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SHAWN.ASM
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SHAWN.ASM
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**************************************************************
*
* Software: Shawn Liptak
* Initiated: June 27,1991
*
* Modified: !
*
* COPYRIGHT (C) 1991 WILLIAMS ELECTRONICS GAMES, INC.
*
*.Last mod - 12/19/91 23:04
**************************************************************
.FILE "SHAWN.ASM"
.TITLE "TOTAL CARNAGE GAME PROGRAM"
.WIDTH 132
.OPTION B,D,L,T
.MNOLIST
.include "mproc.equ"
.include "disp.equ"
.include "sys.inc"
.include "gsp.inc"
.include "game.equ"
.include "imgtbl.glo"
.include "shawn.hdr"
.include "shawn.tbl"
;sound headers used
.ref ALTEXP1,EXP1L,SQUISH
.ref AGLSEXP,GLSEXP,NOWAY
mslexpsnd .word 0f480H,20,08048H,0 ;Missile explosion
walksnd .word 0f4E0H,10,0812EH,0 ;Spidermom walk
flingsnd .word 0f38eH,018H,08080H,0 ;Spider fling snd
crashsnd .word 0fcf5H,68,08038H,0 ;Car crash explosion
;symbols externally defined
.ref WAVE,PCNT,TINGSND
.ref ANI,FRANIM,FRANIMQ,BEGINOBJ,BEGINOBJ2,PLYRPRCS,CK_GOOB
.ref XBOOM2,BOOM3,STATUS2,EXP3,SKIPR_DN
.ref GET_WVADDR,RANDPER,SLOW_DWN,RANGRAND
.ref FIEND,getcloseplyr,FLASHME,DO_PUNISH
.ref SKIPR_CNT,EXPCNT
.ref OUT_FLG
.ref SCRADD2,P1DATA,P2DATA
.ref CHUNK_OBJ,PCTOT
.ref INHERE
.ref GETFPAL
.ref HULK_CNT,SHULK
.ref BLUEEXP,FIREEXP
.ref SHAKER,SBSND,SBOMB,bombn_killp,PLYROBJS
.ref HALT,FB_FADEIN,FB_FADEOUT,FADEIN,FADEOUT,PAL_TOWHT,PAL_FMWHT
.ref COLCYC,CYCLEON
.ref RNDRNGS
.ref CLNPAL
.ref digit_t,WTIMER0
.ref SKGHXT,SHXT
;symbols defined in this file
.def CIRCL_FLG,LOTS_FLAG
.def WINNER,WVBONUS,LOSER
.def NEUTRONB,bombnon
.def DONT_WARP
;uninitialized ram definitions
.bss CIRCL_FLG ,16
.bss bombnpalmem1 ,5*16*2 ;Cycle mem
.bss bombnpalmem2 ,5*16*2 ;^
.bss bombnon ,16 ;!0=Neutron bomb active
.bss IN_BOMB ,16 ;FLAG FOR BMB IN PROGRESS
.bss LOTS_FLAG ,16 ;FLAG FOR BARRAGE OF BMBS
.bss DONT_WARP,16
.text
********************************
* Start a spider baby (Process)
* A9=[Y,X] spot to spawn from
* A10=Direction (1-8)
SUBR GSKIPR
MOVE A10,A0
SLL 5,A0
ADDI SKGHXT,A0
MOVE *A0,A4,L
MOVE *A4+,A2,W
MOVE A2,B0
MOVE *A4+,A2,W
MOVE A2,B1
CALLA RANGRAND
SLL 16,A0
ADD A9,A0
MOVE A0,A1
MOVE *A4+,A2,W
MOVE A2,B0
MOVE *A4+,A2,W
MOVE A2,B1
CALLA RANGRAND
MOVX A9,A2
ADD A0,A2
SLL 16,A2
MOVE A2,A0 ;NEED A0=[X,0000],A1=[Y,0000]
jruc spidb_start
********************************
* Start a spider baby (Process)
* A8=1-4 for grunt # for this release
* A9=[Y,X] spot to spawn from
* A10=Direction (1-8)
SUBR ASKIPR
MOVE A10,A0
SLL 5,A0
ADDI SHXT,A0
MOVE *A0,A4,L
SLL 6,A8
ADD A8,A4
MOVE *A4+,A1,L ;GET Y FIRST
ADD A9,A1
SLL 16,A9
MOVE *A4,A0,L
ADD A9,A0 ;NEED A0=[X,0000],A1=[Y,0000]
jruc spidb_start
********************************
* Send bingo obj to scoreboard
SUBR DOBINGO
move *a10(PNUM),a10
subk 1,a10
move *a8(OXVAL),a0,L
move *a8(OYVAL),a1,L
movi BINGO,a2 ;*IMG
movi DMAWNZ|M_NOCOLL,a4
movi CLSDEAD,a5
clr a6
clr a7
movi 460,a3 ;Z
calla BEGINOBJ2 ;No world added in
calla CYCLEON
SLEEP 90
clr a11
jauc INHERE
SUBR DODUD
move *a10(PNUM),a10
subk 1,a10
move *a8(OXVAL),a0,L
move *a8(OYVAL),a1,L
movi DUD,a2 ;*IMG
movi DMAWNZ|M_NOCOLL,a4
movi CLSDEAD,a5
clr a6
clr a7
movi 500,a3 ;Z
calla BEGINOBJ2 ;No world added in
calla CYCLEON
SLEEP 90
movi NOWAY,a0
calla ONESND
jauc DELOBJDIE
********************************
* Enemy spawner for testing
; SUBR DO_SHAWN
;
; movi eyemaker_t,a8
; CREATE 0,eye
; movi morttnk_t,a8
; CREATE 0,morttnk
; movi morttnk2_t,a8
; CREATE 0,morttnk
; movi spitter_t,a8
; CREATE 0,spitter
; movi msltnk_t,a8
; CREATE 0,msltnk
; CREATE0 mslstrike
; DIE
;eyemaker_t
; .word 200,90,50,DMAWNZ,CLSENMY
; .long PDOME
;morttnk_t
; .word 30,150,158,DMAWNZ,CLSENMY
; .long MTNK6
;morttnk2_t
; .word 370,150,158,DMAWNZ,CLSENMY
; .long MTNK6
;spitter_t
; .word 50,100,158,DMAWNZ,CLSENMY
; .long SPITR1
;msltnk_t
; .word 30,150,158,DMAWNZ,CLSENMY
; .long MTNK6
********************************
* Slime pool (Process)
WORDPD slimex,0
WORDPD slimey,1
SUBR POND
movi DMAWNZ+M_NOCOLL,a0
move a0,*a8(OFLAGS) ;Collisions off
movi CLSDEAD,a0
move a0,*a8(OID)
movi 50,a0
move a0,*a8(OZPOS)
sp100 SLEEPK 1
MOVE @HALT,A0
jrnz sp100
movi 0ffH,a0
callr rnd
addk 20,a0
calla PRCSLP ;SLEEP some
movk 3,a0
callr rnd
btst 1,a0 ;Rnd mode
jrnz sp500
move a0,a11 ;0AHt player 0-1
movi slimepat_t,a9
movk 7,a0
callr rnd
addk 1,a0
move a0,a10 ;Loop 1-8
sp200 PUSH a10
movi goob_l,a10
callr bloop_snd
CREATE shawnpid,mortar_atp
PULL a10
addk 32,a9 ;Next slot
movk 01fH,a0
callr rnd
jrz sp300
calla PRCSLP ;SLEEP 0-31
sp300 dsj a10,sp200
jruc sp800
sp500
move @HULK_CNT,a0 ;If hulk_cnt+aircnt too many don't do circle!
subk 12,a0
jrge sp550
move @CIRCL_FLG,a0
jrnz sp550
movk 1,a0
callr rnd
jrz sp600 ;50% do circle
sp550 move a13,a9 ;>Random shot
addi slimex,a9
movi 0ffH,a0
callr rnd
subi 07fH,a0
move a0,*a9 ;X
movi 07fH,a0
callr rnd
subi 03fH,a0
move a0,*a9(16) ;Y
movi goob_l,a10
CREATE shawnpid,mortar_relsrc
callr bloop_snd
jruc sp800
sp600 movi slimepat2_t-512,a9 ;0CHircle pattern
movk 1,a0
move a0,@CIRCL_FLG
sp605 movk 3,a0
callr rnd
jrz sp605
sll 9,a0 ;*512
add a0,a9
movi bubl1snd,a0
calla ONESND
movk 2,a11
sp610 movk 16,a10
sp620 PUSH a10
movi goob_l,a10
CREATE shawnpid,mortar_relsrc
PULL a10
addk 32,a9
dsj a10,sp620
SLEEP 40
movi bubl2snd,a0
calla ONESND
dsj a11,sp610
SLEEP 60*3 ;Wait a while
movi bubl1snd,a0
calla ONESND
SLEEP 60*5 ;Wait a while
clr a0
move a0,@CIRCL_FLG
sp800 move @SCRNTL,a2,L ;Get screen top left
move @SCRNLR,a3,L ;Get screen lower rgt
movi [40,40],a1
subxy a1,a2
addxy a1,a3
calla SCRTSTG
jrz sp100 ;Continue till scroll off bottom
jauc DELOBJDIE
slimepat_t
.word 0,0, -30,-20, 30,20, -30,20, 30,-20, -40,0, 40,0, 0,0
slimepat2_t
.word 0,-80,30,-74,56,-56,74,-30
.word 80,0,74,30,56,56,30,74
.word 0,80,-30,74,-56,56,-74,30
.word -80,0,-74,-30,-56,-56,-30,-74
.word 0,-60,23,-55,42,-42,55,-23
.word 60,0,55,23,42,42,23,55
.word 0,60,-23,55,-42,42,-55,23
.word -60,0,-55,-23,-42,-42,-23,-55
.word 0,-40,15,-37,28,-28,37,-15
.word 40,0,37,15,28,28,15,37
.word 0,40,-15,37,-28,28,-37,15
.word -40,0,-37,-15,-28,-28,-15,-37
.word 0,-30,11,-28,21,-21,28,-11
.word 30,0,28,11,21,21,11,28
.word 0,30,-11,28,-21,21,-28,11
.word -30,0,-28,-11,-21,-21,-11,-28
goob_l .long slimeburst_l
LW GOOB1,4
LW GOOB2,4
LW GOOB3,5
LW GOOB4,6
LW GOOB5,7
LW GOOB6,8
LW GOOB7,6
LW GOOB8,4
LW GOOB7,4
LW GOOB6,8
LW GOOB5,8
LW GOOB4,6
LW GOOB3,5
LW GOOB2,4
LWL0 GOOB1,3
.word DMAWNZ+M_NOCOLL
.long slimesplat_l
slimeburst_l
LW GBLOB1,10
LW GBLOB2,10
LW GBLOB3,10
LWL0 GBLOB4,10
slimesplat_l
LW GOOB9,10
LWL0 GOOB10,10
********************************
* Make slime pool sound
SUBRP bloop_snd
move @HCOUNT,a0
sll 32-2,a0
srl 32-2-5,a0
addi bloop_t,a0
move *a0,a0,L
movk 2,a1 ;repeat it
jauc SNDLD
bloop_t .long blp1snd,blp2snd,blp3snd,blp4snd
bubl1snd .word 0f5e5H,20,08131H,0 ;Blood bubbling
bubl2snd .word 0f0e5H,20,08130H,0 ;^
blp1snd .word 0f575H,20,08134H,0 ;Bloop snd
blp2snd .word 0f575H,20,08136H,0 ;
blp3snd .word 0f575H,20,08138H,0 ;
blp4snd .word 0f575H,20,0813aH,0 ;
********************************
* Eye (Process)
WORDPD eyex,0
WORDPD eyey,1
SUBRP eye
callr obj_get
e100 movi 07fH,a0
callr rnd
calla PRCSLP ;SLEEP some
movk 3,a0
callr rnd
btst 1,a0 ;Rnd mode
jrnz e500
move a0,a11 ;0AHt player 0-1
movi eyepat_t,a9
movk 0fH,a0
callr rnd
addk 1,a0
move a0,a10 ;Loop 1-16
e200 PUSH a10
movi eye_l,a10
CREATE shawnpid,mortar_atpnoa
movk 5,a1
move a1,*a0(msinea)
PULL a10
addk 32,a9 ;Next slot
movk 0fH,a0
callr rnd
jrz e300
calla PRCSLP ;SLEEP 0-31
e300 dsj a10,e200
jruc e800
e500 movk 7,a0
callr rnd
jrz e600 ;13% do circle
move a13,a9 ;>Random shot
addi eyex,a9
movi 0ffH,a0
callr rnd
subi 07fH,a0
move a0,*a9 ;X
movi 07fH,a0
callr rnd
subi 03fH,a0
move a0,*a9(16) ;Y
PUSH a10
movi eye_l,a10
CREATE shawnpid,mortar_relsrcnoa
movk 5,a1
move a1,*a0(msinea)
PULL a10
jruc e800
e600 movi eyepat2_t,a9 ;0CHircle pattern
movk 16,a10
e620 PUSH a10
movi eye_l,a10
CREATE shawnpid,mortar_relsrcnoa
movk 5,a1
move a1,*a0(msinea)
PULL a10
addk 32,a9
dsj a10,e620
e800 move @WORLDTLY+16,a0
move *a8(OYPOS),a1
subi 250,a1
cmp a0,a1
jrlt e100 ;Continue till scroll off bottom
jauc DELOBJDIE
eyepat_t
.word 0,0, -30,-20, 30,20, -30,20, 30,-20, -40,0, 40,0, 0,0
eyepat2_t
.word 0,-80, 31,-74, 57,-57, 74,-31, 80,0, 74,31, 57,57, 31,74
.word 0,80, -31,74, -57,57, -74,31, -80,0, -74,-31, -57,-57, -31,-74
eye_l .long eyeburst_l
LW I1,1
LW I2,2
LW I3,4
LW I4,8
LW I5,12
LW I6,14
LW I6,14
LW I5,12
LW I4,8
LW I3,4
LW I2,2
LWL0 I1,1
.word DMAWNZ+M_NOCOLL
.long eyesplat_l
eyeburst_l
LWL0 GOOB9,10
eyesplat_l
LWL0 GOOB9,10
;ARE WE USING THIS STUFF?
********************************
* Mortar tank (Process)
SUBRP morttnk
callr obj_get
movi -1,a11
mt100 movi 0ffH,a0
callr rnd
; movk 7,a0 ;DEBUG
calla PRCSLP
movk 5,a10 ;#Shots in pattern
movi mortpat_t,a9
mt200 PUSH a10
movi mortar_l,a10
CREATE shawnpid,mortar_atp
PULL a10
addk 32,a9
; SLEEPK 1
dsj a10,mt200
dsj a11,mt100
DIE
mortpat_t
.word 0,0, -30,-20, 30,20, -30,20, 30,-20
mortar_l
.long 0 ;*FRANIM
LW BALL1,2 ;82 Ticks
LW BALL2,3
LW BALL3,4
LW BALL4,6
LW BALL5,9
LW BALL6,11
LW BALL7,12
LW BALL6,11
LW BALL5,9
LW BALL4,6
LW BALL3,4
LW BALL2,3
LWL0 BALL1,2
.word DMAWNZ
.long BOOM3 ;*FRANIM
********************************
* Hovering spitter (Process)
; SUBRP spitter ;A8=*Data_t
;
; callr obj_get
;
;spi100 SLEEPK 1
; calla getcloseplyr
; jrz spi100
; movi 0800H,a3
; callr seekob_vel
; move *a8(OXVEL),a0,L
; move a0,a1
; sra 6,a1
; sub a1,a0 ;-Drag
; add a6,a0 ;+Vel
; move a0,*a8(OXVEL),L
; move *a8(OYVEL),a0,L
; move a0,a1
; sra 6,a1
; sub a1,a0 ;-Drag
; add a7,a0 ;+Vel
; move a0,*a8(OYVEL),L
;
; movi 0ffH,a0
; callr rnd
; jrnz spi150
; CREATE shawnpid,missile_fire OLD!
;
;spi150 movi 0ffH,a0
; callr rnd
; jruc spi800 ;DEBUG
; jrnz spi800
; movk 5,a10 ;#Shots in pattern
; movi spitpat_t,a9
;spi200 PUSH a10
; movi spitter_l,a10
; CREATE shawnpid,mortar_atp
; PULL a10
; addk 32,a9
; dsj a10,spi200
;spi800 jruc spi100
; DIE
;
;
;spitpat_t
; .word 0,0, -30,-20, 30,20, -30,20, 30,-20
;
;spitter_l
; .long 0 ;*FRANIM
; LW TEST1,2 ;82 Ticks
; LW TEST2,3
; LW TEST3,4
; LW TEST4,6
; LW TEST5,9
; LW TEST6,11
; LW TEST7,12
; LW TEST6,11
; LW TEST5,9
; LW TEST4,6
; LW TEST3,4
; LW TEST2,3
; LWL0 TEST1,2
; .word DMAWNZ
; .long BOOM3 ;*FRANIM
********************************
* Mortar shot (Process)
APTRPD msobj_p ,0 ;*Mortar shadow object
WORDPD mpos ,2 ;Mortar pos in arc
WORDPD msinea ,3 ;Sine add per tick
LONGPD MYLIST ,4 ;*FRANIM for player death
LONGPD MYSND ,6 ;*Sound for ^
WORDPD FXOR ,9 ;Player 0 or 1
MZ .set 158
SUBRP mortar_relsrc ;A8=*Src Obj, A9=*SrcXY offset_t, A10=*Obj_t
movk 1,a0
move a0,*a13(msinea)
SUBRP mortar_relsrcnoa ;^
move *a8(OXPOS),a6 ;Get X
move *a8(OSIZEX),a3
srl 1,a3
add a3,a6
move *a8(OYPOS),a7 ;Get Y
move *a8(OSIZEY),a3
srl 1,a3
add a3,a7
jruc mortar_shot
SUBRP mortar_atp ;A8=*Src Obj, A9=*DestXY offset_t, A10=*Obj_t
;A11=0-1 (P1-P2)
movk 1,a0
move a0,*a13(msinea)
SUBRP mortar_atpnoa ;^
move @PLYRPRCS,a2,L
move @STATUS2,a3
jrz ms900 ;Demo?
btst 0,a11
jrz ma20
btst 1,a3 ;P2 valid?
jrnz ma30
ma20 btst 0,a3 ;P1 valid?
jrnz ma40
ma30 move @PLYRPRCS+32,a2,L
ma40 move *a2(LEG_PTR),a2,L
move *a2(OXPOS),a6
cmpi 01a00H,a6 ;Off screen?
jrge ms900
addk 10,a6
move *a2(OYPOS),a7
addk 16,a7
movk 7,a0
callr rnd
subk 3,a0
add a0,a6 ;X offset -3 to 4
movk 7,a0
callr rnd
subk 3,a0
add a0,a7 ;Y^
SUBRP mortar_shot ;A8=*Src Obj, A9=*XY offset_t, A10=*Obj_t
clr a0
move a0,*a13(FXOR) ;Player 0
movi gslime_l,a0 ;Green slimed franim
move a0,*a13(MYLIST),L
movi EXP3,a0 ;Soft explosion
move a0,*a13(MYSND),L
move *a8(OXPOS),a0 ;Get X
move *a8(OSIZEX),a3
srl 1,a3
add a3,a0 ;Center X
move *a8(OYPOS),a1 ;Get Y
move *a8(OSIZEY),a3
srl 1,a3
add a3,a1 ;Center Y
sll 16,a0
sll 16,a1
move *a9+,a3
add a3,a6 ;+X offset
sll 16,a6
sub a0,a6 ;DestX-SrcX
move *a9+,a3
add a3,a7 ;+Y offset
sll 16,a7
sub a1,a7 ;DestY-SrcY
move a6,a11
abs a11 ;A11=Distance
move a7,a2
abs a2
cmp a2,a11 ;Use max
jrhs ms30
move a2,a11
ms30
srl 6,a11 ;/64
move a11,a3
srl 2,a3
sub a3,a11 ;Sub .25 = /96
cmpi 14000,a11
jrhs ms60
movi 14000,a11 ;Minimum
ms60 sra 1,a6 ;>Scale down to A11
sra 1,a7
move a6,a2
abs a2
cmp a11,a2 ;A6&A7 < A11
jrgt ms60
move a7,a2
abs a2
cmp a11,a2
jrgt ms60
move a6,a4 ;0FHine scale up to A11
move a7,a5
sra 4,a4 ;/16
sra 4,a5
jrnz ms150
move a4,a4
jrz ms200 ;Both 0 then skip
ms150 add a4,a6
add a5,a7
move a6,a2
abs a2
cmp a11,a2
jrgt ms200
move a7,a2
abs a2
cmp a11,a2
jrle ms150
ms200 move *a8(OZPOS),a3
addk 2,a3
movi DMAWNZ+M_NOCOLL,a4 ;No collisions
movi CLSDEAD,a5
move a10,a9
addk 32,a10
move *a10,a2,L ;Get *1st obj
mmtm a12,a0,a1,a3,a4,a6,a7
clr a6
clr a7
calla BEGINOBJ2 ;Get shot obj
move *a9,a9,L ;Get *FRANIM list
jrz ms250
JSRP FRANIMQ ;Fire sequence
ms250 mmfm a12,a0,a1,a3,a4,a6,a7
movi SHADW,a2
subk 1,a3
movi CLSENMY+TYPGOO,a5
move a8,a9
calla BEGINOBJ2 ;Get shadow obj
move a8,*a13(msobj_p),L
move a9,a8
move a5,*a8(OID)
move a10,a9
clr a0
move a0,*a13(mpos)
jruc ms400
ms300 movi DMAWNZ+M_NOCOLL,a4 ;No collisions
calla ANI ;New frame
move *a9+,a10 ;Get #ticks for frame
ms350 move a8,a0
callr GANIOFQ
move *a13(msobj_p),a5,L
move *a5(OXPOS),a1
sub a6,a1
move a1,*a8(OXPOS) ;Set shot X
move *a13(mpos),a0 ;New height
move *a13(msinea),a1
add a1,a0
cmpi 82,a0 ;Max table range
jrlo ms370
clr a0
ms370 move a0,*a13(mpos)
callr sine_get
srl 5,a0 ;/32
move *a5(OYPOS),a1
sub a0,a1
sub a7,a1
move a1,*a8(OYPOS) ;Set shot Y
move a0,a1
addi MZ+130,a0
move a0,*a8(OZPOS)
subk 10,a1
jrhi ms380
calla CK_GOOB
ms380 SLEEPK 1
dsj a10,ms350
ms400 move *a9+,a1,L ;Get *Img
jrnz ms300
move *a13(msobj_p),a0,L ;Kill shadow
clr a10 ;A10=Dir 0-3 (UPL,UPR,DNL,DNR)
move *a0(OXVEL+16),a1
jrn ms500
addk 1,a10
ms500 move *a0(OYVEL+16),a1
jrn ms520
addk 2,a10
ms520
calla DELOBJ
movi 36,a0 ;21
move a0,*a8(OZPOS)
move *a9+,a0 ;Get OFLAGS
move a0,*a8(OFLAGS)
movi CLSDEAD,a0
move a0,*a8(OID)
move *a9+,a9,L ;Get *FRANIM list
jrz ms880
JSRP FRANIMQ ;Explode
move *a8(OYPOS),a9 ;A9=[Y,X] Spot to spawn from
subk 26,a9
sll 16,a9
move *a8(OXPOS),a0
addk 12,a0
movx a0,a9
clr a11
CREATE HULKPID,SHULK ;Start one hulk
SLEEP 2EH
ms880 calla DELOBJA8
ms900 DIE
gslime_l
LW GSLMD1,NEWPALET+5
.long GOOBP
LW GSLMD2,5
LW GSLMD3,5
LW GSLMD4,15
LW GSLMD3,4
LW GSLMD2,4
LWL0 GSLMD1,4
********************************
* Spider mom insect (Process)
APTRPD smsobj_p,0 ;*Shadow object
WORDPD smpos ,2 ;Pos in arc
WORDPD smFREE ,3 ;
APTRPD smobjt_p,4 ;*Jumper object_t
WORDPD smx ,6 ;X pos
WORDPD smy ,7 ;Y pos
; WORDPD smdis ,8 ;Distance to jump
WORDPD smseekx ,9 ;X pos to seek
WORDPD smseeky ,10 ;Y pos to seek
WORDPD smseekt ,11 ;Time to seek
; WORDPD smseekr ,12 ;!0=Need random seek
WORDPD smvhitsl,13 ;# Velocity hits left (0-1)
WORDPD smhit ,14 ;!0=Hit by shot
WORDPD ABSRB,16 ;# hits taken 0-?
SPDMZ .equ 155
SPDMPTS .equ 050H ;BCD
SUBR spidmom_start ;A8=X, A9=Y
movk 3,a0
callr rnd
addk 6,a0
sll 14,a0
move a0,a7
move a8,a0
move a9,a1
sll 16,a0
sll 16,a1
movi SPYDERA1,a2
movi SPDMZ,a3 ;Z
movi DMAWNZ,a4
movi CLSENMY+TYPSL+SUBSM,a5
clr a6
calla BEGINOBJ2
; move @SKIPR_CNT,a0
; addk 1,a0
; move a0,@SKIPR_CNT
; movi SKIPR,a2
; calla GET_WVADDR
; move *a0(16),a1 ;Dec wave ram cnt
; subk 1,a1
; move a1,*a0(16)
; jrnz sm70
; movk 1,a1
; move a1,@SKIPR_DN
sm70
; move *a0(32),a1 ;Get difficulty level
; move a1,*a13(LEVEL)
clr a0
move a0,*a13(ABSRB)
sm100
movi walksnd,a0
calla ONESND
movi spidm_l,a9
jruc sm400
sm300 move *a8(OFLAGS),a4
calla ANI ;New frame
move *a9+,a10 ;Get #ticks for frame
sm350
SLEEPK 1
dsj a10,sm350
sm400 move *a9+,a1,L ;Get *Img
jrnz sm300
movk 1,a0
callr rnd
jrnz sm600
move a9,a5
move a8,a6
move *a6(OXPOS),a8
addk 28,a8
move *a6(OYPOS),a9
addk 2,a9
movi 0ffH,a0
callr rnd
addi 60,a0
move a0,a10
CREATE shawnpid,spidb_egg
move a6,a8
move a5,a9
sm600
sm880 move @WORLDTLY+16,a0
move *a8(OYPOS),a1
addi 250,a0
cmp a0,a1
jrlo sm100
jauc DELOBJDIE
spidm_l
LW SPYDERA1,2
LW SPYDERA2,2
LW SPYDERA3,2
LW SPYDERA4,2
LW SPYDERA5,2
LW SPYDERA6,2
LW SPYDERA1,2
LW SPYDERA2,2
LW SPYDERA3,2
LW SPYDERA4,2
LW SPYDERA5,2
LWL0 SPYDERA6,2
spidmmpat_t ;Missiles!
.word 10,10, 0,0, 20,0, 0,20, 20,20