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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 }6 m: |4 w; W4 x1.选择键切换子弹(为了更快杀死对方)) r& ]# B3 \4 e* y( L3 [
2.杀死对方自己加命
' ]/ R1 B/ I5 p% M% M( V- ;[FC][魂斗罗][互相伤害][END]4 t1 l7 P) R8 ~- z5 L- M5 V
- ;20200505
: M; r4 o0 @- A" [ @
& M9 [% e0 F0 k7 g+ ~: p- .ORG $8960( ]* m# T+ V- m0 {
- 9 a0 V7 |3 B9 C" ^/ @
- P1_STATUE = $90 ;状态 z/ B' c/ h& g$ }
- P1_INVINCIBLE_A = $AE ;透明无敌
# M4 x3 n- B0 ^7 |0 ^& G7 z! H - P1_INVINCIBLE_B = $B0 ;闪烁无敌
9 E0 U& T& |7 p - P1_REST = $32 ;P1剩余生命- G7 K3 |- L1 ?1 B q
- LIVE_VALUE = $01 ;活着数值
+ E0 U& u/ v# R; q - P1_ACTION = $D6 ;趴下7 y% M6 E) X; L! Q6 Y+ p
- P1_FACE = $D8 ;P1面向
0 ?& g- E; @- s - LAY_VALUE = $17 ;趴下数值
0 T B9 T; {/ q) Y5 ?. d8 E i - JUMP_VALUE = $08 ;趴下数值
$ H$ \8 n# M. h/ D& k$ N - DIVING_VALUE = $18 ;潜水数值
3 l6 y$ ]1 P, U# G - P1_X = $0334 ;P1 X坐标$ W4 G. ^& V: f% |* y/ Q& d5 {7 c. P
- P2_X = $0335 ;P2 X坐标9 B9 \; y3 D4 Y7 h+ N( n/ j5 o1 z" P8 R
- P1_Y = $031A ;P1 Y坐标
% W. O, w4 h5 K9 j - P2_Y = $031B ;P2 Y坐标& i% z+ [+ A1 Y) X+ E! A% t
- Bullet_X = $03C8 ;子弹X坐标3 T' G, K4 m, p. m8 ^; @4 l0 g
- Bullet_Y = $03B8 ;子弹Y坐标
* g( g M! |: m& A2 Q2 q* f! a5 R - Bullet_Owner = $0448 ;子弹所属者
S( j' o7 g5 N% a% N; Y: f5 W - Hit_Offet_X = $01C0 ;命中误差X
/ h/ [5 U. @% U v; q ?. ~ - Hit_Offet_Y = $01C1 ;命中误差Y
; f% j8 b/ C$ E! H, i - State_Offet_X = $01C2 ;动作误差X7 H! ?* y0 K: C# V
- State_Offet_Y = $01C3 ;动作误差X
8 r/ \5 F$ Q5 f- c/ m# e - Offet_X_Check = $01C4 ;坐标差X* P' ]3 \9 _: e b: w
- Offet_Y_Check = $01C5 ;坐标差Y
, a6 K% b. E2 q5 M$ q - Reg_X_Temp = $01C6 ;寄存器X暂存1 _/ v1 P0 d0 G! G2 S# r
- Reg_Y_Temp = $01C7 ;寄存器Y暂存9 Z+ L6 i0 f y5 |
- OFFET_X_STAND = $06 ;坐标差X值" K) W+ \6 h3 Y- m6 a3 p5 q
- OFFET_Y_STAND = $10 ;坐标差Y值" W7 q" \3 C9 ]5 a1 F/ G( b" x
- OFFET_X_LAY = $10 ;趴下坐标差X值/ Z0 \- X% e% C
- OFFET_Y_LAY = $07 ;趴下坐标差Y值
8 x7 P5 `' r$ M - OFFET_X_JUMP = $08 ;跳跃坐标差X值
3 i: \$ D [; \( A; A* P9 } - OFFET_Y_JUMP = $08 ;跳跃坐标差Y值
- N2 m4 D7 k4 s( a; e& q9 c - STATE_X_DIVING = $02 ;潜水动作误差X值
; d% f; @5 @9 l: _, ]/ k - STATE_Y_LAY = $04 ;趴下动作误差X值) b8 I# y0 R( ?: T1 Z
0 }2 _: [0 P K9 J) g- ;武器切换
# Z8 L1 ^/ K7 f2 b6 n - Btn_Once = $F5 ;单次按键
' j/ j3 R9 M0 L- R - ;======================================== z4 ^" `8 n% x/ ^
- ChangeWeapon:; G ~. ]' W- z; }2 }% ?$ _
- LDA Btn_Once,X. R1 y0 h% y4 X% R7 P
- CMP #$206 M3 B0 _. f: S# l% L
- BNE ChangeWeaponEnd2 `8 s/ [+ a* j9 P9 I7 S; K- p- v9 P
- LDA $AA,X
$ X+ ]) w% u( r - ORA #$10
8 r+ a2 o2 i5 v$ H3 D4 b - STA $AA,X
/ _& ]6 {( V7 l) ` - CMP #$14' v" E' ~5 Q7 i+ M
- BNE WeaponSet
+ b! c5 F9 b+ h: `+ c+ D - LDA #$0F: b' p& k1 f1 u9 ~
- STA $AA,X8 e; t/ E! q: u5 C4 J. c
- WeaponSet:
' O9 p, ?' x9 G; d, ^ - INC $AA,X4 I. y2 D. l& i7 o
- ChangeWeaponEnd:
) B$ z! N: l- w - LDA $AA,X
2 }, |$ w- j9 w* o2 u7 m5 r" S - AND #$0F
) N( K5 \# e1 m6 y8 Z - RTS
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- .ORG $89A0
7 n/ H, j- m" @) ~4 W - 3 B8 D% p5 C @1 Y4 T
- ;互相伤害# C8 L2 o0 i5 z2 S6 M
- ;========================================
1 W U7 I/ n T, D - Hurt_Player:
/ q6 B9 Q% g% L! J) c - STX Reg_X_Temp, N- j9 Z$ n# |% a& @
- STY Reg_Y_Temp; W3 t9 d+ l1 ~+ W b1 F
- JSR CheckInvalidState
6 ]6 [: b; D& ?8 m$ R& m: t - BCS HurtPlayerEnd6 o- O! j' t) _2 ?& Z) y
- LDA Bullet_Owner,X. X' P' ]* }# L" l* h
- EOR #@00000011 e5 W# o' D. R! K
- TAY
' A0 f8 |) k4 A! w' a - JSR GetHitOffset6 J% i2 J3 y. u8 M; [- l- I2 ]8 ^
- JSR GetOffet_X4 s6 i5 X8 I- E, _9 k z
- JSR GetOffet_Y/ q4 X( S( ^6 z, T3 A- {% e( ?, k
- JSR Check_Hit6 o( w2 C& {/ k, U
- BCC HurtPlayerEnd5 K. V- j ^' e8 s3 J% ]
- JSR Kill_Player
# }& @( o) _3 X - HurtPlayerEnd:
0 q, E; R W/ y3 e+ V4 W$ l& @# S - LDX Reg_X_Temp
2 u( [9 d- T5 R- R G - LDY Reg_Y_Temp
2 |. ?1 s8 z2 `4 _ - LDA $0438,X' I8 z3 i [4 ~5 m
- RTS& U) \' \) H- u% U1 U
8 Z8 U8 }" d+ E' n3 ]7 ~- ;检查无效状态4 @9 x# `0 R6 l; v- O
- ;======================================== g9 X- Q V/ [9 p
- CheckInvalidState:
6 a; m" n/ m c# t - LDA Bullet_Owner,X
" p) c @$ o8 W0 z, T - EOR #@0000001
; K" G6 I; k0 ?! ^8 x" V - TAY
5 @, O0 a. a7 P6 b$ V - LDA P1_STATUE,Y6 l, u/ V- B/ P7 c$ |4 A$ ^
- CMP #LIVE_VALUE
' V% K* @- ^* t+ Y - BNE SetInvalidState
, i2 x; e% s/ Z+ j7 C8 Q- _/ M - LDA P1_ACTION,Y
! j3 p% f5 J H6 d - CMP #DIVING_VALUE
5 ^$ e6 E9 f- p9 w - BNE CheckStateEnd0 Y- z% v* _8 c0 Y) V
- SetInvalidState:. }9 u) ?5 A& Q+ ]4 E2 O
- SEC& m7 b. @* \) ^3 c( c
- RTS6 A) u- k/ h2 h0 {5 k4 v
- CheckStateEnd:
/ f' D/ E' F4 @( Q- r0 M* d! y, ` - CLC' l G) }- i" A" ?+ P$ p
- RTS
- H1 w3 i7 ?: L$ P! D, O7 P4 j$ X
. J* h1 _7 }! R q; @; v- ;设置命中误差
# p. O, ?' N: T6 c' X1 ?% p - ;========================================' K2 L) M7 p0 s2 N% k
- GetHitOffset:% l4 [& D* E+ v; \) G* e% {
- LDA #OFFET_X_STAND
+ F0 }& H7 X, W8 N$ f7 } - STA Offet_X_Check6 ~3 K6 [4 e1 H% D1 X; }" x- B
- LDA #OFFET_Y_STAND7 M" @& t' G7 B+ e, r/ g
- STA Offet_Y_Check) d( D3 c- S" Q/ @' M! t' g% E G
- LDA #$00
/ H. A% ^# p- Z2 U2 O8 V/ Y - STA State_Offet_X; R3 S( s h P/ z! q3 G# P( P) }
- STA State_Offet_Y
- {) j7 B+ x/ T1 Q- `4 b/ I - GetHitOffset_Diving:
3 X) n" b4 P' V2 p2 | - LDA P1_ACTION,Y
# M* j4 U: F- K" r! d: t* } - AND #DIVING_VALUE B3 A4 W' X5 E
- CMP #DIVING_VALUE/ A ?0 f. G0 k
- BNE GetHitOffset_Lay
4 H/ P7 K/ ]2 K3 W - LDA #STATE_X_DIVING
8 q+ x5 r+ Q1 m9 R0 Y - STA State_Offet_X# \/ J' R2 K! m4 P9 t6 e
- LDA P1_FACE,Y* q, r' L' v! ?, w
- AND #$40
6 _2 }- Q8 e. W1 n2 b7 \9 g4 m& Q - BEQ GetHitOffset_Lay
' k& P+ V5 ^3 @/ j9 ^ - LDA #$00
. t4 _* V' @2 [* R9 n* _ - SEC: f# X" x8 K h6 E3 ]! ]
- SBC State_Offet_X
2 B1 f' j; R/ D: p' C - STA State_Offet_X. K1 r$ _1 w+ q: {: |' O4 u7 }; h; f! Z* [
- GetHitOffset_Lay:
; _' N6 H8 W! m& l6 O, H - LDA P1_ACTION,Y- Q# G4 U# j6 z$ Z
- CMP #LAY_VALUE) a& V8 j% f9 Z5 k
- BNE GetHitOffset_Jump! @& U$ ^( L* B7 r, _7 e! w
- LDA #OFFET_X_LAY+ N" N" P w; v v- ?
- STA Offet_X_Check
* g0 C. Q" `+ [. l' k/ t - LDA #OFFET_Y_LAY" i |: A4 Y7 L( C: }$ M5 S* ]
- STA Offet_Y_Check% h6 T8 F! D G
- LDA #STATE_Y_LAY* B+ v5 I# v' \5 ], y
- STA State_Offet_Y) D0 ^( [* w2 W5 w0 U7 q4 S
- RTS7 @1 q1 k+ D9 d2 z
- GetHitOffset_Jump:
" i* F& \% z, I7 J - LDA P1_ACTION,Y* M9 C+ a, O) A( P7 B
- AND #@11110110
0 b2 U; L) j# [% f - BNE GetHitOffsetEnd
; O6 y) o( L: j! x/ t+ a - LDA P1_ACTION,X/ w+ O; ^$ ?0 z. V! P2 l
- AND #JUMP_VALUE9 C1 m* T5 a3 n( H7 O, V
- BEQ GetHitOffsetEnd5 M/ }+ M+ s* r7 w2 l3 L. F
- LDA #OFFET_X_JUMP
1 [, z' f2 o R' j6 B, M - STA Offet_X_Check
9 T+ o, \, w; I- M: M - LDA #OFFET_Y_JUMP
3 `* {. u. _0 P - STA Offet_Y_Check
( W- r% ?5 h$ l3 N q& _3 ~7 | - RTS
: R4 i" r$ u$ T% b6 r4 O+ h - GetHitOffsetEnd:! c- g/ N. Q+ k/ _6 q6 M% Y
- RTS2 D* Y+ T/ C- L
2 q. D5 r5 K+ G4 C! M) h; j
$ n! J6 _- d! _) [: J# N# ^' l- ;获取子弹与角色X坐标差( h ~6 x: R* i9 d
- ;========================================* _3 F6 B' o! \( W- Z. Z- X2 O7 j
- GetOffet_X:; s$ z. \" l( o5 E
- LDA Bullet_X,X
r* U& l( q! W8 s1 B; F- ` - SEC
+ c# A' i3 G5 n: _ - SBC State_Offet_X2 t4 H9 y! }, P+ I- ]2 r7 _
- CMP P1_X,Y% i2 P2 @7 S {/ G# k: e
- BCC GetOffet_X_Set
1 r: r. w1 n- D( f- ~* E L8 Q - LDA Bullet_X,X4 t5 w( @" ?2 v+ X I1 A1 w
- SEC; j5 z1 B) H6 v9 c
- SBC State_Offet_X
+ @/ n& _: x3 U+ f" Y) S - SEC% b, h$ H9 C9 J8 J6 y7 V! ~' N" e
- SBC P1_X,Y! h `* i* d8 h u( L
- STA Hit_Offet_X: M) E1 c( i" X, g% R
- RTS
9 R" [% m8 f- A9 G) x4 ] - GetOffet_X_Set:0 x" I% u+ n# f; p( g; q
- LDA P1_X,Y0 Y( P3 }$ b: n+ Z, a* d
- CLC( v- ?; J- [+ F/ \
- ADC State_Offet_X
: H) p$ s0 Z# ?8 K8 e1 `. v X - SEC
( r7 t3 [% l3 z- ^. r. f - SBC Bullet_X,X) Z9 d% E! T, i: z* B) c
- STA Hit_Offet_X
6 F; I9 p0 T5 [ - RTS
6 x" Q; `3 \" R - 5 J. Z4 K0 y/ O
- ;获取子弹与角色Y坐标差
' N z% } N/ r# a0 K0 Q8 T M, q - ;========================================
8 `% P Z1 \2 J) k - GetOffet_Y:
e/ S8 V0 d" A( r& w5 s( j! J7 y - LDA Bullet_Y,X4 H+ N8 G, P& r; Z
- SEC- D8 c$ h6 X$ v' ^6 b# ~" H
- SBC State_Offet_Y
# x" G% j' c' _/ `( S - CMP P1_Y,Y
7 H& `( h; L* b9 l - BCC GetOffet_Y_Set
) ~- S1 H& F) U5 R8 o - LDA Bullet_Y,X2 a; x$ h( S7 n3 |+ o( k
- SEC
5 M8 L- F/ a( }; t' q - SBC State_Offet_Y) O1 s9 }% i% v, O/ ?% F, v
- SEC
* H1 \) t& N2 D' e2 @4 ~% b) Q) Z - SBC P1_Y,Y
$ o D' t7 T; m - STA Hit_Offet_Y
$ w6 F. H4 y, ` - RTS2 N. K0 E$ C6 Y' B* H+ U+ c
- GetOffet_Y_Set:
& i9 ^1 Q; e* J: {2 [% P% u+ p - LDA P1_Y,Y. C8 j" g- J! I
- CLC
; p# C2 L: j K* g - ADC State_Offet_Y% r5 u0 x. l( G6 u; I" c3 K& l9 ^
- SEC1 v2 E" T5 M6 W9 r
- SBC Bullet_Y,X
5 T# }7 r+ K2 _+ F# X2 \5 J- x - STA Hit_Offet_Y
* s9 C# d0 X9 c" N1 A. s - RTS
B; f9 z' v, }; m9 {+ i - 5 Y" m4 E2 F5 U& T7 Y* k
- ;检查命中- E) u3 r2 f& J/ ?& X5 f
- ;========================================
& g# W4 T m% ] - Check_Hit:
9 k6 h. n6 z X* ?( P% r - LDA Hit_Offet_X" W- @$ F& ~' o2 J
- CMP Offet_X_Check& R' |* @: U- L6 ~% L
- BCS Check_Hit_End( d1 B9 C6 @) o: t' f/ o
- LDA Hit_Offet_Y8 e. `% [) z9 U) F! Y) v
- CMP Offet_Y_Check
" d$ P3 y8 c& |; r/ i, R - BCS Check_Hit_End
5 k- m' @* z+ |8 ?1 c - SEC# U/ `, V: ? P7 s! h$ F! W1 I' R8 N
- RTS' i. P" [0 `3 b' n. O
- Check_Hit_End: M' b9 E5 B$ { t8 I: K; C
- CLC
8 g$ z7 L* I4 Z* V+ D% c* E - RTS# I7 q" A6 I }
a: Y9 G" ~& h5 U5 x& C7 i- ;杀死对方. ]2 q! \ k' P8 H* L' v
- ;========================================
6 F G) E. \$ o0 x) p) X" o3 m9 J - Kill_Player:
! m8 M+ g5 N d9 H, ^! o1 J - LDA Bullet_Owner,X4 q( ^7 Z- M' @; j3 ? V* \0 @# Q
- EOR #@0000001
; h: a/ X* J8 v: Y7 S3 Y - TAX! P; Q4 ~$ b5 q1 Y0 h2 ~& ? J+ ^
- LDA P1_STATUE,X/ p$ v& X7 N* a2 a$ }% h
- CMP #LIVE_VALUE6 _* u/ j" h2 s2 g1 g& r
- BNE Kill_Player_End, o' g4 ^% \* Y
- LDA P1_INVINCIBLE_A,X
/ [ j5 b* E, L. r - ORA P1_INVINCIBLE_B,X+ g9 {4 @' t- j1 E- g& e# n
- BNE Kill_Player_End ;无敌状态不处理1 }+ R% J4 F; `) r2 x, D9 [
- JSR $D474 ;角色死亡
0 v/ O- ]7 B, G8 K8 P, A0 E - LDX Reg_X_Temp
: @! T1 G+ T- ^0 L - LDA Bullet_Owner,X' L" ?. ^; k% _. L5 T# K+ v9 V+ {
- TAX. R, l |& ]( _* a0 v
- INC P1_REST,X
9 u0 o. v- W$ U( o3 ~7 ]$ G8 v' b6 I# _ - LDX Reg_X_Temp
( [2 |# k0 x1 a& [ - JSR $E2FE ;子弹消除
! q# \8 |2 q2 c - Kill_Player_End:
$ c8 Q \, c: T+ h+ f - RTS
复制代码
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