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actordata.s
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actordata.s
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; Human Y-size reduce table based on animation
humanSizeReduceTbl:
dc.b 1,2,1,0,1,2,1,0,1,2,2,1,6,12,1,0,1,0,1,0,0,0,18,18,18,18,18,18,19,19,19,19
; Human actor upper part framenumbers
humanUpperFrTbl:dc.b 1,0,0,1,1,2,2,1,1,2,1,0,0,0,15,13,12,13,14,3,10,11,16,17,18,19,20,21,22,23,24,23,3,4,5,6,7,8,9
dc.b $80+1,$80+0,$80+0,$80+1,$80+1,$80+2,$80+2,$80+1,$80+1,$80+2,$80+1,$80+0,$80+0,$80+0,15,13,12,13,14,$80+3,$80+10,$80+11,$80+16,$80+17,$80+18,$80+19,$80+20,$80+21,$80+22,$80+23,$80+24,$80+23,$80+3,$80+4,$80+5,$80+6,$80+7,$80+8,$80+9
; Tank turret
dc.b 0,1,2,3
dc.b $80+0,$80+1,$80+2,$80+3
; Human actor lower part framenumbers
humanLowerFrTbl:dc.b $80+0,$80+1,$80+2,$80+3,$80+4,$80+1,$80+2,$80+3,$80+4,$80+5,$80+6,$80+7,$80+8,$80+9,14,14,13,14,15,$80+10,$80+11,$80+12,$80+16,$80+17,$80+18,$80+19,$80+20,$80+21,$80+22,$80+23,$80+24,$80+23
dc.b 0,1,2,3,4,1,2,3,4,5,6,7,8,9,14,14,13,14,15,10,11,12,16,17,18,19,20,21,22,23,24,23
; Tank tracks
dc.b 2,1,0
dc.b $80+2,$80+1,$80+0
; Turret firing ctrl + frame table
turretFrameTbl:
tankTurretOfs: dc.b JOY_LEFT|JOY_DOWN|JOY_FIRE,0
dc.b JOY_RIGHT|JOY_DOWN|JOY_FIRE,0
dc.b JOY_LEFT|JOY_FIRE,1
dc.b JOY_RIGHT|JOY_FIRE,1
dc.b JOY_LEFT|JOY_UP|JOY_FIRE,2
dc.b JOY_RIGHT|JOY_UP|JOY_FIRE,2
dc.b JOY_UP|JOY_FIRE,3
dc.b 0
ceilingTurretOfs:
dc.b JOY_RIGHT|JOY_FIRE,0
dc.b JOY_RIGHT|JOY_DOWN|JOY_FIRE,1
dc.b JOY_DOWN|JOY_FIRE,2
dc.b JOY_LEFT|JOY_DOWN|JOY_FIRE,3
dc.b JOY_LEFT|JOY_FIRE,4
dc.b 0
; Actor display data
adMeleeHit = $0000 ;Invisible
adLargeMeleeHit = $0000
adExplosionGenerator = $0000
adRockTrap = $0000
adEyeInvisible = $0000
adJormungandr = $0000
adGenerator = $0000
actDispTblLo: dc.b <adPlayer
dc.b <adItem
dc.b <adMeleeHit
dc.b <adLargeMeleeHit
dc.b <adSmokeTrail
dc.b <adBullet
dc.b <adShotgunBullet
dc.b <adRifleBullet
dc.b <adFlame
dc.b <adEMP
dc.b <adLaser
dc.b <adPlasma
dc.b <adLauncherGrenade
dc.b <adGrenade
dc.b <adRocket
dc.b <adMine
dc.b <adExplosion
dc.b <adSmokeTrail
dc.b <adWaterSplash
dc.b <adSmallSplash
dc.b <adObjectMarker
dc.b <adSpeechBubble
dc.b <adExplosionGenerator
dc.b <adSmallDroid
dc.b <adLargeDroid
dc.b <adExplosionGenerator
dc.b <adFlyingCraft
dc.b <adSmallWalker
dc.b <adSmallTank
dc.b <adFloatingMine
dc.b <adRollingMine
dc.b <adCeilingTurret
dc.b <adFire
dc.b <adSmokeCloud
dc.b <adRat
dc.b <adSpider
dc.b <adFly
dc.b <adBat
dc.b <adFish
dc.b <adRock
dc.b <adFireball
dc.b <adSteam
dc.b <adOrganicWalker
dc.b <adGuard
dc.b <adHeavyGuard
dc.b <adLightGuard
dc.b <adCombatRobot
dc.b <adCombatRobot
dc.b <adLargeWalker
dc.b <adScrapMetal
dc.b <adRockTrap
dc.b <adCpu
dc.b <adCpu
dc.b <adEyeInvisible
dc.b <adEye
dc.b <adJormungandr
dc.b <adLargeTank
dc.b <adHighWalker
dc.b <adGenerator
dc.b <adSecurityChief
dc.b <adRotorDrone
dc.b <adLargeSpider
dc.b <adAcid
dc.b <adSpiderChunk
dc.b <adGuard
dc.b <adThroneChief
dc.b <adSmallWalker
dc.b <adScientist1
dc.b <adScientist2
dc.b <adScientist3
dc.b <adHacker
dc.b <adHazmat
dc.b <adCombatRobot
dc.b <adEndingSprites
dc.b <adRotorDrone
actDispTblHi: dc.b >adPlayer
dc.b >adItem
dc.b >adMeleeHit
dc.b >adLargeMeleeHit
dc.b >adSmokeTrail
dc.b >adBullet
dc.b >adShotgunBullet
dc.b >adRifleBullet
dc.b >adFlame
dc.b >adEMP
dc.b >adLaser
dc.b >adPlasma
dc.b >adLauncherGrenade
dc.b >adGrenade
dc.b >adRocket
dc.b >adMine
dc.b >adExplosion
dc.b >adSmokeTrail
dc.b >adWaterSplash
dc.b >adSmallSplash
dc.b >adObjectMarker
dc.b >adSpeechBubble
dc.b >adExplosionGenerator
dc.b >adSmallDroid
dc.b >adLargeDroid
dc.b >adExplosionGenerator
dc.b >adFlyingCraft
dc.b >adSmallWalker
dc.b >adSmallTank
dc.b >adFloatingMine
dc.b >adRollingMine
dc.b >adCeilingTurret
dc.b >adFire
dc.b >adSmokeCloud
dc.b >adRat
dc.b >adSpider
dc.b >adFly
dc.b >adBat
dc.b >adFish
dc.b >adRock
dc.b >adFireball
dc.b >adSteam
dc.b >adOrganicWalker
dc.b >adGuard
dc.b >adHeavyGuard
dc.b >adLightGuard
dc.b >adCombatRobot
dc.b >adCombatRobot
dc.b >adLargeWalker
dc.b >adScrapMetal
dc.b >adRockTrap
dc.b >adCpu
dc.b >adCpu
dc.b >adEyeInvisible
dc.b >adEye
dc.b >adJormungandr
dc.b >adLargeTank
dc.b >adHighWalker
dc.b >adGenerator
dc.b >adSecurityChief
dc.b >adRotorDrone
dc.b >adLargeSpider
dc.b >adAcid
dc.b >adSpiderChunk
dc.b >adGuard
dc.b >adThroneChief
dc.b >adSmallWalker
dc.b >adScientist1
dc.b >adScientist2
dc.b >adScientist3
dc.b >adHacker
dc.b >adHazmat
dc.b >adCombatRobot
dc.b >adEndingSprites
dc.b >adRotorDrone
adPlayer: dc.b HUMANOID ;Number of sprites
adPlayerBottomSprFile:
dc.b C_PLAYER_BOTTOM ;Lower part spritefile number
dc.b 0 ;Lower part base spritenumber
dc.b 0 ;Lower part base index into the frametable
dc.b 32 ;Lower part left frame add
adPlayerTopSprFile:
dc.b C_PLAYER_TOP ;Upper part spritefile number
dc.b 0 ;Upper part base spritenumber
dc.b 0 ;Upper part base index into the frametable
dc.b 39 ;Upper part left frame add
adItem: dc.b ONESPRITE ;Number of sprites
dc.b C_ITEM ;Spritefile number
dc.b 0 ;Left frame add
dc.b 38 ;Number of frames
itemFrames: dc.b 0,0,1,2,3,4,5,6,7,8,9,10 ;Frametable (first all frames of sprite1, then sprite2)
dc.b 11,12,13,14,22,15,16,17,18
dc.b 19,23,24,25,26,29,20,20,20,20,20,20,20,20,20,20,21
dc.b 28,30,27
adBullet: dc.b ONESPRITE ;Number of sprites
dc.b C_COMMON ;Spritefile number
dc.b 0 ;Left frame add
dc.b 20 ;Number of frames
dc.b 8,9,10,11,12 ;Frametable (first all frames of sprite1, then sprite2)
dc.b 8,$80+9,$80+10,$80+11,12
dc.b 5,6,7,$80+6,5
dc.b 5,$80+6,7,6,5
adShotgunBullet:dc.b ONESPRITE ;Number of sprites
dc.b C_COMMON ;Spritefile number
dc.b 0 ;Left frame add
dc.b 14 ;Number of frames
dc.b 8,9,10,11,12 ;Frametable (first all frames of sprite1, then sprite2)
dc.b 8,$80+9,$80+10,$80+11,12
dc.b 14,15,16,17
adRifleBullet: dc.b ONESPRITE ;Number of sprites
dc.b C_COMMON ;Spritefile number
dc.b 0 ;Left frame add
dc.b 20 ;Number of frames
dc.b 18,19,20,21,22 ;Frametable (first all frames of sprite1, then sprite2)
dc.b 18,$80+19,$80+20,$80+21,22
dc.b 5,6,7,$80+6,5
dc.b 5,$80+6,7,6,5
adFlame: dc.b ONESPRITEDIRECT ;Number of sprites
dc.b C_COMMON ;Spritefile number
dc.b 23 ;Base spritenumber
adEMP: dc.b ONESPRITEDIRECT ;Number of sprites
dc.b C_COMMON ;Spritefile number
dc.b 37 ;Base spritenumber
adLaser: dc.b ONESPRITE ;Number of sprites
dc.b C_COMMON ;Spritefile number
dc.b 0 ;Left frame add
dc.b 12 ;Number of frames
dc.b 41,42,43,$80+42,41 ;Frametable (first all frames of sprite1, then sprite2)
dc.b 41,$80+42,43,42,41
dc.b 61,$80+61
adPlasma: dc.b ONESPRITEDIRECT ;Number of sprites
dc.b C_COMMON ;Spritefile number
dc.b 44 ;Base spritenumber
adLauncherGrenade:
dc.b ONESPRITEDIRECT ;Number of sprites
dc.b C_COMMON ;Spritefile number
dc.b 27 ;Base spritenumber
adGrenade: dc.b ONESPRITEDIRECT ;Number of sprites
dc.b C_COMMON ;Spritefile number
dc.b 13 ;Base spritenumber
adRocket: dc.b ONESPRITE ;Number of sprites
dc.b C_COMMON ;Spritefile number
dc.b 0 ;Left frame add
dc.b 10 ;Number of frames
dc.b 30,31,32,33,34 ;Frametable (first all frames of sprite1, then sprite2)
dc.b 30,$80+31,$80+32,$80+33,34
adMine: dc.b ONESPRITEDIRECT ;Number of sprites
dc.b C_COMMON ;Spritefile number
dc.b 55 ;Base spritenumber
adExplosion: dc.b ONESPRITEDIRECT ;Number of sprites
dc.b C_COMMON ;Spritefile number
dc.b 0 ;Base spritenumber
adSmokeTrail: dc.b ONESPRITEDIRECT ;Number of sprites
dc.b C_COMMON ;Spritefile number
dc.b 35 ;Base spritenumber
adWaterSplash: dc.b ONESPRITEDIRECT ;Number of sprites
dc.b C_COMMON ;Spritefile number
dc.b 45 ;Base spritenumber
adSmallSplash: dc.b ONESPRITEDIRECT ;Number of sprites
dc.b C_COMMON ;Spritefile number
dc.b 50 ;Base spritenumber
adObjectMarker: dc.b ONESPRITEDIRECT ;Number of sprites
dc.b C_COMMON ;Spritefile number
dc.b 53 ;Base spritenumber
adSpeechBubble: dc.b ONESPRITEDIRECT ;Number of sprites
dc.b C_COMMON ;Spritefile number
dc.b 54 ;Base spritenumber
adSmallDroid: dc.b ONESPRITEDIRECT ;Number of sprites
dc.b C_SMALLROBOTS ;Spritefile number
dc.b 0 ;Base spritenumber
adLargeDroid: dc.b ONESPRITEDIRECT ;Number of sprites
dc.b C_SMALLROBOTS ;Spritefile number
dc.b 3 ;Base spritenumber
adFlyingCraft: dc.b ONESPRITE ;Number of sprites
dc.b C_SMALLROBOTS ;Spritefile number
dc.b 0 ;Left frame add
dc.b 5 ;Number of frames
dc.b $80+6,$80+7,8,7,6
adSmallWalker: dc.b ONESPRITE ;Number of sprites
dc.b C_MEDIUMROBOTS ;Spritefile number
dc.b LEFTFRAME_FLIP ;Left frame add
dc.b 12 ;Number of frames
dc.b 1,0,1,2,1,0,1,2,1,3,3,1
adSmallTank: dc.b HUMANOID ;Number of sprites
dc.b C_MEDIUMROBOTS ;Lower part spritefile number
dc.b 4 ;Lower part base spritenumber
dc.b 64 ;Lower part base index into the frametable
dc.b 3 ;Lower part left frame add
dc.b C_MEDIUMROBOTS ;Upper part spritefile number
dc.b 7 ;Upper part base spritenumber
dc.b 78 ;Upper part base index into the frametable
dc.b 4 ;Upper part left frame add
adFloatingMine: dc.b ONESPRITE ;Number of sprites
dc.b C_HAZARDS2 ;Spritefile number
dc.b 0 ;Left frame add
dc.b 4 ;Number of frames
dc.b 3,4,5,4
adRollingMine: dc.b ONESPRITEDIRECT ;Number of sprites
dc.b C_HAZARDS2 ;Spritefile number
dc.b 6 ;Base spritenumber
adCeilingTurret:dc.b ONESPRITEDIRECT ;Number of sprites
dc.b C_SMALLROBOTS ;Spritefile number
dc.b 9 ;Base spritenumber
adFire: dc.b ONESPRITEDIRECT ;Number of sprites
dc.b C_HAZARDS ;Spritefile number
dc.b 0 ;Base spritenumber
adSmokeCloud: dc.b ONESPRITEDIRECT ;Number of sprites
dc.b C_HAZARDS ;Spritefile number
dc.b 4 ;Base spritenumber
adRat: dc.b ONESPRITE ;Number of sprites
dc.b C_HAZARDS ;Spritefile number
dc.b LEFTFRAME_FLIP ;Left frame add
dc.b 14 ;Number of frames
dc.b 13,12,13,14,13,12,13,14,13,15,15,15,16,17
adSpider: dc.b ONESPRITE ;Number of sprites
dc.b C_ANIMALS ;Spritefile number
dc.b LEFTFRAME_FLIP ;Left frame add
dc.b 5 ;Number of frames
dc.b 5,6,7,8,9
adFly: dc.b ONESPRITEDIRECT ;Number of sprites
dc.b C_ANIMALS ;Spritefile number
dc.b 17 ;Base spritenumber
adBat: dc.b ONESPRITE ;Number of sprites
dc.b C_ANIMALS ;Spritefile number
dc.b LEFTFRAME_FLIP ;Left frame add
dc.b 7 ;Number of frames
dc.b 0,1,2,3,2,1,4
adFish: dc.b ONESPRITE ;Number of sprites
dc.b C_ANIMALS ;Spritefile number
dc.b LEFTFRAME_FLIP ;Left frame add
dc.b 4 ;Number of frames
dc.b 10,11
adRock: dc.b ONESPRITEDIRECT ;Number of sprites
dc.b C_HAZARDS2 ;Spritefile number
dc.b 0 ;Base spritenumber
adFireball: dc.b ONESPRITE ;Number of sprites
dc.b C_HIGHWALKER ;Spritefile number
dc.b 0 ;Left frame add
dc.b 4 ;Number of frames
dc.b 10,11,12,11
adSteam: dc.b ONESPRITE ;Number of sprites
dc.b C_HAZARDS ;Spritefile number
dc.b LEFTFRAME_FLIP ;Left frame add
dc.b 3 ;Number of frames
dc.b 8,9,10,11
adOrganicWalker:dc.b ONESPRITE ;Number of sprites
dc.b C_ANIMALS ;Spritefile number
dc.b LEFTFRAME_FLIP ;Left frame add
dc.b 14 ;Number of frames
dc.b 13,12,13,14,13,12,13,14,13,15,15,13,12,16
adGuard: dc.b HUMANOID ;Number of sprites
dc.b C_GUARD ;Lower part spritefile number
dc.b 15 ;Lower part base spritenumber
dc.b 0 ;Lower part base index into the frametable
dc.b 32 ;Lower part left frame add
dc.b C_GUARD ;Upper part spritefile number
dc.b 0 ;Upper part base spritenumber
dc.b 0 ;Upper part base index into the frametable
dc.b 39 ;Upper part left frame add
adHeavyGuard: dc.b HUMANOID ;Number of sprites
dc.b C_HEAVYGUARD ;Lower part spritefile number
dc.b 15 ;Lower part base spritenumber
dc.b 0 ;Lower part base index into the frametable
dc.b 32 ;Lower part left frame add
dc.b C_HEAVYGUARD ;Upper part spritefile number
dc.b 0 ;Upper part base spritenumber
dc.b 0 ;Upper part base index into the frametable
dc.b 39 ;Upper part left frame add
adLightGuard: dc.b HUMANOID ;Number of sprites
dc.b C_GUARD ;Lower part spritefile number
dc.b 15 ;Lower part base spritenumber
dc.b 0 ;Lower part base index into the frametable
dc.b 32 ;Lower part left frame add
dc.b C_GUARD ;Upper part spritefile number
dc.b 31 ;Upper part base spritenumber
dc.b 0 ;Upper part base index into the frametable
dc.b 39 ;Upper part left frame add
adCombatRobot: dc.b HUMANOID ;Number of sprites
dc.b C_COMBATROBOT ;Lower part spritefile number
dc.b 15 ;Lower part base spritenumber
dc.b 0 ;Lower part base index into the frametable
dc.b 32 ;Lower part left frame add
dc.b C_COMBATROBOT ;Upper part spritefile number
dc.b 0 ;Upper part base spritenumber
dc.b 0 ;Upper part base index into the frametable
dc.b 39 ;Upper part left frame add
adLargeWalker: dc.b FOURSPRITE ;Number of sprites
dc.b C_LARGEWALKER ;Spritefile number
dc.b 4 ;Left frame add
dc.b 8 ;Number of frames
dc.b 0,1,2,1,$80+0,$80+1,$80+2,$80+1
dc.b 3,4,5,4,$80+3,$80+4,$80+5,$80+4
dc.b 6,6,6,6,$80+6,$80+6,$80+6,$80+6
dc.b 7,8,9,8,$80+7,$80+8,$80+9,$80+8
adScrapMetal: dc.b ONESPRITEDIRECT ;Number of sprites
dc.b C_COMMON ;Spritefile number
dc.b 57 ;Base spritenumber
adCpu: dc.b ONESPRITEDIRECT ;Number of sprites
dc.b C_SERVER ;Spritefile number
dc.b 0 ;Base spritenumber
adEye: dc.b ONESPRITEDIRECT ;Number of sprites
dc.b C_SERVER ;Spritefile number
dc.b 1 ;Base spritenumber
adLargeTank: dc.b FOURSPRITE ;Number of sprites
dc.b C_LARGETANK ;Spritefile number
dc.b 4 ;Left frame add
dc.b 8 ;Number of frames
dc.b 2,1,0,8,$80+0,$80+2,$80+1,$80+8
dc.b 5,4,3,9,$80+3,$80+5,$80+4,$80+9
dc.b 6,6,6,10,$80+6,$80+6,$80+6,$80+10
dc.b 7,7,7,11,$80+7,$80+7,$80+7,$80+11
adHighWalker: dc.b THREESPRITE ;Number of sprites
dc.b C_HIGHWALKER ;Spritefile number
dc.b 4 ;Left frame add
dc.b 8 ;Number of frames
dc.b 6,7,8,9,$80+6,$80+7,$80+8,$80+9
dc.b 2,3,4,5,$80+2,$80+3,$80+4,$80+5
dc.b 0,0,1,1,$80+0,$80+0,$80+1,$80+1
adSecurityChief:dc.b HUMANOID ;Number of sprites
dc.b C_HEAVYGUARD ;Lower part spritefile number
dc.b 15 ;Lower part base spritenumber
dc.b 0 ;Lower part base index into the frametable
dc.b 32 ;Lower part left frame add
dc.b C_SECURITYCHIEF ;Upper part spritefile number
dc.b 0 ;Upper part base spritenumber
dc.b 0 ;Upper part base index into the frametable
dc.b 39 ;Upper part left frame add
adRotorDrone: dc.b TWOSPRITE ;Number of sprites
dc.b C_ROTORDRONE ;Spritefile number
dc.b 0 ;Left frame add
dc.b 1 ;Number of frames
adRotorDroneFrames:
dc.b 0
dc.b 2
adLargeSpider: dc.b FIVESPRITE ;Number of sprites
dc.b C_LARGESPIDER ;Spritefile number
dc.b 4 ;Left frame add
dc.b 8 ;Number of frames
dc.b 7,10,13,13,$80+10,$80+7,$80+13,$80+13
dc.b 6,9,12,12,$80+9,$80+6,$80+12,$80+12
dc.b 0,2,4,4,$80+2,$80+0,$80+4,$80+4
dc.b 1,3,5,5,$80+3,$80+1,$80+5,$80+5
dc.b 8,11,14,15,$80+11,$80+8,$80+14,$80+15
adAcid: dc.b ONESPRITEDIRECT ;Number of sprites
dc.b C_LARGESPIDER ;Spritefile number
dc.b 16 ;Base spritenumber
adSpiderChunk: dc.b ONESPRITEDIRECT ;Number of sprites
dc.b C_LARGESPIDER ;Spritefile number
dc.b 20 ;Base spritenumber
adThroneChief: dc.b TWOSPRITE ;Number of sprites
dc.b C_GUARD ;Spritefile number
dc.b 0 ;Left frame add
dc.b 1 ;Number of frames
dc.b 44
dc.b 43
adScientist1: dc.b HUMANOID ;Number of sprites
dc.b C_SCIENTIST ;Lower part spritefile number
dc.b 16 ;Lower part base spritenumber
dc.b 0 ;Lower part base index into the frametable
dc.b 32 ;Lower part left frame add
dc.b C_SCIENTIST ;Upper part spritefile number
dc.b 0 ;Upper part base spritenumber
dc.b 0 ;Upper part base index into the frametable
dc.b 39 ;Upper part left frame add
adScientist2: dc.b HUMANOID ;Number of sprites
dc.b C_SCIENTIST ;Lower part spritefile number
dc.b 16 ;Lower part base spritenumber
dc.b 0 ;Lower part base index into the frametable
dc.b 32 ;Lower part left frame add
dc.b C_SCIENTIST ;Upper part spritefile number
dc.b 4 ;Upper part base spritenumber
dc.b 0 ;Upper part base index into the frametable
dc.b 39 ;Upper part left frame add
adScientist3: dc.b HUMANOID ;Number of sprites
dc.b C_SCIENTIST ;Lower part spritefile number
dc.b 16 ;Lower part base spritenumber
dc.b 0 ;Lower part base index into the frametable
dc.b 32 ;Lower part left frame add
dc.b C_SCIENTIST ;Upper part spritefile number
dc.b 29 ;Upper part base spritenumber
dc.b 0 ;Upper part base index into the frametable
dc.b 39 ;Upper part left frame add
adHacker: dc.b HUMANOID ;Number of sprites
dc.b C_HACKER ;Lower part spritefile number
dc.b 15 ;Lower part base spritenumber
dc.b 0 ;Lower part base index into the frametable
dc.b 32 ;Lower part left frame add
dc.b C_HACKER ;Upper part spritefile number
dc.b 0 ;Upper part base spritenumber
dc.b 0 ;Upper part base index into the frametable
dc.b 39 ;Upper part left frame add
adHazmat: dc.b HUMANOID ;Number of sprites
dc.b C_HAZMAT ;Lower part spritefile number
dc.b 3 ;Lower part base spritenumber
dc.b 0 ;Lower part base index into the frametable
dc.b 32 ;Lower part left frame add
dc.b C_HAZMAT ;Upper part spritefile number
dc.b 0 ;Upper part base spritenumber
dc.b 0 ;Upper part base index into the frametable
dc.b 39 ;Upper part left frame add
adEndingSprites:dc.b ONESPRITEDIRECT ;Number of sprites
dc.b C_ENDING ;Spritefile number
dc.b 0 ;Base spritenumber
; Actor logic data
actLogicTblLo: dc.b <alPlayer
dc.b <alItem
dc.b <alMeleeHit
dc.b <alLargeMeleeHit
dc.b <alPowder
dc.b <alBullet
dc.b <alShotgunBullet
dc.b <alBullet
dc.b <alFlame
dc.b <alEMP
dc.b <alLaser
dc.b <alPlasma
dc.b <alLauncherGrenade
dc.b <alGrenade
dc.b <alRocket
dc.b <alMine
dc.b <alExplosion
dc.b <alSmokeTrail
dc.b <alWaterSplash
dc.b <alSmallSplash
dc.b <alObjectMarker
dc.b <alSpeechBubble
dc.b <alExplosionGenerator
dc.b <alSmallDroid
dc.b <alLargeDroid
dc.b <alExplosionGeneratorRising
dc.b <alFlyingCraft
dc.b <alSmallWalker
dc.b <alSmallTank
dc.b <alFloatingMine
dc.b <alRollingMine
dc.b <alCeilingTurret
dc.b <alFire
dc.b <alSmokeCloud
dc.b <alRat
dc.b <alSpider
dc.b <alFly
dc.b <alBat
dc.b <alFish
dc.b <alRock
dc.b <alFireball
dc.b <alSteam
dc.b <alOrganicWalker
dc.b <alGuard
dc.b <alHeavyGuard
dc.b <alLightGuard
dc.b <alCombatRobot
dc.b <alCombatRobotFast
dc.b <alLargeWalker
dc.b <alScrapMetal
dc.b <alRockTrap
dc.b <alCpu
dc.b <alSuperCpu
dc.b <alEyeInvisible
dc.b <alEye
dc.b <alJormungandr
dc.b <alLargeTank
dc.b <alHighWalker
dc.b <alGenerator
dc.b <alSecurityChief
dc.b <alRotorDrone
dc.b <alLargeSpider
dc.b <alAcid
dc.b <alScrapMetal
dc.b <alArmorer
dc.b <alDoNothing
dc.b <alMediumWalker
dc.b <alScientist1
dc.b <alScientist23
dc.b <alScientist23
dc.b <alHacker
dc.b <alScientist23
dc.b <alCombatRobotSaboteur
dc.b <alDoNothing
dc.b <alDoNothing
actLogicTblHi: dc.b >alPlayer
dc.b >alItem
dc.b >alMeleeHit
dc.b >alLargeMeleeHit
dc.b >alPowder
dc.b >alBullet
dc.b >alShotgunBullet
dc.b >alBullet
dc.b >alFlame
dc.b >alEMP
dc.b >alLaser
dc.b >alPlasma
dc.b >alLauncherGrenade
dc.b >alGrenade
dc.b >alRocket
dc.b >alMine
dc.b >alExplosion
dc.b >alSmokeTrail
dc.b >alWaterSplash
dc.b >alSmallSplash
dc.b >alObjectMarker
dc.b >alSpeechBubble
dc.b >alExplosionGenerator
dc.b >alSmallDroid
dc.b >alLargeDroid
dc.b >alExplosionGeneratorRising
dc.b >alFlyingCraft
dc.b >alSmallWalker
dc.b >alSmallTank
dc.b >alFloatingMine
dc.b >alRollingMine
dc.b >alCeilingTurret
dc.b >alFire
dc.b >alSmokeCloud
dc.b >alRat
dc.b >alSpider
dc.b >alFly
dc.b >alBat
dc.b >alFish
dc.b >alRock
dc.b >alFireball
dc.b >alSteam
dc.b >alOrganicWalker
dc.b >alGuard
dc.b >alHeavyGuard
dc.b >alLightGuard
dc.b >alCombatRobot
dc.b >alCombatRobotFast
dc.b >alLargeWalker
dc.b >alScrapMetal
dc.b >alRockTrap
dc.b >alCpu
dc.b >alSuperCpu
dc.b >alEyeInvisible
dc.b >alEye
dc.b >alJormungandr
dc.b >alLargeTank
dc.b >alHighWalker
dc.b >alGenerator
dc.b >alSecurityChief
dc.b >alRotorDrone
dc.b >alLargeSpider
dc.b >alAcid
dc.b >alScrapMetal
dc.b >alArmorer
dc.b >alDoNothing
dc.b >alMediumWalker
dc.b >alScientist1
dc.b >alScientist23
dc.b >alScientist23
dc.b >alHacker
dc.b >alScientist23
dc.b >alCombatRobotSaboteur
dc.b >alDoNothing
dc.b >alDoNothing
alPlayer: dc.w MovePlayer ;Update routine
dc.b GRP_HEROES|AF_ORGANIC|AF_NOREMOVECHECK|AF_INITONLYSIZE ;Actor flags
dc.b 8 ;Horizontal size
dc.b 34 ;Size up
dc.b 0 ;Size down
dc.w HumanDeath ;Destroy routine
dc.b HP_PLAYER ;Initial health
plrDmgModify: dc.b NO_MODIFY ;Damage modifier
dc.w 0 ;Score from kill
dc.b AIMODE_IDLE ;AI mode when spawned randomly
dc.b ITEM_NONE ;Itemdrop type or item override
dc.b $ff ;AI offense random AND-value
dc.b $ff ;AI defense probability
dc.b $ff ;Attack directions
dc.b AMF_JUMP|AMF_DUCK|AMF_CLIMB|AMF_ROLL|AMF_WALLFLIP|AMF_FALLDAMAGE ;Move flags
dc.b 4*8 ;Max. movement speed
plrGroundAcc: dc.b INITIAL_GROUNDACC ;Ground movement acceleration
plrInAirAcc: dc.b INITIAL_INAIRACC ;In air movement acceleration
dc.b 8 ;Gravity acceleration
dc.b 4 ;Long jump gravity acceleration
plrGroundBrake:dc.b INITIAL_GROUNDBRAKE+1 ;Ground braking
dc.b -4 ;Height in chars for headbump check (negative)
plrJumpSpeed: dc.b -INITIAL_JUMPSPEED ;Jump initial speed (negative)
plrClimbSpeed: dc.b INITIAL_CLIMBSPEED ;Climbing speed
alItem: dc.w MoveItem ;Update routine
dc.b AF_INITONLYSIZE ;Actor flags
dc.b 8 ;Horizontal size
dc.b 7 ;Size up
dc.b 0 ;Size down
alMeleeHit: dc.w MoveMeleeHit ;Update routine
dc.b AF_INITONLYSIZE ;Actor flags
dc.b 5 ;Horizontal size
dc.b 3 ;Size up
dc.b 3 ;Size down
alLargeMeleeHit:dc.w MoveMeleeHit ;Update routine
dc.b AF_INITONLYSIZE ;Actor flags
dc.b 8 ;Horizontal size
dc.b 3 ;Size up
dc.b 3 ;Size down
alPowder: dc.w MovePowder ;Update routine
dc.b AF_INITONLYSIZE ;Actor flags
dc.b 1 ;Horizontal size
dc.b 3 ;Size up
dc.b 3 ;Size down
alBullet: dc.w MoveBulletMuzzleFlash ;Update routine
dc.b AF_INITONLYSIZE ;Actor flags
dc.b 2 ;Horizontal size
dc.b 1 ;Size up
dc.b 1 ;Size down
alShotgunBullet:dc.w MoveShotgunBullet ;Update routine
dc.b AF_INITONLYSIZE ;Actor flags
dc.b 3 ;Horizontal size
dc.b 3 ;Size up
dc.b 3 ;Size down
alFlame: dc.w MoveFlame ;Update routine
dc.b AF_INITONLYSIZE ;Actor flags
dc.b 5 ;Horizontal size
dc.b 5 ;Size up
dc.b 3 ;Size down
alEMP: dc.w MoveEMP ;Update routine
dc.b AF_INITONLYSIZE ;Actor flags
dc.b 128 ;Horizontal size
dc.b 128 ;Size up
dc.b 128 ;Size down
alLaser: dc.w MoveBullet ;Update routine
dc.b AF_INITONLYSIZE ;Actor flags
dc.b 3 ;Horizontal size
dc.b 3 ;Size up
dc.b 3 ;Size down
alPlasma: dc.w MoveBullet ;Update routine
dc.b AF_INITONLYSIZE ;Actor flags
dc.b 6 ;Horizontal size
dc.b 5 ;Size up
dc.b 5 ;Size down
alLauncherGrenade:
dc.w MoveLauncherGrenade ;Update routine
dc.b AF_INITONLYSIZE ;Actor flags
dc.b 3 ;Horizontal size
dc.b 3 ;Size up
dc.b 3 ;Size down
alGrenade: dc.w MoveGrenade ;Update routine
dc.b AF_INITONLYSIZE ;Actor flags
dc.b 3 ;Horizontal size
dc.b 3 ;Size up
dc.b 3 ;Size down
alRocket: dc.w MoveRocket ;Update routine
dc.b AF_INITONLYSIZE ;Actor flags
dc.b 4 ;Horizontal size
dc.b 2 ;Size up
dc.b 2 ;Size down
alMine: dc.w MoveMine ;Update routine
dc.b AF_INITONLYSIZE ;Actor flags
dc.b 4 ;Horizontal size
dc.b 3 ;Size up
dc.b 0 ;Size down
alWaterSplash:
alExplosion: dc.w MoveExplosion ;Update routine
dc.b AF_INITONLYSIZE ;Actor flags
alSmokeTrail: dc.w MoveSmokeTrail ;Update routine
dc.b AF_INITONLYSIZE ;Actor flags
alSmallSplash: dc.w MoveSmallSplash ;Update routine
dc.b AF_INITONLYSIZE ;Actor flags
alObjectMarker: dc.w MoveObjectMarker ;Update routine
dc.b AF_INITONLYSIZE ;Actor flags
alSpeechBubble: dc.w MoveSpeechBubble ;Update routine
dc.b AF_INITONLYSIZE ;Actor flags
alExplosionGenerator:
dc.w MoveExplosionGenerator ;Update routine
dc.b AF_INITONLYSIZE ;Actor flags
alSmallDroid: dc.w MoveDroid ;Update routine
dc.b GRP_ENEMIES|AF_NOWEAPON ;Actor flags
dc.b 6 ;Horizontal size
dc.b 6 ;Size up
dc.b 6 ;Size down
dc.w ExplodeEnemy ;Destroy routine
dc.b HP_SMALLDROID ;Initial health
dc.b NO_MODIFY ;Damage modifier
dc.w 25 ;Score from kill
dc.b AIMODE_FLYER ;AI mode when spawned randomly
dc.b DROP_BATTERY|DROP_PARTS ;Itemdrop type or item override
dc.b $09 ;AI offense AND-value
dc.b $10 ;AI defense probability
dc.b AB_ALL ;Attack directions
dc.b 3*8 ;Horiz max movement speed
dc.b 1 ;Horiz acceleration
dc.b 2*8-2 ;Vert max movement speed
dc.b 1 ;Vert acceleration
dc.b 0 ;Horiz obstacle check offset
dc.b 1 ;Vert obstacle check offset
alLargeDroid: dc.w MoveDroid ;Update routine
dc.b GRP_ENEMIES|AF_NOWEAPON|AF_NOREMOVECHECK ;Actor flags
dc.b 9 ;Horizontal size
dc.b 8 ;Size up
dc.b 8 ;Size down
dc.w ExplodeEnemy2_8 ;Destroy routine
dc.b HP_LARGEDROID ;Initial health
dc.b NO_MODIFY ;Damage modifier
dc.w 75 ;Score from kill
dc.b AIMODE_FLYER ;AI mode when spawned randomly
dc.b DROP_BATTERY|DROP_PARTS ;Itemdrop type or item override
dc.b $0b ;AI offense AND-value
dc.b $10 ;AI defense probability
dc.b AB_ALL ;Attack directions
dc.b 4*8 ;Horiz max movement speed
dc.b 2 ;Horiz acceleration
dc.b 2*8 ;Vert max movement speed
dc.b 1 ;Vert acceleration
dc.b 0 ;Horiz obstacle check offset
dc.b 1 ;Vert obstacle check offset
alFlyingCraft: dc.w MoveFlyingCraft ;Update routine
dc.b GRP_ENEMIES|AF_NOWEAPON ;Actor flags
dc.b 11 ;Horizontal size
dc.b 8 ;Size up
dc.b 7 ;Size down
dc.w DestroyFlyingCraft ;Destroy routine
dc.b HP_FLYINGCRAFT ;Initial health
dc.b NO_MODIFY ;Damage modifier
dc.w 65 ;Score from kill
dc.b AIMODE_FLYER ;AI mode when spawned randomly
dc.b DROP_BATTERY|DROP_PARTS ;Itemdrop type or item override
dc.b $0f ;AI offense AND-value
dc.b $10 ;AI defense probability
dc.b AB_HORIZONTAL|AB_DIAGONALDOWN ;Attack directions
dc.b 5*8 ;Horiz max movement speed
dc.b 3 ;Horiz acceleration
dc.b 2*8 ;Vert max movement speed
dc.b 2 ;Vert acceleration
dc.b 1 ;Horiz obstacle check offset
dc.b 1 ;Vert obstacle check offset
alSmallWalker: dc.w MoveWalker ;Update routine
dc.b GRP_ENEMIES|AF_NOWEAPON ;Actor flags
dc.b 12 ;Horizontal size
dc.b 21 ;Size up
dc.b 0 ;Size down
dc.w ExplodeEnemy2_8_Ofs10 ;Destroy routine
dc.b HP_SMALLWALKER ;Initial health
dc.b NO_MODIFY ;Damage modifier
dc.w 45 ;Score from kill
dc.b AIMODE_MOVER ;AI mode when spawned randomly
dc.b DROP_BATTERY|DROP_PARTS ;Itemdrop type or item override
dc.b $07 ;AI offense AND-value
dc.b $10 ;AI defense probability
dc.b AB_HORIZONTAL ;Attack directions
dc.b AMF_JUMP ;Move flags
dc.b 3*8 ;Max. movement speed
dc.b 6 ;Ground movement acceleration
dc.b 2 ;In air movement acceleration
dc.b 6 ;Gravity acceleration
dc.b 6 ;Long jump gravity acceleration
dc.b 8 ;Ground braking
dc.b -3 ;Height in chars for headbump check (negative)
dc.b -6*8 ;Jump initial speed (negative)
alSmallTank: dc.w MoveTank ;Update routine
dc.b GRP_ENEMIES|AF_NOWEAPON ;Actor flags
dc.b 12 ;Horizontal size
dc.b 22 ;Size up
dc.b 0 ;Size down
dc.w ExplodeEnemy2_8_Ofs10 ;Destroy routine
dc.b HP_SMALLTANK ;Initial health
dc.b NO_MODIFY ;Damage modifier
dc.w 75 ;Score from kill
dc.b AIMODE_BERZERK ;AI mode when spawned randomly
dc.b DROP_BATTERY|DROP_PARTS ;Itemdrop type or item override
dc.b $07 ;AI offense AND-value
dc.b $10 ;AI defense probability
dc.b AB_HORIZONTAL|AB_DIAGONALUP|AB_UP ;Attack directions
dc.b AMF_CUSTOMANIMATION ;Move flags
dc.b 3*8+4 ;Max. movement speed
dc.b 4 ;Ground movement acceleration
dc.b 0 ;In air movement acceleration
dc.b 8 ;Gravity acceleration
dc.b 8 ;Long jump gravity acceleration
dc.b 4 ;Ground braking
dc.b -3 ;Height in chars for headbump check (negative)
alFloatingMine: dc.w MoveFloatingMine ;Update routine
dc.b GRP_ENEMIES|AF_NOWEAPON ;Actor flags
dc.b 6 ;Horizontal size
dc.b 5 ;Size up
dc.b 5 ;Size down
dc.w ExplodeEnemy ;Destroy routine
dc.b HP_FLOATINGMINE ;Initial health
dc.b NO_MODIFY ;Damage modifier
dc.w 25 ;Score from kill
dc.b AIMODE_FLYER ;AI mode when spawned randomly
dc.b DROP_NOTHING ;Itemdrop type or item override
dc.b $00 ;AI offense AND-value
dc.b $00 ;AI defense probability
dc.b AB_NONE ;Attack directions
dc.b 2*8 ;Horiz max movement speed
dc.b 1 ;Horiz acceleration