.FILE 'COLL2.ASM' .TITLE "ROBO COLLISION ROUTINES" .WIDTH 132 .OPTION B,D,L,T .MNOLIST ; ; INITIATED: MAY 18,1989 ; MODIFIED: ! ; SOFTWARE: THIS COLLISION ROUTINE WAS DEVELOPED BY TODD ALLEN. ; SOFTWARE: MARK TURMELL ; ; TODD ALLEN CREATED THESE COLLISION ROUTINES FOR OFFENDER ; COPYRIGHT (C) 1989 WILLIAMS ELECTRONICS GAMES, INC. ; **************************************************************************** * When writing collision routines which are to be called from the collision * scanner in this file, the following things should be taken into * consideration: * The collision routines are called, not created.. * The collision routine receives a ptr to the victims OBJ in A8 * The collision routine receives a ptr to the killers OBJ in A0 * The collision routine can destroy A0,A8 but should preserve all others. * When OBJ1,OBJ2 collide, two routines are called, one with * OBJ1 in A8 and the other with OBJ2 in A8. A collision routine * should only affect the victim, and not the killer. * If a victim object is deleted, it will not be scanned futher. * If any other object is deleted, the collision scan will be aborted. * To prevent multiple simultaneous collisions of the same victim * object, the object ID of the victim object should be modified * by the collision routine, if the victims nature is changed. ; ; GET THE SYSTEM STUFF .INCLUDE "MPROC.EQU" ;MPROC EQUATES .INCLUDE "DISP.EQU" ;DISPLAY PROCESSOR EQUATES .INCLUDE "\VIDEO\SYS\SYS.INC" ;ZUNIT SYSTEM EQUATES .INCLUDE "\VIDEO\SYS\GSP.INC" ;ZUNIT SYSTEM EQUATES .INCLUDE "\VIDEO\SYS\MACROS.HDR" ;MACROS, YEAH! .INCLUDE "ROBO.EQU" .INCLUDE "IMGTBL.GLO" ; ;SYMBOLS EXTERNALLY DEFINED ; ;JARVIS AREA!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! .REF FACBUL,PUSHFC .REF KILL_O1,ORB_ORB,KILL_LZR,ORBLAZ,ORBBUL .REF GALKIL,GALBUL,COBBUL ; ;SOUNDS ; .REF EXP1,HASND,HA2SND .REF AWWSND,NOWAY,OUCH,ONOSND,AWWSND2 ; .REF MARM6A,KILL_SNK .REF KILL_WLMN,YKIL_FT,OFFRNG,MUT_HIT,EXP_BULL,KIL_SNK,EXP_BULL2 .REF KILL_BULL,KILL_HULK,KILL_PLYR,WORLDTLX,BAT_PLYR,KILL_H2 .REF POW1ON,MV_BULL,CHAINHIT,KILL_TNK,KILL_TNKR,REGEXP .REF POW2ON,LSHIT,SPRAYON,PODON,KILL_TORSO .REF EXTRA,GRENON,RINGON,KEYON,NSTPON,TURN_TANK,ECON,ENON .REF KILL_BULLT,KILL_CBALL,CHAINHIT2,SHOEON,SMRTON .REF PUSH_FT,PCNT,KILL_CBALL2 .REF KILL_F1 .REF HIT_CHSR,KILL_CHSR,KC2 .REF TPZ1,TPZ2,TPZ3,TCSH,TITM .REF KILL_RBT ; ;SYMBOLS DEFINED IN THIS FILE ; .DEF COLLISIONS,SHORT_PLYR,SHORT2 ; ;UNINITIALIZED RAM DEFINITIONS ; ;NOBJ=NUMBER OF OBJECTS TO DISPLAY ; ; .BSS CollList,0 .BSS PList,32*(NOBJ+1) ;list of objects of class player .BSS NList,32*(NOBJ+1) ;list of objects of class neutral .BSS EList,32*(NOBJ+1) ;list of objects of class enemy .BSS DumObj,OBSIZ ; ;EQUATES FOR THIS FILE ; ODMAIMG .EQU OIMG ODMAFLG .EQU OFLAGS **************************************************************************** COLLISIONS: sleep 1 callr ColScan0 ;JUST DO NORMAL SCAN jruc COLLISIONS ColScan0: ;* COLLISION SCAN FOR OBJECTS ON SCREEN move @WORLDTLX+16,A6,W ;WORD movi 400,A14 ;End of Scan area SectorLp: move A6,A7 ;A7 Sector Xmin addi 128,A6 ;A6 Sector Xmax subi 128,A14 jrnn XmaxOk sub A14,A6 clr A14 XmaxOk: MOVI OBJLST,A0 ;OBJECT LIST TO CHECK callr CScnRng move A14,A14 jrp SectorLp rets CScnRng: ;A0 ptr to OBJ LIST To SCAN ;A6 Xmax ;A7 Xmin ;Scan OBJ list, any collideable OBJ overlapping Xmin-Xmax put on ;either EList,PList or NList depending on class ;Call ColLists with each pair of lists mmtm SP,A6,A7,A14 ;NECESSARY? ;*** BUILD COLLISION LISTS *** movi PList,A9 movi EList,A10 movi NList,A11 MkLists: move *A0,A0,L ;get next obj jrz GotLists move *A0(OXPOS),A1,W ;*** OBJ CAN LIE ON max/min boundary, use unsigned compares cmp A6,A1 jrhi MkLists move *A0(OSIZEX),A2,W add A2,A1 cmp A7,A1 jrlo MkLists jruc InXRng InXRng: movb *A0(OFLAGS+B_NOCOLL-7),A2 ;Is object collideable jrn MkLists move *A0(OID),A2,W ;Check Class sll 16,A2 srl 32-2,A2 ;only 2 class bits dec A2 jrz AddP dec A2 jrz AddE ;*** CLASS NEUTRAL move A0,*A11+,L ;INSERT OBJ on NList jruc MkLists AddE: ;*** CLASS ENEMY move A0,*A10+,L ;INSERT OBJ on EList jruc MkLists AddP: ;*** CLASS PLAYER move A0,*A9+,L ;INSERT OBJ on PList jruc MkLists GotLists: ;*** NULL TERMINATE EACH LIST *** clr A0 move A0,*A9,L move A0,*A10,L move A0,*A11,L ;*** COLLIDE EACH PAIR OF LISTS *** movi PList,A3 move *A3,A0,L jrz NoPList movi EList,A3 ;E/P movi PList,A4 callr ColLists jrc ScnRngX movi NList,A3 ;N/P movi PList,A4 callr ColLists jrc ScnRngX NoPList: ;WHEN CHECKING NEUTRAL/ENEMY WAVES ONLY ;FOR TANKS AGAINST HULKS! ;ONLY FALL THROUGH WHEN WE NEED ENEMY TO ENEMY! MOVB @ENON,A3 JRZ NoNList MOVB @PCNT,A3 ; ANDI 07H,A3 ;03 FOR MORE ACCURACY ANDI 0FH,A3 ;03 FOR MORE ACCURACY JRNZ NoNList movi EList,A3 ;E/N movi NList,A4 callr ColLists NoNList: MOVB @ECON,A6 ;0=NOT ON, 1=ENEMY TO ENEMY NEEDED! JRZ ScnRngX ;NEED TO CHECK ENEMY AGAINST ENEMY CLASS! FALL INTO THIS! MOVI EList,A3 MOVI EList,A4 CALLR ColLists ScnRngX: mmfm SP,A6,A7,A14 rets SHORT2 ;PLAYER HAS BEEN COLLIDED WITH ;TELL THIS COLLISION CHECK THAT PLAYER IS REALLY SHORTER THAN HE IS ;THEN RETURN CARRY SET IF STILL A HIT, CARRY CLEAR IF THIS SHOULD NOT BE ;A COLLISION. ;A0=OBJECT THAT HIT PLAYER ;A8=PLAYER LEGS IMAGE PTR MOVE *A8(OYPOS),A7,W ;A7 - OBJ1 Ymin move *A8(OSIZEY),A11,W ;A11 - OBJ1 Ymax SUBI 5,A11 ;SUBI 13 ;MAKE LEGS SHORTER IN LENGTH! add A7,A11 ;CHECK OBJS A0,A8 for intersection move *A0(OYPOS),A6,W cmp A11,A6 jrgt CLRCR ;Y2Min > Y1Max move *A0(OSIZEY),A11,W add A11,A6 cmp A7,A6 jrlt CLRCR ;Y2Max < Y1Min SETC RETS ; SHORT_PLYR ;PLAYER HAS BEEN COLLIDED WITH ;TELL THIS COLLISION CHECK THAT PLAYER IS REALLY SHORTER THAN HE IS ;THEN RETURN CARRY SET IF STILL A HIT, CARRY CLEAR IF THIS SHOULD NOT BE ;A COLLISION. ;A0=OBJECT THAT HIT PLAYER ;A8=PLAYER LEGS IMAGE PTR MOVE *A8(OYPOS),A7,W ;A7 - OBJ1 Ymin ADDI 3,A7 ;ADDI 3 MOVE *A0(OID),A11,W ANDI 0FFFFH,A11 CMPI CLSENMY|TYPORB,A11 JRNE SP0 SUBI 5,A7 MOVE *A8(OSIZEY),A11,W ;A11 - OBJ1 Ymax SUBI 8,A11 ;MAKE LEGS SHORTER IN LENGTH! JRUC SP2 SP0 CMPI CLSNEUT|TYPMINE,A11 JRNE SP1 ADDI 12,A7 MOVE *A8(OSIZEY),A11,W ;A11 - OBJ1 Ymax SUBI 21,A11 ;MAKE LEGS SHORTER IN LENGTH! JRUC SP2 SP1 move *A8(OSIZEY),A11,W ;A11 - OBJ1 Ymax SUBI 13,A11 ;SUBI 13 ;MAKE LEGS SHORTER IN LENGTH! SP2 add A7,A11 ;CHECK OBJS A0,A8 for intersection move *A0(OYPOS),A6,W cmp A11,A6 jrgt CLRCR ;Y2Min > Y1Max move *A0(OSIZEY),A11,W add A11,A6 cmp A7,A6 jrlt CLRCR ;Y2Max < Y1Min ;NOW X CHECK move *A8(OXPOS),A7,W ;A9 - OBJ1 Xmin ADDI 4,A7 ;4 move *A8(OSIZEX),A11,W ;A10 - OBJ1 Xmax SUBI 4,A11 ;4 add A7,A11 move *A0(OXPOS),A6,W ;USE SIGNED COMAPARES BECAUSE OBJS MAY LIE ON ZERO cmp A11,A6 jrgt CLRCR ;X2Min > X1Max move *A0(OSIZEX),A11,W add A11,A6 cmp A7,A6 jrlt CLRCR ;X2Max < X1Min ;GOT A BOX INTERSECTION SETC RETS CLRCR CLRC RETS ColLists: ;*** COLLIDE OBJECTS ON LIST A3 with those on LIST A4 ;A3,A4 ptrs to null terminated tables of object ptrs ;rets Carry Set if scan must be terminated move A4,B4 CLstsLp0: move *A3+,A1,L jrz ScnDone movb *A1(OFLAGS+B_INUSE-7),A14 jrnn CLstsLp0 move B4,A4 ;load head of second list ;*** LOAD UP COORS OF OBJ FROM FIRST LIST move *A1(OYPOS),A7,W ;A7 - OBJ1 Ymin move *A1(OSIZEY),A11,W ;A11 - OBJ1 Ymax add A7,A11 move *A1(OXPOS),A9,W ;A9 - OBJ1 Xmin move *A1(OSIZEX),A10,W ;A10 - OBJ1 Xmax add A9,A10 ;****** OBJ IN A1 CAN'T LIE ACROSS max/min boundary ********* PScnLp1: move *A4+,A2,L jrz CLstsLp0 movb *A2(OFLAGS+B_INUSE-7),A14 jrnn PScnLp1 ;CHECK OBJS A1,A2 for intersection move *A2(OYPOS),A6,W cmp A11,A6 jrgt PScnLp1 ;Y2Min > Y1Max move *A2(OSIZEY),A14,W add A14,A6 cmp A7,A6 jrlt PScnLp1 ;Y2Max < Y1Min move *A2(OXPOS),A6,W ;USE SIGNED COMAPARES BECAUSE OBJS MAY LIE ON ZERO cmp A10,A6 jrgt PScnLp1 ;X2Min > X1Max move *A2(OSIZEX),A14,W add A14,A6 cmp A9,A6 jrlt PScnLp1 ;X2Max < X1Min ;GOT A BOX INTERSECTION callr ColFuncs jrz PScnLp1 ;ADD THESE LINES BACK IF PIXSCAN IS USED IN GAME movb *A1(OFLAGS+B_PIXSCAN-7),A14 ;Is PIXSCAN ON jrn DoPScn0 movb *A2(OFLAGS+B_PIXSCAN-7),A14 ;Is PIXSCAN ON jrnn SkPxScn0 DoPScn0: callr PIXSCANG jrnc PScnLp1 SkPxScn0: ;KILL TO MANY OBJECTS HERE? move @OFREE,A6,L move B1,B1 jrz PObj2Col move A1,A8 move A2,A0 call B1 PObj2Col: move B2,B2 jrz PCkFree move A2,A8 move A1,A0 call B2 PCkFree: move @OFREE,A8,L cmp A6,A8 jreq PScnLp1 ;* IF SAME OBJ, Continue scan jruc CLstsLp0 ScnDone: clrc ColLstsX: rets **************************************************************************** ColFuncs: ;A1,A2 ptrs to objects ;returns B1 collision routine for obj A1 ;returns B2 collision routine for obj A2 mmtm SP,A3,A4 callr ColFunc move B0,B1 SWAP A1,A2 callr ColFunc SWAP A1,A2 move B0,B2 or B1,B0 ;set z flag if both are zero mmfm SP,A3,A4 rets **************************************************************************** ColFunc: ;return in B0 routine for obj A1 struck by obj A2 movb *A1(OID+8),A3 movb *A2(OID+8),A4 sll 27,A3 srl 17,A3 ;32 Long Word Align sll 27,A4 srl 22,A4 ;Long Align add A4,A3 addi TypeTbl,A3 CMPI TBLEND,A3 JRLO CONT .IF DEBUG LOCKUP EINT .ENDIF MOVI TypeTbl,a3 CONT move *A3,A3,L jump A3 **************************************************************************** * These are the COLLISION FUNCTIONS * A collision function is selected by the routine ColFunc * which uses the TYPE field of the victims OID to select a subtable * and indexes the subtable with the TYPE field of the killer. * This gives a ptr to a COLLISION FUNCTION which returns * the COLLISION ROUTINE to be called for the victim in B0. * The COLLISION FUNCS can destroy registers A0,A3,A4,A8 **************************************************************************** TypeTbl: *** NULL ;0000 .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL *** PLAYER ;0100 .LONG NULL, NULL, NULL, PLRB, PLOB, PLLZ, PLHU, NULL .LONG NULL, PLGL, PLCO, PLCH, NULL, NULL, PLTK, NULL .LONG PLFT, NULL, PLSN, NULL, NULL, PLCB, PLC2, PLMN .LONG PLMU, PLFF, NULL, NULL, NULL, NULL, NULL, NULL *** PLAYER BULLET ;0200 .LONG NULL, NULL, NULL, BLRB, BLOB, NULL, BLHU, NULL .LONG BLWL, BLGL, BLCO, BLCH, NULL, BLPR, BLTK, NULL .LONG BLFT, BLTS, BLSN, NULL, NULL, NULL, BLCB, NULL .LONG BLMU, BLFF, BLPI, NULL, NULL, NULL, NULL, NULL ;RBTA ;0300 .LONG NULL, RBPL, RBBL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, RBCN, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL *** ORB ENEMY (JARVIS) ;0400 .LONG NULL, OBPL, OBBL, NULL, OBOB, OBLZ, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, OBCN, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL *** LAZER FROM ORB ;0500 .LONG NULL, NULL, NULL, NULL, LZOB, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL *** HULKS ;0600 .LONG NULL, HUPL, HUBL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, HUPR, HUTK, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL *** TEXT ;0700 .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL ;0800 ;WALL MAN ENEMY .LONG NULL, NULL, WLBL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL ;0900 ;TYPE GALAGA ENEMY .LONG NULL, GLPL, GLBL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, GLCN, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL ;0A00 ;COBRA .LONG NULL, NULL, COBL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL ;0B00 ;CHASER .LONG NULL, CHPL, CHBL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL ;0C00 ;ICONS .LONG NULL, ICPL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL ;0D00 ;CHAINSAW (ACTIVE POWER UP 1 OBJECT) .LONG NULL, NULL, NULL, CNRB, CNOB, NULL, CNHU, NULL .LONG NULL, CNGG, NULL, NULL, NULL, NULL, NULL, NULL .LONG CNFT, CNTS, NULL, NULL, NULL, CNCB, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL ;0E00 ;TANK .LONG NULL, TKPL, TKBL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, TKTK, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL ;0F00 ;LASER (ACTIVE POWER UP 2 OBJECT) .LONG NULL, NULL, NULL, LSRB, NULL, NULL, LSHU, NULL .LONG NULL, LSGG, LSGG, NULL, NULL, NULL, NULL, NULL .LONG LSFT, LSTS, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL ;1000 ;FAT MAN .LONG NULL, FTPL, FTBL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL ;1100 ;TANK TORSO .LONG NULL, NULL, TSBL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, TSCN, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL ;1200 ;JACK SNAKE .LONG NULL, SNPL, SNBL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL ;1300 ; .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL ;1400 ; .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL ;1500 ;CANNON BALL ;ALSO USED FOR FATMAN SHRAPNEL .LONG NULL, CBPL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, CBCN, NULL, CBLS .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL ;1600 ;CANNON BALL THAT EXPLODES .LONG NULL, CBPL, CBBL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL ;1700 ;MINE TYPE ENEMY .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL ;1800 ;MUTOID MAN .LONG NULL, MUPL, MUBL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL ;1900 ;FLATFACE .LONG NULL, FFPL, FFBL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL ;1A00 ;PILE .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL TBLEND: *COBRA STUFF *COBRA HITS BULLET COBL MOVI COBBUL,B0 RETS * *PLAYER HITS COBRA *A1=PLAYER *A2=COBRA * PLCO: MMTM SP,A3 MOVE *A2(OID),A3,W ZEXT A3 CMPI CLSENMY|TYPCOB|SUBCOBFLM,A3 JREQ PLCO1 SLL 24,A3 SRL 24,A3 CMPI 3,A3 ;CHECK VERTEBRA HEIGHT JRHI BLCONUL ;TOO HIGH ON SNAKE, NO COLLISION ;CHECK TO SEE IF PLAYER HAS RINGS ON! ; MOVE *A1(OID),A3 ; ANDI 07,A3 ; CMPI 03,A3 ; JREQ BLCONUL ;BR=PLAYER HAD RINGS ON! PLCO1 MOVI KILL_PLYR,B0 MMFM SP,A3 RETS * *BULLET HITS COBRA *A1=BULLET *A2=COBRA * BLCO MMTM SP,A3 MOVE *A2(OID),A3,W ZEXT A3,W CMPI CLSENMY|TYPCOB|SUBCOBHD,A3 ;CHECL OID FOR FLAME JRLS BLCOX ;NO ITS A HEAD OR BODY HIT BLCONUL CLR B0 MMFM SP,A3 RETS BLCOX MOVI KILL_BULL,B0 ;BLOW THE BULLET MMFM SP,A3 RETS ; * *GALAGA VECTORS * GLBL: MOVI GALBUL,B0 ;ORB HIT BY BULLET RETS GLPL: ;IF GAL HIT RINGS THEN KILL HIM PUSH A1 MOVE *A2(OID),A1,W ;CHECK TO SEE IF GAL IS HITTING RING NOT PLAYER ANDI 07,A1 CMPI 03,A1 JREQ GLO PULL A1 ;GAL WILL DO NOTHING IF HIT PLYR CLR B0 ;DO NOTHING RETS GLO PULL A1 GLCN: ;ORB CHAIN SAW BLADES MOVI GALKIL,B0 ;ORB HIT RINGS, KILL ORB RETS ;JACK SNAKES SNPL: ;IF SNAKE HIT RINGS THEN KILL HIM PUSH A1 MOVE *A2(OID),A1,W ;CHECK TO SEE IF FATMAN IS HITTING RING NOT PLAYER ANDI 07,A1 CMPI 03,A1 JREQ XH PULL A1 CLR B0 RETS XH PULL A1 SNBL MOVI KILL_SNK,B0 RETS RBBL RBCN MOVI KILL_RBT,B0 RETS RBPL: ;IF ROBOT HIT RINGS THEN KILL HULK PUSH A1 MOVE *A2(OID),A1,W ;CHECK TO SEEK IF HULK IS HITTING RING NOT PLAYER ANDI 07,A1 CMPI 03,A1 JREQ KRB PULL A1 ; MOVI RBAT_PLYR,B0 CLR B0 RETS KRB PULL A1 MOVI KILL_RBT,B0 RETS BLPI MOVI KILL_BULLP,B0 RETS KILL_BULLP MMTM SP,A1,A7 MOVE *A8(OID),A0,W CMPI CLSPLYR|TYPPLBL|SUBGRND,A0 JRNE KB0 ;MUST KILL SHADOW OF GRENADE ALSO! MOVE *A8(OPLINK),A0,L CALLA GETA9 CALLA KILL ;KILLS PROCESS IN A0 MOVE A9,A0 CALLA DELOBJ JRUC KB KB0 MOVE *A8(OPLINK),A0,L CALLA KILL ;KILLS PROCESS IN A0 KB: MOVI 2,A10 CREATE 0,REGEXP MOVI EXP1,A0 CALLA ONESND MMFM SP,A1,A7 RETS MUBL: MOVI MUT_HIT,B0 RETS MUPL: ;IF MUTOID HIT RINGS, TURN OFF RINGS! MMTM SP,A1,A3 MOVE *A1(OID),A3 ANDI 0FH,A3 CMPI SUBSNK,A3 JREQ KS CMPI SUBHD,A3 JREQ NDA CMPI SUBARMR,A3 JREQ MUP1 CMPI SUBARML,A3 JRNE MUP2 MUP1 ;ARM HITTING PLAYER! MOVE *A1(OIMG),A3,L CMPI MARM6A,A3 JREQ MUP2 NDA CLR B0 MMFM SP,A1,A3 RETS KS MOVE *A2(OID),A1,W ;CHECK TO SEE IF MUTOID IS HITTING RING NOT PLAYER ANDI 07,A1 CMPI 03,A1 JRNE NDA MOVI KIL_SNK,B0 MMFM SP,A1,A3 RETS MUP2 MOVE *A2(OID),A1,W ;CHECK TO SEE IF MUTOID IS HITTING RING NOT PLAYER ANDI 07,A1 CMPI 03,A1 JREQ FHAA MMFM SP,A1,A3 MOVI ZGRC,B0 RETS FHAA MMFM SP,A1,A3 MOVI OFFRNG,B0 RETS FFPL: ;IF FACE HIT RINGS THEN KILL HIM PUSH A1 MOVE *A2(OID),A1,W ;CHECK TO SEE IF FLATFACE IS HITTING RING NOT PLAYER ANDI 07,A1 CMPI 03,A1 JREQ FHA PULL A1 MOVI ZGRC,B0 RETS FHA PULL A1 MOVI PUSHFC,B0 RETS ZGRC ;ZERO GRACE PERIOD FOR THIS PLAYER AFTER HITTING FACE WITHOUT RINGS ON! ;A0=PLAYER IMAGE MMTM SP,A0,A1,A2,A3 MOVE *A0(OPLINK),A0,L MOVB *A0(PNUM),A1 ;SCAN FOR RNGPID ;A0=PLYR OPLINK ;*A0(PNUM) IS THIS PLAYER # (1 OR 2) ;IF FOUND, CHECK (MYPLYR) (1 OR 2) FOR MATCH AGAINST PNUM ;IF FOUND, DO NOT ZERO DELYDET MOVI ACTIVE,A2,L EXNXT: MOVE *A2,A2,L ;GET NEXT JREQ EXSC ;ALL DONE, NO MATCH MOVE *A2(PROCID),A3 CMPI RNGPID,A3 ;RNDPID JRNE EXNXT ;NO MOVB *A2(MYPLYR),A3 ;PLAYER # MATCH CMP A3,A1 JRNE EXNXT ;NO JRUC EXSCEX ;RING IS ON DON'T HARM HIM EXSC CLR A1 ;NO RING ON, CAN IT MOVE A1,*A0(DELYDET) EXSCEX MMFM SP,A0,A1,A2,A3 RETS NULL: CLR B0 RETS BLFF: PUSH A1 MOVE *A1(OID),A1 CMPI CLSPLYR|TYPPLBL|SUBSPEW,A1 JRZ FLOAT PULL A1 MOVI KILL_BULL,B0 RETS FLOAT PULL A1 CLR B0 RETS FFBL: PUSH A2 MOVE *A2(OID),A2 CMPI CLSPLYR|TYPPLBL|SUBSPEW,A2 JRZ FLOAT2 PULL A2 MOVI FACBUL,B0 RETS FLOAT2 PULL A2 CLR B0 RETS LZOB: ;LZPL: MOVI KILL_LZR,B0 RETS OBOB: MOVI ORB_ORB,B0 RETS OBBL: MOVI ORBBUL,B0 ;ORB HIT BY BULLET RETS *ORB HIT BY LAZER OBLZ: MOVI ORBLAZ,B0 RETS OBPL: ;IF ORB HIT RINGS THEN KILL HIM PUSH A1 MOVE *A2(OID),A1,W ;CHECK TO SEE IF ORB IS HITTING RING NOT PLAYER ANDI 07,A1 CMPI 03,A1 JREQ FHO PULL A1 ;ORB WILL DO NOTHING IF HIT PLYR CLR B0 ;DO NOTHING RETS FHO PULL A1 OBCN: ;ORB CHAIN SAW BLADES MOVI KILL_O1,B0 ;ORB HIT RINGS, KILL ORB RETS ; WLBL: ;IF GRENADE, KILL WALLMAN ;OTHERWISE, DO NOTHING ; PUSH A1 ; MOVE *A2(OID),A1,W ; CMPI CLSPLYR|TYPPLBL|SUBGRND,A1 ; JRZ WH ;BR=KILL FAT ; CMPI CLSPLYR|TYPPLBL|SUBPOD,A1 ; JRZ WH ;BR=KILL FAT ; CMPI CLSPLYR|TYPPLBL|SUBNSTP,A1 ; JRZ WH ;BR=KILL FAT ; PULL A1 ; CLR B0 ; RETS ;WH ; PULL A1 MOVI KILL_WLMN,B0 RETS ; CBLS: CBCN: MOVI KILL_CBALL,B0 RETS CBPL: ;PLAYER WILL KILL THIS CANNON BALL/SHRAPNEL IMAGE ;IF IT HIT RINGS THEN KILL IT THOUGH PUSH A1 MOVE *A2(OID),A1,W ;CHECK TO SEEK IF IT IS HITTING RING NOT PLAYER ANDI 07,A1 CMPI 03,A1 JREQ FHZ ;HITTING PLAYER PULL A1 CLR B0 RETS FHZ ;HITTING RING PULL A1 MOVI KILL_CBALL,B0 RETS CBBL: ;BULLETS CAN KILL THIS TYPE OF CBALL MOVI KILL_CBALL2,B0 RETS ICPL: ;ICON AND PLAYER 1 COLLIDE MMTM SP,A1,A2 MOVE *A2(OID),A2 ;CHECK TO SEE IF OID SAYS THIS IS A RING ANDI 03,A2 CMPI 3,A2 JREQ CLRB MOVE *A1(OID),A1,W ANDI F_SUBT,A1 SLL 5,A1 ADDI ICONTBL,A1 MOVE *A1,A1,L MOVE A1,B0 MMFM SP,A1,A2 RETS CLRB CLR B0 MMFM SP,A1,A2 RETS ICONTBL: .LONG POW1ON,POW2ON,SPRAYON,PODON,EXTRA,GRENON,RINGON,NSTPON,KEYON .LONG SHOEON,SMRTON,TPZ1,TPZ2,TPZ3,TCSH,TITM CNFT: MOVI CHAINHIT2,B0 RETS CNHU: CNCB: CNTS: CNOB: CNRB CNGG MOVI CHAINHIT,B0 RETS LSHU: LSFT: LSTS: LSRB LSGG MOVI LSHIT,B0 RETS CHPL: ;IF CHASER HIT RINGS THEN KILL IT PUSH A1 MOVE *A2(OID),A1,W ;CHECK TO SEEK IF CHASER IS HITTING RING NOT PLAYER ANDI 07,A1 CMPI 03,A1 JREQ FHC ;HITTING PLAYER PULL A1 MOVI KILL_CHSR,B0 ;KILL CHASER IN A MOMENT RETS FHC PULL A1 MOVI KC2,B0 ;KILL CHASER FAST RETS CHBL: MOVI HIT_CHSR,B0 RETS PLCH: MOVI KILL_PLYR,B0 RETS PLMU: ;IF MUTOID HIT RINGS, TURN OFF RINGS! MMTM SP,A1,A3 MOVE *A2(OID),A3 ANDI 0FH,A3 CMPI SUBSNK,A3 JREQ KS2 CMPI SUBHD,A3 JREQ NDA1 CMPI SUBARMR,A3 JREQ MUP1Z CMPI SUBARML,A3 JRNE MUP2Z MUP1Z ;ARM HITTING PLAYER! MOVE *A2(OIMG),A3,L CMPI MARM6A,A3 JREQ MUP2Z NDA1 CLR B0 MMFM SP,A1,A3 RETS KS2 MOVE *A1(OID),A3 ANDI 07,A3 CMPI 03,A3 JREQ NDA1 MUP2Z: PUSH A0 ;MUTOID MAN LAUGHS AS PLYR DIES MOVB @PCNT,A0 ANDI 01,A0 SLL 5,A0 ADDI PTBL,A0 MOVE *A0,A0,L CALLA ONESND PULL A0 MOVI KILL_PLYR,B0 MMFM SP,A1,A3 RETS PTBL .LONG HASND,HA2SND PTBL2 .LONG HASND,ONOSND,OUCH,AWWSND2 PLHU: PLTK: PLCB: PLC2: PLMN: PLFT: PLOB: PLLZ: PLRB PLGL: PLSN MOVI KILL_PLYR,B0 RETS PLFF: PUSH A0 MOVB @PCNT,A0 ANDI 03,A0 SLL 5,A0 ADDI PTBL2,A0 MOVE *A0,A0,L CALLA ONESND PULL A0 MOVI KILL_PLYR,B0 RETS BLFT: ;BULLET TO FAT ;BULLET DEFLECT MOVI KILL_BULL,B0 ;MV_BULL RETS BLTK: ;DEFLECT BULLET MOVI KILL_BULLT,B0 RETS BLTS: ;BULLET TORSO MOVI KILL_BULL,B0 RETS ; MOVI KILL_BULL,B0 ; MOVI MV_BULL,B0 ; RETS BLWL: ;CHECK THIS BULLETS ID AND COMPARE TO GRENADE ;IF IT IS, DON'T KILL_BULL! ; PUSH A1 ; MOVE *A1(OID),A1,W ; CMPI CLSPLYR|TYPPLBL|SUBGREN,A1 ; JRNE KBZ ; CLR B0 ; PULL A1 ; RETS ;KBZ: ; PULL A1 MOVI KILL_BULL,B0 RETS BLHU: BLCH: BLPR: BLBU: BLOB: BLCB: BLRB BLSN BLGL ;CHECK THIS BULLETS ID AND COMPARE TO NON STOPPING BULLET! ;IF IT IS, DON'T KILL_BULL! PUSH A1 MOVE *A1(OID),A1,W CMPI CLSPLYR|TYPPLBL|SUBNOSTP,A1 JRNE OKB CLR B0 PULL A1 RETS OKB: PULL A1 MOVI KILL_BULL,B0 RETS BB: PULL A1 MOVI EXP_BULL,B0 RETS BB1: PULL A1 MOVI EXP_BULL2,B0 RETS BB10: MOVE *A1(OID),A1 ANDI 0FFFFH,A1 CMPI CLSPLYR|TYPPLBL|SUBNOSTP,A1 JRZ BB11 PULL A1 MOVI EXP_BULL2,B0 RETS BB11 PULL A1 CLR B0 RETS BLMU: PUSH A1 MOVE *A2(OID),A0 ANDI 0FFFFH,A0 CMPI CLSENMY|TYPMUT|SUBSNK,A0 JREQ BB10 MOVE *A1(OID),A1 CMPI CLSPLYR|TYPPLBL|SUBLZR,A1 JRZ MVB CMPI CLSPLYR|TYPPLBL|SUBSPEW,A1 JRNZ BB PULL A1 CLR B0 RETS MVB PULL A1 MOVI MV_BULL,B0 RETS FTBL: ;IF NON STOPPING BULLET, KILL FATMAN ;OTHERWISE, DO NOTHING PUSH A1 MOVE *A2(OID),A1,W CMPI CLSPLYR|TYPPLBL|SUBNOSTP,A1 JRZ FH0 ;BR=KILL FAT CMPI CLSPLYR|TYPPLBL|SUBSPEW,A1 JRZ FH0 ;BR=KILL FAT ;NOW PUSH FATMAN BACK IN DIR BULLET IS TRAVELING MOVI PUSH_FT,B0 PULL A1 RETS FH0 PULL A1 MOVI YKIL_FT,B0 RETS FTPL: ;IF FATMAN HIT RINGS THEN KILL HIM PUSH A1 MOVE *A2(OID),A1,W ;CHECK TO SEE IF FATMAN IS HITTING RING NOT PLAYER ANDI 07,A1 CMPI 03,A1 JREQ FH PULL A1 CLR B0 RETS FH PULL A1 MOVI KILL_F1,B0 RETS HUPL: ;IF HULK HIT RINGS THEN KILL HULK PUSH A1 MOVE *A2(OID),A1,W ;CHECK TO SEEK IF HULK IS HITTING RING NOT PLAYER ANDI 07,A1 CMPI 03,A1 JREQ KH PULL A1 MOVI BAT_PLYR,B0 RETS KH PULL A1 MOVI KILL_HULK,B0 RETS HUTK: MOVI KILL_H2,B0 RETS HUBL: HUPR: MOVI KILL_HULK,B0 RETS TKPL: ;IF TANK HIT RINGS THEN KILL TANK PUSH A1 MOVE *A2(OID),A1,W ;CHECK TO SEE IF TANK IS HITTING RING NOT PLAYER ANDI 07,A1 CMPI 03,A1 JREQ KTK PULL A1 CLR B0 RETS KTK PULL A1 MOVI KILL_TNKR,B0 RETS TKBL: MOVI KILL_TNK,B0 RETS TKTK: CMP A1,A2 JRNE TKTK1 CLR B0 RETS TKTK1: MOVI TURN_TANK,B0 RETS TSBL: TSCN: MOVI KILL_TORSO,B0 RETS ;TSPL: ;IF TANK TORSO HIT RINGS THEN KILL TORSO ; PUSH A1 ; MOVE *A2(OID),A1,W ;CHECK TO SEE IF TANK TORSO IS HITTING RING NOT PLAYER ; ANDI 07,A1 ; CMPI 03,A1 ; JREQ KTS ; PULL A1 ; CLR B0 ; RETS ;KTS PULL A1 ; MOVI KILL_TSOR,B0 ; RETS **************************************************************************** * *COLLISION ROUTINE *A1=OBJECT ONE *A2=OBJECT TWO *RETURNS: CS= COLLISION, CC= NO COLLISION * * CLOBBERS A14 PIXSCAN: movb *A1(OFLAGS+B_PIXSCAN-7),A14 ;Is PIXSCAN ON jrn PIXSCANG movb *A2(OFLAGS+B_PIXSCAN-7),A14 ;Is PIXSCAN ON jrn PIXSCANG ;BR = NO PIXSCAN, JUST RETURN YES setc rets *CREATE TIME SLICE WHILE LOCKING OUT INTERRUPTS PIXSCANG ;REALLY? C'MON MMTM SP,A0,A1,A2,A3,A4,A5,A6,A7,A8,A9,A10,A11,A12,A13 MMTM SP,B0,B1 move A1,A0 move A2,A8 PUSHST DINT MOVE *A0(OIMG),A9,L ;GET IMAGE 0 POINTER MOVE *A8(OIMG),A7,L ;GET IMAGE 1 POINTER ;SET UP OBJECT BOX ULX,ULY move *A0(OXPOS),A3,W move *A0(OYPOS),A14,W sll 16,A14 movy A14,A3 move *A8(OXPOS),A4,W move *A8(OYPOS),A14,W sll 16,A14 movy A14,A4 MOVE *A0(OFLAGS),A6 MOVE A6,B0 ;FLAGS FOR OBJECT 0 MOVE *A8(OFLAGS),A6 MOVE A6,B1 ;FLAGS OBJECT 1 POPST MOVE *A9(ISIZE),A5,L MOVE *A7(ISIZE),A6,L ADDXY A3,A5 ;NOW WE HAVE LRX0 AND LRY0 ADDXY A4,A6 ;LRX1,LRY1 CMPXY A6,A3 ;COMPARE (LRX1,LRY1) TO (TLX0,TLY0) JRXGE CSFAIL JRYGE CSFAIL CMPXY A4,A5 ;COMPARE (TLX1,TLY1) TO (LRX0,LRY0) JRXLE CSFAIL JRYLE CSFAIL MOVE A0,A10 * *BOX HAS INTERSECTED *PERFORM PIXEL SCAN *A3=TLX0,TLY0 *A4=TLX1,TLY1 *A5=LRX0,LRX1 *A6=LRX1,LRY1 *A7=IMAGE 1 DATA HEADER POINTER *A8=IMAGE 1 OBJECT POINTER *A9=IMAGE 0 DATA HEADER POINTER *A10=IMAGE 0 OBJECT POINTER *B0=FLAGS OBJECT 0 *B1=FLAGS OBJECT 1 * *CALCULATE XOFF0,XOFF1,XSCAN *A11=XOFF0 *A12=XOFF1 *A13=XSCAN * MOVE A3,A2 SUBXY A4,A2 SEXT A2,W JRNN CLX1 NEG A2 MOVE A2,A11 ;OBJECT 1 TO THE RIGHT CLR A12 MOVE A4,A13 ;RIGHTMOST TOP LEFT JRUC CLX2 CLX1: ;OBJECT 0 TO THE RIGHT MOVE A2,A12 CLR A11 MOVE A3,A13 ;RIGHTMOST TOP LEFT CLX2: CMPXY A5,A6 ;FIND LEFTMOST LOWER RIGHT JRXN CLX3 SUBXY A5,A13 JRUC CLX4 CLX3: SUBXY A6,A13 CLX4: SEXT A13,W NEG A13 *CALCULATE YOFF0,YOFF1,YSCAN *A3=TLX0,TLY0 *A4=TLX1,TLY1 *A5=LRX0,LRX1 *A6=LRX1,LRY1 *COMPUTE: *A2=YOFF0 *A3=YOFF1 *A14=YSCAN SRA 16,A3 ;BLOW AWAY X COORDS SRA 16,A4 SRA 16,A5 SRA 16,A6 MOVE A3,A2 SUB A4,A2 JRNN CLY1 NEG A2 CLR A3 ;OBJECT 1 TO THE RIGHT MOVE A4,A14 ;RIGHTMOST TOP LEFT JRUC CLY2 CLY1: ;OBJECT 0 TO THE RIGHT MOVE A3,A14 MOVE A2,A3 CLR A2 CLY2: CMP A5,A6 ;FIND LEFTMOST LOWER RIGHT JRN CLY3 SUB A5,A14 JRUC CLY4 CLY3: SUB A6,A14 CLY4: NEG A14 * *A2=YOFF0 *A3=YOFF1 *A4=IMAGE SOURCE ADDRESS TEMP *A5=WIDTH TEMP *A7=IMAGE 1 DATA HEADER POINTER *A8=IMAGE 1 OBJECT POINTER *A9=IMAGE 0 DATA HEADER POINTER *A10=IMAGE 0 OBJECT POINTER *A11=XOFF0 *A12=XOFF1 *A13=XSCAN *A14=YSCAN * *CALCULATE OBJECT 0 STARTAD, HINC0, VINC0 * MOVE *A9(ISAG),A4,L ;GET IMAGE SOURCE ADDRESS MOVE *A9(ISIZE),A5,W ADDK 3,A5 ;CORRECT ERRONEOUS WIDTH (THANX, WARREN) srl 2,A5 sll 2,A5 *CHECK OBJECT 0 FLIPS * BTST B_FLIPH,B0 JRNE CL0HF ;HORIZONTAL FLIP BTST B_FLIPV,B0 JRNE CL0VF ;VERTICAL FLIP * *NO FLIP CASE *A2=HINC0=8 (BYTE AT A TIME) *A5=VINC0=W0-XSCAN *A4=STARTAD0=IMAGEAD0+(YOFF0 X W0) + XOFF * MOVE A5,A1 ;GET WIDTH MPYU A2,A1 ;MULT WIDTH X YOFF ADD A11,A1 ;ADD IN X OFFSET SLL 3,A1 ;CORRECT FOR BYTE ADDRESSING ADD A1,A4 ;ADD TO SOURCE ADDRESS MOVK 8,A2 ;HINC0 SUB A13,A5 ;VINC0=W0-XSCAN SLL 3,A5 ;CORRECT FOR PIXEL ADDRESSING JRUC CLOBJ1 * *HORIZONTAL FLIP * *A2=HINC0=-8 *A5=VINC0=W0+XSCAN *A4=STARTAD0=IMAGEAD0+(YOFF0 X W0) + W0-XOFF0-1 CL0HF BTST B_FLIPV,B0 ;VERT FLIP TOO? JRNE CL0HVF ;HORIZ AND VERT FLIP MOVE A5,A1 ;GET WIDTH MPYU A2,A1 ;MULT WIDTH X Y OFFSET ADD A5,A1 ;ADD IN WIDTH SUB A11,A1 ;SUBTRACT X OFFSET DEC A1 ;-1 MORE SLL 3,A1 ;CORRECT FOR BYTE ADDRESSING ADD A1,A4 MOVI -8,A2 ;HINC0 ADD A13,A5 ;VINC0=W0+XSCAN SLL 3,A5 ;CORRECT FOR PIXEL ADDRESSING JRUC CLOBJ1 * *VERTICAL FLIP * *A2=HINC0=8 *A5=VINC0=-W0-XSCAN *A4=STARTAD0=IMAGEAD0+(H0-YOFF0-1)W0+XOFF0 CL0VF: MOVE *A9(ISIZE+>10),A1 ;GET HEIGHT SUB A2,A1 ;SUBTRACT YOFF0 DEC A1 MPYU A5,A1 ;MULTIPLY BY WIDTH ADD A11,A1 ;ADD IN X OFFSET SLL 3,A1 ;CORRECT FOR PIXEL ADDRESSING ADD A1,A4 ;ADD TO SOURCE ADDRESS NEG A5 ;-W0 SUB A13,A5 ;-XSCAN SLL 3,A5 ;CORRECT FOR PIXEL ADDRESSING MOVK 8,A2 ;HINC0 JRUC CLOBJ1 * *VERTICAL AND HORIZONTAL FLIP * *A2=HINC0=-8 *A5=VINC0=-W0-XSCAN *A4=STARTAD0=(H0-YOFF0-1)W0+W0-XOFF0-1 CL0HVF: MOVE *A9(ISIZE+>10),A1 ;GET HEIGHT SUB A2,A1 ;SUBTRACT YOFF0 DEC A1 MPYU A5,A1 ;MULTIPLY BY WIDTH ADD A5,A1 ;ADD IN WIDTH (W0) SUB A11,A1 ;SUBTRACT XOFF0 DEC A1 SLL 3,A1 ;CORRECT FOR PIXEL ADDRESSING ADD A1,A4 ;ADD TO SOURCE ADDRESS NEG A5 ;-W0 ADD A13,A5 ;+XSCAN SLL 3,A5 ;CORRECT FOR PIXEL ADDRESSING MOVI -8,A2 ;HINC0 * *CALCULATE OBJECT 1 STARTAD, HJUMP, VJUMP * * *A2=HINC0 *A3=YOFF1, HINC1 *A4=STARTAD0 *A5=VINC0 *A6=STARTAD1 *A7=IMAGE 1 DATA HEADER POINTER *A8=IMAGE 1 OBJECT POINTER *A9=IMAGE 0 DATA HEADER POINTER *A10=IMAGE 0 OBJECT POINTER *A11=W1, VINC1 *A12=XOFF1 *A13=XSCAN *A14=YSCAN CLOBJ1: MOVE *A7(ISAG),A6,L ;GET IMAGE SOURCE ADDRESS MOVE *A7(ISIZE),A11 ADDK 3,A11 ;CORRECT ERRONEOUS WIDTH (THANX, WARREN) srl 2,A11 sll 2,A11 * *CHECK OBJECT 1 FLIPS * BTST B_FLIPH,B1 JRNE CL1HF ;HORIZONTAL FLIP BTST B_FLIPV,B1 JRNE CL1VF ;VERTICAL FLIP * *NO FLIP CASE *A3=HINC1=8 (BYTE AT A TIME) *A11=VINC1=W1-XSCAN *A6=STARTAD1=IMAGEAD1+(YOFF1 X W1) + XOFF1 * MOVE A11,A1 ;GET WIDTH MPYU A3,A1 ;MULT WIDTH X YOFF ADD A12,A1 ;ADD IN X OFFSET SLL 3,A1 ;CORRECT FOR BYTE ADDRESSING ADD A1,A6 ;ADD TO SOURCE ADDRESS MOVK 8,A3 ;HINC1 SUB A13,A11 ;VINC1=W1-XSCAN SLL 3,A11 ;CORRECT FOR PIXEL ADDRESSING JRUC CSH * *HORIZONTAL FLIP * *A3=HINC1=-8 *A11=VINC1=W1+XSCAN *A6=STARTAD1=IMAGEAD1+(YOFF1 X W1) + W1-XOFF1-1 CL1HF BTST B_FLIPV,B1 ;VERT FLIP TOO? JRNE CL1HVF ;HORIZ AND VERT FLIP MOVE A11,A1 ;GET WIDTH MPYU A3,A1 ;MULT WIDTH X Y OFFSET ADD A11,A1 ;ADD IN WIDTH SUB A12,A1 ;SUBTRACT X OFFSET DEC A1 ;-1 MORE SLL 3,A1 ;CORRECT FOR BYTE ADDRESSING ADD A1,A6 MOVI -8,A3 ;HINC1 ADD A13,A11 ;VINC1=W1+XSCAN SLL 3,A11 ;CORRECT FOR PIXEL ADDRESSING JRUC CSH * *VERTICAL FLIP * *A3=HINC1=8 *A11=VINC1=-W1-XSCAN *A6=STARTAD1=IMAGEAD1+(H1-YOFF1-1)W1+XOFF1 CL1VF: MOVE *A7(ISIZE+>10),A1 ;GET HEIGHT SUB A3,A1 ;SUBTRACT YOFF1 DEC A1 MPYU A11,A1 ;MULTIPLY BY WIDTH ADD A12,A1 ;ADD IN X OFFSET SLL 3,A1 ;CORRECT FOR PIXEL ADDRESSING ADD A1,A6 ;ADD TO SOURCE ADDRESS NEG A11 ;-W1 SUB A13,A11 ;-XSCAN SLL 3,A11 ;CORRECT FOR PIXEL ADDRESSING MOVK 8,A3 ;HINC1 JRUC CSH * *VERTICAL AND HORIZONTAL FLIP * *A3=HINC1=-8 *A11=VINC1=-W1-XSCAN *A6=STARTAD1=(H1-YOFF1-1)W1+W1-XOFF1-1 CL1HVF: MOVE *A7(ISIZE+>10),A1 ;GET HEIGHT SUB A3,A1 ;SUBTRACT YOFF1 DEC A1 MPYU A11,A1 ;MULTIPLY BY WIDTH ADD A11,A1 ;ADD IN WIDTH (W1) SUB A12,A1 ;SUBTRACT XOFF1 DEC A1 SLL 3,A1 ;CORRECT FOR PIXEL ADDRESSING ADD A1,A6 ;ADD TO SOURCE ADDRESS NEG A11 ;-W1 ADD A13,A11 ;+XSCAN SLL 3,A11 ;CORRECT FOR PIXEL ADDRESSING MOVI -8,A3 ;HINC1 * *SCAN COLLISION BOX AREA * *A0= TEMP DATA HOLDER *A1= WIDTH COUNTER XSCAN *A2=H INCREMENT IMAGE 0 *A3=H INCREMENT IMAGE 1 *A4=INDEX TO IMAGE 0 *A5=V INCREMENT IMAGE 0 *A6=INDEX TO IMAGE 1 *A7=IMAGE 1 DATA HEADER POINTER *A8=IMAGE 1 OBJECT POINTER *A9=IMAGE 0 DATA HEADER POINTER *A10=IMAGE 0 OBJECT POINTER *A11=V INCREMENT IMAGE 1 *A13=WIDTH COUNT XSCAN *A14=HEIGHT COUNT YSCAN * CSH: CMPI >80,A14 ;NO SCAN IF XSCAN, YSCAN VALUES OUT OF RANGE JRHS CSFAIL CMPI >80,A13 JRHS CSFAIL PUSHST DINT ;STOP DMA FUCK MOVE @INTENB,A0,W ANDNI X1E,A0 MOVE A0,@INTENB,W POPST CSH0: MOVE @DMACTRL,A0,W ;DMA BUSY? JRN CSH0 ;YES, WAIT CSH1: MOVE A13,A1 ;LOAD LINE COUNTDOWN HORIZ COUNTER CSHL: MOVB *A4,A0 ;CHECK IMAGE 0 CORRESPONDING NON ZEROES JREQ CSNXH MOVB *A6,A0 ;CHECK IMAGE 1 JRNE CSHIT ;GOT A HIT CSNXH: ADD A2,A4 ;ADD HORIZ INCREMENTS HINC0 ADD A3,A6 ;HINC1 DSJS A1,CSHL ;LOOP UNTIL HOR LINE DONE ADD A5,A4 ;ADD VERT INCREMENTS ADD A11,A6 DSJS A14,CSH1 ;LOOP UNTIL VERT DONE CSFAIL: MOVE B13,B13 JRZ CSFNODMA ;DON'T REACTIVATE DMA INTS PUSHST DINT MOVE @INTENB,A0,W ORI X1E,A0 MOVE A0,@INTENB,W POPST **** EINT CSFNODMA CLRC JRUC CSHXXX CSHIT: MOVE B13,B13 JRZ CSFLAGS ;DON'T REACTIVATE DMA INTS PUSHST DINT MOVE @INTENB,A0,W ORI X1E,A0 MOVE A0,@INTENB,W POPST **** EINT CSFLAGS SETC CSHXXX: MMFM SP,B0,B1 MMFM SP,A0,A1,A2,A3,A4,A5,A6,A7,A8,A9,A10,A11,A12,A13 RETS ****************************************************************************