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这是个 nesasm 3.2 入土教程, 感兴趣的可以研究下' \* y# f' \2 x: X* r4 ?4 x
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以下是主框架代码:2 `5 ?: ^( s2 S4 E9 B. R
- ;======================================================================
8 G( L+ w5 i; g - ;文件头
* L4 v# J1 v7 ~- W W - NES_16KB_PRG_SIZE = 8 ;16KB PRG大小数量
; f- X$ n7 D! K( `# \, l$ V5 }4 m - NES_8KB_CHR_SIZE = 1 ;8KB CHR大小数量 b# t4 b6 _/ `2 b
- BANK_DATA_MASK = NES_16KB_PRG_SIZE * 2 - 1 ;bank号掩码
, s, b* |& k. a/ \. H# K1 S5 N - ;======================================================================
/ C: `4 x* u/ B$ n, h$ i - PRG_DATA_BANK_C000 = NES_16KB_PRG_SIZE * 2 - 26 B3 m0 b" T: Y, C
- PRG_DATA_BANK_E000 = NES_16KB_PRG_SIZE * 2 - 1
8 ~0 k6 Z/ Y9 L) y) I - ;======================================================================
* @. U+ _/ h7 }$ H$ N) A - RESET_BANK = NES_16KB_PRG_SIZE * 2 - 1: m- [9 n' N1 Y+ |5 B
- RESET_ADDR = $E000 ;主程序起始地址
0 C, ~; ^; b& ?/ G" c - ;======================================================================
7 w8 ~9 B% F0 ]" g- O2 @6 W - .INESPRG NES_16KB_PRG_SIZE ;16KB PRG 数量, $01-$EF8(1-3832),即16-61,312 KB- U7 T5 Y' w: t/ T2 K+ q
- .INESCHR NES_8KB_CHR_SIZE ;8KB CHR 数量,$01-$EF8(1-3832),即0-30,656 KB
9 E' p$ ?. F' N - .INESMAP 4 ;Mapper号 (0-4095)8 t M$ t, }+ K$ K' V
- .INESSUBMAP 0 ;子Mapper号 (0-15)
2 T9 w8 H6 O" h - .INESMIR 0 ;命名表镜像 (0: 水平 1: 垂直 2: 四屏)6 t2 v! |) B8 B" @9 }/ G1 x+ x
- .INESBAT 0 ;指定是否存在电池备份 (0: 不存在 1: 存在)
6 C/ D* p# t% U- ] ?! Y9 {. [. w' r - .INESPRGRAM 0 ;指定 PRG RAM 大小 (大小 = 64字节 << 计数)6 u; |3 N) a7 A
- .INESPRGNVRAM 0 ;指定 PRG NVRAM 大小(大小 = 64字节 << 计数)% b% x" X& A* u/ T8 s9 @# p% |
- .INESCHRRAM 0 ;指定 CHR RAM 大小(大小 = 64字节 << 计数)% }* s7 D/ P+ K7 Y3 A
- .INESCHRNVRAM 0 ;指定 CHR NVRAM 大小(大小 = 64字节 << 计数)
2 c( g5 p& N& ~ o- G - .INESTIM 0 ;指定时序 (0: NTSC, 1: PAL, 2: 多区域, 3: Dendy)1 ^! K0 r1 M5 Q6 e' c- e3 S
- ;======================================================================
8 C# [' d0 u, i3 ~- N' F" e. J2 \ - .INCLUDE "fc_demo_config.asm" ;全局配置
0 x* Z7 t. v- g! O - .INCLUDE "fc_demo_constant.asm" ;NES常量* z/ Y( V5 y S& U/ h
- ;======================================================================
1 y5 y& _* W# b; @! Y) t - ;音乐配置) U8 r$ F7 O9 L0 u; O) G" `( H9 T+ S
- .IF 0 = MUSIC_THEME ) n0 G- g2 P: X/ ~( K
- .INCLUDE "data/music/Gremlin 2/config.asm"( ~ P7 m& X7 u: {) C5 F) D: i+ b
- .ENDIF
4 i0 J) g' u5 p9 r& R+ O+ e; m -
/ j: g: V% i% E4 Q$ z - .IF 1 = MUSIC_THEME! Z6 }/ o- d; f/ o; A1 j4 m
- .INCLUDE "data/music/Raf World/config.asm"
$ e' k6 N" K: |8 j' H" w+ v - .ENDIF
+ p9 g6 ]$ o, q5 _; x - 1 F- [' e- T! X0 z( @
- .IF 2 = MUSIC_THEME 2 {6 n& h; \: C/ y
- .INCLUDE "data/music/Ninja Gaiden 3/config.asm"- d. W0 j! ~/ U6 ^
- .ENDIF6 i& C3 T/ \5 m% i) b% v5 W, N( O
- ( G$ L5 |4 f) f7 h3 Q4 u! k4 X
- ;======================================================================
3 ~# m3 }% j6 Y! j$ V, F) n+ \ - ;引用CHR图像数据
* \$ h ^- ^* V) j - .BANK NES_16KB_PRG_SIZE * 2
. _4 ~$ Z: y" g E, W - .ORG $0000( P5 v |( [. R, j2 `8 w# A) _
- .INCBIN "data/bkg.chr"
% E: E' W9 l5 U4 ~ - .INCBIN "data/sp.chr"
f9 h$ H4 r* `: _+ J$ F' E; C - & C4 Q8 G" l, {. W+ G
- ;======================================================================
" @3 u% P- C& Y1 Q - .BANK PRG_DATA_BANK_E000 & BANK_DATA_MASK;设置程序所在Bank8 w; C1 M7 f5 ?& i
- .ORG RESET_ADDR
: d0 O$ e- A. }4 u* b q: \7 o - ;======================================================================
; d9 B8 o# P; B( | - ;引用其他源文件
* @& _' K! G9 K5 d - .INCLUDE "fc_demo_ppu.asm" ;PPU处理
" A& |: O+ o2 u! E - .INCLUDE "fc_demo_joysitck.asm" ;手柄处理; e+ j0 R) h- a% H+ W* A7 ~( T
- .INCLUDE "fc_demo_static_text.asm" ;静态文本处理
( T8 L1 l1 O5 W- l1 w - ;======================================================================
2 W1 p1 n# X) ?9 N7 R
# v# Z* }; M$ v' S8 _1 e- ;======================================================================
2 P5 v: v: r0 y; r% x9 U - ;等待VBlank到来( y" X5 x4 Z) I3 h
- Wait_For_VBlank
1 O) O& v! Z! m' _, |! s - LDA PPU_STATUS0 Y8 j$ ]" O" ?' U" ~3 W
- BPL Wait_For_VBlank e. r; d0 R) Z4 a
- RTS
/ ?0 W- B6 ]% B, F7 q* _) u ? - ; s8 ^: G( x2 T, h
- ;======================================================================
" I6 M8 s$ m. F) R R - ;调色板初始化6 l. d- b x: H8 A- M& h
- Palette_Init
8 t+ c4 Q7 L1 E6 G( C3 ^7 r; [ - LDA #$3F
9 [$ N8 J2 i# M1 c" }3 ?0 f - STA PPU_ADDRESS
: P" i$ I$ T+ S9 C. X! L. h( x - LDA #$00
4 D& y9 L0 v3 Y1 b - STA PPU_ADDRESS
; y0 O! N1 O7 a( [. M: C6 Y - LDX #$00
. Q) D$ L& H. ] - LDY #$20
% N& m- s: q' ~( b - .Write_Data
4 r2 N! `& J! \0 d; H1 }2 R - LDA Palette_Data,X0 J N3 u/ ]: K( D; i2 e. ?
- STA FC_PPU_Pal_Addr,X" W8 f6 n. {# c
- INX C( S/ k, T+ n$ { V
- DEY
! i; k \; X9 m0 b- j - BNE .Write_Data- ^: }( U$ s0 S0 C ^' |% g5 F
- .End
2 k( J8 I. u' ]4 S0 s; Q - RTS
# c, O% L2 ~ I; A - * q9 }) i( {' b5 F5 J# x) z! K
- ;----------------------------------------
: O" ^; ~0 b% b - ;调色板数据
5 S9 i( y! ]( u: F$ q1 p - Palette_Data/ W, g2 j0 g$ N
- .HEX 0F 20 32 02 0F 20 32 0F 0F 20 32 26 0F 1B 0F 1B' \+ O4 o) `. u, N% b
- .HEX 0F 21 27 22 0F 24 24 24 0F 21 21 21 0F 22 22 223 \ T( k0 W$ _6 z
- ( A" I, o9 u0 \ t
- ;======================================================================
0 W% U( f: s; g) {: s - ;命名表清空( {; G1 b, X4 C5 w
- Nametable_Clear
) T; `$ f5 M I0 I - LDA #$20
q. x: s1 b$ |$ E - STA PPU_ADDRESS3 m! a2 V* J% u
- LDA #$00
! \2 T/ W+ I' I - STA PPU_ADDRESS
3 p! j" h8 m: b( {3 Z - LDA #$00
* E9 [( E9 A1 z- X/ h U - LDX #$00
7 }" `3 M/ |1 F a" `" o4 c- | - LDY #$08
1 X/ m( N- Q* c+ b5 j/ ?1 A0 Q - .Write_Data
: z$ w& S0 S, h5 C/ v- W) ]( G - STA PPU_DATA
; {3 Q" ?6 E9 c# Z - INX3 V9 A0 s5 E8 H
- BNE .Write_Data
# y B1 t+ g4 z5 p1 L" @ - DEY6 r% I; _2 v9 x5 D6 f
- BNE .Write_Data: Y% D$ s5 @ `+ j+ f
- .End v! y H% l5 O) w, ^5 Y
- RTS
$ O3 z1 u4 p' ]& j# d3 m5 K
- }" \0 b! R- |* ?5 c6 X1 f2 I! f- ;======================================================================
4 W) Y$ `- g6 r- J - ;音乐曲目切换$ f; V4 s' n H0 N6 b1 y
- Music_Select_Process
; V* d. \' s; B# ~1 X/ [ z
7 |4 I+ w" L4 n4 {0 N, Q9 Z- .Pre_Music;上一曲4 x( V u7 |* L' ]; E- \
- LDA FC_Gamepad_Once
8 y, M( a- K ~& N! ~ - CMP #JOY_KEY_LEFT
% Q8 M6 i6 E4 B) ]8 c - BNE .Next_Music
2 J; o" H! [' w( v, F4 u2 ~ - JSR Music_Play_Pre
1 @: u. b$ y, j& @$ l - .Next_Music;下一曲/ b& i" e2 x9 [1 Y1 o, A) x. L
- LDA FC_Gamepad_Once9 H3 O) V6 b$ f V
- CMP #JOY_KEY_RIGHT
0 D I+ r9 z9 x# _2 c - BNE .Next_10_Music
7 [5 Z+ t, d' F - JSR Music_Play_Next
! g# [. u, y9 C' \2 D" B - .Next_10_Music;上10曲
% k- U! E- s' {; O6 y, [ - LDA FC_Gamepad_Once+ x o, f& Z) D
- CMP #JOY_KEY_UP
) R: w. c$ ^7 A - BNE .Pre_10_Music
# ]& B8 r- {: m4 Y - JSR Music_Play_Next_104 v. t; J& V& i U; F0 a0 Z+ s4 x
- .Pre_10_Music;下10曲
- f( q' ~' u! X' }, e1 U' b - LDA FC_Gamepad_Once, \3 l. Z% l5 K4 S6 _/ k4 Q+ R8 d" E5 v
- CMP #JOY_KEY_DOWN
; g. C! E- `) [1 {% e - BNE .Reset6 d/ h, l; P- Y$ C8 \$ T( ^' q* q: p
- JSR Music_Play_Pre_10
" h+ e9 d: Z5 |: t - .Reset;重播当前曲目
) j& m3 G6 g- h3 d2 P1 i7 g2 u% m - LDA FC_Gamepad_Once
# S7 |) i" `% K - CMP #JOY_KEY_START* f' s" R" z: J5 G6 h& o- V' A
- BNE .End
/ O' H0 @( i5 a2 h/ y ? - LDA FC_Music_Index
7 i# ]4 H* F# P8 z% F2 l2 Q - JSR Music_Init_Process
# a2 b( e) X$ G - .End
, z: H; o6 P& @; z2 Z! R& ~$ g - RTS0 }( r n9 A9 L/ a7 S+ ?
/ n2 m$ v" B" i3 H8 \- M! F+ A- ;----------------------------------------------------------------------
, A) \# A: ?+ ` - ;播放上一曲) E, k, s8 T$ a9 ^ i3 J
- Music_Play_Pre( V7 ~# K+ {! J& E
- LDA FC_Music_Index3 c! K; F7 R9 l$ O7 W* H
- BEQ .End
6 _1 c+ C# \, J$ y - DEC FC_Music_Index7 u. ]; }+ @3 ?
- LDA FC_Music_Index
- y/ a: A4 z/ e& V - JSR Music_Init_Process* _4 t# D( Y l& O
- .End$ U- f3 i' u: I* M: G8 |0 R: w+ `
- RTS
. K$ ]* R. x& ^6 @ - ;----------------------------------------------------------------------
( `3 W1 m3 `! Y' A+ I5 E" P - ;播放下一曲
. i0 K% W& }4 J2 `' `3 z% C - Music_Play_Next
) E8 Y0 V" g3 M: g& F4 i) b4 x - LDA FC_Music_Index
]- x% ]* @* x @' C5 ^$ h7 v - CMP FC_Music_Max_Index
, {, o) U( R, F* F) x; N: j1 ], i - BCS .End
, V2 v, S% q' P) m) ` - INC FC_Music_Index& ?2 z0 T3 [7 B8 `5 y
- LDA FC_Music_Index
E+ H4 ]& b4 _ - JSR Music_Init_Process
B- F2 o4 c8 O4 f" T1 M - .End
9 a# F- r: h6 ?2 M! W1 D8 [$ ?/ O - RTS
, C; P1 u1 d, s- R9 ^/ P J - 8 R6 ^0 i' ~0 A5 ?0 C! z4 H8 ~
- ;----------------------------------------------------------------------* z0 {: l5 u. d5 R" }/ H; Z/ {( |
- ;播放上10曲2 }. ? r: |7 e( K% u- p) a
- Music_Play_Pre_10
4 H# Y9 M+ {' ]3 T, M7 d - LDA FC_Music_Index
) e* D* V. `) }/ d - BEQ .End3 s" I5 t" j- k/ ]8 L: h
- SEC
1 |' u* N! ` q - SBC #10
& x' p( x' K7 A. e+ J( f - BCS .Pre_10! p3 N& D. p+ u2 y! z
- LDA #$00
7 k8 e' n) N' {# M - .Pre_10
5 R/ q+ |5 z7 N$ `6 \& @1 A4 y. Q - STA FC_Music_Index! f8 y- C6 @: ]) m
- JSR Music_Init_Process/ A/ } J; D& S1 a, o
- .End/ p! V0 L$ |' p: N6 M
- RTS* R4 r, E2 K" X ], ~9 Y3 G1 x6 h) d
- ;---------------------------------------------------------------------- B% p2 }$ t, T
- ;播放下10曲( Z1 d% _. W c, K
- Music_Play_Next_10
# z8 K# [! o5 P( d$ h- Q4 Q. O - LDA FC_Music_Index
5 e/ `5 i1 X2 a& y; h; \ - CMP FC_Music_Max_Index* n6 W" M4 S8 k, ^/ Y1 f
- BCS .End- ^' Z( s: M! t/ |. }1 S
- CLC# i3 Z3 {/ R+ d- {- I' L& c' c# p, U
- ADC #10
+ d0 {( P" c5 a - CMP FC_Music_Max_Index1 g* @+ A$ U+ k
- BCC .Next_108 B3 k, [+ E2 T% i, C. r: x% g& h& u
- LDA FC_Music_Max_Index% _% |8 `! q0 `2 X
- .Next_10* f$ I# S8 }6 S0 t8 x
- STA FC_Music_Index" ^7 P: m% T& ^: y
- JSR Music_Init_Process0 G% x. x4 R* t6 J1 I R
- .End
) k5 L, D8 ?) E+ h1 B. U; g - RTS" z/ g4 S0 V! ~+ ?( {
: }8 X6 s- o, ]$ s- W9 E5 u; `- ;----------------------------------------------------------------------
/ Q, j$ m' E! I* e' r - ;8位十六进制转3位十进制制
" t* e9 g- [6 S6 S" C- X) I - Hex8ToDec
9 T8 O3 z. m# @6 G. e - STA FC_Dec_Data_1
# d0 A- f1 l% ]* R; L! \5 P - LDA #$00
6 j5 b% x2 u" V1 Q - STA FC_Dec_Data_1000 w5 ~4 z& d( s7 D3 K/ G
- STA FC_Dec_Data_10
7 K1 P Q- k4 ]7 p' N( O/ v! P - LDA FC_Dec_Data_1
+ m9 m% {0 J g; Y - .Convert_100
5 v% u; z8 Y, o. ?- p+ E% v6 z - CMP #100
; ~4 _: D, f$ L4 Z6 t4 x" f - BCC .Convert_10" F: Z$ d: @( _, W, R3 g$ ]
- SEC
1 Y( t1 r& w" C! j. ?! ` - SBC #100
! \( q' X. p$ }3 w, X+ P - INC FC_Dec_Data_100& } d+ Y0 Q# F' {1 w
- BNE .Convert_1002 G0 e/ a, h8 S' z
- .Convert_10" Y0 V' a! y7 S, U$ D4 ^- Q
- CMP #10
8 Z; U" o; [# O( {0 q9 x% @ - BCC .End8 [( v5 X6 v( I6 R* `# X' M: ]
- SEC
6 H4 C5 {3 ~; j - SBC #103 V) T$ E* t! Z. [
- INC FC_Dec_Data_107 T! k- e# l4 G0 T8 L' h% ]( `/ @, T
- BNE .Convert_10) \) ? o1 w+ c% ]7 \4 s# h
- .End& V: t }( ~" D' h, a
- STA FC_Dec_Data_1
- [5 @% G+ c# T6 { - RTS3 a/ g2 N$ o8 w* D( `- e U' _! P
9 \$ r- N9 ~! u$ u* I+ S) P6 j" E- ;----------------------------------------------------------------------* I/ v r7 b6 ^. [1 y4 W$ N, V- N
- ;显示曲目信息3 t6 A/ V# C# Y
- Music_Info_Display( K4 o2 i0 j/ G0 c+ l- b( F
- LDX FC_PPU_Buf_Count0 i" @4 @1 H5 N! m/ o w
- LDA #PPU_WRITE_MODE_CNT_LINE8 p) x6 L8 Y7 _4 H1 s8 K
- STA Use_PPU_Buffer,X7 s+ U. ^+ L5 A! J1 d: C. _
- INX. E" Z5 V* k3 `4 m
-
2 ]" d% H( w. ]/ `" _5 P. ` - LDA #>MUSIC_INFO_POS
" t R" A6 q" P3 j, B& D - STA Use_PPU_Buffer,X
9 u/ a# ~ i3 ?6 w' \5 |, ^ - INX
- ^% o& J3 t( B$ [1 p9 O, {; @ -
* P8 p3 Z' Z' P/ z- F p U - ;居中
* I+ G5 z# P3 Y0 T) Q - LDA #<(MUSIC_INFO_POS & $E0) + (32 - 5)/28 m0 n& ~. Y; M/ J* T' x
- STA Use_PPU_Buffer,X
8 U, v3 o _2 \% C; J) P( d0 p9 h - INX8 H% Q5 H J0 u: a, T& [
- 2 J& h+ `8 ?5 D! J. ^# P3 p
- LDA #$05
; n* H d' Y" z - STA Use_PPU_Buffer,X" D& F& V; G! k& k! k6 A
- INX
% T3 N( C9 O2 \7 N5 h: `+ j -
- p O' C7 H: d8 K- n+ i6 y0 C - LDA FC_Music_Index
- r1 B$ \- N" E2 Y. `/ S# {) p - CLC# f( e t+ k# N) I
- ADC #$01 `9 S8 \1 c. d1 A% Q
- JSR Hex8ToDec0 P: w' j% e2 W5 M
-
9 c5 J$ e/ v" l& u7 N- R - LDA FC_Dec_Data_10& k6 i; b5 L$ R3 ~: `0 N; v
- CLC
$ j& S, Z1 n' Q' i& S - ADC #'0'
- a. U. x6 ?& W" c; P - STA Use_PPU_Buffer,X
j4 w6 e7 r- F' @ - INX
O! y0 f" ~: x6 G/ m, d; i0 s4 Z - - H- z" G, J3 C7 M+ Q3 c
- LDA FC_Dec_Data_1
2 y; `% \+ \* Z B - CLC
1 e' i$ D$ L1 |1 i% q% a! r - ADC #'0'1 l6 n i' Y9 O! r6 o
- STA Use_PPU_Buffer,X
3 p7 q) A& m! H0 e. q0 G - INX4 p7 i; d) H3 r a6 \( X& E r
-
% q$ G! f' n, ~$ ?5 [+ D& O8 } - LDA #'/'+ |* d- M3 ?7 n1 {
- STA Use_PPU_Buffer,X! l/ A! l; Q, z' f2 Z
- INX
% g. M" f: n+ ? - / F! O# ~( @& @: a0 x2 J4 v
- LDA FC_Music_Max_Index
3 H2 j# B4 H( ~1 B - CLC
1 j T, F$ z# h5 _2 R" J, [* a - ADC #$01
' p9 Z. d4 G& U" ] - JSR Hex8ToDec
) p7 G q T: Z8 u K: f1 W - 0 N* D4 ~2 V4 U: r3 j8 I
- LDA FC_Dec_Data_10# j( B2 y9 d D; M& D" r
- CLC( I" }/ ?- A, L( F8 r
- ADC #'0' B; A0 d) G) O# {
- STA Use_PPU_Buffer,X9 G4 W% W X* O5 k' O' p1 v. U4 ]
- INX
( ]) F' X: E. x5 y; q - . E7 I9 k D# v" J v( ?
- LDA FC_Dec_Data_1
5 D- T4 Y8 ^. C4 r7 s' h) _ - CLC' ~" p; U: b8 r" f' V3 x4 k e2 C# M
- ADC #'0'
' s& L* w$ }: M/ c - STA Use_PPU_Buffer,X
" T5 q0 L. h' I9 \2 K5 v' a - INX0 @" g8 a/ [( }9 y/ N
- 6 v. y6 A9 b4 K' R. W; L g5 [
- .End
6 A: |3 B1 U7 ~ ?" c! c$ B! x - STX FC_PPU_Buf_Count; r) B0 O' [% M" N/ U0 F
- RTS
: Q8 J3 l& P% u/ y! |9 l# A
9 r6 b& Z: u+ U( _! v% d; B- ;----------------------------------------------------------------------/ a8 N0 e5 l, o! P9 c8 w
- ;音乐曲目初始化处理
; }. ]- e# n5 j( z% c* D1 Y: @- ? - Music_Init_Process, @$ x% U6 [! H1 G
- PHA
8 L( k9 B6 V( G0 B. b' G0 @- c+ G - JSR Music_Clear_Process- X7 r1 I: G4 ]+ i9 T! |/ B
- LDA #$1F
* N5 v: h) B I- \6 A8 { - STA $4015
$ v7 H% m$ J, n9 `8 u% D - PLA. v! w! |& F! j2 I! @0 W+ f
- JSR Music_Init_Addr
$ t) C$ _- [1 ^1 | - JSR Music_Info_Display
0 o/ p6 @; z o) |# B' v0 _' A - RTS
6 l/ o& [2 T$ h
8 Z& y# {0 S8 R+ ^+ B( O, ~- ;----------------------------------------------------------------------
; r$ W& \4 g5 l9 m" j/ H f8 F" x - ;音乐播放处理
. ]* B& P7 _* S5 j - Music_Play_Process" R+ t7 o# r- U' G1 O
- JSR Music_Play_Addr
0 a/ p( i1 ~& K) }- F6 y; U - RTS
: H1 x- T' r0 N7 j/ p- ^" \4 p6 h - 9 K/ l9 L8 m; y. s* Z/ c) ^
- ;----------------------------------------------------------------------% ^- R; u, W- Y7 ^$ l# Y# a
- ;音乐播放处理
) ?0 Y v0 R4 ? - Music_Clear_Process4 R, z( u. s9 s, j, g
- .IF Music_Clear_Addr
8 G9 S- J/ [0 [% u! _ - JSR Music_Clear_Addr
' W1 H2 Q+ ]7 f% X G - RTS# f; t/ Q# W) }% L
- .ELSE
1 Q: T8 O& y0 O, D0 c - LDA #$1F
7 L: I* w! A8 i7 e2 c& v - STA $40155 f1 [3 B, x/ ?
- LDA #$006 w. a o- c+ u0 n- V
- STA $4010
" l8 H) L6 W! s6 G$ O6 ?' p6 K - LDX #$00
1 Y* e0 a! F4 y$ X# D- W - LDA #$00: J" {7 a$ E; ~8 e# q
-
* j) r( {% u% V0 B/ g A - .Music_Clear_Zreo_Page_0/ F$ H2 a% | y, _
- STA $00,X; l1 X, r5 ?3 i7 Z1 ~" O
- INX; S. c4 u9 @. m F. l9 w4 h1 s: J( A3 Y
- CPX #Use_Zero_Page_Begin5 ^' R# e o! X* ?. z3 f
- BCC .Music_Clear_Zreo_Page_01 w# V/ B, O7 c9 M, A1 r! y. ?0 I
-
; D# B! v5 E0 k) h0 m' w4 L" @ n1 j - LDX #Use_Zero_Page_Begin + Use_Zero_Page_Size
, A7 _0 e' M& r - .Music_Clear_Zreo_Page_14 v& ^6 v- Y, r. h* S
- STA $00,X8 J( C. A2 w5 }: L, o! x
- INX- Y$ c0 l! o8 J8 M% r! w
- BNE .Music_Clear_Zreo_Page_19 F3 o. D& S5 O4 h; D
- ( x0 \- O8 Y+ E1 ?4 @5 I
- Music_Clear_Process_1* z/ A. b2 x' b2 D8 N* {4 {* n b8 r
- STA $0600,X1 B2 Z5 o% O( m; p
- STA $0700,X, W/ j: F; O, Q
- INX# y$ k: j6 [( O: r5 l
- BNE Music_Clear_Process_12 g; k9 o- J) @9 j" A
- LDA #$10: E N0 V) C' ^
- STA $4000
D# K! r, D$ c0 z& U1 [ - STA $4004
9 n1 {4 n$ [( I. t u5 G `8 }( E9 o( U - STA $400C
& G4 d9 {4 M7 J - LDA #$00$ f6 k7 s6 c) V
- STA $4008& J ^$ K0 x& K1 ?7 p5 c2 r8 U
- LDA #$0F( Z* K7 J2 V+ E5 a& N0 [0 {, u2 c4 x
- STA $40151 m$ V/ r6 k$ R! Z
- .ENDIF' C2 d2 \! m/ h+ T% }, I* a8 F7 @
- & S0 o0 u/ X0 r9 q7 a$ _ W
- RTS0 k2 t( L0 h& ]) m- V0 p: D4 I
& }; p: ~8 m+ |7 |: f- ;======================================================================
% O ?4 V7 p; R' d - ;重启处理 {- [2 ^6 Y/ B$ Z- V
- Reset_Program
+ o/ R5 O! M! \, Y! x - SEI1 ?. D4 a3 w3 \6 o3 g* L6 I
- CLD
6 h" ~3 D! r2 h# A! U! P% `! ` - LDA #$000 e0 X! a+ N1 i+ g3 ?7 h1 R: F
- STA PPU_CTRL
( l! q d; w' k a- G1 D# v/ a - STA PPU_MASK
) A. P# b" E" s, M: g% T# e - STA JOY2_FRAME
" a. E2 l& j/ R3 S" K& M" E - STA APU_STATUS2 O) q; f' J. T0 k, \- D, Y- G& b
- 1 k, u7 [# q; M
- ;等待屏幕准备完毕
# X+ R) Q8 d* u$ C' o" H: ? - LDX #$024 \% ? J2 Y: X8 R3 N
- .Wait_For_Screen_Ready0 y% w2 C+ H8 d7 k
- LDA PPU_STATUS* r* I; H6 n' ?/ b+ X4 ?& H7 _3 x
- BPL .Wait_For_Screen_Ready6 i0 d4 a- e& v7 M% C
- DEX6 g0 N1 g* u6 x) y) R$ `
- BNE .Wait_For_Screen_Ready
' ]9 b. ^2 F5 x& O -
( }! f: d& U) T2 }9 A/ R) g% b) @ - ;清空调色板+ m+ ~( g- o/ n/ t. U
- Palette_Clear
2 T" s8 M" A3 @/ I8 i6 g8 {5 T - LDA #$3F
9 {+ w( b! ~% ] - STA PPU_ADDRESS
4 { M% x) A, e D; r8 Q0 `0 V - LDA #$00
) T( A' v7 M. I6 {2 l, L - STA PPU_ADDRESS
$ n7 H7 a+ m' G6 R0 K% \# [1 k2 P - LDX #$20: |/ _2 j$ [2 @1 ^- {/ R
- LDA #$0F4 z5 `+ o2 y# `7 g- ]! c7 f3 H+ e
- .Write_Data
" q% t! ~% d& A0 C4 n% L: a& P - STA PPU_DATA6 h* t0 b' ~0 f3 o. n7 S; C6 D- u
- DEX0 Y6 b- i4 f+ F; s, Q: ~
- BNE .Write_Data0 D4 a, f, Q2 [- k+ v; e
+ m4 N, m( i, u- ;清除声音 $4000-40132 D: f5 _9 |9 D* G- l3 J
- LDY #$147 H% v2 I* \$ \9 T$ B& Z1 p0 d
- LDX #$00
6 k$ w. Q- c+ U! I! @/ } - .Sound_Clear% m; W( {! N* ?* q9 O y
- STA $4000,X" ^' m+ |2 Z, d4 ]( j5 R: [
- INX
$ T* ^2 t- I+ _ r5 g& l - DEY9 H$ z* @ D; h5 a* u
- BNE .Sound_Clear; n4 S7 Q% `9 Y
- 4 `- T6 h6 X4 n6 \
- ;清除 RAM $0000-07FF
. I. [: z+ B* t5 K. q/ i9 n - LDA #$009 D% c/ J; H+ w& P9 S) L
- STA $00
M# S2 x' m( a - STA $01
* }& O- a! m9 h' S4 T# N. o" q - TAY! A2 d6 A* }5 o) Y% m- U* I. [
- LDX #$08
) {2 d: O: o/ ^* m9 F - .Memory_Clear
5 ~ @8 n& ?' ]) _, h. I3 n - STA [$00],Y6 G' P! f) `, ] `7 Q
- INY: ?3 i) m3 k, Z7 g3 p, k$ a+ A. I
- BNE .Memory_Clear
' u" H( P: D' e" S* ?3 |: Q% O - INC $01/ ~4 t: u" B1 `
- DEX
5 b5 _& z; I: E& i }5 O - BNE .Memory_Clear
! y% X5 `1 I7 L0 ^+ ] - * t; _$ y* \1 ~$ ^+ q# ?" _+ d
- ;精灵缓冲初始化
0 R0 c+ W$ v4 H2 a0 o. S9 i - LDX #$00
* p7 F2 m+ x7 `8 Q+ N4 J - LDA #$F8: F( S, G# X" r2 g6 o7 e" [
- .OAM_Clear% J$ ?; P: ^9 L# c4 t$ L# U+ Q
- STA OAM_DMA_Buffer,X0 K9 Z, h( W4 e1 X$ ` r8 A$ z m
- INX
* o) ]& K' @" Z1 o - BNE .OAM_Clear* l- u3 g8 d7 W( G
-
( @6 N% x! C0 v3 C+ g1 H/ n - ;栈指针初始化
$ Z0 U% ~9 e! t. u0 F ` - LDX #$FF
; c4 o/ J" Y. ?9 e2 \7 ?- b - TXS; ?( a7 L* y2 H, a3 f
-
: J8 {2 q" F& o/ s1 N. {* a - JSR Nametable_Clear;命名表清空
2 O% j0 I3 L. C/ p+ Q+ F - JSR Palette_Init;初始化调色板缓冲5 N: A X" x, m$ I0 L4 M) b! s
- JSR Static_Text_Init;初始化静态文本8 J# ~5 V3 P7 U: j& {
-
3 `, t8 b; f6 s, } - LDA #MUSIC_ITEM_TOTAL - 1
" J# u0 r2 T) H- M4 A1 @. ^ - STA FC_Music_Max_Index, \ ^0 S& X1 Z( |" c
- : \: k8 E1 }' q$ M3 B- g
- LDA #$1F
# L; S7 t6 w" i4 h - STA APU_STATUS e. Y) b* _' h
- LDA #MUSIC_BGM - 1. s* g( }1 Z7 e3 c" q
- STA FC_Music_Index
; ^5 [3 r" _2 @& I# W+ ~ - JSR Music_Init_Process;音乐播放- N. e% m5 @! w* F
- 3 O, {* ~' l5 C D9 v4 i
- ;设置屏幕显示状态缓冲(当NMI处理时控制屏幕显示状态)
/ p! z, q: ?7 F4 g! H - LDA #$1E( Q; Q8 P) L: W2 _, Q3 \
- STA FC_PPU_Mask_Buf4 d3 k' v/ g/ P- [* E g$ T
- 4 J) n9 T; n N2 |
- ;启用NMI处理6 R) L/ L# B) }0 z+ h
- LDA #$80! J% N2 ]6 ?7 M3 y7 q* W
- STA PPU_CTRL
& @, G! B F7 C$ z" T2 K+ Q - " i/ [" @" z: H+ g
- ;程序循环, 剩余工作交给 NMI 中断处理
& e- I5 g3 N2 b7 p - .Loop4 J2 Q& E7 v7 |1 \; S
- JMP .Loop
' c; f1 `2 Q T* Q - 8 f9 v1 y) z3 d* q
- ;======================================================================
$ N8 E K8 C0 p) p6 [6 C - ;不可屏蔽中断处理
$ x: d: X" Y5 ~; @: X - Nmi_Program
, a1 U. `1 ^; z0 Z) b9 Q) v - PHA @8 _# \2 [; ^% e& N' W" x; N; g
- TXA% Y7 M$ X4 g f' M
- PHA2 H$ u) U! V. E: a3 L+ D! _
- TYA, U% _9 I. d4 q$ @
- PHA
! k- P9 ~- X- w' [5 L, T - " ~0 @+ |- ?7 ]# d
- LDA PPU_STATUS;读取使得 PPU状态寄存器复位
5 h3 |# o q: p F8 S* v8 m -
% D r4 v3 |* ~0 ]. [6 P - JSR FC_PPU_Procrss;PPU处理
8 B$ B- y4 j, O% a -
, K4 t$ S; N4 G* N" P6 h! p- r9 q - ;精灵内存更新
9 F" u8 Y! i( h - LDA #$009 A9 }. O8 a+ H$ X7 B: H
- STA PPU_OAM_ADDR
3 W- l) o3 [1 ^6 O* Q$ s - LDA #OAM_DMA_Buffer / $0100
% [+ C/ m, d! }6 O4 F m8 N - STA OAM_DMA. b0 ?1 y& N2 p n, I& w3 k& L
- ( u. e8 ?! I# ?! y: ]6 `) V* q
- JSR FC_Gamepad_Process;手柄输入处理' n7 P( _# U8 I. i
- JSR Music_Select_Process;音乐选曲处理! Q7 e7 w. ?9 H0 C
- JSR Music_Play_Process;音乐播放处理
0 h+ ^ x, @8 I# _+ U, ^4 P -
% q% T2 y- _ a1 t! y L, R - PLA$ ?7 j; Y% z) l
- TAY/ s# T. S* O1 F- U
- PLA) {: Y! ]) d6 G7 h5 Q) t3 U" P
- TAX
. w* F) \9 [1 f/ K- }$ T4 [ - PLA
( C0 H* b( I$ y& }& W% Y5 i8 i% W n
7 [7 l9 E" ~( T( n; F3 A' D7 Y- P! x- RTI
" _( `. P: n" U3 U' x* L' j3 J- @ - 0 j* j2 _5 Q- Y1 V
- ;======================================================================0 T& C9 Z w0 m+ g. U
- ;请求中断处理9 {" v. q2 ]/ x
- Irq_Program
( Y% |; T% N; F3 Q x$ s - RTI( G! p w: Z4 i U6 ?" ?
- & C; W( p( ~+ @8 b! j" [
- ;======================================================================
& S+ d4 a7 s6 h - ;中断向量表1 u& B9 A/ q. g: k+ @" b6 G
- .ORG $FFFA% w6 G0 e' j2 U: T& ~
- .DW Nmi_Program ;NMI触发时执行
5 L% T% g7 c9 A! A' k+ B - .DW Reset_Program ;载入ROM时最先执行
7 p4 ]: {2 U/ G) u8 A% p - .DW Irq_Program ;IRQ触发时执行
4 T# x9 m3 Z* k7 _3 Q& \
复制代码 ! H, y' p+ f: L
# A2 s6 H+ k- s X9 Q! E
6 o: t. W- |9 _# x. ^https://gitee.com/flame_cyclone/nesasm_3_2 |
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