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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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" DATA 0 '-------------------------------------------- '曲名:-1 Tiger '作曲者:ちょらほに '編曲者:Na @MML_DATA3 DATA "T200:0V127L1@128[R]24R2R8>>C8C4[{K}]3C4C4C2[{K}]3C4C4C2{S}C8C4.C4C4{S}{Z}{S}C8C4.C4C4{S}{Z}R[{D}]24R[{B}]32[{D}]4[C2]6C:2V127L1@128[R]24R2R8>>[D16]2D4[{F}]3R4D4R8D8D4[{F}]3{Q}[{F}]3R4D4R8D8D4[{F}]3{Q}R[{F}]7{Q}[{F}]7{Q}[{I}]8[D8]4[D16]8[{C}]7{P}[{C}]7{P}[{C}]7{P}[{C}]7{P}[{O}]4R2D2R2D2R2D2D:4V110L1@128[R]24>>[A-4]4[{G}]16[E-4]4[{H}]16[{J}]8[G-8]8[{A}]32[{G}]2[{V}]2[{H}]2[G-2]2A-:5V127L1@128[R]42>D-[R]7D-[R]7D-[R]8D-[R]15D-[R]7D-[R]7[D-]4[R]4{A=[G-16]4A-16[G-16]7A-16[G-16]3}{B=C4.C8C2}{C=R4D8.D8D8.D4}{D=[C4]4}{F=R4D4R4D4}{G=[G-8]2A-8[G-8]3A-8G-8}{H=[G-4]2A-4G-4}{I=R4[D4]3}{J=[G-4]2A-8G-8G-4}{K=[C4.]2C4}{O=R8D4D4D8D4}{P=R4D8.D8D8.[D16]4}{Q=R4D4R8[D16]2D8D8}{S=[C4.]2C4&}{V=[G-8]4A-8[G-8]3}{Z=C8C4.C8C8C4}:6V120L1@87>[FE-D-C>B-<CD-E-]2FE-D-C>B-<CD-2&E-2&D-&D-4R2.>[[B-4.B-4.B-4]3<C4D-4C2>]2[B-4.B-4.B-4&B-8B-4.B-4B-4B-4.B-4.B-4&B-8<C4.C8D-8C4>]2RB-2<C2D-2C2>B-2A-2G-A-2G-2F2G-4A-4A--2G--2G-B-2<C2D-4D-4C4C4>B-2A-2G-A-2G-2F2G-4A-4A--4A-4G-4G--4G-<D-2C4>B4B-4A4A-4G4G-4F4E4E-4D2D-2D-2D4E-4E4F4G-4G4A-4A4B-4B4<C&C2R2[D-C>B-2A-2G-A-2B-2<C2D-4E-4F2E-4D-4C]2[[G-6]3G-4G-4[F6]3F4F4[E-8.E-8.E-8]2D-[C6]3[C8.]2C8[D-6]3[D-8.]2D-8[E-6]3F6F6G-6A-4B-4A-2]2[B-]6B-&B-:7V65L1@275<[R]33[D-D-D-C]2R[D-D-D-E-CD-C-C]2[R]9[D-CD-D-CD-CC]2[D-CCD-C>B-B-<C]2[D-]6D-&D-:8V65L1@275[R]33[B-B-B-A-]2R[B-A-B-B-A-A-A--G-]2[R]9[B-A-B-B-A-A-A-A-]2[B-A-A-A-A-FG-A-]2[B-]6B-&B-:9V65L1@275[R]33[FFFF]2R[FFG-G-E-FE-E-]2[R]9[FE-FG-E-FFE-]2[G-FE-FE-D-E-E-]2[F]6F&F:10L1@272V75[R]8FE-D-C>B-<CD-E-FE-D-C>B-<CD-2E-2D-&D-4R2.[R]33B-&B-A-&A-G-A-B-2&<C-2&E-R>[B-A-F&G-A-A-<C&C>]2<D-CC>A-A-B-B-<CD-C>A-FE-2&F2&F2&G-2&B-&<E-&D-&D-[R]6:11L1@272V60[R]16A-G-FE-D-E-F2G-2F&F4R2.[R]33<D-&D-C&C>B-<CD-2&E-2&F[R]9D-C>B-&B-<CD-E-&E-G-FE-D-CD-E-E-FFC>A-A-2&A-2&B-2&B-2&<E-&A-&F&F[R]6:12L1@272V50[R]58<F&FE-&E-D-E-F2&G-2&A-[R]17B-A-A-FE-FG-A-B-A-E-D-C2&C2&D-2&D-2&G-&<C&>B-&B-[R]6:13L1@272V45[R]64<A-2&B-2&<C[R]25D-C>A-FE-2&F2&F2&G-2&B-&<E-&D-&D-[R]6{B14=B-B-8B-B-8B-}{A14=A-A-8A-A-8A-}:14L4@146@E127,80,0,127V80>>>[R1]25[[{B14}]3{A14}]4R1[[B-]4[A-]4[G-]8[A-]8[A--]4[G-]4]2[B-]8[A-]8[G-]4[A-]4[B-]4[A-]4A-1[{B14}{A14}[{B14}]2[{A14}]4]2[{B14}[{A14}]4[{B14}]2{A14}]2[{B14}]4[B-2]6B-1{A15=@E127,6,0,127C&C&C&C&C&C&C&C}{B15=@E127,12,0,127C&C&C&C}{C15=@E127,24,0,127CCCC}:15L1@151V35[{A15}]3RV50[{B15}]4R[{A15}]2{A15}R[{C15}]8[C]6C&C " 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。