183 lines
7.5 KiB
Plaintext
183 lines
7.5 KiB
Plaintext
/********************************************************************************
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Ultra 64 MARIO Brothers
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--------------------
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yajima special stage
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--------------------
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********************************************************************************/
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#ifdef ASSEMBLER
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SEQ_DoStage32:
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seqInitStage()
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seqLoadPres(SEGMENT_STAGE1, _GfxStage32SegmentRomStart, _GfxStage32SegmentRomEnd)
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seqLoadPres(SEGMENT_ENEMY1 , _GfxEnemy1_hSegmentRomStart , _GfxEnemy1_hSegmentRomEnd )
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seqLoadData(SEGMENT_ENEMYDATA1, _HmsEnemy1_hSegmentRomStart , _HmsEnemy1_hSegmentRomEnd )
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seqLoadPres(SEGMENT_ENEMY3 , _GfxBasic_enemySegmentRomStart, _GfxBasic_enemySegmentRomEnd)
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seqLoadData(SEGMENT_ENEMYDATA3, _HmsBasic_enemySegmentRomStart, _HmsBasic_enemySegmentRomEnd)
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seqBeginConstruction()
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seqHmsMario(S_Mario , ShapePlayer1, e_mario )
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seqCall(SetBasicEnemy)
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seqCall(SetEnemy1_h)
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seqBeginScene(1, RCP_Stage32Scene1)
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seqActor(S_pushblock, 1242, 200, 1959, 0,0,0, 0,0,0, e_pushblock )
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#if 0
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/*
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seqActor(S_carryboy , -1000, 0, 0, 0,0,0, 0,0,0, e_carryboy )
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seqActor(S_carryboy , -1000, 0, 0, 0,0,0, 0,0,0, e_carryboy )
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seqActor(S_bikkuri_button , -1500, 0, 1000, 0,0,0, 0,0,0, e_bikkuri_switch )
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seqActor(S_bikkuri_button , -500, 0, -1000, 0,0,0, 0,1,0, e_bikkuri_switch )
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seqActor(S_bikkuri_button , 500, 0, -1000, 0,0,0, 0,2,0, e_bikkuri_switch )
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seqActor(S_itembox , -400, 250, 1500, 0,0,0, 0,0, 0, e_itembox )
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seqActor(S_itembox , -800, 250, 1500, 0,0,0, 0,1, 0, e_itembox )
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seqActor(S_itembox , -1200, 250, 1500, 0,0,0, 0,2, 0, e_itembox )
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seqActor(S_hibiblock , -2867, 331, -895, 0,0,0, 0,0,0, e_testball )
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seqActor(S_hanbutton, 0, 0, -900, 0,0,0, 0,0,0, e_onoff_switch )
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seqActor(S_hanbutton, 0, 0, -300, 0,0,0, 0,0,0, e_timeblock_switch )
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seqActor(S_hibiblock, -500, 0, -700, 0,0,0, 0,0,0, e_timeblock )
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seqActor(S_hibiblock, 0, 0, -700, 0,0,0, 0,1,0, e_timeblock )
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seqActor(S_hibiblock, 500, 0, -700, 0,0,0, 0,2,0, e_timeblock )
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seqActor(S_pushblock, 1000, 0, -1000, 0,0,0, 0,0,0, e_pushblock )
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seqActor(S_NULL, -3000, 0, 2000, 0,0,0, 0,0,0, e_manycoin )
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seqActor(S_NULL, -2000, 0, 2000, 0,0,0, 0,1,0, e_manycoin )
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seqActor(S_NULL, -1000, 0, 2000, 0,0,0, 0,2,0, e_manycoin )
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seqActor(S_NULL, 0, 0, 2000, 0,0,0, 0,3,0, e_manycoin )
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seqActor(S_NULL, 500, 0, 2000, 0,0,0, 0,4,0, e_manycoin )
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seqActor(S_NULL, -3000, 200, 1000, 0,0,0, 0,0x10,0, e_manycoin )
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seqActor(S_NULL, -2000, 200, 1000, 0,0,0, 0,0x11,0, e_manycoin )
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seqActor(S_NULL, -1000, 200, 1000, 0,0,0, 0,0x12,0, e_manycoin )
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seqActor(S_NULL, 0, 200, 1000, 0,0,0, 0,0x13,0, e_manycoin )
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seqActor(S_NULL, 500, 200, 1000, 0,0,0, 0,0x14,0, e_manycoin )
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seqActor(S_NULL , 0, 100,-500, 0,0,0, 0,0,0, e_wind )
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seqActor(S_ping ,-900, 0, 500, 0,90,0, 0,0,0, e_wind_ping )
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seqActor(S_itembox , 000, 250, 1500, 0,0,0, 0,7, 0, e_itembox )
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seqActor(S_itembox , -400, 250, 1500, 0,0,0, 0,0, 0, e_itembox )
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seqActor(S_itembox , -800, 250, 1500, 0,0,0, 0,1, 0, e_itembox )
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seqActor(S_itembox , -1200, 250, 1500, 0,0,0, 0,2, 0, e_itembox )
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seqActor(S_itembox , -1600, 250, 1500, 0,0,0, 0,3, 0, e_itembox )
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seqActor(S_itembox , -2000, 250, 1500, 0,0,0, 0,4, 0, e_itembox )
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seqActor(S_itembox , -2400, 250, 1500, 0,0,0, 0,5, 0, e_itembox )
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seqActor(S_itembox , -2800, 250, 1500, 0,0,0, 0,6, 0, e_itembox )
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seqActor(S_itembox , -3200, 250, 1500, 0,0,0, 0,8, 0, e_itembox )
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seqActor(S_bikkuri_button , -1500, 0, -1000, 0,0,0, 0,0,0, e_bikkuri_switch )
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seqActor(S_bikkuri_button , -500, 0, -1000, 0,0,0, 0,1,0, e_bikkuri_switch )
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seqActor(S_bikkuri_button , 500, 0, -1000, 0,0,0, 0,2,0, e_bikkuri_switch )
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seqActor(S_NULL , 200, 0, 0, 0,0,0, 0,1,0, e_hanswitch )
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seqActor(S_NULL , 600, 0, 0, 0,0,0, 0,0,0, e_hanswitch )
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seqActor(S_monky , 0, 200, 0, 0,0,0, 0,0,0, e_monky )
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seqActor(S_horiage , 2000, 200, 2000, 0,0,0, 0,0,0, e_horiage )
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seqActor(S_motosman , 0, 0, -1500, 0,0,0, 0,0,0, e_motos )
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seqActor(S_hibiblock , 1000, 0, 0, 0,0,0, 0,0,0, e_osublock )
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seqActor(S_itemhat_metalwing, -200, 200, 2500, 0,0,0, 0,0,0, e_hat_metal_wing )
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seqActor(S_itemhat_metal , -600, 200, 2500, 0,0,0, 0,0,0, e_hat_metal )
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seqActor(S_itemhat_wing , -400, 200, 2500, 0,0,0, 0,0,0, e_hat_wing )
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seqActor(S_itemhat_hat , -800, 200, 2500, 0,0,0, 0,0,0, e_hat )
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seqActor(S_hibiblock , 0, 200, 3000, 0,0,0, 0,0,0, e_hibiblock )
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seqActor(S_hibiblock , 500, 0, 3000, 0,0,0, 0,0,0, e_hibiblock )
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seqActor(S_NULL , -400, 300, 500, 0,0,0, 0,0,0, e_qbox )
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seqActor(S_NULL , -800, 300, 500, 0,0,0, 0,1,0, e_qbox )
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seqActor(S_NULL , -1200, 300, 500, 0,0,0, 0,2,0, e_qbox )
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seqActor(S_NULL , -1400, 300, 500, 0,0,0, 0,3,0, e_qbox )
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seqActor(S_nokonoko , 0, 0, -500, 0,0,0, 0,1,0, e_noko )
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seqActor(S_bikkuri_button , -1500, 0, 0, 0,0,0, 0,0,0, e_bikkuri_switch )
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seqActor(S_bikkuri_button , -500, 0, 0, 0,0,0, 0,1,0, e_bikkuri_switch )
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seqActor(S_bikkuri_button , 500, 0, 0, 0,0,0, 0,2,0, e_bikkuri_switch )
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seqActor(S_bikkuri_button , 1500, 0, 0, 0,0,0, 0,3,0, e_bikkuri_switch )
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seqActor(S_hibiblock , 0, 0, -500, 0,0,0, 0,0,0, e_hibiblock )
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seqActor(S_BCbutton , 0, 0, 500, 0,0,0, 0,0,0, e_switchcoin )
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seqActor(S_bluecoin , 0, 0, 200, 0,0,0, 0,0,0, e_bluecoin )
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seqActor(S_bluecoin , 200, 0, 200, 0,0,0, 0,0,0, e_bluecoin )
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seqActor(S_bluecoin , 400, 0, 200, 0,0,0, 0,0,0, e_bluecoin )
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seqActor(S_bluecoin , -200, 0, 200, 0,0,0, 0,0,0, e_bluecoin )
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seqActor(S_bluecoin , -400, 0, 200, 0,0,0, 0,0,0, e_bluecoin )
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*/
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#endif
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seqMapInfo(testmap1_info)
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seqEndScene()
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seqEndConstruction()
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seqEnterMario(1, 0, 0,0,0)
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seqCProgram(GameProcess, 0)
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seqRunning(GameProcess, 1)
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seqDestroyStage()
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seqFreeze(1)
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seqExit
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#else
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/********************************************************************************/
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/* Hierarchy map scene 1. */
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/********************************************************************************/
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extern ulong DrawBackGround(int code, MapNode *node, void *data);
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extern ulong WeatherProc(int code, MapNode *node, void *data);
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extern ulong GameCamera(int code, MapNode *node, void *data);
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Hierarchy RCP_Stage32Scene1[] = {
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hmsScene(160, 120, 160, 120, 10)
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hmsBegin()
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hmsLayer(0)
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hmsBegin()
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hmsOrtho(100)
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hmsBegin()
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hmsClear(RGBA16(0,0,0,1), NULL)
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hmsEnd()
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hmsEnd()
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hmsLayer(1) /* Zbuffer ON */
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hmsBegin()
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hmsPerspective(45, SCREEN_NEAR, 32000, ZoomControl)
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hmsBegin()
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hmsCamera(CAM_FIELD, 0,2000,6000, 0,0,-4000, GameCamera)
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hmsBegin()
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hmsGfx(RM_SURF, RCP_testmap1)
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hmsObject()
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hmsCProg(0, WeatherProc)
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hmsEnd()
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hmsEnd()
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hmsEnd()
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hmsEnd()
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hmsExit()
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};
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#endif
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/*==============================================================================
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END END END
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===============================================================================*/
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