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ddsetup.asm
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cseg segment public 'code'
assume cs: cseg, ds: dseg
include ddeqfile
public set_up, death, find_walkable,renum_chrs
public set_vga
extrn load:near, rect_offscrn:near, get_surface:near
extrn grabeither:near,rl_william:near,rl_bigbos:near
extrn rl_linda:near,reload:near,cvertx:near
extrn disp_scrn:near,ptxt:near,load_error:near
miss5_frig:
; make things a hole !
pushall
mov cx,20
mov si,4008+offset chr_map
ch_lp1:
mov ah,[si]
and ah,81h ;mask out chr but none else
or ah,36 ;place the newchr in
mov [si],ah
add si,2
loop ch_lp1
mov cx,22
mov si,4190+offset chr_map
ch_lp2:
mov ah,[si]
and ah,81h ;mask out chr but none else
or ah,36 ;place the newchr in
mov [si],ah
add si,2
loop ch_lp2
mov cx,24
mov si,4372+offset chr_map
ch_lp3:
mov ah,[si]
and ah,81h ;mask out chr but none else
or ah,36 ;place the newchr in
mov [si],ah
add si,2
loop ch_lp3
mov cx,26+16
mov si,4554+offset chr_map
ch_lp4:
mov ah,[si]
and ah,81h ;mask out chr but none else
or ah,36 ;place the newchr in
mov [si],ah
add si,2
loop ch_lp4
mov cx,28+14
mov si,4736+offset chr_map
ch_lp5:
mov ah,[si]
and ah,81h ;mask out chr but none else
or ah,36 ;place the newchr in
mov [si],ah
add si,2
loop ch_lp5
popall
ret
set_up:
MOV AX,SEG DSEG
MOV DS,AX ;WHAT A LAUGH !
call empty_p_tab
call setup_w_tab
mov al,mission
xor ah,ah ; mission is 1 to 5 i reckon.
call disp_scrn ; shows those fucking nintendo scrns!
mov al,mission
xor ah,ah
call nint_text ; that crappy stupid text !
mov bl, mission
shl bl, 1
xor bh, bh
add bx, offset mission_table-2
mov bx, [bx]
push bx
cmp [sixteencol],0 ;sixteencolours ?
jp_e nsix
cmp sixteencol,3 ; vga version
jp_e vga_ld
load_m2 dumvar,[bx+49],g_disc
cmp sixteencol,1
jne no_cv_1
pushall
mov ax,seg dumvar
mov es,ax
mov di,offset dumvar
mov cx,30720 ;just how long is the file
call cvertx
popall
no_cv_1: cmp mission,4
jp_e othrstf ;no second block for level 4
load_m2 dm2,[bx+51],g_disc
cmp sixteencol,1
jne no_cv_2
pushall
mov ax,seg dm2
mov es,ax
mov di,offset dm2
mov cx,30720 ;just how long is the file
call cvertx
popall
no_cv_2:
;NEED CONVERSION CODE HERE WHEN TANDY VERSION IS COMPLETED.
jmp othrstf ;skip other loading !
vga_ld:
load_m2 dumvar,[bx+53],g_disc
cmp mission,4
je othrstf ;no second block for level 4
load_m2 dm2,[bx+55],g_disc
jmp othrstf ;skip other loading !
nsix:
load_m2 chr_blocks,[bx],g_disc
load_m2 chr_block2,[bx+47],g_disc
othrstf:
pop bx
;DOES ZE LOADING OF CHR_MAP CRASH IT ?
push bx
rty:
mov start_seg,seg chr_map
mov start_offset,offset chr_map -4 ;lose those bytes !
mov ax, [bx+2]
mov file_name, ax
call load
cmp errfl,0
je nay_err
mov ax,g_disc
call load_error
jmp rty
nay_err:
cmp mission,5
jne not_zis
call miss5_frig
not_zis:
pop bx
push bx
load_m2 hat_map, [bx+4] , g_disc
pop bx
mov ax, [bx+6]
mov map_width, ax
mov ax, [bx+8]
mov map_right, ax ;what the hell is map right
mov ax, [bx+10]
mov map_bottom, ax
mov ax, [bx+12]
mov posn_in_map, ax
mov ax, [bx+14]
mov scrn_left, ax
mov ax, [bx+16]
mov scrn_top, ax
mov ax, [bx+18]
mov word ptr person_table + 8, ax ; map_x of player 1
mov ax, [bx+20]
mov word ptr person_table + 10, ax ; map_y of player 1
mov ax, [bx+22]
mov word ptr person_table + 8 + per_list_size, ax ; pl2x
mov ax, [bx+24]
mov word ptr person_table + 10 + per_list_size, ax ; pl2y
mov al, [bx+26]
mov person_table + 3, al ; height of player 1
mov al, [bx+27]
mov person_table + 3 + per_list_size, al ; h, player 2
mov ax, [bx+28]
mov trigger_point, ax
mov ax, [bx+30]
mov limit_ptr, ax
mov ax, [bx+32]
mov door_map_x, ax
mov ax, [bx+34]
mov door_map_y, ax
mov ax, [bx+36]
mov door_trigger, ax
mov al, [bx+38]
mov opened, al
mov al, [bx+39]
mov closing, al
mov al, [bx+40]
mov closed, al
mov ax, [bx+41]
mov rect_rows, ax
mov ax, [bx+43]
mov min_plane, ax
mov ax, [bx+45]
mov max_plane, ax
mov window_topleft, offset dummy_scrn
mov window_top, 0
mov window_left, 0
mov posn_in_chr, 0
mov limit_flag, 1
mov cycle, 0
mov furthest_reachd, 0
mov bl, mission
shl bl, 1
xor bh, bh
add bx, offset timetable - 2
mov ax, [bx]
mov timer, ax
mov rect_cols, 0
call rect_offscrn
mov door_state, 0
mov wall_state, 0
mov cx,2
mov si,offset person_table
;if this player is dead then make sure I don't make him standing.
rset_plyer:
cmp byte ptr [si+2],being_dead
je dont_unkill
mov byte ptr [si+2], standing
dont_unkill:
mov byte ptr [si+4], down+right
mov byte ptr [si+5], 20
mov word ptr [si+6], -1
mov word ptr [si+18], nawt_lad
add si,per_list_size
loop rset_plyer
call reload ; Checks wether we need to reload
; if so it loads in the req file.
cmp [sixteencol],0
jne noncga
;cmp mission, 3
;je green_palette
;cmp mission, 4
;je green_palette
mov ax, 5
int 16
ret
noncga:
mov ax,[gmode]
int 16
cmp sixteencol,3
jne no_c_pal
pushall
mov dx,offset vga_col_table
call set_vga
call vga_cls
popall
no_c_pal:
ret
vga_cls:
mov ax,0a000h
mov es,ax
xor di,di
mov cx,8192 ;number of words for 2 whole screens
mov dx,3c4h
mov ax,0e02h
out dx,ax ;set up sequencer.
mov ax,65535 ;err ? affect em all ?
rep stosw
ret
renum_chrs:
ret
set_vga:
mov ax,seg pal_tab
mov es,ax
mov bx,0
mov cx,16 ;err?
mov ax,1012h ;func 10h sub-func 12h
int 16 ; set the colour registers
mov dx,offset pal_tab
mov ax,1002h ;set the palette registers !
int 16
ret
;green_palette: mov ax, 4
;int 16
;mov ah, 11
;mov bx, 100h
;int 16
;ret
empty_p_tab: mov si, offset person_table + 2 * per_list_size
mov cx, 5
empty_pt_loop: mov byte ptr [si+2], being_dead
add si, per_list_size
loop empty_pt_loop
ret
setup_w_tab: mov bl, mission
shl bl, 1
xor bh, bh
add bx, offset wepup_table-2
mov si, [bx]
mov di, offset weapon_table
mov cx, 3 * wep_list_size
rep movsw
ret
bill_death:
cmp strength, 0
jp_ne no_death
cmp frame_no, offset bidie_r_8 ;p_null_0
je kill_bill
cmp action,bidye
jp_e no_death ;already dying !
mov action,bidye ;set off dying
mov frame_no,-1
ret ;hmm hmm hmm ? safe at this as when bill is dead
kill_bill:
mov action,being_dead ;kill so we can fin level
ret
death: cmp name_, player1
je player_death
cmp name_, player2
je player_death
cmp type_, bill
je bill_death
cmp strength, 0
jne no_death
cmp frame_no, offset getup_r_0
je enemy_death
cmp frame_no, offset getup_l_0
jne no_death
enemy_death:
mov action, being_dead
no_death:
ret
player_death: cmp action, being_dead
je lives_down
cmp strength, 0
jg no_death
cmp action, standing
je player_collapse
cmp action, walking
je player_collapse
cmp frame_no, offset p_null_0
jne no_death
mov action, being_dead
lives_down: cmp name_, player2
je player2_death
sub pl1_lives, 1
adc pl1_lives, 0
jmp reincarnate
player2_death: sub pl2_lives, 1
adc pl2_lives, 0
reincarnate: jc try_restart
mov action, getting_up
mov frame_no, -1
mov strength, 20
call find_walkable
ret
player_collapse:mov action, collapsing
mov frame_no, -1
ret
try_restart: cmp credits, 0
je no_rst
cmp name_, player2
je pl2_rst
cmp keybd+fire_j, 0
je new_pl1
cmp keybd+fire_jk, 0
je new_pl1
no_rst: ret
pl2_rst: cmp keybd+fire_k, 0
je new_pl2
ret
new_pl1: mov pl1_lives, 2
mov pl1_score, 0
jmp over_npl2
new_pl2: mov pl2_lives, 2
mov pl2_score, 0
over_npl2: mov strength, 20
mov action, getting_up
mov frame_no, -1
dec credits
call find_walkable
mov bl, mission
shl bl, 1
xor bh, bh
add bx, offset timetable - 2
mov ax, [bx]
mov timer, ax
ret
find_walkable: mov ax, scrn_left
add ax, 25
cmp name_, player1
je skip_fw
add ax, 10
skip_fw: mov test_map_x, ax
mov ax, scrn_top
add ax, 20
mov test_map_y, ax
mov bx, 1 ; line length in steps
mov dx, 4 ; step length in map units
mov test_height,1 ;?
spiral_loop:
mov cx, bx
line_loop_1: push bx
push cx
push dx
call get_surface
;border 10
pop dx
pop cx
pop bx
cmp byte ptr attribute,0 ; walkable 0 attr is garys walkable all over
je found_it
add test_map_x, dx
loop line_loop_1
mov cx, bx
line_loop_2: push bx
push cx
push dx
call get_surface
;border 10
pop dx
pop cx
pop bx
cmp byte ptr attribute,0 ; walkable
je found_it
add test_map_y, dx
loop line_loop_2
inc bx
neg dx
jmp spiral_loop
found_it: mov ax, test_map_x
mov map_x, ax
mov ax, test_map_y
mov map_y, ax
mov al, level
mov height, al
ret
nint_text:
; print some bloody text onto the screen.
; for those fucking nintendo scrns.
; ax = mission .
pushall
shl ax,1
shl ax,1
mov bx,offset text_tables
add bx,ax ;index into the tables
push bx
mov si,[bx] ;address of first text message
mov dx,2+140*256
call ptxt
pop bx
mov si,[bx+2]
mov dx,2+160*256
call ptxt
popall
ret
cseg ends
extrn chr_blocks:byte
chr_block2 equ chr_blocks+15360 ;secondary load address
dseg segment public 'data'
extrn test_height:byte,errfl:word
extrn mission:byte, chr_map:word, hat_map:word
extrn start_seg:word, start_offset:word, file_name:word
extrn map_width:word, map_right:word, map_bottom:word
extrn posn_in_map:word, scrn_left:word, scrn_top:word
extrn person_table:byte, trigger_point:word, limit_ptr:word
extrn trigger_table_1:word, limit_table_1:word
extrn trigger_table_2:word, limit_table_2:word
extrn trigger_table_3:word, limit_table_3:word
extrn trigger_table_4:word, limit_table_4:word
extrn trigger_table_5:word, limit_table_5:word
extrn sprt_table:word, weapon_table:word, door_trigger:word
extrn door_map_x:word, door_map_y:word, opened:byte, closing:byte
extrn closed:byte, rect_cols:word, rect_rows:word, door_state:byte
extrn wall_state:byte, min_plane:word, max_plane:word
extrn linda_file1:byte, boss_file1:byte, strength:byte, keybd:byte
extrn map_x:word, map_y:word, height:byte, name_:byte, action:byte,type_:byte
extrn test_map_x:word, test_map_y:word, attribute:byte, level:byte,reduced_attr:byte
extrn frame_no:word, credits:word, pl1_lives:word, pl2_lives:word
extrn getup_r_0:word, getup_l_0:word, p_null_0:word, cycle:word
extrn window_topleft:word, window_top:word, window_left:word
extrn posn_in_chr:word, furthest_reachd:word, limit_flag:byte
extrn dummy_scrn:byte, timer:word, pl1_score:word, pl2_score:word
extrn null_0:word,flame_0:word
extrn gmode:word,sixteencol:byte,screen:word,bidie_r_8:word
extrn vga_col_table:byte,g_disc:word
mission_table dw offset mission1_data
dw offset mission2_data
dw offset mission3_data
dw offset mission4_data
dw offset mission5_data
mission1_data dw offset chr_file_1 ; chr blocks
dw offset map_file_1 ; chr map
dw offset hat_file_1 ; hat map
dw 190, 364, 79 ; map_width, _right, _bottom
dw offset chr_map+(2*190) ; posn_in_map
dw 0,8 ; scrn_left, scrn_top
dw 10,60 , 20,60 ; pl1 (x,y), pl2 (x,y)
db 4, 4 ; pl1 hght, pl2 hght
dw offset trigger_table_1 ; trigger_point
dw offset limit_table_1 ; limit pointer
dw 190, 24, 190 ; door_map_x, _map_y, _trigger
db 8, 24, 29 ; opened, closing, closed
dw 64 ; rect_rows
dw 0,80 ; min, max sprt planes
dw offset chr_file_1a
dw offset chr_lv1_1
dw offset chr_lv1_2
dw offset chr_lv1_1v
dw offset chr_lv1_2v
mission2_data dw offset chr_file_2
dw offset map_file_2
dw offset hat_file_2
dw 168, 320, 123
dw offset chr_map+(20*168)
dw 0, 80
dw 10, 120, 20, 120
db 4, 4
dw offset trigger_table_2, offset limit_table_2
dw 272, 44, 280 ;door map x/y,_trigger
db 13, 20, 30 ;opened,closing,closed
dw 74 ;rect_rows
dw 0, 150
dw offset chr_file_2a
dw offset chr_lv2_1
dw offset chr_lv2_2
dw offset chr_lv2_1v
dw offset chr_lv2_2v
mission3_data dw offset chr_file_3
dw offset map_file_3
dw offset hat_file_3
dw 292, 567, 68
dw offset chr_map + 5 * 292
dw 0, 20
dw 10, 60, 20, 60
db 4, 4
dw offset trigger_table_3, offset limit_table_3
dw 150, 12, 150
db 8, 24, 29
dw 64
dw 20, 76 ;68 ?
dw offset chr_file_3a
dw offset chr_lv3_1
dw offset chr_lv3_2
dw offset chr_lv3_1v
dw offset chr_lv3_2v
mission4_data dw offset chr_file_4
dw offset map_file_4
dw offset hat_file_4
dw 80, 159-16, 80
dw offset chr_map + 2 * 80
dw 0, 8
dw 40, 40, 50, 40
db 12,12
dw offset trigger_table_4, offset limit_table_4
dw 118, 4, 120 ;m_x ,m_y , trigger/(override trigg?)
db 6, 24, 27
dw 90 ;just gets bigger and bigger ...!
dw 40, 120
dw offset chr_file_4a
dw offset chr_lv4_1
dw offset chr_lv4_2 ;no real file !
dw offset chr_lv4_1v
dw offset chr_lv4_2v
mission5_data dw offset chr_file_5
dw offset map_file_5
dw offset hat_file_5
dw 182, 356, 108
dw offset chr_map + 2 * 182
dw 0, 8
dw 10, 30, 20, 30
db 88, 88
dw offset trigger_table_5, offset limit_table_5
dw 484, 16, 490
db 5, 24, 26
dw 80
dw 0, 208
dw offset chr_file_5a
dw offset chr_lv5_1
dw offset chr_lv5_2
dw offset chr_lv5_1v
dw offset chr_lv5_2v
wepup_table dw offset mission1_weps
dw offset mission2_weps
dw offset mission3_weps
dw offset mission4_weps
dw offset mission5_weps
mission1_weps db whip, ?, nonexistent, ?
dw -1, ?, ?, ?, ?, offset sprt_table+224, 4 * per_list_size + offset person_table
db club, ?, stationary, 4
dw -1, 250, 60, 0, 0, offset sprt_table+256, nobody ;5 * per_list_size + offset person_table
; will give to a captain I reckon eventually.
db crate, ?, stationary, 4
dw -1, 50, 70, 0, 0, offset sprt_table+288, nobody
db whip, ?, nonexistent, ?
dw -1, ?, ?, ?, ?, offset sprt_table+384, 4*per_list_size+offset person_table
db knife, ?, stationary, 4
dw -1, 280, 65, 0, 0, offset sprt_table+352, nobody
db ?, ?, nonexistent, ?
dw ?, ?, ?, ?, ?, offset sprt_table+384, nobody
; Used As The Thumb .
mission2_weps db tnt, 50, stationary, 4 ;it explodes pretty quickly
dw -1, 40, 111, 0, 0, offset sprt_table+224, nobody
db club, ?, stationary, 4
dw -1, 30, 115, 0, 0, offset sprt_table+256, nobody ;5 * per_list_size + offset person_table
db rock, ?, stationary, 4
dw -1, 90, 115, 0, 0, offset sprt_table+288, nobody
db knife, ?, stationary, 53
dw -1, 243, 63, 0, 0, offset sprt_table+320, nobody
db whip, ?, nonexistent, ?
dw -1, ?, ?, ?, ?, offset sprt_table+352, nobody ;4 * per_list_size + offset person_table
db ?, ?, nonexistent, ?
dw ?, ?, ?, ?, ?, offset sprt_table+384, nobody
mission3_weps db club, ?, stationary, 4
dw -1, 90, 50, 0, 0, offset sprt_table+224, nobody
db barrel, ?, stationary, 4
dw -1, 100, 45, 0, 0, offset sprt_table+256, nobody
db whip, ?, nonexistent, ?
dw -1, ?, ?, ?, ?, offset sprt_table+288, 5 * per_list_size + offset person_table
db club, ?, stationary, 4
dw -1, 450, 50, 0, 0, offset sprt_table+320, nobody
; two weapons only that are not used ( not enough I think for the combine)
; excellent !
db specwep, ?, stationary, 4
dw -1, 152, 26, 0, 0, offset sprt_table+352, nobody
db rock, ?, nonexistent, 4
dw -1, 700, 30, 0, 0, offset sprt_table+384, nobody
mission4_weps db tnt, 250, nonexistent, 4
dw -1, 130, 80, 0, 0, offset sprt_table+224, nobody
db rock, ?, nonexistent, 56
dw -1, 190, 30, 0, 0, offset sprt_table+256, nobody
db rock, ?, nonexistent, 56
dw -1, 200, 35, 0, 0, offset sprt_table+288, nobody
db ?, ?, nonexistent, ?
dw ?, ?, ?, ?, ?, offset sprt_table+320, nobody
db ?, ?, nonexistent, ?
dw ?, ?, ?, ?, ?, offset sprt_table+352, nobody
db ?, ?, nonexistent, ?
dw ?, ?, ?, ?, ?, offset sprt_table+384, nobody
mission5_weps db specwep, ?, stationary, 88
dw offset flame_0, 8, 16, 0, 0, offset sprt_table+224, nobody
db specwep, ?, stationary, 88
dw offset flame_0, 60, 16, 0, 0, offset sprt_table+256, nobody
; these special weapons are 1. flames
; 2. stabbers
; 3. stones
; 4. wall
; The weapons have been rearranged considerably due to the bloody walls !
db club, ?, nonexistent, ?
dw -1, ?, ?, ?, ?, offset sprt_table+288, nobody ;2 * per_list_size + offset person_table
db rock, ?, nonexistent, 88
dw -1, 170, 40, -1, 400, offset sprt_table+320, nobody
db rock, ?, nonexistent, 88
dw -1, 180, 40, -1, 400, offset sprt_table+352, nobody
; the y_velocity when rolling is used as a timer ?!
db ?, ?, nonexistent, ?
dw ?, ?, ?, ?, ?, offset sprt_table+384, nobody
chr_file_1 db "level11.cpc",0
chr_file_1a db "level12.cpc",0 ;must change this!
chr_file_2 db "level21.cpc",0
chr_file_2a db "level22.cpc",0 ;must change this!
chr_file_3 db "level31.cpc",0
chr_file_3a db "level32.cpc",0 ;must change this!
chr_file_4 db "level41.cpc",0
chr_file_4a db "level42.cpc",0 ;must change this!
chr_file_5 db "level51.cpc",0
chr_file_5a db "level52.cpc",0 ;must change this!
map_file_1 db "level1.map",0
map_file_2 db "level2.map", 0
map_file_3 db "level3.map", 0
map_file_4 db "level4.map", 0
map_file_5 db "level5.map", 0
hat_file_1 db "level1.hat", 0
hat_file_2 db "level2.hat", 0
hat_file_3 db "level3.hat", 0
hat_file_4 db "level4.hat", 0
hat_file_5 db "level5.hat", 0
chr_lv1_1 db "level11.cpe",0
chr_lv1_2 db "level12.cpe",0
chr_lv2_1 db "level21.cpe",0
chr_lv2_2 db "level22.cpe",0
chr_lv3_1 db "level31.cpe",0
chr_lv3_2 db "level32.cpe",0
chr_lv4_1 db "level41.cpe",0
chr_lv4_2 db "level42.cpe",0 ;shouldnt be such a file though
chr_lv5_1 db "level51.cpe",0
chr_lv5_2 db "level52.cpe",0
chr_lv1_1v db "level11.cpv",0
chr_lv1_2v db "level12.cpv",0
chr_lv2_1v db "level21.cpv",0
chr_lv2_2v db "level22.cpv",0
chr_lv3_1v db "level31.cpv",0
chr_lv3_2v db "level32.cpv",0
chr_lv4_1v db "level41.cpv",0
chr_lv4_2v db "level42.cpv",0 ;shouldnt be such a file though
chr_lv5_1v db "level51.cpv",0
chr_lv5_2v db "level52.cpv",0
timetable dw 71, 71, 91, 51, 91
pal_tab db 0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,0
; good grief this is bloody silly !
text_tables dw level_1_a,level_1_b ;0 mission shouldnt be used.
dw level_1_a,level_1_b
dw level_2_a,level_2_b
dw level_3_a,level_3_b
dw level_4_a,level_4_b
dw level_5_a,level_5_b
level_1_a db "Billy and Jimmy Lee pursue the killers",0
level_1_b db " of Billy's girlfriend , Marian.",0
level_2_a db 34,"They're hiding in that factory !",34,0
level_2_b db 0
level_3_a db "The pursuit moves out of the city .",0
level_3_b db 0
level_4_a db " ",34,"Quick , up the mountain !",34,0
level_4_b db 0
level_5_a db "The Double Dragons have gained entry",0
level_5_b db " to the enemy's base.",0
dseg ends
lin_seg segment public 'data'
extrn lin_dat:word
lin_seg ends
wil_seg segment public 'data'
extrn wil_dat:word
wil_seg ends
flidseg segment public 'zzzz'
extrn dumvar:word
dm2 equ dumvar+30720
flidseg ends
end