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/******************************************************************************
File: mkguys.h
By: David Schwartz
Date: August 1994
(C) Williams Entertainment
Mortal Kombat III Guys Header
******************************************************************************/
#ifndef __mk_mkguys_h__
#define __mk_mkguys_h__
/*
* DEFINITIONS
*/
#define PLAYER1_START_OFFSET SCX(0x60) // start offset in world for p1
#define PLAYER2_START_OFFSET SCX(0x120) // start offset in world for p2
/* normal animation definitions */
#define ANIM_STANCE 0x00 // 00 - ready pose
#define ANIM_WALKF 0x01 // 01 - walk forward
#define ANIM_WALKB 0x02 // 02 - walk backward
#define ANIM_TURN 0x03 // 03 - turn
#define ANIM_DUCK 0x04 // 04 - duck
#define ANIM_DUCKTURN 0x05 // 05 - duck turn
#define ANIM_DUCKBLOCK 0x06 // 06 - duck block
#define ANIM_DUCKHIT 0x07 // 07 - hit while ducking
#define ANIM_DUCKPUNCH 0x08 // 08 - duck punch
#define ANIM_DUCKKICKH 0x09 // 09 - duck kick high
#define ANIM_DUCKKICKL 0x0a // 0a - duck kick low
#define ANIM_UPPERCUT 0x0b // 0b - uppercut
#define ANIM_STANDBLOCK 0x0c // 0c - standing block
#define ANIM_VICTORY 0x0d // 0d - victory
#define ANIM_HIPUNCH 0x0e // 0e - hi punch
#define ANIM_LOPUNCH 0x0f // 0f - lo punch
#define ANIM_ELBOW 0x10 // 10 - elbow
#define ANIM_HIKICK 0x11 // 11 - hi kick
#define ANIM_MEDKICK 0x12 // 12 - lo/med kick
#define ANIM_LOKICK 0x12 // 12 - lo/med kick
#define ANIM_KNEE 0x13 // 13 - knee
#define ANIM_SWEEP 0x14 // 14 - sweep kick
#define ANIM_RHOUSE 0x15 // 15 - roundhouse kick
#define ANIM_JUMPUP 0x16 // 16 - jump straight up
#define ANIM_JUMPUPKICK 0x17 // 17 - jump straight up kick
#define ANIM_FLIPPUNCH 0x18 // 18 - flip punch
#define ANIM_FLIPKICK 0x19 // 19 - flip kick
#define ANIM_FFLIP 0x1a // 1a - forward flip
#define ANIM_BFLIP 0x1b // 1b - backward flip
#define ANIM_HITHI 0x1c // 1c - hit high
#define ANIM_HITLO 0x1d // 1d - hit low
#define ANIM_KDOWN 0x1e // 1e - knocked down
#define ANIM_SWEEPFALL 0x1f // 1f - sweep fall
#define ANIM_STUMBLE 0x20 // 20 - stumble back
#define ANIM_GETUP 0x21 // 21 - normal getup
#define ANIM_SWEEPUP 0x22 // 22 - getup from sweep kick
#define ANIM_THROW 0x23 // 23 - throw
#define ANIM_ZAP 0x24 // 24 - throwing fireball
#define ANIM_DIZZY 0x25 // 25 - dizzy
#define ANIM_FB_KANO 0x26 // 26 - flipped by kano
#define ANIM_FB_SONYA 0x27 // 27 - flipped by sonya
#define ANIM_FB_JAX 0x28 // 28 - flipped by jax
#define ANIM_FB_IND 0x29 // 29 - flipped by indian
#define ANIM_FB_SZ 0x2a // 2a - flipped by subzero
#define ANIM_FB_SWAT 0x2b // 2b - flipped by swat
#define ANIM_FB_LIA 0x2c // 2c - flipped by lia
#define ANIM_FB_ROBO1 0x2d // 2d - flipped by robo1
#define ANIM_FB_ROBO2 0x2e // 2e - flipped by robo2
#define ANIM_FB_LAO 0x2f // 2f - flipped by lao
#define ANIM_FB_TUSK 0x30 // 30 - flipped by tusk
#define ANIM_FB_SG 0x31 // 31 - flipped by sheeva
#define ANIM_FB_ST 0x32 // 32 - flipped by shang
#define ANIM_FB_LK 0x33 // 33 - flipped by lkang
#define ANIM_FB_SMOKE 0x34 // 34 - flipped by smoke
#define ANIM_FB_KITANA 0x35 // 35 - flipped by kitana
#define ANIM_FB_JADE 0x36 // 36 - flipped by jade
#define ANIM_FB_MILEENA 0x37
#define ANIM_FB_NJ 0x38
#define ANIM_FB_NJ1 0x39
#define ANIM_FB_NJ2 0x3a
#define ANIM_FB_NJ3 0x3b
#define ANIM_DUMMYA 0x3c
#define ANIM_AFB_KANO 0x3d // 3d - air flipped by kano
#define ANIM_LEGGED 0x3e // 3e - legged by sonya
#define ANIM_PROJECTILE 0x3f // 3f - projectile animation
#define ANIM_SHOOK 0x40 // 40 - shook by kano
#define ANIM_AFB_ROBO2 0x41 // 41 - air flipped by robo2
#define ANIM_ZOOM 0x42 // 42 - zoomed
#define ANIM_ORB_BANGED 0x43 // 43 - hit by reptile orb
#define ANIM_JADE_SHOOK 0x44 // 44 - shook by jade
#define ANIM_BACK_BROKE 0x45 // 45 - react to jax backbreaker
#define ANIM_RUN 0x46 // 46 - run
#define ANIM_THUD 0x47 // 47 - thud on death
#define ANIM_SCARED 0x48 // 48 - scared to death
#define ANIM_TABLE2_OFFSET 0x49 // total # of normal animations
/* jax special moves */
#define ANIM_JAX_QUAKE 0x00 // earth quake
#define ANIM_JAX_NOOGY 0x01 // noogy punch
#define ANIM_JAX_DASHP 0x02 // dash punch
#define ANIM_JAX_MORPH 0x03 // arm morph ala T9000
#define ANIM_JAX_GROW 0x04 // jax grow big
#define ANIM_JAX_BACK 0x05 // jax back breaker
#define ANIM_JAX_SNAP 0x06 // jax back break snap
#define ANIM_JAX_BOOT 0x09
/* sonya special moves */
#define ANIM_SONYA_LEG 0x00 // leg grab
#define ANIM_SONYA_BIKE 0x01 // bike kick
#define ANIM_SONYA_DKISS 0x02
#define ANIM_SONYA_SWAVE 0x03 // square wave
#define ANIM_SONYA_EBALL 0x04
#define ANIM_SONYA_GUTZ 0x05
/* kano special moves */
#define ANIM_KANO_AIR_SLAM 0x00 // body slam in air
#define ANIM_KANO_SKNIFE 0x01 // knife swipe
#define ANIM_KANO_SHAKE 0x02 // shake em up
#define ANIM_KANO_LASER 0x03
#define ANIM_KANO_RIP 0x04
/* lia special moves */
#define ANIM_LIA_SCREAM 0x00 // 0 - scream attack
#define ANIM_LIA_SHOCK 0x01 // 1 - shock wave
#define ANIM_LIA_FLY_UP 0x02 // 2 - fly straight up 0
#define ANIM_LIA_FLY_FORWARD 0x03 // 3 - fly forward 1
#define ANIM_LIA_FLY_BACKWARD 0x04 // 4 - fly backwards 2
#define ANIM_LIA_UNFORWARD 0x05 // 5 - transition to normal float 3
#define ANIM_LIA_UNBACKOFF 0x06 // 6 -
#define ANIM_LIA_ANGLE_ZAP 0x07 // 7 - fireball
#define ANIM_LIA_TOP 0x08
#define ANIM_LIA_RIP 0x09
#define ANIM_LIA_HAIR 0x0a
/* sub zero special moves */
#define ANIM_SZ_SKYZAP 0x00 // throw ice into the air
#define ANIM_SZ_FREEZE_BLAST 0x01 // freeze explosion
#define ANIM_SZ_SLIDE 0x02 // slide attack
#define ANIM_SZ_BLOW 0x03
#define ANIM_SZ_THUD 0x04
#define ANIM_SZ_LIFT 0x05
#define ANIM_SZ_BOOMER 0x06
/* indian special moves */
#define ANIM_IND_HORZ 0x00 // horizontal swipe
#define ANIM_IND_AXE_CHOP 0x01 // axe chop
#define ANIM_IND_AXE_UP 0x02 // axe up
#define ANIM_IND_REFLECT 0x03 // reflect
#define ANIM_IND_CHARGE 0x04 // forward charge
#define ANIM_IND_SKY_LIGHT 0x05
#define ANIM_IND_SKY_ZAP 0x06
#define ANIM_IND_OCHOP 0x07
/* robots */
#define ANIM_ROBO_CHEST 0x00 // check open
#define ANIM_ROBO_NET 0x01 // net
#define ANIM_ROBO_BOLT 0x02 // robo dizzy bolt
#define ANIM_ROBO_TELEPUNCH 0x03 // teleport punch
#define ANIM_ROBO_BOMB 0x04 // robos bomb
#define ANIM_ROBO_TARGET 0x05 //
#define ANIM_ROBO_AIR_SLAM 0x06 // air slam
#define ANIM_ROBO_TELE_EXP 0x07 // teleport explode
#define ANIM_ROBO_CRUSH_ARMS 0x08 // robos crushin arms
#define ANIM_ROBO_TSPEAR 0x09
#define ANIM_ROBO_FLAME 0x0a // toast the dude
#define ANIM_ROBO_4BAR 0x0b
#define ANIM_ROBO_INVISO 0x0b // smoke inviso move
#define ANIM_ROBO_SPEAR 0x0c
#define ANIM_ROBO_DESTRUCT 0x0d
#define ANIM_ROBO_HELI 0x0e
#define ANIM_ROBO_ARMBOMB 0x0f
#define ANIM_ROBO_CRUSH_BLOOD 0x10 //
#define ANIM_ROBO_EARTH 0x11
#define ANIM_ROBO_SBOMB 0x11
/* female ninjas */
#define ANIM_KIT_AIRFAN 0x00
#define ANIM_KIT_FANLIFT 0x01
#define ANIM_JADE_ZAP 0x02
#define ANIM_SQUARE 0x03
#define ANIM_BOOMERANG 0x04
#define ANIM_FAN_DECAP 0x05
#define ANIM_MIL_KISS 0x06
#define ANIM_STRETCH 0x07
#define ANIM_KIT_BUBBLES 0x08
#define ANIM_BUNNY 0x09
#define ANIM_ROD_SHAKER 0x0a
#define ANIM_ROD_IMPALE 0x0b
#define ANIM_KITTY 0x0c
#define ANIM_POGO_STICK 0x0d // LEAVE BLANKS AS NEEDED
#define ANIM_MIL_ELBOW 0x13
#define ANIM_THROW_SAI 0x14
#define ANIM_SAI_FLY 0x15
#define ANIM_SWALLOW_NAILS 0x16
#define ANIM_SUCKED 0x17
#define ANIM_SUCK_PIT 0x18
#define ANIM_SKUNK 0x19
#define ANIM_MIRROR_MIRROR 0x1a
/* male ninjas */
#define ANIM_REP_ELBOW2 0x00
#define ANIM_REP_INV 0x01
#define ANIM_REP_SLIDE 0x02
#define ANIM_OSZ_ELBOW 0x03
#define ANIM_ERMAC_ELBOW3 0x04
#define ANIM_REP_RORB 0x05
#define ANIM_REP_SPIT 0x06
#define ANIM_REP_SPITG 0x07
#define ANIM_SCORP_TELE 0x08
#define ANIM_SCORP_THROWS 0x09
#define ANIM_SCORP_AIRTHROW 0x0a
#define ANIM_REP_DASH 0x0b
#define ANIM_ERMAC_SLAM 0x0c
#define ANIM_SCORP_SUMMON 0x0c
#define ANIM_SCORP_MASK_OFF 0x0d
#define ANIM_SCORP_FIRE 0x0e
#define ANIM_SCORP_FLAME 0x0f
#define ANIM_OSZ_FLOORICE 0x10
#define ANIM_OSZ_ZAP 0x11
#define ANIM_OSZ_ROUNDH 0x12
#define ANIM_ERMAC_SKZAP 0x13 //-DHS add to art
#define ANIM_VOMIT 0x14
#define ANIM_HI_TONGUE 0x15
#define ANIM_MED_TONGUE 0x16
#define ANIM_LO_TONGUE 0x17
#define ANIM_REP_CHOMP_HEAD 0x18
/* shang tsu moves */
#define ANIM_ST_MORPH 0x00
#define ANIM_ST_SOUL 0x11
#define ANIM_ST_SUMMON 0x19
#define ANIM_ST_FIRE 0x1a
#define ANIM_ST_SPIKE 0x14
#define ANIM_ST_SPIKEBED 0x15
/* tusk moves */
#define ANIM_TUSK_AIR_ZAP 0x00
#define ANIM_TUSK_BLUR 0x01
#define ANIM_TUSK_BLADE 0x02
#define ANIM_TUSK_GLOW 0x03
#define ANIM_TUSK_TUBE 0x05
#define ANIM_TUSK_UGLY 0x06
#define ANIM_TUSK_UGLY2 0x07
#define ANIM_TUSK_TOP 0x0b // mod from arcade, need tusk dude to have top move
/* swat special moves */
#define ANIM_SWAT_BOMB 0x00
#define ANIM_SWAT_ZOOM 0x01
#define ANIM_SWAT_STICK 0x02
#define ANIM_SWAT_TASER 0x03
#define ANIM_SWAT_BOMBER 0x04
#define ANIM_SWAT_GUN 0x05
/* kung lao special moves */
#define ANIM_LAO_TELE_BLUR 0x00 // 0 - tele blur
#define ANIM_LAO_HAT_RING 0x01 // 1 - hat rings
#define ANIM_LAO_SPIN 0x02
#define ANIM_LAO_TOP 0x03
#define ANIM_LAO_SLICE 0x04
/* she goro special moves */
#define ANIM_SG_POUNCE 0x00
#define ANIM_SG_POUND 0x02
#define ANIM_SG_RIP 0x03
#define ANIM_SG_SMEXPLODE 0x05
/* liu kang */
#define ANIM_LK_ZAP_LO 0x00
#define ANIM_LK_ZAP_AIR 0x01
#define ANIM_LK_BIKE 0x02
#define ANIM_LK_SKANG 0x03
#define ANIM_LK_FIRE 0x05
#define ANIM_LK_REFORM 0x06
#define ANIM_LK_MK1GAME 0x0a
/* generals */
#define ANIM_SHOCKER 15
#define ANIM_OCHAR_POUND 15
#define ANIM_OCHAR_FLOAT 15
#define ANIM_SB_SKEL 16
#define ANIM_ROBO_SKEL 16
#define ANIM_OCHAR_RIP 16
#define ANIM_OCHAR_CUTUP 17
#define ANIM_OCHAR_HALF 17
#define ANIM_OCHAR_REACH 18
#define ANIM_BABY_LETTER 21
#define ANIM_GROUND_EXP 22
#define ANIM_OCHAR_BABY 23
#define ANIM_ANIMALITY 24
#define ANIM_FT1_ANIMAL 25
#define ANIM_FT2_ANIMAL 26
#define ANIM_FRIEND 27
#define ANIM_SHIP 28
#define ANIM_F1_FRIEND 29
#define ANIM_F2_FRIEND 30
#define ANIM_F3_FRIEND 31
#define ANIM_F4_FRIEND 32
#define ANIM_FATALITY 33
#define ANIM_BLOOD_EXP 34
#define ANIM_ARM 35
#define ANIM_ARM2 36
#define ANIM_LEG 37
#define ANIM_LEG2 38
#define ANIM_BONE 39
#define ANIM_PORK 40
#define ANIM_CAGE 41
#define ANIM_SKULL 42
#define ANIM_GARM 43
#define ANIM_LIMB 44
#define ANIM_LAST_ENTRY 0x100
/*
* RAM
*/
/*
* PROTOTYPES
*/
extern void *character_palettes_1[];
extern void *character_palettes_2[];
void setup_players(void);
void setup_1on1_wingmen(void);
void setup_2on2_wingmen(void);
void p1_wing(WORD);
void p2_wing(WORD);
void make_ochar_obj(WORD pchar,short t_a1);
void init_p_others(void);
void setup_player_1(void);
void setup_player_2(void);
void tot_my_pal(void);
void get_player_palette(void *);
void make_player_1_obj(void);
void make_player_2_obj(void);
void set_x_woff(OBJECT *pa8);
OBJECT *make_player_obj(WORD,WORD,WORD,void *,void *);
void *get_char_ani(WORD,short);
inline void ground_ochar(void);
void player_normpal(void);
void player_ugly_pal(void);
void stance_setup(void);
LONG get_walk_info_b(void);
LONG get_walk_info_f(void);
void player_swpal_a0_image(void *);
void player_froze_pal(void);
WORD q_nice_pal(void);
/* robo stuff */
void shock_init(void);
void shock_check(void);
void stun_speed_3(void);
void stun_speed_6(void);
void set_a10_to_him(void);
void set_a10_to_slave(void);
extern void *PUFF1[];
extern void *explode_fx_anims[];
extern void *a_puff[];
extern void *a_dave_explode[];
extern void *a_ground_explode[];
extern void *a_small_explode[];
/* sonya stuff */
void sonya_zap_pal(void);
void lineup_number_2(void);
void ochar_bank_bit(OBJECT *pa8);
/* externals */
extern void *jax_anitab1[];
extern void *jax_anitab2[];
extern void *sonya_anitab1[];
extern void *sonya_anitab2[];
extern void *lao_anitab1[];
extern void *lao_anitab2[];
extern void *lia_anitab1[];
extern void *lia_anitab2[];
extern void *kano_anitab1[];
extern void *kano_anitab2[];
extern void *ind_anitab1[];
extern void *ind_anitab2[];
extern void *sz_anitab1[];
extern void *sz_anitab2[];
extern void *swat_anitab1[];
extern void *swat_anitab2[];
extern void *robo1_anitab1[];
extern void *robo1_anitab2[];
extern void *robo2_anitab1[];
extern void *robo2_anitab2[];
extern void *robo3_anitab1[];
extern void *robo3_anitab2[];
extern void *tusk_anitab1[];
extern void *tusk_anitab2[];
extern void *sg_anitab1[];
extern void *sg_anitab2[];
extern void *st_anitab1[];
extern void *st_anitab2[];
extern void *lk_anitab1[];
extern void *lk_anitab2[];
#define mot_anitab1 lk_anitab1
#define mot_anitab2 lk_anitab2
/* shadow pal */
extern WORD SHADOW_P[];
/* lia pal */
extern WORD LPRP_P[];
extern WORD LBLU_P[];
extern WORD BLUESCR_P[];
extern WORD SPARK_P[];
extern WORD LSKUL_P[];
extern WORD SHOCK_P[];
extern WORD LIFLASH_P[];
extern WORD LIASPIT_P[];
extern WORD LIXPLOD_P[];
/* jax pal */
extern WORD JAXPRP_P[];
extern WORD JZXGRN_P[];
extern WORD JAXGRN_P[];
extern WORD JQAK_P[];
extern WORD JAXPOW_P[];
extern WORD JXPROJT_P[];
extern WORD JXPREXP_P[];
extern WORD JAXPOW_P[];
/* sonya pal */
extern WORD SBGREEN_P[];
extern WORD sbENG_p[];
extern WORD sbzap_p[];
extern WORD dROP_p[];
extern WORD SPARKIS_P[];
extern WORD KISSORB_P[];
extern WORD SBLTBLU_P[];
extern WORD sbENG2_p[];
/* lao pal */
extern WORD KUNG_P[];
extern WORD LHATGLO_P[];
extern WORD LAHAT_P[];
extern WORD KUNGBLU_P[];
/* kano pal */
extern WORD KANOBLU_P[];
extern WORD KANORED_P[];
extern WORD SABER_P[];
/* indian pal */
extern WORD INBLU_P[];
extern WORD INYEL_P[];
extern WORD GRNFLM_P[];
extern WORD UPAXE_P[];
extern WORD ind_shadow_p[];
/* subzero pal */
extern WORD SZBLU_P[];
extern WORD SZBLUGR_P[];
extern WORD FRZBLST_P[];
extern WORD IC013P[];
/* freeze palettes */
extern WORD SBFROZN_P[];
extern WORD INFROZN_P[];
extern WORD LIFROZN_P[];
extern WORD OBFROZN_P[];
extern WORD KLFROZN_P[];
extern WORD JXFROZN_P[];
extern WORD RBFROZN_P[];
extern WORD SZFROZN_P[];
extern WORD KNFROZN_P[];
extern WORD SHFROZN_P[];
extern WORD TRFROZN_P[];
extern WORD TSFROZN_P[];
extern WORD LUFROZN_P[];
extern WORD white_froze_p[];
extern WORD sk_shadow_p[];
/* swat pal */
extern WORD OBRED_P[];
extern WORD OLTBLU_P[];
extern WORD CPBLAST_P[];
#define OBBLU_P OLTBLU_P
/* robo1 pal */
extern WORD ROBO_P[];
extern WORD MECARM_P[];
extern WORD ROCKET_P[];
extern WORD TARGET_P[];
extern WORD NET_P[];
extern WORD ROBSHKB_P[];
extern WORD ROBOMB_P[];
extern WORD R1PAL1_P[];
extern WORD R1PAL2_P[];
/* robo2 pal */
extern WORD ROBO3_P[];
extern WORD ROBOGLD_P[];
extern WORD R2PAL1_P[];
extern WORD R2PAL2_P[];
/* tusk palette */
extern WORD TSKTAN_P[];
extern WORD TSBLU_P[];
/* she goro palette */
extern WORD FGRED_P[];
extern WORD FGGREEN_P[];
extern WORD FGBLUE_P[];
/* shang tsu palette */
extern WORD TSRED_P[];
extern WORD TSYEL_P[];
extern WORD GLOW_P[];
extern WORD FIRE_P[];
/* liu kang palette */
extern WORD LKRED_P[];
extern WORD LKYELO_P[];
/* motaro palettes */
extern WORD MOTARO_P[];
/* shao kahn palette */
extern WORD BGPAL1_P[];
/* noob saibot palette */
extern WORD noob_p[];
/* smoke palette */
extern WORD SMOKE1_P[];
extern WORD SMOKE2_P[];
/* femal ninja palette */
extern WORD KIT1_P[];
extern WORD KIT2_P[];
extern WORD KTFRZ_P[];
extern WORD MIL1_P[];
extern WORD MIL2_P[];
extern WORD JADE1_P[];
extern WORD JADE2_P[];
extern WORD jade_bright_p[];
extern WORD white_p[];
extern WORD BLOBUB_P[];
extern WORD FANSTUN_P[];
extern WORD JADPRO_P[];
extern WORD SIPROJ_p[];
extern WORD ROD_P[];
/* Male ninjas */
extern WORD SCORP1_P[];
extern WORD SCORP2_P[];
extern WORD SCFRZ_P[];
extern WORD REP1_P[];
extern WORD REP2_P[];
extern WORD ERMAC1_P[];
extern WORD ERMAC2_P[];
extern WORD SUBZ1_P[];
extern WORD SUBZ2_P[];
extern WORD NJSMOKE_P[];
extern WORD RPACID_P[];
extern WORD REPHEAD_P[];
extern WORD TUNG_P[];
extern WORD SCFRZ_P[];
extern WORD GLOBALL_P[];
extern WORD SPIT_P[];
extern WORD SPEAR_P[];
extern WORD ICE_P[];
extern WORD SCFIRE_P[];
extern WORD SKULL_P[];
/*
* MACROS
*/
#define JOY_1_PROC joy_begin
#define JOY_2_PROC joy_begin
/* player switch palette */
#define player_swpal(_proc,_pal,_obj) \
swpal((_pal),(_obj)),((_proc)->pdata.p_flags|=PM_ALT_PAL)
#endif /* __mk_mkguys_h__ */