total-carnage/ICONS.ASM

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**************************************************************
*
* Software: Mark Turmell
* Initiated: 4/26/89
*
* Modified: Shawn Liptak, 10/27/91 -Orcus mods
*
* COPYRIGHT (C) 1992 WILLIAMS ELECTRONICS GAMES, INC.
*
*.Last mod - 1/9/92 18:38
**************************************************************
.TITLE 'TOTAL CARNAGE'
.WIDTH 132
.OPTION B,D,L,T
.MNOLIST
.INCLUDE "MPROC.EQU" ;MPROC EQUATES
.INCLUDE "DISP.EQU" ;DISPLAY PROC. EQUATES
.INCLUDE "\VIDEO\SYS\SYS.INC" ;Z UNIT SYSTEM EQUATES
.INCLUDE "\VIDEO\SYS\GSP.INC"
.INCLUDE "\VIDEO\SYS\MACROS.HDR" ;MACROS DEFINITIONS
.INCLUDE "IMGTBL.GLO"
.INCLUDE "GAME.EQU"
.INCLUDE "MAC2.ASM" ;MACRO 2 DEFINITIONS
.INCLUDE "AUDIT.EQU"
;SOUND
.REF MTING
;SYMBOLS EXTERNALLY DEFINED
.REF WAITTNT,SBOMB,INEXP
.REF RANGRAND,HALT,OBJON,OBJOFF,RANDPER,P1DATA,P2DATA,INAWARP
.REF GPALOBJ,STFOBJ,INSOBJ,PLYROBJS,FRANIM,SPAWN_MISL,RINGS
.REF CURRENT,WAVE,GAMSTATE,COLCYC
.REF HULK_DN,LOTS_FLAG,BOSS,STATUS,SETDET,timerp1,timerp2
.REF MAXHULK,MAXLYR,MAXAHMD,MAXFND,MAXSKPR,SPAWN_MOM,SPAWN_HJP
.REF SPAWN_HULKS,SPAWN_RUNNR,SPAWN_JEEPS,SKIPR_DN
.REF SPAWN_FND,SPAWN_LYR,SPAWN_AHMD,SPAWN_T72,SPAWN_SKIPR,SPAWN_SNEUT2
.REF SPAWN_SNEUT,SPAWN_JEEPS2,HTYPE
;SYMBOLS DEFINED IN THIS FILE
.DEF AUTO_SBMB
.DEF GET_VALID_XY,ICN3,ICONS_DN,ICN4,ICN5,ICN5A,ICN6,ICN7
.DEF SEND_ICON,ICN1,FREETOT,ICLIST,CLEANUP,IP,DO_ALL_STUFF,ICN2
.DEF WAVE_RAM,DOLORD,ICN8,ICN9,SEND_GEMS
;UNINITIALIZED RAM DEFINITIONS
.BSS WAVE_RAM,6*16*10 ;6=ELEMENTS,16=WORD SIZE
.BSS TMP,16
.BSS ICONS_DN,16
.BSS FREETOT,16 ;FREE MEN COLLECTED
.BSS ICLIST,32
.BSS PALTMP,16*32*2 ;ALLOCATE 2 X COLOR AREA IN RAM
.TEXT
REALLY .WORD >F9F7,>50,>8148,0 ;YOUR REALLY GOOD
AMNOT .WORD >F9F7,>50,>8149,0 ;NOT
DO_ALL_STUFF
CALLA GPALOBJ ;ALLOCATE A COLOR PALETTE
CALLA STFOBJ ;STUFF OBJECT DATA
MOVE A13,*A0(OPLINK),L
CALLA INSOBJ ;INSERT OBJECT INTO LIST
RETS
;SEND_ICON - PUT A RANDOM ICON TYPE ONTO PLAYFIELD AT VALID SPOT
;ICLIST POINTS TO CURRENT SELECTION LIST OF ICONS! THIS IS CHANGED WHEN
;RECTANGLE COLLISIONS ARE CHANGED.
SEND_ICON:
SLEEP 4*60
CLR A0
MOVE A0,@ICONS_DN
ICONLUP MOVE @ICONS_DN,A0
JRNZ IDIE
MOVE @HALT,A0
JRNE NOKZ ;IF HALT ON, SKIP THIS
MOVK 030,A9 ;ICON 20 WIDE
CALLR GET_VALID_XY
JRNC GOOD
AGAIN SLEEPK 4 ;ON HEAD, TRY AGAIN
JRUC ICONLUP
NOKZ SLEEP 4*60 ;4
JRUC ICONLUP
GOOD:
;A10,A11 ARE VALID
MOVE @ICLIST,A9,L ;RAM PNTR TO CURRENT ICON LIST
CLR B0
MOVK 30,B1
CALLA RANGRAND
;NEVER A 0
SLL 3,A0
ADD A9,A0 ;RANDOM ICON NOW SELECTED
MOVB *A0,A14
; MOVK GRENX,A14
; MOVK NSTPX,A14
JRZ NOKZ
CMPI XTRAX,A14
JRNE NOX
;TRYING TO PLACE AN EXTRA MAN ICON! SHOULD I?
MOVE @GAMSTATE,A0
CMPI INAMODE,A0
JRZ AGAIN
MOVE @FREETOT,A0
CMPI 1,A0 ;2 ;3 PER CIRCUIT CAN BE PICKED UP!
JRGT AGAIN
MOVI 185,A0
CALLA RANDPER
JRNC AGAIN
NOX
CMPI KEYX,A14
JRNE NOXA
;TRYING TO PLACE A KEY ICON! SHOULD I?
; MOVE @INAWARP,A0
; JRZ AGAIN
NOXA
SLL 5,A14
ADDI ICINIT,A14
MOVE *A14,A14,L
CALLR DO_ALL_STUFF
MOVE A0,A8
MOVE A10,*A8(OYPOS),W
MOVE A11,*A8(OXPOS),W
WAITAA
;A9=COLOR TO FLASH WITH
;A8=IMAGE PNTR TO FLASH
;FLASH MORE?
MOVK 8,A11
FLP MOVE *A8(OPAL),A10,L
ORI 09090000H,A10
MOVE A10,*A8(OPAL),L
MOVE *A8(OFLAGS),A0,W
ORI 8,A0
MOVE A0,*A8(OFLAGS),W
SLEEPK 2
ANDI 0FFFFH,A10
MOVE A10,*A8(OPAL),L
MOVE *A8(OFLAGS),A0,W
ANDI 0FFF7H,A0
MOVE A0,*A8(OFLAGS),W
SLEEPK 5
DSJ A11,FLP
SLEEP 4*54-35 ;ABOUT 3 1/2 SECONDS ON SCREEN!
MOVE @HALT,A0
JRNZ WAITAA
;BLINK ICON
WAITB
MOVK 7,A10
;ABOUT 1 SECOND OF BLINK
BK
MOVE A8,A0
CALLA OBJOFF
SLEEPK 5
MOVE A8,A0
CALLA OBJON
SLEEPK 5
DSJS A10,BK
SLEEPK 30
; MOVE *A8(OIMG),A0
; CMPI KEY,A0
; JRNZ IPIP
;
; MOVE @KEYS_LOST,A0 ;KEY ICONS NOT PICKED UP
; INC A0
; MOVE A0,@KEYS_LOST
;
;WHEN AN ICON IS PICKED UP, SEND ITS PROCESS TO HERE SO IT MAY BE CLEANED UP!
;IPIP
MOVE A8,A0
CALLA DELOBJ ;ICONS NOW GONE FOREVER!
IP
SLEEP 190 ;140
;TIE THIS SLEEP IN WITH DIFFICULTY SETTING!
;MAYBE PLACE SOME BOMBS DOWN
MOVE @P1DATA+BMB_CNT,A0
MOVE @P2DATA+BMB_CNT,A1
ADD A0,A1
CMPI 13,A1 ;7
JRGT NOBMB
;MAYBE DROP SOME BOMBS
MOVI 550,A0
CALLA RANDPER
JRNC NOBMB
ANDI 03,A0
;A0=BMB # TO LAYDOWN
MOVE A0,A9
JRNZ NOMOD
MOVK 1,A9
NOMOD CREATE CMAN,LAYBMB
NOBMB
;TRY TO LAY SOME JEWELS DOWN
MOVE @WAVE,A0
SLL 4,A0
ADDI CASHTBL,A0
MOVE *A0,A0
JRZ ICONLUP ;DON'T WANT ANY IN THIS AREA!
CALLA RANDPER
JRNC ICONLUP
;ANY ON SCREEN?
CLR A1
NOT A1
MOVI CLSNEUT|TYPICON|SUBCSH,A0
CALLA EXISTOBJ
JRNZ ICONLUP
;NO CASH ON SCREEN! LETS GET SOME.
;CHECK TO SEE IF ICONPID IS STILL AROUND.
;IF NOT, THEN PLYRS ARE LEAVING ARENA
MOVE @GAMSTATE,A0
CMPI INAMODE,A0
JRZ ICONLUP
CREATE CMAN,SEND_CSH
JRUC ICONLUP
;CASH PILE PERCENTAGE FOR CIRCUIT 1 WAVES.
CASHTBL .WORD 0,0,0,40,350,0,500,500,500,500 ;WAVE #
.WORD 500,350,350,0,450,500,0,110,110 ;18
.WORD 500,500,40,450,0,0,400,150,0
.WORD 500,500,0,0,0,500,500,0,0
.WORD 500,500,500,500,500,0,500,500,500
.WORD 500,500,500,500,500,500,500,500,500
;DO JEWELS ON GROUND
SEND_CSH
SLEEP 120
LAYJWL MOVE @HALT,A0
JRNE AAIN ;IF HALT ON, SKIP THIS
MOVI 090,A9 ;JEWEL AREA 75 WIDE X 75 HIGH
CALLR GET_VALID_XY
JRNC AGOOD2
AAIN SLEEPK 4 ;ON HEAD OR IN RECTANGLE, TRY AGAIN
JRUC LAYJWL
AGOOD2
;A10=UPLFT X OF AREA
;A11=UPLFT Y OF AREA
SWAP A10,A11
CLR A0
MOVE A0,@TMP
MOVK 8,B0 ;10
MOVK 20,B1 ;25
CALLA RANGRAND
MOVE A0,A9 ;A9=# OF CASH ITEMS TO LAY DOWN
CMPI 16,A0 ;19
JRNC LPQ
ANDI 07,A0
INC A0
MOVE A0,@TMP
LPQ
CLR B0
MOVI 75,B1
CALLA RANGRAND
MMTM SP,A10,A11
ADD A0,A10
CLR B0
MOVI 50,B1
CALLA RANGRAND
ADD A0,A11
MOVE @TMP,A1
JRZ LPQ1
;SINGLES TO BE DISPERSED!
MOVE A1,A0
SLL 5,A0
ADDI CZ2LST,A0
JRUC LPQ2
LPQ1 ANDI 07,A0
SLL 5,A0
ADDI CZLST,A0
LPQ2 MOVE *A0,A14,L
CALLA DO_ALL_STUFF
MOVE A0,A8
CLR A0
MOVE A0,*A8(OPLINK),L
MOVE A10,*A8(OXPOS),W
MOVE A11,*A8(OYPOS),W
MMFM SP,A10,A11
MOVE *A8(OIMG),A0,L
CMPI USFLG,A0
JRZ USS
CREATE CMAN,ANIJEW
USS SLEEPK 4 ;3
DEC A9
JRNZ LPQ
IDIE DIE
ANIJEW MOVE *A8(OIMG),A0,L
MOVI JM1,A9
CMPI JEM1,A0
JRZ DOJ
CMPI JEM2,A0
JRZ AX2
MOVI JM3,A9
DOJ
MOVE A9,A10
DOJ0 CLR A1
JSRP FRANIM
JRC DOJ1
MOVE *A8(OZPOS),A0
CMPI 500,A0
JRZ EXT
JRUC DOJ0
DOJ1
SLEEPK 10
MOVE A10,A9
DOJ2 CLR A1
JSRP FRANIM
JRC EXT
MOVE *A8(OZPOS),A0
CMPI 500,A0
JRZ EXT
JRUC DOJ2
EXT
DIE
AX2 MOVI JM2,A9
JRUC DOJ
JM1
.LONG JEM1
.WORD 4
.LONG JEM1B
.WORD 4
.LONG JEM1C
.WORD 4
.LONG JEM1D
.WORD 4
.LONG JEM1C
.WORD 4
.LONG JEM1B
.WORD 4
.LONG 0
JM2 .LONG JEM2B
.WORD 4
.LONG JEM2C
.WORD 4
.LONG JEM2D
.WORD 4
.LONG JEM2C
.WORD 4
.LONG JEM2B
.WORD 4
.LONG JEM2
.WORD 4
.LONG 0
JM3 .LONG JEM3B
.WORD 4
.LONG JEM3C
.WORD 4
.LONG JEM3D
.WORD 4
.LONG JEM3C
.WORD 4
.LONG JEM3B
.WORD 4
.LONG JEM3
.WORD 4
.LONG 0
CZLST .LONG CASH0,CNS0,GLD0,USFLG0,USFLG0,USFLG0,CASH0,CNS0
CZ2LST .LONG 0,CASH0,GLD0,CNS0,USFLG0,USFLG0,CASH0,GLD0,USFLG0
CNS0:
.LONG 0,0,JEM1
; .WORD 70,DMAWNZ|M_NOCOLL,CLSNEUT|TYPICON|SUBCSH
.WORD 70,DMAWNZ,CLSNEUT|TYPICON|SUBCSH
.LONG 0,0
USFLG0:
.LONG 0,0,USFLG
.WORD 70,DMAWNZ,CLSNEUT|TYPICON|SUBCSH
.LONG 0,0
GLD0:
.LONG 0,0,JEM2
; .WORD 70,DMAWNZ|M_NOCOLL,CLSNEUT|TYPICON|SUBCSH
.WORD 70,DMAWNZ,CLSNEUT|TYPICON|SUBCSH
.LONG 0,0
CASH0:
.LONG 0,0,JEM3
; .WORD 70,DMAWNZ|M_NOCOLL,CLSNEUT|TYPICON|SUBCSH
.WORD 70,DMAWNZ,CLSNEUT|TYPICON|SUBCSH
.LONG 0,0
CLEANUP
;WHEN AN ICON IS PICKED UP, SEND ITS PROCESS TO HERE SO IT MAY BE CLEANED UP!
MOVE A8,A0
CALLA DELOBJ ;ICONS NOW GONE FOREVER!
MOVE A9,A0 ;STILL SLEEP APPROX WHAT WAS TO HAPPEN
CALLA PRCSLP
JRUC IP
GET_VALID_XY:
;A9=SUB VALUE FROM RIGHT EDGE
MOVK 10,B0
MOVI 400,A0
SUB A9,A0
MOVE A0,B1
CALLA RANGRAND
MOVE A0,A11 ;A11=X POSITION
MOVK 10,B0
MOVI 260,A0
SUB A9,A0
MOVE A0,B1
CALLA RANGRAND
MOVE A0,A10 ;A10=Y POS
MOVE @PLYROBJS,A0,L
JRZ A
CALLR CK_HDS
JRC NOK
A MOVE @PLYROBJS+32,A0,L
JRZ OK
CALLR CK_HDS
JRNC OK
NOK
SETC
RETS
OK:
;WILL NOT LAND ON ANYONES HEAD
;NOW CHECK PLAYERS CURRENT RECTANGLES!
MOVE @WORLDTLX,A0,L
SRL 16,A0
ADD A0,A11
MOVE @WORLDTLY,A0,L
SRL 16,A0
ADD A0,A10
ANDI 0FFFFH,A10
MOVE @CURRENT,A0,L ;CURRENT RECT LIST
JRZ OUT
NEXT0 MOVE *A0+,A1,W
JRZ OUT
SUB A9,A1 ;ICON 20 PIXELS WIDE
CMP A1,A11
JRLT NEXT ;IF BRNCH RECT LFT EDGE > PLYR X
MOVE *A0+,A1,W
SUB A9,A1
; JRNN NEXTNO
;;WENT NEG
; CLR A1
;NEXTNO
CMP A1,A10
JRLT NEXTA ;IF BRNCH RECT TOP EDGE > PLYR Y
MOVE *A0+,A1,W
CMP A1,A11
JRGT NEXTB ;IF BRNCH RECT RGT EDGE < PLYR X
MOVE *A0+,A1,W
ADDK 20,A1 ;GET ICON OFF TOP WALLS ;10
CMP A1,A10
JRGT NEXT0 ;IF BRNCH RECT BOT EDGE < PLYR Y
;TOUCHING WALL RECTANGLE
JRUC NOK
NEXT ADDI 48,A0
JRUC NEXT0
NEXTA ADDK 32,A0
JRUC NEXT0
NEXTB ADDK 16,A0
JRUC NEXT0
OUT
;NOT IN RECTANGLE
CLRC
RETS
LAYBMB
MOVI 60,B0
MOVI 5*60,B1
CALLA RANGRAND
CALLA PRCSLP
;A9=1-3
;LAY DOWN 1,2,3 BOMBS
;BLINK THEM OUT AFTER A TIME
;DIE
MOVE @HALT,A0
JRNE GAIN ;IF HALT ON, SKIP THIS
PUSH A9
MOVK 029,A9 ;DOUBLE BOMB WIDTH 20 WIDE
CALLR GET_VALID_XY
PULL A9
JRNC GOOD2
GAIN SLEEPK 4 ;ON HEAD OR IN RECTANGLE, TRY AGAIN
JRUC LAYBMB
GOOD2:
;A10,A11 ARE VALID
;LAY DOWN A9 BOMBS
CREATE CMAN,WAITBMB
DSJS A9,GOOD2
DIE
XYADJ .LONG 0,[0,0],[0,16],[12,8]
WAITBMB
MOVE A9,A0
SLL 5,A0
ADDI XYADJ,A0
MOVE *A0,A0,L
MOVY A0,A1
SRL 16,A1
ADD A1,A10
ANDI 0FFH,A0
ADD A0,A11
MOVI BMBIMG,A14
CALLR DO_ALL_STUFF
MOVE A0,A8
MOVE A10,*A8(OYPOS),W
MOVE A11,*A8(OXPOS),W
WAB
SLEEP 5*54-50 ;ABOUT 3 1/2 SECONDS ON SCREEN!
MOVE @HALT,A0
JRNZ WAB
;BLINK BMB
WAITBM
MOVK 7,A10
;ABOUT 1 SECOND OF BLINK
BKM
MOVE A8,A0
CALLA OBJOFF
SLEEPK 5
MOVE A8,A0
CALLA OBJON
SLEEPK 5
DSJS A10,BKM
SLEEPK 30
MOVE A8,A0
CALLA DELOBJ
DIE
CK_HDS:
;DON'T LAND ON PLAYERS HEAD!
;CHECK BOTH PLAYER 1 AND 2
; MOVB @BOSSON,A2
; JRNZ ICONOK
MOVE *A0(OYVAL),A2,L
MOVE *A0(OXVAL),A3,L
MOVE @WORLDTLY,A4,L
MOVE @WORLDTLX,A5,L
SUB A4,A2
SUB A5,A3
SRL 16,A2
SRL 16,A3
SUB A10,A2
ABS A2
SUBK 25,A2 ;30
JRLT NOICON
SUB A11,A3
ABS A3
SUBK 30,A3 ;40
JRGT ICONOK
NOICON: SETC
RETS
ICONOK:
CLRC ;OKAY
RETS
;
FIREX .EQU 1
SPDRX .EQU 2
SPRYX .EQU 3
HLPRX .EQU 4
XTRAX .EQU 5
GRENX .EQU 6
KEYX .EQU 7
RINGX .EQU 8
NSTPX .EQU 9
SHOEX .EQU 10
SMRTX .EQU 11
SHOE2X .EQU 12
BMBLTSX .EQU 13
ICINIT .LONG 0,FIREI,SPDRI,SPRYI,HLPRI,XTRAI
.LONG GRENI,KEYI,RINGI,NSTPI,SHOEI,SMARTI,SHOE2I,BMBLTI
***********************************************
ICN1
;FIRST LIST OF ICONS
;EACH ICON LISTED INDIVIDUALLY, TOTAL MUST = 30
.BYTE 0
;GUNS HERE
;FAST SPEED GUN
.BYTE SPDRX,SPDRX,SPDRX,SPDRX
;SPRAY
.BYTE SPRYX,SPRYX,SPRYX,SPRYX
;NOSTOP
.BYTE NSTPX,NSTPX,NSTPX
;GRENADE LAUNCHER
;FLAME THROWER
.BYTE FIREX,FIREX,FIREX
.BYTE FIREX,FIREX
;TENNIS SHOES
.BYTE SHOE2X,SHOE2X,SHOE2X
;SMART
.BYTE SMRTX,SMRTX,SMRTX,SMRTX
;HELPER BLADE
.BYTE HLPRX,HLPRX
;EXTRA MAN
.BYTE XTRAX
;RINGS
.BYTE RINGX,RINGX
;FLYING BOOTS
;KEY/MAP
.BYTE KEYX
;BOMBLETS
.BYTE BMBLTSX
.EVEN
***********************************************
***********************************************
ICN2
;USED IN WARP 1 LOCKDOWN
;EACH ICON LISTED INDIVIDUALLY, TOTAL MUST = 30
.BYTE 0
;GUNS HERE
;FAST SPEED GUN
.BYTE SPDRX,SPDRX,SPDRX
;SPRAY
.BYTE SPRYX,SPRYX,SPRYX
;NOSTOP
.BYTE NSTPX,NSTPX,NSTPX
;GRENADE LAUNCHER
;FLAME THROWER
.BYTE FIREX,FIREX,FIREX,FIREX,FIREX
***********************************************
;TENNIS SHOES
.BYTE SHOE2X,SHOE2X,SHOE2X,SHOE2X
;SMART
.BYTE SMRTX,SMRTX,SMRTX
;HELPER BLADE
.BYTE HLPRX
;EXTRA MAN
.BYTE XTRAX
;RINGS
.BYTE RINGX,RINGX
;FLYING BOOTS
;KEY/MAP
.BYTE KEYX
.BYTE KEYX
.BYTE KEYX
;BOMBLETS
.BYTE BMBLTSX,BMBLTSX
.EVEN
***********************************************
***********************************************
ICN3
;LIST FOR SECRET PATH
;EACH ICON LISTED INDIVIDUALLY, TOTAL MUST = 30
.BYTE 0
;GUNS HERE
;FAST SPEED GUN
.BYTE SPDRX
;SPRAY
.BYTE SPRYX,SPRYX,SPRYX,SPRYX
;NOSTOP
.BYTE NSTPX,NSTPX,NSTPX
;GRENADE LAUNCHER
;FLAME THROWER
.BYTE FIREX,FIREX,FIREX,FIREX,FIREX
***********************************************
;TENNIS SHOES
.BYTE SHOE2X,SHOE2X,SHOE2X,SHOE2X
;SMART
.BYTE SMRTX,SMRTX
;HELPER BLADE
.BYTE HLPRX,HLPRX
;EXTRA MAN
.BYTE XTRAX
;RINGS
.BYTE RINGX,RINGX
;FLYING BOOTS
.BYTE SHOEX,SHOEX
;KEY/MAP
.BYTE KEYX,KEYX
;BOMBLETS
.BYTE BMBLTSX,BMBLTSX
.EVEN
***********************************************
***********************************************
ICN4
;USED ON ROAD
;EACH ICON LISTED INDIVIDUALLY, TOTAL MUST = 30
.BYTE 0,0,0,0,0,0,0,0,0,0,0,0,0
;GUNS HERE
;FAST SPEED GUN
;SPRAY
;NOSTOP
;GRENADE LAUNCHER
;FLAME THROWER
;TENNIS SHOES
;SMART
.BYTE SMRTX,SMRTX
.BYTE SMRTX,SMRTX,SMRTX
;HELPER BLADE
.BYTE HLPRX,HLPRX
.BYTE HLPRX,HLPRX,HLPRX
;EXTRA MAN
.BYTE XTRAX
.BYTE XTRAX
;RINGS
.BYTE RINGX,RINGX,RINGX
;FLYING BOOTS
;KEY/MAP
;BOMBLETS
.BYTE BMBLTSX
.BYTE BMBLTSX
.EVEN
***********************************************
ICN5
;ORCUS BOSS LIST OF ICONS
;EACH ICON LISTED INDIVIDUALLY, TOTAL MUST = 30
.BYTE 0
;GUNS HERE
;FAST SPEED GUN
.BYTE SPDRX,SPDRX
;SPRAY
.BYTE SPRYX,SPRYX,SPRYX,SPRYX,SPRYX
.BYTE SPRYX
.BYTE SPRYX
.BYTE SPRYX
;NOSTOP
.BYTE NSTPX,NSTPX,NSTPX,NSTPX
;GRENADE LAUNCHER
.BYTE GRENX,GRENX
.BYTE GRENX,GRENX
.BYTE GRENX
;FLAME THROWER
.BYTE FIREX
.BYTE FIREX
.BYTE FIREX
;TENNIS SHOES
;SMART
;HELPER BLADE
.BYTE HLPRX
.BYTE HLPRX
;EXTRA MAN
.BYTE XTRAX
.BYTE XTRAX
.BYTE XTRAX
;RINGS
.BYTE RINGX,RINGX,RINGX
;FLYING BOOTS
;KEY/MAP
;BOMBLETS
.EVEN
***********************************************
ICN5A
;LAST BOSS LIST OF ICONS
;EACH ICON LISTED INDIVIDUALLY, TOTAL MUST = 30
.BYTE 0
;GUNS HERE
;FAST SPEED GUN
.BYTE SPDRX,SPDRX,SPDRX,SPDRX
;SPRAY
.BYTE SPRYX,SPRYX,SPRYX,SPRYX,SPRYX
;NOSTOP
.BYTE NSTPX,NSTPX,NSTPX,NSTPX
;GRENADE LAUNCHER
.BYTE GRENX,GRENX
.BYTE GRENX,GRENX
.BYTE GRENX
;FLAME THROWER
.BYTE FIREX
.BYTE FIREX
.BYTE FIREX
;TENNIS SHOES
;SMART
.BYTE SMRTX,SMRTX
;HELPER BLADE
.BYTE HLPRX
;EXTRA MAN
;RINGS
.BYTE RINGX
;FLYING BOOTS
.BYTE SHOEX,SHOEX
; .BYTE SHOEX
;KEY/MAP
.BYTE KEYX
.BYTE KEYX
.BYTE KEYX
;BOMBLETS
.EVEN
***********************************************
***********************************************
ICN6
;USED ON ROAD WITH LOTS OF JEEPS
;EACH ICON LISTED INDIVIDUALLY, TOTAL MUST = 30
.BYTE 0,0,0,0,0,0,0,0,0
;GUNS HERE
;FAST SPEED GUN
;SPRAY
;NOSTOP
;GRENADE LAUNCHER
;FLAME THROWER
***********************************************
;TENNIS SHOES
.BYTE SHOE2X,SHOE2X,SHOE2X
.BYTE SHOE2X,SHOE2X,SHOE2X
.BYTE SHOE2X,SHOE2X
;SMART
;HELPER BLADE
;EXTRA MAN
.BYTE XTRAX
.BYTE XTRAX
.BYTE XTRAX
;RINGS
.BYTE RINGX
.BYTE RINGX
;FLYING BOOTS
; .BYTE SHOEX
;KEY/MAP
.BYTE KEYX
.BYTE KEYX
.BYTE KEYX
.BYTE KEYX
.BYTE KEYX
.BYTE KEYX
.BYTE KEYX
;BOMBLETS
.BYTE BMBLTSX
.EVEN
***********************************************
***********************************************
ICN7
;USED ON TARMAC
;EACH ICON LISTED INDIVIDUALLY, TOTAL MUST = 30
.BYTE 0,0,0,0,0,0,0,0,0,0,0,0
.BYTE 0,0
;GUNS HERE
;FAST SPEED GUN
;SPRAY
;NOSTOP
;GRENADE LAUNCHER
;FLAME THROWER
***********************************************
;TENNIS SHOES
.BYTE SHOE2X,SHOE2X,SHOE2X
.BYTE SHOE2X,SHOE2X
.BYTE SHOE2X,SHOE2X,SHOE2X
.BYTE SHOE2X,SHOE2X
;SMART
;HELPER BLADE
;EXTRA MAN
.BYTE XTRAX
.BYTE XTRAX
;RINGS
.BYTE RINGX
;FLYING BOOTS
.BYTE SHOEX
.BYTE SHOEX
.BYTE SHOEX
;KEY/MAP
; .BYTE KEYX
; .BYTE KEYX
; .BYTE KEYX
; .BYTE KEYX
; .BYTE KEYX
;BOMBLETS
.EVEN
***********************************************
ICN8
;EACH ICON LISTED INDIVIDUALLY, TOTAL MUST = 30
.BYTE 0
;GUNS HERE
;FAST SPEED GUN
;SPRAY
.BYTE SPRYX
.BYTE SPRYX
.BYTE SPRYX
.BYTE SPRYX
;NOSTOP
.BYTE NSTPX,NSTPX
.BYTE NSTPX
.BYTE NSTPX
;GRENADE LAUNCHER
;FLAME THROWER
.BYTE FIREX,FIREX
.BYTE FIREX,FIREX
.BYTE FIREX,FIREX
.BYTE FIREX,FIREX
;TENNIS SHOES
.BYTE SHOE2X,SHOE2X
.BYTE SHOE2X,SHOE2X
.BYTE SHOE2X,SHOE2X
;SMART
.BYTE SMRTX,SMRTX
;HELPER BLADE
.BYTE HLPRX
.BYTE HLPRX
;EXTRA MAN
.BYTE XTRAX
;RINGS
;FLYING BOOTS
;KEY/MAP
.BYTE KEYX
.BYTE KEYX
.BYTE KEYX
;BOMBLETS
.EVEN
***********************************************
ICN9
;FIRST LIST OF ICONS
;EACH ICON LISTED INDIVIDUALLY, TOTAL MUST = 30
.BYTE 0
;GUNS HERE
;FAST SPEED GUN
.BYTE SPDRX,SPDRX
;SPRAY
.BYTE SPRYX,SPRYX,SPRYX
;NOSTOP
.BYTE NSTPX,NSTPX,NSTPX,NSTPX
;GRENADE LAUNCHER
;FLAME THROWER
.BYTE FIREX,FIREX,FIREX
.BYTE FIREX,FIREX,FIREX,FIREX
;TENNIS SHOES
.BYTE SHOE2X,SHOE2X,SHOE2X,SHOE2X
;SMART
.BYTE SMRTX,SMRTX,SMRTX
;HELPER BLADE
.BYTE HLPRX,HLPRX
;EXTRA MAN
.BYTE XTRAX
.BYTE XTRAX
.BYTE XTRAX
;RINGS
.BYTE RINGX,RINGX
.BYTE RINGX,RINGX
;FLYING BOOTS
;KEY/MAP
;BOMBLETS
.EVEN
***********************************************
HLPRI:
.LONG 0,0,BLADE
.WORD 71,DMAWNZ,CLSNEUT|TYPICON|SUBHLP
.LONG 0,0
KEYI:
.LONG 0,0,KEY
.WORD 71,DMAWNZ,CLSNEUT|TYPICON|SUBKEY
.LONG 0,0
NSTPI:
.LONG 0,0,NONSTOP
.WORD 71,DMAWNZ,CLSNEUT|TYPICON|SUBNSTP
.LONG 0,0
RINGI:
.LONG 0,0,RING
.WORD 71,DMAWNZ,CLSNEUT|TYPICON|SUBRING
.LONG 0,0
GRENI:
.LONG 0,0,GRENADE
.WORD 71,DMAWNZ,CLSNEUT|TYPICON|SUBGREN
.LONG 0,0
XTRAI:
.LONG 0,0,PLAYER
.WORD 71,DMAWNZ,CLSNEUT|TYPICON|SUBMAN
.LONG 0,0
SPRYI:
.LONG 0,0,SPRAY
.WORD 71,DMAWNZ,CLSNEUT|TYPICON|SUBSPRY1
.LONG 0,0
SPDRI:
.LONG 0,0,SPDGUN
.WORD 71,DMAWNZ|M_FLIPH,CLSNEUT|TYPICON|SUBSPDG
.LONG 0,0
FIREI:
.LONG 0,0,FIRE
.WORD 71,DMAWNZ,CLSNEUT|TYPICON|SUBFIRE
.LONG 0,0
SHOEI:
.LONG 0,0,SHOES
.WORD 71,DMAWNZ,CLSNEUT|TYPICON|SUBSHOE
.LONG 0,0
SHOE2I:
.LONG 0,0,SHOES2
.WORD 71,DMAWNZ,CLSNEUT|TYPICON|SUBSHOE
.LONG 0,0
BMBLTI:
.LONG 0,0,BMBLETS
.WORD 71,DMAWNZ|M_FLIPH,CLSNEUT|TYPICON|SUBBLET
.LONG 0,0
SMARTI:
.LONG 0,0,SMART
.WORD 71,DMAWNZ,CLSNEUT|TYPICON|SUBSMRT
.LONG 0,0
BMBIMG:
.LONG 0,0,DET1
.WORD 71,DMAWNZ|M_FLIPH,CLSNEUT|TYPICON|SUBBMB
.LONG 0,0
;
; .BSS EXPTLXY,32
; .BSS EXPLRXY,32
;COVER
; SLEEP 7*60
; MOVI [78H,10H],A0
; MOVE A0,@EXPTLXY,L
; MOVI [0FCH,0CEH],A0
; MOVE A0,@EXPLRXY,L
; MOVI 70H,A10
; CALLA CLUSTER
; DIE
;
; CLUSTER - MAKE SMALL EXPLOSIONS WITHIN SPECIFIED TARGET AREA
; PARAMS:
; EXPTLXY = TOP LEFT X AND Y (X,Y PACKED) 16.16
; EXPLRXY = LOWER RIGHT X AND Y (X,Y PACKED) 16.16
; A10 = # OF EXPLOSIONS
; RETURNS:
; NOTHING AT ALL
;CLUSTER:
; SRL 1,A10
; CREATE DUM_ID,MASSEXP
; RETS
;
;MASSEXP:
; CALLR SETEXP
; CALLR SETEXP
; SLEEP 1
; DSJ A10,MASSEXP ;NEXT EXPLOSION PLEASE
; DIE
;FLASH:
;;SOUNDS OFF IN DEMO
; ADJUST ADJMUSIC ;GET MUSIC ON OFF FOR DEMO
; MOVE A0,A0
; JRNZ NONO
;
; MOVI EXP3HI,A0
; CALLA ONESND
;NONO MOVI MEDEXP,A9
; MOVK 1,A1
; JSRP FRANIM
; MOVE A8,A0 ;DELETE EXPLOSION FROM OBJ LIST
;; CALLA DELPAL ;ALSO ITS PALLETTE
; CALLA DELOBJ
; DIE
;SETEXP:
; MOVI EXPLODE,A14
; CALLR DO_ALL_STUFF
; MOVE A0,A8
; JRZ OBJFAIL
; MOVE @EXPTLXY,B0,W
; MOVE @EXPLRXY,B1,W
; CALLA RANGRAND
; MOVE A0,*A8(OXPOS),W
; MOVE @EXPTLXY,B0,L
; MOVE @EXPLRXY,B1,L
; SRL 16,B0
; SRL 16,B1
; CALLA RANGRAND
; MOVE A0,*A8(OYPOS),W
; MOVE A8,A0
; CALLA ADJSTWTL
; CREATE DUM_ID,FLASH
;OBJFAIL:
; RETS
;;EXPLOSION LIST
;MEDEXP:
; .LONG EXPb1
; .WORD NEWPALET|3
; .LONG BULLET ;NEW PAL NAME
; .LONG EXPb2
; .WORD 4
; .LONG EXPb3
; .WORD 4
; .LONG EXPb4
; .WORD 4
; .LONG EXPb5
; .WORD 4
; .LONG EXPb6
; .WORD 4
; .LONG EXPb7
; .WORD 4
; .LONG EXPb8
; .WORD 4
; .LONG 0
;EXPLODE:
; .LONG 0,0,EXPb1
; .WORD >7FFF,DMAWNZ,CLSNEUT
; .LONG 0,0
;
*****************************************************************************
SETMAX
;FOR HULK/GRUNT
MOVE @WAVE,A0
SLL 3,A0
ADDI HMAX,A0
MOVB *A0,A0
MOVK 5,A1 ;SUBTRACT THIS AMOUNT IF 1 PLYR GAME
CALLR ONEPADJ
; CALLR ADJMAX ;DIFFICULTY ADJUST
MOVE A0,@MAXHULK
MOVE @WAVE,A0
SLL 3,A0
ADDI HTYP,A0
MOVB *A0,A0
MOVE A0,@HTYPE
;FOR MINE LAYER
MOVE @WAVE,A0
SLL 3,A0
ADDI LMAX,A0
MOVB *A0,A0
CLR A1 ;SUBTRACT THIS AMOUNT IF 1 PLYR GAME
CALLR ONEPADJ
; CALLR ADJMAX ;DIFFICULTY ADJUST
MOVE A0,@MAXLYR
;FOR AHMED FLAME THROWER
MOVE @WAVE,A0
SLL 3,A0
ADDI AMAX,A0
MOVB *A0,A0
MOVK 1,A1 ;0 ;SUBTRACT THIS AMOUNT IF 1 PLYR GAME
CALLR ONEPADJ
; CALLR ADJMAX ;DIFFICULTY ADJUST
MOVE A0,@MAXAHMD
;FOR FIENDS
MOVE @WAVE,A0
SLL 3,A0
ADDI FMAX,A0
MOVB *A0,A0
MOVK 1,A1 ;0 ;SUBTRACT THIS AMOUNT IF 1 PLYR GAME
CALLR ONEPADJ
; CALLR ADJMAX ;DIFFICULTY ADJUST
MOVE A0,@MAXFND
;FOR SKIPPERS
MOVE @WAVE,A0
SLL 3,A0
ADDI SMAX,A0
MOVB *A0,A0
MOVK 4,A1 ;SUBTRACT THIS AMOUNT IF 1 PLYR GAME
CALLR ONEPADJ
; CALLR ADJMAX ;DIFFICULTY ADJUST
MOVE A0,@MAXSKPR
RETS
ONEPADJ
MOVE @STATUS,A2
CMPI 3,A2
JRZ TWEEK1
;IF PLAYER IS GOOD, DON'T EASE UP!
CMPI 1,A2
JRZ PL1
;PLAYER 2 IN GAME
MOVE @timerp2,A2
CMPI 280,A2
JRGE TWEEK1 ;IF CURRENT GAME IS TOO LONG!
PL1
MOVE @timerp1,A2
CMPI 280,A2
JRGE TWEEK1 ;IF CURRENT GAME IS TOO LONG!
SUB A1,A0
TWEEK1
RETS
HTYP
;0=REGULAR SOLDIER GRUNT
;1=AXE CARRYING DEMON GRUNT
;2=AHMED FLAME THROWER GRUNT
;3=FLAMING GRUNT
.BYTE 1,1,1,1,1,1,1,1,1,3,0,0,0,1,0,0,0,1,1,2,1,0,2,0,0 ;WV 24
.BYTE 1,1,1,1,3,1,1,1,1,0,0,0,0,1,3,1,1,0,0,0,0,0,0,0,0
HMAX .BYTE 2,22,25,28,26,25,20,25,30,31,13 ;(WAVE 10 AT END)
.BYTE 25,20,20,28,20,20,20,20,34,20,20 ;GRUNT/HULK
.BYTE 25,20,20,20,31,20,20,23,20,20,20
.BYTE 25,20,20,20,31,20,20,23,20,20,20
SMAX .BYTE 2,20,24,28,3,25,20,25,30,20,15 ;SKIPER GRUNT
.BYTE 25,20,20,20,20,20,20,20,20,20,20
.BYTE 25,20,20,18,20,18,20,5,20,20,20
.BYTE 25,20,20,18,20,18,20,5,20,20,20
LMAX .BYTE 2,2,2,2,2,2,2,2,2,2,2
.BYTE 1,1,1,1,1,1,1,1,1,1,1 ;MINE LAYER
.BYTE 2,1,1,1,1,1,1,1,1,1,1
.BYTE 2,1,1,1,1,1,1,1,1,1,1
AMAX .BYTE 3,3,3,3,3,3,3,3,3,0,0
.BYTE 0,3,3,8,1,3,3,3,0,0,0 ;AHMED GRUNT
.BYTE 5,3,5,5,4,5,3,3,3,3,14
.BYTE 5,3,5,5,4,6,8,3,8,3,7
FMAX .BYTE 10,10,10,10,10,10,10,10,10,10,10
.BYTE 10,10,10,10,10,10,10,10,10,10,5 ;FIEND
.BYTE 10,10,10,10,10,10,10,1,10,10,10
.BYTE 10,10,10,10,10,10,10,1,10,10,10
.EVEN
WAVE_INFO:
;RECORDS LOOK LIKE THIS
;TYPES:DIFFERENT ID'S
;#:TOTAL NUMBER PER WAVE
;DIFFICULTY:0,1,2,3 0=EASIEST
;RATE:# OF CYCLES/3 (SLP CNTR) BEFORE SPAWN IS CALLED
;ONSCRN:# OF TYPE ON SCREEN AT START OF WAVE
;CNTR USED IN WAVE RAM UPDATING
;RECORD LAYOUT
;TYPE # LEVEL RATE ONSCRN CNTR
;WAVE 1
.WORD HULK,175,3,9,0,20
.WORD MOM,1,2,290,0,198H
.WORD 0
;WAVE 2
.WORD HULK,235,4,3,0,1
.WORD MOM,1,2,50,0,190
.WORD 0
;WAVE 3
.WORD HULK,400,6,4,0,1 ;REACTOR AREA
.WORD MISL,5,0,90,0,260
.WORD 0
;WAVE 4
; .WORD HULK,5,6,5,0,1 ;NEAR ELEVATOR DOWN
.WORD HULK,450,6,4,0,1 ;NEAR ELEVATOR DOWN
.WORD MISL,5,0,290,0,260
.WORD SKIPR,40,4,22,0,165
.WORD 0
;WAVE 5
.WORD HULK,40,7,8,0,1 ;SECRET PATH REACTOR AREA
.WORD 0
;WAVE 6
.WORD HULK,65,7,7,0,1 ;SECRET PATH MIDDLE AREA
.WORD 0
;WAVE 7
.WORD HULK,245,7,4,0,1 ;SECRET PATH ROADWAY AREA,CARS ETC.
.WORD JEEPS2,52,1,7,0,60
.WORD 0
;WAVE 8
.WORD HULK,385,7,5,0,90 ;SECRET PATH TOP AREA (END)
.WORD MISL,5,0,90,0,260
.WORD 0
;WAVE 9
.WORD HULK,280,3,3,0,2380-2359 ;2ND PART OF LOCKDOWN WAVE #26
.WORD JEEPS,3,2,60,0,2400-2359
.WORD RUNNRS,4,0,20,0,2960-2359
.WORD SNEUT2,15,0,8,0,2950+100+40-2359
.WORD 0
;WAVE 10
; .WORD SNEUT2,60,0,8,0,10
.WORD HULK,280-140,1,3,0,1 ;START OF GAME AT DESERT - 1ST LOCKDOWN
.WORD TANK,3,3,50,0,150
.WORD AT72,1,0,0,0,600-140 ;695
; .WORD MISL,20,0,100,0,40H
.WORD 0
;WAVE 11
.WORD HULK,55,2,30,0,1 ;AS PATHB BEGINS AFTER 1ST LOCKDOWN
; .WORD HULK,72,2,30,0,1 ;AS PATHB BEGINS AFTER 1ST LOCKDOWN
.WORD 0
;WAVE 12
.WORD HULK,33,2,20,0,1 ;AS PATHA BEGINS
; .WORD HULK,43,4,20,0,1 ;AS PATHA BEGINS
.WORD 0
;WAVE 13 ;AT FIRST HUT/LOCKDOWN #2 IN DESERT
.WORD HULK,130,10,10,0,90 ;
; .WORD MISL,3,0,100,0,150
.WORD 0
;WAVE 14 ;AT FIRST HUT AFTER TAUNT
.WORD HULK,340,4,3,0,728H-430
.WORD AHMD,17,2,10,0,570H-430
.WORD FND,110-45,1,8,0,154H
.WORD RUNNRS,2,0,200,0,780H-430
.WORD MISL,4,0,190,0,840H-430-40H
.WORD 0
;WAVE 15 ;SCROLLING UP AFTER FIRST HUT LOCKDOWN
; .WORD HULK,10,5,15,0,150 ;
.WORD JEEPS,1,0,1,0,70
.WORD 0
;WAVE 16
; .WORD HULK,10,5,15,0,10 ;
.WORD ORC,1,0,07FFFH,0,60 ;ORCUS BOSS MONSTER
.WORD 0
;WAVE 17 ;ROADWAY
.WORD 0
;WAVE 18
.WORD 0
;WAVE 19 ;1ST LOCKDOWN IN AIRPORT
.WORD HULK,300,2,1,0,560-20
.WORD SNEUT2,35,0,8,0,140-20
.WORD RUNNRS,2,0,280,0,100-20
.WORD 0
;WAVE 20 ;FIRST WARP LOCK DOWN
.WORD HULK,360-45,4,9,0,1 ;
.WORD JEEPS,9,0,60,0,1 ;
.WORD AHMD,6,2,150,0,1D0H
.WORD SNEUT,6,0,260,0,10
.WORD RUNNRS,2,0,281,0,100
.WORD 0
;WAVE 21 ;2ND WARP LOCK DOWN - MINE FIELD
.WORD FND,22-5,1,15,0,110+30
.WORD HULK,80-32,4,2,0,720+30-185
.WORD SNEUT,2,0,350,0,280
.WORD RUNNRS,2,0,380,0,600
.WORD 0
;WAVE 22 ;3RD WARP NEAR TRIPLE GUNNER
; .WORD HULK,10H,3,2,0,10H ;
.WORD HULK,522-100,3,2,0,378H ;
.WORD AHMD,17,6,10,0,1C0H
.WORD TANK,6,1,48H,0,400H
.WORD JEEPS,3,1,60,0,400H
.WORD SNEUT,3,0,300,0,200
.WORD 0
;WAVE 23 ;4TH WARP AT AIRPORT 1ST LOCKDWN
.WORD SNEUT,15,0,180,0,40*60/3
.WORD JEEPS2,85,1,7,0,2*60*60/3+24*60/3-15*60/3+1*60/3-47*60/3
.WORD 0
;WAVE 24 ;AIRPLANES BLOWING UP AREA
.WORD 0
;WAVE 25 ;AFTER AIRPLANES BLOWING UP AREA
.WORD 0
;WAVE 26 ;LOCKDOWN MIDDLE OF AIRPORT
.WORD AHMD,19,4,18,0,170
.WORD SNEUT,4,0,240,0,280
.WORD SKIPR,540-140,4,2,0,765-40
.WORD MOM,5,0,80,0,900
.word 0
;WAVE 27 ;LOCKDOWN UP INTO AIRPORT AREA
.WORD 0
;WAVE 28 ;LOCKDOWN UP INTO AIRPORT AREA #2
.WORD SNEUT,3,0,180,0,90
.WORD 0 ;GUN PIT DUDES
;WAVE 29 ;LOCK DOWN IN AIRPORT NEAR FENCE
; .WORD HULK,5,2,3,0,10
.WORD HULK,755-150,2,3,0,200
.WORD SKIPR,25,4,82,0,380
.WORD SNEUT,4,0,350,0,380
.WORD HJEEP,34,0,65,0,200
.WORD MISL,3,0,390,0,460
.WORD AHMD,3,6,300,0,950-150
.WORD 0
;WAVE 30
.WORD 0
;WAVE 31 ;END OF AIRPORT
; .WORD MOM,1,1,50,0,1
.WORD MOM,20,1,50,0,1
.WORD 0
;WAVE 32 ;END OF AIRPORT
.WORD AHMD,177,10,1,0,25
.WORD 0
;WAVE 33 ;END OF AIRPORT
; .WORD AT72,1,0,0,0,180 ;
.WORD 0
;WAVE 34 ;END OF ROAD #2
.WORD 0
;WAVE 35 ;FINAL BOSS MONSTER IN PIT
.WORD 0
;WAVE 36 ;BACK WALL
.WORD 0
;WAVE 37 ;NOT USED
.WORD 0
;WAVE 38 ;START OF UNDERGRND AREA
; .WORD HULK,2,5,2,0,2
.WORD SNEUT,3,0,140,0,1+310
.WORD HULK,350,6,2,0,20+310
.WORD JEEPS,3,2,60,0,120+310
.WORD FND,3,1,10,0,560+310
.WORD 0
;WAVE 39
.WORD HULK,3,3,2,0,390
.WORD AHMD,72,10,1,0,95
.WORD 0
;WAVE 40
.WORD 0
;WAVE 41
.WORD HULK,455,3,2,0,290-285
.WORD SKIPR,25,4,82,0,480-285
.WORD HJEEP,34,1,65,0,310-285
.WORD MISL,3,0,390,0,460-285
.WORD AHMD,5,10,1,0,500
.WORD 0
;WAVE 42 ;LOWER RIGHT DESERT JEEP WARP
.WORD SNEUT,2,0,180,0,180
.WORD JEEPS2,70,1,7,0,92
.WORD 0
TYP_TBL2
;FOR SPAWNING
.LONG SPAWN_HULKS,SPAWN_LYR,SPAWN_AHMD,SPAWN_T72,SPAWN_JEEPS
.LONG SPAWN_FND,SPAWN_SKIPR,SPAWN_SNEUT,SPAWN_RUNNR,SP_BOSS
.LONG SPAWN_SNEUT2,SPAWN_JEEPS2,SPAWN_MOM,SPAWN_MISL,SPAWN_HJP
SP_BOSS CREATE BOSSPID,BOSS
MOVI >40,A10 ;TIME FOR RINGS
CREATE0 SETDET ;SET DELYDET ON PLAYERS
RETS
OVERLORD
SLEEPK 3
MOVI BMBPID,A0
CLR A1
NOT A1
CALLA EXISTP
JRNZ OVERLORD
CALLR SETMAX
CLR A3
MOVE A3,@HULK_DN
MOVE A3,@SKIPR_DN
MOVE A3,@LOTS_FLAG
MOVI WAVE_INFO,A1
MOVE @WAVE,A0 ;WAVE 1 IS THE FIRST WAVE
DEC A0
JRNZ OL00
MOVE A1,A5
OL00: CLR A4
OL0: INC A4
MOVE *A1,A2,W
JRZ OL1
ADDI 6*16,A1
JRUC OL0
OL1: CMPI 0,A0
JRZ GOTIT
ADDK 16,A1 ;POINT TO NEXT WAVE INFO TABLE
INC A3
CMP A0,A3
JRNE OL00
MOVE A1,A5
GOTIT:
MOVE A5,A1 ;A5=ADDR OF THIS WAVE IN ROM
; CLEAR WAVE RAM
MOVI WAVE_RAM,A0
CLR A6
MOVK 29,A7
GT00 MOVE A6,*A0+,L
DSJS A7,GT00
; PUT WAVE INFO INTO RAM FOR UPDATING
MOVK 8,A4 ;CAN IT AT 8!
MOVI WAVE_RAM,A0
GT0 MOVK 6,A3 ;# OF FIELDS PER BAD GUY
GT MOVE *A1+,*A0+,W
DSJS A3,GT
DSJS A4,GT0
; NOW PUT ONSCRN # OF EACH TYPE ONTO SCREEN!
SLEEP 60*2 ;DELAY BEFORE BAD GUYS MOVE
RLSE:
;DISPERSE ENEMIES THROUGHOUT WAVE
MOVI WAVE_RAM,A0
MOVE @HALT,A1,W
JRNZ RDN
RTOP
MOVE *A0(0),A1
JRZ RDN
MOVE *A0(16),A1 ;A1=HOW MANY ARE LEFT
JRZ NXTR
MOVE *A0(5*16),A1 ;SPAWN RATE CNTR
DEC A1
MOVE A1,*A0(5*16)
JRNZ NXTR
MOVE *A0(3*16),A1 ;SPAWN RATE IN CYCLES
MOVE A1,*A0(5*16)
;TIME TO SPAWN
MOVE *A0(0),A1
DEC A1
SLL 5,A1
ADDI TYP_TBL2,A1
MOVE *A1,A1,L
PUSH A0
CALL A1
PULL A0
NXTR ADDI 6*16,A0
JRUC RTOP
;ALL ENEMIES HAVE BEEN CHECKED FOR RELEASE
RDN SLEEPK 3
JRUC RLSE
DOLORD MOVE A0,@WAVE
;A0=WAVE # TO START
DOAGN MOVI LORDPID,A0
CLR A1
NOT A1
CALLA EXISTP
JRZ STR
CALLA KILL
JRUC DOAGN
STR
MOVI AHMDPID,A0
CALLA EXISTP
JRNZ STR1
;NO FLAME THROWERS!
CLR A0
.REF AHMD_CNT
MOVE A0,@AHMD_CNT
STR1
CREATE LORDPID,OVERLORD
CREATE LORDPID,AUTO_SBMB
RETS
AUTO_SBMB
;AUTO SMART BOMBER TO CLEAN UP ANY POTENTIAL BUGS!
;GET CURRENT PLAYER SCORES
;SLEEP 16 SECONDS
;GET NEW PLAYER SCORES
;IF SAME, NOBODY HAS SCORED! WE MAY HAVE AN INVISIBLE ENEMY, SO GO TO SMART
;BOMB CODE.
;IF NOT SAME, STORE THOSE SCORES AWAY AS CURRENT AND SLEEP ANOTHER 20 SECONDS!
MOVI P1DATA,A0
MOVE *A0(PSCORE),A8,L
MOVI P2DATA,A0
MOVE *A0(PSCORE),A9,L
SLEEP 15*60
MOVE @HALT,A0
JRNZ AUTO_SBMB
MOVI P1DATA,A0
MOVE *A0(PSCORE),A1,L
MOVI P2DATA,A0
MOVE *A0(PSCORE),A2,L
CMP A1,A8
JRNZ AUTO_SBMB
CMP A2,A9
JRNZ AUTO_SBMB
;NEITHER PLAYER HAS SCORED IN 12 SECONDS!
;SMART BOMB SCREEN!
move @PLYROBJS+32,a2,L
move @PLYROBJS,a9,L
jrz bsn750
move a2,a2
jrz bsn760
movk 1,a0 ;>Give random player the smartbomb pts
callr rnd
jrz bsn760
bsn750 move a2,a9
bsn760 CREATE0 SBOMB
; MOVI REALLY,A0
; CALLA ONESND
; SLEEP 1*60+20
; MOVI AMNOT,A0
MOVI MTING,A0
CALLA ONESND
SLEEP 3*60
CLR A0
MOVE A0,@INEXP ;I MAY HAVE KILLED TIME BOMBS
JRUC AUTO_SBMB
rnd ;A0=Mask, A1/B0=Trashed!
move @RAND,a1,L
rl a1,a1
move @HCOUNT,a14
rl a14,a1
add sp,a1
move a1,@RAND,L
and a1,a0 ;A0=Rnd #
rets ;Pass CC
SEND_GEMS
SLEEP 3*60+6*60
CALLA O_ITEMS2
SLEEP 0E0H
CALLA O_ITEMS2
SLEEP 0E0H
CALLA O_ITEMS2
SLEEP 0E0H
CALLA O_ITEMS2
SLEEP 0E0H
CALLA O_ITEMS2
SLEEP 0E0H
CALLA O_ITEMS2
; SLEEP 0E0H
; CALLA O_ITEMS2
SLEEP 5*60
MOVK 2,A10 ;2ND RACKUP
CREATE0 WAITTNT
DIE
O_ITEMS2:
;A2=# OF CASH ITEMS TO CREATE ON SCREEN
CREATE0 SENDR3
CREATE0 SENDR3
RETS
SENDR3 MOVI 028H,A9 ;28
MOVI 013H,B0 ;23
MOVI 0D8H,B1 ;D8
CALLA RANGRAND
MOVE A0,A10 ;A10=UPLFT X OF AREA
MOVI 01DH,B0 ;2D
MOVI 0B4H,B1 ;A4
CALLA RANGRAND
MOVE A0,A11 ;A11=UPLFT Y OF AREA
OH2 ;CREATE A BUNCH OF THEM
CREATE ICONPID,ANITEM
SLEEPK 1
DSJS A9,OH2
DIE
ANITEM:
CLR B0
MOVI 04CH,B1
CALLA RANGRAND
ADD A11,A0
MOVE A0,A1
CLR B0
MOVI 074H,B1
CALLA RANGRAND
ADD A10,A0
SLL 16,A0
SLL 16,A1
;A0=X,A1=Y
MOVE @HCOUNT,A2
ANDI 03,A2
SLL 5,A2
ADDI GTBL,A2
MOVE *A2,A2,L
MOVI 99,A3 ;69
MOVI DMAWNZ,A4 ;NON-ZERO VALUE
MOVI CLSNEUT|TYPICON|SUBCSH,A5
CLR A6
CLR A7
CALLA BEGINOBJ
MOVE *A8(OIMG),A0,L
CMPI USFLG,A0
JRZ WAIT
CREATE CMAN,ANIJEW
WAIT
MOVI 4*60-30,A0
SUB A9,A0
CALLA PRCSLP
;BLINK
;A8=ICON IMAGE PTR
MOVE @HALT,A0
JRNZ WAIT
MOVK 7,A10
;ABOUT 1 SECOND OF BLINK
ZBK
MOVE A8,A0
CALLA OBJOFF
SLEEPK 5
MOVE A8,A0
CALLA OBJON
SLEEPK 5
DSJS A10,ZBK
SLEEPK 30
MOVE A8,A0
CALLA DELOBJ
DIE
GTBL .LONG JEM1,USFLG,JEM2,JEM3
.END