b0`8  p{Ðð€€þÿÿü€€.text€€Ðñ .rdataÐñ€Ðñ€ðÐ.dataÀó€Àó€@ À@.sdata€€À .sbssÀ€À€(.bssð€ð€X|€Control player and perform ramp 'physics' void controlSkater(int cpu, u_int cpuctrl, int cpad, SkateBoard *skater) { u_int pad; long direction = 0; long x; long vx, vy, falla; long valid_a1, valid_a2; // valid landing angles long ad1, ad2, ad3, ad4; // angle diff. - between take off and landing u_long fall; short z; skater[0].analogView.vx = 0; skater[0].analogView.vy = 0; // If under CPU control, take controls from 'cpuctrl' if (cpu) pad = cpuctrl; else { // otherwise, read the control pad pad = readPad(cpad); if (controllerType(cpad) == CON_ANALOGJOY) { skater[0].analogView.vx = (short) 128-(readPadByte(cpad, 5) & 0xfc); skater[0].analogView.vy = (short) 128-(readPadByte(cpad, 4) & 0xfc); skater[0].analogView.vx = (skater[0].analogView.vx<<3); skater[0].analogView.vy = (skater[0].analogView.vy<<3); } } //////////////////////////////////////////////////////// // Totally helpless if fallen over if (skater->fallenOver) pad = 0; //////////////////////////////////////////////////////// // If skater is falling off the ramp - let 'em die cool! if (skater->fallenOffRamp) { if (pad & PADRdown) skater->skaterAnimFrame = 3; else if (pad & PADRright) skater->skaterAnimFrame = 4; else skater->skaterAnimFrame = 0; } else { //////////////////////////////////////////////////////// // Grab! if (pad & PADRdown) { skater->skaterAnimFrame = 1; skater->grabTime++; skater->numGrabs |= 0x1; } else if (pad & PADRright) { skater->skaterAnimFrame = 3; skater->grabTime++; skater->numGrabs |= 0x2; } else if (pad & PADRleft) { skater->skaterAnimFrame = 4; skater->grabTime++; skater->numGrabs |= 0x4; } else { skater->skaterAnimFrame = 0; } } //////////////////////////////////////////////////////// // work out our direction direction = skater->speed * rcos(skater->angle.vy); //////////////////////////////////////////////////////// // Kick for initial speed // Must be on ramp and standing still if (!skater->offRamp && pad & PADR2 && skater->speed==0) { skater->speed = 120; } //////////////////////////////////////////////////////// // Spin the skater around if (skater->skaterAngle.vy!=0 && skater->skaterAngle.vy!=2048) { skater->skaterAngle.vy = (skater->skaterAngle.vy-128) & 4095; } if (pad & PADR1 && (skater->skaterAngle.vy==0 || skater->skaterAngle.vy==2048)) { skater->skaterAngle.vy = (skater->skaterAngle.vy-128) & 4095; } //////////////////////////////////////////////////////// // Build up turning speed // (Cannot turn while building up some spin speed!) // The faster you're going, the faster you can turn if (!skater->offRamp) { // Left/right Spin if (pad & PADL1) { if (skater->rotSpeed < abs(skater->speed)/2) skater->rotSpeed += 1; } else { skater->rotSpeed = 3<<4; } } //////////////////////////////////////////////////////// // Turn // If player's on the ramp, can only turn // if not holding L1 #define LEAN_SPEED 2 if (!skater->fallenOver && !(!skater->offRamp && (pad & PADL1))) { // calculate max lean angle - smaller as skater increases speed x = abs(skater->speed); if ( (x > TOP_SPEED/2) || (skater->position.vx>0 && skater->angle.vy>1024 && skater->angle.vy<3072) || (skater->position.vx<-RAMP_FLAT && (skater->angle.vy>3072 || skater->angle.vy<1024)) ) { x = 100 + (TOP_SPEED - x)/3; } else { x = 200 + (TOP_SPEED - x)/2; } // lean left/right if (pad & PADLleft) { skater->angle.vy = (skater->angle.vy-(4096/360)*(skater->rotSpeed/20)) (ÿ½'Ô¿¯Ð¾¯_< !ð $€Â¯˜À¯œÀ¯ À¯¤À¯¨À¯¬À¯°À¯´À¯ÌÀ¯$¢¯ ¯ ¯ ¯  ¯$ ¯$(¢¯€<àÔ„$$@$1# ð$€<# àÔ„$d# €<èÔBŒÃÂ'!DC€<ìÔcŒÃ'Â/! eC! @t† !(`¨  7! ! !(@$� !8€<Æ"¤! !(@$� $€<Ä"¤! !(@$� !8€<Ê"¤! !(@$� $€<È"¤! !(@$� !8€<Ð"¤! !(@$� $€<Ò"¤€<ÆB”V ! @€<À ¬p$¢¯7$¢¯$¢¯€<ÆB”¢¯…$ ¢¯$ ¯€$(¢¯€$,¢¯€$0¢¯€<@„$0$$”2 $p$¢¯;$¢¯$¢¯€<ÆB”¢¯…$ ¢¯$$¢¯ÿ$(¢¯n$,¢¯n$0¢¯€<0„$P$$”2 $p$¢¯9$¢¯$¢¯€<ÆB”¢¯¼$ ¢¯$ ¯n$(¢¯ÿ$,¢¯n$0¢¯€<0Ö„$p$$”2 $p$¢¯;$¢¯$¢¯€<ÆB”¢¯…$ ¢¯($$¢¯¾$(¢¯¾$,¢¯x$0¢¯€<à4„$�4$”2 $pÀ¯pÂ�C(`þpÂ�! @#bÀ€£0×B@§2×BB§ $D§ $F§HÀ¯&$ ! ÿC0d8‚,T£&$ $ÿC0d8‚,U£r# ! ¯ Ã� b0@r# ! ¯ Ã� b0@5)(; S  ! O… ¯Â�! @€!b€€< ®c$!b¯Â�! @€!b€€< }c$!b¯Â�! @@#b€ ! ‚#D@€<`Ù„$!d˜Š ! @! !(Æ�“‰ ! !(Æ�“‰ $À¯$Â�C(`™€<ÀBŒ$C$Â�! @#bÀ€§J$@§$B§€<ÄB”D§FÀ£1$G£ÿ$L£€$M£€$N£@×BP§B×BR§$T§$V§XÀ¯<`¯dÀ§‚$f§z$h§$j§€<ÄB”l§]$n£!$o£€$t£€$u£€$v£h×Bx§j×Bz§ $|§ $~§€À¯œÂ�$C4$o£œÂ�@ÿÿ$`¯! &$ ÿC0d8‚,,£&$ $ÿC0d8‚,-£r# ! ¯ Ã� b0@r# ! ¯ Ã� b0@,  (; S  ! O… ¯Â�! @€!b€€< ®c$!b¯Â�! @€!b€€< }c$!b¯Â�! @@#b€ ! ‚#D@€<`Ù„$!d˜Š ! @! !(Æ�“‰ ! !(Æ�“‰ $À¯$Â�C(`� €<ÀBŒ$C$Â�! @#bÀ€fallenOver) pad = 0; //////////////////////////////////////////////////////// // If skater is falling off the ramp - let 'em die cool! if (skater->fallenOffRamp) { if (pad & PADRdown) skater->skaterAnimFrame = 3; else if (pad & PADRright) skater->skaterAnimFrame = 4; else skater->skaterAnimFrame = 0; } else { //////////////////////////////////////////////////////// // Grab! if (pad & PADRdown) { skater->skaterAnimFrame = 1; skater->grabTime++; skater->numGrabs |= 0x1; } else if (pad & PADRright) { skater->skaterAnimFrame = 3; skater->grabTime++; skater->numGrabs |= 0x2; } else if (pad & PADRleft) { skater->skaterAnimFrame = 4; skater->grabTime++; skater->numGrabs |= 0x4; } else { skater->skaterAnimFrame = 0; } } //////////////////////////////////////////////////////// // work out our direction direction = skater->speed * rcos(skater->angle.vy); //////////////////////////////////////////////////////// // Kick for initial speed // Must be on ramp and standing still if (!skater->offRamp && pad & PADR2 && skater->speed==0) { skater->speed = 120; } //////////////////////////////////////////////////////// // Spin the skater around if (skater->skaterAngle.vy!=0 && skater->skaterAngle.vy!=2048) { skater->skaterAngle.vy = (skater->skaterAngle.vy-128) & 4095; } if (pad & PADR1 && (skater->skaterAngle.vy==0 || skater->skaterAngle.vy==2048)) { skater->skaterAngle.vy = (skater->skaterAngle.vy-128) & 4095; } //////////////////////////////////////////////////////// // Build up turning speed // (Cannot turn while building up some spin speed!) // The faster you're going, the faster you can turn if (!skater->offRamp) { // Left/right Spin if (pad & PADL1) { if (skater->rotSpeed < abs(skater->speed)/2) skater->rotSpeed += 1; } else { skater->rotSpeed = 3<<4; } } //////////////////////////////////////////////////////// // Turn // If player's on the ramp, can only turn // if not holding L1 #define LEAN_SPEED 2 if (!skater->fallenOver && !(!skater->offRamp && (pad & PADL1))) { // calculate max lean angle - smaller as skater increases speed x = abs(skater->speed); if ( (x > TOP_SPEED/2) || (skater->position.vx>0 && skater->angle.vy>1024 && skater->angle.vy<3072) || (skater->position.vx<-RAMP_FLAT && (skater->angle.vy>3072 || skater->angle.vy<1024)) ) { x = 100 + (TOP_SPEED - x)/3; } else { x = 200 + (TOP_SPEED - x)/2; } // lean left/right if (pad & PADLleft) { skater->angle.vy = (skater->angle.vy-(4096/360)*(skater->rotSpeed/20)) & 4095; skater->totalSpin -= skater->rotSpeed>>4; if (!skater->offRamp) skater->skaterAngle.vx -= LEAN_SPEED; } else if (pad & PADLright) { skater->angle.vy = (skater->angle.vy+(4096/360)*(skater->rotSpeed/20)) & 4095; skater->totalSpin += skater->rotSpeed>>4; if (!skater->offRamp) skater->skaterAngle.vx += LEAN_SPEED; } else { // return to upright stance (no lean) if (skater->skaterAngle.vx>0) skater->skaterAngle.vx- By Doug Day PAUSED Replace controller to continue �€p€¸€¤€¤€Ä€ âÿÅd¦ÿEvðÿ9„1<’m(¤²PF2Assertion failure! 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D H M R W \ ` e j o s x } ‚ † ‹ � • ™ ž £ § ¬ ± µ º ¿ Ã È Í Ñ Ö Û ß ä è í ò ö û ÿ       $ ( - 1 6 : > C G L P U Y ^ b f k o t x | � … ‰ Ž ’ — › Ÿ £ ¨ ¬ ° µ ¹ ½ Á Æ Ê Î Ò × Û ß ã è ì ð ô ø ü       " & * . 2 6 : > B F J N R V Z ^ b f j n r v z ~ ‚ † Š Ž ‘ • ™ � ¡ ¥ © ¬ ° ´ ¸ ¼ À Ã Ç Ë Ï Ò Ö Ú Þ á å é í ð ô ø û ÿ        # ' * . 2 5 9 < @ C G J N Q U X \ _ b f i m p t w z ~ � … ˆ ‹ � ’ • ™ œ Ÿ ¢ ¦ © ¬ ° ³ ¶ ¹ ¼ À Ã Æ É Ì Ð Ó Ö Ù Ü ß ã æ é ì ï ò õ ø û þ   "%(+.147:<?BEHKMPSVY[^adfiloqtwy|�„‡‰Œ�‘”–™›ž¡£¦¨«­°²µ·º¼¿ÁÃÆÈËÍÏÒÔÖÙÛÝàâäçéëîðòô÷ùûýÿ  !#%')+-/13579;=?ACEFHJLNPQSUWYZ\^`aceghjlmoqrtvwyz|}�‚„…‡ˆŠ‹�Ž�‘“”•—˜š›œžŸ¡¢£¥¦§¨ª«¬®¯°±³´µ¶·¸º»¼½¾¿ÀÂÃÄÅÆÇÈÉÊËÌÍÎÏÐÑÒÓÔÕÕÖרÙÚÛÜÜÝÞßààáâããäåææçèèéêêëììííîïïððññòòóóôôõõöö÷÷øøøùùùúúúûûûüüüüýýýýþþþþþÿÿÿÿÿÿÿ !$&)+.0358:=?BEGJLOQTVY[^`cehjloqtvy{~€ƒ…ˆŠŒ�‘”–˜›� ¢¤§©¬®°³µ·º¼¾ÁÃÅÈÊÌÏÑÓÖØÚÜßáãåèêìîñóõ÷ùüþ    "$&(*,.02468:<>@BDFHJLNPRTVXZ[]_aceghjlnprsuwy{|~€‚ƒ…‡‰ŠŒŽ�‘“•–˜š›�Ÿ ¢£¥§¨ª¬­¯°²³µ·¸º»½¾ÀÁÃÄÆÇÉÊÌÍÏÐÒÓÕÖ×ÙÚÜÝßàáãäæçèêëìîïðòóôö÷øúûüýÿܹ‡Ü¹‡È–xú2 @ðtmd.c0%d:%d ÿÿÿÿÿÿÿÿ€€H}€ } } //////////////////////////////////////////////////////// // Limit skater to a 'sensible' top speed if (skater->speed>TOP_SPEED) skater->speed = TOP_SPEED; if (skater->speed<-TOP_SPEED) skater->speed = -TOP_SPEED; //////////////////////////////////////////////////////// // If in mid-air - skater must not be able to do wierd stuff! // (i.e. cannot change direction!) if (skater->fallenOffRamp || skater->offRamp) { skater->position.vz += skater->fallZSpeed; if (skater->fallYAngle > 1024 && skater->fallYAngle < 3072) { skater->position.vy -= (skater->speed * skater->fallZAngleSin) / 4096; } else { skater->position.vy += (skater->speed * skater->fallZAngleSin) / 4096; } } else if (skater->fallenOver) { // Skater has fallen over - no grip, so slide down ramp skater->position.vx += (skater->speed * rcos(skater->angle.vy)) / 4096; if (skater->angle.vy > 1024 && skater->angle.vy < 3072) { skater->position.vy -= (skater->speed * rsin(skater->angle.vz)) / 4096; } else { skater->position.vy += (skater->speed * rsin(skater->angle.vz)) / 4096; } skater->position.vz += (skater->speed/2 * skater->fallZAngleSin) / 4096; } else { // On ramp - so move normally skater->position.vx += (skater->speed * rcos(skater->angle.vy)) / 4096; if (skater->angle.vy > 1024 && skater->angle.vy < 3072) { skater->position.vy -= (skater->speed * rsin(skater->angle.vz)) / 4096; } else { skater->position.vy += (skater->speed * rsin(skater->angle.vz)) / 4096; } skater->position.vz += (skater->speed * -rsin(skater->angle.vy)) / 4096; } //////////////////////////////////////////////////////// // Confine the skater to the outer edge of the ramp if (skater->position.vx > RAMP_TRANS) { skater->position.vx = RAMP_TRANS-1; } if (skater->position.vx < -RAMP_TRANS-RAMP_FLAT) { skater->position.vx = -RAMP_TRANS-RAMP_FLAT+1; } //////////////////////////////////////////////////////// // Has skater landed after falling off the side? if (skater->fallenOffRamp) { if (skater->position.vy > FLOOR) { resetSkater(skater); skater->position.vx = -RAMP_FLAT/2; skater->position.vy = RAMP_TRANS; skater->position.vz = RAMP_WIDTH/3 + (RAMP_WIDTH*cpad)/3; } } ///////////////////////////////////////////////////////// // Has skater landed after a jump? if (skater->offRamp && skater->position.vy > 0) { skater->offRamp = 0; skater->fall = 0; // make player fall if landing angle is too great fall = -1; vy = skater->angle.vy; falla = skater->fallYAngle; // From take off angle - calculate what angles are safe to land on if (falla < 1024) { // Quadrant A valid_a1 = abs(2048 - vy); valid_a2 = abs(4096 - vy); } else if (falla < 2048) { // Quadrant B valid_a1 = abs(2048 - vy); valid_a2 = abs(4096 - vy); } else if (falla < 3072) { // Quadrant C valid_a1 = abs(4096 - vy); valid_a2 = abs(6144 - vy); } else { // Quadrant D valid_a1 = abs(4096 - vy); valid_a2 = abs(6144 - vy); } valid_a1 &= 4095; valid_a2 &= 4095; ad1 = abs(falla - valid_a1) & 4095; ad2 = abs(falla - valid_a2) & 4095; if (ad1<300 || ad1>4096-300 || ad2<300 || ad2>4096-300) { fall = 0; } if ( fall ) { x = skater->angle.vy & 4095; skater->fallenOver = -1; if (skater->position.vx > 0) { skater->fallZAngleSin = rsin(4096 - precalcAngle[skater->position.vx]); } else { skater->fallZAngleSin = rsin(precalcAngle[abs(skater->position.vx + RAMP_FLAT)]); } skater->fallZSpeed = (skater->speed * -rsin(skater->angle.vy)) / 4096; if (x<2048) { skater->skaterAngle.vx = 1024; } else { skater->skaterAngle.vx = -1024; } if (skater->position.vx p C`0Þü=ŸdH\àJPˆ  ì€ƒ§´@� Ðó¼ B’�ñ€óýÆB“�ñ€ýÈB”Ðñ€ÎC—Ðñ€$ÐC˜Ðñ€$-ÒC™Ðñ€-6ÔCšÐñ€6?ÖC›Ðñ€?HØCœÐñ€HQÚC�Ðñ€QZÜCž HU€Añÿÿh‡€FP&�7€Añÿÿ.„€FÐ9$%€AñÿÿHÌ;€AñÿÿV$Q€Añÿÿi°<€Añÿÿpð€Áðÿÿz|ñ€Aðÿÿ�,c€AñÿÿŽô°€Añÿÿšt€Añÿÿž3€Añÿÿ£Ì€Añÿÿ¨ U€Añÿÿ¯ €Añÿÿ´€Añÿÿø¤è€Añÿÿ`ë€Añÿÿ °€Áðÿÿ0€Áðÿÿ€Añÿÿ—(€F0¤T€Añÿÿ©È€�óÿÿ²lb€AñÿÿĀπFÍàÔ€ÁðÿÿÓü€AñÿÿØœ €AñÿÿÜÕ€Áðÿÿä؃€Añÿÿï�ñ€Fü<„€Añÿÿ@Õ€Áðÿÿ |€AñÿÿÿÿÐñ€Aðÿÿü5€Añÿÿ0Ö€Áðÿÿ(pÖ€Áðÿÿ-°€Aóÿÿ@�Ö€ÁðÿÿF¼Q€AñÿÿR(€Añÿÿÿÿ`€AðÿÿgÐï€Aðÿÿn`Ù€Áðÿÿ|à€AñÿÿŠ@€Añÿÿ‘3€Añÿÿ™ ®€Áðÿÿ¡Ä €Añÿÿ¥0;€Añÿÿª`Ù€Añÿÿ°x/€Añÿÿ µÜ€F0ÃxÌ€F0Î>€AñÿÿÖ`€Aóÿÿã4“€F0ì@€Añÿÿð€>€AñÿÿøÔ€AñÿÿýŒÂ€FÐo€Añÿÿ¼€Añÿÿ (.€Añÿÿ+L?€Añÿÿ6\ €Añÿÿ>ØÔ€AñÿÿJ|R€AñÿÿRè€Añÿÿ\ 9€F°k�€Añÿÿz`3€Añÿÿ€�@€Añÿÿ‡ñ€Añÿÿ�P®€Áðÿÿ™L6€Añÿÿ �€Aóÿÿ³°1€Añÿÿ¾ˆ1€AñÿÿÈô�€F°×hä€Añÿÿà0R€F0íŒ=€AñÿÿõÈä€Añÿÿ °€€Añÿÿ  ã€Añÿÿ T6€Añÿÿ" hÀ€Añÿÿ- ´ì€Añÿÿ6 Ô9€AñÿÿA ´S€FPO 8/€Añÿÿc |Š€F0h -€Añÿÿp Ê€�óÿÿy L€Añÿÿ„ pÏ€Añÿÿ‘ ,€Añÿÿš LÁ€Añÿÿ¥ hŽ€FP­ €Aóÿÿ¹ €AñÿÿÅ @c€AñÿÿÓ ð€Añÿÿß 87€Añÿÿæ  ô€�ðÿÿï €Fô è0€Añÿÿü Ì€�óÿÿ Б€F `;€Añÿÿ Œ€F& àÍ€Añÿÿ4 `®€Áðÿÿ; ¤ü€�ðÿÿC P4€AñÿÿK Tÿ€AñÿÿX °>€Añÿÿb \f€Añÿÿp 8Ú€F°z à‚€Añÿÿ… dM€Añÿÿ� <€AñÿÿŸ Äñ€Añÿÿ£ d7€Añÿÿ¨ þ€Añÿÿ± ¤&€Añÿÿº L<€AñÿÿÁ €AóÿÿÌ ˜±€Añÿÿ Ù  ì€Få < €Añÿÿé È�€F0ñ T>€Añÿÿû `*€Añÿÿ @€Aóÿÿ üX€Añÿÿ ¬8€Añÿÿ( ¸ð€Añÿÿ0 ´Â€Añÿÿ; 8d€AñÿÿN `.€ÁðÿÿZ ¸ô€Añÿÿh T×€Añÿÿm àK€Añÿÿu à.€Áðÿÿ| ô<€Añÿÿ„ øÛ€Añÿÿ‰ €Aóÿÿ” ÜÌ€Añÿÿ¢ @=€Añÿÿ± Ü„€Fð¾ €AñÿÿÇ `c€AñÿÿÝ €Aóÿÿç L&€Añÿÿñ ˜È€Añÿÿü L�€Añÿÿ è€Añÿÿ °&€Fp |)€Añÿÿ- (&€Añÿÿ6 Ä€AñÿÿC ø™€F°Q hÊ€AñÿÿW ˜�€F�i /€Áðÿÿ p ¨â€F�z È€Añÿÿ„ <�€FpŒ øÞ€Añÿÿ– ¤Ø€Fp¡ -€Añÿÿ© h€Añÿÿµ D×€Añÿÿ ØU€AñÿÿË €€AóÿÿØ €Añÿÿÿÿä À€Añÿÿë l”€FPú ¸Õ€Añÿÿ H}€Añÿÿ ”ЀAñÿÿ äa€Añÿÿ øÉ€Añÿÿ( |˜€F�4 HЀFP= ÈX€AñÿÿC ð3€ÁðÿÿO à€�óÿÿW -€Añÿÿ_ ø/€Añÿÿk œ?€Añÿÿq � €Añÿÿ{ (Í€FP‰ ˆÕ€Añÿÿ •  á€FpŸ ¸Ò€Añÿÿ© xÇ€Añÿÿµ lñ€Aðÿÿº ”]€AñÿÿÈ ôU€AñÿÿÓ à4€ÁðÿÿÜ è€Añÿÿæ Ѐ�óÿÿó c€AñÿÿÀ €AñÿÿÀ1€Añÿÿ´²€Añÿÿ$0€Añÿÿ4¨=€Añÿÿ=LE€FÐF 5€ÁðÿÿS8Ï€F°a }€Áðÿÿh¸/€Añÿÿr°?€Añÿÿy€±€Añÿÿ…‚€F�Ž.€Añÿÿ“À•€Fp¢\=€Añÿÿ©$R€AñÿÿµX/€Añÿÿºô5€AñÿÿÎÀ3€AñÿÿÖ¨é€AñÿÿÞˆá€Añÿÿé¨Þ€AñÿÿùÔM€Añÿÿ…€F ®€Añÿÿ<€Añÿÿ# €Aóÿÿ6(×€F0?Ìt€AñÿÿGÐ΀F�Q|Ý€AñÿÿV`€Añÿÿh ÷€Añÿÿn@ñ€Añÿÿwô<€Añÿÿ …@ç€F’Àó€�ðÿÿ£À€Añÿÿ©(ã€Añÿÿ ´`ã€FÂÌ €AñÿÿѰ…€Fî˜/€AñÿÿôL€Añÿÿú¼ù€Añÿÿtb€Añÿÿ ÜÏ€F0<=€Añÿÿø>€Añÿÿ'$ €Añÿÿ,�€Añÿÿ: c€Añÿÿ