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Last Opty. Return of last of the texts. Now we have 0 bytes free :)
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@@ -64,7 +64,7 @@ NameScreen5
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dta d"INV"*
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dta d"INV"*
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dta d" - Shape "
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dta d" - Shape "
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dta d"Return"*
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dta d"Return"*
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dta d" - Proceed "
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dta d" - Proceed" ; two spaces in nex text
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.ELIF TARGET = 5200
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.ELIF TARGET = 5200
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dta d" "
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dta d" "
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dta d"(5)"*
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dta d"(5)"*
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@@ -73,12 +73,12 @@ NameScreen5
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dta d" - Diffic. "
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dta d" - Diffic. "
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dta d" "
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dta d" "
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dta d"FIRE"*
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dta d"FIRE"*
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dta d" - Proceed "
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dta d" - Proceed " ; two spaces in nex text
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.ENDIF
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.ENDIF
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WeaponsDescription
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WeaponsDescription
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; 0123456789012345678901234567890123456789
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; 0123456789012345678901234567890123456789
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.IF TARGET = 800
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.IF TARGET = 800
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dta d" "
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dta d" " ; common part of this and previous text
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dta $fe ; left arrow symbol
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dta $fe ; left arrow symbol
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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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+22
-35
@@ -230,13 +230,11 @@ _inverter
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; clean inversion otherwise
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; clean inversion otherwise
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lda (temp),y
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lda (temp),y
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and #$7f ; clear the top bit
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and #$7f ; clear the top bit
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sta (temp),y
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bpl @+ ; JMP
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bpl @+ ; JMP
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invertme
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invertme
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lda (temp),y
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lda (temp),y
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ora #$80 ; set the top bit
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ora #$80 ; set the top bit
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sta (temp),y
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@ sta (temp),y
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@
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; next character in an option
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; next character in an option
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iny
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iny
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rts
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rts
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@@ -333,7 +331,7 @@ GoToActivation
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sta COLOR1 ; set color of header text
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sta COLOR1 ; set color of header text
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ldy #0
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ldy #0
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sty COLBAKS ; set color of background
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sty COLBAKS ; set color of background
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lda tanknr
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txa ; TankNr
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:3 asl ; 8 chars per name
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:3 asl ; 8 chars per name
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tax
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tax
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NextChar03
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NextChar03
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@@ -482,7 +480,7 @@ ListChange
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lda WhichList
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lda WhichList
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eor #%10000000 ; flip WhichList
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eor #%10000000 ; flip WhichList
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sta WhichList
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sta WhichList
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bne DeffensiveSelected
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bmi DeffensiveSelected
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mwa #ListOfWeapons WeaponsListDL
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mwa #ListOfWeapons WeaponsListDL
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lda isInventory
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lda isInventory
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@@ -687,15 +685,14 @@ WeHaveOffset
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sta xbyte ; multiplier (temporarily here, it will be erased anyway)
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sta xbyte ; multiplier (temporarily here, it will be erased anyway)
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lda #$00 ;
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lda #$00 ;
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sta xbyte+1 ; higher byte of the Result
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sta xbyte+1 ; higher byte of the Result
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ldx #$05 ; 2^5
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ldy #$05 ; 2^5
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@ asl xbyte
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@ asl xbyte
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rol xbyte+1
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rol xbyte+1
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dex
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dey
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bne @-
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bne @-
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; Y = 0 now
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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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adw xbyte #ListOfWeapons
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adw xbyte #ListOfWeapons
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ldy #0
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ClearList1
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ClearList1
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cpw xbyte #ListOfWeapons1End
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cpw xbyte #ListOfWeapons1End
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beq ListCleared1
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beq ListCleared1
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@@ -712,15 +709,14 @@ ListCleared1
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sta xbyte ; multiplier (temporarily here, it will be erased anyway)
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sta xbyte ; multiplier (temporarily here, it will be erased anyway)
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lda #$00 ;
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lda #$00 ;
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sta xbyte+1 ; higher byte of the Result
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sta xbyte+1 ; higher byte of the Result
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ldx #$05 ; 2^5
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ldy #$05 ; 2^5
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@ asl xbyte
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@ asl xbyte
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rol xbyte+1
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rol xbyte+1
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dex
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dey
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bne @-
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bne @-
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; Y = 0 now
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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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adw xbyte #ListOfDefensiveWeapons
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adw xbyte #ListOfDefensiveWeapons
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ldy #0
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ClearList2
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ClearList2
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cpw xbyte #ListOfDefensiveWeaponsEnd
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cpw xbyte #ListOfDefensiveWeaponsEnd
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beq ListCleared2
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beq ListCleared2
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@@ -785,15 +781,11 @@ Suprise ; get a random weapon
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bcc GetRandomDefensive
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bcc GetRandomDefensive
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GetRandomOffensive
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GetRandomOffensive
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randomize ind_Missile last_offensive
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randomize ind_Missile last_offensive
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;cmp #ind_Buy_me ; buy me do not buy buy me :)
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;beq GetRandomOffensive
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tay
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tay
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bne NoSuprise ; Y always <> 0
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bne NoSuprise ; Y always <> 0
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GetRandomDefensive
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GetRandomDefensive
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randomize ind_Battery last_defensive
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randomize ind_Battery last_defensive
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tay
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tay
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; lda WeaponUnits,y ; check if weapon exist
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; beq GetRandomDefensive
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NoSuprise
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NoSuprise
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lda TanksWeaponsTableL,x
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lda TanksWeaponsTableL,x
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@@ -802,14 +794,13 @@ NoSuprise
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sta weaponPointer+1
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sta weaponPointer+1
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clc
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clc
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lda (weaponPointer),y ; and we have number of posessed bullets of the weapon
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lda (weaponPointer),y ; and we have number of posessed bullets of the weapon
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adc WeaponUnits,y
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adc WeaponUnits,y ; and we added appropriate number of bullets
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sta (weaponPointer),y ; and we added appropriate number of bullets
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cmp #100 ; but there should be no more than 99 bullets
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cmp #100 ; but there should be no more than 99 bullets
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bcc LessThan100
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bcc LessThan100
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lda #99
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lda #99
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sta (weaponPointer),y
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LessThan100
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LessThan100
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sta (weaponPointer),y
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mva #0 PositionOnTheList ; to move the pointer to the top when no more monies
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mva #0 PositionOnTheList ; to move the pointer to the top when no more monies
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jmp Purchase.AfterPurchase
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jmp Purchase.AfterPurchase
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@@ -908,15 +899,13 @@ DefActivationEnd
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ldx tankNr
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ldx tankNr
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lda ActiveDefenceWeapon,x
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lda ActiveDefenceWeapon,x
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beq ?noWeaponActive
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beq ?noWeaponActive
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ldy #0 ; min defensive weapon
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ldy #number_of_defensives ; maxDefensiveWeapon
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@
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@
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cmp IndexesOfWeaponsL2,y
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cmp IndexesOfWeaponsL2,y
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beq ?weaponfound
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beq ?weaponfound
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iny
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dey
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cpy #number_of_defensives ; maxDefensiveWeapon
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bne @-
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bne @-
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; not found apparently?
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; Y = 0
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; TODO: check border case (the last weapon)
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?noWeaponActive
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?noWeaponActive
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ldy #0
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ldy #0
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?weaponFound
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?weaponFound
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@@ -933,15 +922,13 @@ DefActivationEnd
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ldx tankNr
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ldx tankNr
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lda ActiveWeapon,x
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lda ActiveWeapon,x
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beq ?noWeaponActive
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beq ?noWeaponActive
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ldy #0 ; min defensive weapon
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ldy #number_of_offensives ; maxOffensiveWeapon
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@
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@
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cmp IndexesOfWeaponsL1,y
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cmp IndexesOfWeaponsL1,y
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beq ?weaponfound
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beq ?weaponfound
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iny
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dey
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cpy #number_of_offensives ; maxOffensiveWeapon
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bne @-
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bne @-
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; not found apparently?
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; Y = 0
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; TODO: check border case (the last weapon)
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?noWeaponActive
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?noWeaponActive
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ldy #0
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ldy #0
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?weaponFound
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?weaponFound
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@@ -1095,14 +1082,14 @@ loop sta (temp2),y
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jsr PMoutofScreen
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jsr PMoutofScreen
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; display tank number
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; display tank number
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ldx tanknr
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ldx TankNr
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lda skillTable,x
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lda skillTable,x
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sta difficultyLevel
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sta difficultyLevel
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lda digits+1,x
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lda digits+1,x
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sta NameScreen2+7
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sta NameScreen2+7
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; copy existing name and place cursor at end
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; copy existing name and place cursor at end
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lda TankNr
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txa ; TankNr
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:3 asl
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:3 asl
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tax
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tax
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+2
-2
@@ -53,7 +53,7 @@
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dta d"I'M GONNA BREAK YOUR FACE!"^
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dta d"I'M GONNA BREAK YOUR FACE!"^
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dta d"MAMA SAID KNOCK YOU OUT!"^
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dta d"MAMA SAID KNOCK YOU OUT!"^
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dta d"I HOPE YOU ENJOY PAIN!"^
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dta d"I HOPE YOU ENJOY PAIN!"^
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; dta d"HOW'D YOU LIKE ONE ACROSS YOUR LIPS?"^ ;(sanford and son)
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dta d"HOW'D YOU LIKE ONE ACROSS YOUR LIPS?"^ ;(sanford and son)
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;----------------------------
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;----------------------------
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dta d"PARTING IS SUCH SWEET SORROW... NOT!"^
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dta d"PARTING IS SUCH SWEET SORROW... NOT!"^
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dta d"UGH!"^
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dta d"UGH!"^
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@@ -118,7 +118,7 @@
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dta d"CALL 1-900-SUE-TANK."^
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dta d"CALL 1-900-SUE-TANK."^
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dta d"YOU BIG DUMMY!"^ ;(sanford and son)
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dta d"YOU BIG DUMMY!"^ ;(sanford and son)
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LEND
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LEND
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NumberOfOffensiveTexts=53
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NumberOfOffensiveTexts=54
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NumberOfDeffensiveTexts=62
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NumberOfDeffensiveTexts=62
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.endp
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.endp
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hoverFull dta d"MY HOVERCRAFT IS FULL OF EELS!"^
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hoverFull dta d"MY HOVERCRAFT IS FULL OF EELS!"^
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+2
-2
@@ -1748,8 +1748,8 @@ DOTOldLowestValue
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.endp
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.endp
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;--------------------------------------------------------
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;--------------------------------------------------------
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.proc DisplayTankNameAbove ;
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.proc DisplayTankNameAbove ; TankNr in X
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lda tankNr
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txa ; TankNr
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:3 asl ; *8
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:3 asl ; *8
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clc
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clc
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adc #<TanksNames
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adc #<TanksNames
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+1
-1
@@ -30,7 +30,7 @@
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;---------------------------------------------------
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;---------------------------------------------------
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.macro build
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.macro build
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dta d"1.42" ; number of this build (4 bytes)
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dta d"1.43" ; number of this build (4 bytes)
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.endm
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.endm
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.macro RMTSong
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.macro RMTSong
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BIN
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BIN
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+1
-1
@@ -24,7 +24,7 @@
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;---------------------------------------------------
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;---------------------------------------------------
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.macro build
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.macro build
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dta d"1.42" ; number of this build (4 bytes)
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dta d"1.43" ; number of this build (4 bytes)
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.endm
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.endm
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.macro RMTSong
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.macro RMTSong
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