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这是个 nesasm 3.2 入土教程, 感兴趣的可以研究下
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以下是主框架代码:
! e5 _- @8 ]. H3 r- ;======================================================================6 l% I8 h% f1 Z
- ;文件头2 r% U2 Q8 O7 d
- NES_16KB_PRG_SIZE = 8 ;16KB PRG大小数量
$ _, k) N" i, ~+ l7 } - NES_8KB_CHR_SIZE = 1 ;8KB CHR大小数量: L2 ~8 B% s6 l8 L
- BANK_DATA_MASK = NES_16KB_PRG_SIZE * 2 - 1 ;bank号掩码# s7 v; `: C* X1 A3 d" J/ s& |
- ;======================================================================
) D* H( ]5 j) V - PRG_DATA_BANK_C000 = NES_16KB_PRG_SIZE * 2 - 2; {+ H$ o! J* Y9 {
- PRG_DATA_BANK_E000 = NES_16KB_PRG_SIZE * 2 - 1
; e; V2 l# P$ \5 Q3 S - ;====================================================================== Y) A3 r) ?( X' A. U+ v& \$ O0 o1 b
- RESET_BANK = NES_16KB_PRG_SIZE * 2 - 1& F6 T: A8 p# K' O
- RESET_ADDR = $E000 ;主程序起始地址
+ ~4 a, X) h. u! l - ;====================================================================== B0 [& T5 v! Y. C/ u. v0 j( Q* E
- .INESPRG NES_16KB_PRG_SIZE ;16KB PRG 数量, $01-$EF8(1-3832),即16-61,312 KB
, L: t& I: y) B0 ` - .INESCHR NES_8KB_CHR_SIZE ;8KB CHR 数量,$01-$EF8(1-3832),即0-30,656 KB) w; P+ g- |$ I7 x
- .INESMAP 4 ;Mapper号 (0-4095)
3 z& J8 M/ X3 [( } { - .INESSUBMAP 0 ;子Mapper号 (0-15)
3 n9 j2 n6 G, W* I7 o- \( o) n. Z% q - .INESMIR 0 ;命名表镜像 (0: 水平 1: 垂直 2: 四屏)
) a/ M9 C2 o9 J: h/ P+ ?- o+ M9 | - .INESBAT 0 ;指定是否存在电池备份 (0: 不存在 1: 存在). j0 H7 u$ C, a0 A S
- .INESPRGRAM 0 ;指定 PRG RAM 大小 (大小 = 64字节 << 计数); }; H' Y1 n: h+ A, O) v
- .INESPRGNVRAM 0 ;指定 PRG NVRAM 大小(大小 = 64字节 << 计数)/ g7 m, ]: S' U; P
- .INESCHRRAM 0 ;指定 CHR RAM 大小(大小 = 64字节 << 计数) c! y9 [* p) N J! f9 p
- .INESCHRNVRAM 0 ;指定 CHR NVRAM 大小(大小 = 64字节 << 计数). [4 O/ y% R4 a1 o; l
- .INESTIM 0 ;指定时序 (0: NTSC, 1: PAL, 2: 多区域, 3: Dendy)
- B5 t( s+ k% b, ~ - ;======================================================================& Y J7 E: Q) i' }; `
- .INCLUDE "fc_demo_config.asm" ;全局配置
" x5 u: E0 Q$ U1 s" T7 r7 v" G - .INCLUDE "fc_demo_constant.asm" ;NES常量* U0 n3 X+ N5 I) ~1 c
- ;======================================================================8 z( Y+ {6 v. w/ `+ Q3 a
- ;音乐配置9 d6 Y0 c$ E3 Z8 _+ \8 f0 {
- .IF 0 = MUSIC_THEME
' h% W6 K. R p2 j - .INCLUDE "data/music/Gremlin 2/config.asm"
9 F x2 M L8 E$ r1 W7 n" ` - .ENDIF
; @" R4 {3 e3 f, H6 F' h - . a' Z; C2 w, W6 d
- .IF 1 = MUSIC_THEME
( `* v/ B+ G: ~ S0 f2 \ - .INCLUDE "data/music/Raf World/config.asm"
6 [ B! T* C( l$ c - .ENDIF
/ @( u9 U7 J+ Z; Y$ N* Z - $ u0 L" X- y& i6 b1 S1 i; W
- .IF 2 = MUSIC_THEME
8 x" p9 Y- ~0 e- j+ T - .INCLUDE "data/music/Ninja Gaiden 3/config.asm"
, L2 v: A/ x- u9 R' Q, c2 ? - .ENDIF5 T7 m* T" M: |( x' l
_! n* N" \1 d6 H3 s- ;======================================================================
8 t n" _. E8 G2 ?+ A9 b- ~$ t6 t - ;引用CHR图像数据
, @- `' r& O: P) p - .BANK NES_16KB_PRG_SIZE * 2' z$ Y4 w/ `) Y2 D" P) `7 Z" i. o
- .ORG $00005 \, T w, r9 L" f
- .INCBIN "data/bkg.chr"
+ j+ t; q7 X; f# |) P) s3 v) v - .INCBIN "data/sp.chr"
) w( B G! P9 n! d - b, @" B# f Z: Q/ @
- ;======================================================================4 J% W4 |/ ^" Q
- .BANK PRG_DATA_BANK_E000 & BANK_DATA_MASK;设置程序所在Bank
: X$ M' `& k# _ z' u | - .ORG RESET_ADDR
5 X# G+ P( L9 P( I - ;======================================================================
9 G/ |$ C& \' W% u8 D+ s - ;引用其他源文件/ @( ^# ]. E. w- ?: l; _$ D5 C
- .INCLUDE "fc_demo_ppu.asm" ;PPU处理
: R6 O9 f9 [6 p. w2 m, | - .INCLUDE "fc_demo_joysitck.asm" ;手柄处理
7 A: B! Q9 k; i& ]! Y- [4 D - .INCLUDE "fc_demo_static_text.asm" ;静态文本处理
0 N' }8 X; C& { - ;======================================================================
$ n, W2 p' q. A/ L5 B
% ^% L& w& E/ S8 `- ;======================================================================9 N9 O/ n5 D3 B* P
- ;等待VBlank到来
: Z( M+ \' v; z* r+ a; Q! R: \ - Wait_For_VBlank
6 W2 ^6 n0 x1 `9 U% F: A - LDA PPU_STATUS
" C/ B* n$ u, w% q2 R# ^ - BPL Wait_For_VBlank; ~ J5 w; y6 d( n& i. i5 k. X
- RTS
' F& j; d( J) s8 W' d8 \ - % h, B9 d5 z% [9 S+ {- R1 p
- ;======================================================================
4 d5 y& d) h" @6 U" E5 s - ;调色板初始化
4 `9 u- ?2 q4 B9 g+ ?4 } - Palette_Init: q2 ^7 j; V: E
- LDA #$3F
; b) X! f4 x1 q* A! ~. ]9 v - STA PPU_ADDRESS+ ^: D+ c+ [0 z5 L% Y) K
- LDA #$00
, o4 A9 A! u1 _- a! Q - STA PPU_ADDRESS. z7 W2 n4 E" ?6 e% u1 M
- LDX #$00$ n' t+ D" ]4 ^" X1 G. Z
- LDY #$20
* B$ ]& {' T8 j1 V W/ F - .Write_Data9 H# }6 b9 _9 K) ~8 X0 B& y
- LDA Palette_Data,X/ j* c M( `, j1 {
- STA FC_PPU_Pal_Addr,X5 ?7 d) M+ {# p0 e. s. Z
- INX
: N9 Z* g% {/ P8 E( l" V2 ]+ a - DEY( N& E+ l: [, P2 f; j, G$ _
- BNE .Write_Data
1 d& T" J" C5 t) V8 g- c - .End3 e: s, F# L1 M
- RTS
" G, b1 X0 j; e) `" j - & h7 `& p$ V+ r, W
- ;----------------------------------------! Z5 P! B3 T7 D5 g$ z8 f# o
- ;调色板数据
: g5 }9 I# Y; ~6 ~; _3 K" w; R1 { - Palette_Data
/ R$ J: d. {# Q3 {9 h/ B4 t* z - .HEX 0F 20 32 02 0F 20 32 0F 0F 20 32 26 0F 1B 0F 1B
, {, c$ X2 g, [& a' b P) j - .HEX 0F 21 27 22 0F 24 24 24 0F 21 21 21 0F 22 22 22% _* W3 G+ h$ e3 l2 l+ @- W, v
- / C1 @9 \/ _( G8 t" L0 _% [2 {
- ;======================================================================" p9 X4 g6 L/ ^& p5 U3 z
- ;命名表清空& x/ r: [. u( j, D% B
- Nametable_Clear
6 q; V) P( y) Y6 H( z - LDA #$20
/ ]2 h: G. c3 i% p - STA PPU_ADDRESS
7 l+ x, k3 [! X7 \ - LDA #$00+ b2 z+ ^" y7 u2 M; N6 w+ j
- STA PPU_ADDRESS {4 U8 N: M" s+ ?0 y' q- [
- LDA #$00. c4 ~6 Z% M. R* i% w0 Z
- LDX #$00
! K+ n1 q! ]3 v6 {; m" j - LDY #$08
% q& D& U+ H8 k. Z3 u9 j - .Write_Data" I" A) f6 i" I3 D. H- h
- STA PPU_DATA
0 i- s% L {% c6 s! F5 H) A5 L - INX
/ z7 O$ M" c& U' g - BNE .Write_Data- C* c6 v" R H- W+ s
- DEY7 q# b: E5 G( v& A8 p
- BNE .Write_Data
+ M& t7 o6 S1 L$ a) C3 T. b* _ - .End
# ^3 H) L0 P! R% H4 c" i - RTS
* f4 z s Q, x# S - - Q/ v7 d* ~) D; @7 B8 B1 O
- ;======================================================================- H" N8 S. f' i% S" p
- ;音乐曲目切换
3 }4 e" j. B+ {! Z6 g$ I - Music_Select_Process6 p$ X9 _* [3 u- i
# p) o1 ]& A- q" j: v( f- .Pre_Music;上一曲5 h- ]( G8 E. @6 o
- LDA FC_Gamepad_Once
' Q4 d0 [2 M) r7 L - CMP #JOY_KEY_LEFT
& w$ F9 c9 b H" E - BNE .Next_Music
7 B5 e' K" A$ U8 `/ x2 u4 ?; ~ - JSR Music_Play_Pre' r4 E. L2 ?$ |4 }
- .Next_Music;下一曲8 i) G' w; e3 s0 u/ v3 B
- LDA FC_Gamepad_Once
7 e3 \5 U4 ^2 m7 | - CMP #JOY_KEY_RIGHT p% g8 }7 m; J
- BNE .Next_10_Music# u1 x: z+ E' x: S# L/ k6 x1 k: J
- JSR Music_Play_Next
9 J9 L' z$ Q. C - .Next_10_Music;上10曲
2 |1 M* m$ W9 G$ A! v$ k - LDA FC_Gamepad_Once
7 s- Z1 o; h N T9 h - CMP #JOY_KEY_UP
& C- o8 m+ H+ I: q: z" \0 o. ~) \ - BNE .Pre_10_Music
S+ h+ ?- {% v ]2 f7 ] - JSR Music_Play_Next_10
- B, X; k+ t; o; `# Y" z - .Pre_10_Music;下10曲
4 {) K2 S! T9 d3 |; c" ^2 O - LDA FC_Gamepad_Once$ n( B g) |: j
- CMP #JOY_KEY_DOWN
, \! y3 {' }$ T( X. b" s - BNE .Reset
1 O" M9 T' s) _+ ^/ K - JSR Music_Play_Pre_10
; t: B- `; [1 a0 Q& @9 o5 z% B - .Reset;重播当前曲目
: S0 G7 [+ o' [! R- z' S/ ^! K - LDA FC_Gamepad_Once' {5 N( M" [# C, A. h* Z. f
- CMP #JOY_KEY_START3 t4 D6 V0 Z8 M" L5 W$ }, A* L5 s
- BNE .End% t7 a0 r5 o; w& H" H
- LDA FC_Music_Index
. ]0 \& f$ g- K7 K/ E! g, o - JSR Music_Init_Process
$ ^5 A) w: z5 L9 @" V6 V4 v7 y% | - .End
5 B6 d4 l- J* x5 ]9 J& ?; v - RTS
) D/ O. v1 c- M5 `
x* N2 R1 {$ U# ^, Q- ;----------------------------------------------------------------------3 m9 g- Q- \- P7 a
- ;播放上一曲4 C) A+ a% x# l( m* ?- c* q
- Music_Play_Pre
; A/ [' v" y! E. _) X - LDA FC_Music_Index
3 X$ R! E/ W+ j7 i$ |& u# l/ T: M - BEQ .End
9 Z, \& ?1 \: G. G& b0 k - DEC FC_Music_Index
( s9 b1 ^. e/ i, g8 y x) s - LDA FC_Music_Index* v0 k9 r v$ e) H, D9 c
- JSR Music_Init_Process. m- V9 L! o) t. L8 y) l
- .End4 I4 y/ k+ e* J* J* s
- RTS, ?) z1 z+ C, s& n6 w! W
- ;----------------------------------------------------------------------3 G" X* f5 W+ G( k+ {6 @# m
- ;播放下一曲
3 j, ?* H* o: j& A - Music_Play_Next
0 b) u$ s. v7 x. n" z3 K* k - LDA FC_Music_Index
$ n9 F* O: j2 g' j - CMP FC_Music_Max_Index
5 j' h* V* `; m" V - BCS .End
( W# s/ e$ N4 T! a% n - INC FC_Music_Index, ?% ^* w$ |; X9 {! d% {* s
- LDA FC_Music_Index
% a6 w# e3 ?; Z6 | - JSR Music_Init_Process( o$ s/ X" j0 M6 I: r4 c8 D
- .End
8 G( k$ v6 J0 n j9 e! G - RTS3 I, M! o l. L) V p2 W% w( Q2 K
- ; T5 U; d/ r2 y: }6 k/ k& e
- ;----------------------------------------------------------------------$ }$ p0 u8 V" \! q% d
- ;播放上10曲
" f; ?2 W. R5 T9 }6 R$ G - Music_Play_Pre_10. Y2 B$ `6 n' t) P1 s) e7 ?7 T6 a
- LDA FC_Music_Index
[4 F+ M5 J2 @" Y0 M! U3 H. ^ - BEQ .End
3 ~! h% z+ o4 }: s7 }( b; W - SEC/ C8 X6 S" c( i$ c, V n
- SBC #10
- e8 I1 T% N: f( r9 b - BCS .Pre_10
8 @. p$ l1 B$ s9 {- t - LDA #$00
. y+ }& s% `9 X% ?3 K h" p - .Pre_100 Z8 [! s7 f9 r. F1 e+ T
- STA FC_Music_Index) v- B7 {- k; r# z
- JSR Music_Init_Process/ x7 B, a& Z4 E
- .End2 G" L, K/ h5 F2 ~, d, z E, [
- RTS8 n$ U6 Q" c5 d7 O# f" s* w) B& _9 d& Q
- ;----------------------------------------------------------------------/ [. O1 q! k, S! f* n- H
- ;播放下10曲4 [" p8 V* G$ U" w% }$ N5 U
- Music_Play_Next_10
/ ~5 y1 N5 l, T8 l5 o. t Z - LDA FC_Music_Index3 S; p& C( `- m/ Z! T ?" G
- CMP FC_Music_Max_Index
1 }3 S' m o4 F. H3 H! D7 ? - BCS .End
2 y8 k6 F2 {* x( v8 G - CLC
( z# P7 x0 Z9 U9 \8 V - ADC #10( e, ?; V6 e4 N% k! d( j
- CMP FC_Music_Max_Index; V( F1 ~( P+ \3 g/ ^$ f c
- BCC .Next_10/ K8 J2 O- s% k) n
- LDA FC_Music_Max_Index
, R& t S6 _: F; T7 \# X - .Next_10
# e* ?! `: J% X* B" g" l7 F - STA FC_Music_Index
m1 N- Y% I( Y4 M0 B - JSR Music_Init_Process0 ~8 f% H- v5 p9 X7 y4 w/ \# \
- .End3 U$ }' K) ~* [; ?1 J% c6 F' D
- RTS
: w' H; W8 U6 r7 l5 }" Z
& `: n$ V3 @) Z- ;----------------------------------------------------------------------" }2 f, r! F; ~
- ;8位十六进制转3位十进制制
4 b, G& i6 d3 m% m+ Y8 r3 c8 H4 G - Hex8ToDec
W' }* P+ m+ ^8 V - STA FC_Dec_Data_1
8 n" m+ h; y' g4 P - LDA #$00
$ D( O5 y! g" v9 x - STA FC_Dec_Data_100
: P: P" G; B9 K/ R9 L - STA FC_Dec_Data_105 s2 C% _) N* F. q( V( f
- LDA FC_Dec_Data_1
3 C+ B2 ?0 P, l- O# n$ a - .Convert_100' j9 t( ?, i2 M+ d1 \# j/ n, L- p6 m
- CMP #100
- }: U9 {9 \4 U9 m - BCC .Convert_10
2 p& r2 m- _; J6 ^1 g - SEC
% N9 P1 u% u# Y" a3 h, B - SBC #1008 d; Y" P0 S2 t
- INC FC_Dec_Data_1009 _9 E0 N5 M) _
- BNE .Convert_100
" V s. K0 L7 {4 j3 e- t! C - .Convert_10
# J7 r! |/ w1 s- Y. f - CMP #10
2 _& ]. ?$ ]8 r: a; J2 ` - BCC .End
; b( @3 i! Z& m D! z) [& t - SEC
- j% ?" }0 ^9 K - SBC #10
5 @$ E, J0 i# b2 O$ Y - INC FC_Dec_Data_10$ A4 r U+ W' p
- BNE .Convert_10# }' `; N9 ~7 A+ Z9 c
- .End
" Q V9 C( Y7 R6 d- N - STA FC_Dec_Data_1
% Y6 C7 T; ?1 ~ - RTS
\1 P! z+ v' g; Y! \# k" X
9 h4 l5 I9 U4 T- ;----------------------------------------------------------------------
9 Y' ~ K6 w: P8 h8 ^8 M/ ~ - ;显示曲目信息
) Z- \$ [7 o; Z9 t/ e/ w7 ~ - Music_Info_Display2 T- e! i4 R; e& `
- LDX FC_PPU_Buf_Count
N/ U; \, k/ @" @$ A7 [ - LDA #PPU_WRITE_MODE_CNT_LINE0 Y3 o. g; \* \
- STA Use_PPU_Buffer,X3 _+ Z7 ^0 p3 R7 V$ X" G
- INX
& A" y! W$ x" e - 8 ^0 G8 Y! f6 `/ X- K
- LDA #>MUSIC_INFO_POS
6 a% B9 y3 |8 t: h$ b- u - STA Use_PPU_Buffer,X
8 B& @/ Q# D/ X - INX& F2 A4 Q5 {+ t. {3 V+ u4 k! _
- 0 P- b2 H5 Q. Q* S3 H1 W
- ;居中
6 [5 \! l" d; a - LDA #<(MUSIC_INFO_POS & $E0) + (32 - 5)/2
3 K L) y% @7 A) l4 a- N1 D - STA Use_PPU_Buffer,X
: L! C8 Z/ q. V/ W: q - INX3 i" t( T! F5 m& w( n# ?6 i0 w% m9 Z
- c0 A- w$ \0 k. ?
- LDA #$054 j& T# q3 @1 Z( G0 J
- STA Use_PPU_Buffer,X
- Y6 H! q& G p& p. _' u - INX
7 R+ d2 x( B3 V5 e V- V% \8 h2 F* b' V3 P -
N) }9 u/ D. k - LDA FC_Music_Index
: k! @$ b6 ]0 `+ G) h! D9 i# s2 V0 x$ W5 J - CLC
- d% ?$ _" k& U# c. v n0 I% c - ADC #$01
* [) p# q+ J# W - JSR Hex8ToDec! b4 I( M# x$ `5 ^! F
-
# x4 k t& w0 ~% y0 } - LDA FC_Dec_Data_10
, k* f5 B) M( b9 f! q5 K8 r - CLC0 ^1 _. r5 Q: c' X! n% Q* z' N
- ADC #'0'" l, G. s6 p' ?7 _# N
- STA Use_PPU_Buffer,X
+ ?8 X, t! [9 Y; K9 J - INX
1 J y: ^/ b% p& F' [) R - 4 {7 B: s' e. s& i. a
- LDA FC_Dec_Data_1
. \8 f3 i( ? E: C4 U+ V - CLC$ H' a% K8 w. `
- ADC #'0'% T3 P5 C! C- m- z* I; o
- STA Use_PPU_Buffer,X
/ }+ S3 `- B0 R* @) C( `* ? - INX( B& U3 L4 R0 f* l/ f- {3 n& Q
-
4 R/ W( S! V. m9 { d - LDA #'/'& s, S1 b' t: S+ D6 `
- STA Use_PPU_Buffer,X) H3 k9 J0 s+ h0 v1 L( B
- INX
7 V$ H+ U: @ e. I0 S# X; S - 4 h" m1 X$ e7 Q0 B' J z
- LDA FC_Music_Max_Index
# O4 o- W9 z' e3 h - CLC
; R/ H( x" b0 c$ u: a - ADC #$01
& ?4 h; B/ Z1 o* a) G - JSR Hex8ToDec
& y2 \& b) M3 k& y4 F6 L - / s& b3 e- p3 i3 w% _ W7 i
- LDA FC_Dec_Data_10
2 _3 |* I7 V) p O - CLC; M4 I# ^3 p2 h) R0 [8 j( ~+ X
- ADC #'0'
% L5 a* I# i, @; A$ u1 @- `* C - STA Use_PPU_Buffer,X
0 J* J5 X u" P - INX. f; d0 N! u( ]' {1 D3 x
- ( L4 L$ Q N% t1 y
- LDA FC_Dec_Data_1
0 h7 D) B$ w& {" l - CLC: ^7 Z- N! p, N" @1 G# w
- ADC #'0'" j9 K2 Y# A: {! {' Q
- STA Use_PPU_Buffer,X8 Y4 W( g7 C" r3 i6 e
- INX0 u0 U( E8 }! e
-
; [6 s: y+ u% O6 u5 ]; o. B - .End
' ?# ]" O, c7 I3 R - STX FC_PPU_Buf_Count# m& }% L. f& m. k9 M) I
- RTS
+ M# M# |& C) X" H - ' S3 a8 \% m& E- W' ]. v* e0 u: q
- ;----------------------------------------------------------------------! Y4 e* Y3 Y, E; d
- ;音乐曲目初始化处理. r( N( e. C1 H" Z; J& x7 V& K
- Music_Init_Process+ C, l+ _* {6 P, h+ }, W
- PHA
, f3 {7 n3 _7 O - JSR Music_Clear_Process- v/ i1 Z% v1 A C- I
- LDA #$1F& U) I9 x2 v1 y
- STA $4015/ D5 m9 v% A; y- w# d) g% z6 q
- PLA
7 o* u2 `' W: e& u' b - JSR Music_Init_Addr7 v: n: i3 Y. a5 f" M
- JSR Music_Info_Display
7 y" Z0 H. y6 B0 Z - RTS
+ I7 P$ k* ~; ]7 t8 S - * |0 m1 Y6 w1 ^" K, O' q
- ;----------------------------------------------------------------------
4 z( R: X( b* B3 G - ;音乐播放处理
1 M6 J, G* a0 M$ C0 _0 k( u - Music_Play_Process% v* {% ]0 e* Q( }
- JSR Music_Play_Addr5 W* | W* L$ x9 [0 \1 v
- RTS
" \7 w3 G. ~. h1 U: _2 u
8 o9 `1 `5 ?# Z' p1 Y- ;----------------------------------------------------------------------
; S: Z/ @& O: ~ F g S - ;音乐播放处理
& f% E' `+ ]8 w3 X9 {, ]# n - Music_Clear_Process
' U" \( k( A' S5 a8 i - .IF Music_Clear_Addr+ A& e+ }1 B/ p& D6 I1 K7 U2 Q, i" U
- JSR Music_Clear_Addr
0 V& m7 M; d4 X; B5 P) N/ O8 I/ t - RTS& \/ W0 \- y/ y% @# A; R! }6 p+ D
- .ELSE" i8 W" m8 a. ?' w* _
- LDA #$1F
& i1 z `! i$ q6 n4 ` j2 o - STA $40154 M5 z/ R! S7 E& c5 d6 L- _
- LDA #$00
% I1 ?- R1 p j4 O6 x; ~ - STA $4010
5 {6 N1 m$ r) Z: j - LDX #$00
0 m! }4 I! _( y/ ?( c1 s' b) o& @- _ - LDA #$003 I% a$ h. q8 E9 b- N1 \; a0 m
- 3 v9 ~: C/ A" b. a) F0 w
- .Music_Clear_Zreo_Page_05 J; u! q. \( n7 F! }. C- ^
- STA $00,X
0 `1 [" \0 v# Z! K2 c% ^4 l - INX2 I9 z$ e* o3 T0 j) q B4 f4 J0 m
- CPX #Use_Zero_Page_Begin1 N+ U& l9 X2 r
- BCC .Music_Clear_Zreo_Page_01 n- g5 z( H3 B9 ?. d5 G7 l% h* c
-
! V" M L, e% N - LDX #Use_Zero_Page_Begin + Use_Zero_Page_Size+ a$ c6 v- w( ~) k
- .Music_Clear_Zreo_Page_1; \# s, g6 L; W# I
- STA $00,X2 e% | ~% c \- K/ T
- INX
, t0 H, {$ p4 t9 S1 M8 N9 n - BNE .Music_Clear_Zreo_Page_1
5 ]! [: M) x0 `/ {" p8 H; W6 F" F3 E - ) i3 n) H0 U% g: |
- Music_Clear_Process_1
6 _7 t) n6 c7 K2 ?1 x& t( M$ Q - STA $0600,X) g7 {4 p! ^& T6 s2 c$ i& M4 w
- STA $0700,X
2 M" F) j/ R( k0 c - INX) J9 ~4 d( S! b9 B8 M/ Z
- BNE Music_Clear_Process_1
; z# e" f" r8 J; o6 h% x8 r - LDA #$10
" w: X/ J7 E7 p8 ^ - STA $4000
; e+ k0 ]+ p5 z) h; @; M9 x - STA $4004
) J; T3 f1 `2 n, P3 j u - STA $400C) m. O1 j! g j" y: @- ]9 |* \
- LDA #$00
3 n- i2 C- r3 g* e+ @8 K" b+ _ - STA $4008
* x( Y$ o w" @6 j - LDA #$0F% n5 Q$ Q- g; x' C/ k
- STA $40150 b% G' F7 _ y1 z% V% z% b
- .ENDIF, s8 t8 {8 c. t- R8 l0 e
- 6 r: K# I* g { B! c- z
- RTS
6 e8 f: _' J6 C' m+ p* F$ I$ |: }
' g5 `9 J, L1 x9 C- ;======================================================================5 |$ U B5 ], ], E( V* X9 |
- ;重启处理6 m! d! L- J# q! G/ D1 z$ @
- Reset_Program
/ ^2 `, q; f0 D0 f" X! ~ - SEI1 ?" O \: A! i( ?% w- J. R f
- CLD3 N+ ]& }9 H6 n T
- LDA #$00' e' Y y0 J S) }
- STA PPU_CTRL: d2 E2 g+ F6 u! s4 T, T$ k1 {
- STA PPU_MASK% _" R& K, Z+ q) a
- STA JOY2_FRAME3 B) O. J _ H# {/ b: \ s0 Y1 X
- STA APU_STATUS
! q% V8 g" N4 R. l2 U, ?& O -
' g3 i- j5 e) g% o- C; ? - ;等待屏幕准备完毕( b- `) a6 {. M+ D' N/ x1 ]
- LDX #$02
' e3 F, V- R$ P e8 ? - .Wait_For_Screen_Ready$ o; D Z; u/ O/ Z: Z U( K
- LDA PPU_STATUS4 Z3 a) S, n$ S$ s
- BPL .Wait_For_Screen_Ready
4 z, l- S# E$ y, T. y% O( ]3 M - DEX
/ P9 ~1 H6 D) ?- I) o - BNE .Wait_For_Screen_Ready
# K3 Z% g1 S% ]& q - 2 B- U' |+ k; k: z) l$ ]' x
- ;清空调色板" r8 t \( J( f0 ]
- Palette_Clear
1 w( L" e/ d, L - LDA #$3F" T2 r- O8 X& W/ a k7 e2 c( ]2 @
- STA PPU_ADDRESS- l: F/ E# N D( @& k$ J! ]
- LDA #$00
- h0 P1 k3 V% Z! O9 i0 @, m1 E - STA PPU_ADDRESS( L U% C, D7 V- h% _+ S- c
- LDX #$20( v. r. ~, X8 @) Y
- LDA #$0F
6 C( e/ Z0 ?' k/ t8 v - .Write_Data" a4 e) k7 _+ b# o; v$ J
- STA PPU_DATA8 k9 X% ?0 G7 i" Q9 F, l5 g
- DEX
8 z; g; V# ^- m* t4 }. } o - BNE .Write_Data
B6 K1 N1 N/ S. k$ | - # N) p! u/ ]/ k7 l- z! h* |7 \
- ;清除声音 $4000-4013
, y( {) S" R+ K+ X& f& ?9 y - LDY #$141 S6 }; ~1 i5 M$ V$ y6 U+ s% @
- LDX #$00
3 w, i2 B2 S3 q ~ - .Sound_Clear
& F+ `( W* A) }: V - STA $4000,X& U! J) i) E" B2 y% I( U
- INX
4 u1 }8 m8 I" @( y3 m - DEY; D' A" @- ?, a- o
- BNE .Sound_Clear
& J. c3 \, r- r) P8 D; E& E - # }" O+ z+ H5 x3 C% R1 ^
- ;清除 RAM $0000-07FF
# j2 l! {2 R: S - LDA #$009 K0 P w) `6 @4 j* U2 z) ]2 g
- STA $00- N8 K% v7 u) K. i$ z; Y8 N7 W
- STA $01/ W2 }6 L' V9 @2 N* y
- TAY% x/ Y5 M `' |; E" v5 t$ f: u0 y" {
- LDX #$087 U6 p5 ^5 t- p
- .Memory_Clear! ]+ [; u9 {' u( @/ q
- STA [$00],Y
0 ~4 }, |# [+ N8 T - INY
* g0 @5 v* {0 a - BNE .Memory_Clear
. }0 |! |: q& f2 N - INC $01
# F: P* [ V' v& A4 q - DEX% O8 m! u( t$ C/ a8 s, t) p- {" _
- BNE .Memory_Clear; J( b3 l0 `2 B) [& Y( n0 g
- : ]8 L# y) {; R9 m) c7 V5 e
- ;精灵缓冲初始化+ }+ i9 ^& p' U" @5 Y
- LDX #$008 g/ h! A* {* J0 U
- LDA #$F8* I8 r4 L1 U: H: l7 N- o3 n
- .OAM_Clear
) l- O& ?3 I, k - STA OAM_DMA_Buffer,X& E' ?' C* w* d2 X% G
- INX `, e' ]7 a% ^1 ]: O" o
- BNE .OAM_Clear! f- {2 b: b, d4 u' n* O
- 2 f& \" \/ f- ?% P3 T
- ;栈指针初始化
; {$ L. O0 a R6 T* \% _+ H - LDX #$FF
- K0 w; c' k' x' j8 H - TXS5 q" \5 ?; W" @) N; u" M6 o
- : g7 \ l+ W; F
- JSR Nametable_Clear;命名表清空! W$ z+ P+ W% t6 {' B
- JSR Palette_Init;初始化调色板缓冲* C/ Q; x* e. B
- JSR Static_Text_Init;初始化静态文本/ ]0 H7 r. Q( P
- 3 E& E4 T" E! ]5 z* v
- LDA #MUSIC_ITEM_TOTAL - 1
) F5 l+ B2 U6 b1 L$ ]8 ?( f% v - STA FC_Music_Max_Index" ]' E+ ]' ^& n5 K" E
-
1 Q1 F& w! d$ m# Z( J, j7 {2 p - LDA #$1F* ?4 b$ S& n n* X0 Z' p
- STA APU_STATUS" X8 R8 c U2 g5 x
- LDA #MUSIC_BGM - 1
' @9 H3 V- O; u7 }' u - STA FC_Music_Index0 i; I/ @& J# g1 X
- JSR Music_Init_Process;音乐播放$ `. C& W1 d. j/ g! o
- ( A; U0 O; f6 p. d. w; P
- ;设置屏幕显示状态缓冲(当NMI处理时控制屏幕显示状态)
' r6 b% a' [: q" N" t3 `: U8 W# B - LDA #$1E
1 m; Y, W6 c( m2 D3 b - STA FC_PPU_Mask_Buf3 r# }, Z! C# c1 @7 v% |
-
! j: L, V5 Y1 K. h - ;启用NMI处理5 S h) |7 W' I5 w
- LDA #$80
1 p. ^% `; c* Q) X$ G5 h5 i$ S c! u - STA PPU_CTRL. ^: k* V6 Q& Z$ h; y
- + f! e+ \; O) N: ^
- ;程序循环, 剩余工作交给 NMI 中断处理
% g& v/ o4 |! H) x - .Loop8 B0 S3 X+ @" m ?5 Y' [
- JMP .Loop; W z% X& f* k6 b2 A" S; r
- v5 C6 A5 c0 L8 R; x& `* m7 T- ;======================================================================
! G' r: Y! G4 c - ;不可屏蔽中断处理# U1 d g0 A- i9 }& K" E( H% b
- Nmi_Program+ r1 {+ w5 s- M0 q9 _ g G
- PHA
* ]* v' R3 L- _3 k( J/ {1 G+ Q2 A - TXA
9 {9 k) n& B4 {1 W& |9 X6 i - PHA
+ T+ Q$ I+ y1 j: H5 Q$ V1 \ - TYA
9 n7 W6 I( ?5 `! P - PHA
& ^8 n5 a, m8 m4 u - 4 D1 \- q+ d# {2 Q% a+ J3 b1 a5 }
- LDA PPU_STATUS;读取使得 PPU状态寄存器复位" h- Z) `, `- D% m5 o$ L
- : l3 l; x& e$ Q X- }5 l
- JSR FC_PPU_Procrss;PPU处理
" g. ?0 }2 }+ u0 Y" d: x% { -
8 F4 B( L+ `- F% P8 ^, E( t - ;精灵内存更新
: S9 q( L9 ~3 c, g - LDA #$00
0 }& _! Z! s# n2 u - STA PPU_OAM_ADDR$ H2 M- v) `6 ?6 M" u: t
- LDA #OAM_DMA_Buffer / $0100
* a2 ?8 k) ~4 Z O! G, u - STA OAM_DMA
N6 e5 [) U4 ?9 d - 1 _& W! c. H A! r7 o8 C
- JSR FC_Gamepad_Process;手柄输入处理) }) m2 Y0 t6 q/ K K5 ?9 H6 }
- JSR Music_Select_Process;音乐选曲处理! c! H5 S# `2 D2 V, P- O0 F6 _0 q
- JSR Music_Play_Process;音乐播放处理3 h$ {9 b( |! @. }: V* G5 l
- 3 n# S+ T& u/ [4 z4 s o
- PLA2 A* Q) t3 k4 k; F+ `! e N
- TAY
, W! D( q4 t6 C" w - PLA
) H7 ]. X1 Q2 w4 P# ?, q6 c) ~' \ - TAX
( U& c1 i8 X: c- |9 ?, q - PLA
! v9 r! L) t8 u7 i3 K - 5 _2 I4 x8 p* Q. i* X8 h8 x* D
- RTI4 {4 f- C6 n1 Y
- D! h+ }. q- j0 s* u& q; \2 W
- ;======================================================================5 H% b6 |9 i) h
- ;请求中断处理, G- J7 W0 h/ A. \: F# Q2 `
- Irq_Program
, x# b" P' x8 Y7 J$ C0 } - RTI: ?4 ^" N. [; X3 n0 u( T# y
- ( n% `4 s" H& S7 z& r; R; T, G3 I1 X
- ;======================================================================3 H0 r# O; `% D5 o$ @
- ;中断向量表
! B5 b( W/ _" _+ v3 L - .ORG $FFFA d- E+ v# k; e3 a0 m- C
- .DW Nmi_Program ;NMI触发时执行4 L! }( s* o0 H3 O- Z" Q0 u
- .DW Reset_Program ;载入ROM时最先执行2 e+ l1 ~0 J4 O3 }6 W. o, X; ]
- .DW Irq_Program ;IRQ触发时执行
/ Z! w5 X4 u* G0 b
复制代码
0 _9 ?: ] S4 g9 e+ j7 G- Y5 Q; n' q8 B0 N$ _4 i0 A9 ?
# H7 {6 p& e, }https://gitee.com/flame_cyclone/nesasm_3_2 |
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