*General bullet and alien commands START_COMMANDS EQU 49 OBJECT_SET_PAT EQU 51 * - Followed by dc.l * - Loop round OBJECT_FRAME_SET EQU 52 * - Followed by dc.w * - Loop round OBJECT_KILL EQU 53 * - Followed by nothing * - Dont loop OBJECT_ADD EQU 54 * - Followed by dc.w * dc.w * dc.w * - Loop OBJECT_SIMPLE_ADD EQU 55 * - Followed by dc.w * dc.w * dc.l * - Loop OBJECT_BULLET_ADD EQU 56 * - Followed by dc.w * dc.w * dc.w (diff from Alien) * - Loop OBJECT_PATTERN_RESTART EQU 57 * - Followed by nothing * - Loop OBJECT_SOUND_EFFECT_1 EQU 58 * - Followed by dc.w * - Loop round OBJECT_SOUND_EFFECT_2 EQU 59 * - Followed by dc.w * - Loop round OBJECT_SOUND_EFFECT_3 EQU 60 * - Followed by dc.w * - Loop round OBJECT_SOUND_EFFECT_4 EQU 61 * - Followed by dc.w * - Loop round OBJECT_EXECUTE_CODE EQU 62 * - Followed by dc.l * - Loop round OBJECT_SIMPLE_ADD_LOTS EQU 63 * - Followed by dc.w * - Followed by dc.w * - Followed by dc.l * - .... * - Until OBJECT_SET_COUNTER EQU 64 * - Followed by dc.w OBJECT_UNTIL EQU 65 * - Followed by dc.l OBJECT_HIT_PATTERN_RESTART EQU 66 * - Loop OBJECT_DONT_GO_ANYWHERE EQU 67 * Followed by nothing OBJECT_STOP_ANIM EQU 68 * Followed by nothing OBJECT_START_ANIM EQU 69 * -Followed by nothing OBJECT_SIMPLE_ADD_TRANSFORM EQU 70 * - As simple ADD except new-alien = old alien map wise OBJECT_UPDATE_SCORE EQU 71 * - Followed by dc.w OBJECT_ATTACH_X EQU 72 * - Followed by nothing OBJECT_KILL_ATTACHED_OBJECT EQU 73 * - Followed by nothing OBJECT_SIMPLE_ADD_CONNECT EQU 74 * - As simple ADD except pointer in each struct to each other OBJECT_ATTACH_Y EQU 75 * - Followed by nothing OBJECT_ATTACH_BOTH_XY EQU 76 * - Followed by nothing OBJECT_DECREASE EQU 77 * - Followed by dc.l - shall decrease by 1 OBJECT_TEST EQU 78 * - Followed by dc.l - address of thing to test * - dc.w - value to test * - dc.l where to go if test is true OBJECT_INCREASE EQU 79 * - Followed by dc.l - address of thing to inc by 1 OBJECT_RANDOM_PIG_SQUEAL EQU 80 * - Followed by nothing OBJECT_PUT_IN_MAP EQU 81 * - Followed by nothing - burns itself into map at current location OBJECT_RESTART_PATTERN_SKIP_POS EQU 82 * - followed by nought OBJECT_CHECK_DISTANCE EQU 83 * - followed by dc.w - check value * dc.l - where to jump if true OBJECT_START_SCRIPT EQU 84 * - followed by dc.l - pointer to var holding script address OBJECT_WAVE_TEST EQU 85 * - followed by dc.l - pointer to script to jump if not equal to script counter OBJECT_SIMPLE_ADD_WAVE_TRANSFER equ 86 * - same as transform OBJECT_BURN_BLOCK equ 87 * - followed by dc.w blok num OBJECT_ACTIVATE_SCRIPT equ 88 * -followed by address of script OBJECT_CHECK_HITS equ 89 * -followed by dc.w hits to compare * dc.l address of script to go if not equal OBJECT_SET_RANDOM_COUNTER equ 90 * -followed by dc.w min value * dc.w max value OBJECT_SET_DIRECTION EQU 91 * -followed by dc.w OBJECT_SET_VARIABLE EQU 92 * -followed by dc.l * - dc.w OBJECT_BLOW_UP_ATTACHED EQU 93 * - followed by nothing OBJECT_TRANSFORM_BOTCH EQU 94 * - dc.l OBJECT_TRANSFORM_PATTERN EQU 95 * - dc.l * - dc.l OBJECT_CHANGE_TYPE EQU 96 * - dc.l