More details thanks to the original source code
This commit is contained in:
Antoine Vignau 2024-07-31 07:26:51 +02:00
parent 77d42686b9
commit b73be970ff
3 changed files with 218 additions and 208 deletions

View File

@ -599,7 +599,8 @@ sprSTRUCTURE
DB $03 ; Sprite 0: wheel
DB $0A
DA L6D91
HEX FD77F0F0FFFFF0F0FFFFF0F0
DA L77FD ; pointer to where sprites must be put
HEX F0F0FFFFF0F0FFFFF0F0
DB $08 ; Sprite 1: vehicle
DB $0F
DA L6E00
@ -1145,10 +1146,15 @@ L77D0 HEX 8095A88180
HEX A8F5EE8580
HEX AAC5BB8180
HEX AA80BE8080
HEX 8F8080
*-----------------------------------
* $7800
* SHIFTED-SPRITES AREA (UNTIL $7FFF)
*-----------------------------------
L77FD HEX 8F8080
*-----------------------------------
* $7800 (GARBAGE)
*-----------------------------------
L7800 HEX 80F081808080F883808080F8838080F8
@ -1292,6 +1298,8 @@ L7F00 HEX 88808080808080808080808080808080
DS $100
*--- Garbage...
DB $10
DB $73
DB $42
@ -7251,11 +7259,7 @@ tblFIREX DS 4 ; x-coord of each vertical shoot
tblFIREY DS 4 ; y-coord of each vertical shoot
tblFIREX2 DS 4 ; old x-coord of each vertical shoot
tblFIREY2 DS 4 ; old y-coord of each vertical shoot
LB059 DB $00
DB $00
DB $00
DB $00
tblFIREFL DS 4 ;
*-----------------------------------
* SCORE TO ADD (100/500/800/1000)
@ -7327,23 +7331,23 @@ courseCHAMPION
* FLYING SAUCERS SPRITES TABLES
*-----------------------------------
tblSAUCER_X DS 4 ; X
tblSAUCER_Y DS 4 ; Y
tblSAUCER_INDEX DS 4 ; INDEX
LB34F DS 4
LB353 DS 4
LB357 DS 4
LB35B DS 4
LB35F DS 4
LB363 DS 4
LB367 DS 4
LB36B DS 4
LB36F DS 4
LB373 DS 4
LB377 DS 4
LB37B DS 4
LB37F DS 4
LB383 DS 4
tblSAUCER_X DS 4 ; X
tblSAUCER_Y DS 4 ; Y
tblSAUCER_INDEX DS 4 ; INDEX
tblSAUCER_Y_T DS 4
tblSAUCER_Y_T DS 4
LB357 DS 4
tblSAUCER_X_STARTACC DS 4
tblSAUCER_Y_I DS 4
tblSAUCER_X_I DS 4
LB367 DS 4
tblSAUCER_X_MAXACC DS 4
tblSAUCER_LEAVING DS 4
tblSAUCER_BTAD DS 4
tblFLITIME DS 4
tblFIRE_COUNT DS 4
tblSAUCER_EXFL DS 4
COMICAZ DS 4
*-----------------------------------
* FLYING ENEMIES SPRITE TABLE (L6501 TABLE)
@ -7401,38 +7405,38 @@ LB3BF DB $00
DB $00
DB $00
DB $00
LB3C3 DB $02
tblDML DB $02
DB $02
DB $02
DB $02
DB $02
LB3C8 DB $03
tblDMR1 DB $03
DB $04
DB $06
DB $06
DB $06
LB3CD DB $05
tblDMR2 DB $05
DB $06
DB $06
DB $06
DB $06
LB3D2 DB $01
DCHMSKL DB $01
DB $00
DB $00
DB $00
LB3D6 DB $07
DCHMSKR1 DB $07
DB $00
DB $00
DB $00
LB3DA DB $05
DCHMSKR2 DB $05
DB $00
DB $00
DB $00
LB3DE DB $00
tblDCHFLAGS DB $00
DB $00
DB $00
DB $00
LB3E2 DS 4 ; X-coord
DCHXS DS 4 ; X-coord
LB3E6 DB $00
DB $00
DB $00
@ -7442,11 +7446,11 @@ LB3EA DB $00
DB $01
DB $03
DB $03
LB3EF DB $00
DCHADD DB $00
DB $00
DB $00
DB $00
LB3F3 DS 4 ; sprite index
DCHNUMS DS 4 ; sprite index
LB3F7 DB $00
DB $00
DB $00
@ -7718,7 +7722,7 @@ musicGAME_repeat
*
*-----------------------------------
LB801 DB $00
DIV10TBL DB $00
DB $00
DB $00
DB $00
@ -7784,7 +7788,7 @@ LB801 DB $00
DB $06
DB $06
LB842 DB $00
DIV3TTBL DB $00
DB $00
DB $00
DB $00

View File

@ -23,6 +23,7 @@ xCNT = $16 ; byte - X counter
fwdSHOOTX = $1a ; byte - x-coord of the front shoot
fwdSHOOTY = $1b ; byte - y-coord of the front shoot
explosionCNT = $1c ; byte - shoot (minus)/explosion (positive) counter
theRND = $20 ; adr - random value
fgSOUND = $35 ; byte - 0 = $C030, 1 = $C020
mountX1 = $41 ; byte - x-index within mountain
mountX2 = $42 ; byte - data to determine where to
@ -45,6 +46,7 @@ oldWHEEL2X = $63 ; byte - old x-coord of wheel 2
oldWHEEL2Y = $64 ; byte - old y-coord of wheel 2
oldWHEEL3X = $65 ; byte - old x-coord of wheel 3
oldWHEEL3Y = $66 ; byte - old y-coord of wheel 3
bigTRY = $6d ; byte - base location to start bouncing wheels
groundSTARTX = $6e ; byte - x-col where to start drawing ground (0 or 34 if moon base)
fgHIT = $70 ; byte - 0 = player is alive, 1 = player was hit
plrPOINT = $78 ; byte - point reached by the current player

View File

@ -309,7 +309,7 @@ clearALL LDA #$22
LDA #$0E
STA $46
LDA #$10
STA $6D
STA bigTRY
LDA #$01
STA $6F
STA $67
@ -508,28 +508,28 @@ L0B78 LDA vehicleX ; save X pos of the wheels
CLC
ADC #$10
STA wheel3X
LDA $6D
LDA bigTRY
BMI L0BB2
JMP L238D
JMP getBASEY
L0BB2 LDA fgJUMP ; are we jumping?
BEQ L0BB9 ; no
JMP stillJUMPING ; yes
L0BB9 LDA #$02 ; calculate wheels Y-coord
JSR L26EC
JSR getRANDOM
SEC
SBC #$01
ADC wheel1Y
STA wheel1Y
LDA #$02
JSR L26EC
JSR getRANDOM
SEC
SBC #$01
ADC wheel3Y
STA wheel3Y
LDA #$02
JSR L26EC
JSR getRANDOM
SEC
SBC #$01
ADC wheel2Y
@ -917,7 +917,7 @@ L0E4D LDA tblFIREX,X
RTS
L0E58 LDA #$00
STA LB059,X
STA tblFIREFL,X
LDA vehicleX
CLC
ADC #$05
@ -1046,7 +1046,7 @@ L0F28 STX xCNT
LDA #sprVERTICALSHOOT
JSR eraseSPRITE
LDX xCNT
LDA LB059,X
LDA tblFIREFL,X
BNE L0F4F
LDA tblFIREY,X
TAY
@ -1073,7 +1073,7 @@ L0F5C LDA tblFIREX,X
BCS L0F74
LDA #$01
STA LB059,X
STA tblFIREFL,X
L0F74 STA tblFIREY,X
INX
CPX #$04
@ -1191,7 +1191,7 @@ L1009 LDA #$AA
STA fwdSHOOTX
LDX #$03
L1025 STA tblSAUCER_INDEX,X
STA LB3DE,X
STA tblDCHFLAGS,X
STA LB413,X
STA tblFIREX,X
STA tblFIREX2,X
@ -1747,8 +1747,8 @@ L13FA LDA tblSAUCER_X,Y
CMP tblSAUCER_Y,Y
BCC L146E
LDA #$01
STA LB37F,Y
STA LB059,X
STA tblSAUCER_EXFL,Y
STA tblFIREFL,X
LDA tblSAUCER_INDEX,Y
PHA
JSR L108F
@ -2024,10 +2024,10 @@ L160C LDA #sprENEMY2
L1613 LDA $47
STA tblSAUCER_INDEX,X
LDA #$00
STA LB36F,X
STA LB373,X
STA tblSAUCER_LEAVING,X
STA tblSAUCER_BTAD,X
JSR L2507
JSR L2548
JSR ALGORITHM
LDA tblSAUCER_Y,X
TAY
LDA tblSAUCER_X,X
@ -2035,17 +2035,17 @@ L1613 LDA $47
LDA $47
JSR drawSPRITE
LDA #$0A
JSR L26EC
JSR getRANDOM
LDX $50
CLC
ADC #$82
STA LB377,X
STA tblFLITIME,X
LDA #$28
JSR L26EC
JSR getRANDOM
CLC
ADC #$0A
LDX $50
STA LB37B,X
STA tblFIRE_COUNT,X
CLC
RTS
@ -2068,13 +2068,13 @@ L165A STX $50
STA $B1
LDA tblSAUCER_Y,X ; Y
STA $B2
LDA LB373,X
LDA tblSAUCER_BTAD,X
STA $B3
JSR L2548
DEC LB377,X
JSR ALGORITHM
DEC tblFLITIME,X
BNE L167D
LDA #$01
STA LB36F,X
STA tblSAUCER_LEAVING,X
L167D LDA tblSAUCER_INDEX,X
CMP #sprENEMY2
BCS L1693
@ -2105,13 +2105,13 @@ L16A8 CMP #$10
LDA #$FF
STA tblSAUCER_INDEX,X
L16BF LDA LB37F,X
L16BF LDA tblSAUCER_EXFL,X
BEQ L16CE
LDA #$0E
STA tblSAUCER_INDEX,X
LDA #$00
STA LB37F,X
L16CE LDA LB383,X
STA tblSAUCER_EXFL,X
L16CE LDA COMICAZ,X
BEQ L16E6
LDA #$10
STA tblSAUCER_INDEX,X
@ -2120,7 +2120,7 @@ L16CE LDA LB383,X
SBC #$05
STA tblSAUCER_Y,X
LDA #$00
STA LB383,X
STA COMICAZ,X
L16E6 LDA $B3
STA $39
LDY $B2
@ -2135,7 +2135,7 @@ L16E6 LDA $B3
L16FD JSR eraseSPRITE
L1700 LDX $50
LDA LB373,X
LDA tblSAUCER_BTAD,X
STA $39
LDA tblSAUCER_Y,X
TAY
@ -2167,7 +2167,7 @@ L1736 LDX $50
L173F STA $B0
LDX #$03
L1743 LDA LB3DE,X
L1743 LDA tblDCHFLAGS,X
BEQ L174C
DEX
BPL L1743
@ -2187,40 +2187,40 @@ L175E LDA $B0
SBC #$13
TAX
LDY $50
LDA LB3C3,X
STA LB3D2,Y
LDA LB3C8,X
STA LB3D6,Y
LDA LB3CD,X
STA LB3DA,Y
LDA tblDML,X
STA DCHMSKL,Y
LDA tblDMR1,X
STA DCHMSKR1,Y
LDA tblDMR2,X
STA DCHMSKR2,Y
LDA $B0
LDX $50
STA LB3DE,X
STA LB3F3,X
STA tblDCHFLAGS,X
STA DCHNUMS,X
STA $C3,X
LDA #$FC
STA LB3E2,X
STA DCHXS,X
STA $C7,X
LDA #$04
STA LB3EF,X
STA DCHADD,X
STA $D1,X
LDA #$00
STA $2A,X
L1796 RTS
L1797 LDX #$03
L1799 LDA LB3DE,X
L1799 LDA tblDCHFLAGS,X
BNE L17A2
L179E DEX
BPL L1799
RTS
L17A2 STX $50
LDA LB3EF,X
LDA DCHADD,X
STA $33
LDA LB3F3,X
LDA DCHNUMS,X
STA $B1
LDA LB3E2,X
LDA DCHXS,X
TAX
LDA $B1
CMP #sprMUSHROOM1
@ -2235,55 +2235,55 @@ L17C3 STY $B0
JSR putSPRITE ; blits the mushroom sprite
LDX $50
LDA LB3E2,X
LDA DCHXS,X
STA $C7,X
LDA LB3F3,X
LDA DCHNUMS,X
STA $C3,X
LDA LB3EF,X
LDA DCHADD,X
STA $D1,X
LDA $B0
STA $CB,X
LDA LB3F3,X
LDA DCHNUMS,X
CMP #$16
BCC L17FF
LDA frameCNT
CLC
AND #$0F
BNE L17FF
LDA LB3F3,X
LDA DCHNUMS,X
CMP #$16
BNE L17FA
LDA #$17
STA LB3F3,X
STA DCHNUMS,X
JMP L17FF
L17FA LDA #$16
STA LB3F3,X
STA DCHNUMS,X
L17FF LDA #$00
STA $00
LDA LB3E2,X
LDA DCHXS,X
BPL L180F
LDA #$01
STA $00
LDA LB3E2,X
LDA DCHXS,X
L180F SEC
SBC $AF
STA LB3E2,X
STA DCHXS,X
BPL L1836
LDA $00
BNE L1836
LDA LB3EF,X
LDA DCHADD,X
BMI L1831
LDA LB3E2,X
LDA DCHXS,X
CLC
ADC #$69
STA LB3E2,X
STA DCHXS,X
LDA #$F5
STA LB3EF,X
STA DCHADD,X
JMP L1836
L1831 LDA #$00
STA LB3DE,X
STA tblDCHFLAGS,X
L1836 JMP L179E
L1839 PHA
@ -2330,7 +2330,7 @@ L187B STX $50
LDA $00
STA $B0
LDA #$0A
JSR L26EC
JSR getRANDOM
CLC
ADC #$0A
LDX $50
@ -2560,7 +2560,7 @@ L1A51 RTS
* MAKE SPRITES
*-----------------------------------
makeSPRITES LDA #$00
makeSPRITES LDA #$00 ; create all the sprite shifts
STA $14
STA $15
STA $16
@ -3243,14 +3243,14 @@ L1FBB DEX
JMP L2059
L1FC1 STX $50
DEC LB37B,X
DEC tblFIRE_COUNT,X
BNE L1FBB
LDA #$28
JSR L26EC
JSR getRANDOM
CLC
ADC #$0F
LDX $50
STA LB37B,X
STA tblFIRE_COUNT,X
LDA tblFLYINGENEMIES_INDEX,X
BNE L1FBB
@ -3279,7 +3279,7 @@ L1FFF ADC #$1C
L2007 JMP L1FBB
L200A LDY #$03
L200C LDA LB3DE,Y
L200C LDA tblDCHFLAGS,Y
BNE L1FBB
DEY
BPL L200C
@ -3377,7 +3377,7 @@ L2086 INC tblFLYINGENEMIES_X,X
SEC
SBC #$22
AND #$FC
STA LB3E2,Y
STA DCHXS,Y
LDA #sprHORIZONTALBAR
STA tblFLYINGENEMIES_INDEX,X
JMP L20D7
@ -3501,7 +3501,7 @@ L21B6 LDA plrPOINT
RTS
L21C0 LDX #$03
L21C2 LDA LB3DE,X
L21C2 LDA tblDCHFLAGS,X
BNE L21CB
L21C7 DEX
BPL L21C2
@ -3528,17 +3528,17 @@ L21E6 LDA $D1,X
ADC #$1C
BCS L21C7
CLC
ADC LB3D2,X
ADC DCHMSKL,X
BCS L21C7
CMP #$96
BCS L21C7
STA $00
LDY LB3D6,X
LDY DCHMSKR1,X
CLC
ADC tblX7HGR,Y
BCS L21C7
CLC
ADC LB3DA,X
ADC DCHMSKR2,X
BCS L21C7
SEC
SBC #$07
@ -3571,13 +3571,13 @@ L222E LDA #$00
STA $03
PLA
L223F CLC
ADC LB3D2,X
ADC DCHMSKL,X
STA $00
LDY LB3D6,X
LDY DCHMSKR1,X
CLC
ADC tblX7HGR,Y
CLC
ADC LB3DA,X
ADC DCHMSKR2,X
BPL L2255
JMP L21C7
@ -3752,17 +3752,17 @@ L2387 INY
RTS
*-----------------------------------
*
* GET BASE Y
*-----------------------------------
L238D LDA #$02
JSR L26EC
getBASEY LDA #$02
JSR getRANDOM
CLC
ADC #$84
STA vehicleY
LDA $6D
LDA bigTRY
BMI L239D
DEC $6D
DEC bigTRY
L239D RTS
*-----------------------------------
@ -3798,7 +3798,7 @@ animMOONBASE
LDA #$FF
JSR WAIT
LDA #$22
STA $6D
STA bigTRY
LDA #$46 ; 70 (half of 140)
STA $67
L23DE LDA #$79
@ -3955,51 +3955,55 @@ L24FB LDA #$00 ; 200
L2504 JMP L2FCE
L2507 LDA #$1E
STA LB36B,X
STA tblSAUCER_X_MAXACC,X
LDA #$14
STA LB35B,X
STA tblSAUCER_X_STARTACC,X
LDA #$14
STA LB367,X
STA tblSAUCER_Y_MAXACC,X
LDA #$14
STA LB357,X
STA tblSAUCER_Y_STARTACC,X
LDA #$23
STA tblSAUCER_Y,X
LDA #$73
STX xCNT
JSR L26EC
JSR getRANDOM
LDX xCNT
CLC
ADC #$8C
STA tblSAUCER_X,X
LDA #$00
STA LB34F,X
STA LB353,X
STA tblSAUCER_X_T,X
STA tblSAUCER_Y_T,X
LDA $4E ; random value?
ORA #$01
STA $20
STA theRND
LDA $4F
ORA #$01
STA $21
EOR $20
STA $22
STA theRND+1
EOR theRND
STA theRND+2
RTS
L2548 LDA LB36F,X
*-----------------------------------
* THE ALGORITHM
*-----------------------------------
ALGORITHM LDA tblSAUCER_LEAVING,X
BEQ L257D
LDA tblSAUCER_X,X
CMP #$8C
BCS L257D
STA $00
LDA LB35B,X
LDA tblSAUCER_X_STARTACC,X
BPL L257D
LDA #$00
STA LB363,X
STA tblSAUCER_X_I,X
LDA $00
SEC
SBC #$04
BCS L259B
LDA LB373,X
LDA tblSAUCER_BTAD,X
BEQ L2572
LDA #$FF
STA tblSAUCER_INDEX,X
@ -4009,15 +4013,15 @@ L2572 CLC
ADC #$2A
STA tblSAUCER_X,X
LDA #$FA
STA LB373,X
L257D LDA LB35B,X
STA tblSAUCER_BTAD,X
L257D LDA tblSAUCER_X_STARTACC,X
PHP
BPL L2588
EOR #$FF
CLC
ADC #$01
L2588 TAY
LDA LB842,Y
LDA DIV3TTBL,Y
CLC
PLP
BPL L2595
@ -4028,7 +4032,7 @@ L2595 CLC
ADC tblSAUCER_X,X
AND #$FE
L259B STA tblSAUCER_X,X
LDA LB36F,X
LDA tblSAUCER_LEAVING,X
BEQ L25D3
LDA tblSAUCER_INDEX,X
CMP #$0D
@ -4050,17 +4054,17 @@ L25B9 LDA tblSAUCER_Y,X
LDA #$89
STA tblSAUCER_Y,X
LDA #$01
STA LB383,X
STA COMICAZ,X
L25D0 JMP L25F1
L25D3 LDA LB357,X
L25D3 LDA tblSAUCER_Y_STARTACC,X
PHP
BPL L25DE
EOR #$FF
CLC
ADC #$01
L25DE TAY
LDA LB801,Y
LDA DIV10TBL,Y
PLP
BPL L25EA
EOR #$FF
@ -4069,20 +4073,20 @@ L25DE TAY
L25EA CLC
ADC tblSAUCER_Y,X
STA tblSAUCER_Y,X
L25F1 LDA LB35B,X
L25F1 LDA tblSAUCER_X_STARTACC,X
SEC
SBC LB363,X
STA LB35B,X
LDA LB357,X
SBC tblSAUCER_X_I,X
STA tblSAUCER_X_STARTACC,X
LDA tblSAUCER_Y_STARTACC,X
SEC
SBC LB35F,X
STA LB357,X
LDA LB36B,X
SBC tblSAUCER_Y_I,X
STA tblSAUCER_Y_STARTACC,X
LDA tblSAUCER_X_MAXACC,X
EOR #$FF
CLC
ADC #$01
STA $17
LDA LB35B,X
LDA tblSAUCER_X_STARTACC,X
SEC
SBC $17
BEQ L2620
@ -4092,12 +4096,12 @@ L261B JMP L262A
L261E BMI L261B
L2620 LDA #$00
STA LB363,X
STA tblSAUCER_X_I,X
LDA $17
STA LB35B,X
L262A LDA LB35B,X
STA tblSAUCER_X_STARTACC,X
L262A LDA tblSAUCER_X_STARTACC,X
SEC
SBC LB36B,X
SBC tblSAUCER_X_MAXACC,X
BEQ L2637
BVS L263A
BPL L263C
@ -4105,15 +4109,15 @@ L2637 JMP L2647
L263A BPL L2637
L263C LDA #$00
STA LB363,X
LDA LB36B,X
STA LB35B,X
L2647 LDA LB367,X
STA tblSAUCER_X_I,X
LDA tblSAUCER_X_MAXACC,X
STA tblSAUCER_X_STARTACC,X
L2647 LDA tblSAUCER_Y_MAXACC,X
EOR #$FF
CLC
ADC #$01
STA $17
LDA LB357,X
LDA tblSAUCER_Y_STARTACC,X
SEC
SBC $17
BVS L265E
@ -4122,23 +4126,23 @@ L265B JMP L267F
L265E BMI L265B
L2660 LDA #$0A
JSR L26EC
JSR getRANDOM
LDX $50
CLC
ADC #$01
EOR #$FF
CLC
ADC #$01
STA LB35F,X
STA tblSAUCER_Y_I,X
LDA #$28
JSR L26EC
JSR getRANDOM
LDX $50
CLC
ADC #$01
STA LB367,X
L267F LDA LB357,X
STA tblSAUCER_Y_MAXACC,X
L267F LDA tblSAUCER_Y_STARTACC,X
SEC
SBC LB367,X
SBC tblSAUCER_Y_MAXACC,X
BEQ L268C
BVS L268F
BPL L2691
@ -4146,71 +4150,71 @@ L268C JMP L26AB
L268F BPL L268C
L2691 LDA #$0A
JSR L26EC
JSR getRANDOM
LDX $50
CLC
ADC #$01
STA LB35F,X
STA tblSAUCER_Y_I,X
LDA #$28
JSR L26EC
JSR getRANDOM
LDX $50
CLC
ADC #$01
STA LB367,X
STA tblSAUCER_Y_MAXACC,X
L26AB LDA tblSAUCER_Y,X
CMP #$41
BCS L26BC
LDA LB357,X
LDA tblSAUCER_Y_STARTACC,X
BPL L26BC
LDA #$FB
STA LB35F,X
STA tblSAUCER_Y_I,X
L26BC LDA tblSAUCER_Y,X
CMP #$43
BCC L26D1
BEQ L26D1
LDA LB357,X
LDA tblSAUCER_Y_STARTACC,X
BMI L26D1
BEQ L26D1
LDA #$05
STA LB35F,X
STA tblSAUCER_Y_I,X
L26D1 LDA tblSAUCER_X,X
CMP #$28
BCS L26DD
LDA #$F0
STA LB363,X
STA tblSAUCER_X_I,X
L26DD LDA tblSAUCER_X,X
CMP #$BE
BCC L26EB
BEQ L26EB
LDA #$18
STA LB363,X
STA tblSAUCER_X_I,X
L26EB RTS
*-----------------------------------
*
* GET RANDOM VALUE
*-----------------------------------
L26EC CLC
getRANDOM CLC
TAX
LDY #$18 ; 24 bits
L26F0 LDA $20
L26F0 LDA theRND
ROL
ROL
ROL
ROL
ROL
EOR $20
EOR theRND
ROL
ROL $22
ROL $21
ROL $20
ROL theRND+2
ROL theRND+1
ROL theRND
DEY
BNE L26F0
LDA $20
LDA theRND
CLC
ADC $21
ADC $22
ADC theRND+1
ADC theRND+2
STA $00
STX $01
LDA #$00
@ -4632,7 +4636,7 @@ L2B02 BIT KBDSTROBE
JMP L0996
L2B72 LDA #$FF
STA $6D
STA bigTRY
LDA #$00
STA $6F
STA $67
@ -4851,13 +4855,13 @@ L2D0F LDA LB407,X
LDA LB3FF,X
STA LB3F7,X
L2D26 LDA $C7,X
STA LB3E2,X
STA DCHXS,X
LDA $CB,X
STA LB3E6,X
LDA $C3,X
STA LB3F3,X
STA DCHNUMS,X
LDA $D1,X
STA LB3EF,X
STA DCHADD,X
DEX
BPL L2D0F
@ -5674,7 +5678,7 @@ L3327 LDY #$0F
*-----------------------------------
L3333 LDX #$03
L3335 LDA LB3DE,X
L3335 LDA tblDCHFLAGS,X
BNE L333E
L333A DEX
BPL L3335
@ -5721,7 +5725,7 @@ L333E STX $50
LDA #$FF
STA explosionCNT
L3388 LDA #$15
STA LB3F3,X
STA DCHNUMS,X
LDY $C7,X
LDA tblXBYTE,Y
CLC
@ -5757,7 +5761,7 @@ L33B0 STA ($26),Y
LDA #$91 ; LOGO
STA $BF
LDA #$02
JSR L26EC
JSR getRANDOM
CLC
ADC #$10
STA $D9
@ -5960,7 +5964,7 @@ L3590 STX $50
L35A2 LDX #$03
L35A4 LDA #$FF
STA LB37B,X
STA tblFIRE_COUNT,X
STA LB426,X
DEX
BPL L35A4
@ -6027,7 +6031,7 @@ L35F5 STY $18
CMP tblFLYINGENEMIES_Y,Y
BCC L35EF
LDA #$01
STA LB059,X
STA tblFIREFL,X
LDA tblFLYINGENEMIES_INDEX,Y
STA $B0
LDA #$00
@ -6159,28 +6163,28 @@ L3701 LDA #$00 ; 50
JMP L369A
L3713 LDX #$03
L3715 LDA LB3DE,X
L3715 LDA tblDCHFLAGS,X
BNE L371E
L371A DEX
BPL L3715
RTS
L371E STX $50
LDA LB3EF,X
LDA DCHADD,X
BMI L374D
LDA LB3E2,X
LDA DCHXS,X
CLC
ADC #$1C
BCS L371A
CLC
ADC LB3D2,X
ADC DCHMSKL,X
BCS L371A
LDY LB3D6,X
LDY DCHMSKR1,X
CLC
ADC tblX7HGR,Y
BCS L371A
CLC
ADC LB3DA,X
ADC DCHMSKR2,X
BCS L371A
STA $01
LDA vehicleX
@ -6190,16 +6194,16 @@ L371E STX $50
L374D LDA #$00
STA $03
LDA LB3E2,X
LDA DCHXS,X
SEC
SBC #$4D
CLC
ADC LB3D2,X
LDY LB3D6,X
ADC DCHMSKL,X
LDY DCHMSKR1,X
CLC
ADC tblX7HGR,Y
CLC
ADC LB3DA,X
ADC DCHMSKR2,X
BMI L3773
STA $00
LDA vehicleX
@ -6209,7 +6213,7 @@ L374D LDA #$00
L3773 LDA $2A,X
BNE L3787
LDA LB3F3,X
LDA DCHNUMS,X
CMP #$15
BCS L3790
LDA #$00 ; 50
@ -6282,7 +6286,7 @@ L37EC LDA #$05
STA explosionCNT
L37F8 JSR L2FCE
LDA #$03
JSR L26EC
JSR getRANDOM
CLC
ADC #$10
STA $DA
@ -6426,7 +6430,7 @@ L38F3 LDA $B7
LDA $B9
STA $BA
LDA #$04
JSR L26EC
JSR getRANDOM
CLC
ADC #$8D
CLC
@ -6707,7 +6711,7 @@ L3BF2 INY
BNE L3BD3
LDX #$03
L3BF9 LDA LB3DE,X
L3BF9 LDA tblDCHFLAGS,X
BNE L3C19
L3BFE DEX
BPL L3BF9
@ -6724,8 +6728,8 @@ L3C03 LDA LBB00,X
RTS
L3C19 STX xCNT
LDA LB3EF,X
LDY LB3E2,X
LDA DCHADD,X
LDY DCHXS,X
CLC
ADC tblXBYTE,Y
STA $00
@ -6734,7 +6738,7 @@ L3C19 STX xCNT
SEC
SBC #$01
CLC
ADC LB3D2,X
ADC DCHMSKL,X
CMP #$07
BCC L3C3B
INC $00
@ -6743,11 +6747,11 @@ L3C19 STX xCNT
L3C3B STA $01
LDA $00
CLC
ADC LB3D6,X
ADC DCHMSKR1,X
STA $02
LDA $01
CLC
ADC LB3DA,X
ADC DCHMSKR2,X
CMP #$07
BCC L3C54
INC $02