|
- [code];[FC音乐][MMC3 IRQ]& q( W8 \0 T: ?1 Z0 D9 p4 ]
- ;FlameCyclone 20230710
6 P1 l& S. B' R# L
) O$ F5 x9 y% w; a* B, s5 z; Z- ;文件头
* ^9 \* {7 \, Q( ~ - ;======================================================================$ ~) z% l, W d' L* w
- .INESPRG 4 ;16KB PRG 数量
% E9 h# I; N2 y# u8 g; D2 m4 N6 r - .INESCHR 1 ;8KB CHR 数量
; b+ u" h$ q0 [, y8 @ - .INESMAP 4 ;mapper 4
: g9 W9 q+ K3 y! q$ T5 I - .INESMIR 1 ;命名表镜像 0水平 1垂直
) z& }# L6 P8 u
" }& L* i8 I. k- ;必要条件
6 d& M# m9 i; c& t: p" k: j) k& i - ;1.持有CHR ROM2 P7 M2 b, X G+ B/ P
- ;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$1000, J# \. ^. q; L x3 f$ Q" }
- ;3.精灵内存(OAM)不为空
& ^: E+ l8 b$ j! b' D4 M - : y& S; T+ Z; B3 S- C% D
- ;==================================================7 U8 J/ F6 [* e( w0 y
- ;NES端口常量2 C. N+ K/ @* q/ ~7 Y, ^0 `
- PPU_CTRL = $2000 ;PPU控制寄存器& |9 j: O( N, {
- PPU_MASK = $2001 ;PPU掩码寄存器% C' ` e0 z, m+ Q% i6 C
- 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0 G* g) d9 O( C+ I7 R" M, y
- 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17 g* d3 ? j m [# G, R! O
- 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
+ W: ~; W# y# x1 r - 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
) L, `6 o9 K5 L - PPU_ADDRESS = $2006 ;VRAM地址:设置PPU_DATA访问的VRAM地址。第一个写地址的高6位。第二个写低8位。每次访问PPU_DATA后地址增加 B: Q$ d& Z# j9 {2 v+ B
- PPU_DATA = $2007 ;VRAM数据:用来访问VRAM数据,通过PPU_ADDRESS设置的地址在每次访问之后会增加1或32
8 _$ t3 g5 z% c - 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" e% g1 @, B( d+ w4 f% v
- APU_STATUS = $4015 ;声音通道切换
2 w6 r5 N& M n/ a - JOY1_FRAME = $4016 ;手柄1 + 选通* R1 C L% w, {
- JOY2_FRAME = $4017 ;手柄2 + 选通# u% K4 c. g6 D+ _# d3 b3 |
, }" j6 s$ ]/ ~- U/ _" H, n) n- ;==================================================, x$ a6 U$ G/ {! \& R* L- e
- ;MMC3端口常量
6 W3 } y' A6 |9 b% f& z# r - MMC3_BANK_CTRL = $8000# g0 U" X1 z+ ~& r" N( f+ c* R
- MMC3_BANK_DATA = $8001* X+ f# S5 ]5 l, Q2 j- F3 Z3 Z* M
- MMC3_MIRRORING = $A000
. [: D# g2 O9 R. T8 ?* e0 q - MMC3_PRG_RAM_PROTECT = $A001
, ^& m3 z3 ~, V+ C/ y" W5 s1 B - MMC3_IRQ_LATCH = $C000
% G/ j+ U$ S2 V+ G) l) D) P4 { - MMC3_IRQ_RELOAD = $C001( A* t: i& m" x% K# W( U
- MMC3_IRQ_DISABLE = $E0009 E8 M' ~6 C5 c, f
- MMC3_IRQ_ENABLE = $E001
$ f- [* j7 [. D% R- g - ( V4 H# b s8 w& A8 x9 E* W
- ;==================================================
) }0 R% n5 w6 F - ;程序块配置
; P* G0 s. M. B. ?! B( D - BANK_DATA_MASK = $07
7 i% R9 c+ v7 D4 o. N - ;--------------------------------------------------* ^) ]" r& I E3 w
- RESET_BANK = $071 l+ f" P6 v6 w
- RESET_ADDR = $FC00% g1 K q! L5 I; f' ~, D, H
- 1 S8 Q1 Q' ^! {8 t; ], j
- ;==================================================, A7 ^' ?+ Q r( d# D
- ;图像块配置
. k7 V w8 V3 ^( \* v' r$ r% W - CHR_DATA_BANK = $08
5 z. S% L G& `# S
1 E5 d/ W- z' {" ^7 L7 E- ;==================================================$ W1 F$ I f( S1 H0 y# y
- ;零页内存地址配置
1 x6 b. |/ P9 Y$ q - Use_Ram_Addr = $804 \6 R( u1 K7 n6 q' L/ {
- PPU_Ctrl_Buf = Use_Ram_Addr
; R" {# n6 H. s4 O( R* J- ^2 @& K - PPU_Msak_Buf = PPU_Ctrl_Buf + $01& Q" Q7 Y- K1 S1 Q1 K1 ~1 L
- PPU_Scroll_H = PPU_Msak_Buf + $01( ~% X, N1 e/ x
- PPU_Scroll_V = PPU_Scroll_H + $01
V. @% E: v* |& }% Y' k4 t - FC_Data_L = PPU_Scroll_V + $01
- p; g& F3 `9 F - FC_Data_H = FC_Data_L + $014 M6 n$ a+ J: T% l) c' w8 p- h
- FC_Data_Buf = FC_Data_H + $01% m5 W' ?/ }, K, D% s
- ;==================================================3 J1 S# _# j% G3 @
$ Q* f, q/ ?/ q) U- GAMEPAD_MERGE_FLAG = $04" T9 a. m0 g; y( Z4 ~8 e7 ?, O
- ) F$ g1 P* P) J. E
- Gamepad_Keep = FC_Data_Buf + 1
) w; c8 a! _" r - Gamepad_Once = Gamepad_Keep + 2
* W- U7 k1 |! [& f - Gamepad_Temp = Gamepad_Once + 2
1 S$ O9 d# F9 E - 9 Z1 z% R: V) `! B( N
- Gamepad_0_State = Gamepad_Temp + 2
/ F2 V6 Y2 R: ~ s. C5 H - Gamepad_1_State = Gamepad_0_State + 1
$ ~2 D0 W, M; i+ U* d, \ - Gamepad_0_Value = Gamepad_1_State + 1
" m' L& N- {7 L* u - Gamepad_1_Value = Gamepad_0_Value + 16 _0 Z, Y) [4 ]
- Gamepad_Port_Value = Gamepad_1_Value + 1
3 q) t; g9 G) f/ Y- L/ q- J - Gamepad_Merge = Gamepad_Port_Value + 1% D; r+ a5 F% P- k9 r$ A- m
- * W# M+ R. v/ Z5 T i
- ;==================================================
- l! A9 A) X: F8 d - IRQ_Index = Gamepad_Merge + $01
* H* j% T: \8 \7 X7 }% i - ;==================================================' g0 T. v2 q3 Q7 V5 k4 ~- X
- 6 I& f" ]# R; q" T& H
- ;CHR图形数据( C2 G6 H. l8 v- k9 r
- ;==================================================# V& r' X. `5 o% i
- .BANK CHR_DATA_BANK7 m9 \+ Z; m9 f/ T
- .INCBIN "chr_bank/chr_data.chr"
3 F# ~1 l5 I; W+ F2 B -
# ~% h0 C! m$ j6 ^ - .BANK RESET_BANK & BANK_DATA_MASK
6 q0 w1 a; Y! d" V+ H0 z% F - .ORG RESET_ADDR
7 }( j9 f _8 I$ J- D# B% d) `! e - " R' I/ S1 [* [( N! o
- ;--------------------------------------------------3 o/ r8 n1 ^0 D3 G9 G1 M
- Attributes_Data. {0 x7 \0 y2 V
- ;命名表属性: O8 g7 p0 H6 C# m0 k& M( l
- .DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00; R+ W2 }0 o5 h/ A C" l
- .DB $50,$50,$50,$50,$50,$50,$50,$50,$FF,$FF,$FF,$FF,$BB,$AA,$AA,$AA6 z' K# r* v( Y# Z0 k: m
- .DB $0F,$0F,$0F,$0F,$0B,$0A,$0A,$0A,$AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA- ^5 z% o9 t: C6 F
- .DB $AA,$AA,$AA,$AA,$AA,$AA,$AA,$55,$55,$55,$55,$55,$55,$55,$55,$55
$ l; ?1 y0 q0 ?. p$ i3 y4 U - ;--------------------------------------------------* G: [% i$ f8 m- i: l
- ;调色板数据
) C, X5 K4 h& u5 l _ - Palette_Data
5 T4 M7 A# w8 @4 Y! Z- @ - .DB $0F,$27,$20,$0F,$0F,$24,$20,$0F,$0F,$21,$20,$0F,$0F,$25,$20,$0F% `7 x: i: Q' y m- y6 P
- .DB $0F,$24,$20,$0F,$0F,$24,$20,$0F,$0F,$24,$20,$0F,$0F,$24,$20,$0F. B/ t; W+ w3 N5 r- r
# x& @- X0 ]& [0 R! d. z2 {% Z5 f- ;==================================================2 p: _! q2 G" L: ^
- ;命名表初始化
9 D+ X1 c$ L' a z" Q, Q - Init_Name_Table
/ P0 R- M* ^# ^; Z: F - LDA #$20
( J J5 Y9 R$ D - STA PPU_ADDRESS9 n' }& j9 k1 j4 h& K7 a
- LDA #$00
7 ~' W5 X6 j8 h7 R: m- G - STA PPU_ADDRESS" H$ ~2 w4 E* z' X; c" _# O0 V
- LDA #$00
& t6 P& ~( ~$ ?$ t- {' r - LDY #$00
* t7 H$ I; P8 M3 a, D* |* w - LDX #$10 C( e! ]0 u( x1 v) @9 M
- Init_Name_Table_Write
" s0 P9 h( f" K/ P - STA PPU_DATA
: O) a7 K, ]9 s9 d* j+ O; _ - INY
. A, y0 U* V b& E - BNE Init_Name_Table_Write
, ]) a3 p& w z - DEX7 F* k9 c( T* Q( F, ?
- BNE Init_Name_Table_Write; V* T* ~. B" D1 _$ l1 u
- RTS ?+ k g+ t+ v7 S$ Z" v+ X( b( P
- / p1 w* t" y( n* {; n+ T
- ;==================================================
, ]$ c+ F2 t6 M# k* t - ;调色板初始化7 A; D9 M% m' w/ ^* a& h. j% q0 `% F
- Init_Palette$ r8 [% t6 ]0 t9 ~" L/ k" m
- BIT PPU_STATUS
" o7 {. o! S, `7 J _9 ^ - LDA #$3F
! ^9 G) o, {$ H - STA PPU_ADDRESS
* n8 ]( ^% n1 n# I' M7 I. u2 T( s; k - LDA #$00! M B3 y2 t% `7 k
- STA PPU_ADDRESS7 \( b6 @! U( F* o+ P0 @$ k4 u
- LDX #$00
& G( i! W4 f' ` - Init_Palette_Write+ I1 I2 I$ U1 Z7 F+ L! w
- LDA Palette_Data,X3 x7 v+ W( Z) V& @: f( Q1 e
- STA PPU_DATA/ k- a5 X- J- z
- INX
& ^& }2 X' U; P7 e" |. A - CPX #$200 H/ b# y" o7 W
- BCC Init_Palette_Write
7 o( Y* R/ L' U# p! q. d - RTS [! J5 y9 ^, t! ?5 }* t
- 1 H5 p. P7 {8 r& n* z: I* x
- ;==================================================7 u$ J+ s8 O1 {, [6 l/ X
- ;设置命名表属性/ I# o4 G; {$ n/ s# \
- Init_NameTable_Attributes
6 C& Z$ J# _- X" \7 E* L - BIT PPU_STATUS
7 L1 @2 h5 e/ a/ c& X5 r4 S - LDA #$23
/ R/ W, R* V% [# p - STA PPU_ADDRESS; y: Y5 j8 ^9 v+ R# t' e p* o* S
- LDA #$C0* a0 ?. c7 ~' p: R6 c; ?
- STA PPU_ADDRESS
" t4 W1 u+ F& I: L - LDX #$00! _: f* f P; n: R K* F4 @
- Init_NameTable_Attributes_Write
: R6 v4 a' b* ?5 e! r& M - LDA Attributes_Data,X
. j7 w, Y% a+ b5 T4 V. K - STA PPU_DATA
9 b( A9 p+ ]2 }, o E2 M% R, k0 G - INX
$ L2 n9 O( }+ |1 p+ ]& G0 [5 S - CPX #$40; l7 ^ q- @4 k! {
- BCC Init_NameTable_Attributes_Write
; L- `. G& f" D - RTS, y/ M1 |* @: B$ `5 Y$ C
- 9 [: {& z* Y8 y6 Q( S
- ;==================================================" f' N6 q# Z5 i( C
- ;初始化命名表文本
, I% G" T/ s! t - Init_Name_Table_Text
4 x; d0 f' \$ M9 ~& A% t - BIT PPU_STATUS
+ ]7 | |3 ^& Z2 O% x% p+ ?- U - LDA #$20
6 \3 {% x6 M b/ a7 o - STA PPU_ADDRESS
$ _. I- q9 I, X9 h - LDA #$00* J" \6 @' V" P# g6 U
- STA PPU_ADDRESS
' Z" ?; L2 q; [/ I - LDA #$00+ U! M/ x1 o; c |" z
- STA FC_Data_Buf
/ Z j$ L' `5 G5 U5 w7 ~/ { - LDY #30
0 p6 X) J! t* Q; H - Init_Name_Table_Text_Write3 P) Y. u/ N! t6 n7 T5 Y$ e
- LDX #32
n9 ~6 _3 [7 }2 P# U/ x- W - Init_Name_Table_Text_Write_Char( ]5 g, j. ]. H7 N/ r- O
- LDA #'0'
* s7 [1 ? t+ q1 H2 P0 k - CLC5 |% t2 D# \, @% X5 ?: e" I+ A
- ADC FC_Data_Buf: G# S2 [. ]+ d+ d
- STA PPU_DATA6 M9 M+ i$ V7 e6 S3 t1 y5 W
- DEX
6 F7 B% i( T) L9 x - LDA #$14
6 V1 C, N! E- \$ y$ S; H/ M5 H0 j" e - STA PPU_DATA
5 P$ l" q9 O2 `0 J$ r8 r% [/ r" K% H7 m - DEX8 x" ]" ~ t, Y8 X9 K" }
- BNE Init_Name_Table_Text_Write_Char! r+ `4 I: B, M/ O9 S: B1 b9 n
- INC FC_Data_Buf F+ F2 k. ^$ ^: H# e) E6 M& @1 l
- DEY1 Z2 [# V( s Z
- BNE Init_Name_Table_Text_Write
# p7 I3 x6 I, K( ^* g. j% G# c - RTS
2 i7 P7 @$ q0 E. E; t6 G6 d2 F - ) ^1 h; W' R# r- N3 F+ @/ V2 ^* @
- ;==============================0 _8 l& P" I2 L }9 \# d
- Init_OAM_Ram;初始化精灵内存
5 n$ c! K2 V) E - LDX #$00$ s5 i+ J: Q# @( N9 @/ x$ z5 v
- LDA #$00
7 s5 Z( y1 J; d D - STA PPU_OAM_ADDR. d* X5 P+ Z4 `
- LDA #$F82 I* ~. ]% F% ]" p: ]+ ]# O4 `5 ^- ^
- Init_OAM_Ram_Write# I- g' Y' H8 V0 y; J$ ^: q) U
- STA PPU_OAM_DATA
, z) J( _; B/ }# S; F. M+ J - INX
7 u+ K+ ~! ~& Z$ Q8 T - BNE Init_OAM_Ram_Write
2 @- d1 r' c b Q# j' y" ^4 G - RTS1 W1 X" p* D4 I, n. P/ Y7 v! b
-
) U7 A4 s+ c7 D0 Y' h - GamepadProcess;手柄处理
% d1 X4 X4 y0 ^ - JSR GamepadDatacan
$ I7 I4 x* o7 L! R/ d - LDA <Gamepad_0_Value
$ e$ d9 p. m6 S# @& F+ K1 q - STA <Gamepad_0_State
0 f8 y# @4 j; s% Y9 N. `+ j* Z# L2 D - LDA <Gamepad_1_Value- D9 h$ N5 U3 _) B( I
- STA <Gamepad_1_State, k3 A6 G0 z3 u+ p+ n
- JSR GamepadDatacan
" @2 Z: @7 C9 i" I1 Z7 u. z+ b - LDX #$01; \! o7 [0 |" W( v
- GamepadMergeCheck;合并手柄输入检查
# s3 \) p) w9 g- ? - LDA <Gamepad_0_Value,X" _- {. ^( c2 q8 v t
- CMP <Gamepad_0_State,X
, v: z8 s3 P: A/ k# D/ ]; f - BEQ GamepadMergeInput
6 O( D# Z$ {/ o* {2 e) Y9 Q - LDA <Gamepad_Temp,X
2 @ M" y# s/ h7 R0 u$ P9 k& {! G1 l& E - STA <Gamepad_0_Value,X) \, |: J4 M' C- |5 x
- GamepadMergeInput;合并手柄输入* M2 b' @* [! O6 U& T ?8 Y
- DEX& {! W* V9 n0 ^
- BPL GamepadMergeCheck
- l6 M) ~4 G( b* q& a - LDA <Gamepad_Merge6 i9 h( ?5 A# }
- AND #GAMEPAD_MERGE_FLAG, y) l! r* `' `$ j9 C0 J
- BNE GamepadStateProcess
9 [6 X/ r7 x5 G: D - LDA <Gamepad_0_Value
+ K5 ?3 }6 o. s - ORA <Gamepad_1_Value: Z6 Y, G6 u/ F6 l
- STA <Gamepad_0_Value
9 M% |9 `/ o1 S0 g' | - GamepadStateProcess;手柄状态处理
( ?8 A; Y! T" L& @8 U( {( S- I - LDX #$016 k7 G' y0 K% X, M+ F) h
- GamepadStateSave;手柄状态保存
. P7 k+ }9 ?& q/ @1 Z1 [ - LDA <Gamepad_0_Value,X- J( m- g* k3 [3 s
- TAY
' g0 H. _; a3 Q+ n7 k3 @ - EOR <Gamepad_Temp,X! _- S6 {2 L5 O w& J7 n# ?9 |: A
- AND <Gamepad_0_Value,X
* D4 F; }4 m+ {" d - STA <Gamepad_Once,X3 p. n: ^* u! `7 I- A1 d/ Q) D7 f
- STY <Gamepad_Keep,X0 U j4 z- }& ^% q
- STY <Gamepad_Temp,X% ]$ x3 ^ n# g, a4 x* A
- DEX, g: L1 ~7 F8 o5 R
- BPL GamepadStateSave
$ u: f% u3 E) G" V+ k5 l - RTS6 y; O8 W) H6 b8 r* I) o7 [+ a
5 |* }7 s: c% G, e. [8 o& A. E5 G- GamepadDatacan;手柄数据扫描; |& q1 {0 U6 _
- LDX #$010 y/ v3 d8 W; ?
- STX $4016
7 L0 h/ @( X* F2 Q) U9 T - DEX6 ~3 K3 X( L! d: z8 l
- STX $4016: _. t8 n5 C: Y, W* J/ v3 e
- LDY #$08% e1 j l1 o$ n/ {4 v9 c! o9 f$ s
- GamepadPortScan;手柄端口扫描
: g7 k/ Y" } R$ {* L - LDA $40161 s% ]6 q, K; n4 W7 Z
- STA <Gamepad_Port_Value6 o1 s W" e B1 ~5 M
- LSR A: ]; S: m$ H7 J9 v+ D& f' a
- ORA <Gamepad_Port_Value" \2 W9 d# ], m8 D+ j0 a+ G9 Z
- LSR A7 O2 k+ b* [3 J& k6 s
- ROL <Gamepad_0_Value
5 B2 r q8 o$ `2 O' N - LDA $4017
|* s" L5 g2 z% y7 ^6 `3 ^ - STA <Gamepad_Port_Value7 s! M9 w4 g% K- I2 U
- LSR A$ |0 f: f7 A6 L. I3 M/ }
- ORA <Gamepad_Port_Value, k2 ]& y5 S0 t- h) f4 B- A( \
- LSR A+ u, W4 }, `: ?4 C: Z: q" v
- ROL <Gamepad_1_Value
1 F2 d. A& |$ o. D. X - DEY5 ~8 P! n5 J$ x1 Z. Q ?9 Q5 n4 L
- BNE GamepadPortScan
3 H7 ?" L4 z/ q! w" N* o* B - RTS
4 G7 h" F) e/ k! x! o$ ? -
, ~+ j1 d% U+ M, F/ [ - ;==================================================
( s0 f3 P3 }; K, b# }) f1 S% g - ;PPU处理
% Y9 d! E2 D. b+ E l; S9 Y8 \ - PPU_Process
& D: P, }2 p# [5 _6 M - LDA #$00
" h( s( {2 O8 v* X& Q0 N/ G - STA PPU_MASK3 `- H0 B9 O1 g# E/ T
- 3 f N9 N. f" t7 {) y: f
- BIT PPU_STATUS
( [& |& m! R: V1 h) ]& l4 l - LDA #$20' C9 w2 r0 h4 m' ]/ W
- STA PPU_ADDRESS
& ~4 j) w `5 O* x - LDA #$00
3 p. j) h) l7 z/ x" O - STA PPU_ADDRESS
; R; k( X0 Y( o% {5 _, B - 0 g0 X- {: t* O6 s( a
- STA PPU_SCROLL
: k$ w3 p j+ U- r - STA PPU_SCROLL
* E. R3 a" `3 Q" q9 p - ' h4 w, r, @, x% J
- LDA PPU_Msak_Buf
+ _3 Z* [' [" ?- D+ P3 B$ d( v2 C6 A - STA PPU_MASK0 c% P3 p$ h" S6 F
' l7 U. j& j: |' A+ ?- RTS! u; A& @# u, I! c9 ^+ L
-
) H0 d) Z1 m9 A% {( ^; C! _ k( i - ;==============================
" z- K1 a- p+ E/ o$ e% w. b - Time_For_Vblank;延时等待
/ ^7 |" b, ]1 f; ~5 x A; V - LDA PPU_STATUS
* O; @; a; Q+ \& L) `' p4 @# h - BPL Time_For_Vblank
7 A8 R9 u8 o1 l# B* ~ - RTS
$ i, |" _/ d9 e. `% P. T. x -
$ @% h* z( T4 P" h6 y3 h! _ - ;==================================================, Y( w8 k% a- z u3 @# W1 U
- ;初始化MMC3
+ z0 l0 I+ [* o, ] - Init_MMC3
# t. i- P* N: O$ b' @; q# v+ c+ X - STA MMC3_IRQ_DISABLE
4 F+ Y1 l+ o8 t. n - Y5 A! a' o6 c2 I' o% O
- ;设置MMC3水平镜像
# [+ A- z0 b2 Y - LDA #$01
8 b. H- n Q `# J- a& W7 y3 F8 v7 p - STA MMC3_MIRRORING
0 _! C- `: Z$ t- k0 Y - 0 ]4 k' `% a& s, @* A; N
- LDX #$05
- j( K- z$ P4 z* s7 v - Init_MMC3_Chr_Bank_Write
3 ~4 u. ?8 U& \5 c- c - STX MMC3_BANK_CTRL
0 y) X; K1 F, J0 k4 F - LDA MMC3_Chr_Bank_Data,X+ p, v: V8 O( X8 ]7 x$ q- K
- STA MMC3_BANK_DATA1 @( }) A& {4 k! x( G8 R& _' l
- DEX+ \5 t- r) r! ^
- BPL Init_MMC3_Chr_Bank_Write
- ?: I) C: h$ \8 C N, V3 S - RTS
' Y0 m0 R. r, o3 p - ;--------------------------------------------------3 S/ a/ J# L5 g
- MMC3_Chr_Bank_Data8 d4 P p3 ~. W% s; l6 y
- .DB $00,$02,$04,$05,$06,$07
6 Q7 e& c: y# ~: ^/ S. i8 Z - ' f5 {+ s: {: v& Q* n' b8 E
- ;==================================================
9 J+ W% Z! ^! d% S3 O3 Q" {! H - ;重置中断处理6 J0 O1 x' z/ d. N* U" r2 v
- ResetProgram/ q' t% n7 y# V Z
- SEI
+ t b- \% c+ E+ t# z4 |: ?7 ~ - CLD
8 g. U! M& G w( a - LDA #$00! Y' }, I$ s6 e% X( t
- STA PPU_CTRL1 m+ ~4 |5 Q+ }7 P2 n8 a. f3 m
- STA PPU_MASK* l; ~) P6 {3 d% e$ F: T
- STA PPU_STATUS
! t3 F. l; i5 M- e, O: k. B - STA JOY2_FRAME
$ X# r" N+ |) }! t6 r: C: @ - STA APU_STATUS
6 ` \' j& X$ w) y% h7 p! J- @: h - - |3 X! ?4 t) R" {+ D
- LDA #$C0
( w, S! f9 r T0 Q8 R& h - STA JOY2_FRAME
( k3 J+ w" i x1 s -
' }7 V* m' O0 i0 f8 c- ~- f/ R - ;等待vblank
* f& ?9 e2 ~. M* c' q3 r - LDX #$020 _6 o2 ^$ G. e# R! @4 V
- Vblank_Wait_1/ Q. Q9 d8 w" N4 T9 C" w" r
- BIT PPU_STATUS, l6 k0 r$ D, X1 Q( w8 C
- BPL Vblank_Wait_1
1 L2 j* Q, ^$ {# D: ]% b - Vblank_Wait_2# Z0 x9 v& H, e9 l* [% h" ~
- BIT PPU_STATUS, _! {- F1 a# Y5 {& n( |; J b' C
- BMI Vblank_Wait_2
+ i) O9 d2 N& l - DEX1 [6 o! M9 d) d9 c9 X
- BNE Vblank_Wait_18 q! [, c. Q! ~) @- M& P9 [1 R: w
-
- s8 g& L( v' _$ G - LDX #$FF" A) q+ N) v1 w8 k
- TXS
3 M6 P2 s/ K1 O% N" E$ }7 c - 2 P D- g3 P* A6 O% N1 O0 h: p; ?
- ;初始化MMC31 }1 C2 @+ `4 [. F7 s$ _3 h8 C$ L% y
- JSR Init_MMC3/ \! P! h5 V* [2 m9 B
-
, N& j: o, ^3 J4 Z; L4 m9 @ - ;==============================
0 i' h1 l' N$ I. ?& P - ;RAM初始化; w1 i9 ^2 M/ S" P9 }' w' R+ V: p. N
- Nes_Ram_Init
0 ?" N, `' I% a% [& X) m' j - LDY #$00
2 x h. t$ J N3 P - LDX #$08
. n9 C. n4 R& z! w- u4 v - LDA #$00
( X( q! d: N1 N, \ - STA <$00
: C/ Y* m" ^6 G( z+ n4 H$ j' [ - STA <$01
( i4 o9 ^+ b* [ S7 R( J/ f - Nes_Ram_Init_Write" P2 d: N& I9 z3 ?. t
- STA [$00],Y
8 r6 e8 s0 X, ` - INY
# r5 } G9 f/ ~9 U1 n - BNE Nes_Ram_Init_Write+ E! K4 v. ~& H- D
- INC <$01) i1 I. \+ O: D6 }" w$ n
- DEX1 o8 Z, ]) h; B: u* i
- BNE Nes_Ram_Init_Write
' m" R$ ]/ {# u1 L0 ? -
: [- v3 k5 l/ `( i! \ T - ;初始化命名表7 T$ p( q( _* _& o) }
- JSR Init_Name_Table
5 U$ i2 U" g- {4 _' L; F - / e( w4 K& I: f7 j* ?+ X+ Y$ t* i
- ;初始化调色板0 X+ w4 w C( ^6 {5 M8 ^
- JSR Init_Palette
6 O+ W3 g# ~! Y4 n -
8 L. j' F! T: E - ;初始化命名表属性7 \& P. y. _) Y
- JSR Init_NameTable_Attributes Y; S+ j0 E7 `* W: h
- / u) z& m1 g+ x
- ;初始化精灵内存
+ i w9 v& ? f h - JSR Init_OAM_Ram3 E/ X8 V2 g8 N3 }# O' }
-
$ h4 @3 F, K5 y; Q; C - ;在屏幕上写点东西
! u9 w" a# F5 U5 g6 S: c - JSR Init_Name_Table_Text2 y- L# p( ^9 _$ {
- 7 o: Y- x' C; b6 R& m) V
- JSR Time_For_Vblank8 s$ h3 B, [/ \3 ^$ `$ {
- ;开启PPU控制. S$ D$ V- z$ e3 J
- LDA #$A8
4 z+ ?. D7 [# S9 R( z0 g _ - STA PPU_Ctrl_Buf
; ]" s( L9 O$ W' | - STA PPU_CTRL) r5 c( y4 G! _/ ?
- , @; W) Z) G% g3 t( j
- ;开启PPU显示3 O, ?& N$ ~1 E( z. F3 d$ S
- LDA #$1E9 } ^0 Z, j( Y/ p, ?% `! H
- STA PPU_Msak_Buf
# w S' H9 V1 a0 i, ^! ~! ^ -
2 a( r8 M) v/ U( x - CLI
/ T( \. z9 `: \; q9 l% h - JMP Loop6 y. m4 ]# J- x7 l) o$ @
- % g! B: a4 B M7 s+ W
- ;==============================! C& u- ]! b8 \1 S4 J9 N
- ;死循环, 等待NMI中断 [+ y1 a0 w) ]; o# C+ [
- Loop
, o1 j! j9 e; t( h; V - JMP Loop
1 a8 p5 O6 a. y: v! V. j" |
( s) K* W) K1 f1 u! c- ;==================================================
; N3 P1 @( u( r, B - ;NMI中断处理
2 o- L# J4 M0 l n! u) Q" K - NmiProgram% ^7 |6 a, S% M
- PHA4 p$ H# }) I. y1 I- e, _
- TXA4 [# Y; J) Z! D0 s( w Y
- PHA
, V. ^2 b/ I; ?5 a; c - TYA
/ `% q4 s1 \6 J( o& x- e - PHA
) x- H# X& R4 ]* _, t- v$ [3 L -
: @/ s/ |4 n2 D/ Q, a - BIT PPU_STATUS- s% B' k; p7 C% _
-
' [( R1 P$ ]: g - ;关闭PPU控制
d+ p! u( b* n3 W# W* e - LDA #$006 `7 S4 ?+ ]9 N
- STA PPU_CTRL
& S" V$ ^3 q1 ~% O% Z - 7 E1 k F5 G! b+ y( F( K7 U
- ;处理PPU5 ~# J3 e+ z0 v: F% O! B2 k8 p
- JSR PPU_Process# {0 ], z2 w! x% I1 m% ~( @* Q
- 2 J7 |! M" c1 E( o! X
- ;开启PPU控制
2 Q' F' _8 t1 o7 p+ Q6 W4 c - LDA PPU_Ctrl_Buf
6 f: u+ u$ M1 t: Q# A* ? - STA PPU_CTRL
: S/ d B0 p' S; A4 g+ c, k - - S* U+ `7 ?% Q) }8 k: b9 z
- ;手柄处理
% q j% C. {) Y; h' \ - JSR GamepadProcess) G# N- n7 g* S# |) O8 o
-
3 z6 p7 g' S* X/ |* u: v - LDA #$004 N _3 L( o0 j+ L9 }4 [2 F, k
- STA IRQ_Index" i. G- X6 b: C- U
- / a7 [7 s1 y1 l( J8 Y. ]4 [
- ;启动IRQ中断, 第15条扫描线触发
% n" R5 L( u+ i+ i g - LDA #15 + 1& O3 F" |6 ?9 H2 F
- STA MMC3_IRQ_LATCH) ~5 p8 A& {: G0 @
- STA MMC3_IRQ_RELOAD) p w9 P5 b0 ~1 W! O
- STA MMC3_IRQ_ENABLE$ Z; a- F X/ Z" I% I% ^
- CLI5 w8 P" w: y/ B
- + Q3 m* z9 c! I, H
- PLA. d3 X+ F g- o: g K7 n
- TAY6 z1 H9 Z3 W" n& D0 P+ t- |! n
- PLA
2 [5 H6 ^8 a0 `; t - TAX j- k) v |; p3 \. N. \5 F* ^. U
- PLA" D& s% Y' f- \# C' F
- RTI
: s9 b; s6 T5 l# h" V9 p9 S - & ^/ `2 h" H5 v9 U+ U# _ s
- ;==================================================
+ H( V! l, {# g - ;IRQ中断处理' M, Z- e: ]' h% ^7 O
- IrqProgram
) \+ m$ L# e- m& N8 n+ N. n9 O - PHA2 h3 e6 W0 z( Y' G
- TXA
6 a* }( B$ N: Z! |' D9 D$ i \ - PHA/ ?# r# w* |" l1 Q
- TYA
8 C, _: P0 u1 B4 o, i4 o7 @ - PHA7 T2 J6 q: B) T$ Q: r% G
- ) N5 R; [: P0 k4 O& S
- ;关闭IRQ7 [- ?6 n9 F5 _* x+ P4 ]/ y
- STA MMC3_IRQ_DISABLE/ [) E6 y5 f4 N( v& L3 J; O* x
- ! Z) R; C# P/ d; N% A. K9 v
- ;允许下个IRQ触发
& Z! }/ l8 K% h9 c - STA MMC3_IRQ_ENABLE" u+ D# M- }+ b9 l4 v
-
$ t' T8 A) v7 E( w/ M/ [ - ;IRQ处理, 15线后继续触发6 X" V' o3 @. e* v
- LDA #15
9 N- P8 ^$ {* W- y9 h8 n1 n4 g - STA MMC3_IRQ_LATCH9 Q( W/ I0 e1 Q& T _8 Z5 F, V$ A; c1 d9 x
- Z+ [) s' J# W$ [. E0 s1 \! K
- LDA <IRQ_Index0 D W- `" Q- r1 e: u2 o
- BNE * + 4, P- w, [0 d7 v8 F1 Y1 \
- INC <PPU_Scroll_H
' s3 u/ I6 c1 {. r. W - 1 }, f6 I5 B7 Q3 }
- ;设置屏幕滚动
7 I* x; r1 K7 t - LDA <IRQ_Index
3 K2 Y4 c3 M2 |/ h- ]( @1 _ - AND #$01
- o" I* i8 W+ Y - BEQ Irq_Scroll_Right
{6 C/ J, } `+ v( h0 ^ I. f3 g - . t! M) M' W5 P( L, t& j- {
- Irq_Scroll_Left
; f/ h, I4 v5 {+ b m - BIT PPU_STATUS
7 ~; N+ Q2 L% @: O - LDA <PPU_Scroll_H, Z( e9 ~$ h" d; O; e8 g
- STA PPU_SCROLL, M) d2 U7 ^2 o* `$ ^ r `6 y
- STA PPU_SCROLL
P; E; Y0 P4 E- V - JMP Irq_Scroll_Over
% a2 f9 Q" _1 B; [ - # a- P/ l0 }! W) ?' ]- a( W1 g# E
- Irq_Scroll_Right
9 c& O: D6 N. Y/ u - SEC9 I2 Z b* n: ]3 Z& z) m! G
- SBC <PPU_Scroll_H
+ l# j% _: r& D$ e0 K - STA PPU_SCROLL) H/ ]4 s8 K. k- A0 {/ D
- STA PPU_SCROLL
% [; f+ t7 R7 _" Z; Z - Irq_Scroll_Over
7 N. L7 j" [' k/ M) G -
, m4 j% L" X) h8 ?% H! a( u) Y - INC <IRQ_Index
/ n. f5 f; Z6 P8 I - 0 R! p2 k- Z, T. T/ P, C" c3 _
- LDA <IRQ_Index
% u( r" z1 B# a- l6 X - CMP #14" _" U8 H7 @+ C
- BCC * + 5
i. |9 H1 z T/ D- y - ;关闭IRQ
6 X4 Y$ d% m7 E3 k - STA MMC3_IRQ_DISABLE
+ V' ]9 x3 G/ Y7 u0 }$ J; F -
% w) x% m6 @- w; }7 ~2 C8 \1 v- D - IrqProgramEnd- g% C1 i! u2 e* {3 H% P& E
- PLA
) U0 W" N! r0 V6 g9 v - TAY: E% p# V# Z4 j/ c
- PLA
: o4 _/ \1 z9 _+ L3 R - TAX6 q9 A f- N$ L9 g4 ~ x: U
- PLA
6 X1 w3 Y; j% ^; S( L3 J - RTI7 v" ]5 f4 T+ R! L# Y t1 `# B
-
6 U; N+ V, J# Q& Y+ I+ }! z* n - ;==================================================
0 w* ~0 |* J! S# r - ;中断表7 L) C7 O1 t3 ^. i" V" L7 I
- .ORG $FFFA
2 w- l6 |( D' i7 I1 Y/ V: J$ J - .WORD NmiProgram
$ L: A4 h8 B2 |. n1 e# [( _ - .WORD ResetProgram
?5 K8 ?, R$ }' l5 | - .WORD IrqProgram
复制代码 [/code]5 c. a" b. }: P
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