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- start ;This is the Pointer to the first level
-
- dc.b "LEVEL 001",0 ;10 bytes
- incbin YOB:LEV/kk.003.lvl
-
- ;now we have the list of options for that baddy!
-
- dc.b "BADDY01",0 ;8 bytes
- dc.b bad_name+0,"J"
- dc.b bad_name+1,"O"
- dc.b bad_name+2,"H"
- dc.b bad_name+3,"N"
- dc.b bad_speed,1
- dc.b bad_cango,BOBF_UP|BOBF_DOWN|BOBF_LEFT|BOBF_RIGHT
- dc.b bad_go,BOBF_RIGHT
- dc.b bad_gun,WeapSmart
- dc.b bad_power,1 ;whats i hit for *
- dc.b bad_hp,3 ;whats my hp *
- dc.b bad_ability,BOBF_PLAT|BOBF_FALL|BOBF_GUN2
- dc.b bad_look,LOOKF_MARIO
- dc.b bad_mar_max,4
- dc.b bad_fal_max,40
- dc.b bad_platx,16
- dc.b bad_randg,200
- dc.b bad_gfxnum,3
- dc.b bad_gungfk,0
- dc.b bad_gungfk+1,0
- dc.b 0,0
-
- even
-
- dc.b "BADDY02",0 ;8 bytes
- dc.b bad_cango,BOBF_LEFT|BOBF_RIGHT
- dc.b bad_go,BOBF_LEFT
- dc.b bad_speed,1
- dc.b bad_hp,1
- dc.b bad_ability,BOBF_PLAT
- dc.b bad_look,LOOKF_MARIO
- dc.b bad_mar_max,4
- dc.b bad_platx,16
- dc.b bad_gfxnum,2
- dc.b bad_gungfk,0
- dc.b bad_gungfk+1,0
- dc.b bad_power,1 ;whats i hit for *
-
- dc.b 0,0 ;zero terminate list
-
-
- ;for a normal weapon. set the cango l/r to decide which way to shoot
- ;baddyies that jump up n down and shoot right
- dc.b "BADDY03",0 ;8 bytes
- dc.b bad_cango,BOBF_UP|BOBF_DOWN|BOBF_RIGHT
- dc.b bad_gun,WeapNorm
- dc.b bad_ability,BOBF_PLAT|BOBF_FALL|BOBF_GUN2|BOBF_JUMP
- dc.b bad_randg,150
- dc.b bad_rand2,140
- dc.b bad_hp,99
- dc.b bad_gfxnum,1
- dc.b bad_gungfk,0
- dc.b bad_gungfk+1,24
- dc.b bad_power,1 ;whats i hit for *
- dc.b 0,0 ;zero terminate list
-
- even
- dc.b "BADDY04",0 ;8 bytes
- ;baddyies that jump up n down and shoot left
- dc.b bad_cango,BOBF_UP|BOBF_DOWN|BOBF_LEFT
- dc.b bad_gun,WeapNorm
- dc.b bad_ability,BOBF_PLAT|BOBF_FALL|BOBF_GUN2|BOBF_JUMP
- dc.b bad_randg,150
- dc.b bad_rand2,140
- dc.b bad_hp,99
- dc.b bad_gfxnum,1
- dc.b bad_gungfk,0
- dc.b bad_gungfk+1,24
- dc.b bad_power,1 ;whats i hit for *
-
- dc.b 0,0 ;zero terminate list
-
-
- dc.b "BADDY05",0 ;8 bytes
- dc.b bad_cango,BOBF_LEFT|BOBF_RIGHT
- dc.b bad_go,BOBF_RIGHT
- dc.b bad_hp,99
- dc.b bad_power,1 ;whats i hit for *
- dc.b 0,0 ;zero terminate list
-
- even
-
- dc.b "BADDY06",0 ;8 bytes
- dc.b bad_cango,BOBF_LEFT|BOBF_RIGHT
- dc.b bad_go,BOBF_LEFT
- dc.b bad_hp,1
- dc.b bad_power,1 ;whats i hit for *
- dc.b 0,0 ;zero terminate list
-
-
- dc.b "LEVEL 002",0 ;10 bytes
- incbin YOB:LEV/kk.004.lvl
-
- ;now we have the list of options for that baddy!
-
- dc.b "BADDY01",0 ;8 bytes
- dc.b bad_name+0,"J"
- dc.b bad_name+1,"O"
- dc.b bad_name+2,"H"
- dc.b bad_name+3,"N"
- dc.b bad_speed,1
- dc.b bad_cango,BOBF_UP|BOBF_DOWN|BOBF_LEFT|BOBF_RIGHT
- dc.b bad_go,BOBF_RIGHT
- dc.b bad_gun,WeapSmart
- dc.b bad_power,1 ;whats i hit for *
- dc.b bad_hp,3 ;whats my hp *
- dc.b bad_ability,BOBF_PLAT|BOBF_FALL|BOBF_GUN2
- dc.b bad_look,LOOKF_MARIO
- dc.b bad_mar_max,4
- dc.b bad_fal_max,40
- dc.b bad_platx,16
- dc.b bad_randg,200
- dc.b bad_gfxnum,3
- dc.b bad_gungfk,0
- dc.b bad_gungfk+1,0
- dc.b 0,0
-
- even
-
- dc.b "BADDY02",0 ;8 bytes
- dc.b bad_cango,BOBF_LEFT|BOBF_RIGHT
- dc.b bad_go,BOBF_LEFT
- dc.b bad_speed,1
- dc.b bad_hp,1
- dc.b bad_ability,BOBF_PLAT
- dc.b bad_look,LOOKF_MARIO
- dc.b bad_mar_max,4
- dc.b bad_platx,16
- dc.b bad_gfxnum,2
- dc.b bad_gungfk,0
- dc.b bad_gungfk+1,0
-
- dc.b 0,0 ;zero terminate list
-
-
- ;for a normal weapon. set the cango l/r to decide which way to shoot
- ;baddyies that jump up n down and shoot right
- dc.b "BADDY03",0 ;8 bytes
- dc.b bad_cango,BOBF_UP|BOBF_DOWN|BOBF_RIGHT
- dc.b bad_gun,WeapNorm
- dc.b bad_ability,BOBF_PLAT|BOBF_FALL|BOBF_GUN2|BOBF_JUMP
- dc.b bad_randg,150
- dc.b bad_rand2,140
- dc.b bad_hp,99
- dc.b bad_gfxnum,1
- dc.b bad_gungfk,0
- dc.b bad_gungfk+1,24
- dc.b 0,0 ;zero terminate list
-
- even
- dc.b "BADDY04",0 ;8 bytes
- ;baddyies that jump up n down and shoot left
- dc.b bad_cango,BOBF_UP|BOBF_DOWN|BOBF_LEFT
- dc.b bad_gun,WeapNorm
- dc.b bad_ability,BOBF_PLAT|BOBF_FALL|BOBF_GUN2|BOBF_JUMP
- dc.b bad_randg,150
- dc.b bad_rand2,140
- dc.b bad_hp,99
- dc.b bad_gfxnum,1
- dc.b bad_gungfk,0
- dc.b bad_gungfk+1,24
-
- dc.b 0,0 ;zero terminate list
-
-
- dc.b "BADDY05",0 ;8 bytes
- dc.b bad_cango,BOBF_LEFT|BOBF_RIGHT
- dc.b bad_go,BOBF_RIGHT
- dc.b bad_hp,99
- dc.b 0,0 ;zero terminate list
-
- even
-
- dc.b "BADDY06",0 ;8 bytes
- dc.b bad_cango,BOBF_LEFT|BOBF_RIGHT
- dc.b bad_go,BOBF_LEFT
- dc.b bad_hp,1
- dc.b 0,0 ;zero terminate list
-
- dc.b "LEVEL 003",0 ;10 bytes
- incbin YOB:LEV/kk.005.lvl
-
- ;now we have the list of options for that baddy!
-
- dc.b "BADDY01",0 ;8 bytes
- dc.b bad_name+0,"J"
- dc.b bad_name+1,"O"
- dc.b bad_name+2,"H"
- dc.b bad_name+3,"N"
- dc.b bad_speed,1
- dc.b bad_cango,BOBF_UP|BOBF_DOWN|BOBF_LEFT|BOBF_RIGHT
- dc.b bad_go,BOBF_RIGHT
- dc.b bad_gun,WeapSmart
- dc.b bad_power,1 ;whats i hit for *
- dc.b bad_hp,3 ;whats my hp *
- dc.b bad_ability,BOBF_PLAT|BOBF_FALL|BOBF_GUN2
- dc.b bad_look,LOOKF_MARIO
- dc.b bad_mar_max,4
- dc.b bad_fal_max,40
- dc.b bad_platx,16
- dc.b bad_randg,200
- dc.b bad_gfxnum,3
- dc.b bad_gungfk,0
- dc.b bad_gungfk+1,0
- dc.b 0,0
-
- even
-
- dc.b "BADDY02",0 ;8 bytes
- dc.b bad_cango,BOBF_LEFT|BOBF_RIGHT
- dc.b bad_go,BOBF_LEFT
- dc.b bad_speed,1
- dc.b bad_hp,1
- dc.b bad_ability,BOBF_PLAT
- dc.b bad_look,LOOKF_MARIO
- dc.b bad_mar_max,4
- dc.b bad_platx,16
- dc.b bad_gfxnum,2
- dc.b bad_gungfk,0
- dc.b bad_gungfk+1,0
-
- dc.b 0,0 ;zero terminate list
-
-
- ;for a normal weapon. set the cango l/r to decide which way to shoot
- ;baddyies that jump up n down and shoot right
- dc.b "BADDY03",0 ;8 bytes
- dc.b bad_cango,BOBF_UP|BOBF_DOWN|BOBF_RIGHT
- dc.b bad_gun,WeapNorm
- dc.b bad_ability,BOBF_PLAT|BOBF_FALL|BOBF_GUN2|BOBF_JUMP
- dc.b bad_randg,150
- dc.b bad_rand2,140
- dc.b bad_hp,99
- dc.b bad_gfxnum,1
- dc.b bad_gungfk,0
- dc.b bad_gungfk+1,24
- dc.b 0,0 ;zero terminate list
-
- even
- dc.b "BADDY04",0 ;8 bytes
- ;baddyies that jump up n down and shoot left
- dc.b bad_cango,BOBF_UP|BOBF_DOWN|BOBF_LEFT
- dc.b bad_gun,WeapNorm
- dc.b bad_ability,BOBF_PLAT|BOBF_FALL|BOBF_GUN2|BOBF_JUMP
- dc.b bad_randg,150
- dc.b bad_rand2,140
- dc.b bad_hp,99
- dc.b bad_gfxnum,1
- dc.b bad_gungfk,0
- dc.b bad_gungfk+1,24
-
- dc.b 0,0 ;zero terminate list
-
-
- dc.b "BADDY05",0 ;8 bytes
- dc.b bad_cango,BOBF_LEFT|BOBF_RIGHT
- dc.b bad_go,BOBF_RIGHT
- dc.b bad_hp,99
- dc.b 0,0 ;zero terminate list
-
- even
-
- dc.b "BADDY06",0 ;8 bytes
- dc.b bad_cango,BOBF_LEFT|BOBF_RIGHT
- dc.b bad_go,BOBF_LEFT
- dc.b bad_hp,1
- dc.b 0,0 ;zero terminate list
-
-
- stop
-
-
- ;bit defs:-
- ;the no. at the end is the actual bit effected 0-15
- ;to use:
- ; BOBB_UP 3 = %0011 bset BOBB_UP,d0
- ; BOBF_UP 8 = %1000 move.w BOBF_UP,d0
-
- BITDEF BOB,UP,3
- BITDEF BOB,DOWN,2
- BITDEF BOB,LEFT,1
- BITDEF BOB,RIGHT,0
-
- BITDEF BOB,GUN1,0 ;intelligent fire
- BITDEF BOB,JUMP,1
- BITDEF BOB,DEAD,2
- BITDEF BOB,FALL,3
- BITDEF BOB,GUN2,4 ;rand fire
- BITDEF BOB,PLAT,7
-
- BITDEF LOOK,MARIO,2
-
- BITDEF ATTR,SEEKX,0 ;seek in x
- BITDEF ATTR,SEEKY,1 ;seek in y
- BITDEF ATTR,EDGE,2 ;bounces on edge of scr
- BITDEF ATTR,BFORM,3 ;bounces off pform
- BITDEF ATTR,HFORM,4 ;hugs pform
- BITDEF ATTR,AGRAV,5 ;fall to gravity ALWAYS
- BITDEF ATTR,GRAV,6 ;fall to gravity when out of energy
-
- ;kill bullet when
- BITDEF KBUL,BOTTOM,0 ;bottom of screen
- BITDEF KBUL,EDGE,1 ;edges of screen
- BITDEF KBUL,PFORM,2 ;platform of screen
-
-
-
-
- WeapSmart equ 1
- WeapNorm equ 2
-
-
- ;SPARE BITS in look & doing
-
- ;animation
- ;first byte is how many frames for direction
- ;then follows the frame no.s (upto 8 different frames)
-
- bad_name equ 0 ;whats you name
- bad_x equ 4 ;xpos
- bad_y equ 6 ;ypos
- bad_actual equ 8 ;coarse
- bad_smooth equ 12 ;smooth
- bad_anim equ 14 ;what char am I?
- bad_speed equ 15 ;speed
- bad_cango equ 16 ;what dirs am i alowed
- bad_go equ 17 ;what dir(s) am i going
- bad_gun equ 18 ;what is my weapon
- bad_power equ 19 ;what I hit for
- bad_hp equ 20 ;what my hit pts
- bad_ability equ 21 ;what can i do
- bad_look equ 22 ;what i see
- bad_mapx equ 23 ;players mapx pos
- bad_mapy equ 24 ;players mapy pos
- bad_an_rcnt equ 25 ;how many frames for right
- bad_an_rfrm equ 26 ;anim frames for right
- bad_an_lcnt equ 34 ;how many frames for left
- bad_an_lfrm equ 35 ;anim frames for left
- bad_an_ucnt equ 43 ;how many frames for up
- bad_an_ufrm equ 44 ;anim frames for up
- bad_an_dcnt equ 52 ;how many frames for down
- bad_an_dfrm equ 53 ;anim frames for down
- bad_an_off equ 61 ;anim offset to suss dir anims
- bad_mar equ 62 ;what pos in mario movement pos thing
- bad_mar_max equ 63 ;what the max pos in mario movement
- bad_doing equ 64 ;what am i doing
- bad_fal equ 65 ;falling counter
- bad_fal_max equ 66 ;falling maximum
- bad_randg equ 67 ;do summink on this no.
- bad_act_was equ 68 ;bad actual pos
- bad_jmp_pos equ 72 ;jumping pos
- bad_platx equ 73 ;platform pos
- bad_status equ 74 ;status: alive dead or what!
- bad_gfxnum equ 75 ;what bank of gfx are we using (0-256)
- bad_gungfk equ 76 ;baddy gun gfk (R) > < > <
- bad_rand2 equ 77 ;do summink on this no. OTHER
-