469 lines
12 KiB
Plaintext
469 lines
12 KiB
Plaintext
**************************************************************************
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* *
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* ROBO.INC *
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* ALL .EQU CONSTANTS TO BE USED THROUGHOUT ROBO *
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* *
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* *
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**************************************************************************
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;
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;
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PLYR2_ID .EQU 11
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;
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GATELFT .EQU >0A50000 ;FOR PLAYER RUNNING THROUGH
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GATERGT .EQU GATELFT+0480000H
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GATETOP .EQU 06F0000H
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GATEBOT .EQU GATETOP+03A0000H
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;
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;POINTS FOR ALL ENEMIES, ETC.
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;
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HLKPT .EQU >500
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FATPT .EQU >2750
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ORBPT .EQU >2500
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TNKPT .EQU >7500
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WALPT .EQU >5500
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PZPT .EQU >5010
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PZPT2 .EQU >1250
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MUTPT .EQU >350
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MUTPT2 .EQU >75000
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MUTPT3 .EQU >5000
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KEYPT .EQU >15000
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RBTAPT .EQU >1050
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GALPT .EQU >2000
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HEADPT .EQU >20000
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SWARMPT .EQU >2050
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RBOS1 .EQU >100000
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SNKPT .EQU >1000
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;
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PCSMAX .EQU 125 ;CHUNKS UP INTO AIR ;85
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;
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;TANK BULLET DATA STRUCTURE
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;
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BNCS .EQU PDATA ;UHB
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LAST .EQU PDATA+8 ;UHB
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FDLY .EQU PDATA+16 ;UHB ;FRANIM DELAY CNTR
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;SHWFLG .EQU PDATA+24 ;UHB ;1=THIS PC IS SPINNING! DO NOT KILL!
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;
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; CHNSW DATA STRUCTURE
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;
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PTRX .EQU PDATA ;UHW ;LAST X
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PTRY .EQU PDATA+16 ;UHW ;LAST Y
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ANIMTIK .EQU PDATA+32 ;UHB ;FRAME SLEEP TIME
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;16 BITS FREE
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;MYPLYR .EQU PDATA+56 ;UHB PLAYER 1 OR 2 FIRED ME
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THETA .EQU PDATA+64 ;SHL ;CURRENT PROGRESSION
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DELTA .EQU PDATA+96 ;SHL ;DELTA ANGLE
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TORSO .EQU PDATA+128 ;UHL TORSO PTR OF PLYR WHO TOUCHED ME
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HITS .EQU PDATA+160 ;UHB ;CURRENT NUMBER OF HITS
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PLYRPC .EQU PDATA+168 ;UHL PLAYER TSO PRC WHOM BLADES SURROUND
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;
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;
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;BULLET LAYOUT
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BLTDIR .EQU PDATA ;UHW
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AGE .EQU PDATA+16 ;UHW
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GTMP .EQU PDATA+32 ;UHB - PNTR INTO CY TABLE FOR GRENADE
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SLIDEX .EQU PDATA+4 ;UHB
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SLIDEY .EQU PDATA+48 ;UHB
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MYPLYR .EQU PDATA+56 ;UHB PLAYER 1 OR 2 FIRED ME
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;THE RINGS USE BULLET LAYOUT WITH SOME ADDED FIELDS:
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DELAY .EQU PDATA+64 ;UHB DELAY FOR Y UPDATE
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PNTR .EQU PDATA+72 ;UHB PNTR INTO Y UPDATE TABLE
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FROM_TSO .EQU PDATA+80 ;UHL FROM TORSO
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TIME .EQU PDATA+112 ;UHW TIME RINGS STAY ON
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;TORSO PDATA STRUCTURE
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*STRUCT PLYR
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TSO_PTR .EQU PDATA ;UHL TORSO FOR THESE LEGS
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LEG_PTR .EQU PDATA+32 ;UHL LEGS IMG FOR THIS TORSO
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STICK .EQU PDATA+64 ;UHL STICK ADDRESS
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DELYDET .EQU PDATA+96 ;UHW DELAY KILL TAKE OUT!!!
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OSHTDIR .EQU PDATA+112 ;UHB OLD SHOT DIR
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P_DIR .EQU PDATA+120 ;UHW PLAYER DIR
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OLD_P_DIR .EQU PDATA+136 ;UHW OLD DIR
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WPN_TYP .EQU PDATA+152 ;UHW WEAPON TYPE
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REV_P_DIR .EQU PDATA+168 ;UHW REV DIR
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SHOOT_FLAG .EQU PDATA+184 ;UHW SHOOT FLAG
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TMP_P_DIR .EQU PDATA+200 ;UHW TEMP P1 DIR
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PNUM .EQU PDATA+216 ;UHB PLAYER NUMBER
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HAVE_REV .EQU PDATA+232 ;UHW FLAG
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REV_FLAG .EQU PDATA+248 ;UHW FLAG
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DEAD .EQU PDATA+264 ;UHW DEAD FLAG
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BLDFLG .EQU PDATA+280 ;UHB BLADES ON FLAG
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SHOTCNT .EQU PDATA+288 ;UHW SHOT CNTR FOR METER
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BNDTYP .EQU PDATA+304 ;UHB BOUNDARY TYPE
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PRVBND .EQU PDATA+312 ;UHB PREVIOUS BOUNDARY
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UPBND .EQU PDATA+320 ;UHL UP BOUND
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DNBND .EQU PDATA+352 ;UHL
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LFTBND .EQU PDATA+384 ;UHL
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RGTBND .EQU PDATA+416 ;UHL
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LEG_PRC .EQU PDATA+448 ;UHL LEG PROCESS PTR
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LSRPTR .EQU PDATA+480 ;UHL HELPER PTR OR 0 IF NONE
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LEG2_PTR .EQU PDATA+512 ;UHL
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*ENDSTRUCT
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;LEGS PDATA STRUCTURE
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;TSO_PTR .EQU PDATA ;UHL TORSO FOR THESE LEGS
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;LEG_PTR .EQU PDATA+32 ;UHL LEGS IMG FOR THIS TORSO
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TSO_PRC .EQU PDATA+96 ;UHL TORSO PROCESS FOR THESE LEGS
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SHOECNT .EQU PDATA+128 ;UHW SHOES ON TIMER
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SVSHO .EQU PDATA+144 ;UHW SAVE SHOE CNT FOR NEXT WAVE
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;
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;PROCESS ID'S
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;
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AMDEPID .EQU 200
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NEOPID .EQU 201
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SCOREPID .EQU 202
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LC_PID .EQU 203
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RC_PID .EQU 204
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CC_PID .EQU 205
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SLAM_PID .EQU 206
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DIAG_PID .EQU 207
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P1SWPID .EQU 208
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P2SWPID .EQU 209
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CP_PID1 .EQU 210
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END_GAME_PID .EQU 211
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CP_PID2 .EQU 212
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COLRPID .EQU 213
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DUM_ID .EQU 214
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BUYCPID .EQU 215
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BUYINPID .EQU 216
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INDPID .EQU 217
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P1PID .EQU 218
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P2PID .EQU 219
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PMPID .EQU 220
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GMEOVPID .EQU 221
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LORDPID .EQU 223
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ARWPID .EQU 224
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DRLPID .EQU 225
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DRRPID .EQU 226
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DRTOPID .EQU 227 ;TOP DOOR OPEN ID
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DRTCPID .EQU 228 ;TOP DOOR CLOSE ID
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CHSRPID .EQU 229
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CHNSWPID .EQU 230
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LSRPID .EQU 231
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ICONPID .EQU 232
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ICTST .EQU 233
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COLPID .EQU 234 ;COLLISION ROUTINE
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PCPID .EQU 235
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HULKPID .EQU 236
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DRSPID .EQU 237
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ORBPID .EQU 238
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TNKPID .EQU 239
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FATPID .EQU 240
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STIMEPID .EQU 241
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PODPID .EQU 242
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EXPID .EQU 243
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B1PID .EQU 244 ;BLINK RING PROC PLAYER 1
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B2PID .EQU 245 ;BLINK RING PROC PLAYER 2
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DLYPID .EQU 246 ;DELAY PLYR START BUTTON
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PLY1PID .EQU 247 ;PLAYER 1 STUFF
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PLY2PID .EQU 248 ;PLAYER 2 STUFF
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DG1PID .EQU 249
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DG2PID .EQU 250
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CHSR2PID .EQU 251
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SCRPID .EQU 253
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CAMPID .EQU 254
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FDPID .EQU 255
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MNPID .EQU 256
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CYCPID .EQU 257
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SETPID .EQU 258
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RCYC1PID .EQU 259
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RCYC2PID .EQU 260
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MCYCPID .EQU 261
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CSHPID .EQU 262
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FLYPID .EQU 263
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TEMPPID .EQU 264
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TP2PID .EQU 265
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WLMNPID .EQU 266
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BONPID .EQU 267
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PICPID .EQU 268
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BON1PID .EQU 269
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TVPID .EQU 270
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TV2PID .EQU 271
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KCHAS .EQU 272
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RNGPID .EQU 273
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FADEPID .EQU 274
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STPPID .EQU 275
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RBTAPID .EQU 276
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CYC2PID .EQU 277
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GALPID .EQU 278
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COBPID .EQU 279 ;COBRA MISC
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COBPIDA .EQU 280 ;COBRA ANIMATION
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COBPIDM .EQU 281 ;COBRA MAIN HEAD
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COBPIDS .EQU 282 ;COBRA SPINE
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BUNK .EQU 283
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SNKPID .EQU 284 ;JACK SNAKE
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LZRPID .EQU 285
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BULPID .EQU 286
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FIXIT .EQU 7777H
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BEEPID .EQU 400
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;
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;ENEMY VALUES FOR WAVE_INFO TABLE
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ATRAIN .EQU 1
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ORB .EQU 2
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TANK .EQU 3
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FAT .EQU 4
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WLMN .EQU 5
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HULK .EQU 6
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MINE .EQU 7
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MUTD .EQU 8
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FACE .EQU 9
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RBTA .EQU 10
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GALS3 .EQU 11
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GALS1 .EQU 12
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GALS1A .EQU 13
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GALS2 .EQU 14
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COBRA .EQU 15
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SNK .EQU 16
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;
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;OBJECT ID'S
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;
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;**** OBJECT IDENTIFIER FIELDS
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B_CLASS .set 15
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F_CLASS .set >E000
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CLSNEUT .EQU >0000 ;NEUTRAL ITEMS
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CLSPLYR .EQU >4000 ;PLAYERS STUFF
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CLSENMY .EQU >8000 ;ENEMIES
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;
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TYPNEUT .EQU 0000H ;TYPE NEUTRAL
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TYPPLYR .EQU 0100H ;PLAYER
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TYPPLBL .EQU 0200H ;PLAYER BULLET
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TYPRBTA .EQU 0300H ;SMALL ROBOT
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TYPORB .EQU 0400H ;ORB ENEMY (JARVIS)
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TYPORBL .EQU 0500H ;ORB LAZER
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TYPHULK .EQU 0600H ;HULK BAD GUY
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TYPTEXT .EQU 0700H ;TYPE TEXT
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TYPWLMN .EQU 0800H ;WALL MAN
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TYPGAL .EQU 0900H ;GALAGA ENEMY 1
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TYPCOB .EQU 0A00H ;COBRA
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TYPCHSR .EQU 0B00H ;CHASER AFTER WAVE OVER
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TYPICON .EQU 0C00H ;POWERUP ICON
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TYPPRSM .EQU 0D00H ;PRISM AROUND PLAYER
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TYPTANK .EQU 0E00H ;TANK IMAGE
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TYPLSR .EQU 0F00H ;LASER SATELLITE AROUND PLAYER
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TYPFAT .EQU 1000H ;FAT MAN
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TYPTORSO .EQU 1100H ;TORSO OF TANK
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TYPSNK .EQU 1200H ;JACK SNAKE
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; .EQU 1300H ;
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; .EQU 1400H ;
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TYPCBALL .EQU 1500H ;CANNON BALL
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TYPCBL2 .EQU 1600H ;EXPLODEING CBALL
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TYPMINE .EQU 1700H ;MINE
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TYPMUT .EQU 1800H ;MUTOID MAN
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TYPFACE .EQU 1900H ;FLATFACE
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TYPPILE .EQU 1A00H ;STUFF ON FLOOR BULLETS BUMP IN TO
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;
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;SUB COBRA ICONS
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;
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SUBCOBBOD .EQU 0
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SUBCOBHD .EQU >30
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SUBCOBFLM .EQU >40
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;
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;SUB PILE TYPES
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;
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SUBEDGE .EQU 01H ;EDGE OF WALL IN ARENA 1 (CIRCUIT 1)
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;
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;SUB GALAGA ICONS
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;
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SUBHEAD .EQU 02H
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SUBBALL .EQU 03H
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SUBCHN .EQU 04H
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;
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;SUB FACE ICONS
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;
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SUBGLL .EQU 00H
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SUBGLR .EQU 01H
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SUBSHL .EQU 02H
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SUBSHR .EQU 03H
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SUBEL .EQU 04H
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SUBER .EQU 05H
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SUBMTL .EQU 06H
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SUBMTR .EQU 07H
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SUBCKL .EQU 08H
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SUBCKR .EQU 09H
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SUBNSL .EQU 0AH
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SUBNSR .EQU 0BH
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;
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;SUB MUTOID PIECES
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;
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SUBTKL .EQU 01H
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SUBTKR .EQU 02H
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SUBTSL .EQU 03H
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SUBTSR .EQU 04H
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SUBARML .EQU 05H
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SUBARMR .EQU 06H
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SUBHD .EQU 07H
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SUBSNK .EQU 08H
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;
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;TYPE EXPLOSIONS SUB TYPES
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SUBNORM .EQU 0000H ;EXPLOSION THAT WON'T HURT ANYONE
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SUBKILL .EQU 0001H ;KILLER TYPE EXPLOSION
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;TYPE ICONS SUB TYPES
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SUBPOW1 .EQU 0000H ;BLADES ICON
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SUBPOW2 .EQU 0001H ;HELPER ICON
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SUBSPRY1 .EQU 0002H ;SPRAY BULLETS ICON
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SUBPOD .EQU 0003H ;POD BOMBS ICON
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SUBMAN .EQU 0004H ;EXTRA MAN ICON
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SUBGREN .EQU 0005H ;GRENADE
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SUBRING .EQU 0006H ;RING ICON
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SUBNSTP .EQU 0007H ;NON STOPPING BULLETS ICON
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SUBKEY .EQU 0008H ;KEY ICON
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SUBSHOE .EQU 0009H ;SHOE ICON
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SUBSMRT .EQU 000AH ;SMART BOMB
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SUBPZ1 .EQU 000BH ;PRIZE 1
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SUBPZ2 .EQU 000CH ;PRIZE 2
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SUBPZ3 .EQU 000DH ;PRIZE 3
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SUBCSH .EQU 000EH ;CASH ITEMS ON FLOOR
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SUBCSHI .EQU 000FH ;CASH ITEMS ON FLOOR AT START OF WAVE
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;
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;TYPE PLAYER SUB TYPES
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SUBPL_1 .EQU 0001H ;PLAYER 1
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SUBPL_2 .EQU 0002H
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SUBRNG1 .EQU 0003H ;RINGS FOR PLAYER 1
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SUBRNG2 .EQU 0004H ;RINGS FOR PLAYER 2
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;
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;TYPE PLAY BULLET SUB TYPES
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SUBLZR .EQU 0001H ;REGULAR LAZER SHOTS
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SUBSPRY .EQU 0002H ;SPRAY SUB TYPE
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SUBSPEW .EQU 0003H ;SPEW TYPE WEAPON (3)
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SUBGRND .EQU 0004H ;GRENADE
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SUBNOSTP .EQU 0005H ;NON STOPPING BULLET
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SUBSPEW2 .EQU 0006H ;SPEW TYPE WEAPON (6) BLOW UP
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;TYPE NEUTRAL SUB TYPES
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SUBARW .EQU 0001H ;ARROW ID
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SUBUP .EQU 0002H ;OVERHEAD ITEMS
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SUBUP2 .EQU 0003H ;OVERHEAD ITEMS AFTER VEL SET
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SUBCHNK .EQU 0004H ;CHUNK PC
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SUBCHNK2 .EQU 0005H ;CHUNK PC
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;TYPE TEXT SUB TYPES
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SUBTXT .EQU 0001H ;TEXT ID
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SUBP1TXT .EQU 0002H ;P1 TEXT
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SUBP2TXT .EQU 0003H ;P2 TEXT
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SUBP1LVS .EQU 0004H ;ID FOR P1 LIVES DIGIT
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SUBWNDW .EQU 0005H ;BIG BOX WINDOW ID
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SUBNEW .EQU 0006H ;NEWOID FOR WAVES
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SUBTIME .EQU 0007H ;BTIME ID
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SUBMES1 .EQU 0008H
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SUBMES2 .EQU 0009H
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SUBGOTXT .EQU 000AH ;GAME OVER TEXT
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SUBSCOR .EQU 000BH ;SCORE ID
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SUBP2LVS .EQU 000CH ;ID FOR P2 LIVES DIGIT
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SUBDG1I .EQU 000DH ;CNTDWN PLYR1
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SUBDG2I .EQU 000EH ;CNTDWN PLYR2
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SUBTV .EQU 000FH ;TV MONITOR IMAGES
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SUBTV2 .EQU 0010H ;TV MONITOR IMAGES
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;
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;
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B_TYPE .set 12
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F_TYPE .set >1F00
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B_PLYR .set 6
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F_PLYR .set >00C0
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B_PLYR1 .set 6
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B_PLYR2 .set 7
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B_SUBT .set 5
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F_SUBT .set >003F
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PLIST_ID .EQU 1000H
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JOYLFT .EQU 2
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JOYRGT .EQU 3
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JOYUP .EQU 0
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JOYDN .EQU 1
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; BIT MASKS FOR PLAYER CONTROL TESTING
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BMPRYTE .EQU 3 ;MOVE RIGHT,LEFT,DOWN,UP (LSB)
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BMPLEFT .EQU 2
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BMPDOWN .EQU 1
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BMPUP .EQU 0
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.IF YUNIT
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;YUNIT EQUATES
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BMPFRYTE .EQU 7 ;FIRE RIGHT,LEFT,DOWN,UP (MSB)
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BMPFLEFT .EQU 6
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BMPFDOWN .EQU 5
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BMPFUP .EQU 4
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.ELSE
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;ZUNIT EQUATES
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BMPFRYTE .EQU 11 ;FIRE RIGHT,LEFT,DOWN,UP (MSB)
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BMPFLEFT .EQU 10
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BMPFDOWN .EQU 9
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BMPFUP .EQU 8
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.ENDIF
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; BITS USED IN PLAYER CONTROLS (1=ACTIVE)
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PRYTE .EQU 8
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PLEFT .EQU 4
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PDOWN .EQU 2
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PUP .EQU 1
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.IF YUNIT
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;YUNIT EQUATES
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PFRYTE .EQU 80H
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PFLEFT .EQU 40H
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PFDOWN .EQU 20H
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PFUP .EQU 10H
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.ELSE
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;ZUNIT EQUATES
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PFRYTE .EQU 800H
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PFLEFT .EQU 400H
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PFDOWN .EQU 200H
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PFUP .EQU 100H
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.ENDIF
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;
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;*GAME STATE CONSTANTS
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INGAME .EQU 10H
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ININTRO .EQU 18H
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INMSU .EQU 1AH
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INPLAY .EQU 20H
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INAMODE .EQU 30H
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INDIAG .EQU 40H
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INGAMEOV .EQU 50H
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STOPOBJ .EQU 60H
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;
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IBUYINS .EQU 8000 ;NUMBER OF BUYINS ALLOWED
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BBUYIN .EQU 19 ;TIME TO BUY IN
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*
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;*ASCII FONT MISCELLANEOUS EQUATES
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F15SP EQU 7EH ;FONT 15 SP CHARACTER, FOR HS ENTRY
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F15RUB EQU F15SP+1 ;FONT 15 RUB CHARACTER,FOR HS ENTRY
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F15END EQU F15RUB+1 ;FONT 15 END CHARACTER,FOR HS ENTRY
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F15RQUOT EQU F15END+1 ;FONT 15 RIGHT QUOTE
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************************************************************
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* *
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* PLAYER DATA STRUCTURE *
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* ALL OFFSETS ARE 32 BITS FOR MASS MOVES. *
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* *
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************************************************************
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POBJ .EQU 00H ;PLAYER OBJECT BLOCK
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PSCRAD .EQU 20H ;PLAYER SCORE SCREEN ADDRESS
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PSCORE .EQU 40H ;PLAYER SCORE
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SCRCNT .EQU 60H ;PLAYER SCORE COUNTER
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SCRSUB .EQU 80H ;TEMP FOR COUNTER
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SCOLOR .EQU 0A0H ;SCORE CONSTANT COLOR,PALLETTE
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PFLAGS .EQU 0C0H ;PLAYER FLAGS
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PENRGSIZ .EQU 0E0H ;INC/DEC SIZE OF PLAYER LIVES
|
||
PPID .EQU 100H ;BASE PROCESS I.D. OF PLAYER PROCESSES
|
||
PNEXTREP .EQU 120H ;NEXT REPLAY LEVEL, 32 BITS BCD
|
||
PLIVES .EQU 140H ;# OF PLAYER LIVES
|
||
PBUYINS .EQU 150H ;# OF TIMES BUYIN IS ALLOWED
|
||
STIMER .EQU 160H ;SCORE TIMER
|
||
PSWTCH .EQU 170H ;PLAYER SWITCHES
|
||
DLY_MSG .EQU 190H ;MESSAGE DELAY CONTROL WORD
|
||
CNTD .EQU 1A0H ;UHB PLAYER CONTINUE FLAG/CNTDWN FLAG
|
||
PDEND .EQU 1C0H ;END OF PLAYER DATA
|
||
PDSIZE .EQU PDEND ;SIZE OF PLAYER DATA BLOCK
|
||
;
|
||
;SCREEN SETS
|
||
;
|
||
SKYTOPOF .EQU 45
|
||
|
||
|