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- 00000000 =FFFF09A7 joy2Drelease
- rs.b
- 00000000 =FFFF09A8 joy2Lrelease
- rs.b
- 00000000 =FFFF09A9 joy2Rrelease
- rs.b
- 00000000 =FFFF09AA joy2Brelease
- rs.b
- 00000000 =FFFF09AB joy2Crelease
- rs.b
- 00000000 =FFFF09AC joy2Arelease
- rs.b
- 00000000 =FFFF09AD joy2Srelease
- rs.b
- 00000000
- 00000000 *********************************
- 00000000 * SEAN'S SPRITE ATTRIBUTE TABLE *
- 00000000 *********************************
- 00000000
- 00000000 =FFFF09AE spratttab
- rs.b
- 512
- ;8 bytes per sprite
- 00000000
- 00000000 **********
- 00000000 * STATUS *
- 00000000 **********
- 00000000
- 00000000 =FFFF0BAE energy
- rs.w
- ;0 - 100
- 00000000
- 00000000 =FFFF080E lives
- equ
- NoOfLives ;SEE FVARS.68K (.w)
- 00000000
- 00000000 =FFFF0BB0 NE_timeperiod
- rs.w
- 00000000 =FFFF0BB2 NE_time
- rs.w
- 00000000
- 00000000 =FFFF0BB2 CLOCK
- equ
- NE_time
- 00000000
- 00000000 =FFFF080C level
- equ
- Level_Number ;SEE FVARS.68K (.w)
- 00000000
- 00000000 =FFFF0BB4 crossbowammo
- rs.w
- 00000000 =FFFF0BB6 molotovammo
- rs.w
- 00000000 =FFFF0BB8 rugerammo
- rs.w
- 00000000
- 00000000 =FFFF0BBA continues
- rs.w
- 00000000 =FFFF0BBC continueperiod
- rs.w
- 00000000 =FFFF0BBE continuetime
- rs.w
- 00000000
- 00000000 =FFFF0BC0 pausewait
- rs.w
- 00000000
- 00000000 ************
- 00000000 * AI STUFF *
- 00000000 ************
- 00000000
- 00000000 =FFFF0BC2 explosionflag
- rs.w
- 00000000
- 00000000 =FFFF0BC4 robbinsstatus
- rs.w
- 00000000
- 00000000 =FFFF0BC6 Rweaponenergy
- rs.w
- 1 ;current energy value of Robbins weapon to take from enemy energy
- 00000000
- 00000000
- 00000000 =FFFF0BC8 disable_cjump
- rs.b
- 00000000
- rs.b
- 1 ;padding
- 00000000
- 00000000 * SIMON's stuff
- 00000000
- include
- c:\genesis\noescape\levels\l04\bgcol.tab
- 00000000
- 00000000
- 00000000 =0000004F BGCol_ResetL
- EQU $4F
- ;Reset Cords to Left Edge of block
- 00000000 =0000004C BGCol_StopL
- EQU $4C
- 00000000
- 00000000 =0000008F BGCol_ResetR
- EQU $8F
- 00000000 =0000008C BGCol_StopR
- EQU $8C
- 00000000
- 00000000 =00000060 BGCol_Baddie_TR
- EQU $60
- Baddie Turn Rgt
- 00000000 =00000070 BGCol_Baddie_TL
- EQU $70
- Baddie Turn Lft
- 00000000 =00000061 BGCol_Baddie_1
- EQU $61
- Baddie AI (Specific)
- 00000000 =00000062 BGCol_Baddie_2
- EQU $62
- 00000000 =00000063 BGCol_Cjump_Disable
- EQU $63
- Disable Crouch Jump
- 00000000 =00000063 BGCol_Cjump_Disable
- EQU $63
- Disable Crouch Jump
- 00000000
- EVEN
- 00000000
- 00000000 =00000002 word
- equ
- 00000000
- 00000000 ;hotel_switch2
- rs.w
- 00000000 ;explosion_occured
- rs.w
- 00000000
- 00000000
- 00000000 ***************
- 00000000 * FADE IN/OUT *
- 00000000 ***************
- 00000000
- 00000000 =FFFF0BCA fadeduration
- rs.w
- ;number of frames between colour change
- 00000000 =FFFF0BCC valuedivisions
- rs.w
- ;stores base fractions for rgb values 0-f
- 00000000
- 00000000 ******************
- 00000000 * PALETTE BUFFER *
- 00000000 ******************
- 00000000
- 00000000 =FFFF0BEC paletteflag
- rs.w
- ;0=no need to DMA palette
- 00000000 =FFFF0BEE palettebuffer
- rs.w
- 00000000
- 00000000 ****************
- 00000000 * WARDEN STUFF *
- 00000000 ****************
- 00000000
- 00000000
- EVEN
- 00000000
- 00000000 =FFFF0C6E Wthumbdelay
- rs.b
- 00000000 =FFFF0C6F Wmode
- rs.b
- ;0=village, 1=tunnel, 2=hotel, 3=tree, 4=techno, 5=main map
- 00000000
- 00000000 =FFFF0C70 Woldlevel
- rs.b
- 00000000 =FFFF0C71 Wnewlevel
- rs.b
- ;0=village, 1=tunnel, 2=hotel, 3=tree, 4=techno
- 00000000
- 00000000 =FFFF0C72 Wminipicon
- rs.b
- ;0=no minipic on display, -1=yes
- 00000000 =FFFF0C73 Wsquareson
- rs.b
- ;0=little main map squares not on, -1=on
- 00000000
- 00000000 =FFFF0C74 Wvillage
- rs.b
- ;0=father, 1=hawkins, 2=dysart, 3=killian, 4=stephano, 5=king, 6=robbins
- 00000000 =FFFF0C75 Wtunnel
- rs.b
- ;0=tunnel, 1=hotel exit, 2=tree exit, 3=techno exit, 4=boatescape
- 00000000 =FFFF0C76 Whotel
- rs.b
- ;0=section 1, 1=sec 2, 2=sec 3
- 00000000 =FFFF0C77 Wtree
- rs.b
- ;0=section 1, 1=sec 2, 2=sec 3
- 00000000 =FFFF0C78 Wtechno
- rs.b
- ;0=section 1, 1=sec 2, 2=sec 3
- 00000000
- rs.b
- ;padding
- 00000000
- 00000000 =FFFF0C7A Wpulseper
- rs.b
- 00000000 =FFFF0C7B Wpulsecntr
- rs.b
- 00000000
- 00000000 =FFFF0C7C Wonceonly
- rs.b
- 00000000
- rs.b
- 00000000
- 00000000 =FFFF0C7E levels_completed
- rs.l
- 00000000 =FFFF0C82 Wlevelaccess
- rs.l
- 00000000
- 00000000 =FFFF0C86 Wspriteson
- rs.w
- 00000000
- 00000000 ********************************
- 00000000 * FRANKENSTEIN INVENTORY STUFF *
- 00000000 ********************************
- 00000000
- 00000000
- EVEN
- 00000000
- 00000000 =FFFF0C88 FIsync
- rs.l
- ;address of routine to use as V blanking sync
- 00000000 =FFFF0C8C FIrts
- rs.l
- ;return address to use when exiting inventory
- 00000000
- 00000000 ;FIoldcursorrow
- rs.b
- ;0 = top row, 1 = bottom row
- 00000000 ;FIoldcursor
- rs.b
- ;0 - 4 = previous cursor box number
- 00000000 ;FInewcursorrow
- rs.b
- ;0 = top row, 1 = bottom row
- 00000000 ;FInewcursor
- rs.b
- ;0 - 4 = current cursor box number
- 00000000
- 00000000 ;FIaccept
- rs.b
- ;0=accept result message not printed, -1=message printed
- 00000000 ;FIacceptcntr
- rs.b
- ;duration of printed text
- 00000000 ;FIflashflag
- rs.w
- ;0=print description, -1=print accept
- 00000000
- 00000000 ;FIpulseper
- rs.b
- ;frame rate of cursor colour pulse
- 00000000 ;FIpulsecntr
- rs.b
- ;colour lookup table counter
- 00000000
- 00000000 ;FIarrowcntr
- rs.b
- ;number of plus signs to draw (0-3)
- 00000000 ;FIchainend
- rs.b
- ;pos in select table of end of chain (0-3)
- 00000000
- 00000000 ;Ipocket
- rs.b
- ;holds object numbers which are in player's pocket
- 00000000
- 00000000 ;FIselect
- rs.b
- ;holds object numbers which are in selection boxes
- 00000000
- 00000000 ;FIresult
- rs.b
- ;holds object number of result
- 00000000 ;FIthumbdelay
- rs.b
- ;delay before thumbpad repeat accepted
- 00000000
- 00000000 ;Iuse
- rs.w
- ;holds object number of usuable object
- 00000000
- 00000000 ;Ipickup
- rs.w
- ;ALAN puts required object number to pickup in here
- 00000000
- 00000000 ;Ipickupstatus
- rs.w
- ;SEAN puts 0 for successful pickup, -1 for unsuccessful pickup
- 00000000
- 00000000 ;FIused
- rs.b
- ;object numbers that have been used in successful combinations (level resolution)
- 00000000
- 00000000 ;FIbook
- rs.b
- ;used for arrow override
- 00000000 ;
- rs.b
- ;padding to keep it EVEN
- 00000000
- 00000000 *******
- 00000000 * HUT *
- 00000000 *******
- 00000000
- EVEN
- 00000000
- 00000000 =FFFF0C90 Hthumbdelay
- rs.b
- 00000000 =FFFF0C91 Hpocketpntr
- rs.b
- 00000000
- 00000000 =FFFF0C92 Hhutpntr
- rs.b
- 00000000 =FFFF0C93 Hpntr
- rs.b
- 00000000
- 00000000 =FFFF0C94 Holdcursorrow
- rs.b
- ;0 = top row, 1 = bottom row
- 00000000 =FFFF0C95 Holdcursor
- rs.b
- ;0 - 4 = previous cursor box number
- 00000000 =FFFF0C96 Hnewcursorrow
- rs.b
- ;0 = top row, 1 = bottom row
- 00000000 =FFFF0C97 Hnewcursor
- rs.b
- ;0 - 4 = current cursor box number
- 00000000
- 00000000 =FFFF0C98 Hwhichmenu
- rs.b
- ;0=top menu, -1=bottom
- 00000000 =FFFF0C99 Hsize
- rs.b
- ;either player or hut pocket size
- 00000000
- 00000000 SOL EXE
- NOTEPAD EXE
- SOUNDRECEXE
- REGEDIT EXE
- PRINTMANEXE
- CLIPBRD EXE
- PBRUSH EXE
- TERMINALEXE
- PIFEDIT EXE
- CONTROL EXE
- EXPAND EXE
- PROGMAN EXE
- SMARTDRVEXE
- EMM386 EXE
- WINHELP EXE
- FIDA EXE
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