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这是个 nesasm 3.2 入土教程, 感兴趣的可以研究下9 V L8 d8 B6 z ]7 m* g0 p

3 W7 J( ~# K' @5 O" X以下是主框架代码:
. I1 b% N* m0 q M- ;======================================================================
! M$ f* g' h x2 t1 [( @ - ;文件头
, D5 R0 R3 W+ x$ n! `+ P; b5 d - NES_16KB_PRG_SIZE = 8 ;16KB PRG大小数量) Q# H5 ]) k3 M5 |) S
- NES_8KB_CHR_SIZE = 1 ;8KB CHR大小数量
( ]. {* W( I \6 d5 W' O3 L" r - BANK_DATA_MASK = NES_16KB_PRG_SIZE * 2 - 1 ;bank号掩码. ]+ g# x% g, e) W
- ;======================================================================
; d0 j' G" Q; e5 M" y - PRG_DATA_BANK_C000 = NES_16KB_PRG_SIZE * 2 - 2
; C' s* k! W, v( W0 B - PRG_DATA_BANK_E000 = NES_16KB_PRG_SIZE * 2 - 1: b3 @% a/ B1 @3 h
- ;======================================================================& w. }% }4 s( ]8 d; Y
- RESET_BANK = NES_16KB_PRG_SIZE * 2 - 1
3 ?; O, w% D8 o1 m1 }' M, h. L - RESET_ADDR = $E000 ;主程序起始地址7 n" D& m( O; {( f3 [- w4 k; o
- ;======================================================================
2 W7 L) i/ m7 _7 s - .INESPRG NES_16KB_PRG_SIZE ;16KB PRG 数量, $01-$EF8(1-3832),即16-61,312 KB* c+ e A+ d; J! i) k" k: m. K
- .INESCHR NES_8KB_CHR_SIZE ;8KB CHR 数量,$01-$EF8(1-3832),即0-30,656 KB
. N( V8 i0 E- M1 l, U$ y - .INESMAP 4 ;Mapper号 (0-4095)) [: a3 j, x& ~) I0 P* r
- .INESSUBMAP 0 ;子Mapper号 (0-15)6 y/ J/ J" @, h) {/ |# Q# @3 E
- .INESMIR 0 ;命名表镜像 (0: 水平 1: 垂直 2: 四屏)
9 e% \8 a' Y" |! q" J - .INESBAT 0 ;指定是否存在电池备份 (0: 不存在 1: 存在)" g* j# x, T" `2 h7 S' T
- .INESPRGRAM 0 ;指定 PRG RAM 大小 (大小 = 64字节 << 计数)0 k, ]5 L# E9 k7 F5 s
- .INESPRGNVRAM 0 ;指定 PRG NVRAM 大小(大小 = 64字节 << 计数)* s/ t, P- t" F) r5 L" x
- .INESCHRRAM 0 ;指定 CHR RAM 大小(大小 = 64字节 << 计数)7 h5 _7 Q7 S$ A0 m I6 J
- .INESCHRNVRAM 0 ;指定 CHR NVRAM 大小(大小 = 64字节 << 计数)
' V) h$ d c. ?0 u5 E - .INESTIM 0 ;指定时序 (0: NTSC, 1: PAL, 2: 多区域, 3: Dendy)+ X6 a7 O- I2 m; X* Q
- ;======================================================================+ z' N9 n N3 u% |7 T5 r; C3 z+ {
- .INCLUDE "fc_demo_config.asm" ;全局配置+ Z2 g9 w( P/ Z
- .INCLUDE "fc_demo_constant.asm" ;NES常量) d- l8 a% |* W7 \8 a; z: b3 T6 t6 z
- ;======================================================================
/ e* O- C. Z* w9 s( | [ - ;音乐配置8 E" p& R' [% z
- .IF 0 = MUSIC_THEME ' E8 e8 w( A) m& a3 q) n
- .INCLUDE "data/music/Gremlin 2/config.asm") S0 {9 a! z- h2 l& N; ]( r- H) L
- .ENDIF! q/ a7 y0 e/ X( t: x2 a
-
) B& J& s0 M1 } - .IF 1 = MUSIC_THEME7 e" A8 ~9 ]( w! ?* U$ P
- .INCLUDE "data/music/Raf World/config.asm"9 v: S0 V" H) Q. H5 R
- .ENDIF; @; _2 ~5 x+ }" a- [' H& n
- 4 H) {9 [( _0 `1 ]/ y3 }
- .IF 2 = MUSIC_THEME , k t. H" `9 U+ n- I
- .INCLUDE "data/music/Ninja Gaiden 3/config.asm"
+ [% e9 I. g9 d, q1 }2 u - .ENDIF
- ]0 L1 Y: r4 w* G' }- n+ b
( a6 U3 H4 d, X- ;======================================================================
) V7 @0 U F- Q; P* @ - ;引用CHR图像数据: S0 w0 m5 n$ E' Z/ m
- .BANK NES_16KB_PRG_SIZE * 2
, L( f# M f! n6 J - .ORG $00008 t5 y2 A& {& s, m' u
- .INCBIN "data/bkg.chr"
9 G4 J4 s8 G3 ~. a - .INCBIN "data/sp.chr"
9 U% g0 d2 s0 l, b9 x - / y6 ~$ N0 r& T. ?
- ;======================================================================
' q+ Z$ Y$ i2 A- ?2 f - .BANK PRG_DATA_BANK_E000 & BANK_DATA_MASK;设置程序所在Bank. n* N2 h! P7 ^+ {- S" o
- .ORG RESET_ADDR
9 c8 b" {6 A& J, | - ;======================================================================
8 a6 e6 i0 r3 ~- a6 }+ u, a" A - ;引用其他源文件
; @: W. V) q k& ]- ` - .INCLUDE "fc_demo_ppu.asm" ;PPU处理9 i1 ^ T0 D1 D( G: R( N
- .INCLUDE "fc_demo_joysitck.asm" ;手柄处理
2 U1 ]/ A' w# A5 a1 P) I' D q: J - .INCLUDE "fc_demo_static_text.asm" ;静态文本处理
9 [' Y* \" X+ j! s1 Z' V8 {; L - ;======================================================================
3 s& T9 O: \0 T- V: c. x
) l$ U9 `/ v' R/ a! [7 P- ;======================================================================5 \. W! e1 ~8 y" J
- ;等待VBlank到来8 Q4 O1 O2 G1 C4 E, e/ ?% |8 N
- Wait_For_VBlank
) R- w! j3 s6 ` - LDA PPU_STATUS5 K0 Z9 K) V9 F$ n' U! y
- BPL Wait_For_VBlank
- [: l0 J+ i2 n9 D9 Z# A) v5 I - RTS
: T @7 g6 r5 ` - + o. O- f1 R. ~1 d {
- ;======================================================================& D% i9 Q1 t- R( W4 W
- ;调色板初始化, r1 I, S& _/ K) c! \3 j' V. ]
- Palette_Init
7 t* @( \8 R! z9 o - LDA #$3F w; G5 I6 P( G7 @& l! T+ p/ I5 m
- STA PPU_ADDRESS# L1 a& A* h( n' A
- LDA #$001 c+ u: ~9 s6 x1 g
- STA PPU_ADDRESS8 }! \; @7 W4 L! {# e; f
- LDX #$00
" a8 P8 ?# m% G% Q - LDY #$20
1 P& U. \1 c3 n( B3 b) f - .Write_Data8 h4 l4 I( v4 M1 ^5 X' G* R/ @
- LDA Palette_Data,X
9 X. q3 R/ f; k- {( U7 [ - STA FC_PPU_Pal_Addr,X5 u' c: X9 E$ v" Q3 L
- INX
8 A% q& q, X0 o3 U P h- O1 v - DEY$ k h( c# g; R0 ~9 B- f1 a
- BNE .Write_Data
# @4 ~0 p# Q% P. }1 { - .End
" Q/ G7 P+ B; A- U7 k1 m' j8 Z( ~: o - RTS
& p3 @: n X' v9 W f+ D' x1 t- p0 d - , k- v3 A+ {4 O2 {" X
- ;----------------------------------------$ Q: W( q* I# l9 q7 u! t' G7 D" v* d
- ;调色板数据
% K7 N7 F+ K" a8 G - Palette_Data
. Z3 o% y: u! U: b6 N2 b( v - .HEX 0F 20 32 02 0F 20 32 0F 0F 20 32 26 0F 1B 0F 1B
! w; L. o. B) ~" E3 R - .HEX 0F 21 27 22 0F 24 24 24 0F 21 21 21 0F 22 22 22
+ ^1 Y6 R0 i( C. z4 u -
& n$ w5 ^6 P5 }8 i - ;======================================================================) S B# x2 }% ~% D) p
- ;命名表清空# F, R8 [; e' F) z0 A2 N: H( i+ u
- Nametable_Clear
# u, h+ u+ t. g - LDA #$20
6 i2 P3 T e7 ? q - STA PPU_ADDRESS
* I" i+ X: u e) P- ? - LDA #$00
+ G! w9 a: A6 F/ v$ x( @ - STA PPU_ADDRESS4 X& K6 }! @0 p# \7 b* y2 H8 j
- LDA #$00
4 x4 z0 s0 t) Z$ X. N' A$ o" F - LDX #$00
+ r {; G' _) A2 o, v& f - LDY #$080 e3 |1 `! v# L+ x! _' x' L
- .Write_Data5 i& r9 C: |, X$ w; n3 G7 L1 X
- STA PPU_DATA
/ C! X( q0 _6 `, n- P' B0 b* A+ ~ - INX4 W* j7 a4 _6 |& Y
- BNE .Write_Data$ W+ w& T/ k# g3 o# `! {. a3 Z3 f" P
- DEY, { \* N* j( u; j
- BNE .Write_Data
8 O& i N6 x' h - .End
o h; U; E+ y! i: Y1 H# a6 b3 {0 C - RTS" [$ p; _! k9 g) C
- $ X+ N+ L# b! h H' m- Y
- ;======================================================================0 @& R* P) k& @3 @/ [3 r) I: B
- ;音乐曲目切换& V: H0 W3 j8 A1 [* C% i$ d
- Music_Select_Process( f9 k. W4 g- L
- + C; \. }. P+ R- {( j6 L M
- .Pre_Music;上一曲
) W1 ^. J/ M* X) Q8 \; E, | - LDA FC_Gamepad_Once
7 u3 p3 M) `) y - CMP #JOY_KEY_LEFT
9 `' p( N+ f) {; m' H+ Y/ W3 ]3 \ - BNE .Next_Music
/ L# \: A$ Z* ^3 F - JSR Music_Play_Pre
9 _( i2 j( ^9 y; p+ D; B" ]3 E - .Next_Music;下一曲6 S4 Z: }4 Q" r z2 a& |+ o% z
- LDA FC_Gamepad_Once- L+ W3 l- S, p& ?# R9 V, J
- CMP #JOY_KEY_RIGHT
/ w' `. e7 Q8 k& k. `. m - BNE .Next_10_Music [+ ?4 c2 D' b$ n' b) d5 K9 ^
- JSR Music_Play_Next
3 R, X K9 M$ p- R7 E( _- Z* o - .Next_10_Music;上10曲9 J0 s' @8 K2 W, u1 s
- LDA FC_Gamepad_Once: o7 Y) |: |. D4 d- S' v
- CMP #JOY_KEY_UP
/ x4 Z( a) J0 j/ f - BNE .Pre_10_Music
8 t+ ?1 F; K& A - JSR Music_Play_Next_106 g8 I, n# B6 Y0 t7 K* }
- .Pre_10_Music;下10曲
+ z) t2 u5 R! q% U, V" a - LDA FC_Gamepad_Once/ @/ N) O {! `: l1 {) i; |
- CMP #JOY_KEY_DOWN
) q7 r3 y' A6 m& H; O* c% L - BNE .Reset
& i2 Z" r* e7 p+ d F - JSR Music_Play_Pre_105 w) D# ^5 E* f; z; M8 J
- .Reset;重播当前曲目
7 ? n$ Y: k7 g; g1 g" G - LDA FC_Gamepad_Once
3 F: i4 M8 \ A5 l - CMP #JOY_KEY_START, G8 G# q! f# `
- BNE .End
+ I$ s# A( y% f/ Q - LDA FC_Music_Index
+ L1 i0 s0 _- F/ |1 H: ^; X3 y - JSR Music_Init_Process# A5 f! C! f3 f* E) |
- .End' |, n: q) D* s8 D: s( Q
- RTS/ O/ b4 H( ^4 {
: u. M5 O( W; H0 @& ^- ;----------------------------------------------------------------------3 W" w1 i& C- o$ e0 V8 l
- ;播放上一曲) U) N, M- m3 S8 Y# n; G3 k8 n& K+ v* ~
- Music_Play_Pre6 Y# N6 @7 w- {9 B. {! s, z
- LDA FC_Music_Index
' s7 Z% l) ^2 F: ] - BEQ .End
2 d c8 |% r% X - DEC FC_Music_Index6 s2 N; |4 ?2 U
- LDA FC_Music_Index
7 G4 ~5 y6 r0 s, J! P4 I - JSR Music_Init_Process
" \7 m% ~7 F% ~* k8 l - .End
' r: V& R0 V$ m - RTS, \, h5 {% b4 k9 g' b% S7 @
- ;----------------------------------------------------------------------( |0 {! u( ^; U! `7 }# R
- ;播放下一曲/ L8 x: ]5 r! W3 e$ v/ M0 Y
- Music_Play_Next
" g" E9 T1 ?% ]& e# x; P- [ - LDA FC_Music_Index4 F9 f0 @, F4 G3 G& I: `' a3 X J3 E
- CMP FC_Music_Max_Index! ^8 _+ s( ]$ l
- BCS .End" F; Q5 B+ R2 Q( M/ ?3 |6 P
- INC FC_Music_Index
5 A$ e( p4 x6 }+ X$ F! R - LDA FC_Music_Index
& i: Y, r# n3 c' u( q - JSR Music_Init_Process0 X; b" `* M% [; L3 d% u5 Z7 O
- .End1 F/ M! b$ x* C5 |
- RTS
: p/ ]: ]% e6 _% d: _
3 z Z. Y" J+ q# m) ]- ;----------------------------------------------------------------------9 ^$ P) q! {2 Y1 N4 B. ]
- ;播放上10曲' u) a- i6 p* V1 l& s5 S* `+ w! K
- Music_Play_Pre_10
" V! @8 k0 g2 N& [8 C2 H - LDA FC_Music_Index H0 {2 T5 b+ J: y8 w! H! q! y
- BEQ .End
/ Y7 `+ a3 R/ a# r+ v b. ]/ V - SEC, R' I3 K( X+ t: K8 y. U
- SBC #10
" Y; D' j* o6 L! C+ y7 q: x( ] - BCS .Pre_10: n" R: y( i" K! g
- LDA #$00, t7 H; J9 ?! z' z
- .Pre_10
5 q- B3 m$ k2 v" \9 {: g+ l - STA FC_Music_Index. x8 y# C8 g4 w D+ m- `* ?
- JSR Music_Init_Process
- F2 Q0 {# H* g. t8 L% ~: B - .End
9 b1 U7 e. p- ]- `3 r3 b/ J1 } - RTS
9 D: D- h7 P9 \ - ;----------------------------------------------------------------------, H( L* S% c' L) ?! o. S
- ;播放下10曲
. |. m5 h0 s" ^+ T. T - Music_Play_Next_10
2 p+ N* p' x7 Z - LDA FC_Music_Index
; ]' O9 M7 g2 G0 ~. D" Y+ j* H6 K - CMP FC_Music_Max_Index- P8 w# i3 ~3 F, @# }- b P
- BCS .End
+ Q8 B8 r( p1 ]! {4 K U - CLC: }% C$ o* A; w: i
- ADC #10
' u M' B+ `7 r: s - CMP FC_Music_Max_Index+ _! h, B2 i- `) S
- BCC .Next_10
2 {) T6 K% M/ a" e4 q( \ - LDA FC_Music_Max_Index! X! n% D: ?7 a1 {# z$ Q' _
- .Next_10( A, P6 ~5 l3 @* R7 W# Y% [
- STA FC_Music_Index
3 ? Y* z& d3 ~1 X - JSR Music_Init_Process4 Y) m9 J* U1 I% P
- .End2 O& D+ V) ~. y0 J; y6 p
- RTS
9 @- }- N1 T. z4 d1 ~" O; Z* ?2 `4 K, y$ I - 0 i- n5 K4 P- M! {6 o' Z
- ;----------------------------------------------------------------------
: Z& D' ?, H9 ~2 b - ;8位十六进制转3位十进制制- d- N2 p9 t, e! u: t( T+ j3 _$ `
- Hex8ToDec: l& L9 b1 u6 L" ?8 B$ I+ B
- STA FC_Dec_Data_1( H( h! p, M% Z4 W5 h i6 ]3 t
- LDA #$00
8 F" H8 H. e& y: H" o$ t - STA FC_Dec_Data_1000 \0 c0 o( m( w7 i$ _
- STA FC_Dec_Data_10
" Z9 {3 Q; k7 \ - LDA FC_Dec_Data_1. h; c, j) y& l7 n
- .Convert_100
( `, g7 Q, s+ ?8 @$ s - CMP #100
/ }0 g$ H: ]9 T& A4 x$ a9 u - BCC .Convert_10
& o% V0 n3 O& B - SEC8 C; M' B- `4 e8 P
- SBC #100" W' q1 v( i% _1 O
- INC FC_Dec_Data_100
9 z) q, ] {- @" u - BNE .Convert_100
/ F' K$ Z% {' V F - .Convert_10
8 v- y9 x4 {7 s. X# q- m4 a/ \' } - CMP #10
1 \" ?+ }8 f% f0 K; s - BCC .End& Y2 D N' _2 y Z
- SEC
) e/ n- Z' U& \) b - SBC #10& m% P( \) G8 A I
- INC FC_Dec_Data_102 R# j$ C. |0 K5 v' D- J: c3 U
- BNE .Convert_10
# X6 K4 E* N j5 m }3 f: C1 ~% t - .End8 [4 Z4 o% {% J* i3 T* G
- STA FC_Dec_Data_1
+ g3 h* N8 [( @0 V; X& N$ h" w4 w5 G - RTS. V" m: L- D( Y' E: Z( \% v
* p' j# J" o q) G- ;----------------------------------------------------------------------
' ~6 d7 x2 R \ j! P - ;显示曲目信息" ] f$ y* I9 B! n, j6 c
- Music_Info_Display& g4 `5 g3 y/ J
- LDX FC_PPU_Buf_Count, |8 l% C- C) Z- x% g8 _2 J
- LDA #PPU_WRITE_MODE_CNT_LINE
5 ^- h; S- r8 D$ d0 e+ ]. W/ h - STA Use_PPU_Buffer,X: G5 p3 `% g% ^2 \' V7 r3 L" u
- INX
, P+ k6 U3 M2 ^: H - , v7 {& G. L0 q$ w6 G7 q# k
- LDA #>MUSIC_INFO_POS" B- B$ w: @" M
- STA Use_PPU_Buffer,X
: h* ~3 v" C1 Y9 J! t% o - INX8 Y5 p( ~% e; T6 J
-
q# W' p' Q) G - ;居中0 u" ]. n# I/ K! `+ C$ X2 z
- LDA #<(MUSIC_INFO_POS & $E0) + (32 - 5)/24 Y9 W1 z. z( d3 E3 E; Z# h: q
- STA Use_PPU_Buffer,X
- K$ P# c" n0 P) @. Y1 Y) ` - INX
) L) u- P3 g( u5 Z) H$ l, B - % l! Y5 o5 Z+ W8 |3 Z1 O
- LDA #$05. M; B7 J, U0 f5 \& h7 i
- STA Use_PPU_Buffer,X
. V1 f* I' e: u* N5 k - INX' V1 k% G3 a/ ~+ H* L
-
7 S; I9 v; f6 h9 |( _7 ~; x - LDA FC_Music_Index
# X- u5 q; R6 J& c) k% L( K - CLC* Z3 w6 d5 j( _
- ADC #$01# [, n' ]3 q0 x; Q9 E: v$ N
- JSR Hex8ToDec; q! \/ J# I# a. b3 F4 W/ ?
-
* f. B: T8 E) {; p. u - LDA FC_Dec_Data_10
Q6 T/ \5 D# O2 L - CLC7 a' g8 ~0 v+ d3 |0 ?# m. t
- ADC #'0'8 g: D" l- n& w: A
- STA Use_PPU_Buffer,X! X+ m# Q0 e2 x% E& D" s2 s9 ]! g8 N/ @
- INX
! A# w% D( S6 h7 B -
# c. o; r3 o& Q4 Y' }, x* ?! ^) ] - LDA FC_Dec_Data_1
( `# R9 L) f( ^* q+ L - CLC
! Q0 S( v1 Q: B# R1 f% U6 K - ADC #'0'
" x" _% w, R6 L4 @/ Y- S: I - STA Use_PPU_Buffer,X
$ w6 D& i; _6 { - INX( I: W' W/ u$ Q& u6 a" e2 s3 |& U, ]
- , N/ g1 ~0 b2 q' ?. I6 j% T) ` d
- LDA #'/'
' d9 H& ?: b) H) e3 V - STA Use_PPU_Buffer,X
" f( Q1 Z; {) F( R# t" d - INX
- q! h8 x( z# ]' S. m, J& p/ z& z -
: ?# O# p, R* C0 t& t$ e - LDA FC_Music_Max_Index2 q0 n' i& f: s7 P
- CLC% M' k$ U) i6 w9 s! P
- ADC #$01
0 ?2 u6 Z4 q5 W( F7 } - JSR Hex8ToDec* Q% K3 @: H+ y3 m
- " | y- \( q/ Z. ]" w0 f, U
- LDA FC_Dec_Data_10
# m" T6 J; Z! G - CLC
$ i3 z9 g; e- ?7 y - ADC #'0'% z( j( z T% f+ b& z
- STA Use_PPU_Buffer,X8 m* Y# z) A2 F4 S. L
- INX1 Y6 [# \, }3 n9 O
- : D' O) X3 Z: p2 k) X
- LDA FC_Dec_Data_1
; n0 P1 W3 C, e1 m) s/ b - CLC
h) Q. s' a' c1 v/ B& v' ]! C - ADC #'0'' v+ D2 Q( H! E! f/ M
- STA Use_PPU_Buffer,X
' ~2 J4 _5 ^- j! D" u N - INX; ?3 t1 D/ o; R: n) e8 k
- ( u6 Q% ?* J) {0 O% X
- .End8 V. r) y6 S1 i& G
- STX FC_PPU_Buf_Count* d/ ?. P. c+ F7 Q+ J% z
- RTS
2 I3 V: d6 v6 D - ( s4 Z) U) l/ l2 C. x9 f5 [4 r
- ;----------------------------------------------------------------------
8 m, K$ N+ q: j7 y" E: ~5 M1 l5 V1 F - ;音乐曲目初始化处理
) t- I9 s5 H( F6 I- a - Music_Init_Process! X& M4 A) J, F- w
- PHA
6 }( S) F! q% v. g; E5 p8 [0 l - JSR Music_Clear_Process
; D5 I0 m# S" c2 B( X - LDA #$1F" b. Q3 Y, Q- x* U; F) C# M8 s0 x
- STA $40153 {; B8 c d) K$ g' S2 |: O1 U
- PLA. B& h- ?7 ?# Q; s( B0 g* e: d
- JSR Music_Init_Addr) w; B' q8 p/ g8 s* c# V/ E
- JSR Music_Info_Display0 V5 F$ h r% g; e* N5 A
- RTS
4 P: G2 o" h! _/ }
/ A9 ^# c/ j. g- ;----------------------------------------------------------------------
: H/ _) T. w- q! P& ~ - ;音乐播放处理& T \# F& L' T- A0 }
- Music_Play_Process: M0 `+ O2 t) B, P
- JSR Music_Play_Addr! b: F& g$ S3 \: |' G( k+ J4 ]
- RTS
# w# v4 }( _1 m! A6 P! @ - 4 C2 l8 d+ E4 \/ a! `% g
- ;----------------------------------------------------------------------7 l& ]. z1 H7 C( r0 G# M1 o" d
- ;音乐播放处理
6 U2 O! q' g" T - Music_Clear_Process0 M3 a( t" j$ [3 F: @% _
- .IF Music_Clear_Addr4 H7 X! b( b% i5 W, \
- JSR Music_Clear_Addr
) B" [1 V3 l5 c7 w - RTS
5 ?! Z* b2 i" t5 s5 B. [. A0 ?+ N - .ELSE4 i7 M$ R3 V( I d
- LDA #$1F; M T% W. o* y6 h$ T9 `1 A; }
- STA $4015
% E( G% q# C; u+ q6 m8 t - LDA #$00
1 H+ D. `7 o/ \0 ]4 p+ U8 Y0 R - STA $4010
7 E' H3 B k/ X( Q. k - LDX #$006 X9 S& p6 ?1 u1 t; P$ o3 [. P; h
- LDA #$007 {6 a3 }7 A# S' l( K( }3 q/ p$ k7 D" h
-
0 b# r9 f+ L: s& B8 u - .Music_Clear_Zreo_Page_05 j x/ a+ Q1 `1 _& j% M
- STA $00,X
* j: z5 ]/ h4 u5 L; M4 X# l( M - INX6 @5 F3 k$ Q/ j4 G
- CPX #Use_Zero_Page_Begin
; z' S1 G' }- c+ v" h+ @: ` - BCC .Music_Clear_Zreo_Page_0
2 s, A) I9 r2 V! I v -
" T4 x* N4 v0 B. G/ H - LDX #Use_Zero_Page_Begin + Use_Zero_Page_Size
7 G1 E" Q% O) P9 i- b, P. O: W - .Music_Clear_Zreo_Page_1% H% k# ~5 w& ?3 y7 J9 }. c
- STA $00,X
% ^) D8 q' \; {5 U% t' q" F - INX
$ J% X* V$ E( g4 x/ J - BNE .Music_Clear_Zreo_Page_1. Z' b$ b3 {3 m+ n& Q
- + p! q9 U6 C8 {+ E
- Music_Clear_Process_1
7 d3 @7 ?; t* E* t& o - STA $0600,X& B/ [" d, [$ \' ?% t5 I
- STA $0700,X
% x( b1 t" J0 c2 X - INX% t+ T6 x4 a' i& [6 h
- BNE Music_Clear_Process_11 I+ D" i3 G$ m o+ f& r0 L
- LDA #$10$ J2 ~( o' }1 H. J2 |) e
- STA $40003 A$ ^4 A2 l. |" u0 I
- STA $4004
5 f$ @( |5 B9 p - STA $400C7 p. e7 L9 A, b |
- LDA #$006 B- c2 V7 v8 T% W
- STA $4008
( @' J: f/ i5 n+ p B - LDA #$0F% P/ s; s1 W0 W
- STA $4015
' o6 V3 u0 H, `5 V) ?/ P- Z - .ENDIF1 D/ K, }/ g! m" g0 t
- . Q$ q+ J# }% `
- RTS4 V$ H$ Y' m6 X7 a; @
- 6 m1 ^1 N8 J f( w- t! u/ j
- ;======================================================================
) Y6 g: x9 A# X; | - ;重启处理- _6 g U" i2 f5 E( h; H3 v, G
- Reset_Program5 Q# \& ^! z! S# T# V; l
- SEI
6 t' {: z! S2 g$ W# w$ @9 B4 h9 x - CLD
8 Q% V; @4 f2 f0 { - LDA #$00
' h+ t" [- M9 ~: S; I - STA PPU_CTRL
; ?3 ^$ e3 o1 L5 r% z) _3 t$ L1 [ - STA PPU_MASK
# ^8 f3 m5 f& F4 Q9 |, X& f; E4 C - STA JOY2_FRAME
' V' ?, ^8 ` W5 p" {2 D! c* n - STA APU_STATUS3 d) F( T# N' u( X5 T
-
. _$ G: r% M1 y9 {) _ - ;等待屏幕准备完毕
) z" b& b) p, J* h: b4 ^ - LDX #$02
h B5 p5 \- J* ~+ f F - .Wait_For_Screen_Ready
% C# A, S3 P( ]! G# }3 `4 m: A5 e - LDA PPU_STATUS
1 R( ?4 h0 K& b: ?' p+ w - BPL .Wait_For_Screen_Ready2 _: J7 r& ~2 _! M
- DEX
' X9 v5 L- ?" a' W( U - BNE .Wait_For_Screen_Ready
" h u. p( k8 ]' g1 ?6 p0 ] -
6 W$ U0 g" q' D9 j+ M, v - ;清空调色板4 f7 @) f5 i4 l, _0 P. u& ^
- Palette_Clear- m7 C/ N8 |; h$ Z: N
- LDA #$3F; |2 Q+ {1 I( ?/ Y
- STA PPU_ADDRESS5 {& @% w* G% m4 K; b
- LDA #$00
: s5 `' u% F5 e% S2 ? - STA PPU_ADDRESS
# ~" C1 g4 X( V5 c' Z! Y - LDX #$20
0 ^! t6 F* r$ m' U1 h9 f - LDA #$0F+ M/ y$ T/ h! m h/ k/ v) X
- .Write_Data# o3 q+ x* ^( w$ {( Y2 N
- STA PPU_DATA$ T B) e9 x# o- x. ^1 j( I7 K/ V
- DEX) z/ J* q. X h; N# Z& Q
- BNE .Write_Data9 K) C9 t7 H' _4 q$ U* N8 r
- / E4 p9 I, `0 ~" M0 I' M
- ;清除声音 $4000-4013
6 \, @4 |2 g' b+ n0 c - LDY #$14
; a2 R* s# H6 \6 S$ @ - LDX #$00
r' M( z' d. S5 u - .Sound_Clear" w% ] P; J& V! l t
- STA $4000,X+ V; ?3 G4 b- B. A* ]. r6 C( {
- INX# w6 B: \+ e8 i3 S" i% S
- DEY
9 @- V G9 u. b$ |: v' r# D1 i - BNE .Sound_Clear
6 j6 ^( f9 J8 r - - O( V" b7 s" r
- ;清除 RAM $0000-07FF+ i# \( B; s7 {/ i2 d u
- LDA #$00
4 D; b- q8 [" c& A7 I8 G0 Y2 }& ` - STA $00
6 w: i9 t! V& b7 [* p/ {/ } - STA $01
* e8 Y3 w6 |! S# P- M8 r - TAY
/ E2 \6 }3 b. t) J6 h/ [' L; Z( c8 V- R - LDX #$08, I! M& H d% U4 p( X0 N [: T2 W
- .Memory_Clear; O# j+ E5 P8 _" P
- STA [$00],Y# \+ e- L2 e W h
- INY/ m, H0 F1 V8 a3 S- [! F* ^
- BNE .Memory_Clear6 D# p- ~5 T. \* i( e3 y9 S
- INC $01& G. p5 x6 O5 I: U" i) W- b
- DEX
4 G, y! A2 l. h4 @9 k. M - BNE .Memory_Clear
$ M9 S" X% K6 s -
! b2 S3 m/ S5 d - ;精灵缓冲初始化8 C- x+ q$ k, y/ L4 K% X4 Q
- LDX #$00' k1 q! y! h4 P; }
- LDA #$F8
4 B5 }' g M! ~6 @" y; D - .OAM_Clear
+ t0 D. D4 i* F2 D p8 v& a - STA OAM_DMA_Buffer,X7 R8 u e! ]; a' d, i. O6 {
- INX/ d1 A. x$ ~" ^3 Q
- BNE .OAM_Clear
$ H: |4 N1 ^+ b) M- g+ d; T -
2 {# `& O" o2 T7 q - ;栈指针初始化
* N- i5 n3 U" N; Q! O - LDX #$FF( v5 q1 D; ^, s0 k4 O
- TXS, j! o7 i! u" g, U7 d# f' N3 X
- 4 e" \ [# l; L7 Q
- JSR Nametable_Clear;命名表清空% ?7 J2 e3 ?" e
- JSR Palette_Init;初始化调色板缓冲
$ @, V) \( D6 e- `5 {* E - JSR Static_Text_Init;初始化静态文本( _3 o) P5 H5 H" _# c, z3 f" W
- / X$ j8 s: s T/ X$ q4 A
- LDA #MUSIC_ITEM_TOTAL - 10 I5 ^2 p5 d+ D* O3 j. C
- STA FC_Music_Max_Index+ [+ ^ v2 }; F; @& T+ j9 b* ?
- 7 M# e+ w* ^# h4 N+ t4 c: ~5 Z1 `
- LDA #$1F8 R( L- I3 O& \! y; C$ K
- STA APU_STATUS6 k7 w6 x( `/ L6 G2 T+ q, s
- LDA #MUSIC_BGM - 1
* b- q$ W* D1 A- l0 ^+ e - STA FC_Music_Index
# U: V8 ]$ T9 v# Z: j9 F/ G - JSR Music_Init_Process;音乐播放- {* ~* p9 ^+ F% T) {
-
0 K# F D% l& c" M) d3 v - ;设置屏幕显示状态缓冲(当NMI处理时控制屏幕显示状态)
$ N% I0 t' s( X4 H! I* w - LDA #$1E$ a' B+ s% ?8 w2 W
- STA FC_PPU_Mask_Buf/ a% o* U; N0 z Q4 W( S6 p
- 2 ^; M" A2 B5 V" X/ {
- ;启用NMI处理5 u+ x; G5 y8 o4 N
- LDA #$80: v3 g2 S/ Q \9 X9 [: h
- STA PPU_CTRL
( w/ K' k! o7 k; q - - \& X, P+ e8 Y# A' u
- ;程序循环, 剩余工作交给 NMI 中断处理
0 w3 e- R& L9 }& o - .Loop- y% @+ B/ H4 q
- JMP .Loop
; r1 g' v, G9 z+ Y( _
- y" K; N w5 d' B* _/ c+ l; N5 b- ;======================================================================
% i e0 b4 t" G/ \! w - ;不可屏蔽中断处理
) v- v" J$ }# A1 { - Nmi_Program6 [9 f( V n5 Z! o
- PHA
/ \' D2 K8 U4 f( m0 W - TXA4 Y# J. W4 A' u. V
- PHA) ^# R' Y$ H, `8 W8 R
- TYA+ G% e' p( f, w
- PHA
) P- I* s, ?. ~ -
T+ Q. r8 b# x* ~* C* N- M - LDA PPU_STATUS;读取使得 PPU状态寄存器复位" t5 q* f8 Q% J4 w7 T" Z
- 4 ^0 K# v: A/ F) S7 D+ ]. }( A3 k
- JSR FC_PPU_Procrss;PPU处理 q5 g. H% M7 r; b4 |* z/ @ n
-
2 W6 k d- u: z - ;精灵内存更新2 V0 {* y3 H8 L9 P- N! @: r1 y& {3 ^7 @
- LDA #$00
2 `3 [3 w# B1 t7 y( u - STA PPU_OAM_ADDR3 ^: a0 R) w% t5 r2 G! Y1 `2 k
- LDA #OAM_DMA_Buffer / $01005 d' @6 ?9 J! {2 Z! J2 [2 \& ` o
- STA OAM_DMA
0 c# |" m# n$ v" T+ T -
+ \1 a! Q: u$ m$ R9 _: `. v - JSR FC_Gamepad_Process;手柄输入处理
* i' b: ?- i5 K; N o! y - JSR Music_Select_Process;音乐选曲处理1 y0 \7 q( x7 {5 J, ]
- JSR Music_Play_Process;音乐播放处理: {' h- i6 I. D& s: N% ]
-
5 h: {) P0 L' n - PLA# C) b- z0 ~& E, i( g# M
- TAY
, r; y" J% ^5 f - PLA
G7 j m9 k; v! q' E* k# v5 h' D2 ^ - TAX5 H+ A+ d$ a8 O7 f& u Q" k- l
- PLA
2 @; K, M( _( l' x, M+ a, ~ - & U+ z$ b- \0 I
- RTI" [6 i0 ~. V1 u: Z
- % p0 z# V8 O3 E0 _& g2 D) A
- ;======================================================================
2 g' W# V& f3 I& X - ;请求中断处理
) K5 l) Z. ]+ a; }2 r& q - Irq_Program
" K) A" t* {$ I7 N7 g6 X" A" O H - RTI9 l; O: v0 d* \: Y% V& t
' F2 a! W. h/ j$ V- I- ;======================================================================
/ m7 J7 }* g$ P - ;中断向量表% p1 j" \: [) ]) b
- .ORG $FFFA
( d4 \9 v' c1 _$ K S6 g$ D$ e - .DW Nmi_Program ;NMI触发时执行) _. {3 p& s1 a
- .DW Reset_Program ;载入ROM时最先执行" ` Q( Y& I8 K; Z. G
- .DW Irq_Program ;IRQ触发时执行
# U5 z5 Y6 F0 e9 E$ B8 G
复制代码 ! f0 L) c" t7 M W+ w1 d- |
: k' W' s" @% I7 W. k5 M
1 F% g) ?8 E# d8 U8 W) j- Nhttps://gitee.com/flame_cyclone/nesasm_3_2 |
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