ThomasSpeedrunner

Unfinished Bowlton Code - Updated

May 5th, 2013
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  1. ; ----------------------------------------------------------------------------
  2. ; Object 10 - Bowlton (spiked rolling badnik)
  3. ; ----------------------------------------------------------------------------
  4. Obj10:
  5. moveq #0,d0
  6. move.b routine(a0),d0
  7. move.w Obj10_Index(pc,d0.w),d1
  8. jsr Obj10_Index(pc,d0.w)
  9. ; ============================================================================
  10. Obj10_Index: offsetTable
  11. offsetTableEntry.w Obj10_Init ; 0 - main badnik
  12. offsetTableEntry.w Obj10_Roll ; 2 - rolling
  13. offsetTableEntry.w Obj10_HitWall ; 4 - hitting a wall
  14. ; ============================================================================
  15. Obj10_Init:
  16. addq.b #2,routine(a0)
  17. move.l #Obj10_MapUnc_2D441,mappings(a0)
  18. move.w #make_art_tile(ArtTile_ArtNem_Bowlton,0,0),art_tile(a0)
  19. move.b #4,render_flags(a0)
  20. move.w #200,priority(a0)
  21. move.b #$B,collision_flags(a0)
  22. move.b #$12,width_pixels(a0)
  23. move.w #-$100,x_vel(a0)
  24.  
  25. ; ============================================================================
  26. Obj10_Roll:
  27. rts
  28.  
  29. ; ============================================================================
  30.  
  31. Obj10_HitWall:
  32. neg.w x_vel(a0)
  33. move.w #$BD,d0 ; hammer sound
  34. jsr (PlaySound).l
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