wwf-wrestlemania/ANIM.EQU

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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_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
******************************************************************************