MAIN.SRC 11 KB

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  1. ************************************************************************
  2. * *
  3. * 044 [ART OF FIGHT] *
  4. * MAIN PROGRAM *
  5. * by S.OKADA from 91/09/03 Tue 11:55 *
  6. * *
  7. ************************************************************************
  8. XDEF USER,DEMO_END,COIN_SOUND
  9. XDEF INT1,INT2
  10. XDEF MAIN
  11. XDEF BEFOR_MAIN,AFTER_MAIN
  12. XDEF FIRST_WORK_INIT,SECOND_WORK_INIT
  13. XDEF LP_MAIN
  14. XREF ?A5
  15. ;by PAUSE
  16. XREF PAUSE
  17. ;by BACK
  18. XREF BACK2_SCROLL_WRITE
  19. ;by PHASE
  20. XREF PHASE_CTRL,PHASE_ALL_INIT
  21. ;by HERO
  22. INCLUDE HERO_TBL.INC
  23. ;by DUMMY
  24. XREF LM_AHO,PM_AHO,PM_HAKO,PM_MAN
  25. XREF LM_HAKO,PM_HAHEN,LM_HAHEN,PM_F_TREE
  26. XREF PM_F_TREE,LM_AHO,PM_AHO,LM_KUBIFURI
  27. XREF PM_KUBIFURI
  28. ;by DEMO_CML
  29. XREF PM_EASY,LM_EASY,MASTER_CHECK
  30. ;by BONUS
  31. XREF PM_ICE,PM_BEER
  32. ;by STORY
  33. XREF LM_PAL_ACT
  34. ;by GAME_DSP
  35. XREF PM_HERO_DISP,PM_FIGHT
  36. XREF LM_HITAREA,PM_HITAREA
  37. ;by BSEL
  38. XREF PM_MATO
  39. SECT GAME,,C
  40. INCLUDE SYS.INC
  41. INCLUDE MACRO.INC
  42. INCLUDE NEO_GEO.INC
  43. INCLUDE LABEL.INC
  44. INCLUDE EASY_MAC.INC
  45. INCLUDE SMACRO.INC
  46. INCLUDE SCODE.INC
  47. ;
  48. ; *** MAIN PROGRAM START ***
  49. ;
  50. ; system program user entry
  51. USER:
  52. LEA.L ?A5,A5
  53. MOVEQ.L #0,D0
  54. MOVE.B USER_REQUEST(A5),D0
  55. ADD.W D0,D0
  56. ADD.W D0,D0
  57. MOVE.L REQUEST_TABLE(PC,D0.W),A0
  58. JMP (A0)
  59. REQUEST_TABLE:
  60. DC.L POWER_ON
  61. DC.L SYSTEM_RETURN
  62. DC.L MAIN_INIT
  63. DC.L MAIN_INIT
  64. MAIN_INIT:
  65. JSR FIRST_WORK_INIT(PC)
  66. JSR PHASE_ALL_INIT(PC)
  67. JSR SECOND_WORK_INIT(PC)
  68. ;
  69. ; *** GAME MAIN LOOP ***
  70. ;
  71. MAIN:
  72. ADDQ.W #7,RANDOM_COUNT(A5)
  73. TST.B STOPPER(A5)
  74. BNE.S MAIN
  75. MOVE.B #1,STOPPER(A5)
  76. ADDQ.L #1,MAIN_COUNT(A5)
  77. CLR.L (A5)
  78. JSR PAUSE(PC)
  79. TST.W STOP_STEP(A5)
  80. BNE.S MAIN
  81. CLR.B LP_MAIN_RUN(A5)
  82. JSR BEFOR_MAIN(PC)
  83. JSR PHASE_CTRL(PC)
  84. JSR LP_MAIN(PC)
  85. JSR AFTER_MAIN(PC)
  86. JMP MAIN(PC)
  87. BEFOR_MAIN:
  88. BSR MAIN_SHADOW_ON
  89. BSR COIN_CHECK
  90. BSR RANDOM_LIST_MAKE
  91. RTS
  92. AFTER_MAIN:
  93. JSR.S COLOR_COMMAND
  94. BSR MAIN_SHADOW_OFF
  95. RTS
  96. CREDIT_DISP:
  97. TST.B MVS_FLAG(A5)
  98. BNE CREDIT_DISP_1
  99. MOVEQ.L #01010000B,D0
  100. AND.W PHASE(A5),D0
  101. BNE CREDIT_DISP_8
  102. LEA.L HOME_CREDIT(A5),A0
  103. MOVEQ.L #1,D1
  104. BRA CREDIT_DISP_3
  105. CREDIT_DISP_1:
  106. TST.B GAME_DIP+SD_CREDIT(A5) soft dip
  107. BNE CREDIT_DISP_8
  108. LEA.L CREDIT(A5),A0
  109. TST.W POWER_ON_ID(A5)
  110. BNE.S CREDIT_DISP_2 dev. rom
  111. LEA.L MVS_CREDIT,A0 mvs
  112. CREDIT_DISP_2:
  113. MOVEQ.L #0,D1
  114. CMP.B #1,COUNTRY_CODE(A5)
  115. BNE.S CREDIT_DISP_3
  116. MOVEQ.L #1,D1
  117. CREDIT_DISP_3:
  118. LEA.L LSPC_DATA,A2
  119. MOVE.W #20H,2(A2)
  120. MOVE.W #2F00H,D2
  121. TST.W D1
  122. BEQ CREDIT_DISP_4
  123. MOVE.W #7000H+20H*3+29,-2(A2)
  124. BSR CREDIT_DISP_5
  125. CREDIT_DISP_4:
  126. MOVE.W #7000H+20H*27+29,-2(A2)
  127. CREDIT_DISP_5:
  128. MOVEQ.L #8-1,D7
  129. LEA.L M_CREDIT(PC),A1
  130. CMP.B #2,(A0)
  131. BCS.S CREDIT_DISP_6
  132. LEA.L M_CREDITS(PC),A1
  133. CREDIT_DISP_6:
  134. MOVE.B (A1)+,D2
  135. MOVE.W D2,(A2)
  136. DBRA D7,CREDIT_DISP_6
  137. MOVE.B (A0),D0
  138. LSR.W #4,D0
  139. BSR CREDIT_DISP_7
  140. MOVE.B (A0)+,D0
  141. CREDIT_DISP_7:
  142. AND.W #0FH,D0
  143. MOVE.B CREDIT_BCD(PC,D0.W),D2
  144. MOVE.W D2,(A2)
  145. CREDIT_DISP_8:
  146. RTS
  147. CREDIT_BCD:
  148. DC.B 0F0H,0F1H,0F2H,0F3H,0F4H,0F5H,0F6H,0F7H,0F8H,0F9H
  149. M_CREDIT:
  150. DC.B 0E0H,0E1H,0E2H,0E3H,0E4H,0EBH,0EBH,0EBH
  151. M_CREDITS:
  152. DC.B 0E5H,0E6H,0E7H,0E8H,0E9H,0EAH,0EBH,0EBH
  153. RANDOM_LIST_MAKE:
  154. MOVEQ.L #2,D0
  155. ADD.B MAKE_RANDOM(A5),D0
  156. LEA.L RANDOM_BUFFER(A5),A0
  157. MOVE.W RANDOM_COUNT(A5),0(A0,D0.W)
  158. MOVE.B D0,MAKE_RANDOM(A5)
  159. RTS
  160. COIN_SOUND:
  161. ADDQ.W #1,COIN_COUNT
  162. RTS
  163. COIN_CHECK:
  164. TST.W COIN_COUNT(A5)
  165. BEQ.S COIN_CHECK_1
  166. CLR.W COIN_COUNT(A5)
  167. SOUND #S_COIN coin sound code
  168. COIN_CHECK_1:
  169. RTS
  170. MAIN_SHADOW_ON:
  171. BTST.B #MAIN_SHADOW,DEBUG_DIP2(A5)
  172. BEQ.S MAIN_SHADOW_ON_1
  173. MOVE.B D0,SHADOW_ON
  174. MAIN_SHADOW_ON_1:
  175. RTS
  176. MAIN_SHADOW_OFF:
  177. BTST.B #MAIN_SHADOW,DEBUG_DIP2(A5)
  178. BEQ.S MAIN_SHADOW_OFF_1
  179. MOVE.B D0,SHADOW_OFF
  180. MAIN_SHADOW_OFF_1:
  181. RTS
  182. SYS_RET:
  183. JMP SYSTEM_RETURN
  184. DEBUG_VALUE EQU 0F2H
  185. VERSION_VALUE EQU 0F0H
  186. POWER_ON:
  187. BSR POWER_ON_SUB
  188. JMP SYSTEM_RETURN
  189. POWER_ON_SUB:
  190. MOVE.W DEBUG_VALUE,DEBUG_DIP1(A5)
  191. MOVE.W VERSION_VALUE,VERSION(A5)
  192. CLR.W COIN_COUNT(A5)
  193. CLR.B DEMO_NUMBER(A5)
  194. BSR ALL_RANKING_INIT
  195. BSR TODAY_SET
  196. RTS
  197. TODAY_SET:
  198. TST.B MVS_FLAG(A5)
  199. BEQ.S TODAY_SET_HOME
  200. MOVE.L RANK_TL_S(A5),HI_SCORE(A5)
  201. JSR READ_CALENDAR
  202. LEA.L ?A5,A5
  203. MOVE.L DATE_TIME(A5),TODAY(A5)
  204. RTS
  205. TODAY_SET_HOME:
  206. MOVE.L RANK_TD_S(A5),HI_SCORE(A5)
  207. RTS
  208. TODAY_CHECK:
  209. TST.B MVS_FLAG(A5)
  210. BEQ.S TODAY_CHECK_1
  211. MOVE.L TODAY(A5),-(SP)
  212. JSR READ_CALENDAR
  213. LEA.L ?A5,A5
  214. MOVE.L (SP)+,D0
  215. CMP.L DATE_TIME(A5),D0
  216. BEQ.S TODAY_CHECK_1
  217. MOVE.L DATE_TIME(A5),TODAY(A5)
  218. BSR TODAY_RANKING_INIT
  219. TODAY_CHECK_1:
  220. RTS
  221. ALL_RANKING_INIT:
  222. LEA.L RANKING_DATA(PC),A0
  223. LEA.L RANK_TL_S(A5),A1
  224. MOVEQ.L #2*5*4-1,D7
  225. ARI_1:
  226. MOVE.L (A0)+,(A1)+
  227. DBRA D7,ARI_1
  228. RTS
  229. TODAY_RANKING_INIT:
  230. LEA.L RANKING_DATA_TODAY(PC),A0
  231. LEA.L RANK_TD_S(A5),A1
  232. MOVEQ.L #2*5*2-1,D7
  233. TRI_1:
  234. MOVE.L (A0)+,(A1)+
  235. DBRA D7,TRI_1
  236. RTS
  237. RANKING_DATA:
  238. ;story total
  239. DC.L 199200H,'AGT '
  240. DC.L 173200H,'SQ3 '
  241. DC.L 141400H,'SQ2 '
  242. DC.L 101010H,'42D '
  243. DC.L 081880H,'NEO '
  244. RANKING_DATA_TODAY:
  245. ;story today
  246. DC.L 141400H,'SQ2 '
  247. DC.L 101010H,'42D '
  248. DC.L 081880H,'NEO '
  249. DC.L 068000H,'12M '
  250. DC.L 040010H,'CPU '
  251. ;vs today
  252. DC.L 000008H,'SNK '
  253. DC.L 000007H,'E#K '
  254. DC.L 000006H,'GUS '
  255. DC.L 000005H,'H#M '
  256. DC.L 000004H,'A#G '
  257. ;vs total
  258. DC.L 000010H,'TEN '
  259. DC.L 000009H,'NIN '
  260. DC.L 000008H,'SNK '
  261. DC.L 000007H,'E#K '
  262. DC.L 000006H,'GUS '
  263. DEMO_END:
  264. BCLR.B #7,SYSTEM_MODE
  265. MOVEQ.L #0,D0
  266. LEA.L 100000H,A0
  267. MOVE.W #8800H/(4*4)-1,D7
  268. DEMO_END_1:
  269. MOVE.L D0,(A0)+
  270. MOVE.L D0,(A0)+
  271. MOVE.L D0,(A0)+
  272. MOVE.L D0,(A0)+
  273. DBRA D7,DEMO_END_1
  274. LEA.L 109000H,A0
  275. MOVE.W #6200H/(4*4)-1,D7
  276. DEMO_END_2:
  277. MOVE.L D0,(A0)+
  278. MOVE.L D0,(A0)+
  279. MOVE.L D0,(A0)+
  280. MOVE.L D0,(A0)+
  281. DBRA D7,DEMO_END_2
  282. RTS
  283. ;
  284. ; *** INTERRUPT 1 (v blanking) ***
  285. ;
  286. INT1:
  287. TST.B SYSTEM_MODE
  288. BPL SYSINT
  289. MOVEM.L D0-D7/A0-A6,-(SP)
  290. MOVE.B D0,WATCH_DOG
  291. LEA.L ?A5,A5
  292. MOVE.L (A5),-(SP)
  293. CLR.L (A5)
  294. ADDQ.L #1,INT1_COUNT(A5)
  295. MOVEQ.L #SLOW_MODE,D0
  296. MOVEQ.L #SLOW_MODE,D1
  297. AND.W INT1_COUNT+2(A5),D0
  298. AND.B DEBUG_DIP2(A5),D1
  299. CMP.B D1,D0
  300. BCS.S INT1_END
  301. JSR.S COLOR_SET
  302. MOVE.B LSPC_BUSY(A5),STOPPER(A5)
  303. BNE.S INT1_1 LSPC access skip
  304. MOVE.B #1,LSPC_BUSY(A5)
  305. JSR BACK2_SCROLL_WRITE(PC)
  306. JSR.S ACTION
  307. JSR.S NOP_MESS_OUT
  308. JSR CREDIT_DISP(PC)
  309. CLR.B LSPC_BUSY(A5)
  310. INT1_1:
  311. JSR.S SOUND_SEND
  312. CLR.B STOPPER(A5)
  313. JSR SYSTEM_IO
  314. INT1_END:
  315. LEA.L ?A5,A5
  316. MOVE.W LSPC_TIMER2(A5),TIMER_HI
  317. MOVE.W LSPC_TIMER2+2(A5),TIMER_LOW
  318. MOVE.L #BACK1_BUFFER,INT2_START(A5)
  319. MOVE.W INT2_COUNT_BASE(A5),INT2_COUNT(A5)
  320. MOVE.W LSPC_MODE_STORE(A5),D0
  321. BSET.L #7,D0
  322. BCLR.L #6,D0
  323. MOVE.W D0,LSPC_MODE
  324. MOVE.L (SP)+,(A5)
  325. MOVEM.L (SP)+,D0-D7/A0-A6
  326. MOVE.W #4,INT_CLEAR
  327. RTE
  328. SYSINT:
  329. TRAP #0
  330. BTST.B #0,ERROR_LEVER
  331. BEQ SYSINT_1
  332. ; controller 1 input clear
  333. CLR.B INPUT_1+3
  334. CLR.B INPUT_1+4
  335. CLR.B INPUT_5+3
  336. CLR.B INPUT_5+4
  337. SYSINT_1:
  338. BTST.B #1,ERROR_LEVER
  339. BEQ SYSINT_2
  340. ; controller 2 input clear
  341. CLR.B INPUT_2+3
  342. CLR.B INPUT_2+4
  343. CLR.B INPUT_6+3
  344. CLR.B INPUT_6+4
  345. SYSINT_2:
  346. RTE
  347. INT2:
  348. MOVEM.L D0/A0,-(SP)
  349. TST.W INT2_COUNT
  350. BEQ.S INT2_2
  351. ; MOVE.B D0,SHADOW_ON
  352. MOVE.L INT2_START,A0
  353. TST.B LSPC_BUSY
  354. BNE.S INT2_1
  355. MOVE.W (A0),LSPC_ADRS
  356. MOVE.W 2(A0),LSPC_DATA
  357. INT2_1:
  358. ADDQ.L #4,A0
  359. MOVE.L A0,INT2_START
  360. SUBQ.W #1,INT2_COUNT
  361. BNE.S INT2_2
  362. ; MOVE.B D0,SHADOW_OFF
  363. MOVE.W LSPC_TIMER1(A5),TIMER_HI
  364. MOVE.W LSPC_TIMER1+2(A5),TIMER_LOW
  365. MOVE.W LSPC_MODE_STORE,D0
  366. BCLR.L #7,D0
  367. BSET.L #6,D0
  368. ; MOVE.W D0,LSPC_MODE_STORE
  369. MOVE.W D0,LSPC_MODE
  370. INT2_2:
  371. MOVEM.L (SP)+,D0/A0
  372. MOVE.W #2,INT_CLEAR
  373. RTE
  374. ;
  375. ; *** WORK INITIALIZE ***
  376. ;
  377. FIRST_WORK_INIT:
  378. ; initialize for interrupt enable
  379. MOVE.W #4000H,D0
  380. MOVE.W D0,LSPC_MODE_STORE(A5)
  381. MOVE.W D0,LSPC_MODE
  382. JSR.S SYS_FIRST_INIT
  383. JSR VERSION_CHECK(PC)
  384. JSR DIP_CHECK(PC)
  385. MOVEQ.L #0,D0
  386. MOVE.B D0,BACK2+STEP1(A5)
  387. MOVE.W #4,INT_CLEAR
  388. MOVE.W #2000H,SR
  389. MOVE.B GAME_DIP+SD_LANGUAGE(A5),D1
  390. MOVE.B COUNTRY_CODE(A5),D0
  391. CMP.B #2,D0
  392. BEQ.S FWI_1
  393. MOVE.B D0,D1
  394. FWI_1:
  395. MOVE.B D1,LANGUAGE_SD(A5)
  396. RTS
  397. DIP_CHECK:
  398. TST.L POWER_ON_ID(A5)
  399. BNE.S DIP_CHECK_1
  400. CLR.W DEBUG_DIP1(A5)
  401. DIP_CHECK_1:
  402. RTS
  403. VERSION_CHECK:
  404. MOVE.W VERSION_VALUE,D0
  405. CMP.W VERSION(A5),D0
  406. BEQ.S VERSION_CHECK_1
  407. BSR POWER_ON_SUB
  408. VERSION_CHECK_1:
  409. RTS
  410. SECOND_WORK_INIT:
  411. ; intialize for all program
  412. JSR.S SYS_SECOND_INIT
  413. JSR DEMO_SOUND_SET(PC)
  414. MOVE.W #SYS_RESERV,LWORK_START+TYPE+0200H(A5)
  415. MOVE.W #SYS_RESERV,LWORK_START+TYPE+0300H(A5)
  416. MOVE.W #SYS_RESERV,LWORK_START+TYPE+0400H(A5)
  417. MOVE.W #SYS_RESERV,LWORK_START+TYPE+0500H(A5)
  418. MOVE.W #SYS_RESERV,LWORK_START+TYPE+0600H(A5)
  419. MOVE.W #SYS_RESERV,LWORK_START+TYPE+0700H(A5)
  420. MOVE.W #SYS_RESERV,LWORK_START+TYPE+0800H(A5)
  421. MOVE.W #SYS_RESERV,LWORK_START+TYPE+0900H(A5)
  422. MOVE.W #SYS_RESERV,LWORK_START+TYPE+0A00H(A5)
  423. MOVE.W #SYS_RESERV,LWORK_START+TYPE+0B00H(A5)
  424. MOVE.W #SYS_RESERV,LWORK_START+TYPE+0C00H(A5)
  425. MOVE.W #SYS_RESERV,LWORK_START+TYPE+0D00H(A5)
  426. MOVE.W #SYS_RESERV,LWORK_START+TYPE+0E00H(A5)
  427. MOVE.W #SYS_RESERV,LWORK_START+TYPE+0F00H(A5)
  428. MOVEQ.L #0,D0
  429. MOVE.W D0,LEVEL_ADD(A5)
  430. LEA.L COLOR_BUFFER(A5),A0
  431. MOVE.W #256-1,D7
  432. SWI_1:
  433. MOVE.W D0,(A0)
  434. LEA.L 20H(A0),A0
  435. DBRA D7,SWI_1
  436. BSR TODAY_CHECK
  437. RTS
  438. DEMO_SOUND_SET:
  439. TST.B MVS_FLAG(A5)
  440. BEQ.S DEMO_SOUND_ON
  441. MOVE.B SOUND_STOP,D0
  442. OR.B GAME_DIP+SD_DEMO_SOUND(A5),D0 soft dip
  443. BNE.S DEMO_SOUND_SET_1
  444. DEMO_SOUND_ON:
  445. SOUND #S_ALL_EI
  446. DEMO_SOUND_SET_1:
  447. RTS
  448. LP_MAIN:
  449. TST.B LP_MAIN_RUN(A5)
  450. BNE LP_MAIN_END
  451. JSR.S INIT_SORT
  452. LEA.L LWORK_START+1000H(A5),A6
  453. LWORK_LOOP:
  454. MOVE.W TYPE(A6),D0
  455. BEQ.S LWORK_LOOP_1
  456. JSR LWORK_MAIN(PC)
  457. LWORK_LOOP_1:
  458. CMP.B #70H,WORK_No(A6)
  459. LEA.L 100H(A6),A6
  460. BCS.S LWORK_LOOP
  461. LEA.L PWORK_START(A5),A6
  462. MOVE_LOOP:
  463. MOVE.W TYPE(A6),D0
  464. BEQ MOVE_LOOP_1
  465. JSR PWORK_MAIN(PC)
  466. MOVE_LOOP_1:
  467. CMP.B #6FH,WORK_No(A6)
  468. LEA.L 100H(A6),A6
  469. BCS.S MOVE_LOOP
  470. JSR.S ORDER_SET
  471. MOVE.B #1,LP_MAIN_RUN(A5)
  472. LP_MAIN_END:
  473. RTS
  474. LWORK_MAIN_0:
  475. MOVE.W TYPE(A6),D0
  476. LWORK_MAIN:
  477. ADD.W D0,D0
  478. ADD.W D0,D0
  479. MOVE.L LMAIN_TBL(PC,D0.W),A0
  480. JMP (A0)
  481. LMAIN_TBL:
  482. DC.L NON_USE 00
  483. DC.L NON_USE 01 NOP LOGIC
  484. DC.L NON_USE 02
  485. DC.L NON_USE 03
  486. DC.L NON_USE 04
  487. DC.L NON_USE 05
  488. DC.L NON_USE 06
  489. DC.L NON_USE 07
  490. DC.L NON_USE 08
  491. DC.L NON_USE 09
  492. DC.L NON_USE 0A
  493. DC.L LM_AHO 0B;<*******
  494. DC.L LM_HAKO 0C
  495. DC.L LM_HAHEN 0D
  496. DC.L LM_HAHEN 0E
  497. DC.L LM_EASY 0F
  498. DC.L LM_KUBIFURI 10
  499. DC.L LM_PAL_ACT 11
  500. DC.L LM_HITAREA 12
  501. PWORK_MAIN:
  502. ADD.W D0,D0
  503. ADD.W D0,D0
  504. MOVE.L MAIN_TBL(PC,D0.W),A0
  505. JMP (A0)
  506. MAIN_TBL:
  507. DC.L NON_USE ;00
  508. DC.L NON_USE ;01 PWORK_LOGIC
  509. DC.L PM_HERO ;02
  510. DC.L PM_MAN ;03
  511. DC.L PM_F_TREE ;04
  512. DC.L PM_AHO ;05 <*****
  513. DC.L PM_HAKO ;06
  514. DC.L PM_HERO_HEAD ;07
  515. DC.L PM_HERO_ATTACK ;08
  516. DC.L PM_HAHEN ;09
  517. DC.L PM_F_TREE ;0A
  518. DC.L PM_STAR ;0B
  519. DC.L PM_HERO_BODY ;0C
  520. DC.L PM_HERO_SHADOW ;0D
  521. DC.L PM_SP2 ;0E
  522. DC.L PM_SP3 ;0F
  523. DC.L PM_HERO_WEAK ;10
  524. DC.L PM_EASY ;11
  525. DC.L PM_KUBIFURI ;12
  526. DC.L PM_ICE ;13
  527. DC.L PM_BEER ;14
  528. DC.L PM_HERO_AREA ;15
  529. DC.L PM_HERO_DISP ;16
  530. DC.L PM_MATO ;17
  531. DC.L PM_FIGHT ;18
  532. DC.L PM_HITAREA ;19
  533. DC.L PM_GETA ;1A
  534. DC.L PM_DESI ;1B
  535. NON_USE:
  536. RTS
  537. INCLUDE WORK.INC
  538.