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先祝福大家五一快乐, 虽然来晚了哈, 废话就不多说了$ u; K6 A; F. q- ]. x4 _' o5 S
1.选择键切换子弹(为了更快杀死对方)
& o% P( w. @; i7 R0 ]2.杀死对方自己加命/ A8 @- |" [4 @8 q! {
- ;[FC][魂斗罗][互相伤害][END]# l: A/ q/ ^- w/ ]/ h1 i9 M& L' y1 }
- ;20200505
" G$ O/ J. t M( i% d - ; P* f+ _3 t4 j* z7 K( ~* b/ B, R2 w
- .ORG $8960
! E, r( ~# p8 L! j - % W. O% C) B4 }2 A9 u" B
- P1_STATUE = $90 ;状态/ [5 R0 v) }9 m- s+ g; j6 u! M9 l) m
- P1_INVINCIBLE_A = $AE ;透明无敌: E+ Q! S7 g1 s8 b2 N: J
- P1_INVINCIBLE_B = $B0 ;闪烁无敌
1 M5 Z7 j5 R3 [/ K) E8 o/ W! j - P1_REST = $32 ;P1剩余生命
& G/ a; x5 M0 s: `4 p - LIVE_VALUE = $01 ;活着数值
9 c! n' o. ]3 @7 @: G) p - P1_ACTION = $D6 ;趴下5 U) v% N% w$ ~; H5 m
- P1_FACE = $D8 ;P1面向
7 D* Z/ N% X# n' v. _9 n! ?+ Z - LAY_VALUE = $17 ;趴下数值" W6 z! p& [3 m L. C
- JUMP_VALUE = $08 ;趴下数值
' v% ~, B3 H$ R3 ?/ \ - DIVING_VALUE = $18 ;潜水数值
: t" C! O/ R; l3 z - P1_X = $0334 ;P1 X坐标
, u, q" _0 B9 Y h M0 D# o! S# m: _ - P2_X = $0335 ;P2 X坐标
3 F) r" K n! x1 u# J - P1_Y = $031A ;P1 Y坐标
6 R/ C( B3 q# v; ?% { - P2_Y = $031B ;P2 Y坐标+ C; ^( T9 E4 A1 h' E. Q% I
- Bullet_X = $03C8 ;子弹X坐标
* J$ c* l5 |% c' [: v - Bullet_Y = $03B8 ;子弹Y坐标
) ~( i) H7 a& m9 S - Bullet_Owner = $0448 ;子弹所属者
4 B9 `& M6 r, o) V5 Y - Hit_Offet_X = $01C0 ;命中误差X1 Z; e6 s, t' R1 q; v
- Hit_Offet_Y = $01C1 ;命中误差Y: ], x6 P) ~( j
- State_Offet_X = $01C2 ;动作误差X
7 `& j. |# b8 Z) V5 @ - State_Offet_Y = $01C3 ;动作误差X
/ A P$ ]6 R% t - Offet_X_Check = $01C4 ;坐标差X
1 @8 X1 ^5 M, Z% ?# N - Offet_Y_Check = $01C5 ;坐标差Y
# H4 W3 e7 j) Q, v0 f1 C0 |/ ] - Reg_X_Temp = $01C6 ;寄存器X暂存$ F" w* W! u8 L, s4 A
- Reg_Y_Temp = $01C7 ;寄存器Y暂存
4 D. D$ R1 |) E" k8 R' Z - OFFET_X_STAND = $06 ;坐标差X值
' J- z* l' @- J9 o6 H - OFFET_Y_STAND = $10 ;坐标差Y值) }* z! l3 \1 ^/ \$ f3 |
- OFFET_X_LAY = $10 ;趴下坐标差X值& U; g( v( J0 E/ b$ P, x
- OFFET_Y_LAY = $07 ;趴下坐标差Y值1 H. G3 E# o0 v; J) _
- OFFET_X_JUMP = $08 ;跳跃坐标差X值
" B& K- y" T2 Y$ z - OFFET_Y_JUMP = $08 ;跳跃坐标差Y值
8 U3 W- N! Z% R# _% j - STATE_X_DIVING = $02 ;潜水动作误差X值2 X' H3 P: O( G, ] A# P
- STATE_Y_LAY = $04 ;趴下动作误差X值9 G" b( B9 p/ {1 B+ ^
0 t* G6 p6 Z ?. ^9 ]- ;武器切换
8 Y/ a% I4 `+ b3 F8 P2 a - Btn_Once = $F5 ;单次按键+ f9 q' L8 v" v" T/ G( N
- ;========================================
- v! ^+ b' H3 E- t: z8 C& s/ p3 Y - ChangeWeapon:
2 e$ h1 x3 x$ N" _ - LDA Btn_Once,X
8 y8 ?' c# O" d# W* G - CMP #$20
* V3 K5 q3 m! U% s8 c0 @& c) {" C - BNE ChangeWeaponEnd
: x7 R; c) a0 k& j# ?& q - LDA $AA,X( M2 v& Y* [7 N( p" S
- ORA #$10: E' _$ m9 h. T6 u! R% K5 X0 b
- STA $AA,X
5 d5 U2 K$ t& J+ c; H - CMP #$14
% {! r2 ^- b9 D0 R. @3 E - BNE WeaponSet
% u4 r1 H! k! { - LDA #$0F
( x8 x# {( `) { U - STA $AA,X% X/ V1 Z' |4 p
- WeaponSet:3 C: ?. Y0 l& k% s! X1 z
- INC $AA,X; f- J' @) u6 j/ H( }/ _
- ChangeWeaponEnd:
' U1 [2 ~4 q3 t+ T, m - LDA $AA,X& G! H2 B R9 S" H) \
- AND #$0F, S5 C0 s* ^6 [4 u" S( Q, }+ k
- RTS5 {0 r+ y9 J8 _7 J; t& g
- # Q7 _7 y$ y: X% n+ I4 s
- .ORG $89A0
& h! P1 w+ b$ T% |, | t2 e - ' @# U5 ]$ E4 D) F
- ;互相伤害+ y7 z* h% ]8 L0 {4 L' V
- ;========================================
/ _# }3 k0 N& d! D1 [1 h* }& z# Z - Hurt_Player:: X2 U9 i# b- B$ e1 b; @/ G& g
- STX Reg_X_Temp0 |( `; G: L& o+ T# }; T) s
- STY Reg_Y_Temp4 C$ w3 g6 b9 W/ o5 r9 u
- JSR CheckInvalidState$ a/ D) k1 W$ v! ~/ l9 Z5 `
- BCS HurtPlayerEnd, Z0 l: t2 m8 s( r7 A2 F
- LDA Bullet_Owner,X
2 A9 L$ |. G, a1 h+ A: A5 J - EOR #@0000001
2 d0 _6 H( y( y* ~9 k! B. r1 B) t - TAY
( a* t. i! R$ M7 L/ z - JSR GetHitOffset
! ]' ~' W. o8 B9 F - JSR GetOffet_X" Z* }, |" O2 R0 i
- JSR GetOffet_Y$ _9 h7 _* d9 \% q
- JSR Check_Hit
# K3 K* t* B8 } - BCC HurtPlayerEnd9 l: C1 h: ~5 P* ^+ y
- JSR Kill_Player( t1 S& F1 t% P! j' i
- HurtPlayerEnd:! }- ^& m( e0 u
- LDX Reg_X_Temp2 E, o. }5 E. q' O% E! [6 ^
- LDY Reg_Y_Temp, r$ |+ m7 S" _+ I! Z9 x: Q* @& f
- LDA $0438,X
. D6 K$ l0 x. n0 N+ q - RTS' V y$ S! X! i1 A7 I
- 3 r3 } i3 d. C2 x
- ;检查无效状态$ M9 U* M J# F! A
- ;========================================
% V% ?' R: R1 G9 Q5 d( B# U f - CheckInvalidState:2 w. F8 d) @% z& U" q# d7 y
- LDA Bullet_Owner,X9 q# Y+ w8 z% A( _7 n4 z/ \, \
- EOR #@0000001" b0 L* k. h/ l2 e: e7 d
- TAY
' D* x3 i/ O/ @ - LDA P1_STATUE,Y) T9 C' f) R. Y( G9 D* b- e. V
- CMP #LIVE_VALUE
+ H& e, o/ z$ j0 e% F7 I - BNE SetInvalidState
* T+ M. L3 L o7 q! r - LDA P1_ACTION,Y
! r% G) T3 a2 z8 n9 u - CMP #DIVING_VALUE/ ~$ D( J7 I9 m+ G5 j* c3 L; @ i/ |3 r
- BNE CheckStateEnd7 i; m4 C3 V$ R4 z0 ^# ^; x( U! {# @
- SetInvalidState: j3 f( a6 m: n; a' l+ y* U( u) s
- SEC2 P- p; P: W' j0 h
- RTS7 ~2 z7 A4 L/ o; b: \1 @: d: T' C# D; P
- CheckStateEnd:
/ j- P& L3 f8 U( Q' b3 p - CLC
) f( F! } Y) O! v& m2 ` - RTS9 w3 x1 Y) Q- w" X" z
- 1 e- T- Z- o0 l9 M; b' ?
- ;设置命中误差/ A L2 g7 F# l6 o' k
- ;========================================4 J Z' U# t$ B2 ^; W: T% p
- GetHitOffset:6 t3 v) X0 P+ P! t& u4 ]
- LDA #OFFET_X_STAND
' } h# U4 A- I1 g7 y7 j - STA Offet_X_Check
% K9 p9 ?+ p- [/ Y - LDA #OFFET_Y_STAND
+ w4 r( N! W! A0 }/ ?7 I E# R. S - STA Offet_Y_Check
# m) M* f" `4 n; \# e6 S - LDA #$00* M* Q, o. u- S \& E$ j
- STA State_Offet_X
2 _( `9 Y/ Y& t" K8 u - STA State_Offet_Y- o! {( y# v* U9 Q/ ^0 V( w
- GetHitOffset_Diving:
; t( Q; V3 u$ E9 l- I. h1 | - LDA P1_ACTION,Y( L1 Q* I6 Z }* ?/ L* k
- AND #DIVING_VALUE4 F; z. C* R8 s/ F
- CMP #DIVING_VALUE r2 j3 z. \* k1 J1 _* H; O6 p
- BNE GetHitOffset_Lay, \1 b3 e6 t' z# ~. P
- LDA #STATE_X_DIVING2 G( `0 r8 l0 ~ m
- STA State_Offet_X" t" k) L- w" O9 ?" M: @+ b
- LDA P1_FACE,Y
! f! c. o! {! V2 d- J+ u* y - AND #$40
4 K( `6 T" P3 T7 B' v. e" Z - BEQ GetHitOffset_Lay
# i" V4 C$ r+ z6 d - LDA #$00
( a+ v7 |- e1 |$ W) g9 d- B4 V9 U1 y - SEC. r9 L T7 p, J2 c) ^5 ^4 c9 a
- SBC State_Offet_X. u* w; Q6 f0 P6 V+ B1 y# h
- STA State_Offet_X
: |7 d* ~5 m2 l& X2 O - GetHitOffset_Lay:0 |8 V4 m$ T+ s: H/ @: ^- J9 Q
- LDA P1_ACTION,Y
. f0 v- L9 }. ^. m! f - CMP #LAY_VALUE
! [, L M) m) C( R6 u, O6 J - BNE GetHitOffset_Jump' S% j/ J, |8 K
- LDA #OFFET_X_LAY. u0 `3 l$ B/ y" k/ ]) ]6 W
- STA Offet_X_Check) e9 }: \5 c Q4 L3 y; x
- LDA #OFFET_Y_LAY
' P" }5 H4 B2 [ - STA Offet_Y_Check
( _7 `: _$ q2 a ^+ D+ ^1 M( R - LDA #STATE_Y_LAY* V/ c( Y" E. F* S$ K+ _3 u) D
- STA State_Offet_Y7 H% ]2 X( r2 I7 S: E' u
- RTS
8 N; @4 c+ g! V8 T8 t - GetHitOffset_Jump:
. Y1 i1 z% a( Q9 ?& s7 x$ v$ ] - LDA P1_ACTION,Y( W/ R* Z9 F# }. s h9 X9 U4 y; G
- AND #@11110110& I" n. l0 V5 |4 ?5 d; Q
- BNE GetHitOffsetEnd
: I! q! T( Y, t- R: B5 q% ]/ I - LDA P1_ACTION,X3 P4 d7 C( R6 m+ G; F' J4 q. {
- AND #JUMP_VALUE6 G) B! k Z3 ?% V! d s
- BEQ GetHitOffsetEnd3 r% q, s* @3 `. k u" z
- LDA #OFFET_X_JUMP
8 Z( a: x. z/ ]2 y" m1 p - STA Offet_X_Check
2 @8 G' ?7 u: S - LDA #OFFET_Y_JUMP
& n5 ~( ]9 }6 `( b - STA Offet_Y_Check
. @8 ?8 n( C# E/ P( t0 f9 x - RTS/ t- T( b' C+ O( A8 `3 ^
- GetHitOffsetEnd:
8 I. L$ K% V- _+ t+ u: L - RTS3 S2 G! |2 B1 v2 Z' g3 ?5 |! ~# A
& P8 f0 @6 R, M0 f0 } x K+ Q- * w+ O, i- B6 o6 t1 Y7 |" u
- ;获取子弹与角色X坐标差
) \! s; H9 E( D6 i - ;========================================
1 K! t9 C1 d7 v+ A - GetOffet_X:
) K! J3 \9 Q8 A! ~2 y* ~) p - LDA Bullet_X,X: ]6 [* ?: z7 ]8 Z/ ~
- SEC
7 E7 |3 q: ^4 M- l) \: S; v - SBC State_Offet_X
' X2 y3 m- l( k - CMP P1_X,Y
5 c/ Q" |, w: p3 g! I- r: c+ _ - BCC GetOffet_X_Set( P0 Y* }$ ~# ^1 Y% B ^) V8 \4 R
- LDA Bullet_X,X' p0 u2 j8 n: u$ y) g0 P
- SEC
% G7 J8 O" d, Z4 K - SBC State_Offet_X
; _! `2 J0 X# G( K - SEC
7 {9 m! Q* g: c! G' H* | - SBC P1_X,Y
: y7 J- _- y! q" H; n: L - STA Hit_Offet_X) H. y8 C3 Q( f$ A1 l5 M
- RTS* l# X* a% j# ~: B( y$ m
- GetOffet_X_Set:
! F& C8 O6 r% M9 f/ A- Z - LDA P1_X,Y( _( J F$ m9 X0 d8 g; [' \
- CLC
- w- @. X6 M* g; x* S$ |7 k3 W8 H - ADC State_Offet_X/ Y, \) \7 {7 R+ _+ g# Q
- SEC
- z" Y: C& [ }; }3 `( N - SBC Bullet_X,X
2 ], L; r# L# W! `$ ^+ `& r) O - STA Hit_Offet_X$ M% \/ T" L0 v
- RTS
& `1 M* q ?4 [2 h. H/ j4 C - 8 P2 J+ Q9 p K$ e# r( j8 _6 |
- ;获取子弹与角色Y坐标差
/ z) A; F4 ]) a' k3 I; ` - ;========================================
! a6 z2 u1 i* o9 ~* M4 {! ` - GetOffet_Y:3 z+ f' ~$ O, ]+ T* z3 {
- LDA Bullet_Y,X
4 [ X3 L: N$ [. I - SEC
# S+ C- \& E5 x3 y) T$ P - SBC State_Offet_Y
3 s1 Q1 U* X) Q7 ]) }, A" v( u( O d - CMP P1_Y,Y2 a: [$ b. \4 E( m9 g$ W1 _
- BCC GetOffet_Y_Set+ |3 ]- a8 X$ y9 ] _
- LDA Bullet_Y,X4 y. V. J+ f% }) u
- SEC: \1 S- D/ M8 F I' z( c6 R) |
- SBC State_Offet_Y' ^' `" X+ j8 w
- SEC& B+ H2 W0 O# d1 ~3 c3 t
- SBC P1_Y,Y
* W3 X: w1 _* ~- c0 d& ]8 V/ f% p - STA Hit_Offet_Y! M. i. G. z; |* d$ l; j
- RTS
9 t1 z5 z: Y7 O# P5 s" I0 O - GetOffet_Y_Set:
, \" W' V1 @5 n& I) t |5 i4 _9 [2 ^ - LDA P1_Y,Y1 q3 F+ G+ h0 \, {/ \* W% g4 U
- CLC
1 t3 R0 l; ]0 Y; w( t3 u - ADC State_Offet_Y5 y8 j" ]$ N. K7 q- v9 |
- SEC" M) U4 |. c4 S) H7 u: e
- SBC Bullet_Y,X) _0 b9 V& H, Y
- STA Hit_Offet_Y; _, u% G$ B0 r3 T
- RTS+ U; E, n0 B" Y3 g/ l6 Q
-
& u1 ], b, _/ T+ A+ f h - ;检查命中
3 p2 R, o: Y( p4 V9 q) I* j- P - ;========================================/ [$ C4 P5 V7 k
- Check_Hit:; e! i0 q. @8 g3 f+ K- E" q
- LDA Hit_Offet_X
' u- C. g0 W! h+ g0 X# s% q - CMP Offet_X_Check+ n( V! k2 A/ G* n" s
- BCS Check_Hit_End
5 }: ^$ y: @& W: a - LDA Hit_Offet_Y2 C& `1 F. J: ~: k. N& B: a- ]9 C
- CMP Offet_Y_Check
9 I# \1 k; \5 K. m0 G - BCS Check_Hit_End
% D% }9 m m/ N- }7 q, j1 ]5 ] - SEC. @4 k/ @9 z# z, @: O/ u; Q0 ?2 a
- RTS6 E: H2 j: h% N5 X: V
- Check_Hit_End:: X* X! }' y; m9 V3 R
- CLC
1 I& m) n+ e; c9 [- a1 e - RTS
! X9 g% F# L6 [2 L5 d* h4 z
) x% O! u. I- K% ^! s2 _- ;杀死对方9 T. _; S1 `3 u# a8 {) \2 ^
- ;========================================
# ~' a" E8 G9 E/ Z" X( s) h - Kill_Player:
/ r) y. G: Z! T& h) B) V* W* ^* G - LDA Bullet_Owner,X
I K0 A" n# ^6 [( ^ - EOR #@0000001: k0 }9 C. ?6 c# r8 V8 ~
- TAX
$ {( F4 z2 |6 x1 S - LDA P1_STATUE,X
9 R9 H* C; D+ {1 X" ~. V# A - CMP #LIVE_VALUE
. o+ [$ n6 P8 ]7 v: c3 \ - BNE Kill_Player_End
# Y3 B, R) \* Q - LDA P1_INVINCIBLE_A,X
/ T+ e8 C1 F4 w1 q3 ~ - ORA P1_INVINCIBLE_B,X# z2 N5 u; r6 a( Q
- BNE Kill_Player_End ;无敌状态不处理
# u+ w* ]" W2 n* L - JSR $D474 ;角色死亡
; s) }7 ?* K! Q - LDX Reg_X_Temp
J0 T L9 s; P& `2 [2 E - LDA Bullet_Owner,X: T- I8 d2 [' ~
- TAX
) ]3 _+ D+ @4 D1 Q - INC P1_REST,X0 W8 L" ^& Z/ E( Y, m" d
- LDX Reg_X_Temp6 V9 a$ W. ]& V: A0 u
- JSR $E2FE ;子弹消除. l% p0 A/ _# f6 R
- Kill_Player_End:
) g# s$ E- o7 [' L" b7 V - RTS
复制代码 # B. S4 ]0 w" A$ M0 a" q, f
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