|
|
这是个 nesasm 3.2 入土教程, 感兴趣的可以研究下
' `( S6 {! N! `" \) v8 e% W
8 L! K3 Q6 y. U9 l, M5 f以下是主框架代码:* \; F" G3 |9 C- w+ M8 b6 d
- ;======================================================================
/ w4 l o, B+ K5 A3 l* F - ;文件头
1 h- g% _0 i( i - NES_16KB_PRG_SIZE = 8 ;16KB PRG大小数量& M8 K% P+ c k0 d% c6 h
- NES_8KB_CHR_SIZE = 1 ;8KB CHR大小数量8 C l+ W W- z. U/ Y
- BANK_DATA_MASK = NES_16KB_PRG_SIZE * 2 - 1 ;bank号掩码
' I. L7 T1 v$ F6 b! n" |5 P) M8 r - ;======================================================================
! f b9 x( O' g - PRG_DATA_BANK_C000 = NES_16KB_PRG_SIZE * 2 - 2
. I+ b& K/ O9 L" r. L# |0 q+ [ - PRG_DATA_BANK_E000 = NES_16KB_PRG_SIZE * 2 - 1
# W. ^6 O* }7 o. `* ~. b" ? - ;======================================================================4 D7 H' j: V' V$ J8 Y9 z
- RESET_BANK = NES_16KB_PRG_SIZE * 2 - 1
) e9 O6 u) Q: s# h - RESET_ADDR = $E000 ;主程序起始地址2 g6 D7 I: `0 M# t3 j
- ;======================================================================. A6 M! s6 V% |# F2 b
- .INESPRG NES_16KB_PRG_SIZE ;16KB PRG 数量, $01-$EF8(1-3832),即16-61,312 KB
- l7 [1 A& I7 l0 f( e/ E. e6 F - .INESCHR NES_8KB_CHR_SIZE ;8KB CHR 数量,$01-$EF8(1-3832),即0-30,656 KB
/ l' Y+ p/ w3 b7 V! c0 q - .INESMAP 4 ;Mapper号 (0-4095)2 L) }0 s$ s* ?- H- u% L
- .INESSUBMAP 0 ;子Mapper号 (0-15)% G9 |5 A: F Z
- .INESMIR 0 ;命名表镜像 (0: 水平 1: 垂直 2: 四屏)
3 G D! [" Y7 A: v" M5 g - .INESBAT 0 ;指定是否存在电池备份 (0: 不存在 1: 存在)
5 M- A$ E: R- D- s! n( G, W - .INESPRGRAM 0 ;指定 PRG RAM 大小 (大小 = 64字节 << 计数)
- y- {3 X* u% p; ~, F - .INESPRGNVRAM 0 ;指定 PRG NVRAM 大小(大小 = 64字节 << 计数)
, z8 S/ z# {* ^3 S - .INESCHRRAM 0 ;指定 CHR RAM 大小(大小 = 64字节 << 计数)
/ S# H: l- O% i3 ]3 J- a - .INESCHRNVRAM 0 ;指定 CHR NVRAM 大小(大小 = 64字节 << 计数)# e `; ~; V/ j- t
- .INESTIM 0 ;指定时序 (0: NTSC, 1: PAL, 2: 多区域, 3: Dendy)$ q. @' F; `5 g6 y! \8 O
- ;======================================================================
2 X& {& s. k5 q6 u5 j, H - .INCLUDE "fc_demo_config.asm" ;全局配置" t a' u+ w7 \9 Y, F
- .INCLUDE "fc_demo_constant.asm" ;NES常量
6 V! @* B( l5 D% ^0 S7 g5 X - ;======================================================================& n5 T4 @2 O8 Q8 N4 h4 A7 m
- ;音乐配置1 z' J) k, _& G. \0 W
- .IF 0 = MUSIC_THEME
3 M5 {; p2 O( j+ z* t. r, A - .INCLUDE "data/music/Gremlin 2/config.asm"
$ i# x0 Z0 |+ t4 C - .ENDIF) ~$ W+ P; A# [9 f5 [1 b
- 8 q. A6 F, ?# v0 d
- .IF 1 = MUSIC_THEME
* I: k& m3 A( I6 n" ]' Z3 V - .INCLUDE "data/music/Raf World/config.asm"
" D7 {$ Z$ S# V" D( u5 { - .ENDIF; K q. z9 x; k9 c: d4 K
- " C6 _. H( ^/ N/ p1 C0 D' o( b' @; O
- .IF 2 = MUSIC_THEME
, j/ W) X' U' b$ p$ R/ | - .INCLUDE "data/music/Ninja Gaiden 3/config.asm"8 W+ b4 J- U* v
- .ENDIF: d# W4 N4 y/ H3 S1 g) h
8 |0 Q$ P9 r5 U- D9 S- ;======================================================================! V/ z0 p9 T, [5 k X
- ;引用CHR图像数据$ \0 Y+ O' ?' M
- .BANK NES_16KB_PRG_SIZE * 29 u0 J k3 E9 v5 O) @, M2 U
- .ORG $0000
, X! f, F+ e# e: {# q- ^ - .INCBIN "data/bkg.chr"
) C/ \5 C6 H2 J' K' ` - .INCBIN "data/sp.chr"
- p# s) G3 J6 B# ~+ `5 n1 Y F -
1 M- w; J k& b5 F0 f - ;======================================================================( z2 ]6 |% u8 K y5 N2 M
- .BANK PRG_DATA_BANK_E000 & BANK_DATA_MASK;设置程序所在Bank0 Z6 j7 U4 k) b% @% N+ Q& x
- .ORG RESET_ADDR
* l1 C, D" e5 J" j - ;======================================================================
+ ~, r0 J0 {8 o9 [. ^5 c! ^, ? - ;引用其他源文件( L; r" k& N! I- F2 K
- .INCLUDE "fc_demo_ppu.asm" ;PPU处理
8 D! F+ C4 |. A( Y P - .INCLUDE "fc_demo_joysitck.asm" ;手柄处理) C+ y. t$ X+ f) H" i$ s
- .INCLUDE "fc_demo_static_text.asm" ;静态文本处理
9 ?2 y0 `: E& c: v; U. L+ ^6 d - ;======================================================================
7 g( c" e* O7 F) y; g( B; [ - 2 X+ r# @* J. i( V9 d( T- _
- ;======================================================================
# R6 \& I; \" ~/ J1 D" `. |8 A A - ;等待VBlank到来
( g6 ~ j: u0 t7 q - Wait_For_VBlank
8 _1 o* @% c. F g8 @6 U! n. d9 U - LDA PPU_STATUS2 g/ y+ m6 c* [- {' Y" g
- BPL Wait_For_VBlank; J9 P3 | S1 k/ u$ R9 g& E
- RTS0 y1 n0 u# E9 s* ?
: E0 p! V* R: K6 r' [- ;======================================================================; \+ O2 \, |. }5 m7 X
- ;调色板初始化4 h: _! Z8 P6 @# y6 j* o
- Palette_Init
2 [4 j3 j4 U9 c0 P - LDA #$3F. v7 J- X) ?% R; k) d- w7 q: f
- STA PPU_ADDRESS* d; Z% \2 ]9 q: z" i9 M
- LDA #$006 u* {1 e! U2 b% p# o# @* T
- STA PPU_ADDRESS
# j& P( H# T* Z( R, U& Q - LDX #$00
* H& k0 t! _3 {% s6 i" G) S - LDY #$20( A, o& x8 N) y+ A" D1 a# P1 c! t
- .Write_Data, U; }% F+ v1 X# r
- LDA Palette_Data,X
6 [. f- B) G+ T7 }3 k - STA FC_PPU_Pal_Addr,X( t; Q" z% ^( ?# j2 ^! B p, r
- INX" H* J1 s+ {7 f, c% T
- DEY
. D0 Q( n3 ^, M5 [+ P- w/ o4 [( y, l - BNE .Write_Data' f1 Q0 s; B8 c+ r% K1 `) J
- .End* Z1 c& P+ R: V$ ?
- RTS
+ |6 {, Y0 P2 }7 e2 Q- I$ o
; z. w% o" g. s) H' W) }- ;----------------------------------------+ @' e6 s/ y$ r5 H8 c9 |/ h
- ;调色板数据
) h/ U% X$ b: M4 x - Palette_Data
# x, M4 ^- H6 @" D. O' G' [6 s f - .HEX 0F 20 32 02 0F 20 32 0F 0F 20 32 26 0F 1B 0F 1B
5 `( [7 f$ F2 W) ^5 ] i4 { - .HEX 0F 21 27 22 0F 24 24 24 0F 21 21 21 0F 22 22 22
; S) D/ r7 h( [( f - 2 k" Z" y8 {% z, k5 ^4 [
- ;======================================================================
7 `6 _" }+ A$ z. U - ;命名表清空" P5 u9 O: a3 \0 G
- Nametable_Clear Y0 S0 v) ?8 w! V
- LDA #$20; H; ]" }9 ]2 Z( @6 w
- STA PPU_ADDRESS$ ^, m; O( P' s S# I! p1 h. {
- LDA #$00
7 ^+ p* f! ` ?. _- c w - STA PPU_ADDRESS
* z- T1 E% @7 i) B$ ~9 c - LDA #$00* p6 d( B q4 a) c. |' ~
- LDX #$00* L% g. r$ A: e- y4 z
- LDY #$08( Y% ~) w" W2 w$ T. R" b
- .Write_Data0 C* w- D3 c, w: |) X, t
- STA PPU_DATA* M% h P9 C/ `4 ~- X
- INX
' N/ x) w4 S" [ r! l) l! v - BNE .Write_Data
' W1 g2 j& B- E4 y7 v' _ - DEY! ^/ K" x; i# f7 U9 f" S! X! e
- BNE .Write_Data
. y& l. c" J; q2 h+ a! Y8 x4 I: _ - .End
7 Z" `) Y5 D7 o7 k - RTS
5 ?# Q4 F/ V; c7 H* E7 {' ~ t$ H* o& x - ) H6 b9 k: N: T" ~9 H- e! V
- ;======================================================================/ S d* Z3 I2 J3 I+ \6 f! b
- ;音乐曲目切换
, q' f2 _1 n* K- Q/ X6 }0 f- s: O - Music_Select_Process+ j9 w2 U* S$ r+ R2 {
- : H# R# u& l ?0 X4 J8 D& k
- .Pre_Music;上一曲
( u! j8 V q4 t& r - LDA FC_Gamepad_Once
( ]" h5 ]$ }2 }% x& P3 W7 n - CMP #JOY_KEY_LEFT
% O! C' v4 V( \6 ~# d4 T* k4 ? - BNE .Next_Music
. K0 h6 A) R* P, a5 j$ `* _7 G - JSR Music_Play_Pre$ k! ~8 ~6 |( Q/ U8 `
- .Next_Music;下一曲
I" @) @5 e9 y$ m2 z - LDA FC_Gamepad_Once
/ X4 Q+ }8 S7 d2 e - CMP #JOY_KEY_RIGHT
% ~+ g3 i6 z! I: C7 O& A& { - BNE .Next_10_Music
( C+ \- y0 _; O2 f( [ - JSR Music_Play_Next% H7 p8 A& N3 P; l
- .Next_10_Music;上10曲
7 j/ U2 r, [, i - LDA FC_Gamepad_Once1 X8 [9 _, y7 T4 G
- CMP #JOY_KEY_UP3 C& u7 [& y$ e& J
- BNE .Pre_10_Music; y# _+ K) Z) I
- JSR Music_Play_Next_108 y$ G0 b) S! {- E' V
- .Pre_10_Music;下10曲
; o& D5 l& o; C) I1 _' y$ N0 L - LDA FC_Gamepad_Once4 V/ a8 I* n3 o9 K
- CMP #JOY_KEY_DOWN
+ r( O6 a) F/ G& t1 h, q2 g1 u - BNE .Reset
- e" S4 W: I& _2 @, T Y% q - JSR Music_Play_Pre_10
7 n7 Z9 U L9 S8 d6 h' P - .Reset;重播当前曲目! j; O7 g; G& v- Q% p x& O
- LDA FC_Gamepad_Once
+ _6 T6 Z& w# I+ Z8 [ - CMP #JOY_KEY_START
! v) V" h' X, u' X/ x, K - BNE .End2 B6 Y( a. J9 Q# u X7 C
- LDA FC_Music_Index6 w V9 l+ j* u& p8 C: F
- JSR Music_Init_Process
* o1 H9 J0 C# d" _- f - .End
6 ~; p" v q$ u( O* C2 g, [% W5 s - RTS
3 l- ?: x6 X# |) A8 b - ) D6 s3 E* _: }' j0 {9 V
- ;----------------------------------------------------------------------
3 R# m: M# \% L( T D* R2 u - ;播放上一曲
3 g. G( ^6 ?4 |& B3 B - Music_Play_Pre; r. E* I% }& ~" p: z u, N
- LDA FC_Music_Index
3 w0 i0 n i' @& n- [ - BEQ .End
4 `- m* h4 j7 }# E6 Q - DEC FC_Music_Index6 H: ~" v' S+ S- G# Q/ Y: `
- LDA FC_Music_Index& h- a& C9 s+ }; P' M4 f' D0 S
- JSR Music_Init_Process0 [. ~) H* o" g% k
- .End: u6 o# S' o% T3 ~; P* t J
- RTS
! L. q C6 }# J- y+ P& h - ;----------------------------------------------------------------------
- I! _, @3 D# `, P9 S - ;播放下一曲* k' B" ^/ [3 _ j4 M3 B0 ]% b
- Music_Play_Next1 e3 |+ l2 J9 P& X9 }
- LDA FC_Music_Index
/ s* {* {5 A& N8 f0 [$ I - CMP FC_Music_Max_Index7 A0 C- \ _/ M5 i# A
- BCS .End& d7 \7 _* a' T' l1 O1 R, F& c6 _
- INC FC_Music_Index6 f8 ?2 c# Z) C& g- s4 N- _7 q) \
- LDA FC_Music_Index4 u) q/ w6 S, K+ P5 u* X* s
- JSR Music_Init_Process
+ w& J$ D" a( }$ w5 H* T - .End1 _( T: |1 t0 `! E
- RTS
, \4 D$ M! K2 S1 `6 p - 6 g K% \+ X2 L: X5 i9 r
- ;----------------------------------------------------------------------
* M! M6 p) |4 }& o* P - ;播放上10曲
) f& D# [2 s5 v* H - Music_Play_Pre_10: ~/ T6 h9 x) E
- LDA FC_Music_Index
% E9 ]& F& b/ n" O" {6 ] - BEQ .End7 f2 i, R. @+ t6 H& @
- SEC* V: f" p: j& e/ y
- SBC #10
4 H4 W# L, u( y% U - BCS .Pre_10
+ ]% D& p1 k2 e$ W" j - LDA #$00" A8 i) M7 w2 s$ m
- .Pre_10
* F; i7 @( e X' j& c3 } - STA FC_Music_Index
+ x6 Y" u2 o$ m+ P1 _ z - JSR Music_Init_Process
& W9 o2 N0 l, h$ r. M' I" g: ^; V - .End: G' Z6 y( S; L( Y6 E3 k
- RTS
2 c2 I& d) q+ T$ \: t* S" B+ R - ;----------------------------------------------------------------------
9 ]5 Y3 r; R1 o$ P3 a - ;播放下10曲' u) ] M" }' _7 X( Y' j
- Music_Play_Next_10# Y5 y' g4 I+ o3 t/ m \! ^
- LDA FC_Music_Index
) Q) {9 {+ ?7 N5 h8 X7 n - CMP FC_Music_Max_Index, F4 \; e) x3 q; h4 C- T8 \
- BCS .End7 t* v6 b1 S: E6 e+ @7 U% p" J
- CLC# k5 N- q' m+ [; Y7 R2 x! r
- ADC #10
& W+ C& S6 Y4 z; N3 E% ^ - CMP FC_Music_Max_Index# ?- B p1 b3 T
- BCC .Next_10
# \7 F- ?# @9 i. W! C4 D - LDA FC_Music_Max_Index; _# n* c5 w7 U6 `/ c+ l3 J* @
- .Next_10( P, M1 c5 E7 _
- STA FC_Music_Index5 e4 ?6 U4 ?7 J4 A5 z2 N) m
- JSR Music_Init_Process
$ `) X' Z- c' X8 f" F# n - .End
4 ]& U9 ^1 ?1 p, Q+ B# h* t - RTS
0 E) }5 F! W; `8 w- E1 y1 G
3 [ u9 e( J% T( T- ;----------------------------------------------------------------------. j3 X- x( J# M8 j! \/ o
- ;8位十六进制转3位十进制制
! E" s. |# V/ V2 \8 |9 U - Hex8ToDec0 U7 ?$ u) x$ ?2 _
- STA FC_Dec_Data_1
6 U: L* B2 z2 U4 l7 [9 r W0 B - LDA #$00
- X& ]& S+ w* W$ W - STA FC_Dec_Data_1000 v1 L, T3 P8 o/ Q7 ~, y
- STA FC_Dec_Data_100 l1 Q! N @% G6 O1 g
- LDA FC_Dec_Data_1
9 }" ]8 H9 _% O6 G$ J; Q) w- B - .Convert_100/ d4 X/ s5 c% W4 Q: f7 g' Z
- CMP #100
3 r! e6 t& {. y! }' a5 ?+ K5 t0 j - BCC .Convert_10/ H3 L" x) W. i" X; z, E
- SEC6 q \0 ^) q6 ?2 _4 w0 w
- SBC #100
1 }, }& N0 P8 O - INC FC_Dec_Data_100( o* B: D7 o0 z- @, u- Q% A! Z$ X
- BNE .Convert_1006 |! z2 ~' q+ c% v4 E6 P/ L
- .Convert_101 n9 f. `& }( l' e, w0 h
- CMP #10
5 \* U0 A2 `+ t4 z# Q t$ P - BCC .End# m. V( j4 s# j, _
- SEC
+ r' y7 f: A7 n( |& ^& z, B# a - SBC #101 J( I/ q! {% g7 B
- INC FC_Dec_Data_10( K7 c0 V/ v! }) d9 W7 Q
- BNE .Convert_10
5 ` v! x, e: n0 l3 g/ K7 m) b) f - .End. z J" X# n: b3 R
- STA FC_Dec_Data_1
- D( n% x2 t1 b5 x( h! | - RTS
& E5 U0 e* C6 g
* k$ k* V* _2 w5 z- j% G- ;----------------------------------------------------------------------( H$ _5 z, R q( `, i0 B7 c7 @4 W
- ;显示曲目信息
$ ]& F/ U; [& V# ^ n - Music_Info_Display8 ~: Y! X @1 e+ Z3 C
- LDX FC_PPU_Buf_Count% o: u- [/ o( m! M
- LDA #PPU_WRITE_MODE_CNT_LINE5 s' K1 u! B5 h. ?+ V0 ~
- STA Use_PPU_Buffer,X7 F" p9 w8 H, Y8 e
- INX: z/ d6 H I' [
-
U0 ]) o6 j. }, \; ]6 h - LDA #>MUSIC_INFO_POS
! `/ c4 T! `- @' h7 k9 ?3 e5 ` - STA Use_PPU_Buffer,X
* d3 S% c" U9 m' E1 s - INX
5 N K# Q# {3 X' }- w3 J/ m -
+ U0 L3 t3 _" k5 G! B7 Y - ;居中
# L+ H6 F" e. g/ a5 A" T& g - LDA #<(MUSIC_INFO_POS & $E0) + (32 - 5)/2
; E7 W. q! V! t) ]/ y. {! Y - STA Use_PPU_Buffer,X# ~5 Y3 l3 L1 J4 l! p
- INX
+ Z$ A n7 w( J3 q - 9 N% I1 V5 p' D4 B
- LDA #$05
5 F0 f) Z1 s. l( H) k5 ? - STA Use_PPU_Buffer,X1 h( @5 u$ L: c: Q
- INX
# Z; j& z! K7 E: d: \! W% | J) G - # p& p0 g! S) M# n* T# L2 {
- LDA FC_Music_Index7 x3 }- n8 l; l Q+ t! Q4 d
- CLC' @( J: e& ~# V2 W$ n& j
- ADC #$01
f( d( x! x8 O/ ~% s - JSR Hex8ToDec( h2 @8 C, W$ F% x+ u% |
- ; ^& L5 q# W4 E: |
- LDA FC_Dec_Data_10+ _* G; B6 g8 j1 _
- CLC0 U# k. s: B5 @( N
- ADC #'0'
5 z9 ?; M& E3 O& U- I& G, K0 k - STA Use_PPU_Buffer,X
* ?* j& H, }0 ^+ ?4 y% I - INX% e- H j/ A# O% m+ Y
- % N7 l: T# W8 e- k& y/ l
- LDA FC_Dec_Data_1
* R/ p/ R" k: D - CLC9 g: d/ |& I: w" ~. V* w/ `& v
- ADC #'0'5 m% c! r5 ^, b$ ^( a( b7 C/ L J
- STA Use_PPU_Buffer,X
- h, `8 o& X+ v0 ~: ^+ V+ w - INX% w6 R( M Z' e
- # P5 K& A. ]4 u5 P
- LDA #'/'% n, m$ X/ W- t! T8 i' @2 O
- STA Use_PPU_Buffer,X7 ]1 l w5 m v- v: U, m, b/ W
- INX& l6 w" t3 u1 e% B7 P7 e$ c, \
- 9 i0 U0 }. J4 Y! l. [
- LDA FC_Music_Max_Index
2 \. i5 J3 H# a - CLC& t. ^) { U* b1 D# ]0 H5 ~
- ADC #$013 f' P* E! ?: D
- JSR Hex8ToDec. Z" e( T" ^. \) h
- 8 ]3 a3 }' D3 i6 F: b
- LDA FC_Dec_Data_10" [6 ?6 X, u6 C+ p/ e
- CLC
6 ]9 }- ~& o% T, ? - ADC #'0'
8 I5 C/ C+ G7 u s$ r* O - STA Use_PPU_Buffer,X/ F4 G1 V3 b6 h6 p
- INX7 d# D3 S" e, N8 ?
- ( Q7 [ `+ L7 h2 Q. A6 v
- LDA FC_Dec_Data_1
* w$ \ B5 u) c. @$ F - CLC
, k# a# d2 f# ] J, Q/ r& ? - ADC #'0'+ i# [! `; ?. \3 n2 g
- STA Use_PPU_Buffer,X
4 P3 s7 j6 S9 p, Q9 V; _ ~9 z - INX
! S7 o! i& A3 ]. `6 j& z; q, D# R -
0 t, p% m# i* t' x8 S1 K2 B - .End$ s+ b; E- ~5 T5 _# F6 i! N5 `* q
- STX FC_PPU_Buf_Count
' M \) Q j- S6 K7 ]7 z' ], D9 @ - RTS+ g' u7 w- m$ N
- ( v g' T( ]# q
- ;----------------------------------------------------------------------. R7 i0 b( @2 Z4 [. o, f
- ;音乐曲目初始化处理5 a& c7 p" [7 h
- Music_Init_Process
+ l: g. a! Q: i' @ - PHA/ h- y+ j" ?! j" p
- JSR Music_Clear_Process3 x% @8 ^' {( w0 m* `- D- M
- LDA #$1F
, V! ~7 J+ T: k0 ^0 |% ? - STA $4015
$ ^* P b3 ~4 d5 d- a$ M0 E - PLA$ N# S: s- p7 \$ A8 Y5 u- Q
- JSR Music_Init_Addr" v& R8 g' `1 l2 L( U" n9 }# V, ]
- JSR Music_Info_Display7 Z5 r6 K$ N/ \ A" O( Y
- RTS! I# \" c% q& s% ?+ I$ t! ~- [6 }
' `3 E! d7 Q+ H( r2 `- ;----------------------------------------------------------------------
# D# ~5 b# ?- ]- v( D - ;音乐播放处理. Q) U& X6 A8 O
- Music_Play_Process
- B/ _! y9 y5 R q - JSR Music_Play_Addr' `8 r$ `4 a* J) z6 ^! v+ ^
- RTS5 l) b( P) O9 c. ~3 t1 n
5 C* T# t+ r7 @7 Y$ [: z- ;----------------------------------------------------------------------! C& q) w6 C, g- k, L, t
- ;音乐播放处理! |2 t7 }+ v4 t0 Q- R! u- c
- Music_Clear_Process/ @# }3 n# Z7 O3 ~) n3 p7 P
- .IF Music_Clear_Addr
5 S$ F1 @0 r9 C0 ~# O - JSR Music_Clear_Addr
- }1 P9 Q1 \4 s# \: O8 |" P - RTS, P% ]# n+ K' f3 p2 C$ L
- .ELSE2 ^6 u' g5 ~/ I) w6 }2 G* P
- LDA #$1F0 z7 ?- s- R p5 M$ D1 A
- STA $4015! U9 m* r: P7 o1 |( G; j# l
- LDA #$00+ f9 F7 s, {: t% i: F# Q; h
- STA $40109 b" x' j' X! x
- LDX #$00
+ j0 z! G) N* w, R - LDA #$00
% R* ?' s( T- h4 s. X -
& D( B7 W: v8 D2 a2 r - .Music_Clear_Zreo_Page_0
: A+ u. v2 e( ?$ I+ x0 {8 x - STA $00,X8 z* b$ p g; ?2 Y( d' `) Q
- INX
8 M2 N$ [( B% z1 J. X% L; y" X5 L - CPX #Use_Zero_Page_Begin
# w5 W% i. Q, q! l8 t$ i - BCC .Music_Clear_Zreo_Page_03 z z5 I8 A4 J8 u, j+ J
- " K& ^; f" Z/ x8 F0 Q
- LDX #Use_Zero_Page_Begin + Use_Zero_Page_Size
/ L- }- a4 B# w3 j" I - .Music_Clear_Zreo_Page_1
4 i* j1 J# O! b+ T0 |( k! Z - STA $00,X
% O' `0 d- ?# Q2 m7 M - INX" |2 f S# J" B8 @; }
- BNE .Music_Clear_Zreo_Page_12 e6 V. k N) z7 M) l* T3 Z
-
; U/ x( @% ]5 V* ~& ]8 d - Music_Clear_Process_17 a @: k X& N2 e& G
- STA $0600,X6 A* b/ ? N. f
- STA $0700,X
$ r& j0 |' b) c: Q: F( _6 ` - INX ~( j( g$ M* A" ?; E. j
- BNE Music_Clear_Process_1
1 p1 {: j; O% Y4 q, @ - LDA #$10# d$ F% Y9 d# h. S* j
- STA $4000
1 {1 |0 X* f, t" X) z - STA $4004, A% e8 v5 _' T; A7 r* ~2 Y
- STA $400C6 w4 [. Y% @. A
- LDA #$00
6 n/ i/ o2 E( ?8 r% p8 X% T - STA $4008/ F3 x) b, \. p" O* N8 K7 M
- LDA #$0F9 R' [, N3 H( i$ z& h9 p! F1 A
- STA $4015
% f2 w4 l2 i$ y; q$ l. x. c( E - .ENDIF5 y/ u- n! L* }% T c( @& |$ g$ t
-
4 f& c2 `4 M F - RTS# [6 B/ O" F" n+ W( K; a/ l
V3 x/ j' F2 Q$ N) e- ;======================================================================- ^1 N j( b/ u0 P
- ;重启处理$ n- K0 ]% ^# ~! }; J
- Reset_Program% f6 e* G L' [8 j
- SEI9 Q( P/ C6 t) a9 a1 j9 M" T- k/ g
- CLD
9 W9 j* _# m0 h3 D; t7 v - LDA #$00
$ p0 \8 z/ _ N8 s( ^3 b - STA PPU_CTRL
( M# T8 S& T6 S6 t: D - STA PPU_MASK
) J- H! J: I4 A- L7 a8 i2 C) [ - STA JOY2_FRAME
/ V L1 V8 Q6 W! ~$ N - STA APU_STATUS( x8 \6 f5 I9 k
-
3 N9 L: H' ?, a* r2 J2 [: D$ J" @5 O - ;等待屏幕准备完毕- v7 Q& E( N5 @
- LDX #$02/ P" {$ j; v, i+ k$ F4 e, I# _
- .Wait_For_Screen_Ready3 A1 J: H/ \1 w; ^" {
- LDA PPU_STATUS7 b% f h3 `2 H4 u i6 X2 V! }( R
- BPL .Wait_For_Screen_Ready5 H8 R6 B8 @" R6 L4 c* W) B G5 q
- DEX
+ f1 w" d% q, V$ O; N% `, b - BNE .Wait_For_Screen_Ready4 k* |1 W% ?8 t1 F; K, ]
-
5 g: [0 }: |6 B, W3 r2 Q, m - ;清空调色板- u: i9 e0 R! p q" {; ~: b* a- F
- Palette_Clear; I2 p% d- l: b$ _
- LDA #$3F3 A# A0 s6 Z" p1 |: Q! N$ Z# v3 C
- STA PPU_ADDRESS* I0 T" K2 \6 O7 K/ Z- ]% i
- LDA #$00, L6 ]# O6 A P
- STA PPU_ADDRESS
7 B5 b* L' U, ]3 k1 \# ^% U - LDX #$204 U& Y- m6 x0 d( P2 j% \& l
- LDA #$0F
. V5 K/ o/ t4 t v" n - .Write_Data9 A0 o/ ` e) D* x! ]6 b8 @( f) H% t
- STA PPU_DATA
1 H$ | E. e+ t% h - DEX
x* B Q- Q- J3 h( Z, W& v. ]2 ` - BNE .Write_Data {+ j& ^3 `2 A& f9 Z) P* C
0 K# f# f! M; m* L+ N" o: M- ;清除声音 $4000-40134 H* E1 ~ }* I; ]7 q, P9 X9 z
- LDY #$14
0 A4 Z( \4 j; e; r - LDX #$00
- ^2 F$ l3 w$ q8 X3 l3 e! K - .Sound_Clear
2 O4 J: W3 J4 P& Y9 i - STA $4000,X
/ C6 a" I# f( v9 T2 h: d- Y - INX
4 D/ y0 r2 p# u4 p; Q6 B - DEY
* |( a9 P# @6 A7 q& n+ g - BNE .Sound_Clear
* W4 D& Y# r. v T& H - # N- S0 w5 e, S4 }6 Q% u, ~
- ;清除 RAM $0000-07FF, t E3 c- u+ G4 Q% |0 E
- LDA #$001 a( X; p; s, m: I& s
- STA $006 @% l' N5 a" y" } N# I$ D' u
- STA $01
1 L+ [) l( s6 I" m - TAY
- y) [3 P+ C3 I0 |# F1 `" Z - LDX #$08
+ v' @7 e2 }) E - .Memory_Clear% [+ n" E3 y9 |) e- m' c' A2 X
- STA [$00],Y
( o' L# Q) ~: N _2 h. X ^ - INY. V+ I- m+ E7 M/ S, O+ Y
- BNE .Memory_Clear+ l1 H' _, ]2 e+ q
- INC $01% f& I8 K$ B1 d
- DEX
) h$ S) D$ J- b Y0 K; M9 A - BNE .Memory_Clear( f7 o( B' G7 N) `1 Z
- 6 s* ]$ C# j! f0 H4 ~# C+ G9 `5 T
- ;精灵缓冲初始化
" H$ D9 g, H" i: W - LDX #$00
6 w. {; m" B" q7 T5 O7 Z4 Y* t - LDA #$F8& t6 v( x) V5 \
- .OAM_Clear: C. \$ U$ h- C. e* R; i
- STA OAM_DMA_Buffer,X
+ y5 n% v: u4 I+ E& ^4 [ - INX
/ j+ g6 [2 W! f* Q& M6 K - BNE .OAM_Clear' u' M) L% c1 v1 T/ ]
-
0 E$ q: ^' m* e# `* O9 ~ - ;栈指针初始化' g( ?- b% }8 V" l2 O2 ^
- LDX #$FF1 \& P S. |8 C: R
- TXS& ^, S/ P$ i6 a2 j
-
9 z5 |% u' d. H' g% ` - JSR Nametable_Clear;命名表清空! X. M5 {4 S M. N% F" p8 x$ h
- JSR Palette_Init;初始化调色板缓冲* S2 r3 _; P8 W
- JSR Static_Text_Init;初始化静态文本: M0 f2 F }* e, l+ h* v3 T* X
- # j+ z% \- } b9 V( ]% d9 y8 Q4 x
- LDA #MUSIC_ITEM_TOTAL - 14 F( M8 b0 F3 ?, T; D8 Q) R
- STA FC_Music_Max_Index
; Y- k* _0 H' d# E. c7 v# K& ] -
* Z8 v% Z; c. N9 f4 N* v- [ - LDA #$1F
9 l- B; a n+ h' j* G' z - STA APU_STATUS
6 N! j/ I: X/ ~ - LDA #MUSIC_BGM - 1
1 g2 C a1 V3 a7 Y9 S8 u - STA FC_Music_Index5 ~# p8 e) j: C4 m1 s
- JSR Music_Init_Process;音乐播放% x9 w. h1 t( F# B+ \, |! r7 {
-
* m( Z) e& L8 p - ;设置屏幕显示状态缓冲(当NMI处理时控制屏幕显示状态)
4 F( I$ D* E9 B/ a% `- ^. _ - LDA #$1E
- G7 Q3 U! b4 i - STA FC_PPU_Mask_Buf
& Q# j' v4 a, v& v2 c5 Z2 n - : D* w5 v9 X' M3 Z0 O$ S9 w& a6 h
- ;启用NMI处理( p1 {) q+ ]" S0 m% b
- LDA #$800 p% l2 w5 D& N& S$ k
- STA PPU_CTRL2 ]& p7 ^' L$ ], C& N* D
-
) W" c$ v8 H7 h8 V% H - ;程序循环, 剩余工作交给 NMI 中断处理
8 t/ j+ h# A7 ?8 k* h* Q) [ - .Loop% D1 I6 J/ g4 {9 f( ^3 `
- JMP .Loop, ]0 r0 l: }9 v1 Z
- " r8 L5 F& U" f6 q5 p
- ;======================================================================
5 {5 Z* @% B- {' z$ N; R# ] - ;不可屏蔽中断处理; f& A0 q; l. D
- Nmi_Program
) Y) }' y1 L4 U( I, E; e' m8 d4 f* k - PHA
1 k8 W9 e" z8 e1 m+ F# o/ o - TXA9 J+ l# S. ?' T h: [- ?- J' w
- PHA( @! C% [" m6 N
- TYA* v+ ?- l$ v+ o; u& p; |( p
- PHA/ W+ T0 d/ n1 Z) F
- 2 y2 j. l) W: E1 Q9 ^
- LDA PPU_STATUS;读取使得 PPU状态寄存器复位% p1 `) @+ U! G5 W. g( F0 ?! I4 _
- 5 T6 M* g3 A' O# k: V
- JSR FC_PPU_Procrss;PPU处理% P& @- G2 @1 K5 e! z
-
3 J }: [% n$ {! H - ;精灵内存更新8 K( a( m( ?+ t" I. M
- LDA #$00
+ Q6 ?& V6 C! Q7 }/ i% z8 ^ - STA PPU_OAM_ADDR
/ p( E( f) m" G8 }2 ^6 Z& j+ g - LDA #OAM_DMA_Buffer / $0100/ K6 }* ~+ E. }6 }; ?, o
- STA OAM_DMA
& G e. v @% l" I' L - , z: `7 Y: ], B: K
- JSR FC_Gamepad_Process;手柄输入处理" [* j4 A# r: l5 l( c8 M
- JSR Music_Select_Process;音乐选曲处理% `0 o# S5 ~& z# k7 u, u6 j5 m- z' W
- JSR Music_Play_Process;音乐播放处理
1 v! P( T& l" m8 ? -
n% Z, ?4 C! Y" T4 H% Z2 ] - PLA, W* {* D u1 t+ ?' {, q8 D! p/ ~
- TAY
; G7 Y, o# e, K( m+ x* ? - PLA
0 \/ p1 U0 G* i- Z t - TAX
0 _ W& R" _5 m7 G - PLA
( e& t* v3 P- p7 V; v! y - 0 d8 l3 I' Z' o: q, u9 Q b
- RTI; P; U) o* R2 l* `
- 3 c2 N' }1 n- u* m) K! N- z
- ;======================================================================( ^; y& z- a: ?. m- H0 s
- ;请求中断处理
4 y/ _; q6 j# t: j - Irq_Program( N5 |" W, e/ k$ T/ O. Z
- RTI& o" H u9 T( d% r$ _, U
9 u" T" W4 X3 C* n. i. ^. [- ;======================================================================
/ K+ {# m U; x( H& B$ C& m - ;中断向量表
) W) w2 E0 }5 N- i. a* O - .ORG $FFFA
8 } }1 m8 b" ^% q1 E5 h$ j - .DW Nmi_Program ;NMI触发时执行; H8 F" M- Z% f' M) f2 f0 Z4 g' L
- .DW Reset_Program ;载入ROM时最先执行" h1 h2 b9 f5 p( `
- .DW Irq_Program ;IRQ触发时执行
! v" m, d* R, ^( L# v' U+ b6 w
复制代码 " v4 I @- ]7 G1 c+ z* V
9 ?/ D* P6 R2 o8 W, x& g# T
& t' H7 P! x8 [+ z) S: dhttps://gitee.com/flame_cyclone/nesasm_3_2 |
本帖子中包含更多资源
您需要 登录 才可以下载或查看,没有账号?立即注册
x
评分
-
1
查看全部评分
-
|