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Gekkan Dennou Club 147
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Gekkan Dennou Club - 2000.8 Vol. 147 (Japan).7z
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Gekkan Dennou Club - 2000.8 Vol. 147 (Japan) (Track 1).bin
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sakiba
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jndata.c
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2000-06-22
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/*******************************************************
格闘シミュレーション「さきば」
キャラクタデータ(ブルージーンズ)
*******************************************************/
#include <stdio.h>
#include "sakiba.h"
#include "chranim.h"
/************************
スプライトパターン
************************/
static CODE walk0_l[] = {0x0000, 0x0010}; /* 通常 */
static CODE walk1_l[] = {0x0001, 0x0011};
static CODE walk2_l[] = {0x0002, 0x0012};
static CODE walk0_r[] = {0x0003, 0x0013};
static CODE walk1_r[] = {0x0004, 0x0014};
static CODE walk2_r[] = {0x0005, 0x0015};
static CODE stand[] = {0x0006, 0x0016};
static CODE punch0[] = {0x0007, 0x0017}; /* パンチ */
static CODE punch1[] = {0x0008, 0x0018};
static CODE punch2[] = {0x0009, 0x0019};
static CODE punch3[] = {0x4009, 0x4019};
static CODE jump0[] = {0x000a, 0x001a}; /* ジャンプ */
static CODE jump1[] = {0x000b, 0x001b};
static CODE jump2[] = {0x000c, 0x001c};
static CODE jump3[] = {0x000d, 0x001d};
static CODE guard_l[] = {0x000e, 0x001e}; /* 防御 */
static CODE guard_r[] = {0x000f, 0x001f};
static CODE lose[] = {0x0020, 0x0030}; /* 負け */
static CODE glove_l[] = {0x012f}; /* グローブ */
static CODE glove_r[] = {0x412f};
static CODE piyo0[] = {0x022b}; /* ひよこ */
static CODE piyo1[] = {0x022c};
static CODE piyo2[] = {0x022d};
static CODE piyo3[] = {0x022e};
enum { WALK0 = 0, WALK1, WALK2, BACK0, BACK1, BACK2, STAND0, GUARD, LOSE,
PUNCH0, PUNCH1, PUNCH2, PUNCH3, JUMP0, JUMP1, JUMP2, JUMP3,
GLOVE, PIYO0, PIYO1, PIYO2, PIYO3,
STAND1 = WALK0, STAND2 = BACK0,
PAT_END
};
static
CHR_PAT chr_pat[] = {
{1, 2, walk0_l, walk0_r}, /* 通常 */
{1, 2, walk1_l, walk1_r},
{1, 2, walk2_l, walk2_r},
{1, 2, walk0_r, walk0_l},
{1, 2, walk1_r, walk1_l},
{1, 2, walk2_r, walk2_l},
{1, 2, stand, stand},
{1, 2, guard_l, guard_r}, /* 防御 */
{1, 2, lose, lose}, /* 負け */
{1, 2, punch0, punch1}, /* パンチ */
{1, 2, punch1, punch0},
{1, 2, punch2, punch3},
{1, 2, punch3, punch2},
{1, 2, jump0, jump0}, /* ジャンプ */
{1, 2, jump1, jump2},
{1, 2, jump3, jump3},
{1, 2, jump2, jump1},
{1, 1, glove_l, glove_r}, /* グローブ */
{1, 1, piyo0, piyo0}, /* ひよこ */
{1, 1, piyo1, piyo1},
{1, 1, piyo2, piyo2},
{1, 1, piyo3, piyo3}
};
#define V(n, dn, ddn, t) (int)((n)*65536.0),(int)((dn)*65536.0),(int)((ddn)*65536.0),t
/****************
シーケンス
****************/
static
int xy0[] = { V(0.0, 0.0, 0.0, SEQ_END)
};
/*** 通常 *******/
static
short normal_pat[] = {WALK0, 6, WALK1, 20, WALK0, 12, WALK2, 20, WALK0, 6, SEQ_LOOP};
static
int normal_x[] = { V(0.0, 0.24, -0.24*2/32, 32), V(0.0, -0.24, 0.24*2/32, 32),
V(0.0, 0.0, 0.0, SEQ_LOOP)
};
/*** 防御 *******/
static
short guard_pat[] = {GUARD, SEQ_LOOP};
/*** くらい *******/
static
short damage_pat[] = {JUMP0, SEQ_LOOP};
static
int damage_x[] = { V(0.0, -1.5, 1.5/8, 8), V(-6.0, 0.0, 0.0, 32),
V(-6.0, 6.0/32, 0.0, 32), V(0.0, 0.0, 0.0, SEQ_END)
};
static
int damage_y[] = { V(1.0, 0.0, 5.0*2/8/8, 8),
V(4.0, 0.0, 0.0, SEQ_END)
};
/*** 登場 *******/
static
short ready_pat[] = {PUNCH0, 24, STAND1, 8, STAND0, 4, STAND2, 4,
PUNCH1, 24, STAND2, 8, STAND0, 4, STAND1, 4,
SEQ_LOOP};
static
int ready_x[] = { V(2.0, 1.0, -1.0/2, 2), V(3.5, 0.0, 0.0, 22),
V(0.0, 0.0, 0.0, 10 + 6),
V(-2.0, -1.0, 1.0/2, 2), V(-3.5, 0.0, 0.0, 22),
V(0.0, 0.0, 0.0, 10 + 6),
V(0.0, 0.0, 0.0, SEQ_LOOP)
};
/*** 勝ち *******/
static
short win_pat[] = {PUNCH3, 8, JUMP0, 16, PUNCH2, 16 + 4, JUMP0, 16, PUNCH3, 8 + 4,
SEQ_LOOP};
static
int win_x[] = { V(-4.0, 8.0/32, 0.0, 32), V(4.0, 0.0, 0.0, 4),
V(4.0, -8.0/32, 0.0, 32), V(-4.0, 0.0, 0.0, 4),
V(-4.0, 0.0, 0.0, SEQ_LOOP)
};
static
int win_y[] = { V(0.0, -1.2, 1.2*2/32, 32), V(0.0, 0.0, 0.0, 4),
V(0.0, 0.0, 0.0, SEQ_LOOP)
};
/*** 負け *******/
static
short lose_pat[] = {LOSE, SEQ_LOOP};
static
short piyo_pat[] = {PIYO0, 8, PIYO1, 8, PIYO2, 8, PIYO3, 8, SEQ_LOOP};
static
int piyo_y[] = { V(-10.0, 0.0, 0.0, SEQ_END)
};
/*** 百歩神拳 *******/
static
short punch1_pat[] = {STAND1, 32, PUNCH0, 24, SEQ_END};
static
int punch1_x[] = { V(0.0, 0.0, 0.0, 32),
V(2.0, 1.0, -1.0/2, 2), V(3.5, 0.0, 0.0, SEQ_END)
};
static
short glove1_pat[] = {NOPUT, 32 + 8, GLOVE, 16, SEQ_END};
static
int glove1_x[] = { V(3.5, 0.0, 0.0, 32 + 8), V(3.5, 0.0, (58.0 - 3.5)*2/16/16, 16),
V(58.0, 0.0, 0.0, SEQ_END)
};
static
short punch2_pat[] = {PUNCH0, 8 + 24, JUMP0, 12, STAND0, 20, SEQ_END};
static
int punch2_x[] = { V(3.5, 0.0, 0.0, 8 + 24), V(1.0, 0.0, 0.0, 12),
V(0.0, 0.0, 0.0, SEQ_END)
};
static
int punch2_y[] = { V(0.0, 0.0, 0.0, 8 + 24), V(3.0, 0.0, 0.0, 12),
V(0.0, 0.0, 0.0, SEQ_END)
};
static
short glove2_pat[] = {GLOVE, 8, NOPUT, 56, SEQ_END};
static
int glove2_x[] = { V(58.0, 0.0, 0.0, SEQ_END)
};
/*** ヒップアタック *******/
static
short hip1_pat[] = {JUMP1, 12, STAND1, 4 + 4, JUMP1, 36, JUMP0, 4, JUMP3, 8, SEQ_END};
static
int hip1_x[] = { V(0.0, -1.0, 0.0, 16), V(-16.0, 0.0, 0.0, 4),
V(-16.0, 76.0/48, 0.0, 48), V(60.0, 0.0, 0.0, SEQ_END)
};
static
int hip1_y[] = { V(0.0, -2.0, 2.0*2/16, 16), V(0.0, 0.0, 0.0, 4),
V(0.0, -4.0, 4.0*2/50, 48), V(-8.0, 0.0, 0.0, SEQ_END)
};
static
short hip2_pat[] = {JUMP3, 12 + 32,
BACK0, 4, BACK1, 6, BACK0, 4, BACK2, 6,
BACK0, 4, BACK1, 6, BACK0, 10, SEQ_END};
static
int hip2_x[] = { V(60.0, -0.5, 0.0, 12), V(54.0, 0.0, 0.0, 32),
V(54.0, 0.0, -27.0*2/20/20, 20),
V(27.0, -27.0*2/20, 27.0*2/20/20, 20),
V(0.0, 0.0, 0.0, SEQ_END)
};
static
int hip2_y[] = { V(-8.0, 0.0, 1.0*2/12, 12), V(4.0, 0.0, 0.0, 32),
V(0.0, 0.0, 0.0, SEQ_END)
};
#define NUL3 {NULL, NULL, NULL}
/**********************
キャラクタデータ
**********************/
CHR_DATA chr_jeans = {
{2, 6, 8, /* 弱攻撃 */
"100歩神拳",
{{glove1_pat, glove1_x, xy0}, {punch1_pat, punch1_x, xy0}},
{{glove2_pat, glove2_x, xy0},
{punch2_pat, punch2_x, punch2_y}}
},
{5, 7, 16, /* 強攻撃 */
"ヒップアタック",
{{hip1_pat, hip1_x, hip1_y}, NUL3},
{{hip2_pat, hip2_x, hip2_y}, NUL3}
},
"ジーン", /* キャラクタ名 */
"JEANS", /* スプライトファイル名 */
{"JEANS1", "JEANS2"}, /* パレットファイル名 */
chr_pat, /* キャラクタパターン */
{ /* アニメーションシーケンス */
{{normal_pat, normal_x, xy0}, NUL3}, /* 通常 */
{{guard_pat, xy0, xy0}, NUL3}, /* 防御 */
{{damage_pat, damage_x, damage_y}, NUL3}, /* くらい */
{{ready_pat, ready_x, xy0}, NUL3}, /* 登場 */
{{win_pat, win_x, win_y}, NUL3}, /* 勝ち */
{{lose_pat, xy0, xy0}, {piyo_pat, xy0, piyo_y}} /* 負け */
}
};
/********************* End of File ******************************************/