
Untitled
By: a guest on
Jun 26th, 2012 | syntax:
None | size: 1.85 KB | hits: 11 | expires: Never
Obj15_Swing_Platform: ; Offset_0x0085F8:
btst #6,render_flags(a0)
bne Offset_0x008610
moveq #0,d0
move.b routine(a0),d0
move.w Obj15_States(pc,d0), d1
jmp Obj15_States(pc,d1)
Offset_0x008610:
move.w #$200, d0
bra DisplaySprite_Param ; Offset_0x00D3FE
; ===========================================================================
Obj15_States:
dc.w Obj15_Init-Obj15_States
dc.w Obj15_State2-Obj15_States
dc.w Obj15_Display-Obj15_States
dc.w Obj15_State4-Obj15_States
dc.w Obj15_State5-Obj15_States
dc.w Obj15_State6-Obj15_States
dc.w Obj15_State7-Obj15_States
; ===========================================================================
Obj15_Init:
addq.b #2,routine(a0)
move.l #Swing_Platforms_Mappings,mappings(a0) ; Offset_0x008AD8
move.w #$43E3,art_tile(a0) ; standard plc load address
move.b #4,render_flags(a0)
move.b #3,priority(a0)
move.b #$20,width_pixels(a0)
move.b #$10, y_radius(A0)
move.w y_pos(a0), objoff_38(A0)
move.w x_pos(a0), objoff_3A(A0)
cmpi.b #$B, (Current_ZoneAndAct).w ; is level Mystic Cave Zone?
bne.s Obj15_NGHZ ; if not, move on to Aquatic Ruins loading
move.l #DhzPlatformsMappings,mappings(a0) ; Offset_0x008B46
move.w #0,art_tile(a0) ; MCZ plc load address
move.b #$18,width_pixels(a0)
move.b #8, y_radius(A0)
Obj15_NGHZ:
cmpi.b #$F, (Current_ZoneAndAct).w ;is Level Aquatic Ruin?
bne.s Obj15_NGHZArtLoad
move.l #Nghz_Swing_Platforms_Mappings,mappings(a0) ; Offset_0x008B0E
move.w #0,art_tile(a0)
move.b #$20,width_pixels(a0)
move.b #8, y_radius(A0)