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- [code];[FC音乐][MMC3 IRQ]6 H0 I( E' f6 I/ E
- ;FlameCyclone 20230710
$ ^% G, T! ?( J; P. ?9 f" Q; Z - ; l; r; L9 R3 I/ V1 i4 Y' E
- ;文件头2 J; ]( W$ E, ?$ ?$ N: d; w0 E' |, O2 B
- ;======================================================================% V* Z! x" H+ K, B) Q" r; T
- .INESPRG 4 ;16KB PRG 数量7 p! K7 l- d% i, M+ s x- a3 L
- .INESCHR 1 ;8KB CHR 数量
: T# I* s b9 E4 v) L - .INESMAP 4 ;mapper 4' i0 E0 C6 y' F1 c- a2 s7 z/ Y
- .INESMIR 1 ;命名表镜像 0水平 1垂直
* M4 R9 i: s& b; v" U8 x& ^ - ! A2 _/ N/ R6 R1 A1 U# f/ y3 c! M8 t
- ;必要条件! o2 s& j( z/ X* f. I. N
- ;1.持有CHR ROM4 p6 A1 y3 s J9 n! F
- ;2.背景Tile和精灵Tile必须使用不同的图案表, 如背景图案$0000, 精灵图案$1000
! n3 m4 g% J$ b% \5 O - ;3.精灵内存(OAM)不为空# m+ C L1 c9 N. F R
- ' ]5 Q, Z8 _# d, }
- ;==================================================
0 u @: G1 e6 Y. {1 @2 m) k - ;NES端口常量, L( I9 R! q" L/ P/ }* i0 r
- PPU_CTRL = $2000 ;PPU控制寄存器
* ?( H0 G5 L5 \" C; Z; g - PPU_MASK = $2001 ;PPU掩码寄存器0 m1 V7 f! R6 A) [) Z+ }
- PPU_STATUS = $2002 ;PPU状态寄存器:读取后PPU_SCROLL和PPU_ADDRESS被复位,下一个写到PPU_SCROLL的数据是水平的,写到PPU_ADDRESS的数据是高位
u6 u& E$ z/ O F - PPU_OAM_ADDR = $2003 ;精灵RAM地址:用来设置通过PPU_OAM_DATA访问的256字节精灵RAM地址。每次访问PPU_OAM_DATA后该地址增加1
2 q( n8 S- g. ^ - PPU_OAM_DATA = $2004 ;精灵RAM数据:用来读/写精灵内存。地址通过PPU_OAM_ADDR来设置,每次访问后地址增加1
8 W2 T$ M6 ~; H# s1 K/ d6 K - PPU_SCROLL = $2005 ;屏幕滚动偏移:第一个写的值会进入垂直滚动寄存器(若>239,被忽略)。第二个值出现在水平滚动寄存器
' P1 P( C. Q( p7 I" P# ]. A: R+ k) } - PPU_ADDRESS = $2006 ;VRAM地址:设置PPU_DATA访问的VRAM地址。第一个写地址的高6位。第二个写低8位。每次访问PPU_DATA后地址增加
2 @( | y k; z" `: K% H - PPU_DATA = $2007 ;VRAM数据:用来访问VRAM数据,通过PPU_ADDRESS设置的地址在每次访问之后会增加1或32
% i7 M c4 l: i$ ?7 K - OAM_DMA = $4014 ;DMA访问精灵RAM:通过写一个值xx到这个端口,引起CPU内存地址为$xx00-$xxFF的区域传送到精灵内存, Q# Y) G8 E; u+ @
- APU_STATUS = $4015 ;声音通道切换
( G8 S# H2 w1 R& y8 d* K - JOY1_FRAME = $4016 ;手柄1 + 选通
( p# H' W& p( C; v* l/ ^) f, Q& O( o - JOY2_FRAME = $4017 ;手柄2 + 选通
6 l8 T9 D: p& ~' E
/ t+ N7 O6 F) I- ;==================================================
- L' J5 P; e8 A2 w/ g# k# h8 O. \& K- h - ;MMC3端口常量2 U8 S! F' Q$ h I7 q7 y
- MMC3_BANK_CTRL = $8000
8 P! D4 A& J7 g Q( H: y - MMC3_BANK_DATA = $8001# F5 ^7 ?" l6 c9 R, J" D/ ?
- MMC3_MIRRORING = $A0007 `) S- j5 k$ O$ b) N- Y/ F7 B ?
- MMC3_PRG_RAM_PROTECT = $A001
( H$ ?( `8 p, w' A. V - MMC3_IRQ_LATCH = $C000 m$ z2 }1 F& T
- MMC3_IRQ_RELOAD = $C0016 c7 f3 e! ]4 u7 {) Y9 I/ J; A8 H
- MMC3_IRQ_DISABLE = $E0000 ^* \' e& U% ]3 J# ?! b9 A! _
- MMC3_IRQ_ENABLE = $E001
* A4 N9 K6 |: B
9 \$ m3 \' }; \, I; L! C w- ;==================================================! y9 ^/ v3 } j: U
- ;程序块配置
( k `' i6 @3 ]. c4 F - BANK_DATA_MASK = $07
6 \. L0 t/ o% k4 n - ;--------------------------------------------------! I U6 P: k5 d. I3 a% ]
- RESET_BANK = $07
$ O: p7 e: E9 u4 z0 ~, ?' _" ` - RESET_ADDR = $FC00
/ Q1 f2 D6 M8 N' B- V - |# o A* x) M* V
- ;==================================================$ z2 k* {, t$ p A, P* Y( M( Z! v
- ;图像块配置6 i, l" x* s: n. Y% V; p
- CHR_DATA_BANK = $089 q. f" ?- Q4 k# B- m" M% C
4 U- ^0 o1 W P" `. \5 P k- ;==================================================
. a5 S9 T! D# y( {+ U# b$ O$ J: Q* u - ;零页内存地址配置1 E& u0 x5 X7 R, `9 O6 S- d
- Use_Ram_Addr = $80 @( b+ _! T( X+ z2 [4 N
- PPU_Ctrl_Buf = Use_Ram_Addr3 M5 E! `& b% Z+ l
- PPU_Msak_Buf = PPU_Ctrl_Buf + $01
; c" X: X, G) }. Z: `, w! U - PPU_Scroll_H = PPU_Msak_Buf + $01
2 l. V ~/ D( x% {- a' ~ - PPU_Scroll_V = PPU_Scroll_H + $01
/ X& k7 a& H: [$ @/ d - FC_Data_L = PPU_Scroll_V + $01
6 ]/ c# D$ W/ X7 k8 _ - FC_Data_H = FC_Data_L + $01: W9 I3 E/ K! z8 h" h: F
- FC_Data_Buf = FC_Data_H + $012 {, r: k. L! t2 e" v1 r
- ;==================================================* A# x Y: |, K) S
- " G# [( Y L+ K* O; D( V
- GAMEPAD_MERGE_FLAG = $04
- Q; k( u% v0 F" @/ k8 s
$ ]3 e& j* \* H$ o$ C) D& x- Gamepad_Keep = FC_Data_Buf + 1
- R6 d) d/ g4 D, ] - Gamepad_Once = Gamepad_Keep + 2
) d' k7 Z$ W( q. W. f# G; g - Gamepad_Temp = Gamepad_Once + 24 Z8 t& _, D% i; D5 M* \
- ; J( a1 Z Z# L* j" z- H4 O0 \
- Gamepad_0_State = Gamepad_Temp + 2$ w+ a3 a. e! o7 m+ H( B5 {
- Gamepad_1_State = Gamepad_0_State + 1- l$ U/ _, _6 c2 P/ a2 L
- Gamepad_0_Value = Gamepad_1_State + 1( p; H& c% B" O# D; Q! A
- Gamepad_1_Value = Gamepad_0_Value + 1
! r8 U% a" D$ h6 f" R7 D5 K - Gamepad_Port_Value = Gamepad_1_Value + 1
1 A+ u6 e7 ]6 [( v" a" b, M - Gamepad_Merge = Gamepad_Port_Value + 1+ \$ E' }" N6 U/ ?
- ! b2 `- N/ J) U$ o/ O$ U7 d
- ;==================================================# m: X- s: [# C L$ T) O. C) e7 f
- IRQ_Index = Gamepad_Merge + $01% z2 g9 ]& Z( t$ N# Z
- ;==================================================
' p! Q' b$ U+ r J; Y - , { }# m! z5 h) D; B: E, }& ^
- ;CHR图形数据
5 r9 @" H8 t4 n0 L$ v* H% O: i - ;==================================================
. U$ c+ n8 [1 r9 c. Z, s1 ] - .BANK CHR_DATA_BANK: w* B; z6 e) g: r
- .INCBIN "chr_bank/chr_data.chr"/ g# M! v: X. R& ~- U5 q9 x
- 4 v$ p9 }( |4 @8 z6 w
- .BANK RESET_BANK & BANK_DATA_MASK
( Q2 i8 e# B4 F7 {5 }& L& l f - .ORG RESET_ADDR
9 Z( ]1 \( C! d. }/ U -
& t8 z G0 l1 x6 X - ;--------------------------------------------------
' C" |& E2 j" C9 H! H. K) Y+ c - Attributes_Data1 Y( z; {& v l
- ;命名表属性7 S6 I" j2 D1 X/ z8 h& W
- .DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
3 C2 B$ Y2 U# b& [/ v8 W. X* @ - .DB $50,$50,$50,$50,$50,$50,$50,$50,$FF,$FF,$FF,$FF,$BB,$AA,$AA,$AA
) W' v$ G W5 b# k - .DB $0F,$0F,$0F,$0F,$0B,$0A,$0A,$0A,$AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA" u! N. S3 m2 b& n7 \9 b: C$ w; t
- .DB $AA,$AA,$AA,$AA,$AA,$AA,$AA,$55,$55,$55,$55,$55,$55,$55,$55,$55+ ~9 R5 K) `& T/ U* k4 C
- ;--------------------------------------------------1 _2 H& n8 h8 ~5 l5 M
- ;调色板数据6 C. s5 l1 D9 |( ^1 l4 P$ h3 o
- Palette_Data1 `, J! a* M3 |2 C- G
- .DB $0F,$27,$20,$0F,$0F,$24,$20,$0F,$0F,$21,$20,$0F,$0F,$25,$20,$0F
( \+ X4 @( X' J+ ]0 G. f& m - .DB $0F,$24,$20,$0F,$0F,$24,$20,$0F,$0F,$24,$20,$0F,$0F,$24,$20,$0F
; F% s' ?, R5 g4 y4 L" k - / f* k* ^ F8 G% o9 i y
- ;==================================================4 n h6 m9 z' e7 D0 p
- ;命名表初始化
0 f- r6 L! L! s8 ~* R+ n - Init_Name_Table
! g% O! ~! p; z% G) ?: l$ t - LDA #$20
+ X1 |. J n$ w) m- |. ~ - STA PPU_ADDRESS1 t7 \! `, T3 Z; x
- LDA #$00
, A4 w! r4 J' r* z2 j0 @( h - STA PPU_ADDRESS
1 b% X T/ m4 h! {+ \/ A' c s! j0 D - LDA #$00# ]' D5 L6 L) U6 @. j
- LDY #$00
. x4 y6 E: l/ e - LDX #$10* a6 L( T" _6 r8 X3 ?9 Q+ d
- Init_Name_Table_Write' c: e+ o9 F6 s1 ]& t% P
- STA PPU_DATA, {& u. t2 }8 `1 t" l; k
- INY. H; K% [2 J, z% X; i
- BNE Init_Name_Table_Write1 p% l2 z* E4 s/ D
- DEX# s8 d; d2 ]! J% r' |- k9 f- L1 S
- BNE Init_Name_Table_Write
3 ?6 L- F0 @8 U# [- y - RTS4 W9 D$ I$ P# h( h
- # j7 i- P; T" d- e
- ;==================================================
8 ~5 k' A/ k: k) ]0 L - ;调色板初始化
/ ]3 l- U! Y. W - Init_Palette
, u* [& g! ]& Q2 l' v" d - BIT PPU_STATUS
7 \8 x& M# x( i+ b - LDA #$3F9 r5 f; B) t" j; H4 e6 ]- z: J
- STA PPU_ADDRESS
) v2 {; |$ B# }7 m) B, _1 t R - LDA #$00
% N/ n0 p7 w! H/ m - STA PPU_ADDRESS
* M0 X- i7 A: {9 U6 o8 L# r2 q# T - LDX #$00$ V( A6 [- b& |$ U
- Init_Palette_Write+ _ [% J+ M u |# b# d* n+ T
- LDA Palette_Data,X
3 U) {* k. e4 T - STA PPU_DATA z l% H% g1 r
- INX
& Y' f" ]! y; }) h" H - CPX #$20
; ^4 b: }! x: U8 v1 {4 }+ N' h7 n - BCC Init_Palette_Write
2 w, q; L6 }5 Q* T - RTS
$ N/ S" f& a5 P. \- Z: J9 p2 G! y - 8 J7 J* t+ L3 h2 m2 M2 t3 r
- ;==================================================9 R! Z' r- j% r1 t( S2 E
- ;设置命名表属性8 [+ d$ n9 A. _/ `9 N; ^9 n7 a
- Init_NameTable_Attributes3 \" I5 Q6 `0 \4 A& U
- BIT PPU_STATUS4 T( X0 Z% m) M: i
- LDA #$236 j, X* ?9 j2 O; r+ n1 ~* \
- STA PPU_ADDRESS6 `8 A8 O. e9 f
- LDA #$C02 n/ A) F2 \( n$ }
- STA PPU_ADDRESS
5 V. x* G% v0 Z9 u( ^/ T - LDX #$00" R) l) T2 {6 v7 f {
- Init_NameTable_Attributes_Write
" H; B$ D- a2 I o! t% b$ z/ Q7 r l# b - LDA Attributes_Data,X
7 j; l* m8 y- i, @2 ?) U( H7 |: b - STA PPU_DATA
+ p# m/ G7 N; u, B - INX
0 B! l& O$ `3 u1 i - CPX #$40 L3 l* r3 [, w6 Z0 `
- BCC Init_NameTable_Attributes_Write2 J, E- w. N X1 w+ m
- RTS
& [8 D" H1 S0 M6 c; D - $ A: M+ T8 t5 S2 e
- ;==================================================
0 B4 T* x) C$ j* z; i* m" ~ - ;初始化命名表文本
% a0 N/ Y7 ]: j) x7 P* | - Init_Name_Table_Text
! M6 ]( o3 H( p$ t) N# Z- v' B - BIT PPU_STATUS. A8 U: Y; w( A; O" Q
- LDA #$20
2 y7 v0 }( J% s - STA PPU_ADDRESS3 `% O( _. U j. ?; \6 j6 d, n
- LDA #$000 P# k. x$ l y4 [' Y: G) \; b7 j' p
- STA PPU_ADDRESS4 i6 X% d( v1 E q0 a8 P! O
- LDA #$00. i( e0 l% M1 L5 R; U9 K! m
- STA FC_Data_Buf+ b; b: ]/ c! d) m! S. ~
- LDY #30
2 X1 d" r r$ E( [& A - Init_Name_Table_Text_Write
- P4 P+ j: y$ |. ^1 x- v- ]8 U! a9 @ - LDX #329 L4 m: p j9 Y+ N# D
- Init_Name_Table_Text_Write_Char
M6 O; d+ o9 ]- I5 Z& s3 }1 z - LDA #'0'. [3 a- H- |& n4 O* c8 v( f9 |8 _
- CLC
6 F4 k% W' K- w6 x( P4 l - ADC FC_Data_Buf5 g! ?, Q3 B% [
- STA PPU_DATA
* i5 X* L/ a4 I5 v - DEX* V6 V4 b( {- Q2 W- m& w
- LDA #$14
4 u3 F0 G5 a4 C - STA PPU_DATA
6 ]& t4 f; `0 ]4 q; k - DEX
$ @0 |: e' h( z - BNE Init_Name_Table_Text_Write_Char" d: U) p% k- U$ ]) I$ J$ p
- INC FC_Data_Buf j6 l r- Q0 t: K( g
- DEY) Z$ o# h# @! `# \& `, R" H p1 W
- BNE Init_Name_Table_Text_Write( x7 v! \/ t% G3 n, U3 h
- RTS
3 ^9 l2 R/ ]+ f' b( D - : ?( _# p; v k+ q2 B- f
- ;==============================
2 n% y4 T, W+ M }+ M" A' q- V - Init_OAM_Ram;初始化精灵内存% l9 D1 u) x/ @0 D6 ^* b7 ?
- LDX #$00
6 M6 L( ]* y A! ^* Q - LDA #$00" g `1 J/ H) T* Q" E, r$ e
- STA PPU_OAM_ADDR
4 A0 z! C+ P6 Z& g$ r - LDA #$F8
* a( S2 u4 B2 J P* J - Init_OAM_Ram_Write7 R6 B: x R! q$ s y
- STA PPU_OAM_DATA! c H- W- A3 ?4 t9 ?
- INX# ? @9 c; j! Y5 J
- BNE Init_OAM_Ram_Write
5 {+ E$ `1 ^' [! S0 g - RTS
! h% w9 H' r; B2 c0 S -
3 O' E) O+ }5 i0 g2 \8 ~3 { - GamepadProcess;手柄处理3 d" E8 a* N8 S: V9 D- ^
- JSR GamepadDatacan
/ y/ ~( [& m% Z1 C/ _ g* M - LDA <Gamepad_0_Value
4 C/ ?: @+ Z& L, k3 Z! n - STA <Gamepad_0_State8 k {8 v# l" e
- LDA <Gamepad_1_Value
3 [7 k o/ K* Z g( y - STA <Gamepad_1_State8 u0 ?3 t( ^4 J1 s7 }
- JSR GamepadDatacan' I# L2 k ~% g$ {. {" T
- LDX #$01
5 \- |& r6 D$ a; S9 M - GamepadMergeCheck;合并手柄输入检查+ D- x& G, G8 `# {
- LDA <Gamepad_0_Value,X! L1 [6 C8 [. Q
- CMP <Gamepad_0_State,X
5 n3 b4 N3 Q9 K: o - BEQ GamepadMergeInput9 h( ^4 T% v# ]8 B/ l
- LDA <Gamepad_Temp,X
/ ]$ W% _+ J# _5 R% n3 S8 [ - STA <Gamepad_0_Value,X9 [, J9 }! L# d; I( l/ W" c& K
- GamepadMergeInput;合并手柄输入' x/ [8 N* w' O5 j5 s+ D
- DEX$ _+ V$ `, J, J( ]$ w! j. F: J' f
- BPL GamepadMergeCheck6 X& k7 ? S7 r D
- LDA <Gamepad_Merge& _+ {! `% B2 Z' q' o# z/ U
- AND #GAMEPAD_MERGE_FLAG5 v* d* g4 X& e" \1 O
- BNE GamepadStateProcess
% _/ w4 j' }% ]) `" F+ O1 g# N - LDA <Gamepad_0_Value) s3 X# N6 D8 Z' e5 O# Q
- ORA <Gamepad_1_Value
- ^+ [$ `+ q6 B6 G - STA <Gamepad_0_Value
2 B2 _) P+ Q1 l& G - GamepadStateProcess;手柄状态处理, _5 C* l1 P: F! i; l( r
- LDX #$01
$ c' [" [9 j% Y7 S/ k2 r* G/ O9 u - GamepadStateSave;手柄状态保存
7 A9 [8 y7 ^; ]. ?! X - LDA <Gamepad_0_Value,X
, H' P" { b9 r* x4 D" E - TAY
% N; e5 y. F: P7 Y8 v6 R- ^ - EOR <Gamepad_Temp,X1 n. O9 p! q1 H- g
- AND <Gamepad_0_Value,X1 Q4 O% W& |& P& v" n
- STA <Gamepad_Once,X
% R( o: O* l& }% V! V - STY <Gamepad_Keep,X
- V3 C3 |* j/ G" F3 I3 j, d1 z - STY <Gamepad_Temp,X
# n" v1 ^& M- W0 h - DEX
! E8 R |6 R6 c5 M1 [ F3 X - BPL GamepadStateSave
. Q, ]" N, n; V. S! {0 c - RTS9 Z! l6 w, }- P. A
- & H/ }1 y& K9 Y8 w# Q0 N
- GamepadDatacan;手柄数据扫描: f# J8 y8 ^8 e/ o
- LDX #$01$ U# t" J6 K o! j* s
- STX $4016
( Q3 ~, F' Y2 C' M q9 V, n' Y - DEX
9 [9 z$ K5 v) L6 { - STX $4016/ _% \+ Z9 ]/ O$ G( a$ U! G! c u
- LDY #$08
3 o5 [ \) e m& y$ z. l' i& N - GamepadPortScan;手柄端口扫描' `$ j; N0 Y; G. T# T- R2 i
- LDA $40160 J6 j* X+ N% n# @! c* |
- STA <Gamepad_Port_Value3 |- @; s' c" T/ q6 B0 H) u3 `
- LSR A
1 T# K8 O- v7 Y5 h1 M - ORA <Gamepad_Port_Value$ A" J& ?3 P2 }) B
- LSR A
# V% i, g. q: L, g5 ^. {2 w3 n - ROL <Gamepad_0_Value" c3 w2 |% E0 [
- LDA $40176 T% }0 T4 J4 K5 c
- STA <Gamepad_Port_Value7 K* G o* i) a2 b# ~6 b4 h: X
- LSR A
; }7 \# W9 Q3 D: i4 f1 O - ORA <Gamepad_Port_Value4 i$ {/ P6 }# @- `" A
- LSR A
8 e2 @( R- R% b. ` - ROL <Gamepad_1_Value, b/ q$ `/ }6 Y: F! J
- DEY
, N/ b, L$ [+ d6 X7 o$ ~' a - BNE GamepadPortScan
6 |3 d/ `: p# S' ^7 J0 ] - RTS
6 E6 m0 M; y( i4 B* E1 i -
) E# U; x2 G! g' ~8 C - ;==================================================/ ]& U/ Z }* D; B6 }* Z& o* o2 P8 G
- ;PPU处理
% `8 ?! K2 M- L+ O+ H: { - PPU_Process7 V6 P, k; Y: b7 ~/ V
- LDA #$00
' m+ i- m; K& W5 q0 Y7 M9 g - STA PPU_MASK
* e+ D; B1 W2 E8 h' _* t- F8 o - 5 F9 T: h2 ~9 I0 C5 A
- BIT PPU_STATUS
% U% g5 _1 u# @; ]+ V: o' m - LDA #$20! Q! V0 h6 v c. a, R0 e
- STA PPU_ADDRESS
& u9 w7 e: r) u; ?: [1 G x - LDA #$00
7 `, q4 A' J) E) [ - STA PPU_ADDRESS
; P3 s, @% A; f+ }1 v6 U8 r1 W, i - ; P/ u+ w: P2 [3 S, R' o
- STA PPU_SCROLL
0 j% N) T; M# K" |. M - STA PPU_SCROLL+ I ~! s" C% g
-
& }$ {5 \# j/ f+ q+ s u - LDA PPU_Msak_Buf
+ W" Y8 t1 T( d! Q - STA PPU_MASK
8 o0 I3 x; l- [2 ^) @/ R - 2 }% k8 |" a% b% S, |
- RTS0 i- j1 |( J, A2 k2 z0 `- E
-
5 z( z' `/ q' m% c0 b# x" N - ;==============================
" _" x. x B7 \+ X. K9 N* V - Time_For_Vblank;延时等待, W+ B1 L& ]( ?. l& y; \& F5 x
- LDA PPU_STATUS2 x; L( h. v- P# [4 i- E r% [
- BPL Time_For_Vblank: z5 L# Q5 Y4 K
- RTS
! Y/ C; P4 W! }7 l( h, W- x$ O2 \% ]# T+ D - * X! H' `! j+ i6 g
- ;==================================================5 k0 d& X8 @" X$ W1 o8 J
- ;初始化MMC3
; i! V, l# m7 C/ |( D- w - Init_MMC3- ?2 Q8 ?7 ~' Q6 g( e
- STA MMC3_IRQ_DISABLE
! X: a+ h! P6 S+ T$ S" E2 n( T - * v, M: \6 z8 ]( l) e
- ;设置MMC3水平镜像
: R: M; [- S! `# m) v - LDA #$01
! u% e( G c1 x$ [ z# ? - STA MMC3_MIRRORING
. z- A9 o4 `: [2 r1 E7 ~0 Y - . W6 G; a. U* v/ ^* ?3 m
- LDX #$05
2 k6 v6 R/ l# }3 l6 A - Init_MMC3_Chr_Bank_Write
1 \7 J, e3 \ r: _/ m) G+ t5 K+ t - STX MMC3_BANK_CTRL5 D# ^0 n k' g$ e, M+ r3 O
- LDA MMC3_Chr_Bank_Data,X
1 y* e7 L w+ k8 a& T - STA MMC3_BANK_DATA* Q4 l$ [6 z" G5 m# ]4 H
- DEX
) n n/ g: e8 U+ U - BPL Init_MMC3_Chr_Bank_Write& K T, t7 V1 n% b1 l. r
- RTS& v( M( u+ r: l' w& b7 [+ y
- ;--------------------------------------------------1 d: Q$ u! b$ m4 l; v+ H+ k% b
- MMC3_Chr_Bank_Data
0 @, Z* i ]3 }- r; @ - .DB $00,$02,$04,$05,$06,$07$ @3 O' Q# I" X9 Y0 w0 M% Q9 I% t
- 1 I$ y/ `. j* B8 G" J+ @8 e
- ;==================================================& i' w2 o# d: I4 X. `2 P' c
- ;重置中断处理5 y9 t. ~8 W5 U9 W |9 @ F
- ResetProgram1 O# A7 h- s% W. y& y5 k
- SEI, a3 R/ y3 w6 T1 z: U$ i! V/ A/ {
- CLD8 X( s, G% f: l( ]
- LDA #$00
( w, H- z# ]% E: [. N. T' R/ K0 q - STA PPU_CTRL
2 _+ o' ~7 V- ]9 l - STA PPU_MASK
. d% `0 j2 d7 ?3 A8 w/ B- ?! f - STA PPU_STATUS) \1 ?8 w9 i* p( p: d+ c3 F. O
- STA JOY2_FRAME. X f6 u, Y: v; f. b# } ^
- STA APU_STATUS
1 R9 G+ {0 b0 \ -
9 [3 b2 s* m8 L& U' [ - LDA #$C00 M8 Y* n3 o- u
- STA JOY2_FRAME
; h! Y) o- E, W3 ]0 H; { -
# j# |. m3 ?5 e. Z3 j - ;等待vblank
/ g6 B& J7 N3 s/ }2 j, C* K' t - LDX #$02
7 M* j: i6 Q8 z2 z2 b$ J9 s0 d - Vblank_Wait_10 w5 n1 d- J9 I5 T
- BIT PPU_STATUS9 c- b: j* N+ U$ B
- BPL Vblank_Wait_1
5 g# ^1 L) T6 }: F/ O; R/ V, [4 @ - Vblank_Wait_25 d) ?/ z; L0 S9 R3 P5 Q% ] t
- BIT PPU_STATUS
: O4 H X- J/ G7 ^* W: b% I4 Q - BMI Vblank_Wait_2
$ G( V( Y6 l! U8 e5 B2 x* {" ` - DEX
. f N7 P; ~7 N/ P8 }! W- Z - BNE Vblank_Wait_1
9 i- K7 y" [3 t: W# b - ) M, f5 m/ z# f1 S
- LDX #$FF
$ T" I) Y1 |7 C; v, J - TXS: f" [; p& E4 l1 q- X
- 4 A' }3 O9 i) C7 ?+ [5 E
- ;初始化MMC3
( V3 P# u) D; P1 h9 u- k* I - JSR Init_MMC3+ l$ T4 T3 f4 j
-
i- `* y7 A* u% e% a5 d - ;==============================' v! W0 C6 q% C5 U
- ;RAM初始化
, C/ q1 D( w( c( \ - Nes_Ram_Init
! B" C* b) f7 C" A0 q5 ] - LDY #$00
7 A$ T" L8 @" _ - LDX #$08
' f' T ~* w- N) j1 H/ D1 G. B - LDA #$00
6 v! ]+ P( b2 X6 D% Z5 m- Z - STA <$008 A9 J# k( {8 E
- STA <$016 O( K9 @8 ?9 C K: O
- Nes_Ram_Init_Write
b/ D0 I2 x9 x( @ - STA [$00],Y+ M2 y4 G( D1 ?1 G" U; Z
- INY2 V: i) m7 i! I
- BNE Nes_Ram_Init_Write! b7 A7 \7 l e
- INC <$01
7 H$ ~( C f% M. l - DEX# O5 L$ _9 W0 }
- BNE Nes_Ram_Init_Write
) F, a0 d: x' Y) n - . [1 Z$ p2 ]) X8 V! K/ n" L2 K9 U
- ;初始化命名表& @1 ?: _- [7 s( _# {3 H1 D9 x
- JSR Init_Name_Table3 }9 J4 [2 x. v
-
& \, s% S K p' j3 f$ ^; Z+ y5 x - ;初始化调色板+ j% J a5 k6 {% B
- JSR Init_Palette3 C- m# @* _ ?9 r4 p
-
# }1 @% |0 k5 E, C& O - ;初始化命名表属性
1 }. o r- @' [; `# l+ q - JSR Init_NameTable_Attributes# S: C, J. i, W: t3 \7 c
- ; K. m* K" I1 J' R& l/ U+ @. J
- ;初始化精灵内存. `1 u3 c" G g* F5 ]1 @" e
- JSR Init_OAM_Ram
: C6 U/ n2 D! ?) N o/ R2 Q -
" k( c! s! ^* [6 X, z - ;在屏幕上写点东西# p$ J T6 _! m! d* \5 c2 _' G! m
- JSR Init_Name_Table_Text3 C- V8 s+ E' K* J: T
-
: V, D3 ^+ j9 M - JSR Time_For_Vblank) @' _7 G7 B: E0 o
- ;开启PPU控制4 M5 N% V- z* \* v/ I6 i
- LDA #$A8
0 n1 O; `- m% o; n2 J; q - STA PPU_Ctrl_Buf
) g( S3 {1 @( Z2 C* j1 C8 y2 q - STA PPU_CTRL
# Y4 S: j1 V0 t1 f! H -
2 |9 C$ ^1 H; B( h p - ;开启PPU显示1 ]$ ?' C2 S- S
- LDA #$1E
% m; C2 z2 X* c b/ {% g( H& v3 R - STA PPU_Msak_Buf& z0 C- i* k/ v' ?3 n# @ R
- + E( A; s% c* y% M5 R# t; k
- CLI
V( z: b; w# I - JMP Loop5 I7 Q* K5 k0 n/ R6 }% M: m% O
-
: Y8 p7 g, U0 D- c - ;==============================& i: ^; T7 S* ?" E$ l* P
- ;死循环, 等待NMI中断
1 x- m h7 N3 K, f - Loop3 n; J8 M8 U) }3 M8 ]6 M; i7 V
- JMP Loop9 |1 x$ u1 ]0 B; Z
- 3 v3 J0 K. Q) w+ [- g
- ;==================================================$ R% y& o0 H6 c4 T, g
- ;NMI中断处理
9 z' `+ m0 l# j) R - NmiProgram- q6 j! t' C0 _- h% G! t
- PHA. d/ n4 [9 E7 {5 E( }
- TXA
: y9 `) \, y9 N. a8 S A+ z i - PHA
& \( e. p5 T$ j, G1 x& H - TYA/ n( W& A7 B, v* R. n7 A
- PHA( r- H" t9 X4 u9 n
-
9 g2 v+ t/ [! [& C: J. v0 |& y# M - BIT PPU_STATUS
) p0 E2 I H. t - " }- g2 ]# i$ W/ M
- ;关闭PPU控制
6 ^! \# C! |0 k - LDA #$00
/ @1 Q( y+ B/ t* [ - STA PPU_CTRL( S& ^, ~* c+ k; m
-
; f" F' ^$ Z5 M; j - ;处理PPU
6 _5 z9 `& n6 {: d7 u3 ]/ f - JSR PPU_Process
0 R( h* Z/ z: e% y( i( m1 L -
, \0 K9 j5 `/ a* b) V* j - ;开启PPU控制
: f( V" p/ {9 L9 v0 o - LDA PPU_Ctrl_Buf
* F- x. _3 J# g& s+ t$ K% K) C - STA PPU_CTRL
- i F- Q- _( K9 t# V. X5 U - ! h" O2 M8 g2 _; H" _# K
- ;手柄处理
$ @4 x2 a1 s6 j8 x" W8 k - JSR GamepadProcess4 d7 a( v; g* n& `2 u
- 0 q( P2 `4 O' n' p1 A
- LDA #$00
' ^5 X8 p; ?; O- q - STA IRQ_Index
5 P/ R& y. M% S2 M# F: {# F( O3 w -
; u* l2 z6 ]- } - ;启动IRQ中断, 第15条扫描线触发
4 |- \6 m2 T; s% a - LDA #15 + 1; `7 U+ p* O6 [" m; [& O' n
- STA MMC3_IRQ_LATCH
$ {- Y. O/ Y5 n2 L% Z& n - STA MMC3_IRQ_RELOAD
2 h. @9 s) w7 v8 T# | - STA MMC3_IRQ_ENABLE
$ z U1 N d* q. F# A5 v+ [ - CLI6 Q' j) k+ K$ T( t# ^) Q
- 7 ?4 c" G3 f8 i& ~
- PLA0 o6 Y; Z2 L* V: f: i1 E3 N
- TAY
% G! [# T* j# [ { ] - PLA0 w# t! C9 `5 g: P* z1 ~! r: e
- TAX
p% k8 g- W, L* Y8 v - PLA
; s W3 m! f% x0 R0 j - RTI
T' h5 t9 C! b. ^1 ~ - a3 h, d2 t% p2 M! e6 Q
- ;==================================================
. W2 \! T' D0 Q. z4 ~9 x - ;IRQ中断处理2 Z4 |4 Y& ~1 `& F
- IrqProgram
( N' A+ z& l# y. x2 l% E- |5 V - PHA# N7 J3 f# V3 l+ X& @3 l0 N L/ W; x
- TXA
- P3 Z) |' m0 w - PHA
0 `& w; ]7 b+ k# Q* l! @/ I3 E/ _ - TYA
7 M( e" A5 |$ ?" N" `" q - PHA
# I6 Z6 @& j& j, z8 U - 8 v% e! }! J$ b- R. O) v3 k
- ;关闭IRQ8 S! P; A4 c/ b: @: {
- STA MMC3_IRQ_DISABLE) p% K5 d0 H3 `! Y
- : \" U% @) H8 R& M1 f; E
- ;允许下个IRQ触发
' F+ Q( s2 r3 F8 h' o# G - STA MMC3_IRQ_ENABLE
( W- _: E+ p3 v5 C) } -
1 D1 [3 Q0 u2 J3 O) M - ;IRQ处理, 15线后继续触发$ C% m2 |; Y5 s/ ?2 |0 P8 Z g
- LDA #15" C4 V, n' U) S ^
- STA MMC3_IRQ_LATCH
8 k6 y! r' b6 d& ` - ) z/ K0 u1 b0 y& T
- LDA <IRQ_Index' A$ B: c1 b4 r* R. ~
- BNE * + 4; h( O6 ^: g! X7 T
- INC <PPU_Scroll_H* s( a7 B$ m3 s8 r5 s
-
o Z4 b2 ~. a1 g8 W - ;设置屏幕滚动
f( j/ c" v7 m$ V1 p# ^ - LDA <IRQ_Index
; |( ]* P; n! Q# f" ^" M - AND #$015 a) H: N" k6 g" s8 { f# }' q
- BEQ Irq_Scroll_Right
8 a( b" k- U- q+ V d5 u" T - . d7 _6 y2 ~2 L$ e$ q$ Z. j
- Irq_Scroll_Left8 V4 D! m2 O3 {
- BIT PPU_STATUS- _) g. g! p0 k; m+ h! d
- LDA <PPU_Scroll_H
) x2 N& G2 m) D - STA PPU_SCROLL. A B, l+ |" L+ }& S0 z
- STA PPU_SCROLL9 | f4 E {8 _& _3 F9 m
- JMP Irq_Scroll_Over
: [! ?( k$ j# s/ V$ _3 W -
( K& w$ [( [7 `1 q% n - Irq_Scroll_Right' H) {9 \8 ^! V# P4 d8 F
- SEC l1 i# H2 R% j5 H
- SBC <PPU_Scroll_H: ^4 R2 b, _+ J, Q# c. z0 _
- STA PPU_SCROLL. j9 e: W( m& m9 q$ n4 L w# q
- STA PPU_SCROLL
* _! {$ a. H. _% e6 V, M4 g# V - Irq_Scroll_Over
# r; n6 q7 d0 ~. R6 v -
# Y. C5 m' \+ }# X; U - INC <IRQ_Index
: f5 T, k6 n/ w) L" t - $ U9 X3 g- i2 t$ q$ c+ X
- LDA <IRQ_Index
! U) |3 q0 g/ Z/ \- K - CMP #14( z% f9 \7 L, M, w6 [* B
- BCC * + 5
) `$ w1 ^2 r0 p7 u) C - ;关闭IRQ0 \; Z/ s$ d+ E
- STA MMC3_IRQ_DISABLE
# |# Q! j1 `) z* G+ P y6 N - 6 H( V) \' F1 g" Q) _% B5 L/ Y- w
- IrqProgramEnd
8 ]) t& h. B/ v9 E/ c - PLA
5 v3 y ^6 w2 H, a( p' m Y# J - TAY
- q7 r/ {$ y7 u9 {# @ - PLA
G; n6 f0 S( ]8 o! D0 U0 I - TAX8 H7 D2 O/ ?0 V& ?
- PLA4 f2 @* z5 O) d# l6 H, S" V# z) {
- RTI
# p1 Q3 _8 v1 o- N" d - + ]$ F+ v9 H8 V# E) k
- ;==================================================. b6 J9 y# ^$ i; t$ @0 i. g* s
- ;中断表3 J3 g+ R9 a( U
- .ORG $FFFA
1 p7 D& M9 }% j+ E' o - .WORD NmiProgram4 m+ n2 d0 C4 n( z3 C+ I7 w
- .WORD ResetProgram
: @. S. J' o8 H% x1 j. \ - .WORD IrqProgram
复制代码 [/code]
. Y+ b3 ~) y' h3 T6 y* A4 j |
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