PCPD -code3-

投稿者:オワたず・2024-04-09 14:08:16・676閲覧

pic
pic0pic1pic2pic3

公開キー

WPK4AD

概要

ストーリー

舞台は90年代のアメリカ、プチシティ。
ある日デッカート巡査は一本の強盗事案に対応する。
それは州、街、PCPDを覆う闇の一部に過ぎなかった───

遊び方

あなたは敵を銃で倒し、制圧を目指します。 制圧するとミッションクリア、code4です。
「もし弾がなくなっても大丈夫。敵が落とした弾を拾いましょう。」

あなたは応援を要請することができますが、その分スコアはマイナスされます。 また、一度呼ぶとしばらく追加要請はできません。
「高スコアを目指すなら、1人で事件を解決することだ。」

  • 地元警察[Local Police Unit](PCPD)─拳銃、スコアはあまり減らない
  • 州警察[State Police Unit](PCSP)─アサルトライフル、スコアが減る
  • 特殊部隊[Secondary Wreak Havoc And Troubles](SWHAT)─アサルトライフル、「最終手段」

操作方法

  • スライドパッドでプレイヤーの移動
  • Aで射撃
  • Bでダッシュ
  • Xでリロード
  • LRで武器変更

プレイ&裏話動画



ソースコード

'PCPD-CODE3-

'=================
'こうかいまえ ちぇっくりすと
'
'*DEBUGフラグもどしたか
'*DEBUGメニューむこうにしたか
'*バージョンかくにんしたか
'*@BACKUPさくじょしたか
'*セーブデータさくじょしたか
'*テストプレイはじゅうぶんか
'=================

ACLS
BGMSTOP 
XSCREEN 3,420,2
TABSTEP=0
NANAKANA
'BGMVOL 20
'---
DISPLAY 0
FADE #BLACK
FADE RGB(0,0,0,0),60
  LOCATE 13,10:?"      このゲームには流血等の、       "
  LOCATE 13,11:?"全年齢対象にならないであろう表現が含まれています。"
  LOCATE 13,12:?"        ご注意ください。         "
WHILE BUTTON()==0
WEND
FADE #BLACK,60
WAIT 60
CLS
FADE RGB(0,0,0,0)

LOADINGS

'PR………PLAYER

'SPRITE………
'0-------PLAYER
'1-------PLAYER WEAPON
'2-------ポインタ
'3〜20----UI?
'50〜79---PR_BULET
'80〜129--L_P_BULET
'130〜229-EN_BULET
'230〜330-MAP_OBJECT
'331〜350-BACKUP_NPC
'351〜----NPC_GUN
'405-----BACKUP_VEHICLE
'409-----PCPD
'410-----TITLE
'411-----LOADING_SCENE

DIM PR_DASH=1'プレイヤーの ダッシュじょうたい
DIM PR_DASH2=1

DIM EVEF=0

DIM GUN_BUL[10]
 FOR L=0 TO 9'GUN_BULの しょきちを -1にする
  GUN_BUL[L]=-1
 NEXT

DIM SCORE=0
DIM P_HIT=0
DIM P_FIRE=0

DIM PR_REM_BUL=30'プレイヤー しょき しょじ だんすう
DIM T_C=#TBLACK'ひだりうえの UIの もじしょく
DIM PR_USE_BUL=50'プレイヤー たま かんりばんごう しょきち
DIM L_P_USE_BUL=80'みかた たま かんりばんごう しょきち
DIM EN_USE_BUL=130'てき たま かんりばんごう しょきち
DIM MP_OBJ=230'マップオブジェクト かんりばんごう しょきち

DIM OBJ_HP[500]'(Note:0〜349までは からっぽ)
DIM PLAYER_HP=100'プレイヤーHP

DIM LOADMAP=1

DIM L_P_START_MO=0'みかたNPC かんりばんごう さいしょ
DIM L_P_COUNT=0'みかたNPC かず

DIM ENE_SPRITE[100]'てきの かんりばんごうを きおくする'これいる?
DIM ENE_START_MO=0'てきNPC かんりばんごう さいしょ
DIM ENE_COUNT=0'てきの かず

DIM QTE[4]'QTEボタンきおくする

DIM TIME=0

DIM NPC_CNT=0

DIM SAVEDATA[30]

DIM DEBUG=FALSE
DIM VER=1.2

DIM SE_V=127
DIM BGM_V=100

DIM SEL_UNIT1$="PCPD"
DIM SEL_UNIT2=-100

DIM RADIO$[11]'むせんりれき
DIM RD_HIS=0

DIM WAVE_5[0]'CODE4
'DIM WAVE_10[0]'CHAP1
'DIM WAVE_20[0]'CHAP2
'DIM WAVE_30[0]'CHAP3
'DIM WAVE_40[0]'CHAP4
DIM WAVE_50[0]'REQ BACKUP
DIM WAVE_51[0]'REQ SWAT TEAM
DIM WAVE_52[0]'REQ STANDBY
 
LOAD "DAT:WAVE_5",WAVE_5,0
LOAD "DAT:WAVE_50",WAVE_50,0
LOAD "DAT:WAVE_51",WAVE_51,0
LOAD "DAT:WAVE_52",WAVE_52,0


LOAD "GRP4:SP_DATA",FALSE
'LOAD "GRP4:@BACKUP.GRP",FALSE
IF CHKFILE("DAT:SAVE_DATA")==TRUE THEN 
  LOAD "DAT:SAVE_DATA",SAVEDATA,FALSE
 ELSE
  SAVEDATA[0]=1
ENDIF


'SAVE_FORMAT
'0-CHAP1 OPEN? N=0 Y=1
'1-CHAP2 OPEN? N=0 Y=1
'2-CHAP3 OPEN? N=0 Y=1
'3-CHAP4 OPEN? N=0 Y=1
'4-CHAP1 SCORE
'5-CHAP2 SCORE
'6-CHAP3 SCORE
'7-CHAP4 SCORE
'10-EX WEAPON OPEN? N=0 Y=1
'20-ACHIEV-1 OPEN? N=0 Y=1
'21-ACHIEV-2 OPEN? N=0 Y=1
'22-ACHIEV-3 OPEN? N=0 Y=1
'23-ACHIEV-4 OPEN? N=0 Y=1
'24-ACHIEV-5 OPEN? N=0 Y=1
'25-ACHIEV-6 OPEN? N=0 Y=1
'26-ACHIEV-7 OPEN? N=0 Y=1

BGMSET 254,":5T240[@70[E2&B2&]30@90[C32]30]"'サイレンLOOP
BGMSET 253,":5T240@70[E2&B2&]2"'サイレンSHORT
BGMSET 252,":0V127[@119C2@116C-T300CDEDCDERRCRRCRCCCCRRCRRC]:1V80[@90C2E2A1EDERFRFRB1C1]:2V60[@106DRRDR]"'CHAP1
BGMSETD 251,"@179"'タイトル
BGMSET 250,":0[V127P64Q8@40@D0@ERT73O3A32R16R32A#32R32A32R16R32A#32R32A32R8R32O4C8O3A#8O4C8O3A#16A32R16R32A#32R32A32R16R32A#32R32A32R8R32O4C8O3A#8O4C8O3A#16A32R16R32A#32R32A32R16R32A#32R32A32R8R32O4C8O3A#8O4C8O3A#16A32R16R32A#32R32A32R16R32A#32R32A32R8R32O4C8O3A#8O4C8O3A#16O4D32R16R32D#32R32D32R16R32D#32R32D32R8R32F8D#8F8D#16D32R16R32D#32R32D32R16R32D#32R32D32R8R32F8D#8F8D#16D32R16R32D#32R32D32R16R32D#32R32D32R8R32F8D#8F8D#16D32R16R32D#32R32D32R16R32D#32R32D32R8R32F8D#8F8D#16E32R16R32G32R32E32R16R32G32R32E32R8R32D8&D16C#4E32R16R32G32R32E32R16R32G32R32E32R8R32A8&A16G4E32R16R32G32R32E32R16R32G32R32E32R8R32D8&D16C#4E32R16R32G32R32E32R16R32G32R32E32R8R32A8&A16G4]:1[V127P64Q8@110@D0@ERO3E32R32E32R32E32R32E32R32E32R32E32R32E32R32E32E32E32R32E32R32E32R32E32R32E32R32E32R32E32R32E32E32E32R32E32R32E32R32E32R32E32R32E32R32E32R32E32E32E32R32E32R32E32R32E32R32E32R32E32R32E32R32E32E32E32R32E32R32E32R32E32R32E32R32E32R32E32R32E32E32E32R32E32R32E32R32E32R32E32R32E32R32E32R32E32E32E32R32E32R32E32R32E32R32E32R32E32R32E32R32E32E32E32R32E32R32E32R32E32R32E32R32E32R32E32R32E32E32A32R32A32R32A32R32A32R32A32R32A32R32A32R32A32A32A32R32A32R32A32R32A32R32A32R32A32R32A32R32A32A32A32R32A32R32A32R32A32R32A32R32A32R32A32R32A32A32A32R32A32R32A32R32A32R32A32R32A32R32A32R32A32A32A32R32A32R32A32R32A32R32A32R32A32R32A32R32A32A32A32R32A32R32A32R32A32R32A32R32A32R32A32R32A32A32A32R32A32R32A32R32A32R32A32R32A32R32A32R32A32A32A32R32A32R32A32R32A32R32A32R32A32R32A32R32A32A32B32R32B32R32B32R32B32R32B32R32B32R32B32R32B32B32A32R32A8&A16E4B32R32B32R32B32R32B32R32B32R32B32R32B32R32B32B32O4D32R32D8&D16C#4O3B32R32B32R32B32R32B32R32B32R32B32R32B32R32B32B32A32R32A8&A16E4B32R32B32R32B32R32B32R32B32R32B32R32B32R32B32B32O4D32R32D8&D16C#4]:2[V127P64Q8@41@D0@ERO2A32R8R32A32R8R32A32R16R32A32R8R32A32R8R32A32R16R32A32R8R32A32R8R32A32R16R32A32R8R32A32R8R32A32R16R32A32R8R32A32R8R32A32R16R32A32R8R32A32R8R32A32R16R32A32R8R32A32R8R32A32R16R32A32R8R32A32R8R32A32R16R32O3D32R8R32D32R8R32D32R16R32D32R8R32D32R8R32D32R16R32D32R8R32D32R8R32D32R16R32D32R8R32D32R8R32D32R16R32D32R8R32D32R8R32D32R16R32D32R8R32D32R8R32D32R16R32D32R8R32D32R8R32D32R16R32D32R8R32D32R8R32D32R16R32E32R8R32E32R8R32E32R16R32E32R8R32E32R8R32E32R16R32E32R8R32E32R8R32E32R16R32E32R8R32E32R8R32E32R16R32E32R8R32E32R8R32E32R16R32E32R8R32E32R8R32E32R16R32E32R8R32E32R8R32E32R16R32E32R8R32E32R8R32E32R16R32]:3[V127P64Q8@47@D0@ERO2F32R8R32F32R8R32F32R32C32C32F32R8R32F32R8R32F32R32C32C32F32R8R32F32R8R32F32R32C32C32F32R8R32F32R8R32F32R32C32C32F32R8R32F32R8R32F32R32C32C32F32R8R32F32R8R32F32R32C32C32F32R8R32F32R8R32F32R32C32C32F32R8R32F32R8R32F32R32C32C32F32R8R32F32R8R32F32R32C32C32F32R8R32F32R8R32F32R32C32C32F32R8R32F32R8R32F32R32C32C32F32R8R32F32R8R32F32R32C32C32F32R8R32F32R8R32F32R32C32C32F32R8R32F32R8R32F32R32C32C32F32R8R32F32R8R32F32R32C32C32F32R8R32F32R8R32F32R32C32C32F32R8R32F32R8R32F32R32C32C32F32R8R32F32R8R32F32R32C32C32F32R8R32F32R8R32F32R32C32C32F32R8R32F32R8R32F32R32C32C32F32R8R32F32R8R32F32R32C32C32F32R8R32F32R8R32F32R32C32C32F32R8R32F32R8R32F32R32C32C32F32R8R32F32R8R32F32R32C32C32]"'しゅうばんマップ KORYUKIRIN 'CHAP2
BGMSETD 249,"@MML_DATA0"'みてい
BGMSETD 248,"@MML_DATA1"'みてい
BGMSETD 247,"@MML_DATA2"'CHAP3
BGMSETD 246,"@MML_DATA3"'エンドロール
BGMSETD 245,"@MML_DATA4"'CHAP4

@179'Endless This Wall (Game Size)Twitter(@ryoku_kemo) EACBA3D
DATA"T165
DATA":1@128O2V65L4[[G+]2A+[G+]4A+]
DATA":3@287@D04P000V95@E127,105,120,095O3[E1_>E1R1R1<]
DATA":4@287@D-4P127V95@E127,105,120,095O3[E1_>E1R1R1<]
DATA":5@148@E127,100,127,120V65P54O2L8[E4RERE<E>ERERE<E>ER<E>]
DATA":7@89P46V62O3[G1]
DATA":8@94@E120,120,127,30P017V62O2[E1&E1&E1&E1]
DATA":9@94@E120,120,127,30P110V62O1[B1&B1&B1&B1]
DATA":13@147@E127,125,127,125V26L8O5[P37EGP90BRP37GEP90R>B< P37EGP90BRP37REP90G>B< P37EGP90BRP37GEP90R>B< P37EGP90BRP37REP90A>R<]
DATA 0

'曲名:Sudden
'作曲者:Na
@MML_DATA0
DATA "T185{I0=@30@E127,80,80,125@MP72,1,24,4@V85L8O4Q6}:0{I0}P84R2[[[RD]8[RE-]4RCRCRDRD]8[RD]2DR4.]:1{I0}P76>R2[[[RB-]8<[RC]4>[RA]4]8[RB-]2B-R4.]:2{I0}P68>R2[[[RG]12[RF]4]8[RG]2GR4.]:4@146@V90L16O2Q7P40@E127,90,60,127R2[$0=127$1=100{G3=V$0D8V$1B-GV$0D8V$1B-8}{C3=V$0E-8V$1<C>GV$0E-8V$1<C8>}{D3=V$0D8V$1AFV$0D8V$1A8}[[{G3}]4[{C3}]2[{D3}]2]8[{G3}]1V$0DR4..]:15@128V127L4O1R2[[[B]16]8[B]2BR]:14@151V55L4Q2O3{A14=V40O3C2_O7FO3V55}[{A14}[[FG]8]8[FG]1]:5@128@E127,127,127,127V127L16O2R2[{A5=R4E4RE8.}[[{A5}E4]3{A5}E8E8[{A5}E4]3{A5}E8.E]4R4E8.EE2]:6@128V90L8O2Q7R2[{G6=@E127,123,0,127G+}{A6=@E127,108,0,127A+}[[{G6}{A6}]16]8[{G6}{A6}]2{A6}R4.]:8@147@E127,120,110,125@D-6V45L16O5Q5R2[{D8=P0DP42DP84DP127D}{E8=P0E-P42E-P84E-P127E-}{C8=P0CP42CP84CP127C}[[{D8}]8[{E8}]4[{C8}]2[{D8}]2]8[{D8}]2P64DR4..]:3@144@E127,90,90,127@D-12V60L4O4@MA32,1,8,0D2[D1>B-1<C2E-GF(D(E-(C>B-1<D1E-2GAG(E->(B-8.<(C8.(D8F1D1E-2GFG(A(G(FD1F1G2AB-B-AG8(F8(E-8(D16(C16{A7=L8>B-<D16E-16FAB-<CDF>DF16A16B-<CDFGA><E-G16F16E-DC>B-<CE-><FE-C>GA<CDF>>B-<D16E-16FAGE-F>B-<DF16A16B-<C>AFB-<D><E-G16A16B-GFE-16D16CE-><FE-FDE-G16A16}{A7}GF>{A7}E-C>B-2R2]:9@55@D-12V127O3D2:11@311@D-32V80O4D2:10[@119@ERP76@ML60,1,3,0V127D2@128@MOFV115L1O3P40@E127,90,0,124[C+RRR]4[C+RC+R]4C+2] "
DATA 0

'曲名:Breakdown
'作曲者:りょくちゃくん
@MML_DATA1
DATA "T148:0R1[[@129O1AA]8]6[R1R1]4[AAAA]8 [[@129O1AA]8]6:1R1[@128O3E1R1[R1R1]3]4E1R1R1R1E1E1E2E2EEEE [@128O3E1R1[R1R1]3]3:2R1[[@130O2O2RD-]8]6[R1R1]4[D-]16[D-8]16[D-16]16[D-32]32 [[@130O2O2RD-]8]6:3R1>@E127,110,090,110[@287>[E-16E-16E-8]4[G16G16G8]2[A-16A-16A-8]2[E-16E-16E-8]4[A-16A-16A-8]2[B-16B-16B-8]2]6[R1R1R1R1]4[@287[E-16E-16E-8]4[G16G16G8]2[A-16A-16A-8]2[E-16E-16E-8]4[A-16A-16A-8]2[B-16B-16B-8]2]6:4R1@38>>[[>E-8<E-8]4[>G8<G8]2[>A-8<A-8]2[>E-8<E-8]4[>A-8<A-8]2[>B-8<B-8]2]6 [R1R1R1R1]4 [[>E-8<E-8]4[>G8<G8]2[>A-8<A-8]2[>E-8<E-8]4[>A-8<A-8]2[>B-8<B-8]2]6:5R1[R1R1]2@0E-R8B-R8A-GR8FR8E-FR8GR8A-G8F8E-8F8R2 [@282<E-8R16B-8R16G1A-8B-8A-8G8F8E-8R16B-8R16G8R16F8R16F8G8G8F8E-8F2R8]2[R1R1]2 @81V100E-8>E-8<E-8F8>E-8<F8G8A-8A-8>G8<G8G8>A-8<F8>A-8<E-8E-8>E-8<E-8F8>E-8<F8G8A-8A-8>A-8<G8G8>B-8<F8>B-8<E-8@E127,30,30,30[@0E-8E-DCDB-8G2RE-8E-DCDR8GA-B-]6@E127,30,30,30<[@18D8C8D8E-R8E-8D8E-8FR8F8E-8D8C8RE-8R8E-8E-8R8F8R8G8G8R8G8F8E-8E-8]2> @E127,127,127,127V127[@282E-8R16B-8R16G1A-8B-8A-8G8F8E-8R16B-8R16G8R16F8R16F8G8G8F8E-8F2R8]2:6R1[R1R1]8V070P27 L8[@87E-<E->E-16<E->E-<E->E-E-16<E-> G<G>G16<G>A-<A->A-A-16<A-> E-<E->E-16<E->E-<E->E-E-16<E-> A-<A->A-16<A->B-<B->B-B-16<B->]12:7R1[R1R1]8V080P100L8[@86CC.C.C.C.CE-E-.E-.F.F.F CC.C.C.C.CFF.F.G.G.G]12:8R1[R1R1]12 @E127,40,40,40P107V100[@24E-R8FR8G1RE-R8GR8A-2B-2R]8:9R1[R1R1]16P10V70L8@80<@E127,100,40,100[RCRCRCRCRE-RE-RFRFR CRCRCRCRFRFRGRG]8:10R1[R1R1]30P97V127@0E-R8B-R8A-GR8FR8E-FR8GR8A-G8F8E-8F8R2:11@380O3C2@275@E9,127,127,127C2[R1R1]30R1R1R1@E127,127,127,127@380O3C2@275@E12,127,127,127C2 "
DATA 0

'曲名:Oppression
'作曲者:シリウス
'編曲者:Na
@MML_DATA2
DATA 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'--------------------------------------------

'曲名:-1 Tiger
'作曲者:ちょらほに
'編曲者:Na
@MML_DATA3
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DATA 0

'--------------------------------------------

'曲名:R&mBas
'作曲者:Na
@MML_DATA4
DATA "T164:0@38L16@E127,100,100,127>>D4D4D4D8D8F4F4D#4C8C#8>[[<D8.A<D8>DAD8<D8>D8A<D>F8.<CF8>F<C>F8<F8>F8<CF>E8.A#<E8>EA#E8<E8>E8A#<E>E8.<CE8>E<C>E8<E8>E8<CE]8[[>DDD8<D>D8DDD<D>D8D<D8]2[>FFF8<F>F8FFF<F>F8F<F8]2[>EEE8<E>E8EEE<E>E8E<E8]2[>EEE8<E>E8EEE<E>E8E<E8]2]4[>D8<D8>D8<D8>D8<D>AD8<D8>C8<C8>C8<C8>C8<C>AC8<C8>D8<D8>D8<D8>D8<D>A#D8<D8>C8<C8>C8<C8>C8<C>AC8<C8>D8<D8>D8<D8>D8<D>A#D8<D8>C8<C8>C8<C8>C8<C>AC8<C8>E8<E8>E8<E8>E8<E>A#E8<E8>C8<C8>C8<C8>C8<C>AC8<C8>]2L4D1D1D1L16D4D8.DD8<D>AD8A<D]:1@128L16V80>>A#F#F#F#A#F#F#F#A#F#F#F#A#F#F#F#A#G#F#G#A#G#F#G#A#F#A#G#F#A#G#F#[[[F#G#A#G#F#A#F#G#A#G#F#A#F#G#A#G#]3F#G#A#G#F#A#F#G#A#G#F#A#F#A#F#A#]8[[F#F#A#G#F#F#A#G#F#F#A#G#F#F#A#G#]3F#F#A#G#F#F#A#G#A#F#G#F#A#F#F#G#]8[[F#F#A#G#F#F#A#G#F#F#A#G#F#F#A#G#]3F#F#A#G#F#F#A#G#A#F#G#F#A#F#F#G#]4[A#F#G#F#A#F#G#F#A#F#G#F#G#G#F#G#]3A#F#G#F#A#F#G#F#A#G#A#F#A#F#G#G#]:2@128L16V127>>CR8CR8CR8CR8CRCRCR8CDRCRDCRDDCCD[[[CR8CDRCRCDCRDCRC]3CR8CDRCRCDCRDCDC]8[[CR8CDRCRCDCRDCRC]3CR8CDRCRCDCRDCDC]8[[CR8CDRCRCDCRDCRC]3CR8CDRCRCDCRDCDC]4[CRCRDRCRCRCCDCCR]3CRCRDRCRCRCDCDDC]:3@144V70@E127,100,110,110Q7L16R1R1[{A=D8E4E4F8E4F8E8E4A#4A4E4A8F8F4A4A8A8A4E4F4A#8F8A#4D4F4F4A#8A#8E4A#4E4A#8A#4A8E4A8F8A#4A#4D4D4D4D4A#8A#8F8A8F4E4D4E8A#8A#4A#4E4A4E4D4A#8D8A#4F4D4D8A8F8D4F4F4A8E8D8A4A4D4A8A4A#8F4F4}{A}V65[[DFA8]4[CFA8]4[>A#<EG8]4[CEA8]4]4V85[D8E8D4F4A4R1F8A4F4D8E4R1E8A4D4A4D8R1A8E8E4A#4A#4R1]2[A#8E4A#8A4A#4R1F8E4F4A8E4R1E8D4A4A#4F8R1A8E4A#4A4A8R1]2V85D1C1>A#1A1G1F1E1D#1<V90D1C1>A#1A1G1F1E1D#1[D1]4]:5@146V60@E127,70,80,110Q5O5L16R1R1[[[R1]4]4{A}[R1D8E8D4F4A4R1F8A4F4D8E4R1E8A4D4A4D8R1A8E8E4A#4A#4]2[R1A#8E4A#8A4A#4R1F8E4F4A8E4R1E8D4A4A#4F8R1A8E4A#4A4A8]2O4V65[DFA<D>]4[CEA<C>]4[>A#<DGA#]4[CFA<C>]4[>A#<DGA#]4[CFA<C>]4[>A#<EGA#]4[CD#A<C>]4[R1]8[R1]3V0A(6A(6A(6A(6A(6A(6A(6A(6A(6A(6A(6A(6A(6A(6A(6A(6]:4@81L1V90@E127,10,80,127O3DF2D#2[[DFEA]8[[D4]8[F4]8[E4]8[A4]8]4[A1A1G1F1D1C1>A#1<C1>]2[A1]4] "
DATA 0


'SPDEF---
SPDEF 4094,1,136,1,1
SPDEF 4095,248,352,264,160'ロゴ2

SPDEF 4093,80,344,168,168'ロゴ1

SPDEF 4090,336,17,176,31'じけんほうこくしょ
SPDEF 4089,96,48,288,32'YAD
SPDEF 4088,96,80,128,12,0,0'READYU
SPDEF 4087,96,93,128,19,0,-12'READYD
SPDEF 4086,384,192,128,160'クリップボード

'SPDEF 4091,304,16,32,32,16,16'しかい
SPDEF 4091,448,64,64,64,32,32'しかい

SPDEF 0,0,0,16,16,8,8'POLICE
SPDEF 1,16,0,16,16,8,8
SPDEF 2,32,0,16,16,8,8
SPDEF 3,48,0,16,16,8,8
SPDEF 4,64,0,16,16,8,8
SPDEF 5,80,0,16,16,8,8
SPDEF 26,96,0,16,16,8,8
SPDEF 27,112,0,16,16,8,8
SPDEF 28,128,0,16,16,8,8
SPDEF 34,144,16,16,16,8,8

SPDEF 51,16,16,16,16,8,8'STATE_P
SPDEF 52,32,16,16,16,8,8
SPDEF 53,48,16,16,16,8,8
SPDEF 54,64,16,16,16,8,8
SPDEF 55,80,16,16,16,8,8
SPDEF 56,96,16,16,16,8,8
SPDEF 57,112,16,16,16,8,8
SPDEF 58,128,16,16,16,8,8

SPDEF 61,16,32,16,16,8,8'SWHAT_P
SPDEF 62,32,32,16,16,8,8
SPDEF 63,48,32,16,16,8,8
SPDEF 64,64,32,16,16,8,8
SPDEF 65,80,32,16,16,8,8
SPDEF 66,96,32,16,16,8,8
SPDEF 67,112,32,16,16,8,8
SPDEF 68,128,32,16,16,8,8
'WEAPON
SPDEF 9,496,0,16,1,0,0

SPDEF 10,0,48,16,16,8,16'HAND_GUN
SPDEF 11,16,48,16,16,8,16
SPDEF 12,32,48,16,16,8,16
SPDEF 13,48,48,16,16,8,16
SPDEF 19,64,48,32,16,16,8

SPDEF 20,0,64,16,16,8,16'ASSAULT_RIFLE
SPDEF 21,16,64,16,16,8,16
SPDEF 22,32,64,16,16,8,16
SPDEF 23,48,64,16,16,8,16
SPDEF 29,64,64,32,16,16,8

SPDEF 30,0,80,16,16,8,16'SNIPER_RIFLE
SPDEF 31,16,80,16,16,8,16
SPDEF 32,32,80,16,16,8,16
SPDEF 33,48,80,16,16,8,16
SPDEF 39,64,80,32,16,16,8

SPDEF 40,0,96,16,16,8,16'けいぼう
SPDEF 41,16,96,16,16,8,16
SPDEF 42,32,96,16,16,8,16
SPDEF 43,48,96,16,16,8,16
SPDEF 49,64,96,32,16,16,8

SPDEF 96,395,0,1,1,1,1'たま

SPDEF 14,304,0,8,8,4,4'エフェクト
SPDEF 15,312,0,8,8,4,4
SPDEF 16,304,8,8,8,4,4

'UI-DISPLAY0
SPDEF 8,384,1,128,15,0,0'WEAPON_BAC
SPDEF 7,304,16,32,32,0,0'DMG_EF
'UI-DISPLAY1
SPDEF 6,412,16,100,1,0,0'HP
SPDEF 4000,0,350,80,162'TRANSCEIVER

'OBJECT
SPDEF 100,0,256,16,16,0,0'WALL
SPDEF 101,0,256,16,16,0,0,#SPROT90+#SPSHOW
SPDEF 102,0,256,16,16,0,0,#SPROT180+#SPSHOW
SPDEF 103,0,256,16,16,0,0,#SPROT270+#SPSHOW
SPDEF 104,16,256,16,16,0,0
SPDEF 105,16,256,16,16,0,0,#SPROT90+#SPSHOW
SPDEF 106,16,256,16,16,0,0,#SPROT180+#SPSHOW
SPDEF 107,16,256,16,16,0,0,#SPROT270+#SPSHOW
SPDEF 108,0,272,16,16,0,0
SPDEF 109,0,272,32,32,0,0
SPDEF 110,0,272,48,48,0,0

SPDEF 120,0,132,48,24,0,0'POLICE_CAR
SPDEF 121,0,132,48,24,0,0,#SPROT180+#SPSHOW
SPDEF 122,0,132,48,24,0,0,#SPROT90+#SPSHOW
SPDEF 123,0,132,48,24,0,0,#SPROT270+#SPSHOW

SPDEF 124,48,132,48,24,0,0
SPDEF 125,48,132,48,24,0,0,#SPROT180+#SPSHOW
SPDEF 126,48,132,48,24,0,0,#SPROT90+#SPSHOW
SPDEF 127,48,132,48,24,0,0,#SPROT270+#SPSHOW

SPDEF 254,96,132,48,24,0,0
SPDEF 255,96,132,48,24,0,0,#SPROT180+#SPSHOW
SPDEF 256,96,132,48,24,0,0,#SPROT90+#SPSHOW
SPDEF 257,96,132,48,24,0,0,#SPROT270+#SPSHOW


SPDEF 130,240,132,48,24,0,0'PCSP_CAR
SPDEF 131,240,132,48,24,0,0,#SPROT180+#SPSHOW
SPDEF 132,240,132,48,24,0,0,#SPROT90+#SPSHOW
SPDEF 133,240,132,48,24,0,0,#SPROT270+#SPSHOW

SPDEF 264,288,132,48,24,0,0
SPDEF 265,288,132,48,24,0,0,#SPROT180+#SPSHOW
SPDEF 266,288,132,48,24,0,0,#SPROT90+#SPSHOW
SPDEF 267,288,132,48,24,0,0,#SPROT270+#SPSHOW

SPDEF 274,336,132,48,24,0,0
SPDEF 275,336,132,48,24,0,0,#SPROT180+#SPSHOW
SPDEF 276,336,132,48,24,0,0,#SPROT90+#SPSHOW
SPDEF 277,336,132,48,24,0,0,#SPROT270+#SPSHOW

SPDEF 140,240,162,56,28,0,0'WHATS
SPDEF 141,240,162,56,28,0,0,#SPROT180+#SPSHOW
SPDEF 142,240,162,56,28,0,0,#SPROT90+#SPSHOW
SPDEF 143,240,162,56,28,0,0,#SPROT270+#SPSHOW

SPDEF 284,296,162,56,28,0,0
SPDEF 285,296,162,56,28,0,0,#SPROT180+#SPSHOW
SPDEF 286,296,162,56,28,0,0,#SPROT90+#SPSHOW
SPDEF 287,296,162,56,28,0,0,#SPROT270+#SPSHOW

SPDEF 294,352,162,56,28,0,0
SPDEF 295,352,162,56,28,0,0,#SPROT180+#SPSHOW
SPDEF 296,352,162,56,28,0,0,#SPROT90+#SPSHOW
SPDEF 297,352,162,56,28,0,0,#SPROT270+#SPSHOW


SPDEF 135,0,224,64,32,0,0'CONTENA
SPDEF 136,0,224,64,32,0,0,#SPROT90+#SPSHOW
SPDEF 137,64,224,64,32,0,0
SPDEF 138,64,224,64,32,0,0,#SPROT90+#SPSHOW

SPDEF 134,32,256,16,16,0,0'DRUMCAN
SPDEF 139,48,256,16,16,0,0

SPDEF 150,0,164,48,24,0,0'RED_CAR
SPDEF 151,0,164,48,24,0,0,#SPROT180+#SPSHOW
SPDEF 152,0,164,48,24,0,0,#SPROT90+#SPSHOW
SPDEF 153,0,164,48,24,0,0,#SPROT270+#SPSHOW

SPDEF 160,0,196,48,24,0,0'WHITE_CAR
SPDEF 161,0,196,48,24,0,0,#SPROT180+#SPSHOW
SPDEF 162,0,196,48,24,0,0,#SPROT90+#SPSHOW
SPDEF 163,0,196,48,24,0,0,#SPROT270+#SPSHOW

SPDEF 200,48,164,48,24,0,0'BROKEN0
SPDEF 201,96,164,48,24,0,0
SPDEF 202,144,164,48,24,0,0
SPDEF 203,192,164,48,24,0,0

SPDEF 210,48,164,48,24,0,0,#SPROT180+#SPSHOW'BROKEN1
SPDEF 211,96,164,48,24,0,0,#SPROT180+#SPSHOW
SPDEF 212,144,164,48,24,0,0,#SPROT180+#SPSHOW
SPDEF 213,192,164,48,24,0,0,#SPROT180+#SPSHOW

SPDEF 220,48,164,48,24,0,0,#SPROT90+#SPSHOW'BROKEN2
SPDEF 221,96,164,48,24,0,0,#SPROT90+#SPSHOW
SPDEF 222,144,164,48,24,0,0,#SPROT90+#SPSHOW
SPDEF 223,192,164,48,24,0,0,#SPROT90+#SPSHOW

SPDEF 230,48,164,48,24,0,0,#SPROT270+#SPSHOW'BROKEN3
SPDEF 231,96,164,48,24,0,0,#SPROT270+#SPSHOW
SPDEF 232,144,164,48,24,0,0,#SPROT270+#SPSHOW
SPDEF 233,192,164,48,24,0,0,#SPROT270+#SPSHOW

SPDEF 111,144,0,15,16,8,8'ENEMY
SPDEF 112,160,0,15,16,8,8
SPDEF 113,176,0,15,16,8,8
SPDEF 114,192,0,15,16,8,8
SPDEF 115,208,0,15,16,8,8
SPDEF 116,224,0,15,16,8,8
SPDEF 117,240,0,15,16,8,8
SPDEF 118,256,0,15,16,8,8
SPDEF 119,272,0,15,16,8,8
SPDEF 35,160,16,16,16,8,8
SPDEF 36,176,16,16,16,8,8
SPDEF 37,192,16,16,16,8,8
SPDEF 38,208,16,16,16,8,8
'SPDEF 4000,16,168,8,8,4,4'なにこれ?

SPDEF 25,0,16,5,5,3,3'PR_HIT&SPLINK

SPDEF 50,10,425,1,1

'--------
LOADINGE


'
'TITLE
@TITLE
LOADINGS'いっこまえのEがうまくうごかないのでついで
DISPLAY 0
GPAGE 0,0
GOFS 0,0
GCLS 
BGMPLAY 0,251,BGM_V
BACKCOLOR RGB(100,100,100)




MOZI "          2019-2022 オワたず ",1,20,100,100,500,10,10,10
GFILL 115,172,300,220,RGB(180,180,180)
SPSET 409,4093
SPSET 410,4095
SPOFS 410,65,0
SPOFS 409,118,0,1
SPCOLOR 409,RGB(30,255,255,255)
SPANIM 409,"S",-60,0,1,-60,1,1,0
SPANIM 409,"XY+",-60,80,0,-60,0,0,0

'BGMPLAY ":5T300[@70[E2&B2&]30@90[C32]30]"

LOADINGE

DISPLAY 1
 GPAGE 1,1
 GPRIO -5
' MOZI "-ゲーム操作方法-",1,1,10,10,50,255,255,255
' MOZI "-発砲",1,4,10,10,50,255,255,255
' MOZI "-ダッシュ",1,6,10,10,50,255,255,255
' MOZI "-武器変更",1,8,10,10,50,255,255,255
' MOZI "-リロード",1,10,10,10,50,255,255,255
' MOZI "-サイティング",1,12,10,10,50,255,255,255
' MOZI "-要請先選択",1,14,10,10,50,255,255,255
' MOZI "-応援要請",1,16,10,10,50,255,255,255
' MOZI "-移動",1,18,10,10,50,255,255,255
' MOZI "Ver "+STR$(VER),1,22,10,10,50,255,255,255
 SPSET 0,8
 SPOFS 0,,,2
 SPCOLOR 0,#GRAY
 SPSCALE 0,5,20
 
 SPSET 1,4086
 SPOFS 1,32,-15
 SPSCALE 1,2,2
'DISPLAY 0

WHILE TRUE
 CLS
 DISPLAY 0
 COLOR 1
' LOCATE 9,20:COLOR #TBLACK:?"2019-2022 オワたず "
 LOCATE 18,22:?"  MENU SELECT"
 LOCATE 17,24:?" CHAPTER SELECT"
 LOCATE 19,26:?"  ACHIEVEMENT"
 DISPLAY 1
 B=BUTTON(1)
 
  IF B!=0 THEN BEEP 31,,SE_V
 
  IF B==#UP THEN DEC S
  IF B==#DOWN THEN INC S
  
  IF B==#LEFT THEN DEC P
  IF B==#RIGHT THEN INC P
 
  IF S==-1 THEN S=0
  IF S==4 THEN S=3
  
  IF P==-1 THEN P=0
  IF P==2 THEN P=1
'  IF P==3 THEN P=2
 
  IF S==0 THEN C_1=2 C_2=1 C_3=1 C_4=1 LOADMAP=1
  IF S==1 THEN C_2=2 C_3=1 C_4=1 C_1=1 LOADMAP=2
  IF S==2 THEN C_3=2 C_4=1 C_1=1 C_2=1 LOADMAP=3
  IF S==3 THEN C_4=2 C_1=1 C_2=1 C_3=1 LOADMAP=4
  
  IF P==0 THEN 
   
   LOCATE 10,5,-256:COLOR C_1:?"CHAPTER 1|SCORE:"+STR$(SAVEDATA[4])
   LOCATE 10,7,-256:COLOR C_2:?"CHAPTER 2|SCORE:"+STR$(SAVEDATA[5])
   LOCATE 10,9,-256:COLOR C_3:?"CHAPTER 3|SCORE:"+STR$(SAVEDATA[6])
   LOCATE 10,11,-256:COLOR C_4:?"CHAPTER 4|SCORE:"+STR$(SAVEDATA[7])
   
   IF SAVEDATA[S]!=0 THEN 
    RESTORE "@DP"+STR$(S)
    DP2$=""
    READ DP$
    FOR L=0 TO LEN(DP$)-1
     A$=MID$(DP$,L,1)
     IF A$=="" THEN DP2$=DP2$+CHR$(10)+" "*9 ELSE DP2$=DP2$+A$
    NEXT
    LOCATE 9,20,-256:COLOR 1:?DP2$
   
   
    IF B==#A THEN BREAK
    
   ELSE 
    LOCATE 9,20,-256:COLOR 1:?"未開放"
   ENDIF
   
  ENDIF
  
  IF P==1 THEN 
   
   COLOR 1
   LOCATE 17,5,-256: ?"-操作方法-"
   LOCATE 14,8,-256: ?"---------発砲"
   LOCATE 14,10,-256:?"---------移動"
   LOCATE 14,12,-256:?"+-----ダッシュ"
   LOCATE 14,14,-256:?"HOLD---リロード"
   LOCATE 14,16,-256:?"-----サイティング"
   LOCATE 14,18,-256:?"----要請先選択"
   LOCATE 14,20,-256:?"------応援要請"
   LOCATE 14,22,-256:?"------武器変更"
   LOCATE 14,25,-256:?"  Ver "+STR$(VER)
   
  ENDIF
  
  IF P==2 THEN 
   COLOR 1
   FOR L=0 TO 26
    LOCATE 16,L+3,-256:?"SD",L,":",SAVEDATA[L]
   NEXT
  ENDIF
  
  IF BUTTON()==#B THEN BEEP 60,,SE_V GOSUB @ACHIEVEMENT

 VSYNC 
WEND

BGMSTOP


DISPLAY 1
SPANIM 0,"C",-30,RGB(0,0,0,0)
SPANIM 1,"C",-30,RGB(0,0,0,0)
CLS
DISPLAY 0

'TITLE
'
@LOADMAP


'LOADMAP---
'LOAD "GRP5:MAP_1",FALSE
IF LOADMAP==1 THEN LOAD "GRP5:MAP_1",FALSE MOVIE1
IF LOADMAP==2 THEN LOAD "GRP5:MAP_2",FALSE MOVIE2
IF LOADMAP==3 THEN LOAD "GRP5:MAP_3",FALSE MOVIE3
IF LOADMAP==4 THEN LOAD "GRP5:MAP_4",FALSE MOVIE4
IF LOADMAP==5 THEN LOAD "GRP5:MAP_1",FALSE EVEF=1

LOADINGS

SPCLR 409
SPCLR 410

'SPSET---
SPSET 0,0'PR
SPSET 1,0'WEAPON
SPSET 2,9
SPSET 4,8'WEAPON_BACK
SPSET 5,6'WEAPON_RELOAD

SPSET 6,25'LU(HIT)
SPSET 7,25'UL(HIT)
SPSET 8,25'RU(HIT)
SPSET 9,25'DL(HIT)
SPSET 10,25'UR(HIT)
SPSET 11,25'LD(HIT)
SPSET 12,25'LD(HIT)
SPSET 13,25'RD(HIT)

SPSET 16,4091

SPSET 19,7'DMG_EF
SPSET 20,25'SPLINK_MOTER
'--------

'EVE---
IF EVEF==1 THEN 
 SPHIDE 2
 SPHIDE 4
ENDIF
'------

'SPOFS and ETC---
SPOFS 0,200,110:SPCOL 0,TRUE
SPOFS 1,200,110:SPCOL 1,TRUE
SPOFS 2,200,110,2:SPCOLOR 2,RGB(120,255,255,255):SPCOL 2,TRUE
SPOFS 4,0,0,-250:SPSCALE 4,1.5,2
SPOFS 5,0,27,-251:SPSCALE 5,0,1:SPCOLOR 5,#BLUE

SPOFS 6,195,106:SPCOL 6,TRUE'
SPOFS 7,196,105:SPCOL 7,TRUE
SPOFS 8,205,106:SPCOL 8,TRUE'
SPOFS 9,196,115:SPCOL 9,TRUE
SPOFS 10,204,105:SPCOL 10,TRUE
SPOFS 11,195,114:SPCOL 11,TRUE'
SPOFS 12,204,115:SPCOL 12,TRUE
SPOFS 13,205,114:SPCOL 13,TRUE'

SPOFS 16,200,110,-249:SPSCALE 16,8,8:SPHIDE 16

SPOFS 19,0,0,-250:SPSCALE 19,13,8:SPCOLOR 19,RGB(0,255,255,255)
SPOFS 20,0,0

'--------

'SPVAR:0=0 UNDEFIND_OBJ
'        1 ENE_1
'        2 ENE_2
'        3 ENE_3
'        4 ENE_4
'        5 LOCAL_POLICE
'        6 STATE_POLICE
'        7 SWHAT_POLICE
'        8 ENE_5
'        9 ENE_6
'       50 CAR
'       51 CAR
'       52 CAR
'       53 CAR
'       60 SWHAT_CAR
'       61 SWHAT_CAR
'       62 SWHAT_CAR
'       63 SWHAT_CAR



RESTORE @LP_STETAS
READ AAA$,PCPD_HP,PCPD_RATE,PCPD_DIS,PCPD_WEAPON,PCPD_DAMEGE
READ AAA$,PCSP_HP,PCSP_RATE,PCSP_DIS,PCSP_WEAPON,PCSP_DAMEGE
READ AAA$,SWHAT_HP,SWHAT_RATE,SWHAT_DIS,SWHAT_WEAPON,SWHAT_DAMEGE


RESTORE "@MAP_"+STR$(LOADMAP)

READ MAP_X,MAP_Y,BGMN


OBJ_Y=0'1しゅうめ:マップオブジェクト
FOR L=0 TO 31
 READ MAPDATA$
 OBJ_X=0
  FOR L2=0 TO 31
   MD$=MID$(MAPDATA$,L2,1)
'   ?MD$,OBJ_X,OBJ_Y,MAPDATA$
    IF MD$=="" THEN SPSET MP_OBJ,120 SPANIM MP_OBJ,"I",5,124,5,254,0 SPVAR MP_OBJ,0,50 SPLINK MP_OBJ,20 SPOFS MP_OBJ,OBJ_X,OBJ_Y SPCOL MP_OBJ,TRUE:OBJ_HP[MP_OBJ]=1000:INC MP_OBJ'POLICE_CAR
    IF MD$=="" THEN SPSET MP_OBJ,121 SPANIM MP_OBJ,"I",5,125,5,255,0 SPVAR MP_OBJ,0,51 SPLINK MP_OBJ,20 SPOFS MP_OBJ,OBJ_X,OBJ_Y SPCOL MP_OBJ,TRUE:OBJ_HP[MP_OBJ]=1000:INC MP_OBJ
    IF MD$=="" THEN SPSET MP_OBJ,122 SPANIM MP_OBJ,"I",5,126,5,256,0 SPVAR MP_OBJ,0,52 SPLINK MP_OBJ,20 SPOFS MP_OBJ,OBJ_X,OBJ_Y SPCOL MP_OBJ,TRUE:OBJ_HP[MP_OBJ]=1000:INC MP_OBJ
    IF MD$=="" THEN SPSET MP_OBJ,123 SPANIM MP_OBJ,"I",5,127,5,257,0 SPVAR MP_OBJ,0,53 SPLINK MP_OBJ,20 SPOFS MP_OBJ,OBJ_X,OBJ_Y SPCOL MP_OBJ,TRUE:OBJ_HP[MP_OBJ]=1000:INC MP_OBJ
    IF MD$=="" THEN SPSET MP_OBJ,140 SPANIM MP_OBJ,"I",5,284,5,294,0 SPVAR MP_OBJ,0,60 SPLINK MP_OBJ,20 SPOFS MP_OBJ,OBJ_X,OBJ_Y SPCOL MP_OBJ,TRUE:OBJ_HP[MP_OBJ]=2000:INC MP_OBJ'WHATS_CAR
    IF MD$=="" THEN SPSET MP_OBJ,141 SPANIM MP_OBJ,"I",5,285,5,295,0 SPVAR MP_OBJ,0,61 SPLINK MP_OBJ,20 SPOFS MP_OBJ,OBJ_X,OBJ_Y SPCOL MP_OBJ,TRUE:OBJ_HP[MP_OBJ]=2000:INC MP_OBJ
    IF MD$=="" THEN SPSET MP_OBJ,142 SPANIM MP_OBJ,"I",5,286,5,296,0 SPVAR MP_OBJ,0,62 SPLINK MP_OBJ,20 SPOFS MP_OBJ,OBJ_X,OBJ_Y SPCOL MP_OBJ,TRUE:OBJ_HP[MP_OBJ]=2000:INC MP_OBJ
    IF MD$=="" THEN SPSET MP_OBJ,143 SPANIM MP_OBJ,"I",5,287,5,297,0 SPVAR MP_OBJ,0,63 SPLINK MP_OBJ,20 SPOFS MP_OBJ,OBJ_X,OBJ_Y SPCOL MP_OBJ,TRUE:OBJ_HP[MP_OBJ]=2000:INC MP_OBJ
    IF MD$=="" THEN SPSET MP_OBJ,150 SPVAR MP_OBJ,0,50 SPLINK MP_OBJ,20 SPOFS MP_OBJ,OBJ_X,OBJ_Y SPCOL MP_OBJ,TRUE:OBJ_HP[MP_OBJ]=800:INC MP_OBJ'RED_CAR
    IF MD$=="" THEN SPSET MP_OBJ,151 SPVAR MP_OBJ,0,51 SPLINK MP_OBJ,20 SPOFS MP_OBJ,OBJ_X,OBJ_Y SPCOL MP_OBJ,TRUE:OBJ_HP[MP_OBJ]=800:INC MP_OBJ
    IF MD$=="" THEN SPSET MP_OBJ,152 SPVAR MP_OBJ,0,52 SPLINK MP_OBJ,20 SPOFS MP_OBJ,OBJ_X,OBJ_Y SPCOL MP_OBJ,TRUE:OBJ_HP[MP_OBJ]=800:INC MP_OBJ
    IF MD$=="" THEN SPSET MP_OBJ,153 SPVAR MP_OBJ,0,53 SPLINK MP_OBJ,20 SPOFS MP_OBJ,OBJ_X,OBJ_Y SPCOL MP_OBJ,TRUE:OBJ_HP[MP_OBJ]=800:INC MP_OBJ
    IF MD$=="" THEN SPSET MP_OBJ,160 SPVAR MP_OBJ,0,50 SPLINK MP_OBJ,20 SPOFS MP_OBJ,OBJ_X,OBJ_Y SPCOL MP_OBJ,TRUE:OBJ_HP[MP_OBJ]=800:INC MP_OBJ'WHITE_CAR
    IF MD$=="" THEN SPSET MP_OBJ,161 SPVAR MP_OBJ,0,51 SPLINK MP_OBJ,20 SPOFS MP_OBJ,OBJ_X,OBJ_Y SPCOL MP_OBJ,TRUE:OBJ_HP[MP_OBJ]=800:INC MP_OBJ
    IF MD$=="" THEN SPSET MP_OBJ,162 SPVAR MP_OBJ,0,52 SPLINK MP_OBJ,20 SPOFS MP_OBJ,OBJ_X,OBJ_Y SPCOL MP_OBJ,TRUE:OBJ_HP[MP_OBJ]=800:INC MP_OBJ
    IF MD$=="" THEN SPSET MP_OBJ,163 SPVAR MP_OBJ,0,53 SPLINK MP_OBJ,20 SPOFS MP_OBJ,OBJ_X,OBJ_Y SPCOL MP_OBJ,TRUE:OBJ_HP[MP_OBJ]=800:INC MP_OBJ
    IF MD$=="" THEN SPSET MP_OBJ,100 SPLINK MP_OBJ,20 SPOFS MP_OBJ,OBJ_X,OBJ_Y SPCOL MP_OBJ,TRUE:OBJ_HP[MP_OBJ]=-999:INC MP_OBJ
    IF MD$=="" THEN SPSET MP_OBJ,102 SPLINK MP_OBJ,20 SPOFS MP_OBJ,OBJ_X,OBJ_Y SPCOL MP_OBJ,TRUE:OBJ_HP[MP_OBJ]=-999:INC MP_OBJ
    IF MD$=="" THEN SPSET MP_OBJ,101 SPLINK MP_OBJ,20 SPOFS MP_OBJ,OBJ_X,OBJ_Y SPCOL MP_OBJ,TRUE:OBJ_HP[MP_OBJ]=-999:INC MP_OBJ
    IF MD$=="" THEN SPSET MP_OBJ,103 SPLINK MP_OBJ,20 SPOFS MP_OBJ,OBJ_X,OBJ_Y SPCOL MP_OBJ,TRUE:OBJ_HP[MP_OBJ]=-999:INC MP_OBJ
    IF MD$=="" THEN SPSET MP_OBJ,104 SPLINK MP_OBJ,20 SPOFS MP_OBJ,OBJ_X,OBJ_Y SPCOL MP_OBJ,TRUE:OBJ_HP[MP_OBJ]=-999:INC MP_OBJ
    IF MD$=="" THEN SPSET MP_OBJ,105 SPLINK MP_OBJ,20 SPOFS MP_OBJ,OBJ_X,OBJ_Y SPCOL MP_OBJ,TRUE:OBJ_HP[MP_OBJ]=-999:INC MP_OBJ
    IF MD$=="" THEN SPSET MP_OBJ,106 SPLINK MP_OBJ,20 SPOFS MP_OBJ,OBJ_X,OBJ_Y SPCOL MP_OBJ,TRUE:OBJ_HP[MP_OBJ]=-999:INC MP_OBJ
    IF MD$=="" THEN SPSET MP_OBJ,107 SPLINK MP_OBJ,20 SPOFS MP_OBJ,OBJ_X,OBJ_Y SPCOL MP_OBJ,TRUE:OBJ_HP[MP_OBJ]=-999:INC MP_OBJ
    IF MD$=="" THEN SPSET MP_OBJ,108 SPLINK MP_OBJ,20 SPOFS MP_OBJ,OBJ_X,OBJ_Y SPCOL MP_OBJ,TRUE:OBJ_HP[MP_OBJ]=-999:INC MP_OBJ'WALL-1*1
    IF MD$=="" THEN SPSET MP_OBJ,109 SPLINK MP_OBJ,20 SPOFS MP_OBJ,OBJ_X,OBJ_Y SPCOL MP_OBJ,TRUE:OBJ_HP[MP_OBJ]=-999:INC MP_OBJ'    -2*2
    IF MD$=="" THEN SPSET MP_OBJ,110 SPLINK MP_OBJ,20 SPOFS MP_OBJ,OBJ_X,OBJ_Y SPCOL MP_OBJ,TRUE:OBJ_HP[MP_OBJ]=-999:INC MP_OBJ'    -3*3
    IF MD$=="" THEN SPSET MP_OBJ,135 SPLINK MP_OBJ,20 SPOFS MP_OBJ,OBJ_X,OBJ_Y SPCOL MP_OBJ,TRUE:OBJ_HP[MP_OBJ]=-999:INC MP_OBJ
    IF MD$=="" THEN SPSET MP_OBJ,136 SPLINK MP_OBJ,20 SPOFS MP_OBJ,OBJ_X,OBJ_Y SPCOL MP_OBJ,TRUE:OBJ_HP[MP_OBJ]=-999:INC MP_OBJ
    IF MD$=="" THEN SPSET MP_OBJ,137 SPLINK MP_OBJ,20 SPOFS MP_OBJ,OBJ_X,OBJ_Y SPCOL MP_OBJ,TRUE:OBJ_HP[MP_OBJ]=-999:INC MP_OBJ
    IF MD$=="" THEN SPSET MP_OBJ,138 SPLINK MP_OBJ,20 SPOFS MP_OBJ,OBJ_X,OBJ_Y SPCOL MP_OBJ,TRUE:OBJ_HP[MP_OBJ]=-999:INC MP_OBJ
    IF MD$=="" THEN SPSET MP_OBJ,134 SPLINK MP_OBJ,20 SPOFS MP_OBJ,OBJ_X,OBJ_Y SPCOL MP_OBJ,TRUE:OBJ_HP[MP_OBJ]=-999:INC MP_OBJ
    IF MD$=="" THEN SPSET MP_OBJ,139 SPLINK MP_OBJ,20 SPOFS MP_OBJ,OBJ_X,OBJ_Y SPCOL MP_OBJ,TRUE:OBJ_HP[MP_OBJ]=-999:INC MP_OBJ
    
'KEY 1,STR$(MP_OBJ)+":MP_OBJ"
   
    IF MP_OBJ==331 THEN STOP
   
   OBJ_X=OBJ_X+16
'   VSYNC 3
  NEXT
 OBJ_Y=OBJ_Y+16
NEXT


ENE_START_MO=MP_OBJ
RESTORE "@MAP_"+STR$(LOADMAP)

READ MAP_X,MAP_Y,BGMN

OBJ_Y=0'2しゅうめ:てきNPC
FOR L=0 TO 31
 READ MAPDATA$
 OBJ_X=0
  FOR L2=0 TO 31
   MD$=MID$(MAPDATA$,L2,1)
'   ?MD$,OBJ_X,OBJ_Y,MAPDATA$
    IF MD$=="0" THEN SPSET MP_OBJ,116 SPLINK MP_OBJ,20 SPVAR MP_OBJ,0,99 SPVAR MP_OBJ,1,351+NPC_CNT SPVAR MP_OBJ,3,80 SPVAR MP_OBJ,4,5 SPVAR MP_OBJ,6,1 SPOFS MP_OBJ,OBJ_X+8,OBJ_Y+8 SPCOL MP_OBJ,TRUE SPFUNC MP_OBJ,@ENEMY_AI:OBJ_HP[MP_OBJ]=1:ENE_SPRITE[ENE_COUNT]=MP_OBJ:INC ENE_COUNT:INC MP_OBJ INC NPC_CNT'SPVER=0 BOSS
    IF MD$=="1" THEN SPSET MP_OBJ,113 SPLINK MP_OBJ,20 SPSET 351+NPC_CNT,10 SPLINK 351+NPC_CNT,MP_OBJ SPVAR MP_OBJ,0,1 SPVAR MP_OBJ,1,351+NPC_CNT SPVAR MP_OBJ,3,80 SPVAR MP_OBJ,4,5 SPVAR MP_OBJ,6,1 SPOFS MP_OBJ,OBJ_X+8,OBJ_Y+8 SPCOL MP_OBJ,TRUE SPFUNC MP_OBJ,@ENEMY_AI:OBJ_HP[MP_OBJ]=10:ENE_SPRITE[ENE_COUNT]=MP_OBJ:INC ENE_COUNT:INC MP_OBJ INC NPC_CNT'SPVER=1 ENEMY:じょうげ
    IF MD$=="2" THEN SPSET MP_OBJ,113 SPLINK MP_OBJ,20 SPSET 351+NPC_CNT,10 SPLINK 351+NPC_CNT,MP_OBJ SPVAR MP_OBJ,0,2 SPVAR MP_OBJ,1,351+NPC_CNT SPVAR MP_OBJ,3,80 SPVAR MP_OBJ,4,5 SPVAR MP_OBJ,6,1 SPOFS MP_OBJ,OBJ_X+8,OBJ_Y+8 SPCOL MP_OBJ,TRUE SPFUNC MP_OBJ,@ENEMY_AI:OBJ_HP[MP_OBJ]=10:ENE_SPRITE[ENE_COUNT]=MP_OBJ:INC ENE_COUNT:INC MP_OBJ INC NPC_CNT'     =2 ENEMY:さゆう
    IF MD$=="3" THEN SPSET MP_OBJ,113 SPLINK MP_OBJ,20 SPSET 351+NPC_CNT,20 SPLINK 351+NPC_CNT,MP_OBJ SPVAR MP_OBJ,0,3 SPVAR MP_OBJ,1,351+NPC_CNT SPVAR MP_OBJ,3,60 SPVAR MP_OBJ,4,10 SPVAR MP_OBJ,6,1 SPOFS MP_OBJ,OBJ_X+8,OBJ_Y+8 SPCOL MP_OBJ,TRUE SPFUNC MP_OBJ,@ENEMY_AI:OBJ_HP[MP_OBJ]=20:ENE_SPRITE[ENE_COUNT]=MP_OBJ:INC ENE_COUNT:INC MP_OBJ INC NPC_CNT'SPVER=3 ENEMY:じょうげ
    IF MD$=="4" THEN SPSET MP_OBJ,113 SPLINK MP_OBJ,20 SPSET 351+NPC_CNT,20 SPLINK 351+NPC_CNT,MP_OBJ SPVAR MP_OBJ,0,4 SPVAR MP_OBJ,1,351+NPC_CNT SPVAR MP_OBJ,3,60 SPVAR MP_OBJ,4,10 SPVAR MP_OBJ,6,1 SPOFS MP_OBJ,OBJ_X+8,OBJ_Y+8 SPCOL MP_OBJ,TRUE SPFUNC MP_OBJ,@ENEMY_AI:OBJ_HP[MP_OBJ]=20:ENE_SPRITE[ENE_COUNT]=MP_OBJ:INC ENE_COUNT:INC MP_OBJ INC NPC_CNT'     =4 ENEMY:さゆう
    IF MD$=="5" THEN SPSET MP_OBJ,113 SPLINK MP_OBJ,20 SPSET 351+NPC_CNT,20 SPLINK 351+NPC_CNT,MP_OBJ SPVAR MP_OBJ,0,8 SPVAR MP_OBJ,1,351+NPC_CNT SPVAR MP_OBJ,3,50 SPVAR MP_OBJ,4,10 SPVAR MP_OBJ,6,1 SPOFS MP_OBJ,OBJ_X+8,OBJ_Y+8 SPCOL MP_OBJ,TRUE SPFUNC MP_OBJ,@ENEMY_AI:OBJ_HP[MP_OBJ]=50:ENE_SPRITE[ENE_COUNT]=MP_OBJ:INC ENE_COUNT:INC MP_OBJ INC NPC_CNT'SPVER=5 ENEMY:じょうげ
    IF MD$=="6" THEN SPSET MP_OBJ,113 SPLINK MP_OBJ,20 SPSET 351+NPC_CNT,20 SPLINK 351+NPC_CNT,MP_OBJ SPVAR MP_OBJ,0,9 SPVAR MP_OBJ,1,351+NPC_CNT SPVAR MP_OBJ,3,50 SPVAR MP_OBJ,4,10 SPVAR MP_OBJ,6,1 SPOFS MP_OBJ,OBJ_X+8,OBJ_Y+8 SPCOL MP_OBJ,TRUE SPFUNC MP_OBJ,@ENEMY_AI:OBJ_HP[MP_OBJ]=50:ENE_SPRITE[ENE_COUNT]=MP_OBJ:INC ENE_COUNT:INC MP_OBJ INC NPC_CNT'     =6 ENEMY:さゆう
    
'KEY 1,STR$(MP_OBJ)+":MP_OBJ"
    IF MP_OBJ==331 THEN STOP
   
   OBJ_X=OBJ_X+16
  NEXT
 OBJ_Y=OBJ_Y+16
NEXT

L_P_START_MO=MP_OBJ
RESTORE "@MAP_"+STR$(LOADMAP)

READ MAP_X,MAP_Y,BGMN

OBJ_Y=0'3しゅうめ:みかたNPC
FOR L=0 TO 31
 READ MAPDATA$
 OBJ_X=0
  FOR L2=0 TO 31
   MD$=MID$(MAPDATA$,L2,1)
'   ?MD$,OBJ_X,OBJ_Y,MAPDATA$
    IF MD$=="L" THEN SPSET MP_OBJ,1 SPLINK MP_OBJ,20 SPSET 351+NPC_CNT,PCPD_WEAPON SPLINK 351+NPC_CNT,MP_OBJ SPVAR MP_OBJ,0,5 SPVAR MP_OBJ,1,351+NPC_CNT SPVAR MP_OBJ,3,PCPD_RATE SPVAR MP_OBJ,4,PCPD_DIS SPVAR MP_OBJ,6,1 SPOFS MP_OBJ,OBJ_X,OBJ_Y SPCOL MP_OBJ,TRUE SPFUNC MP_OBJ,@L_P_AI:OBJ_HP[MP_OBJ]=PCPD_HP: INC MP_OBJ:INC L_P_COUNT INC NPC_CNT'SPVER=5 LOCAL_P
    IF MD$=="S" THEN SPSET MP_OBJ,51 SPLINK MP_OBJ,20 SPSET 351+NPC_CNT,PCSP_WEAPON SPLINK 351+NPC_CNT,MP_OBJ SPVAR MP_OBJ,0,6 SPVAR MP_OBJ,1,351+NPC_CNT SPVAR MP_OBJ,3,PCSP_RATE SPVAR MP_OBJ,4,PCSP_DIS SPVAR MP_OBJ,6,1 SPOFS MP_OBJ,OBJ_X,OBJ_Y SPCOL MP_OBJ,TRUE SPFUNC MP_OBJ,@L_P_AI:OBJ_HP[MP_OBJ]=PCSP_HP: INC MP_OBJ:INC L_P_COUNT INC NPC_CNT'SPVER=6 STATE_P
    IF MD$=="W" THEN SPSET MP_OBJ,61 SPLINK MP_OBJ,20 SPSET 351+NPC_CNT,SWHAT_WEAPON SPLINK 351+NPC_CNT,MP_OBJ SPVAR MP_OBJ,0,7 SPVAR MP_OBJ,1,351+NPC_CNT SPVAR MP_OBJ,3,SWHAT_RATE SPVAR MP_OBJ,4,SWHAT_DIS SPVAR MP_OBJ,6,1 SPOFS MP_OBJ,OBJ_X,OBJ_Y SPCOL MP_OBJ,TRUE SPFUNC MP_OBJ,@L_P_AI:OBJ_HP[MP_OBJ]=SWHAT_HP: INC MP_OBJ:INC L_P_COUNT INC NPC_CNT'SPVER=7 SWHAT
KEY 1,STR$(MP_OBJ)+":MP_OBJ"
   
    IF MP_OBJ==331 THEN STOP
   
   OBJ_X=OBJ_X+16
  NEXT
 OBJ_Y=OBJ_Y+16
NEXT

READ MAP_N$


BG_Y=0
BG=0
BGSCREEN 0,32,32
BGOFS 0,0,0,5
FOR BG_Y=0 TO 31
 FOR BG_X=0 TO 31
  BGPUT 0,BG_X,BG_Y,BG
  INC BG
 NEXT
NEXT
BGPUT 0,0,0,1

BGMPLAY 0,BGMN,BGM_V
'BGMPLAY ":0V50[@119C2@116C-T300CDEDCDERRCRRCRCCCCRRCRRC]:1V80[@90C2E2A1EDERFRFRB1C1]:2V60[@106DRRDR]"
'KEY 1,STR$(MP_OBJ)

SEP_TIME=MAINCNT

EFCSET 1
EFCOFF

BGMPLAY 1,253,BGM_V
BGMPAUSE 1

LOADINGE
'----------

'---
GOSUB @SELECT_WEA
GOSUB @SEL_UNIT
BREPEAT 4,5,5
'---

DISPLAY 1
 GPAGE 0,0
 GPRIO -1
  IF EVEF==1 THEN SPSET 0,8:SPOFS 0,,,2:SPSCALE 0,5,20
 SPCOLOR 0,#WHITE
 
 SPSET 3,4093
 SPOFS 3,187,157,1
 SPSCALE 3,2,2
 SPCOLOR 3,RGB(50,255,255,255)
 SPHOME 3,87,87
 SPANIM 3,"R",-1800,360,0
 
 
 SPSET 1,4000
 SPOFS 1,-1,0
 SPSCALE 1,1.5,1.5
 
 SPSET 14,50
 SPOFS 14,55,6
 SPSCALE 14,240,83
 
 GBOX 54,5,295,89,RGB(50,50,50)
 
 SPSET 2,6
 SPOFS 2,180,150
 SPSCALE 2,1,3
 SPCOLOR 2,#GREEN
 
 
 GPUTCHR 144,148,"HP:",1,1,#BLACK
 GBOX 180,150,280,153,#BLACK
' LOCATE 2,14,-256:COLOR #TBLACK:?"CALL BACKUP"
' LOCATE 2,15,-256:COLOR #TBLACK:?"-----------"
' LOCATE 2,16,-256:COLOR #TBLACK:?""+SEL_UNIT1$
' LOCATE 4,17,-256:COLOR #TBLACK:?SEL_UNIT2$
DISPLAY 0

GPAGE 1,1

TIME=MAINCNT

 IF EVEF==0 THEN 
  SPSET 411,4094
  SPOFS 411,,,-255
  SPSCALE 411,500,300
  SPCOLOR 411,RGB(200,0,0,0)
  SPANIM 411,"C",160,RGB(200,0,0,0),-30,RGB(0,0,0,0)
  
  SPSET 15,4088:SPSET 17,4087
  SPOFS 15,-200,80,-256:SPOFS 17,500,80,-256
  SPANIM 15,"XY",-20,140,80,120,140,80,-20,400,80
  SPANIM 17,"XY",-20,140,80,120,140,80,-20,-150,80
 ENDIF
 
MAP_X=MAP_X-200
MAP_Y=MAP_Y+110
'
'GAME MAIN LOOP
WHILE TRUE
 
 CALL SPRITE'CALL NPC AI etc
 
 'DOWN-WINDOW---
 DISPLAY 1
  IF PLAYER_HP<0 THEN PLAYER_HP=0
  SPSCALE 2,PLAYER_HP/100,3
   
   FOR L=1 TO 10
    LOCATE 7,L:?RADIO$[L-1]," "*23
   NEXT
   LOCATE 18,20:?"SCORE:",FORMAT$("%05D",SCORE),"Pt"
   
   
   IF PLAYER_HP<=0 THEN DISPLAY 0 GOTO @GANE_OVER
   IF PLAYER_HP<=40 THEN SPCOLOR 2,#YELLOW
   IF PLAYER_HP<=20 THEN SPCOLOR 2,#RED EFCON:DISPLAY 0 FADE RGB(80,255,0,0),30
   
   
 DISPLAY 0
 '--------------
 
 
 'GET CONTROL---
 STICK OUT PR_RX,PR_RY
 PR_B1=BUTTON(0)
 PR_B2=BUTTON(2)
 PR_B3=BUTTON(1)
 '--------------
 
 
 IF PR_B2==#UP THEN 
                  DEC SEL_UNIT
                  BEEP 0,-100,SE_V
                  GOSUB @SEL_UNIT
               ENDIF
 
 IF PR_B2==#DOWN THEN 
                  INC SEL_UNIT
                  BEEP 0,-100,SE_V
                  GOSUB @SEL_UNIT
                 ENDIF
 
 IF PR_B2==#RIGHT THEN 
                   BEEP 2,900,SE_V
                   GOSUB @CALL_UNIT
                  ENDIF
 
 
 IF PR_B1==#B THEN 
                  PR_DASH=2
              ELSE 
                  PR_DASH=1
              ENDIF
 
 IF PR_B2==#R THEN INC PR_WEAPON GOSUB @SELECT_WEA
 
 IF PR_B2==#L THEN DEC PR_WEAPON GOSUB @SELECT_WEA
 
 IF PR_B2==#Y THEN IF CTL_MODE==FALSE THEN CTL_MODE=TRUE SPSHOW 16 PR_DASH2=0.4 ELSE CTL_MODE=FALSE SPHIDE 16 PR_DASH2=1
 
 IF PR_B2==#X THEN IF GUN_BUL[PR_WEAPON]!=GUN_BULET THEN BEEP 29,100,SE_V
 IF PR_B1==#X THEN INC PR_RELOAD_T:GOSUB @RELOAD ELSE PR_RELOAD_T=0
 
 IF GUN_MODE==1 THEN 
           IF PR_B3==#A THEN GOSUB @SHOOT
                ELSEIF GUN_MODE==2 THEN 
           IF PR_B2==#A THEN GOSUB @SHOOT
                ENDIF
 
 'MOVE---
 SPROT 0,-DEG(PR_RAD)+90'PLAYER
 SPROT 1,-DEG(PR_RAD)+90'WEAPON
 SPROT 2,-DEG(PR_RAD)
 SPROT 16,-DEG(PR_RAD)+90

 IF (PR_RX!=0 || PR_RY!=0) THEN 
                   IF CTL_MODE==FALSE THEN PR_RAD=ATAN(PR_RY,PR_RX) ELSE GOSUB @CTL
                  MAP_X=MAP_X+PR_RX*PR_DASH*PR_DASH2*PR_DASH3
                  MAP_Y=MAP_Y+PR_RY*PR_DASH*PR_DASH2*PR_DASH3
                   IF MAP_X<=-190 THEN MAP_X=-190
                   IF MAP_X>=303 THEN MAP_X=303
                   IF MAP_Y>=101 THEN MAP_Y=101
                   IF MAP_Y<=-392 THEN MAP_Y=-392
                  
                   IF SPCHK(0)!=#CHKI THEN SPANIM 0,"I",5-PR_DASH,1,5-PR_DASH,2,5-PR_DASH,3,5-PR_DASH,4,5-PR_DASH,5,5-PR_DASH,4,5-PR_DASH,3,5-PR_DASH,2,0
                           ELSE 
                  SPANIM 0,"I",1,3
                           ENDIF

  PR_HIT_OBJ_LU=SPHITSP(6,230,MP_OBJ)
  PR_HIT_OBJ_LD=SPHITSP(11,230,MP_OBJ)
  
  PR_HIT_OBJ_RU=SPHITSP(8,230,MP_OBJ)
  PR_HIT_OBJ_RD=SPHITSP(13,230,MP_OBJ)
  
  PR_HIT_OBJ_DR=SPHITSP(12,230,MP_OBJ)
  PR_HIT_OBJ_DL=SPHITSP(9,230,MP_OBJ)

  PR_HIT_OBJ_UL=SPHITSP(7,230,MP_OBJ)
  PR_HIT_OBJ_UR=SPHITSP(10,230,MP_OBJ)
  
    IF PR_RX<0 THEN IF (PR_HIT_OBJ_LU!=-1 || PR_HIT_OBJ_LD!=-1) THEN MAP_X=MAP_X-(PR_RX*PR_DASH*PR_DASH2*PR_DASH3)
    IF PR_RX>0 THEN IF (PR_HIT_OBJ_RU!=-1 || PR_HIT_OBJ_RD!=-1) THEN MAP_X=MAP_X-(PR_RX*PR_DASH*PR_DASH2*PR_DASH3)

    IF PR_RY>0 THEN IF (PR_HIT_OBJ_UR!=-1 || PR_HIT_OBJ_UL!=-1) THEN MAP_Y=MAP_Y-(PR_RY*PR_DASH*PR_DASH2*PR_DASH3)
    IF PR_RY<0 THEN IF (PR_HIT_OBJ_DR!=-1 || PR_HIT_OBJ_DL!=-1) THEN MAP_Y=MAP_Y-(PR_RY*PR_DASH*PR_DASH2*PR_DASH3)
    

 BGOFS 0,MAP_X,-MAP_Y
 '-------
 
 'MAP_OBJECTのいどう---
  SPOFS 20 OUT X,Y
  SPOFS 20,-MAP_X,MAP_Y
  
  FOR L=230 TO MP_OBJ-1
  
   'HP=0,オブジェクトとたまのはんてい---
   OBJ_HIT_BUL1=SPHITSP(L,50,79)'プレイヤー
   OBJ_HIT_BUL2=SPHITSP(L,130,229)'てき
   OBJ_HIT_BUL3=SPHITSP(L,80,129)'みかた
    IF (OBJ_HIT_BUL1!=-1 && SPVAR(L,2)==0) THEN 
            OBJ_HP[L]=OBJ_HP[L]-GUN_DAM
'            SPHIDE OBJ_HIT_BUL1
             SPOFS OBJ_HIT_BUL1 OUT HIT_X,HIT_Y
             SPCLR OBJ_HIT_BUL1
             SPSET OBJ_HIT_BUL1,8
             SPLINK OBJ_HIT_BUL1,20
             SPROT OBJ_HIT_BUL1,RND(360)
             SPCOLOR OBJ_HIT_BUL1,#RED
             
             IF SPVAR(L,6)==1 THEN BEEP 13,0,10 ELSE BEEP 56,600+RND(500),SE_V SPCOLOR OBJ_HIT_BUL1,#YELLOW
             
             SPOFS OBJ_HIT_BUL1,HIT_X,HIT_Y,-256
             SPANIM OBJ_HIT_BUL1,"I",5,15,5,16
             SPANIM OBJ_HIT_BUL1,"XY+",10,0,0,1,-999,-999
             
             IF (((SPVAR(L,0)>=1 && SPVAR(L,0)<=4) || SPVAR(L,0)==8 || SPVAR(L,0)==9) && SPVAR(L,2)==0) THEN BEEP 53,,SE_V SCORE=SCORE+10 INC P_HIT ELSE IF SPVAR(L,6)==1 THEN RADIO("FF")
                       ENDIF
    IF OBJ_HIT_BUL2!=-1 THEN 
        EN_OWN_BUL=FALSE
'         IF L>=MP_OBJ-ENE_COUNT THEN EN_OWN_BUL=TRUE
         IF (L>=ENE_START_MO && L<ENE_START_MO+ENE_COUNT) THEN EN_OWN_BUL=TRUE
               IF EN_OWN_BUL==FALSE THEN 
                   OBJ_HP[L]=OBJ_HP[L]-5
'                   SPHIDE OBJ_HIT_BUL2
             SPOFS OBJ_HIT_BUL2 OUT HIT_X,HIT_Y
             SPCLR OBJ_HIT_BUL2
             SPSET OBJ_HIT_BUL2,8
             SPLINK OBJ_HIT_BUL2,20
             SPROT OBJ_HIT_BUL2,RND(360)
             SPCOLOR OBJ_HIT_BUL2,#RED
                    IF SPVAR(L,6)==1 THEN BEEP 13,0,10 RADIO("DAMEGE") ELSE BEEP 56,600+RND(500),SE_V SPCOLOR OBJ_HIT_BUL2,#YELLOW
             SPOFS OBJ_HIT_BUL2,HIT_X,HIT_Y,-256
             SPANIM OBJ_HIT_BUL2,"I",5,15,5,16
             SPANIM OBJ_HIT_BUL2,"XY+",10,0,0,1,-999,-999
                       ENDIF
              ENDIF
    
    IF OBJ_HIT_BUL3!=-1 THEN 
        L_P_OWN_BUL=FALSE
'         IF (L>=L_P_START_MO && L<L_P_START_MO+L_P_COUNT) THEN L_P_OWN_BUL=TRUE
         IF L>=MP_OBJ-L_P_COUNT THEN L_P_OWN_BUL=TRUE
               IF L_P_OWN_BUL==FALSE THEN 
                   OBJ_HP[L]=OBJ_HP[L]-5
'                   SPHIDE OBJ_HIT_BUL3
             SPOFS OBJ_HIT_BUL3 OUT HIT_X,HIT_Y
             SPCLR OBJ_HIT_BUL3
             SPSET OBJ_HIT_BUL3,8
             SPLINK OBJ_HIT_BUL3,20
             SPROT OBJ_HIT_BUL3,RND(360)
             SPCOLOR OBJ_HIT_BUL3,#RED
                    IF SPVAR(L,6)==1 THEN BEEP 13,0,10 ELSE BEEP 56,600+RND(500),SE_V SPCOLOR OBJ_HIT_BUL3,#YELLOW
             SPOFS OBJ_HIT_BUL3,HIT_X,HIT_Y,-256
             SPANIM OBJ_HIT_BUL3,"I",5,15,5,16
             SPANIM OBJ_HIT_BUL3,"XY+",10,0,0,1,-999,-999
                       ENDIF
              ENDIF
    
    
    
    
    IF ((OBJ_HP[L]>=-900 && OBJ_HP[L]<=0) && SPVAR(L,2)==0) THEN 
'                            IF L>=MP_OBJ-ENE_COUNT THEN SPFUNC L,@VOID
'                            SPSTOP L
                            SPANIM L,"XY+",1,0,0'SPSTOPにするとバグる、なぜ
                            SPANIM L,"I+",1,0
                            SPVAR L,2,1
                            SPFUNC L,@DIE_EF
                           ENDIF
   '-------
  NEXT
  'プレイヤーとてきたま---
  EN_BUL_HIT_PR=SPHITSP(0,130,229)
  IF (EN_BUL_HIT_PR!=-1 && EN_BUL_HIT_PR!=1) THEN 
             SPANIM 20,"XY+",3,0,-8,3,0,8,3,0,-3,3,0,3,3,0,0
'             BGANIM 0,"XY+",3,0,-8,3,0,8,3,0,-3,3,0,3,3,0,0
'              SPHIDE EN_BUL_HIT_PR
             SPOFS EN_BUL_HIT_PR OUT HIT_X,HIT_Y
             SPCLR EN_BUL_HIT_PR
             SPSET EN_BUL_HIT_PR,8
             SPLINK EN_BUL_HIT_PR,20
             SPROT EN_BUL_HIT_PR,RND(360)
             SPCOLOR EN_BUL_HIT_PR,#RED
             SPOFS EN_BUL_HIT_PR,HIT_X,HIT_Y,-256
             SPANIM EN_BUL_HIT_PR,"I",5,15,5,16
             SPANIM EN_BUL_HIT_PR,"XY+",10,0,0,1,-999,-999
             
              SPANIM 19,"C",1,RGB(180,255,255,255),-10,RGB(0,255,255,255)
              BEEP 30,,SE_V
              PLAYER_HP=PLAYER_HP-2-RND(5)
             ENDIF
 '-----------------
  
  'GET AMMO---
  P_PICK_AM=SPHITSP(0,351,351+NPC_CNT)
  IF P_PICK_AM!=-1 THEN SPCLR P_PICK_AM PR_REM_BUL=PR_REM_BUL+RND(20) BEEP 95,-100,SE_V PICK_GUN=TRUE
  '-----------
  
  'TO CQC---
  P_CQC=SPHITSP(0,ENE_START_MO,ENE_START_MO+ENE_COUNT-1)
  IF P_CQC!=-1 THEN GOSUB @CQC
  '---------
  
 'WEAPON INFO---
  COLOR #TBLACK:LOCATE 9,1,-255:?""+PR_WEA_NAME$+"     "
  IF GUN_BUL[PR_WEAPON]!=-1 THEN 
       COLOR T_C
       LOCATE 9,2,-255
       ?"残弾数:"+STR$(GUN_BUL[PR_WEAPON])+"/"+STR$(GUN_BULET)+"|"+STR$(PR_REM_BUL)+"  "
                           ELSE 
       LOCATE 9,2,-255:?"           "
                           ENDIF
 '--------------
 
 'クリアはんてい---
  IF ENE_ALIVE==FALSE THEN @GAME_CLEAR
  ENE_ALIVE=FALSE
 '----------
 
  
' KEY 2,STR$(PR_USE_BUL)
  IF DEBUG==TRUE THEN GOSUB @DEBUG
  
  IF EVEF==1 THEN INC EVEF:MOVIE4_2:GOSUB @SELECT_WEA:GOSUB @SEL_UNIT
 VSYNC 
WEND
'GAME MAIN LOOP
'

@CQC'---
  IF (REM_CQC==P_CQC || OBJ_HP[P_CQC]==0) THEN RETURN
 SPSTOP 
 SPSET 15,6
 SPOFS 15,0,110,-250
 SPSCALE 15,4,1
 SPCOLOR 15,RGB(20,20,20)
 SPANIM 15,"XY+",-5,0,-35
 SPANIM 15,"S+",-5,4,70
 BEEP 103,,SE_V
 
 SPSET 17,34:SPOFS 17,184,110,-251:SPSCALE 17,2,2:SPROT 17,90
 SPSET 18,35:SPOFS 18,216,110,-251:SPSCALE 18,2,2:SPROT 18,-90
 
 SPANIM 17,"XY+",3,-1,0,3,1,0,0
 SPANIM 18,"XY+",3,-1,0,3,1,0,0
 
 SPSET 412,6:SPOFS 412,150,130,-251
 SPANIM 412,"XY+",-130+OBJ_HP[P_CQC],50,0
 SPANIM 412,"S+",-130+OBJ_HP[P_CQC],0,1
 
 COLOR 15
 LOCATE 22,10,-251:?"PUSH!!!"
 
 QTE$=""
 FOR L2=0 TO 3
  QTE_R=RND(4)
   IF QTE_R==0 THEN QTE$=QTE$+"" QTE[L2]=16
   IF QTE_R==1 THEN QTE$=QTE$+"" QTE[L2]=32
   IF QTE_R==2 THEN QTE$=QTE$+"" QTE[L2]=1
   IF QTE_R==3 THEN QTE$=QTE$+"" QTE[L2]=2
 NEXT
 
 QTE_C=0
 WHILE TRUE
  IF SPCHK(412)==0 THEN PLAYER_HP=0 BREAK
 LOCATE 23,17,-251:?QTE$,"   "
  IF BUTTON(2)==QTE[QTE_C] THEN 
   BEEP 120,,SE_V
   INC QTE_C
   QTE$=RIGHT$(QTE$,4-QTE_C)
  ENDIF
  IF QTE_C==4 THEN
       OBJ_HP[P_CQC]=0
       SPVAR P_CQC,0,100
       REM_CQC=P_CQC
       BEEP 104,-200,SE_V
       BREAK
  ENDIF
  VSYNC 
 WEND
 
 SPCLR 17:SPCLR 18:SPCLR 412:CLS
 SPANIM 15,"XY+",-2,0,30
 SPANIM 15,"S+",-2,4,0
 SPSTART 
 
RETURN

@CTL'---
 
 MIN_DIS=9999
 FOR L2=ENE_START_MO TO ENE_START_MO+ENE_COUNT-1
   IF SPVAR(L2,2)!=2 THEN 
     SPOFS L2 OUT BX,BY
     E_L_DIS=SQR(POW(BX+X-200,2)+POW(BY+Y-110,2))
     IF MIN_DIS>E_L_DIS THEN MIN_DIS=E_L_DIS REMEMBER=L2
    ENDIF
 NEXT
 SPOFS REMEMBER OUT BX,BY
 PR_RAD=-ATAN(BY+Y-110,BX+X-200)
 
 
 
RETURN

@SHOOT'---

  IF GUN_BUL[PR_WEAPON]==0 THEN T_C=#TRED RETURN ELSE T_C=#TBLACK
 SPANIM 1,"I",3,PR_WEA,3,PR_WEA+1,3,PR_WEA+2,3,PR_WEA+3,3,PR_WEA
 
 
 DEC GUN_BUL[PR_WEAPON]
  IF GUN_BUL[PR_WEAPON]==-1 THEN GUN_BUL[PR_WEAPON]=0


 INC P_FIRE

 
 BEEP 24,-500,SE_V
 
  IF PR_USE_BUL==80 THEN PR_USE_BUL=50 SPHIDE 79
 SPSET PR_USE_BUL,96
 SPCOL PR_USE_BUL,TRUE
 SPOFS PR_USE_BUL,200-X,110-Y
 SPSCALE PR_USE_BUL,2,2
 
 BUL_X=(GUN_FLY*15)*COS(PR_RAD)+200'X
 BUL_Y=(GUN_FLY*15)*SIN(-PR_RAD)+110'Y
 SPANIM PR_USE_BUL,"XY",-30,BUL_X-X,BUL_Y-Y,1,-999,-999
 SPLINK PR_USE_BUL,20
 INC PR_USE_BUL
 
 
RETURN

@RELOAD'---
   IF PR_REM_BUL<=0 THEN PR_REM_BUL=0 RETURN
  WHILE TRUE
    IF GUN_BUL[PR_WEAPON]!=GUN_BULET THEN SPSCALE 5,((100/GUN_RE)*PR_RELOAD_T)/100,1
    IF PR_RELOAD_T>=GUN_RE THEN PR_RELOAD_T=0 SPSCALE 5,0,1 BREAK ELSE RETURN
  WEND
 BEEP 28,500,,SE_V
 T_C=#TBLACK
 PLUS_BUL=GUN_BULET-GUN_BUL[PR_WEAPON]
 
 PR_REM_BUL=PR_REM_BUL-PLUS_BUL
  IF PR_REM_BUL<=0 THEN GUN_BUL[PR_WEAPON]=GUN_BUL[PR_WEAPON]+PLUS_BUL+PR_REM_BUL RETURN
 GUN_BUL[PR_WEAPON]=GUN_BUL[PR_WEAPON]+PLUS_BUL
RETURN



@SELECT_WEA'---
  IF PR_WEAPON==-1 THEN PR_WEAPON=0
  IF PR_WEAPON==2+SAVEDATA[10] THEN PR_WEAPON=1+SAVEDATA[10]
 RESTORE "@WP_"+STR$(PR_WEAPON)
 READ PR_WEA_NAME$,PR_WEA,GUN_MODE,GUN_FLY,GUN_DAM,GUN_BULET,GUN_RE,PR_DASH3
 IF GUN_BUL[PR_WEAPON]==-1 THEN GUN_BUL[PR_WEAPON]=GUN_BULET
 SPSET 1,PR_WEA:SPOFS 1,200,110
 SPSCALE 2,GUN_FLY,1
 SPSET 3,PR_WEA+9:SPOFS 3,32,16,-253:SPSCALE 3,2,2
  IF EVEF==1 THEN SPHIDE 3
  IF EVEF==2 THEN SPSHOW 2:SPSHOW 4
 
  IF GUN_BUL[PR_WEAPON]==0 THEN T_C=#TRED RETURN ELSE T_C=#TBLACK

RETURN


@SEL_UNIT'---
 IF SEL_UNIT<=-1 THEN SEL_UNIT=0 RETURN
 IF SEL_UNIT>=3 THEN SEL_UNIT=2 RETURN
 
 IF SEL_UNIT==0 THEN SEL_UNIT1$="PCPD" SEL_UNIT2=-100 UNIT_SP=1
 IF SEL_UNIT==1 THEN SEL_UNIT1$="PCSP" SEL_UNIT2=-200 UNIT_SP=51
 IF SEL_UNIT==2 THEN SEL_UNIT1$="SWHAT" SEL_UNIT2=-500 UNIT_SP=61
 
 DISPLAY 1
 CLS
 LOCATE 2,14,-256:COLOR #TBLACK:?"CALL BACKUP"
 LOCATE 2,15,-256:COLOR #TBLACK:?"-----------"
 LOCATE 2,16,-256:COLOR #TBLACK:?""+SEL_UNIT1$
 LOCATE 4,17,-256:COLOR #TBLACK:?SEL_UNIT2,"Pt"
 DISPLAY 0
RETURN

@CALL_UNIT'---
 
 BGMPLAY 1,253,BGM_V
 WAIT 1
 BGMPAUSE 1
 WAIT 1
 
 IF (MAINCNT-SEP_TIME<=1000 || MP_OBJ>=345 || EVEF>=1) THEN PLAYWAV WAVE_52 RETURN
 
 CALL_UNIT=TRUE
 BGMCONT 1,3
 
 IF SEL_UNIT==0 THEN PLAYWAV WAVE_50 SPSET 405,123 SPANIM 405,"I",5,127,5,257,0 CALLUNIT_HP=PCPD_HP CALLUNIT_RATE=PCPD_RATE CALLUNIT_DIS=PCPD_DIS CALLUNIT_WEAPON=PCPD_WEAPON
 IF SEL_UNIT==1 THEN PLAYWAV WAVE_50 SPSET 405,133 SPANIM 405,"I",5,267,5,277,0 CALLUNIT_HP=PCSP_HP CALLUNIT_RATE=PCSP_RATE CALLUNIT_DIS=PCSP_DIS CALLUNIT_WEAPON=PCSP_WEAPON
 IF SEL_UNIT==2 THEN PLAYWAV WAVE_51 SPSET 405,143 SPANIM 405,"I",5,287,5,297,0 CALLUNIT_HP=SWHAT_HP CALLUNIT_RATE=SWHAT_RATE CALLUNIT_DIS=SWHAT_DIS CALLUNIT_WEAPON=SWHAT_WEAPON
 SPLINK 405,20
 SPOFS 405,-70,550
 SPANIM 405,"XY",-120,-52,120,20,-52,120,-100,-70,-200
 
 SCORE=SCORE+SEL_UNIT2
 
 FOR L=0 TO SEL_UNIT+1
  SPSET MP_OBJ,UNIT_SP
  SPSET 351+NPC_CNT,CALLUNIT_WEAPON
  SPLINK 351+NPC_CNT,MP_OBJ
  SPCOL MP_OBJ
  SPVAR MP_OBJ,0,5+SEL_UNIT
  SPVAR MP_OBJ,1,351+NPC_CNT
  SPVAR MP_OBJ,3,CALLUNIT_RATE
  SPVAR MP_OBJ,4,CALLUNIT_DIS
  SPVAR MP_OBJ,6,1
  SPFUNC MP_OBJ,@L_P_AI
  SPLINK MP_OBJ,20
  SPOFS MP_OBJ,-24,L*32+96
  SPANIM MP_OBJ,"C",150,RGB(0,0,0,0),1,#WHITE
  SPANIM 351+NPC_CNT,"C",150,RGB(0,0,0,0),1,#WHITE
  OBJ_HP[MP_OBJ]=CALLUNIT_HP
  INC MP_OBJ
  INC L_P_COUNT
  INC NPC_CNT
 NEXT
 SEP_TIME=MAINCNT
 
 RADIO("ARRIVE")
 
 BEEP 15,100,SE_V
 
' BGMPLAY ":5V50T240[R]20[@70E2&B2&)))]3"
RETURN

@GANE_OVER'---
 
 BGMSTOP -1
 
 FADE RGB(0,0,0,0),30
 
 BGMPLAY 0,6,BGM_V
 
 SPSET 411,4094
 SPOFS 411,,,-255
 SPSCALE 411,500,300
 SPCOLOR 411,RGB(0,255,0,0)
 SPANIM 411,"C",-60,RGB(200,255,0,0)
 
 SPSET 15,4089
 SPOFS 15,55,60,-256 
 SPCOLOR 15,RGB(0,0,0,0)
 WAIT 30
 SPANIM 15,"C",-60,RGB(255,255,255,255)
 SPANIM 15,"XY+",-60,-15,-5,-60,15,-10,-30,0,-12
 
 SPANIM 0,"I",5,26,20,27,20,28,30,119
' DIALOG "ざんねん ゲームオーバー このあとのしょりは せいさくちゅう もしよかったら まとめWIKIの コメントで かいぜんてんや かんそうを おしえてね"
 
 WAIT 120
 COLOR 15
 LOCATE 19,11,-256:?"死 亡 し ま し た"
 
 WAIT 5
 RESTORE @TIPS
 WHILE TRUE
 READ TIP$
  IF RND(10)==0 THEN BREAK
  IF TIP$=="*END*" THEN RESTORE @TIPS
 WEND
 LOCATE (50-LEN(TIP$))/2,15,-256:?TIP$
 
 'LOCATE 10,18,-256:?" タイトル"
 'LOCATE 10,20,-256:?" リトライ"
 
 WHILE TRUE
  IF BUTTON(0)==#A THEN BREAK
'  IF BUTTON(0)==#B THEN GAMERESET:GOTO @LOADMAP
 WEND
 
 GAMERESET
GOTO @TITLE

@GAME_CLEAR'---
 
 BGMSTOP -1
 
 IF EVEF>=1 THEN ENDING:GOTO @TITLE
 
 IF P_FIRE==0 THEN P_FIRE=1 HITRATE=P_HIT/P_FIRE P_FIRE=0 ELSE HITRATE=P_HIT/P_FIRE
 
 'ひょうかの てきせつな けいさんしきが わからない
 F_SCORE=SCORE+(FLOOR((HITRATE)*500))-(DEATH_N*10)+PLAYER_HP*50-FLOOR((MAINCNT-TIME)/100)+ARREST_N*800
         'きそすこあ+めいちゅうりつ*500-しぼうしゃ*10+のこりHP*50-けいかじかん/100+たいほしゃ*800
 
 REP$="S"
 IF F_SCORE<10000 THEN REP$="A"
 IF F_SCORE<=8000 THEN REP$="B"
 IF F_SCORE<=5000 THEN REP$="C"
 IF F_SCORE<=2000 THEN REP$="D"
 IF F_SCORE<=0 THEN REP$="E"
 IF F_SCORE<=-1000 THEN REP$="F"
 
 FADE RGB(0,0,0,0),40
 
 BGMPLAY 0,5,BGM_V
 WAIT 90
 
 PLAYWAV WAVE_5
 
 SPSET 411,4094
 SPOFS 411,,,-255
 SPSCALE 411,500,300
 SPCOLOR 411,RGB(0,0,0,0)
 SPANIM 411,"C",-30,RGB(150,0,0,0)
 
 WAIT 20
 
 SPSET 15,4090
 SPOFS 15,108,10,-256
 
 WAIT 60
 COLOR 15
 LOCATE 10,6,-256:?"事件名:",MAP_N$
 WAIT 5
 LOCATE 10,8,-256:?"1999//"
 WAIT 5
 LOCATE 10,9,-256:?"------------------------"
 WAIT 5
 LOCATE 10,11,-256:?"発 砲 数:",P_FIRE
 WAIT 5
 LOCATE 10,13,-256:?"命 中 率:",FLOOR((HITRATE)*100),"%"
 WAIT 5
 LOCATE 10,15,-256:?"死 亡 者:",DEATH_N,"名"
 WAIT 5
 LOCATE 10,17,-256:?"逮 捕 者:",ARREST_N,"名"
 WAIT 5
 LOCATE 10,19,-256:?"SCORE:",F_SCORE,"Pt"
 WAIT 5 
 LOCATE 10,21,-256:?"------------------------"
 WAIT 5
 LOCATE 10,23,-256:?" 評 価 :",REP$
 WAIT 5
 
 
  IF FLOOR((HITRATE)*100)==100 THEN SAVEDATA[20]=1
  IF PLAYER_HP==100 THEN SAVEDATA[21]=1
  IF PICK_GUN==FALSE THEN SAVEDATA[22]=1
  IF CALL_UNIT==FALSE THEN  SAVEDATA[23]=1
  IF P_FIRE==0 THEN SAVEDATA[24]=1
  IF DEATH_N==0 THEN SAVEDATA[25]=1
 
 WHILE BUTTON(1)!=#A
 WEND
 
 GAMERESET
 
 IF LOADMAP==1 THEN MOVIE1_2
 IF LOADMAP==2 THEN MOVIE2_2
 IF LOADMAP==3 THEN MOVIE3_2
 IF LOADMAP==4 THEN LOADMAP=5 GOTO @LOADMAP'MOVIE4_2
GOTO @TITLE

@DEBUG'---
COLOR 4
LOCATE 0,5
?"MAP_XY:",MAP_X," ",MAP_Y,"       "
?"SPLINK_XY:",X," ",Y,"       "
?"P_HP:",PLAYER_HP,"       "
?"P_U_BUL:",PR_USE_BUL,"       "
?"E_U_BUL:",EN_USE_BUL,"       "
?"L_P_U_BUL:",L_P_USE_BUL,"       "
?"ENE_COUNT:",ENE_COUNT,"       "
?"L_P_COUNT:",L_P_COUNT,"       "
?"MP_OBJ:",MP_OBJ,"       "
?"SCORE:",SCORE,"       "
?"P_HIT:",P_HIT,"       "
?"P_FIRE:",P_FIRE,"       "
?"CTL_MODE:",CTL_MODE,"       "
?"SEP_TIME:",MAINCNT-SEP_TIME,"       "
?"TIME:",MAINCNT-TIME,"       "
?"BUTTON:",BUTTON(),"       "
?"FPS:",FPS,"       "

IF MAINCNT-CNT>=60 THEN FPS=FPS2:CNT=MAINCNT: FPS2=0
FPS2=FPS2+1

'チートコマンド BLR
IF BUTTON()==801 THEN PLAYER_HP=0'そくし
IF BUTTON()==802 THEN PR_REM_BUL=9999'たまかず
IF BUTTON()==804 THEN @GAME_CLEAR'クリア
IF BUTTON()==808 THEN PLAYER_HP=999'HP999

RETURN

@ACHIEVEMENT'---
 DISPLAY 0
  IF SAVEDATA[26]==0 THEN IF SAVEDATA[20]+SAVEDATA[21]+SAVEDATA[22]+SAVEDATA[23]+SAVEDATA[24]+SAVEDATA[25]==6 THEN SAVEDATA[26]=1
 SPSET 411,4094
 SPOFS 411,,,-200
 SPSCALE 411,500,300
 SPCOLOR 411,RGB(0,0,0,0)
 SPANIM 411,"C",-5,RGB(200,0,0,0)
 
 
 COLOR 15
 LOCATE 1,1,-201
 ?"ACHIEVEMENT"'ノーヒントで じっせき ぜんかいほうするの むずかしいよね
 ?"--------------------------------------------------"
  IF SAVEDATA[20]==1 THEN LOCATE 1,4 ?"[税金節約]命中率100%"
  IF SAVEDATA[21]==1 THEN LOCATE 1,6 ?"[豪運の持ち主]一度も被弾せずにCode 4"
  IF SAVEDATA[22]==1 THEN LOCATE 1,8 ?"[現場保存]敵が落とした弾を拾わずにCode 4"
  IF SAVEDATA[23]==1 THEN LOCATE 1,10 ?"[無謀な英雄]一度も応援要請をせずにCode 4"
  IF SAVEDATA[24]==1 THEN LOCATE 1,12 ?"[平和主義者]一度も発砲せずにCode 4"
  IF SAVEDATA[25]==1 THEN LOCATE 1,14 ?"[最善の結果]1名も死者をださずにCode 4"
  IF SAVEDATA[26]==1 THEN LOCATE 1,16 ?"["+CHR$(84)+CHR$(72)+CHR$(65)+CHR$(78)+CHR$(75)+CHR$(32)+CHR$(89)+CHR$(79)+CHR$(85)+CHR$(33)+"]"+CHR$(12371)+CHR$(12398)+CHR$(12513)+CHR$(12483)+CHR$(12475)+CHR$(12540)+CHR$(12472)+CHR$(12364)+CHR$(34920)+CHR$(31034)+CHR$(12373)+CHR$(12428)+CHR$(12427)+CHR$(12411)+CHR$(12393)+CHR$(12395)+CHR$(31169)+CHR$(12398)+CHR$(12466)+CHR$(12540)+CHR$(12512)+CHR$(12434)+CHR$(36938)+CHR$(12435)+CHR$(12391)+CHR$(12367)+CHR$(12384)+CHR$(12373)+CHR$(12426)+CHR$(12289)+CHR$(10)+CHR$(32)+CHR$(26412)+CHR$(24403)+CHR$(12395)+CHR$(12354)+CHR$(12426)+CHR$(12364)+CHR$(12392)+CHR$(12358)+CHR$(12372)+CHR$(12374)+CHR$(12356)+CHR$(12414)+CHR$(12377)+CHR$(33)+CHR$(12503)+CHR$(12481)+CHR$(12467)+CHR$(12531)+CHR$(51)+CHR$(21495)+CHR$(12391)+CHR$(12398)+CHR$(22823)+CHR$(12365)+CHR$(12394)+CHR$(27963)+CHR$(21205)+CHR$(12399)+CHR$(12289)+CHR$(10)+CHR$(32)+CHR$(12371)+CHR$(12398)+CHR$(20316)+CHR$(21697)+CHR$(12391)+CHR$(26368)+CHR$(24460)+CHR$(12395)+CHR$(12394)+CHR$(12426)+CHR$(12414)+CHR$(12377)+CHR$(12290)+CHR$(12503)+CHR$(12525)+CHR$(12464)+CHR$(12521)+CHR$(12511)+CHR$(12531)+CHR$(12464)+CHR$(12398)+CHR$(20837)+CHR$(21475)+CHR$(12364)+CHR$(12503)+CHR$(12481)+CHR$(12467)+CHR$(12531)+CHR$(51)+CHR$(21495)+CHR$(12391)+CHR$(12289)+CHR$(10)+CHR$(32)+CHR$(21491)+CHR$(12418)+CHR$(24038)+CHR$(12418)+CHR$(20998)+CHR$(12363)+CHR$(12425)+CHR$(12394)+CHR$(12363)+CHR$(12387)+CHR$(12383)+CHR$(31169)+CHR$(12395)+CHR$(33394)+CHR$(12293)+CHR$(12392)+CHR$(25945)+CHR$(12360)+CHR$(12390)+CHR$(12367)+CHR$(12384)+CHR$(12373)+CHR$(12387)+CHR$(12383)+CHR$(12371)+CHR$(12392)+CHR$(12399)+CHR$(12289)+CHR$(12392)+CHR$(12390)+CHR$(12418)+CHR$(24863)+CHR$(35613)+CHR$(12375)+CHR$(12390)+CHR$(12356)+CHR$(12414)+CHR$(12377)+CHR$(12290)+CHR$(10)+CHR$(32)+CHR$(12383)+CHR$(12403)+CHR$(12383)+CHR$(12403)+CHR$(22833)+CHR$(31036)+CHR$(12394)+CHR$(34892)+CHR$(28858)+CHR$(12434)+CHR$(12375)+CHR$(12390)+CHR$(12375)+CHR$(12414)+CHR$(12387)+CHR$(12383)+CHR$(12371)+CHR$(12392)+CHR$(12399)+CHR$(12289)+CHR$(12371)+CHR$(12371)+CHR$(12391)+CHR$(35613)+CHR$(32618)+CHR$(12373)+CHR$(12379)+CHR$(12390)+CHR$(12367)+CHR$(12384)+CHR$(12373)+CHR$(12356)+CHR$(12290)+CHR$(10)+CHR$(32)+CHR$(12414)+CHR$(12383)+CHR$(12356)+CHR$(12388)+CHR$(12363)+CHR$(12362)+CHR$(20250)+CHR$(12356)+CHR$(12375)+CHR$(12414)+CHR$(12375)+CHR$(12423)+CHR$(12358)+CHR$(12290)+CHR$(12381)+CHR$(12428)+CHR$(12391)+CHR$(12399)+CHR$(33)

 
 WHILE BUTTON()==#B
 WEND
 SPANIM 411,"C",-5,RGB(0,0,0,0)
RETURN


'DEF---
DEF MOVIE0
 DISPLAY 0
 FADE #BLACK,60
 WAIT 60
 FADE RGB(0,0,0,0),60
 CLS
 SPCLR 
 COLOR 15
 BACKCOLOR #BLACK
 
 SPSET 1,4094:SPOFS 1,0,0,-5:SPANIM 1,"S",1,400,0,-30,400,32
 SPSET 2,4094:SPROT 2,180:SPOFS 2,400,240,-5:SPANIM 2,"S",1,400,0,-30,400,32
  
  LOCATE 5,5,-256:?"ムービーテスト"
  WAIT 60
  
 FADE #BLACK,120
 WAIT 30
 BGMSTOP 
 '---
 FADE RGB(0,0,0,0)
 GCLS 
 GPAGE 1,1
 GCLS   
END
DEF MOVIE1
 DISPLAY 0
 FADE #BLACK,60
 WAIT 60
 FADE RGB(0,0,0,0),60
 GCLS 
 CLS
 SPCLR 
 COLOR 15
 BACKCOLOR #BLACK
 GPAGE 0,0
 GOFS -400,0
 IF BUTTON()==#R THEN @A
 
 LOADINGS
 LOAD "GRP0:MAP_1",FALSE
 PLAY_DECODE_BIN "WAVE_10"
 LOADINGE
 
  LOCATE 14,10:?"    この物語はフィクションです。    "
  LOCATE 14,11:?"登場する人物、団体、名称等は架空の物であり、"
  LOCATE 14,12:?"   実在の物とは一切関係ありません。   "
  WAIT 240
  CLS
  WAIT 30
  WHILE TRUE
   CLS 
   LOCATE 10,14
   ?MID$("1999/05/XX プチシティ",0,A)+"_"',1,10,0,0,0,200,200,200
   INC A
   BEEP 9,-200,SE_V
    IF A==17 THEN WAIT 120 CLS  BREAK
   WAIT 4
  WEND
 FADE #BLACK
 
 GOFS 0,0
 FADE RGB(0,0,0,0),30
 '---
  GFILL 0,90,400,170,RGB(80,80,80)
  GFILL 0,127,400,131,RGB(250,250,250)
  
  SPSET 0,120:SPOFS 0,100,75
  
  SPSET 1,4094:SPOFS 1,-5,0,-5:SPANIM 1,"S",1,405,0,-30,405,32
  SPSET 2,4094:SPROT 2,180:SPOFS 2,405,240,-5:SPANIM 2,"S",1,405,0,-30,405,32
  
  WAIT 20
  BEEP 2,900
  WAIT 5
  BEEP 2,900
  WAIT 8
  BEEP 1,-100
  
  BGMPLAY 0,128,127
  WAIT 30
  SUB "全部隊へ報告、",80,1
  SUB "宝石店強盗の通報あり。",130,1
  SUB "容疑者は東へ逃走中。",130,1
  SUB "Code3で急行してください。",200,1
'  BGMPLAY ":5T240[@70[E2&B2&]30@90[C32]30]"
  BGMPLAY 254
  SPANIM 0,"I",5,124,5,254,0
  SPANIM 0,"XY",-30,105,80,-30,110,90,-30,120,100,-100,400,100
  FADE #BLACK,120
  WAIT 240
  BGMSTOP 
 '---
 @A
 WAIT 30
 FADE RGB(0,0,0,0)
 GCLS 
 GPAGE 1,1
 GCLS 
 
END

DEF MOVIE1_2
 DISPLAY 1
 GPAGE 1,1
 GCLS 
 DISPLAY 0
 GPAGE 0,0
 GOFS 0,0
 CLS
 IF BUTTON()==#R THEN @A
 LOADINGS
 LOAD "GRP0:MAP_1",FALSE
 SPSET 1,4094:SPOFS 1,-5,0,-5:SPANIM 1,"S",1,405,0,-30,405,32
 SPSET 2,4094:SPROT 2,180:SPOFS 2,405,240,-5:SPANIM 2,"S",1,405,0,-30,405,32
 
 
 SPSET 3,1
 SPROT 3,90
 SPOFS 3,-20,100
 SPANIM 3,"XY",-100,90,100
 SPANIM 3,"I",-20,5,-20,1,-20,5,-20,1,-20,1,4,0
 
 SPSET 4,1
 SPROT 4,90
 SPOFS 4,-20,130
 SPANIM 4,"XY",-100,90,130
 SPANIM 4,"I",-20,5,-20,1,-20,5,-20,1,-20,1,4,0
 
 SPSET 5,111
 SPROT 5,90
 SPOFS 5,50,95
 SPANIM 5,"XY",-110,170,95
 SPANIM 5,"I",-20,115,-20,111,-20,115,-20,111,-20,115
 
 SPSET 6,111
 SPROT 6,90
 SPOFS 6,50,135
 SPANIM 6,"XY",-110,170,135
 SPANIM 6,"I",-20,115,-20,111,-20,115,-20,111,-20,115
 
 SPSET 7,150
 SPOFS 7,160,105
 SPANIM 7,"XY+",150,1,-1,3,1,1,3,1,-1,3,1,1,5,0,0,-60,250,0
 
 LOADINGE
 
 '---
 WAIT 30
 SUB "待て!",100,0
' LOCATE 3,28,-6:?"「止まれ!」"
' WAIT 50
 
 SPCLR 5
 SPCLR 6
 BEEP 95,-1000
 BEEP 95,-1000
 
 WAIT 30
 BEEP 125,-1000
 WAIT 130
 SUB "クソッ、手配かけろ",180,2
 
 BEEP 1,-100
 WAIT 2
 SUB "本部、対象が車で逃走、ナンバ-AdamIda…",240,2
 
 FADE #BLACK,120
 WAIT 240 
 '---
 @A
 SPCLR 
 WAIT 30
 FADE RGB(0,0,0,0)
 GCLS 
 
 IF SAVEDATA[1]==0 THEN LOCATE 19,12:?"CHAPTER 2 開放" SAVEDATA[1]=1:WAIT 180
 IF (SAVEDATA[4]<F_SCORE || SAVEDATA[4]==0) THEN SAVEDATA[4]=F_SCORE
 SAVE "DAT:SAVE_DATA",SAVEDATA
 CLS
 WAIT 30
 
END

DEF MOVIE2
 DISPLAY 0
 FADE #BLACK,60
 WAIT 60
 FADE RGB(0,0,0,0),60
 CLS
 GCLS 
 SPCLR 
 COLOR 15
 BACKCOLOR #BLACK
 GPAGE 0,0
 
 IF BUTTON()==#R THEN @A
 
 LOADINGS
 LOAD "GRP0:MAP_1",FALSE
 PLAY_DECODE_BIN "WAVE_20"
 LOADINGE
 
 GFILL 0,90,400,170,RGB(80,80,80)
 GFILL 0,127,400,131,RGB(250,250,250)
 
 SPSET 1,4094:SPOFS 1,0,0,-5:SPANIM 1,"S",1,400,0,-30,400,32
 SPSET 2,4094:SPROT 2,180:SPOFS 2,400,240,-5:SPANIM 2,"S",1,400,0,-30,400,32
 
 SPSET 3,120:SPOFS 3,80,75
 
 SPSET 4,151:SPOFS 4,450,140:SPANIM 4,"XY",-200,-50,140
 
  WAIT 20
  BEEP 2,900
  WAIT 5
  BEEP 2,900
  WAIT 8
  BEEP 1,-100 
 
' PLAYWAV WAVE_20
  BGMPLAY 0,128,127
  WAIT 30
  
  SUB "全部隊へ、",80,1
  SUB "巡回中のPCより報告あり。",190,1
  SUB "銀行強盗が進行中の模様。",150,1
  SUB "市民が人質に取られています。",175,1
  
  BGMPLAY 2,254
  BGMPAUSE 2
  WAIT 5
  BGMCONT 2,1
  
  SPSET 5,120:SPOFS 5,-200,100:SPANIM 5,"XY",-180,550,100:SPANIM 5,"I",5,124,5,254,0
  SPSET 6,120:SPOFS 6,-260,100:SPANIM 6,"XY",-180,490,100:SPANIM 6,"I",5,124,5,254,0
  SPSET 7,140:SPOFS 7,-340,99:SPANIM 7,"XY",-180,410,99:SPANIM 7,"I",5,284,5,294,0
  
  SUB "Code3で急行してください。",200,1
  
  BGMSTOP 2,3
  
  BGMPLAY 1,254
  SPANIM 3,"I",5,124,5,254,0
  SPANIM 3,"XY",-30,85,80,-30,110,90,-30,120,100,-100,400,100
  
  
 FADE #BLACK,120
 WAIT 240
 BGMSTOP 
 '---
 @A
 WAIT 30
 FADE RGB(0,0,0,0)
 GCLS 
 GPAGE 1,1
 GCLS   
END

DEF MOVIE2_2
 DISPLAY 1
 GPAGE 1,1
 GCLS 
 DISPLAY 0
 GPAGE 0,0
 CLS
 IF BUTTON()==#R THEN @A
 LOADINGS
 LOAD "GRP0:MAP_10",FALSE
 SPSET 1,4094:SPOFS 1,-5,0,-5:SPANIM 1,"S",1,405,0,-30,405,32
 SPSET 2,4094:SPROT 2,180:SPOFS 2,405,240,-5:SPANIM 2,"S",1,405,0,-30,405,32
 
 
 SPSET 3,34
 SPROT 3,90
 SPOFS 3,184,120
 
 SPSET 4,0
 SPOFS 4,180,170
 
 SPSET 6,0
 SPOFS 6,210,169
  
 SPSET 5,113
 SPROT 5,270
 SPOFS 5,216,120
 
 SPSET 7,0
 SPOFS 7,112,96

 SPSET 8,0
 SPROT 8,180
 SPOFS 8,112,80
 
 LOADINGE
 
 '---
 
 WAIT 60
 SUB "銀行をおそうなんて馬鹿な真似を",160,2
 SUB "どうしてそんなことをしたんだ?",120,2
 WAIT 30
 SUB "俺は上からの指示に従っただけだ",160,2
 SUB "組織に入った時点で、こうするしかなかったんだ",180,2
 WAIT 30
 SUB "断われば消されるからな",120,2
 WAIT 30
 SUB "組織… それは『GG』のことか?",160,2
 WAIT 30
 SUB "そうだ、今思えばあんなところ、入らなきゃ良かったな",240,2
 WAIT 30
 SUB "後悔してるのか…",120,2
 WAIT 60
 SUB "…なあ、俺の罪を軽くしてくれるなら、教えてやるぜ、ボスの居場所",300,2
 WAIT 30
 SUB "…! 知ってるのか?",120,2
 WAIT 30
 SUB "ああ",60,2
 WAIT 60
 SUB "司法取引か…、分かった、受け入れよう",180,2
 '---
 FADE #BLACK,120
 WAIT 240 
 @A
 SPCLR 
 WAIT 30
 FADE RGB(0,0,0,0)
 GCLS 
 
 IF SAVEDATA[2]==0 THEN LOCATE 19,12:?"CHAPTER 3 開放" SAVEDATA[2]=1:WAIT 180
 IF (SAVEDATA[5]<F_SCORE || SAVEDATA[5]==0) THEN SAVEDATA[5]=F_SCORE
 SAVE "DAT:SAVE_DATA",SAVEDATA
 CLS
 WAIT 30
 
END

DEF MOVIE3
 DISPLAY 0
 FADE #BLACK,60
 WAIT 60
 FADE RGB(0,0,0,0),60
 CLS
 GCLS 
 SPCLR 
 COLOR 15
 BACKCOLOR #BLACK
 GPAGE 0,0
 
 IF BUTTON()==#R THEN @A
 
 LOADINGS
 LOAD "GRP0:MAP_1",FALSE
 PLAY_DECODE_BIN "WAVE_30"
 
 
 SPSET 1,4094:SPOFS 1,0,0,-5:SPANIM 1,"S",1,400,0,-30,400,32
 SPSET 2,4094:SPROT 2,180:SPOFS 2,400,240,-5:SPANIM 2,"S",1,400,0,-30,400,32
 
 SPSET 3,120:SPOFS 3,200,75
 SPSET 4,120:SPOFS 4,200,100
 SPSET 5,120:SPOFS 5,200,125
 SPSET 6,120:SPOFS 6,200,150
 SPSET 7,120:SPOFS 7,200,175
 
 
 SPSET 8,120:SPOFS 8,80,75
 SPSET 9,120:SPOFS 9,80,100
 SPSET 10,120:SPOFS 10,80,125
 SPSET 11,120:SPOFS 11,80,150
 SPSET 12,120:SPOFS 12,80,175
 
 BGMPLAY 2,254
 BGMPLAY 3,254
 WAIT 2
 BGMPAUSE 2
 BGMPAUSE 3
 
 FOR L=3 TO 12
  SPANIM L,"XY+",L*30+600,0,0,-30,20,0,-60,30,-50,-60,30,-200
  SPANIM L,"R",L*30+600,0,30,0,-50,-80,-30,-90
  SPANIM L,"I",L*30+600,120,5,124,5,254,5,124,5,254,5,124,5,254,5,124,5,254,5,124,5,254,5,124,5,254,5,124,5,254,5,124,5,254,5,124,5,254,5,124,5,254,5,124,5,254,5,124,5,254,5,124,5,254
 NEXT
 
 BGMCONT 2,2
 
 WAIT 30
 
 BGMCONT 3,2
 
 SPSET 13,143
 SPOFS 13,290,400
 SPANIM 13,"XY+",-180,0,-600
 SPANIM 13,"I",5,287,5,297,0
 
 SPSET 14,143
 SPOFS 14,290,500
 SPANIM 14,"XY+",-180,0,-600
 SPANIM 14,"I",5,287,5,297,0

 LOADINGE
 
 
  WAIT 20
  BEEP 2,900
  WAIT 5
  BEEP 2,900
  WAIT 8
  BEEP 1,-100 
 
  BGMPLAY 0,128,127

  BGMPAUSE 2,3
  WAIT 30    
  BGMPAUSE 3,3
  
  SUB "全部隊へ、",80,1
  SUB "手配中の人物の潜伏先が判明した。",190,1
  SUB "場所は…こうがいのちゅうしゃじょう。",150,1
  SUB "Code2、警戒してあたれ。",175,1
  
  BGMPLAY 2,254
  WAIT 40
  BGMPLAY 3,254
  WAIT 30
  BGMPLAY 4,254
  WAIT 50
  BGMPLAY 5,254
  WAIT 20
  BGMPLAY 6,254
  
  WAIT 60
  
 FADE #BLACK,120
 WAIT 240
 BGMSTOP 
 '---
 @A
 WAIT 30
 FADE RGB(0,0,0,0)
 GCLS 
 GPAGE 1,1
 GCLS   
END

DEF MOVIE3_2
 DISPLAY 1
 GPAGE 1,1
 GCLS 
 DISPLAY 0
 GPAGE 0,0
 CLS
 IF BUTTON()==#R THEN @A
 LOADINGS
 LOAD "GRP0:MAP_3",FALSE
 PLAY_DECODE_BIN "WAVE_40"
 GOFS 100,80
 SPSET 1,4094:SPOFS 1,-5,0,-5:SPANIM 1,"S",1,405,0,-30,405,32
 SPSET 2,4094:SPROT 2,180:SPOFS 2,405,240,-5:SPANIM 2,"S",1,405,0,-30,405,32
 
 SPSET 4,120
 SPOFS 4,20,120
 SPANIM 4,"I",5,124,5,254,0
 
 SPSET 5,120
 SPOFS 5,150,115
 SPANIM 5,"I",5,124,5,254,0
 
 SPSET 6,118
 SPOFS 6,100,50
 
 SPSET 7,118
 SPOFS 7,50,200
 SPROT 7,90
 
 SPSET 8,118
 SPOFS 8,150,180
 SPROT 8,270
 
 SPSET 9,28
 SPOFS 9,180,40
 SPROT 9,90
 
 SPSET 10,3
 SPOFS 10,180,50
 
 SPSET 11,17
 SPOFS 11,170,100
 
 SPSET 12,116
 SPOFS 12,300,120
 SPROT 12,270
 
 SPSET 13,0
 SPOFS 13,280,110
 SPROT 13,100
 
 SPSET 14,0
 SPOFS 14,280,130
 SPROT 14,80
 
 SPSET 15,142
 SPOFS 15,310,100
 SPANIM 15,"I",5,286,5,296,0
 
 SPSET 16,1
 SPOFS 16,220,300
 SPROT 16,45
 SPANIM 16,"I",4,1,4,2,4,3,4,4,4,5,4,4,4,3,4,2,0
 SPANIM 16,"XY",-240,450,120
 
 SPSET 17,3
 SPOFS 17,15,130
 SPROT 17,90
 
 SPSET 18,28
 SPOFS 18,390,190
 
 LOADINGE
 '---
 
 WAIT 60
 SUB "結局、奴はここに居なかったな",160,2
 SUB "まんまとワナにはめられた訳か",160,2
 SUB "クソッ",120,2
 WAIT 30
 SUB "おい、お前さんのボスの居場所が分かるか?",220,2
 WAIT 30
 SUB "…フフッ",120,2
 WAIT 30
 SUB "なに笑ってやがる",160,2
 WAIT 60
 SUB "…最後に勝つのは、俺達だ",300,2
 WAIT 30
 SUB "…答えになってないぞ?…おいっ!",200,2
 SPANIM 12,"I",8,116,8,117,8,118
 WAIT 60
 SUB "………",300,2

  BEEP 2,900
  WAIT 5
  BEEP 2,900
  WAIT 8
  BEEP 1,-100 
  BGMPLAY 0,128,127

 WAIT 30
 SUB "Code99緊急配備要請",200,1
 SUB "国家安全保障上の脅威がCIA事務所で発生した模様",260,1
 SUB "FBIが射殺を許可している",190,1
 WAIT 100
 SUB "なにがどうなってるんだ?",150,2
 SUB "とにかく現場に向かうぞ!",150,2
 SPANIM 13,"XY+",-200,-120,-10
 SPANIM 13,"I",4,1,4,2,4,3,4,4,4,5,4,4,4,3,4,2,0
 SPROT 13,280
 WAIT 10
 SPANIM 14,"XY+",-200,-120,30
 SPANIM 14,"I",4,1,4,2,4,3,4,4,4,5,4,4,4,3,4,2,0
 SPROT 14,250
 SUB "はい!",60,2
 '---
 FADE #BLACK,120
 WAIT 240 
 @A
 SPCLR 
 WAIT 30
 FADE RGB(0,0,0,0)
 GCLS 
 
 IF SAVEDATA[3]==0 THEN LOCATE 19,12:?"CHAPTER 4 開放" SAVEDATA[3]=1:WAIT 180
 IF (SAVEDATA[6]<F_SCORE || SAVEDATA[6]==0) THEN SAVEDATA[6]=F_SCORE
 SAVE "DAT:SAVE_DATA",SAVEDATA
 CLS
 WAIT 30
 
END

DEF MOVIE4
 DISPLAY 0
 FADE #BLACK,60
 WAIT 60
 FADE RGB(0,0,0,0),60
 CLS
 GCLS 
 SPCLR 
 COLOR 15
 BACKCOLOR #BLACK
 GPAGE 0,0
 
 IF BUTTON()==#R THEN @A
 
 LOADINGS
 LOAD "GRP5:SYS/DEFBG.GRP",FALSE
  BG_Y=0
  BG=0
  BGSCREEN 0,32,15
  BGOFS 0,0,0,1024
  FOR BG_Y=0 TO 14
   FOR BG_X=0 TO 31
    BGPUT 0,BG_X,BG_Y,120
   NEXT
  NEXT
  BGPUT 0,0,0,1
 BGANIM 0,"XY+",-30,64,0,1,16,0,0
' PLAY_DECODE_BIN "WAVE_45"
 
 GFILL 0,80,400,180,RGB(80,80,80)
 GFILL 0,127,400,131,RGB(250,250,250)
 
 
 SPSET 3,120:SPOFS 3,50,100
 SPANIM 3,"I",5,124,5,254,0
 
 SPSET 4,120:SPOFS 4,70,140
 SPANIM 4,"I",5,124,5,254,0
 
 SPSET 5,150:SPOFS 5,250,120
 
 SPSET 1,4094:SPOFS 1,0,0,-5:SPANIM 1,"S",1,400,0,-30,400,32
 SPSET 2,4094:SPROT 2,180:SPOFS 2,400,240,-5:SPANIM 2,"S",1,400,0,-30,400,32
 
 BGMPLAY 0,254
 WAIT 50
 BGMPLAY 1,254
 
 LOADINGE
 
 WAIT 60
  BEEP 1,-100 
 SUB "全部隊、対象は西へ逃走中",180,0
 
 WAIT 120
 SUB "どういうつもりだ",180,2
 SUB "こんな、なにも無いところまで俺らをひきつれて…",180,2
 
 WAIT 180
  BEEP 1,-100 
 SUB "検問の準備完了、対象を誘導せよ",240,2
 
 WAIT 60
 SUB "このまま道なりに行けば、はさみうちだ",120,2
 
 SPSET 6,123:SPOFS 6,450,81
 SPANIM 6,"I",5,127,5,257,0
 SPSET 7,123:SPOFS 7,450,132
 SPANIM 7,"I",5,127,5,257,0
 
 SPANIM 6,"XY+",-240,-500,0
 SPANIM 7,"XY+",-240,-500,0
 
 SPANIM 5,"R+",-10,-45,-20,-10,-30,0,-110,20,-10,0
 SPANIM 5,"XY+",-40,0,-70,80,0,-70,-120,0,0
 
 SPANIM 3,"XY+",-60,-10,0,-40,0,-50,100,0,-50,-40,10,-10
 SPANIM 3,"R+",60,0,-30,-30,-20,0,80,0,-10,30,-20,0
 
 SPANIM 4,"R+",50,0,-30,30
 SPANIM 4,"XY+",-50,-6,0,-60,-15,70
 
 BGMPAUSE 1,3
 BEEP 44
 BEEP 44
 
 WAIT 180
  BEEP 1,-100 
 SUB "対象は検問を突破、くりかえす…",180,0
 
 WAIT 60
 SUB "簡単には止まっちゃくれないか",180,2
 
 SPANIM 5,"XY+",-200,200,0
 
 WAIT 30
 SUB "速度上げたぞ",120,0

 SPANIM 3,"XY+",-200,100,0

 SUB "この先の廃工場に入るみたいだ",200,2
 SUB "あそこが真のアジトってことか…?",200,2
 WAIT 30
 SUB "大勢で出迎えてくれるみたいだ",200,2
 SUB "クソッ、望むところだ!",180,2
 
 SPANIM 3,"XY+",-200,200,0
 BGMPAUSE 0,5
 
 FADE #BLACK,120
 WAIT 240
 LOAD "GRP5:MAP_4",FALSE
 BGMSTOP 
 '---
 @A
 WAIT 30
 FADE RGB(0,0,0,0)
 GCLS 
 GPAGE 1,1
 GCLS   
END

DEF MOVIE4_2
 IF BUTTON()==#R THEN @A
 LOADINGS
 SPSET 5,4094:SPOFS 5,-5,0,-5:SPANIM 5,"S",1,405,0,-30,405,32
 SPSET 6,4094:SPROT 6,180:SPOFS 6,405,240,-5:SPANIM 6,"S",1,405,0,-30,405,32
 
 SPOFS 0,-20,110
 SPOFS 1,-20,110
 
 LOADINGE
 
 '---
 
 WAIT 30
 
 SPANIM 0,"XY",-130,200,110
 SPANIM 0,"I",4,1,4,2,4,3,4,4,4,5,4,4,4,3,4,2,4,1,4,2,4,3,4,4,4,5,4,4,4,3,4,2,4,1,4,2,4,3,4,4,4,5,4,4,4,3,4,2,4,1,4,2,4,3,4,4,4,5,4,4,4,3
 SPANIM 1,"XY",-130,200,110
 
 WAIT 30
 SUB "動くな…!",100,2
 WAIT 60
 SUB "はぁ…はぁ…クソ…",60,2
 WAIT 60
 SUB "終わりだ、Juggernaut",180,2
 SUB "両手を見えるよう上げて、ひざまずけ!",240,2
 WAIT 120
 SUB "もう少しだった…",120,2
 SUB "もう少しで、全てを明きらかに…",180,2
 WAIT 30
 SUB "なにをぶつぶつ…",120,2
 WAIT 60
 SUB "ふっふっ…何も知らないんだな…",180,2
 SUB "所詮は国家の犬…下の下…",180,2
 SUB "いいように使われて、捨てられるだけさ",240,2
 WAIT 30
 SUB "無駄な口をきくな!指示にしたがえ!",180,2
 WAIT 120
 SUB "俺を殺してくれ",120,2
 WAIT 30
 SUB "なんだと?",120,2
 WAIT 30
 SUB "生きてつかまったって、どうせ国に消されるんだ",240,2
 SUB "全てを知ってしまったからな",120,2
 SUB "なら自由なまま、この場で終らせてくれ",180,2
 WAIT 120
 SUB "…逮捕する、お前は裁判にかけられ、正当な裁きがあたえられる",240,2
 WAIT 180
 SUB "…じきに知るさ、己の無知と、無力さを",180,2
 
 WAIT 30
 
 SPANIM 5,"S",1,405,32,-30,405,0
 SPANIM 6,"S",1,405,32,-30,405,0
 
 WAIT 30
 
' FADE #BLACK,120
' WAIT 240 
' '---
 @A
' SPCLR 
' WAIT 30
' FADE RGB(0,0,0,0)
' GCLS 
 
' IF SAVEDATA[10]==0 THEN LOCATE 19,12:?"EX WEAPON「」かいほう!" SAVEDATA[10]=1:WAIT 180
' IF (SAVEDATA[4]<F_SCORE || SAVEDATA[4]==0) THEN SAVEDATA[4]=F_SCORE
' SAVE "DAT:SAVE_DATA",SAVEDATA
 CLS
 
END

DEF ENDING
 FADE #BLACK,120
 WAIT 120 
 DISPLAY 1
 SPCLR 
 GCLS 
 CLS
 COLOR 15
 DISPLAY 0
 BGCLR 
 SPCLR 
 GCLS 
 CLS
 FADE RGB(0,0,0,0)
' SPSET 5,4094:SPOFS 5,-5,0,-256:SPANIM 5,"S",1,405,0,-30,405,32
' SPSET 6,4094:SPROT 6,180:SPOFS 6,405,240,-256:SPANIM 6,"S",1,405,0,-30,405,32
 
 'AFTERSTORY---
 IF DEATH_N==1 THEN 
   TXT "Good Guysリーダー、Juggernautは",14
   TXT "交戦中に警察官により射殺された。",14
   TXT "グループ構成員も全員逮捕され、",14
   TXT "町には平和が戻った。",14
   TXT "あなたは巡査から警部補に昇進した。",14
  ELSE
   TXT "Good Guysのリーダー、Juggernautは",14
   TXT "勇敢な警察官により逮捕された。",14
   TXT "しかし、輸送中に護送車が襲撃され",14
   TXT "彼と警護員、あわせて10名が死亡した。",14
   TXT "襲撃犯は今も逃走中である。",14
   TXT "現場に手がかりがなにも残っておらず、事件は迷宮入りとなった。",14
 ENDIF
 
 
 
 'CREDIT---
 DISPLAY 1
 LOCATE 17,14:?"でスキップ"
 
 DISPLAY 0
 BGMPLAY 246
 
 SPSET 0,4093
 SPOFS 0,114,300,1
 SPCOLOR 0,RGB(80,255,255,255)
 SPANIM 0,"XY+",-3000,0,-500
 
 RESTORE @CREDIT
 WHILE S$!="@END@"
  IF BUTTON()==#R THEN BREAK
  SCROLL 0,1
  
  LOCATE (50-LEN(S$))/2,29
  ?S$
  READ S$
  IF LEFT$(S$,1)=="-" THEN COLOR 7 ELSE COLOR 15
  VSYNC 70
 WEND
 BGMSTOP 0,5
 
 DISPLAY 1
 CLS
 DISPLAY 0
 WHILE BUTTON()==0
 WEND
 CLS
 
 '---
 @A
 SPCLR 
 WAIT 30
 FADE RGB(0,0,0,0)
 GCLS  
 BGCLR 
 
 IF SAVEDATA[10]==0 THEN LOCATE 14,12:?"EX WEAPON「PCG1」が開放されました" SAVEDATA[10]=1:WAIT 180
 IF (SAVEDATA[7]<F_SCORE || SAVEDATA[7]==0) THEN SAVEDATA[7]=F_SCORE
 SAVE "DAT:SAVE_DATA",SAVEDATA
 
 GAMERESET
 
END
'---
DEF SUB S$,W,M
 LOCATE 3,28,-6:?"「"+S$+"」"
 
 IF M==1 THEN @A
 
 FOR LOOP=0 TO LEN(S$)
  BEEP 0,,SE_V
  VSYNC 
 NEXT
 
 @A
 IF M==2 THEN 
   WHILE BUTTON(2)==0:WEND
  ELSE 
   WAIT W
 ENDIF
 CLS
END
'---
DEF PLAYWAV FI_N
 VAR _N=223,_M=127,_W$="T123:0O2",_S=0
 VAR _L=LEN(FI_N),_E=_L MOD 16384
 IF _E THEN _E=16384-_E
 
 WHILE _E
  PUSH FI_N,128
  INC _L
  DEC _E
 WEND
 
 WHILE _S<_L
  INC _N
  _E=_S+16383
  IF _E>=_L THEN _E=_L-1
  WAVSETA _N,_M,_M,_M,_M,FI_N,69,_S,_E
  INC _W$,"@"+STR$(_N)+"B#1"
  INC _S,16384
 BGMSET 128,_W$
 BGMPLAY 7,128,127
 WEND
END
'---
DEF PLAY_DECODE_BIN _FILE_NAME$
 IF LEFT$(_FILE_NAME$,4)!="DAT:" THEN
  _FILE_NAME$="DAT:"+_FILE_NAME$
 ENDIF
 DIM _T%[0],_D%[0],_DAT,_LOOP
 LOAD _FILE_NAME$,_T%,0
 WHILE LEN(_T%)
  VAR _BIT=0,_INT=SHIFT(_T%)
  WHILE _BIT<32
   VAR _BYTE=(_INT>>_BIT) AND 255
   IF _LOOP<0 THEN
    _LOOP=((_INT>>_BIT) AND 255)+1
   ELSE
    _DAT=(_INT>>_BIT) AND 255
    IF !_LOOP THEN
     IF !_DAT THEN
      _DAT=-1:_LOOP=-1
     ELSE _LOOP=1
    ENDIF:ENDIF
    WHILE _LOOP>0
     PUSH _D%,_DAT:DEC _LOOP
    WEND
   ENDIF:INC _BIT,8
  WEND
 WEND
 VAR _N=223,_M=127,_W$="T123:0O2",_S=0
 VAR _L=LEN(_D%),_E=_L MOD 16384
 WHILE _E
  DEC _L
  IF _D%[_L]!=128 THEN INC _L:BREAK
  VAR _C=POP(_D%):DEC _E
 WEND
 IF _E THEN _E=16384-_E
 WHILE _E
  PUSH _D%,128:INC _L:DEC _E
 WEND
 WHILE _S<_L
  INC _N:_E=_S+16384
  IF _E>=_L THEN _E=_L-1
  WAVSETA _N,_M,_M,_M,_M,_D%,69,_S,_E
  INC _W$,"@"+STR$(_N)+"B#1"
  INC _S,16384
 WEND
 BGMSET 128,_W$':BGMPLAY 0,128,127
END
'---
DEF GAMERESET
 DISPLAY 1
 FADE RGB(255,0,0,0),30
 DISPLAY 0
 FADE RGB(255,0,0,0),30

 WAIT 30
 DISPLAY 1
 FADE RGB(0,0,0,0) 
 SPCLR 
 GCLS 
 GPAGE 0,1
 GCLS 
 CLS
 
 DISPLAY 0
 SPCLR 
 BGCLR 
 GCLS 
 GPAGE 0,1
 FADE RGB(0,0,0,0)
 CLS
 
 LOADINGS
  EVEF=0
  PICK_GUN=FALSE
  CALL_UNIT=FALSE
  PR_RAD=0
  MP_OBJ=230
  CTL_MODE=FALSE
  SCORE=0
  P_HIT=0
  P_FIRE=0
  PR_REM_BUL=30'プレイヤー しょき しょじ だんすう
  T_C=#TBLACK'ひだりうえの UIの もじしょく
  PR_USE_BUL=50'プレイヤー たま かんりばんごう しょきち
  L_P_USE_BUL=80'みかた たま かんりばんごう しょきち
  EN_USE_BUL=130'てき たま かんりばんごう しょきち
  PLAYER_HP=100'プレイヤーHP
  L_P_START_MO=0'みかたNPC かんりばんごう さいしょ
  L_P_COUNT=0'みかたNPC かず
  ENE_START_MO=0'てきNPC かんりばんごう さいしょ
  ENE_COUNT=0'てきの かず
  NPC_CNT=0
  PR_WEAPON=0
  PR_DASH2=1
  DEATH_N=0
  ARREST_N=0
  RD_HIS=0
  FOR L=0 TO 9'GUN_BULの しょきちを -1にする
   GUN_BUL[L]=-1
  NEXT
  FOR L=0 TO 10
   RADIO$[L]=""
  NEXT
  BGMSTOP 0,0.5
  WAIT 30
  BGMSTOP 
  EFCOFF
 LOADINGE

END
'---
DEF LOADINGS
 SPSET 411,4094
 SPOFS 411,,,-255
 SPSCALE 411,500,300
 SPCOLOR 411,#BLACK
 LOCATE 35,29,-256:COLOR 15:?"NOW LOADING…"
END
'---
DEF LOADINGE
 SPANIM 411,"C",-20,RGB(0,0,0,0)
 CLS
END
'---
DEF MOZI S$,S,L,R,G,B,R2,G2,B2
 VAR I,LS=LEN(S$)
 FOR I=0 TO 8
  GPUTCHR 160-LS*S*4+(I MOD 3)*S,L*8+FLOOR(I/3)*S,S$,S,S,RGB(R,G,B)
 NEXT
  GPUTCHR 160-LS*S*4+S,L*8+S,S$,S,S,RGB(R2,G2,B2)
END
'---
DEF RADIO MODE$
 VAR CNT=0
 VAR L
 
 IF RND(10)<=4 THEN GOTO @A
 
 
 RESTORE "@RADIO_"+MODE$
 REPEAT
  READ ENG$,JA$
  INC CNT
 UNTIL ENG$=="END"
 
 @B
 RESTORE "@RADIO_"+MODE$
 FOR L=0 TO RND(CNT)
  READ ENG$,JA$
 NEXT
 IF ENG$=="END" THEN @B
 
 IF RD_HIS==10 THEN 
  FOR L=0 TO 9
   RADIO$[L]=RADIO$[L+1]
  NEXT
  RD_HIS=9
 ENDIF
 
 RADIO$[RD_HIS]=ENG$'JA$
 INC RD_HIS
 
 
 @A
END
'---
'V1.00 2015/02/07 by コア/co.a
DEF NANAKANA:VAR I,J,D,C,N:DIM F[64]FOR I=0TO 180D=ASC("蘀၀紊蒩鄿谨॑쑿ȟ䆅萐ᔡ䏸ࠠਃϸ삁鐿⟴₁瀁䄄倜ဿ䄄ꔙ뾂⑐䇠䈃ࠒ胂藺⁽ψ⇵ࣾƄ⡚脖ภߔ䏸ؐ⁨裰ȇɐ⑅؊膡㿀c⁀숈㊀ᄤࠐ䔈ᇼ撪䐒覥셄⠠祥ȇၾ࿴䄄‘ⲮȂ儁㿘镂剌)ဠ䇄ᅾ撾䓒縢⑉ё鏒팶륕杠訔㽐⮔㊗஀⑙ꇺ⡾쩟ॐ⨯ቕ⊁ၼ졾씁ȘІᨌ蟪ꅂ퐌ሃȄ⡾࿂ਊ퀸⁀ᐐꁱ㾠蒎䣳罅䢑鏀︪脄➐졽҃鸂⟺蓰ṀߴȄౡῨ⁁愠胑჎ꆣ⡾쩟ཀ酤졐㊃쨠鑨ԁᐐ႑  봒ⱦ诚ꫤ퀉⒕ख⁹䠮贑䀲鉐ሢ蘂ꦺꉎӗ"[I])FOR J=0TO 15F[C]=(1AND D>>J)*65535C=(C MOD 8>5)+C+1IF C>55THEN FONTDEF ASC("ムガギグゲゴザジズゼゾダヂヅデドバビブベボパピプペポヴおかぬねはひほがぎぐげござじずぜぞだぢづでどばびぶべぼぱぴぷぺぽ"[N]),F:N=N+1C=0:ENDIF:NEXT:NEXT:END
'---
DEF TXT T$,Y
 WHILE TRUE
  CLS 
  COLOR 15
  LOCATE (50-LEN(T$))/2,Y
  ?MID$(T$,0,A)
  INC A
   IF A<=(LEN(T$)) THEN BEEP 9,-200,SE_V
   IF (A>=(LEN(T$)) && BUTTON()!=0) THEN CLS  BREAK
  WAIT 4
 WEND
END
'---
DEF ENEMY_AI E_ID
 VAR EX,EY,ER,EG,ES,EF
 VAR MX,MY
 VAR RX=200,RY=110
 VAR MIN_DIS=9999
 VAR X,Y,REMEMBER
 
 ENE_ALIVE=TRUE
 
 EG=SPVAR(E_ID,1)
 ET=SPVAR(E_ID,0)
 ES=SPVAR(E_ID,3)'ひんど
 EF=SPVAR(E_ID,4)'きょり
 
' RX=200:RY=110
 SPOFS E_ID OUT EX,EY
 SPOFS 20 OUT MX,MY
 
 P_E_DIS=SQR(POW(200-EX-MX,2)+POW(110-EY-MY,2))
 FOR L=MP_OBJ-L_P_COUNT TO MP_OBJ-1
' FOR L=L_P_START_MO TO L_P_START_MO+L_P_COUNT-1
   IF SPVAR(L,2)!=2 THEN 
     SPOFS L OUT X,Y
     L_E_DIS=SQR(POW(X-EX,2)+POW(Y-EY,2))
     IF MIN_DIS>L_E_DIS THEN MIN_DIS=L_E_DIS REMEMBER=L
    ENDIF
 NEXT
 SPOFS REMEMBER OUT X,Y
 IF MIN_DIS<P_E_DIS THEN RX=X+MX RY=Y+MY
' DIALOG STR$(CALLIDX)+":"+STR$(RX)+","+STR$(RY)+"/M"+STR$(MIN_DIS)+":P"+STR$(P_E_DIS)
 
 
 IF ((MIN_DIS<=100 || P_E_DIS<=100) && RND(ES)==0 && EVEF==0) THEN 'てき はっぽう
         BEEP 24,-500
          IF EN_USE_BUL==230 THEN EN_USE_BUL=130:SPHIDE 229
         SPANIM EG,"I",3,PR_WEA,3,PR_WEA+1,3,PR_WEA+2,3,PR_WEA+3,3,PR_WEA
         SPSET EN_USE_BUL,96
         SPCOL EN_USE_BUL,TRUE
         SPOFS EN_USE_BUL,EX,EY
         SPSCALE EN_USE_BUL,2,2
         
         SPROT E_ID OUT ER
         BUL_X=(EF*15)*COS(-RAD(ER-90))+EX'X
         BUL_Y=(EF*15)*SIN(RAD(ER-90))+EY'Y
         SPLINK EN_USE_BUL,20
         SPANIM EN_USE_BUL,"XY",-30,BUL_X,BUL_Y,1,-999,-999
         INC EN_USE_BUL
       ENDIF
 
 IF (SPCHK(E_ID)==0 && RND(250)==0) THEN 
        IF (SPVAR(E_ID,0)==1 || SPVAR(E_ID,0)==3 || SPVAR(E_ID,0)==8) THEN SPANIM E_ID,"XY",-60,EX,EY+16,-120,EX,EY+16,-60,EX,EY SPANIM E_ID,"I",5,111,5,112,5,113,5,114,5,115,5,114,5,113,5,112,5,111,5,112,120,113,5,112,5,111,5,112,5,113,5,114,5,115,5,114,5,113
        IF (SPVAR(E_ID,0)==2 || SPVAR(E_ID,0)==4 || SPVAR(E_ID,0)==9) THEN SPANIM E_ID,"XY",-60,EX-16,EY,-120,EX-16,EY,-60,EX,EY SPANIM E_ID,"I",5,111,5,112,5,113,5,114,5,115,5,114,5,113,5,112,5,111,5,112,120,113,5,112,5,111,5,112,5,113,5,114,5,115,5,114,5,113
       ENDIF
' SPROT E_ID,DEG(ATAN(EX+MX-200,EY+MY-110))
 SPROT E_ID,DEG(ATAN(EY+MY-RY,EX+MX-RX))-90
 IF EVEF==1 THEN SPROT E_ID,-90
 IF EVEF==0 THEN SPROT EG,DEG(ATAN(EY+MY-RY,EX+MX-RX))-90
END
'---
DEF L_P_AI A_ID
 
 VAR AX,AY,AR,AG,AT
 VAR MX,MY
 VAR MIN_DIS=9999
 VAR X,Y,REMEMBER
 VAR MOVE,MOV_F
 
 VAR R_AS
 
 AG=SPVAR(A_ID,1)
 AT=SPVAR(A_ID,0)
 AS=SPVAR(A_ID,3)'ひんど
 AF=SPVAR(A_ID,4)'きょり
 
 SPOFS A_ID OUT AX,AY
 SPOFS 20 OUT MX,MY
 
 
 
 
 'はっぽう---
 R_AS=RND(AS)
  IF R_AS==0 THEN 
  'てきとの きょり---
  FOR L=ENE_START_MO TO ENE_START_MO+ENE_COUNT-1
    IF SPVAR(L,2)!=2 THEN 
      SPOFS L OUT X,Y
      E_L_DIS=SQR(POW(X-AX,2)+POW(Y-AY,2))
      IF MIN_DIS>E_L_DIS THEN MIN_DIS=E_L_DIS REMEMBER=L
     ENDIF
  NEXT
  SPOFS REMEMBER OUT X,Y
  'てきのほうをむく---
  SPROT A_ID,DEG(ATAN(AY-Y,AX-X))-90
  SPROT AG,DEG(ATAN(AY-Y,AX-X))-90
  '---  
  IF (MIN_DIS<=AF+75 && SPCHK(AG)==0) THEN
         BEEP 24,-500
          IF L_P_USE_BUL==130 THEN L_P_USE_BUL=80:SPHIDE 129
         SPANIM AG,"I+",3,1,3,2,3,3,3,0
         SPSET L_P_USE_BUL,96
         SPCOL L_P_USE_BUL,TRUE
         SPOFS L_P_USE_BUL,AX,AY
         SPSCALE L_P_USE_BUL,2,2
         
         SPROT A_ID OUT AR
         BUL_X=(AF*15)*COS(-RAD(AR-90))+AX'X
         BUL_Y=(AF*15)*SIN(RAD(AR-90))+AY'Y
         SPLINK L_P_USE_BUL,20
         SPANIM L_P_USE_BUL,"XY",-30,BUL_X,BUL_Y,1,-999,-999
         INC L_P_USE_BUL
       ENDIF
      ENDIF
 '---
 
 
 'いどうAI---
 IF SPCHK(A_ID)==0 THEN 
 IF R_AS!=0 THEN 
  'てきとの きょり---
  FOR L=ENE_START_MO TO ENE_START_MO+ENE_COUNT-1
    IF SPVAR(L,2)!=2 THEN 
      SPOFS L OUT X,Y
      E_L_DIS=SQR(POW(X-AX,2)+POW(Y-AY,2))
      IF MIN_DIS>E_L_DIS THEN MIN_DIS=E_L_DIS REMEMBER=L
     ENDIF
  NEXT
  SPOFS REMEMBER OUT X,Y
  
  'てきのほうをむく---
  SPROT A_ID,DEG(ATAN(AY-Y,AX-X))-90
  SPROT AG,DEG(ATAN(AY-Y,AX-X))-90
 '---
  '---  
 ENDIF 
 MOVE=RND(20)
  SPVAR A_ID,7,0
  IF (MOVE==3 && MIN_DIS>=50) THEN 
   IF (SQR(POW(X-AX-1,2)+POW(Y-AY,2)))<MIN_DIS THEN SPANIM A_ID,"XY+",-60,16,0 SPVAR A_ID,7,1
   IF (SQR(POW(X-AX+1,2)+POW(Y-AY,2)))<MIN_DIS THEN SPANIM A_ID,"XY+",-60,-16,0 SPVAR A_ID,7,2
   IF AT==5 THEN SPANIM A_ID,"I",5,1,5,2,5,3,5,4,5,5,5,4,5,3,5,2,5,1,5,2,5,3
   IF AT==6 THEN SPANIM A_ID,"I",5,51,5,52,5,53,5,54,5,55,5,54,5,53,5,52,5,51,5,52,5,53
   IF AT==7 THEN SPANIM A_ID,"I",5,61,5,62,5,63,5,64,5,65,5,64,5,63,5,62,5,61,5,62,5,63
  ENDIF
  IF (MOVE==4 && MIN_DIS>=50) THEN 
   IF (SQR(POW(X-AX,2)+POW(Y-AY-1,2)))<MIN_DIS THEN SPANIM A_ID,"XY+",-60,0,16 SPVAR A_ID,7,3
   IF (SQR(POW(X-AX,2)+POW(Y-AY+1,2)))<MIN_DIS THEN SPANIM A_ID,"XY+",-60,0,-16 SPVAR A_ID,7,4
   IF AT==5 THEN SPANIM A_ID,"I",5,1,5,2,5,3,5,4,5,5,5,4,5,3,5,2,5,1,5,2,5,3
   IF AT==6 THEN SPANIM A_ID,"I",5,51,5,52,5,53,5,54,5,55,5,54,5,53,5,52,5,51,5,52,5,53
   IF AT==7 THEN SPANIM A_ID,"I",5,61,5,62,5,63,5,64,5,65,5,64,5,63,5,62,5,61,5,62,5,63
  ENDIF
'  IF MOVE<=2 THEN SPCHR A_ID,3
 ENDIF
 '---
 
 MOV_F=SPVAR(A_ID,7)
 LP_HIT=SPHITSP(A_ID)
 IF (LP_HIT!=-1 && LP_HIT<351) THEN 
  IF MOV_F==1 THEN SPANIM A_ID,"XY+",1,-1,0 SPVAR A_ID,7,0
  IF MOV_F==2 THEN SPANIM A_ID,"XY+",1,1,0 SPVAR A_ID,7,0
  IF MOV_F==3 THEN SPANIM A_ID,"XY+",1,0,-1 SPVAR A_ID,7,0
  IF MOV_F==4 THEN SPANIM A_ID,"XY+",1,0,1 SPVAR A_ID,7,0
 ENDIF
 

END
'------
@DIE_EF
 IF (SPVAR(CALLIDX,2)==2 && SPCHK(CALLIDX)==0) THEN SPCOL SPVAR(CALLIDX,1) SPHIDE CALLIDX SPFUNC CALLIDX,@VOID
 IF (SPVAR(CALLIDX,2)==1 && SPCHK(CALLIDX)==0) THEN 
        IF SPVAR(CALLIDX,0)==0 THEN SPHIDE CALLIDX SPVAR CALLIDX,2,2'SPANIM CALLIDX,"I",
        IF ((SPVAR(CALLIDX,0)>=1 && SPVAR(CALLIDX,0)<=4) || SPVAR(CALLIDX,0)==8 || SPVAR(CALLIDX,0)==9 || SPVAR(CALLIDX,0)==99) THEN SPANIM CALLIDX,"I",1,116,10,117,10,118,30,119 SPVAR CALLIDX,2,2 RADIO("KILL") INC DEATH_N BEEP 38,,SE_V  FADE RGB(100,255,255,200) FADE RGB(0,0,0,0),30
        IF SPVAR(CALLIDX,0)==5 THEN SPANIM CALLIDX,"I",1,26,10,27,10,28,30,119 SPVAR CALLIDX,2,2 RADIO("DEAD") INC DEATH_N
        IF SPVAR(CALLIDX,0)==6 THEN SPANIM CALLIDX,"I",1,56,10,57,10,58,30,119 SPVAR CALLIDX,2,2 RADIO("DEAD") INC DEATH_N
        IF SPVAR(CALLIDX,0)==7 THEN SPANIM CALLIDX,"I",1,66,10,67,10,68,30,119 SPVAR CALLIDX,2,2 RADIO("DEAD") INC DEATH_N
        IF SPVAR(CALLIDX,0)==50 THEN SPANIM CALLIDX,"I",1,200,5,201,5,202,5,203 SPVAR CALLIDX,2,2 BEEP 101,-800,SE_V
        IF SPVAR(CALLIDX,0)==51 THEN SPANIM CALLIDX,"I",1,210,5,211,5,212,5,213 SPVAR CALLIDX,2,2 BEEP 101,-800,SE_V
        IF SPVAR(CALLIDX,0)==52 THEN SPANIM CALLIDX,"I",1,220,5,221,5,222,5,223 SPVAR CALLIDX,2,2 BEEP 101,-800,SE_V
        IF SPVAR(CALLIDX,0)==53 THEN SPANIM CALLIDX,"I",1,230,5,231,5,232,5,233 SPVAR CALLIDX,2,2 BEEP 101,-800,SE_V
        
        IF SPVAR(CALLIDX,0)==100 THEN  SPANIM CALLIDX,"I",1,36,10,37,10,38 SPVAR CALLIDX,2,2 RADIO("ARREST") INC ARREST_N'たいほ
       ENDIF
RETURN

@VOID
'SPFUNCかいじょよう
RETURN

@ENEMY_AI'---
 ENEMY_AI CALLIDX
RETURN'------

@L_P_AI'---
 L_P_AI CALLIDX
RETURN'------

'
'GAME DATA

@WEAPON_DATA
'DATA なまえ,ていぎ,もーど,きょり,だめーじ,たまかず,りろーどそくど,あるくはやさ
@WP_99
DATA "特殊警棒",40,0,1,1,-1,1,2'ぼつ
@WP_0
DATA "Block17",10,2,5,5,11,60,1.2
@WP_1
DATA "M4B1",20,1,10,4,30,120,1
@WP_2
DATA "PCG1",30,2,15,50,5,240,0.8
@WP_3
DATA "M123",40,1,12,2,999,300,0.5'おふざけ


@RADIO_DAMEGE
DATA "I΄m hit!","撃たれた!"
DATA "Suspect is armed!","被疑者は武装している!"
DATA "Gun!!!","銃だ!"
DATA "Dispatch,11-99!","本部、11-99だ!"
DATA "Contact!","接敵!"
DATA "We need backup here!","バックアップが必要だ!"
DATA "Shots fired!","発砲あり!"
DATA "Request 10-52","10-52を要求する"
DATA "Paramedic!","救急隊!"
DATA "Cover me!","援護してくれ!"
DATA "END","データのおわり"

@RADIO_DEAD
DATA "I need help!","助けがいる!"
DATA "Dispatch,CODE 99!","本部、CODE 99だ!"
DATA "Officer down!","PMが負傷!"
DATA "END","データのおわり"

@RADIO_KILL
DATA "One subject is down!","対象一名死亡!"
DATA "Suspect is down!","被疑者死亡!"
'DATA "Freeze!",""
'DATA "Don΄t move!",""
DATA "Clear!","クリア!"
DATA "Area is clear, over.","こちらはクリアだ、以上。"
'DATA "Put your guns down all of you!",""
'DATA "It΄s over!",""
DATA "END","データのおわり"

@RADIO_ARRIVE
DATA "Dispatch,10-23","本部、10-23"
DATA "Dispatch,We are on scene.","本部へ、現着した。"
DATA "END","データのおわり"


@RADIO_SCENE
DATA "Where is!","どこにいった!"
DATA "Surrender!","囲まれている!"
DATA "Subject is armed!",""
DATA "Area is clear, over.",""
DATA "END","データのおわり"

@RADIO_FF
DATA "I΄m blue!","味方だ!"
DATA "Don΄t shoot me!","俺を撃つな!"
DATA "Stop!","止めろ!"
DATA "Crossfire!","射線にいる!"
DATA "END","データのおわり"

@RADIO_ARREST
DATA "Suspect is in custody.","被疑者を確保"
DATA "Subject is in custody.","容疑者を確保"
DATA "Apprehend!","逮捕した!"
DATA "Arrest him!","奴を捕まえたぞ!"
DATA "END","データのおわり"


@LP_STETAS
'NANE,HP,FIRERATE,FIREDIS,WEPON,DAMEGE
DATA "PCPD",10,90,5,10,5
DATA "PCSP",20,50,10,20,4
DATA "SWHAT",50,5,10,20,4

@DP0
DATA "時は1999年、ここ「Petit City」では犯罪が急激に増加。PCPDでは警察官の数が圧倒的に不足し、巡回等も基本1人で行うようになっていた。そんな中、警察官である「マイケル・デッカート」は宝石店強盗の通報を受け、現場に急行するのであった…"
@DP1
DATA "犯人グループの一部を取り逃してしまったPCPD。事後捜査に切り替えて現場付近を巡回していると銀行強盗に遭遇する。無事に制圧することができるのか。"
@DP2
DATA "逮捕した犯人グループのメンバーを問い詰め、犯罪グループのGood Guysのボス通称「Juggernaut」の居場所が判明した。彼を逮捕する事が出来れば町の治安は大幅に改善するはずだ。PCPDは全部隊を確保に向かわせた。"
@DP3
DATA "これまでの事件はPCPDの戦力を減らし、注意をそらすことが目的だったのだ。急いで追跡に向かう。最後に勝つのははたして…"


@MAPDATA
'DATA "                                "
@MAP_0
DATA 8,-8,0
DATA "                                "
DATA "     W                   6    5 "
DATA "W                               "
DATA "     W                   4    3 "
DATA "W                               "
DATA "     W                   6    5 "
DATA "W                               "
DATA "     W                   4    3 "
DATA "W                               "
DATA "     W                   4    5 "
DATA "W                        6      "
DATA "     W                        3 "
DATA "W                        4      "
DATA "     W                        5 "
DATA "W                        6      "
DATA "     W                        3 "
DATA "W                        4      "
DATA "     W                        5 "
DATA "W                        6      "
DATA "     W                        3 "
DATA "W                        4      "
DATA "     W                        5 "
DATA "W                        6      "
DATA "     W                        3 "
DATA "W                        4      "
DATA "     W                        5 "
DATA "W                        6      "
DATA "     W                        3 "
DATA "W                        4      "
DATA "     W                        5 "
DATA "W                        6      "
DATA "     W                          "
DATA "デバッグマップ"

@MAP_1
DATA 8,-168,252
DATA "                       "
DATA "                     "
DATA "               2     "
DATA "          1          "
DATA "                           "
DATA "                    1  1   "
DATA "                           "
DATA "   L                       "
DATA "                               "
DATA "                      1      "
DATA "                         "
DATA "              1          "
DATA "                       "
DATA "                       "
DATA "  L                    "
DATA "                       "
DATA "                  2    "
DATA "                       "
DATA "           2                 "
DATA "                    2          "
DATA "                               "
DATA "                       2   "
DATA "L                       "
DATA "                        "
DATA "                           "
DATA "          "
DATA "                        "
DATA "                               "
DATA "                               "
DATA "                        "
DATA "                               "
DATA "                               "
DATA "宝石店強盗及びそれに伴う郡コンテナ置場での銃撃事件"

@MAP_2
DATA 24,-120,250
DATA "            2               "
DATA "                          "
DATA "         1 1    3         "
DATA " W                            "
DATA "                              "
DATA " W                   1        "
DATA "                              "
DATA "              2               "
DATA "                      3       "
DATA " L                            "
DATA "                              "
DATA " L                     4      "
DATA "              2               "
DATA "                                "
DATA " L               3    "
DATA "              1       "
DATA " L                            "
DATA "              2        4      "
DATA " S                            "
DATA "                                "
DATA " S                    3       "
DATA "                              "
DATA "              2               "
DATA "                       1        "
DATA "                           "
DATA "                           "
DATA "                    3         "
DATA "                                "
DATA "               1 1              "
DATA "                              "
DATA "                              "
DATA "              2               "
DATA "銀行強盗事件"

@MAP_3
DATA 72,-296,247
DATA "      4  4    4               "
DATA "                     "
DATA "                     "
DATA "                      "
DATA "          3           "
DATA "                      "
DATA "                        "
DATA "                  3      "
DATA "                         "
DATA "                            "
DATA "          L   L                 "
DATA "                                "
DATA "   W          3           3  "
DATA "       W                  "
DATA "                    3        "
DATA "         S   L   3            "
DATA "               L              "
DATA "         L                    "
DATA "              3     3        "
DATA "         S                   "
DATA "                             3  "
DATA "          L   L  3              "
DATA "                        3     "
DATA "                        "
DATA "                        "
DATA "      4  4         4          "
DATA "                              "
DATA "                      "
DATA "                      "
DATA "           4          "
DATA "                        "
DATA "      4       4               "
DATA "犯罪グループ壊滅作戦"

@MAP_4
DATA 120,-216,245
DATA "                       "
DATA "                              "
DATA "                              "
DATA "5        "
DATA "                  5         "
DATA " L  L  3             5      "
DATA "                                "
DATA "                                "
DATA "                                "
DATA "            5 3       3         "
DATA "                           5 "
DATA " L                            "
DATA "                              "
DATA "           6        6         "
DATA "                          "
DATA " L                        "
DATA "                            "
DATA " L        5 3               "
DATA "                              "
DATA " S                      3     "
DATA "              6   3             "
DATA " S                       5 "
DATA "                            "
DATA " W           4           6     "
DATA "                            "
DATA "                            "
DATA " W                5             "
DATA "      5 3     6              5 "
DATA "                5         "
DATA "                          "
DATA "     6              5     "
DATA " 4                        "
DATA "「Good Guys」リーダー確保作戦"

@MAP_5
DATA 296,-248,129
DATA "                                "
DATA "                                "
DATA "                                "
DATA "                                "
DATA "                                "
DATA ""
DATA "                            "
DATA "                            "
DATA "               "
DATA "              "
DATA ""
DATA ""
DATA "                              "
DATA "                              "
DATA "                              "
DATA "                         0    "
DATA "                              "
DATA "                              "
DATA "                              "
DATA "                              "
DATA ""
DATA ""
DATA "                "
DATA "                "
DATA "                    "
DATA "                    "
DATA "                              "
DATA ""
DATA "                                "
DATA "                                "
DATA "                                "
DATA "                                "
DATA "MAP_5"

@TIPS
DATA "射殺より逮捕のほうが高く評価される"
DATA "を長押ししながらムービーにはいると、ムービーをスキップできる"
DATA "武器によって移動速度は変化する"
DATA "サイティング中は移動速度が遅くなる"
DATA "CQCをしかけるときは、敵を弱らせてからのほうがよい"
DATA "速くクリアすると評価が高くなる"
DATA "あなたの弾は、味方にもあたる"
DATA "劣勢のときはためらわずにSWHATを呼ぼう"
DATA "走れば敵の弾はかわせる"
DATA "サイティングを過信してはいけない"
DATA "リロードは安全な場所で"
DATA "*END*"

@CREDIT
DATA ""
DATA ""
DATA ""
DATA ""
DATA ""
DATA ""
DATA ""
DATA "PCPD -Code 3-"
DATA "Ver:1.2"
DATA ""
DATA ""
DATA ""
DATA ""
DATA "-企画/構成-"
DATA "オワたず"
DATA ""
DATA ""
DATA "-メインプログラム-"
DATA "オワたず"
DATA ""
DATA ""
DATA "-スプライト-"
DATA "オワたず"
DATA ""
DATA ""
DATA "-グラフィック-"
DATA "オワたず"
DATA ""
DATA ""
DATA "-BGM/SE-"
DATA "「CHAP1」 by オワたず"
DATA "「サイレン」 by オワたず"
DATA "「しゅうばんマップ」 by (NNID)KORYUKIRIN様"
DATA "「Endless This Wall」 by (NNID)EACBA3D様
DATA "「Oppression」 by シリウス様"
DATA "「-1 Tiger」 by ちょらほに様"
DATA "「R&mBas」 by Na様"
DATA ""
DATA ""
DATA "-フォント-"
DATA "「NANAKANA」 by コア/co.a様"
DATA ""
DATA ""
DATA "-使用したツール-"
DATA "(Webサイト)「TTSMP3.COM」"
DATA "「RMG_IME」 by (NNID)RYUMAGO様"
DATA "「WAVREC」 by (NNID)TANUKI_AOGON様"
DATA ""
DATA ""
DATA "-スペシャルサンクス-"
DATA "私のことを見守ってくれていた方"
DATA "アドバイスをくださった方"
DATA "このゲームを遊んでくれた方"
DATA ""
DATA ""
DATA ""
DATA ""
DATA ""
DATA ""
DATA ""
DATA ""
DATA "-END-"
DATA ""
DATA ""
DATA ""
DATA ""
DATA ""
DATA ""
DATA ""
DATA ""
DATA "@END@"

試しにpetitmodemで送信したのを張り付けてみました。