793 lines
27 KiB
C
793 lines
27 KiB
C
**************************************************************************
|
||
* *
|
||
* GENERATION X - MASTER EQUATE FILE *
|
||
* *
|
||
* COPYRIGHT (C) 1992 MIDWAY MANUFACTURING COMPANY. *
|
||
* ALL RIGHTS RESERVED. *
|
||
* *
|
||
**************************************************************************
|
||
|
||
*SYMBOLS IN FILE T2TRIG.ASM
|
||
.GLOBL GETCOS, GETSIN
|
||
*SYMBOLS IN FILE GXPALL.ASM
|
||
.GLOBAL GETFPAL, PALTRANS, CLRBPAL, CLRFPAL, FINDPAL
|
||
.GLOBAL CLRPAL, DELPAL, DELETE_PAL, FREEPAL
|
||
.GLOBAL CHANGE_PAL, GET_PALID, INC_PALCNT, CLR_0PALS
|
||
.GLOBAL CHANGE_PAL_MULTI
|
||
|
||
*SYMBOLS IN FILE T2UTIL.ASM
|
||
.GLOBAL SCRCLR, CLR_SCRN, MYOINIT, SETPPROC
|
||
.GLOBAL SHVELCPY, SHVELFLP, CLRPDATA
|
||
.GLOBAL RANDU, RANDOM, SRAND, RANGRAND, RANDPER
|
||
.GLOBL RAND0, RANGERND
|
||
.GLOBAL FRANIM, AUTOEOFF
|
||
.GLOBAL DMAQWAIT, DMAWAIT, DTIME, DRAWBOX, DRAWBOX_OBJ
|
||
.GLOBAL PSTOP, MIDPOINT, CLRPLAY
|
||
.GLOBAL ALIGNOBJ, GET_CPNT, GETCPNT, GETCENT
|
||
.GLOBAL SLINEVEL, CLRBLOCK, FILBLOCK, CHKRANGE, FRAMSKIP, FILL_SCRN
|
||
.GLOBAL PNT_IN_RANGE, CENTEROBJ, CK_OBJ_CENT, CK_BOTTOM_CENT
|
||
.GLOBAL SET_ZPOS, SET_MZPOS, SET_TZPOS, GET_INIT_CPNT, ANIMATOR
|
||
.GLOBAL GET_BOTTOM_MID, ANIMATE_DEL, DMAWPAL
|
||
.GLOBAL KILL_DESTRUCTIBLES, PNTINBOX
|
||
.GLOBAL X_ETA, ANIMATE_TIME, SLINEVEL_LOAD, DTIME2
|
||
.GLOBAL BLNKAREA, BLNKAREA2, FILLAREA, FILLAREA2
|
||
.GLOBAL MAX, MIN, ABSMAX, ABSMIN, ABSINC, ABSDEC, ABSADD, ABSSUB
|
||
.GLOBAL PreFrag_Center, PreFrag_Box, PreFrag_LR
|
||
.GLOBAL PreFrag_Up, PreFrag_Gun
|
||
.GLOBAL Fragger, FlshWyte
|
||
.GLOBAL COLLS_OFF, COLLSOFF, ALL_COLLS_OFF, GET_CPNT_SCRNREL
|
||
|
||
*SYMBOLS IN FILE T2AFUNC.ASM
|
||
.GLOBAL A_STRT_ANIM, A_TOGGLE_FLPS, A_DEL_DAMAGE, A_SET_OZVEL
|
||
.GLOBAL A_CLR_OXVEL, A_OFFSCRN_DEL, A_OFFOPP_DEL
|
||
.GLOBAL A_ONSCREEN, A_INC_AnimSLP, A_RAND_AnimSLP
|
||
.GLOBAL A_DEL_OID_DAMAGE, A_OFF_DELETE_OBJ, A_PRINT_SCORE
|
||
.GLOBAL A_PreFrag1, A_FLIP_BRANCH, A_OFFSCREEN, A_OBJ_ON_CHANGE_PAL
|
||
.GLOBAL A_SET_OYACCEL, A_RAND_FLIP, A_TOGGLE_FLIP
|
||
|
||
*SYMBOLS IN FILE T2.ASM
|
||
.GLOBAL CALLPLAY, IAUTOE, GUNPOWER_TO_MAX
|
||
*SYMBOLS IN T2ENEMY.ASM
|
||
.GLOBAL INC_ENEMY_COUNT, DEC_ENEMY_COUNT, GET_ENEMY_COUNT, COUNT_KILL
|
||
.GLOBAL COUNT_PLAYER_KILL
|
||
*SYMBOLS IN FILE T2SCOR.ASM
|
||
.GLOBAL SCORAREA, SCORE, PRINT_SCORE
|
||
*SYMBOLS IN FILE GXCOLL.ASM
|
||
**** .GLOBAL COLL_START
|
||
.GLOBAL LA_COLL, PRESENT_COLL, HIGHWAY_COLL
|
||
*SYMBOLS IN FILES T2BGND.ASM OR T2BGDATA.ASM
|
||
.GLOBAL BAKBITS, BAKLST, SINGLE_PLANE
|
||
*SYMBOLS IN T2PLAYER.ASM
|
||
.GLOBAL PLAYER_PRAISE, DELAYED_PRAISE
|
||
.GLOBAL POID_TO_PDATA
|
||
|
||
*
|
||
*GLOBAL DUMMY(NULL) ROUTINES
|
||
*
|
||
.GLOBAL DUMRETS, DUMCOLL, DUMCRETS, DUMBGND, DUMSCRIPT, DUMRETP
|
||
.GLOBAL DUMFGND, DUMDIE, DUMSRETS
|
||
|
||
.GLOBAL DUMPPRINT
|
||
|
||
*
|
||
* WAVE TYPE EQUATES
|
||
*
|
||
NWAVES .EQU 50 ;# OF DIFFERENT WAVES (DIFF TABLE SIZE)
|
||
.IF DEBUG
|
||
LAST_WAVE .EQU 7 ;GAME ENDS AFTER THIS WAVE
|
||
.ELSE
|
||
LAST_WAVE .EQU 6
|
||
.ENDIF
|
||
MAXPLAYERS .EQU 3 ;MAXIMUM # OF PLAYERS ALLOWED(INCLUDES DRONE)
|
||
RESET_WAVES .EQU 20 ;START OF THE RESET WAVES
|
||
|
||
*
|
||
*HIGH SCORE TABLE STUFF
|
||
*
|
||
HS_YMIN EQU 98
|
||
HS_YMAX EQU 185
|
||
HS_XMIN EQU 20
|
||
HS_XMAX EQU 383
|
||
HS_YBLANK EQU (((HS_YMAX-HS_YMIN)/3)*2)+HS_YMIN
|
||
HS_XBLANK EQU (((HS_XMAX-HS_XMIN)/11)*10)+HS_XMIN
|
||
CHAR_XBOX EQU (HS_XMAX-HS_XMIN)/11
|
||
CHAR_YBOX EQU (HS_YMAX-HS_YMIN)/3
|
||
|
||
************************************************************
|
||
* *
|
||
* PLAYER DATA STRUCTURE *
|
||
* *
|
||
************************************************************
|
||
POBJ EQU 0000H ;UHL PLAYER OBJECT BLOCK
|
||
PSCRAD EQU 0020H ;UHL PLAYER SCORE SCREEN ADDRESS
|
||
PSCORE EQU 0040H ;UHL PLAYER SCORE
|
||
PNEXTREP EQU 0060H ;UHL NEXT REPLAY LEVEL, 32 BITS BCD
|
||
PPID EQU 0080H ;UHW PLAYER BASE PROCESS I.D.
|
||
PINITAB EQU 0090H ;UHL PLAYER INITIALIZATION TABLE
|
||
PPALID EQU 00B0H ;UHL PLAYER PALETTE I.D.
|
||
PCURSORXY EQU 00D0H ;UHL CURRENT [Y,X] CURSOR POSITION
|
||
PLIVES EQU 00F0H ;UHL CURRENT PLAYER LIFE ENERGY [INT,FRACTION]
|
||
PGUNPOWER EQU 0110H ;UHW CURRENT AMOUNT OF GUN POWER
|
||
PBOMB1 EQU 0120H ;UHW COUNT OF SPECIAL WEAPON 1
|
||
PBOMB2 EQU 0130H ;UHW COUNT OF SPECIAL WEAPON 2
|
||
PBOMBTYPE EQU 0140H ;UHW TYPE OF WEAPON ATTACHED TO THE BOMB BUTTON
|
||
PFIRING EQU 0150H ;UHW IF <> 0 PLAYER IS FIRING HIS GUN. WAIT!
|
||
PENTER EQU 0160H ;UHW IF = 1, PLAYER WILL ENTER GAME @ NEXT INPLAY
|
||
PDEAD EQU 0170H ;UHW 1 IF DEAD MESSAGE UP
|
||
PGUNOFFTIME EQU 0180H ;UHW Ticks gun coil must be off before firing again
|
||
PSTARTS EQU 0190H ;UHW # OF STARTS THIS GAME
|
||
PWAVEST EQU 01A0H ;UHW NUMBER OF PLAYER STARTS THIS WAVE
|
||
PWAVEDEATHS EQU 01B0H ;UHW NUMBER OF DEATHS THIS WAVE
|
||
PWAVES EQU 01C0H ;UHW NUMBER OF WAVES PLAYED THIS GAME
|
||
PEXTRAS EQU 01D0H ;UHW NUMBER OF EXTRA LEFT TO EARN THIS GAME
|
||
PWAVETIME EQU 01E0H ;UHL TIME THIS PLAYER HAS SPENT ON THIS WAVE
|
||
PLASTDTH EQU 0200H ;UHL ELAPSED TIME SINCE LAST PLAYER DEATH
|
||
PITIME EQU 0220H ;UHW TIME LEFT FOR ENTERING INITIALS
|
||
PWINGS EQU 0230H ;UHW Number of wings owned by this player
|
||
PTOTTIME EQU 0240H ;UHL TOTAL TIME OF THIS CREDIT
|
||
PLIFETIME EQU 0260H ;UHL TIME THIS GUY HAS BEEN ALIVE
|
||
PSTARTESC EQU 0280H ;UHW FLAG TO SHOW START BUTTON PUSHED FOR ESCAPE
|
||
PSWITCHESC EQU 0290H ;UHW FLAG TO SHOW BUTTON ACTION
|
||
PENRGSIZ EQU 02A0H ;UHL INC/DEC SIZE OF PLAYER ENERGY
|
||
PHITBOXUL EQU 02C0H ;UHL [Y,X] UL SCREEN AREA TO SCORE HITS
|
||
PHITBOXLR EQU 02E0H ;UHL [Y,X] LR SCREEN AREA TO SCORE HITS
|
||
PLASTLPLOT EQU 0300H ;UHL LAST ENERGY LEVEL PLOTTED
|
||
PCLIPS EQU 0320H ;UHW Current number of clips
|
||
PBULLETS EQU 0330H ;UHW Bullets left in this clip
|
||
PDPRIORITY EQU 0340H ;UHW CURRENT DISPLAY EFFECT PRIORITY
|
||
PDTIME EQU 0350H ;UHW CURRENT DISPLAY EFFECT TIME
|
||
PGUNMULT EQU 0360H ;UHL GUN ENERGY BAR MULTIPLIER
|
||
PINVINCIBLE EQU 0380H ;UHW IF <> 0, PLAYER IS INVINCIBLE
|
||
PPOWERTYPE EQU 0390H ;UHW TYPE OF CURRENT POWER-UP, 0 = NONE
|
||
PLAUNCHPOS EQU 03A0H ;UHL [Y,X] SCREEN POSITION TO LAUNCH TRACERS
|
||
PEBAROBJ EQU 03C0H ;UHL PLAYER ENERGY BAR OBJECT
|
||
PEWORDOBJ EQU 03E0H ;UHL PLAYER ENERGY WORD OBJECT
|
||
PGBAROBJ EQU 0400H ;UHL PLAYER GUN BAR OBJECT
|
||
PGWORDOBJ EQU 0420H ;UHL PLAYER GUN WORD OBJECT
|
||
PGMODEOBJ EQU 0440H ;UHL PLAYER GUN MODE OBJECT
|
||
PGIRLS_SAVED EQU 0460H ;UHW Number of girls saved this wave
|
||
PBONUSYNCH EQU 0470H ;UHW BONUS RACKUP SYNCHRONISE BIT
|
||
PSTATUSXY EQU 0480H ;UHL [Y,X] POSITION OF PLAYER STATUS STUFF
|
||
PECOLOR EQU 04A0H ;UHW CURRENT COLOR OF ENERGY BAR
|
||
PGUNCOOL EQU 04B0H ;UHW AMOUNT OF GUN COOLANT (IN TICKS)
|
||
PDOBJ EQU 04C0H ;UHL DISPLAY EFFECT OBJECT CURRENTLY EXISTING
|
||
PLASTFLASH EQU 04E0H ;UHB LAST FLASH LAMP ACTIVATED
|
||
PROCKCNT EQU 04E8H ;UHB NUMBER OF ROCKETS CURRENTLY ON SCREEN
|
||
PSECLIFE EQU 04F0H ;UHL SECONDS PER LIFE UNIT, USED FOR MINTIME
|
||
PINITLIFE EQU 0510H ;UHW INITIAL LIFE UNITS PER CREDIT, INT ONLY
|
||
PPLASMASHOTS EQU 0520H ;UHW NUMBER OF PLASMA SHOTS LEFT FOR PLAYER
|
||
PPOWERHEADS EQU 0530H ;UHW FLAGS FOR POWERUP HEADS-UP DISPLAYS
|
||
PLASTLED EQU 0540H ;UHW WAVETIME OF LAST LED SCAN
|
||
PCHAR_COUNT EQU 0550H ;UHB INITIAL CHARACTER POSITION
|
||
PCASUALTY EQU 0558H ;UHB CASUALTIES THIS WAVE
|
||
PDAMAGE EQU 0560H ;UHW BACKGROUND DAMAGE INFLICTED BY THIS GUY
|
||
PROCKSFIRED EQU 0570H ;UHW NUMBER OF ROCKETS FIRED THIS COIN
|
||
PSCOREFLASH EQU 0580H ;UHW SCORE BOX HIT FLASH FLAG
|
||
|
||
PRLAUNCHX EQU 0590H ;UHW [X >> 8] WORLD POSITION TO LAUNCH ROCKETS
|
||
PTRACETIME EQU 05A0H ;UHL TIME OF LAST TRACER CREATION
|
||
PBONUSCORE EQU 05C0H ;UHL TOTAL BONUS SCORE
|
||
PBONUSOBJ EQU 05E0H ;UHL TOTAL BONUS SCORE OBJECT
|
||
PBONUS_STOR EQU 0600H ;UHL EACH BONUS FIGURE
|
||
PSHIELD EQU 0620H ;UHL Current shield value
|
||
PMAMMY EQU 0640H ;UHW Mammy awards
|
||
PUNUSED EQU 0650H ;UHW Unused
|
||
PDSIZE EQU 0660H ;SIZE OF PLAYER DATA BLOCK
|
||
|
||
*NUMBER OF PLAYER STATUS OBJECTS
|
||
NSTATUSOBJS .EQU 5
|
||
|
||
PIZPOS .EQU -07000H ;GET A WAY WAY OUT ZPOS FOR THE PLAYER CURSOR
|
||
|
||
*
|
||
* Player gun recoil timings
|
||
*
|
||
GUN_COIL_ON .EQU 1 ;Ticks to keep gun coil ON
|
||
GUN_COIL_OFF .EQU 3 ;Ticks to keep gun coil OFF
|
||
SUPER_GUN_ON .EQU 2 ;Ticks to keep gun coil ON when in super mode
|
||
SUPER_GUN_OFF .EQU 2 ;Ticks to keep gun coil OFF when in super mode
|
||
*
|
||
* Player gun powerup equates
|
||
*
|
||
RAPID_SHOTS .EQU 200 ;NUMBER OF RAPID FIRE SHOTS
|
||
SUPER_SHOTS .EQU 50 ;NUMBER OF SUPER_SHOTS
|
||
CLIP_ROUNDS .EQU 25 ;Number of rounds in a clip
|
||
|
||
*
|
||
*SCORE AREA EQUATES
|
||
N1P1SCRAD EQU [0,0] ;1 PLAYER 1 SCORE ADDRESS
|
||
|
||
N2P1SCRAD EQU [0,0] ;2 PLAYER 1 SCORE ADDRESS
|
||
N2P2SCRAD EQU [0,266] ;2 PLAYER 2 SCORE ADDRESS
|
||
|
||
N3P1SCRAD EQU [0,0] ;3 PLAYER 1 SCORE ADDRESS
|
||
N3P2SCRAD EQU [0,134] ;3 PLAYER 2 SCORE ADDRESS
|
||
N3P3SCRAD EQU [0,268] ;3 PLAYER 3 SCORE ADDRESS
|
||
|
||
PSCOREOF EQU [2,36] ;DIGITAL SCORE DISPLAY OFFSET
|
||
PBOMBOF EQU [13,52] ;DIGITAL BOMB DISPLAY OFFSET
|
||
PICONOF EQU [11,0] ;BOMB ICON OFFSET
|
||
|
||
PBOXSIZ EQU [22,134] ;SIZE OF SCORE BOX
|
||
SCRSPC EQU [0,12] ;SPACING BETWEEN SCORE DIGITS
|
||
SCRCTR EQU [0,0] ; CENTERING LOC FOR PRESS START
|
||
SCRERA EQU [10,-16] ; SCORE BOX ERASE
|
||
SCRERAS EQU [12,82] ; SCORE BOX ERASE SIZE
|
||
CRDBOX EQU [22,134] ;4 PLAYER CREDIT BOX IS HERE
|
||
CRDSIZE EQU [8,134] ;AND THIS IS THE SIZE
|
||
CRDTXT EQU [2,65] ;TEXT ADD ON
|
||
CRDNUM EQU [9,11] ;CREDIT NUMBER ADD ON
|
||
|
||
PBOXPOWER EQU [44,67] ;Offset from PSCRAD as target for flying powerup
|
||
|
||
*
|
||
*ENERGY BAR OFFSETS
|
||
*
|
||
NNRGBLKS EQU 1 ;MAX # OF DISPLAYABLE ENERGY BLOCKS
|
||
NNRGUNIP EQU 99 ;# OF ENERGY UNITS/BLOCK
|
||
NENERGY EQU NNRGBLKS*NNRGUNIP ;MAX NUMBER OF DISPLAYABLE ENERGY UNITS
|
||
|
||
*
|
||
*GUN ENERGY BAR
|
||
*
|
||
GUNENERGY EQU 115 ;NUMBER OF DISPLAYABLE GUN ENERGY UNITS
|
||
|
||
*
|
||
*POSITIONS OF PLAYER STATUS BARS
|
||
*
|
||
P1STATUSXY EQU [240,0]
|
||
P2STATUSXY EQU [240,134]
|
||
P2STATUSXY2 EQU [240,268] ;Position when NPLAYERS = 2
|
||
P3STATUSXY EQU [240,268]
|
||
|
||
*
|
||
*HIT BOXES FOR ENEMIES SHOOTING DIRECTLY AT THE PLAYER
|
||
*
|
||
*1 PLAYER ONLY GAME
|
||
N1P1HITBOX_UL .EQU [SCORE_HEIGHT,0]
|
||
N1P1HITBOX_LR .EQU [SCREEN_HEIGHT,SCREEN_WIDTH]
|
||
*2 PLAYER GAME
|
||
N2P1HITBOX_UL .EQU [SCORE_HEIGHT,0]
|
||
N2P1HITBOX_LR .EQU [SCREEN_HEIGHT,SCREEN_WIDTH/2]
|
||
N2P2HITBOX_UL .EQU [SCORE_HEIGHT,SCREEN_WIDTH/2]
|
||
N2P2HITBOX_LR .EQU [SCREEN_HEIGHT,SCREEN_WIDTH]
|
||
*3 PLAYER GAME
|
||
N3P1HITBOX_UL .EQU [SCORE_HEIGHT,0]
|
||
N3P1HITBOX_LR .EQU [SCREEN_HEIGHT,SCREEN_WIDTH/3]
|
||
N3P2HITBOX_UL .EQU [SCORE_HEIGHT,SCREEN_WIDTH/3]
|
||
N3P2HITBOX_LR .EQU [SCREEN_HEIGHT,SCREEN_WIDTH*2/3]
|
||
N3P3HITBOX_UL .EQU [SCORE_HEIGHT,SCREEN_WIDTH*2/3]
|
||
N3P3HITBOX_LR .EQU [SCREEN_HEIGHT,SCREEN_WIDTH]
|
||
|
||
|
||
*
|
||
*FLAG EQUATES FOR "POWERUP_DISPATCH"
|
||
LIFE .EQU 1
|
||
|
||
**************************************************************************
|
||
* *
|
||
* OBJECT I.D. EQUATES *
|
||
* 15 0 *
|
||
* OID FORMAT -- SSSS STTT TIII IIPP new *
|
||
* TTTT IIII ISSS SSPP almost new *
|
||
* ZMPP TTTT SSSS IIII old *
|
||
* Z = SET, LYING ON GROUND *
|
||
* M = MISCELLANEOUS *
|
||
* P = RESERVED FOR PLAYERS *
|
||
* T = OBJECT TYPE *
|
||
* S = SUPPLEMENTAL LIST # *
|
||
* I = IDENTIFIER(SUB-TYPE) *
|
||
* *
|
||
**************************************************************************
|
||
;xxxx x000 0000 0000 (OID) xxxx=bit positions of supp field
|
||
;If # of bits changed, fix size of ram table SUPPLSTS
|
||
SR_SUPP .set 11 ;knock off bottom bits
|
||
SL_SUPP .set 27 ;32-#bits of supp field
|
||
SR_POID .EQU 30 ;SHIFTS TO ISOLATE PLAYER NUMBER FROM POID
|
||
SL_POID .EQU 30
|
||
|
||
* I WOULD LIKE TO HAVE MASKS FOR EACH FIELD OF OID ...
|
||
MASK_SUPP .EQU 0F800H ;Bits of supplemental fields
|
||
MASK_TYPE .EQU 00780H ;Bits of type field
|
||
MASK_ID .EQU 0007CH ;Bits of sub-type field
|
||
MASK_PLAYER .EQU 3H ;Bits of player field
|
||
|
||
BIT_ID .equ 2 ;Bits to shift to right align this field
|
||
|
||
*
|
||
*GENERIC OBJECT SUPPLEMENTAL I.D. EQUATES
|
||
*
|
||
SUPP_0 .EQU 0
|
||
SUPP_1 .EQU 00800H ;Player supplemental list
|
||
SUPP_2 .EQU 01000H ;Enemy supplemental list
|
||
SUPP_3 .EQU 01800H ;Powerup supplemental list
|
||
SUPP_4 .EQU 02000H ;Background object list
|
||
SUPP_5 .EQU 02800H ;Friend(Innocent) supplemental list
|
||
SUPP_6 .EQU 03000H
|
||
SUPP_7 .EQU 03800H
|
||
SUPP_8 .EQU 04000H
|
||
SUPP_9 .EQU 04800H
|
||
SUPP_10 .EQU 05000H
|
||
SUPP_11 .EQU 05800H
|
||
SUPP_12 .EQU 06000H
|
||
SUPP_13 .EQU 06800H
|
||
SUPP_14 .EQU 07000H
|
||
SUPP_15 .EQU 07800H
|
||
|
||
*
|
||
*GENERIC OBJECT SUBTYPE I.D. EQUATES
|
||
*
|
||
ID_0 .EQU 0
|
||
ID_1 .EQU 004H
|
||
ID_2 .EQU 008H
|
||
ID_3 .EQU 00CH
|
||
ID_4 .EQU 010H
|
||
ID_5 .EQU 014H
|
||
ID_6 .EQU 018H
|
||
ID_7 .EQU 01CH
|
||
ID_8 .EQU 020H
|
||
ID_9 .EQU 024H
|
||
ID_10 .EQU 028H
|
||
ID_11 .EQU 02CH
|
||
ID_12 .EQU 030H
|
||
ID_13 .EQU 034H
|
||
ID_14 .EQU 038H
|
||
ID_15 .EQU 03CH
|
||
ID_16 .EQU 040H
|
||
ID_17 .EQU 044H
|
||
ID_18 .EQU 048H
|
||
ID_19 .EQU 19 << 2
|
||
ID_20 .EQU 20 << 2
|
||
ID_21 .EQU 21 << 2
|
||
ID_22 .EQU 22 << 2
|
||
ID_23 .EQU 23 << 2
|
||
ID_24 .EQU 24 << 2
|
||
ID_25 .EQU 25 << 2
|
||
ID_26 .EQU 26 << 2
|
||
ID_27 .EQU 27 << 2
|
||
ID_28 .EQU 28 << 2
|
||
ID_29 .EQU 074H
|
||
ID_30 .EQU 078H
|
||
ID_31 .EQU 07CH
|
||
|
||
*
|
||
*PROCESS AND OBJECT TYPE AND CLASS EQUATES
|
||
*
|
||
TYPE_PLAYER .EQU SUPP_1
|
||
TYPE_POWERUP .EQU 00080H|SUPP_3
|
||
TYPE_FRIEND .EQU 00100H|SUPP_5
|
||
TYPE_JUNK .EQU 00300H
|
||
TYPE_TEXT .EQU 00480H
|
||
TYPE_UNIV .EQU 00580H|SUPP_4
|
||
TYPE_GRND .EQU 00680H|SUPP_15 ;USED FOR GROUND SCANNER
|
||
TYPE_NULL .EQU 00700H
|
||
TYPE_ENEMY .EQU 00700H|SUPP_2
|
||
TYPE_BLOWUP .EQU 00780H|SUPP_14 ;USED FOR SMART BOMB EXECUTION
|
||
|
||
*
|
||
*NULL PROCESS AND OBJECT IDENTIFIER EQUATES
|
||
*
|
||
|
||
*
|
||
*ENEMY PROCESS AND OBJECT IDENTIFIER EQUATES
|
||
*
|
||
N_ENEMIES .EQU 16 ;NUMBER OF DIFFERENT ENEMIES
|
||
ID_BGNDOBJ .EQU ID_0 ;DESTRUCTIBLE BACKGROUND OBJECT
|
||
ID_ROCKET .EQU ID_1 ;ROCKET BOMB
|
||
ID_EXPLOSION .EQU ID_2 ;EXPLOSION
|
||
ID_NONBOY .EQU ID_3 ;NEW ORDER BOY
|
||
ID_BZERK .EQU ID_4 ;Berzerker
|
||
ID_YELJAK .EQU ID_5 ;Yellow Jacket
|
||
ID_BUGBOY .EQU ID_6 ;ON DA BUS NEW ORDER BOY
|
||
ID_COG .EQU ID_7 ;COG HEAD
|
||
ID_BTR .EQU ID_8 ;TROOP TRANSPORT
|
||
ID_MONDOR .EQU ID_9 ;MONDOR THE CARNIVOR
|
||
ID_CAT .EQU ID_9 ;The kitty kat
|
||
ID_BEEKPR .EQU ID_10 ;BEEKEEPER DUDE
|
||
ID_BUS .EQU ID_10 ;NON_SCHOOL BUS
|
||
ID_COPTER .EQU ID_11 ;HELICOPTER
|
||
ID_DESK .EQU ID_11 ;The mech desk.
|
||
ID_BOSSBUG .EQU ID_11 ;DA BIG BUG
|
||
ID_FORKLIFT .EQU ID_11 ;The fork lift
|
||
ID_NATIVE .EQU ID_12 ;IN JUNGLE
|
||
ID_NINJA .EQU ID_13 ;non-ninja
|
||
ID_HELGA .EQU ID_14 ;Headmistress Helga
|
||
|
||
*
|
||
*POWERUP PROCESS AND OBJECT IDENTIFIER EQUATES
|
||
*
|
||
ID_LIFE EQU ID_0
|
||
ID_SBOMB EQU ID_1
|
||
ID_PROCK EQU ID_2
|
||
ID_CD EQU ID_3
|
||
ID_JEWEL equ ID_4 ; jewel in jungle
|
||
ID_CLIP EQU ID_5 ;Ammo clip
|
||
ID_WINGS EQU ID_6 ;AEROSMITH WINGS
|
||
ID_SHIELD EQU ID_7 ;Shield
|
||
ID_SUPERGUN EQU ID_8 ;Super gun
|
||
ID_LAZER EQU ID_9 ;Lazer disc
|
||
ID_6PACK EQU ID_10 ;CD six pack
|
||
ID_BOOBY EQU ID_11 ;MAMMERY BOOBY PRIZE
|
||
|
||
*
|
||
*FRIEND PROCESS AND OBJECT IDENTIFIER EQUATES
|
||
*
|
||
|
||
OID_P1 EQU 00001H ;PLAYER 1 OBJECT ID
|
||
OID_P2 EQU 00002H ;PLAYER 2 OBJECT ID
|
||
OID_P3 EQU 00003H ;PLAYER 3 OBJECT ID
|
||
|
||
OID_PROCKET EQU TYPE_PLAYER|ID_ROCKET
|
||
OID_PEXPLOSION EQU TYPE_PLAYER|ID_EXPLOSION
|
||
|
||
OID_P1HUP EQU TYPE_JUNK|OID_P1 ;PLAYER 1 HEADS UP OBJECTS
|
||
OID_P2HUP EQU TYPE_JUNK|OID_P2 ;PLAYER 2 HEADS UP OBJECTS
|
||
OID_P3HUP EQU TYPE_JUNK|OID_P3 ;PLAYER 3 HEADS UP OBJECTS
|
||
|
||
OID_JUNK EQU TYPE_JUNK ;SHIT THAT CLUTTERS THE PLAYFIELD
|
||
OID_ATTRACT EQU TYPE_JUNK|ID_1 ;ATTRACT MODE OBJECTS
|
||
OID_DAMAGE EQU TYPE_JUNK|ID_2 ;PASTE ON DAMAGE OBJECTS
|
||
OID_DIR EQU TYPE_JUNK|ID_3 ;DIRECTIONAL SYMBOLS
|
||
OID_SHAD EQU TYPE_JUNK|ID_4 ;SHADOW OBJECTS
|
||
OID_SOLO_DIR EQU TYPE_JUNK|ID_5 ;SOLO DIRECTIONAL
|
||
|
||
OID_TEXT EQU TYPE_TEXT ;"OBJECT LIST" TEXT
|
||
OID_BMES1 EQU TYPE_TEXT|ID_1 ;BUYIN MESSAGE 1 OBJECT ID
|
||
OID_BMES2 EQU TYPE_TEXT|ID_2 ;BUYIN MESSAGE 2 OBJECT ID
|
||
OID_BTIME EQU TYPE_TEXT|ID_3 ;BUYIN TIMER OBJECT ID
|
||
OID_TEXTW EQU TYPE_TEXT|ID_4 ;TEXT WINDOW OID
|
||
OID_BONUS EQU TYPE_TEXT|ID_5 ;BONUS SCORE OID
|
||
OID_INFOTEXT EQU TYPE_TEXT|ID_6 ;INFORMATIVE GAME PLAY TEXT
|
||
OID_GAMEOVER EQU TYPE_TEXT|ID_7 ;GAME OVER FLASHER
|
||
OID_CREDIT EQU TYPE_TEXT|ID_8 ;CREDIT MESSAGE TEXT
|
||
OID_PROMPT EQU TYPE_TEXT|ID_9 ;"READY FOR" MESSAGE
|
||
OID_PROMPT2 EQU TYPE_TEXT|ID_10 ;"PRESS START" MESSAGE
|
||
OID_CUSTOM EQU TYPE_TEXT|ID_11 ;CUSTOM MESSAGE, COINAGE, MAX CRED, ETC.
|
||
OID_REQUIRED EQU TYPE_TEXT|ID_12 ;CREDITS REQUIRED MESSAGE
|
||
OID_INIT EQU TYPE_TEXT|ID_13 ;ALPHABET OBJECT ID FOR HS ENTRY
|
||
|
||
OID_P1TEXT EQU TYPE_TEXT|OID_P1 ;PLAYER 1 SPECIFIC TEXT
|
||
OID_P2TEXT EQU TYPE_TEXT|OID_P2 ;PLAYER 2 SPECIFIC TEXT
|
||
OID_P1MOTEXT EQU OID_P1|OID_CUSTOM ;MORE PLAYER 1 TEXT
|
||
OID_P2MOTEXT EQU OID_P2|OID_CUSTOM ;MORE PLAYER 2 TEXT
|
||
|
||
OID_UNIV EQU TYPE_UNIV
|
||
|
||
*
|
||
*ENEMY OBJECT I.D.s
|
||
*
|
||
OID_ENEMY EQU TYPE_ENEMY
|
||
OID_ONFIRE_ENEMY EQU TYPE_ENEMY
|
||
OID_EROCKET EQU TYPE_ENEMY|ID_ROCKET
|
||
OID_NONBOY EQU TYPE_ENEMY|ID_NONBOY ;NON-BOY OBJECT
|
||
OID_BZERK EQU TYPE_ENEMY|ID_BZERK ;Berzerker object
|
||
OID_YELJAK EQU TYPE_ENEMY|ID_YELJAK ;Yellow Jacket object
|
||
OID_BUGBOY EQU TYPE_ENEMY|ID_BUGBOY ;NON-BOY OBJECT
|
||
OID_COG EQU TYPE_ENEMY|ID_COG ;COGHEAD OBJECT
|
||
OID_BTR EQU TYPE_ENEMY|ID_BTR ;TROOP TRANSPORT
|
||
OID_MONDOR EQU TYPE_ENEMY|ID_MONDOR ;MONDOR THE CARNIVOR
|
||
OID_CAT EQU TYPE_ENEMY|ID_CAT ;The kitty kat object
|
||
OID_BEEKPR EQU TYPE_ENEMY|ID_BEEKPR ;BEEKEEPER DUDE
|
||
OID_BUS EQU TYPE_ENEMY|ID_BUS ;MIDEAST SCHOOL BUS
|
||
OID_COPTER EQU TYPE_ENEMY|ID_COPTER ;HELICOPTER
|
||
OID_DESK EQU TYPE_ENEMY|ID_DESK ;The mech desk
|
||
OID_BOSSBUG EQU TYPE_ENEMY|ID_BOSSBUG ;DA BOSS BUG
|
||
OID_FORKLIFT EQU TYPE_ENEMY|ID_FORKLIFT ;The forklift
|
||
OID_NATIVE EQU TYPE_ENEMY|ID_NATIVE ;Native guy
|
||
OID_NINJA EQU TYPE_ENEMY|ID_NINJA ;Ninja
|
||
OID_HELGA EQU TYPE_ENEMY|ID_HELGA ;Headmistress Helga
|
||
|
||
*
|
||
*POWERUP OBJECT I.D.s
|
||
*
|
||
OID_LIFE EQU TYPE_POWERUP|ID_LIFE ;LIFE POWERUP PROCESS
|
||
OID_SBOMB EQU TYPE_POWERUP|ID_SBOMB ;SMART BOMB
|
||
OID_PROCK EQU TYPE_POWERUP|ID_PROCK ;ROCKET
|
||
OID_CD EQU TYPE_POWERUP|ID_CD ;CD
|
||
OID_JEWEL EQU TYPE_POWERUP|ID_JEWEL ;jewel in jungle
|
||
OID_CLIP EQU TYPE_POWERUP|ID_CLIP ;Ammo clip
|
||
OID_WINGS EQU TYPE_POWERUP|ID_WINGS ;AEROSMITH WINGS
|
||
OID_SHIELD EQU TYPE_POWERUP|ID_SHIELD ;Shield
|
||
OID_SUPERGUN EQU TYPE_POWERUP|ID_SUPERGUN ;Super gun
|
||
OID_LAZER EQU TYPE_POWERUP|ID_LAZER ;Lazer disc
|
||
OID_6PACK EQU TYPE_POWERUP|ID_6PACK ;CD six pack
|
||
OID_BOOBY EQU TYPE_POWERUP|ID_BOOBY ;MAMMERY BOOBY PRIZE
|
||
|
||
OID_BLOWUP EQU TYPE_BLOWUP
|
||
OID_GRND EQU TYPE_GRND
|
||
OID_STEVEN EQU TYPE_FRIEND|ID_21
|
||
OID_JOE EQU TYPE_FRIEND|ID_22
|
||
OID_TOM EQU TYPE_FRIEND|ID_23
|
||
OID_BRAD EQU TYPE_FRIEND|ID_24
|
||
OID_JOEY EQU TYPE_FRIEND|ID_25
|
||
|
||
**************************************************************************
|
||
* *
|
||
* PROCESS I.D. EQUATES *
|
||
* 15 0 *
|
||
* PID FORMAT -- NEWO IIII IIII IIPP new *
|
||
* NEWI IIPP IIII IIII old *
|
||
* N = NON-DESTRUCTIBLE *
|
||
* E = WAVE END WAIT *
|
||
* W = WAVE END WILL NOT KILL THESE *
|
||
* O = RESERVED FOR PROCESSES ASSOCIATED WITH OBJECTS OF LIKE I.D.s *
|
||
* I = PROC. SPECIFIC I.D. *
|
||
* P = RESERVED FOR BASE PLAYER PROCESS I.D.'S *
|
||
* *
|
||
**************************************************************************
|
||
M_INDESTRUCT EQU 8000H ;MASK FOR NON-DESTRUCTIBLE BIT
|
||
M_WAVEWAIT EQU 4000H ;MASK FOR WAVE END WAIT BIT
|
||
M_OID EQU 1000H ;MASK FOR OBJECT ID PROCESSES
|
||
|
||
PID_IND EQU 000CH ;INDEPENDENT PROCESS
|
||
PID_INDW EQU 200CH ;WAVE END WILL NOT KILL IND. PROCESS
|
||
PID_INDE EQU 400CH ;WAVE END WAIT INDEPENDENT PROCESS
|
||
PID_ATT EQU 0008H ;ATTRACT MODE PROCESS
|
||
PID_TFADE EQU 801CH ;Sound track fader process.
|
||
|
||
*BASE PROCESS IDs FOR PLAYERS
|
||
P1PID EQU 0001H ;BASE PROCESS I.D. FOR PLAYER 1 PROCESSES
|
||
P2PID EQU 0002H ;BASE PROCESS I.D. FOR PLAYER 2 PROCESSES
|
||
P3PID EQU 0003H ;BASE PROCESS I.D. FOR PLAYER 3 PROCESSES
|
||
PNUM_SLL EQU 30 ;SLL USED TO ISOLATE PLAYER #
|
||
PNUM_SRL EQU 30 ;SRL USED TO ISOLATE PLAYER #
|
||
*THE FOLLOWING I.D'S ARE OR'D INTO THE ABOVE PLAYER BASE PROCESS I.D.S
|
||
*TO FORM THE COMPLETE PROCID.
|
||
*!!!WARNING!!! !!!WARNING!!!*
|
||
* PLAYER OR-IN IDs ARE NOT ALLOWED TO USE BITS 10,11 & 12 *
|
||
*!!!WARNING!!! !!!WARNING!!!*
|
||
PCPID EQU 0000H ;PLAYER CONTROL PROCESS
|
||
PID_PINVIN EQU 0010H ;PLAYER INVINCIBILITY PROCESS
|
||
PSTRTPID EQU 8020H ;PLAYER START PROCESS IDENTIFIER
|
||
PID_SHUTDOWN EQU 0030H ;PLAYER SHUTDOWN PROCESS
|
||
PFIREPID EQU 2010H ;PLAYER FIRE BUTTON PROCESS
|
||
PBOMBPID EQU 2020H ;PLAYER BOMB BUTTON PROCESS
|
||
PINITIALPID EQU 2040H ;PLAYER INITIAL ENTRY
|
||
*
|
||
*COMPLETE PROCESS I.D.S
|
||
*
|
||
PID_ANIMP EQU 0600H ;ANIMATOR PROCESS I.D.
|
||
PID_GUN EQU 0610H ;GUN WATCH PROCESS
|
||
PID_FRAG EQU 0620H ;FrAgger Proc
|
||
PID_SKY EQU 0630H ;SKY COLOR FADE PROCESS I.D.
|
||
PID_FADE EQU 0640H ;MUSIC FADE PROCESS
|
||
|
||
PID_JUNK EQU 0900H ;JUNK PROCESS
|
||
PID_SKYTEXT EQU 0910H ;SKYNET TEXT PRINTER
|
||
PID_BONUS EQU 09A0H ;BONUS PROCESS
|
||
|
||
PID_TCYCLE equ 0B20h ; temporary color cycle
|
||
PID_GOODIE EQU 0B40H ;TEMPORARY GOODIE ANIMATIONS
|
||
|
||
PID_COLL EQU 0C00H ;COLLISION PROCESS I.D. RES C00 - CF0
|
||
|
||
PID_DAMCC EQU 0CC0H ;DAMAGE COLOR CYCLE PROCESSES
|
||
|
||
PID_SCROLL EQU 0D60H ;THE CURRENT SCROLL PROCESS I.D.
|
||
PID_MASTERDP EQU 0D70H ;THE MASTER ENEMY DISPATCH PROCESS
|
||
PID_BAITER EQU 0D90H ;ENFORCER BAITER PROCESS
|
||
PID_POWERUPD0 EQU 0DA0H ;POWER-UP DISPATCHER 0
|
||
PID_POWERUPD1 EQU 0DB0H ;POWER-UP DISPATCHER 1
|
||
PID_POWERUPD2 EQU 0DC0H ;POWER-UP DISPATCHER 2
|
||
PID_POWERUPD3 EQU 0DD0H ;POWER-UP DISPATCHER 3
|
||
*
|
||
*PROCESSES DIRECTLY ASSOCIATED WITH OBJECTS OF LIKE I.D.s
|
||
* THESE ARE USED FOR DISPATCHED ITEMS i.e. ENEMIES, HUMANS, POWERUPS
|
||
*
|
||
PID_NONBOY EQU M_OID|(TYPE_ENEMY & MASK_TYPE)|ID_NONBOY ;NON-BOY PROCESS
|
||
PID_BZERK EQU M_OID|(TYPE_ENEMY & MASK_TYPE)|ID_BZERK ;Berzerker process
|
||
PID_COG EQU M_OID|(TYPE_ENEMY & MASK_TYPE)|ID_COG ;COGHEAD PROCESS
|
||
PID_MONDOR EQU M_OID|(TYPE_ENEMY & MASK_TYPE)|ID_MONDOR ;MONDOR PROCESS
|
||
PID_COPTER EQU M_OID|(TYPE_ENEMY & MASK_TYPE)|ID_COPTER ;HELICOPTER PROCESS
|
||
PID_DESK EQU M_OID|(TYPE_ENEMY & MASK_TYPE)|ID_DESK ;MECH DESK PROCESS
|
||
PID_BOSSBUG EQU M_OID|(TYPE_ENEMY & MASK_TYPE)|ID_BOSSBUG ;DA BOSS BUG
|
||
PID_FORKLIFT EQU M_OID|(TYPE_ENEMY & MASK_TYPE)|ID_FORKLIFT ;Forklift process
|
||
PID_BEEKPR EQU M_OID|(TYPE_ENEMY & MASK_TYPE)|ID_BEEKPR ;BEEKEEPER GENERATOR
|
||
PID_NATIVE EQU M_OID|(TYPE_ENEMY & MASK_TYPE)|ID_NATIVE ;NATIVE GENERATOR
|
||
PID_NINJA EQU M_OID|(TYPE_ENEMY & MASK_TYPE)|ID_NINJA ;Ninja process
|
||
PID_HELGA EQU M_OID|(TYPE_ENEMY & MASK_TYPE)|ID_HELGA ;Headmistress Helga process
|
||
|
||
PID_POWERUP EQU M_OID|(TYPE_POWERUP & MASK_TYPE) ;POWERUP PROCESS
|
||
|
||
*
|
||
*"WAVE END WILL NOT KILL" PROCESSES
|
||
*
|
||
PID_UNIV EQU 2A00H ;UNIVERSE PROCESS
|
||
PID_BGND EQU 2B00H ;BGND UPDATE PROCS RESERVE 2B0X -2BFX
|
||
PID_COLOR EQU 2CC0H ;COLOR CYCLE PROCESSES
|
||
PID_PFADE EQU 2D00H ;FADER PROCESSES ( LOW BYTE = PAL )
|
||
PID_CURSOR EQU 2C00H ;GUN CURSOR UPDATE PROCESS
|
||
*
|
||
*"WAVE END WAIT" PROCESSES
|
||
*
|
||
PID_BUYIN EQU 4DE0H ;END O' GAME BUY-IN WAIT PID
|
||
*
|
||
*INDESTRUCTIBLE PROCESSES
|
||
*
|
||
PID_LC EQU 08F00H ;LEFT COIN
|
||
PID_CC EQU 08F20H ;CENTER COIN
|
||
PID_RC EQU 08F40H ;RIGHT COIN
|
||
PID_XC EQU 08F60H ;FOURTH COIN SLOT
|
||
PID_SLAM EQU 08F80H ;SLAM TILT PROCESS
|
||
PID_COINCTR EQU 08FA0H ;COIN COUNTER PROCESS
|
||
PID_PRINT EQU 08FC0H ;BACKGROUND PRINTER PROCESS
|
||
PID_VOLRESET EQU 08FD0H ;Delayed volume set process
|
||
PID_VOLUME EQU 08FE0H ;Volume adjust process
|
||
PID_VOLUME_DISP EQU 08FF0H ;Volume display page deleter process
|
||
PID_DIAG EQU 08100H ;DIAGNOSTICS PROCESS
|
||
|
||
*
|
||
*DAMAGE ODATA VARIABLES
|
||
*
|
||
DAMAGE_HITS .EQU ODATA ;UHW NUMBER OF HITS AT POINT OF DAMAGE
|
||
DAMAGE_PARTID .EQU ODATA+10H ;UHB PART I.D. OF DAMAGED PART
|
||
|
||
*
|
||
*COIL #'S FOR GUN RECOIL
|
||
*
|
||
P1_RECOIL .EQU 0
|
||
P2_RECOIL .EQU 1
|
||
P3_RECOIL .EQU 2
|
||
|
||
P1_LED .EQU 4
|
||
P2_LED .EQU 5
|
||
P3_LED .EQU 6
|
||
|
||
*
|
||
*PLAYER TRIGGER SWITCH NUMBERS
|
||
*
|
||
P1TRIGGER .EQU 4
|
||
P2TRIGGER .EQU 12
|
||
P3TRIGGER .EQU 20
|
||
P1BOMB .EQU 5
|
||
P2BOMB .EQU 13
|
||
P3BOMB .EQU 21
|
||
|
||
*
|
||
*FRANIM FLAG MASKS
|
||
SPAWNP EQU 8000H
|
||
FLIPBITS EQU 4000H
|
||
NEWPALET EQU 2000H
|
||
DELTAXZ EQU 1000H
|
||
DELTAY EQU 800H
|
||
MAKESOUND EQU 200H
|
||
SCRIPT EQU 100H
|
||
|
||
|
||
**************************************************************************
|
||
* *
|
||
* PALETTE ALLOCATOR EQUATES *
|
||
* *
|
||
**************************************************************************
|
||
*PALETTE ALLOCATION RAM
|
||
*FOR EACH COLOR PALETTE:
|
||
*PALETTE ID 32 BITS, PALETTE COUNT 16 BITS, PALETTE TIME 16 BITS.
|
||
*IF PALCNT>0 PALETTE IS ALLOCATED.
|
||
*IF (PALCNT=0) & (CURTIME-PALTIME >= 1) THEN PALETTE IS FREE
|
||
*
|
||
.IF YUNIT
|
||
|
||
.IF TUNIT
|
||
NUMPAL .SET 128 ;NUMBER OF DYNAMICS ALLOCATED PALETTES
|
||
NMFPAL .SET 100 ;NUMBER OF FOREGROUND PALETTES
|
||
NMBPAL .SET 28 ;NUMBER OF BACKGROUND PALETTES
|
||
.ELSE
|
||
NUMPAL .SET 16 ;NUMBER OF DYNAMICS ALLOCATED PALETTES
|
||
NMFPAL .SET 12 ;NUMBER OF FOREGROUND PALETTES
|
||
NMBPAL .SET 4 ;NUMBER OF BACKGROUND PALETTES
|
||
.ENDIF
|
||
|
||
.ELSE
|
||
NUMPAL .SET 32 ;NUMBER OF DYNAMICS ALLOCATED PALETTES
|
||
NMFPAL .SET 16 ;NUMBER OF FOREGROUND PALETTES
|
||
NMBPAL .SET 16 ;NUMBER OF BACKGROUND PALETTES
|
||
.ENDIF
|
||
*
|
||
*PALETTE ENTRY DATA STRUCTURE
|
||
PALID .SET 0 ;PALETTE I.D. (32)
|
||
PALCNT .SET 020H ;PALETTE ALLOCATION COUNT (16)
|
||
PALTIME .SET 030H ;TIME WHEN PAL WAS DELETED
|
||
PALRSIZ .SET 040H ;SIZE OF PALETTE ALLOCATION RAM
|
||
*
|
||
*PALETTE TRANSFER RAM DATA STRUCTURE
|
||
PLDCNT .SET 0 ;COLOR COUNT (16)
|
||
PALSRC .SET 010H ;SOURCE ADDRESS OF PALETTE COLOR DATA (32)
|
||
PALDEST .SET 030H ;DESTINATION PALETTE|START COLOR (16)
|
||
PTRSIZ .SET 040H ;SIZE OF EACH CELL
|
||
NUMPTR .SET 32 ;NUMBER OF TRANSFERS ALLOWED
|
||
|
||
*PALETTE MODE STUFF
|
||
M_FADE_WHITE EQU 1
|
||
M_DONT_FADE_RED EQU 2
|
||
M_DONT_FADE_GREEN EQU 4
|
||
M_DONT_FADE_BLUE EQU 8
|
||
|
||
B_FADE_WHITE EQU 0
|
||
B_DONT_FADE_RED EQU 1
|
||
B_DONT_FADE_GREEN EQU 2
|
||
B_DONT_FADE_BLUE EQU 3
|
||
|
||
;******* FLAGS FOR Fragger scripts ********
|
||
FRGBOG .set 001H
|
||
FRGGCOL .set 002H
|
||
FRGNOFLY .set 004H
|
||
FRGNOFLP .set 008H
|
||
FRGRND .set 010H
|
||
FRGPAL .set 020H
|
||
B_FRGBOG .set 0
|
||
B_FRGGCO .set 1
|
||
B_FRGNOFLY .set 2
|
||
B_FRGNOFLP .set 3
|
||
B_FRGRND .set 4
|
||
B_FRGPAL .set 5
|
||
|
||
*
|
||
*FIXED COLOR CYCLE EQUATES
|
||
*
|
||
CYCOLORS .EQU COLRAM+(300H*2) ;CYCLABLE COLORS LAST LINE OF 1st PALETTE
|
||
COLROFFST .EQU 090H ;OFFSET TO START COLORS
|
||
COLRCNT .EQU 6 ;TOTAL NUMBER OF COLORS TO CYCLE
|
||
|
||
;PCYCLEPAL .EQU 0H ;PLAYER CYCLERS
|
||
;PCOLROFFST .EQU 300H+090H ;OFFSET TO 1st PLAYER CYCLER
|
||
;PCOLRCNT .EQU 2 ;NUMBER OF PLAYER CYCLERS
|
||
|
||
*
|
||
*GAME STATE CONSTANTS
|
||
INGAME .EQU 10H
|
||
ININTRO .EQU 18H
|
||
INBONUS .EQU 1CH
|
||
INPLAY .EQU 20H
|
||
INAMODE .EQU 30H
|
||
INDIAG .EQU 40H
|
||
INGAMEOV .EQU 50H
|
||
INEPILOG .EQU 60H
|
||
*
|
||
*DISPLAY FLAGS FOR FORE/BACKGROUND OBJECTS
|
||
M_SPAWNP EQU 80H ;SPAWN A PROCESS WITH THIS OBJECT IN A8
|
||
B_SPAWNP EQU 7
|
||
|
||
*
|
||
*BUY-IN WINDOW CONSTANTS
|
||
*
|
||
BUYTIME .EQU 15
|
||
BUYSLP .EQU 4
|
||
BUYTICK .EQU 52/BUYSLP
|
||
|
||
*
|
||
*BACKGROUND UPDATER EQUATES
|
||
BLSTSTRT .EQU 08000H
|
||
BLSTEND .EQU 08001H
|
||
|
||
|
||
**************************************************************************
|
||
* *
|
||
* UNIVERSE STUFF *
|
||
* *
|
||
**************************************************************************
|
||
|
||
CHUNKS .EQU 1 ;TRAVERSE IN 2^CHUNK PARTS
|
||
|
||
BGLINK_MEM_SIZE .set 200*1024*8 ; 300 Kbytes
|
||
MAX_UNIV_OBJS EQU (BGLINK_MEM_SIZE/BLOCK_SIZE)
|
||
|
||
OULINK EQU OVAR7 ;UHL UNIVERSE RAM LINK ADDRESS
|
||
|
||
OENEMYANIM EQU ODATA ;UHL ENEMY GENERATOR ANIM SCRIPT
|
||
OATEROCKET EQU ODATA+020H ;UHL FLAG ROCKET COLLISION (ROCKET OBJECT)
|
||
OGTIME EQU ODATA+040H ;UHL TIME AT LAST GUN HIT
|
||
***********
|
||
* NOTE! * ENEMY GENERATORS USE SOME ODATA!! See gxuniseq.asm for defines.
|
||
***********
|
||
OU_ODATA EQU ODATA+0100H ;Beginning of usable ODATA for universe objects
|
||
|
||
**************************************************************************
|
||
* *
|
||
* FRAGGER STUFF *
|
||
* *
|
||
**************************************************************************
|
||
|
||
FPDATA EQU PDATA+20H*11 ;BEGINNING OF USABLE PDATA AREA IN FragProc
|
||
FPOBJ EQU FPDATA+20H ;Object creating these frags
|
||
|
||
|