_GRAM equ $C00000 _GPAGE1 equ $C80000 _TRAM0 equ $E00000 _CRTC_GS0_SC equ $E80018 _CRTC_GS1_SC equ $E8001C _G_PAL equ $E82000 _SP_PAL equ $E82200 _SP_PAL1 equ $E82220 _SP_REG equ $EB0000 _BG0_SC equ $EB0800 _SP_PCG equ $EB8000 _BG1_PCG equ $EBE000 80000 .dc.l $32000 G0004 .dc.l $80236,$80000,$80000 .dc.l $80000,$80000,$80000,$80000 .dc.l $80000,$80000,$80000,$80000,$80000,$80000,$80000,$80000 80040 .dc.l $80000,$80000,$80000,$80000,$80000,$80000,$80000,$80000 .dc.l $80000,$80000,$80000,$80000 80070 .dc.l $80100,$80000,$80000 .dc.l $80236 80080 .dc.l $80000,$80000,$80000,$80000,$80000,$80000,$80000,$80000 .dc.l $80000,$80000,$80000,$80000,$80000,$80000,$80000,$80000 .dc.l $80000,$80000,$80000,$80000,$80000,$80000,$80000,$80000 800E0 .dc.l $80000,$80000,$80000,$80000,$80000,$80000,$80000,$80000 *------------------ 80100 move.b #0,__垂直帰線期間毎にCLR PUSH D0-D7/A0-A6 m m *1ループ分の処理が終わったか move.b #-1,G80234 m m IFn NE move.b __JOY_STATE,__JOY_OLD JSR JOY @@; m move.l __BG_X,_BG0_SC m m m m BRA END_影__80100 @@: m m END_影__80100 m LP $F,D0 ENDM addq.b #1,__256_COUNT IFn EQ move.b #-1,__V_DISP_FLAG move.b #0,G80234 EXIT__80100 m RTE *----- G80234 .dc.b 0,0 *-------------------- G0236 *ゲームルーチン? lea $32000,A7 JSR INIT *only? m move #0,__影LOCAL move.l #5,__866AE move #$118,__Fy_J *\280 BSR J_PUT2 BSR 幕閉め m BSR 幕開け move.b #-1,__ON_THE_GND_FLAG? move.b #-1,__866B2_FLG m m *1面前置きBGM? move #0,__1面始めのFADE_OUT_COUNTER LOOPの先頭? *802AA lea $32000,A7 @@ M m M BSR 縦SCROLL BSR 地形その他 *ここだけ? @@; JSR BOMBER廻り * 〃 BSR MV_JIKI * 〃 JSR MV_色々 * 〃 BSR HANTEI? * 〃 BSR MK?&PUT_TEKI * 〃 JSR SP座標整え JSR GAME_OVER *ここだけ? M addq.w #1,__1面始めのFADE_OUT_COUNTER m m @@; 8031A clr.b __V_DISP_FLAG BRA LOOPの先頭? 80322 m JSR (A0) *FADE_OUT? BRA.s 8031A 80336 m m *1面BGM BRA.s 8031A *-------------- 縦SCROLL *only( MAIN 〜 ) 8034C m move.b __常に2,__1or2 *常に1〜2 BSR DRAW_GR *ここだけ? BSR SCROLLに合わせて敵のy座標を+1__その1 *初期化を除けばonly subq.w #1,__GS_y @@; RTS *--------- 地形その他 *only( MAIN 〜 ) 8036E move D0,-(A7) m IFn2 NE move.b D0,__1or2__その2 BSR DRAW_BG *only? m subq.w #1,__BG_Y BSR SCROLLに合わせて敵のy座標を+1__その2 BRA EXIT__地形その他 @@: addq.w #1,__BG_Y BSR 敵のy座標を−1 *only? EXIT__地形その他 m RTS *------------------- MV_JIKI *only( MAIN 〜 ) 803B8 M M M M BRA.s 8041E @@: BSR LANDING__自機を真ん中辺りに *only? M M @@: M 803F8 m JSR (A0) *OPM_STOP? BSR 残りBOMBER_BONUS *only? move.b #-1,__866B2_FLG BRA EXIT__MV_JIKI ~TAKEOFF__MV_JIKI m *~--- 8041E m BSR PAUSE *ESC @@: move.b __JOY_STATE,D0 80436 m *上 m m ;.w 自機 m ; 影 @@; m *下 m m ;.w m ; @@; m *左 m m lea $807EC,A0 *1? m move.l (A0),g86698 m m m m BSR J_PUT1 @@; m m m m m addq.w #1,__GNDx @@; m m * .w ~右 m *右 m m lea $80800,A0 m move.l (A0),g86698 m m m m BSR J_PUT1 @@; m m m m m subq.w #1,__GNDx @@; m m * .w ~NOT右_AND_NOT左 m m m m lea $80814,A0 m move.l (A0),g86698 m m m m BSR J_PUT1 @@; m *B(shot) m m m m BSR PUT?_自弾 PUSH D0/A0 m JSR (A0) *ショット音? POP D0/A0 @@: *A(bomber) m m m m move.b #-1,__BOMBER使用中FLAG move.b #0,__BOMBER爆発中FLAG m PUSH D0 moveq #3,D0 *爆発前のBOMBER 1 m add #$10,D2 m PUSH D0/A0 m JSR (A0) *BOMBER発射音? POP D0/A0 move.l #$20000000,$E(A6) POP D0 BRA EXIT__MV_JIKI @@: POP D0 JSR 890A4 PUSH D0 moveq #3,D0 *爆発前のBOMBER 1 m add #$10,D2 M move.b #0,__BOMBER使用中FLAG movem.l (A7)+,D0 BRA EXIT__MV_JIKI @@: PUSH D0/A0 m JSR (A0) *BOMBER爆発音? POP D0/A0 move.l #$20000000,$E(A6) POP D0 EXIT__MV_JIKI RTS 807EC .dc.l 1,2,2,0, 3,3,0,1, 4,4,0,0, 1,0,3 *--------------------- HANTEI? *only( MAIN 〜 ) 80828 m m JSR 判定_E? BRA 80848 @@: JSR 判定_J 80848 RTS *---------------- MK_敵弾 *( D0 ) 8084A PUSH D0-D7/A0-A6 m m move #$9800,(A6) m m m JSR 8440A *only? M M m m m moveq #$FF,D0 POP D0-D7/A0-A6 RTS 808C0 moveq #0,D0 POP D0-D7/A0-A6 RTS 808C8 BSR 生存登録抹消 moveq #0,D0 POP D0-D7/A0-A6 RTS *-------------------- PAUSE @@ M @@ M @@ M RTS *--------------------- BOMBER_DPSPSET *MV_BOMBERからのみ 80900 p PUSH A0 m move #$8800,(A6) move.l #0,$E(A6) m m m move.l (A4),A4 *何かのデータエリア move #$B,D4 80940 movem.w D4,-(A7) move #$B,D3 @@ movem.w D3,-(A7) m 80950 add #$10,D1 movem.w (A7)+,D3 dbF D3,@B sub #$C0,D1 add #$10,D2 movem.w (A7)+,D4 dbF D4,80940 8096C POP A0 RTS 80972 m PUSH A6 move.l $8BE64,A6 move $FFFA(A2),(A6)+ move $FFFC(A2),(A6)+ move.l A6,$8BE64 POP A6 m m m BRA.s 80950 *---------------------- 爆発前のBOMBER_DPSPSET *809B4 PUSH A0 m move #$8800,(A6) move.l #0,$E(A6) m m m @@; POP A0 RTS *------------------- PUT?_自弾 *809F6 PUSH D0 move __何かの生存数?,D7 m m JSR 890A4 move __何かの生存数?,D7 m m POP D0 RTS 80A2E moveq #0,D7 lea $866A0,A0 @@ m m BRA @B @@: move.b #-1,(A0) m move.b D7,D3 m LOOP D7 POP D0 RTS *-- 自弾_DPSPSET *( A5, A6 ) *only( PUT?_自弾 〜 ) 80A6A movem.w D3,-(A7) move (A5)+,D1 m m m move #$9000,(A6) move.l (A5)+,$E(A6) move.b D3,$F(A6) m m m @@; movem.w (A7)+,D3 RTS ( A5 ) *----------------------- 生存登録抹消 *( A6 ) 80AC2 PUSH D0/A1/A6 M move #$FFFF,(A6) move.l #0,$A(A6) move.l #$B0500,D0 *sp_paletの奴 move.b 2(A6),D0 m M m M m M m @@; add.l #$12,A6 @@ lea $B0A02,A1 M m m move.b #0,(A1) addq.w #1,__何かの生存数? m move #0,(A1) BRA @B EXIT__生存登録抹消 m RTS *------------------ SPDEF&SETPAL__inc *( D0 , A0 ) 80B60 PUSH D0-D2/D4-D7/A0-A1/A5 m move __何かの生存数?,D7 m sub D6,__何かの生存数? BSR B1000〜100毎にFFFFかCHECK move #0,(A6) m m m m m m m m m @@; addq.l #5,A0 m m G80BFA move (A0)+,D1 JSR SPDEF_その2 move.b D4,(A1)+ @@ addq.b #1,D6 m BRA @B @@; move.b #-1,$FFFF(A5) move.b D6,$6D(A1) dbF D7,G80BFA move.b #-1,(A1) move.b #-1,$6E(A1) move.b #1,D0 POP D0-D2/D4-D7/A0-A1/A5 RTS 80C2E move.b #0,D0 POP D0-D2/D4-D7/A0-A1/A5 RTS *-------------------- SPDEF&SETPAL__dec *( D0, A0 ) 80C38 p PUSH D0-D2/D4-D7/A0-A1/A5 m move __何かの生存数?,D7 m sub D6,__何かの生存数? BSR B1000〜100毎にFFFFかCHECK move #0,(A6) m m m m m m m m m @@; addq.l #5,A0 m m G80CD2 move (A0)+,D1 BSR.s SPDEF_その2 move.b D4,(A1)+ @@ subq.b #1,D6 m BRA @B @@: move.b #-1,(A5) move.b D6,$6D(A1) dbF D7,G80CD2 move.b #-1,(A1) move.b #-1,$6E(A1) move.b #1,D0 POP D0-D2/D4-D7/A0-A1/A5 RTS 80D00 move.b #0,D0 POP D0-D2/D4-D7/A0-A1/A5 RTS *------------------ B1000〜100毎にFFFFかCHECK *80D0A lea $B1000,A6 @@ M @@; RTS *-------------------- 80D20 *() m LP $7F,D6 > RTS ( D7=(__何かの生存数?.w) ) *----------------- SPDEF_その2 *( D1 ) only( ( SPDEF&SETPAL__inc) & (同dec) 〜 ) 80D3A PUSH D0-D1/D3/A0-A1 and.l #$FFFF,D1 m @@ m m dbF D0,@B m @@ m m dbF D0,@B m @@ m m BRA @B G80D8C move D1,$FFFE(A0) addq.w #1,(A0) lea $EBA000,A0 *SP64_PCG move D3,D4 m m m ENDM, *計32 POP D0-D1/D3/A0-A1 RTS ( D4 ) 80DEE addq.w #1,2(A0) move D3,D4 POP D0-D1/D3/A0-A1 RTS ( D4 ) *---------------------- SET__SP_PAL *( D2 ) 80DFA PUSH D0/D2-D4/A0-A1 m m @@ M m dbF D0,@B m @@ m m dbF D0,@B @@: move D2,$FFFE(A0) addq.w #1,(A0) m m m ENDM, *計8 POP D0/D2-D4/A0-A1 RTS 80E6E addq.w #1,2(A0) move D3,D5 POP D0/D2-D4/A0-A1 RTS *------------------- MK?_TEKI *( A0 ) 初期化を除けばMAIN 〜 MK?&PUT_TEKIからのみ 80E7A p PUSH A0 m m m POP A0 RTS 80EA0 .dc.l $80F0C,$80F1C,$80F2C,$80F3C, $80F4C,$80F5C,$80F70,$80F72 .dc.l $80F94,$80FA4,$80FBA,$80FDE, $80FFA,$8102E,$81054,$81088 .dc.l $810AE,$810D4,$810FA,$81120, $8119A,$811AA,$811BA,$811C8 .dc.l $811DA,$811F0,$81204 *---- 80F0C m RTS *---- 80F1C m RTS *---- 80F2C m RTS *---- 80F3C m RTS *---- 80F4C m RTS *---- 80F5C BSR Bマークを持たせるかどうか m RTS 80F70: RTS *---- 80F72 m move #$19F,D2 *\415 moveq #8,D0 lea $0,A1 m RTS *---- 80F94 m RTS *---- 80FA4 BSR EN_y座標SET? JSR 8B1E4 → D0 *only? D0は(7〜9).w m RTS *---- 80FBA m IFn EQ m RTS *---- 80FDE BSR ITEM戦闘機の前置き *only? m m RTS *---- 80FFA m IFn EQ m m RTS *---- 8102E m m m RTS *---- 81054 m IFn EQ m m RTS *---- 81088 m m m RTS *---- 810AE m m m RTS *---- 810D4 m m m RTS *---- 810FA m m m RTS *---- 81120 *( D0 ) BSR Bマークを持たせるかどうか m m move #$121,D2 *\289 moveq #0,D0 move #3,D3 m RTS @@: m m m move #$19F,D2 *\415 move.l D7,D0 move #1,D3 m RTS @@: m move #$19F,D2 *\415 move.l D7,D0 move #1,D3 m RTS *---- 8119A m RTS *---- 811AA m RTS *---- 811BA m RTS *---- 811C8 m m RTS *---- 811DA BSR.s EN_y座標SET? m BSR MK_艦橋砲台? RTS *---- 811F0 BSR.s EN_y座標SET? m BSR MK_艦橋砲台? RTS *---- 81204 m m RTS *---------- Bマークを持たせるかどうか *81216 IFn2 EQ RTS *----------- READ__EN_出現PARAM? *( D0 ) 81230 p m m *90000台 m m m m RTS ( D0 , D1 , D2 , A1 )? *-------------- EN_y座標SET? *( D0 ) 81258 m m move #$11F,D2 *\287 moveq #8,D0 lea 0,A1 RTS @@: m move #$19F,D2 *\415 moveq #8,D0 lea 0,A1 RTS *------------- ITEM戦闘機の前置き *only? 81282 m m *90000台 m m move D0,-(A7) m move (A7)+,D0 addq.l #2,A1 IFn2 addq.l #2,A1 JSR どのITEMにしようかな *only? RTS *----------------- MK_5面ボス? *only? 812C0 m move.l A1,06(A6) move #$2019,(A6) move #0,$E(A6) PUSH D0 moveq #0,D0 m move.b D0,$10(A6) POP D0 move.b #0,$11(A6) m m m move.b #$FF,$7C(A6) m m move #3,D6 m m m LP 2,D5 > m LP 2,D5 > m m m m move #0,D6 addq.l #1,A3 m m m m m m m m m m RTS *-------------- MK_艦橋砲台? *81426 m move.l A1,06(A6) m move #0,$E(A6) PUSH D0 moveq #0,D0 m move.b D0,$10(A6) POP D0 move.b #0,$11(A6) move.b $86(A6),$76(A6) move.b $87(A6),$77(A6) move.b #-1,$78(A6) m m m LP 2,D5 > move #0,D6 addq.l #1,A3 m m m m m m RTS *--------------------- MK_5WAYの? *only? 814EC m move.l A1,06(A6) move #$2016,(A6) move #0,$E(A6) PUSH D0 moveq #0,D0 m move.b D0,$10(A6) POP D0 move.b #0,$11(A6) move.b $8A(A6),$76(A6) move.b $8C(A6),$77(A6) move.b $8E(A6),$78(A6) move.b #-1,$79(A6) m m move #0,D6 m m m m m m m m m m m LP 1,D5 > m LP 1,D5 > RTS *---------------- MK_上から出て3WAYの? *only 815F8 m move.l A1,06(A6) move #$2015,(A6) move #0,$E(A6) PUSH D0 moveq #0,D0 m move.b D0,$10(A6) POP D0 move.b #0,$11(A6) move.b $85(A6),$76(A6) move.b $86(A6),$77(A6) move.b #$FF,$78(A6) m m m m m move #3,D6 addq.l #1,A3 m m LP 1,D5 > RTS *------------------ MK_下から出て3WAYの? *only 816B4 M move.l A1,06(A6) move #$2014,(A6) move #0,$E(A6) PUSH D0 moveq #0,D0 m move.b D0,$10(A6) POP D0 move.b #0,$11(A6) move.b $84(A6),$76(A6) move.b $85(A6),$77(A6) move.b #$FF,$78(A6) m m move #0,D6 m m m m m LP 1,D5 > m RTS *-------------------- MK_小型挺 *only 81770 m move.l A1,06(A6) move #$A013,(A6) move.b D0,$E(A6) move.b #0,$F(A6) move.b #2,$10(A6) move.b #8,$11(A6) eor.b #1,$84175 move.b $84175,$E6(A6) move.b $80(A6),$76(A6) move.b #$-1,$77(A6) m m m LP 1,D5 > > m m RTS *---------------- MK_耐久力1の地上物 *81804 m move.b $80(A6),$76(A6) move.b #-1,$77(A6) move.l A1,06(A6) move #$A012,(A6) IFn EQ move #$800,$E(A6) move.b #1,$10(A6) move.b #0,$11(A6) IFn2 EQ m m m LP 1,D5 > RTS *---------------- MK_丸い砲台1 *81890 m move.l A1,06(A6) m move.b #$A,$E(A6) move.b #0,$F(A6) move.b #7,$10(A6) move.b #0,$11(A6) move #3,$E8(A6) move.b $80(A6),$76(A6) move.b #-1,$77(A6) IFn2 EQ m m m LP 1,D5 > RTS *--------------------- MK_ITEM戦闘機 *( D0 ) only 81924 m move.l A1,06(A6) move #$200A,(A6) m move.b #0,$F(A6) move.b #1,$10(A6) move.b __ITEM戦闘機の持ち物,$11(A6) move.b D0,$E6(A6) move.b $80(A6),$76(A6) move.b #-1,$77(A6) m m m LP 1,D5 > RTS *---------------- MK_小砲台? *( D0 ) 819A2 m move.l A1,06(A6) move #$6009,(A6) move.b D0,$E(A6) move.b #0,$F(A6) move.b #1,$10(A6) move.b #0,$11(A6) move.b $80(A6),$76(A6) move.b #-1,$77(A6) IFn2 EQ m m m m m 81A20 RTS 81A22 0000FFF0 0008FFF8 0008FFF8 00100000 00100000 00080008 00080008 00080008 00000010 00000010 FFF80008 FFF80008 FFF00000 FFF00000 FFF8FFF8 0000FFF0 *---- MK_戦闘機1 *( D0 ) only? 81A62 M move.l A1,06(A6) move #$2008,(A6) move.b D0,$E(A6) move.b #0,$F(A6) move.b #1,$10(A6) move.b #0,$11(A6) move.b $80(A6),$76(A6) move.b #-1,$77(A6) m m m LP 1,D5 > RTS *---- MK_戦闘機2 *only? 81AD6 m move.l A1,06(A6) move #$2007,(A6) move.b D0,$E(A6) move.b #0,$F(A6) move.b #1,$10(A6) move.b $80(A6),$76(A6) move.b #-1,$77(A6) IFn2 CC m m m LP 1,D5 > RTS *---- MK_戦闘機3 *only? 81B56 m move.l A1,06(A6) move #$2006,(A6) move.b D0,$E(A6) move.b #0,$F(A6) move.b #1,$10(A6) move.b #0,$11(A6) move.b $80(A6),$76(A6) move.b #-1,$77(A6) m m m LP 1,D5 > RTS *---- MK_TANK_BASE&TOP *only? 81BCA m move.l A1,06(A6) move #$A005,(A6) move.b D0,$E(A6) move.b #0,$F(A6) move.b #2,$10(A6) move.b #8,$11(A6) eor.b #1,$84174 move.b $84174,$E6(A6) move.b $80(A6),$76(A6) move.b #-1,$77(A6) IFn2 EQ m m m LP 1,D5 > m m RTS *---- MK_2面中ボス2? *only? 81C72 m move.l A1,06(A6) move #$A004,(A6) move #0,$E(A6) PUSH D0 moveq #0,D0 m move.b D0,$10(A6) POP D0 move.b #0,$11(A6) move.b $86(A6),$76(A6) move.b $87(A6),$77(A6) move.b #-1,$78(A6) m m m LP 3,D5 > move #0,D6 addq.l #1,A3 m m m m m m m m m m RTS *------------- MK_2面中ボス1? *only? 81D56 m move.l A1,06(A6) move #$A003,(A6) move #0,$E(A6) PUSH D0 moveq #0,D0 m move.b D0,$10(A6) POP D0 move.b #0,$11(A6) move.b $86(A6),$76(A6) move.b $87(A6),$77(A6) move.b #-1,$78(A6) m m m LP 3,D5 > move #0,D6 addq.l #1,A3 m m m m m m m m m m RTS *-------------- MK_レールボス1? *only? 81E3A m move.l A1,06(A6) move #$A002,(A6) move #0,$E(A6) PUSH D0 moveq #0,D0 m move.b D0,$10(A6) POP D0 move.b #0,$11(A6) move.b $8C(A6),$76(A6) move.b $8E(A6),$77(A6) move.b #-1,$78(A6) m m m LP 4,D5 > move #0,D6 addq.l #1,A3 m m m m m m m m m m RTS *---- MK_レールボス2? *only? 81F1E m move.l A1,06(A6) move #$A001,(A6) move #0,$E(A6) PUSH D0 moveq #0,D0 m move.b D0,$10(A6) POP D0 move.b #0,$11(A6) move.b $8C(A6),$76(A6) move.b $8E(A6),$77(A6) move.b #-1,$78(A6) m m m LP 4,D5 > move #0,D6 addq.l #1,A3 m m m m m m m m m m RTS *---- MK_1面ボス *only? 82002 m move.l A1,06(A6) move #$A000,(A6) move #0,$E(A6) PUSH D0 moveq #0,D0 m move.b D0,$10(A6) POP D0 move.b #0,$11(A6) move.b $86(A6),$76(A6) move.b $87(A6),$77(A6) move.b #-1,$78(A6) m m m LP 3,D5 > move #0,D6 m m addq.l #1,A3 m m m m m m RTS *--- EXIT__MK?_TEKI_ RTS *------------ SP_SET *( A1 , A3 , D1-D6 ) 820C6 p movem.w D0/D3-D5,-(A7) m m m m m m m movem.w (A7)+,D0/D3-D5 RTS *------------------- 820FC *only?( MAIN 〜 MV_色々 〜 ) 86C70 86E4E 87180 874B2 87802 MV_TANK 89B1E 89CBA 89E36 MV_小砲台 89F1A 8A0A0 8A2EE 8A5AA 8A7DC 8AA0E 8AC40 8AE72 87F5A MV_小型挺 88284 88428 885C0 MV_上がり艦橋砲台 MV_下がり艦橋砲台 88C64 *------------ MV?_敵弾 *only?( MAIN 〜 MV_色々 〜 ) 82164 moveq #0,D0 move.b $E(A0),D0 lsl.b #2,D0 lea $821E2,A1 add.l D0,A1 moveq #0,D0 move.b $80(A0),D0 lsl #3,D0 m move.l $8BE60,A6 m m @@: m subq.w #8,(A2) m move.l A0,(A6)+ move.l A6,$8BE60 m m *EXIT__ @@: move.l A0,A6 m m m @@; BSR 生存登録抹消 RTS 821E2 FF00 0000 0200 FFFF 0200 0001 0200 FFFE 0200 0002 *--------------------- MV_BOMBER *( A0 ) only?( MAIN 〜 MV_色々 〜 ) 821F6 M m m m m m m RTS 82234 m moveq #4,D0 m m BSR 爆発前のBOMBER_DPSPSET *爆発前のBOMBER 2 move.b #$14,$E(A6) RTS 82250 m moveq #5,D0 m m BSR 爆発前のBOMBER_DPSPSET *爆発前のBOMBER 3 move.b #$A,$E(A6) RTS 8226C m moveq #6,D0 m m BSR 爆発前のBOMBER_DPSPSET *爆発前のBOMBER 4 move.b #1,$E(A6) RTS 82288 *BOMBER爆発 move.l A0,A6 BSR 生存登録抹消 move.b #-1,__BOMBER爆発中FLAG moveq #1,D0 m m moveq #0,D3 PUSH D0-D3 BSR BOMBER_DPSPSET POP D0-D3 bEQ @F move.l #0,$E(A6) RTS @@: JSR 890A4 BSR 890D8 *only? M move.l #0,$E(A6) RTS @@: m m m RTS 82326 *BOMBER爆発中 JSR 890A4 m m *EXIT__ move.l A0,A6 BSR 生存登録抹消 m m M lea $823DA,A1 lsl.b #2,D3 add.l D3,A1 move.l (A1),D3 move.b D3,D5 m m moveq #7,D0 @@; and.b #$F,D3 move.l $E(A0),D5 PUSH D5 BSR BOMBER_DPSPSET POP D5 move.l D5,$E(A6) RTS 8239C m m m RTS __BOMBERx .dc.w 0 *823D6 __BOMBERy .dc.w 0 *823D8 823DA .dc.l $80,$41,$82,$03,$44,$85,$06,$47,$88,$09,$4a,$8b,$0c,$4d,$4e 82416 .dc.l $82452,$824e2,$82572,$82602,$82692,$82722,$827b2,$82842 .dc.l $828d2,$82962,$829f2,$82a82,$82b12,$82ba2,$82c32 82452 .dc.l $ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff .dc.l $ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ff00ffff,$ffffffff,$ffffffff .dc.l $00ff00ff,$ffffffff,$ffffffff,$ff00ffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff .dc.l $ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff .dc.l $ffffffff,$ffffffff,$ffffffff,$ffffffff 824E2 .dc.l $ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff .dc.l $ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$00ff00ff,$ffffffff,$ffffffff .dc.l $ffffffff,$ffffffff,$ffffffff,$00ff00ff,$ffffffff,$ffffffff,$ffffffff,$ffffffff .dc.l $ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff .dc.l $ffffffff,$ffffffff,$ffffffff,$ffffffff 82572 .dc.l $ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff .dc.l $ffffffff,$ffffffff,$ff00ffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffff00 .dc.l $ffffff00,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ff00ffff,$ffffffff .dc.l $ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff .dc.l $ffffffff,$ffffffff,$ffffffff,$ffffffff 82602 .dc.l $ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff .dc.l $ffffffff,$ffffffff,$ffff00ff,$ffffffff,$ffffff00,$ffffffff,$ffffffff,$ffffffff .dc.l $ffffffff,$ffffffff,$ffffffff,$ffffff00,$ffffffff,$ffffffff,$00ffffff,$ffffffff .dc.l $ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff .dc.l $ffffffff,$ffffffff,$ffffffff,$ffffffff ,$ffffffff .dc.l$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff .dc.l$ffffffff,$00ffffff,$ffffffff,$ffffffff,$ffffff00,$ffffffff,$ffffffff,$ffffffff .dc.l$ffffffff,$ffffff00,$ffffffff,$ffffffff,$ffffffff,$ffff00ff,$ffffffff,$ffffffff .dc.l$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff .dc.l$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff .dc.l$ffffffff,$ffffffff,$ff00ffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff .dc.l$ffffffff,$ffffffff,$ffff00ff,$ffffffff,$00ffffff,$ffffffff,$ffffffff,$ffffffff .dc.l$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ff00ffff,$ffffffff,$ffffffff,$ffffffff .dc.l$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff .dc.l$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffff00,$ffffffff .dc.l$ffff00ff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff .dc.l$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$00ffffff,$ffffff00 .dc.l$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff .dc.l$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff .dc.l$ffffffff,$ffffffff,$00ffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff .dc.l$ffffffff,$00ffffff,$ffffffff,$ffffffff,$ffffffff,$ffff00ff,$ffffffff,$ffffffff .dc.l$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffff00ff,$ffffffff,$ffffffff,$ffffffff .dc.l$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff .dc.l$ffffffff,$ffffffff,$ffffffff,$ff00ffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff .dc.l$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ff00ffff,$ffffffff .dc.l$ff00ffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff .dc.l$ffffffff,$ffffffff,$ffffffff,$ff00ffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff .dc.l$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffff00 .dc.l$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ff00ffff,$ffffffff,$ffffffff,$ffffffff .dc.l$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff .dc.l$ffffffff,$ffffffff,$ff00ffff,$ffffffff,$ffffffff,$ffffffff,$ffffff00,$ffffffff .dc.l$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff .dc.l$ffffffff,$ffffffff,$ffffff00,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff .dc.l$ffffffff,$ffffffff,$ff00ffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff .dc.l$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ff00ffff,$ffffffff,$ffffffff,$ffffffff .dc.l$ffffffff,$ffffffff,$ffffffff,$ffffff00,$ffffffff,$ffffffff,$ffffffff,$ffffffff .dc.l$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ff00ffff,$ffffffff,$ffffffff,$ffffffff .dc.l$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff .dc.l$ffffffff,$ffffffff,$00ffffff,$ffffffff,$ffff00ff,$ffffffff,$ffffffff,$ffffffff .dc.l$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff .dc.l$ffffffff,$ffffffff,$ff00ffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff .dc.l$ffffff00,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff .dc.l$00ffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff .dc.l$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffff00ff,$ffffffff .dc.l$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffff00,$ffffffff,$ffffffff .dc.l$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ff00ffff,$ffffffff .dc.l$ff00ffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff .dc.l$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff .dc.l$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ff00ffff,$ffffffff .dc.l$ff00ffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffff00 .dc.l$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff .dc.l$ffffffff,$ffffffff,$ffff00ff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff .dc.l$ffffffff,$ffffffff,$ffffffff,$ffffffff,$00ffffff,$ffffffff,$ffffffff,$ffffffff .dc.l$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffffff,$ffffff00,$ffffffff .dc.l$ffffffff,$ffffffff,$ffffffff *-------------------- MV?_自弾 *only?( MAIN 〜 MV_色々 〜 ) 82CC2 m move.l A0,A6 BSR 生存登録抹消 RTS @@: m lea $B0600,A2 add D0,A2 moveq #8,D2 IFn CS m muls D2,D0 move $E6(A0),D1 add D0,D1 move D1,$E6(A0) ext.l D1 divs #$A,D1 move $EA(A0),D0 move (A2),D3 sub D0,D3 add D1,D3 move D3,(A2) move D1,$EA(A0) @@; M *EXIT__ muls D2,D0 move $E8(A0),D1 add D0,D1 move D1,$E8(A0) ext.l D1 divs #$A,D1 move $EC(A0),D0 addq.l #2,A2 move (A2),D3 sub D0,D3 add D1,D3 move D3,(A2) move D1,$EC(A0) 82D48 RTS *------------------- __自機TBL *82D4A .dc.l $82d6e,$82d84,$82d9a,$82db0,$82dc6,$82ddc,$82df2,$82e08,$82e1e 82D6E .dc.w $0803,$ffff,$ff00, $064,$065,$066,$067,$1b8,$1b9,$1ba,$1bb *自機と影 82D84 .dc.w $0803,$ffff,$ff00, $068,$069,$06a,$06b,$1bc,$1bd,$1be,$1bf 82D9A .dc.w $0803,$ffff,$ff00, $06c,$06d,$06e,$06f,$1c0,$1c1,$1c2,$1c3 82DB0 .dc.w $0803,$ffff,$ff00, $070,$071,$072,$073,$1c4,$1c5,$1c6,$1c7 82DC6 .dc.w $0803,$ffff,$ff00, $074,$075,$076,$077,$1c8,$1c9,$1ca,$1cb 82DDC .dc.w $0803,$ffff,$ff00, $384,$385,$386,$387,$1b8,$1b9,$1ba,$1bb *小さめの奴 82DF2 .dc.w $0803,$ffff,$ff00, $388,$389,$38a,$38b,$1b8,$1b9,$1ba,$1bb 82E08 .dc.w $0803,$ffff,$ff00, $38c,$38d,$38e,$38f,$1b8,$1b9,$1ba,$1bb 82E1E .dc.w $0803,$ffff,$ff00, $064,$065,$066,$067,$1b8,$1b9,$1ba,$1bb *これはnormal * ~T~T ~~~~~~~~~~~~~~~~~~~T~~~~~~~~~~~~~~~~~~ | +- パレットデータ番号? +- キャラデータ番号 +- データ数 __爆発とか色々 *82E34 .dc.l $82ecc,$82ed4,$82efa,$82f46,$82f4e,$82f56,$82f5e,$82f20 .dc.l $82f66,$82f6e,$82fa6,$82fde,$83016,$8304e,$83086,$830be .dc.l $830f6,$8312e,$83146,$8315e,$83176,$8318e,$831a6,$831be .dc.l $831d6,$831ee,$831fc,$8320a,$83218,$83226,$83234,$83242 .dc.l $83250,$8325e,$83266,$8326e,$83276,$8327e 82ECC .dc.w $0109,$ffff,$ff00, $1a1 *自弾 82ED4 .dc.w $100a,$ffff,$ff00 *BOMBER .dc.l $2c202c3,$2c402c5,$2da02db,$2dc02dd,$2ca02cb,$2cc02cd,$2d202d3,$2d402d5 82EFA .dc.w $100a,$ffff,$ff00 * 〃 .dc.l $2c602c7,$2c802c9,$2de02df,$2e002e1,$2ce02cf,$2d002d1,$2d602d7,$2d802d9 82F20 .dc.w $100a,$ffff,$ff00 * 〃 .dc.l $2de02df,$2e002e1,$2c602c7,$2c802c9,$2d602d7,$2d802d9,$2ce02cf,$2d002d1 82F46 .dc.w $010b,$ffff,$ff00, $2e2 *爆発前のBOMBER 1 82F4E .dc.w $010b,$ffff,$ff00, $2e3 * 〃 2 82F56 .dc.w $010b,$ffff,$ff00, $2e4 * 〃 3 82F5E .dc.w $010b,$ffff,$ff00, $2e5 * 〃 4 82F66 .dc.w $0109,$ffff,$ff00, $1a7 *敵弾(1) 82F6E .dc.w $191c,$ffff,$ff00 *5×5?爆発 1 .dc.l $5010502,$5030504,$5050506,$5070508,$509050a,$50b050c,$50d050e,$50f0510 .dc.l $5110512,$5130514,$5150516,$5170518 .dc.w $519 82FA6 .dc.w $191c,$ffff,$ff00 * 〃 2 .dc.l $51a051b,$51c051d,$51e051f,$5200521,$5220523,$5240525,$5260527,$5280529 .dc.l $52a052b,$52c052d,$52e052f,$5300531 .dc.w $532 82FDE .dc.w $191c,$ffff,$ff00 * 〃 3 .dc.l $5330534,$5350536,$5370538,$539053a,$53b053c,$53d053e,$53f0540,$5410542 .dc.l $5430544,$5450546,$5470548,$549054a .dc.l $54b 83016 .dc.w $191c,$ffff,$ff00 * 〃 4 .dc.l $54c054d,$54e054f,$5500551,$5520553,$5540555,$5560557,$5580559,$55a055b .dc.l $55c055d,$55e055f,$5600561,$5620563 .dc.w $564 8304E .dc.w $191c,$ffff,$ff00 * 〃 5 .dc.l $5650566,$5670568,$569056a,$56b056c,$56d056e,$56f0570,$5710572,$5730574 .dc.l $5750576,$5770578,$579057a,$57b057c .dc.w $57d 83086 .dc.w $191c,$ffff,$ff00 * 〃 6 .dc.l $57e057f,$5800581,$5820583,$5840585,$5860587,$5880589,$58a058b,$58c058d .dc.l $58e058f,$5900591,$5920593,$5940595 .dc.l $596 830BE .dc.w $191c,$ffff,$ff00 * 〃 7 .dc.l $5970598,$599059a,$59b059c,$59d059e,$59f05a0,$5a105a2,$5a305a4,$5a505a6 .dc.l $5a705a8,$5a905aa,$5ab05ac,$5ad05ae .dc.w $5af 830F6 .dc.w $191c,$ffff,$ff00 * 〃 8 .dc.l $5b005b1,$5b205b3,$5b405b5,$5b605b7,$5b805b9,$5ba05bb,$5bc05bd,$5be05bf .dc.l $5c005c1,$5c205c3,$5c405c5,$5c605c7 .dc.w $5c8 8312E .dc.w $0909,$ffff,$ff00, $158,$159,$15a,$15b,$15c,$15d,$15e,$15f,$160 *3×3爆1 83146 .dc.w $0909,$ffff,$ff00, $161,$162,$163,$164,$165,$166,$167,$168,$169 * 〃 2 8315E .dc.w $0909,$ffff,$ff00, $16a,$16b,$16c,$16d,$16e,$16f,$170,$171,$172 * 〃 3 83176 .dc.w $0909,$ffff,$ff00, $173,$174,$175,$176,$177,$178,$179,$17a,$17b * 〃 4 8318E .dc.w $0909,$ffff,$ff00, $17c,$17d,$17e,$17f,$180,$181,$182,$183,$184 * 〃 5 831A6 .dc.w $0909,$ffff,$ff00, $185,$186,$187,$188,$189,$18a,$18b,$18c,$18d * 〃 6 831BE .dc.w $0909,$ffff,$ff00, $18e,$18f,$190,$191,$192,$193,$194,$195,$196 * 〃 7 831D6 .dc.w $0909,$ffff,$ff00, $197,$198,$199,$19a,$19b,$19c,$19d,$19e,$19f * 8 831EE .dc.w $0409,$ffff,$ff00, $237,$238,$239,$23a *2×2爆発(GAME中の) 1 831FC .dc.w $0409,$ffff,$ff00, $23b,$23c,$23d,$23e * 〃 2 8320A .dc.w $0409,$ffff,$ff00, $23f,$240,$241,$242 * 〃 3 83218 .dc.w $0409,$ffff,$ff00, $243,$244,$245,$246 * 〃 4 83226 .dc.w $0409,$ffff,$ff00, $247,$248,$249,$24a * 〃 5 83234 .dc.w $0409,$ffff,$ff00, $24b,$24c,$24d,$24e * 〃 6 83242 .dc.w $0409,$ffff,$ff00, $24f,$250,$251,$252 * 〃 7 83250 .dc.w $0409,$ffff,$ff00, $253,$254,$255,$256 * 〃 8 8325E .dc.w $0107,$ffff,$ff00, $2c1 *Bマーク 83266 .dc.w $0107,$ffff,$ff00, $2bd *Sマーク 8326E .dc.w $0127,$ffff,$ff00, $2f9 *1UPマーク 83276 .dc.w $0109,$ffff,$ff00, $1b4 *丸い爆発跡1×1 8327E .dc.w $0107,$ffff,$ff00, $442 *1000点マーク 83286 .dc.l $8328a *1面ボス 8328A .dc.w $141d,$09ff,$ff00 .dc.l $6c006c1,$6c206c3,$6c406c5,$6c606c7,$6c806c9,$6ca06cb,$6cc06cd,$3e703e8 .dc.l $3e903ea,$3e703e8 832B8 .dc.l $832bc *レールボス? 832BC .dc.w $1e06,$09ff,$ff00 .dc.l $1d001d5,$1da01df,$1cf01d4,$1d901de,$1ce01e4,$1d801dd,$1cd01d2,$1d701dc .dc.l $1cc01d1,$1d601db,$3e703e8,$3e903ea,$3e703e8,$3e903ea,$3e703e8 832FE .dc.l $83302 *レールボス? 83302 .dc.w $1e04,$09ff,$ff00 .dc.l $1d001d5,$1da01df,$1cf01d4,$1d901de,$1ce01e4,$1d801dd,$1cd01d2,$1d701dc .dc.l $1cc01d1,$1d601db,$3e703e8,$3e903ea,$3e703e8,$3e903ea,$3e703e8 83344 .dc.l $83348 *2面中ボス1? 83348 .dc.w $1606,$09ff,$ff00 .dc.l $1ee01f2,$1f601ed,$1f701f5,$1ec01f0,$1f401eb,$1ef01f3,$3e703e8,$3e903ea .dc.l $3e703e8,$3e903ea,$3e703e8 8337A .dc.l $8337e *2面中ボス2? 8337E .dc.w $1604,$09ff,$ff00 .dc.l $1ee01f2,$1f601ed,$1e001f5,$1ec01f0,$1f401eb,$1ef01f3,$3e703e8,$3e903ea .dc.l $3e703e8,$3e903ea,$3e703e8 833B0 .dc.l $833f0,$83402,$83414,$83426,$83438,$8344a,$8345c,$8346e *TANK_BASE&TOP .dc.l $83480,$83492,$834a4,$834b6,$834c8,$834da,$834ec,$834fe 833F0 .dc.w $061d,$09ff,$ff00, $600,$601,$602,$603,$6e8,$6e9 83402 .dc.w $061d,$09ff,$ff00, $604,$605,$606,$607,$6e8,$6e9 83414 .dc.w $061d,$09ff,$ff00, $608,$609,$60a,$60b,$6e8,$6e9 83426 .dc.w $061d,$09ff,$ff00, $60c,$60d,$60e,$60f,$6e8,$6e9 83438 .dc.w $061d,$09ff,$ff00, $610,$611,$612,$613,$6e8,$6e9 8344A .dc.w $061d,$09ff,$ff00, $614,$615,$616,$617,$6e8,$6e9 8345C .dc.w $061d,$09ff,$ff00, $618,$619,$61a,$61b,$6e8,$6e9 8346E .dc.w $061d,$09ff,$ff00, $61c,$61d,$61e,$61f,$6e8,$6e9 83480 .dc.w $061d,$09ff,$ff00, $620,$621,$622,$623,$6e8,$6e9 83492 .dc.w $061d,$09ff,$ff00, $624,$625,$626,$627,$6e8,$6e9 834A4 .dc.w $061d,$09ff,$ff00, $628,$629,$62a,$62b,$6e8,$6e9 834B6 .dc.w $061d,$09ff,$ff00, $62c,$62d,$62e,$62f,$6e8,$6e9 834C8 .dc.w $061d,$09ff,$ff00, $630,$631,$632,$633,$6e8,$6e9 834DA .dc.w $061d,$09ff,$ff00, $634,$635,$636,$637,$6e8,$6e9 834EC .dc.w $061d,$09ff,$ff00, $638,$639,$63a,$63b,$6e8,$6e9 834FE .dc.w $061d,$09ff,$ff00, $63c,$63d,$63e,$63f,$6e8,$6e9 83510 .dc.l $83550,$8355e,$8356c,$8357a,$83588,$83596,$835a4,$835b2 *戦闘機 .dc.l $835c0,$835ce,$835dc,$835ea,$835f8,$83606,$83614,$83622 83550 .dc.w $0420,$ffff,$ff00, $078,$079,$07a,$07b 8355E .dc.w $0420,$ffff,$ff00, $0b4,$0b5,$0b6,$0b7 8356C .dc.w $0420,$ffff,$ff00, $0b0,$0b1,$0b2,$0b3 8357A .dc.w $0420,$ffff,$ff00, $0ac,$0ad,$0ae,$0af 83588 .dc.w $0420,$ffff,$ff00, $0a8,$0a9,$0aa,$0ab 83596 .dc.w $0420,$ffff,$ff00, $0a4,$0a5,$0a6,$0a7 835A4 .dc.w $0420,$ffff,$ff00, $0a0,$0a1,$0a2,$0a3 835B2 .dc.w $0420,$ffff,$ff00, $09c,$09d,$09e,$09f 835C0 .dc.w $0420,$ffff,$ff00, $098,$099,$09a,$09b 835CE .dc.w $0420,$ffff,$ff00, $094,$095,$096,$097 835DC .dc.w $0420,$ffff,$ff00, $090,$091,$092,$093 835EA .dc.w $0420,$ffff,$ff00, $08c,$08d,$08e,$08f 835F8 .dc.w $0420,$ffff,$ff00, $088,$089,$08a,$08b 83606 .dc.w $0420,$ffff,$ff00, $084,$085,$086,$087 83614 .dc.w $0420,$ffff,$ff00, $080,$081,$082,$083 83622 .dc.w $0420,$ffff,$ff00, $07c,$07d,$07e,$07f 83630 .dc.l $83670,$8367e,$8368c,$8369a,$836a8,$836b6,$836c4,$836d2 *戦闘機 .dc.l $836e0,$836ee,$836fc,$8370a,$83718,$83726,$83734,$83742 83670 .dc.w $0401,$ffff,$ff00, $078,$079,$07a,$07b 8367E .dc.w $0401,$ffff,$ff00, $0b4,$0b5,$0b6,$0b7 8368C .dc.w $0401,$ffff,$ff00, $0b0,$0b1,$0b2,$0b3 8369A .dc.w $0401,$ffff,$ff00, $0ac,$0ad,$0ae,$0af 836A8 .dc.w $0401,$ffff,$ff00, $0a8,$0a9,$0aa,$0ab 836B6 .dc.w $0401,$ffff,$ff00, $0a4,$0a5,$0a6,$0a7 836C4 .dc.w $0401,$ffff,$ff00, $0a0,$0a1,$0a2,$0a3 836D2 .dc.w $0401,$ffff,$ff00, $09c,$09d,$09e,$09f 836E0 .dc.w $0401,$ffff,$ff00, $098,$099,$09a,$09b 836EE .dc.w $0401,$ffff,$ff00, $094,$095,$096,$097 836FC .dc.w $0401,$ffff,$ff00, $090,$091,$092,$093 8370A .dc.w $0401,$ffff,$ff00, $08c,$08d,$08e,$08f 83718 .dc.w $0401,$ffff,$ff00, $088,$089,$08a,$08b 83726 .dc.w $0401,$ffff,$ff00, $084,$085,$086,$087 83734 .dc.w $0401,$ffff,$ff00, $080,$081,$082,$083 83742 .dc.w $0401,$ffff,$ff00, $07c,$07d,$07e,$07f 83750 .dc.l $83790,$8379e,$837ac,$837ba,$837c8,$837d6,$837e4,$837f2 *戦闘機 .dc.l $83800,$8380e,$8381c,$8382a,$83838,$83846,$83854,$83862 83790 .dc.w $0405,$ffff,$ff00, $078,$079,$07a,$07b 8379E .dc.w $0405,$ffff,$ff00, $0b4,$0b5,$0b6,$0b7 837AC .dc.w $0405,$ffff,$ff00, $0b0,$0b1,$0b2,$0b3 837BA .dc.w $0405,$ffff,$ff00, $0ac,$0ad,$0ae,$0af 837C8 .dc.w $0405,$ffff,$ff00, $0a8,$0a9,$0aa,$0ab 837D6 .dc.w $0405,$ffff,$ff00, $0a4,$0a5,$0a6,$0a7 827E4 .dc.w $0405,$ffff,$ff00, $0a0,$0a1,$0a2,$0a3 837FE .dc.w $0405,$ffff,$ff00, $09c,$09d,$09e,$09f 837F2 .dc.w $0405,$ffff,$ff00, $098,$099,$09a,$09b 83800 .dc.w $0405,$ffff,$ff00, $094,$095,$096,$097 8380E .dc.w $0405,$ffff,$ff00, $090,$091,$092,$093 8381C .dc.w $0405,$ffff,$ff00, $08c,$08d,$08e,$08f 8382A .dc.w $0405,$ffff,$ff00, $088,$089,$08a,$08b 83838 .dc.w $0405,$ffff,$ff00, $084,$085,$086,$087 83846 .dc.w $0405,$ffff,$ff00, $080,$081,$082,$083 83854 .dc.w $0405,$ffff,$ff00, $07c,$07d,$07e,$07f 83870 .dc.l $838b0,$838ba,$838c4,$838ce,$838d8,$838e2,$838ec,$838f6 *小砲台? .dc.l $83900,$8390a,$83914,$8391e,$83928,$83932,$8393c,$83946 838B0 .dc.w $0217,$ffff,$ff00, $3c0,$3c1 838BA .dc.w $0217,$ffff,$ff00, $3c2,$3c3 838C4 .dc.w $0217,$ffff,$ff00, $3c4,$3c5 838CE .dc.w $0217,$ffff,$ff00, $3c6,$3c7 838D8 .dc.w $0217,$ffff,$ff00, $3c8,$3c9 838E2 .dc.w $0217,$ffff,$ff00, $3ca,$3cb 838EC .dc.w $0217,$ffff,$ff00, $3cc,$3cd 838F6 .dc.w $0217,$ffff,$ff00, $3ce,$3cf 83900 .dc.w $0217,$ffff,$ff00, $3d0,$3d1 8390A .dc.w $0217,$ffff,$ff00, $3d2,$3d3 83914 .dc.w $0217,$ffff,$ff00, $3d4,$3d5 8391E .dc.w $0217,$ffff,$ff00, $3d6,$3d7 83928 .dc.w $0217,$ffff,$ff00, $3d8,$3d9 83932 .dc.w $0217,$ffff,$ff00, $3da,$3db 8393C .dc.w $0217,$ffff,$ff00, $3dc,$3dd 83946 .dc.w $0217,$ffff,$ff00, $3de,$3df 83950 .dc.l $83a10,$83a1e,$83a2c,$83a3a,$83a48,$83a56,$83a64,$83a72 .dc.l $83a80,$83a8e,$83a9c,$83aaa,$83ab8,$83ac6,$83ad4,$83ae2 .dc.l $83af0,$83afe,$83b0c,$83b1a,$83b28,$83b36,$83b44,$83b52 .dc.l $83b60,$83b6e,$83b7c,$83b8a,$83b98,$83ba6,$83bb4,$83bc2 .dc.l $83bd0,$83bde,$83bec,$83bfa,$83c08,$83c16,$83c24,$83c32 .dc.l $83c40,$83c4e,$83c5c,$83c6a,$83c78,$83c86,$83c94,$83ca2 83A10 .dc.w $0402,$ffff,$ff00, $078,$079,$07a,$07b *戦闘機? 83A1E .dc.w $0402,$ffff,$ff00, $0b4,$0b5,$0b6,$0b7 83A2C .dc.w $0402,$ffff,$ff00, $0b0,$0b1,$0b2,$0b3 83A3A .dc.w $0402,$ffff,$ff00, $0ac,$0ad,$0ae,$0af 83A48 .dc.w $0402,$ffff,$ff00, $0a8,$0a9,$0aa,$0ab 83A56 .dc.w $0402,$ffff,$ff00, $0a4,$0a5,$0a6,$0a7 83A64 .dc.w $0402,$ffff,$ff00, $0a0,$0a1,$0a2,$0a3 83A72 .dc.w $0402,$ffff,$ff00, $09c,$09d,$09e,$09f 83A80 .dc.w $0402,$ffff,$ff00, $098,$099,$09a,$09b 83A8E .dc.w $0402,$ffff,$ff00, $094,$095,$096,$097 83A9C .dc.w $0402,$ffff,$ff00, $090,$091,$092,$093 83AAA .dc.w $0402,$ffff,$ff00, $08c,$08d,$08e,$08f 83AB8 .dc.w $0402,$ffff,$ff00, $088,$089,$08a,$08b 83AC6 .dc.w $0402,$ffff,$ff00, $084,$085,$086,$087 83AD4 .dc.w $0402,$ffff,$ff00, $080,$081,$082,$083 83AE2 .dc.w $0402,$ffff,$ff00, $07c,$07d,$07e,$07f 83AF0 .dc.w $0423,$ffff,$ff00, $078,$079,$07a,$07b * 〃 () 83AFE .dc.w $0423,$ffff,$ff00, $0b4,$0b5,$0b6,$0b7 83B0C .dc.w $0423,$ffff,$ff00, $0b0,$0b1,$0b2,$0b3 83B1A .dc.w $0423,$ffff,$ff00, $0ac,$0ad,$0ae,$0af 83B28 .dc.w $0423,$ffff,$ff00, $0a8,$0a9,$0aa,$0ab 83B36 .dc.w $0423,$ffff,$ff00, $0a4,$0a5,$0a6,$0a7 83B44 .dc.w $0423,$ffff,$ff00, $0a0,$0a1,$0a2,$0a3 83B52 .dc.w $0423,$ffff,$ff00, $09c,$09d,$09e,$09f 83B60 .dc.w $0423,$ffff,$ff00, $098,$099,$09a,$09b 83B6E .dc.w $0423,$ffff,$ff00, $094,$095,$096,$097 83B7C .dc.w $0423,$ffff,$ff00, $090,$091,$092,$093 83B8A .dc.w $0423,$ffff,$ff00, $08c,$08d,$08e,$08f 83B98 .dc.w $0423,$ffff,$ff00, $088,$089,$08a,$08b 83BA6 .dc.w $0423,$ffff,$ff00, $084,$085,$086,$087 83BB4 .dc.w $0423,$ffff,$ff00, $080,$081,$082,$083 83BC2 .dc.w $0423,$ffff,$ff00, $07c,$07d,$07e,$07f 83BD0 .dc.w $0422,$ffff,$ff00, $078,$079,$07a,$07b * 〃 () 83BDE .dc.w $0422,$ffff,$ff00, $0b4,$0b5,$0b6,$0b7 83BEC .dc.w $0422,$ffff,$ff00, $0b0,$0b1,$0b2,$0b3 83BFA .dc.w $0422,$ffff,$ff00, $0ac,$0ad,$0ae,$0af 83C08 .dc.w $0422,$ffff,$ff00, $0a8,$0a9,$0aa,$0ab 83C16 .dc.w $0422,$ffff,$ff00, $0a4,$0a5,$0a6,$0a7 83C24 .dc.w $0422,$ffff,$ff00, $0a0,$0a1,$0a2,$0a3 83C32 .dc.w $0422,$ffff,$ff00, $09c,$09d,$09e,$09f 83C40 .dc.w $0422,$ffff,$ff00, $098,$099,$09a,$09b 83C4E .dc.w $0422,$ffff,$ff00, $094,$095,$096,$097 83C5C .dc.w $0422,$ffff,$ff00, $090,$091,$092,$093 83C6A .dc.w $0422,$ffff,$ff00, $08c,$08d,$08e,$08f 83C78 .dc.w $0422,$ffff,$ff00, $088,$089,$08a,$08b 83C86 .dc.w $0422,$ffff,$ff00, $084,$085,$086,$087 83C94 .dc.w $0422,$ffff,$ff00, $080,$081,$082,$083 83CA2 .dc.w $0422,$ffff,$ff00, $07c,$07d,$07e,$07f 83CB0 .dc.l $83d30,$83d3e,$83d4c,$83d5a,$83d68,$83d76,$83d84,$83d92 .dc.l $83da0,$83dae,$83dbc,$83dca,$83dd8,$83de6,$83df4,$83e02 .dc.l $83e10,$83e1e,$83e2c,$83e3a,$83e48,$83e56,$83e64,$83e72 .dc.l $83e80,$83e8e,$83e9c,$83eaa,$83eb8,$83ec6,$83ed4,$83ee2 83D30 .dc.w $0408,$ffff,$ff00, $300,$301,$302,$303 *丸い砲台 83D3E .dc.w $0408,$ffff,$ff00, $304,$305,$306,$307 83D4C .dc.w $0408,$ffff,$ff00, $308,$309,$30a,$30b 83D5A .dc.w $0408,$ffff,$ff00, $30c,$30d,$30e,$30f 83D68 .dc.w $0408,$ffff,$ff00, $310,$311,$312,$313 83D76 .dc.w $0408,$ffff,$ff00, $314,$315,$316,$317 83D84 .dc.w $0408,$ffff,$ff00, $318,$319,$31a,$31b 83D92 .dc.w $0408,$ffff,$ff00, $31c,$31d,$31e,$31f 83DA0 .dc.w $0408,$ffff,$ff00, $320,$321,$322,$323 83DAE .dc.w $0408,$ffff,$ff00, $324,$325,$326,$327 83DBC .dc.w $0408,$ffff,$ff00, $328,$329,$32a,$32b 83DCA .dc.w $0408,$ffff,$ff00, $32c,$32d,$32e,$32f 83DD8 .dc.w $0408,$ffff,$ff00, $330,$331,$332,$333 83DE6 .dc.w $0408,$ffff,$ff00, $334,$335,$336,$337 83DF4 .dc.w $0408,$ffff,$ff00, $338,$339,$33a,$33b 83E02 .dc.w $0408,$ffff,$ff00, $33c,$33d,$33e,$33f 83E10 .dc.w $0413,$ffff,$ff00, $340,$341,$342,$343 * 〃 (Damaged) 83E1E .dc.w $0413,$ffff,$ff00, $344,$345,$346,$347 83E2C .dc.w $0413,$ffff,$ff00, $348,$349,$34a,$34b 83E3A .dc.w $0413,$ffff,$ff00, $34c,$34d,$34e,$34f 83E48 .dc.w $0413,$ffff,$ff00, $350,$351,$352,$353 83E56 .dc.w $0413,$ffff,$ff00, $354,$355,$356,$357 83E64 .dc.w $0413,$ffff,$ff00, $358,$359,$35a,$35b 83E72 .dc.w $0413,$ffff,$ff00, $35c,$35d,$35e,$35f 83E80 .dc.w $0413,$ffff,$ff00, $360,$361,$362,$363 83E8E .dc.w $0413,$ffff,$ff00, $364,$365,$366,$367 83E9C .dc.w $0413,$ffff,$ff00, $368,$369,$36a,$36b 83EAA .dc.w $0413,$ffff,$ff00, $36c,$36d,$36e,$36f 83EB8 .dc.w $0413,$ffff,$ff00, $370,$371,$372,$373 83EC6 .dc.w $0413,$ffff,$ff00, $374,$375,$376,$377 83ED4 .dc.w $0413,$ffff,$ff00, $378,$379,$37a,$37b 83EF2 .dc.w $0413,$ffff,$ff00, $37c,$37d,$37e,$37f 83EF0 .dc.l $83f24,$83f32,$83f40,$83f4e,$83f5c,$83f6a,$83f78,$83f86 .dc.l $83f94,$83fa2,$83fb0,$83fbe,$83fbe 83F24 .dc.w $0403,$ffff,$ff00, $394,$395,$396,$397 *空母上の戦闘機 83F32 .dc.w $040b,$ffff,$ff00, $29f,$2a0,$2a1,$2a2 *横向き車 83F40 .dc.w $040e,$ffff,$ff00, $267,$268,$269,$26a *トラック 83F4E .dc.w $040e,$ffff,$ff00, $257,$258,$259,$25a *上向きトラック 83F5C .dc.w $040e,$ffff,$ff00, $287,$288,$289,$28a *トラック 83F6A .dc.w $040e,$ffff,$ff00, $277,$278,$279,$27a *トラック 83F78 .dc.w $040c,$ffff,$ff00, $29b,$29c,$29d,$29e *Classic_car? 83F86 .dc.w $040b,$ffff,$ff00, $297,$298,$299,$29a *ワーゲン? 83F94 .dc.w $0404,$ffff,$ff00, $0f8,$0f9,$0fa,$0fb *下向き固定TANK 83FA2 .dc.w $0424,$ffff,$ff00, $458,$459,$45a,$45b *BOMBER列車 830B0 .dc.w $0424,$ffff,$ff00, $45c,$45d,$45e,$45f * 〃 830BE .dc.w $0424,$ffff,$ff00, $464,$465,$466,$467 *列車2? 83FCC .dc.l $8400c,$8401e,$8401e,$8401e,$8401e,$84030,$84030,$84030 *小型挺 .dc.l $84030,$84042,$84042,$84042,$84042,$8400c,$8400c,$8400c 8400C .dc.w $0619,$09ff,$ff00, $680,$681,$682,$683,$3d0,$3d1 8401E .dc.w $0619,$09ff,$ff00, $688,$689,$68a,$68b,$3d0,$3d1 84030 .dc.w $0619,$09ff,$ff00, $690,$691,$692,$693,$3d0,$3d1 84042 .dc.w $0619,$09ff,$ff00, $698,$699,$69a,$69b,$3d0,$3d1 84054 .dc.l $84058 *下から出て3WAYの? 84058 .dc.w $0b09,$17ff,$ff00, $3e7,$3e8,$3e9,$3ea, $3ad,$3ae,$3af,$398, $399,$39a,$39e 84074 .dc.l $84078 *上から出て3WAYの? 84078 .dc.w $0b09,$18ff,$ff00, $3eb,$3ec,$3ed,$3ee, $406,$400,$401,$402, $415,$416,$417 84094 .dc.l $84098 *5WAYの? 84098 .dc.w $1a09,$19ff,$ff00 .dc.l $3e703e8,$3e903ea,$3e703e8,$3e903ea,$3e703e8,$4370438,$439043a,$43b043c .dc.l $42d042e,$42f0430,$4310432,$4330434,$4350436 840D2 .dc.l $840d6 *艦橋砲台? 840D6 .dc.w $0f19,$09ff,$ff00 .dc.w $44c,$44d,$44e,$44f, $450,$451,$453,$452, $454,$3e7,$3e8,$3e9, $3ea,$3e7,$3e8 840FA .dc.l $840fe *5面ボス? 840FE .dc.w $3719,$09ff,$ff00 .dc.l $4800481,$4870486,$4af04ae,$4ad0482,$4b004b1,$4b2049c,$49d048c,$48b048a .dc.l $4890488,$492049e,$49f04a0,$4a104a2,$4910490,$48f048e,$48d0493,$4a304a4 .dc.l $4a504a6,$4a70494,$4a80495,$4a90496,$4aa0498,$49704ab,$4ac03e7,$3e803e9 .dc.l $3ea03e7,$3e803e9,$3ea03e7 .dc.w $3e8 __何かの生存数? .dc.b 0 ;84172 84173 .dc.b 0 ; 84174 .dc.w 0 __2_COUNT__80FFA .dc.b 0 *84176 84177 .dc.b 0 84178 .dc.b 0 84179 .dc.b 0 8417A .dc.b 0 8417B .dc.b 0 8417C .dc.b 0 8417D .dc.b 0 *---------------- INIT *only( MAINから1回のみ? ) 8417E m m move.b #-1,__垂直同期割り込みセットFLAG @@; BSR TEXT_OFF BSR SP_OFF BSR GS01_OFF LP $3B,D0 *1sec BSR CLR__GRAM0 BSR CLR__TEXT0 BSR CLR__SP0~63 BSR CLR__BG1 BSR CLR__SP64~BG0 BSR CLR__SP_REG BSR INIT__BG_PAL *only? BSR INIT__SP_PAL * 〃 BSR SET__SPAL0_ BSR SET__G_PAL_ *only moveq #0,D0 m , , 841F0 move.b #0,__1UP_ITEMが既に出たか 841F8 move.l #0,__面COUNTER move #0,$86688 m , , BSR INIT__NUM_JIKI BSR 残機表示? 84222 BSR.s INIT0 84224 move.b #-1,__幕etc_FLAG 8422C RTS *------ INIT0 *8422E moveq #0,D0 move.b D0,__NO_縦SCROLL_FLAG move.b D0,__ON_THE_GND_FLAG? move.b #-1,__V_DISP_FLAG move.b #2,__1or2 move.b #2,__常に2 84254 move.b #2,__1or2__その2 8425C move #0,__GNDx 84264 move #$70,__Fx_J 8426C move #$80,__Fy_J move.l #0,g86698 m move.b #0,__自弾P段階? move.l #0,$866A0 move.l #0,$866A4 move.b #0,__BOMBER使用中FLAG move.b #0,__BOMBER爆発中FLAG move #$78,__LANDING開始まで2秒待つCOUNTER move.b #$20,$866AC move.l #8,__866AE move.b #0,__866B2_FLG move.b #0,__J_DEAD_FLAG move #$1C,__影LOCAL *\28 move.b #0,__J_DEADING move.b #0,__2_COUNT move.l #0,$8B7F0 move.l #0,$8B7F4 84318 move.l #0,$8B7F8 move.l #0,$8B7FC move.b #$96,__復活時の手加減期間COUNTER *\150 84334 move.b #0,__Bマーク存在FLAG 8433C move.b #0,__bg1関係のstat_1 84344 move.b #0,__bg1関係のstat_2 8434C BSR CLR__GRAM0 BSR CLR__SP0~63 BSR CLR__BG1 BSR CLR__SP64~BG0 BSR CLR__SP_REG BSR 左右T塗り *only? BSR GND__INIT * 〃 地面のGRの BSR 855AA__INIT * 〃 BSR 8BD14__INIT * 〃 敵パラメータとかのINIT? m BSR J_PUT1 BSR 84ED4__INIT * 〃 BSR INIT__NUM_BOMBER clr.b __V_DISP_FLAG m BSR 幕閉め m BSR 幕開け @@; move.b #0,__幕etc_FLAG RTS *----------------------- BOMBER廻り *only( MAIN 〜 ) 843B2 PUSH D0/A6 m @@ M *BOMBERが生きてるか add #$100,A6 dbF D0,@B m m m EXIT__BOMBER廻り m RTS *---------------------- 8440A *( A6 ) only( MK_敵弾 〜 ) PUSH D2-D4/A5-A6, m m m *CLR m m m m m IFn EQ IFn PL IFn EQ IFn PL m m moveq #0,D4 m m m IFn2 EQ POP D2-D4/A5-A6 RTS @@: move #-1,D0 POP D2-D4/A5-A6 RTS *------------------ DIR_弾 *( A5 ) 844AC m m m m m moveq #$10,D0 m m @@: m m m @@: m 844EA m m m @@: m 844FA m m m m @@: m m @@: m 8451A m m @@: m m @@: m 84532 m m m @@: m m @@: m 8454E m m @@: m m @@: m EXIT__DIR_弾 RTS ( D0 ) *------------------- はみ出たか *( A5 ) 8456A p m m m m m moveq #0,D0 RTS ( D0 ) @@: moveq #$FF,D0 RTS ( D0 ) *-------------------- 84592 m m m @@ m m M m subq.l #1,A0 m 845E2 RTS 845E4 .dc.w *,* *------------------- PTRSETinSPREGBUF *845E8 p m RTS ( A5 ) *------------------- E_MOVE *( D0 ) 845FA m *×64 m m m m lea $B0600,A3 @@ M m BRA @B @@ RTS 8463E 0000FFFF 0001FFFE 0001FFFF 0002FFFF 00010000 00020001 00010001 00010002 00000001 FFFF0002 FFFF0001 FFFE0001 FFFF0000 FFFEFFFF FFFFFFFF FFFFFFFE 8467E 0000FFFE 0001FFFE 0002FFFE 0002FFFF 00020000 00020001 00020002 00010002 00000002 FFFF0002 FFFE0002 FFFE0001 FFFE0000 FFFEFFFF FFFEFFFE FFFFFFFE 0000FFFD 0003FFFC 0003FFFD 0004FFFD 00030000 00040003 00030003 00030004 00000003 FFFD0004 FFFD0003 FFFC0003 FFFD0000 FFFCFFFD FFFDFFFD FFFDFFFC 0000FFFC 0002FFFC 0004FFFC 0004FFFE 00040000 00040002 00040004 00020004 8471E 00000004 FFFE0004 FFFC0004 FFFC0002 FFFC0000 FFFCFFFE FFFCFFFC FFFEFFFC *-------------------- 敵の?属性等変更? *( A6 ) 8473E moveq #$A,D7 IFn NE move.l D0,A5 8474E move (A5)+,D0 m m m 84768 .dc.l $847A8,$847CA,$847DA,$847E2,$847EA,$847F4,$847FE,$84804 .dc.l $84812,$84824,$84828,$84828,$84828,$84828,$84828,$8482C 847A8 bset.b #7,$E(A6) *今だ動け!? m ; m ;方向 move.b D0,$F(A6) move.l A5,0(A6,D7) RTS 847CA bclr.b #7,$E(A6) *まだ動くな? move.b D0,$F(A6) move.l A5,0(A6,D7) RTS 847DA M 847E2 M 847EA M 847F4 M 847FE M 84804 move.l (A5)+,A4 move.l A5,0(A6,D7) moveq #$A,D7 move.l A4,A5 BRA 8474E 84812 move.l #0,0(A6,D7) moveq #6,D7 move.l 0(A6,D7),A5 BRA 8474E 84824 BRA 8474E 84828 BRA 8474E 8482C bset.b #4,$E(A6) *ここで止まれ? RTS *---------------- 残りBOMBER_BONUS *only( MAIN 〜 MV_JIKI 〜 )? 84834 move.l #0,$8674A BSR 84AC4 *only? move.b #0,D7 @@ LP $1D,D0 *.5sec movem.w D7,-(A7) M *break m movem.w (A7)+,D7 BSR 84954 *only? TEXT addq.b #1,D7 PUSH D0/A0 m JSR (A0) *BOMBER数え音? POP D0/A0 movem.w D7,-(A7) m BSR SCORE表示__残りBOMBER_BONUS movem.w (A7)+,D7 BRA @B @@: movem.w (A7)+,D7 @@ BSR WAIT_VDISP M m LP 7,D1 m BSR SCORE表示__残りBOMBER_BONUS PUSH D0/A0 m JSR (A0) *BOMBER_BONUS加算音? POP D0/A0 m BSR SCORE表示 BRA @B @@: LP $78,D0 *2sec m @@ PUSH A0 LP $F,D1 POP A0 add.l #$400,A0 dbF D2,@B BSR INIT__NUM_BOMBER RTS *-- 84954 *( D7 ) only( MAIN 〜 MV_JIKI 〜 残りBOMBER_BONUS 〜 )? PUSH D0-D1/D7/A0 m addq.b #1,D7 lsl.b #2,D1 m m m POP D0-D1/D7/A0 RTS 84982 E0400A E0400D E04010 E04013 E04016 E0440A E0440D E04410 E04413 E04416 E0480A E0480D E04810 E04813 E04816 E04C0A 849C2 E04C0D E04C10 E04C13 E04C16 *-- SCORE表示__残りBOMBER_BONUS *849D2 PUSH D0/D7A0-A1 moveq #0,D0 @@ M @@; m @@ M @@; m @@ M @@; m @@ M @@; m @@ M @@; m @@ M @@; m @@ M @@; move.b D0,$86754 m m @@ M m m BRA.s 84ABE @@: m @@ m dbF D7,@B 84ABE POP D0/D7/A0-A1 RTS *-- 84AC4 *only( MAIN 〜 MV_JIKI 〜 残りBOMBER_BONUS 〜 ) PUSH D0/A0-A1 m 84AD4 PUSH A0 @@ move (A1)+,D0 M M BSR WR_TEXT addq.l #1,A0 BRA @B 84AEE m BRA.s 84AD4 84AFA POP A0 POP D0/A0-A1 RTS *----------------- LANDING_自機を真ん中辺りに *only( MAIN 〜 MV_JIKI 〜 ) 84B04 M m m @@; m IFn NE move.b #$FF,D0 *自機が真ん中に来たか M M @@: M <*BRA 84B5E> 84B5E M M @@: bclr.l #0,D0 84B74 move.b D0,__LOY_LAND RTS *----------------- LANDING_縮小 *only? 84B7C m M M subq.w #1,__影LOCAL m m m m @@; M M subq.l #1,__866AE m m m m BSR J_PUT2 @@; RTS *------------------- TAKEOFF *only? 84C1C M *1面前置きBGMか M *LANDING_BGMか @@ move.l __面COUNTER,D0 lea $84D82,A0 add.l D0,A0 move.b (A0),D0 M *break M @@: addq.l #1,__面COUNTER m JSR (A0) 84C68; m m *y座標 m m m BRA EXIT__TAKEOFF @@: move.b #0,__NO_縦SCROLL_FLAG m m addq.w #1,__影LOCAL m *影xy m m m @@; m m addq.l #1,__866AE m m m m BSR J_PUT2 EXIT__TAKEOFF RTS 84D46 move.b #-1,__LOY_LAND move #$78,__LANDING開始まで2秒待つCOUNTER *\120 move.b #$20,$866AC move.l #8,__866AE move.b #0,__866B2_FLG move.b #0,__ON_THE_GND_FLAG? move.b #0,__NO_縦SCROLL_FLAG RTS 84D82 0306 0907 FF00 *----------------- J_PUT1 *84D88 PUSH D0 move.l g86698,D0 m m m move #0,(A6) move.l #0,$E(A6) m m m LP 1,D5 > m LP 1,D5 > POP D0 RTS *----------------- J_PUT2 move.l __866AE,D0 m m m move #0,(A6) move.l #0,$E(A6) m m move #3,D6 IFn NE m LP 1,D5 > m m move #1,D5 @@ LP 1,D0 m m add.l #$10,D4 dbF D5,@B RTS *------------------- 84ED4__INIT *only( INIT0 〜 ) lea $ACF00,A0 m add.l D0,A0 move.l (A0),__EN_出現パターン関係のADRS move.b #0,__(+1/8dot)and63 M @@ BSR.s 84F50 LP 7,D5 { } M addq.b #1,__(+1/8dot)and63 *初期化時は別 BRA @B 84F22; @@ BSR.s 84F50 LP 7,D5 { } M addq.b #1,__(+1/8dot)and63 BRA @B 84F4A; ~} BSR SP座標整え RTS *-- 84F50 *INIT0 〜 84ED4__INITからのみ m move.b #0,__(+1/8dot)and63 m m m @@; move.l __EN_出現パターン関係のADRS,A0 @@ m swap D0 m IFn EQ addq.l #4,A0 BRA @B @@: move.l A0,__EN_出現パターン関係のADRS RTS *------------------ MK?&PUT_TEKI *only?( MAIN 〜 ) *84FB6 p m move.b #0,__(+1/8dot)and63 lea $ACF00,A0 m IFn NE m m @@; move.l __EN_出現パターン関係のADRS,A0 @@ M m M IFn NE addq.l #4,A0 BRA @B @@: move.l A0,__EN_出現パターン関係のADRS RTS *-------------------- 幕閉め *85028 m @@ BSR WAIT_VDISP m m m dbF D2,@B RTS *------------------- 幕開け *85052 LP $3B,D2 *1sec m @@ BSR WAIT_VDISP m m m dbF D2,@B RTS * - - 85086 *幕閉め,幕開け内からしか呼ばれない PUSH D0-D1/A0 LP $1F,D1 ENDM POP D0-D1/A0 RTS *----------------- WAIT_VDISP *850D8 move.b #-1,__垂直帰線期間毎にCLR @@ M RTS *----------------- SCORE表示 *( (__SCORE.l)=D7 ) 850EA PUSH D0/D7/A0-A1 moveq #0,D0 @@ M @@; m @@ M @@; m @@ M @@; m @@ M @@; m @@ M @@; m @@ M @@; m @@ M @@; move.b D0,$86748 add.l #$A,D7 move.b D7,$86749 lea $86742,A1 lea $E00002,A0 moveq #8,D7 @@ m m m BRA.s 851D6 @@: m @@ m dbF D7,@B 851D6 POP D0/D7/A0-A1 RTS *------------------ 残機表示? *851DC PUSH D0-D1/A0 lea $E00002,A0 *TRAM0中 m > m move.l #0,__SCORE POP D0-D1/A0 RTS *------------------- INIT__NUM_JIKI *85210 PUSH D0/D7 m > *E07C0A TRAM3中 m > move.b #2,__NUM_JIKI POP D0/D7 RTS *------------------- INIT__NUM_BOMBER *8523E PUSH D0/D7 m > m > move.b #3,__NUM_BOMBER POP D0/D7 RTS *------------------ ADD_JIKI *85270 PUSH D0-D1/A0 m *break m m m BRA.s 852B8 *------------ SUB_JIKI *85296 PUSH D0-D1/A0 m *break m m m 852B8 POP D0-D1/A0 RTS *----- 852BE .dc.l $E07C01,$E07C02,$E07C03,$E07C04 .dc.l $E07C05,$E07C06,$E07C07,$E07C08 .dc.l $E07C09,$E07C0A,$48E7C080,$BE3C000A *---------------- ADD_BOMBER *852E6 PUSH D0-D1/A0 m m m m m BRA EXIT__ADD&SUB_BOMBER *------- SUB_BOMBER *85312 PUSH D0-D1/A0 m m m m m EXIT__ADD&SUB_BOMBER m *------- 85340 E07C1E E07C1C E07C1A E07C18 E07C16 E07C14 E07C12 E07C10 E07C0E E07C0C 48E7 C0C0 D040 D040 *---------------- WR_TEXT *( D0 ) 85368 PUSH D0-D1/A0-A1 m add D0,D0 ;D0=D0*24 m REPT 2 m m m m add.l #$20000,A0 ENDM m m m m POP D0-D1/A0-A1 RTS *--------------------- __B0000からのBGtable?のどれを使うか、に細工 *only( MAIN 〜 地形その他 〜 DRAW_BG 〜 ) 853EC move D0,-(A7) move.b __B0000からのBGtable?のどれを使うか,D0 M subq.b #1,D0 * 普通のスクロール? M M @@: IFn2 NE * 逆向きスクロール? 85418 move.b D0,__B0000からのBGtable?のどれを使うか move (A7)+,D0 RTS *|| DRAW_BG *only( MAIN 〜 地形その他 〜 ) 85422 M BSR.s __B0000からのBGtable?のどれを使うか、に細工 *only? BSR 8573A IFn EQ move.b #$A,__BACK2を10回に分けて描くctr move.b #$10,__16dot_ctr2 M PUSH D0/A0 lea $967A0,A0 *90000台 m IFn NE m m m move.b #$20,__16dot毎のctr2 IFn EQ { move.b #$40,__16dot毎のctr2 *\64 } POP D0/A0 @@; M PUSH D0/D4-D5/A0-A2, m ;ここだけ M move.l __bg_pointer,A0 M sub.l #$150,A0 M *BG0_PCG内 M *BG1_PCG内 @@: IFn2 NE 854FC move.l A0,__bg_pointer 85502 POP D0/D4-D5/A0-A2 85506 RTS *-- SUB__DRAW_BG *DRAW_BGからのみ 85508 moveq #0,D0 move.l $8670A,A0 lea $B0402,A1 m lea $B0502,A1 m move.l A0,$8670A m { } m m lsl #2,D4 m m m m m m { } RTS *------------------ 85580 *( A1 ) only( 855AA__INIT 〜 ) movem.w D0-D2,-(A7) move #$153,D0 *\339 @@ M M move (A1)+,D2 m BRA @B SK1__85580; dbF D0,@B EXIT__85580 m *|| 855AA__INIT *only? BSR 85990__INIT *only? m lea $967A0,A0 *90000台 m add.l D0,A0 move.l (A0),A1 move (A1),D0 M m BSR.s 85580 *only? @@: lea $EBFF00,A0 lea $B02A8,A2 move #$F,D7 BSR 一画面分のBG1_DEF_CHR m move.b #1,__B0000からのBGtable?のどれを使うか move.l #$EBE100,__bg_pointer m *1ならBG1を逆スクロール? m move.b #0,__B0000からのBGtable?のどれを使うか move.l #$EBEE00,__bg_pointer @@; m move.l A1,__ptr_地形2table BSR READ_地形2CODE BSR 8573A move.b #$A,__BACK2を10回に分けて描くctr move.b #$10,__16dot_ctr2 move.b #$1E,__16dot毎のctr2 IFn NE m <*move #$13,D1> LP $13,D1 RTS *-- 一画面分のBG1_DEF_CHR ? *( A0 , A1 ) 856A4 ~LOOP1__一画面分のBG1_DEF_CHR move #$13,D6 ~~LOOP2__一画面分のBG1_DEF_CHR move (A1)+,D0 M M BSR 地形のPCG定義 → ( D4:bg_pcg_code? , D5:pal_code? ) m lsl #2,D4 m m m m m BRA ~~END_LOOP2__一画面分のBG1_DEF_CHR @@: m move (A1)+,D0 @@ BSR 地形のPCG定義 → ( D4:bg_pcg_code? , D5:pal_code? ) m lsl #2,D4 m m m m m m dbF D3,@B BRA ~~LOOP2__一画面分のBG1_DEF_CHR ~~~CONTINUEもどき_LOOP2__一画面分のBG1_DEF_CHR M m BRA ~~LOOP2__一画面分のBG1_DEF_CHR ~~END_LOOP2__一画面分のBG1_DEF_CHR dbF D6,~~LOOP2__一画面分のBG1_DEF_CHR ~END_LOOP1__一画面分のBG1_DEF_CHR M RTS *----------------- 8573A *初期化を除けばMAIN 〜 地形その他 〜 DRAW_BGからのみ PUSH D0/A0 m m m POP D0/A0 RTS 85762 .dc.l $B0000,$B0028,$B0050,$B0078, $B00A0,$B00C8,$B00F0,$B0118 *\40ずつ? .dc.l $B0140,$B0168,$B0190,$B01B8, $B01E0,$B0208,$B0230,$B0258 .dc.l $B0280,$B02A8 *---------------------- READ_地形2CODE *初期化を除けばMAIN 〜 地形その他 〜 DRAW_BGからのみ 857AA PUSH D0-D2/A0-A1 m ~LOOP__READ_地形2CODE @@ move (A1)+,D0 m m move D0,(A0)+ dbF D1,@B BRA EXIT__READ_地形2CODE 857D4 lsr #2,D0 move (A1)+,D2 @@ move D2,(A0)+ M M BRA.s ~LOOP__READ_地形2CODE 857E4 m move.b __bg1関係のstat_1,__bg1関係のstat_2 m BSR.s BG1のySCROLL方向変更に因るADRS_ADJ *only? BRA.s ~LOOP__READ_地形2CODE EXIT__READ_地形2CODE move.l #__buf_地形2code?,__地形2code_buf内のpointer? move.l A1,__ptr_地形2table POP D0-D2/A0-A1 RTS *-- BG1のySCROLL方向変更に因るADRS_ADJ *only? 85816 PUSH D0-D1/A0 m M move.l __bg_pointer,A0 M M M @@: M m 85874; ~} move.l A0,__bg_pointer EXIT__85816 m RTS *----------------- 地形のPCG定義 *( D0 ) 85880 PUSH D0-D3/A0-A1 m m m @@ M m dbF D0,@B m @@ M m BRA @B @@; m m m *地形 m ENDM, *計32 BRA.s 85926 85920 addq.w #1,2(A0) move D3,D4 *このD4は返り値 85926 m @@ M m dbF D0,@B m @@ m m dbF D0,@B @@; move D2,$FFFE(A0) addq.w #1,(A0) m m m ENDM, *計8 BRA.s EXIT__地形のPCG定義 85984 addq.w #1,2(A0) move D3,D5 *このD5は返り値 EXIT__地形のPCG定義 m *---------------- 85990__INIT *only?( 855AA__INIT〜 ) PUSH D0-D1/A0, m > m > m > POP D0-D1/A0 RTS *------------------- DRAW_GR *only( MAIN 〜 縦SCROLL 〜 ) 859D8 move D0,-(A7) IFn2 NE move (A7)+,D0 M BSR READ_地形CODE? move.b #$A,__BACKを10回に分けて描くCOUNTER *6回は休み move.b #$10,__16dot_ctr M move.b #$20,__16dot毎のctr PUSH D0/A0 lea $A0000,A0 m IFn NE move.b D0,__area2? m m POP D0/A0 @@; m *EXIT PUSH D0-D1/A0-A1 m m m m M m IFn CC move.l A0,__gr_pointer @@; POP D0-D1/A0-A1 85AB2 RTS *-- SUB__DRAW_GR *( A0:__gr_pointer , A1 ) 85AB4 move (A1)+,D1 m m BSR DRAW_GR_16×16DOT RTS *----------------- GND__INIT *only? lea _CRTC_GS0_SC,A1 move.l #$200100,D0 *32,256 m m move.l D0,__GSxy lea $A0000,A0 m *初期化時に0にされて…… m lea $C7C000,A0 *G_PAGE1の半分の所 move #$10,D7 ~LOOP1__GND__INIT move #$13,D6 ~~LOOP2_GND__INIT ; move (A1)+,D1 M *continue M *別の内容のLOOPへ m dbF D6,~~LOOP2_GND__INIT sub.l #$4280,A0 dbF D7,~LOOP1__GND__INIT BRA EXIT__GND__INIT *break 85B2E m move (A1)+,D1 @@ m M *break dbF D5,@B BRA.s ~~LOOP2_GND__INIT 85B48 sub.l #$4280,A0 dbF D7,~LOOP1__GND__INIT * BRA EXIT__GND__INIT EXIT__GND__INIT m move.l A0,__gr_pointer move.b #$A,__BACKを10回に分けて描くCOUNTER move.b #$10,__16dot_ctr move.b #$F,__16dot毎のctr RTS *-- SUB__GND__INIT *85B7E move D1,-(A7) m m BSR DRAW_GR_16×16DOT move (A7)+,D1 RTS *---------- READ_地形CODE? *初期化を除けばMAIN 〜 縦SCROLL 〜 DRAW_GRからのみ 85B98 p PUSH D0-D2/A0-A1 m 85BAC @@ move (A1)+,D0 M M move D0,(A0)+ dbF D1,@B BRA EXIT__READ_地形CODE? @@: lsr #2,D0 * 最下位bitが1の時 move (A1)+,D2 @@ move D2,(A0)+ * loop{ M *  dbF代わり&break M * } BRA.s 85BAC 85BD2; * 第一bitが1の時 M move.b #-1,__NO_縦SCROLL_FLAG BRA.s 85BAC *   continue @@: move.b #-1,__ON_THE_GND_FLAG? addq.w #1,$86688 BRA.s 85BAC *   continue *~} EXIT__READ_地形CODE? move.l #__buf_地形code?,__地形code_buf内のpointer? move.l A1,__ptr_地形table POP D0-D2/A0-A1 RTS *--------------- 左右T塗り *only? 85C08 PUSH D0/A0 move #$3F0,$E8002A m > m > move #0,$E8002A POP D0/A0 RTS *----------------- INIT__BG_PAL *only? 85C52 m *break PUSH D0-D3/A0-A1 m *90000台 @@ move (A1)+,D0 m m m m move D0,(A0)+ dbF D3,@B POP D0-D3/A0-A1 85C98 RTS *------------------ INIT__SP_PAL *only? 85C9A m *break PUSH D0-D3/A0-A1 m *90000台 @@ move (A1)+,D0 m m m m move D0,(A0)+ dbF D3,@B POP D0-D3/A0-A1 move.b #-1,__SP&BG_PAL_INIT__FLAG RTS *------------------ SET__SPAL0_ PUSH D0-D2/A0-A1 m @@ move (A1)+,D0 move D0,D1 lsl #6,D0 m move D0,(A0)+ dbF D2,@B move #2,$E8221E *P0の15 POP D0-D2/A0-A1 RTS *---- 85D1E .dc.w $0000,$7FFF,$7FE0,$7F40,$7EC0,$7E40,$0318,$035A .dc.w $3C00,$3C00,$3C00,$3C00,$3C00,$3C00,$3C00,$0800 *------------------- SET__G_PAL_ *only 85D3E PUSH D0-D3/A0-A1 m *90000台 @@ move (A1)+,D0 lsl #1,D0 m m m m move D0,(A0)+ dbF D3,@B POP D0-D3/A0-A1 RTS *---------------------- DRAW_GR_16×16DOT *( A0:__gr_pointer , D0 , D1 ) 85D7E PUSH D0-D1/A0-A1 m lsl.b #4,D1 REPT 15 m ENDM m *計16 REPT 15 add.l #$3E2,A0 REPT 15 m ENDM m ENDM *計16*16 POP D0-D1/A0-A1 RTS *------------- CLR__GRAM0 PUSH D0-D2/A0 863F4 lea _GRAM,A0 863FA move.l #$2F002F,D0 LP 1,D2 > POP D0-D2/A0 RTS *----------------- CLR__TEXT0 *86418 movem.l D0-D1/A0,-(A7) move #$3F0,$E8002A *TEXT高速アクセスON m LP $7FFF,D1 move #0,$E8002A *OFF POP D0-D1/A0 RTS *------------------ CLR__SP0~63 *86444 PUSH D0-D1/A0 m LP $7FF,D1 POP D0-D1/A0 RTS *--------------- CLR__BG1 *86460 PUSH D0-D1/A0 m LP $7FF,D1 POP D0-D1/A0 RTS *----------------- CLR__SP64~BG0 *8647C PUSH D0-D1/A0 m LP $FFF,D1 POP D0-D1/A0 RTS *------------------ CLR__SP_REG *86498 PUSH D0-D2/A0 m LP $7F,D1 m LP $7F,D1 POP D0-D2/A0 RTS *--------------- TEXT_ON m RTS *864D6 TEXT_OFF m RTS *864E0 SP_ON m RTS *864EA SP_OFF m RTS *864F4 GS01_ON m RTS *864FE GS01_OFF m RTS *86508 *---------------- JOY m M move.b D0,__JOY_STATE RTS @@: move.b #-1,D2 m IFn EQ *8 IFn EQ *4 m IFn EQ *6 IFn EQ *2 m IFn EQ *XF1 IFn EQ *XF2 move.b D2,__JOY_STATE RTS *----------------- 地面の左右移動に伴う敵の座標調整 *( D1 ) MAIN 〜 MV_JIKIからのみ 86588 PUSH D0/D7/A0-A2 lea $B1100,A0 move #$7E,D7 @@ m BRA.s 865AC 8659E add #$100,A0 dbF D7,@B POP D0/D7/A0-A2 RTS 865AC m @@ lea $B0600,A2 M m BRA @B *--------------- SCROLLに合わせて敵のy座標を+1__その2 *( A1 ) * 初期化を除けばonly( MAIN 〜 地形その他 〜 ) 865CA m 865D4 M M m @@ lea $B0602,A2 m M m BRA @B 865FE add #$100,A0 dbF D7,865D4 RTS *------------------ 敵のy座標を−1 *only( MAIN 〜 地形その他 〜 ) 86608 m 86612 m m m @@ lea $B0602,A2 m M m BRA @B 8663C add #$100,A0 dbF D7,86612 RTS *---------------------- SCROLLに合わせて敵のy座標を+1__その1 *初期化を除けばonly( MAIN 〜 縦SCROLL 〜 ) 86646 m 86650 M M m @@ lea $B0602,A2 m M m BRA @B ~END_LOOP2__SCROLLに合わせて敵のy座標を+1__その1 add #$100,A0 dbF D7,86650 86682 RTS *==================== __area2? .dc.b 0 ;86684 __area3? .dc.b 0 ;86685 __area? .dc.b 0 ;86686 →__面COUNTER __1UP_ITEMが既に出たか .dc.b 0 ;86687 86688 .dc.w 0 ; __CREDIT .dc.w 0 *8668A __NO_縦SCROLL_FLAG .dc.b 0 *8668C __ON_THE_GND_FLAG? .dc.b 0 *8668D __V_DISP_FLAG .dc.b -1 *8668E __1or2 .dc.b 2 *8668F __常に2 .dc.b 2 *86690 __1or2__その2 .dc.b 2 *86691 __GNDx .dc.w 0 *86692 __Fx_J .dc.w $70 *\112 自機のフィールドx座標? 86694 __Fy_J .dc.w $80 *\128 y 86696 g86698 .dc.l 0 __JOY0 .dc.b $ff *8669C __LOY_LAND .dc.b $ff *8669D __JOY_OLD .dc.b $ff *8669E __自弾P段階? .dc.b 0 *8669F 866A0 .dc.l $ff 866A4 .dc.l $ff __BOMBER使用中FLAG .dc.b 0 *866A8 __BOMBER爆発中FLAG .dc.b 0 *866A9 __LANDING開始まで2秒待つCOUNTER .dc.w $78 *866AA 866AC .dc.b $20 866AD .dc.b 00 __866AE .dc.l 8 __866B2_FLG .dc.b 0 __J_DEAD_FLAG .dc.b 0 *866B3 __復活時の手加減期間COUNTER .dc.b $96 *\150 g866B4 __Bマーク存在FLAG .dc.b 0 *866B5 __JOY_STATE .dc.b $ff *866B6 __SP&BG_PAL_INIT__FLAG .dc.b 0 *866B7 __垂直同期割り込みセットFLAG .dc.b 0 *866B8 866B9 .dc.b 0 __ptr_地形table .dc.l 0 *866BA __地形code_buf内のpointer? .dc.l 0 *866BE __gr_pointer .dc.l 0 *866C2 __GSxy *866C6 .dc.w 0 *GPAGE 0 __GS_y .dc.w 0 * 1の座標??? __BACKを10回に分けて描くCOUNTER .dc.b 0 *866CA __16dot_ctr .dc.b 0 *866CB __16dot毎のctr .dc.b 0 *max=$20 866CC __(+1/8dot)and63 .dc.b 0 *866CD __buf_地形code? *866CE .dc.w 0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0 __BG_X .dc.w 0 *BG0? 866F6 __BG_Y .dc.w 0 *866F8 __ptr_地形2table .dc.l 0 *866FA __地形2code_buf内のpointer? .dc.l 0 *866FE __bg_pointer .dc.l 0 *86702 86706 .dc.l 0 8670A .dc.w 0 8670C .dc.w 0 __B0000からのBGtable?のどれを使うか .dc.b 0 *8670E __BACK2を10回に分けて描くctr .dc.b 0 *8670F __16dot_ctr2 .dc.b 0 *86710 __16dot毎のctr2 .dc.b 0 *86711 __bg1関係のstat_1 .dc.b 0 *0000_0000 86712 * TT * |+- * 1ならBG1を逆スクロール? __bg1関係のstat_2 .dc.b 0 *86713 __buf_地形2code? .dc.w 0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0 *86714 __NUM_BOMBER .dc.b 0 *8673C __NUM_JIKI .dc.b 0 *8673D __SCORE .dc.l 0 *8673E 86742 .dc.w 0 86744 .dc.l 0,0,0,0 86754 .dc.w 0 __垂直帰線期間毎にCLR .dc.b 0 *86756 86757 .dc.b 0 86758 .dc.w 0 __EN_出現パターン関係のADRS .dc.l 0 *8675A g8675E .dc.b 0 *自機移動の間引き用? __幕etc_FLAG .dc.b 0 *8675F __256_COUNT .dc.b 0 *86760 86761 .dc.b 0 __ITEM戦闘機の持ち物 .dc.b 0 *86762 __BGM_CODE .dc.b 0 *86763 __1面始めのFADE_OUT_COUNTER .dc.w 0 *86764 __面COUNTER .dc.l 0 *86766 __2_COUNT__HANTEI? .dc.b 0 *8676A 8676B .dc.b 0 __影LOCAL .dc.w $1c *8676C __J_DEADING .dc.b 0 *8676E __2_COUNT .dc.b 0 *8676F 86770 .dc.l 0 __SA?_J_X .dc.w 0 *86774 __SA?_J_Y .dc.w 0 *86776 __自弾x座標他TBL *86778 .dc.l $8678c,$86792,$8679e,$867b0,$867c8 8678C .dc.w $08,0,0 86792 .dc.w $00,0,0,$10,0,0 8679E .dc.w $08,0,0 .dc.l$00000100,$01ff0010,$2000101, 867B0 $00000000,$00000010,$00000000,$00000100,$01ff0010 .dc.l$2000101 867C8 ,$80000,$00000008,$010001ff,$80200,$01010000,$30001ff,$00100400 867E4.dc.l$01010000,$0014001c,$00230028,$002d0031,$00350039,$003c003f,$00420045,$0048004b .dc.l$004d0050,$00520055,$00570059,$005c005e,$00600062,$00640066,$0068006a,$006c006e .dc.l$006f0071,$00730075,$00760078,$007a007b,$007d007e,$00800082,$00830085,$00860088 .dc.l$0089008b,$008c008d,$008f0090,$00920093,$00940096,$00970098,$009a009b,$009c009d 86864.dc.l$009f00a0,$00a100a2,$00a400a5,$00a600a7,$00a900aa,$00ab00ac,$00ad00ae,$00af00b1 .dc.l$00b200b3,$00b400b5,$00b600b7,$00b800b9,$00bb00bc,$00bd00be,$00bf00c0,$00c100c2 .dc.l$00c300c4,$00c500c6,$00c700c8,$00c900ca,$00cb00cc,$00cd00ce,$00cf00d0,$00d100d2 .dc.l$00d300d4,$00d500d6,$00d600d7,$00d800d9,$00da00db,$00dc00dd,$00de00df,$00e000e0 868E4.dc.l$00e100e2,$00e300e4,$00e500e6,$00e700e8,$00e800e9,$00ea00eb,$00ec00ed,$00ed00ee .dc.l$00ef00f0,$00f100f2,$00f200f3,$00f400f5,$00f600f7,$00f700f8,$00f900fa,$00fb00fb .dc.l$00fc00fd,$00fe00ff,$00ff0100,$01010102,$01020103,$01040105,$01060106,$01070108 .dc.l$01090109,$010a010b,$010c010c,$010d010e,$010f010f,$01100111,$01110112,$01130114 86964.dc.l$01140115,$01160117,$01170118,$01190119,$011a011b,$011c011c,$011d011e,$011e011f .dc.l$01200120,$01210122,$01230123,$01240125,$01250126,$01270127,$01280129,$0129012a .dc.l$012b012b,$012c012d,$012d012e,$012f012f,$01300131,$01310132,$01330133,$01340135 .dc.l$01350136,$01360137,$01380138,$0139013a,$013a013b,$013c013c,$013d013d,$013e013f 869E4.dc.l$013f0140,$01410141,$01420142,$01430144,$01440145,$01460146,$01470147,$01480149 .dc.l$0149014a,$014a014b,$014c014c,$014d014d,$014e014f,$014f0150,$01500151,$01520152 .dc.l$01530153,$01540155,$01550156,$01560157,$01580158,$01590159,$015a015a,$015b015c .dc.l$015c015d,$015d015e,$015e015f,$01600160,$01610161,$01620162,$01630164,$01640165 86A64.dc.l$01650166,$01660167,$01670168,$01690169,$016a016a,$016b016b,$016c016c,$016d016e .dc.l$016e016f,$016f0170,$01700171,$01710172,$01720173,$01730174,$01750175,$01760176 .dc.l$01770177,$01780178,$01790179,$017a017a,$017b017b,$017c017d,$017d017e,$017e017f .dc.l$017f0180,$01800181,$01810182,$01820183,$01830184,$01840185,$01850186,$01860187 .dc.l$01870188,$01880189,$0189018a,$018a018b,$018b018c,$018c018d,$018d018e,$018e018f .dc.l$018f0190,$01900191,$01910192,$01920193,$01930194,$01940195,$01950196,$01960197 .dc.l$01970198,$01980199,$0199019a,$019a019b,$019b019c,$019c019d,$019d019e,$019e019f .dc.l$019f01a0,$01a001a1,$01a101a2,$01a201a3,$01a301a4,$01a401a4,$01a501a5,$01a601a6 .dc.l$01a701a7,$01a801a8,$01a901a9,$01aa01aa,$01ab01ab,$01ac01ac,$01ac01ad,$01ad01ae .dc.l$01ae01af,$01af01b0,$01b001b1,$01b101b2,$01b201b3,$01b301b3,$01b401b4,$01b501b5 .dc.l$01b601b6,$01b701b7,$01b801b8,$01b801b9,$01b901ba,$01ba01bb,$01bb01bc,$01bc01bd .dc.l$01bd01bd,$01be01be,$01bf01bf,$01c001c0,$01c101c1,$01c101c2,$01c201c3,$01c301c4 .dc.b$01,$c4 86BE6.dc.l$01010103,$03050606,$06090a0b,$0b0d0d0d,$10101213,$14141616,$1619191b,$1c1c1c1f .dc.l$21222222,$22252626,$27292a2b,$2c2d2d2f,$2f2f03b0,$03b1002d,$0028002d,$00030000 .dc.l$00000000,$002d0019,$00180012,$0017001d,$001cfffe,$002d002d,$002d002d,$002d000b .dc.l$00180017,$001e001c,$fffe002d,$002d002d,$002d002d,$002d002d,$0000002d,$00190018 .dc.l$00120017,$001d001c .dc.b$ff,$ff *======================= *---- 86C70 M m BSR SCORE表示 bclr.b #6,1(A6) @@; m M M M @@: M M IFn NE subq.b #1,$F(A6) M M m m m @@; M m @@; M m m M m m M m m @@; M M M M @@: m m m m moveq #8,D0 M m BRA EXIT__86C70 86E00: m BSR SCORE表示 m m m m BSR 隠れ爆発5×5_DPSPSET PUSH D0/A0 *爆発音? m , POP D0/A0 EXIT__86C70 RTS *---- 86E4E m m BSR SCORE表示 bclr.b #6,1(A6) @@; m m m JSR 生存登録抹消 BRA EXIT__86E4E @@: M M M BSR 敵の?属性等変更? BRA EXIT__86E4E @@: subq.b #1,$F(A6) m m m @@; 86ECC m m @@; m m m m m m m m m m m m m m m @@; m M m lea $86FC4,A1 add.l D1,A1 86FC0 move.l (A1),A1 86FC2 JMP (A1) 86FC4 8710A,8710A,8710A,8710A,8710A,8710A,8710A,8710A 8710A,8710A,8710A,8710A,870C4,8711A,8711A,8711A 8711A,8711A,8711A,8711A,870C4,8711A,8711A,8711A 8711A,8711A,8711A,8711A,870C4,8711A,8711A,8711A 8711A,8711A,8711A,8711A,870C4,8711C,8711C,8711C 8711C,8711C,8711C,8711C,8711C,8711C,8711C,8711C 8711C,8711C,8711C,8711C,8711C,8711C,8711C,8711C 8711C,8711C,8711C,8711C,8711C,8711C,8711C,8711C 870C4 M M m m m m m BRA EXIT__86E4E 8710A m BRA EXIT__86E4E 8711A BRA EXIT__86E4E 8711C *ボスの弾発射口(パタパタ) m move.b #0,$11(A6) BRA EXIT__86E4E 87132 m BSR SCORE表示 m m m m BSR 隠れ爆発5×5_DPSPSET PUSH D0/A0 *爆発音? m POP D0/A0 EXIT__86E4E RTS *---- 87180 m m BSR SCORE表示 bclr.b #6,1(A6) @@; m m m m @@; m m m m @@; subq.b #1,$F(A6) m m m @@; 871FE m m @@; m m m m m m m m m m m m m m m @@; m M m lea $872F6,A1 872F0 add.l D1,A1 872F2 move.l (A1),A1 872F4 JMP (A1) 872F6 8743C,8743C,8743C,8743C,8743C,8743C,8743C,8743C 8743C,8743C,8743C,8743C,873F6,8744C,8744C,8744C 8744C,8744C,8744C,8744C,873F6,8744C,8744C,8744C 8744C,8744C,8744C,8744C,873F6,8744C,8744C,8744C 87376 8744C,8744C,8744C,8744C,873F6,8711C,8711C,8711C 8744E,8744E,8744E,8744E,8744E,8744E,8744E,8744E 8744E,8744E,8744E,8744E,8744E,8744E,8744E,8744E 8744E,8744E,8744E,8744E,8744E,8744E,8744E,8744E 873F6 m m m m m m m BRA EXIT__87180 8743C m BRA EXIT__87180 8744C BRA EXIT__87180 8744E *ボスの弾発射口(パタパタ) m move.b #0,$11(A6) BRA EXIT__87180 87464 m BSR SCORE表示 m m m m BSR 隠れ爆発5×5_DPSPSET PUSH D0/A0 *爆発音? m POP D0/A0 EXIT__87180 RTS *---- 874B2 m m BSR SCORE表示 bclr.b #6,1(A6) @@; m m m JSR 生存登録抹消 BRA EXIT__874B2 @@: m m m BSR 敵の?属性等変更? BRA EXIT__874B2 @@: subq.b #1,$F(A6) m m m @@; 87530 m m @@; m m m m m m m m m m m m m m m @@; m M m M 87628 .dc.l $8778C,$8778C,$8778C,$8778C,$8778C,$8778C,$8778C,$8778C .dc.l $8778C,$8778C,$8778C,$8778C,$8778C,$8778C,$8778C,$8778C .dc.l $87728,$8779C,$8779C,$8779C,$8779C,$8779C,$8779C,$8779C .dc.l $8779C,$8779C,$8779C,$8779C,$8779C,$8779C,$8779C,$8779C .dc.l $8779C,$8779C,$8779C,$8779C,$8779C,$8779C,$8779C,$8779C .dc.l $8779C,$8779C,$8779C,$8779C,$8779C,$8779C,$8779C,$8779C .dc.l $8779C,$8779C,$8779C,$8779C,$8779C,$8779C,$8779C,$8779C .dc.l $8779C,$8779C,$8779C,$8779C,$8779C,$8779C,$8779C,$8779E 87728 *1箇所だけ m m m m m m m m m m m BRA EXIT__874B2 8778C m BRA EXIT__874B2 8779C BRA EXIT__874B2 8779E *ボスの弾発射口(2door) m move.b #0,$11(A6) BRA EXIT__874B20 877B4 m BSR SCORE表示 m m m m BSR 隠れ爆発5×5_DPSPSET PUSH D0/A0 *爆発音? m POP D0/A0 EXIT__874B2 RTS *---- 87802 m m BSR SCORE表示 bclr.b #6,1(A6) @@; m m m m @@: M M IFn NE subq.b #1,$F(A6) M M m @@; ~} m m @@; m m m m m m m m m m m m m m m @@; m M m M 87978 $87ADC,$87ADC,$87ADC,$87ADC,$87ADC,$87ADC,$87ADC,$87ADC $87ADC,$87ADC,$87ADC,$87ADC,$87A78,$87AEC,$87AEC,$87AEC $87AEC,$87AEC,$87AEC,$87AEC,$87AEC,$87AEC,$87AEC,$87AEC $87AEC,$87AEC,$87AEC,$87AEC,$87AEC,$87AEC,$87AEC,$87AEC 879F8 $87AEC,$87AEC,$87AEC,$87AEC,$87AEC,$87AEC,$87AEC,$87AEC $87AEC,$87AEC,$87AEC,$87AEC,$87AEC,$87AEC,$87AEC,$87AEC $87AEC,$87AEC,$87AEC,$87AEC,$87AEC,$87AEC,$87AEC,$87AEC $87AEC,$87AEC,$87AEC,$87AEC,$87AEC,$87AEC,$87AEC,$87AEE 87A78 *1箇所だけ M M m m m m m m m m m BRA EXIT__87802 87ADC m BRA EXIT__87802 87AEC BRA EXIT__87802 87AEE *ボスの弾発射口(shutter) m move.b #0,$11(A6) BRA EXIT__87802 87B04 m BSR SCORE表示 m m m m BSR 隠れ爆発5×5_DPSPSET PUSH D0/A0 *爆発音? m POP D0/A0 EXIT__87802 RTS *---- MV_TANK *87B52 IFn EQ IFn NE RTS move.b #6,$899D6 *TANK IFn NE *食らってる M m BSR SCORE表示 bclr.b #6,1(A6) @@; m M M JSR 生存登録抹消 RTS @@: M *死んだか? カニ ニンジン M M M @@: M m 87BEC; ~} lea $899E8,A0 *TANK m add.l D0,A0 m *TANK m M M M @@: m M M m BRA 87D50 @@: m BRA 87D50 87C78: M m M M M m m m m m BRA.s 87D50 *~} BROKEN__MV_TANK m M m m m m BSR Bマーク他DPSPSET RTS @@: m m m m BSR 隠れ爆発2×2_DPSPSET PUSH D0/A0 *爆発音? m POP D0/A0 RTS *~} 87D50 m m *砲筒破壊跡 BRA.s 87D86 @@: lea $89A68,A0 *TANKの砲筒 m add.l D0,A0 m *TANKの砲筒 87D86; ~} m *TANK LP 5,D0 RTS @@: m m m m ; m ;一時待避? move (A6),$87DEA JSR 生存登録抹消 BSR TANK *only? m *TANK m RTS 87DEA .dc.w 0 *---- MV_小砲台 *87DEC move.b $80(A6),D0 m m JSR 生存登録抹消 BRA EXIT__MV_小砲台 @@: m m bNE EXIT__MV_小砲台 m m subq.b #1,D3 BRA.s 87E48 @@: addq.b #1,D3 87E48; ~~} m m m m move.b #0,__Bマーク持たせFLAG IFn EQ JSR 生存登録抹消 BSR MK_小砲台? BRA EXIT__MV_小砲台 87E88; ~} addq.b #1,$11(A6) m m m m @@: m m m m m BRA EXIT__MV_小砲台 87EE4 m m m m m m BSR Bマーク他DPSPSET BRA EXIT__MV_小砲台 @@: m m m m BSR 爆発2×2_DPSPSET PUSH D0/A0 *爆発音? m POP D0/A0 EXIT__MV_小砲台 RTS *---- 87F5A m m m m @@: M M m @@; M m m m m m m m BSR Bマーク他DPSPSET BRA EXIT__87F5A @@: m m m m BSR 隠れ爆発2×2_DPSPSET *~} PUSH D0/A0 *爆発音? m POP D0/A0 EXIT__87F5A RTS *---- MV_小型挺 *88018 IFn EQ m RTS @@: move.b #6,$89AAC *小型挺のスプライト使用数 IFn NE *食らってる m m 8805E BSR SCORE表示 bclr.b #6,1(A6) @@; m m m JSR 生存登録抹消 RTS @@: m m IFn NE M m BRA.s 880C0 @@: m 880C0 lea $89ABE,A0 *小型挺 moveq #0,D0 m add.l D0,A0 m m m m m @@: m m m m @@: m 8814E m m m m m m m m m BRA.s 881F0 881A4 m m m m m BSR 爆発2×2_DPSPSET PUSH D0/A0 *爆発音? m POP D0/A0 RTS 881F0 m m *丸いクレータ BRA.s 88226 @@: lea $89ADE,A0 *小型挺の砲筒 m add.l D0,A0 m *小型挺の砲筒 88226 *~} m *小型挺 LP 5,D0 RTS 88242 m m m m ; m ;一時待避? JSR 生存登録抹消 BSR 小型挺 *only? m *小型挺 m RTS *---- 88284 m m BSR SCORE表示 bclr.b #6,1(A6) @@; m m m JSR 生存登録抹消 BRA EXIT__88284 @@: M M M BSR 敵の?属性等変更? BRA EXIT__88284 @@: subq.b #1,$F(A6) m m m 88302 m m @@; m m m m m m @@; m m m m m bset.b #5,$E(A6) m m m m m m m BRA.s EXIT__88284 883DC m BSR SCORE表示 m m m m BSR 爆発3×3_DPSPSET PUSH D0/A0 *爆発音? m POP D0/A0 EXIT__88284 RTS *---- 88428 m m BSR SCORE表示 bclr.b #6,1(A6) @@; m m m M m m M @@: subq.b #1,$F(A6) M m @@; 8849A m m @@; m m m m m m @@; m m m m m bset.b #5,$E(A6) m m m m m m m BRA EXIT__88428 88574 m BSR SCORE表示 m m m m BSR 爆発3×3_DPSPSET PUSH D0/A0 *爆発音? m POP D0/A0 EXIT__88428 RTS *---- 885C0 m m BSR SCORE表示 bclr.b #6,1(A6) @@; m m m JSR 生存登録抹消 BRA EXIT__885C0 @@: M m m BSR 敵の?属性等変更? BRA EXIT__885C0 @@: subq.b #1,$F(A6) M M m @@; 8863E; ~} m m @@; m m m m m m m m m m m m m m m @@: addq.b #1,$11(A6) m m m m m move.b #0,$11(A6) BRA EXIT__885C0 @@: m m m m m m m m BRA EXIT__885C0 88790 m BSR SCORE表示 m m m m BSR 爆発5×5_DPSPSET PUSH D0/A0 *爆発音? m POP D0/A0 EXIT__885C0 RTS *---- MV_上がり艦橋砲台 *887DE m m BSR SCORE表示 bclr.b #6,1(A6) @@; m m m JSR 生存登録抹消 BRA EXIT__MV_上がり艦橋砲台 @@: m m m IFn NE m m BRA.s G8888A @@: m m BRA.s G8888A @@: m G8888A m m @@; m m m m m m m m m @@: addq.b #1,$11(A6) m m m m move.b #0,$11(A6) BRA EXIT__MV_上がり艦橋砲台 @@: m m m m m BRA EXIT__MV_上がり艦橋砲台 88976 m BSR SCORE表示 m m m m BSR 爆発3×3_DPSPSET PUSH D0/A0 *爆発音? m POP D0/A0 EXIT__MV_上がり艦橋砲台 RTS 889C2 .dc.b 0,0 *---- MV_下がり艦橋砲台 *889C4 m m BSR SCORE表示 bclr.b #6,1(A6) @@; m m m BRA.s 88A42 *生存登録抹消? @@: m m m m *生存登録抹消? m LP $E,D1 BRA.s 88A4C 88A42 JSR 生存登録抹消 BRA 88C48 88A4C m m m IFn NE m m BRA.s 88AB6 @@: m m BRA.s 88AB6 @@: m 88AB6 *~} m m @@; m m m m m m m m m @@: IFn NE m LP 8,D1 bset.b #5,(A6) BRA.s 88B98 88B74 m LP $E,D1 bclr.b #5,(A6) BRA 88C48 88B98 addq.b #1,$11(A6) m m m m move.b #0,$11(A6) BRA.s 88C48 @@: m m m m m BRA.s 88C48 88BFC m BSR SCORE表示 m m m m BSR 爆発3×3_DPSPSET PUSH D0/A0 *爆発音? m POP D0/A0 RTS 88C48 M M move.b #$33,$10(A6) @@; RTS 88C62 0000 *---- 88C64 *1面ボス?? M m BSR SCORE表示 bclr.b #6,1(A6) @@; m m m JSR 生存登録抹消 BRA EXIT__88C64 @@: M M M BSR 敵の?属性等変更? BRA EXIT__88C64 @@: M M m @@; 88CE2 m m @@; M m m M m m M m m M m m M m m @@: addq.b #1,$11(A6) M M M M move.b #0,$11(A6) BRA EXIT__88C64 @@: m m m m m m m m m m m m m m m m m m BRA EXIT__88C64 88E88 m BSR SCORE表示 m m m m BSR 爆発5×5_DPSPSET PUSH D0/A0 *爆発音? m POP D0/A0 EXIT__88C64 RTS *----------------- TANK *only? 88ED6 m m *一時待避?してたのを復活 move $87DEA,(A6) m * 〃 move.b $80(A6),$76(A6) move.b #-1,$77(A6) m m m m m m m m addq.l #1,A3 m RTS @@: m lea $88F7E,A2 m add.l D0,A2 m m BSR SP_SET RTS 88F7E 0000FFF0 0008FFF8 0008FFF8 0008FFF8 00100000 00080008 00080008 00080008 00000010 FFF80008 FFF80008 FFF80008 FFF00000 FFF8FFF8 FFF8FFF8 FFF8FFF8 *-------------------- 小型挺 *only? 88FBE m m *一時待避?してたのを復活 move #$A013,(A6) m * 〃 move.b $80(A6),$76(A6) move.b #$FF,$77(A6) m m move #1,D6 m m m m m addq.l #1,A3 m RTS @@: m lea $89064,A2 m add.l D0,A2 m m BSR SP_SET RTS 89064 0000FFF0 0008FFF8 0008FFF8 00100000 00100000 00080008 00080008 00080008 00000010 00000010 FFF80008 FFF80008 FFF00000 FFF00000 FFF8FFF8 0000FFF0 *------------------- 890A4 *自弾ルーチンとBOMBERルーチンからしか呼ばれない PUSH D0-D1/A6 m 890B2 M m bNE @F JSR 生存登録抹消 @@; add #$100,A6 dbF D1,890B2 POP D0-D1/A6 RTS *---------------- 890D8 *only( MAIN 〜 MV_色々 〜 MV_BOMBER 〜 ) PUSH D0-D1/A6 m 890E6 M m M JSR 生存登録抹消 @@: add #$100,A6 dbF D1,890E6 move.l #0,$866A0 POP D0-D1/A6 RTS *----------------- SP_DEF *89116 PUSH D0-D1/A0-A1 m m m m m ENDM, *計32 POP D0-D1/A0-A1 RTS *------------------ Bマーク他DPSPSET *8918C PUSH A6 m m m m m m m move.b #-1,__Bマーク存在FLAG EXIT__Bマーク他DPSPSET m RTS *---------------- 隠れ爆発5×5_DPSPSET *891EC PUSH A6 m m m m m m LP 4,D5 > EXIT__隠れ爆発5×5_DPSPSET m RTS *---------------- 爆発5×5_DPSPSET *89252 PUSH A6 m m m m m m LP 4,D5 > EXIT__爆発5×5_DPSPSET m RTS *---------------- 爆発3×3_DPSPSET *892B8 PUSH A6 m m m m m m LP 2,D5 > EXIT__爆発3×3_DPSPSET m RTS *--------------- 隠れ爆発2×2_DPSPSET *8931E PUSH A6 m m m m m m LP 1,D5 > EXIT__隠れ爆発2×2_DPSPSET m RTS *------------- 爆発2×2_DPSPSET *89384 PUSH A6 m move #$8020,(A6) m m m m LP 1,D5 > EXIT__爆発2×2_DPSPSET m RTS *------------- 丸い爆発跡1×1 *only? 893E8 PUSH A6 m move #$8020,(A6) m m m m EXIT__丸い爆発跡1×1 m RTS *------------------- MV_S&1UP *89436 m m IFn NE move.b D0,$F(A6) m m m RTS @@: m IFn NE move.b D0,$F(A6) m m m RTS 89494 0000 0000 0002 0000 0002 0000 0002 0000 0002 0000 0002 0001 0002 0000 0002 0001 894B4 0002 0000 0002 0002 0002 0000 0002 0001 0002 0001 0002 0001 0002 0002 0002 0001 894D4 0001 0001 0001 0001 0002 0002 0001 0001 0001 0001 0001 0002 0002 0002 0001 0002 894F4 0001 0002 0001 0002 0000 0002 0002 0002 0000 0002 0001 0002 0000 0002 0001 0002 -D 89514 0000 0002 0000 0002 0000 0002 0000 0002 0000 0002 0000 0002 0000 0002 0000 0002 89534 0000 0002 0000 0002 FFFF 0002 0000 0002 FFFF 0002 0000 0002 FFFE 0002 0000 0002 89554 FFFF 0002 FFFF 0002 FFFF 0002 FFFE 0002 FFFF 0002 FFFF 0001 FFFF 0001 FFFE 0002 89574 FFFF 0001 FFFF 0001 FFFE 0001 FFFE 0002 FFFE 0001 FFFE 0001 FFFE 0001 FFFE 0000 -D 89594 FFFE 0002 FFFE 0000 FFFE 0001 FFFE 0000 FFFE 0001 FFFE 0000 FFFE 0000 FFFE 0000 895B4 FFFE 0000 FFFE 0000 FFFE 0000 FFFE 0000 FFFE 0000 FFFE 0000 FFFE 0000 FFFE FFFF 895D4 FFFE 0000 FFFE FFFF FFFE 0000 FFFE FFFE FFFE 0000 FFFE FFFF FFFE FFFF FFFE FFFF 895F4 FFFE FFFE FFFE FFFF FFFF FFFF FFFF FFFF FFFE FFFE FFFF FFFF FFFF FFFF FFFF FFFE -D 89614 FFFE FFFE FFFF FFFE FFFF FFFE FFFF FFFE 0000 FFFE FFFE FFFE 0000 FFFE FFFF FFFE 89634 0000 FFFE FFFF FFFE 0000 FFFE 0000 FFFE 0000 FFFE 0000 FFFE 0000 FFFE 0000 FFFE 89654 0000 FFFE 0000 FFFE 0000 FFFE 0000 FFFE 0001 FFFE 0000 FFFE 0001 FFFE 0000 FFFE 89674 0002 FFFE 0000 FFFE 0001 FFFE 0001 FFFE 0001 FFFE 0002 FFFE 0001 FFFE 0001 FFFF -D 89694 0001 FFFF 0002 FFFE 0001 FFFF 0001 FFFF 0002 FFFF 0002 FFFE 0002 FFFF 0002 FFFF 896B4 0002 FFFF 0002 0000 0002 FFFE 0002 0000 0002 FFFF 0002 0000 0002 FFFF 0002 0000 896D4 0002 0000 0002 0000 0002 0000 0002 0000 *------------------- MV?_1000pts表示 *only( MAIN 〜 MV_色々 〜 ) 896E4 m *寿命? JSR 生存登録抹消 @@; RTS *------------------- MV?_B *only?( MAIN 〜 MV_色々 〜 ) 896F8 m m m JSR 生存登録抹消 move.b #0,__Bマーク存在FLAG @@; RTS *--------------------- MV?_1UP *only?( MAIN 〜 MV_色々 〜 ) 89720 m m m JSR 生存登録抹消 RTS @@: BSR MV_S&1UP RTS *-------------------- MV?_S *only? 89746 m m m JSR 生存登録抹消 RTS @@: BSR MV_S&1UP RTS *----------------------- 8976C *( D0 PUSH D0-D7/A0-A6 m m m move.l $8984C,A5 m m m m BSR.s 897B8 m POP D0-D7/A0-A6 RTS *-- 897B8 m m divs #$2710,D0 *\10000 m m @@; m m divs #$2710,D0 *\10000 m m @@; m RTS *-- 8980E *only? PUSH D0-D2/A5 m m m m POP D0-D2/A5 89832 RTS 89834 000021D4 00001388 00001388 000021D4 000006D0 0000270E 00000000 *================== *---- MV_隠れ爆発5×5 *89850 m m m m m m M m BSR 隠れ爆発5×5_DPSPSET @@; RTS 8988A JSR 生存登録抹消 RTS *---- MV_爆発5×5 *89892 m m m m m m M m BSR 爆発5×5_DPSPSET @@; RTS 898CC JSR 生存登録抹消 RTS *---- MV_爆発3×3 *898D4 m m m m m m m BSR 爆発3×3_DPSPSET @@; RTS 8990E JSR 生存登録抹消 RTS *---- MV_隠れ爆発2×2 *89916 m m m m m m m BSR 隠れ爆発2×2_DPSPSET 8994E; RTS @@ m m m JSR 生存登録抹消 BSR 丸い爆発跡1×1 *only? RTS *---- MV_爆発2×2 *89970 m m m m m m m m BSR 爆発2×2_DPSPSET @@; RTS 899AA JSR 生存登録抹消 RTS *---- 899B2 m m m JSR 生存登録抹消 @@; RTS *---- __TANK .dc.l $899D6 899D6 .dc.w $061D,$09FF,$FF00 899DC 0,0,0,0 899E4 0,0 899E8 06000601 06020603 06040605 06060607 06080609 060A060B 060C060D 060E060F 06100611 06120613 06140615 06160617 06180619 061A061B 061C061D 061E061F 06200621 06220623 06240625 06260627 06280629 062A062B 062C062D 062E062F 06300631 06320633 06340635 06360637 06380639 063A063B 063C063D 063E063F 89A68 06D806D9 06DA06DB 06DC06DD 06DE06DF 06E006E1 06E206E3 06E406E5 06E606E7 06E806E9 06EA06EB 06EC06ED 06EE06EF 06F006F1 06F206F3 06F406F5 06F606F7 __小型挺 .dc.l $89AAC 89AAC .dc.w $0619,$09FF,$FF00 89AB2 .dc.w 0,0,0,0 89ABA .dc.w 0,0 89ABE 06800681 06820683 06880689 068A068B 06900691 06920693 06980699 069A069B *小型挺 89ADE 03C003C1 03C203C3 03C403C5 03C603C7 03C803C9 03CA03CB 03CC03CD 03CE03CF *砲筒 03D003D1 03D203D3 03D403D5 03D603D7 03D803D9 03DA03DB 03DC03DD 03DE03DF *------------------- 89B1E m m m m @@: m m m m m m m move.b #7,D1 m M m BRA.s 89BD4 @@: move.b #8,D1 m M m BRA.s 89BD4 89BB8: move.b #9,D1 m M m 89BD4 m m m move.l $E(A6),D7 m BSR 戦闘機1_DPSPSET *only? 89BFE m M M m M M bset.b #5,$E(A6) m m m m m BRA EXIT__89B1E 89C6E m m m m m BSR 爆発2×2_DPSPSET PUSH D0/A0 *爆発音? m POP D0/A0 EXIT__89B1E RTS *---- 89CBA m m m m m @@: m m m m m BRA.s 89D7A @@: move.b #-1,$F(A6) m m m m m m move.l $E(A6),D7 m JSR 生存登録抹消 BSR 戦闘機2_DPSPSET *only? m BRA.s 89D92 @@; }{ 89D7A m m m 89D92; m m m bset.b #5,$E(A6) m m m m m BRA EXIT__89CBA 89DEA m m m m m BSR 爆発2×2_DPSPSET PUSH D0/A0 *爆発音? m POP D0/A0 EXIT__89CBA RTS *---- 89E36 m m m m @@: m m M m m m m m bset.b #5,$E(A6) m m m m m @@: m m m m m BSR 爆発2×2_DPSPSET PUSH D0/A0 *爆発音? m POP D0/A0 EXIT__89E36 RTS *---- 89F1A *ITEM戦闘機 IFn EQ m IFn NE subq.b #1,$F(A6) m m m m m move.l $E(A6),D7 m m add.b D6,D0 move.b $E6(A6),D3 m *一時待避? JSR 生存登録抹消 BSR ITEM戦闘機_DPSPSET *only? @@; m m m bclr.b #5,$E(A6) m m m m m m BRA EXIT__89F1A 89FF8 m m m m m JSR 生存登録抹消 m m @@: m BSR 全滅1000_DPSPSET *only m BSR SCORE表示 BRA EXIT__89F1A @@: m 8A06A m m m m BSR 爆発2×2_DPSPSET PUSH D0/A0 *爆発音? m POP D0/A0 EXIT__89F1A RTS *---- 8A0A0 *丸い砲台 move.b #8,$8BE6D IFn EQ m m BSR SCORE表示 bclr.b #6,1(A6) @@; m m m m BRA.s 8A10C @@: m m 8A10C JSR 生存登録抹消 RTS 8A114 m lea $8BE7A,A0 *丸い砲台 m IFn EQ m m m m m m m m m m BRA 8A294 *方向 @@: m BRA 8A294 ;~} 8A1C6 M M M m m m m m BRA.s 8A294 8A21C m BSR SCORE表示 m m m m m BSR Bマーク他DPSPSET RTS @@: m m m m BSR 爆発3×3_DPSPSET *~} PUSH D0/A0 *爆発音? m POP D0/A0 RTS 8A294 lea $8BE72,A0 *丸い砲台 move.l A6,A1 add.l #$F8,A1 move #3,D0 @@ m dbF D0,@B RTS 8A2B0 m m m move.l $E(A6),D7 move (A6),D3 move #3,D5 move.b $E6(A6),D6 JSR 生存登録抹消 BSR 丸い砲台_DPSPSET m *丸い砲台 m RTS *---- 8A2EE *丸い砲台 move.b #8,$8BE6D IFn EQ m m BSR SCORE表示 bclr.b #6,1(A6) @@; m m M M M move #3,$E8(A6) bclr.b #5,$E(A6) bset.b #5,(A6) m m sub #$40,2(A5) BRA.s 8A3C6 @@: move #0,$E8(A6) bset.b #5,$E(A6) bclr.b #5,(A6) m m BRA.s 8A3C6 *~} 8A3A6 m m m JSR 生存登録抹消 RTS 8A3C6 m lea $8BE7A,A0 *丸い砲台 m IFn EQ m m m m m m m m m m BRA 8A550 *方向 @@: m BRA 8A550 ;~} 8A478 m m m m m m m m m BRA.s 8A550 8A4D8 m m m m m m BSR Bマーク他DPSPSET RTS @@: m m m m BSR 爆発3×3_DPSPSET *~} PUSH D0/A0 *爆発音? m POP D0/A0 RTS 8A550 m *丸い砲台 move #3,D0 @@ m dbF D0,@B RTS 8A56C m m m move.l $E(A6),D7 move (A6),D3 move.b $E6(A6),D6 move $E8(A6),D5 JSR 生存登録抹消 BSR 丸い砲台_DPSPSET m *丸い砲台 m RTS *---- 8A5AA *丸い砲台 move.b #8,$8BE6D IFn EQ m m BSR SCORE表示 bclr.b #6,1(A6) @@; m m m JSR 生存登録抹消 RTS @@: m lea $8BE7A,A0 *丸い砲台 m IFn EQ m m m m m m m m m m BRA 8A782 *方向 @@: m BRA 8A782 *~} 8A6B4 m m m m m m m m BRA.s 8A782 8A70A m m m m m m BSR Bマーク他DPSPSET RTS @@: m m m m BSR 爆発3×3_DPSPSET *~} PUSH D0/A0 *爆発音? m POP D0/A0 RTS 8A782 lea $8BE72,A0 *丸い砲台 m move #3,D0 @@ m dbF D0,@B RTS 8A79E m m m move.l $E(A6),D7 move (A6),D3 move #3,D5 move.b $E6(A6),D6 JSR 生存登録抹消 BSR 丸い砲台_DPSPSET m *丸い砲台 m RTS *---- 8A7DC *丸い砲台 move.b #8,$8BE6D IFn EQ m m BSR SCORE表示 bclr.b #6,1(A6) @@; m m m JSR 生存登録抹消 RTS @@: m lea $8BE7A,A0 *丸い砲台 m IFn EQ m m m m M M M m M m BRA 8A9B4 *方向 @@: m BRA 8A9B4 *~} 8A8E6 m m m m m m m m BRA.s 8A9B4 8A93C m m m m m m BSR Bマーク他DPSPSET RTS @@; m m m m BSR 爆発3×3_DPSPSET *~} PUSH D0/A0 *爆発音? m POP D0/A0 RTS 8A9B4 m *丸い砲台 move #3,D0 @@ M dbF D0,@B RTS 8A9D0 m m m move.l $E(A6),D7 move (A6),D3 move #3,D5 move.b $E6(A6),D6 JSR 生存登録抹消 BSR 丸い砲台_DPSPSET m *丸い砲台 m RTS *---- 8AA0E *丸い砲台 move.b #8,$8BE6D IFn M m BSR SCORE表示 bclr.b #6,1(A6) @@; m m m JSR 生存登録抹消 RTS @@: M lea $8BE7A,A0 *丸い砲台 m IFn EQ m m m m m m m m m m BRA 8ABE6 *方向 @@: m BRA 8ABE6 ;~} 8AB18 m m m m m m m m BRA.s 8ABE6 8AB6E m m m m m m BSR Bマーク他DPSPSET RTS @@: m m m m BSR 爆発3×3_DPSPSET *~} PUSH D0/A0 *爆発音? m POP D0/A0 RTS 8ABE6 m *丸い砲台 move #3,D0 @@ m dbF D0,@B RTS 8AC02 m m m move.l $E(A6),D7 move (A6),D3 move #3,D5 move.b $E6(A6),D6 JSR 生存登録抹消 BSR 丸い砲台_DPSPSET m *丸い砲台 m RTS *---- 8AC40 丸い砲台 move.b #8,$8BE6D IFn EQ m m BSR SCORE表示 bclr.b #6,1(A6) @@; m m m JSR 生存登録抹消 RTS @@: m lea $8BE7A,A0 *丸い砲台 m IFn EQ m m m m m m m m m m BRA 8AE18 *方向 @@: m BRA 8AE18 ;~} 8AD4A m m m m m m m m 8ADA0 m m m m m m BSR Bマーク他DPSPSET RTS @@: m m m m BSR 爆発3×3_DPSPSET *~} PUSH D0/A0 *爆発音? m POP D0/A0 RTS 8AE18 m *丸い砲台 move #3,D0 @@ m dbF D0,@B RTS @@: m m m move.l $E(A6),D7 move (A6),D3 move #3,D5 move.b $E6(A6),D6 JSR 生存登録抹消 BSR 丸い砲台_DPSPSET m *丸い砲台 m RTS *-------------------- 8AE72 *丸い砲台 move.b #8,$8BE6D IFn EQ m m BSR SCORE表示 bclr.b #6,1(A6) @@; m m m JSR 生存登録抹消 RTS @@: m lea $8BE7A,A0 *丸い砲台 m IFn EQ m m m m m m m m m m BRA 8B04A *方向 @@: m BRA 8B04A ;~} 8AF7C m m m m m m m m BRA.s 8B04A 8AFD2 m m m m m m BSR Bマーク他DPSPSET RTS @@: m m m m BSR 爆発3×3_DPSPSET *~} PUSH D0/A0 *爆発音? m POP D0/A0 RTS 8B04A m *丸い砲台 @@ m dbF D0,@B RTS 8B066 m m m move.l $E(A6),D7 move (A6),D3 move #3,D5 move.b $E6(A6),D6 JSR 生存登録抹消 BSR 丸い砲台_DPSPSET lea $8BE72,A0 *丸い砲台 m m RTS *================= ITEM戦闘機_DPSPSET *only? 8B0A4 m m *一時待避?してたのを復活 move #$200A,(A6) move.l D7,$E(A6) move.b D3,$E6(A6) move.b $80(A6),$76(A6) move.b #-1,$77(A6) m m move #3,D6 m m m m RTS *-------------------- 戦闘機2_DPSPSET *only? 8B114 m move.l A1,06(A6) move #$2007,(A6) move.l D7,$E(A6) move.b $80(A6),$76(A6) move.b #-1,$77(A6) m m move #3,D6 m m m m RTS *------------------- 戦闘機1_DPSPSET *only? 8B17C m move.l A1,06(A6) move #$2006,(A6) move.l D7,$E(A6) move.b $80(A6),$76(A6) move.b #-1,$77(A6) m m move #3,D6 m m m m RTS *----------------- 8B1E4 *only? 戦闘機1を作るルーチン?から PUSH A0 moveq #0,D0 m m POP A0 RTS ( D0 ) 8B20C .dc.w 7,7,8,8,8,8,9,9 *------------------ 丸い砲台_DPSPSET *( D7:方向 ) 8B21C m move D3,(A6) move.l D7,$E(A6) m move.b $80(A6),$76(A6) move.b #-1,$77(A6) m m move $E8(A6),D6 m m m m RTS *--------------------- 8B288 *呼ばれない? PUSH A6 m move #$4020,(A6) move.b #3,$E(A6) move.b D0,$F(A6) move #0,$10(A6) m m m LP 1,D5 > @@: POP A6 RTS *------------------- SPDEF_その1 *only( ((自機,自機の爆発表示)ルーチン) 〜 8B59C 〜 ) 8B2F0 PUSH D0-D1/D3/A0-A1 and.l #$FFFF,D1 m @@ m m dbF D0,@B m @@ m m BRA @B @@; move D1,$FFFE(A0) addq.w #1,(A0) lea $EBA000,A0 *SP64_PCG move D3,D4 m m m ENDM, *計32 POP D0-D1/D3/A0-A1 RTS 8B386 addq.w #1,2(A0) move D3,D4 POP D0-D1/D3/A0-A1 RTS *----------------- 8B392 *only( 89F1A(ITEM戦闘機) 〜 ) m 8B39A move (A5)+,D0 m *%1111_0000_0000_0000 m M 8B3B4 .dc.l $8B3F4,$8B3F4,$8B3F4,$8B416,$8B420,$8B426,$8B434,$8B446 .dc.l $8B44A,$8B44A,$8B44A,$8B44A,$8B44A,$8B44A,$8B44A,$8B44E 8B3F4 bset.b #7,$E(A6) m m move.b D0,$F(A6) move.l A5,0(A6,D7) RTS 8B416 M 8B420 M 8B426 move.l (A5)+,A4 move.l A5,0(A6,D7) moveq #$A,D7 move.l A4,A5 BRA 8B39A 8B434 move.l #0,0(A6,D7) m BRA 8B39A 8B446 BRA 8B39A 8B44A BRA 8B39A 8B44E bset.b #4,$E(A6) RTS *---------------- どのITEMにしようかな *only? 8B456 movem.w D0,-(A7) m m m @@: m m @@: move.b #0,D0 8B486 move.b D0,__ITEM戦闘機の持ち物 *2or1or0 movem.w (A7)+,D0 RTS *------------------ 全滅1000_DPSPSET *only 1000点マーク 8B492 PUSH A6 m move #$8100,(A6) move.l #0,$E(A6) m m m POP A6 RTS *------------------ SITEM_DPSPSET *only Sマーク 8B4D8 PUSH A6 m move #$8400,(A6) move.l #0,$E(A6) IFn CS move.b $80(A6),$76(A6) move.b #-1,$77(A6) m m m POP A6 RTS *------------------- EXTEND_DPSPSET *only 1UPマーク 8B536 PUSH A6 m move #$8600,(A6) move.l #0,$E(A6) IFn CS move.b $80(A6),$76(A6) move.b #-1,$77(A6) m m m move.b #-1,__1UP_ITEMが既に出たか POP A6 RTS *------------------ 8B59C *( D0, A0 ) 自機と自機の爆発表示ルーチンからのみ PUSH D0-D2/D4-D7/A0-A1/A5 m move __何かの生存数?,D7 move #0,D6 move.b (A0)+,D6 m sub D6,__何かの生存数? JSR B1000〜100毎にFFFFかCHECK move #0,(A6) m moveq #0,D2 move.b (A0),D2 m m m m m m m @@; addq.l #5,A0 m m lea $B0C00,A5 move.b #-1,D6 8B640 m @@ addq.b #1,D6 m BRA @B @@: move.b #-1,$FFFF(A5) move.b D6,$6D(A1) dbF D7,8B640 move.b #-1,(A1) move.b #-1,$6E(A1) move.b #1,D0 POP D0-D2/D4-D7/A0-A1/A5 RTS 8B674 move.b #0,D0 POP D0-D2/D4-D7/A0-A1/A5 RTS *---------------------- 判定_E? *only( MAIN 〜 HANTEI? 〜 ) 8B67E m 8B68A move (A6),D0 M M m *ここに8B6A6からの処理が入る 8B69C add #$100,A6 dbF D7,8B68A RTS 8B6A6 m 8B6AC m *ret? m m 8B6C6 M IFn2 PL M IFn2 PL M bset.b #6,1(A6) M *ret? subq.b #1,$10(A6) 8B6F6 addq.l #4,A0 dbF D1,8B6C6 m 8B706 M IFn2 PL M IFn2 PL M bset.b #6,1(A6) M *ret? subq.b #1,$10(A6) PUSH A6 m move.l 4(A0),A6 move.b $F(A6),D0 move.l #$866A4,D1 move.l D1,A4 M move.l #$866A0,D1 move.l D1,A4 move.b #0,0(A4,D0) @@; JSR 生存登録抹消 POP A6 8B76E addq.l #8,A0 8B770 dbF D5,8B706 8B774 BRA 8B6AC *--------------------- 8B778 .dc.l -1,0,-1,0,-1,0,-1,0,-1,0,-1,0,-1,0,-1,0 8B7B8 .dc.l -1,0,-1,0,-1,0,-1,0,-1,0,-1,0,-1,0 8B7F0 .dc.l -1,-1,-1,-1 *------------------- 判定_J *only( MAIN 〜 HANTEI? 〜 ) m m 8B812 m m m *%1_1000_0000_0000 m m 8B838 add #$100,A6 dbF D7,8B812 EXIT__判定_J RTS 8B842 m m m m M > *ret? M > *ret? move.b (A6),D0 M M PUSH D0/A0 *ITEM拾い音? m POP D0/A0 move.b #0,__Bマーク存在FLAG m BRA.s 8B900 8B8BC PUSH D0/A0 *ITEM拾い音? m POP D0/A0 m BRA.s 8B900 8B8E4 PUSH D0/A0 *ITEM拾い音? m POP D0/A0 addq.b #1,__自弾P段階? 8B900 JSR 生存登録抹消 BRA 8B838 8B90A *敵弾との判定 m m m m M > *ret? M > *ret? PUSH D0/A0 *自機専用爆発音? m POP D0/A0 move.b #-1,__J_DEAD_FLAG m JSR (A0) *OPM_STOP? IFn NE *無理矢利1面BGM RTS 8B986 m 8B98C m *ret? m m neg D1 @@: m m neg D1 @@: m PUSH D0/A0 *自機専用爆発音? m POP D0/A0 move.b #-1,__J_DEAD_FLAG m JSR (A0) *OPM_STOP? IFn NE *無理矢利1面BGM RTS *----------------- GAME_OVER *only( MAIN 〜 ) 8BA04 M move.b #-1,__J_DEADING M M M M m LP $C,D1 move __CREDIT,$8BCE0 m LP 9,D1 m move #9,$8BCE2 8BA9A m move #$EF,D0 *4sec @@ JSR WAIT_VDISP move.b #0,__V_DISP_FLAG move.b __JOY_STATE,D1 m *B m *A dbF D0,@B PUSH D0/A0 m JSR (A0) *COUNT_DOWN音? POP D0/A0 m BSR 幕閉め move.b #3,D0 JMP $2400 @@; *コンティニュー決定 subq.w #1,__CREDIT PUSH D0/A0 *CONTINUE決定音? m POP D0/A0 m JSR (A0) *OPM_STOP? BSR 幕閉め move #$2D,D0 m > m > m > BSR INIT__NUM_JIKI m BSR 残機表示? BRA.s 8BB9A 8BB96 BSR 幕閉め 8BB9A m M M move.b #$2F,D0 *\47 @@: m JSR INIT0 m BSR 幕開け m JSR (A0) JMP LOOPの先頭? 8BC02 m m moveq #$11,D0 *3×3爆発 m *影を消す m BSR 爆発3×3_DPSPSET move.b #$B4,__180からCOUNT_DOWN *\180 EXIT__GAME_OVER RTS 8BC46 *CREDITが尽きた m @@ m m m m dbF D1,@B m LP $167,D0 *6sec BSR 幕閉め move.b #3,D0 JMP $2400 *メニューに戻る __180からCOUNT_DOWN .dc.b 0 *8BCB2 8BCB3 .dc.b 0 8BCB4 .dc.w $0C,$18,$17,$1D,$12,$17,$1E,$0E, $2D,$19,$15,$0A,$22,$2D,$2D,$0C 8BCD4 .dc.w $1B,$0E,$0D,$12,$1D,$2D,$03 8BCE2 .dc.w 9 *------------------ SP座標整え *8BCE4 m @@ and.l #$3FF03FF,(A0) *%0011_1111_0011_1111 \1023_1023 IFn EQ IFn EQ addq.w #8,A0 dbF D7,@B RTS *------------------ 8BD14__INIT *only? PUSH D0-D1/A0 m > m > m > m > POP D0-D1/A0 RTS *------------------ MV_色々 *MV_JIKIの次に呼ばれる 8BD72 m > m m ~LP__MV_色々 PUSH D0/A6 m m m lea __「MV_爆発」ルーチンのアドレスTBL,A0 m BRA ~CONT_LP__MV_色々 @@: IFn EQ *{ m m *br m @@: IFn EQ m *} *~-- 8BDFC move.l A6,A0 m *{ m *br m @@: IFn EQ m *} 8BE28 m m JSR (A0) ~CONT_LP__MV_色々 m dbF D0,~LP__MV_色々 RTS *------ __「MV_爆発」ルーチンのアドレスTBL *8BE48 .dc.l MV_隠れ爆発5×5,MV_爆発3×3,MV_爆発5×5,MV_隠れ爆発2×2,MV_爆発2×2 899B2 8BE60 .dc.l 0 8BE64 .dc.l 0 8BE68 8BE6C *丸い砲台 8BE6C .dc.w $0408,$FFFF,$FF00 8BE72 .dc.w 0,0,0,0 8BE7A .dc.l $3000301,$3020303,$3040305,$3060307,$3080309,$30A030B,$30C030D,$30E030F .dc.l $3100311,$3120313,$3140315,$3160317,$3180319,$31A031B,$31C031D,$31E031F .dc.l $3200321,$3220323,$3240325,$3260327,$3280329,$32A032B,$32C032D,$32E032F .dc.l $3300331,$3320333,$3340335,$3360337,$3380339,$33A033B,$33C033D,$33E033F .dc.l $3400341,$3420343,$3440345,$3460347,$3480349,$34A034B,$34C034D,$34E034F .dc.l $3500351,$3520353,$3540355,$3560357,$3580359,$35A035B,$35C035D,$35E035F .dc.l $3600361,$3620363,$3640365,$3660367,$3680369,$36A036B,$36C036D,$36E036F .dc.l $3700371,$3720373,$3740375,$3760377,$3780379,$37A037B,$37C037D,$37E037F 8BF7A ,$004 8BF7C 0004 0004 0004 0004 0004 0004 0004 0004 8BF8C 0004 0004 0004 0004 0004 0004 0004 0004 8BF9C 0004 0004 0004 0004 0004 0004 0004 0004 8BFAC 0004 0004 0004 0004 0004 0004 0004 0004 8BFBC 0004 0004 0004 0004 0004 0004 0004 0004 ................ 8BFCC 0004 0004 0004 0004 0004 0004 0004 0004 ................ 8BFDC 0004 0004 0004 0004 0004 0004 0004 0004 ................ -D 8BFEC 0004 0004 0004 0004 0004 0004 0008 000A ................ 8BFFC 000A 000C 0006 0008 0008 000C 0004 0006 ................ 8C00C 0004 0006 0006 000A 000A 000A 000A 0006 ................ 8C01C 007E 0006 0008 0008 0008 0014 0012 000A .~.............. 8C02C 0008 0020 0008 0012 000A 000C 000C 0006 ... ............ 8C03C 0010 000A 000E 0006 0008 0008 0008 000A ................ 8C04C 0008 0028 000A 0008 0004 000E 000A 000E ...(............ 8C05C 000C 000C 0008 000C 000E 000A 0008 0008 ................ -D 8C06C 000E 0010 001C 0024 008E 000E 0008 0006 .......$....... 8C07C 000A 001A 0006 002A 0008 0006 000E 003E .......*.......> 8C08C 000E 0008 0006 000A 001A 0006 002A 0008 .............*.. 8C09C 0006 000E 0036 0012 000C 000E 0006 000A .....6.......... 8C0AC 001A 0006 001C 0008 0006 0006 000A 0008 ................ 8C0BC 002E 000A 000A 000C 0008 0006 000A 004A ...............J 8C0CC 0024 006C 000A 0008 0008 000C 0008 0030 .$.l...........0 8C0DC 007E 002C 0052 000E 0028 0042 0008 000C .~.,.R...(.B.... -Q ----------------------------------------------------------------------- MicroEMACS PRO-68K ショートマニュアル ----------------------------------------------------------------------- このマニュアルの見方 :次ページ :前ページ -K :(を押して次にKを押す) 編集に戻る * グローバルキー ^G :(Ctrl+G)入力のアボート(中止)  ^L :(Ctrl+L)画面の再表示 ----------------------------------------------------------------------- * カーソル移動 | ^S :前の文字へ | ^D :後ろの文字へ | ^E :上の行へ | ^X :下の行へ | ^C :次ページ | ^R :前ページ ^A :前の単語 ^F :次の単語 :先頭行 :最終行 number:指定した行へ ----------------------------------------------------------------------- * 削除・挿入 :直前の文字の削除 :直後の文字の削除 - :前の単語の削除 ^Y :一行削除 ^K :行末まで削除 ----------------------------------------------------------------------- * 特殊な削除と挿入 :新しい行の挿入 ^J :新しい行の挿入とインデント :次のタブ位置に進む ^O :挿入/上書きの切替 [INS] (Sel) :現在位置にマークを付ける (Cut) :マーク(で付ける)から、カーソル位置まで(領域)を削除 (Copy) :領域をキルバッファへ保存 (Paste) :キルバッファを現在位置に挿入 (TagJump) :タグジャンプ :カーソルとマークの位置を交換 ----------------------------------------------------------------------- * 検索/置換 :カーソルの位置から前向きに検索 :カーソルの位置から後向きに検索 :連続次検索 :連続前検索 :最初に入力した文字列を次に入力した文字列に置換する 文字列の終わりは :対話しながら置換。対話コマンドは