171 lines
3.3 KiB
NASM
171 lines
3.3 KiB
NASM
*************************
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*
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* WE NEED TO INSERT THIS AT THE BEGINNING
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*
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* OF EACH 'ATTACK' SEQUENCE
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*
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* EQUATES ARE DEFINED IN DAMAGE.EQU
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*
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*
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* .word ANI_STARTATTACK,AT_PUNCH,8 ;type, #ticks 'til attack on
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*
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*
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*
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*************************
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**************************************************************
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*
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* Software: Jamie Rivett
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* Initiated: 12/8/94
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*
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* COPYRIGHT (C) 1992 WILLIAMS ELECTRONICS GAMES, INC.
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*
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**************************************************************
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.file "bamseq4.asm"
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.title "Bam Bam animation sequences"
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.width 132
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.option b,d,l,t
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.mnolist
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.include "macros.h"
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.include "mproc.equ"
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.include "sys.equ"
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.include "game.equ"
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.include "plyr.equ"
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.include "anim.equ"
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.include "sound.h"
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.include "bamimg.h"
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.include "damage.equ"
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******************************************************************************
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* EXTERNAL REFERENCES
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.REF HIT_THE_MAT,SMALL_BOUNCE
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.REF CALL_MISSES
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.ref am_I_dizzy
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.ref am_I_dead
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.ref ckzpos
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.ref ck_dizzy
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.ref start_run_anim
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.ref bam_faceup_getup_anim
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******************************************************************************
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* SYMBOLS DEFINED IN THIS FILE
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******************************************************************************
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* EQUATES FOR THIS FILE
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#*****************************************************************************
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*
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* GENERIC BOUNCE
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SUBR bam_slambounce_anim
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.word ANI_SETMODE,MODE_UNINT | MODE_NOAUTOFLIP
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.word ANI_ZEROVELS
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.word ANI_SETSPEED,100h
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.word ANI_SETPLYRMODE,MODE_ONGROUND
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.word ANI_DEBRIS,300,1,0,8,0 ;%chance, tbl index, x,y,z off
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WL 1,B3CP3B+FR1
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.ref ckzpos
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WL ANI_CODE,ckzpos
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WL ANI_SET_YVEL,040000h
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WL 3,B3CP3B+FR1
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WL 4,B3CP3B+FR2
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WL 4,B3CP3B+FR3
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WL 4,B3CP3B+FR4
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WL 4,B3CP3B+FR5
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.word ANI_WAITHITGND
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.word ANI_ZERO_XZVELS
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WL 2,B3CP3B+FR7
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WL 10,B3RL1A+FR1 ;1st frame of roll
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.word ANI_WAITROLL
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WL ANI_CHANGEANIM,bam_faceup_getup_anim
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SUBR bam_slambounce2_anim
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.word ANI_SETMODE,MODE_UNINT | MODE_NOAUTOFLIP
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.word ANI_ZEROVELS
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.word ANI_SETSPEED,100h
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.word ANI_SETPLYRMODE,MODE_ONGROUND
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.word ANI_DEBRIS,300,1,0,8,0 ;%chance, tbl index, x,y,z off
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WL 1,B4UC3Z+FR8
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WL ANI_CODE,ckzpos
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WL 3,B4UC3Z+FR8
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.word ANI_WAITHITGND
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.word ANI_ZEROVELS
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WL ANI_CODE,HIT_THE_MAT
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.word ANI_XFLIP
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WL ANI_SET_YVEL,030000h
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WL 4,B3CP3B+FR1
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WL 4,B3CP3B+FR2
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WL 4,B3CP3B+FR3
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WL 4,B3CP3B+FR4
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WL 4,B3CP3B+FR5
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.word ANI_WAITHITGND
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.word ANI_ZERO_XZVELS
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WL 2,B3CP3B+FR7
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WL 10,B3RL1A+FR1 ;1st frame of roll
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.word ANI_WAITROLL
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WL ANI_CHANGEANIM,bam_faceup_getup_anim
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#*****************************************************************************
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SUBR bam_breakneck2_anim
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.word ANI_SETMODE,MODE_UNINT | MODE_NOAUTOFLIP
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.word ANI_ZEROVELS
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.word ANI_SETSPEED,100h
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;; .word ANI_OFFSET,0,51,0 ;x,y,z
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WL 6,B4UC3B+FR3
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WL 6,B4UC3B+FR4
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WL 6,B4UC3B+FR5
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WL 1,B4UC3B+FR6
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.word ANI_WAITHITGND
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WL ANI_CODE,HIT_THE_MAT
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.word ANI_SHAKEALL,2
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.word ANI_SHAKER,20
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WL 3,B3FD3C+FR1
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WL 3,B3FD3C+FR2
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WL 3,B3FD3C+FR3
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WL 3,B3FD3C+FR4
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WL 3,B3FD3C+FR5
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.word ANI_ZERO_XZVELS
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;;; .word ANI_XFLIP
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WL 8,B3RL1A+FR7
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.word ANI_WAITROLL
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WL ANI_CHANGEANIM,bam_faceup_getup_anim
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******************************************************************************
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.end
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