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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0 C6 |4 [4 Z2 Z) q
1.选择键切换子弹(为了更快杀死对方)
. `' G$ W9 C0 k6 r7 ]/ r- C: p5 {2.杀死对方自己加命
, s$ h" x: B, _8 R" m! A( M; M D- ;[FC][魂斗罗][互相伤害][END]( x7 `" z* ]; J# A. ^
- ;20200505
8 O, d/ a( w$ J$ U - 3 ^5 ~& `. Q6 k. J4 A
- .ORG $8960/ I& |3 q* c; k+ L
- + q( J0 ?9 O8 R
- P1_STATUE = $90 ;状态
3 A& ~* Y) g. V/ b - P1_INVINCIBLE_A = $AE ;透明无敌/ E+ p( ~2 X) q. u$ w$ n
- P1_INVINCIBLE_B = $B0 ;闪烁无敌
! A9 s1 Y1 I7 h4 { - P1_REST = $32 ;P1剩余生命% @5 W, H1 y1 ~- S# N9 w
- LIVE_VALUE = $01 ;活着数值/ B: q' d" S0 o: g$ P$ T
- P1_ACTION = $D6 ;趴下* ]+ m7 v% h; H$ w+ N/ B
- P1_FACE = $D8 ;P1面向
/ Y+ W0 a6 d: \: U: Y4 U4 h0 L - LAY_VALUE = $17 ;趴下数值6 `' p- N. `% ]
- JUMP_VALUE = $08 ;趴下数值
2 ~% C- V) o) w. g: K& O8 |( I - DIVING_VALUE = $18 ;潜水数值7 T- D! h4 t; M" E2 ?0 p% \; }
- P1_X = $0334 ;P1 X坐标
D- |0 K8 a1 e2 v: b# \ - P2_X = $0335 ;P2 X坐标
5 B; C8 R1 D- u. B: A - P1_Y = $031A ;P1 Y坐标( b- l" @! T/ y: e0 G; {; k
- P2_Y = $031B ;P2 Y坐标
: _) m* T J% [- x3 }8 `* E8 Z - Bullet_X = $03C8 ;子弹X坐标8 R% T! H3 q4 j+ S3 ?# `4 V, n
- Bullet_Y = $03B8 ;子弹Y坐标
7 A+ f( I; V) }9 y - Bullet_Owner = $0448 ;子弹所属者1 S/ E% y$ {; e% a. X5 U U
- Hit_Offet_X = $01C0 ;命中误差X4 B h0 `+ G; s+ j' u6 G4 U; I
- Hit_Offet_Y = $01C1 ;命中误差Y1 K9 H9 @2 b9 y' B' |
- State_Offet_X = $01C2 ;动作误差X0 s) c; }' u1 G' S6 [, {6 \
- State_Offet_Y = $01C3 ;动作误差X0 q( E. ]- n* S! P9 H
- Offet_X_Check = $01C4 ;坐标差X. f) [6 C2 v# @* O& g. U! W
- Offet_Y_Check = $01C5 ;坐标差Y3 Q, H/ g, |8 E T8 p' S" p# {
- Reg_X_Temp = $01C6 ;寄存器X暂存
5 h7 O' Y# c3 `5 _) c: V. P - Reg_Y_Temp = $01C7 ;寄存器Y暂存$ n2 R, U7 ?% q* G
- OFFET_X_STAND = $06 ;坐标差X值
& G# u7 q5 ?' ^ - OFFET_Y_STAND = $10 ;坐标差Y值2 F' [7 ^ W* \
- OFFET_X_LAY = $10 ;趴下坐标差X值: U, m d0 z4 v" i+ K& }
- OFFET_Y_LAY = $07 ;趴下坐标差Y值( o8 D# l, S. R4 ]7 R2 m% d
- OFFET_X_JUMP = $08 ;跳跃坐标差X值* a$ {- K, u' [# z/ N* q+ S
- OFFET_Y_JUMP = $08 ;跳跃坐标差Y值, F2 `1 W9 Z+ H$ d- h1 Q
- STATE_X_DIVING = $02 ;潜水动作误差X值
# {& r' U$ @5 i - STATE_Y_LAY = $04 ;趴下动作误差X值
9 k, F. _& j, I6 n/ J9 R - 0 U3 U: h" ]0 _1 [. P5 N- e& X$ S" }3 C8 j
- ;武器切换
4 q% e7 f7 f7 w' @( X- N% {( I- i! A - Btn_Once = $F5 ;单次按键8 r, R2 J$ R Y$ o
- ;========================================5 ?1 @3 v0 C- I
- ChangeWeapon:7 F" E& G3 w- ?' G
- LDA Btn_Once,X% ^* r$ x4 j. \0 [
- CMP #$20
) o) r8 _7 \7 h, R - BNE ChangeWeaponEnd
/ [. G# {1 H/ J& y6 P/ k. u3 w - LDA $AA,X
2 y5 r7 A- O \6 v# Z - ORA #$10) r! i' I r/ L4 l( ^3 B
- STA $AA,X
& q6 ?$ z6 `0 I1 \6 n5 L- y - CMP #$145 `' S, t4 A. h/ H
- BNE WeaponSet$ Z4 E, m8 Z7 e' Z! D5 n
- LDA #$0F$ R! F* H# o& N8 \1 O, h: t% @, T
- STA $AA,X
) r. t/ s9 o3 h1 {( y - WeaponSet:
- r1 N, r1 n, ~' s - INC $AA,X
& _/ S7 U2 C8 ~. S - ChangeWeaponEnd:
* I+ U' C3 ?4 b- { S# \ - LDA $AA,X5 `# Y5 W) S6 j
- AND #$0F- _6 Y7 R. [4 `& t1 n
- RTS
) E, _2 b" d% G - , n! b) N, ?3 `: I* f/ D6 U( J: ^
- .ORG $89A05 K& N4 X! w/ l3 V
- 5 x p p1 B5 d9 m
- ;互相伤害" q3 f+ Y f! Q/ x: |$ n
- ;========================================+ V) W, F" e. W
- Hurt_Player:( w6 r6 u+ t# i0 K* R
- STX Reg_X_Temp# P4 Q7 l* R5 y8 \* K6 |+ p
- STY Reg_Y_Temp5 t6 x0 J3 M- {
- JSR CheckInvalidState
+ R2 l @4 ^5 I" A* a - BCS HurtPlayerEnd% p8 ?" K; A1 E$ k J
- LDA Bullet_Owner,X
. o7 |6 Q" q2 V5 j: w) F: S& c - EOR #@00000011 v6 Z' K3 A- i+ j0 x& P4 a4 A
- TAY
$ D: `2 g }7 g - JSR GetHitOffset4 w3 b& P8 C% y8 P
- JSR GetOffet_X# X$ G, h1 z( \, [# u
- JSR GetOffet_Y M# W/ V6 _ i [
- JSR Check_Hit
: w8 b/ ?. r6 V- d - BCC HurtPlayerEnd# ?1 f6 N6 C/ b! J
- JSR Kill_Player# w5 V2 h6 H. I) U5 X4 v
- HurtPlayerEnd:
' i. v# f& a) | - LDX Reg_X_Temp6 q/ G/ }9 F4 l1 \
- LDY Reg_Y_Temp- H: X( @0 b& Y
- LDA $0438,X) L/ T: l% T9 p
- RTS8 g- }4 U. e* S$ r' _* _
- * j) G/ L8 J2 i# d
- ;检查无效状态4 J5 \) g. }; ^* M
- ;========================================4 A: K: P7 u" n' n2 C% V* Q
- CheckInvalidState:
$ p7 h, M% a. V# C8 l - LDA Bullet_Owner,X% U+ @( D. T3 |# e7 ^. V
- EOR #@0000001' L" `# G+ l' o9 C7 \
- TAY2 e9 Y2 K% p& }! q- b& T8 D
- LDA P1_STATUE,Y' d4 W5 y$ Z4 `, h
- CMP #LIVE_VALUE
+ q6 D/ m8 L4 T% M1 j - BNE SetInvalidState
5 E% w7 w8 m6 ?5 w: `% X - LDA P1_ACTION,Y
- O4 Z1 f& S$ X& U: r - CMP #DIVING_VALUE
- H* ~. \' r' H6 _, {2 V% S" X - BNE CheckStateEnd
+ X, [7 E8 X1 n2 u* { X% D - SetInvalidState:
, Y9 z9 A' Y5 Q - SEC
0 Z% A/ W& n% F& t# P - RTS
" G9 u9 l+ _! [' ~# j( D - CheckStateEnd:
# I; V; U( {; h7 b& K3 H" i - CLC
J" ^5 ?8 @$ }& g6 K5 \7 l/ b - RTS
% w. x; t5 M2 _- Y! C) A1 E T
- e, }# t6 J' u# p- ;设置命中误差' z- ~( g# ~% e7 [3 f' O4 e
- ;========================================5 j" y& U* H. U7 k1 V
- GetHitOffset:
* I s" D- P& U% S. [3 C' S5 D$ i - LDA #OFFET_X_STAND
. F0 G, {& v- K1 i- t9 L - STA Offet_X_Check' J9 x% ?3 B2 F, G/ D
- LDA #OFFET_Y_STAND7 I' i* U2 I) g3 q4 J3 M- Z1 R" C- X
- STA Offet_Y_Check
" ~, f4 W0 j3 Q7 g; |) e4 u3 E+ Q - LDA #$00. n7 ^' t8 A r7 h) T. H) v3 g
- STA State_Offet_X
1 X8 U" g" Z8 V2 d$ m4 u* w - STA State_Offet_Y
/ j7 M: D: R {2 C - GetHitOffset_Diving:
7 q9 d) _ e5 l8 O7 A4 u& [ - LDA P1_ACTION,Y
5 k9 P, U [. s, ?- ~4 q - AND #DIVING_VALUE* C9 Z: {/ A2 J" n5 L' J5 L& h& U
- CMP #DIVING_VALUE1 O$ D; k9 X. B; b, {5 X4 a
- BNE GetHitOffset_Lay
; c, V' o* ~8 F; i - LDA #STATE_X_DIVING
) r! i+ e# P2 R( z+ |+ o! U - STA State_Offet_X
5 V! e- @; W- S - LDA P1_FACE,Y# B: U2 i# _! h2 k' h n& ^
- AND #$408 m3 e# Q; i* v0 m4 \' y
- BEQ GetHitOffset_Lay
$ i9 B2 G! @8 o7 H s - LDA #$00* w' [ _2 S8 G4 \! o3 ?$ m2 B. n
- SEC
( N" F1 U! u* U! z9 ~. V - SBC State_Offet_X* e8 z+ r+ c; {
- STA State_Offet_X# r2 K5 _) n# ]; }; w# ~( U9 q
- GetHitOffset_Lay:
( h; W, D& ?9 i) O( a - LDA P1_ACTION,Y7 ~; ^3 ?% \: f7 G
- CMP #LAY_VALUE- n9 j0 c' U M- B
- BNE GetHitOffset_Jump
% t' o! |% x% f9 r - LDA #OFFET_X_LAY
; c: y( W6 ^' V - STA Offet_X_Check" T! x; ?) N7 |* G
- LDA #OFFET_Y_LAY
' A# I" o1 o( p - STA Offet_Y_Check
$ D6 g! x1 n0 q- u - LDA #STATE_Y_LAY8 D) K7 s `$ _5 T* j' n$ ^
- STA State_Offet_Y
7 [' e0 }6 ]. Y# h - RTS
, ]9 P# K3 n9 x, _9 i. K- @% ` - GetHitOffset_Jump:2 b- x s7 ]0 i5 @2 s
- LDA P1_ACTION,Y, j% A! B: _& G9 |. Q
- AND #@11110110 L8 ?: R& v0 z j( N7 U6 M
- BNE GetHitOffsetEnd, K" x v* I5 F4 ^/ L
- LDA P1_ACTION,X$ z5 g Y) s3 t/ o3 n5 H
- AND #JUMP_VALUE
! ]7 j5 n. ^5 A0 w* I - BEQ GetHitOffsetEnd
+ B7 M* M b3 t$ B* d+ h# h - LDA #OFFET_X_JUMP
4 v" V0 C* Z1 u8 P: g: \$ f - STA Offet_X_Check
$ l7 K" Q/ N! R& ~ - LDA #OFFET_Y_JUMP9 l+ F$ u. k8 x; ~8 h1 i8 n* t F
- STA Offet_Y_Check/ Y. N' x' x9 U: ^
- RTS* b& k7 b5 v3 \. Q0 h1 _
- GetHitOffsetEnd:
* F1 G4 `/ n3 @: \& ~6 Z - RTS" f4 H9 [5 ^, _2 W
2 `: U& u- b* n& U- % u" x# t: k, F+ c, Y
- ;获取子弹与角色X坐标差
3 {; g |# K# E) q) m5 Y - ;========================================
+ k' ^% W/ H5 q* | - GetOffet_X:8 S. J, l- z0 H# l7 x7 q
- LDA Bullet_X,X
4 X% t* K" {9 @* F0 g2 y - SEC* E: J* C2 {' J
- SBC State_Offet_X( D+ E) s: U$ o+ X0 c
- CMP P1_X,Y
+ d; f* Y+ L4 t6 c: s! f - BCC GetOffet_X_Set
, E' X t6 l; B' h. N% A4 E2 W - LDA Bullet_X,X
3 |( K; V+ O! f! v7 p - SEC+ I% L) f( N s6 I! k5 M& o* w# Q
- SBC State_Offet_X
# K! Y' m+ Y( @: O - SEC2 d( ^& {! C' m- t' o
- SBC P1_X,Y
2 T6 Y1 j; `" c1 O - STA Hit_Offet_X* }" p$ K0 v! {# M# a, d
- RTS
3 s# K, ^3 V* z* q! i- Y/ L5 t - GetOffet_X_Set:
8 h( {7 E) D6 l% F& I - LDA P1_X,Y
" B* Q& N& y, R6 J9 M: c) E5 K - CLC& K$ A' U H6 \! O
- ADC State_Offet_X
* F- V1 T& c* n& l6 b - SEC
( g$ ^1 X! i: R3 x6 |" ? h - SBC Bullet_X,X' C1 u4 ]# b' ^; u) j6 |
- STA Hit_Offet_X; J1 W- w/ ?2 D c) h
- RTS( _( Y$ x, |$ s. q& N
1 v% M& I5 [3 W- ;获取子弹与角色Y坐标差9 ^. B) k3 X/ D! s/ L
- ;========================================8 f. p+ ~4 e) n" w. j
- GetOffet_Y:. O. H L; i" p0 O0 N
- LDA Bullet_Y,X/ _& e: W# h2 w1 d
- SEC
) V- S( s9 o) E - SBC State_Offet_Y
( b6 M# q9 @, E) H0 }0 c n7 z* X# } - CMP P1_Y,Y
: T/ x% G8 R Z# b( V. ] - BCC GetOffet_Y_Set; @/ E( w! T4 O- M6 z6 u0 V
- LDA Bullet_Y,X4 i# \6 B. A: q! V0 Q
- SEC3 l- _: k4 U+ f2 J5 g2 M
- SBC State_Offet_Y2 ?" }/ k P5 x
- SEC
! G) d% R% l! e( e7 T! o - SBC P1_Y,Y5 W3 _" m4 j' R: f! y5 _
- STA Hit_Offet_Y7 F" r6 I4 u! X' ^' Y2 {+ a
- RTS
" X3 E$ W3 o2 f* L+ O - GetOffet_Y_Set:
7 G1 f3 q5 }/ l3 q - LDA P1_Y,Y
. E# S% |& n1 ?& O# q9 O6 s8 K - CLC8 ]/ z3 a* G+ ?' ?
- ADC State_Offet_Y
; J5 o3 P4 Z# Z( k - SEC- a% p. h8 E4 s) a% ~) j
- SBC Bullet_Y,X) M1 ^# d' g* ~0 \5 v
- STA Hit_Offet_Y
W: _5 g1 a7 N/ ]& _% S' X( q - RTS) j4 u. i4 }& C0 H
-
" c9 ~9 \" p) e( q- M7 | - ;检查命中
) K/ E) n( n" m5 B" s( a - ;========================================* I+ x9 T3 ^3 S N* k
- Check_Hit:
9 D, w1 c( A6 a! D i( d- V - LDA Hit_Offet_X
2 p" ^) E: v$ P - CMP Offet_X_Check, n, j# W' l) [. o8 C, O
- BCS Check_Hit_End
, X+ B' r7 P" w% a: y' P& n - LDA Hit_Offet_Y
- V$ m' G) n5 S - CMP Offet_Y_Check
* ^( I( c& {# @3 O/ d1 q - BCS Check_Hit_End
- J4 O8 x6 z; A) s) n P- K - SEC
: R7 l! |8 E- ~- g5 l6 i6 } - RTS
; ^5 J- y8 ~$ L) Z- J! Y - Check_Hit_End:
z( o- J1 U' y3 Q - CLC
/ c1 R- [- S1 J. u, d - RTS2 E% d: v6 Y# K4 S
* p6 q9 G% p0 Y, l7 `) O* U( ^$ s- ;杀死对方- T& A- T; k( Y6 M
- ;========================================- g, \) W* X4 K' |& b
- Kill_Player:
+ T/ w4 c; X* e( a# P - LDA Bullet_Owner,X
3 n4 l& h( X3 u: l q1 S5 @' R; W: \ - EOR #@0000001, [1 Y" q$ }% G0 a {' _
- TAX
% `' b( H# c7 ^1 I# C - LDA P1_STATUE,X; u1 N4 \; V) n8 D$ A- P- D
- CMP #LIVE_VALUE
. a% d! R0 Q5 w/ ?, ?: E8 T' e& E! u/ ^ - BNE Kill_Player_End
9 C% {% {, L/ T9 e D6 a - LDA P1_INVINCIBLE_A,X; @+ r5 f- P- a
- ORA P1_INVINCIBLE_B,X
- o6 S' F; K. R1 `. c0 o# N# a - BNE Kill_Player_End ;无敌状态不处理& Y* L; f" n. E+ Z4 N& g) d
- JSR $D474 ;角色死亡
5 q) u% ^# h1 l$ \" I* w# Y - LDX Reg_X_Temp
4 _( V3 `# N7 w4 t8 n7 d' R - LDA Bullet_Owner,X
) @, p2 S; p+ r6 _+ F7 e5 f! ^3 r- x - TAX/ F4 j- l0 E% k+ _2 C$ c
- INC P1_REST,X: N9 X) h E- Z/ R8 }" ~- m
- LDX Reg_X_Temp
( e2 l: H# }, O' ]" E - JSR $E2FE ;子弹消除
# |' x+ \, q: H% ?+ z - Kill_Player_End:
8 t- c6 g! W% U4 {1 X- X! A4 r' \ - RTS
复制代码 & n% b$ x. n& o) A" V
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