|
|
- [code];[FC音乐][MMC3 IRQ]
$ c6 B Y" D( g+ x D7 q - ;FlameCyclone 20230710
2 q: \+ @3 Y8 d5 m! h2 k
" {9 m8 g6 ^4 r, |$ k9 z- ;文件头
% W+ x: n2 k {7 Y, x0 @2 l4 C - ;======================================================================
: k6 p/ H1 {7 C8 p: U/ o9 g1 e - .INESPRG 4 ;16KB PRG 数量
5 N8 n! @! z0 | n# Q5 ?* a - .INESCHR 1 ;8KB CHR 数量3 B1 }6 a' y$ p" G
- .INESMAP 4 ;mapper 4
: d8 K$ q6 v' M: s6 r9 i0 q/ r7 j1 U - .INESMIR 1 ;命名表镜像 0水平 1垂直
) S! g. i9 S G7 B; I5 e$ o - ( `* T( g, \0 @5 y f
- ;必要条件( T4 W! Z) m3 ~ N) E; {
- ;1.持有CHR ROM
7 j4 r, n- m4 [+ M& F2 Z6 M - ;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$1000. I9 o( w7 |" a: g9 H( a
- ;3.精灵内存(OAM)不为空
9 w$ k9 C4 N3 R9 f - # w7 R; V! d- T2 L, {' T
- ;==================================================# |" ]" E8 o8 S1 g) w
- ;NES端口常量 p% V. \% |6 v
- PPU_CTRL = $2000 ;PPU控制寄存器
# v7 I5 S; \4 x. c9 h6 {: }( D) h2 v - PPU_MASK = $2001 ;PPU掩码寄存器. l' s( E1 _2 t) C% @3 w; ]
- 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" L4 T2 W7 X& [" q3 Q" J7 Q. @
- 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: w9 M4 u. l' ^, k! R8 d! T" B
- 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" {+ F: X' x5 x
- 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
, Q! v0 z u; b1 b2 w- X* W - 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! h9 ~# W: r7 p& w
- 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 - W( f6 \9 ]7 |0 _
- 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6 W1 w# Y% v3 ^% h- N( `& }
- APU_STATUS = $4015 ;声音通道切换7 u3 [! }, Z) k5 d9 i5 F
- JOY1_FRAME = $4016 ;手柄1 + 选通2 p$ v; j; w6 i2 G
- JOY2_FRAME = $4017 ;手柄2 + 选通$ t9 o2 [, t, z" e' w
- & C* t' Y+ u9 n4 l
- ;==================================================" z& ]# c8 z$ y- @
- ;MMC3端口常量5 d! H. b, X1 m$ P% ^
- MMC3_BANK_CTRL = $8000
: G/ {1 r; X9 T# H4 U8 O* S; u% o4 R - MMC3_BANK_DATA = $8001, C9 |; S$ o5 N$ h- C8 S
- MMC3_MIRRORING = $A000" t" f( T$ T" r' \- l& A
- MMC3_PRG_RAM_PROTECT = $A001+ [5 B7 n8 O: n
- MMC3_IRQ_LATCH = $C000' H4 O Z* Z) c1 {
- MMC3_IRQ_RELOAD = $C001
4 {1 f$ N+ O h D2 M - MMC3_IRQ_DISABLE = $E000
! }- i7 A/ c; | - MMC3_IRQ_ENABLE = $E001$ W" ?* O' \$ {7 J3 j& Q
- & L( ~& G _- |, t7 d
- ;==================================================% A( t* r9 y L0 V" q% g0 G
- ;程序块配置
! r: k" @4 S/ e - BANK_DATA_MASK = $07
+ ?- h9 u5 V2 K6 H8 [$ A4 T- \ - ;--------------------------------------------------
& ]- h& U+ Z- J7 X' i8 H% z& V. @ - RESET_BANK = $07/ ]' S9 @, {, d4 F+ \. L9 j+ e5 x
- RESET_ADDR = $FC00; S' f3 r5 h$ |( x) f
# D0 |# _. M4 l @- H+ W- ;==================================================. O% H# P+ k0 N0 w) _8 R
- ;图像块配置* y: }6 }$ P) P% {8 t
- CHR_DATA_BANK = $08
0 @1 p1 ?9 d# H. I# f1 L - 4 S0 y; [4 e8 F* A8 U3 R4 a5 j
- ;==================================================' c1 ]) m. n, T
- ;零页内存地址配置+ e$ S# }( N6 h f! P }* G, ?" \
- Use_Ram_Addr = $80
0 Z2 r$ U7 J# n' C& M( W - PPU_Ctrl_Buf = Use_Ram_Addr
3 L G8 Z- X: V" t* |: H1 v - PPU_Msak_Buf = PPU_Ctrl_Buf + $01: t& Y, ]7 w- K8 B0 a
- PPU_Scroll_H = PPU_Msak_Buf + $01
3 \6 M* s% ?( U$ q6 o9 I& O- Z - PPU_Scroll_V = PPU_Scroll_H + $01
7 N9 U4 X8 k* Y# u- q' L - FC_Data_L = PPU_Scroll_V + $01
3 r! C/ Y6 Z: J& q2 w6 J" \ - FC_Data_H = FC_Data_L + $01
. i: d# o, M k3 ?% Y } - FC_Data_Buf = FC_Data_H + $01
0 M$ u G8 J! b" I- e% e1 O - ;==================================================+ L5 e4 ~" o, b/ d
3 d2 _1 L) B' p: G, ^; n- GAMEPAD_MERGE_FLAG = $04
+ k$ d5 R3 O7 G9 @" P - 4 [ V8 R1 E6 Z+ N$ \/ h2 X
- Gamepad_Keep = FC_Data_Buf + 1
( P0 }9 Q: t; j/ w - Gamepad_Once = Gamepad_Keep + 2
6 ^6 d4 ^+ e* v6 M1 A - Gamepad_Temp = Gamepad_Once + 2, [, d6 |& n- B( f6 \! P5 A, y
-
7 R3 R" Q [1 z7 a' \ - Gamepad_0_State = Gamepad_Temp + 2
5 [5 H( R8 R8 `* G - Gamepad_1_State = Gamepad_0_State + 16 B& M* H# F9 r' a3 c1 a* w( G
- Gamepad_0_Value = Gamepad_1_State + 1
3 z. W* G7 N# U; } - Gamepad_1_Value = Gamepad_0_Value + 1
' p; u8 ?4 V/ W8 \; [ - Gamepad_Port_Value = Gamepad_1_Value + 1& N! f0 ^/ s- Y3 r& r( q
- Gamepad_Merge = Gamepad_Port_Value + 1
1 a6 X/ k1 D9 P - 2 c% G9 \) w/ x
- ;==================================================+ R2 f! t' n v! _, r7 k3 Z4 {
- IRQ_Index = Gamepad_Merge + $01
7 P5 {" C( b' ]* f. c5 @7 ] - ;==================================================. {, m8 Y$ H. f+ W o
- f9 u. E1 I( m' ], O0 z: P
- ;CHR图形数据1 F3 M- ^ m8 g% b6 R
- ;==================================================
7 S7 n" R. w1 Y. f( i+ a- j - .BANK CHR_DATA_BANK
6 i4 _! P/ t& Y4 ~/ u - .INCBIN "chr_bank/chr_data.chr"- y( g9 w& g: |5 s+ B: A
- : h% i5 w' g& O' W1 a4 M9 X6 S" a; q# F/ d
- .BANK RESET_BANK & BANK_DATA_MASK% S* k+ v$ E- N8 n ]- t
- .ORG RESET_ADDR1 r' ^; B# s' l* A& W$ z
- ; g( |2 V( X. G
- ;--------------------------------------------------9 F$ C% z& S f% d
- Attributes_Data
2 d% @- R9 p2 ? ? - ;命名表属性# I( f+ s0 B: f9 ^6 H. `
- .DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
4 D3 i; P. }& Y L5 k - .DB $50,$50,$50,$50,$50,$50,$50,$50,$FF,$FF,$FF,$FF,$BB,$AA,$AA,$AA
7 H- b1 a& E+ P y - .DB $0F,$0F,$0F,$0F,$0B,$0A,$0A,$0A,$AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA
9 m1 g& T/ a& c9 A( l0 i; A - .DB $AA,$AA,$AA,$AA,$AA,$AA,$AA,$55,$55,$55,$55,$55,$55,$55,$55,$552 J* J' }% _+ E! N3 l3 p% B
- ;--------------------------------------------------
' J: i$ G) m0 q+ f" T K- G2 j - ;调色板数据6 E+ w% d1 [3 i
- Palette_Data
9 N! D" z+ _) m* {( h' { - .DB $0F,$27,$20,$0F,$0F,$24,$20,$0F,$0F,$21,$20,$0F,$0F,$25,$20,$0F Q* f0 P; q4 G" |
- .DB $0F,$24,$20,$0F,$0F,$24,$20,$0F,$0F,$24,$20,$0F,$0F,$24,$20,$0F
5 m' `2 k6 m- X7 T+ P; Y9 y6 M( j, M6 Q: a - 2 `3 j3 t! @& `# L2 T! F. E
- ;==================================================# h. I J- v1 q. M8 G
- ;命名表初始化
: V" {+ t { u - Init_Name_Table
! d# i* [( ?3 a& f) f$ i7 r, O - LDA #$20) }- ^( ^% ~ T* U8 x" t; p
- STA PPU_ADDRESS
! e' a# k4 C/ ` `" ?2 r: I# U& p - LDA #$00
4 A. H3 _3 K1 Z1 h5 w: Z- t - STA PPU_ADDRESS7 V3 h3 o& P0 r, I" B" T/ F
- LDA #$00
1 U( ^4 @. V2 g! Z+ h4 P" M - LDY #$00. B7 T- `* m$ ~& J
- LDX #$10
/ e: r" l7 u2 [# `% ~ - Init_Name_Table_Write. R6 Q) `+ ~! V( E# [
- STA PPU_DATA' n* k/ Z' Q3 _
- INY
9 f/ y. T! [: z$ m! K. y7 c6 \ - BNE Init_Name_Table_Write% @# d4 Z1 H, C/ g, C
- DEX
3 y" S4 K9 q0 w3 ?3 C - BNE Init_Name_Table_Write, [( }/ L7 s* o- z+ @* r
- RTS
- Y4 I. i; H R" y - & B( G$ a- J; y. _. B1 ]$ d y
- ;==================================================
5 A4 N6 u1 S! l4 n - ;调色板初始化7 {. m& h! J( E1 H6 B q5 B
- Init_Palette5 ^. l9 x0 C8 ^9 O& K& E
- BIT PPU_STATUS
: ?& P7 L2 [/ w8 s. S+ {* T6 l - LDA #$3F; p9 D0 q0 k# U
- STA PPU_ADDRESS
- s# ~4 e5 R' Y' A, K - LDA #$00
4 {$ V! @6 \- `) C/ X - STA PPU_ADDRESS( Y0 W. W- b+ P# d5 s2 e1 l4 E. P/ e
- LDX #$00* H- D! w" k/ `; m% _) U
- Init_Palette_Write
2 |" b- Y0 k2 L/ T. x - LDA Palette_Data,X# Y3 O; E( n6 b0 p6 U+ q+ C6 ~
- STA PPU_DATA; u* U% }: y( Z( `$ @6 z
- INX
+ m: c! _" P' N( N - CPX #$20" ^- r8 q7 ?7 X" ?1 T
- BCC Init_Palette_Write
4 p, u$ f1 {" Y+ D - RTS! ~# J) } N* H( h: k
-
- E. h% Z+ B0 i% H( b" O6 T0 A - ;==================================================8 J+ g) }$ X4 b& o) P
- ;设置命名表属性6 S1 K7 g. z1 T3 c
- Init_NameTable_Attributes: t# V$ t ]. K, f
- BIT PPU_STATUS# ]. ]" ~, P; d$ q% S
- LDA #$238 \( x f1 c# s) J) a9 x* u( C+ i4 a, u1 L
- STA PPU_ADDRESS
' d+ G2 A: F0 p. h' { - LDA #$C0! R+ {9 K" w, \ |
- STA PPU_ADDRESS
$ g' K' a, j8 V/ ~ - LDX #$00
# U1 a+ P5 {. o C$ x9 ~% b - Init_NameTable_Attributes_Write
! L& X- D" p0 a' s$ q8 ]+ G - LDA Attributes_Data,X, j4 j3 y& R5 N0 |
- STA PPU_DATA, k' R0 R) N2 E6 F0 w2 r
- INX
4 ~1 ~# O$ e9 T7 g - CPX #$40
/ F- `, W) K/ {- J' }9 x# L - BCC Init_NameTable_Attributes_Write
( U# t% b: y8 n5 J; \& `& u - RTS! z8 f0 \8 x7 [" j4 e6 l6 d
7 ]% C6 [: c& S( b R- ;==================================================7 r2 i* e4 R I0 l
- ;初始化命名表文本5 l5 i" A: B; H) [* U1 y% P6 y' N
- Init_Name_Table_Text& E, a& E+ K+ z9 f0 c) V5 Q
- BIT PPU_STATUS
2 B& K6 V# z. y - LDA #$20
4 e5 `6 i8 L# x9 u8 {% G7 H - STA PPU_ADDRESS/ n) b, z: K6 H8 f' z7 v
- LDA #$008 g' N7 N) s% a5 ^! ^8 u
- STA PPU_ADDRESS
7 f4 f5 L9 i4 u+ C }5 D - LDA #$00
5 z& @9 X8 A; H; o! y - STA FC_Data_Buf6 {4 @. P! U, `
- LDY #305 q( W* D, K& H$ L8 C/ P
- Init_Name_Table_Text_Write
0 ?& n+ {2 k5 M7 [8 F9 I5 Q - LDX #32
" D9 X9 Z- x% A# D* b - Init_Name_Table_Text_Write_Char- w1 u3 P, {- @4 u( S
- LDA #'0'; y% F( w( x0 c) W
- CLC& B) s* u' u$ ?3 {
- ADC FC_Data_Buf
/ o' _5 K7 v ?* a9 \1 R, b - STA PPU_DATA
! i& \& F2 e' V - DEX4 j" O0 X) b- s0 R4 R
- LDA #$14
6 }. P( I A5 w z& {& z; o) c - STA PPU_DATA
% f' s! q- L* ]6 q* O# A - DEX T) S+ r) z6 O: A9 ~% v2 E
- BNE Init_Name_Table_Text_Write_Char/ q8 @" B7 r- F- ~: A4 s+ J7 `' K
- INC FC_Data_Buf1 Q0 [: p) F2 R$ L6 j% }2 i5 z
- DEY
- n- G l- o/ @ a2 _3 n8 y - BNE Init_Name_Table_Text_Write
8 o6 y" r% q9 e* ?$ }& i; |; o# j - RTS
+ q6 U! j `8 }1 w* I6 f
2 u, s% y% V$ C9 x4 D- ;==============================: q* f0 k+ A( ^5 v# S4 U7 s
- Init_OAM_Ram;初始化精灵内存
" s! z$ G) H8 O; ^; G - LDX #$009 i8 ?: A F& K8 o0 c
- LDA #$001 _ B+ R8 j# {/ |
- STA PPU_OAM_ADDR! l" t0 W' ]7 X4 c" D
- LDA #$F8
% P" N) `- J( f: E, m- Z$ x7 K - Init_OAM_Ram_Write
7 f( V4 a( F( d7 | - STA PPU_OAM_DATA# o2 A5 V9 C3 n% h* t; ?
- INX( ~2 [6 Y1 g$ n8 [" J' L
- BNE Init_OAM_Ram_Write" ~+ s- i$ U5 b z
- RTS+ T/ P% u6 ^2 b1 D
-
3 h _1 {) l& T0 K9 z1 q( W - GamepadProcess;手柄处理' I5 E! T5 d1 H- ?
- JSR GamepadDatacan
& q) T# A9 [+ c# a! {: X - LDA <Gamepad_0_Value& v: E/ v8 W7 C( r( R2 G b- L3 l4 u- E
- STA <Gamepad_0_State
% _* `" [% G" @' W - LDA <Gamepad_1_Value
! Q4 f i: B' \2 K - STA <Gamepad_1_State
9 G! P, W( \7 v, {7 p - JSR GamepadDatacan% ~1 f9 F) S+ i
- LDX #$01
- i) }/ v. A1 T6 v$ A - GamepadMergeCheck;合并手柄输入检查1 U* |. ^5 Y5 F
- LDA <Gamepad_0_Value,X
( G7 u9 c) _! d x5 ` - CMP <Gamepad_0_State,X
+ X* y X9 D: I7 S) f0 r - BEQ GamepadMergeInput+ ^" M5 h8 Z/ P( V6 Q$ |" y' T4 x' R
- LDA <Gamepad_Temp,X9 P* {& J6 D7 o, N( }5 {$ f
- STA <Gamepad_0_Value,X; c T6 `: ^% u8 I4 U
- GamepadMergeInput;合并手柄输入" F7 h: }: p7 {" ~2 W1 H
- DEX
7 h- u+ Y, t5 X: k1 T! x - BPL GamepadMergeCheck, O4 `( C7 F" y7 W3 \
- LDA <Gamepad_Merge- w& \; Y. ~& Y9 u
- AND #GAMEPAD_MERGE_FLAG6 W6 _8 [7 L7 B' J$ o" [% ]
- BNE GamepadStateProcess
5 O; E( l$ X- i5 I! I9 t9 Z - LDA <Gamepad_0_Value
2 {. Y) v: X, [ - ORA <Gamepad_1_Value
9 H& I d; K( Y% }3 V/ D' L - STA <Gamepad_0_Value
t S7 y) a u- e$ @) j- z5 ~( c - GamepadStateProcess;手柄状态处理5 u: }* E# I% G, ^% R) T
- LDX #$016 ~8 `& G( Q1 `2 K% q2 g
- GamepadStateSave;手柄状态保存4 E+ K0 e$ M# K1 X& q
- LDA <Gamepad_0_Value,X
0 u) s9 u% v+ U- Y2 C: ]" p - TAY7 R; p1 I0 r: l
- EOR <Gamepad_Temp,X
( _4 @) m# z& J, M! Z - AND <Gamepad_0_Value,X& ?& ^+ H6 R2 B: R' h( s
- STA <Gamepad_Once,X
" A2 p2 v' k8 p/ w; ~( z6 t/ m - STY <Gamepad_Keep,X
: D5 G4 m8 s& s - STY <Gamepad_Temp,X
7 {& O" x+ G6 i( u Y - DEX
7 B) O+ C0 e5 a8 p( X& J0 s - BPL GamepadStateSave( t7 ]7 F- M! {0 R. M/ z! z
- RTS, J. `' i, b6 z: B) O: H7 S6 J
- ; ` K- p* r l7 j
- GamepadDatacan;手柄数据扫描- M' I* u9 N, w! k& c8 l- R @
- LDX #$01 G& o; c& L# N, w
- STX $4016" c: Z. F# @0 u, ^
- DEX5 g' I( x- q3 z M5 c% `
- STX $40164 C8 s3 K5 s: M8 P" h/ ]$ n
- LDY #$08& f& j( S, I0 w9 k
- GamepadPortScan;手柄端口扫描; }, @ b, T6 N: A8 V; V
- LDA $4016- [- L: J' Q3 R: @
- STA <Gamepad_Port_Value; O z# R c. F
- LSR A
" V$ B% d. y" [& M2 O - ORA <Gamepad_Port_Value
% h z8 y6 R+ b- }4 G - LSR A
7 W Z2 Y' b+ s+ l2 r' Y - ROL <Gamepad_0_Value
: ~1 }6 X4 C9 h r q7 C ]: y - LDA $4017- C. E5 L* r: A& `( W" N/ i* z |
- STA <Gamepad_Port_Value
0 B( R7 P; G, V - LSR A
+ z' h& S+ B P ^& V2 l3 U - ORA <Gamepad_Port_Value& D( h& }+ `! k7 P. M
- LSR A
. c" k+ ~) g& y7 H1 u - ROL <Gamepad_1_Value5 J# X( E8 i1 G1 W$ U, X: A) g* D
- DEY
: q2 v/ z4 g, x3 q - BNE GamepadPortScan/ a u# `" z( v2 q) _
- RTS
" F6 o( e g4 c& k/ Y -
# F/ G. [* w2 y7 j* g8 y/ X Z - ;==================================================
0 I: A0 f; p A- C - ;PPU处理
; F: B. u _% g. y9 } - PPU_Process
/ j) o1 A& w& ]; `/ H - LDA #$00. }- j9 N) U9 C/ U4 K& B, C9 Z
- STA PPU_MASK* B* m" G" R5 [5 v; m
-
6 {! K8 {+ ?$ l6 W a# i" v" { - BIT PPU_STATUS
+ L: H* S5 t: a' w4 r6 B; h - LDA #$20
0 {7 _2 o5 X; O. r+ {# K% @8 E - STA PPU_ADDRESS u1 o, O8 F. _( v+ J
- LDA #$00$ R* [* t8 M9 Q+ }! ^/ A8 n0 O6 _
- STA PPU_ADDRESS
$ S0 \. L& _! O2 O$ ~* S -
& L/ ^8 j" e5 z9 y5 X5 f6 C# n( { - STA PPU_SCROLL
% X" b' @3 _# Q8 ?$ Z% F6 N! V - STA PPU_SCROLL
2 H0 V' k, Q: y3 U- m C' k9 c: @4 p - ( D, o8 ^4 U; b0 [. j9 R
- LDA PPU_Msak_Buf
3 |( j( |- _$ R* N - STA PPU_MASK C3 C% @, l3 Q: E0 q% B) D
" ^4 S! T4 p; _9 J) @8 n6 H- RTS
/ D' t: V3 l0 e9 ?: @( P, | -
/ }) Q1 P( d) t; k1 w2 ?% F+ l - ;==============================' T0 i, T1 L* I. B# T
- Time_For_Vblank;延时等待
8 {/ f/ ^2 q* w& z - LDA PPU_STATUS
0 `: p* R( o+ \! G) I - BPL Time_For_Vblank
# y! J* l" {: d/ y/ U: q - RTS
3 |0 C: n* [5 D1 o' j: Q: ^ - + h! I" Q; t5 q3 s+ ~$ j( V9 f7 h0 K: }
- ;==================================================
# W) ^" a0 D: _7 [* |* q - ;初始化MMC3 W* r i: o, _7 w! j4 b" ^
- Init_MMC3: K% U8 n# D( J; K% S/ z, a5 D
- STA MMC3_IRQ_DISABLE
4 ^; Y7 y+ l+ M; O( l -
$ T- H( S6 [; f - ;设置MMC3水平镜像4 g1 S; [2 |( [
- LDA #$01
- ]/ \* o: k: u: m N - STA MMC3_MIRRORING
; M' i' ~$ m s - ) [" |7 ~! j0 M' @, {( @
- LDX #$05
% W M6 p2 f7 o7 i - Init_MMC3_Chr_Bank_Write
& v& U8 }7 p" j# ^2 }1 X; [ - STX MMC3_BANK_CTRL
! F% i7 Y, R- Q9 X4 W - LDA MMC3_Chr_Bank_Data,X
1 V5 |5 h& ~/ ~8 T* C5 X0 H# w - STA MMC3_BANK_DATA
& s$ P& n0 X- x - DEX- V% W9 a0 N% Z9 n9 P! q5 A1 `
- BPL Init_MMC3_Chr_Bank_Write* q5 ~9 P4 t' q. d
- RTS9 b, m' s/ _+ K/ } [$ n/ q: v# m/ F
- ;--------------------------------------------------
) V+ }9 k) ]- s0 Y: x: V' P - MMC3_Chr_Bank_Data
3 e, V! f1 b- k - .DB $00,$02,$04,$05,$06,$07
+ I9 z9 ^# s* w4 v+ v* a- e! F' ^ - 1 y' m; y8 e/ ?- H R0 O
- ;==================================================
' F7 B- C1 F; [ - ;重置中断处理1 ]$ \+ g$ a" y4 R. G
- ResetProgram
% x/ w, M3 z9 a: `5 G/ Q( k - SEI2 i8 @1 R* D7 a/ D0 n$ M5 s" k
- CLD; R( q' Y$ l% J. ?* w( h# e
- LDA #$00+ B$ H+ f2 R) \. ?+ J ^; U
- STA PPU_CTRL
" p; j1 H6 p; n8 D - STA PPU_MASK
3 f: z# v: g Z( E$ a( Z/ M - STA PPU_STATUS( t* W6 }7 U% b2 q+ X: p) e% R, w
- STA JOY2_FRAME
" [8 T( Y5 t% U) q3 P - STA APU_STATUS
0 a4 X( d5 l. T+ D" ~ - 9 `+ ^1 }# ]1 I3 {$ U
- LDA #$C0
5 c5 t v/ b5 F- N$ t: F8 _3 M - STA JOY2_FRAME1 |7 \5 h/ M' E6 ]
- 0 h, R* q' y* Q/ s+ f3 t
- ;等待vblank- ^" }' o2 b: \% S
- LDX #$02
1 u( e) \ ~) j6 N% k! j2 s - Vblank_Wait_19 K' f# [; f" O+ h- J! U
- BIT PPU_STATUS: @4 C, c+ L, d8 A; S3 L7 s4 @
- BPL Vblank_Wait_1
$ p2 r% Y& C; L# d - Vblank_Wait_2
3 n9 G& w% l, z% v% }% U - BIT PPU_STATUS% l7 J# m2 d. [/ R' x
- BMI Vblank_Wait_27 Q; s( J$ ]$ k) _7 U3 h
- DEX/ [* B# \0 Q5 G$ Z9 x
- BNE Vblank_Wait_18 L. b/ V9 a5 H
- & ?9 y& {6 y' A3 C" V4 j
- LDX #$FF
2 A+ T& t1 V' Q+ L" T. G* S# y' U- Q - TXS
6 y Y4 n( A% ?" G2 H6 r - 5 ^. ~& T# I. E( A; s
- ;初始化MMC3; c! N; @7 R+ Z* D9 g9 R
- JSR Init_MMC34 Z' } R; o' } k) f5 x. g
- + ^3 ]& a; g% [9 K+ I
- ;==============================$ M! A5 C; M% x* D9 s
- ;RAM初始化; s0 ?( p5 ]; G; y' H
- Nes_Ram_Init% S# s; w% ~7 k% |* B
- LDY #$00
! f$ C, g5 s3 a - LDX #$08$ R: O7 \! [8 G/ }1 V) E/ T
- LDA #$00. B3 R" a# g" b
- STA <$00 ]1 n5 X) c: X+ M- Q
- STA <$01
) D* D3 z& y R: o4 P2 y - Nes_Ram_Init_Write
* i$ S( P- o! ` - STA [$00],Y
Q7 ~7 C* x; C d0 J1 Y - INY
- k. m& L' i0 C0 N9 q$ ]- C. j, C" p - BNE Nes_Ram_Init_Write
* U( f F9 M2 ?; P. g - INC <$01
9 ]2 g9 B( h0 X: U! j3 }+ q6 n - DEX7 }5 [# X' W0 W# V9 \/ `, k: s
- BNE Nes_Ram_Init_Write
: H5 b% Z% s! K -
/ M1 R" E" Z4 s" N1 @" l - ;初始化命名表( S6 x8 T( D* L) o
- JSR Init_Name_Table
* j+ m& r# l X" u! k) l - % A( J1 x8 s( ^6 ?& x: F
- ;初始化调色板! c/ M7 C6 A, `( F
- JSR Init_Palette6 E8 a Z4 r T( [ s- o, N
-
9 T* \8 x( g- x+ C. N - ;初始化命名表属性
# B: N' t' O0 R6 `" Z - JSR Init_NameTable_Attributes$ C# E; F h$ i+ \) n3 }
- & o2 ~& i4 Y; @7 b( B. k: W5 o
- ;初始化精灵内存6 a5 u3 B. ^2 S( o+ P8 h2 X
- JSR Init_OAM_Ram
! M' o, E# Z7 P9 d -
& }; \& z5 M2 ~ - ;在屏幕上写点东西4 l H' s" Y5 X0 l/ Y
- JSR Init_Name_Table_Text
0 m$ _! }+ k7 ~/ P8 N* j -
+ q$ ~- k/ |( v& t" u - JSR Time_For_Vblank
$ t: U* g, Y& l% t) P, S - ;开启PPU控制8 V& ^7 D. w" w9 b, E5 h8 x
- LDA #$A8% ?& ~: r. }, _. Q% \$ {, k! I
- STA PPU_Ctrl_Buf
4 K7 D% q/ A: i- D. Y - STA PPU_CTRL
z" _% I3 U8 o( D' e' _ - # M9 I: Z: [+ z
- ;开启PPU显示! J' s& M( v" v1 c% }* K9 [ N
- LDA #$1E
5 T6 P7 F" O6 x9 E& g - STA PPU_Msak_Buf& h/ ]2 }+ P- f6 ~0 T2 ~
- 3 i* q* k9 y% ?6 j7 `
- CLI& H! n. O! U, H' Y0 J" p: f: Q2 `
- JMP Loop2 R% ~8 c7 ]- A9 B8 M, \# Q
-
: e3 s* a m! K - ;==============================
5 G& G7 i+ s6 m. u% Q& D& h - ;死循环, 等待NMI中断: ?4 ?: q2 W# w0 q" G8 G7 e0 U$ i. U! X
- Loop! C1 M7 y$ k1 W$ z; `
- JMP Loop: \ }5 _% e7 J0 @! ^4 s2 } t
- ! z4 v3 `1 A! w/ W: E
- ;==================================================
# n3 w& D' j# e4 h4 g) ^ - ;NMI中断处理
/ O. H' a! f' S - NmiProgram
( U7 [' e6 c% H - PHA
& m' [; B3 R. ~ g- ?6 h* z" b Q8 i& u' T - TXA
+ K. h0 P9 V; U$ p! d8 V - PHA
! d0 ^# W. S; T2 i4 w- r - TYA
& ?! O7 f Q |" p - PHA
8 H- W: a/ Q: [+ ^) X- I- m- m -
6 w$ C! e) N6 Y - BIT PPU_STATUS6 U6 p1 p) n9 q. W2 Q
- * D$ I) m _; Y
- ;关闭PPU控制9 E# b/ l0 c. A9 d
- LDA #$009 a* @' y/ j+ G
- STA PPU_CTRL Z, m+ m2 @& D- }3 y- S3 n
- 0 C. U) z/ L, D3 U6 _% u! U; i
- ;处理PPU/ J9 F/ p; G* u1 y/ N3 V# ?
- JSR PPU_Process' o$ L. A, w3 [9 @( S/ u# ^
-
: j% ]3 G* U+ i8 I - ;开启PPU控制. d! s' L) }2 x, [
- LDA PPU_Ctrl_Buf5 n8 u: n. E8 U; N2 a8 S- S7 L
- STA PPU_CTRL0 _1 {; W1 j1 n5 \/ l9 X
-
. ?% |2 ]- M; f, A, [8 a* Z8 A - ;手柄处理, \9 M( V5 x* e. z
- JSR GamepadProcess5 B$ Q" f0 k8 g1 m% N; r# M8 c7 }' p6 j
-
: Z t6 M3 s' X. U; f) c - LDA #$00
% r) f5 N% L( N0 ?! |2 r9 M - STA IRQ_Index" v, {' `+ z* m* Q
-
( G$ Z" M) k7 M" |" H8 b* g, R - ;启动IRQ中断, 第15条扫描线触发+ t( H7 v7 B& c* a
- LDA #15 + 1* b3 v: A2 r1 b( h( ]9 ~2 f
- STA MMC3_IRQ_LATCH
% ^6 A; I J/ c* J# u) @ - STA MMC3_IRQ_RELOAD
6 j: Q# Y0 Y& a# V5 [6 H4 K - STA MMC3_IRQ_ENABLE. A$ ?6 {2 x' m* j8 P
- CLI
: j- V6 g+ P8 i' a/ t% Y -
2 z6 a% c* ~3 s' c( Y+ U# A& K - PLA; m9 N) j% I$ H, @( M
- TAY$ n; T' V+ v: m6 L
- PLA
, P/ k5 c1 }# R8 ]" T+ `+ l5 J - TAX6 ]9 X7 A6 m% @9 K/ V
- PLA+ e$ u2 H% z" G6 h
- RTI" _+ Y. p7 ?* L$ U+ z
0 f3 h" f: X" P6 ^8 M- ;==================================================1 G- |6 J6 ^6 P
- ;IRQ中断处理
* t8 w7 A1 s0 {1 M - IrqProgram3 Q1 q1 [3 K3 b; L7 h
- PHA9 J/ Z2 u% F! x( F) S2 |* r
- TXA
, ^+ o) O& T, E" q - PHA
j: t( ~; ]; T; @9 {1 t3 l - TYA
+ ~- |1 e- g9 \ Q5 P0 m - PHA
/ U* r! i- S( p6 R: T2 o - : R7 `9 T% c' |6 @4 p c8 ~5 F
- ;关闭IRQ0 ^* d8 h5 P$ F7 x9 k y
- STA MMC3_IRQ_DISABLE' t1 ]' g9 |* R: [. c
- 5 Y7 Z& Y9 s( o# f% o0 ]
- ;允许下个IRQ触发
; T- V' _7 N. Y" f9 E - STA MMC3_IRQ_ENABLE
& Y+ I9 x2 e# O$ O - & S* M/ g! F. a. _
- ;IRQ处理, 15线后继续触发
% d" ]0 H( k; K% C3 C9 ?& U - LDA #15& O/ p) C. D: e$ J: }
- STA MMC3_IRQ_LATCH
4 Y2 s$ E& I1 t) ^! D' |, ^ - ; c6 T+ w, p% h9 d
- LDA <IRQ_Index
2 p/ j) g5 I6 B - BNE * + 4
, ~8 o+ V4 P/ B, \ - INC <PPU_Scroll_H
$ N0 g& {( m% U8 N. T! { -
/ c/ h9 t/ Q5 E- A; e3 W) L - ;设置屏幕滚动
* K) `( e5 p8 _4 e! E - LDA <IRQ_Index
( Y0 t( R& y+ R! g3 C4 S - AND #$01
4 m3 [( p6 o& Z, G0 @ - BEQ Irq_Scroll_Right, E; M8 n; }. q" u
) m0 \4 [4 A# i3 O- Irq_Scroll_Left# z4 h$ ]; [& m4 q* Q! ^
- BIT PPU_STATUS+ P3 u, d0 d! w* S" b) j
- LDA <PPU_Scroll_H
# h; P. f! d% n3 ? - STA PPU_SCROLL
1 K N+ D2 p. K/ I) V$ Y# J - STA PPU_SCROLL5 O# u, v+ y+ m' I
- JMP Irq_Scroll_Over2 T2 c9 W" m1 P Y1 d
- / H. j) B# [0 m) f4 X, A
- Irq_Scroll_Right
' B6 K0 P! e9 C. g# B5 a$ |& Y - SEC0 B3 O0 G5 Q. k3 A( T F5 g
- SBC <PPU_Scroll_H% @) r& ^. ~2 g" l S
- STA PPU_SCROLL
# Q5 K: n; j4 T9 I. d - STA PPU_SCROLL
9 K7 u+ x+ s6 g - Irq_Scroll_Over
$ i6 y. A. \) y* O$ Y L8 T -
2 g7 Z9 ~8 @2 a' X0 `! a& Q - INC <IRQ_Index- J! N! Q8 |. h; ^# `- c
- , c8 y: Z8 c" {2 D
- LDA <IRQ_Index
& F3 c7 I& J S* f& C - CMP #14
* H {) f; x7 z - BCC * + 5
+ Y+ t: d+ @7 E+ @7 [+ t9 B$ W% A - ;关闭IRQ# a( h$ G. P* _, e$ s6 o
- STA MMC3_IRQ_DISABLE0 c p" R5 d) |3 W4 e
-
9 D/ M- z6 K/ E: q2 |% x% v4 u - IrqProgramEnd% T: P. S' U0 }3 d; ?6 Q8 T
- PLA! _6 D5 K8 M8 d6 ]4 X
- TAY X6 t" F* P6 P) Y% S# H2 d( k- s4 S
- PLA$ l! d* ]' W1 j
- TAX7 h. O* y3 E N |% N* E9 v
- PLA" Q6 k% S- }+ w. h1 I
- RTI/ u0 ~9 G4 W% s; E4 N
-
( Y$ W1 V4 c6 p. M: D( \ - ;==================================================* C0 b9 G9 k5 M; h
- ;中断表
6 p9 @. s- c2 X4 s Y - .ORG $FFFA( x5 [" s/ ~% L* b# c. ]7 u: i
- .WORD NmiProgram/ b$ X; K' H! Q- v
- .WORD ResetProgram
+ a N5 ^7 H1 I0 ] - .WORD IrqProgram
复制代码 [/code]3 s, n: h" q) h& m8 g5 L
|
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
|