wwf-wrestlemania/LEX.ASM

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**************************************************************
*
* Software: Gilbert the Wonder Hamster
* Initiated: 7/15/94
*
* COPYRIGHT (C) 1992 WILLIAMS ELECTRONICS GAMES, INC.
*
**************************************************************
.file "lex.asm"
.title "Lex Luger 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,master_keep_attached
.ref do_taunt,CLIMB_ROPES,bounce_off_ropes,mode_inair2
.ref check_secret_moves,mode_choking,DO_REVERSAL_MESS
.ref ck_ignore,climb_turnbuckle,execute_walk,PCNT
.ref get_opp_plyrmode,ADD_IF_SILENT,DO_REVERSAL,mode_puppet
.ref process_ptrs,keep_attached,change_anim1,JUMP_ROPES
.ref FIND_AND_KILL_ENDLESS,BONUS_MESS
.ref CHECK_COMBO_GO,ck_teammate_pin,raisearm_check
.ref BLOCK_WOOSH,drone_change_back,mode_dead,get_opp_process
.ref lex_combo_punch_anim,can_pin,round_award
.ref lex_combo_kick_anim,set_raisearm_bit
.ref blocking_off,std_taunt,std_walk_fast
.ref hyper_speed_on
.ref in_finish_move
.ref p1rounds,p2rounds
.if NUM_LEX_FINISHES
.ref lex_finish1_move
.if NUM_LEX_FINISHES > 1
.ref lex_finish2_move
.endif
.endif
******************************************************************************
* ANIMATION SEQUENCES
.ref start_run_anim
.ref lex_4_block_anim
.ref lex_stand2_anim,lex_stand8_anim
.ref lex_stand4_anim,lex_stand6_anim
.ref lex_torso2_anim,lex_torso8_anim
.ref lex_torso4_anim,lex_torso6_anim
.ref lex_2_to_4_turn_anim,lex_8_to_6_turn_anim ;stand
.ref lex_4_to_2_turn_anim,lex_6_to_8_turn_anim
.ref lex_4_to_6_turn_anim,lex_6_to_4_turn_anim
.ref lex_2_to_8_turn_anim,lex_8_to_2_turn_anim
.ref lex_4_to_8_turn_anim,lex_6_to_2_turn_anim
.ref lex_2_to_6_turn_anim,lex_8_to_4_turn_anim
.ref lex_2_to_4_turn2_anim,lex_8_to_6_turn2_anim ;torso
.ref lex_4_to_2_turn2_anim,lex_6_to_8_turn2_anim
.ref lex_4_to_6_turn2_anim,lex_6_to_4_turn2_anim
.ref lex_2_to_8_turn2_anim,lex_8_to_2_turn2_anim
.ref lex_4_to_8_turn2_anim,lex_6_to_2_turn2_anim
.ref lex_2_to_6_turn2_anim,lex_8_to_4_turn2_anim
.ref lex_walk1_f2_anim,lex_walk2_f2_anim,lex_walk4_f2_anim
.ref lex_walk5_f2_anim,lex_walk6_f2_anim,lex_walk8_f2_anim
.ref lex_walk1_f4_anim,lex_walk2_f4_anim,lex_walk4_f4_anim
.ref lex_walk5_f4_anim,lex_walk6_f4_anim,lex_walk8_f4_anim
.ref lex_run2_anim,lex_hiptoss2_anim
.ref lex_2_punch_anim,lex_4_punch_anim
.ref lex_2_kick_anim,lex_4_kick_anim
.ref lex_2_butt_anim,lex_4_butt_anim
.ref lex_4_knee_anim
.ref lex_2_stomp_anim,lex_4_stomp_anim
.ref lex_2_raise_arm_anim,lex_4_raise_arm_anim
.ref lex_3_clobber_anim
.ref lex_4_push_anim
.ref lex_4_grabfling_anim
.ref lex_fall_back_anim
.ref lex_flying_kick_anim
.ref lex_2_ground_punch_anim,lex_4_ground_punch_anim
.ref lex_flying_ground_punch_anim,lex_climb_down_anim
.ref lex_buckle_leap_anim,lex_climb_up_anim
.ref lex_backbreaker_anim,lex_ohslam_anim
.ref lex_3_head_held_stand_anim,lex_2_hair_pickup_anim
.ref lex_3_knee_to_head_anim
.ref lex_4_hair_pickup_anim,lex_2_grabfling_anim
.ref lex_3_head_hold2_anim
.ref lex_3_head_hold_anim
.ref lex_vsuplex_anim,lex_super_kick_anim
.ref lex_4_knee_fall_anim,lex_4_graboh_anim
.ref lex_hiptoss_anim,lex_4_bigboot_anim
.ref lex_slamdown_anim
.ref lex_2_pin_anim,lex_4_pin_anim
.ref lex_2_clobber_anim,lex_4_clobber_anim
; .ref lex_pkup_chair_anim
.ref lex_sliding_elbow_anim
.ref lex_knees_to_head_anim
.ref lex_grab2elbow_anim
******************************************************************************
* SYMBOLS DEFINED IN THIS FILE
******************************************************************************
* EQUATES FOR THIS FILE
#*****************************************************************************
*
* SPECIAL MOVES - History checks
lex_secret_moves
.long #charge_clobber
.long #neck_grab
.long #grab_fling
.long #hip_toss
.long #grab_fling2
.long #hip_toss2
.long #sliding_elbow
.long #hammer
.long 0
******************************************************************************
*
* SPECIAL MOVE PROCESSES - Secret moves
*
;a8=process of wrestler
SUBR lex_smove_table
.long lex_hdhold_pile
.long lex_hdhold_elbow_face
.long lex_hdhold_graboh
.long lex_grab_toss_air
.long lex_hdhold_combo1
.long lex_hdhold_combo2
; .long lex_hdhold_anti_combo
.long std_walk_fast
.long std_taunt
.if NUM_LEX_FINISHES
.long lex_finish_move1
.endif
.if NUM_LEX_FINISHES > 1
.long lex_finish_move2
.endif
.long 0
*******************************************************************************
#charge_clobber
move *a13(BUT_VAL_UP),a0
btst PLAYER_PUNCH_BIT,a0
jrz #no_punch
; move *a13(PLYRMODE),a0
; cmpi MODE_ONTURNBKL,a0
; jrz #no_punch
move *a13(PLYRNUM),a0
.ref get_punch_dtime
calla get_punch_dtime
cmpi 100,a0 ;> min?
jrlt #no_punch
callr #scrt_clbr
setc
rets
#no_punch
clrc
rets
#scrt_clbr
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_ONGROUND,a0
; jrz #out
; cmpi MODE_DEAD,a0
; jrz #out
; move *a13(PLYRMODE),a0
; cmpi MODE_RUNNING,a0
; jrz #leapclbr
;
;;If stick is toward opponent, then do sliding/leaping buzzer
; move *a13(STICK_VAL_CUR),a0
; move *a13(NEW_FACING_DIR),a1
; andi 0ch,a1
; cmp a0,a1
; jrnz #norm
;
;#leapclbr
;;missing noise for a reason !
; WRSND W_LUGER,HDBUTT_T1,HDBUTT_T2
; FACE24 lex,clobber2_anim
; calla change_anim1
; rets
;#norm
WRSND W_LUGER,HDBUTT_T1,HDBUTT_T2
FACE24 lex,clobber_anim
calla change_anim1
rets
*******************************************************************************
#hammer
.word B_SKICK, J_ALL
.word J_TOWARD, J_REAL_LR
.word J_TOWARD, J_REAL_LR
.word 8000h | 32 ;max
.long scrt_hammer
scrt_hammer
move *a13(ANIMODE),a0
btst MODE_UNINT_BIT,a0
jrnz #out
move *a13(PLYRMODE),a0
cmpi MODE_ONTURNBKL,a0
jrz #out
cmpi MODE_OPPOVERHEAD,a0
jreq #out
.ref lex_hammer_anim
movi lex_hammer_anim,a0
calla change_anim1a
;missing noise for a reason !
WRSND W_LUGER,HIPTOSS_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 #ok2
;This head grab is too close (in terms of time) to most recent grab
.ref lex_3_fake_hold_anim
movi lex_3_fake_hold_anim,a0
calla change_anim1a
rets
#ok2
move *a13(CLOSEST_XDIST),a1
cmpi 90,a1
jrgt #std_grab
movi lex_3_head_hold2_anim,a0
calla change_anim1a
#out rets
#std_grab
movi lex_3_head_hold_anim,a0
calla change_anim1a
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
movi lex_hiptoss_anim,a0
calla change_anim1a
WRSND W_LUGER,HIPTOSS_T1,PUNCH_T2
rets
#nope
;Don't fling when he is on ground
calla get_opp_plyrmode
cmpi MODE_HEADHELD,a0
jrz #out
cmpi MODE_ONGROUND,a0
jrz #out
cmpi MODE_DEAD,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 #ok2a
;
;;This head grab is too close (in terms of time) to most recent grab
; movi lex_3_clobber_anim,a0
;; FACE24 lex,punch_anim
; calla change_anim1a
;
; WRSND W_LUGER,HIPTOSS_T1,PUNCH_T2
; rets
;
;#ok2a
; move @PCNT,a14,L ;use 32-bit PCNT!
; move a14,*a13(LAST_FLING_ATTEMPT),L
FACE24 lex,grabfling_anim
calla change_anim1a
WRSND W_LUGER,GRABFLING_T1,PUNCH_T2
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
;Mode held overhead!
cmpi MODE_ATTACHED,a0
jrz #out
move *a13(CLOSEST_DIST),a0
cmpi 70h,a0
jrgt #out
#doit
movi lex_hiptoss_anim,a0
calla change_anim1a
clr a0
move a0,*a13(ATTACH_PROC),L
SETMODE NORMAL
WRSND W_LUGER,GRABFLING_T1,PUNCH_T2
rets
*******************************************************************************
#sliding_elbow
.word B_PUNCH, J_ALL
.word J_TOWARD, J_REAL_LR
.word J_TOWARD, J_REAL_LR
.word 8000h | 30 ;max
.long #scrt_elbow
#scrt_elbow
move *a13(ANIMODE),a0
btst MODE_UNINT_BIT,a0
jrnz #out
move *a13(PLYRMODE),a0
cmpi MODE_OPPOVERHEAD,a0
jreq #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
;we can do this from a headhold, so...
calla FIND_AND_KILL_ENDLESS
movi lex_sliding_elbow_anim,a0
calla change_anim1a
clr a0
move a0,*a13(ATTACH_PROC),L
SETMODE NORMAL
WRSND W_LUGER,UPRCUT_T1,UPRCUT_T2
rets
.if NUM_LEX_FINISHES
#******************************************************************************
SUBRP lex_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 lex_finish1_move,a0
move a0,*a8(SPECIAL_MOVE_ADDR),L
DIE
.endif
.if NUM_LEX_FINISHES > 1
#******************************************************************************
SUBRP lex_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 lex_finish2_move,a0
move a0,*a8(SPECIAL_MOVE_ADDR),L
DIE
.endif
#*****************************************************************************
SUBRP lex_hdhold_pile
#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_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 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 15,a14
move a14,*a0(IMMOBILIZE_TIME)
CALLA FIND_AND_KILL_ENDLESS
movi lex_vsuplex_anim,a0
move a0,*a8(SPECIAL_MOVE_ADDR),L
WRSND W_LUGER,FLYKICK_T1,FLYKICK_T2
SLEEPK 20
jruc #lp
#*****************************************************************************
SUBRP lex_hdhold_elbow_face
#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_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
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
.ref lex_grab2elbow_rev_anim
movi lex_grab2elbow_rev_anim,a1
jruc #is_reversal
#slam
move *a8(IMMOBILIZE_TIME),a14
jrnz #lp0 ;ignore
;fix !!! wrong name - jake
movk 6,a10
CREATE MESSAGE_PID,BONUS_MESS
;target WHOIHIT -- don't hit anyone else
SMRTTGT a8,WHOIHIT
;immobilize WHOIHIT
move *a8(WHOIHIT),a0,L
;This stops Lex from going for foot, then changing his mind!
; movk 15,a14
; move a14,*a8(IMMOBILIZE_TIME)
movi lex_grab2elbow_anim,a1
#is_reversal
movk 15,a14
move a14,*a0(IMMOBILIZE_TIME)
move a1,*a8(SPECIAL_MOVE_ADDR),L
CALLA FIND_AND_KILL_ENDLESS
WRSND W_LUGER,FLYKICK_T1,FLYKICK_T2
SLEEPK 20
jruc #lp
#******************************************************************************
lex_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 lex,hiptoss_anim
movi lex_hiptoss_anim,a0
move a0,*a8(SPECIAL_MOVE_ADDR),L
WRSND W_LUGER,GRABFLING_T1,PUNCH_T2
SLEEPK 20
jruc #lp
#doit2
; FACE24 lex,hiptoss2_anim
movi lex_hiptoss2_anim,a0
move a0,*a8(SPECIAL_MOVE_ADDR),L
WRSND W_LUGER,GRABFLING_T1,PUNCH_T2
SLEEPK 20
jruc #lp
#*****************************************************************************
lex_hdhold_graboh
#TIMEOUT .equ 60
#lp0
SLEEPK 1
#lp
move *a8(PLYRMODE),a0
cmpi MODE_HEADHOLD,a0
jrz #cont0
cmpi MODE_HEADHELD,a0
jrnz #lp0
#cont0
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_KICK,J_ALL,#lp
move *a8(PLYRMODE),a0
cmpi MODE_HEADHOLD,a0
jrz #dograb
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
#dograb
move *a8(IMMOBILIZE_TIME),a14
jrnz #lp0 ;ignore
; movk 6,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 15,a14
move a14,*a0(IMMOBILIZE_TIME)
CALLA FIND_AND_KILL_ENDLESS
movi lex_4_graboh_anim,a14
move a14,*a8(SPECIAL_MOVE_ADDR),L
WRSND W_LUGER,GRABHOLD_T1,GRABHOLD_T2
SLEEPK 20
jruc #lp
*******************************************************************************
#*
lex_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_SKICK,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 lex_combo_punch_anim,a14
move a14,*a8(SPECIAL_MOVE_ADDR),L
WRSND W_LUGER,UPRCUT_T1,UPRCUT_T2
SLEEPK 20
jruc #lp
*******************************************************************************
#*
lex_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_KICK,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 lex_combo_kick_anim,a14
move a14,*a8(SPECIAL_MOVE_ADDR),L
WRSND W_LUGER,UPRCUT_T1,UPRCUT_T2
SLEEPK 20
jruc #lp
;#******************************************************************************
;
;;Could start this process only when opponent is in combo mode!
;
;lex_hdhold_anti_combo
;
;#TIMEOUT .equ 30
;
;#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
;
; movk #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
;
; WRSND W_LUGER,GRABHOLD_T1,GRABHOLD_T2
; movi lex_vsuplex_anim,a14
; move a14,*a8(SPECIAL_MOVE_ADDR),L
;
; SLEEPK 20
;
; jruc #lp
;
#*****************************************************************************
SUBR lex_ani_init
move *a13(FACING_DIR),a0
btst PLAYER_RIGHT_BIT,a0
jrnz #p1
;Plyr 2
movi lex_stand4_anim,a0
calla change_anim1a
movi lex_torso4_anim,a0
calla change_anim2a
PUSH a10
move a13,a10
CREATE TAUNT_PID,do_taunt
PULL a10
rets
#p1
movi lex_stand2_anim,a0
calla change_anim1a
movi lex_torso2_anim,a0
calla change_anim2a
rets
#*****************************************************************************
*
* LEX CONTROL CODE
*
* a13 = * Lex process
SUBR move_lex
; movi 100h,a0 ;temp fix!
; move a0,*a13(ANI_SPEED)
movi lex_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
.long mode_puppet ;20
.long mode_inair2 ;21
.long mode_normal ;22
.long mode_normal ;23
.long mode_chokehold ;24
.long 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 lex_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 lex,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 lex,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
************
#punch ;1
*
* MODE DX DZ ACTION
* ----------------------------------------------------
* normal < 40 45 headbutt
* normal > normal punch
*
* onground < 120 120 elbow drop
* onground > normal punch
*
* running |
* bouncing normal punch
*
* onturnbkl < 40 45 hdbutt
* onturnbkl > normal punch
*
* climbturnbkl punch
*
JJXM_INIT
JJXM NORMAL, 40, 45,#punch_hdbutt,#punch_punch ;0
JJXM RUNNING, 40, 45,#punch_hdbutt,#punch_punch ;1
JJXM INAIR, 40, 45,#punch_hdbutt,#punch_punch ;2
JJXM ATTACHED, 40, 45,#punch_hdbutt,#punch_punch ;3
JJXM ONGROUND, 160,140,#punch_lbowdrop,#punch_punch ;4
JJXM BOUNCING, 40, 45,#punch_hdbutt,#punch_punch ;1
JJXM ONTURNBKL, 40, 45,#punch_hdbutt,#punch_punch ;6
JJXM BLOCK, 40, 45,#punch_hdbutt,#punch_punch ;7
JJXM DIZZY, 40, 45,#punch_hdbutt,#punch_punch ;8
JJXM DEAD, 160,140,#punch_lbowdrop,#punch_punch ;9
JJXM OPPOVERHEAD, 40, 45,#punch_hdbutt,#punch_punch ;10
JJXM CLIMBTURNBKL, #punch_punch ;11
JJXM WAITANIM, 40, 45,#punch_hdbutt,#punch_punch ;12
JJXM GRAPPLE, 40, 45,#punch_hdbutt,#punch_punch ;13
JJXM MASTER, 40, 45,#punch_hdbutt,#punch_punch ;14
JJXM SLAVE, 40, 45,#punch_hdbutt,#punch_punch ;15
JJXM HEADHOLD, 40, 45,#punch_hdbutt,#punch_punch ;16
JJXM HEADHELD, 40, 45,#punch_hdbutt,#punch_punch ;19
JJXM CHOKEHOLD, 40, 45,#punch_hdbutt,#punch_punch ;16
JJXM PUPPET, 40, 45,#punch_hdbutt,#punch_punch ;20
JJXM PUPPET2, 40, 45,#punch_hdbutt,#punch_punch ;20
JJXM INAIR2, 40, 45,#punch_hdbutt,#punch_punch ;21
JJXM_END
*****
#punch_punch
std_punch
FACE24 lex,punch_anim
calla change_anim1a
WRSND W_LUGER,PUNCH_T1,PUNCH_T2
rets
*****
#punch_hdbutt
FACE24 lex,butt_anim
calla change_anim1a
WRSND W_LUGER,HDBUTT_T1,HDBUTT_T2
rets
*****
#punch_lbowdrop
FACE24 lex,ground_punch_anim
calla change_anim1a
WRSND W_LUGER,LBOWDROP_T1,LBOWDROP_T2
rets
************
#block ;2
std_block
move @blocking_off,a0
jrnz #no_blocking
RND_AWARD a13,BLOCKS_AWD
movi lex_4_block_anim,a0
calla change_anim1
calla BLOCK_WOOSH
clr a0
move a0,*a13(BLOCK_TIME)
clrc
rets
#no_blocking
setc
rets
************
#super_punch ;4
*
* MODE DX DZ ACTION
* ----------------------------------------------------
* normal < 110 75 close in super move
* dizzy " "
* normal > jumping punch move
* dizzy " "
*
* onground < 136 112 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, 70, 45,#spunch_special,#spunch_slap ;0
JJXM RUNNING, 40, 45,#spunch_special,#spunch_slap ;1
JJXM INAIR, 40, 45,#spunch_special,#spunch_slap ;2
JJXM ATTACHED, 40, 45,#spunch_special,#spunch_slap ;3
JJXM ONGROUND, 160,140,#spunch_lbowdrop,std_punch ;4
JJXM BOUNCING, 110, 45,#spunch_special,#spunch_slap ;5
JJXM ONTURNBKL, #spunch_slap ;6
JJXM BLOCK, 70, 45,#spunch_special,#spunch_slap ;7
JJXM DIZZY, 40, 45,#spunch_special,#spunch_slap ;8
JJXM DEAD, 160,140,#spunch_lbowdrop,std_punch ;9
JJXM OPPOVERHEAD, 110, 35,#spunch_special,#spunch_slap ;10
JJXM CLIMBTURNBKL, std_punch ;11
JJXM WAITANIM, 40, 45,#spunch_special,#spunch_slap ;12
JJXM GRAPPLE, 40, 45,#spunch_special,#spunch_slap ;13
JJXM MASTER, 40, 45,#spunch_special,#spunch_slap ;14
JJXM SLAVE, 40, 45,#spunch_special,#spunch_slap ;15
JJXM HEADHOLD, 40, 45,#spunch_special,#spunch_slap ;16
JJXM HEADHELD, 40, 45,#spunch_special,#spunch_slap ;19
JJXM CHOKEHOLD, 40, 45,#spunch_special,#spunch_slap ;16
JJXM PUPPET, 40, 45,#spunch_special,#spunch_slap ;20
JJXM PUPPET2, 40, 45,#spunch_special,#spunch_slap ;20
JJXM INAIR2, 40, 45,#spunch_special,#spunch_slap ;21
JJXM_END
#spunch_rets
rets
*****
#spunch_slap
movi lex_3_clobber_anim,a0
calla change_anim1a
WRSND W_LUGER,PUNCH_T1,PUNCH_T2
rets
*****
#spunch_special
; move *a13(CLOSEST_XDIST),a1
; cmpi 65,a1
; jrgt #spunch_slap
move *a13(CLOSEST_XDIST),a1
cmpi 55,a1
jrgt std_punch
.ref lex_2_butts_anim
.ref lex_4_butts_anim
FACE24 lex,butts_anim
calla change_anim1
WRSND W_LUGER,HDBUTT_T1,HDBUTT_T2
rets
*****
#spunch_lbowdrop
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 lex,hair_pickup_anim
calla change_anim1
WRSND W_LUGER,LBOWDROP_T1,LBOWDROP_T2
rets
#no
FACE24 lex,ground_punch_anim
calla change_anim1
WRSND W_LUGER,LBOWDROP_T1,LBOWDROP_T2
rets
************
#kick ;8
*
* MODE DX DZ ACTION
* ----------------------------------------------------
* normal < 60 50 knee
* > normal kick
*
* onground < 128 128 stomp
* onground > normal kick
*
* running |
* bouncing big boot
*
* onturnbkl |
* climbturnbkl normal kick
*
JJXM_INIT
JJXM NORMAL, 60, 50,#kick_knee,#kick_kick
JJXM BLOCK, 60, 50,#kick_knee,#kick_kick
JJXM DIZZY, 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 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 PUPPET, 60, 50,#kick_knee,#kick_kick
JJXM PUPPET2, 60, 50,#kick_knee,#kick_kick
JJXM INAIR2, #kick_TB
JJXM_END
*****
#kick_TB
.ref lex_kick_TB_anim
movi lex_kick_TB_anim,a0
calla change_anim1a
WRSND W_LUGER,KICK_T1,KICK_T2
rets
*****
#kick_kick
std_kick
FACE24 lex,kick_anim
calla change_anim1a
WRSND W_LUGER,KICK_T1,KICK_T2
rets
*****
#kick_knee
std_knee
movi lex_4_knee_anim,a0
calla change_anim1a
WRSND W_LUGER,KICK_T1,KICK_T2
rets
*****
#kick_stomp
std_stomp
FACE24 lex,stomp_anim
calla change_anim1a
WRSND W_LUGER,KICK_T1,KICK_T2
rets
;*****
;#kick_bigboot
;
; FACE24 lex,kick_anim
; calla change_anim1a
;
; WRSND W_LUGER,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 60 close in super move
* dizzy " "
* normal > jumping kick move
* dizzy " "
*
* onground < 120 120 super stomp
* onground > normal kick
*
* running big boot
* bouncing big boot
*
* onturnbkl < 60 96 jumping kick move
* climbturnbkl " "
* onturnbkl > normal kick
* climbturnbkl " "
*
JJXM_INIT
JJXM NORMAL, 60, 60,#skick_special,#skick_kick ;0
JJXM RUNNING, #skick_bigboot ;1
JJXM INAIR, 60, 60,#skick_special,#skick_kick ;2
JJXM ATTACHED, 60, 60,#skick_special,#skick_kick ;3
JJXM ONGROUND, 160,140,std_stomp,std_kick ;4
JJXM BOUNCING, #skick_bigboot ;5
JJXM ONTURNBKL, 60, 96,#skick_kick,std_kick ;6
JJXM BLOCK, 60, 60,#skick_special,#skick_kick ;7
JJXM DIZZY, 60, 60,#skick_special,#skick_kick ;8
JJXM DEAD, 160,140,std_stomp,std_kick ;9
JJXM OPPOVERHEAD, 60, 60,#skick_special,#skick_kick ;10
JJXM CLIMBTURNBKL, 60, 96,#skick_kick,std_kick ;11
JJXM WAITANIM, 60, 62,#skick_special,#skick_kick ;12
JJXM GRAPPLE, 60, 62,#skick_special,#skick_kick ;13
JJXM MASTER, 60, 62,#skick_special,#skick_kick ;14
JJXM SLAVE, 60, 62,#skick_special,#skick_kick ;15
JJXM HEADHOLD, 60, 62,#skick_special,#skick_kick ;16
JJXM HEADHELD, std_kick
JJXM CHOKEHOLD, 60, 62,#skick_special,#skick_kick ;16
JJXM PUPPET, 60, 62,#skick_special,#skick_kick ;20
JJXM PUPPET2, 60, 62,#skick_special,#skick_kick ;20
JJXM INAIR2, #kick_TB
JJXM_END
*****
#skick_kick
movi lex_super_kick_anim,a0
calla change_anim1a
WRSND W_LUGER,FLYKICK_T1,FLYKICK_T2
rets
*****
#skick_special
move *a13(STICK_VAL_CUR),a0
move *a13(NEW_FACING_DIR),a1
andi 0ch,a1
cmp a0,a1
jrz #cont2
movi lex_4_knee_anim,a0
calla change_anim1a
WRSND W_LUGER,KICK_T1,KICK_T2
rets
#cont2
movi lex_4_knee_fall_anim,a0
calla change_anim1
WRSND W_LUGER,GRABHOLD_T1,GRABHOLD_T2
rets
*****
#skick_bigboot ;we can probably get away with just a #4 big boot
movi lex_4_bigboot_anim,a0 ;*****
calla change_anim1a
WRSND W_LUGER,FLYKICK_T1,FLYKICK_T2
rets
************
#graboh ;20
movi lex_4_graboh_anim,a0
calla change_anim1a
WRSND W_LUGER,GRABHOLD_T1,GRABHOLD_T2
rets
#*****************************************************************************
*
* RUNNING (if GETUP_TIME > 0 then player is out of control)
*
#XRUN_VAL equ LEX_XRUN
#ZDRIFT_VAL equ LEX_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 flying clothesline
* dizzy "
*
* onground < 176 176 flying ground punch
* onground > nothing
*
* running flying clothesline
* bouncing flying clothesline
*
* onturnbkl flying clothesline
* climbturnbkl flying clothesline
*
JJXM_INIT
JJXM NORMAL, #punch_clothesline
JJXM BLOCK, #punch_clothesline
JJXM DIZZY, #punch_clothesline
JJXM ONGROUND, 176,176,#punch_bellyflop,#punch_rets
JJXM RUNNING, #punch_clothesline
JJXM BOUNCING, #punch_clothesline
JJXM ONTURNBKL, #punch_clothesline
JJXM CLIMBTURNBKL, #punch_clothesline
JJXM INAIR, #punch_clothesline
JJXM ATTACHED, #punch_clothesline
JJXM ONGROUND, 176,176,#punch_bellyflop,#punch_rets
JJXM OPPOVERHEAD, #punch_clothesline
JJXM WAITANIM, #punch_clothesline
JJXM GRAPPLE, #punch_clothesline
JJXM MASTER, #punch_clothesline
JJXM SLAVE, #punch_clothesline
JJXM HEADHOLD, #punch_clothesline
JJXM HEADHELD, #punch_clothesline
JJXM CHOKEHOLD, #punch_clothesline
JJXM PUPPET, #punch_clothesline
JJXM PUPPET2, #punch_clothesline
JJXM INAIR2, #punch_clothesline
JJXM_END
#punch_rets
rets
*****
#punch_clothesline
;TODO - fix this
;HACK!!!
jruc #kick_flyingkick
rets
*****
#punch_bellyflop
attack_bellyflop
movi lex_flying_ground_punch_anim,a0
calla change_anim1a
WRSND W_LUGER,FLYKICK_T1,FLYKICK_T2
rets
************
#block ;2
move *a13(OBJ_XVEL),a0,L
sra 1,a0
move a0,*a13(OBJ_XVEL),L
SETMODE NORMAL
jruc std_block
rets
************
#kick ;8
#super_kick ;16
*
* MODE DX DZ ACTION
* ----------------------------------------------------
* normal flying kick
* dizzy "
*
* onground < 176 176 flying ground punch
* onground > nothing
*
* running flying kick
* bouncing flying kick
*
* onturnbkl flying kick
* climbturnbkl flying kick
*
JJXM_INIT
JJXM NORMAL, #kick_flyingkick
JJXM BLOCK, #kick_flyingkick
JJXM DIZZY, #kick_flyingkick
JJXM ONGROUND, 176,176,attack_bellyflop,#kick_rets
JJXM RUNNING, #kick_flyingkick
JJXM BOUNCING, #kick_flyingkick
JJXM ONTURNBKL, #kick_flyingkick
JJXM CLIMBTURNBKL, #kick_flyingkick
JJXM INAIR, #kick_flyingkick
JJXM ATTACHED, #kick_flyingkick
JJXM DEAD, 176,176,attack_bellyflop,#kick_rets
JJXM OPPOVERHEAD, #kick_flyingkick
JJXM WAITANIM, #kick_flyingkick
JJXM GRAPPLE, #kick_flyingkick
JJXM MASTER, #kick_flyingkick
JJXM SLAVE, #kick_flyingkick
JJXM HEADHOLD, #kick_flyingkick
JJXM HEADHELD, #kick_flyingkick
JJXM CHOKEHOLD, #kick_flyingkick
JJXM PUPPET, #kick_flyingkick
JJXM PUPPET2, #kick_flyingkick
JJXM INAIR2, #kick_flyingkick
JJXM_END
#kick_rets
rets
*****
#kick_flyingkick
calla ck_ignore
jrc #z
SETMODE INAIR
movi lex_flying_kick_anim,a0
calla change_anim1a
WRSND W_LUGER,FLYKICK_T1,FLYKICK_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
; move *a13(GETUP_TIME),a0
; jrnz #exit
;
; move *a13(ANIBASE),a0,L
; cmpi lex_faceup_getup_anim,a0
; jrz #exit
;
; calla do_roll
; jrnz #exit ;did roll
;
; movi lex_faceup_getup_anim,a0
;
; calla change_anim1a
;
;#exit
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 lex_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 lex_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
#block
rets
************
#punch ;1
#super_punch ;4
#punchkick ;5
#kick ;8
#super_kick ;16
#graboh ;20
SETMODE INAIR
movi lex_buckle_leap_anim,a0
calla change_anim1a
WRSND W_LUGER,FLYKICK_T1,FLYKICK_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 lex_4_push_anim,a0
calla change_anim1a
WRSND W_LUGER,PUSH_T1,PUSH_T2
rets
#*****************************************************************************
* doink with zero health
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
.ref lex_holdoh_anim
movi lex_holdoh_anim,a0
.ref change_anim2
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
.ref lex_stndholdoh_anim
movi lex_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
;three moves from headhold: backbreaker, slamdown, and ohslam.
************
#z
rets
************
#punch ;1
#punchkick
#block ;2
#kick ;8
; move *a13(STICK_VAL_CUR),a0
; btst PLAYER_DOWN_BIT,a0
; jrz #z
CALLA FIND_AND_KILL_ENDLESS
movi lex_ohslam_anim,a0
calla change_anim1a
WRSND W_LUGER,PUNCH_T1,PUNCH_T2
rets
************
#super_punch ;4
#graboh
move *a13(STICK_VAL_CUR),a0
btst PLAYER_UP_BIT,a0
jrz #punch
CALLA FIND_AND_KILL_ENDLESS
movi lex_slamdown_anim,a0
calla change_anim1a
WRSND W_LUGER,PUNCH_T1,PUNCH_T2
rets
************
#super_kick ;16
move *a13(STICK_VAL_CUR),a0
btst PLAYER_UP_BIT,a0
jrz #punch
CALLA FIND_AND_KILL_ENDLESS
movi lex_backbreaker_anim,a0
calla change_anim1a
WRSND W_LUGER,HIPTOSS_T1,PUNCH_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
#*****************************************************************************
mode_master ;14
calla master_keep_attached ;keep slave attached to me
rets
#*****************************************************************************
mode_slave ;15
rets
#*****************************************************************************
mode_headhold ;16
;Bozo power move
.ref bozo_check
calla bozo_check
jrnc #fail
WRSND W_LUGER,FLYKICK_T1,FLYKICK_T2
movi lex_vsuplex_anim,a0
move @PCNT,a14
btst 0,a14
jrz #tag
movi lex_4_graboh_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
CALLA FIND_AND_KILL_ENDLESS
;If stick is toward opponent, then do quick punches
move *a13(STICK_VAL_CUR),a0
move *a13(NEW_FACING_DIR),a1
andi 0ch,a1
cmp a0,a1
jrnz #tag2
;TODO - change this to uppercuts_to_head_anim!
WRSND W_LUGER,KICK_T1,KICK_T2
.ref lex_4_knee2_anim
movi lex_4_knee2_anim,a0
calla change_anim1a
rets
#tag2
;TODO - change this to an uppercut
WRSND W_LUGER,KICK_T1,KICK_T2
movi lex_4_knee2_anim,a0
calla change_anim1a
rets
************
#super_punch ;4
rets
#punchkick
#kick
CALLA FIND_AND_KILL_ENDLESS
movi lex_3_knee_to_head_anim,a0
calla change_anim1a
WRSND W_LUGER,KICK_T1,KICK_T2
rets
#super_kick ;16
;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
CALLA FIND_AND_KILL_ENDLESS
movi lex_knees_to_head_anim,a0
calla change_anim1a
WRSND W_LUGER,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_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_LUGER,FLYKICK_T1,FLYKICK_T2
movi lex_vsuplex_anim,a0
move @PCNT,a14
btst 0,a14
jrz #tag
; movi lex_4_graboh_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 lex_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 lex_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 lex_rotate_anims_table
; old = up right
.long lex_stand2_anim ;new = up right
.long lex_2_to_4_turn_anim ; = down right
.long lex_2_to_6_turn_anim ; = down left
.long lex_2_to_8_turn_anim ; = up left
; old = down right
.long lex_4_to_2_turn_anim ;new = up right
.long lex_stand4_anim ; = down right
.long lex_4_to_6_turn_anim ; = down left
.long lex_4_to_8_turn_anim ; = up left
; old = down left
.long lex_6_to_2_turn_anim ;new = up right
.long lex_6_to_4_turn_anim ; = down right
.long lex_stand6_anim ; = down left
.long lex_6_to_8_turn_anim ; = up left
; old = up left
.long lex_8_to_2_turn_anim ;new = up right
.long lex_8_to_4_turn_anim ; = down right
.long lex_8_to_6_turn_anim ; = down left
.long lex_stand8_anim ; = up left
SUBR lex_leg_anims_table
; MOVE
;(#1 - UP) FACING
.long lex_walk1_f2_anim ;1 (UP)
.long lex_walk1_f2_anim ;2 (UP_RIGHT)
.long lex_walk1_f4_anim ;3 (RIGHT)
.long lex_walk1_f4_anim ;4 (DOWN_RIGHT)
.long lex_walk1_f4_anim ;5 (DOWN)
.long lex_walk1_f4_anim ;6 (DOWN_LEFT)
.long lex_walk1_f2_anim ;7 (LEFT)
.long lex_walk1_f2_anim ;8 (UP-LEFT)
;(#2 - UP-RIGHT)
.long lex_walk2_f2_anim ;1 (UP)
.long lex_walk2_f2_anim ;2 (UP_RIGHT)
.long lex_walk2_f2_anim ;3 (RIGHT)
.long lex_walk2_f4_anim ;4 (DOWN_RIGHT)
.long lex_walk8_f4_anim ;5 (DOWN)
.long lex_walk8_f4_anim ;6 (DOWN_LEFT)
.long lex_walk4_f2_anim ;7 (LEFT)
.long lex_walk4_f2_anim ;8 (UP-LEFT)
;(#3 - RIGHT)
.long lex_walk2_f2_anim ;1 (UP)
.long lex_walk2_f2_anim ;2 (UP_RIGHT)
.long lex_walk2_f2_anim ;3 (RIGHT)
.long lex_walk4_f4_anim ;4 (DOWN_RIGHT)
.long lex_walk4_f4_anim ;5 (DOWN)
.long lex_walk8_f4_anim ;6 (DOWN_LEFT)
.long lex_walk6_f2_anim ;7 (LEFT)
.long lex_walk6_f2_anim ;8 (UP-LEFT)
;(#4 - DOWN-RIGHT)
.long lex_walk2_f2_anim ;1 (UP)
.long lex_walk8_f2_anim ;2 (UP_RIGHT)
.long lex_walk4_f4_anim ;3 (RIGHT)
.long lex_walk4_f4_anim ;4 (DOWN_RIGHT)
.long lex_walk2_f4_anim ;5 (DOWN)
.long lex_walk6_f4_anim ;6 (DOWN_LEFT)
.long lex_walk2_f2_anim ;7 (LEFT)
.long lex_walk6_f2_anim ;8 (UP-LEFT)
;(#5 - DOWN)
.long lex_walk5_f2_anim ;1 (UP)
.long lex_walk5_f2_anim ;2 (UP_RIGHT)
.long lex_walk5_f4_anim ;3 (RIGHT)
.long lex_walk5_f4_anim ;4 (DOWN_RIGHT)
.long lex_walk5_f4_anim ;5 (DOWN)
.long lex_walk5_f4_anim ;6 (DOWN_LEFT)
.long lex_walk5_f2_anim ;7 (LEFT)
.long lex_walk5_f2_anim ;8 (UP-LEFT)
;(#6 - DOWN-LEFT)
.long lex_walk2_f2_anim ;1 (UP)
.long lex_walk6_f2_anim ;2 (UP_RIGHT)
.long lex_walk2_f2_anim ;3 (RIGHT)
.long lex_walk6_f4_anim ;4 (DOWN_RIGHT)
.long lex_walk2_f4_anim ;5 (DOWN)
.long lex_walk4_f4_anim ;6 (DOWN_LEFT)
.long lex_walk2_f2_anim ;7 (LEFT)
.long lex_walk8_f2_anim ;8 (UP-LEFT)
;(#7 - LEFT)
.long lex_walk2_f2_anim ;1 (UP)
.long lex_walk6_f2_anim ;2 (UP_RIGHT)
.long lex_walk6_f2_anim ;3 (RIGHT)
.long lex_walk8_f4_anim ;4 (DOWN_RIGHT)
.long lex_walk4_f4_anim ;5 (DOWN)
.long lex_walk4_f4_anim ;6 (DOWN_LEFT)
.long lex_walk2_f2_anim ;7 (LEFT)
.long lex_walk2_f2_anim ;8 (UP-LEFT)
;(#8 - UP-LEFT)
.long lex_walk2_f2_anim ;1 (UP)
.long lex_walk4_f2_anim ;2 (UP_RIGHT)
.long lex_walk6_f2_anim ;3 (RIGHT)
.long lex_walk8_f4_anim ;4 (DOWN_RIGHT)
.long lex_walk6_f4_anim ;5 (DOWN)
.long lex_walk2_f4_anim ;6 (DOWN_LEFT)
.long lex_walk2_f2_anim ;7 (LEFT)
.long lex_walk2_f2_anim ;8 (UP-LEFT)
SUBR lex_torso_anims_table
; old = up right
.long lex_torso2_anim ;new = up right
.long lex_2_to_4_turn2_anim ; = down right
.long lex_2_to_6_turn2_anim ; = down left
.long lex_2_to_8_turn2_anim ; = up left
; old = down right
.long lex_4_to_2_turn2_anim ;new = up right
.long lex_torso4_anim ; = down right
.long lex_4_to_6_turn2_anim ; = down left
.long lex_4_to_8_turn2_anim ; = up left
; old = down left
.long lex_6_to_2_turn2_anim ;new = up right
.long lex_6_to_4_turn2_anim ; = down right
.long lex_torso6_anim ; = down left
.long lex_6_to_8_turn2_anim ; = up left
; old = up left
.long lex_8_to_2_turn2_anim ;new = up right
.long lex_8_to_4_turn2_anim ; = down right
.long lex_8_to_6_turn2_anim ; = down left
.long lex_torso8_anim ; = up left
******************************************************************************
.end