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- [code];[FC音乐][MMC3 IRQ]
M+ Y: V" q; A; x L - ;FlameCyclone 20230710
9 ]6 S' T9 b3 J$ b( |) L
7 m' v) l; B" z [1 O- ;文件头6 g. J& X6 h }5 ~& F( }
- ;======================================================================( J, k* g& W; o+ C9 P
- .INESPRG 4 ;16KB PRG 数量1 }. E. ~" ]) t8 W3 G
- .INESCHR 1 ;8KB CHR 数量
5 l( C1 M0 p$ ~& ^8 J - .INESMAP 4 ;mapper 4
! ]$ Q+ c" Y: ^# w! o2 c+ Q4 w - .INESMIR 1 ;命名表镜像 0水平 1垂直
) j. M- S; }5 Y& w& ^- j4 f0 V - & {" ^, s; n; Y6 p! m& j; g: K
- ;必要条件5 f' n/ J- o# R
- ;1.持有CHR ROM
I: K, M. N, Y. |4 B9 A! l - ;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$1000, S0 o, P( ?, E( n3 \8 ^6 R
- ;3.精灵内存(OAM)不为空+ k+ f5 t4 `# J$ s5 y
- 4 g Y! Q6 z7 t0 C+ A8 n
- ;==================================================% k8 R. j. z. D: d
- ;NES端口常量* b7 b* M3 W9 c* Y! E1 m
- PPU_CTRL = $2000 ;PPU控制寄存器
8 @) B# c4 N2 h2 B - PPU_MASK = $2001 ;PPU掩码寄存器
1 \7 z0 b) H4 Y6 p# _% Y' K - 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
" t v4 V8 x6 |9 ?0 n2 n - 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10 x- a+ h, ^, }/ V
- 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
9 O6 z( R" ^' G M f# f - 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
5 n& q9 G, M& g! t% [+ B9 d8 E" W( E1 I - 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; Z: c( m. Z2 S) f( Z' k
- 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 3 P# h8 c2 V9 L6 j% v
- 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
4 o7 F& n+ C" r9 d1 u. ^4 I& T - APU_STATUS = $4015 ;声音通道切换 t2 J2 \8 x+ C( d3 t8 o
- JOY1_FRAME = $4016 ;手柄1 + 选通
) Z1 D0 C0 V% g$ Z! F6 Q- Z - JOY2_FRAME = $4017 ;手柄2 + 选通
, g: _% ~# K/ [5 c8 ?: r' B$ T2 n
4 f, n$ |! ~# f" Q- ;==================================================3 o! f/ ^1 m" K& g
- ;MMC3端口常量- X5 o$ G' d k+ F: }! r
- MMC3_BANK_CTRL = $8000
! x# O# n& }4 m& a5 | - MMC3_BANK_DATA = $8001
7 Z" j: i8 O# D+ ^ - MMC3_MIRRORING = $A0005 M$ `8 q% `0 o
- MMC3_PRG_RAM_PROTECT = $A0016 T9 l& A6 o# U4 j! `3 j j2 `, n
- MMC3_IRQ_LATCH = $C0002 o9 m/ G. D2 z1 X3 x3 i6 T
- MMC3_IRQ_RELOAD = $C001: ] Q e3 m6 ~. J5 ]$ l' p
- MMC3_IRQ_DISABLE = $E000
( Q# S* @* [! q" A: S( ^1 W% _ - MMC3_IRQ_ENABLE = $E001
+ T4 W9 b) B* a. d) f - % t( t0 f( X. n; m( ^
- ;==================================================, L/ _1 V: y& E) R' g
- ;程序块配置' K1 U" }6 Y% k# \
- BANK_DATA_MASK = $07
3 }! x# J- W" |6 P - ;--------------------------------------------------* X. y# \6 O* g: J7 M0 y
- RESET_BANK = $07
x" h0 v7 E8 X1 ^, S6 s! V8 I - RESET_ADDR = $FC008 L' m& k) s$ }1 V5 r, b
( c& o5 l" ~; O- N- ;==================================================
* Q# |5 H9 k) Y7 l; N - ;图像块配置
& W& Z- g3 k# L - CHR_DATA_BANK = $08
) a, ^. b# J7 J/ o+ B) B
- V1 m, {2 x) }- B( [- ;==================================================
5 r$ T; Y# ~1 j% o - ;零页内存地址配置
- }# ~5 S8 I3 i; J l+ Y - Use_Ram_Addr = $80
: q! r" U! I+ U; N" g% `" a$ U4 X - PPU_Ctrl_Buf = Use_Ram_Addr
# @; d$ S: E/ D9 F, E: L - PPU_Msak_Buf = PPU_Ctrl_Buf + $01
0 I: T8 L, L: N( B* e& D - PPU_Scroll_H = PPU_Msak_Buf + $01
' ?3 ]3 ?8 P) X8 u' I - PPU_Scroll_V = PPU_Scroll_H + $012 p5 D; r' D( P F- H3 s9 ]
- FC_Data_L = PPU_Scroll_V + $01
, P1 q, J% t, x9 Q5 u+ T - FC_Data_H = FC_Data_L + $01, ^$ w! ^2 w+ B1 `" D. u, t# E( H: D
- FC_Data_Buf = FC_Data_H + $01( S- F/ B& D' J: H! N$ a W" j9 G
- ;==================================================
0 S& U6 @9 X( H x" u( \, _" |# ~ - ' G/ v$ }" ] k' X2 T% Q5 p# u2 w
- GAMEPAD_MERGE_FLAG = $043 b( w4 l+ W/ C2 y
/ d7 C% \1 L" y. }2 I$ G- Gamepad_Keep = FC_Data_Buf + 11 q7 ]" p7 g# ?6 e3 ?7 g
- Gamepad_Once = Gamepad_Keep + 2$ a! T+ \' @% \0 K
- Gamepad_Temp = Gamepad_Once + 2
- ^* {: F, S K/ z& D5 a$ h( t - " a( H1 c E f5 n
- Gamepad_0_State = Gamepad_Temp + 2$ X2 V7 q; _6 ^- B4 a' Y* c
- Gamepad_1_State = Gamepad_0_State + 1
3 l8 `2 o* b+ p3 S4 k - Gamepad_0_Value = Gamepad_1_State + 1+ ]! p1 u) @4 _3 L7 |! a
- Gamepad_1_Value = Gamepad_0_Value + 1
+ W7 V* A l* Y9 y5 h2 V - Gamepad_Port_Value = Gamepad_1_Value + 1& `/ R9 N# f5 n: X; _, c2 s9 U4 x
- Gamepad_Merge = Gamepad_Port_Value + 1( \" F# U3 A3 T# Y3 s
- # ^& k; D8 \. W& _
- ;==================================================, i! l4 J9 v9 H+ X2 j4 Y U% w
- IRQ_Index = Gamepad_Merge + $01* L [) y' S. ~/ _8 A x) B; w) q6 u
- ;==================================================
4 V" a( w% O1 k) H
0 x* Z- W# E3 `& u. `- ;CHR图形数据
: U9 U+ P2 }: J4 n% Q. T$ F# ] - ;==================================================$ U/ z) ^* U* G& Q5 J9 E
- .BANK CHR_DATA_BANK
9 T( x n t# \& b - .INCBIN "chr_bank/chr_data.chr"
$ u9 H. F( f S- c0 w' D. z. G - + J/ f0 F, y& R. w6 L
- .BANK RESET_BANK & BANK_DATA_MASK
& z1 M/ D( p" [' ~" ^1 a. F" v - .ORG RESET_ADDR
$ y4 v+ H! G8 D- O- K. l -
3 D- D& ^- k. F6 y; F- O. K - ;--------------------------------------------------
( g# S6 n$ u7 a# n* k x - Attributes_Data7 w' t5 t8 \- ]3 @8 l9 B
- ;命名表属性
0 l. U& O0 Z% j' T: e - .DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
3 _) n: f% z7 o1 j( Y. f# w4 B+ L - .DB $50,$50,$50,$50,$50,$50,$50,$50,$FF,$FF,$FF,$FF,$BB,$AA,$AA,$AA! A' s8 r; c% ~4 ]$ i
- .DB $0F,$0F,$0F,$0F,$0B,$0A,$0A,$0A,$AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA
( _6 G/ W* [* T - .DB $AA,$AA,$AA,$AA,$AA,$AA,$AA,$55,$55,$55,$55,$55,$55,$55,$55,$55# e% ~: v, ]- v, N, j
- ;--------------------------------------------------
1 H( J% D9 ~/ C: [5 d% W; ^ - ;调色板数据
. c- D3 E! I0 z3 K - Palette_Data5 Z( \8 M) A7 @" L* y, V5 v+ `
- .DB $0F,$27,$20,$0F,$0F,$24,$20,$0F,$0F,$21,$20,$0F,$0F,$25,$20,$0F
) g- X3 n% g& C* r, k& N - .DB $0F,$24,$20,$0F,$0F,$24,$20,$0F,$0F,$24,$20,$0F,$0F,$24,$20,$0F3 a1 f* W; ]4 m3 d8 E2 `$ J( o
- . k1 D+ W5 |4 N5 C5 r/ D, m
- ;==================================================
! [& r" i' e" U" i8 I - ;命名表初始化3 u, c- A& b: Y/ J8 O/ y( S) l& K
- Init_Name_Table
" f# S T. K+ x - LDA #$20
+ X: X" M4 A9 D, n# Q4 p - STA PPU_ADDRESS/ U2 O" _' O1 u' v8 K2 j# h# u0 G
- LDA #$00
! S2 A2 ^3 }- i3 ]7 ^3 L# j$ \ - STA PPU_ADDRESS
2 Z. x* c. A6 g7 M7 f - LDA #$00( n+ k2 z) p- _+ m, N- u/ d
- LDY #$004 S% i. ]7 K C, @
- LDX #$10
4 t6 i8 n @1 ?4 x1 O+ c) ^ - Init_Name_Table_Write7 C/ G! P# J( C. v! r: X& s$ }
- STA PPU_DATA* s7 D1 l5 m" K: |! o' |
- INY
# {& b+ {; R/ g5 s( `8 {, l5 f% v - BNE Init_Name_Table_Write) O4 u0 D- w% b' e
- DEX
& |1 p& U5 p$ N5 T6 d, R) Q - BNE Init_Name_Table_Write
) I/ _, U. g& [- r5 y6 N - RTS/ C' {, g1 i' R8 F' h
- # [$ O% L2 S) ]% n( f; w5 w
- ;==================================================
! J" b% W% q; t9 W( e N - ;调色板初始化4 [$ Q2 e) Z1 z& p( Q
- Init_Palette
, R% U! v3 d; i; O/ ]+ ] - BIT PPU_STATUS
3 ?2 K0 g8 @( `+ Z- S - LDA #$3F
6 x7 z3 _/ z6 }( {4 A0 l - STA PPU_ADDRESS! G `/ M P% U6 a: K/ e
- LDA #$00
2 Q( T: h$ j7 s* k, m - STA PPU_ADDRESS
4 p8 f; Y2 A3 d; `! D - LDX #$007 n' ]8 I$ D! n* v- ?9 `1 x
- Init_Palette_Write
; z& Z/ D1 D. U2 T/ Z - LDA Palette_Data,X1 ?; _2 U* b. }
- STA PPU_DATA
/ W) J" A; \- E5 v3 f7 a) @ - INX
% [/ j9 `# {& M* j1 V7 Z- L4 m6 M& v' E - CPX #$20
( ~# U; P% S, n5 |! W, m - BCC Init_Palette_Write- J# d4 p" u `% c9 E: F7 D$ ~
- RTS, g6 h+ k3 A( c/ j+ M1 j' U. c
-
3 [( d# G9 b- j7 l2 `/ d. V6 B. x: @ - ;==================================================
, u/ G4 Q R! N$ `# ]# j) R - ;设置命名表属性
3 X: b/ Y- R w o7 u+ b& O" K - Init_NameTable_Attributes
$ c/ o f( m2 l% a7 l* n+ A - BIT PPU_STATUS' B; S" }6 J- e, b/ I% n
- LDA #$23
8 b3 {' y/ k. B( }9 f I' L - STA PPU_ADDRESS
; |! e9 x' g8 C* ]+ o/ F+ b9 S - LDA #$C05 }$ x4 U8 p7 `4 z3 [
- STA PPU_ADDRESS# u0 w3 [& T- |
- LDX #$004 {; [' q4 a! Y* o8 \% _3 a
- Init_NameTable_Attributes_Write
( Z# V, r% f! a* |( s - LDA Attributes_Data,X" B" P8 y# H! M1 m2 v- ?/ [
- STA PPU_DATA
5 d3 T# ^4 f2 c! V I - INX
. x7 p( N: u2 f( Y; ]& a5 P( S8 ? - CPX #$40
2 J" Y4 n1 T" ^# K/ M x6 l- ]$ B - BCC Init_NameTable_Attributes_Write
" t8 T7 t9 E2 k4 B' ~ - RTS4 N+ P5 c: L) d$ X, I- o
- : |" u5 p7 h1 c( N1 v/ C7 r
- ;==================================================0 W n0 _1 T7 l0 z% `3 R- D
- ;初始化命名表文本
, Y5 p6 T& [ c" @ u" i8 E3 n - Init_Name_Table_Text
$ P+ C& Z& g8 ~6 B- G, t& A8 C0 i - BIT PPU_STATUS
0 @$ I) d# e4 t6 H, z* d. U5 C - LDA #$20/ {& X, T# }) d9 o i
- STA PPU_ADDRESS
% L/ m! P( F1 a0 X0 A - LDA #$009 K1 e& \" C3 f7 X' |3 o) t U/ L0 P
- STA PPU_ADDRESS
" Z1 v$ w1 [) H, E - LDA #$00' A2 _5 C9 e" w# f- u! P9 ?( ]
- STA FC_Data_Buf, N! U% k9 X, B( L( r& b2 ~
- LDY #301 y% X% ?, D6 F& K% j
- Init_Name_Table_Text_Write1 K2 ^% p% `" A3 ~7 V
- LDX #32
) _- X4 O# ?* G - Init_Name_Table_Text_Write_Char% a2 b4 E* s" M) V
- LDA #'0'7 [) V7 X* m8 A8 T
- CLC! h) c5 t# u( s0 i' M0 r4 u
- ADC FC_Data_Buf
! A4 ?& H/ g& z - STA PPU_DATA) M- V F% g0 v5 F0 ?' h/ b5 x
- DEX
# R7 Y8 m: C$ r. Q* Z H- C% Z - LDA #$146 B: A3 k4 y/ O9 H, M; q5 e* ]
- STA PPU_DATA0 C& h6 ~/ z" h( y; z, [
- DEX
. z% M! ]2 V- f8 K: n6 i - BNE Init_Name_Table_Text_Write_Char, k1 G% U2 N B. e m# D4 t0 }( ?
- INC FC_Data_Buf( a, E5 i4 i3 v/ x H
- DEY
6 i- m+ i! }! W. p/ W6 M - BNE Init_Name_Table_Text_Write# w& L$ K; \: R8 {% P4 {1 P
- RTS8 |" r. w# e8 `1 [
- 3 ]# q+ ~% b) v5 M% h/ \) [
- ;==============================
5 Y7 Q5 N# I# ^+ b0 e - Init_OAM_Ram;初始化精灵内存+ k: ~- K/ h6 ?- R
- LDX #$007 K& @9 `6 m5 B8 U+ g5 ~; q
- LDA #$00
& {6 j% I( M8 y1 h% ~& | - STA PPU_OAM_ADDR9 g6 [3 i- l* I# v" `9 ^& E
- LDA #$F8( c l0 B" ^6 E
- Init_OAM_Ram_Write8 i8 G$ I; T4 p. d# G8 Y
- STA PPU_OAM_DATA& S. e& G5 t* i: g* X$ d3 l) C
- INX
5 a5 l' A/ n: V- N; n# l+ u& e - BNE Init_OAM_Ram_Write/ a, m. `& ?" z2 Z) A3 o4 w
- RTS! z- Q, Y& |+ M+ A; N3 D% H: V
- 1 U, G( V) V4 H- e# j
- GamepadProcess;手柄处理( w! c1 }) u1 _* G1 ]- [" O" u1 Y0 J
- JSR GamepadDatacan
" i, t) d/ c3 y- k8 h( l - LDA <Gamepad_0_Value5 ~' q/ E9 E# k" V& ]
- STA <Gamepad_0_State0 Y; M5 z, e1 B: O |
- LDA <Gamepad_1_Value4 v. D v8 t. _4 ~. y
- STA <Gamepad_1_State. E4 P$ G# K' O7 H; C; w& n
- JSR GamepadDatacan+ V9 p- r5 m' a. @4 ~
- LDX #$01
" n ~! b1 b' \6 N - GamepadMergeCheck;合并手柄输入检查: Z+ x, T t( q
- LDA <Gamepad_0_Value,X( q# h" ]% O- j' c0 Y9 }
- CMP <Gamepad_0_State,X; f" H' |7 D! r2 @ d) I+ n
- BEQ GamepadMergeInput
9 f$ g1 p) q. e) }+ W* w - LDA <Gamepad_Temp,X; T; D7 w- K: t! F) z& g/ E
- STA <Gamepad_0_Value,X
( ^1 N! L& m* R) [: K( t/ u - GamepadMergeInput;合并手柄输入
0 a. a; p6 E( `- x( O/ O0 M - DEX
8 o0 a" Y5 S/ H4 a% Q. ~! ~0 l - BPL GamepadMergeCheck, `4 d+ N# o; q3 ^ [
- LDA <Gamepad_Merge" N: N1 x# l7 s6 Z. D' c: X
- AND #GAMEPAD_MERGE_FLAG: x, a& B. K6 P$ H0 X3 U
- BNE GamepadStateProcess7 `1 D: b" _ e0 c4 m
- LDA <Gamepad_0_Value1 T: ~ m3 n& p4 n# Z' Q
- ORA <Gamepad_1_Value
# K6 H, r' ~/ m5 F1 R9 } - STA <Gamepad_0_Value) S' ~5 D9 `6 r) c2 _5 ~
- GamepadStateProcess;手柄状态处理1 O0 x2 F. v! C1 d& B% t; l
- LDX #$01
/ A4 l% K. f2 Y" `4 l - GamepadStateSave;手柄状态保存
/ c+ N5 x. ^+ N0 M8 S. b: d: K* W+ M - LDA <Gamepad_0_Value,X. r2 P. S* T/ r
- TAY* ], ^1 w: A$ M
- EOR <Gamepad_Temp,X$ c% N) L) U, l5 Q# G* i4 [
- AND <Gamepad_0_Value,X
# r1 L- X X& y9 m L& ? - STA <Gamepad_Once,X% Q+ v/ ^% @6 M5 P5 ^/ g& V
- STY <Gamepad_Keep,X- q& _0 `1 Y5 Q* r
- STY <Gamepad_Temp,X
8 e* B( f. q. a+ k6 _: D( W - DEX/ y" E, n5 r/ l* B+ a
- BPL GamepadStateSave
0 A. Z8 N* v6 T# J* e0 U9 K - RTS* o8 E4 G# a1 s
( d S2 {4 a" ^& ^2 V) i/ D/ U- GamepadDatacan;手柄数据扫描. Q8 b1 ^5 {$ _
- LDX #$01
- D) B2 W7 v f: N1 {$ C - STX $4016
7 J! v" w/ h: x5 T0 I2 A( q - DEX
( A/ ^) s3 w" r' w- [# ]* S - STX $40161 F3 E* C# l1 Y9 V
- LDY #$08 x p+ g! r; t) t) M
- GamepadPortScan;手柄端口扫描
# L# C7 Q2 E, F- p7 a - LDA $4016
. u! ~" j8 `* L - STA <Gamepad_Port_Value
9 ~1 c$ |! D3 b! F - LSR A
. l* c9 Y' }6 M9 V" a& P# k - ORA <Gamepad_Port_Value& T2 P% J( @( Q0 p2 K
- LSR A$ j+ n2 x2 Z8 l! z/ H5 J/ q
- ROL <Gamepad_0_Value
( o; ?) ]; U# N) `! ] - LDA $4017
2 p* c& _2 J* t) b - STA <Gamepad_Port_Value8 z5 D% p5 g* F; G, E, v
- LSR A
; S: L$ i$ o5 m9 L# |2 G - ORA <Gamepad_Port_Value
( a. f' D6 D$ v4 R" |. ~ - LSR A$ R7 b& k$ t x4 j( T) H) }
- ROL <Gamepad_1_Value: I. A9 T3 p0 c: k$ C; M
- DEY! i" P$ d- R a- s4 [0 q* @
- BNE GamepadPortScan
/ W" I; B1 q" L8 g - RTS
' S) s3 o9 p& G* e4 ~2 ~4 v& m - , d' v [6 N' u. ~# s% \
- ;==================================================7 ~$ i) y0 j. q
- ;PPU处理& K; `8 T: P9 l2 t
- PPU_Process3 A" P7 x7 D O" {. s
- LDA #$007 |# {% }9 y# L" X: x
- STA PPU_MASK
$ l+ T0 d/ Q. V# d/ z& T3 Z - 4 O: y, s" [. R* E. l
- BIT PPU_STATUS7 l6 F2 L7 \6 I; `% ~- U) X- v
- LDA #$201 e& p* u( }5 N$ o
- STA PPU_ADDRESS6 q* |7 N+ `* U+ `- G/ R. `: A
- LDA #$00
7 k' B _' S% T& D - STA PPU_ADDRESS
4 t( l4 z( i* ~+ B - 9 b1 w; J& W, N; i
- STA PPU_SCROLL
; |* `4 s2 w6 {9 L - STA PPU_SCROLL( m# \- U; q3 O
-
) ]4 Q+ h1 S" M) D1 C3 {0 J - LDA PPU_Msak_Buf
8 f8 l+ p: `, C( a* N1 U - STA PPU_MASK7 [) R( o' P# i
- 7 i$ x" e1 J w1 G! V% P
- RTS
7 E& ?2 {0 t3 z* t -
" ]. M/ H7 i) R" t - ;==============================) B& w6 x6 ]& \+ a8 f
- Time_For_Vblank;延时等待, \* d& N4 _! _3 r
- LDA PPU_STATUS7 b/ u0 f: E$ H. R
- BPL Time_For_Vblank
# `9 @& X' M7 i& c/ m9 @ - RTS O3 p' U& B. P8 ^
-
0 M# Z! r! E6 Y! k - ;==================================================
7 Z1 k& Y$ X9 E7 g/ L8 p! O - ;初始化MMC3
& j- C: \4 Q0 Y! n; w, A - Init_MMC39 R4 p4 k4 n( t* r" i# c$ d
- STA MMC3_IRQ_DISABLE/ i+ O6 v0 l0 j" }
-
7 _/ |. ]: I% j; x% T) y; I - ;设置MMC3水平镜像
' y3 H7 c5 D, ]) c) g u# n* C6 n; W - LDA #$01
! t+ P' t& j- r6 P& R9 u# t - STA MMC3_MIRRORING3 D. Z' r' K# O2 H, b
-
+ T- C2 G4 l4 \$ w% K - LDX #$05
( n/ P f2 Q6 D. e* P; V- C$ m - Init_MMC3_Chr_Bank_Write
+ M1 c+ G* U: |, |$ k6 B3 c - STX MMC3_BANK_CTRL
1 b3 a' V( \% g5 M, S - LDA MMC3_Chr_Bank_Data,X
4 c0 j( R$ ^2 Q; b/ \4 y - STA MMC3_BANK_DATA
: k. C7 f% q5 S, m3 k- U: e1 L7 s" N - DEX2 T! N& F& p c1 C) |7 `) M
- BPL Init_MMC3_Chr_Bank_Write
8 S6 i) k, M' O3 a; b# e - RTS4 c" h1 `6 L5 K: X) [' D7 B
- ;--------------------------------------------------
) `) p) J9 _8 e - MMC3_Chr_Bank_Data( n3 Q2 D! y1 q( o+ Z! o3 l/ `8 k
- .DB $00,$02,$04,$05,$06,$079 z9 P E& H7 Q* l
9 q5 D; W. {# v2 ?- ;==================================================1 {1 V ?7 @- Z1 g: q
- ;重置中断处理& t4 j6 p+ a% P6 n% U1 t
- ResetProgram) h3 y! l% I9 u8 m/ ]' O' v4 V3 a) ~) {
- SEI) `0 H# w* }* r. ^" N( @" _ \& t: q
- CLD
- F$ @$ l( |+ O3 Z - LDA #$00
, A3 \# `' Q7 [- [' p - STA PPU_CTRL* d' A3 u0 ^) p" l' [9 i( E4 B
- STA PPU_MASK
0 F8 i( j6 R# L, ^) U - STA PPU_STATUS, t% b. W' t" Q3 o- I1 s" ]
- STA JOY2_FRAME
3 l; i- t1 ~6 t9 P( i. f7 K - STA APU_STATUS
. ]- l. R- |) u* {) e x9 a -
) `$ a& L5 w4 m% I+ N - LDA #$C0
/ p' J3 }5 @0 }/ B8 `. _/ ^) X - STA JOY2_FRAME! L* r7 T7 ~9 W5 K
- * m$ |+ l' K1 O/ S8 L1 n
- ;等待vblank
4 r9 p$ E. K( f/ {* T' u0 X4 m' ~ - LDX #$020 M5 P; L; U% \* |# \) N2 h
- Vblank_Wait_18 C, ?) ]) p, q/ c
- BIT PPU_STATUS
$ G" ?6 ^2 X+ \! f - BPL Vblank_Wait_1* I& t* [0 W$ h6 ^9 p* h9 l
- Vblank_Wait_2
, E7 G9 l9 ^0 A! U; o - BIT PPU_STATUS
* F/ u$ C/ N* \ - BMI Vblank_Wait_2
7 o; C+ r$ L0 p6 |( b9 S" c - DEX7 r2 A" H$ G+ K3 W: k
- BNE Vblank_Wait_1" ^$ V2 t# j9 ]6 r
- 7 a2 h8 f A5 ^' ?8 H
- LDX #$FF ]# }7 f3 c# X4 {' X+ P4 O
- TXS# [ _% V, [5 ?" J' f7 A" _( C% s5 W! s
- : @ U0 ~8 |$ z
- ;初始化MMC3
0 W: I& J6 b5 D7 Q - JSR Init_MMC3
" {+ N+ R: e. M. N. _2 p2 a - / y5 r h. {* t. B
- ;==============================
, P) t8 c" q2 \, Y" N- E( G - ;RAM初始化4 H9 _# G/ G% P! F$ @& v6 y4 \6 P
- Nes_Ram_Init
, o3 H9 z5 ?$ p. ^ - LDY #$00% v* U1 e; V1 W9 J" [
- LDX #$08
+ p3 I" Z" K) C - LDA #$00
* X. k( e# U* t( ?+ P2 H5 R1 o1 z - STA <$00
7 B- e" D- N& d# k - STA <$01
# B( V5 W- y! } - Nes_Ram_Init_Write3 k( p6 q5 P& q
- STA [$00],Y( j) S! n( w9 V* y- ^
- INY
3 \% n4 u: e3 V+ X0 F7 n! W - BNE Nes_Ram_Init_Write
" c/ e! V5 Z+ L! p/ w( S+ w - INC <$01
" ?1 n. D% F: k( Z* p# a" x9 | - DEX
: ]* w8 f: `+ ^' ]% C - BNE Nes_Ram_Init_Write) b& r ]* Q, S1 d8 r
- & G, W8 p: h: s
- ;初始化命名表
& U' l$ I6 D6 j% p: W8 ?5 O0 D - JSR Init_Name_Table, e+ Q# p% R6 O D4 O2 }( z
-
6 P0 c9 M$ X5 N& \4 ?- M - ;初始化调色板
) }( G: K9 z8 M - JSR Init_Palette
* m$ C" {& W) y8 c H" @# l6 G* { - " G; G$ o8 @" ]1 R
- ;初始化命名表属性8 A+ H, k5 Z* e/ n8 K9 [ a
- JSR Init_NameTable_Attributes9 ]8 e/ L* ^) K0 g% b, J
- # M, Z: G/ i; m+ D3 l7 \) U+ b6 P
- ;初始化精灵内存
) `3 p4 T) ]0 c. B6 j$ i - JSR Init_OAM_Ram
# O. R h( {: W/ a - : y/ m( q( @( P+ R3 z
- ;在屏幕上写点东西% s' S; Z8 N" x+ p& U F
- JSR Init_Name_Table_Text: N, ?! K# Q8 `, ~
-
8 a7 [4 {/ l: s( _ t, a' @/ O - JSR Time_For_Vblank0 Q1 _* b7 ?) }- {
- ;开启PPU控制. f8 m6 {& Z) m6 Z) U& E" Q6 D4 U( @
- LDA #$A8
0 c( _( N$ F) n* ^6 t) y - STA PPU_Ctrl_Buf
" b# k1 a1 s, h6 Z5 r - STA PPU_CTRL6 @# i8 k7 U5 @
-
- ]" `# v* X& c, O; T6 S- J: d - ;开启PPU显示4 Q( z; J; |& h
- LDA #$1E( m' G6 V, p3 w/ H
- STA PPU_Msak_Buf
2 }! t9 m7 _- D+ D; ~/ O$ w -
3 n8 s3 R0 Z( x9 L - CLI
) Y! F5 i0 r0 S. C0 A# V3 v" w - JMP Loop
! T' Z$ Y" y9 ?4 o3 i; K -
' T% v8 }( d5 v9 q% o5 p - ;==============================
1 P g1 m6 @. o4 W/ P7 j* Q; a - ;死循环, 等待NMI中断
) ?! Z- E) g; ? - Loop
" p& v/ E+ x: H! a: u7 y& n% m - JMP Loop5 Z" I; B7 x: Q8 q6 V
- . p% j$ n0 w3 y9 I! e7 M
- ;==================================================- p: g% d' `/ r
- ;NMI中断处理; g9 h. A& N. g- `% G1 r; u
- NmiProgram; d% A) |2 Q5 Z, v; \
- PHA$ e# x! `) R7 A7 ?( [+ ~; I' H
- TXA
: c' I' C) H) i - PHA- B" Y/ j+ c! o: h, L
- TYA$ a/ |8 x9 d: \3 r! Z7 E
- PHA4 w3 [2 D: w- U+ J+ X$ C
-
) M: e/ x5 f' K" B6 ^% ` - BIT PPU_STATUS
6 U6 {" O! j" p, n0 u! y -
J) N; `+ l! i0 @6 g - ;关闭PPU控制
9 C F v0 ]9 V' s! x5 U1 T - LDA #$00
|2 a0 r4 O" w - STA PPU_CTRL
' F: c! T* V% x" v$ O4 Z0 K -
3 o$ z7 ^: N9 a% ]# ~9 ~4 C - ;处理PPU
! q1 R6 _! ?1 Y) C" V - JSR PPU_Process. u1 G% d: m1 x" G' h8 E
-
- @6 |9 f- J h; y- l - ;开启PPU控制: y0 u2 F! J" ?2 s% @
- LDA PPU_Ctrl_Buf0 f* A( P8 H" _& B% {# r+ h
- STA PPU_CTRL
* ]+ C# k! |3 u1 ]5 | -
2 o2 }+ O- j3 L3 a - ;手柄处理
8 P6 \! b0 ?8 M8 _" w: z7 E0 g6 ? - JSR GamepadProcess- K# u( Z8 R7 E8 H
- ~ y! P6 ]" S0 u j
- LDA #$00# P( Y; p4 Y0 V, v
- STA IRQ_Index; D3 O+ T7 [1 ?6 u, J( D+ C% Q
- ( M `# `: l3 @5 ]) f2 t8 ?
- ;启动IRQ中断, 第15条扫描线触发
- ~% t" L6 I6 F) j1 B - LDA #15 + 1
: G9 }: |& b" O8 n$ ` T1 N9 M - STA MMC3_IRQ_LATCH9 ~- O: y0 H5 |4 j, O0 ]
- STA MMC3_IRQ_RELOAD
( V& [& G, C& h7 I& U2 r+ ` - STA MMC3_IRQ_ENABLE; }# h% u& g+ ^
- CLI
& m0 J0 E" c& D! ^! } -
$ V. C; t9 a2 j! p) R7 [ - PLA
$ @1 h: l8 _; h - TAY
/ x( G) w: f- ~1 i' j# D, R! e; ] - PLA4 x: s6 h1 {; J
- TAX. [: F4 L/ T/ J
- PLA3 \ c! U$ [6 w' X
- RTI3 s% h U$ m# j6 ]7 H
# e" I2 c* w Y, p- ;==================================================
" x' k- k8 k! O7 j& q' b - ;IRQ中断处理* m1 N& m# v3 T, N# A: b" Q) [( D) J
- IrqProgram& p& z2 {+ Q; z% n
- PHA& R6 A y: @1 j: |( E/ R
- TXA
0 |# \4 j" M' g g5 P - PHA6 j3 d- c6 v1 y; b1 }
- TYA% s- k6 k5 o+ h. f; ?
- PHA
# k% s$ S+ V; h) K8 O, Q - * @* c, B% g, f3 p0 k
- ;关闭IRQ: U) G5 k5 U- A0 v
- STA MMC3_IRQ_DISABLE
! _. a6 o8 A3 J, e* Y% C# ]. W5 g -
6 h; `! W% Q% U) D1 D2 S! S6 R5 y - ;允许下个IRQ触发
b0 C( P( `* b4 i8 ~- x/ r+ Y - STA MMC3_IRQ_ENABLE* K( N/ t1 ]; Z# H6 R! w& ]$ n0 ~
- $ a& u1 c- r& _. K* y
- ;IRQ处理, 15线后继续触发" K* D6 E _# |& {" @ c6 `
- LDA #15( U3 q M& D a) g) E. T: z! p
- STA MMC3_IRQ_LATCH- x8 k+ y* T5 L- A) b
-
* X- e# l- _2 m# K* V - LDA <IRQ_Index
1 V! o [1 h2 } - BNE * + 4
! t d" ?: f+ K9 S; e& R& J! c - INC <PPU_Scroll_H$ m! P+ K t3 i3 u2 O% h7 o
- 3 h# a! u S( Q0 A* m
- ;设置屏幕滚动4 c& O0 W2 B( g% |
- LDA <IRQ_Index# }3 Q' o- r6 C5 G" P) t
- AND #$01
& J4 H0 M( J2 p9 j4 l$ |9 m" I9 { - BEQ Irq_Scroll_Right8 g* f) `8 f( e4 L+ ~- K
' V7 X* r2 X3 G- Irq_Scroll_Left# X' d Z1 o/ O! R- y# J3 z
- BIT PPU_STATUS; \# n3 t+ `) ]
- LDA <PPU_Scroll_H! X f1 Y$ t4 k3 W) c/ T
- STA PPU_SCROLL
% Z2 |$ ^* N! E( Q6 C - STA PPU_SCROLL: o! J; t# r, l
- JMP Irq_Scroll_Over; }) f2 m# A; ]; _
- : V o: q& d, ]0 j: V0 a' q
- Irq_Scroll_Right0 E9 v- A( v( }8 h: }2 ?
- SEC- x: i) \. J: E" }* A {
- SBC <PPU_Scroll_H: v' n( H3 L+ B* d
- STA PPU_SCROLL
$ u, y7 p- a8 l0 ?3 i6 ~! s3 U - STA PPU_SCROLL
0 e- D/ h' s" H) |+ R' I- x- {: r - Irq_Scroll_Over
5 u5 w3 E8 }, I$ m0 N' { - , Q( F0 |' K& a: `7 Q7 Z% k- }
- INC <IRQ_Index
5 k2 y$ h0 ]; `: o* w m1 b -
# N5 h( g. M& k0 H( Q4 r. k - LDA <IRQ_Index
, Q* m$ H* L! q R7 A - CMP #148 C& q& O" u8 ~. k3 n% c
- BCC * + 5
! Q2 w5 a/ U" B& k* Y& v - ;关闭IRQ
0 H6 b+ X% e, G1 M$ H - STA MMC3_IRQ_DISABLE
8 `0 r T# R5 d* e: [+ R - 3 k0 d' z) }8 }% ?( o
- IrqProgramEnd
9 s Q) @# {/ K0 I' i - PLA7 n! f3 G3 F) _* |5 G
- TAY0 t* V" l4 _6 x! y
- PLA0 ^- l9 ~ ^+ f% x* j
- TAX( s/ ^3 w2 P- u* [
- PLA) Y1 Z' z7 b. Q: Z0 _
- RTI2 h3 W# l$ i! {' h" ~) b( d
- 9 i( F. ^- G ^0 W3 C
- ;==================================================
5 O, e5 r8 E: O - ;中断表
7 a6 j' D# p1 f6 E9 p& E( m - .ORG $FFFA
; e R/ a7 T2 M4 X - .WORD NmiProgram
" Y( R9 b% T. h: E+ ^' R - .WORD ResetProgram
2 c2 [2 x" W" T7 G% Q - .WORD IrqProgram
复制代码 [/code]
- b/ \4 s, Q+ T |: S: y2 L |
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