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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:
# F }* ]2 r& \7 t) \. q- ;======================================================================
0 d8 B) W9 c1 M - ;文件头
8 v2 c3 C' K; m/ i! ?9 |* p# C; ^ - NES_16KB_PRG_SIZE = 8 ;16KB PRG大小数量
$ ]! E) Z3 e& ~- R v - NES_8KB_CHR_SIZE = 1 ;8KB CHR大小数量
' K" \6 w# w/ z' _. K* Y - BANK_DATA_MASK = NES_16KB_PRG_SIZE * 2 - 1 ;bank号掩码6 R* k* j+ `4 V
- ;======================================================================
6 H# o! E5 |- |2 l( _ - PRG_DATA_BANK_C000 = NES_16KB_PRG_SIZE * 2 - 2) q/ l9 ]* _) ~! X# D) y( F# ]
- PRG_DATA_BANK_E000 = NES_16KB_PRG_SIZE * 2 - 1
* Q$ D5 g% C, S- p$ S" ~' Z8 | - ;======================================================================6 y3 y0 Q9 [/ g- ]1 R, R- D8 [
- RESET_BANK = NES_16KB_PRG_SIZE * 2 - 1
) R* N3 Z0 f8 r - RESET_ADDR = $E000 ;主程序起始地址
- ]; O' |$ o8 n) O( O0 a5 ~% z - ;======================================================================0 a& t; l$ ~7 {1 t5 }
- .INESPRG NES_16KB_PRG_SIZE ;16KB PRG 数量, $01-$EF8(1-3832),即16-61,312 KB3 c3 n( j7 \; x
- .INESCHR NES_8KB_CHR_SIZE ;8KB CHR 数量,$01-$EF8(1-3832),即0-30,656 KB
3 x' {- Y: U/ S9 [0 _ - .INESMAP 4 ;Mapper号 (0-4095)1 d; j7 o6 Y* L2 z2 _# f
- .INESSUBMAP 0 ;子Mapper号 (0-15)" v, ?7 x. v- C, O# j8 }" A5 z
- .INESMIR 0 ;命名表镜像 (0: 水平 1: 垂直 2: 四屏)
5 E: @) l( D% z3 h, R: W - .INESBAT 0 ;指定是否存在电池备份 (0: 不存在 1: 存在)
- q# K% Q$ |* d( Y) t7 K I - .INESPRGRAM 0 ;指定 PRG RAM 大小 (大小 = 64字节 << 计数)- j3 A" h+ ] X6 z, V: Y
- .INESPRGNVRAM 0 ;指定 PRG NVRAM 大小(大小 = 64字节 << 计数)
# | U2 X G0 P0 Z9 W/ k - .INESCHRRAM 0 ;指定 CHR RAM 大小(大小 = 64字节 << 计数)
- ^8 W/ q: s* t' ]3 p5 s - .INESCHRNVRAM 0 ;指定 CHR NVRAM 大小(大小 = 64字节 << 计数)
' A* w' {$ Q0 M+ S; T - .INESTIM 0 ;指定时序 (0: NTSC, 1: PAL, 2: 多区域, 3: Dendy)
. \! b d/ r5 ?4 S2 T% Z. {4 p" X S - ;======================================================================
( p! Q3 ?, ^5 ~1 b( _ - .INCLUDE "fc_demo_config.asm" ;全局配置
5 k& x ?7 b6 ~ - .INCLUDE "fc_demo_constant.asm" ;NES常量
$ ]* a. X) c" |3 N( s8 J, n - ;======================================================================
$ I" g* l8 A$ ^, W" y - ;音乐配置
& ^' C6 c, l; v9 V - .IF 0 = MUSIC_THEME
' w: \: S$ g! e3 B - .INCLUDE "data/music/Gremlin 2/config.asm"; @. \1 \* _# i6 \1 K: F- C
- .ENDIF
9 D! P3 d8 F+ d8 G* S -
6 z4 @$ I( a( H9 K0 j1 {# A2 P - .IF 1 = MUSIC_THEME
3 G6 i, L8 ^9 h( g* P6 j& H1 n - .INCLUDE "data/music/Raf World/config.asm"
# B( _9 f3 U2 N3 w/ n$ p! @ - .ENDIF1 N6 V* F" @0 g. I
-
. n0 r. q" Z) F* v5 G - .IF 2 = MUSIC_THEME
9 {4 e! e# O9 x3 z - .INCLUDE "data/music/Ninja Gaiden 3/config.asm". a0 N3 d% l p/ l5 G) O2 T
- .ENDIF
: q$ o1 m0 f; {+ U7 `# @
3 t- L( E! @9 y9 F3 r k, X! h- ;======================================================================
# b3 O5 X4 H6 Q- s8 b1 g - ;引用CHR图像数据# i* ~$ {5 _: T. y+ ], G
- .BANK NES_16KB_PRG_SIZE * 2
5 p: ~' T/ _( o2 a6 e - .ORG $0000
$ y1 |9 R3 b# J/ N* G3 X0 F0 U5 m$ f - .INCBIN "data/bkg.chr"
* S! P& Y& M# s$ J+ Q- V0 D N3 Z - .INCBIN "data/sp.chr"
- ^1 q% m0 F( {; Y0 [ - 8 O* b' v6 G( S1 U8 I( C
- ;======================================================================
) |, m1 N% C9 ^8 {- X* x( P$ z - .BANK PRG_DATA_BANK_E000 & BANK_DATA_MASK;设置程序所在Bank0 T4 ]. ]3 e4 v5 Y5 |: o- f
- .ORG RESET_ADDR
R. {" f1 u( K$ P: q - ;======================================================================; |, F% h1 C. d8 l* f
- ;引用其他源文件
4 U; p. i6 Q0 d4 C6 x4 ?4 a( P - .INCLUDE "fc_demo_ppu.asm" ;PPU处理5 p* G% V7 {9 ]4 z2 H7 y/ d
- .INCLUDE "fc_demo_joysitck.asm" ;手柄处理
/ Y- i" Q- J3 N0 a$ b: k, @ - .INCLUDE "fc_demo_static_text.asm" ;静态文本处理" x* w. X1 \6 u+ ]+ U3 @' p
- ;======================================================================
! c2 ~; ~- Y7 ]2 ]- r - / B! e3 @8 c' s3 ]. f
- ;======================================================================2 a6 f( ]2 H/ J% m* q+ t8 i
- ;等待VBlank到来
' `* f$ Y. q9 V( l+ b - Wait_For_VBlank/ }6 S8 Y( L4 [( Y9 r8 t
- LDA PPU_STATUS+ U% O! A$ d+ v7 P g9 c
- BPL Wait_For_VBlank
$ @$ t" j' E: f# H$ {4 r - RTS8 l* v' T: `+ [) g
& b9 m1 X7 H, v# i# T8 u/ C$ w- ;======================================================================
* f# `6 s6 ?2 [ - ;调色板初始化* ?( i& E, Z; V5 K. G5 D! s
- Palette_Init% ?* ^ |7 k% z
- LDA #$3F- p Y% {: y" `8 B; A
- STA PPU_ADDRESS4 J2 |* a: o) ] z4 V
- LDA #$00
8 ~4 q f4 t! h6 X* `2 P - STA PPU_ADDRESS: i7 k/ Z; `" ?/ }7 p. A% B
- LDX #$00$ w9 E6 k/ }. r& a- |
- LDY #$201 T1 }" ]& T X; {2 w) [: e9 e
- .Write_Data- M ^1 n$ V/ \: B) t$ T1 U: N# ^
- LDA Palette_Data,X3 S! R4 h5 {' E
- STA FC_PPU_Pal_Addr,X
+ G. W; y0 @7 t' Y - INX
f: F4 S( H: Z; T - DEY
1 B3 c; _8 l1 a. Q( P# _3 k - BNE .Write_Data
0 n2 z# |- Z: h; J$ B6 l' \" n& d& m - .End6 l3 B' M Q$ P0 q2 ?
- RTS+ j, N. Q4 x# a
- $ V7 f$ |% M% I6 G! x3 W8 u* `
- ;----------------------------------------
q7 b6 E; U3 ?6 x: U - ;调色板数据7 I* U$ E4 p. j: b m7 F
- Palette_Data
, E1 K& ]7 o& d* }# x! i - .HEX 0F 20 32 02 0F 20 32 0F 0F 20 32 26 0F 1B 0F 1B @/ M2 G% _ s3 W, N& C; s2 n
- .HEX 0F 21 27 22 0F 24 24 24 0F 21 21 21 0F 22 22 22
1 @1 Q& ~! W+ ~ ]9 \/ f3 D - 8 X, ?1 \2 R) B: a# L1 @/ {
- ;======================================================================- l) P7 _; a1 c. R. G. U- n0 |( v
- ;命名表清空
" V7 \( V9 F' k& Y) F- h - Nametable_Clear
3 ^# u& D' }+ g9 Z - LDA #$208 r% K# e( J: k$ m) h
- STA PPU_ADDRESS
- ]8 a2 u n: A! s" A; v - LDA #$00$ N3 S* B9 G/ h# [, b8 p
- STA PPU_ADDRESS5 e7 g# V( v h7 e) D% k
- LDA #$00
* i- x0 O5 J9 n+ D! c! a- A - LDX #$006 E& P3 T+ w2 k, S8 B* g
- LDY #$08
$ G' @1 i0 ?" c( B) ^- u7 u/ a( [, Z - .Write_Data& a7 F2 C% y* Y( q; k0 [' w
- STA PPU_DATA
1 n1 h( E* m) o/ r+ _4 F8 j - INX
4 o# f4 P3 |: j& X - BNE .Write_Data
+ E7 J- A3 Y& f' u2 q; r6 z* B - DEY2 @5 W5 {6 @* I) ?: C0 E
- BNE .Write_Data
( j$ O( l- E4 l3 ` - .End
% L2 y: q( p, s! d - RTS( G8 z# v/ [; f. f
- & K" h& l2 Y% H ` E0 e t. M! W3 m
- ;======================================================================
; o; W+ ]* }6 Q/ @, U! W - ;音乐曲目切换
; j) G0 X5 N' R - Music_Select_Process
) R4 U3 @ F: j6 _( k! p - ' j$ L, j, u$ a/ `
- .Pre_Music;上一曲; R; Z& d; I0 ~; X0 D
- LDA FC_Gamepad_Once+ a" T, ~. l/ F2 V+ |8 n1 h
- CMP #JOY_KEY_LEFT6 |4 S" S( d6 B
- BNE .Next_Music
/ E |0 e8 y3 s% T - JSR Music_Play_Pre
( r& B# n! o% {; Q" `. v - .Next_Music;下一曲
5 q6 ~& N/ c0 B: t8 E - LDA FC_Gamepad_Once
3 {" a2 N. e( M, s - CMP #JOY_KEY_RIGHT7 @/ r0 U2 I. w
- BNE .Next_10_Music+ Z! ]/ R( j2 N1 u! ^& K
- JSR Music_Play_Next
" N4 J8 ?9 R, j/ u+ P: Z: @6 f4 _ - .Next_10_Music;上10曲2 h) i9 o, t& n0 {9 Y9 i& r. ]
- LDA FC_Gamepad_Once
; m4 B7 S, u5 M1 x1 W - CMP #JOY_KEY_UP
& r2 E% [: g; u1 e7 R+ i - BNE .Pre_10_Music+ U3 J- e5 o5 a% j, }) ~% Q! \4 l
- JSR Music_Play_Next_10
7 z' u |9 k. Q- ]8 X4 Y8 M - .Pre_10_Music;下10曲; B; U* q; [+ [4 q) J# z, K
- LDA FC_Gamepad_Once
9 J6 q# S3 Z( t+ J# L5 J% m' l - CMP #JOY_KEY_DOWN
+ Y1 m6 C/ S/ N( {. g6 g8 ?3 j/ `) ^ - BNE .Reset! C6 h7 s3 z6 H. d# {. k6 X# S! G% ]
- JSR Music_Play_Pre_10. n' w, o9 I$ ?# z5 [+ ^
- .Reset;重播当前曲目
% E; r/ x, f1 z; F+ \1 Y0 g) o - LDA FC_Gamepad_Once
4 Q! S3 b/ m# {" H* A' j; U+ B - CMP #JOY_KEY_START9 b/ R$ y. p& [
- BNE .End; g' R c% L, A6 R
- LDA FC_Music_Index
( R( [' O8 Z% L5 h' M a' g, k - JSR Music_Init_Process
* Q: h* y. \' p( G {& D% y. ~ - .End N+ X9 Y% n- n( M, I: o. {
- RTS/ s) `- ~6 K4 H: G; A x! U
- ; B5 x/ Y- P x/ q" y1 r" A
- ;----------------------------------------------------------------------& b' J% T4 f; v' P' B0 i
- ;播放上一曲
. s# I$ W/ {, U( e' u4 p# g6 ` - Music_Play_Pre
y& S- Z( L7 ]8 f* d - LDA FC_Music_Index
1 ?; Y5 ~1 R- P U+ V- G5 \6 A - BEQ .End
* z* P; J7 I& e/ Y: u6 a* i - DEC FC_Music_Index; N- ~9 O4 P# g7 B
- LDA FC_Music_Index! u( Y ?; W# V3 u( `
- JSR Music_Init_Process
. ^5 [ x# V5 R3 J" s - .End K1 X0 e, P% K8 L) [% h% {
- RTS
1 S4 h: w( o; o# t" q: x) D) r: t - ;----------------------------------------------------------------------
4 W( c `( H+ j: B+ E8 s& P. X - ;播放下一曲
. W1 ?6 @7 V- K. ~+ h m3 c - Music_Play_Next
' n6 v- z3 B- D - LDA FC_Music_Index! W7 u5 q5 l. t G
- CMP FC_Music_Max_Index2 ?- V- Q, H9 c! A X% [
- BCS .End
1 G) L* Y1 F# {4 A$ t' Y( U - INC FC_Music_Index
, j7 S5 b5 u7 q0 n5 B7 u- t5 {) W - LDA FC_Music_Index$ V4 V1 e. d- w, m7 A$ r5 L7 D
- JSR Music_Init_Process
. L ~) q0 o c# \8 Z5 ? - .End
9 S: J! {0 b! e4 z& |* q. U - RTS
1 |; y( ~; _6 r# [ - $ H, F& m# f5 u* S
- ;----------------------------------------------------------------------
9 U7 M/ l7 ^4 f/ t - ;播放上10曲
* a# v. v! }/ [( D! H9 z- @) } - Music_Play_Pre_105 g( [' l2 E' K4 s& M
- LDA FC_Music_Index
: m" \1 B# ?' }2 k7 T - BEQ .End2 U2 p) I* ?8 V4 H0 q
- SEC4 t, d5 H# R9 i) ?
- SBC #10 m4 R5 g/ y6 K. d" o
- BCS .Pre_10
! x+ A3 x: ^8 P8 r6 V0 O - LDA #$00: H- S4 ]/ I" n5 z2 d
- .Pre_10
7 X L9 g& y6 U4 p - STA FC_Music_Index
( P' b0 N) ~8 A. Y - JSR Music_Init_Process
$ z6 g% w7 d; l( L - .End3 T4 ~! h3 c J& u- J! v7 r
- RTS& _- u( N4 w2 d
- ;----------------------------------------------------------------------
9 i x I3 i b9 |. T - ;播放下10曲
+ S6 L" v: ^9 @, ^% p - Music_Play_Next_10# L1 f, z, r+ _+ G4 o8 ^
- LDA FC_Music_Index
; m" Q) `4 U, @+ A- @4 [7 A4 Z - CMP FC_Music_Max_Index
. w5 C) m6 C" a( F/ Y/ }% i - BCS .End
5 X. h1 M4 Y& y* _0 ` - CLC
1 Q' ^, j' @9 x! g - ADC #10! s9 X2 }- i) [
- CMP FC_Music_Max_Index
3 j1 v% b4 R- Z - BCC .Next_105 l, I: p7 `: o8 d
- LDA FC_Music_Max_Index
1 H/ K' y4 B2 g! l; c, ?2 Q - .Next_10
! Z2 L- r( o3 E9 L$ J' F - STA FC_Music_Index: m0 r. _/ |- I& n; B. M8 X4 W2 G2 s+ }
- JSR Music_Init_Process7 f7 E& d1 i4 D ~ \1 w
- .End
) H& X0 }8 k1 b# J1 s - RTS
) _1 T y" V& h) l; G - 6 o* a' m3 }, r2 w8 t# I% T
- ;----------------------------------------------------------------------; C4 D. p0 W+ A! c% [% u# e
- ;8位十六进制转3位十进制制: q6 @4 I3 q# U8 u
- Hex8ToDec
$ H2 X: O9 ^+ E0 |3 T0 p - STA FC_Dec_Data_1, Q. h1 |3 ~# d. _; Y
- LDA #$00
9 A. N) a$ L+ B1 W" ~ G; { - STA FC_Dec_Data_100
, J& {; Y) g- c8 E# _; N - STA FC_Dec_Data_104 @3 i6 u# N' Y4 I1 ^' F- U5 N# V8 s
- LDA FC_Dec_Data_1
' q0 s# O* y) f - .Convert_100& [" l/ K9 A: S% @: r
- CMP #100
) ~4 t* n ^0 _9 R* \. L; g - BCC .Convert_10
# U8 C/ [8 S. m, t8 j O3 y5 A - SEC
) L* P" n6 I8 ` b$ ? - SBC #1008 ? _+ M( j6 H- I: b4 \
- INC FC_Dec_Data_100' \, `4 G2 ?- k2 E; Y) S
- BNE .Convert_1008 y* v5 e1 ^! y8 S4 B
- .Convert_10 C7 _9 a+ I# N1 E' P7 y
- CMP #10
2 i9 _) p" O7 Z+ G1 X( T - BCC .End+ q6 p7 U/ }) ^) Z. l
- SEC: w! D1 m8 u2 k, @
- SBC #10
0 S% l8 v* u* J. M8 J - INC FC_Dec_Data_10* k* k: i8 {# \
- BNE .Convert_10
4 @1 d6 E4 C. s+ V' {9 y5 o/ ~, S - .End0 Q' T3 Y4 F, r S& a
- STA FC_Dec_Data_1
- z! ~: \+ I4 M8 p - RTS
- _% ?; I) S& \( @" m
4 g7 M9 ^- n4 U y9 g' a- ;----------------------------------------------------------------------) c/ H" ^6 c+ @1 ]# {; ^* Q
- ;显示曲目信息
4 e& b; ?- U, d, V# R E& K7 P - Music_Info_Display
/ y' E, f$ l$ Q/ s - LDX FC_PPU_Buf_Count
& \, c, ]4 z/ f( I8 {! I! ?2 W2 p - LDA #PPU_WRITE_MODE_CNT_LINE
1 {% f% [, B" M8 n, N4 {/ P - STA Use_PPU_Buffer,X k3 c; O5 M: @& J
- INX
8 _6 [7 K0 H4 R. @7 n8 Z) j4 L -
! r2 w( O/ Z5 B8 h' y- B2 s2 y - LDA #>MUSIC_INFO_POS
# x' C! q$ b3 c - STA Use_PPU_Buffer,X+ {! n; g+ y5 J) p" U, h; S0 `
- INX
) t: y3 m3 G& n/ n -
) N- s. ?: C/ R - ;居中9 R! }7 k6 `4 C1 h. n$ D
- LDA #<(MUSIC_INFO_POS & $E0) + (32 - 5)/2
& M( Z! N6 S7 v' I6 ~6 {5 h- C - STA Use_PPU_Buffer,X
" H, N! U# y/ { - INX
' V& s; P5 h, E5 ^2 H# W - , }, \% ]1 S" t: L
- LDA #$05
. l% w: x9 t0 h: D/ f4 @) i2 C - STA Use_PPU_Buffer,X
4 f; s, R1 G3 i) ?( b9 K - INX1 i- F% z2 r, Y8 p
-
/ {* Y) y" G) y5 K" g* s - LDA FC_Music_Index9 O& \- j' V4 a- {: Q" o$ S
- CLC9 S! [$ i8 k2 X8 T
- ADC #$01, D: p! O( x" L! E7 ?" e8 [
- JSR Hex8ToDec: W& N% ?+ D' H& P5 T1 }
-
9 {9 V, e" g3 M7 E6 z4 X/ A - LDA FC_Dec_Data_10
$ \' M! l, |& _4 o0 N" R - CLC1 V- I3 |3 N' }. h1 d; p
- ADC #'0'1 ~4 K. K. D* D+ c* y! M- ~1 v
- STA Use_PPU_Buffer,X' {* k9 z6 X: U8 x" M1 t
- INX( W% K0 X# Q& R4 `: |9 R1 K7 |0 F
-
P) K( v7 m1 e$ w5 M - LDA FC_Dec_Data_1- b0 o5 y& h x- _# ]1 h' q
- CLC5 G% o4 @, A8 o( ]7 u9 R; U
- ADC #'0'
" @6 a9 J% r! F - STA Use_PPU_Buffer,X
+ Z G$ R" W+ I( R. m5 o# b - INX" s$ |8 N$ E) n' v: M& o/ t
-
2 |3 m4 a# Z( h - LDA #'/'
: E+ h" }. T2 ^/ O9 x$ Y - STA Use_PPU_Buffer,X
5 s* B# z: p0 p$ M; x: X2 X - INX! {0 m' S$ V( h: ~& i
-
( a6 U" H" M8 X, u1 ?3 x - LDA FC_Music_Max_Index$ |5 ^3 E* G4 {" B
- CLC7 b4 H2 ?. a+ c
- ADC #$01 p! A8 z" J7 S1 W7 n0 \2 F6 ?! T! U
- JSR Hex8ToDec; h9 ]0 z* X* m) `
- 1 A: ?- j( X/ O n) C6 l1 E* H
- LDA FC_Dec_Data_10
/ u# F8 M! a# ?5 t* s J( V - CLC
1 v+ ~6 s/ ~% Y4 w - ADC #'0'2 }% t8 a, f' n3 R$ g2 o& y
- STA Use_PPU_Buffer,X2 x, a, L! J( e( [0 T
- INX
6 D& O \6 E3 p8 |0 F -
! J D+ |$ _' c6 K- r1 Y+ U8 b - LDA FC_Dec_Data_1: d+ n' ^1 y% ^9 I- b) e9 X
- CLC- |0 O, g$ Y7 Y2 K! g2 S0 y _+ o
- ADC #'0'
, S$ Q1 _8 x1 C8 D4 D$ v - STA Use_PPU_Buffer,X- m2 i* c8 h' T' j; ?; |8 X
- INX, R' c N: b; e
- ; t Y9 O$ q( I2 r& L/ P6 O! q
- .End
1 ]$ ^! t, z) Q; R - STX FC_PPU_Buf_Count
# d+ h0 @6 ~) B& q" P" H - RTS. r0 @' i6 b3 ~1 I7 Q
- + i; b \( R7 G6 t
- ;----------------------------------------------------------------------
, n# g- t: K4 |8 v - ;音乐曲目初始化处理
# N3 K' z7 m5 t9 A$ ?7 h& f" }6 P - Music_Init_Process
8 {" y5 E2 {4 y% ~+ \% h: E - PHA
7 m# @9 W: h' q$ b ] - JSR Music_Clear_Process- P2 ]* l# D( p9 T! k4 d; o
- LDA #$1F5 U$ s% k V. s% ~+ R4 f2 [4 z- N, c
- STA $4015/ v' d2 l% [$ e
- PLA
* D7 A8 q* Z/ {& p - JSR Music_Init_Addr8 Z' A( z. f. ~" Q; k
- JSR Music_Info_Display$ q5 ~$ y/ s x! k( ?, U
- RTS: z4 s- W; h0 S+ H1 m) j0 X
- 6 ~1 X7 m+ t. L( a1 n* d1 b
- ;----------------------------------------------------------------------. M: r$ s% q9 W! s- t# Q
- ;音乐播放处理
( i. e' G) d# M! x' ^ - Music_Play_Process
/ l& {% J1 H9 [' h, a+ q - JSR Music_Play_Addr- l' g# U! ?( Q5 [; m0 U
- RTS# W, t q) b0 n) H- H- w
- * J+ }: M9 r- J; N% O; d
- ;----------------------------------------------------------------------' m8 K" \3 @- ]$ |% U
- ;音乐播放处理* F; o" A+ y* r$ p6 C/ g
- Music_Clear_Process
9 b) E$ B- a! ^! J. e; x# N - .IF Music_Clear_Addr+ @7 V& [5 l1 W. m& S+ V
- JSR Music_Clear_Addr
. u% _/ r7 @, ]" y- B _1 ~6 m) w - RTS
) H! }3 W6 f3 @0 F6 { - .ELSE2 T! p+ s" V+ h/ t7 T
- LDA #$1F
9 v4 [2 t. d1 n0 Z - STA $4015
; S% o+ M* T) w/ g- p8 z - LDA #$00" y) q% k1 \) o; V
- STA $40103 O+ ] v. H9 K+ t! v
- LDX #$00
8 y) f% z+ {' u6 x! O$ P+ D - LDA #$00
9 c3 e- G9 ]5 K' [6 M -
' N6 B; |' ^3 q; P5 g# h% e - .Music_Clear_Zreo_Page_0: {- ?" D/ c3 l. `
- STA $00,X" K1 f5 I' Y" Z# w2 p
- INX
% z" v( a' j/ j5 i& u0 K2 c - CPX #Use_Zero_Page_Begin! r6 z1 S( M0 _: c" _ p$ Q9 h! G4 C
- BCC .Music_Clear_Zreo_Page_0
( x, o9 e- _$ y2 ^ s -
# ]$ r/ o) x! j" x - LDX #Use_Zero_Page_Begin + Use_Zero_Page_Size8 Q& _& A) \+ o. c; L0 G
- .Music_Clear_Zreo_Page_1
" A' u. w. s0 l' X6 O7 Z - STA $00,X7 q+ O/ w0 p# d
- INX5 D1 `! ]% a4 k/ s1 v
- BNE .Music_Clear_Zreo_Page_1
) D5 X2 a- y. K A1 f1 h -
; o9 b4 C6 T9 W8 J5 X - Music_Clear_Process_1
0 Y- S* \; o" D+ p - STA $0600,X L9 X: [% g$ H' ?2 h6 B
- STA $0700,X, O, t% j6 \% x3 l# z) k( d' [% o
- INX8 m1 B$ ~+ {5 L! x
- BNE Music_Clear_Process_1
4 h: q7 D) q) P; x. {: ~ - LDA #$10
3 `( `( k& d1 |3 _0 k L; h: k - STA $4000
& A: G: P0 N/ H" X3 K - STA $4004
* S- L$ {- A) d) g* a; J - STA $400C
4 }4 S1 a6 ?+ O1 Y - LDA #$00( ^$ P( m6 i- Q0 b) @
- STA $40086 H& R7 K8 l H+ u2 I2 U
- LDA #$0F; X' H0 O& b( [# [" P5 `; X9 f# Y
- STA $40159 F1 x% U. a7 }- [! h7 t$ }
- .ENDIF m+ ^% n% R2 [$ j: I, h
- % s1 O& n6 s2 ~" t2 v7 e! y
- RTS
0 }- `$ a5 w9 T7 D; ~6 @# h- s2 p - 7 `0 u7 _# {! D2 C" K% I
- ;======================================================================
' n: E6 M) S6 N" ~, @ T - ;重启处理' L1 Q# A" t9 c" T8 m3 ?+ W$ K
- Reset_Program
7 B6 e; ?3 a8 x S8 y% f - SEI8 z- @8 c/ \$ k+ k2 o8 M
- CLD
1 N6 L1 @) n/ k/ ^3 E - LDA #$007 [( I& ]7 B9 S# T$ F
- STA PPU_CTRL0 Q) F0 A9 \. M- a4 P+ R! K
- STA PPU_MASK
6 e' X* o3 C5 j3 ? - STA JOY2_FRAME
: Q. J& s4 c( H0 {1 v - STA APU_STATUS
3 W. n6 g" I. @- n- j - : o+ R1 M T2 \& Z' n
- ;等待屏幕准备完毕
' r, _9 ^ T" s# ~ - LDX #$02
8 h2 Z2 i p! P: j! g - .Wait_For_Screen_Ready
- P9 y7 E7 J9 n1 [+ i5 ^5 g" @ - LDA PPU_STATUS6 R7 T9 ~7 p, l6 A+ X
- BPL .Wait_For_Screen_Ready8 ~" {- J/ j( f/ `, p. O5 P0 b# G
- DEX
8 @( S( ~1 z9 d: x( M - BNE .Wait_For_Screen_Ready
4 D$ @( ?9 u, h. \8 i7 e - $ ^! e' @! M' P% m6 A7 S
- ;清空调色板
5 ?: @$ Y, f9 X3 S2 u @; u- r - Palette_Clear
5 b# U8 ~- y/ U, J - LDA #$3F
6 @, C: J" m" }( v1 w - STA PPU_ADDRESS
( m& e- c3 y! u# s1 Z3 p; _9 m - LDA #$00) e/ k# i0 h! D! |1 U
- STA PPU_ADDRESS
8 \: ?3 `7 G) L8 M) K/ ^0 v1 t - LDX #$20
F/ K( _" t$ G7 U2 s; X h" b8 E0 w - LDA #$0F5 G1 w* P3 |) I& w
- .Write_Data# p& w% J$ ^; C m4 a
- STA PPU_DATA
7 R: L9 c* k8 W& b3 w$ a - DEX' J# f8 O' {* ?- [" P' T5 \5 Q; a, G
- BNE .Write_Data* \* c1 I: l( k# R4 H u- x
0 F. T! t) G- X. }$ A- ;清除声音 $4000-4013# W' C8 k: a6 [: |! z2 M
- LDY #$14
& t) S8 m( _" A$ m7 q0 [$ d: n - LDX #$00
- u s7 c1 p3 {: ~ - .Sound_Clear+ d- A+ M7 Z9 W$ Q! H0 K, G
- STA $4000,X
% V! ]! o4 E! A6 `3 m' C - INX# a0 h5 y6 z. \' h& t
- DEY
' m* I; E, E/ z- m) q - BNE .Sound_Clear
9 \; I+ T; w# D. f: m: r -
1 }$ G( t% J: M$ d- E1 q, U8 B - ;清除 RAM $0000-07FF
8 q' P$ u; ?2 s d - LDA #$00
: L" n. f- T: T0 i2 |0 O. l - STA $00
9 K$ H8 u( B" m: |" z - STA $01
" K) d7 n# E8 K3 R3 S8 O - TAY4 l2 k2 S$ n8 A4 l4 A! j+ p" h# @
- LDX #$08
3 s- ^" b: W0 k) i% O" _/ A; m% j - .Memory_Clear- j. B2 ]* Y3 I9 E+ i8 g
- STA [$00],Y
. K: ?2 M4 ~" R) i# ] - INY
' [/ K% {) c" R$ ~ M, o - BNE .Memory_Clear7 M% ]* M9 c& m: v* g- L, i: j( Q
- INC $018 _; K, D1 L3 q) S( ~" X2 Q
- DEX
4 M, e. U N( L - BNE .Memory_Clear
7 C# P# k2 x3 A8 l* m0 y -
1 w: ^5 b: O; u" ~, C" ~ - ;精灵缓冲初始化, c* r" U) [$ u( \
- LDX #$00
& w j7 m. a; k: } - LDA #$F8
. ^6 e9 H/ `& I% Z - .OAM_Clear
z# G: Q4 H, w# a; M - STA OAM_DMA_Buffer,X
# q4 \. D! H, ^" k- ~ - INX; Z" d% P9 s% z A. k) F
- BNE .OAM_Clear- J' \7 C: |6 }5 }+ g( J
-
' U. A1 Q$ ]; q( T8 [3 L - ;栈指针初始化. A, p% S1 ^" a2 g
- LDX #$FF N) w1 h, n5 n/ K
- TXS0 I( I+ z. x$ }7 y a
-
9 O% ^- g) z5 Y$ [7 L - JSR Nametable_Clear;命名表清空9 q2 U& ~! J! h: p7 }* U7 u
- JSR Palette_Init;初始化调色板缓冲
1 g) c. `( ~3 Z; b - JSR Static_Text_Init;初始化静态文本
5 r0 w- C' s3 T" B8 k -
, g! M& w0 i% E* h7 D: v - LDA #MUSIC_ITEM_TOTAL - 12 }' c$ {# z7 a' d2 a7 D
- STA FC_Music_Max_Index$ @# m! G9 i" F. q2 j# p9 Z
- d7 N: }! c+ w3 T/ I) H
- LDA #$1F; Q2 |* O7 I4 q9 G3 }' f
- STA APU_STATUS
7 N* t- A0 p; q# p& \ - LDA #MUSIC_BGM - 15 q4 [1 A/ j. @; h& E# h. F
- STA FC_Music_Index
9 j: B$ H6 H/ J( T- h - JSR Music_Init_Process;音乐播放: i- W" ~# S @, e8 M! o2 {
-
8 Y5 D4 y3 l+ d8 \' Q - ;设置屏幕显示状态缓冲(当NMI处理时控制屏幕显示状态)$ b+ {- e1 C8 [1 I/ l5 y# I2 T
- LDA #$1E: l# Y- b+ V, @& F0 F+ [
- STA FC_PPU_Mask_Buf
G7 q. O4 x8 S0 ~ - ' y J- p$ H3 i' q, _' N
- ;启用NMI处理
% b$ x8 B0 a) D - LDA #$80
, a& ]) { N$ Q5 s$ B- r - STA PPU_CTRL
4 E `* p3 g/ {" V -
" d3 T2 Y+ \" Z/ X4 l1 |9 y; R - ;程序循环, 剩余工作交给 NMI 中断处理
. G( t4 P$ g" D/ R - .Loop7 n; ]' v! ^4 N/ a( t$ P
- JMP .Loop
6 v+ M$ X1 z- p+ F8 \) {' ~' A
2 Y1 Y6 z5 o" V$ n* U- ;======================================================================1 ?$ X4 X- F, |7 @6 m# X) y4 X
- ;不可屏蔽中断处理% k. v/ g) P3 R' c
- Nmi_Program0 o$ r& |( K" L3 M8 U6 S
- PHA( O! e* m1 r& h
- TXA1 L5 }8 e4 G" Q6 f9 A; M( H& J
- PHA7 R, [! w' V% d5 z8 D. ?, F( {
- TYA
6 W; Z- q8 W* e - PHA
# E" x6 y1 @; r+ Y- R - - w6 }9 ^' }9 b) p
- LDA PPU_STATUS;读取使得 PPU状态寄存器复位2 W( V* K/ o/ V
-
# z; M0 m4 j) \. y: R0 Y - JSR FC_PPU_Procrss;PPU处理
% N8 P# f( V: P# S - ! X! g( d3 j( [& F# d
- ;精灵内存更新5 G! R% z4 M2 W1 n. F
- LDA #$00& T7 a }, ~' @2 g) P
- STA PPU_OAM_ADDR
/ B% ?6 S2 c- q @& I4 { - LDA #OAM_DMA_Buffer / $0100+ u. }; F4 _& N* n
- STA OAM_DMA- Y8 q# I8 D$ X8 ^% L1 O
-
! E3 h' v9 i. B" U - JSR FC_Gamepad_Process;手柄输入处理
8 @0 ?) s9 o2 q U7 v) Y$ ^$ O - JSR Music_Select_Process;音乐选曲处理
& _* s6 Y* ]( b7 D, q9 N$ F( l - JSR Music_Play_Process;音乐播放处理$ I$ e- {0 I5 v/ Z% I7 N
-
5 A4 i# r6 D/ x" y: E- _) J - PLA
+ c' D) b* q, ~# ?+ n9 x! h - TAY
2 T4 b: o9 c6 p% @# N, A: Y/ Y' ^ - PLA
) K0 A# Z' A; z - TAX; }8 }( E# X2 G/ B. r
- PLA, N) C, {) \- i7 j. w
- $ ]( B9 D+ a% w
- RTI. L, C% { x# m5 u1 f; n5 N0 e1 ~
' \1 l$ u7 s; f, ~7 d; A! n$ z& M- ;====================================================================== {( u! r# H' a$ h+ Y2 W& \2 V$ P
- ;请求中断处理 t8 P. Y, P2 _& ~& L# T! @
- Irq_Program- I, z {9 v( z
- RTI% l/ D1 s* c8 |6 l- j
7 ~3 h0 e7 ~. J/ g" W- ;======================================================================9 a- M$ N. t' |* t% k
- ;中断向量表
( C. [2 M3 W: I) V4 x2 i+ _ - .ORG $FFFA
6 e. q2 J4 U& n! i - .DW Nmi_Program ;NMI触发时执行
" p( j% h6 m! f+ I5 C$ u - .DW Reset_Program ;载入ROM时最先执行8 O* M J, t0 [/ D/ | E3 o
- .DW Irq_Program ;IRQ触发时执行" ^: E9 _& |4 C- S Q2 e
复制代码
0 ~8 l. j5 N* u; N4 e) u
% ?! ?& U) d V! z. w3 A7 L- v4 u$ k9 G% B, n! ]* h
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