wwf-wrestlemania/RAZOR.ASM

2748 lines
55 KiB
NASM
Executable File
Raw Permalink Blame History

This file contains invisible Unicode characters!

This file contains invisible Unicode characters that may be processed differently from what appears below. If your use case is intentional and legitimate, you can safely ignore this warning. Use the Escape button to reveal hidden characters.

**************************************************************
*
* Software: Jamie Rivett
* Initiated: 1/20/94
*
* COPYRIGHT (C) 1992 WILLIAMS ELECTRONICS GAMES, INC.
*
**************************************************************
.file "razor.asm"
.title "Razor Ramon 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,do_taunt,bounce_off_ropes
.ref check_secret_moves,master_keep_attached,ck_ignore
.ref climb_turnbuckle,execute_walk,get_opp_plyrmode,mode_inair2
.ref process_ptrs,keep_attached,FIND_AND_KILL_ENDLESS
.ref change_anim1,JUMP_ROPES,PCNT
.ref DO_REVERSAL,DO_REVERSAL_MESS,CHECK_COMBO_GO
.ref ADD_IF_SILENT,CLIMB_ROPES,can_pin
.ref get_opp_process,round_award,set_raisearm_bit
.ref BONUS_MESS,ck_teammate_pin,raisearm_check
.ref BLOCK_WOOSH,drone_change_back
.ref blocking_off,std_taunt,std_walk_fast
.ref hyper_speed_on
.ref in_finish_move
.ref p1rounds,p2rounds
.if NUM_RAZOR_FINISHES
.ref rzr_finish1_move
.if NUM_RAZOR_FINISHES > 1
.ref rzr_finish2_move
.endif
.endif
;animation sequences
.ref rzr_run2_anim
.ref start_run_anim
.ref rzr_3_head_hold2_anim
.ref rzr_3_head_hold_anim
.ref rzr_stand2_anim,rzr_stand8_anim
.ref rzr_stand4_anim,rzr_stand6_anim
.ref rzr_torso2_anim,rzr_torso8_anim
.ref rzr_torso4_anim,rzr_torso6_anim
.ref rzr_2_to_4_turn_anim,rzr_8_to_6_turn_anim ;stand
.ref rzr_4_to_2_turn_anim,rzr_6_to_8_turn_anim
.ref rzr_4_to_6_turn_anim,rzr_6_to_4_turn_anim
.ref rzr_2_to_8_turn_anim,rzr_8_to_2_turn_anim
.ref rzr_4_to_8_turn_anim,rzr_6_to_2_turn_anim
.ref rzr_2_to_6_turn_anim,rzr_8_to_4_turn_anim
.ref rzr_2_to_4_turn2_anim,rzr_8_to_6_turn2_anim ;torso
.ref rzr_4_to_2_turn2_anim,rzr_6_to_8_turn2_anim
.ref rzr_4_to_6_turn2_anim,rzr_6_to_4_turn2_anim
.ref rzr_2_to_8_turn2_anim,rzr_8_to_2_turn2_anim
.ref rzr_4_to_8_turn2_anim,rzr_6_to_2_turn2_anim
.ref rzr_2_to_6_turn2_anim,rzr_8_to_4_turn2_anim
.ref rzr_walk1_f2_anim,rzr_walk2_f2_anim,rzr_walk4_f2_anim
.ref rzr_walk5_f2_anim,rzr_walk6_f2_anim,rzr_walk8_f2_anim
.ref rzr_walk1_f4_anim,rzr_walk2_f4_anim,rzr_walk4_f4_anim
.ref rzr_3_head_held_stand_anim
.ref rzr_walk5_f4_anim,rzr_walk6_f4_anim,rzr_walk8_f4_anim
.ref rzr_2_punch_anim,rzr_4_punch_anim
.ref rzr_2_pin_anim,rzr_4_pin_anim
.ref rzr_4_uprcut_anim
.ref rzr_2_butt_anim,rzr_4_butt_anim
.ref rzr_2_kick_anim,rzr_4_kick_anim
.ref rzr_2_super_kick_anim,rzr_4_super_kick_anim
.ref rzr_2_knee_anim,rzr_4_knee_anim
.ref rzr_flying_kick_anim
.ref rzr_2_ground_punch_anim,rzr_4_ground_punch_anim
.ref rzr_2_stomp_anim,rzr_4_stomp_anim
.ref rzr_2_grabfling_anim,rzr_4_grabfling_anim
.ref rzr_2_hair_pickup_anim,rzr_4_hair_pickup_anim
.ref rzr_4_push_anim
.ref rzr_4_bigboot_anim
.ref rzr_climb_down_anim,rzr_climb_up_anim
.ref rzr_2_block_anim,rzr_4_block_anim
.ref rzr_2_hiptoss_anim,rzr_4_hiptoss_anim
.ref rzr_2_hiptoss2_anim,rzr_4_hiptoss2_anim
.ref rzr_flying_elbow_anim
.ref rzr_3_uslash_anim,rzr_3_dslash_anim
.ref rzr_dslashes_to_head_anim,rzr_dslash_to_head_anim
.ref rzr_uslashes_to_head_anim,rzr_uslash_to_head_anim
.ref rzr_rugshake_anim
.ref rzr_tbukl_elbow_anim,rzr_3_pile_driver_anim
.ref rzr_repeat_slash_anim
.ref rzr_4_knee_fall_anim
.ref rzr_combo_punch_anim,rzr_combo_kick_anim
.ref rzr_2_raise_arm_anim,rzr_4_raise_arm_anim
; .ref rzr_pkup_chair_anim
.ref rzr_rugshake2_anim
.ref rzr_fall_back_anim,rzr_razors_edge_anim
******************************************************************************
* SYMBOLS DEFINED IN THIS FILE
******************************************************************************
* EQUATES FOR THIS FILE
#*****************************************************************************
razor_secret_moves
.long #charge_flying_kick ;must have this one
.long #neck_grab
.long #grab_fling
.long #hip_toss
.long #grab_fling2
.long #hip_toss2
.long #down_slash
.long 0
******************************************************************************
*
* SPECIAL MOVE PROCESSES - Secret moves
*
;a8=process of wrestler
SUBR rzr_smove_table
.long rzr_charge_slashes
.long rzr_hdhold_pile
.long rzr_hdhold_combo1
.long rzr_hdhold_edge
.long rzr_hdhold_rug
.long rzr_grab_toss_air
.long rzr_hdhold_combo2
; REFLONG std_hdhold_anti_combo
.long std_walk_fast
.long std_taunt
.long rzr_sliding_rug
.if NUM_RAZOR_FINISHES
.long rzr_finish_move1
.endif
.if NUM_RAZOR_FINISHES > 1
.long rzr_finish_move2
.endif
.long 0
*******************************************************************************
#charge_flying_kick
move *a13(BUT_VAL_UP),a0
btst PLAYER_SKICK_BIT,a0
jrz #no_kick
move *a13(PLYRNUM),a0
.ref get_powerk_dtime
calla get_powerk_dtime
cmpi 85,a0 ;> min?
jrlt #no_kick
callr #scrt_kick
setc
rets
#no_kick
clrc
rets
#scrt_kick
move *a13(PLYRMODE),a0
cmpi MODE_HEADHELD,a0
jrz #out
cmpi MODE_HEADHOLD,a0
jrz #out
move *a13(GETUP_TIME),a0
jrnz #out
cmpi MODE_ONGROUND,a0
jrz #out
cmpi MODE_DEAD,a0
jrz #out
move *a13(ANIMODE),a0
btst MODE_UNINT_BIT,a0
jrnz #out
.ref ck_ignore
calla ck_ignore
jrc #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
SETMODE INAIR
movk 1,a0 ;Ensure leap at
move a0,*a8(OBJ_XVEL),L
movi rzr_flying_kick_anim,a0
calla change_anim1a
WRSND W_RAZOR,FLYKICK_T1,FLYKICK_T2
rets
******************************************************************************
#neck_grab
.word B_SPUNCH, J_REAL_LR | J_TOWARD | J_AWAY | J_UP
.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
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 rzr_3_fake_hold_anim
movi rzr_3_fake_hold_anim,a0
calla change_anim1a
rets
#ok2
move *a13(CLOSEST_XDIST),a1
cmpi 85,a1
jrgt #std_grab
movi rzr_3_head_hold2_anim,a0
calla change_anim1a
rets
#std_grab
movi rzr_3_head_hold_anim,a0
calla change_anim1a
rets
******************************************************************************
#down_slash
.word B_PUNCH, J_ALL
.word J_TOWARD, J_REAL_LR
.word J_DOWN|J_TOWARD, J_REAL_LR
.word J_DOWN, J_REAL_LR
.word 8000h | 50 ;max
.long #dslash
#dslash
move *a13(ANIMODE),a0
btst MODE_UNINT_BIT,a0
jrnz #out
;check opp mode
calla get_opp_plyrmode
cmpi MODE_DEAD,a0
jreq #out
;don't do it unless you're in mode_normal, running, or headhold
move *a13(PLYRMODE),a0
cmpi MODE_NORMAL,a0
jreq #slash
cmpi MODE_RUNNING,a0
jreq #runslash
cmpi MODE_HEADHOLD,a0
jreq #slash
jruc #z
#runslash
;don't interrupt an OCRUN
move *a13(GETUP_TIME),a14
jrnz #z
#slash
WRSND W_RAZOR,KICK_T2
movi rzr_3_dslash_anim,a0
calla change_anim1a
#z rets
*******************************************************************************
#grab_fling2
.word B_SPUNCH | J_AWAY, J_REAL_LR | J_UP | J_DOWN
.word 8000h | 10 ;max
.long #scrt_grabfling2
#hip_toss2
.word B_PUNCH | J_AWAY, J_REAL_LR | J_UP | J_DOWN
.word 8000h | 10 ;max
.long #scrt_grabfling2
#scrt_grabfling2
move *a13(ANIMODE),a0
btst MODE_UNINT_BIT,a0
jrnz #out
;If opponent is running, do a hip toss
calla get_opp_plyrmode
cmpi MODE_BOUNCING,a0
jrz #yes
cmpi MODE_RUNNING,a0
jrz #yes
rets
******************************************************************************
#grab_fling
; .word B_SPUNCH | J_AWAY, J_REAL_LR | J_UP | J_DOWN
; .word 8000h | 10 ;max
; .long #scrt_grabfling
.word B_SPUNCH, J_ALL
.word J_AWAY, J_REAL_LR
.word J_AWAY, J_REAL_LR
.word 8000h | 32 ;max
.long #scrt_grabfling
#scrt_grabfling
;Make this miss, rotate to missed opponent,
;and stay rotated to flung opponent, also make
;this work from both angles!
move *a13(ANIMODE),a0
btst MODE_UNINT_BIT,a0
jrnz #out
;If opponent is running, do a hip toss
calla get_opp_plyrmode
cmpi MODE_BOUNCING,a0
jrz #yes
cmpi MODE_RUNNING,a0
jrnz #nope
#yes
FACE24 rzr,hiptoss_anim
calla change_anim1a
WRSND W_RAZOR,GRABFLING_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
; 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 rzr_3_uslash_anim,a0
; calla change_anim1a
;
; WRSND W_RAZOR,SPUNCH_T1,SPUNCH_T2
; rets
;
;#ok2a
; move @PCNT,a14,L ;use 32-bit PCNT!
; move a14,*a13(LAST_FLING_ATTEMPT),L
FACE24 rzr,grabfling_anim
calla change_anim1a
WRSND W_RAZOR,GRABFLING_T1,PUNCH_T2
#out rets
******************************************************************************
#hip_toss
; .word B_PUNCH | J_AWAY, J_REAL_LR | J_UP | J_DOWN
; .word 8000h | 10 ;max
; .long #scrt_hiptoss
.word B_PUNCH, J_ALL
.word J_AWAY, J_REAL_LR
.word J_AWAY, J_REAL_LR
.word 8000h | 32 ;max
.long #scrt_hiptoss
#scrt_hiptoss
move *a13(ANIMODE),a0
btst MODE_UNINT_BIT,a0
jrnz #out
;Don't do it when he is on ground
calla get_opp_plyrmode
cmpi MODE_ONGROUND,a0
jrz #out
; cmpi MODE_BLOCK,a0
; jrz #out
cmpi MODE_DEAD,a0
jrz #out
cmpi MODE_HEADHELD,a0
jrz #out
cmpi MODE_INAIR,a0
jrz #doit
cmpi MODE_INAIR2,a0
jrz #doit
move *a13(CLOSEST_DIST),a0
cmpi 70h,a0
jrgt #out
#doit
FACE24 rzr,hiptoss_anim
calla change_anim1a
WRSND W_RAZOR,GRABFLING_T1,PUNCH_T2
rets
.if NUM_RAZOR_FINISHES
#******************************************************************************
SUBRP rzr_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 rzr_finish1_move,a0
move a0,*a8(SPECIAL_MOVE_ADDR),L
DIE
.endif
.if NUM_RAZOR_FINISHES > 1
#******************************************************************************
SUBRP rzr_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 rzr_finish2_move,a0
move a0,*a8(SPECIAL_MOVE_ADDR),L
DIE
.endif
#*****************************************************************************
; STRUCTPD
; WORD #CHARGE_TIME ;UDW
#CHARGE_TIME .equ SM_USRW1
rzr_charge_slashes
#start_over
clr a14
move a14,*a13(#CHARGE_TIME),W
#loop1
SLEEPK 1
move *a13(#CHARGE_TIME),a14,W
inc a14
move a14,*a13(#CHARGE_TIME),W
move *a8(BUT_VAL_CUR),a0
btst PLAYER_PUNCH_BIT,a0
jrz #p1
jruc #loop1
#p1
;no longer holding button
move *a13(#CHARGE_TIME),a14
cmpi 100,a14
jrlt #start_over
;Success! Check for the UNINT bit, then queue it up.
move *a8(ANIMODE),a14
btst MODE_UNINT_BIT,a14
jrnz #start_over
move *a8(GETUP_TIME),a0
jrnz #start_over
move *a8(PLYRMODE),a0
cmpi MODE_HEADHELD,a0
jrz #start_over
cmpi MODE_HEADHOLD,a0
jrz #start_over
cmpi MODE_ONGROUND,a0
jrz #start_over
cmpi MODE_DEAD,a0
jrz #start_over
movi rzr_repeat_slash_anim,a14
move a14,*a8(SPECIAL_MOVE_ADDR),L
WRSND W_RAZOR,KICK_T2
jruc #start_over
#*******************************************************************************
rzr_sliding_rug
#TIMEOUT .equ 60
#lp0
SLEEPK 1
#lp
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_KICK,J_ALL,#lp
move *a8(PLYRMODE),a0
cmpi MODE_HEADHELD,a0
jrz #lp0
cmpi MODE_HEADHOLD,a0
jrz #lp0
cmpi MODE_ONGROUND,a0
jrz #lp0
cmpi MODE_DEAD,a0
jrz #lp0
move *a8(ANIMODE),a0
btst MODE_UNINT_BIT,a0
jrnz #lp0
move *a8(GETUP_TIME),a0
jrnz #lp0
;Don't do it when he is on ground
SWAP a8,a13
calla get_opp_plyrmode
SWAP a8,a13
; cmpi MODE_ONGROUND,a0
; jrz #lp
cmpi MODE_DEAD,a0
jrz #lp
;Don't do it if opponent is behind you
SWAP a8,a13
calla ck_ignore
jrnc #norm
SWAP a8,a13
jruc #lp
#norm
SWAP a8,a13
WRSND W_RAZOR,GRABHOLD_T1,GRABHOLD_T2
.ref rzr_sliding_rug_anim
movi rzr_sliding_rug_anim,a14
move a14,*a8(SPECIAL_MOVE_ADDR),L
SLEEPK 20
jruc #lp
#*****************************************************************************
rzr_hdhold_edge
#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 33,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 rzr_razors_edge_anim,a14
move a14,*a8(SPECIAL_MOVE_ADDR),L
WRSND W_RAZOR,GRABHOLD_T1,GRABHOLD_T2
SLEEPK 20
jruc #lp
#*****************************************************************************
rzr_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_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
jruc #is_reversal
#slam
move *a8(IMMOBILIZE_TIME),a14
jrnz #lp0 ;ignore
movk 7,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 rzr_3_pile_driver_anim,a14
move a14,*a8(SPECIAL_MOVE_ADDR),L
WRSND W_RAZOR,GRABHOLD_T1,GRABHOLD_T2
SLEEPK 20
jruc #lp
#*****************************************************************************
rzr_hdhold_rug
#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_KICK,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
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 rzr_rugshake2_anim,a14
move a14,*a8(SPECIAL_MOVE_ADDR),L
SLEEPK 20
jruc #lp
#*****************************************************************************
rzr_hdhold_combo1
#TIMEOUT .equ 60
#lp0
SLEEPK 1
#lp
move *a8(PLYRMODE),a0
cmpi MODE_HEADHOLD,a0
jrnz #lp0
; jrz #cont
; cmpi MODE_HEADHELD,a0
; jrnz #lp0
;#cont
;In combo mode?
calla CHECK_COMBO_GO
jrlt #lp0
clr a11
WAITSWITCH_DWN J_TOWARD,0,#lp
movi #TIMEOUT,a11
WAITSWITCH_DWN J_TOWARD,0,#lp
WAITSWITCH_DWN B_SPUNCH,J_ALL,#lp
move *a8(PLYRMODE),a0
cmpi MODE_HEADHOLD,a0
jrz #slam
cmpi MODE_HEADHELD,a0
jrnz #lp0
#slam
CALLA FIND_AND_KILL_ENDLESS
movi rzr_combo_punch_anim,a14
move a14,*a8(SPECIAL_MOVE_ADDR),L
SLEEPK 20
jruc #lp
*******************************************************************************
#*
rzr_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
CALLA FIND_AND_KILL_ENDLESS
movi rzr_combo_kick_anim,a14
move a14,*a8(SPECIAL_MOVE_ADDR),L
SLEEPK 20
jruc #lp
*******************************************************************************
#*
rzr_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
CALLA FIND_AND_KILL_ENDLESS
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 68h,a0
jrgt #lp
FACE24 rzr,hiptoss_anim
move a0,*a8(SPECIAL_MOVE_ADDR),L
WRSND W_RAZOR,GRABFLING_T1,PUNCH_T2
SLEEPK 20
jruc #lp
#doit2
FACE24 rzr,hiptoss2_anim
move a0,*a8(SPECIAL_MOVE_ADDR),L
WRSND W_RAZOR,GRABFLING_T1,PUNCH_T2
SLEEPK 20
jruc #lp
;#******************************************************************************
;rzr_hdhold_anti_combo
;
;#TIMEOUT .equ 80
;
;#lp0
; SLEEPK 1
;#lp
;;Is my opponent in combo mode?
;; move *a8(IMMOBILIZE_TIME),a14
;; jrz #lp0
;; move *a8(CLOSEST_NUM),a0
;; X32 a0
;; addi process_ptrs,a0
;; move *a0,a0,L
;; move *a0(COMBO_COUNT),a0
;; jrz #lp0
;
; clr a11
;
; WAITSWITCH_DWN B_SPUNCH,J_ALL,#lp
;
; movi #TIMEOUT,a11
;
; WAITSWITCH_DWN B_SPUNCH,J_ALL,#lp
; WAITSWITCH_DWN B_SPUNCH,J_ALL,#lp
;
;;Is my opponent in combo mode?
; move *a8(CLOSEST_NUM),a0
; X32 a0
; addi process_ptrs,a0
; move *a0,a0,L
; move *a0(COMBO_COUNT),a0
; jrz #lp0
;
; move *a8(ANTI_COMBO_TIME),a0 ;Time stamp
; move @PCNT,a14
; sub a0,a14
; abs a14
; cmpi 80,a14
; jrge #lp0
; move *a8(I_WILL_DIE),A14
; jrnz #lp0
;
;;Combo breaker message!
; CALLA DO_REVERSAL
; CALLA DO_REVERSAL_MESS
;
; clr a0
; move a0,*a8(IMMOBILIZE_TIME)
;
; move *a8(WHOHITME),a14,L
; movk 15,a0
; move a0,*a14(IMMOBILIZE_TIME)
;
; ;target WHOHITME
; SMRTTGT a8,WHOHITME
;
; CALLA FIND_AND_KILL_ENDLESS
; movi rzr_3_pile_driver_anim,a14
; move a14,*a8(SPECIAL_MOVE_ADDR),L
;
; WRSND W_RAZOR,GRABFLING_T1,PUNCH_T2
;
; SLEEPK 20
;
; jruc #lp
;
#*****************************************************************************
SUBR razor_ani_init
move *a13(FACING_DIR),a0
btst PLAYER_RIGHT_BIT,a0
jrnz #p1
;Plyr 2
movi rzr_stand4_anim,a0
calla change_anim1a
movi rzr_torso4_anim,a0
calla change_anim2a
PUSH a10
move a13,a10
CREATE TAUNT_PID,do_taunt
PULL a10
rets
#p1
movi rzr_stand2_anim,a0
calla change_anim1a
movi rzr_torso2_anim,a0
calla change_anim2a
rets
#*****************************************************************************
*
* RAZORS CONTROL CODE
*
* a13 = * razor process
SUBR move_razor
movi razor_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
REFLONG mode_dead ;9
.long mode_oppoverhead ;10
.long mode_climbturnbkl ;11
.long mode_waitanim ;12
.long mode_grapple ;13
.long mode_master ;14
.long mode_slave ;15
.long mode_headhold ;16
.long mode_puppet2 ;17
.long mode_normal ;18
.long mode_headheld ;19
REFLONG mode_puppet ;20
.long mode_inair2 ;21
.long mode_normal ;22
.long mode_normal ;23
.long mode_chokehold ;24
REFLONG mode_choking ;25
#*****************************************************************************
mode_normal ;0
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 rzr_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 rzr,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 rzr,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 < 44 45 headbutt
* normal > normal punch
*
* onground < 120 120 elbow drop
* onground > normal punch
*
* running |
* bouncing hip toss
*
* onturnbkl |
* climbturnbkl normal punch
*
JJXM_INIT
JJXM NORMAL, 44, 45,#punch_hdbutt,#punch_punch
JJXM DIZZY, 44, 45,#punch_hdbutt,#punch_punch
JJXM BLOCK, 44, 45,#punch_hdbutt,#punch_punch
JJXM ONGROUND, 160,140,#punch_lbdrop,#punch_punch
JJXM RUNNING, 44, 45,#punch_hdbutt,#punch_punch
JJXM BOUNCING, 44, 45,#punch_hdbutt,#punch_punch
JJXM ONTURNBKL, #punch_punch
JJXM CLIMBTURNBKL, #punch_punch
JJXM INAIR, 44, 45,#punch_hdbutt,#punch_punch
JJXM ATTACHED, 44, 45,#punch_hdbutt,#punch_punch
JJXM DEAD, 160,140,#punch_lbdrop,#punch_punch
JJXM OPPOVERHEAD, 44, 45,#punch_hdbutt,#punch_punch
JJXM WAITANIM, 44, 45,#punch_hdbutt,#punch_punch
JJXM GRAPPLE, 44, 45,#punch_hdbutt,#punch_punch
JJXM MASTER, 44, 45,#punch_hdbutt,#punch_punch
JJXM SLAVE, 44, 45,#punch_hdbutt,#punch_punch
JJXM HEADHOLD, 44, 45,#punch_hdbutt,#punch_punch
JJXM HEADHELD, 44, 45,#punch_hdbutt,#punch_punch
JJXM CHOKEHOLD, 44, 45,#punch_hdbutt,#punch_punch
JJXM PUPPET, 44, 45,#punch_hdbutt,#punch_punch
JJXM PUPPET2, 44, 45,#punch_hdbutt,#punch_punch
JJXM INAIR2, 44, 45,#punch_hdbutt,#punch_punch
JJXM_END
*****
#punch_punch
std_punch
FACE24 rzr,punch_anim
calla change_anim1a
WRSND W_RAZOR,PUNCH_T1,PUNCH_T2
rets
*****
#punch_hdbutt
FACE24 rzr,butt_anim
calla change_anim1a
WRSND W_RAZOR,HDBUTT_T1,HDBUTT_T2
rets
*****
#punch_lbdrop
FACE24 rzr,ground_punch_anim
calla change_anim1a
WRSND W_RAZOR,LBOWDROP_T1,LBOWDROP_T2
rets
************
#block ;2
std_block
move @blocking_off,a0
jrnz #no_blocking
RND_AWARD a13,BLOCKS_AWD
FACE24 rzr,block_anim
calla change_anim1a
calla BLOCK_WOOSH
clr a0
move a0,*a13(BLOCK_TIME)
clrc
rets
#no_blocking
setc
rets
************
#super_punch ;4
#graboh
*
* MODE DX DZ ACTION
* ----------------------------------------------------
* normal < 85 45 headbutt or uppercut
* > blade slash
*
* onground < 120 120 elbow drop (or rug shake or hair pickup)
* onground > normal punch
*
* running |
* bouncing hip toss
*
* onturnbkl |
* climbturnbkl normal punch
*
JJXM_INIT
JJXM NORMAL, 85, 45,#spunch_close,#spunch_far
JJXM DIZZY, 85, 45,#spunch_close,#spunch_far
JJXM BLOCK, 85, 45,#spunch_close,#spunch_far
JJXM ONGROUND, 160,140,#spunch_lbowdrop,std_punch
JJXM DEAD, 160,140,#spunch_lbowdrop,std_punch
JJXM RUNNING, #spunch_downslash
JJXM BOUNCING, #spunch_downslash
JJXM ONTURNBKL, 85, 45,#spunch_close,#spunch_far
JJXM CLIMBTURNBKL, 85, 45,#spunch_close,#spunch_far
JJXM INAIR, #spunch_downslash
JJXM ATTACHED, 85, 45,#spunch_close,#spunch_far
JJXM OPPOVERHEAD, 85, 45,#spunch_close,#spunch_far
JJXM WAITANIM, 85, 45,#spunch_close,#spunch_far
JJXM GRAPPLE, 85, 45,#spunch_close,#spunch_far
JJXM MASTER, 85, 45,#spunch_close,#spunch_far
JJXM SLAVE, 85, 45,#spunch_close,#spunch_far
JJXM HEADHOLD, 85, 45,#spunch_close,#spunch_far
JJXM HEADHELD, 85, 45,#spunch_close,#spunch_far
JJXM CHOKEHOLD, 85, 45,#spunch_close,#spunch_far
JJXM PUPPET, 85, 45,#spunch_close,#spunch_far
JJXM PUPPET2, 85, 45,#spunch_close,#spunch_far
JJXM INAIR2, #spunch_downslash
JJXM_END
#spunch_lbowdrop
;If near opponents head, and facing down, do the hair grab!
;If near feet, go for the rugshake
move *a13(CLOSEST_NUM),a3
X32 a3
addi process_ptrs,a3
move *a3,a3,L
move *a3(PLYRMODE),a2
cmpi MODE_DEAD,a2
jrz #no
move *a13(OBJ_XPOS),a1,L
move *a3(OBJ_XPOS),a2,L
sub a2,a1
abs a1
srl 16,a1
cmpi 30h,a1 ;28
jrlt #no
;At head or feet!
move *a3(OBJ_CONTROL),a14
andi M_FLIPH,a14
move *a13(OBJ_CONTROL),a0
andi M_FLIPH,a0
cmp a0,a14
jrz #feet
;At head! Do hair pickup.
FACE24 rzr,hair_pickup_anim
calla change_anim1
WRSND W_RAZOR,LBOWDROP_T1,LBOWDROP_T2
rets
#feet
cmpi 40h,a1 ;28
jrlt #no
;smart-target the intended victim
move *a13(STATUS_FLAGS),a14
ori M_SMART_ATTACK,a14
move a14,*a13(STATUS_FLAGS)
move a3,*a13(SMART_TARGET),L
movi rzr_rugshake_anim,a0
calla change_anim1a
rets
#no
FACE24 rzr,ground_punch_anim
calla change_anim1a
WRSND W_RAZOR,LBOWDROP_T1,LBOWDROP_T2
rets
*****
#spunch_close
move *a13(STICK_VAL_CUR),a0
btst MOVE_DOWN_BIT,a0
jrnz #ck_up
; move *a13(NEW_FACING_DIR),a1
; andi 0Ch,a1
; cmp a0,a1
; jrz #grab
move *a13(CLOSEST_XDIST),a1
cmpi 65,a1
jrgt std_punch
; jruc #hdbutt
;#grab
; movi rzr_3_head_hold2_anim,a0
; calla change_anim1a
; WRSND W_RAZOR,GRABHOLD_T1,GRABHOLD_T2
; rets
;
;#hdbutt
.ref rzr_2_pummel_anim
.ref rzr_4_pummel_anim
FACE24 rzr,pummel_anim
calla change_anim1
WRSND W_RAZOR,HDBUTT_T1,HDBUTT_T2
rets
#ck_up
;Do uppercut
movi rzr_4_uprcut_anim,a0
calla change_anim1a
WRSND W_RAZOR,UPRCUT_T1,UPRCUT_T2
rets
*****
#spunch_far
WRSND W_RAZOR,UPRCUT_T1,UPRCUT_T2
movi rzr_3_uslash_anim,a0
calla change_anim1a
rets
*****
#spunch_downslash
WRSND W_RAZOR,UPRCUT_T1,UPRCUT_T2
movi rzr_3_dslash_anim,a0
calla change_anim1a
rets
************
#kick ;8
*
* MODE DX DZ ACTION
* ----------------------------------------------------
* normal < 70 50 knee
* > normal kick
*
* onground < 120 120 stomp
* onground > normal kick
*
* running |
* bouncing big boot
*
* onturnbkl | normal kick
* climbturnbkl normal kick
*
JJXM_INIT
JJXM NORMAL, 70, 50,#kick_knee,#kick_kick
JJXM DIZZY, 70, 50,#kick_knee,#kick_kick
JJXM BLOCK, 70, 50,#kick_knee,#kick_kick
JJXM ONGROUND, 160,140,#kick_stomp,#kick_kick
JJXM RUNNING, 70, 50,#kick_knee,#kick_kick
JJXM BOUNCING, 70, 50,#kick_knee,#kick_kick
JJXM ONTURNBKL, #kick_kick
JJXM CLIMBTURNBKL, #kick_kick
JJXM INAIR, 70, 50,#kick_knee,#kick_kick
JJXM ATTACHED, 70, 50,#kick_knee,#kick_kick
JJXM DEAD, 160,140,#kick_stomp,#kick_kick
JJXM OPPOVERHEAD, 70, 50,#kick_knee,#kick_kick
JJXM WAITANIM, 70, 50,#kick_knee,#kick_kick
JJXM GRAPPLE, 70, 50,#kick_knee,#kick_kick
JJXM MASTER, 70, 50,#kick_knee,#kick_kick
JJXM SLAVE, 70, 50,#kick_knee,#kick_kick
JJXM HEADHOLD, 70, 50,#kick_knee,#kick_kick
JJXM HEADHELD, 70, 50,#kick_knee,#kick_kick
JJXM CHOKEHOLD, 70, 50,#kick_knee,#kick_kick
JJXM PUPPET, 70, 50,#kick_knee,#kick_kick
JJXM PUPPET2, 70, 50,#kick_knee,#kick_kick
JJXM INAIR2, #kick_TB
JJXM_END
*****
#kick_TB
.ref rzr_kick_TB_anim
movi rzr_kick_TB_anim,a0
calla change_anim1a
WRSND W_RAZOR,KICK_T1,KICK_T2
rets
*****
#kick_kick
std_kick
FACE24 rzr,kick_anim
calla change_anim1a
WRSND W_RAZOR,KICK_T1,KICK_T2
rets
*****
#kick_knee
std_knee
FACE24 rzr,knee_anim
calla change_anim1a
WRSND W_RAZOR,KICK_T1,KICK_T2
rets
*****
#kick_stomp
FACE24 rzr,stomp_anim
calla change_anim1a
WRSND W_RAZOR,KICK_T1,KICK_T2
rets
************
#super_kick ;16
*
* MODE DX DZ ACTION
* ----------------------------------------------------
* normal < 70 60 close in super move
* dizzy " "
* normal > jumping kick move
* dizzy " "
*
* onground < 114 160 super stomp
* onground > normal kick
*
* running big boot
* bouncing big boot
*
* onturnbkl < 70 96 jumping kick move
* climbturnbkl " "
* onturnbkl > normal kick
* climbturnbkl " "
*
JJXM_INIT
JJXM NORMAL, 70, 60,#skick_special,#skick_kick ;0
JJXM RUNNING, #skick_bigboot ;1
JJXM INAIR, 70, 60,#skick_special,#skick_kick ;2
JJXM ATTACHED, 70, 60,#skick_special,#skick_kick ;3
JJXM ONGROUND, 160,140,#skick_stomp,std_kick ;4
JJXM BOUNCING, #skick_bigboot ;5
JJXM ONTURNBKL, 70, 96,#skick_kick,std_kick ;6
JJXM BLOCK, 70, 60,#skick_special,#skick_kick ;7
JJXM DIZZY, 70, 60,#skick_special,#skick_kick ;8
JJXM DEAD, 160,140,#skick_stomp,std_kick ;9
JJXM OPPOVERHEAD, 70, 60,#skick_special,#skick_kick ;10
JJXM CLIMBTURNBKL, 70, 96,#skick_kick,std_kick ;11
JJXM WAITANIM, 70, 62,#skick_special,#skick_kick ;12
JJXM GRAPPLE, 70, 62,#skick_special,#skick_kick ;13
JJXM MASTER, 70, 62,#skick_special,#skick_kick ;14
JJXM SLAVE, 70, 62,#skick_special,#skick_kick ;15
JJXM HEADHOLD, 70, 62,#skick_special,#skick_kick ;16
JJXM HEADHELD, std_kick
JJXM CHOKEHOLD, 70, 62,#skick_special,#skick_kick ;16
JJXM PUPPET, 70, 62,#skick_special,#skick_kick ;20
JJXM PUPPET2, 70, 62,#skick_special,#skick_kick ;20
JJXM INAIR2, #kick_TB
JJXM_END
*****
#skick_kick
FACE24 rzr,super_kick_anim
calla change_anim1a
WRSND W_RAZOR,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 #super_knee
FACE24 rzr,knee_anim
calla change_anim1a
WRSND W_RAZOR,KICK_T1,KICK_T2
rets
#super_knee
movi rzr_4_knee_fall_anim,a0
calla change_anim1
WRSND W_RAZOR,GRABHOLD_T1,GRABHOLD_T2
rets
*****
#skick_stomp
FACE24 rzr,stomp_anim
calla change_anim1a
WRSND W_RAZOR,KICK_T1,KICK_T2
rets
*****
#skick_bigboot
movi rzr_4_bigboot_anim,a0 ;*****
calla change_anim1a
WRSND W_RAZOR,FLYKICK_T1,FLYKICK_T2
rets
************
#punchkick ;9
movi start_run_anim,a0
calla change_anim1a
rets
#*****************************************************************************
*
* RUNNING (if GETUP_TIME > 0 then player is out of control)
*
#XRUN_VAL equ RZR_XRUN
#ZDRIFT_VAL equ RZR_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
; .long #z ;0
; .long #punch ;1
; .long #block ;2
; .long #z ;3
; .long #super_punch ;4
; .long #super_punch,#z,#z ;5-7
; .long #kick ;8
; .long punchkick,#z,#z,#kick,#z,#z,#z ;9-15
; .long #super_kick ;16
; .long #z,#z,#z,#graboh,#z,#z,#z ;17-23
; .long #kick,#z,#z,#z,#z,#z,#z,#z ;24-31
************
#z
rets
************
#block ;2
move *a13(OBJ_XVEL),a0,L
sra 1,a0
move a0,*a13(OBJ_XVEL),L
SETMODE NORMAL
jruc std_block
************
#punch ;1
#super_punch ;4
#punchkick
#graboh
*
* MODE DX DZ ACTION
* ----------------------------------------------------
*
* onground|dead < 176 176 running stomp
* onground|dead > nothing
*
* all else flying kick
*
JJXM_INIT
JJXM NORMAL, #punch_clothesline
JJXM BLOCK, #punch_clothesline
JJXM DIZZY, #punch_clothesline
JJXM ONGROUND, 176,176,#punch_flyelbow,#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 DEAD, 176,176,#punch_flyelbow,#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_clothesline
;don't do it if you're running away from your opponent.
move *a13(FACING_DIR),a0
move *a13(NEW_FACING_DIR),a1
and a0,a1
andi MOVE_LEFT|MOVE_RIGHT,a1
jrz #z
clr a0
move a0,*a13(RUN_TIME)
SETMODE NORMAL
move *a13(CLOSEST_XDIST),a1
cmpi 70,a1
jrlt #hdbutt
movi rzr_3_uslash_anim,a0
calla change_anim1a
WRSND W_RAZOR,GRABHOLD_T1,GRABHOLD_T2
rets
#hdbutt
FACE24 rzr,butt_anim
calla change_anim1
WRSND W_RAZOR,HDBUTT_T1,HDBUTT_T2
rets
#punch_flyelbow
std_flyelbow
movi rzr_flying_elbow_anim,a0
calla change_anim1a
move *a13(OBJ_XVEL),a0,L
sra 1,a0
move a0,*a13(OBJ_XVEL),L
WRSND W_RAZOR,FLYKICK_T1,FLYKICK_T2
rets
#punch_rets
rets
************
#kick ;8
#super_kick ;16
*
* MODE DX DZ ACTION
* ----------------------------------------------------
* normal flying kick
* dizzy "
*
* onground < 176 176 running stomp
* onground > nothing
*
* running flying kick
* bouncing flying kick
*
* onturnbkl flying kick
* climbturnbkl flying kick
*
JJXM_INIT
JJXM NORMAL, #kick_flykick
JJXM BLOCK, #kick_flykick
JJXM DIZZY, #kick_flykick
JJXM ONGROUND, std_flyelbow
JJXM RUNNING, #kick_flykick
JJXM BOUNCING, #kick_flykick
JJXM ONTURNBKL, #kick_flykick
JJXM CLIMBTURNBKL, #kick_flykick
JJXM INAIR, #kick_flykick
JJXM ATTACHED, #kick_flykick
JJXM DEAD, std_flyelbow
JJXM OPPOVERHEAD, #kick_flykick
JJXM WAITANIM, #kick_flykick
JJXM GRAPPLE, #kick_flykick
JJXM MASTER, #kick_flykick
JJXM SLAVE, #kick_flykick
JJXM HEADHOLD, #kick_flykick
JJXM HEADHELD, #kick_flykick
JJXM CHOKEHOLD, #kick_flykick
JJXM PUPPET, #kick_flykick
JJXM PUPPET2, #kick_flykick
JJXM INAIR2, #kick_flykick
JJXM_END
#kick_flykick
std_flykick
calla ck_ignore
jrc #z
movi rzr_flying_kick_anim,a0
calla change_anim1a
WRSND W_RAZOR,FLYKICK_T1,FLYKICK_T2
SETMODE INAIR
rets
#kick_rets
rets
#*****************************************************************************
mode_inair ;2
rets
#*****************************************************************************
mode_attached ;3
calla keep_attached
jrnz #still_attached
clr a0
move a0,*a13(ATTACH_PROC),L
SETMODE NORMAL
movi MODE_NORMAL,a0
move a0,*a13(ANIMODE)
#still_attached
rets
#*****************************************************************************
mode_onground ;4
rets
#*****************************************************************************
*
* bouncing off ropes while running
mode_bouncing ;5
clr a0
move a0,*a13(OBJ_XVEL),L
move a0,*a13(OBJ_ZVEL),L
move *a13(ANIMODE),a0
btst MODE_END_BIT,a0
jrz #not_ended
move *a13(MOVE_DIR),a0
xori MOVE_LEFT+MOVE_RIGHT,a0 ;flip LEFT/RIGHT
move a0,*a13(MOVE_DIR)
move *a13(NEW_FACING_DIR),a1
andi MOVE_UP+MOVE_DOWN,a1
or a0,a1 ;LEFT or RIGHT
move a1,*a13(FACING_DIR) ;face same dir as run
movi rzr_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 rzr_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 #super_punch,#z,#z ;5-7
; .long #kick ;8
; .long #punchkick,#z,#z,#kick,#z,#z,#z ;9-15
; .long #super_kick ;16
; .long #z,#z,#z,#graboh,#z,#z,#z ;17-23
; .long #kick,#z,#z,#z,#z,#z,#z,#z ;24-31
************
#z
rets
************
#punch ;1
#block ;2
#super_punch ;4
#punchkick ;5
#kick ;8
#super_kick ;16
#graboh ;20
SETMODE INAIR
movi rzr_tbukl_elbow_anim,a0
calla change_anim1a
WRSND W_RAZOR,TURNDIVE_T1,TURNDIVE_T2
rets
#*****************************************************************************
* blocking
mode_block ;7
move *a13(BLOCK_TIME),a0
inc a0
move a0,*a13(BLOCK_TIME)
cmpi 160,a0
jrlt #no
calla get_opp_plyrmode
cmpi MODE_BLOCK,a0
jrnz #no
move *a13(CLOSEST_XDIST),a0
cmpi 61h,a0
jrge #no
cmpi 45,a0
jrlt #no
move *a13(CLOSEST_ZDIST),a0
cmpi 30,a0
jrlt #punchblock
#no
move *a13(BUT_VAL_DOWN),a0
andi 011111b,a0
jrz #no_interrupt
;press. if block isn't down, let mode_normal handle it
move a0,a2 ;save a0 from ...val_down
move *a13(BUT_VAL_CUR),a0
btst PLAYER_BLOCK_BIT,a0
jrz #set_mode_normal
move a2,a0 ;restore a0 from ...val_down
X32 a0
addi #action_table,a0
move *a0,a0,L
call a0
#no_interrupt
rets
#set_mode_normal
SETMODE NORMAL
jruc mode_normal
#action_table
.long #z,#punchblock,#z ;0-2
.long #punchblock ;3
.long #z,#z,#z,#z,#z,#z,#z ;4-10
.long #z,#z,#z,#z,#z,#z,#z ;11-17
.long #z,#z,#z,#z,#z,#z,#z ;18-24
.long #z,#z,#z,#z,#z,#z,#z ;25-31
************
#z
rets
************
#punchblock ;3
*
* MODE DX DZ ACTION
* ----------------------------------------------------
* all push
*
SETMODE NORMAL
movi rzr_4_push_anim,a0
calla change_anim1a
WRSND W_RAZOR,PUSH_T1,PUSH_T2
rets
#*****************************************************************************
* razor 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
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_RAZOR,GRABHOLD_T1,GRABHOLD_T2
movi rzr_razors_edge_anim,a0
move @PCNT,a14
btst 0,a14
jrz #tag
movi rzr_3_pile_driver_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
; .long #z ;0
; .long #punch ;1
; .long #block ;2
; .long #z ;3
; .long #super_punch ;4
; .long #super_punch,#z,#z ;5-7
; .long #kick ;8
; .long #punchkick,#z,#z,#kick,#z,#z,#z ;9-15
; .long #super_kick ;16
; .long #z,#z,#z,#graboh,#z,#z,#z ;17-23
; .long #kick,#z,#z,#z,#z,#z,#z,#z ;24-31
************
#block
#graboh
#z ;0
rets
************
#punch ;1
#punchkick
CALLA FIND_AND_KILL_ENDLESS
;if stick is up, do quick upslashes. If it's down, do quick
; downslashes. Otherwise, do a normal upslash.
move *a13(STICK_VAL_CUR),a0
btst MOVE_UP_BIT,a0
jrnz #quick_upslashes
btst MOVE_DOWN_BIT,a0
jrnz #quick_dnslashes
.ref rzr_4_kick2_anim
movi rzr_4_kick2_anim,a0
calla change_anim1a
WRSND W_RAZOR,KICK_T1,KICK_T2
rets
#quick_upslashes
movi rzr_uslashes_to_head_anim,a0
calla change_anim1a
WRSND W_RAZOR,UPRCUT_T2
rets
#quick_dnslashes
movi rzr_dslashes_to_head_anim,a0
calla change_anim1a
WRSND W_RAZOR,UPRCUT_T2
rets
************
#super_punch ;4
move *a13(STICK_VAL_CUR),a0
btst MOVE_DOWN_BIT,a0
jrz #z
CALLA FIND_AND_KILL_ENDLESS
SPCDMG D_UPRCUT/2,15
movi rzr_4_uprcut_anim,a0
calla change_anim1a
WRSND W_RAZOR,UPRCUT_T1,UPRCUT_T2
rets
************
#kick ;8
CALLA FIND_AND_KILL_ENDLESS
; FACE24 rzr,kick_anim
movi rzr_4_kick2_anim,a0
calla change_anim1a
WRSND W_RAZOR,KICK_T1,KICK_T2
rets
************
#super_kick ;16
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_RAZOR,GRABHOLD_T1,GRABHOLD_T2
movi rzr_razors_edge_anim,a0
move @PCNT,a14
btst 0,a14
jrz #tag
movi rzr_3_pile_driver_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 rzr_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 rzr_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 rzr_rotate_anims_table
; old = up right
.long rzr_stand2_anim ;new = up right
.long rzr_2_to_4_turn_anim ; = down right
.long rzr_2_to_6_turn_anim ; = down left ***
.long rzr_2_to_8_turn_anim ; = up left
; old = down right
.long rzr_4_to_2_turn_anim ;new = up right
.long rzr_stand4_anim ; = down right
.long rzr_4_to_6_turn_anim ; = down left
.long rzr_4_to_8_turn_anim ; = up left ***
; old = down left
.long rzr_6_to_2_turn_anim ;new = up right ***
.long rzr_6_to_4_turn_anim ; = down right
.long rzr_stand6_anim ; = down left
.long rzr_6_to_8_turn_anim ; = up left
; old = up left
.long rzr_8_to_2_turn_anim ;new = up right
.long rzr_8_to_4_turn_anim ; = down right ***
.long rzr_8_to_6_turn_anim ; = down left
.long rzr_stand8_anim ; = up left
SUBR rzr_leg_anims_table
; MOVE
;(#1 - UP) FACING
.long rzr_walk1_f2_anim ;1 (UP)
.long rzr_walk1_f2_anim ;2 (UP_RIGHT)
.long rzr_walk1_f4_anim ;3 (RIGHT)
.long rzr_walk1_f4_anim ;4 (DOWN_RIGHT)
.long rzr_walk1_f4_anim ;5 (DOWN)
.long rzr_walk1_f4_anim ;6 (DOWN_LEFT)
.long rzr_walk1_f2_anim ;7 (LEFT)
.long rzr_walk1_f2_anim ;8 (UP-LEFT)
;(#2 - UP-RIGHT)
.long rzr_walk2_f2_anim ;1 (UP)
.long rzr_walk2_f2_anim ;2 (UP_RIGHT)
.long rzr_walk2_f2_anim ;3 (RIGHT)
.long rzr_walk2_f4_anim ;4 (DOWN_RIGHT)
.long rzr_walk8_f4_anim ;5 (DOWN)
.long rzr_walk8_f4_anim ;6 (DOWN_LEFT)
.long rzr_walk4_f2_anim ;7 (LEFT)
.long rzr_walk4_f2_anim ;8 (UP-LEFT)
;(#3 - RIGHT)
.long rzr_walk2_f2_anim ;1 (UP)
.long rzr_walk2_f2_anim ;2 (UP_RIGHT)
.long rzr_walk2_f2_anim ;3 (RIGHT)
.long rzr_walk4_f4_anim ;4 (DOWN_RIGHT)
.long rzr_walk4_f4_anim ;5 (DOWN)
.long rzr_walk8_f4_anim ;6 (DOWN_LEFT)
.long rzr_walk6_f2_anim ;7 (LEFT)
.long rzr_walk6_f2_anim ;8 (UP-LEFT)
;(#4 - DOWN-RIGHT)
.long rzr_walk2_f2_anim ;1 (UP)
.long rzr_walk8_f2_anim ;2 (UP_RIGHT)
.long rzr_walk4_f4_anim ;3 (RIGHT)
.long rzr_walk4_f4_anim ;4 (DOWN_RIGHT)
.long rzr_walk2_f4_anim ;5 (DOWN)
.long rzr_walk6_f4_anim ;6 (DOWN_LEFT)
.long rzr_walk2_f2_anim ;7 (LEFT)
.long rzr_walk6_f2_anim ;8 (UP-LEFT)
;(#5 - DOWN)
.long rzr_walk5_f2_anim ;1 (UP)
.long rzr_walk5_f2_anim ;2 (UP_RIGHT)
.long rzr_walk5_f4_anim ;3 (RIGHT)
.long rzr_walk5_f4_anim ;4 (DOWN_RIGHT)
.long rzr_walk5_f4_anim ;5 (DOWN)
.long rzr_walk5_f4_anim ;6 (DOWN_LEFT)
.long rzr_walk5_f2_anim ;7 (LEFT)
.long rzr_walk5_f2_anim ;8 (UP-LEFT)
;(#6 - DOWN-LEFT)
.long rzr_walk2_f2_anim ;1 (UP)
.long rzr_walk6_f2_anim ;2 (UP_RIGHT)
.long rzr_walk2_f2_anim ;3 (RIGHT)
.long rzr_walk6_f4_anim ;4 (DOWN_RIGHT)
.long rzr_walk2_f4_anim ;5 (DOWN)
.long rzr_walk4_f4_anim ;6 (DOWN_LEFT)
.long rzr_walk2_f2_anim ;7 (LEFT)
.long rzr_walk8_f2_anim ;8 (UP-LEFT)
;(#7 - LEFT)
.long rzr_walk2_f2_anim ;1 (UP)
.long rzr_walk6_f2_anim ;2 (UP_RIGHT)
.long rzr_walk6_f2_anim ;3 (RIGHT)
.long rzr_walk8_f4_anim ;4 (DOWN_RIGHT)
.long rzr_walk4_f4_anim ;5 (DOWN)
.long rzr_walk4_f4_anim ;6 (DOWN_LEFT)
.long rzr_walk2_f2_anim ;7 (LEFT)
.long rzr_walk2_f2_anim ;8 (UP-LEFT)
;(#8 - UP-LEFT)
.long rzr_walk2_f2_anim ;1 (UP)
.long rzr_walk4_f2_anim ;2 (UP_RIGHT)
.long rzr_walk6_f2_anim ;3 (RIGHT)
.long rzr_walk8_f4_anim ;4 (DOWN_RIGHT)
.long rzr_walk6_f4_anim ;5 (DOWN)
.long rzr_walk2_f4_anim ;6 (DOWN_LEFT)
.long rzr_walk2_f2_anim ;7 (LEFT)
.long rzr_walk2_f2_anim ;8 (UP-LEFT)
SUBR rzr_torso_anims_table
; old = up right
.long rzr_torso2_anim ;new = up right
.long rzr_2_to_4_turn2_anim ; = down right
.long rzr_2_to_6_turn2_anim ; = down left ***
.long rzr_2_to_8_turn2_anim ; = up left
; old = down right
.long rzr_4_to_2_turn2_anim ;new = up right
.long rzr_torso4_anim ; = down right
.long rzr_4_to_6_turn2_anim ; = down left
.long rzr_4_to_8_turn2_anim ; = up left ***
; old = down left
.long rzr_6_to_2_turn2_anim ;new = up right ***
.long rzr_6_to_4_turn2_anim ; = down right
.long rzr_torso6_anim ; = down left
.long rzr_6_to_8_turn2_anim ; = up left
; old = up left
.long rzr_8_to_2_turn2_anim ;new = up right
.long rzr_8_to_4_turn2_anim ; = down right ***
.long rzr_8_to_6_turn2_anim ; = down left
.long rzr_torso8_anim ; = up left
******************************************************************************
.end