wwf-wrestlemania/BACKUP/BAM.ASM

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;Add smoke whisps
;fire moves
;pain grunts, etc
;put in opponent running flykick
;make flykick not miss on bounce!
;sound at razor hand clap at pin
**************************************************************
*
* Software: Jamie Rivett
* Initiated: 5/17/94
*
* COPYRIGHT (C) 1992 WILLIAMS ELECTRONICS GAMES, INC.
*
**************************************************************
.file "bam.asm"
.title "Bam Bam Bigelo 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"
******************************************************************************
* EXTERNAL REFERENCES
.ref wres_get_but_val_up,wres_get_but_val_down
.ref wres_get_stick_val_cur
.ref get_punch_dtime
.ref clear_damage_log
.ref change_anim1,change_anim1a
.ref change_anim2,change_anim2a
.ref keep_attached
.ref get_opp_plyrmode
.ref check_secret_moves
.ref execute_walk
.ref bounce_off_ropes
.ref climb_turnbuckle
.ref do_roll
.ref JUMP_ROPES,ADD_IF_SILENT
;from WRESTLE.ASM
.ref lineup_grapple
; .ref break_lockup
.REF DO_REVERSAL
.REF DO_REVERSAL_MESS
******************************************************************************
* ANIMATION SEQUENCES
.ref wres_slave_anim
.ref bam_zip_anim
.ref start_run_anim
.ref bam_stand2_anim,bam_stand8_anim
.ref bam_stand4_anim,bam_stand6_anim
.ref bam_torso2_anim,bam_torso8_anim
.ref bam_torso4_anim,bam_torso6_anim
.ref bam_pogo_anim
.ref bam_3_hiptoss_anim
.ref bam_2_to_4_turn_anim,bam_8_to_6_turn_anim ;stand
.ref bam_4_to_2_turn_anim,bam_6_to_8_turn_anim
.ref bam_4_to_6_turn_anim,bam_6_to_4_turn_anim
.ref bam_2_to_8_turn_anim,bam_8_to_2_turn_anim
.ref bam_4_to_8_turn_anim,bam_6_to_2_turn_anim
.ref bam_2_to_6_turn_anim,bam_8_to_4_turn_anim
.ref bam_2_to_4_turn2_anim,bam_8_to_6_turn2_anim ;torso
.ref bam_4_to_2_turn2_anim,bam_6_to_8_turn2_anim
.ref bam_4_to_6_turn2_anim,bam_6_to_4_turn2_anim
.ref bam_2_to_8_turn2_anim,bam_8_to_2_turn2_anim
.ref bam_4_to_8_turn2_anim,bam_6_to_2_turn2_anim
.ref bam_2_to_6_turn2_anim,bam_8_to_4_turn2_anim
.ref bam_walk1_f2_anim,bam_walk2_f2_anim,bam_walk4_f2_anim
.ref bam_walk5_f2_anim,bam_walk6_f2_anim,bam_walk8_f2_anim
.ref bam_walk1_f4_anim,bam_walk2_f4_anim,bam_walk4_f4_anim
.ref bam_walk5_f4_anim,bam_walk6_f4_anim,bam_walk8_f4_anim
.ref bam_4_fpunch_anim
.ref bam_2_fpunch_anim
; .ref bam_2_lockup_anim,bam_4_lockup_anim
.ref bam_run2_anim
.ref bam_2_head_hit_anim,bam_4_head_hit_anim
.ref bam_2_head_hit2_anim,bam_4_head_hit2_anim
.ref bam_2_body_hit_anim,bam_4_body_hit_anim
.ref bam_2_punch_anim,bam_4_punch_anim
.ref bam_2_kick_anim,bam_4_kick_anim
.ref bam_flying_kick_anim
.ref bam_2_body_hit_anim,bam_4_body_hit_anim
.ref bam_hitonground_anim
.ref bam_2_butt_anim,bam_4_butt_anim
.ref bam_2_knee_anim,bam_4_knee_anim
.ref bam_4_bigboot_anim
.ref bam_head_hit2_anim,bam_head_hit_dizzy_anim
.ref bam_2_stomp_anim,bam_4_stomp_anim
.ref bam_2_push_anim,bam_4_push_anim
.ref bam_4_losebal_anim
.ref bam_2_grabfling_anim
.ref bam_4_grabfling_anim
.ref bam_fall_back_anim
.ref bam_2_faceup_getup_anim
.ref bam_4_faceup_getup_anim
.ref bam_2_lbowdrop_anim,bam_4_lbowdrop_anim
.ref bam_4_jumpkick_anim
; .ref bam_running_headbutt
.ref bam_3_pile_driver_anim
.ref bam_4_graboh_anim,bam_heldoh_anim
.ref bam_2_graboh_anim
.ref bam_holdoh_anim
.ref bam_stndholdoh_anim
.ref bam_backbreaker_anim
.ref mode_inair2
.ref wres_get_but_val_cur
.ref bam_2_pin_anim
.ref bam_4_pin_anim
.ref bam_3_butt_drop_anim
.ref bam_climb_up_anim,bam_climb_down_anim,bam_bellyflop_anim
******************************************************************************
* SYMBOLS DEFINED IN THIS FILE
******************************************************************************
* EQUATES FOR THIS FILE
#*****************************************************************************
bam_secret_moves
;Button held down moves need to be first entry
.long #firepnch ;must have this one
.long #neck_grab
.long #grab_fling
.long #grab_toss
.long #flykick
.long 0
******************************************************************************
*
* SPECIAL MOVE PROCESSES - Secret moves
*
;a8=process of wrestler
SUBR bam_smove_table
.long bam_graboh
.long bam_hdhold_pile
.long bam_hdhold_pogo
.long bam_hdhold_pogo2
.long 0
.ref wres_get_stick_rel_new
*******************************************************************************
#flykick
.word B_SKICK, J_ALL
.word J_TOWARD, J_REAL_LR | J_UP | J_DOWN
.word J_TOWARD, J_REAL_LR | J_UP | J_DOWN
.word 8000h | 32 ;max
.long #scrt_flykick
#scrt_flykick
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
cmpi MODE_ATTACHED,a0
jrz #out
movi bam_4_jumpkick_anim,a0
calla change_anim1a
WRSND W_BAMBAM,FLYKICK_T1,FLYKICK_T2
rets
*******************************************************************************
#neck_grab
.word B_SPUNCH, J_ALL
.word J_TOWARD, J_REAL_LR | J_UP | J_DOWN
.word J_TOWARD, J_REAL_LR | J_UP | J_DOWN
.word 8000h | 32 ;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
.ref bam_3_head_hold_anim
movi bam_3_head_hold_anim,a0
calla change_anim1a
rets
*******************************************************************************
#grab_toss
.word B_PUNCH | J_AWAY, J_REAL_LR | J_UP | J_DOWN
.word 8000h | 10 ;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_DEAD,a0
jrz #out
move *a13(CLOSEST_DIST),a0
cmpi 80h,a0
jrgt #out
movi bam_3_hiptoss_anim,a0
calla change_anim1a
WRSND W_BAMBAM,HIPTOSS_T1,HIPTOSS_T2
rets
*******************************************************************************
#grab_fling
.word B_SPUNCH | J_AWAY, J_REAL_LR | J_UP | J_DOWN
.word 8000h | 10 ;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 bam_3_hiptoss_anim,a0
calla change_anim1a
WRSND W_BAMBAM,HIPTOSS_T1,HIPTOSS_T2
rets
#nope
;Don't fling when he is on ground
calla get_opp_plyrmode
cmpi MODE_DEAD,a0
jrz #out
cmpi MODE_HEADHELD,a0
jrz #out
cmpi MODE_ONGROUND,a0
jrz #out
;Mode held overhead!
cmpi MODE_ATTACHED,a0
jrz #out
FACE24 bam,grabfling_anim
calla change_anim1a
WRSND W_BAMBAM,GRABFLING_T1,GRABFLING_T2
rets
*******************************************************************************
#firepnch
move a13,a0
calla wres_get_but_val_up
btst PLAYER_SPUNCH_BIT,a0
jrz #no_punch
move *a13(PLYRNUM),a0
.ref get_powerp_dtime
calla get_powerp_dtime
cmpi 85,a0 ;> min?
jrlt #no_punch
; cmpi 100+60,a0 ;< max?
; jrgt #no_punch
callr #scrt_firepnch
setc
rets
#no_punch
clrc
rets
#scrt_firepnch
move *a13(PLYRMODE),a0
cmpi MODE_HEADHELD,a0
jrz #ok
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
#ok
FACE24 bam,fpunch_anim
calla change_anim1a
#out
rets
#*****************************************************************************
bam_hdhold_pogo
#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
movi #TIMEOUT,a11
WAITSWITCH_DWN J_DOWN,0,#lp
WAITSWITCH_DWN J_DOWN,0,#lp
WAITSWITCH_DWN B_SKICK,J_DOWN_AWAY|J_DOWN_TOWARD,#lp
move *a8(PLYRMODE),a0
cmpi MODE_HEADHOLD,a0
jrz #slam
cmpi MODE_HEADHELD,a0
jrnz #lp0
CALLA DO_REVERSAL
CALLA DO_REVERSAL_MESS
;Make sure the reversal works!
movk 10,a0
move a0,*a8(SAFE_TIME)
#slam
movi bam_pogo_anim,a14
move a14,*a8(SPECIAL_MOVE_ADDR),L
SLEEP 60
jruc #lp
#*****************************************************************************
bam_hdhold_pogo2
#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 B_SKICK,0,#lp
movi #TIMEOUT,a11
WAITSWITCH_DWN B_KICK,0,#lp
WAITSWITCH_DWN B_PUNCH,0,#lp
WAITSWITCH_DWN B_SPUNCH,0,#lp
move *a8(PLYRMODE),a0
cmpi MODE_HEADHELD,a0
jrnz #lp0
CALLA DO_REVERSAL
CALLA DO_REVERSAL_MESS
;Make sure the reversal works!
movk 10,a0
move a0,*a8(SAFE_TIME)
#slam
movi bam_pogo_anim,a14
move a14,*a8(SPECIAL_MOVE_ADDR),L
SLEEP 60
jruc #lp
#*
bam_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,0,#lp
WAITSWITCH_DWN B_KICK,J_DOWN_AWAY|J_DOWN_TOWARD,#lp
move *a8(PLYRMODE),a0
cmpi MODE_HEADHOLD,a0
jrz #dograb
cmpi MODE_HEADHELD,a0
jrz #cont
move *a13(ANIMODE),a0
btst MODE_UNINT_BIT,a0
jrnz #lp0
calla get_opp_plyrmode
cmpi MODE_ONGROUND,a0
jrz #lp0
cmpi MODE_DEAD,a0
jrz #lp0
cmpi MODE_ATTACHED,a0
jrz #lp0
jruc #dograb
#cont
CALLA DO_REVERSAL
CALLA DO_REVERSAL_MESS
;Make sure the reversal works!
movk 10,a0
move a0,*a8(SAFE_TIME)
move *a8(OBJ_ZPOS),a0,L
addi [5,0],a0
move a0,*a8(OBJ_ZPOS),L
#dograb
movi bam_4_graboh_anim,a14
move a14,*a8(SPECIAL_MOVE_ADDR),L
WRSND W_BAMBAM,GRABHOLD_T1,GRABHOLD_T2
SLEEP 60
jruc #lp
#*
bam_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
movi #TIMEOUT,a11
WAITSWITCH_DWN J_TOWARD,0,#lp
WAITSWITCH_DWN J_TOWARD,0,#lp
WAITSWITCH_DWN B_SPUNCH,0,#lp
move *a8(PLYRMODE),a0
cmpi MODE_HEADHOLD,a0
jrz #slam
cmpi MODE_HEADHELD,a0
jrnz #lp0
CALLA DO_REVERSAL
CALLA DO_REVERSAL_MESS
;Make sure the reversal works!
movk 10,a0
move a0,*a8(SAFE_TIME)
move *a8(OBJ_ZPOS),a0,L
addi [5,0],a0
move a0,*a8(OBJ_ZPOS),L
#slam
movi bam_3_pile_driver_anim,a14
move a14,*a8(SPECIAL_MOVE_ADDR),L
SLEEP 60
jruc #lp
; WAITSWITCH_DWN J_AWAY,J_UP|J_DOWN,#lp
; WAITSWITCH_DWN J_TOWARD,J_UP|J_DOWN,#lp
; WAITSWITCH_DWN J_TOWARD,J_UP|J_DOWN,#lp
; WAITSWITCH_DWN J_DOWN_AWAY,0,#lp
; WAITSWITCH_DWN J_DOWN,0,#lp
; WAITSWITCH_DWN J_DOWN_TOWARD,0,#lp
; WAITSWITCH_DWN J_TOWARD,0,#lp
#*****************************************************************************
SUBR bam_ani_init
move *a13(FACING_DIR),a0
btst PLAYER_RIGHT_BIT,a0
jrnz #p1
;Plyr 2
movi bam_stand4_anim,a0
calla change_anim1a
movi bam_torso4_anim,a0
calla change_anim2a
PUSH a10
move a13,a10
.ref do_taunt
CREATE0 do_taunt
PULL a10
rets
#p1
movi bam_stand2_anim,a0
calla change_anim1a
movi bam_torso2_anim,a0
calla change_anim2a
rets
#*****************************************************************************
*
* BAM BAM CONTROL CODE
*
* a13 = * bam process
SUBR move_bam
movi bam_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_normal ;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
.ref mode_choking
.long mode_choking ;25
#*****************************************************************************
mode_normal
move *a13(ANIMODE),a0
btst MODE_UNINT_BIT,a0
jrnz #no_interrupt
;Perhaps we need to interrupt any sequence when a wrestler has won?
calla get_opp_plyrmode
cmpi MODE_DEAD,a0
jrne #opp_not_dead
;Any button causes a pin
move a13,a0
calla wres_get_but_val_cur
move a0,a0
jrz #opp_not_dead
;Make sure opponent is on the ground!
;First, see if opponent is on the ground.
move *a13(CLOSEST_DIST),a0
cmpi 70h,a0
jrgt #opp_not_dead
move *a13(CLOSEST_NUM),a0
X32 a0
addi process_ptrs,a0
move *a0,a1,L
move *a1(OBJ_YPOS),a0,L
move *a1(GROUND_Y),a14
sll 16,a14
cmp a14,a0
jrgt #opp_notgnd
;Opponent is on ground.
;Now check to see if I'm attached to him in puppet mode!
move *a13(ATTACH_PROC),a1,L
jrz #done
move *a1(ATTACH_PROC),a2,L
cmp a2,a13
;If I'm attached to him, let the move finish!
jrz #opp_not_dead
#done
FACE24 bam,pin_anim
calla change_anim1a
rets
#opp_notgnd
#opp_not_dead
move *a13(IMMOBILIZE_TIME),a0
jrnz #no_climb
move a13,a0
calla wres_get_but_val_cur
btst PLAYER_BLOCK_BIT,a0 ;maybe have to action tables?
jrz #nblk ;1 for down transitions
callr #block ;& 1 for current buttons
#nblk
move a13,a0
calla wres_get_but_val_down
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,a0
calla wres_get_stick_val_cur
move a0,*a13(MOVE_DIR)
calla climb_turnbuckle
jrnc #no_climb
rets
#no_climb
calla execute_walk
#no_interrupt
rets
#action_table
.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 ;0
rets
************
#punch ;1
*
* MODE DX DZ ACTION
* ----------------------------------------------------
* normal < 50 92 headbutt
* dizzy " "
* normal > normal punch
* dizzy " "
*
* onground < 120 120 elbow drop
* onground > normal punch
*
* running hiptoss
* bouncing nothing
*
* onturnbkl < 60 96 yank down
* onturnbkl > normal punch
* climbturnbkl normal punch
*
JJXM_INIT
JJXM NORMAL, 50, 45,#punch_hdbutt,#punch_punch
JJXM DIZZY, 50, 45,#punch_hdbutt,#punch_punch
JJXM BLOCK, 50, 45,#punch_hdbutt,#punch_punch
JJXM ONGROUND, 120,120,#punch_lbowdrop,#punch_punch
JJXM RUNNING, #punch_hiptoss
JJXM BOUNCING, #punch_rets
JJXM ONTURNBKL, 50, 96,#punch_yankdown,#punch_punch
JJXM CLIMBTURNBKL, #punch_punch
JJXM INAIR, 50, 45,#punch_hdbutt,#punch_punch
JJXM ATTACHED, 50, 45,#punch_hdbutt,#punch_punch
JJXM DEAD, 50, 45,#punch_hdbutt,#punch_punch
JJXM OPPOVERHEAD, 50, 45,#punch_hdbutt,#punch_punch
JJXM WAITANIM, 50, 45,#punch_hdbutt,#punch_punch
JJXM GRAPPLE, 50, 45,#punch_hdbutt,#punch_punch
JJXM MASTER, 50, 45,#punch_hdbutt,#punch_punch
JJXM SLAVE, 50, 45,#punch_hdbutt,#punch_punch
JJXM HEADHOLD, 50, 45,#punch_hdbutt,#punch_punch
JJXM HEADHELD, 50, 45,#punch_hdbutt,#punch_punch
JJXM PUPPET, 50, 45,#punch_hdbutt,#punch_punch
JJXM INAIR2, 50, 45,#punch_hdbutt,#punch_punch
JJXM_END
*****
#punch_rets
rets
*****
#punch_punch
std_punch
FACE24 bam,punch_anim
calla change_anim1a
WRSND W_BAMBAM,PUNCH_T1,PUNCH_T2
rets
*****
#punch_hdbutt
FACE24 bam,butt_anim
calla change_anim1a
WRSND W_BAMBAM,HDBUTT_T1,HDBUTT_T2
rets
*****
#punch_lbowdrop
FACE24 bam,lbowdrop_anim
calla change_anim1a
WRSND W_BAMBAM,LBOWDROP_T1,LBOWDROP_T2
rets
*****
#punch_yankdown
std_yankdown
rets
*****
#punch_hiptoss
std_hiptoss
rets
************
#block ;2
;do_block
.ref bam_2_block_anim
.ref bam_4_block_anim
std_block
FACE24 bam,block_anim
calla change_anim1
rets
************
#super_punch ;4
*
* MODE DX DZ ACTION
* ----------------------------------------------------
* normal < 50 92 close in super move
* dizzy " "
* normal > jumping punch move
* dizzy " "
*
* onground < 120 120 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, 90, 45,#spunch_special,#spunch_jump
JJXM DIZZY, 90, 45,#spunch_special,#spunch_jump
JJXM BLOCK, 90, 45,#spunch_special,#spunch_jump
JJXM ONGROUND, 120,120,#spunch_lbowdrop,std_punch
JJXM RUNNING, 90, 92,std_hiptoss,#spunch_jump
JJXM BOUNCING, #spunch_rets
JJXM ONTURNBKL, 60, 96,std_yankdown,std_punch
JJXM CLIMBTURNBKL, std_punch
JJXM INAIR, 85, 45,#spunch_special,#spunch_jump
JJXM ATTACHED, 85, 45,#spunch_special,#spunch_jump
JJXM DEAD, 116,112,#spunch_lbowdrop,std_punch
JJXM OPPOVERHEAD, 85, 45,#spunch_special,#spunch_jump
JJXM WAITANIM, 85, 45,#spunch_special,#spunch_jump
JJXM GRAPPLE, 85, 45,#spunch_special,#spunch_jump
JJXM MASTER, 85, 45,#spunch_special,#spunch_jump
JJXM SLAVE, 85, 45,#spunch_special,#spunch_jump
JJXM HEADHOLD, 85, 45,#spunch_special,#spunch_jump
JJXM HEADHELD, do_pile ;19
JJXM PUPPET, 85, 45,#spunch_special,#spunch_jump
JJXM INAIR2, 85, 45,#spunch_special,#spunch_jump
JJXM_END
#spunch_rets
rets
*****
#spunch_jump
;jumping punch attack
.ref bam_2_slap_anim
.ref bam_4_slap_anim
FACE24 bam,slap_anim
calla change_anim1a
WRSND W_BAMBAM,GRABHOLD_T1,GRABHOLD_T2
rets
*****
#spunch_special
;If stick is toward opponent, then do head hold
move a13,a0
calla wres_get_stick_val_cur
move *a13(NEW_FACING_DIR),a1
andi 0ch,a1
cmp a0,a1
jrz #cont
move *a13(CLOSEST_XDIST),a1
cmpi 50,a1
jrgt #spunch_jump
jruc #hdbutt
#cont
.ref bam_3_head_hold2_anim
movi bam_3_head_hold2_anim,a0
calla change_anim1a
WRSND W_BAMBAM,GRABHOLD_T1,GRABHOLD_T2
rets
#hdbutt
;Bam Bam special move test
; FACE24 bam,graboh_anim
; movi bam_running_headbutt,a0
; movi bam_pogo_anim,a0
; movi bam_4_fpunch_anim,a0
FACE24 bam,butt_anim
calla change_anim1a
WRSND W_BAMBAM,HDBUTT_T1,HDBUTT_T2
rets
*****
#spunch_lbowdrop
.ref bam_2_hair_pickup_anim
.ref bam_4_hair_pickup_anim
;If near opponents head, and facing down, do the hair grab!
;Allow hair grab from below!
; move *a13(FACING_DIR),a14
; btst MOVE_DOWN_BIT,a14
; jrz #no
move *a13(CLOSEST_NUM),a14
X32 a14
.ref process_ptrs
addi process_ptrs,a14
move *a14,a14,L
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 bam,hair_pickup_anim
calla change_anim1
WRSND W_BAMBAM,KICK_T1,KICK_T2
rets
#no
FACE24 bam,lbowdrop_anim
calla change_anim1a
WRSND W_BAMBAM,KICK_T1,KICK_T2
rets
************
#kick ;8
*
* MODE DX DZ ACTION
* ----------------------------------------------------
* normal < 50 92 knee
* dizzy " "
* normal > normal kick
* dizzy " "
*
* onground < 120 120 stomp
* onground > normal kick
*
* running normal kick
* bouncing normal kick
*
* onturnbkl normal kick
* climbturnbkl normal kick
*
JJXM_INIT
JJXM NORMAL, 60, 92,#kick_knee,#kick_kick
JJXM DIZZY, 60, 92,#kick_knee,#kick_kick
JJXM BLOCK, 60, 92,#kick_knee,#kick_kick
JJXM ONGROUND, 120,120,#kick_stomp,#kick_kick
JJXM RUNNING, 120,92,#kick_kick,#kick_flyingkick
JJXM BOUNCING, #kick_kick
JJXM ONTURNBKL, #kick_kick
JJXM CLIMBTURNBKL, #kick_kick
JJXM INAIR, 60, 92,#kick_knee,#kick_kick
JJXM ATTACHED, 60, 92,#kick_knee,#kick_kick
JJXM DEAD, 60, 92,#kick_knee,#kick_kick
JJXM OPPOVERHEAD, 60, 92,#kick_knee,#kick_kick
JJXM WAITANIM, 60, 92,#kick_knee,#kick_kick
JJXM GRAPPLE, 60, 92,#kick_knee,#kick_kick
JJXM MASTER, 60, 92,#kick_knee,#kick_kick
JJXM SLAVE, 60, 92,#kick_knee,#kick_kick
JJXM HEADHOLD, 60, 92,#kick_knee,#kick_kick
JJXM HEADHELD, 60, 92,#kick_knee,#kick_kick
JJXM PUPPET, 60, 92,#kick_knee,#kick_kick
JJXM INAIR2, 60, 92,#kick_knee,#kick_kick
JJXM_END
*****
#kick_flyingkick
; .ref bam_sflying_kick_anim
movi bam_flying_kick_anim,a0
calla change_anim1a
SETMODE INAIR
WRSND W_BAMBAM,FLYKICK_T1,FLYKICK_T2
rets
*****
#kick_kick
std_kick
FACE24 bam,kick_anim
calla change_anim1a
WRSND W_BAMBAM,KICK_T1,KICK_T2
rets
*****
#kick_knee
FACE24 bam,knee_anim
calla change_anim1a
WRSND W_BAMBAM,KICK_T1,KICK_T2
rets
*****
#kick_stomp
attack_stomp
FACE24 bam,stomp_anim
calla change_anim1a
WRSND W_BAMBAM,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
JJXM DIZZY, 60, 60,#skick_special,#skick_kick
JJXM BLOCK, 60, 60,#skick_special,#skick_kick
JJXM ONGROUND, 120,120,attack_stomp,std_kick
JJXM RUNNING, #skick_bigboot
JJXM BOUNCING, #skick_bigboot
JJXM ONTURNBKL, 60, 96,#skick_kick,std_kick
JJXM CLIMBTURNBKL, 60, 96,#skick_kick,std_kick
JJXM INAIR, 60, 60,#skick_special,#skick_kick
JJXM ATTACHED, 60, 60,#skick_special,#skick_kick
JJXM DEAD, 60, 60,#skick_special,#skick_kick
JJXM OPPOVERHEAD, 60, 60,#skick_special,#skick_kick
JJXM WAITANIM, 60, 60,#skick_special,#skick_kick
JJXM GRAPPLE, 60, 60,#skick_special,#skick_kick
JJXM MASTER, 60, 60,#skick_special,#skick_kick
JJXM SLAVE, 60, 60,#skick_special,#skick_kick
JJXM HEADHOLD, 60, 60,#skick_special,#skick_kick
JJXM HEADHELD, 60, 60,#skick_special,#skick_kick
JJXM PUPPET, 60, 60,#skick_special,#skick_kick
JJXM INAIR2, 60, 60,#skick_special,#skick_kick
JJXM_END
*****
#skick_special
#skick_kick
;Jumping karate kick
.ref bam_2_superkick_anim
.ref bam_4_superkick_anim
FACE24 bam,superkick_anim
calla change_anim1a
WRSND W_BAMBAM,FLYKICK_T1,FLYKICK_T2
rets
*****
#skick_bigboot
movi bam_4_bigboot_anim,a0
calla change_anim1a
WRSND W_BAMBAM,FLYKICK_T1,FLYKICK_T2
rets
************
#graboh ;8
;Both super buttons at the same time!
movi bam_4_graboh_anim,a0
calla change_anim1a
WRSND W_BAMBAM,GRABHOLD_T1,GRABHOLD_T2
rets
#*****************************************************************************
*
* RUNNING (if GETUP_TIME > 0 then player is out of control)
*
#XRUN_VAL equ 60000h ;50000h
#ZDRIFT_VAL equ 20000h ;18000h
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 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,a0
calla wres_get_stick_val_cur
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,a0
calla wres_get_stick_val_cur
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
move a13,a0
calla wres_get_but_val_down
andi 011111b,a0
X32 a0
addi #action_table,a0
move *a0,a0,L
call a0
#out_of_control
rets
#action_table
.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
rets
************
#punch ;1
#super_punch ;4
*
* MODE DX DZ ACTION
* ----------------------------------------------------
* normal flying clothesline
* dizzy "
*
* onground < 176 176 belly flop
* onground > nothing
*
* running flying clothesline
* bouncing flying clothesline
*
* onturnbkl flying clothesline
* climbturnbkl flying clothesline
*
JJXM_INIT
JJXM NORMAL, #punch_clothesline
JJXM DIZZY, #punch_clothesline
JJXM BLOCK, #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 DEAD, 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 PUPPET, #punch_clothesline
JJXM INAIR2, #punch_clothesline
JJXM_END
#punch_rets
rets
*****
#punch_clothesline
;Only allow clothesline if near center of ring, and running toward opponent
move *a13(MOVE_DIR),a1
btst MOVE_LEFT_BIT,a1
jrnz #lft
;Moving right
move *a13(OBJ_XPOSINT),a0
cmpi RING_X_MID+70h,a0
jrlt #ok
; LOCKUP
rets
#lft
;Moving left
move *a13(OBJ_XPOSINT),a0
cmpi RING_X_MID-70h,a0
jrgt #ok
; LOCKUP
rets
#ok
move *a13(MOVE_DIR),a1
move *a13(NEW_FACING_DIR),a0 ;Current facing dir (9,10,6,5 only)
sll 5,a0
addi #mv_tbl,a0
move *a0,a0,L
btst a0,a1
jrz #yes
; LOCKUP
rets
#yes
;Will lunge toward opponent
;Is facing opponent - nt running away from him!
.ref bam_fly_cline_anim
movi bam_fly_cline_anim,a0
calla change_anim1a
SETMODE INAIR
clr a0
move a0,*a13(RUN_TIME)
WRSND W_BAMBAM,FLYKICK_T1,FLYKICK_T2
rets
#mv_tbl .long 0,0,0,0,0,MOVE_RIGHT_BIT,MOVE_RIGHT_BIT
.long 0,0,MOVE_LEFT_BIT,MOVE_LEFT_BIT
*****
#punch_bellyflop
attack_bellyflop
movi bam_3_butt_drop_anim,a0
calla change_anim1a
rets
************
#block ;2
move *a13(OBJ_XVEL),a0,L
sra 1,a0
move a0,*a13(OBJ_XVEL),L
SETMODE NORMAL
jruc std_block
************
#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_flyingkick
JJXM DIZZY, #kick_flyingkick
JJXM BLOCK, #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 PUPPET, #kick_flyingkick
JJXM INAIR2, #kick_flyingkick
JJXM_END
#kick_rets
rets
*****
#kick_flyingkick
movi bam_flying_kick_anim,a0
calla change_anim1a
SETMODE INAIR
WRSND W_BAMBAM,FLYKICK_T1,FLYKICK_T2
rets
;*****
;#kick_runstomp
;
; 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 bam_2_faceup_getup_anim,a0
; jrz #exit
; cmpi bam_4_faceup_getup_anim,a0
; jrz #exit
;
; calla do_roll
; jrnz #exit ;did roll
;
; FACE24 bam,faceup_getup_anim
; 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 bam_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
move a13,a0
calla wres_get_stick_val_cur
btst PLAYER_DOWN_BIT,a0
jrz #no_climbdown
;this is so an attack isn't turned into a climbdown
; in those 5-10 ticks before MODE_INAIR2 is set...
move *a13(ANIBASE),a14,L
cmpi bam_climb_up_anim,a14
jrne #no_climbdown
movi bam_climb_down_anim,a0
calla change_anim1a
SETMODE CLIMBTURNBKL
rets
#no_climbdown
move a13,a0
calla wres_get_but_val_down
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 ;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
rets
************
#punch ;1
#block ;2
#super_punch ;4
#kick ;8
#super_kick ;16
movi bam_bellyflop_anim,a0
calla change_anim1a
WRSND W_BAMBAM,FLYKICK_T1,FLYKICK_T2
rets
#*****************************************************************************
* blocking
mode_block ;7
;check unint
; move *a13(ANIMODE),a0
; btst MODE_UNINT_BIT,a0
; jrnz #no_interrupt
move a13,a0
calla wres_get_but_val_down
andi 011111b,a0
jrz #no_interrupt
X32 a0
addi #action_table,a0
move *a0,a0,L
call a0
#no_interrupt
rets
#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
; .long #z ;0
; .long #punch ;1
; .long #block ;2
; .long #punchblock ;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
************
#punchblock ;3
*
* MODE DX DZ ACTION
* ----------------------------------------------------
* all push
*
;This push has no collisions set!
SETMODE NORMAL
FACE24 bam,push_anim
calla change_anim1a
WRSND W_BAMBAM,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
#*****************************************************************************
mode_dead ;9
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
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,a0
calla wres_get_stick_val_cur
jrz #stand
move a0,*a13(MOVE_DIR)
calla execute_walk
movi bam_holdoh_anim,a0
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
movi bam_stndholdoh_anim,a0
calla change_anim1
#ck_butns
move a13,a0
calla wres_get_but_val_down
andi 011111b,a0
X32 a0
addi #action_table,a0
move *a0,a0,L
call a0
#no_interrupt
rets
#action_table
;FIX!!!
;Get action table from doink for everyone! The one that reads
;buttons correctly when two buttons are pressed at the same time!
.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
rets
************
#punch ;1
move a13,a0
calla wres_get_stick_val_cur
btst PLAYER_DOWN_BIT,a0
jrz #z
.ref bam_slamdwn_anim
movi bam_slamdwn_anim,a0
calla change_anim1a
WRSND W_BAMBAM,PUNCH_T1,PUNCH_T2
rets
#block ;2
#super_punch ;4
#kick ;8
rets
#super_kick ;16
move a13,a0
calla wres_get_stick_val_cur
btst PLAYER_DOWN_BIT,a0
jrz #z
movi bam_backbreaker_anim,a0
calla change_anim1a
WRSND W_BAMBAM,HIPTOSS_T1,HIPTOSS_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
;
; move *a13(GETUP_TIME),a0
; jrnz #still_going
;
;;now get move off
;;if opponents meter almost zero then break apart
;
; calla break_lockup
; rets
;
;
;#still_going
; calla lineup_grapple
; rets
#*****************************************************************************
mode_master ;14
.ref master_keep_attached
calla master_keep_attached ;keep slave attached to me
rets
#*****************************************************************************
mode_slave ;15
rets
#*****************************************************************************
mode_headhold ;16
move *a13(ATTACH_PROC),a10,L
jrz #exit
move *a13(ANIMODE),a0
btst MODE_UNINT_BIT,a0
jrnz #no_interrupt
;Should we allow you to break from head hold into a block?
;I think not right now...
; move a13,a0
; calla wres_get_but_val_cur
; btst PLAYER_BLOCK_BIT,a0 ;maybe have to action tables?
; jrz #nblk ;1 for down transitions
; callr do_block ;& 1 for current buttons
;
;;Do an ANI_DETACH
; move *a13(ATTACH_PROC),a1,L
; jrz #done
; clr a0
; move a0,*a13(ATTACH_PROC),L ;not attached to anything
;
; move *a1(ATTACH_PROC),a2,L
; cmp a2,a13
; jrne #done
;
; move a0,*a1(ATTACH_PROC),L ;not attached to anything
;#done
;
;#nblk
move a13,a0
calla wres_get_but_val_down
andi 011111b,a0
X32 a0
addi #action_table,a0
move *a0,a0,L
call a0
#no_interrupt
rets
#exit
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 ;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
#z ;0
rets
************
#super_punch ;4
rets
#punch ;1
;If stick is toward opponent, then do quick punches
move a13,a0
calla wres_get_stick_val_cur
move *a13(NEW_FACING_DIR),a1
andi 0ch,a1
cmp a0,a1
jrnz #tag
; movi dnk_uppercuts_to_head_anim,a0
movi bam_4_knee_anim,a0
calla change_anim1a
rets
#tag
; movi dnk_uppercut_to_head_anim,a0
movi bam_4_knee_anim,a0
calla change_anim1a
rets
************
;#super_punch ;4
do_pile
;This flag is only set if bam bam has done repeated kicks!
move *a13(USR_VAR2),a0
jrz #z
move a13,a0
calla wres_get_stick_val_cur
btst PLAYER_DOWN_BIT,a0
jrz #punch
movi bam_3_pile_driver_anim,a0
calla change_anim1a
rets
#punchkick
#graboh
#kick
; move a13,a0
; calla wres_get_stick_val_cur
;
; btst PLAYER_DOWN_BIT,a0
; jrz #knee
;
; move a13,a0
; .ref wres_get_stick_rel_cur
; calla wres_get_stick_rel_cur
;
; btst MOVE_TOWARD_BIT,a0
; jrz #knee
;
; .ref bam_hdbutts_anim
; movi bam_hdbutts_anim,a0
; calla change_anim1a
; rets
;
;#knee
movi bam_4_knee_anim,a0
calla change_anim1a
rets
#super_kick ;16
;If stick is toward opponent, then do quick knees
move a13,a0
calla wres_get_stick_val_cur
move *a13(NEW_FACING_DIR),a1
andi 0ch,a1
cmp a0,a1
jrnz #z
;Quick knees
.ref bam_knees_anim
movi bam_knees_anim,a0
calla change_anim1a
rets
#*****************************************************************************
mode_headheld ;19
;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
.ref bam_3_head_held_stand_anim
movi bam_3_head_held_stand_anim,a0
calla change_anim1a
#no_luck
rets
;;If stick is toward opponent, then do reversal
; move a13,a0
; calla wres_get_stick_val_cur
; move *a13(NEW_FACING_DIR),a1
; andi 0ch,a1
; cmp a0,a1
; jrnz #out
;
; move a13,a0
; calla wres_get_but_val_down
; btst PLAYER_SPUNCH_BIT,a0
; jrz #out
;
; .ref DO_REVERSAL
; .ref DO_REVERSAL_MESS
;
; CALLA DO_REVERSAL
; CALLA DO_REVERSAL_MESS
;
;;Successful reversal pile drive
; move *a13(OBJ_ZPOS),a0,L
; addi [5,0],a0
; move a0,*a13(OBJ_ZPOS),L
;
; movi bam_3_pile_driver_anim,a0
; calla change_anim1a
;
;#out
; rets
#*****************************************************************************
mode_puppet ;20
rets
#*****************************************************************************
mode_chokehold ;24
rets
#*****************************************************************************
#VEL equ 30000h
#DVEL equ 21f0eh
SUBR bam_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 bam_rotate_anims_table
; old = up right
.long bam_stand2_anim ;new = up right
.long bam_2_to_4_turn_anim ; = down right
.long bam_2_to_6_turn_anim ; = down left ***
.long bam_2_to_8_turn_anim ; = up left
; old = down right
.long bam_4_to_2_turn_anim ;new = up right
.long bam_stand4_anim ; = down right
.long bam_4_to_6_turn_anim ; = down left
.long bam_4_to_8_turn_anim ; = up left ***
; old = down left
.long bam_6_to_2_turn_anim ;new = up right ***
.long bam_6_to_4_turn_anim ; = down right
.long bam_stand6_anim ; = down left
.long bam_6_to_8_turn_anim ; = up left
; old = up left
.long bam_8_to_2_turn_anim ;new = up right
.long bam_8_to_4_turn_anim ; = down right ***
.long bam_8_to_6_turn_anim ; = down left
.long bam_stand8_anim ; = up left
SUBR bam_leg_anims_table
; MOVE
;(#1 - UP) FACING
.long bam_walk1_f2_anim ;1 (UP)
.long bam_walk1_f2_anim ;2 (UP_RIGHT)
.long bam_walk1_f4_anim ;3 (RIGHT)
.long bam_walk1_f4_anim ;4 (DOWN_RIGHT)
.long bam_walk1_f4_anim ;5 (DOWN)
.long bam_walk1_f4_anim ;6 (DOWN_LEFT)
.long bam_walk1_f2_anim ;7 (LEFT)
.long bam_walk1_f2_anim ;8 (UP-LEFT)
;(#2 - UP-RIGHT)
.long bam_walk2_f2_anim ;1 (UP)
.long bam_walk2_f2_anim ;2 (UP_RIGHT)
.long bam_walk2_f2_anim ;3 (RIGHT)
.long bam_walk2_f4_anim ;4 (DOWN_RIGHT)
.long bam_walk8_f4_anim ;5 (DOWN)
.long bam_walk8_f4_anim ;6 (DOWN_LEFT)
.long bam_walk4_f2_anim ;7 (LEFT)
.long bam_walk4_f2_anim ;8 (UP-LEFT)
;(#3 - RIGHT)
.long bam_walk2_f2_anim ;1 (UP)
.long bam_walk2_f2_anim ;2 (UP_RIGHT)
.long bam_walk2_f2_anim ;3 (RIGHT)
.long bam_walk4_f4_anim ;4 (DOWN_RIGHT)
.long bam_walk4_f4_anim ;5 (DOWN)
.long bam_walk8_f4_anim ;6 (DOWN_LEFT)
.long bam_walk6_f2_anim ;7 (LEFT)
.long bam_walk6_f2_anim ;8 (UP-LEFT)
;(#4 - DOWN-RIGHT)
.long bam_walk2_f2_anim ;1 (UP)
.long bam_walk8_f2_anim ;2 (UP_RIGHT)
.long bam_walk4_f4_anim ;3 (RIGHT)
.long bam_walk4_f4_anim ;4 (DOWN_RIGHT)
.long bam_walk2_f4_anim ;5 (DOWN)
.long bam_walk6_f4_anim ;6 (DOWN_LEFT)
.long bam_walk2_f2_anim ;7 (LEFT)
.long bam_walk6_f2_anim ;8 (UP-LEFT)
;(#5 - DOWN)
.long bam_walk5_f2_anim ;1 (UP)
.long bam_walk5_f2_anim ;2 (UP_RIGHT)
.long bam_walk5_f4_anim ;3 (RIGHT)
.long bam_walk5_f4_anim ;4 (DOWN_RIGHT)
.long bam_walk5_f4_anim ;5 (DOWN)
.long bam_walk5_f4_anim ;6 (DOWN_LEFT)
.long bam_walk5_f2_anim ;7 (LEFT)
.long bam_walk5_f2_anim ;8 (UP-LEFT)
;(#6 - DOWN-LEFT)
.long bam_walk2_f2_anim ;1 (UP)
.long bam_walk6_f2_anim ;2 (UP_RIGHT)
.long bam_walk2_f2_anim ;3 (RIGHT)
.long bam_walk6_f4_anim ;4 (DOWN_RIGHT)
.long bam_walk2_f4_anim ;5 (DOWN)
.long bam_walk4_f4_anim ;6 (DOWN_LEFT)
.long bam_walk2_f2_anim ;7 (LEFT)
.long bam_walk8_f2_anim ;8 (UP-LEFT)
;(#7 - LEFT)
.long bam_walk2_f2_anim ;1 (UP)
.long bam_walk6_f2_anim ;2 (UP_RIGHT)
.long bam_walk6_f2_anim ;3 (RIGHT)
.long bam_walk8_f4_anim ;4 (DOWN_RIGHT)
.long bam_walk4_f4_anim ;5 (DOWN)
.long bam_walk4_f4_anim ;6 (DOWN_LEFT)
.long bam_walk2_f2_anim ;7 (LEFT)
.long bam_walk2_f2_anim ;8 (UP-LEFT)
;(#8 - UP-LEFT)
.long bam_walk2_f2_anim ;1 (UP)
.long bam_walk4_f2_anim ;2 (UP_RIGHT)
.long bam_walk6_f2_anim ;3 (RIGHT)
.long bam_walk8_f4_anim ;4 (DOWN_RIGHT)
.long bam_walk6_f4_anim ;5 (DOWN)
.long bam_walk2_f4_anim ;6 (DOWN_LEFT)
.long bam_walk2_f2_anim ;7 (LEFT)
.long bam_walk2_f2_anim ;8 (UP-LEFT)
SUBR bam_torso_anims_table
; old = up right
.long bam_torso2_anim ;new = up right
.long bam_2_to_4_turn2_anim ; = down right
.long bam_2_to_6_turn2_anim ; = down left ***
.long bam_2_to_8_turn2_anim ; = up left
; old = down right
.long bam_4_to_2_turn2_anim ;new = up right
.long bam_torso4_anim ; = down right
.long bam_4_to_6_turn2_anim ; = down left
.long bam_4_to_8_turn2_anim ; = up left ***
; old = down left
.long bam_6_to_2_turn2_anim ;new = up right ***
.long bam_6_to_4_turn2_anim ; = down right
.long bam_torso6_anim ; = down left
.long bam_6_to_8_turn2_anim ; = up left
; old = up left
.long bam_8_to_2_turn2_anim ;new = up right
.long bam_8_to_4_turn2_anim ; = down right ***
.long bam_8_to_6_turn2_anim ; = down left
.long bam_torso8_anim ; = up left
******************************************************************************
.end