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这是个 nesasm 3.2 入土教程, 感兴趣的可以研究下9 ?6 _# v! ~9 M% J: u4 _! A
2 p+ D: \2 ^1 u* U2 m
以下是主框架代码:
" ^8 n" I9 }3 r& K. x* ^+ e- ;======================================================================
- \; O# Y4 b# } - ;文件头
3 W+ ^" ^" Q$ \ - NES_16KB_PRG_SIZE = 8 ;16KB PRG大小数量
3 a* H8 E2 K. f - NES_8KB_CHR_SIZE = 1 ;8KB CHR大小数量7 z4 o9 m: }$ [
- BANK_DATA_MASK = NES_16KB_PRG_SIZE * 2 - 1 ;bank号掩码/ h! `' V' j9 r. r
- ;======================================================================. S0 u, o/ M7 K( O% |
- PRG_DATA_BANK_C000 = NES_16KB_PRG_SIZE * 2 - 2
- N9 x. _; u- ^! j9 a+ I - PRG_DATA_BANK_E000 = NES_16KB_PRG_SIZE * 2 - 1
3 F+ y. j( u3 c( B3 P# v" c - ;======================================================================9 @0 a$ v* @$ u/ Y% h* h( j
- RESET_BANK = NES_16KB_PRG_SIZE * 2 - 1: | C, o1 _/ d q. t8 R g
- RESET_ADDR = $E000 ;主程序起始地址! p- H7 U% F6 V) E& Q. i, ^5 n
- ;======================================================================
2 }) [ ~5 z% |. U% o+ ^ - .INESPRG NES_16KB_PRG_SIZE ;16KB PRG 数量, $01-$EF8(1-3832),即16-61,312 KB$ r" s; Z& W- B' T
- .INESCHR NES_8KB_CHR_SIZE ;8KB CHR 数量,$01-$EF8(1-3832),即0-30,656 KB% @% J; n5 m! M: E8 d0 l
- .INESMAP 4 ;Mapper号 (0-4095)
0 r6 p( u/ P' D - .INESSUBMAP 0 ;子Mapper号 (0-15)
- o3 E. ?- G& H/ l0 N% o2 g - .INESMIR 0 ;命名表镜像 (0: 水平 1: 垂直 2: 四屏)- v8 F7 T# Q3 S4 D1 ^4 t' q& W5 b
- .INESBAT 0 ;指定是否存在电池备份 (0: 不存在 1: 存在)) ]) N5 S& i! X
- .INESPRGRAM 0 ;指定 PRG RAM 大小 (大小 = 64字节 << 计数); x8 ]5 R2 N) S: E3 c( m
- .INESPRGNVRAM 0 ;指定 PRG NVRAM 大小(大小 = 64字节 << 计数)' o4 n( y) L8 s: z
- .INESCHRRAM 0 ;指定 CHR RAM 大小(大小 = 64字节 << 计数)
7 Y5 L6 H- | E" [0 z# q( w5 ^ - .INESCHRNVRAM 0 ;指定 CHR NVRAM 大小(大小 = 64字节 << 计数)
* i6 p% D& I& o" N, P, D$ [ - .INESTIM 0 ;指定时序 (0: NTSC, 1: PAL, 2: 多区域, 3: Dendy)& V1 \) j/ S2 [
- ;======================================================================. G, N b7 ~, F' X) T- b
- .INCLUDE "fc_demo_config.asm" ;全局配置
. U$ f2 w% O- w; t' i F4 c - .INCLUDE "fc_demo_constant.asm" ;NES常量
5 J" r8 g, n1 u k! N7 f - ;======================================================================3 P" R8 D' P. @
- ;音乐配置9 w7 O+ ~6 w6 o, q
- .IF 0 = MUSIC_THEME
4 T+ A: A) v0 l( H( |) Y. Y - .INCLUDE "data/music/Gremlin 2/config.asm"
1 V3 q; g$ |$ B2 l- b; l: X1 x - .ENDIF/ U9 Y. ]5 W- U. c
-
# F! a0 C+ o* V& S5 U( | - .IF 1 = MUSIC_THEME n |/ Y; z, @( m9 c
- .INCLUDE "data/music/Raf World/config.asm") Z3 o! {8 c# w- ]
- .ENDIF
1 N# ] M$ M/ O2 q0 ~* R -
, V( F6 i, J/ g - .IF 2 = MUSIC_THEME + }) s1 ~5 B' v& v
- .INCLUDE "data/music/Ninja Gaiden 3/config.asm"
2 Z7 l7 P/ G$ V+ [ - .ENDIF* n) K6 @: B4 Y- \3 ]3 ]8 c
' ^. B/ p) c: I0 l7 F- ;======================================================================
7 f, a; l0 s+ ^4 L2 V$ E3 x- b# S - ;引用CHR图像数据/ }- a: ~$ X" P% r) {) L
- .BANK NES_16KB_PRG_SIZE * 2
* i) [0 q/ O. Z# X1 `$ w - .ORG $00008 z; j2 D+ U# u
- .INCBIN "data/bkg.chr"/ n2 x. b M$ c/ r! w
- .INCBIN "data/sp.chr"
! A0 B( |5 R7 h+ h/ f( |, { -
9 I( y( A7 [0 H# B* ?$ Q - ;======================================================================
2 L% o6 p1 e" G+ V - .BANK PRG_DATA_BANK_E000 & BANK_DATA_MASK;设置程序所在Bank. p0 u$ `2 ?, ]
- .ORG RESET_ADDR
: ~" U6 z8 a) u2 T( Q1 L - ;======================================================================. F Y7 G8 b; ^4 y( x g
- ;引用其他源文件1 _7 y; Z7 i: R0 D$ } I
- .INCLUDE "fc_demo_ppu.asm" ;PPU处理9 L2 c# n. q3 T1 n3 T" H3 l
- .INCLUDE "fc_demo_joysitck.asm" ;手柄处理* e: z2 N/ [' o% O& s2 a
- .INCLUDE "fc_demo_static_text.asm" ;静态文本处理# j# x6 N, p# I- c" p o& o0 p
- ;======================================================================; U$ D1 W; [0 O& c
. q" \6 d( q; ^( K" Q& e0 p- ;======================================================================! w; U9 y4 e: u0 y8 q0 B
- ;等待VBlank到来
4 n* f# @; O5 n% O H - Wait_For_VBlank
9 t4 n7 Q3 n L l* L4 [6 H - LDA PPU_STATUS
+ u6 r5 W1 z' Y/ \% i - BPL Wait_For_VBlank4 }1 r. d6 Q' c; T8 m
- RTS
. N/ a( X Y3 t; m
. s$ S# s+ O! }* V) l0 {- ;======================================================================
% D' L) |1 L3 O$ V, D - ;调色板初始化2 Z: H) x* X+ }: t% C. v
- Palette_Init; Z3 ?0 g4 u# T& j
- LDA #$3F
p7 y. M; l+ z - STA PPU_ADDRESS
3 e( J) P2 \/ i( d7 k - LDA #$00
( b- k' s# V+ Z$ r$ d - STA PPU_ADDRESS; r* N {! k6 B0 }# x2 t3 W1 ^
- LDX #$00
2 m4 H1 p* C+ ?; n% \' e - LDY #$206 W0 G6 S' H* P# n
- .Write_Data7 f* g# g8 l; U5 O. J; l9 I
- LDA Palette_Data,X2 j+ U8 d* D0 R6 H/ Q: @
- STA FC_PPU_Pal_Addr,X
( t6 g! u3 s9 o' ` - INX
' D$ I+ N7 \5 g7 ]) F - DEY4 n) K9 E3 s& X) r3 Q
- BNE .Write_Data
; L2 S1 \% x8 J% V - .End" }' v1 ^( Y0 H- D* R
- RTS
. r8 Z6 u8 L# [- {1 {
: w2 P+ o% h& B. | J. w. g- ;----------------------------------------
4 e" s* j& f% R% b) J - ;调色板数据% U% u+ x$ n7 f0 M, d
- Palette_Data
% A" E! _$ w+ e9 i" e9 ]3 U - .HEX 0F 20 32 02 0F 20 32 0F 0F 20 32 26 0F 1B 0F 1B& i, p1 m: N# g' M/ o
- .HEX 0F 21 27 22 0F 24 24 24 0F 21 21 21 0F 22 22 22( T5 J; l( t; M* W
-
) M x7 f& `0 J - ;======================================================================8 l& z6 b* P" J% |' v3 M( q5 K
- ;命名表清空
( l! o0 a4 M6 T) k5 g" w7 f - Nametable_Clear
2 z8 b" p2 w2 @# Q - LDA #$20
0 ~& ?( J4 ~ C9 \5 K( f" B - STA PPU_ADDRESS+ Q$ ` s" H" o& F4 s* I
- LDA #$00) X4 j/ Q+ w! g1 j' h$ [; `
- STA PPU_ADDRESS
: H4 }0 j" V/ T0 H4 R2 q - LDA #$00: `: o9 t6 Z# G( ^$ \4 S; \; b( n
- LDX #$00% D z- c1 m' f7 z
- LDY #$08: L+ C/ c% h" \
- .Write_Data
7 ^" R+ _! G" p/ s5 z6 l# _- x - STA PPU_DATA
5 Q7 G3 z) H9 s: _6 p8 [" ~ - INX9 q9 C; i( s! x) X7 y9 g% T8 {# ?7 {
- BNE .Write_Data) r* o& _# I# S
- DEY6 p, P1 e8 h2 [, X' N) i
- BNE .Write_Data+ h6 q; \' F0 I1 P+ i1 d6 c. b
- .End
7 A4 O, {9 j5 @& ]) r, K! j - RTS
9 {' y2 t5 B4 ~/ ~7 R0 U2 S) U - 1 v; P( \: m5 @1 ^8 Y
- ;======================================================================
) h+ ]) f- L1 ?" S - ;音乐曲目切换4 t) A6 G: V0 s+ T3 L& ~" J2 K
- Music_Select_Process
( A* P& {+ \" s, J+ m
6 D C0 v2 ?4 _. a- .Pre_Music;上一曲+ K7 P" M9 u' P6 w% q/ K2 k" W+ Q
- LDA FC_Gamepad_Once
6 P' C8 p" x2 P Q5 u - CMP #JOY_KEY_LEFT: c$ y( Q4 q$ O* E
- BNE .Next_Music
( b- X0 W1 E } - JSR Music_Play_Pre/ s+ K4 ?9 P9 \: ?9 L8 t
- .Next_Music;下一曲
7 h: m5 H, k) t5 s; ^5 R! D - LDA FC_Gamepad_Once0 W+ z b( T. j- t7 |4 L
- CMP #JOY_KEY_RIGHT
: T* O) {% p! w. \ - BNE .Next_10_Music
) z, p8 m3 F; ?! \ - JSR Music_Play_Next
- J9 O* ^0 b# }. R - .Next_10_Music;上10曲
& |7 A8 u8 Q9 Q: P0 G" J - LDA FC_Gamepad_Once
) d0 e/ }" V }% G; R1 ^1 ^ - CMP #JOY_KEY_UP2 y+ P. f: \ k1 U0 Q8 }
- BNE .Pre_10_Music4 F3 ?% h" D: K# ^
- JSR Music_Play_Next_10" E+ `" ?; y* J* f
- .Pre_10_Music;下10曲
p+ ?6 R, q& f7 e2 J/ i; z& m" v4 A6 O - LDA FC_Gamepad_Once7 S1 }. x& j/ q4 \
- CMP #JOY_KEY_DOWN
2 L& O7 k7 J7 _! ^- M' o" B: T# D - BNE .Reset
2 {5 i! R ]4 F0 y: i/ k1 m - JSR Music_Play_Pre_108 E7 X. `4 }3 T+ A# w& e' A2 A
- .Reset;重播当前曲目0 z' Z* U+ l0 U" `5 L, |0 v
- LDA FC_Gamepad_Once
( r; c" s9 i: a - CMP #JOY_KEY_START
. X. N8 u8 }) v+ }- W - BNE .End
" X' K7 Z1 p- U: A- |( ?4 v - LDA FC_Music_Index
. `( p. Z0 m/ z7 R9 y5 o - JSR Music_Init_Process
0 t" p/ N4 A! N: Z( [ l4 u- f6 z* N - .End. B& N) Y7 w @; E% B8 a" M. p
- RTS
$ U4 f+ e( u& e/ b; d' m( W
$ Z1 w, o6 C6 P- ;----------------------------------------------------------------------
5 r3 u' \8 W0 Q+ T+ Z - ;播放上一曲2 f5 Y D1 p; A0 z3 T9 s
- Music_Play_Pre
0 d: n1 n3 X9 M- G6 ]2 b0 D$ R - LDA FC_Music_Index
( }9 ~/ X. c$ O5 R& u6 ~* w2 [! @% { - BEQ .End
2 l3 L7 N& U6 K F6 v - DEC FC_Music_Index O' [& w: r/ E
- LDA FC_Music_Index
" \5 a3 a) z( \1 n3 P, e# H - JSR Music_Init_Process
X0 @: L! [: n, B$ Q1 n - .End3 R/ j6 C! ^& B, U, U
- RTS% g/ u9 M& ^5 s& P6 C7 G+ C
- ;----------------------------------------------------------------------
* b( D) l" L# [! v( X8 u: q - ;播放下一曲- @3 |1 n! |# {5 @
- Music_Play_Next% Y3 W# e) }, p2 R
- LDA FC_Music_Index
9 y( E( ]- r; y: | - CMP FC_Music_Max_Index
. r' i3 y/ g6 Y: g: t. Q. ^3 O - BCS .End
( c5 T" m' b8 b" X' V |( V - INC FC_Music_Index
& x" J7 z) H/ O8 P - LDA FC_Music_Index# ~* t0 L: y1 r2 Q
- JSR Music_Init_Process- O, E( r3 Y) }- u% T; X7 O
- .End
0 N9 ?$ j" ] p/ W - RTS
* j8 ]# l3 u9 Y5 ]( r2 ]
+ `6 y2 t& p, ^- ;----------------------------------------------------------------------
2 o, {3 U5 f" M7 R1 n1 u( K$ {$ B - ;播放上10曲
9 d5 h' Y1 k/ h9 g; A - Music_Play_Pre_107 [" `8 ~/ u1 n: }1 h
- LDA FC_Music_Index$ h6 B/ i6 O9 a) u
- BEQ .End
+ }: g1 O" j" N$ z# h X - SEC
( w `, N+ ?4 P+ D' [ - SBC #10
& B Z, C& y' |4 } - BCS .Pre_10( |3 s& s: I7 s& O$ o( ]1 C6 G; X
- LDA #$00; m8 B& x- F5 E! c
- .Pre_109 P5 ^- e0 s' |4 Y! j6 C8 O
- STA FC_Music_Index* [) c" v, k* v; n( T* }
- JSR Music_Init_Process
5 C' X/ m* @8 }* `6 ~$ _0 J, N - .End
( c7 h. c5 G3 @1 c2 m/ |5 a - RTS$ L0 d3 i3 M3 r$ v- p
- ;----------------------------------------------------------------------) S( G* S- u5 n, O
- ;播放下10曲
) ?" X9 T) ]1 R3 N - Music_Play_Next_10# j) P2 h) D5 F. ~6 ~
- LDA FC_Music_Index
: _# w- F0 y x8 X - CMP FC_Music_Max_Index9 l) A# \4 s+ n
- BCS .End
, c5 v0 q. r" m& e# a9 D7 |9 A - CLC
9 h/ M6 j3 \6 i, h - ADC #103 k+ \8 Q i `$ R7 I. D
- CMP FC_Music_Max_Index
" J9 P% p8 ?. J- M - BCC .Next_10
! v/ q; S- S/ X$ C - LDA FC_Music_Max_Index; {9 R) T w3 X% z+ p
- .Next_10* I8 ]" e2 N9 [% g& F
- STA FC_Music_Index
" d8 {7 r6 j+ \" L" P7 U' v - JSR Music_Init_Process
1 w6 Y8 o. ?- N% t - .End/ w9 R/ n$ b# O" _8 [) \
- RTS
: E# }0 x X9 k2 i1 z - + W3 D8 ]7 Z8 J; X
- ;----------------------------------------------------------------------
% i7 e- u% ~5 h! |# G6 v. F - ;8位十六进制转3位十进制制
3 C$ q/ q1 c/ b# K - Hex8ToDec1 @& b) u: x& b1 n0 Q
- STA FC_Dec_Data_1
6 j0 s( I8 L+ W& r - LDA #$00
) C7 I3 P7 C* p D: L - STA FC_Dec_Data_100* l9 A1 Y! `1 \; j
- STA FC_Dec_Data_10
) {, y7 X* G. { - LDA FC_Dec_Data_1' }4 a5 A; |+ u5 P; u3 ~: ~& ~
- .Convert_1004 }6 J% C( {) f) j$ D! F
- CMP #1000 z( C5 U5 ?4 V- P
- BCC .Convert_10- N* n' x. Q& O
- SEC
8 n9 J0 L: q# x: m6 I - SBC #100
; z8 w* w& {! @" I" M8 A* J; T b - INC FC_Dec_Data_100) Y% M- _0 E$ _! X
- BNE .Convert_100
- P0 [/ y) x9 u% N6 |7 @6 F$ S8 s; y - .Convert_103 j% P9 ^4 D0 R- b
- CMP #10( `4 D# ?0 w8 I8 o
- BCC .End* V; P( ?3 L* T# Y+ G& H6 X
- SEC0 y6 Z: m2 z; @3 D5 K+ f
- SBC #10
8 U2 L2 ?* [. I! N - INC FC_Dec_Data_10
* U* Z$ f; l7 E4 x5 S. X, i - BNE .Convert_10
2 P) ~* {. m3 S+ \+ b- B - .End
8 R: _- p) V7 z/ `( X - STA FC_Dec_Data_1. b/ q9 U; N6 ~, \0 {: J$ |! \ }3 A
- RTS
8 ^: o' m2 X: I4 b+ } - " g/ v- @8 h; s6 ?& f" }: k
- ;----------------------------------------------------------------------
e: X, A7 v9 j' R& _, W - ;显示曲目信息: S: k& [3 \! M% x/ F
- Music_Info_Display( U$ @4 X' Q9 N* f* v; m
- LDX FC_PPU_Buf_Count
2 ]( N$ i0 w% b! ~6 f) Q - LDA #PPU_WRITE_MODE_CNT_LINE
5 P! r, B6 D$ E4 }7 V, X* [/ P z% F V. \ - STA Use_PPU_Buffer,X, b* }$ L: l6 b4 v$ Q* Y8 _
- INX" I7 u' @% T) j9 {& @ m0 i. V- ] z
- y7 @8 b9 s; k6 \# }
- LDA #>MUSIC_INFO_POS* I. @! L0 t2 n3 a; K
- STA Use_PPU_Buffer,X6 V! o% l$ @' x1 ]8 G6 O9 N
- INX& c0 [9 c) A* Y i, G/ K
- ! y1 `- u2 U2 y; H; M; N- u
- ;居中
/ c% b. d' m$ b1 M/ w5 l' \% ~" W - LDA #<(MUSIC_INFO_POS & $E0) + (32 - 5)/2: r1 I( C$ S/ f9 d
- STA Use_PPU_Buffer,X" F# T8 Z- j: }; B3 V
- INX8 M. j# ^1 k% j; v, L! m3 H6 _
- ' D! z9 C4 e# h/ l: t& Q
- LDA #$056 B m5 _! f0 h/ }
- STA Use_PPU_Buffer,X9 m# `! S% s* l/ c2 Y8 l. h; o
- INX. Z! U4 [) D- {5 m1 O
- 2 P* c# [5 Z+ d$ I
- LDA FC_Music_Index. c; u- m8 j( H1 z8 r Y2 ^' H
- CLC& Q9 J, u ]: ?
- ADC #$01
& f3 z% }. r- | - JSR Hex8ToDec% F4 r9 ]( k) P4 C% `+ @
- S$ N! u8 a: q v) D# S$ M$ F5 g% ]
- LDA FC_Dec_Data_10
& c% T9 e2 l: Z1 [9 [ - CLC
0 s. s2 d: P, u7 U! N v: k" | - ADC #'0'' n) a- H& R' o R
- STA Use_PPU_Buffer,X- k# i; M) A! b9 Q7 ?3 r. S
- INX! H: F$ b) j/ Q; J4 c3 d9 B
-
& T2 x0 l; e: m g. E3 F$ e - LDA FC_Dec_Data_1' O' a/ t$ \1 v
- CLC- E& w! d" l4 L9 t) r3 y( m* K, I+ c
- ADC #'0'
$ P+ i: O3 Q( u# s - STA Use_PPU_Buffer,X- q1 b: Z2 I0 Q& {( H
- INX: O. z0 X$ _+ l! e1 f: n# P! V1 ~
- 6 E! M/ ]9 a2 W
- LDA #'/'
6 Y$ z" g% V5 r+ e2 F- y- Q - STA Use_PPU_Buffer,X
% v# }, N7 G/ k& e - INX5 g$ X2 b$ k0 c1 P' S& `
- - f' t8 ]9 E) p. d: J% ?6 g! P% B
- LDA FC_Music_Max_Index+ v: Z& p% o; Z x5 c% q
- CLC
* ?4 d+ o+ l% d4 }2 @0 p$ H - ADC #$01
% o/ K3 u9 W7 p( y) d* r - JSR Hex8ToDec! H1 W; n- Y! j) j( s( G L* S5 j
-
! A+ x+ ^+ f/ }3 Y% x - LDA FC_Dec_Data_103 I- { ]! Z$ y$ D
- CLC
$ K8 J$ F- W( |+ E8 G - ADC #'0'5 R I" @9 l* L) C, v/ ?4 J
- STA Use_PPU_Buffer,X
2 Y, T# @; i/ a5 m. U - INX, g; }5 f6 k# O
-
& |6 k, g) K I4 Q; s - LDA FC_Dec_Data_1, W, w4 ? f1 H Z: ^4 @5 e
- CLC
9 e* ?- L6 u3 p, M: o, E( I& Z7 @ - ADC #'0'6 S1 N' P+ r o' u4 I2 t
- STA Use_PPU_Buffer,X
. U' o3 H. g9 r - INX) [) o' W e ~' M& c
- 2 J0 L' ?# a" m; T( }9 M A, {6 L
- .End
6 [: f6 d+ `, H: G7 D - STX FC_PPU_Buf_Count- z, W& S9 I: o5 J
- RTS; Y) m, t7 b8 r- Z h8 r; U; D
- ^# v0 P9 H. n
- ;----------------------------------------------------------------------
3 D) l' \* E' v4 t" t! W9 ^- ]& O - ;音乐曲目初始化处理
$ ?0 _7 R6 M2 A: K* a - Music_Init_Process
- X- W) v5 ^! ? w1 p; \ - PHA
8 m g' E% A4 j0 k3 `( x I - JSR Music_Clear_Process g, a5 o8 e/ B& x1 C9 w3 I, @
- LDA #$1F
) D: H8 D* W0 o8 v- r - STA $4015
/ J4 h+ f& ~" Y Q" R" j! [ - PLA. v* g7 }6 _$ o! k( E7 C, o" {
- JSR Music_Init_Addr
9 Q/ y4 @* X* y5 v2 ?- b - JSR Music_Info_Display9 M0 C+ m+ m' z) e( m/ K
- RTS
) ~ o1 {2 t7 Y( f3 C1 V
8 F' K2 b. {/ I; K' P& Q. R- ;----------------------------------------------------------------------8 T- P0 ^( B; ^: `/ r
- ;音乐播放处理" N0 s0 X& g" h) w0 g3 p
- Music_Play_Process
8 h) @$ i% w4 T4 _ - JSR Music_Play_Addr
# U) @7 \6 G. T! i% o& J# k - RTS
, K/ Q- Q0 |# ~1 G4 S) _3 P0 P! |3 `
5 i- p( s6 A6 V" @/ ~ J, W- ;----------------------------------------------------------------------. S/ j5 o; E2 k+ y3 Z8 ^
- ;音乐播放处理
" m, b! y$ D# {! l! I - Music_Clear_Process
& W: w8 u" i: S% r - .IF Music_Clear_Addr
! O& D6 {: K2 g( t - JSR Music_Clear_Addr& ^* C. v1 j* T) x* ]+ V- [
- RTS- p7 O' v. G) `8 ^# \& R S
- .ELSE
8 P9 j& s% [ K) @+ x% W* e! R - LDA #$1F! q" l5 W- S9 k0 u; Y
- STA $4015- B* Y% i7 ~2 q4 e; b
- LDA #$00
! p/ p9 F3 z: C8 t- i - STA $4010 @2 k$ s; c% q
- LDX #$00
6 w5 t$ u0 t+ t& p- X% a, k - LDA #$00
8 Z) p" R2 h% m5 O4 U! }% O) f! r -
1 \* W* i( l2 r1 A" l - .Music_Clear_Zreo_Page_0
0 q& y$ X7 I& ~+ i - STA $00,X5 T% Z0 s6 m) a8 C
- INX( X( i3 N5 T6 T# A; L: p
- CPX #Use_Zero_Page_Begin
9 i* W( I; N1 B8 z# s8 f - BCC .Music_Clear_Zreo_Page_0
+ q1 W+ N' O( ^; } \5 E5 U- P -
$ `. V* z2 ?' O" `- k; [ - LDX #Use_Zero_Page_Begin + Use_Zero_Page_Size( ~9 T: l M7 a7 U/ R% [( Y
- .Music_Clear_Zreo_Page_1
% t5 m$ l. S) B7 N - STA $00,X
6 j- O* M& ~9 O+ a7 [7 d ] - INX
9 A9 |# S4 s- n - BNE .Music_Clear_Zreo_Page_12 A2 R! J `# F
-
/ q" ?9 n/ z' y( U - Music_Clear_Process_1. q7 ^ C: m! i
- STA $0600,X
/ P: h4 }: w, e' K - STA $0700,X
# ^/ r9 o6 u$ V, @' f - INX
2 P3 a5 X4 }/ A0 Q# g1 T% @1 w' U - BNE Music_Clear_Process_1
. V5 V6 i: ~1 E, a+ ` - LDA #$10( s+ L. ?! o! `
- STA $4000+ ? I6 k3 h5 V* B) ]
- STA $4004
# K. L' b$ ?, q7 M - STA $400C8 C: @: ]# Z+ o$ e
- LDA #$00
- m% F. P4 O0 [8 X' ~$ C+ c7 q - STA $40084 B0 _" D9 y4 t- I0 m' \
- LDA #$0F
# l- i( C' b" l& l - STA $4015
8 G r1 D* D8 a) x - .ENDIF/ t+ e7 I& j8 ^2 g! E: r; V
-
9 L; g8 m) A7 d* ^ - RTS. h% [( n' b" y6 p
/ C; Z. R: H5 |8 L( K% N- u% C- ;======================================================================
. K, ] f9 X: J- O3 v - ;重启处理
. S, D/ I" n N - Reset_Program
" K$ W* W& f, E' D, q* G5 F - SEI! l5 u* Y* }0 f1 `5 `* S/ M' Z" N
- CLD! P' k7 N$ G8 t3 \; n8 Q
- LDA #$00
n0 d0 ^7 U3 H# H - STA PPU_CTRL2 m7 X' h. h) h
- STA PPU_MASK3 |+ G5 g. @( s9 z g2 G) z- {
- STA JOY2_FRAME* n, b) [# ]8 ?# I+ o( B1 |
- STA APU_STATUS
) |7 A+ d% z( x$ v1 ] -
4 \, T% S7 p5 d+ t" U' o/ M% E* Z - ;等待屏幕准备完毕% ~0 v+ M9 g: V/ L& Q% {3 B
- LDX #$021 a& `4 ?/ U3 n8 X
- .Wait_For_Screen_Ready
$ b# B u9 i: O6 a - LDA PPU_STATUS$ _; ~- d; @) w+ [, m9 S9 F
- BPL .Wait_For_Screen_Ready% O) L( [6 Y; b& a! ^( H, i( v
- DEX- F. o2 t' d, w
- BNE .Wait_For_Screen_Ready
; x. q, \* m! d - 3 K- f" W6 |$ w
- ;清空调色板& l4 r C! j; S+ ~" ?
- Palette_Clear( C) ?6 I Y0 U9 |5 |
- LDA #$3F' \5 r- y, N9 B3 M
- STA PPU_ADDRESS
) N( g1 F. M+ e9 T6 ^ - LDA #$00& j+ X8 C9 n# b5 ]+ S* `
- STA PPU_ADDRESS
2 g T5 W) b B/ Y' f - LDX #$20* \/ Y; D6 l- f& | A8 c( V ^
- LDA #$0F$ ^1 n6 O4 A" {4 k: }+ C
- .Write_Data
" |3 L' D' h/ V3 ~8 {3 ?8 j! t - STA PPU_DATA
; F; O( P. Q9 T' o$ [2 ` - DEX# `7 z. F. ]7 c T* |8 a
- BNE .Write_Data
3 R( S! r% S9 P9 x9 u8 f( q5 v8 G - 4 O6 g8 r0 \7 G5 @6 @$ Z/ q+ P
- ;清除声音 $4000-4013' d4 H' Q5 y; _! P, _, U
- LDY #$14
+ Y: P8 e, q2 @' }) o8 g - LDX #$00
7 l" Z& e9 X* h9 k - .Sound_Clear& v& o4 H0 I+ l) e6 A8 H/ P' ]
- STA $4000,X
- }; s( f- C1 I' T2 b( R - INX
+ h" `* M4 S _, I; M ]/ N5 V2 d - DEY$ h: \; y. h& e( M/ P9 E! t
- BNE .Sound_Clear
7 v( |) s& z( X! D% {; l, A - . g" R$ _$ K4 n# V
- ;清除 RAM $0000-07FF1 L6 _4 g/ E J
- LDA #$00
+ T: A; e4 I/ v$ D0 c1 ?& C! {0 p5 m - STA $002 h- `* _# t: A4 Q: a7 n
- STA $01. q. G0 d4 E: d/ K
- TAY, T% g* C7 j, Z* A; {9 {
- LDX #$08
( p$ H, e9 P+ Q; i5 ?7 U - .Memory_Clear
2 l: a/ U E+ m2 _8 ?2 M! m - STA [$00],Y
% }- L- L1 w4 I' I& v% @ - INY
, I9 K5 N, Q' @ - BNE .Memory_Clear
7 H5 ^* G' _# R5 i. x( k1 \5 Z - INC $01
/ p) Y. N* M& V5 h0 s$ l( ^6 f - DEX' Q z/ a; B1 b c
- BNE .Memory_Clear
* O3 @- z5 q ?6 Z2 D9 s - 2 `1 c, g- K# U$ x3 U
- ;精灵缓冲初始化
0 w2 r/ n+ |8 W1 X3 ]& [9 B: @) P; A - LDX #$00
0 r, a7 S/ Y, i0 _ - LDA #$F8
) C% q# ^/ s( B$ L3 A9 | - .OAM_Clear- W4 F, W$ \( |1 Q
- STA OAM_DMA_Buffer,X
( @, |6 T6 b9 ^$ R( Y+ O# X - INX
3 t; V$ j- s% z) \0 h9 _' r0 ^6 K& d - BNE .OAM_Clear- O2 S/ A X! m
- & Q" O* V% S: r' A/ L) ~. A
- ;栈指针初始化
3 y5 y( h6 V) m' G - LDX #$FF
! e$ V; g6 g9 H1 c1 F5 ~ - TXS# R E% K1 |$ t2 y
- ; ]8 N# \6 m. ^3 @
- JSR Nametable_Clear;命名表清空
* A" X9 |+ t! ?0 K5 U4 o+ ~* k - JSR Palette_Init;初始化调色板缓冲
% ?. o4 }4 q9 q9 D. ]/ x, I - JSR Static_Text_Init;初始化静态文本
0 ~. ]3 p' F# S5 k! v- K0 \# P -
6 j( F. P7 Q( j - LDA #MUSIC_ITEM_TOTAL - 1
/ s# I& ]) w8 v% Q - STA FC_Music_Max_Index
6 H, J: s& I) X - 5 `9 S3 w) `9 e; u% @ p
- LDA #$1F
/ L( H) N/ d ^' `7 T) G2 N - STA APU_STATUS/ |/ x v& @& k6 K, j3 p) s
- LDA #MUSIC_BGM - 1* y* V: A0 ^! r- ~
- STA FC_Music_Index4 x. O3 F% u: b7 p, x
- JSR Music_Init_Process;音乐播放6 I: x- f0 P# l3 Q" `% |+ R" r( s
- - n4 i/ p" R u" ]' u8 s' r" h; b. G
- ;设置屏幕显示状态缓冲(当NMI处理时控制屏幕显示状态)
& |! P C4 @3 B0 B7 p$ ]- ]) u$ [ - LDA #$1E
0 i5 ?9 D$ {+ |5 A9 C - STA FC_PPU_Mask_Buf- ^# f4 v! w+ }: B& d: Z
- 3 N) o7 K0 H' z
- ;启用NMI处理
0 Q. K: u. g9 T7 N- U5 W' h# t* r' r - LDA #$80
) l8 Z& e' V$ c- I2 E/ \ D) M9 N - STA PPU_CTRL
9 ~* t( K0 t( d -
, b2 t* u4 c- K) I9 { - ;程序循环, 剩余工作交给 NMI 中断处理
5 s9 x& z( K ^% }' {. i - .Loop
1 [: R9 O" G3 _3 J4 L' j - JMP .Loop
) u% j$ F4 |$ D
6 P3 o, d5 V' r$ m& ]- ;======================================================================
. m6 U; j2 ^9 ^: f# j9 p - ;不可屏蔽中断处理
$ E' v+ k3 }# E' x4 d s - Nmi_Program
1 q4 d* {* e1 w& w - PHA! A3 H1 `3 q+ Q0 X
- TXA
l' D7 P# b4 j( H# `+ Q - PHA* C6 l! X. ~! P f, w
- TYA5 V/ w" W8 n4 |/ C7 M
- PHA& j2 w1 h) E8 c5 U# Z: {1 y" o
- 5 W! S& H4 }) i/ U$ P5 V+ @3 v
- LDA PPU_STATUS;读取使得 PPU状态寄存器复位6 w0 R, h8 k8 Y5 n" u' u
-
) ^- W: M! U. B - JSR FC_PPU_Procrss;PPU处理* m' C w/ v) |
-
7 ?; \/ W2 r/ p1 @8 q8 L - ;精灵内存更新 M( C c" G# ], j% G
- LDA #$00
( j5 k% {- j A7 ~8 ] - STA PPU_OAM_ADDR
" j; h- u; Y6 K7 C k2 ~ - LDA #OAM_DMA_Buffer / $01000 m2 V/ J* C* Y% z1 R
- STA OAM_DMA
0 W. N5 G5 T3 @ - 9 w8 e( F0 |9 y( T! P
- JSR FC_Gamepad_Process;手柄输入处理1 J' Y5 o8 G2 L4 ]2 ?- u( N& S
- JSR Music_Select_Process;音乐选曲处理 R( o6 O) x; _( |
- JSR Music_Play_Process;音乐播放处理6 }) R, A; h& X
- 9 N! _1 ]# _+ I) {9 \
- PLA
( m7 x9 [+ o/ w' Q& W0 ?( i3 x - TAY; |' Y' t8 y, [$ M
- PLA
" I2 F' j; p$ T! f, F - TAX4 o* M. a: Z) Q) e
- PLA% K Q( d! h, ]; C6 z# }" t. C2 ~
- 7 A4 S/ \3 D6 O2 f& f% [7 X M- S
- RTI8 `. K! M j( i6 ~! Z7 G
' _9 L. O; K8 e! \- ;======================================================================
# |' g- [0 g9 }( E - ;请求中断处理
& v2 B0 j5 k% V+ L2 i* \2 N R% Y - Irq_Program. _9 U& J. j0 ^, A
- RTI
8 b) \3 n! y7 T - - {# _* l x; `
- ;======================================================================
: o4 J. b% M% I9 }0 b% k/ L0 Z# x/ a! T - ;中断向量表
( x" v# A) B1 d+ ^$ o7 A% u) c% R - .ORG $FFFA% Z3 N7 x: D, N) ^, p h
- .DW Nmi_Program ;NMI触发时执行
; C( z8 l* d& ~4 i, i n: P - .DW Reset_Program ;载入ROM时最先执行
6 o: M1 v2 b+ R# s. H - .DW Irq_Program ;IRQ触发时执行+ l+ s0 g4 l/ ?; W& l! c
复制代码 - s8 _2 b+ l6 X" [
4 [1 n/ p% }: `2 j9 w8 B9 m0 o9 n% x
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