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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
) r. p% R; J) I* V: r$ K1.选择键切换子弹(为了更快杀死对方)
v9 R+ d1 f( M( k$ ]8 q6 ?2.杀死对方自己加命
+ Z. h3 ]' [$ P9 {( J& ~' t- ;[FC][魂斗罗][互相伤害][END]
4 R2 k6 T' m! L; [- ?( K3 z8 |& y - ;20200505
' R$ `$ N9 x! W
2 |- O& p% k* L, H: K* ?6 ~- .ORG $8960
; D* f4 `, `4 B4 _ - # a0 G1 C9 c% l, n& H, E
- P1_STATUE = $90 ;状态. W0 |' z; G+ y4 l) O
- P1_INVINCIBLE_A = $AE ;透明无敌! w& u P. Z( Z' V
- P1_INVINCIBLE_B = $B0 ;闪烁无敌
1 J; F" p3 A- }7 R+ `7 Y3 F4 v - P1_REST = $32 ;P1剩余生命
% S2 y" X' K. g! y/ [1 m; v/ A - LIVE_VALUE = $01 ;活着数值8 E' j* Q8 k; f, E% ~
- P1_ACTION = $D6 ;趴下, g# o, r& e$ \, O9 X. x
- P1_FACE = $D8 ;P1面向
+ H' @, R" B6 n# ^' S. f3 P - LAY_VALUE = $17 ;趴下数值$ Y% h) K3 W# J
- JUMP_VALUE = $08 ;趴下数值
2 a2 M4 m$ ~: P+ Z - DIVING_VALUE = $18 ;潜水数值
1 L' ]5 A: J% K/ ]( h# ?. ? - P1_X = $0334 ;P1 X坐标
$ W, F9 U3 h0 r3 w, s* X1 \ - P2_X = $0335 ;P2 X坐标) p5 o1 t. a* ]3 C, T+ c3 P8 V: S
- P1_Y = $031A ;P1 Y坐标) ?0 R* W1 q x# d$ k7 C
- P2_Y = $031B ;P2 Y坐标
8 D4 } k) K% q v" w- E - Bullet_X = $03C8 ;子弹X坐标! Y1 d. z1 m, x3 N. V4 A/ U/ z
- Bullet_Y = $03B8 ;子弹Y坐标
: i d" z$ S! Y4 C - Bullet_Owner = $0448 ;子弹所属者
9 x6 u, R( _- H5 K2 g - Hit_Offet_X = $01C0 ;命中误差X
0 }; r- n$ T/ s* o4 u' w% l2 M7 _ - Hit_Offet_Y = $01C1 ;命中误差Y* \5 k$ Z F1 @% {0 P% k
- State_Offet_X = $01C2 ;动作误差X
2 N; m1 a2 ^0 ^4 v0 k$ k - State_Offet_Y = $01C3 ;动作误差X
/ m+ e" {* C, y, b7 E - Offet_X_Check = $01C4 ;坐标差X! b: _* v3 o9 I
- Offet_Y_Check = $01C5 ;坐标差Y1 s5 {8 K" R& a, q- c4 [
- Reg_X_Temp = $01C6 ;寄存器X暂存
% }. [! Z0 j" D; D6 R - Reg_Y_Temp = $01C7 ;寄存器Y暂存5 z! N( }3 k6 x9 x3 h( J9 W
- OFFET_X_STAND = $06 ;坐标差X值
9 v0 G# C* R' A5 ?- c2 o" C - OFFET_Y_STAND = $10 ;坐标差Y值8 V# w4 K/ l3 a% G" g
- OFFET_X_LAY = $10 ;趴下坐标差X值
' t( {, I" O5 `2 p( K. T# ` - OFFET_Y_LAY = $07 ;趴下坐标差Y值" b9 H) J( C# e8 `- v8 J5 \* L
- OFFET_X_JUMP = $08 ;跳跃坐标差X值
" g' D- o3 t% k# E, W; p+ M - OFFET_Y_JUMP = $08 ;跳跃坐标差Y值; ~/ A* ^2 I$ b: s' [
- STATE_X_DIVING = $02 ;潜水动作误差X值
$ L' |4 W% V+ a8 z7 O - STATE_Y_LAY = $04 ;趴下动作误差X值8 s( n$ A4 h U5 f9 ^
- ' U* {- B. K5 F* B8 K
- ;武器切换
/ M' f+ h& u8 h+ D - Btn_Once = $F5 ;单次按键
; C7 u0 V6 l O( H - ;========================================+ Z6 Y2 E5 l' q, ?% V; C0 m
- ChangeWeapon:8 U# ~& |1 t+ |8 b5 Q
- LDA Btn_Once,X
6 h; H! F4 b9 |: u6 T7 P# t, W9 @2 i* k# H - CMP #$205 |/ S2 L. G( e5 Z7 q3 Y2 a
- BNE ChangeWeaponEnd k/ _6 T1 [0 l& b. K* E3 N
- LDA $AA,X- O' i' U. `, f0 E3 U3 \. a
- ORA #$10& V) K; Y+ V4 s7 c
- STA $AA,X- x% s Y9 _$ b8 {2 W: _4 \+ F
- CMP #$14
3 g" F- f7 R2 I) x* f# @9 s. j - BNE WeaponSet
* V/ C# z9 x' [) |5 G5 F2 z - LDA #$0F7 ?6 C! @1 {1 p& w2 |
- STA $AA,X
, }: o7 A- S8 O& i) n3 N - WeaponSet:
: j% V: q2 w2 R% M1 ^, Z0 E - INC $AA,X
; {3 R, `$ z$ W# r% I6 v - ChangeWeaponEnd:$ G% v- o2 ^, }3 K2 V3 E5 w3 H, d
- LDA $AA,X% p# f) B' _) ~+ t+ G) H
- AND #$0F( O3 f5 F! v9 {0 m) c) V7 b
- RTS
6 @0 [) Y$ }# b8 ?( b' |
' p. r0 m5 N& r5 D, a- .ORG $89A0
1 d: v G8 m* ?" B5 d7 M6 m - 9 b. V9 H) _' K h, q5 H F
- ;互相伤害
: |5 a- z; n3 O' p: n - ;========================================
9 |7 c e( D! d1 M4 X. a; N: k u - Hurt_Player: O0 T7 h# M( J8 }
- STX Reg_X_Temp
8 Q" a: _( H" A" ~% W - STY Reg_Y_Temp
) A8 E; d7 p* V - JSR CheckInvalidState
. n+ ?7 Z- ^" Z; j( u |6 M - BCS HurtPlayerEnd3 b6 `3 P1 F- q2 W; y% p
- LDA Bullet_Owner,X
* r1 N9 m8 \8 b9 B2 } - EOR #@0000001
, L# V8 _6 A7 D - TAY
& ^- N3 v* D4 z; ^1 c" q2 ]& | - JSR GetHitOffset
* u1 x1 I/ b+ d7 y' f2 ^ - JSR GetOffet_X
; u0 q, o) s8 Z) m% ]1 X1 u - JSR GetOffet_Y
7 N) _) p$ e4 e' }/ O4 d8 Q7 L: W - JSR Check_Hit
( Z5 z% n4 n5 s$ ?; q/ v& a [ - BCC HurtPlayerEnd
q, r# S" C, W4 [ - JSR Kill_Player* t5 H* M5 k$ L5 k
- HurtPlayerEnd:4 Z' T6 v$ E7 [
- LDX Reg_X_Temp d! N: ^, N0 d0 n1 B( F
- LDY Reg_Y_Temp
& m/ J6 z$ d7 b: v6 \( L7 i - LDA $0438,X
! E i, k' N' ^4 X - RTS4 K6 G, \ W7 \( Y0 b$ {* O3 p( p
$ w. I i9 I0 s! k+ U5 L- ;检查无效状态
8 E+ l0 M9 @. F# d" S: W - ;========================================
: N: I" O: b3 u/ `0 C - CheckInvalidState:
" \0 m* n# u+ L2 a, e7 \0 j4 F - LDA Bullet_Owner,X* o+ j: x% a, `- ?& `$ h
- EOR #@0000001
8 y+ n! v2 g# z+ C9 ?( E, m - TAY
, @$ P6 ^+ S6 V7 A$ y6 G) y - LDA P1_STATUE,Y
2 U# j9 r( D5 U4 B3 f9 h% O - CMP #LIVE_VALUE
7 Z2 p* E) L3 h; W# C+ S% C8 Q. T - BNE SetInvalidState
: [8 W% K7 K) E/ E a" l; S% @* w - LDA P1_ACTION,Y- {1 H8 T( o6 S! N( ]( S) w
- CMP #DIVING_VALUE
& e- J9 j1 S7 v, [, {4 b2 v/ h' h u6 r6 s - BNE CheckStateEnd" [' j* z% o @
- SetInvalidState:
& f( H4 B8 [: D! y' i - SEC
: V! S; n1 Q3 O2 C( e - RTS8 v+ n/ b. L5 ]# f1 O3 V1 p
- CheckStateEnd:
' i, | \5 |+ d - CLC( A* H8 i! ^/ I; z% h1 @
- RTS
6 `6 I$ G* X* C5 r$ F+ d4 i. g8 D
" b' B$ K* R. Q* k9 ?* Y3 |- ;设置命中误差
g8 W0 b& |) L - ;========================================9 R0 Z( |6 k6 R' M: G
- GetHitOffset:
4 C+ M. w2 ? d& I( d7 d. l1 d4 C - LDA #OFFET_X_STAND
7 @9 m% R% d. P) `: g - STA Offet_X_Check
- A0 Z' ?7 K! }/ \7 F; Y3 |( b - LDA #OFFET_Y_STAND! E+ M9 Z" r* ?! N5 r
- STA Offet_Y_Check
4 Z/ h5 }6 W' s2 W- W" ` - LDA #$00
; M+ c& l% i* k6 F- a; z& T - STA State_Offet_X
( ]# X {. K# ]! P - STA State_Offet_Y5 R% E6 c2 z/ W( T/ H2 Z- F- ]) ~$ [
- GetHitOffset_Diving:: u% R5 S7 y* \5 c+ L$ V* K$ T
- LDA P1_ACTION,Y
1 w2 D% @) T& d; u - AND #DIVING_VALUE4 e8 G0 T0 J2 d# G" p4 }
- CMP #DIVING_VALUE
% B/ ?. o; y! C - BNE GetHitOffset_Lay; B& H2 X* s. R9 }! w9 e1 X7 i1 ]
- LDA #STATE_X_DIVING8 u/ |% s }9 Y' o# p; L% d
- STA State_Offet_X8 V5 V; w' m) ?7 v$ x4 U7 v
- LDA P1_FACE,Y
' V; ^& X) N- K8 q6 [' ^- z - AND #$409 s; T" d _. w& u; U
- BEQ GetHitOffset_Lay
7 h! u6 l! [' s - LDA #$00/ W- c- M; _2 i4 V
- SEC
5 ?: K: u2 H C% M1 @" x - SBC State_Offet_X$ {0 e& A8 G& I8 P+ K
- STA State_Offet_X' }& T2 Z5 R6 x8 j5 i- y" ]: x4 T
- GetHitOffset_Lay:
) O* n9 L8 T( N - LDA P1_ACTION,Y; K; |" T$ k6 e7 K, ^
- CMP #LAY_VALUE1 c, ^8 X: q- R" P
- BNE GetHitOffset_Jump
& I! \1 V/ L# o - LDA #OFFET_X_LAY
$ {' q' h+ f0 d7 ~4 s$ R4 U- P - STA Offet_X_Check
" i4 E1 Y3 D* n - LDA #OFFET_Y_LAY6 ~4 {: g+ D8 [' ^+ e+ I
- STA Offet_Y_Check
3 |" O3 A. |* u8 d( U) }' g- b5 b - LDA #STATE_Y_LAY
$ X' A. M1 J5 R% v; z% Y - STA State_Offet_Y
& q+ t9 Q1 i& z# k - RTS1 R' \" e2 d1 W, w6 d
- GetHitOffset_Jump:- W3 K g& o- t
- LDA P1_ACTION,Y* _( G* o- x) g' Y4 L
- AND #@11110110% E) v- h p; k5 N6 @
- BNE GetHitOffsetEnd+ }4 J- m9 d/ q" k& `
- LDA P1_ACTION,X9 s: F( |8 M! r+ A* x
- AND #JUMP_VALUE
# I7 J7 j8 W7 l( \: Z0 ~) ^ - BEQ GetHitOffsetEnd. G8 I8 h( ~$ [) e2 B/ {/ C" U
- LDA #OFFET_X_JUMP* U- V4 l: h* o$ k: q0 k& |+ a/ S
- STA Offet_X_Check8 d! ~+ O& P# }# o% E+ v) z4 ^
- LDA #OFFET_Y_JUMP
/ q/ t! k% V, D/ T+ m* g" Y - STA Offet_Y_Check
) D, Y# M5 x! L' k - RTS
6 {1 ^4 m* [" A$ x - GetHitOffsetEnd:
9 ?6 d. C& r/ q) g) W - RTS
% y/ r; p S7 l: f. R. g4 n
. e2 h5 K8 }. H6 z1 `% H
. J8 f J; D- ]! H- ;获取子弹与角色X坐标差* ?0 J* Q3 d5 M% C3 D B
- ;========================================
: q; d+ m+ f% U4 h - GetOffet_X:# R' g( _ M1 k
- LDA Bullet_X,X
# v+ f5 w0 Q: n3 h, h - SEC
) v% U9 R* N1 p& B: Y0 R" k) ] - SBC State_Offet_X
! z) y/ X5 r/ [, J1 J - CMP P1_X,Y
" _0 z. h. ]% _3 I+ g - BCC GetOffet_X_Set1 n/ A9 M) I0 }, Z9 @7 e0 }- p
- LDA Bullet_X,X1 O' d( m8 m v
- SEC
* w! @0 Z: |0 ~. l' s8 P! d1 n5 a - SBC State_Offet_X
3 X, m; N8 z3 p2 h. T8 f# g8 P: z - SEC
, ~" h- }7 [4 R; T - SBC P1_X,Y# N3 H7 U# f$ H8 r6 ?
- STA Hit_Offet_X
' g) { p7 O6 v9 {9 G - RTS. p) R, L: o1 v+ F7 o, _
- GetOffet_X_Set:8 O# g# ?: i4 s6 K8 d
- LDA P1_X,Y
4 i: o6 J- I7 t5 I - CLC
" l9 F1 F# L5 ~7 N7 Z - ADC State_Offet_X
8 D9 {; l7 \9 Q - SEC
( z( K9 X& M) s: i5 C. q( x, Y" n - SBC Bullet_X,X4 R: h/ s I; _
- STA Hit_Offet_X
% B0 H( A, P' r ~ - RTS, P8 S& |; v2 Y% W1 u/ }3 I f
" E8 l: a6 T8 a4 S- ;获取子弹与角色Y坐标差
8 o6 q. l% Z4 f+ D# U4 V# K! C - ;========================================
8 L# a8 L2 K8 q/ h) D2 G @ - GetOffet_Y:
, o/ Z6 L! e3 k2 r5 e2 ` - LDA Bullet_Y,X
! s) z3 T/ `: M- i4 ? - SEC
5 C4 R# s! N; h7 M1 o u- Y - SBC State_Offet_Y
$ m) E( W" Q2 x% A$ R. E" C# j - CMP P1_Y,Y( h( d6 b; L/ C; o( U( o' c
- BCC GetOffet_Y_Set% G; j: D) s# ^
- LDA Bullet_Y,X3 }0 S2 c6 r' k. x% |
- SEC
3 Z* @* i5 B6 G - SBC State_Offet_Y6 ~5 k1 d( A+ e7 I O
- SEC/ D& B$ F9 Z" }0 M2 b
- SBC P1_Y,Y* h5 f7 j% D0 e" @
- STA Hit_Offet_Y: m5 T: v7 N+ y7 b" p
- RTS
$ j: m S4 e, m& \" B - GetOffet_Y_Set:
4 r: d( }. u9 r& ? - LDA P1_Y,Y
2 v1 b& k2 X% k/ Y2 [6 I" J - CLC4 W4 y* M% F% I' M$ P; k+ V/ X. ~
- ADC State_Offet_Y
3 R) F, U3 Y1 z' i - SEC
5 {2 b) N/ f+ V6 t6 z - SBC Bullet_Y,X) E0 B0 a! w2 {0 Y. N, q7 U# T
- STA Hit_Offet_Y
, C. P/ s3 V8 p - RTS. i3 M0 \; w. ^ P: b+ I- v# `; I
- % s' r6 E( x8 O
- ;检查命中9 l; H+ I$ X% r9 ~, x( `" y( m3 u
- ;========================================
C/ [# E3 x! r3 B6 C0 r5 x - Check_Hit:& T1 u# \$ k: T) |
- LDA Hit_Offet_X
' k |) o' R& p; W - CMP Offet_X_Check- W* G+ J7 p+ f* {. |9 r
- BCS Check_Hit_End8 d: a* ]+ m5 K& x1 x5 s2 @/ w
- LDA Hit_Offet_Y
; C! u G5 H$ o9 M' t" {$ W8 l - CMP Offet_Y_Check. V; H, s$ E6 N' ~1 a, @7 M
- BCS Check_Hit_End
) ?5 ^7 {6 u% e - SEC
8 n# T0 Z8 q& V0 V" _9 e' j% \ - RTS, j$ S: U3 v+ F8 i0 Y8 q5 j
- Check_Hit_End:: {0 ?! \' U/ B8 t+ `
- CLC! \3 H) V3 c$ d& A" U- \
- RTS: p' V! i% R1 z# d/ K+ S5 D
- 5 y! ~( F/ v1 t4 X% [" }: G
- ;杀死对方) T: u/ O" ~) m7 q0 V
- ;========================================) f2 a- _% I. l3 m/ h, E3 z
- Kill_Player:! o! O$ L( |- R# e- x
- LDA Bullet_Owner,X
8 K" h3 N2 ?. D* S, M6 m, _9 F - EOR #@00000017 X+ X. Z+ Z+ J+ ?
- TAX
$ K, _6 |5 F" S6 q; P2 e* } - LDA P1_STATUE,X+ U8 V; ?2 o* f) @% R) p
- CMP #LIVE_VALUE! j4 B* M" n5 I8 l2 T- F6 H% v+ C$ e
- BNE Kill_Player_End; l# f) ]# j" _- v5 g. W! I
- LDA P1_INVINCIBLE_A,X. `. \; S$ [& ?. e
- ORA P1_INVINCIBLE_B,X# H1 q3 V5 {8 t; s- m
- BNE Kill_Player_End ;无敌状态不处理
; d- Y0 `' M/ P+ N% N& ~% x' n - JSR $D474 ;角色死亡8 I8 s9 p0 |) q! y' m" I- l
- LDX Reg_X_Temp
. z$ ^, D6 u; ^/ @ - LDA Bullet_Owner,X
% u8 Q3 r, {& P0 W - TAX: ~2 F& A+ j4 Y& J7 B
- INC P1_REST,X
0 H( c" G) Q1 K0 B+ Q: B* I h. k - LDX Reg_X_Temp( \9 R; Z0 M4 d) \+ n( \7 D, [
- JSR $E2FE ;子弹消除) N2 f }1 e. e; @. U3 T% H
- Kill_Player_End:
! U" z* o& y5 I, i3 T: y - RTS
复制代码
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