mirror of https://github.com/nmlgc/ReC98.git
100 lines
2.2 KiB
PHP
100 lines
2.2 KiB
PHP
; ReC98
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; Main include file
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; Order segments alphabetically.
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; Rather ugly workaround to prevent the automatically generated code segment
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; for the large model (filename_TEXT) from enforcing its word alignment
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; between _TEXT and the first code segment even though we never emit anything
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; into it.
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; However, this merely pushes filename_TEXT before _TEXTC, and therefore
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; breaks another group of files. In these, we actually have to rename that
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; automatically generated code segment to one that is expected to have word
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; alignment.
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.alpha
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locals
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include libs/BorlandC/RULES.ASI
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include libs/BorlandC/doserror.inc
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include libs/BorlandC/errno.inc
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include libs/BorlandC/stdio.inc
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include libs/master.lib/func.inc
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include libs/master.lib/super.inc
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include libs/master.lib/bgm.inc
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include libs/master.lib/pf.inc
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include libs/master.lib/clip.inc
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include libs/master.lib/macros.inc
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include libs/kaja/kaja.inc
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include pc98.inc
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include th01/hardware/egc.inc
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include th02/playfld.inc
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include th02/formats/pi_slots.inc
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include th03/formats/cdg.inc
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nopcall macro func
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if LDATA
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nop ; PC-98 Touhou compatibility
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endif
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call func
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endm
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; Avoids specifying both segment and offset of a function. Too bad that it
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; still doesn't cause TASM to require [func] to be a valid identifier.
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setfarfp macro farfp, func
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mov word ptr farfp+2, seg func
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mov word ptr farfp, offset func
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endm
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pushSS_ macro
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if LDATA
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push ss
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endif
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endm
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popCX_ macro
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if LDATA
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pop cx
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endif
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endm
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twobyte_t struc
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lo db ?
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hi db ?
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twobyte_t ends
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; master.lib extensions
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; ---------------------
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; super_roll_put_1plane() plane_put constants
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PLANE_PUT = 0FF00h or GC_RMW
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; RGB color triple, used for the Palettes structure
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rgb_t struc
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r db ?
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g db ?
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b db ?
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rgb_t ends
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PALETTE_COLORS = 16
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palette_t struc
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colors rgb_t PALETTE_COLORS dup(<?>)
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palette_t ends
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; ---------------------
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TILE_W = 16
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TILE_H = 16
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TILE_VRAM_W = (TILE_W / 8)
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TILES_Y = 1 + (PLAYFIELD_H / TILE_H) + 1
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TILES_X = (PLAYFIELD_W / TILE_W)
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TILE_FLAG_H = (TILE_H / 2)
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TILE_FLAGS_Y = TILES_Y * (TILE_H / TILE_FLAG_H)
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; Rank definitions
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RANK_EASY = 0
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RANK_NORMAL = 1
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RANK_HARD = 2
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RANK_LUNATIC = 3
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RANK_EXTRA = 4
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RANK_COUNT = 5
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