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DNK.ASM
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;Tap thru every fucking delay
;Into ring easier
;Drain from my meter into his on squeeze move
;Fix immobilize - doesn't allow stands from head hold or fire punch angle swaps
;Blood from broken arm
;Revive after death
;Fix all action_tables to read dual buttons! We miss button hits...
;Make alt arena pals come up rarely, or button combo!
;Lex club somebody down from in close super punch
;Fix end of round/game pin/move time/stuff
;Fix convulse on all pins
;Out of ring slide backs
;Fix shawn run/stomp
;Penalize missed ghosts
;Do some 5x damage moves, etc.
;Flash player on powerups!
;Stop near rope pile driver zeroing of y vel
;Fix flying kicks in place, looks stupid, be successful...
;Buyin count - repeated ladder position - Jake!
;Fix shawn flip toss
;Fix head hold speeds/look
;Don't knock me down with 1 pixel, and am blocking
;Blocks slide velocity
;Two bozo modes on aggressor head hold - 2 presses of supers does kick
;Flying kick start rules / like clothesline
;Add smoke whisps
;fire moves
;make flykick not miss on bounce!
;Damage bug from combo
;Wrong guy awarded victory
;Fix all at_types, including at_leaping
;Whack on buttons bozo mode
;Fix frankensteiner into blocker
;Clothesline stick on blocker
;Flykick off of blocker up into air
;Get out of overhead
;Get out of chokehold
;Kick toss out of ring
;Wrong person wins
;HIGHER YVEL ON TURNBUCKLE STUFF
;RING ENTRANCE EASIER
;Urn in takers hand at end
;Do our own auto pin
;Z on pin
;Buckle drop after being hit!
;Immobilize bugs
;Shawn dead, but still in puppet mode
;Make tombstone smash work on ground opponent
;reverse piledriver/neckbrkr for und
;Tombstone smash sound
;Killed in midst of head held hits - for everyone!
;Frankensteiner reversal doesn't jump up high! Yes it does!
;Reversals don't work!
;Show fast victory time
;Put in new artwork
;Whack out of fast victory - it selected razor
;Make spirits code/art cooler
;Redo head grabs
;Eyes tumble from head on eye gouge
;Fix pal options - button combo at start - Blue curtain is good
;Fling guy into wrong direction
;Fix razor knee into gut from head hold
;Doink pin toss
;Flash screen white
;Sliding choke move - faster?
;Fix taker smash snd
;Fix taker clobber snd
;Fix big boots, read kick & skick buttons
;Debris from broken arm
;Place specific speech calls where needed! (Ex. Arm break "Here it comes")
;High scream when shawn nabs you on charge suplex
**************************************************************
*
* Software: Jamie Rivett
* Initiated: 9/3/93
*
* COPYRIGHT (C) 1992 WILLIAMS ELECTRONICS GAMES, INC.
*
**************************************************************
.file "doink.asm"
.title "doink specific game code"
.width 132
.option b,d,l,t
.mnolist
.include "macros.h"
.include "jjxm.h"
.include "mproc.equ" ;Mproc equates
.include "display.equ" ;Display proc equates
.include "gsp.equ" ;Gsp asm equates
.include "sys.equ"
.include "game.equ"
.include "plyr.equ"
.include "anim.equ"
.include "audit.equ"
.include "sound.h"
.include "ring.equ"
.include "lifebar.h"
.include "damage.equ"
******************************************************************************
* EXTERNAL REFERENCES
.ref DO_REVERSAL,DO_REVERSAL_MESS,FIND_AND_KILL_ENDLESS
.ref ADD_IF_SILENT,JUMP_ROPES,CLIMB_ROPES
.ref check_dizzy
.ref create_damage_points
.ref set_getup_time
.ref get_punch_dtime
.ref get_rope_x
.ref tally_damage,clear_damage_log
.ref inc_getup_time
.ref change_anim1,change_anim1a
.ref change_anim2,change_anim2a
.ref process_ptrs
.ref keep_attached
.ref get_opp_plyrmode
.ref wres_collis_off
.ref convert_facing
.ref check_secret_moves
.ref change_walk_anim
.ref set_rotate_anim
.ref execute_walk
.ref bounce_off_ropes
.ref climb_turnbuckle
;from CROWD.ASM
.ref crowd_cheer
;from DCSSOUND.ASM
.ref triple_sound
;from WRESTLE.ASM
.ref calc_line_x
.ref face_each_other
.ref slide_offscr
.ref BONUS_MESS
;animation sequence
.ref dnk_3_pile_driver_anim
.ref dnk_2_push2_anim
.ref start_run_anim
.ref dnk_4_earslap_anim
.ref dnk_2_earslap_anim
.ref dnk_4_slap_anim
.ref dnk_2_slap_anim
; .ref dnk_4_slap2_anim
; .ref dnk_2_slap2_anim
.ref dnk_head_hit_dizzy_anim
.ref dnk_knockdwn_anim
.ref dnk_4_hammer_anim
.ref wres_slave_anim
.ref dnk_zip_anim
.ref dnk_stand2_anim,dnk_stand8_anim
.ref dnk_stand4_anim,dnk_stand6_anim
.ref dnk_torso2_anim,dnk_torso8_anim
.ref dnk_torso4_anim,dnk_torso6_anim
.ref dnk_2_to_4_turn_anim,dnk_8_to_6_turn_anim ;stand
.ref dnk_4_to_2_turn_anim,dnk_6_to_8_turn_anim
.ref dnk_4_to_6_turn_anim,dnk_6_to_4_turn_anim
.ref dnk_2_to_8_turn_anim,dnk_8_to_2_turn_anim
.ref dnk_4_to_8_turn_anim,dnk_6_to_2_turn_anim
.ref dnk_2_to_6_turn_anim,dnk_8_to_4_turn_anim
.ref dnk_2_to_4_turn2_anim,dnk_8_to_6_turn2_anim ;torso
.ref dnk_4_to_2_turn2_anim,dnk_6_to_8_turn2_anim
.ref dnk_4_to_6_turn2_anim,dnk_6_to_4_turn2_anim
.ref dnk_2_to_8_turn2_anim,dnk_8_to_2_turn2_anim
.ref dnk_4_to_8_turn2_anim,dnk_6_to_2_turn2_anim
.ref dnk_2_to_6_turn2_anim,dnk_8_to_4_turn2_anim
.ref dnk_walk1_f2_anim,dnk_walk2_f2_anim,dnk_walk4_f2_anim
.ref dnk_walk5_f2_anim,dnk_walk6_f2_anim,dnk_walk8_f2_anim
.ref dnk_walk1_f4_anim,dnk_walk2_f4_anim,dnk_walk4_f4_anim
.ref dnk_walk5_f4_anim,dnk_walk6_f4_anim,dnk_walk8_f4_anim
.ref dnk_2_punch_anim,dnk_4_punch_anim
.ref dnk_2_buzz_anim,dnk_4_buzz_anim
.ref dnk_2_buzz2_anim,dnk_4_buzz2_anim
.ref dnk_2_butt_anim,dnk_4_butt_anim
.REF dnk_combo_uppercut_to_head_anim
.ref dnk_4_combo_kick_anim
.REF CHECK_COMBO_GO
.ref dnk_2_kick_anim,dnk_4_kick_anim
.ref dnk_2_spin_kick_anim,dnk_4_spin_kick_anim
.ref dnk_2_knee_anim,dnk_4_knee_anim
.ref dnk_2_box_anim,dnk_4_box_anim
.ref dnk_run_anim,dnk_run2_anim
.ref dnk_4_blbowdrop_anim
; .ref dnk_4_bjump_anim
.ref dnk_2_lbowdrop_anim,dnk_4_lbowdrop_anim
.ref dnk_2_grabfling_anim
.ref dnk_4_grabfling_anim
.ref dnk_heldoh_anim
.ref dnk_diveofftb_anim
.ref dnk_fly_cline_anim
.ref dnk_flying_kick_anim
; .ref dnk_sflying_kick_anim
.ref dnk_4_head_hit2_anim
.ref dnk_2_head_hit2_anim
.ref dnk_4_head_hit_anim,dnk_head_hit3_anim
.ref dnk_2_head_hit_anim,dnk_head_hit2_anim
.ref dnk_fall_back_anim
.ref dnk_2_faceup_getup_anim
.ref dnk_4_faceup_getup_anim
.ref dnk_4_losebal_dizzy_anim
.ref dnk_hitonground_anim
.ref dnk_4_stomp_anim,dnk_2_stomp_anim
.ref dnk_4_bstomp_anim
.ref dnk_climb_up_anim,dnk_climb_down_anim
.ref dnk_4_block_anim,dnk_2_block_anim
.ref dnk_2_hitblock_anim,dnk_4_hitblock_anim
.ref dnk_2_hiptoss_anim,dnk_4_hiptoss_anim
.ref dnk_2_hiptoss2_anim,dnk_4_hiptoss2_anim
.ref dnk_4_push_anim,dnk_2_push_anim
.ref dnk_4_bigboot_anim,dnk_2_bigboot_anim
.ref dnk_4_losebal_anim
.ref dnk_dizzy_anim
.ref dnk_2_pin_anim
.ref dnk_4_pin_anim
; .ref dnk_2_lockup_anim,dnk_4_lockup_anim
.ref dnk_climbthru_side_anim,dnk_climbthru_bot_anim
.ref dnk_climbthru_top_anim,dnk_climbin_bot_anim
.ref dnk_climbin_top_anim,dnk_climbin_side_anim
.ref dnk_belly_anim
.ref ck_ignore ;Ignore button press?
.ref dnk_pkup_chair_anim
.ref dnk_3_knee_to_head_anim
.ref dnk_3_knees_to_head_anim
.ref dnk_uppercut_to_head_anim
.ref dnk_uppercuts_to_head_anim
.ref dnk_get_buzz_anim
.ref dnk_3_head_hold2_anim
.ref dnk_3_head_hold_anim
******************************************************************************
* SYMBOLS DEFINED IN THIS FILE
******************************************************************************
* EQUATES FOR THIS FILE
#*****************************************************************************
doink_secret_moves
;These secret moves are triggered only after a move list seq has ended! You
;can't hold on the last button press and have it trigger!
;Button held down moves need to be first entry
.long #charge_buzz
.long #earslap
.long #grab_fling
.long #hammer
.long #hip_toss
.long #neck_grab
.long #boxing_pnch
.long 0
******************************************************************************
*
* SPECIAL MOVE PROCESSES - Secret moves
*
;a8=process of wrestler
SUBR dnk_smove_table
; .long dnk_charge_flykick
.long dnk_hdhold_slam
.long dnk_hdhold_pile
.long dnk_hdhold_combo1
.long dnk_hdhold_combo2
.long dnk_hdhold_buzz
.long dnk_hdhold_anti_combo
.long dnk_grab_toss_air
.long dnk_walk_fast
.long 0
*******************************************************************************
#charge_buzz
move *a13(BUT_VAL_UP),a0
btst PLAYER_PUNCH_BIT,a0
jrz #no_punch
;FIX!! Give some jumping velocity
; move *a13(PLYRMODE),a0
; cmpi MODE_ONTURNBKL,a0
; jrz #no_punch
move *a13(PLYRNUM),a0
calla get_punch_dtime
cmpi 100,a0 ;> min?
jrlt #no_punch
callr #scrt_buzz
setc
rets
#no_punch
clrc
rets
#scrt_buzz
move *a13(PLYRMODE),a0
cmpi MODE_HEADHELD,a0
jrz #out
cmpi MODE_HEADHOLD,a0
jrz #out
; jrz #ok
move *a13(ANIMODE),a0
btst MODE_UNINT_BIT,a0
jrnz #out
;Don't do it when he is on ground
calla get_opp_plyrmode
; cmpi MODE_ONGROUND,a0
; jrz #out
cmpi MODE_DEAD,a0
jrz #out
move *a13(PLYRMODE),a0
cmpi MODE_RUNNING,a0
jrz #leapbuzz
;If stick is toward opponent, then do sliding/leaping buzzer
move *a13(STICK_VAL_CUR),a0
move *a13(NEW_FACING_DIR),a1
andi 0ch,a1
cmp a0,a1
jrnz #norm
#leapbuzz
FACE24 dnk,buzz2_anim
calla change_anim1a
rets
#norm
FACE24 dnk,buzz_anim
calla change_anim1a
rets
#ok
movi dnk_4_buzz_anim,a0
calla change_anim1a
rets
*******************************************************************************
; BITS MASK
#boxing_pnch
.word B_PUNCH, J_ALL
.word B_PUNCH, J_ALL
.word B_PUNCH, J_ALL
.word B_PUNCH, J_ALL
.word B_PUNCH, J_ALL
.word B_PUNCH, J_ALL
.word B_PUNCH, J_ALL
.word 8000h | 60 ;max
.long scrt_glove
scrt_glove
move *a13(ANIMODE),a0
btst MODE_UNINT_BIT,a0
jrnz #out
;Don't do it when he is on ground
calla get_opp_plyrmode
cmpi MODE_ONGROUND,a0
jrz #out
cmpi MODE_DEAD,a0
jrz #out
cmpi MODE_HEADHELD,a0
jrz #out
MOVE *A13(COMBO_COUNT),A0
JRNZ #out
FACE24 dnk,box_anim
calla change_anim1a
WRSND W_DOINK,SPUNCH_T1,SPUNCH_T2
rets
*******************************************************************************
#hammer
.word B_SKICK, J_ALL
.word J_TOWARD, J_REAL_LR
.word J_TOWARD, J_REAL_LR
.word 8000h | 32 ;max
.long scrt_hammer
scrt_hammer
move *a13(ANIMODE),a0
btst MODE_UNINT_BIT,a0
jrnz #out
move *a13(PLYRMODE),a0
cmpi MODE_ONTURNBKL,a0
jrz #out
movi dnk_4_hammer_anim,a0
calla change_anim1a
rets
*******************************************************************************
#earslap
.word B_PUNCH, J_ALL
.word J_TOWARD, J_REAL_LR
.word J_DOWN_TOWARD, J_REAL_LR
.word J_DOWN, J_REAL_LR
.word 8000h | 50 ;max
.long #scrt_earslap
#scrt_earslap
move *a13(ANIMODE),a0
btst MODE_UNINT_BIT,a0
jrnz #out
move *a13(PLYRMODE),a0
cmpi MODE_ONTURNBKL,a0
jrz #out
;Don't do it when he is on ground
calla get_opp_plyrmode
cmpi MODE_ONGROUND,a0
jrz #out
cmpi MODE_DEAD,a0
jrz #out
cmpi MODE_HEADHELD,a0
jrz #out
movi dnk_4_earslap_anim,a0
calla change_anim1a
rets
*******************************************************************************
#neck_grab
.word B_SPUNCH, J_ALL
.word J_TOWARD, J_REAL_LR
.word J_TOWARD, J_REAL_LR
.word 8000h | 32 ;max
.long #scrt_neck
#scrt_neck
move *a13(ANIMODE),a0
btst MODE_UNINT_BIT,a0
jrnz #out
;Don't do it when he is on ground
calla get_opp_plyrmode
cmpi MODE_ONGROUND,a0
jrz #out
cmpi MODE_DEAD,a0
jrz #out
cmpi MODE_HEADHELD,a0
jrz #out
move *a13(CLOSEST_XDIST),a1
cmpi 70,a1
jrgt #std_grab
movi dnk_3_head_hold2_anim,a0
calla change_anim1a
rets
#std_grab
movi dnk_3_head_hold_anim,a0
calla change_anim1a
rets
*******************************************************************************
#grab_fling
.word B_SPUNCH | J_AWAY, J_REAL_LR | J_UP | J_DOWN
.word 8000h | 10 ;max
.long #scrt_grabfling
#scrt_grabfling
;Make this miss, rotate to missed opponent,
;and stay rotated to flung opponent, also make
;this work from both angles!
move *a13(ANIMODE),a0
btst MODE_UNINT_BIT,a0
jrnz #out
;If opponent is running, do a hip toss
calla get_opp_plyrmode
cmpi MODE_BOUNCING,a0
jrz #yes
cmpi MODE_RUNNING,a0
jrnz #nope
#yes
FACE24 dnk,hiptoss_anim
calla change_anim1a
WRSND W_DOINK,HIPTOSS_T1,PUNCH_T2
rets
#nope
;Don't fling when he is on ground
calla get_opp_plyrmode
cmpi MODE_HEADHELD,a0
jrz #out
cmpi MODE_ONGROUND,a0
jrz #out
cmpi MODE_DEAD,a0
jrz #out
FACE24 dnk,grabfling_anim
calla change_anim1a
WRSND W_DOINK,GRABFLING_T1,PUNCH_T2
rets
*******************************************************************************
#hip_toss
.word B_PUNCH | J_AWAY, J_REAL_LR | J_UP | J_DOWN
.word 8000h | 10 ;max
.long #scrt_hiptoss
#scrt_hiptoss
move *a13(ANIMODE),a0
btst MODE_UNINT_BIT,a0
jrnz #out
;Don't do it when he is on ground
calla get_opp_plyrmode
cmpi MODE_ONGROUND,a0
jrz #out
cmpi MODE_BLOCK,a0
jrz #out
cmpi MODE_DEAD,a0
jrz #out
cmpi MODE_HEADHELD,a0
jrz #out
cmpi MODE_INAIR,a0
jrz #doit
cmpi MODE_INAIR2,a0
jrz #doit
move *a13(CLOSEST_DIST),a0
cmpi 68h,a0
jrgt #out
#doit
FACE24 dnk,hiptoss_anim
calla change_anim1a
WRSND W_DOINK,HIPTOSS_T1,PUNCH_T2
#out rets
#*******************************************************************************
dnk_hdhold_slam
#TIMEOUT .equ 60
#lp0
SLEEPK 1
#lp
move *a8(PLYRMODE),a0
cmpi MODE_HEADHOLD,a0
jrz #cont
cmpi MODE_HEADHELD,a0
jrnz #lp0
#cont
clr a11
WAITSWITCH_DWN J_UP,0,#lp
movi #TIMEOUT,a11
WAITSWITCH_DWN J_DOWN,0,#lp
WAITSWITCH_DWN J_DOWN,0,#lp
WAITSWITCH_DWN B_SKICK,J_DOWN_AWAY|J_DOWN_TOWARD,#lp
move *a8(PLYRMODE),a0
cmpi MODE_HEADHOLD,a0
jrz #slam
cmpi MODE_HEADHELD,a0
jrnz #lp0
;Do reversal unless I have been immobilized!
;If not, set immobilize time for opponent and reverse
move *a8(IMMOBILIZE_TIME),a14
jrnz #lp0 ;ignore
CALLA DO_REVERSAL
CALLA DO_REVERSAL_MESS
jruc #is_reversal
#slam
move *a8(IMMOBILIZE_TIME),a14
jrnz #lp0 ;ignore
movk 1,a10
CREATE0 BONUS_MESS
#is_reversal
move *a8(ATTACH_PROC),a14,L
movk 15,a0
move a0,*a14(IMMOBILIZE_TIME)
CALLA FIND_AND_KILL_ENDLESS
.ref dnk_3_head_slam_anim
movi dnk_3_head_slam_anim,a14
move a14,*a8(SPECIAL_MOVE_ADDR),L
SLEEP 60
jruc #lp
*******************************************************************************
#*
dnk_hdhold_pile
#TIMEOUT .equ 60
#lp0
SLEEPK 1
#lp
move *a8(PLYRMODE),a0
cmpi MODE_HEADHOLD,a0
jrz #cont
cmpi MODE_HEADHELD,a0
jrnz #lp0
#cont
clr a11
WAITSWITCH_DWN J_AWAY,0,#lp
movi #TIMEOUT,a11
WAITSWITCH_DWN J_TOWARD,0,#lp
WAITSWITCH_DWN J_TOWARD,0,#lp
WAITSWITCH_DWN B_SPUNCH,0,#lp
move *a8(PLYRMODE),a0
cmpi MODE_HEADHOLD,a0
jrz #slam
cmpi MODE_HEADHELD,a0
jrnz #lp0
move *a8(IMMOBILIZE_TIME),a14
jrnz #lp0 ;ignore
CALLA DO_REVERSAL
CALLA DO_REVERSAL_MESS
jruc #is_reversal
#slam
move *a8(IMMOBILIZE_TIME),a14
jrnz #lp0 ;ignore
movk 6,A10 ;Pile driver
CREATE0 BONUS_MESS
#is_reversal
move *a8(ATTACH_PROC),a14,L
movk 15,a0
move a0,*a14(IMMOBILIZE_TIME)
CALLA FIND_AND_KILL_ENDLESS
movi dnk_3_pile_driver_anim,a14
move a14,*a8(SPECIAL_MOVE_ADDR),L
SLEEP 60
jruc #lp
*******************************************************************************
#*
dnk_hdhold_anti_combo
#TIMEOUT .equ 80
#lp0
SLEEPK 1
#lp
;Is my opponent in combo mode?
; move *a8(IMMOBILIZE_TIME),a14
; jrz #lp0
; move *a8(CLOSEST_NUM),a0
; X32 a0
; addi process_ptrs,a0
; move *a0,a0,L
; move *a0(COMBO_COUNT),a0
; jrz #lp0
clr a11
WAITSWITCH_DWN J_UP,0,#lp
movi #TIMEOUT,a11
WAITSWITCH_DWN J_UP_TOWARD,0,#lp
WAITSWITCH_DWN J_TOWARD,0,#lp
WAITSWITCH_DWN J_DOWN_TOWARD,0,#lp
WAITSWITCH_DWN J_DOWN,0,#lp
WAITSWITCH_DWN J_DOWN_AWAY,0,#lp
WAITSWITCH_DWN J_AWAY,0,#lp
WAITSWITCH_DWN J_UP_AWAY,0,#lp
WAITSWITCH_DWN J_UP,0,#lp
WAITSWITCH_DWN B_SPUNCH,0,#lp
;Is my opponent in combo mode?
move *a8(CLOSEST_NUM),a0
X32 a0
addi process_ptrs,a0
move *a0,a0,L
move *a0(COMBO_COUNT),a0
jrz #lp0
move *a8(ANTI_COMBO_TIME),a0 ;Time stamp
.ref PCNT
move @PCNT,a14
sub a0,a14
abs a14
cmpi 80,a14
jrge #lp0
;Combo breaker message!
CALLA DO_REVERSAL
CALLA DO_REVERSAL_MESS
clr a0
move a0,*a8(IMMOBILIZE_TIME)
move *a8(ATTACH_PROC),a14,L
movk 15,a0
move a0,*a14(IMMOBILIZE_TIME)
CALLA FIND_AND_KILL_ENDLESS
movi dnk_3_pile_driver_anim,a14
move a14,*a8(SPECIAL_MOVE_ADDR),L
SLEEP 60
jruc #lp
*******************************************************************************
#*
dnk_hdhold_combo1
#TIMEOUT .equ 60
#lp0
SLEEPK 1
#lp
move *a8(PLYRMODE),a0
cmpi MODE_HEADHOLD,a0
jrz #cont
cmpi MODE_HEADHELD,a0
jrnz #lp0
#cont
;In combo mode?
calla CHECK_COMBO_GO
jrlt #lp0
clr a11
WAITSWITCH_DWN J_TOWARD,0,#lp
movi #TIMEOUT,a11
WAITSWITCH_DWN J_TOWARD,0,#lp
WAITSWITCH_DWN B_SPUNCH,J_DOWN_TOWARD|J_UP_TOWARD,#lp
move *a8(PLYRMODE),a0
cmpi MODE_HEADHOLD,a0
jrz #slam
cmpi MODE_HEADHELD,a0
jrnz #lp0
#slam
move *a8(IMMOBILIZE_TIME),a14
jrnz #lp0 ;ignore
;Start combo rules here
; move *a8(ATTACH_PROC),a14,L
; movk 15,a0
; move a0,*a14(IMMOBILIZE_TIME)
CALLA FIND_AND_KILL_ENDLESS
movi dnk_combo_uppercut_to_head_anim,a14
move a14,*a8(SPECIAL_MOVE_ADDR),L
SLEEP 60
jruc #lp
*******************************************************************************
#*
dnk_hdhold_combo2
#TIMEOUT .equ 60
#lp0
SLEEPK 1
#lp
move *a8(PLYRMODE),a0
cmpi MODE_HEADHOLD,a0
jrz #cont
cmpi MODE_HEADHELD,a0
jrnz #lp0
#cont
;In combo mode?
calla CHECK_COMBO_GO
jrlt #lp0
clr a11
WAITSWITCH_DWN J_TOWARD,0,#lp
movi #TIMEOUT,a11
WAITSWITCH_DWN J_TOWARD,0,#lp
WAITSWITCH_DWN B_SKICK,J_DOWN_TOWARD|J_UP_TOWARD,#lp
move *a8(PLYRMODE),a0
cmpi MODE_HEADHOLD,a0
jrz #slam
cmpi MODE_HEADHELD,a0
jrnz #lp0
#slam
move *a8(IMMOBILIZE_TIME),a14
jrnz #lp0 ;ignore
;Start combo rules here
; move *a8(ATTACH_PROC),a14,L
; movk 15,a0
; move a0,*a14(IMMOBILIZE_TIME)
CALLA FIND_AND_KILL_ENDLESS
movi dnk_4_combo_kick_anim,a14
move a14,*a8(SPECIAL_MOVE_ADDR),L
SLEEP 60
jruc #lp
*******************************************************************************
#*
dnk_grab_toss_air
#TIMEOUT .equ 40
#lp0
SLEEPK 1
#lp
clr a11
WAITSWITCH_DWN J_AWAY,0,#lp
movi #TIMEOUT,a11
WAITSWITCH_DWN J_AWAY,0,#lp
WAITSWITCH_DWN B_PUNCH,J_DOWN_AWAY|J_UP_AWAY,#lp
move *a8(ANIMODE),a0
btst MODE_UNINT_BIT,a0
jrnz #lp
move *a8(PLYRMODE),a0
cmpi MODE_HEADHOLD,a0
jreq #lp0
;Don't do it when he is on ground
PUSH a13
move a8,a13
calla get_opp_plyrmode
PULL a13
;Don't do it when he is on ground
cmpi MODE_ONGROUND,a0
jrz #lp
cmpi MODE_DEAD,a0
jrz #lp
cmpi MODE_INAIR,a0
jrz #doit2
cmpi MODE_INAIR2,a0
jrz #doit2
move *a8(CLOSEST_NUM),a0
X32 a0
addi process_ptrs,a0
move *a0,a0,L
move *a0(ATTACK_TYPE),a0
cmpi AT_LEAPING,a0
jrz #doit2
move *a8(CLOSEST_DIST),a0
cmpi 6ch,a0
jrgt #lp
FACE24 dnk,hiptoss_anim
move a0,*a8(SPECIAL_MOVE_ADDR),L
WRSND W_DOINK,GRABFLING_T1,PUNCH_T2
SLEEP 60
jruc #lp
#doit2 FACE24 dnk,hiptoss2_anim
move a0,*a8(SPECIAL_MOVE_ADDR),L
WRSND W_DOINK,GRABFLING_T1,PUNCH_T2
SLEEP 60
jruc #lp
*******************************************************************************
#*
dnk_walk_fast
;One time per match
#TIMEOUT .equ 61
#lp0
SLEEPK 1
#lp
move *a8(WALK_FAST),a0
jrnz #lp0
move *a8(PLYRMODE),a0
cmpi MODE_NORMAL,a0
jrnz #lp0
clr a11
WAITSWITCH_DWN J_AWAY,0,#lp
movi #TIMEOUT,a11
WAITSWITCH_DWN J_DOWN_AWAY,0,#lp
WAITSWITCH_DWN J_DOWN,0,#lp
WAITSWITCH_DWN J_DOWN_TOWARD,0,#lp
WAITSWITCH_DWN J_TOWARD,0,#lp
WAITSWITCH_DWN J_UP_TOWARD,0,#lp
WAITSWITCH_DWN J_UP,0,#lp
WAITSWITCH_DWN J_UP_AWAY,0,#lp
move *a8(PLYRMODE),a0
cmpi MODE_NORMAL,a0
jrnz #lp0
movi 30000h,a0
move a0,*a8(OBJ_YVEL),L