seqmario.c 6.56 KB
/********************************************************************************
						   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)
};