************************************************************** * * Software: Jamie Rivett * Initiated: 5/18/94 * * COPYRIGHT (C) 1992 WILLIAMS ELECTRONICS GAMES, INC. * ************************************************************** .file "yoko.asm" .title "Yokozuna specific game code" .width 132 .option b,d,l,t .mnolist .include "macros.h" .include "jjxm.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 "sound.h" .include "ring.equ" .include "lifebar.h" .include "damage.equ" ****************************************************************************** * EXTERNAL REFERENCES .ref change_anim1a,change_anim2a,bounce_off_ropes .ref check_secret_moves,climb_turnbuckle,raisearm_check .ref execute_walk,get_punch_dtime,get_opp_plyrmode .ref keep_attached,change_anim1,mode_dead,round_award .ref get_opp_process,ck_ignore,do_taunt,process_ptrs .ref FIND_AND_KILL_ENDLESS,JUMP_ROPES,CHECK_COMBO_GO .ref yok_combo_jabs_anim,yok_combo_kick_anim,set_raisearm_bit .ref BLOCK_WOOSH,drone_change_back,ck_teammate_pin .ref CLIMB_ROPES,ADD_IF_SILENT,master_keep_attached .ref change_anim2,can_pin .ref blocking_off,std_taunt,std_walk_fast .ref hyper_speed_on .ref in_finish_move .ref p1rounds,p2rounds .if NUM_YOKO_FINISHES .ref yok_finish1_move .if NUM_YOKO_FINISHES > 1 .ref yok_finish2_move .endif .endif ****************************************************************************** * ANIMATION SEQUENCES .ref yok_2_jabs_anim .ref yok_4_jabs_anim .ref yok_4_uppercut_anim .ref yok_2_slap2_anim .ref yok_4_slap2_anim .ref yok_2_superkick_anim .ref yok_4_superkick_anim .ref yok_2_grabfling_anim .ref yok_4_grabfling_anim .ref DO_REVERSAL,PCNT .ref DO_REVERSAL_MESS .ref yok_3_head_hold2_anim .ref yok_3_head_hold_anim .ref wres_slave_anim .ref yok_zip_anim .ref start_run_anim .ref yok_stand2_anim,yok_stand8_anim .ref yok_scissor_anim .ref yok_stand4_anim,yok_stand6_anim .ref yok_torso2_anim,yok_torso8_anim .ref yok_torso4_anim,yok_torso6_anim .ref yok_2_to_4_turn_anim,yok_8_to_6_turn_anim ;stand .ref yok_4_to_2_turn_anim,yok_6_to_8_turn_anim .ref yok_4_to_6_turn_anim,yok_6_to_4_turn_anim .ref yok_2_to_8_turn_anim,yok_8_to_2_turn_anim .ref yok_4_to_8_turn_anim,yok_6_to_2_turn_anim .ref yok_2_to_6_turn_anim,yok_8_to_4_turn_anim .ref yok_2_to_4_turn2_anim,yok_8_to_6_turn2_anim ;torso .ref yok_4_to_2_turn2_anim,yok_6_to_8_turn2_anim .ref yok_4_to_6_turn2_anim,yok_6_to_4_turn2_anim .ref yok_2_to_8_turn2_anim,yok_8_to_2_turn2_anim .ref yok_4_to_8_turn2_anim,yok_6_to_2_turn2_anim .ref yok_2_to_6_turn2_anim,yok_8_to_4_turn2_anim .ref yok_walk1_f2_anim,yok_walk2_f2_anim,yok_walk4_f2_anim .ref yok_walk5_f2_anim,yok_walk6_f2_anim,yok_walk8_f2_anim .ref yok_walk1_f4_anim,yok_walk2_f4_anim,yok_walk4_f4_anim .ref yok_walk5_f4_anim,yok_walk6_f4_anim,yok_walk8_f4_anim .ref yok_run2_anim .ref yok_climb_up_anim,yok_climb_down_anim .ref yok_3_butt_drop_anim,yok_tbukl_buttdrop_anim .ref yok_2_punch_anim,yok_4_punch_anim ; .ref yok_2_push_anim .ref yok_4_push_anim .ref yok_2_lbowdrop_anim,yok_4_lbowdrop_anim .ref yok_2_kick_anim,yok_4_kick_anim .ref yok_2_stomp_anim,yok_4_stomp_anim .ref yok_2_knee_anim,yok_4_knee_anim .ref yok_2_gut_push_anim,yok_4_gut_push_anim .ref yok_4_losebal_anim .ref yok_4_block_anim .ref yok_2_head_hit_anim,yok_4_head_hit_anim .ref yok_2_body_hit_anim,yok_4_body_hit_anim .ref yok_2_raise_arm_anim,yok_4_raise_arm_anim .ref yok_2_pin_anim,yok_4_pin_anim .ref yok_graboh_anim .ref yok_2_hiptoss_anim .ref yok_4_hiptoss_anim .ref yok_2_hiptoss2_anim .ref yok_4_hiptoss2_anim .ref yok_vsuplex_anim .ref yok_spinslam_anim .ref yok_heldheadbutt_rpt_anim ; .ref yok_pkup_chair_anim .ref yok_2_hair_pickup_anim .ref yok_4_salt_anim,yok_3_head_held_stand_anim .ref yok_overhd_slam_anim,yok_2_run_slap_anim .ref yok_4_hair_pickup_anim,yok_2_salt_anim .ref yok_stndholdoh_anim,yok_4_run_slap_anim .ref yok_fall_back_anim,yok_holdoh_anim .ref BONUS_MESS ****************************************************************************** * SYMBOLS DEFINED IN THIS FILE ****************************************************************************** * EQUATES FOR THIS FILE #***************************************************************************** yok_secret_moves .long #charge_salt ;must have this one .long #neck_grab .long #grab_fling .long #hip_toss .long #grab_fling2 .long #hip_toss2 .long #scissors .long #gut_push .long #jabs .long 0 ****************************************************************************** * * SPECIAL MOVE PROCESSES - Secret moves * ;a8=process of wrestler SUBR yok_smove_table .long yok_hdhold_combo1 .long yok_hdhold_scissor .long yok_hdhold_suplex .long yok_salt_throw .long yok_grab_toss_air .long yok_hdhold_combo2 ; .long yok_hdhold_anti_combo .long std_walk_fast .long std_taunt .if NUM_YOKO_FINISHES .long yok_finish_move1 .endif .if NUM_YOKO_FINISHES > 1 .long yok_finish_move2 .endif .long 0 ****************************************************************************** #scissors .word B_SKICK, J_ALL .word J_TOWARD, J_REAL_LR .word J_TOWARD, J_REAL_LR .word 8000h | 32 ;max .long #scrt_scis #scrt_scis move *a13(ANIMODE),a0 btst MODE_UNINT_BIT,a0 jrnz #rets move *a13(PLYRMODE),a0 CMPI MODE_HEADHOLD,a0 jrz #rets ;no frankensteiner if opponent is on the ground calla get_opp_plyrmode cmpi MODE_ONGROUND,a0 jreq #rets cmpi MODE_DEAD,a0 jreq #rets ;don't do it if opponent is behind you calla ck_ignore jrc #rets CALLA FIND_AND_KILL_ENDLESS movi yok_scissor_anim,a0 calla change_anim1a WRSND W_YOKO,GRABFLING_T1,GRABFLING_T2 #rets rets ******************************************************************************* #hip_toss ; .word B_PUNCH | J_AWAY, J_REAL_LR | J_UP | J_DOWN ; .word 8000h | 10 ;max ; .long #scrt_hiptoss .word B_PUNCH, J_ALL .word J_AWAY, J_REAL_LR .word J_AWAY, J_REAL_LR .word 8000h | 32 ;max .long #scrt_hiptoss #scrt_hiptoss move *a13(ANIMODE),a0 btst MODE_UNINT_BIT,a0 jrnz #out ;Don't do it when he is on ground calla get_opp_plyrmode cmpi MODE_ONGROUND,a0 jrz #out ; cmpi MODE_BLOCK,a0 ; jrz #out cmpi MODE_DEAD,a0 jrz #out cmpi MODE_HEADHELD,a0 jrz #out cmpi MODE_INAIR,a0 jrz #doit cmpi MODE_INAIR2,a0 jrz #doit move *a13(CLOSEST_DIST),a0 cmpi 70h,a0 jrgt #out #doit FACE24 yok,hiptoss_anim calla change_anim1a WRSND W_YOKO,HIPTOSS_T1,PUNCH_T2 rets ******************************************************************************* #grab_fling2 .word B_SPUNCH | J_AWAY, J_REAL_LR | J_UP | J_DOWN .word 8000h | 10 ;max .long #scrt_grabfling2 #hip_toss2 .word B_PUNCH | J_AWAY, J_REAL_LR | J_UP | J_DOWN .word 8000h | 10 ;max .long #scrt_grabfling2 #scrt_grabfling2 move *a13(ANIMODE),a0 btst MODE_UNINT_BIT,a0 jrnz #out ;If opponent is running, do a hip toss calla get_opp_plyrmode cmpi MODE_BOUNCING,a0 jrz #yes cmpi MODE_RUNNING,a0 jrz #yes rets ******************************************************************************* #grab_fling ; .word B_SPUNCH | J_AWAY, J_REAL_LR | J_UP | J_DOWN ; .word 8000h | 10 ;max ; .long #scrt_grabfling .word B_SPUNCH, J_ALL .word J_AWAY, J_REAL_LR .word J_AWAY, J_REAL_LR .word 8000h | 32 ;max .long #scrt_grabfling #scrt_grabfling ;Make this miss, rotate to missed opponent, ;and stay rotated to flung opponent, also make ;this work from both angles! move *a13(ANIMODE),a0 btst MODE_UNINT_BIT,a0 jrnz #out ;If opponent is running, do a hip toss calla get_opp_plyrmode cmpi MODE_BOUNCING,a0 jrz #yes cmpi MODE_RUNNING,a0 jrnz #nope #yes FACE24 yok,hiptoss_anim calla change_anim1a WRSND W_YOKO,HIPTOSS_T1,PUNCH_T2 rets #nope ;Don't fling when he is on ground calla get_opp_plyrmode cmpi MODE_DEAD,a0 jrz #out cmpi MODE_HEADHELD,a0 jrz #out cmpi MODE_ONGROUND,a0 jrz #out ;Mode held overhead! cmpi MODE_ATTACHED,a0 jrz #out ; move *a13(LAST_FLING_ATTEMPT),a14,L ; move @PCNT,a0,L ; sub a14,a0 ; cmpi 3*60,a0 ; jrge #ok2 ; ;;This head grab is too close (in terms of time) to most recent grab ; FACE24 yok,slap2_anim ; calla change_anim1a ; ; WRSND W_YOKO,SPUNCH_T1,SPUNCH_T2 ; rets ; ;#ok2 ; move @PCNT,a14,L ;use 32-bit PCNT! ; move a14,*a13(LAST_FLING_ATTEMPT),L FACE24 yok,grabfling_anim calla change_anim1a WRSND W_YOKO,GRABFLING_T1,PUNCH_T2 rets ******************************************************************************* #neck_grab .word B_SPUNCH, J_ALL .word J_TOWARD, J_REAL_LR .word J_TOWARD, J_REAL_LR .word 8000h | 30 ;max .long #scrt_neck #scrt_neck move *a13(ANIMODE),a0 btst MODE_UNINT_BIT,a0 jrnz #out ;Don't do it when he is on ground calla get_opp_plyrmode cmpi MODE_ONGROUND,a0 jrz #out cmpi MODE_DEAD,a0 jrz #out cmpi MODE_HEADHELD,a0 jrz #out ;Mode held overhead! cmpi MODE_ATTACHED,a0 jrz #out move *a13(LAST_HEADHOLD),a14,L move @PCNT,a0,L sub a14,a0 cmpi 2*60,a0 jrge #ok2a ;This head grab is too close (in terms of time) to most recent grab .ref yok_3_fake_hold_anim movi yok_3_fake_hold_anim,a0 calla change_anim1a rets #ok2a move *a13(CLOSEST_XDIST),a1 cmpi 80,a1 jrgt #std_grab movi yok_3_head_hold2_anim,a0 calla change_anim1a rets #std_grab movi yok_3_head_hold_anim,a0 calla change_anim1a rets ******************************************************************************* #charge_salt move *a13(BUT_VAL_UP),a0 btst PLAYER_PUNCH_BIT,a0 jrz #no_punch move *a13(PLYRNUM),a0 calla get_punch_dtime cmpi 85,a0 ;> min? jrlt #no_punch CALLA FIND_AND_KILL_ENDLESS callr #scrt_salt setc rets #no_punch clrc rets #scrt_salt move *a13(PLYRMODE),a0 cmpi MODE_HEADHELD,a0 jrz #out cmpi MODE_HEADHOLD,a0 jrz #out move *a13(ANIMODE),a0 btst MODE_UNINT_BIT,a0 jrnz #out ;Don't do it when he is on ground calla get_opp_plyrmode cmpi MODE_ATTACHED,a0 jrz #out ; cmpi MODE_ONGROUND,a0 ; jrz #out ; cmpi MODE_DEAD,a0 ; jrz #out FACE24 yok,salt_anim calla change_anim1a WRSND W_YOKO,HDBUTT_T1,HDBUTT_T2 clr a0 move a0,*a13(RUN_TIME) SETMODE NORMAL rets ******************************************************************************* #gut_push .word B_PUNCH, J_ALL .word J_TOWARD, J_REAL_LR .word J_TOWARD, J_REAL_LR .word 8000h | 40 ;max .long #scrt_gut_push #scrt_gut_push move *a13(ANIMODE),a0 btst MODE_UNINT_BIT,a0 jrnz #out ;Don't do it when he is on ground calla get_opp_plyrmode cmpi MODE_ONGROUND,a0 jrz #out cmpi MODE_DEAD,a0 jrz #out cmpi MODE_HEADHELD,a0 jrz #out ;Mode held overhead! cmpi MODE_ATTACHED,a0 jrz #out FACE24 yok,gut_push_anim calla change_anim1a WRSND W_YOKO,GRABTHROW_T1,GRABTHROW_T2 #out rets ******************************************************************************* #jabs .word B_PUNCH, J_ALL .word J_TOWARD, J_REAL_LR .word J_DOWN_TOWARD, J_REAL_LR .word J_DOWN, J_REAL_LR .word 8000h | 50 ;max .long #scrt_jabs #scrt_jabs move *a13(ANIMODE),a0 btst MODE_UNINT_BIT,a0 jrnz #out move *a13(PLYRMODE),a0 cmpi MODE_ONTURNBKL,a0 jrz #out ;Don't do it when he is on ground calla get_opp_plyrmode ; cmpi MODE_ONGROUND,a0 ; jrz #out ; cmpi MODE_DEAD,a0 ; jrz #out cmpi MODE_HEADHELD,a0 jrz #out FACE24 yok,jabs_anim calla change_anim1a WRSND W_YOKO,HDBUTT_T1,HDBUTT_T2 rets .if NUM_YOKO_FINISHES #****************************************************************************** SUBRP yok_finish_move1 #TIMEOUT .equ TSEC #end_wait SLEEP TSEC/4 move @p1rounds,a0 ; Get player 1 rounds move @p2rounds,a1 ; Get player 2 rounds or a1,a0 ; Put em together cmpi 2,a0 ; Anybody got 2? jrlt #end_wait ; br = no #reset clr a11 move a11,@in_finish_move SLEEPK 1 WAITSWITCH_DWN J_UP,0,#reset movi #TIMEOUT,a11 move a11,@in_finish_move WAITSWITCH_DWN J_DOWN,0,#reset WAITSWITCH_DWN J_TOWARD,J_DOWN|J_UP,#reset WAITSWITCH_DWN J_TOWARD,J_DOWN|J_UP,#reset WAITSWITCH_DWN B_PUNCH,J_ALL,#reset movi yok_finish1_move,a0 move a0,*a8(SPECIAL_MOVE_ADDR),L DIE .endif .if NUM_YOKO_FINISHES > 1 #****************************************************************************** SUBRP yok_finish_move2 #TIMEOUT .equ TSEC #end_wait SLEEP TSEC/4 move @p1rounds,a0 ; Get player 1 rounds move @p2rounds,a1 ; Get player 2 rounds or a1,a0 ; Put em together cmpi 2,a0 ; Anybody got 2? jrlt #end_wait ; br = no #reset clr a11 move a11,@in_finish_move SLEEPK 1 WAITSWITCH_DWN J_UP,0,#reset movi #TIMEOUT,a11 move a11,@in_finish_move WAITSWITCH_DWN J_UP,0,#reset WAITSWITCH_DWN J_RIGHT,J_UP,#reset WAITSWITCH_DWN J_RIGHT,J_UP,#reset WAITSWITCH_DWN B_SPUNCH,J_ALL,#reset movi yok_finish2_move,a0 move a0,*a8(SPECIAL_MOVE_ADDR),L DIE .endif #******************************************************************************* yok_grab_toss_air #TIMEOUT .equ 40 #lp0 SLEEPK 1 #lp clr a11 WAITSWITCH_DWN J_AWAY,0,#lp movi #TIMEOUT,a11 WAITSWITCH_DWN J_AWAY,0,#lp WAITSWITCH_DWN B_PUNCH,J_ALL,#lp move *a8(ANIMODE),a0 btst MODE_UNINT_BIT,a0 jrnz #lp move *a8(PLYRMODE),a0 cmpi MODE_HEADHOLD,a0 jreq #lp0 ;Don't do it when he is on ground SWAP a8,a13 calla get_opp_plyrmode SWAP a8,a13 ;Don't do it when he is on ground cmpi MODE_ONGROUND,a0 jrz #lp cmpi MODE_DEAD,a0 jrz #lp cmpi MODE_INAIR,a0 jrz #doit2 cmpi MODE_INAIR2,a0 jrz #doit2 move *a8(CLOSEST_NUM),a0 X32 a0 addi process_ptrs,a0 move *a0,a0,L move *a0(ATTACK_TYPE),a0 cmpi AT_LEAPING,a0 jrz #doit2 move *a8(CLOSEST_DIST),a0 cmpi 6ch,a0 jrgt #lp FACE24 yok,hiptoss_anim move a0,*a8(SPECIAL_MOVE_ADDR),L WRSND W_YOKO,GRABFLING_T1,PUNCH_T2 SLEEPK 20 jruc #lp #doit2 FACE24 yok,hiptoss2_anim move a0,*a8(SPECIAL_MOVE_ADDR),L WRSND W_YOKO,GRABFLING_T1,PUNCH_T2 SLEEPK 20 jruc #lp #******************************************************************************* yok_hdhold_suplex #TIMEOUT .equ 60 #lp0 SLEEPK 1 #lp ; move *a8(GETUP_TIME),a0 ; jrnz #lp0 move *a8(PLYRMODE),a0 cmpi MODE_HEADHOLD,a0 jrz #cont cmpi MODE_HEADHELD,a0 jrnz #lp0 #cont clr a11 ; WAITSWITCH_DWN J_UP,0,#lp WAITSWITCH_DWN J_DOWN,0,#lp movi #TIMEOUT,a11 WAITSWITCH_DWN J_DOWN,0,#lp WAITSWITCH_DWN B_SKICK,J_ALL,#lp move *a8(PLYRMODE),a0 cmpi MODE_HEADHOLD,a0 jrz #slam cmpi MODE_HEADHELD,a0 jrnz #lp0 move *a8(I_WILL_DIE),A14 jrnz #lp0 ;Do reversal unless I have been immobilized! ;If not, set immobilize time for opponent and reverse move *a8(IMMOBILIZE_TIME),a14 jrnz #lp0 ;ignore CALLA DO_REVERSAL CALLA DO_REVERSAL_MESS ;target WHOHITME -- don't hit anyone else SMRTTGT a8,WHOHITME ;immobilize WHOHITME move *a8(WHOHITME),a0,L jruc #is_reversal #slam move *a8(IMMOBILIZE_TIME),a14 jrnz #lp0 ;ignore movi 42,a10 CREATE MESSAGE_PID,BONUS_MESS ;target WHOIHIT -- don't hit anyone else SMRTTGT a8,WHOIHIT ;immobilize WHOIHIT move *a8(WHOIHIT),a0,L #is_reversal movk 30,a14 move a14,*a0(IMMOBILIZE_TIME) CALLA FIND_AND_KILL_ENDLESS movi yok_vsuplex_anim,a14 move a14,*a8(SPECIAL_MOVE_ADDR),L WRSND W_YOKO,GRABFLING_T1,GRABFLING_T2 SLEEPK 20 jruc #lp #******************************************************************************* yok_hdhold_scissor #TIMEOUT .equ 60 #lp0 SLEEPK 1 #lp ; move *a8(GETUP_TIME),a0 ; jrnz #lp0 move *a8(PLYRMODE),a0 cmpi MODE_HEADHOLD,a0 jrz #cont cmpi MODE_HEADHELD,a0 jrnz #lp0 #cont clr a11 ; WAITSWITCH_DWN J_AWAY,0,#lp WAITSWITCH_DWN J_TOWARD,0,#lp movi #TIMEOUT,a11 WAITSWITCH_DWN J_TOWARD,0,#lp WAITSWITCH_DWN B_SPUNCH,J_ALL,#lp move *a8(PLYRMODE),a0 cmpi MODE_HEADHOLD,a0 jrz #slam cmpi MODE_HEADHELD,a0 jrnz #lp0 move *a8(I_WILL_DIE),A14 jrnz #lp0 move *a8(IMMOBILIZE_TIME),a14 jrnz #lp0 ;ignore CALLA DO_REVERSAL CALLA DO_REVERSAL_MESS ;target WHOHITME -- don't hit anyone else SMRTTGT a8,WHOHITME ;immobilize WHOHITME move *a8(WHOHITME),a0,L jruc #is_reversal #slam move *a8(IMMOBILIZE_TIME),a14 jrnz #lp0 ;ignore movi 34,a10 CREATE0 BONUS_MESS ;target WHOIHIT -- don't hit anyone else SMRTTGT a8,WHOIHIT ;immobilize WHOIHIT move *a8(WHOIHIT),a0,L #is_reversal movk 32,a14 move a14,*a0(IMMOBILIZE_TIME) CALLA FIND_AND_KILL_ENDLESS movi yok_scissor_anim,a14 move a14,*a8(SPECIAL_MOVE_ADDR),L WRSND W_YOKO,GRABFLING_T1,GRABFLING_T2 SLEEPK 20 jruc #lp ******************************************************************************* #* yok_hdhold_combo1 #TIMEOUT .equ 60 #lp0 SLEEPK 1 #lp move *a8(PLYRMODE),a0 cmpi MODE_HEADHOLD,a0 jrnz #lp0 ; jrz #cont ; cmpi MODE_HEADHELD,a0 ; jrnz #lp0 ;#cont ;In combo mode? calla CHECK_COMBO_GO jrlt #lp0 clr a11 WAITSWITCH_DWN J_TOWARD,0,#lp movi #TIMEOUT,a11 WAITSWITCH_DWN J_TOWARD,0,#lp WAITSWITCH_DWN B_SPUNCH,J_ALL,#lp move *a8(PLYRMODE),a0 cmpi MODE_HEADHOLD,a0 jrz #slam cmpi MODE_HEADHELD,a0 jrnz #lp0 #slam move *a8(IMMOBILIZE_TIME),a14 jrnz #lp0 ;ignore ;Start combo rules here ; move *a8(ATTACH_PROC),a14,L ; movk 15,a0 ; move a0,*a14(IMMOBILIZE_TIME) ;target WHOIHIT SMRTTGT a8,WHOIHIT CALLA FIND_AND_KILL_ENDLESS movi yok_combo_jabs_anim,a14 move a14,*a8(SPECIAL_MOVE_ADDR),L WRSND W_YOKO,UPRCUT_T1,UPRCUT_T2 SLEEPK 20 jruc #lp ******************************************************************************* #* yok_hdhold_combo2 #TIMEOUT .equ 60 #lp0 SLEEPK 1 #lp move *a8(PLYRMODE),a0 cmpi MODE_HEADHOLD,a0 jrnz #lp0 ; jrz #cont ; cmpi MODE_HEADHELD,a0 ; jrnz #lp0 ;#cont ;In combo mode? calla CHECK_COMBO_GO jrlt #lp0 clr a11 WAITSWITCH_DWN J_TOWARD,0,#lp movi #TIMEOUT,a11 WAITSWITCH_DWN J_TOWARD,0,#lp WAITSWITCH_DWN B_PUNCH,J_ALL,#lp move *a8(PLYRMODE),a0 cmpi MODE_HEADHOLD,a0 jrz #slam cmpi MODE_HEADHELD,a0 jrnz #lp0 #slam move *a8(IMMOBILIZE_TIME),a14 jrnz #lp0 ;ignore ;Start combo rules here ; move *a8(ATTACH_PROC),a14,L ; movk 15,a0 ; move a0,*a14(IMMOBILIZE_TIME) ;target WHOIHIT SMRTTGT a8,WHOIHIT CALLA FIND_AND_KILL_ENDLESS movi yok_combo_kick_anim,a14 move a14,*a8(SPECIAL_MOVE_ADDR),L WRSND W_YOKO,UPRCUT_T1,UPRCUT_T2 SLEEPK 20 jruc #lp ;#****************************************************************************** ;yok_hdhold_anti_combo ; ;#TIMEOUT .equ 80 ; ;#lp0 ; SLEEPK 1 ;#lp ;;Is my opponent in combo mode? ;; move *a8(IMMOBILIZE_TIME),a14 ;; jrz #lp0 ;; move *a8(CLOSEST_NUM),a0 ;; X32 a0 ;; addi process_ptrs,a0 ;; move *a0,a0,L ;; move *a0(COMBO_COUNT),a0 ;; jrz #lp0 ; ; clr a11 ; ; WAITSWITCH_DWN B_SPUNCH,J_ALL,#lp ; ; movi #TIMEOUT,a11 ; ; WAITSWITCH_DWN B_SPUNCH,J_ALL,#lp ; WAITSWITCH_DWN B_SPUNCH,J_ALL,#lp ; ;;Is my opponent in combo mode? ; move *a8(CLOSEST_NUM),a0 ; X32 a0 ; addi process_ptrs,a0 ; move *a0,a0,L ; move *a0(COMBO_COUNT),a0 ; jrz #lp0 ; ; move *a8(ANTI_COMBO_TIME),a0 ;Time stamp ; move @PCNT,a14 ; sub a0,a14 ; abs a14 ; cmpi 80,a14 ; jrge #lp0 ; move *a8(I_WILL_DIE),A14 ; jrnz #lp0 ; ;;Combo breaker message! ; CALLA DO_REVERSAL ; CALLA DO_REVERSAL_MESS ; ; clr a0 ; move a0,*a8(IMMOBILIZE_TIME) ; ; move *a8(WHOHITME),a14,L ; movk 15,a0 ; move a0,*a14(IMMOBILIZE_TIME) ; ; ;target WHOHITME ; SMRTTGT a8,WHOHITME ; ; CALLA FIND_AND_KILL_ENDLESS ; movi yok_vsuplex_anim,a14 ; move a14,*a8(SPECIAL_MOVE_ADDR),L ; ; WRSND W_YOKO,UPRCUT_T1,UPRCUT_T2 ; ; SLEEPK 20 ; ; jruc #lp #******************************************************************************* yok_salt_throw #TIMEOUT .equ 60 #lp0 SLEEPK 1 #lp move *a8(PLYRMODE),a0 cmpi MODE_HEADHOLD,a0 jrz #cont cmpi MODE_HEADHELD,a0 jrnz #lp0 #cont clr a11 WAITSWITCH_DWN J_DOWN,0,#lp movi #TIMEOUT,a11 ; WAITSWITCH_DWN J_DOWN_TOWARD,0,#lp WAITSWITCH_DWN J_TOWARD,J_DOWN|J_UP,#lp WAITSWITCH_DWN B_PUNCH,J_ALL,#lp CALLA FIND_AND_KILL_ENDLESS movi yok_4_salt_anim,a0 move a0,*a8(SPECIAL_MOVE_ADDR),L WRSND W_YOKO,LBOWDROP_T1,LBOWDROP_T2 SLEEP 120 jruc #lp #***************************************************************************** SUBR yoko_ani_init move *a13(FACING_DIR),a0 btst PLAYER_RIGHT_BIT,a0 jrnz #p1 ;Plyr 2 movi yok_stand4_anim,a0 calla change_anim1a movi yok_torso4_anim,a0 calla change_anim2a PUSH a10 move a13,a10 CREATE TAUNT_PID,do_taunt PULL a10 rets #p1 movi yok_stand2_anim,a0 calla change_anim1a movi yok_torso2_anim,a0 calla change_anim2a rets #***************************************************************************** * * YOKOZUNA CONTROL CODE * * a13 = * yoko process SUBR move_yoko ; movi 100h,a0 ;temp fix! ; move a0,*a13(ANI_SPEED) movi yok_secret_moves,a11 calla check_secret_moves move *a13(PLYRMODE),a0 sll 5,a0 ;x 32 addi #mode_table,a0 move *a0,a0,L call a0 rets #mode_table .long mode_normal ;0 .long mode_running ;1 .long mode_inair ;2 .long mode_attached ;3 .long mode_onground ;4 .long mode_bouncing ;5 .long mode_onturnbkl ;6 .long mode_block ;7 .long mode_dizzy ;8 .long mode_dead ;9 .long mode_oppoverhead ;10 .long mode_climbturnbkl ;11 .long mode_waitanim ;12 .long mode_grapple ;13 .long mode_master ;14 .long mode_slave ;15 .long mode_headhold ;16 .long mode_puppet2 ;17 .long mode_normal ;18 .long mode_headheld ;19 REFLONG mode_puppet ;20 REFLONG mode_inair2 ;21 .long mode_normal ;22 .long mode_normal ;23 .long mode_chokehold ;24 REFLONG mode_choking ;25 #***************************************************************************** mode_normal move *a13(ANIMODE),a0 btst MODE_UNINT_BIT,a0 jrnz #no_interrupt move *a13(I_WILL_DIE),a0 jrz #nope move *a13(IMMOBILIZE_TIME),a0 jrnz #nope ;Player has died amidst a combo... ;Knock me down. movi yok_fall_back_anim,a0 calla change_anim1a ;Zero health bar movi -10,a0 move *a13(PLYRNUM),a1 calla adjust_health SETMODE DEAD clr a0 move a0,*a13(I_WILL_DIE) rets #nope ;Perhaps we need to interrupt any sequence when a wrestler has won? calla get_opp_plyrmode cmpi MODE_DEAD,a0 jrne #opp_not_dead ;if closest is a zombie, skip pin section. calla get_opp_process move *a0(STATUS_FLAGS),a14 btst B_ZOMBIE,a14 jrnz #opp_not_dead ;all opponents are dead. Check for pins/raisearms ;if we're attached to someone, don't interrupt it. move *a13(ATTACH_PROC),a1,L jrz #no_attch move *a1(ATTACH_PROC),a2,L cmp a2,a13 jreq #no_pin_yet #no_attch ;if a teammate has pinned, raise yer arm. calla ck_teammate_pin jrc #raisearm ;nobody has pinned. if we're outside or all our opponents are ; outside, do a raisearm. calla raisearm_check jrc #raisearm ;we're inside with a pinnable opponent. any button pins. move *a13(BUT_VAL_CUR),a0 jrz #no_pin_yet ;we have a press -- make sure opponent is on the ground calla can_pin jrnc #opp_notgnd ;opponent is on the ground. pin him. FACE24 yok,pin_anim calla change_anim1a ;set the 'I did a pin' flag. move *a13(STATUS_FLAGS),a14 ori M_DID_PIN,a14 move a14,*a13(STATUS_FLAGS) ;if we're a temp drone for auto-pin purposes, turn back into ; a normal player here. calla drone_change_back rets #raisearm FACE24 yok,raise_arm_anim calla change_anim1a calla set_raisearm_bit ;if we're a temp drone for auto-pin purposes, turn back into ; a normal player here. calla drone_change_back rets #too_far_to_pin #opp_notgnd #opp_not_dead #no_pin_yet move *a13(IMMOBILIZE_TIME),a0 jrnz #immobilized move *a13(BUT_VAL_CUR),a0 btst PLAYER_BLOCK_BIT,a0 ;maybe have to action tables? jrz #nblk ;1 for down transitions callr #block ;& 1 for current buttons jrc #nblk clr a0 move a0,*a13(ATTACK_TYPE) rets #nblk move *a13(BUT_VAL_CUR),a0 andi 011111b,a0 cmpi PLAYER_PUNCH_VAL|PLAYER_KICK_VAL,a0 jrz #punchkick move *a13(BUT_VAL_DOWN),a0 andi 011111b,a0 X32 a0 addi #action_table,a0 move *a0,a0,L call a0 move *a13(ANIMODE),a0 btst MODE_UNINT_BIT,a0 jrnz #no_interrupt move *a13(STICK_VAL_CUR),a0 move a0,*a13(MOVE_DIR) calla climb_turnbuckle jrnc #no_climb move *a13(WRESTLERNUM),A5 MOVI CLIMB_ROPES,A2 MOVI 1000,A0 CALLA ADD_IF_SILENT rets #immobilized clr a14 move a14,*a13(MOVE_DIR) #no_climb calla execute_walk #no_interrupt rets #action_table .long #z,#punch,#block,#block ;0-3 .long #super_punch,#super_punch,#block,#block ;4-7 .long #kick,#punchkick,#block,#block ;8-11 .long #super_punch,#punchkick,#block,#block ;12-15 .long #super_kick,#super_kick,#block,#block ;16-19 .long #graboh,#graboh,#block,#block ;20-23 .long #super_kick,#punchkick,#block,#block ;24-27 .long #graboh,#graboh,#block,#block ;28-31 ************ #z rets ************ #graboh ;Both super buttons at the same time! movi yok_graboh_anim,a0 calla change_anim1a WRSND W_YOKO,GRABHOLD_T1,GRABHOLD_T2 rets ************ #punch ;1 * * MODE DX DZ ACTION * ---------------------------------------------------- * normal < 62 95 headbutt * normal > normal punch * * onground < 120 120 elbow drop * onground > normal punch * * running | * bouncing normal punch * * onturnbkl < 60 60 punch * onturnbkl > normal punch * * puppet|inair normal punch * JJXM_INIT JJXM NORMAL, 62, 95,#punch_hdbutt,#punch_punch JJXM DIZZY, 62, 95,#punch_hdbutt,#punch_punch JJXM BLOCK, 62, 95,#punch_hdbutt,#punch_punch JJXM ONGROUND, 160,140,#punch_lbdrop,#punch_punch JJXM RUNNING, 62, 95,#punch_hdbutt,#punch_punch JJXM BOUNCING, 62, 95,#punch_hdbutt,#punch_punch JJXM ONTURNBKL, #punch_punch JJXM CLIMBTURNBKL, #punch_punch JJXM PUPPET, 62, 95,#punch_hdbutt,#punch_punch JJXM PUPPET2, 62, 95,#punch_hdbutt,#punch_punch JJXM INAIR, 62, 95,#punch_hdbutt,#punch_punch JJXM ATTACHED, 62, 95,#punch_hdbutt,#punch_punch JJXM DEAD, 160,140,#punch_lbdrop,#punch_punch JJXM OPPOVERHEAD, 62, 95,#punch_hdbutt,#punch_punch JJXM WAITANIM, 62, 95,#punch_hdbutt,#punch_punch JJXM GRAPPLE, 62, 95,#punch_hdbutt,#punch_punch JJXM MASTER, 62, 95,#punch_hdbutt,#punch_punch JJXM SLAVE, 62, 95,#punch_hdbutt,#punch_punch JJXM HEADHOLD, 62, 95,#punch_hdbutt,#punch_punch JJXM HEADHELD, 62, 95,#punch_hdbutt,#punch_punch JJXM CHOKEHOLD, 62, 95,#punch_hdbutt,#punch_punch JJXM INAIR2, 62, 95,#punch_hdbutt,#punch_punch JJXM_END ***** #punch_punch std_punch FACE24 yok,punch_anim calla change_anim1a WRSND W_YOKO,PUNCH_T1,PUNCH_T2 rets ***** #punch_hdbutt ; move *a13(STICK_VAL_CUR),a0 ; move *a13(NEW_FACING_DIR),a1 ; andi 0ch,a1 ; cmp a0,a1 ; jrz #rpt ; ; movi yok_heldheadbutt_anim,a0 ; calla change_anim1a ; ; WRSND W_YOKO,HDBUTT_T1,HDBUTT_T2 ; rets ; ;#rpt movi yok_heldheadbutt_rpt_anim,a0 calla change_anim1a WRSND W_YOKO,HDBUTT_T1,HDBUTT_T2 rets ***** #punch_lbdrop FACE24 yok,lbowdrop_anim calla change_anim1a WRSND W_YOKO,LBOWDROP_T1,LBOWDROP_T2 rets ************ #block ;2 clr a0 move a0,*a13(OBJ_XVEL),L std_block move @blocking_off,a0 jrnz #no_blocking RND_AWARD a13,BLOCKS_AWD movi yok_4_block_anim,a0 calla change_anim1a calla BLOCK_WOOSH clr a0 move a0,*a13(BLOCK_TIME) clrc rets #no_blocking setc rets ************ #super_punch ;4 * * MODE DX DZ ACTION * ---------------------------------------------------- * normal < 50 92 close in super move * dizzy " " * normal > jumping punch move * dizzy " " * * onground < 120 120 super elbow drop * onground > normal punch * * running hip toss * bouncing nothing * * onturnbkl < 60 96 yank down * onturnbkl > normal punch * climbturnbkl normal punch * JJXM_INIT JJXM NORMAL, 95, 45,#spunch_special,#spunch_slap ;0 JJXM RUNNING, 95, 45,#spunch_special,#spunch_slap ;1 JJXM INAIR, 95, 45,#spunch_special,#spunch_slap ;2 JJXM ATTACHED, 95, 45,#spunch_special,#spunch_slap ;3 JJXM ONGROUND, 160,140,#spunch_lbowdrop,std_punch ;4 JJXM BOUNCING, 95, 45,#spunch_special,#spunch_slap ;0 JJXM ONTURNBKL, #spunch_slap ;6 JJXM BLOCK, 95, 45,#spunch_special,#spunch_slap ;7 JJXM DIZZY, 95, 45,#spunch_special,#spunch_slap ;8 JJXM DEAD, 160,140,#spunch_lbowdrop,std_punch ;4 JJXM OPPOVERHEAD, 95, 45,#spunch_special,#spunch_slap ;10 JJXM CLIMBTURNBKL, std_punch ;11 JJXM WAITANIM, 95, 45,#spunch_special,#spunch_slap ;12 JJXM GRAPPLE, 95, 45,#spunch_special,#spunch_slap ;13 JJXM MASTER, 95, 45,#spunch_special,#spunch_slap ;14 JJXM SLAVE, 95, 45,#spunch_special,#spunch_slap ;15 JJXM HEADHOLD, 95, 45,#spunch_special,#spunch_slap ;16 JJXM HEADHELD, 95, 45,#spunch_special,#spunch_slap ;19 JJXM CHOKEHOLD, 95, 45,#spunch_special,#spunch_slap ;16 JJXM PUPPET, 95, 45,#spunch_special,#spunch_slap ;20 JJXM PUPPET2, 95, 45,#spunch_special,#spunch_slap ;20 JJXM INAIR2, 95, 45,#spunch_special,#spunch_slap ;21 JJXM_END #spunch_rets rets ***** #spunch_slap FACE24 yok,slap2_anim calla change_anim1a WRSND W_YOKO,PUNCH_T1,PUNCH_T2 rets ***** #spunch_special ;If stick is toward opponent, then do quick head hold move *a13(STICK_VAL_CUR),a0 btst MOVE_DOWN_BIT,a0 jrnz #ck_up ; move *a13(CLOSEST_XDIST),a1 ; cmpi 60,a1 ; jrgt #spunch_slap ; ;#hdbutt ; movi yok_heldheadbutt_anim,a0 FACE24 yok,jabs_anim calla change_anim1a WRSND W_YOKO,HDBUTT_T1,HDBUTT_T2 rets #ck_up ;Check for uppercut movi yok_4_uppercut_anim,a0 calla change_anim1 WRSND W_YOKO,HDBUTT_T1,HDBUTT_T2 rets ***** #spunch_lbowdrop ;If near opponents head, and facing down, do the hair grab! ;Allow hair grab from below! ; move *a13(FACING_DIR),a14 ; btst MOVE_DOWN_BIT,a14 ; jrz #no move *a13(CLOSEST_NUM),a14 X32 a14 addi process_ptrs,a14 move *a14,a14,L move *a14(PLYRMODE),a2 cmpi MODE_DEAD,a2 jrz #no move *a13(OBJ_XPOS),a1,L move *a14(OBJ_XPOS),a2,L sub a2,a1 abs a1 srl 16,a1 cmpi 20h,a1 ;28 jrlt #no ;At head or feet! move *a14(OBJ_CONTROL),a14 andi M_FLIPH,a14 move *a13(OBJ_CONTROL),a0 andi M_FLIPH,a0 cmp a0,a14 jrz #no ;At head! Do hair pickup. FACE24 yok,hair_pickup_anim calla change_anim1 WRSND W_YOKO,LBOWDROP_T1,LBOWDROP_T2 rets #no FACE24 yok,lbowdrop_anim calla change_anim1 WRSND W_YOKO,LBOWDROP_T1,LBOWDROP_T2 rets ************ #kick ;8 * * MODE DX DZ ACTION * ---------------------------------------------------- * normal < 60 50 knee * > normal kick * * onground < 120 120 stomp * onground > normal kick * * running | * bouncing big boot * * onturnbkl | normal kick * climbturnbkl normal kick * * puppet|inair normal kick * JJXM_INIT JJXM NORMAL, 60, 50,#kick_knee,#kick_kick JJXM DIZZY, 60, 50,#kick_knee,#kick_kick JJXM BLOCK, 60, 50,#kick_knee,#kick_kick JJXM ONGROUND, 160,140,#kick_stomp,#kick_kick JJXM RUNNING, 60, 50,#kick_knee,#kick_kick JJXM BOUNCING, 60, 50,#kick_knee,#kick_kick JJXM ONTURNBKL, #kick_kick JJXM CLIMBTURNBKL, #kick_kick JJXM PUPPET, #kick_kick JJXM PUPPET2, #kick_kick JJXM INAIR, 60, 50,#kick_knee,#kick_kick JJXM ATTACHED, 60, 50,#kick_knee,#kick_kick JJXM DEAD, 160,140,#kick_stomp,#kick_kick JJXM OPPOVERHEAD, 60, 50,#kick_knee,#kick_kick JJXM WAITANIM, 60, 50,#kick_knee,#kick_kick JJXM GRAPPLE, 60, 50,#kick_knee,#kick_kick JJXM MASTER, 60, 50,#kick_knee,#kick_kick JJXM SLAVE, 60, 50,#kick_knee,#kick_kick JJXM HEADHOLD, 60, 50,#kick_knee,#kick_kick JJXM HEADHELD, 60, 50,#kick_knee,#kick_kick JJXM CHOKEHOLD, 60, 50,#kick_knee,#kick_kick JJXM INAIR2, #kick_TB JJXM_END ***** #kick_TB .ref yok_graboh_TB_anim movi yok_graboh_TB_anim,a0 calla change_anim1a WRSND W_YOKO,KICK_T1,KICK_T2 rets ***** #kick_kick FACE24 yok,kick_anim calla change_anim1a WRSND W_YOKO,KICK_T1,KICK_T2 rets ***** #kick_knee FACE24 yok,knee_anim calla change_anim1a WRSND W_YOKO,KICK_T1,KICK_T2 rets ***** #kick_stomp FACE24 yok,stomp_anim calla change_anim1a WRSND W_YOKO,KICK_T1,KICK_T2 rets ************ #punchkick ;9 movi start_run_anim,a0 calla change_anim1a rets ************ #super_kick ;16 * * MODE DX DZ ACTION * ---------------------------------------------------- * normal < 60 50 knee * > normal kick * * onground < 120 120 stomp * onground > normal kick * * running | * bouncing big boot * * onturnbkl | normal kick * climbturnbkl normal kick * * puppet|inair normal kick * JJXM_INIT JJXM NORMAL, 60, 50,#skick_knee,#skick_kick JJXM DIZZY, 60, 50,#skick_knee,#skick_kick JJXM BLOCK, 60, 50,#skick_knee,#skick_kick JJXM ONGROUND, 160,140,#skick_stomp,#skick_kick JJXM RUNNING, 60, 50,#skick_knee,#skick_kick JJXM BOUNCING, 60, 50,#skick_knee,#skick_kick JJXM ONTURNBKL, #skick_kick JJXM CLIMBTURNBKL, #skick_kick JJXM PUPPET, #skick_kick JJXM PUPPET2, #skick_kick JJXM INAIR, #skick_kick JJXM ATTACHED, 60, 50,#skick_knee,#skick_kick JJXM DEAD, 160,140,#skick_stomp,#skick_kick JJXM OPPOVERHEAD, 60, 50,#skick_knee,#skick_kick JJXM WAITANIM, 60, 50,#skick_knee,#skick_kick JJXM GRAPPLE, 60, 50,#skick_knee,#skick_kick JJXM MASTER, 60, 50,#skick_knee,#skick_kick JJXM SLAVE, 60, 50,#skick_knee,#skick_kick JJXM HEADHOLD, 60, 50,#skick_knee,#skick_kick JJXM HEADHELD, 60, 50,#skick_knee,#skick_kick JJXM CHOKEHOLD, 60, 50,#skick_knee,#skick_kick JJXM INAIR2, #kick_TB JJXM_END ***** ;#skick_bigboot ; ; .ref yok_2_bigboot_anim ; .ref yok_4_bigboot_anim ; ; FACE24 yok,bigboot_anim ; calla change_anim1a ; ; WRSND W_YOKO,FLYKICK_T1,FLYKICK_T2 ; ; rets ***** #skick_kick ;Jumping karate kick FACE24 yok,superkick_anim calla change_anim1a WRSND W_YOKO,KICK_T1,KICK_T2 rets ***** #skick_knee FACE24 yok,knee_anim calla change_anim1a WRSND W_YOKO,KICK_T1,KICK_T2 rets ***** #skick_stomp FACE24 yok,stomp_anim calla change_anim1a WRSND W_YOKO,KICK_T1,KICK_T2 rets ***** #skick_scissor movi yok_scissor_anim,a0 calla change_anim1a SETMODE INAIR WRSND W_YOKO,GRABFLING_T1,GRABFLING_T2 rets #***************************************************************************** * * RUNNING (if GETUP_TIME > 0 then player is out of control) * #XRUN_VAL equ YOK_XRUN #ZDRIFT_VAL equ YOK_ZDRIFT mode_running move *a13(RUN_TIME),a0 ;Used for flying kick addk 1,a0 move a0,*a13(RUN_TIME) move *a13(USR_VAR1),a0 jrnz #no_vel calla bounce_off_ropes movi #XRUN_VAL,a0 move *a13(MOVE_DIR),a14 btst PLAYER_RIGHT_BIT,a14 jrnz #pos neg a0 #pos move @hyper_speed_on,a14 sll a14,a0 move a0,*a13(OBJ_XVEL),L #no_vel move *a13(GETUP_TIME),a0 ;delay b4 gaining control jrnz #out_of_control move *a13(ANIMODE),a0 btst MODE_UNINT_BIT,a0 jrnz #no_interrupt move *a13(STICK_VAL_CUR),a0 move *a13(MOVE_DIR),a1 or a0,a1 andi MOVE_LEFT|MOVE_RIGHT,a1 cmpi MOVE_LEFT|MOVE_RIGHT,a1 jrne #continue_run ;braking with stick. abort run. SETMODE NORMAL #continue_run #no_interrupt move *a13(STICK_VAL_CUR),a0 clr a1 movi -#ZDRIFT_VAL,a1 btst PLAYER_UP_BIT,a0 jrnz #setvel movi #ZDRIFT_VAL,a1 btst PLAYER_DOWN_BIT,a0 jrnz #setvel clr a1 #setvel move a1,*a13(OBJ_ZVEL),L ;Delay reading buttons after just getting out of an out of control run ;so a mistaken move isn't fired off move *a13(DELAY_BUTNS),a0 jrnz #out_of_control move *a13(BUT_VAL_DOWN),a0 andi 011111b,a0 X32 a0 addi #action_table,a0 move *a0,a0,L call a0 #out_of_control rets #action_table .long #z,#punch,#block,#block ;0-3 .long #super_punch,#super_punch,#block,#block ;4-7 .long #kick,#punchkick,#block,#block ;8-11 .long #super_punch,#punchkick,#block,#block ;12-15 .long #super_kick,#super_kick,#block,#block ;16-19 .long #graboh,#graboh,#block,#block ;20-23 .long #super_kick,#punchkick,#block,#block ;24-27 .long #graboh,#graboh,#block,#block ;28-31 ************ #z rets ************ #punch ;1 #super_punch ;4 #punchkick #graboh * * MODE DX DZ ACTION * ---------------------------------------------------- * normal < 62 95 headbutt * normal > normal punch * * onground < 120 120 elbow drop * onground > normal punch * * running | * bouncing normal punch * * onturnbkl < 60 60 punch * onturnbkl > normal punch * * puppet|inair normal punch * JJXM_INIT JJXM NORMAL, #punch_clobber JJXM DIZZY, #punch_clobber JJXM BLOCK, #punch_clobber JJXM ONGROUND, #punch_buttdrop JJXM RUNNING, #punch_clobber JJXM BOUNCING, #punch_clobber JJXM ONTURNBKL, #punch_clobber JJXM CLIMBTURNBKL, #punch_clobber JJXM PUPPET, #punch_clobber JJXM PUPPET2, #punch_clobber JJXM INAIR, #punch_clobber JJXM ATTACHED, #punch_clobber JJXM DEAD, #punch_buttdrop JJXM OPPOVERHEAD, #punch_clobber JJXM WAITANIM, #punch_clobber JJXM GRAPPLE, #punch_clobber JJXM MASTER, #punch_clobber JJXM SLAVE, #punch_clobber JJXM HEADHOLD, #punch_clobber JJXM HEADHELD, #punch_clobber JJXM CHOKEHOLD, #punch_clobber JJXM INAIR2, #punch_clobber JJXM_END rets #punch_clobber calla ck_ignore jrc #rets clr a0 move a0,*a13(RUN_TIME) SETMODE NORMAL FACE24 yok,run_slap_anim calla change_anim1a WRSND W_YOKO,PUNCH_T1,PUNCH_T2 rets ***** #punch_rets rets ***** #punch_buttdrop movi yok_3_butt_drop_anim,a0 calla change_anim1a WRSND W_YOKO,GRABTHROW_T1,GRABTHROW_T2 rets ************ #block ;2 move *a13(OBJ_XVEL),a0,L sra 1,a0 move a0,*a13(OBJ_XVEL),L SETMODE NORMAL jruc std_block ************** #kick ;8 #super_kick ;16 * * MODE DX DZ ACTION * ---------------------------------------------------- * normal < 62 95 headbutt * normal > normal punch * * onground < 120 120 elbow drop * onground > normal punch * * running | * bouncing normal punch * * onturnbkl < 60 60 punch * onturnbkl > normal punch * * puppet|inair normal punch * JJXM_INIT JJXM NORMAL, #scissor JJXM DIZZY, #scissor JJXM BLOCK, #scissor JJXM ONGROUND, #punch_buttdrop JJXM RUNNING, #scissor JJXM BOUNCING, #scissor JJXM ONTURNBKL, #scissor JJXM CLIMBTURNBKL, #scissor JJXM PUPPET, #scissor JJXM PUPPET2, #scissor JJXM INAIR, #scissor JJXM ATTACHED, #scissor JJXM DEAD, #punch_buttdrop JJXM OPPOVERHEAD, #scissor JJXM WAITANIM, #scissor JJXM GRAPPLE, #scissor JJXM MASTER, #scissor JJXM SLAVE, #scissor JJXM HEADHOLD, #scissor JJXM HEADHELD, #scissor JJXM CHOKEHOLD, #scissor JJXM INAIR2, #scissor JJXM_END rets #scissor ;don't do it if opponent is behind you calla ck_ignore jrc #rets movi yok_scissor_anim,a0 calla change_anim1a SETMODE INAIR WRSND W_YOKO,GRABHOLD_T1,GRABHOLD_T2 #rets #***************************************************************************** * mode_inair ;2 rets #***************************************************************************** * mode_attached ;3 calla keep_attached jrnz #still_attached clr a0 move a0,*a13(ATTACH_PROC),L SETMODE NORMAL movi MODE_NORMAL,a0 move a0,*a13(ANIMODE) #still_attached rets #***************************************************************************** mode_onground ;4 rets #***************************************************************************** * * bouncing off ropes while running mode_bouncing ;5 clr a0 move a0,*a13(OBJ_XVEL),L move a0,*a13(OBJ_ZVEL),L move *a13(ANIMODE),a0 btst MODE_END_BIT,a0 jrz #not_ended move *a13(MOVE_DIR),a0 xori MOVE_LEFT+MOVE_RIGHT,a0 ;flip LEFT/RIGHT move a0,*a13(MOVE_DIR) move *a13(NEW_FACING_DIR),a1 andi MOVE_UP+MOVE_DOWN,a1 or a0,a1 ;LEFT or RIGHT move a1,*a13(FACING_DIR) ;face same dir as run movi yok_run2_anim,a0 calla change_anim1a SETMODE RUNNING ; clr a0 ; move a0,*a13(GETUP_TIME) ;in control #not_ended rets #***************************************************************************** * * STANDING ON TOP OF TURNBUCKLE mode_onturnbkl ;6 ; ;check unint ; move *a13(ANIMODE),a14 ; btst MODE_UNINT_BIT,a14 ; jrnz #no_interrupt move *a13(STICK_VAL_CUR),a0 btst PLAYER_DOWN_BIT,a0 jrz #no_climbdown movi yok_climb_down_anim,a0 calla change_anim1a SETMODE CLIMBTURNBKL #no_interrupt rets #no_climbdown move *a13(BUT_VAL_DOWN),a0 andi 011111b,a0 jrz #z X32 a0 addi #action_table,a0 move *a0,a0,L call a0 move *a13(PLYRNUM),a5 movi JUMP_ROPES,a2 movi 1000,a0 calla ADD_IF_SILENT rets ;For standing on top of turnbuckles #action_table .long #z,#punch,#block,#block ;0-3 .long #super_punch,#super_punch,#block,#block ;4-7 .long #kick,#punchkick,#block,#block ;8-11 .long #super_punch,#punchkick,#block,#block ;12-15 .long #super_kick,#super_kick,#block,#block ;16-19 .long #graboh,#graboh,#block,#block ;20-23 .long #super_kick,#punchkick,#block,#block ;24-27 .long #graboh,#graboh,#block,#block ;28-31 ; .long #z ;0 ; .long #punch ;1 ; .long #block ;2 ; .long #z ;3 ; .long #super_punch ;4 ; .long #z,#z,#z ;5-7 ; .long #kick ;8 ; .long #z,#z,#z,#z,#z,#z,#z ;9-15 ; .long #super_kick ;16 ; .long #z,#z,#z,#z,#z,#z,#z ;17-23 ; .long #z,#z,#z,#z,#z,#z,#z,#z ;24-31 ************ #z rets ************ #punch ;1 #block ;2 #super_punch ;4 #punchkick ;5 #kick ;8 #super_kick ;16 #graboh ;20 SETMODE INAIR movi yok_tbukl_buttdrop_anim,a0 calla change_anim1a WRSND W_YOKO,TURNDIVE_T1,TURNDIVE_T2 rets #***************************************************************************** * blocking mode_block ;7 move *a13(BLOCK_TIME),a0 inc a0 move a0,*a13(BLOCK_TIME) cmpi 160,a0 jrlt #no calla get_opp_plyrmode cmpi MODE_BLOCK,a0 jrnz #no move *a13(CLOSEST_XDIST),a0 cmpi 61h,a0 jrge #no cmpi 45,a0 jrlt #no move *a13(CLOSEST_ZDIST),a0 cmpi 30,a0 jrlt #punchblock #no move *a13(BUT_VAL_DOWN),a0 andi 011111b,a0 jrz #no_interrupt ;press. if block isn't down, let mode_normal handle it move a0,a2 ;save a0 from ...val_down move *a13(BUT_VAL_CUR),a0 btst PLAYER_BLOCK_BIT,a0 jrz #set_mode_normal move a2,a0 ;restore a0 from ...val_down X32 a0 addi #action_table,a0 move *a0,a0,L call a0 #no_interrupt rets #set_mode_normal SETMODE NORMAL jruc mode_normal #action_table .long #z,#punchblock,#z ;0-2 .long #punchblock ;3 .long #z,#z,#z,#z,#z,#z,#z ;4-10 .long #z,#z,#z,#z,#z,#z,#z ;11-17 .long #z,#z,#z,#z,#z,#z,#z ;18-24 .long #z,#z,#z,#z,#z,#z,#z ;25-31 ************ #z rets ************ #punchblock ;3 * * MODE DX DZ ACTION * ---------------------------------------------------- * all push * ;This push has no collisions set! SETMODE NORMAL movi yok_4_push_anim,a0 calla change_anim1a WRSND W_YOKO,PUSH_T1,PUSH_T2 rets #***************************************************************************** * mode_dizzy ;8 ; move *a13(GETUP_TIME),a0 ; jrnz #still_going ; ; calla clear_damage_log ; ; clr a0 ; move a0,*a13(STARS_FLAG) ; ; SETMODE NORMAL ; ;#still_going rets #***************************************************************************** * opponent held overhead mode_oppoverhead ;10 move *a13(ATTACH_PROC),a2,L ;proc attached to jrz #not_attached move *a2(ATTACH_PROC),a0,L jrnz #still_attached #not_attached move *a13(ANIMODE),a0 ;* remove this???? btst MODE_UNINT_BIT,a0 ;* jrnz #no_interrupt ;* clr a0 move a0,*a13(ATTACH_PROC),L CALLA FIND_AND_KILL_ENDLESS SETMODE NORMAL movi MODE_NORMAL,a0 move a0,*a13(ANIMODE) rets #still_attached move *a13(ANIMODE),a0 btst MODE_UNINT_BIT,a0 jrnz #no_interrupt move *a13(FACING_DIR),a0 andni MOVE_UP,a0 ori MOVE_DOWN,a0 move a0,*a13(FACING_DIR) move a0,*a13(NEW_FACING_DIR) move *a13(STICK_VAL_CUR),a0 jrz #stand move a0,*a13(MOVE_DIR) calla execute_walk movi yok_holdoh_anim,a0 calla change_anim2 jruc #ck_butns #stand clr a0 move a0,*a13(MOVE_DIR) move a0,*a13(OBJ_XVEL),L move a0,*a13(OBJ_ZVEL),L movi yok_stndholdoh_anim,a0 calla change_anim1 #ck_butns move *a13(BUT_VAL_DOWN),a0 andi 011111b,a0 X32 a0 addi #action_table,a0 move *a0,a0,L call a0 #no_interrupt rets #action_table .long #z,#punch,#block,#block ;0-3 .long #super_punch,#super_punch,#block,#block ;4-7 .long #kick,#punchkick,#block,#block ;8-11 .long #super_punch,#punchkick,#block,#block ;12-15 .long #super_kick,#super_kick,#block,#block ;16-19 .long #graboh,#graboh,#block,#block ;20-23 .long #super_kick,#punchkick,#block,#block ;24-27 .long #graboh,#graboh,#block,#block ;28-31 ************ #z rets ************ #punch ;1 #block ;2 #kick ;8 #super_kick ;16 #punchkick #graboh move *a13(STICK_VAL_CUR),a0 btst PLAYER_DOWN_BIT,a0 jrz #slam movi yok_spinslam_anim,a0 calla change_anim1a WRSND W_YOKO,HIPTOSS_T1,HIPTOSS_T2 rets #slam ;Just slam him down movi yok_overhd_slam_anim,a0 calla change_anim1a WRSND W_YOKO,HIPTOSS_T1,HIPTOSS_T2 rets #super_punch ;4 move *a13(STICK_VAL_CUR),a0 btst PLAYER_UP_BIT,a0 jrz #punch CALLA FIND_AND_KILL_ENDLESS .ref yok_overhd_slam2_anim movi yok_overhd_slam2_anim,a0 calla change_anim1a WRSND W_YOKO,HIPTOSS_T1,HIPTOSS_T2 rets #***************************************************************************** * * CLIMBING UP OR DOWN THE TURNBUCKLE mode_climbturnbkl ;11 rets #***************************************************************************** mode_waitanim ;12 move *a13(ANIMODE),a0 btst MODE_END_BIT,a0 jrz #not_ended move *a13(CODE_ADDR),a0,L call a0 #not_ended rets #***************************************************************************** mode_grapple ;13 rets ; ; ; move *a13(GETUP_TIME),a0 ; jrnz #still_going ; ;;now get move off ;;if opponents meter almost zero then break apart ; ; calla break_lockup ; rets ; ; ;#still_going ; calla lineup_grapple ; rets #***************************************************************************** mode_master ;14 calla master_keep_attached ;keep slave attached to me rets #***************************************************************************** mode_slave ;15 rets ;Jason, finish all these moves from the head hold #***************************************************************************** mode_headhold ;16 ;Bozo power move .ref bozo_check calla bozo_check jrnc #fail WRSND W_YOKO,GRABFLING_T1,GRABFLING_T2 movi yok_vsuplex_anim,a0 move @PCNT,a14 btst 0,a14 jrz #tag movi yok_scissor_anim,a0 #tag calla change_anim1a rets #fail move *a13(WHOIHIT),a0,L move *a0(PLYRMODE),a0 cmpi MODE_HEADHELD,a0 jrnz #exit ; move *a13(ATTACH_PROC),a10,L ; jrz #exit move *a13(ANIMODE),a0 btst MODE_UNINT_BIT,a0 jrnz #no_interrupt move *a13(BUT_VAL_DOWN),a0 andi 011111b,a0 X32 a0 addi #action_table,a0 move *a0,a0,L call a0 #no_interrupt rets #exit move *a13(OBJ_ZPOS),a14,L subi [6,0],a14 move a14,*a13(OBJ_ZPOS),L movk MOVE_DOWN_RIGHT,a1 move *a13(OBJ_CONTROL),a0 btst B_FLIPH,a0 jrz #right movk MOVE_DOWN_LEFT,a1 #right move a1,*a13(FACING_DIR) move a1,*a13(NEW_FACING_DIR) SETMODE NORMAL rets #action_table .long #z,#punch,#block,#block ;0-3 .long #super_punch,#super_punch,#block,#block ;4-7 .long #kick,#punchkick,#block,#block ;8-11 .long #super_punch,#punchkick,#block,#block ;12-15 .long #super_kick,#super_kick,#block,#block ;16-19 .long #graboh,#graboh,#block,#block ;20-23 .long #super_kick,#punchkick,#block,#block ;24-27 .long #graboh,#graboh,#block,#block ;28-31 ************ #block #graboh #z ;0 rets ************ #punch ;1 ;If stick is toward opponent, then do quick punches CALLA FIND_AND_KILL_ENDLESS move *a13(STICK_VAL_CUR),a0 move *a13(NEW_FACING_DIR),a1 andi 0ch,a1 cmp a0,a1 jrnz #tag2 ; movi dnk_uppercuts_to_head_anim,a0 .ref yok_4_knee2_anim movi yok_4_knee2_anim,a0 calla change_anim1a WRSND W_YOKO,KICK_T1,KICK_T2 rets #tag2 ; movi dnk_uppercut_to_head_anim,a0 movi yok_4_knee2_anim,a0 calla change_anim1a WRSND W_YOKO,KICK_T1,KICK_T2 rets ************ #super_punch ;4 #upper move *a13(STICK_VAL_CUR),a0 btst PLAYER_DOWN_BIT,a0 jrz #z CALLA FIND_AND_KILL_ENDLESS SPCDMG D_UPRCUT/2,15 movi yok_4_uppercut_anim,a0 calla change_anim1a WRSND W_YOKO,UPRCUT_T1,UPRCUT_T2 rets #punchkick #kick CALLA FIND_AND_KILL_ENDLESS move *a13(STICK_VAL_CUR),a0 btst PLAYER_DOWN_BIT,a0 jrz #knee ; movi dnk_3_head_slam_anim,a0 movi yok_4_knee2_anim,a0 calla change_anim1a WRSND W_YOKO,KICK_T1,KICK_T2 rets #knee std_4_knee movi yok_4_knee2_anim,a0 calla change_anim1a WRSND W_YOKO,KICK_T1,KICK_T2 rets #super_kick ;16 CALLA FIND_AND_KILL_ENDLESS ;If stick is toward opponent, then do quick knees move *a13(STICK_VAL_CUR),a0 move *a13(NEW_FACING_DIR),a1 andi 0ch,a1 cmp a0,a1 jrnz #kick ;Quick knees ; movi dnk_3_knees_to_head_anim,a0 movi yok_4_knee2_anim,a0 calla change_anim1a WRSND W_YOKO,KICK_T1,KICK_T2 rets #***************************************************************************** mode_puppet2 ;17 ; ;check for the head-grab breaker ; move *a13(BUT_VAL_DOWN),a0 ; btst PLAYER_KICK_BIT,a0 ; jrz #out ; ; ;check the time - must do it within 20 ticks ; move *a13(HEAD_GRAB_TIME),a14 ; move @PCNT,a0 ; sub a14,a0 ; cmpi KICK_OUT,a0 ; jrgt #out ; ; move *a13(PLYR_TYPE),a14 ; cmpi PTYPE_DRONE,a14 ; jrz #out ; ; ;okay, waste 'im. - detach, setmode, immobilize, and launch the knee ; move *a13(ATTACH_PROC),a0,L ; clr a14 ; move a14,*a13(ATTACH_PROC),L ; move a14,*a0(ATTACH_PROC),L ; movi 15,a14 ; move a14,*a0(IMMOBILIZE_TIME) ; SETMODE NORMAL ; jruc std_4_knee ; ;#out rets #***************************************************************************** mode_headheld ;19 move *a13(ANIMODE),a0 btst MODE_NOGRAVITY_BIT,a0 janz mode_choking ;Bozo reversal calla bozo_check jrnc #fail PUSH a8 move a13,a8 CALLA DO_REVERSAL CALLA DO_REVERSAL_MESS PULL a8 WRSND W_YOKO,GRABFLING_T1,GRABFLING_T2 movi yok_vsuplex_anim,a0 move @PCNT,a14 btst 0,a14 jrz #tag movi yok_scissor_anim,a0 #tag calla change_anim1a rets #fail ;He may have let me go by hitting his block butn! move *a13(ATTACH_PROC),a0,L jrnz #no_luck ;Make sure this guy is on ground move *a13(OBJ_YPOSINT),a0 move *a13(GROUND_Y),a1 cmp a1,a0 ;a0-a1 jrgt #no_luck ;hit_gnd movi yok_3_head_held_stand_anim,a0 calla change_anim1a #no_luck rets #***************************************************************************** mode_chokehold ;24 rets #***************************************************************************** ;#VEL equ 30000h ;38000h ;30000h ;#DVEL equ 21f0eh ;27978h ;21f0eh ;#VEL equ 38000h ;38000h ;30000h ;#DVEL equ 30000h ;27978h ;21f0eh #VEL equ 3a000h ;38000h ;30000h #DVEL equ 31000h ;27978h ;21f0eh SUBR yok_velocity_table ; X, Z .long 0, -#VEL ;0 UP .long #DVEL, -#DVEL ;1 UP-RIGHT .long #VEL, 0 ;2 RIGHT .long #DVEL, #DVEL ;3 DOWN-RIGHT .long 0, #VEL ;4 DOWN .long -#DVEL, #DVEL ;5 DOWN-LEFT .long -#VEL, 0 ;6 LEFT .long -#DVEL, -#DVEL ;7 UP-LEFT #***************************************************************************** SUBR yok_rotate_anims_table ; old = up right .long yok_stand2_anim ;new = up right .long yok_2_to_4_turn_anim ; = down right .long yok_2_to_6_turn_anim ; = down left .long yok_2_to_8_turn_anim ; = up left ; old = down right .long yok_4_to_2_turn_anim ;new = up right .long yok_stand4_anim ; = down right .long yok_4_to_6_turn_anim ; = down left .long yok_4_to_8_turn_anim ; = up left ; old = down left .long yok_6_to_2_turn_anim ;new = up right .long yok_6_to_4_turn_anim ; = down right .long yok_stand6_anim ; = down left .long yok_6_to_8_turn_anim ; = up left ; old = up left .long yok_8_to_2_turn_anim ;new = up right .long yok_8_to_4_turn_anim ; = down right .long yok_8_to_6_turn_anim ; = down left .long yok_stand8_anim ; = up left SUBR yok_leg_anims_table ; MOVE ;(#1 - UP) FACING .long yok_walk1_f2_anim ;1 (UP) .long yok_walk1_f2_anim ;2 (UP_RIGHT) .long yok_walk1_f4_anim ;3 (RIGHT) .long yok_walk1_f4_anim ;4 (DOWN_RIGHT) .long yok_walk1_f4_anim ;5 (DOWN) .long yok_walk1_f4_anim ;6 (DOWN_LEFT) .long yok_walk1_f2_anim ;7 (LEFT) .long yok_walk1_f2_anim ;8 (UP-LEFT) ;(#2 - UP-RIGHT) .long yok_walk2_f2_anim ;1 (UP) .long yok_walk2_f2_anim ;2 (UP_RIGHT) .long yok_walk2_f2_anim ;3 (RIGHT) .long yok_walk2_f4_anim ;4 (DOWN_RIGHT) .long yok_walk8_f4_anim ;5 (DOWN) .long yok_walk8_f4_anim ;6 (DOWN_LEFT) .long yok_walk4_f2_anim ;7 (LEFT) .long yok_walk4_f2_anim ;8 (UP-LEFT) ;(#3 - RIGHT) .long yok_walk2_f2_anim ;1 (UP) .long yok_walk2_f2_anim ;2 (UP_RIGHT) .long yok_walk2_f2_anim ;3 (RIGHT) .long yok_walk4_f4_anim ;4 (DOWN_RIGHT) .long yok_walk4_f4_anim ;5 (DOWN) .long yok_walk8_f4_anim ;6 (DOWN_LEFT) .long yok_walk6_f2_anim ;7 (LEFT) .long yok_walk6_f2_anim ;8 (UP-LEFT) ;(#4 - DOWN-RIGHT) .long yok_walk2_f2_anim ;1 (UP) .long yok_walk8_f2_anim ;2 (UP_RIGHT) .long yok_walk4_f4_anim ;3 (RIGHT) .long yok_walk4_f4_anim ;4 (DOWN_RIGHT) .long yok_walk2_f4_anim ;5 (DOWN) .long yok_walk6_f4_anim ;6 (DOWN_LEFT) .long yok_walk2_f2_anim ;7 (LEFT) .long yok_walk6_f2_anim ;8 (UP-LEFT) ;(#5 - DOWN) .long yok_walk5_f2_anim ;1 (UP) .long yok_walk5_f2_anim ;2 (UP_RIGHT) .long yok_walk5_f4_anim ;3 (RIGHT) .long yok_walk5_f4_anim ;4 (DOWN_RIGHT) .long yok_walk5_f4_anim ;5 (DOWN) .long yok_walk5_f4_anim ;6 (DOWN_LEFT) .long yok_walk5_f2_anim ;7 (LEFT) .long yok_walk5_f2_anim ;8 (UP-LEFT) ;(#6 - DOWN-LEFT) .long yok_walk2_f2_anim ;1 (UP) .long yok_walk6_f2_anim ;2 (UP_RIGHT) .long yok_walk2_f2_anim ;3 (RIGHT) .long yok_walk6_f4_anim ;4 (DOWN_RIGHT) .long yok_walk2_f4_anim ;5 (DOWN) .long yok_walk4_f4_anim ;6 (DOWN_LEFT) .long yok_walk2_f2_anim ;7 (LEFT) .long yok_walk8_f2_anim ;8 (UP-LEFT) ;(#7 - LEFT) .long yok_walk2_f2_anim ;1 (UP) .long yok_walk6_f2_anim ;2 (UP_RIGHT) .long yok_walk6_f2_anim ;3 (RIGHT) .long yok_walk8_f4_anim ;4 (DOWN_RIGHT) .long yok_walk4_f4_anim ;5 (DOWN) .long yok_walk4_f4_anim ;6 (DOWN_LEFT) .long yok_walk2_f2_anim ;7 (LEFT) .long yok_walk2_f2_anim ;8 (UP-LEFT) ;(#8 - UP-LEFT) .long yok_walk2_f2_anim ;1 (UP) .long yok_walk4_f2_anim ;2 (UP_RIGHT) .long yok_walk6_f2_anim ;3 (RIGHT) .long yok_walk8_f4_anim ;4 (DOWN_RIGHT) .long yok_walk6_f4_anim ;5 (DOWN) .long yok_walk2_f4_anim ;6 (DOWN_LEFT) .long yok_walk2_f2_anim ;7 (LEFT) .long yok_walk2_f2_anim ;8 (UP-LEFT) SUBR yok_torso_anims_table ; old = up right .long yok_torso2_anim ;new = up right .long yok_2_to_4_turn2_anim ; = down right .long yok_2_to_6_turn2_anim ; = down left .long yok_2_to_8_turn2_anim ; = up left ; old = down right .long yok_4_to_2_turn2_anim ;new = up right .long yok_torso4_anim ; = down right .long yok_4_to_6_turn2_anim ; = down left .long yok_4_to_8_turn2_anim ; = up left ; old = down left .long yok_6_to_2_turn2_anim ;new = up right .long yok_6_to_4_turn2_anim ; = down right .long yok_torso6_anim ; = down left .long yok_6_to_8_turn2_anim ; = up left ; old = up left .long yok_8_to_2_turn2_anim ;new = up right .long yok_8_to_4_turn2_anim ; = down right .long yok_8_to_6_turn2_anim ; = down left .long yok_torso8_anim ; = up left ****************************************************************************** .end