include th02/player/player.inc PLAYER_MOVE_MARGIN_LEFT = 8 PLAYER_MOVE_MARGIN_TOP = 8 PLAYER_MOVE_MARGIN_RIGHT = 8 PLAYER_MOVE_MARGIN_BOTTOM = 16 PLAYER_OPTION_W = 16 PLAYER_OPTION_H = 16 PLAYER_OPTION_DISTANCE = (PLAYER_W / 2) + (PLAYER_OPTION_W / 2) GRAZE_MAX = 999 ; Shots ; ----- SHOT_W = 16 SHOT_H = 16 ; Shots are always fired for multiples of this number of frames, even if ; INPUT_SHOT is held for a shorter amount of time. SHOT_CYCLE_FRAMES = 18 ; Set shot_time to this value to block shots from being fired this frame. SHOT_BLOCKED_FOR_THIS_FRAME = 0FFh ; ----- MISS_ANIM_FRAMES = 32 MISS_ANIM_FLASH_AT = 28 MISS_ANIM_EXPLODE_UNTIL = 31 MISS_EXPLOSION_COUNT = 8 MISS_EXPLOSION_W = 48 MISS_EXPLOSION_H = 48 MISS_EXPLOSION_RADIUS_VELOCITY = (7 shl 4) MISS_EXPLOSION_ANGLE_VELOCITY = 8 MISS_EXPLOSION_CLIP macro clip_label cmp _drawpoint.y, ((PLAYFIELD_TOP - (MISS_EXPLOSION_H / 2)) shl 4) jl short clip_label ; Yes, the next two are incorrect cmp _drawpoint.y, ((PLAYFIELD_BOTTOM - 8) shl 4) jge short clip_label cmp _drawpoint.x, ((PLAYFIELD_LEFT - 40) shl 4) jl short clip_label cmp _drawpoint.x, ((PLAYFIELD_RIGHT - (MISS_EXPLOSION_W / 2)) shl 4) jge short clip_label endm MISS_INVINCIBILITY_FRAMES = 192