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这是个 nesasm 3.2 入土教程, 感兴趣的可以研究下0 \/ `$ {$ e9 A
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以下是主框架代码:% w& s0 P5 M. c
- ;======================================================================
& y8 `# n% n0 |0 E& C( Y - ;文件头
' ?. q( ^8 R9 Y - NES_16KB_PRG_SIZE = 8 ;16KB PRG大小数量
7 D+ k. l" B0 T* ]6 L: Y - NES_8KB_CHR_SIZE = 1 ;8KB CHR大小数量
6 D/ w. G+ d4 I) a - BANK_DATA_MASK = NES_16KB_PRG_SIZE * 2 - 1 ;bank号掩码
# H( h! l4 G0 B; q" T - ;======================================================================' O3 Z& D( p/ j5 q
- PRG_DATA_BANK_C000 = NES_16KB_PRG_SIZE * 2 - 2/ M: w& {5 D% \8 }" ^
- PRG_DATA_BANK_E000 = NES_16KB_PRG_SIZE * 2 - 1
8 t2 z* G2 g; H! C4 C ^7 ~ - ;======================================================================9 K K, F. e9 Y* u6 L4 r) C8 B' q
- RESET_BANK = NES_16KB_PRG_SIZE * 2 - 1, p$ B* ~! P1 `+ \6 L
- RESET_ADDR = $E000 ;主程序起始地址5 j5 e- I; n6 Q- v2 m0 A0 T0 i. k
- ;======================================================================* u7 g1 H9 |3 H N
- .INESPRG NES_16KB_PRG_SIZE ;16KB PRG 数量, $01-$EF8(1-3832),即16-61,312 KB
8 P3 t- \7 h0 T$ V - .INESCHR NES_8KB_CHR_SIZE ;8KB CHR 数量,$01-$EF8(1-3832),即0-30,656 KB1 Z$ I" b! Q0 T) b9 {4 e
- .INESMAP 4 ;Mapper号 (0-4095)
4 Z4 \" L7 V4 k - .INESSUBMAP 0 ;子Mapper号 (0-15)- Y" D, K# k O9 c% A
- .INESMIR 0 ;命名表镜像 (0: 水平 1: 垂直 2: 四屏)
* Z: e' t# O: R4 I: M* e" b - .INESBAT 0 ;指定是否存在电池备份 (0: 不存在 1: 存在)3 T, L& O+ l7 n3 A' o: g/ K* F/ ~
- .INESPRGRAM 0 ;指定 PRG RAM 大小 (大小 = 64字节 << 计数), [# y. o# L t7 d' l+ W6 K- T
- .INESPRGNVRAM 0 ;指定 PRG NVRAM 大小(大小 = 64字节 << 计数)7 x) |3 Q: [* z5 l" s5 [/ s. M" y
- .INESCHRRAM 0 ;指定 CHR RAM 大小(大小 = 64字节 << 计数)3 R" [4 x/ _) U# e2 f* g, f
- .INESCHRNVRAM 0 ;指定 CHR NVRAM 大小(大小 = 64字节 << 计数)& M1 ]+ N, R. H
- .INESTIM 0 ;指定时序 (0: NTSC, 1: PAL, 2: 多区域, 3: Dendy)
4 p" k- x5 e; k M* n1 ?/ A! @ - ;======================================================================
9 ^3 ]# J: `. G+ _1 f- K4 a - .INCLUDE "fc_demo_config.asm" ;全局配置' [: V' C& A, i# ]5 b
- .INCLUDE "fc_demo_constant.asm" ;NES常量5 d* j/ Y0 ?( `) F
- ;======================================================================, o5 l/ V# E6 \9 ?( k6 I+ k
- ;音乐配置
* E! u; z1 v: O - .IF 0 = MUSIC_THEME ' z" }- \' Y; b4 V
- .INCLUDE "data/music/Gremlin 2/config.asm"7 q- r. P& [- Q5 u
- .ENDIF% o0 w; {8 t/ ~. ]0 C' ?
-
" v6 k5 P$ M3 V8 H" { - .IF 1 = MUSIC_THEME
4 L* D3 p3 U1 r' v# I - .INCLUDE "data/music/Raf World/config.asm" c1 v& I- p9 ~
- .ENDIF
( F6 [; }( r8 ? b -
7 g7 ?% x$ G% E# e - .IF 2 = MUSIC_THEME ' z! r5 C6 b8 q+ K% @% |% }% n: \
- .INCLUDE "data/music/Ninja Gaiden 3/config.asm"2 |8 U( n: L+ x. \. x i, ^
- .ENDIF4 X5 O: W& ?6 p' q
$ J& O' R! x! i, W- ;======================================================================
5 b+ [7 g1 r& y# r1 O3 p8 I: o - ;引用CHR图像数据
4 f9 ?: |4 ^, `" m$ \" r8 l - .BANK NES_16KB_PRG_SIZE * 2
3 \& a6 n; j, q$ _ - .ORG $0000
! H/ [+ F* s! G, n- Q/ L @1 | - .INCBIN "data/bkg.chr"
k0 }: o j0 K$ u8 H - .INCBIN "data/sp.chr"+ @' ~$ |4 P; ]# R9 |
- 4 _& Q8 _& J) D& T( c
- ;======================================================================+ Q" A$ p: T6 q$ f X9 U9 [
- .BANK PRG_DATA_BANK_E000 & BANK_DATA_MASK;设置程序所在Bank
" B) U- y( c/ X# m" V8 H" Y - .ORG RESET_ADDR
% o9 T/ [* U6 E0 t2 K" C7 h - ;======================================================================3 j; b1 g" U* N7 ?+ m" ~) g
- ;引用其他源文件
4 Q! O* w8 z7 ^ - .INCLUDE "fc_demo_ppu.asm" ;PPU处理
" \ A: `3 V t+ R( Z( |$ p. ~ - .INCLUDE "fc_demo_joysitck.asm" ;手柄处理! o5 _% W% j" h! ^8 k+ x! z a ]0 Z
- .INCLUDE "fc_demo_static_text.asm" ;静态文本处理
; o2 X1 v+ K) A- u* Y - ;======================================================================
, l9 y& \1 A5 f2 x: a6 x% F+ O! x - 8 l* X0 D4 {; b8 X% b) {+ C, y
- ;======================================================================
7 ]5 r+ t# x/ M2 ~3 m - ;等待VBlank到来
: K: e! H: r' u* C - Wait_For_VBlank" z. J; `9 V+ c2 }3 Q# |
- LDA PPU_STATUS# T. y- ^" N7 J; @: I
- BPL Wait_For_VBlank
& H# p, n1 H. W# g: c+ f - RTS
6 W8 o1 B" s, R5 i% ?! Q - 4 \ W9 X8 h+ s- H
- ;======================================================================$ s- v( P0 U6 q3 @! n( M; q
- ;调色板初始化2 ~$ e% K% j& C. O5 R. T
- Palette_Init) b+ B! h+ C+ t5 X$ N7 P0 ~6 x( F
- LDA #$3F6 o- x/ ^8 T' Q1 [, Y% D
- STA PPU_ADDRESS
9 [" G( \/ R5 |( h ]; {+ a% b n - LDA #$00
( j1 F( z" g, T9 Y - STA PPU_ADDRESS
7 c" @5 u/ C8 x5 E: e; q' U3 F( l, |: t - LDX #$00& ?6 z9 H1 H: [! o$ x8 K
- LDY #$20
' t v# c5 t1 p+ W9 G! P1 D - .Write_Data' v, U h5 V( {9 ?1 A
- LDA Palette_Data,X
, t! B& Q/ q0 ^6 ?" G - STA FC_PPU_Pal_Addr,X5 e8 s* g+ ]- L8 q: {3 {# S$ g
- INX
E7 u9 l2 p# ]( e+ o% [# ]4 y - DEY+ {5 |: i* v0 W. i) e3 {
- BNE .Write_Data
# D9 n7 h' O& C4 B% S- p - .End
+ g+ Z: a- g8 ]9 _ H# t) E - RTS1 @2 B# e. z: w4 T
- . [7 K$ p* l5 ?" } t, e& D
- ;----------------------------------------; [: S( W$ F/ p$ w- \" ]% o+ y( [
- ;调色板数据% F, v/ l0 I( ~* d, U8 h. ]
- Palette_Data$ l! }" c( h+ h' [$ s: i: l: V
- .HEX 0F 20 32 02 0F 20 32 0F 0F 20 32 26 0F 1B 0F 1B. u! N' @" Z5 x
- .HEX 0F 21 27 22 0F 24 24 24 0F 21 21 21 0F 22 22 22* u8 L% j' _3 Z3 T$ H
-
6 M- d" y: K/ o3 g/ ~ - ;======================================================================
! O& y+ b1 X2 G. x - ;命名表清空
# p; \5 E; V* m' ^' } - Nametable_Clear
+ g" _2 q* S: F: R: G& a/ {4 }) z( m - LDA #$20
) t. z/ G I# a( C - STA PPU_ADDRESS
1 ^% ~! A# _: d; O9 Q4 `% a - LDA #$00
( K9 Y6 o; O7 W$ j9 O1 @/ Z1 Q - STA PPU_ADDRESS# B; o! f3 K" m3 e$ ?5 u
- LDA #$00+ J4 y8 S6 X9 Z j, ]9 S
- LDX #$00' j# m8 Y2 d9 N( D2 m
- LDY #$08
. C9 a W2 ^% t0 g5 y - .Write_Data2 L" d' _/ c1 ?3 B$ C8 K* M8 j
- STA PPU_DATA# B) q& B/ X# z/ C" T C k
- INX; @# |' P8 f0 G& u1 k0 N$ m7 ]) v) J
- BNE .Write_Data5 Z; v s+ e4 M7 ]' `. [
- DEY2 {: b1 G5 L1 ?$ @
- BNE .Write_Data
* T; F6 A7 z' h j1 {* ` - .End
) P) Q4 y" H: T2 z6 S2 W% A% F* l - RTS* d2 ?3 Z" l; o- O- f' @- z
_, W8 @: D! i. B9 G; _& ?- ;======================================================================" W2 W# g7 F/ T0 S5 s/ j
- ;音乐曲目切换6 }. A. C) |) P
- Music_Select_Process
0 w% m/ l9 [' [6 C+ t7 m; [, } - 2 Z- y. f- [5 f) ?
- .Pre_Music;上一曲
( ]+ E/ Y! D0 k! d5 S6 A% C3 H - LDA FC_Gamepad_Once( k. e7 P: M: j9 U$ u; b
- CMP #JOY_KEY_LEFT- t- m0 \, F u* Q8 s% c: H4 P; Y7 o
- BNE .Next_Music: y" d3 E6 ^6 I: m2 @: ]
- JSR Music_Play_Pre
: ?5 t2 X7 s- _: I" d% N - .Next_Music;下一曲$ E+ M. O+ F/ c/ r" w6 R
- LDA FC_Gamepad_Once) Y) I* X2 f4 R) ]& M
- CMP #JOY_KEY_RIGHT" E' n$ ~6 v0 e7 p1 d' O3 H {
- BNE .Next_10_Music2 m/ h0 P; w: S1 y0 r' x6 i
- JSR Music_Play_Next" i. ?5 ^" D. X
- .Next_10_Music;上10曲
0 P: D l* J/ R9 W, W - LDA FC_Gamepad_Once
/ R" Y3 x$ W- ?6 ] - CMP #JOY_KEY_UP
6 \/ B: P- r: \9 U+ j$ G - BNE .Pre_10_Music
3 ?1 K% ?: y( t/ z1 I3 l - JSR Music_Play_Next_10
/ j. t4 E5 o& T! A! z5 F _) ~0 `5 p - .Pre_10_Music;下10曲
; ~) X; f3 Y, s8 K - LDA FC_Gamepad_Once8 l# }2 W$ n5 ]( G/ { N U0 W, W
- CMP #JOY_KEY_DOWN
* ?+ ^( p9 x3 ?) P - BNE .Reset9 M7 d5 s* g' \$ S3 x3 x
- JSR Music_Play_Pre_10
; o: u# v8 {- ~; c) T - .Reset;重播当前曲目
. T, s2 \8 p" n; @ - LDA FC_Gamepad_Once
& ]& ?3 f Z' ?2 k - CMP #JOY_KEY_START' N m. {" K0 y4 n8 f: F& Y
- BNE .End/ c1 l" c. h+ r8 W# r V2 h- D7 L
- LDA FC_Music_Index7 B+ g7 i2 E' ~- G/ }! e
- JSR Music_Init_Process: |/ {! g( }% j! S5 ^
- .End9 }- p' y' |: v8 u2 K
- RTS
* _0 K E! y( R2 f. ` - 1 q) B7 p* f# e
- ;----------------------------------------------------------------------
- s& h* V& u0 \& N* C - ;播放上一曲- @, A Z* X5 d2 _/ \0 }
- Music_Play_Pre( [. H6 r5 w6 D7 X+ [. O0 `& w6 ] [# W
- LDA FC_Music_Index
! N& F6 P9 [& j- s; V9 l" [/ ?% Q - BEQ .End1 F& u+ b, @, l3 }/ B F! @& k
- DEC FC_Music_Index3 z! f& F( t2 D
- LDA FC_Music_Index
* A. h5 B% m' \5 k3 k, R - JSR Music_Init_Process S5 \( ~9 l4 A; S5 p. h& ?
- .End
' ~4 R6 _. j% h/ o U - RTS
% j0 ^) k" t" h4 J - ;----------------------------------------------------------------------
! [) Y6 H1 K9 Q( E5 j2 S - ;播放下一曲6 L$ P, A7 G6 q: d! t4 P7 `' U s) c2 h
- Music_Play_Next2 g: @ h8 R9 Z7 q1 z! o6 u
- LDA FC_Music_Index
( h2 [2 Q0 Z+ D1 B, Y3 z - CMP FC_Music_Max_Index/ f8 y. d9 k0 b5 V" t) H# \
- BCS .End' I4 Y; o y: v# H
- INC FC_Music_Index3 U d9 c: f% S# J
- LDA FC_Music_Index* n+ d x% b0 H/ I
- JSR Music_Init_Process
! w8 d* Z# z) U3 `. y - .End. p2 |% q3 P' q$ _: q( B8 P
- RTS& \ z) U# D7 u$ U% a7 H
- 9 S, a7 L( Q( Y3 z
- ;---------------------------------------------------------------------- e4 l- N5 u e, Z4 V& o
- ;播放上10曲. N n" X$ D& i0 f
- Music_Play_Pre_10' R0 |* T' B7 v. B
- LDA FC_Music_Index
- ~1 q) N+ p3 S5 [3 q9 c* M - BEQ .End. u* e- e# I. s3 p1 W4 `) Q
- SEC. Q h& y$ P% v3 W" U# y# s
- SBC #10+ j. f( [, h1 `
- BCS .Pre_10
) H9 X9 R6 z4 g" F6 V+ i - LDA #$00* `" J$ I! `" I. R
- .Pre_10# X, y Z7 k/ L8 p$ D# Y4 d' x4 m- s) W
- STA FC_Music_Index- o3 h T* W0 r; `
- JSR Music_Init_Process
+ t; }# w/ i% A - .End. T9 v M2 T. i
- RTS
1 y# c9 f4 w* |" P) J/ Y - ;----------------------------------------------------------------------& k% d' U1 Z) H* a
- ;播放下10曲. u/ x) O/ n# r* f2 T& w' }
- Music_Play_Next_10" N' u4 y( s9 w- Y
- LDA FC_Music_Index
: W* B e3 p, t3 A - CMP FC_Music_Max_Index
! L" z z2 ?; E4 ^( e" w+ E* e2 q - BCS .End
! {4 p4 W2 `* K5 V1 g' X+ a - CLC
) e0 [# U! o! R - ADC #10 H7 r9 O7 }) M+ o& I& n; ?
- CMP FC_Music_Max_Index" g, K2 ]6 `9 x0 p0 W0 Z
- BCC .Next_10* w( l; M- }0 M; `) C) r+ W9 [
- LDA FC_Music_Max_Index
5 a }1 I( K+ u0 i' R - .Next_10
1 j5 P( q7 i/ n$ J, r4 y - STA FC_Music_Index1 X% L6 Y( z2 ^( n7 b* j
- JSR Music_Init_Process8 N1 P! W9 e8 v9 }3 b/ R
- .End
, S f9 e/ a* \- W# n - RTS
) @9 w3 r% w, U% r
8 Q+ C7 s& K# g! A) k, d& x- ;----------------------------------------------------------------------
- I% L) i: A9 A2 `% _$ U - ;8位十六进制转3位十进制制$ e4 f9 Y$ j1 H
- Hex8ToDec
( I4 C# D( C; _- v - STA FC_Dec_Data_1$ D4 m; L6 f5 F! q3 o# Z @
- LDA #$001 J# y ^; h4 C' `* w
- STA FC_Dec_Data_1006 A: n" ]0 a9 L7 V
- STA FC_Dec_Data_10
7 v7 a7 i1 J6 L" |; B - LDA FC_Dec_Data_1
2 |& V0 }+ W7 f - .Convert_100
?5 m) g* ?# t: D7 m G - CMP #100
" X' w+ d7 X' P& v e% t5 \- e* \; i" F$ L - BCC .Convert_100 ^& J% Y. m9 z( l1 @
- SEC
7 n0 C5 j% n$ W+ R1 l l2 p - SBC #100" ?' F- ^- G" C1 T5 Q
- INC FC_Dec_Data_100; j4 O* q7 `4 B6 z6 I0 b* W6 ~( q
- BNE .Convert_100
$ I& j* x9 _. n% n6 o7 e$ ]7 p3 t1 g6 x - .Convert_10
( P1 ?+ k! @9 U( j# R - CMP #10
7 H s9 G0 j ~( j, Q7 t" @- w# d4 _, ~ - BCC .End
3 j: [7 X! t0 v: v- q9 y - SEC# f F" l4 w7 u |
- SBC #10
& C9 M! w. e2 o* S- ?* U+ X6 z( s- V - INC FC_Dec_Data_10. \) l. u* r) f+ I! F
- BNE .Convert_10$ K& K9 M4 o3 p! @
- .End+ U" q- b+ ~ _6 p. W4 o
- STA FC_Dec_Data_1& O$ m. E" l4 s+ C
- RTS
) R: P- G6 N# E; ]
" e* L- Y8 C) Q+ |% D& m k, v3 l- ;----------------------------------------------------------------------0 d/ W6 f3 ^" U8 o' S5 _
- ;显示曲目信息5 e' D( s$ ?( P( Q- O& v6 a) z8 }8 G
- Music_Info_Display) }% u; h* v/ d7 v& v* m+ w, Y
- LDX FC_PPU_Buf_Count2 L+ B5 q7 | l# \) q9 v
- LDA #PPU_WRITE_MODE_CNT_LINE9 b1 ]: Z# r9 x4 ^/ J+ f: R
- STA Use_PPU_Buffer,X* s) h) E" V; F8 s+ p
- INX
+ `9 ?; D4 \. M' ^ - ; D9 g! o; {, y4 A( c( l+ A
- LDA #>MUSIC_INFO_POS
) s7 \7 i5 Y1 \ - STA Use_PPU_Buffer,X
7 ?2 a+ A0 ~! V! ?) b - INX9 n9 a% i7 F/ _# T) |( Q. _- v" X3 k
- " D- N$ l8 p \' c$ y1 W" C; H8 E! \
- ;居中4 n3 l4 G. E: @9 e/ H' J3 B6 j6 Z
- LDA #<(MUSIC_INFO_POS & $E0) + (32 - 5)/2% J& r' L/ z2 A' X( M( u! Q
- STA Use_PPU_Buffer,X
) q9 [6 z3 X0 |# D7 s - INX
0 `4 r+ w3 z0 k! y4 U2 S+ t -
2 T& g2 L; A* h4 a0 Q - LDA #$05
6 s, ?$ p0 @, I" N- {9 E+ P# ^4 \ - STA Use_PPU_Buffer,X
2 k" _4 G; [, e2 Q6 ~ E$ J - INX5 B r9 [: c' p0 i
- 9 s: `( v, z! j- i) x& o
- LDA FC_Music_Index
, C! I9 V% w, ^ U) d# p - CLC
0 L2 y! C8 W: ^- o' |2 w - ADC #$01
+ I& L, o" ~* ^; c3 @ - JSR Hex8ToDec
3 k* q6 R j; a5 @, \! U -
0 ~2 \# b4 O) m) Y1 c- u" p+ [ - LDA FC_Dec_Data_108 E; o. Q% [" p% E7 F- h
- CLC
* y7 G3 l+ F% r0 N3 J+ C - ADC #'0'
" |4 y6 G6 u, n/ D6 N8 m# \: K - STA Use_PPU_Buffer,X+ B* ]$ ^' c& O( J5 f
- INX
; }0 P0 G+ v3 G5 @ -
8 l3 x( |# U8 s' S, q - LDA FC_Dec_Data_1
- Q# Y+ S7 T& _ u j+ x6 G: w - CLC: a& F v5 u( X. z0 E$ C1 r- y& v
- ADC #'0'; L+ O# t/ f6 _5 ~0 U
- STA Use_PPU_Buffer,X5 p; I( V: Y+ }: x+ m4 r. e. L
- INX
' f+ S/ E& P7 y' C - 8 k3 o: }- P& ]8 {2 ?& c7 E' a
- LDA #'/'
9 g9 J9 ]9 w$ Y) p1 | - STA Use_PPU_Buffer,X
1 @7 a% a% M* Z - INX- h" j/ y- v; r/ L$ b
- " q" E8 z2 U! k7 i
- LDA FC_Music_Max_Index
6 Q6 `0 y. i2 g& w1 L. C; g - CLC* m1 }( m6 t7 `" X/ G
- ADC #$017 B; O$ o4 W! H. d
- JSR Hex8ToDec
( j6 `5 ~1 P" h/ t) D7 E -
( S9 }: [+ u7 F( z+ f, y# b. V - LDA FC_Dec_Data_10
; n- H$ q# ?1 P& |' T" V - CLC
- J6 C5 O: n* \ - ADC #'0') B; S0 L% {9 b3 e! W+ U
- STA Use_PPU_Buffer,X
+ B0 Z) l) ]) U% `1 i [! _6 M - INX3 W$ _/ u/ [! n8 t) \" k9 t# `
-
* V2 V8 m, J; A- \, b5 ^ - LDA FC_Dec_Data_1
% v) T5 R/ T3 e. t. ]2 ]! R L - CLC
8 O* S' h7 J: c - ADC #'0'8 e7 D) d$ F7 S$ Q' y t
- STA Use_PPU_Buffer,X
3 S6 F* u# C. _/ ]0 T+ q3 r - INX
/ V1 ]8 x W" L0 B3 O( O* q, Y -
: J+ g; d6 j# W2 g% e. B/ a2 S - .End Q s/ u0 {1 X) ?& C
- STX FC_PPU_Buf_Count
3 Q- b& N; O8 \% w- u; l. P - RTS
0 x/ B! v w, u' b! K: @% l - 0 ]/ Z. \- f9 s# J
- ;----------------------------------------------------------------------2 [+ [# L* G& Y% q0 [
- ;音乐曲目初始化处理
! o9 w4 P0 p. f: i1 u - Music_Init_Process
% j' [& L! X, i+ S - PHA
5 C+ F+ K, d/ F) H7 \% I( h& o - JSR Music_Clear_Process, d2 ^1 b# N* a$ Y
- LDA #$1F. F0 N' I, Y% E$ d& u
- STA $4015
" x8 k: c& f, f. X: p: u3 R9 H; o - PLA" R1 k5 U" t9 `6 l) j
- JSR Music_Init_Addr
4 J d% S( _- b4 }, n7 U4 N) v5 ^ - JSR Music_Info_Display
4 T# p! Q1 \$ U& a! ~8 Z# S0 w - RTS! Y& i0 W! i2 R/ d" Z
: g1 t; @; E3 C6 {- ;----------------------------------------------------------------------! M. A# g2 `( G7 G" r
- ;音乐播放处理/ K1 c$ e" Z2 M2 S( ^- ^; r
- Music_Play_Process- K0 h4 T1 @) p0 x4 I
- JSR Music_Play_Addr. r8 p" Z. V5 S0 z5 g6 t, ^# _3 l
- RTS6 E7 ?% W9 C+ H0 ~& n
- 0 ? u. Y0 W1 B/ m
- ;----------------------------------------------------------------------
6 w$ x+ T; ~6 R& y1 k - ;音乐播放处理
# H+ {% {% R( u& \, T# ` - Music_Clear_Process$ }3 t( [6 r6 h. N- P. N$ \+ _
- .IF Music_Clear_Addr
+ P3 y) T2 D: N6 X2 D - JSR Music_Clear_Addr; ^- E. ^" s- ^" G3 X
- RTS3 j5 n! S5 Y8 H4 ?2 a# z& r+ h+ R
- .ELSE! x5 x; ^( V: J
- LDA #$1F
6 L# }, E U! u4 e( [4 X - STA $4015- \" E7 s/ ^# O; f
- LDA #$00
: S- k; `3 d0 x" [# d6 G& K - STA $4010
/ J$ z0 v; i4 F( R8 }9 H) @ - LDX #$00
) L: W/ }7 \, ]3 R - LDA #$00
+ L# o, e1 H/ r; g0 z2 d* q - * ^/ |3 t" _$ U1 a( d: C
- .Music_Clear_Zreo_Page_0* t: K' ^% o# e
- STA $00,X+ v3 A, Q+ G! V# z% r
- INX0 D* e. M& ]" n
- CPX #Use_Zero_Page_Begin. [8 L3 i5 P* [. l, u3 ^) |
- BCC .Music_Clear_Zreo_Page_09 v9 b+ r$ A- j' i$ `
- " S5 u" m" ~, S8 |& t/ q s
- LDX #Use_Zero_Page_Begin + Use_Zero_Page_Size
# x7 g. q. ~& D. {; a - .Music_Clear_Zreo_Page_11 m9 {3 g p5 I" ]* l& h0 r, R
- STA $00,X1 \3 P. Y$ m) V# r
- INX% j: P6 r1 F( i& o5 D, T
- BNE .Music_Clear_Zreo_Page_1& X2 E2 ~; Q+ |( {+ ~$ _
-
$ w5 b2 y! G0 Q6 D/ ?) y3 I - Music_Clear_Process_1
# s# T |$ i1 ? d$ d3 Z) L - STA $0600,X6 G; |3 Q) k1 ^0 S
- STA $0700,X4 M5 B4 {: }* L5 n% \- e
- INX
; r$ j2 F9 y, m0 s" ~ - BNE Music_Clear_Process_1
4 a; B: g% T. C - LDA #$10* p9 Q w; }8 a% _" W6 K& g
- STA $4000
G* K6 O0 a, N! Q, }- Y5 r& w7 E - STA $40048 z( R6 j5 ?. J- M! P
- STA $400C
7 ?. o4 t3 F! ~7 F& k, G9 y# d$ B - LDA #$00
2 P; L; {( G- ^* i4 _ N - STA $4008' P* D8 w# F6 J/ p. G% }. T
- LDA #$0F5 Q6 y: q% ~8 |6 W9 R4 M0 ~) K5 I
- STA $4015
6 n$ b- N0 K4 D3 u - .ENDIF
8 a( z: D5 f. A - ; M( u4 O( L* \' p9 A+ ^+ u7 U" b7 q
- RTS
* a8 o( m. w+ x# w$ B3 ` - ! _8 X6 X( L' \: w1 q& C7 d
- ;======================================================================
# W, o( ? S5 i" R9 y! A - ;重启处理
W& R" F7 F3 q2 e3 O - Reset_Program
7 Y, k4 _6 Z/ w q( O - SEI
: F5 ?/ X/ {+ k: k" x) \ - CLD T r8 P) t& i
- LDA #$00' N7 b; B9 Q& H" S
- STA PPU_CTRL* }7 T# x' H: m7 ~% k' K9 x
- STA PPU_MASK
5 k7 ~+ e6 p3 V! X2 d. a3 T+ d# { - STA JOY2_FRAME
3 D. `8 P: P& ]# m& E' y - STA APU_STATUS' }/ |& I4 c9 y. @1 g# c" a
- ; q/ U4 m# ?. W$ s \% R3 f
- ;等待屏幕准备完毕/ j1 u3 Y7 [ `, L" D5 _/ e! w
- LDX #$02
/ \) s6 b v d8 U - .Wait_For_Screen_Ready7 L7 O! Z. S2 [3 q+ Y4 {- e# ^* `. I
- LDA PPU_STATUS7 U# l4 H \+ w& y9 t4 B
- BPL .Wait_For_Screen_Ready
& D' f! H5 R) c1 s! E5 H - DEX
7 h5 ^$ C1 V( {- Y - BNE .Wait_For_Screen_Ready
2 S8 `% ]! C: r- } - 0 k8 G2 P7 e* M: a
- ;清空调色板
; j2 ^ o' v/ O - Palette_Clear/ i, T6 a4 B1 ?: P/ @3 J" o6 W( I
- LDA #$3F& T" B" Z* \7 O$ R5 T" J
- STA PPU_ADDRESS) e- P" I: @! D( a x! j
- LDA #$004 X: |* u+ y. `) _$ }
- STA PPU_ADDRESS
8 O, h; [ N- L: Y( [ - LDX #$20. P9 F! @/ U; j& R+ ? c. |+ C3 [& e
- LDA #$0F% ?0 M( A P1 V0 X7 ~9 J
- .Write_Data3 K* v% q% |: b6 \
- STA PPU_DATA: `$ P3 C% f* p- g0 C( D8 C5 t
- DEX+ g6 f5 V4 }' m+ a6 b( Z
- BNE .Write_Data! x% P& l3 m- r& M! f
) v) z9 G3 f5 n. u1 C8 U6 @, b- ;清除声音 $4000-40136 d0 ~8 X3 {. |/ _; |# R
- LDY #$14
' G' ?8 x; R) `5 E - LDX #$008 C2 m- a7 s5 v, C4 l5 X6 R0 M
- .Sound_Clear
' ?0 R5 q) a+ n% m$ j+ G1 I& T - STA $4000,X2 \% k4 n1 U& M
- INX: O! z( i: G: M6 c) e0 t
- DEY2 X! T; }. D5 E" ]0 N$ E
- BNE .Sound_Clear n! \$ R5 n& M' j3 H }" b
- 9 z( {& D9 s* Q. J$ i0 P& K
- ;清除 RAM $0000-07FF
8 A. q+ J r, A8 b4 r - LDA #$009 L. n7 f/ e) K
- STA $009 U4 r0 a1 |9 _) P# j) `
- STA $01
/ d; {; s" T: b3 m+ E% | - TAY" S0 ^& M, h% u% {$ g
- LDX #$081 C+ M4 B/ P7 T. I2 z) l
- .Memory_Clear/ i- g5 @4 f# B% n
- STA [$00],Y
# V& c) P/ ^8 ^, y - INY) {* ?" u9 P! q' q! G& v5 [0 }
- BNE .Memory_Clear
, ], h& P; f) P% N - INC $01
% F5 H" ]4 U. ]8 ~ g1 x - DEX" o" n; L: k9 i, U2 H5 N4 ~' h. b
- BNE .Memory_Clear" |) K& A8 C+ U+ }
- % s; e4 \! T/ F: S: `
- ;精灵缓冲初始化, C7 p1 R5 _1 Y+ n; i" X' O2 J
- LDX #$00: M% e. T5 d0 e& p7 ]
- LDA #$F8
& P5 e! U: C; m8 i+ U - .OAM_Clear6 Y3 a( V4 x( |
- STA OAM_DMA_Buffer,X
6 ?+ C0 Q* G" K+ y4 D7 L7 { - INX+ ]" l2 @7 v2 I+ x- w, Q! z) x
- BNE .OAM_Clear# |5 I0 z" }$ A+ ~$ G
- 4 i/ F: u" M. x8 s' g) S+ U9 L1 V; |3 m
- ;栈指针初始化
. i( K6 ?3 o) ]" l5 |3 i9 v; c - LDX #$FF$ E* T% H& v4 }8 g# q8 x" s
- TXS+ u" P' Q: C0 ?1 K ?7 b# V& [% z4 `
-
3 L! k: J7 e$ D# p& C% U - JSR Nametable_Clear;命名表清空
6 t1 o0 T3 H& E* Y3 k! o4 R - JSR Palette_Init;初始化调色板缓冲
# W5 \% J7 h2 X" Q3 S9 W - JSR Static_Text_Init;初始化静态文本- ? L/ R" L6 |: W" M5 ?/ T' A
- 3 n- T2 Q, a( l. F( \
- LDA #MUSIC_ITEM_TOTAL - 1
% u7 P* l% K2 L* [ - STA FC_Music_Max_Index
: y/ M5 M! Q: z6 _. I -
& s7 M6 v5 T8 U- |/ r - LDA #$1F- F! R2 v1 Q1 ^
- STA APU_STATUS! w4 A8 d7 w6 Y k% _
- LDA #MUSIC_BGM - 1
8 z% |$ P. @3 M- F - STA FC_Music_Index
4 ?" M" i6 z. n4 ] - JSR Music_Init_Process;音乐播放
* k1 T% d0 l) e2 W8 {$ ^. i - ' |. u. L2 W: V V* g& M
- ;设置屏幕显示状态缓冲(当NMI处理时控制屏幕显示状态)
" E' L7 V g1 z% ]# L; C - LDA #$1E
+ ^* ?: X3 a, t0 N8 p" \2 }! L - STA FC_PPU_Mask_Buf
4 Y8 l! \# J! Q* O' i' X' k -
7 c6 f; G3 E- Q - ;启用NMI处理6 |$ H) z* t( r8 R0 O6 {3 j+ x, x6 q
- LDA #$80 n# q' W" w3 r7 I G" B4 u' q
- STA PPU_CTRL5 G" R \7 b n$ u2 |8 F
- : Z( `$ r! n, X, d4 u6 T" E
- ;程序循环, 剩余工作交给 NMI 中断处理5 @" W& e+ I2 i: y5 k) x
- .Loop
: [+ l# X& K$ D d/ y, V- E, H# K - JMP .Loop# m8 l) V" `7 ?4 x% e
- ; b$ _" h, F* v; y+ K* x% N/ V3 b0 z p
- ;======================================================================
$ \3 J9 P: j' \ - ;不可屏蔽中断处理. y/ `; r0 d' R2 a% T
- Nmi_Program
- h& @! `8 O. b2 {, D - PHA/ f4 E5 u' }) }
- TXA. P' Z: ^; M! f" f. F# H1 K }# y
- PHA
( F/ {' ~* v5 E - TYA7 \2 K, { `7 }, w
- PHA& o! J; i6 ?8 O" b" q7 n; N/ j
-
* w& Y; ~2 B* U v' j: e2 M+ _ - LDA PPU_STATUS;读取使得 PPU状态寄存器复位
- ^/ h" w) r0 A e2 }, V - ) O) i) Z; C3 l+ \5 u1 P P6 @! i
- JSR FC_PPU_Procrss;PPU处理$ m% `3 E1 W |4 i( w' o' i4 e
-
A' ]( g d/ C5 i - ;精灵内存更新
. O, d8 p! h" T8 _1 ?4 [* k5 ^6 j - LDA #$00
! Z) v4 K8 q; A( m - STA PPU_OAM_ADDR
) U5 \: W, R0 C$ U9 m& j - LDA #OAM_DMA_Buffer / $0100+ ^$ C' |' s8 g% n3 R$ P7 G
- STA OAM_DMA
8 p& m. [3 R$ L7 ]- p) d- x - - q7 n+ p& Q: x, s
- JSR FC_Gamepad_Process;手柄输入处理
6 y8 L3 q1 W) g* \ - JSR Music_Select_Process;音乐选曲处理" z0 r0 r# p3 Z S+ L' y& \$ ~
- JSR Music_Play_Process;音乐播放处理7 d4 Z& I7 @- F! c1 r
- K& G, ]' ^' y& G0 ^& r" G
- PLA( ] B0 d; `# g0 C
- TAY% p @5 z5 i+ i, W2 {
- PLA
; y* B1 `8 c, X' k) Q% S- O# J# J - TAX
, s, M! b0 \' ~( \8 [ - PLA5 A9 G: _7 J$ M5 f2 l
: I$ y+ `, @0 |) I- RTI$ z% P# s- q! q- [4 A2 A- b" L. Q* X
- * s5 s; z, b! a( o& [$ c0 K
- ;======================================================================' r v0 h7 c* {* Q$ g; [4 e4 x
- ;请求中断处理
. ^ R9 Z p8 d- Q1 E# e8 E3 T - Irq_Program
2 @ x) x3 d7 ?7 @2 B) K9 }# T - RTI' a' J, a7 l7 U4 r5 R
- + H! X* b& f p5 r# [" V' c7 ?' \
- ;======================================================================, V- r2 E8 k6 S- o
- ;中断向量表! z% f; Z' M$ P7 }" R$ Y) z
- .ORG $FFFA
& ~3 Y4 c3 m; U/ d8 z - .DW Nmi_Program ;NMI触发时执行
& T6 |3 U4 J% L - .DW Reset_Program ;载入ROM时最先执行
5 }% ~9 U4 w1 d1 y5 {* g - .DW Irq_Program ;IRQ触发时执行
9 ]! e: W" r* a& n
复制代码
, r d" F) @$ t1 h4 O% ]2 r7 \( {$ W
1 A7 D) T7 d+ O" c( Ihttps://gitee.com/flame_cyclone/nesasm_3_2 |
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