yandagui 发表于 2023-7-16 20:17:53

[FC][精灵碰撞学习源码]

;
;FlameCyclone 20230710

;文件头
;======================================================================
.INESPRG 4                                              ;16KB PRG 数量
.INESCHR 1                                             ;8KB CHR 数量
.INESMAP 4                                                   ;mapper 4
.INESMIR 1                                     ;命名表镜像 0水平 1垂直

;必要条件
;1.持有CHR ROM
;2.背景Tile和精灵Tile必须使用不同的图案表, 如背景图案$0000, 精灵图案$1000
;3.精灵内存(OAM)不为空

;==================================================
;NES端口常量
PPU_CTRL                =   $2000   ;PPU控制寄存器
PPU_MASK                =   $2001   ;PPU掩码寄存器
PPU_STATUS            =   $2002   ;PPU状态寄存器:读取后PPU_SCROLL和PPU_ADDRESS被复位,下一个写到PPU_SCROLL的数据是水平的,写到PPU_ADDRESS的数据是高位
PPU_OAM_ADDR            =   $2003   ;精灵RAM地址:用来设置通过PPU_OAM_DATA访问的256字节精灵RAM地址。每次访问PPU_OAM_DATA后该地址增加1
PPU_OAM_DATA            =   $2004   ;精灵RAM数据:用来读/写精灵内存。地址通过PPU_OAM_ADDR来设置,每次访问后地址增加1
PPU_SCROLL            =   $2005   ;屏幕滚动偏移:第一个写的值会进入垂直滚动寄存器(若>239,被忽略)。第二个值出现在水平滚动寄存器
PPU_ADDRESS             =   $2006   ;VRAM地址:设置PPU_DATA访问的VRAM地址。第一个写地址的高6位。第二个写低8位。每次访问PPU_DATA后地址增加
PPU_DATA                =   $2007   ;VRAM数据:用来访问VRAM数据,通过PPU_ADDRESS设置的地址在每次访问之后会增加1或32
OAM_DMA               =   $4014   ;DMA访问精灵RAM:通过写一个值xx到这个端口,引起CPU内存地址为$xx00-$xxFF的区域传送到精灵内存
APU_STATUS            =   $4015   ;声音通道切换
JOY1_FRAME            =   $4016   ;手柄1 + 选通
JOY2_FRAME            =   $4017   ;手柄2 + 选通

;==================================================
;MMC3端口常量
MMC3_BANK_CTRL          =   $8000
MMC3_BANK_DATA          =   $8001
MMC3_MIRRORING          =   $A000
MMC3_PRG_RAM_PROTECT    =   $A001
MMC3_IRQ_LATCH          =   $C000
MMC3_IRQ_RELOAD         =   $C001
MMC3_IRQ_DISABLE      =   $E000
MMC3_IRQ_ENABLE         =   $E001

;==================================================
;程序块配置
BANK_DATA_MASK          = $07
;--------------------------------------------------
RESET_BANK            = $07
RESET_ADDR            = $FC00

;==================================================
;图像块配置
CHR_DATA_BANK         = $08

;==================================================
;零页内存地址配置
Use_Ram_Addr            = $80
PPU_Ctrl_Buf            = Use_Ram_Addr
PPU_Msak_Buf            = PPU_Ctrl_Buf + $01
PPU_Scroll_H            = PPU_Msak_Buf + $01
PPU_Scroll_V            = PPU_Scroll_H + $01
FC_Data_L               = PPU_Scroll_V + $01
FC_Data_H               = FC_Data_L + $01
FC_Data_Buf             = FC_Data_H + $01
;==================================================

GAMEPAD_MERGE_FLAG = $04

Gamepad_Keep            =       FC_Data_Buf + 1
Gamepad_Once            =       Gamepad_Keep + 2
Gamepad_Temp            =       Gamepad_Once + 2
                              
Gamepad_0_State         =       Gamepad_Temp + 2
Gamepad_1_State         =       Gamepad_0_State + 1
Gamepad_0_Value         =       Gamepad_1_State + 1
Gamepad_1_Value         =       Gamepad_0_Value + 1
Gamepad_Port_Value      =       Gamepad_1_Value + 1
Gamepad_Merge         =       Gamepad_Port_Value + 1

;==================================================
IRQ_Index               =       Gamepad_Merge + $01
Sprite_0_Y            =       IRQ_Index + $01
Sprite_0_Tile         =       Sprite_0_Y + $01
Sprite_0_Mode         =       Sprite_0_Tile + $01
Sprite_0_X            =       Sprite_0_Mode + $01
Sprite_0_Hit_Move_Direction         =       Sprite_0_X + $01
;==================================================

;CHR图形数据
;==================================================
.BANK CHR_DATA_BANK
.INCBIN "chr_bank/chr_data.chr"

.BANK RESET_BANK & BANK_DATA_MASK
.ORG RESET_ADDR

;--------------------------------------------------
Attributes_Data
;命名表属性
.DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
.DB $50,$50,$50,$50,$50,$50,$50,$50,$FF,$FF,$FF,$FF,$BB,$AA,$AA,$AA
.DB $0F,$0F,$0F,$0F,$0B,$0A,$0A,$0A,$AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA
.DB $AA,$AA,$AA,$AA,$AA,$AA,$AA,$55,$55,$55,$55,$55,$55,$55,$55,$55
;--------------------------------------------------
;调色板数据
Palette_Data
.DB $0F,$27,$20,$0F,$0F,$24,$20,$0F,$0F,$21,$20,$0F,$0F,$25,$20,$0F
.DB $0F,$24,$20,$0F,$0F,$24,$20,$0F,$0F,$24,$20,$0F,$0F,$24,$20,$0F

;==================================================
;命名表初始化
Init_Name_Table
LDA #$20
STA PPU_ADDRESS
LDA #$00
STA PPU_ADDRESS
LDA #$00
LDY #$00
LDX #$10
Init_Name_Table_Write
STA PPU_DATA
INY
BNE Init_Name_Table_Write
DEX
BNE Init_Name_Table_Write
RTS

;==================================================
;调色板初始化
Init_Palette
BIT PPU_STATUS
LDA #$3F
STA PPU_ADDRESS
LDA #$00
STA PPU_ADDRESS
LDX #$00
Init_Palette_Write
LDA Palette_Data,X
STA PPU_DATA
INX
CPX #$20
BCC Init_Palette_Write
RTS

;==================================================
;设置命名表属性
Init_NameTable_Attributes
BIT PPU_STATUS
LDA #$23
STA PPU_ADDRESS
LDA #$C0
STA PPU_ADDRESS
LDX #$00
Init_NameTable_Attributes_Write
LDA Attributes_Data,X
STA PPU_DATA
INX
CPX #$40
BCC Init_NameTable_Attributes_Write
RTS

;==================================================
;初始化命名表文本
Init_Name_Table_Text
BIT PPU_STATUS
LDA #$20
STA PPU_ADDRESS
LDA #$00
STA PPU_ADDRESS
LDA #$00
STA FC_Data_Buf
LDY #30
Init_Name_Table_Text_Write
LDX #32
Init_Name_Table_Text_Write_Char
LDA #'0'
CLC
ADC FC_Data_Buf
STA PPU_DATA
DEX
LDA #$14
STA PPU_DATA
DEX
BNE Init_Name_Table_Text_Write_Char
INC FC_Data_Buf
DEY
BNE Init_Name_Table_Text_Write
RTS

;==============================
Init_OAM_Ram;初始化精灵内存
LDX #$00
LDA #$00
STA PPU_OAM_ADDR
LDA #$F8
Init_OAM_Ram_Write
STA PPU_OAM_DATA
INX
BNE Init_OAM_Ram_Write
RTS

GamepadProcess;手柄处理
JSR GamepadDatacan
LDA <Gamepad_0_Value
STA <Gamepad_0_State
LDA <Gamepad_1_Value
STA <Gamepad_1_State
JSR GamepadDatacan
LDX #$01
GamepadMergeCheck;合并手柄输入检查
LDA <Gamepad_0_Value,X
CMP <Gamepad_0_State,X
BEQ GamepadMergeInput
LDA <Gamepad_Temp,X
STA <Gamepad_0_Value,X
GamepadMergeInput;合并手柄输入
DEX
BPL GamepadMergeCheck
LDA <Gamepad_Merge
AND #GAMEPAD_MERGE_FLAG
BNE GamepadStateProcess
LDA <Gamepad_0_Value
ORA <Gamepad_1_Value
STA <Gamepad_0_Value
GamepadStateProcess;手柄状态处理
LDX #$01
GamepadStateSave;手柄状态保存
LDA <Gamepad_0_Value,X
TAY
EOR <Gamepad_Temp,X
AND <Gamepad_0_Value,X
STA <Gamepad_Once,X
STY <Gamepad_Keep,X
STY <Gamepad_Temp,X
DEX
BPL GamepadStateSave
RTS

GamepadDatacan;手柄数据扫描
LDX #$01
STX $4016
DEX
STX $4016
LDY #$08
GamepadPortScan;手柄端口扫描
LDA $4016
STA <Gamepad_Port_Value
LSR A
ORA <Gamepad_Port_Value
LSR A
ROL <Gamepad_0_Value
LDA $4017
STA <Gamepad_Port_Value
LSR A
ORA <Gamepad_Port_Value
LSR A
ROL <Gamepad_1_Value
DEY
BNE GamepadPortScan
RTS

;==================================================
;PPU处理
PPU_Process
LDA #$00
STA PPU_MASK

BIT PPU_STATUS
LDA #$20
STA PPU_ADDRESS
LDA #$00
STA PPU_ADDRESS

STA PPU_SCROLL
STA PPU_SCROLL

LDA PPU_Msak_Buf
STA PPU_MASK

RTS

;==============================
Time_For_Vblank;延时等待
LDA PPU_STATUS
BPL Time_For_Vblank
RTS

;==================================================
;初始化MMC3
Init_MMC3
STA MMC3_IRQ_DISABLE

;设置MMC3水平镜像
LDA #$01
STA MMC3_MIRRORING

LDX #$05
Init_MMC3_Chr_Bank_Write
STX MMC3_BANK_CTRL
LDA MMC3_Chr_Bank_Data,X
STA MMC3_BANK_DATA
DEX
BPL Init_MMC3_Chr_Bank_Write
RTS
;--------------------------------------------------
MMC3_Chr_Bank_Data
.DB $00,$02,$04,$05,$06,$07

;==================================================
;重置中断处理
ResetProgram
SEI
CLD
LDA #$00
STA PPU_CTRL
STA PPU_MASK
STA PPU_STATUS
STA JOY2_FRAME
STA APU_STATUS

LDA #$C0
STA JOY2_FRAME

;等待vblank
LDX #$02
Vblank_Wait_1
BIT PPU_STATUS
BPL Vblank_Wait_1
Vblank_Wait_2
BIT PPU_STATUS
BMI Vblank_Wait_2
DEX
BNE Vblank_Wait_1

LDX #$FF
TXS

;初始化MMC3
JSR Init_MMC3

;==============================
;RAM初始化
Nes_Ram_Init
LDY #$00
LDX #$08
LDA #$00
STA <$00
STA <$01
Nes_Ram_Init_Write
STA [$00],Y
INY
BNE Nes_Ram_Init_Write
INC <$01
DEX
BNE Nes_Ram_Init_Write

;初始化命名表
JSR Init_Name_Table

;初始化调色板
JSR Init_Palette

;初始化命名表属性
JSR Init_NameTable_Attributes

;初始化精灵内存
JSR Init_OAM_Ram

;在屏幕上写点东西
JSR Init_Name_Table_Text

JSR Time_For_Vblank
;开启PPU控制
LDA #$80
STA PPU_Ctrl_Buf
STA PPU_CTRL

;开启PPU显示
LDA #$1E
STA PPU_Msak_Buf

LDA #77
STA Sprite_0_Y
LDA #$1E
STA Sprite_0_Tile
LDA #$20
STA Sprite_0_Mode
LDA #$00
STA Sprite_0_X

CLI
JMP Loop

;==============================
;死循环, 等待NMI中断
Loop
JMP Loop

;==================================================
;NMI中断处理
NmiProgram
PHA
TXA
PHA
TYA
PHA

BIT PPU_STATUS

;关闭PPU控制
LDA #$00
STA PPU_CTRL

;处理PPU
JSR PPU_Process

LDA #$00
STA PPU_OAM_ADDR
LDA <Sprite_0_Y
STA PPU_OAM_DATA
LDA <Sprite_0_Tile
STA PPU_OAM_DATA
LDA <Sprite_0_Mode
STA PPU_OAM_DATA
LDA <Sprite_0_X
STA PPU_OAM_DATA

;开启PPU控制
LDA PPU_Ctrl_Buf
STA PPU_CTRL

;屏幕滚动
LDA <PPU_Scroll_H
STA PPU_SCROLL
LDA #$00
STA PPU_SCROLL

;手柄处理
JSR GamepadProcess

INC <PPU_Scroll_H

;启动0号精灵碰撞检测
LDA #$01
STA Sprite_0_Hit_Move_Direction
JSR Sprite_Hit_Test

PLA
TAY
PLA
TAX
PLA
RTI

;==============================
;0号精灵碰撞测试
Sprite_Hit_Test

;------------------------------
;等待0号精灵碰撞状态取消
LDA PPU_STATUS
ASL A
BMI * - 4

;------------------------------
;等待0号精灵碰撞发生
LDA PPU_STATUS
ASl A
BPL * - 4

;------------------------------
;行消隐等待
Sprite_Hit_Scroll_Wait
LDX #$28
DEX
BNE * - 1

LDA Sprite_0_Hit_Move_Direction
AND #$01
BNE Sprite_Hit_Scroll_Set_Right

;------------------------------
;分割画面向左滚动
Sprite_Hit_Scroll_Set_Left
LDA PPU_STATUS
LDA <PPU_Scroll_H
STA PPU_SCROLL
LDA #$00
STA PPU_SCROLL
RTS

;------------------------------
;分割画面向右滚动
Sprite_Hit_Scroll_Set_Right
LDA PPU_STATUS
LDA #$00
SEC
SBC <PPU_Scroll_H
STA PPU_SCROLL
LDA #$00
STA PPU_SCROLL
RTS

;==================================================
;IRQ中断处理
IrqProgram
PHA
TXA
PHA
TYA
PHA

;关闭IRQ
STA MMC3_IRQ_DISABLE

;允许下个IRQ触发
STA MMC3_IRQ_ENABLE

;IRQ处理, 15线后继续触发
LDA #15
STA MMC3_IRQ_LATCH

LDA <IRQ_Index
BNE * + 4
INC <PPU_Scroll_H

;设置屏幕滚动
LDA <IRQ_Index
AND #$01
BEQ Irq_Scroll_Right

Irq_Scroll_Left
BIT PPU_STATUS
LDA <PPU_Scroll_H
STA PPU_SCROLL
STA PPU_SCROLL
JMP Irq_Scroll_Over

Irq_Scroll_Right
SEC
SBC <PPU_Scroll_H
STA PPU_SCROLL
STA PPU_SCROLL
Irq_Scroll_Over

INC <IRQ_Index

LDA <IRQ_Index
CMP #14
BCC * + 5
;关闭IRQ
STA MMC3_IRQ_DISABLE

IrqProgramEnd
PLA
TAY
PLA
TAX
PLA
RTI

;==================================================
;中断表
.ORG $FFFA
.WORD NmiProgram
.WORD ResetProgram
.WORD IrqProgram
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