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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9 ^+ ?$ }, w0 N/ l
1.选择键切换子弹(为了更快杀死对方)9 I9 w6 S# `1 T! r3 D" R0 {" j
2.杀死对方自己加命# Y- G8 p6 B4 f* b, ~7 J" W
- ;[FC][魂斗罗][互相伤害][END]
' r- N8 T+ @- U( m/ ^/ L - ;20200505
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0 d7 S, V, k8 ?8 ?2 B* l8 X- .ORG $89606 [1 P# a- l2 \; k
- 0 ` W6 p( r+ L; i
- P1_STATUE = $90 ;状态! I1 e6 X) G, g6 n- ?+ D
- P1_INVINCIBLE_A = $AE ;透明无敌
' M6 x6 r( ], i0 M( f - P1_INVINCIBLE_B = $B0 ;闪烁无敌
M2 q# B7 v1 O6 k' g - P1_REST = $32 ;P1剩余生命8 r$ r: y& e" x. r' O
- LIVE_VALUE = $01 ;活着数值
0 \! n$ n5 G5 O2 Q' u9 @0 Y5 {6 K - P1_ACTION = $D6 ;趴下
; ]* H8 c, i1 c# C# o - P1_FACE = $D8 ;P1面向
$ `" I: S; s( Q$ y8 k) v( R - LAY_VALUE = $17 ;趴下数值
2 d$ T3 U) j! G* A- ` - JUMP_VALUE = $08 ;趴下数值
. q% r$ k9 H/ w1 b - DIVING_VALUE = $18 ;潜水数值0 F/ W) E2 z" z$ j" a t" V8 H
- P1_X = $0334 ;P1 X坐标
3 S& H/ V/ R0 f* q6 Q, W+ n1 B" V - P2_X = $0335 ;P2 X坐标" O' U9 W" \0 V5 r
- P1_Y = $031A ;P1 Y坐标% `, Q; p, }8 w; ~
- P2_Y = $031B ;P2 Y坐标6 D$ |/ N- m- U* ~1 ]
- Bullet_X = $03C8 ;子弹X坐标
# X3 n$ v7 l- J. Q: k2 ^$ G - Bullet_Y = $03B8 ;子弹Y坐标) A% s- k: ~+ c0 `
- Bullet_Owner = $0448 ;子弹所属者; K' a/ }* j- X% ^
- Hit_Offet_X = $01C0 ;命中误差X
9 _; `# j) {# b; d3 A$ ?# g0 { - Hit_Offet_Y = $01C1 ;命中误差Y% K/ g6 _( z1 t: }! Y
- State_Offet_X = $01C2 ;动作误差X
, R& }2 X# o% @6 X9 |. I5 A - State_Offet_Y = $01C3 ;动作误差X
9 \' F. d. B9 E5 ? - Offet_X_Check = $01C4 ;坐标差X
& w. ~8 i N: C; ^. U - Offet_Y_Check = $01C5 ;坐标差Y
+ X8 P, ^% w# ~- b) x! W - Reg_X_Temp = $01C6 ;寄存器X暂存& u1 {8 H( v0 N. @ ?
- Reg_Y_Temp = $01C7 ;寄存器Y暂存* Y5 ?! b2 f6 X& r" T \, P( d2 L
- OFFET_X_STAND = $06 ;坐标差X值* U P. K4 q) l0 ]' r8 B
- OFFET_Y_STAND = $10 ;坐标差Y值2 v0 Z5 k. Y% C( r" h: ?# ]% I
- OFFET_X_LAY = $10 ;趴下坐标差X值
" m' l9 b* j E, \3 U* l - OFFET_Y_LAY = $07 ;趴下坐标差Y值) ^, U# Y0 `8 j0 J8 {: y2 g: O$ V
- OFFET_X_JUMP = $08 ;跳跃坐标差X值
" R5 \& a! ^4 }9 v% l - OFFET_Y_JUMP = $08 ;跳跃坐标差Y值9 Y3 c9 \( |0 H# {3 t8 [
- STATE_X_DIVING = $02 ;潜水动作误差X值
2 p1 b4 O! e3 Q! r - STATE_Y_LAY = $04 ;趴下动作误差X值* q5 X# w+ \. K1 o W5 x4 C
8 o7 A, \/ {- o" m0 K- ;武器切换
1 U. b$ T' A) m. J, D1 A+ n: k9 Z1 S - Btn_Once = $F5 ;单次按键
* y. _! I/ M# j2 x' T' m4 k - ;========================================+ l3 W$ d8 o; c7 O* s8 v" D
- ChangeWeapon:
7 T4 v6 K3 T: x5 t/ J - LDA Btn_Once,X
8 G5 u6 e7 Y* l8 [4 I% I d9 _ - CMP #$20. s$ I5 y5 H N1 y' U' a C
- BNE ChangeWeaponEnd% y2 `" R6 K. d" Y! C- e# z
- LDA $AA,X
$ i$ N1 A( o8 T* q ^: [ - ORA #$100 }' v& H* ]2 J7 C, J4 F+ a
- STA $AA,X
; X0 s6 A' ^' ^: _8 c - CMP #$141 W: D) D. |. Z3 a
- BNE WeaponSet6 F3 A+ _, {! E$ H+ `. x0 i5 [
- LDA #$0F
8 p3 p$ Z$ {0 l4 D5 j8 w, R - STA $AA,X$ y; g" w8 |9 q) i* n
- WeaponSet:
9 m( w' K( s5 Z2 E# B1 |* t1 Y - INC $AA,X
; r9 r& F6 V- X! o2 \ - ChangeWeaponEnd:
/ D1 ]' P5 m ~, k" x; e% z - LDA $AA,X
5 e7 L& G( c& T - AND #$0F! j6 a, c) d; ]7 E+ G2 ~
- RTS2 V5 L( p6 m: r* P" }
- ' p8 R/ j: l/ g1 `! ^' K
- .ORG $89A0, C* G! s. G- J: k
- & ~$ u4 g4 m3 s+ }
- ;互相伤害- g' I6 g3 y5 |) E
- ;========================================+ o. k0 u7 p2 n
- Hurt_Player: b. p o, H% Y, D
- STX Reg_X_Temp
$ e2 f4 c0 S% [7 A - STY Reg_Y_Temp! L% e' }( B( z N
- JSR CheckInvalidState; L5 l( M8 c- E
- BCS HurtPlayerEnd; c1 R: l2 i2 U# L; A; A
- LDA Bullet_Owner,X/ i! _, g$ t3 @" Y6 g' S8 a. N
- EOR #@00000017 X# k- R( p! n2 B
- TAY; [1 _. e, O7 ~, u3 a) g! R
- JSR GetHitOffset. o3 D) B6 |! A! {) N# t& j
- JSR GetOffet_X
) y3 {( a9 s. B# s: Z: K - JSR GetOffet_Y
* U# a$ v% z' A' C0 a- m/ U" b - JSR Check_Hit; o2 j/ q( z& N. ^$ p
- BCC HurtPlayerEnd
9 L7 _" S7 i( b& Z+ |/ x - JSR Kill_Player0 j/ e/ s; U* r7 H" G
- HurtPlayerEnd:- N; U9 ?1 ?: N) W
- LDX Reg_X_Temp
. X5 c5 o/ I, T. ~' |7 \. V - LDY Reg_Y_Temp1 C1 D6 @1 [. j
- LDA $0438,X
8 V [) L K. d4 s# ~0 x" k - RTS
* [8 Q, Y1 T% L& j3 W
: {. ~8 u1 @- A- v1 U% D5 ~+ g- ;检查无效状态0 i" u1 G" }+ N2 J* e0 l
- ;========================================$ ^; v" r) A9 Y/ \5 ^$ j
- CheckInvalidState:
@: i P/ p5 f. D2 n - LDA Bullet_Owner,X
/ E* a2 P- Z1 I# Y: W5 ~ - EOR #@0000001
- G2 B7 a8 ~+ k0 Y - TAY i# Q! W" P, O/ U( S
- LDA P1_STATUE,Y! ~8 P9 L3 Y" `. R. S. T: d
- CMP #LIVE_VALUE
% `% B, |2 C) e; E3 M" z" | S - BNE SetInvalidState6 |: J' P: c) b4 J$ R
- LDA P1_ACTION,Y' [5 Q4 b4 ~+ T( Z# s
- CMP #DIVING_VALUE
- z! Y' Z6 L& I0 Y( @ - BNE CheckStateEnd
. m& U! Q: o* X) k - SetInvalidState:. O+ e! m. x3 Z
- SEC5 `) c: W2 {! w" [& }
- RTS$ T. L5 X7 y0 ~' v
- CheckStateEnd:
8 U3 F) }( t2 i" N3 T( ?7 f( X - CLC
7 u4 a) k; a8 | _ c - RTS O! H+ x. \' d. r
- ' n9 @- J- u. |6 Z; L7 j
- ;设置命中误差" d0 E$ ~9 h4 @8 P4 B$ S
- ;========================================
: d" q) a/ A: t( c, G( q - GetHitOffset:
, L. V- I+ s |6 e4 H; { - LDA #OFFET_X_STAND
5 P* T$ a4 H$ q! q# Y - STA Offet_X_Check9 B0 Y! F6 x! x+ u3 e
- LDA #OFFET_Y_STAND0 |1 [$ j% f& O; Y q$ n
- STA Offet_Y_Check0 O- [# { s9 s
- LDA #$00
, e3 y! V# j) k% g9 Q- t2 t: M - STA State_Offet_X8 E/ z( e, }" I9 P8 p! N
- STA State_Offet_Y( }! _4 W& [- r! G' C( j
- GetHitOffset_Diving:
1 m9 j+ y+ K; \ - LDA P1_ACTION,Y- a+ U1 \# ~" x0 ~- \$ @/ x- N
- AND #DIVING_VALUE: w% E& v" h& @( |
- CMP #DIVING_VALUE: f2 x: V3 g+ J$ o3 t
- BNE GetHitOffset_Lay
' N- T/ T) V' B - LDA #STATE_X_DIVING6 C2 u, e3 a) l# F
- STA State_Offet_X
' ^- e. X) n) k* Q4 L - LDA P1_FACE,Y5 a0 j; n# y, {% b0 O& h
- AND #$40
7 x: w3 K1 |& \$ Q4 R* Q- U8 i4 n) h( V5 E - BEQ GetHitOffset_Lay4 M s* P" L' T ]. L
- LDA #$00: {8 U& F H% p
- SEC
! V } o1 M2 q+ \7 l' s - SBC State_Offet_X# p* h w4 y& _9 b
- STA State_Offet_X! v# J% K' j e0 Z( h. b: j K
- GetHitOffset_Lay:! `" @$ I" n5 K4 J [8 ^
- LDA P1_ACTION,Y
5 ?) |7 A ^2 d) r - CMP #LAY_VALUE* b5 q& n6 p0 c; z, F6 f' Z; w
- BNE GetHitOffset_Jump
5 L; Z' R6 _. l5 i$ |& C - LDA #OFFET_X_LAY
% X3 J4 e* `( k Z - STA Offet_X_Check
/ X, D' m- C2 N" }' c - LDA #OFFET_Y_LAY; T0 L4 t P% h9 k: T1 ~, l
- STA Offet_Y_Check5 P1 Z" m! \9 e7 z7 M
- LDA #STATE_Y_LAY
& {# }1 C. A4 [( g8 l - STA State_Offet_Y
1 _ @! h4 F. `0 ^7 d - RTS
3 o2 Z* l" J+ z2 ~& C - GetHitOffset_Jump:
) x5 g! [% _* ?" d5 V - LDA P1_ACTION,Y5 v4 n% z* | F; s: D, n9 c; s
- AND #@11110110
/ V* K7 [9 u8 t/ J - BNE GetHitOffsetEnd/ S; `+ G3 w+ |% ~
- LDA P1_ACTION,X
: _4 ?" J) Q" {: n6 S1 k$ J8 R - AND #JUMP_VALUE
5 c& d) d2 t6 M+ a5 p3 t - BEQ GetHitOffsetEnd
, Y! w2 v* E$ q2 K4 m% D - LDA #OFFET_X_JUMP) b+ s7 F+ J% h) L$ D
- STA Offet_X_Check
' v: n2 W) E( Y; }) H - LDA #OFFET_Y_JUMP
. a& C! B# t+ t8 r' N - STA Offet_Y_Check
/ _ E, X& k: G5 V. j1 G - RTS
1 B7 G$ p1 Q" y* Y# p) h; d8 k* |! U - GetHitOffsetEnd:3 v" K: V$ t( [8 A: X+ ~
- RTS m$ R: ?' h& e! T
' m$ I$ Y, F& t T7 t0 `- 1 D5 |8 J3 }7 p0 y7 |) C+ `
- ;获取子弹与角色X坐标差
8 t7 E5 K5 w: Q1 \2 q4 X - ;========================================9 F# P4 D5 \( |2 J
- GetOffet_X:) Q4 q" o2 _0 g( A
- LDA Bullet_X,X% \7 @6 v$ m5 f, K% p
- SEC
* M% a [! j; j% o0 F; ~ - SBC State_Offet_X
% Z( X, q' l7 @; y- J - CMP P1_X,Y: O. J0 _' F: c+ n6 y
- BCC GetOffet_X_Set9 [9 k. V$ Q# q
- LDA Bullet_X,X7 M- ~* c! d7 u5 ?
- SEC. f/ s5 S5 {* [4 C7 i$ J
- SBC State_Offet_X1 s! g) @5 }$ X- [' {6 s
- SEC V. f [8 I( k: ?. @
- SBC P1_X,Y; B" Y5 H5 \+ U. G5 w
- STA Hit_Offet_X
$ F! v8 D! L o% ~- k - RTS# c' n6 }. _; O5 Z' a
- GetOffet_X_Set:
+ r* W$ R' I6 @8 b& s - LDA P1_X,Y8 Z/ F' V4 H' o( P2 R6 q! Q
- CLC
: k& ?/ h. S6 D: |' C+ W8 d - ADC State_Offet_X! \5 @& \2 b( ?/ d+ C+ O) A
- SEC# B; m: k' }6 y+ K; y2 ]; x3 [
- SBC Bullet_X,X. Y* [4 U2 @! Y; D. G; d0 ]
- STA Hit_Offet_X
n4 o& d2 q2 O+ M8 {: V - RTS
* |% }! R( O. }7 J0 g9 } Z# s - 5 V5 T6 V$ f3 `1 g2 D
- ;获取子弹与角色Y坐标差
% @% p2 P: J! z: ]9 D - ;========================================
_6 Q F. V3 k - GetOffet_Y:3 V% _: k Q8 y% B! k
- LDA Bullet_Y,X
. R, O" _. J% k! |9 n- J+ y9 Q - SEC
* V9 D' \" h7 i - SBC State_Offet_Y; U8 L$ z1 l- c+ \" ~( s
- CMP P1_Y,Y% M1 b* K) G5 G5 v1 ?
- BCC GetOffet_Y_Set$ x) d% H) o4 F9 l5 c/ q" q: ]1 Z% ~# {
- LDA Bullet_Y,X5 Z: X, f+ _4 o% D# c
- SEC
, c1 Q$ Y, P" d- @1 c - SBC State_Offet_Y( ]( d8 `, A6 e
- SEC
4 t$ ]& q% w% F - SBC P1_Y,Y E8 G' C0 l- ^' m0 E0 [ @
- STA Hit_Offet_Y5 X) f1 u/ ]( A7 q" D
- RTS
7 \- x3 C/ ^+ [ - GetOffet_Y_Set:
! n, t) k1 x- P* x1 F! `0 I - LDA P1_Y,Y( k9 L8 ~9 b( t8 z
- CLC: F6 @6 s& U/ F7 l( N6 C
- ADC State_Offet_Y+ u+ [/ ?+ E2 T
- SEC' H @' q0 d! i
- SBC Bullet_Y,X7 y* d% N& j6 y
- STA Hit_Offet_Y$ q; p* R; {1 H3 [' }1 J* w
- RTS
+ V6 D5 j4 X( s. }+ C% n- Y% a - , f) T# q6 {3 U* C' v1 ?" ?- L
- ;检查命中, E, K" q/ v8 u6 g3 J( d' Y w
- ;========================================
; h! R6 |1 G) T! p3 D' c' W - Check_Hit:
: h6 c/ v. P2 P V' | - LDA Hit_Offet_X' h, X" p4 r& L6 k
- CMP Offet_X_Check
1 Q( s1 w7 ^5 y7 u3 V - BCS Check_Hit_End4 J8 L6 Z5 _/ D6 A# j4 M
- LDA Hit_Offet_Y) W3 e5 K% C1 ^. p( s: F: P
- CMP Offet_Y_Check2 h8 l7 J- D/ h# W/ Z
- BCS Check_Hit_End! h0 G2 e X5 P. N2 S% m) M
- SEC' y% C6 P; A7 `+ B U, }
- RTS
& x3 ]$ k5 C# ?9 |# { - Check_Hit_End:
6 p8 V6 b- v" {& V" I/ r' H |- W0 B - CLC; u9 R, n$ g! D6 I$ O7 K3 P
- RTS
* \: s; `6 p( V- s" U- w
/ Z2 E5 m: W( ]7 ~6 Y- ;杀死对方
1 p9 o" e& g* @ - ;========================================5 b- W) j$ n E4 t
- Kill_Player:: l. o/ o% ]; @& `0 \; K! z
- LDA Bullet_Owner,X. V2 z9 }, Z5 o+ o
- EOR #@0000001
1 s+ g# B3 D. [- z3 u. U - TAX
2 N5 i' T& g: p - LDA P1_STATUE,X
4 B' i! X0 E% w8 Q" G/ U7 @ - CMP #LIVE_VALUE. b" C: h0 F+ S. ?0 e. b
- BNE Kill_Player_End- y! J; c4 o6 W! `! D8 b
- LDA P1_INVINCIBLE_A,X1 f. e3 Q" n% O6 d8 Q$ L
- ORA P1_INVINCIBLE_B,X
% a8 b) ~3 F5 g! Y - BNE Kill_Player_End ;无敌状态不处理7 s6 Z6 J8 x0 N& _1 U. u% i
- JSR $D474 ;角色死亡
2 Q! k- z! W0 k$ G/ H/ X- N' j - LDX Reg_X_Temp
; s$ J2 M3 a- l; d ] ~" ^ - LDA Bullet_Owner,X# l2 l8 X/ Y( ?( y. N5 c
- TAX/ q5 O( h7 s- E% z: P
- INC P1_REST,X
" {2 G! o7 c' w$ w% G @" z, f+ I: G - LDX Reg_X_Temp/ w) Z) Y! D8 F/ ?
- JSR $E2FE ;子弹消除
9 W& D4 p* z' s4 ^ f8 I - Kill_Player_End:+ E1 K' a0 M6 b5 U2 r. u3 |
- RTS
复制代码 / e# h/ l+ m6 V
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