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这是个 nesasm 3.2 入土教程, 感兴趣的可以研究下& ^3 ^9 S9 U: b* g6 l
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以下是主框架代码:( h( J7 v2 E/ }7 K6 U. j j' {
- ;======================================================================
: @4 E. g8 r2 j8 m' P+ F% a - ;文件头
+ H7 y, d: E+ ^0 Y+ e1 k - NES_16KB_PRG_SIZE = 8 ;16KB PRG大小数量- i& G7 z/ W' c! o8 u
- NES_8KB_CHR_SIZE = 1 ;8KB CHR大小数量
5 p3 m1 K( X5 d* v( G - BANK_DATA_MASK = NES_16KB_PRG_SIZE * 2 - 1 ;bank号掩码
l2 P6 | n4 z. t2 h - ;======================================================================6 L" \/ _4 v: b$ j" h! {
- PRG_DATA_BANK_C000 = NES_16KB_PRG_SIZE * 2 - 2
; x' ?, c2 c4 z$ m# `; ?- H - PRG_DATA_BANK_E000 = NES_16KB_PRG_SIZE * 2 - 1
K6 j0 _% q: e: \ - ;======================================================================: \* Q. [0 J+ _# x
- RESET_BANK = NES_16KB_PRG_SIZE * 2 - 12 c h D8 v7 \# x
- RESET_ADDR = $E000 ;主程序起始地址
% C# f G, [+ j - ;======================================================================) @: G! ~ I$ Q% C
- .INESPRG NES_16KB_PRG_SIZE ;16KB PRG 数量, $01-$EF8(1-3832),即16-61,312 KB
w- ^3 `6 X7 B# ]% N: G- v; | - .INESCHR NES_8KB_CHR_SIZE ;8KB CHR 数量,$01-$EF8(1-3832),即0-30,656 KB% e: H, Y* S7 X
- .INESMAP 4 ;Mapper号 (0-4095)
: ^' x6 O9 _1 ? - .INESSUBMAP 0 ;子Mapper号 (0-15)9 ]; I1 @8 v# i- Q) L
- .INESMIR 0 ;命名表镜像 (0: 水平 1: 垂直 2: 四屏)0 J% n4 f5 i2 R+ E, q5 v' B; J3 B
- .INESBAT 0 ;指定是否存在电池备份 (0: 不存在 1: 存在). K( |1 A4 Y) U2 y3 u/ A/ E
- .INESPRGRAM 0 ;指定 PRG RAM 大小 (大小 = 64字节 << 计数)
; s% G2 }! T0 c' s1 b - .INESPRGNVRAM 0 ;指定 PRG NVRAM 大小(大小 = 64字节 << 计数)% J/ E$ P C6 x0 s
- .INESCHRRAM 0 ;指定 CHR RAM 大小(大小 = 64字节 << 计数)
4 |7 q+ v# X# ?* @( N3 n - .INESCHRNVRAM 0 ;指定 CHR NVRAM 大小(大小 = 64字节 << 计数)' n1 h3 c/ N# L- I7 ]2 w
- .INESTIM 0 ;指定时序 (0: NTSC, 1: PAL, 2: 多区域, 3: Dendy)0 V; x) _/ i4 n. Q" w
- ;======================================================================5 [2 T' G7 g1 {; ?. ~* ~
- .INCLUDE "fc_demo_config.asm" ;全局配置5 L% ?9 i* ^- e4 _# P( C) p
- .INCLUDE "fc_demo_constant.asm" ;NES常量
$ S" O0 {* D+ G. w* W - ;======================================================================
2 m6 T2 v9 |. H - ;音乐配置
' m6 v' Y T1 I( U4 m% e: [6 C3 g5 d - .IF 0 = MUSIC_THEME * F) _% G0 q5 I6 U$ M$ ^( P
- .INCLUDE "data/music/Gremlin 2/config.asm"0 i8 F. b/ f# n; [6 b% r
- .ENDIF$ E8 R- V* r! k$ p/ b7 a
-
& K% v# e: ?# P4 U# R9 P: C - .IF 1 = MUSIC_THEME) ^4 Z. s* n0 B; {& f' O7 T: D
- .INCLUDE "data/music/Raf World/config.asm"
0 s) E2 g% b( ]3 R) m E - .ENDIF
4 s; E4 l; |# p# H0 F( q - 2 [- T# L* j7 R& V. G; J+ D# g
- .IF 2 = MUSIC_THEME
) A+ H; |# d0 a( q! A - .INCLUDE "data/music/Ninja Gaiden 3/config.asm"
) m; M; `1 M8 U$ Q. j - .ENDIF K% Q. v; L8 O# n- G- A& ?
- * l" O( `) U4 Q: Z. Y& c* v
- ;======================================================================* r4 {) O8 m- t9 i! Z, \$ B9 S
- ;引用CHR图像数据
1 |: H2 L4 s t% v1 H% \7 E: k - .BANK NES_16KB_PRG_SIZE * 2% ^* z! U% W( n) K; h' i
- .ORG $00007 J" c" D* K( z2 S! X
- .INCBIN "data/bkg.chr"+ X% w- A3 U, L) N' l* h9 G
- .INCBIN "data/sp.chr"6 q+ [5 i2 [) I/ I7 N9 A& p2 } @
- % H3 B0 }' |% m6 M3 r
- ;======================================================================* d+ ~* k1 g+ i; T1 B4 f
- .BANK PRG_DATA_BANK_E000 & BANK_DATA_MASK;设置程序所在Bank
* U0 t0 a) x4 |6 Y) t# L - .ORG RESET_ADDR
! U7 J7 }; d- B - ;======================================================================! l# }/ s/ j4 N9 q* V" a! Z
- ;引用其他源文件0 K$ x1 x4 e2 M d# t( {* W2 O0 M
- .INCLUDE "fc_demo_ppu.asm" ;PPU处理
; V' J( t+ ] ?1 ~0 ~/ m' B - .INCLUDE "fc_demo_joysitck.asm" ;手柄处理
! D* t4 L( W8 A) [0 y - .INCLUDE "fc_demo_static_text.asm" ;静态文本处理
- o0 a, Q& n' ]8 H! g/ g - ;======================================================================9 @6 x/ S$ {! S4 _
- ! @. L# o* x( D1 e3 G
- ;======================================================================
; n8 T' |8 r9 `; N - ;等待VBlank到来$ c% ^7 R1 Z% v, |# Q% H/ ^
- Wait_For_VBlank
* l4 D$ ~4 ~4 t6 W ?) M - LDA PPU_STATUS1 d( O1 X, n* c6 k; v& _& Z9 Y8 c
- BPL Wait_For_VBlank9 f* x7 u [ }8 _$ B: ^! g
- RTS! i' ]" S( m8 f& {8 {1 t
7 R2 Q$ X" F$ V# V- ;======================================================================+ D2 r O/ \ l7 s9 f' ?/ Q
- ;调色板初始化
6 l8 Q# G9 @# O, s, D: t2 I5 b - Palette_Init' m6 K, k( b: S# f" C% [
- LDA #$3F/ r' n* |7 s! V, s' ]2 R
- STA PPU_ADDRESS' p5 D. x& z7 B( w
- LDA #$00" ^8 M. O% Y& b3 R% G
- STA PPU_ADDRESS
; k( e. T% x$ O' a/ l7 k | - LDX #$000 m* O8 S- ]8 i
- LDY #$20
' n. D ?9 ]8 f4 G5 {( x8 M - .Write_Data' @ y e8 N Z9 H$ W+ X
- LDA Palette_Data,X6 }# w! d9 k* ]) d% G* E
- STA FC_PPU_Pal_Addr,X: a) {# _8 g; V. s( X
- INX7 b9 `$ N) M; s2 d `$ ?) X( W
- DEY
0 S$ p1 W, M8 {7 i& }% s k/ G - BNE .Write_Data* r, _2 b8 u+ J/ H
- .End% ]8 @% }4 Z: r& l. W, e2 `5 u2 L2 e
- RTS$ J# C, ^- ^0 E; @: f
- 4 W% V8 P4 I, ?- Y/ I( x: t/ D/ D1 u
- ;----------------------------------------
1 c2 f7 x( ?7 ~8 z6 Z( F% `! L - ;调色板数据' L. I8 E9 i# T A
- Palette_Data
5 {3 J# r* c3 r3 x5 V0 m' a, r5 F - .HEX 0F 20 32 02 0F 20 32 0F 0F 20 32 26 0F 1B 0F 1B4 \+ V. }; u7 C. V0 I
- .HEX 0F 21 27 22 0F 24 24 24 0F 21 21 21 0F 22 22 22
2 [6 D' E6 ^: w; V. p - 8 r+ @8 k% A+ P4 b7 J/ X
- ;======================================================================
1 D: k5 \# o0 H4 C/ { - ;命名表清空+ G1 ^: V# K, a: X% ^* u) o2 i T. s
- Nametable_Clear
8 \. t) l" J( [+ C& H% X - LDA #$20
% u9 e6 ?& u( a2 H- z" ? - STA PPU_ADDRESS3 k: b- K; s" b9 B/ h% z# j
- LDA #$001 b' }, t& \1 t
- STA PPU_ADDRESS
% p- @4 l7 _6 K$ g% U% Z - LDA #$00
( ]6 }6 A* t N2 M; n - LDX #$003 S+ U( ]0 S# D$ r; C4 Z, r, \' {3 t
- LDY #$08: F" h5 Y, ]9 c8 x9 l' A$ g
- .Write_Data, G# m1 ? A7 N% x, x
- STA PPU_DATA+ q* C+ `* O; `$ |
- INX
3 L- @) s( p* Y9 J4 }2 [ - BNE .Write_Data$ C7 n t3 h8 t3 K( I3 P$ D
- DEY4 Q- N% ^; a4 [1 m& }
- BNE .Write_Data4 }1 S) O# W v' g- F
- .End( y" ~2 R' u9 k$ C! l. {) k. v6 j
- RTS! B) K9 l) m3 N/ `. @6 T! x
1 ]4 a. ]8 N5 M. K( C+ N- ;======================================================================
$ I* O4 J. a% o5 @, W3 G - ;音乐曲目切换
3 |6 O: `) B8 p - Music_Select_Process& A: N4 @* s- {" l4 E6 v- p% ~
- $ c7 s4 }; {. |; n* }# t
- .Pre_Music;上一曲
0 \9 y0 b1 Z9 x - LDA FC_Gamepad_Once. n; W/ J& s! ^* T/ |# j- \
- CMP #JOY_KEY_LEFT+ s7 T* S4 n. b5 ~) X/ h) C1 J
- BNE .Next_Music! V3 e+ U: l& _, z
- JSR Music_Play_Pre6 A B. j7 Z, k
- .Next_Music;下一曲
4 O6 z8 w) C; {+ ^ - LDA FC_Gamepad_Once* Y) \( _' A3 w/ H% s7 I8 R4 [
- CMP #JOY_KEY_RIGHT
. f/ G- v' C! W# V; O3 H - BNE .Next_10_Music
( M3 W6 {" q6 M - JSR Music_Play_Next0 H6 y4 L/ i1 N
- .Next_10_Music;上10曲# c% S5 k: n/ W1 \6 X
- LDA FC_Gamepad_Once/ G5 V6 M+ ]' w: I1 M
- CMP #JOY_KEY_UP
7 l0 \6 P; C# H* f n - BNE .Pre_10_Music
, d$ X' ~. E, e - JSR Music_Play_Next_10' b: Y4 [- U/ H+ f
- .Pre_10_Music;下10曲0 a6 Y- ]4 [. _# e Z
- LDA FC_Gamepad_Once$ D v0 _: q ?, {& X! {
- CMP #JOY_KEY_DOWN
& [7 E9 {) r8 l7 \; s) J - BNE .Reset4 L1 l4 \6 u$ ?; w+ j6 [
- JSR Music_Play_Pre_10" B4 S: \) c- m" ^9 ]
- .Reset;重播当前曲目
& q8 W# Q* x' t( G - LDA FC_Gamepad_Once
: p9 d7 z! p8 Y - CMP #JOY_KEY_START8 ^! v2 ~% z! w2 p
- BNE .End
% _& G* M3 `) M2 t; y - LDA FC_Music_Index
$ ~4 W. l2 U& N/ ]: k - JSR Music_Init_Process( M y3 y ^& g5 U% h5 L
- .End
' P+ G1 ~5 Q- L4 Y' N6 u - RTS* s2 X' f, m! _6 K
1 f' k& M" e3 o& h" X3 n# m2 P- ;----------------------------------------------------------------------) L& B, S; x; ?6 P2 E
- ;播放上一曲. R# x! b: Y4 e) |
- Music_Play_Pre' q7 e8 K' W$ ?( J W8 i% X( ~
- LDA FC_Music_Index
. d2 c2 `$ m# h! f( @/ N) { - BEQ .End
2 x2 S0 v1 q0 m) S) v0 C+ }( V - DEC FC_Music_Index8 l/ `* J" z4 ^6 W- V
- LDA FC_Music_Index) I6 i) Y; {5 d4 C
- JSR Music_Init_Process
2 T$ Q3 d" n2 g0 Q) v- `5 C; q - .End
$ X9 E1 a. o' M7 D$ m0 {% ? - RTS
/ a( ~5 d: N ^$ v, z - ;----------------------------------------------------------------------
6 }- |2 c; \7 o, P5 [# X - ;播放下一曲
$ m6 b8 O/ ]3 w9 Z5 @ - Music_Play_Next0 [+ z. | r9 R4 p$ Z C
- LDA FC_Music_Index4 e" }4 P/ n& |: \6 E3 M- F
- CMP FC_Music_Max_Index* P$ k8 `- h2 @4 r1 p. A4 ^! Y
- BCS .End' q, R0 T) J/ Q$ ~$ T/ [0 ?
- INC FC_Music_Index
* I R }3 ~9 r - LDA FC_Music_Index! z5 b! r% v$ k; K7 v
- JSR Music_Init_Process6 H! q+ Y3 d7 ?; c' q
- .End
; L( C5 U8 w, U: P y; f; M* t9 @ - RTS) l! J4 x! Y2 B. o
- $ ~; g: y7 l2 r* _: e3 @# g: E
- ;----------------------------------------------------------------------
- D$ s& k" @% ~* O9 P - ;播放上10曲# N# t2 X+ L" A7 L3 ]
- Music_Play_Pre_10
- Q7 V" e/ z- k( F/ B' H - LDA FC_Music_Index
% d, o3 L: ]# v4 L& g: N+ A8 w - BEQ .End
. N% E! ]3 v2 B( ~- E6 P9 o- {. d - SEC) m; d' R- L! [% g) y X6 O" \
- SBC #10
) M; w: w5 N; S9 [ - BCS .Pre_10
- z. `' p) j- O) P3 r8 C - LDA #$00
3 O, c3 V, H" b - .Pre_10! {/ S* e9 X) R$ u R5 Z
- STA FC_Music_Index
2 y9 O# N3 G5 W$ z: [: ` - JSR Music_Init_Process
' |1 M/ U1 q8 Z' }$ v - .End2 k% z& k$ l6 H& x# L6 ^/ @
- RTS7 G0 x* m% W2 W; C( X" S N
- ;----------------------------------------------------------------------+ [* J* d% A" K/ e7 d. u% Z
- ;播放下10曲7 X' H& |! }+ R5 h. x5 x! X/ W
- Music_Play_Next_10
1 A3 A E$ g$ s# S i - LDA FC_Music_Index
: J, U) f: g6 k' q, p4 E - CMP FC_Music_Max_Index
# t5 j3 m5 a9 f0 j! B5 U( { - BCS .End& R0 Z* ~' ^) G/ m7 J5 Y2 R" ?
- CLC
, s" R! H* T& M5 v - ADC #102 n r) u9 E$ z; e" G; }
- CMP FC_Music_Max_Index) {3 D% X5 s! u$ j+ Y
- BCC .Next_10
" C4 j- {/ O; t - LDA FC_Music_Max_Index- w! e1 q* Q' R+ K
- .Next_10
/ C# L/ Q* ~9 P1 E2 a - STA FC_Music_Index& F* s" n/ M& Z2 f+ C3 C; _
- JSR Music_Init_Process4 `' N. n3 o' ^+ a
- .End$ d6 c: e$ P6 e& y
- RTS
% Q: s {5 [8 m) I7 a* K" u8 J" x
/ n7 n/ ]; _' `# R4 C! N ]% u( g# @- ;----------------------------------------------------------------------
/ ?; P2 W9 b, H( u5 W) V4 y1 I& E - ;8位十六进制转3位十进制制
* z! K7 {0 v% v/ X; B - Hex8ToDec; d+ p0 U6 Z) Q! z- r
- STA FC_Dec_Data_1
0 H* v. q1 Q! A( i3 y# K - LDA #$00
% @3 Y, u9 s Q8 T6 Y; d o, m7 J - STA FC_Dec_Data_100* p: C/ x, l0 D9 Y
- STA FC_Dec_Data_10
8 n U+ A$ B1 q: [ ^/ J - LDA FC_Dec_Data_1
0 o. M7 S. W+ d q8 H" l - .Convert_100& g6 [" O$ Q: T7 o5 B5 `
- CMP #100
& D2 K& Z+ j9 d4 E; n$ \3 w7 {3 l - BCC .Convert_10
! G6 W) D4 r+ K- t - SEC
9 R" J7 m: l# [0 y - SBC #100: m; e* z7 X# S1 V+ V B [6 J
- INC FC_Dec_Data_100+ f/ x8 d9 p+ z* B( W0 ^* }
- BNE .Convert_1007 | z7 k$ s8 \: t& b
- .Convert_10; C+ k) [% M! Y& p$ o0 s
- CMP #10
2 o2 F1 I! i6 p- F+ G - BCC .End' h, c/ J6 c7 a- }
- SEC* X$ G* ?8 L' Y- k
- SBC #10* S3 D' @4 A$ U/ S4 _% u$ b( v+ k
- INC FC_Dec_Data_10& P' d' q. B6 [) o4 A2 g7 [
- BNE .Convert_10
& F( E: c% x7 Y" \5 p7 l - .End6 Z2 E' m& C5 \6 s
- STA FC_Dec_Data_19 u6 p6 f$ e8 z' S/ Q
- RTS/ p% g+ D/ Q8 s* i1 F' T a# c
- ( D2 T; Y* s1 |% j" q# W& X
- ;----------------------------------------------------------------------
$ g l5 {- l/ ?& {/ E1 d+ ` - ;显示曲目信息8 ^ P) N. a$ d4 p c# p5 m2 Z' U
- Music_Info_Display# c8 C: I2 S2 `4 W @: }
- LDX FC_PPU_Buf_Count! C. p* j" Q l" ]! g
- LDA #PPU_WRITE_MODE_CNT_LINE9 R* y3 k- v( X
- STA Use_PPU_Buffer,X9 J; k- z! t% k* O- P9 ]; Z
- INX
" w; f: z- d# j& E' R/ [ - 2 q: V+ ~& r, ?8 { M5 y
- LDA #>MUSIC_INFO_POS
- S; U! d: b7 i' B. n0 h9 ~8 s - STA Use_PPU_Buffer,X) U7 {% Y( k+ R2 F6 W9 o
- INX" g0 P! x! b5 f5 Z4 I9 }7 \4 O
-
* |6 X1 a1 f- I) b9 n - ;居中
0 s5 v3 n4 S+ b8 V2 Q - LDA #<(MUSIC_INFO_POS & $E0) + (32 - 5)/2( B' [4 k+ C, {) K
- STA Use_PPU_Buffer,X
5 A' j: u1 }, {4 k: ] - INX$ ]6 z7 n. I0 n9 n* ~) j. O
-
. x2 H) ~/ K) w: n! _+ K - LDA #$05- E) v; ?; R @$ `* s/ r- ~# e
- STA Use_PPU_Buffer,X
3 [ ^- K' k* a: T7 ~3 c - INX
6 a4 a! \' Z- N -
4 l( u) v- g9 f! m6 R - LDA FC_Music_Index6 e$ p# n( t" V+ _, Y% O; G2 c
- CLC' P- ^( x+ d+ s0 r2 x4 _* Y
- ADC #$01
- _) ?. ?8 _( I, L9 S) q - JSR Hex8ToDec O. F/ _- r3 W8 O: m
-
8 o. ] ~$ q. L' R4 j, D - LDA FC_Dec_Data_10
5 O# g. j. P) c - CLC
. B2 h5 X r" I+ h! I - ADC #'0'
2 @4 E* U- X% J0 r - STA Use_PPU_Buffer,X
5 U% j. A) `2 |. w - INX
9 V$ I4 P' \, | -
9 k; P5 [7 J) N1 I/ W - LDA FC_Dec_Data_1
3 Z$ |( {7 k c q" ?8 a: O6 C' ]/ K - CLC8 c9 G, |( [3 c) T; g* ?4 z
- ADC #'0'
+ [) ~, }% Y$ p/ z0 ] - STA Use_PPU_Buffer,X
: @2 U$ P& G) w - INX# @& c6 Z n3 n8 ^$ x
-
" C/ l# [5 G- c; h3 F - LDA #'/'
8 I: E- R6 a- j4 _% Y - STA Use_PPU_Buffer,X
, a1 @- P$ C: L2 y/ g - INX
( C0 n7 S0 S8 T4 x$ l! R - 1 I8 y3 I& |* X a! A
- LDA FC_Music_Max_Index
# H0 {# p! u! M. L& j0 H9 {8 n - CLC
% |4 }$ g' j% w" Y4 Q5 m - ADC #$01
' R/ |+ L5 Y: ? v- v - JSR Hex8ToDec; E: e u% E% {; ?; ?
- : a/ J: v1 W# `: M2 Y' T0 m$ q$ O
- LDA FC_Dec_Data_10
8 l3 i5 \6 @: |% a - CLC
; Q; U" E/ ^2 S: t% u6 J$ W - ADC #'0'
6 M' z! e( t2 Z* S4 Z& e, F - STA Use_PPU_Buffer,X
+ x, |9 k4 o' N7 b - INX8 r% J5 u& ~1 l1 a4 n% g( G: o
- : K [% u. f" {+ C; o* c+ J ?
- LDA FC_Dec_Data_1
# c9 X( q/ ]! J% [4 f t - CLC
; g* D0 \+ c4 e - ADC #'0'
5 J/ a0 V. v. [! j7 t, B2 _* P - STA Use_PPU_Buffer,X6 a& v+ X: ~$ N+ n* p
- INX; H1 j- c! S/ g7 f/ k
-
3 O! v/ M2 P$ k - .End! j3 Y4 @2 c1 J) \
- STX FC_PPU_Buf_Count, G. }0 K& a' ^* L" W' e
- RTS z T) A E6 Z% F* L
- 5 q5 `" ?6 _9 A) s$ v" T
- ;----------------------------------------------------------------------+ ~/ C% t6 T, m* T: n1 a
- ;音乐曲目初始化处理. m$ H8 [# Z T
- Music_Init_Process2 h5 |8 D( G4 q) S) B9 F: E6 J; l) K
- PHA
; }) E& s$ F+ z7 ]- s% y; o - JSR Music_Clear_Process+ {) M8 V5 z5 q- G9 B2 C( V8 D
- LDA #$1F b+ }6 x, M6 T7 ~* ?$ g# S
- STA $4015% D( e) X0 x5 J; k- v6 P/ _, y
- PLA
# q$ S* Y8 Q4 R- C! A - JSR Music_Init_Addr1 u; T6 w( \* F( `5 x1 D7 o
- JSR Music_Info_Display
; \5 H. v% [+ B( g# m, g C - RTS
5 y( t9 v4 }# i* g8 l+ ?. n) ~ x - ; |, P7 i, Y5 z. o) S# \% c. ^
- ;----------------------------------------------------------------------
+ L0 ~. Y% u+ y) q2 B3 T9 X" [ - ;音乐播放处理
& M w' e2 G* t5 Z" a - Music_Play_Process
; e4 U/ a: C* _3 |3 a! A7 | - JSR Music_Play_Addr
3 b$ N+ E" B4 c8 g6 u1 q# q. l - RTS
, `% P; N( h9 e1 ] - * A& i/ \- I: |6 M
- ;----------------------------------------------------------------------
5 k0 t0 f2 F$ W; ^% \( a- r - ;音乐播放处理. p3 k" w2 e& N7 \8 \; C# k* N8 T
- Music_Clear_Process. n+ U- S, f; ?* I
- .IF Music_Clear_Addr0 d. J0 W, V9 V3 ?: d0 @; y. [
- JSR Music_Clear_Addr. v5 W# ^ [4 r5 L5 P. }" G% D% h
- RTS7 A2 ]) ~& K2 v( M* V# Z
- .ELSE
) `4 j a- U2 c/ G3 Y, Y - LDA #$1F
1 j& \4 y+ n% }0 f R1 g7 ~3 Q: ?1 } - STA $4015
V4 X( _! V( h0 U* \4 m - LDA #$00( f$ W1 m6 b+ l/ d l0 L, d
- STA $4010
' }0 _9 I" O9 M3 ]) N) ]6 f5 R - LDX #$00
% K: G& Q3 ^1 o, Q" S: Y0 h8 |: i - LDA #$00
8 e- u% w+ T* k - : s* b( @8 H8 x" _% B
- .Music_Clear_Zreo_Page_0
. |9 ?0 H" u; _6 T6 f: q - STA $00,X; i* B* S! A: H2 F# a7 X
- INX( }: s; [; a: {# t' S6 Y$ s' L
- CPX #Use_Zero_Page_Begin
7 s$ n* s) P3 D3 u - BCC .Music_Clear_Zreo_Page_0
: `, X1 J8 w, C# O+ v9 o9 } - ) n$ D$ t3 @: q
- LDX #Use_Zero_Page_Begin + Use_Zero_Page_Size& p9 \, O* E7 H0 R% Q. W
- .Music_Clear_Zreo_Page_1
/ y* J6 \& a* _0 P8 z2 m - STA $00,X
) y1 m* Y) `5 Q, ?7 P - INX
/ C; a0 R5 m& w6 x. H: W - BNE .Music_Clear_Zreo_Page_1
2 E: u( s, a2 ?0 D% p -
4 [. \ G' F+ j; v - Music_Clear_Process_1( y. u Y6 a. k- z) m$ h
- STA $0600,X
) J3 n# T9 m3 I3 V" \7 U - STA $0700,X& A, a% T7 G {& L
- INX- i* U0 _7 m0 C+ E: M
- BNE Music_Clear_Process_1
7 U, j7 h, v8 o$ B2 u - LDA #$10! M( @3 v; @5 D2 V j% k( u, o
- STA $40006 W; A# F( s. z
- STA $4004
5 W o, i4 `3 ] - STA $400C
3 x# {6 b$ |) K+ v - LDA #$00, o9 g; [3 Z; x6 q$ Q
- STA $4008
! Q8 }$ B( G0 p- x3 L - LDA #$0F# P* V: }2 I V) j
- STA $4015 S' |" _8 G/ e7 Z$ o Z; P
- .ENDIF
0 B; g% m; Z9 |9 {( {% {$ y - ( p( q* D p5 i( J( z. s; J b: Z
- RTS5 X7 o# n2 v5 ~
]4 x# q' @, B5 [5 d) O1 g# m$ Z- A$ O- ;======================================================================
; y2 P' f, A' ^& x2 T/ p% _; K4 | M - ;重启处理
" R! `0 `* g# _3 `0 D - Reset_Program2 w& l8 }: Z# ]8 Z
- SEI8 S% z. G$ k- w$ M0 s
- CLD5 m5 S3 N" ^0 { o
- LDA #$00
1 p; K* B' r4 F. k. h8 _$ B4 e - STA PPU_CTRL
9 X" L a( r% b4 m; D5 ?. f+ H6 U& l - STA PPU_MASK' x x+ P0 M, p0 V
- STA JOY2_FRAME
& }8 _* c. J8 U6 c+ [8 e - STA APU_STATUS
( r/ V0 H5 G5 c; l' l. ?+ Z$ `- h -
* Y" z0 V8 i, p! h6 z' N- e - ;等待屏幕准备完毕4 b5 h3 f2 t( K3 q; d! ?4 r
- LDX #$02* |& z0 W+ q: p( }1 ]: K* p
- .Wait_For_Screen_Ready
& c. U# Y! o% {9 \5 F$ A( a/ d - LDA PPU_STATUS
+ Q! _- w l& q+ y- j - BPL .Wait_For_Screen_Ready
5 S) I, h e3 U: E+ E - DEX# G& O, Q3 `5 e
- BNE .Wait_For_Screen_Ready& a+ Q" Q$ `! [- |+ x
- 1 D9 L D Y/ S- A
- ;清空调色板
, b' B0 X3 ~6 m - Palette_Clear- V6 Y; `, h) n, I) G
- LDA #$3F8 K" m+ w9 j# U% Z
- STA PPU_ADDRESS' s6 Y' p5 t- Y; X$ e/ z
- LDA #$00& m5 y1 n. T; d4 y) c
- STA PPU_ADDRESS- [/ c! `6 B5 J& M9 Y+ t. t
- LDX #$20
8 s2 l6 A# a) v - LDA #$0F% n8 M+ `2 S* P0 G' z5 K
- .Write_Data
; K7 w3 V7 q" e! V% O& [ - STA PPU_DATA
" C, ]4 d0 v# L3 S% x/ K - DEX& b3 F8 x+ ?8 H% K
- BNE .Write_Data
% x" y F( ]3 I* H5 E: q; A) M
8 H6 t( X2 L, ~3 b* C- ;清除声音 $4000-4013
6 X# I( i2 p4 E: B1 \ - LDY #$14* Q) D; ?7 A/ o( w; H; A+ N
- LDX #$00
2 Y- Q( B' P) }+ H7 D V( D - .Sound_Clear
+ V: S7 N& w# {0 x; k0 \' | - STA $4000,X
* Z# ]% t m2 |. J5 s - INX) j8 X) c% q0 n$ C, _
- DEY B( K1 [$ Q% p
- BNE .Sound_Clear
8 T4 R, `9 ?' Y' Y7 E2 e - 7 y' L/ J n" g: S" B2 {; m
- ;清除 RAM $0000-07FF
$ Z$ Q8 S) w3 K - LDA #$00* V u( B5 [; |4 t
- STA $00
2 D, }3 T( A g; J7 \ - STA $01
5 ~. o- Q( K/ U) b+ [ - TAY! `) l/ F8 p( z7 l
- LDX #$083 j4 b! e1 L, |4 P$ Y' N+ K0 _
- .Memory_Clear
+ `& h: n/ O( j - STA [$00],Y
( ^; c% s# _! W% n1 ]% j1 M - INY
+ T' k/ e: V4 g+ M - BNE .Memory_Clear E5 v3 `; {9 V$ Z: p+ m+ U t& j" D. q
- INC $01
6 X$ N' Z5 a5 G# J" M/ v! } - DEX3 ]9 D. z; i& R& [) x
- BNE .Memory_Clear: l: J/ j j5 N& i" z2 c
- : `* I0 Z$ ?! T1 f) |6 n. x# L
- ;精灵缓冲初始化
5 Q2 K$ U4 B3 w - LDX #$00+ R1 c2 ~; J+ H. \( ^: W$ q
- LDA #$F8) {/ W: e0 _- V1 O/ H
- .OAM_Clear% c2 c3 f+ _4 W- ?3 B- K( R/ X; c
- STA OAM_DMA_Buffer,X
# U3 f6 } P& W* ]3 x - INX
" W/ ]2 T4 a, X- w: p( w, u" F' n( I2 @ - BNE .OAM_Clear
6 k( y1 h* T q; B9 h* Q, Z, s0 r -
' j& {4 p- I- Z# R, z$ e& k - ;栈指针初始化
9 R" ^7 e( c' {4 h - LDX #$FF! ~7 j- z2 G2 h! }1 Q/ @, k
- TXS
0 _6 W% ^; q2 J& p - B) S( @! x& g0 g/ D
- JSR Nametable_Clear;命名表清空
% Z4 X E' U# d; X6 v - JSR Palette_Init;初始化调色板缓冲
; E9 s+ |) h4 v. I9 S - JSR Static_Text_Init;初始化静态文本$ l' c0 y6 @! L# [: K
- 8 H7 P* A w8 g8 ], f& X% [. d
- LDA #MUSIC_ITEM_TOTAL - 1
5 T: X2 z) v8 O1 Z& H - STA FC_Music_Max_Index
' S! g) r) ?: t) y2 f, Q0 V - 6 U! D+ q+ A1 M% \8 {7 J
- LDA #$1F
3 J9 @1 [: N- \$ f) E - STA APU_STATUS! Z0 u" ?& F/ v7 j- z8 s
- LDA #MUSIC_BGM - 1& E* v( l; ^4 R6 S8 f4 `$ {; [
- STA FC_Music_Index
- S' A* \! y) y L9 n - JSR Music_Init_Process;音乐播放
" S& D9 w/ y# M0 j- i: f7 p6 a! z -
9 U* q% R2 k" q y - ;设置屏幕显示状态缓冲(当NMI处理时控制屏幕显示状态)& y r+ M( \1 X' D8 L
- LDA #$1E4 }" U4 t/ ^4 `% C; L1 V* s6 j2 N
- STA FC_PPU_Mask_Buf2 x( M5 C/ C' E2 F" ~' P
-
4 y0 e0 a( v2 y' u* @ - ;启用NMI处理
7 b' R! [! G$ H8 g n8 ^$ Y3 Y - LDA #$80
3 S- |7 p5 }. ]$ k1 {3 p0 o - STA PPU_CTRL
6 o; h. ]5 S( U+ C4 { -
1 b; @7 z+ i% }7 Q1 u - ;程序循环, 剩余工作交给 NMI 中断处理1 E2 U7 ]% @5 w$ F0 I( W; b4 L
- .Loop# e- R; @' Q @5 N: F9 R! y) P* M' l
- JMP .Loop
" F0 ^/ o: F. S; x
- k6 J( R, W0 C. R/ n; r, v- ;======================================================================5 X$ F" N2 u8 A; `
- ;不可屏蔽中断处理( w" ^: N8 `% H% f& d( i
- Nmi_Program
7 y) v' r7 i1 s K5 N - PHA. y; x: y1 ^6 X6 @7 s0 u
- TXA
( l# B/ U$ c4 J0 M- q% } - PHA
# z( s- R3 c ]: d - TYA
" ^0 S/ c4 U, m - PHA- D$ k: f5 v2 S. }5 {- i
-
5 O; s, B+ J0 o, } - LDA PPU_STATUS;读取使得 PPU状态寄存器复位
}3 X; z: _5 L -
# d( o5 s" D: ?0 \7 n; m - JSR FC_PPU_Procrss;PPU处理
$ r0 y |" j. @) r5 _& [" \ - 3 p7 D% T3 P( p( i, |2 \$ x5 H
- ;精灵内存更新" V) r$ U1 { U4 Z, a+ H
- LDA #$00
+ Z$ K" X0 ~; L3 b. r - STA PPU_OAM_ADDR
8 ]9 f6 L2 r- h- O- u4 ` v - LDA #OAM_DMA_Buffer / $0100& W+ `$ y/ z% r$ z
- STA OAM_DMA
5 t$ x8 L7 C' W - ! I6 p1 `- U) y6 J- [& S5 f" X
- JSR FC_Gamepad_Process;手柄输入处理, s2 v8 D' E' O0 |
- JSR Music_Select_Process;音乐选曲处理
6 j# l" v" `9 i" \0 N - JSR Music_Play_Process;音乐播放处理
& o* f6 b# @2 G( R - & u0 V% e' L w# Q
- PLA
$ @3 \+ @* `5 E$ h6 ^' V - TAY
4 a0 N6 R, `$ w" U2 B - PLA- B' _) r* K( G' ]& _. f
- TAX8 V3 w0 H+ Y3 Z) I
- PLA
, k% o! r9 e: g: w7 ~3 o - G; _6 w p* O9 B
- RTI+ K; V5 s' \8 N, u6 N1 j% j
- 8 e: @( |. D. C% O9 w+ C( R
- ;======================================================================
& n P+ R, S% q& J: w5 H - ;请求中断处理" d" J' N1 c Z2 }# C- G! Y" c
- Irq_Program, X6 K/ k; ?7 d
- RTI5 G! Y5 ~; G/ u2 N) d: @
% `/ D+ s* y# d' B+ D2 o1 K3 p- ;======================================================================5 W- p0 h Q& }+ V; d% W2 l
- ;中断向量表6 r1 M0 O+ w: s1 {' S5 a5 I
- .ORG $FFFA
! D z0 b4 t5 A6 O1 A$ \ - .DW Nmi_Program ;NMI触发时执行
6 L; J b& s/ i( g/ k+ M0 \ - .DW Reset_Program ;载入ROM时最先执行- O& j7 E+ U N; ?1 }4 y) I
- .DW Irq_Program ;IRQ触发时执行9 x) D# ~, I( S/ r- `
复制代码 # O" b1 V1 [+ Q0 h( }; ^. ?2 q
" J- h8 C) u( c. w
9 ~# P; K/ W2 Ahttps://gitee.com/flame_cyclone/nesasm_3_2 |
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