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ddaddres.asm
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;
; A list of just addresses for the sprite tables
;
pl_walkd_0 equ 0 ;y
pl_walkd_1 equ pl_walkd_0+384 ;y
pl_walkd_2 equ pl_walkd_1+512 ;y
pl_walkd_3 equ pl_walkd_2+512 ;y
pl_punch_0 equ pl_walkd_3+384 ;y
pl_punch_1 equ pl_punch_0+640 ;y
pl_punch_2 equ pl_punch_1+1024 ;y
pl_kickb_0 equ pl_punch_2+640 ;y
pl_kickb_1 equ pl_kickb_0+448 ;y
pl_turnk_0 equ pl_kickb_1+756 ;n
pl_turnk_1 equ pl_turnk_0+580 ;n use this ???
pl_turnk_2 equ pl_turnk_1+560 ;n main kick frame
pl_turnk_3 equ pl_turnk_2+876 ;n
pl_turnk_4 equ pl_turnk_3+720 ;n
pl_jmp_0 equ pl_turnk_4+600 ;y
pl_jmp_1 equ pl_jmp_0+660 ;y
pl_jmp_2 equ pl_jmp_1+532 ;y
scrn1 equ 10416 ;10236!
;*****************************************
pl_elbow_0 equ scrn1 ;y
pl_elbow_1 equ pl_elbow_0+372 ;y
pl_tkpch_0 equ pl_elbow_1+640 ;y
;pl_tkpch_1 equ pl_tkpch_0+512 ;
pl_flybk_0 equ pl_tkpch_0+512 ;416 ;y
pl_flysd_0 equ pl_flybk_0+588 ;y
pl_lie_0 equ pl_flysd_0+476 ;y
pl_die_0 equ pl_lie_0+420 ;y
pl_die_1 equ pl_die_0+408 ;y
pl_fall_0 equ pl_die_1+420 ;y
pl_walku_0 equ pl_fall_0+300 ;y
pl_walku_3 equ pl_walku_0+496 ;y
scrn2 equ scrn1+5128
;*****************************************
pl_holdu_1 equ scrn2 ;y
pl_holdu_3 equ pl_holdu_1+480 ;y
pl_whip_0 equ pl_holdu_3+480 ;y
pl_whip_1 equ pl_whip_0+720 ;y
pl_whip_2 equ pl_whip_1+496 ;y
;pl_whip_3 equ pl_whip_2+744 ;
pl_clam_0 equ pl_whip_2+744 ;y
pl_clam_3 equ pl_clam_0+512 ;y
pl_getu_0 equ pl_clam_3+384 ;y
pl_holdd_0 equ pl_getu_0+420 ;y
pl_holdd_3 equ pl_holdd_0+480 ;y
scrn3 equ scrn2+5196
;*****************************************
pl_flyk_0 equ scrn3 ;n
pl_flyk_1 equ pl_flyk_0+448 ;n
pl_flyk_2 equ pl_flyk_1+480 ;n
pl_flyk_3 equ pl_flyk_2+432 ;n
pl_flyk_4 equ pl_flyk_3+832 ;n
pl_throk_0 equ pl_flyk_4+432 ;y
pl_prok_0 equ pl_throk_0+432 ;y
pl_swing_0 equ pl_prok_0+400 ;y
pl_swing_1 equ pl_swing_0+464 ;y
pl_swing_2 equ pl_swing_1+480 ;y
pl_swing_3 equ pl_swing_2+600 ;y
; pl_uppu_1 equ pl_swing_3+496
pl_barrk_0 equ pl_swing_3+496 ;y
pl_barrk_1 equ pl_barrk_0+600 ;y
pl_grbil_1 equ pl_barrk_1+448 ;y
; pl_grbil_2 equ pl_grbil_1+544
;******************************************
; Now the Linda addresses ;
;******************************************
li_walkd_0 equ 0
li_walkd_1 equ 744/2
li_walkd_2 equ li_walkd_1+744/2
li_walkd_3 equ li_walkd_2+744/2
li_whip_0 equ li_walkd_3+744/2
li_whip_1 equ li_whip_0+1488/2
li_whip_2 equ li_whip_1+992/2
li_punch_0 equ li_whip_2+992/2
li_walku_0 equ li_punch_0+992/2
li_walku_2 equ li_walku_0+992/2
li_tkpch_0 equ li_walku_2+992/2
li_getu_0 equ li_tkpch_0+992/2
li_punch_1 equ li_getu_0+736/2
li_lie_0 equ li_punch_1+1736/2
li_fall_0 equ li_lie_0+784/2
li_flysd_0 equ li_fall_0+840/2
;****************************************
; Now CartWheel *
;****************************************
ca_walkd_0 equ 0
ca_walkd_1 equ 512
ca_walkd_2 equ 1024
ca_walkd_3 equ 1024+512
ca_punch_0 equ ca_walkd_3+512
ca_punch_1 equ ca_punch_0+496
ca_punch_2 equ ca_punch_1+840
; ca_punch_3 equ ca_punch_2+960/2
ca_run_0 equ ca_punch_2+480
ca_run_1 equ ca_run_0+464
ca_run_2 equ ca_run_1+720
ca_run_3 equ ca_run_2+620
ca_run_4 equ ca_run_3+744
ca_jmp_0 equ ca_run_4+720
; ca_uppu_0 equ ca_jmp_0+1008/2
; ca_uppu_1 equ ca_uppu_0+960/2
; ca_punch_4 equ ca_uppu_1+1392/2
; ca_walku_0 equ ca_punch_4+1200/2
ca_walku_1 equ ca_jmp_0+504 ;walku_0+1024/2
; ca_walku_2 equ ca_walku_1+1024/2
ca_walku_3 equ ca_walku_1+1024/2
; ca_punch_5 equ ca_walku_3+512
cascrn1 equ 8660
;********************************************
ca_cart_0 equ cascrn1
ca_cart_1 equ ca_cart_0+952
ca_cart_2 equ ca_cart_1+1064
ca_jk_0 equ ca_cart_2+924
ca_lie_0 equ ca_jk_0+560
ca_flysd_0 equ ca_lie_0+512
ca_fall_0 equ ca_flysd_0+644
; ca_whip_0 equ ca_fall_0+952/2
ca_whip_1 equ ca_fall_0+476
ca_whip_2 equ ca_whip_1+720
ca_whip_3 equ ca_whip_2+496
; ca_whip_4 equ ca_whip_3+1160/2
ca_tkpch_0 equ ca_whip_3+580
cascrn2 equ 8660+7344
ca_clim_0 equ cascrn2
ca_clim_1 equ ca_clim_0+528
;********************************************
;
; Big DAVES STUFF !
;********************************************
da_walkd_0 equ 0
da_walkd_1 equ 640
da_walkd_2 equ 640*2
da_walkd_3 equ 640*3
da_walku_1 equ da_walkd_3+640
da_walku_2 equ da_walku_1+640
; da_kick_0 equ
; da_kick_1 equ da_kick_0+936
da_kick_2 equ da_walku_2+640
da_kick_3 equ da_kick_2+1120
da_tkpch_1 equ da_kick_3+1092
dascrn1 equ 6712 ;8584
; da_punch_0 equ dascrn1
da_punch_1 equ dascrn1 ; da_punch_0+760
da_punch_2 equ da_punch_1+1440
; da_punch_3 equ da_punch_2+780
da_slap_0 equ da_punch_2+780 ; da_punch_3+1404
da_slap_1 equ da_slap_0+984
da_lie_0 equ da_slap_1+912
da_getu_0 equ da_lie_0+800
; da_flysd_0 equ da_getu_0+624
da_fall_0 equ da_getu_0+624 ; da_flysd_0+1160
; 960 = 6500 13212
;************************************************
; *
; Battling Bill *
;************************************************
bi_walk_0 equ 0
bi_walk_1 equ 960
bi_walk_2 equ bi_walk_1+960
bi_walk_3 equ bi_walk_2+960
; bi_kick_0 equ bi_walk_3+960
bi_kick_1 equ bi_walk_3+960 ; bi_kick_0+800
bi_kick_2 equ bi_kick_1+800
; bi_dunno equ bi_kick_2+1120
; bi_punch_0 equ bi_dunno+868
bi_punch_1 equ bi_kick_2+1120 ; bi_punch_0+960
bi_punch_2 equ bi_punch_1+912
bi_getup_0 equ bi_punch_2+1368
;************************************************
biscrn1 equ 8616
;************************************************
bi_pch_0 equ biscrn1
; bi_pch_1 equ bi_pch_0+1148
; bi_pch_2 equ bi_pch_1+1148
bi_pch_3 equ bi_pch_0+1148 ; bi_pch_2+1248
; bi_pch_4 equ bi_pch_3+1248
bi_flysd_0 equ bi_pch_3+1248 ; bi_pch_4+1092
; bi_fall_0 equ bi_flysd_0+1008
bi_lie_0 equ bi_flysd_0+1008 ; bi_fall_0+800
;************************************************
biscrn2 equ biscrn1+4160
;************************************************
bi_dye_0 equ biscrn2
; bi_dye_1 equ bi_dye_0+1584
; bi_dye_2 equ bi_dye_1+1584
bi_dye_3 equ bi_dye_0+1584 ; bi_dye_2+1476
; bi_dye_4 equ bi_dye_3+1188
; bi_dye_5 equ bi_dye_4+704
bi_dye_6 equ bi_dye_3+1188 ; bi_dye_5+448
; bi_dye_7 equ bi_dye_6+352
;************************************************
; Weapon addresses
;************************************************
we_ball_0 equ 0
we_ball_1 equ we_ball_0+256
we_hand_0 equ we_BALL_1+256
; LEVEL 5 animations follow ****************
we_flame_0 equ we_hand_0+240
we_flame_1 equ we_flame_0+204
we_flame_2 equ we_flame_1+168 ;length 156
we_stab_0 equ we_flame_2+156
we_stab_1 equ we_stab_0+336 ;5*22 is now 6 * 28
we_stone_0 equ we_stab_1+220
we_stone_1 equ we_stone_0+380
we_wall_0 equ we_stone_1+380 ; len 576
; ************* end of animations **************
; finish +156
; HAND AND BALL ARE USED IN LEVEL5 SO PUT AT THE START
we_knife_0 equ WE_HAND_0+240
we_knife_1 equ we_knife_0+64
we_knife_2 equ we_knife_1+64
we_knife_3 equ we_knife_2+40
we_knife_4 equ we_knife_3+64
we_knife_5 equ we_knife_4+64 ;made a bit bigger
we_knife_6 equ we_knife_5+40
we_knife_7 equ we_knife_6+64 ;MAX 64
we_crate_0 equ we_knife_7+64
we_crate_1 equ we_crate_0+340
we_crate_2 equ we_crate_1+352
we_crate_3 equ we_crate_2+420 ;MAX 420
we_chain_0 equ we_crate_3+272
we_chain_1 equ we_chain_0+72
we_chain_2 equ we_chain_1+160
we_chain_3 equ we_chain_2+204 ;MAX 204
we_gren_0 equ we_CHAIN_3+168
we_gren_1 equ we_gren_0+32
we_gren_2 equ we_gren_1+32
we_spade_0 equ we_gren_2+32
we_spade_1 equ we_spade_0+96
we_spade_2 equ we_spade_1+112
we_spade_3 equ we_spade_2+72
we_spade_4 equ we_spade_3+80
we_spade_5 equ we_spade_4+128
we_spade_6 equ we_spade_5+160
we_explo_0 equ we_spade_6+160
we_explo_1 equ we_explo_0+208
we_explo_2 equ we_explo_1+224
we_log_0 equ we_explo_2+176
we_log_3 equ we_log_0+384
; THATS IT FOR JUST STRAIGHT WEAPONS
; THE NEXT ARE ANIMATIONS AND WILL NEED TO BE INDEXED FROM SOMETHING
we_bale_0 equ WE_LOG_3+320
we_comb1_l equ we_bale_0+512
we_comb1_c equ we_comb1_l+384
we_comb2_l equ we_comb1_c+256
we_comb2_c equ we_comb2_l+456 ;LEN 608
we_smoke_0 equ we_comb2_c+608
we_smoke_1 equ we_smoke_0+56 ;132 long
;********************************************************
; *
; The Captains frames *
; *
;********************************************************
cp_walkd_0 equ 0
cp_walkd_1 equ cp_walkd_0+384
cp_walkd_2 equ cp_walkd_1+512
cp_walkd_3 equ cp_walkd_2+512
cp_walku_1 equ cp_walkd_3+512
cp_walku_3 equ cp_walku_1+512
cp_kickb_1 equ cp_walku_3+512
cp_punch_0 equ cp_kickb_1+812
cp_punch_1 equ cp_punch_0+868
cp_punch_2 equ cp_punch_1+496
cp_kickb_0 equ cp_punch_2+496
cp_flysd_0 equ cp_kickb_0+480
cp_fall_0 equ cp_flysd_0+672
cp_lie_0 equ cp_fall_0+504
cp_holdd_0 equ cp_lie_0+476
cp_holdd_2 equ cp_holdd_0+480
cp_pickb_0 equ cp_holdd_2+480
cp_scrn1 equ 9188
cp_holdu_0 equ cp_scrn1
cp_holdu_2 equ cp_holdu_0+496
cp_tkpch_0 equ cp_holdu_2+496
cp_throk_1 equ cp_tkpch_0+512
cp_jmp_0 equ cp_throk_1+448
cp_jk_0 equ cp_jmp_0+528
cp_getu_0 equ cp_jk_0+616
cp_swing_0 equ cp_getu_0+368
cp_swing_1 equ cp_swing_0+496
cp_swing_2 equ cp_swing_1+496
cp_swing_3 equ cp_swing_2+600
;****************************************
;* Mr Creosote ! ( Or Fattwat ) *
;****************************************
cr_walk_0 equ 0
cr_walk_1 equ cr_walk_0+1104
cr_walk_2 equ cr_walk_1+1080
cr_walk_3 equ cr_walk_2+920
cr_slap_0 equ cr_walk_3+900
cr_tkpch_0 equ cr_slap_0+1344
cr_slap_1 equ cr_tkpch_0+1128
cr_slap_2 equ cr_slap_1+1472
cr_barge_0 equ cr_slap_2+900
cr_scrn1 equ 9832
cr_lie_0 equ cr_scrn1
cr_kick_0 equ cr_lie_0+968
cr_getu_0 equ cr_kick_0+1692
cr_fall_0 equ cr_getu_0+640
;****************************************
;****************************************
; And now lowry the stick man
;****************************************
ly_walk_0 equ 0
ly_walk_1 equ ly_walk_0+740
ly_walk_2 equ ly_walk_1+576
ly_walk_3 equ ly_walk_2+740
ly_kick_0 equ ly_walk_3+592
ly_somer_0 equ ly_kick_0+888
ly_somer_1 equ ly_somer_0+592
ly_somer_2 equ ly_somer_1+736
ly_jk_0 equ ly_somer_2+420 ;last somersault !
ly_stick_0 equ ly_jk_0+992
ly_stick_1 equ ly_stick_0+912
ly_tkpch_0 equ ly_stick_1+816
ly_stick_2 equ ly_tkpch_0+592
ly_flysd_0 equ ly_stick_2+924
ly_lie_0 equ ly_flysd_0+528
ly_getu_0 equ ly_lie_0+512
;******************************************************************
; Perhaps not many frames for such a good looking character ?
;******************************************************************
;*****************************************************************
; And now for the last (?) sprite
; Its BIG BOSS WILLY !!!
;*****************************************************************
bb_walkd_0 equ 0
bb_walkd_1 equ bb_walkd_0+792
bb_walkd_2 equ bb_walkd_1+660
bb_walkd_3 equ bb_walkd_2+660
bb_walku_0 equ bb_walkd_3+792
bb_walku_2 equ bb_walku_0+924
bb_swipe_0 equ bb_walku_2+792
bb_flyback_0 equ bb_swipe_0+620
bb_lie_0 equ bb_flyback_0+992
bb_swipe_1 equ bb_lie_0+640
bb_fire_0 equ bb_swipe_1+896
bb_fire_1 equ bb_fire_0+744
bb_tkpch_0 equ bb_fire_1+768
bb_getup_0 equ bb_tkpch_0+768
; ends at + 672