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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:5 s m+ F, y6 K+ {
- ;======================================================================
' r/ f W! F T1 U8 O - ;文件头8 l: ]/ T2 w( T! _; F
- NES_16KB_PRG_SIZE = 8 ;16KB PRG大小数量
$ b; ~8 B! H( {/ { - NES_8KB_CHR_SIZE = 1 ;8KB CHR大小数量1 l( ^/ E& V$ U
- BANK_DATA_MASK = NES_16KB_PRG_SIZE * 2 - 1 ;bank号掩码) x! D( E$ ?5 u
- ;======================================================================
1 m- \7 h+ ~# h0 B - PRG_DATA_BANK_C000 = NES_16KB_PRG_SIZE * 2 - 2) K Z8 l" h3 q4 t( C0 j
- PRG_DATA_BANK_E000 = NES_16KB_PRG_SIZE * 2 - 19 @, o- j, d. ^+ {
- ;======================================================================
+ a5 \2 ]* w% @/ Q' v - RESET_BANK = NES_16KB_PRG_SIZE * 2 - 1" o$ ?. T1 z# F2 `4 _ |. W C! v: I
- RESET_ADDR = $E000 ;主程序起始地址
/ K7 W# Z+ E. X - ;======================================================================
3 F2 b& t& G2 r, v7 Q. {$ ?- v3 A - .INESPRG NES_16KB_PRG_SIZE ;16KB PRG 数量, $01-$EF8(1-3832),即16-61,312 KB" s6 c/ H0 d6 V" u5 T* C/ v
- .INESCHR NES_8KB_CHR_SIZE ;8KB CHR 数量,$01-$EF8(1-3832),即0-30,656 KB3 {1 j8 o9 S7 c: F8 v% ^2 O$ ?
- .INESMAP 4 ;Mapper号 (0-4095)
+ q3 |0 [. Z% w( r - .INESSUBMAP 0 ;子Mapper号 (0-15)3 E6 R: i9 V% p- j; F* F: H
- .INESMIR 0 ;命名表镜像 (0: 水平 1: 垂直 2: 四屏)
- U, O8 S' q2 D9 n0 T% c; N% j - .INESBAT 0 ;指定是否存在电池备份 (0: 不存在 1: 存在); }: n) L9 q B4 {$ f# ]
- .INESPRGRAM 0 ;指定 PRG RAM 大小 (大小 = 64字节 << 计数)% i( X! c. R2 j# H: [/ a
- .INESPRGNVRAM 0 ;指定 PRG NVRAM 大小(大小 = 64字节 << 计数)6 M3 x# L& e9 W a
- .INESCHRRAM 0 ;指定 CHR RAM 大小(大小 = 64字节 << 计数)
7 N- @ R( P3 Y8 M1 y - .INESCHRNVRAM 0 ;指定 CHR NVRAM 大小(大小 = 64字节 << 计数)
: C; ^* ^5 K k- a0 Y& p) `0 J) | - .INESTIM 0 ;指定时序 (0: NTSC, 1: PAL, 2: 多区域, 3: Dendy)
6 _* U" Q# i" h( C( j+ S - ;======================================================================
/ o7 C& D# c8 u" r5 r - .INCLUDE "fc_demo_config.asm" ;全局配置2 i' V) @" z( A r7 ]
- .INCLUDE "fc_demo_constant.asm" ;NES常量" s) R- o3 r! M
- ;======================================================================# U8 u1 a3 h9 G( g: C- C
- ;音乐配置+ Q, t8 P" r9 P
- .IF 0 = MUSIC_THEME : E4 F( W2 r+ `0 o" |5 u5 b
- .INCLUDE "data/music/Gremlin 2/config.asm"
: g+ _- O1 T5 K2 e- t1 p - .ENDIF& A1 G: t8 t* B7 |: q( u
-
$ f; h7 T2 @9 _2 f3 K - .IF 1 = MUSIC_THEME
5 |- g0 o; O/ a& O) D. _7 G - .INCLUDE "data/music/Raf World/config.asm") U* W5 s- s0 [' T# g4 a5 V4 J
- .ENDIF
$ v6 }; z a! N1 v+ t; m -
! W3 s; F5 k7 |8 p+ F5 e+ @% c% {, @3 V - .IF 2 = MUSIC_THEME
8 V5 o2 z& Q4 [# f4 ` - .INCLUDE "data/music/Ninja Gaiden 3/config.asm"
9 E7 M2 c1 Y$ a1 u& ] - .ENDIF
* W( R# `0 [9 I; D# n9 v0 o0 m3 C
* M* F0 u8 N8 c9 k# n8 l5 ~$ f. y- ;======================================================================
; \" N* g! [: R$ { - ;引用CHR图像数据
; ~; P1 w1 u, Y( i3 @( S _! u - .BANK NES_16KB_PRG_SIZE * 2" @5 S( o( U+ ^; _
- .ORG $0000
4 s" Z5 i3 b# O4 k2 m; i - .INCBIN "data/bkg.chr"- `. X4 z# W6 d3 b% |/ Y
- .INCBIN "data/sp.chr"/ S7 W% W! b9 I
-
( j8 {, S; C( h5 F$ V* e1 R2 V - ;======================================================================# S" v& }, o! ~; W7 v' k
- .BANK PRG_DATA_BANK_E000 & BANK_DATA_MASK;设置程序所在Bank( N) ?. j) j8 Z* Q# K2 R& i- g) P
- .ORG RESET_ADDR2 W4 Q) n& n9 `; K
- ;======================================================================+ n# f5 X6 x9 c2 M& ^ I
- ;引用其他源文件
3 W) F9 v# s; r7 Y1 e# J - .INCLUDE "fc_demo_ppu.asm" ;PPU处理
) O' W0 t! U5 d& O. | - .INCLUDE "fc_demo_joysitck.asm" ;手柄处理/ G* A r) \& U$ G
- .INCLUDE "fc_demo_static_text.asm" ;静态文本处理; M( M2 r, b+ \! w
- ;======================================================================$ S7 w2 R, X p9 S6 F/ h
4 A9 J" l+ A- z& e: I, k; p2 O- ;======================================================================& g$ d6 G0 X. v# ~3 L
- ;等待VBlank到来+ B L, ^ ]. f' S
- Wait_For_VBlank6 x8 x; F$ A( u, {2 b
- LDA PPU_STATUS
8 Z. B$ K3 I2 M0 P( m9 w - BPL Wait_For_VBlank7 i9 y: b! ^8 D% F/ x* R6 |& Z( m
- RTS8 _7 z$ b. W# a, q) p3 i
7 ?- `8 ?7 s* o8 f: ^8 B- ;======================================================================& ~ ]- O7 F9 [' x# `+ z2 Z# P
- ;调色板初始化
+ x4 K* e" d( _ - Palette_Init, P7 Z6 {6 m& b! X) a
- LDA #$3F6 L: ?8 J; a& t; A- p
- STA PPU_ADDRESS5 X3 {* l, u6 D4 t* f9 k- e3 p
- LDA #$00: B. K3 s! z$ p! S6 q0 O
- STA PPU_ADDRESS" l# {: D0 X3 L( P( d# ]
- LDX #$00
4 F T# m/ ^6 w! h) m( E - LDY #$20
, m# U6 G" r5 b1 ~" K - .Write_Data
* E. ]. ^2 s2 q9 N: Q; Z - LDA Palette_Data,X; P, N4 x- v0 R1 P* R
- STA FC_PPU_Pal_Addr,X/ V& ^6 Y6 P' j8 `" }
- INX
. K9 Y+ }8 K( A% g7 L4 m - DEY! N( P! D d% G: H: E+ b
- BNE .Write_Data4 Y$ c7 f' k7 N& ~. K8 q' {
- .End
+ |) W) r& \! f3 z$ p/ m - RTS
# X! A a% m7 Y1 P
. f+ H0 _, S- `$ |5 O* W- d1 O. v6 r m- ;----------------------------------------/ J* k/ Z4 ?0 L9 n
- ;调色板数据
7 |* V8 ]6 ]$ w - Palette_Data
$ Y5 d/ O# b, P; e8 n! Q% m3 q - .HEX 0F 20 32 02 0F 20 32 0F 0F 20 32 26 0F 1B 0F 1B
6 R4 f- n+ ^8 {+ a5 x7 Z8 | - .HEX 0F 21 27 22 0F 24 24 24 0F 21 21 21 0F 22 22 22" i- z* L- w* r1 O
-
T' g9 N+ H; ]5 O. u - ;======================================================================) _9 E7 h* i6 S5 q! Z, W$ J
- ;命名表清空3 z3 C- n4 w5 C0 U* j
- Nametable_Clear
. I* g: E1 Z0 K0 u/ l - LDA #$20
& `- H! l6 L- w9 T; S( Z# r - STA PPU_ADDRESS
1 z1 z$ @# ?7 U2 }" n0 S% w3 Y" p - LDA #$009 w& m& r: ?9 s0 c" j
- STA PPU_ADDRESS2 W. [. e5 k) W8 T* a; L7 a
- LDA #$00" [% x2 A: h0 Z0 `
- LDX #$00
k7 S2 P+ X& W, W( ]" R- O, ~ - LDY #$08
7 z( x% F7 K- r { - .Write_Data5 X5 R1 [$ ~1 }5 E! P, @( Z- v
- STA PPU_DATA7 m9 s2 R/ L3 {- i$ S8 ~2 S+ c- y/ Y
- INX. g5 \) B( o# B
- BNE .Write_Data ~8 p. W/ M0 m9 l
- DEY1 ]( ]$ u/ n7 E9 R: W
- BNE .Write_Data
7 L9 A i f: X1 _$ X4 u2 [3 b - .End
4 s' h6 b1 l: A! M% k0 i8 B - RTS
/ a5 @2 T% K; M; T" ]# Q& O
- U& s5 `* D4 P; o( ^( |- ;======================================================================% z5 y, W# f$ L
- ;音乐曲目切换
( a; |3 g9 m$ N( e1 F% s. O: w5 W - Music_Select_Process# O r, W) U( o9 Y# s" l
- $ H) E: Q7 b# D" B: u
- .Pre_Music;上一曲# U1 y) X; T: B; `
- LDA FC_Gamepad_Once
: S2 m/ J' B& i! n - CMP #JOY_KEY_LEFT7 L) _: `3 z9 w. T' g9 H
- BNE .Next_Music
% n0 P# k9 Q, \+ [1 ? - JSR Music_Play_Pre2 ^# ` J8 r, @, o& k* J: n. C# t
- .Next_Music;下一曲: d; Z9 ?* ~4 j6 x" i$ b0 {8 h7 q
- LDA FC_Gamepad_Once
+ B7 }7 } u/ s6 S0 n - CMP #JOY_KEY_RIGHT! { J+ w ^$ v* @
- BNE .Next_10_Music
# F o: B4 C. A - JSR Music_Play_Next- I3 ~, T0 k8 ^) U+ i* I- O) S' b$ C
- .Next_10_Music;上10曲
( L. P* ~, ?0 |9 ?' x" j5 c9 v - LDA FC_Gamepad_Once/ a% b- Z" I) P9 g, h5 m/ v5 P
- CMP #JOY_KEY_UP
b3 D/ G: s* V, W/ _3 q) f3 F - BNE .Pre_10_Music
# p+ ]. C7 [) l$ n* G/ Q/ ~; K - JSR Music_Play_Next_10
, \4 L* j9 }" v6 V* W) k' k% e - .Pre_10_Music;下10曲. F" Y9 X$ h( Q3 u# j% y
- LDA FC_Gamepad_Once
9 U P( o6 ^+ b- d3 R - CMP #JOY_KEY_DOWN
* Y; T3 Z1 Q: P+ ]& ] - BNE .Reset+ K6 r" H7 B$ o( y6 X
- JSR Music_Play_Pre_10
+ G6 u0 y7 h1 A( C: O$ e' L9 E5 d5 o' [ - .Reset;重播当前曲目
$ L3 ?4 G6 T# x7 J7 y+ h0 o- e - LDA FC_Gamepad_Once' W1 \2 m/ M8 u8 n9 }
- CMP #JOY_KEY_START- m0 J5 f0 o# Y0 b+ o
- BNE .End
) t. E: N% G1 b% f! }: b" Y" q - LDA FC_Music_Index
: s+ a8 G7 T: q - JSR Music_Init_Process- F8 c9 a# V2 M3 P
- .End
3 H6 {* S* Q e* j" r6 y - RTS
( U' M- ^7 Y& v8 B3 i- x9 G
6 m" ?5 C+ Q$ _* \, ~- S) O- ;----------------------------------------------------------------------
9 P }0 w2 k9 k* P2 G" I+ h - ;播放上一曲
A. \7 }' l: v0 X( k+ G2 d" s - Music_Play_Pre. r9 }% ?. q! g% P7 a* _: \4 N' t" Q, _
- LDA FC_Music_Index& I* \4 o% B4 {- o- B- u b
- BEQ .End% v& ]- h- \$ l9 T8 s$ `
- DEC FC_Music_Index6 {; W& K% z1 ]+ }1 T
- LDA FC_Music_Index
+ L S, F, ~) I+ O$ u& X& T - JSR Music_Init_Process3 w! j3 F, [# T; C7 V/ o
- .End
( F& ?$ R; ~) Z; i' h - RTS
- Q: Y1 c* p$ e1 H7 p. b. U1 ] - ;----------------------------------------------------------------------
/ W( ]9 `+ O1 K E. J1 b k - ;播放下一曲. c2 X" l0 j& T
- Music_Play_Next
5 r2 f9 N. m8 ~' R- h - LDA FC_Music_Index X' G( P" j* [* j
- CMP FC_Music_Max_Index
U; H7 `' Z7 s; c8 m; A) d' _, ] - BCS .End
5 ]. x5 z" B" \# W5 ^* F/ ]1 ^& O6 L - INC FC_Music_Index
% o# X8 Y0 H9 `7 \( F2 e - LDA FC_Music_Index4 o. O @! Z- ^
- JSR Music_Init_Process$ l6 s( {, h% S. [
- .End
: T8 ^* @2 a* N3 I) M - RTS
1 b; R4 A4 `4 b4 B8 D0 w - $ w5 a7 J$ X6 U
- ;----------------------------------------------------------------------
9 C2 E# @& j& h+ x6 V - ;播放上10曲( S; f6 Q# E5 M6 [
- Music_Play_Pre_10
7 V2 S$ a5 ~& H% k1 y8 ~% ^1 v( w - LDA FC_Music_Index
0 v. O) i8 e& E0 ~4 A2 e# m' G7 J% F - BEQ .End
. ], z9 [. l: Y c* f) j - SEC: w! z6 s" e. }# s& d8 W# U' o
- SBC #10: j( `" |" |4 D8 d j- s/ d
- BCS .Pre_10
4 b! S* X& S5 c! m A3 S; c - LDA #$00# R5 K* A2 l$ e' G) n# S( }& c4 t9 S
- .Pre_10
' e( H2 T& O- l - STA FC_Music_Index6 J4 l5 a* l0 R7 m/ e+ g+ E! H) ]
- JSR Music_Init_Process
5 C9 \/ d3 o. L - .End
( j, L0 @* b7 Y9 X+ @+ W4 f - RTS# `) ]; ]7 B! b1 I ?. Q2 L
- ;----------------------------------------------------------------------& h" q |6 u, e+ P; o4 F2 R
- ;播放下10曲1 j4 Q& t6 ?% n& K& L1 c7 n$ T0 C
- Music_Play_Next_10
1 C; _6 ?4 E0 X! p G/ W - LDA FC_Music_Index
% ]* [4 i6 N3 _2 J. f7 _ - CMP FC_Music_Max_Index
' X( m) d, v6 C5 k - BCS .End
1 e6 P5 y( N) H8 f - CLC' ?! M4 Z5 u8 m# B) @; s- e+ G3 [
- ADC #10
, z6 W0 V' [9 W# v) |3 j0 B4 [ - CMP FC_Music_Max_Index
) a v+ h7 R) K* J5 P - BCC .Next_10/ r* L! s9 Z2 P* Q# Y
- LDA FC_Music_Max_Index; w# B1 o$ C' z n
- .Next_103 T5 {; b0 p! _3 X1 p) g) z
- STA FC_Music_Index& d/ b8 @7 `! J, X# {- ^$ {0 L& c5 |
- JSR Music_Init_Process
8 K- A! V: p4 e6 H4 ~2 }/ O - .End
( f9 [ O8 u5 d - RTS
2 ^9 i, r, z" {; \- Y$ }+ j
3 I6 M% c$ r6 v/ x, x3 K# i- ;----------------------------------------------------------------------, w) A6 F4 y! d& g; s; U# D2 Y) L2 k
- ;8位十六进制转3位十进制制% u9 i' A/ Q8 t# @/ @
- Hex8ToDec
~: R7 c' k/ r% _; F# g" E7 x - STA FC_Dec_Data_1
- h0 X% A3 s7 @ - LDA #$009 h, ]0 O G8 V2 V8 J! V
- STA FC_Dec_Data_100" {; O- V! I: j0 r5 u
- STA FC_Dec_Data_10/ |" \5 j0 Q7 f3 a9 g+ W+ E
- LDA FC_Dec_Data_1
; i" N+ @6 l$ n0 r% _) i - .Convert_100# _. P2 W- ?; b. O- L
- CMP #100
; I5 v1 H0 w5 \# {* o, A# A# O - BCC .Convert_10
1 a/ }# @ G, q% L) L4 @ - SEC
) t6 Q1 H1 V4 u. v2 p - SBC #100
. C0 @$ h! m7 t+ c0 W3 R - INC FC_Dec_Data_100
' `, U6 Z1 h3 T - BNE .Convert_100
+ n, k. ?" m6 V: [% P - .Convert_10# ~/ `8 C4 P. l& p0 R- |
- CMP #104 B, l: } K" l; i w
- BCC .End# x/ h# R, e; J
- SEC
& g2 m) c4 D$ v' w7 ~6 ^ - SBC #106 X4 `# E" H3 I/ q$ u
- INC FC_Dec_Data_10 A4 T2 R9 W" x) }/ w
- BNE .Convert_10
, U+ T, C4 c3 x/ ` - .End6 L4 ?( K. `+ E
- STA FC_Dec_Data_1
1 |- N5 u6 Z, J - RTS
: w4 d& \. H" m, v' E
+ r {( M D9 T3 b7 o- ;----------------------------------------------------------------------
4 Y# q& J; y* ~" { - ;显示曲目信息# q0 Q- U% Q a0 M n: h" x
- Music_Info_Display0 w- m" p* ~4 [* s
- LDX FC_PPU_Buf_Count
5 e7 P5 o5 \4 m; d) ]7 \. M5 S - LDA #PPU_WRITE_MODE_CNT_LINE* W' A# p$ M4 A8 S$ d
- STA Use_PPU_Buffer,X
* t- t8 a1 k3 E: [ - INX
- b4 d1 H" e, D r3 m -
4 u( M) W1 P% _* z3 W5 W6 c - LDA #>MUSIC_INFO_POS
6 F" ]8 i% b+ T1 Z - STA Use_PPU_Buffer,X b, x5 m" k* J$ t6 I
- INX% y( ^5 { v/ i [& U+ c6 u0 T* E
-
) c/ \$ _9 c' \7 q" N! Y: I- v& ` - ;居中
' h+ e# k2 o- J! y2 y - LDA #<(MUSIC_INFO_POS & $E0) + (32 - 5)/2: P- ]# ^# @0 x% X5 K- E! C- Q4 c
- STA Use_PPU_Buffer,X& d5 S& g& T5 C+ w7 O7 ~
- INX
6 W& F2 F" X* Q+ D6 C% s& Z -
. h0 q) ]7 F J l2 E) m5 D+ [ - LDA #$05
/ f5 p! s* Q" E* K# T8 T4 O" q" c - STA Use_PPU_Buffer,X" T9 O: y3 e5 r; d$ E# z. s
- INX
1 ^2 A; \& ?! P& N8 I; ]+ | -
9 B, h% J3 n# ~0 w9 l& H3 s+ z - LDA FC_Music_Index' N+ L( G" f, q9 z# }! r- N
- CLC% S' j& `* U% f: ~
- ADC #$01- t$ I+ G3 Y% Z1 l* k* J, Q
- JSR Hex8ToDec) @$ v! u3 ~, _0 ~5 ^& J" T7 \4 {
-
, j5 b' Z" p" q) P* P3 H - LDA FC_Dec_Data_10
9 U% r& q" J5 o+ `8 X - CLC
) O, R! n+ u, @) c4 v; A - ADC #'0'# L7 v% P- F, `. z: S Z, |
- STA Use_PPU_Buffer,X3 l: x" A) `9 I/ d D8 e7 j& y
- INX" o* E, v! |+ O1 z6 t5 }+ R2 ]' c
-
( H2 ]4 c7 c: B, M* ]9 Q4 r* p - LDA FC_Dec_Data_1
5 I% S$ \1 q; @4 Y1 J2 d/ ~; t8 W% C - CLC; p$ k( _5 j7 }
- ADC #'0'+ e. c9 q: C O$ d7 R+ P* d
- STA Use_PPU_Buffer,X
) G' M$ d/ R0 J6 r - INX
5 O6 {: ^% G8 D5 C7 p - 3 Q' g* @1 x+ k4 T* v% l
- LDA #'/'; c- b3 Z, Q0 E1 P: R
- STA Use_PPU_Buffer,X
A( _1 _4 \- w; q+ q. y - INX/ x: d5 u) \& v0 D' T0 N* M
- 7 k4 R" x9 K: G; b" }- B
- LDA FC_Music_Max_Index
+ b) O6 R8 z5 f. C/ t - CLC
/ b/ o3 c2 K6 U2 X$ F9 ] - ADC #$01
8 a! f2 \0 G( m9 S T - JSR Hex8ToDec
8 W. F& D. U, ? - , ?; L0 e7 `. X F/ M3 G
- LDA FC_Dec_Data_10
- ?; @7 S. {$ i. B3 B% j9 {3 p5 d - CLC+ t: i: C/ [9 r9 T4 ]4 G- w- t
- ADC #'0' E' T% m# h8 N7 z
- STA Use_PPU_Buffer,X
* O! {6 h$ m( I: x; ]( q - INX/ r0 L v# `$ X- G$ @ n
-
2 F. l& i/ v3 u. [% C1 v# T - LDA FC_Dec_Data_1
( J" s2 A: ?$ U2 R - CLC
, z2 B7 U- P M9 ^) q! _ - ADC #'0'0 X$ E7 ~8 D8 J2 X# x2 A
- STA Use_PPU_Buffer,X' f8 x/ F) i% z' ^7 `% B
- INX
$ v$ m0 y7 F$ K& ]7 y: C - ; B1 i- X. ]) @! M8 |
- .End4 V3 w7 n& `! X1 `- L5 }) r4 m
- STX FC_PPU_Buf_Count
) W$ _9 J5 V4 M9 x. ^5 y/ R# t- q i - RTS
% N. H7 U* W$ y/ K/ W8 F0 X; q9 z
. n; U: ^. [3 E' \& {# e5 q6 q7 c- ;----------------------------------------------------------------------0 V# {7 L2 t: b/ o
- ;音乐曲目初始化处理
4 `5 t6 W$ a0 J W! { - Music_Init_Process# E2 M% j# [$ d& A9 M- \# S5 y
- PHA* H P; z: W4 ^! \) @3 z
- JSR Music_Clear_Process- u! S" l! c1 o; [
- LDA #$1F9 ]2 x" T7 ~( F8 E, T0 T
- STA $4015
. H( j5 S9 B/ Q8 r - PLA6 {, y; D7 \3 B) d6 X0 Z$ U4 X: u8 ~
- JSR Music_Init_Addr
- W6 j* L6 X- n: l& S1 g# ] - JSR Music_Info_Display
, x1 s. _. o: M - RTS7 L# O) i* f+ B
" S! u5 N& _& H& H1 h, \4 E- ;----------------------------------------------------------------------
. X U- C, ~5 t b0 c$ x - ;音乐播放处理
; W/ p0 n. q! p- h- @' V - Music_Play_Process
! F7 ?; g" Y5 w' [- b0 p3 n; N - JSR Music_Play_Addr9 H, d j! H- ]! {7 R
- RTS; e& s1 q/ N0 V- B; e' l4 B. X; @
1 ~( @8 m' s# h) K* B- ;----------------------------------------------------------------------, s5 G! G/ M( {! k H& b2 ]- y
- ;音乐播放处理* @% C' G4 @7 f8 e
- Music_Clear_Process6 c1 W5 Q( X8 I& [ I- t/ @
- .IF Music_Clear_Addr# y; @, w+ }: o. W7 P1 N8 G! y
- JSR Music_Clear_Addr, [3 |7 s2 d3 \5 E5 u2 ~3 w5 A3 N4 r" E i
- RTS$ g/ P3 d' r/ a6 v6 T
- .ELSE d8 }; h3 y& K8 A
- LDA #$1F% S9 \/ F/ J+ o0 w) i0 J8 b
- STA $40159 c5 C9 V8 m @+ [( l/ T
- LDA #$00
- f2 h! z6 D. d+ i - STA $4010: D4 u# K: c% I1 Z! @
- LDX #$00
- Y" ?6 ~0 r5 _* d5 R - LDA #$00' O H' U7 t L9 V
-
v: [( E- H0 i8 W - .Music_Clear_Zreo_Page_0
1 @9 Q3 R; o, P( ? - STA $00,X- I5 x6 K( q) u3 x, J
- INX4 L4 h% t' s6 \2 V7 a
- CPX #Use_Zero_Page_Begin
- T+ M- x! B+ m - BCC .Music_Clear_Zreo_Page_0
5 {4 E" K. F! W" j) G4 X3 L -
# W" a% {0 W6 S# J - LDX #Use_Zero_Page_Begin + Use_Zero_Page_Size8 S) _! e, o, W% l# Z1 _1 c" a% W: c
- .Music_Clear_Zreo_Page_1
: t+ R) Z" Q) }& o6 z5 ` - STA $00,X
$ e% e" X, R+ l$ y2 G0 x - INX
! ^0 T/ ]4 |9 ?* ~+ ?0 i9 x/ O1 y - BNE .Music_Clear_Zreo_Page_16 _+ X/ ~% \. m; s9 N8 l" S
-
" o" b/ A$ p& R' f% c" Q6 J ?: p, C - Music_Clear_Process_1
# G& E, P) G/ c3 c' L. M, x7 Q6 r - STA $0600,X+ R9 W7 _: L L
- STA $0700,X
& z2 K7 D/ t) ?& l/ P: p8 I - INX8 X2 {3 f" T* o& v, B) a7 w
- BNE Music_Clear_Process_18 b2 C$ }- s$ i" S
- LDA #$10
% Z& `& H# Y+ i9 a - STA $4000
! v& J7 `( e3 h7 v+ w - STA $4004
( t6 A* n- ? I+ e) Y- E. O Q - STA $400C1 m& T! j* s/ Y# M' f) f
- LDA #$00
7 m( j$ w2 k; U y W& Q - STA $4008% K5 Z5 Y- B6 e6 \- o
- LDA #$0F0 l }8 B J3 U6 L1 ?# h
- STA $4015$ I7 |$ {( l' o3 `" l
- .ENDIF
8 B( m( D6 C/ K3 i* O5 O: f -
7 U/ F6 _. i8 t - RTS# ]) F) ?1 w. A3 E
- ( N$ P4 p* y1 @4 J
- ;======================================================================% B3 { @0 p F7 h |0 N$ Y0 b X* _
- ;重启处理/ k& i- {# ~- q4 P
- Reset_Program
% _8 Y7 h! u- U' g - SEI9 i! [7 X( O# H: j
- CLD/ A: V7 P6 J- U/ C& b
- LDA #$002 [7 Z. }* o- b S8 `' [ h( W( X
- STA PPU_CTRL8 y, Q* T& ~4 j- }1 G
- STA PPU_MASK0 t% _0 ?3 G* _
- STA JOY2_FRAME
' S. r0 F2 H3 i - STA APU_STATUS( j) D0 I# C1 C+ X: u3 \0 N9 K
-
1 Q4 ]- O. m9 e1 b6 e+ B - ;等待屏幕准备完毕
( h0 _* S$ v4 ]; s+ u - LDX #$02
; G; D! Y0 @. t) R( w. H+ B1 ? - .Wait_For_Screen_Ready k3 W3 k# K# M
- LDA PPU_STATUS
) _( F$ A! [1 d5 `, J - BPL .Wait_For_Screen_Ready' `$ G9 P/ N9 I, a
- DEX9 y, ?4 N6 [9 Y( W
- BNE .Wait_For_Screen_Ready
2 L, B9 x+ c( c2 `' G8 X9 ^ -
+ Q4 I' E) Y# \& u2 a8 B |& v - ;清空调色板' Z% W4 _$ H) q9 S- ~6 a7 J
- Palette_Clear
& a& ?; U; X9 t) J* n - LDA #$3F G* V0 f- v+ j5 K& \. q
- STA PPU_ADDRESS
$ t# g7 o1 x7 d& f - LDA #$00
/ {7 q6 r* u' b& o! x& H+ g+ s: F0 e - STA PPU_ADDRESS
: S' @$ {$ e$ B! h - LDX #$201 k; ]- G8 L4 G% m9 O- `5 F- X( j
- LDA #$0F' M( b' T" L7 A: X
- .Write_Data8 d# y; I$ i! r" h5 u& U* v
- STA PPU_DATA( j4 w7 z3 a6 }5 c0 J
- DEX
, Z" J. b. y' s4 m2 Z7 O - BNE .Write_Data' a3 ]) I- p. l3 Z q2 i8 z1 X
' @8 h V) A# C" a- ;清除声音 $4000-4013
4 g9 u$ k _, `: z+ P* t8 Z8 M) _0 o - LDY #$140 b3 [) h% t1 @! l
- LDX #$00 p! i) f: n5 R7 b
- .Sound_Clear
* P" r; s" [; j. r - STA $4000,X, {' S' Q2 |" E X1 s
- INX
$ s7 F: y0 Z$ J - DEY
% w& S( ~$ M/ b% k! ^' w1 g, k - BNE .Sound_Clear( L7 W& W9 _0 s& q5 T
- 8 ]- x( ^. y0 ~, @$ B
- ;清除 RAM $0000-07FF
5 O P! p" Q9 {' Q - LDA #$00+ Y' u3 \+ W7 z4 _% ]; v5 B+ y$ j
- STA $00
5 g, h/ P7 v4 I) u - STA $010 @; u. n% T/ E- J, A) |
- TAY5 ]2 v( p, s# {2 }
- LDX #$08" t, | r& ~$ ~1 I3 C
- .Memory_Clear
. V$ Y0 |0 z u- e: x - STA [$00],Y0 L2 A4 {8 t8 V
- INY
% h* c0 ?' e( C* s2 H8 l) F - BNE .Memory_Clear
( ^- _9 i4 C1 o' j% O - INC $01
1 }+ v7 O( f9 F& d* m# [ - DEX
, q2 S, z; Q6 o) v7 u - BNE .Memory_Clear
7 ]5 m+ |6 C1 W6 i5 n6 b2 K -
: m$ b5 V: ] u& P - ;精灵缓冲初始化
: X# Z0 X8 }& S4 R! U5 t - LDX #$00
9 i4 ?; B$ a/ |- t0 w+ Y. |; Y - LDA #$F8
# \9 W8 j' N7 G% j- ` - .OAM_Clear! _9 _5 H& n, Z w" \
- STA OAM_DMA_Buffer,X3 J$ m) h+ r( B+ M* B% q
- INX, o+ _% C. c F ?) ~9 U
- BNE .OAM_Clear. Z- ^! o' H1 \! s) \
-
/ n) F- [+ ?) ]! w1 v. l; Q - ;栈指针初始化; ?/ Z3 b( X0 R) v
- LDX #$FF
9 ?% ^$ H, e1 i3 P/ w - TXS
/ W5 W% l) v5 z% O+ y - ! q/ A }% B; j3 r0 A V+ P, T8 \) h
- JSR Nametable_Clear;命名表清空: A5 @* y: ~+ ^/ j1 X6 z9 Z' L: g
- JSR Palette_Init;初始化调色板缓冲" v' g9 [: @+ |! n5 A8 B. U+ Y
- JSR Static_Text_Init;初始化静态文本8 Y" ^2 r( O$ w1 Z& V( S0 v" C u5 R
-
% I7 @! J' q' j0 q - LDA #MUSIC_ITEM_TOTAL - 1& A( F+ b, S, ~/ Z
- STA FC_Music_Max_Index% F. X! ?8 b9 F; N+ p
- & t- l, W9 }. s! @3 d
- LDA #$1F) @9 D ?5 Q( q
- STA APU_STATUS$ w7 H8 L! @$ T0 o. i
- LDA #MUSIC_BGM - 1- m0 D9 N4 @+ A2 s0 H! S3 P
- STA FC_Music_Index/ i7 i7 M* N3 N( ~ V1 f
- JSR Music_Init_Process;音乐播放
6 x8 j, V! a8 }1 P" H - & Z8 A( \( W) ~; j/ i; ^
- ;设置屏幕显示状态缓冲(当NMI处理时控制屏幕显示状态)# B; A" b: }) b+ z' C
- LDA #$1E. |7 z# O0 G1 Y2 R8 v9 ]) f. v
- STA FC_PPU_Mask_Buf& K* z2 P" y9 \' J
- 9 e0 t8 Y; ]' h; u" e' B$ \5 R0 c' c
- ;启用NMI处理
5 F4 t! q+ `- Y5 @0 x u6 ` - LDA #$80
/ H# N" k: j* h( G; t - STA PPU_CTRL L$ U6 I, ^. B1 e/ i, D
- 2 o J$ P/ t0 }/ L$ |" i
- ;程序循环, 剩余工作交给 NMI 中断处理/ n2 }) N* N7 P* U" d: X
- .Loop
5 e( i1 ]: J$ u" G7 q - JMP .Loop& A s1 \) u# t0 Q; g" B P
- 2 g: `1 ^1 Y% k# N- W
- ;======================================================================
/ }5 o* q. E" L/ L( P- [ - ;不可屏蔽中断处理
: h3 n- B% O8 v& T) ?) }: J - Nmi_Program
6 g% v$ Q$ V+ _5 C - PHA
: B. [/ J. U+ y6 C) X5 M s - TXA
$ b* `& K7 T$ y7 F4 s - PHA7 q6 N$ R- P. B( T- v
- TYA
+ _; O' k6 k5 K, X! p - PHA" n/ ^8 k' w1 I4 d
-
' ^8 M% `/ s- |. X/ Y7 f - LDA PPU_STATUS;读取使得 PPU状态寄存器复位& ~9 R6 o! a7 t, @* O* m9 |! @) e
-
; M; e/ R: k- {- }7 |' y - JSR FC_PPU_Procrss;PPU处理: H. } b1 P- o/ m$ S7 ~
- / ]' J, i1 t, _( l9 v
- ;精灵内存更新$ q1 b+ ?6 h/ q* x) s8 ?5 r5 d
- LDA #$00
) e5 e6 W" _2 `: j/ X2 h - STA PPU_OAM_ADDR9 c4 h7 w9 L" b) V, M: Q
- LDA #OAM_DMA_Buffer / $0100
. E d/ {/ I* i0 _5 i+ ^ - STA OAM_DMA
1 H4 U1 V- q$ O+ d -
' `7 U! b3 H9 C! j) r - JSR FC_Gamepad_Process;手柄输入处理: p4 \8 X8 ?1 E$ [' F
- JSR Music_Select_Process;音乐选曲处理1 m2 ^+ J) t& b( v1 ~
- JSR Music_Play_Process;音乐播放处理
& a9 j' i' [+ i1 c0 q1 C. k2 l - , i* R" T) {8 N" M+ h
- PLA
' w" U% j3 [- p. h - TAY# d8 B. R8 \" l; t; H+ J/ O
- PLA9 L) w4 p7 `- u" C/ j Y
- TAX' t" ^6 W1 ^& M( c
- PLA; k7 X' m' E8 {& u
3 v5 E& M' d2 I |8 G7 O+ V( S- RTI
; N2 O6 _0 m' i- h+ Y. L - * E2 e+ \; H8 s
- ;======================================================================
- k0 I/ W k4 V0 B5 P- ` - ;请求中断处理+ ?" a8 c, b* V# K% ]9 \# k; A
- Irq_Program
2 Z( N' F- ^' B7 P - RTI. I! X" |/ L& \) Q; |1 N& H
# |; B5 N: m- J# Z- ;======================================================================! z+ q k) A* r Q, k' P9 L, g, B
- ;中断向量表% S, Y5 Y( i& G
- .ORG $FFFA
& a3 t7 Z1 K e3 \( x- [ - .DW Nmi_Program ;NMI触发时执行
, a1 l# @ x' D - .DW Reset_Program ;载入ROM时最先执行) M7 k5 ]3 ~$ D! u+ { ^
- .DW Irq_Program ;IRQ触发时执行
( ?: m! @1 D. Y. |1 Y% f8 B
复制代码
3 p3 c7 Q) ?" c3 i8 z1 ^1 [5 v8 T
6 ^8 T& z/ N3 H) b" v1 s' Y( L! A: @! `: E9 j4 A- x5 G5 Z' X$ J
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