Marvel vs. Capcom 2: New Age of Heroes (Arcade)

Marvel vs. Capcom 2: Over 10 years of taking people for a ride!

Leftover Development Code
There's a lot of it present. Most of it is C code, but there are a few assembly tables.

Listing of C Code Files
They are close together, but here is the complete list:

D:\Naomi\bin\shcprm.exe D:\Naomi\temp\SHC211c\0001.stk "" SH_SERIES_C/C++_Compiler_Ver._5.1(Release08) Copyright_(c)_1992,1999_Hitachi,Ltd.,Hitachi_Software_Engineering_Co.,Ltd. -I=..\include,. -round=near -CP=SH4 -Fpu=Single -EN=L -MACSAVE=0 -PIC=0 -OP=1 -SIZE -ST=C -EXTRA=a=400 -DEF=_STRICT_UNION_,__DEV_TYPE_DC__ s_pl03.c

These are just some of the C files for the Naomi itself.

amhard.h backup.c boot.c comread.c debug.h eeprom.h getcrc.c jamma.c maple.c maple.h mapleam.h nlag1.c nlag1.h nlam.c nlam.h nlasrvdt.c romread.c sh4.h sysreg.h userbkup.c usereep.c

It is possible that these files are not only related to Marvel vs. Capcom 2 since they were found near the text nlam/Version 1.223040/Fri Jan 28 2000/NAOMI LIBRARY FOR AM Fri Jan 28 2000.

Debug Leftovers
This looks to be debug code for sound debugging. PLAYER SE %x COMMON SE %x COMMON NA %x STREAM VOL %x sound debug %x sound debug %d Sound Req %6x Sound Load %8x

This code looks to be some sort of testing ground for sprites and camera work Select Model UP,DOWN... select SHOT...... ok model = %s number = %d material num = %d vertex num  = %d PRESS B BUTTON TO EXIT number(-) .... LEFT number(+) .... RIGHT zoom in ...... UP zoom out ..... DOWN back color ... Y camera rot ... X + UDLR camera move .. A + UDLR camera reset. START menu disp .... L cockpit view. R

Uncompiled Code
This code snippet is present at lines 23592 to 23683 in mpr-23052.ic21 (MAME naming).

/*==============================================================*/ static void win_time_ko( PLAYER_WORK *pl_w ) {	static void ( *win_ko_jmp[])( PLAYER_WORK *pl_w ) = { win_ko_init, win_ko_move, win_ko_move_e, } ;

win_ko_jmp[ pl_w->routine_2]( pl_w ) ; }

/*==============================================================*/ static void win_ko_init( PLAYER_WORK *pl_w ) {	pl_w -> routine_2 ++ ; /***** 時間切れ勝利 *****/ if( pl_w->type == 2 ){ pl_char_set( pl_w, Char_Win, CH02_WIN_KO4 ) ; return ; }

/***** ＫＯ勝利 *****/ pl_w -> timer0 = Rnd & 0x3 ; /* Ending ? kkk */ /*	if( !( Sys->game_timer0 & 1 ) || Ending ) */ //		pl_char_set( pl_w, Char_Win, CH25_WIN03 ) ;		/* 勝利ポーズ３ */ //		return ; switch( pl_w -> timer0 ){ case 0 : pl_char_set( pl_w, Char_Win, CH02_WIN_KO0 ) ;		/* 勝利ポーズ１ */ break ; case 1 : pl_char_set( pl_w, Char_Win, CH02_WIN_KO1 ) ;		/* 勝利ポーズ２ */ break ; case 2 : pl_char_set( pl_w, Char_Win, CH02_WIN_KO2 ) ;		/* 勝利ポーズ３ */ break ; case 3 : pl_char_set( pl_w, Char_Win, CH02_WIN_KO3 ) ;		/* 勝利ポーズ３ */ break ; } } /*--*/ static void win_ko_move( PLAYER_WORK *pl_w ) {	pl_char_move( pl_w ) ; }

/*--*/ static void win_ko_move_e( PLAYER_WORK *pl_w ) {	pl_char_move( pl_w ) ; }

/*==============================================================*/ /*			ＫＯ負け・時間切れ負け								*/ /*==============================================================*/ static void lose_time_ko( PLAYER_WORK *pl_w ) {	if( !pl_w -> routine_2 ){ pl_w -> routine_2 ++ ; pl_char_set( pl_w, Char_Win, CH02_LOSE ) ; }else{ pl_char_move( pl_w ) ; } }

/*==============================================================*/ /*			時間切れ引き分け									*/ /*==============================================================*/ static void draw_time( PLAYER_WORK *pl_w ) {	if( !pl_w -> routine_2 ){ pl_w -> routine_2 ++ ; pl_char_set( pl_w, Char_Win, CH02_TM_DRAW ) ; }else{ pl_char_move( pl_w ) ; } }

/****************************************************************/ /*			必殺技												*/ /****************************************************************/ void	pl02_sp_atck( PLAYER_WORK *pl_w ) {	static void (*pl_sp_tbl[])( PLAYER_WORK *pl_w ) ={ sp_sonic,		/* 00 ソニックブーム */ sp_smr,			/* 01 サマーソルトキック */ sp_jsmr,		/* 02 空・

This can also be found in the same ROM file.

.data.w		H'0100,H'0005+end_of_data .data.l		pl17_006_0008 .data.b		H'80,H'11,ate,H'00 .data.b		H'00,H'00,H'00,H'00 .data.w		H'0000,H'0005 .data.l		pl17_lance_land_h_lp

pl17_cable_punch_start: .data.w		H'0000,H'0005 .data.l		pl17_176_0000 .data.b		H'80,H'11,atk,H'00 .data.b		H'00,H'00,H'00,H'00 .data.w		H'0000,H'0005
 * 必殺技	ケーブルパンチスタート

.data.w		H'0200,H'0003					;	足位置の補正のためのフラグ .data.l		pl17_176_0001 .data.b		H'80,H'11,atk,H'00 .data.b		H'00,H'00,H'00,H'00 .data.w		H'0000,H'0005

.data.w		H'0300,H'0008					;	足位置の補正 ＆ ｐｌｓ .data.l		pl17_176_0002 .data.b		H'80,H'11,atk,H'00 .data.b		H'00,H'00,H'00,H'00 .data.w		H'0000,H'0005

pl17_cable_punch_start_loop: .data.w		H'0400,H'0001+end_of_data .data.l		pl17_176_0003 .data.b		H'80,H'11,atk,H'00 .data.b		H'00,H'00,H'00,H'00 .data.w		H'0100,H'0005					;	ｐｌｓ用ｉ＿ｃａｔｃｈ
 * ここから移動をはじめる	kadono

.data.l		pl17_cable_punch_start_loop

pl17_cable_punch_finish_l: .data.w		H'0280,H'0002				;	足位置補正のため .data.l		pl17_176_0004 .data.b		H'80,H'11,atk,H'00 .data.b		H'00,H'00,H'00,H'00 .data.w		H'0200,H'0057				;	ｐｌｓ用
 * 必殺技	ケーブルパンチエンド（弱）
 * 当たり
 * 当たり

.data.w		H'0300,H'0002				;	足位置補正のため .data.l		pl17_176_0005 .data.b		H'80,H'11,ate,H'00 .data.b		H'4b+cse,H'00,H'00,H'00		;	拳の音（でも炎の音） .data.w		H'0300,H'0058				;	ｐｌｓ用


 * .data.w		H'0000,H'0018
 * .data.l		pl17_176_0006
 * .data.b		H'80,H'11,ate,H'00
 * .data.b		H'00,H'00,H'00,H'00
 * .data.w		H'0000,H'0005				;	ｐｌｓ用

.data.w		H'0000,H'0002 .data.l		pl17_176_0006 .data.b		H'80,H'11,ate,H'00 .data.b		H'00,H'00,H'00,H'00 .data.w		H'0400,H'0005				;	ｐｌｓ用

.data.w		H'0000,H'0002 .data.l		pl17_176_0006 .data.b		H'80,H'11,ate,H'00 .data.b		H'00,H'00,H'00,H'00 .data.w		H'0500,H'0005				;	ｐｌｓ用

.data.w		H'0000,H'0002 .data.l		pl17_176_0006 .data.b		H'80,H'11,ate,H'00 .data.b		H'00,H'00,H'00,H'00 .data.w		H'0600,H'0005				;	ｐｌｓ用

.data.w		H'0000,H'0002 .data.l		pl17_176_0006 .data.b		H'80,H'11,ate,H'00 .data.b		H'00,H'00,H'00,H'00 .data.w		H'0700,H'0005				;	ｐｌｓ用

.data.w		H'0000,H'0002 .data.l		pl17_176_0006 .data.b		H'80,H'11,ate,H'00 .data.b		H'00,H'00,H'00,H'00 .data.w		H'0800,H'0005				;	ｐｌｓ用

.data.w		H'0000,H'000e .data.l		pl17_176_0006 .data.b		H'80,H'11,ate,H'00 .data.b		H'00,H'00,H'00,H'00 .data.w		H'0900,H'0005				;	ｐｌｓ終了用
 * .data.w		H'0000,H'000e

.data.w		H'0000,H'0009 .data.l		pl17_176_0007 .data.b		H'80,H'11,ate,H'00 .data.b		H'00,H'00,H'00,H'00 .data.w		H'0000,H'0005
 * .data.w		H'0000,H'0007

.data.w		H'0000,H'0008 .data.l		pl17_176_0008 .data.b		H'80,H'11,ate,H'00 .data.b		H'00,H'00,H'00,H'00 .data.w		H'0000,H'0005
 * .data.w		H'0000,H'0006

.data.w		H'0400,H'0008+end_of_data .data.l		pl17_176_0009 .data.b		H'80,H'11,ate,H'00 .data.b		H'00,H'00,H'00,H'00 .data.w		H'0000,H'0005
 * .data.w		H'0400,H'0006+end_of_data

.data.l		pl17_cable_punch_finish_l

pl17_cable_punch_finish_h: .data.w		H'0200,H'0002				;	足位置補正のため .data.l		pl17_176_0004 .data.b		H'80,H'11,atk,H'00 .data.b		H'00,H'00,H'00,H'00 .data.w		H'0200,H'0057				;	ｐｌｓ用
 * 必殺技	ケーブルパンチエンド（強）
 * 当たり
 * 当たり

.data.w		H'0300,H'0002				;	足位置補正のため .data.l		pl17_176_0005 .data.b		H'80,H'11,ate,H'00 .data.b		H'4b+cse,H'00,H'00,H'00		;	拳の音（でも炎の音） .data.w		H'0300,H'0058				;	ｐｌｓ用


 * .data.w		H'0000,H'0020
 * .data.l		pl17_176_0006
 * .data.b		H'80,H'11,ate,H'00
 * .data.b		H'00,H'00,H'00,H'00
 * .data.w		H'0000,H'0005

.data.w		H'0000,H'0002 .data.l		pl17_176_0006 .data.b		H'80,H'11,ate,H'00 .data.b		H'00,H'00,H'00,H'00 .data.w		H'0400,H'0005				;	ｐｌｓ用

.data.w		H'0000,H'0002 .data.l		pl17_176_0006 .data.b		H'80,H'11,ate,H'00 .data.b		H'00,H'00,H'00,H'00 .data.w		H'0500,H'0005				;	ｐｌｓ用

.data.w		H'0000,H'0002 .data.l		pl17_176_0006 .data.b		H'80,H'11,ate,H'00 .data.b		H'00,H'00,H'00,H'00 .data.w		H'0600,H'0005				;	ｐｌｓ用

.data.w		H'0000,H'0002 .data.l		pl17_176_0006 .data.b		H'80,H'11,ate,H'00 .data.b		H'00,H'00,H'00,H'00 .data.w		H'0700,H'0005				;	ｐｌｓ用

.data.w		H'0000,H'0002 .data.l		pl17_176_0006 .data.b		H'80,H'11,ate,H'00 .data.b		H'00,H'00,H'00,H'00 .data.w		H'0800,H'0005				;	ｐｌｓ用

.data.w		H'0000,H'0018 .data.l		pl17_176_0006 .data.b		H'80,H'11,ate,H'00 .data.b		H'00,H'00,H'00,H'00 .data.w		H'0900,H'0005				;	ｐｌｓ終了用

.data.w		H'0000,H'0008 .data.l		pl17_176_0007 .data.b		H'80,H'11,ate,H'00 .data.b		H'00,H'00,H'00,H'00 .data.w		H'0000,H'0005

.data.w		H'0000,H'0008 .data.l		pl17_176_0008 .data.b		H'80,H'11,ate,H'00 .data.b		H'00,H'00,H'00,H'00 .data.w		H'0000,H'0005

.data.w		H'0400,H'0007+end_of_data .data.l		pl17_176_0009 .data.b		H'80,H'11,ate

I do not know what this is.

pl07_000_0_0010	.equ	37 pl07_001_0_0000	.equ	38 pl07_002_0_0000	.equ	39 pl07_002_0_0001	.equ	40 pl07_002_0_0002	.equ	41 pl07_002_0_0003	.equ	42 pl07_002_0_0004	.equ	43 pl07_002_0_0005	.equ	44 pl07_002_0_0006	.equ	45 pl07_002_0_0007	.equ	46 pl07_002_0_0008	.equ	47 pl07_002_0_0009	.equ	48 pl07_002_0_000a	.equ	49 pl07_002_0_000b	.equ	50 pl07_002_0_000c	.equ	51 pl07_002_0_000d	.equ	52 pl07_002_0_000e	.equ	53 pl07_002_0_000f	.equ	54 pl07_003_0_0000	.equ	55 pl07_003_0_0001	.equ	56 pl07_003_0_0002	.equ	57 pl07_003_0_0003	.equ	58 pl07_003_0_0004	.equ	59 pl07_003_0_0005	.equ	60 pl07_003_0_0006	.equ	61 pl07_003_0_0007	.equ	62 pl07_003_0_0008	.equ	63 pl07_003_0_0009	.equ	64 pl07_003_0_000a	.equ	65 pl07_003_0_000b	.equ	66 pl07_003_0_000c	.equ	67 pl07_003_0_000d	.equ	68 pl07_003_0_000e	.equ	69 pl07_003_0_000f	.equ	70 pl07_004_0_0000	.equ	71 pl07_004_0_0001	.equ	72 pl07_004_0_0002	.equ	73 pl07_004_0_0003	.equ	74 pl07_004_0_0004	.equ	75 pl07_004_0_0005	.equ	76 pl07_005_0_0000	.equ	77 pl07_005_0_0001	.equ	78 pl07_006_0_0000	.equ	79 pl07_006_0_0001	.equ	80 pl07_006_0_0002	.equ	81 pl07_006_0_0003	.equ	82 pl07_006_0_0004	.equ	83 pl07_006_0_0005	.equ	84 pl07_006_0_0006	.equ	85 pl07_007_0_0000	.equ	86 pl07_007_0_0001	.equ	87 pl07_007_0_0002	.equ	88 pl07_007_0_0003	.equ	89 pl07_007_0_0004	.equ	90 pl07_007_0_0005	.equ	91 pl07_007_0_0006	.equ	92 pl07_007_0_0007	.equ	93 pl07_009_0_0000	.equ	94 pl07_009_0_0001	.equ	95 pl07_010_0_0000	.equ	96 pl07_010_0_0001	.equ	97 pl07_011_0_0000	.equ	98 pl07_011_0_0001	.equ	99 pl07_011_0_0002	.equ	100 pl07_011_0_0003	.equ	101 pl07_011_0_0004	.equ	102 pl07_012_0_0000	.equ	103 pl07_013_0_0000	.equ	104 pl07_013_0_0001	.equ	105 pl07_013_0_0002	.equ	106 pl07_014_0_0000	.equ	107 pl07_014_0_0001	.equ	108 pl07_014_0_0002	.equ	109 pl07_015_0_0000	.equ	110 pl07_015_0_0001	.equ	111 pl07_015_0_0002	.equ	112 pl07_016_0_0000	.equ	113 pl07_016_0_0001	.equ	114 pl07_016_0_0002	.equ	115 pl07_016_0_0003	.equ	116 pl07_016_0_0004	.equ	117 pl07_016_0_0005	.equ	118 pl07_016_0_0006	.equ	119 pl07_016_0_0007	.equ	120 pl07_019_0_0000	.equ	121 pl07_019_0_0001	.equ	122 pl07_019_0_0002	.equ	123 pl07_019_0_0003	.equ	124 pl07_020_0_0000	.equ	125 pl07_020_0_0001	.equ	126 pl07_020_0_0002	.equ	127 pl07_020_0_0003	.equ	128 pl07_020_0_0004	.equ	129 pl07_020_0_0005	.equ	130 pl07_020_0_0006	.equ	131 pl07_020_0_0007	.equ	132 pl07_020_0_0008	.equ	133 pl07_020_0_0009	.equ	134 pl07_020_0_000a	.equ	135 pl07_020_0_000b	.equ	136 pl07_020_0_000c	.equ	137 pl07_020_0_000d	.equ	138 pl07_020_0_000e	.equ	139 pl07_020_0_000f	.equ	140 pl07_020_0_0010	.equ	141 pl07_020_0_0011	.equ	142 pl07_020_0_0012	.equ	143 pl07_021_0_0000	.equ	144 pl07_021_0_0001	.equ	145 pl07_021_0_0002	.equ	146 pl07_021_0_0003	.equ	147 pl07_021_0_0004	.equ	148 pl07_021_0_0005	.equ	149 pl07_021_0_0006	.equ	150 pl07_021_0_0007	.equ	151 pl07_021_0_0008	.equ	152 pl07_022_0_0000	.equ	153 pl07_022_0_0001	.equ	154 pl07_022_0_0002	.equ	155 pl07_022_0_0003	.equ	156 pl07_022_0_0004	.equ	157 pl07_022_0_0005	.equ	158 pl07_022_0_0006	.equ	159 pl07_022_0_0007	.equ	160 pl07_024_0_0000	.equ	161 pl07_024_0_0002	.equ	162 pl07_025_0_0000	.equ	163 pl07_025_0_0002	.equ	164 pl07_026_0_0000	.equ	165 pl07_026_0_0002	.equ	166 pl07_032_0_0001	.equ	167 pl07_032_0_0002	.equ	168 pl07_032_0_0003	.equ	169 pl07_032_0_0004	.equ	170 pl07_032_0_0005	.equ	171 pl07_032_0_0006	.equ	172 pl07_032_0_0007	.equ	173 pl07_032_0_0008	.equ	174 pl07_033_0_0000	.equ	175 pl07_033_0_0001	.equ	176 pl07_033_0_0002	.equ	177 pl07_033_0_0003	.equ	178 pl07_033_0_0004	.equ	179 pl07_033_0_0005	.equ	180 pl07_100_0_0001	.equ	181 pl07_100_0_0002	.equ	182 pl07_100_0_0003	.equ	183 pl07_101_0_0000	.equ	184 pl07_101_0_0001	.equ	185 pl07_101_0_0002	.equ	186 pl07_101_0_0003	.equ	187 pl07_101_0_0004	.equ	188 pl07_101_0_0005	.equ	189 pl07_101_0_0006	.equ	190 pl07_101_0_0007	.equ	191 pl07_101_0_0008	.equ	192 pl07_101_0_0009	.equ	193 pl07_101_0_000a	.equ	194 pl07_101_0_000b	.equ	195 pl07_101_0_000c	.equ	196 pl07_102_0_0000	.equ	197 pl07_102_0_0001	.equ	198 pl07_102_0_0002	.equ	199 pl07_102_0_0003	.equ	200 pl07_102_0_0004	.equ	201 pl07_103_0_0000	.equ	202 pl07_103_0_0001	.equ	203 pl07_103_0_0003	.equ	204 pl07_103_0_0004	.equ	205 pl07_104_0_0000	.equ	206 pl07_104_0_0001	.equ	207 pl07_104_0_0003	.equ	208 pl07_104_0_0004	.equ	209 pl07_104_0_0006	.equ	210 pl07_105_0_0000	.equ	211 pl07_105_0_0001	.equ	212 pl07_105_0_0002	.equ	213 pl07_105_0_0003	.equ	214 pl07_105_0_0004	.equ	215 pl07_105_0_0005	.equ	216 pl07_105_0_0006	.equ	217 pl07_106_0_0000	.equ	218 pl07_106_0_0001	.equ	219 pl07_107_0_0000	.equ	220 pl07_107_0_0001	.equ	221 pl07_107_0_0002	.equ	222 pl07_107_0_0003	.equ	223 pl07_107_0_0004	.equ	224 pl07_107_0_0005	.equ	225 pl07_107_0_0006	.equ	226 pl07_108_0_0000	.equ	227 pl07_108_0_0001	.equ	228 pl07_108_0_0002	.equ	229 pl07_108_0_0003	.equ	230 pl07_108_0_0004	.equ	231 pl07_108_0_0005	.equ	232 pl07_108_0_0006	.equ	233 pl07_109_0_0000	.equ	234 pl07_109_0_0001	.equ	235 pl07_109_0_0003	.equ	236 pl07_110_0_0000	.

This appears to be a section of files and when they were last modified:

hit_dt18.s/1.5/Thu Dec 09 04:12:58 1999// /hit_dt19.s/1.8/Thu Dec 09 04:12:58 1999// /hit_dt2c.s/1.25/Thu Dec 09 04:13:00 1999// /hit_dt31.s/1.28/Thu Dec 09 04:13:00 1999// /hit_dt34.s/1.19/Thu Dec 09 04:13:00 1999// /hit_dt35.s/1.28/Thu Dec 09 04:13:00 1999// /hit_dt37.s/1.27/Thu Dec 09 04:13:00 1999// /hit_dt39.s/1.12/Thu Dec 09 04:13:00 1999// /makefile/1.478/Thu Dec 09 04:13:00 1999// /pl09_tbl.s/1.49/Thu Dec 09 04:13:00 1999// /pl0f_def.h/1.37/Thu Dec 09 04:13:00 1999// /pl14_tbl.s/1.103/Thu Dec 09 04:13:02 1999// /pl35_def.h/1.19/Thu Dec 09 04:13:02 1999// /pl3a_def.h/1.45/Thu Dec 09 04:13:02 1999// /pl3a_tbl.s/1.83/Thu Dec 09 04:13:02 1999// /pls1d_02.c/1.2/Thu Dec 09 04:13:04 1999// /pls3a_01.c/1.2/Thu Dec 09 04:13:04 1999// /pls3a_02.c/1.3/Wed Dec 08 20:03:16 1999// /s_pl09.c/1.47/Thu Dec 09 04:13:04 1999// /s_pl0f.c/1.83/Thu Dec 09 04:13:04 1999// /s_pl14.c/1.100/Thu Dec 09 04:13:04 1999// /s_pl20.c/1.53/Thu Dec 09 04:13:04 1999// /s_pl22.c/1.81/Thu Dec 09 04:13:04 1999// /s_pl35.c/1.52/Thu Dec 09 04:13:04 1999// /shl20_00.c/1.6/Thu Dec 09 04:13:04 1999// /taiki06.s/1.5/Thu Dec 09 04:13:04 1999// /pl1f_tbl.s/1.121/Thu Dec 09 05:44:04 1999// /pl22_tbl.s/1.49/Thu Dec 09 07:02:12 1999// /em_play.c/1.24/Thu Dec 09 07:12:38 1999// /game.c/1.122/Thu Dec 09 07:12:38 1999// /hit_def.h/1.15/Thu Dec 09 07:12:40 1999// /hit_dt0a.s/1.28/Thu Dec 09 07:12:40 1999// /hit_dt0d.s/1.23/Thu Dec 09 07:12:40 1999// /hit_dt10.s/1.42/Thu Dec 09 07:12:40 1999// /hit_dt17.s/1.51/Thu Dec 09 07:12:40 1999// /hit_dt2f.s/1.48/Thu Dec 09 07:12:40 1999// /hit_equ.h/1.23/Thu Dec 09 07:12:42 1999// /pl0f_tbl.s/1.89/Thu Dec 09 07:12:44 1999// /pl10_tbl.s/1.114/Thu Dec 09 07:12:44 1999// /pl13_tbl.s/1.91/Thu Dec 09 07:12:44 1999// /pl1c_tbl.s/1.49/Thu Dec 09 07:12:44 1999// /pl1d_tbl.s/1.25/Thu Dec 09 07:12:44 1999// /pl38_tbl.s/1.36/Thu Dec 09 07:12:46 1999// /pl_sub3.c/1.205/Thu Dec 09 07:12:46 1999// /pls35_02.c/1.7/Thu Dec 09 07:12:48 1999// /s_pl1c.c/1.71/T

This can be found in mpr-23058.ic27 (MAME naming) at 13352 to 13385

} /*--*/ /*		壁張り付き終了											*/ /*--*/ static void sp_stick_end( PLAYER_WORK *pl_w, PL05_LOCAL_W *lw ) {	lw -> pl05_wall_flag = 0 ; lw -> pl05_wall_flag1 = 0 ;

pl_w -> jump_atk_cnt = 0 ;	// ジャンプ攻撃できない pl_w -> jump_com_cnt = 1 ;	// 空中必殺出せない

SCR_EXCEP_SET ;		// カメラデフォルトに

RATE_CLR_X( pl_w ) ;

pl_jump_ret( pl_w ) ; } /*--*/ /*		壁ダッシュチェック										*/ /*--*/ static Uint8 pl05_kdash_ck( PLAYER_WORK *pl_w, PL05_LOCAL_W *lw ) {	static Uint8 (*pl05_kdash_ck_tbl[])( PLAYER_WORK *pl_w, PL05_LOCAL_W *lw )={ pl05_kdash_ck_00, pl05_kdash_ck_01, } ;

return pl05_kdash_ck_tbl[lw -> pl05_com_st]( pl_w, lw ) ; } /*--*/ static Uint8 pl05_kdash_ck_00( PLAYER_WORK *pl_w, PL05_LOCAL_W *lw ) {	if( !( pl_w -> pl_sw_now & BACK ) )

This can be found in  mpr-23055.ic24 (MAME naming).

.data.l		pl17_151_0009 .data.b		H'80,H'11,H'00,H'01 .data.b		H'00,H'00,H'00,H'00 .data.w		H'0500,H'0001

.data.w		H'0000,H'0003 .data.l		pl17_151_0009 .data.b		H'80,H'11,H'00,H'01 .data.b		H'00,H'00,H'00,H'00 .data.w		H'0600,H'0001

.data.w		H'0000,H'0003 .data.l		pl17_151_0009 .data.b		H'80,H'11,H'00,H'01 .data.b		H'00,H'00,H'00,H'00 .data.w		H'0700,H'0001

.data.w		H'0000,H'0003 .data.l		pl17_151_0009 .data.b		H'80,H'11,H'00,H'01 .data.b		H'00,H'00,H'00,H'00 .data.w		H'0800,H'0001

.data.w		H'0000,H'0003 .data.l		pl17_151_0009 .data.b		H'80,H'11,H'00,H'01 .data.b		H'00,H'00,H'00,H'00 .data.w		H'0900,H'0001

.data.w		H'0000,H'0003 .data.l		pl17_151_0009 .data.b		H'80,H'11,H'00,H'01 .data.b		H'00,H'00,H'00,H'00 .data.w		H'0a00,H'0001

.data.w		H'0000,H'0003 .data.l		pl17_151_0009 .data.b		H'80,H'11,H'00,H'01 .data.b		H'00,H'00,H'00,H'00 .data.w		H'0b00,H'0001

.data.w		H'0000,H'0003 .data.l		p_PERSONAL_0 : pl_w->pl_sp_type = pl25_sp_fire ; pl_w->atck_level = ATCK_H ; break ; case PL_PERSONAL_1 : pl_w->pl_sp_type = pl25_sp_frei ; pl_w->atck_level = ATCK_H ; break ; case PL_PERSONAL_2 : pl_w->pl_sp_type = pl25_sp_brast ; pl_w->atck_level = ATCK_H ; break ; }	act_st_set( pl_w, N_SPECIAL ) ; }

/****************************************************************/ /*		ゼロカウンター											*/ /****************************************************************/ void pl25_sp_zero( PLAYER_WORK *pl_w ) {	pl_w->routine_1 = PL_NORM ; pl_w->routine_2 = pl_w->routine_3 = 0 ; switch( pl_w->pl_personal ){ case PL_PERSONAL_0 : pl_w->pl_sp_type = pl25_sp_fire ; pl_w->atck_level = ATCK_H ; break ; case PL_PERSONAL_1 : pl_w->pl_sp_type = pl25_sp_frei ; pl_w->atck_level = ATCK_H ; break ; case PL_PERSONAL_2 : pl_w->pl_sp_type = pl25_sp_brast ; pl_w->atck_level = ATCK_H ; break ; }	act_st_set( pl_w, N_SPECIAL ) ; }

/****************************************************************/ /*		起きあがりカラー替え									*/ /****************************************************************/ void pl25_dm_color( PLAYER_WORK *pl_w ) {	if( pl_w->cg_flag1 == 0 ){ return ; } else { if( (Sint8)pl_w->cg_flag1 > 0 ){ pl_w->timer0 = pl_w->cg_flag1 ; pl_w->timer0 -= 2 ; pl_w->timer0 /= 2 ; pl_w->cg_flag1 = 0 ; /* 2p */ //			pl_w->timer0 += WARP_COL_2P ; /* カラー書き換え (書き換えるプレイヤーのワーク, 何本目のカラーか?(プレイヤー８本中),				 転送したいカラーの番号, そこから何本書き換えるか?) */ ef_color_set( pl_w, 0, pl_w->pl_color*5+pl_w->timer0, 1 ) ; } else { pl_w->cg_flag1 = 0 ;

/* pl_color_reset */ pl_color_set( pl_w, PC_DEFAULT ) ; return ; }	} }

/*==============================================================*/ /*==============================================================*/ /*==============================================================*/ /*==============================================================*/ /*==============================================================*/ /*==============================================================*/ /*==============================================================*/ /****************************************************************/ /****************************************************************/ /****************************************************************/ /****************************************************************/ /****************************************************************/ /****************************************************************/ /****************************************************************/ /****************************************************************/ /****************************************************************/ /****************************************************************/ /****************************************************************/ /****************************************************************/ /*==============================================================*/ /*	End of File. */ /*==============================================================*/ /* "s_pl25.c" End of File	*/ (NULL CHARACTER LINE) {	dm_w->combo_reset_flag = 0xff ; if(!(dm_w->combo_dm_cnt_old = dm_w->combo_dm_cnt ) ) dm_w->combo_damage = dm_w->vital_new ;

/* コンボ数制限９９９ */ if( ( at_w->combo_cnt = cnt ) > 999 ) at_w->combo_cnt = 999 ;

/* ダメージ側コンボ数制限９９９*/ if( ( dm_w->combo_dm_cnt = cnt ) > 999 ) dm_w->combo_dm_cnt = 999 ;

/* トータルコンボ数制限９９９ */ if( (vs_sys_work.combo_total[ at_w->pl_no ] += cnt ) > 999 )	/* To