sm64/map/stage32/stage.dat

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/********************************************************************************
Ultra 64 MARIO Brothers
--------------------
yajima special stage
--------------------
********************************************************************************/
#ifdef ASSEMBLER
SEQ_DoStage32:
seqInitStage()
seqLoadPres(SEGMENT_STAGE1, _GfxStage32SegmentRomStart, _GfxStage32SegmentRomEnd)
seqLoadPres(SEGMENT_ENEMY1 , _GfxEnemy1_hSegmentRomStart , _GfxEnemy1_hSegmentRomEnd )
seqLoadData(SEGMENT_ENEMYDATA1, _HmsEnemy1_hSegmentRomStart , _HmsEnemy1_hSegmentRomEnd )
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_h)
seqBeginScene(1, RCP_Stage32Scene1)
seqActor(S_pushblock, 1242, 200, 1959, 0,0,0, 0,0,0, e_pushblock )
#if 0
/*
seqActor(S_carryboy , -1000, 0, 0, 0,0,0, 0,0,0, e_carryboy )
seqActor(S_carryboy , -1000, 0, 0, 0,0,0, 0,0,0, e_carryboy )
seqActor(S_bikkuri_button , -1500, 0, 1000, 0,0,0, 0,0,0, e_bikkuri_switch )
seqActor(S_bikkuri_button , -500, 0, -1000, 0,0,0, 0,1,0, e_bikkuri_switch )
seqActor(S_bikkuri_button , 500, 0, -1000, 0,0,0, 0,2,0, e_bikkuri_switch )
seqActor(S_itembox , -400, 250, 1500, 0,0,0, 0,0, 0, e_itembox )
seqActor(S_itembox , -800, 250, 1500, 0,0,0, 0,1, 0, e_itembox )
seqActor(S_itembox , -1200, 250, 1500, 0,0,0, 0,2, 0, e_itembox )
seqActor(S_hibiblock , -2867, 331, -895, 0,0,0, 0,0,0, e_testball )
seqActor(S_hanbutton, 0, 0, -900, 0,0,0, 0,0,0, e_onoff_switch )
seqActor(S_hanbutton, 0, 0, -300, 0,0,0, 0,0,0, e_timeblock_switch )
seqActor(S_hibiblock, -500, 0, -700, 0,0,0, 0,0,0, e_timeblock )
seqActor(S_hibiblock, 0, 0, -700, 0,0,0, 0,1,0, e_timeblock )
seqActor(S_hibiblock, 500, 0, -700, 0,0,0, 0,2,0, e_timeblock )
seqActor(S_pushblock, 1000, 0, -1000, 0,0,0, 0,0,0, e_pushblock )
seqActor(S_NULL, -3000, 0, 2000, 0,0,0, 0,0,0, e_manycoin )
seqActor(S_NULL, -2000, 0, 2000, 0,0,0, 0,1,0, e_manycoin )
seqActor(S_NULL, -1000, 0, 2000, 0,0,0, 0,2,0, e_manycoin )
seqActor(S_NULL, 0, 0, 2000, 0,0,0, 0,3,0, e_manycoin )
seqActor(S_NULL, 500, 0, 2000, 0,0,0, 0,4,0, e_manycoin )
seqActor(S_NULL, -3000, 200, 1000, 0,0,0, 0,0x10,0, e_manycoin )
seqActor(S_NULL, -2000, 200, 1000, 0,0,0, 0,0x11,0, e_manycoin )
seqActor(S_NULL, -1000, 200, 1000, 0,0,0, 0,0x12,0, e_manycoin )
seqActor(S_NULL, 0, 200, 1000, 0,0,0, 0,0x13,0, e_manycoin )
seqActor(S_NULL, 500, 200, 1000, 0,0,0, 0,0x14,0, e_manycoin )
seqActor(S_NULL , 0, 100,-500, 0,0,0, 0,0,0, e_wind )
seqActor(S_ping ,-900, 0, 500, 0,90,0, 0,0,0, e_wind_ping )
seqActor(S_itembox , 000, 250, 1500, 0,0,0, 0,7, 0, e_itembox )
seqActor(S_itembox , -400, 250, 1500, 0,0,0, 0,0, 0, e_itembox )
seqActor(S_itembox , -800, 250, 1500, 0,0,0, 0,1, 0, e_itembox )
seqActor(S_itembox , -1200, 250, 1500, 0,0,0, 0,2, 0, e_itembox )
seqActor(S_itembox , -1600, 250, 1500, 0,0,0, 0,3, 0, e_itembox )
seqActor(S_itembox , -2000, 250, 1500, 0,0,0, 0,4, 0, e_itembox )
seqActor(S_itembox , -2400, 250, 1500, 0,0,0, 0,5, 0, e_itembox )
seqActor(S_itembox , -2800, 250, 1500, 0,0,0, 0,6, 0, e_itembox )
seqActor(S_itembox , -3200, 250, 1500, 0,0,0, 0,8, 0, e_itembox )
seqActor(S_bikkuri_button , -1500, 0, -1000, 0,0,0, 0,0,0, e_bikkuri_switch )
seqActor(S_bikkuri_button , -500, 0, -1000, 0,0,0, 0,1,0, e_bikkuri_switch )
seqActor(S_bikkuri_button , 500, 0, -1000, 0,0,0, 0,2,0, e_bikkuri_switch )
seqActor(S_NULL , 200, 0, 0, 0,0,0, 0,1,0, e_hanswitch )
seqActor(S_NULL , 600, 0, 0, 0,0,0, 0,0,0, e_hanswitch )
seqActor(S_monky , 0, 200, 0, 0,0,0, 0,0,0, e_monky )
seqActor(S_horiage , 2000, 200, 2000, 0,0,0, 0,0,0, e_horiage )
seqActor(S_motosman , 0, 0, -1500, 0,0,0, 0,0,0, e_motos )
seqActor(S_hibiblock , 1000, 0, 0, 0,0,0, 0,0,0, e_osublock )
seqActor(S_itemhat_metalwing, -200, 200, 2500, 0,0,0, 0,0,0, e_hat_metal_wing )
seqActor(S_itemhat_metal , -600, 200, 2500, 0,0,0, 0,0,0, e_hat_metal )
seqActor(S_itemhat_wing , -400, 200, 2500, 0,0,0, 0,0,0, e_hat_wing )
seqActor(S_itemhat_hat , -800, 200, 2500, 0,0,0, 0,0,0, e_hat )
seqActor(S_hibiblock , 0, 200, 3000, 0,0,0, 0,0,0, e_hibiblock )
seqActor(S_hibiblock , 500, 0, 3000, 0,0,0, 0,0,0, e_hibiblock )
seqActor(S_NULL , -400, 300, 500, 0,0,0, 0,0,0, e_qbox )
seqActor(S_NULL , -800, 300, 500, 0,0,0, 0,1,0, e_qbox )
seqActor(S_NULL , -1200, 300, 500, 0,0,0, 0,2,0, e_qbox )
seqActor(S_NULL , -1400, 300, 500, 0,0,0, 0,3,0, e_qbox )
seqActor(S_nokonoko , 0, 0, -500, 0,0,0, 0,1,0, e_noko )
seqActor(S_bikkuri_button , -1500, 0, 0, 0,0,0, 0,0,0, e_bikkuri_switch )
seqActor(S_bikkuri_button , -500, 0, 0, 0,0,0, 0,1,0, e_bikkuri_switch )
seqActor(S_bikkuri_button , 500, 0, 0, 0,0,0, 0,2,0, e_bikkuri_switch )
seqActor(S_bikkuri_button , 1500, 0, 0, 0,0,0, 0,3,0, e_bikkuri_switch )
seqActor(S_hibiblock , 0, 0, -500, 0,0,0, 0,0,0, e_hibiblock )
seqActor(S_BCbutton , 0, 0, 500, 0,0,0, 0,0,0, e_switchcoin )
seqActor(S_bluecoin , 0, 0, 200, 0,0,0, 0,0,0, e_bluecoin )
seqActor(S_bluecoin , 200, 0, 200, 0,0,0, 0,0,0, e_bluecoin )
seqActor(S_bluecoin , 400, 0, 200, 0,0,0, 0,0,0, e_bluecoin )
seqActor(S_bluecoin , -200, 0, 200, 0,0,0, 0,0,0, e_bluecoin )
seqActor(S_bluecoin , -400, 0, 200, 0,0,0, 0,0,0, e_bluecoin )
*/
#endif
seqMapInfo(testmap1_info)
seqEndScene()
seqEndConstruction()
seqEnterMario(1, 0, 0,0,0)
seqCProgram(GameProcess, 0)
seqRunning(GameProcess, 1)
seqDestroyStage()
seqFreeze(1)
seqExit
#else
/********************************************************************************/
/* Hierarchy map scene 1. */
/********************************************************************************/
extern ulong DrawBackGround(int code, MapNode *node, void *data);
extern ulong WeatherProc(int code, MapNode *node, void *data);
extern ulong GameCamera(int code, MapNode *node, void *data);
Hierarchy RCP_Stage32Scene1[] = {
hmsScene(160, 120, 160, 120, 10)
hmsBegin()
hmsLayer(0)
hmsBegin()
hmsOrtho(100)
hmsBegin()
hmsClear(RGBA16(0,0,0,1), NULL)
hmsEnd()
hmsEnd()
hmsLayer(1) /* Zbuffer ON */
hmsBegin()
hmsPerspective(45, SCREEN_NEAR, 32000, ZoomControl)
hmsBegin()
hmsCamera(CAM_FIELD, 0,2000,6000, 0,0,-4000, GameCamera)
hmsBegin()
hmsGfx(RM_SURF, RCP_testmap1)
hmsObject()
hmsCProg(0, WeatherProc)
hmsEnd()
hmsEnd()
hmsEnd()
hmsEnd()
hmsExit()
};
#endif
/*==============================================================================
END END END
===============================================================================*/