425 lines
9.7 KiB
Plaintext
425 lines
9.7 KiB
Plaintext
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**************************************************************
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*
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* Software:
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* Initiated: 9/3/93
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*
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* COPYRIGHT (C) 1992 WILLIAMS ELECTRONICS GAMES, INC.
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*
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**************************************************************
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;PROCESS ID'S
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AMODE_PID .equ 100h
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SELECT_PID .equ 300h
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PREGAME_PID .equ 400h
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GAME_PID .equ 500h
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WAITCONT_PID .equ 600h
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PARTY_PID .equ 700h
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GAMEOVER_PID .equ 800h
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HISC_PID .equ 900h
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SHADGEN_PID .equ 0a00h ;$a00 - $a00 + NUM_WRESTLERS-1
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CYCPID .equ 110h
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CYCPID2 .equ 111h ;2nd cycler
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BUYINPID .equ 112h
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GMEOVPID .equ 113h
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COLRPID .equ 114h ;COLOR CYCLE FROM INTERRUPT
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DG1PID .equ 115h ;CNTDWN DIGIT PROC
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DG2PID .equ 116h ;CNTDWN DIGIT PROC
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FADEPID .equ 117h ;SOUND FADER
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CP_PID1 .equ 118h ;Credit page
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CP_PID2 .equ 119h ;^
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LC_PID .equ 11Ah+8000h ;Left coin (Indestructible)
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RC_PID .equ 11Bh+8000h
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CC_PID .equ 11Ch+8000h
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SLAM_PID .equ 11Dh+8000h
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DIAG_PID .equ 11Eh
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PSWPID .equ 11Fh ;Plyr start switch
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FX_PID .equ 120h ;volume adjust bgnd noise
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OVRHED_PID .equ 121h ;INSERT COIN/PRESS START message
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WMAIN_PID .equ 122h ;wrestler_main PID
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CDEBUG_PID .equ 123h ;collis_debug PID
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TIMER_PID .equ 124h ;match timer PID
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RTCLOCK_PID .equ 125h ;game realtime clock PID
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MUSIC_PID .equ 126h ;battle music PID
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VOLBTN_PID .equ 127h ;coin door volume button
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VOLADJ_PID .equ 128h ;in-game volume adjustment
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ROPE_PID .equ 129h
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CREDITID .equ 12Ah ;Credit IMGS ID
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GETUP_PID .equ 12Bh ;getup meters
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ATTRACT_ANIMPID .equ 12Ch ;attract mode anim
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RNDSWON_ID .equ 12Dh ;
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ANNC_PID .equ 12eh
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SMOVE_PID .equ 12fh ;special move monitor
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ADD_INIT_PID .equ 130h
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SEL_SPCH_PID1 .EQU 131H
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SEL_SPCH_PID2 .EQU 132H
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HOWARD_PID .EQU 133H
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WATER_PID .EQU 134H
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HI_INPUT_PID .EQU 137H ;137/138
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VOICE_PID .EQU 8100H
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FLASH_PID .EQU 139H
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CLOCK_PID .EQU 13AH
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SHAKE_PID .equ 13Bh
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CROWD_SOUND_PID .EQU 13CH
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REPEAT_MODE_PID .EQU 13DH
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REWIRE_PID .EQU 13EH
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MESSAGES_PID .EQU 13FH ;140H
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ICON_PID .EQU 141H ;142H
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FLASH_COMBO_PID .EQU 143H ;144H
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*** ROBOTRON PIDs
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;player
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ROBOMAN_PID .equ 200h
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PLYRGUN_PID .equ 201h
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BULLET_PID .equ 202h
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MISC_PID .equ 203h
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;neutrals
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HUMAN_PID .equ 210h
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ROBOSCORE_PID .equ 211h
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;enemies
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GRUNT_PID .equ 220h
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HULK_PID .equ 221h
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SPHEREOID_PID .equ 222h
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ENFORCER_PID .equ 223h
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SPARK_PID .equ 224h
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QUARK_PID .equ 225h
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TANK_PID .equ 226h
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SHELL_PID .equ 227h
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;dead stuff
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DEADGRUNT_PID .equ 230h
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DEADBULLET_PID .equ 231h
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DEADPOST_PID .equ 232h
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SAVEDHUMAN_PID .equ 233h
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DEADHUMAN_PID .equ 234h
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DEADPLAYER_PID .equ 235h
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DEADSPHERE_PID .equ 236h
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DEADNFORCER_PID .equ 237h
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DEADSPARK_PID .equ 238h
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DEADQUARK_PID .equ 239h
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DEADTANK_PID .equ 23Ah
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DEADSHELL_PID .equ 23Bh
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;lifebar stuff
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METER_PID .equ 240h
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MESSAGE_PID .EQU 241H ;242H
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;crowd stuff
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CROWD_PID .equ 300h
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DEWEY_PID .equ 301h
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JAMIE_PID .equ 302h
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JASON_PID .equ 303h
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JOHNC_PID .equ 304h
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JOSH_PID .equ 305h
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MARK_PID .equ 306h
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NEWC_PID .equ 307h
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SAL_PID .equ 308h
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TONY_PID .equ 309h
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SHERIDAN_PID .equ 30Ah
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CARLOS_PID .equ 30Bh
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JAKE_PID .equ 30Ch
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MARINE_PID .equ 30Dh
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ALEX_PID .equ 30Eh
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VOGEL_PID .equ 30Fh
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TONYCRD_PID .equ 310h
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JASONCRD_PID .equ 311h
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JOYSIDE_PID .equ 312h
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SIDECRD_PID .equ 313h
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GEORGE_PID .equ 314h
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TOBIAS_PID .equ 315h
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JOY_PID .equ 2000h ;Joystick scanner
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COLL_PID .equ 2100h ;Collisions
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;STAT_PID .equ 2200h ;Status display
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ANIMPID .equ 4000h ;Animation PIDs (256)
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DELAYSND_PID .equ 2300h ;various unimportant PID's
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RNDSEL_PID .equ 2301h
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SELTIMER_PID .equ 2302h ;player select clock
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;OBJECT ID'S
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;OBJECT IDENTIFIER FIELDS
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;B_CLASS .set 15
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;F_CLASS .set 0E000h
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CLSNEUT .equ 0000h ;Neutral items
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CLSHUMAN .equ 1000h ;Humans
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CLSDEAD .equ 2000h ;Objects that delete themselves
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CLSANIM .equ 3800h ;Animation class objects
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CLSPLYR .equ 4000h ;Players stuff
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CLSENMY .equ 8000h ;Enemies
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TYPNEUT .equ 0000h ;Type neutral
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TYPTEXT .equ 0700h ;Type text
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TYPPLYR .equ 0100h ;Player
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TYPBULLET .equ 0200h
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TYPGRUNT .equ 0300h
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TYPHUMAN .equ 0400h
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TYPPOST .equ 0500h
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TYPHULK .equ 0600h
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TYPTEXT .equ 0700h
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TYPSPHEREOID .equ 0800h
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TYPENFORCER .equ 0900h
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TYPSPARK .equ 0A00h
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TYPQUARK .equ 0B00h
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TYPTANK .equ 0C00h
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TYPSHELL .equ 0D00h
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TYPE_MESS1 .EQU 0110H
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TYPE_MESS2 .EQU 0120H
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;TYPE NEUTRAL SUB TYPES
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SUBLBAR .equ 7 ;LIFE BAR
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SUBTBAR .equ 8 ;TURBO BAR
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SUBMFRAME .equ 9 ;LIFE/TURBO FRAME
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SUBROPE .equ 0Ah
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SUBHORZ .equ 10h
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SUBSIDE .equ 20h
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;TYPE TEXT SUB TYPES
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SUBTXT .equ 1 ;TEXT ID
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SUBMES1 .equ 2
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SUBMES2 .equ 3
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SUBOVRHED .equ 4 ;INSERT COIN/PRESS START messages
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SUBSCOR .equ 5 ;SCORE ID
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SUBNAME .equ 6 ;WRESTLER NAMES ON LIFE BARS
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;B_TYPE .set 12
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;F_TYPE .set 1F00h
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;B_PLYR .set 6
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;F_PLYR .set 00C0h
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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 003Fh
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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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;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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;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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;YUNIT EQUATES FOR JOYSTICK
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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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*CROWD BIT SETTINGS
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C_LONG .EQU 1
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C_SHORT .EQU 0
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C_OVERIDE .EQU 2
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C_RANDOM .EQU 4
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B_L_OR_S .EQU 0
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B_OVERRIDE .EQU 1
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B_RANDOM .EQU 2
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*GAME STATE CONSTANTS
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INDIAG .equ -1 ;Any neg
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INAMODE .equ 1 ;attract mode
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INSELECT .equ 2 ;char select mode
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INPREGAME .equ 3 ;'get ready' phase
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INGAME .equ 4 ;actual battle
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INWAITCONT .equ 5 ;battle has ended and a player has
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; lost. waiting for them to continue
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INPARTY .equ 6 ;player won the game
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INGAMEOVER .equ 7 ;game over, headed for attract mode
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INHISCORE .equ 8 ;a player has lost. check and see
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; if he makes one of the tables, and
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; get his inits if he does.
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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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*Rope stuff
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ROPE_FRONT .equ 0
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ROPE_BACK .equ 1
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ROPE_LEFT .equ 2
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ROPE_RIGHT .equ 3
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R_TOP .equ 0 ;ANI_ROPE_Z rope specifier
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R_MIDDLE .equ 1
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R_BOTTOM .equ 2
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RZ_HIGH .equ 0 ;ANI_ROPE_Z action
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RZ_NORM .equ 1
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ROPE_BOUNCEUD .equ 0 ;bounce up and down
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ROPE_BOUNCEIO .equ 1 ;bounce in and out
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ROPE_SIDES .equ 2 ;side spring
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ROPE_DOWNS .equ 3 ;down spring
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ROPE_SIDESR .equ 4 ;side spring release
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ROPE_DOWNSR .equ 5 ;down spring release
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ROPE_COMMANDS .equ 6
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******************************************************************************
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*
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* PLAYER FACING & MOVE DIRECTIONS
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MOVE_ZIP equ 0
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MOVE_UP equ 1
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MOVE_DOWN equ 2
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MOVE_LEFT equ 4
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MOVE_UP_LEFT equ 5
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MOVE_DOWN_LEFT equ 6
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MOVE_RIGHT equ 8
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MOVE_UP_RIGHT equ 9
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MOVE_DOWN_RIGHT equ 10
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;used in special moves table
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J_UP equ MOVE_UP
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J_UP_TOWARD equ MOVE_UP_RIGHT
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J_TOWARD equ MOVE_RIGHT
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J_DOWN_TOWARD equ MOVE_DOWN_RIGHT
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J_DOWN equ MOVE_DOWN
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J_DOWN_AWAY equ MOVE_DOWN_LEFT
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J_AWAY equ MOVE_LEFT
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J_UP_AWAY equ MOVE_UP_LEFT
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J_FLIPPED_LR equ J_TOWARD | J_AWAY
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J_LEFT equ MOVE_LEFT<<8
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J_RIGHT equ MOVE_RIGHT<<8
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J_REAL_LR equ J_LEFT | J_RIGHT
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J_ALL equ 01111b | J_REAL_LR
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MOVE_UP_BIT equ 0
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MOVE_DOWN_BIT equ 1
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MOVE_LEFT_BIT equ 2
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MOVE_RIGHT_BIT equ 3
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MOVE_AWAY_BIT equ MOVE_LEFT_BIT
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MOVE_TOWARD_BIT equ MOVE_RIGHT_BIT
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******************************************************************************
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*
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* BUTTONS
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PLAYER_UP_BIT equ 0
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PLAYER_UP_VAL equ 1<<PLAYER_UP_BIT
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PLAYER_DOWN_BIT equ 1
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PLAYER_DOWN_VAL equ 1<<PLAYER_DOWN_BIT
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PLAYER_LEFT_BIT equ 2
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PLAYER_LEFT_VAL equ 1<<PLAYER_LEFT_BIT
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PLAYER_RIGHT_BIT equ 3
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PLAYER_RIGHT_VAL equ 1<<PLAYER_RIGHT_BIT
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PLAYER_PUNCH_BIT equ 0
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PLAYER_PUNCH_VAL equ 1<<PLAYER_PUNCH_BIT
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PLAYER_BLOCK_BIT equ 1
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PLAYER_BLOCK_VAL equ 1<<PLAYER_BLOCK_BIT
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PLAYER_SPUNCH_BIT equ 2
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PLAYER_SPUNCH_VAL equ 1<<PLAYER_SPUNCH_BIT
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PLAYER_KICK_BIT equ 3
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PLAYER_KICK_VAL equ 1<<PLAYER_KICK_BIT
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PLAYER_SKICK_BIT equ 4
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PLAYER_SKICK_VAL equ 1<<PLAYER_SKICK_BIT
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;used in special moves table
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B_PUNCH equ PLAYER_PUNCH_VAL<<4
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B_BLOCK equ PLAYER_BLOCK_VAL<<4
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B_KICK equ PLAYER_KICK_VAL<<4
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B_SPUNCH equ PLAYER_SPUNCH_VAL<<4
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B_SKICK equ PLAYER_SKICK_VAL<<4
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******************************************************************************
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*
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* MISC GAME EQUATES
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;GRAVITY equ 0a000h ;9000h ;a000h ;6000h
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GRAVITY equ 08000h ;a000h
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;RJR START
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NUM_WRES equ 5 ;number of wrestlers in game (inc ref.)
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;make this 4 eventually!!!
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MAX_PIECES equ 6 ;max objects per wrestler
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;RJR END
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******************************************************************************
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*
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* PERCENT EQUATES FOR COLLISION SYSTEM
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_100PCT equ 256
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_95PCT equ 243
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_90PCT equ 230
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_85PCT equ 218
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_80PCT equ 205
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_75PCT equ 192
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_70PCT equ 179
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_65PCT equ 166
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_60PCT equ 154
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_55PCT equ 141
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_50PCT equ 128
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_45PCT equ 115
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_40PCT equ 102
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_35PCT equ 89
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_30PCT equ 76
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_25PCT equ 64
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_20PCT equ 51
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_15PCT equ 39
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_10PCT equ 26
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_5PCT equ 13
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******************************************************************************
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;**************************************************************************
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;* *
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;* BITS FOR COMBO COUNTER INSIDE OF PLAYER BLOCK *
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;* WHEN ONE IS SET, THE MOVE HAS BEEN PERFORMED BFORE *
|
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|
;* *
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|
;**************************************************************************
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|
MOVE_C_1 .EQU 1
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MOVE_C_2 .EQU 2
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MOVE_C_3 .EQU 4
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MOVE_C_4 .EQU 8
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MOVE_C_5 .EQU 16
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|
MOVE_C_6 .EQU 32
|
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MOVE_C_7 .EQU 64
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|
MOVE_C_8 .EQU 128
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|
MOVE_C_9 .EQU 256
|
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|
MOVE_C_10 .EQU 512
|
|||
|
|
|||
|
;
|
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|