LABEL.INC 12 KB

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  1. ***********************************************************************
  2. * *
  3. * [[[ NOP ]]] SYMBOL DEFINITION *
  4. * *
  5. ************************************************************************
  6. ;*** physical & logical work ***
  7. TYPE EQU 00H W:type number (0=free)
  8. WORK_No EQU 02H B:myself work number
  9. MASTER_No EQU 03H B:master work number
  10. X_POSITION EQU 04H L:
  11. Y_POSITION EQU 08H L:absolute position
  12. Z_POSITION EQU 0CH L:
  13. REL_X EQU 10H W:relocate position
  14. REL_Y EQU 12H W:
  15. VX EQU 14H L:X speed
  16. VY EQU 18H L:Y speed
  17. VZ EQU 1CH L:Z speed
  18. SPEED EQU 20H L:master speed
  19. AX EQU 24H W:X accelate
  20. AY EQU 26H W:Y accelate
  21. AZ EQU 28H W:Z accelate
  22. SPEED_RANK EQU 2AH B:master speed rank
  23. MOVE_DIR EQU 2BH B:move direction
  24. ADRS1 EQU 2CH L:address pointer store
  25. STEP1 EQU 30H B:program step
  26. STEP2 EQU 31H B:program sub step
  27. MASTER_REQUEST EQU 32H B:master work request
  28. BYTE_TIMER EQU 33H B:system timer
  29. WORD_TIMER EQU 34H W:system timer
  30. WORK_N0 EQU 36H B:child or target work number
  31. WORK_N1 EQU 37H B:child or target work number
  32. WORK_N2 EQU 38H B:child or target work number
  33. WORK_N3 EQU 39H B:child or target work number
  34. TARGET_X EQU 3AH W:target position
  35. TARGET_Y EQU 3CH W:target position
  36. FLAG EQU 3EH B:
  37. STATE EQU 3FH B:
  38. NOP_TYPE EQU 78H W:command number
  39. CML_CCR EQU 7AH W:ccr store (use NOP_LOGIC)
  40. CML_STACK EQU 7CH L:command line stack (use NOP_LOGIC)
  41. ;*** physical work ***
  42. ACT_ADRS EQU 40H L:action data address
  43. ACT_TYPE EQU 44H B:action type number
  44. ACT_TIMER EQU 45H B:action timer
  45. ACT_DEC EQU 46H B:action timer dec value
  46. ; if d7=1 then action stop
  47. ACT_ATTR EQU 47H B:action attribute
  48. ACTAT_FLIP EQU 0 h flip
  49. ACTAT_KEEP EQU 2 non display sprite keep
  50. ACTAT_ERACE EQU 3 16 char clear
  51. ACTAT_CUT EQU 4 h over cut
  52. ACTAT_OFF EQU 5 non display
  53. ACTAT_FLASH EQU 6 flash
  54. ACTAT_SET EQU 7 character change
  55. ACT_COUNT EQU 48H B:action count
  56. ACT_FLAG EQU 49H B:action flag
  57. ACT_No EQU 4AH W:action code number
  58. DISP_X EQU 4CH W:display offset
  59. DISP_Y EQU 4EH W:display offset
  60. BIG_X EQU 50H B:reduction
  61. BIG_Y EQU 51H B:reduction
  62. PALETTE_ADD EQU 52H B:display palette add value
  63. FLASH_PALETTE EQU 53H B:flash palette code
  64. PRIORITY EQU 54H B:sprite priority
  65. SORT_CHILD EQU 55H B:sorting child work number
  66. SPRITE_POS EQU 56H W:old sprite position
  67. HIT_ACTIVE EQU 58H B:active hit judge flag
  68. HIT_PASSIVE EQU 59H B:passive hit judge flag
  69. HIT_FLAG EQU 5AH B:hit judge flag
  70. HIT_TYPE EQU 5BH B:hit type
  71. HIT_OFS_X EQU 5CH B:hit area offset
  72. HIT_SIZE_X EQU 5DH B:hit area size
  73. HIT_OFS_Y EQU 5EH B:hit area offset
  74. HIT_SIZE_Y EQU 5FH B:hit area size
  75. HIT_LEFT EQU 60H W:hit area position
  76. HIT_RIGHT EQU 62H W:hit area position
  77. HIT_UPPER EQU 64H W:hit area position
  78. HIT_LOWER EQU 66H W:hit area position
  79. HIT_PLAYER EQU 68H B:hit player work No
  80. HIT_OBJ EQU 69H B:hit obj work No
  81. LIFE EQU 6AH W:life
  82. FORCE EQU 6CH W:force
  83. COUNT EQU 6EH W:
  84. POWER EQU 70H W:
  85. LEVEL EQU 72H B:
  86. HIT_TYPE_No EQU 73H B:
  87. ;*** logical work ***
  88. LOG EQU 80H logical work offset from physical work
  89. ;*** logical work for NOP_LOGIC ***
  90. ADRS2 EQU 40H L:sub address
  91. LW_D0 EQU 44H W:
  92. LW_D1 EQU 46H W:register work
  93. LW_D2 EQU 48H W:
  94. LW_D3 EQU 4AH W:
  95. LW_D4 EQU 4CH W:
  96. LW_D5 EQU 4EH W:
  97. LW_D6 EQU 50H W:
  98. LW_D7 EQU 52H W:
  99. ;*** logical work for NOP_LOGIC fix type ***
  100. BASE_ADRS EQU X_POSITION W:output base address
  101. CHAR_INC EQU X_POSITION+2 W:adrs inc value after 1 char
  102. LINE_INC EQU Y_POSITION W:adrs inc value after 1 line
  103. CHAR_ATTR EQU Z_POSITION L:character attribute
  104. TEMP_ADRS EQU REL_X W:temporary output address
  105. TEMP_HEAD EQU REL_Y W:temporary line head address
  106. CHAR_WAIT EQU VX B:1 char output wait time
  107. CHAR_WAIT_ORG EQU VX+1 B: " orginal
  108. LINE_WAIT EQU VY B:1 line output wait time
  109. LINE_WAIT_ORG EQU VY+1 B: " orginal
  110. PAGE_WAIT EQU VZ B:1 page output wait time
  111. PAGE_WAIT_ORG EQU VZ+1 B: " orginal
  112. CLEAR_CODE EQU AX W:clear char code
  113. CLEAR_ATTR EQU AY W:clear attribute
  114. COMMAND_CHAR EQU AZ W:command char code
  115. CF_STACK EQU SPEED L:command stack
  116. ;
  117. ;*** logical work for player and hero ***
  118. ; use LWORK11(player 1) and LWORK12(player 2)
  119. ; LWORK13(hero 1) and LWORK14(hero 2)
  120. ; P player only
  121. ; H hero only
  122. ; PH player hero common
  123. JUMP_VX EQU AX
  124. JUMP_AX EQU AY
  125. VZ_KEEP EQU AX
  126. HERO_OFFSET EQU 200H offset from player to hero
  127. PLAYER_OFFSET EQU -200H offset from hero to player
  128. PLAYER_STATE EQU 40H P B:player status
  129. HERO_STATE EQU 40H H B:hero status
  130. CONT_COUNT EQU 41H P B:coutinue limit
  131. PLAYER_No EQU 42H P W:player No
  132. HERO_TYPE EQU 42H H W:
  133. ANOTHER_PLAYER EQU 44H PH L:another player work address
  134. PLAY_LEVER EQU 48H PH 3:playing lever
  135. ; +0 real , +1 triger ,+2 nagetive triger
  136. HERO_OBJ_START EQU 4BH H B:PWORK start
  137. HERO_LIFE EQU 4CH H W:
  138. HERO_ACT_No EQU 4EH H W:hero action code
  139. ; * player only
  140. ATTACK_ON EQU AZ
  141. TRI_ON EQU AZ+1
  142. ACT_ON EQU AY
  143. LIMIT_STOP EQU AY+1
  144. ATTACK_STATE EQU AX
  145. ATTACK_STATE2 EQU AX+1
  146. MOVE_MODE EQU MOVE_DIR
  147. NON_DEF_TIME EQU 4EH P B:
  148. DEF_SEQ_LV EQU 4FH P B:
  149. EM_STEP EQU 50H P W:
  150. EM_INT EQU 52H P W:
  151. X_DIS EQU 54h P W:player vs player
  152. X_DIS_NEG EQU 56h P W:player vs player (negative)
  153. OLD_X_DIS EQU SPEED W
  154. PLAYER_CONTROL EQU 58H P B
  155. DEF_IN_COUNT EQU 59H P B
  156. ACT_COM EQU 5AH P W:chr_action command
  157. ACTION_ADRS EQU 5CH P L:action_data_address
  158. DIS_SHORT EQU 60H P W:short search_data
  159. DIS_MID EQU 62H P W:middle search_data
  160. DIS_LONG EQU 64H P W:long search_data
  161. WIN_ROUND EQU 66H P W:player win_round
  162. DIS_MODE EQU 68H P B:distance_mode level
  163. STATE_MODE EQU 69H P B:state_mode level
  164. ACT_WAIT EQU 6AH P B:action wait
  165. ACT_CNT EQU 6BH P B:action counter
  166. LIFE_MODE EQU 6CH P B:life_mode level
  167. FORCE_MODE EQU 6DH P B:force_mode level
  168. TIME_MODE EQU 6EH P B:rest_time_mode level
  169. SEARCH_MODE EQU 6FH P B:search distance_mode
  170. SEARCH_STATE EQU 70H P B:search state_mode
  171. MINE_STATE EQU 71H P B:search enemy_mine state_mode
  172. BEFORE_STATE EQU 72H P B:player before_state
  173. NOW_STATE EQU 73H P
  174. STATE_CNT EQU 74H P B:now_state counter
  175. BEFORE_LEVER EQU 75H P B:player before_lever
  176. SRCH_TIMER EQU 76H P B:action_command check_timer
  177. SUCCESS_LEVER EQU 77H P B:player command success_lever
  178. FAIL_LEVER EQU 78H P B:player command failture_lever
  179. NML_SEQ_LV EQU 79H P B:normal_sequence_mode level
  180. SP_SEQ_LV EQU 7AH P B:special_sequence_mode level
  181. DIS_SEQ_LV EQU 7BH P B:siatnce_sequence_mode level
  182. STOCK_DATA EQU 7CH P B:commnad_interrupt nextaction_stock
  183. OBJECT_WORK EQU 7DH P B:special_sequence back object_work_no
  184. DG_TBLNO EQU 7EH P
  185. SEARCH_WAIT EQU 7FH P B:soft_dip level_timer
  186. ;Full_work 1byte
  187. ; * hero_only
  188. HIT_OFF EQU 50H H B:hit judge controll (vs.another player)
  189. ; d0:defence d7:offence (1=off)
  190. DAMAGE_LEVEL EQU 51H H B:get damage level
  191. ; 52H H B:
  192. SPECIAL_TIMER EQU 53H H B:special attack lever timer
  193. SPECIAL_LEVER EQU 54H H B:special attack lever
  194. HIT_WORK_No EQU 55H H B:hit star work No
  195. SPECIAL_No EQU 56H H B:special attack No
  196. ATTACK_TIMER EQU 57H H B:attack timer
  197. HERO_JOB_BUFFER EQU 58H H B*8:
  198. DASH_CNT EQU 60H H B:
  199. LOCK_TIMER EQU 61H H B:
  200. AREA_POSITION EQU 62H H B:display area 4>2>0>3>5
  201. PLAYER_ACTION EQU 63H H B:
  202. HERO_LOWER EQU 64H H W:hero lower line
  203. WALK_POINTER EQU 66H H B:
  204. DEF_HIT_TYPE_No EQU 67H H B:hit type
  205. ;
  206. ;*** logical work for hero sub ***
  207. ; use LWORK15(hero 1) and LWORK16(hero 2)
  208. ATTACK_TYPE EQU 204H W:
  209. ATTACK_LEVEL EQU 206H B:
  210. GARD_LEVEL EQU 207H B:
  211. COUNTER_LEVEL EQU 208H B:
  212. HIT_STOP EQU 209H B:
  213. DAMAGE_ACT_TYPE EQU 20AH W:
  214. ACT_GROUP EQU 20CH B:
  215. RUNNING_TIMER EQU 210H W:
  216. RUNNING_CT EQU 212H B:
  217. RUNNING_LEVER EQU 213H B:
  218. ADC_ACT_No EQU 218H W:action data command set No
  219. ADC_ACT_COUNT EQU 21AH B: "
  220. ADC_COMMAND EQU 21BH B:
  221. ADC_VX EQU 21CH W:
  222. ADC_VZ EQU 21EH W:
  223. HERO_LIFE_D EQU 220H W:life display
  224. LIFE_GAGE EQU 222H B:life gage
  225. SPIRIT_GAGE EQU 223H B:spirit gage
  226. HERO_SPIRIT EQU 224H W:spirit
  227. HERO_SPIRIT_D EQU 226H W:spirit display
  228. HERO_SCORE EQU 228H L:
  229. ACT_CTRL EQU 230H W:
  230. DIRECT_CTRL EQU 232H W:
  231. CTRL_FLAG EQU 234H B:
  232. BEFOR_ATTACK EQU 235H B:
  233. HERO_TYPE2 EQU 236H W:story mode HERO_TYPE store
  234. HERO_TYPE3 EQU 238H W:HERO_TYPE in player select
  235. HERO_SCORE_D EQU 23AH L:
  236. RIKI_TIMER EQU 23EH B:
  237. SPIRIT_OLD EQU 23FH B:
  238. REV_TRIG_OFF EQU 240H B:
  239. NEED_SPIRIT EQU 241H B:
  240. HIT_SCORE EQU 242H L:
  241. HIT_LR EQU 246H B:
  242. DAMAGE_LOCK EQU 247H B:
  243. DEF_GARD_LEVEL EQU 248H B:
  244. DEF_HIT_STOP EQU 249H B:
  245. DEF_HIT_LR EQU 24AH B:
  246. DEF_DAMAGE_ACT_TYPE EQU 24BH B:
  247. DEF_HIT_SCORE EQU 24CH L:
  248. SPECIAL_OUT EQU 250H B:
  249. SPECIAL_USE EQU 251H B:
  250. WEAK_HIT EQU 252H B:
  251. DOWN_DMG EQU 253H B:
  252. DEF_HIT_PLAYER EQU 254H W:
  253. RIKI_MAX EQU 256H W:
  254. DAMAGE_LEVEL2 EQU 258H B:
  255. TAMA_No EQU 259H B:
  256. HERO_BEAT EQU 25AH B:
  257. HERO_STATE_ON EQU 25BH B:
  258. DEMO_LEVER EQU 25CH L:
  259. DEMO_LEV_COUNT EQU 260H W:
  260. PLAY_LEVER2 EQU 262H B:
  261. FURA_COUNT EQU 263H B:
  262. FURA_TIMER EQU 264H W:
  263. FURA_LEVER EQU 266H B:
  264. BEFOR_PUSH EQU 267H B:
  265. NON_ADC EQU 268H B:
  266. LIFE_PER EQU 26AH W:
  267. RENDA_COUNT EQU 26CH W:
  268. RET100_No EQU 26EH W:
  269. ;
  270. ;*** logical work for BACK2 ***
  271. ; use LWORK18
  272. Lx EQU X_POSITION+2
  273. Ly EQU Y_POSITION+2
  274. Wx EQU X_POSITION
  275. Wy EQU Y_POSITION
  276. Px EQU REL_X
  277. Py EQU REL_Y
  278. WIDTH_X EQU VX
  279. WIDTH_Y EQU VY
  280. WxRIGHT EQU VX+2
  281. WyUP EQU VY+2
  282. WINDOW_LEFT EQU 40H
  283. DISP_LEFT EQU 42H
  284. TRI_LEFT EQU 44H
  285. TRI_RIGHT EQU 46H
  286. DISP_RIGHT EQU 48H
  287. WINDOW_RIGHT EQU 4AH
  288. SL_LEFT EQU 4CH scroll move delta limit
  289. SL_RIGHT EQU 4EH
  290. Tx EQU 60H
  291. ;*** logical work for MORIKAWA ***
  292. BREAK_TYPE EQU 40H :W
  293. BREAK_FLAG EQU 42H ;B
  294. Z_CNT EQU 43H ;B
  295. SETTING_CNT EQU 44H ;B
  296. DM_CNT EQU 45H ;B
  297. GROUND_LINE EQU 46H ;W
  298. VZ_INIT EQU 48H ;L
  299. ;*** back obect kubifuri ***
  300. JB_BUFFER EQU 40H ;B*8
  301. JB_STACK EQU 48H ;B*8
  302. JB_POINTER EQU 50H ;W
  303. LOOK_PLAYER EQU 52H ;B
  304. LOOK_STATUS EQU 53H ;B
  305. LOOK_DIRECTION EQU 54H ;B
  306. WAIT_TIMER EQU 55H ;B
  307. GUNJIN_TYPE EQU 60H ;W
  308. ;
  309. ;*** player life & force ouput ***
  310. ;
  311. CHG_DISP EQU 40H ;W
  312. MASTER_LIFE EQU 42H ;W
  313. DISP_LIFE EQU 44H ;W
  314. MASTER_FORCE EQU 46H ;W
  315. DISP_FORCE EQU 48H ;W
  316. DISP_DIR EQU 4AH :W
  317. LIFE_F_BUFFER EQU 50H ;16 B
  318. FORCE_F_BUFFER EQU 60H ;16 B
  319. ;
  320. ; *** LWORK type number ***
  321. ;
  322. SYS_LOGIC EQU 001H nop system logic
  323. SYS_PLAYER1 EQU 002H system player 1
  324. SYS_PLAYER2 EQU 003H system player 2
  325. SYS_HERO1 EQU 004H hero 1
  326. SYS_HERO2 EQU 005H hero 2
  327. SYS_BACK1 EQU 006H back 1
  328. SYS_BACK2 EQU 007H back 2
  329. SYS_TEXT1 EQU 008H text 1
  330. SYS_TEXT2 EQU 009H text 2
  331. SYS_RESERV EQU 00AH
  332. SYS_AHO EQU 00BH ;<*******
  333. SYS_HAKO EQU 00CH
  334. SYS_HAHEN EQU 00DH
  335. SYS_LF_OUT EQU 00EH
  336. L_EASY EQU 00FH
  337. SYS_KUBIFURI EQU 010H
  338. L_PAL_ACT EQU 011H
  339. L_HITAREA EQU 012H
  340. ;
  341. ; *** PWORK type number ***
  342. ;
  343. ;SYS_LOGIC EQU 001H nop system logic
  344. P_HERO EQU 002H hero
  345. P_MAN EQU 003H ;garally
  346. P_TREE_1 EQU 004H fornt tree
  347. P_AHO EQU 005H ;<******
  348. P_HAKO EQU 006H ;test tal
  349. P_HERO_HEAD EQU 007H
  350. P_HERO_ATTACK EQU 008H
  351. P_HAHEN EQU 009H
  352. P_F_TREE EQU 00AH
  353. P_STAR EQU 00BH
  354. P_HERO_BODY EQU 00CH
  355. P_HERO_SHADOW EQU 00DH
  356. P_SP2 EQU 00EH
  357. P_SP3 EQU 00FH
  358. P_HERO_WEAK EQU 010H
  359. P_EASY EQU 011H
  360. P_KUBIFURI EQU 012H
  361. P_ICE EQU 013H
  362. P_BEER EQU 014H
  363. P_HERO_AREA EQU 015H
  364. P_HERO_DISP EQU 016H
  365. P_MATO EQU 017H
  366. P_FIGHT EQU 018H
  367. P_HITAREA EQU 019H
  368. P_GETA EQU 01AH
  369. P_DESI EQU 01BH
  370. ;
  371. ; *** soft dip ***
  372. ;
  373. SD_ROUND_TIME EQU 04H round time max 99 sec
  374. SD_LANGUAGE EQU 06H language japanese,english,spanish
  375. SD_CONTINUE EQU 07H continue 0=without 1=with
  376. SD_RANNYUU EQU 08H rannyuu 0=with 1=without
  377. SD_LEVEL EQU 09H difficulty 0-7
  378. SD_ROUND EQU 0AH stage-round 0=1 1=3 2=5 round
  379. SD_DEMO_SOUND EQU 0BH demo sound 0=on 1=off
  380. SD_CREDIT EQU 0DH credit display 0=on 1=off
  381. SD_HOW_TO_PLAY EQU 0EH how to play 0=on 1=off
  382. ;*** debug dip ***
  383. ; dip 1
  384. DEBUG_MODE EQU 0
  385. HK3_REV1 EQU 00000001B HK3 reverce
  386. HK3_REV2 EQU 00000010B HK3 reverce
  387. DISP_HK3 EQU 00000100B
  388. DEMO_IN EQU 00001000B demo lever in
  389. HA_ON EQU 00010000B hit area disp
  390. NO_DEATH EQU 00100000B no death
  391. RND_STOP EQU 01000000B effect random stop
  392. NON_FACE EQU 10000000B non face change
  393. ; dip 2
  394. SLOW_MODE EQU 00000011B bit 0,1
  395. ; 00 speed normal
  396. ; 01 speed 1/2
  397. ; 10 not use (1/2)
  398. ; 11 speed 1/4
  399. PAUSE_MODE EQU 00001100B bit 2,3
  400. ; 00 normal pause
  401. ; 01 display freez
  402. ; 10 sound test
  403. ; 11 RGB test
  404. RENDA_ON EQU 5
  405. TIME_STOP EQU 6 non timer dec
  406. MAIN_SHADOW EQU 7
  407.