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hires.s
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hires.s
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include "system.i"
include "macros.i"
include "defs.i"
include "modules/rawkey_macros.i"
include "modules/dev_macros.i"
opt o+
xref _custom
xref _ciaa
xref _Vid_Present
;*************************************************
;* Stuff to do to get a C2P version:
;* Change copperlist
;* Change wall drawing
;* change floor drawing
;* change object drawing
;* change polygon drawing (ugh)
;* Write a palette generator program in AMOS
;* to provide a good 256 colour palette and
;* convert all graphics files specified
;* (possibly included in the game linker
;* program).
;* Possibly change the wall/floor/object
;* palettes to look nicer with more shades.
;* RE-implement stippling (if not present)
;* as it will look gorgeous now.
;*************************************************
CD32VER equ 0
FS_HEIGHT_HACK equ 1 ; 0xABADCAFE - Fullscreen height hack, set non-zero to enable
DISPLAYMSGPORT_HACK equ 1 ; AL - Level restart freeze hack, set non-zero to enable
SCREEN_TITLEBAR_HACK equ 1 ; AL - Stop title bar interactions hack, set non-zero to enable
SCREEN_WIDTH equ 320
SCREEN_HEIGHT equ 256
IFNE FS_HEIGHT_HACK
FS_HEIGHT equ SCREEN_HEIGHT-16
FS_HEIGHT_C2P_DIFF equ 8
ELSE
FS_HEIGHT equ SCREEN_HEIGHT-24
FS_HEIGHT_C2P_DIFF equ 0
ENDC
FS_WIDTH equ SCREEN_WIDTH
SMALL_WIDTH equ 192
SMALL_HEIGHT equ 160
VID_FAST_BUFFER_SIZE equ SCREEN_WIDTH*SCREEN_HEIGHT+15 ; screen size plus alignment
maxscrdiv equ 8
max3ddiv equ 5
PLR_STAND_HEIGHT equ 12*1024
PLR_CROUCH_HEIGHT equ 8*1024
scrheight equ 80
intreqrl equ $01f
PLR_MASTER equ 'm' ; two player master
PLR_SLAVE equ 's' ; two player slave
PLR_SINGLE equ 'n' ; Single player
QUIT_KEY equ RAWKEY_NUM_ASTERISK
;QUIT_KEY equ RAWKEY_COMMA ; for days when I have no numberpad
; ZERO-INITIALISED DATA
include "bss/system_bss.s"
include "bss/io_bss.s"
include "bss/vid_bss.s"
include "bss/level_bss.s"
include "bss/ai_bss.s"
include "bss/anim_bss.s"
include "bss/player_bss.s"
include "bss/draw_bss.s"
include "bss/zone_bss.s"
include "bss/tables_bss.s"
include "bss/game_bss.s"
; INITIALISED (DATA) DATA
include "data/system_data.s"
include "data/draw_data.s"
include "data/level_data.s"
include "data/tables_data.s"
include "data/text_data.s"
include "data/game_data.s"
include "data/vid_data.s"
section .text,code
xref _Vid_isRTG
xdef _startup
; Startup Code
_startup:
; entry point
movem.l d1-a6,-(sp)
IFD MEMTRACK
bsr Mem_TrackInit
ENDC
CALLC Sys_Init
tst.l d0
beq .startup_fail
; since these moved to bss, they need explicit initialisation
; todo - module initialisation calls
; XXX following two statements are NOPs
not.b Plr1_Mouse_b
not.b Plr2_Mouse_b
move.w #191,Plr1_Energy_w
move.w #191,Plr2_Energy_w
not.w Zone_OrderTable_Barrier_w
st draw_GouraudFlatsSelected_b
;lea VBLANKInt(pc),a1
;moveq #INTB_VERTB,d0
;CALLEXEC AddIntServer
CALLDEV Init
;IFEQ CD32VER
;lea KEYInt(pc),a1
;moveq #INTB_PORTS,d0
;CALLEXEC AddIntServer
;ENDC
; init default control method
IFNE CD32VER
clr.b Plr1_Keys_b
clr.b Plr1_Path_b
clr.b Plr1_Mouse_b
st Plr1_Joystick_b
clr.b Plr2_Keys_b
clr.b Plr2_Path_b
clr.b Plr2_Mouse_b
st Plr2_Joystick_b
ELSE
clr.b Plr1_Keys_b
clr.b Plr1_Path_b
st Plr1_Mouse_b
clr.b Plr1_Joystick_b
clr.b Plr2_Keys_b
clr.b Plr2_Path_b
st Plr2_Mouse_b
clr.b Plr2_Joystick_b
ENDC
IFND BUILD_WITH_C
; allocate chunky render buffer in fastmem
move.l #MEMF_ANY|MEMF_CLEAR,d1
move.l #VID_FAST_BUFFER_SIZE,d0
CALLEXEC AllocVec ; Note: Can't use Sys_AllocVec yet
move.l d0,Vid_FastBufferAllocPtr_l
;align to 16byte for best C2P perf
moveq.l #15,d1
add.l d1,d0
moveq #-16,d1 ; $F0
and.l d1,d0
move.l d0,Vid_FastBufferPtr_l
ENDIF
; Setup constant table
move.l #ConstantTable_vl,a0
moveq #1,d0
move.w #8191,d1
.fill_const:
move.l #16384*64,d2 ; 1<<10
divs.l d0,d2
; ext.l d2 ;c#
move.l #64*64*65536,d3
divs.l d2,d3
; move.l d3,d4
; asr.l #6,d4
move.l d3,(a0)+ ; e#
asr.l #1,d2 ; c#/2.0
sub.l #40*64,d2 ; d#
muls.l d3,d2 ; d#*e#
asr.l #6,d2
move.l d2,(a0)+
addq #1,d0
dbra d1,.fill_const
; CALLC Game_Init ; this might be the best place
jsr Game_Start
.startup_fail:
CALLC Sys_Done
IFD MEMTRACK
bsr Mem_TrackDone
ENDC
movem.l (sp)+,d1-a6
rts
; Include even in C version for assembly helpers
include "modules/system.s"
include "modules/message.s"
include "modules/game/game_properties.s"
include "modules/game/game_preferences.s"
include "modules/game/game_progress.s"
include "modules/level.s"
IFD MEMTRACK
include "modules/dev_memtrack.s"
ENDC
;*******************************************************************************
; Global data
align 4
LastZonePtr_l: dc.l 0
xwobble: dc.l 0
; Word aligned
xwobxoff: dc.w 0
xwobzoff: dc.w 0
CollId: dc.w 0
View_KeyLook_w: dc.w 0
View_LookMin_w: dc.w 0
View_LookMax_w: dc.w 0
; Byte Aligned
Game_MasterQuit_b: dc.b 0
Game_SlaveQuit_b: dc.b 0
Game_MasterPaused_b: dc.b 0
Game_SlavePaused_b: dc.b 0
;*******************************************************************************
include "modules/draw.s"
align 4
Game_ShowIntroText:
move.l Lvl_IntroTextPtr_l,a0 ; Pointer to main narrative text
move.w Game_LevelNumber_w,d0 ; Level number
muls #82*16,d0 ; Fixed size of 82 chars per line, 16 lines ?
add.l d0,a0 ; offset into narrative
move.w #15,d7 ; line counter
move.w #0,d0 ; line number
.next_line_loop:
move.l Vid_TextScreenPtr_l,a1 ; Planar slice ptr
CALLC Draw_LineOfText ;
addq #1,d0 ; increment line number
add.w #82,a0 ; next line of text
dbra d7,.next_line_loop
rts
Game_ClearIntroText:
move.l Vid_TextScreenPtr_l,a0
move.w #(10240/16)-1,d0
move.l #$0,d1
.lll:
move.l d1,(a0)+
move.l d1,(a0)+
move.l d1,(a0)+
move.l d1,(a0)+
move.l d1,(a0)+
move.l d1,(a0)+
move.l d1,(a0)+
move.l d1,(a0)+
dbra d0,.lll
rts
Game_Begin:
; move.w #0,TXTCOLL
; move.w #0,MIXCOLL
; move.w #0,TOPCOLL
;
; bsr Game_ClearIntroText
;
; cmp.b #PLR_SINGLE,Plr_MultiplayerType_b
; bne.s .notext
; bsr Game_ShowIntroText
.notext:
;charlie:
; move.l #TEXTCOP,_custom+cop1lc
; Fade in Level Text
; move.w #$10,d0
; move.w #7,d1
;.fdup:
; move.w d0,TXTCOLL
; move.w d0,MIXCOLL
; add.w #$121,d0
;.wtframe:
; btst #5,_custom+intreqrl
; beq.s .wtframe
; move.w #$0020,_custom+intreq
; dbra d1,.fdup
move.l #_custom,a6
jsr SETPLAYERS
jsr Res_LoadLevelData
noload:
; What for?
IFNE CD32VER
move.l #115,d1
CALLDOS Delay
ENDC
CALLDEV DataReset
; Initialise the messages buffer
CALLC Msg_Init
; Record the start. This may write new messages.
STATS_PLAY
;****************************
;* Initialize level
;****************************
;* Poke all clip offsets into
;* correct bit of level data.
;****************************
move.l Lvl_GraphicsPtr_l,a0
move.l 12(a0),a1
add.l a0,a1
move.l a1,Lvl_ZoneGraphAddsPtr_l
move.l (a0),a1
add.l a0,a1
move.l a1,Lvl_DoorDataPtr_l
move.l 4(a0),a1
add.l a0,a1
move.l a1,Lvl_LiftDataPtr_l
move.l 8(a0),a1
add.l a0,a1
move.l a1,Lvl_SwitchDataPtr_l
adda.w #16,a0
move.l a0,Lvl_ZoneAddsPtr_l
; Level data begins with messages
move.l Lvl_DataPtr_l,a4
lea LVLT_MESSAGE_LENGTH*LVLT_MESSAGE_COUNT(a4),a1
; Followed by LvlT structure (pointed to by a1)
lea LvlT_ControlPointCoords_vw(a1),a2
move.l a2,Lvl_ControlPointCoordsPtr_l
move.w LvlT_NumControlPoints_w(a1),Lvl_NumControlPoints_w
move.w LvlT_NumPoints_w(a1),Lvl_NumPoints_w
move.l LvlT_OffsetToPoints_l(a1),a2
add.l a4,a2
move.l a2,Lvl_PointsPtr_l
move.w LvlT_NumPoints_w(a1),d0
lea 4(a2,d0.w*4),a2
move.l a2,PointBrightsPtr_l
move.w LvlT_NumZones_w(a1),d0
addq #1,d0
muls #80,d0 ; todo - is 80 a fixed length points per zone (e.g. 10x 32-bit x/y pairs) value?
add.l d0,a2
move.l a2,Lvl_ZoneBorderPointsPtr_l
move.l LvlT_OffsetToFloorLines_l(a1),a2
add.l a4,a2
move.l a2,Lvl_FloorLinesPtr_l
move.w -2(a2),Lvl_ExitZoneID_w
move.l LvlT_OffsetToObjects_l(a1),a2
add.l a4,a2
move.l a2,Lvl_ObjectDataPtr_l
*****************************************
* Just for charles
; move.w #$6060,6(a2)
; move.l #$d0000,8(a2)
; sub.w #40,4(a2)
; move.w #45*256+45,14(a2)
****************************************
; Temporary object buffers used for player and alien projectile entities.
; todo - why are these embedded in the data file and not just a dynamically added space?
move.l LvlT_OffsetToPlayerShot_l(a1),a2
add.l a4,a2
move.l a2,Plr_ShotDataPtr_l
move.l LvlT_OffsetToAlienShot_l(a1),a2
add.l a4,a2
move.l a2,AI_AlienShotDataPtr_l
add.l #ShotT_SizeOf_l*NUM_ALIEN_SHOT_DATA,a2
move.l a2,AI_OtherAlienDataPtrs_vl
move.l LvlT_OffsetToObjectPoints_l(a1),a2
add.l a4,a2
move.l a2,Lvl_ObjectPointsPtr_l
move.l LvlT_OffsetToPlr1Obj_l(a1),a2
add.l a4,a2
move.l a2,Plr1_ObjectPtr_l
move.l LvlT_OffsetToPlr2Obj_l(a1),a2
add.l a4,a2
move.l a2,Plr2_ObjectPtr_l
move.w LvlT_NumObjectPoints_w(a1),Lvl_NumObjectPoints_w
move.l Lvl_ClipsPtr_l,a2
moveq #0,d0
move.w LvlT_NumZones_w(a1),d7
move.w d7,Zone_Count_w
assignclips:
move.l (a0)+,a3
add.l a4,a3 ; pointer to a zone
adda.w #ZoneT_ListOfGraph_w,a3 ; pointer to zonelist
dowholezone:
tst.w (a3)
blt.s nomorethiszone
tst.w 2(a3)
blt.s thisonenull
move.l d0,d1
asr.l #1,d1
move.w d1,2(a3)
findnextclip:
cmp.w #-2,(a2,d0.l)
beq.s foundnextclip
addq.l #2,d0
bra.s findnextclip
foundnextclip:
addq.l #2,d0
thisonenull:
addq #8,a3
bra.s dowholezone
nomorethiszone:
dbra d7,assignclips
lea (a2,d0.l),a2
move.l a2,Lvl_ConnectTablePtr_l
noclips:
clr.b Plr1_StoodInTop_b
move.l #PLR_STAND_HEIGHT,Plr1_SnapHeight_l
move.l #Aud_EmptyBuffer_vl,pos1LEFT
move.l #Aud_EmptyBuffer_vl,pos2LEFT
move.l #Aud_EmptyBuffer_vl,pos1RIGHT
move.l #Aud_EmptyBuffer_vl,pos2RIGHT
move.l #Aud_EmptyBuffer_vl,pos0LEFT
move.l #Aud_EmptyBuffer_vl,pos3LEFT
move.l #Aud_EmptyBuffer_vl,pos0RIGHT
move.l #Aud_EmptyBuffer_vl,pos3RIGHT
move.l #Aud_EmptyBufferEnd,Samp0endLEFT
move.l #Aud_EmptyBufferEnd,Samp1endLEFT
move.l #Aud_EmptyBufferEnd,Samp0endRIGHT
move.l #Aud_EmptyBufferEnd,Samp1endRIGHT
move.l #Aud_EmptyBufferEnd,Samp2endLEFT
move.l #Aud_EmptyBufferEnd,Samp3endLEFT
move.l #Aud_EmptyBufferEnd,Samp2endRIGHT
move.l #Aud_EmptyBufferEnd,Samp3endRIGHT
bset.b #1,$bfe001
; clear audio modulation settings
move.w #$00ff,_custom+adkcon
; FIXME: reimplement level blurb
; move.l #Blurbfield,$dff080
IFD BUILD_WITH_C
;tst.w _Vid_isRTG
;bne.s .skipChangeScreen
bra.s .skipChangeScreen
ENDIF
IFNE DISPLAYMSGPORT_HACK
;empty Vid_DisplayMsgPort_l and set Vid_ScreenBufferIndex_w to 0
;so the starting point is the same every time
.clrMsgPort:
move.l Vid_DisplayMsgPort_l,a0
CALLEXEC GetMsg
tst.l d0
bne.s .clrMsgPort
ENDC
clr.w Vid_ScreenBufferIndex_w
.tryAgain:
move.l Vid_ScreenBuffers_vl,a1
move.l Vid_MainScreen_l,a0
CALLINT ChangeScreenBuffer
tst.l d0
beq.s .tryAgain
clr.b Vid_WaitForDisplayMsg_b
.skipChangeScreen:
jsr Plr_Initialise
; bsr initobjpos
; setup audio channels
move.l #$dff000,a6
move.l #Aud_Null1_vw,$dff0a0
move.w #100,$dff0a4
move.w #443,$dff0a6
move.w #63,$dff0a8
move.l #Aud_Null2_vw,$dff0b0
move.w #100,$dff0b4
move.w #443,$dff0b6
move.w #63,$dff0b8
move.l #Aud_Null4_vw,$dff0c0
move.w #100,$dff0c4
move.w #443,$dff0c6
move.w #63,$dff0c8
move.l #Aud_Null3_vw,$dff0d0
move.w #100,$dff0d4
move.w #443,$dff0d6
move.w #63,$dff0d8
move.l #tab,a1
move.w #64,d7
move.w #0,d6
outerlop:
move.l #pretab,a0
move.w #255,d5
scaledownlop:
move.b (a0)+,d0
ext.w d0
ext.l d0 ; // ext.b ?
muls d6,d0
asr.l #6,d0
move.b d0,(a1)+
dbra d5,scaledownlop
addq #1,d6
dbra d7,outerlop
move.l #$dff000,a6
; disable audio dma
move.w #DMAF_AUDIO,dmacon(a6)
; enable audio dma
move.w #DMAF_SETCLR!DMAF_MASTER!DMAF_AUDIO,dmacon(a6)
move.w #$0,potgo(a6)
move.w #0,Conditions
cmp.b #PLR_SINGLE,Plr_MultiplayerType_b
beq.s .nokeys
move.w #%111111111111,Conditions
.nokeys:
move.l #KeyMap_vb,a5
clr.b RAWKEY_ESC(a5)
move.l Lvl_MusicPtr_l,mt_data
clr.b UseAllChannels
; cmp.b #'b',Prefsfile+3
; bne.s .noback
*********************************
; TODO - check music is enabled
st CHANNELDATA
jsr mt_init
*********************************
st CHANNELDATA
st CHANNELDATA+8
move.l Aud_SampleList_vl+6*8,pos0LEFT
move.l Aud_SampleList_vl+6*8+4,Samp0endLEFT
move.l #PLR_STAND_HEIGHT,Plr1_SnapTargHeight_l
move.l #PLR_STAND_HEIGHT,Plr1_SnapHeight_l
move.l #PLR_STAND_HEIGHT,Plr2_SnapTargHeight_l
move.l #PLR_STAND_HEIGHT,Plr2_SnapHeight_l
CALLC Sys_ClearKeyboard
clr.b Game_MasterQuit_b
cmp.b #PLR_SINGLE,Plr_MultiplayerType_b
seq Game_SlaveQuit_b
DataCacheOn
move.l #0,hitcol
NOCLTXT:
;FIXME: need to load the game palette here?
clr.b Plr1_Ducked_b
clr.b Plr2_Ducked_b
clr.b plr1_TmpDucked_b
clr.b plr2_TmpDucked_b
********************************************
; jmp docredits
********************************************
st Game_Running_b
st dosounds
jsr AI_InitAlienWorkspace
move.l #Lvl_CompactMap_vl,a0
move.l a0,LastZonePtr_l
move.w #255,d0
.clear_map_loop:
move.l #0,(a0)+
dbra d0,.clear_map_loop
move.l #Lvl_CompactMap_vl,a0
move.l #Lvl_BigMap_vl,a1
bra NOALLWALLS
move.l Lvl_ZoneGraphAddsPtr_l,a2
DOALLWALLS:
move.l (a2),d0
beq.s nomorezones
move.l d0,a3
addq #8,a2
add.l Lvl_GraphicsPtr_l,a3
addq #2,a3
move.l a1,a4
innerwalls:
move.b (a3),d1
move.b 1(a3),d0
bne doneinner
tst.b d1
blt noid
move.b d1,d3
and.w #15,d1
moveq #0,d0
move.w d1,d2
add.w d1,d1
add.w d2,d1
addq #1,d1
bset d1,d0
btst #4,d3
beq.s .no_door
addq #1,d1
bset d1,d0
.no_door:
or.l d0,(a0)
move.w 2(a3),(a4)
move.w 4(a3),2(a4)
noid:
add.w #30,a3
addq #4,a4
bra innerwalls
doneinner:
add.w #40,a1
addq #4,a0
bra DOALLWALLS
nomorezones:
NOALLWALLS:
move.w #SMALL_WIDTH/2,Vid_CentreX_w
move.w #SMALL_WIDTH,Vid_RightX_w
move.w #SMALL_HEIGHT,Vid_BottomY_w
move.w #SMALL_HEIGHT/2,TOTHEMIDDLE
clr.b Vid_FullScreen_b
CALLC Draw_ResetGameDisplay
st Plr1_Weapons_vb+1
st Plr2_Weapons_vb+1
move.w #100,timetodamage
move.w #299,d0
move.l #AI_Damaged_vw,a0
CLRDAM:
move.w #0,(a0)+
dbra d0,CLRDAM
moveq #0,d0
move.w d0,STOPOFFSET
neg.w d0
add.w TOTHEMIDDLE,d0
move.w d0,SMIDDLEY
muls #SCREEN_WIDTH,d0
move.l d0,SBIGMIDDLEY
move.w #0,Plr1_AimSpeed_l
move.w #0,Plr2_AimSpeed_l
; init pointer to chipmem render buffers
move.l Vid_Screen1Ptr_l,Vid_DisplayScreenPtr_l
move.l Vid_Screen2Ptr_l,Vid_DrawScreenPtr_l
; Clear message buffers
; CALLC Msg_Init
; Initialise FPS
clr.l Sys_FrameNumber_l
lea Sys_PrevFrameTimeECV_q,a0
CALLC Sys_MarkTime
clr.b Plr2_Fire_b
clr.b Plr2_TmpFire_b
clr.b Plr2_Used_b
clr.b Plr2_TmpSpcTap_b
clr.b plr1_Dead_b
clr.b plr2_Dead_b
move.l Plr1_ObjectPtr_l,a0
move.l Plr2_ObjectPtr_l,a1
clr.w EntT_ImpactX_w(a0)
clr.w EntT_ImpactY_w(a0)
clr.w EntT_ImpactZ_w(a0)
clr.w EntT_ImpactX_w(a1)
clr.w EntT_ImpactY_w(a1)
clr.w EntT_ImpactZ_w(a1)
clr.l Plr1_SnapXSpdVal_l
clr.l Plr1_SnapZSpdVal_l
clr.l Plr1_SnapYVel_l
clr.l Plr2_SnapXSpdVal_l
clr.l Plr2_SnapZSpdVal_l
clr.l Plr2_SnapYVel_l
***************************************************************shoehorn this in here AL
tst.b Vid_FullScreen_b
beq.s .small
move.w #6,View_KeyLook_w
move.w #FS_HEIGHT/2,d0
move.w d0,View_LookMin_w
neg.w d0
move.w d0,View_LookMax_w
bra .big
.small
move.w #4,View_KeyLook_w
move.w #SMALL_HEIGHT/2,d0
move.w d0,View_LookMin_w
neg.w d0
move.w d0,View_LookMax_w
.big
***************************************************************
game_main_loop:
move.w #%110000000000,_custom+potgo
cmp.b #PLR_MASTER,Plr_MultiplayerType_b
bne .notmess
tst.b plr2_Dead_b
bne .notmess
tst.w Plr2_Health_w
bgt .notmess
st plr2_Dead_b
jsr GetRand
swap d0
clr.w d0
swap d0
divs #9,d0
swap d0
muls #GAME_DM_VICTORY_MESSAGE_LENGTH,d0
add.l #Game_TwoPlayerVictoryMessages_vb,d0
move.l d0,a0
move.w #GAME_DM_VICTORY_MESSAGE_LENGTH,d0
CALLC Msg_PushLine
move.l Plr2_ObjectPtr_l,a0
move.l GLF_DatabasePtr_l,a6
add.l #GLFT_Player2Graphic_w,a6
move.w (a6),d7
move.w d7,d1
move.l GLF_DatabasePtr_l,a6
add.l #GLFT_AlienDefs_l,a6
muls #AlienT_SizeOf_l,d1
add.l d1,a6
move.b AlienT_SplatType_w+1(a6),d0
move.b d0,Anim_SplatType_w
move.l Plr2_ZonePtr_l,a1
move.w (a1),ObjT_ZoneID_w(a0)
move.w Plr2_TmpXOff_l,newx
move.w Plr2_TmpZOff_l,newz
move.w #7,d2
jsr Anim_ExplodeIntoBits
FREE_OBJ a0
.notmess:
cmp.b #PLR_SLAVE,Plr_MultiplayerType_b
bne .notmess2
tst.b plr1_Dead_b
bne .notmess2
tst.w Plr1_Health_w
bgt .notmess2
st plr1_Dead_b
jsr GetRand
swap d0
clr.w d0
swap d0
divs #9,d0
swap d0
muls #GAME_DM_VICTORY_MESSAGE_LENGTH,d0
add.l #Game_TwoPlayerVictoryMessages_vb,d0
move.l d0,a0
move.w #GAME_DM_VICTORY_MESSAGE_LENGTH,d0
CALLC Msg_PushLine
move.l Plr1_ObjectPtr_l,a0
move.l GLF_DatabasePtr_l,a6
add.l #GLFT_Player1Graphic_w,a6
move.w (a6),d7
move.w d7,d1
move.l GLF_DatabasePtr_l,a6
add.l #GLFT_AlienDefs_l,a6
muls #AlienT_SizeOf_l,d1
add.l d1,a6
move.b AlienT_SplatType_w+1(a6),d0
move.b d0,Anim_SplatType_w
move.l Plr1_ZonePtr_l,a1
move.w (a1),ObjT_ZoneID_w(a0)
move.w Plr1_TmpXOff_l,newx
move.w Plr1_TmpZOff_l,newz
move.w #7,d2
jsr Anim_ExplodeIntoBits
FREE_OBJ a0
.notmess2:
;FIXME: should use _LVOWritePotgo here!
move.w #%110000000000,_custom+potgo ; POTGO -start Potentiometer reading
; FIXME: shouldn't this be in a regular interrupt, like VBL?
move.b MAPON,draw_RenderMap_b
move.b Vid_FullScreenTemp_b,d0
move.b Vid_FullScreen_b,d1
eor.b d1,d0
beq .noFullscreenSwitch
move.b Vid_FullScreenTemp_b,Vid_FullScreen_b
bsr SetupRenderbufferSize
.noFullscreenSwitch:
move.l #KeyMap_vb,a5
cmp.b #PLR_SINGLE,Plr_MultiplayerType_b
bne .nopause
tst.b RAWKEY_P(a5)
beq.s .nopause
clr.b Game_Running_b
.waitrel:
tst.b Plr1_Joystick_b
beq.s .NOJOY
jsr _ReadJoy1
.NOJOY:
tst.b RAWKEY_P(a5)
bne.s .waitrel
bsr Game_Pause
st Game_Running_b
.nopause:
; FIXME: "player is hit" color handling missing
; move.l hitcol,d0 ; hitcol seems to "shift" the color palette selection
; move.l d0,d1 ; into a red palette if the player is hit
; add.l #PALETTEBIT,d1
; tst.l d0
; beq.s nofadedownhc
; sub.l #2116,d0
; move.l d0,hitcol
nofadedownhc:
;bsr Vid_LoadMainPalette ; should only reload the palatte when hit
st READCONTROLS
move.l #$dff000,a6
cmp.b #PLR_SINGLE,Plr_MultiplayerType_b
beq .nopause
move.b Game_SlavePaused_b,d0
or.b Game_MasterPaused_b,d0
beq.s .nopause
clr.b Game_Running_b
move.l #KeyMap_vb,a5
.waitrel:
cmp.b #PLR_SLAVE,Plr_MultiplayerType_b
beq.s .RE2
tst.b Plr1_Joystick_b
beq.s .NOJOY
jsr _ReadJoy1
bra .RE1
.RE2:
tst.b Plr2_Joystick_b
beq.s .NOJOY
jsr _ReadJoy2
.RE1:
.NOJOY:
tst.b RAWKEY_P(a5)
bne.s .waitrel
bsr Game_Pause
cmp.b #PLR_MASTER,Plr_MultiplayerType_b
bne.s .slavelast
jsr SENDFIRST
bra .masfirst
.slavelast:
jsr RECFIRST
.masfirst:
clr.b Game_SlavePaused_b
clr.b Game_MasterPaused_b
st Game_Running_b
.nopause:
move.l Vid_VBLCountLast_l,d2
add.l Vid_FPSLimit_l,d2
.waitvbl:
move.l Vid_VBLCount_l,d3
cmp.l d2,d3
bhi.s .skipWaitTOF
CALLGRAF WaitTOF
bra.s .waitvbl
.skipWaitTOF:
move.l d3,Vid_VBLCountLast_l
; Swap screen bitmaps
move.l Vid_DrawScreenPtr_l,d0
move.l Vid_DisplayScreenPtr_l,Vid_DrawScreenPtr_l
move.l d0,Vid_DisplayScreenPtr_l
cmp.b #PLR_SLAVE,Plr_MultiplayerType_b
beq.s nowaitslave
; Waiting for old copperlist interrupt to switch screens?
;waitfortop:
; btst.b #0,intreqrl(a6)
; beq.b waitfortop
; move.w #$1,intreq(a6)
; move.l #PLR1_GunData,Plr_GunDataPtr_l
move.b Plr1_GunSelected_b,plr_GunSelected_b
bra waitmaster
nowaitslave:
; move.l #PLR2_GunData,Plr_GunDataPtr_l
move.b Plr2_GunSelected_b,plr_GunSelected_b
waitmaster:
*****************************************************************
IFD BUILD_WITH_C
tst.w _Vid_isRTG
bne .screenSwapDone