Blame | Last modification | View Log | Download
ORG 0x0000B_NORM = 0x32B_GURU = 0x36B_GURU3 = 0x38B_YOKO = 0x39B_TATE = 0x3aB_FADE = 0x3bB_SUDA = 0x3cB_WIPE = 0x3dNEXT = 0x01 ;//wait for keyEXIT = 0x03 ; return from callSINARIO = 0x04 ;//load scenario ||name.OVL,0||BGM = 0x06 ;//load musicCR = 0x0a ;//carriage return //ENTER//ENDING = 0x0f ; xx || good ending xxGAMEOVER = 0x10 ; bad endingFLASH = 0x16 ;//flashPAUSE = 0x08 ; || wait for key and continueT_WAIT = 0x17 ; xx || wait xx seconds (timed pause)GATA = 0x18 ;//screenshakeFLG = 0x0b ;//work with loal flagsF_CALI = 0x01 ; local_variable[XX]=local_variable[XX]+YYF_PLUS = 0x02 ; local_variable[XX]=local_variable[XX]+local_variable[YY];0x03F_COPYI = 0x05 ;//xx,yy //set flag xx with yy //FLG,F_COPYI,3,1 local_variable[3]=1F_COMP = 0x06 ;//x,y,z local_variable[x]=local_variable[y]-local_variable[z]F_COMPI = 0x07 ; x,y,z local_variable[x] = local_variable[y]-zF_AND = 0x08 ;x, y, z || if (local_variable[y]>0 AND local_variable[z]>0) then local_variable[x]=1;0x09F_EXIT = 0x0a ; xx if local_variable[xx]==0 then exit ||,255F_MAND = 0x0b ; xx ,a,b,c || AND _xx__ num of operands [a]=[a]&[b]&[c]..&..[x] [a]=1 if all values of variables> 0 3,255,102,10F_MOR = 0x0c ; xx ,a,b,c || OR _xx__ num of operands [a]=[a]||[b]||[c]..||..[x] [a]=1 if any value of variables> 0 3,255,102,10F_RAND = 0x14 ; [xx],YY || randomizeF_JGR = 0x32 ; xx , YYYY || if local_variable[xx]>0 then goto YYYYF_JEQ = 0x33 ; xx,yyyy ; if (local_variable[xx]==0) then goto yyyyF_JLW = 0x34 ; xx,yyyy ; IF local_variable[XX]<0 THEN GOTO yyyy;0x35F_JR = 0x36 ; yyyy ; goto YYYYF_CALLS = 0x39 ; xx, call1,call2,call3....callX, 0xffff || call based on local_variable[xx] value [xx]=0 - call 1, [xx]=1 call2 etcG_FLG = 0x0c ;//work with global varsG_COPYF = 0x01 ;xx,yy || local_variable[xx]=global_variable[yy]G_COPYG = 0x02 ;xx,yy || global_variable[xx]= local_variable[yy]G_COPYI = 0x03 ;xx,yy || set value of var with value //G_FLG,G_COPYI,180,15 global_variable[180]=15C_BLD = 0x12 ;//set menu //C_BLD,C_V_ON,3 enable menu 3C_V_ON = 1 ;//set menu OFFC_V_OFF = 2 ; //set menu ONC_N_ON = 4 ;//set submenu OFFC_N_OFF = 5 ;//set submenu ONBUF = 0x13 ; //BUF, B_COPY01 -B_COPY01 = 0x0f ; copy image from memory buffer to output bufferB_COPY10 = 0x10 ;//store background - copy from screen to memory bufferERASE = 0x14 ;//clear variables //ERASE,E_GFLG,count_x,var1,var2,...,varX //clear 'count_x' next variablesE_GFLG = 1 ;//global variables flagE_VRAM0 = 0x03 ; type || clear screen with clear_type[type]ANI = 0x15 ;ANI,anim_cmd,anim_numA_ON = 0x03 ;enable animation anim_numA_OFF = 0x04 ;disable animation anim_numA_INIT = 0x05 ;init animations (stop animations);//// macro definitions;//=============================================================================================;// B_O xx ||| 15 04 14 03 xx //disable anims. clear screen with xx (clear type)macro B_O clear_typedb ANI,A_OFFdb 0x14,0x03db clear_typeendm;//=============================================================================================;//BAK_INIT "NAME" 13 04 07 0A "name" //load background 'NAME' to memory buffermacro BAK_INIT namedb 0x13,0x04,0x07,0x0adb namedb 0x00endm;//=============================================================================================;//B_P1 xx // disable anim .display image from memory buffer to screen without change output buffermacro B_P1 xxdb ANI,A_OFFdb 0x13,0x02,0x5,0x07,0x0a,0x0edb xxdb 0x04db 0x00endm;//=============================================================================================macro K_CG sprname, sprmod, XX, animnumdb ANI,A_OFFdb 0x13,0x03,0x08,0x09 ;//load and draw sprite over output bufferdb 0x0d,XXdb 0x00db sprnameif sprmod != 0db sprmodendifdb 0x00db 0x13,0x02,0x05,0x08,0x09,0x0e,B_FADE,0x03,0x00 ;//transfer output buffer to screendb 0x15,0x01,animnum ;//load and allow animation number 'anim_num'db 0x0d,XXdb 0x00db sprname ;//animation name = sprite_name + sprite_mod2 + "A0"if sprmod !=0db sprmodendifdb "A0"db 0x00endm;//=============================================================================================;//T_CG "CT10",0,0,10,1 15 04 13 03 08 09 0d 0a 00 43 54 31 30 00 13 02 05 07 0a 0e 3c 03 00 15 01 01 0d 0a 00 43 54 31 30 41 30 00;// T_CG "CT10",0,0,10,1;// 15 04 13 03 08 09 0d 0a 00 xx xx xx xx xx 00 13 02 05 07 0a 0e 3c 03 00 15 01 01 0d 0a 00 xx xx xx xx xx xx 00;// T_CG "CT01","W",0,15,1;// 15 04 13 03 08 09 0d 0f 00 xx xx xx xx xx 00 13 02 05 07 0a 0e 3c 03 00 15 01 01 0d 0f 00 xx xx xx xx xx xx 00;// T_CG "CT13","F",0,15,1;// 15 04 13 03 08 09 0d 0f 00 xx xx xx xx xx 00 13 02 05 07 0a 0e 3c 03 00 15 01 01 0d 0f 00 xx xx xx xx xx xx 00;// load sprite with animation to output buffer and allow animationmacro T_CG sprname, sprmod, sprmod2, XX, animnumdb ANI,A_OFF //stop animationsdb 0x13,0x03,0x08,0x09 ;//load and draw sprite over output bufferdb 0x0d,XXdb 0x00db sprnameif sprmod != 0db sprmodendifdb 0x00if sprmod2 !=0 ;//load second imagedb 0x13,0x03,0x08,0x09 ;//load and draw sprite over output bufferdb 0x0d,XXdb 0x00db sprnamedb sprmod2db 0x00endifdb 0x13,0x02,0x05,0x07,0x0a,0x0e,B_SUDA,0x03,0x00 ;//transfer output buffer to screendb 0x15,0x01,animnum ;//load and allow animation number 'anim_num'db 0x0d,XXdb 0x00db sprname ;//animation name = sprite_name + sprite_mod + "A0"if sprmod2 !=0db sprmod2endifdb "A0"db 0x00endm;///////////////////////////////////////////////////////////////////////////////////;load sprite. not display it.macro TU_CG sprname, sprmod, sprmod2, XX, animnumdb 0x13,0x03,0x08,0x09 ;//load and draw sprite over output bufferdb 0x0d,XXdb 0x00db sprnameif sprmod != 0db sprmodendifdb 0x00if sprmod2 !=0 ;//load second imagedb 0x13,0x03,0x08,0x09 ;//load and draw sprite over output bufferdb 0x0d,XXdb 0x00db sprnamedb sprmod2db 0x00endifdb 0x15,0x01,animnum ;//load and allow animation number 'anim_num'db 0x0d,XXdb 0x00db sprname ;//animation name = sprite_name + sprite_mod + "A0"if sprmod2 !=0db sprmod2endifdb "A0"db 0x00db ANI,A_OFFendm;/////////////////////////////////////////////////////////////////////////////////////load TB_008 before spritemacro T_CG1 sprname, sprmod, sprmod2, XX, animnumdb ANI,A_OFFdb 0x13,0x03,0x07,0x0a //load 'mask' imagedb "TB_008"db 0x00db 0x13,0x03,0x08,0x0a ;//load and draw sprite over output bufferdb 0x0d,XXdb 0x00db sprnameif sprmod != 0db sprmodendifdb 0x00if sprmod2 !=0 ;//load second imagedb 0x13,0x03,0x08,0x09 ;//load and draw sprite over output bufferdb 0x0d,XXdb 0x00db sprnamedb sprmod2db 0x00endifdb 0x13,0x02,0x05,0x08,0x09,0x0e,B_SUDA,0x03,0x00 ;//transfer output buffer to screendb 0x15,0x01,animnum ;//load and allow animation number 'anim_num'db 0x0d,XXdb 0x00db sprname ;//animation name = sprite_name + sprite_mod + "A0"if sprmod2 !=0db sprmod2endifdb "A0"db 0x00endm/////////////////////////////////////////////////////////////////////////////////////////;//E_CG clear_type,"name" // load and draw image 'name' with 'cleart_type' style //E_CG B_YOKO,"T_01"macro E_CG clear_type, namedb ANI,A_OFFdb 0x13,0x01,0x05,0x07,0x0a,0x0e,clear_typedb namedb 0x00endm/////////////////////////////////////////////////////////////////////////////////////////macro SUDA_CLSdb ANI,A_OFFdb 0x14,0x03,B_SUDAendm/////////////////////////////////////////////////////////////////////////////////////////macro EF_SET numdb FLG,F_COPYI,num,1db FLG,F_JRdw M_EXITendm/////////////////////////////////////////////////////////////////////////////////////////macro B_P0 clear_type //draw image from output buffer with 'clear_type'db ANI,A_OFFdb 0x13,0x02,0x05,0x07,0x0a,0x0E,clear_type,0x03db 0x00endm/////////////////////////////////////////////////////////////////////////////////////////macro BN_P1 clear_type //draw image from output buffer with 'clear_type'db ANI,A_OFFdb 0x13,0x02,0x05,0x08,0x0a,0x0E,clear_type,0x03db 0x00endm/////////////////////////////////////////////////////////////////////////////////////////