ESPN Baseball Tonight/Hidden content

From Sega Retro

Back to: ESPN Baseball Tonight.

Uncompiled source code

Uncompiled source code can be found at several points in the ROM:

00014000:

Sierra Systems LINK68  3.00  X.OUT                        2/11/94 10:20 

entry point: 00000200
no relocation info
executable

 START      END     LENGTH    FILE            SECTION   TYPE

00000000  00000007  000008  X.OUT            >(ORG)     T 
00000000  00000007  000008  MAIN.O            (ORG)     T ORG 

00000060  0000008f  000030  X.OUT            >(ORG)     T 
00000060  0000008f  000030  MAIN.O            (ORG)     T ORG 

00000100  00000100  000000  X.OUT            >(ORG)     T 
00000100  00000100  000000  MAIN.O            (ORG)     T ORG 

00000100  000001ff  000100  X.OUT            >(ORG)     T 
00000100  000001ff  000100  MAIN.O            (ORG)     T ORG 

00000200  00000ac3  0008c4  X.OUT            >(ORG)     T 
00000200  00000ac3  0008c4  MAIN.O            (ORG)     T ORG 

00000ac4  0001272b  011c68  X.OUT            >.text     T 
00000ac4  00000baf  0000ec  MAIN.O            .text     T 
00000bb0  000069a7  005df8  WCS.O             .text     T 
000069a8  0000fe73  0094cc  AI.O              .text     T 
0000fe74  00010f2f  0010bc  LOGOS.O           .text     T 
00010f30  0001101f  0000f0  LZWDECOM.O        .text     T 
00011020  0001157f  000560  PPGE_PM.O         .text     T 
00011580  0001159f  000020  PPGE_PMC.O        .text     T 
000115a0  00012437  000e98  PPGE_GD.O         .text     T 
00012438  00012507  0000d0  PPGE_GDC.O        .text     T 
00012508  00012508  000000  GRAPHICS.O        .text     T 
00012508  00012508  000000  FIELD.O           .text     T 
00012508  00012508  000000  STRIPS.O          .text     T 
00012508  00012508  000000  BATTART.O         .text     T 
00012508  00012508  000000  LBATTART.O        .text     T 
00012508  00012508  000000  FIELDART.O        .text     T 
00012508  00012508  000000  FIELDRUN.O        .text     T 
00012508  00012508  000000  FIELDTHR.O        .text     T 
00012508  00012508  000000  FIELDCAT.O        .text     T 
00012508  00012508  000000  RUNNER.O          .text     T 
00012508  0001258b  000084  SOUND.O           .text     T 
0001258c  0001272b  0001a0  STATS.O           .text     T 

00020000  0005ac4b  03ac4c  X.OUT            >sounds    D 
00020000  0005ac4b  03ac4c  GEMS.O            .text     T 
0005ac4c  0005ac4c  000000  GEMS.O            .data     D 
0005ac4c  0005ac4c  000000  GEMS.O            .bss      B (00) 

0005ac4c  0006b3f7  0107ac  X.OUT            >field     D 
0005ac4c  0006b3f7  0107ac  FIELD.O           field     D 

0006b3f8  001dad87  16f990  X.OUT            >graphics  D 
0006b3f8  0006b477  000080  LOGOS.O           graphics  D 
0006b478  00088963  01d4ec  GRAPHICS.O        graphics  D 
00088964  0008fe1b  0074b8  FIELD.O           graphics  D 
0008fe1c  000951bf  0053a4  STRIPS.O          graphics  D 
000951c0  000bb8df  026720  BATTART.O         graphics  D 
000bb8e0  000c4fbf  0096e0  LBATTART.O        graphics  D 
000c4fc0  000e67a7  0217e8  FIELDART.O        graphics  D 
000e67a8  00101297  01aaf0  FIELDRUN.O        graphics  D 
00101298  0012ac7f  0299e8  FIELDTHR.O        graphics  D 
0012ac80  001a1b67  076ee8  FIELDCAT.O        graphics  D 
001a1b68  001dad87  039220  RUNNER.O          graphics  D 

001dad88  001df02b  0042a4  X.OUT            >tables    D 
001dad88  001dad88  000000  MAIN.O            tables    D 
001dad88  001dbabb  000d34  WCS.O             tables    D 
001dbabc  001dc83b  000d80  AI.O              tables    D 
001dc83c  001dcc4b  000410  LOGOS.O           tables    D 
001dcc4c  001dcf4b  000300  PPGE_PM.O         tables    D 
001dcf4c  001dcf4c  000000  PPGE_PMC.O        tables    D 
001dcf4c  001dcf6b  000020  PPGE_GD.O         tables    D 
001dcf6c  001dcf6c  000000  PPGE_GDC.O        tables    D 
001dcf6c  001dcf6c  000000  GRAPHICS.O        tables    D 
001dcf6c  001dcf8b  000020  FIELD.O           tables    D 
001dcf8c  001df02b  0020a0  STATS.O           tables    D 

001df02c  001df02c  000000  X.OUT            >.batt     

001df02c  001f6323  0172f8  X.OUT            >.graphic  D 
001df02c  001f6323  0172f8  LOGOS.O           .graphic  D 

00ff0000  00fff197  00f198  X.OUT            >.data     D 
00ff0000  00ff0000  000000  MAIN.O            .data     D 
00ff0000  00ffce23  00ce24  WCS.O             .data     D 
00ffce24  00ffce24  000000  AI.O              .data     D 
00ffce24  00ffce24  000000  LOGOS.O           .data     D 
00ffce24  00ffce24  000000  LZWDECOM.O        .data     D 
00ffce24  00ffce33  000010  PPGE_PM.O         .data     D 
00ffce34  00ffce34  000000  PPGE_PMC.O        .data     D 
00ffce34  00fff013  0021e0  PPGE_GD.O         .data     D 
00fff014  00fff014  000000  PPGE_GDC.O        .data     D 
00fff014  00fff014  000000  GRAPHICS.O        .data     D 
00fff014  00fff014  000000  FIELD.O           .data     D 
00fff014  00fff014  000000  STRIPS.O          .data     D 
00fff014  00fff014  000000  BATTART.O         .data     D 
00fff014  00fff014  000000  LBATTART.O        .data     D 
00fff014  00fff014  000000  FIELDART.O        .data     D 
00fff014  00fff014  000000  FIELDRUN.O        .data     D 
00fff014  00fff014  000000  FIELDTHR.O        .data     D 
00fff014  00fff014  000000  FIELDCAT.O        .data     D 
00fff014  00fff014  000000  RUNNER.O          .data     D 
00fff014  00fff014  000000  SOUND.O           .data     D 
00fff014  00fff197  000184  STATS.O           .data     D 

00fff198  00fff1b3  00001c  X.OUT            >.bss      B (00) 
00fff198  00fff198  000000  MAIN.O            .bss      B (00) 
00fff198  00fff1b3  00001c  WCS.O             .bss      B (00) 
00fff1b4  00fff1b4  000000  AI.O              .bss      B (00) 
00fff1b4  00fff1b4  000000  LOGOS.O           .bss      B (00) 
00fff1b4  00fff1b4  000000  LZWDECOM.O        .bss      B (00) 
00fff1b4  00fff1b4  000000  PPGE_PM.O         .bss      B (00) 
00fff1b4  00fff1b4  000000  PPGE_PMC.O        .bss      B (00) 
00fff1b4  00fff1b4  000000  PPGE_GD.O         .bss      B (00) 
00fff1b4  00fff1b4  000000  PPGE_GDC.O        .bss      B (00) 
00fff1b4  00fff1b4  000000  GRAPHICS.O        .bss      B (00) 
00fff1b4  00fff1b4  000000  FIELD.O           .bss      B (00) 
00fff1b4  00fff1b4  000000  STRIPS.O          .bss      B (00) 
00fff1b4  00fff1b4  000000  BATTART.O         .bss      B (00) 
00fff1b4  00fff1b4  000000  LBATTART.O        .bss      B (00) 
00fff1b4  00fff1b4  000000  FIELDART.O        .bss      B (00) 
00fff1b4  00fff1b4  000000  FIELDRUN.O        .bss      B (00) 
00fff1b4  00fff1b4  000000  FIELDTHR.O        .bss      B (00) 
00fff1b4  00fff1b4  000000  FIELDCAT.O        .bss      B (00) 
00fff1b4  00fff1b4  000000  RUNNER.O          .bss      B (00) 
00fff1b4  00fff1b4  000000  SOUND.O           .bss      B (00) 
00fff1b4  00fff1b4  000000  STATS.O           .bss      B (00) 

RESERVED SYMBOLS

00fff1b4      heap_org
00000e4c      heap_len
ff1b4  000000  FIELDART.O        .bss      B (00) 
00fff1b4  00fff1b4  000000  FIELDRUN.O        .bss      B (00) 
00fff1b4  00fff1b4  000000  FIELDTHR.O        .bss      B (00) 
00fff1b4  00fff1b4  


00018000:

*****************************************************************************
*                                                                           *
*              Project: Sony ESPN Baseball                                  *
*                                                                           *
*               Module: AI.S                                                *
*                                                                           *
* Module Creation Date: March 1993                                          *
*                                                                           *
*               Author: Russell Shanks                                      *
*                                                                           *
*   Development System: Sierra Systems                                      *
*                                                                           *
*****************************************************************************


	include MACROS.I
	Include EQUATES.I
	include sound.inc

*----------------------------------------------------------------------------


*****************************************************************************
* PPGE
*****************************************************************************
	include ppge_var.inc

*----------------------------------------------------------------------------
*
	section tables

	xdef    radar_ytable
	xdef    radar_xtable

InitialLogicTable         ;entity descending order
	dc.l    HaloLogic
	dc.l    FieldXLogic,LookEntityLogic,LookEntityLogic
	dc.l    LookEntityLogic,LookEntityLogic,InitialThirdLogic
	dc.l    InitialSecondLogic,InitialFirstRunLogic
	dc.l    InitialBatterLogic,InitialFielderLogic
	dc.l    InitialFielderLogic,InitialFielderLogic
	dc.l    InitialFielderLogic,InitialFielderLogic
	dc.l    InitialFielderLogic,InitialFielderLogic
	dc.l    InitialCatcherLogic,InitialPitcherLogic

FielderSelectTable
	dc.w    FBaseman_ptr,Fbaseman_ptr,Sbaseman_ptr,Pitcher_ptr
	dc.w    ShortStop_ptr,Tbaseman_ptr,Tbaseman_ptr
	dc.w    Fbaseman_ptr,Sbaseman_ptr,Sbaseman_ptr,ShortStop_ptr
	dc.w    ShortStop_ptr,Tbaseman_ptr,Tbaseman_ptr
	dc.w    RFielder_ptr,RFielder_ptr,RFielder_ptr,CFielder_ptr
	dc.w    LFielder_ptr,LFielder_ptr,LFielder_ptr


FielderRF_tbl
	dc.w    8,6,7,7,8,8,7,7

FielderThrowIS_tbl
	dc.w    3,3,4,4,3,3,4,4     ;only 3 and 4's good here

	dc.b  13,13,13,13,13,13,13,13
	dc.b  13,13,13,13,13,13,13,13
	dc.b  13,13,13,13,13,13,13,13
	dc.b  13,13,13,13,13,13,13,13
	dc.b  13,13,13,13,13,13,13,13
	dc.b  13,13,13,13,13,13,13,13
	dc.b  13,13,13,13,13,13,13,13
*       dc.b  14,15,16,17,18,19,20,21
	dc.b  13,13,13,13,13,13,13,13
ballvscale_table
*       dc.b  22,23,24,26,27,28,29,31
  dc.b  13,13,14,14,15,16,17,18
*       dc.b  32,33,34,36,37,38,39,41
  dc.b  20,21,22,23,25,26,27,29
*       dc.b  42,43,44,45,47,48,49,50
  dc.b  30,31,32,33,35,36,37,38
*       dc.b  52,53,54,55,57,58,59,60
  dc.b  40,41,42,43,45,46,47,48
*       dc.b  62,63,64,65,67,68,69,70
  dc.b  50,51,52,53,54,55,56,57
*       dc.b  71,73,74,75,76,78,79,80
  dc.b  61,63,65,68,71,74,76,78
	dc.b  81,83,84,85,86,88,89,90
	dc.b  91,93,94,95,96,97,99,100
	dc.b  101,102,104,105,106,107,109,110
	dc.b  111,112,114,115,116,117,119,120
	dc.b  121,122,123,125,126,127,128,130
	dc.b  131,132,133,135,136,137,138,140
	dc.b  141,142,143,145,146,147,148,150
	dc.b  151,152,153,154,156,157,158,159
	dc.b  161,162,163,164,166,167,168,169
	dc.b  171,172,173,174,176,177,178,179
	dc.b  180,182,183,184,185,187,188,189
	dc.b  190,192,193,194,195,197,198,199
	dc.b  200,202,203,204,205,206,208,209
	dc.b  210,211,213,214,215,216,218,219
	dc.b  220,221,223,224,225,226,228,229
	dc.b  230,231,232,234,235,236,237,239
	dc.b  240,241,242,244,245,246,247,249
	dc.b  250,251,252,254,255,255


*       dc.b  67,68,69,70,71,72,73,74
   dc.b  31,33,35,37,39,41,43,47
runnervscale_table
*       dc.b  75,76,77,78,79,80,81,82
   dc.b  49,51,53,57,59,61,63,65
*       dc.b  83,84,85,86,87,88,89,90
   dc.b  67,69,71,73,75,77,79,81
*       dc.b  91,92,93,94,95,96,97,98
   dc.b  83,85,87,89,91,93,95,96
*       dc.b   99,100,100,100,100,100,100,100
   dc.b   97,97,98,98,99,99,100,100
	dc.b  100,100,100,100,100,100,100,100
	dc.b  100,100,100,100,100,100,100,100
	dc.b  100,100,100,100,100,100,100,100
	dc.b  100,100,100,100,100,100,100,100
	dc.b  101,102,104,105,106,107,109,110
	dc.b  111,112,114,115,116,117,119,120
	dc.b  121,122,123,125,126,127,128,130
	dc.b  131,132,133,135,136,137,138,140
	dc.b  141,142,143,145,146,147,148,150
	dc.b  151,152,153,154,156,157,158,159
	dc.b  161,162,163,164,166,167,168,169
	dc.b  171,172,173,174,176,177,178,179
	dc.b  180,182,183,184,185,187,188,189
	dc.b  190,192,193,194,195,197,198,199
	dc.b  200,202,203,204,205,206,208,209
	dc.b  210,211,213,214,215,216,218,219
	dc.b  220,221,223,224,225,226,228,229
	dc.b  230,231,232,234,235,236,237,239
	dc.b  240,241,242,244,245,246,247,249
	dc.b  250,251,252,254,255,255



*       dc.b  100,100,100,100,100,100,100,100
*runnervscale_table
*       dc.b  100,100,100,100,100,100,100,100
*       dc.b  100,100,100,100,100,100,100,100
*       dc.b  100,100,100,100,100,100,100,100
*       dc.b  100,100,100,100,100,100,100,100
*       dc.b  100,100,100,100,100,100,100,100
*       dc.b  100,100,100,100,100,100,100,100
*       dc.b  100,100,100,100,100,100,100,100
*       dc.b  100,100,100,100,100,100,100,100
*       dc.b  101,102,104,105,106,107,109,110
*       dc.b  111,112,114,115,116,117,119,120
*       dc.b  121,122,123,125,126,127,128,130
*       dc.b  131,132,133,135,136,137,138,140
*       dc.b  141,142,143,145,146,147,148,150
*       dc.b  151,152,153,154,156,157,158,159
*       dc.b  161,162,163,164,166,167,168,169
*       dc.b  171,172,173,174,176,177,178,179
*       dc.b  180,182,183,184,185,187,188,189
*       dc.b  190,192,193,194,195,197,198,199
*       dc.b  200,202,203,204,205,206,208,209
*       dc.b  210,211,213,214,215,216,218,219
*       dc.b  220,221,223,224,225,226,228,229
*       dc.b  230,231,232,234,235,236,237,239
*       dc.b  240,241,242,244,245,246,247,249
*       dc.b  250,251,252,254,255,255



*       dc.w    #0,#430,#518,#573,#615,#647
	dc.w    #430,#430,#430,#430,#518,#573,#615,#647
walltable
	dc.w    #686,#717,#742,#766,#792,#816,#838,#862  ;16
	dc.w    #878,#893,#913,#924,#925,#925,#925,#925  ;24
	dc.w    #925,#925,#925,#925,#925,#925,#925,#925  ;32
	dc.w    #926,#927,#928,#929,#930,#930,#930,#926  ;40
	dc.w    #922,#918,#914,#910,#906,#902,#898,#894  ;48
	dc.w    #890,#886,#882,#878,#874,#870,#866,#862  ;56
	dc.w    #858,#854,#850,#846,#842,#838,#834,#830  ;64
	dc.w    #826,#822,#818,#814,#810,#806,#802,#798  ;72
	dc.w    #794,#790,#786,#782,#768,#764,#760,#756  ;80
	dc.w    #752,#748,#744,#738,#734,#730,#726,#722  ;88
	dc.w    #718,#714,#710,#706,#704,#700,#696,#692  ;96
	dc.w    #688,#684,#680,#676,#672,#668,#664,#660  ;104
	dc.w    #656,#652,#648,#644,#640,#634,#630,#626  ;112
*       dc.w    #961,#961,#961,#961,#961,#961,#961,#961  ;40
*       dc.w    #961,#961,#961,#961,#961,#961,#961,#961  ;48
*       dc.w    #961,#961,#961,#961,#961,#961,#961,#961  ;56
*       dc.w    #961,#961,#961,#961,#961,#961,#961,#961  ;64
*       dc.w    #961,#961,#961,#961,#961,#961,#961,#961  ;72
*       dc.w    #961,#961,#961,#961,#961,#961,#961,#961  ;80
*       dc.w    #961,#961,#961,#961,#961,#961,#961,#961  ;88
*       dc.w    #961,#961,#961,#961,#961,#961,#961,#961  ;96
*       dc.w    #961,#961,#961,#961,#961,#961,#961,#961  ;104
*       dc.w    #961,#961,#961,#961,#961,#961,#961,#961  ;112

	dc.w    #961,#961,#961,#961,#961,#961,#961,#961  ;120
	dc.w    #961,#961,#961,#961,#961,#961,#961,#961  ;128
	dc.w    #961,#961,#961,#961,#961,#961,#961,#961  ;136
	dc.w    #961,#961,#961,#961,#961,#961,#961,#961  ;144
	dc.w    #961,#961,#961,#961,#961,#961,#961,#961  ;152
	dc.w    #961,#961,#961,#961,#961,#961,#961,#961  ;160
	dc.w    #961,#961,#961,#961,#961,#961,#961,#961  ;168
	dc.w    #961,#961,#961,#961,#961,#961,#961,#961  ;176
	dc.w    #961,#961,#961,#961,#961,#961,#961,#961  ;184

	dc.b  8,8,8,8,8,8,8,8
To1AndHome
*       dc.b  8,8,8,8,8,8,8,8       ;0-7
	dc.b  9,9,9,9,9,9,9,8       ;15
	dc.b  8,8,8,8,8,7,7,7       ;23
	dc.b  7,7,7,6,6,6,6,6       ;31
	dc.b  6,5,5,5,5,5,5,4       ;39
	dc.b  4,4,4,4,4,3,3,3       ;47
	dc.b  3,3,3,3,2,2,2,2       ;55
	dc.b  2,2,1,1,1,1,1,1       ;63
	dc.b  1,1,1,1,1,1,1,1       ;71
	dc.b  1,1,1,1,1,1,1,1
	dc.b  1,1,1,1,1,1,1,1
	dc.b  1,1,1,1,1,1,1,1
	dc.b  1,1

	dc.b  1,1,1,1,1,1,1,1
	dc.b  1,1,1,1,1,1,1,1
	dc.b  1,1,1,1,1,1,1,1

	dc.b  4,4,4,4,4,4,4,4,4,4
To2And3
	dc.b  4,4,4,4,4,4,4,4,4,4
	dc.b  3,3,3,3,3,3,3,3,3,3
	dc.b  2,2,2,2,2,2,2,2,2,2
	dc.b  1,1,1,1,1,1,1,1,1,1
	dc.b  0,0,0,0,0,0,0,0,0,0

*       dc.b  0,0,0,0,0,0,0,0
*       dc.b  0,0,0,0,0,0,0,0,0
*       dc.b  0,0,0,0,0,0,0,0,0

FielderScaleTable
	dc.b  0,0,0,0,0,0,0,1         ;8
	dc.b  1,1,1,1,1,1,2,2         ;16
	dc.b  2,2,2,2,2,3,3,3         ;32
*       dc.b  3,3,3,3,4,4,4,4         ;40
*       dc.b  4,4,4,5,5,5,5,5         ;48
	dc.b  3,4,4,4,4,5,5,5         ;40
	dc.b  5,5,5,5,5,5,5,5         ;48
	dc.b  5,6,6,6,6,6,6,6         ;56
	dc.b  6,6,6,6,6,6,6,6         ;64
	dc.b  6,6,6,6,6,6,6,6         ;72
	dc.b  6,6,6,6,6,6,6,6         ;
	dc.b  6,6,6,6,6,6,6,6         ;
	dc.b  6,6,6,6,6,6,6,6         ;
	dc.b  6,6,6,6,6,6,6,6         ;
	dc.b  6,6,6,6,6,6,6,6         ;
	dc.b  6,6,6,6,6,6,6,6         ;
	dc.b  6,6,6,6,6,6,6,6         ;
	dc.b  6,6,6,6,6,6,6,6         ;
	dc.b  6,6,6,6,6,6,6,6         ;
	dc.b  6,6,6,6,6,6,6,6         ;
	dc.b  6,6,6,6,6,6,6,6         ;
	dc.b  6,6,6,6,6,6,6,6         ;
	dc.b  6,6,6,6,6,6,6,6         ;
	dc.b  6,6,6,6,6,6,6,6         ;184


Pdirectiontable
	dc.b    #0,#128,#0,#128,#192,#160,#224,#224
	dc.b    #64,#96,#32,#64,#64,#64,#64,#64

	dc.b  0,0,0,0,0,0,0,0
	dc.b  0,0,0,0,0,0,0,0
	dc.b  0,0,0,0,0,0,0,0
	dc.b  0,0,0,0,0,0,0,0
	dc.b  0,0,0,0,0,0,0,0
	dc.b  0,0,0,0,0,0,0,0
	dc.b  0,0,0,0,0,0,0,0
	dc.b  1,2,3,4,5,6,7,8               ; -8 - -1
radar_ytable
	dc.b  9,10,11,12,13,14,15,16             ; 0-7
	dc.b  17,18,19,20,21,21,22,23             ; 8-15
	dc.b  23,24,25,25,26,27,27,28             ; 16-23
	dc.b  29,29,30,30,31,31,32,32             ; 24-31
	dc.b  33,33,34,34,34,35,35,35             ; 32-39
	dc.b  36,36,36,37,37,37,38,38             ; 40-47

	dc.b  38,39,39,40,40,41,41,42             ; 48-55
	dc.b  42,43,43,44,44,45,45,46             ; 56-63   Pitcher's mound y=61

	dc.b  46,46,47,47,47,47,48,48             ; 64-71
	dc.b  48,48,48,49,49,49,49,49
	dc.b  49,50,50,50,50,50,50,51
	dc.b  51,51,51,51,51,52,52,52
	dc.b  52,52,52,53,53,53,53,53
	dc.b  53,54,54,54,54,54,54,55
	dc.b  55,55,55,55,55,56,56,56
	dc.b  56,56,56,57,57,57,57,57
	dc.b  57,58,58,58,58,58,58,59
	dc.b  59,59,59,59,60,60,60,60

	dc.b  60,60,61,61,61,61,61,61
	dc.b  62,62,62,62,62,62,63,63
	dc.b  63,63,63,63,64,64,64,64
	dc.b  64,64,65,65,65,65,65,65
	dc.b  66,66,66,66,66,66,67,67
	dc.b  67,67,67,67,68,68,68,68

Radar_xtable
	dc.b    #0,#0,#0,#0,#0,#0,#0,#0
	dc.b    #0,#0,#0,#0,#0,#0,#0,#0
	dc.b    #0,#0,#0,#0,#0,#0,#0,#0
	dc.b    #0,#0,#0,#0,#0,#0,#0,#0
	dc.b    #0,#0,#0,#0,#0,#0,#0,#0
	dc.b    #1,#1,#1,#1,#1,#1,#1,#1
	dc.b    #1,#1,#1,#1,#1,#1,#1,#1
	dc.b    #1,#1,#1,#1,#1,#1,#1,#1
	dc.b    #1,#1,#1,#1,#1,#1,#1,#1
	dc.b    #1,#1,#1,#1,#1,#1,#1,#1
	dc.b    #2,#2,#2,#2,#2,#2,#2,#2
	dc.b    #2,#2,#2,#2,#2,#2,#2,#2
	dc.b    #2,#2,#2,#2,#2,#2,#2,#2
	dc.b    #2,#2,#2,#2,#2,#2,#2,#2
	dc.b    #2,#2,#2,#2,#2,#2,#2,#2
	dc.b    #3,#3,#3,#3,#3,#3,#3,#3
	dc.b    #3,#3,#3,#3,#3,#3,#3,#3
	dc.b    #3,#3,#3,#3,#3,#3,#3,#3
	dc.b    #3,#3,#3,#3,#3,#3,#3,#3
	dc.b    #3,#3,#3,#3,#3,#3,#3,#3
	dc.b    #4,#4,#4,#4,#4,#4,#4,#4
	dc.b    #4,#4,#4,#4,#4,#4,#4,#4
	dc.b    #4,#4,#4,#4,#4,#4,#4,#4
	dc.b    #4,#4,#4,#4,#4,#4,#4,#4
	dc.b    #4,#4,#4,#4,#4,#4,#4,#4
	dc.b    #5,#5,#5,#5,#5,#5,#5,#5
	dc.b    #5,#5,#5,#5,#5,#5,#5,#5
	dc.b    #5,#5,#5,#5,#5,#5,#5,#5
	dc.b    #5,#5,#5,#5,#5,#5,#5,#5
	dc.b    #5,#5,#5,#5,#5,#5,#5,#5
	dc.b    #6,#6,#6,#6,#6,#6,#6,#6
	dc.b    #6,#6,#6,#6,#6,#6,#6,#6
	dc.b    #6,#6,#6,#6,#6,#6,#6,#6
	dc.b    #6,#6,#6,#6,#6,#6,#6,#6
	dc.b    #6,#6,#6,#6,#6,#6,#6,#6
	dc.b    #7,#7,#7,#7,#7,#7,#7,#7
	dc.b    #7,#7,#7,#7,#7,#7,#7,#7
	dc.b    #7,#7,#7,#7,#7,#7,#7,#7
	dc.b    #7,#7,#7,#7,#7,#7,#7,#7
	dc.b    #7,#7,#7,#7,#7,#7,#7,#7
	dc.b    #8,#8,#8,#8,#8,#8,#8,#8
	dc.b    #8,#8,#8,#8,#8,#8,#8,#8
	dc.b    #8,#8,#8,#8,#8,#8,#8,#8
	dc.b    #8,#8,#8,#8,#8,#8,#8,#8
	dc.b    #8,#8,#8,#8,#8,#8,#8,#8
	dc.b    #9,#9,#9,#9,#9,#9,#9,#9
	dc.b    #9,#9,#9,#9,#9,#9,#9,#9
	dc.b    #9,#9,#9,#9,#9,#9,#9,#9
	dc.b    #9,#9,#9,#9,#9,#9,#9,#9
	dc.b    #9,#9,#9,#9,#9,#9,#9,#9
	dc.b    #10,#10,#10,#10,#10,#10,#10,#10
	dc.b    #10,#10,#10,#10,#10,#10,#10,#10
	dc.b    #10,#10,#10,#10,#10,#10,#10,#10
	dc.b    #10,#10,#10,#10,#10,#10,#10,#10
	dc.b    #10,#10,#10,#10,#10,#10,#10,#10
	dc.b    #11,#11,#11,#11,#11,#11,#11,#11
	dc.b    #11,#11,#11,#11,#11,#11,#11,#11
	dc.b    #11,#11,#11,#11,#11,#11,#11,#11
	dc.b    #11,#11,#11,#11,#11,#11,#11,#11
	dc.b    #11,#11,#11,#11,#11,#11,#11,#11
	dc.b    #12,#12,#12,#12,#12,#12,#12,#12
	dc.b    #12,#12,#12,#12,#12,#12,#12,#12
	dc.b    #12,#12,#12,#12,#12,#12,#12,#12
	dc.b    #12,#12,#12,#12,#12,#12,#12,#12
	dc.b    #12,#12,#12,#12,#12,#12,#12,#12
	dc.b    #13,#13,#13,#13,#13,#13,#13,#13
	dc.b    #13,#13,#13,#13,#13,#13,#13,#13
	dc.b    #13,#13,#13,#13,#13,#13,#13,#13
	dc.b    #13,#13,#13,#13,#13,#13,#13,#13
	dc.b    #13,#13,#13,#13,#13,#13,#13,#13
	dc.b    #14,#14,#14,#14,#14,#14,#14,#14
	dc.b    #14,#14,#14,#14,#14,#14,#14,#14
	dc.b    #14,#14,#14,#14,#14,#14,#14,#14
	dc.b    #14,#14,#14,#14,#14,#14,#14,#14
	dc.b    #14,#14,#14,#14,#14,#14,#14,#14
	dc.b    #15,#15,#15,#15,#15,#15,#15,#15
	dc.b    #15,#15,#15,#15,#15,#15,#15,#15
	dc.b    #15,#15,#15,#15,#15,#15,#15,#15
	dc.b    #15,#15,#15,#15,#15,#15,#15,#15
	dc.b    #15,#15,#15,#15,#15,#15,#15,#15
	dc.b    #16,#16,#16,#16,#16,#16,#16,#16
	dc.b    #16,#16,#16,#16,#16,#16,#16,#17
	dc.b    #17,#17,#17,#17,#17,#17,#17,#17
	dc.b    #17,#17,#17,#17,#17,#18,#18,#18
	dc.b    #18,#18,#18,#18,#18,#18,#18,#18
	dc.b    #18,#18,#18,#19,#19,#19,#19,#19
	dc.b    #19,#19,#19,#19,#19,#19,#19,#19
	dc.b    #19,#20,#20,#20,#20,#20,#20,#20
	dc.b    #20,#20,#20,#20,#20,#20,#20,#20
	dc.b    #21,#21,#21,#21,#21,#21,#21,#21
	dc.b    #21,#21,#21,#21,#21,#21,#22,#22
	dc.b    #22,#22,#22,#22,#22,#22,#22,#22
	dc.b    #22,#22,#22,#22,#23,#23,#23,#23
	dc.b    #23,#23,#23,#23,#23,#23,#23,#23
	dc.b    #23,#23,#24,#24,#24,#24,#24,#24
	dc.b    #24,#24,#24,#24,#24,#24,#24,#24
	dc.b    #24,#25,#25,#25,#25,#25,#25,#25
	dc.b    #25,#25,#25,#25,#25,#25,#25,#26
	dc.b    #26,#26,#26,#26,#26,#26,#26,#26
	dc.b    #26,#26,#26,#26,#26,#27,#27,#27
	dc.b    #27,#27,#27,#27,#27,#27,#27,#27
	dc.b    #27,#27,#27,#28,#28,#28,#28,#28
	dc.b    #28,#28,#28,#28,#28,#28,#28,#28
	dc.b    #28,#29,#29,#29,#29,#29,#29,#29
	dc.b    #29,#29,#29,#29,#29,#29,#29,#29
	dc.b    #30,#30,#30,#30,#30,#30,#30,#30
	dc.b    #30,#30,#30,#30,#30,#30,#31,#31
	dc.b    #31,#31,#31,#31,#31,#31,#31,#31
	dc.b    #31,#31,#31,#31,#32,#32,#32,#32
	dc.b    #32,#32,#32,#32,#32,#32,#32,#32
	dc.b    #32,#32,#33,#33,#33,#33,#33,#33
	dc.b    #33,#33,#33,#33,#33,#33,#33,#33
	dc.b    #33,#34,#34,#34,#34,#34,#34,#34
	dc.b    #34,#34,#34,#34,#34,#34,#34,#35
	dc.b    #35,#35,#35,#35,#35,#35,#35,#35
	dc.b    #35,#35,#35,#35,#35,#36,#36,#36
	dc.b    #36,#36,#36,#36,#36,#36,#36,#36
	dc.b    #36,#36,#36,#37,#37,#37,#37,#37
	dc.b    #37,#37,#37,#37,#37,#37,#37,#37
	dc.b    #37,#38,#38,#38,#38,#38,#38,#38
	dc.b    #38,#38,#38,#38,#38,#38,#38,#38
	dc.b    #39,#39,#39,#39,#39,#39,#39,#39
	dc.b    #39,#39,#39,#39,#39,#39,#40,#40
	dc.b    #40,#40,#40,#40,#40,#40,#40,#40
	dc.b    #40,#40,#40,#40,#41,#41,#41,#41
	dc.b    #41,#41,#41,#41,#41,#41,#41,#41
	dc.b    #41,#41,#42,#42,#42,#42,#42,#42
	dc.b    #42,#42,#42,#42,#42,#42,#42,#42


CPitchType_tbl
	dc.w    0,0,0
	dc.w    #Joy_U,#Joy_U,#Joy_U
	dc.w    #Joy_D,#Joy_D,#Joy_D
	dc.w    #Joy_L,#Joy_L,#Joy_L
	dc.w    #Joy_R,#Joy_R,#Joy_R

; 0 down middle, 1 high, 2 low, 3 left, 4 right

	xdef PlayerPos_EntityNum_tbl

PlayerPos_EntityNum_tbl
	dc.w    #Pitcher_ptr,#Pitcher_ptr   ; s/r pitcher
	dc.w    #FBaseman_ptr
	dc.w    #SBaseman_ptr
	dc.w    #TBaseman_ptr
	dc.w    #ShortStop_ptr
	dc.w    #LFielder_ptr
	dc.w    #RFielder_ptr
	dc.w    #CFielder_ptr
	dc.w    #Catcher_ptr
	dc.w    #Batter_ptr


AFFlipTable
	dc.w    FBaseman_ptr,TBaseman_ptr
	dc.w    SBaseman_ptr,ShortStop_ptr
	dc.w    RFielder_ptr,LFielder_ptr

	section .text

BatRangeTable
	dc.w    BatLowHitRange,BatMidHitRange
	dc.w    BatHighHitRange,BatMidHitRange


	xdef    AI
	xdef    NullLogic
	xdef    BatSwing_000
	xdef    Pitch_000
	xdef    Bounds_RL
	xdef    HaloLogic
	xdef    FieldXLogic
	xdef    LookEntityLogic
	xdef    InitialBallLogic
	xdef    BallShadowLogic
	xdef    InitialCatcherLogic
	xdef    InitialPitcherLogic
	xdef    InitialBatterLogic
	xdef    InitialCameraLogic
	xdef    FractionalMultiply
	xdef    InitialFielderLogic
	xdef    InitialRunnerLogic
	xdef    InitialFirstRunLogic
	xdef    InitialSecondLogic
	xdef    InitialThirdLogic

***********************************************************************
Cosine          MACRO

		movem.l \1/A0,-(sp)
		lea.l   Cosine_Table,A0

		lsl.w   #1,\1
		move.w  (A0,\1.w),\3
		muls.w  \2,\3

		movem.l  (sp)+,\1/A0

		ENDM

Sine            MACRO

		movem.l \1/A0,-(sp)
		lea.l   Sine_Table,A0

		lsl.w   #1,\1
		move.w  (A0,\1.w),\3
		muls.w  \2,\3

		movem.l  (sp)+,\1/A0

		ENDM

Atan            MACRO

		movem.l \1/\2/A0,-(sp)
		lea.l   ArcTAN_Table,A0
		lsr.l   #8,\1
	IFEQ    ArcTan_Bytes-1
		lsr.l   #1,\1
	ELSEC
		lsr.l   #1,\1
	ENDC
		add.l   #$8000,\2
		clr.w   \2
		swap    \2

		tst.l   \2
		bne     .do_div\@

		move.w  #0,\3
		bra     .atx\@
.do_div\@
		divu.w  \2,\1

		cmp.w   #$80,\1
		blt     .adj\@

		move.w  #$20,\3
		jmp     .atx\@
.adj\@
		sub.w   #1,\1
		bpl     .do_shift\@
		clr.w   \1
.do_shift\@
	IFEQ    ArcTan_Bytes-1
		move.w  \1,\2
		and.w   #$7E,\1

		move.w  (A0,\1.w),\3
		btst    #0,\2
		bne     .got_atan\@

		lsr.w   #8,\3
.got_atan\@
		and.w   #$00FF,\3
	ELSEC
		lsl.w   #1,\1
		move.w  (A0,\1.w),\3
	ENDC
.atx\@
		movem.l  (sp)+,\1/\2/A0

		ENDM

AI
		movem.l D0-D7/A0-A6,-(sp)
	move.l  sp,StackDebugPtr
		move.w  Num_Entities,D7
NORL
	cmp.l   StackDebugPtr,sp
	bne     NORL
		lea.l   VTentity,A0
		sub.l   #1,D7
		bmi     _AI_done
		move.l  D7,D0
		asl.l   #Index_Shift,D0

*               cmp.w   #0,VTFon(A0,D0.w)       ;is this entity to be processed?
*                beq     NORL                    ;if not then get the next one

		cmp.w   #2,RunnerExists
		ble     .c1
		cmp.w   #Batter_ptr,d0
		ble     .c1
		tst.w   VTFrend(a0,d0.w)
		bne     .c1
		move.w  d7,d6
		and.w   #1,d6
		move.w  VBlank_cnt,d5
		and.w   #1,d5
		eor.w   d5,d6
		bne     NORL
.c1
		move.l  VTseq_step(A0,D0.w),D1  ;does this entity have AI?
		beq     NORL                    ;if not then get the next one
		move.l  D1,A1
		jmp     (A1)                    ;otherwise do AI
_AI_done
		movem.l (sp)+,D0-D7/A0-A6
		rts

*****************************************************************************

NullLogic       jmp     NORL

InfOutfline     equ     SBase_Y-$50000
BILine1y        equ     #$34    ;20
BILine2y        equ     #$c

Grab_Radius     equ     $20000


BallSpeed       equ     $-200000
Pball_x         equ     406
Pball_y         equ     -21

BatHitFrame     equ     15           ;18
CheckSwingFrame equ     15           ;18

RBatBoxMin      equ     $ffcc
RBatBoxMax      equ     $ffe0  ;$ffe5
LBatBoxMin      equ     $20    ;$1b
LBatBoxMax      equ     $34

PitcherMaxL     equ     $fffc
PitcherMaxR     equ     $4

BatHitToRunStrip equ    $0

SlowPitchSpeed  equ     $08
SlowPitchSpeedz equ     $2
MediumPitchSpeed equ    $09
MediumPitchSpeedz equ   $2
FastPitchSpeed  equ     $0b  ;a
FastPitchSpeedz equ     $1

StraightPitch   equ     $0
RightCurvePitch equ     $1
LeftCurvePitch  equ     $2
UpCurvePitch    equ     $4
DownCurvePitch  equ     $8
GroundFriction  equ     $00000b00      ;500

BatLowHit       equ     $0
BatMidHit       equ     $2
BatHighHit      equ     $4
Bunt            equ     $6


BatYRangeLow    equ     $95   ;$082
BatYRangeMid    equ     $a0   ;$095
BatYRangeHigh   equ     $0ac

*BallRangeHigh  equ     $0b2     ;off bottom of screen
BallRangeHigh   equ     $0c0     ;off bottom of screen

BallMaxX        equ     $0400    ;off right of screen
BallMinX        equ     $fc00    ;off left of screen

HitBoxY         equ     $095
HitBoxTop       equ     $0b0     ;90
HitBoxBottom    equ     $030
HitBoxLeft      equ     $fff3
HitBoxRight     equ     $b

Fielder_Reach   equ     $d0
FielderRunSpeed equ     $5800  ;10000

Strike          equ     $0001
Ball            equ     $ffff
HT_Home_Run     equ     #1
HT_Outf         equ     #2
HT_Ord          equ     #0
HT_Foul         equ     #3
HT_Bunt         equ     #4
HT_IFPop        equ     #5

BatLowHitRange  equ     124  ;#$48
BatMidHitRange  equ     153  ;#$90
BatHighHitRange equ     156  ;#$cb  

MaxZHeight      equ     #$400000



ballvscale_lo   equ     -7
ballvscale_high equ     BallRangeHigh

*****************************************************************************
WaitOnAnimation
	tst.w   VTFrdir(a0,d0.w)    ;if animation not running don't wait
	beq     setnextseq
	tst.w   VTFrend(a0,d0.w)
	beq     .done
setnextseq
	move.l  VTNextSeq(a0,d0.w),VTSeq_step(a0,d0.w)
	clr.w   VTFrdir(a0,d0.w)
.done   jmp     NORL

*****************************************************************************
WaitOnCatchAnimation
	jsr     checktags
	tst.w   VTFrdir(a0,d0.w)    ;if animation not running don't wait
	beq     .setnextseq
	tst.w   VTFrend(a0,d0.w)
	beq     .done
.setnextseq
	move.l  VTNextSeq(a0,d0.w),VTSeq_step(a0,d0.w)
	clr.w   VTFrdir(a0,d0.w)
.done   jmp     NORL


**************************************************************
	xdef HRDerbyLogic

HRDerbyLogic
	tst.w   DerbyDone
	bne     .waitstart

	move.w  Fcontrollers,d1     ;allow S to exit hrderby
	or.w    BControllers,d1
	btst    #Joy_S,d1
	beq     .r1
	lsr.w   #8,d1
	btst    #Joy_S,d1
	beq	.waitstart
.r1
	lea.l	DerbyBatterNum,a1
	add.l	BteamAdj,a1
	move.w	(a1),PlayerAtBat
  tst.w PlayerAtBat   ;QUICK PATCH : FIND BUG IN DOSUBS!
  bge	.bp1
  clr.w	PlayerAtBat
.bp1
	tst.w   DerbyEvent
	beq     .done
	jsr     DisplayDerbyInfo

	cmp.w   #15,DerbyPitchNum
	blt     .done

	tst.w	NumGamers
	beq	.dr
	tst.w	DerbyPlayer
	bne	.dr
	jsr	Clear_ScrollA
.dr
	jsr	DisplayDerbyRanking

	cmp.w   #1,NumGamers    ;derby over if 1 player mode
	blt     .derbydone
	tst.w   DerbyPlayer     ;or if player 2 is done
	beq     .c1
.derbydone
	move.w  #1,DerbyDone
	clr.w	VTFrdir(a0,d0.w)
	clr.w	FComputer
	bra     .done
.c1
	move.w  #1,NeedNewBatter
	eor.l   #2,FTeamAdj
	eor.l   #2,BTeamAdj
	move.w  BTeamNum,d1
	move.w  FTeamNum,BTeamNum
	move.w  d1,FTeamNum
	clr.w   DerbyPitchNum
	clr.w   DerbyScore
	eor.w   #1,DerbyPlayer
	jsr     SwitchPlayerPal
.done
	jmp     NORL
.waitstart
	clr.w	VTfrdir(a0,d0.w)
	move.w  Fcontrollers,d1
	or.w    BControllers,d1
	btst    #Joy_S,d1
	beq     .checkc
	lsr.w   #8,d1
	btst    #Joy_S,d1
	bne     .checkc
	clr.w	FComputer		;Reset Controllers
	clr.l	FTeamAdj
	move.l	#2,BTeamAdj
	clr.w	killradarentities
	clr.w	runsht
	clr.w	runsvt
	move    #0,FadeDirection        ;Fade Down Field
	move    #2,FadeSpeed
	clr.w	PracticeMode
	StopSound       #S_DIGITALCROWD
   jsr _Initgems
	JSR     StartFadeDown
	jsr     WaitForFadeUp
	move.l  #VCTRL,A4               *; Macros use these registers
	move.w  #$9000+%00000000,(A4)   ;R16= | 0 | 0 |VS1|VS0| 0 | 0 |HS1|HS0| Scroll Size (00=32,01=64,10=XX,11=128)
	jmp     WarmEntry   ;DoGame
.checkc
	btst    #Joy_C,d1
	beq     .done
	lsr.w   #8,d1
	btst    #Joy_C,d1
	bne     .done
*	jsr	Clear_ScrollA
	clr.w	DerbyDone
	clr.w	DerbyPitchNum
  move.w #14,derbypitchnum
	clr.w	DerbyScore
	move.w	#1,DerbyEvent
	move.w	#1,NeedNewBatter
	move.w	#1,FComputer
	tst.w	NumGamers
	bne	.c1
	clr.w	DerbyPlayer
	jmp	NORL

**************************************************************
	xdef PracticeModeLogic

PracticeModeLogic
	move.w  Fcontrollers,d1
	or.w    BControllers,d1
	btst    #Joy_S,d1
	beq     .c1
	lsr.w   #8,d1
	btst    #Joy_S,d1
	bne     .c1
	bset    #Joy_S,d1
	move.w  d1,BControllers
	move.w  d1,FControllers
	jsr     DisplayPractMsg
	add.w   #1,temp4
	cmp.w   #2,temp4
	blt     .c1
	jmp     DoGame
.c1
	move.w  Fcontrollers,d1
	or.w    BControllers,d1
	btst    #Joy_C,d1
	beq     .done
	lsr.w   #8,d1
	btst    #Joy_C,d1
	bne     .done

	move.w  #1,temp4
	clr.w   d1                ;set debounce next round
	bset    #Joy_C,d1
	move.w  d1,BControllers
	move.w  d1,FControllers

	eor.l   #2,FTeamAdj
	eor.l   #2,BTeamAdj
	move.w  Fcomputer,d1
	move.w  Bcomputer,Fcomputer
	move.w  d1,Bcomputer
	jsr     DisplayPractMsg
.done
	jmp     NORL

HeavyCameraLogic
	movem.l a2,-(sp)

	lea.l   Vtentity+FieldX_ptr,a1
	tst.w   VTfon(a1)
	bne     _YNotReset

*  lea.l        Vtentity+ball_ent_ptr,a2
*  move.l       VTsped(a2),d2
*  asl.l        #4,d2
*  move.w       VTdir(a2),d1
*  jsr  GetEndPoint
*  add.l        VTy(a2),d2
*  move.l       d2,d1           ;leading y coordinate

	move.l  VTy(a0,d0.w),d1
	cmp.w	#BallHit_ps,Playstage
	beq	.r0
	move.w	Active_Fielder,d3    ;if ball thrown
	move.l	VTy(a0,d3.w),d1      ;follow active fielder

*	move.l  VTy(a0,d0.w),d1
.r0	sub.l   Oldy,d1
	bge     _DY_Positive
	asr.l   #3,d1
	cmp.l   #-8*$10000,d1
	bge     _NDyok
	move.l  #-8*$10000,d1
_NDyok
	move.l  d1,PCamDy
	bra     _CamDyDone

_DY_Positive
	asr.l   #3,d1
	cmp.l   #8*$10000,d1
	ble     _PDyok
	move.l  #8*$10000,d1
_PDyok
	move.l  d1,PCamDy

_CamDyDone
	move.l  Oldy,d1
	add.l   PCamDy,d1
	move.l  d1,VTy(a0,d0.w)
	bra     _nowx

_YNotReset
	move.l  VTy(a0,d0.w),d1
	cmp.w	#BallHit_ps,Playstage
	beq	.r1
	move.w	Active_Fielder,d3
	move.l	VTy(a0,d3.w),d1
.r1
	move.l  d1,d2
	and.l   #$ffff0000,d2
	move.l  Oldy,d3
	and.l   #$ffff0000,d3
	cmp.l   d2,d3
	beq     _nowx
	sub.l   Oldy,d1
	asr.l   #4,d1
	bpl     _YDY_Positive
	cmp.l   NCamDY,d1
	bge     _NsetNCamDy

	move.l  NCamDy,d1
	cmp.l   #-8*$10000,d1
	ble     _YNDyok
	sub.l   #$4000,d1
_NSetNCamDY
	move.l  d1,NCamDy
_YNDyok
	move.l  d1,PCamDy
	bra     _YCamDyDone

_YDY_Positive
	cmp.l   NCamDY,d1
	ble     _PSetNCamDY

	move.l  NCamDy,d1
	cmp.l   #8*$10000,d1
	bge     _YPDyok
	add.l   #$4000,d1

_PSetNCamDY
	move.l  d1,NCamDY

_YPDyok
	move.l  d1,PCamDy

_YCamDyDone
	move.l  Oldy,d1
	add.l   PCamDy,d1
	move.l  d1,VTy(a0,d0.w)
_nowx
	tst.w   VTFon(a1)
	bne     _XNotReset

*  lea.l        Vtentity+ball_ent_ptr,a2
*   move.l      VTsped(a2),d2
*   asl.l       #4,d2
*   move.w      VTdir(a2),d1
*   jsr GetEndPoint
*   add.l       VTx(a2),d1 ;leading x Coordinate

	move.l  Vtx(a0,d0.w),d1
	cmp.w	#BallHit_ps,Playstage
	beq	.r2
	move.w	Active_Fielder,d3
	move.l	VTx(a0,d3.w),d1
.r2
*	move.l  Vtx(a0,d0.w),d1
	sub.l   Oldx,d1
	bge     _DX_Positive
	asr.l   #3,d1
	cmp.l   #-16*$10000,d1    ;16
	bge     _NDxok
	move.l  #-16*$10000,d1    ;16
_NDxok
	move.l  d1,PCamDx
	bra     _CamDxDone

_DX_Positive
	asr.l   #3,d1
	cmp.l   #16*$10000,d1    ;16
	ble     _PDxok
	move.l  #16*$10000,d1    ;16
_PDxok
	move.l  d1,PCamDx

_CamDxDone
	move.l  Oldx,d1
	add.l   PCamDx,d1
	move.l  d1,VTx(a0,d0.w)
	bra     .done

_XNotReset

	move.l  VTx(a0,d0.w),d1

	cmp.w	#BallHit_ps,Playstage
	beq	.r3
	move.w	Active_Fielder,d3
	move.l	VTx(a0,d3.w),d1
.r3
	move.l  d1,d2
	and.l   #$ffff0000,d2
	move.l  Oldx,d3
	and.l   #$ffff0000,d3
	cmp.l   d2,d3
	beq     .done
	sub.l   Oldx,d1
	asr.l   #4,d1
	bge     _XDX_Positive
	cmp.l   NCamDX,d1
	bge     _NsetNCamDx

	move.l  NCamDx,d1
	cmp.l   #-16*$10000,d1      ;16
	ble     _XNDxok
	sub.l   #$4000,d1
_NSetNCamDX
	move.l  d1,NCamDx
_XNDxok
	move.l  d1,PCamDx
	bra     _XCamDxDone

_XDX_Positive
	cmp.l   NCamDX,d1
	ble     _PSetNCamDX

	move.l  NCamDx,d1
	cmp.l   #16*$10000,d1   ;16
	bge     _XPDxok
	add.l   #$4000,d1

_PSetNCamDX
	move.l  d1,NCamDX

_XPDxok
	move.l  d1,PCamDx

_XCamDxDone
	move.l  Oldx,d1
	add.l   PCamDx,d1
	move.l  d1,VTx(a0,d0.w)

.done
	movem.l (sp)+,a2
	rts


InitialCameraLogic
	tst.w   PanBack
	bne     _ResetCamera

	tst.w   InPitcherIF
	bne     .done
	tst.w   Catcherreturn
	bne     .done

	bra _movewithball
.done
	jmp     NORL

_movewithball
	tst.w   BallLocation
	beq     .chbs
	lea.l   VTentity,a1
	moveq.l #0,d1
	move.w  Balllocation,d1
	asl.w   #8,d1
	add.l   d1,a1
	bra     .smove
.chbs
	lea.l   VTEntity+BallShadow_Ent_ptr,a1
	cmp.w   #HT_Home_Run,Hittype
	bne     .smove

	lea.l   VTentity+Ball_ent_ptr,a1    ;follow ball
	bra     .smove

.smove
*  lea.l VTentity+Batter_ptr,a1
	move.w  #0,d0
	lea.l   VTentity,a0

	move.w  #1,d4
	move.w  VTx(a1),VTx(a0)
	move.w  VTy(a1),VTy(a0)

	lea.l   VTentity+FieldX_ptr,a1
	tst.w   VTfon(a1)
	beq     .hcl
	move.w  VTx(a1),VTx(a0)
	move.w  VTy(A1),VTy(a0)

.hcl    jsr     HeavyCameraLogic
	jsr     ScrollXY
.done
	lea.l   Vtentity,a0
	move.w  #0,d0
	move.l  VTy(a0,d0.w),Oldy
	move.l  VTx(a0,d0.w),Oldx
	jmp     NORL


_ResetCamera
	lea.l   VTentity+ballshadow_ent_ptr,a1
	move.w  #3,VTx(a1)
	move.w  #110,VTy(a1)
	move.w  #CamULC_X,d0
	move.w  #CamULC_Y,d1
	jsr     StepPanCamera1
	cmp.w   #CamULC_X,Map_ULC_X
	bne     .done
	cmp.w   #CamULC_Y,Map_ULC_Y
	bne     .done
	clr.w   PanBack
	lea.l   Vtentity,a0
	move.w  #CamCenterX,Vtx(a0)
	move.w  #CamCentery,Vty(a0)
	move.w  #CamCenterX,oldx
	move.w  #CamCenterY,oldy
.done   jmp NORL

setcamxy
	movem.l d1/a0-a1,-(sp)
	lea.l   Vtentity,a0
	lea.l   VTentity+Ball_ent_ptr,a1
	move.w  VTx(a1),d1
	add.w   Map_Center_X,D1
	sub.w   #128,d1
	move.w  d1,VTx(a0)
	move.l  VTy(a1),d1
	sub.w   #16,d1
	add.w   Map_Center_Y,D1
	sub.w   #110,d1
	move.w  d1,VTy(a0)
	movem.l (sp)+,d1/a0-a1
	rts
*_ResetCamera
*       clr.w   PanBack
*       lea.l   Field_Map,A0

*       move.w  #CamULC_X,D0
*       move.w  #CamULC_Y,D1
*       jsr     load_field
*       jmp     NORL



StepPanCamera1
*       D0 = target x position
*       D1 = target y position
*
*       Note: No bounds checking, scroll routines will not
*       scroll off screen, but camx,camy will get screwed up

	move.w  d1,d6
	sub.w   Map_ULC_Y,d6    ; Targy - MapULCY = distanceY
	beq     .panx
	bgt     .pand           ; if positive pan down
	neg.w   d6              ; distanceY = abs(distanceY)
    move.w      PanSpeed,d5
    sub.w       #8,d5
    cmp.w       d5,d6
*       cmp.w   PanSpeed,d6           ; move max 8 pixels this step
	ble     .sfu1
	move.w  PanSpeed,d6
    sub.w       #8,d6
.sfu1
	jsr     scroll_field_up
	bra     .panx
.pand
    move.w      PanSpeed,d5
    sub.w       #8,d5
    cmp.w       d5,d6
*       cmp.w   PanSpeed,d6
	ble     .sfd1
	move.w  PanSpeed,d6
    sub.w       #8,d6
.sfd1   jsr     scroll_field_down

.panx
	move.w  d0,d6        ;get ball x
	sub.w   Map_ULC_X,d6
	beq     .done
	bge     .panr
	neg.w   d6
	cmp.w   PanSpeed,d6
	ble     .sfl1
	move.w  PanSpeed,d6
.sfl1
	jsr     scroll_field_left
	bra     .done
.panr
	cmp.w   PanSpeed,d6
	ble     .sfr1
	move.w  PanSpeed,d6
.sfr1
	jsr     scroll_field_right

.done   rts



ScrollXY
	movem.l d6/a1,-(sp)
	lea.l   vtentity,a1
	move.w  VTy(a1),d6
	sub.w   #16,d6
	add.w   Map_Center_Y,D6
	sub.w   #110,d6
	sub.w   Map_ULC_Y,d6    ; Targy - MapULCY = distanceY
	beq     .panx
	bgt     .pand           ; if positive pan down
	neg.w   d6              ; distanceY = abs(distanceY)
	move.w  PanSpeed,d5
	sub.w   #8,d5
	cmp.w   d5,d6
	ble     .sfu1
	move.w  PanSpeed,d6
	sub.w   #8,d6
.sfu1
	jsr     scroll_field_up
	bra     .panx
.pand
	move.w  PanSpeed,d5
	sub.w   #8,d5
	cmp.w   d5,d6
	ble     .sfd1
	move.w  PanSpeed,d6
	sub.w   #8,d6
.sfd1   jsr     scroll_field_down

.panx
	tst.w	HScrol

References


ESPN Baseball Tonight

ESPN Baseball Tonight MD title.png

Main page | Comparisons | Hidden content | Magazine articles | Reception | Region coding | Technical information


No results