sm64/map/stage10/Sstage10.s

145 lines
5.5 KiB
ArmAsm

/********************************************************************************
Ultra 64 MARIO Brothers
stage 10 sequence module
Copyright 1995 Nintendo co., ltd. All rights reserved
Mar 15, 1996
********************************************************************************/
#define ASSEMBLER
#include "../../headers.h"
.data
.align 2
.align 0
.globl SEQ_DoStage10
/* ================================================================================
: Scene 1 Stars sequence.
=================================================================================== */
SEQ_Stage1001_Stars:
seqLevelActor(0x003f,S_polystar, 700, 4500, 690, 0,0,0, 0,0,0, e_tripstar) /* snowmans_head */
/* seqLevelActor(0x003f,S_polystar, 130, 1600, -4300, 0,0,0, 1,0,0, e_tripstar) /* big_motos */
seqLevelActor(0x003f,S_polystar, 4350, 1350, 4350, 0,0,0, 2,0,0, e_tripstar) /* in_the_ice_tower */
/* seqLevelActor(0x003f,S_polystar,-4700, 1400, 5850, 0,0,0, 3,0,0, e_tripstar) /* fura fura de */
seqLevelActor(0x003f,S_NULL , 5000, 1200, 0, 0,0,0, 4,0,0, e_tripstar_getcoins) /* 8_coin */
seqReturn
/* ================================================================================
: Scene 1 Move BGs sequence.
=================================================================================== */
SEQ_Stage1001_MoveBGs:
seqActor(S_NULL, 977,1024,2075, 0,0,0, 0,0,0, e_iwanami)
/* seqActor(S_movebg02, 4377,1843,4361, 0,0,0, 0,0,0, e_ice) */
seqReturn
/* ================================================================================
: Scene 1 Enemies sequence.
=================================================================================== */
SEQ_Stage1001_Enemies:
seqActor(S_ping, 1715,3328, 518, 0,-51,0, 0,0,0, e_wind_ping )
seqActor(S_NULL, 700,3428, 700, 0, 30,0, 0,0,0, e_wind )
seqActor(S_NULL, 480,2300, 1370, 0, 0,0, 0,0,0, e_kamakura )
seqActor(S_Big_ice_otos, 315,1331,-4852, 0, 0,0, 1,0,0, e_big_ice_otos )
seqActor(S_snowman, 2954,970, 750, 0, 0,0, 0,2,0, e_snowman )
seqReturn
/* ================================================================================
: Scene 2 Stars sequence.
=================================================================================== */
SEQ_Stage1002_Stars:
seqLevelActor(0x003f,S_polystar, 0, 500, 1000, 0,0,0, 5,0,0, e_tripstar) /* in kamakura */
seqReturn
/* ================================================================================
: Stage 10 main sequence.
=================================================================================== */
SEQ_DoStage10:
seqInitStage()
seqLoadPres(SEGMENT_STAGE1 , _GfxStage10SegmentRomStart , _GfxStage10SegmentRomEnd )
seqLoadText(SEGMENT_TEXTURE , _FSnowMtTextureSegmentRomStart, _FSnowMtTextureSegmentRomEnd)
seqLoadPres(SEGMENT_WEATHER , _WeatherSegmentRomStart , _WeatherSegmentRomEnd )
seqLoadPres(SEGMENT_BACK , _BackSnowtowerSegmentRomStart , _BackSnowtowerSegmentRomEnd )
seqLoadPres(SEGMENT_ENEMY1 , _GfxEnemy1_gSegmentRomStart , _GfxEnemy1_gSegmentRomEnd )
seqLoadData(SEGMENT_ENEMYDATA1, _HmsEnemy1_gSegmentRomStart , _HmsEnemy1_gSegmentRomEnd )
seqLoadPres(SEGMENT_ENEMY2 , _GfxEnemy2_gSegmentRomStart , _GfxEnemy2_gSegmentRomEnd )
seqLoadData(SEGMENT_ENEMYDATA2, _HmsEnemy2_gSegmentRomStart , _HmsEnemy2_gSegmentRomEnd )
seqLoadPres(SEGMENT_ENEMY3 , _GfxBasic_enemySegmentRomStart, _GfxBasic_enemySegmentRomEnd)
seqLoadData(SEGMENT_ENEMYDATA3, _HmsBasic_enemySegmentRomStart, _HmsBasic_enemySegmentRomEnd)
seqBeginConstruction()
seqHmsMario(S_Mario, ShapePlayer1, e_mario)
seqCall(SetBasicEnemy)
seqCall(SetEnemy1_g)
seqCall(SetEnemy2_g)
seqHmsShape(S_movebg01, RCP_HmsSf2Nami )
seqHmsShape(S_movebg02, RCP_HmsSf2Hip )
seqHmsShape(S_movebg03, RCP_HmsSf2Hahen )
seqHmsShape(S_tree3 , RCP_HmsTree03 )
seqBeginScene(1, RCP_Stage10Scene1)
seqActor(S_NULL, 5541,1024+START_H, 443, 0,270,0, 0,10,0, e_player_entpict)
seqActor(S_NULL, 257, 2150, 1399, 0,290,0, 0,11,0, e_player_waiting)
seqActor(S_NULL, 569, 2150, 1336, 0, 0,0, 6,12,0, e_tripchimney2 )
seqActor(S_NULL, 5468, 1056,-5400, 0,-20,0, 0,13,0, e_warp)
seqActor(S_NULL, -3698, 1024,-1237, 0, 6,0, 0,14,0, e_warp)
seqPort(10, 10, 1, 10) /* MARIO stage in. */
seqPort(11, 10, 1, 11) /* From the scene 2 [ Kamakura ]. */
seqPort(12, 10, 2, 10) /* To the scene 2 [ Kamakura ]. */
seqPort(13, 10, 1, 14) /* Warp. */
seqPort(14, 10, 1, 13) /* Warp. */
seqCall(SEQ_Stage1001_Stars)
seqCall(SEQ_Stage1001_MoveBGs)
seqCall(SEQ_Stage1001_Enemies)
seqGameClear(6, 2, 54)
seqGameOver (6, 2, 104)
seqMapInfo(cx1001_info)
seqTagInfo(cx1001_info_tag)
seqSetMusic(NA_STG_MOUNTAIN, NA_SNOW_BGM)
seqEnvironment(ENV_SNOWMT)
seqEndScene()
seqBeginScene(2, RCP_Stage10Scene2)
seqActor(S_NULL, 0,0,2867, 0,180,0, 0,10,0, e_player_waiting )
seqActor(S_NULL, 0,0,3277, 0, 0,0, 20,11,0, e_tripchimney2 )
seqPort(10, 10, 2, 10)
seqPort(11, 10, 1, 11)
seqCall(SEQ_Stage1002_Stars)
seqGameClear(6, 2, 54)
seqGameOver (6, 2, 104)
seqMapInfo(cx1002_info)
seqTagInfo(cx1002_info_tag)
seqSetMusic(NA_STG_DUNGEON, NA_DUNGEON_BGM)
seqEnvironment(ENV_SNOWMT)
seqEndScene()
seqEndConstruction()
seqEnterMario(1, 270, 5541,1024,443)
seqCProgram(GameProcess, 0)
seqRunning(GameProcess, 1)
seqDestroyStage()
seqFreeze(1)
seqExit