mirror of https://github.com/nmlgc/ReC98.git
[Reverse-engineering] [th04/th05] Input → player movement
Completes P0033, funded by zorg.
This commit is contained in:
parent
7f971a0d1c
commit
6cdd2296bb
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@ -92,9 +92,10 @@ bin\th04\main.exe: bin\th04\main.obj bin\th04\scoreupd.obj
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$**
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bin\th05\playermv.obj: th05\playermv.asm
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bin\th05\hud_bar.obj: th05\hud_bar.asm
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bin\th05\scoreupd.obj: th04\scoreupd.asm
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bin\th05\main.exe: bin\th05\main.obj bin\th05\hud_bar.obj bin\th05\scoreupd.obj th05\main012.cpp
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bin\th05\main.exe: bin\th05\main.obj bin\th05\playermv.obj bin\th05\hud_bar.obj bin\th05\scoreupd.obj th05\main012.cpp
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$(CC) $(CFLAGS) -ml -3 -Z -DGAME=5 -nbin\th05\ -eMAIN.EXE @&&|
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$**
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@ -14,8 +14,15 @@ INPUT_CANCEL = 1000h
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INPUT_OK = 2000h
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INPUT_Q = 4000h
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INPUT_MOVEMENT = INPUT_UP or INPUT_DOWN or INPUT_LEFT or INPUT_RIGHT
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INPUT_MOVEMENT = \
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INPUT_UP or INPUT_DOWN or INPUT_LEFT or INPUT_RIGHT or \
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INPUT_UP_LEFT or INPUT_UP_RIGHT or INPUT_DOWN_LEFT or INPUT_DOWN_RIGHT
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if GAME eq 5
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INPUT_REPLAY_END = 0F0F0h
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INPUT_REPLAY_END = not INPUT_MOVEMENT
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endif
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; move_ret_t
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MOVE_INVALID = 0
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MOVE_VALID = 1
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MOVE_NOINPUT = 2
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@ -0,0 +1,117 @@
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; move_ret_t pascal near player_move(int input);
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public PLAYER_MOVE
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player_move proc near
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@@input_local = word ptr -2
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@@input = word ptr 4
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enter 2, 0
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mov dl, MOVE_VALID
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mov ax, [bp+@@input]
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mov [bp+@@input_local], ax
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mov cx, @@num_cases
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mov bx, offset @@switch_table
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@@case_lookup:
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mov ax, cs:[bx]
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cmp ax, [bp+@@input_local]
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jz short @@switch
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add bx, 2
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loop @@case_lookup
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jmp short @@default
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; ---------------------------------------------------------------------------
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@@switch:
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jmp word ptr cs:[bx+@@case_to_target] ; switch jump
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@@standing_still:
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mov dl, MOVE_NOINPUT
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jmp short @@ret
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; ---------------------------------------------------------------------------
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@@left:
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mov player_pos.velocity.x, -playchar_speed_aligned
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jmp short @@ret
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; ---------------------------------------------------------------------------
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@@down_left:
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mov player_pos.velocity.x, -playchar_speed_diagonal
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mov player_pos.velocity.y, playchar_speed_diagonal
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jmp short @@ret
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; ---------------------------------------------------------------------------
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@@down:
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mov player_pos.velocity.y, playchar_speed_aligned
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jmp short @@ret
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; ---------------------------------------------------------------------------
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@@down_right:
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mov player_pos.velocity.x, playchar_speed_diagonal
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mov player_pos.velocity.y, playchar_speed_diagonal
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jmp short @@ret
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; ---------------------------------------------------------------------------
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@@right:
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mov player_pos.velocity.x, playchar_speed_aligned
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jmp short @@ret
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; ---------------------------------------------------------------------------
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@@up_right:
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mov player_pos.velocity.x, playchar_speed_diagonal
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jmp short @@up_left_y
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; ---------------------------------------------------------------------------
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@@up:
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mov player_pos.velocity.y, -playchar_speed_aligned
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jmp short @@ret
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; ---------------------------------------------------------------------------
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@@up_left:
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mov player_pos.velocity.x, -playchar_speed_diagonal
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@@up_left_y:
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mov player_pos.velocity.y, -playchar_speed_diagonal
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jmp short @@ret
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; ---------------------------------------------------------------------------
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@@default:
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mov dl, MOVE_INVALID
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@@ret:
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mov al, dl
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leave
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retn 2
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; ---------------------------------------------------------------------------
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db 0
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@@switch_table label word
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; value table for switch statement
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dw INPUT_NONE
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dw INPUT_UP
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dw INPUT_DOWN
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dw INPUT_LEFT
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dw INPUT_UP or INPUT_LEFT
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dw INPUT_DOWN or INPUT_LEFT
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dw INPUT_RIGHT
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dw INPUT_UP or INPUT_RIGHT
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dw INPUT_DOWN or INPUT_RIGHT
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dw INPUT_UP_LEFT
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dw INPUT_UP_RIGHT
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dw INPUT_DOWN_LEFT
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dw INPUT_DOWN_RIGHT
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@@case_to_target = $ - @@switch_table
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@@num_cases = @@case_to_target shr 1
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; jump table for switch statement
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dw offset @@standing_still
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dw offset @@up
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dw offset @@down
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dw offset @@left
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dw offset @@up_left
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dw offset @@down_left
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dw offset @@right
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dw offset @@up_right
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dw offset @@down_right
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dw offset @@up_left
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dw offset @@up_right
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dw offset @@down_left
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dw offset @@down_right
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player_move endp
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@ -0,0 +1,2 @@
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public PLAYER_POS
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player_pos motion_t <?>
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@ -1,2 +1,5 @@
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GAME = 4
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include th04/shared.inc
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playchar_speed_aligned = 4 shl 4
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playchar_speed_diagonal = 3 shl 4
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123
th04_main.asm
123
th04_main.asm
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@ -11118,113 +11118,7 @@ loc_10894:
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retn
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sub_107E2 endp
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; =============== S U B R O U T I N E =======================================
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; Attributes: bp-based frame
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sub_10898 proc near
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var_2 = word ptr -2
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arg_0 = word ptr 4
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enter 2, 0
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mov dl, 1
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mov ax, [bp+arg_0]
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mov [bp+var_2], ax
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mov cx, 0Dh ; switch 13 cases
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mov bx, offset table_10898
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loc_108AA:
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mov ax, cs:[bx]
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cmp ax, [bp+var_2]
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jz short loc_108B9
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add bx, 2
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loop loc_108AA
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jmp short loc_10913 ; default
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; ---------------------------------------------------------------------------
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loc_108B9:
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jmp word ptr cs:[bx+1Ah] ; switch jump
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loc_108BD:
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mov dl, 2 ; jumptable 000108B9 case 0
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jmp short loc_10915
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; ---------------------------------------------------------------------------
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loc_108C1:
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mov player_pos.velocity.x, -64 ; jumptable 000108B9 case 4
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jmp short loc_10915
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; ---------------------------------------------------------------------------
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loc_108C9:
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mov player_pos.velocity.x, -48 ; jumptable 000108B9 cases 6,1024
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mov player_pos.velocity.y, 48
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jmp short loc_10915
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; ---------------------------------------------------------------------------
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loc_108D7:
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mov player_pos.velocity.y, 64 ; jumptable 000108B9 case 2
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jmp short loc_10915
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; ---------------------------------------------------------------------------
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loc_108DF:
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mov player_pos.velocity.x, 48 ; jumptable 000108B9 cases 10,2048
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mov player_pos.velocity.y, 48
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jmp short loc_10915
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; ---------------------------------------------------------------------------
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loc_108ED:
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mov player_pos.velocity.x, 64 ; jumptable 000108B9 case 8
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jmp short loc_10915
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; ---------------------------------------------------------------------------
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loc_108F5:
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mov player_pos.velocity.x, 48 ; jumptable 000108B9 cases 9,512
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jmp short loc_1090B
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; ---------------------------------------------------------------------------
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loc_108FD:
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mov player_pos.velocity.y, -64 ; jumptable 000108B9 case 1
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jmp short loc_10915
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; ---------------------------------------------------------------------------
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loc_10905:
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mov player_pos.velocity.x, -48 ; jumptable 000108B9 cases 5,256
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loc_1090B:
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mov player_pos.velocity.y, -48
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jmp short loc_10915
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; ---------------------------------------------------------------------------
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loc_10913:
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mov dl, 0 ; default
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loc_10915:
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mov al, dl
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leave
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retn 2
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sub_10898 endp
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; ---------------------------------------------------------------------------
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db 0
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table_10898 dw 0, 1, 2, 4 ; value table for switch statement
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dw 5, 6, 8, 9
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dw 0Ah, 100h, 200h, 400h
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dw 800h
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dw offset loc_108BD ; jump table for switch statement
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dw offset loc_108FD
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dw offset loc_108D7
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dw offset loc_108C1
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dw offset loc_10905
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dw offset loc_108C9
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dw offset loc_108ED
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dw offset loc_108F5
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dw offset loc_108DF
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dw offset loc_10905
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dw offset loc_108F5
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dw offset loc_108C9
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dw offset loc_108DF
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include th04/player/move.asm
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; =============== S U B R O U T I N E =======================================
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@ -11384,8 +11278,8 @@ sub_10988 endp
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sub_10ABF proc near
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var_2 = byte ptr -2
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var_1 = byte ptr -1
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@@move_ret = byte ptr -2
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var_1 = byte ptr -1
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enter 2, 0
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push si
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mov player_pos.velocity.x, 0
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mov player_pos.velocity.y, 0
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mov ax, _input
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and ax, 0F0Fh
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and ax, INPUT_MOVEMENT
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mov si, ax
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mov [bp+var_1], 1
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loc_10B32:
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push si
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call main_01:sub_10898
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mov [bp+var_2], al
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cmp [bp+var_2], 0
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call main_01:player_move pascal, si
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mov [bp+@@move_ret], al
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cmp [bp+@@move_ret], 0
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jnz short loc_10B58
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cmp [bp+var_1], 0
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jz short loc_10B58
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_stage_vm dd ?
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word_2598A dw ?
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word_2598C dw ?
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player_pos motion_t <?>
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include th04/player/pos[bss].asm
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word_2599A dw ?
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word_2599C dw ?
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word_2599E dw ?
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@ -1,6 +1,6 @@
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; All values are signed. (Yes, allowing you to invert the controls with
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; negative values!)
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public _playchar_speed_aligned, _playchar_speed_diagonal
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public _PLAYCHAR_SPEED_ALIGNED, _PLAYCHAR_SPEED_DIAGONAL
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_playchar_speed_aligned dw ?
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dw ?
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_playchar_speed_diagonal dw ?
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@ -0,0 +1,120 @@
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.186
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locals
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include libs/master.lib/macros.inc
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include th04/math/motion.inc
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include th04/hardware/input.inc
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extrn player_pos:motion_t
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extrn _playchar_speed_aligned:word
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extrn _playchar_speed_diagonal:word
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; ----------------------------------------------------------------------------
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main_01_TEXT segment word public 'CODE' use16
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assume cs:main_01_TEXT
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; move_ret_t pascal near player_move(int input);
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public PLAYER_MOVE
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player_move proc near
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@@input = word ptr ss:[bx+2]
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@@diagonal_x equ ax
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@@diagonal_y equ cx
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@@aligned equ dx
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mov bx, sp
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mov bx, @@input
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cmp bl, INPUT_RIGHT or INPUT_DOWN
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ja short @@invalid
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mov @@diagonal_y, _playchar_speed_diagonal
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mov @@diagonal_x, @@diagonal_y
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mov @@aligned, _playchar_speed_aligned
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and bh, low INPUT_MOVEMENT
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jz short @@switch
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or bl, bl
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jnz short @@invalid
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shr bx, 8
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cmp bl, 8
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ja short @@invalid
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add bl, 11
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@@switch:
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add bx, bx
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jmp word ptr cs:@@switch_table[bx]
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@@up:
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neg @@aligned
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@@down:
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mov player_pos.velocity.y, @@aligned
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jmp short @@moved
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; ---------------------------------------------------------------------------
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@@left:
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neg @@aligned
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@@right:
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mov player_pos.velocity.x, @@aligned
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jmp short @@moved
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; ---------------------------------------------------------------------------
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@@up_right:
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neg @@diagonal_y
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jmp short @@down_right
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; ---------------------------------------------------------------------------
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@@up_left:
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neg @@diagonal_y
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@@down_left:
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neg @@diagonal_x
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@@down_right:
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mov player_pos.velocity.x, @@diagonal_x
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mov player_pos.velocity.y, @@diagonal_y
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jmp short @@moved
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; ---------------------------------------------------------------------------
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@@standing_still:
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mov al, MOVE_NOINPUT
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jmp short @@ret
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; ---------------------------------------------------------------------------
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@@invalid:
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xor al, al
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jmp short @@ret
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; ---------------------------------------------------------------------------
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@@moved:
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mov al, MOVE_VALID
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@@ret:
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retn 2
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; ---------------------------------------------------------------------------
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@@switch_table label word
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dw @@standing_still
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dw @@up
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dw @@down
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dw @@invalid
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dw @@left
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dw @@up_left
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dw @@down_left
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dw @@invalid
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dw @@right
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dw @@up_right
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dw @@down_right
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dw @@invalid
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dw @@up_left
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dw @@up_right
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dw @@invalid
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dw @@down_left
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dw @@invalid
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dw @@invalid
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dw @@invalid
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dw @@down_right
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player_move endp
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main_01_TEXT ends
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end
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107
th05_main.asm
107
th05_main.asm
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@ -12973,13 +12973,12 @@ loc_12188:
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mov player_pos.velocity.x, 0
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mov player_pos.velocity.y, 0
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mov ax, _input
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and ax, 0F0Fh
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and ax, INPUT_MOVEMENT
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mov si, ax
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mov [bp+var_1], 1
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loc_121A9:
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push si
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call sub_142F8
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call player_move pascal, si
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or al, al
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jnz short loc_121CA
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cmp [bp+var_1], 0
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@ -17557,106 +17556,10 @@ loc_142D4:
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locret_142F6:
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retn
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sub_14266 endp
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; ---------------------------------------------------------------------------
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nop
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; =============== S U B R O U T I N E =======================================
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sub_142F8 proc near
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mov bx, sp
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mov bx, ss:[bx+2]
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cmp bl, 0Ah
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ja short loc_1434D
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mov cx, _playchar_speed_diagonal
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mov ax, cx
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mov dx, _playchar_speed_aligned
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and bh, 0Fh
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jz short loc_14321
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or bl, bl
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jnz short loc_1434D
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shr bx, 8
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cmp bl, 8
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ja short loc_1434D
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add bl, 0Bh
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loc_14321:
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add bx, bx
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jmp word ptr cs:table_14356[bx]
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loc_14328:
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neg dx
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loc_1432A:
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mov player_pos.velocity.y, dx
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jmp short loc_14351
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; ---------------------------------------------------------------------------
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loc_14330:
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neg dx
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loc_14332:
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mov player_pos.velocity.x, dx
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jmp short loc_14351
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; ---------------------------------------------------------------------------
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loc_14338:
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neg cx
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jmp short loc_14340
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; ---------------------------------------------------------------------------
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loc_1433C:
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neg cx
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loc_1433E:
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neg ax
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loc_14340:
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mov player_pos.velocity.x, ax
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mov player_pos.velocity.y, cx
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jmp short loc_14351
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; ---------------------------------------------------------------------------
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loc_14349:
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mov al, 2
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jmp short locret_14353
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; ---------------------------------------------------------------------------
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loc_1434D:
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xor al, al
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jmp short locret_14353
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; ---------------------------------------------------------------------------
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loc_14351:
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mov al, 1
|
||||
|
||||
locret_14353:
|
||||
retn 2
|
||||
sub_142F8 endp
|
||||
|
||||
; ---------------------------------------------------------------------------
|
||||
table_14356 dw loc_14349
|
||||
dw loc_14328
|
||||
dw loc_1432A
|
||||
dw loc_1434D
|
||||
dw loc_14330
|
||||
dw loc_1433C
|
||||
dw loc_1433E
|
||||
dw loc_1434D
|
||||
dw loc_14332
|
||||
dw loc_14338
|
||||
dw loc_14340
|
||||
dw loc_1434D
|
||||
dw loc_1433C
|
||||
dw loc_14338
|
||||
dw loc_1434D
|
||||
dw loc_1433E
|
||||
dw loc_1434D
|
||||
dw loc_1434D
|
||||
dw loc_1434D
|
||||
dw loc_14340
|
||||
|
||||
PLAYER_MOVE procdesc pascal near \
|
||||
input:word
|
||||
HUD_BAR_PUT procdesc near
|
||||
HUD_SCORE_PUT procdesc near
|
||||
SCORE_UPDATE_AND_RENDER procdesc near
|
||||
|
@ -45141,7 +45044,7 @@ _stage_title dd ?
|
|||
_stage_bgm_title dd ?
|
||||
_boss_bgm_title dd ?
|
||||
word_2CE9E dw ?
|
||||
player_pos motion_t <?>
|
||||
include th04/player/pos[bss].asm
|
||||
include th05/playchar_speed[bss].asm
|
||||
dword_2CEB4 dd ?
|
||||
dword_2CEB8 dd ?
|
||||
|
|
Loading…
Reference in New Issue