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878 changed files with 469812 additions and 0 deletions

1740
ADAM.ASM Executable file

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ADAMIMG.ASM Executable file
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.FILE "adamimg.asm"
.OPTION B,D,L,T
.include imgtbl.glo
.DATA
.even
.include adamimg.tbl
.include adamimg.h
******************************************************************************
.even
.include "adam.seq"
******************************************************************************
; END


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ADAMIMG.H Executable file
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.global A4AH4C
.global A2AH2A
.global A4AM4B
.global A2AM2A
.global A3AE4A
.global A3AE2A
.global A4BK3C
.global A2BK3B
.global A4LB4A
.global A2LB2B
.global A3CP3A
.global A3CP3D
.global A3FH3A
.global A3FD3B
.global A3GU4A
.global A3GU2A
.global A4KM3C
.global A2KM3A
.global A4NM3A
.global A2NM3A
.global A4BG3A
.global A2BG3A
.global A4MP4B
.global A3DC3B
.global A3GD4A
.global A3GD2A
.global A2JT2A
.global A4BF3A
.global A3BF3A
.global A3ZM3C
.global A4GH3A
.global A3PD3A
.global A4FG3A
.global A4GR3B
.global A2FG3A
.global A2GR3Z
.global A3RL1A
.global A4PM4A
.global A4SB4A
.global A4GF3A
.global A4SW4A
.global A3PO4B
.global A4UT4Z
.global A4UT4Y
.global A3LC3A
.global A3RC3A
.global A4UP3A
.global A2UP3A
.global A4OT3A
.global A4UT3A
.global A4MK3B
.global A4SC5B
.global A2SC1A
.global A2PU3G
.global A4PU3B
.global A4PU3C
.global A2PU3D
.global A4BC3A
.global A2BC3B
.global A4PS3A
.global A2PS3A
.global A4HT3A
.global A3PJ3B
.global A2PJ2C
.global A2ST2D
.global A2TW2Z
.global A2WL1A
.global A2WL2B
.global A2WL8B
.global A3BO3A
.global A3RN3A
.global A4ST4J
.global A4TW4Z
.global A4WL2B
.global A4WL4A
.global A4WL5B
.global A1TT5Z
.global A1TR5Z
.global A2CT2B

3722
ADJUST.ASM Executable file

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640
ADMSEQ1.ASM Executable file
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**************************************************************
*
* Software: Jamie Rivett
* Initiated: 10/12/93
*
* COPYRIGHT (C) 1992 WILLIAMS ELECTRONICS GAMES, INC.
*
**************************************************************
.file "admseq1.asm"
.title "Adam Bomb animation sequences"
.width 132
.option b,d,l,t
.mnolist
.include "macros.h"
.include "mproc.equ" ;Mproc equates
.include "sys.equ"
.include "game.equ"
.include "plyr.equ"
.include "anim.equ"
.include "sound.h"
.include "adamimg.h"
******************************************************************************
* EXTERNAL REFERENCES
;from ROPES.ASM
.ref rope_command
******************************************************************************
* SYMBOLS DEFINED IN THIS FILE
******************************************************************************
* EQUATES FOR THIS FILE
TSEC equ 53
#*****************************************************************************
*
* STANDS
SUBR adm_zip_anim
WL TSEC*60,A2ST2D+FR1
.word 0
#STNA2_SPD equ 6
SUBR adm_stand2_anim
SUBR adm_stand8_anim
.word ANI_SETMODE,MODE_NORMAL
WL #STNA2_SPD,A2ST2D+FR1
WL #STNA2_SPD,A2ST2D+FR2
WL #STNA2_SPD,A2ST2D+FR3
WL #STNA2_SPD,A2ST2D+FR4
WL #STNA2_SPD,A2ST2D+FR5
WL #STNA2_SPD,A2ST2D+FR6
WL #STNA2_SPD,A2ST2D+FR7
WL #STNA2_SPD,A2ST2D+FR8
WL #STNA2_SPD,A2ST2D+FR9
WL #STNA2_SPD,A2ST2D+FR10
WL #STNA2_SPD,A2ST2D+FR11
WL #STNA2_SPD,A2ST2D+FR12
.word ANI_REPEAT
#STNA4_SPD equ 6
SUBR adm_stand4_anim
SUBR adm_stand6_anim
.word ANI_SETMODE,MODE_NORMAL
WL #STNA4_SPD,A4ST4J+FR1
WL #STNA4_SPD,A4ST4J+FR2
WL #STNA4_SPD,A4ST4J+FR3
WL #STNA4_SPD,A4ST4J+FR4
WL #STNA4_SPD,A4ST4J+FR5
WL #STNA4_SPD,A4ST4J+FR6
WL #STNA4_SPD,A4ST4J+FR7
WL #STNA4_SPD,A4ST4J+FR8
WL #STNA4_SPD,A4ST4J+FR9
WL #STNA4_SPD,A4ST4J+FR10
WL #STNA4_SPD,A4ST4J+FR11
.word ANI_REPEAT
#*****************************************************************************
*
* WALKING TORSOS
#TORSO2_SPD equ 4
SUBR adm_torso2_anim
SUBR adm_torso8_anim
WL #TORSO2_SPD,A2TW2Z+FR1
.word ANI_REPEAT
#TORSO4_SPD equ 4
SUBR adm_torso4_anim
SUBR adm_torso6_anim
WL #TORSO4_SPD,A4TW4Z+FR1
WL #TORSO4_SPD,A4TW4Z+FR2
.word ANI_REPEAT
#*****************************************************************************
*
* WALKS FACING #2
#W1F2_SPD equ 2
SUBR adm_walk1_f2_anim
WL #W1F2_SPD,A2WL1A+FR1
WL #W1F2_SPD,A2WL1A+FR2
WL #W1F2_SPD,A2WL1A+FR3
WL #W1F2_SPD,A2WL1A+FR4
WL #W1F2_SPD,A2WL1A+FR5
WL #W1F2_SPD,A2WL1A+FR6
WL #W1F2_SPD,A2WL1A+FR7
WL #W1F2_SPD,A2WL1A+FR8
WL #W1F2_SPD,A2WL1A+FR9
WL #W1F2_SPD,A2WL1A+FR10
WL #W1F2_SPD,A2WL1A+FR11
WL #W1F2_SPD,A2WL1A+FR12
WL #W1F2_SPD,A2WL1A+FR13
WL #W1F2_SPD,A2WL1A+FR14
WL #W1F2_SPD,A2WL1A+FR15
WL #W1F2_SPD,A2WL1A+FR16
WL #W1F2_SPD,A2WL1A+FR17
WL #W1F2_SPD,A2WL1A+FR18
.word ANI_REPEAT
#W2F2_SPD equ 2
SUBR adm_walk2_f2_anim
WL #W2F2_SPD,A2WL2B+FR1
WL #W2F2_SPD,A2WL2B+FR2
WL #W2F2_SPD,A2WL2B+FR3
WL #W2F2_SPD,A2WL2B+FR4
WL #W2F2_SPD,A2WL2B+FR5
WL #W2F2_SPD,A2WL2B+FR6
WL #W2F2_SPD,A2WL2B+FR7
WL #W2F2_SPD,A2WL2B+FR8
WL #W2F2_SPD,A2WL2B+FR9
WL #W2F2_SPD,A2WL2B+FR10
WL #W2F2_SPD,A2WL2B+FR11
WL #W2F2_SPD,A2WL2B+FR12
WL #W2F2_SPD,A2WL2B+FR13
WL #W2F2_SPD,A2WL2B+FR14
WL #W2F2_SPD,A2WL2B+FR15
WL #W2F2_SPD,A2WL2B+FR16
WL #W2F2_SPD,A2WL2B+FR17
WL #W2F2_SPD,A2WL2B+FR18
WL #W2F2_SPD,A2WL2B+FR19
WL #W2F2_SPD,A2WL2B+FR20
.word ANI_REPEAT
#W4F2_SPD equ 2
SUBR adm_walk4_f2_anim
WL #W4F2_SPD,A2WL8B+FR1
WL #W4F2_SPD,A2WL8B+FR2
WL #W4F2_SPD,A2WL8B+FR3
WL #W4F2_SPD,A2WL8B+FR4
WL #W4F2_SPD,A2WL8B+FR5
WL #W4F2_SPD,A2WL8B+FR6
WL #W4F2_SPD,A2WL8B+FR7
WL #W4F2_SPD,A2WL8B+FR8
WL #W4F2_SPD,A2WL8B+FR9
WL #W4F2_SPD,A2WL8B+FR10
WL #W4F2_SPD,A2WL8B+FR11
WL #W4F2_SPD,A2WL8B+FR12
WL #W4F2_SPD,A2WL8B+FR13
WL #W4F2_SPD,A2WL8B+FR14
WL #W4F2_SPD,A2WL8B+FR15
WL #W4F2_SPD,A2WL8B+FR16
WL #W4F2_SPD,A2WL8B+FR17
.word ANI_REPEAT
#W5F2_SPD equ 2
SUBR adm_walk5_f2_anim
WL #W5F2_SPD,A2WL1A+FR18
WL #W5F2_SPD,A2WL1A+FR17
WL #W5F2_SPD,A2WL1A+FR16
WL #W5F2_SPD,A2WL1A+FR15
WL #W5F2_SPD,A2WL1A+FR14
WL #W5F2_SPD,A2WL1A+FR13
WL #W5F2_SPD,A2WL1A+FR12
WL #W5F2_SPD,A2WL1A+FR11
WL #W5F2_SPD,A2WL1A+FR10
WL #W5F2_SPD,A2WL1A+FR9
WL #W5F2_SPD,A2WL1A+FR8
WL #W5F2_SPD,A2WL1A+FR7
WL #W5F2_SPD,A2WL1A+FR6
WL #W5F2_SPD,A2WL1A+FR5
WL #W5F2_SPD,A2WL1A+FR4
WL #W5F2_SPD,A2WL1A+FR3
WL #W5F2_SPD,A2WL1A+FR2
WL #W5F2_SPD,A2WL1A+FR1
.word ANI_REPEAT
#W6F2_SPD equ 2
SUBR adm_walk6_f2_anim
WL #W6F2_SPD,A2WL2B+FR20
WL #W6F2_SPD,A2WL2B+FR19
WL #W6F2_SPD,A2WL2B+FR18
WL #W6F2_SPD,A2WL2B+FR17
WL #W6F2_SPD,A2WL2B+FR16
WL #W6F2_SPD,A2WL2B+FR15
WL #W6F2_SPD,A2WL2B+FR14
WL #W6F2_SPD,A2WL2B+FR13
WL #W6F2_SPD,A2WL2B+FR12
WL #W6F2_SPD,A2WL2B+FR11
WL #W6F2_SPD,A2WL2B+FR10
WL #W6F2_SPD,A2WL2B+FR9
WL #W6F2_SPD,A2WL2B+FR8
WL #W6F2_SPD,A2WL2B+FR7
WL #W6F2_SPD,A2WL2B+FR6
WL #W6F2_SPD,A2WL2B+FR5
WL #W6F2_SPD,A2WL2B+FR4
WL #W6F2_SPD,A2WL2B+FR3
WL #W6F2_SPD,A2WL2B+FR2
WL #W6F2_SPD,A2WL2B+FR1
.word ANI_REPEAT
#W8F2_SPD equ 2
SUBR adm_walk8_f2_anim
WL #W8F2_SPD,A2WL8B+FR17
WL #W8F2_SPD,A2WL8B+FR16
WL #W8F2_SPD,A2WL8B+FR15
WL #W8F2_SPD,A2WL8B+FR14
WL #W8F2_SPD,A2WL8B+FR13
WL #W8F2_SPD,A2WL8B+FR12
WL #W8F2_SPD,A2WL8B+FR11
WL #W8F2_SPD,A2WL8B+FR10
WL #W8F2_SPD,A2WL8B+FR9
WL #W8F2_SPD,A2WL8B+FR8
WL #W8F2_SPD,A2WL8B+FR7
WL #W8F2_SPD,A2WL8B+FR6
WL #W8F2_SPD,A2WL8B+FR5
WL #W8F2_SPD,A2WL8B+FR4
WL #W8F2_SPD,A2WL8B+FR3
WL #W8F2_SPD,A2WL8B+FR2
WL #W8F2_SPD,A2WL8B+FR1
.word ANI_REPEAT
#*****************************************************************************
*
* WALKS FACING #4
#W1F4_SPD equ 2
SUBR adm_walk1_f4_anim
WL #W1F4_SPD,A4WL5B+FR20
WL #W1F4_SPD,A4WL5B+FR19
WL #W1F4_SPD,A4WL5B+FR18
WL #W1F4_SPD,A4WL5B+FR17
WL #W1F4_SPD,A4WL5B+FR16
WL #W1F4_SPD,A4WL5B+FR15
WL #W1F4_SPD,A4WL5B+FR14
WL #W1F4_SPD,A4WL5B+FR13
WL #W1F4_SPD,A4WL5B+FR12
WL #W1F4_SPD,A4WL5B+FR11
WL #W1F4_SPD,A4WL5B+FR10
WL #W1F4_SPD,A4WL5B+FR9
WL #W1F4_SPD,A4WL5B+FR8
WL #W1F4_SPD,A4WL5B+FR7
WL #W1F4_SPD,A4WL5B+FR6
WL #W1F4_SPD,A4WL5B+FR5
WL #W1F4_SPD,A4WL5B+FR4
WL #W1F4_SPD,A4WL5B+FR3
WL #W1F4_SPD,A4WL5B+FR2
WL #W1F4_SPD,A4WL5B+FR1
.word ANI_REPEAT
#W2F4_SPD equ 2
SUBR adm_walk2_f4_anim
WL #W2F4_SPD,A4WL2B+FR1
WL #W2F4_SPD,A4WL2B+FR2
WL #W2F4_SPD,A4WL2B+FR3
WL #W2F4_SPD,A4WL2B+FR4
WL #W2F4_SPD,A4WL2B+FR5
WL #W2F4_SPD,A4WL2B+FR6
WL #W2F4_SPD,A4WL2B+FR7
WL #W2F4_SPD,A4WL2B+FR8
WL #W2F4_SPD,A4WL2B+FR9
WL #W2F4_SPD,A4WL2B+FR10
WL #W2F4_SPD,A4WL2B+FR11
WL #W2F4_SPD,A4WL2B+FR12
WL #W2F4_SPD,A4WL2B+FR13
WL #W2F4_SPD,A4WL2B+FR14
WL #W2F4_SPD,A4WL2B+FR15
WL #W2F4_SPD,A4WL2B+FR16
WL #W2F4_SPD,A4WL2B+FR17
WL #W2F4_SPD,A4WL2B+FR18
WL #W2F4_SPD,A4WL2B+FR19
WL #W2F4_SPD,A4WL2B+FR20
.word ANI_REPEAT
#W4F4_SPD equ 2
SUBR adm_walk4_f4_anim
WL #W4F4_SPD,A4WL4A+FR1
WL #W4F4_SPD,A4WL4A+FR2
WL #W4F4_SPD,A4WL4A+FR3
WL #W4F4_SPD,A4WL4A+FR4
WL #W4F4_SPD,A4WL4A+FR5
WL #W4F4_SPD,A4WL4A+FR6
WL #W4F4_SPD,A4WL4A+FR7
WL #W4F4_SPD,A4WL4A+FR8
WL #W4F4_SPD,A4WL4A+FR9
WL #W4F4_SPD,A4WL4A+FR10
WL #W4F4_SPD,A4WL4A+FR11
WL #W4F4_SPD,A4WL4A+FR12
WL #W4F4_SPD,A4WL4A+FR13
WL #W4F4_SPD,A4WL4A+FR14
WL #W4F4_SPD,A4WL4A+FR15
WL #W4F4_SPD,A4WL4A+FR16
WL #W4F4_SPD,A4WL4A+FR17
WL #W4F4_SPD,A4WL4A+FR18
WL #W4F4_SPD,A4WL4A+FR19
.word ANI_REPEAT
#W5F4_SPD equ 2
SUBR adm_walk5_f4_anim
WL #W5F4_SPD,A4WL5B+FR1
WL #W5F4_SPD,A4WL5B+FR2
WL #W5F4_SPD,A4WL5B+FR3
WL #W5F4_SPD,A4WL5B+FR4
WL #W5F4_SPD,A4WL5B+FR5
WL #W5F4_SPD,A4WL5B+FR6
WL #W5F4_SPD,A4WL5B+FR7
WL #W5F4_SPD,A4WL5B+FR8
WL #W5F4_SPD,A4WL5B+FR9
WL #W5F4_SPD,A4WL5B+FR10
WL #W5F4_SPD,A4WL5B+FR11
WL #W5F4_SPD,A4WL5B+FR12
WL #W5F4_SPD,A4WL5B+FR13
WL #W5F4_SPD,A4WL5B+FR14
WL #W5F4_SPD,A4WL5B+FR15
WL #W5F4_SPD,A4WL5B+FR16
WL #W5F4_SPD,A4WL5B+FR17
WL #W5F4_SPD,A4WL5B+FR18
WL #W5F4_SPD,A4WL5B+FR19
WL #W5F4_SPD,A4WL5B+FR20
.word ANI_REPEAT
#W6F4_SPD equ 2
SUBR adm_walk6_f4_anim
WL #W6F4_SPD,A4WL2B+FR20
WL #W6F4_SPD,A4WL2B+FR19
WL #W6F4_SPD,A4WL2B+FR18
WL #W6F4_SPD,A4WL2B+FR17
WL #W6F4_SPD,A4WL2B+FR16
WL #W6F4_SPD,A4WL2B+FR15
WL #W6F4_SPD,A4WL2B+FR14
WL #W6F4_SPD,A4WL2B+FR13
WL #W6F4_SPD,A4WL2B+FR12
WL #W6F4_SPD,A4WL2B+FR11
WL #W6F4_SPD,A4WL2B+FR10
WL #W6F4_SPD,A4WL2B+FR9
WL #W6F4_SPD,A4WL2B+FR8
WL #W6F4_SPD,A4WL2B+FR7
WL #W6F4_SPD,A4WL2B+FR6
WL #W6F4_SPD,A4WL2B+FR5
WL #W6F4_SPD,A4WL2B+FR4
WL #W6F4_SPD,A4WL2B+FR3
WL #W6F4_SPD,A4WL2B+FR2
WL #W6F4_SPD,A4WL2B+FR1
.word ANI_REPEAT
#W8F4_SPD equ 2
SUBR adm_walk8_f4_anim
WL #W8F4_SPD,A4WL4A+FR19
WL #W8F4_SPD,A4WL4A+FR18
WL #W8F4_SPD,A4WL4A+FR17
WL #W8F4_SPD,A4WL4A+FR16
WL #W8F4_SPD,A4WL4A+FR15
WL #W8F4_SPD,A4WL4A+FR14
WL #W8F4_SPD,A4WL4A+FR13
WL #W8F4_SPD,A4WL4A+FR12
WL #W8F4_SPD,A4WL4A+FR11
WL #W8F4_SPD,A4WL4A+FR10
WL #W8F4_SPD,A4WL4A+FR9
WL #W8F4_SPD,A4WL4A+FR8
WL #W8F4_SPD,A4WL4A+FR7
WL #W8F4_SPD,A4WL4A+FR6
WL #W8F4_SPD,A4WL4A+FR5
WL #W8F4_SPD,A4WL4A+FR4
WL #W8F4_SPD,A4WL4A+FR3
WL #W8F4_SPD,A4WL4A+FR2
WL #W8F4_SPD,A4WL4A+FR1
.word ANI_REPEAT
#*****************************************************************************
*
* TURNS (STANDS)
SUBR adm_2_to_4_turn_anim
SUBR adm_8_to_6_turn_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
WL 3,A1TT5Z+FR2
WL 3,A1TT5Z+FR3
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
SUBR adm_4_to_2_turn_anim
SUBR adm_6_to_8_turn_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
WL 3,A1TT5Z+FR3
WL 3,A1TT5Z+FR2
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
SUBR adm_4_to_6_turn_anim
SUBR adm_6_to_4_turn_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
WL 3,A1TT5Z+FR4
.word ANI_XFLIP
WL 3,A1TT5Z+FR4
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
SUBR adm_2_to_8_turn_anim
SUBR adm_8_to_2_turn_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
WL 3,A1TT5Z+FR1
.word ANI_XFLIP
WL 3,A1TT5Z+FR1
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
SUBR adm_4_to_8_turn_anim
SUBR adm_6_to_2_turn_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
WL 3,A1TT5Z+FR3
WL 3,A1TT5Z+FR2
WL 3,A1TT5Z+FR1
.word ANI_XFLIP
WL 3,A1TT5Z+FR1
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
SUBR adm_2_to_6_turn_anim
SUBR adm_8_to_4_turn_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
WL 3,A1TT5Z+FR1
.word ANI_XFLIP
WL 3,A1TT5Z+FR1
WL 3,A1TT5Z+FR2
WL 3,A1TT5Z+FR3
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
#*****************************************************************************
*
* TURNS (TORSOS)
SUBR adm_2_to_4_turn2_anim
SUBR adm_8_to_6_turn2_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
WL 3,A1TR5Z+FR2
.word ANI_SETFACING
WL 3,A1TR5Z+FR3
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
SUBR adm_4_to_2_turn2_anim
SUBR adm_6_to_8_turn2_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
WL 3,A1TR5Z+FR3
.word ANI_SETFACING
WL 3,A1TR5Z+FR2
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
SUBR adm_4_to_6_turn2_anim
SUBR adm_6_to_4_turn2_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
WL 3,A1TR5Z+FR4
.word ANI_SETFACING ;ANI_XFLIP <- not primary anim
WL 3,A1TR5Z+FR4
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
SUBR adm_2_to_8_turn2_anim
SUBR adm_8_to_2_turn2_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
WL 3,A1TR5Z+FR1
.word ANI_SETFACING ;ANI_XFLIP <- not primary anim
WL 3,A1TR5Z+FR1
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
SUBR adm_4_to_8_turn2_anim
SUBR adm_6_to_2_turn2_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
SUBR adm_2_to_6_turn2_anim
SUBR adm_8_to_4_turn2_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
#*****************************************************************************
*
* RUNNING IN #3
SUBR adm_run2_anim
.word ANI_SETMODE,MODE_NORMAL
WL ANI_GOTO,#lp0
#RUN_SPD equ 2
SUBR adm_run_anim
.word ANI_SETMODE,MODE_UNINT ;uninterruptable
#lp0
#lp1
WL #RUN_SPD+1,A3RN3A+FR10
WL #RUN_SPD,A3RN3A+FR11
WL #RUN_SPD,A3RN3A+FR12
WL #RUN_SPD,A3RN3A+FR13
WL #RUN_SPD,A3RN3A+FR1
WL #RUN_SPD+1,A3RN3A+FR2
WL #RUN_SPD,A3RN3A+FR3
.word ANI_SOUND,run_snd
.word ANI_SETMODE,MODE_NORMAL ;clear UNINT bit
WL #RUN_SPD+1,A3RN3A+FR4
WL #RUN_SPD,A3RN3A+FR5
WL #RUN_SPD+1,A3RN3A+FR6
WL #RUN_SPD,A3RN3A+FR7
WL #RUN_SPD+1,A3RN3A+FR8
.word ANI_SOUND,run_snd
WL #RUN_SPD,A3RN3A+FR9
WL ANI_GOTO,#lp1
*
* OUT OF CONTROL RUN IN #3
SUBR adm_ocrun_anim
.word ANI_SETMODE,MODE_NOAUTOFLIP ;don't change facing
WL 15,A3RN3A+FR1
#lp
WL #RUN_SPD+1,A3RN3A+FR10
WL #RUN_SPD,A3RN3A+FR11
WL #RUN_SPD,A3RN3A+FR12
WL #RUN_SPD,A3RN3A+FR13
WL #RUN_SPD,A3RN3A+FR1
WL #RUN_SPD+1,A3RN3A+FR2
WL #RUN_SPD,A3RN3A+FR3
.word ANI_SOUND,run_snd
WL #RUN_SPD+1,A3RN3A+FR4
WL #RUN_SPD,A3RN3A+FR5
WL #RUN_SPD+1,A3RN3A+FR6
WL #RUN_SPD,A3RN3A+FR7
WL #RUN_SPD+1,A3RN3A+FR8
.word ANI_SOUND,run_snd
WL #RUN_SPD,A3RN3A+FR9
WL ANI_GOTO,#lp
#*****************************************************************************
*
* BOUNCE OFF ROPES
SUBR adm_bounce_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP| MODE_NOCONFINE ;uninterruptable
.word ANI_ZEROVELS
WL 4,A3BO3A+FR1
WL 3,A3BO3A+FR2
.word ANI_BOUNCEROPE,0
WL 1,A3BO3A+FR2
WL 3,A3BO3A+FR3
.word ANI_BOUNCEROPE,1
WL 1,A3BO3A+FR3
WL 3,A3BO3A+FR4
.word ANI_BOUNCEROPE,2
WL 1,A3BO3A+FR4
WL 5,A3BO3A+FR5
.word ANI_BOUNCEROPE,4
WL 1,A3BO3A+FR5
WL 3,A3BO3A+FR6
.word ANI_BOUNCEROPE,-1 ;release
WL 1,A3BO3A+FR6
WL 4,A3BO3A+FR7
.word ANI_SOUND,run_snd
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
#*****************************************************************************
SUBR adm_slave_image_table
.long #s2_grapple ;0 S2_GRAPPLE
.long #s4_grapple ;1 S4_GRAPPLE
.long #s3_grap_to_hh ;2 S3_GRAP_TO_HH
.long #s3_pile_driven ;3 S3_PILE_DRIVEN
#s2_grapple ;ABOMB #2 grapple
.long A2GR3Z+FR5 ;0 (most forward)
.long A2GR3Z+FR6 ;1
.long A2GR3Z+FR7 ;2
.long A2GR3Z+FR8 ;3 (most back)
#s4_grapple ;ABOMB #4 grapple
.long A4GR3B+FR7 ;0 (most forward)
.long A4GR3B+FR6 ;1
.long A4GR3B+FR5 ;2
.long A4GR3B+FR4 ;3 (most back)
#s3_grap_to_hh ;ABOMB #3 from grapple to head being held
#s3_pile_driven ;ABOMB #3 pile driven
******************************************************************************
.end


1630
ADMSEQ2.ASM Executable file

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360
ADMSEQ3.ASM Executable file
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**************************************************************
*
* Software: Jamie Rivett
* Initiated: 5/12/94
*
* COPYRIGHT (C) 1992 WILLIAMS ELECTRONICS GAMES, INC.
*
**************************************************************
.file "admseq3.asm"
.title "Adam Bomb animation sequences"
.width 132
.option b,d,l,t
.mnolist
.include "macros.h"
.include "mproc.equ" ;Mproc equates
.include "sys.equ"
.include "display.equ"
.include "game.equ"
.include "plyr.equ"
.include "anim.equ"
.include "sound.h"
.include "ring.equ"
.include "adamimg.h"
******************************************************************************
* EXTERNAL REFERENCES
.ref wres_get_stick_val_cur
.ref RNDRNG0
.ref set_target_offsets
.ref get_opp_process
.ref get_leap
.ref shake_all_ropes
******************************************************************************
* SYMBOLS DEFINED IN THIS FILE
******************************************************************************
* EQUATES FOR THIS FILE
TSEC equ 53
#*****************************************************************************
SUBR adm_2_break_lockup_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
WLW ANI_SET_XVEL,-30000h,1 ;facing relative
.word ANI_FRICTION,3000h
WL 3,A2FG3A+FR4
WL 3,A2FG3A+FR3
WL 3,A2FG3A+FR2
WL 3,A2FG3A+FR1
.word ANI_SETMODE,MODE_NORMAL
.word ANI_SETPLYRMODE,MODE_NORMAL
.word ANI_END
#*****************************************************************************
SUBR adm_2_lockup_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
WL 4,A2FG3A+FR1
WL 4,A2FG3A+FR2
WL 4,A2FG3A+FR3
WL 4,A2FG3A+FR4
WL 4,A2FG3A+FR5
.word ANI_ATTACK_ON, AMODE_GRAPPLE,24,-100,48,28 ;mode,x,y,w,h
WL 4,A2FG3A+FR6
.word ANI_ATTACK_OFF
WL ANI_IFSTATUS,#grapple
WL 4,A2FG3A+FR5
WL 4,A2FG3A+FR4
WL 4,A2FG3A+FR3
WL 4,A2FG3A+FR2
WL 4,A2FG3A+FR1
.word ANI_SETMODE,MODE_NORMAL
.word ANI_SETPLYRMODE,MODE_NORMAL
.word ANI_END
#grapple
.word ANI_SETMODE,MODE_NOAUTOFLIP
.word ANI_SLAVE,S4_GRAPPLE,3
WL 8,A2GR3Z+FR5
.word ANI_SLAVE,S4_GRAPPLE,2
WL 8,A2GR3Z+FR6
.word ANI_SLAVE,S4_GRAPPLE,1
WL 8,A2GR3Z+FR7
.word ANI_SLAVE,S4_GRAPPLE,0
WL 8,A2GR3Z+FR8
.word ANI_SLAVE,S4_GRAPPLE,1
WL 8,A2GR3Z+FR7
.word ANI_SLAVE,S4_GRAPPLE,2
WL 8,A2GR3Z+FR6
WL ANI_GOTO,#grapple
#*****************************************************************************
SUBR adm_4_break_lockup_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
WLW ANI_SET_XVEL,-30000h,1 ;facing relative
.word ANI_FRICTION,3000h
WL 3,A4FG3A+FR4
WL 3,A4FG3A+FR3
WL 3,A4FG3A+FR2
WL 3,A4FG3A+FR1
.word ANI_SETMODE,MODE_NORMAL
.word ANI_SETPLYRMODE,MODE_NORMAL
.word ANI_END
#*****************************************************************************
SUBR adm_4_lockup_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
WL 4,A4FG3A+FR1
WL 4,A4FG3A+FR2
WL 4,A4FG3A+FR3
WL 4,A4FG3A+FR4
WL 4,A4FG3A+FR5
.word ANI_ATTACK_ON, AMODE_GRAPPLE,24,-100,48,28 ;mode,x,y,w,h
WL 4,A4FG3A+FR6
.word ANI_ATTACK_OFF
WL ANI_IFSTATUS,#grapple
WL 4,A4FG3A+FR5
WL 4,A4FG3A+FR4
WL 4,A4FG3A+FR3
WL 4,A4FG3A+FR2
WL 4,A4FG3A+FR1
.word ANI_SETMODE,MODE_NORMAL
.word ANI_SETPLYRMODE,MODE_NORMAL
.word ANI_END
#grapple
.word ANI_SETMODE,MODE_NOAUTOFLIP
.word ANI_SLAVE,S2_GRAPPLE,3
WL 8,A4GR3B+FR7
.word ANI_SLAVE,S2_GRAPPLE,2
WL 8,A4GR3B+FR6
.word ANI_SLAVE,S2_GRAPPLE,1
WL 8,A4GR3B+FR5
.word ANI_SLAVE,S2_GRAPPLE,0
WL 8,A4GR3B+FR4
.word ANI_SLAVE,S2_GRAPPLE,1
WL 8,A4GR3B+FR5
.word ANI_SLAVE,S2_GRAPPLE,2
WL 8,A4GR3B+FR6
WL ANI_GOTO,#grapple
.if 0
#*****************************************************************************
SUBR dnk_3_head_hold_anim
.word ANI_SETMODE,MODE_NOAUTOFLIP
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
WL 1,D3PG3A01
.word ANI_ATTACHZ,45-5,0,0
WL 3,D3PG3A01
WL 4,D3PG3A02
WL 4+50,D3PG3A02
.word ANI_END
SUBR dnk_3_head_held_anim
.word ANI_SETMODE,MODE_NOAUTOFLIP
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
WL 4,D3BF3Z01
WL 4,D3BF3Z02
#loop
WL 4,D3BF3A01
WL 4,D3BF3A02
WL 4,D3BF3A03
WL 4,D3BF3A04
WL 4,D3BF3A05
WL 4,D3BF3A06
WL 4,D3BF3A07
WL 4,D3BF3A08
WL ANI_GOTO,#loop
#*****************************************************************************
SUBR dnk_3_pile_driver_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
#lp
.word ANI_ATTACHZ,45-5,0,0
;;; WL ANI_CODE,temp_shit0
;;; .word ANI_SLAVE,S3_GRAP_TO_HH,0
WL 63+00,D3PG3A01
.word ANI_SLAVE,S3_GRAP_TO_HH,1
WL 3+60,D3PG3A01
.word ANI_SLAVE,S3_GRAP_TO_HH,2
WL 3+60,D3PG3A02
.word ANI_SLAVE,S3_GRAP_TO_HH,3
WL 10+60,D3PG3A03
WL 3+60,D3PG3A05
;;; WL ANI_CODE,temp_shit
.word ANI_ATTACHZ,27-10,61-7,0
.word ANI_SLAVE,S3_PILE_DRIVEN,1
WL 3+60,D3PG3A05
.word ANI_SLAVE,S3_PILE_DRIVEN,2
WL 2+60,D3PG3A06
.word ANI_SLAVE,S3_PILE_DRIVEN,3
WL 2+60,D3PG3A06
.word ANI_SLAVE,S3_PILE_DRIVEN,4
WL 2+60,D3PG3A06A
.word ANI_SLAVE,S3_PILE_DRIVEN,5
WL 2+60,D3PG3A06A
.word ANI_SLAVE,S3_PILE_DRIVEN,6
WL 64+60,D3PG3A07
WL ANI_SET_YVEL,90000h
.word ANI_OFFSET,0,47,0 ;x,y,z
.word ANI_ATTACHZ,27-10,0,0
WL 4+00,D3PG3A08
WL 4+00,D3PG3A09
.word ANI_WAITHITGND
WL 4+60,D3PG3A10
WL ANI_GOTO,#lp
temp_shit0
move *a13(ATTACH_PROC),a2,L
move *a13(OBJ_XPOSINT),a0
addi 45,a0
move a0,*a2(OBJ_XPOSINT)
move *a13(OBJ_YPOS),*a2(OBJ_YPOS),L
rets
temp_shit
move *a13(ATTACH_PROC),a2,L
move *a2(OBJ_XPOSINT),a0
subi 27,a0
move a0,*a2(OBJ_XPOSINT)
move *a2(OBJ_YPOSINT),a0
addi 61-7,a0
move a0,*a2(OBJ_YPOSINT)
rets
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
;#lp
.word ANI_ATTACHZ,44,0,-4
WL 4+60,D3PG3A01
WL 4+6,D3PG3A01
.word ANI_ATTACHZ,18,54,-4
WL 4+6,D3PG3A02
WL 4+6,D3PG3A03
WL 4+6,D3PG3A04
WL 4+6,D3PG3A05
WL 4+6,D3PG3A06
.word ANI_ATTACHZ,18,54,-4
WL 4+140,D3PG3A07
;;; WL ANI_GOTO,#lp
WL ANI_CODE,clear_link
.word ANI_SETMODE,MODE_NORMAL
.word ANI_SETPLYRMODE,MODE_NORMAL
.word ANI_END
#*****************************************************************************
SUBR dnk_3_pile_driven
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
#lp
WL 4+60,D3BF3Z01
WL 4+6,D3BF3Z02
WL 4+6,D3BF3A01
WL 4+6,D3PD3C01
WL 4+6,D3PD3C02
WL 4+6,D3PD3C02
WL 4+6,D3PD3C03
WL 4+6,D3PD3C04
WL 4+6,D3PD3C04
WL 4+140,D3PD3C05
;;; WL ANI_GOTO,#lp
WL ANI_CODE,clear_link
.word ANI_SETMODE,MODE_NORMAL
.word ANI_SETPLYRMODE,MODE_NORMAL
.word ANI_END
clear_link
clr a0
move a0,*a13(ATTACH_PROC),L
rets
.endif
******************************************************************************
.end


9
ALL.BAT Executable file
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@call BAM.BAT
@call BRET.BAT
@call DOINK.BAT
@call LEX.BAT
@call RAZOR.BAT
@call SHAWN.BAT
@call TAKER.BAT
@call YOKO.BAT


BIN
AMODE.DOC Executable file

Binary file not shown.

BIN
AMODE2.DOC Executable file

Binary file not shown.

4968
ANIM.ASM Executable file

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284
ANIM.EQU Executable file
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@ -0,0 +1,284 @@
**************************************************************
*
* Software: Jamie Rivett
* Initiated: 3/8/94
*
* COPYRIGHT (C) 1992 WILLIAMS ELECTRONICS GAMES, INC.
*
**************************************************************
******************************************************************************
*
* ANIMATION COMMANDS
ANI_ZIP equ 0 + 8000h
ANI_REPEAT equ 1 + 8000h
ANI_SETMODE equ 2 + 8000h
ANI_ZEROVELS equ 3 + 8000h
ANI_SETPLYRMODE equ 4 + 8000h
ANI_SET_YVEL equ 5 + 8000h
ANI_ATTACK_ON equ 6 + 8000h
ANI_ATTACK_OFF equ 7 + 8000h
ANI_LEAPATOPP equ 8 + 8000h
ANI_ATTACH equ 9 + 8000h
ANI_DETACH equ 10 + 8000h
ANI_WAITHITGND equ 11 + 8000h
ANI_XFLIP equ 12 + 8000h
ANI_BOUNCE equ 13 + 8000h
ANI_ATTACK_ON_Z equ 14 + 8000h
ANI_GRAVITY_ON equ 15 + 8000h
ANI_GRAVITY_OFF equ 16 + 8000h
ANI_GOTO equ 17 + 8000h
ANI_ATTACHZ equ 18 + 8000h
ANI_SLOWMO equ 19 + 8000h
ANI_WAITRELEASE equ 20 + 8000h
ANI_OFFSET equ 21 + 8000h
ANI_FRICTION equ 22 + 8000h
ANI_MIN_YVEL equ 23 + 8000h
ANI_ATTACHVEL equ 24 + 8000h
ANI_THROW1 equ 25 + 8000h
ANI_SOUND equ 26 + 8000h
ANI_SETFACING equ 27 + 8000h
ANI_PAUSE equ 28 + 8000h
ANI_IFSTATUS equ 29 + 8000h
ANI_CODE equ 30 + 8000h
ANI_SHAKER equ 31 + 8000h
ANI_CHANGEANIM equ 32 + 8000h
ANI_FACEUP equ 33 + 8000h
ANI_FACEDOWN equ 34 + 8000h
ANI_BOUNCEROPE equ 35 + 8000h
ANI_SHAKEROPES equ 36 + 8000h
ANI_BENDROPE equ 37 + 8000h
ANI_SETSPEED equ 38 + 8000h
ANI_LEAPATPOS equ 39 + 8000h
ANI_ZERO_XZVELS equ 40 + 8000h
ANI_ROPE_Z equ 41 + 8000h
ANI_LOOP equ 42 + 8000h
;ANI_UNUSED equ 43 + 8000h
ANI_SET_XVEL equ 44 + 8000h
ANI_IFNOTSTATUS equ 45 + 8000h
ANI_SLIDE_BACK equ 46 + 8000h
ANI_CLR_DAMAGE equ 47 + 8000h
ANI_SET_ZVEL equ 48 + 8000h
ANI_CHECKWORD equ 49 + 8000h
ANI_FACE equ 50 + 8000h
ANI_SETWORD equ 51 + 8000h
ANI_GETUP equ 52 + 8000h
ANI_GETUP_WAIT equ 53 + 8000h
ANI_CLR_STARS equ 54 + 8000h
ANI_SHAKEALL equ 55 + 8000h
ANI_DAMAGE equ 56 + 8000h
ANI_START_DIZZY equ 57 + 8000h
ANI_CLR_STATUS equ 58 + 8000h
ANI_SET_TARGET equ 59 + 8000h
ANI_MAX_X equ 60 + 8000h
ANI_MAX_Z equ 61 + 8000h
ANI_MAX_Y_VEL equ 62 + 8000h
ANI_SUPERSLAVE equ 63 + 8000h
ANI_SLAVEANIM equ 64 + 8000h
ANI_RAWSOUND equ 65 + 8000h
ANI_DAMAGEOPP equ 66 + 8000h
ANI_RNDPER equ 67 + 8000h
ANI_WAITHITOPP equ 68 + 8000h
ANI_ATTCHIMAGE equ 69 + 8000h
ANI_IFOPPMODE equ 70 + 8000h
ANI_IFBUTTONS equ 71 + 8000h
ANI_IFNOHITBLOCK equ 72 + 8000h
ANI_END equ 73 + 8000h
ANI_IFROPE equ 74 + 8000h
ANI_IFNOTROPE equ 75 + 8000h
ANI_OPP_GETUP equ 76 + 8000h
ANI_SHAKECORNER equ 77 + 8000h
ANI_SINGLESTEP equ 78 + 8000h
ANI_SUPERSLAVE2 equ 79 + 8000h
ANI_SETOPPMODE equ 80 + 8000h
ANI_CLROPPMODE equ 81 + 8000h
ANI_OPPOFFSET equ 82 + 8000h
ANI_IFBLOCKED equ 83 + 8000h
ANI_WAITROLL equ 84 + 8000h
ANI_SETOPPFACING equ 85 + 8000h
ANI_IFOPP equ 86 + 8000h
ANI_SNOT equ 87 + 8000h
ANI_IF_BUTCOUNT_GE equ 88 + 8000h
ANI_IF_BUTCOUNT_LT equ 89 + 8000h
ANI_IF_RPTCOUNT equ 90 + 8000h
ANI_IFNOT_RPTCOUNT equ 91 + 8000h
ANI_RINGCHECK equ 92 + 8000h
ANI_DEBRISAT equ 93 + 8000h
ANI_DEBRIS equ 94 + 8000h
ANI_SET_WRESTLER_XFLIP equ 95 + 8000h
ANI_SLIDEATOPP equ 96 + 8000h
ANI_CLR_BUTCOUNT equ 97 + 8000h
ANI_SET_RPTCOUNT equ 98 + 8000h
ANI_DEC_RPTCOUNT equ 99 + 8000h
ANI_SHADOWTRAIL equ 100 + 8000h
ANI_CREATEPROC equ 101 + 8000h
ANI_TARGET equ 102 + 8000h
ANI_HMBWAIT equ 103 + 8000h
ANI_SAFE_TIME equ 104 + 8000h
;
ANI_SETOPP_PLYRMODE equ 105 + 8000h
ANI_XFLIP_OPP equ 106 + 8000h
ANI_SETLONG equ 107 + 8000h
ANI_IMMOBILIZE equ 108 + 8000h
ANI_XFLIP_TBL equ 109 + 8000h
;
ANI_SETOPPVELS equ 110 + 8000h
ANI_WAITHITGND2 equ 111 + 8000h
ANI_SET_OPP_XVEL equ 112 + 8000h
ANI_SET_ATTACH equ 113 + 8000h
ANI_INC_COMBO equ 114 + 8000h
ANI_CLEAR_COMBO equ 115 + 8000h
ANI_ADD_MOVE equ 116 + 8000h
ANI_STARTATTACK equ 117 + 8000h
ANI_CHANGEANIM_TBL equ 118 + 8000h
ANI_IF_RPTCOUNT_GE equ 119 + 8000h
ANI_IF_RPTCOUNT_LT equ 120 + 8000h
ANI_WAITHITANY equ 121 + 8000h
ANI_DRAW_NAME equ 122 + 8000h
ANI_SET_IDIOT equ 123 + 8000h
ANI_ATTCHIMAGE2 equ 124 + 8000h
ANI_GROUND equ 125 + 8000h
ANI_ROT equ 126 + 8000h
ANI_SCROLL_CTRL equ 127 + 8000h
ANI_CLEAR_CLIMB equ 128 + 8000h
ANI_FACE_OPP equ 129 + 8000h
ANI_SETFLAG equ 130 + 8000h
******************************************************************************
*
* HUGE MACROS!
LEAPATOPP .macro w1,w2,w3,w4,l1,w5,w6,w7,w8
.word ANI_LEAPATOPP
.word :w1:,:w2:,:w3:,:w4:
.long :l1:
.word :w5:,:w6:,:w7:,:w8:
.endm
******************************************************************************
*
* MISC EQUATES
AM_ABS equ 0
AM_FACE_REL equ 1
AM_HIT_REL equ 2
AM_NEWFACE_REL equ 3
RC_FRONT equ 0
RC_BACK equ 1
RC_EITHER equ 2
RC_PLAYER equ 0
RC_OPPONENT equ 0100h
ATM_CLOSEST equ 0
ATM_FARTHEST equ 1
******************************************************************************
*
* ANIMATION MODE BITS
MODE_NORMAL equ 0
MODE_END equ 01h ;animation has ended
MODE_END_BIT equ 0
MODE_INTURN equ 02h ;in a standing or walking turn (this is sort
MODE_INTURN_BIT equ 1 ; of a low-powered UNINT bit.
MODE_UNINT equ 04h ;uninterruptable
MODE_UNINT_BIT equ 2
MODE_NOAUTOFLIP equ 08h ;don't set xflip automatically
MODE_NOAUTOFLIP_BIT equ 3 ;(based on facing dir)
MODE_CHECKHIT equ 10h ;do offensive collision check
MODE_CHECKHIT_BIT equ 4
MODE_NOGRAVITY equ 20h ;gravity status 0=on 1=off
MODE_NOGRAVITY_BIT equ 5
MODE_FRICTION equ 40h ;friction on floor
MODE_FRICTION_BIT equ 6
MODE_NOCONFINE equ 80h ;don't confine player to ring
MODE_NOCONFINE_BIT equ 7
MODE_NOCOLLIS equ 100h ;throw out player-player collisions
MODE_NOCOLLIS_BIT equ 8
MODE_STATUS equ 200h ;general purpose status flag
MODE_STATUS_BIT equ 9
MODE_OVERLAP equ 400h ;allow player-player overlap
MODE_OVERLAP_BIT equ 10
MODE_GHOST equ 800h ;may fall through floor if attached
MODE_GHOST_BIT equ 11
MODE_NOSHADOW equ 1000h ;turn off shadow
MODE_NOSHADOW_BIT equ 12
MODE_KEEPATTACHED equ 2000h ;automatically keep opponent attached
MODE_KEEPATTACHED_BIT equ 13
MODE_WAITHITOPP equ 4000h ;zero ANICNT upon hitting opponent
MODE_WAITHITOPP_BIT equ 14
MODE_INVISIBLE equ 8000h ;don't display wrestler
MODE_INVISIBLE_BIT equ 15
******************************************************************************
*
* SLAVE IMAGE MODES
S2_GRAPPLE equ 0
S4_GRAPPLE equ 1
S3_GRAP_TO_HH equ 2
S3_PILE_DRIVEN equ 3
S3_HIP_TOSSED equ 4
S_CHOKE_SLAMMED equ 5
******************************************************************************
*
* LONG IMAGE OFFSETS FOR ANIMATION SEQUENCES
FR1 equ 1*20h
FR2 equ 2*20h
FR3 equ 3*20h
FR4 equ 4*20h
FR5 equ 5*20h
FR6 equ 6*20h
FR7 equ 7*20h
FR8 equ 8*20h
FR9 equ 9*20h
FR10 equ 10*20h
FR11 equ 11*20h
FR12 equ 12*20h
FR13 equ 13*20h
FR14 equ 14*20h
FR15 equ 15*20h
FR16 equ 16*20h
FR17 equ 17*20h
FR18 equ 18*20h
FR19 equ 19*20h
FR20 equ 20*20h
FR21 equ 21*20h
FR22 equ 22*20h
FR23 equ 23*20h
FR24 equ 24*20h
FR25 equ 25*20h
FR26 equ 26*20h
FR27 equ 27*20h
FR28 equ 28*20h
FR29 equ 29*20h
FR30 equ 30*20h
******************************************************************************



3939
ATTR.ASM Executable file

File diff suppressed because it is too large Load Diff

3969
ATTRACT.ASM Executable file

File diff suppressed because it is too large Load Diff

3420
AUDIT.ASM Executable file

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195
AUDIT.EQU Executable file
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@ -0,0 +1,195 @@
*
* AUDITS
*
* AUDITS ARE HANDLED BY AUDITS NUMBER OFF OF THE BASE
* OF THE AUDIT REGION
*
* IF "CHUTES" VALUE IS CHANGED....EXTRA VALUES MUST
* BE PUT IN THIS TABLE. (AND ADJUSTMENT TABLE OF COURSE)
*
AUDNULL equ 0
AUDLCOIN equ 1 ;TOTAL COINS IN LEFT CHUTE
AUDCCOIN equ 2 ;Center
AUDRCOIN equ 3 ;Right
AUDXCOIN equ 4 ;4TH CHUTE
AUD_DBV EQU 5 ;BILL VALIDATOR
AUDSERV equ 6 ;SERVICE CREDITS
AUDPAIDC equ 13
*
FRST_C equ AUDLCOIN ;FOR CLEARING COINS
LAST_C equ AUDPAIDC
*
AUD_TOTSTARTS equ 14 ;total starts
AUD_PRESTARTS equ 15 ;attract mode starts
AUD1STRT equ 16 ;player 1 starts
AUD2STRT equ 17 ;player 2 starts
AUD1CONT equ 18 ;player 1 continues
AUD2CONT equ 19 ;player 2 continues
AUD1TIME equ 20 ;5 SECOND CHUNKS. (700 YEARS WORTH) (unused?)
AUD2TIME equ 21 ;5 SECOND CHUNKS. (unused?)
AUDAUTO equ 22 ;AUTO CYCLE PASSES
AUDSTAT equ 23 ;CMOS GAME STATE
AUDTRAP equ 24 ;UNUSED TRAP INSTRUCTION (unused)
AUDSURV equ 25 ;SURVIVED LOCKUPS (unused)
AUDBONE equ 26 ;GAMES NOT FINISHED
AUD_LOCKUP equ 27 ;watchdog lockups
AUD_LOCKUP2 equ 28 ;main loop lockups
AUD_UPTIME equ 29 ;total up time
AUD_PLTIME equ 30 ;total play time
AUD_1PLAYTIME equ 31 ;time spent in 1p mode ( REAL time, not )
AUD_2PLAYTIME equ 32 ;time spent in 2p mode ( game clock time )
AUD_2PBTIME equ 33 ;total time of completed HUM v HUM battles
AUD_CPUWINTIME equ 34 ;total time of CPU wins
AUD_CPULOSETIME equ 35 ;total time of CPU losses
AUD_VSCPUS equ 36 ;battles vs cpu started
AUD_VSCPUF equ 37 ;battles vs cpu finished
AUD_VSHUMS equ 38 ;battles vs human started
AUD_VSHUMF equ 39 ;battles vs human finished
AUD_FASTCDH equ 40 ;fastest computer defeat of human (REAL time)
AUD_FASTHDC equ 41 ;fastest human defeat of computer
AUD_FASTHDH equ 42 ;fastest human defeat of human
AUD_CPUWIN equ 43 ;battles vs cpu won by cpu
AUD_CONTOFF equ 44 ;total continues offered (1p mode only?)
AUD_CONTTAKN equ 45 ;total continues taken (1p mode only?)
AUD_LSCORE equ 46 ;last [hscore,winstreak] entered
AUD_SNDERR1 equ 47 ;IRQ error
AUD_SNDERR2 equ 48 ;bad checksum
AUD_SNDERR3 equ 49 ;sound watchdog barked
AUD_SNDERR4 equ 50 ;SDAV error
AUD_BHART equ AUD_SNDERR4+1 ;human uses of the wrestlers
AUD_RRAMO equ AUD_BHART+1
AUD_UNDER equ AUD_BHART+2
AUD_YOKO equ AUD_BHART+3
AUD_SMICH equ AUD_BHART+4
AUD_BBBIG equ AUD_BHART+5
AUD_DCLOW equ AUD_BHART+6
AUD_X equ AUD_BHART+7 ;hole where adam bomb used to be...
AUD_LLUGE equ AUD_BHART+8
AUD_BHARTC equ AUD_LLUGE+1 ;computer uses of the wrestlers
AUD_RRAMOC equ AUD_BHARTC+1
AUD_UNDERC equ AUD_BHARTC+2
AUD_YOKOC equ AUD_BHARTC+3
AUD_SMICHC equ AUD_BHARTC+4
AUD_BBBIGC equ AUD_BHARTC+5
AUD_DCLOWC equ AUD_BHARTC+6
AUD_XC equ AUD_BHARTC+7
AUD_LLUGEC equ AUD_BHARTC+8
AUD_BHARTHW equ AUD_LLUGEC+1 ;wins per wrestler (human use)
AUD_RRAMOHW equ AUD_BHARTHW+1
AUD_UNDERHW equ AUD_BHARTHW+2
AUD_YOKOHW equ AUD_BHARTHW+3
AUD_SMICHHW equ AUD_BHARTHW+4
AUD_BBBIGHW equ AUD_BHARTHW+5
AUD_DCLOWHW equ AUD_BHARTHW+6
AUD_XHW equ AUD_BHARTHW+7
AUD_LLUGEHW equ AUD_BHARTHW+8
AUD_BHARTCW equ AUD_LLUGEHW+1 ;wins per wrestler (computer use)
AUD_RRAMOCW equ AUD_BHARTCW+1
AUD_UNDERCW equ AUD_BHARTCW+2
AUD_YOKOCW equ AUD_BHARTCW+3
AUD_SMICHCW equ AUD_BHARTCW+4
AUD_BBBIGCW equ AUD_BHARTCW+5
AUD_DCLOWCW equ AUD_BHARTCW+6
AUD_XCW equ AUD_BHARTCW+7
AUD_LLUGECW equ AUD_BHARTCW+8
AUD_WINSTREAK EQU AUD_LLUGECW+1
AUD_PINSPEED EQU AUD_WINSTREAK+1
AUD_BEATEN EQU AUD_PINSPEED+1
AUD_INTER EQU AUD_BEATEN+1
AUD_COMBO EQU AUD_INTER+1
AUD_TOTALGAMES EQU AUD_COMBO+1
AUD_CREDLEN EQU AUD_TOTALGAMES+1
AUD_CREDLENNUM EQU AUD_CREDLEN+1
AUD_INTERCON equ AUD_CREDLENNUM+1
AUD_WWF equ AUD_INTERCON+1
AUD_TAGMTCH equ AUD_WWF+1
AUD_TAG EQU AUD_TAGMTCH+1
AUD_HEADTOHEAD equ AUD_TAG+1
AUD_ROYALRUM equ AUD_HEADTOHEAD+1
AUD_RRWINS equ AUD_ROYALRUM+1
AUD_P1ICONMAX equ AUD_RRWINS+1
AUD_P2ICONMAX equ AUD_P1ICONMAX+1
*
LAST_AUDIT equ AUD_P2ICONMAX
*
*
FRSTGAUD equ AUD_TOTSTARTS
LASTGAUD equ LAST_AUDIT
*
*
* ADJUSTMENTS ARE ALL LONG WORDS REFERENCED BY ADJUSTMENT
* NUMBER.
*
ADJNULL equ 0
ADJPRICE equ 1 ;MASTER PRICING
ADJLMULT equ 2
ADJC1 equ ADJLMULT ;FIRST COIN TABLE ADJUSTMENT
ADJCMULT equ 3
ADJRMULT equ 4
ADJXMULT equ 5
ADJDBVMULT equ 6
ADJCUNIT equ 7
ADJBUNIT equ 8
ADJMUNIT equ 9
ADJCDIV equ 10
ADJFRAC equ 11 ;NON ZERO SAYS SHOW HALF CREDITS
ADJCSTRT equ 12 ;CREDITS REQUIRED TO START
ADJCCONT equ 13 ;CREDITS REQUIRED TO CONTINUE
ADJCX equ ADJCCONT ;LAST COIN TABLE ADJUSTMENT
ADJDIFF equ 14
ADJHSRES equ 15
ADJLIVES equ 16
ADJMUSIC equ 17
ADJMAXC equ 18 ;MAXIMUM CREDITS
ADJFREPL equ 19 ;NON-ZERO MEANS FREE PLAY
ADJVIRGIN equ 20 ;NON-ZERO MEANS 1ST 8 OF COIN ADJUST BLOCK UNTOUCHED
**********************************;ADJVIRGIN IS MAINTAINED...BUT NOT USED
ADJFULLG equ 21 ;credits needed to purchase full game (4-16)
ADJ1ST6 equ 22 ;NON-ZERO MEANS 1ST 6 UNTOUCHED.
ADJNOCPAG equ 23
ADJCNTR equ 24 ;COIN COUNTER MODE
ADJSPEED equ 25 ;game timer speed (1-5)
ADJHEADSZ equ 26 ;player head sizes (1-5)
ADJWINMODE equ 27 ;4 player winner mode (1-3)
ADJCOMPASS equ 28 ;computer assistance (0-1)
ADJVOLUME equ 28 ;sound volume (0-255)
ADJTOTALIZER EQU 29
ADJLTOTMULT EQU 30
ADJCTOTMULT EQU 31
ADJRTOTMULT EQU 32
ADJXTOTMULT EQU 33
ADJBTOTMULT EQU 34
LAST_ADJUST equ 34
******************************************************************************
;end




65
AUTOEXEC.BAT Executable file
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@ -0,0 +1,65 @@
rem @loadhigh C:\DOS\SHARE.EXE /l:500 /f:5100
@echo off
PATH C:\DOS;d:\;c:\bat;c:\bin;c:\brief;c:\norton;c:\mw;c:\ca\bin;c:\ca\binb;c:\windows;C:\laplink\
set mouse=c:\mouse
c:\qemm\loadhi /r:2 C:\DOS\mouse
rem c:\qemm\loadhi /r:2 C:\DOS\smartdrv.exe
c:\qemm\loadhi /r:3 c:\uv\uv /l
c:\qemm\loadhi /r:1 C:\DOS\doskey /insert
set temp=d:
set tmp=d:
set dircmd=/o
set bpath=c:\brief\macros
set bhelp=c:\brief\help
set bfile=c:\brief\state.rst
set bbackup=c:\brief\backup
set bsuffix=ASM
set bflags=-i120k2l130Mpu100 -mSL -mrestore -m120 -Dega -D101key
set btmp=d:\
set bcasm="!make"
set bcc="!cl /c /W2 /Od %%s.c"
set lib=c:\ca\lib
set include=c:\ca\include
set link=/CP:1
set helpfiles=c:\ca\help\*.hlp
set init=c:\ca\init
set asmex=c:\ca\samples
set imgdir=c:\video\wwf\img
set srcdir=c:\video\wwf
set vdadir=c:\video\bball\vda
set artaddr=2a0
set trgtaddr=280
set mwmouse=32
set mwcard=560
set mwpath=c:\mw
set mwfont=system08.fnt
set tvpath=d:
set tvparm=d:
set tvopts=/v80,50
set itusr1=g:\wwf\img\dnk
set itusr2=g:\wwf\img\bam
set itusr3=g:\wwf\img\und
ldkey
copy c:\command.com d:
copy c:\brief\e.exe d:
copy c:\brief\101key.drv d:
copy c:\bin\make.exe d:
copy c:\bin\gspa.exe d:
copy c:\bin\gsplnk.exe d:
copy c:\bin\tv.exe d:
copy c:\bin\crnchlst.exe d:
copy c:\bin\preasm.exe d:
mkdir d:\mw
copy c:\mw\*.* d:\mw
cd video\wwf
copy make.ini d:
copy wrestle.tvs d:
copy wrestle.map d:
copy wrestle.cmd d:
C:\DOS\mode con rate=30 delay=1
prompt $p$g
echo *********************************
echo * Wrestlemania development mode *
echo *********************************


3251
AWARD.ASM Executable file

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16
BACKUP.BAT Executable file
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@ -0,0 +1,16 @@
@xcopy /A *.asm \modified
@xcopy /A *.equ \modified
@xcopy /A *.bat \modified
@move \backup\back8.zip \backup\back9.zip
@move \backup\back7.zip \backup\back8.zip
@move \backup\back6.zip \backup\back7.zip
@move \backup\back5.zip \backup\back6.zip
@move \backup\back4.zip \backup\back5.zip
@move \backup\back3.zip \backup\back4.zip
@move \backup\back2.zip \backup\back3.zip
@move \backup\back1.zip \backup\back2.zip
@del mc*
@del mk*.bat
@del *.axx
pkzip -i -x*.lst -x*.out -x*.obj -x*.tbl -x*.glo \backup\back1.zip \video\wwf\*.*


1740
BACKUP/ADAM.ASM Normal file

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18
BACKUP/ADAMIMG.ASM Normal file
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.FILE "adamimg.asm"
.OPTION B,D,L,T
.include imgtbl.glo
.DATA
.even
.include adamimg.tbl
.include adamimg.h
******************************************************************************
.even
.include "adam.seq"
******************************************************************************
; END


79
BACKUP/ADAMIMG.H Normal file
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.global A4AH4C
.global A2AH2A
.global A4AM4B
.global A2AM2A
.global A3AE4A
.global A3AE2A
.global A4BK3C
.global A2BK3B
.global A4LB4A
.global A2LB2B
.global A3CP3A
.global A3CP3D
.global A3FH3A
.global A3FD3B
.global A3GU4A
.global A3GU2A
.global A4KM3C
.global A2KM3A
.global A4NM3A
.global A2NM3A
.global A4BG3A
.global A2BG3A
.global A4MP4B
.global A3DC3B
.global A3GD4A
.global A3GD2A
.global A2JT2A
.global A4BF3A
.global A3BF3A
.global A3ZM3C
.global A4GH3A
.global A3PD3A
.global A4FG3A
.global A4GR3B
.global A2FG3A
.global A2GR3Z
.global A3RL1A
.global A4PM4A
.global A4SB4A
.global A4GF3A
.global A4SW4A
.global A3PO4B
.global A4UT4Z
.global A4UT4Y
.global A3LC3A
.global A3RC3A
.global A4UP3A
.global A2UP3A
.global A4OT3A
.global A4UT3A
.global A4MK3B
.global A4SC5B
.global A2SC1A
.global A2PU3G
.global A4PU3B
.global A4PU3C
.global A2PU3D
.global A4BC3A
.global A2BC3B
.global A4PS3A
.global A2PS3A
.global A4HT3A
.global A3PJ3B
.global A2PJ2C
.global A2ST2D
.global A2TW2Z
.global A2WL1A
.global A2WL2B
.global A2WL8B
.global A3BO3A
.global A3RN3A
.global A4ST4J
.global A4TW4Z
.global A4WL2B
.global A4WL4A
.global A4WL5B
.global A1TT5Z
.global A1TR5Z
.global A2CT2B

3704
BACKUP/ADJUST.ASM Normal file

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640
BACKUP/ADMSEQ1.ASM Normal file
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@ -0,0 +1,640 @@
**************************************************************
*
* Software: Jamie Rivett
* Initiated: 10/12/93
*
* COPYRIGHT (C) 1992 WILLIAMS ELECTRONICS GAMES, INC.
*
**************************************************************
.file "admseq1.asm"
.title "Adam Bomb animation sequences"
.width 132
.option b,d,l,t
.mnolist
.include "macros.h"
.include "mproc.equ" ;Mproc equates
.include "sys.equ"
.include "game.equ"
.include "plyr.equ"
.include "anim.equ"
.include "sound.h"
.include "adamimg.h"
******************************************************************************
* EXTERNAL REFERENCES
;from ROPES.ASM
.ref rope_command
******************************************************************************
* SYMBOLS DEFINED IN THIS FILE
******************************************************************************
* EQUATES FOR THIS FILE
TSEC equ 53
#*****************************************************************************
*
* STANDS
SUBR adm_zip_anim
WL TSEC*60,A2ST2D+FR1
.word 0
#STNA2_SPD equ 6
SUBR adm_stand2_anim
SUBR adm_stand8_anim
.word ANI_SETMODE,MODE_NORMAL
WL #STNA2_SPD,A2ST2D+FR1
WL #STNA2_SPD,A2ST2D+FR2
WL #STNA2_SPD,A2ST2D+FR3
WL #STNA2_SPD,A2ST2D+FR4
WL #STNA2_SPD,A2ST2D+FR5
WL #STNA2_SPD,A2ST2D+FR6
WL #STNA2_SPD,A2ST2D+FR7
WL #STNA2_SPD,A2ST2D+FR8
WL #STNA2_SPD,A2ST2D+FR9
WL #STNA2_SPD,A2ST2D+FR10
WL #STNA2_SPD,A2ST2D+FR11
WL #STNA2_SPD,A2ST2D+FR12
.word ANI_REPEAT
#STNA4_SPD equ 6
SUBR adm_stand4_anim
SUBR adm_stand6_anim
.word ANI_SETMODE,MODE_NORMAL
WL #STNA4_SPD,A4ST4J+FR1
WL #STNA4_SPD,A4ST4J+FR2
WL #STNA4_SPD,A4ST4J+FR3
WL #STNA4_SPD,A4ST4J+FR4
WL #STNA4_SPD,A4ST4J+FR5
WL #STNA4_SPD,A4ST4J+FR6
WL #STNA4_SPD,A4ST4J+FR7
WL #STNA4_SPD,A4ST4J+FR8
WL #STNA4_SPD,A4ST4J+FR9
WL #STNA4_SPD,A4ST4J+FR10
WL #STNA4_SPD,A4ST4J+FR11
.word ANI_REPEAT
#*****************************************************************************
*
* WALKING TORSOS
#TORSO2_SPD equ 4
SUBR adm_torso2_anim
SUBR adm_torso8_anim
WL #TORSO2_SPD,A2TW2Z+FR1
.word ANI_REPEAT
#TORSO4_SPD equ 4
SUBR adm_torso4_anim
SUBR adm_torso6_anim
WL #TORSO4_SPD,A4TW4Z+FR1
WL #TORSO4_SPD,A4TW4Z+FR2
.word ANI_REPEAT
#*****************************************************************************
*
* WALKS FACING #2
#W1F2_SPD equ 2
SUBR adm_walk1_f2_anim
WL #W1F2_SPD,A2WL1A+FR1
WL #W1F2_SPD,A2WL1A+FR2
WL #W1F2_SPD,A2WL1A+FR3
WL #W1F2_SPD,A2WL1A+FR4
WL #W1F2_SPD,A2WL1A+FR5
WL #W1F2_SPD,A2WL1A+FR6
WL #W1F2_SPD,A2WL1A+FR7
WL #W1F2_SPD,A2WL1A+FR8
WL #W1F2_SPD,A2WL1A+FR9
WL #W1F2_SPD,A2WL1A+FR10
WL #W1F2_SPD,A2WL1A+FR11
WL #W1F2_SPD,A2WL1A+FR12
WL #W1F2_SPD,A2WL1A+FR13
WL #W1F2_SPD,A2WL1A+FR14
WL #W1F2_SPD,A2WL1A+FR15
WL #W1F2_SPD,A2WL1A+FR16
WL #W1F2_SPD,A2WL1A+FR17
WL #W1F2_SPD,A2WL1A+FR18
.word ANI_REPEAT
#W2F2_SPD equ 2
SUBR adm_walk2_f2_anim
WL #W2F2_SPD,A2WL2B+FR1
WL #W2F2_SPD,A2WL2B+FR2
WL #W2F2_SPD,A2WL2B+FR3
WL #W2F2_SPD,A2WL2B+FR4
WL #W2F2_SPD,A2WL2B+FR5
WL #W2F2_SPD,A2WL2B+FR6
WL #W2F2_SPD,A2WL2B+FR7
WL #W2F2_SPD,A2WL2B+FR8
WL #W2F2_SPD,A2WL2B+FR9
WL #W2F2_SPD,A2WL2B+FR10
WL #W2F2_SPD,A2WL2B+FR11
WL #W2F2_SPD,A2WL2B+FR12
WL #W2F2_SPD,A2WL2B+FR13
WL #W2F2_SPD,A2WL2B+FR14
WL #W2F2_SPD,A2WL2B+FR15
WL #W2F2_SPD,A2WL2B+FR16
WL #W2F2_SPD,A2WL2B+FR17
WL #W2F2_SPD,A2WL2B+FR18
WL #W2F2_SPD,A2WL2B+FR19
WL #W2F2_SPD,A2WL2B+FR20
.word ANI_REPEAT
#W4F2_SPD equ 2
SUBR adm_walk4_f2_anim
WL #W4F2_SPD,A2WL8B+FR1
WL #W4F2_SPD,A2WL8B+FR2
WL #W4F2_SPD,A2WL8B+FR3
WL #W4F2_SPD,A2WL8B+FR4
WL #W4F2_SPD,A2WL8B+FR5
WL #W4F2_SPD,A2WL8B+FR6
WL #W4F2_SPD,A2WL8B+FR7
WL #W4F2_SPD,A2WL8B+FR8
WL #W4F2_SPD,A2WL8B+FR9
WL #W4F2_SPD,A2WL8B+FR10
WL #W4F2_SPD,A2WL8B+FR11
WL #W4F2_SPD,A2WL8B+FR12
WL #W4F2_SPD,A2WL8B+FR13
WL #W4F2_SPD,A2WL8B+FR14
WL #W4F2_SPD,A2WL8B+FR15
WL #W4F2_SPD,A2WL8B+FR16
WL #W4F2_SPD,A2WL8B+FR17
.word ANI_REPEAT
#W5F2_SPD equ 2
SUBR adm_walk5_f2_anim
WL #W5F2_SPD,A2WL1A+FR18
WL #W5F2_SPD,A2WL1A+FR17
WL #W5F2_SPD,A2WL1A+FR16
WL #W5F2_SPD,A2WL1A+FR15
WL #W5F2_SPD,A2WL1A+FR14
WL #W5F2_SPD,A2WL1A+FR13
WL #W5F2_SPD,A2WL1A+FR12
WL #W5F2_SPD,A2WL1A+FR11
WL #W5F2_SPD,A2WL1A+FR10
WL #W5F2_SPD,A2WL1A+FR9
WL #W5F2_SPD,A2WL1A+FR8
WL #W5F2_SPD,A2WL1A+FR7
WL #W5F2_SPD,A2WL1A+FR6
WL #W5F2_SPD,A2WL1A+FR5
WL #W5F2_SPD,A2WL1A+FR4
WL #W5F2_SPD,A2WL1A+FR3
WL #W5F2_SPD,A2WL1A+FR2
WL #W5F2_SPD,A2WL1A+FR1
.word ANI_REPEAT
#W6F2_SPD equ 2
SUBR adm_walk6_f2_anim
WL #W6F2_SPD,A2WL2B+FR20
WL #W6F2_SPD,A2WL2B+FR19
WL #W6F2_SPD,A2WL2B+FR18
WL #W6F2_SPD,A2WL2B+FR17
WL #W6F2_SPD,A2WL2B+FR16
WL #W6F2_SPD,A2WL2B+FR15
WL #W6F2_SPD,A2WL2B+FR14
WL #W6F2_SPD,A2WL2B+FR13
WL #W6F2_SPD,A2WL2B+FR12
WL #W6F2_SPD,A2WL2B+FR11
WL #W6F2_SPD,A2WL2B+FR10
WL #W6F2_SPD,A2WL2B+FR9
WL #W6F2_SPD,A2WL2B+FR8
WL #W6F2_SPD,A2WL2B+FR7
WL #W6F2_SPD,A2WL2B+FR6
WL #W6F2_SPD,A2WL2B+FR5
WL #W6F2_SPD,A2WL2B+FR4
WL #W6F2_SPD,A2WL2B+FR3
WL #W6F2_SPD,A2WL2B+FR2
WL #W6F2_SPD,A2WL2B+FR1
.word ANI_REPEAT
#W8F2_SPD equ 2
SUBR adm_walk8_f2_anim
WL #W8F2_SPD,A2WL8B+FR17
WL #W8F2_SPD,A2WL8B+FR16
WL #W8F2_SPD,A2WL8B+FR15
WL #W8F2_SPD,A2WL8B+FR14
WL #W8F2_SPD,A2WL8B+FR13
WL #W8F2_SPD,A2WL8B+FR12
WL #W8F2_SPD,A2WL8B+FR11
WL #W8F2_SPD,A2WL8B+FR10
WL #W8F2_SPD,A2WL8B+FR9
WL #W8F2_SPD,A2WL8B+FR8
WL #W8F2_SPD,A2WL8B+FR7
WL #W8F2_SPD,A2WL8B+FR6
WL #W8F2_SPD,A2WL8B+FR5
WL #W8F2_SPD,A2WL8B+FR4
WL #W8F2_SPD,A2WL8B+FR3
WL #W8F2_SPD,A2WL8B+FR2
WL #W8F2_SPD,A2WL8B+FR1
.word ANI_REPEAT
#*****************************************************************************
*
* WALKS FACING #4
#W1F4_SPD equ 2
SUBR adm_walk1_f4_anim
WL #W1F4_SPD,A4WL5B+FR20
WL #W1F4_SPD,A4WL5B+FR19
WL #W1F4_SPD,A4WL5B+FR18
WL #W1F4_SPD,A4WL5B+FR17
WL #W1F4_SPD,A4WL5B+FR16
WL #W1F4_SPD,A4WL5B+FR15
WL #W1F4_SPD,A4WL5B+FR14
WL #W1F4_SPD,A4WL5B+FR13
WL #W1F4_SPD,A4WL5B+FR12
WL #W1F4_SPD,A4WL5B+FR11
WL #W1F4_SPD,A4WL5B+FR10
WL #W1F4_SPD,A4WL5B+FR9
WL #W1F4_SPD,A4WL5B+FR8
WL #W1F4_SPD,A4WL5B+FR7
WL #W1F4_SPD,A4WL5B+FR6
WL #W1F4_SPD,A4WL5B+FR5
WL #W1F4_SPD,A4WL5B+FR4
WL #W1F4_SPD,A4WL5B+FR3
WL #W1F4_SPD,A4WL5B+FR2
WL #W1F4_SPD,A4WL5B+FR1
.word ANI_REPEAT
#W2F4_SPD equ 2
SUBR adm_walk2_f4_anim
WL #W2F4_SPD,A4WL2B+FR1
WL #W2F4_SPD,A4WL2B+FR2
WL #W2F4_SPD,A4WL2B+FR3
WL #W2F4_SPD,A4WL2B+FR4
WL #W2F4_SPD,A4WL2B+FR5
WL #W2F4_SPD,A4WL2B+FR6
WL #W2F4_SPD,A4WL2B+FR7
WL #W2F4_SPD,A4WL2B+FR8
WL #W2F4_SPD,A4WL2B+FR9
WL #W2F4_SPD,A4WL2B+FR10
WL #W2F4_SPD,A4WL2B+FR11
WL #W2F4_SPD,A4WL2B+FR12
WL #W2F4_SPD,A4WL2B+FR13
WL #W2F4_SPD,A4WL2B+FR14
WL #W2F4_SPD,A4WL2B+FR15
WL #W2F4_SPD,A4WL2B+FR16
WL #W2F4_SPD,A4WL2B+FR17
WL #W2F4_SPD,A4WL2B+FR18
WL #W2F4_SPD,A4WL2B+FR19
WL #W2F4_SPD,A4WL2B+FR20
.word ANI_REPEAT
#W4F4_SPD equ 2
SUBR adm_walk4_f4_anim
WL #W4F4_SPD,A4WL4A+FR1
WL #W4F4_SPD,A4WL4A+FR2
WL #W4F4_SPD,A4WL4A+FR3
WL #W4F4_SPD,A4WL4A+FR4
WL #W4F4_SPD,A4WL4A+FR5
WL #W4F4_SPD,A4WL4A+FR6
WL #W4F4_SPD,A4WL4A+FR7
WL #W4F4_SPD,A4WL4A+FR8
WL #W4F4_SPD,A4WL4A+FR9
WL #W4F4_SPD,A4WL4A+FR10
WL #W4F4_SPD,A4WL4A+FR11
WL #W4F4_SPD,A4WL4A+FR12
WL #W4F4_SPD,A4WL4A+FR13
WL #W4F4_SPD,A4WL4A+FR14
WL #W4F4_SPD,A4WL4A+FR15
WL #W4F4_SPD,A4WL4A+FR16
WL #W4F4_SPD,A4WL4A+FR17
WL #W4F4_SPD,A4WL4A+FR18
WL #W4F4_SPD,A4WL4A+FR19
.word ANI_REPEAT
#W5F4_SPD equ 2
SUBR adm_walk5_f4_anim
WL #W5F4_SPD,A4WL5B+FR1
WL #W5F4_SPD,A4WL5B+FR2
WL #W5F4_SPD,A4WL5B+FR3
WL #W5F4_SPD,A4WL5B+FR4
WL #W5F4_SPD,A4WL5B+FR5
WL #W5F4_SPD,A4WL5B+FR6
WL #W5F4_SPD,A4WL5B+FR7
WL #W5F4_SPD,A4WL5B+FR8
WL #W5F4_SPD,A4WL5B+FR9
WL #W5F4_SPD,A4WL5B+FR10
WL #W5F4_SPD,A4WL5B+FR11
WL #W5F4_SPD,A4WL5B+FR12
WL #W5F4_SPD,A4WL5B+FR13
WL #W5F4_SPD,A4WL5B+FR14
WL #W5F4_SPD,A4WL5B+FR15
WL #W5F4_SPD,A4WL5B+FR16
WL #W5F4_SPD,A4WL5B+FR17
WL #W5F4_SPD,A4WL5B+FR18
WL #W5F4_SPD,A4WL5B+FR19
WL #W5F4_SPD,A4WL5B+FR20
.word ANI_REPEAT
#W6F4_SPD equ 2
SUBR adm_walk6_f4_anim
WL #W6F4_SPD,A4WL2B+FR20
WL #W6F4_SPD,A4WL2B+FR19
WL #W6F4_SPD,A4WL2B+FR18
WL #W6F4_SPD,A4WL2B+FR17
WL #W6F4_SPD,A4WL2B+FR16
WL #W6F4_SPD,A4WL2B+FR15
WL #W6F4_SPD,A4WL2B+FR14
WL #W6F4_SPD,A4WL2B+FR13
WL #W6F4_SPD,A4WL2B+FR12
WL #W6F4_SPD,A4WL2B+FR11
WL #W6F4_SPD,A4WL2B+FR10
WL #W6F4_SPD,A4WL2B+FR9
WL #W6F4_SPD,A4WL2B+FR8
WL #W6F4_SPD,A4WL2B+FR7
WL #W6F4_SPD,A4WL2B+FR6
WL #W6F4_SPD,A4WL2B+FR5
WL #W6F4_SPD,A4WL2B+FR4
WL #W6F4_SPD,A4WL2B+FR3
WL #W6F4_SPD,A4WL2B+FR2
WL #W6F4_SPD,A4WL2B+FR1
.word ANI_REPEAT
#W8F4_SPD equ 2
SUBR adm_walk8_f4_anim
WL #W8F4_SPD,A4WL4A+FR19
WL #W8F4_SPD,A4WL4A+FR18
WL #W8F4_SPD,A4WL4A+FR17
WL #W8F4_SPD,A4WL4A+FR16
WL #W8F4_SPD,A4WL4A+FR15
WL #W8F4_SPD,A4WL4A+FR14
WL #W8F4_SPD,A4WL4A+FR13
WL #W8F4_SPD,A4WL4A+FR12
WL #W8F4_SPD,A4WL4A+FR11
WL #W8F4_SPD,A4WL4A+FR10
WL #W8F4_SPD,A4WL4A+FR9
WL #W8F4_SPD,A4WL4A+FR8
WL #W8F4_SPD,A4WL4A+FR7
WL #W8F4_SPD,A4WL4A+FR6
WL #W8F4_SPD,A4WL4A+FR5
WL #W8F4_SPD,A4WL4A+FR4
WL #W8F4_SPD,A4WL4A+FR3
WL #W8F4_SPD,A4WL4A+FR2
WL #W8F4_SPD,A4WL4A+FR1
.word ANI_REPEAT
#*****************************************************************************
*
* TURNS (STANDS)
SUBR adm_2_to_4_turn_anim
SUBR adm_8_to_6_turn_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
WL 3,A1TT5Z+FR2
WL 3,A1TT5Z+FR3
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
SUBR adm_4_to_2_turn_anim
SUBR adm_6_to_8_turn_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
WL 3,A1TT5Z+FR3
WL 3,A1TT5Z+FR2
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
SUBR adm_4_to_6_turn_anim
SUBR adm_6_to_4_turn_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
WL 3,A1TT5Z+FR4
.word ANI_XFLIP
WL 3,A1TT5Z+FR4
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
SUBR adm_2_to_8_turn_anim
SUBR adm_8_to_2_turn_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
WL 3,A1TT5Z+FR1
.word ANI_XFLIP
WL 3,A1TT5Z+FR1
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
SUBR adm_4_to_8_turn_anim
SUBR adm_6_to_2_turn_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
WL 3,A1TT5Z+FR3
WL 3,A1TT5Z+FR2
WL 3,A1TT5Z+FR1
.word ANI_XFLIP
WL 3,A1TT5Z+FR1
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
SUBR adm_2_to_6_turn_anim
SUBR adm_8_to_4_turn_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
WL 3,A1TT5Z+FR1
.word ANI_XFLIP
WL 3,A1TT5Z+FR1
WL 3,A1TT5Z+FR2
WL 3,A1TT5Z+FR3
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
#*****************************************************************************
*
* TURNS (TORSOS)
SUBR adm_2_to_4_turn2_anim
SUBR adm_8_to_6_turn2_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
WL 3,A1TR5Z+FR2
.word ANI_SETFACING
WL 3,A1TR5Z+FR3
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
SUBR adm_4_to_2_turn2_anim
SUBR adm_6_to_8_turn2_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
WL 3,A1TR5Z+FR3
.word ANI_SETFACING
WL 3,A1TR5Z+FR2
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
SUBR adm_4_to_6_turn2_anim
SUBR adm_6_to_4_turn2_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
WL 3,A1TR5Z+FR4
.word ANI_SETFACING ;ANI_XFLIP <- not primary anim
WL 3,A1TR5Z+FR4
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
SUBR adm_2_to_8_turn2_anim
SUBR adm_8_to_2_turn2_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
WL 3,A1TR5Z+FR1
.word ANI_SETFACING ;ANI_XFLIP <- not primary anim
WL 3,A1TR5Z+FR1
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
SUBR adm_4_to_8_turn2_anim
SUBR adm_6_to_2_turn2_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
SUBR adm_2_to_6_turn2_anim
SUBR adm_8_to_4_turn2_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
#*****************************************************************************
*
* RUNNING IN #3
SUBR adm_run2_anim
.word ANI_SETMODE,MODE_NORMAL
WL ANI_GOTO,#lp0
#RUN_SPD equ 2
SUBR adm_run_anim
.word ANI_SETMODE,MODE_UNINT ;uninterruptable
#lp0
#lp1
WL #RUN_SPD+1,A3RN3A+FR10
WL #RUN_SPD,A3RN3A+FR11
WL #RUN_SPD,A3RN3A+FR12
WL #RUN_SPD,A3RN3A+FR13
WL #RUN_SPD,A3RN3A+FR1
WL #RUN_SPD+1,A3RN3A+FR2
WL #RUN_SPD,A3RN3A+FR3
.word ANI_SOUND,run_snd
.word ANI_SETMODE,MODE_NORMAL ;clear UNINT bit
WL #RUN_SPD+1,A3RN3A+FR4
WL #RUN_SPD,A3RN3A+FR5
WL #RUN_SPD+1,A3RN3A+FR6
WL #RUN_SPD,A3RN3A+FR7
WL #RUN_SPD+1,A3RN3A+FR8
.word ANI_SOUND,run_snd
WL #RUN_SPD,A3RN3A+FR9
WL ANI_GOTO,#lp1
*
* OUT OF CONTROL RUN IN #3
SUBR adm_ocrun_anim
.word ANI_SETMODE,MODE_NOAUTOFLIP ;don't change facing
WL 15,A3RN3A+FR1
#lp
WL #RUN_SPD+1,A3RN3A+FR10
WL #RUN_SPD,A3RN3A+FR11
WL #RUN_SPD,A3RN3A+FR12
WL #RUN_SPD,A3RN3A+FR13
WL #RUN_SPD,A3RN3A+FR1
WL #RUN_SPD+1,A3RN3A+FR2
WL #RUN_SPD,A3RN3A+FR3
.word ANI_SOUND,run_snd
WL #RUN_SPD+1,A3RN3A+FR4
WL #RUN_SPD,A3RN3A+FR5
WL #RUN_SPD+1,A3RN3A+FR6
WL #RUN_SPD,A3RN3A+FR7
WL #RUN_SPD+1,A3RN3A+FR8
.word ANI_SOUND,run_snd
WL #RUN_SPD,A3RN3A+FR9
WL ANI_GOTO,#lp
#*****************************************************************************
*
* BOUNCE OFF ROPES
SUBR adm_bounce_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP| MODE_NOCONFINE ;uninterruptable
.word ANI_ZEROVELS
WL 4,A3BO3A+FR1
WL 3,A3BO3A+FR2
.word ANI_BOUNCEROPE,0
WL 1,A3BO3A+FR2
WL 3,A3BO3A+FR3
.word ANI_BOUNCEROPE,1
WL 1,A3BO3A+FR3
WL 3,A3BO3A+FR4
.word ANI_BOUNCEROPE,2
WL 1,A3BO3A+FR4
WL 5,A3BO3A+FR5
.word ANI_BOUNCEROPE,4
WL 1,A3BO3A+FR5
WL 3,A3BO3A+FR6
.word ANI_BOUNCEROPE,-1 ;release
WL 1,A3BO3A+FR6
WL 4,A3BO3A+FR7
.word ANI_SOUND,run_snd
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
#*****************************************************************************
SUBR adm_slave_image_table
.long #s2_grapple ;0 S2_GRAPPLE
.long #s4_grapple ;1 S4_GRAPPLE
.long #s3_grap_to_hh ;2 S3_GRAP_TO_HH
.long #s3_pile_driven ;3 S3_PILE_DRIVEN
#s2_grapple ;ABOMB #2 grapple
.long A2GR3Z+FR5 ;0 (most forward)
.long A2GR3Z+FR6 ;1
.long A2GR3Z+FR7 ;2
.long A2GR3Z+FR8 ;3 (most back)
#s4_grapple ;ABOMB #4 grapple
.long A4GR3B+FR7 ;0 (most forward)
.long A4GR3B+FR6 ;1
.long A4GR3B+FR5 ;2
.long A4GR3B+FR4 ;3 (most back)
#s3_grap_to_hh ;ABOMB #3 from grapple to head being held
#s3_pile_driven ;ABOMB #3 pile driven
******************************************************************************
.end


1630
BACKUP/ADMSEQ2.ASM Normal file

File diff suppressed because it is too large Load Diff

360
BACKUP/ADMSEQ3.ASM Normal file
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@ -0,0 +1,360 @@
**************************************************************
*
* Software: Jamie Rivett
* Initiated: 5/12/94
*
* COPYRIGHT (C) 1992 WILLIAMS ELECTRONICS GAMES, INC.
*
**************************************************************
.file "admseq3.asm"
.title "Adam Bomb animation sequences"
.width 132
.option b,d,l,t
.mnolist
.include "macros.h"
.include "mproc.equ" ;Mproc equates
.include "sys.equ"
.include "display.equ"
.include "game.equ"
.include "plyr.equ"
.include "anim.equ"
.include "sound.h"
.include "ring.equ"
.include "adamimg.h"
******************************************************************************
* EXTERNAL REFERENCES
.ref wres_get_stick_val_cur
.ref RNDRNG0
.ref set_target_offsets
.ref get_opp_process
.ref get_leap
.ref shake_all_ropes
******************************************************************************
* SYMBOLS DEFINED IN THIS FILE
******************************************************************************
* EQUATES FOR THIS FILE
TSEC equ 53
#*****************************************************************************
SUBR adm_2_break_lockup_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
WLW ANI_SET_XVEL,-30000h,1 ;facing relative
.word ANI_FRICTION,3000h
WL 3,A2FG3A+FR4
WL 3,A2FG3A+FR3
WL 3,A2FG3A+FR2
WL 3,A2FG3A+FR1
.word ANI_SETMODE,MODE_NORMAL
.word ANI_SETPLYRMODE,MODE_NORMAL
.word ANI_END
#*****************************************************************************
SUBR adm_2_lockup_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
WL 4,A2FG3A+FR1
WL 4,A2FG3A+FR2
WL 4,A2FG3A+FR3
WL 4,A2FG3A+FR4
WL 4,A2FG3A+FR5
.word ANI_ATTACK_ON, AMODE_GRAPPLE,24,-100,48,28 ;mode,x,y,w,h
WL 4,A2FG3A+FR6
.word ANI_ATTACK_OFF
WL ANI_IFSTATUS,#grapple
WL 4,A2FG3A+FR5
WL 4,A2FG3A+FR4
WL 4,A2FG3A+FR3
WL 4,A2FG3A+FR2
WL 4,A2FG3A+FR1
.word ANI_SETMODE,MODE_NORMAL
.word ANI_SETPLYRMODE,MODE_NORMAL
.word ANI_END
#grapple
.word ANI_SETMODE,MODE_NOAUTOFLIP
.word ANI_SLAVE,S4_GRAPPLE,3
WL 8,A2GR3Z+FR5
.word ANI_SLAVE,S4_GRAPPLE,2
WL 8,A2GR3Z+FR6
.word ANI_SLAVE,S4_GRAPPLE,1
WL 8,A2GR3Z+FR7
.word ANI_SLAVE,S4_GRAPPLE,0
WL 8,A2GR3Z+FR8
.word ANI_SLAVE,S4_GRAPPLE,1
WL 8,A2GR3Z+FR7
.word ANI_SLAVE,S4_GRAPPLE,2
WL 8,A2GR3Z+FR6
WL ANI_GOTO,#grapple
#*****************************************************************************
SUBR adm_4_break_lockup_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
WLW ANI_SET_XVEL,-30000h,1 ;facing relative
.word ANI_FRICTION,3000h
WL 3,A4FG3A+FR4
WL 3,A4FG3A+FR3
WL 3,A4FG3A+FR2
WL 3,A4FG3A+FR1
.word ANI_SETMODE,MODE_NORMAL
.word ANI_SETPLYRMODE,MODE_NORMAL
.word ANI_END
#*****************************************************************************
SUBR adm_4_lockup_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
WL 4,A4FG3A+FR1
WL 4,A4FG3A+FR2
WL 4,A4FG3A+FR3
WL 4,A4FG3A+FR4
WL 4,A4FG3A+FR5
.word ANI_ATTACK_ON, AMODE_GRAPPLE,24,-100,48,28 ;mode,x,y,w,h
WL 4,A4FG3A+FR6
.word ANI_ATTACK_OFF
WL ANI_IFSTATUS,#grapple
WL 4,A4FG3A+FR5
WL 4,A4FG3A+FR4
WL 4,A4FG3A+FR3
WL 4,A4FG3A+FR2
WL 4,A4FG3A+FR1
.word ANI_SETMODE,MODE_NORMAL
.word ANI_SETPLYRMODE,MODE_NORMAL
.word ANI_END
#grapple
.word ANI_SETMODE,MODE_NOAUTOFLIP
.word ANI_SLAVE,S2_GRAPPLE,3
WL 8,A4GR3B+FR7
.word ANI_SLAVE,S2_GRAPPLE,2
WL 8,A4GR3B+FR6
.word ANI_SLAVE,S2_GRAPPLE,1
WL 8,A4GR3B+FR5
.word ANI_SLAVE,S2_GRAPPLE,0
WL 8,A4GR3B+FR4
.word ANI_SLAVE,S2_GRAPPLE,1
WL 8,A4GR3B+FR5
.word ANI_SLAVE,S2_GRAPPLE,2
WL 8,A4GR3B+FR6
WL ANI_GOTO,#grapple
.if 0
#*****************************************************************************
SUBR dnk_3_head_hold_anim
.word ANI_SETMODE,MODE_NOAUTOFLIP
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
WL 1,D3PG3A01
.word ANI_ATTACHZ,45-5,0,0
WL 3,D3PG3A01
WL 4,D3PG3A02
WL 4+50,D3PG3A02
.word ANI_END
SUBR dnk_3_head_held_anim
.word ANI_SETMODE,MODE_NOAUTOFLIP
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
WL 4,D3BF3Z01
WL 4,D3BF3Z02
#loop
WL 4,D3BF3A01
WL 4,D3BF3A02
WL 4,D3BF3A03
WL 4,D3BF3A04
WL 4,D3BF3A05
WL 4,D3BF3A06
WL 4,D3BF3A07
WL 4,D3BF3A08
WL ANI_GOTO,#loop
#*****************************************************************************
SUBR dnk_3_pile_driver_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
#lp
.word ANI_ATTACHZ,45-5,0,0
;;; WL ANI_CODE,temp_shit0
;;; .word ANI_SLAVE,S3_GRAP_TO_HH,0
WL 63+00,D3PG3A01
.word ANI_SLAVE,S3_GRAP_TO_HH,1
WL 3+60,D3PG3A01
.word ANI_SLAVE,S3_GRAP_TO_HH,2
WL 3+60,D3PG3A02
.word ANI_SLAVE,S3_GRAP_TO_HH,3
WL 10+60,D3PG3A03
WL 3+60,D3PG3A05
;;; WL ANI_CODE,temp_shit
.word ANI_ATTACHZ,27-10,61-7,0
.word ANI_SLAVE,S3_PILE_DRIVEN,1
WL 3+60,D3PG3A05
.word ANI_SLAVE,S3_PILE_DRIVEN,2
WL 2+60,D3PG3A06
.word ANI_SLAVE,S3_PILE_DRIVEN,3
WL 2+60,D3PG3A06
.word ANI_SLAVE,S3_PILE_DRIVEN,4
WL 2+60,D3PG3A06A
.word ANI_SLAVE,S3_PILE_DRIVEN,5
WL 2+60,D3PG3A06A
.word ANI_SLAVE,S3_PILE_DRIVEN,6
WL 64+60,D3PG3A07
WL ANI_SET_YVEL,90000h
.word ANI_OFFSET,0,47,0 ;x,y,z
.word ANI_ATTACHZ,27-10,0,0
WL 4+00,D3PG3A08
WL 4+00,D3PG3A09
.word ANI_WAITHITGND
WL 4+60,D3PG3A10
WL ANI_GOTO,#lp
temp_shit0
move *a13(ATTACH_PROC),a2,L
move *a13(OBJ_XPOSINT),a0
addi 45,a0
move a0,*a2(OBJ_XPOSINT)
move *a13(OBJ_YPOS),*a2(OBJ_YPOS),L
rets
temp_shit
move *a13(ATTACH_PROC),a2,L
move *a2(OBJ_XPOSINT),a0
subi 27,a0
move a0,*a2(OBJ_XPOSINT)
move *a2(OBJ_YPOSINT),a0
addi 61-7,a0
move a0,*a2(OBJ_YPOSINT)
rets
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
;#lp
.word ANI_ATTACHZ,44,0,-4
WL 4+60,D3PG3A01
WL 4+6,D3PG3A01
.word ANI_ATTACHZ,18,54,-4
WL 4+6,D3PG3A02
WL 4+6,D3PG3A03
WL 4+6,D3PG3A04
WL 4+6,D3PG3A05
WL 4+6,D3PG3A06
.word ANI_ATTACHZ,18,54,-4
WL 4+140,D3PG3A07
;;; WL ANI_GOTO,#lp
WL ANI_CODE,clear_link
.word ANI_SETMODE,MODE_NORMAL
.word ANI_SETPLYRMODE,MODE_NORMAL
.word ANI_END
#*****************************************************************************
SUBR dnk_3_pile_driven
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
#lp
WL 4+60,D3BF3Z01
WL 4+6,D3BF3Z02
WL 4+6,D3BF3A01
WL 4+6,D3PD3C01
WL 4+6,D3PD3C02
WL 4+6,D3PD3C02
WL 4+6,D3PD3C03
WL 4+6,D3PD3C04
WL 4+6,D3PD3C04
WL 4+140,D3PD3C05
;;; WL ANI_GOTO,#lp
WL ANI_CODE,clear_link
.word ANI_SETMODE,MODE_NORMAL
.word ANI_SETPLYRMODE,MODE_NORMAL
.word ANI_END
clear_link
clr a0
move a0,*a13(ATTACH_PROC),L
rets
.endif
******************************************************************************
.end


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@call BAM.BAT
@call BRET.BAT
@call DOINK.BAT
@call LEX.BAT
@call RAZOR.BAT
@call SHAWN.BAT
@call TAKER.BAT
@call YOKO.BAT


4148
BACKUP/ANIM.ASM Normal file

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277
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**************************************************************
*
* Software: Jamie Rivett
* Initiated: 3/8/94
*
* COPYRIGHT (C) 1992 WILLIAMS ELECTRONICS GAMES, INC.
*
**************************************************************
******************************************************************************
*
* ANIMATION COMMANDS
ANI_ZIP equ 0 + 8000h
ANI_REPEAT equ 1 + 8000h
ANI_SETMODE equ 2 + 8000h
ANI_ZEROVELS equ 3 + 8000h
ANI_SETPLYRMODE equ 4 + 8000h
ANI_SET_YVEL equ 5 + 8000h
ANI_ATTACK_ON equ 6 + 8000h
ANI_ATTACK_OFF equ 7 + 8000h
ANI_LEAPATOPP equ 8 + 8000h
ANI_ATTACH equ 9 + 8000h
ANI_DETACH equ 10 + 8000h
ANI_WAITHITGND equ 11 + 8000h
ANI_XFLIP equ 12 + 8000h
ANI_BOUNCE equ 13 + 8000h
ANI_ATTACK_ON_Z equ 14 + 8000h
ANI_GRAVITY_ON equ 15 + 8000h
ANI_GRAVITY_OFF equ 16 + 8000h
ANI_GOTO equ 17 + 8000h
ANI_ATTACHZ equ 18 + 8000h
ANI_SLOWMO equ 19 + 8000h
ANI_WAITRELEASE equ 20 + 8000h
ANI_OFFSET equ 21 + 8000h
ANI_FRICTION equ 22 + 8000h
ANI_ENDMATCH equ 23 + 8000h
ANI_ATTACHVEL equ 24 + 8000h
ANI_THROW1 equ 25 + 8000h
ANI_SOUND equ 26 + 8000h
ANI_SETFACING equ 27 + 8000h
ANI_PAUSE equ 28 + 8000h
ANI_IFSTATUS equ 29 + 8000h
ANI_CODE equ 30 + 8000h
ANI_SHAKER equ 31 + 8000h
ANI_CHANGEANIM equ 32 + 8000h
ANI_FACEUP equ 33 + 8000h
ANI_FACEDOWN equ 34 + 8000h
ANI_BOUNCEROPE equ 35 + 8000h
ANI_SHAKEROPES equ 36 + 8000h
ANI_BENDROPE equ 37 + 8000h
ANI_SETSPEED equ 38 + 8000h
ANI_LEAPATPOS equ 39 + 8000h
ANI_ZERO_XZVELS equ 40 + 8000h
ANI_ROPE_Z equ 41 + 8000h
ANI_LOOP equ 42 + 8000h
;MJT Start
;ANI_UNUSED equ 43 + 8000h
;MJT End
ANI_SET_XVEL equ 44 + 8000h
ANI_IFNOTSTATUS equ 45 + 8000h
ANI_SLIDE_BACK equ 46 + 8000h
ANI_CLR_DAMAGE equ 47 + 8000h
ANI_SET_ZVEL equ 48 + 8000h
ANI_MASTER_THROW equ 49 + 8000h
ANI_FACE equ 50 + 8000h
ANI_SETWORD equ 51 + 8000h
ANI_GETUP equ 52 + 8000h
ANI_GETUP_WAIT equ 53 + 8000h
ANI_CLR_STARS equ 54 + 8000h
ANI_SHAKEALL equ 55 + 8000h
ANI_DAMAGE equ 56 + 8000h
ANI_START_DIZZY equ 57 + 8000h
ANI_CLR_STATUS equ 58 + 8000h
ANI_SET_TARGET equ 59 + 8000h
ANI_MAX_X equ 60 + 8000h
ANI_MAX_Z equ 61 + 8000h
ANI_MAX_Y_VEL equ 62 + 8000h
ANI_SUPERSLAVE equ 63 + 8000h
ANI_SLAVEANIM equ 64 + 8000h
ANI_RAWSOUND equ 65 + 8000h
ANI_DAMAGEOPP equ 66 + 8000h
ANI_RNDPER equ 67 + 8000h
ANI_WAITHITOPP equ 68 + 8000h
ANI_ATTCHIMAGE equ 69 + 8000h
ANI_IFOPPMODE equ 70 + 8000h
ANI_IFBUTTONS equ 71 + 8000h
ANI_IFNOHITBLOCK equ 72 + 8000h
ANI_END equ 73 + 8000h
ANI_IFROPE equ 74 + 8000h
ANI_IFNOTROPE equ 75 + 8000h
ANI_OPP_GETUP equ 76 + 8000h
ANI_SHAKECORNER equ 77 + 8000h
ANI_SINGLESTEP equ 78 + 8000h
ANI_SUPERSLAVE2 equ 79 + 8000h
ANI_SETOPPMODE equ 80 + 8000h
ANI_CLROPPMODE equ 81 + 8000h
ANI_OPPOFFSET equ 82 + 8000h
ANI_IFBLOCKED equ 83 + 8000h
ANI_WAITROLL equ 84 + 8000h
ANI_SETOPPFACING equ 85 + 8000h
ANI_IFOPP equ 86 + 8000h
ANI_SNOT equ 87 + 8000h
ANI_IF_BUTCOUNT_GE equ 88 + 8000h
ANI_IF_BUTCOUNT_LT equ 89 + 8000h
ANI_IF_RPTCOUNT equ 90 + 8000h
ANI_IFNOT_RPTCOUNT equ 91 + 8000h
ANI_RINGCHECK equ 92 + 8000h
ANI_DEBRISAT equ 93 + 8000h
ANI_DEBRIS equ 94 + 8000h
ANI_SET_WRESTLER_XFLIP equ 95 + 8000h
ANI_SLIDEATOPP equ 96 + 8000h
ANI_CLR_BUTCOUNT equ 97 + 8000h
ANI_SET_RPTCOUNT equ 98 + 8000h
ANI_DEC_RPTCOUNT equ 99 + 8000h
ANI_SHADOWTRAIL equ 100 + 8000h
ANI_CREATEPROC equ 101 + 8000h
ANI_TARGET equ 102 + 8000h
ANI_HMBWAIT equ 103 + 8000h
ANI_SAFE_TIME equ 104 + 8000h
;
ANI_SETOPP_PLYRMODE equ 105 + 8000h
ANI_XFLIP_OPP equ 106 + 8000h
ANI_SETLONG equ 107 + 8000h
ANI_IMMOBILIZE equ 108 + 8000h
ANI_XFLIP_TBL equ 109 + 8000h
;
ANI_SETOPPVELS equ 110 + 8000h
ANI_WAITHITGND2 equ 111 + 8000h
ANI_SET_OPP_XVEL equ 112 + 8000h
ANI_SET_ATTACH EQU 113 + 8000H
ANI_INC_COMBO EQU 114 + 8000H
ANI_CLEAR_COMBO equ 115 + 8000h
ANI_ADD_MOVE EQU 116 + 8000H
ANI_STARTATTACK equ 117 + 8000h
ANI_CHANGEANIM_TBL equ 118 + 8000h
ANI_IF_RPTCOUNT_GE equ 119 + 8000h
ANI_IF_RPTCOUNT_LT equ 120 + 8000h
******************************************************************************
*
* HUGE MACROS!
LEAPATOPP .macro w1,w2,w3,w4,l1,w5,w6,w7,w8
.word ANI_LEAPATOPP
.word :w1:,:w2:,:w3:,:w4:
.long :l1:
.word :w5:,:w6:,:w7:,:w8:
.endm
******************************************************************************
*
* MISC EQUATES
AM_ABS equ 0
AM_FACE_REL equ 1
AM_HIT_REL equ 2
AM_NEWFACE_REL equ 3
RC_FRONT equ 0
RC_BACK equ 1
RC_EITHER equ 2
RC_PLAYER equ 0
RC_OPPONENT equ 0100h
ATM_CLOSEST equ 0
ATM_FARTHEST equ 1
******************************************************************************
*
* ANIMATION MODE BITS
MODE_NORMAL equ 0
MODE_END equ 01h ;animation has ended
MODE_END_BIT equ 0
MODE_PAUSE equ 02h ;animation paused
MODE_PAUSE_BIT equ 1
MODE_UNINT equ 04h ;uninterruptable
MODE_UNINT_BIT equ 2
MODE_NOAUTOFLIP equ 08h ;don't set xflip automatically
MODE_NOAUTOFLIP_BIT equ 3 ;(based on facing dir)
MODE_CHECKHIT equ 10h ;do offensive collision check
MODE_CHECKHIT_BIT equ 4
MODE_NOGRAVITY equ 20h ;gravity status 0=on 1=off
MODE_NOGRAVITY_BIT equ 5
MODE_FRICTION equ 40h ;friction on floor
MODE_FRICTION_BIT equ 6
MODE_NOCONFINE equ 80h ;don't confine player to ring
MODE_NOCONFINE_BIT equ 7
MODE_NOCOLLIS equ 100h ;throw out player-player collisions
MODE_NOCOLLIS_BIT equ 8
MODE_STATUS equ 200h ;general purpose status flag
MODE_STATUS_BIT equ 9
MODE_OVERLAP equ 400h ;allow player-player overlap
MODE_OVERLAP_BIT equ 10
MODE_GHOST equ 800h ;may fall through floor if attached
MODE_GHOST_BIT equ 11
MODE_NOSHADOW equ 1000h ;turn off shadow
MODE_NOSHADOW_BIT equ 12
MODE_KEEPATTACHED equ 2000h ;automatically keep opponent attached
MODE_KEEPATTACHED_BIT equ 13
MODE_WAITHITOPP equ 4000h ;zero ANICNT upon hitting opponent
MODE_WAITHITOPP_BIT equ 14
MODE_INVISIBLE equ 8000h ;don't display wrestler
MODE_INVISIBLE_BIT equ 15
******************************************************************************
*
* SLAVE IMAGE MODES
S2_GRAPPLE equ 0
S4_GRAPPLE equ 1
S3_GRAP_TO_HH equ 2
S3_PILE_DRIVEN equ 3
S3_HIP_TOSSED equ 4
S_CHOKE_SLAMMED equ 5
******************************************************************************
*
* LONG IMAGE OFFSETS FOR ANIMATION SEQUENCES
FR1 equ 1*20h
FR2 equ 2*20h
FR3 equ 3*20h
FR4 equ 4*20h
FR5 equ 5*20h
FR6 equ 6*20h
FR7 equ 7*20h
FR8 equ 8*20h
FR9 equ 9*20h
FR10 equ 10*20h
FR11 equ 11*20h
FR12 equ 12*20h
FR13 equ 13*20h
FR14 equ 14*20h
FR15 equ 15*20h
FR16 equ 16*20h
FR17 equ 17*20h
FR18 equ 18*20h
FR19 equ 19*20h
FR20 equ 20*20h
FR21 equ 21*20h
FR22 equ 22*20h
FR23 equ 23*20h
FR24 equ 24*20h
FR25 equ 25*20h
FR26 equ 26*20h
FR27 equ 27*20h
FR28 equ 28*20h
FR29 equ 29*20h
FR30 equ 30*20h
******************************************************************************


1750
BACKUP/ATTRACT.ASM Normal file

File diff suppressed because it is too large Load Diff

3331
BACKUP/AUDIT.ASM Normal file

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*
* AUDITS
*
* AUDITS ARE HANDLED BY AUDITS NUMBER OFF OF THE BASE
* OF THE AUDIT REGION
*
* IF "CHUTES" VALUE IS CHANGED....EXTRA VALUES MUST
* BE PUT IN THIS TABLE. (AND ADJUSTMENT TABLE OF COURSE)
*
AUDNULL equ 0
AUDLCOIN equ 1 ;TOTAL COINS IN LEFT CHUTE
AUDCCOIN equ 2 ;Center
AUDRCOIN equ 3 ;Right
AUDXCOIN equ 4 ;4TH CHUTE
AUD_DBV EQU 5 ;BILL VALIDATOR
AUDSERV equ 6 ;SERVICE CREDITS
AUDPAIDC equ 13
*
FRST_C equ AUDLCOIN ;FOR CLEARING COINS
LAST_C equ AUDPAIDC
*
AUD_TOTSTARTS equ 14 ;total starts
AUD_PRESTARTS equ 15 ;attract mode starts
AUD1STRT equ 16 ;player 1 starts
AUD2STRT equ 17 ;player 2 starts
AUD1CONT equ 18 ;player 1 continues
AUD2CONT equ 19 ;player 2 continues
AUD1TIME equ 20 ;5 SECOND CHUNKS. (700 YEARS WORTH) (unused?)
AUD2TIME equ 21 ;5 SECOND CHUNKS. (unused?)
AUDAUTO equ 22 ;AUTO CYCLE PASSES
AUDSTAT equ 23 ;CMOS GAME STATE
AUDTRAP equ 24 ;UNUSED TRAP INSTRUCTION (unused)
AUDSURV equ 25 ;SURVIVED LOCKUPS (unused)
AUDBONE equ 26 ;GAMES NOT FINISHED
AUD_LOCKUP equ 27 ;watchdog lockups
AUD_LOCKUP2 equ 28 ;main loop lockups
AUD_UPTIME equ 29 ;total up time
AUD_PLTIME equ 30 ;total play time
AUD_1PLAYTIME equ 31 ;time spent in 1p mode ( REAL time, not )
AUD_2PLAYTIME equ 32 ;time spent in 2p mode ( game clock time )
AUD_2PBTIME equ 33 ;total time of completed HUM v HUM battles
AUD_CPUWINTIME equ 34 ;total time of CPU wins
AUD_CPULOSETIME equ 35 ;total time of CPU losses
AUD_VSCPUS equ 36 ;battles vs cpu started
AUD_VSCPUF equ 37 ;battles vs cpu finished
AUD_VSHUMS equ 38 ;battles vs human started
AUD_VSHUMF equ 39 ;battles vs human finished
AUD_FASTCDH equ 40 ;fastest computer defeat of human (REAL time)
AUD_FASTHDC equ 41 ;fastest human defeat of computer
AUD_FASTHDH equ 42 ;fastest human defeat of human
AUD_CPUWIN equ 43 ;battles vs cpu won by cpu
AUD_CONTOFF equ 44 ;total continues offered (1p mode only?)
AUD_CONTTAKN equ 45 ;total continues taken (1p mode only?)
AUD_LSCORE equ 46 ;last [hscore,winstreak] entered
AUD_SNDERR1 equ 47 ;IRQ error
AUD_SNDERR2 equ 48 ;bad checksum
AUD_SNDERR3 equ 49 ;RAM test failed
AUD_SNDERR4 equ 50 ;SDAV error
AUD_BHART equ AUD_SNDERR4+1 ;human uses of the wrestlers
AUD_RRAMO equ AUD_BHART+1
AUD_UNDER equ AUD_BHART+2
AUD_YOKO equ AUD_BHART+3
AUD_SMICH equ AUD_BHART+4
AUD_BBBIG equ AUD_BHART+5
AUD_DCLOW equ AUD_BHART+6
AUD_X equ AUD_BHART+7 ;hole where adam bomb used to be...
AUD_LLUGE equ AUD_BHART+8
AUD_BHARTC equ AUD_LLUGE+1 ;computer uses of the wrestlers
AUD_RRAMOC equ AUD_BHARTC+1
AUD_UNDERC equ AUD_BHARTC+2
AUD_YOKOC equ AUD_BHARTC+3
AUD_SMICHC equ AUD_BHARTC+4
AUD_BBBIGC equ AUD_BHARTC+5
AUD_DCLOWC equ AUD_BHARTC+6
AUD_XC equ AUD_BHARTC+7
AUD_LLUGEC equ AUD_BHARTC+8
AUD_BHARTHW equ AUD_LLUGEC+1 ;wins per wrestler (human use)
AUD_RRAMOHW equ AUD_BHARTHW+1
AUD_UNDERHW equ AUD_BHARTHW+2
AUD_YOKOHW equ AUD_BHARTHW+3
AUD_SMICHHW equ AUD_BHARTHW+4
AUD_BBBIGHW equ AUD_BHARTHW+5
AUD_DCLOWHW equ AUD_BHARTHW+6
AUD_XHW equ AUD_BHARTHW+7
AUD_LLUGEHW equ AUD_BHARTHW+8
AUD_BHARTCW equ AUD_LLUGEHW+1 ;wins per wrestler (computer use)
AUD_RRAMOCW equ AUD_BHARTCW+1
AUD_UNDERCW equ AUD_BHARTCW+2
AUD_YOKOCW equ AUD_BHARTCW+3
AUD_SMICHCW equ AUD_BHARTCW+4
AUD_BBBIGCW equ AUD_BHARTCW+5
AUD_DCLOWCW equ AUD_BHARTCW+6
AUD_XCW equ AUD_BHARTCW+7
AUD_LLUGECW equ AUD_BHARTCW+8
AUD_WINSTREAK EQU AUD_LLUGECW+1
AUD_PINSPEED EQU AUD_WINSTREAK+1
AUD_BEATEN EQU AUD_PINSPEED+1
AUD_COMBO EQU AUD_BEATEN+1
*
LAST_AUDIT equ AUD_COMBO
*
*
FRSTGAUD equ AUD1STRT
LASTGAUD equ LAST_AUDIT
*
*
* ADJUSTMENTS ARE ALL LONG WORDS REFERENCED BY ADJUSTMENT
* NUMBER.
*
ADJNULL equ 0
ADJPRICE equ 1 ;MASTER PRICING
ADJLMULT equ 2
ADJC1 equ ADJLMULT ;FIRST COIN TABLE ADJUSTMENT
ADJCMULT equ 3
ADJRMULT equ 4
ADJXMULT equ 5
ADJDBVMULT equ 6
ADJCUNIT equ 7
ADJBUNIT equ 8
ADJMUNIT equ 9
ADJCDIV equ 10
ADJFRAC equ 11 ;NON ZERO SAYS SHOW HALF CREDITS
ADJCSTRT equ 12 ;CREDITS REQUIRED TO START
ADJCCONT equ 13 ;CREDITS REQUIRED TO CONTINUE
ADJCX equ ADJCCONT ;LAST COIN TABLE ADJUSTMENT
ADJDIFF equ 14
ADJHSRES equ 15
ADJLIVES equ 16
ADJMUSIC equ 17
ADJMAXC equ 18 ;MAXIMUM CREDITS
ADJFREPL equ 19 ;NON-ZERO MEANS FREE PLAY
ADJVIRGIN equ 20 ;NON-ZERO MEANS 1ST 8 OF COIN ADJUST BLOCK UNTOUCHED
**********************************;ADJVIRGIN IS MAINTAINED...BUT NOT USED
ADJFULLG equ 21 ;credits needed to purchase full game (4-16)
ADJ1ST6 equ 22 ;NON-ZERO MEANS 1ST 6 UNTOUCHED.
ADJNOCPAG equ 23
ADJCNTR equ 24 ;COIN COUNTER MODE
ADJSPEED equ 25 ;game timer speed (1-5)
ADJHEADSZ equ 26 ;player head sizes (1-5)
ADJWINMODE equ 27 ;4 player winner mode (1-3)
ADJCOMPASS equ 28 ;computer assistance (0-1)
ADJVOLUME equ 28 ;sound volume (0-255)
ADJTOTALIZER EQU 29
ADJLTOTMULT EQU 30
ADJCTOTMULT EQU 31
ADJRTOTMULT EQU 32
ADJXTOTMULT EQU 33
ADJBTOTMULT EQU 34
LAST_ADJUST equ 34
******************************************************************************
;end




16
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@xcopy /A *.asm \modified
@xcopy /A *.equ \modified
@xcopy /A *.bat \modified
@move \backup\back8.zip \backup\back9.zip
@move \backup\back7.zip \backup\back8.zip
@move \backup\back6.zip \backup\back7.zip
@move \backup\back5.zip \backup\back6.zip
@move \backup\back4.zip \backup\back5.zip
@move \backup\back3.zip \backup\back4.zip
@move \backup\back2.zip \backup\back3.zip
@move \backup\back1.zip \backup\back2.zip
@del mc*
@del mk*.bat
@del *.axx
pkzip -i -x*.lst -x*.out -x*.obj -x*.tbl -x*.glo \backup\back1.zip \video\wwf\*.*


22
BACKUP/BAD_IMGS.ASM Normal file
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These frames are used in at least one .ASM file, but aren't being loaded.
We outta maybe fix this or something.
B4YR3A02 yokseq2.asm
B4YR3A06 yokseq2.asm
B4YR3A08 yokseq2.asm
D3GU4A01 rzrseq3.asm
L2ST2C01 lexseq1.asm
S2CT2A09 shnseq2.asm
S2CT2A10 shnseq2.asm
S2CT2A11 shnseq2.asm
S2CT2A12 shnseq2.asm
U3DD3A01 undseq3.asm
U4BF3A04 lexseq3.asm
Y2ST2Z01 yokseq1.asm


839
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**************************************************************
*
* Software: Todd Allen, Mark Turmell, Shawn Liptak
* Initiated: 1988?
*
* Modified: Shawn Liptak, 9/16/91 -Minor improvements (Total carnage)
* Shawn Liptak, 11/15/91 -CREATE0
* Shawn Liptak, 2/10/92 -Started basketball
* Shawn Liptak, 5/4/92 -Works with DMA2
*
* COPYRIGHT (C) 1992 WILLIAMS ELECTRONICS GAMES, INC.
*
*.Last mod - 9/23/92 12:26
**************************************************************
.file "bakgnd.asm"
.title "background handlers"
.option b,d,l
.mnolist
.include "mproc.equ"
.include "display.equ"
.include "gsp.equ"
.include "sys.equ"
.include "game.equ"
.include "macros.h"
.include "fontsimg.glo"
.include "bgndtbl.glo" ;background equates
******************************************************************************
* EXTERNAL REFERENCES
.ref pal_getf
.REF DO_FLASH,DO_JASON_CROWD,DO_TONY_CROWD
.REF DO_VOGEL_CROWD
******************************************************************************
;defs
;uninitialized ram definitions
.bss BGNDPALTBL ,32
.bss MOD_POS ,32
BSSX BAKBITS ,10000
BSSX BAKMODS ,32
.text
********************************
*BACKGROUND UPDATER EQUATES
BLSTSTRT .EQU >8000
BLSTEND .EQU >8001
************* LOCAL CONSTANTS FOR UPD **************
DISP_PAD .SET [20h,20h] ;Y:X
DISP_PAD2 .SET [80h,20h] ;Y:X
WIDEST_BLOCK .SET 250
* MUST KEEP THE SIZE OF THESE STRUCTURES A MULTIPLE OF 16
;MAP_ZFLAGSPAL .SET 0
MAP_PAL .SET 0 ;SIZE 4 - PALETTE SELECT
MAP_FLAGS .SET 4 ;SIZE 4 - BIT 0 HFLIP, BIT 1 YFLIP
MAP_Z .SET 8 ;SIZE 8
MAP_X .SET 16 ;SIZE 16
MAP_Y .SET 32 ;SIZE 16
MAP_HDR .SET 48 ;SIZE 16 - OFFSET IN LONG WORDS FROM BLOCK_HDR_TBL
; BITS 12-15 ARE BITS 4-7 OF PAL
; MAP_HDR SET TO >FFFF IF BLOCK IS NOT ALLOCATED
BLOCK_SIZE .SET 64 ;Uses shifts!
* Offsets for a BLOCK HDR structure
;MAP_SIZE .set 0
MAP_W .set 0 ;Word
MAP_H .set 16 ;Word
MAP_DATAPTR .set 32 ;Long
MAP_CTRL .equ 64 ;DMA ctrl word
;BLOCK_HDR_SIZE .set 80
************************************************************************
* SCAN A MODULE LIST TO FIND OUT WHICH MODULE CONTAINS BLOCKS
* WHICH NEED TO BE CHECKED
* A0=XPOS FOR WHICH HEIGHT OF BACKGROUND NEEDS TO BE DETERMINED
*RETURNS A0 -
* MINIMUM YPOS (MAX HEIGHT) OF PRIMARY BACKGROUND WHICH OVERLAPS
* SPECIFIED XPOS
* A0 = 0 IF XPOS IS INVALID
BGNDHGHT
MMTM SP,A1,A2,A3,A4,A7,A8,A9,A10,A11
MOVE A0,A1
CLR A10 ;INIT PACKED Y:X STARTING POSITION
CLR A11
MOVE @BAKMODS,A0,L ;* A0- PTR TO THE MODULE LIST
MODLP0 MOVE *A0+,A8,L ;LOAD MODULE PTR
jrz MODX0 ;End?
MOVE *A8+,A9,L ;LOAD PACKED Y:X SIZE
MOVE *A0+,A3 ;X START POSITION
ZEXT A3
CMPI BLSTSTRT,A3
JRNZ NOTLSTSTRTX
MOVE A11,A3
SUBXY A9,A3
JRUC GOTNEWX0
NOTLSTSTRTX
CMPI BLSTEND,A3
JRNZ GOTNEWX0
MOVE A11,A3
GOTNEWX0
MOVE *A0+,A4 ;Y START POSITION
ZEXT A4
CMPI BLSTSTRT,A4
JRNZ NOTLSTSTRTY
MOVE A11,A4
SUBXY A9,A4
JRUC GOTNEWY0
NOTLSTSTRTY
CMPI BLSTEND,A4
JRNZ NOTLSTENDY
MOVE A11,A4
JRUC GOTNEWY0
NOTLSTENDY
SLL 16,A4
GOTNEWY0
MOVY A4,A3
MOVE A3,A10
; CMPXY A10,A1
; JRV MODX0 ;JUMP TO EXIT LOOP IF MOD START X > X SOUGHT
;IF MOD END X < X SOUGHT KEEP SEARCHING MOD LIST
MOVE A10,A11
ADDXY A9,A11 ;A11 IS MODULE Y:X END
MOVE *A8+,A9 ;LOAD # OF BLOCKS
ADD A9,A7 ;A7 IS NEW BAKBITS PTR
CMPXY A11,A1
JRNV MODLP0 ;SKIP IF AX < BX
MOVE A10,A0
SRL 16,A0
JRUC GOTHGHT
MODX0 CLR A0
GOTHGHT MMFM SP,A1,A2,A3,A4,A7,A8,A9,A10,A11
RETS
********************************
* PARMS
* A0=XPos of block
* A1=*Start of bkgnd block table
* A2=*End of block table
* >A0=ADDRESS OF FIRST BLOCK WITH X COORDINATE >= PARM
* IF NEW X IS HIGHEST RETURNS NEXT EMPTY BLOCK
* IF NO BLOCKS WITH >= X, RETURN 0
* A1 = BLOCK TABLE BASE + OFFSET TO X VAL
* A14 - THRESHHOLD FOR SWITCHING FROM BINARY TO LINEAR SEARCH
* A9 = LOW # -- # GREATEST BACKGROUND BLOCK
* A10 = MID # -- (HIGH + LOW) >> 1
* A2 = HIGH # -- # OF LOWEST BACKGROUND BLOCK
SUBRP bgnd_get1stx
PUSH a1,a2,a8,a9,a10
clr a9 ;set low = 0
sub a1,a2
srl 6,a2 ;div by size of block (64)
addi MAP_X,a1 ;block tbl base + x offset
movk 5,a14 ;threshhold for switching from binary to linear search
#lp move a2,a10
sub a9,a10 ;if (high - low) <= 5 finish with linear search
cmp a14,a10
jrle lsrch
srl 1,a10 ;/2
add a9,a10
move a10,a8 ;Get mid X
sll 6,a8 ;multiply by block size (64)
add a1,a8
move *a8,a8 ;get x coor of the block
cmp a0,a8
jrlt blow
move a10,a2 ;high = mid
jruc #lp
blow move a10,a9 ;low = mid
jruc #lp
lsrch
;* FINISH WITH A LINEAR SEARCH OF BLOCK TABLE FROM LOW TO HIGH
;* ENDING WITH FIRST BLOCK X COOR THAT IS >= A0
;* A0 = X VAL BEING SEARCHED FOR
;* A9 = LOW ADDRESS -- PTS TO X OFFSET OF BLOCK
;* A2 = HIGH ADDRESS -- PTS TO X OFFSET OF BLOCK
SLL 6,A9 ;LOW BLOCK # TO LOW BLOCK OFFSET
SLL 6,A2 ;HIGH BLOCK # TO HIGH BLOCK OFFSET
ADD A1,A9
ADD A1,A2
MOVI BLOCK_SIZE,A8
#linlp
MOVE *A9,A10 ;X COOR
CMP A0,A10
JRGE GOTB ;IF LOW->X >= A0 GOTO FOUND
ADD A8,A9
CMP A2,A9
jrle #linlp
clr a0 ;block not found, return 0
jruc #x
GOTB
move a9,a0 ;return a ptr to the block
subi MAP_X,a0
#x
PULL a1,a2,a8,a9,a10
rets
*********************** BAK END *******************************
;* SCAN A MODULE LIST AND RETURN THE PACKED Y:X END POINT
;PARMS
;A0 - MODULE LIST
;RETURNS
;A0 - PACKED Y:X END OF WAVE
;BAK_END
; MMTM SP,A3,A4,A8,A9,A10,A11
;
; CLR A10 ;CLR PACKED Y:X STARTING POSITION
; CLR A11
;
;
;WEMODLP
; MOVE *A0+,A8,L ;LOAD MODULE PTR
; JRZ WEMODX ;END OF THE MODULE TBL
; MOVE *A8+,A9,L ;LOAD PACKED Y:X SIZE
;
; MOVE *A0+,A3,W ;X START POSITION
; ZEXT A3,W
; CMPI BLSTSTRT,A3
; JRNZ WENOTLASTSTARTX
; MOVE A11,A3
; SUBXY A9,A3
; JRUC WEGOTNEWX
;WENOTLASTSTARTX
; CMPI BLSTEND,A3
; JRNZ WEGOTNEWX
; MOVE A11,A3
;WEGOTNEWX
; MOVE *A0+,A4,W ;Y START POSITION
; ZEXT A4,W
; CMPI BLSTSTRT,A4
; JRNZ WENOTLASTSTARTY
; MOVE A11,A4
; SUBXY A9,A4
; JRUC WEGOTNEWY
;WENOTLASTSTARTY
; CMPI BLSTEND,A4
; JRNZ WENOTLASTENDY
; MOVE A11,A4
; JRUC WEGOTNEWY
;WENOTLASTENDY
; SLL 16,A4
;WEGOTNEWY
; MOVY A4,A3
; MOVE A3,A10
;
; MOVE A10,A11
; ADDXY A9,A11 ;A11 IS MODULE Y:X END
;
; JRUC WEMODLP
;
;WEMODX
; MOVE A11,A0
; MMFM SP,A3,A4,A8,A9,A10,A11
; RETS
*********************** BAK START *******************************
* SCAN A MODULE LIST AND RETURN THE PACKED Y:X STARTING POINT
*PARMS
*A0 - MODULE LIST
*RETURNS
*A0 - PACKED Y:X START OF WAVE
;BAK_STRT
; MMTM SP,A3,A4,A8,A9,A11
;
; CLR A11
; MOVE *A0+,A8,L ;LOAD MODULE PTR
; JRZ WSMODX ;END OF THE MODULE TBL
; MOVE *A8+,A9,L ;LOAD PACKED Y:X SIZE
;
; MOVE *A0+,A3,W ;X START POSITION
; ZEXT A3,W
; CMPI BLSTSTRT,A3
; JRNZ WSNOTLASTSTARTX
; MOVE A11,A3
; SUBXY A9,A3
; JRUC WSGOTNEWX
;WSNOTLASTSTARTX
; CMPI BLSTEND,A3
; JRNZ WSGOTNEWX
; MOVE A11,A3
;WSGOTNEWX
; MOVE *A0+,A4,W ;Y START POSITION
; ZEXT A4,W
; CMPI BLSTSTRT,A4
; JRNZ WSNOTLASTSTARTY
; MOVE A11,A4
; SUBXY A9,A4
; JRUC WSGOTNEWY
;WSNOTLASTSTARTY
; CMPI BLSTEND,A4
; JRNZ WSNOTLASTENDY
; MOVE A11,A4
; JRUC WSGOTNEWY
;WSNOTLASTENDY
; SLL 16,A4
;WSGOTNEWY
; MOVY A4,A3
; MOVE A3,A0
;
;WSMODX
; MMFM SP,A3,A4,A8,A9,A11
; RETS
****************************************************************
* Update disp list for main bakgnd
* Deletes all display objects which are not on the screen
* Insures all background blocks on screen are on the disp list
* Input: WORLDTL, SCRNTL, SCRNLR, BAKLST, BAKBITS, BAKMODS
* Trashes scratch
SUBR BGND_UD1
PUSH a2,a3,a4,a5,a6,a7,a8,a9,a10,a11
PUSH b2
move @WORLDTL,a3,L
move a3,a4
move @SCRNTL,a0,L
addxy a0,a3
move @SCRNLR,a0,L
addxy a0,a4
movi DISP_PAD,a0 ;XY border pad
subxy a0,a3 ;A3=DISP_TL
addxy a0,a4 ;A4=DISP_LR
movi BAKLST,a8 ;A8=*bakgnd list
callr bgnd_delnonvis
move @BAKMODS,a0,L ;*Module list
movi BAKBITS,a7 ;Bit table for block being on disp list
movi INSBOBJ,b2 ;*Insert routine
callr bgnd_scanmod
PULL b2
PULL a2,a3,a4,a5,a6,a7,a8,a9,a10,a11
rets
#*******************************
* Scan a module list to find out which modules contain blocks
* which need to be checked for addition to the display list.
* A0=*Module list
* A3=DISP_TL
* A4=DISP_LR
* A7=*Bakbits table
* B2=*Insert routine
* Trashes A0-A2,A5,A6,A8-A11,A14,B0-B1
SUBRP bgnd_scanmod
move a7,a6 ;a6 will point to bakbits after mod
jruc #next
#lp
move *a0+,a9,L ;Y:X start
move *a8+,a11,L ;Mod Y:X size
addxy a9,a11 ;Mod Y:X end
move *a8+,a2 ;# of blocks
add a2,a6 ;A6=*Next bakbits
cmpxy a3,a11
jrxlt #next ;Mod x end < tl x ?
jrylt #next ;Mod y end < tl y ?
cmpxy a9,a4
jrxlt #next ;Mod x start > br x ?
jrylt #next ;Mod y start > br y ?
sll 6,a2 ;*64 (each block is 4 words)
move *a8+,a1,L ;A1=*block table
add a1,a2 ;A2=*block table end
move *a8+,a5,L ;A5=*hdrs
move *a8+,a10,L ;A10=*PAL table
subxy a9,a3
subxy a9,a4
callr bgnd_addmod
addxy a9,a3
addxy a9,a4
#next move a6,a7
move *a0+,a8,L ;* module
jrnz #lp ;!End?
#x rets
#*******************************
* This function adds all module blocks in the given range of module
* relative coors to the display list.
* The boundries are included in the group to add.
*
* A1=*Bakgnd block table
* A2=*Bakgnd block table end
* A3=DISP_TL relative to the module start pos
* A4=DISP_LR ^
* A5=*Bakgnd hdr table
* A7=*Bakbits table
* A9=Module start position Y:X
* A10=*Palette table for new block
* B2=*Bakground insert routine primary|secondary
*
* Trashes A1,A8,A14,B0-B1
SUBRP bgnd_addmod
PUSH a0,a6,a7
movx a3,a0 ;find 1st universe block with x >= a9
sext a0
subi WIDEST_BLOCK,a0 ;1st x coordinate of a block
callr bgnd_get1stx
jrz #x ;no blocks with > X ?
movi BLOCK_SIZE,a6
move a0,a8 ;A0=*Block
sub a1,a8 ;subtract off start of table
srl 6,a8 ;divide by block size (64)
add a7,a8 ;a8=ptr to bit which indicates block on list
subk 8,a8 ;after inc a8, use movb *a8 to load sign bit
sub a6,a0 ;subtract block size
move a0,a7
#sclp1
addk 1,a8
add a6,a7 ;Next block
cmp a2,a7
jrge #x ;End?
movb *a8,a0 ;Check bakbit
jrn #sclp1 ;Already displayed?
move *a7(MAP_X),a1
cmpxy a3,a1
JRXGE #qscanstrt ;Block X >= TL X ? (Do quicker scan)
move *a7(MAP_HDR),a14
sll 32-12,a14 ;Bits 0-11 are hdr offset
srl 32-12-4,a14 ;*16
move a14,a0 ;>*5
sll 2,a0
add a0,a14
add a5,a14 ;A14=*Img hdr
move *a14,a0 ;MAP_W
add a0,a1
cmpxy a3,a1
JRXLT #sclp1 ;Block X+W < TL X ? (not in range)
move *a7(MAP_Y),a1
sll 16,a1
cmpxy a4,a1
JRYGE #sclp1 ;Block Y >= BR Y ?
move *a14(MAP_H),a0
sll 16,a0
add a0,a1
cmpxy a3,a1
JRYLT #sclp1 ;Block Y+H < TL Y ?
callr bgnd_addblk
jrnc #sclp1
jruc #x ;No more blocks!
* Since blocks are sorted from left to right, we can do a quicker scan
* once block left > display left
#sclp2
addk 1,a8
add a6,a7 ;Next block
cmp a2,a7
jrge #x ;End?
movb *a8,a0 ;Check bakbit
jrn #sclp2 ;Already displayed?
#qscanstrt
move *a7(MAP_Y),a1
sll 16,a1
cmpxy a4,a1
JRYGE #sclp2 ;Block Y >= BR Y ?
move *a7(MAP_HDR),a14
sll 32-12,a14 ;Bits 0-11 are hdr offset
srl 32-12-4,a14 ;*16
move a14,a0 ;>*5
sll 2,a0
add a0,a14
add a5,a14 ;A14=*Img hdr
move *a14(MAP_H),a0
sll 16,a0
add a0,a1
cmpxy a3,a1
JRYLT #sclp2 ;Block Y+H < TL Y ?
move *a7(MAP_X),a1
cmpxy a4,a1
JRXGE #x ;BLOCK X > BR X ?
callr bgnd_addblk
jrnc #sclp2
#x PULL a0,a6,a7
rets
#*******************************
* Add a block (object) to a list
* A5=*Base of background block hdr
* A7=*Background block
* A8=*Bakbit for obj
* A9=Module start position Y:X
* A10=*Palette table for new block
* B2=*Ins routine
* Trashes A1,A14,B0-B1
* C set if getobj fails
SUBRP bgnd_addblk
PUSH a0,a2,a3,a4
calla GETOBJ
jrz #x
movb *a8,a14 ;set bit in bitmap for block on list
ori >80,a14
movb a14,*a8
move a8,*a0(OPLINK),L ;OPLINK = *Bakbit for obj
clr a1
move a1,*a0(OID)
move a1,*a0(OFLAGS)
move a1,*a0(OXVEL),L
move a1,*a0(OYVEL),L
movi 01000100H,a1
move a1,*a0(OSCALE),L
move *a7(MAP_X),a1,L ;A1=ypos:xpos of block from mod base
addxy a9,a1 ;+module base position
move a1,*a0(OXPOS)
srl 16,a1
move a1,*a0(OYPOS)
move *a7,a4 ;A4=map_z,8:map_flags,4:map_pal,4
move a4,a3
zext a3
srl 8,a3
move a3,*a0(OZPOS)
move *a7(MAP_HDR),a1
movx a1,a14
sll 32-16,a14
srl 32-4,a14
sll 4+5,a14 ;Bits 12-15 are bits 4-7 of pal index *32
sll 32-12,a1 ;Bits 0-11 are hdr offset
srl 32-12-4,a1 ;*16
move a1,a3 ;>*5
sll 2,a1
add a3,a1
add a5,a1 ;A1=*Img hdr
move a4,a3 ;A4=Map_z,8: map_flags,4: map_pal,4
sll 32-4,a4 ;Last four bits for *pal
srl 32-4-5,a4 ;*32
add a14,a4
add a10,a4 ;+Pal_t base
move a0,a2 ;Save A0
move *a4,a0,L ;Get *PAL
move a1,a4
.if NMBPAL
calla pal_getb
.else
calla pal_getf
.endif
jrnz bsetpal ;No PAL?
clr a0
bsetpal
zext a0
move a0,*a2(OPAL),L
move a2,a0 ;Restore A0
move a4,a1 ;^ A1
move a1,*a0(OIMG),L ;A1=Data block pointer
move *a1(MAP_CTRL),a4 ;Get DMA ctrl
ori >8002,a4 ;A4=flags (>8000 dma go, 2)
srl 4,a3 ;remove palette bits
sll 32-2,a3
jrc #trans ;Transparent?
addk 1,a4
#trans srl 26,a3 ;Line up flip bits
or a3,a4
move *a1+,a2,L ;ISIZE
move *a1,a3,L ;Get SAG
zext a4 ;Zero offset in A4
move a0,a1
addi OSIZE+32,a1
mmtm a1,a2,a3,a4 ;Stuff OSIZE,OSAG,OFFSET,OCTRL
move *a0(OZPOS),a4
cmpi 80,a4 ;> 80?
jrlt #normz ;Normal?
cmpi 100,a4
jrge no_call_routine
move a4,a14
subi 80,a14
X32 a14
addi z_t,a14
move *a14,a14,L
call a14
jruc #end_clever_stuff
no_call_routine
subi 100,a4
X16 a4
addi #ztbl,a4
move *a4,a4
move a4,*a0(OZPOS)
.if 0
; sll 5,a4 ;*32
; addi z_t,a4
; move *a4,a4,L
; call a4 ;Call special code
move a4,*a0(OZPOS)
subi 20,a4 ;> 100?
jrgt #no_rel
move *a0(OFLAGS),a4
ori M_SCRNREL,a4
move a4,*a0(OFLAGS)
move *a0(OYPOS),a4
andi 0ffh,a4
move a4,*a0(OYPOS)
#no_rel
.endif
#end_clever_stuff
move *a0(OFLAGS),a4
ori M_BOBJ,a4
move a4,*a0(OFLAGS)
clr a4
move a4,*a0(OXVEL),L
move a4,*a0(OYVEL),L
calla INSOBJ ;Put on objlst
clrc
PULL a0,a2,a3,a4
rets
#normz call b2 ;Call insert routine
clrc
PULL a0,a2,a3,a4
rets
#x setc ;failure to get object
PULL a0,a2,a3,a4
rets
#ztbl
.word 013c7h ;100 mat
.word 013c8h ;101 back posts
.word 013c9h ;102 back buckles
.word 01500h ;103 front buckles
.word 01501h ;104 front posts
.word 01502h ;105 front mat
; .word 015aah ;103 front buckles
; .word 015abh ;104 front posts
; .word 015ach ;105 front mat
.word 01769h ;106 front gate
.word 0 ;107
.word 0 ;108
.word 0 ;109
.word 0 ;110
.word 0 ;111
.word 0 ;112
.word 0 ;113
.word 0 ;114
.word 0 ;115
.word 0 ;116
.word 0 ;117
.word 0 ;118
.word 0 ;119
.word 0 ;120
********************************
* These functions are called when a block has the appropriate Z
* A0=*Obj
* You can trash A1-A4,A14,B0,B1
z_t
;80
.long bak_null,bak_null,bak_null,bak_null,bak_null
.long bak_null,DO_FLASH,DO_JASON_CROWD,DO_TONY_CROWD,DO_VOGEL_CROWD
;90
.long bak_null,bak_null,bak_null,bak_null,bak_null
.long bak_null,bak_null,bak_null,bak_null,bak_null
.long bak_null,bak_null,bak_null,bak_null,bak_null
.long bak_null,bak_null,bak_null,bak_null,bak_null
.long bak_null,bak_null,bak_null,bak_null,bak_null
.long bak_null,bak_null,bak_null,bak_null,bak_null
.long bak_null,bak_null
bak_null
rets
#*******************************
* This function deletes all objs outside the given range
* of coors from the display list.
* The boundries are not included in the group to delete.
* A3=DISP_TL
* A4=DISP_LR
* A8=*Bakgnd list
* Trashes A0,A6-A9
SUBR bgnd_delnonvis
#lp move a8,a9 ;ptr to prev in a9
move *a8,a8,L ;ptr to next in a8
jrz #x ;End?
#lp2 MOVE *A8(OXPOS),A7
CMPXY A7,A4
JRXLT DEL_IT ;JUMP IF BR X < BLOCK X
MOVE *A8(OYPOS),A0
SLL 16,A0
CMPXY A0,A4
JRYLT DEL_IT ;JUMP IF BR Y < BLOCK Y
MOVE *A8(OIMG),A1,L
MOVE *A1,A6 ;A6 BLOCK WIDTH
ADD A6,A7
CMPXY A3,A7
JRXLT DEL_IT ;JUMP IF TL X > BLOCK X+W
MOVE *A1(MAP_H),A7 ;A7 BLOCK HEIGHT
SLL 16,A7
ADD A7,A0
CMPXY A3,A0
JRYGE #lp ;JUMP IF TL Y <= BLOCK Y+H
DEL_IT
move *a8(OPLINK),a0,L ;>Clr the on display list bit
movb *a0,a7
sll 32-7,a7
srl 32-7,a7
movb a7,*a0
move *a8,*a9,L ;Unlink
move @OFREE,a0,L
move a0,*a8,L
move a8,@OFREE,L ;Put on free list
move *a9,a8,L ;A8=*Next obj
jrnz #lp2 ;More?
#x rets
.end





2327
BACKUP/BAM.ASM Normal file

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BACKUP/BAM.BAT Normal file
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@echo off
@wwfld bam bam_hit bam_kik bam_msc bam_pnc bam_wlk bam_rjr bam_mjt bam_jms bam_jake
@copy bam.ld1 + bam.ld2 bam.lod
@move bam.h ..\bamimg.h
@move bam.seq ..


18
BACKUP/BAMIMG.ASM Normal file
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.FILE "bamimg.asm"
.OPTION B,D,L,T
.include imgtbl.glo
.DATA
.even
.include bamimg.tbl
.include bamimg.h
******************************************************************************
.even
.include "bam.seq"
******************************************************************************
; END


100
BACKUP/BAMIMG.H Normal file
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.global B4AM4A
.global B3CP3B
.global B3GU2A
.global B3GU4A
.global B4AH4A
.global B2AH2A
.global B3PP3Q
.global B3FD3C
.global B2AM2A
.global B4BK3D
.global B2BK3B
.global B3AE3A
.global B4LB4B
.global B4TD3B
.global B4TD3A
.global B4KM3E
.global B2KM3B
.global B4KM3A
.global B2KM3E
.global B4NM3A
.global B2NM3A
.global B2BG3A
.global B3DC3B
.global B4KM3H
.global B4GF3A
.global B3HB3A
.global B4TI4A
.global B4BF3A
.global B3BF3C
.global B2FG3Z
.global B4FG3Z
.global B4MF4A
.global B3RL1A
.global B4HU4B
.global B4SB4A
.global B2FH3Z
.global B4FH3Z
.global B4PU3D
.global B2PU3C
.global B4PS3A
.global B2PS3A
.global B4BC3A
.global B2BC3A
.global B3PO4A
.global B4PO4Z
.global B2ST2A
.global B4ST4Z
.global B2TW2Z
.global B4TW4Z
.global B1TT5Z
.global B1TR5Z
.global B2WL1A
.global B2WL2B
.global B2WL8B
.global B4WL2A
.global B4WL4B
.global B4WL5B
.global B4YR3A
.global B3RN3A
.global B4BO3Z
.global B3DD3D
.global B4UC3Z
.global B4TN4X
.global B3SV3B
.global B3FH3F
.global B3RC3A
.global B3DR3B
.global B4POGO
.global BCDARM
.global B4CD3B
.global B4GH3B
.global B4CF4A
.global B3PO4E
.global B2PN5A
.global B5RV5A
.global B4WC4B
.global B3PG3A
.global B4CD3A
.global B3MS3Z
.global B4RS4A
.global B4SW4B
.global B4WS4A
.global B4GH3D
.global B3DU3A
.global B3MS3X
.global B4BB1X
.global B3BR3Z
.global B4BZ4A
.global B4UC3B
.global B4MP4A
.global B2MP2A
.global B3PJ3B
.global B2PJ3A
.global B3JK3A
.global B4FK4B
.global B4FK4F
.global BURNBODY
.global B3RR3Z
.global B4CR7A
.global B2JD4A

597
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*************************
*
* WE NEED TO INSERT THIS AT THE BEGINNING
*
* OF EACH 'ATTACK' SEQUENCE
*
* EQUATES ARE DEFINED IN DAMAGE.EQU
*
*
* .word ANI_STARTATTACK,AT_PUNCH,8 ;type, #ticks 'til attack on
*
*
*
*************************
**************************************************************
*
* Software: Jamie Rivett
* Initiated: 5/17/94
*
* COPYRIGHT (C) 1992 WILLIAMS ELECTRONICS GAMES, INC.
*
**************************************************************
.file "bamseq1.asm"
.title "Bam Bam Bigelo animation sequences"
.width 132
.option b,d,l,t
.mnolist
.include "macros.h"
.include "mproc.equ" ;Mproc equates
.include "sys.equ"
.include "game.equ"
.include "plyr.equ"
.include "anim.equ"
.include "sound.h"
.include "bamimg.h"
.include "takerimg.h" ;<---temp!!!
******************************************************************************
* EXTERNAL REFERENCES
.REF SMALL_RUN
******************************************************************************
* SYMBOLS DEFINED IN THIS FILE
******************************************************************************
* EQUATES FOR THIS FILE
#*****************************************************************************
*
* STANDS
SUBR bam_zip_anim
WL 60*60,B2ST2A+FR1
.word ANI_END
SUBR bam_stand2_anim
SUBR bam_stand8_anim
.word ANI_SETMODE,MODE_NORMAL
.word ANI_SETSPEED,100h
WL 4,B2ST2A+FR1
WL 4,B2ST2A+FR2
WL 4,B2ST2A+FR3
WL 4,B2ST2A+FR4
WL 4,B2ST2A+FR5
WL 4,B2ST2A+FR6
WL 4,B2ST2A+FR7
WL 4,B2ST2A+FR8
WL 4,B2ST2A+FR9
WL 4,B2ST2A+FR10
WL 4,B2ST2A+FR11
WL 4,B2ST2A+FR12
WL 4,B2ST2A+FR13
.word ANI_REPEAT
SUBR bam_stand4_anim
SUBR bam_stand6_anim
.word ANI_SETMODE,MODE_NORMAL
.word ANI_SETSPEED,100h
WL 6,B4ST4Z+FR1
WL 6,B4ST4Z+FR2
WL 6,B4ST4Z+FR3
WL 6,B4ST4Z+FR4
WL 6,B4ST4Z+FR5
WL 6,B4ST4Z+FR6
WL 6,B4ST4Z+FR7
WL 6,B4ST4Z+FR8
WL 6,B4ST4Z+FR9
.word ANI_REPEAT
#*****************************************************************************
*
* WALKING TORSOS
SUBR bam_torso2_anim
SUBR bam_torso8_anim
WL 6,B2TW2Z+FR1
WL 6,B2TW2Z+FR2
WL 6,B2TW2Z+FR3
WL 6,B2TW2Z+FR2
.word ANI_REPEAT
SUBR bam_torso4_anim
SUBR bam_torso6_anim
WL 6,B4TW4Z+FR1
WL 6,B4TW4Z+FR2
WL 6,B4TW4Z+FR3
WL 6,B4TW4Z+FR2
.word ANI_REPEAT
SUBR bam_holdoh_anim
WL 999,B4PO4Z+FR1
.word ANI_REPEAT
#*****************************************************************************
*
* WALKS FACING #2
SUBR bam_walk1_f2_anim
WL 2,B2WL1A+FR1
WL 2,B2WL1A+FR2
WL 2,B2WL1A+FR3
WL 2+1,B2WL1A+FR4
WL 2,B2WL1A+FR5
WL 2,B2WL1A+FR6
WL 2,B2WL1A+FR7
WL 2+1,B2WL1A+FR8
WL 2,B2WL1A+FR9
WL 2,B2WL1A+FR10
WL 2,B2WL1A+FR11
WL 2+1,B2WL1A+FR12
WL 2,B2WL1A+FR13
WL 2,B2WL1A+FR14
WL 2,B2WL1A+FR15
WL 2+1,B2WL1A+FR16
.word ANI_REPEAT
SUBR bam_walk2_f2_anim
WL 2,B2WL2B+FR1
WL 2,B2WL2B+FR2
WL 2,B2WL2B+FR3
WL 2,B2WL2B+FR4
WL 2,B2WL2B+FR5
WL 2,B2WL2B+FR6
WL 2,B2WL2B+FR7
WL 2,B2WL2B+FR8
WL 2,B2WL2B+FR9
WL 2,B2WL2B+FR10
WL 2,B2WL2B+FR11
WL 2,B2WL2B+FR12
WL 2,B2WL2B+FR13
WL 2,B2WL2B+FR14
WL 2,B2WL2B+FR15
WL 2,B2WL2B+FR16
WL 2,B2WL2B+FR17
WL 2,B2WL2B+FR18
.word ANI_REPEAT
SUBR bam_walk4_f2_anim
WL 3,B2WL8B+FR1
WL 3,B2WL8B+FR2
WL 3,B2WL8B+FR3
WL 3,B2WL8B+FR4
WL 3,B2WL8B+FR5
WL 3,B2WL8B+FR6
WL 3,B2WL8B+FR7
WL 3,B2WL8B+FR8
WL 3,B2WL8B+FR9
WL 3,B2WL8B+FR10
WL 3,B2WL8B+FR11
WL 3,B2WL8B+FR12
.word ANI_REPEAT
SUBR bam_walk5_f2_anim
WL 2,B2WL1A+FR16
WL 2,B2WL1A+FR15
WL 2,B2WL1A+FR14
WL 2+1,B2WL1A+FR13
WL 2,B2WL1A+FR12
WL 2,B2WL1A+FR11
WL 2,B2WL1A+FR10
WL 2+1,B2WL1A+FR9
WL 2,B2WL1A+FR8
WL 2,B2WL1A+FR7
WL 2,B2WL1A+FR6
WL 2+1,B2WL1A+FR5
WL 2,B2WL1A+FR4
WL 2,B2WL1A+FR3
WL 2,B2WL1A+FR2
WL 2+1,B2WL1A+FR1
.word ANI_REPEAT
SUBR bam_walk6_f2_anim
WL 2,B2WL2B+FR18
WL 2,B2WL2B+FR17
WL 2,B2WL2B+FR16
WL 2,B2WL2B+FR15
WL 2,B2WL2B+FR14
WL 2,B2WL2B+FR13
WL 2,B2WL2B+FR12
WL 2,B2WL2B+FR11
WL 2,B2WL2B+FR10
WL 2,B2WL2B+FR9
WL 2,B2WL2B+FR8
WL 2,B2WL2B+FR7
WL 2,B2WL2B+FR6
WL 2,B2WL2B+FR5
WL 2,B2WL2B+FR4
WL 2,B2WL2B+FR3
WL 2,B2WL2B+FR2
WL 2,B2WL2B+FR1
.word ANI_REPEAT
SUBR bam_walk8_f2_anim
WL 3,B2WL8B+FR12
WL 3,B2WL8B+FR11
WL 3,B2WL8B+FR10
WL 3,B2WL8B+FR9
WL 3,B2WL8B+FR8
WL 3,B2WL8B+FR7
WL 3,B2WL8B+FR6
WL 3,B2WL8B+FR5
WL 3,B2WL8B+FR4
WL 3,B2WL8B+FR3
WL 3,B2WL8B+FR2
WL 3,B2WL8B+FR1
.word ANI_REPEAT
#*****************************************************************************
*
* WALKS FACING #4
SUBR bam_walk1_f4_anim
WL 2,B4WL5B+FR15
WL 2+1,B4WL5B+FR14
WL 2,B4WL5B+FR13
WL 2,B4WL5B+FR12
WL 2+1,B4WL5B+FR11
WL 2,B4WL5B+FR10
WL 2+1,B4WL5B+FR9
WL 2,B4WL5B+FR8
WL 2,B4WL5B+FR7
WL 2+1,B4WL5B+FR6
WL 2,B4WL5B+FR5
WL 2+1,B4WL5B+FR4
WL 2,B4WL5B+FR3
WL 2,B4WL5B+FR2
WL 2+1,B4WL5B+FR1
.word ANI_REPEAT
SUBR bam_walk2_f4_anim
WL 2,B4WL2A+FR1
WL 2+1,B4WL2A+FR2
WL 2,B4WL2A+FR3
WL 2,B4WL2A+FR4
WL 2+1,B4WL2A+FR5
WL 2,B4WL2A+FR6
WL 2+1,B4WL2A+FR7
WL 2,B4WL2A+FR8
WL 2,B4WL2A+FR9
WL 2+1,B4WL2A+FR10
WL 2,B4WL2A+FR11
WL 2+1,B4WL2A+FR12
WL 2,B4WL2A+FR13
WL 2,B4WL2A+FR14
WL 2+1,B4WL2A+FR15
.word ANI_REPEAT
SUBR bam_walk4_f4_anim
WL 2,B4WL4B+FR1
WL 2,B4WL4B+FR2
WL 2,B4WL4B+FR3
WL 2,B4WL4B+FR4
WL 2,B4WL4B+FR5
WL 2,B4WL4B+FR6
WL 2,B4WL4B+FR7
WL 2,B4WL4B+FR8
WL 2,B4WL4B+FR9
WL 2,B4WL4B+FR10
WL 2,B4WL4B+FR11
WL 2,B4WL4B+FR12
WL 2,B4WL4B+FR13
WL 2,B4WL4B+FR14
WL 2,B4WL4B+FR15
WL 2,B4WL4B+FR16
WL 2,B4WL4B+FR17
WL 2,B4WL4B+FR18
.word ANI_REPEAT
SUBR bam_walk5_f4_anim
WL 2,B4WL5B+FR1
WL 2+1,B4WL5B+FR2
WL 2,B4WL5B+FR3
WL 2,B4WL5B+FR4
WL 2+1,B4WL5B+FR5
WL 2,B4WL5B+FR6
WL 2+1,B4WL5B+FR7
WL 2,B4WL5B+FR8
WL 2,B4WL5B+FR9
WL 2+1,B4WL5B+FR10
WL 2,B4WL5B+FR11
WL 2+1,B4WL5B+FR12
WL 2,B4WL5B+FR13
WL 2,B4WL5B+FR14
WL 2+1,B4WL5B+FR15
.word ANI_REPEAT
SUBR bam_walk6_f4_anim
WL 2,B4WL2A+FR15
WL 2+1,B4WL2A+FR14
WL 2,B4WL2A+FR13
WL 2,B4WL2A+FR12
WL 2+1,B4WL2A+FR11
WL 2,B4WL2A+FR10
WL 2+1,B4WL2A+FR9
WL 2,B4WL2A+FR8
WL 2,B4WL2A+FR7
WL 2+1,B4WL2A+FR6
WL 2,B4WL2A+FR5
WL 2+1,B4WL2A+FR4
WL 2,B4WL2A+FR3
WL 2,B4WL2A+FR2
WL 2+1,B4WL2A+FR1
.word ANI_REPEAT
SUBR bam_walk8_f4_anim
WL 2,B4WL4B+FR18
WL 2,B4WL4B+FR17
WL 2,B4WL4B+FR16
WL 2,B4WL4B+FR15
WL 2,B4WL4B+FR14
WL 2,B4WL4B+FR13
WL 2,B4WL4B+FR12
WL 2,B4WL4B+FR11
WL 2,B4WL4B+FR10
WL 2,B4WL4B+FR9
WL 2,B4WL4B+FR8
WL 2,B4WL4B+FR7
WL 2,B4WL4B+FR6
WL 2,B4WL4B+FR5
WL 2,B4WL4B+FR4
WL 2,B4WL4B+FR3
WL 2,B4WL4B+FR2
WL 2,B4WL4B+FR1
.word ANI_REPEAT
#*****************************************************************************
*
* TURNS (STANDS)
SUBR bam_2_to_4_turn_anim
SUBR bam_8_to_6_turn_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
WL 1,B1TT5Z+FR2 ;2.5
WL 1,B1TT5Z+FR3 ;3.5
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
SUBR bam_4_to_2_turn_anim
SUBR bam_6_to_8_turn_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
WL 1,B1TT5Z+FR3 ;3.5
WL 1,B1TT5Z+FR2 ;2.5
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
SUBR bam_4_to_6_turn_anim
SUBR bam_6_to_4_turn_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
WL 1,B1TT5Z+FR4 ;4.5
.word ANI_XFLIP
WL 1,B1TT5Z+FR4 ;4.5
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
SUBR bam_2_to_8_turn_anim
SUBR bam_8_to_2_turn_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
WL 1,B1TT5Z+FR1 ;1.5
.word ANI_XFLIP
WL 1,B1TT5Z+FR1 ;1.5
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
SUBR bam_4_to_8_turn_anim
SUBR bam_6_to_2_turn_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
WL 1,B1TT5Z+FR3 ;3.5
WL 1,B1TT5Z+FR2 ;2.5
WL 1,B1TT5Z+FR1 ;1.5
.word ANI_XFLIP
WL 1,B1TT5Z+FR1 ;1.5
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
SUBR bam_2_to_6_turn_anim
SUBR bam_8_to_4_turn_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
WL 1,B1TT5Z+FR2 ;2.5
WL 1,B1TT5Z+FR3 ;3.5
WL 1,B1TT5Z+FR4 ;4.5
.word ANI_XFLIP
WL 1,B1TT5Z+FR4 ;4.5
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
#*****************************************************************************
*
* TURNS (TORSOS)
SUBR bam_2_to_4_turn2_anim
SUBR bam_8_to_6_turn2_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
WL 1,B1TR5Z+FR2 ;2.5
.word ANI_SETFACING ;ANI_XFLIP <- not primary anim
WL 1,B1TR5Z+FR3 ;3.5
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
SUBR bam_4_to_2_turn2_anim
SUBR bam_6_to_8_turn2_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
WL 1,B1TR5Z+FR3 ;3.5
.word ANI_SETFACING ;ANI_XFLIP <- not primary anim
WL 1,B1TR5Z+FR2 ;2.5
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
SUBR bam_4_to_6_turn2_anim
SUBR bam_6_to_4_turn2_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
WL 1,B1TR5Z+FR4 ;4.5
.word ANI_SETFACING ;ANI_XFLIP <- not primary anim
WL 1,B1TR5Z+FR4 ;4.5
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
SUBR bam_2_to_8_turn2_anim
SUBR bam_8_to_2_turn2_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
WL 1,B1TR5Z+FR1 ;1.5
.word ANI_SETFACING ;ANI_XFLIP <- not primary anim
WL 1,B1TR5Z+FR1 ;1.5
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
SUBR bam_4_to_8_turn2_anim
SUBR bam_6_to_2_turn2_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
WL 1,B1TR5Z+FR4 ;4.5
.word ANI_SETFACING ;ANI_XFLIP <- not primary anim
WL 1,B1TR5Z+FR4 ;4.5
WL 1,B1TR5Z+FR3 ;3.5
.word ANI_SETFACING
WL 1,B1TR5Z+FR2 ;2.5
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
SUBR bam_2_to_6_turn2_anim
SUBR bam_8_to_4_turn2_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
WL 1,B1TR5Z+FR2 ;2.5
.word ANI_SETFACING
WL 1,B1TR5Z+FR3 ;3.5
WL 1,B1TR5Z+FR4 ;4.5
.word ANI_SETFACING ;ANI_XFLIP <- not primary anim
WL 1,B1TR5Z+FR4 ;4.5
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
#*****************************************************************************
*
* RUNNING IN #3
SUBR bam_run2_anim
.word ANI_SETMODE,MODE_NORMAL
.word ANI_SETSPEED,100h
;I'm turning on an attack box for the entire run sequence.
;I never turn it off.
.word ANI_ATTACK_ON,AMODE_RUN,-3,29,16+8,71 ;mode,x,y,w,h
WL ANI_GOTO,#run2
SUBR bam_run_anim
.word ANI_SETMODE,MODE_UNINT ;uninterruptable
.word ANI_SETSPEED,100h
.word ANI_ATTACK_ON,AMODE_RUN,-3,29,16,71 ;mode,x,y,w,h
#lp1
WL 3,B3RN3A+FR1
WL 3,B3RN3A+FR2
WL 3,B3RN3A+FR3
WL ANI_CODE,SMALL_RUN
WL 3,B3RN3A+FR4
WL 3,B3RN3A+FR5
#run2
.word ANI_SETMODE,MODE_NORMAL
.word ANI_ATTACK_ON,AMODE_RUN,-3,29,16+8,71 ;mode,x,y,w,h
WL 3,B3RN3A+FR6
WL 3,B3RN3A+FR7
WL 3,B3RN3A+FR8
WL 3,B3RN3A+FR9
WL ANI_CODE,SMALL_RUN
WL 3,B3RN3A+FR10
WL 3,B3RN3A+FR11
WL 3,B3RN3A+FR12
WL ANI_GOTO,#lp1
#*****************************************************************************
*
* BOUNCE OFF ROPES
SUBR bam_bounce_anim
.word ANI_SETMODE,MODE_UNINT+MODE_OVERLAP+MODE_NOAUTOFLIP| MODE_NOCONFINE ;uninterruptable
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
WL 3,B4BO3Z+FR1
.word ANI_BOUNCEROPE,0
WL 1,B4BO3Z+FR1
WL 3,B4BO3Z+FR2
.word ANI_BOUNCEROPE,1
WL ANI_CODE,SMALL_RUN
WL 1,B4BO3Z+FR2
WL 3,B4BO3Z+FR3
.word ANI_BOUNCEROPE,2
WL 1,B4BO3Z+FR3
WL 3,B4BO3Z+FR4
.word ANI_BOUNCEROPE,3
WL 1,B4BO3Z+FR4
.word ANI_ZEROVELS
WL 3,B4BO3Z+FR5
.word ANI_BOUNCEROPE,4
WL 1,B4BO3Z+FR5
WL 4,B4BO3Z+FR6
WL 3,B4BO3Z+FR7
.word ANI_BOUNCEROPE,0
WL 1,B4BO3Z+FR7
WL 3,B4BO3Z+FR8
.word ANI_BOUNCEROPE,-1
WL ANI_CODE,SMALL_RUN
WL 1,B4BO3Z+FR8
WL 4,B4BO3Z+FR9
.word ANI_OFFSET,-10,0,0
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
******************************************************************************
.end


3818
BACKUP/BAMSEQ2.ASM Normal file

File diff suppressed because it is too large Load Diff

2573
BACKUP/BAMSEQ3.ASM Normal file

File diff suppressed because it is too large Load Diff

171
BACKUP/BAMSEQ4.ASM Normal file
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@ -0,0 +1,171 @@
*************************
*
* WE NEED TO INSERT THIS AT THE BEGINNING
*
* OF EACH 'ATTACK' SEQUENCE
*
* EQUATES ARE DEFINED IN DAMAGE.EQU
*
*
* .word ANI_STARTATTACK,AT_PUNCH,8 ;type, #ticks 'til attack on
*
*
*
*************************
**************************************************************
*
* Software: Jamie Rivett
* Initiated: 12/8/94
*
* COPYRIGHT (C) 1992 WILLIAMS ELECTRONICS GAMES, INC.
*
**************************************************************
.file "bamseq4.asm"
.title "Bam Bam animation sequences"
.width 132
.option b,d,l,t
.mnolist
.include "macros.h"
.include "mproc.equ"
.include "sys.equ"
.include "game.equ"
.include "plyr.equ"
.include "anim.equ"
.include "sound.h"
.include "bamimg.h"
.include "damage.equ"
******************************************************************************
* EXTERNAL REFERENCES
.REF HIT_THE_MAT,SMALL_BOUNCE
.REF CALL_MISSES
.ref am_I_dizzy
.ref am_I_dead
.ref ckzpos
.ref ck_dizzy
.ref start_run_anim
.ref bam_faceup_getup_anim
******************************************************************************
* SYMBOLS DEFINED IN THIS FILE
******************************************************************************
* EQUATES FOR THIS FILE
#*****************************************************************************
*
* GENERIC BOUNCE
SUBR bam_slambounce_anim
.word ANI_SETMODE,MODE_UNINT | MODE_NOAUTOFLIP
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
.word ANI_SETPLYRMODE,MODE_ONGROUND
.word ANI_DEBRIS,300,1,0,8,0 ;%chance, tbl index, x,y,z off
WL 1,B3CP3B+FR1
.ref ckzpos
WL ANI_CODE,ckzpos
WL ANI_SET_YVEL,040000h
WL 3,B3CP3B+FR1
WL 4,B3CP3B+FR2
WL 4,B3CP3B+FR3
WL 4,B3CP3B+FR4
WL 4,B3CP3B+FR5
.word ANI_WAITHITGND
.word ANI_ZERO_XZVELS
WL 2,B3CP3B+FR7
WL 10,B3RL1A+FR1 ;1st frame of roll
.word ANI_WAITROLL
WL ANI_CHANGEANIM,bam_faceup_getup_anim
SUBR bam_slambounce2_anim
.word ANI_SETMODE,MODE_UNINT | MODE_NOAUTOFLIP
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
.word ANI_SETPLYRMODE,MODE_ONGROUND
.word ANI_DEBRIS,300,1,0,8,0 ;%chance, tbl index, x,y,z off
WL 1,B4UC3Z+FR8
WL ANI_CODE,ckzpos
WL 3,B4UC3Z+FR8
.word ANI_WAITHITGND
.word ANI_ZEROVELS
WL ANI_CODE,HIT_THE_MAT
.word ANI_XFLIP
WL ANI_SET_YVEL,030000h
WL 4,B3CP3B+FR1
WL 4,B3CP3B+FR2
WL 4,B3CP3B+FR3
WL 4,B3CP3B+FR4
WL 4,B3CP3B+FR5
.word ANI_WAITHITGND
.word ANI_ZERO_XZVELS
WL 2,B3CP3B+FR7
WL 10,B3RL1A+FR1 ;1st frame of roll
.word ANI_WAITROLL
WL ANI_CHANGEANIM,bam_faceup_getup_anim
#*****************************************************************************
SUBR bam_breakneck2_anim
.word ANI_SETMODE,MODE_UNINT | MODE_NOAUTOFLIP
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
;; .word ANI_OFFSET,0,51,0 ;x,y,z
WL 6,B4UC3B+FR3
WL 6,B4UC3B+FR4
WL 6,B4UC3B+FR5
WL 1,B4UC3B+FR6
.word ANI_WAITHITGND
WL ANI_CODE,HIT_THE_MAT
.word ANI_SHAKEALL,2
.word ANI_SHAKER,20
WL 3,B3FD3C+FR1
WL 3,B3FD3C+FR2
WL 3,B3FD3C+FR3
WL 3,B3FD3C+FR4
WL 3,B3FD3C+FR5
.word ANI_ZERO_XZVELS
;;; .word ANI_XFLIP
WL 8,B3RL1A+FR7
.word ANI_WAITROLL
WL ANI_CHANGEANIM,bam_faceup_getup_anim
******************************************************************************
.end


BIN
BACKUP/BAM_MJT.IMG Normal file

Binary file not shown.

BIN
BACKUP/BAM_MSC.IMG Normal file

Binary file not shown.

12
BACKUP/BGNDEQU.H Normal file
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@ -0,0 +1,12 @@
Wring .EQU 1979
Hring .EQU 868
Wwwfblank .EQU 400
Hwwfblank .EQU 256
Wslate .EQU 400
Hslate .EQU 256
Wwwfselbk .EQU 476
Hwwfselbk .EQU 256
WLADDER .EQU 999
HLADDER .EQU 300
WLAVAPG .EQU 404
HLAVAPG .EQU 257

344
BACKUP/BGNDPAL.ASM Normal file
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@ -0,0 +1,344 @@
include bgndtbl.glo
.OPTION B,D,L,T
.include "BGNDTBL.GLO"
.DATA
NUGRND_P: ;PAL #0
.word 255 ;pal size
.word 00H,0575FH,0533FH,04F1EH,04AFEH,046BDH,0469DH,0427CH,03E5CH,03A1BH
.word 035FBH,031DAH,0319AH,02D79H,02D59H,02D58H,02937H,02515H,02514H,020F3H
.word 020D1H,01CD0H,018CEH,0188DH,0148CH,0146AH,01069H,0C48H,0C46H,0825H
.word 0864H,03510H,0310EH,030EEH,030CDH,02CEEH,02CCFH,028CFH,02CCDH,028AFH
.word 02CCCH,02CADH,02CACH,028AEH,028ADH,0288EH,02C8BH,028ACH,0288CH,024ADH
.word 0288BH,0286BH,0248CH,0286AH,0248AH,0246AH,0208BH,0244AH,02469H,0206BH
.word 0208AH,02449H,0206AH,02429H,02448H,0204AH,02049H,02048H,02029H,02027H
.word 02008H,02007H,01C28H,02006H,02004H,01808H,01807H,01407H,04630H,04A10H
.word 04A0FH,04610H,0460FH,045EFH,045EEH,041EFH,041EEH,03DEFH,03DEEH,041CEH
.word 041CDH,03DCEH,03DCDH,039CEH,039CDH,03DAEH,03DADH,03DACH,039ADH,039ACH
.word 039ABH,0398DH,0398CH,0398BH,0358CH,0358BH,0358AH,0356CH,0356BH,0356AH
.word 0316BH,0316AH,03169H,0314BH,0314AH,03149H,02D4AH,02D49H,02D48H,02D2AH
.word 02D29H,02D28H,02928H,02907H,02508H,02507H,02107H,024E7H,024E6H,020E7H
.word 020E6H,01CE8H,01CE7H,01CE6H,018E7H,020C6H,01CC6H,01CC5H,018C6H,018A6H
.word 056FDH,04ABDH,052BAH,04A9AH,04E77H,0467AH,0425CH,0425AH,04A56H,04259H
.word 03E39H,03A38H,03619H,03E17H,03618H,03617H,035F7H,035F6H,031D8H,035D3H
.word 029B7H,02DB6H,039ADH,02596H,02D93H,02575H,02175H,02573H,02572H,02D6DH
.word 01D54H,02153H,01934H,01D33H,01D32H,01932H,02130H,01113H,01512H,01D10H
.word 010F1H,018F0H,014F0H,0CD0H,014EEH,010CEH,08AEH,010ADH,048EH,06DH
.word 088BH,06CH,04DH,0FH,0C6AH,04BH,0C88H,06AH,0CH,02AH
.word 09H,07H,03H,06F9FH,0733BH,06B3CH,06B1AH,066D9H,05ED8H,066B7H
.word 05A96H,05294H,04E73H,05655H,04E55H,05633H,04A52H,06593H,04631H,04A13H
.word 04210H,045F1H,03DEFH,0642DH,039CEH,0498DH,0602AH,035ADH,0318CH,05409H
.word 02D6BH,05405H,0392AH,04C25H,0294AH,05003H,02529H,04802H,038A6H,01D0CH
.word 02108H,03445H,01CE7H,03802H,018C6H,014AAH,02821H,014A5H,07FDDH,07FDDH
.word 07FDDH,07FDDH,07FDDH,07FDDH,07FDDH
STRS_P: ;PAL #1
.word 64 ;pal size
.word 00H,00H,0421H,0420H,0842H,0841H,0C63H,014A4H,018C6H,018C5H
.word 01CE6H,01CE7H,02108H,01D08H,02107H,0294AH,01CC5H,02528H,0400H,0C41H
.word 0820H,0318BH,0318CH,02D6BH,035ADH,02D6AH,02949H,02529H,014A5H,010A5H
.word 0821H,0C62H,01084H,01083H,0C42H,01483H,01062H,039CDH,039CEH,03DEFH
.word 035ACH,020E7H,031ACH,02929H,0C61H,01063H,018A4H,01082H,01484H,0C83H
.word 010A4H,04631H,03DEEH,0420FH,04210H,0316AH,02D8BH,02D8CH,02948H,02D69H
.word 062F6H,02D49H,02D4AH,0296BH
CPOSTB_P: ;PAL #2
.word 32 ;pal size
.word 00H,05B3BH,0531AH,04AD9H,04299H,03A78H,03237H,02A16H,021D6H,01DB5H
.word 01574H,01153H,0912H,04F2H,0B1H,090H,06FH,06EH,04DH,04DH
.word 04CH,02BH,02AH,029H,08H,07H,06H,06H,05H,04H
.word 03H,03H
PURTAB_P: ;PAL #3
.word 64 ;pal size
.word 00H,02108H,056F8H,052D7H,04EB6H,04A96H,04A95H,04A75H,04675H,04654H
.word 04254H,04234H,03974H,03E33H,03E13H,03953H,03D32H,031B1H,04451H,04031H
.word 03C11H,03811H,04430H,03C10H,03810H,02D8FH,0346FH,0304FH,02C4FH,0346EH
.word 0344EH,02C2EH,0296DH,0302DH,0282DH,0280DH,0254CH,0212CH,0202CH,0280CH
.word 0240CH,0200CH,01C0CH,0200CH,01C0CH,0200BH,01C0BH,0200CH,0200BH,0240BH
.word 0200BH,0200AH,0200AH,0200AH,02009H,02009H,02408H,02008H,02008H,02007H
.word 02007H,02005H,02003H,056F7H
SDWAL_P: ;PAL #4
.word 34 ;pal size
.word 00H,0864H,0358CH,02D4AH,02508H,02507H,02107H,020E7H,020E6H,01CE7H
.word 01CE6H,01CC6H,01CC5H,018C6H,035ADH,0318CH,02D6BH,0294AH,02529H,02108H
.word 014A5H,02949H,02528H,018E6H,018C5H,014C6H,018A5H,018A4H,014A4H,010A4H
.word 01484H,01084H,01083H,0C84H
NUMAT_P: ;PAL #6
.word 75 ;pal size
.word 00H,04F1EH,046BDH,0469DH,03E5CH,03A1BH,035FBH,031DAH,0319AH,02D79H
.word 02D58H,02937H,02515H,02514H,020F3H,020D1H,01CD0H,018CEH,0188DH,0148CH
.word 0146AH,07FDBH,07FBBH,07FBAH,07BBBH,07BBAH,07F99H,07B9AH,07B99H,0779AH
.word 07B78H,07F77H,07B79H,0777AH,07779H,07778H,07379H,07758H,07757H,07359H
.word 07358H,07755H,07737H,07735H,07337H,07336H,06F37H,06F36H,06B37H,06F16H
.word 06F15H,06B17H,06B16H,06B15H,06EF5H,066F5H,066F4H,06AD4H,066D4H,062D3H
.word 066B3H,062B3H,05EB2H,05E91H,05A92H,05A91H,05A71H,05671H,05670H,05650H
.word 05250H,04E2FH,04E0EH,02D59H,018AEH
TBUCK_P: ;PAL #7
.word 60 ;pal size
.word 00H,02951H,0212DH,020EDH,020ECH,01CCBH,01CAAH,018ABH,018AAH,018A9H
.word 01488H,01487H,01469H,01066H,0C44H,0844H,0424H,0422H,03DEFH,035ADH
.word 0294AH,0252AH,02109H,014A5H,0C63H,0842H,07B9AH,07759H,07756H,06F12H
.word 06AF9H,06AF6H,06ACEH,05EB7H,06656H,05A51H,05A26H,04A2FH,04DF5H,055AFH
.word 06173H,035CCH,054F2H,0454EH,0454AH,04946H,0392EH,03926H,044CCH,044CAH
.word 02926H,030EDH,038CAH,024CAH,024A6H,024A3H,018A6H,01064H,01043H,0C43H
CPOSTT_P: ;PAL #8
.word 32 ;pal size
.word 00H,0365AH,02E39H,02A19H,025F8H,021B7H,01D96H,01976H,01555H,01134H
.word 0D14H,08F3H,04D2H,0D1H,0B1H,090H,06FH,06EH,04DH,04DH
.word 04CH,02BH,02AH,029H,08H,07H,06H,06H,05H,04H
.word 03H,03H
DKCUR_P: ;PAL #9
.word 38 ;pal size
.word 00H,024ABH,0248BH,0246AH,0208BH,0206AH,0204AH,02049H,01C4BH,01C4AH
.word 02028H,01C49H,01C29H,01C28H,01C08H,01829H,01C07H,01827H,01807H,01807H
.word 01806H,01408H,01806H,01407H,01806H,01805H,01407H,01406H,01405H,01406H
.word 01404H,01405H,01404H,01005H,01403H,0C05H,0C04H,0804H
WWFSKT_P: ;PAL #20
.word 54 ;pal size
.word 00H,07687H,07267H,06E47H,06A27H,06207H,059E5H,055C6H,051A5H,04985H
.word 04164H,05EB7H,049D1H,0418FH,0444CH,0506EH,0308CH,060D1H,030EDH,02CD1H
.word 038D2H,044D3H,050D4H,05CD1H,05CB0H,054AFH,04C6DH,0404BH,03C4AH,03C6BH
.word 06B1AH,066D9H,062D7H,05A96H,05655H,05213H,04A12H,04DD2H,04D70H,0414BH
.word 0352AH,039D3H,04CEDH,02048H,030D1H,041B1H,0396EH,03027H,03427H,0354DH
.word 0312CH,02D0BH,028EAH,02825H
NTBCK_P: ;PAL #21
.word 30 ;pal size
.word 00H,02951H,0212DH,020EDH,020ECH,01CCBH,01CAAH,018AAH,018A9H,01488H
.word 01487H,01066H,0C44H,0844H,0422H,03DEFH,0294AH,0252AH,02109H,014A5H
.word 0842H,05A51H,05A26H,0454EH,03926H,051E5H,04184H,03523H,05E46H,07FDDH
matl_P: ;PAL #22
.word 75 ;pal size
.word 00H,04F1EH,046BDH,0469DH,03E5CH,03A1BH,035FBH,031DAH,0319AH,02D79H
.word 02D58H,02937H,02515H,02514H,020F3H,020D1H,01CD0H,018CEH,0188DH,0148CH
.word 0146AH,07FDBH,07FBBH,07FBAH,07BBBH,07BBAH,07F99H,07B9AH,07B99H,0779AH
.word 07B78H,07F77H,07B79H,0777AH,07779H,07778H,07379H,07758H,07757H,07359H
.word 07358H,07755H,07737H,07735H,07337H,07336H,06F37H,06F36H,06B37H,06F16H
.word 06F15H,06B17H,06B16H,06B15H,06EF5H,066F5H,066F4H,06AD4H,066D4H,062D3H
.word 066B3H,062B3H,05EB2H,05E91H,05A92H,05A91H,05A71H,05671H,05670H,05650H
.word 05250H,04E2FH,04E0EH,02D59H,018AEH
ing9PALS:
.long NUGRND_P
.long STRS_P
.long CPOSTB_P
.long PURTAB_P
.long SDWAL_P
.long NMAT_P
.long NUMAT_P
.long TBUCK_P
.long CPOSTT_P
.long DKCUR_P
.long FRTROW_P
.long SDCRWD_P
.long JOYDEW_P
.long JASON_P
.long FARCRD_P
.long VOGEL_P
.long FLASH_P
.long ALEX_P
.long MARNE_P
.long JAKE_P
.long WWFSKT_P
.long NTBCK_P
.long matl_P
LLOGOL_P: ;PAL #1
.word 15 ;pal size
.word 00H,05697H,04E76H,04E55H,04634H,04613H,03DF2H,01CE8H,014C7H,014A6H
.word 0C85H,0422H,01H,00H,066FBH
LLOGOD_P: ;PAL #2
.word 15 ;pal size
.word 00H,03DD1H,035B0H,0358FH,02D6EH,02D4DH,0252CH,0422H,01H,00H
.word 00H,00H,00H,00H,04E35H
kpgPALS:
.long CSELBK_P
.long LLOGOL_P
.long LLOGOD_P
CSELBK2P: ;PAL #0
.word 22 ;pal size
.word 0400H,0443H,0C44H,0C65H,0422H,0C86H,0401H,0400H,0400H,014A7H
.word 01D2DH,014A8H,014C9H,014EAH,01D0BH,01D0CH,0256FH,0254EH,02D91H,02570H
.word 02DB2H,02DD3H
MGP_B_P: ;PAL #1
.word 31 ;pal size
.word 00H,07BDFH,0739FH,06B7FH,0673FH,05F1EH,056DEH,052BEH,04A9DH,0425DH
.word 03E3DH,0361CH,031DCH,029BBH,0259BH,0217BH,01D59H,01937H,01515H,010F4H
.word 0CD2H,0CB0H,088FH,088DH,086CH,046AH,0449H,047H,026H,04H
.word 03H
MGP_R_P: ;PAL #2
.word 31 ;pal size
.word 00H,07FDEH,07F9CH,07F5AH,07B18H,07AD6H,07694H,07252H,07210H,06DCEH
.word 06DADH,0696BH,06529H,06508H,060C6H,060A5H,058A5H,05484H,04C84H,04884H
.word 04463H,03C63H,03842H,03042H,02C42H,02821H,02021H,01C21H,01400H,01000H
.word 0C00H
ELBKPALS:
.long CSELBK2P
.long MGP_B_P
.long MGP_R_P
.long CSELBK_P
.long CRPL_G_P
.long LLOGOL_P
.long LLOGOD_P
NUMATP2: ;PAL #0
.word 75 ;pal size
.word 00H,04F1EH,046BDH,0469DH,03E5CH,03A1BH,035FBH,031DAH,0319AH,02D79H
.word 02D58H,02937H,02515H,02514H,020F3H,020D1H,01CD0H,018CEH,0188DH,0148CH
.word 0146AH,07FDBH,07FBBH,07FBAH,07BBBH,07BBAH,07F99H,07B9AH,07B99H,0779AH
.word 07B78H,07F77H,07B79H,0777AH,07779H,07778H,07379H,07758H,07757H,07359H
.word 07358H,07755H,07737H,07735H,07337H,07336H,06F37H,06F36H,06B37H,06F16H
.word 06F15H,06B17H,06B16H,06B15H,06EF5H,066F5H,066F4H,06AD4H,066D4H,062D3H
.word 066B3H,062B3H,05EB2H,05E91H,05A92H,05A91H,05A71H,05671H,05670H,05650H
.word 05250H,04E2FH,04E0EH,02D59H,018AEH
FARCRDP2: ;PAL #1
.word 64 ;pal size
.word 00H,02D6BH,02108H,01CE7H,014A5H,01084H,0842H,04A31H,04A0EH,045CDH
.word 03DCEH,03CC6H,039ADH,0396AH,03928H,038A5H,03549H,0316BH,03127H,02D49H
.word 02D28H,02CC5H,02CC4H,02929H,02928H,028E6H,028A4H,024C5H,024A3H,020E6H
.word 020C5H,020A4H,02083H,01CC5H,018A4H,01883H,01862H,01062H,01041H,0820H
.word 0800H,014C4H,0427CH,01B7H,0173H,0254DH,0EDH,08AH,014C9H,018A7H
.word 0867H,010A6H,01086H,0886H,0C64H,0444H,0422H,014A4H,01083H,0822H
.word 01D08H,01102H,040C6H,06FDFH
JASONP2: ;PAL #2
.word 54 ;pal size
.word 00H,02108H,01CE7H,014A5H,01084H,0842H,040A7H,03DCEH,03CC6H,039ADH
.word 038A5H,0358BH,03549H,0316BH,03127H,02D49H,02D28H,02CC5H,02CC4H,02928H
.word 028E6H,028A4H,020E6H,020C5H,020A4H,02083H,01CC5H,018A4H,01883H,01862H
.word 01062H,01041H,01021H,0821H,0800H,01523H,014C4H,0427CH,01B7H,0173H
.word 0EDH,08AH,018A7H,01086H,0886H,0C64H,0422H,018C5H,014A4H,01083H
.word 0822H,01102H,040C6H,06FDFH
CPOSTTP2: ;PAL #3
.word 32 ;pal size
.word 00H,0365AH,02E39H,02A19H,025F8H,021B7H,01D96H,01976H,01555H,01134H
.word 0D14H,08F3H,04D2H,0D1H,0B1H,090H,06FH,06EH,04DH,04DH
.word 04CH,02BH,02AH,029H,08H,07H,06H,06H,05H,04H
.word 03H,03H
ROPERP2: ;PAL #4
.word 16 ;pal size
.word 00H,07210H,06DADH,06529H,060C6H,05C84H,05821H,05000H,04800H,04400H
.word 03C00H,03800H,03000H,02800H,02400H,01C00H
ROPEWP2: ;PAL #5
.word 16 ;pal size
.word 00H,07FFFH,0739CH,06B5AH,06739H,05EF7H,05AD6H,05294H,04A52H,04631H
.word 03DEFH,039CEH,0318CH,0294AH,02529H,01CE7H
ROPEBP2: ;PAL #6
.word 16 ;pal size
.word 00H,04EFEH,0427DH,03A3CH,031FBH,02DD9H,02998H,02177H,01D36H,01915H
.word 014F3H,010B2H,0C91H,0870H,084FH,042EH
FLASH2P: ;PAL #7
.word 42 ;pal size
.word 00H,02108H,01CE7H,014A5H,01084H,0842H,020C5H,020A4H,01CC5H,018A4H
.word 01883H,01862H,01062H,0821H,0800H,0C83H,0883H,0427CH,01B7H,0173H
.word 0254DH,0EDH,0252AH,08AH,014C9H,018A7H,0867H,014A6H,010A6H,01086H
.word 0886H,0C64H,0444H,0424H,0422H,018C5H,014A4H,01083H,0822H,01D08H
.word 014C6H,06FDFH
ERPALS:
.long NUMATP2
.long FARCRDP2
.long JASONP2
.long CPOSTTP2
.long ROPERP2
.long ROPEWP2
.long ROPEBP2
.long FLASH2P
.long VOGEL_P
MIDWAY_P: ;PAL #0
.word 19 ;pal size
.word 02108H,06404H,05003H,03C02H,0284AH,0284AH,0284AH,0284AH,0284AH,0284AH
.word 0284AH,0284AH,0284AH,0284AH,0284AH,0284AH,0284AH,0284AH,0284AH
WWFAP: ;PAL #1
.word 256 ;pal size
.word 02108H,07FFFH,073BDH,07BB6H,0779DH,07399H,07B92H,07F8DH,04BDCH,07777H
.word 06B7CH,07376H,043DAH,07B6CH,07F4FH,07754H,07752H,06B5AH,07B66H,07B4EH
.word 07739H,0635DH,07F48H,07B62H,07B4AH,037B9H,06F38H,06739H,0772DH,07B40H
.word 07315H,06F16H,0573DH,07311H,06F12H,0533CH,0770BH,06318H,0770AH,05B19H
.word 03B7H,07B01H,06AF4H,04F1CH,072E8H,076E5H,056FAH,05AF7H,0396H,076E3H
.word 06ED0H,056F8H,076E0H,06ECCH,062D3H,046FBH,04EF8H,05AD7H,06EC9H,05ED4H
.word 046FAH,072C4H,076C1H,07278H,066CBH,072C0H,04ED8H,042DBH,04ED7H,04AD8H
.word 06EA6H,056B6H,06EA5H,06A8FH,04AB6H,03ABAH,07280H,06E82H,06E16H,05294H
.word 05A8EH,06A6BH,06E67H,05A71H,0369AH,04696H,06E60H,04E75H,0664CH,05271H
.word 05E4FH,04A74H,06A44H,06A42H,05650H,05E49H,02A79H,06628H,06627H,02679H
.word 05E2EH,06994H,06A04H,02E77H,04A52H,06A00H,0620AH,02A59H,06224H,03E55H
.word 02659H,0522EH,06206H,05A0FH,05E0BH,04A31H,02A56H,05E09H,065C5H,04631H
.word 04233H,06553H,016ACH,0560BH,059CFH,01E38H,059E7H,05DC5H,06581H,06580H
.word 05DA6H,03E10H,059ABH,04DECH,055E6H,03213H,060F1H,045EDH,01217H,06161H
.word 055A8H,05D65H,04DCAH,01DF5H,05585H,0DF7H,011F6H,031F0H,041CDH,05946H
.word 05C90H,03DCEH,045B0H,05944H,049ADH,09F6H,04DA7H,05184H,035CFH,019D5H
.word 05D01H,05D7H,05CE1H,03DABH,01D6H,0418FH,035AEH,05126H,0582EH,031AFH
.word 05124H,04588H,04982H,011B4H,039A6H,050ADH,0DB4H,04947H,05103H,025AFH
.word 04D24H,0454BH,025AEH,04943H,0416AH,04926H,03589H,04167H,04529H,054A2H
.word 0412CH,0594H,0298DH,0356CH,04145H,0316CH,048E4H,044CBH,03D43H,01D6EH
.word 04104H,048C1H,03946H,01D6DH,05042H,02D4BH,019A0H,0352BH,03CE6H,040C4H
.word 03905H,034EAH,01580H,038C6H,034C9H,0212BH,03106H,02909H,030C9H,034C3H
.word 030C7H,034A5H,03C61H,0340AH,01D08H,01922H,02CE1H,028E5H,024E7H,01521H
.word 03406H,03008H,01CE7H,024C6H,03403H,028A2H,02C07H,02C06H,018C6H,02807H
.word 02C04H,03001H,02408H,02804H,02082H,02406H,02006H,01C07H,01485H,01806H
.word 01804H,0C64H,01422H,01001H,0842H,0401H
WWFR_P: ;PAL #2
.word 17 ;pal size
.word 02108H,07FFFH,04EB5H,04654H,03E11H,03614H,035F3H,035F1H,03192H,02592H
.word 02990H,0298DH,0254EH,018A8H,018A7H,01065H,07FFFH
STONE_P: ;PAL #3
.word 256 ;pal size
.word 02108H,07FFFH,04EB5H,04675H,04654H,03631H,03615H,03E11H,03614H,035F6H
.word 03610H,035F5H,035F4H,035F3H,035F1H,035D4H,035D3H,02DD4H,035D1H,035B4H
.word 035B2H,029B4H,035B1H,02DB3H,035B0H,029B3H,02DB2H,029B2H,02DB1H,03593H
.word 029B1H,025B1H,02D93H,03192H,02D92H,02D91H,02592H,02991H,02D90H,02591H
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SMWWF2P: ;PAL #5
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.word 050C6H,05D08H,05D6BH,0658CH,06DEFH,07FFFH
PGPALS:
.long MIDWAY_P
.long WWFAP
.long WWFR_P
.long STONE_P
.long LAVA1_P
.long SMWWF2P


818
BACKUP/BGNDTBL.ASM Normal file
View File

@ -0,0 +1,818 @@
include bgndtbl.glo
.OPTION B,D,L,T
.include "BGNDTBL.GLO"
.DATA
ing9HDRS:
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ringBMOD:
.word 1979,868,215 ;x size, y size, #blocks
.long ringBLKS, ing9HDRS, ing9PALS
kpgHDRS:
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slateBLKS:
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.word 04041H,17,12,06H
.word 04042H,17,178,07H
.word 04041H,157,12,06H
.word 04042H,157,178,07H
.word 0140H,204,133,04H
.word 0140H,204,0,03H
.word 04040H,204,251,05H
.word 04041H,298,12,06H
.word 04042H,298,178,07H
.word 0FFFFH ;End Marker
wwfblankBMOD:
.word 400,256,6 ;x size, y size, #blocks
.long wwfblankBLKS, kpgHDRS, kpgPALS
slateBMOD:
.word 400,256,12 ;x size, y size, #blocks
.long slateBLKS, kpgHDRS, kpgPALS
ELBKHDRS:
.word 76,62 ;x size, y size
.long 0379AB8AH ;address
.word 04680H ;dma ctrl
.word 76,62
.long 0379DA02H
.word 04680H
.word 204,133
.long 037A087AH
.word 05000H
.word 204,119
.long 037C1A66H
.word 05000H
.word 204,5
.long 037DF48AH
.word 04000H
.word 128,9
.long 037E047AH
.word 04080H
.word 8,135
.long 037E1672H
.word 04000H
.word 124,61
.long 037E2752H
.word 05000H
.word 124,145
.long 037EBB0EH
.word 05000H
.word 40,44
.long 03801A3AH
.word 05080H
.word 196,133
.long 03803C7EH
.word 05000H
.word 196,119
.long 038239A2H
.word 05000H
.word 196,5
.long 0384012EH
.word 04000H
.word 124,145
.long 0384107EH
.word 05000H
.word 124,61
.long 03856FAAH
.word 05000H
wwfselbkBLKS:
.word 0545H ;flags
.word 0,13 ;x,y
.word 00H ;pal5,pal4,hdr13-0
.word 0546H,0,177,01H
.word 0143H,44,0,02H
.word 0143H,44,133,03H
.word 04043H,44,251,04H
.word 0240H,54,236,05H
.word 0243H,54,101,06H
.word 0343H,54,36,06H
.word 0A51H,59,175,07H
.word 0A51H,59,30,08H
.word 0545H,200,7,00H
.word 0546H,200,186,01H
.word 04044H,204,180,09H
.word 04044H,204,90,09H
.word 04044H,204,45,09H
.word 04044H,204,135,09H
.word 04044H,244,180,09H
.word 04044H,244,135,09H
.word 04044H,244,90,09H
.word 04044H,244,45,09H
.word 0143H,248,0,0AH
.word 0143H,248,133,0BH
.word 04043H,248,251,0CH
.word 0A42H,300,30,0DH
.word 0A42H,300,175,0EH
.word 0240H,304,236,05H
.word 0545H,400,13,00H
.word 0546H,400,177,01H
.word 0253H,421,101,06H
.word 0353H,421,36,06H
.word 0FFFFH ;End Marker
wwfselbkBMOD:
.word 476,256,30 ;x size, y size, #blocks
.long wwfselbkBLKS, ELBKHDRS, ELBKPALS
ERHDRS:
.word 92,66 ;x size, y size
.long 03860366H ;address
.word 06980H ;dma ctrl
.word 100,40
.long 03867236H
.word 07000H
.word 72,61
.long 0386DF96H
.word 06580H
.word 144,92
.long 038726AEH
.word 06080H
.word 192,2
.long 03885BBEH
.word 04000H
.word 192,2
.long 038861BEH
.word 04000H
.word 192,2
.long 038867BEH
.word 04000H
.word 100,71
.long 03886DBEH
.word 06980H
.word 12,84
.long 0388F666H
.word 05080H
LADDERBLKS:
.word 05841H ;flags
.word 0,118 ;x,y
.word 00H ;pal5,pal4,hdr13-0
.word 06440H,8,260,01H
.word 05647H,9,71,02H
.word 05948H,10,183,03H
.word 05A54H,68,190,04H
.word 05A55H,68,214,05H
.word 05A56H,68,236,06H
.word 05742H,84,112,07H
.word 05647H,93,10,02H
.word 06440H,107,260,01H
.word 05647H,138,96,02H
.word 05948H,151,183,03H
.word 05841H,177,117,00H
.word 05647H,201,30,02H
.word 06440H,206,260,01H
.word 05A43H,260,176,08H
.word 05742H,264,112,07H
.word 05A46H,269,236,06H
.word 05A44H,270,190,04H
.word 05A45H,270,214,05H
.word 05647H,280,70,02H
.word 05948H,292,183,03H
.word 06440H,305,260,01H
.word 05647H,342,5,02H
.word 05841H,364,117,00H
.word 06440H,404,260,01H
.word 05647H,408,80,02H
.word 05948H,433,183,03H
.word 05742H,454,112,07H
.word 05A56H,461,236,06H
.word 05A54H,462,190,04H
.word 05A55H,462,214,05H
.word 05647H,502,52,02H
.word 06440H,503,260,01H
.word 05841H,552,117,00H
.word 05647H,570,100,02H
.word 05948H,574,183,03H
.word 05647H,597,16,02H
.word 06440H,602,260,01H
.word 05742H,637,112,07H
.word 05647H,643,82,02H
.word 05A43H,653,176,08H
.word 05A45H,662,214,05H
.word 05A46H,662,236,06H
.word 05A44H,662,190,04H
.word 06440H,701,260,01H
.word 05647H,711,28,02H
.word 05948H,716,182,03H
.word 05841H,726,116,00H
.word 05647H,774,67,02H
.word 05647H,790,0,02H
.word 06440H,800,260,01H
.word 05742H,809,111,07H
.word 04040H,899,260,01H
.word 0FFFFH ;End Marker
;file LADDER blocks not in any module
; .word 04056H ;flags
; .word 1388,337 ;x,y
; .word 06H ;pal5,pal4,hdr13-0
; .word 04054H,1389,291,04H
; .word 04055H,1389,315,05H
; .word 04040H,1438,361,01H
; .word 04040H,1537,361,01H
; .word 04043H,1580,277,08H
; .word 04044H,1590,291,04H
; .word 04045H,1590,315,05H
; .word 04046H,1590,337,06H
; .word 04040H,1636,361,01H
; .word 04040H,1735,361,01H
; .word 0FFFFH ;End Marker
LADDERBMOD:
.word 999,300,54 ;x size, y size, #blocks
.long LADDERBLKS, ERHDRS, ERPALS
PGHDRS:
.word 200,131 ;x size, y size
.long 0389096EH ;address
.word 00H ;dma ctrl
.word 200,125
.long 038C3C2EH
.word 00H
.word 200,77
.long 038F496EH
.word 0F80H
.word 88,81
.long 0390F216H
.word 04E80H
.word 36,24
.long 0391171EH
.word 04580H
.word 120,102
.long 03911B9EH
.word 04B80H
.word 192,10
.long 039156BEH
.word 03080H
.word 100,71
.long 03916CE0H
.word 04D80H
.word 124,16
.long 03919750H
.word 02080H
.word 92,52
.long 0391A686H
.word 0480H
.word 104,102
.long 03921CDEH
.word 04B80H
.word 192,67
.long 039258FEH
.word 080H
.word 200,131
.long 0393E59EH
.word 00H
.word 200,125
.long 0397185EH
.word 00H
.word 144,92
.long 039A259EH
.word 04F80H
.word 88,55
.long 039AA03EH
.word 04A80H
LAVAPGBLKS:
.word 04043H ;flags
.word 0,125 ;x,y
.word 00H ;pal5,pal4,hdr13-0
.word 04043H,1,0,01H
.word 05F41H,2,102,02H
.word 04044H,8,153,03H
.word 04044H,12,91,04H
.word 04044H,77,28,05H
.word 04042H,109,79,06H
.word 04044H,124,154,07H
.word 04040H,140,198,08H
.word 05F45H,158,19,09H
.word 04044H,196,31,0AH
.word 05F41H,199,103,0BH
.word 04043H,200,126,0CH
.word 04043H,201,0,0DH
.word 04044H,229,133,0EH
.word 04044H,316,66,0FH
.word 0FFFFH ;End Marker
LAVAPGBMOD:
.word 404,257,16 ;x size, y size, #blocks
.long LAVAPGBLKS, PGHDRS, PGPALS


31
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@echo Backing up DOC directory...
c:
cd \video\doc
i:
cd \video\doc
xcopy c:*.doc /m /v
@echo Backing up Wrestlemania...
c:
cd \video\wwf
i:
cd \video\wwf
xcopy c:*.asm /m /v
xcopy c:*.equ /m /v
xcopy c:*.h /m /v
xcopy c:makefile /m /v
xcopy c:make.ini /m /v
xcopy c:*.cmd /m /v
xcopy c:*.bat /m /v
c:
cd img
i:
cd img
xcopy c:*.bat /m /v
xcopy c:*.lod /m /v
xcopy c:*.ld1 /m /v
xcopy c:*.bdb /m /v
xcopy c:*.bdd /m /v
xcopy c:*.img /m /v
ww


1857
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9
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@echo off
@wwfld bret hrt_hit hrt_kik hrt_msc hrt_pnc hrt_wlk hrt_jms hrt_mjt hrt_rjr hrt_jake
@copy bret.ld1 + bret.ld2 bret.lod
@move bret.h ..\bretimg.h
@move bret.seq ..


0
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18
BACKUP/BRETIMG.ASM Normal file
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.FILE "bretimg.asm"
.OPTION B,D,L,T
.include imgtbl.glo
.DATA
.even
.include bretimg.tbl
.include bretimg.h
******************************************************************************
.even
.include "bret.seq"
******************************************************************************
; END


74
BACKUP/BRETIMG.H Normal file
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.global H2AH3A
.global H4AH3A
.global H2AE3A
.global H4AE3A
.global H2AM3A
.global H4AM3A
.global H2BK3A
.global H4BK3A
.global H2CP3A
.global H4LB3A
.global H3GU2A
.global H3GU4A
.global H2KM3A
.global H4KM3B
.global H2NM3A
.global H4NM3A
.global H2MP2B
.global H4MP4A
.global H3DC3A
.global H4TI4B
.global H3GF7B
.global H3RL1A
.global H4MF4B
.global H3FR3A
.global H2PL3B
.global H4PL3X
.global H2BC3A
.global H4BC3A
.global H2PS3A
.global H4PS3A
.global H2TW2A
.global H4TW4A
.global H2ST2A
.global H4ST4A
.global H1TL5A
.global H1TT5A
.global H2WL1A
.global H2WL2A
.global H2WL8A
.global H4WL2A
.global H4WL4A
.global H4WL5A
.global H3RN3A
.global H3BO3A
.global H3UC3X
.global H3UC3Z
.global H3MS3X
.global H2PF2B
.global H4PF4B
.global H4JK4C
.global H4HU4B
.global H4SB4B
.global H4JP4C
.global H3RR3Z
.global H4POGO
.global H4GH3C
.global H3PN5A
.global H3BR3Z
.global H3MS3Z
.global H4GH3Z
.global H4LD4A
.global H4SL4C
.global H3DU3A
.global H3PP3X
.global H4BZ4A
.global H4YR3A
.global H3HB3A
.global H3BF3A
.global H3HT3X
.global H3DD3Z
.global H3DD3B
.global H4TN4X
.global H4CR3D
.global H4JD4B

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#*****************************************************************************
*
* CLIMB UP TURNBUCKLES
#CLIMB_SPD equ 5
SUBR dnk_climb_up_anim
.word ANI_SETMODE,MODE_UNINT | MODE_NOFACE | MODE_NOCONFINE | MODE_NOGRAVITY
.word ANI_ZEROVELS
WL ANI_SET_YVEL,4000h ;27000
.word ANI_OFFSET,-5,-7,-15 ;x,y,z
;Changing the -5 to a -7 causes a dramatic change in Y
WL #CLIMB_SPD,D2CT2A02
.word ANI_OFFSET,0,19h,0 ;x,y,z
WL #CLIMB_SPD,D2CT2A07
.word ANI_OFFSET,0,9,0 ;x,y,z
WL #CLIMB_SPD,D2CT2A09
.word ANI_OFFSET,0,>a,0 ;x,y,z
WL #CLIMB_SPD,D2CT2A12
.word ANI_ZEROVELS
.word ANI_OFFSET,0,6,0 ;x,y,z
WL #CLIMB_SPD,D2CT2B02
.word ANI_OFFSET,10,18h,0 ;x,y,z
WL #CLIMB_SPD,D2CT2B04
.word ANI_OFFSET,-2,0dh,0 ;x,y,z
WL #CLIMB_SPD,D2CT2B06
.word ANI_SETPLYRMODE,MODE_ONTURNBKL
.word ANI_SETMODE,MODE_UNINT | MODE_NOFACE | MODE_NOCONFINE | MODE_NOGRAVITY
.word ANI_OFFSET,2,0,0 ;x,y,z
#repeat
WL #CLIMB_SPD,D2CT2C01
WL #CLIMB_SPD,D2CT2C03
WL #CLIMB_SPD,D2CT2C05
WL #CLIMB_SPD,D2CT2C07
WL #CLIMB_SPD,D2CT2C09
WL #CLIMB_SPD,D2CT2C11
WL #CLIMB_SPD,D2CT2C13
WL #CLIMB_SPD,D2CT2C15
WL #CLIMB_SPD,D2CT2C17
WL #CLIMB_SPD,D2CT2C19
WL #CLIMB_SPD,D2CT2C21
WL ANI_GOTO,#repeat


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**************************************************************
*
* Software: Jamie Rivett
* Initiated: 9/10/93
*
* COPYRIGHT (C) 1992 WILLIAMS ELECTRONICS GAMES, INC.
*
**************************************************************
.file "collis.asm"
.title "game collision code"
.width 132
.option b,d,l,t
.mnolist
.include "macros.h"
.include "mproc.equ" ;Mproc equates
.include "display.equ" ;Display proc equates
.include "gsp.equ" ;Gsp asm equates
.include "sys.equ"
.include "game.equ"
.include "plyr.equ"
.include "anim.equ"
.include "audit.equ"
.include "special.equ"
******************************************************************************
* EXTERNAL REFERENCES
.ref process_ptrs
.ref get_opp_plyrmode
.ref round_tickcount
.ref wrestler_hit
.ref special_hit
.ref wrestler_hit_special
.ref plyr1_objlist
.ref plyr2_objlist
.ref neutral_objlist
******************************************************************************
* SYMBOLS DEFINED IN THIS FILE
******************************************************************************
* EQUATES FOR THIS FILE
#*****************************************************************************
SUBR overlap_collision
movi process_ptrs,a9
movi NUM_WRES,a10
#collis_loop
;RJR START
.align
;RJR END
move *a9+,a11,L
jrz #inactive
cmp a11,a13
jreq #skip ;skip self
move *a11(ANIMODE),a0
btst MODE_OVERLAP_BIT,a0 ;allow overlap?
jrnz #skip
move *a13(ANIMODE),a0
move *a11(ANIMODE),a1
or a1,a0
btst MODE_NOCOLLIS_BIT,a0
jrnz #skip
move *a11(ATTACH_PROC),a0,L ;skip this if attached
cmp a0,a13
jreq #skip
move *a13(PLYRMODE),a0 ;if player is on ground and
cmpi MODE_ONGROUND,a0 ;then he can't move
jreq #skip
move *a13(PLYRMODE),a0 ;if player is running (or bouncing)
cmpi MODE_RUNNING,a0 ;and opponent is on ground
jreq #running ;then run through him
cmpi MODE_BOUNCING,a0
jrne #not_running
#running
calla get_opp_plyrmode
cmpi MODE_ONGROUND,a0
jreq #skip
#not_running
move *a13(ANIMODE),a0
btst MODE_OVERLAP_BIT,a0 ;allow overlap?
jrnz #skip
move *a13(OBJ_COLLX2),a5
move *a11(OBJ_COLLX1),a1
sub a1,a5 ;Ax2 - Bx1
jrle #no_overlap ;a5 = ROX
move *a13(OBJ_COLLX1),a0
move *a11(OBJ_COLLX2),a6
sub a0,a6 ;Bx2 - Ax1
jrle #no_overlap ;a6 = LOX
move *a13(OBJ_COLLZ2),a7
move *a11(OBJ_COLLZ1),a1
sub a1,a7 ;Az2 - Bz1
jrle #no_overlap ;a7 = BOZ
move *a13(OBJ_COLLZ1),a0
move *a11(OBJ_COLLZ2),a8
sub a0,a8 ;Bz2 - Az1
jrle #no_overlap ;a8 = TOZ
move *a13(OBJ_COLLY2),a1
move *a11(OBJ_COLLY1),a0
sub a0,a1 ;Ay2 - By1
jrle #no_overlap
move *a13(OBJ_COLLY1),a1
move *a11(OBJ_COLLY2),a0
sub a1,a0 ;By2 - Ay1
jrle #no_overlap
move *a13(PLYRMODE),a0
cmpi MODE_RUNNING,a0
jreq #up_down
move a5,a0
cmp a6,a5 ;a5-a6 (ROX-LOX)
jrlt #rox_min
move a6,a0
#rox_min
move a7,a1
cmp a8,a7 ;a7-a8 (BOZ-TOZ)
jrlt #boz_min
move a8,a1
#boz_min
move *a11(PLYRMODE),a14 ;if opp is on ground then
cmpi MODE_ONGROUND,a14 ;slide off in Z
jrne #skp
srl 1,a0 ;DZ / 2
#skp
cmp a1,a0 ;a0-a1 (MOX-MOZ)
;MJT Start
jrgt #up_down
;X glitch too big?
cmpi 3dh,a1
jrgt #up_down
;MJT End
;#left_right
cmp a6,a5 ;a5-a6 (ROX-LOX)
jrgt #right
;#left
move *a13(OBJ_XPOSINT),a0
sub a5,a0 ;XPOS-ROX
move a0,*a13(OBJ_XPOSINT)
jruc #ud2
#right
move *a13(OBJ_XPOSINT),a0
add a6,a0 ;XPOS+LOX
move a0,*a13(OBJ_XPOSINT)
#ud2
move *a13(MOVE_DIR),a0
jrz #exit
andi MOVE_UP|MOVE_DOWN,a0
jrnz #exit
movi 3,a0
cmp a8,a7 ;a7-a8 (BOZ-TOZ)
jrgt #d2
neg a0
#d2
move *a13(OBJ_ZPOSINT),a14
add a0,a14
move a14,*a13(OBJ_ZPOSINT)
rets
#up_down
cmp a8,a7 ;a7-a8 (BOZ-TOZ)
jrgt #down
;#up
move *a13(OBJ_ZPOSINT),a0
sub a7,a0 ;XPOS-BOZ
move a0,*a13(OBJ_ZPOSINT)
jruc #lr2
#down
move *a13(OBJ_ZPOSINT),a0
add a8,a0 ;XPOS-TOZ
move a0,*a13(OBJ_ZPOSINT)
#lr2
move *a13(MOVE_DIR),a0
jrz #exit
andi MOVE_LEFT|MOVE_RIGHT,a0
jrnz #exit
movi 3,a0
cmp a6,a5 ;a5-a6 (ROX-LOX)
jrgt #r2
neg a0
#r2
move *a13(OBJ_XPOSINT),a14
add a0,a14
move a14,*a13(OBJ_XPOSINT)
rets
#no_overlap
#skip
#inactive
dsj a10,#collis_loop
#exit
rets
#*****************************************************************************
SUBR set_collision_boxes
move *a13(CUR_FRAME),a4,L
;; move *a4(12*16),*a13(OBJ_BOXXOFF) ;x off
;; move *a4(13*16),*a13(OBJ_BOXYOFF) ;y off
;; move *a4(14*16),*a13(OBJ_BOXWIDTH) ;width
;; move *a4(15*16),*a13(OBJ_BOXHEIGHT) ;height
movi -30,a0
move a0,*a13(OBJ_BOXZOFF)
movi 60,a0
move a0,*a13(OBJ_BOXDEPTH)
move *a13(PLYRMODE),a0
cmpi MODE_ONGROUND,a0
;If running, have a smaller Z depth
jrnz #next
movi -15,a0
move a0,*a13(OBJ_BOXZOFF)
movi 30,a0
move a0,*a13(OBJ_BOXDEPTH)
jruc #norm
#next
cmpi MODE_RUNNING,a0
jrnz #norm
movi -5,a0
move a0,*a13(OBJ_BOXZOFF)
movi 10,a0
move a0,*a13(OBJ_BOXDEPTH)
#norm
;***********************************************************
;
;XJR - maybe add 100 or so to the initial Y-pos so
; that colly1 or y2 never become negative...
;
;***********************************************************
move *a13(OBJ_YPOSINT),a0
move *a4(14*16),a1 ;BOX YOFF
sub a1,a0
move a0,*a13(OBJ_COLLY2)
move *a4(16*16),a1 ;BOX HEIGHT
sub a1,a0
move a0,*a13(OBJ_COLLY1)
move *a13(OBJ_ZPOSINT),a0
move *a13(OBJ_BOXZOFF),a1
add a1,a0
move a0,*a13(OBJ_COLLZ1)
move *a13(OBJ_BOXDEPTH),a1
add a1,a0
move a0,*a13(OBJ_COLLZ2)
move *a13(OBJ_CONTROL),a0
btst B_FLIPH,a0
jrz #not_flipped
;#flipped
move *a13(OBJ_XPOSINT),a0
move *a4(13*16),a1 ;BOX XOFF
sub a1,a0
move a0,*a13(OBJ_COLLX2)
move *a4(15*16),a1 ;BOX WIDTH
sub a1,a0
move a0,*a13(OBJ_COLLX1)
rets
#not_flipped
move *a13(OBJ_XPOSINT),a0
move *a4(13*16),a1 ;BOX XOFF
add a1,a0
move a0,*a13(OBJ_COLLX1)
move *a4(15*16),a1 ;BOX WIDTH
add a1,a0
move a0,*a13(OBJ_COLLX2)
rets
#*****************************************************************************
.bss x1,16
.bss x2,16
.bss y1,16
.bss y2,16
.bss z1,16
.bss z2,16
SUBR check_collisions
callr object_collisions
PUSH a13
move @round_tickcount,a0
andi 1,a0
jrz #even
;odd
movi process_ptrs+32*NUM_WRES,a4
movi NUM_WRES,a5
#collis_loop1
move -*a4,a10,L
jrz #inactive1
move *a10(ANIMODE),a0
btst MODE_CHECKHIT_BIT,a0
jrz #inactive1
PUSH a4,a5
callr set_xyz
movi process_ptrs,a4
movi NUM_WRES,a5
#collis_loop2
move *a4+,a13,L
jrz #inactive2
cmp a10,a13
jreq #skip_self
PUSH a4,a5
callr check_collis
PULL a4,a5
move *a10(ANIMODE),a0
btst MODE_STATUS_BIT,a0 ;hit someone?
jrnz #done
#skip_self
#inactive2
dsj a5,#collis_loop2
PULL a4,a5
#inactive1
dsj a5,#collis_loop1
PULL a13
rets
#done
PULL a4,a5
PULL a13
rets
#even
#*
movi process_ptrs,a4
movi NUM_WRES,a5
#collis_loop1
move *a4+,a10,L
jrz #inactive1
move *a10(ANIMODE),a0
btst MODE_CHECKHIT_BIT,a0
jrz #inactive1
PUSH a4,a5
callr set_xyz
movi process_ptrs,a4
movi NUM_WRES,a5
#collis_loop2
move *a4+,a13,L
jrz #inactive2
cmp a10,a13
jreq #skip_self
PUSH a4,a5
callr check_collis
PULL a4,a5
move *a10(ANIMODE),a0
btst MODE_STATUS_BIT,a0 ;hit someone?
jrnz #done
#skip_self
#inactive2
dsj a5,#collis_loop2
PULL a4,a5
#inactive1
dsj a5,#collis_loop1
PULL a13
rets
#done
PULL a4,a5
PULL a13
rets
#*****************************************************************************
* a10 = * offensive process
* a13 = * defensive process
SUBRP check_collis
move *a13(ANIMODE),a0
btst MODE_NOCOLLIS_BIT,a0
jrnz #no_hit
move *a13(SAFE_TIME),a0
jrnz #no_hit
move @x1,a0
move *a13(OBJ_COLLX2),a1
cmp a0,a1 ;Dx2 - Ox1
jrlt #no_hit ;if Dx2 < Ox1
move @x2,a0
move *a13(OBJ_COLLX1),a1
cmp a0,a1 ;Dx1 - Ox2
jrgt #no_hit ;if Dx1 > Ox2
move @y1,a0
move *a13(OBJ_COLLY2),a1
cmp a0,a1 ;Dy2 - Oy1
jrlt #no_hit ;if Dy2 < Oy1
move @y2,a0
move *a13(OBJ_COLLY1),a1
cmp a0,a1 ;Dy1 - Oy2
jrgt #no_hit ;if Dy1 > Oy2
move @z1,a0
move *a13(OBJ_COLLZ2),a1
cmp a0,a1 ;Dz2 - Oz1
jrlt #no_hit ;Dz2 < Oz1
move @z2,a0
move *a13(OBJ_COLLZ1),a1
cmp a0,a1 ;Dz1 - Oz2
jrgt #no_hit ;Dz1 > Oz2
;if attacker is in MODE_WAITHITOPP, clear said bit and zero ANICNTs.
move *a10(ANIMODE),a14
btst MODE_WAITHITOPP_BIT,a14
jrz #skip_whopp
andni MODE_WAITHITOPP,a14
move a14,*a10(ANIMODE)
clr a14
move a14,*a10(ANICNT)
move a14,*a10(ANICNT2)
#skip_whopp
move a10,*a13(WHOHITME),L
move a13,*a10(WHOIHIT),L
clr a14 ;false
move *a13(PLYRMODE),a0
cmpi MODE_BLOCK,a0
jrne #noblock
inc a14 ;true
#noblock
move a14,*a10(HITBLOCKER)
movi MOVE_RIGHT,a0
move *a10(OBJ_XPOSINT),a1
move *a13(OBJ_XPOSINT),a2
cmp a2,a1
jrgt #hit_from_right
movi MOVE_LEFT,a0
#hit_from_right
movi MOVE_DOWN,a14
move *a10(OBJ_ZPOS),a1,L
move *a13(OBJ_ZPOS),a2,L
cmp a2,a1
jrgt #hit_from_below
movi MOVE_UP,a14
#hit_from_below
or a14,a0
move a0,*a13(PLYR_HIT_SIDE)
move a0,*a10(PLYR_HIT_SIDE)
move *a10(ANIMODE),a0
ori MODE_STATUS,a0 ;this flag set whenever
move a0,*a10(ANIMODE) ;a successful hit
calla wrestler_hit
#no_hit
rets
#*****************************************************************************
* a10 = *process
* sets x1,x2,y1,y2,z1 and z2
SUBRP set_xyz
move *a10(OBJ_YPOSINT),a0
move *a10(OBJ_ATTYOFF),a1
add a1,a0
move a0,@y1
move *a10(OBJ_ATTHEIGHT),a1
add a1,a0
move a0,@y2
move *a10(OBJ_ZPOSINT),a0
move *a10(OBJ_ATTZOFF),a1
add a1,a0
move a0,@z1
move *a10(OBJ_ATTDEPTH),a1
add a1,a0
move a0,@z2
; move *a10(FACING_DIR),a14
; btst PLAYER_RIGHT_BIT,a14
; jrnz #facing_right
move *a10(OBJ_CONTROL),a14
btst B_FLIPH,a14
jrz #facing_right
;facing_left
move *a10(OBJ_XPOSINT),a0
move *a10(OBJ_ATTXOFF),a1
sub a1,a0
move a0,@x2
move *a10(OBJ_ATTWIDTH),a1
sub a1,a0
move a0,@x1
rets
#facing_right
move *a10(OBJ_XPOSINT),a0
move *a10(OBJ_ATTXOFF),a1
add a1,a0
move a0,@x1
move *a10(OBJ_ATTWIDTH),a1
add a1,a0
move a0,@x2
rets
#*****************************************************************************
*
* a10 = * wrestler process to turn collisions off
SUBR wres_collis_off
move *a10(ANIMODE),a0
andni MODE_CHECKHIT,a0
move a0,*a10(ANIMODE)
rets
#*****************************************************************************
SUBR object_collisions
;MJT Start
;FIX!!! This can point to a non existent proc
;MJT End
movi plyr1_objlist,a0
callr set_spobj_boxes
movi plyr2_objlist,a0
callr set_spobj_boxes
movi neutral_objlist,a0
callr set_spobj_boxes
movi plyr1_objlist,a6
movi plyr2_objlist,a7
callr objlist2objlist_collis
movi plyr1_objlist,a10
callr objlist2player_collis
movi plyr2_objlist,a10
callr objlist2player_collis
movi neutral_objlist,a10
callr objlist2player_collis
rets
#*****************************************************************************
;a10 = objlist1
objlist2player_collis
PUSH a13
move *a10,a10,L
jrz #done
#lp1
move *a10(SP_COLLX1),a0
move *a10(SP_COLLX2),a1
move *a10(SP_COLLY1),a2
move *a10(SP_COLLY2),a3
move *a10(SP_COLLZ1),a4
move *a10(SP_COLLZ2),a5
movi process_ptrs,a7
movi NUM_WRES,a6
#collis_loop
move *a7+,a13,L
jrz #inactive
;MJT Start
move *a13(ANIMODE),a14
btst MODE_NOCOLLIS_BIT,a14
jrnz #no_hit
;MJT End
;check if projectile should hit this guy...(same side)
move *a13(OBJ_COLLX2),a14
cmp a0,a14 ;Dx2 - Ox1
jrlt #no_hit ;if Dx2 < Ox1
move *a13(OBJ_COLLX1),a14
cmp a1,a14 ;Dx1 - Ox2
jrgt #no_hit ;if Dx1 > Ox2
move *a13(OBJ_COLLY2),a14
cmp a2,a14 ;Dy2 - Oy1
jrlt #no_hit ;if Dy2 < Oy1
move *a13(OBJ_COLLY1),a14
cmp a3,a14 ;Dy1 - Oy2
jrgt #no_hit ;if Dy1 > Oy2
move *a13(OBJ_COLLZ2),a14
cmp a4,a14 ;Dz2 - Oz1
jrlt #no_hit ;Dz2 < Oz1
move *a13(OBJ_COLLZ1),a14
cmp a5,a14 ;Dz1 - Oz2
jrgt #no_hit ;Dz1 > Oz2
;hit
calla wrestler_hit_special
jruc #done
#no_hit
#inactive
dsj a6,#collis_loop
move *a10(SP_NEXT),a10,L
jrnz #lp1
#done
PULL a13
rets
#*****************************************************************************
;a6 = objlist1
;a7 = objlist2
objlist2objlist_collis
move *a6,a6,L
jrz #done
#lp1
move a7,a8
move *a8,a8,L
jrz #done
move *a6(SP_COLLX1),a0
move *a6(SP_COLLX2),a1
move *a6(SP_COLLY1),a2
move *a6(SP_COLLY2),a3
move *a6(SP_COLLZ1),a4
move *a6(SP_COLLZ2),a5
#lp2
move *a8(SP_COLLX2),a14
cmp a0,a14 ;Dx2 - Ox1
jrlt #no_hit ;if Dx2 < Ox1
move *a8(SP_COLLX1),a14
cmp a1,a14 ;Dx1 - Ox2
jrgt #no_hit ;if Dx1 > Ox2
move *a8(SP_COLLY2),a14
cmp a2,a14 ;Dy2 - Oy1
jrlt #no_hit ;if Dy2 < Oy1
move *a8(SP_COLLY1),a14
cmp a3,a14 ;Dy1 - Oy2
jrgt #no_hit ;if Dy1 > Oy2
move *a8(SP_COLLZ2),a14
cmp a4,a14 ;Dz2 - Oz1
jrlt #no_hit ;Dz2 < Oz1
move *a8(SP_COLLZ1),a14
cmp a5,a14 ;Dz1 - Oz2
jrgt #no_hit ;Dz1 > Oz2
;hit
calla special_hit
jruc #done
#no_hit
move *a8(SP_NEXT),a8,L
jrnz #lp2
move *a6(SP_NEXT),a6,L
jrnz #lp1
#done
rets
#*****************************************************************************
set_spobj_boxes
move *a0,a0,L
jrz #done
#lp
move *a0(SP_OBJ_YPOSINT),a1
move *a0(SP_YOFF),a14
add a14,a1
move a1,*a0(SP_COLLY1)
move *a0(SP_HEIGHT),a14
add a14,a1
move a1,*a0(SP_COLLY2)
move *a0(SP_OBJ_ZPOSINT),a1
move *a0(SP_ZOFF),a14
add a14,a1
move a1,*a0(SP_COLLZ1)
move *a0(SP_DEPTH),a14
add a14,a1
move a1,*a0(SP_COLLZ2)
move *a0(SP_OBJCONTROL),a14
btst B_FLIPH,a14
jrz #not_flipped
;#flipped
move *a0(SP_OBJ_XPOSINT),a1
move *a0(SP_XOFF),a14
sub a14,a1
move a1,*a0(SP_COLLX2)
move *a0(SP_WIDTH),a14
sub a14,a1
move a1,*a0(SP_COLLX1)
jruc #cnt
#not_flipped
move *a0(SP_OBJ_XPOSINT),a1
move *a0(SP_XOFF),a14
add a14,a1
move a1,*a0(SP_COLLX1)
move *a0(SP_WIDTH),a14
add a14,a1
move a1,*a0(SP_COLLX2)
#cnt
move *a0(SP_NEXT),a0,L
jrnz #lp
#done
rets
******************************************************************************
.end


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BACKUP/CROWD.ASM Normal file
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@ -0,0 +1,995 @@
**************************************************************
*
* Software: Jason Skiles
* Initiated: 28 Apr 94
*
* COPYRIGHT (C) 1993 WILLIAMS ELECTRONICS GAMES, INC.
*
*.Last mod - 4/28/94 22:12
**************************************************************
.file "crowd.asm"
.title "crowd stuff"
.width 132
.option b,d,l,t
.mnolist
.include "mproc.equ" ;Mproc equates
.include "display.equ" ;Display proc equates
.include "gsp.equ" ;Gsp asm equates
.include "sys.equ"
.include "game.equ"
.include "audit.equ"
.include "macros.h"
.include "link.equ"
.include "sound.h"
.INCLUDE "SOUND.EQU"
.include "crowdimg.tbl"
.include "crowdimg.glo"
.include "bgndtbl.glo"
.include "imgtbl.glo"
#*****************************************************************************
.def animate_back
;from DISPLAY.ASM
.ref BAKLST
;from UTIL.ASM
.ref RNDRNG0
.ref RNDPER
.DEF DO_CROWD_CHEER
.REF START_FLASHES
#*****************************************************************************
DEF_ANISPD equ 8
SPD_FOREVER equ 7FFFh
CROWD_OBJS equ 0h
CROWD_NORMANIM equ 20h
CROWD_CHEERANIM equ 40h
CANI_GOTO equ 0 + 8000h
CANI_RNDWAIT equ 1 + 8000h
CANI_END equ 2 + 8000H
CANI_CODE EQU 3 + 8000H
CANI_REPEAT EQU 4 + 8000H
CANI_SHOULD_REPEAT EQU 5 + 8000H
*STRUCT BOBJANIM
SCPTR .set 000 ;UHL script pointer (next instruction)
TIME .set 020h ;UHW time to hold
FRAME .set 030h ;UHL current obj
CHEER1 .set 050h ;UHL cheer1 jump point
CHEER2 .set 070h ;UHL cheer2 jump point
REPEAT_P .SET 090H ;UHL REPEAT POINT TO JUMP BACK TO
REPEAT_N .SET 0B0H ;UHW REPEAT THIS NUMBER OF TIMES
*ENDSTRUCT
BSIZE equ REPEAT_N+10h
NUMCROWD equ 24
HICROWDZ equ 23 ;high z (after shift)
BSSX CROWDDATA,(NUMCROWD+1)*BSIZE
#*****************************************************************************
* Main crowd control process
*
;NOTE: The background stuff is doing SOMETHING with ODXOFF and ODYOFF, so
; I'm storing anim points in OXVEL and OYVEL instead. Those seem safe.
SUBR crowd_anim
;initialize
movi NUMCROWD,a0
movi CROWD_ANIMS,a1
movi CROWDDATA,a2
#initloop
move *a1+,a3,L
move *a3+,a14,W
move a14,*a2(TIME),W
move *a3+,a14,L
move a14,*a2(FRAME),L
move a3,*a2(SCPTR),L
move *a1+,a14,L
move a14,*a2(CHEER1),L
move *a1+,a14,L
move a14,*a2(CHEER2),L
CLR A14
MOVE A14,*A2(REPEAT_P),L
MOVE A14,*A2(REPEAT_N)
addi BSIZE,a2
dsj a0,#initloop
clr a14
move a14,*a2(SCPTR),L
#main_loop
; TINTOFF ;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
SLEEP 1
;#wt move @0C00001D0h,a0
; cmpi 0d8h,a0
; jrlt #wt
; TINTON ;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;update CROWDDATA
movi CROWDDATA-BSIZE,a4
#cd_loop
addi BSIZE,a4
move *a4(SCPTR),a14,L
jrz #cd_done
callr animate_back
jruc #cd_loop
animate_back
move *a4(TIME),a14,W
dec a14
jrz #next_command
move a14,*a4(TIME),W
MOVK 1,A14
rets
#next_command
move *a4(SCPTR),a5,L
#next_in_the_QUEUE
move *a5+,a14,W
jrn #cani_command
move a14,*a4(TIME),W
move *a5+,a14,L
move a14,*a4(FRAME),L
move a5,*a4(SCPTR),L
MOVK 1,A14
DEC A14
rets
#cani_command
andi 7FFFh,a14
X32 a14
addi #cani_commands,a14
move *a14,a14,L
jump a14
#cani_commands
.long #_goto
.long #_rndwait
.LONG #_END_ANIM
.LONG #_CODE
.LONG #_RANDOM_REPEAT
.LONG #_SHOULD_WE_WE_REPEAT
**********
#_CODE
MOVE *A5+,A0,L
MMTM SP,A0,A1,A2,A3,A4,A5,A6,A7,A8,A9,A10,A11,A14
CALL A0
MMFM SP,A0,A1,A2,A3,A4,A5,A6,A7,A8,A9,A10,A11,A14
jruc #next_in_the_QUEUE
#_END_ANIM
MOVI -1,A14
RETS
#_goto
move *a5+,a5,L
move a5,*a4(SCPTR),L
jruc #next_command
**********
#_rndwait
move *a5+,a0,W
calla RNDRNG0
move a0,*a4(TIME),W
move a5,*a4(SCPTR),L
rets
#_RANDOM_REPEAT
MOVE *A5+,A0
MOVE A5,*A4(REPEAT_P),L
CALLA RNDRNG0
MOVE A0,*A4(REPEAT_N)
jruc #next_in_the_QUEUE
#_SHOULD_WE_WE_REPEAT
MOVE *A4(REPEAT_N),A0
DEC A0
MOVE A0,*A4(REPEAT_N)
JRZ REACHED_LAST_LOOP
JRN REACHED_LAST_LOOP
MOVE *A4(REPEAT_P),*A4(SCPTR),L
MOVE *A4(REPEAT_P),A5,L
jruc #next_in_the_QUEUE
REACHED_LAST_LOOP
CLR A0
MOVE A0,*A4(REPEAT_N)
jruc #next_in_the_QUEUE
#cd_done
;RJR START
.ref PCNT
move @PCNT,a14
btst 0,a14
jrz #main_loop
;RJR END
;update BAKLST
move @BAKLST,a8,L
.align ;RJR
#bakloop
move *a8(OZPOS),a0,W
srl 1,a0
jrc #bakskip
cmpi HICROWDZ,a0
jrgt #bakskip
move a0,a1
X64 a1
X128 a0
add a1,a0
addi CROWDDATA,a0
move *a0(FRAME),a0,L
move *a8(OIMG),a1,L
cmp a0,a1
jreq #bakskip
; callr anibobj
;RJR START (in-lined)
move *a8(OCTRL),a1,W
move *a8(OXPOS),a2,W
move *a8(OXVEL),a3,W
move *a0(IANIOFFX),a4,W
clr a5
btst B_FLIPH,a1
jrz #noflip
;obj is horz-flipped. negate the Xanim point and adjust X pos
; by XSZold-XSZnew
neg a4
move *a8(OSIZEX),a5,W
move *a0(ISIZEX),a14,W
sub a14,a5
#noflip
add a3,a2
sub a4,a2
add a5,a2
move a2,*a8(OXPOS),W
move a4,*a8(OXVEL),W
move *a8(OYPOS),a2,W
move *a8(OYVEL),a3,W
move *a0(IANIOFFY),a4,W
add a3,a2
sub a4,a2
move a2,*a8(OYPOS),W
move a4,*a8(OYVEL),W
move a0,a2
move a1,a3
move a2,*a8(OIMG),L
move *a2(0),*a8(OSIZE),L
move *a2(ISAG),*a8(OSAG),L
setf 5,0,0
move *a2(ICTRL+7),*a8(OCTRL+7) ;Write 5 z comp bits
; setf 6,0,0
; move a3,*a8(OCTRL) ;Write 6 low bits
setf 16,1,0
;RJR END
#bakskip
move *a8,a8,L
jrnz #bakloop
jruc #main_loop
;crowd anim starting points
CROWD_ANIMS
.long #jasoncrd_norm, #jasoncrd_cheer1,#jasoncrd_cheer2
.long #tonycrd_norm, #tonycrd_cheer1 ,#tonycrd_cheer1
.long #vogel_norm, #vogel_cheer1 ,#vogel_cheer2
.long #tobias_norm, #tobias_cheer1 ,#tobias_cheer2
.long #alex_norm, #alex_cheer1 ,#alex_cheer2
.long #marine_norm, #marine_cheer1 ,#marine_cheer2
.long #jake_norm, #jake_cheer1 ,#jake_cheer2
.long #johnc_norm, #johnc_cheer1 ,#johnc_cheer2
.long #dewey_norm, #dewey_cheer1 ,#dewey_cheer2
.long #jason_norm, #jason_cheer1 ,#jason_cheer2
.long #jamie_norm, #jamie_cheer1 ,#jamie_cheer2
.long #sheridan_norm, #sheridan_cheer1,#sheridan_cheer2
.long #sal_norm, #sal_cheer1 ,#sal_cheer2
.long #josh_norm, #josh_cheer1 ,#josh_cheer2
.long #mark_norm, #mark_cheer1 ,#mark_cheer1
.long #tony_norm, #tony_cheer1 ,#tony_cheer2
.long #carlos_norm, #carlos_cheer1 ,#carlos_cheer2
.long #newc_norm, #newc_cheer1 ,#newc_cheer2
.long #joy_norm, #joy_cheer1 ,#joy_cheer1
.long #side1_norm, #side1_cheer1 ,#side1_cheer1
.long #side2_norm, #side2_cheer1 ,#side2_cheer1
.long #side3_norm, #side3_cheer1 ,#side3_cheer1
.long #george_norm, #george_cheer1 ,#george_cheer1
.long #dave_norm, #dave_cheer1 ,#dave_cheer2
**********
* Alex
#ALEX_SPD equ 6
#alex_norm
WL SPD_FOREVER,ALEX1
WL CANI_GOTO,#alex_norm
#alex_cheer1
WL #ALEX_SPD,ALEX2
WL #ALEX_SPD,ALEX3
WL #ALEX_SPD,ALEX4
WL #ALEX_SPD,ALEX2
WL CANI_GOTO,#alex_norm
#alex_cheer2
WL #ALEX_SPD,ALEX2
WL #ALEX_SPD,ALEX3
.WORD CANI_REPEAT,7
WL #ALEX_SPD,ALEX4
WL #ALEX_SPD,ALEX3
.WORD CANI_SHOULD_REPEAT
WL #ALEX_SPD,ALEX2
WL CANI_GOTO,#alex_norm
**********
* Carlos
#CARLOS_SPD equ 7
#carlos_norm
WL SPD_FOREVER,CARLO1
WL CANI_GOTO,#carlos_norm
#carlos_cheer1
WL #CARLOS_SPD,CARLO2
WL #CARLOS_SPD,CARLO3
WL #CARLOS_SPD,CARLO4
WL #CARLOS_SPD,CARLO2
WL CANI_GOTO,#carlos_norm
#carlos_cheer2
WL #CARLOS_SPD,CARLO2
WL #CARLOS_SPD,CARLO3
WL #CARLOS_SPD,CARLO4
.WORD CANI_REPEAT,7
WL #CARLOS_SPD,CARLO3
WL #CARLOS_SPD,CARLO4
.WORD CANI_SHOULD_REPEAT
WL #CARLOS_SPD,CARLO2
WL CANI_GOTO,#carlos_norm
**********
* Dave
#DAVE_SPD equ 8
#dave_norm
WL SPD_FOREVER,DAVEMSK1
WL CANI_GOTO,#dave_norm
#dave_cheer1
WL #DAVE_SPD,DAVEMSK2
WL #DAVE_SPD,DAVEMSK3
WL #DAVE_SPD,DAVEMSK4
WL #DAVE_SPD,DAVEMSK3
WL #DAVE_SPD,DAVEMSK2
WL CANI_GOTO,#dave_norm
#dave_cheer2
.WORD CANI_REPEAT,7
WL #DAVE_SPD,DAVEMSK2
WL #DAVE_SPD,DAVEMSK3
.WORD CANI_SHOULD_REPEAT
WL #DAVE_SPD,DAVEMSK4
WL #DAVE_SPD,DAVEMSK3
WL #DAVE_SPD,DAVEMSK2
WL CANI_GOTO,#dave_norm
**********
* Dewey
#DEWEY_SPD equ 7
#dewey_norm
WL #DEWEY_SPD,DEWY1
.word CANI_RNDWAIT,TSEC*10
WL #DEWEY_SPD,DEWY2
WL #DEWEY_SPD,DEWY3
WL #DEWEY_SPD,DEWY4
WL #DEWEY_SPD,DEWY3
WL #DEWEY_SPD,DEWY2
WL CANI_GOTO,#dewey_norm
#dewey_cheer1
WL #DEWEY_SPD,DEWY1
WL #DEWEY_SPD,DEWY2
WL #DEWEY_SPD,DEWY3
WL #DEWEY_SPD,DEWY4
WL #DEWEY_SPD,DEWY3
WL #DEWEY_SPD,DEWY2
WL CANI_GOTO,#dewey_norm
#dewey_cheer2
WL #DEWEY_SPD,DEWY1
.WORD CANI_REPEAT,7
WL #DEWEY_SPD,DEWY2
WL #DEWEY_SPD,DEWY3
WL #DEWEY_SPD,DEWY4
WL #DEWEY_SPD,DEWY3
WL #DEWEY_SPD,DEWY2
WL #DEWEY_SPD,DEWY3
WL #DEWEY_SPD,DEWY4
WL #DEWEY_SPD,DEWY3
.WORD CANI_SHOULD_REPEAT
WL #DEWEY_SPD,DEWY2
WL CANI_GOTO,#dewey_norm
**********
* George
#GEORGE_SPD equ 8
#george_norm
WL #GEORGE_SPD,GEORGE1
.word CANI_RNDWAIT,TSEC*4
WL #GEORGE_SPD,GEORGE2
WL #GEORGE_SPD,GEORGE3
WL #GEORGE_SPD,GEORGE4
WL #GEORGE_SPD,GEORGE3
WL #GEORGE_SPD,GEORGE2
WL CANI_GOTO,#george_norm
#george_cheer1
.WORD CANI_REPEAT,2
WL #GEORGE_SPD,GEORGE1
WL #GEORGE_SPD,GEORGE2
WL #GEORGE_SPD,GEORGE3
WL #GEORGE_SPD,GEORGE4
WL #GEORGE_SPD,GEORGE3
WL #GEORGE_SPD,GEORGE2
.WORD CANI_SHOULD_REPEAT
WL CANI_GOTO,#george_norm
**********
* Jake
#JAKE_SPD equ 8
#jake_norm
WL SPD_FOREVER,JAKE1
WL CANI_GOTO,#jake_norm
#jake_cheer1
WL #JAKE_SPD,JAKE2
WL #JAKE_SPD,JAKE3
WL #JAKE_SPD,JAKE4
WL #JAKE_SPD,JAKE2
WL CANI_GOTO,#jake_norm
#jake_cheer2
WL #JAKE_SPD,JAKE2
.WORD CANI_REPEAT,7
WL #JAKE_SPD,JAKE3
WL #JAKE_SPD,JAKE4
.WORD CANI_SHOULD_REPEAT
WL #JAKE_SPD,JAKE2
WL CANI_GOTO,#jake_norm
**********
* Jamie
#JAMIE_SPD equ 5
#jamie_norm
WL SPD_FOREVER,JAMIE1
WL CANI_GOTO,#jamie_norm
#jamie_cheer1
WL #JAMIE_SPD,JAMIE2
WL #JAMIE_SPD,JAMIE3
WL #JAMIE_SPD,JAMIE4
WL #JAMIE_SPD,JAMIE5
WL #JAMIE_SPD,JAMIE6
WL CANI_GOTO,#jamie_norm
#jamie_cheer2
.WORD CANI_REPEAT,7
WL #JAMIE_SPD,JAMIE2
WL #JAMIE_SPD,JAMIE3
.WORD CANI_SHOULD_REPEAT
WL #JAMIE_SPD,JAMIE4
WL #JAMIE_SPD,JAMIE5
WL #JAMIE_SPD,JAMIE6
WL CANI_GOTO,#jamie_norm
**********
* Jason
#JASON_SPD equ 6
#jason_norm
WL SPD_FOREVER,SERG1
WL CANI_GOTO,#jason_norm
#jason_cheer1
WL #JASON_SPD,SERG2
WL #JASON_SPD,SERG3
WL #JASON_SPD,SERG4
WL #JASON_SPD,SERG5
WL #JASON_SPD,SERG4
WL #JASON_SPD,SERG3
WL #JASON_SPD,SERG2
WL CANI_GOTO,#jason_norm
#jason_cheer2
WL #JASON_SPD,SERG2
WL #JASON_SPD,SERG3
.WORD CANI_REPEAT,7
WL #JASON_SPD,SERG4
WL #JASON_SPD,SERG5
WL #JASON_SPD,SERG4
WL #JASON_SPD,SERG3
.WORD CANI_SHOULD_REPEAT
WL #JASON_SPD,SERG2
WL CANI_GOTO,#jason_norm
**********
* Jason crowd
#JCROWD_SPD equ 8
#jasoncrd_norm
WL SPD_FOREVER,JASONCRD1
WL CANI_GOTO,#jasoncrd_norm
#jasoncrd_cheer1
WL #JCROWD_SPD,JASONCRD2
WL #JCROWD_SPD,JASONCRD3
WL #JCROWD_SPD,JASONCRD4
WL #JCROWD_SPD,JASONCRD5
WL CANI_GOTO,#jasoncrd_norm
#jasoncrd_cheer2
WL #JCROWD_SPD,JASONCRD2
WL #JCROWD_SPD,JASONCRD3
.WORD CANI_REPEAT,7
WL #JCROWD_SPD,JASONCRD4
WL #JCROWD_SPD,JASONCRD5
.WORD CANI_SHOULD_REPEAT
WL CANI_GOTO,#jasoncrd_norm
**********
* JohnC
#JOHNC_SPD equ 8
#johnc_norm
WL SPD_FOREVER,JOHNC1
WL CANI_GOTO,#johnc_norm
#johnc_cheer1
WL #JOHNC_SPD,JOHNC2
WL #JOHNC_SPD,JOHNC3
WL #JOHNC_SPD*3,JOHNC4
WL #JOHNC_SPD,JOHNC3
WL #JOHNC_SPD,JOHNC2
WL CANI_GOTO,#johnc_norm
#johnc_cheer2
WL #JOHNC_SPD,JOHNC2
WL #JOHNC_SPD,JOHNC3
WL #JOHNC_SPD,JOHNC4
WL #JOHNC_SPD,JOHNC3
WL #JOHNC_SPD*3,JOHNC4
WL #JOHNC_SPD,JOHNC3
WL #JOHNC_SPD,JOHNC2
WL CANI_GOTO,#johnc_norm
**********
* Josh
#JOSH_SPD equ 7
#josh_norm
WL SPD_FOREVER,JOSH1
WL CANI_GOTO,#josh_norm
#josh_cheer1
WL #JOSH_SPD,JOSH2
WL #JOSH_SPD,JOSH3
WL #JOSH_SPD,JOSH4
WL #JOSH_SPD,JOSH3
WL #JOSH_SPD,JOSH4
WL #JOSH_SPD,JOSH2
WL CANI_GOTO,#josh_norm
#josh_cheer2
WL #JOSH_SPD,JOSH2
WL #JOSH_SPD,JOSH3
WL #JOSH_SPD,JOSH4
.WORD CANI_REPEAT,6
WL #JOSH_SPD,JOSH3
WL #JOSH_SPD,JOSH4
.WORD CANI_SHOULD_REPEAT
WL #JOSH_SPD,JOSH2
WL CANI_GOTO,#josh_norm
**********
* Joy (side crowd)
#JOY_SPD equ 8
#joy_norm
WL SPD_FOREVER,JOY1
WL CANI_GOTO,#joy_norm
#joy_cheer1
WL #JOY_SPD,JOY1
WL #JOY_SPD,JOY2
WL #JOY_SPD,JOY3
WL #JOY_SPD,JOY4
WL #JOY_SPD,JOY5
WL #JOY_SPD,JOY4
WL #JOY_SPD,JOY3
WL CANI_GOTO,#joy_norm
**********
* Marine
#MARINE_SPD equ 8
#marine_norm
WL SPD_FOREVER,MARINE1
WL CANI_GOTO,#marine_norm
#marine_cheer1
WL #MARINE_SPD,MARINE2
WL #MARINE_SPD,MARINE3
WL #MARINE_SPD,MARINE4
WL #MARINE_SPD,MARINE2
WL CANI_GOTO,#marine_norm
#marine_cheer2
WL #MARINE_SPD,MARINE2
.WORD CANI_REPEAT,6
WL #MARINE_SPD,MARINE3
WL #MARINE_SPD,MARINE4
.WORD CANI_SHOULD_REPEAT
WL #MARINE_SPD,MARINE3
WL #MARINE_SPD,MARINE2
WL CANI_GOTO,#marine_norm
**********
* Mark
#MARK_SPD equ 8
#mark_norm
WL SPD_FOREVER,TURMEL1
WL CANI_GOTO,#mark_norm
#mark_cheer1
WL #MARK_SPD,TURMEL2
WL #MARK_SPD,TURMEL3
WL 20,TURMEL4
WL #MARK_SPD,TURMEL3
WL #MARK_SPD,TURMEL2
WL CANI_GOTO,#mark_norm
**********
* Newc
#NEWC_SPD equ 9
#newc_norm
WL SPD_FOREVER,NEWCOM1
WL CANI_GOTO,#newc_norm
#newc_cheer1
WL #NEWC_SPD,NEWCOM2
WL #NEWC_SPD,NEWCOM3
WL #NEWC_SPD,NEWCOM4
WL #NEWC_SPD,NEWCOM3
WL #NEWC_SPD,NEWCOM4
WL #NEWC_SPD,NEWCOM3
WL #NEWC_SPD,NEWCOM2
WL CANI_GOTO,#newc_norm
#newc_cheer2
WL #NEWC_SPD,NEWCOM2
.WORD CANI_REPEAT,6
WL #NEWC_SPD,NEWCOM3
WL #NEWC_SPD,NEWCOM4
.WORD CANI_SHOULD_REPEAT
WL #NEWC_SPD,NEWCOM2
WL CANI_GOTO,#newc_norm
**********
* Sal
#SAL_SPD equ 8
#sal_norm
WL SPD_FOREVER,SAL1
WL CANI_GOTO,#sal_norm
#sal_cheer1
WL #SAL_SPD,SAL2
WL #SAL_SPD,SAL3
WL #SAL_SPD,SAL4
WL #SAL_SPD,SAL3
WL #SAL_SPD,SAL4
WL #SAL_SPD,SAL3
WL #SAL_SPD,SAL2
WL CANI_GOTO,#sal_norm
#sal_cheer2
WL #SAL_SPD,SAL2
.WORD CANI_REPEAT,7
WL #SAL_SPD,SAL3
WL #SAL_SPD,SAL4
.WORD CANI_SHOULD_REPEAT
WL #SAL_SPD,SAL2
WL CANI_GOTO,#sal_norm
**********
* Sheridan
#SHERIDAN_SPD equ 8
#sheridan_norm
WL 1,SHERID1
.word CANI_RNDWAIT,TSEC*20
WL #SHERIDAN_SPD,SHERID6
WL #SHERIDAN_SPD,SHERID7
WL #SHERIDAN_SPD*2,SHERID8
WL #SHERIDAN_SPD,SHERID7
WL #SHERIDAN_SPD,SHERID6
WL CANI_GOTO,#sheridan_norm
#sheridan_cheer1
WL #SHERIDAN_SPD,SHERID1
WL #SHERIDAN_SPD,SHERID2
WL #SHERIDAN_SPD,SHERID3
WL #SHERIDAN_SPD,SHERID4
WL #SHERIDAN_SPD,SHERID5
WL #SHERIDAN_SPD,SHERID6
WL #SHERIDAN_SPD,SHERID7
WL #SHERIDAN_SPD*2,SHERID8
WL #SHERIDAN_SPD,SHERID7
WL #SHERIDAN_SPD,SHERID6
WL CANI_GOTO,#sheridan_norm
#sheridan_cheer2
WL #SHERIDAN_SPD,SHERID1
WL #SHERIDAN_SPD,SHERID2
WL #SHERIDAN_SPD,SHERID3
.WORD CANI_REPEAT,3
WL #SHERIDAN_SPD,SHERID4
WL #SHERIDAN_SPD,SHERID5
.WORD CANI_SHOULD_REPEAT
WL CANI_GOTO,#sheridan_norm
**********
* Side crowd
#SDCRD_SPD equ 8
#side1_norm
WL SPD_FOREVER,SDCRD1A
WL CANI_GOTO,#side1_norm
#side1_cheer1
WL #SDCRD_SPD,SDCRD2A
WL #SDCRD_SPD,SDCRD3A
WL #SDCRD_SPD,SDCRD4A
WL #SDCRD_SPD,SDCRD3A
WL #SDCRD_SPD,SDCRD2A
WL CANI_GOTO,#side1_norm
#side2_norm
WL SPD_FOREVER,SDCRD1B
WL CANI_GOTO,#side2_norm
#side2_cheer1
WL #SDCRD_SPD,SDCRD2B
WL #SDCRD_SPD,SDCRD3B
WL #SDCRD_SPD,SDCRD4B
WL #SDCRD_SPD,SDCRD3B
WL #SDCRD_SPD,SDCRD2B
WL CANI_GOTO,#side2_norm
#side3_norm
WL SPD_FOREVER,SDCRD1C
WL CANI_GOTO,#side3_norm
#side3_cheer1
WL #SDCRD_SPD,SDCRD2C
WL #SDCRD_SPD,SDCRD3C
WL #SDCRD_SPD,SDCRD4C
WL #SDCRD_SPD,SDCRD3C
WL #SDCRD_SPD,SDCRD2C
WL CANI_GOTO,#side3_norm
**********
* Tobias
#TOBIAS_SPD equ 7
#tobias_norm
WL SPD_FOREVER,TOBIAS1
WL CANI_GOTO,#tobias_norm
#tobias_cheer1
WL #TOBIAS_SPD,TOBIAS2
WL #TOBIAS_SPD,TOBIAS3
WL #TOBIAS_SPD,TOBIAS4
WL #TOBIAS_SPD,TOBIAS2
WL CANI_GOTO,#tobias_norm
#tobias_cheer2
WL #TOBIAS_SPD,TOBIAS2
.WORD CANI_REPEAT,7
WL #TOBIAS_SPD,TOBIAS3
WL #TOBIAS_SPD,TOBIAS4
.WORD CANI_SHOULD_REPEAT
WL #TOBIAS_SPD,TOBIAS2
WL CANI_GOTO,#tobias_norm
**********
* Tony
#TONY_SPD equ 7
#tony_norm
WL SPD_FOREVER,CRAZY1
WL CANI_GOTO,#tony_norm
#tony_cheer1
WL #TONY_SPD,CRAZY2
WL #TONY_SPD,CRAZY3
WL #TONY_SPD,CRAZY4
WL #TONY_SPD,CRAZY5
WL #TONY_SPD,CRAZY4
WL #TONY_SPD,CRAZY5
WL #TONY_SPD,CRAZY4
WL #TONY_SPD,CRAZY3
WL #TONY_SPD,CRAZY2
WL CANI_GOTO,#tony_norm
#tony_cheer2
WL #TONY_SPD,CRAZY2
WL #TONY_SPD,CRAZY3
.WORD CANI_REPEAT,7
WL #TONY_SPD,CRAZY4
WL #TONY_SPD,CRAZY5
WL #TONY_SPD,CRAZY4
WL #TONY_SPD,CRAZY3
WL #TONY_SPD,CRAZY4
WL #TONY_SPD,CRAZY5
.WORD CANI_SHOULD_REPEAT
WL #TONY_SPD,CRAZY4
WL #TONY_SPD,CRAZY3
WL #TONY_SPD,CRAZY2
WL CANI_GOTO,#tony_norm
**********
* Tony crowd
#TONYC_SPD equ 8
#tonycrd_norm
WL SPD_FOREVER,TONYCRD1
WL CANI_GOTO,#tonycrd_norm
#tonycrd_cheer1
WL #TONYC_SPD,TONYCRD2
WL #TONYC_SPD,TONYCRD3
WL #TONYC_SPD,TONYCRD4
WL #TONYC_SPD,TONYCRD5
WL CANI_GOTO,#tonycrd_norm
**********
* Vogel
#VOGEL_SPD equ 8
#vogel_norm
WL SPD_FOREVER,VOGEL1
WL CANI_GOTO,#vogel_norm
#vogel_cheer1
WL #VOGEL_SPD,VOGEL2
WL #VOGEL_SPD,VOGEL3
WL #VOGEL_SPD,VOGEL4
WL #VOGEL_SPD,VOGEL3
WL #VOGEL_SPD,VOGEL2
WL CANI_GOTO,#vogel_norm
#vogel_cheer2
WL #VOGEL_SPD,VOGEL2
.WORD CANI_REPEAT,7
WL #VOGEL_SPD,VOGEL3
WL #VOGEL_SPD,VOGEL4
.WORD CANI_SHOULD_REPEAT
WL #VOGEL_SPD,VOGEL2
WL CANI_GOTO,#vogel_norm
DO_CROWD_CHEER
MOVK C_OVERIDE|C_LONG,A3
CLR A4
#*****************************************************************************
* Causes the crowd to cheer.
;INPUT A3 = BIT 0 1=LONG OR 0=SHORT TYPE OF ANIMATION
; BIT 1 1=OVERRIDE WHAT IS ALREADY GOING ON OR NOT
; BIT 2 1=DO RANDOM NUMBER OF PEOPLE IN AUDIENCE
; A4 = RNDPER VALUE IF BIT 2 SET IN A3
SUBR crowd_cheer
CLR A7
BTST B_RANDOM,A3
JRZ NO_RANDOMNESS
MOVE A4,A7
NO_RANDOMNESS
movi CROWDDATA,a4
movi NUMCROWD,a5
movk 1,a6
#loop
MOVE A7,A0
JRZ DO_THEM_ALL
CALLA RNDPER
JRLS DO_NEXT_PERSON
DO_THEM_ALL
BTST B_OVERRIDE,A3
JRNZ JUST_DO_IT_ANYWAY
MOVE *A4(CHEER1),A8,L
MOVE *A4(SCPTR),A9,L
CMP A8,A9
JRGE DO_NEXT_PERSON
JUST_DO_IT_ANYWAY
move *a4(CHEER1),*a4(SCPTR),L
BTST B_L_OR_S,A3
JRZ OKAY_DO_SHORT
move *a4(CHEER2),*a4(SCPTR),L
OKAY_DO_SHORT
move a6,*a4(TIME),W
DO_NEXT_PERSON
addi BSIZE,a4
dsj a5,#loop
CALLA START_FLASHES
rets
#*****************************************************************************
.end


150
BACKUP/DAMAGE.EQU Normal file
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@ -0,0 +1,150 @@
******************************************************************************
*
* Damage values for attacks.
*
;Separate into doink moves, etc.
;MJT Start
D_PUNCH .equ 12
D_HDBUTT .equ 12
D_KICK .equ 14
D_FLYKICK .equ 32
D_GRABTHROW .equ 0
D_UPRCUT .equ 22
D_LBDROP .equ 17
D_GRBHOLD .equ 0
D_GRBFLNG .equ 0
D_PUSH .equ 0
D_BIGBOOT .equ 15
D_KNEE .equ 12
D_GRAPPLE .equ 0
D_BOXPUNCH .equ 20
D_STOMP .equ 9
D_SPINKIK .equ 28
D_CLINE .equ 32
D_HEDHOLD .equ 0
D_JUMPKICK .equ 27
D_RUN .equ 0
D_PUPPET .equ 0
D_BCKHAND .equ 26
D_BUZZ .equ 25
D_HAYMAKER .equ 26
D_BLBDROP .equ 20
D_BSTOMP .equ 17
D_HDKNEES .equ 12
D_EARSLAP1 .equ 21
D_EARSLAP2 .equ 6
D_HAMMER1 .equ 15
D_HAMMER2 .equ 4
D_BUTTSTOMP .equ 30
D_ATT31 .equ 0
D_ATT32 .equ 0
D_ATT33 .equ 0
D_TOMB .equ 18
D_BIGKNEE .equ 17
D_FLPKIK .equ 0
D_SPDKIK .equ 18
D_SPDKIK2 .equ 32
D_HITCK .equ 0
D_ARMBRK .equ 17
D_ATT40 .equ 0
D_ATT41 .equ 0
D_ATT42 .equ 0
D_ATT43 .equ 0
D_HDBUTT_STAY .equ 7
;Puppet move damage values:
;These are used in the sequences
;EX: ANI_DAMAGEOPP,BSLAM
D_HAIR_PICKUP .equ 0
D_BSLAM .equ 20
D_GSUPLEX .equ 25
D_FSTEIN .equ 30
D_HIPTOSS .equ 15
D_PILEDRIVER .equ 40
D_FACESLAM1 .equ 28
D_FACESLAM2 .equ 5
D_BACKBRKR .equ 35
D_POGO1 .equ 25
D_POGO2 .equ 11
D_KICKTOSS .equ 22
D_NECKBRKR .equ 30
D_NECKSLAM .equ 32
D_RUGSLAM .equ 10
D_HITCONCRETE .equ 10
D_FLIPSLAM .equ 20
;MJT End
******************************************************************************
*
* ATTACK TYPES (USED FOR DRONE STUFF)
AT_PUNCH .equ 0
AT_HDBUTT .equ 1
AT_KICK .equ 2
AT_FLYKICK .equ 3
AT_GRABTHROW .equ 4
AT_UPRCUT .equ 5
AT_LBDROP .equ 6
AT_GRBHOLD .equ 7
AT_GRBFLNG .equ 8
AT_PUSH .equ 9
AT_BIGBOOT .equ 10
AT_KNEE .equ 11
AT_GRAPPLE .equ 12
AT_BOXPUNCH .equ 13
AT_STOMP .equ 14
AT_SPINKIK .equ 15
AT_CLINE .equ 16
AT_HEDHOLD .equ 17
AT_JUMPKICK .equ 18
AT_RUN .equ 19
AT_PUPPET .equ 20
AT_BCKHAND .equ 21
AT_BUZZ .equ 22
AT_HAYMAKER .equ 23
AT_BLBDROP .equ 24
AT_BSTOMP .equ 25
AT_HDKNEES .equ 26
AT_EARSLAP1 .equ 27
AT_EARSLAP2 .equ 28
AT_HAMMER1 .equ 29
AT_HAMMER2 .equ 30
AT_BUTTSTOMP .equ 31
AT_TOMB .equ 35
AT_BIGKNEE .equ 36
AT_FLPKIK .equ 37
AT_SPDKIK .equ 38
AT_SPDKIK2 .equ 39
AT_HITCK .equ 40
AT_ARMBRK .equ 41
AT_HDBUTT_STAY .equ 42
AT_HAIR_PICKUP .equ 43
AT_BSLAM .equ 44
AT_GSUPLEX .equ 45
AT_FSTEIN .equ 46
AT_HIPTOSS .equ 47
AT_PILEDRIVER .equ 48
AT_FACESLAM1 .equ 49
AT_FACESLAM2 .equ 50
AT_BACKBRKR .equ 51
AT_POGO1 .equ 52
AT_POGO2 .equ 53
AT_KICKTOSS .equ 54
AT_NECKBRKR .equ 55
AT_NECKSLAM .equ 56
;MJT Start
AT_LEAPING .equ 57
;MJT End
******************************************************************************


3312
BACKUP/DCSSOUND.ASM Normal file

File diff suppressed because it is too large Load Diff

15
BACKUP/DELETE.ASM Normal file
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@ -0,0 +1,15 @@
;These are .ASM files that are no longer used but simply refuse to die.
ADAMIMG.ASM
ADMSEQ1.ASM
ADMSEQ2.ASM
ADMSEQ3.ASM
BUG.ASM
COMMON.ASM
DELETE.ASM
HARTIMG.ASM
MAINIMG.ASM
ROPESIMG.ASM
TEMPLATE.ASM


23
BACKUP/DELETE.BAT Normal file
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del ATTRACT.IMG
del BLANK.IMG
del DCSLOGO.IMG
del DNKPIN.IMG
del NMATCH12.IMG
del NUFLOR.IMG
del PWRBARS.IMG
del REF_HIT.IMG
del REF_MSC.IMG
del REF_PNC.IMG
del REF_WLK.IMG
del SHIT.IMG
del SHIT2.IMG
del SHNGSUP.IMG
del SHNRUN.IMG
del SHN_JMS.IMG
del SIDEROPE.IMG
del SLATE.IMG
del TEMP.IMG
del WWFMUGS2.IMG
del XPLOSION.IMG


3
BACKUP/DELT.BAT Normal file
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@echo off
del t\%1


5794
BACKUP/DIAG.ASM Normal file

File diff suppressed because it is too large Load Diff

2
BACKUP/DIFFN.BAT Normal file
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diff %1 new\%1


5
BACKUP/DIFFT.BAT Normal file
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@echo off
dir %1
dir t\%1
diff %1 t\%1


105
BACKUP/DIP.EQU Normal file
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**************************************************************************
* *
* NBA JAM - DIPSWITCH EQUATE FILE *
* *
* COPYRIGHT (C) 1993 MIDWAY MANUFACTURING COMPANY. *
* ALL RIGHTS RESERVED. *
* *
**************************************************************************
DPUSECMOS EQU 0100H ;USE CMOS MASK
DPCOINAGE EQU 0E00H ;COINAGE MASK
DPCOINAGE_SRL EQU 9 ;SHIFT TO RIGHT JUSTIFY
DPCOUNTRY EQU 3000H ;COUNTRY MASK
DPCOUNTRY_SRL EQU 12 ;SHIFT TO RIGHT JUSTIFY
DPCOUNTER EQU 0C000H ;COIN COUNTER MODE
DPCOUNTER_SRL EQU 14 ;SHIFT TO RIGHT JUSTIFY
DPPLAYERS EQU 1 ;NUMBER OF HARDWARE PLAYERS
DPVALIDATOR EQU 2 ;DOLLAR BILL VALIDATOR INSTALLED
DPVALIDATOR_SRL EQU 1 ;SHIFT TO RIGHT JUSTIFY
DPNOVIDCLIPS EQU 4 ;No video clips
DPNOVIDCLIPS_B EQU 2
;DPTOURNAMENT EQU 8 ;Tournament mode
;DPTOURNAMENT_B EQU 3
DP4MEG equ 32 ;4 Megabit/8 Megabit Image ROMS
DP4MEG_DIAG equ 4 ;4 Megabit/8 Megabit Image ROMS
DPPOWER EQU 64 ;Tournament mode
DPPOWER_B EQU 6
DPTEST EQU 128 ;TEST SWITCH
DPTEST_B EQU 7
; DPUSECMOS ( UJ1 - 1 )
;
; 0 = DIP SWITCH COINAGE USED
; 1 = CMOS COINAGE USED
;
; DPRIGHTSLOT ( UJ1 - 4 3 2 )
;
; 000 = USA 1 / GERMAN 1 / FRENCH 1
; 001 = USA 2 / GERMAN 2 / FRENCH 2
; 010 = USA 3 / GERMAN 3 / FRENCH 3
; 011 = USA 4 / GERMAN 4 / FRENCH 4
; 100 = 1 COIN / 2 CREDIT
; 101 = 1 COIN / 3 CREDIT
; 110 = 1 COIN / 4 CREDIT
; 111 = FREEPLAY
;
; DPCOUNTRY ( UJ1 - 6 5 )
;
; 00 = USA
; 01 = GERMAN
; 10 = FRENCH
; 11 = OUTERSPACE
;
; DPCOUNTER ( UJ1 - 8 7 )
;
; 00 = 1 COUNT/COIN - LEFT COUNTER
; 01 = 1 COUNT/COIN - LEFT AND RIGHT COUNTERS
; 10 = TOTALIZER - LEFT COUNTER
; 11 = 1 COUNT/COIN - LEFT COUNTER
;
; DPPLAYERS ( UJ2 - 1 )
;
; 0 = GAME CONFIGURED FOR 4 PLAYERS
; 1 = GAME CONFIGURED FOR 2 PLAYERS
;
; DPVALIDATOR ( UJ2 - 2 )
;
; 0 = NO DOLLAR BILL ACCEPTOR INSTALLED
; 1 = DOLLAR BILL ACCEPTOR INSTALLED
;
; DPNOVIDCLIPS ( UJ2 - 3 )
;
; 0 = Video clips on
; 1 = Video clips off
;
; DPTOURNAMENT ( UJ2 - 4 )
;
; 0 = Tournament mode off
; 1 = Tournament mode on
;
; DPUNUSED ( UJ2 - 5 )
;
; DPUNUSED ( UJ2 - 6 )
;
; DPUNUSED ( UJ2 - 7 )
;
; DPTEST ( UJ2 - 8 )
;
; 0 = NORMAL NON-TEST
; 1 = TEST MODE
;
******************************************************************************



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@echo off
dir t /od


3287
BACKUP/DISPLAY.ASM Normal file

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**************************************************************
*
* Software:
* Initiated: 9/3/93
*
* COPYRIGHT (C) 1992 WILLIAMS ELECTRONICS GAMES, INC.
*
**************************************************************
.globl OFREE,OBJLST,BAKLST,DISPLAYON,SCRNRELV
.globl GETOBJ,INSOBJ,DELOBJ,DELOBJA8
.globl DISPLAY,OBJSTR
.globl ANI,SCRTST,SCRTSTG,GANIOF,DELBOBJ
.globl INSBOBJ,KILBOBJ
.globl PULLBOBJ,PULLOBJ,GANISAG
.globl QDMA,QDMAN,GETANIXY
.globl obj_addworldxy
.globl SCROLLX,SCROLLY,WORLDTLX,WORLDTLY,WORLDTL
.globl SCRNTL,SCRNLR,GSCRNREL,ADJNEWTL
.globl OBJSTR,SCREENTL,SCREENLR,DMAQCUR
.globl dpage,dtype
.globl dmaq0cnt,dmaq1cnt,dmaq0flg,dmaq1flg
.globl dmaq0,dmaq1
.globl STOPOBJS
.globl FREEOBJ,EXISTOBJ
.globl ISOBJ
.globl BEGINOBJW,BEGINOBJ
.globl BEGINOBJWP,BEGINOBJP
.globl obj_delc,obj_del1c,obj_aniq,obj_aniq_cnoff
.globl obj_aniq_scld
.globl DELOBJDIE,FRQDELDIE
.globl scrn_scaleininit,scrn_scalein,scrn_scaleout
.globl display_blank,display_unblank
.globl display_2dsclmodeon,display_2dsclstarmodeon
*CONSTANTS
SCRNXP equ 56 ;Left X padding in bitmap
SCRNST equ [0,-32] ;Top left of screen
SCRNEND equ [254,432] ;Bottom right of screen
SCRNMID equ [128,200] ;Midpoint of screen
PAGE1YO equ 256 ;2nd page Y offset
TSEC equ 53 ;Ticks per second
;HEBLNKINIT equ 32h ;Initial value for register
HEBLNKINIT equ 65h ;Initial value for register
OWSPD equ 18 ;Open window speed
OWSPD2 equ 25
CWSPD equ 40 ;Close win speed
RING_X_MID equ 1024
SCALETSIZE equ 40*4*16
*STRUCT OBJ
OLINK equ 000 ;UHL *next object block
OXVEL equ 020h ;UHL X velocity 16:16
OYVEL equ 040h ;UHL Y velocity 16:16
OZVEL equ 060h ;UHL Z velocity 16:16
OXVAL equ 080h ;UHL X position 16:16
OXFRAC equ 080h ; X pos fraction
OXPOS equ 090h ; X pos integer
OYVAL equ 0a0h ;UHL Y position 16:16
OYFRAC equ 0a0h ; Y pos frac
OYPOS equ 0b0h ; Y pos int
OZVAL equ 0c0h ;UHL Z position 16:16
OZPOS equ 0d0h ; Z pos int
OFLAGS equ 0e0h ;UHW Mode flags
OCTRL equ 0f0h ;UHW DMA control
OFSET equ 100h ;UHW Offset
OSAG equ 110h ;UHL *Image data
OSIZE equ 130h ;
OSIZEX equ 130h ;UHW X size
OSIZEY equ 140h ;UHW Y size
OPAL equ 150h ;UHW Palette #
OCONST equ 160h ;UHW Constant color
OIMG equ 170h ;UHL *Image header
OID equ 190h ;UHW Object ID
OPLINK equ 1a0h ;UHL *Process
ODATA_p equ 1c0h ;UHL *Scale table if scaled obj
OXANI equ 1e0h ;SHL X scaled animation pt 16:16
OMISC equ 210h ;UHW Misc data (3D mode Z offset)
ODOFF equ 220h ;
ODXOFF equ 220h ;SDW display x offset
ODYOFF equ 230h ;SDW display y offset
OSCALE EQU 240H ;UHL scale this object (set to 100% in BEGINOBJ)
OBSIZ equ 260h
*ENDSTRUCT
NOBJ equ 350 ;Total # objects
BQCELL equ 0c0h ;Size of DMA queue element
;Values for OFLAGS & OCTRL
M_WRZERO equ 1 ;Write zero data
M_WRNONZ equ 2 ;Write non-zero data
M_CONZER equ 4 ;Replace zero data with constant
M_CONNON equ 8 ;Replace non-zero data with constant
M_CONST equ 0ch ;Replace all with constant
M_FLIPH equ 10h ;Flip horizontally
M_FLIPV equ 20h ;Flip vertically
M_3DQ equ 40h ;Display in quick perspective
M_NODISP equ 80H ;DONT DISPLAY THIS OBJ
M_3D equ 100h ;Display in perspective using XYZ
M_SHAD equ 200h ;Shadow
M_PIXSCAN equ 400h ;Pixel scan on
M_NOCOLL equ 800h ;Collisions off
M_NOSCALE equ 1000h ;3D scaling off
M_SCRNREL equ 2000h ;Screen relative XY on
M_BOBJ equ 4000h ;background object (special flip)
;OFLAGS/OCTRL bits
B_WRZERO equ 0
B_WRNONZ equ 1
B_CONZER equ 2
B_CONNON equ 3
B_FLIPH equ 4
B_FLIPV equ 5
B_3DQ equ 6
B_NODISP equ 7 ;DONT DISPLAY THIS OBJ
B_3D equ 8
B_SHAD equ 9
B_PIXSCAN equ 10
B_NOCOLL equ 11
B_NOSCALE equ 12
B_SCRNREL equ 13
B_BOBJ equ 14
******************************************************************************




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*************************
*
* WE NEED TO INSERT THIS AT THE BEGINNING
*
* OF EACH 'ATTACK' SEQUENCE
*
* EQUATES ARE DEFINED IN DAMAGE.EQU
*
*
* .word ANI_STARTATTACK,AT_PUNCH,8 ;type, #ticks 'til attack on
*
*
*
*************************
**************************************************************
*
* Software: Jamie Rivett
* Initiated: 10/12/93
*
* COPYRIGHT (C) 1992 WILLIAMS ELECTRONICS GAMES, INC.
*
**************************************************************
.file "dnkseq1.asm"
.title "Krusty the Clown animation sequences"
.width 132
.option b,d,l,t
.mnolist
.include "macros.h"
.include "mproc.equ" ;Mproc equates
.include "sys.equ"
.include "game.equ"
.include "plyr.equ"
.include "anim.equ"
.include "sound.h"
.include "doinkimg.h"
******************************************************************************
* EXTERNAL REFERENCES
.REF SMALL_RUN
******************************************************************************
* SYMBOLS DEFINED IN THIS FILE
******************************************************************************
* EQUATES FOR THIS FILE
TSEC equ 53
#*****************************************************************************
*
* STANDS
SUBR dnk_zip_anim
WL TSEC*60,D2ST2B+FR3
.word ANI_END
SUBR dnk_stand2_anim
SUBR dnk_stand8_anim
.word ANI_SETMODE,MODE_NORMAL
.word ANI_SETSPEED,100h
WL 6,D2ST2B+FR3
WL 6,D2ST2B+FR4
WL 6,D2ST2B+FR5
WL 6,D2ST2B+FR6
WL 6,D2ST2B+FR5
WL 6,D2ST2B+FR4
.word ANI_REPEAT
SUBR dnk_stand4_anim
SUBR dnk_stand6_anim
.word ANI_SETMODE,MODE_NORMAL
.word ANI_SETSPEED,100h
WL 6,D4ST4E+FR3
WL 6,D4ST4E+FR4
WL 6,D4ST4E+FR5
WL 6,D4ST4E+FR6
WL 6,D4ST4E+FR5
WL 6,D4ST4E+FR4
.word ANI_REPEAT
#*****************************************************************************
*
* WALKING TORSOS
SUBR dnk_torso2_anim
SUBR dnk_torso8_anim
WL 4,D2TW2B+FR1
WL 4,D2TW2B+FR2
WL 4,D2TW2B+FR3
WL 4,D2TW2B+FR4
WL 4,D2TW2B+FR3
WL 4,D2TW2B+FR2
.word ANI_REPEAT
SUBR dnk_torso4_anim
SUBR dnk_torso6_anim
WL 4,D4TW4B+FR1
WL 4,D4TW4B+FR2
WL 4,D4TW4B+FR3
WL 4,D4TW4B+FR4
WL 4,D4TW4B+FR3
WL 4,D4TW4B+FR2
.word ANI_REPEAT
SUBR dnk_holdoh_anim
WL 999,D4TH4A+FR1
.word ANI_REPEAT
#*****************************************************************************
*
* WALKS FACING #2
SUBR dnk_walk1_f2_anim
WL 2,D2WL1A+FR1
WL 2,D2WL1A+FR2
WL 2,D2WL1A+FR3
WL 2,D2WL1A+FR4
WL 2,D2WL1A+FR5
WL 2,D2WL1A+FR6
WL 2,D2WL1A+FR7
WL 2,D2WL1A+FR8
WL 2,D2WL1A+FR9
WL 2,D2WL1A+FR10
WL 2,D2WL1A+FR11
WL 2,D2WL1A+FR12
WL 2,D2WL1A+FR13
WL 2,D2WL1A+FR14
WL 2,D2WL1A+FR15
WL 2,D2WL1A+FR16
WL 2,D2WL1A+FR17
WL 2,D2WL1A+FR18
.word ANI_REPEAT
SUBR dnk_walk2_f2_anim
WL 2,D2WL2A+FR1
WL 2,D2WL2A+FR2
WL 2,D2WL2A+FR3
WL 2,D2WL2A+FR4
WL 2,D2WL2A+FR5
WL 2,D2WL2A+FR6
WL 2,D2WL2A+FR7
WL 2,D2WL2A+FR8
WL 2,D2WL2A+FR9
WL 2,D2WL2A+FR10
WL 2,D2WL2A+FR11
WL 2,D2WL2A+FR12
WL 2,D2WL2A+FR13
WL 2,D2WL2A+FR14
WL 2,D2WL2A+FR15
WL 2,D2WL2A+FR16
WL 2,D2WL2A+FR17
.word ANI_REPEAT
SUBR dnk_walk4_f2_anim
WL 2,D2WL4B+FR1
WL 2,D2WL4B+FR2
WL 2,D2WL4B+FR3
WL 2,D2WL4B+FR4
WL 2,D2WL4B+FR5
WL 2,D2WL4B+FR6
WL 2,D2WL4B+FR7
WL 2,D2WL4B+FR8
WL 2,D2WL4B+FR9
WL 2,D2WL4B+FR10
WL 2,D2WL4B+FR11
WL 2,D2WL4B+FR12
WL 2,D2WL4B+FR13
WL 2,D2WL4B+FR14
WL 2,D2WL4B+FR15
WL 2,D2WL4B+FR16
WL 2,D2WL4B+FR17
WL 2,D2WL4B+FR18
.word ANI_REPEAT
SUBR dnk_walk5_f2_anim
WL 2,D2WL1A+FR18
WL 2,D2WL1A+FR17
WL 2,D2WL1A+FR16
WL 2,D2WL1A+FR15
WL 2,D2WL1A+FR14
WL 2,D2WL1A+FR13
WL 2,D2WL1A+FR12
WL 2,D2WL1A+FR11
WL 2,D2WL1A+FR10
WL 2,D2WL1A+FR9
WL 2,D2WL1A+FR8
WL 2,D2WL1A+FR7
WL 2,D2WL1A+FR6
WL 2,D2WL1A+FR5
WL 2,D2WL1A+FR4
WL 2,D2WL1A+FR3
WL 2,D2WL1A+FR2
WL 2,D2WL1A+FR1
.word ANI_REPEAT
SUBR dnk_walk6_f2_anim
WL 2,D2WL2A+FR17
WL 2,D2WL2A+FR16
WL 2,D2WL2A+FR15
WL 2,D2WL2A+FR14
WL 2,D2WL2A+FR13
WL 2,D2WL2A+FR12
WL 2,D2WL2A+FR11
WL 2,D2WL2A+FR10
WL 2,D2WL2A+FR9
WL 2,D2WL2A+FR8
WL 2,D2WL2A+FR7
WL 2,D2WL2A+FR6
WL 2,D2WL2A+FR5
WL 2,D2WL2A+FR4
WL 2,D2WL2A+FR3
WL 2,D2WL2A+FR2
WL 2,D2WL2A+FR1
.word ANI_REPEAT
SUBR dnk_walk8_f2_anim
WL 2,D2WL4B+FR18
WL 2,D2WL4B+FR17
WL 2,D2WL4B+FR16
WL 2,D2WL4B+FR15
WL 2,D2WL4B+FR14
WL 2,D2WL4B+FR13
WL 2,D2WL4B+FR12
WL 2,D2WL4B+FR11
WL 2,D2WL4B+FR10
WL 2,D2WL4B+FR9
WL 2,D2WL4B+FR8
WL 2,D2WL4B+FR7
WL 2,D2WL4B+FR6
WL 2,D2WL4B+FR5
WL 2,D2WL4B+FR4
WL 2,D2WL4B+FR3
WL 2,D2WL4B+FR2
WL 2,D2WL4B+FR1
.word ANI_REPEAT
#*****************************************************************************
*
* WALKS FACING #4
SUBR dnk_walk1_f4_anim
WL 2,D4WL5A+FR18
WL 2,D4WL5A+FR17
WL 2,D4WL5A+FR16
WL 2,D4WL5A+FR15
WL 2,D4WL5A+FR14
WL 2,D4WL5A+FR13
WL 2,D4WL5A+FR12
WL 2,D4WL5A+FR11
WL 2,D4WL5A+FR10
WL 2,D4WL5A+FR9
WL 2,D4WL5A+FR8
WL 2,D4WL5A+FR7
WL 2,D4WL5A+FR6
WL 2,D4WL5A+FR5
WL 2,D4WL5A+FR4
WL 2,D4WL5A+FR3
WL 2,D4WL5A+FR2
WL 2,D4WL5A+FR1
.word ANI_REPEAT
SUBR dnk_walk2_f4_anim
WL 2,D4WL2A+FR1
WL 2,D4WL2A+FR2
WL 2,D4WL2A+FR3
WL 2,D4WL2A+FR4
WL 2,D4WL2A+FR5
WL 2,D4WL2A+FR6
WL 2,D4WL2A+FR7
WL 2,D4WL2A+FR8
WL 2,D4WL2A+FR9
WL 2,D4WL2A+FR10
WL 2,D4WL2A+FR11
WL 2,D4WL2A+FR12
WL 2,D4WL2A+FR13
WL 2,D4WL2A+FR14
WL 2,D4WL2A+FR15
WL 2,D4WL2A+FR16
WL 2,D4WL2A+FR17
WL 2,D4WL2A+FR18
.word ANI_REPEAT
SUBR dnk_walk4_f4_anim
WL 2,D4WL4A+FR1
WL 2,D4WL4A+FR2
WL 2,D4WL4A+FR3
WL 2,D4WL4A+FR4
WL 2,D4WL4A+FR5
WL 2,D4WL4A+FR6
WL 2,D4WL4A+FR7
WL 2,D4WL4A+FR8
WL 2,D4WL4A+FR9
WL 2,D4WL4A+FR10
WL 2,D4WL4A+FR11
WL 2,D4WL4A+FR12
WL 2,D4WL4A+FR13
WL 2,D4WL4A+FR14
WL 2,D4WL4A+FR15
WL 2,D4WL4A+FR16
WL 2,D4WL4A+FR17
WL 2,D4WL4A+FR18
.word ANI_REPEAT
SUBR dnk_walk5_f4_anim
WL 2,D4WL5A+FR1
WL 2,D4WL5A+FR2
WL 2,D4WL5A+FR3
WL 2,D4WL5A+FR4
WL 2,D4WL5A+FR5
WL 2,D4WL5A+FR6
WL 2,D4WL5A+FR7
WL 2,D4WL5A+FR8
WL 2,D4WL5A+FR9
WL 2,D4WL5A+FR10
WL 2,D4WL5A+FR11
WL 2,D4WL5A+FR12
WL 2,D4WL5A+FR13
WL 2,D4WL5A+FR14
WL 2,D4WL5A+FR15
WL 2,D4WL5A+FR16
WL 2,D4WL5A+FR17
WL 2,D4WL5A+FR18
.word ANI_REPEAT
SUBR dnk_walk6_f4_anim
WL 2,D4WL2A+FR18
WL 2,D4WL2A+FR17
WL 2,D4WL2A+FR16
WL 2,D4WL2A+FR15
WL 2,D4WL2A+FR14
WL 2,D4WL2A+FR13
WL 2,D4WL2A+FR12
WL 2,D4WL2A+FR11
WL 2,D4WL2A+FR10
WL 2,D4WL2A+FR9
WL 2,D4WL2A+FR8
WL 2,D4WL2A+FR7
WL 2,D4WL2A+FR6
WL 2,D4WL2A+FR5
WL 2,D4WL2A+FR4
WL 2,D4WL2A+FR3
WL 2,D4WL2A+FR2
WL 2,D4WL2A+FR1
.word ANI_REPEAT
SUBR dnk_walk8_f4_anim
WL 2,D4WL4A+FR18
WL 2,D4WL4A+FR17
WL 2,D4WL4A+FR16
WL 2,D4WL4A+FR15
WL 2,D4WL4A+FR14
WL 2,D4WL4A+FR13
WL 2,D4WL4A+FR12
WL 2,D4WL4A+FR11
WL 2,D4WL4A+FR10
WL 2,D4WL4A+FR9
WL 2,D4WL4A+FR8
WL 2,D4WL4A+FR7
WL 2,D4WL4A+FR6
WL 2,D4WL4A+FR5
WL 2,D4WL4A+FR4
WL 2,D4WL4A+FR3
WL 2,D4WL4A+FR2
WL 2,D4WL4A+FR1
.word ANI_REPEAT
;2 TICKS = 1
#*****************************************************************************
*
* TURNS (STANDS)
SUBR dnk_2_to_4_turn_anim
SUBR dnk_8_to_6_turn_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
WL 1,D1TT5Z+FR2 ;2.5
WL 1,D1TT5Z+FR3 ;3.5
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
SUBR dnk_4_to_2_turn_anim
SUBR dnk_6_to_8_turn_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
WL 1,D1TT5Z+FR3 ;3.5
WL 1,D1TT5Z+FR2 ;2.5
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
SUBR dnk_4_to_6_turn_anim
SUBR dnk_6_to_4_turn_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
WL 1,D1TT5Z+FR4 ;4.5
.word ANI_XFLIP
WL 1,D1TT5Z+FR4 ;4.5
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
SUBR dnk_2_to_8_turn_anim
SUBR dnk_8_to_2_turn_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
WL 1,D1TT5Z+FR1 ;1.5
.word ANI_XFLIP
WL 1,D1TT5Z+FR1 ;1.5
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
SUBR dnk_4_to_8_turn_anim
SUBR dnk_6_to_2_turn_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
WL 1,D1TT5Z+FR3 ;3.5
WL 1,D1TT5Z+FR2 ;2.5
WL 1,D1TT5Z+FR1 ;1.5
.word ANI_XFLIP
WL 1,D1TT5Z+FR1 ;1.5
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
SUBR dnk_2_to_6_turn_anim
SUBR dnk_8_to_4_turn_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
WL 1,D1TT5Z+FR2 ;2.5
WL 1,D1TT5Z+FR3 ;3.5
WL 1,D1TT5Z+FR4 ;4.5
.word ANI_XFLIP
WL 1,D1TT5Z+FR4 ;4.5
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
#*****************************************************************************
*
* TURNS (TORSOS)
SUBR dnk_2_to_4_turn2_anim
SUBR dnk_8_to_6_turn2_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
WL 1,D1TR5Z+FR2 ;2.5
.word ANI_SETFACING ;ANI_XFLIP <- not primary anim
WL 1,D1TR5Z+FR3 ;3.5
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
SUBR dnk_4_to_2_turn2_anim
SUBR dnk_6_to_8_turn2_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
WL 1,D1TR5Z+FR3 ;3.5
.word ANI_SETFACING ;ANI_XFLIP <- not primary anim
WL 1,D1TR5Z+FR2 ;2.5
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
SUBR dnk_4_to_6_turn2_anim
SUBR dnk_6_to_4_turn2_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
WL 1,D1TR5Z+FR4 ;4.5
.word ANI_SETFACING ;ANI_XFLIP <- not primary anim
WL 1,D1TR5Z+FR4 ;4.5
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
SUBR dnk_2_to_8_turn2_anim
SUBR dnk_8_to_2_turn2_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
WL 1,D1TR5Z+FR1 ;1.5
.word ANI_SETFACING ;ANI_XFLIP <- not primary anim
WL 1,D1TR5Z+FR1 ;1.5
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
SUBR dnk_4_to_8_turn2_anim
SUBR dnk_6_to_2_turn2_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
WL 1,D1TR5Z+FR4 ;4.5
.word ANI_SETFACING ;ANI_XFLIP <- not primary anim
WL 1,D1TR5Z+FR4 ;4.5
WL 1,D1TR5Z+FR3 ;3.5
.word ANI_SETFACING
WL 1,D1TR5Z+FR2 ;2.5
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
SUBR dnk_2_to_6_turn2_anim
SUBR dnk_8_to_4_turn2_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
WL 1,D1TR5Z+FR2 ;2.5
.word ANI_SETFACING
WL 1,D1TR5Z+FR3 ;3.5
WL 1,D1TR5Z+FR4 ;4.5
.word ANI_SETFACING ;ANI_XFLIP <- not primary anim
WL 1,D1TR5Z+FR4 ;4.5
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
#*****************************************************************************
*
* RUNNING IN #3
SUBR dnk_run2_anim
.word ANI_SETMODE,MODE_NORMAL
.word ANI_SETSPEED,100h
;I'm turning on an attack box for the entire run sequence.
;I never turn it off.
.word ANI_ATTACK_ON,AMODE_RUN,-3,29,16,71 ;mode,x,y,w,h
WL ANI_GOTO,#run2
SUBR dnk_run_anim
.word ANI_SETMODE,MODE_UNINT ;uninterruptable
.word ANI_SETSPEED,100h
.word ANI_ATTACK_ON,AMODE_RUN,-3,29,16,71 ;mode,x,y,w,h
#lp1
WL 1,D3RN3B+FR1
; .word ANI_SOUND,run_snd
WL ANI_CODE,SMALL_RUN
WL 1,D3RN3B+FR1
WL 3,D3RN3B+FR2
WL 2,D3RN3B+FR3
WL 3,D3RN3B+FR4
WL 2,D3RN3B+FR5
#run2
.word ANI_SETMODE,MODE_NORMAL ;clear UNINT bit
.word ANI_ATTACK_ON,AMODE_RUN,-3,29,16,71 ;mode,x,y,w,h
WL 2,D3RN3B+FR6
; .word ANI_SOUND,run_snd
WL ANI_CODE,SMALL_RUN
WL 1,D3RN3B+FR6
WL 2,D3RN3B+FR7
WL 3,D3RN3B+FR8
WL 2,D3RN3B+FR9
WL 3,D3RN3B+FR10
WL 2,D3RN3B+FR11
WL ANI_GOTO,#lp1
#*****************************************************************************
*
* BOUNCE OFF ROPES
SUBR dnk_bounce_anim
.word ANI_SETMODE,MODE_UNINT+MODE_OVERLAP+MODE_NOAUTOFLIP| MODE_NOCONFINE ;uninterruptable
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
WL 2,D3BO3B+FR2
.word ANI_BOUNCEROPE,0
WL 1,D3BO3B+FR2
WL 2,D3BO3B+FR3
.word ANI_BOUNCEROPE,1
WL ANI_CODE,SMALL_RUN
; .word ANI_SOUND,run_snd
WL 1,D3BO3B+FR3
WL 2,D3BO3B+FR4
.word ANI_BOUNCEROPE,2
WL 1,D3BO3B+FR4
WL 2,D3BO3B+FR5
.word ANI_BOUNCEROPE,3
WL 1,D3BO3B+FR5
.word ANI_ZEROVELS
WL 2,D3BO3B+FR6
.word ANI_BOUNCEROPE,4
WL 1,D3BO3B+FR6
WL 3,D3BO3B+FR7
WL 2,D3BO3B+FR8
.word ANI_BOUNCEROPE,0
WL 1,D3BO3B+FR8
WL 2,D3BO3B+FR9
.word ANI_BOUNCEROPE,-1
WL ANI_CODE,SMALL_RUN
; .word ANI_SOUND,run_snd
WL 1,D3BO3B+FR9
WL 3,D3BO3B+FR10
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
******************************************************************************
.end


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*************************
*
* WE NEED TO INSERT THIS AT THE BEGINNING
*
* OF EACH 'ATTACK' SEQUENCE
*
* EQUATES ARE DEFINED IN DAMAGE.EQU
*
*
* .word ANI_STARTATTACK,AT_PUNCH,8 ;type, #ticks 'til attack on
*
*
*
*************************
**************************************************************
*
* Software: Jamie Rivett
* Initiated: 11/28/94
*
* COPYRIGHT (C) 1992 WILLIAMS ELECTRONICS GAMES, INC.
*
**************************************************************
.file "dnkseq4.asm"
.title "Dink animation sequences"
.width 132
.option b,d,l,t
.mnolist
.include "macros.h"
.include "mproc.equ"
.include "sys.equ"
.include "game.equ"
.include "plyr.equ"
.include "anim.equ"
.include "sound.h"
.include "doinkimg.h"
.include "damage.equ"
******************************************************************************
* EXTERNAL REFERENCES
.REF HIT_THE_MAT,SMALL_BOUNCE
.REF CALL_MISSES
.ref am_I_dizzy
.ref am_I_dead
.ref ckzpos
.ref ck_dizzy
.ref start_run_anim
.ref dnk_faceup_getup_anim
******************************************************************************
* SYMBOLS DEFINED IN THIS FILE
******************************************************************************
* EQUATES FOR THIS FILE
#*****************************************************************************
*
* GENERIC BOUNCE
SUBR dnk_slambounce_anim
.word ANI_SETMODE,MODE_UNINT | MODE_NOAUTOFLIP
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
.word ANI_SETPLYRMODE,MODE_ONGROUND
.word ANI_DEBRIS,300,1,0,8,0 ;%chance, tbl index, x,y,z off
WL 1,D3SA3A+FR2
.ref ckzpos
WL ANI_CODE,ckzpos
WL ANI_SET_YVEL,040000h
WL 3,D3SA3A+FR2
WL 4,D3SA3A+FR3
WL 4,D3SA3A+FR4
WL 4,D3SA3A+FR5
.word ANI_WAITHITGND
.word ANI_ZERO_XZVELS
WL 2,D3SA3A+FR8
WL 10,D3SA3A+FR9
.word ANI_WAITROLL
WL ANI_CHANGEANIM,dnk_faceup_getup_anim
SUBR dnk_slambounce2_anim
.word ANI_SETMODE,MODE_UNINT | MODE_NOAUTOFLIP
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
; WL ANI_SET_YVEL,040000h
.word ANI_SETPLYRMODE,MODE_ONGROUND
.word ANI_DEBRIS,300,1,0,8,0 ;%chance, tbl index, x,y,z off
WL 1,D3SA3X+FR2
WL ANI_CODE,ckzpos
WL 3,D3SA3X+FR2
.word ANI_WAITHITGND
.word ANI_ZEROVELS
WL ANI_CODE,HIT_THE_MAT
.word ANI_XFLIP
WL ANI_SET_YVEL,030000h
WL 3,D3SA3A+FR2
WL 4,D3SA3A+FR3
WL 4,D3SA3A+FR4
WL 4,D3SA3A+FR5
.word ANI_WAITHITGND
.word ANI_ZERO_XZVELS
WL 2,D3SA3A+FR8
WL 10,D3SA3A+FR9
.word ANI_WAITROLL
WL ANI_CHANGEANIM,dnk_faceup_getup_anim
#*****************************************************************************
SUBR dnk_breakneck2_anim
.word ANI_SETMODE,MODE_UNINT | MODE_NOAUTOFLIP
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
.word ANI_OFFSET,0,47,0 ;x,y,z
WL 6,D3UC3A+FR4
WL 6,D3UC3A+FR5
WL 6,D3UC3A+FR6
WL 1,D3UC3A+FR7
.word ANI_WAITHITGND
WL ANI_CODE,HIT_THE_MAT
.word ANI_SHAKEALL,2
.word ANI_SHAKER,20
WL 3,D3FD3E+FR2
WL 3,D3FD3E+FR3
WL 3,D3FD3E+FR4
WL 3,D3FD3E+FR5
WL 3,D3FD3E+FR6
WL 3,D3FD3E+FR7
WL 3,D3FD3E+FR8
WL 3,D3FD3E+FR9
.word ANI_ZERO_XZVELS
;;; .word ANI_XFLIP
WL 8,D3RL1B+FR6
.word ANI_WAITROLL
WL ANI_CHANGEANIM,dnk_faceup_getup_anim
******************************************************************************
.end


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@echo off
@wwfld doink dnk_hit dnk_kik dnk_msc dnk_new dnk_pnc dnk_spc dnk_wlk dnk_mjt dnk_rjr dnk_jms dnk_fun
@copy doink.ld1 + doink.ld2 doink.lod
@move doink.h ..\doinkimg.h
@move doink.seq ..


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.FILE "doinkimg.asm"
.OPTION B,D,L,T
.include imgtbl.glo
.DATA
.even
.include doinkimg.tbl
.include doinkimg.h
******************************************************************************
.even
.include "doink.seq"
.global D2ST2B03
******************************************************************************
; END


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.global D2BK3C
.global D4BK3A
.global D2AH2A
.global D2GD2A
.global D3AE3B
.global D3AH3B
.global D3AM3A
.global D3GU4A
.global D3RC3A
.global D3SA3A
.global D3UC3A
.global D4LB4A
.global D4LB4B
.global D2KM3B
.global D2KM3D
.global D2NM3A
.global D3MP3A
.global D4KM3A
.global D4MP4D
.global D4NM3B
.global D3DC3C
.global D2CR1A
.global D2CT2A
.global D2CT2B
.global D2CT2C
.global D2GR3A
.global D3CR3D
.global D3RL1B
.global D4FM4A
.global D4GF3A
.global D4GM3A
.global D4GR3B
.global D4JD4A
.global D4MF4A
.global D4SW4B
.global D4SW4C
.global D4SW4E
.global D4SW4F
.global D5WN5B
.global D5WN5Z
.global D4BZ3A
.global D3BF3A
.global D3HP3A
.global D3PD3C
.global D4KH3A
.global D4SK4A
.global D4BZ4A
.global D2BC3A
.global D2PJ2A
.global D2PS3A
.global D2PU3A
.global D4BC3A
.global D4PJ4A
.global D4PS3A
.global D4PU3C
.global D5GD3A
.global D4BS3A
.global D2BS3A
.global D2RG3B
.global D4RG3A
.global D2TW2B
.global D4TW4B
.global D1TR5Z
.global D1TT5Z
.global D2ST2B
.global D2WL1A
.global D2WL2A
.global D2WL4B
.global D3BO3B
.global D3RN3B
.global D4ST4E
.global D4TH4A
.global D4WL2A
.global D4WL4A
.global D4WL5A
.global D4POGO
.global D3BK3Z
.global D3HT3Q
.global D4SQ4A
.global D4CO4A
.global D3GS3X
.global D4HS3B
.global D3DU3A
.global D3HT3Z
.global D3PP3A
.global D4YR3B
.global D4GH3A
.global D3AK3A
.global D4PN5L
.global D4PN5A
.global D5GD4A
.global D3PP3Z
.global D3PD3Z
.global D3DD3C
.global D3SA3X
.global D3TN3A
.global D3FH3A
.global D3RR3Z
.global D3PM4C
.global D3OS3A
.global D3FD3E
.global D4GP3C
.global D3ES3A
.global D4HM4A
.global D2KB3A
.global D4KB3A
.global D3SK3X

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.FILE "imgtbl.asm"
.OPTION B,D,L,T
.include imgtbl.glo
.DATA
.even
.include fontsimg.glo
.include fontsimg.tbl


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**************************************************************
*
* Software:
* Initiated: 9/3/93
*
* COPYRIGHT (C) 1992 WILLIAMS ELECTRONICS GAMES, INC.
*
**************************************************************
;PROCESS ID'S
AMODE_PID .equ 100h
SELECT_PID .equ 300h
PREGAME_PID .equ 400h
GAME_PID .equ 500h
WAITCONT_PID .equ 600h
PARTY_PID .equ 700h
GAMEOVER_PID .equ 800h
HISC_PID .equ 900h
SHADGEN_PID .equ 0a00h ;$a00 - $a00 + NUM_WRESTLERS-1
CYCPID .equ 110h
CYCPID2 .equ 111h ;2nd cycler
BUYINPID .equ 112h
GMEOVPID .equ 113h
COLRPID .equ 114h ;COLOR CYCLE FROM INTERRUPT
DG1PID .equ 115h ;CNTDWN DIGIT PROC
DG2PID .equ 116h ;CNTDWN DIGIT PROC
FADEPID .equ 117h ;SOUND FADER
CP_PID1 .equ 118h ;Credit page
CP_PID2 .equ 119h ;^
LC_PID .equ 11Ah+8000h ;Left coin (Indestructible)
RC_PID .equ 11Bh+8000h
CC_PID .equ 11Ch+8000h
SLAM_PID .equ 11Dh+8000h
DIAG_PID .equ 11Eh
PSWPID .equ 11Fh ;Plyr start switch
FX_PID .equ 120h ;volume adjust bgnd noise
OVRHED_PID .equ 121h ;INSERT COIN/PRESS START message
WMAIN_PID .equ 122h ;wrestler_main PID
CDEBUG_PID .equ 123h ;collis_debug PID
TIMER_PID .equ 124h ;match timer PID
RTCLOCK_PID .equ 125h ;game realtime clock PID
MUSIC_PID .equ 126h ;battle music PID
VOLBTN_PID .equ 127h ;coin door volume button
VOLADJ_PID .equ 128h ;in-game volume adjustment
ROPE_PID .equ 129h
CREDITID .equ 12Ah ;Credit IMGS ID
GETUP_PID .equ 12Bh ;getup meters
ATTRACT_ANIMPID .equ 12Ch ;attract mode anim
RNDSWON_ID .equ 12Dh ;
ANNC_PID .equ 12eh
SMOVE_PID .equ 12fh ;special move monitor
ADD_INIT_PID .equ 130h
SEL_SPCH_PID1 .EQU 131H
SEL_SPCH_PID2 .EQU 132H
HOWARD_PID .EQU 133H
WATER_PID .EQU 134H
HI_INPUT_PID .EQU 137H ;137/138
VOICE_PID .EQU 8100H
FLASH_PID .EQU 139H
CLOCK_PID .EQU 13AH
SHAKE_PID .equ 13Bh
CROWD_SOUND_PID .EQU 13CH
REPEAT_MODE_PID .EQU 13DH
REWIRE_PID .EQU 13EH
MESSAGES_PID .EQU 13FH ;140H
ICON_PID .EQU 141H ;142H
FLASH_COMBO_PID .EQU 143H ;144H
*** ROBOTRON PIDs
;player
ROBOMAN_PID .equ 200h
PLYRGUN_PID .equ 201h
BULLET_PID .equ 202h
MISC_PID .equ 203h
;neutrals
HUMAN_PID .equ 210h
ROBOSCORE_PID .equ 211h
;enemies
GRUNT_PID .equ 220h
HULK_PID .equ 221h
SPHEREOID_PID .equ 222h
ENFORCER_PID .equ 223h
SPARK_PID .equ 224h
QUARK_PID .equ 225h
TANK_PID .equ 226h
SHELL_PID .equ 227h
;dead stuff
DEADGRUNT_PID .equ 230h
DEADBULLET_PID .equ 231h
DEADPOST_PID .equ 232h
SAVEDHUMAN_PID .equ 233h
DEADHUMAN_PID .equ 234h
DEADPLAYER_PID .equ 235h
DEADSPHERE_PID .equ 236h
DEADNFORCER_PID .equ 237h
DEADSPARK_PID .equ 238h
DEADQUARK_PID .equ 239h
DEADTANK_PID .equ 23Ah
DEADSHELL_PID .equ 23Bh
;lifebar stuff
METER_PID .equ 240h
MESSAGE_PID .EQU 241H ;242H
;crowd stuff
CROWD_PID .equ 300h
DEWEY_PID .equ 301h
JAMIE_PID .equ 302h
JASON_PID .equ 303h
JOHNC_PID .equ 304h
JOSH_PID .equ 305h
MARK_PID .equ 306h
NEWC_PID .equ 307h
SAL_PID .equ 308h
TONY_PID .equ 309h
SHERIDAN_PID .equ 30Ah
CARLOS_PID .equ 30Bh
JAKE_PID .equ 30Ch
MARINE_PID .equ 30Dh
ALEX_PID .equ 30Eh
VOGEL_PID .equ 30Fh
TONYCRD_PID .equ 310h
JASONCRD_PID .equ 311h
JOYSIDE_PID .equ 312h
SIDECRD_PID .equ 313h
GEORGE_PID .equ 314h
TOBIAS_PID .equ 315h
JOY_PID .equ 2000h ;Joystick scanner
COLL_PID .equ 2100h ;Collisions
;STAT_PID .equ 2200h ;Status display
ANIMPID .equ 4000h ;Animation PIDs (256)
DELAYSND_PID .equ 2300h ;various unimportant PID's
RNDSEL_PID .equ 2301h
SELTIMER_PID .equ 2302h ;player select clock
;OBJECT ID'S
;OBJECT IDENTIFIER FIELDS
;B_CLASS .set 15
;F_CLASS .set 0E000h
CLSNEUT .equ 0000h ;Neutral items
CLSHUMAN .equ 1000h ;Humans
CLSDEAD .equ 2000h ;Objects that delete themselves
CLSANIM .equ 3800h ;Animation class objects
CLSPLYR .equ 4000h ;Players stuff
CLSENMY .equ 8000h ;Enemies
TYPNEUT .equ 0000h ;Type neutral
TYPTEXT .equ 0700h ;Type text
TYPPLYR .equ 0100h ;Player
TYPBULLET .equ 0200h
TYPGRUNT .equ 0300h
TYPHUMAN .equ 0400h
TYPPOST .equ 0500h
TYPHULK .equ 0600h
TYPTEXT .equ 0700h
TYPSPHEREOID .equ 0800h
TYPENFORCER .equ 0900h
TYPSPARK .equ 0A00h
TYPQUARK .equ 0B00h
TYPTANK .equ 0C00h
TYPSHELL .equ 0D00h
TYPE_MESS1 .EQU 0110H
TYPE_MESS2 .EQU 0120H
;TYPE NEUTRAL SUB TYPES
SUBLBAR .equ 7 ;LIFE BAR
SUBTBAR .equ 8 ;TURBO BAR
SUBMFRAME .equ 9 ;LIFE/TURBO FRAME
SUBROPE .equ 0Ah
SUBHORZ .equ 10h
SUBSIDE .equ 20h
;TYPE TEXT SUB TYPES
SUBTXT .equ 1 ;TEXT ID
SUBMES1 .equ 2
SUBMES2 .equ 3
SUBOVRHED .equ 4 ;INSERT COIN/PRESS START messages
SUBSCOR .equ 5 ;SCORE ID
SUBNAME .equ 6 ;WRESTLER NAMES ON LIFE BARS
;B_TYPE .set 12
;F_TYPE .set 1F00h
;B_PLYR .set 6
;F_PLYR .set 00C0h
;B_PLYR1 .set 6
;B_PLYR2 .set 7
;B_SUBT .set 5
;F_SUBT .set 003Fh
JOYLFT .EQU 2
JOYRGT .EQU 3
JOYUP .EQU 0
JOYDN .EQU 1
;BIT MASKS FOR PLAYER CONTROL TESTING
BMPRYTE .EQU 3 ;MOVE RIGHT,LEFT,DOWN,UP (LSB)
BMPLEFT .EQU 2
BMPDOWN .EQU 1
BMPUP .EQU 0
;YUNIT EQUATES
BMPFRYTE .EQU 7 ;FIRE RIGHT,LEFT,DOWN,UP (MSB)
BMPFLEFT .EQU 6
BMPFDOWN .EQU 5
BMPFUP .EQU 4
;BITS USED IN PLAYER CONTROLS (1=ACTIVE)
PRYTE .EQU 8
PLEFT .EQU 4
PDOWN .EQU 2
PUP .EQU 1
;YUNIT EQUATES FOR JOYSTICK
;PFRYTE .EQU 80H
;PFLEFT .EQU 40H
;PFDOWN .EQU 20H
;PFUP .EQU 10H
*CROWD BIT SETTINGS
C_LONG .EQU 1
C_SHORT .EQU 0
C_OVERIDE .EQU 2
C_RANDOM .EQU 4
B_L_OR_S .EQU 0
B_OVERRIDE .EQU 1
B_RANDOM .EQU 2
*GAME STATE CONSTANTS
INDIAG .equ -1 ;Any neg
INAMODE .equ 1 ;attract mode
INSELECT .equ 2 ;char select mode
INPREGAME .equ 3 ;'get ready' phase
INGAME .equ 4 ;actual battle
INWAITCONT .equ 5 ;battle has ended and a player has
; lost. waiting for them to continue
INPARTY .equ 6 ;player won the game
INGAMEOVER .equ 7 ;game over, headed for attract mode
INHISCORE .equ 8 ;a player has lost. check and see
; if he makes one of the tables, and
; get his inits if he does.
*ASCII FONT MISCELLANEOUS EQUATES
F15SP .EQU 7EH ;FONT 15 SP CHARACTER, FOR HS ENTRY
F15RUB .EQU F15SP+1 ;FONT 15 RUB CHARACTER,FOR HS ENTRY
F15END .EQU F15RUB+1 ;FONT 15 END CHARACTER,FOR HS ENTRY
F15RQUOT .EQU F15END+1 ;FONT 15 RIGHT QUOTE
*Rope stuff
ROPE_FRONT .equ 0
ROPE_BACK .equ 1
ROPE_LEFT .equ 2
ROPE_RIGHT .equ 3
R_TOP .equ 0 ;ANI_ROPE_Z rope specifier
R_MIDDLE .equ 1
R_BOTTOM .equ 2
RZ_HIGH .equ 0 ;ANI_ROPE_Z action
RZ_NORM .equ 1
ROPE_BOUNCEUD .equ 0 ;bounce up and down
ROPE_BOUNCEIO .equ 1 ;bounce in and out
ROPE_SIDES .equ 2 ;side spring
ROPE_DOWNS .equ 3 ;down spring
ROPE_SIDESR .equ 4 ;side spring release
ROPE_DOWNSR .equ 5 ;down spring release
ROPE_COMMANDS .equ 6
******************************************************************************
*
* PLAYER FACING & MOVE DIRECTIONS
MOVE_ZIP equ 0
MOVE_UP equ 1
MOVE_DOWN equ 2
MOVE_LEFT equ 4
MOVE_UP_LEFT equ 5
MOVE_DOWN_LEFT equ 6
MOVE_RIGHT equ 8
MOVE_UP_RIGHT equ 9
MOVE_DOWN_RIGHT equ 10
;used in special moves table
J_UP equ MOVE_UP
J_UP_TOWARD equ MOVE_UP_RIGHT
J_TOWARD equ MOVE_RIGHT
J_DOWN_TOWARD equ MOVE_DOWN_RIGHT
J_DOWN equ MOVE_DOWN
J_DOWN_AWAY equ MOVE_DOWN_LEFT
J_AWAY equ MOVE_LEFT
J_UP_AWAY equ MOVE_UP_LEFT
J_FLIPPED_LR equ J_TOWARD | J_AWAY
J_LEFT equ MOVE_LEFT<<8
J_RIGHT equ MOVE_RIGHT<<8
J_REAL_LR equ J_LEFT | J_RIGHT
J_ALL equ 01111b | J_REAL_LR
MOVE_UP_BIT equ 0
MOVE_DOWN_BIT equ 1
MOVE_LEFT_BIT equ 2
MOVE_RIGHT_BIT equ 3
MOVE_AWAY_BIT equ MOVE_LEFT_BIT
MOVE_TOWARD_BIT equ MOVE_RIGHT_BIT
******************************************************************************
*
* BUTTONS
PLAYER_UP_BIT equ 0
PLAYER_UP_VAL equ 1<<PLAYER_UP_BIT
PLAYER_DOWN_BIT equ 1
PLAYER_DOWN_VAL equ 1<<PLAYER_DOWN_BIT
PLAYER_LEFT_BIT equ 2
PLAYER_LEFT_VAL equ 1<<PLAYER_LEFT_BIT
PLAYER_RIGHT_BIT equ 3
PLAYER_RIGHT_VAL equ 1<<PLAYER_RIGHT_BIT
PLAYER_PUNCH_BIT equ 0
PLAYER_PUNCH_VAL equ 1<<PLAYER_PUNCH_BIT
PLAYER_BLOCK_BIT equ 1
PLAYER_BLOCK_VAL equ 1<<PLAYER_BLOCK_BIT
PLAYER_SPUNCH_BIT equ 2
PLAYER_SPUNCH_VAL equ 1<<PLAYER_SPUNCH_BIT
PLAYER_KICK_BIT equ 3
PLAYER_KICK_VAL equ 1<<PLAYER_KICK_BIT
PLAYER_SKICK_BIT equ 4
PLAYER_SKICK_VAL equ 1<<PLAYER_SKICK_BIT
;used in special moves table
B_PUNCH equ PLAYER_PUNCH_VAL<<4
B_BLOCK equ PLAYER_BLOCK_VAL<<4
B_KICK equ PLAYER_KICK_VAL<<4
B_SPUNCH equ PLAYER_SPUNCH_VAL<<4
B_SKICK equ PLAYER_SKICK_VAL<<4
******************************************************************************
*
* MISC GAME EQUATES
;GRAVITY equ 0a000h ;9000h ;a000h ;6000h
GRAVITY equ 08000h ;a000h
;RJR START
NUM_WRES equ 5 ;number of wrestlers in game (inc ref.)
;make this 4 eventually!!!
MAX_PIECES equ 6 ;max objects per wrestler
;RJR END
******************************************************************************
*
* PERCENT EQUATES FOR COLLISION SYSTEM
_100PCT equ 256
_95PCT equ 243
_90PCT equ 230
_85PCT equ 218
_80PCT equ 205
_75PCT equ 192
_70PCT equ 179
_65PCT equ 166
_60PCT equ 154
_55PCT equ 141
_50PCT equ 128
_45PCT equ 115
_40PCT equ 102
_35PCT equ 89
_30PCT equ 76
_25PCT equ 64
_20PCT equ 51
_15PCT equ 39
_10PCT equ 26
_5PCT equ 13
******************************************************************************
;**************************************************************************
;* *
;* BITS FOR COMBO COUNTER INSIDE OF PLAYER BLOCK *
;* WHEN ONE IS SET, THE MOVE HAS BEEN PERFORMED BFORE *
;* *
;**************************************************************************
MOVE_C_1 .EQU 1
MOVE_C_2 .EQU 2
MOVE_C_3 .EQU 4
MOVE_C_4 .EQU 8
MOVE_C_5 .EQU 16
MOVE_C_6 .EQU 32
MOVE_C_7 .EQU 64
MOVE_C_8 .EQU 128
MOVE_C_9 .EQU 256
MOVE_C_10 .EQU 512
;


60
BACKUP/GETART.BAT Normal file
View File

@ -0,0 +1,60 @@
rem ;adam.lod
xcopy s:\usr\mark\video\wwf\img\ADM_HIT.img
xcopy s:\usr\mark\video\wwf\img\ADM_KIK.img
xcopy s:\usr\mark\video\wwf\img\ADM_MSC.img
xcopy s:\usr\mark\video\wwf\img\ADM_PNC.img
xcopy s:\usr\mark\video\wwf\img\ADM_WLK.img
rem ;doink.lod
xcopy s:\usr\mark\video\wwf\img\DNK_HIT.img
xcopy s:\usr\mark\video\wwf\img\DNK_KIK.img
xcopy s:\usr\mark\video\wwf\img\DNK_MSC.img
xcopy s:\usr\mark\video\wwf\img\DNK_PNC.img
xcopy s:\usr\mark\video\wwf\img\DNK_WLK.img
rem ;fonts.lod
xcopy s:\usr\mark\video\wwf\img\credit.img
xcopy s:\usr\mark\video\wwf\img\osgemd.img
xcopy s:\usr\mark\video\wwf\img\ogmd10.img
xcopy s:\usr\mark\video\wwf\img\lgmd.img
xcopy s:\usr\mark\video\wwf\img\sgmd8.img
xcopy s:\usr\mark\video\wwf\img\ogmd10.img
xcopy s:\usr\mark\video\wwf\img\trogf15.img
xcopy s:\usr\mark\video\wwf\img\trogf7.img
rem ;main.lod
xcopy s:\usr\mark\video\wwf\img\diagp.img
xcopy s:\usr\mark\video\wwf\img\arrows.img
xcopy s:\usr\mark\video\wwf\img\wwfstuf.img
xcopy s:\usr\mark\video\wwf\img\pwrbars.img
xcopy s:\usr\mark\video\wwf\img\dcslogo.img
xcopy s:\usr\mark\video\wwf\img\wwfmugs.img
xcopy s:\usr\mark\video\wwf\img\wwfselbk.img
xcopy s:\usr\mark\video\wwf\img\ropestuf.img
xcopy s:\usr\mark\video\wwf\img\ropeshad.img
xcopy s:\usr\mark\video\wwf\img\nmatch12.img
xcopy s:\usr\mark\video\wwf\img\attract.img
xcopy s:\usr\mark\video\wwf\img\NEWRING.bd?
xcopy s:\usr\mark\video\wwf\img\BIOSCRN.bd?
xcopy s:\usr\mark\video\wwf\img\WWFSELBK.bd?
rem ;misc.lod
xcopy s:\usr\mark\video\wwf\img\wwfstuf.img
xcopy s:\usr\mark\video\wwf\img\dcslogo.img
xcopy s:\usr\mark\video\wwf\img\wwfmugs.img
xcopy s:\usr\mark\video\wwf\img\wwfselbk.img
rem ;razor.lod
xcopy s:\usr\mark\video\wwf\img\RZR_HIT.img
xcopy s:\usr\mark\video\wwf\img\RZR_KIK.img
xcopy s:\usr\mark\video\wwf\img\RZR_MSC.img
xcopy s:\usr\mark\video\wwf\img\RZR_PNC.img
xcopy s:\usr\mark\video\wwf\img\RZR_WLK.img
rem ;ref.lod
xcopy s:\usr\mark\video\wwf\img\REF_WLK.img
rem ;robo.lod
xcopy s:\usr\mark\video\wwf\img\robotron.img


9
BACKUP/GETPUP.BAT Normal file
View File

@ -0,0 +1,9 @@
copy g:\wwf\img\bam puppet\bam
copy g:\wwf\img\dnk puppet\dnk
copy g:\wwf\img\hrt puppet\hrt
copy g:\wwf\img\lex puppet\lex
copy g:\wwf\img\rzr puppet\rzr
copy g:\wwf\img\shn puppet\shn
copy g:\wwf\img\und puppet\und
copy g:\wwf\img\yok puppet\yok


621
BACKUP/GETUP.ASM Normal file
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@ -0,0 +1,621 @@
**************************************************************
*
* Software: Jamie Rivett
* Initiated: 5/1/94
*
* COPYRIGHT (C) 1992 WILLIAMS ELECTRONICS GAMES, INC.
*
**************************************************************
.file "getup.asm"
.title "getup time tables"
.width 132
.option b,d,l,t
.mnolist
.include "macros.h"
.include "mproc.equ"
.include "sys.equ"
.include "plyr.equ"
#*****************************************************************************
* WRESTLER HAS JUST BEEN HIT
*
* a10 = * offensive process (attacker)
* a13 = * defensive process (victim)
SUBR set_getup_time
PUSH a0,a1
move *a13(GETUP_TIME),a14
jrnz #out
move *a10(ATTACK_MODE),a0 ;type of attack that hit
X32 a0
addi #hit_table,a0
move *a0,a0,L
move *a13(WRESTLERNUM),a1
X16 a1
add a1,a0
move *a0,a0
move a0,*a13(GETUP_TIME)
#out PULL a0,a1
rets
#hit_table
.long _punch ;0
.long _hdbutt ;1
.long _kick ;2
.long _flykick ;3
.long _grabthrow ;4
.long _uprcut ;5
.long _lbowdrop ;6
.long _grabhold ;7
.long _grabfling ;8
.long _push ;9
.long _hiptoss ;10
.long _bigboot ;11
.long _knee ;12
.long _grapple ;13
.long _superpunch ;14
.long _stomp ;15
.long _spinkick ;16
.long _cline ;17
.long _headhold ;18
.long _jumpkick ;19
.long _run ;20
.long _puppet ;21
.long _backhand ;22
.long _buzz ;23
.long _haymaker ;24
.long _blbowdrop ;25
.long _bstomp ;26
.long _headknees ;27
.long _earslap ;28
.long _hammer ;29
.long _buttstomp ;30
.long _null ;31
.long _null ;32
.long _tomb ;33
.long _bigknee ;34
.long _shnbfkik ;35
.long _shnspdkik ;36
.long _shnspdkik2 ;37
.long _null ;38
.long _armbreak ;39
.long _buttdrop ;40
.long _null ;41
.long _null ;42
.long _null ;43
.long _null ;44
#************************
;DEFAULT
_null
; .word 1,1,1,1,1,1,1,1,1,1 ;get right back up
.word 0,0,0,0,0,0,0,0,0,0 ;get right back up
#************************
;AMODE_PUNCH 0
_punch
.word 000 ;0 (Bret)
.word 000 ;1 (Razor)
.word 000 ;2 (Taker)
.word 000 ;3 (Yoko)
.word 000 ;4 (Shawn)
.word 000 ;5 (Bam Bam)
.word 000 ;6 (Doink)
.word 000 ;7 (Adam)
.word 000 ;8 (Lex)
.word 000 ;9 (Referee)
#************************
;AMODE_HDBUTT 1
_hdbutt
.word 000 ;0 (Bret)
.word 000 ;1 (Razor)
.word 000 ;2 (Taker)
.word 000 ;3 (Yoko)
.word 000 ;4 (Shawn)
.word 000 ;5 (Bam Bam)
.word 000 ;6 (Doink)
.word 000 ;7 (Adam)
.word 000 ;8 (Lex)
.word 000 ;9 (Referee)
#************************
;AMODE_KICK 2
_kick
.word 000 ;0 (Bret)
.word 000 ;1 (Razor)
.word 000 ;2 (Taker)
.word 000 ;3 (Yoko)
.word 000 ;4 (Shawn)
.word 000 ;5 (Bam Bam)
.word 000 ;6 (Doink)
.word 000 ;7 (Adam)
.word 000 ;8 (Lex)
.word 000 ;9 (Referee)
#************************
;AMODE_FLYKICK 3
_flykick
_bigknee
.word 300 ;0 (Bret)
.word 300 ;1 (Razor)
.word 300 ;2 (Taker)
.word 300 ;3 (Yoko)
.word 300 ;4 (Shawn)
.word 300 ;5 (Bam Bam)
.word 300 ;6 (Doink)
.word 300 ;7 (Adam)
.word 300 ;8 (Lex)
.word 300 ;9 (Referee)
#************************
;AMODE_GRABTHROW 4
_grabthrow
.word 000 ;0 (Bret)
.word 000 ;1 (Razor)
.word 000 ;2 (Taker)
.word 000 ;3 (Yoko)
.word 000 ;4 (Shawn)
.word 000 ;5 (Bam Bam)
.word 000 ;6 (Doink)
.word 000 ;7 (Adam)
.word 000 ;8 (Lex)
.word 000 ;9 (Referee)
#************************
;AMODE_UPRCUT 5
_uprcut
.word 000 ;0 (Bret)
.word 000 ;1 (Razor)
.word 000 ;2 (Taker)
.word 000 ;3 (Yoko)
.word 000 ;4 (Shawn)
.word 000 ;5 (Bam Bam)
.word 000 ;6 (Doink)
.word 000 ;7 (Adam)
.word 000 ;8 (Lex)
.word 000 ;9 (Referee)
#************************
;AMODE_LBOWDROP 6
_lbowdrop
.word 000 ;0 (Bret)
.word 000 ;1 (Razor)
.word 000 ;2 (Taker)
.word 000 ;3 (Yoko)
.word 000 ;4 (Shawn)
.word 000 ;5 (Bam Bam)
.word 000 ;6 (Doink)
.word 000 ;7 (Adam)
.word 000 ;8 (Lex)
.word 000 ;9 (Referee)
#************************
;AMODE_GRABHOLD 7
_grabhold
.word 000 ;0 (Bret)
.word 000 ;1 (Razor)
.word 000 ;2 (Taker)
.word 000 ;3 (Yoko)
.word 000 ;4 (Shawn)
.word 000 ;5 (Bam Bam)
.word 000 ;6 (Doink)
.word 000 ;7 (Adam)
.word 000 ;8 (Lex)
.word 000 ;9 (Referee)
#************************
;AMODE_GRABFLING 8
_grabfling
.word 000 ;0 (Bret)
.word 000 ;1 (Razor)
.word 000 ;2 (Taker)
.word 000 ;3 (Yoko)
.word 000 ;4 (Shawn)
.word 000 ;5 (Bam Bam)
.word 000 ;6 (Doink)
.word 000 ;7 (Adam)
.word 000 ;8 (Lex)
.word 000 ;9 (Referee)
#************************
;AMODE_PUSH 9
_push
.word 000 ;0 (Bret)
.word 000 ;1 (Razor)
.word 000 ;2 (Taker)
.word 000 ;3 (Yoko)
.word 000 ;4 (Shawn)
.word 000 ;5 (Bam Bam)
.word 000 ;6 (Doink)
.word 000 ;7 (Adam)
.word 000 ;8 (Lex)
.word 000 ;9 (Referee)
#************************
;AMODE_HIPTOSS 10
_hiptoss
;MJT Start
; .word 000 ;0 (Bret)
; .word 000 ;1 (Razor)
; .word 000 ;2 (Taker)
; .word 000 ;3 (Yoko)
; .word 000 ;4 (Shawn)
; .word 000 ;5 (Bam Bam)
; .word 000 ;6 (Doink)
; .word 000 ;7 (Adam)
; .word 000 ;8 (Lex)
; .word 000 ;9 (Referee)
;MJT End
#************************
;AMODE_BIGBOOT 11
_bigboot
.word 300 ;0 (Bret)
.word 300 ;1 (Razor)
.word 300 ;2 (Taker)
.word 300 ;3 (Yoko)
.word 300 ;4 (Shawn)
.word 300 ;5 (Bam Bam)
.word 300 ;6 (Doink)
.word 300 ;7 (Adam)
.word 300 ;8 (Lex)
.word 300 ;9 (Referee)
#************************
;AMODE_KNEE 12
_knee
.word 000 ;0 (Bret)
.word 000 ;1 (Razor)
.word 000 ;2 (Taker)
.word 000 ;3 (Yoko)
.word 000 ;4 (Shawn)
.word 000 ;5 (Bam Bam)
.word 000 ;6 (Doink)
.word 000 ;7 (Adam)
.word 000 ;8 (Lex)
.word 000 ;9 (Referee)
#************************
_grapple ;13
.word 000 ;0 (Bret)
.word 000 ;1 (Razor)
.word 000 ;2 (Taker)
.word 000 ;3 (Yoko)
.word 000 ;4 (Shawn)
.word 000 ;5 (Bam Bam)
.word 000 ;6 (Doink)
.word 000 ;7 (Adam)
.word 000 ;8 (Lex)
.word 000 ;9 (Referee)
#************************
_superpunch ;14
.word 000 ;0 (Bret)
.word 000 ;1 (Razor)
.word 000 ;2 (Taker)
.word 000 ;3 (Yoko)
.word 000 ;4 (Shawn)
.word 000 ;5 (Bam Bam)
.word 000 ;6 (Doink)
.word 000 ;7 (Adam)
.word 000 ;8 (Lex)
.word 000 ;9 (Referee)
#************************
_stomp ;15
_buttstomp
.word 000 ;0 (Bret)
.word 000 ;1 (Razor)
.word 000 ;2 (Taker)
.word 000 ;3 (Yoko)
.word 000 ;4 (Shawn)
.word 000 ;5 (Bam Bam)
.word 000 ;6 (Doink)
.word 000 ;7 (Adam)
.word 000 ;8 (Lex)
.word 000 ;9 (Referee)
#************************
_spinkick ;16
.word 000 ;0 (Bret)
.word 000 ;1 (Razor)
.word 000 ;2 (Taker)
.word 000 ;3 (Yoko)
.word 000 ;4 (Shawn)
.word 000 ;5 (Bam Bam)
.word 000 ;6 (Doink)
.word 000 ;7 (Adam)
.word 000 ;8 (Lex)
.word 000 ;9 (Referee)
#************************
_cline ;17
.word 000 ;0 (Bret)
.word 000 ;1 (Razor)
.word 000 ;2 (Taker)
.word 000 ;3 (Yoko)
.word 000 ;4 (Shawn)
.word 000 ;5 (Bam Bam)
.word 000 ;6 (Doink)
.word 000 ;7 (Adam)
.word 000 ;8 (Lex)
.word 000 ;9 (Referee)
#************************
_headhold ;18
.word 000 ;0 (Bret)
.word 000 ;1 (Razor)
.word 000 ;2 (Taker)
.word 000 ;3 (Yoko)
.word 000 ;4 (Shawn)
.word 000 ;5 (Bam Bam)
.word 000 ;6 (Doink)
.word 000 ;7 (Adam)
.word 000 ;8 (Lex)
.word 000 ;9 (Referee)
#************************
_jumpkick ;19
.word 000 ;0 (Bret)
.word 000 ;1 (Razor)
.word 000 ;2 (Taker)
.word 000 ;3 (Yoko)
.word 000 ;4 (Shawn)
.word 000 ;5 (Bam Bam)
.word 000 ;6 (Doink)
.word 000 ;7 (Adam)
.word 000 ;8 (Lex)
.word 000 ;9 (Referee)
#************************
_run ;20
.word 000 ;0 (Bret)
.word 000 ;1 (Razor)
.word 000 ;2 (Taker)
.word 000 ;3 (Yoko)
.word 000 ;4 (Shawn)
.word 000 ;5 (Bam Bam)
.word 000 ;6 (Doink)
.word 000 ;7 (Adam)
.word 000 ;8 (Lex)
.word 000 ;9 (Referee)
#************************
_puppet ;21
.word 000 ;0 (Bret)
.word 000 ;1 (Razor)
.word 000 ;2 (Taker)
.word 000 ;3 (Yoko)
.word 000 ;4 (Shawn)
.word 000 ;5 (Bam Bam)
.word 000 ;6 (Doink)
.word 000 ;7 (Adam)
.word 000 ;8 (Lex)
.word 000 ;9 (Referee)
#************************
_backhand ;22
.word 000 ;0 (Bret)
.word 000 ;1 (Razor)
.word 000 ;2 (Taker)
.word 000 ;3 (Yoko)
.word 000 ;4 (Shawn)
.word 000 ;5 (Bam Bam)
.word 000 ;6 (Doink)
.word 000 ;7 (Adam)
.word 000 ;8 (Lex)
.word 000 ;9 (Referee)
#************************
_buzz ;23
.word 000 ;0 (Bret)
.word 000 ;1 (Razor)
.word 000 ;2 (Taker)
.word 000 ;3 (Yoko)
.word 000 ;4 (Shawn)
.word 000 ;5 (Bam Bam)
.word 000 ;6 (Doink)
.word 000 ;7 (Adam)
.word 000 ;8 (Lex)
.word 000 ;9 (Referee)
#************************
_haymaker ;24
.word 000 ;0 (Bret)
.word 000 ;1 (Razor)
.word 000 ;2 (Taker)
.word 000 ;3 (Yoko)
.word 000 ;4 (Shawn)
.word 000 ;5 (Bam Bam)
.word 000 ;6 (Doink)
.word 000 ;7 (Adam)
.word 000 ;8 (Lex)
.word 000 ;9 (Referee)
#************************
_blbowdrop ;25
.word 000 ;0 (Bret)
.word 000 ;1 (Razor)
.word 000 ;2 (Taker)
.word 000 ;3 (Yoko)
.word 000 ;4 (Shawn)
.word 000 ;5 (Bam Bam)
.word 000 ;6 (Doink)
.word 000 ;7 (Adam)
.word 000 ;8 (Lex)
.word 000 ;9 (Referee)
#************************
_bstomp ;26
.word 000 ;0 (Bret)
.word 000 ;1 (Razor)
.word 000 ;2 (Taker)
.word 000 ;3 (Yoko)
.word 000 ;4 (Shawn)
.word 000 ;5 (Bam Bam)
.word 000 ;6 (Doink)
.word 000 ;7 (Adam)
.word 000 ;8 (Lex)
.word 000 ;9 (Referee)
#************************
_headknees ;27
.word 000 ;0 (Bret)
.word 000 ;1 (Razor)
.word 000 ;2 (Taker)
.word 000 ;3 (Yoko)
.word 000 ;4 (Shawn)
.word 000 ;5 (Bam Bam)
.word 000 ;6 (Doink)
.word 000 ;7 (Adam)
.word 000 ;8 (Lex)
.word 000 ;9 (Referee)
#************************
_earslap ;28
.word 000 ;0 (Bret)
.word 000 ;1 (Razor)
.word 000 ;2 (Taker)
.word 000 ;3 (Yoko)
.word 000 ;4 (Shawn)
.word 000 ;5 (Bam Bam)
.word 000 ;6 (Doink)
.word 000 ;7 (Adam)
.word 000 ;8 (Lex)
.word 000 ;9 (Referee)
#************************
_hammer ;29
.word 000 ;0 (Bret)
.word 000 ;1 (Razor)
.word 000 ;2 (Taker)
.word 000 ;3 (Yoko)
.word 000 ;4 (Shawn)
.word 000 ;5 (Bam Bam)
.word 000 ;6 (Doink)
.word 000 ;7 (Adam)
.word 000 ;8 (Lex)
.word 000 ;9 (Referee)
#************************
_tomb ;33
.word 000 ;0 (Bret)
.word 000 ;1 (Razor)
.word 000 ;2 (Taker)
.word 000 ;3 (Yoko)
.word 000 ;4 (Shawn)
.word 000 ;5 (Bam Bam)
.word 000 ;6 (Doink)
.word 000 ;7 (Adam)
.word 000 ;8 (Lex)
.word 000 ;9 (Referee)
#************************
_shnbfkik ;35
.word 000 ;0 (Bret)
.word 000 ;1 (Razor)
.word 000 ;2 (Taker)
.word 000 ;3 (Yoko)
.word 000 ;4 (Shawn)
.word 000 ;5 (Bam Bam)
.word 000 ;6 (Doink)
.word 000 ;7 (Adam)
.word 000 ;8 (Lex)
.word 000 ;9 (Referee)
#************************
_shnspdkik ;36
.word 000 ;0 (Bret)
.word 000 ;1 (Razor)
.word 000 ;2 (Taker)
.word 000 ;3 (Yoko)
.word 000 ;4 (Shawn)
.word 000 ;5 (Bam Bam)
.word 000 ;6 (Doink)
.word 000 ;7 (Adam)
.word 000 ;8 (Lex)
.word 000 ;9 (Referee)
#************************
_shnspdkik2 ;37
.word 000 ;0 (Bret)
.word 000 ;1 (Razor)
.word 000 ;2 (Taker)
.word 000 ;3 (Yoko)
.word 000 ;4 (Shawn)
.word 000 ;5 (Bam Bam)
.word 000 ;6 (Doink)
.word 000 ;7 (Adam)
.word 000 ;8 (Lex)
.word 000 ;9 (Referee)
#************************
_armbreak ;39
.word 000 ;0 (Bret)
.word 000 ;1 (Razor)
.word 000 ;2 (Taker)
.word 000 ;3 (Yoko)
.word 000 ;4 (Shawn)
.word 000 ;5 (Bam Bam)
.word 000 ;6 (Doink)
.word 000 ;7 (Adam)
.word 000 ;8 (Lex)
.word 000 ;9 (Referee)
#************************
_buttdrop ;40
.word 000 ;0 (Bret)
.word 000 ;1 (Razor)
.word 000 ;2 (Taker)
.word 000 ;3 (Yoko)
.word 000 ;4 (Shawn)
.word 000 ;5 (Bam Bam)
.word 000 ;6 (Doink)
.word 000 ;7 (Adam)
.word 000 ;8 (Lex)
.word 000 ;9 (Referee)
******************************************************************************
.end


164
BACKUP/GSP.EQU Normal file
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@ -0,0 +1,164 @@
*.Last mod - 4/3/92 16:49
EOSINT .set 254+20 ;End of screen
;Define names of I/O registers
HESYNC .set 0C0000000h
HEBLNK .set 0C0000010h
HSBLNK .set 0C0000020h
HTOTAL .set 0C0000030h
VESYNC .set 0C0000040h
VEBLNK .set 0C0000050h
VSBLNK .set 0C0000060h
VTOTAL .set 0C0000070h
DPYCTL .set 0C0000080h
DPYSTRT .set 0C0000090h
DPYINT .set 0C00000A0h
CONTROL .set 0C00000B0h
HSTDATA .set 0C00000C0h
HSTADRL .set 0C00000D0h
HSTADRH .set 0C00000E0h
HSTCTLL .set 0C00000F0h
HSTCTLH .set 0C0000100h
INTENB .set 0C0000110h
INTPEND .set 0C0000120h
CONVSP .set 0C0000130h
CONVDP .set 0C0000140h
PSIZE .set 0C0000150h
PMASK .set 0C0000160h
HCOUNT .set 0C00001C0h
VCOUNT .set 0C00001D0h
DPYADR .set 0C00001E0h
REFCNT .set 0C00001F0h
hesync .set 0C0000000h
heblnk .set 0C0000010h
hsblnk .set 0C0000020h
htotal .set 0C0000030h
vesync .set 0C0000040h
veblnk .set 0C0000050h
vsblnk .set 0C0000060h
vtotal .set 0C0000070h
dpyctl .set 0C0000080h
dpystrt .set 0C0000090h
dpyint .set 0C00000A0h
control .set 0C00000B0h
hstdata .set 0C00000C0h
hstadrl .set 0C00000D0h
hstadrh .set 0C00000E0h
hstctll .set 0C00000F0h
hstctlh .set 0C0000100h
intenb .set 0C0000110h
intpend .set 0C0000120h
convsp .set 0C0000130h
convdp .set 0C0000140h
psize .set 0C0000150h
pmask .set 0C0000160h
hcount .set 0C00001C0h
vcount .set 0C00001D0h
dpyadr .set 0C00001E0h
refcnt .set 0C00001F0h
X .set 1
Y .set 10000h
; Masks for I/O register fields
;Display control register bit definitions
HSD .set 1 ;Horizontal Sync Direction
DUDATE .set 1111111100B ;Display update (2-9)
ORG .set 400h ;ORiGin (1 = lower left; 0 = upper left)
SRT .set 800h ;Shift Reg Transfer enable
SRE .set 1000h ;Screen Refresh Enable
DXV .set 2000h ;Disable eXternal Video
NIL .set 4000h ;Non-InterLaced video enable
ENV .set 8000h ;ENable Video
;Bit fields within control register
CD .set 08000h ;Mask for Cache Dis bit in CONTROL
PPOP .set 07C00h ;Mask for Pix Proc OPer in CONTROL
PBH .set 0200h ;Mask for PBH bit in CONTROL
PBV .set 0100h ;Mask for PBV bit in CONTROL
WIN .set 0C0h ;Mask for Window field in CONTROL
T .set 020h ;Mask for Transparency field in CONTROL
RR .set 018h ;Mask for dram Refresh Rate bit in CONTROL
RM .set 4 ;Mask for dram Refresh Mode bit in CONTROL
;Bits within intpend and intenb
X1E .set 2 ;Mask for Ext Int 1 in INTPEND
X2E .set 4 ;Mask for Ext Int 2 in INTPEND
HIE .set 200h ;Mask for Host Int in INTPEND
DIE .set 400h ;Mask for Disp Int in INTPEND
WVP .set 800h ;Mask for Window Violation in INTPEND
;Bit positions in intpend
DIP .equ 10 ;Bit test for display interrupt pending
;Fields within HSTCTLL
MSGIN .set 7 ;Message from Host to GSP
INTIN_MSK .set 8 ;GSP can write 0 to this bit
INTIN_BIT .set 3 ;GSP can write 0 to this bit
INTOUT_MSK .set 80h ;GSP can write 1 to this bit
INTOUT_BIT .set 7 ;GSP can write 1 to this bit
;Options for window field in control reg
W1 .set 040h ;Int on attempt to write outside window.
W2 .set 080h ;Inhibit all writes, Int on attempt to write within window
W3 .set 0C0h ;inhibit writes outside window, no interrupt
;Options for pixel proc operations in control reg
P_AND .set 0400h
P_ANDNOT .set 0800h
P_ZERO .set 0C00h
P_ORNOT .set 1000h
P_XNOR .set 1400h
P_NEG .set 1800h
P_NOR .set 1C00h
P_OR .set 2000h
P_NOP .set 2400h
P_XOR .set 2800h
P_NOTAND .set 2C00h
P_ONES .set 3000h
P_NOTOR .set 3400h
P_NAND .set 3800h
P_NOT .set 3C00h
P_ADD .set 4000h
P_ADDS .set 4400h
P_SUB .set 4800h
P_SUBS .set 4C00h
P_MAX .set 5000h
P_MIN .set 5400h
;Special A-file registers
fp .set a13 ;Frame, param. stack
pstk .set a14 ;Parameter stack pointer
frame_pntr .set a14 ;Used by C Compiler
;B register graphics definitions
saddr .set b0
sptch .set b1
daddr .set b2
dptch .set b3
offset .set b4
wstart .set b5
wend .set b6
dydx .set b7
color0 .set b8
color1 .set b9
count .set b10
inc1 .set b11
inc2 .set b12
pattrn .set b13
SADDR .set b0
SPTCH .set b1
DADDR .set b2
DPTCH .set b3
OFFSET .set b4
WSTART .set b5
WEND .set b6
DYDX .set b7
COLOR0 .set b8
COLOR1 .set b9
COUNT .set b10
INC1 .set b11
INC2 .set b12
PATTRN .set b13


50
BACKUP/HARTIMG.H Normal file
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.global H2AH3A
.global H4AH3A
.global H2AE3A
.global H4AE3A
.global H2AM3A
.global H4AM3A
.global H2BK3A
.global H4BK3A
.global H2CP3A
.global H4LB3A
.global H3GU2A
.global H3GU4A
.global H2KM3A
.global H4KM3B
.global H2NM3A
.global H4NM3A
.global H2MP2B
.global H4MP4A
.global H3DC3A
.global H4TI4B
.global H3GF7B
.global H3RL1A
.global H4MF4B
.global H3FR3A
.global H2PL3B
.global H4PL3X
.global H2BC3A
.global H4BC3A
.global H2PS3A
.global H4PS3A
.global H2TW2A
.global H4TW4A
.global H2ST2A
.global H4ST4A
.global H1TL5A
.global H1TT5A
.global H2WL1A
.global H2WL2A
.global H2WL8A
.global H4WL2A
.global H4WL4A
.global H4WL5A
.global H3RN3A
.global H3BO3A
.global H3UC3X
.global H3UC3Z
.global H3MS3X
.global H3HT3X
.global H2PF2B
.global H4PF4B

2
BACKUP/HRTSEQ.ASM Normal file
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2


646
BACKUP/HRTSEQ1.ASM Normal file
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@ -0,0 +1,646 @@
*************************
*
* WE NEED TO INSERT THIS AT THE BEGINNING
*
* OF EACH 'ATTACK' SEQUENCE
*
* EQUATES ARE DEFINED IN DAMAGE.EQU
*
*
* .word ANI_STARTATTACK,AT_PUNCH,8 ;type, #ticks 'til attack on
*
*
*
*************************
**************************************************************
*
* Software: Jamie Rivett
* Initiated: 5/17/94
*
* COPYRIGHT (C) 1992 WILLIAMS ELECTRONICS GAMES, INC.
*
**************************************************************
.file "hrtseq1.asm"
.title "walks, runs, stances, and turns"
.width 132
.option b,d,l,t
.mnolist
.include "macros.h"
.include "mproc.equ" ;Mproc equates
.include "sys.equ"
.include "game.equ"
.include "plyr.equ"
.include "anim.equ"
.include "sound.h"
.include "bretimg.h"
.include "bamimg.h" ;<---temp!!!
.include "takerimg.h" ;<---temp!!!
******************************************************************************
* EXTERNAL REFERENCES
.ref SMALL_RUN
******************************************************************************
* SYMBOLS DEFINED IN THIS FILE
******************************************************************************
* EQUATES FOR THIS FILE
#*****************************************************************************
*
* STANDS
SUBR hrt_zip_anim
WL 60*60,H2ST2A+FR1
.word ANI_END
SUBR hrt_stand2_anim
SUBR hrt_stand8_anim
.word ANI_SETMODE,MODE_NORMAL
.word ANI_SETSPEED,100h
WL 4,H2ST2A+FR5
WL 4,H2ST2A+FR6
WL 4,H2ST2A+FR7
WL 4+2,H2ST2A+FR8
WL 4,H2ST2A+FR7
WL 4,H2ST2A+FR6
WL 4,H2ST2A+FR5
WL 4,H2ST2A+FR4
WL 4,H2ST2A+FR3
WL 4,H2ST2A+FR2
WL 4+2,H2ST2A+FR1
WL 4,H2ST2A+FR2
WL 4,H2ST2A+FR3
WL 4,H2ST2A+FR4
.word ANI_REPEAT
SUBR hrt_stand4_anim
SUBR hrt_stand6_anim
.word ANI_SETMODE,MODE_NORMAL
.word ANI_SETSPEED,100h
WL 4,H4ST4A+FR2
WL 4,H4ST4A+FR3
WL 4,H4ST4A+FR4
WL 4,H4ST4A+FR5
WL 4,H4ST4A+FR6
WL 4,H4ST4A+FR7
WL 4+2,H4ST4A+FR8
WL 4,H4ST4A+FR7
WL 4,H4ST4A+FR6
WL 4,H4ST4A+FR5
WL 4,H4ST4A+FR4
WL 4,H4ST4A+FR3
WL 4,H4ST4A+FR2
WL 4+2,H4ST4A+FR1
.word ANI_REPEAT
#*****************************************************************************
*
* WALKING TORSOS
SUBR hrt_torso2_anim
SUBR hrt_torso8_anim
WL 4,H2TW2A+FR1
WL 4,H2TW2A+FR2
WL 4,H2TW2A+FR3
WL 4,H2TW2A+FR4
WL 4,H2TW2A+FR3
WL 4,H2TW2A+FR2
.word ANI_REPEAT
SUBR hrt_torso4_anim
SUBR hrt_torso6_anim
WL 4,H4TW4A+FR1
WL 4,H4TW4A+FR2
WL 4,H4TW4A+FR3
WL 4,H4TW4A+FR4
WL 4,H4TW4A+FR3
WL 4,H4TW4A+FR2
.word ANI_REPEAT
#*****************************************************************************
*
* WALKS FACING #2
SUBR hrt_walk1_f2_anim
WL 2,H2WL1A+FR1
WL 2,H2WL1A+FR2
WL 2,H2WL1A+FR3
WL 2+1,H2WL1A+FR4
WL 2,H2WL1A+FR5
WL 2,H2WL1A+FR6
WL 2,H2WL1A+FR7
WL 2+1,H2WL1A+FR8
WL 2,H2WL1A+FR9
WL 2,H2WL1A+FR10
WL 2,H2WL1A+FR11
WL 2+1,H2WL1A+FR12
WL 2,H2WL1A+FR13
WL 2,H2WL1A+FR14
WL 2,H2WL1A+FR15
WL 2+1,H2WL1A+FR16
.word ANI_REPEAT
SUBR hrt_walk2_f2_anim
WL 2,H2WL2A+FR1
WL 2,H2WL2A+FR2
WL 2,H2WL2A+FR3
WL 2+1,H2WL2A+FR4
WL 2,H2WL2A+FR5
WL 2,H2WL2A+FR6
WL 2,H2WL2A+FR7
WL 2+1,H2WL2A+FR8
WL 2,H2WL2A+FR9
WL 2,H2WL2A+FR10
WL 2,H2WL2A+FR11
WL 2+1,H2WL2A+FR12
WL 2,H2WL2A+FR13
WL 2,H2WL2A+FR14
WL 2,H2WL2A+FR15
WL 2+1,H2WL2A+FR16
.word ANI_REPEAT
SUBR hrt_walk4_f2_anim
WL 2,H2WL8A+FR1
WL 2,H2WL8A+FR2
WL 2,H2WL8A+FR3
WL 2+1,H2WL8A+FR4
WL 2,H2WL8A+FR5
WL 2,H2WL8A+FR6
WL 2,H2WL8A+FR7
WL 2+1,H2WL8A+FR8
WL 2,H2WL8A+FR9
WL 2,H2WL8A+FR10
WL 2,H2WL8A+FR11
WL 2+1,H2WL8A+FR12
WL 2,H2WL8A+FR13
WL 2,H2WL8A+FR14
WL 2,H2WL8A+FR15
WL 2+1,H2WL8A+FR16
.word ANI_REPEAT
SUBR hrt_walk5_f2_anim
WL 2,H2WL1A+FR16
WL 2,H2WL1A+FR15
WL 2,H2WL1A+FR14
WL 2+1,H2WL1A+FR13
WL 2,H2WL1A+FR12
WL 2,H2WL1A+FR11
WL 2,H2WL1A+FR10
WL 2+1,H2WL1A+FR9
WL 2,H2WL1A+FR8
WL 2,H2WL1A+FR7
WL 2,H2WL1A+FR6
WL 2+1,H2WL1A+FR5
WL 2,H2WL1A+FR4
WL 2,H2WL1A+FR3
WL 2,H2WL1A+FR2
WL 2+1,H2WL1A+FR1
.word ANI_REPEAT
SUBR hrt_walk6_f2_anim
WL 2,H2WL2A+FR16
WL 2,H2WL2A+FR15
WL 2,H2WL2A+FR14
WL 2+1,H2WL2A+FR13
WL 2,H2WL2A+FR12
WL 2,H2WL2A+FR11
WL 2,H2WL2A+FR10
WL 2+1,H2WL2A+FR9
WL 2,H2WL2A+FR8
WL 2,H2WL2A+FR7
WL 2,H2WL2A+FR6
WL 2+1,H2WL2A+FR5
WL 2,H2WL2A+FR4
WL 2,H2WL2A+FR3
WL 2,H2WL2A+FR2
WL 2+1,H2WL2A+FR1
.word ANI_REPEAT
SUBR hrt_walk8_f2_anim
WL 2,H2WL8A+FR16
WL 2,H2WL8A+FR15
WL 2,H2WL8A+FR14
WL 2+1,H2WL8A+FR13
WL 2,H2WL8A+FR12
WL 2,H2WL8A+FR11
WL 2,H2WL8A+FR10
WL 2+1,H2WL8A+FR9
WL 2,H2WL8A+FR8
WL 2,H2WL8A+FR7
WL 2,H2WL8A+FR6
WL 2+1,H2WL8A+FR5
WL 2,H2WL8A+FR4
WL 2,H2WL8A+FR3
WL 2,H2WL8A+FR2
WL 2+1,H2WL8A+FR1
.word ANI_REPEAT
#*****************************************************************************
*
* WALKS FACING #4
SUBR hrt_walk1_f4_anim
WL 2,H4WL5A+FR16
WL 2,H4WL5A+FR15
WL 2,H4WL5A+FR14
WL 2+1,H4WL5A+FR13
WL 2,H4WL5A+FR12
WL 2,H4WL5A+FR11
WL 2,H4WL5A+FR10
WL 2+1,H4WL5A+FR9
WL 2,H4WL5A+FR8
WL 2,H4WL5A+FR7
WL 2,H4WL5A+FR6
WL 2+1,H4WL5A+FR5
WL 2,H4WL5A+FR4
WL 2,H4WL5A+FR3
WL 2,H4WL5A+FR2
WL 2+1,H4WL5A+FR1
.word ANI_REPEAT
SUBR hrt_walk2_f4_anim
WL 2,H4WL2A+FR1
WL 2,H4WL2A+FR2
WL 2,H4WL2A+FR3
WL 2+1,H4WL2A+FR4
WL 2,H4WL2A+FR5
WL 2,H4WL2A+FR6
WL 2,H4WL2A+FR7
WL 2+1,H4WL2A+FR8
WL 2,H4WL2A+FR9
WL 2,H4WL2A+FR10
WL 2,H4WL2A+FR11
WL 2+1,H4WL2A+FR12
WL 2,H4WL2A+FR13
WL 2,H4WL2A+FR14
WL 2,H4WL2A+FR15
.word ANI_REPEAT
SUBR hrt_walk4_f4_anim
WL 2,H4WL4A+FR1
WL 2,H4WL4A+FR2
WL 2,H4WL4A+FR3
WL 2+1,H4WL4A+FR4
WL 2,H4WL4A+FR5
WL 2,H4WL4A+FR6
WL 2,H4WL4A+FR7
WL 2+1,H4WL4A+FR8
WL 2,H4WL4A+FR9
WL 2,H4WL4A+FR10
WL 2,H4WL4A+FR11
WL 2+1,H4WL4A+FR12
WL 2,H4WL4A+FR13
WL 2,H4WL4A+FR14
WL 2,H4WL4A+FR15
WL 2+1,H4WL4A+FR16
.word ANI_REPEAT
SUBR hrt_walk5_f4_anim
WL 2,H4WL5A+FR1
WL 2,H4WL5A+FR2
WL 2,H4WL5A+FR3
WL 2+1,H4WL5A+FR4
WL 2,H4WL5A+FR5
WL 2,H4WL5A+FR6
WL 2,H4WL5A+FR7
WL 2+1,H4WL5A+FR8
WL 2,H4WL5A+FR9
WL 2,H4WL5A+FR10
WL 2,H4WL5A+FR11
WL 2+1,H4WL5A+FR12
WL 2,H4WL5A+FR13
WL 2,H4WL5A+FR14
WL 2,H4WL5A+FR15
WL 2+1,H4WL5A+FR16
.word ANI_REPEAT
SUBR hrt_walk6_f4_anim
WL 2,H4WL2A+FR15
WL 2,H4WL2A+FR14
WL 2,H4WL2A+FR13
WL 2+1,H4WL2A+FR12
WL 2,H4WL2A+FR11
WL 2,H4WL2A+FR10
WL 2,H4WL2A+FR9
WL 2+1,H4WL2A+FR8
WL 2,H4WL2A+FR7
WL 2,H4WL2A+FR6
WL 2,H4WL2A+FR5
WL 2+1,H4WL2A+FR4
WL 2,H4WL2A+FR3
WL 2,H4WL2A+FR2
WL 2,H4WL2A+FR1
.word ANI_REPEAT
SUBR hrt_walk8_f4_anim
WL 2+1,H4WL4A+FR9
WL 2,H4WL4A+FR8
WL 2,H4WL4A+FR7
WL 2,H4WL4A+FR6
WL 2+1,H4WL4A+FR5
WL 2,H4WL4A+FR4
WL 2,H4WL4A+FR3
WL 2,H4WL4A+FR2
WL 2+1,H4WL4A+FR1
WL 2,H4WL4A+FR16
WL 2,H4WL4A+FR15
WL 2,H4WL4A+FR14
WL 2+1,H4WL4A+FR13
WL 2,H4WL4A+FR12
WL 2,H4WL4A+FR11
WL 2,H4WL4A+FR10
.word ANI_REPEAT
;MJT Start
#*****************************************************************************
*
* TURNS (STANDS)
SUBR hrt_2_to_4_turn_anim
SUBR hrt_8_to_6_turn_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
WL 1,H1TL5A+FR3 ;2.5
WL 1,H1TL5A+FR4 ;3.5
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
SUBR hrt_4_to_2_turn_anim
SUBR hrt_6_to_8_turn_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
WL 1,H1TL5A+FR4 ;3.5
WL 1,H1TL5A+FR3 ;2.5
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
SUBR hrt_4_to_6_turn_anim
SUBR hrt_6_to_4_turn_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
WL 1,H1TL5A+FR5 ;4.5
.word ANI_XFLIP
WL 1,H1TL5A+FR5 ;4.5
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
SUBR hrt_2_to_8_turn_anim
SUBR hrt_8_to_2_turn_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
WL 1,H1TL5A+FR2 ;1.5
.word ANI_XFLIP
WL 1,H1TL5A+FR2 ;1.5
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
SUBR hrt_4_to_8_turn_anim
SUBR hrt_6_to_2_turn_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
WL 1,H1TL5A+FR4 ;3.5
WL 1,H1TL5A+FR3 ;2.5
WL 1,H1TL5A+FR2 ;1.5
.word ANI_XFLIP
WL 1,H1TL5A+FR2 ;1.5
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
SUBR hrt_2_to_6_turn_anim
SUBR hrt_8_to_4_turn_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
WL 1,H1TL5A+FR3 ;2.5
WL 1,H1TL5A+FR4 ;3.5
WL 1,H1TL5A+FR5 ;4.5
.word ANI_XFLIP
WL 1,H1TL5A+FR5 ;4.5
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
#*****************************************************************************
*
* TURNS (TORSOS)
SUBR hrt_2_to_4_turn2_anim
SUBR hrt_8_to_6_turn2_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
WL 1,H1TT5A+FR3 ;2.5
.word ANI_SETFACING ;ANI_XFLIP <- not primary anim
WL 1,H1TT5A+FR4 ;3.5
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
SUBR hrt_4_to_2_turn2_anim
SUBR hrt_6_to_8_turn2_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
WL 1,H1TT5A+FR4 ;3.5
.word ANI_SETFACING ;ANI_XFLIP <- not primary anim
WL 1,H1TT5A+FR3 ;2.5
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
SUBR hrt_4_to_6_turn2_anim
SUBR hrt_6_to_4_turn2_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
WL 1,H1TT5A+FR5 ;4.5
.word ANI_SETFACING ;ANI_XFLIP <- not primary anim
WL 1,H1TT5A+FR5 ;4.5
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
SUBR hrt_2_to_8_turn2_anim
SUBR hrt_8_to_2_turn2_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
WL 1,H1TT5A+FR2 ;1.5
.word ANI_SETFACING ;ANI_XFLIP <- not primary anim
WL 1,H1TT5A+FR2 ;1.5
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
SUBR hrt_4_to_8_turn2_anim
SUBR hrt_6_to_2_turn2_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
WL 1,H1TT5A+FR5 ;4.5
.word ANI_SETFACING ;ANI_XFLIP <- not primary anim
WL 1,H1TT5A+FR5 ;4.5
WL 1,H1TT5A+FR4 ;3.5
.word ANI_SETFACING
WL 1,H1TT5A+FR3 ;2.5
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
SUBR hrt_2_to_6_turn2_anim
SUBR hrt_8_to_4_turn2_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
WL 1,H1TT5A+FR3 ;2.5
.word ANI_SETFACING
WL 1,H1TT5A+FR4 ;3.5
WL 1,H1TT5A+FR5 ;4.5
.word ANI_SETFACING ;ANI_XFLIP <- not primary anim
WL 1,H1TT5A+FR5 ;4.5
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
;MJT End
#*****************************************************************************
*
* RUNNING IN #3
SUBR hrt_run2_anim
.word ANI_SETMODE,MODE_NORMAL
.word ANI_SETSPEED,100h
;I'm turning on an attack box for the entire run sequence.
;I never turn it off.
.word ANI_ATTACK_ON,AMODE_RUN,-3,29,16,71 ;mode,x,y,w,h
WL ANI_GOTO,#run2
SUBR hrt_run_anim
.word ANI_SETMODE,MODE_UNINT ;uninterruptable
.word ANI_SETSPEED,100h
.word ANI_ATTACK_ON,AMODE_RUN,-3,29,16,71 ;mode,x,y,w,h
#lp1
WL 2,H3RN3A+FR1
WL 3,H3RN3A+FR2
WL 2,H3RN3A+FR3
WL 3,H3RN3A+FR4
WL 2,H3RN3A+FR5
WL ANI_CODE,SMALL_RUN
; .word ANI_SOUND,run_snd
#run2
.word ANI_SETMODE,MODE_NORMAL ;clear UNINT bit
.word ANI_ATTACK_ON,AMODE_RUN,-3,29,16,71 ;mode,x,y,w,h
WL 3,H3RN3A+FR6
WL 2,H3RN3A+FR7
WL 3,H3RN3A+FR8
WL 2,H3RN3A+FR9
WL 3,H3RN3A+FR10
WL 2,H3RN3A+FR11
WL ANI_CODE,SMALL_RUN
; .word ANI_SOUND,run_snd
WL 3,H3RN3A+FR12
WL ANI_GOTO,#lp1
#*****************************************************************************
*
* BOUNCE OFF ROPES
SUBR hrt_bounce_anim
.word ANI_SETMODE,MODE_UNINT+MODE_OVERLAP+MODE_NOAUTOFLIP| MODE_NOCONFINE ;uninterruptable
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
WL 2,H3BO3A+FR1
.word ANI_BOUNCEROPE,0
WL 1,H3BO3A+FR1
WL 2,H3BO3A+FR2
.word ANI_BOUNCEROPE,1
WL ANI_CODE,SMALL_RUN
; .word ANI_SOUND,run_snd
WL 1,H3BO3A+FR2
WL 2,H3BO3A+FR3
.word ANI_BOUNCEROPE,2
WL 1,H3BO3A+FR4
WL 2,H3BO3A+FR4
.word ANI_BOUNCEROPE,3
WL 1,H3BO3A+FR4
.word ANI_ZEROVELS
WL 2,H3BO3A+FR5
.word ANI_BOUNCEROPE,4
WL 1,H3BO3A+FR5
WL 3,H3BO3A+FR6
WL 2,H3BO3A+FR7
.word ANI_BOUNCEROPE,0
WL 1,H3BO3A+FR7
WL 2,H3BO3A+FR8
.word ANI_BOUNCEROPE,-1
WL ANI_CODE,SMALL_RUN
; .word ANI_SOUND,run_snd
WL 1,H3BO3A+FR8
WL 3,H3BO3A+FR9
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
;MJT Start
******************************************************************************
.end
;MJT End


1817
BACKUP/HRTSEQ2.ASM Normal file

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