smashtv/COLL2.ASM

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.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
****************************************************************************