588 lines
14 KiB
Plaintext
Executable File
588 lines
14 KiB
Plaintext
Executable File
**************************************************************
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*
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* Software:
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* Initiated: 9/3/93
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*
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* COPYRIGHT (C) 1992 WILLIAMS ELECTRONICS GAMES, INC.
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*
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**************************************************************
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;PROCESS ID'S
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NO_PID .equ 0 ;Use this when the process itself
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; is going to set it's own PID.
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STAY_TIME .equ 270 ;Getup time for hip tosses, flykicks
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; NO_PID means that yes, the pid
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; is zero, but it won't be for long,
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; whereas CREATE0 says that we still
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; need to decide which PID to use.
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AMODE_PID .equ 100h
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AMODE_GAMEPLAY_PID .equ 101h
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SELECT_PID .equ 300h
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PCURSOR_PID .equ 301h
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PREGAME_PID .equ 400h
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GAME_PID .equ 500h
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WAITCONT_PID .equ 600h
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PARTY_PID .equ 700h
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GAMEOVER_PID .equ 800h
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HISC_PID .equ 900h
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SHADGEN_PID .equ 0a00h ;$a00 - $a00 + NUM_WRESTLERS-1
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VOICE_PID .equ 100h+8000h
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CYCPID .equ 110h
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CYCPID2 .equ 111h ;2nd cycler
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BUYINPID .equ 112h
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GMEOVPID .equ 113h
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COLRPID .equ 114h ;COLOR CYCLE FROM INTERRUPT
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DG1PID .equ 115h ;CNTDWN DIGIT PROC
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DG2PID .equ 116h ;CNTDWN DIGIT PROC
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FADE_PID .equ 117h ;SOUND FADER
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CP_PID1 .equ 118h ;Credit page
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CP_PID2 .equ 119h ;^
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LC_PID .equ 11Ah+8000h ;Left coin (Indestructible)
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RC_PID .equ 11Bh+8000h
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CC_PID .equ 11Ch+8000h
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SLAM_PID .equ 11Dh+8000h
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DIAG_PID .equ 11Eh
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PSWPID .equ 11Fh ;Plyr start switch
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FX_PID .equ 120h ;volume adjust bgnd noise
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OVRHED_PID .equ 121h ;INSERT COIN/PRESS START message
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WMAIN_PID .equ 122h ;wrestler_main PID
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WMAINT_PID .equ WMAIN_PID|1000h ;temp wrestler PID
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CDEBUG_PID .equ 123h ;collis_debug PID
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TIMER_PID .equ 124h ;match timer PID
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MUSIC_PID .equ 126h ;battle music PID
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VOLBTN_PID .equ 127h ;coin door volume button
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VOLADJ_PID .equ 128h ;in-game volume adjustment
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ROPE_PID .equ 129h
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CREDITID .equ 12Ah ;Credit IMGS ID
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GETUP_PID .equ 12Bh ;getup meters
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ATTRACT_ANIMPID .equ 12Ch ;attract mode anim
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RNDSWON_ID .equ 12Dh ;
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ANNC_PID .equ 12eh
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SMOVE_PID .equ 12fh ;special move monitor
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ADD_INIT_PID .equ 130h
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SEL_SPCH_PID1 .equ 131h
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SEL_SPCH_PID2 .equ 132h
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HOWARD_PID .equ 133h
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WATER_PID .equ 134h
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HI_INPUT_PID .equ 137h
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HI_INPUT_PID2 .equ 138h
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FLASH_PID .equ 139h
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CLOCK_PID .equ 13Ah
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SHAKE_PID .equ 13Bh
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CROWD_SOUND_PID .equ 13Ch
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REPEAT_MODE_PID .equ 13Dh
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SET_IMAGES_PID .equ 13Eh
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MESSAGES_PID .equ 13Fh
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MESSAGES_PID2 .equ 140h
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ICON_PID .equ 141h
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ICON_PID2 .equ 142h
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FLASH_COMBO_PID .equ 143h
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FLASH_PID2 .equ 144h
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SNDMON_PID .equ 145h|8000h ;dcs board watchdog
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SOUND_PID .equ 146h ;various sound processes
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DEBRIS_PID .equ 147h ;debris, sweat, explosions
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REWIRE_PID .equ 148h ;rewire_monitor process
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ZSHIFT_PID .equ 149h ;SHIFT_IN_Z process
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DIR_DEBUG_PID .equ 14Ah ;dir_debug process
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SCRT_DEBUG_PID .equ 14Bh ;scrt_debug process
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RAZOR_SWEAR_PID .EQU 14Ch
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QSNDRST_PID .equ 14Dh|8000h ;qsnd_resetproc
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PIN_HIM_PID .EQU 14Eh
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AUDIT_UD_PID .equ 14Fh ;time-intensive L_TIMER process
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HANDSPARK_PID .equ 150h
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CLOBSPARK_PID .equ 151h
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BODYSMOKE_PID .equ 152h
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ONESPARK_PID .equ 153h
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CLBSPARK_PID .equ 154h
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SMOKEPUFF_PID .equ 155h
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HZSHAKE_PID .equ 156h
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SKIRT_PID .equ 157h
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TAUNT_PID .equ 158h
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CROUTON_PID .equ 159h
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PINHIM_ANIM_PID .equ 160h
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AWARD_PID .equ 180h
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SOMETHING_OF_MIKES .equ 181h
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PU_CHECK_PID .equ 190h|8000h
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PCYC_PID .equ 191h
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FIREWRK_PID .equ 1a0h
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WCOUNT_PID .equ 1b0h
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*** ROBOTRON PIDs
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;player
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ROBOMAN_PID .equ 200h
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PLYRGUN_PID .equ 201h
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BULLET_PID .equ 202h
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MISC_PID .equ 203h
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;neutrals
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HUMAN_PID .equ 210h
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ROBOSCORE_PID .equ 211h
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;enemies
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GRUNT_PID .equ 220h
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HULK_PID .equ 221h
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SPHEREOID_PID .equ 222h
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ENFORCER_PID .equ 223h
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SPARK_PID .equ 224h
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QUARK_PID .equ 225h
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TANK_PID .equ 226h
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SHELL_PID .equ 227h
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;dead stuff
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DEADGRUNT_PID .equ 230h
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DEADBULLET_PID .equ 231h
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DEADPOST_PID .equ 232h
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SAVEDHUMAN_PID .equ 233h
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DEADHUMAN_PID .equ 234h
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DEADPLAYER_PID .equ 235h
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DEADSPHERE_PID .equ 236h
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DEADNFORCER_PID .equ 237h
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DEADSPARK_PID .equ 238h
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DEADQUARK_PID .equ 239h
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DEADTANK_PID .equ 23Ah
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DEADSHELL_PID .equ 23Bh
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;lifebar stuff
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METER_PID .equ 240h
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MESSAGE_PID .EQU 241h ;for BONUS_MESS
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;crowd stuff
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CROWD_PID .equ 300h
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DEWEY_PID .equ 301h
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JAMIE_PID .equ 302h
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JASON_PID .equ 303h
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JOHNC_PID .equ 304h
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JOSH_PID .equ 305h
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MARK_PID .equ 306h
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NEWC_PID .equ 307h
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SAL_PID .equ 308h
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TONY_PID .equ 309h
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SHERIDAN_PID .equ 30Ah
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CARLOS_PID .equ 30Bh
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JAKE_PID .equ 30Ch
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MARINE_PID .equ 30Dh
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ALEX_PID .equ 30Eh
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VOGEL_PID .equ 30Fh
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TONYCRD_PID .equ 310h
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JASONCRD_PID .equ 311h
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JOYSIDE_PID .equ 312h
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SIDECRD_PID .equ 313h
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GEORGE_PID .equ 314h
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TOBIAS_PID .equ 315h
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JOY_PID .equ 2000h ;Joystick scanner
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COLL_PID .equ 2100h ;Collisions
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;STAT_PID .equ 2200h ;Status display
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ANIMPID .equ 4000h ;Animation PIDs (256)
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DELAYSND_PID .equ 2300h ;various unimportant PID's
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RNDSEL_PID .equ 2301h
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SELTIMER_PID .equ 2302h ;player select clock
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;OBJECT ID'S
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;OBJECT IDENTIFIER FIELDS
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;B_CLASS .set 15
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;F_CLASS .set 0E000h
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CLSNEUT .equ 0000h ;Neutral items
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CLSHUMAN .equ 1000h ;Humans
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CLSDEAD .equ 2000h ;Objects that delete themselves
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CLSANIM .equ 3800h ;Animation class objects
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CLSPLYR .equ 4000h ;Players stuff
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CLSENMY .equ 8000h ;Enemies
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CLSFINI .equ 5000h
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CLSMK3 .equ 6000h
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CLSFRWK .equ 7000h
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TYPNEUT .equ 0000h ;Type neutral
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TYPTEXT .equ 0700h ;Type text
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TYPPLYR .equ 0100h ;Player
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TYPBULLET .equ 0200h
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TYPGRUNT .equ 0300h
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TYPHUMAN .equ 0400h
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TYPPOST .equ 0500h
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TYPHULK .equ 0600h
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TYPTEXT .equ 0700h
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TYPSPHEREOID .equ 0800h
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TYPENFORCER .equ 0900h
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TYPSPARK .equ 0A00h
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TYPQUARK .equ 0B00h
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TYPTANK .equ 0C00h
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TYPSHELL .equ 0D00h
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TYPVELALWAYS .equ 0E00h
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TYPE_MESS1 .EQU 0110H
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TYPE_MESS2 .EQU 0120H
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TYPTIMERDIGIT .equ 0130h
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TYPWWFICON .equ 0140h
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TYPWCCOUNT .equ 0150h
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TYPPINHIM .equ 0160h
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TYPPERFECT .equ 0170h
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;TYPE NEUTRAL SUB TYPES
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SUBLBAR .equ 7 ;LIFE BAR
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SUBTBAR .equ 8 ;TURBO BAR
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SUBMFRAME .equ 9 ;LIFE/TURBO FRAME
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SUBROPE .equ 0Ah
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SUBHORZ .equ 10h
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SUBHORZ_BIT .equ 4
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SUBSIDE .equ 20h
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;TYPE TEXT SUB TYPES
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SUBTXT .equ 1 ;TEXT ID
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SUBMES1 .equ 2
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SUBMES2 .equ 3
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SUBOVRHED .equ 4 ;INSERT COIN/PRESS START messages
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SUBSCOR .equ 5 ;SCORE ID
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SUBNAME .equ 6 ;WRESTLER NAMES ON LIFE BARS
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;B_TYPE .set 12
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;F_TYPE .set 1F00h
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;B_PLYR .set 6
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;F_PLYR .set 00C0h
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;B_PLYR1 .set 6
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;B_PLYR2 .set 7
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;B_SUBT .set 5
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;F_SUBT .set 003Fh
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JOYLFT .EQU 2
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JOYRGT .EQU 3
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JOYUP .EQU 0
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JOYDN .EQU 1
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;BIT MASKS FOR PLAYER CONTROL TESTING
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BMPRYTE .EQU 3 ;MOVE RIGHT,LEFT,DOWN,UP (LSB)
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BMPLEFT .EQU 2
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BMPDOWN .EQU 1
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BMPUP .EQU 0
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;YUNIT EQUATES
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BMPFRYTE .EQU 7 ;FIRE RIGHT,LEFT,DOWN,UP (MSB)
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BMPFLEFT .EQU 6
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BMPFDOWN .EQU 5
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BMPFUP .EQU 4
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;BITS USED IN PLAYER CONTROLS (1=ACTIVE)
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PRYTE .EQU 8
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PLEFT .EQU 4
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PDOWN .EQU 2
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PUP .EQU 1
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;YUNIT EQUATES FOR JOYSTICK
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;PFRYTE .EQU 80H
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;PFLEFT .EQU 40H
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;PFDOWN .EQU 20H
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;PFUP .EQU 10H
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*CROWD BIT SETTINGS
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C_LONG .EQU 1
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C_SHORT .EQU 0
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C_OVERIDE .EQU 2
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C_RANDOM .EQU 4
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B_L_OR_S .EQU 0
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B_OVERRIDE .EQU 1
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B_RANDOM .EQU 2
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*GAME STATE CONSTANTS
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INDIAG .equ -1 ;Any neg
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INAMODE .equ 1 ;attract mode
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INSELECT .equ 2 ;char select mode
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INPREGAME .equ 3 ;'get ready' phase
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INGAME .equ 4 ;actual battle
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INWAITCONT .equ 5 ;battle has ended and a player has
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; lost. waiting for them to continue
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INPARTY .equ 6 ;player won the game
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INGAMEOVER .equ 7 ;game over, headed for attract mode
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INHISCORE .equ 8 ;a player has lost. check and see
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INPREGAME2 .equ 9 ;'get ready' phase
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; if he makes one of the tables, and
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; get his inits if he does.
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*ASCII FONT MISCELLANEOUS EQUATES
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F15SP .EQU 7EH ;FONT 15 SP CHARACTER, FOR HS ENTRY
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F15RUB .EQU F15SP+1 ;FONT 15 RUB CHARACTER,FOR HS ENTRY
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F15END .EQU F15RUB+1 ;FONT 15 END CHARACTER,FOR HS ENTRY
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F15RQUOT .EQU F15END+1 ;FONT 15 RIGHT QUOTE
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*Rope stuff
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ROPE_FRONT .equ 0
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ROPE_BACK .equ 1
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ROPE_LEFT .equ 2
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ROPE_RIGHT .equ 3
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R_TOP .equ 0 ;ANI_ROPE_Z rope specifier
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R_MIDDLE .equ 1
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R_BOTTOM .equ 2
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RZ_HIGH .equ 0 ;ANI_ROPE_Z action
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RZ_NORM .equ 1
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ROPE_BOUNCEUD .equ 0 ;bounce up and down
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ROPE_BOUNCEIO .equ 1 ;bounce in and out
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ROPE_SIDES .equ 2 ;side spring
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ROPE_DOWNS .equ 3 ;down spring
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ROPE_SIDESR .equ 4 ;side spring release
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ROPE_DOWNSR .equ 5 ;down spring release
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ROPE_COMMANDS .equ 6
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******************************************************************************
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*
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* PLAYER FACING & MOVE DIRECTIONS
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MOVE_ZIP equ 0
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MOVE_UP equ 1
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MOVE_DOWN equ 2
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MOVE_LEFT equ 4
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MOVE_UP_LEFT equ 5
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MOVE_DOWN_LEFT equ 6
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MOVE_RIGHT equ 8
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MOVE_UP_RIGHT equ 9
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MOVE_DOWN_RIGHT equ 10
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;used in special moves table
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J_UP equ MOVE_UP
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J_UP_TOWARD equ MOVE_UP_RIGHT
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J_TOWARD equ MOVE_RIGHT
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J_DOWN_TOWARD equ MOVE_DOWN_RIGHT
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J_DOWN equ MOVE_DOWN
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J_DOWN_AWAY equ MOVE_DOWN_LEFT
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J_AWAY equ MOVE_LEFT
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J_UP_AWAY equ MOVE_UP_LEFT
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J_FLIPPED_LR equ J_TOWARD | J_AWAY
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J_LEFT equ MOVE_LEFT<<8
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J_RIGHT equ MOVE_RIGHT<<8
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J_REAL_LR equ J_LEFT | J_RIGHT
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J_ALL equ 01111b | J_REAL_LR
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MOVE_UP_BIT equ 0
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MOVE_DOWN_BIT equ 1
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MOVE_LEFT_BIT equ 2
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MOVE_RIGHT_BIT equ 3
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MOVE_AWAY_BIT equ MOVE_LEFT_BIT
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MOVE_TOWARD_BIT equ MOVE_RIGHT_BIT
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******************************************************************************
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*
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* BUTTONS
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PLAYER_UP_BIT equ 0
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PLAYER_UP_VAL equ 1<<PLAYER_UP_BIT
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PLAYER_DOWN_BIT equ 1
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PLAYER_DOWN_VAL equ 1<<PLAYER_DOWN_BIT
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PLAYER_LEFT_BIT equ 2
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PLAYER_LEFT_VAL equ 1<<PLAYER_LEFT_BIT
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PLAYER_RIGHT_BIT equ 3
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PLAYER_RIGHT_VAL equ 1<<PLAYER_RIGHT_BIT
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PLAYER_PUNCH_BIT equ 0
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PLAYER_PUNCH_VAL equ 1<<PLAYER_PUNCH_BIT
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PLAYER_BLOCK_BIT equ 1
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PLAYER_BLOCK_VAL equ 1<<PLAYER_BLOCK_BIT
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PLAYER_SPUNCH_BIT equ 2
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PLAYER_SPUNCH_VAL equ 1<<PLAYER_SPUNCH_BIT
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PLAYER_KICK_BIT equ 3
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PLAYER_KICK_VAL equ 1<<PLAYER_KICK_BIT
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PLAYER_SKICK_BIT equ 4
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PLAYER_SKICK_VAL equ 1<<PLAYER_SKICK_BIT
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;used in special moves table
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B_PUNCH equ PLAYER_PUNCH_VAL<<4
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B_BLOCK equ PLAYER_BLOCK_VAL<<4
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B_KICK equ PLAYER_KICK_VAL<<4
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B_SPUNCH equ PLAYER_SPUNCH_VAL<<4
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B_SKICK equ PLAYER_SKICK_VAL<<4
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******************************************************************************
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*
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* MISC GAME EQUATES
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;GRAVITY equ 0a000h ;9000h ;a000h ;6000h
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GRAVITY equ 08000h ;a000h
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NUM_WRES equ 7 ;number of wrestlers in game (inc ref.)
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MAX_PIECES equ 6 ;max objects per wrestler
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NUM_SPECIALS equ 32 ;Maximum number of special moves
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******************************************************************************
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*
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* PERCENT EQUATES FOR COLLISION SYSTEM
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_100PCT equ 256
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_95PCT equ 243
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_90PCT equ 230
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_85PCT equ 218
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_80PCT equ 205
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_75PCT equ 192
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_70PCT equ 179
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_65PCT equ 166
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_60PCT equ 154
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_55PCT equ 141
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_50PCT equ 128
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_45PCT equ 115
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_40PCT equ 102
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_35PCT equ 89
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_30PCT equ 76
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_25PCT equ 64
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_20PCT equ 51
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_15PCT equ 39
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_10PCT equ 26
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_5PCT equ 13
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_200PCT equ _100PCT+_100PCT
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_195PCT equ _100PCT+_95PCT
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_190PCT equ _100PCT+_90PCT
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_185PCT equ _100PCT+_85PCT
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_180PCT equ _100PCT+_80PCT
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_175PCT equ _100PCT+_75PCT
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_170PCT equ _100PCT+_70PCT
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_165PCT equ _100PCT+_65PCT
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_160PCT equ _100PCT+_60PCT
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_155PCT equ _100PCT+_55PCT
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_150PCT equ _100PCT+_50PCT
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_145PCT equ _100PCT+_45PCT
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_140PCT equ _100PCT+_40PCT
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_135PCT equ _100PCT+_35PCT
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_130PCT equ _100PCT+_30PCT
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_125PCT equ _100PCT+_25PCT
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_120PCT equ _100PCT+_20PCT
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_115PCT equ _100PCT+_15PCT
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_110PCT equ _100PCT+_10PCT
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_105PCT equ _100PCT+_5PCT
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******************************************************************************
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;**************************************************************************
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;* *
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;* BITS FOR COMBO COUNTER INSIDE OF PLAYER BLOCK *
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;* WHEN ONE IS SET, THE MOVE HAS BEEN PERFORMED BFORE *
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;* *
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;**************************************************************************
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MOVE_C_1 .EQU 1
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MOVE_C_2 .EQU 2
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MOVE_C_3 .EQU 4
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MOVE_C_4 .EQU 8
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MOVE_C_5 .EQU 16
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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
|
||
|
||
*used for distance from ropes to determine if we should toss him out
|
||
XTOSSDIST .EQU 130
|
||
XTOSSDIST_CLOSE .EQU 90
|
||
FLUNG_TIME .equ 170-20-30 ;Flung getup time
|
||
|
||
*used for ypos of scroller for when we flip bars infront/behind ring
|
||
ZFLIP_POS .EQU 00D8000H
|
||
ZFLIP_FOR_SURE .EQU 0F0F00000H
|
||
|
||
;**************************************************************************
|
||
;* *
|
||
;* Index numbers for special moves, secret moves and other assorted
|
||
;* things we keep track of on a per win streak basis for human players.
|
||
;* *
|
||
;**************************************************************************
|
||
STACKED .set 1
|
||
|
||
NUM_AWARDS .equ 32 ; Maximum number of awards
|
||
NUM_RND_AWARDS .equ 24
|
||
NUM_MTCH_AWARDS .equ 4
|
||
NUM_WS_AWARDS .equ 4
|
||
|
||
|
||
; These are per round awards
|
||
POWER_MOVE_AWD .equ 0 ; Moves from Head Holds (count) IN
|
||
REVERSAL_AWD .equ 1 ; Normal Reversals (count) IN
|
||
HIGH_RISK_AWD .equ 2 ; Highrisk moves (count) IN
|
||
BLOCKS_AWD .equ 3 ; Blocks used (count) IN
|
||
COMBOS_AWD .equ 4 ; Combos started (count) IN
|
||
COMBO_REV_AWD .equ 5 ; Combo Reversals (count)
|
||
COMBO_BRKR_AWD .equ 6 ; Combo breakers (count)
|
||
UCOMBOS_AWD .equ 7 ; Ultra combos completed (count) IN
|
||
PERFECT_AWD .equ 8 ; Perfect round (count) IN
|
||
FIRST_HIT_AWD .equ 9 ; First Hit in round (flag) IN
|
||
COMEBACK_AWD .equ 10 ; Comeback from huge difference (flag)
|
||
SUPER_QUICK_AWD .equ 11 ; Super High Speed Pin (count) IN
|
||
VERY_QUICK_AWD .equ 12 ; Very High Speed Pin (count) IN
|
||
QUICK_AWD .equ 13 ; High Speed Pin (count) IN
|
||
DFT_HUMAN_AWD .equ 14 ; Defeated a human player (count)
|
||
|
||
; These are per match awards
|
||
DBL_PERFECT_AWD .equ 24 ; Double perfect match (flag) IN
|
||
TWO_RND_AWD .equ 25 ; Match victory in first two rounds (flag) IN
|
||
|
||
; These are per winstreak awards
|
||
GAME_CMPLT_AWD .equ 28 ; Complete game with less than five buyins (flag)
|
||
FIVE_WINS_AWD .equ 29 ; Five win winstreaks (count)
|
||
|
||
|
||
NUM_POWERUPS .equ 8
|
||
|
||
BLOCKING_OFF .equ 1
|
||
COMBOS_ON .equ 2
|
||
RING_OUTS_ON .equ 4
|
||
NO_RING .equ 8
|
||
MOVE_NAMES_ON .equ 16
|
||
D_METERS_ON .equ 32
|
||
HYPER_MATCH_ON .equ 64
|
||
BUDDY_MODE .equ 128
|
||
|
||
BLOCKING_OFF_BIT .equ 0
|
||
COMBOS_ON_BIT .equ 1
|
||
RING_OUTS_ON_BIT .equ 2
|
||
NO_RING_BIT .equ 3
|
||
MOVE_NAMES_ON_BIT .equ 4
|
||
D_METERS_ON_BIT .equ 5
|
||
HYPERMATCH_ON_BIT .equ 6
|
||
BUDDY_MODE_BIT .equ 7
|
||
|
||
BOTH_P_MASK .equ (BLOCKING_OFF|COMBOS_ON|RING_OUTS_ON|NO_RING|HYPER_MATCH_ON|BUDDY_MODE)
|
||
|
||
DEBRIS_MAX .equ 30 ;max active debris processes
|
||
|
||
NUM_BRET_FINISHES .set 0
|
||
NUM_BAM_FINISHES .set 0
|
||
NUM_YOKO_FINISHES .set 0
|
||
NUM_DOINK_FINISHES .set 0
|
||
NUM_RAZOR_FINISHES .set 0
|
||
NUM_LEX_FINISHES .set 0
|
||
NUM_TAKER_FINISHES .set 1
|
||
NUM_SHAWN_FINISHES .set 0
|
||
|