ReC98/th04/bullet/bullets[bss].asm

67 lines
1.1 KiB
NASM

BSS_CLOUD_FRAMES = 16
BMS_DECAY_FRAMES = 16
BMS_SLOWDOWN_BASE_SPEED = (4 shl 4) + 8
BMS_SLOWDOWN_FRAMES = 32
BSS_GRAZEABLE = 0
BSS_GRAZED = 1
BSS_ACTIVE = 2
BSS_CLOUD_BACKWARDS = 3
BSS_CLOUD_FORWARDS = 4
BSS_CLOUD_END = (BSS_CLOUD_FORWARDS + BSS_CLOUD_FRAMES)
BMS_SLOWDOWN = 0
BMS_SPECIAL = 1
BMS_NORMAL = 2
BMS_DECAY = 4
BMS_DECAY_END = (BMS_DECAY + BMS_DECAY_FRAMES)
bullet_t struc
flag db ?
age db ?
pos motion_t <?>
from_pattern db ?
db ?
speed_cur db ?
BULLET_angle db ?
spawn_state db ?
move_state db ?
special_motion db ?
speed_final db ?
slowdown_time label byte
turn_count label byte
db ?
slowdown_speed_delta label byte
turn_angle label byte
db ?
BULLET_patnum dw ?
if GAME eq 5
BULLET_origin Point <?>
distance dw ?
endif
bullet_t ends
PELLET_W = 8
PELLET_H = 8
BULLET16_W = 16
BULLET16_H = 16
if GAME eq 5
PELLET_COUNT = 180
BULLET16_COUNT = 220
else
PELLET_COUNT = 240
BULLET16_COUNT = 200
endif
BULLET_COUNT = (PELLET_COUNT + BULLET16_COUNT)
public _bullets, _pellets, _bullets16
_bullets label bullet_t
_pellets bullet_t PELLET_COUNT dup(<?>)
_bullets16 bullet_t BULLET16_COUNT dup(<?>)