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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
# }: \1 V h) A) b4 ^4 F1.选择键切换子弹(为了更快杀死对方)3 e: V* r. {" M* k' e+ i9 w* K: ~
2.杀死对方自己加命
3 M3 A, H! d& z- Y3 H' M9 L- ;[FC][魂斗罗][互相伤害][END]
1 Q! f6 Q' }/ ]9 G - ;20200505
( C; s; H! ]3 n6 f$ _ - 6 P5 _0 h+ Y6 e( Q) V
- .ORG $8960
P# O$ P! r ?2 s! E0 E( ]. j
( h3 Q. a$ h5 H# i; Y2 R- P1_STATUE = $90 ;状态
1 } u: \, r i$ Z8 w5 N2 D# Y! p - P1_INVINCIBLE_A = $AE ;透明无敌
, F a6 y9 Z" ?- v4 u4 { - P1_INVINCIBLE_B = $B0 ;闪烁无敌8 C0 V1 J& z3 M. ^2 p
- P1_REST = $32 ;P1剩余生命/ F7 R! ~2 @. L/ V0 m0 C8 e& n
- LIVE_VALUE = $01 ;活着数值
# n; e; I1 p# S: i+ F+ T2 c7 C0 D - P1_ACTION = $D6 ;趴下7 u s. P1 e# b8 I! X2 O
- P1_FACE = $D8 ;P1面向
$ m* F! _" v$ U3 N% m$ L( Y+ _9 e - LAY_VALUE = $17 ;趴下数值! h# J9 q; i: S2 u! \4 g' g; p
- JUMP_VALUE = $08 ;趴下数值
- `+ [5 q& A, H) g% w3 j; B6 V - DIVING_VALUE = $18 ;潜水数值
2 \& \8 h5 K: G n - P1_X = $0334 ;P1 X坐标, k m, e/ ~/ D* G/ L0 d/ P
- P2_X = $0335 ;P2 X坐标9 a% z0 j q% z$ ?) K
- P1_Y = $031A ;P1 Y坐标
, k: i" W! w! ^ T& [8 I9 J0 ? - P2_Y = $031B ;P2 Y坐标
1 X" X$ l8 |# s8 q4 u - Bullet_X = $03C8 ;子弹X坐标
) M, c: O8 n8 U* Y M+ h* l - Bullet_Y = $03B8 ;子弹Y坐标
3 V; L& u) V2 ^6 t - Bullet_Owner = $0448 ;子弹所属者
' p3 r. B- z. J I, q2 _ - Hit_Offet_X = $01C0 ;命中误差X
/ m7 F0 P/ [$ T - Hit_Offet_Y = $01C1 ;命中误差Y4 k7 ^9 ^. K3 q+ X4 d/ m2 V
- State_Offet_X = $01C2 ;动作误差X! H* `: Q! p* Z* w8 o
- State_Offet_Y = $01C3 ;动作误差X
+ X$ M9 _+ b, W' g6 c6 n - Offet_X_Check = $01C4 ;坐标差X
# v1 ^, ~: T1 Z/ ~ - Offet_Y_Check = $01C5 ;坐标差Y; N. W* }5 v; b$ z& [# U) f
- Reg_X_Temp = $01C6 ;寄存器X暂存( O" V+ w8 R9 y
- Reg_Y_Temp = $01C7 ;寄存器Y暂存5 u- [4 a0 }8 W8 Z7 m3 f
- OFFET_X_STAND = $06 ;坐标差X值
1 V' k; U) K* B# ?1 @3 p( _8 B - OFFET_Y_STAND = $10 ;坐标差Y值+ b( g m; `' ]* F% A
- OFFET_X_LAY = $10 ;趴下坐标差X值
7 i9 `% A- J$ ]$ W4 Q& d5 @ - OFFET_Y_LAY = $07 ;趴下坐标差Y值$ I! d: q" q! m/ T
- OFFET_X_JUMP = $08 ;跳跃坐标差X值
0 [- j" ?% {' H+ {/ ] - OFFET_Y_JUMP = $08 ;跳跃坐标差Y值
- h1 x& S9 ]2 w; D - STATE_X_DIVING = $02 ;潜水动作误差X值
; m% Z! f! f- I& \8 `* Y: s G - STATE_Y_LAY = $04 ;趴下动作误差X值" M1 G. g5 _$ k5 }; y# o
, ^$ w1 M6 z# f) Y- S- ;武器切换
{- } Y9 c& Q& T/ L$ y$ |' g! q, u - Btn_Once = $F5 ;单次按键
6 b* \. P9 f. K: ]- a - ;========================================7 q2 U( p4 n+ G" ]
- ChangeWeapon:
9 P& f, c+ z) n, K. _8 J7 q; R# _ - LDA Btn_Once,X
' y3 D% D0 @' F- w- e+ K+ _) I - CMP #$20 D/ R' X# K) C! L
- BNE ChangeWeaponEnd
6 a5 n& v/ s5 G2 [4 {+ l( l0 d - LDA $AA,X6 X2 h- I0 u# t- O! D
- ORA #$10) R2 X2 z8 Z8 e" ]5 M$ {3 N
- STA $AA,X6 z% R( j# [9 G' \; o
- CMP #$14
/ o7 \/ S6 `. \* W( [* ^ - BNE WeaponSet
6 z) c& [7 G% t6 ] g - LDA #$0F
# S. m* b; Z/ G - STA $AA,X$ O( F' B$ a, f3 e* M8 I4 L
- WeaponSet:# f- ?' J* }5 U$ F% W
- INC $AA,X
) x2 a( O; G1 P. N& P9 A% f - ChangeWeaponEnd:
! ~7 y# g3 V9 a9 i: H - LDA $AA,X
. I3 ~9 Y- c. T- K% G - AND #$0F5 _% }- U1 i$ a/ g4 D" H& ~6 m
- RTS8 n9 S" M6 ~$ v a3 o1 |
X7 L4 b, B/ v3 J* {; {- .ORG $89A0$ h5 U2 s. f# {; K: j# M1 u: l
- ) ^( {+ x$ F3 t% C& G9 T. t T- ]
- ;互相伤害
- R* J% C- ~& ~' L - ;========================================
* W' N& o) D( \2 j G! G# ^; b - Hurt_Player:
& J0 S+ z( N. p& x - STX Reg_X_Temp
7 M b* H6 c! Q0 V/ y% K - STY Reg_Y_Temp0 R$ J% ?6 M5 P9 E
- JSR CheckInvalidState/ a' e [- i/ @ B( \# w+ y
- BCS HurtPlayerEnd9 M7 h9 p* y; ^ o8 A# E
- LDA Bullet_Owner,X
9 I- u" ~( R8 s* `. b1 b - EOR #@0000001
4 ?/ u7 B; Y6 F. D# e3 P - TAY3 L5 A- b& G G& f' ~6 p. H
- JSR GetHitOffset
4 u. [# R$ O. q# @ - JSR GetOffet_X) @$ r$ C$ O1 j/ u; I! n8 l/ e. D
- JSR GetOffet_Y* Q" X4 ]4 W" ~1 X. f6 u
- JSR Check_Hit
, Q, s& Y5 f/ R4 ]- d# r - BCC HurtPlayerEnd
9 F) a/ `. o, A: F: J - JSR Kill_Player
6 j& i; o H3 Q9 m - HurtPlayerEnd:
9 O3 B3 p# S9 A, x) W1 N, Z: j - LDX Reg_X_Temp
* b* I; i4 @9 i( H) A4 Q - LDY Reg_Y_Temp* G2 _0 x5 b8 {! c7 Y7 E) L: a
- LDA $0438,X2 l' S7 z( r2 y. h% r; x3 t4 x8 I% `
- RTS
1 D1 B+ _3 H' p8 ?8 q - - \9 l/ V: y& ]$ z
- ;检查无效状态
* f8 d y. X! }) n1 N/ _; P2 A - ;========================================+ o- v& c3 ?/ `& k7 W
- CheckInvalidState:
# i6 E g, a% { x) n# _8 a* p8 L) @ - LDA Bullet_Owner,X( t2 X1 i: B+ t) R% v1 R1 q6 V
- EOR #@00000013 p+ [% |- {% q4 R
- TAY/ a( U# Q& R1 h% m/ i* I# v% _. B
- LDA P1_STATUE,Y1 D$ O; Z% e9 [6 o+ [+ ]. W
- CMP #LIVE_VALUE
3 i; R3 S" \4 e& [5 o - BNE SetInvalidState
' `; @, w7 r7 A% w# }3 J - LDA P1_ACTION,Y9 X& f" {- j3 j! J1 I. f
- CMP #DIVING_VALUE
0 z7 c# D) g S% y' D& _0 {8 N3 P - BNE CheckStateEnd
" b6 q" Z4 _# g1 s! E( u! F1 d - SetInvalidState:
0 L1 M" F9 c% S5 o - SEC
m4 N" c, f: `' ?* P - RTS
- Q5 w" ?& V" O" w$ Z - CheckStateEnd:
7 D4 O" z- T3 s( C0 ]2 @7 d - CLC
7 A' x. Q0 n [# r K - RTS
. \% O6 ?+ d, F" G& S0 m3 j. J - ! V+ a3 E0 b( X, K. h
- ;设置命中误差
1 W6 d, ?8 H! r8 `( I - ;========================================7 E: }* N' h/ s/ T/ N% p9 \9 T
- GetHitOffset:' P1 l. S3 s; `' \1 k# Q) z
- LDA #OFFET_X_STAND
: x$ D6 W5 M& r b+ T3 i0 N - STA Offet_X_Check" ~* ^ d# l, o7 d9 l: U& f
- LDA #OFFET_Y_STAND8 G$ C) a8 S% _, @: t8 U
- STA Offet_Y_Check
1 F1 O; q' X/ p) j9 {5 y+ W+ @ - LDA #$00+ T. R4 N8 _! U6 |$ k
- STA State_Offet_X6 }0 J( P* K1 _2 D4 V
- STA State_Offet_Y- ~) M0 t0 R: p) ?& ?4 Q4 a
- GetHitOffset_Diving:
3 m4 U6 d2 s7 t, e - LDA P1_ACTION,Y
6 N# o0 u! H; `9 ~ - AND #DIVING_VALUE- C" L) y0 k: [. L* p9 I h3 Z8 L
- CMP #DIVING_VALUE
! F( B) l1 ?, Y7 b- z4 E( w8 R/ ?& Y* v - BNE GetHitOffset_Lay
1 B. S! Y0 j0 A4 \0 [# Y2 e" ? - LDA #STATE_X_DIVING
8 ^" b% w9 k$ I/ ?) b+ ?& V - STA State_Offet_X
; t5 J2 \( f7 k - LDA P1_FACE,Y
* f2 M! A9 ]/ p: F P - AND #$40- ?6 F! Y! ?3 g
- BEQ GetHitOffset_Lay+ D/ P7 s P4 b1 F" w4 o, L' O; \7 z
- LDA #$00' L- H" u2 o/ V( ~$ M
- SEC; L/ ?% @' a4 J* p
- SBC State_Offet_X* O- e& C( S. c# B9 w
- STA State_Offet_X% \; Z8 ?# N, A
- GetHitOffset_Lay:3 z* V- J1 z0 H5 U" Y! ~ x3 x6 s! ^
- LDA P1_ACTION,Y
2 B# h5 c. H$ L- U: T - CMP #LAY_VALUE3 \+ l) ?3 ?3 f2 M" u8 I: {
- BNE GetHitOffset_Jump! `# r1 d5 j" f
- LDA #OFFET_X_LAY
1 y( i2 ?2 t; i/ _- x- B4 z3 s - STA Offet_X_Check
0 n" B* D& j* e% G5 [ - LDA #OFFET_Y_LAY
1 u0 [3 A$ ?1 N$ i, G# e - STA Offet_Y_Check0 O7 F. r2 k) ^9 N' {' x' W! U7 L7 B
- LDA #STATE_Y_LAY
0 V0 M3 j5 H D8 Z3 B4 w - STA State_Offet_Y% r: T4 D# s3 i
- RTS2 K2 ~" C4 H8 _9 B8 C1 Q: f
- GetHitOffset_Jump:
/ |9 w" K _' k8 C - LDA P1_ACTION,Y* U3 O( U& W+ `
- AND #@11110110; j3 b+ A; Q- T/ G8 z3 ]. N k( ~3 ]+ ]
- BNE GetHitOffsetEnd0 S4 y; E* `0 F3 @, t# L. N$ _
- LDA P1_ACTION,X- ~+ m+ w: c" q% w( e) D) ]
- AND #JUMP_VALUE( F4 b0 ~9 a* `5 E8 \" M
- BEQ GetHitOffsetEnd; D& c3 L6 L, @5 y
- LDA #OFFET_X_JUMP
( \& ]$ N2 K9 z$ v - STA Offet_X_Check
/ o8 G+ X; L5 Z - LDA #OFFET_Y_JUMP
$ v1 h# F0 ?" \7 M - STA Offet_Y_Check% D+ d, \- ^4 v* Q: A
- RTS
: E8 J7 {% `; w( |) C# A) b* Q4 L - GetHitOffsetEnd:" R' b, x9 |2 p3 k9 m( Y
- RTS
+ N; C' r* s- n, v9 H6 [ - " e+ T- `# d. ?
- ; a! d/ O$ ^6 d6 N
- ;获取子弹与角色X坐标差" U+ M. ^$ ^; x4 q' F
- ;========================================
0 M. `8 J- m2 \. O - GetOffet_X:
& ?, O# [/ `) L0 U9 R) K" X5 @2 M) ~ - LDA Bullet_X,X. J! u M9 Z: {0 O2 P3 m* P
- SEC
7 v2 _0 U; g0 |, R8 Q( z- A$ k/ H - SBC State_Offet_X8 ?3 K9 i; P+ [2 Z3 E. n. u* T
- CMP P1_X,Y
, ]7 H# A( b% n4 Z5 d8 p* O- } - BCC GetOffet_X_Set
5 Z' v' {5 N) T6 s% N - LDA Bullet_X,X
8 [: b0 q+ `; Z# H( {2 R - SEC8 a7 R, D+ `4 Q4 C7 ^$ X: o# w
- SBC State_Offet_X
$ y2 ~- w7 ]4 m1 U - SEC9 h! v% n6 B ~7 w0 d. B; ~* l
- SBC P1_X,Y
+ T' l: T2 ]' E8 H6 ^ - STA Hit_Offet_X) K, `, a9 s, b+ N4 D
- RTS; P ]3 p! S( t& z# ~
- GetOffet_X_Set:9 W- l) Q2 h- N# @
- LDA P1_X,Y( O, ^! c! _. G0 ~, n9 _8 H3 D7 ?+ s6 z7 J
- CLC
; x9 |6 l9 R6 e7 t8 S - ADC State_Offet_X
1 ?0 C2 P0 f! W+ M' h - SEC
6 s' N8 d" f2 S* u: f2 ` - SBC Bullet_X,X
- {* F* V k P% o6 d - STA Hit_Offet_X
% w' C; Q# z2 t% o+ m. Q - RTS
" j' d; c- d1 ?0 r% r: m% a - 0 H& i3 s; L% r' A9 I! D
- ;获取子弹与角色Y坐标差
+ u% e( g! M7 {$ E2 p& u - ;========================================
% d0 m2 ^3 f& \ - GetOffet_Y:! u# k; _# ]9 v3 }6 }
- LDA Bullet_Y,X$ r' r2 }- E- u; Q u/ s
- SEC& T- l1 B3 b/ h W u
- SBC State_Offet_Y
8 _& Z. }% N4 f2 U - CMP P1_Y,Y
" L3 L2 m r& c9 R, N/ I, ^. k - BCC GetOffet_Y_Set3 H5 z x+ l3 ~( ]( J
- LDA Bullet_Y,X
6 H# \8 }/ H: ?% I - SEC+ Y' ]9 z) }. F, k8 p
- SBC State_Offet_Y
9 C, E8 Z: Q0 V+ k, n# r5 l% @- k - SEC
7 }: s6 m1 n3 ]5 m/ {2 z- i - SBC P1_Y,Y
% ~' y6 {" [. B8 a" M - STA Hit_Offet_Y* j& Z- f7 \; U/ d% Y; Y. ?
- RTS
; u- ?9 B# Y$ \ - GetOffet_Y_Set:0 ~! V9 t9 r: _8 H/ Q. |7 ~
- LDA P1_Y,Y
% U) v6 q1 |- q! o/ K - CLC5 w {7 B7 Q/ R6 v; X% [: \
- ADC State_Offet_Y" X- q$ N- [9 d" O
- SEC
& q# K$ N% _- ] - SBC Bullet_Y,X
0 h0 j, M* m8 E" N% Q - STA Hit_Offet_Y% d! X- V/ c/ S- O$ f3 b
- RTS3 f, c5 A" |) F
-
/ w2 t1 F+ m" B! h - ;检查命中; P% ?, f/ i3 f# k9 w
- ;========================================
! b4 I" V. @( d6 s+ p2 D- j - Check_Hit:
9 } R4 Y3 z% V! W0 ?5 X - LDA Hit_Offet_X' h8 V0 {, T8 U2 n
- CMP Offet_X_Check2 k. V. y' C8 c) |
- BCS Check_Hit_End
! C3 \: U& F! c S - LDA Hit_Offet_Y
& u: u, s1 `: Z+ A - CMP Offet_Y_Check2 h; m& D4 _4 [
- BCS Check_Hit_End( } e( I2 O& @. W# m" P- b2 d
- SEC3 ?# G- ~7 c: _% |3 a {, h
- RTS
: N( Z5 n; O7 \! i/ H- [, _; t - Check_Hit_End:/ L) l# Q8 i; U6 a7 g
- CLC
- E" }" \" w* w0 I- x ]4 `8 H - RTS( @( g5 E6 j. S' D
- 2 b* C* I/ A' y _/ ]' u. F
- ;杀死对方8 r, Z5 Y$ W- f% ~
- ;======================================== A. o8 C) F; N/ L: j
- Kill_Player:& w3 m, r2 T* ?6 N
- LDA Bullet_Owner,X: g/ j- t8 }' t/ k1 k
- EOR #@0000001
- z* S9 A% }( _* z0 y' d* P8 y - TAX* W) R" y: U) v
- LDA P1_STATUE,X
. }. _8 s! Z \& E - CMP #LIVE_VALUE
* @: e5 ^! e9 U" y# [ - BNE Kill_Player_End8 ^& S' ^9 n+ m3 W# K
- LDA P1_INVINCIBLE_A,X
4 f0 W; l' D2 s+ C9 W# x - ORA P1_INVINCIBLE_B,X4 k2 p! x9 j7 J E0 a! w9 ^
- BNE Kill_Player_End ;无敌状态不处理: [1 r& q% s7 c% g7 K' D5 Q4 k
- JSR $D474 ;角色死亡
- L$ g1 X* }2 j) Z& A% N* o - LDX Reg_X_Temp
2 {7 j! K( P6 E# f - LDA Bullet_Owner,X+ E) e6 [7 i. D" [, `7 }; m7 L
- TAX
* a0 j7 t( |, a# ~3 k, M( h - INC P1_REST,X
5 |' _ t, ~: R# w0 T - LDX Reg_X_Temp
( s; b& X0 B4 V1 N/ I - JSR $E2FE ;子弹消除
/ B. p. G9 _' J$ e6 T6 r3 d - Kill_Player_End: m* ]8 M' b9 @9 C; g$ L7 v# d, ~% B% Y
- RTS
复制代码 9 J5 E, r: d. y% U2 [3 R
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