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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
6 A. F6 b% K) q7 s1 t1.选择键切换子弹(为了更快杀死对方)
T$ P: H- y2 W/ f- Z+ E- P; d N2.杀死对方自己加命
& _) K! z- N$ s6 T- ;[FC][魂斗罗][互相伤害][END]
# `! _4 J) s( x: D/ \9 c- I" V - ;20200505) I4 Z. q! P: i* E9 ]
- ' Z, ?5 d4 e4 `7 l+ Y
- .ORG $8960
! D: s- m. t0 q+ m - 4 i- |2 V4 J8 f+ v
- P1_STATUE = $90 ;状态& l2 Y. ~9 E& P: E7 p5 |; {! I9 K
- P1_INVINCIBLE_A = $AE ;透明无敌, R4 X* V2 [# P. Z6 b- ]
- P1_INVINCIBLE_B = $B0 ;闪烁无敌
7 |. g+ I2 ?0 m D - P1_REST = $32 ;P1剩余生命
( \; M }3 U9 e1 ^3 ?5 D - LIVE_VALUE = $01 ;活着数值/ @3 L! F" _; ~2 f/ u$ ]/ p
- P1_ACTION = $D6 ;趴下
/ N) D4 x# p( ~) i2 y1 I5 w7 J) v. @ - P1_FACE = $D8 ;P1面向
$ p8 x& |! F1 u3 y+ ` - LAY_VALUE = $17 ;趴下数值8 {- b: k) h) ?$ l
- JUMP_VALUE = $08 ;趴下数值4 f* L: w2 \1 R( A& E7 H4 O# }
- DIVING_VALUE = $18 ;潜水数值
/ J, g: Q3 k7 ~- N6 [ - P1_X = $0334 ;P1 X坐标
7 h, X: C7 b0 [% D1 w5 e Y - P2_X = $0335 ;P2 X坐标
8 d& w, Z& U/ f0 ?4 i5 J/ S7 M - P1_Y = $031A ;P1 Y坐标 b) X' T- u# ?7 _8 J" n
- P2_Y = $031B ;P2 Y坐标& j7 o6 z; X6 S/ m" Q o
- Bullet_X = $03C8 ;子弹X坐标
; E$ a8 b' p5 d1 U1 U - Bullet_Y = $03B8 ;子弹Y坐标
' J5 K1 e5 ]: Z9 b' i1 v - Bullet_Owner = $0448 ;子弹所属者
( f4 B7 Q6 w- z - Hit_Offet_X = $01C0 ;命中误差X
) {* R- D3 i @/ K6 _ - Hit_Offet_Y = $01C1 ;命中误差Y }) R1 Z5 D$ C4 `) S
- State_Offet_X = $01C2 ;动作误差X0 S, d, q1 F5 D! z8 e& T8 E) X# M
- State_Offet_Y = $01C3 ;动作误差X
; R' ^- v+ ^' J$ ` D A& {( P1 H - Offet_X_Check = $01C4 ;坐标差X3 V b! P2 X$ H! p6 u' j
- Offet_Y_Check = $01C5 ;坐标差Y
: W5 W( a$ j, M( z: q - Reg_X_Temp = $01C6 ;寄存器X暂存) ^& x) S" t5 s" @" g
- Reg_Y_Temp = $01C7 ;寄存器Y暂存
3 g( N* ~7 z* R5 D7 Y - OFFET_X_STAND = $06 ;坐标差X值0 `* M; b" {: O) m
- OFFET_Y_STAND = $10 ;坐标差Y值+ q4 j) [. Y/ u, h% w, J
- OFFET_X_LAY = $10 ;趴下坐标差X值
: O- N6 H4 Q. L- F4 ^5 c& v - OFFET_Y_LAY = $07 ;趴下坐标差Y值
; Y; u( v2 o# C! G* r1 B) A - OFFET_X_JUMP = $08 ;跳跃坐标差X值
" T& R; H: [7 c$ c0 W. _: y; K - OFFET_Y_JUMP = $08 ;跳跃坐标差Y值) p1 K/ ~* h: d, k v/ {$ h6 T. x$ z
- STATE_X_DIVING = $02 ;潜水动作误差X值7 T8 N+ d0 S* c* `4 Z0 L2 v
- STATE_Y_LAY = $04 ;趴下动作误差X值
+ G2 v. y9 s, ~5 u# k; {8 o - : }2 d x& l8 `
- ;武器切换
8 U0 T# E8 }: W( \ - Btn_Once = $F5 ;单次按键/ \/ M: w( q) h- U0 B
- ;========================================
6 X+ z% z) C6 ]# }! y ? - ChangeWeapon:" y/ f- w; c, `* d1 n9 @
- LDA Btn_Once,X& `5 H3 h9 q+ |* B0 G' F
- CMP #$20# e) n' t8 t! A* O# S
- BNE ChangeWeaponEnd2 g2 }) @$ P& Q+ _
- LDA $AA,X
% y. E3 R# B' J' J# [8 b- ~( S - ORA #$10% J, f& t* v# z# |
- STA $AA,X
H+ V4 Y, H; B5 ^! \ - CMP #$14
" N; V- k* w5 f5 Y. a% P - BNE WeaponSet' c8 {5 [8 _* M. ` S: W& C
- LDA #$0F
- i; G/ F* [0 P: B9 G" V- c8 v5 g7 P& U - STA $AA,X$ I: [8 [1 x' c8 `/ t4 L
- WeaponSet:
' ~1 f# P7 U6 b. o2 a$ o' C3 e - INC $AA,X
: a: @* n# w) z$ j! e1 A - ChangeWeaponEnd:+ j% j" ^& {, t" y" q! z s1 N
- LDA $AA,X& b) P7 k( X5 i3 G4 p
- AND #$0F
$ _' `% o" \5 v' \9 w( h0 ? - RTS. O) i- n8 N8 N( H
& w! G* v( }5 r- .ORG $89A0
2 P- o. R) T1 b! }& m* v, R -
4 n9 m1 X; {8 E6 m - ;互相伤害
9 j6 j: C6 M& J; a( P - ;========================================- T+ p0 p7 \% f4 A0 }
- Hurt_Player:
, m. _/ R7 D+ e- l - STX Reg_X_Temp9 L) M2 U0 r6 H, Y& `
- STY Reg_Y_Temp
5 @0 N# y* n; C9 \ - JSR CheckInvalidState2 o3 U) `/ Z' N6 C" v0 @% O/ U( ^% U9 F
- BCS HurtPlayerEnd; |' B) t# t0 }! |; C
- LDA Bullet_Owner,X. |! k& ?' r' G2 ^7 X9 \9 z
- EOR #@0000001
: }$ i+ B$ K( c v3 b' ?1 i - TAY' r9 B7 @: u# v3 i8 {* c* {
- JSR GetHitOffset
) F2 e0 u& ]; Q: ?9 J( r8 N - JSR GetOffet_X
# Y6 ?" ]9 ?- X* M8 M - JSR GetOffet_Y4 P6 f1 z( h/ p: N& d V
- JSR Check_Hit# \! ^4 c! K4 D# q$ x0 ^. w
- BCC HurtPlayerEnd
( c! y" F* \1 S/ N; y' \7 ? - JSR Kill_Player
* U$ ^# D2 [4 C- t: ~: F; I - HurtPlayerEnd:
# u# v$ C7 F( U0 i) R; e" E4 q& t/ X - LDX Reg_X_Temp: S2 H9 ^6 u* J3 n/ A |
- LDY Reg_Y_Temp
/ ^, T3 a) [' e! K# d4 b - LDA $0438,X
$ `0 K% r; |+ Z0 H, j - RTS
s$ }1 c" }; d4 c; `+ q& o0 r
4 H9 ?7 _6 \6 y5 ]# W/ r% v7 o- ;检查无效状态
1 {, E' [& d" n1 P5 \/ E+ V - ;========================================
1 l! s3 H/ l# t; c( ] - CheckInvalidState:
0 v& U1 X; p& x/ u- G9 x! v - LDA Bullet_Owner,X
! m+ B6 E- x+ s' \& B - EOR #@0000001" z3 f& J2 O$ W) p, U
- TAY# Y _! M# x$ s
- LDA P1_STATUE,Y
! ?& F. [2 r# T5 _ - CMP #LIVE_VALUE
: G" f1 X0 F: h9 o& f" D - BNE SetInvalidState
4 M8 I' ?8 B9 I. Q+ H- D - LDA P1_ACTION,Y; m; `4 t: {6 ]8 j! r
- CMP #DIVING_VALUE& U0 ]3 b! {2 K8 ?% a1 v( b2 N6 `
- BNE CheckStateEnd+ z; F4 ~/ ?0 M9 X1 V
- SetInvalidState:
8 A% r2 U! e. V o2 `; A - SEC
4 N1 K4 l4 I6 C' U/ R. Y0 F - RTS, U2 C% U8 y' d: k. p# v
- CheckStateEnd:
% |9 T: P5 V" Z* J - CLC
9 B4 B$ e8 A6 R- ~7 i, D) v$ ]/ D - RTS
* o8 a5 e6 S) z6 \; L; G
% B3 D$ b' y8 Z J7 W' J- ;设置命中误差* j- s$ x0 z5 ]1 M) _+ o
- ;========================================
: |- c& o* J0 R% `5 P - GetHitOffset:
. O" ]& Y/ {* ]" Y \ - LDA #OFFET_X_STAND
h& m/ q# ~( `+ }6 x( |2 U - STA Offet_X_Check
( ~5 e( B1 E, L; G3 E4 K5 F - LDA #OFFET_Y_STAND/ v' e y3 l2 ^5 z
- STA Offet_Y_Check# l5 p7 e1 O$ F0 L; ?# M/ C
- LDA #$00
( W5 w$ b$ g, | - STA State_Offet_X
; [( `( L! @ w$ ^ - STA State_Offet_Y
4 m: D& A5 w3 q# G% @ - GetHitOffset_Diving:
: n: H+ L7 ?) @" O' ~4 M - LDA P1_ACTION,Y9 @& w8 F+ G. G' y9 u( B
- AND #DIVING_VALUE4 |6 M7 _' n. B) D+ H
- CMP #DIVING_VALUE
0 M q; D0 G, E, q, i - BNE GetHitOffset_Lay
( w' O5 W v0 r! R& o/ y - LDA #STATE_X_DIVING, c7 e5 {; z% ^
- STA State_Offet_X
: n! ^( p, y' I - LDA P1_FACE,Y
1 b3 K- `, x9 c, `- B4 @- z: Y% V - AND #$40& t5 ^; V" f4 v! \3 o
- BEQ GetHitOffset_Lay. W3 \5 l; L. y. u, v
- LDA #$00
2 P; u9 V9 o$ C( l' d - SEC
$ I% f0 _& |, g - SBC State_Offet_X% S1 M6 x! V& |
- STA State_Offet_X
5 o1 V0 R4 V; k' q! D/ c6 J - GetHitOffset_Lay:
) l( ?; k) q0 y& A0 j* @1 a - LDA P1_ACTION,Y
+ f" `- A4 J$ Q; r* e: r6 E6 V - CMP #LAY_VALUE
/ y1 x0 L, W0 |7 a& @2 x - BNE GetHitOffset_Jump
' F( C+ T" ~ e; \/ X) D- u& q - LDA #OFFET_X_LAY
/ I S, J7 H8 y; o( D - STA Offet_X_Check
, y' C R8 G; i1 I" ?6 x) b G - LDA #OFFET_Y_LAY
* b( i* Q# S& o0 N `, L7 _/ M - STA Offet_Y_Check6 l' h" K: t$ m, V. k: s7 H- Y
- LDA #STATE_Y_LAY
* \8 s) @7 c! g+ ? g% ^ - STA State_Offet_Y$ }1 T, V2 C1 ]! p3 K2 p
- RTS
/ h$ S& A5 A9 j+ Z: ?" r* g - GetHitOffset_Jump:' J# a3 u5 D. K' F" r+ e
- LDA P1_ACTION,Y+ x3 U* x9 [$ B. u; J, q
- AND #@11110110
; X1 Z' P+ @/ k! C6 C; J2 N - BNE GetHitOffsetEnd
* b! Z2 \" w/ a& Y- o - LDA P1_ACTION,X. [# J' K) o3 x) `4 p% [
- AND #JUMP_VALUE
/ |+ o' z7 f8 i- E g - BEQ GetHitOffsetEnd
, s" W+ }! p5 p' i. V9 C! r9 m6 x4 n1 G - LDA #OFFET_X_JUMP
5 b2 j; y, ~1 M( F, p( o2 Y/ N) V - STA Offet_X_Check& a6 P! |% a. H7 j1 S# A. ~
- LDA #OFFET_Y_JUMP7 W" z7 R: Y% y
- STA Offet_Y_Check
9 L# L7 R$ x. y9 Q - RTS5 d: p4 {1 J& t+ s" \+ p
- GetHitOffsetEnd:4 o/ P5 [! h3 ~& T' r) A0 }
- RTS; K5 t$ {7 ]' j) h7 d/ T0 I% V
- * G$ u# }- n* O3 A$ [" e+ Q
" ]. p2 V8 C1 t. V2 N- ;获取子弹与角色X坐标差
! J6 `2 ^, e3 r% T; b- o$ l, x - ;========================================; u( }$ \1 M# G0 V, v8 o2 l4 O" |
- GetOffet_X:
. E- C! @! G [) p. e% r2 G. H - LDA Bullet_X,X1 d# @+ ?5 o2 P- \) r" G
- SEC( e+ k# A V5 J: o# o4 e3 l' b$ P
- SBC State_Offet_X- A( ?$ o4 y% _7 V( @
- CMP P1_X,Y9 P# n5 X, _! F
- BCC GetOffet_X_Set
; n! E9 K% `- G9 f' Z: q, { - LDA Bullet_X,X
# Q D* i$ q0 r3 q/ ? - SEC
: [& U" ~, E7 v( b0 I9 K) N0 B; O1 S: N - SBC State_Offet_X' v. g/ x: s* s5 N' i
- SEC
3 S6 w; @7 `8 a8 \1 @, {/ G - SBC P1_X,Y" V. w( @1 S5 W5 `8 I1 N4 s
- STA Hit_Offet_X4 U6 r& }5 Q2 e' f/ e, c0 K& c
- RTS
& P6 X$ A+ v' l - GetOffet_X_Set:
' h* K" a% K0 [2 ?! V* R; c7 [4 s) Y - LDA P1_X,Y4 b# R2 i; O; H& D" H9 F
- CLC
# b) e- P+ i; E p: ?7 h2 S1 m - ADC State_Offet_X8 F+ s/ B' @+ @+ L: A
- SEC
% ~% T! I z3 z1 d - SBC Bullet_X,X
# F0 v( _7 b# C: q- q" O8 n( s+ d# P - STA Hit_Offet_X
& L j. |! ]/ r+ M4 G - RTS2 Z, V6 E+ k* V2 ~
4 `4 ?* X1 N( [- ;获取子弹与角色Y坐标差
& n: V3 P4 C; f5 b3 g+ { - ;========================================
3 @8 H# P+ F& D" n( L - GetOffet_Y:
% Z6 @( H4 e2 M - LDA Bullet_Y,X. h: Z5 ]+ u' U! }
- SEC
6 ~& a3 E$ @$ X4 D) W8 ^4 B6 e2 V# ] - SBC State_Offet_Y6 Z6 m6 `2 r# o* Z9 v
- CMP P1_Y,Y4 S! w/ H, h* f' v- B* L
- BCC GetOffet_Y_Set3 O6 k% n9 l" E' N
- LDA Bullet_Y,X+ R& a. G4 _& ~9 h/ N1 A' V4 a2 Z
- SEC
2 X0 {: W4 \) S- t8 N* \5 ~ - SBC State_Offet_Y# d& u- r& i8 T% T/ {
- SEC8 F @# x4 ?6 U+ S! H
- SBC P1_Y,Y
( P$ ^8 I" c% j$ \9 e$ o: Z8 o - STA Hit_Offet_Y
2 E& ]% L4 `; t: U4 } - RTS( Y# k/ n+ w- S$ G( G
- GetOffet_Y_Set:
0 w9 F+ {! u, F( ` - LDA P1_Y,Y( v9 N6 A! L$ X& E$ }; F! B
- CLC2 R' @: D( ]" G% K6 V
- ADC State_Offet_Y1 U4 V* g% [4 L8 T" t1 L" _ |/ {
- SEC
Z5 D8 X, R: B# K9 j/ R - SBC Bullet_Y,X
8 M5 ~3 x; m! S - STA Hit_Offet_Y
/ T' `, s/ ]- J' H' f - RTS
2 Y8 ^' Z' a' M! u -
) y7 A" G* T* h! @! L/ W - ;检查命中$ [- b8 C1 X/ r4 X
- ;========================================; P5 ]; d" l/ }* m7 @$ Y' M2 ~
- Check_Hit:
/ \" E. b( s3 O1 b) N9 e7 z - LDA Hit_Offet_X
) a5 b7 A5 Q* x( W% u8 y6 A7 D - CMP Offet_X_Check
$ `6 h: @* S# ~) F/ _ - BCS Check_Hit_End
$ C9 c7 k x. ~1 P - LDA Hit_Offet_Y
( L* d( d; D5 k* S - CMP Offet_Y_Check
+ u4 d5 N3 E) d3 E - BCS Check_Hit_End( e h, h9 R$ \6 T r5 S- t4 H+ S$ J
- SEC" @7 C$ d/ B) }7 S6 v+ [4 O! G
- RTS: F9 J3 \; R5 U9 Q
- Check_Hit_End:( ]9 }3 P' W* b5 f" u- |3 {
- CLC# g% @# R' M* u" u D8 [
- RTS
) T2 c8 f$ M6 Q6 {8 p+ [: b+ M - / m" e0 d7 M% Z4 Y. S
- ;杀死对方
5 w6 `. n5 J/ h. V9 G6 ]% Y - ;========================================" s3 M4 u# ~2 A. t8 c* E1 I
- Kill_Player: T7 W" M) k+ r3 C9 @( @, T" g
- LDA Bullet_Owner,X9 W# p5 u/ }7 p, c
- EOR #@0000001
& d9 ~, s& e! O' d* L* t( m4 F0 ^" M$ r - TAX
+ ~1 r* p5 k/ J6 D3 c" H - LDA P1_STATUE,X) @) ?- ~( Y2 I9 n& H6 U. S/ b
- CMP #LIVE_VALUE
3 X" t5 T' f5 J; s7 B - BNE Kill_Player_End( B# o. @9 \7 k+ E
- LDA P1_INVINCIBLE_A,X
8 y" W( k. ^: Y& b" ]: K - ORA P1_INVINCIBLE_B,X5 k' D. D8 \; B% W
- BNE Kill_Player_End ;无敌状态不处理
' u) [* e* `. |. F - JSR $D474 ;角色死亡" e4 r0 H. o: h( K( T
- LDX Reg_X_Temp! d) k2 ?" L, V$ G% L( C- R
- LDA Bullet_Owner,X( h. ^9 E& _1 P e: R
- TAX0 l: g' E9 {8 K/ w2 n8 e
- INC P1_REST,X
6 |; W2 _: S; X _ - LDX Reg_X_Temp" k3 y L# H6 s5 P) N$ K
- JSR $E2FE ;子弹消除5 n3 U) i, C6 x) `6 j
- Kill_Player_End:
& B V, s3 C1 k* j - RTS
复制代码 ^; I- a' E% M; ]! K
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