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- ;************************************************************************
- ; *
- ; ART OF FIGHT PLAYER SELECT SCREEN PROGRAM *
- ; presented by k.morikawa *
- ; version 0.01 1992/1/31 *
- ; *
- ;************************************************************************
- XDEF INIT_GAME_SELECT,GAME_SELECT
- XDEF INIT_STORY_SELECT,STORY_SELECT
- XDEF INIT_VS_SELECT,VS_SELECT
- XREF ?A5
- ;by PHASE
- XREF ACTIVE_TRIGER
- XREF PLAYER_INIT_VS
- ;by STORY
- XREF STAGE_ENEMY
- ;by GAME_SUB
- XREF LWORK_DEAD
- ;by DEMO_CML
- XREF DEMO_OBJ_MAP
- XREF INIT_TI_DEMO_ONLY
- ;by MESSAGE
- XREF MESS_SET,MESS_SET_INNER,FLAME_WRITE,FLAME_CLR
- XREF FLAME_WRITED
- ;by LANG
- XREF LANG_SET
- SECT GAME,,C
- INCLUDE SYS.INC
- INCLUDE MACRO.INC
- INCLUDE NEO_GEO.INC
- INCLUDE LABEL.INC
- INCLUDE EASY_MAC.INC
- INCLUDE ACT_No.INC
- INCLUDE SMACRO.INC
- INCLUDE SCODE.INC
- ;
- ; *** game level select (home use)
- ;
- FIX_CHECK:
- JSR.S PWORK_INIT
- LEA.L MLWORK1(A5),A6
- MOVE.W #0,COLOR_BUFFER+1FFEH(A5)
- COLOR_COMMAND
- PALETTE 000H,00H,PG_SET+BASE_COLOR
- PALETTE 0FFH,00H,BASE_COLOR
- PALETTE_END
- MESS_ON
- MOVE.L #M_FIX_CLEAR,(A0)+
- MESS_OFF
- OBJ_MAP DEMO_OBJ_MAP
- CLR.L WINDOW_X(A5)
- CLR.L WINDOW_Y(A5)
- MOVE.W #300H,LW_D0(A6)
- MOVE.W #2,LW_D1(A6)
- END_NEXT 0,FIX_0
- FIX_0:
- BSR CHECK_DISP
- END_NEXT 1,FIX_1
- FIX_1:
- JSR.S ACTIVE_TRIGER
- BTST.L #B_A_BUTTON,D2
- BNE CH_UP
- BTST.L #B_B_BUTTON,D2
- BNE CH_DOWN
- BTST.L #B_C_BUTTON,D2
- BNE PAL_UP
- BTST.L #B_D_BUTTON,D2
- BNE PAL_DOWN
- RTS
- CH_UP:
- ADD.W #200H,LW_D0(A6)
- AND.W #0F00H,LW_D0(A6)
- JMP CHECK_DISP(PC)
- CH_DOWN:
- SUB.W #200H,LW_D0(A6)
- AND.W #0F00H,LW_D0(A6)
- JMP CHECK_DISP(PC)
- PAL_UP:
- ADDQ.W #1,LW_D1(A6)
- AND.W #0FH,LW_D1(A6)
- JMP CHECK_DISP(PC)
- PAL_DOWN:
- SUBQ.W #1,LW_D1(A6)
- AND.W #0FH,LW_D1(A6)
- JMP CHECK_DISP(PC)
- CHECK_DISP:
- ADDQ.B #1,LSPC_BUSY(A5)
- LEA.L LSPC_DATA,A2
- MOVE.W #20H,2(A2)
- MOVE.W LW_D0(A6),D3
- MOVE.W LW_D1(A6),D2
- ROR.W #4,D2
- OR.W D2,D3
- MOVE.W #7000H+20H*4+6,D5
- BSR CD_SUB
- MOVE.W LW_D0(A6),D3
- ADD.W #100H,D3
- AND.W #0FFFH,D3
- MOVE.W LW_D1(A6),D2
- ROR.W #4,D2
- OR.W D2,D3
- MOVE.W #7000H+20H*4+7,D5
- BSR CD_SUB
- SUBQ.B #1,LSPC_BUSY(A5)
- MESS_ON
- MOVE.L #M_FIX_CHECK,(A0)+
- MESS_OFF
- RTS
- CD_SUB:
- MOVEQ.L #8-1,D7
- CD_SUB_1:
- MOVE.W D5,-2(A2)
- MOVEQ.L #32-1,D6
- CD_SUB_2:
- MOVE.W D3,(A2)
- ADDQ.W #1,D3
- DBRA D6,CD_SUB_2
- ADDQ.W #2,D5
- DBRA D7,CD_SUB_1
- RTS
- M_FIX_CHECK:
- FIX_FORMAT.B CODE,00FFH
- FIX_AUTO 20H
- FIX_ADRS 8,4
- FIX_DIRECT_DATA
- DC.B 'CHARA-',0FFH
- FIX_BCD_OUT.B NON,A5,LW_D0+MLWORK1-?A5,HI,4,14,4,00H
- FIX_ADRS 19,4
- FIX_DIRECT_DATA
- DC.B 'PALETTE-',0FFH
- FIX_BCD_OUT.B NON,A5,LW_D1+1+MLWORK1-?A5,HI,2,27,4,00H
- FIX_END
- LOGO_SUB:
- INIT_GAME_SELECT:
- MOVE.W #S_PLAYER,D0
- JSR.S SET_BGM
- LEA.L MLWORK1(A5),A6
- MOVE.W #31H,D0
- JSR.S MESS_SET
- JSR INIT_TI_DEMO_ONLY(PC)
- TST.W SUB_STEP(A5)
- BNE INIT_MODE_SELECT
- MOVE.W #6,FLAME_COUNT(A5)
- MOVE.W #1,FLAME_TYPE(A5)
- MOVE.W #7000H+20H*11+15,FLAME_POS(A5)
- MOVE.W #6,FLAME_END(A5)
- JSR.S FLAME_WRITED
- MOVE.W #0C9H,D0
- JSR.S MESS_SET
- MOVE.W #2,LW_D0(A6)
- MOVEQ.L #0,D0
- MOVE.B LANGUAGE(A5),D0
- MOVE.W D0,LW_D1(A6)
- JSR LEVEL_SEL_DISP(PC)
- STEP_SAVE 0,GAME_SELECT_0
- MOVE.W #0A00H,WORD_TIMER(A6)
- AND.B #01111111B,PHASE+1(A5)
- RTS
- LEVEL_SEL_DISP:
- MOVE.W #0CAH,D0
- ADD.W LW_D0(A6),D0
- JSR.S MESS_SET
- MOVE.W #0CEH,D0
- ADD.W LW_D1(A6),D0
- JSR.S MESS_SET
- RTS
- GAME_SELECT:
- LEA.L MLWORK1(A5),A6
- EASY_START
- GAME_SELECT_0:
- SEC_TIMER WORD_TIMER
- BCS GAME_SELECT_END
- JSR.S ACTIVE_TRIGER
- TST.W DEBUG_DIP1(A5)
- BEQ.S GAME_SELECT_000
- BTST.L #B_D_BUTTON,D2
- BNE FIX_CHECK
- GAME_SELECT_000:
- BTST.L #B_A_BUTTON,D2
- BNE GAME_SELECT_END
- AND.W #UP+DOWN+LEFT+RIGHT,D2
- BNE.S GAME_SELECT_1
- RTS
- GAME_SELECT_1:
- ADD.W D2,D2
- LEA.L GAME_SEL_LEVER(PC),A0
- ADD.W D2,A0
- MOVE.B (A0)+,D0
- ADD.B LW_D0+1(A6),D0
- CMP.B #4,D0
- BCC.S GAME_SELECT_2
- MOVE.B D0,LW_D0+1(A6)
- GAME_SELECT_2:
- MOVE.B (A0)+,D0
- ADD.B LW_D1+1(A6),D0
- BPL.S GAME_SELECT_3
- MOVEQ.L #2,D0
- GAME_SELECT_3:
- CMP.B #3,D0
- BCS.S GAME_SELECT_4
- MOVEQ.L #0,D0
- GAME_SELECT_4:
- MOVE.B D0,LW_D1+1(A6)
- JSR LEVEL_SEL_DISP(PC)
- SOUND #S_SENTAKU
- RTS
- GAME_SELECT_END:
- SOUND #S_KETTEI
- MOVEQ.L #0,D0
- MOVE.W LW_D0(A6),D0
- MOVE.B LEVEL_CONV_TBL(PC,D0.W),GAME_DIP+SD_LEVEL(A5)
- MOVE.B LW_D1+1(A6),LANGUAGE(A5)
- MOVE.W #1,SUB_STEP(A5)
- MOVE.W #31H,D0
- JSR.S MESS_SET
- JMP INIT_MODE_SELECT(PC)
- ; OR.B #10000000B,PHASE+1(A5)
- ; RTS
- LEVEL_CONV_TBL:
- DC.B 3,1,2,6
- GAME_SEL_LEVER:
- DC.B 00,00
- DC.B -1,00
- DC.B 01,00
- DC.B 00,00
- DC.B 00,-1
- DC.B -1,-1
- DC.B 01,-1
- DC.B 00,00
- DC.B 00,01
- DC.B -1,01
- DC.B 01,01
- DC.B 00,00
- DC.B 00,00
- DC.B 00,00
- DC.B 00,00
- DC.B 00,00
- ;
- ; *** game mode select ***
- ;
- INIT_MODE_SELECT:
- MOVE.W #3,FLAME_COUNT(A5)
- MOVE.W #1,FLAME_TYPE(A5)
- MOVE.W #7000H+20H*11+22,FLAME_POS(A5)
- MOVE.W #3,FLAME_END(A5)
- JSR.S FLAME_WRITED
- MOVE.W #0D1H,D0
- JSR.S MESS_SET
- STEP_SAVE 1,MODE_SELECT_0
- MOVE.W #0,LW_D0(A6)
- JSR.S MODE_DISP(PC)
- MOVE.W #0A00H,WORD_TIMER(A6)
- AND.B #01111111B,PHASE+1(A5)
- RTS
- MODE_DISP:
- MOVE.W #0D2H,D0
- ADD.W LW_D0(A6),D0
- JSR.S MESS_SET
- RTS
- MODE_SELECT_0:
- SEC_TIMER WORD_TIMER
- BCS MODE_SELECT_END
- JSR.S ACTIVE_TRIGER
- BTST.L #B_A_BUTTON,D2
- BNE MODE_SELECT_END
- AND.W #UP+DOWN,D2
- BNE.S MODE_SELECT_1
- RTS
- MODE_SELECT_1:
- EOR.W #1,LW_D0(A6)
- JSR MODE_DISP(PC)
- SOUND #S_SENTAKU
- RTS
- MODE_SELECT_END:
- SOUND #S_KETTEI
- MOVE.W #30,WORD_TIMER(A6)
- END_NEXT 2,MS_END
- MS_END:
- SUBQ.W #1,WORD_TIMER(A6)
- BEQ MS_END_END
- RTS
- MS_END_END:
- TST.W LW_D0(A6)
- BEQ VS_START
- ; story start
- MOVE.W #00100000B,D0
- AND.B PHASE+1(A5),D0
- OR.B #10000110B,D0 card load
- MOVE.B D0,PHASE+1(A5)
- RTS
- VS_START:
- MOVE.W #-1,STORY_PLAYER(A5)
- LEA.L PLAYER_MODE(A5),A1
- MOVEQ.L #00000011B,D4
- LEA.L PLAYER1(A5),A6
- JSR PLAYER_INIT_VS(PC)
- LEA.L PLAYER2(A5),A6
- JSR PLAYER_INIT_VS(PC)
- MOVE.W #303H,HOME_CREDIT(A5)
- MOVE.W #00100000B,D0
- AND.B PHASE+1(A5),D0
- OR.B #10010001B,D0 how to play
- MOVE.B D0,PHASE+1(A5)
- MOVE.B #00000011B,PHASE(A5)
- RTS
- M_MODE_SELECT:
- FIX_AUTO 1
- FIX_ADRS 0,0
- FIX_SAME 020H,020H
- FIX_SAME 0E0H,020H
- FIX_SAME 0E0H,020H
- FIX_SAME 0E0H,020H
- FIX_SAME 0E0H,020H
- FIX_SAME 0E0H,020H
- FIX_SAME 060H,020H
- FIX_SAME 020H,020H
- FIX_FORMAT.B CODE,0FFH
- FIX_AUTO 20H
- FIX_ADRS 15,8
- FIX_DATA_ADRS GAME_MODE_MESS
- FIX_ADRS 17,11
- FIX_DATA_CONT
- FIX_NEXT 0,2
- FIX_DATA_CONT
- FIX_NEXT 0,5
- FIX_DATA_CONT
- M_MS_PAR:
- FIX_FORMAT.B CODE,0FFH
- FIX_AUTO 1
- FIX_ADRS 14,11
- FIX_TABLE_SING A6,LW_D0,M_MS_TBL
- FIX_DIRECT_DATA
- FIX_END
- M_MS_TBL:
- WORD_TBL M_MS0
- WORD_TBL M_MS1
- M_MS0:
- DC.B '> ',0FFH
- M_MS1:
- DC.B ' >',0FFH
- GAME_MODE_MESS:
- DC.B 'GAME MODE',0FFH
- DC.B '1P vs 2P',0FFH
- DC.B 'STORY',0FFH
- DC.B 'PUSH A BUTTON',0FFH
- EVEN
- ;
- ;
- ; *** player select ***
- ;
- ;
- INIT_STORY_SELECT:
- MOVE.W #S_PLAYER,D0
- JSR.S SET_BGM
- JSR SELECT_1st(PC)
- MESS_ON
- MOVE.L #M_FIX_CLEAR,(A0)+
- MESS_OFF
- LEA.L MLWORK1(A5),A6
- STEP_SAVE 0,STORY_SELECT_0
- AND.B #01111111B,PHASE+1(A5)
- RTS
- STORY_SELECT:
- AND.B #11011111B,START_FLAG2(A5)
- LEA.L MLWORK1(A5),A6
- EASY_START
- STORY_SELECT_0:
- PAL_WAIT 0CFH
- MOVE.W #000FH,COLOR_BUFFER+1FFEH(A5)
- MOVE.W #BASE_COLOR,COLOR_BUFFER+20H*0FFH(A5)
- LEA.L COLOR_BUFFER+20H*0A0H(A5),A0
- MOVE.W #8000H+FADE_OUT+CC_SPEED3,D0
- MOVE.W #30H-1,D7
- SS0_LOOP:
- MOVE.W D0,(A0)
- LEA.L 20H(A0),A0
- DBRA D7,SS0_LOOP
- MOVE.B #1,COLOR_STATE(A5)
- END_NEXT 1,STORY_SELECT_1
- STORY_SELECT_1:
- CMP.B #80H,COLOR_BUFFER+20H*0CFH(A5)
- NEXT_CHECK BNE,2,STORY_SELECT_2
- CLR.B COLOR_STATE(A5)
- MOVE.W #0A00H,WORD_TIMER(A6)
- CLR.W SELC_MODE(A5)
- PCHILD WORK_N0,P_EASY,C_SEL_PLAYER,160,54H,0,0
- PCHILD WORK_N1,P_EASY,C_SEL_CURSOR,156,90,4,0
- LEA.L (A0),A3
- PCHILD WORK_N1,P_EASY,C_SEL_NAME,50H,58H,2,0
- LEA.L (A0),A2
- PCHILD WORK_N1,P_EASY,C_SEL_DISP,50H,68H,1,0
- MOVE.B WORK_No(A3),WORK_N1(A0)
- MOVE.B WORK_No(A2),WORK_N0(A0)
- LEA.L HERO1(A5),A4
- TST.W STORY_PLAYER(A5)
- BEQ.S ISS_1
- LEA.L HERO2(A5),A4
- MOVE.W #0F0H,X_POSITION(A2)
- MOVE.W #0F0H,X_POSITION(A0)
- MOVE.B #0,ACT_COUNT(A3)
- BSET.B #ACTAT_FLIP,ACT_ATTR(A0)
- ISS_1:
- MOVE.W HERO_TYPE3(A4),D0
- CMP.W #2,D0
- BCS.S ISS_1_1
- MOVE.W PLAYER_No+PLAYER_OFFSET(A4),D0
- ISS_1_1:
- MOVE.B D0,LW_D0(A6)
- JSR SEL_CURSOR(PC)
- MOVE.W #14H,D0
- JSR MESS_SET(PC)
- RTS
- STORY_SELECT_2:
- SEC_TIMER WORD_TIMER
- BCS STORY_SELECT_END
- MOVE.W #15H,D0 timer
- JSR MESS_SET(PC)
- JSR.S ACTIVE_TRIGER
- BTST.L #B_A_BUTTON,D2
- BNE STORY_SELECT_END
- MOVEQ.L #0,D0
- MOVE.B LW_D0(A6),D0
- AND.B SSEL_EI(PC,D0.W),D2
- BEQ.S SS_21
- EOR.B #1,LW_D0(A6)
- SUB_WORK WORK_N1,A0,0
- MOVEQ.L #0,D0
- MOVE.B LW_D0(A6),D0
- JSR SEL_CURSOR(PC)
- SOUND #S_SENTAKU
- SS_21:
- RTS
- SSEL_EI:
- DC.B RIGHT,LEFT
- STORY_SELECT_END:
- SOUND #S_KETTEI
- LEA.L HERO1(A5),A0
- TST.W STORY_PLAYER(A5)
- BEQ.S SS_END_1
- LEA.L HERO2(A5),A0
- SS_END_1:
- MOVEQ.L #0,D0
- MOVE.B LW_D0(A6),D0
- MOVE.W D0,HERO_TYPE(A0)
- MOVE.W D0,HERO_TYPE2(A0)
- COLOR_COMMAND
- PALETTE 000H,00H,PG_SET+FADE_OUT+CC_SPEED3
- PALETTE 080H,20H,PG_SET+FADE_OUT+CC_SPEED3
- PALETTE 090H,21H,PG_SET+FADE_OUT+CC_SPEED3
- PALETTE 0D0H,25H,PG_SET+FADE_OUT+CC_SPEED3
- PALETTE 0F0H,00H,FADE_OUT+CC_SPEED3
- PALETTE 0FFH,00H,FADE_OUT+CC_SPEED3
- PALETTE_END
- STEP_SAVE 3,STORY_SELECT_3
- STORY_SELECT_3:
- PAL_WAIT 0FFH
- COLOR_COMMAND
- PALETTE 0A0H,22H,PG_SET+FADE_COLOR
- PALETTE 0B0H,23H,PG_SET+FADE_COLOR
- PALETTE 0C0H,24H,PG_SET+FADE_COLOR
- PALETTE_END
- MOVE.B #01110000B,D0
- AND.B PHASE+1(A5),D0
- OR.B #10000000B,D0 in game
- MOVE.B D0,PHASE+1(A5)
- MOVE.W #0,SUB_STEP(A5)
- RTS
- SELECT_1st:
- JSR.S PWORK_INIT
- JSR LWORK_DEAD(PC)
- COLOR_COMMAND
- PALETTE 000H,00H,PG_SET+BASE_COLOR
- PALETTE 080H,20H,PG_SET+BASE_COLOR
- PALETTE 090H,21H,PG_SET+BASE_COLOR
- PALETTE 0A0H,22H,PG_SET+BASE_COLOR
- PALETTE 0B0H,23H,PG_SET+BASE_COLOR
- PALETTE 0C0H,24H,PG_SET+BASE_COLOR
- PALETTE 0D0H,25H,PG_SET+BASE_COLOR
- PALETTE 0F0H,27H,PG_SET+BASE_COLOR
- PALETTE_END
- OBJ_MAP DEMO_OBJ_MAP
- CLR.L WINDOW_X(A5)
- CLR.L WINDOW_Y(A5)
- RTS
- INIT_TO_VS:
- SOUND #S_RESET
- SOUND #S_WAIT2
- SOUND #S_WAIT2
- SOUND #S_ALL_EI
- MOVE.W #0,BGM_CODE(A5)
- LEA.L MLWORK1(A5),A6
- MOVE.W #2,FLAME_COUNT(A5)
- MOVE.W #3,FLAME_END(A5)
- MOVE.W #0,FLAME_TYPE(A5)
- MOVE.W #7000H+20H*3+15,FLAME_POS(A5)
- JSR.S FLAME_WRITED
- MOVE.W #144*3,D0
- JSR.S LANG_SET
- AND.B #7FH,PHASE+1(A5)
- MOVE.B #1,LP_MAIN_RUN(A5)
- MOVE.W #60,WORD_TIMER(A6)
- END_NEXT 1,TO_VS_1
- TO_VS_1:
- MOVE.B #1,LP_MAIN_RUN(A5)
- SUBQ.W #1,WORD_TIMER(A6)
- BNE.S TO_VS_2
- MOVE.W #1,SUB_STEP(A5)
- OR.B #80H,PHASE+1(A5)
- TO_VS_2:
- RTS
- INIT_VS_SELECT:
- BTST.B #5,PHASE+1(A5)
- BNE.S IVSL_00
- TST.W SUB_STEP(A5)
- BEQ INIT_TO_VS
- IVSL_00:
- CLR.W COLOR_BUFFER+20H*00H(A5)
- CLR.W COLOR_BUFFER+20H*10H(A5)
- CLR.W COLOR_BUFFER+20H*20H(A5)
- CLR.W COLOR_BUFFER+20H*30H(A5)
- CLR.W COLOR_BUFFER+20H*40H(A5)
- CLR.W COLOR_BUFFER+20H*50H(A5)
- CLR.W COLOR_BUFFER+20H*60H(A5)
- CLR.W COLOR_BUFFER+20H*70H(A5)
- CLR.W COLOR_BUFFER+20H*80H(A5)
- CLR.W COLOR_BUFFER+20H*90H(A5)
- CLR.W COLOR_BUFFER+20H*0A0H(A5)
- CLR.W COLOR_BUFFER+20H*0B0H(A5)
- CLR.W COLOR_BUFFER+20H*0C0H(A5)
- CLR.W COLOR_BUFFER+20H*0D0H(A5)
- CLR.W COLOR_BUFFER+20H*0E0H(A5)
- CLR.W COLOR_BUFFER+20H*0F0H(A5)
- MOVE.W #S_PLAYER,D0
- JSR.S SET_BGM
- JSR SELECT_1st(PC)
- LEA.L MLWORK1(A5),A6
- STEP_SAVE 1,VS_SELECT_0
- MOVE.W #0,LW_D0(A6)
- MOVE.W #0,LW_D1(A6)
- MOVE.W #0A00H,WORD_TIMER(A6)
- PCHILD WORK_N0,P_EASY,C_SEL_PLAYER,160,54H,0,0
- BSR SELC_MODE_SET
- PCHILD WORK_N1,P_EASY,C_SEL_CURSOR,156,90,5,0
- LEA.L (A0),A3
- PCHILD WORK_N1,P_EASY,C_SEL_NAME,50H,58H,2,0
- LEA.L (A0),A2
- PCHILD WORK_N1,P_EASY,C_SEL_DISP,50H,68H,1,0
- MOVE.B WORK_No(A3),WORK_N1(A0)
- MOVE.B WORK_No(A2),WORK_N0(A0)
- MOVE.W HERO1+HERO_TYPE(A5),D0
- MOVE.B D0,LW_D0(A6)
- JSR SEL_CURSOR(PC)
- PCHILD WORK_N2,P_EASY,C_SEL_CURSOR,156,90,4,0
- LEA.L (A0),A3
- MOVE.B #0,ACT_COUNT(A3)
- PCHILD WORK_N2,P_EASY,C_SEL_NAME,0F0H,58H,2,0
- LEA.L (A0),A2
- PCHILD WORK_N2,P_EASY,C_SEL_DISP,0F0H,68H,1,0
- BSET.B #ACTAT_FLIP,ACT_ATTR(A0)
- MOVE.B WORK_No(A3),WORK_N1(A0)
- MOVE.B WORK_No(A2),WORK_N0(A0)
- MOVE.W HERO2+HERO_TYPE(A5),D0
- MOVE.B D0,LW_D1(A6)
- JSR SEL_CURSOR(PC)
- MESS_ON
- MOVE.L #M_FIX_CLEAR,(A0)+
- MOVE.W #16H,D0
- JSR MESS_SET_INNER(PC)
- MESS_OFF
- AND.B #01111111B,PHASE+1(A5)
- RTS
- SELC_MODE_SET:
- CLR.W SELC_MODE(A5)
- MOVE.W STORY_STAGE(A5),D0
- SUB.W #9,D0
- BMI.S SELC_NML
- MOVE.W D0,SELC_MODE(A5)
- SUBQ.W #1,D0
- MOVE.B D0,ACT_COUNT(A0)
- SELC_NML:
- RTS
- SEL_CURSOR_STOP:
- MOVEP.W WORK_N1(A0),D2
- CLR.B D2
- MOVE.B ACT_FLAG(A5,D2.W),ACT_COUNT(A5,D2.W)
- MOVE.B #-1,ACT_TIMER(A5,D2.W)
- RTS
- SEL_CURSOR:
- MOVEP.W WORK_N0(A0),D1
- CLR.B D1
- MOVEP.W WORK_N1(A0),D2
- CLR.B D2
- MOVE.W D0,D3
- SUBQ.W #1,D0
- MOVE.B D0,ACT_COUNT(A0)
- MOVE.B #1,ACT_DEC(A0)
- MOVE.B D0,ACT_COUNT(A5,D1.W)
- MOVE.B #1,ACT_DEC(A5,D1.W)
- ADD.W D3,D3
- ADD.W D3,D3
- MOVE.W SEL_CU_POS(PC,D3.W),X_POSITION(A5,D2.W)
- MOVE.W SEL_CU_POS+2(PC,D3.W),Y_POSITION(A5,D2.W)
- RTS
- SEL_BX EQU 102
- SEL_BY EQU 90
- SEL_CU_POS:
- DC.W SEL_BX+28*1,SEL_BY-28*0 H1
- DC.W SEL_BX+28*2,SEL_BY-28*0 H2
- DC.W SEL_BX+28*0,SEL_BY-28*0 E1
- DC.W SEL_BX+28*3,SEL_BY-28*0 E2
- DC.W SEL_BX+28*0,SEL_BY-28*1 E3
- DC.W SEL_BX+28*1,SEL_BY-28*1 E4
- DC.W SEL_BX+28*2,SEL_BY-28*1 E5
- DC.W SEL_BX+28*3,SEL_BY-28*1 E6
- DC.W SEL_BX-28*1,SEL_BY-28*1 E7
- DC.W SEL_BX+28*4,SEL_BY-28*1 E8
- VS_SELECT:
- LEA.L MLWORK1(A5),A6
- EASY_START
- VS_SELECT_0:
- MOVE.W #000FH,COLOR_BUFFER+1FFEH(A5)
- MOVE.W #BASE_COLOR,COLOR_BUFFER+20H*0FFH(A5)
- MOVE.B #1,COLOR_STATE(A5)
- END_NEXT 1,VS_SELECT_01
- VS_SELECT_01:
- SEC_TIMER WORD_TIMER
- BCS VS_SELECT_END
- MOVE.W #15H,D0 timer
- JSR MESS_SET(PC)
- SUB_WORK WORK_N1,A0,0
- MOVE.B INPUT_1+3(A5),D2
- LEA.L LW_D0(A6),A1
- BSR VS_SELECT_MOVE
- SUB_WORK WORK_N2,A0,0
- MOVE.B INPUT_2+3(A5),D2
- LEA.L LW_D1(A6),A1
- BSR VS_SELECT_MOVE
- MOVEQ.L #0,D0
- MOVEQ.L #0,D1
- MOVE.B LW_D0(A6),D0
- CMP.B LW_D1(A6),D0
- BNE.S VS_SELECT_101
- BSR IROGAE
- VS_SELECT_101:
- CMP.B PALETTE_ADD(A0),D1
- BEQ.S VS_SELECT_1
- MOVE.B D1,PALETTE_ADD(A0)
- BSET.B #ACTAT_SET,ACT_ATTR(A0)
- VS_SELECT_1:
- MOVE.B LW_D0+1(A6),D0
- AND.B LW_D1+1(A6),D0
- BNE VS_SELECT_END
- RTS
- IROGAE:
- MOVE.B IRO_ADD(PC,D0.W),D1
- RTS
- IRO_ADD:
- ; 1 2 1 2 3 4 5 6 7 8
- DC.B 1,1,1,1,1,1,1,1,29H,40H
- VS_SELECT_END:
- SOUND #S_KETTEI
- MOVEQ.L #0,D0
- MOVE.B LW_D0(A6),D0
- MOVE.W D0,HERO1+HERO_TYPE(A5)
- MOVEQ.L #0,D0
- MOVE.B LW_D1(A6),D0
- MOVE.W D0,HERO2+HERO_TYPE(A5)
- COLOR_COMMAND
- PALETTE 000H,00H,PG_SET+FADE_OUT+CC_SPEED3
- PALETTE 080H,20H,PG_SET+FADE_OUT+CC_SPEED3
- PALETTE 090H,21H,PG_SET+FADE_OUT+CC_SPEED3
- PALETTE 0A0H,22H,PG_SET+FADE_OUT+CC_SPEED3
- PALETTE 0B0H,23H,PG_SET+FADE_OUT+CC_SPEED3
- PALETTE 0C0H,24H,PG_SET+FADE_OUT+CC_SPEED3
- PALETTE 0D0H,25H,PG_SET+FADE_OUT+CC_SPEED3
- PALETTE 0F0H,00H,FADE_OUT+CC_SPEED3
- PALETTE 0FFH,00H,FADE_OUT+CC_SPEED3
- PALETTE_END
- STEP_SAVE 2,VS_SELECT_2
- VS_SELECT_2:
- PAL_WAIT 0C0H
- SUB_WORK WORK_N0,A0,0
- CLR.W TYPE(A0)
- MOVE.W #0C00H,COLOR_BUFFER+1FFEH(A5)
- COLOR_COMMAND
- PALETTE 000H,00H,PG_SET+FADE_IN+CC_SPEED3
- PALETTE 080H,20H,PG_SET+FADE_IN+CC_SPEED3
- PALETTE 090H,21H,PG_SET+FADE_IN+CC_SPEED3
- PALETTE 0A0H,22H,PG_SET+FADE_IN+CC_SPEED3
- PALETTE 0B0H,23H,PG_SET+FADE_IN+CC_SPEED3
- PALETTE 0C0H,24H,PG_SET+FADE_IN+CC_SPEED3
- PALETTE 0D0H,25H,PG_SET+FADE_IN+CC_SPEED3
- PALETTE 0F0H,00H,FADE_IN+CC_SPEED3
- PALETTE 0FFH,00H,FADE_IN+CC_SPEED3
- PALETTE_END
- MESS_ON
- MOVE.L #M_FIX_CLEAR,(A0)+
- MESS_OFF
- SUB_WORK WORK_N1,A0,0
- MOVE.W #-40H,X_POSITION(A0)
- MOVEP.W WORK_N0(A0),D0
- CLR.B D0
- MOVE.W #-40H,X_POSITION(A5,D0.W)
- MOVEP.W WORK_N1(A0),D0
- CLR.B D0
- CLR.W TYPE(A5,D0.W)
- SUB_WORK WORK_N2,A0,0
- MOVE.W #180H,X_POSITION(A0)
- MOVEP.W WORK_N0(A0),D0
- CLR.B D0
- MOVE.W #180H,X_POSITION(A5,D0.W)
- MOVEP.W WORK_N1(A0),D0
- CLR.B D0
- CLR.W TYPE(A5,D0.W)
- MOVE.W #S_TAISEN,D0
- JSR.S SET_BGM
- STEP_SAVE 3,VS_SELECT_3
- VS_SELECT_3:
- BSR VS_SEL_CUT
- PAL_WAIT 0C0H
- MOVE.W HERO1+HERO_TYPE(A5),D0
- MOVEQ.L #0,D1
- BSR VS_SOUND
- STEP_SAVE 4,VS_SELECT_4
- VS_SELECT_4:
- BSR VS_SEL_CUT
- SUB_WORK WORK_N1,A0,0
- ADD.W #10H,X_POSITION(A0)
- CMP.W #50H,X_POSITION(A0)
- NEXT_CHECK BEQ,43,VS_SELECT_43
- RTS
- VS_SELECT_43:
- BSR VS_SEL_CUT
- SUB_WORK WORK_N1,A0,0
- MOVEP.W WORK_N0(A0),D0
- CLR.B D0
- ADD.W #10H,X_POSITION(A5,D0.W)
- CMP.W #50H,X_POSITION(A5,D0.W)
- NEXT_CHECK BEQ,41,VS_SELECT_41
- MOVE.W #60,WORD_TIMER(A6)
- RTS
- VS_SELECT_41:
- BSR VS_SEL_CUT
- SUBQ.W #1,WORD_TIMER(A6)
- NEXT_CHECK BEQ,42,VS_SELECT_42
- SOUND #S_VS
- PCHILD WORK_N0,P_EASY,C_SEL_VS,160,98H,10,0
- MOVE.W #0F0FH,BIG_X(A0)
- MOVE.W #60,WORD_TIMER(A6)
- RTS
- VS_SELECT_42:
- BSR VS_SEL_CUT
- SUB_WORK WORK_N0,A0,0
- CMP.B #0FFH,BIG_X(A0)
- BEQ.S VS_SELECT_44
- ADD.B #10H,BIG_X(A0)
- ADD.B #10H,BIG_Y(A0)
- VS_SELECT_44:
- SUBQ.W #1,WORD_TIMER(A6)
- NEXT_CHECK BEQ,5,VS_SELECT_5
- MOVE.W HERO2+HERO_TYPE(A5),D0
- MOVEQ.L #1,D1
- BSR VS_SOUND
- RTS
- VS_SELECT_5:
- BSR VS_SEL_CUT
- SUB_WORK WORK_N2,A0,0
- ADD.W #-10H,X_POSITION(A0)
- CMP.W #0F0H,X_POSITION(A0)
- NEXT_CHECK BEQ,6,VS_SELECT_6
- RTS
- VS_SELECT_6:
- BSR VS_SEL_CUT
- SUB_WORK WORK_N2,A0,0
- MOVEP.W WORK_N0(A0),D0
- CLR.B D0
- ADD.W #-10H,X_POSITION(A5,D0.W)
- CMP.W #0F0H,X_POSITION(A5,D0.W)
- NEXT_CHECK BEQ,8,VS_SELECT_8
- MOVE.W #300H,WORD_TIMER(A6)
- VS_SELECT_8:
- BSR VS_SEL_CUT
- SEC_TIMER WORD_TIMER
- NEXT_CHECK BCS,9,VS_SELECT_9
- ;SET_VS_SELECT_9:
- COLOR_COMMAND
- PALETTE 000H,00H,PG_SET+FADE_OUT+CC_SPEED3
- PALETTE 080H,20H,PG_SET+FADE_OUT+CC_SPEED3
- PALETTE 090H,21H,PG_SET+FADE_OUT+CC_SPEED3
- PALETTE 0A0H,22H,PG_SET+FADE_OUT+CC_SPEED3
- PALETTE 0B0H,23H,PG_SET+FADE_OUT+CC_SPEED3
- PALETTE 0C0H,24H,PG_SET+FADE_OUT+CC_SPEED3
- PALETTE 0D0H,25H,PG_SET+FADE_OUT+CC_SPEED3
- PALETTE 0F0H,00H,FADE_OUT+CC_SPEED3
- PALETTE 0FFH,00H,FADE_OUT+CC_SPEED3
- PALETTE_END
- VS_SELECT_9:
- PAL_WAIT 0C0H
- MOVE.B #01110000B,D0
- AND.B PHASE+1(A5),D0
- OR.B #10000000B,D0 in game
- MOVE.B D0,PHASE+1(A5)
- MOVE.W #0,SUB_STEP(A5)
- RTS
- VS_SEL_CUT:
- JSR.S ACTIVE_TRIGER
- AND.B #11110000B,D2
- BEQ.S VS_SEL_CUT_1
- ADDQ.L #4,SP
- JMP SET_VS_SELECT_9
- VS_SEL_CUT_1:
- RTS
- VS_SOUND:
- ADD.W D0,D0
- ADD.W D1,D0
- ADD.W D0,D0
- MOVE.W VS_NAME_SOUND(PC,D0.W),D0
- JSR.S SET_SOUND
- RTS
- VS_NAME_SOUND:
- DC.W S_RYO1,S_RYO2
- DC.W S_ROBA1,S_ROBA2
- DC.W S_TODO1,S_TODO2
- DC.W S_JACK1,S_JACK2
- DC.W S_LEE1,S_LEE2
- DC.W S_KING1,S_KING2
- DC.W S_MIC1,S_MIC2
- DC.W S_JOHN1,S_JOHN2
- DC.W S_BIG2,S_BIG2
- DC.W S_OYAJI2,S_OYAJI2
- VS_SELECT_MOVE:
- TST.B 1(A1)
- BNE VS_SELECT_MOVE_1
- BTST.L #B_A_BUTTON,D2
- BNE VS_SELECT_MOVE_END
- AND.W #00001111B,D2
- BEQ VS_SELECT_MOVE_1
- MOVEQ.L #0,D0
- MOVE.B (A1),D0
- LSL.W #4,D0
- OR.W D2,D0
- MOVE.W SELC_MODE(A5),D7
- ADD.W D7,D7
- MOVE.W SEL_CU_ADD(PC,D7.W),D7
- ADD.W D0,D7
- MOVE.B VS_SEL_CU_DATA(PC,D7.W),D0
- MOVE.B D0,(A1)
- JSR SEL_CURSOR(PC)
- SOUND #S_SENTAKU
- VS_SELECT_MOVE_1:
- RTS
- VS_SELECT_MOVE_END:
- MOVE.B #1,1(A1)
- SOUND #S_KETTEI
- JSR SEL_CURSOR_STOP(PC)
- RTS
- SEL_CU_ADD:
- DC.W 0,16*10,16*20
- VS_SEL_CU_DATA:
- ;
- ; 2 0 1 3
- ; 8 4 5 6 7 9
- DC.B 0,0,5,0,2,2,4,0,1,1,6,0,0,0,0,0 0
- DC.B 1,1,6,1,0,0,5,1,3,3,7,1,1,1,1,1 1
- DC.B 2,2,4,2,2,2,4,2,0,0,5,2,2,2,2,2 2
- DC.B 3,3,7,3,1,1,6,3,3,3,7,3,3,3,3,3 3
- DC.B 4,2,4,4,4,2,4,4,5,0,5,4,4,4,4,4 4
- DC.B 5,0,5,5,4,2,4,5,6,1,6,5,5,5,5,5 5
- DC.B 6,1,6,6,5,0,5,6,7,3,7,6,6,6,6,6 6
- DC.B 7,3,7,7,6,1,6,7,7,3,7,7,7,7,7,7 7
- DC.B 8,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4 8
- DC.B 9,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7 9
- DC.B 0,0,5,0,2,2,4,0,1,1,6,0,0,0,0,0 0
- DC.B 1,1,6,1,0,0,5,1,3,3,7,1,1,1,1,1 1
- DC.B 2,2,4,2,2,2,4,2,0,0,5,2,2,2,2,2 2
- DC.B 3,3,7,3,1,1,6,3,3,3,7,3,3,3,3,3 3
- DC.B 4,2,4,4,8,2,4,4,5,0,5,4,4,4,4,4 4
- DC.B 5,0,5,5,4,2,4,5,6,1,6,5,5,5,5,5 5
- DC.B 6,1,6,6,5,0,5,6,7,3,7,6,6,6,6,6 6
- DC.B 7,3,7,7,6,1,6,7,7,3,7,7,7,7,7,7 7
- DC.B 8,8,8,8,8,8,8,8,4,8,8,8,8,8,8,8 8
- DC.B 9,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7 9
- DC.B 0,0,5,0,2,2,4,0,1,1,6,0,0,0,0,0 0
- DC.B 1,1,6,1,0,0,5,1,3,3,7,1,1,1,1,1 1
- DC.B 2,2,4,2,2,2,4,2,0,0,5,2,2,2,2,2 2
- DC.B 3,3,7,3,1,1,6,3,3,3,7,3,3,3,3,3 3
- DC.B 4,2,4,4,8,2,4,4,5,0,5,4,4,4,4,4 4
- DC.B 5,0,5,5,4,2,4,5,6,1,6,5,5,5,5,5 5
- DC.B 6,1,6,6,5,0,5,6,7,3,7,6,6,6,6,6 6
- DC.B 7,3,7,7,6,1,6,7,9,3,7,7,7,7,7,7 7
- DC.B 8,8,8,8,8,8,8,8,4,8,8,8,8,8,8,8 8
- DC.B 9,9,9,9,7,9,9,9,9,9,9,9,9,9,9,9 9
- INCLUDE WORK.INC
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