.FILE 'COLL2.ASM' .TITLE "COLLISION ROUTINES" .WIDTH 132 .OPTION B,D,L,T .MNOLIST ; INITIATED: JULY 17,1990 ; 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 "GAME.EQU" .INCLUDE "IMGTBL.GLO" ;SOUNDS .REF HASND,ONOSND,OUCH,AWWSND2 ; ;SYMBOLS EXTERNALLY DEFINED ; .REF SPRAYON,EXTRA,RINGON,NSTPON,KEYON,SHOEON,SMRTON,BMBON .REF KILL_PLYR,KILL_BULL,BNC_PLYR,BNC_PLYR2,KILL_GATE,BMLM2,PCNT .REF GOT_HSTG,KILL_CRT,KILL_HULK,BAT_PLYR,DEL_BULL,TCSH,KILL_CRT2 .REF PUSH_FT,YKIL_FT,YKIL_FT2,FIREON,SPDGON,GRENON,HLPON,LSDMG .REF KILL_HULKZ,KILL_CBALL,KILL_BULL2,I_FLM,YKIL_RNG,FND_PROXCHK .REF HIT_TURET,HIT_TNK,HIT_TNK2,P1DATA,P2DATA .REF FLAME_LAY,YKIL_LAY .REF KILL_AHMDZ,KILL_AHMD,plyr_spiton .ref slt_hit,slt_ringhit,slt_bbhit,spidegg_touch ;SYMBOLS DEFINED IN THIS FILE ; .DEF COLLISIONS,SHORT_PLYR,OUT_FLG ; ;UNINITIALIZED RAM DEFINITIONS ; .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 .BSS OUT_FLG,16 ;1=DON'T CONT SCANNING THIS OBJECT .BSS BRAM,16 ;RAM FOR THROWING OUT PLTK COLLIDES ;NOBJ=NUMBER OF OBJECTS TO DISPLAY ; ;EQUATES FOR THIS FILE ; ODMAIMG .EQU OIMG ODMAFLG .EQU OFLAGS IBAT .EQU PDATA+464 ;UHW BAT FLAG 0=OFF, 1=ON ;SAME AS IN NEWHULK.ASM **************************************************************************** COLLISIONS SLEEP 1 move @WORLDTLX+16,A6 ;* COLLISION SCAN FOR OBJECTS ON SCREEN movi 400,A14 ;End of Scan area coll1 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 coll1 jruc COLLISIONS 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 ;*** OBJ CAN LIE ON max/min boundary, use unsigned compares cmp A6,A1 jrhi MkLists move *A0(OSIZEX),A2 add A2,A1 cmp A7,A1 jrlo MkLists ;IN RANGE movb *A0(OFLAGS+B_NOCOLL-7),A2 ;Is object collideable jrn MkLists move *A0(OID),A2 ;Check Class sll 16,A2 srl 32-2,A2 ;Only 2 class bits subk 2,a2 ;Enemy jrz AddE addk 1,a2 ;Player jrz AddP ;*** 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 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 ;A7 - OBJ1 Ymin ADDK 3,A7 ;ADDI 0 MOVE *A0(OID),A11 zext a11 ; CMPI CLSENMY|TYPORB,A11 ; JRNE SP0 ; SUBK 5,A7 ; MOVE *A8(OSIZEY),A11,W ;A11 - OBJ1 Ymax ; SUBK 8,A11 ;MAKE LEGS SHORTER IN LENGTH! ; JRUC SP2 ;SP0 CMPI CLSNEUT|TYPMINE,A11 JRNE SP1 ADDK 12,A7 ;15 MOVE *A8(OSIZEY),A11 ;A11 - OBJ1 Ymax SUBK 19,A11 ;MAKE LEGS SHORTER IN LENGTH! ;21 JRUC SP2 SP1 move *A8(OSIZEY),A11 ;A11 - OBJ1 Ymax SUBK 19,A11 ;SUBI 13 16 ;MAKE LEGS SHORTER IN LENGTH! SP2 add A7,A11 move *A0(OYPOS),A6 ;CHECK OBJS A0,A8 for intersection cmp A11,A6 jrgt CLRCR ;Y2Min > Y1Max move *A0(OSIZEY),A11 add A11,A6 cmp A7,A6 jrlt CLRCR ;Y2Max < Y1Min ;NOW X CHECK move *A8(OXPOS),A7 ;A9 - OBJ1 Xmin ADDK 6,A7 move *A8(OSIZEX),A11 ;A10 - OBJ1 Xmax SUBK 6,A11 add A7,A11 move *A0(OXPOS),A6 ;USE SIGNED COMPARES BECAUSE OBJS MAY LIE ON ZERO cmp A11,A6 jrgt CLRCR ;X2Min > X1Max move *A0(OSIZEX),A11 add A11,A6 cmp A7,A6 jrlt CLRCR ;X2Max < X1Min SETC ;GOT A BOX INTERSECTION RETS CLRCR CLRC RETS ******************************** * 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 ColLists move A4,B4 CLstsLp0 move *A3+,A1,L jrz ScnDone ; movb *A1(OFLAGS+B_INUSE-7),A14 ; jrnn CLstsLp0 ;*** LOAD UP COORS OF OBJ FROM FIRST LIST move *A1(OYPOS),A7 ;A7=OBJ1 Ymin jrz CLstsLp0 ;Deleted? move *A1(OSIZEY),A11 ;A11=OBJ1 Ymax add A7,A11 move *A1(OXPOS),A9 ;A9=OBJ1 Xmin move *A1(OSIZEX),A10 ;A10=OBJ1 Xmax add A9,A10 move B4,A4 ;Load head of second list ;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 jrz PScnLp1 ;Deleted? cmp A11,A6 jrgt PScnLp1 ;Y2Min > Y1Max move *A2(OSIZEY),A14 add A14,A6 cmp A7,A6 jrlt PScnLp1 ;Y2Max < Y1Min move *A2(OXPOS),A6 ;USE SIGNED COMPARES BECAUSE OBJS MAY LIE ON ZERO cmp A10,A6 jrgt PScnLp1 ;X2Min > X1Max move *A2(OSIZEX),A14 add A14,A6 cmp A9,A6 jrlt PScnLp1 ;X2Max < X1Min callr ColFuncs ;GOT A BOX INTERSECTION 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 ;BR=THIS WASN'T REALLY A COLLISION SkPxScn0 ;KILL TO MANY OBJECTS HERE? CLR A6 MOVE A6,@OUT_FLG ; 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 @OUT_FLG,A8 ;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 ;Routine can trash A0/A3/A4/A8/A14 **************************************************************************** * 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: ;0000 ;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 .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL ;0100 ;PLAYER .LONG NULL, NULL, NULL, PLTR, PLGT, NULL, NULL, NULL .LONG NULL, PLTR, PLHU, NULL, PLHU, NULL, NULL, PLTR .LONG PLTK, NULL, PLMN, PLHU, NULL, PLSL, NULL, PLMN .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL ;0200 ;PLAYER BULLET .LONG NULL, NULL, NULL, BLTR, BLTR, NULL, NULL, NULL .LONG NULL, BLTR, BLHU, BLFN, NULL, NULL, NULL, BLTR .LONG BLTK, BLTK, BLLY, BLFN, NULL, BLHU, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL ;0300 ;TREE TRUNK TYPE ITEMS .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 ;0400 ;GATES/DOORS .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 ;0500 ;TIME BOMBS (PLYR CLASS) .LONG NULL, NULL, NULL, NULL, BMGT, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, BMLM .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL ;0600 ;HOSTAGES .LONG NULL, HSPL, 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 ;0700 ;TEXT .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 ;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 ;0900 ;CRATE .LONG NULL, NULL, CRBL, NULL, NULL, CRBM, 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 ;0A00 ;HULK ENEMY .LONG NULL, HUPL, HUBL, NULL, NULL, HUBM, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, HUBD, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL ;0B00 ;FIEND ENEMY .LONG NULL, FNPL, FNBL, NULL, NULL, FNBM, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, FNBM, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL ;0C00 ;ENEMY SHOTS/CANNON BALL .LONG NULL, CBPL, NULL, NULL, NULL, CBBM, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, CBLS, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL ;0D00 ;HELPER BLADE AROUND PLYRS/ LS .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, LSHU, LSHU, LSHU, NULL, NULL, NULL .LONG NULL, NULL, NULL, LSHU, NULL, LSHU, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL ;0E00 ;GOO SHRAPNEL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, CBLS, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL ;0F00 ;GROW FROM SLIME .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 ;1000 ;BIG TANK BASE .LONG NULL, NULL, TKBL, NULL, NULL, TKBM, 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, TSBM, 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 ;1200 ;MINE LAYER .LONG NULL, LYPL, LYBL, NULL, NULL, LYBM, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, LYBM, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL ;1300 ;AHMED FLAME THROWER .LONG NULL, AHPL, AHBL, NULL, NULL, AHBM, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, AHBM, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL ;1400 ;FROG FACE .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 ;SHAWN SKIPPER/GRUNT ENEMIES .LONG NULL, SLPL, SLBL, NULL, NULL, SLBB, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, SLBB, NULL, NULL .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, 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 ;1700 ;LAND MINES .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, 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 ;1900 ;FLATFACE .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 ;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 TKBL ;BIG TANK WITH BULLET MOVE *A1(OID),A0 BTST 0,A0 JRNZ NULL MOVI HIT_TNK,B0 RETS TKBM ;BIG TANK WITH TIME BOMB MOVE *A1(OID),A0 BTST 0,A0 JRNZ NULL MOVI HIT_TNK2,B0 RETS TSBL ;TURRET WITH BULLET TSBM ;TURRET WITH TIME BOMB MOVI HIT_TURET,B0 RETS CBPL ;IF IT HIT RINGS THEN KILL IT movb *a2(OID),a0 subk 3,a0 ;CHECK TO SEEK IF I'M HITTING RING NOT PLAYER JRZ NULL movb *a1(OID),a0 jrz CBLS movi plyr_spiton,b0 rets CBLS ;CANNON BALL / HELPER BLADE AROUND PLAYER MOVE *A2(OIMG),A0,L CMPI BLADE,A0 ;HELPER BLADE IMG JRNE NULL CBBM ;WITH BOMB MOVI KILL_CBALL,B0 RETS LSHU ;HELPER BLADE WITH ANYTHING MOVE *A1(OIMG),A0,L CMPI BLADE,A0 JRNE NULL ;MINE LAYER? MOVI LSDMG,B0 ;THIS IS REALLY HELPER RETS LYPL ;IF MINE LAYER HIT RINGS THEN KILL IT MOVE *A1(OID),A0 BTST 0,A0 ;CHECK FOR SUBFLM! JRNZ NOKL MOVB *A2(OID),A0 ;CHECK TO SEEK IF I'M HITTING RING NOT PLAYER subk 3,a0 JREQ LHA NOKL CLR B0 RETS LHA MOVI YKIL_RNG,B0 RETS LYBM MOVE *A1(OID),A0 BTST 0,A0 ;CHECK FOR SUBFLM! JRNZ NOKL MOVI YKIL_LAY,B0 RETS LYBL MOVE *A1(OID),A0 BTST 0,A0 ;CHECK FOR SUBFLM! JRNZ NOKL MOVI FLAME_LAY,B0 RETS FNPL ;IF FIEND HIT RINGS THEN KILL IT MOVB *A2(OID),A0 ;CHECK TO SEEK IF I'M HITTING RING NOT PLAYER subk 3,a0 JREQ KHA MOVI FND_PROXCHK,B0 RETS KHA FNBM MOVI YKIL_FT2,B0 RETS FNBL ;IF NON STOPPING BULLET, KILL FIEND OTHERWISE, PUSH HIM MOVE *A2(OID),A0 CMPI CLSPLYR|TYPPLBL|SUBNOSTP,A0 JRZ FH0 ;BR=KILL FAT MOVI PUSH_FT,B0 ;NOW PUSH FATMAN BACK IN DIR BULLET IS TRAVELING RETS FH0 MOVI YKIL_FT,B0 RETS HUPL ;IF HULK HIT RINGS THEN KILL HULK MOVB *A2(OID),A0 ;CHECK TO SEE IF HULK IS HITTING RING NOT PLAYER subk 3,a0 JREQ KH MOVE *A1(OPLINK),A0,L ;IS THIS HULK ALREADY SWINGING? MOVE *A0(IBAT),A0 JRZ BPY addk 1,a0 ;andi >FF sll 32-8,a0 ;cmpi >FF JRNZ NULL BPY MOVI BAT_PLYR,B0 RETS KH MOVI KILL_HULKZ,B0 RETS HUBM ;HULK/TIME BOMB HUBL MOVI KILL_HULK,B0 RETS HUBD ;KILL HULK, BUT NO POINTS GIVEN! MOVI KILL_HULK,B0 RETS AHPL ;IF AHMED HIT RINGS THEN KILL AHMED MOVB *A2(OID),A0 ;CHECK TO SEE IF AHMED IS HITTING RING NOT PLAYER subk 3,a0 JREQ AKH MOVE *A1(OPLINK),A0,L MOVE *A0(IBAT),A0 ;2=FLAMING,1=PUNCHING subk 1,a0 JRZ NULL ;IF AHMED IS WALKING OR EVEN FLAMING, TURN AND DO PUNCH AT PLYR WHO TOUCHED ME MOVI I_FLM,B0 RETS AKH AHBM ;AHMD/TIME BOMB/RINGS/PLAYER HELPER MOVI KILL_AHMDZ,B0 ;WITH RING RETS AHBL MOVI KILL_AHMD,B0 RETS ******************************** * Shawn's enemy type collisons SLPL movb *a1(OID),a0 ;Missile type? subk 2,a0 jrz slpl5 movb *a2(OID),a0 ;Player ring subk 3,a0 jrne NULL slpl5 movi slt_ringhit,b0 rets SLBL movi slt_hit,b0 ;Bullet rets SLBB movi slt_bbhit,b0 ;Blade, bomb rets CRBL ;CRATE/BULLET MOVI KILL_CRT,B0 ;SHOOT CRATE RETS CRBM ;CRATE/TIME BOMB MOVE @PCNT,A0 movk >f,a14 and a14,a0 JRNZ NULL MOVI KILL_CRT2,B0 ;KILL CRATE DEAD RETS ICPL ;ICON AND PLAYER 1 COLLIDE MOVE *A2(OPLINK),A0,L MOVE *A0(PNUM),A0 MOVI P1DATA,A3 DEC A0 JRZ DB2 MOVI P2DATA,A3 DB2 MOVE *A3(TWPNS),A0 INC A0 MOVE A0,*A3(TWPNS) MOVB *A1(OID),A0 SLL 5,A0 ADDI ICONTBL,A0 MOVE *A0,A0,L MOVE A0,B0 RETS ;ICON SUB TYPES ICONTBL .LONG NULL,FIREON,SPRAYON,SPDGON,EXTRA,GRENON,RINGON,NSTPON,KEYON .LONG SHOEON,SMRTON,BMBON,TCSH,HLPON,0,0,spidegg_touch PLHU ; MOVB @PCNT,A0 ; ANDI 03,A0 ; SLL 5,A0 ; ADDI PTBL2,A0 ; MOVE *A0,A0,L ; CALLA ONESND MOVB *A1(OID),A0 ;CHECK TO SEE IF OID SAYS THIS IS A RING subk 3,a0 JREQ NULL MOVI KILL_PLYR,B0 RETS ;PTBL2 .LONG HASND,ONOSND,OUCH,AWWSND2 PLFN MOVB *A1(OID),A0 ;CHECK TO SEE IF OID SAYS THIS IS A RING subk 3,a0 JREQ NULL PLTR MOVI BNC_PLYR,B0 ;PLYR/TREE TRUNK/CRATE RETS PLGT MOVI BNC_PLYR2,B0 ;PLYR/GATE RETS PLTK MOVB *A1(OID),A0 ;PLYR/BIG TANK BASE subk 3,a0 ;Ring? JREQ PTK MOVE *A2(OIMG),A0,L CMPI T72TNK2,A0 ;DESTROYED TANK JREQ PTK MOVE @BRAM,A0 INC A0 MOVE A0,@BRAM movk 3,a14 and a14,a0 JRNZ PTK MOVI KILL_PLYR,B0 RETS PTK MOVI BNC_PLYR2,B0 RETS ******************************** * Player hits shawn type PLSL movb *a2(OID),a0 subk 1,a0 jrnz PLHU ;Not spid mom? movb *a1(OID),a0 subk 3,a0 jrnz PTK ;Player ring? move @BRAM,a0 addk 1,a0 move a0,@BRAM movk 3,a14 and a14,a0 jrnz PTK movi KILL_PLYR,b0 rets PLMN ;PLYR/LAND MINE/MINE LAYER/FLAME FROM AHMED FLAME THROWER MOVB *A1(OID),A0 subk 3,a0 ;Ring? JREQ NULL MOVI KILL_PLYR,B0 RETS NULL CLR B0 RETS HSPL ;HSTG/PLYR MOVI GOT_HSTG,B0 RETS BMLM ;BMB/LAND MINE MOVI BMLM2,B0 RETS BMGT ;TIME BOMB/GATES MOVE *A2(OID),A0 CMPI CLSNEUT|TYPGATE|SUBLAY,A0 ;WILL BOUNCE OFF OF JRZ NULL ;MIGHT BE SAND BAGS! MOVI KILL_GATE,B0 RETS BLHU ;BULLET/BAD GUYS ;CHECK THIS BULLETS ID AND COMPARE TO NON STOPPING BULLET! ;IF IT IS, DON'T KILL_BULL! MOVE *A1(OID),A0 CMPI CLSPLYR|TYPPLBL|SUBNOSTP,A0 JRNE OKB ;THIS IS A NON STOPPING BULLET, DO NOT KILL, BUT INC THITS COUNT ;INC BULLET HIT TOTAL FOR THIS PLAYER MOVE *A1(OPLINK),A0,L MOVE *A0(MYPLYR),A0 MOVI P1DATA,A3 DEC A0 JRZ DB3 MOVI P2DATA,A3 DB3 MOVE *A3(THITS),A0 INC A0 MOVE A0,*A3(THITS) CLR B0 RETS OKB BLFN ;BULLET/FIEND MOVI DEL_BULL,B0 RETS BLLY ;BULLET/MINE LAYER/FLAME FROM AHMED MOVE *A2(OID),A0 BTST 0,A2 ;CHECK FOR SUBFLM! JRNZ NULL MOVI DEL_BULL,B0 RETS BLTR ;BULLET/TREE TRUNK/CRATE MOVE *A2(OID),A0 ;A2=IMG BULLET IS HITTING BTST 0,A0 JRNZ NULL ;BR=SAND BAGS MOVI KILL_BULL,B0 ;WITH POOF IMAGES RETS BLTK ;BULLET/TANK MOVE *A2(OID),A0 BTST 0,A0 JRNZ NULL MOVI KILL_BULL2,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: ;FROM GEORGE 5/7/91 CSHL: MOVB *A4,A0 ;CHECK IMAGE 0 CORRESPONDING NON ZEROES .IF YUNIT SLL 26,A0 ;MASK OFF TOP TWO BITS FROM PIXEL .ELSE MOVE A0,A0 .ENDIF JREQ CSNXH MOVB *A6,A0 ;CHECK IMAGE 1 .IF YUNIT SLL 26,A0 ;MASK OFF TOP TWO BITS FROM PIXEL .ELSE MOVE A0,A0 .ENDIF 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 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 CSFLAGS SETC CSHXXX: MMFM SP,B0,B1 MMFM SP,A0,A1,A2,A3,A4,A5,A6,A7,A8,A9,A10,A11,A12,A13 RETS .END