sm64/map/stage6/Sstage6.s

436 lines
18 KiB
ArmAsm

/********************************************************************************
Ultra 64 MARIO Brothers
stage 6 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_DoStage06
/***********************************************************************************
: 1F port sequence.
************************************************************************************/
SEQ_SelRoom1F_Port:
seqPort(0, 16, 1, 0) /* Syomen door 1. */
seqPort(1, 16, 1, 1) /* Syomen door 2. */
seqPort(2, 26, 1, 1) /* Uraguchi. */
/* Auto door. [ To Kuppa 1 ] */
seqActor(S_autodoor_1F, -2706,512,-1409, 0, 45,0, 8,0,0, e_autodoor)
seqActor(S_autodoor_1F, -2598,512,-1517, 0,225,0, 8,0,0, e_autodoor)
/* Key-Hole trip door. */
seqActor(S_doorD, -1100, 512,-1074, 0, 0,0, 1,3,0, e_tripdoor)
seqActor(S_doorD, -946, 512,-1074, 0,180,0, 1,4,0, e_tripdoor)
seqActor(S_doorD, -1100,-1074, 922, 0, 0,0, 2,5,0, e_tripdoor)
seqActor(S_doorD, -946,-1074, 922, 0,180,0, 2,6,0, e_tripdoor)
seqPort(3, 6, 2, 0) /* Key-Hole trip door to 2F. */
seqPort(4, 6, 2, 1) /* " */
seqPort(5, 6, 3, 0) /* Key-Hole trip door to B1. */
seqPort(6, 6, 3, 1) /* " */
/* Port to the each stage. */
seqBGPort( 0, 9, 1, 10) /* To St9 [ Battle Fd ]. */
seqBGPort( 1, 9, 1, 10) /* " */
seqBGPort( 2, 9, 1, 10) /* " */
seqBGPort( 3, 5, 1, 10) /* To St5 [ Yukiyama1 ]. */
seqBGPort( 4, 5, 1, 10) /* " */
seqBGPort( 5, 5, 1, 10) /* " */
seqBGPort( 6, 24, 1, 10) /* To St24 [ Mountain ]. */
seqBGPort( 7, 24, 1, 10) /* " */
seqBGPort( 8, 24, 1, 10) /* " */
seqBGPort( 9, 12, 1, 10) /* To St12 [ WaterDG ]. */
seqBGPort(10, 12, 1, 10) /* " */
seqBGPort(11, 12, 1, 10) /* " */
seqActor(S_NULL, 2013,768,-2014, 0,0,0, 0,10,0, e_tripchimney2)
seqPort(10, 27, 1, 10) /* To St27 [ Ext4 Mini Slider ]. */
seqActor(S_NULL, -5513,512,-4324, 0,0,0, 48,11,0, e_tripchimney2)
seqPort(11, 17, 1, 10) /* To St17 [ Ext1 before Kuppa1 ]. */
seqActor(S_NULL, 1963,819, 1280, 0,0,0, 5,12,0, e_tripchimney2)
seqPort(12, 20, 1, 10) /* To St20 [ Ext9 Suisou ]. */
/* View roof trip. */
seqViewRoof(29, 1, 10) /* To St29 [ Ext6 Flying MARIO ]. */
/* Port from the another stage. */
seqActor(S_NULL, -1024,512,-650, 0, 0,0, 0,30,0, e_player_waiting )
seqActor(S_NULL, -1024,-50, 717, 0,180,0, 0,31,0, e_player_waiting )
seqActor(S_NULL, -1024,900, 717, 0,180,0, 0,32,0, e_player_landing )
seqActor(S_NULL, -1024,900, 717, 0,180,0, 0,33,0, e_player_landloser )
seqActor(S_NULL, -1024,900, 717, 0,180,0, 0,34,0, e_player_falling )
seqActor(S_NULL, -1024,900, 717, 0,180,0, 0,35,0, e_player_downing )
seqActor(S_NULL, -5513,512,-4324, 0,-135,0, 0,36,0, e_player_pushout )
seqActor(S_NULL, -5513,512,-4324, 0,-135,0, 0,37,0, e_player_pushdown )
seqActor(S_NULL, -1024,900, 717, 0, 0,0, 0,38,0, e_player_landwinner)
seqActor(S_NULL, 2816,1200,-256, 0, 90,0, 0,39,0, e_player_landwinner)
seqActor(S_NULL, 2816,1200,-256, 0,270,0, 0,40,0, e_player_downing )
seqPort(30, 6, 1, 30)
seqPort(31, 6, 1, 31)
seqPort(32, 6, 1, 32)
seqPort(33, 6, 1, 33)
seqPort(34, 6, 1, 34)
seqPort(35, 6, 1, 35)
seqPort(36, 6, 1, 36)
seqPort(37, 6, 1, 37)
seqPort(38, 6, 1, 38)
seqPort(39, 6, 1, 39)
seqPort(40, 6, 1, 40)
/* Port from the each stage by clear. */
seqActor(S_NULL, -5422,717, -461, 0,270,0, 0,50,0, e_player_entwinner)
seqActor(S_NULL, -2304, 0,-4552, 0,180,0, 0,51,0, e_player_entwinner)
seqActor(S_NULL, 256,102,-4706, 0,180,0, 0,52,0, e_player_entwinner)
seqActor(S_NULL, 4501,717, -230, 0, 90,0, 0,53,0, e_player_entwinner)
seqPort(50, 6, 1, 50) /* St9 [ Battle Fd ] clear. */
seqPort(51, 6, 1, 51) /* St5 [ Yukiyama1 ] clear. */
seqPort(52, 6, 1, 52) /* St24 [ Mountain ] clear. */
seqPort(53, 6, 1, 53) /* St12 [ WaterDG ] clear. */
/* Port from the each stage by missing. */
seqActor(S_NULL, -5422,717, -461, 0,270,0, 0,100,0, e_player_entloser)
seqActor(S_NULL, -2304, 0,-4552, 0,180,0, 0,101,0, e_player_entloser)
seqActor(S_NULL, 256,102,-4706, 0,180,0, 0,102,0, e_player_entloser)
seqActor(S_NULL, 4501,717, -230, 0, 90,0, 0,103,0, e_player_entloser)
seqPort(100, 6, 1, 100) /* St9 [ Battle Fd ] missed. */
seqPort(101, 6, 1, 101) /* St5 [ Yukiyama1 ] missed. */
seqPort(102, 6, 1, 102) /* St24 [ Mountain ] missed. */
seqPort(103, 6, 1, 103) /* St12 [ WaterDG ] missed. */
seqReturn
/***********************************************************************************
: 2F port sequence.
************************************************************************************/
SEQ_SelRoom2F_Port:
/* Key-Hole trip door. */
seqActor(S_doorD, -1100,512,3021, 0, 0,0, 0,0,0, e_tripdoor)
seqActor(S_doorD, -946,512,3021, 0,180,0, 0,1,0, e_tripdoor)
seqPort(0, 6, 1, 3) /* Key-Hole trip door to 1F. */
seqPort(1, 6, 1, 4) /* " */
/* Auto door. */
seqActor(S_autodoor_2F, -281,2253,4762, 0, 0,0, 50,0,0, e_autodoor)
seqActor(S_autodoor_2F, -127,2253,4762, 0,180,0, 50,0,0, e_autodoor)
seqActor(S_autodoor_4F, -281,3174,3772, 0, 0,0, 70,0,0, e_autodoor)
seqActor(S_autodoor_4F, -127,3174,3772, 0,180,0, 70,0,0, e_autodoor)
/* Port to the each stage. */
seqBGPort(24, 11, 1, 10) /* To St11 [ Pool ]. */
seqBGPort(25, 11, 1, 10) /* " */
seqBGPort(26, 11, 1, 10) /* " */
seqBGPort(27, 13, 2, 10) /* To St13-2 [ Big world small ]. */
seqBGPort(28, 13, 2, 10) /* " */
seqBGPort(29, 13, 2, 10) /* " */
seqBGPort(30, 36, 1, 10) /* To St36 [ Donkey ]. */
seqBGPort(31, 36, 1, 10) /* " */
seqBGPort(32, 36, 1, 10) /* " */
seqBGPort(33, 14, 1, 10) /* To St14 [ Clock Tower ]. */
seqBGPort(34, 14, 1, 10) /* " */
seqBGPort(35, 14, 1, 10) /* " */
seqBGPort(36, 10, 1, 10) /* To St10 [ Yukiyama2 ]. */
seqBGPort(37, 10, 1, 10) /* " */
seqBGPort(38, 10, 1, 10) /* " */
seqBGPort(39, 13, 1, 10) /* To St13-1 [ Big world big ]. */
seqBGPort(40, 13, 1, 10) /* " */
seqBGPort(41, 13, 1, 10) /* " */
seqBGPort(42, 15, 1, 10) /* To St15 [ Fire bubble 2 ]. */
seqActor(S_NULL, 3002,2816,5886, 0,0,0, 15,10,0, e_tripchimney2)
seqPort(10, 31, 1, 10) /* To St31 [ Ext8 Blue sky ]. */
seqActor(S_NULL, -230,4813,-3352, 0,0,0, 15,11,0, e_tripchimney2)
seqPort(11, 21, 1, 10) /* To St21 [ Ext3 Heaven ]. */
/* Port from the each stage by clear. */
seqActor(S_NULL, -659,1613, -350, 0,180,0, 0,50,0, e_player_entwinner )
seqActor(S_NULL, -4693,2157, 1828, 0,270,0, 0,51,0, e_player_landwinner )
seqActor(S_NULL, -675,1400, 3870, 0, 0,0, 0,52,0, e_player_entwinner )
seqActor(S_NULL, -205,2918, 7300, 0, 0,0, 0,53,0, e_player_entwinner )
seqActor(S_NULL, 3538,1766, -400, 0,180,0, 0,54,0, e_player_entwinner )
seqActor(S_NULL, -4693,2157, 1828, 0,270,0, 0,55,0, e_player_landwinner )
seqActor(S_NULL, 3002,2816, 5886, 0, 90,0, 0,56,0, e_player_pushout )
seqActor(S_NULL, -3412,2816, 5886, 0,270,0, 0,58,0, e_player_pushout )
seqPort(50, 6, 2, 50) /* St11 [ Pool ] clear. */
seqPort(51, 6, 2, 51) /* St13-2 [ Big world small ] clear. */
seqPort(52, 6, 2, 52) /* St36 [ Donkey ] clear. */
seqPort(53, 6, 2, 53) /* St14 [ Clock Tower ] clear. */
seqPort(54, 6, 2, 54) /* St10 [ Yukiyama2 ] clear. */
seqPort(55, 6, 2, 55) /* St13-1 [ Big world big ] clear. */
seqPort(56, 6, 2, 56) /* St31 [ Ext8 Blue sky ] clear. */
seqPort(58, 6, 2, 58) /* St15 [ Fire bubble 2 ] clear. */
/* Port from the each stage by missing. */
seqActor(S_NULL, -659,1613, -350, 0,180,0, 0,100,0, e_player_entloser)
seqActor(S_NULL, -4693,2157, 1828, 0,270,0, 0,101,0, e_player_downing )
seqActor(S_NULL, -675,1400, 3870, 0, 0,0, 0,102,0, e_player_entloser)
seqActor(S_NULL, -205,2918, 7300, 0, 0,0, 0,103,0, e_player_entloser)
seqActor(S_NULL, 3538,1766, -400, 0,180,0, 0,104,0, e_player_entloser)
seqActor(S_NULL, -4693,2157, 1828, 0,270,0, 0,105,0, e_player_downing )
seqActor(S_NULL, -230,4813,-3352, 0,180,0, 0,107,0, e_player_pushdown)
seqActor(S_NULL, -3412,2816, 5886, 0,270,0, 0,108,0, e_player_pushdown)
seqActor(S_NULL, 3002,2816, 5886, 0, 90,0, 0,109,0, e_player_pushdown)
seqPort(100, 6, 2, 100) /* St11 [ Pool ] missed. */
seqPort(101, 6, 2, 101) /* St13-2 [ Big world small ] missed. */
seqPort(102, 6, 2, 102) /* St36 [ Donkey ] missed. */
seqPort(103, 6, 2, 103) /* St14 [ Clock Tower ] missed. */
seqPort(104, 6, 2, 104) /* St10 [ Yukiyama2 ] missed. */
seqPort(105, 6, 2, 105) /* St13-1 [ Big world big ] missed. */
seqPort(107, 6, 2, 107) /* St21 [ Ext3 Heaven ] missed. */
seqPort(108, 6, 2, 108) /* St15 [ Fire bubble 2 ] missed. */
seqPort(109, 6, 2, 109) /* St31 [ Ext8 Blue sky ] missed. */
seqReturn
/***********************************************************************************
: B1 port sequence.
************************************************************************************/
SEQ_SelRoom1B_Port:
seqActor(S_doorD, -1100,-1074,922, 0, 0,0, 0,0,0, e_tripdoor)
seqActor(S_doorD, -946,-1074,922, 0,180,0, 0,1,0, e_tripdoor)
seqPort(0, 6, 1, 5) /* Key-Hole trip door to 1F. */
seqPort(1, 6, 1, 6) /* " */
seqPort(2, 16, 1, 2) /* Iron trip door. To st16. */
/* Auto door. */
seqActor(S_autodoor_B1, 307,-1074,2074, 0, 90,0, 30,0,0, e_autodoor)
seqActor(S_autodoor_B1, 307,-1074,1920, 0,270,0, 30,0,0, e_autodoor)
/* Port to the each stage. */
seqBGPort(12, 22, 1, 10) /* To St22 [ Fire Bubble1 ]. */
seqBGPort(13, 22, 1, 10) /* " */
seqBGPort(14, 22, 1, 10) /* " */
seqBGPort(15, 8, 1, 10) /* To St8 [ Sabaku ]. */
seqBGPort(16, 8, 1, 10) /* " */
seqBGPort(17, 8, 1, 10) /* " */
seqBGPort(42, 7, 1, 10) /* To St7 [ Horror Dungeon ]. */
seqBGPort(21, 23, 1, 10) /* To St23 [ Water Land ]. */
seqBGPort(22, 23, 1, 10) /* " */
seqBGPort(23, 23, 1, 10) /* " */
seqActor(S_NULL, 4147,-1280,1997, 0,0,0, 15,24,0, e_tripchimney2)
seqPort(24, 19, 1, 10) /* To St19 [ Ext2. Lava ]. */
/* Port from the each stage by clear. */
seqActor(S_NULL, -1382, -819,-4150, 0,180,0, 0,50,0, e_player_entwinner )
seqActor(S_NULL, -2918, -870, -875, 0, 0,0, 0,51,0, e_player_entwinner )
seqActor(S_NULL, 2483,-1688,-2662, 0,270,0, 0,52,0, e_player_pushout )
seqActor(S_NULL, 2381, -500, 2011, 0, 90,0, 0,53,0, e_player_landwinner )
seqActor(S_NULL, 4147,-1100, 1997, 0, 90,0, 0,54,0, e_player_pushout )
seqPort(50, 6, 3, 50) /* St22 [ Fire Bubble1 ] clear. */
seqPort(51, 6, 3, 51) /* St8 [ Sabaku ] clear. */
seqPort(52, 6, 3, 52) /* St7 [ Horror DG ] clear. */
seqPort(53, 6, 3, 53) /* St23 [ Water Land ] clear. */
seqPort(54, 6, 3, 54) /* St33 [ Kuppa2 ] clear. */
/* Port from the each stage by missing. */
seqActor(S_NULL, -1382, -819,-4150, 0,180,0, 0,100,0, e_player_entloser)
seqActor(S_NULL, -2918, -870, -875, 0, 0,0, 0,101,0, e_player_entloser)
seqActor(S_NULL, 2483,-1688,-2662, 0,270,0, 0,102,0, e_player_pushdown)
seqActor(S_NULL, 2381, -500, 2011, 0, 90,0, 0,103,0, e_player_downing )
seqActor(S_NULL, 4147,-1100, 1997, 0, 90,0, 0,104,0, e_player_pushdown)
seqPort(100, 6, 3, 100) /* St22 [ Fire Bubble1 ] missed. */
seqPort(101, 6, 3, 101) /* St8 [ Sabaku ] missed. */
seqPort(102, 6, 3, 102) /* St7 [ Horror DG ] missed. */
seqPort(103, 6, 3, 103) /* St23 [ Water Land ] missed. */
seqPort(104, 6, 3, 104) /* St19 [ Ext2. Lava ] missed. */
seqReturn
/***********************************************************************************
: B1 Move BGs sequence.
************************************************************************************/
SEQ_SelRoom1B_MoveBGs:
seqActor(S_fireball_yellow, -2037, -818, -716, 0,0,0, 0,0,0, e_fire_animation)
seqActor(S_fireball_yellow, -1648, -818, -716, 0,0,0, 0,0,0, e_fire_animation)
seqActor(S_fireball_yellow, -1648, -818, -101, 0,0,0, 0,0,0, e_fire_animation)
seqActor(S_fireball_yellow, -1648, -818, 512, 0,0,0, 0,0,0, e_fire_animation)
seqActor(S_fireball_yellow, -2037, -818, -101, 0,0,0, 0,0,0, e_fire_animation)
seqActor(S_fireball_yellow, -2969, -921, 420, 0,0,0, 0,0,0, e_fire_animation)
seqActor(S_fireball_yellow, -2037, -818,-1330, 0,0,0, 0,0,0, e_fire_animation)
seqActor(S_fireball_yellow, -3839,-1023,-1422, 0,0,0, 0,0,0, e_fire_animation)
seqActor(S_fireball_yellow, -1929, -818,-3615, 0,0,0, 0,0,0, e_fire_animation)
seqActor(S_fireball_yellow, -834, -818,-3615, 0,0,0, 0,0,0, e_fire_animation)
seqActor(S_fireball_blue, -3317, -921, 1229, 0,0,0, 0,0,0, e_fire_animation)
seqActor(S_fireball_blue, -204, -921, -624, 0,0,0, 0,0,0, e_fire_animation)
seqActor(S_fireball_blue, -2876, -921, 1229, 0,0,0, 0,0,0, e_fire_animation)
seqReturn
/***********************************************************************************
: Select room main sequence.
************************************************************************************/
SEQ_DoStage06:
seqInitStage()
seqLoadPres(SEGMENT_STAGE1 , _GfxStage6SegmentRomStart , _GfxStage6SegmentRomEnd )
seqLoadText(SEGMENT_TEXTURE , _LCastleOutTextureSegmentRomStart, _LCastleOutTextureSegmentRomEnd )
seqLoadPres(SEGMENT_ENEMY2 , _GfxEnemy2_fSegmentRomStart , _GfxEnemy2_fSegmentRomEnd )
seqLoadData(SEGMENT_ENEMYDATA2, _HmsEnemy2_fSegmentRomStart , _HmsEnemy2_fSegmentRomEnd )
seqBeginConstruction()
seqHmsMario(S_Mario, ShapePlayer1, e_mario)
seqCall(SetEnemy2_f)
seqHmsShape(S_movebg00, RCP_HmsSel1fTrap ) /* 1F. Trap Hole. */
seqHmsShape(S_movebg01, RCP_HmsSel1BSwitch ) /* B1. Water switch. */
seqHmsShape(S_movebg02, RCP_HmsHmsSel2fHariA) /* 2F. Clock hand L. */
seqHmsShape(S_movebg03, RCP_HmsHmsSel2fHariB) /* "" S. */
seqHmsShape(S_movebg04, RCP_HmsSel2Furi ) /* "" furiko. */
seqHmsShape(S_tripdoor0 , RCP_HmsMainDoor ) /* KOIZUMI door. */
seqHmsShape(S_tripdoor1 , RCP_HmsDoor1 ) /* Wood door. */
seqHmsShape(S_tripdoor3 , RCP_HmsDoor3 ) /* Iron door. */
seqHmsShape(S_door0 , RCP_HmsMainDoor ) /* KOIZUMI door. */
seqHmsShape(S_door1 , RCP_HmsDoor1 ) /* Wood door. */
seqHmsShape(S_doorA , RCP_HmsMainroomDoorA ) /* 1 star door */
seqHmsShape(S_doorB , RCP_HmsMainroomDoorB ) /* 2 star door */
seqHmsShape(S_doorC , RCP_HmsMainroomDoorC ) /* 5 star door */
seqHmsShape(S_doorD , RCP_HmsMainroomDoorD ) /* Key Hole door */
seqHmsShape(S_autodoor_B1, RCP_HmsAutoDoor)
seqHmsShape(S_autodoor_1F, RCP_HmsAutoDoor)
seqHmsShape(S_autodoor_2F, RCP_HmsAutoDoor)
seqHmsShape(S_autodoor_4F, RCP_HmsAutoDoor)
seqBeginScene(1, RCP_Stage6Scene1)
seqActor(S_NULL, -5513,717,-4324, 0, 45,0, 0,20,0, e_sel1ftrap )
seqActor(S_NULL, 2477,307,-2000, 0, 0,0, 0, 0,0, e_sel1f_bubblejet )
seqActor(S_NULL, 2774,507,-1716, 0, 90,0, 0, 0,0, e_loopfish )
seqActor(S_NULL, 3672,507,-1307, 0, 45,0, 0, 0,0, e_loopfish )
seqActor(S_NULL, 3748,507, 773, 0,-45,0, 0, 0,0, e_loopfish )
seqActor(S_NULL, 2778,507, 1255, 0,-90,0, 0, 0,0, e_loopfish )
seqActor(S_michi_teresa, -1000,50,-3500, 0,0,0, 0,0,0, e_michi_teresa)
seqActor(S_kinopio, -1671, 0, 1313, 0, 83,0, 133,0,0, e_decor_kinopio)
seqActor(S_kinopio, 1524, 307, 458, 0,110,0, 134,0,0, e_decor_kinopio)
seqActor(S_kinopio, 596, -306,-2637, 0,152,0, 135,0,0, e_decor_kinopio)
seqCall(SEQ_SelRoom1F_Port)
seqGameOver(16, 1, 3)
seqMapInfo(sel1f_info)
seqAreaInfo(sel1f_area)
seqTagInfo(sel1f_info_tag)
seqSetMusic(NA_STG_CASTLE, NA_CASTLE_BGM)
seqEnvironment(ENV_ROCKMT)
seqEndScene()
seqBeginScene(2, RCP_Stage6Scene2)
seqActor(S_movebg02, -205,2918,7222, 0,180,0, 0,0,0, e_clock_long )
seqActor(S_movebg03, -205,2918,7222, 0,180,0, 0,0,0, e_clock_short )
seqActor(S_movebg04, -205,2611,7140, 0, 0,0, 0,0,0, e_clock_furiko )
seqActor(S_camera_jugem, 4231,1408, 1601, 0, 0,0, 0,0,0, e_camera_jugem )
seqActor(S_kinopio, -977, 1203, 2569, 0, 0,0, 76,0,0, e_decor_kinopio)
seqActor(S_kinopio, -1584, 2253, 7157, 0,136,0, 83,0,0, e_decor_kinopio)
seqActor(S_kinopio, 837, 1203, 3020, 0,180,0, 137,0,0, e_decor_kinopio)
seqCall(SEQ_SelRoom2F_Port)
seqGameOver(16, 1, 3)
seqMapInfo(sel2f_info)
seqAreaInfo(sel2f_area)
seqTagInfo(sel2f_info_tag)
seqConnect(0, 2, 0,-205,410)
seqSetMusic(NA_STG_CASTLE, NA_CASTLE_BGM)
seqEnvironment(ENV_ROCKMT)
seqEndScene()
seqBeginScene(3, RCP_Stage6Scene3)
seqActor(S_movebg01, 7066,-1178,-819, 0,0,0, 0,0,0, e_sel1b_erase_water)
seqActor(S_movebg01, 7066,-1178,-205, 0,0,0, 0,0,0, e_sel1b_erase_water)
seqActor(S_NULL, 0,0,0, 0,0,0, 0,0,0, e_sel1b_waterwall_switch)
seqActor(S_rabbit, -1509,-1177,-1564, 0,0,0, 0,0,0, e_rabbit)
seqActor(S_kinopio, 1787,-1381,-1957, 0,126,0, 82,0,0, e_decor_kinopio)
seqActor(S_kinopio, -4048,-1381,-1334, 0, 30,0, 136,0,0, e_decor_kinopio)
seqCall(SEQ_SelRoom1B_Port)
seqCall(SEQ_SelRoom1B_MoveBGs)
seqGameOver(16, 1, 3)
seqMapInfo(sel1b_info)
seqAreaInfo(sel1b_area)
seqTagInfo(sel1b_info_tag)
seqSetMusic(NA_STG_CASTLE, NA_CASTLE_BGM)
seqEnvironment(ENV_ROCKMT)
seqEndScene()
seqEndConstruction()
seqEnterMario(1, 180, -1023,0,1152)
seqCProgram(GameProcess, 0)
seqRunning(GameProcess, 1)
seqDestroyStage()
seqFreeze(1)
seqExit