************************************************************** * * 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<