broken inventory rollback
This commit is contained in:
@@ -688,5 +688,10 @@ gameOverSpritesTop
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; end of the Gover sprites by number of players
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; end of the Gover sprites by number of players
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; 1 2 3 4 5 6
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; 1 2 3 4 5 6
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.by 130,130,136,142,148,154
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.by 130,130,136,142,148,154
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;-------decimal constans
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zero
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digits dta d"0123456789"
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nineplus dta d"9"+1
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space dta d" "
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.endif
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.endif
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+6
-7
@@ -125,14 +125,13 @@ MoreDown
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dta d" more "
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dta d" more "
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dta 93,93,93
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dta 93,93,93
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dta d" "
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dta d" "
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GameOverResults ; reuse after game (remember to clear on start new)
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ListOfWeapons
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ListOfWeapons
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:32 dta d" " ; WARNING! 32 offensive weapons at the moment!
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:36 dta d" "
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ListOfWeaponsEnd
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ListOfWeapons1End
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GameOverResults ; reuse after game (remember to clear on start new)
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;ListOfDefensiveWeapons
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ListOfDefensiveWeapons
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; :16 dta d" "
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:16 dta d" "
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;ListOfDefensiveWeaponsEnd ;constant useful when clearing
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ListOfDefensiveWeaponsEnd ;constant useful when clearing
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WeaponsDescription
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WeaponsDescription
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dta d" "
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dta d" "
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dta d"Tab"*
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dta d"Tab"*
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BIN
Binary file not shown.
+9
-14
@@ -479,7 +479,7 @@ NoWeapon
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; if we got to the defense weapons,
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; if we got to the defense weapons,
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; we switch address to the second table.
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; we switch address to the second table.
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mwa #ListOfWeapons xbyte
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mwa #ListOfDefensiveWeapons xbyte
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NoDefense
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NoDefense
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cpx #$40
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cpx #$40
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jne CreateList
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jne CreateList
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@@ -534,10 +534,10 @@ ClearList1
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bne DoNotIncHigher1
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bne DoNotIncHigher1
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inc xbyte+1
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inc xbyte+1
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DoNotIncHigher1
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DoNotIncHigher1
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cpy #<ListOfWeaponsEnd
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cpy #<ListOfWeapons1End
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bne ClearList1
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bne ClearList1
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ldx xbyte+1
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ldx xbyte+1
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cpx #>ListOfWeaponsEnd
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cpx #>ListOfWeapons1End
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bne ClearList1
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bne ClearList1
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; And the same we do with the second list
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; And the same we do with the second list
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@@ -564,10 +564,10 @@ DoNotAddX02
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; add to the address of the list
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; add to the address of the list
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clc
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clc
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lda xbyte
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lda xbyte
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adc #<ListOfWeapons
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adc #<ListOfDefensiveWeapons
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tay
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tay
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lda xbyte+1
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lda xbyte+1
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adc #>ListOfWeapons
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adc #>ListOfDefensiveWeapons
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sta xbyte+1
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sta xbyte+1
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stx xbyte
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stx xbyte
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txa ; now there is zero here
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txa ; now there is zero here
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@@ -577,10 +577,10 @@ ClearList2
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bne DoNotIncHigher2
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bne DoNotIncHigher2
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inc xbyte+1
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inc xbyte+1
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DoNotIncHigher2
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DoNotIncHigher2
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cpy #<ListOfWeaponsEnd
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cpy #<ListOfDefensiveWeaponsEnd
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bne ClearList2
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bne ClearList2
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ldx xbyte+1
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ldx xbyte+1
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cpx #>ListOfWeaponsEnd
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cpx #>ListOfDefensiveWeaponsEnd
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bne ClearList2
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bne ClearList2
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; here we have pretty cool lists and there is no brute force
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; here we have pretty cool lists and there is no brute force
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@@ -715,7 +715,7 @@ ListChange
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jmp ChoosingItemForPurchase
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jmp ChoosingItemForPurchase
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DeffensiveSelected
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DeffensiveSelected
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mwa #ListOfWeapons WeaponsListDL
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mwa #ListOfDefensiveWeapons WeaponsListDL
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lda isInventory
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lda isInventory
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beq @+
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beq @+
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jsr calcPosDefensive
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jsr calcPosDefensive
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@@ -897,7 +897,7 @@ EraseLoop
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beq CharToList1
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beq CharToList1
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; we are on the second list (deffensive)
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; we are on the second list (deffensive)
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; so there is no problem with scrolling
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; so there is no problem with scrolling
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mwa #ListOfWeapons xbyte
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mwa #ListOfDefensiveWeapons xbyte
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ldx PositionOnTheList
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ldx PositionOnTheList
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beq SelectList2 ; if there is 0 we add nothing
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beq SelectList2 ; if there is 0 we add nothing
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AddLoop2
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AddLoop2
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@@ -1324,11 +1324,6 @@ displayloop1
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rts
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rts
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.endp
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.endp
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;-------decimal constans
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zero
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digits dta d"0123456789"
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nineplus dta d"9"+1
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space dta d" "
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;--------------------------------------------------------
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;--------------------------------------------------------
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.proc Display4x4AboveTank ;
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.proc Display4x4AboveTank ;
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