************************************************************** * * 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 ******************************************************************************