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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:/ n9 {; b5 t3 e; E- C% X- B, H! @* p
- ;======================================================================6 o% ?$ A8 j' @! N6 x
- ;文件头' r3 Y! }+ U0 l5 m0 P
- NES_16KB_PRG_SIZE = 8 ;16KB PRG大小数量: ~4 W! j2 M8 ]7 E( K+ T/ I
- NES_8KB_CHR_SIZE = 1 ;8KB CHR大小数量$ d# J+ S$ @$ u
- BANK_DATA_MASK = NES_16KB_PRG_SIZE * 2 - 1 ;bank号掩码
" R0 z# K: ?+ W; v: U5 n8 H) o - ;======================================================================
( {+ g O! R* {6 U8 W { - PRG_DATA_BANK_C000 = NES_16KB_PRG_SIZE * 2 - 2; q, O: @- n' W- W+ `
- PRG_DATA_BANK_E000 = NES_16KB_PRG_SIZE * 2 - 1
9 }5 L Y: b/ t1 J* ]* k4 k - ;======================================================================
; F2 r: T Z) D" B. g* C7 H+ X/ } - RESET_BANK = NES_16KB_PRG_SIZE * 2 - 1* \% a, R5 g; ~! t
- RESET_ADDR = $E000 ;主程序起始地址
: f& b. p0 N( {4 t# R/ x - ;======================================================================
+ H' {7 f% a' k, m: @ - .INESPRG NES_16KB_PRG_SIZE ;16KB PRG 数量, $01-$EF8(1-3832),即16-61,312 KB6 v( e" |& K% \ l* m
- .INESCHR NES_8KB_CHR_SIZE ;8KB CHR 数量,$01-$EF8(1-3832),即0-30,656 KB
! ~1 p/ w4 J+ f1 d1 r3 x1 W - .INESMAP 4 ;Mapper号 (0-4095)
' ?/ b8 r& n/ @4 R - .INESSUBMAP 0 ;子Mapper号 (0-15)+ |( f* a3 ~/ K2 P$ Z6 {1 |
- .INESMIR 0 ;命名表镜像 (0: 水平 1: 垂直 2: 四屏)/ ]' V, H: K7 O5 e: F$ X
- .INESBAT 0 ;指定是否存在电池备份 (0: 不存在 1: 存在)1 W! X8 x- R2 o9 q9 y) A. [* A: Z& R
- .INESPRGRAM 0 ;指定 PRG RAM 大小 (大小 = 64字节 << 计数)
' w% Q, t7 ~: w! ] - .INESPRGNVRAM 0 ;指定 PRG NVRAM 大小(大小 = 64字节 << 计数)& }. ?( G' x' H$ B8 c
- .INESCHRRAM 0 ;指定 CHR RAM 大小(大小 = 64字节 << 计数)
9 A& l# Z) @! r% P! S s - .INESCHRNVRAM 0 ;指定 CHR NVRAM 大小(大小 = 64字节 << 计数)" c/ T' x0 X6 p* Z( M. k
- .INESTIM 0 ;指定时序 (0: NTSC, 1: PAL, 2: 多区域, 3: Dendy)1 C$ J, u! M" V2 t, G( ?
- ;======================================================================2 R+ a) H5 i0 l" q* E6 J/ _9 f
- .INCLUDE "fc_demo_config.asm" ;全局配置2 r6 r" v) S1 R* R
- .INCLUDE "fc_demo_constant.asm" ;NES常量6 H6 r. Y* J6 b3 O; Z* P
- ;======================================================================
9 K" m0 P+ b1 w( M - ;音乐配置 D$ E, n4 ]# z6 t
- .IF 0 = MUSIC_THEME 3 ^, m; M5 T4 C$ W
- .INCLUDE "data/music/Gremlin 2/config.asm", E; |% U# I. e# O
- .ENDIF
} I* `* l% S% \0 `+ [- X+ k: u -
. W$ n- r' p, c7 ^2 y - .IF 1 = MUSIC_THEME1 U9 x- z) |+ v8 I0 h2 H' t
- .INCLUDE "data/music/Raf World/config.asm"2 G6 w- X/ K. y- F
- .ENDIF
3 l6 g) S# w5 p# W6 F/ T -
9 \+ s) k1 M3 u; |% q2 x a - .IF 2 = MUSIC_THEME 7 b9 I$ M% u7 o9 ]; B
- .INCLUDE "data/music/Ninja Gaiden 3/config.asm"
- Y/ [4 H! z$ k! p3 H& D - .ENDIF
' f. H1 C% r* m5 L# v2 z, W
% x, Z3 c) d2 @+ I p# C- ;======================================================================
( h, j @' R f* x- n* S" k - ;引用CHR图像数据
# `5 j' y' r+ m) c - .BANK NES_16KB_PRG_SIZE * 2
8 L2 E" ]/ S1 r- h - .ORG $0000% Y7 x/ V9 D# N! O
- .INCBIN "data/bkg.chr"
2 @ W/ d8 e3 M - .INCBIN "data/sp.chr"
$ F% P2 J" C8 y' N q$ I: w - 7 L# J8 `5 }& j9 k& r# k, Y
- ;======================================================================
4 D# k; R+ ?- U% r8 J" Y5 w. i - .BANK PRG_DATA_BANK_E000 & BANK_DATA_MASK;设置程序所在Bank
) r; s! D- I$ B - .ORG RESET_ADDR
5 M [& c; T. l) b% k - ;======================================================================' `- J$ G3 \4 T4 }/ y, A6 \
- ;引用其他源文件
' f$ @# p9 J8 R8 A% ^1 l% t - .INCLUDE "fc_demo_ppu.asm" ;PPU处理
4 G* q: \1 b5 C' u2 C+ [& a - .INCLUDE "fc_demo_joysitck.asm" ;手柄处理
+ C0 q6 W( S3 `% @7 r - .INCLUDE "fc_demo_static_text.asm" ;静态文本处理
1 W$ w) \& ?: f" \) a% q- q - ;======================================================================1 q7 M% p& I0 t: \ L" d- k1 w
- 5 D( l) y! W0 n0 i" U& M
- ;======================================================================
: R' J, q; b( r) T+ B) x$ L3 O - ;等待VBlank到来/ y: z: W6 O1 b
- Wait_For_VBlank
# z0 o& p+ d/ ~/ _- Y& i- ^1 `9 k9 g - LDA PPU_STATUS& T8 A0 n# o4 N: D
- BPL Wait_For_VBlank
* Q. Q3 Q, L- m/ ]9 _ - RTS5 C! l. w4 I. S+ h) i; g2 g5 v
- 9 x) h7 P9 B5 w* y
- ;======================================================================
5 ^1 g' U4 W) C" F# f0 ~0 F - ;调色板初始化& O) x; |$ a1 I& G. ]5 ~) l. l
- Palette_Init
8 T/ _, j5 Y4 C( \6 U - LDA #$3F8 z' d! w3 y* o& M3 H0 k$ e
- STA PPU_ADDRESS
( P5 K% W9 _0 N - LDA #$00
' o; Y* j: |# i$ p - STA PPU_ADDRESS
0 U6 o; F# W, ^ - LDX #$00$ w" F/ b( D7 o7 q
- LDY #$20
6 R" l6 C8 _% {# w - .Write_Data
; y' }5 K/ w1 k5 l6 K; } - LDA Palette_Data,X; C& Z" t) ]* a0 C1 j) ]1 D! M
- STA FC_PPU_Pal_Addr,X$ f; c9 R/ M }7 M C
- INX. ?. E& G* A. m! P* o; W/ w
- DEY
! f4 B+ N- q; r& p0 T% c" D - BNE .Write_Data
5 L5 `& s% Y* g& ^1 w - .End
( k5 w; v3 b- _ - RTS8 m# c) D( E6 Y. }0 G1 O N' U
- ! L% R# `# v! t0 k/ s
- ;----------------------------------------
5 l2 d. x" z- q" Y F2 _ - ;调色板数据8 ]7 m* C) i" K- Y9 u3 Q2 s
- Palette_Data1 b6 v9 I/ W" @. L3 Q; p& h _
- .HEX 0F 20 32 02 0F 20 32 0F 0F 20 32 26 0F 1B 0F 1B
$ p# L7 c) I% {- }1 \1 {# q" e7 s - .HEX 0F 21 27 22 0F 24 24 24 0F 21 21 21 0F 22 22 22
. p& x% Y. {8 H/ Q) V& n - / o5 |, w( ?8 x& x1 i0 d7 `
- ;======================================================================( x+ j. Z: N+ O. z1 q
- ;命名表清空/ K5 }/ K! @( z
- Nametable_Clear
. N/ e: E3 [1 w' M - LDA #$20
6 a$ o, B8 _: D2 Z! L( \) }5 r# p$ K - STA PPU_ADDRESS
4 F) k' w3 K! X0 z - LDA #$00
2 |& d! r8 K% U$ w7 b; K. ~ - STA PPU_ADDRESS8 f- [" {! s. n& T8 C2 @1 |
- LDA #$00" p# R5 t2 U0 b" o0 X g! a
- LDX #$00
$ v' b7 d- J' ~* L% W - LDY #$08
, b' Q3 F) d* M7 H - .Write_Data2 T3 A* ~: S: X) D2 p' E+ G8 A# Z
- STA PPU_DATA; ]( i. }; K* _# l7 [# o
- INX
' o* U# p' u/ V& O( v - BNE .Write_Data
* `0 c* E" u4 m6 g7 h/ A - DEY
9 m# p3 d4 |7 D9 D, e+ h! J - BNE .Write_Data
0 E. H& H' p* ~ - .End e" C6 e: M8 J' j. z' R6 b5 l
- RTS* X* g" C2 j0 W& ?. S( R/ W
- 3 r1 W, O. y! F; x7 K7 u/ J
- ;======================================================================9 I" y( t- n, B% Q
- ;音乐曲目切换7 y% v: w2 V' t8 Z; P/ z3 l+ P7 v
- Music_Select_Process
4 i3 Y$ n y! _3 {+ [, h+ b7 \ - $ C8 N& Q& z- q" M% V
- .Pre_Music;上一曲, Y. y) J7 `: y+ U
- LDA FC_Gamepad_Once/ R0 b2 d9 X0 D' q; Y
- CMP #JOY_KEY_LEFT
7 X$ Q; q1 }/ ? - BNE .Next_Music
$ f, v$ _5 V' i* o: m3 r- |& Q - JSR Music_Play_Pre6 ?) C% z( i+ s+ ?& ]9 z0 o
- .Next_Music;下一曲
+ O1 m' \1 E( x- P5 ]$ t9 h6 N - LDA FC_Gamepad_Once
: A9 ]1 F9 [( b( T, J! F; q - CMP #JOY_KEY_RIGHT
: e2 _5 ]. ]# {2 H& w& U7 c* ` - BNE .Next_10_Music& q$ ~ T- f0 q9 d. Q) G. ~; q
- JSR Music_Play_Next2 F% x0 X7 K4 {8 u
- .Next_10_Music;上10曲
. n; h D7 K. v0 E4 H - LDA FC_Gamepad_Once
3 U3 T, t4 A( H8 D M - CMP #JOY_KEY_UP
0 A6 k; N) j+ H+ ~( K& q v - BNE .Pre_10_Music( V& @( A% e9 R- Q# c
- JSR Music_Play_Next_10
% R4 {+ @( c/ V/ Q8 N, A1 s5 ?8 v - .Pre_10_Music;下10曲
' I2 A8 A1 l$ B0 `1 ?( ?' Y - LDA FC_Gamepad_Once
9 T( _9 S: R6 h5 B - CMP #JOY_KEY_DOWN* S$ A4 ^/ E* t: v: ?9 e$ K
- BNE .Reset
' h% m3 T- Y8 D( G/ r - JSR Music_Play_Pre_10
$ l9 V" j$ P, b+ l! \) x b - .Reset;重播当前曲目2 Y: u- t2 {: u" c7 O
- LDA FC_Gamepad_Once
6 }* a: I; l4 |1 k/ s6 n; ` - CMP #JOY_KEY_START' G% X! e h$ d* G$ k) G3 k
- BNE .End
! m0 ^7 @% b; p5 y/ l$ M2 v* c - LDA FC_Music_Index
; u, o# X7 R1 J6 j - JSR Music_Init_Process
" {- D* W7 ^- i( B( Q/ y: s - .End
9 i+ d+ _5 m& e6 o: ~; M/ h3 @ - RTS0 D! _9 ~7 k% a( m5 S' b+ w1 m+ G1 C
- % [2 p6 @2 k. V; L1 F
- ;----------------------------------------------------------------------
3 X1 g; H4 l% \6 v - ;播放上一曲6 t- ~3 K8 m7 x% \ I4 d6 \1 t
- Music_Play_Pre
6 X, W4 U8 s" o. k - LDA FC_Music_Index' w/ U: |, Z7 \0 S8 {# @/ E, A
- BEQ .End
: P& g% G( y5 C8 A8 Q- k - DEC FC_Music_Index# r, l' [4 {( r: `* X
- LDA FC_Music_Index# q2 q* f: C. n0 C7 N _: W
- JSR Music_Init_Process9 C9 P2 f- n9 ~( o& y# \4 }8 ?, A$ O
- .End
' m; o: ] a9 u/ X. U/ z - RTS
+ Y% ~: _# i0 L7 C) H - ;----------------------------------------------------------------------4 w& M" _5 J, e( I6 ?& S6 \
- ;播放下一曲
, E: T/ V- Z: D" }. I) Y" C! I' T - Music_Play_Next
2 F: R0 G) z- C! g - LDA FC_Music_Index1 h! s8 P4 k) H# U
- CMP FC_Music_Max_Index
& m" I. C4 ^+ `7 t# f4 R/ I - BCS .End
) N+ G1 ]4 c% T( X - INC FC_Music_Index) E& x- K& Q$ Z T8 L5 e
- LDA FC_Music_Index
6 g6 F2 r4 p3 D) [ - JSR Music_Init_Process
* c' \! G3 y" v( |+ C' `9 a0 q2 D - .End/ y! x: q0 _* j% N: l
- RTS
" w0 c E1 `2 M G
: y: {$ v; e# A w ` J- z- ;----------------------------------------------------------------------
( c4 ~- F" O0 g( y# B - ;播放上10曲* d9 m) d, x( ~8 g
- Music_Play_Pre_10
* J2 _* H4 C/ Z* |: T - LDA FC_Music_Index8 p& t; q' [9 c$ q
- BEQ .End
0 B) t: r8 f' y - SEC2 P9 Q3 u) q4 V$ F" R
- SBC #10
: V% I3 ^+ v- O8 B - BCS .Pre_10
+ ?( ]4 K( A- N - LDA #$00+ Q0 S0 n1 c5 i" v/ V) P3 [7 x
- .Pre_10' e9 F" c% a, Z$ i- q
- STA FC_Music_Index
8 y7 l3 p! L; {8 u: N+ ]% r5 D - JSR Music_Init_Process
, p A7 i3 z( m+ _* A1 B - .End
( j; o8 M' t5 `4 X& I% Y - RTS
/ L G" T* y, m; P - ;----------------------------------------------------------------------( q. ~" }" D6 w' n1 G1 T) ~
- ;播放下10曲
& h# {, _4 c+ u* V$ ?/ X( w8 a - Music_Play_Next_10) f I* v' L' n: t# f* j3 z
- LDA FC_Music_Index& }- m! m* k" q( r6 w. t
- CMP FC_Music_Max_Index! R) X2 W) Q% [8 ^5 V. o* u
- BCS .End9 s. ?8 s, E w
- CLC
- ^. M2 c# Z" g ~! A, A - ADC #10
8 i& f' F4 }* [, _" Y1 x$ M - CMP FC_Music_Max_Index
7 s {6 r' I3 K1 d - BCC .Next_10
6 n) _, R' A# ?; e3 ? - LDA FC_Music_Max_Index
C6 W, ?) d1 {! N$ N1 Y; D8 n - .Next_10% a# }2 }% W+ ^) W9 o. L
- STA FC_Music_Index
) `* c U. C7 S9 N$ [8 ] - JSR Music_Init_Process; w$ ^* ]! D* B; Y' y1 W
- .End
; J1 `* Z. n1 H6 J; x3 `/ k- n - RTS
; W8 k& p$ G \ L$ [/ T* {9 L - , b: M, ?' p/ m X# K. v: x: Q
- ;----------------------------------------------------------------------- I/ |7 k0 z; G) d* ?) [. g) R
- ;8位十六进制转3位十进制制/ z a0 y3 C; u
- Hex8ToDec
8 o6 H' U6 l$ ]3 i - STA FC_Dec_Data_1
& D! k- ?/ b( m8 r& b; `% R+ f - LDA #$00% V% X% B6 J; _3 q$ s5 U
- STA FC_Dec_Data_100
% M9 N8 H/ { ]1 C' h8 t" A - STA FC_Dec_Data_109 T% K5 m/ S) F0 r% p; N
- LDA FC_Dec_Data_1
1 @( z, L, j- ^7 M3 u4 b* f: x - .Convert_100
! X$ e) r; l' r9 A - CMP #100
# ^$ e1 p4 I; J% S1 ]. z! h# o# o - BCC .Convert_10
, z1 \4 X7 t9 N1 e - SEC \& [# c0 `- m4 S& ?# I- i
- SBC #100# y9 j- _3 m0 \ c. l' O$ E
- INC FC_Dec_Data_1008 \0 O" a! m. a+ w
- BNE .Convert_100
0 a' `$ T W$ q4 y) _7 G p - .Convert_10% X5 v3 u+ |) I h" \& t. |
- CMP #10- f: v% n# X) ~0 \& d* X5 e- P$ I
- BCC .End1 T0 j: H! b# A W
- SEC- i2 O6 r. |, l
- SBC #10* x1 I( m! {- | Z" H' `$ I
- INC FC_Dec_Data_10% D" [/ c2 x7 S" ]. G' U5 `, B2 _* b% R
- BNE .Convert_104 E- t: \- q7 `" t
- .End
, p+ [4 e# V, o - STA FC_Dec_Data_1! S$ w; j0 l/ B/ d2 X: o! J) |
- RTS- m' [) }3 _: G. `( O, J) V
- R4 b* i6 v$ w& f1 n3 X6 U- ;----------------------------------------------------------------------
7 u/ U; H9 S; N+ P* n7 Z - ;显示曲目信息1 { m' _: M6 U1 ^$ Q% j' _
- Music_Info_Display& ?2 i1 t4 }6 z% b h% [* G
- LDX FC_PPU_Buf_Count1 ^9 e; I* c' b+ U d
- LDA #PPU_WRITE_MODE_CNT_LINE* d* K g+ }+ m0 a
- STA Use_PPU_Buffer,X
, m/ S. \) F! O$ l7 a% C% T1 r9 N - INX$ d; X! u2 [4 c
- , X, l; O/ r# s8 B. c! B
- LDA #>MUSIC_INFO_POS& `1 s% o2 g b- a1 C& L3 Z
- STA Use_PPU_Buffer,X/ c7 |! ]8 S: I. S, O
- INX
$ r+ b' K. l8 _! H' [ -
: |6 G! a9 ]; O - ;居中
* P! D: ^- D5 A# W$ M- [& { - LDA #<(MUSIC_INFO_POS & $E0) + (32 - 5)/2
7 `$ V- |0 E* d n5 @9 m4 h - STA Use_PPU_Buffer,X
$ _5 _. f8 [7 k4 Q3 B0 y4 e3 T5 d/ k/ _ - INX! j* D: V; Q) {. }
- . N1 }; G9 m$ [
- LDA #$05, `3 F7 `+ G1 A# _
- STA Use_PPU_Buffer,X
$ i5 y- o3 V& T- S$ U/ @5 {1 _ - INX
& Z4 m$ y' i l | Q& N -
/ ^* e& _+ A3 v7 N! w) v* u - LDA FC_Music_Index
' m* ~* J0 P9 ]6 y- x - CLC
' s1 O1 w6 Y+ R8 }0 | - ADC #$01
# g* Y( ?7 ?5 J0 v - JSR Hex8ToDec
9 c4 {% a0 U3 O+ b: P+ C -
7 O* X5 ]1 a; \0 j H - LDA FC_Dec_Data_10
9 `1 w! W3 i/ ^1 ? - CLC
$ R2 w5 ~2 Z @; x4 o2 q' n - ADC #'0'; d" P4 z! c% B0 j3 J5 @7 j" e; H+ ^
- STA Use_PPU_Buffer,X
3 Y$ T& ~- y& p* k - INX
& i* a, u" D* `; i, ?3 \ u) |# v -
8 z- p" q* M1 L: _' D$ _ - LDA FC_Dec_Data_15 v7 A8 U6 h! ~6 [
- CLC
$ [1 Q4 ^% h; @! f; S1 }- B - ADC #'0'
9 I5 ]5 _, [" G2 n: w - STA Use_PPU_Buffer,X/ Y) \ B" Z( \$ c1 I
- INX
) [0 Z7 L! E, o -
; C% O) K% |6 p3 S* n - LDA #'/'0 b" |% y q+ U7 s0 m5 ?# b1 F
- STA Use_PPU_Buffer,X" d- ?. F8 ]: a z" S& }
- INX
: ]* m' }7 B% T+ x4 ]' V) X -
, V& J( {* T! C! @# u. i% \ - LDA FC_Music_Max_Index
$ }! m" c4 |% W: r$ i* ^, J9 A - CLC6 I% Z* I% Y+ G4 a# @3 j% |: i
- ADC #$01
' c: ?) B' K& W n3 y- p5 K - JSR Hex8ToDec: Y2 V/ E3 H; ?1 N
-
# ]4 G; J N2 p# M" F* c - LDA FC_Dec_Data_10
p- a" J' ?9 J. \, M+ Z - CLC5 n1 C. \# d4 \
- ADC #'0'5 j! `+ F6 i! C8 S& Q* X2 P
- STA Use_PPU_Buffer,X( Q+ S- @) A( `( |, m* L( ]
- INX$ Y0 a ~+ x- o3 [# z" u ?) N
-
) v2 j% \# O5 t, E. L$ f - LDA FC_Dec_Data_1
/ v7 D0 U) v4 E0 v( j( ~, P- v0 a - CLC
6 _$ D {& D0 o ^# N. A. f/ P - ADC #'0'( o1 Y# c, Z! m9 X: Y& _0 G& _
- STA Use_PPU_Buffer,X- ^) C/ o, h+ M1 E0 ]: ^
- INX
% z4 O9 s+ I5 A7 D -
% w5 q( T; n! b1 a/ k8 _ - .End
( S+ B) Z6 U$ ~1 h# Z( { - STX FC_PPU_Buf_Count/ V: l5 S) G5 n) \4 z; S
- RTS
( z6 k7 S% @/ n7 F4 q" E
4 p- u/ C% }% i9 C# P+ ~- ;----------------------------------------------------------------------
' Q9 }$ b$ D9 f% B - ;音乐曲目初始化处理5 a2 D% V6 N0 w0 g7 [7 w
- Music_Init_Process' q0 ~2 \3 v" |6 Y ~! P
- PHA; ^2 y) K. T, e. z r: q1 c. v6 G; m
- JSR Music_Clear_Process
9 T# e2 F1 y9 F* o- P - LDA #$1F1 m" u) @% z' [0 Y7 O. }3 _
- STA $4015
" L1 T$ O/ E% R4 R- ~1 \+ y - PLA
9 Z8 H+ {* U3 R0 q/ p' i+ V# I - JSR Music_Init_Addr
% n* z1 P/ V1 N4 l A+ u - JSR Music_Info_Display# X+ k- a4 T* e$ b" f8 V
- RTS
; r' F( H" h! w! ~ - $ c9 H6 e a8 e( m( N7 g
- ;----------------------------------------------------------------------, \, E' U6 A3 G) X% s2 J: v* K: H
- ;音乐播放处理
+ R4 E$ q! Y' v0 w( G4 K# E8 Y - Music_Play_Process
% O( M- V" l! r* D - JSR Music_Play_Addr
* {) P0 v5 w. i [ - RTS
% g% G+ w7 t# y1 j. S - : K J0 U8 d/ _3 [5 C
- ;----------------------------------------------------------------------
0 c0 z. A6 `3 ?1 C' i" U4 L - ;音乐播放处理
- j* c' b" p5 E" c; w+ Y; W - Music_Clear_Process
/ F4 a2 n9 N- M' K- U6 X! @ - .IF Music_Clear_Addr
/ ]6 B9 H2 Y" s1 L0 R - JSR Music_Clear_Addr+ H5 K! \6 c8 w0 j6 B! _# r
- RTS6 H* G S* x3 B$ A7 Q
- .ELSE
; Q s" r9 q; | ?+ L - LDA #$1F- t! M8 |. `- z C4 k
- STA $4015" _$ c7 J* Q, n) x j# h
- LDA #$00 l2 \/ |/ a; q- V0 \, R
- STA $4010( b+ x: ?% c% x( Y! {
- LDX #$00
, Z1 k; _/ B: z3 _2 p - LDA #$00
% A2 v4 ]+ L- q7 q6 _# W -
2 j0 `" w. }2 }8 O - .Music_Clear_Zreo_Page_01 t, C( u6 f6 y1 V' d# w% {2 B
- STA $00,X
8 J$ B$ V3 u" I1 f8 _8 K - INX" R7 H4 n* l' q& h
- CPX #Use_Zero_Page_Begin7 ~; F/ v$ G; p0 I w. o* R
- BCC .Music_Clear_Zreo_Page_0
$ }, a! G3 ` r/ j - ! Z. F) _% N! h/ ~8 J. i* `7 I
- LDX #Use_Zero_Page_Begin + Use_Zero_Page_Size4 @; L8 D: @8 W# s( T
- .Music_Clear_Zreo_Page_1# \, ?; H5 S9 \" S: y
- STA $00,X+ ]+ D7 m8 g+ u
- INX
; w% a" F8 L) t. B - BNE .Music_Clear_Zreo_Page_1 k% U! L9 }9 e% H# {
- 4 w; l# R& Q: ~6 \- z4 ^
- Music_Clear_Process_1! g/ \* o0 ]( L8 s: Y3 ^
- STA $0600,X: C, O1 E' E, U, n$ c
- STA $0700,X5 Q1 e- _, W! b# `
- INX
8 v q' Q; W% U) J% G% w b4 R3 _ - BNE Music_Clear_Process_1
, E5 z4 `3 ^% S: E, R- g - LDA #$10* p. J( b+ h7 {& x' h3 m0 s
- STA $4000( Z9 z4 W- W- B
- STA $4004
+ e, q9 K' H7 }) J/ ? - STA $400C
- `2 [1 U- z3 N9 z( Y4 Q - LDA #$009 X4 |/ J8 n3 I
- STA $4008( O# ]2 m! {5 Z# R
- LDA #$0F
9 ?/ L8 B) h5 t - STA $40158 ?8 ]1 T' ?' \, O
- .ENDIF0 ~: V S1 W8 b: u( q! [, B
-
+ x' e& R9 \3 P0 G - RTS
8 B+ T4 c3 {4 O6 P, t; j
$ s: D1 J; C" V+ A5 a# t6 C4 i. T! d- G- ;======================================================================
- @! t9 B! L4 v) l- F7 t - ;重启处理. f1 a, O' ~* V
- Reset_Program
/ }; P$ _3 _% p8 K+ d5 N: x - SEI
1 `) x& V* @4 }3 n* {7 f2 i! h - CLD; m# U3 Z2 o* J4 i8 b! \9 V
- LDA #$00
/ N9 z3 ]+ p0 E9 A$ p& a! Z# Q - STA PPU_CTRL
: a" u) i4 w* q! }4 e P - STA PPU_MASK7 F* V7 \) W7 u/ E
- STA JOY2_FRAME
; d, U4 I ]+ m, T - STA APU_STATUS3 _1 p; h, e2 c2 K1 F F
-
# {) w" ^% p: J& Y; v. ]+ l - ;等待屏幕准备完毕
$ d' M* y# R% C" p% H8 A- t" H& L9 v - LDX #$02! R" L$ v8 q7 ?! ]/ ]* _( h
- .Wait_For_Screen_Ready! X1 ~" H8 E- J; U
- LDA PPU_STATUS) C; _. D, Q4 q, Y. u% `
- BPL .Wait_For_Screen_Ready
/ r+ P! ?0 w5 J, y/ W - DEX
- a" M) O( F, H. ~) W" p - BNE .Wait_For_Screen_Ready8 W' V/ ^ R$ F& Z; ~
-
# A w A' h& p w$ L$ T - ;清空调色板
$ T" E& Y- Q% ]- y9 [ - Palette_Clear8 D) ]/ P. X1 ^- z" L7 C; ?
- LDA #$3F, L0 h- I) F+ g8 O4 t
- STA PPU_ADDRESS4 A- [% C; A1 w; W1 \! O) U% r
- LDA #$00: z* z" v0 T7 a5 p
- STA PPU_ADDRESS$ d" k4 e8 O. r+ e+ Y! `
- LDX #$20
9 V1 Y1 N6 f8 @1 X/ y- z$ S% w! u - LDA #$0F" S7 z/ d2 K( _: j/ s
- .Write_Data6 |! c/ K0 I8 A1 w
- STA PPU_DATA% T' {# r: o5 N# [- P0 u2 _
- DEX) u z. l" Y- _4 d J
- BNE .Write_Data
+ n) M9 R U4 \4 K$ Q
3 B( p8 m# [/ o+ R c5 ?* K- ;清除声音 $4000-4013& j, g; _& W) Z! I* \- v# }. C/ R
- LDY #$14" f: r* w( E7 ]# S2 F2 f
- LDX #$00
) r4 Z5 U( z3 E - .Sound_Clear/ u2 a8 B! Y4 k( v
- STA $4000,X
K, M& I, f# I6 {" e - INX
# R( @& W* s3 z, y5 O' k: m3 _ - DEY! \8 {1 ?( ?0 w4 w
- BNE .Sound_Clear
3 w2 K0 n# o( h! T* A+ F - 5 P' B. ^" ^- ]1 ^
- ;清除 RAM $0000-07FF
3 B4 E+ Y8 d- Y, _% y4 j - LDA #$00/ a; ^" B, x4 g: H7 M1 [
- STA $00* U+ h& G4 S- E+ u
- STA $018 A# J% g8 K% ?' H8 _- I# s
- TAY
8 n o. G# t. _ - LDX #$08
. ^, O( e* O% Z' Q7 d1 f7 \ - .Memory_Clear. ~2 c) [$ r& O2 _; ~
- STA [$00],Y. i' Y& p `5 |$ |* ?6 _! [
- INY
( u8 z1 G$ f9 U( v - BNE .Memory_Clear2 A& }. t& k+ J7 R( P, {
- INC $01
) U; D" U5 Z! ]% x2 Z. g! t - DEX
7 ?: N; w3 U# z: y0 H9 B. }' W0 _ - BNE .Memory_Clear
1 l, z6 a$ V2 Z* h5 [ R - ( A7 J' w' E' a1 O* U) p, M! _0 D
- ;精灵缓冲初始化
, ~$ ]/ R# ~6 S! t6 n - LDX #$00
* Y3 `+ u7 y; c: G6 f, l - LDA #$F88 F) ~% F' p& Z
- .OAM_Clear
( X& X, S$ k4 t( E5 k+ Q, ]: l - STA OAM_DMA_Buffer,X- T) B) j" ?1 R" S- v8 \0 W4 N
- INX
6 d( l9 D. C/ m5 V K - BNE .OAM_Clear) y# h* T* s8 q* h1 w" L% m5 _
- , S$ b1 l7 L. U0 q* u @: n8 F6 @& h, d
- ;栈指针初始化
( a2 X/ s% G) a - LDX #$FF* ^2 m( k N9 y
- TXS# u" e& b( Z8 f! f6 _( o+ G
-
0 g/ i1 L( m( J r. L - JSR Nametable_Clear;命名表清空# j' F2 h0 x; X' Y$ P. w
- JSR Palette_Init;初始化调色板缓冲) D$ |& P! H) m, T! O# o1 ~3 a ?. A2 s
- JSR Static_Text_Init;初始化静态文本$ g7 B+ y2 R% k; \
- / k S+ w4 e3 i1 B2 o$ i
- LDA #MUSIC_ITEM_TOTAL - 1- y! B! v4 A5 I2 N; P/ T0 p
- STA FC_Music_Max_Index
# A8 n6 w- W+ A( m# p2 e2 U1 c ? -
4 E& X! t+ h9 i2 ~. Q - LDA #$1F
8 B: g0 {# x5 }& W( r - STA APU_STATUS W9 y0 s( \1 N+ p
- LDA #MUSIC_BGM - 17 \8 e5 h% b6 X
- STA FC_Music_Index1 P1 f' ?8 O3 N# q5 V1 J
- JSR Music_Init_Process;音乐播放6 i; p* }$ M6 A& t5 J# j
-
- V, [$ J3 ]$ o% ^& q: U, [ - ;设置屏幕显示状态缓冲(当NMI处理时控制屏幕显示状态)& |0 y, h: O; h2 y
- LDA #$1E
# Z! q1 i+ Q9 v! R/ y2 e2 n - STA FC_PPU_Mask_Buf
2 u8 N5 \- P% J* K0 K( |7 V - " |3 o4 g" T$ e( Y, r6 k
- ;启用NMI处理
) ^% K7 L. W z6 l9 c2 L - LDA #$80
2 r5 p. N9 ~ |2 [6 X* N - STA PPU_CTRL- L& z9 p: u2 b5 F5 z
-
. t9 K6 ?+ n! \9 m9 U - ;程序循环, 剩余工作交给 NMI 中断处理
+ E3 J4 ?5 G+ k" c2 ` - .Loop
! S% c/ A7 V/ a x - JMP .Loop) _; z0 C# E7 n4 e4 U
4 ^ U/ |( m' i& b- ;======================================================================
- ]% f8 Q I& q3 @ - ;不可屏蔽中断处理
9 n I* q& }4 k. f% r3 ~! s% E4 N. V - Nmi_Program
% c2 G2 ?" [! o! \7 |. E4 b* J1 e - PHA
( N" l6 ]' b) C& r7 _9 [9 t - TXA
' n/ H6 V# z8 w1 f% ` - PHA! T' J. ~, n4 @2 U* D) R( x! b: B
- TYA! N# v1 [2 r$ v( w
- PHA4 L9 r4 i) E5 i, @8 i. p0 H1 {
- ' {* c4 P; `( P
- LDA PPU_STATUS;读取使得 PPU状态寄存器复位
4 e* l; m. z2 C) d -
8 W3 S: Q! @: Y! C; j% h. `/ x - JSR FC_PPU_Procrss;PPU处理
0 L2 ~! a/ [9 S/ ]" G - 9 U# `. s. v' ]$ e' H' n, ^6 J% M
- ;精灵内存更新
' T+ O8 J& O7 a5 F - LDA #$00! Z6 t: L! d6 S' |
- STA PPU_OAM_ADDR
h5 B# [9 t6 v8 S; h - LDA #OAM_DMA_Buffer / $0100. S: W% ?# R4 |7 N* z( i' s
- STA OAM_DMA1 z1 Q, N& K( \7 _6 q) A% X* h
- - z8 Q+ H* S& d7 h7 d5 s
- JSR FC_Gamepad_Process;手柄输入处理
& {1 N' D3 ~1 t ?6 V5 U; f - JSR Music_Select_Process;音乐选曲处理
' K7 T( j# m; h" B1 E; v/ A- f, ] - JSR Music_Play_Process;音乐播放处理
. M0 i+ F B' Q- N4 E4 S) x -
/ {5 \ e- Z9 ~* c* }0 ] - PLA, D7 X0 b8 X# v! T# O, h; H
- TAY+ i& F9 ~" W$ Y: X8 F9 E
- PLA& O) d) m6 \/ \! ~
- TAX4 V7 r# G8 M* P& d8 d3 Z
- PLA
/ v, ?( i; q# a- N
& F9 }! ^. I b' H" B) A- RTI2 c& j' |4 X; d4 `
- 1 N- x6 J+ |3 K' h0 j4 `
- ;======================================================================
& g9 q# `- r5 ]8 U - ;请求中断处理
7 E- J- ` o9 w" }* S - Irq_Program
4 e* q" s$ I& x+ W - RTI
4 f; f6 ~1 y( r6 |/ w
7 N: X! L; l: x- ;======================================================================
" x& ^+ T$ t" e/ B7 Y! Y& ?0 { - ;中断向量表
+ G- u& @4 K. ~% o! _ - .ORG $FFFA0 ~' F2 p" r% A6 S, s2 j
- .DW Nmi_Program ;NMI触发时执行, }" }; u, B6 P$ T' Q
- .DW Reset_Program ;载入ROM时最先执行
' o! W% i6 e3 T6 V C - .DW Irq_Program ;IRQ触发时执行
% W2 X) |* W/ Z
复制代码 0 \& w7 S& T( F% o3 L/ U
! i7 j3 P! J7 Q% {* T
" ?4 i* Z4 ?9 k" a$ shttps://gitee.com/flame_cyclone/nesasm_3_2 |
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