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BAMSEQ3.ASM
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BAMSEQ3.ASM
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**************************************************************
*
* Software: Jamie Rivett
* Initiated: 5/17/94
*
* COPYRIGHT (C) 1992 WILLIAMS ELECTRONICS GAMES, INC.
*
**************************************************************
.file "bamseq3.asm"
.title "Bam Bam Bigelo animation sequences"
.width 132
.option b,d,l,t
.mnolist
.include "macros.h"
.include "mproc.equ" ;Mproc equates
.include "sys.equ"
.include "game.equ"
.include "plyr.equ"
.include "anim.equ"
.include "sound.h"
.include "bamimg.h"
.include "bretimg.h"
.include "razorimg.h"
.include "takerimg.h"
.include "yokoimg.h"
.include "shawnimg.h"
.include "doinkimg.h"
.include "leximg.h"
.include "display.equ"
.include "damage.equ"
.include "miscimg.glo"
******************************************************************************
* EXTERNAL REFERENCES
.ref MOVE_NAME_ANNC
.REF DO_NONO
.REF DO_OTHERNONO
.REF FIND_AND_KILL_ENDLESS
.ref CALL_SETUP
.ref DO_COMBO_MESS
.ref CALL_THROWN_OUT
.ref D4SK4A,bam_faceup_getup_anim,face_inside
.ref HIT_THE_MAT,CALL_SPECIAL_MOVE
.ref CALL_MISSES,tgt_tbukl,tbukl_flip,make_white
.ref set_position,make_white,make_norm,start_smoke
.ref set_skeleton_pal,set_my_pal
.ref bam_4_lbowdrop_anim
.ref dnk_3_head_held_anim
.ref bam_3_butt_drop_anim
.ref bam_combo_butt_drop_anim
.ref bam_combo_lbowdrop_anim
.ref CALL_BONE_BREAK,am_I_dead,clear_opp_counts
.ref lex_backbroken_anim,head_grab_time,bam_stand4_anim
.ref powerp_dtime1,BAMFRE_P,lex_break_neck2_anim,ckzpos
.ref bam_4_faceup_getup_anim,lex_break_neck3_anim
.ref lex_break_face_anim,no_bk_xvel,bam_fall_back_anim
.ref SMALL_BOUNCE
BCDARM
.long 0
.long 0
.long BCDARM02
.long 0
.long BCDARM04
.long BCDARM05
.long BCDARM06
.long 0
.long BCDARM08
******************************************************************************
* SYMBOLS DEFINED IN THIS FILE
******************************************************************************
* EQUATES FOR THIS FILE
#*****************************************************************************
*
* GRAB OPPONENT AND HOLD OVERHEAD
SUBR bam_2_graboh_anim
.word ANI_SETMODE,MODE_UNINT|MODE_NOAUTOFLIP
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
.word ANI_SETFACING ;ANI_XFLIP <- not primary anim
.word ANI_SET_WRESTLER_XFLIP
.word ANI_STARTATTACK,AT_PUPPET,15
WL 2,B1TT5Z+FR2 ;2.5
WL 2,B1TT5Z+FR3 ;3.5
SUBR bam_4_graboh_anim
.word ANI_SETMODE,MODE_UNINT|MODE_NOAUTOFLIP
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
.word ANI_SETFACING ;ANI_XFLIP <- not primary anim
.word ANI_SET_WRESTLER_XFLIP
.word ANI_STARTATTACK,AT_LEAPING,11
WL 3,B3PO4A+FR1
; ticks,range max,hiX,hiZ,hiYvel,tgt,Xoff,Yoff,Zoff
LEAPATOPP 8,80,80,60,90000h,TGT_CHEST,66,67,0
WL ANI_SET_YVEL,20000h
; WL ANI_CODE,store_opp_xvel
WL 3,B3PO4A+FR2
WL 3,B3PO4A+FR3
.word ANI_ATTACK_ON, AMODE_PUPPET,29,57,39,35 ;mode,x,y,w,h
WWL ANI_WAITHITOPP,5,B3PO4A+FR4
.word ANI_ATTACK_OFF
.word ANI_ZEROVELS
.WORD ANI_ADD_MOVE,MOVE_C_7,2,2
WL ANI_IFNOTSTATUS,#missed
WL ANI_IFBLOCKED,#missedb
;#gothim
WL ANI_CODE,CALL_SETUP
.word ANI_SOUND,82h ;Effort grunt
.word ANI_ATTACHZ,0,0,2 ;x & y don't matter.
.word ANI_SETMODE,MODE_UNINT|MODE_NOAUTOFLIP|MODE_OVERLAP|MODE_KEEPATTACHED
WWLLW ANI_SUPERSLAVE2,4,B3PO4A+FR4,#puppet_tbl,0
WWLLW ANI_SUPERSLAVE2,4,B3PO4A+FR5,#puppet_tbl,1
; .word ANI_WAITHITGND
; .word ANI_ZEROVELS
WWLLW ANI_SUPERSLAVE2,4,B3PO4A+FR6,#puppet_tbl,2
WWLLW ANI_SUPERSLAVE2,4,B3PO4A+FR7,#puppet_tbl,3
WWLLW ANI_SUPERSLAVE2,4,B3PO4A+FR8,#puppet_tbl,4
.word ANI_WAITHITGND
.word ANI_ZEROVELS
WL ANI_SLAVEANIM,#strt_flail_tbl
.word ANI_FACEDOWN
.word ANI_SETPLYRMODE,MODE_OPPOVERHEAD
.word ANI_SETMODE,MODE_NOAUTOFLIP
.word ANI_END
#missedb
.word ANI_WAITHITGND
.word ANI_ZEROVELS
WL 10,B3PO4A+FR4
#missed
WL ANI_CODE,CALL_MISSES
.word ANI_WAITHITGND
.word ANI_ZEROVELS
WL 25,B3PO4A+FR4
WL 3,B3PO4A+FR3
WL 3,B3PO4A+FR2
WL 3,B3PO4A+FR1
.word ANI_FACEDOWN
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
******************************************************************************
*
* GRAB OPPONENT AND HOLD OVERHEAD (combo version)
SUBR bam_combo_graboh_anim
.word ANI_SETMODE,MODE_UNINT|MODE_NOAUTOFLIP
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
WLW ANI_SET_XVEL,010000h,AM_FACE_REL
.word ANI_STARTATTACK,AT_PUPPET,11
WL 3,B3PO4A+FR1
; ticks,range max,hiX,hiZ,hiYvel,tgt,Xoff,Yoff,Zoff
WL 3,B3PO4A+FR2
WL 3,B3PO4A+FR3
.word ANI_ATTACK_ON, AMODE_PUPPET,29,47,39,45 ;mode,x,y,w,h
WWL ANI_WAITHITOPP,5,B3PO4A+FR4
.word ANI_ATTACK_OFF
WL ANI_IFNOTSTATUS,#missed_c
WL ANI_IFBLOCKED,#missed_c
;#gothim
.word ANI_SOUND,82h ;Effort grunt
.word ANI_ATTACHZ,0,0,2 ;x & y don't matter.
.word ANI_SETMODE,MODE_UNINT|MODE_NOAUTOFLIP|MODE_OVERLAP|MODE_KEEPATTACHED
WWLLW ANI_SUPERSLAVE2,4,B3PO4A+FR4,#puppet_tbl,0
WWLLW ANI_SUPERSLAVE2,4,B3PO4A+FR5,#puppet_tbl,1
WWLLW ANI_SUPERSLAVE2,4,B3PO4A+FR6,#puppet_tbl,2
WWLLW ANI_SUPERSLAVE2,4,B3PO4A+FR7,#puppet_tbl,3
WWLLW ANI_SUPERSLAVE2,4,B3PO4A+FR8,#puppet_tbl,4
.word ANI_SET_RPTCOUNT,4 ;3 times
;start of back breaker
START_OF_BREAKER
.word ANI_CLR_BUTCOUNT
WL ANI_SLAVEANIM,#strt_flail_tbl
.word ANI_SETPLYRMODE,MODE_OPPOVERHEAD
.word ANI_ATTACK_ON, AMODE_PUPPET,-30,138,64,11 ;mode,x,y,w,h
WWL ANI_WAITHITOPP,6,B4BB1X+FR2
.word ANI_ATTACK_OFF
.word ANI_ATTACHZ,0,0,4
.word ANI_SETMODE,MODE_UNINT|MODE_NOAUTOFLIP|MODE_KEEPATTACHED|MODE_OVERLAP|MODE_NOCONFINE
.word ANI_OFFSET,0,10,0 ;x,y,z
WWL ANI_SETLONG,OBJ_GRAVITY,0c000h
WL ANI_SET_YVEL,50000h
;Float away from side ropes!
;Float toward the center of ring!
WL ANI_CODE,set_xdrift
WWLLW ANI_SUPERSLAVE2,16,B4BB1X+FR2,puppet_tbl_back,0
.word ANI_WAITHITGND
WL ANI_CODE,HIT_THE_MAT
WL ANI_CODE,HIT_THE_MAT
.word ANI_ZEROVELS
.word ANI_SOUND,82h ;Effort grunt
WWLLW ANI_SUPERSLAVE2,4,B4BB1X+FR3,puppet_tbl_back,1
WWLLW ANI_SUPERSLAVE2,4,B4BB1X+FR4,puppet_tbl_back,2
; .word ANI_SOUND,33h ;neck break (5-7 ticks late)
WL ANI_CODE,CALL_BONE_BREAK
; .word ANI_SOUND,9Bh ;neck break (5-7 ticks late)
WWLLW ANI_SUPERSLAVE2,4,B4BB1X+FR5,puppet_tbl_back,3
.word ANI_DAMAGEOPP,D_BACKBRKR,RD_BACKBRKR
;Perhaps even shake ropes
.word ANI_SHAKEALL,1
.word ANI_SHAKER,30
WWLLW ANI_SUPERSLAVE2,4,B4BB1X+FR5,puppet_tbl_back,3
WL ANI_CODE,CALL_SPECIAL_MOVE
.WORD ANI_INC_COMBO
WWWL ANI_IF_BUTCOUNT_LT,SPUNCHB_COUNT,1,LET_GO_VICTIM
.word ANI_DEC_RPTCOUNT
WL ANI_IFNOT_RPTCOUNT,LET_GO_VICTIM
WWLLW ANI_SUPERSLAVE2,4,B4BB1X+FR4,puppet_tbl_back,2
WWLLW ANI_SUPERSLAVE2,4,B4BB1X+FR3,puppet_tbl_back,1
WL ANI_GOTO,START_OF_BREAKER
LET_GO_VICTIM
WL ANI_SLAVEANIM,bncoff_tbl
.word ANI_DETACH
WWL ANI_SETLONG,OBJ_GRAVITY,GRAVITY
WL ANI_CODE,DO_COMBO_MESS
.WORD ANI_CLEAR_COMBO
WL 30,B4BB1X+FR5
WL 4,B4BB1X+FR6
WL 4,B4BB1X+FR7
WL 4,B4BB1X+FR8
WL 4,B4BB1X+FR9
.word ANI_FACEDOWN
.word ANI_SETMODE,MODE_NORMAL
.word ANI_SETPLYRMODE,MODE_NORMAL
.word ANI_END
#missed_c
WWL ANI_SETLONG,OBJ_GRAVITY,GRAVITY
WL ANI_CODE,DO_COMBO_MESS
.WORD ANI_CLEAR_COMBO
WL ANI_CODE,CALL_MISSES
.word ANI_WAITHITGND
.word ANI_ZEROVELS
WL 20,B3PO4A+FR4
WL 3,B3PO4A+FR3
WL 3,B3PO4A+FR2
WL 3,B3PO4A+FR1
.word ANI_FACEDOWN
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
#puppet_tbl
.long #Bret
.long #Razor
.long #Taker
.long #Yokozuna
.long #Shawn
.long #BamBam
.long #Doink
.long #Adam
.long #Lex
.ref H3MS3Z,H4MF4B
.ref R3MS3Z,R4MF4B
.ref U4GH3C,U3MS3Z,U4PM3C,U4GH3C
.ref Y3MS3Z,Y3MF3B
.ref S3PM4B,S3MS3Z,S3MF3B
; .ref B3MS3Z,B4MF4A
.ref D3GS3X,D4MF4A
.ref L3MS3Z,L3MF3B
#Bret
LWWW H3MS3Z+FR1,53,16,0
LWWW H3MS3Z+FR2,37,20,0
LWWW H3MS3Z+FR3,24,22,0
LWWW H3MS3Z+FR4,-12,26,0
LWWW H4MF4B+FR1,-31,10,0
.long 0
#Razor
LWWW R3MS3Z+FR1,57,7,0
LWWW R3MS3Z+FR2,37,13,0
LWWW R3MS3Z+FR3,10,13,0
LWWW R3MS3Z+FR4,-25,21,0
LWWW R4MF4B+FR6,-40,16,0
.long 0
#Taker
LWWW U4GH3C+FR10,67,16,0
LWWW U3MS3Z+FR1,31,36,0
LWWW U3MS3Z+FR2,-6,32,0
LWWW U3MS3Z+FR4,-31,17,0
LWWW U4PM3C+FR6,-44,20,0
.long 0
#Yokozuna
LWWW Y3MS3Z+FR1,65,4,0
LWWW Y3MS3Z+FR2,48,30,0
LWWW Y3MS3Z+FR3,24,30,0
LWWW Y3MS3Z+FR5,-29,28,0
LWWW Y3MF3B+FR7,-32,19,0
.long 0
#Shawn
LWWW S3PM4B+FR1,53,14,0
LWWW S3MS3Z+FR1,18,20,0
LWWW S3MS3Z+FR2,3,20,0
LWWW S3MS3Z+FR4,-33,19,0
LWWW S3MF3B+FR6,-45,21,0
.long 0
#BamBam
LWWW B3MS3Z+FR1,60,13,0
LWWW B3MS3Z+FR2,38,13,0
LWWW B3MS3Z+FR3,15,10,0
LWWW B3MS3Z+FR4,-21,27,0
LWWW B4MF4A+FR6,-41,31,0
.long 0
#Doink
LWWW D3GS3X+FR1,70,0,0
LWWW D3GS3X+FR3,35,22,0
LWWW D3GS3X+FR4,18,15,0
LWWW D3GS3X+FR5,-16,19,0
LWWW D4MF4A+FR1,-36,14,0
.long 0
#Adam
.long 0
#Lex
LWWW L3MS3Z+FR1,63,8,0
LWWW L3MS3Z+FR2,37,22,0
LWWW L3MS3Z+FR3,7,12,0
LWWW L3MS3Z+FR5,-32,16,0
LWWW L3MF3B+FR6,-37,14,0
.long 0
#strt_flail_tbl
REFLONG hrt_heldoh_anim
REFLONG rzr_heldoh_anim
REFLONG und_heldoh_anim
REFLONG yok_heldoh_anim
REFLONG shn_heldoh_anim
REFLONG bam_heldoh_anim
REFLONG dnk_heldoh_anim
.long 0
REFLONG lex_heldoh_anim
SUBR bam_stndholdoh_anim
.word ANI_SETMODE,MODE_NOAUTOFLIP
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
WL 999,B3PO4A+FR8
.word ANI_REPEAT
#*****************************************************************************
*
* OPPONENT HELD OVERHEAD - SLAM DOWN
SUBR bam_slamdwn_anim
.word ANI_SETMODE,MODE_UNINT|MODE_NOAUTOFLIP
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
.word ANI_ATTACK_ON, AMODE_PUPPET,-30,138,64,11 ;mode,x,y,w,h
WWL ANI_WAITHITOPP,6,B3PO4A+FR8
.word ANI_ATTACK_OFF
.word ANI_ATTACHZ,0,0,4
.word ANI_SETMODE,MODE_UNINT|MODE_NOAUTOFLIP|MODE_KEEPATTACHED|MODE_OVERLAP|MODE_NOCONFINE
WWLLW ANI_SUPERSLAVE2,4,B4CF4A+FR1,#puppet_tbl,0
.word ANI_SOUND,82h ;Effort grunt
WLW ANI_SET_ZVEL,-18000h,AM_ABS
WL ANI_SET_YVEL,50000h
;Float away from side ropes!
;Float toward the center of ring!
WL ANI_CODE,set_xdrift
.word ANI_DRAW_NAME,6
WWLLW ANI_SUPERSLAVE2,4,B4CF4A+FR2,#puppet_tbl,1
WWLLW ANI_SUPERSLAVE2,4,B4CF4A+FR3,#puppet_tbl,2
WWLLW ANI_SUPERSLAVE2,4,B4CF4A+FR4,#puppet_tbl,3
WWLLW ANI_SUPERSLAVE2,3,B4CF4A+FR5,#puppet_tbl,4
WWLLW ANI_SUPERSLAVE2,3,B4CF4A+FR6,#puppet_tbl,5
WWLLW ANI_SUPERSLAVE2,3,B4CF4A+FR7,#puppet_tbl,6
WWLLW ANI_SUPERSLAVE2,3,B4CF4A+FR8,#puppet_tbl,7
.word ANI_WAITHITGND
WL ANI_CODE,SMALL_BOUNCE
.word ANI_ZEROVELS
WWLLW ANI_SUPERSLAVE2,3,B4CF4A+FR9,#puppet_tbl,8
.WORD ANI_ADD_MOVE,MOVE_C_1,2,2
WL ANI_CODE,HIT_THE_MAT
.word ANI_SHAKEALL,2
.word ANI_DAMAGEOPP,D_HIPTOSS,RD_HIPTOSS
.word ANI_SHAKER,40
WL ANI_CODE,CALL_SPECIAL_MOVE
.word ANI_OFFSET,-20,0,0 ;x,y,z
WL ANI_SLAVEANIM,#faced_tbl
.word ANI_DETACH
.word ANI_SETMODE,MODE_UNINT|MODE_NOAUTOFLIP|MODE_OVERLAP
WL ANI_SET_YVEL,30000h
WLW ANI_SET_ZVEL,-10000h,AM_ABS
WL 5,B4CF4A+FR9
WL ANI_CODE,#set_opp_y
WL 2,B4CF4A+FR9
.word ANI_WAITHITGND
WL 4,B3PO4E+FR2
WL 4,B3PO4E+FR3
WL 4,B3PO4E+FR4
.word ANI_FACEDOWN
.word ANI_SETMODE,MODE_NORMAL
.word ANI_SETPLYRMODE,MODE_NORMAL
; .word ANI_SETPLYRMODE,MODE_OPPOVERHEAD
; .word ANI_SETMODE,MODE_NOAUTOFLIP
.word ANI_END
#set_opp_y
move *a13(WHOIHIT),a0,L
movi [5,0],a14
move a14,*a0(OBJ_YVEL),L
movi [2,0],a14
move a14,*a0(OBJ_ZVEL),L
movi -[3,0],a1
move *a0(NEW_FACING_DIR),a14
btst MOVE_RIGHT_BIT,a14
jrnz #abs ;right
neg a1 ;left
#abs
move a1,*a0(OBJ_XVEL),L
rets
#puppet_tbl
.long #Bret
.long #Razor
.long #Taker
.long #Yokozuna
.long #Shawn
.long #BamBam
.long #Doink
.long #Adam
.long #Lex
.ref S3CF3Z,Y3KF3B,L3TF3X
#Bret
LWWW H4MF4B+FR1,-29,11,0
LWWW H4MF4B+FR1,-31,8,0
LWWW H4MF4B+FR1,-34,9,0
LWWW H4MF4B+FR1,-39,7,0
LWWW H4MF4B+FR1,-43,10,0
LWWW H4MF4B+FR1,-40,14,0
LWWW H4MF4B+FR1,-33,15,0
LWWW H4MF4B+FR1,-13,6,0
LWWW H4MF4B+FR1,-8,-41,0
.long 0
#Razor
LWWW R4MF4B+FR6,-35,15,0
LWWW R4MF4B+FR6,-38,14,0
LWWW R4MF4B+FR6,-40,15,0
LWWW R4MF4B+FR6,-41,16,0
LWWW R4MF4B+FR6,-38,24,0
LWWW R4MF4B+FR6,-43,24,0
LWWW R4MF4B+FR6,-41,21,0
LWWW R4MF4B+FR6,-29,11,0
LWWW R3MS3Z+FR6,25,-46,0
.long 0
#Taker
.ref U3CF3Q
LWWW U4PM3C+FR6,-42,17,0
LWWW U4PM3C+FR6,-44,14,0
LWWW U4PM3C+FR6,-47,14,0
LWWW U4PM3C+FR6,-48,14,0
LWWW U4PM3C+FR6,-44,21,0
LWWW U4PM3C+FR6,-49,21,0
LWWW U4PM3C+FR6,-46,19,0
LWWW U4PM3C+FR6,-30,10,0
LWWW U3CF3Q+FR1,14,-62,0
.long 0
#Yokozuna
LWWW Y3MF3B+FR7,-37,18,0
LWWW Y3MF3B+FR7,-42,15,0
LWWW Y3MF3B+FR7,-45,16,0
LWWW Y3MF3B+FR7,-46,16,0
LWWW Y3MF3B+FR7,-42,23,0
LWWW Y3MF3B+FR7,-46,23,0
LWWW Y3MF3B+FR7,-42,22,0
LWWW Y3MF3B+FR7,-20,14,0
LWWW Y3KF3B+FR1,18,-37,0
.long 0
#Shawn
LWWW S3MF3B+FR6,-43,18,0
LWWW S3MF3B+FR6,-44,16,0
LWWW S3MF3B+FR6,-47,17,0
LWWW S3MF3B+FR6,-48,17,0
LWWW S3MF3B+FR6,-44,23,0
LWWW S3MF3B+FR6,-49,23,0
LWWW S3MF3B+FR6,-47,20,0
LWWW S3MF3B+FR6,-28,10,0
LWWW S3CF3Z+FR1,27,-59,0
.long 0
#BamBam
LWWW B4MF4A+FR6,-48,35,0
LWWW B4MF4A+FR6,-50,34,0
LWWW B4MF4A+FR6,-54,34,0
LWWW B4MF4A+FR6,-58,32,0
LWWW B4MF4A+FR6,-56,37,0
LWWW B4MF4A+FR6,-61,37,0
LWWW B4MF4A+FR6,-53,40,0
LWWW B4MF4A+FR6,-33,29,0
LWWW B3RL1A+FR7,35,-55,0
.long 0
#Doink
LWWW D4MF4A+FR1,-34,15,0
LWWW D4MF4A+FR1,-36,12,0
LWWW D4MF4A+FR1,-39,13,0
LWWW D4MF4A+FR1,-42,12,0
LWWW D4MF4A+FR1,-40,19,0
LWWW D4MF4A+FR1,-44,19,0
LWWW D4MF4A+FR1,-34,17,0
LWWW D4MF4A+FR1,-24,6,0
LWWW D3GS3X+FR8,20,-59,0
LWWW B4CF4A+FR1,-47,141,0
.long 0
#Adam
.long 0
#Lex
LWWW L3MF3B+FR6,-35,12,0
LWWW L3MF3B+FR6,-36,9,0
LWWW L3MF3B+FR6,-37,10,0
LWWW L3MF3B+FR6,-38,11,0
LWWW L3MF3B+FR6,-35,19,0
LWWW L3MF3B+FR6,-40,18,0
LWWW L3MF3B+FR6,-40,16,0
LWWW L3MF3B+FR6,-30,5,0
LWWW L3TF3X+FR1,9,-55,0
.long 0
#faced_tbl
REFLONG hrt_break_face_anim,rzr_break_face_anim
REFLONG und_break_face_anim
REFLONG yok_break_face_anim
REFLONG shn_break_face_anim,bam_break_face_anim
REFLONG dnk_break_face_anim
.long 0
REFLONG lex_break_face_anim
#*****************************************************************************
*
* HELD OVERHEAD ANIMATION
SUBR bam_heldoh_anim
.word ANI_SETPLYRMODE,MODE_ATTACHED
.word ANI_SETMODE,MODE_UNINT|MODE_NOAUTOFLIP|MODE_NOGRAVITY
.word ANI_SETSPEED,100h
.word ANI_SETWORD,USR_VAR1,0 ;loop count
WL ANI_CODE,DO_OTHERNONO
#loop WL 5,B4MF4A+FR1
WL 5,B4MF4A+FR2
WL 5,B4MF4A+FR3
WL 5,B4MF4A+FR4
WL 5,B4MF4A+FR5
WL 5,B4MF4A+FR6
WL 5,B4MF4A+FR7
WL ANI_CODE,#inc_loop
WL ANI_IFNOTSTATUS,#loop
;Fall out of overhead hold by reversing thru pickup frames
.word ANI_DETACH
.word ANI_OFFSET,-20,-50,0 ;x,y,z
WL ANI_CODE,FIND_AND_KILL_ENDLESS
.word ANI_SETMODE,MODE_NORMAL|MODE_OVERLAP
.word ANI_SETPLYRMODE,MODE_INAIR
WL ANI_SET_YVEL,10000h
WLW ANI_SET_XVEL,-40000h,AM_HIT_REL
WLW ANI_SET_ZVEL,10000h,AM_ABS
.word ANI_FRICTION,3000h
WL 5,B3MS3Z+FR4
WL 5,B3MS3Z+FR3
WL 5,B3MS3Z+FR2
WL 5,B3MS3Z+FR1
WL 5,B2ST2A+FR1
.word ANI_WAITHITGND
.word ANI_FACEUP
.word ANI_SETMODE,MODE_NORMAL
.word ANI_SETPLYRMODE,MODE_NORMAL
.word ANI_END
;Loop 4 times, then break out!
#inc_loop
move *a13(USR_VAR1),a0
inc a0
move a0,*a13(USR_VAR1)
cmpi 3,a0
jrgt #breakout
; move *a13(ATTACH_PROC),a0,L
; jrz #breakout
move *a13(ANIMODE),a1
andni MODE_STATUS,a1
move a1,*a13(ANIMODE)
rets
#breakout
move *a13(ANIMODE),a1
ori MODE_STATUS,a1
move a1,*a13(ANIMODE)
rets
#*****************************************************************************
*
* BACK BREAKER
SUBR bam_backbreaker_anim
.word ANI_SETMODE,MODE_UNINT|MODE_NOAUTOFLIP|MODE_NOCONFINE
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
.word ANI_ATTACK_ON, AMODE_PUPPET,-30,138,64,11 ;mode,x,y,w,h
WWL ANI_WAITHITOPP,6,B3PO4A+FR8
.word ANI_ATTACK_OFF
.word ANI_ATTACHZ,0,0,4
.word ANI_SETMODE,MODE_UNINT|MODE_NOAUTOFLIP|MODE_KEEPATTACHED|MODE_OVERLAP|MODE_NOCONFINE
.word ANI_OFFSET,0,10,0 ;x,y,z
WLW ANI_SET_ZVEL,-18000h,AM_ABS
WL ANI_SET_YVEL,70000h
;Float away from side ropes!
;Float toward the center of ring!
WL ANI_CODE,set_xdrift
.word ANI_DRAW_NAME,5
WWLLW ANI_SUPERSLAVE2,16,B4BB1X+FR2,puppet_tbl_back,0
.word ANI_WAITHITGND
WL ANI_CODE,HIT_THE_MAT
WL ANI_CODE,HIT_THE_MAT
.word ANI_ZEROVELS
.word ANI_SOUND,82h ;Effort grunt
WWLLW ANI_SUPERSLAVE2,4,B4BB1X+FR3,puppet_tbl_back,1
WWLLW ANI_SUPERSLAVE2,4,B4BB1X+FR4,puppet_tbl_back,2
WL ANI_CODE,CALL_BONE_BREAK
; .word ANI_SOUND,9Bh ;neck break (5-7 ticks late)
WWLLW ANI_SUPERSLAVE2,4,B4BB1X+FR5,puppet_tbl_back,3
.word ANI_DAMAGEOPP,D_BACKBRKR,RD_BACKBRKR
.WORD ANI_ADD_MOVE,MOVE_C_5,2,2
;Perhaps even shake ropes
.word ANI_SHAKEALL,1
.word ANI_SHAKER,50
WL ANI_CODE,CALL_SPECIAL_MOVE
WL ANI_SLAVEANIM,bncoff_tbl
.word ANI_DETACH
WL 30,B4BB1X+FR5
WL 4,B4BB1X+FR6
WL 4,B4BB1X+FR7
WL 4,B4BB1X+FR8
WL 4,B4BB1X+FR9
.word ANI_FACEDOWN
.word ANI_SETMODE,MODE_NORMAL
.word ANI_SETPLYRMODE,MODE_NORMAL
.word ANI_END
SUBR set_xdrift
;Float
;This could become a leap at position command
;Leap at the center of ring!
;Check to make sure I'm in ring!
move *a13(INRING),a1
jrnz #ok
move *a13(OBJ_XPOSINT),a0
subi RING_X_MID,a0
abs a0
cmpi 60h,a0
jrlt #ok
move *a13(OBJ_XPOSINT),a0
cmpi RING_X_MID,a0
jrgt #onrgt
movi [3,0000h],a0
move a0,*a13(OBJ_XVEL),L
rets
#onrgt
movi -[3,0000h],a0
move a0,*a13(OBJ_XVEL),L
#ok
rets
puppet_tbl_back
.long #Bret
.long #Razor
.long #Taker
.long #Yokozuna
.long #Shawn
.long #BamBam
.long #Doink
.long #Adam
.long #Lex
#Bret
.ref H3BR3Z,H3DC3A
LWWW H3BR3Z+FR4,-28,16,1
LWWW H3DC3A+FR5,-9,32,1
LWWW H3DC3A+FR5,-11,30,1
LWWW H3BR3Z+FR1,4,-23,1
.long 0
#Razor
.ref R3BR3Z,R3FD3B
LWWW R3BR3Z+FR1,-21,15,1
LWWW R3FD3B+FR9,-15,18,1
; LWWW R3FD3B+FR6,-19,34,1
LWWW R3FD3B+FR9,-15,18,1
LWWW R3BR3Z+FR3,-15,-30,1
.long 0
#Taker
.ref U3BR3Z,U3CP3B
LWWW U3BR3Z+FR1,-30,10,1
LWWW U3BR3Z+FR2,-31,10,1
LWWW U3CP3B+FR4,-28,36,0
LWWW U3BR3Z+FR3,-18,-21,1
.long 0
#Yokozuna
.ref Y3RL1A,Y3CP3B,Y3BR3Z
LWWW Y3RL1A+FR3,-21,18,0
LWWW Y3RL1A+FR2,-21,22,0
LWWW Y3CP3B+FR1,-8,24,0
LWWW Y3BR3Z+FR1,-21,-11,1
.long 0
#Shawn
.ref S3RL3A,S3BR3Z
LWWW S3RL3A+FR3,-21,16,0
LWWW S3RL3A+FR1,-25,14,0
LWWW S3BR3Z+FR5,-23,19,1
LWWW S3BR3Z+FR3,6,-27,1
.long 0
#BamBam
.ref B3BR3Z
LWWW B3BR3Z+FR11,-27,21,1
LWWW B3BR3Z+FR12,-29,29,1
LWWW B3BR3Z+FR13,-27,19,1
LWWW B3BR3Z+FR14,-24,-8,1
.long 0
#Doink
.ref D3UC3A,D3BK3Z
LWWW D3BK3Z+FR2,-15,11,1
LWWW D3BK3Z+FR3,-9,20,1
LWWW D3UC3A+FR5,-13,28,1
LWWW D3BK3Z+FR7,-18,-30,1
.long 0
#Adam
.long 0
#Lex
.ref L3RL1A,L3UC3A,L3BR3Z
LWWW L3RL1A+FR7,-29,16,0
LWWW L3RL1A+FR9,-23,12,0
LWWW L3UC3A+FR4,-21,24,1
LWWW L3BR3Z+FR1,-14,-28,1
.long 0
bncoff_tbl
REFLONG hrt_backbroken_anim,rzr_backbroken_anim
REFLONG und_backbroken_anim,yok_backbroken_anim
REFLONG shn_backbroken_anim,bam_backbroken_anim
REFLONG dnk_backbroken_anim
.long 0
REFLONG lex_backbroken_anim
#*****************************************************************************
*
* END OF BACK BROKEN SEQ.
SUBR bam_backbroken_anim
.word ANI_SETMODE,MODE_UNINT | MODE_NOAUTOFLIP
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
; .word ANI_DETACH
.word ANI_GRAVITY_OFF
WL 5,B3BR3Z+FR14
.word ANI_GRAVITY_ON
WL ANI_SET_YVEL,070000h
WLW ANI_SET_ZVEL,20000h,AM_ABS
; WL 15,B3BR3Z+FR15
; WL 4,B3BR3Z+FR16
WL 25,B3BR3Z+FR14
WL 4,B3BR3Z+FR16
.word ANI_XFLIP
WL 2,B3RL1A+FR3
; WL 3,B3RL1A+FR4
; WL 3,B3RL1A+FR5
; WL 3,B3RL1A+FR6
; WL 3,B3RL1A+FR7
.word ANI_WAITHITGND
.word ANI_ZEROVELS
.word ANI_BOUNCE,2
.word ANI_DEBRIS,200,1,0,8,0 ;%chance, tbl index, x,y,z off
WL ANI_CODE,HIT_THE_MAT
WL ANI_CODE,HIT_THE_MAT
WL ANI_CODE,HIT_THE_MAT
; .word ANI_XFLIP
WL 3,B3MS3X+FR1
WL 3,B3MS3X+FR2
WL 3,B3MS3X+FR3
.word ANI_SETPLYRMODE,MODE_ONGROUND
; .word ANI_GETUP,100
;No stars around head here...
.word ANI_DETACH
WL 20,B3RL1A+FR7
.word ANI_WAITROLL
WL ANI_CHANGEANIM,bam_faceup_getup_anim
; .word ANI_END
#*****************************************************************************
*
* END OF NECK BROKEN SEQ.
SUBR bam_neckbroken_anim
.word ANI_SETMODE,MODE_UNINT | MODE_NOAUTOFLIP
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
WL ANI_SET_YVEL,060000h
;; WLW ANI_SET_ZVEL,20000h,AM_ABS
.word ANI_XFLIP
WL 3,B3CP3B+FR4
WL 6,B3CP3B+FR5
.word ANI_WAITHITGND
.word ANI_ZEROVELS
WL 5,B3CP3B+FR6
WL 5,B3CP3B+FR7
WL 10,B3RL1A+FR1 ;1st frame of roll
.word ANI_DETACH
.word ANI_SETPLYRMODE,MODE_ONGROUND
.word ANI_WAITROLL
WL ANI_CHANGEANIM,bam_faceup_getup_anim
; .word ANI_END
#*****************************************************************************
*
* POGO STICK HEAD CRUNCHER
SUBR bam_combo_pogo_anim
.word ANI_SETMODE,MODE_UNINT|MODE_NOAUTOFLIP ;uninterruptable
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
.word ANI_SETPLYRMODE,MODE_NORMAL
;Put cool cheers here
.word ANI_ATTACK_ON, AMODE_PUPPET,32,25,42h,21 ;mode,x,y,w,h
;#contpd
WWL ANI_WAITHITOPP,4,B3PG3A+FR1
.word ANI_ATTACK_OFF
WL ANI_IFNOTSTATUS,#missed
;Check to see if I have tried to pile drive Yokozuna!
;FIX!! Yoko check
; WL ANI_CODE,is_this_yoko
; WL ANI_IFSTATUS,#yoko_miss
;got him
.word ANI_ATTACHZ,0,0,-2 ;x & y don't matter.
.word ANI_SETOPPMODE,MODE_GHOST
.word ANI_SETMODE,MODE_UNINT|MODE_NOAUTOFLIP|MODE_OVERLAP|MODE_KEEPATTACHED
.word ANI_SOUND,82h ;Effort grunt
WWLLW ANI_SUPERSLAVE2,4,B3PG3A+FR1,#puppet_tbl,0
.word ANI_WAITHITGND