopi4x4
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;--
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ldy #0
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lda (xbyte),y
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ora mask1,x
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ora mask1,x
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bit plot4x4color
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bpl PutInColor0_1 ; only mask - no char
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and char1,x
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@@ -479,7 +479,7 @@ PutInColor0_1
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sta (xbyte),y
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ldy #8
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lda (xbyte),y
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ora mask2,x
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ora mask2,x
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bit plot4x4color
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bpl PutInColor0_2 ; only mask - no char
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and char2,x
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@@ -545,7 +545,7 @@ EndPut4x4
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inw temp
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cpw temp #displayC64+screenheight*screenBytes+1
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bne @-
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rts
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rts
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.endp
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;--------------------------------------------------
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@@ -581,7 +581,7 @@ next8lines
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:4 rol
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sta $d020
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sta $d021
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lda $dd00 ; Set video bank to start at 0
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and #252
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ora #3
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+10
-10
@@ -2,7 +2,7 @@
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.IF *>0
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WeaponsListDL = 0
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NamesOfLevels = 0
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;----------------------------------------
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@@ -27,7 +27,7 @@ NamesOfLevels = 0
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bpl @-
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rts
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Autoplay_OptionsTable .by 4,4,2,2,4,1,3,2,4
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.endp
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@@ -51,7 +51,7 @@ NoGradientLoop
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lda GradientAddrL,y
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sta GradientColors
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lda GradientAddrH,y
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sta GradientColors+1
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sta GradientColors+1
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rts
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.endp
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@@ -76,7 +76,7 @@ ManualPurchase
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spl:rts
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jsr DefensivesActivate ; activate weapons
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bit escFlag
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spl:rts
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spl:rts
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AfterManualPurchase
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inc:lda TankNr
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cmp NumberOfPlayers
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@@ -87,8 +87,8 @@ AfterManualPurchase
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.proc DefensivesActivate
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;--------------------------------------------------
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; This proc call Inventory and set Defensives activation first
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mwa #ListOfDefensiveWeapons WeaponsListDL ;switch to the list of offensive weapons
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mwa #ListOfDefensiveWeapons WeaponsListDL ;switch to the list of offensive weapons
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mva #$ff IsInventory
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mva #%10000000 WhichList
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; offensive weapon - 0, defensive - %10000000
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@@ -104,13 +104,13 @@ AfterManualPurchase
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; Rest of the data is taken from appropriate tables
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; and during the purchase these tables are modified.
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; we are clearing list of the weapons
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mva #$00 WhichList
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; offensive weapon - 0, deffensive - %10000000
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GoToActivation
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rts
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.endp
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; -----------------------------------------------------
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@@ -173,7 +173,7 @@ NotRobot
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; check if all chars are empty (" ")
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ldy #7
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lda #0
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@ ora #0 ; NameAdr,y
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@ ora #0 ; NameAdr,y
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and #$7F ; remove inverse (Cursor)
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dey
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bpl @-
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@@ -306,7 +306,7 @@ displayloop1
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.endp
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;-------------------------------------------------
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.proc RoundOverSprites
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; fill sprites with bytes
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; fill sprites with bytes
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rts
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.endp
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