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FM Towns: Free Software Collection 5
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FREESOFT.BIN
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fb386
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dogfight
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dogfight.bas
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BASIC Source File
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1992-08-19
|
18KB
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370 lines
10 '
20 '*********** DOGFIGHT TO SURVIVE *****************
30 '******** MAIN PROGRAM programed by KIM ************
40 '
50 COLOR 1,0:SCREEN@0:PALETTE:CLS:RAD=3.14159!/180:ON ERROR GOTO 2420
60 LOCATE 18,12:PRINT"スプライトデータ作成中・・・・ちょっと待ってね♪";
65 CLEAR:DIM CHA%(255),CHA0%(1535),CHA1%(1535),CHA2%(1535)
66 RAD=3.14159!/180
70 '**[ MAKE PATARN (LADER) ]**
80 LINE(0,8)-(14,8),PSET,%3:LINE(7,0)-(7,9),PSET,%3
90 GOSUB 2280:DEF SPRITE 0,0,CHA%,0
100 K=1
110 FOR D=7 TO 82 STEP 15:CLS 5
120 RESTORE 2510
130 FOR I=0 TO 3
140 READ X1,Y1,X2,Y2
150 XX1=7-(COS(D*RAD)*X1-SIN(D*RAD)*Y1):YY1=7+COS(D*RAD)*Y1+SIN(D*RAD)*X1
160 XX2=7-(COS(D*RAD)*X2-SIN(D*RAD)*Y2):YY2=7+COS(D*RAD)*Y2+SIN(D*RAD)*X2
170 LINE(XX1,YY1)-(XX2,YY2),PSET,%8
180 NEXT
190 GOSUB 2280:DEF SPRITE 0,K,CHA%,0:K=K+1
200 NEXT
210 '**[ MAKE PATARN (MY-CHARA) ]**
220 DEF PEN 0,2
230 FOR D=0 TO 2:SIND=SIN((-30+D*30)*RAD):COSD=COS((-30+D*30)*RAD)
240 CLS 5:RESTORE 2530
250 FOR I=0 TO 31:IY=I-15:READ CH$:FOR J=0 TO 95:JX=J-47
260 IF J<48 THEN P$=MID$(CH$,J+1,1) ELSE P$=MID$(CH$,96-J,1)
270 XX=159+COSD*JX-SIND*IY:YY=119+COSD*IY+SIND*JX
280 IF P$<>"0" THEN PSET(XX,YY),%+VAL("&H"+P$)
290 NEXT J,I
300 FOR I=0 TO 23
310 GET@A(112+16*(I MOD 6),88+16*INT(I/6))-(112+16*(I MOD 6)+15,88+16*INT(I/6)+15),CHA%
320 DEF SPRITE 0,8+I+D*24,CHA%,0
330 NEXT I,D
340 '**[ MAKE PATARN (ENEMY) ]**
350 FOR A=0 TO 1
360 FOR D=0 TO 2:SIND=SIN((-30+D*30)*RAD):COSD=COS((-30+D*30)*RAD)
370 CLS 5:IF A=0 THEN RESTORE 2870 ELSE RESTORE 3200
380 FOR I=0 TO 31:IY=I-15:READ CH$:FOR J=0 TO 95:JX=J-47
390 IF J<48 THEN P$=MID$(CH$,J+1,1) ELSE P$=MID$(CH$,96-J,1)
400 XX=159+COSD*JX-SIND*IY:YY=119+COSD*IY+SIND*JX
410 IF P$<>"0" THEN PSET(XX,YY),%+VAL("&H"+P$)
420 NEXT J,I
430 ON D+1 GOTO 440,450,460
440 GET@A(112,88)-(207,151),CHA0%:GOTO 470
450 GET@A(112,88)-(207,151),CHA1%:GOTO 470
460 GET@A(112,88)-(207,151),CHA2%
470 NEXT D
480 FOR L=1 TO 4:FOR D=0 TO 2:CLS 5
490 ON D+1 GOTO 500,510,520
500 PUT@A(159-47/L,119-31/L)-(159-47/L+95,119-31/L+63),CHA0%,PSET,1/L,1/L:GOTO 530
510 PUT@A(159-47/L,119-31/L)-(159-47/L+95,119-31/L+63),CHA1%,PSET,1/L,1/L:GOTO 530
520 PUT@A(159-47/L,119-31/L)-(159-47/L+95,119-31/L+63),CHA2%,PSET,1/L,1/L
530 FOR I=0 TO 23
540 GET@A(112+16*(I MOD 6),88+16*INT(I/6))-(112+16*(I MOD 6)+15,88+16*INT(I/6)+15),CHA%
550 DEF SPRITE 0,80+I+D*24+(L-1)*72+A*288,CHA%,0
560 NEXT I,D,L,A
570 DEF PEN 0,1
580 DEF SPRITE 3,0
590 PALETTE 2,[160,160,0]:PALETTE 10,6
600 DEF SPRITE 3,1
610 '**[ MAKE PATARN (etc.) ]**
620 COLOR ,4:SCREEN@1
630 LOCATE 18,12:PRINT"スプライトデータ作成中・・・・ちょっと待ってね♪";
640 FOR I=1 TO 19:CLS 5
650 IF I>14 THEN PSET(7,7),[0,0,255-I*12]:GOTO 670
660 CIRCLE(7,7),7/I,[0,0,255-I*12],,,,F
670 GOSUB 2280
680 DEF SPRITE 0,652+I*4,CHA%,1
690 NEXT
700 LINE(0,0)-(31,15),PSET,6,BF:SYMBOL(1,3),"DAMAGE",2/3,3/4,2
710 FOR I=0 TO 1:GET@A(16*I,0)-(15+16*I,15),CHA%
720 DEF SPRITE 0,732+I*4,CHA%,1
730 NEXT
740 CLS 5:SYMBOL(0,0),"|",1,1,6:GOSUB 2280:DEF SPRITE 0,740,CHA%,1
750 CLS 5:SYMBOL(0,0),"□",1,1,3:GOSUB 2280:DEF SPRITE 0,744,CHA%,1
760 FOR I=0 TO 3:CLS 5:LINE(0,7)-(15,8),PSET,7,BF
770 IF I=1 OR I=3 THEN LINE(0,0)-(15,6),PSET,2,BF
780 IF I=2 OR I=3 THEN LINE(0,9)-(15,15),PSET,1,BF
790 GOSUB 2280:DEF SPRITE 0,748+I*4,CHA%,1
800 NEXT
810 ERASE CHA%,CHA0%,CHA1%,CHA2%
820 '**[ SET ]** ←再度RUNする時はこの行からで良い。 [RUN 行番号] を使う。
830 ON ERROR GOTO 2420
840 COLOR 1,4:SCREEN@1:CLS
850 WINDOW(0,0)-(511,255):VIEW(0,0)-(511,255)
860 DIM JET(16000),BOM(50000),AYR(4500),YEA(4000),CON(6500)
870 VER=1
880 S$="Q:\FJ\SE\":M$="Q:\FJ\MSG\":F$="Q:\FJ\FM\":P$="Q:\FJ\PCM\"
890 IF VER=2 THEN S$="Q:\FJ2\SE\":M$="Q:\FJ2\MSG\":F$="Q:\FJ2\TONE\":P$=F$
900 LOAD@ F$+"FM_1.FMB"
910 LOCATE 15,7:PRINT"FJ/フロッピィデータ読み込み中・・・・もうちょっと♪";
920 LOAD@ "SPEED.SND",JET:LOAD@ S$+"NATURE\THUNDER.SND",BOM
930 LOAD@ M$+"INFO\AYR_B.SND",AYR:LOAD@ M$+"EMOTION\YEAH_B.SND",YEA
940 LOAD@ M$+"GREETING\CONGRA_G.SND",CON
950 RANDOMIZE TIME:RAD=3.14159!/180:LV=3
960 SPRITE ON:SPRITE SCREEN(32,0)
970 X=RND*80:Y=0:Z=RND*80:KAKU=RND*360:SP=1:XX=0:YY=0:ZZ=0:DM=0 '自機
980 EX=RND*80:EY=0:EZ=RND*80:EKAKU=RND*360:ESP=1:SX=0:SY=0:EM=0:EDM=0'敵
990 DMAX=40:FOR I=1 TO 10:D(I)=0:NEXT
1000 ZK=9:FOR I=0 TO ZK:XXS(I)=0:YYS(I)=0:XS(I)=RND*16-8:ZS(I)=I*2:NEXT
1010 DEF SPRITE 1,0,(120,112),0:DEF SPRITE 1,1,(120,112),1
1020 DEF SPRITE 1,2,(80,88),32,6,4:DEF SPRITE 1,26,(80,88),104,6,4
1030 FOR I=0 TO ZK:DEF SPRITE 1,50+I,(120,122),648:NEXT
1040 DEF SPRITE 1,70,(28,20),732,2,1:DEF SPRITE 1,72,(52+DMAX*4,20),740
1050 DEF SPRITE 1,73,(46+LV*25,180),744
1060 FOR I=1 TO 10:DEF SPRITE 1,73+I,(44+16*I,20),748:NEXT
1070 FOR I=0 TO 1:DEF SPRITE 1,84+I,(44,20),752+I*4:NEXT
1080 '**[ TITLE ]**
1090 FOR I=0 TO 239:LINE(0,I)-(319,I),PSET,[200,I,239-I]:NEXT
1100 COLOR ,0:SYMBOL(40,50),"DOGFIGHT",1.3!,2,1,,,5
1110 COLOR ,6:SYMBOL(100,80),"to SURVIVE",2,1,2,,,5
1120 SPRITE 0,0,0:SPRITE 0,1,0:SPRITE 0,2,1
1130 FOR I=0 TO ZK:SPRITE 0,50+I,0:NEXT
1140 SPRITE 0,70,0:SPRITE 0,72,0:SPRITE 0,73,1:SPRITE 0,84,0:SPRITE 0,85,0
1150 FOR I=1 TO 10:SPRITE 0,73+I,0:NEXT
1160 FOR I=1 TO 5:SYMBOL(78+I*25,180),RIGHT$(AKCNV$(STR$(I)),2),1,1,1:NEXT
1170 COLOR ,5:SYMBOL(180,200),"SELECT→EXIT",1,.8!,4,,,5
1180 WHILE PTRIG(1)<>1
1190 SYMBOL(50,160),"SELECT LEVEL.",1,1,C,,,1:C=(C+1)AND 7
1200 PA=PAD(1):P=(PA=7)-(PA=3):BLV=LV:LV=LV+P:SPRITE 1,2,8+(P+1)*24
1210 IF LV>5 OR LV<1 THEN LV=BLV:P=0
1220 IF PTRIG(1)=8 THEN COLOR,0:CLS:END
1230 SPRITE 6,73,P*25:WAIT 10:WEND
1240 IF PAD(1)=5 THEN PP=-1 ELSE PP=1
1250 '**[ SET SCREEN ]**
1254 IF VER=1 THEN CD PLAY 2
1255 IF VER=2 THEN CD PLAY 9
1260 SPRITE 0,73,0
1270 LINE(0,130)-(511,239),PSET,[128,0,0],BF
1280 LOAD@"DO_DATA1.TIF",(0,0):LOAD@"DO_DATA2.TIF",(256,0)
1290 SPRITE 0,0,1:SPRITE 0,1,1
1300 SPRITE 0,70,1:SPRITE 0,72,1:SPRITE 0,84,1:SPRITE 0,85,1
1310 FOR I=1 TO 10:SPRITE 0,73+I,1:NEXT
1320 PCMPLAY AYR,127:WAIT 100:WHILE PTRIG(1)=0:WEND:PCMPLAY YEA,95:WAIT 50
1330 FOR I=0 TO ZK:SPRITE 0,50+I,1:NEXT
1340 OUT &H440,17
1350 '**[ MY-CHARA MOVE ]** ここで3D処理をしている。
1360 PA=PAD(1):M=(PA=2 OR PA=3 OR PA=4)-(PA=6 OR PA=7 OR PA=8)
1370 YM=((PA=4 OR PA=5 OR PA=6)-(PA=8 OR PA=1 OR PA=2))*PP
1380 KAKU=KAKU+M*3:KAKU=KAKU+(KAKU>=360)*360-(KAKU<0)*360
1390 Y=Y+YM:Z=Z+COS(KAKU*RAD)*SP:X=X-SIN(KAKU*RAD)*SP
1400 IF ABS(Y)>11 THEN Y=Y-YM:YM=0
1410 SPRITE 1,2,8+(1-M)*24
1420 BX=INT(XX/2):BY=INT(YY*5):BZ=INT(ZZ/2):YY=EY-Y:XX=EX-X:ZZ=EZ-Z
1430 SINKAKU=SIN(-KAKU*RAD):COSKAKU=COS(-KAKU*RAD)
1440 XXX=XX:XX=COSKAKU*XXX-SINKAKU*ZZ:ZZ=SINKAKU*XXX+COSKAKU*ZZ
1450 IF ZZ=<0 THEN SPRITE 0,26,0:GOTO 1520
1460 BSX=SX:BSY=SY:SX=INT(XX*100/ZZ):SY=INT(YY*100/ZZ)
1470 IF ABS(SX)>176 OR ABS(SY)>156 THEN SPRITE 0,26,0:SX=BSX:SY=BSY:GOTO 1520
1480 SPRITE 6,26,SX-BSX,SY-BSY
1490 XYZ=SQR(XX^2+YY^2+ZZ^2)
1500 AA=ABS(EKAKU-KAKU):A=-(AA<90 OR AA>270)
1510 IF XYZ<160 THEN SPRITE 1,26,104+72*INT(XYZ/40)+EM*24*((A=1)-(A=0))-288*(A=0):SPRITE 0,26,1 ELSE SPRITE 0,26,0
1520 ON INT((EKAKU-KAKU)/90)+5 GOTO 1530,1560,1550,1540,1530,1560,1550,1540
1530 SPRITE 3,1,0:GOTO 1570' 0度
1540 SPRITE 3,1,6:GOTO 1570' 90度
1550 SPRITE 3,1,3:GOTO 1570'180度
1560 SPRITE 3,1,5 '270度
1570 A=INT(((EKAKU-KAKU+359) MOD 90)/15)
1580 SPRITE 1,1,A+1
1590 SPRITE 6,0,INT(XX/2)-BX,INT(YY*5)-BY
1600 SPRITE 6,1,INT(XX/2)-BX,BZ-INT(ZZ/2)
1610 BSP=SP:PT=PTRIG(1)
1620 IF PT=2 OR PT=3 THEN SP=2:SPRITE 2,2,1:IF BSP=1 THEN PCMPLAY JET,95 ELSE:ELSE SP=1:SPRITE 2,2,0
1630 IF PT=1 OR PT=3 THEN PLAY"V6@36O0C64" ELSE 1670
1640 IF ABS(XX)=<3 AND ABS(YY)=<1 AND ZZ>=0 THEN EDM=EDM+1 ELSE 1670
1650 IF (EDM MOD 4)=0 THEN EE=EDM/4:SPRITE 1,73+EE,752+D(EE)*8:D(EE)=D(EE)+1
1660 SPRITE 6,84,4:PLAY,"V8@65O5A64"
1670 '**[ ENEMY MOVE ]** COMの思考ルーチン入り
1680 IF INT(RND*6)<6-LV THEN 1730
1690 IF INT(RND*6)>LV THEN EM=0:GOTO 1730
1700 IF ZZ>0 THEN EM=(XX>0)-(XX<0)+(INT(RND*2)*2-1)*(XX=0):GOTO 1720
1710 EM=(EXX>0)-(EXX<0)+(INT(RND*2)*2-1)*(EXX=0 AND EZZ<0)
1720 EM=SGN(EM)
1730 EKAKU=EKAKU+EM*3:EKAKU=EKAKU+(EKAKU>=360)*360-(EKAKU<0)*360
1740 IF INT(RND*6)<6-LV THEN 1780
1750 EYM=((EYY<0)-(EYY>0))*((ZZ>0)-(EZZ>=0))+(INT(RND*2)*2-1)*(EYY=0 AND ZZ>=0)
1760 EY=EY+EYM:EY=EY-(EYY>10)+(EYY<-10)
1770 IF ABS(EY)>11 THEN EY=EY-EYM
1780 ESP=-(EZZ>=0 OR EZZ<-20)-2*(EZZ<0 AND EZZ>=-20)
1790 ON ESP GOTO 1800,1810
1800 SPRITE 2,26,0:GOTO 1820
1810 SPRITE 2,26,1
1820 EZ=EZ+COS(EKAKU*RAD)*ESP:EX=EX-SIN(EKAKU*RAD)*ESP
1830 EYY=Y-EY:EXX=X-EX:EZZ=Z-EZ
1840 SINKAKU=SIN(-EKAKU*RAD):COSKAKU=COS(-EKAKU*RAD)
1850 EXXX=EXX:EXX=COSKAKU*EXXX-SINKAKU*EZZ:EZZ=SINKAKU*EXXX+COSKAKU*EZZ
1860 IF ABS(EXX)=<3 AND ABS(EYY)=<1 AND EZZ>=0 THEN DM=DM+1 ELSE 1890
1870 IF (DM MOD 4)=0 THEN EE=DM/4:SPRITE 1,73+EE,756+D(EE)*4:D(EE)=D(EE)+1
1880 SPRITE 6,85,4:PLAY,,"@58V13O5B64"
1890 '**[ BACK/LAND MOVE ]** 背景/地面を動かす。
1900 BAX=(BAX-M*3/360*255) AND 255:OUT &H442,BAX:GOSUB 2290
1910 IF EDM>=DMAX THEN 1940 ELSE IF DM>=DMAX THEN 2110 'ゲ-ムエンド判定
1920 WHILE PTRIG(1)=8:WEND:GOTO 1360 'ループする。
1930 '**[ WIN ]**
1940 PLAY OFF:PCMPLAY BOM:EM=0:EMM=1
1950 SPRITE 0,0,0:SPRITE 0,1,0
1960 FOR J=0 TO 32:WAIT 6:GOSUB 2290
1970 IF ABS(EM+EMM)>1 THEN EMM=-EMM
1980 IF SPRITE(26,7)>240 THEN SPRITE 0,26,0
1990 SPRITE 6,26,0,INT(40/ZZ*J)-INT(40/ZZ*(J-1)):EM=EM+EMM
2000 IF XYZ>=160 THEN XYZ=159
2010 SPRITE 1,26,104+72*INT(XYZ/40)+EM*24-288*(A=0)
2020 NEXT:SPRITE 0,26,0:SPRITE 1,2,8
2040 BAX=BAX+255:FOR J=0 TO 80:WAIT 5:GOSUB 2290
2050 BAX=BAX-8:IF BAX<0 THEN BAX=0:SPRITE 1,2,32
2060 OUT &H440,17:OUT &H442,BAX
2070 NEXT
2080 COLOR ,2:SYMBOL(40,70),"You are a winner!",1,2,1,,,5
2090 PLAY OFF:PCMPLAY CON,127:GOTO 2240
2100 '**[ LOST ]**
2110 SPRITE 0,26,0:PLAY OFF:PCMPLAY BOM,127:M=0:MM=1
2120 SPRITE 0,0,0:SPRITE 0,1,0
2130 FOR J=0 TO 32:WAIT 6
2140 IF J*4>=(12-Y)*10 THEN Y=Y-1:YM=-1 ELSE YM=0
2150 GOSUB 2290
2160 BAX=BAX-8:IF BAX<0 THEN BAX=0
2170 OUT &H440,17:OUT &H442,BAX
2180 IF ABS(M+MM)>1 THEN MM=-MM
2190 SPRITE 6,2,0,4:M=M+MM:SPRITE 1,2,8+(M+1)*24
2200 NEXT
2210 SPRITE 0,2,0:PASTEL 80
2220 COLOR ,4:SYMBOL(35,70),"The enemy won ....",1,2,1,,,5
2230 FOR I=1 TO 7:CIRCLE(160,240),I*20,[I*30,255,I*8],,,,F,PASTEL:NEXT
2240 '**[ REPLAY ]**
2245 CD STOP
2250 WHILE PTRIG(1)<>4:SYMBOL(130,160),"PUSH 'RUN' BUTTON.",1,1,C,,,1
2260 C=(C+1)AND 7:WEND:GOTO 970
2270 '**[ GET 16&16 ]**
2280 GET@A(0,0)-(15,15),CHA%:RETURN
2290 '**[ OBJECTS IN FIELD ]**
2300 ON YM+2 GOTO 2310,2330,2320
2310 LINE(0,260-Y*10)-(511,260-(Y+1)*10),PSET,[128,0,0],BF:GOTO 2330
2320 LINE(0,260-(Y-1)*10)-(511,260-Y*10),PSET,[100,0,0],BF:GOTO 2330
2330 FOR I=0 TO ZK
2340 ZS(I)=ZS(I)-SP:IF ZS(I)<1 THEN XS(I)=RND*16-8:ZS(I)=19+ZS(I)
2350 BXS=XXS(I):BYS=YYS(I)
2360 XXS(I)=INT(XS(I)*100/ZS(I)):YYS(I)=INT((-Y*10+120)/ZS(I))
2370 IF ABS(XXS(I))>136 OR ABS(YYS(I))>128 THEN SPRITE 0,50+I,0:XXS(I)=BXS:YYS(I)=BYS:GOTO 2400
2380 SPRITE 0,50+I,1
2390 SPRITE 1,50+I,652+INT(ZS(I))*4:SPRITE 6,50+I,XXS(I)-BXS,YYS(I)-BYS
2400 NEXT:RETURN
2410 '**[ ERROR? ]**
2420 SPRITE OFF:LOCATE 20,6:COLOR 1
2430 IF ERL=900 THEN ELSE 2490
2440 IF VER=1 THEN VER=2:RESUME 890
2450 BEEP:PRINT"システムソフトウェアを入れて'RUN'押して!";
2460 PRINT SPACE$(23)+"(FJデータを使わせてもらいますので♪)";
2470 WHILE PTRIG(1)<>4:WEND
2480 RESUME 870
2490 IF ERR=7 THEN PRINT"2Mバイトのメモリを必要とします(^_^;)。":END
2500 PRINT"エラーが";ERL;"行で発生(^_^;)。エラー番号";ERR;:END
2510 '
2520 DATA 0,-7,-7,3,0,-7,7,3,0,2,-6,7,0,2,6,7'レ-ダ-指標
2530 ' ---*---*---*---*---*---*---*---*---*---*---*---* 自機
2540 DATA 00000000000000000000000000F000000000000000000000
2550 DATA 00000000000000000000000000F000000000000000000000
2560 DATA 000000000000000000000000000F00000000000000000000
2570 DATA 000000000000000000000000000F00000000000000000000
2580 DATA 000000000000000000000000000F00000000000000000000
2590 DATA 0000000000000000000000000000F0000000000000000000
2600 DATA 0000000000000000000000000000F0000000000000000055
2610 DATA 0000000000000000000000000000F00000000000000055DD
2620 DATA 00000000000000000000000000000F00000000000005DDDD
2630 DATA 00000000000000000000000000000F00000000000050DDDD
2640 DATA 00000000000000000000000000000F000000000005DDDDDD
2650 DATA 000000000000000000000000000000F0000000005DDDDDFF
2660 DATA 000000000000000000000000000000F000000005DDDFFFFF
2670 DATA 000000000000000000000000000000F0000000FFFFFFFFFF
2680 DATA F000000000000000000000000000000F000FFFFFFFFFFF77
2690 DATA 0F000000000000000000000000000000FFFFFFFFFFF777FF
2700 DATA 00F0000000000000000000FFFFFFFFFF22222222777FFFFF
2710 DATA 000F000000000FFFFFFFFF000000000F222AAAAA2FFFFFCC
2720 DATA 0000FFFFFFFFF000000000000000000F22AAAAAAA22FFFCC
2730 DATA 000000000000000000000000000000FF22AAAAAAAA22FCCC
2740 DATA 0000000000000000000000000000000FF2AAAAAAAA22F666
2750 DATA 000000000000000000000000000000CFF22AAAAAAA2FFCCC
2760 DATA 00000000000000000000000000000C00FF2AAAAAA2700000
2770 DATA 0000000000000000000000000000C0000FF2AAAA27700000
2780 DATA 000000000000000000000000000C000000F2222227000000
2790 DATA 00000000000000000000000000C00000000F222270000000
2800 DATA 0000000000000000000000000C0000000000FFF700000000
2810 DATA 000000000000000000000000C00000000000000000000000
2820 DATA 00000000000000000000000C000000000000000000000000
2830 DATA 000000000000000000000000000000000000000000000000
2840 DATA 000000000000000000000000000000000000000000000000
2850 DATA 000000000000000000000000000000000000000000000000
2860 ' ---*---*---*---*---*---*---*---*---*---*---*---* 敵機(後ろ)
2870 DATA 000000000000000000000000000000000000000000000000
2880 DATA 000000000000000000000000000000000000000000000000
2890 DATA 000000000000000000000000000000000000000B00000000
2900 DATA 000000000000000000000000000000000000000B00000000
2910 DATA 00000000000000000000000000000000000000B000000000
2920 DATA 00000000000000000000000000000000000000B000000000
2930 DATA 0000000000000000000000000000000000000B0000000000
2940 DATA 0000000000000000000000000000000000000B0000000000
2950 DATA 000000000000000000000000000000000000B00000000000
2960 DATA 000000000000000000000000000000000000B00000000000
2970 DATA 00000000000000000000000000000000000B000000000555
2980 DATA 00000000000000000000000000000000000B000000055DDD
2990 DATA 0000000000000000000000000000000000B00000005DDD00
3000 DATA 0000000000000000000000000000000000B0000005DD0055
3010 DATA 000000000000000000000000000000000B000000DDD05555
3020 DATA 000000000000000000000000000000000B00009999999555
3030 DATA 00000000000000000000000000000000B099999999999999
3040 DATA 000000000000000000000000000000BBB999999999999999
3050 DATA 00000000000000000000000000BBBB0009222299999CCCCC
3060 DATA 0000000000000000000000BBBB0000009222222999CCCCCC
3070 DATA 000000000000000000BBBB0000000000922AAAA229CCC444
3080 DATA 00000000000000BBBB0000000000000092AAAAAA29444CCC
3090 DATA 0000000000BBBB00000000000000000092AAAAAA29CCCCCC
3100 DATA 000000BBBB000000000000000000000092AAAAAA29CCC999
3110 DATA 00000B0000000000000000000000000092AAAAAA29000000
3120 DATA 0000B000000000000000000000000000922AAAA229000000
3130 DATA 000B000000000000000000000000000009A2AA2290000000
3140 DATA 000000000000000000000000000000000092222290000000
3150 DATA 000000000000000000000000000000000000999900000000
3160 DATA 000000000000000000000000000000000000000000000000
3170 DATA 000000000000000000000000000000000000000000000000
3180 DATA 000000000000000000000000000000000000000000000000
3190 ' ---*---*---*---*---*---*---*---*---*---*---*---* 敵機(前)
3200 DATA 000000000000000000000000000000000000000000000000
3210 DATA 000000000000000000000000000000000000000000000000
3220 DATA 000000000000000000000000000000000000000B00000000
3230 DATA 000000000000000000000000000000000000000B00000000
3240 DATA 00000000000000000000000000000000000000B000000000
3250 DATA 00000000000000000000000000000000000000B000000000
3260 DATA 0000000000000000000000000000000000000B0000000000
3270 DATA 0000000000000000000000000000000000000B0000000000
3280 DATA 000000000000000000000000000000000000B00000000000
3290 DATA 000000000000000000000000000000000000B00000000000
3300 DATA 00000000000000000000000000000000000B000000000555
3310 DATA 00000000000000000000000000000000000B000000055DDD
3320 DATA 0000000000000000000000000000000000B00000005DDDDD
3330 DATA 0000000000000000000000000000000000B00000005DDDDD
3340 DATA 000000000000000000000000000000000B00000000EDDDDD
3350 DATA 000000000000000000000000000000000B0000EEEEEDDDDD
3360 DATA 00000000000000000000000000000000BEEEEEEEEEDDDDDD
3370 DATA 000000000000000000000000000000BB89EEEEEEEEDDDDDD
3380 DATA 00000000000000000000000000BBBB008999EEEEEEEEDDDD
3390 DATA 0000000000000000000000BBBB00000089999EEEEEEEDDDD
3400 DATA 000000000000000000BBBB0000000000899999EEEEEEEEDD
3410 DATA 00000000000000BBBB000000000000008999999EEEEEEEDD
3420 DATA 0000000000BBBB0000000000000000008999999999EEEEDD
3430 DATA 000000BBBB0000000000000000000000899999999800EEED
3440 DATA 00000B0000000000000000000000000089999999800000ED
3450 DATA 0000B000000000000000000000000000899999980000000E
3460 DATA 000000000000000000000000000000008999998000000000
3470 DATA 000000000000000000000000000000008999980000000000
3480 DATA 000000000000000000000000000000008888800000000000
3490 DATA 000000000000000000000000000000000000000000000000
3500 DATA 000000000000000000000000000000000000000000000000
3510 DATA 000000000000000000000000000000000000000000000000
3520 '
3530 '
3540 ' Programer--- Takefumi Kimura (KIM)
3550 '
3560 ' Special Thanks to
3570 ' Muraoka
3580 ' SOH
3590 ' YAZ
3600 ' YS-11
3610 '
3620 ' Produced by --<< KIM >>--
3630 '
3640 ' Hirosaki High School 'PASOKEN' Club
3650 ' created by <YS-11> Souji Yamakawa