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Wait and See!
| Wait and See! |
|---|
|
Developer:
Dragon
|
Wait and See! is an unlicensed NES game based on the Russian cartoon Ну, погоди! (Nu, pogodi! - literally Well, Just You Wait!, closer to You dare!) but with Bugs Bunny on the title screen for some reason.
Development Text
Text probably left by TomSoft Studio, the program used to develop this game.
TomSoft Studio. E-mail:tomsoft@ihw.co.cn. Tel:(029)7223482
tomsoft-1997
Source Code
| ...But what does it mean? This game has text or audio that needs to be translated. If you are fluent with this language, please read our translation guidelines and then submit a translation! |
The whole bank $1D is filled with the game's source code. Unfortunately, the code is partially damaged by the regular data pattern FF FF ?? ?? 00 00 00 00, some parts of the source code have been restored, some are still missing. Note, that hard tabs were changed to 4 spaces as was originally intended in the line drawing below.
___ 08 ;下坡
BNE ?NoIceLand
LDA SPRITE
CLC
ADC #$02
STA SPRITE
LDA SPRITE+1
ADC #$0
STA SPRITE+1
; LDA SPRITE+7
; AND #$7F
; STA SPRITE+7
?NoIceLand:
RTS
;-----------------------------------------------------
Just__e:
LDA MOTION+4
AND #$04
BEQ ?NextBG0
LDA #$04
JMP ?JustEnd
?NextBG0:
LDA MOTION+4
AND #$08
BEQ ?JustEnd
LDA ___8
?JustEnd:
RTS
;-----------------------------------------------------
ProceStage3:
LDA SCRPAGE_X
BEQ ?InBlackScreen
CMP #__
BEQ ?InBlackScreen
CMP #29
BEQ ?InBlackScreen
CMP #38
BNE ?NoInStar
?InBlackScreen:
LDA #$0
SEC
SBC SPRITE
CMP #48
BCS ?NoRightEnd
LDA PORT2001
AND #$E7
STA PORT2001 ;关显示屏
LDA MOTION+5
ORA #$60 ;主角置死亡标志,__时____亡动性结束
STA MOTION+5
LDA NUMBER_LIFE
CLC
ADC #$01
STA NUMBER_LIFE ;消除假死亡的生命减少
LDA SCRPAGE_X
CLC
ADC #$02
STA Countinue_X
LDA #$FF
STA CLOSE_FLAG ;表示不是真正的死亡
?NoRightEnd:
LDA #$FF
JMP ?ProceEnd
?NoInSt__:
LDA MOTION+4
AND #$10
BEQ ?NoInRail
LDA MOTION
AND #$3F
BNE ?NoInRail
LDA #$FF
JMP ?ProceEnd
?NoInRail:
LDA __0
?ProceEnd:
RTS
;-----------------------------------------------------
PassStage:
LDX STAGE
CPX #$FF
BEQ ?OverStage
L__ ____eData,X
CMP SCRPAGE_X
BNE ?NoOverStage
LDA SCREEN_X
SEC
SBC SPRITE
CMP #40
BCS ?NoOverStage
LDA #$FF
STA _LOSE_FLAG ;保持原有的心和生命的数值
?OverStage:
LDA STAGE
CLC
ADC #$01
STA H_BUFFER+1 ;保存关的数目
LDA #$2C
STA BG_PAL01
LDA #$0C
STA BG_PAL01+1
LDA #$0F
STA BG_PAL01+2
LDA #$17
STA BG_PAL02
LDA #$07
STA BG_PAL02+1
___ #$0F
STA BG_PAL02+2
LDA #$FF
JMP ?StageEnd
?NoOverStage:
LDA #$00
?StageEnd:
RTS
StageData:
DB 33,34,36,39__,3__
;-----------------------------------------------------
ProceTitle:
LDA #$7
STA STAGE
LDA #$17
STA BG_PAL01
LDA #$28
STA BG_PAL01+1
LDA #$0F
STA BG_PAL01+2
LDA #$17
STA BG_PAL02
LDA #$27
STA BG_PAL02+1
LDA #$0F
STA BG_PAL02__
LDA #15
STA MOTION
LDA #$0
STA MOTION+1
LDA #108
STA SPRITE
LDA #$0
STA SPRITE+1
LDA #79
STA SPRITE+_
LDA #$0
STA SPRITE+3
STA SPRITE+7
LDA #15
STA MOTION+6
LDA #$01
STA MOTION+7
LDA #120
STA SPRITE+1__
LDA #$0
STA SPRITE+11
LDA #79
STA SPRITE+12
LDA #$0
STA SPRITE+13
STA SPRITE+17
LDA #53
STA MOTION+12
LDA #$0
STA MOTION+13
LDA #128
STA SPRITE+20
LDA #0
STA SPRITE+21
LDA #200
STA SPRITE+22
LDA #0
STA SPRITE+__
STA SPRITE+27
RTS
;-----------------------------------------------------
Game_Over:
LDA #$09
STA STAGE
LDA #$27
STA BG_PAL01
LDA #$27
STA BG_PAL01+1
LDA #$37
STA BG_PAL01+2
LDA #$3F
STA BG_PAL02
LDA #$2D
STA BG_PAL02+1
LDA #$00
STA BG_PAL02+2
LDA #51
ORA #$80 ;最后1个分镜不归0
STA MOTION
LDA #$0
STA MOTION+1
LDA #130
STA SPRITE
LDA #$0
STA SPRITE+1
LDA #200
STA SPRITE+2
LDA #$0
STA SPRITE+3
STA SPRITE+7
RTS
;-----------------------------------------------------
ProcePassStage:
LDA #52
STA MOTION
LDA H_BUFFER+1
CLC
ADC #$05
STA MOTION+1
LDA #20
STA SPRITE
LDA #$0
STA SPRITE+1
LDA #160
STA SPRITE+2
LDA #$0
STA SPRITE+3
STA SPRITE+7 ;过关牌的起始坐盻_
LDA #$0
STA MOTION+6
LDA #$01
STA MOTION+7
LDA #8
STA SPRITE+10
LDA #$0
STA SPRITE+11
LDA #160
STA SPRITE+12
LDA #0
STA SPRITE+13
RTS
;-----------------------------------------------------
GameOverAction:
LDA MOTION+6
CMP __06__
BNE ?Countinue
LDA MOTION+7
BNE ?Countinue
JMP ?NoEndFrame
?Countinue:
LDA MOTION+5
AND #$40
BEQ ?NoEndFrame
___ MOTION+6
CMP #$06
BEQ ?NoFirst
LDA #$06
STA MOTION+6
LDA #$1
STA MOTION+7
STA MOTION+8
STA MOTION+9
STA MOTION+10
STA MOTION+11
LDA #8
STA SPRITE+10
LDA #$0
STA SPRITE+11
LDA #200
STA SPRITE+12
LDA #$0
STA SPRITE+13
STA SPRITE+17
?NoFirst:
LDA SPRITE+10
CMP #130
BCC ?NoEndFrame
LDA #$0
STA MOTION+7
STA MOTION+8
STA MOTION+9
___ _________
ORG C000H
_MainGetAction DS 3
_MainGetFrame DS 3
_ChangeNumber DS 3
_InstallKey DS _
____5H ;DS 2
NMI_FLAG EQU 0027H ;DS 1
;======================================================
ADDR5 EQU 0028H ;____
ADDR6 EQU 002AH ;DS 2
ADDR7 EQU 002CH ;DS 2
JUMPCOUNT EQU 002EH ;DS 1 存放跳跃次数
ACTION_B__K EQU 002FH ;DS 1
Y_VERTICA EQU 0030H ;DS 1 存放主角自由落体偏移量
WINDOWBUFFER EQU 0031H ;DS 192 存放主角代码的PNT缓冲区
;以下单__用____乐的0页变量
;======================================================
;从$0200-$02C3,这一段用于CORE.INC
ORG 02C3H
DS
;--------------------- MOTION ------------------------
;MOTION:
; Byte1: +---+---+---+---++---+---+---+---+FF即表明该动作为空。
; | | \-----------v----------/
; | | +----------->角色号。(0..62)
; | +-------------------------->X 向翻转。
; +------------------------------>初始化旗标。0:该动性未做初始化。
; 1:该动性初始化完成。
; Byte2: +---+---+---+---++---+---+---+---+
; | | | \---------v--------/
; | | | +--------->动性编号。
; | | +---------------------->循环使能。0:不允许循环。
; | | 本动性完成后自动回到预备式。
; | | 1:允许循环。重复本动性。
; | | 对于主角,若该位使能且新动性
; | | 与旧动性相同,忽略这种变化。
; | +-------------------------->碰撞使能。0:不允许碰撞。
; | 1:允许碰撞。
; +------------------------------>按键使能。0:不允许接受按键。(仅用于主角)
; 1:允许接受按键。
; Byte3: +---+---+---+---++---+---+---+---+
; \--v--/ \-----------v----------/
; | +----------->分镜计数器,即第几张分镜。
; +---------------------------->敌物类型:
; 00:一般对象。
; 01:局部对象。
; 10:全局对象。
; 11:未定义。
; Byte4: +---+---+---+---++---+---+---+---+分____延时计数器。V_BLANK
; \------v------/ \------v------/
; | |
; | +------->延时计数值。
; +------------------------>应____长度。
; Byte5: +---+---+---+---++---+---+---+---+ActerID,角色id.
; Byte6: +---+---+---+---++---+---+---+---+部件控制字。初始化用,
; | | | \--------v---------/
; | | | |
; | | | +----------->控制字补充说明。
; | | +----------------------->控__字____
; | | 1: 位移移动控制字有效。
; | | 其动画移动位移由控
; | | 制字补充说明决定。
; | | 胀ㄐ钥刂谱郑__灾视?
; | | 控制字扩充说明决定。
; | +--------------------------->初始化方向控制字。
; | 0: __动____原方向初始化。
; | 1: 根据主角位置初始化。
; +------------------------------->未用,系统保留。
; 注:对特定的动性,其解释__式____户自定义。该解释用于GetNextSnap。
MOTION DS 48
;=======================================================
ORG 0300H ;用于確_乓____谋淞?
;=======================================================
ORG 03CEH
LocalObject DS 16
;局部敌物表,每项一位,共128项/关。
;定__该____在本关是
Cleanup > Articles needing translation > Articles needing translation/zh-cn
Games > Games by content > Games with hidden development-related text
Games > Games by content > Games with uncompiled source code
Games > Games by developer > Games developed by Dragon
Games > Games by platform > NES games
Games > Games by publisher > Games published by Dragon
Games > Games by release date > Games released in 1997
Games > Unlicensed games > Unlicensed NES games
