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; --------------------------------------------------------------------------- ; Босс-шар ; --------------------------------------------------------------------------- ; Hits BossGreyBall_Hits = 6 ; Attributes _Setup4 = 8 _Setup5 = $A _Setup6 = $C _Setup7 = $E _Setup8 = $10 _Setup9 = $12 ; Dynamic object variables obBGB_XPos = $30 ; .w obBGB_Routine = $32 ; .b obBGB_Draw = $33 ; .b ; =============== S U B R O U T I N E ======================================= Obj_BossGreyBall: moveq #0,d0 move.b routine(a0),d0 move.w BossGreyBall_Index(pc,d0.w),d0 jsr BossGreyBall_Index(pc,d0.w) bsr.w BossGreyBall_CheckTouch moveq #0,d0 btst #0,(V_int_run_count+3).w beq.s + addq.b #1,d0 + move.b d0,mapping_frame(a0) tst.b obBGB_Draw(a0) bne.w BossGreyBall_CheckCameraPosition_Return jmp (Draw_And_Touch_Sprite).l ; --------------------------------------------------------------------------- BossGreyBall_Index: offsetTable offsetTableEntry.w BossGreyBall_Init ; 0 offsetTableEntry.w BossGreyBall_Setup ; 2 offsetTableEntry.w BossGreyBall_Setup2 ; 4 offsetTableEntry.w BossGreyBall_Setup3 ; 6 offsetTableEntry.w BossGreyBall_Setup4 ; 8 offsetTableEntry.w BossGreyBall_Setup5 ; A offsetTableEntry.w BossGreyBall_Setup6 ; C offsetTableEntry.w BossGreyBall_Setup7 ; E offsetTableEntry.w BossGreyBall_Setup8 ; 10 offsetTableEntry.w BossGreyBall_Setup9 ; 12 ; --------------------------------------------------------------------------- BossGreyBall_Init: lea ObjDat3_BossGreyBall(pc),a1 jsr (SetUp_ObjAttributes).l st (Boss_flag).w move.b #62/2,y_radius(a0) move.b #BossGreyBall_Hits,collision_property(a0) move.l #BossGreyBall_Intro,$34(a0) lea ChildObjDat_BossGreyBall_Face(pc),a2 jmp (CreateChild6_Simple).l ; --------------------------------------------------------------------------- BossGreyBall_Setup2: bsr.s BossGreyBall_CheckCameraPosition jsr (Find_SonicTails).l addi.w #$20,d2 cmpi.w #$80,d2 blo.s BossGreyBall_Setup3 move.w #$100,d1 tst.w d0 bne.s + neg.w d1 + move.w d1,x_vel(a0) BossGreyBall_Setup3: jsr (Swing_UpAndDown).l BossGreyBall_Setup: jsr (MoveSprite2).l BossGreyBall_Setup_2: jmp (Obj_Wait).l ; --------------------------------------------------------------------------- BossGreyBall_Setup5: jsr (Swing_LeftAndRight).l bra.s BossGreyBall_Setup ; --------------------------------------------------------------------------- BossGreyBall_Setup4: jsr (MoveSprite).l jmp (ObjHitFloor_DoRoutine).l ; --------------------------------------------------------------------------- BossGreyBall_Setup6: bsr.s BossGreyBall_CheckCameraPosition bsr.s BossGreyBall_CreateFire bsr.s BossGreyBall_CheckFireShield jsr (MoveSprite).l bra.s BossGreyBall_Setup_2 ; --------------------------------------------------------------------------- BossGreyBall_Setup7: bsr.s BossGreyBall_CheckCameraPosition bsr.s BossGreyBall_CreateFire bsr.s BossGreyBall_CheckFireShield bra.s BossGreyBall_Setup ; --------------------------------------------------------------------------- BossGreyBall_Setup8: move.w (Oscillating_Data+2).w,d0 asr.w #1,d0 move.w d0,x_vel(a0) bra.s BossGreyBall_Setup3 ; --------------------------------------------------------------------------- BossGreyBall_Setup9: bsr.w BossGreyBall_CreateFire move.b (Level_frame_counter+1).w,d0 andi.w #7,d0 bne.s + sfx sfx_BreakBridge,0,0,0 + bra.s BossGreyBall_Setup ; =============== S U B R O U T I N E ======================================= BossGreyBall_CheckCameraPosition: move.w (Camera_X_pos).w,d0 addi.w #$20,d0 cmp.w x_pos(a0),d0 blt.s + neg.w x_vel(a0) + addi.w #$100,d0 cmp.w x_pos(a0),d0 bgt.s BossGreyBall_CheckCameraPosition_Return neg.w x_vel(a0) BossGreyBall_CheckCameraPosition_Return: rts ; =============== S U B R O U T I N E ======================================= BossGreyBall_CheckFireShield: lea (Player_1).w,a1 cmpi.b #id_SonicDeath,routine(a1) bhs.s BossGreyBall_CheckFireShield_Return btst #Status_FireShield,status_secondary(a1) bne.s BossGreyBall_CheckFireShield_Return bsr.w BossGreyBall_FinalPhase_Intro_CreateFireShield BossGreyBall_CheckFireShield_Return: rts ; =============== S U B R O U T I N E ======================================= BossGreyBall_CreateFire: btst #1,(Level_frame_counter+1).w beq.s + lea ChildObjDat_BossGreyBall_Fire(pc),a2 jsr (CreateChild6_Simple).l bne.s + move.b #48/2,$3A(a1) move.b #48/2,$3B(a1) move.w #$100,$3C(a1) + rts ; =============== S U B R O U T I N E ======================================= BossGreyBall_CreateFire_2: btst #1,(Level_frame_counter+1).w beq.s + lea ChildObjDat_BossGreyBall_Fire(pc),a2 jsr (CreateChild6_Simple).l bne.s + move.b #24/2,$3A(a1) move.b #24/2,$3B(a1) move.w #$80,$3C(a1) + rts ; --------------------------------------------------------------------------- ; Интро ; --------------------------------------------------------------------------- ; =============== S U B R O U T I N E ======================================= BossGreyBall_Intro: sfx sfx_Flash,0,0,0 move.b #4,(Hyper_Sonic_flash_timer).w move.l #BossGreyBall_CheckFireShield_Return,$34(a0) lea ChildObjDat_BossGreyBall_IntroClone(pc),a2 jmp (CreateChild6_Simple).l ; --------------------------------------------------------------------------- BossGreyBall_Intro_MoveSwing: move.b #_Setup8,routine(a0) tst.b (Intro_flag).w bne.s BossGreyBall_Intro_SkipIntro st (Intro_flag).w move.l #BossGreyBall_CheckFireShield_Return,$34(a0) lea ChildObjDat_Dialog_Process(pc),a2 jsr (CreateChild6_Simple).l bne.s + move.b #_GreyBallStart,routine(a1) move.l #DialogGreyBallStart_Process_Index-4,$34(a1) move.b #(DialogGreyBallStart_Process_Index_End-DialogGreyBallStart_Process_Index)/8,$39(a1) + bra.w BossGreyBall_Swing_Setup ; --------------------------------------------------------------------------- BossGreyBall_Intro_SkipIntro: move.w #$F,$2E(a0) move.w #-$100,y_vel(a0) move.b #_Setup1,routine(a0) move.l #BossGreyBall_Intro_CheckPosition,$34(a0) lea ChildObjDat_RobotnikHud(pc),a2 jsr (CreateChild6_Simple).l bne.s + move.w a0,parent3(a1) + sf (Ctrl_1_locked).w jmp (Restore_PlayerControl).l ; --------------------------------------------------------------------------- BossGreyBall_Intro_CheckPosition: move.w (Camera_Y_pos).w,d0 addi.w #$50,d0 cmp.w y_pos(a0),d0 blo.s BossGreyBall_Intro_CheckPosition_Return move.l #BossGreyBall_SetSubroutine,$34(a0) clr.l x_vel(a0) lea ChildObjDat_BossGreyBall_Designator(pc),a2 jsr (CreateChild1_Normal).l BossGreyBall_Intro_CheckPosition_Return: rts ; =============== S U B R O U T I N E ======================================= BossGreyBall_SetSubroutine: moveq #0,d0 move.b obBGB_Routine(a0),d0 addq.b #1,obBGB_Routine(a0) move.b BossGreyBall_SetMovement(pc,d0.w),d0 bmi.s + move.l BossGreyBall_Movement(pc,d0.w),$34(a0) rts + clr.b obBGB_Routine(a0) rts ; --------------------------------------------------------------------------- BossGreyBall_SetMovement: dc.b 0 dc.b 1<<2 dc.b 2<<2 dc.b 1<<2 dc.b -1 ; Конец even BossGreyBall_Movement: dc.l BossGreyBall_MoveSpikeBall_Explosion ; 0 dc.l BossGreyBall_MoveSpikeBall_Hand ; 1 dc.l BossGreyBall_MoveSpikeBall_Bounced ; 2 ; --------------------------------------------------------------------------- ; Босс атакует с помощью взрывающихся шипастых шаров ; --------------------------------------------------------------------------- ; =============== S U B R O U T I N E ======================================= BossGreyBall_MoveSpikeBall_Explosion: move.b #_Setup2,routine(a0) bsr.w BossGreyBall_Swing_Setup move.b #6,$39(a0) jsr (Find_SonicTails).l move.w #$100,x_vel(a0) tst.w d0 bne.s + neg.w x_vel(a0) + move.l #BossGreyBall_MoveSpikeBall_Explosion_Attack,$34(a0) BossGreyBall_MoveSpikeBall_Explosion_Attack: move.w #$6F,$2E(a0) lea ChildObjDat_BossGreyBall_SpikeBall_Explosion(pc),a2 jsr (CreateChild6_Simple).l subq.b #1,$39(a0) bne.s + move.l #BossGreyBall_SetSubroutine,$34(a0) + rts ; --------------------------------------------------------------------------- ; Босс атакует с помощью шипастой руки ; --------------------------------------------------------------------------- ; =============== S U B R O U T I N E ======================================= BossGreyBall_MoveSpikeBall_Hand: move.b #_Setup3,routine(a0) bsr.w BossGreyBall_Swing_Setup move.l #BossGreyBall_MoveSpikeBall_Hand_CheckPosition,$34(a0) jsr (Find_SonicTails).l move.w #$10,d1 tst.w d0 bne.s + move.w #$130,d1 + move.w d1,obBGB_XPos(a0) BossGreyBall_MoveSpikeBall_Hand_CheckPosition: move.w (Camera_X_pos).w,d0 add.w obBGB_XPos(a0),d0 sub.w x_pos(a0),d0 bmi.s + cmpi.w #20,d0 bhs.s +++ bra.s ++ + cmpi.w #-20,d0 blo.s ++ + move.l #BossGreyBall_MoveSpikeBall_Hand_Bounced,$34(a0) + asl.w #3,d0 move.w d0,x_vel(a0) BossGreyBall_MoveSpikeBall_Hand_Wait: rts ; --------------------------------------------------------------------------- BossGreyBall_MoveSpikeBall_Hand_Bounced: move.b #_Setup4,routine(a0) move.l #BossGreyBall_MoveSpikeBall_Hand_CheckBounced,$34(a0) clr.w x_vel(a0) rts ; --------------------------------------------------------------------------- BossGreyBall_MoveSpikeBall_Hand_CheckBounced: move.w y_vel(a0),d0 bmi.s BossGreyBall_MoveSpikeBall_Hand_Wait cmpi.w #$180,d0 blo.s BossGreyBall_MoveSpikeBall_Hand_SetCreate asr.w d0 neg.w d0 move.w d0,y_vel(a0) BossGreyBall_MoveSpikeBall_Hand_Shaking: move.w #$14,(Screen_Shaking_Flag).w lea ChildObjDat_BossGreyBall_Spark(pc),a2 jsr (CreateChild6_Simple).l moveq #sfx_Wham,d0 jmp (Play_Sound_2).l ; --------------------------------------------------------------------------- BossGreyBall_MoveSpikeBall_Hand_SetCreate: move.b #_Setup1,routine(a0) move.w #$1F,$2E(a0) move.l #BossGreyBall_MoveSpikeBall_Hand_Create,$34(a0) clr.w y_vel(a0) rts ; --------------------------------------------------------------------------- BossGreyBall_MoveSpikeBall_Hand_Create: move.l #BossGreyBall_MoveSpikeBall_Hand_Wait,$34(a0) lea ChildObjDat_BossGreyBall_SpikeBall(pc),a2 jmp (CreateChild6_Simple).l ; --------------------------------------------------------------------------- BossGreyBall_MoveSpikeBall_Hand_ReturnPosition: move.b #_Setup5,routine(a0) move.w #$2F,$2E(a0) move.l #BossGreyBall_MoveSpikeBall_Hand_Return,$34(a0) move.w #-$200,y_vel(a0) bra.w BossGreyBall_Swing_Setup2 ; --------------------------------------------------------------------------- BossGreyBall_MoveSpikeBall_Hand_Return: move.b #_Setup3,routine(a0) move.l #BossGreyBall_SetSubroutine,$34(a0) clr.w x_vel(a0) rts ; --------------------------------------------------------------------------- ; Босс атакует с помощью шипастых шаров на цепи ; --------------------------------------------------------------------------- ; =============== S U B R O U T I N E ======================================= BossGreyBall_MoveSpikeBall_Bounced: move.b #_Setup2,routine(a0) bsr.w BossGreyBall_Swing_Setup move.b #4,$39(a0) jsr (Find_SonicTails).l move.w #$100,x_vel(a0) tst.w d0 bne.s + neg.w x_vel(a0) + move.l #BossGreyBall_MoveSpikeBall_Bounced_Attack,$34(a0) BossGreyBall_MoveSpikeBall_Bounced_Attack: move.w #$EF,$2E(a0) lea ChildObjDat_BossGreyBall_SpikeBall_Bounced(pc),a2 jsr (CreateChild6_Simple).l subq.b #1,$39(a0) bne.s + move.l #BossGreyBall_SetSubroutine,$34(a0) + rts ; --------------------------------------------------------------------------- ; Интро (последняя фаза) ; --------------------------------------------------------------------------- ; =============== S U B R O U T I N E ======================================= BossGreyBall_FinalPhase_Intro: move.b #_Setup5,routine(a0) move.l #BossGreyBall_FinalPhase_Intro_CheckPosition,$34(a0) move.w #-$200,y_vel(a0) move.b #$67,(Negative_flash_timer).w bra.w BossGreyBall_Swing_Setup2 ; --------------------------------------------------------------------------- BossGreyBall_FinalPhase_Intro_CheckPosition: bsr.w BossGreyBall_CreateFire move.b (Level_frame_counter+1).w,d0 andi.w #7,d0 bne.s + sfx sfx_BreakBridge,0,0,0 + move.w (Camera_Y_pos).w,d0 addi.w #$40,d0 cmp.w y_pos(a0),d0 blo.s BossGreyBall_FinalPhase_Intro_Return move.b #_Setup9,routine(a0) move.w #$1F,$2E(a0) move.l #BossGreyBall_FinalPhase_Intro_Fall,$34(a0) clr.l x_vel(a0) rts ; --------------------------------------------------------------------------- BossGreyBall_FinalPhase_Intro_Fall: move.b #_Setup1,routine(a0) move.l #BossGreyBall_MoveJump_Attack,$34(a0) clr.l x_vel(a0) lea (Player_1).w,a1 sfx sfx_FireShield,0,0,0 BossGreyBall_FinalPhase_Intro_CreateFireShield: andi.b #$8E,status_secondary(a1) bset #Status_FireShield,status_secondary(a1) move.l #Obj_Fire_Shield,(v_Shield).w move.w a1,(v_Shield+parent).w BossGreyBall_FinalPhase_Intro_Return: rts ; --------------------------------------------------------------------------- ; Босс атакует с помощью прыжка (последняя фаза) ; --------------------------------------------------------------------------- ; =============== S U B R O U T I N E ======================================= BossGreyBall_MoveJump_Attack: move.b #_Setup6,routine(a0) move.l #BossGreyBall_MoveJump_Floor,$34(a0) BossGreyBall_MoveJump_Wait: rts ; --------------------------------------------------------------------------- BossGreyBall_MoveJump_Floor: tst.w y_vel(a0) bmi.s BossGreyBall_MoveJump_Wait jsr (ObjCheckFloorDist).l tst.w d1 bpl.s BossGreyBall_MoveJump_Wait add.w d1,y_pos(a0) move.l #BossGreyBall_MoveJump_CheckBounced,$34(a0) BossGreyBall_MoveJump_CheckBounced: move.w y_vel(a0),d0 bmi.w BossGreyBall_MoveJump_Wait cmpi.w #$180,d0 blo.s BossGreyBall_MoveJump_JumpWait asr.w d0 neg.w d0 move.w d0,y_vel(a0) move.l #BossGreyBall_MoveJump_Floor,$34(a0) bra.w BossGreyBall_MoveSpikeBall_Hand_Shaking ; --------------------------------------------------------------------------- BossGreyBall_MoveJump_JumpWait: move.b #_Setup7,routine(a0) move.l #BossGreyBall_MoveJump_StopVelocity,$34(a0) clr.w y_vel(a0) rts ; --------------------------------------------------------------------------- BossGreyBall_MoveJump_StopVelocity: move.w x_vel(a0),d0 beq.s BossGreyBall_MoveJump_Return cmpi.w #-1,d0 beq.s BossGreyBall_MoveJump_Return asr.w d0 move.w d0,x_vel(a0) move.w #$F,$2E(a0) rts ; --------------------------------------------------------------------------- BossGreyBall_MoveJump_Return: move.w #$2F,$2E(a0) move.l #BossGreyBall_MoveJump_Start,$34(a0) clr.w x_vel(a0) rts ; --------------------------------------------------------------------------- BossGreyBall_MoveJump_Start: move.l #BossGreyBall_MoveJump_Attack,$34(a0) jsr (Find_SonicTails).l move.w #$200,x_vel(a0) tst.w d0 bne.s + neg.w x_vel(a0) + move.w #-$700,y_vel(a0) sfx sfx_Jump2,0,0,0 move.w #$14,(Screen_Shaking_Flag).w lea ChildObjDat_BossGreyBall_SpikeBall_Shot(pc),a2 jmp (CreateChild6_Simple).l ; --------------------------------------------------------------------------- ; Проверка урона ; --------------------------------------------------------------------------- ; =============== S U B R O U T I N E ======================================= BossGreyBall_CheckTouch: tst.b collision_flags(a0) bne.s BossGreyBall_CheckTouch_Return move.b collision_property(a0),d4 beq.w BossGreyBall_CheckTouch_WaitExplosive tst.b $1C(a0) bne.s + jsr (Find_SonicTails).l tst.w d1 bne.s BossGreyBall_CheckTouch_Bounce sfx sfx_HitBoss,0,0,0 move.b #$60,$1C(a0) bset #6,status(a0) cmpi.b #BossGreyBall_Hits/3,d4 bne.s + bset #5,status(a0) move.w #-1,$2E(a0) move.b #-1,$1C(a0) move.l #BossGreyBall_FinalPhase_Intro,$34(a0) + moveq #0,d0 btst #0,$1C(a0) bne.s + addi.w #7*2,d0 + bsr.w BossGreyBall_PalFlash subq.b #1,$1C(a0) bne.s BossGreyBall_CheckTouch_Return bclr #6,status(a0) BossGreyBall_CheckTouch_Restore: move.b collision_restore_flags(a0),collision_flags(a0) BossGreyBall_CheckTouch_Return: rts ; --------------------------------------------------------------------------- BossGreyBall_CheckTouch_Bounce: sfx sfx_Bumper2,0,0,0 addq.b #1,collision_property(a0) lea (Player_1).w,a1 move.w x_pos(a1),d1 move.w y_pos(a1),d2 sub.w x_pos(a0),d1 sub.w y_pos(a0),d2 jsr (GetArcTan).l jsr (GetSineCosine).l move.w #$400,d2 muls.w d2,d1 asr.l #8,d1 move.w d1,x_vel(a1) muls.w d2,d0 asr.l #8,d0 move.w d0,y_vel(a1) bra.s BossGreyBall_CheckTouch_Restore ; --------------------------------------------------------------------------- BossGreyBall_CheckTouch_WaitExplosive: move.l #BossGreyBall_CheckTouch_WaitExplosive_Restore,address(a0) bset #7,status(a0) clr.w x_vel(a0) move.w #-$300,y_vel(a0) clr.w $2E(a0) move.b #$4F,(Negative_flash_timer).w jmp (BossDefeated_NoTime).l ; --------------------------------------------------------------------------- BossGreyBall_CheckTouch_WaitExplosive_Restore: move.l #BossGreyBall_CheckTouch_WaitPlayerExplosive,address(a0) bclr #7,status(a0) lea ChildObjDat_BossGreyBall_Face(pc),a2 jsr (CreateChild6_Simple).l st (Screen_Shaking_Flag).w st (NoPause_flag).w lea (Pal_DEZ2_Intro).l,a1 lea (Normal_palette_line_2).w,a2 moveq #7,d0 - move.l (a1)+,(a2)+ dbf d0,- bra.w BossGreyBall_CheckTouch_TimeExplosive ; --------------------------------------------------------------------------- BossGreyBall_CheckTouch_WaitPlayerExplosive: bsr.w BossGreyBall_CheckTouch_TimeExplosive move.b (Level_frame_counter+1).w,d0 andi.w #7,d0 bne.s + sfx sfx_BreakBridge,0,0,0 + jsr (MoveSprite2).l move.w (Camera_Y_pos).w,d0 addi.w #$60,d0 cmp.w y_pos(a0),d0 blo.s + move.l #BossGreyBall_CheckTouch_PlayerExplosive,address(a0) + bra.w BossGreyBall_CheckTouch_TimeExplosive ; --------------------------------------------------------------------------- BossGreyBall_CheckTouch_PlayerExplosive: lea (Player_1).w,a1 btst #Status_InAir,status(a1) bne.s BossGreyBall_CheckTouch_TimeExplosive move.l #BossGreyBall_CheckTouch_TimeExplosive,address(a0) clr.w (Ctrl_1_logical).w jsr (Find_SonicTails).l move.b #$81,object_control(a1) move.w #id_LookUp<<8,anim(a1) jsr (Stop_Object).l bclr #Status_Facing,status(a1) tst.w d0 beq.s + bset #Status_Facing,status(a1) + lea ChildObjDat_Dialog_Process(pc),a2 jsr (CreateChild6_Simple).l bne.s BossGreyBall_CheckTouch_TimeExplosive move.b #_GreyBallEnd,routine(a1) move.l #DialogGreyBallEnd_Process_Index-4,$34(a1) move.b #(DialogGreyBallEnd_Process_Index_End-DialogGreyBallEnd_Process_Index)/8,$39(a1) BossGreyBall_CheckTouch_TimeExplosive: bsr.w BossGreyBall_CreateFire moveq #0,d0 btst #0,(V_int_run_count+3).w beq.s + addq.b #1,d0 + move.b d0,mapping_frame(a0) jmp (Draw_Sprite).l ; --------------------------------------------------------------------------- BossGreyBall_CheckTouch_SuperExplosive: move.b $40(a0),d0 add.b d0,$3C(a0) btst #0,(Level_frame_counter+1).w beq.s + lea ChildObjDat_DEZRadiusSuperExplosion(pc),a2 jsr (CreateChild6_Simple).l bne.s + move.b $3C(a0),$3C(a1) + move.b (Level_frame_counter+1).w,d0 andi.w #7,d0 bne.s + sfx sfx_BreakBridge,0,0,0 + subq.w #1,$2E(a0) bpl.s + addq.b #2,(Dynamic_resize_routine).w move.l #Go_Delete_Sprite,address(a0) + rts ; --------------------------------------------------------------------------- ; Клон (Интро) ; --------------------------------------------------------------------------- ; =============== S U B R O U T I N E ======================================= Obj_BossGreyBall_IntroClone: lea ObjDat3_BossGreyBall(pc),a1 jsr (SetUp_ObjAttributes).l move.b #8,objoff_41(a0) move.b #64,objoff_3C(a0) move.b #128,objoff_3A(a0) move.l #BossGreyBall_IntroClone_Frame2,address(a0) tst.b subtype(a0) beq.s BossGreyBall_IntroClone_Frame2 neg.b objoff_3C(a0) move.l #BossGreyBall_IntroClone_Frame1,address(a0) BossGreyBall_IntroClone_Frame1: btst #0,(Level_frame_counter+1).w beq.s BossGreyBall_IntroClone_Draw BossGreyBall_IntroClone_Return: rts ; --------------------------------------------------------------------------- BossGreyBall_IntroClone_Frame2: btst #0,(Level_frame_counter+1).w beq.s BossGreyBall_IntroClone_Return BossGreyBall_IntroClone_Draw: subq.b #2,objoff_3A(a0) bmi.s BossGreyBall_IntroClone_Remove move.b objoff_41(a0),d0 add.b d0,objoff_3C(a0) jsr (MoveSprite_Circular).l jmp (Child_Draw_Sprite).l ; --------------------------------------------------------------------------- BossGreyBall_IntroClone_Remove: move.l #Go_Delete_Sprite,address(a0) tst.b subtype(a0) bne.s + movea.w parent3(a0),a1 move.l #BossGreyBall_Intro_MoveSwing,$34(a1) sf obBGB_Draw(a1) + rts ; --------------------------------------------------------------------------- ; Указатель ; --------------------------------------------------------------------------- ; =============== S U B R O U T I N E ======================================= Obj_BossGreyBall_Designator: lea ObjDat3_BossGreyBall_Designator(pc),a1 jsr (SetUp_ObjAttributes3).l move.b #8,$40(a0) move.l #BossGreyBall_Designator_Frame2,address(a0) tst.b subtype(a0) beq.s BossGreyBall_Designator_Frame2 neg.b $40(a0) move.l #BossGreyBall_Designator_Frame1,address(a0) BossGreyBall_Designator_Frame1: btst #0,(Level_frame_counter+1).w beq.s BossGreyBall_Designator_Draw BossGreyBall_Designator_Return: rts ; --------------------------------------------------------------------------- BossGreyBall_Designator_Frame2: btst #0,(Level_frame_counter+1).w beq.s BossGreyBall_Designator_Return BossGreyBall_Designator_Draw: jsr (Refresh_ChildPosition).l move.b $40(a0),d0 add.b d0,child_dx(a0) beq.s BossGreyBall_Designator_Remove jmp (Child_Draw_Sprite).l ; --------------------------------------------------------------------------- BossGreyBall_Designator_Remove: move.l #Go_Delete_Sprite,address(a0) tst.b subtype(a0) bne.s BossGreyBall_Designator_Return move.w #$3F,$2E(a0) move.l #Go_Delete_Sprite,$34(a0) move.l #BossGreyBall_Designator_Main,address(a0) BossGreyBall_Designator_Main: jsr (Refresh_ChildPosition).l jsr (Obj_Wait).l btst #1,(Level_frame_counter+1).w beq.w BossGreyBall_SpikeBall_Bounced_Chain_Trail_CheckParent jmp (Child_Draw_Sprite).l ; --------------------------------------------------------------------------- ; Глаза ; --------------------------------------------------------------------------- ; =============== S U B R O U T I N E ======================================= Obj_BossGreyBall_Face: lea ObjDat3_BossGreyBall_Face(pc),a1 jsr (SetUp_ObjAttributes3).l move.l #BossGreyBall_Face_Main,address(a0) BossGreyBall_Face_Main: movea.w parent3(a0),a1 move.w y_pos(a1),y_pos(a0) move.w (Player_1+x_pos).w,d0 move.w x_pos(a1),d1 sub.w d1,d0 smi d2 bpl.s + neg.w d0 + cmpi.w #8,d0 bls.s + moveq #8,d0 + tst.b d2 beq.s + neg.w d0 + add.w d0,d1 move.w d1,x_pos(a0) jsr (Find_SonicTails).l moveq #2,d0 tst.w d1 bne.s + addq.b #1,d0 + move.b d0,mapping_frame(a0) movea.w parent3(a0),a1 tst.b obBGB_Draw(a1) bne.w BossGreyBall_IntroClone_Return jmp (Child_Draw_Sprite).l ; --------------------------------------------------------------------------- ; Взрывающийся шипастый шар ; --------------------------------------------------------------------------- ; =============== S U B R O U T I N E ======================================= Obj_BossGreyBall_SpikeBall_Explosion: lea ObjDat3_BossGreyBall_SpikeBall(pc),a1 jsr (SetUp_ObjAttributes3).l jsr (Find_SonicTails).l move.b #1,objoff_41(a0) move.b #64,objoff_3C(a0) tst.w d0 bne.s + neg.b objoff_3C(a0) neg.b objoff_41(a0) + move.b #44/2,y_radius(a0) move.l #BossGreyBall_SpikeBall_Explosion_Radius,address(a0) BossGreyBall_SpikeBall_Explosion_Radius: jsr (MoveSprite_Circular).l addq.b #1,objoff_3A(a0) cmpi.b #48,objoff_3A(a0) bne.w BossGreyBall_SpikeBall_Explosion_Draw sfx sfx_SpikeBall2,0,0,0 move.w #$100,priority(a0) BossGreyBall_SpikeBall_Explosion_Velocity: move.w #$180,x_vel(a0) tst.b objoff_41(a0) bpl.s + neg.w x_vel(a0) + move.w #$F,$2E(a0) move.l #BossGreyBall_SpikeBall_Explosion_Wait,address(a0) BossGreyBall_SpikeBall_Explosion_Wait: move.b objoff_41(a0),d0 add.b d0,objoff_3C(a0) jsr (MoveSprite_Circular).l subq.w #1,$2E(a0) bpl.s BossGreyBall_SpikeBall_Explosion_Draw sfx sfx_Fire2,0,0,0 move.l #BossGreyBall_SpikeBall_Explosion_Fall,address(a0) BossGreyBall_SpikeBall_Explosion_Fall: btst #0,(Level_frame_counter+1).w bne.s + eori.b #$60,art_tile(a0) + btst #1,(Level_frame_counter+1).w beq.s + lea ChildObjDat_BossGreyBall_SpikeBall_Fire(pc),a2 jsr (CreateChild6_Simple).l + jsr (MoveSprite).l tst.w y_vel(a0) bmi.s BossGreyBall_SpikeBall_Explosion_Draw jsr (ObjCheckFloorDist).l tst.w d1 bpl.s BossGreyBall_SpikeBall_Explosion_Draw add.w d1,y_pos(a0) move.l #BossGreyBall_SpikeBall_CheckBounced,address(a0) BossGreyBall_SpikeBall_CheckBounced: jsr (MoveSprite).l move.w y_vel(a0),d0 bmi.s BossGreyBall_SpikeBall_Explosion_Draw cmpi.w #$180,d0 blo.s BossGreyBall_SpikeBall_Remove asr.w d0 neg.w d0 move.w d0,y_vel(a0) sfx sfx_SpikeBall,0,0,0 lea ChildObjDat_BossGreyBall_Spark(pc),a2 jsr (CreateChild6_Simple).l move.l #BossGreyBall_SpikeBall_Explosion_Fall,address(a0) BossGreyBall_SpikeBall_Explosion_Draw: jmp (Child_DrawTouch_Sprite).l ; --------------------------------------------------------------------------- BossGreyBall_SpikeBall_Remove: ori.b #$60,art_tile(a0) BossGreyBall_SpikeBall_Remove2: sfx sfx_BreakBridge,0,0,0 move.w #$14,(Screen_Shaking_Flag).w move.l #Go_Delete_Sprite,address(a0) lea ChildObjDat_DEZRadiusExplosion(pc),a2 jsr (CreateChild6_Simple).l lea ChildObjDat_BossGreyBall_Splinter(pc),a2 jmp (CreateChild6_Simple).l ; --------------------------------------------------------------------------- ; Куски шипастого шара ; --------------------------------------------------------------------------- ; =============== S U B R O U T I N E ======================================= Obj_BossGreyBall_Splinter: lea ObjDat3_BossRobot_Flicker(pc),a1 jsr (SetUp_ObjAttributes3).l move.l #BossGreyBall_Splinter_Main,address(a0) moveq #0,d0 move.b subtype(a0),d0 move.b d0,d1 lsr.b #1,d0 addq.b #6,d0 move.b d0,mapping_frame(a0) addq.b #1,d1 lsl.b #5,d1 move.b d1,d0 jsr (GetSineCosine).l move.w #$C00,d2 muls.w d2,d0 asr.l #8,d0 move.w d0,x_vel(a0) muls.w d2,d1 asr.l #8,d1 move.w d1,y_vel(a0) BossGreyBall_Splinter_Main: jsr (MoveSprite2).l btst #0,(Level_frame_counter+1).w bne.s BossGreyBall_Splinter_CheckParent jmp (Sprite_CheckDeleteXY).l ; --------------------------------------------------------------------------- BossGreyBall_Splinter_CheckParent: jmp (Child_CheckParent).l ; --------------------------------------------------------------------------- ; Искры ; --------------------------------------------------------------------------- ; =============== S U B R O U T I N E ======================================= Obj_BossGreyBall_Spark: lea ObjDat3_BossGreyBall_Spark(pc),a1 jsr (SetUp_ObjAttributes3).l moveq #0,d0 move.b subtype(a0),d0 move.w d0,d1 addq.w #7,d0 move.w d0,$2E(a0) movea.w parent3(a0),a1 move.w x_vel(a1),d0 asl.w #2,d0 asl.w #6,d1 add.w d1,d0 neg.w d0 move.w d0,x_vel(a0) jsr (Random_Number).l andi.w #$3FF,d0 addi.w #$100,d0 neg.w d0 move.w d0,y_vel(a0) move.l #Go_Delete_Sprite,$34(a0) move.l #BossGreyBall_Spark_Draw,address(a0) BossGreyBall_Spark_Draw: jsr (MoveSprite2).l jsr (Obj_Wait).l jmp (Sprite_CheckDeleteXY).l ; --------------------------------------------------------------------------- ; Атакующий шипастый шар ; --------------------------------------------------------------------------- ; =============== S U B R O U T I N E ======================================= Obj_BossGreyBall_SpikeBall: lea ObjDat3_BossGreyBall_SpikeBall(pc),a1 jsr (SetUp_ObjAttributes3).l move.b #3,$39(a0) jsr (Find_SonicTails).l move.b #64,objoff_3C(a0) tst.w d0 bne.s + neg.b objoff_3C(a0) + move.b #44/2,y_radius(a0) move.l #BossGreyBall_SpikeBall_Radius,address(a0) BossGreyBall_SpikeBall_Radius: jsr (MoveSprite_Circular).l addq.b #2,objoff_3A(a0) cmpi.b #48,objoff_3A(a0) bne.w BossGreyBall_SpikeBall_Draw move.w #$100,priority(a0) move.w #$9F,$2E(a0) BossGreyBall_SpikeBall_AimingStart: sfx sfx_LaserStart,0,0,0 move.l #BossGreyBall_SpikeBall_Aiming,address(a0) BossGreyBall_SpikeBall_Aiming: btst #0,(Level_frame_counter+1).w bne.s + eori.b #$60,art_tile(a0) + lea (Player_1).w,a2 movea.w parent3(a0),a1 jsr (CalcObjAngle).l move.b d0,$3C(a0) jsr (MoveSprite_Circular).l subq.w #1,$2E(a0) bpl.w BossGreyBall_SpikeBall_Draw sfx sfx_SpikeAttack,0,0,0 ori.b #$60,art_tile(a0) move.l #BossGreyBall_SpikeBall_AttackSonic,address(a0) lea (Player_1).w,a1 move.w x_pos(a1),$30(a0) move.w y_pos(a1),$32(a0) movea.w parent3(a0),a2 jsr (CalcObjAngle).l move.b d0,$3C(a0) lea ChildObjDat_BossGreyBall_SpikeBall_Chain(pc),a2 jsr (CreateChild8_TreeListRepeated).l BossGreyBall_SpikeBall_AttackSonic: bsr.s BossGreyBall_SpikeBall_CheckFloor bsr.s BossGreyBall_SpikeBall_CalcPosition move.w $30(a0),d0 sub.w x_pos(a0),d0 bne.s + move.l #BossGreyBall_SpikeBall_AttackReturn,address(a0) + asl.w #5,d0 move.w d0,x_vel(a0) move.w $32(a0),d0 sub.w y_pos(a0),d0 asl.w #5,d0 move.w d0,y_vel(a0) bra.w BossGreyBall_SpikeBall_Draw ; --------------------------------------------------------------------------- BossGreyBall_SpikeBall_CheckFloor: btst #2,(Level_frame_counter+1).w bne.s BossGreyBall_SpikeBall_CalcPosition_Return jsr (ObjCheckFloorDist).l tst.w d1 bpl.s BossGreyBall_SpikeBall_CalcPosition_Return sfx sfx_SpikeBall,0,0,0 move.w #$14,(Screen_Shaking_Flag).w lea ChildObjDat_BossGreyBall_Spark(pc),a2 jmp (CreateChild6_Simple).l ; --------------------------------------------------------------------------- BossGreyBall_SpikeBall_CalcPosition: movea.w parent3(a0),a1 jsr (Find_OtherObject).l add.w d3,d2 ; X+Ypos lsr.w #3,d2 move.b d2,objoff_3A(a0) lsr.w #3,d2 tst.w d0 beq.s + neg.w d2 + move.b d2,child_dx(a0) BossGreyBall_SpikeBall_CalcPosition_Return: rts ; --------------------------------------------------------------------------- BossGreyBall_SpikeBall_AttackReturn: bsr.s BossGreyBall_SpikeBall_CalcPosition move.w x_pos(a1),d0 sub.w x_pos(a0),d0 asl.w #5,d0 move.w d0,x_vel(a0) move.w y_pos(a1),d0 sub.w y_pos(a0),d0 asl.w #5,d0 move.w d0,y_vel(a0) jsr (Find_OtherObject).l move.w #48,d1 cmp.w d1,d2 bhs.s BossGreyBall_SpikeBall_Draw cmp.w d1,d3 bhs.s BossGreyBall_SpikeBall_Draw clr.l x_vel(a0) move.b #48,objoff_3A(a0) move.w #$7F,$2E(a0) movea.w $44(a0),a1 move.l #Go_Delete_Sprite,address(a1) move.l #BossGreyBall_SpikeBall_AimingStart,address(a0) subq.b #1,$39(a0) bne.s BossGreyBall_SpikeBall_Draw movea.w parent3(a0),a1 move.l #BossGreyBall_MoveSpikeBall_Hand_ReturnPosition,$34(a1) jsr (Find_SonicTails).l move.b #1,objoff_41(a0) move.b #64,objoff_3C(a0) tst.w d0 bne.s + neg.b objoff_3C(a0) neg.b objoff_41(a0) + move.l #BossGreyBall_SpikeBall_Explosion_Velocity,address(a0) BossGreyBall_SpikeBall_Draw: jsr (MoveSprite2).l movea.w parent3(a0),a1 btst #5,status(a1) bne.w BossGreyBall_SpikeBall_Remove2 jmp (Child_DrawTouch_Sprite).l ; --------------------------------------------------------------------------- ; Атакующий шипастый шар (цепь) ; --------------------------------------------------------------------------- ; =============== S U B R O U T I N E ======================================= Obj_BossGreyBall_SpikeBall_Chain: lea ObjDat3_BossGreyBall_SpikeBall_Chain(pc),a1 jsr (SetUp_ObjAttributes3).l movea.w parent3(a0),a1 move.l #BossGreyBall_SpikeBall_Chain_Main,address(a0) cmpi.l #BossGreyBall_SpikeBall_AttackSonic,address(a1) bne.s BossGreyBall_SpikeBall_Chain_Main move.w a0,$44(a1) BossGreyBall_SpikeBall_Chain_Main: movea.w parent3(a0),a1 move.b child_dx(a1),child_dx(a0) move.b objoff_3A(a1),objoff_3A(a0) move.b objoff_3C(a1),objoff_3C(a0) jsr (MoveSprite_Circular).l btst #0,(Level_frame_counter+1).w bne.w BossGreyBall_SpikeBall_Bounced_Chain_Trail_CheckParent jmp (Child_Draw_Sprite).l ; --------------------------------------------------------------------------- ; Отскакивающий шипастый шар ; --------------------------------------------------------------------------- ; =============== S U B R O U T I N E ======================================= Obj_BossGreyBall_SpikeBall_Bounced: lea ObjDat3_BossGreyBall_SpikeBall(pc),a1 jsr (SetUp_ObjAttributes3).l jsr (Find_SonicTails).l move.b #1,objoff_41(a0) move.b #64,objoff_3C(a0) tst.w d0 bne.s + neg.b objoff_3C(a0) neg.b objoff_41(a0) + move.b #44/2,y_radius(a0) move.l #BossGreyBall_SpikeBall_Bounced_Radius,address(a0) BossGreyBall_SpikeBall_Bounced_Radius: jsr (MoveSprite_Circular).l addq.b #1,objoff_3A(a0) cmpi.b #48,objoff_3A(a0) bne.s BossGreyBall_SpikeBall_Bounced_Setup sfx sfx_SpikeBall2,0,0,0 move.w #$100,priority(a0) jsr (Find_SonicTails).l move.w #$200,x_vel(a0) tst.w d0 bne.s + neg.w x_vel(a0) + move.w #$F,$2E(a0) move.l #BossGreyBall_SpikeBall_Bounced_Wait,address(a0) BossGreyBall_SpikeBall_Bounced_Wait: move.b objoff_41(a0),d0 add.b d0,objoff_3C(a0) jsr (MoveSprite_Circular).l subq.w #1,$2E(a0) bpl.s BossGreyBall_SpikeBall_Bounced_Setup move.l #BossGreyBall_SpikeBall_Bounced_Jump,$34(a0) move.l #BossGreyBall_SpikeBall_Bounced_Setup2,address(a0) clearRAM3 Pos_objtable_Start, Pos_objtable_End lea ChildObjDat_BossGreyBall_SpikeBall_Bounced_Chain_Trail(pc),a2 jsr (CreateChild6_Simple).l BossGreyBall_SpikeBall_Bounced_Setup2: jsr (MoveSprite).l jsr (ObjHitFloor_DoRoutine).l BossGreyBall_SpikeBall_Bounced_Setup: bsr.w Obj_ChasingBall_SendPos jmp (Sprite_ChildCheckDeleteTouchXY).l ; --------------------------------------------------------------------------- BossGreyBall_SpikeBall_Bounced_Jump: move.w #-$400,y_vel(a0) sfx sfx_SpikeBall,0,0,0 move.w #$14,(Screen_Shaking_Flag).w lea ChildObjDat_BossGreyBall_Spark(pc),a2 jmp (CreateChild6_Simple).l ; --------------------------------------------------------------------------- ; Тень отскакивающего шипастого шара ; --------------------------------------------------------------------------- ; =============== S U B R O U T I N E ======================================= Obj_BossGreyBall_SpikeBall_Bounced_Chain_Trail: moveq #0,d0 move.b subtype(a0),d0 lsl.b #4,d0 addi.b #$24,d0 move.b d0,subtype(a0) lea ObjDat3_BossGreyBall_SpikeBall_Chain(pc),a1 jsr (SetUp_ObjAttributes3).l move.l #+,address(a0) + bsr.w Obj_ChasingBall_CopyPos btst #0,(Level_frame_counter+1).w bne.s BossGreyBall_SpikeBall_Bounced_Chain_Trail_CheckParent jmp (Child_Draw_Sprite).l ; --------------------------------------------------------------------------- BossGreyBall_SpikeBall_Bounced_Chain_Trail_CheckParent: jmp (Child_CheckParent).l ; --------------------------------------------------------------------------- ; Выстреливающий шипастый шар ; --------------------------------------------------------------------------- ; =============== S U B R O U T I N E ======================================= Obj_BossGreyBall_SpikeBall_Shot: lea ObjDat3_BossGreyBall_SpikeBall(pc),a1 jsr (SetUp_ObjAttributes3).l jsr (Find_SonicTails).l move.b #1,objoff_41(a0) move.b #64,objoff_3C(a0) tst.w d0 bne.s + neg.b objoff_3C(a0) neg.b objoff_41(a0) + move.b #44/2,y_radius(a0) move.l #BossGreyBall_SpikeBall_Shot_Radius,address(a0) BossGreyBall_SpikeBall_Shot_Radius: bsr.w BossGreyBall_CreateFire_2 lea (Player_1).w,a2 movea.w parent3(a0),a1 jsr (CalcObjAngle).l move.b d0,$3C(a0) jsr (MoveSprite_Circular).l addq.b #1,objoff_3A(a0) cmpi.b #48,objoff_3A(a0) bne.w BossGreyBall_SpikeBall_Shot_Draw sfx sfx_SpikeBall2,0,0,0 move.w #$100,priority(a0) move.l #BossGreyBall_SpikeBall_Shot_SubtractRadius,address(a0) BossGreyBall_SpikeBall_Shot_SubtractRadius: bsr.w BossGreyBall_CreateFire_2 lea (Player_1).w,a2 movea.w parent3(a0),a1 jsr (CalcObjAngle).l move.b d0,$3C(a0) jsr (MoveSprite_Circular).l btst #1,(Level_frame_counter+1).w bne.w BossGreyBall_SpikeBall_Shot_Draw subq.b #1,objoff_3A(a0) cmpi.b #36,objoff_3A(a0) bne.w BossGreyBall_SpikeBall_Shot_Draw move.w #$2F,$2E(a0) move.l #BossGreyBall_SpikeBall_Shot_Warning,address(a0) BossGreyBall_SpikeBall_Shot_Warning: bsr.w BossGreyBall_CreateFire_2 lea (Player_1).w,a2 movea.w parent3(a0),a1 jsr (CalcObjAngle).l move.b d0,$3C(a0) jsr (MoveSprite_Circular).l subq.w #1,$2E(a0) bpl.w BossGreyBall_SpikeBall_Shot_Draw sfx sfx_LaserStart,0,0,0 move.w #$9F,$2E(a0) move.l #BossGreyBall_SpikeBall_Shot_Wait,address(a0) BossGreyBall_SpikeBall_Shot_Wait: btst #0,(Level_frame_counter+1).w bne.s + eori.b #$60,art_tile(a0) + bsr.w BossGreyBall_CreateFire_2 lea (Player_1).w,a2 movea.w parent3(a0),a1 jsr (CalcObjAngle).l move.b d0,$3C(a0) jsr (MoveSprite_Circular).l subq.w #1,$2E(a0) bpl.w BossGreyBall_SpikeBall_Shot_Draw move.l #BossGreyBall_SpikeBall_Shot_CheckFloor,address(a0) clearRAM3 Pos_objtable_Start, Pos_objtable_End sfx sfx_Boom,0,0,0 ori.b #$60,art_tile(a0) lea ChildObjDat_BossGreyBall_SpikeBall_Shot_Chain_Trail(pc),a2 jsr (CreateChild6_Simple).l lea (Player_1).w,a1 move.w x_pos(a1),d1 move.w y_pos(a1),d2 sub.w x_pos(a0),d1 sub.w y_pos(a0),d2 jsr (GetArcTan).l jsr (GetSineCosine).l move.w #$680,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) BossGreyBall_SpikeBall_Shot_CheckFloor: bsr.w BossGreyBall_CreateFire_2 tst.w y_vel(a0) bmi.s BossGreyBall_SpikeBall_Shot_Draw btst #2,(Level_frame_counter+1).w bne.s BossGreyBall_SpikeBall_Shot_Draw jsr (ObjCheckFloorDist).l tst.w d1 bpl.s BossGreyBall_SpikeBall_Shot_Draw add.w d1,y_pos(a0) neg.w y_vel(a0) sfx sfx_SpikeBall,0,0,0 move.w #$14,(Screen_Shaking_Flag).w lea ChildObjDat_BossGreyBall_Spark(pc),a2 jsr (CreateChild6_Simple).l BossGreyBall_SpikeBall_Shot_Draw: jsr (MoveSprite2).l bsr.w Obj_ChasingBall_SendPos jmp (Sprite_ChildCheckDeleteTouchXY).l ; --------------------------------------------------------------------------- ; Цепь выстреливающего шипастого шара ; --------------------------------------------------------------------------- ; =============== S U B R O U T I N E ======================================= Obj_BossGreyBall_SpikeBall_Shot_Chain_Trail: moveq #0,d0 move.b subtype(a0),d0 lsl.b #2,d0 addi.b #$14,d0 move.b d0,subtype(a0) lea ObjDat3_BossGreyBall_SpikeBall_Chain(pc),a1 jsr (SetUp_ObjAttributes3).l move.l #+,address(a0) + bsr.w Obj_ChasingBall_CopyPos movea.w parent3(a0),a1 movea.w parent3(a1),a1 tst.w y_vel(a1) bne.w BossGreyBall_SpikeBall_Bounced_Chain_Trail_CheckParent jmp (Child_Draw_Sprite).l ; --------------------------------------------------------------------------- ; Дым из босса шара ; --------------------------------------------------------------------------- ; =============== S U B R O U T I N E ======================================= Obj_BossGreyBall_Fire: move.w #1-1,d6 - jsr (Create_New_Sprite3).l bne.w ++ move.l #Obj_BossGreyBall_SpikeBall_Fire_Anim,address(a1) move.l #Map_BossDEZExplosion,mappings(a1) move.w #$530,art_tile(a1) move.b #4,render_flags(a1) move.w $3C(a0),priority(a1) move.b #24/2,width_pixels(a1) move.b #24/2,height_pixels(a1) move.w x_pos(a0),x_pos(a1) move.w y_pos(a0),y_pos(a1) jsr (loc_83E90).l jsr (Random_Number).l andi.w #$FF,d0 addi.w #$200,d0 movea.w parent3(a0),a2 tst.w x_vel(a2) bmi.s + neg.w d0 + move.w d0,x_vel(a1) jsr (Random_Number).l andi.w #$FF,d0 addi.w #$200,d0 neg.w d0 move.w d0,y_vel(a1) move.b #3,anim_frame_timer(a1) dbf d6,- + bra.w Robotnik_IntroFullExplosion_Delete ; --------------------------------------------------------------------------- ; Дым из шипастого шара ; --------------------------------------------------------------------------- ; =============== S U B R O U T I N E ======================================= Obj_BossGreyBall_SpikeBall_Fire: move.w #1-1,d6 - jsr (Create_New_Sprite3).l bne.s ++ move.l #Obj_BossGreyBall_SpikeBall_Fire_Anim,address(a1) move.l #Map_BossDEZExplosion,mappings(a1) move.w #$8530,art_tile(a1) move.b #4,render_flags(a1) move.w #$100,priority(a1) move.b #24/2,width_pixels(a1) move.b #24/2,height_pixels(a1) move.w x_pos(a0),x_pos(a1) move.w y_pos(a0),y_pos(a1) jsr (Random_Number).l andi.w #$FF,d0 addi.w #$200,d0 movea.w parent3(a0),a2 tst.b objoff_41(a2) bmi.s + neg.w d0 + move.w d0,x_vel(a1) jsr (Random_Number).l andi.w #$FF,d0 addi.w #$200,d0 neg.w d0 move.w d0,y_vel(a1) move.b #3,anim_frame_timer(a1) dbf d6,- + bra.w Robotnik_IntroFullExplosion_Delete ; --------------------------------------------------------------------------- Obj_BossGreyBall_SpikeBall_Fire_Anim: subq.b #1,anim_frame_timer(a0) bpl.s + move.b #3,anim_frame_timer(a0) addq.b #1,mapping_frame(a0) cmpi.b #7,mapping_frame(a0) beq.w Robotnik_IntroFullExplosion_Delete + jsr (MoveSprite2).l jmp (Draw_Sprite).l ; --------------------------------------------------------------------------- ; Взрыв по радиусу ; --------------------------------------------------------------------------- ; =============== S U B R O U T I N E ======================================= Obj_DEZRadiusExplosion: moveq #0,d2 move.w #8-1,d1 - jsr (Create_New_Sprite3).l bne.s + move.l #Obj_DEZRadiusExplosion_GetVelocity,(a1) move.l #Map_BossDEZExplosion,mappings(a1) move.w #$8530,art_tile(a1) move.b #4,render_flags(a1) move.w #$100,priority(a1) move.b #24/2,width_pixels(a1) move.b #24/2,height_pixels(a1) move.w x_pos(a0),x_pos(a1) move.w y_pos(a0),y_pos(a1) move.b d2,angle(a1) move.b #3,anim_frame_timer(a1) addi.w #$20,d2 dbf d1,- + bra.w Robotnik_IntroFullExplosion_Delete ; --------------------------------------------------------------------------- Obj_DEZRadiusExplosion_GetVelocity: move.b angle(a0),d0 jsr (GetSineCosine).l move.w #$600,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) move.l #Obj_DEZRadiusExplosion_Anim,address(a0) Obj_DEZRadiusExplosion_Anim: subq.b #1,anim_frame_timer(a0) bpl.s + move.b #1,anim_frame_timer(a0) addq.b #1,mapping_frame(a0) cmpi.b #7,mapping_frame(a0) beq.w Robotnik_IntroFullExplosion_Delete + jsr (MoveSprite2).l jmp (Draw_Sprite).l ; --------------------------------------------------------------------------- ; Супер взрыв по радиусу ; --------------------------------------------------------------------------- ; =============== S U B R O U T I N E ======================================= Obj_DEZRadiusSuperExplosion: moveq #0,d2 move.w #3-1,d1 - jsr (Create_New_Sprite3).l bne.s + move.l #Obj_DEZRadiusSuperExplosion_GetVelocity,address(a1) move.l #Map_BossDEZExplosion,mappings(a1) move.w #$8530,art_tile(a1) move.b #4,render_flags(a1) move.w #$100,priority(a1) move.b #24/2,width_pixels(a1) move.b #24/2,height_pixels(a1) move.w x_pos(a0),x_pos(a1) move.w y_pos(a0),y_pos(a1) move.b $3C(a0),$3C(a1) move.b d2,angle(a1) move.w parent3(a0),parent3(a1) move.b #$F,anim_frame_timer(a1) addi.w #$50,d2 dbf d1,- + bra.w Robotnik_IntroFullExplosion_Delete ; --------------------------------------------------------------------------- Obj_DEZRadiusSuperExplosion_GetVelocity: movea.w parent3(a0),a1 move.b $3C(a1),d0 add.b angle(a0),d0 jsr (GetSineCosine).l move.w #$600,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) move.l #Obj_DEZRadiusSuperExplosion_Anim,address(a0) Obj_DEZRadiusSuperExplosion_Anim: subq.b #1,anim_frame_timer(a0) bpl.s + move.b #3,anim_frame_timer(a0) addq.b #1,mapping_frame(a0) cmpi.b #7,mapping_frame(a0) beq.w Robotnik_IntroFullExplosion_Delete + jsr (MoveSprite2).l jmp (Draw_Sprite).l ; =============== S U B R O U T I N E ======================================= BossGreyBall_Swing_Setup: move.w #$100,d0 move.w d0,$3E(a0) move.w d0,y_vel(a0) move.w #8,$40(a0) bclr #0,$38(a0) rts ; --------------------------------------------------------------------------- BossGreyBall_Swing_Setup2: move.w #$100,d0 move.w d0,$3A(a0) move.w d0,x_vel(a0) move.w #8,$3C(a0) bclr #3,$38(a0) move.w (Camera_X_pos).w,d0 addi.w #$A0,d0 sub.w x_pos(a0),d0 bgt.s + neg.w x_vel(a0) + rts ; =============== S U B R O U T I N E ======================================= BossGreyBall_PalFlash: lea BossGreyBall_PalCycle(pc),a2 btst #5,status(a0) beq.s + lea BossGreyBall_PalCycle2(pc),a2 + lea (a2,d0.w),a2 lea BossGreyBall_PalRAM(pc),a1 jmp (CopyWordData_7).l ; --------------------------------------------------------------------------- BossGreyBall_PalRAM: dc.w Normal_palette_line_4+4 dc.w Normal_palette_line_4+6 dc.w Normal_palette_line_4+8 dc.w Normal_palette_line_4+$A dc.w Normal_palette_line_4+$C dc.w Normal_palette_line_4+$E dc.w Normal_palette_line_4+$1E BossGreyBall_PalCycle: dc.w $424, $644, $866, $A88, $CAA, $ECC, $222 ; Normal dc.w $42, $64, $86, $A8, $CA, $EC, $22 ; Flash BossGreyBall_PalCycle2: dc.w $2E, $4E, $6E, $8E, $AE, $CE, $2E ; Normal dc.w $42, $64, $86, $A8, $CA, $EC, $22 ; Flash ; =============== S U B R O U T I N E ======================================= ObjDat3_BossGreyBall: dc.l Map_BossGreyBall dc.w $E170 dc.w $200 dc.b 64/2 dc.b 64/2 dc.b 0 dc.b $F ObjDat3_BossGreyBall_SpikeBall: dc.w $280 dc.b 48/2 dc.b 48/2 dc.b 5 dc.b $81 ObjDat3_BossGreyBall_SpikeBall_Chain: dc.w $300 dc.b 16/2 dc.b 16/2 dc.b 4 dc.b 0 ObjDat3_BossGreyBall_Face: dc.w $180 dc.b 48/2 dc.b 16/2 dc.b 2 dc.b 0 ObjDat3_BossGreyBall_Designator: dc.w $100 dc.b 32/2 dc.b 32/2 dc.b $B dc.b 0 ObjDat3_BossGreyBall_Spark: dc.w $80 dc.b 16/2 dc.b 16/2 dc.b $A dc.b 0 ChildObjDat_BossGreyBall_IntroClone: dc.w 2-1 dc.l Obj_BossGreyBall_IntroClone ChildObjDat_BossGreyBall_Face: dc.w 1-1 dc.l Obj_BossGreyBall_Face ChildObjDat_BossGreyBall_Designator: dc.w 2-1 dc.l Obj_BossGreyBall_Designator dc.b -32, -50 dc.l Obj_BossGreyBall_Designator dc.b 32, -50 ChildObjDat_BossGreyBall_SpikeBall_Explosion: dc.w 1-1 dc.l Obj_BossGreyBall_SpikeBall_Explosion ChildObjDat_BossGreyBall_SpikeBall: dc.w 1-1 dc.l Obj_BossGreyBall_SpikeBall ChildObjDat_BossGreyBall_SpikeBall_Chain: dc.w 7-1 dc.l Obj_BossGreyBall_SpikeBall_Chain ChildObjDat_BossGreyBall_Splinter: dc.w 4-1 dc.l Obj_BossGreyBall_Splinter ChildObjDat_BossGreyBall_SpikeBall_Fire: dc.w 1-1 dc.l Obj_BossGreyBall_SpikeBall_Fire ChildObjDat_BossGreyBall_SpikeBall_Bounced: dc.w 1-1 dc.l Obj_BossGreyBall_SpikeBall_Bounced ChildObjDat_BossGreyBall_SpikeBall_Bounced_Chain_Trail: dc.w 6-1 dc.l Obj_BossGreyBall_SpikeBall_Bounced_Chain_Trail ChildObjDat_BossGreyBall_SpikeBall_Shot: dc.w 1-1 dc.l Obj_BossGreyBall_SpikeBall_Shot ChildObjDat_BossGreyBall_SpikeBall_Shot_Chain_Trail: dc.w 8-1 dc.l Obj_BossGreyBall_SpikeBall_Shot_Chain_Trail ChildObjDat_BossGreyBall_Spark: dc.w 4-1 dc.l Obj_BossGreyBall_Spark ChildObjDat_DEZRadiusExplosion: dc.w 1-1 dc.l Obj_DEZRadiusExplosion ChildObjDat_BossGreyBall_Fire: dc.w 1-1 dc.l Obj_BossGreyBall_Fire ChildObjDat_DEZRadiusSuperExplosion: dc.w 1-1 dc.l Obj_DEZRadiusSuperExplosion ; --------------------------------------------------------------------------- include "Objects/Boss Ball/Object Data/Map - Boss Ball.asm"
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