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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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% N# { n4 b5 ^以下是主框架代码:
5 f; i. s) s( E1 n1 a4 j- ;======================================================================* }7 L' O4 V) \* {8 K7 ~
- ;文件头; f e4 C2 ~$ L- h) M3 N& {
- NES_16KB_PRG_SIZE = 8 ;16KB PRG大小数量0 Q' P+ @: ~* V% N5 R) \
- NES_8KB_CHR_SIZE = 1 ;8KB CHR大小数量( A$ N! @8 `5 z/ s3 u8 _& j" s
- BANK_DATA_MASK = NES_16KB_PRG_SIZE * 2 - 1 ;bank号掩码
* i; B- j' b+ @% g( N - ;======================================================================
( q X5 v5 w7 Z9 [6 J/ I$ M - PRG_DATA_BANK_C000 = NES_16KB_PRG_SIZE * 2 - 2
! v4 h7 \3 T: q, |. x# d! x - PRG_DATA_BANK_E000 = NES_16KB_PRG_SIZE * 2 - 18 l8 ^& ^9 j$ G% `
- ;======================================================================4 g4 D8 i6 b: |
- RESET_BANK = NES_16KB_PRG_SIZE * 2 - 1
& w2 L5 n4 D7 p! ~, `- t3 E4 p - RESET_ADDR = $E000 ;主程序起始地址. @+ m, P, U9 K
- ;======================================================================
l5 k) T. ?9 D/ h8 f3 m - .INESPRG NES_16KB_PRG_SIZE ;16KB PRG 数量, $01-$EF8(1-3832),即16-61,312 KB
5 P1 ~( Y. w: O; M/ t3 { - .INESCHR NES_8KB_CHR_SIZE ;8KB CHR 数量,$01-$EF8(1-3832),即0-30,656 KB9 Z5 x M Y7 D' z
- .INESMAP 4 ;Mapper号 (0-4095). F* Z6 q( o0 p+ d
- .INESSUBMAP 0 ;子Mapper号 (0-15)( C( v' A+ X$ H- H# y& q: {
- .INESMIR 0 ;命名表镜像 (0: 水平 1: 垂直 2: 四屏)
& E* S, D0 Q4 b! D - .INESBAT 0 ;指定是否存在电池备份 (0: 不存在 1: 存在)1 R" h) p! W3 z
- .INESPRGRAM 0 ;指定 PRG RAM 大小 (大小 = 64字节 << 计数)8 k) ]& \( Z- }" K
- .INESPRGNVRAM 0 ;指定 PRG NVRAM 大小(大小 = 64字节 << 计数), M6 l3 e! U9 Z% {
- .INESCHRRAM 0 ;指定 CHR RAM 大小(大小 = 64字节 << 计数)
- e: }3 T: w, ]; ^9 S) [0 T - .INESCHRNVRAM 0 ;指定 CHR NVRAM 大小(大小 = 64字节 << 计数)* M4 h% z/ ?) F& Q: A# {) Q5 B2 f
- .INESTIM 0 ;指定时序 (0: NTSC, 1: PAL, 2: 多区域, 3: Dendy)
: ?- Y4 x$ M, I; D1 z2 O - ;======================================================================
! K- P6 p j! S5 a3 b* G5 c4 E8 B0 H$ b - .INCLUDE "fc_demo_config.asm" ;全局配置
; i; R& G* V& q( C5 n" H* T: g1 ` - .INCLUDE "fc_demo_constant.asm" ;NES常量7 M5 @) ]/ w. r' f; }$ {3 z
- ;======================================================================+ d1 z7 ^( b/ u; B: m2 t
- ;音乐配置
9 I8 D5 |' O- k9 [* Q/ t! m - .IF 0 = MUSIC_THEME
( L6 `* i# B3 L6 U2 [- Z. b( o9 g - .INCLUDE "data/music/Gremlin 2/config.asm"( h' W' G, r3 G ]7 H
- .ENDIF c7 r" Y( }* D6 `& l3 w
- " I' {# r5 M, @4 p3 Z* [) t
- .IF 1 = MUSIC_THEME& c& [, B6 p# P9 M
- .INCLUDE "data/music/Raf World/config.asm"
$ j0 f1 i5 ~5 a - .ENDIF
6 [9 P' w- t& z! A3 j Q0 Z4 Y7 f5 k -
" I, h. v9 t. ?$ \( Q( ~4 V$ w - .IF 2 = MUSIC_THEME
. O ^3 E. j* p - .INCLUDE "data/music/Ninja Gaiden 3/config.asm"
! @% U: c. S$ Z- V+ r. f; ] - .ENDIF
% s# K0 I: d: s
: f& q+ k8 Z: i/ h- J- ;======================================================================7 L. Y2 X, k% l, z# ]$ \' O0 T, D
- ;引用CHR图像数据
: D4 z* ~; s- m5 y% O" J" x - .BANK NES_16KB_PRG_SIZE * 2
! b$ b2 k2 o3 O3 ?- A- x - .ORG $0000
5 Q# x* V: Z" d$ ` - .INCBIN "data/bkg.chr"
1 A! z; A E* G' g - .INCBIN "data/sp.chr"3 \1 [( u- _+ b
-
7 K F7 ^, }8 s3 R& o4 H0 x/ z7 { - ;======================================================================/ u1 Y7 V' a! ^, g" C
- .BANK PRG_DATA_BANK_E000 & BANK_DATA_MASK;设置程序所在Bank9 H( V" y& ?' U6 T* Z* B# J
- .ORG RESET_ADDR$ f& J' N0 z3 v6 |6 s: v5 G
- ;======================================================================
/ {$ T7 }" }+ n, O' X% ?7 K0 Y - ;引用其他源文件
# p, z6 O! \" ~ ^4 s2 i# k/ V- ? - .INCLUDE "fc_demo_ppu.asm" ;PPU处理
% i, k4 Z" K/ x) ~4 ^( N- U# d - .INCLUDE "fc_demo_joysitck.asm" ;手柄处理1 s1 h% ^ v7 n# ~- P2 ]
- .INCLUDE "fc_demo_static_text.asm" ;静态文本处理* K9 }5 C% b6 T% U
- ;======================================================================9 i+ u0 U6 D, A/ M# N
- 3 m1 S+ R" l0 P& T; j) x3 M
- ;======================================================================
4 j: ^" L" g/ w4 Y - ;等待VBlank到来
9 x9 @7 K2 T( e l - Wait_For_VBlank+ d: H" W$ W' I. @# l) d: L! l
- LDA PPU_STATUS
/ o- ]) t c, ~/ {- F" L+ N - BPL Wait_For_VBlank
6 \2 G) C' |7 s$ O - RTS
r) q& \* }/ s - 5 B6 v6 @! b; [5 d0 b; z" k% J
- ;======================================================================% J) a! K) u' d4 W6 u; n2 _
- ;调色板初始化
* e. d1 S# _& f( ?9 m0 @ - Palette_Init
4 u* a d4 N9 Z( D- f) n7 z - LDA #$3F( y5 l! g4 p" A5 f8 {/ L" B @2 }3 y5 J
- STA PPU_ADDRESS
8 E. _" Y Y# U - LDA #$00" U* Q. r9 L b5 {. e2 W& ?* p/ J
- STA PPU_ADDRESS
' _1 ~, R" b( d - LDX #$00
1 i& f$ i) j- Z- {& H- t6 |2 Y - LDY #$20+ T5 V1 @' a( i( B( B
- .Write_Data
0 h# D% u5 k* L8 K& U - LDA Palette_Data,X
% B% E1 Y( L7 Q5 L# O7 Z& H/ t: { - STA FC_PPU_Pal_Addr,X! x' ^6 k" N E. u. N
- INX
( a/ @0 `1 {$ I: d8 \ - DEY
& ?4 U: w: A1 F( Z - BNE .Write_Data
1 P( k: Z- f/ e% p$ y* j# _ - .End( @" W; S! f( e9 i
- RTS8 U0 z. j! Y! p. x. v
- E! j! J2 w' z/ F
- ;----------------------------------------
) O4 h/ @; b2 j: c - ;调色板数据* R6 J* E: o/ E% @- r0 u- K6 ~9 w
- Palette_Data
9 ]% d+ ~$ E c3 n: j! ~ - .HEX 0F 20 32 02 0F 20 32 0F 0F 20 32 26 0F 1B 0F 1B
) d0 W4 |* p) k0 I6 E: Q - .HEX 0F 21 27 22 0F 24 24 24 0F 21 21 21 0F 22 22 22
# U7 Y: }2 i* a) J# f8 F* g$ x* l, H5 q - & p: Z* z# [) j& `
- ;======================================================================
5 w s2 `- k8 @7 w5 d* y" | - ;命名表清空
( g6 ]8 w7 `* ~. M - Nametable_Clear
8 A, t( f8 h, D - LDA #$206 g+ f i8 B2 p0 u/ ]/ ~; b
- STA PPU_ADDRESS
2 d; \7 _4 A* A- o/ E" c8 a - LDA #$000 D0 y q0 Y* K- j' v4 J
- STA PPU_ADDRESS/ t3 \ q5 y' T* Y# Y
- LDA #$00/ S; V# \7 @6 C) N/ b
- LDX #$00% y) ]/ m* b% j9 X1 M% m0 ^) q) E
- LDY #$08
* S, Y& y6 V$ ]% _. _+ v6 q - .Write_Data
8 X- b: o$ k$ {4 g% ^4 l0 ]6 x0 X - STA PPU_DATA
7 A4 {( p# w! J5 h& O/ ~ - INX
+ d* L. Y; v% u9 y+ P - BNE .Write_Data
. u/ T9 X8 U- A5 {1 f E( L/ { - DEY# a2 x" t% g' T
- BNE .Write_Data g W* [# _( v) x
- .End
7 `8 |: F; R" y1 {8 k0 W$ o - RTS6 \- e' D; X) B J4 E$ C* R1 v
- 9 ~0 J9 G3 I0 k1 U" V
- ;======================================================================
4 \* j# }8 H% L4 i - ;音乐曲目切换9 Z! Z; Z8 m5 D) D7 J. Y
- Music_Select_Process a# n+ }; B5 Z2 p4 k( h. d5 H# m
- % e& C1 ~1 `1 c
- .Pre_Music;上一曲
4 E. y) g( o1 s2 | - LDA FC_Gamepad_Once# j. R+ J& p: z6 X* Q4 w
- CMP #JOY_KEY_LEFT* `, C M8 ]. g7 f+ x/ `$ E% h
- BNE .Next_Music5 M- B; b& g8 R
- JSR Music_Play_Pre
' d5 `# J/ R9 J' r- i! A. q6 ^ - .Next_Music;下一曲5 h- X- h6 _* s) ?4 e- d! z
- LDA FC_Gamepad_Once: Y% Y; r1 P. ^, }3 S
- CMP #JOY_KEY_RIGHT
' S5 @: }' O4 I$ Q) i - BNE .Next_10_Music
- u/ W3 T5 `5 e - JSR Music_Play_Next4 K- ?; g7 v0 O; R; c# G+ ?$ S
- .Next_10_Music;上10曲
3 ~' b1 c) X8 I0 [ - LDA FC_Gamepad_Once
u0 ]8 j, w9 K - CMP #JOY_KEY_UP
9 x6 d2 _# Q" f I C - BNE .Pre_10_Music
, @6 R9 k: ?+ `0 R - JSR Music_Play_Next_10
+ b# b, B3 A2 T4 }6 i* ]+ G - .Pre_10_Music;下10曲
% \) M8 I% J( k - LDA FC_Gamepad_Once
: C# \% w- o* d0 G, B' \! x0 l - CMP #JOY_KEY_DOWN; Q# n1 G! j. |+ x5 Q1 G, P
- BNE .Reset
' e: e7 g+ V. p - JSR Music_Play_Pre_10
( j/ p) B: I" W% B3 X- W7 y, _7 V - .Reset;重播当前曲目
5 a7 |) D) V- l1 {3 O7 }) o. n - LDA FC_Gamepad_Once
# L7 P0 j4 ~; v# Z; J2 d - CMP #JOY_KEY_START! g- P; x0 c7 P9 g- x% M) c; E
- BNE .End: U5 F* b+ W0 L( y9 R" i
- LDA FC_Music_Index
& I% r% A& y: W% a2 C$ i - JSR Music_Init_Process
& Z: p, l0 i: ^1 {- N- S - .End
9 v5 j" `7 R8 C2 T1 l' `5 G - RTS) Z5 j' p X2 l) K, _
- . I" X7 i* d+ F J5 k; Z/ c
- ;----------------------------------------------------------------------
$ P: r! b5 p9 ^9 P3 B6 ^ - ;播放上一曲5 u) S1 I8 S+ v6 G0 o
- Music_Play_Pre
& x4 C) n6 \. W* t+ u" v - LDA FC_Music_Index
% K/ f# @9 |0 G8 Y/ O - BEQ .End
) q" h4 r' ^* [7 X - DEC FC_Music_Index: q5 C: d2 v& F) [; H0 h: P
- LDA FC_Music_Index$ g z4 T7 u8 m( ^( I8 W
- JSR Music_Init_Process- E# l$ k1 J, x0 Z' I" e, ~! C- s
- .End
) l& d! E6 u# M, B' R0 i9 ] - RTS9 G, B$ i) N4 y7 X4 M. ~5 l( \
- ;----------------------------------------------------------------------
1 Q( A; ^9 d9 a0 ` - ;播放下一曲 V/ l, n7 r1 D
- Music_Play_Next
+ \3 J, z1 Y0 l7 H2 p - LDA FC_Music_Index
. Y' M. ^# i- _4 @8 d - CMP FC_Music_Max_Index; j5 s9 ~, a* \- A8 W p( T
- BCS .End
2 F+ j% [' T, Q, P3 j - INC FC_Music_Index) v% x/ t7 ^( u2 b2 {! E, i% b8 e
- LDA FC_Music_Index
! g, n/ h. E5 x - JSR Music_Init_Process6 `( p- _# d K
- .End) D# a4 b/ k4 o* i
- RTS& q$ d& r5 @1 l ?. H
4 c- k, g. L: w2 X) |% n+ \6 d6 z- ;----------------------------------------------------------------------
1 M. ]# A3 @' }5 g - ;播放上10曲
, S0 I7 {* N( [, c' G - Music_Play_Pre_10
2 I4 F& F( u8 }! m) D - LDA FC_Music_Index
5 k' y9 Q$ f( D3 _! T5 |' K& i3 R - BEQ .End
% c2 {6 d& t' u0 Q; y1 D% s - SEC/ m% I1 w& e# ^* S# I9 ^7 |$ E
- SBC #100 D: }! J$ d- q4 q) l$ B. p. _
- BCS .Pre_10
0 s, ^6 B' o1 j- ?# T: y9 H - LDA #$002 }1 M' [% _, ^$ `- i2 V; w
- .Pre_10 x( z l- S& q
- STA FC_Music_Index
9 a1 {9 {1 Y( J0 a7 u i0 y! { - JSR Music_Init_Process
* Q% V4 T, ]$ h# t" R& T - .End
2 |) p3 X1 P$ C( C2 N _' @ - RTS' U. b. g) U, E4 b6 A! q9 J \
- ;----------------------------------------------------------------------
8 O6 j# O7 Z0 [6 ?: {/ T" G - ;播放下10曲
) R: A H1 z$ @7 B: _, B - Music_Play_Next_10
5 |; ? o" q1 o - LDA FC_Music_Index
9 k3 r' _% l \2 M - CMP FC_Music_Max_Index+ [# ^0 y+ F" k! q, w, B" G
- BCS .End
3 X/ ?1 c; N7 I7 [7 ~: u1 A - CLC
' q5 q9 s3 h, }) u - ADC #10
' x; e+ ]- ~% ?8 B - CMP FC_Music_Max_Index- d6 T8 B4 {* c0 t5 z- b
- BCC .Next_108 p$ N, C( g3 m( [ t
- LDA FC_Music_Max_Index
# `3 O6 v5 J$ \5 b. @! q7 c) d# i2 u, g - .Next_10
3 ]; f% {4 C7 U8 E$ N - STA FC_Music_Index
; z' U; ~; O5 M* k* L( L; C - JSR Music_Init_Process
% H8 s3 V1 j8 ~5 v: d1 w3 O - .End
) r5 s7 }/ D4 u/ V - RTS& N+ F+ M& ?4 u9 a* u' z
8 n! [+ A2 t* w1 P% v. @ k- ;----------------------------------------------------------------------
& t! s( y9 {# |* n" ?& A/ F - ;8位十六进制转3位十进制制% ~5 r( c0 T: M) [; E
- Hex8ToDec
6 g( I* V& z8 p - STA FC_Dec_Data_13 s6 n% q/ }9 A
- LDA #$00
8 \9 O* w' z* {) [3 S( L - STA FC_Dec_Data_100
* |# {5 n' h; [! N- j0 ] - STA FC_Dec_Data_10( z! F# t! Q* s/ ]0 U6 ^
- LDA FC_Dec_Data_1
2 q- L% m- h/ F- X5 Z - .Convert_100" j" A9 X9 Z+ \
- CMP #100
7 d% v# ^) _& f% t6 ? - BCC .Convert_10) m3 l8 x& j$ F9 h2 h
- SEC
+ S: p5 s9 h/ } - SBC #100
5 n5 d: a2 [% }+ A- v8 s - INC FC_Dec_Data_100
% [" K- Q3 S1 m; q' @/ m( U - BNE .Convert_100; J) A: `6 n$ ]+ S
- .Convert_10
$ h. w% e! z! i( o - CMP #10
7 a' u% O4 U3 [0 w; {& ? - BCC .End
) z8 g1 |' T$ a% s E - SEC
4 ]2 p' A6 k4 \" R2 ~% l - SBC #10: f- N5 G0 I$ v S0 v3 l. _
- INC FC_Dec_Data_10
+ \& @, |& @( X7 f7 g7 h: b7 H - BNE .Convert_10
7 n# T7 Y% u9 b2 p* q - .End
5 S: c$ @- o8 ? n4 Q' |' }! l - STA FC_Dec_Data_12 B [& q" @/ v; y1 g' _
- RTS
1 p. p3 p3 b+ ]. g - 8 f8 }8 I+ W- k0 A
- ;----------------------------------------------------------------------
. P- J7 w" ]+ y% q1 f5 F - ;显示曲目信息
: d2 K" j5 }% \& t8 L+ k- W! j - Music_Info_Display
: V( w7 c, D( f* \0 a# U - LDX FC_PPU_Buf_Count
- u& t r. t" c/ k) ^5 l - LDA #PPU_WRITE_MODE_CNT_LINE# y/ S+ Z9 z) k# F4 C2 _
- STA Use_PPU_Buffer,X
. w" K6 }8 B) ]/ d( F( N2 C, Q/ \ h! M, u - INX
5 X9 G, r; k' M% X* h' ^ - - g. [! V, t+ t$ B
- LDA #>MUSIC_INFO_POS1 b3 g6 R6 v' \$ }3 s9 c. _
- STA Use_PPU_Buffer,X
$ M- y! F; o- L, ?6 U* g9 { - INX
, ]% K& ^7 o: ?- F -
J/ R. x( w! j - ;居中2 m2 P- L4 n# [+ ~' [" Y
- LDA #<(MUSIC_INFO_POS & $E0) + (32 - 5)/2; b8 C( J' M6 p& C- j" ^
- STA Use_PPU_Buffer,X) \ l. D% L0 \6 K
- INX
$ C6 b" ?& |" Z" o7 e - , ^# z2 _- }: i) g9 b
- LDA #$05- {/ j3 k. {3 v' ~
- STA Use_PPU_Buffer,X
9 [' m) i* l, ` - INX0 o1 |( R; _, T" b4 \( d( F
- " z$ D; Y% i! H
- LDA FC_Music_Index
( Q4 j0 ~3 M! \( m% Y0 E0 M - CLC
/ i) m# Q( [% a4 [- v# U; e5 } - ADC #$01* C5 m! e. m; @. N$ ^
- JSR Hex8ToDec
* m. A) @) J( I! `$ Q -
$ X9 |6 J7 T9 Y9 A, y; N2 M - LDA FC_Dec_Data_102 x+ \( D% c) l' w9 R! ~
- CLC
- c% x( D- ~% ^1 _* f - ADC #'0'8 U* X0 w* g. S
- STA Use_PPU_Buffer,X
3 ^( ^, ?7 C, @4 v - INX
8 i- b: e& z- x @# A* I -
( W$ d7 a! B" N6 P9 O# {! d - LDA FC_Dec_Data_18 E b% z& L- B/ P
- CLC$ }" c! r2 ? P7 K1 B+ I n! b
- ADC #'0'
# p$ I: \* v( k - STA Use_PPU_Buffer,X
. z( C& v a) Q! ]" N. T - INX1 d+ U$ n! [2 U+ | Y
-
/ |5 c& {( B P5 }; W - LDA #'/'2 n) \) X$ q# q2 U- d% B, _( H
- STA Use_PPU_Buffer,X
$ A! x+ Z5 @2 B3 p3 {0 p; L9 { - INX
$ R: k9 A% J( d - , E( e7 ?! j# ]0 y k* ~. R
- LDA FC_Music_Max_Index, i8 ~; K8 v( \+ ~
- CLC
, D2 U W6 h6 z# N0 x - ADC #$01
$ M. j* y7 U6 ^1 i; _5 s - JSR Hex8ToDec* Q1 h5 V" D1 o1 w+ q5 O( M, z
- ' v$ D7 g: B+ h5 ^1 U
- LDA FC_Dec_Data_10
& X9 _* Z# O3 V - CLC
! M- N- R2 X/ D* _8 I - ADC #'0'4 F D& d# T5 E- f+ B( f
- STA Use_PPU_Buffer,X; V4 s8 ]: Z& j: A- n
- INX
$ Z, f! i1 _6 M' n$ I( |6 R8 r -
( y4 W$ P9 {+ N0 ?# v7 U/ R* u* c2 W6 A - LDA FC_Dec_Data_1* ^& g0 g2 }0 g2 U& [" |
- CLC
0 n/ f ~3 O' h1 d+ T# N4 o - ADC #'0'2 O4 H* d7 c r! [! ]% O/ z$ q
- STA Use_PPU_Buffer,X( S0 v1 x' G- F7 i, V
- INX; v3 P) o1 t* R. r* y0 h, S x" f
-
& ^3 o. Z! {: U V0 u - .End
* \& ^* h% S2 m - STX FC_PPU_Buf_Count
# S+ P ?! ?4 {' t - RTS
& ]4 l4 _) _$ l( b s - ( V4 m/ a! S3 y7 W1 L" G
- ;----------------------------------------------------------------------
3 ? H2 k9 e+ P- o - ;音乐曲目初始化处理
7 U6 O) ^$ ^: o: a+ _2 r - Music_Init_Process& Y6 m6 Y! t/ o& R, I" U4 V
- PHA$ U @5 D, Y' ~ y
- JSR Music_Clear_Process% {0 N( k4 F& T" X3 v1 y
- LDA #$1F; W2 T9 Q: g# Y
- STA $4015
2 k8 r& B6 Y7 N6 I5 e - PLA: Y3 V" p2 v* E
- JSR Music_Init_Addr
4 D" D, B4 ]- \( u: @. O: g4 k - JSR Music_Info_Display
$ m* }# D/ p+ H& I' ?9 g - RTS
+ k w8 i4 J( f! ~
2 Y( C* ~$ J% _5 g k- ;----------------------------------------------------------------------
% G- n( Y9 k4 r3 v4 B9 B - ;音乐播放处理
0 J; F& L# P' j - Music_Play_Process
! ?( M- K- }/ |0 x - JSR Music_Play_Addr% Z# R4 c+ G' ~3 w% @
- RTS3 I1 S7 R( Z1 G1 Y! q9 Y
- m6 p$ \! ?' R3 L0 d- ;----------------------------------------------------------------------# `$ H6 c* H, ]7 y: Y" @
- ;音乐播放处理
: M' Y z9 ]& g. Z - Music_Clear_Process
9 C* g5 j( B6 o" M4 r2 t, q* R' ~ w - .IF Music_Clear_Addr
3 L9 n" P6 W) \1 s% l( B6 l - JSR Music_Clear_Addr: K( R2 Y; C# o2 K ]3 h8 E9 ?, B
- RTS
) z$ a5 b. Y. W; ]% f - .ELSE2 S( o; C. ]6 y: Z+ y. u* b
- LDA #$1F
$ K. i5 d$ z8 ^% p7 q# M; W - STA $4015
P) y$ W9 A6 f* c$ Y# D! F - LDA #$00/ d% V% b( c+ @, Y) Z1 O# [
- STA $4010
. g+ |& ~5 }% r7 V; \ - LDX #$00; M5 _6 D6 B1 O- T/ P. O
- LDA #$00
; ^" H# {) k" e. T+ b$ |4 f" G -
8 a, E" F! G5 a+ U* a4 u+ Q - .Music_Clear_Zreo_Page_0( c, K+ q; V2 U* p
- STA $00,X8 _) \ Y' p2 W+ S3 f' b# e
- INX
6 |2 _4 y! B0 r& [+ ?+ p - CPX #Use_Zero_Page_Begin- _ i7 G3 D- x3 z9 m1 |* R
- BCC .Music_Clear_Zreo_Page_0
! V8 z$ Y D. @- y* N8 X - ; c5 D+ T: Y5 o
- LDX #Use_Zero_Page_Begin + Use_Zero_Page_Size
+ x" I( Q% z6 v9 [1 d$ x - .Music_Clear_Zreo_Page_1
, J6 L) ]% M0 V% }- x - STA $00,X' l- q9 z) L% l0 N
- INX
" d# ` H, r/ z3 B - BNE .Music_Clear_Zreo_Page_13 g" q: @, R, A2 O9 Q, @) X# k9 {
- ( t$ c9 L2 X2 z* a
- Music_Clear_Process_1; M. |, {3 X6 k: i7 P7 Z! }
- STA $0600,X
1 j/ P+ T3 i* h% K, O - STA $0700,X2 W3 y s+ c; j/ I5 ?0 S8 s6 O
- INX
p5 O/ Z, n6 P( [5 h. S; v) x - BNE Music_Clear_Process_1/ a; o% t0 S/ _ R/ ?5 o/ ?
- LDA #$10& c3 i# [" w. W. a+ c j5 V" W
- STA $40009 ]' ]8 h4 k) E
- STA $4004
# D0 I( v3 B" {2 E4 `0 Z - STA $400C# E) e1 R$ q, k' h" L" K
- LDA #$00
/ y$ x8 D" u: A8 ^* j# l7 k - STA $4008
9 K4 B. C& X, h# r - LDA #$0F$ b p4 v* j3 e8 g2 }0 m& j& H
- STA $4015( Z( q% [- L2 v$ P2 w6 T5 N
- .ENDIF4 n0 M* E0 t( P- u0 D: _
-
5 F! b% `6 u$ c# C$ C - RTS
8 ?6 P7 d; F# G( h! f
, U4 k" ~1 {# Y5 I) j1 M( Z- ;======================================================================/ m! Y3 O5 l5 P! {% h' o# h+ K. q
- ;重启处理
$ S7 K" G1 b# J - Reset_Program3 f8 L- u2 ~ k( Y$ B3 [
- SEI7 n9 b8 s/ D+ g9 m, C
- CLD( Z1 ~; e" G3 B- u! n+ H
- LDA #$000 ?3 V2 y8 E# s/ n5 B
- STA PPU_CTRL: d4 @; `. i1 m' i4 ]* H
- STA PPU_MASK1 O, u' D( Z: ~+ J' X# x
- STA JOY2_FRAME
! m* l( e% G8 j9 W - STA APU_STATUS
2 G! o' ^9 j" X! m8 y - : ~! r0 \7 L( L& E+ q8 ]& `# d& g
- ;等待屏幕准备完毕
) i+ n' a; d A, ?% a" @ - LDX #$02
\$ w2 E0 Z. I% E, i - .Wait_For_Screen_Ready! m7 k* l: e! i' ^# K* P
- LDA PPU_STATUS
1 s7 M& y5 b, _1 M4 t - BPL .Wait_For_Screen_Ready" _3 o; x# |, Y) ^5 o1 ~) K% a$ B
- DEX! C H3 F" `- B
- BNE .Wait_For_Screen_Ready
# f! e* L0 j1 n( X2 ^+ Q* N -
# Q6 X4 J" l; W% n q' f3 @4 y M - ;清空调色板
8 M" r% R) e% w+ j - Palette_Clear* f% w6 s/ N& \
- LDA #$3F
, K8 \$ i/ O0 p0 z0 ]' Y& ] - STA PPU_ADDRESS
- U q; i+ D4 P! ~: S% q, U - LDA #$00/ b+ ~" T E# q
- STA PPU_ADDRESS: [, N8 }: G5 ?/ z z
- LDX #$20
: P8 V9 m9 @( C - LDA #$0F D; H6 B5 P) n' D( m8 I t$ [
- .Write_Data
" L% r2 S& i. c2 j# l; s7 [# e4 z - STA PPU_DATA
9 z' A! u# g& L, g! ] - DEX' a; `+ q% s; R6 J( j/ |; f
- BNE .Write_Data2 u9 c5 @" l# n' e4 }9 ?
% M8 g7 p. R5 {- ;清除声音 $4000-4013. p0 m9 h( H3 j/ i* n8 N4 V
- LDY #$14, ]3 ?0 w, }5 x6 o
- LDX #$00 C6 ^/ w+ l1 V$ g
- .Sound_Clear
1 W2 u% S3 \& {2 `1 i1 k4 u1 ?+ t - STA $4000,X& ^- }: V8 ~! R5 K% Z( {
- INX
( x P# |3 u2 k - DEY
5 d% U$ K5 W" d - BNE .Sound_Clear
8 @! `, w6 r* Z5 v2 M+ F0 [ - & V" D. e4 j' m7 H% K, [- I
- ;清除 RAM $0000-07FF1 K9 a6 ^- i, B
- LDA #$00
' T; M. a! f2 o9 l - STA $00
: \* j4 ]5 I o/ s! g" g1 u1 V - STA $01
- w9 e3 ^4 y6 p* i& @' B1 X - TAY h4 E1 P! H! V: S. W
- LDX #$08
- C; I, {; ]% M l" \ - .Memory_Clear# I7 S. ?- {: }! |& B7 B
- STA [$00],Y6 G& x4 O+ N/ x. p6 d
- INY
$ E" @) J8 n4 V9 S - BNE .Memory_Clear9 J/ V, r$ t( o0 y% W/ j/ Y: r+ n# }
- INC $01- b+ H0 P# Q6 i/ b
- DEX$ ^& |9 u3 e. p% c' D% C/ X, v. L
- BNE .Memory_Clear4 R( L1 X+ ?+ k
-
$ _ I% {, A: a3 g4 l8 D) L - ;精灵缓冲初始化
3 d! a2 j: W% S3 }0 l* a$ j8 Y f - LDX #$00
! A E; h' g q) A7 X$ U+ Q - LDA #$F8; Q: x& q/ m! F I0 u
- .OAM_Clear( W: y- \) L2 Z3 N- ]4 x
- STA OAM_DMA_Buffer,X
' v4 U4 g; \* h" Q4 R- _! \ - INX; i$ \7 R/ R+ q. h
- BNE .OAM_Clear3 u" ^% Y/ n" l: ^# B, ]
-
# D; A% t/ \/ D, K$ K* a - ;栈指针初始化
! t D+ Q( s0 {% T" t" J, B/ o - LDX #$FF
1 j* z4 C K J4 _ - TXS
: T4 u+ a5 D' r& q0 K1 h' I -
" Q; Q) K0 T' A9 a - JSR Nametable_Clear;命名表清空
7 |, Z6 K/ ?# m( h: R - JSR Palette_Init;初始化调色板缓冲! x. C$ O7 q$ L N
- JSR Static_Text_Init;初始化静态文本
3 ]* d2 f+ E0 U% e) f0 e7 g) b -
! E/ M5 P+ t# P. y, R - LDA #MUSIC_ITEM_TOTAL - 1* h6 B! ?2 i; x8 l# y0 d; L
- STA FC_Music_Max_Index2 [ Q G( A+ L& i5 Z) O
- " A3 v0 g- ~( W$ K6 ^& h7 m* K
- LDA #$1F
& F* T; V( e R4 O7 h; i; N$ v6 C - STA APU_STATUS
, H" V" \1 N% D1 g4 w/ k! b3 Z - LDA #MUSIC_BGM - 1
1 q' ^, ^" [0 [1 M& l - STA FC_Music_Index
2 _! W; G0 M9 h. c - JSR Music_Init_Process;音乐播放0 B" e/ W ~6 d5 A0 M. W
-
) l# ] k) ] e) [ - ;设置屏幕显示状态缓冲(当NMI处理时控制屏幕显示状态)
0 H8 I' w$ Y. S! G0 M - LDA #$1E. L% z. z: u' v. `0 v
- STA FC_PPU_Mask_Buf* ]: w0 Q0 v5 U$ T/ Q0 s+ w
-
7 N4 c, }0 h0 q+ J) R3 t - ;启用NMI处理
- J6 T/ }, x0 k' Q3 ?& R+ `7 w( A - LDA #$80+ P* r* K: G3 z! {# f
- STA PPU_CTRL
$ h: J8 q2 B, Z! Z8 F) D/ D- h -
: E7 Y% C. E. n; D - ;程序循环, 剩余工作交给 NMI 中断处理3 u$ o) X# h. O
- .Loop% S/ K$ k" W* W& }) R* R
- JMP .Loop- q# Z# _9 _2 V. a9 i5 l* Y
. O4 V/ w5 F, I) @& V8 F! A- ;======================================================================/ n# a! e8 Q6 e: K- a P
- ;不可屏蔽中断处理0 {. Y$ E, v/ [' l
- Nmi_Program7 g, |5 ~0 j/ ~! a3 Y) ~# o
- PHA. _7 e2 D+ |$ D0 @, T8 b; b6 s5 E& @
- TXA
y3 N2 c' @& w' r2 H: `3 v. O+ } - PHA* r4 @$ j0 Z8 h5 g
- TYA
9 v1 Y. ]$ q& z* @' R k - PHA. n8 X2 k( B0 F% b, m3 C: [5 T
-
5 A0 O' U* d0 h6 W3 N. E - LDA PPU_STATUS;读取使得 PPU状态寄存器复位8 D* s6 R. O+ S
- : Y% I8 a9 y& G
- JSR FC_PPU_Procrss;PPU处理. d. A1 S6 e# A2 y& U* w8 [
- " j# v/ C7 ? E. k
- ;精灵内存更新8 J @/ \8 G; H% T
- LDA #$002 I% B) M( `* ~+ W$ h& Y
- STA PPU_OAM_ADDR
6 Q' v5 J/ K( U - LDA #OAM_DMA_Buffer / $0100
5 Y# i( L0 x& i$ f. g! |" D - STA OAM_DMA
+ u. b$ ~" W5 z- G1 k - : L- y. L( G9 @4 j+ L M
- JSR FC_Gamepad_Process;手柄输入处理" m( v/ _0 j+ K
- JSR Music_Select_Process;音乐选曲处理4 r5 J7 r+ O6 ~, l
- JSR Music_Play_Process;音乐播放处理% h0 l x: Z; b% i! h' @
-
: d9 C5 G) m7 ~+ ~' O* T& S$ P+ B - PLA
% V/ S e; ]5 y+ T& m9 ^ - TAY
$ P. \- V! j9 K$ ]: z - PLA
" \ u/ h! ^: r. z - TAX
. z: ~' }' f) C- s+ j3 U) n% w - PLA
* \# l, L7 U1 e8 v+ M& W% x - 2 s! J" O( E y+ c3 y! N# M& \
- RTI4 t8 Z! d! n# e9 x" Y
- 6 ?" d3 h' s& z4 O
- ;======================================================================, T. ^1 z% H2 f9 O! G3 o
- ;请求中断处理
, j7 N+ m1 c T: S' q - Irq_Program `! Q3 N ?- x2 _7 U8 w% y8 L) C
- RTI" i$ D/ ^: P. e
- 8 i E l' @( o
- ;======================================================================4 ^- _# w: q7 c; s9 m i
- ;中断向量表: [- d. t3 }) y( N8 f
- .ORG $FFFA
3 r$ w3 Y( o+ l* o+ W" M - .DW Nmi_Program ;NMI触发时执行
0 V0 q4 @! E$ b S. S. [ - .DW Reset_Program ;载入ROM时最先执行0 H5 |% h$ L8 h+ g
- .DW Irq_Program ;IRQ触发时执行* R4 {2 N- [" W1 n9 A0 _5 [5 P
复制代码 1 l( t; k+ b3 r+ e1 l
v/ C, i3 A# l3 M+ s7 f4 J; f- f: x" a/ v, D( s; W
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