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main.s
84 lines (64 loc) · 2.43 KB
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main.s
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SHOW_FREE_MEMORY = 0
SHOW_BATTERY = 0
SHOW_ACTOR_TIME = 0
SHOW_SPRITESORT_TIME = 0
SHOW_SCROLLWORK_TIME = 0
SHOW_PLAYROUTINE_TIME = 0
SHOW_LEVELUPDATE_TIME = 0
SHOW_SPRITEDEPACK_TIME = 0
DROP_ITEM_TEST = 0 ;Drop (D key) a copy of current item to test actor save
PURGE_TEST = 0 ;Purge (P key) the oldest chunk-file to test for memory use
AMMO_CHEAT = 0
ALLQUESTITEMS_CHEAT = 0
STARTITEM_CHEAT = 0 ;Start with weapon & parts instead of empty inventory
FILTER_UPGRADE_CHEAT = 0
UPGRADE_CHEAT = 0
GODMODE_CHEAT = 0 ;Whether health/battery cheat is on initially
CODE_CHEAT = 0 ;All codes all zeroes
SKIP_PLOT = 0 ;Various instant jumps to late game plot sequences
SKIP_PLOT2 = 0
ENDING_TEST = 0
; Memory configuration & loader symbols
include memory.s
include loadsym.s
; Aligned code
org loaderCodeEnd
include raster.s
; Non-aligned game code
randomAreaStart:
include screen.s
include sprite.s
include sound.s
include input.s
include file.s
include math.s
include panel.s
include script.s
include actor.s
include ai.s
include physics.s
include player.s
include enemy.s
include bullet.s
include weapon.s
include item.s
include level.s
randomAreaEnd:
; Disposable init part, overwritten by loadable script code
include init.s
; Non-aligned data
include sounddata.s
include paneldata.s
include aidata.s
include itemdata.s
include weapondata.s
include actordata.s
include text.s
; Aligned data & game state
include aligneddata.s
; Preloaded spritefiles that will never be purged
sprCommon: incbin sprcommon.dat
sprItem: incbin spritem.dat
sprWeapon: incbin sprweapon.dat
; Dynamic allocation area begin
fileAreaStart: