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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:8 P# z, N8 P3 d9 s. p3 t
- ;======================================================================* y s ?; g' r4 I a/ j
- ;文件头
) B. X* B! y8 y - NES_16KB_PRG_SIZE = 8 ;16KB PRG大小数量
0 K P1 C& d$ ^1 N: s2 ? - NES_8KB_CHR_SIZE = 1 ;8KB CHR大小数量
+ K$ I+ l& r+ u - BANK_DATA_MASK = NES_16KB_PRG_SIZE * 2 - 1 ;bank号掩码
' n" t4 G1 a6 D1 c+ b$ k0 u* ] - ;======================================================================
3 y# q4 A& @0 U: @+ c. x9 R6 u - PRG_DATA_BANK_C000 = NES_16KB_PRG_SIZE * 2 - 2
, E$ D) I n8 @" W: ? - PRG_DATA_BANK_E000 = NES_16KB_PRG_SIZE * 2 - 1; ~2 h0 ^3 i" J. z# `' ^
- ;======================================================================
+ q. W- I1 |3 | - RESET_BANK = NES_16KB_PRG_SIZE * 2 - 1
* a N: ^# h) v' T/ F0 K - RESET_ADDR = $E000 ;主程序起始地址( U4 a) l3 P6 D
- ;======================================================================! y9 v# \+ s/ v1 k2 n& ^2 M
- .INESPRG NES_16KB_PRG_SIZE ;16KB PRG 数量, $01-$EF8(1-3832),即16-61,312 KB
& ` H. ] A- ]/ U( Q+ h# O - .INESCHR NES_8KB_CHR_SIZE ;8KB CHR 数量,$01-$EF8(1-3832),即0-30,656 KB `! v9 u# U# Y- l% ]
- .INESMAP 4 ;Mapper号 (0-4095)' j5 q% x. {! |5 S! C7 t
- .INESSUBMAP 0 ;子Mapper号 (0-15)
, a' Y; ?/ i* V3 e - .INESMIR 0 ;命名表镜像 (0: 水平 1: 垂直 2: 四屏): {* q/ p* z0 ^& ?+ h0 Q
- .INESBAT 0 ;指定是否存在电池备份 (0: 不存在 1: 存在)
' ]* | D: \& G7 ]' |1 t1 q - .INESPRGRAM 0 ;指定 PRG RAM 大小 (大小 = 64字节 << 计数)
' u6 s e" i Y: |1 k" e - .INESPRGNVRAM 0 ;指定 PRG NVRAM 大小(大小 = 64字节 << 计数)$ | L/ ?* }0 M. ~
- .INESCHRRAM 0 ;指定 CHR RAM 大小(大小 = 64字节 << 计数)
+ f& f& M- S" D T$ S - .INESCHRNVRAM 0 ;指定 CHR NVRAM 大小(大小 = 64字节 << 计数)
6 y) f( M9 A/ Q: @3 O; j - .INESTIM 0 ;指定时序 (0: NTSC, 1: PAL, 2: 多区域, 3: Dendy)# {+ Z% P( j8 \: D) c4 Y. [
- ;======================================================================
; R& H3 l: z" O/ i - .INCLUDE "fc_demo_config.asm" ;全局配置" S" q7 w5 i/ f
- .INCLUDE "fc_demo_constant.asm" ;NES常量
! h8 l8 s* N# u) Z' S - ;======================================================================
, w: c" f& S" Z* A' m - ;音乐配置8 r/ V; Y1 f0 O
- .IF 0 = MUSIC_THEME
* w( z) h* J$ W. F2 u: \3 v$ H - .INCLUDE "data/music/Gremlin 2/config.asm"
0 ~' I% N( k, s3 n4 \1 [ - .ENDIF
" G! z }/ {7 c/ ^, v1 c - 7 X# ?! n5 x- ~: I4 O( q o
- .IF 1 = MUSIC_THEME' A% u$ d I: H9 i" W
- .INCLUDE "data/music/Raf World/config.asm"2 V6 E/ I* u7 c0 O: K3 O- W6 _
- .ENDIF. t9 ~+ ~( }1 C* `* O/ E
- 7 v% `4 e; l" N: A Z; x6 j+ {
- .IF 2 = MUSIC_THEME
0 h( x$ I& R% D9 Q2 c - .INCLUDE "data/music/Ninja Gaiden 3/config.asm"+ ]2 Y9 t& O$ Y0 W1 V/ r
- .ENDIF
U- J6 [+ g/ W7 z! R3 `) C3 l- b
% i3 Y1 F7 Q) G! O/ |: A0 m- ;======================================================================" I9 A4 k; |. j' Q( k5 V
- ;引用CHR图像数据) f8 H. ` E: J4 V9 j
- .BANK NES_16KB_PRG_SIZE * 2' N, r) G- \) R J \
- .ORG $0000
" o& p N8 t2 q1 f' q - .INCBIN "data/bkg.chr"
) c3 I& K/ }3 a7 O l - .INCBIN "data/sp.chr". d- @; ^- L2 D" K
-
$ r8 i: l" x3 e - ;======================================================================( X/ B) h j8 ?% q& }
- .BANK PRG_DATA_BANK_E000 & BANK_DATA_MASK;设置程序所在Bank
. A- v q! a) [9 e8 S8 N - .ORG RESET_ADDR
6 h5 s. R r0 \! @( `! w) _ - ;======================================================================+ b, S5 }6 { ^
- ;引用其他源文件4 J5 Q8 b5 L" ?) _' `. W' w# c
- .INCLUDE "fc_demo_ppu.asm" ;PPU处理% w8 Q4 [; U% y5 t' H$ z; T2 B
- .INCLUDE "fc_demo_joysitck.asm" ;手柄处理' N, n/ t# s) j! F
- .INCLUDE "fc_demo_static_text.asm" ;静态文本处理/ c( f5 Y" }/ \1 j$ } f+ H
- ;======================================================================0 C: I! T d! q! K/ b
- 7 ~: o7 ~ S; u' f! e( ~3 T( P
- ;======================================================================
) S, u# P- d1 r- P% Y- S' i. n - ;等待VBlank到来# l& z/ ^5 \" U7 J8 H
- Wait_For_VBlank
# v7 u( b+ l3 T |' x - LDA PPU_STATUS
5 ]- R9 Z* S" t5 C! f% H - BPL Wait_For_VBlank8 `7 @& R. U) n
- RTS6 N( G1 R, c- B4 ]
- 3 D8 ^: V" q) _ e4 p3 ]/ m
- ;======================================================================
1 j3 U4 ?( g8 N - ;调色板初始化
% K1 V3 W e- Z, G* L0 ^ - Palette_Init" N7 U; `# d% r/ C( |6 h
- LDA #$3F7 l8 `; A! Z G% |- p5 [
- STA PPU_ADDRESS( _. S3 g8 ?- c8 I" v# U/ l5 H2 ^
- LDA #$00
8 j, z7 P/ x2 i - STA PPU_ADDRESS
7 }* V7 G6 M1 m! l8 w, _ - LDX #$00# |( P \. B4 P( Q5 K1 x$ _) Q
- LDY #$20
3 C {' g5 Y* e - .Write_Data
- D5 F" U1 K7 V3 w7 l, [' ` - LDA Palette_Data,X
4 f+ t/ g1 M7 X4 }5 r0 n& m - STA FC_PPU_Pal_Addr,X
. V2 l3 D) v4 P - INX. U5 ]% m6 ? s" w) W% w
- DEY( g) o. [' t ?* c/ x# \- l8 h
- BNE .Write_Data
2 z% N6 U) ^& Z - .End* t0 d) D( a8 _
- RTS& t+ {! X7 T" P2 B5 R3 y
- 4 ?! B! z* a4 N5 \# ^3 ?3 X
- ;----------------------------------------
5 g3 ~3 o2 | t* _ - ;调色板数据
4 A1 k& d3 I" j" {4 a( h$ I3 K - Palette_Data
- \* \" @4 y1 _7 Y/ u4 J7 { - .HEX 0F 20 32 02 0F 20 32 0F 0F 20 32 26 0F 1B 0F 1B% |2 Y4 k* |' ]' c/ M6 b
- .HEX 0F 21 27 22 0F 24 24 24 0F 21 21 21 0F 22 22 22
7 h! y7 z' Y+ n$ k: x -
0 O( {; p% q% n. a! l& o - ;======================================================================9 O2 `" V1 e# j \- `- k
- ;命名表清空
. z; }. h' w% t. C/ ?3 v: d9 U0 E - Nametable_Clear& K4 n. L- B3 z- L6 O7 E
- LDA #$20, J) @3 {$ T; `- X# C, Q% l
- STA PPU_ADDRESS
' z4 u3 N; h& J5 R - LDA #$00
7 M, v" x, W6 j - STA PPU_ADDRESS
' l; n- j3 Q$ Q' X! L8 _ - LDA #$00
# m7 ?8 G# m9 U& G; ~+ h, C& H' f - LDX #$00" m' n1 j* p: k# [5 \% r* X
- LDY #$08; X3 `# @6 `. K# R, D# L) b
- .Write_Data
6 E3 ^" Q3 } G/ V$ W4 D - STA PPU_DATA" Y0 d, t1 k) j# L
- INX* S' ~% i. C9 d. m. m/ S' L
- BNE .Write_Data
+ P( d1 h: {; L" N! Y! ` - DEY
+ h8 m; N% ^( H( M' D - BNE .Write_Data! W$ l7 ^2 t+ \# ~# L0 p8 z
- .End
0 r, ?6 V1 C; g. U& } S/ |& ` - RTS
6 C6 n5 Y. a, U7 r5 O1 Y: M* c
7 e0 t" S% s, |+ q& W5 ^- ;======================================================================
" i( m9 {" |% _1 H. o7 O! { - ;音乐曲目切换! w5 l) a; \+ T s! a: r- l D! W
- Music_Select_Process. q; b6 t) E# e W8 n/ m
1 G# r- V; N" r8 F) s( w% l& T- .Pre_Music;上一曲
^9 m5 c+ `: W! W& ~/ ] - LDA FC_Gamepad_Once9 o" U4 m1 d6 {- {( x! Q( ^
- CMP #JOY_KEY_LEFT
' v& r. I5 q& G/ v - BNE .Next_Music
& `1 [6 S8 G3 D+ j( W) W( P - JSR Music_Play_Pre
! X4 W6 R0 `7 X' X - .Next_Music;下一曲$ E$ I" Y& h1 j- Q
- LDA FC_Gamepad_Once
4 R. J4 z6 K; C# Z - CMP #JOY_KEY_RIGHT" { ]0 Z$ e$ `5 L& m) M7 i
- BNE .Next_10_Music8 X# c* Y. Q7 Q( @: q
- JSR Music_Play_Next+ O0 c7 H6 x7 S7 V0 u" t Q& P
- .Next_10_Music;上10曲
6 N: K d$ R) Z+ m: N - LDA FC_Gamepad_Once! S* G% M0 y+ A3 \2 K4 D
- CMP #JOY_KEY_UP
2 X& B. D% r8 A1 T9 c - BNE .Pre_10_Music
& X7 e6 K, O$ R; x6 T - JSR Music_Play_Next_10
. b2 ^* d" [1 `' @ - .Pre_10_Music;下10曲6 j- y% ]7 j2 ~6 [8 N6 {
- LDA FC_Gamepad_Once a) W6 E B; W, W4 G. ]: M
- CMP #JOY_KEY_DOWN4 A2 y; B [" s* s7 r: L
- BNE .Reset
( D% V+ ?* ]. N, R& a: I) z4 @. Q - JSR Music_Play_Pre_10
/ f, ]) w8 F' A7 j - .Reset;重播当前曲目5 B1 z& _9 [6 i9 D; C: @( @
- LDA FC_Gamepad_Once
2 j$ I" k0 G, g$ u: R( i k - CMP #JOY_KEY_START1 ~6 i d) W! V3 f4 {# ?# i
- BNE .End0 F* z7 N: S- t; a$ b" B
- LDA FC_Music_Index
1 p! D! F+ _7 U6 ]2 ^ - JSR Music_Init_Process+ b7 B1 m. |- n8 w( ]" R s
- .End
" S! V% P4 K4 |/ v6 J - RTS
# y6 A5 Q( f; n, D - 4 K4 W( t" N G5 K6 d
- ;----------------------------------------------------------------------" n h3 m. ^) T6 f
- ;播放上一曲6 _# o# ^9 i' g) J( j
- Music_Play_Pre- D) d2 F. B# R6 R, s
- LDA FC_Music_Index
+ r4 {' f$ W. k - BEQ .End
& o" j- P3 L' f - DEC FC_Music_Index
& P, z+ g4 C$ A) c; N0 Z - LDA FC_Music_Index
6 ]* b0 ~2 A* \; J. S" R$ J/ k - JSR Music_Init_Process
7 b5 C7 h2 A8 ^' P2 x - .End
0 k1 [- u/ I9 _+ R: ^5 B4 [ - RTS% p9 W# w+ Q0 N0 k; m9 T
- ;----------------------------------------------------------------------
" ~1 ~. K8 R* y. P: t' h - ;播放下一曲
" Q6 L- s% w2 b0 ^& ]# [! f - Music_Play_Next# q& b8 {) a1 f( A$ ^" T
- LDA FC_Music_Index' ]# V4 C9 ]' @" t: t }
- CMP FC_Music_Max_Index+ x6 ]1 [6 B [0 S2 |4 Q8 R
- BCS .End
7 x1 R( t+ _' ]& \ - INC FC_Music_Index
# R5 B9 e7 ^4 a4 `4 R6 [8 W( s' f - LDA FC_Music_Index! M* }: a/ [- u/ U; ^2 }, N+ N
- JSR Music_Init_Process
- M5 Y" K+ P. B- |: d3 Q- q: D. @ - .End" j& r1 O2 f, t6 k/ `
- RTS
3 S& u0 G) |3 o+ o
0 X3 P: T9 `; [' I4 j% s- ;----------------------------------------------------------------------9 ^" Q0 W( [# L" L7 ~8 ~
- ;播放上10曲
5 p5 e) P% {4 l: m @3 _3 { - Music_Play_Pre_10, c, O5 b# a0 q) _) f4 z2 ~
- LDA FC_Music_Index; D! c3 C/ X# \0 ?
- BEQ .End
2 j" ~/ S: I0 U. ~+ Z3 Z - SEC& X8 p2 k% n: Z: F6 z% s
- SBC #10
0 h! c* b4 Y/ r - BCS .Pre_107 v! |( }7 d# z0 @
- LDA #$00# t1 i- s8 M, L- j
- .Pre_10
4 @; D: A4 [/ F5 u - STA FC_Music_Index, n6 ~( }7 d2 S; n: d9 M, \3 ]! E
- JSR Music_Init_Process
9 W% @7 `7 m/ Z' S5 Z - .End) i- M {. P/ ~ w6 F7 P
- RTS; n! Z( {' S: A
- ;----------------------------------------------------------------------
$ G W) u; t ] - ;播放下10曲. C- y/ m6 D8 [6 S% |+ |, k
- Music_Play_Next_10$ a* ^3 w' @( W
- LDA FC_Music_Index, b9 W. R; Y1 c9 l+ d a8 z. U
- CMP FC_Music_Max_Index, f( G7 k/ ^. _
- BCS .End! ]+ _; P% y& e" p8 F
- CLC
$ g% a S) s$ `" }) w - ADC #10
; n0 O, Y# m0 W6 I. H4 Z q3 { - CMP FC_Music_Max_Index6 K: [# b! n. ^' D3 \
- BCC .Next_10
3 Q) ?0 R$ x# F4 V - LDA FC_Music_Max_Index% T8 t# U2 ?5 R
- .Next_10
) l6 E8 Z. ]5 A1 N. k& z& s% j - STA FC_Music_Index5 O+ v- A& U$ H+ |0 f5 ^
- JSR Music_Init_Process
- B# _: D! F7 y/ K: F0 B - .End
$ h8 G l: l/ a' {9 \ - RTS. b: p, M6 W2 T4 ~- I L
- . d' z8 V+ R4 D* `$ ?9 w
- ;----------------------------------------------------------------------
! t3 _6 J, S0 {# z0 P% D. x - ;8位十六进制转3位十进制制5 p" \2 |' |5 }* @, S6 I
- Hex8ToDec
2 ^2 W- u# x! m$ h, o - STA FC_Dec_Data_1
! t& U o& i- {, W# T. w - LDA #$00
1 ]- t8 |5 i6 g3 j' t - STA FC_Dec_Data_1007 q) Y! t" z+ K) N! x) k
- STA FC_Dec_Data_10* h& ^ y, R+ ?4 S2 [ M& X
- LDA FC_Dec_Data_1
+ ]7 @& i' N8 C" j: j6 i) Z7 [6 g - .Convert_1001 T$ t' q# V0 ^) R3 Z; {) g6 X
- CMP #100" W( U( p2 k2 O* w/ a. @: _
- BCC .Convert_10/ y( h7 [# V& _ f$ j
- SEC
/ Q) s! P, N# l - SBC #1008 q. e! U$ H, y. c
- INC FC_Dec_Data_100
) A4 Y; y6 j: s. X3 e2 P! J - BNE .Convert_100
- M* Y; Y9 D9 |" e6 y - .Convert_10
) ~, n0 N4 Z# L - CMP #102 p5 e$ e2 C( Z! S" n; d
- BCC .End5 ]% t7 v' F/ }8 u6 G/ G6 d2 f
- SEC
( B( F* A! N9 K' M4 u - SBC #10; q; |7 ]) i+ J1 a. l1 r u6 k
- INC FC_Dec_Data_10
`1 T E* p$ H - BNE .Convert_10
- c2 O) l- h s1 _" h3 Q - .End/ M) l! t. ^! `2 o5 `; c4 p" S
- STA FC_Dec_Data_1
l" Y5 O1 R/ k* l0 A - RTS
4 ] c: L2 F, k. `" R& R8 \
7 E! D( r& I$ l! O9 |1 N. I- ;----------------------------------------------------------------------& i, U! w, C4 W
- ;显示曲目信息* a# \- j; ~) @. t- q1 p
- Music_Info_Display/ a# J6 r* o0 n s- s+ D6 k- q
- LDX FC_PPU_Buf_Count
9 d4 B; V: [( p6 I+ H - LDA #PPU_WRITE_MODE_CNT_LINE
. b! h) Z; Y7 S# B& d# ^ - STA Use_PPU_Buffer,X
4 u/ G& A& q) S" h3 s5 ` - INX
/ U0 O& e) p- D -
/ q+ [. p. {. Q y7 B - LDA #>MUSIC_INFO_POS
6 r% q3 u, c0 i* h; h1 G2 b - STA Use_PPU_Buffer,X
2 @7 L+ W$ R C9 i - INX
" Q8 q2 |9 D7 U3 f1 [ -
$ u S) l2 D8 k# d& n* ` e - ;居中$ S4 W! E- L& i* S/ b
- LDA #<(MUSIC_INFO_POS & $E0) + (32 - 5)/23 n+ b' x: U: L' s" \" u" W: E
- STA Use_PPU_Buffer,X2 [1 ^" U) k; j+ F0 U% J0 C
- INX
0 M0 l! N8 s4 p7 O. F. y1 g - ) I" N/ \. j. E
- LDA #$052 ^! \. c2 Q+ m' `- Y& {
- STA Use_PPU_Buffer,X
3 y2 S. O n4 Q6 T* f! p" O# q - INX ]5 m) j: P$ o) W- x
-
7 k6 _- E8 [% B. c - LDA FC_Music_Index! H( z, c1 T4 ] f. l! [
- CLC3 y0 K% [" E6 U, d& s6 G$ f
- ADC #$01
& c. C+ j1 k1 ~! { - JSR Hex8ToDec
9 j @) p3 G( f" \% ~+ c -
1 N* ~, ?: `/ P2 v7 t - LDA FC_Dec_Data_10' L, y. N" z3 N" T0 s4 d
- CLC
! \- _7 Q _" u, K- W! \ - ADC #'0'
$ {& @/ D4 W. }5 W" G* w5 ~: } - STA Use_PPU_Buffer,X
1 Q. g% j9 j2 Y3 C8 @3 t - INX$ ~; i2 z" e ]/ ], [6 P) X
-
9 R4 [( e: n" t* @ - LDA FC_Dec_Data_1
4 Z7 W9 {; y' a1 ` - CLC" ^1 z! I) k0 c1 Z" E8 U7 s
- ADC #'0'
3 T* J* u5 H& \" \! i5 g - STA Use_PPU_Buffer,X
7 c) C- b7 i: |, l - INX
' _( G- s& A& N$ o -
1 W- D% S2 ^6 m R- S/ a6 P - LDA #'/'( S7 L/ S, t) j
- STA Use_PPU_Buffer,X
6 o1 P" j; j5 i; z! p% W) [3 b9 x - INX
7 L" {/ |/ ^" e0 i; O1 y1 s! Q - : B9 b+ s' j! { Q* N# _4 P0 g) l
- LDA FC_Music_Max_Index; \' M& f( o* D$ k, I) n
- CLC
1 ~0 e9 p# R) ^) ^- Q( E - ADC #$01; ?) a+ j* r0 L, e5 s
- JSR Hex8ToDec
" u6 f9 x& q$ S$ J9 d - * b! G7 R& P3 i& P
- LDA FC_Dec_Data_109 `, I5 u% D' c. `4 [
- CLC( s9 I x1 p& }5 R, k
- ADC #'0', ~. [# T. q( |
- STA Use_PPU_Buffer,X
% t8 W) ?1 d o9 C. D/ d- K( @ - INX! ^/ o2 s5 {4 Q5 _( M- |5 P
-
( k# J9 e! S8 C1 _' p4 ^7 { - LDA FC_Dec_Data_1
+ s" C3 o2 b6 W" ]( n. P - CLC" c7 N2 f' V5 O6 ~ \4 b( q
- ADC #'0'; u1 s' y/ p8 a, Z1 C' k1 [+ q
- STA Use_PPU_Buffer,X& {* R# ?1 R1 x9 i0 J' _+ b
- INX
6 J8 S I7 ~" q3 S -
* I$ U+ H$ [/ D9 `( ~2 }* o% v - .End7 J; }6 l$ X) O0 t8 n) A" P) O
- STX FC_PPU_Buf_Count
@. m" G. b3 m - RTS
4 U# c2 I8 k' s. }7 v8 Z
2 f( h# v) j0 \6 L, Y% \0 v- ;----------------------------------------------------------------------1 G; M C& R- R3 ^9 y/ v
- ;音乐曲目初始化处理; e+ _( k. Z" L% l4 x+ f2 d+ J
- Music_Init_Process U. B) v3 E, g$ m$ [! `
- PHA
% V" ?3 L( z4 [- z - JSR Music_Clear_Process+ k8 Q4 G3 a( v/ I
- LDA #$1F
5 I7 I! a0 O# ]" k) s9 h - STA $4015* O% h1 `2 v1 B5 `3 H
- PLA1 }* ~$ q) I. J3 X6 j# v. s1 e
- JSR Music_Init_Addr
z2 m4 c2 R( f. J7 W6 _ - JSR Music_Info_Display
/ g" J$ p$ H. q1 L! M - RTS
' T4 X5 S. p' G+ m( G - - `1 s; E: k5 o+ _& X3 e
- ;----------------------------------------------------------------------1 \5 e& M9 r' a3 Q! m" H) ?
- ;音乐播放处理
8 _) J- T: m9 K - Music_Play_Process
% A& l6 @ f+ |8 e- G - JSR Music_Play_Addr
$ x0 S. z4 h& q - RTS0 g4 k, U9 C" X5 b3 x
0 J6 d, r4 w( i* c! a* h( a7 L- ;----------------------------------------------------------------------0 s( u3 o! O+ N; N, S" m
- ;音乐播放处理
' L/ |1 f9 W: h- j2 \- s4 Z - Music_Clear_Process
; M5 M( c3 `& h4 r4 N# y' U - .IF Music_Clear_Addr
d$ j4 }# m: v$ t5 U7 O - JSR Music_Clear_Addr1 m. L. d6 x v9 `$ L
- RTS
L0 V9 ~, o) ^8 d' y2 u( F. x - .ELSE+ k, w5 I* E5 L2 z1 V$ ]
- LDA #$1F$ y) U3 r P. z9 a/ p& A. z7 \
- STA $4015
5 j/ Y& {' a' i - LDA #$00
5 H; E% C" \/ k6 F, k: b3 S" G - STA $4010
) b3 C& }8 w2 T( j' i - LDX #$006 O# f1 ~. a1 R: L, @
- LDA #$002 Q! U" `1 n" s
-
/ o/ W8 b" d# z3 q) f, Y - .Music_Clear_Zreo_Page_0
- o* u& L/ b# n" H; v" ^. E - STA $00,X
$ U: I+ v+ c5 m/ Z8 u( S' `4 r - INX
+ R J& m% ]7 z+ T1 G - CPX #Use_Zero_Page_Begin$ V- r0 K ^' b6 J! [" L
- BCC .Music_Clear_Zreo_Page_0
) K$ I) j" I3 o$ ?. H6 s- K! j - ' x( j* O& W- v z* N- O
- LDX #Use_Zero_Page_Begin + Use_Zero_Page_Size
. H# Y3 ~4 j# ]+ i& t& w - .Music_Clear_Zreo_Page_1
; W- @$ z8 P5 D7 l0 g0 W) Q9 T - STA $00,X# h! @5 j: p% v3 v4 q; u
- INX6 }: b" R$ h% f3 h2 |. I
- BNE .Music_Clear_Zreo_Page_1" {+ t7 P$ A9 f4 X# m8 A
- 1 k* S8 u4 I& H8 z. n! ?3 z! c* o
- Music_Clear_Process_1
3 x$ i* C& l* k M5 }) o - STA $0600,X% c& `' G6 Q( s5 N
- STA $0700,X
0 Q0 A8 J7 W6 k& b6 L: `: m - INX- ~$ ?% S/ x8 C% L$ H* u8 G# n
- BNE Music_Clear_Process_1
$ z; \ J* @# f3 o6 n) a @ - LDA #$10
* x6 Y% K) D! J5 [. j9 C- A - STA $4000
, X9 m" {9 r! x- q# Z - STA $4004
: S2 V% M+ k' t8 g+ _# L1 R2 F! G$ Y - STA $400C
( e- |2 T# S/ A - LDA #$00* d6 f& q" V! J
- STA $4008% c9 s2 F y: u# Z7 M
- LDA #$0F
& p% x' b% S7 S% o3 B1 i& F - STA $4015
+ v6 d$ e1 A* A" U: I6 b8 { - .ENDIF8 w; j' \' ]; o: d( x- J
-
0 U6 Z) w0 p" H. I - RTS
( k0 q- d$ F1 C3 U) m7 A* K
) ]1 w( I( @- G- m; b( t& T1 n; D- ;======================================================================7 {$ r) G. N3 |( o3 U* }
- ;重启处理8 V9 U5 M; {: H
- Reset_Program. j# t# X: I3 o+ A
- SEI
( n! A5 ^% X& k# a- M - CLD
4 R3 R; ?7 k$ r- d8 B$ o3 _# q - LDA #$00
" {8 X/ r0 {. x" _% N* }; X- w! q8 m - STA PPU_CTRL" G1 {# q6 Q/ }& t5 o7 r) J
- STA PPU_MASK
: u* N9 _2 B2 |( X: m - STA JOY2_FRAME
2 Z# _/ ~- ?7 F2 V6 n1 o* R - STA APU_STATUS
: ^' P: \/ N- X3 n1 U - # a3 W, ^. a& ^) J
- ;等待屏幕准备完毕& d/ n* c: y1 h9 B/ w0 ]
- LDX #$02
; [* s6 h4 q$ y1 e5 W6 ?9 D - .Wait_For_Screen_Ready
4 l) [. B' D! m3 Q3 _4 U - LDA PPU_STATUS
/ x& p& z( w+ q - BPL .Wait_For_Screen_Ready
. w, \& u, ^# a: i - DEX$ U; o, ~9 w* S7 ?% B0 F
- BNE .Wait_For_Screen_Ready2 D A+ L+ p8 x9 H2 N/ y1 Y2 T
-
' c: i: u4 Q4 p5 v - ;清空调色板- E3 d# b& @! N8 [4 k6 c" i) Z
- Palette_Clear
2 P& r) B' W+ A& M8 H4 l% l9 H* Q - LDA #$3F4 o" G# Y0 x0 v! g4 j5 W+ t9 @
- STA PPU_ADDRESS5 H7 ?: @7 H; Q l# I+ O7 e
- LDA #$00
- S7 `' q3 e) h - STA PPU_ADDRESS
) E. m& m0 V& h2 ~/ h - LDX #$20
: u% ~! N( i7 Z4 B2 O$ C - LDA #$0F
8 S4 ?9 ?6 X+ \9 H' @5 n$ n0 z+ r( [ - .Write_Data
9 x$ c. M6 s" v4 V5 d4 C, W - STA PPU_DATA9 e0 z4 F. I# [
- DEX
# _2 ]& I6 _6 k; ` - BNE .Write_Data& \0 i Z: e. W3 Z# q* U+ i! @
- * w8 w5 n' r/ ]2 Q# \
- ;清除声音 $4000-4013
; z5 C; _' ]' J - LDY #$14; l1 g% g k! z6 R: R! H5 R
- LDX #$006 L9 D. f0 o8 R9 K& }
- .Sound_Clear2 N( Z' P2 D' q1 m
- STA $4000,X, x+ m. G8 W2 w' n
- INX
+ J0 ?! n- z6 h - DEY
_; _/ P- q: q/ a0 l: N9 R - BNE .Sound_Clear1 e( Z+ I8 O# d
- 1 a* F8 @' V! H- [, R
- ;清除 RAM $0000-07FF
1 S) A* [% q. y - LDA #$00
, E/ w4 B* ?0 k. b( Q - STA $00
/ N1 q4 [1 i5 o- Z* m& K - STA $01
% j" e9 g- r8 K: D* U$ E - TAY1 }* u& x( D& v. H' s; ^' S/ B0 m& _
- LDX #$08
& X, w u7 j3 G - .Memory_Clear
9 G; h9 W. a2 Z1 g - STA [$00],Y: M0 C3 c V( o7 |! O* O- F( k% k
- INY9 }3 O2 W: p& q0 e; P5 V
- BNE .Memory_Clear
, I- p& C" K# _: ]' L - INC $01
- q: p2 ?$ P/ f" S% e9 i; a - DEX" [5 \: }& ~8 k: A5 U
- BNE .Memory_Clear
! B# d+ F4 F) q |3 N W0 c - 2 O/ j9 S) ^3 b: z
- ;精灵缓冲初始化) j4 Q& Y6 W4 U( }/ @& P+ w8 C$ H
- LDX #$00
) y5 F/ q3 H/ f* P' z; V. `& p. p - LDA #$F8. z5 ~" B; `+ v- n- H6 k
- .OAM_Clear
* h: a- Y0 p; H! o9 V - STA OAM_DMA_Buffer,X" _' s7 e. G; }5 k* c# J/ q
- INX
# K4 d9 w/ N7 Z - BNE .OAM_Clear6 V+ `1 n) k( j' P+ i: I3 f, `. J
-
1 G' H4 |6 ~7 L$ q# d& Q. L - ;栈指针初始化& g9 o4 Q& ?7 Q b
- LDX #$FF
5 M) s- t5 V+ k) p8 s9 Y# } - TXS( I$ B' k8 K8 ]9 l3 H
-
) s+ p8 }- h# r( w" Y" K - JSR Nametable_Clear;命名表清空
+ t3 H. H- C% A6 d+ A+ Z6 l% r - JSR Palette_Init;初始化调色板缓冲7 I1 m9 P1 T- [6 b l1 p! ~
- JSR Static_Text_Init;初始化静态文本
( j C( \; h* q! {) P4 W1 t7 U) A -
" T. I) @( U( t. a$ o! l - LDA #MUSIC_ITEM_TOTAL - 1/ s9 d. I+ F( _$ ]) i1 ?
- STA FC_Music_Max_Index/ f7 x) t f7 p4 k* N) I
-
4 Z5 A/ {' s- s8 f9 r - LDA #$1F' a% }5 E6 V. f+ i5 u
- STA APU_STATUS" t8 I* C& e! `8 o
- LDA #MUSIC_BGM - 1
) |3 G8 @8 T) i4 @5 @. B - STA FC_Music_Index
# t% V& G1 g0 J7 G - JSR Music_Init_Process;音乐播放4 j8 g# N+ E' @$ y6 }
- 3 s8 q- ?1 R, O9 \3 b
- ;设置屏幕显示状态缓冲(当NMI处理时控制屏幕显示状态)
9 g+ y4 ` W: e ^ - LDA #$1E
: e1 _& |% B* c, u& X4 \ T( J - STA FC_PPU_Mask_Buf
2 c/ m- ^. J8 G -
: {. S6 ?* x# H5 _4 a$ @ - ;启用NMI处理
* V! W' R' \1 V, S# p7 `# v - LDA #$80
+ Y/ }/ X. T- ~4 i2 q) l - STA PPU_CTRL$ \" [1 W, q9 `+ g, g5 L) g5 t
- ; x3 r3 I' Y; v8 B& z" c
- ;程序循环, 剩余工作交给 NMI 中断处理( Q, `$ Z% t& q, w* F' I
- .Loop
8 d0 M" v# S( O+ n( I - JMP .Loop- _$ z' O; y# H
* V0 c! i& u- q( t' g$ b: O+ e! _% z. w9 R- ;======================================================================
* R. s z$ c2 |, \ C8 _ - ;不可屏蔽中断处理
" r3 u5 D# Y! t) r - Nmi_Program
8 a# M2 Z7 N# v8 K! D - PHA1 t Y; k$ T q# D- p/ x
- TXA9 t* Y' s( ]- g0 b+ V' U6 L
- PHA3 m6 w- h( O9 J+ B0 F+ t
- TYA
: S. p) a( L9 G$ L% D - PHA
$ w# h/ G/ p+ a; @3 L/ O7 @2 ]7 p - 7 M$ [2 U) C% J# l/ R
- LDA PPU_STATUS;读取使得 PPU状态寄存器复位0 b2 Z2 z, ^) q2 J, B1 Z- ?( ^ n
-
/ O0 }8 E9 v" w - JSR FC_PPU_Procrss;PPU处理0 j# w* z, r/ J$ n) z
- % w" _; E- \* J0 F
- ;精灵内存更新" {& m: Q+ z' T: J5 J3 M
- LDA #$00( t" ?# O0 J8 Q4 s
- STA PPU_OAM_ADDR8 j. {3 _6 k q6 c2 X
- LDA #OAM_DMA_Buffer / $0100
# W& k/ b0 p- }' W1 I2 e/ o, R - STA OAM_DMA* i+ ^5 Y$ }6 B
-
% r$ p; j& }, l - JSR FC_Gamepad_Process;手柄输入处理
& a) r7 w* Y8 P O+ p - JSR Music_Select_Process;音乐选曲处理9 _+ o& R9 V8 Z- [- {
- JSR Music_Play_Process;音乐播放处理
/ A( F! P. b) Z) D6 r; a -
# S' {) ]2 X+ k$ k4 b5 t/ @ - PLA
- U/ E9 A; C' Z2 T - TAY$ E4 m: F3 n0 m7 a" J9 v
- PLA
8 N" _1 ? j7 }6 p) y - TAX; U3 ~2 T" O1 X& \9 {
- PLA$ {, M" @& C0 M6 |) ^+ ]7 n2 b
?$ \& y% n B2 H# O4 a) P- V- RTI/ u; D) Q6 Q/ X7 ?, {
- " ]! ?9 K$ c. h1 {, D8 L5 W
- ;======================================================================7 A% d& N4 Y; B/ j+ N, t% l# q
- ;请求中断处理. p. W( u% j, b% q2 {- j
- Irq_Program0 ~% e3 A- {; \. s6 R9 c9 h! L
- RTI
3 O( C, y [$ ?+ D" C8 T - 6 l1 m2 H; b. `
- ;======================================================================: d# E$ R5 o9 _4 Z* i4 e8 `) x
- ;中断向量表
+ w& Z1 U4 d) L - .ORG $FFFA! |6 _, g$ l2 j6 {: f: }
- .DW Nmi_Program ;NMI触发时执行
" z/ w5 F, s; U1 i7 i+ m - .DW Reset_Program ;载入ROM时最先执行
$ B7 S5 w) ]. J- P - .DW Irq_Program ;IRQ触发时执行
6 n# M3 H& D0 Z4 p! f; D
复制代码
3 [9 q. H8 i N _ m" i; d' Z$ ~
) c+ `" ^9 A9 A; a. o6 v7 C# I! S) E4 t4 T' h3 o `
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