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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8 x B* G) ]1 |- r
1.选择键切换子弹(为了更快杀死对方)0 h7 p- O' w* V( F2 Q
2.杀死对方自己加命
: ^# k J) h Q! h# Z `- ;[FC][魂斗罗][互相伤害][END]
7 O: M, Y a/ L! y - ;20200505
2 R1 J. |' b: q# q
/ V4 W' ]( T! x1 O- .ORG $8960
, r3 X( v: C8 E/ J5 T5 v - 9 D: t5 g$ O+ y5 i
- P1_STATUE = $90 ;状态
- E- u+ Q% N& X- ]; y - P1_INVINCIBLE_A = $AE ;透明无敌7 t: a; |4 ~+ L0 R
- P1_INVINCIBLE_B = $B0 ;闪烁无敌
) ^( Q3 @4 J2 a4 p - P1_REST = $32 ;P1剩余生命4 e5 D* A0 N5 @* C
- LIVE_VALUE = $01 ;活着数值2 X. a6 H! [4 T* K+ K7 l z1 u& M
- P1_ACTION = $D6 ;趴下5 B- ?# z5 Y0 \2 _7 i5 E
- P1_FACE = $D8 ;P1面向
% d5 W7 Q/ R5 y) T. U* J& I: s - LAY_VALUE = $17 ;趴下数值/ o* Z3 r% Q4 o, t" L& u
- JUMP_VALUE = $08 ;趴下数值
8 y8 m V3 A' s! V' e, R - DIVING_VALUE = $18 ;潜水数值 G, ~4 T T! n+ H: h! |- ~
- P1_X = $0334 ;P1 X坐标
3 u; x5 U: s6 b' P9 { - P2_X = $0335 ;P2 X坐标5 s* w; K* V" t" X; Y3 ~+ K
- P1_Y = $031A ;P1 Y坐标9 z( n, k3 ?1 d( \ c. Q; y
- P2_Y = $031B ;P2 Y坐标" x2 N' H( S: d) }9 t6 X
- Bullet_X = $03C8 ;子弹X坐标4 E* W9 c4 c! s. [2 a. }7 L- V P
- Bullet_Y = $03B8 ;子弹Y坐标/ b+ \* C& [/ Z1 }5 t: l. M
- Bullet_Owner = $0448 ;子弹所属者7 I$ e& J0 F, e" x7 H% q$ U! n: K! @
- Hit_Offet_X = $01C0 ;命中误差X
/ x0 i- M: r8 a, W5 P4 I2 F. B - Hit_Offet_Y = $01C1 ;命中误差Y
. G% @% k- X5 ~/ H8 w, d - State_Offet_X = $01C2 ;动作误差X
, C; o" _( ]" |9 q, r5 f4 S - State_Offet_Y = $01C3 ;动作误差X
; R, y+ B/ q; ~% j - Offet_X_Check = $01C4 ;坐标差X x3 b. W* D' o( H1 _+ R
- Offet_Y_Check = $01C5 ;坐标差Y8 f% X2 h8 A0 U/ o+ }
- Reg_X_Temp = $01C6 ;寄存器X暂存
* f- z+ y+ Y2 R1 A0 c8 U+ `$ x - Reg_Y_Temp = $01C7 ;寄存器Y暂存8 f3 E( R% D+ H: ]: f. S$ y- L
- OFFET_X_STAND = $06 ;坐标差X值4 d O- x" `( ]
- OFFET_Y_STAND = $10 ;坐标差Y值
0 i# r; W" D0 |0 B' b, R+ a% d - OFFET_X_LAY = $10 ;趴下坐标差X值4 a9 O% g5 o2 L' I \" j% d
- OFFET_Y_LAY = $07 ;趴下坐标差Y值
U/ n! m5 D$ s2 X, w h ^ - OFFET_X_JUMP = $08 ;跳跃坐标差X值
' _2 d9 R5 r0 |( D& c# t - OFFET_Y_JUMP = $08 ;跳跃坐标差Y值/ o/ j# X9 i/ s# ^+ x& F
- STATE_X_DIVING = $02 ;潜水动作误差X值$ O1 c6 j5 A9 {5 g; _2 @
- STATE_Y_LAY = $04 ;趴下动作误差X值
* p, t* M# ^$ ~- J4 w8 C: u8 V
: Y0 d' Q: `. E1 T% T$ @; H- ;武器切换# _( o# {; \- k" t) t' N; M% M
- Btn_Once = $F5 ;单次按键
1 N3 G! e5 |& F+ X' t7 H+ ] - ;========================================
, a. \7 Q- \7 P& f - ChangeWeapon:: b9 s, S/ M& ]9 i n, U% o
- LDA Btn_Once,X G1 C: X5 R: c2 X9 m# U9 a# J/ |
- CMP #$20
3 u8 G0 j+ ~; {* l - BNE ChangeWeaponEnd, C0 T4 `9 m3 b: H1 ?. g
- LDA $AA,X
; l% w( q, {3 M - ORA #$10
$ r6 h- r7 {# o3 ~! A" d - STA $AA,X
7 ~) M3 ]+ h" K5 e P4 q! q- b* K# W0 x - CMP #$14. |5 m/ b5 P7 o; b
- BNE WeaponSet
( F& c" R" T1 C" ] - LDA #$0F
& F, P: p% i! T( b - STA $AA,X5 D( H9 O0 ~; G$ G [
- WeaponSet:
0 P3 n. T) ^: i' O% m0 t( c - INC $AA,X
% W5 l! D: m4 p; U$ G8 ` - ChangeWeaponEnd:4 v9 A) E: U$ E. G6 f. Z7 L1 M
- LDA $AA,X! Y: Q7 ]+ S( ^% E' N9 t
- AND #$0F
6 `+ y9 ~7 p/ I( u& q: _* R* \: k - RTS$ O, M5 K6 D3 k* @
. C* w8 N( E9 V1 ~5 P" s/ }- T- .ORG $89A0/ i+ l7 E1 }: G* X4 Z' {1 e
-
6 d5 Z7 A8 Q6 _0 G* t D - ;互相伤害
( g/ g5 m' L6 X1 ` - ;========================================. }) |! f. n- K7 [
- Hurt_Player:' v' F2 w/ E( k2 e6 L- x- M& t
- STX Reg_X_Temp% ?% V# l4 [4 P |2 ~
- STY Reg_Y_Temp) ~- K K B/ P. z7 K: B% O
- JSR CheckInvalidState
" _( ?/ r' B" X$ q6 b$ |# B - BCS HurtPlayerEnd' Q6 E8 p# |0 x+ c& K3 p) S
- LDA Bullet_Owner,X
, `( U2 d$ j M, m" L1 M/ A: ~ - EOR #@0000001
4 X9 V1 j0 `8 h1 x' i: E+ p7 c0 d - TAY/ O& a5 Q1 P. m5 B4 @" _( Y6 h
- JSR GetHitOffset Z% x1 T/ G0 h1 V+ e
- JSR GetOffet_X
' e$ r/ |' F( |1 V1 g) i - JSR GetOffet_Y+ d0 Y4 R3 t6 x7 b3 |7 S* M
- JSR Check_Hit2 ^0 o4 w$ ^! d
- BCC HurtPlayerEnd
: D; i8 U% W! L1 u! q - JSR Kill_Player
* U8 S) {1 T6 i& O5 w+ T( e - HurtPlayerEnd:
& s" F5 }, F ^ - LDX Reg_X_Temp
2 J* p% w4 k/ f; E - LDY Reg_Y_Temp, ^! v6 x1 E$ }/ } h
- LDA $0438,X5 E8 O& C- H$ v& x" y
- RTS3 C4 I! V1 e7 t( m' t) X e
% }2 r5 w0 @& h! T) n, M" t* G$ L" O- ;检查无效状态1 Z4 `1 L' l% F
- ;========================================
9 F# H5 {1 e( R% Q$ I3 l; l - CheckInvalidState:
+ E' D/ c2 j* |4 E" F+ k- b3 Y - LDA Bullet_Owner,X
& J+ \6 n' j% v4 n- `% y' ~ - EOR #@0000001
9 P8 ~7 r( \# v1 f - TAY
* Z; E$ W# C# K- V. k - LDA P1_STATUE,Y
$ V" }2 J$ B& D! H+ } D) ~. f - CMP #LIVE_VALUE$ E2 d) k5 b1 H3 B- F( p& K" i( E2 Q
- BNE SetInvalidState
4 M A: i$ J$ B/ J6 W) Z% @! a - LDA P1_ACTION,Y/ `3 u G( }6 E0 k3 x
- CMP #DIVING_VALUE! Z& k: o' s' a3 O
- BNE CheckStateEnd+ ^* Q" J3 I( m: W; N/ E0 E" T
- SetInvalidState:! K( \& I+ G, Y! ]: M
- SEC4 a. d; v) R4 b7 q8 i7 n" I* n8 j
- RTS
7 R8 d0 F% @" }( [ - CheckStateEnd:
3 X# P' G: z/ y3 n1 K. {) R" F7 \4 R - CLC! X$ b. x3 f x6 i0 U3 W0 V4 F
- RTS7 H( O6 k2 b6 |! B
' T, t+ N+ f/ y( h- ;设置命中误差2 x h! D7 [+ ? E# h
- ;========================================; V9 P. e) s4 e3 A7 ~+ D. q' ]1 m
- GetHitOffset:% h& ^0 Z* |/ B4 M3 y
- LDA #OFFET_X_STAND) ?5 _5 f- D" i5 K. m1 v! p
- STA Offet_X_Check2 D! ?; b% B3 n' H W ~! \
- LDA #OFFET_Y_STAND3 q1 h. f# f- K
- STA Offet_Y_Check% [7 K0 j" ?7 j* X
- LDA #$003 i) U# J) f7 F3 l0 c8 \' ~
- STA State_Offet_X
8 Z. b& O+ G8 K0 A$ l c/ @# V - STA State_Offet_Y
, q. J5 q1 y6 M9 G - GetHitOffset_Diving:5 l; k8 X6 ]$ F1 C4 _% G/ b; W6 S, r5 T
- LDA P1_ACTION,Y
! U6 } _- D1 r6 L2 M1 A( ? - AND #DIVING_VALUE
0 I& D% q3 M' K - CMP #DIVING_VALUE
/ W$ N% j! @% j - BNE GetHitOffset_Lay8 l S u; ?9 o
- LDA #STATE_X_DIVING
7 |* U' X8 G) ? z% Z - STA State_Offet_X" \# Y* I7 J- o! ?9 n# B
- LDA P1_FACE,Y4 E2 J) U& O8 _" ], x
- AND #$40* _ G2 d9 p: Q- L
- BEQ GetHitOffset_Lay
# l. G. P( N) J N1 L - LDA #$00
/ A+ X+ t0 }. W3 j - SEC; r( y7 j: m% r
- SBC State_Offet_X; |, ?% k+ O$ l8 v9 N$ [9 B
- STA State_Offet_X
! \( V3 M# v3 G8 n% b2 P* s5 X6 f - GetHitOffset_Lay:
# Z7 x* B4 ]# l3 E' X - LDA P1_ACTION,Y$ B# y( s4 c; Z% v6 K p9 T* V; I
- CMP #LAY_VALUE5 W* l( g2 a( X) u/ H; ~
- BNE GetHitOffset_Jump) |9 D8 e: P! h. P. E8 A
- LDA #OFFET_X_LAY
8 K. B: x& |& ]+ b" Q; J' p - STA Offet_X_Check
6 c9 T. D- f9 X& X6 e. `# \# b$ M% D - LDA #OFFET_Y_LAY
" M" u8 B' S4 H1 {$ X - STA Offet_Y_Check
0 H/ h# S) j: I% i9 L `4 Q/ P: s) n - LDA #STATE_Y_LAY2 d6 l C1 Y& o1 ~; ]( V# R/ q
- STA State_Offet_Y9 \7 u( N& s% t5 j& e
- RTS8 G' q+ t) {) a5 e0 N
- GetHitOffset_Jump:) W6 ?/ @& V& X2 O3 b* d
- LDA P1_ACTION,Y
* l# `, p) M5 q4 f" a3 S7 Q - AND #@111101105 u$ @8 \3 H" Z$ P
- BNE GetHitOffsetEnd6 ~4 y6 ?, g! S. r4 }; }
- LDA P1_ACTION,X# M8 ]3 N2 x* k) P/ t, w1 E
- AND #JUMP_VALUE2 j1 [2 t- v- ~4 k
- BEQ GetHitOffsetEnd7 O y! K G5 \
- LDA #OFFET_X_JUMP& S; V2 D6 Z1 O
- STA Offet_X_Check/ s4 c( }9 b8 {
- LDA #OFFET_Y_JUMP& f; a+ f2 ^* M: B3 R
- STA Offet_Y_Check8 X& f3 O. ~6 R& N5 \8 T' G4 ?1 [
- RTS# }7 ^* ^* {% M' [9 N/ n6 t, Q- A& h
- GetHitOffsetEnd:
4 @, K$ @+ A/ B1 D/ E7 n - RTS" r7 E8 n) I( {1 _4 G
- 4 q- j/ G* }; d8 C. v. \
- . f# _0 W O [1 z
- ;获取子弹与角色X坐标差
- E5 ^% R- q# f8 A- f# p( w - ;========================================( N0 ~1 G& f, B$ q6 F1 T1 \
- GetOffet_X:
# X$ ^: o3 S' J F - LDA Bullet_X,X
$ v1 a" [8 M5 C5 p# F - SEC0 Z6 G$ n0 d$ S: ^4 e( O
- SBC State_Offet_X
. T7 j ^: }( ?4 K, Y' ^ - CMP P1_X,Y2 m* J7 l6 u: ?) N) ]1 B( @& E
- BCC GetOffet_X_Set
5 F4 t3 I2 I1 r$ K) { - LDA Bullet_X,X
7 d& `2 x3 P! U [. k4 K7 f - SEC% y( P4 z3 h# s0 B8 k
- SBC State_Offet_X
7 `5 N0 O: f$ @4 u1 x - SEC
( }- `, \* k8 V9 M - SBC P1_X,Y( v; z9 }3 W7 t' D
- STA Hit_Offet_X5 i! U( U( c* I; E) }* y9 m5 B7 c
- RTS! q" o0 d0 v" L& E9 n
- GetOffet_X_Set:
+ S$ q% g( G/ p' o0 J5 ^" F - LDA P1_X,Y
4 T8 f! n0 [! j# o6 _/ g% p+ q# t - CLC/ h$ M8 w* m" Q0 x* ~- p- D$ l
- ADC State_Offet_X; w" |" Q& P% H0 ~% ^; U8 `9 [
- SEC4 C( U# B& E H0 e5 _, v
- SBC Bullet_X,X3 U; k+ W5 q4 `) y' c2 t
- STA Hit_Offet_X
8 n# J" _% V7 ?- h - RTS+ B9 s2 H3 A( |' o
- ( k q e0 F8 c3 l5 h
- ;获取子弹与角色Y坐标差
/ @. a0 P" Z# N: [6 Q6 l) Q - ;========================================+ a1 h ]# `* S
- GetOffet_Y:
" W# Z( l; Y6 C0 F9 R# o( u - LDA Bullet_Y,X
2 A* G/ i# A- @5 W w8 @% k - SEC
_. n2 i) p3 M5 p) ^9 o7 _( B - SBC State_Offet_Y$ l" o4 d' Q2 K
- CMP P1_Y,Y2 U6 m% G' b- x
- BCC GetOffet_Y_Set4 D0 O, s' ~, U6 b" ^2 n3 h
- LDA Bullet_Y,X5 _8 S2 D- }/ c, L. [
- SEC) ~" O: X% }) y- F) K7 w: [4 _
- SBC State_Offet_Y
0 m0 I' u4 J. c: S - SEC
- Z8 O( H! o- J& b2 r - SBC P1_Y,Y
, {7 X6 r. K+ ~# u9 a. N( E( m - STA Hit_Offet_Y6 I0 X6 C% ^8 C; a3 Y% j- [/ b
- RTS
/ q+ q. H% ~0 l! a - GetOffet_Y_Set:
' o' B8 ~ `* L7 | W- {# ` - LDA P1_Y,Y. ~ H# t5 W# U) t/ g9 R! ~
- CLC
# ?6 ^1 P) s& c, y9 \* } - ADC State_Offet_Y
. f3 Q4 k3 N" U2 d2 F - SEC: K% W9 x1 `# \7 b! @! o
- SBC Bullet_Y,X% ^" [* o. d+ k3 @" I& B
- STA Hit_Offet_Y; x( U( p* V' y7 j: [% S0 ^
- RTS+ j u7 B9 L- m D7 F3 ?: ^
- G7 y, B5 R; F$ S- t
- ;检查命中8 e0 T4 I" }$ X1 ?
- ;========================================
5 @# n- G0 h2 S# @+ G - Check_Hit:
, O0 [3 D# g: l; ~. b! \2 n$ e - LDA Hit_Offet_X! s2 ?. ?0 Q1 ~; q7 F
- CMP Offet_X_Check
* Q" J6 q& U6 J - BCS Check_Hit_End
: y& s( R/ U/ q- a9 d, l4 F" T1 s8 Q - LDA Hit_Offet_Y* \2 k, C3 a! h) r! I
- CMP Offet_Y_Check/ j3 h r0 V3 G$ t2 |7 Z: @/ j9 i
- BCS Check_Hit_End( x% I( N/ S' \1 S/ D4 q# a2 P
- SEC4 D4 q1 O, U. m6 g# l
- RTS: _5 w2 ~% J! M: R& Q
- Check_Hit_End:
* e: {* C* z; S - CLC
9 `4 W$ o; q$ P$ _" c - RTS
1 p5 F3 f5 S* A9 y) v! `( B
8 Y9 @: P/ Y7 b5 X7 U; H) _- ;杀死对方2 v* v! ^& i; _ g3 V {
- ;========================================
% \! B. g* U. ^( {$ } - Kill_Player:
J$ F" [, e6 O3 `- d - LDA Bullet_Owner,X
1 w/ B( h$ i. f" N4 T - EOR #@0000001& |# x7 m( o) j$ t* p
- TAX
2 }" o L# g0 }: [2 X: | - LDA P1_STATUE,X
! X, x I8 Q( f8 L - CMP #LIVE_VALUE
+ m! G& u ?4 d - BNE Kill_Player_End
" W2 Y) ^& Y5 w5 d( o: ]9 a5 C - LDA P1_INVINCIBLE_A,X
8 v/ L+ h, p z( `$ ? s6 ]5 y$ s - ORA P1_INVINCIBLE_B,X+ T2 q1 t# J' N) i& T
- BNE Kill_Player_End ;无敌状态不处理
) [8 [' a: v! j( y6 y - JSR $D474 ;角色死亡: ^9 u4 e) D( w# I& b4 V
- LDX Reg_X_Temp5 L( k$ i) s q# x& G- ~! p
- LDA Bullet_Owner,X; s. U; B. H8 v0 ]8 F A) E5 k3 p( i# g
- TAX
, a" Q1 w9 K | - INC P1_REST,X
$ p! j `; B; D' t3 c0 V1 O0 \ - LDX Reg_X_Temp9 g: ]5 e0 f/ d( {# t
- JSR $E2FE ;子弹消除
# s9 ]# F N* Z) P2 V - Kill_Player_End:( q9 `4 ^+ n% j" I" U( V
- RTS
复制代码 * t* i1 x* T% h9 R& v/ l% X4 L
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