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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. p/ N) V3 |# N, ]) Y; V6 [0 K
1.选择键切换子弹(为了更快杀死对方)% U! h- b U/ u$ F0 b
2.杀死对方自己加命* _& y7 q8 }! C5 U, N* ^
- ;[FC][魂斗罗][互相伤害][END]) ~3 T# r1 u& I5 e. E/ b) i8 r
- ;20200505
4 l' f; O% q' ^3 Z7 t9 v+ b) i& o- G - , R0 q, e+ b; |( {
- .ORG $8960
J' I+ E, ?) J( I9 Z; v6 Q
; v( V8 s F. z5 o3 ~9 Q$ X& L- P1_STATUE = $90 ;状态6 m8 \( w% f. q+ z: J, j [
- P1_INVINCIBLE_A = $AE ;透明无敌+ o0 a) T! p) ~! L+ K
- P1_INVINCIBLE_B = $B0 ;闪烁无敌
. P1 l7 f* n0 U; { - P1_REST = $32 ;P1剩余生命
0 M) n( O1 u e) S: ?3 ]0 x - LIVE_VALUE = $01 ;活着数值
. Q/ F j6 B& E+ r; N - P1_ACTION = $D6 ;趴下
2 k, ~7 g! @5 ]* x! q. H* q - P1_FACE = $D8 ;P1面向
: _! M9 Y [! x& @* j - LAY_VALUE = $17 ;趴下数值8 W) b! M. v% ~
- JUMP_VALUE = $08 ;趴下数值$ {( x; z% J- A* F
- DIVING_VALUE = $18 ;潜水数值" F/ ]6 ^: K- F) z: {
- P1_X = $0334 ;P1 X坐标
6 H% o, N$ D& b4 ` - P2_X = $0335 ;P2 X坐标0 F) S! r5 b- |. E5 d* K/ l
- P1_Y = $031A ;P1 Y坐标
8 I2 K( V3 t2 r m/ O; C - P2_Y = $031B ;P2 Y坐标
9 ]+ K' P; }1 v3 r7 [ - Bullet_X = $03C8 ;子弹X坐标
* e6 J2 Q9 V, I7 G# z - Bullet_Y = $03B8 ;子弹Y坐标
" B. p9 {, c9 F; E - Bullet_Owner = $0448 ;子弹所属者
, E) t) u" c% t r6 B' }, J - Hit_Offet_X = $01C0 ;命中误差X
4 [; B2 q3 U+ E: y( r) ?7 a: @! [ - Hit_Offet_Y = $01C1 ;命中误差Y
5 E' }' Q6 t+ ~7 g+ ?3 O) s - State_Offet_X = $01C2 ;动作误差X7 m& A0 s) K- c: S
- State_Offet_Y = $01C3 ;动作误差X7 i: S5 f5 r* a% K* k- l8 F% A
- Offet_X_Check = $01C4 ;坐标差X
1 ?" ?( Z( n5 }! A" n/ L4 w6 v - Offet_Y_Check = $01C5 ;坐标差Y
+ D: m. P- a6 \6 N! l- y1 g8 @+ Z - Reg_X_Temp = $01C6 ;寄存器X暂存3 i0 M' ~4 H5 C
- Reg_Y_Temp = $01C7 ;寄存器Y暂存* t- F* E0 G8 e9 ]% C( V
- OFFET_X_STAND = $06 ;坐标差X值6 E: R% o4 S! V! K( `, r
- OFFET_Y_STAND = $10 ;坐标差Y值4 ^+ p1 ?3 K8 U+ }9 u. Z4 h0 @
- OFFET_X_LAY = $10 ;趴下坐标差X值
6 ]1 a* q- j" J L, k {6 U - OFFET_Y_LAY = $07 ;趴下坐标差Y值
! J0 H: p6 ~3 b$ ^ - OFFET_X_JUMP = $08 ;跳跃坐标差X值
- A! S/ g9 q8 D) B! H - OFFET_Y_JUMP = $08 ;跳跃坐标差Y值
) S5 b* z+ f, e/ k2 E( O - STATE_X_DIVING = $02 ;潜水动作误差X值" K. y: e, v/ _7 R4 u5 w
- STATE_Y_LAY = $04 ;趴下动作误差X值
, u+ r# |3 k6 |2 U
5 C3 I; V7 r1 c7 d4 u2 A# o- }$ Z- ;武器切换- C5 B3 z1 f8 x4 a9 @) ?
- Btn_Once = $F5 ;单次按键' N- ?# h: v/ Y: b
- ;========================================
6 W- Z% p2 u1 @1 W; u* @ - ChangeWeapon:
$ |7 n! J* I- Q# j) ~' Z7 T4 i5 t - LDA Btn_Once,X0 m3 ^! z: X, |
- CMP #$20
! R* t; m" T+ l; s( W; l8 e- ` - BNE ChangeWeaponEnd
* F. J& W: N( j* z. I - LDA $AA,X( \8 h1 ^" `+ D- V( M3 V& k
- ORA #$10
8 X3 G1 h2 p/ S/ I* [8 ~ - STA $AA,X3 S0 b& ] J& a1 p3 D( A+ r; q
- CMP #$14/ M7 q3 m; k; @7 H$ ]; V; n$ _
- BNE WeaponSet3 k3 _& p5 F9 I, Q1 m8 k1 e+ V
- LDA #$0F
% L/ c! T+ ?& p* U - STA $AA,X
- a9 R, r) p; s' X" \ - WeaponSet:2 e% T2 i* Q" }9 N- M5 D8 F% G
- INC $AA,X+ r- o3 l+ I5 B. W; {
- ChangeWeaponEnd:
+ _! w1 E( F7 `( s. r - LDA $AA,X
1 z( C- T2 Q% i, ]# u - AND #$0F
0 T' x4 z' y0 F i$ {4 c - RTS& N$ E/ t: y. o9 y7 [
/ {5 J ^- e0 |/ i6 v- .ORG $89A00 T; `4 `; v. k$ C
- , Q8 @ w+ U; X; `
- ;互相伤害( H& s. m' `" |. Y9 C* L
- ;========================================
; A0 C. {- p+ ^$ E( `* T p - Hurt_Player:
, m8 i C4 j6 D6 Q" e2 { - STX Reg_X_Temp
$ n9 b9 R3 |) I. ^" E0 A. p) Y3 } - STY Reg_Y_Temp, q8 _# `8 U$ `' _6 p i
- JSR CheckInvalidState, Z& | j0 o) Q3 Q1 S: H, _2 M
- BCS HurtPlayerEnd" j( o" ]$ Z$ B; ~, J
- LDA Bullet_Owner,X1 F- }2 G3 f* U4 T i1 Q# u, n* U
- EOR #@0000001% r! P$ G# z* N8 {3 |
- TAY* K# s: C7 V3 y( H# j
- JSR GetHitOffset
5 C" E4 l+ z, o - JSR GetOffet_X
+ c; l3 R- Q1 S: V6 U3 \ - JSR GetOffet_Y0 R+ p' j0 l/ L$ w" y3 W7 c. [3 a
- JSR Check_Hit
6 Y5 e* q. J2 v3 s$ Y - BCC HurtPlayerEnd* q @2 p, b* t. q8 Y" x( `1 z W" U
- JSR Kill_Player; @% b" w$ f+ h5 D- {, V6 E/ B
- HurtPlayerEnd:& N K& D- v+ F: q/ r( U
- LDX Reg_X_Temp4 k* Q7 b" ?) I ~1 h$ r" T; T
- LDY Reg_Y_Temp
0 s- T( v: r) @& n$ K - LDA $0438,X
9 F& }. L9 c2 U' F, ~, u - RTS9 A) N6 t6 ~0 A2 G
- 4 }1 d4 t' v2 b+ C
- ;检查无效状态
. A5 l3 x& x! ?1 s! V- C& ]6 g - ;========================================
! @) V* c1 l" m/ x K/ b - CheckInvalidState:
' ^' b2 Y0 G4 U& k - LDA Bullet_Owner,X J4 h( [0 y# ^) S
- EOR #@0000001
/ W) C& [* \8 R9 w1 U - TAY u2 q# l/ F p2 |
- LDA P1_STATUE,Y
8 L8 {% B$ \1 p0 `& ~- s* o, V - CMP #LIVE_VALUE
! O' V- k2 s, b) W8 ~1 Y: q [7 ~ - BNE SetInvalidState/ M; }. N# Z% c( A$ ^6 }! @
- LDA P1_ACTION,Y4 E6 d3 Y3 @+ ]8 }; V) p/ ~; @, A9 z7 S
- CMP #DIVING_VALUE
# @7 k- E9 \. ]% C, c - BNE CheckStateEnd
( g" V8 ]/ ^. f; T! t" N9 y: p# g - SetInvalidState:
, h# N! w3 V$ {& w5 {4 v" J - SEC: M7 D2 A! p# k. q( N
- RTS! v5 a: { v4 k. u
- CheckStateEnd:
; |% \7 p* F& e. q, P - CLC# H. K0 q5 i+ ?8 k: Z0 g
- RTS
2 n- w# }- J/ F( V3 D: d' ]8 L - + K) z/ I5 {1 ?& Z( p& q( M2 H/ b
- ;设置命中误差3 T0 X! I- W( G p2 o' j6 z
- ;========================================# H3 ^2 D X: c
- GetHitOffset:
. }" j% n* l4 B/ @3 _ - LDA #OFFET_X_STAND
- z% S6 d7 t& H2 z; m& n - STA Offet_X_Check
3 D" r) `) U @ n4 ^' @ - LDA #OFFET_Y_STAND
% X2 ~2 e7 I3 g! A, v" c! Y8 D - STA Offet_Y_Check+ z# I- N: `2 q" j3 B: l& F% t
- LDA #$00! G* [9 U) n$ z9 _4 w' W# B: G
- STA State_Offet_X
' [2 i! f/ u! z" _9 d K - STA State_Offet_Y) I H2 n6 v4 R: r
- GetHitOffset_Diving:
! k7 t& r& L% P( f" T5 |) Z8 F - LDA P1_ACTION,Y& l- X1 j* g4 f$ d' ?2 v& R
- AND #DIVING_VALUE, B2 i: ?! K }3 v4 Q/ v( `" u
- CMP #DIVING_VALUE1 p/ e+ T8 r6 D5 z& O- C; z3 ]
- BNE GetHitOffset_Lay
" _& F, B& i5 A! S0 @7 ?0 B- b - LDA #STATE_X_DIVING' a% }4 `9 P% H( E
- STA State_Offet_X9 z- u* N! F0 S- p
- LDA P1_FACE,Y% Z% @" B: k% Z5 x
- AND #$40
* E8 J: H3 `/ N - BEQ GetHitOffset_Lay
" j/ a5 ` N. g( S+ D7 R& _ - LDA #$00
% Z$ l8 V4 E3 J& G7 H% T6 y - SEC
$ ?, X' d# q8 t" S - SBC State_Offet_X
) e. F$ j- w9 ~1 L1 L2 Z, r+ a. L7 e - STA State_Offet_X; q2 n! ?" q! n0 Z& U
- GetHitOffset_Lay:
2 u" ^# m2 ^! _9 T4 a; X3 P - LDA P1_ACTION,Y" k- a+ B+ a1 F+ h6 j! {
- CMP #LAY_VALUE0 Q, C5 d, e+ l0 ~
- BNE GetHitOffset_Jump5 s" u! H( T- G1 r( @
- LDA #OFFET_X_LAY
7 M* y, E; i) C4 @& B8 I3 u" M - STA Offet_X_Check' i8 \/ b; X6 {* c# X4 |
- LDA #OFFET_Y_LAY$ [5 E) X' x' w' L! U+ Q1 ]
- STA Offet_Y_Check
& S$ W6 d) i7 U. \; U - LDA #STATE_Y_LAY
% s( M$ k; I0 Q* c1 Z, X/ L0 o - STA State_Offet_Y
1 i* B4 W8 r4 H( q/ u - RTS
% n# w9 ^$ o" _2 @ {7 ] - GetHitOffset_Jump:
, r1 w& B: q; n9 A4 r8 m4 a - LDA P1_ACTION,Y& I; C- s3 r' k5 z" ], T+ u2 M- _* e
- AND #@11110110
2 f- s* @9 O n8 A! j' D# p6 n7 ?" U) { - BNE GetHitOffsetEnd; k" g2 a8 H. P& E
- LDA P1_ACTION,X# v& {. G2 _3 C$ `0 R
- AND #JUMP_VALUE
# ]: v) Y2 c) ~% _ - BEQ GetHitOffsetEnd
5 t: n& V, ]* w0 @6 [/ k - LDA #OFFET_X_JUMP
7 a# H4 i4 ]3 Q+ d+ h - STA Offet_X_Check9 b4 ~" ^; o: J2 e
- LDA #OFFET_Y_JUMP9 i- N/ e# _8 Z, Q, o. G& ?
- STA Offet_Y_Check
, j: Z$ P' u. N0 Q- d - RTS, G6 R, v3 i Q9 Q3 @& u& Z: Z- v, v
- GetHitOffsetEnd:
' L! B/ y2 {4 S. S - RTS- X1 U7 z/ h* U- a' Z6 n" E
5 _8 Q8 n& ~- \5 g4 Z/ w! B
[/ R! Y' N: F- ;获取子弹与角色X坐标差
G# e& {4 h7 L6 n5 l# E - ;========================================
; a, b- Z, n- H' i; z - GetOffet_X:
3 q0 f5 ^5 @: {( r - LDA Bullet_X,X
: k# b0 e6 {5 _3 L - SEC
$ }/ E: Z* L& r% F - SBC State_Offet_X: p6 G. c& g3 {
- CMP P1_X,Y( L) l; k( R3 \
- BCC GetOffet_X_Set
( w% m8 G* H$ [" Q1 P" h - LDA Bullet_X,X( g8 z8 s4 P4 y2 J
- SEC# |/ Q4 Y: n c' ]
- SBC State_Offet_X- W, y2 K7 O) N
- SEC; W# V6 A0 h4 Q$ @6 o6 \9 m* d
- SBC P1_X,Y
. C7 ?: Q3 }" W% ?; H4 `7 H - STA Hit_Offet_X
# i) X! E/ ?: k a! n8 Q/ ]: N3 z! V& Z - RTS8 G, {8 @; o# F7 I/ b
- GetOffet_X_Set:
8 q. \, q% n( S8 @5 `+ ^, N* J" S/ W - LDA P1_X,Y
4 N* E7 ^+ a% S( I0 t @4 ~ - CLC
. p4 Y; n' ?& ]/ W1 L - ADC State_Offet_X
, o1 Y5 ^( Z' y: D3 N2 ^; y - SEC$ D A/ I h7 X& G2 D# Q" `. B' g
- SBC Bullet_X,X$ z/ ^: x/ M6 @) T; ^1 {" Y
- STA Hit_Offet_X) I) f: p6 j- d+ E0 w
- RTS
' {' n" s+ G8 `! ?, } - , }4 N/ [5 @ x/ H
- ;获取子弹与角色Y坐标差- q: U! t$ t9 `- q/ |7 f9 o0 S( {: C
- ;========================================, Q8 c2 V2 h5 D! I# ~. R
- GetOffet_Y:
- U2 ]/ X# ]1 J$ _' p. B - LDA Bullet_Y,X
3 h1 Y. L8 d2 f( g) g - SEC J# J- E, `9 w& i1 y
- SBC State_Offet_Y4 n( u2 n' l% j- r
- CMP P1_Y,Y
0 o1 Z: z8 _ A; T- n V, ~6 j - BCC GetOffet_Y_Set. ]& X- p& S0 p7 H' w
- LDA Bullet_Y,X
* i) \% H# N& y - SEC: t' I$ ^) G% s8 _3 ?9 t8 W) Z, r
- SBC State_Offet_Y, R- @3 F3 w8 t$ d
- SEC
) e& W& A; H1 K5 f - SBC P1_Y,Y
( L, H2 N0 j( `7 X - STA Hit_Offet_Y5 I6 _ M' f f+ o9 v) Y
- RTS8 i# L9 m& t c, ^' ~6 z9 V
- GetOffet_Y_Set:4 T6 w0 m; g8 I0 i% X
- LDA P1_Y,Y
/ {4 d L' |+ K2 a! O - CLC. g. H Q4 _/ ^, y% ~
- ADC State_Offet_Y
, ]+ j$ i9 y( [: E - SEC/ r9 | Z- v& a! u Z* H& y
- SBC Bullet_Y,X) {# `& I! C# o# B0 Z; i% _- W
- STA Hit_Offet_Y
6 S; k2 K; _7 v3 Z0 R1 Y; f9 k - RTS
& e. J' h- L% ]% e) A7 Z4 G( x% | - ; k! T0 P% u* P0 D
- ;检查命中+ |0 }% D3 R8 n3 p V& _/ s. j
- ;========================================3 p0 |, D: c5 h! {. \0 C, P
- Check_Hit:
' M% K" R! T9 L- `: J" a% M! X - LDA Hit_Offet_X
$ }2 I0 @( e+ V) l4 T - CMP Offet_X_Check/ T, p% E B% ?0 p1 r0 R( w
- BCS Check_Hit_End6 \9 u1 [% F9 N" r; P
- LDA Hit_Offet_Y: j' ~; {$ T9 @8 _
- CMP Offet_Y_Check
C8 \. Z$ t/ p0 L# P- C5 p: E - BCS Check_Hit_End
* J9 K& U% r4 K, ? - SEC
3 h4 H/ b8 Y7 m$ T2 Q - RTS& j7 x2 S. [2 K
- Check_Hit_End:$ I! d% {' g8 M% R" `& x
- CLC' B% M! D. E' \" f/ l9 g' j
- RTS
7 v- ]8 V7 w v3 ~ - 8 z. c0 K6 i- ?' j" Y% Q
- ;杀死对方
9 s' f+ Q+ i2 {7 }9 Y - ;========================================
7 k) v3 N2 z4 P: w! T/ ?# Q - Kill_Player:
: x: \' C" e- X" k - LDA Bullet_Owner,X, f+ l% r" g- M' @% J
- EOR #@00000011 `- s0 P) _# e6 R% s2 q9 r& ^
- TAX
7 Q: v& E" `( q7 B$ g. E - LDA P1_STATUE,X2 I% C! b, ~( a$ U
- CMP #LIVE_VALUE
; ?- E6 {3 ?9 ^, P% P - BNE Kill_Player_End$ R& r3 b5 @! c) t
- LDA P1_INVINCIBLE_A,X
% y: ]% j y$ O9 p0 ? - ORA P1_INVINCIBLE_B,X$ X: r$ w0 ~) R
- BNE Kill_Player_End ;无敌状态不处理$ _+ T6 s( j) | w
- JSR $D474 ;角色死亡
: }5 c# W- L* u( a: Y - LDX Reg_X_Temp
1 }& o- X+ W1 g - LDA Bullet_Owner,X
+ Y* H7 x0 I8 @: i5 c - TAX$ j8 z" l9 b4 X2 n2 @5 e* r
- INC P1_REST,X
! \4 p0 D, u* d8 O1 V - LDX Reg_X_Temp
$ m. t. Z+ z0 E: B+ g2 ^ - JSR $E2FE ;子弹消除
2 t5 j8 X0 A3 W: a1 w1 c - Kill_Player_End:# E; R% z$ f2 \+ X/ T( ^. b
- RTS
复制代码 + s: x6 K- m1 W2 R
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