PCPD -code3-
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YouTubeニコニコソースコード'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。