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- ***********************************************************************
- * *
- * [[[ NOP ]]] SYMBOL DEFINITION *
- * *
- ************************************************************************
- ;*** physical & logical work ***
- TYPE EQU 00H W:type number (0=free)
- WORK_No EQU 02H B:myself work number
- MASTER_No EQU 03H B:master work number
- X_POSITION EQU 04H L:
- Y_POSITION EQU 08H L:absolute position
- Z_POSITION EQU 0CH L:
- REL_X EQU 10H W:relocate position
- REL_Y EQU 12H W:
- VX EQU 14H L:X speed
- VY EQU 18H L:Y speed
- VZ EQU 1CH L:Z speed
- SPEED EQU 20H L:master speed
- AX EQU 24H W:X accelate
- AY EQU 26H W:Y accelate
- AZ EQU 28H W:Z accelate
- SPEED_RANK EQU 2AH B:master speed rank
- MOVE_DIR EQU 2BH B:move direction
- ADRS1 EQU 2CH L:address pointer store
- STEP1 EQU 30H B:program step
- STEP2 EQU 31H B:program sub step
- MASTER_REQUEST EQU 32H B:master work request
- BYTE_TIMER EQU 33H B:system timer
- WORD_TIMER EQU 34H W:system timer
- WORK_N0 EQU 36H B:child or target work number
- WORK_N1 EQU 37H B:child or target work number
- WORK_N2 EQU 38H B:child or target work number
- WORK_N3 EQU 39H B:child or target work number
- TARGET_X EQU 3AH W:target position
- TARGET_Y EQU 3CH W:target position
- FLAG EQU 3EH B:
- STATE EQU 3FH B:
- NOP_TYPE EQU 78H W:command number
- CML_CCR EQU 7AH W:ccr store (use NOP_LOGIC)
- CML_STACK EQU 7CH L:command line stack (use NOP_LOGIC)
- ;*** physical work ***
- ACT_ADRS EQU 40H L:action data address
- ACT_TYPE EQU 44H B:action type number
- ACT_TIMER EQU 45H B:action timer
- ACT_DEC EQU 46H B:action timer dec value
- ; if d7=1 then action stop
- ACT_ATTR EQU 47H B:action attribute
- ACTAT_FLIP EQU 0 h flip
- ACTAT_KEEP EQU 2 non display sprite keep
- ACTAT_ERACE EQU 3 16 char clear
- ACTAT_CUT EQU 4 h over cut
- ACTAT_OFF EQU 5 non display
- ACTAT_FLASH EQU 6 flash
- ACTAT_SET EQU 7 character change
- ACT_COUNT EQU 48H B:action count
- ACT_FLAG EQU 49H B:action flag
- ACT_No EQU 4AH W:action code number
- DISP_X EQU 4CH W:display offset
- DISP_Y EQU 4EH W:display offset
- BIG_X EQU 50H B:reduction
- BIG_Y EQU 51H B:reduction
- PALETTE_ADD EQU 52H B:display palette add value
- FLASH_PALETTE EQU 53H B:flash palette code
- PRIORITY EQU 54H B:sprite priority
- SORT_CHILD EQU 55H B:sorting child work number
- SPRITE_POS EQU 56H W:old sprite position
- HIT_ACTIVE EQU 58H B:active hit judge flag
- HIT_PASSIVE EQU 59H B:passive hit judge flag
- HIT_FLAG EQU 5AH B:hit judge flag
- HIT_TYPE EQU 5BH B:hit type
- HIT_OFS_X EQU 5CH B:hit area offset
- HIT_SIZE_X EQU 5DH B:hit area size
- HIT_OFS_Y EQU 5EH B:hit area offset
- HIT_SIZE_Y EQU 5FH B:hit area size
- HIT_LEFT EQU 60H W:hit area position
- HIT_RIGHT EQU 62H W:hit area position
- HIT_UPPER EQU 64H W:hit area position
- HIT_LOWER EQU 66H W:hit area position
- HIT_PLAYER EQU 68H B:hit player work No
- HIT_OBJ EQU 69H B:hit obj work No
- LIFE EQU 6AH W:life
- FORCE EQU 6CH W:force
- COUNT EQU 6EH W:
- POWER EQU 70H W:
- LEVEL EQU 72H B:
- HIT_TYPE_No EQU 73H B:
- ;*** logical work ***
- LOG EQU 80H logical work offset from physical work
- ;*** logical work for NOP_LOGIC ***
- ADRS2 EQU 40H L:sub address
- LW_D0 EQU 44H W:
- LW_D1 EQU 46H W:register work
- LW_D2 EQU 48H W:
- LW_D3 EQU 4AH W:
- LW_D4 EQU 4CH W:
- LW_D5 EQU 4EH W:
- LW_D6 EQU 50H W:
- LW_D7 EQU 52H W:
- ;*** logical work for NOP_LOGIC fix type ***
- BASE_ADRS EQU X_POSITION W:output base address
- CHAR_INC EQU X_POSITION+2 W:adrs inc value after 1 char
- LINE_INC EQU Y_POSITION W:adrs inc value after 1 line
- CHAR_ATTR EQU Z_POSITION L:character attribute
- TEMP_ADRS EQU REL_X W:temporary output address
- TEMP_HEAD EQU REL_Y W:temporary line head address
- CHAR_WAIT EQU VX B:1 char output wait time
- CHAR_WAIT_ORG EQU VX+1 B: " orginal
- LINE_WAIT EQU VY B:1 line output wait time
- LINE_WAIT_ORG EQU VY+1 B: " orginal
- PAGE_WAIT EQU VZ B:1 page output wait time
- PAGE_WAIT_ORG EQU VZ+1 B: " orginal
- CLEAR_CODE EQU AX W:clear char code
- CLEAR_ATTR EQU AY W:clear attribute
- COMMAND_CHAR EQU AZ W:command char code
- CF_STACK EQU SPEED L:command stack
- ;
- ;*** logical work for player and hero ***
- ; use LWORK11(player 1) and LWORK12(player 2)
- ; LWORK13(hero 1) and LWORK14(hero 2)
- ; P player only
- ; H hero only
- ; PH player hero common
- JUMP_VX EQU AX
- JUMP_AX EQU AY
- VZ_KEEP EQU AX
- HERO_OFFSET EQU 200H offset from player to hero
- PLAYER_OFFSET EQU -200H offset from hero to player
- PLAYER_STATE EQU 40H P B:player status
- HERO_STATE EQU 40H H B:hero status
- CONT_COUNT EQU 41H P B:coutinue limit
- PLAYER_No EQU 42H P W:player No
- HERO_TYPE EQU 42H H W:
- ANOTHER_PLAYER EQU 44H PH L:another player work address
- PLAY_LEVER EQU 48H PH 3:playing lever
- ; +0 real , +1 triger ,+2 nagetive triger
- HERO_OBJ_START EQU 4BH H B:PWORK start
- HERO_LIFE EQU 4CH H W:
- HERO_ACT_No EQU 4EH H W:hero action code
- ; * player only
- ATTACK_ON EQU AZ
- TRI_ON EQU AZ+1
- ACT_ON EQU AY
- LIMIT_STOP EQU AY+1
- ATTACK_STATE EQU AX
- ATTACK_STATE2 EQU AX+1
- MOVE_MODE EQU MOVE_DIR
- NON_DEF_TIME EQU 4EH P B:
- DEF_SEQ_LV EQU 4FH P B:
- EM_STEP EQU 50H P W:
- EM_INT EQU 52H P W:
- X_DIS EQU 54h P W:player vs player
- X_DIS_NEG EQU 56h P W:player vs player (negative)
- OLD_X_DIS EQU SPEED W
- PLAYER_CONTROL EQU 58H P B
- DEF_IN_COUNT EQU 59H P B
- ACT_COM EQU 5AH P W:chr_action command
- ACTION_ADRS EQU 5CH P L:action_data_address
- DIS_SHORT EQU 60H P W:short search_data
- DIS_MID EQU 62H P W:middle search_data
- DIS_LONG EQU 64H P W:long search_data
- WIN_ROUND EQU 66H P W:player win_round
- DIS_MODE EQU 68H P B:distance_mode level
- STATE_MODE EQU 69H P B:state_mode level
- ACT_WAIT EQU 6AH P B:action wait
- ACT_CNT EQU 6BH P B:action counter
- LIFE_MODE EQU 6CH P B:life_mode level
- FORCE_MODE EQU 6DH P B:force_mode level
- TIME_MODE EQU 6EH P B:rest_time_mode level
- SEARCH_MODE EQU 6FH P B:search distance_mode
- SEARCH_STATE EQU 70H P B:search state_mode
- MINE_STATE EQU 71H P B:search enemy_mine state_mode
- BEFORE_STATE EQU 72H P B:player before_state
- NOW_STATE EQU 73H P
- STATE_CNT EQU 74H P B:now_state counter
- BEFORE_LEVER EQU 75H P B:player before_lever
- SRCH_TIMER EQU 76H P B:action_command check_timer
- SUCCESS_LEVER EQU 77H P B:player command success_lever
- FAIL_LEVER EQU 78H P B:player command failture_lever
- NML_SEQ_LV EQU 79H P B:normal_sequence_mode level
- SP_SEQ_LV EQU 7AH P B:special_sequence_mode level
- DIS_SEQ_LV EQU 7BH P B:siatnce_sequence_mode level
- STOCK_DATA EQU 7CH P B:commnad_interrupt nextaction_stock
- OBJECT_WORK EQU 7DH P B:special_sequence back object_work_no
- DG_TBLNO EQU 7EH P
- SEARCH_WAIT EQU 7FH P B:soft_dip level_timer
- ;Full_work 1byte
- ; * hero_only
- HIT_OFF EQU 50H H B:hit judge controll (vs.another player)
- ; d0:defence d7:offence (1=off)
- DAMAGE_LEVEL EQU 51H H B:get damage level
- ; 52H H B:
- SPECIAL_TIMER EQU 53H H B:special attack lever timer
- SPECIAL_LEVER EQU 54H H B:special attack lever
- HIT_WORK_No EQU 55H H B:hit star work No
- SPECIAL_No EQU 56H H B:special attack No
- ATTACK_TIMER EQU 57H H B:attack timer
- HERO_JOB_BUFFER EQU 58H H B*8:
- DASH_CNT EQU 60H H B:
- LOCK_TIMER EQU 61H H B:
- AREA_POSITION EQU 62H H B:display area 4>2>0>3>5
- PLAYER_ACTION EQU 63H H B:
- HERO_LOWER EQU 64H H W:hero lower line
- WALK_POINTER EQU 66H H B:
- DEF_HIT_TYPE_No EQU 67H H B:hit type
- ;
- ;*** logical work for hero sub ***
- ; use LWORK15(hero 1) and LWORK16(hero 2)
- ATTACK_TYPE EQU 204H W:
- ATTACK_LEVEL EQU 206H B:
- GARD_LEVEL EQU 207H B:
- COUNTER_LEVEL EQU 208H B:
- HIT_STOP EQU 209H B:
- DAMAGE_ACT_TYPE EQU 20AH W:
- ACT_GROUP EQU 20CH B:
- RUNNING_TIMER EQU 210H W:
- RUNNING_CT EQU 212H B:
- RUNNING_LEVER EQU 213H B:
- ADC_ACT_No EQU 218H W:action data command set No
- ADC_ACT_COUNT EQU 21AH B: "
- ADC_COMMAND EQU 21BH B:
- ADC_VX EQU 21CH W:
- ADC_VZ EQU 21EH W:
- HERO_LIFE_D EQU 220H W:life display
- LIFE_GAGE EQU 222H B:life gage
- SPIRIT_GAGE EQU 223H B:spirit gage
- HERO_SPIRIT EQU 224H W:spirit
- HERO_SPIRIT_D EQU 226H W:spirit display
- HERO_SCORE EQU 228H L:
- ACT_CTRL EQU 230H W:
- DIRECT_CTRL EQU 232H W:
- CTRL_FLAG EQU 234H B:
- BEFOR_ATTACK EQU 235H B:
- HERO_TYPE2 EQU 236H W:story mode HERO_TYPE store
- HERO_TYPE3 EQU 238H W:HERO_TYPE in player select
- HERO_SCORE_D EQU 23AH L:
- RIKI_TIMER EQU 23EH B:
- SPIRIT_OLD EQU 23FH B:
- REV_TRIG_OFF EQU 240H B:
- NEED_SPIRIT EQU 241H B:
- HIT_SCORE EQU 242H L:
- HIT_LR EQU 246H B:
- DAMAGE_LOCK EQU 247H B:
- DEF_GARD_LEVEL EQU 248H B:
- DEF_HIT_STOP EQU 249H B:
- DEF_HIT_LR EQU 24AH B:
- DEF_DAMAGE_ACT_TYPE EQU 24BH B:
- DEF_HIT_SCORE EQU 24CH L:
- SPECIAL_OUT EQU 250H B:
- SPECIAL_USE EQU 251H B:
- WEAK_HIT EQU 252H B:
- DOWN_DMG EQU 253H B:
- DEF_HIT_PLAYER EQU 254H W:
- RIKI_MAX EQU 256H W:
- DAMAGE_LEVEL2 EQU 258H B:
- TAMA_No EQU 259H B:
- HERO_BEAT EQU 25AH B:
- HERO_STATE_ON EQU 25BH B:
- DEMO_LEVER EQU 25CH L:
- DEMO_LEV_COUNT EQU 260H W:
- PLAY_LEVER2 EQU 262H B:
- FURA_COUNT EQU 263H B:
- FURA_TIMER EQU 264H W:
- FURA_LEVER EQU 266H B:
- BEFOR_PUSH EQU 267H B:
- NON_ADC EQU 268H B:
- LIFE_PER EQU 26AH W:
- RENDA_COUNT EQU 26CH W:
- RET100_No EQU 26EH W:
- ;
- ;*** logical work for BACK2 ***
- ; use LWORK18
- Lx EQU X_POSITION+2
- Ly EQU Y_POSITION+2
- Wx EQU X_POSITION
- Wy EQU Y_POSITION
- Px EQU REL_X
- Py EQU REL_Y
- WIDTH_X EQU VX
- WIDTH_Y EQU VY
- WxRIGHT EQU VX+2
- WyUP EQU VY+2
- WINDOW_LEFT EQU 40H
- DISP_LEFT EQU 42H
- TRI_LEFT EQU 44H
- TRI_RIGHT EQU 46H
- DISP_RIGHT EQU 48H
- WINDOW_RIGHT EQU 4AH
- SL_LEFT EQU 4CH scroll move delta limit
- SL_RIGHT EQU 4EH
- Tx EQU 60H
- ;*** logical work for MORIKAWA ***
- BREAK_TYPE EQU 40H :W
- BREAK_FLAG EQU 42H ;B
- Z_CNT EQU 43H ;B
- SETTING_CNT EQU 44H ;B
- DM_CNT EQU 45H ;B
- GROUND_LINE EQU 46H ;W
- VZ_INIT EQU 48H ;L
- ;*** back obect kubifuri ***
- JB_BUFFER EQU 40H ;B*8
- JB_STACK EQU 48H ;B*8
- JB_POINTER EQU 50H ;W
- LOOK_PLAYER EQU 52H ;B
- LOOK_STATUS EQU 53H ;B
- LOOK_DIRECTION EQU 54H ;B
- WAIT_TIMER EQU 55H ;B
- GUNJIN_TYPE EQU 60H ;W
- ;
- ;*** player life & force ouput ***
- ;
- CHG_DISP EQU 40H ;W
- MASTER_LIFE EQU 42H ;W
- DISP_LIFE EQU 44H ;W
- MASTER_FORCE EQU 46H ;W
- DISP_FORCE EQU 48H ;W
- DISP_DIR EQU 4AH :W
- LIFE_F_BUFFER EQU 50H ;16 B
- FORCE_F_BUFFER EQU 60H ;16 B
- ;
- ; *** LWORK type number ***
- ;
- SYS_LOGIC EQU 001H nop system logic
- SYS_PLAYER1 EQU 002H system player 1
- SYS_PLAYER2 EQU 003H system player 2
- SYS_HERO1 EQU 004H hero 1
- SYS_HERO2 EQU 005H hero 2
- SYS_BACK1 EQU 006H back 1
- SYS_BACK2 EQU 007H back 2
- SYS_TEXT1 EQU 008H text 1
- SYS_TEXT2 EQU 009H text 2
- SYS_RESERV EQU 00AH
- SYS_AHO EQU 00BH ;<*******
- SYS_HAKO EQU 00CH
- SYS_HAHEN EQU 00DH
- SYS_LF_OUT EQU 00EH
- L_EASY EQU 00FH
- SYS_KUBIFURI EQU 010H
- L_PAL_ACT EQU 011H
- L_HITAREA EQU 012H
- ;
- ; *** PWORK type number ***
- ;
- ;SYS_LOGIC EQU 001H nop system logic
- P_HERO EQU 002H hero
- P_MAN EQU 003H ;garally
- P_TREE_1 EQU 004H fornt tree
- P_AHO EQU 005H ;<******
- P_HAKO EQU 006H ;test tal
- P_HERO_HEAD EQU 007H
- P_HERO_ATTACK EQU 008H
- P_HAHEN EQU 009H
- P_F_TREE EQU 00AH
- P_STAR EQU 00BH
- P_HERO_BODY EQU 00CH
- P_HERO_SHADOW EQU 00DH
- P_SP2 EQU 00EH
- P_SP3 EQU 00FH
- P_HERO_WEAK EQU 010H
- P_EASY EQU 011H
- P_KUBIFURI EQU 012H
- P_ICE EQU 013H
- P_BEER EQU 014H
- P_HERO_AREA EQU 015H
- P_HERO_DISP EQU 016H
- P_MATO EQU 017H
- P_FIGHT EQU 018H
- P_HITAREA EQU 019H
- P_GETA EQU 01AH
- P_DESI EQU 01BH
- ;
- ; *** soft dip ***
- ;
- SD_ROUND_TIME EQU 04H round time max 99 sec
- SD_LANGUAGE EQU 06H language japanese,english,spanish
- SD_CONTINUE EQU 07H continue 0=without 1=with
- SD_RANNYUU EQU 08H rannyuu 0=with 1=without
- SD_LEVEL EQU 09H difficulty 0-7
- SD_ROUND EQU 0AH stage-round 0=1 1=3 2=5 round
- SD_DEMO_SOUND EQU 0BH demo sound 0=on 1=off
- SD_CREDIT EQU 0DH credit display 0=on 1=off
- SD_HOW_TO_PLAY EQU 0EH how to play 0=on 1=off
- ;*** debug dip ***
- ; dip 1
- DEBUG_MODE EQU 0
- HK3_REV1 EQU 00000001B HK3 reverce
- HK3_REV2 EQU 00000010B HK3 reverce
- DISP_HK3 EQU 00000100B
- DEMO_IN EQU 00001000B demo lever in
- HA_ON EQU 00010000B hit area disp
- NO_DEATH EQU 00100000B no death
- RND_STOP EQU 01000000B effect random stop
- NON_FACE EQU 10000000B non face change
- ; dip 2
- SLOW_MODE EQU 00000011B bit 0,1
- ; 00 speed normal
- ; 01 speed 1/2
- ; 10 not use (1/2)
- ; 11 speed 1/4
- PAUSE_MODE EQU 00001100B bit 2,3
- ; 00 normal pause
- ; 01 display freez
- ; 10 sound test
- ; 11 RGB test
- RENDA_ON EQU 5
- TIME_STOP EQU 6 non timer dec
- MAIN_SHADOW EQU 7
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