Pastebin
API
tools
faq
paste
Login
Sign up
Please fix the following errors:
New Paste
Syntax Highlighting
; --------------------------------------------------------------------------- ; Босс-Sonic Runners ; --------------------------------------------------------------------------- ; Hits BossSR_Hits = 8 ; Attributes ;_Setup1 = 2 ;_Setup2 = 4 ;_Setup3 = 6 ; Dynamic object variables obBSR_Routine = $30 ; .b obBSR_Pinch = $31 ; .b obBSR_Warning = $32 ; .b ; =============== S U B R O U T I N E ======================================= Obj_BossSR: move.l #Obj_Wait,address(a0) move.w #$1F,$2E(a0) move.l #Obj_BossSR_CreateTYM,$34(a0) Obj_BossSR_Wait: rts ; --------------------------------------------------------------------------- Obj_BossSR_CreateTYM: move.l #Obj_BossSR_Wait,$34(a0) lea ChildObjDat_BossSRTYM(pc),a2 jmp (CreateChild6_Simple).l ; --------------------------------------------------------------------------- Obj_BossSR_Start: move.l #Obj_BossSR_Main,address(a0) Obj_BossSR_Main: moveq #0,d0 move.b routine(a0),d0 move.w BossSR_Index(pc,d0.w),d0 jsr BossSR_Index(pc,d0.w) bsr.w BossSR_CheckTouch jmp (Draw_And_Touch_Sprite).l ; --------------------------------------------------------------------------- BossSR_Index: offsetTable offsetTableEntry.w BossSR_Init ; 0 offsetTableEntry.w BossSR_Setup ; 2 offsetTableEntry.w BossSR_Setup2 ; 4 offsetTableEntry.w BossSR_Setup3 ; 6 ; --------------------------------------------------------------------------- BossSR_Init: lea ObjDat_BossSR(pc),a1 jsr (SetUp_ObjAttributes).l move.b #_Setup2,routine(a0) move.b #BossSR_Hits,collision_property(a0) st (Boss_flag).w move.w #$7F,$2E(a0) move.l #BossSR_MoveDown_Intro,$34(a0) move.w #$100,y_vel(a0) lea ChildObjDat_RobotnikHud(pc),a2 jsr (CreateChild6_Simple).l bne.s + move.w a0,parent3(a1) + lea Child1_MakeRoboHead3(pc),a2 jsr (CreateChild1_Normal).l lea ChildObjDat_RobotnikFire(pc),a2 jsr (CreateChild1_Normal).l lea ChildObjDat_BossSRTube(pc),a2 jmp (CreateChild1_Normal).l ; --------------------------------------------------------------------------- BossSR_Setup3: move.b (Level_frame_counter+1).w,d0 andi.w #7,d0 bne.s BossSR_Setup sfx sfx_BreakBridge,0,0,0 BossSR_Setup: jsr (Swing_UpAndDown).l BossSR_Setup2: jsr (MoveSprite2).l jmp (Obj_Wait).l ; --------------------------------------------------------------------------- BossSR_MoveDown_Intro: move.b #_Setup1,routine(a0) move.l #BossSR_MoveDown_Laugh,$34(a0) clr.w y_vel(a0) jmp (Swing_Setup1).l ; --------------------------------------------------------------------------- BossSR_MoveDown_Laugh: bset #5,status(a0) move.w #$4F,$2E(a0) move.l #BossSR_MoveDown_StopLaugh,$34(a0) rts ; --------------------------------------------------------------------------- BossSR_MoveDown_StopLaugh: move.w #$F,$2E(a0) move.l #BossSR_SetSubroutine,$34(a0) bclr #5,status(a0) rts ; =============== S U B R O U T I N E ======================================= BossSR_PinchMode: sf obBSR_Pinch(a0) bset #6,status(a0) move.b #_Setup3,routine(a0) move.w #$4F,$2E(a0) clr.b obBSR_Routine(a0) move.l #BossSR_PinchMode_Stop,$34(a0) lea ChildObjDat_BossSRTube_Fire(pc),a2 jmp (CreateChild6_Simple).l ; --------------------------------------------------------------------------- BossSR_PinchMode_Stop: bclr #6,status(a0) move.l #BossSR_SetSubroutine,$34(a0) rts ; =============== S U B R O U T I N E ======================================= BossSR_SetSubroutine: tst.b obBSR_Pinch(a0) bne.s BossSR_PinchMode moveq #0,d0 move.b obBSR_Routine(a0),d0 addq.b #1,obBSR_Routine(a0) lea BossSR_SetMovement(pc),a1 cmpi.b #BossSR_Hits/4+1,$29(a0) bhs.s + lea BossSR_SetPinchMovement(pc),a1 + move.b (a1,d0.w),d0 bmi.s + move.l BossSR_Movement(pc,d0.w),$34(a0) rts + clr.b obBSR_Routine(a0) rts ; --------------------------------------------------------------------------- _SpikeBallJump = 0 _SpikeBallDown = 1<<2 _RocketUp = 2<<2 _RocketDown = 3<<2 _RocketUpDown = 4<<2 _BossAttack = 5<<2 _SpikeBallJump2 = 6<<2 _SpikeBallDown2 = 7<<2 _SpikeBallJumpx2 = 8<<2 _SpikeBallDownx2 = 9<<2 _SpikeBallUp = 10<<2 _BossLaugh = 11<<2 _BossLaserDown = 12<<2 _BossLaserUp = 13<<2 ; --------------------------------------------------------------------------- BossSR_Movement: dc.l BossSR_SpikeBallJump_Attack ; 0 dc.l BossSR_SpikeBallDown_Attack ; 1 dc.l BossSR_RocketUp_Attack ; 2 dc.l BossSR_RocketDown_Attack ; 3 dc.l BossSR_RocketUpDown_Attack ; 4 dc.l BossSR_Boss_Attack ; 5 dc.l BossSR_SpikeBallJump2_Attack ; 6 dc.l BossSR_SpikeBallDown2_Attack ; 7 dc.l BossSR_SpikeBallJumpx2_Attack ; 8 dc.l BossSR_SpikeBallDownx2_Attack ; 9 dc.l BossSR_SpikeBallUp_Attack ; 10 dc.l BossSR_Boss_Laugh ; 11 dc.l BossSR_Laser_Attack_Down ; 12 (Pinch) dc.l BossSR_Laser_Attack_Up ; 13 (Pinch) ; --------------------------------------------------------------------------- BossSR_SetMovement: dc.b _SpikeBallJump dc.b _SpikeBallJump dc.b _SpikeBallJump dc.b _SpikeBallDown dc.b _SpikeBallDown dc.b _SpikeBallJump2 dc.b _SpikeBallJump dc.b _SpikeBallJump dc.b _SpikeBallDown dc.b _SpikeBallDown2 dc.b _SpikeBallDown dc.b _SpikeBallDown dc.b _BossLaugh dc.b _RocketDown dc.b _RocketDown dc.b _RocketUp dc.b _RocketDown dc.b _SpikeBallJumpx2 dc.b _BossLaugh dc.b _SpikeBallUp dc.b _SpikeBallDown dc.b _SpikeBallUp dc.b _SpikeBallDown dc.b _SpikeBallUp dc.b _RocketUpDown dc.b _SpikeBallDown dc.b _SpikeBallDownx2 dc.b _SpikeBallJump dc.b _SpikeBallJumpx2 dc.b _SpikeBallDown dc.b _SpikeBallDownx2 dc.b _SpikeBallJump dc.b _SpikeBallJumpx2 dc.b _SpikeBallDown dc.b _SpikeBallDown dc.b _SpikeBallJump dc.b _SpikeBallDown2 dc.b _SpikeBallDown dc.b _SpikeBallDown dc.b _SpikeBallJump dc.b _SpikeBallDownx2 dc.b _BossLaugh dc.b _RocketDown dc.b _RocketUpDown dc.b _RocketUp dc.b _RocketDown dc.b _RocketUp dc.b _BossLaugh dc.b _BossAttack dc.b _BossLaugh dc.b _SpikeBallDownx2 dc.b _SpikeBallJumpx2 dc.b _SpikeBallDownx2 dc.b _SpikeBallJumpx2 dc.b _SpikeBallDownx2 dc.b _SpikeBallJumpx2 dc.b _SpikeBallUp dc.b _SpikeBallUp dc.b _SpikeBallDown dc.b _SpikeBallDown dc.b _SpikeBallUp dc.b _SpikeBallUp dc.b _SpikeBallDown dc.b _SpikeBallUp dc.b _SpikeBallJump dc.b _SpikeBallDown dc.b _SpikeBallJump dc.b _SpikeBallDown dc.b _SpikeBallJump dc.b _SpikeBallDown dc.b _SpikeBallJump2 dc.b -1 ; Конец even BossSR_SetPinchMovement: dc.b _BossLaserDown dc.b _BossLaserUp dc.b _BossLaserDown dc.b _BossLaserUp dc.b _BossLaserDown dc.b _BossLaserUp dc.b _BossAttack dc.b _RocketUp dc.b _RocketDown dc.b _RocketUpDown dc.b _RocketUp dc.b _RocketDown dc.b _RocketUpDown dc.b _BossLaserDown dc.b _BossLaserDown dc.b _BossLaserDown dc.b _BossLaserUp dc.b _RocketUpDown dc.b _BossLaserDown dc.b _BossLaserUp dc.b _RocketUpDown dc.b _RocketUpDown dc.b _BossAttack dc.b _RocketUp dc.b _RocketDown dc.b _RocketUp dc.b _RocketDown dc.b -1 ; Конец even ; --------------------------------------------------------------------------- ; Босс атакует с помощью шипастого шара ; --------------------------------------------------------------------------- ; =============== S U B R O U T I N E ======================================= BossSR_SpikeBallJump_Attack: move.b #_Setup2,routine(a0) move.w #-$200,y_vel(a0) move.l #BossSR_SpikeBallJump_CheckPos,$34(a0) BossSR_SpikeBallJump_CheckPos: move.w (Camera_Y_pos).w,d0 addi.w #$60,d0 cmp.w y_pos(a0),d0 blo.s + move.w d0,y_pos(a0) move.b #_Setup1,routine(a0) move.l #BossSR_SpikeBallJump_Attack_Start,$34(a0) clr.w y_vel(a0) jsr (Swing_Setup1).l + rts ; --------------------------------------------------------------------------- BossSR_SpikeBallJump_Attack_Start: move.w #$2F,$2E(a0) move.l #BossSR_SetSubroutine,$34(a0) sfx sfx_SpikeBall2,0,0,0 lea ChildObjDat_BossSRSpikeBall(pc),a2 jmp (CreateChild6_Simple).l ; --------------------------------------------------------------------------- ; Босс атакует с помощью шипастого шара 2 ; --------------------------------------------------------------------------- ; =============== S U B R O U T I N E ======================================= BossSR_SpikeBallDown_Attack: move.b #_Setup2,routine(a0) move.w #$200,y_vel(a0) move.l #BossSR_SpikeBallDown_CheckPos,$34(a0) BossSR_SpikeBallDown_CheckPos: move.w (Camera_Y_pos).w,d0 addi.w #$80,d0 cmp.w y_pos(a0),d0 bhs.s + move.w d0,y_pos(a0) move.b #_Setup1,routine(a0) move.l #BossSR_SpikeBallDown_Attack_Start,$34(a0) clr.w y_vel(a0) jsr (Swing_Setup1).l + rts ; --------------------------------------------------------------------------- BossSR_SpikeBallDown_Attack_Start: move.w #$2F,$2E(a0) move.l #BossSR_SetSubroutine,$34(a0) sfx sfx_SpikeBall2,0,0,0 lea ChildObjDat_BossSRSpikeBall(pc),a2 jsr (CreateChild6_Simple).l bne.s + move.b #2,subtype(a1) + rts ; --------------------------------------------------------------------------- ; Босс атакует с помощью ракеты (Вверх) ; --------------------------------------------------------------------------- ; =============== S U B R O U T I N E ======================================= BossSR_RocketUp_Attack: move.b #_Setup2,routine(a0) move.w #$200,y_vel(a0) move.l #BossSR_RocketUp_CheckPos,$34(a0) BossSR_RocketUp_CheckPos: move.w (Camera_Y_pos).w,d0 addi.w #$A0,d0 cmp.w y_pos(a0),d0 bhs.s + move.w d0,y_pos(a0) move.b #_Setup1,routine(a0) move.l #BossSR_RocketUp_Attack_Start,$34(a0) clr.w y_vel(a0) jsr (Swing_Setup1).l + rts ; --------------------------------------------------------------------------- BossSR_RocketUp_Attack_Start: move.b #_Setup1,routine(a0) move.w #$2F,$2E(a0) sfx sfx_FireShot,0,0,0 move.l #BossSR_SetSubroutine,$34(a0) lea ChildObjDat_BossSRRocket(pc),a2 jmp (CreateChild6_Simple).l ; --------------------------------------------------------------------------- ; Босс атакует с помощью ракеты (Вниз) ; --------------------------------------------------------------------------- ; =============== S U B R O U T I N E ======================================= BossSR_RocketDown_Attack: move.b #_Setup2,routine(a0) move.w #-$200,y_vel(a0) move.l #BossSR_RocketDown_CheckPos,$34(a0) BossSR_RocketDown_CheckPos: move.w (Camera_Y_pos).w,d0 addi.w #$60,d0 cmp.w y_pos(a0),d0 blo.s + move.w d0,y_pos(a0) move.b #_Setup1,routine(a0) move.l #BossSR_RocketDown_Attack_Start,$34(a0) clr.w y_vel(a0) jsr (Swing_Setup1).l + rts ; --------------------------------------------------------------------------- BossSR_RocketDown_Attack_Start: move.b #_Setup1,routine(a0) move.w #$2F,$2E(a0) sfx sfx_FireShot,0,0,0 move.l #BossSR_SetSubroutine,$34(a0) lea ChildObjDat_BossSRRocket(pc),a2 jsr (CreateChild6_Simple).l bne.s + move.b #2,subtype(a1) + rts ; --------------------------------------------------------------------------- ; Босс атакует с помощью ракеты (Вверх/Вниз) ; --------------------------------------------------------------------------- BossSR_RocketUpDown_Attack: move.b #_Setup2,routine(a0) move.w #-$200,y_vel(a0) move.l #BossSR_RocketUpDown_CheckPos,$34(a0) BossSR_RocketUpDown_CheckPos: move.w (Camera_Y_pos).w,d0 addi.w #$30,d0 cmp.w y_pos(a0),d0 blo.s + move.w d0,y_pos(a0) move.b #_Setup1,routine(a0) move.l #BossSR_RocketUpDown_Attack_Start,$34(a0) clr.w y_vel(a0) jsr (Swing_Setup1).l + rts ; --------------------------------------------------------------------------- BossSR_RocketUpDown_Attack_Start: move.b #_Setup1,routine(a0) move.w #$2F,$2E(a0) sfx sfx_FireShot,0,0,0 move.l #BossSR_SetSubroutine,$34(a0) lea ChildObjDat_BossSRRocket2(pc),a2 jmp (CreateChild6_Simple).l ; --------------------------------------------------------------------------- ; Босс атакует самостоятельно ; --------------------------------------------------------------------------- ; =============== S U B R O U T I N E ======================================= BossSR_Boss_Attack: move.b #_Setup2,routine(a0) move.w #$200,y_vel(a0) move.l #BossSR_Boss_Attack_CheckPos,$34(a0) BossSR_Boss_Attack_CheckPos: move.w (Camera_Y_pos).w,d0 addi.w #$A0,d0 cmp.w y_pos(a0),d0 bhs.s + move.w d0,y_pos(a0) sfx sfx_Squeak,0,0,0 move.l #BossSR_Boss_Attack_MoveAttack,$34(a0) clr.w y_vel(a0) + rts ; --------------------------------------------------------------------------- BossSR_Boss_Attack_MoveAttack: move.w #-$600,x_vel(a0) move.w #$5F,$2E(a0) move.l #BossSR_Boss_Attack_MoveDown,$34(a0) rts ; --------------------------------------------------------------------------- BossSR_Boss_Attack_MoveDown: move.w #$DC8,x_pos(a0) move.w #$358,y_pos(a0) move.w #$100,y_vel(a0) move.w #$7F,$2E(a0) move.l #BossSR_Boss_Attack_StopMove,$34(a0) clr.w x_vel(a0) rts ; --------------------------------------------------------------------------- BossSR_Boss_Attack_StopMove: move.b #_Setup1,routine(a0) move.w #$1F,$2E(a0) move.l #BossSR_SetSubroutine,$34(a0) clr.w y_vel(a0) jmp (Swing_Setup1).l ; --------------------------------------------------------------------------- ; Босс атакует с помощью шипастого шара 3 ; --------------------------------------------------------------------------- ; =============== S U B R O U T I N E ======================================= BossSR_SpikeBallJump2_Attack: move.b #_Setup2,routine(a0) move.w #-$200,y_vel(a0) move.l #BossSR_SpikeBallJump2_CheckPos,$34(a0) BossSR_SpikeBallJump2_CheckPos: move.w (Camera_Y_pos).w,d0 addi.w #$60,d0 cmp.w y_pos(a0),d0 blo.s + move.w d0,y_pos(a0) move.b #_Setup1,routine(a0) move.l #BossSR_SpikeBallJump2_Attack_Start,$34(a0) clr.w y_vel(a0) jsr (Swing_Setup1).l + rts ; --------------------------------------------------------------------------- BossSR_SpikeBallJump2_Attack_Start: move.w #$37,$2E(a0) move.l #BossSR_SetSubroutine,$34(a0) sfx sfx_SpikeBall2,0,0,0 lea ChildObjDat_BossSRSpikeBall(pc),a2 jsr (CreateChild6_Simple).l bne.s + move.b #4,subtype(a1) + rts ; --------------------------------------------------------------------------- ; Босс атакует с помощью шипастого шара 4 ; --------------------------------------------------------------------------- ; =============== S U B R O U T I N E ======================================= BossSR_SpikeBallDown2_Attack: move.b #_Setup2,routine(a0) move.w #$200,y_vel(a0) move.l #BossSR_SpikeBallDown2_CheckPos,$34(a0) BossSR_SpikeBallDown2_CheckPos: move.w (Camera_Y_pos).w,d0 addi.w #$80,d0 cmp.w y_pos(a0),d0 bhs.s + move.w d0,y_pos(a0) move.b #_Setup1,routine(a0) move.l #BossSR_SpikeBallDown2_Attack_Start,$34(a0) clr.w y_vel(a0) jsr (Swing_Setup1).l + rts ; --------------------------------------------------------------------------- BossSR_SpikeBallDown2_Attack_Start: move.w #$37,$2E(a0) move.l #BossSR_SetSubroutine,$34(a0) sfx sfx_SpikeBall2,0,0,0 lea ChildObjDat_BossSRSpikeBall(pc),a2 jsr (CreateChild6_Simple).l bne.s + move.b #6,subtype(a1) + rts ; --------------------------------------------------------------------------- ; Босс атакует с помощью шипастого шара x2 ; --------------------------------------------------------------------------- BossSR_SpikeBallJumpx2_Attack: move.b #_Setup2,routine(a0) move.w #-$200,y_vel(a0) move.l #BossSR_SpikeBallJumpx2_CheckPos,$34(a0) BossSR_SpikeBallJumpx2_CheckPos: move.w (Camera_Y_pos).w,d0 addi.w #$60,d0 cmp.w y_pos(a0),d0 blo.s + move.w d0,y_pos(a0) move.b #_Setup1,routine(a0) move.l #BossSR_SpikeBallJumpx2_Attack_Start,$34(a0) clr.w y_vel(a0) jsr (Swing_Setup1).l + rts ; --------------------------------------------------------------------------- BossSR_SpikeBallJumpx2_Attack_Start: move.w #$F,$2E(a0) move.l #BossSR_SpikeBallJumpx2_Attack_Start2,$34(a0) sfx sfx_SpikeBall2,0,0,0 lea ChildObjDat_BossSRSpikeBall(pc),a2 jmp (CreateChild6_Simple).l ; --------------------------------------------------------------------------- BossSR_SpikeBallJumpx2_Attack_Start2: move.w #$3F,$2E(a0) move.l #BossSR_SetSubroutine,$34(a0) sfx sfx_SpikeBall2,0,0,0 lea ChildObjDat_BossSRSpikeBall(pc),a2 jmp (CreateChild6_Simple).l ; --------------------------------------------------------------------------- ; Босс атакует с помощью шипастого шара 2 x2 ; --------------------------------------------------------------------------- ; =============== S U B R O U T I N E ======================================= BossSR_SpikeBallDownx2_Attack: move.b #_Setup2,routine(a0) move.w #$200,y_vel(a0) move.l #BossSR_SpikeBallDownx2_CheckPos,$34(a0) BossSR_SpikeBallDownx2_CheckPos: move.w (Camera_Y_pos).w,d0 addi.w #$80,d0 cmp.w y_pos(a0),d0 bhs.s + move.w d0,y_pos(a0) move.b #_Setup1,routine(a0) move.l #BossSR_SpikeBallDownx2_Attack_Start,$34(a0) clr.w y_vel(a0) jsr (Swing_Setup1).l + rts ; --------------------------------------------------------------------------- BossSR_SpikeBallDownx2_Attack_Start: move.w #$B,$2E(a0) move.l #BossSR_SpikeBallDownx2_Attack_Start2,$34(a0) sfx sfx_SpikeBall2,0,0,0 lea ChildObjDat_BossSRSpikeBall(pc),a2 jsr (CreateChild6_Simple).l bne.s + move.b #2,subtype(a1) + rts ; --------------------------------------------------------------------------- BossSR_SpikeBallDownx2_Attack_Start2: move.w #$3F,$2E(a0) move.l #BossSR_SetSubroutine,$34(a0) sfx sfx_SpikeBall2,0,0,0 lea ChildObjDat_BossSRSpikeBall(pc),a2 jsr (CreateChild6_Simple).l bne.s + move.b #2,subtype(a1) + rts ; --------------------------------------------------------------------------- ; Босс атакует с помощью шипастого шара 5 ; --------------------------------------------------------------------------- BossSR_SpikeBallUp_Attack: move.b #_Setup2,routine(a0) move.w #-$200,y_vel(a0) move.l #BossSR_SpikeBallUp_CheckPos,$34(a0) BossSR_SpikeBallUp_CheckPos: move.w (Camera_Y_pos).w,d0 addi.w #$60,d0 cmp.w y_pos(a0),d0 blo.s + move.w d0,y_pos(a0) move.b #_Setup1,routine(a0) move.l #BossSR_SpikeBallUp_Attack_Start,$34(a0) clr.w y_vel(a0) jsr (Swing_Setup1).l + rts ; --------------------------------------------------------------------------- BossSR_SpikeBallUp_Attack_Start: move.w #$2F,$2E(a0) move.l #BossSR_SetSubroutine,$34(a0) sfx sfx_SpikeBall2,0,0,0 lea ChildObjDat_BossSRSpikeBall(pc),a2 jsr (CreateChild6_Simple).l bne.s + move.b #8,subtype(a1) + rts ; --------------------------------------------------------------------------- ; Босс смеётся ; --------------------------------------------------------------------------- BossSR_Boss_Laugh: bset #5,status(a0) move.w #$4F,$2E(a0) move.l #BossSR_Boss_Laugh_Stop,$34(a0) rts ; --------------------------------------------------------------------------- BossSR_Boss_Laugh_Stop: bclr #5,status(a0) move.w #$2F,$2E(a0) move.l #BossSR_SetSubroutine,$34(a0) rts ; --------------------------------------------------------------------------- ; Босс атакует с помощью лазера (Сверху) ; --------------------------------------------------------------------------- BossSR_Laser_Attack_Up: move.b #_Setup2,routine(a0) move.w #-$200,y_vel(a0) move.l #BossSR_Laser_Up_CheckPos,$34(a0) BossSR_Laser_Up_CheckPos: move.w (Camera_Y_pos).w,d0 addi.w #$80,d0 cmp.w y_pos(a0),d0 blo.s ++ move.w d0,y_pos(a0) tst.b obBSR_Warning(a0) bne.s + st obBSR_Warning(a0) sfx sfx_Siren,0,0,0 move.w #$F,$2E(a0) + move.l #BossSR_Laser_Up_Attack_Start,$34(a0) clr.w y_vel(a0) + rts ; --------------------------------------------------------------------------- BossSR_Laser_Up_Attack_Start: sfx sfx_Laser6,0,0,0 move.w #$F,$2E(a0) move.l #BossSR_Laser_Up_Stop,$34(a0) lea ChildObjDat_BossSRLaser(pc),a2 jmp (CreateChild1_Normal).l ; --------------------------------------------------------------------------- BossSR_Laser_Up_Stop: move.b #_Setup1,routine(a0) move.w #$1F,$2E(a0) move.l #BossSR_SetSubroutine,$34(a0) jmp (Swing_Setup1).l ; --------------------------------------------------------------------------- ; Босс атакует с помощью лазера (Снизу) ; --------------------------------------------------------------------------- BossSR_Laser_Attack_Down: move.b #_Setup2,routine(a0) move.w #$200,y_vel(a0) move.l #BossSR_Laser_Down_CheckPos,$34(a0) BossSR_Laser_Down_CheckPos: move.w (Camera_Y_pos).w,d0 addi.w #$B0,d0 cmp.w y_pos(a0),d0 bhs.s ++ move.w d0,y_pos(a0) tst.b obBSR_Warning(a0) bne.s + st obBSR_Warning(a0) sfx sfx_Siren,0,0,0 move.w #$F,$2E(a0) + move.l #BossSR_Laser_Down_Attack_Start,$34(a0) clr.w y_vel(a0) + rts ; --------------------------------------------------------------------------- BossSR_Laser_Down_Attack_Start: sfx sfx_Laser6,0,0,0 move.w #$F,$2E(a0) move.l #BossSR_Laser_Down_Stop,$34(a0) lea ChildObjDat_BossSRLaser(pc),a2 jmp (CreateChild1_Normal).l ; --------------------------------------------------------------------------- BossSR_Laser_Down_Stop: move.b #_Setup1,routine(a0) move.w #$1F,$2E(a0) move.l #BossSR_SetSubroutine,$34(a0) jmp (Swing_Setup1).l ; --------------------------------------------------------------------------- ; Проверка урона ; --------------------------------------------------------------------------- ; =============== S U B R O U T I N E ======================================= BossSR_CheckTouch: tst.b collision_flags(a0) bne.s BossSR_CheckTouch_Return tst.b collision_property(a0) beq.s BossSR_CheckTouch_WaitExplosive tst.b $1C(a0) bne.s ++ move.b #$30,$1C(a0) sfx sfx_HitBoss,0,0,0 bset #6,status(a0) tst.w (Ring_count).w bne.s + jsr (Create_New_Sprite).l bne.s + move.l #Obj_Bouncing_Ring,(a1) move.w x_pos(a0),x_pos(a1) move.w y_pos(a0),y_pos(a1) move.w a0,$3E(a1) + cmpi.b #BossSR_Hits/4,$29(a0) bne.s + st obBSR_Pinch(a0) + moveq #0,d0 btst #0,$1C(a0) bne.s + addq.w #3*2,d0 + jsr (BossFlash).l subq.b #1,$1C(a0) bne.s BossSR_CheckTouch_Return bclr #6,status(a0) move.b collision_restore_flags(a0),collision_flags(a0) BossSR_CheckTouch_Return: rts ; --------------------------------------------------------------------------- BossSR_CheckTouch_WaitExplosive: move.l #Wait_FadeToLevelMusic,address(a0) move.l #BossSR_CheckTouch_WaitExplosive_Restore,$34(a0) addq.b #2,(BackgroundEvent_routine).w bset #7,status(a0) lea (Child6_CreateBossExplosion).l,a2 jsr (CreateChild1_Normal).l bne.s + move.b #4,subtype(a1) + move.w #$7F,$2E(a0) jmp (BossDefeated_NoTime).l ; --------------------------------------------------------------------------- BossSR_CheckTouch_WaitExplosive_Restore: move.l #loc_7A3E6,(a0) bset #0,render_flags(a0) move.w #$400,x_vel(a0) clr.w y_vel(a0) rts ; --------------------------------------------------------------------------- loc_7A3E6: subq.w #1,$2E(a0) bmi.s loc_7A3F8 jsr (MoveSprite2).l jmp (Draw_Sprite).l ; --------------------------------------------------------------------------- loc_7A3F8: addq.b #2,(Dynamic_resize_routine).w move.l #Go_Delete_Sprite,address(a0) rts ; --------------------------------------------------------------------------- ; Огонь из трубы босса ; --------------------------------------------------------------------------- ; =============== S U B R O U T I N E ======================================= Obj_BossSRTube_Fire: btst #1,(Level_frame_counter+1).w beq.s BossSRTube_Fire_Draw move.l a0,-(sp) movea.w parent3(a0),a0 lea ChildObjDat_BossGreyBall_Fire(pc),a2 jsr (CreateChild1_Normal).l bne.s + move.b #24/2,$3A(a1) move.b #24/2,$3B(a1) move.w #$100,$3C(a1) + movea.l (sp)+,a0 BossSRTube_Fire_Draw: jsr (Refresh_ChildPositionAdjusted).l jmp (Child_CheckParent).l ; --------------------------------------------------------------------------- ; Труба босса ; --------------------------------------------------------------------------- ; =============== S U B R O U T I N E ======================================= Obj_BossSRTube: lea ObjDat_BossSRTube(pc),a1 jsr (SetUp_ObjAttributes).l move.l #+,address(a0) + jsr (Refresh_ChildPositionAdjusted).l moveq #0,d0 jmp (Child_Draw_Sprite_FlickerMove).l ; --------------------------------------------------------------------------- ; Шипастый шар босса ; --------------------------------------------------------------------------- ; =============== S U B R O U T I N E ======================================= Obj_BossSRSpikeBall: moveq #0,d0 move.b routine(a0),d0 move.w BossSRSpikeBall_Index(pc,d0.w),d1 jsr BossSRSpikeBall_Index(pc,d1.w) movea.w parent3(a0),a1 btst #7,status(a1) bne.w BossSRSpikeBall_Remove jmp (Sprite_CheckDeleteTouchXY).l ; --------------------------------------------------------------------------- BossSRSpikeBall_Index: offsetTable offsetTableEntry.w BossSRSpikeBall_Init offsetTableEntry.w BossSRSpikeBall_Setup offsetTableEntry.w BossSRSpikeBall_Setup2 offsetTableEntry.w BossSRSpikeBall_Setup3 offsetTableEntry.w BossSRSpikeBall_Setup4 offsetTableEntry.w BossSRSpikeBall_Setup5 ; --------------------------------------------------------------------------- BossSRSpikeBall_Init: lea ObjDat_BossSRSpikeBall(pc),a1 jsr (SetUp_ObjAttributes).l move.b #48/2,y_radius(a0) move.l #BossSRSpikeBall_Fall,$34(a0) tst.b subtype(a0) beq.s + move.l #BossSRSpikeBall_Fall2,$34(a0) + cmpi.b #4,subtype(a0) bne.s + move.b #_Setup3,routine(a0) move.l #BossSRSpikeBall_Fall,$34(a0) clr.b collision_flags(a0) + cmpi.b #6,subtype(a0) bne.s + move.b #_Setup3,routine(a0) move.l #BossSRSpikeBall_Fall4,$34(a0) clr.b collision_flags(a0) + cmpi.b #8,subtype(a0) bne.s + move.l #BossSRSpikeBall_Fall5,$34(a0) move.b #128/2,y_radius(a0) + rts ; --------------------------------------------------------------------------- BossSRSpikeBall_Setup3: bsr.w BossSRSpikeBall_CheckPlayer btst #0,(V_int_run_count+3).w beq.s BossSRSpikeBall_Setup eori.w #$6000,art_tile(a0) BossSRSpikeBall_Setup: jsr (MoveSprite).l jmp (ObjHitFloor_DoRoutine).l ; --------------------------------------------------------------------------- BossSRSpikeBall_Setup5: moveq #0,d0 move.b angle(a0),d0 addq.b #4,d0 move.b d0,angle(a0) jsr (GetSineCosine).l asr.w #2,d0 neg.w d0 move.w d0,y_vel(a0) bra.s BossSRSpikeBall_Setup2 ; --------------------------------------------------------------------------- BossSRSpikeBall_Setup4: btst #0,(V_int_run_count+3).w beq.s BossSRSpikeBall_Setup2 eori.w #$6000,art_tile(a0) BossSRSpikeBall_Setup2: jsr (MoveSprite2).l jmp (Obj_Wait).l ; --------------------------------------------------------------------------- BossSRSpikeBall_Fall: sfx sfx_SpikeBall,0,0,0 move.w #-$300,x_vel(a0) move.w #-$500,y_vel(a0) lea ChildObjDat_BossGreyBall_Spark(pc),a2 jmp (CreateChild6_Simple).l ; --------------------------------------------------------------------------- BossSRSpikeBall_Fall5: move.b #_Setup2,routine(a0) move.w #-$400,x_vel(a0) move.w #4,$2E(a0) move.l #BossSRSpikeBall_Fall_Up,$34(a0) clr.w y_vel(a0) lea ChildObjDat_BossSRSpikeBallFan(pc),a2 jmp (CreateChild1_Normal).l ; --------------------------------------------------------------------------- BossSRSpikeBall_Fall_Up: move.b #_Setup5,routine(a0) move.w #-$200,y_vel(a0) move.w #7,$2E(a0) move.l #BossSRSpikeBall_Fall6,$34(a0) rts ; --------------------------------------------------------------------------- BossSRSpikeBall_Fall2: move.b #_Setup2,routine(a0) BossSRSpikeBall_Fall4: sfx sfx_SpikeBall,0,0,0 move.w #-$400,x_vel(a0) BossSRSpikeBall_Fall6: clr.w y_vel(a0) move.l #BossSRSpikeBall_Return,$34(a0) BossSRSpikeBall_Return: rts ; --------------------------------------------------------------------------- obSpikeBall_CheckXY: dc.w -32 ; X right pos dc.w 40 ; X left pos dc.w -32 ; Y down pos dc.w 64 ; Y up pos ; --------------------------------------------------------------------------- BossSRSpikeBall_CheckPlayer: lea (Player_1).w,a1 lea obSpikeBall_CheckXY(pc),a2 jsr (Check_InMyRange).l beq.s BossSRSpikeBall_CheckPlayer_Return jsr (Check_PlayerAttack).l beq.s BossSRSpikeBall_Hurt tst.w y_vel(a1) bpl.s BossSRSpikeBall_Hurt move.b #_Setup4,routine(a0) movea.w parent3(a0),a1 move.w x_pos(a0),d1 move.w y_pos(a0),d2 sub.w x_pos(a1),d1 sub.w y_pos(a1),d2 jsr (GetArcTan).l jsr (GetSineCosine).l move.w #-$A00,d2 muls.w d2,d1 asr.l #8,d1 move.w d1,x_vel(a0) muls.w d2,d0 asr.l #8,d0 move.w d0,y_vel(a0) sfx sfx_SpikeAttack,0,0,0 move.l #BossSRSpikeBall_Fall3,$34(a0) BossSRSpikeBall_CheckPlayer_Return: rts ; --------------------------------------------------------------------------- BossSRSpikeBall_Hurt: jmp (sub_24280).l ; --------------------------------------------------------------------------- BossSRSpikeBall_Fall3: move.w (Camera_X_pos).w,d0 addi.w #$110,d0 cmp.w x_pos(a0),d0 bge.s BossSRSpikeBall_Fall3_Return movea.w parent3(a0),a1 move.b collision_flags(a1),collision_restore_flags(a1) move.b #0,collision_flags(a1) subq.b #1,boss_hitcount2(a1) clr.l x_vel(a0) lea ChildObjDat_BossGreyBall_Splinter(pc),a2 jsr (CreateChild6_Simple).l BossSRSpikeBall_Remove: move.l #Go_Delete_Sprite,address(a0) BossSRSpikeBall_Fall3_Return: rts ; --------------------------------------------------------------------------- ; Шипастый шар босса (Пропеллер) ; --------------------------------------------------------------------------- Obj_BossSRSpikeBallFan: lea ObjDat_BossSRSpikeBallFan(pc),a1 jsr (SetUp_ObjAttributes).l move.l #BossSRSpikeBallFan_Move,address(a0) BossSRSpikeBallFan_Move: subq.b #1,child_dy(a0) cmpi.b #-16,child_dy(a0) bne.s BossSRSpikeBallFan_Draw move.l #BossSRSpikeBallFan_Animate,address(a0) BossSRSpikeBallFan_Animate: lea AniRaw_BossSRSpikeBallFan(pc),a1 jsr (Animate_RawNoSST).l BossSRSpikeBallFan_Draw: jsr (Refresh_ChildPositionAdjusted).l jmp (Child_Draw_Sprite).l ; --------------------------------------------------------------------------- AniRaw_BossSRSpikeBallFan: dc.b 0, 3, 0, 1, 2, $FC even ; --------------------------------------------------------------------------- ; Ракета босса ; --------------------------------------------------------------------------- ; =============== S U B R O U T I N E ======================================= Obj_BossSRRocket: move.w (Camera_X_pos).w,d0 addi.w #$140,d0 move.w d0,x_pos(a0) move.w (Camera_Y_pos).w,d0 move.w #$70,d1 tst.b subtype(a0) beq.s + move.w #$C0,d1 + add.w d1,d0 move.w d0,y_pos(a0) lea ObjDat_BossSRRocket(pc),a1 jsr (SetUp_ObjAttributes).l move.w #-$600,x_vel(a0) lea ChildObjDat_BossSRRocket_Fire(pc),a2 jsr (CreateChild1_Normal).l move.l #+,address(a0) + jsr (MoveSprite2).l movea.w parent3(a0),a1 btst #7,status(a1) bne.w BossSRSpikeBall_Remove move.b (V_int_run_count+3).w,d3 andi.b #7,d3 bne.s + lea ChildObjDat_BossSRRocket_Smoke(pc),a2 jsr (CreateChild1_Normal).l + jmp (Sprite_CheckDeleteTouchXY).l ; --------------------------------------------------------------------------- ; Ракета босса (Огонь) ; --------------------------------------------------------------------------- ; =============== S U B R O U T I N E ======================================= Obj_BossSRRocket_Fire: lea ObjDat_BossSRRocket_Fire(pc),a1 jsr (SetUp_ObjAttributes).l move.l #+,address(a0) + moveq #1,d0 btst #0,(V_int_run_count+3).w beq.s + addq.b #1,d0 + move.b d0,mapping_frame(a0) jsr (Refresh_ChildPositionAdjusted).l jmp (Child_Draw_Sprite).l ; --------------------------------------------------------------------------- ; Ракета босса (Дым) ; --------------------------------------------------------------------------- ; =============== S U B R O U T I N E ======================================= Obj_BossSRRocket_Smoke: lea ObjDat_BossSRRocket_Smoke(pc),a1 jsr (SetUp_ObjAttributes).l move.l #Go_Delete_Sprite,$34(a0) move.l #BossSRRocket_Smoke_Draw,(a0) movea.w parent3(a0),a1 move.w x_vel(a1),d0 asr.w #3,d0 move.w d0,x_vel(a0) BossSRRocket_Smoke_Draw: lea AniRaw_BossSRRocket_Smoke(pc),a1 jsr (Animate_RawNoSSTMultiDelay).l jsr (MoveSprite2).l jmp (Child_Draw_Sprite).l ; --------------------------------------------------------------------------- AniRaw_BossSRRocket_Smoke: dc.b 0, 3 dc.b 0, 3 dc.b 1, 3 dc.b 2, 4 dc.b 3, 5 dc.b $F4, 0 ; --------------------------------------------------------------------------- ; Лазер босса ; --------------------------------------------------------------------------- ; =============== S U B R O U T I N E ======================================= Obj_BossSRLaser: lea ObjDat3_BossSRLaser(pc),a1 jsr (SetUp_ObjAttributes).l movea.w parent3(a0),a1 jsr (Refresh_ChildPositionAdjusted).l moveq #0,d0 tst.b subtype(a0) beq.s loc_7ABB8 moveq #6,d0 move.b #0,mapping_frame(a0) move.w #$100,priority(a0) loc_7ABB8: move.w d0,$2E(a0) move.l #loc_7ABC2,(a0) loc_7ABC2: subq.w #1,$2E(a0) bmi.s loc_7ABCE jmp (Child_Draw_Sprite).l ; --------------------------------------------------------------------------- loc_7ABCE: move.l #loc_7ABEE,(a0) move.w #-$700,d0 btst #0,render_flags(a0) beq.s loc_7ABE2 neg.w d0 loc_7ABE2: move.w d0,x_vel(a0) loc_7ABEE: jsr (MoveSprite2).l jmp (Sprite_CheckDeleteTouch).l ; --------------------------------------------------------------------------- ; Test your might ; --------------------------------------------------------------------------- ; =============== S U B R O U T I N E ======================================= Obj_BossSRTYM: move.w (Camera_X_pos).w,d0 addi.w #$64,d0 move.w d0,x_pos(a0) move.w (Camera_Y_pos).w,d0 addi.w #$60,d0 move.w d0,y_pos(a0) lea ObjDat3_BossSRTYM(pc),a1 jsr (SetUp_ObjAttributes).l move.w #$A7,$2E(a0) move.l #BossSRTYM_Draw,address(a0) BossSRTYM_Draw: subq.w #1,$2E(a0) bmi.s BossSRTYM_Remove btst #3,$2F(a0) beq.s BossSRTYM_CheckParent jmp (Child_Draw_Sprite).l ; --------------------------------------------------------------------------- BossSRTYM_CheckParent: jmp (Child_CheckParent).l ; --------------------------------------------------------------------------- BossSRTYM_Remove: movea.w parent3(a0),a1 move.w #$2F,$2E(a1) move.l #Obj_BossSR_Start,$34(a1) move.l #Go_Delete_Sprite,address(a0) rts ; --------------------------------------------------------------------------- ; Голова роботника ; --------------------------------------------------------------------------- ; =============== S U B R O U T I N E ======================================= Obj_RobotnikHead3: jsr (Refresh_ChildPositionAdjusted).l moveq #0,d0 move.b routine(a0),d0 move.w RobotnikHead3_Index(pc,d0.w),d1 jsr RobotnikHead3_Index(pc,d1.w) jmp (Child_Draw_Sprite2).l ; --------------------------------------------------------------------------- RobotnikHead3_Index: offsetTable offsetTableEntry.w Obj_RobotnikHead3Init offsetTableEntry.w Obj_RobotnikHead3Main offsetTableEntry.w Obj_RobotnikHead3End ; --------------------------------------------------------------------------- Obj_RobotnikHead3Init: lea ObjDat_RobotnikHead(pc),a1 jsr (SetUp_ObjAttributes).l move.l #AniRaw_RobotnikHead,$30(a0) movea.w parent3(a0),a1 btst #7,art_tile(a1) beq.s + bset #7,art_tile(a0) + rts ; --------------------------------------------------------------------------- Obj_RobotnikHead3Main: movea.w parent3(a0),a1 btst #5,status(a1) bne.s Obj_RobotnikHead3_Laugh cmpi.b #id_SonicHurt,(Player_1+routine).w bhs.s Obj_RobotnikHead3_Laugh jsr (Animate_Raw).l movea.w parent3(a0),a1 btst #7,status(a1) bne.s ++ btst #6,status(a1) beq.s + move.b #2,mapping_frame(a0) + rts ; --------------------------------------------------------------------------- + move.b #4,routine(a0) move.b #5,mapping_frame(a0) Obj_RobotnikHeadEnd: rts ; --------------------------------------------------------------------------- Obj_RobotnikHead3End: movea.w parent3(a0),a1 btst #7,status(a1) bne.s Obj_RobotnikHeadEnd lea AniRaw_RobotnikHead(pc),a1 jmp (Animate_RawNoSST).l ; --------------------------------------------------------------------------- Obj_RobotnikHead3_Laugh: lea AniRaw_RobotnikHead_Laugh(pc),a1 jmp (Animate_RawNoSST).l ; --------------------------------------------------------------------------- ; Огонь из корабля ; --------------------------------------------------------------------------- ; =============== S U B R O U T I N E ======================================= Obj_RobotnikFire: lea ObjDat3_RobotnikFire(pc),a1 jsr (SetUp_ObjAttributes3).l move.l #+,(a0) + movea.w parent3(a0),a1 btst #7,status(a1) bne.s RobotnikFire_Remove btst #6,$38(a1) bne.s Obj_RobotnikHeadEnd btst #0,(V_int_run_count+3).w bne.s Obj_RobotnikHeadEnd jsr (Refresh_ChildPositionAdjusted).l jsr (Add_SpriteToCollisionResponseList).l jmp (Draw_Sprite).l ; --------------------------------------------------------------------------- RobotnikFire_Remove: jmp (Delete_Current_Sprite).l ; =============== S U B R O U T I N E ======================================= ObjDat_BossSR: dc.l Map_RobotnikShip dc.w $E0 dc.w $200 dc.b 80/2 dc.b 80/2 dc.b 7 dc.b $F ObjDat_RobotnikHead: dc.l Map_RobotnikShip dc.w $E0 dc.w $280 dc.b $10 dc.b 8 dc.b 0 dc.b 0 ObjDat3_RobotnikFire: dc.w $200 dc.b 8 dc.b 4 dc.b 8 dc.b 0 ObjDat_BossSRTube: dc.l Map_RobotnikTube dc.w $6152 dc.w $180 dc.b 48/2 dc.b 16/2 dc.b 0 dc.b 0 ObjDat_BossSRSpikeBall: dc.l Map_RobotnikSpikeBall dc.w $6168 dc.w $280 dc.b 48/2 dc.b 48/2 dc.b 0 dc.b $F|$80 ObjDat_BossSRSpikeBallFan: dc.l Map_RobotnikSpikeBallFan dc.w $61B9 dc.w $300 dc.b 48/2 dc.b 8/2 dc.b 2 dc.b 0 ObjDat_BossSRRocket: dc.l Map_RobotnikRocket dc.w $6158 dc.w $280 dc.b 64/2 dc.b 16/2 dc.b 0 dc.b $B|$80 ObjDat_BossSRRocket_Fire: dc.l Map_RobotnikRocket dc.w $6158 dc.w $280 dc.b 16/2 dc.b 16/2 dc.b 1 dc.b 0 ObjDat_BossSRRocket_Smoke: dc.l Map_RobotnikRocket_Smoke dc.w $61C5 dc.w $300 dc.b 16/2 dc.b 16/2 dc.b 0 dc.b 0 ObjDat3_BossSRLaser: dc.l Map_RobotnikLaser dc.w $617E dc.w $280 dc.b 48/2 dc.b 16/2 dc.b 1 dc.b $1C|$80 ObjDat3_BossSRTYM: dc.l Map_RobotnikTYM dc.w $2186 dc.w $280 dc.b 136/2 dc.b 24/2 dc.b 0 dc.b 0 AniRaw_RobotnikHead: dc.b 5 dc.b 0 dc.b 1 dc.b $FC AniRaw_RobotnikHead_Laugh: dc.b 5 dc.b 3 dc.b 4 dc.b $FC Child1_MakeRoboHead3: dc.w 1-1 dc.l Obj_RobotnikHead3 dc.b 0, $E4 ChildObjDat_RobotnikFire: dc.w 1-1 dc.l Obj_RobotnikFire dc.b $1E, 0 ChildObjDat_BossSRTYM: dc.w 1-1 dc.l Obj_BossSRTYM ChildObjDat_BossSRTube: dc.w 1-1 dc.l Obj_BossSRTube dc.b -16, 24 ChildObjDat_BossSRTube_Fire: dc.w 1-1 dc.l Obj_BossSRTube_Fire ChildObjDat_BossSRSpikeBall: dc.w 1-1 dc.l Obj_BossSRSpikeBall ChildObjDat_BossSRSpikeBallFan: dc.w 1-1 dc.l Obj_BossSRSpikeBallFan dc.b -4, 0 ChildObjDat_BossSRRocket: dc.w 1-1 dc.l Obj_BossSRRocket ChildObjDat_BossSRRocket2: dc.w 2-1 dc.l Obj_BossSRRocket ChildObjDat_BossSRRocket_Fire: dc.w 1-1 dc.l Obj_BossSRRocket_Fire dc.b 48, 0 ChildObjDat_BossSRRocket_Smoke: dc.w 1-1 dc.l Obj_BossSRRocket_Smoke dc.b 40, -8 ChildObjDat_BossSRLaser: dc.w 2-1 dc.l Obj_BossSRLaser dc.b $F4, $FC dc.l Obj_BossSRLaser dc.b $E8, $FC ; --------------------------------------------------------------------------- include "Objects/Boss Robotnik/Object Data/Map - Robotnik Laser.asm" include "Objects/Boss Robotnik/Object Data/Map - Robotnik Rocket.asm" include "Objects/Boss Robotnik/Object Data/Map - Robotnik Rocket Smoke.asm" include "Objects/Boss Robotnik/Object Data/Map - Robotnik Ship.asm" include "Objects/Boss Robotnik/Object Data/Map - Robotnik Spike Ball Fan.asm" include "Objects/Boss Robotnik/Object Data/Map - Robotnik Spike Ball.asm" include "Objects/Boss Robotnik/Object Data/Map - Robotnik Tube.asm" include "Objects/Boss Robotnik/Object Data/Map - Robotnik TYM.asm"
Optional Paste Settings
Category:
None
Cryptocurrency
Cybersecurity
Fixit
Food
Gaming
Haiku
Help
History
Housing
Jokes
Legal
Money
Movies
Music
Pets
Photo
Science
Software
Source Code
Spirit
Sports
Travel
TV
Writing
Tags:
Syntax Highlighting:
None
Bash
C
C#
C++
CSS
HTML
JSON
Java
JavaScript
Lua
Markdown (PRO members only)
Objective C
PHP
Perl
Python
Ruby
Swift
4CS
6502 ACME Cross Assembler
6502 Kick Assembler
6502 TASM/64TASS
ABAP
AIMMS
ALGOL 68
APT Sources
ARM
ASM (NASM)
ASP
ActionScript
ActionScript 3
Ada
Apache Log
AppleScript
Arduino
Asymptote
AutoIt
Autohotkey
Avisynth
Awk
BASCOM AVR
BNF
BOO
Bash
Basic4GL
Batch
BibTeX
Blitz Basic
Blitz3D
BlitzMax
BrainFuck
C
C (WinAPI)
C Intermediate Language
C for Macs
C#
C++
C++ (WinAPI)
C++ (with Qt extensions)
C: Loadrunner
CAD DCL
CAD Lisp
CFDG
CMake
COBOL
CSS
Ceylon
ChaiScript
Chapel
Clojure
Clone C
Clone C++
CoffeeScript
ColdFusion
Cuesheet
D
DCL
DCPU-16
DCS
DIV
DOT
Dart
Delphi
Delphi Prism (Oxygene)
Diff
E
ECMAScript
EPC
Easytrieve
Eiffel
Email
Erlang
Euphoria
F#
FO Language
Falcon
Filemaker
Formula One
Fortran
FreeBasic
FreeSWITCH
GAMBAS
GDB
GDScript
Game Maker
Genero
Genie
GetText
Go
Godot GLSL
Groovy
GwBasic
HQ9 Plus
HTML
HTML 5
Haskell
Haxe
HicEst
IDL
INI file
INTERCAL
IO
ISPF Panel Definition
Icon
Inno Script
J
JCL
JSON
Java
Java 5
JavaScript
Julia
KSP (Kontakt Script)
KiXtart
Kotlin
LDIF
LLVM
LOL Code
LScript
Latex
Liberty BASIC
Linden Scripting
Lisp
Loco Basic
Logtalk
Lotus Formulas
Lotus Script
Lua
M68000 Assembler
MIX Assembler
MK-61/52
MPASM
MXML
MagikSF
Make
MapBasic
Markdown (PRO members only)
MatLab
Mercury
MetaPost
Modula 2
Modula 3
Motorola 68000 HiSoft Dev
MySQL
Nagios
NetRexx
Nginx
Nim
NullSoft Installer
OCaml
OCaml Brief
Oberon 2
Objeck Programming Langua
Objective C
Octave
Open Object Rexx
OpenBSD PACKET FILTER
OpenGL Shading
Openoffice BASIC
Oracle 11
Oracle 8
Oz
PARI/GP
PCRE
PHP
PHP Brief
PL/I
PL/SQL
POV-Ray
ParaSail
Pascal
Pawn
Per
Perl
Perl 6
Phix
Pic 16
Pike
Pixel Bender
PostScript
PostgreSQL
PowerBuilder
PowerShell
ProFTPd
Progress
Prolog
Properties
ProvideX
Puppet
PureBasic
PyCon
Python
Python for S60
QBasic
QML
R
RBScript
REBOL
REG
RPM Spec
Racket
Rails
Rexx
Robots
Roff Manpage
Ruby
Ruby Gnuplot
Rust
SAS
SCL
SPARK
SPARQL
SQF
SQL
SSH Config
Scala
Scheme
Scilab
SdlBasic
Smalltalk
Smarty
StandardML
StoneScript
SuperCollider
Swift
SystemVerilog
T-SQL
TCL
TeXgraph
Tera Term
TypeScript
TypoScript
UPC
Unicon
UnrealScript
Urbi
VB.NET
VBScript
VHDL
VIM
Vala
Vedit
VeriLog
Visual Pro Log
VisualBasic
VisualFoxPro
WHOIS
WhiteSpace
Winbatch
XBasic
XML
XPP
Xojo
Xorg Config
YAML
YARA
Z80 Assembler
ZXBasic
autoconf
jQuery
mIRC
newLISP
q/kdb+
thinBasic
Paste Expiration:
Never
Burn after read
10 Minutes
1 Hour
1 Day
1 Week
2 Weeks
1 Month
6 Months
1 Year
Paste Exposure:
Public
Unlisted
Private
Folder:
(members only)
Password
NEW
Enabled
Disabled
Burn after read
NEW
Paste Name / Title:
Create New Paste
Hello
Guest
Sign Up
or
Login
Sign in with Facebook
Sign in with Twitter
Sign in with Google
You are currently not logged in, this means you can not edit or delete anything you paste.
Sign Up
or
Login
Public Pastes
Untitled
3 hours ago | 13.15 KB
Analog GPUs: THE FUTURE
8 hours ago | 8.88 KB
Quotes I believe to be true.
8 hours ago | 0.16 KB
Die 7 wichtigsten Aktionen diese Woche
17 hours ago | 4.17 KB
Untitled
17 hours ago | 13.34 KB
Untitled
19 hours ago | 13.59 KB
VNC SCRIPT 2/2: autoinput.vbs
VBScript | 1 day ago | 0.23 KB
VNC SCRIPT 1/2: vncauto.bat
Batch | 1 day ago | 0.72 KB
We use cookies for various purposes including analytics. By continuing to use Pastebin, you agree to our use of cookies as described in the
Cookies Policy
.
OK, I Understand
Not a member of Pastebin yet?
Sign Up
, it unlocks many cool features!