1044 lines
26 KiB
NASM
1044 lines
26 KiB
NASM
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**************************************************************
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*
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* Software: George Petro, Todd Allen
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* Initiated: 1989?
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*
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* Modified: Mark Turmell, 7/17/90 -Total Carnage
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* Shawn Liptak, 7/?/91 -Speed improvements
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* Shawn Liptak, 7/?/91 -SL type stuff
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* Shawn Liptak, 8/30/91 -New collision loop
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* Shawn Liptak, 9/18/91 -Pixscan improvements
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* Shawn Liptak, 2/11/92 -Started basketball
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* Jason Skiles, 10/13/93 -Started WWF Robotron
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*
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* COPYRIGHT (C) 1992 WILLIAMS ELECTRONICS GAMES, INC.
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*
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*.Last mod - 10/13/93 15:19
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**************************************************************
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.file "coll2.asm"
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.title "collision routines"
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.width 132
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.option b,d,l,t
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.mnolist
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.include "mproc.equ"
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.include "display.equ"
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.include "sys.equ"
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.include "gsp.equ"
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.include "game.equ"
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.include "imgtbl.glo"
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.include "macros.h"
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;sounds
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;refs
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; .ref ball_hit
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;from ROBO.ASM
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.ref player_die
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.ref bullet_die
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.ref grunt_shot,grunt_die
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.ref post_die
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.ref human_saved,human_killed,human_hitpost
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.ref hulk_pushback
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.ref sphereoid_die,enforcer_die,spark_die
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.ref quark_die,tank_die,shell_die
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;defs
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;ram
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BSSX coll_stop ,16 ;!0=Stop scan on current obj
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.bss PList ,32*(30+1) ;List of objs of class player
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.bss NList ,32*(30+1) ;List of objs of class neutral
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.bss EList ,32*(100+1) ;List of objs of class enemy
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.bss HList ,32*(40+1) ;List of humans
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.bss KList ,32*(20+1) ;List of hulks
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BSSX CCCCount ,16 ;Col Check Cycle Counter.
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;NOBJ=# objects to display
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****************************************************************************
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* When writing collision routines which are to be called from the collision
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* scanner in this file, the following things should be taken into
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* consideration:
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* The collision routines are called, not created.
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* The collision routine receives a ptr to the victims OBJ in A8
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* The collision routine receives a ptr to the killers OBJ in A0
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* The collision routine can destroy A0,A8,A14,B0,B1.
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* Other registers must be preserved!
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*
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* When OBJ1,OBJ2 collide, two routines are called, one with
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* OBJ1 in A8 and the other with OBJ2 in A8. A collision routine
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* should only affect the victim, and not the killer.
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* If a victim object is deleted, it will not be scanned futher.
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* If any other object is deleted, the collision scan will be aborted.
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* To prevent multiple simultaneous collisions of the same victim
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* object, the object ID of the victim object should be modified
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* by the collision routine, if the victims nature is changed.
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****************************************************************************
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* Collision loop (New version)
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SUBR collisions
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SLEEPK 1
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move @CCCCount,a0
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inc a0
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move a0,@CCCCount
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move @WORLDTLX+16,a6 ;A6=Xmin
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move a6,a7
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addi 100,a7 ;A7=Xmax
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move a7,b3
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callr collx
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move b3,a6
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move a6,a7
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addi 100,a7
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move a7,b3
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callr collx
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move b3,a6
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move a6,a7
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addi 100,a7
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move a7,b3
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callr collx
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move b3,a6
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move a6,a7
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addi 100,a7
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callr collx
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jruc collisions
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********************************
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* Build lists and collide based on X
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* A6=XMin
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* A7=XMax (+1)
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collx
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movi OBJLST,a0 ;Object list to check
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movi HList,a8
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movi KList,b8
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movi PList,a9 ;Build collision lists
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move a9,b4 ;Set A5/B4 for 1st collision call
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movi EList,a10
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move a10,a5
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movi NList,a11
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jruc mklists
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csr20 move a0,*a10+,L ;Insert on enemy list
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mklists move *a0,a0,L ;Get next obj
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jrz gotlists
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movb *a0(OFLAGS+B_NOCOLL-7),a2
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jrn mklists ;Not collideable?
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move *a0(OXPOS),a1 ;Obj can lie on max/min boundary
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cmp a7,a1
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jrge mklists ;Out of range?
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move *a0(OSIZEX),a2
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add a2,a1
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cmp a6,a1
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jrle mklists ;Out of range?
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move *a0(OID),a2 ;Check Class
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cmpi 0FFFF8600h,a2
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jreq csrHULK
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move a2,a2
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jrn csr20 ;Enemy?
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btst 14,a2
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jrnz csr40 ;Player?
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cmpi CLSNEUT|TYPHUMAN,a2
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jreq csrHU ;Human?
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move a0,*a11+,L ;Insert on neutral list
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jruc mklists
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csrHU move a0,*a8+,L ;Insert on human list
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jruc mklists
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csrHULK
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move a0,b14
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move b14,*b8+,L ;Insert on hulk list
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jruc mklists
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csr40 move a0,*a9+,L ;Insert on player list
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jruc mklists
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gotlists
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move a0,*a8,L ;Null terminate each list
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move a0,*a9,L
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move a0,*a10,L
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move a0,*a11,L
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callr ColLists ;Collide enemy to player
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movi NList,a5
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movi PList,b4
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callr ColLists ;Collide neutral to player
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move @CCCCount,a0
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btst 0,a0
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jrnz #skip_NE
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movi NList,a5
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movi EList,b4
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callr ColLists ;Collide neutral to enemy
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#skip_NE ; every third (2nd, really) cycle
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move @CCCCount,a0
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andi 07h,a0
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jrnz #skip_HK
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movi HList,a5
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movi KList,b4
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callr ColLists ;Collide human to hulk
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#skip_HK ; every eighth cycle
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movi HList,a5
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movi PList,b4
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callr ColLists ;Collide human to player
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move @CCCCount,a0
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andi 03h,a0
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jrnz #skip_HN
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movi HList,a5
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movi NList,b4
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callr ColLists ;Collide human to neutral
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#skip_HN ; every fourth frame
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move @CCCCount,a0
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andi 07h,a0
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jrnz #skip_KN
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movi KList,a5
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movi NList,b4
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callr ColLists ;Collide hulk to neutral
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#skip_KN ; every eighth frame only
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movi KList,a5
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movi PList,b4
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; callr ColLists ;Collide hulk to player
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********************************
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* Collide objects on list A5 with those on LIST B4
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* A5,B4=ptrs to null terminated tables of object ptrs
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ColLists
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CLstsLp0
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move *a5+,a1,L
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jrz scndone
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;Load up coors of obj from first list
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move *a1(OXPOS),a9 ;A9=OBJ1 Xmin
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jrz CLstsLp0 ;Deleted?
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move *a1(OSIZEX),a10 ;A10=OBJ1 Xmax (+1)
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add a9,a10
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move *a1(OYPOS),a7 ;A7=OBJ1 Ymin
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move *a1(OSIZEY),a11 ;A11=OBJ1 Ymax (+1)
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add a7,a11
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move *a1(ODXOFF),a14,W
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sub a14,a10
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move *a1(ODYOFF),a14,W
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sub a14,a11
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move b4,a6 ;Load head of second list
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PScnLp1 move *a6+,a2,L
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jrz CLstsLp0
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; movb *a2(OFLAGS+B_3D-7),a0
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; jrn #3d ;3D mode? (Maybe all????)
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move *a2(OYPOS),a0 ;Check objs A1,A2 for intersection
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cmp a11,a0
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; jrge PScnLp1 ;Y2Min >= Y1Max?
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jrge CLstsLp0 ;Y2Min >= Y1Max?
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move *a2(OSIZEY),a14
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add a14,a0
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move *a2(ODYOFF),a14
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sub a14,a0
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cmp a7,a0
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jrle PScnLp1 ;Y2Max <= Y1Min?
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#3d move *a2(OXPOS),a0 ;Signed compares because objs may lie on 0
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jrz PScnLp1 ;Deleted?
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cmp a10,a0
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jrge PScnLp1 ;X2Min >= X1Max?
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move *a2(OSIZEX),a14
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add a14,a0
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move *a2(ODXOFF),a14
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sub a14,a0
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cmp a9,a0
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jrle PScnLp1 ;X2Max <= X1Min?
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callr ColFunc ;>Call colfunc for obj A1 and A2
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move b0,b1 ;B1=*Collision routine for obj A1
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SWAP a1,a2
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callr ColFunc
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SWAP a1,a2
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move b0,b2 ;B2=*Collision routine for obj A2
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or b1,b0 ;Set z flag if both are zero
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jrz PScnLp1
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movb *a1(OFLAGS+B_PIXSCAN-7),a14 ;Is PIXSCAN ON
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jrn DoPScn0
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movb *a2(OFLAGS+B_PIXSCAN-7),a14 ;Is PIXSCAN ON
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jrnn SkPxScn0
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DoPScn0 callr PIXSCAN
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jrnc PScnLp1 ;BR=THIS WASN'T REALLY A COLLISION
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SkPxScn0
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clr a0
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move a0,@coll_stop ;Clr flag
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move b1,b1
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jrz PObj2Col
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move a1,a8
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move a2,a0
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call b1 ;Call collision for A1
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PObj2Col
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move b2,b2
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jrz PCkFree
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move a2,a8
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move a1,a0
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call b2 ;Call collision for A2
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PCkFree move @coll_stop,a0
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jrz PScnLp1 ;Continue scan?
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jruc CLstsLp0
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scndone rets
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****************************************************************************
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* Return in B0 routine for obj A1 struck by obj A2
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* Trashes A3-A4
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ColFunc
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movb *a1(OID+8),a3
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movb *a2(OID+8),a4
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sll 32-5,a3
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srl 17,a3 ;32 Long Word Align
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sll 32-5,a4
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srl 22,a4 ;Long Align
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add a4,a3
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addi TypeTbl,a3
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move *a3,a3,L
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jump a3 ;Routine can trash A0/A3/A4/A8/A14
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****************************************************************************
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* These are the COLLISION FUNCTIONS
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* A collision function is selected by the routine ColFunc
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* which uses the TYPE field of the victims OID to select a subtable
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* and indexes the subtable with the TYPE field of the killer.
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* This gives a ptr to a COLLISION FUNCTION which returns
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* the COLLISION ROUTINE to be called for the victim in B0.
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* The COLLISION FUNCS can destroy registers A0,A3,A4,A8
|
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****************************************************************************
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|||
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|||
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TypeTbl
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;0000
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;NULL
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.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
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.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
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.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
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.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
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;100
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;Player (PL)
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.LONG NULL, NULL, NULL, PLGR, NULL, PLPO, PLHL, NULL
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.LONG PLSP, PLEN, PLSK, PLQU, PLTA, PLSH, NULL, NULL
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.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
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.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
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|||
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;200
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|||
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;Bullet (from player) (BL)
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.LONG NULL, NULL, NULL, BLGR, NULL, BLPO, BLHL, NULL
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|||
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.LONG BLSP, BLEN, BLSK, BLQU, BLTA, BLSH, NULL, NULL
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.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
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.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
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|||
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;300
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|||
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;GRUNT (GR)
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.LONG NULL, NULL, GRBL, NULL, NULL, GRPO, NULL, NULL
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.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
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|||
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.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
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|||
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.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
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;400
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|||
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;Human (HU)
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.LONG NULL, HUPL, NULL, NULL, NULL, HUPO, HUHL, NULL
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|||
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.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
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|||
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.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
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|||
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.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
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|||
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;500
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|||
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;Post (PO)
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|||
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.LONG NULL, NULL, POBL, POGR, NULL, NULL, POHL, NULL
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|||
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.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
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|||
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.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
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|||
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.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
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|||
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;600
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|||
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;Hulk (HL)
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.LONG NULL, NULL, HLBL, NULL, NULL, NULL, NULL, NULL
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|||
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.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
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|||
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.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
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|||
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.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
|||
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;700
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|||
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;Text
|
|||
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.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
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|||
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.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
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|||
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.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
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|||
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.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
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|||
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;800
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|||
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;Sphereoid (SP)
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|||
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.LONG NULL, NULL, SPBL, NULL, NULL, NULL, NULL, NULL
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|||
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.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
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|||
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.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
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|||
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.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
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|||
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;900
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|||
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;Enforcer (EN)
|
|||
|
.LONG NULL, NULL, ENBL, 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
|
|||
|
;a00
|
|||
|
;Spark (SK)
|
|||
|
.LONG NULL, NULL, SKBL, 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
|
|||
|
;b00
|
|||
|
;Quark (QU)
|
|||
|
.LONG NULL, NULL, QUBL, 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
|
|||
|
;c00
|
|||
|
;Tank (TA)
|
|||
|
.LONG NULL, NULL, TABL, 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
|
|||
|
;d00
|
|||
|
;SHELL (SH)
|
|||
|
.LONG NULL, NULL, SHBL, 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
|
|||
|
;e00
|
|||
|
;Free
|
|||
|
.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
|
|||
|
;f00
|
|||
|
;Free
|
|||
|
.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
|
|||
|
;Free
|
|||
|
.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
|
|||
|
;1100
|
|||
|
;Free
|
|||
|
.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
|
|||
|
;1200
|
|||
|
;Free
|
|||
|
.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
|
|||
|
;1300
|
|||
|
;Free
|
|||
|
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
|||
|
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
|||
|
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
|||
|
.LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
|
|||
|
;1400
|
|||
|
;Free
|
|||
|
.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
|
|||
|
;Free
|
|||
|
.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
|
|||
|
;1600
|
|||
|
;Free
|
|||
|
.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
|
|||
|
;Free
|
|||
|
.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
|
|||
|
;Free
|
|||
|
.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
|
|||
|
;Free
|
|||
|
.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
|
|||
|
;Free
|
|||
|
.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
|
|||
|
;1b00
|
|||
|
;Free
|
|||
|
.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
|
|||
|
;1c00
|
|||
|
;Free
|
|||
|
.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
|
|||
|
;1d00
|
|||
|
;Free
|
|||
|
.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
|
|||
|
;1e00
|
|||
|
;Free
|
|||
|
.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
|
|||
|
;1f00
|
|||
|
;Free
|
|||
|
.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
|
|||
|
|
|||
|
NULL clr b0
|
|||
|
rets
|
|||
|
|
|||
|
;Jason's Robotron Collision
|
|||
|
|
|||
|
PLGR ;player hits grunt
|
|||
|
PLPO ;player hits post
|
|||
|
PLHL ;player hits hulk
|
|||
|
PLSP ;player hits sphereoid
|
|||
|
PLEN ;player hits enforcer
|
|||
|
PLSK ;player hits spark
|
|||
|
PLQU ;player hits quark
|
|||
|
PLTA ;player hits tank
|
|||
|
PLSH ;player hits shell
|
|||
|
movi player_die,b0
|
|||
|
rets
|
|||
|
|
|||
|
BLGR ;bullet hits grunt
|
|||
|
BLPO ;bullet hits post
|
|||
|
BLHL ;bullet hits hulk
|
|||
|
BLSP ;bullet hits sphereoid
|
|||
|
BLEN ;bullet hits enforcer
|
|||
|
BLSK ;bullet hits spark
|
|||
|
BLQU ;bullet hits quark
|
|||
|
BLTA ;bullet hits tank
|
|||
|
BLSH ;bullet hits shell
|
|||
|
movi bullet_die,b0
|
|||
|
rets
|
|||
|
|
|||
|
GRBL ;GRUNT hits bullet
|
|||
|
movi grunt_shot,b0
|
|||
|
rets
|
|||
|
|
|||
|
GRPO ;GRUNT hits post
|
|||
|
movi grunt_die,b0
|
|||
|
rets
|
|||
|
|
|||
|
HUPL ;human hits player
|
|||
|
movi human_saved,b0
|
|||
|
rets
|
|||
|
|
|||
|
HUHL ;human hits hulk
|
|||
|
movi human_killed,b0
|
|||
|
rets
|
|||
|
|
|||
|
HUPO ;human hits post
|
|||
|
movi human_hitpost,b0
|
|||
|
rets
|
|||
|
|
|||
|
POBL ;post hits bullet
|
|||
|
POGR ;post hits grunt
|
|||
|
POHL ;post hits hulk
|
|||
|
movi post_die,b0
|
|||
|
rets
|
|||
|
|
|||
|
HLBL ;hulk hits bullet
|
|||
|
movi hulk_pushback,b0
|
|||
|
rets
|
|||
|
|
|||
|
SPBL ;sphereoid hits bullet
|
|||
|
movi sphereoid_die,b0
|
|||
|
rets
|
|||
|
|
|||
|
ENBL ;enforcer hits bullet
|
|||
|
movi enforcer_die,b0
|
|||
|
rets
|
|||
|
|
|||
|
SKBL ;spark hits bullet
|
|||
|
movi spark_die,b0
|
|||
|
rets
|
|||
|
|
|||
|
QUBL ;quark hits bullet
|
|||
|
movi quark_die,b0
|
|||
|
rets
|
|||
|
|
|||
|
TABL ;tank hits bullet
|
|||
|
movi tank_die,b0
|
|||
|
rets
|
|||
|
|
|||
|
SHBL ;shell hits bullet
|
|||
|
movi shell_die,b0
|
|||
|
rets
|
|||
|
|
|||
|
****************************************************************************
|
|||
|
*COLLISION ROUTINE
|
|||
|
*A1=OBJECT ONE
|
|||
|
*A2=OBJECT TWO
|
|||
|
*RETURNS: CS= COLLISION, CC= NO COLLISION
|
|||
|
*
|
|||
|
* CLOBBERS A14
|
|||
|
*CREATE TIME SLICE WHILE LOCKING OUT INTERRUPTS
|
|||
|
|
|||
|
PIXSCAN
|
|||
|
mmtm sp,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,a10,a11,a12,a13
|
|||
|
mmtm sp,b0,b1
|
|||
|
|
|||
|
move a1,a10 ;A10=*Obj0
|
|||
|
move a2,a8 ;A8=*Obj1
|
|||
|
dint
|
|||
|
move *a10(OXPOS),a3 ;Set up object box TLX,TLY
|
|||
|
move *a10(OYVAL),a14,L
|
|||
|
movy a14,a3 ;A3=Obj0 Y:X
|
|||
|
|
|||
|
move *a8(OXPOS),a4
|
|||
|
move *a8(OYVAL),a14,L
|
|||
|
movy a14,a4 ;A4=Obj1 Y:X
|
|||
|
|
|||
|
move *a10(OCTRL),a6
|
|||
|
move a6,b0 ;B0=flags object 0
|
|||
|
move *a8(OCTRL),a6
|
|||
|
move a6,b1 ;B1=flags object 1
|
|||
|
|
|||
|
move *a10(OIMG),a9,L ;A9=*Image 0
|
|||
|
move *a8(OIMG),a7,L ;A7=*Image 1
|
|||
|
eint
|
|||
|
|
|||
|
move *a9,a5,L ;ISIZE
|
|||
|
move *a7,a6,L ;ISIZE
|
|||
|
addxy a3,a5 ;A5=Obj0 lower rgt Y:X
|
|||
|
addxy a4,a6 ;A6=Obj1 lower rgt Y:X
|
|||
|
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
|
|||
|
|
|||
|
|
|||
|
*A11=XOFF0
|
|||
|
*A12=XOFF1
|
|||
|
move a3,a2 ;>Calc XOFF0,XOFF1,XSCAN
|
|||
|
subxy a4,a2
|
|||
|
sext a2
|
|||
|
jrnn clx1
|
|||
|
neg a2
|
|||
|
move a2,a11 ;object 1 to the right
|
|||
|
clr a12
|
|||
|
move a4,a13 ;rightmost top left
|
|||
|
jruc clx2
|
|||
|
|
|||
|
clx1 move a2,a12 ;object 0 to the right
|
|||
|
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
|
|||
|
neg a13 ;A13=XSCAN
|
|||
|
|
|||
|
;>Calc YOFF0,YOFF1,YSCAN
|
|||
|
sra 16,a3 ;Kill X half
|
|||
|
sra 16,a4
|
|||
|
sra 16,a5
|
|||
|
sra 16,a6
|
|||
|
move a3,a2 ;A3=YOFF1
|
|||
|
sub a4,a2 ;A2=YOFF0
|
|||
|
jrnn cly1
|
|||
|
neg a2
|
|||
|
clr a3 ;object 1 to the right
|
|||
|
move a4,a14 ;rightmost top left
|
|||
|
jruc cly2
|
|||
|
|
|||
|
cly1 move a3,a14 ;object 0 to the right
|
|||
|
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 ;A14=YSCAN
|
|||
|
|
|||
|
*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,a5 ;Get ISIZEX
|
|||
|
addk 3,a5 ;correct erroneous width (thanx, warren)
|
|||
|
srl 2,A5
|
|||
|
sll 2,A5
|
|||
|
|
|||
|
*CHECK OBJECT 0 FLIPS
|
|||
|
|
|||
|
btst B_FLIPH,b0
|
|||
|
jrnz CL0HF ;HORIZONTAL FLIP
|
|||
|
btst B_FLIPV,b0
|
|||
|
jrnz CL0VF ;VERTICAL FLIP
|
|||
|
|
|||
|
;NO FLIP CASE
|
|||
|
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 ;A4=STARTAD0=IMAGEAD0+(YOFF0 X W0) + XOFF
|
|||
|
sub a13,a5 ;A5=VINC0=W0-XScan
|
|||
|
sll 3,a5 ;Correct for pixel addressing
|
|||
|
movk 8,a2 ;A2=HINC0
|
|||
|
jruc CLOBJ1
|
|||
|
|
|||
|
|
|||
|
CL0HF BTST B_FLIPV,B0 ;VERT FLIP TOO?
|
|||
|
JRNE CL0HVF ;HORIZ AND VERT FLIP
|
|||
|
;HORIZONTAL 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 ;A4=STARTAD0=IMAGEAD0+(YOFF0*W0)+W0-XOFF0-1
|
|||
|
MOVI -8,A2 ;A2=HINC0
|
|||
|
ADD A13,A5 ;A5=VINC0=W0+XSCAN
|
|||
|
SLL 3,A5 ;CORRECT FOR PIXEL ADDRESSING
|
|||
|
JRUC CLOBJ1
|
|||
|
|
|||
|
;VERTICAL FLIP
|
|||
|
CL0VF MOVE *A9(ISIZEY),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 ;A4=STARTAD0=IMAGEAD0+(H0-YOFF0-1)W0+XOFF0
|
|||
|
NEG A5 ;-W0
|
|||
|
SUB A13,A5 ;-XSCAN
|
|||
|
SLL 3,A5 ;A5=VINC0=-W0-XSCAN
|
|||
|
MOVK 8,A2 ;A2=HINC0
|
|||
|
JRUC CLOBJ1
|
|||
|
|
|||
|
;VERTICAL AND HORIZONTAL FLIP
|
|||
|
CL0HVF MOVE *A9(ISIZEY),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 ;A4=STARTAD0=(H0-YOFF0-1)W0+W0-XOFF0-1
|
|||
|
NEG A5 ;-W0
|
|||
|
ADD A13,A5 ;+XSCAN
|
|||
|
SLL 3,A5 ;A5=VINC0=-W0-XSCAN
|
|||
|
MOVI -8,A2 ;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,a11 ;Get ISIZEX
|
|||
|
addk 3,a11 ;correct erroneous width (thanx, warren)
|
|||
|
srl 2,A11
|
|||
|
sll 2,A11
|
|||
|
|
|||
|
BTST B_FLIPH,B1 ;CHECK OBJECT 1 FLIPS
|
|||
|
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(ISIZEY),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(ISIZEY),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
|
|||
|
|
|||
|
*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
|
|||
|
|
|||
|
dint
|
|||
|
move @INTENB,a0
|
|||
|
andni X1E,a0
|
|||
|
move a0,@INTENB
|
|||
|
eint
|
|||
|
|
|||
|
csh0 move @DMACTRL,a0
|
|||
|
jrn csh0 ;DMA busy?
|
|||
|
|
|||
|
.if YUNIT
|
|||
|
setf 6,0,0 ;6 bit field
|
|||
|
.else
|
|||
|
setf 8,0,0 ;8 bit field
|
|||
|
.endif
|
|||
|
|
|||
|
csh1 move a13,a1 ;load line countdown horiz counter
|
|||
|
|
|||
|
cshl move *a4,a0 ;Check image 0 corresponding non zeroes
|
|||
|
jrz csnxh ;No hit?
|
|||
|
|
|||
|
move *a6,a0 ;check image 1
|
|||
|
jrnz pshit ;Hit?
|
|||
|
|
|||
|
csnxh add a2,a4 ;Add horiz increments
|
|||
|
add a3,a6
|
|||
|
dsjs a1,cshl ;Loop horizontal
|
|||
|
|
|||
|
add a5,a4 ;Add vert increments
|
|||
|
add a11,a6
|
|||
|
dsjs a14,csh1 ;Loop vert
|
|||
|
|
|||
|
setf 16,1,0 ;Normal field
|
|||
|
|
|||
|
CSFAIL move b13,b13
|
|||
|
jrz psnodma ;Skip DMA restart?
|
|||
|
dint
|
|||
|
move @INTENB,a0
|
|||
|
ori X1E,a0
|
|||
|
move a0,@INTENB
|
|||
|
eint
|
|||
|
psnodma clrc ;No hit
|
|||
|
jruc psx ;Exit
|
|||
|
|
|||
|
|
|||
|
pshit setf 16,1,0 ;Normal field
|
|||
|
move b13,b13
|
|||
|
jrz csflags ;Skip DMA restart?
|
|||
|
dint
|
|||
|
move @INTENB,a0
|
|||
|
ori X1E,a0
|
|||
|
move a0,@INTENB
|
|||
|
eint
|
|||
|
csflags setc ;Hit
|
|||
|
|
|||
|
psx mmfm sp,b0,b1
|
|||
|
mmfm sp,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,a10,a11,a12,a13
|
|||
|
rets
|
|||
|
|
|||
|
|
|||
|
|
|||
|
********************************
|
|||
|
*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
|
|||
|
|
|||
|
;SHORT_PLYR
|
|||
|
; 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 20,A11 ;19 ;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
|
|||
|
;
|
|||
|
; move @PCNT,a6
|
|||
|
; btst 0,a6
|
|||
|
; JRZ CLRCR
|
|||
|
; SETC ;GOT A BOX INTERSECTION
|
|||
|
; RETS
|
|||
|
;CLRCR CLRC
|
|||
|
; RETS
|
|||
|
|
|||
|
|
|||
|
******************************************************************************
|
|||
|
|
|||
|
.end
|
|||
|
|