seqmario.c
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/********************************************************************************
NINTENDO64 Disk Drive IPL4
mario sequence data module
February 27, 1997
********************************************************************************/
#include <ultra64.h>
#include "ipl4.h"
#include "graphics.h"
#include "script.h"
/********************************************************************************/
/* */
/* */
/* Mario's animation datas */
/* */
/* */
/********************************************************************************/
#include "ANIME/starting.inc"
#include "ANIME/jogging.inc"
#include "ANIME/running.inc"
#include "ANIME/jumping.inc"
#include "ANIME/landing.inc"
#include "ANIME/pushing.inc"
#include "ANIME/powerkick.inc"
#include "ANIME/foredown.inc"
#include "ANIME/viewing.inc"
#include "ANIME/squatstart.inc"
#include "ANIME/squatwalk.inc"
#include "ANIME/squatwalkstart.inc"
#include "ANIME/squatwalkend.inc"
#include "ANIME/backdown.inc"
#include "ANIME/slidecatch.inc"
#include "ANIME/loststandup.inc"
#include "ANIME/backjump.inc"
#include "ANIME/swimming1.inc"
#include "ANIME/swimming2.inc"
#include "ANIME/hanging.inc"
#include "ANIME/hangjump.inc"
#include "ANIME/logwaverL.inc"
#include "ANIME/waitcheck.inc"
#include "ANIME/swimstart.inc"
/********************************************************************************/
/* */
/* */
/* Mario's demo sequence data */
/* */
/* */
/********************************************************************************/
Sequence marioSequence[] = {
seqEvent ( 30, 1)
seqSetFlg( 0, SEQ_FLAG_ENABLE)
seqAngle ( 0, 0x0000)
// seqLocate( 0, -500, 0, -350)
seqLocate( 0, -480, 0, -400)
seqAnime (141, &animMarioStarting, 0x100)
seqSetFlg( 42, SEQ_FLAG_OPENHAND)
seqClrFlg( 37, SEQ_FLAG_OPENHAND)
seqAnime ( 0, &animMarioJogging , 0x400)
seqAngle ( 0, 0xd000)
seqCurve ( 30, 500,-1000,500,0x1000,500,30)
seqAnime ( 0, &animMarioJogging , 0x400)
seqCurve ( 20, 300,-320,750,0x6000,300,20)
seqAnime ( 3, &animMarioPowerKick, 0x100)
seqParam ( 23, 1)
seqAnime ( 0, &animMarioRunning, 0x500)
seqAngle ( 0, 0x2000)
seqCurve ( 37,1000, 1400, 0,0x8000,1000,37)
seqTurn ( 0, 0x200)
seqSetFlg(128, SEQ_FLAG_ROTATION)
seqClrFlg( 0, SEQ_FLAG_ROTATION)
seqTurn ( 0, 0)
seqCurve ( 42,1000, -500,-1600,0xc000,1000,42)
seqCurve ( 20, 300,-1000,-1000,0x2000, 300,20)
seqSpeed ( 0, 50)
seqJump ( 0,200)
seqLand ( 0,1134)
seqParam ( 0, 1)
/*---- Clay ------------------------------------------------*/
seqSpeed ( 0, 20)
seqJump ( 0,100)
seqLand ( 0, 0)
seqSpeed ( 2, 0)
seqAnime ( 0, &animMarioSlideCatch , 0x100)
seqSpeed ( 0, 64)
seqAccele( 32, -2)
seqAccele( 15, 0)
seqAnime ( 38, &animMarioLostStandup, 0x100)
seqAnime ( 0, &animMarioRunning , 0x500)
seqCurve ( 40,1000,2900,-2000,0x6000,2000,40)
/*---- Arabesque -------------------------------------------*/
seqEvent ( 0, 1)
seqAnime ( 0, &animMarioRunning, 0x500)
seqLocate( 0, 2900, 0, -1200)
seqAngle ( 0, 0xd000)
seqSpeed ( 23, 64)
seqAnime ( 14, &animMarioSlideCatch, 0x100)
seqAccele( 64, -1)
seqAccele( 15, 0)
seqSetFlg( 0, SEQ_FLAG_OPENHAND)
seqAnime ( 8, &animMarioSwimStart, 0x100)
seqSpeed ( 0, 16)
seqAnime ( 13, &animMarioSwimming1, 0x100)
seqSpeed ( 0, 0)
seqAnime ( 10, &animMarioSwimming2, 0x100)
seqSpeed ( 0, 16)
seqAnime ( 13, &animMarioSwimming1, 0x100)
seqSpeed ( 0, 0)
seqAnime ( 10, &animMarioSwimming2, 0x100)
seqSpeed ( 0, 16)
seqAnime ( 13, &animMarioSwimming1, 0x100)
seqSpeed ( 0, 0)
seqAnime ( 10, &animMarioSwimming2, 0x100)
seqSpeed ( 0, 16)
seqAnime ( 13, &animMarioSwimming1, 0x100)
seqSpeed ( 0, 0)
seqAnime ( 10, &animMarioSwimming2, 0x100)
seqSpeed ( 0, 16)
seqAnime ( 13, &animMarioSwimming1, 0x100)
seqSpeed ( 0, 0)
seqAnime ( 10, &animMarioSwimming2, 0x100)
seqClrFlg( 0, SEQ_FLAG_OPENHAND)
/*---- Stone -----------------------------------------------*/
seqEvent ( 30, 1)
seqLocate( 0, -1500, 0, 2500)
seqAngle ( 0, 0x8000)
seqAnime ( 0, &animMarioJogging , 0x400)
seqCurve ( 30, 800,-430,660,0x6000,800,30)
seqAnime ( 0, &animMarioPushing , 0x100)
seqParam ( 1, 1)
seqSetFlg( 0, SEQ_FLAG_ROTATION)
seqTurn ( 0, 0x20)
seqEvent ( 0, 1)
seqTurn ( 0, 0)
seqClrFlg( 0, SEQ_FLAG_ROTATION)
/*---- Wood -----------------------------------------------*/
seqAngle ( 0, 0x4000)
seqAnime ( 0, &animMarioForeDown, 0x100)
seqSpeed ( 0,60)
seqAccele( 30,-2)
seqAccele( 50, 0)
seqAnime ( 0, &animMarioRunning, 0x500)
seqCurve ( 50,1000, 0,-1200,0xc000,2000,50)
seqCurve ( 40,1000,-2000, 2000,0xf000,2000,40)
/*---- Zebra -----------------------------------------------*/
seqEvent ( 45, 1)
seqAnime ( 0, &animMarioJogging , 0x400)
seqLocate( 0, -1000, 0,2500)
seqAngle ( 0, 0x9000)
seqCurve ( 60, 1000,-250,-180,0x3000,500,60)
seqAnime (114, &animMarioWaitCheck, 0x100)
seqParam ( 1, 1)
seqAnime ( 0, &animMarioBackDown, 0x100)
seqSpeed ( 0, -192)
seqAccele( 8, 16)
seqSpeed ( 0, 0)
seqAccele( 72, 0)
seqAnime ( 60, &animMarioViewing, 0x100)
seqAnime ( 0, &animMarioRunning, 0x400)
seqCurve ( 40, 300,-500,2700,0x1000,1000,40)
/*---- Mural -----------------------------------------------*/
seqEvent ( 83, 1)
seqAnime ( 0, &animMarioRunning, 0x500)
seqLocate( 0, 1500, 0, 2500)
seqAngle ( 0, 0x8000)
seqCurve ( 30, 500,240,670,0xa000,500,30)
seqJump ( 10, 192)
seqClrFlg( 1, SEQ_FLAG_JUMPING)
seqLocate( 0, 70,1674,540)
seqParam ( 0, 1)
seqSetFlg( 0, SEQ_FLAG_SETHEIGHT)
seqAnime ( 50, &animMarioHanging, 0x100)
seqAnime ( 0, &animMarioHangJump, 0x100)
seqSpeed ( 13, 3)
seqParam ( 0, 1)
seqSpeed ( 3, 0)
seqAnime ( 0, &animMarioLogWaverL, 0x100)
seqSpeed ( 1,56)
seqSpeed ( 0, 0)
seqEvent ( 0, 0)
seqClrFlg( 1, SEQ_FLAG_SETHEIGHT)
/*---- Leaf ------------------------------------------------*/
seqEvent ( 1, 1)
seqSetFlg( 0, SEQ_FLAG_MAKELEAF)
seqJump ( 0, 0)
seqLand ( 0, 0)
seqClrFlg( 0, SEQ_FLAG_MAKELEAF)
seqAnime ( 8, &animMarioSquatWalkStart, 0x100)
seqAnime ( 0, &animMarioSquatWalking , 0x400)
seqCurve (150, 500,-900,900,0xe000,500,150)
seqAnime ( 30, &animMarioSquatWalkEnd , 0x100)
seqSpeed ( 0, -45)
seqJump ( 0, 250)
seqAnime ( 0, &animMarioBackJumping, 0x100)
seqLand ( 0, 300)
seqClrFlg( 0, SEQ_FLAG_ENABLE )
seqParam ( 0, 1)
seqSpeed ( 0, 0)
seqSetFlg( 0, SEQ_FLAG_BLOWLEAF)
seqEvent ( 1, 1)
seqGoto ( 0, marioSequence)
};