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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:- w& d$ L, a& S& |1 M2 o1 G+ g$ Y/ b
- ;======================================================================8 O( i. F% }5 q
- ;文件头; O" p+ P& z% E+ p1 X9 P! X% Y
- NES_16KB_PRG_SIZE = 8 ;16KB PRG大小数量
, W8 Q/ F5 `$ ]3 r" T - NES_8KB_CHR_SIZE = 1 ;8KB CHR大小数量
* J9 U" z/ F: K - BANK_DATA_MASK = NES_16KB_PRG_SIZE * 2 - 1 ;bank号掩码
% G* m& H* N8 A. j. | j+ z$ y - ;====================================================================== t$ Q1 c( R5 _3 ^$ ?
- PRG_DATA_BANK_C000 = NES_16KB_PRG_SIZE * 2 - 2
& P$ r' H, B# [9 Q - PRG_DATA_BANK_E000 = NES_16KB_PRG_SIZE * 2 - 1' F/ e4 g: V% z7 \) Q
- ;======================================================================
$ q- L- r, i4 N" [, z# T - RESET_BANK = NES_16KB_PRG_SIZE * 2 - 11 N% V1 @; g# M0 c, p+ Q/ G( O: N
- RESET_ADDR = $E000 ;主程序起始地址
$ Z( `3 K: V2 j2 F$ O - ;======================================================================
3 v3 L" D# c. m) u5 n0 t1 a! r% e - .INESPRG NES_16KB_PRG_SIZE ;16KB PRG 数量, $01-$EF8(1-3832),即16-61,312 KB
# g) D& M% k; p! F+ O+ ?0 h1 s - .INESCHR NES_8KB_CHR_SIZE ;8KB CHR 数量,$01-$EF8(1-3832),即0-30,656 KB
& d/ z5 Y3 L7 f+ Q' F2 U4 m; L - .INESMAP 4 ;Mapper号 (0-4095)
: S1 q1 G8 _% r$ M1 Y0 s2 z& L - .INESSUBMAP 0 ;子Mapper号 (0-15)* q3 Y' ?8 T3 @! i5 D$ U9 K3 |+ f
- .INESMIR 0 ;命名表镜像 (0: 水平 1: 垂直 2: 四屏)
" M5 v6 j; N$ i, r - .INESBAT 0 ;指定是否存在电池备份 (0: 不存在 1: 存在)
8 k8 ?% {* e- R7 Z) U1 |4 b- v: k* B - .INESPRGRAM 0 ;指定 PRG RAM 大小 (大小 = 64字节 << 计数)" W/ y {, k4 `- ~: R8 y
- .INESPRGNVRAM 0 ;指定 PRG NVRAM 大小(大小 = 64字节 << 计数)3 g( P1 L0 s" n4 d
- .INESCHRRAM 0 ;指定 CHR RAM 大小(大小 = 64字节 << 计数)
( A# [6 w$ S+ L+ s% b- z. B+ V - .INESCHRNVRAM 0 ;指定 CHR NVRAM 大小(大小 = 64字节 << 计数)
2 [7 I5 ?' I* B y- j - .INESTIM 0 ;指定时序 (0: NTSC, 1: PAL, 2: 多区域, 3: Dendy)
! F& B! I% S/ R - ;====================================================================== |0 E% ]5 l' Z: o5 ?- V/ A0 D1 ]+ b
- .INCLUDE "fc_demo_config.asm" ;全局配置8 c0 [0 s7 f/ j- ^5 T9 n
- .INCLUDE "fc_demo_constant.asm" ;NES常量
' X; z) s" f; z. p& U. ] - ;======================================================================
2 l; Y8 D& w/ | - ;音乐配置7 `: |9 I8 g5 @0 w- J
- .IF 0 = MUSIC_THEME 4 B% J# ?" a1 M8 n
- .INCLUDE "data/music/Gremlin 2/config.asm") M* v4 X8 C, c
- .ENDIF1 X; T1 M5 P4 }' b
- 8 [* `) N, {6 g" C0 E% {1 u+ J
- .IF 1 = MUSIC_THEME, @0 P! k" ^ L3 @! U1 n
- .INCLUDE "data/music/Raf World/config.asm"' W1 \4 _, I N5 _% l# T. [: N( o
- .ENDIF! C+ _# O e# z& U: r
-
6 o! r% b2 ], U) r2 V - .IF 2 = MUSIC_THEME 9 h$ \9 ~! ~1 W. |- h# g* {; O
- .INCLUDE "data/music/Ninja Gaiden 3/config.asm"5 S* U7 H- N- k0 d3 \# O
- .ENDIF
* v3 {$ t2 ^# S4 Z3 W! l) |; W) Z
5 e& w& x0 L/ k# }! K4 K- ;======================================================================0 B9 Q8 \; o. \& E; j: S4 U# i9 S
- ;引用CHR图像数据" a. o. w4 a4 F- T: C' J% ^6 V. l. j
- .BANK NES_16KB_PRG_SIZE * 2
& Y+ K; A" C5 m! G& P& Y, j - .ORG $00007 x, _& e; r$ n8 n: {& |
- .INCBIN "data/bkg.chr"
7 }5 f% _- x$ o* ?1 I- ~* _ - .INCBIN "data/sp.chr"
6 A& G- ]' x3 D -
* l# R8 {0 N/ Z0 p- R* O9 P - ;======================================================================
) C; @) r* H9 ~ - .BANK PRG_DATA_BANK_E000 & BANK_DATA_MASK;设置程序所在Bank7 |5 L. M' F& ^8 c/ I% U& ? r- {
- .ORG RESET_ADDR/ m& d4 W5 @( C
- ;======================================================================
6 Q( c# Z# X. F3 p1 G" |! b% V - ;引用其他源文件2 G, @. R% o7 B; ?: Y# r. }
- .INCLUDE "fc_demo_ppu.asm" ;PPU处理8 ^/ y& C) B5 Z. A' i, j b3 j
- .INCLUDE "fc_demo_joysitck.asm" ;手柄处理: p8 K) a. p- W* S& q: d
- .INCLUDE "fc_demo_static_text.asm" ;静态文本处理" s- O' R' N* E3 O$ P! E
- ;======================================================================
1 H$ T3 {8 m# t0 U - / r9 W F3 F0 [* l. b8 b' e9 b2 V5 J
- ;======================================================================
! ]( [2 l" O4 z" S( T$ [7 X6 e - ;等待VBlank到来2 y& T" n2 i7 A" k
- Wait_For_VBlank
) L( \8 ^( p* @2 B: ]3 y - LDA PPU_STATUS
/ d7 C1 |4 Z( m; O& i u! {. o- x% ? - BPL Wait_For_VBlank9 A7 K: z j, Q; M, T$ W4 X w
- RTS
! o$ x* K- }) B* H( \, R! z
], ^+ \% M& m' _/ {0 v3 R- ;======================================================================
/ B- B, s7 J. `' Z* V- W( H - ;调色板初始化
+ O" c& Q, k0 p+ w - Palette_Init
( B* \9 G( f l - LDA #$3F
) @6 z+ l. O* q - STA PPU_ADDRESS1 B7 O$ U9 _' ?; ~1 t6 z
- LDA #$00+ e+ O' |* L& l8 P3 a9 p: }
- STA PPU_ADDRESS6 v' N+ _8 ]& d# T! V* F$ R3 j; z
- LDX #$00" B( c7 A5 a: A1 z; i
- LDY #$20
9 X+ h; I4 x1 B$ @6 F0 O$ N8 C - .Write_Data$ w7 d% S& N# m5 T9 _
- LDA Palette_Data,X
- x* J4 w$ c- n5 W5 s1 U; I - STA FC_PPU_Pal_Addr,X+ k$ e% {6 w- V0 a# l A
- INX
% N5 w- M# c/ ^" t- o - DEY
0 {" p) r {0 T3 b - BNE .Write_Data
1 B+ D1 I2 J) N3 Y+ K+ w - .End
. e( w8 T0 g; J, A/ ?% L - RTS: U: k7 i G) B, o5 \
. i2 a ^7 i8 U2 B8 R/ R- ;----------------------------------------
, N9 B6 ]" ]+ k! U$ V& N; F9 Q/ { - ;调色板数据' a/ }- ], m6 G$ }( q- A0 x
- Palette_Data' n) O: [8 X: \% w3 v
- .HEX 0F 20 32 02 0F 20 32 0F 0F 20 32 26 0F 1B 0F 1B( j7 u6 d" o! A: I# [
- .HEX 0F 21 27 22 0F 24 24 24 0F 21 21 21 0F 22 22 223 i8 D7 [* \7 X+ m' _
-
7 ?/ j/ V' z$ E* O2 I: n/ ^ - ;======================================================================" T0 r' b4 u5 r! O3 ^& |% D
- ;命名表清空, ~. j; {5 I# g3 A5 \6 w+ Y6 C
- Nametable_Clear1 N/ h& {/ ^* C1 t6 J6 Y: {
- LDA #$20) u% R* x! {, C) L
- STA PPU_ADDRESS
. H+ |6 F3 u( W- I - LDA #$009 A" ^6 @9 \$ @3 \5 }3 d5 N: l
- STA PPU_ADDRESS
( d9 V5 Y) E% ^& v# F" e, s3 }( ^) n - LDA #$00
; B! _5 |$ r0 v" x, B% K6 F+ G4 Y - LDX #$00
& v1 L$ f7 O( B0 m" P) W - LDY #$08, U# }4 f# _& E+ R
- .Write_Data
# ]# K6 q, q: @7 L - STA PPU_DATA
5 F% u" s1 r( g: w/ H. G# v - INX
3 z; I5 m+ V% }/ X1 {+ b4 [ - BNE .Write_Data+ {' ?+ a* \* [- N2 e
- DEY X7 I! S+ R: S' K
- BNE .Write_Data
; b. v+ G( X; s1 G - .End! c7 a9 d1 Z8 f7 Z! J6 d* y- x
- RTS
- o m8 Y! h& x; c9 D! n - 3 Y% A$ T# B% r# n
- ;======================================================================
" u6 i' `+ i1 q8 h: o! k: D - ;音乐曲目切换6 @0 l. l1 H* [3 P. k+ N! R9 z
- Music_Select_Process
2 X, K0 M4 [) I# y' j& i; o
. O8 q- r% u/ N7 i2 V- .Pre_Music;上一曲
# ?# \; c% I5 e; U - LDA FC_Gamepad_Once
8 Q, p- l% l# g - CMP #JOY_KEY_LEFT3 O% p1 k! P- i& u. G
- BNE .Next_Music
! D; Y7 T* E7 X3 H# L& y) A - JSR Music_Play_Pre$ J1 w2 N) v4 x- z& X+ e( h9 w9 x
- .Next_Music;下一曲9 T3 H# m" S! J3 Z" Z
- LDA FC_Gamepad_Once
) C& A; o# Q- z9 E! D, ^; j/ F - CMP #JOY_KEY_RIGHT" H6 J1 Q8 g' H3 \9 N
- BNE .Next_10_Music
/ j$ f1 R$ u2 L; l - JSR Music_Play_Next
) l+ @2 a4 M( x$ T U, Z' _& | - .Next_10_Music;上10曲3 y2 t- `$ @, R7 t$ F
- LDA FC_Gamepad_Once" l6 U8 r. W- `
- CMP #JOY_KEY_UP0 ~5 b' M0 `/ a
- BNE .Pre_10_Music, S2 m7 t2 {0 A' M* [- A2 U6 A1 J
- JSR Music_Play_Next_10
3 R! K& o# I" c9 q0 c- `; A - .Pre_10_Music;下10曲
: n7 f, W3 J; O7 R7 @" K - LDA FC_Gamepad_Once
' ?% Y; Q: G7 r - CMP #JOY_KEY_DOWN2 g4 \- b: p4 s7 H) C
- BNE .Reset
3 ?4 I: U# V% D' a" O2 ? - JSR Music_Play_Pre_103 [4 s8 g0 K* V
- .Reset;重播当前曲目
% A& M" \! Q$ |/ Y8 l. } - LDA FC_Gamepad_Once
$ K! `% K, ^& x& ]: P! V" i+ N! D - CMP #JOY_KEY_START
3 F" U v4 m( p, g# P - BNE .End/ C% J$ y, P: ~. I
- LDA FC_Music_Index! |$ E9 z; l4 a8 ]: B
- JSR Music_Init_Process
' n$ B/ u6 ?- r U - .End# X* v/ I6 B% T! _, y' _
- RTS9 ]( S! L: X( e3 O& j5 H
( n) f2 N0 l7 S- ;----------------------------------------------------------------------
2 O2 m* V1 C7 w) r; F% T - ;播放上一曲) z$ v: c3 ]. ?) t) y9 \# I
- Music_Play_Pre
% k8 D1 I1 |( O; ]$ z - LDA FC_Music_Index
) F2 V: Q# ^& Z1 N h1 J - BEQ .End- E" \# `# L F+ I4 g
- DEC FC_Music_Index
6 S/ O' Z) l# ?! G5 A9 c5 V - LDA FC_Music_Index
2 `- }) i7 ?' i" ^: ? - JSR Music_Init_Process- E) }! ?/ u4 c9 M2 C
- .End( t |) d2 G$ K
- RTS4 o, b, \+ B ~
- ;----------------------------------------------------------------------8 @% Y7 n, e1 \/ X) V
- ;播放下一曲$ J3 P. u* }; F! d. V& s
- Music_Play_Next
7 v1 ?2 I- ]2 a/ n5 P7 Q1 L - LDA FC_Music_Index; m( C; w' j8 f) `! H
- CMP FC_Music_Max_Index) V# h; X# Z3 I0 m/ r1 @, ~9 L1 Q
- BCS .End: d. B) o5 ]" n: P
- INC FC_Music_Index
! z% N5 ]5 f2 G - LDA FC_Music_Index- @* y2 L" R# p9 K& x$ H
- JSR Music_Init_Process' B- ^% i8 O$ g5 d' g
- .End
: V* w7 L5 \. r6 J& Q5 q - RTS, B5 E0 \ ]- w7 P0 M4 R0 Z- c4 g9 [
- " E7 }: |; q8 w+ Q9 m- |7 S
- ;----------------------------------------------------------------------, h# p: c& Y* i5 O
- ;播放上10曲( \0 i3 `/ b5 `1 T# u$ @% d# ~
- Music_Play_Pre_10
4 `( y% y! a# j% X' D! A, n! u - LDA FC_Music_Index
) o2 u) A# h. S8 m' y K+ v2 q - BEQ .End
1 {9 `3 L7 X+ V# j1 Z9 S; Y9 r - SEC# ~ `, W+ h! g
- SBC #10
5 @3 `5 ? {/ @& K: l7 i - BCS .Pre_10: M# w& k2 H) f# h5 G
- LDA #$005 ], ~" d5 u$ n
- .Pre_10
" S1 W3 S7 S" C0 I - STA FC_Music_Index
2 F3 j- |( k" e6 Q# a - JSR Music_Init_Process4 e2 k% A$ d. D! e" r+ D# A, @
- .End8 o+ v9 V5 Z$ ^$ ?6 z( E2 l& @
- RTS
+ \+ R1 o1 ~( \6 |" e - ;----------------------------------------------------------------------0 P# s) q, h& h
- ;播放下10曲
0 l# |0 @7 M( e! g. H/ e# r - Music_Play_Next_10
& s* ~, D0 ^1 d7 A B - LDA FC_Music_Index- C' i( c+ ~2 @) X
- CMP FC_Music_Max_Index! o, L5 z) q6 T+ U' c+ K
- BCS .End+ {! I& _ O/ N% k! O
- CLC/ @- V7 @! R# H$ a- C+ f
- ADC #10
6 ~4 \1 C8 D6 X+ h d& I - CMP FC_Music_Max_Index/ T. l u8 w+ [) F& b# y. G
- BCC .Next_10
) v4 w7 S0 y0 R4 v% e0 S/ P1 ^) \3 B - LDA FC_Music_Max_Index
: V9 I9 o3 _) j, {: {: y2 @: B - .Next_10! S( E, r! Y* Z* ~9 p7 a7 M
- STA FC_Music_Index9 O. D8 u; ^- c) Q0 c1 c8 c* L8 k; [
- JSR Music_Init_Process) w9 N- l q0 |: `& h
- .End# X* j$ v: e4 o0 j% U
- RTS- Y6 z3 N/ v/ p7 S$ ?% p4 w
2 [+ C5 @9 l, e) t L0 S) ]- ;----------------------------------------------------------------------
- k: J4 x6 m8 }, a; f; S5 F | - ;8位十六进制转3位十进制制
1 m: F9 G4 |* X0 Y - Hex8ToDec
1 n7 s- {# s- } - STA FC_Dec_Data_12 P- Z' O* i- D) Q) q4 L
- LDA #$00* r* j9 r M& B' F5 i
- STA FC_Dec_Data_100
3 h/ D" i/ N9 }# u - STA FC_Dec_Data_10' s( [; J8 l$ V' F% x" V' o/ q% {
- LDA FC_Dec_Data_1: ~& o5 T& B+ p
- .Convert_1003 B! y# C, |9 I" \8 Z; h6 r2 y
- CMP #100
: l H* k" J+ s+ ~4 y4 L - BCC .Convert_10
. ^ W O+ |% E2 g - SEC# M4 Q* z, G# y7 K; w
- SBC #100
' @: e7 S4 U- n& Q- d, v% r! m/ Q7 B - INC FC_Dec_Data_100! E. z) Q3 X$ m" F) s
- BNE .Convert_100
1 ?/ |: I1 ^- C/ f Z - .Convert_10 o! t" w( \% x, p
- CMP #102 |6 z4 j2 k/ l1 I
- BCC .End7 j' ], B9 ~7 Y6 z
- SEC% v* {! E y9 m. ` f" W3 V' Q* C, |
- SBC #107 U: N; o! m ^# f7 N9 A
- INC FC_Dec_Data_10# E6 {! W$ }% v7 I) B! [# v
- BNE .Convert_10
# f5 F A2 w7 W0 |7 @ - .End' J/ O* I1 h- p' H$ P$ t U8 V
- STA FC_Dec_Data_18 i* s+ o2 S" w, l' z+ m) |
- RTS; h, n$ h3 k: R3 E9 h' m& _" c' v" ~
0 z( m2 v9 p4 U3 b) ~$ x& O" F- ;----------------------------------------------------------------------
+ ?" F2 \- N& N6 [- F - ;显示曲目信息
3 D" G8 L+ f" T - Music_Info_Display
" w; n I3 P% I - LDX FC_PPU_Buf_Count9 y; y, H+ Z- Z
- LDA #PPU_WRITE_MODE_CNT_LINE
* m3 ?% L4 H9 Y9 @; d! X - STA Use_PPU_Buffer,X8 _7 t* Z+ b7 h3 Q" }0 M- k; A
- INX
: {* g. D' P0 J* q1 h/ ` - ^) V, \8 u2 l3 O7 _# I' y; F
- LDA #>MUSIC_INFO_POS: P3 a6 C$ Y& u/ ~& H
- STA Use_PPU_Buffer,X
& K5 p6 H$ ]( B - INX* n' ~! `3 p# n9 c
- ; E- g% v& M1 [5 F1 b( ~( ~
- ;居中
: o! A7 v4 K0 _+ L$ R; u( j - LDA #<(MUSIC_INFO_POS & $E0) + (32 - 5)/2
* e9 z1 X' L% `: Q' u - STA Use_PPU_Buffer,X
5 f7 D6 \% q( [; U- n7 x - INX! n& {) ~( |+ A2 P# d) g
- : ]% A) p/ O. S" x8 X$ c
- LDA #$05
" Y- Q: M% I6 \$ b0 ~) S/ f - STA Use_PPU_Buffer,X
+ m+ A& D4 t M& z' ~ - INX" T+ a, {" U4 I$ U/ k
-
, K7 j, O+ s! x4 B V - LDA FC_Music_Index
4 |# w0 c# o, D: {% n( b - CLC
& _/ f/ X( `* P V, Q: w# X - ADC #$014 ~. K: Q- a. Z) K9 V: g
- JSR Hex8ToDec$ q- ?/ e# N+ u- W
-
8 M" O9 H0 n9 z+ x* D7 F& V; o2 o - LDA FC_Dec_Data_10' g: T2 Y ~6 F1 n- U' P; _) F
- CLC
0 L V1 ~+ i) k4 K4 w! | - ADC #'0'
' I- y; j, A$ b' y5 `2 {8 T1 p - STA Use_PPU_Buffer,X e' ?; V" c% T: w
- INX; _% l' L2 m* P \8 [
- + z+ B8 {& g8 }5 E; ^2 t
- LDA FC_Dec_Data_1 O' n& t D9 |6 F& W7 }& Q- [
- CLC
: v& S4 A/ o- p% Z - ADC #'0'
, l& k; @7 N0 j4 P7 f+ G4 ^0 i - STA Use_PPU_Buffer,X
2 s+ A X2 |" i, j9 ~ d - INX( Y {# i. J9 H" |/ k
-
& d+ s9 }9 r% T$ O) v' L# {* c - LDA #'/'7 y9 r% T! y+ t" j
- STA Use_PPU_Buffer,X$ s% T6 u6 T4 u% v
- INX
9 G: |; X. R. w9 A1 H/ J6 [! I. F -
4 O3 J0 f L! D3 U! Z p/ m$ _5 R$ [ - LDA FC_Music_Max_Index
0 C' Y& S$ Y! b3 p2 U {- s. i - CLC @/ d2 _* p4 @5 F0 C
- ADC #$01) Y6 g2 I6 ~3 m) k" R
- JSR Hex8ToDec
6 }& ?: o7 u" m -
* Q( e* a; t9 c" I - LDA FC_Dec_Data_10; F+ ?7 b+ y& {; u
- CLC! ~, U9 d1 ]' A( [3 X- A
- ADC #'0'' R; @# L) r! r: T
- STA Use_PPU_Buffer,X
9 i/ i! @. U: k+ x% d2 I7 ? - INX' P. C3 h6 T0 v' i8 @4 G& u
- + b% s2 V2 U. r @& ], l2 P
- LDA FC_Dec_Data_1
5 x5 K# n5 O* r+ E - CLC
: y: m# i/ `) B7 h8 i0 q H - ADC #'0'1 T9 _$ i( m9 V, b2 ]
- STA Use_PPU_Buffer,X* @6 A7 U; j* ]
- INX
# K* I+ _. C/ t: ]7 T7 Q- K( N -
: {4 y4 p: k# v; v! p - .End! s) u3 R2 ^* G5 q$ M, ^
- STX FC_PPU_Buf_Count0 c2 ?& G% }& Z
- RTS
* Z4 Q c+ x" G B0 B2 `1 r
$ H( c' ^0 O9 t6 O1 y$ f- ;----------------------------------------------------------------------
1 V, a9 ]8 [+ f/ d1 W* | b - ;音乐曲目初始化处理% O# H) \# B( {
- Music_Init_Process
9 C- Z: K6 p/ ] - PHA; c5 d Y' {7 J
- JSR Music_Clear_Process; E5 A5 V+ L: c. n7 t
- LDA #$1F
- Z& X* n: r8 s* O - STA $40158 u! M( I B2 ^" F4 K( b
- PLA9 l6 |: t. Y# ^( Q5 J
- JSR Music_Init_Addr
: T2 x* b, @, u& Q* [1 u) H - JSR Music_Info_Display
4 x, j) Q4 U) b6 F - RTS
& K4 o/ |9 y# b- l9 q3 S
* _- {. _) i% Z! g! i' M/ J- ;----------------------------------------------------------------------
+ p5 {/ s" s' Q8 E/ z7 O! Y - ;音乐播放处理4 H/ M" X+ D |4 i
- Music_Play_Process
' ~! T( ~; D& e3 c! s5 k - JSR Music_Play_Addr
0 b, d, s) I: J% o# Y# ~8 j* K - RTS6 t" _0 j7 m' m3 d; W# W6 f; t6 s
$ n; a4 H" @! `: Q* W- ;----------------------------------------------------------------------
1 g3 I$ w1 x( o! v9 r$ E Q - ;音乐播放处理# I$ K2 t0 A7 R& l; j
- Music_Clear_Process
. t# ]0 Y$ v! t' h3 R- Z - .IF Music_Clear_Addr- D6 ~$ K! V7 ^$ F: K( c
- JSR Music_Clear_Addr
: X; r3 r7 B4 B; {) Z4 x - RTS
8 t9 |3 h( e$ I7 i3 l - .ELSE
4 Z4 d- k* h$ }8 ~' [/ U- ^6 B; g - LDA #$1F5 q4 o' A8 G+ i
- STA $4015
0 K5 c# l2 ]3 h& C - LDA #$00( [ ^* u4 A9 ]4 w$ Y) N" o! J. S
- STA $40100 M. S( O% i; } j
- LDX #$00: [, Z4 D0 ~! B; x8 p
- LDA #$00
; N0 I0 q: y" a9 _. q! j - 6 y5 M3 Y* Z2 U& a
- .Music_Clear_Zreo_Page_05 X8 W6 E+ T# m u1 S
- STA $00,X% _) s+ M, x- K3 K8 r* N$ z
- INX
4 A* b, C& e$ ]& m - CPX #Use_Zero_Page_Begin
$ X# F) ]- N1 i - BCC .Music_Clear_Zreo_Page_0
* |' ^% C8 t1 |- t" l -
# ^/ \2 W( F% h+ s/ S ]# z | - LDX #Use_Zero_Page_Begin + Use_Zero_Page_Size
2 w$ }7 I/ V# h - .Music_Clear_Zreo_Page_1
4 U6 _$ _5 f8 U: S5 s6 U- H/ @ - STA $00,X
1 L, ]7 \% @3 ]6 y6 L/ ~6 G8 e! [ - INX
' j& }" q9 q& P* x6 f) l - BNE .Music_Clear_Zreo_Page_1
5 s R( l! g8 V* W -
: _! }1 h$ ~% D, m& i! a# f) p, U - Music_Clear_Process_1
8 o- Z1 n% k+ _4 ?. T7 b - STA $0600,X
+ b! r( l0 v3 p- M2 O - STA $0700,X8 b/ ^! D$ i+ C2 U4 B' Z$ L# \# u
- INX6 H4 r r, v& C& X: C+ ~1 q _& g$ v
- BNE Music_Clear_Process_1- s# [7 U7 z& S: A% U
- LDA #$10
( B) I6 o+ c9 V. n5 ` - STA $4000
& g" k, }/ p* F" I0 Y X - STA $40041 D7 a8 `9 K9 B8 l
- STA $400C
1 r( i3 V+ _, ^( B - LDA #$00: R1 j1 `) o- y/ Z. s# g- `& Q
- STA $40089 t5 K( h$ Y# O! R7 ^! v" v
- LDA #$0F$ R' L. a7 Y- X z: A
- STA $4015
2 t7 ^7 i7 ` k9 q - .ENDIF
1 y6 q, Z+ J- i- l. W -
; K; @0 n$ k% R# \6 R" d. D - RTS2 b$ F; w4 [% \
5 N3 S3 Z d% R; H# c9 `$ G; `- ;======================================================================& D8 m* }8 W! ^* S3 h; `
- ;重启处理
8 n% X9 F0 M% [# }# J$ Z8 z - Reset_Program) `* ^: o! I4 H& U: r2 W
- SEI9 V& g6 {0 F, `. _ j# R
- CLD+ M6 d7 i. e+ G
- LDA #$00 z. H' h" x$ |1 f# W& k
- STA PPU_CTRL4 T" u8 l2 G2 l p
- STA PPU_MASK; d9 ^1 t+ ?$ D
- STA JOY2_FRAME
; h, o# P: e' n - STA APU_STATUS9 @3 V9 W0 |1 O; H; {. b j5 ^
-
: ?+ K! d1 B1 g- s - ;等待屏幕准备完毕% K, S! N" s% }# z$ Z
- LDX #$02
; l, A2 t3 k9 Y [) v* f - .Wait_For_Screen_Ready' u& @& I6 D' V! O2 \$ w4 R% I
- LDA PPU_STATUS! \; e6 n$ a4 J* _& Y+ d
- BPL .Wait_For_Screen_Ready
7 ?/ p* R, B. N) e; {) l - DEX) N- W4 \6 O; @7 `& e% P
- BNE .Wait_For_Screen_Ready8 X0 N% ]7 P( l9 g0 _
- 4 q, f: i2 C" I" E3 v* c% @: b- u# e
- ;清空调色板$ g0 r) i$ j8 o2 o6 D+ D: y
- Palette_Clear
' l; Y& n; p& V) ^# {" u - LDA #$3F
6 z# u& ]6 U2 g* q; F - STA PPU_ADDRESS- O9 ~2 M, J. g5 a! a) E6 U
- LDA #$00. ~3 J3 |% N% y& n
- STA PPU_ADDRESS/ |0 {2 x0 e4 F
- LDX #$20- j# v) W6 F( C6 b
- LDA #$0F
$ b0 q4 j- n2 `2 r% |: m7 C - .Write_Data
7 Q( ^& y6 c. P4 {; h- Y2 \ - STA PPU_DATA. ~7 E, R* Z& L& e$ T3 S
- DEX
: ~( |1 Z2 O# V* h* { - BNE .Write_Data+ E) v( e" |8 O: ?, I( e) P9 {
- ( X/ \, J) e5 d0 z% V; w$ d! G
- ;清除声音 $4000-4013
$ I0 J! e* Z$ n3 {' Q; @7 Z - LDY #$14+ {" @5 {! D) p) ]1 `
- LDX #$00
$ @5 d! q0 b( C: k7 H - .Sound_Clear
- R4 ]" H- o( X6 |! l) \ - STA $4000,X
! x. m1 u8 O5 y; Z R - INX
* K; \$ o* V4 x& z) v; y - DEY
: S1 c4 _" t/ D/ G# [: d D" D - BNE .Sound_Clear' ~5 A3 @. r8 w
-
) F% c" m5 I, N* \$ d3 h - ;清除 RAM $0000-07FF3 h5 T, G: ]7 i7 D1 c
- LDA #$00" a" w! h1 r4 @/ ]" c) y5 G
- STA $006 ~, l f" T3 j9 J! U N
- STA $01& O1 F5 Y8 A: Z. B2 z
- TAY
}6 L$ j# l4 U6 w$ b( T - LDX #$082 t z4 l4 Z4 R
- .Memory_Clear3 L: t) d. S: D6 J, W- S
- STA [$00],Y8 h& x4 b) `: u( e: M- g
- INY* B1 @7 F9 W& J8 X1 B1 S
- BNE .Memory_Clear8 t$ u6 a& ^& y8 z5 _, Z+ j
- INC $01) d0 B4 A- a. f& k% d; j2 P
- DEX
8 h2 _' T, a8 S - BNE .Memory_Clear3 ?7 }% f3 [ I+ M
-
( T0 {) Z: t* u) |+ e1 } - ;精灵缓冲初始化6 c- F/ l' c- ~
- LDX #$004 i \9 D. b" u: p' M0 \% G
- LDA #$F81 S# k8 O5 m- `: T+ z
- .OAM_Clear
! U2 [4 B4 B# \# l4 u r - STA OAM_DMA_Buffer,X
1 C2 p9 [* l, v8 T, f& r - INX- d1 K0 W7 m7 @# @# c0 W
- BNE .OAM_Clear
2 Z' N0 Q! \2 y1 l% U) M- J: k -
: p9 R, ]' }8 P8 h" @* P - ;栈指针初始化' h5 W G% X: ?
- LDX #$FF
. j. T4 `* ~; E8 S/ | u8 E: @ - TXS2 v& L3 A$ F. ?
-
0 M$ ^9 F, ?1 E- k' J7 N r, @ - JSR Nametable_Clear;命名表清空, {) i) f \& `: I7 M
- JSR Palette_Init;初始化调色板缓冲
& j4 j6 D3 M# P: p$ ^+ ` \ - JSR Static_Text_Init;初始化静态文本 H3 Y$ P* B* S) f0 Y8 X/ ?
- $ m3 a% i/ e3 p- j* s* \
- LDA #MUSIC_ITEM_TOTAL - 1
; ~: w! {& ?! K - STA FC_Music_Max_Index( ^: [) k! Y" q) D
-
% j3 C$ ?& w/ X' E, G - LDA #$1F+ k6 Q. }+ C: M u; o M. F
- STA APU_STATUS
9 o" c2 q: t* M0 \8 v; f - LDA #MUSIC_BGM - 17 C1 F8 _/ @- Q; g/ p
- STA FC_Music_Index" ]1 `- w8 t6 x3 h$ o, d& N
- JSR Music_Init_Process;音乐播放
6 B" R' n1 _ N" n4 { -
1 n7 P* P5 O/ i! W& M - ;设置屏幕显示状态缓冲(当NMI处理时控制屏幕显示状态)0 Z( s6 y0 _5 X3 g
- LDA #$1E
* H9 y) N8 h2 t+ t/ p - STA FC_PPU_Mask_Buf
. B2 t4 _! }6 r- g5 l( [ -
5 @; g' e, W" W% s& S: y( F3 M - ;启用NMI处理3 {6 O* u) ?6 v
- LDA #$80
/ j2 w) |% g- S0 O - STA PPU_CTRL
2 K1 ?6 Y$ y% F -
/ u6 I8 e# N! ~9 N- O% U' D - ;程序循环, 剩余工作交给 NMI 中断处理+ ?/ ]; v0 S& k" O' W: d$ E
- .Loop9 l0 c( S9 t# Z. d' y. X8 w8 m
- JMP .Loop
" x5 j0 Y, ?$ S& @
& d+ B' I) o- K- ;======================================================================+ Q- Y% m$ L9 t7 v" L) f8 n
- ;不可屏蔽中断处理
U& t/ x$ v) G& P+ G" B. [ b - Nmi_Program# q: q+ l; c! J/ [% z1 w- M
- PHA. ?) x, O; s6 y8 h3 N5 `2 ^
- TXA
' k& q6 ?) b$ X4 M2 I4 F! g. d( f - PHA) d. e- \: K- O9 e9 e1 Q a
- TYA |/ C x, n/ Y% R9 ^( v% }
- PHA
; e1 W+ h0 [* J2 R0 i z - # I o+ H( h0 ^) a
- LDA PPU_STATUS;读取使得 PPU状态寄存器复位' k# N' h2 K8 p- g& F
-
0 H# J. H) E+ p/ h3 ~( J: C* @1 Q8 k - JSR FC_PPU_Procrss;PPU处理) A, ^* [9 ]3 C
-
) l6 n, ~" B7 @; } - ;精灵内存更新3 A5 Z: M: D* M! H5 ~
- LDA #$007 f% R! K( k) C0 Y4 }
- STA PPU_OAM_ADDR
! o, k6 K l+ |6 B# y( R, t% T - LDA #OAM_DMA_Buffer / $0100
& i/ P. V/ G8 J7 m3 ~" { - STA OAM_DMA
: H* v9 B& c+ X4 P" W$ y -
' t. T& E7 X% j - JSR FC_Gamepad_Process;手柄输入处理' [# L$ f$ H2 I7 @; }
- JSR Music_Select_Process;音乐选曲处理
6 u. O5 P3 h6 m9 u, Q$ _' b - JSR Music_Play_Process;音乐播放处理
* x3 O! {3 i2 }& z5 d* e h) { - " {6 c, q/ S1 h3 Y' }# c; {
- PLA' f$ p! p8 ^9 D. w" O& _1 w
- TAY
, D' h* }+ F- U- D& g - PLA
' n1 h+ f# X2 p; K1 M( ^9 L- I. A' N - TAX5 q' r" `, n Q* ~
- PLA& @" ]/ Z) M* X$ {3 i+ j
4 ~6 \; @! L# p% b( t- RTI7 t0 w3 |% s+ T+ c
3 d8 t. u. y- W* B( e4 k! H- ;======================================================================
7 [! ^. u6 ?; i+ [- H9 n/ k4 k - ;请求中断处理$ S$ |6 G2 `& V6 j! p: X, ^
- Irq_Program% w0 m+ \* H* u! N7 u& y# K/ H# n
- RTI
: _! ]% A* A h - 6 K8 e" U5 t( G5 k
- ;======================================================================4 S/ Y3 N. F& U, X! m: v5 y1 U1 ^
- ;中断向量表
! H, i1 L* O+ c, Q: u1 n$ ^ - .ORG $FFFA% Z! s7 U# A3 H# B
- .DW Nmi_Program ;NMI触发时执行
- F% C, Z4 W. e - .DW Reset_Program ;载入ROM时最先执行
4 D( W/ y( t$ g7 S4 B - .DW Irq_Program ;IRQ触发时执行
8 _. A" a; c# q6 u
复制代码 3 C% ~% x" z$ m* b
" k a) \! r! T
9 |8 a5 q+ d/ I: d e# x; p& mhttps://gitee.com/flame_cyclone/nesasm_3_2 |
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