|
- [code];[FC音乐][MMC3 IRQ]
8 `, X4 V+ [$ b" F3 a' c+ T. T - ;FlameCyclone 20230710. j# u0 Y& u+ X- E, J
8 j$ @$ r& h: g5 x2 J- ;文件头; d y( _/ I; i6 W& t+ m7 t* B
- ;======================================================================3 V& v# W% T; p* K
- .INESPRG 4 ;16KB PRG 数量
+ D; o6 f6 i, D) M7 F1 S0 W5 O - .INESCHR 1 ;8KB CHR 数量1 T. ^& S/ N* R6 q6 P" L
- .INESMAP 4 ;mapper 4
( n! A7 P7 ~, r& B( D - .INESMIR 1 ;命名表镜像 0水平 1垂直
: C6 k- G0 I0 N. x$ L - * h# i/ \1 K, l o7 B
- ;必要条件
. N$ V4 v! x& J6 p# Y$ \6 M - ;1.持有CHR ROM
; F* Z; g5 G, o* i( \% _ - ;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$1000/ I5 w) l# z# D2 S$ W0 I7 o+ b
- ;3.精灵内存(OAM)不为空
. A2 ?8 }, f p$ c - 8 q, O: t& f% E
- ;==================================================
5 N4 X- v6 p4 V$ | - ;NES端口常量
. E. \9 p1 _9 O6 V* s( S - PPU_CTRL = $2000 ;PPU控制寄存器7 m, f' `- Q0 t, B6 L9 l- ~" }
- PPU_MASK = $2001 ;PPU掩码寄存器
* U" B# S, ]4 u0 g, I - 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" u4 Z. e" p* J" i. ~
- 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
* h/ |: \1 v: |3 T3 I" P2 S - 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
5 E- y& |# h( y - 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 % j5 B& J# u- N
- 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
8 @" b8 a& h" }2 B" w+ j) _8 j - 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 3 s- T8 C# [- \* G4 H' p
- 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-$xxFF的区域传送到精灵内存
! Q" y/ Y/ N1 M! S$ x9 S - APU_STATUS = $4015 ;声音通道切换% H! r7 `9 S3 W7 b" W' i8 w- s, U! }
- JOY1_FRAME = $4016 ;手柄1 + 选通+ i+ C. o& n% ^
- JOY2_FRAME = $4017 ;手柄2 + 选通 a7 x8 D+ x5 P4 h! c5 a
" t& _1 f& @5 i8 t6 {- ;==================================================
' E1 |0 v4 e3 g- E* v - ;MMC3端口常量1 r- G3 i, \8 [: e) U/ f
- MMC3_BANK_CTRL = $8000! P/ t# }( _+ |% M9 @
- MMC3_BANK_DATA = $8001! t0 j" e6 _0 W! R* f
- MMC3_MIRRORING = $A000
+ d; d5 U: f6 b, }+ \6 _; A - MMC3_PRG_RAM_PROTECT = $A001: |: v# A2 H! O8 q/ t. |
- MMC3_IRQ_LATCH = $C0008 Z0 a6 A! ?# u# V
- MMC3_IRQ_RELOAD = $C001- r$ x( r. s4 c) j
- MMC3_IRQ_DISABLE = $E000/ B! Y6 y0 v W: a
- MMC3_IRQ_ENABLE = $E001- X! w/ S2 C/ f+ P- E
: a( B$ f9 Y* W1 R: [% F- ;==================================================
8 y' Y! Y1 R. v# t0 q - ;程序块配置
/ A+ d% S3 r. |3 v, C1 ~2 H - BANK_DATA_MASK = $07
3 h0 L1 m2 A6 {% b, H6 [ - ;--------------------------------------------------
: s3 q2 F9 w% h( z) \ s5 z# A I - RESET_BANK = $07
6 k8 S4 n# p) G9 b+ H' r - RESET_ADDR = $FC00
1 n/ D7 q6 F ]0 A4 f& i; W: E- B
0 ^6 O- `9 ^# d- ;==================================================
2 E5 V) A a0 r - ;图像块配置
, Z4 R+ L1 e2 R% x$ L9 s - CHR_DATA_BANK = $08
% O, y' q" b* ~2 L6 i: u - + `% X: X+ q/ n/ o* T/ J
- ;==================================================
) g: U* q. k( M% H; P* k5 d$ u - ;零页内存地址配置9 I8 p5 a) P9 V9 e6 L$ r
- Use_Ram_Addr = $80
1 ?+ [% D8 V7 ^& l' H6 Z- A# C - PPU_Ctrl_Buf = Use_Ram_Addr
* j5 P4 N) P4 _5 f9 N- d - PPU_Msak_Buf = PPU_Ctrl_Buf + $01( M- \; b) e' I0 q' g
- PPU_Scroll_H = PPU_Msak_Buf + $01
7 t: ]4 X; Z# }9 ^ - PPU_Scroll_V = PPU_Scroll_H + $010 ^0 c- f; p& c' t' N
- FC_Data_L = PPU_Scroll_V + $01/ ` m2 C5 M. ?& @' N
- FC_Data_H = FC_Data_L + $01
* p* [9 M6 J1 a; n# s! N4 ^3 t - FC_Data_Buf = FC_Data_H + $01
4 `" R$ U: Y) h+ ] - ;==================================================
' @5 B! m5 Z9 v i& \& n! r& Z* P& \
$ y) I( T0 @. g* x0 S- GAMEPAD_MERGE_FLAG = $04
; v a7 U2 P+ q p4 ]6 T# ~1 O1 F - . }' a1 v' ?9 k1 S& G) B# w
- Gamepad_Keep = FC_Data_Buf + 1
* V1 R$ P) ], G2 R6 S0 L - Gamepad_Once = Gamepad_Keep + 2
3 P* F5 f% b, N8 D, \8 R - Gamepad_Temp = Gamepad_Once + 2% C% X; ?1 L0 i, S
- 4 j! d) d5 a8 j( n! b- z
- Gamepad_0_State = Gamepad_Temp + 2- J( r2 Z0 o* m7 T* ?$ f9 Z) X
- Gamepad_1_State = Gamepad_0_State + 12 m6 d. ^) t5 L, s0 e+ X& k
- Gamepad_0_Value = Gamepad_1_State + 1& f0 l: ]: D9 N, D
- Gamepad_1_Value = Gamepad_0_Value + 1
" h2 P" O3 G9 f( d! |$ D! `1 [ - Gamepad_Port_Value = Gamepad_1_Value + 12 U6 z1 O* Z: |5 \
- Gamepad_Merge = Gamepad_Port_Value + 17 |6 c0 L. a0 v( ^# l3 E. q
1 [/ e" P: [2 r! S- ;==================================================
! b; }: A- T# x3 ~: Z - IRQ_Index = Gamepad_Merge + $01" ~$ B1 d/ ?, k$ I
- ;==================================================
1 S$ a( Q4 Z$ w9 N, U8 L9 w - , ~: O0 N9 q& c
- ;CHR图形数据. \, @6 o' q+ P9 Y
- ;==================================================
, t' x& W- G$ }6 _4 F! V - .BANK CHR_DATA_BANK
- B G, T% _$ n9 s. m$ C( {6 N' k - .INCBIN "chr_bank/chr_data.chr"4 y# Q) ?. P6 F3 J
- " l8 k# ?" V x }/ l( C% I6 _
- .BANK RESET_BANK & BANK_DATA_MASK
* C& I; t x( [- N& P0 q - .ORG RESET_ADDR$ S" u* B$ f- v3 }- O: k
-
" n: I! B! G) G5 M A3 k- f4 Z; | - ;--------------------------------------------------
$ i. P% I) U9 ] - Attributes_Data
6 `9 h# S& p9 L" O. w- V - ;命名表属性! r+ q. I. y* K3 C6 T6 A
- .DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00. O1 M0 G% F" D/ X# ~$ a/ |
- .DB $50,$50,$50,$50,$50,$50,$50,$50,$FF,$FF,$FF,$FF,$BB,$AA,$AA,$AA
. I9 g" ~- h1 j, x - .DB $0F,$0F,$0F,$0F,$0B,$0A,$0A,$0A,$AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA
, D" D, ~! \0 t) ~' K - .DB $AA,$AA,$AA,$AA,$AA,$AA,$AA,$55,$55,$55,$55,$55,$55,$55,$55,$55
0 F) f p( D8 q: J/ z' B - ;--------------------------------------------------! g/ s4 d! _$ R+ G# z
- ;调色板数据
' X0 \( u' s3 j- _2 I( \' d - Palette_Data- K8 j' x1 ~, t7 W' }# k
- .DB $0F,$27,$20,$0F,$0F,$24,$20,$0F,$0F,$21,$20,$0F,$0F,$25,$20,$0F) [! @ X& h/ z( D
- .DB $0F,$24,$20,$0F,$0F,$24,$20,$0F,$0F,$24,$20,$0F,$0F,$24,$20,$0F7 `3 t5 H F2 X i
% U! ^) J; N) ]& v) v ^: i- ;==================================================# q; Z: a$ w+ `" E# [
- ;命名表初始化
5 s% _. |; {1 T5 R; w5 M - Init_Name_Table
0 K! n5 X, C* L4 R7 O: Z - LDA #$20. G) w) _6 m" U8 {/ M4 [
- STA PPU_ADDRESS! ^# Y- }. B2 r! B' \# s
- LDA #$007 r1 [2 s. U$ H8 R( V# ^
- STA PPU_ADDRESS# Z+ [1 z; v) F& k2 s$ |
- LDA #$009 o4 h9 z1 B( U0 w% h" M& Y6 P/ o: J5 J
- LDY #$001 b) C0 H) D4 R) j9 X
- LDX #$10
( h7 n- z5 L" @1 s$ m% ~8 O- n7 A7 z7 ? - Init_Name_Table_Write
) {; m6 s r( W - STA PPU_DATA/ Y1 y: A% P, S4 x
- INY+ [: k ?7 h: m% m: X
- BNE Init_Name_Table_Write7 H4 r4 T9 |0 |' F
- DEX# b2 x+ k$ E q! U/ x
- BNE Init_Name_Table_Write2 j+ s# X* Q$ _4 V. s2 r$ f: c
- RTS
7 Q8 E9 D5 u5 \: O/ C. E, I, G - 0 |* }2 t0 d8 ~3 i1 c" B2 ~
- ;==================================================1 M& E) h) M& x& S: @
- ;调色板初始化
* u; ~: B$ r+ S3 R+ U, q4 H5 Z - Init_Palette
& X2 d+ d% J0 C) n - BIT PPU_STATUS
( h4 Y Z% C& i3 p2 l - LDA #$3F+ ]6 c0 w/ O4 z% _( |
- STA PPU_ADDRESS
( H5 D, K. E, b& l% T. s1 d1 G6 e4 ` - LDA #$00( _/ {( ^% G- ~2 Q& |4 Q3 f0 `
- STA PPU_ADDRESS
* F0 j4 B" p4 c1 B - LDX #$00
7 P, p8 M: u8 i+ _5 B& [5 c - Init_Palette_Write+ u5 ]/ Y' T! k" i$ k
- LDA Palette_Data,X; A& c# A7 K4 J% C* N8 }6 D& S
- STA PPU_DATA
/ |. G. R S) d3 _. {7 P- b - INX+ A0 A) t m5 @: c2 l) z, d
- CPX #$20% F2 }/ t2 t: W3 Z7 X: F+ {
- BCC Init_Palette_Write
1 r; a/ \6 U9 T - RTS5 Z' o% U' u: X* a, X/ t
-
, W, y$ \* f9 i2 d# M4 K - ;==================================================
! r7 } i: B g. D* L# L# ~7 ^6 o - ;设置命名表属性: k; `# ]# q* f' V" s
- Init_NameTable_Attributes
0 `( Y9 ~ ~, T - BIT PPU_STATUS, q/ r0 h' w8 K4 o9 I6 y6 D
- LDA #$23( F% u; A# }& ^) {1 Q4 \0 N2 \
- STA PPU_ADDRESS
/ R1 E; \) f: U* g' s2 u - LDA #$C0
i V% s; `8 F - STA PPU_ADDRESS: |& R, p% H j9 Y
- LDX #$00( U) k' E& P# a- T) j- y
- Init_NameTable_Attributes_Write) F8 `( Z# p4 A7 C# J* G) m
- LDA Attributes_Data,X1 T( k. q& ~8 ~. w
- STA PPU_DATA
: D s m; d: _1 G) a( G: R - INX$ W9 [( [6 r# E) E4 V
- CPX #$40" b* [1 A# f# v: g& I) }4 f
- BCC Init_NameTable_Attributes_Write
/ ~; l3 C( Z7 Q( f4 [$ ` - RTS" K. N& }. h6 U' G: T
- ! [( ^) G0 ~. @; ~: i! V
- ;==================================================5 B5 [/ L/ ~$ s* o) Y9 J; I
- ;初始化命名表文本
$ K" f m l$ z- A - Init_Name_Table_Text
7 F# b& Y0 }5 }( t& A+ z- x- Q+ A - BIT PPU_STATUS2 `( g: I5 u. ^3 w i8 ]
- LDA #$20
$ D' o+ i# E) [* q( E) [ - STA PPU_ADDRESS
+ ~' D/ H1 ]! R3 g% L% [) H' X7 d: d - LDA #$00! r( ?" Y1 d/ v8 v. X0 `3 n$ U
- STA PPU_ADDRESS
. g0 [3 X8 `/ K - LDA #$00
$ x9 t/ c5 N; D& ?8 [. ^ - STA FC_Data_Buf" Z0 b2 v. C& L; ?7 m: H. T! e
- LDY #309 \( j9 a- O% e8 k. p
- Init_Name_Table_Text_Write
8 n1 C7 \$ R0 L. g - LDX #32
# P) l9 ?/ _+ o) L0 f - Init_Name_Table_Text_Write_Char
4 ^8 O$ \2 n* l+ g/ X2 U/ f - LDA #'0'
G( ~0 |" U) c6 j9 V - CLC" A( s% x- C# K$ Z1 v. ]6 Q
- ADC FC_Data_Buf
3 p4 L% ?! }1 R1 C) {5 N% M - STA PPU_DATA/ Y7 R' X# H4 Y1 I8 K/ Z
- DEX9 K# @; v3 n3 C& d/ t
- LDA #$14/ M% S% P% a3 x) |% j+ a
- STA PPU_DATA
6 O- T* u8 |: e: n5 S4 [ - DEX
1 T1 X* Z2 B) L. Q9 o$ k - BNE Init_Name_Table_Text_Write_Char
9 l+ P7 l' N7 h1 e2 m - INC FC_Data_Buf. P- o. s- c" w9 T
- DEY
+ [2 l! G7 {# U# S+ C - BNE Init_Name_Table_Text_Write; Q& e% U# @4 h- i% N6 J
- RTS: k. L+ L6 J$ u) r6 B( I4 g- c4 [& {
$ ]0 q+ c5 X. x% y! D1 d* H- ;==============================
) d4 O! j3 \5 m# b! l. a3 c) E - Init_OAM_Ram;初始化精灵内存; ]$ ]6 D& I/ z& d# E# n' w: ?- C
- LDX #$00
% q c0 E# I( Z8 U' t3 D7 E - LDA #$00! W5 x/ d- A. M+ a# ?* r
- STA PPU_OAM_ADDR
( Y) ]+ R1 Q; Y+ Q- B5 B4 o' ]/ J - LDA #$F8
: `0 B- X7 u) M. c - Init_OAM_Ram_Write
3 m' `: ]; b4 ^# B5 f0 r - STA PPU_OAM_DATA
6 P) _# u- V+ D - INX
& v2 W+ D* {" T! B+ n2 N* Z - BNE Init_OAM_Ram_Write: m* I, v# {) V$ H8 r8 ~
- RTS
! Z: p0 [ I5 r4 P4 u9 w# R! p! e* m* ` - ; a4 ?8 f. ^5 o/ ?0 Y6 \ f$ S
- GamepadProcess;手柄处理- y0 z, L7 e. o4 I
- JSR GamepadDatacan& B3 W/ B5 A5 J( @( z
- LDA <Gamepad_0_Value" Y4 q1 O* B4 ~* P9 U4 l& l5 u
- STA <Gamepad_0_State
0 V: h& J, S) k. u" ] - LDA <Gamepad_1_Value7 e. ~) X0 R- S* V6 ~8 }/ \: A
- STA <Gamepad_1_State' |) |9 d$ R9 {
- JSR GamepadDatacan( T. F6 Q6 z! k* u! {
- LDX #$01+ {1 X' ?$ Q- I2 N2 h' y; o5 w
- GamepadMergeCheck;合并手柄输入检查( P) I5 ]1 ^: _9 _- d
- LDA <Gamepad_0_Value,X x) B; c, h ^8 ]0 _; R
- CMP <Gamepad_0_State,X
" {! ?( Z. i2 \+ h9 |. V - BEQ GamepadMergeInput3 U# p' [6 N5 u0 ]7 C( y- m
- LDA <Gamepad_Temp,X
4 L' \. Z# D5 X5 O G3 m. q& { - STA <Gamepad_0_Value,X5 N4 j3 l9 S$ i9 O# }
- GamepadMergeInput;合并手柄输入2 h+ E5 z# W' `6 q' T# {
- DEX' I% O$ N1 f5 p7 O4 ^' ?
- BPL GamepadMergeCheck( }* \5 n/ [' \: j) ]8 x5 n8 l: R) \3 ?
- LDA <Gamepad_Merge. S8 c- h( e2 Q p
- AND #GAMEPAD_MERGE_FLAG6 ~& m R$ j& V
- BNE GamepadStateProcess
( l1 o; [: o: F; c" b( Z - LDA <Gamepad_0_Value
. L7 _/ W9 h" n4 E7 K& c - ORA <Gamepad_1_Value) ~3 j# p& J4 ^5 H* N5 ]
- STA <Gamepad_0_Value
% ?6 W& I* w& `) j7 g7 Y - GamepadStateProcess;手柄状态处理
( Y- ^: i9 w3 V$ A8 f. S/ y0 ]& e: ? - LDX #$01+ n4 g2 ]: q( P- J3 g
- GamepadStateSave;手柄状态保存' F# S- c& E8 D( A" P5 {* l- j; z( H& K; G
- LDA <Gamepad_0_Value,X
, R# x/ H* e- c- ]3 F' } - TAY
2 S2 W# N0 b+ u. j- m. h( R - EOR <Gamepad_Temp,X& R2 L. X% r c) n1 ?" d
- AND <Gamepad_0_Value,X9 F) b* n7 X/ U
- STA <Gamepad_Once,X1 n& k4 A& F/ k+ m
- STY <Gamepad_Keep,X/ R$ L3 s( j) {5 s c' ~
- STY <Gamepad_Temp,X5 D# B& g+ A5 V! `/ k% u
- DEX
5 s+ M$ v& t1 K6 \3 _ - BPL GamepadStateSave, U! a2 |# }! Q1 [
- RTS
% K- ^, ] ^3 O" U
2 A; z* [6 B w4 a# M; Y8 e- GamepadDatacan;手柄数据扫描
4 s7 @2 f% I1 q/ F - LDX #$017 U( W3 ~/ s2 u, N$ @2 Y
- STX $40161 U, f, H& Z) U8 u$ v
- DEX# W, X% b0 o# s V; O
- STX $4016* O% Z' M* w' C) f6 {% l
- LDY #$082 Q: D7 p5 _# n; ~4 k% W0 E t
- GamepadPortScan;手柄端口扫描
4 z. B, L0 U* J% W1 i4 m) T/ R4 Q- i - LDA $4016
6 A( Z5 C9 Z0 _6 a3 v( b - STA <Gamepad_Port_Value8 C. q" e9 E' Q8 Y# p$ p
- LSR A
! V) v( j% j. @2 H$ `+ ^# e - ORA <Gamepad_Port_Value
6 H8 G0 a1 D0 S3 Y1 W& T - LSR A
8 l; u. R1 v. ]+ @4 h( { - ROL <Gamepad_0_Value
9 r: s! s1 f, C - LDA $4017
0 d( a( x5 P; J - STA <Gamepad_Port_Value4 {# u- l* G% k% n& [
- LSR A1 H4 D; K7 B1 O( y
- ORA <Gamepad_Port_Value6 n- W, u1 @: n0 P5 B I
- LSR A6 s( ?- ]: J7 q7 B
- ROL <Gamepad_1_Value7 O: h+ Z" t4 K
- DEY* J' P1 x& Z7 q Z8 b. `% Q
- BNE GamepadPortScan
2 a7 C+ |: C( G( x - RTS. ?1 j6 s( L. ?- f+ R7 L9 C
-
( x8 k1 g1 }' h/ u, ~& A3 } - ;==================================================6 e8 G) v) G5 [7 h4 X
- ;PPU处理
! Q6 Q5 M8 m' R: K - PPU_Process3 }0 }+ w0 f' ~% K8 B" G
- LDA #$00( G& S( a2 r9 ^7 B+ g# }
- STA PPU_MASK/ @3 Q: |5 i2 c3 F, @
- 5 B% {" ~% A4 W% J" c% h9 {0 ]- c
- BIT PPU_STATUS7 c3 U$ n8 q# m! M; s4 p
- LDA #$204 {7 M; q2 y- L; e @) _. u' F
- STA PPU_ADDRESS
P# s p2 W$ D+ e - LDA #$00# H: j' G. W3 X1 ^8 Q
- STA PPU_ADDRESS8 ^, G1 u/ Z% P$ O* O- C" e
- & @( T9 E* ^8 _$ V" r
- STA PPU_SCROLL% J6 j+ f% X& D) I" H3 e' I
- STA PPU_SCROLL
) o* Q/ X, e; ^6 w -
& n- k+ n O& o8 ^/ L - LDA PPU_Msak_Buf
! [ D1 I J% J' B - STA PPU_MASK
1 R" o8 R) Z. N. v, |1 t0 B* o - 6 g2 K- f4 {* X$ C" M
- RTS
' @: z- Q* }8 a. J -
# c8 X4 V/ i4 k) V' A. M2 B - ;==============================
" z4 t- t- }* A' [ - Time_For_Vblank;延时等待
5 P& a* G* T$ B9 _: l - LDA PPU_STATUS
2 h9 c- l! S4 V/ G. r - BPL Time_For_Vblank" L5 H9 w1 o- r! j% f2 M, J
- RTS
e8 ~' q* [2 \$ c; @+ J/ B4 L - - k: P1 a1 X9 j W2 r$ b0 W+ s+ ~
- ;==================================================
% g" n2 Z C* f9 y; d - ;初始化MMC3' D9 q4 \( g0 A" _" X" X# m
- Init_MMC3+ [% w/ b0 y# d/ P7 d U, l: r
- STA MMC3_IRQ_DISABLE- z a8 L4 y( g/ c
- 8 x8 V/ S; J/ p9 N. d0 W' m3 N
- ;设置MMC3水平镜像
+ ^; C; D( S0 \& k( \4 n; k - LDA #$01% m0 R" } S6 b
- STA MMC3_MIRRORING4 u8 i2 Q; s: c/ a( S9 ~5 O
- " b* K* X4 G( H; _
- LDX #$052 q7 V/ y, B4 P; U
- Init_MMC3_Chr_Bank_Write
" |8 {* l5 F! x% N - STX MMC3_BANK_CTRL
( Y) [5 e3 }- k6 }' ]8 F - LDA MMC3_Chr_Bank_Data,X
; i- ?) K+ N# F. a8 I( m1 y - STA MMC3_BANK_DATA; {& o H3 e4 J/ H
- DEX
% F1 F. U0 E# l( p9 m, C - BPL Init_MMC3_Chr_Bank_Write
% q3 X: W$ G/ g/ w6 Q+ @ - RTS
7 p# D) ?1 ~2 H" @+ c1 l" S+ G - ;--------------------------------------------------4 {$ T( p5 Z! D: h% S6 b1 N
- MMC3_Chr_Bank_Data3 M- R0 J$ e: o9 V8 B+ K/ Q m
- .DB $00,$02,$04,$05,$06,$07, I: |; t; M% r" Z9 ]! F: R$ B
- L; y% \2 c4 N2 z2 J3 g
- ;==================================================2 R( ^$ ~% F4 g6 |; I$ ?2 w, i* C
- ;重置中断处理
1 M6 v: j# {& N$ z+ W - ResetProgram
0 ~6 }. Y! V( s$ y J - SEI ?2 V8 h& s' G7 s5 k& t
- CLD2 f& q3 p! t+ @' P& P: g2 ~
- LDA #$005 W/ V0 S0 ^6 L6 X7 G8 a
- STA PPU_CTRL) }! c, z9 o# K8 D1 d
- STA PPU_MASK. G. K6 ?- t2 B0 P/ q9 \& {: i$ @
- STA PPU_STATUS/ ^4 V) z6 T, C" U5 r* j
- STA JOY2_FRAME9 D3 Z! J+ E+ c* T1 H7 I/ F% S
- STA APU_STATUS
- ^8 m$ F o. G; E! g# F - 1 q7 H+ k, [* Y) p2 ^
- LDA #$C00 s' v& b, c* ], h, A+ w5 ? b% S. `
- STA JOY2_FRAME4 Q/ g7 q" D2 g: a
- ! ]6 j" C1 b/ ^$ w; [2 p
- ;等待vblank
& @1 D$ O7 R5 s6 l# H- ~# t - LDX #$02 R! w' i Q' O6 q/ ^ |- M- A
- Vblank_Wait_18 e3 f9 _2 C7 D G
- BIT PPU_STATUS
( N1 U7 X# L+ F; S- [. e - BPL Vblank_Wait_1& A1 s/ i; E; ?8 V, C8 X" R
- Vblank_Wait_2- L* e A) A K0 {# r& D: F
- BIT PPU_STATUS/ o7 R7 o. V5 f5 O" S' k2 t; P
- BMI Vblank_Wait_2
4 r5 A, @: a" V$ t - DEX; _7 Q, Z) i8 N
- BNE Vblank_Wait_1$ V* Q$ ]. P' s2 k1 R
- 7 |; f2 p. u4 ]4 {
- LDX #$FF5 y6 Y2 A8 b2 ?. X2 u( V" B
- TXS) T- f* {" ]: G# W
- - m0 e/ W1 s/ J1 {2 `8 ^
- ;初始化MMC3+ c* G4 R8 I+ [ s! ~
- JSR Init_MMC3
6 H* F9 C, P3 p4 t -
& V8 K/ _6 [ V! Y- r- s3 E& L - ;==============================0 |: G- ]1 X0 f/ }. f8 m
- ;RAM初始化
/ M6 ?- C+ W9 l6 x9 } - Nes_Ram_Init+ j9 \1 Z, K, z8 {+ ]" `. b
- LDY #$00
4 B0 @- G8 {4 v1 `% \- d. G - LDX #$08& \$ G# ?5 Y2 `; \' h" T! a
- LDA #$00
% w+ m2 ~; G& F9 k; ?9 z - STA <$00
, J$ M: w7 G5 b+ M3 l - STA <$01
3 w2 g( p% `1 }& v* w" U3 C - Nes_Ram_Init_Write
/ i0 ^# z: ^; E0 \- ^+ J - STA [$00],Y+ G1 q2 F- ~" w
- INY! ^5 {6 i' n2 J, L% r
- BNE Nes_Ram_Init_Write3 F- T) R4 J [
- INC <$012 M" i# w& ~7 f" D, |: v
- DEX W1 `& n$ r% X: [; n# [
- BNE Nes_Ram_Init_Write9 s& X) }. m7 U5 \4 `( ]
-
* l* ^6 A T6 z' W8 T! M7 d - ;初始化命名表
: m- f3 @; }+ n8 k9 V8 h - JSR Init_Name_Table
8 O' ?. b- N7 Z/ T0 N" u+ h5 S -
: \' @+ y* Y; K3 \8 W6 h9 \) x - ;初始化调色板
9 ?; G3 ?+ t% l% n7 I - JSR Init_Palette
* }! N" ~) [* P - * [) U; q$ q5 n5 w1 ^0 O9 g
- ;初始化命名表属性0 ~. g+ Q; R; y9 C" |% H8 A
- JSR Init_NameTable_Attributes+ T3 z1 r$ @3 a
-
& H) H w7 F. {# w3 }# b. Y - ;初始化精灵内存* x" s2 f7 V& ~% ?8 ` `' u8 ]
- JSR Init_OAM_Ram9 f. O) s+ W( W* } G/ r) t
- 1 c0 s0 |- t+ J0 K) g( S) c' o
- ;在屏幕上写点东西
, e& q7 `; r% e& A$ i - JSR Init_Name_Table_Text5 k0 b- z A" d) q6 V- T- E, Z
- 8 z* \; m! x7 h. m# r+ Q1 B* `
- JSR Time_For_Vblank
+ p& P" ]; Q; J8 ^# I - ;开启PPU控制8 L- Q& p8 `. u
- LDA #$A8
# B2 @1 W/ \2 G - STA PPU_Ctrl_Buf
5 N* T1 S$ e* n% a3 I - STA PPU_CTRL! P/ @( p e$ L0 P" W
-
! ]' }" r, ]3 p5 r& J - ;开启PPU显示0 o0 k2 z# v' y) h2 q w
- LDA #$1E8 t& b) E) V/ b; O# y3 D
- STA PPU_Msak_Buf
2 [$ Q+ z. f9 H2 `3 }' L/ |7 h8 i6 ] - " j; I: |0 S A% M# {
- CLI
2 {9 G0 Y5 g9 Z - JMP Loop
9 ?2 a: D0 j ]7 T7 ? - 3 a7 S5 P( E1 y5 b3 Q
- ;==============================
$ b. g' e! u6 C9 b8 U9 g - ;死循环, 等待NMI中断$ E2 f% v+ \' c8 [7 v! K' x
- Loop
1 W% Y8 E7 S7 F# ] - JMP Loop0 ]* F# Z9 y) J) Z5 H7 o- `
- 1 C5 d$ f) p- m5 E
- ;==================================================2 W: u$ e" x( i1 |, W
- ;NMI中断处理# t4 d3 ]/ S0 u( U" c- s' J5 O7 s
- NmiProgram0 C! s; |+ s/ y: ^* [
- PHA$ [0 T+ E; |; r- n0 A P6 g
- TXA
: g7 j. a! J U0 e& o - PHA
e+ r3 m; f0 B7 f - TYA
! y% i" ~# k* q - PHA
) H1 g4 h8 L8 B3 ? - % p- N, l7 t& f" h0 n' a
- BIT PPU_STATUS
7 K$ B ?* `& O; _: A% n -
. o. c1 k3 ^1 N3 q" n - ;关闭PPU控制! J) p" q/ {& @3 y- n2 K% q8 U
- LDA #$005 z; N1 L l/ y
- STA PPU_CTRL
; ^0 Q, t- }% M( A8 x X -
) M' D: u! P# L$ t# z - ;处理PPU5 W% k" L" H5 O. I
- JSR PPU_Process
2 r* B5 w) ]. O% {- \- K6 z2 @' K - " |1 U. E* r9 [2 M. \* @1 N. [1 Q
- ;开启PPU控制* Y( P* V c& u$ U3 T
- LDA PPU_Ctrl_Buf( A2 k" G* ^: d' J6 q9 g
- STA PPU_CTRL
- H9 v6 J: F3 x2 u0 l: k9 m; o - , X$ {2 G( ~/ \$ ^
- ;手柄处理
4 O3 c$ P% v# n2 Q& A - JSR GamepadProcess; s W9 h/ X) F2 w3 G) ~
- , v1 v2 n% u6 Q: b; L
- LDA #$00
3 [) X1 T. k, N# W# m6 V# @ - STA IRQ_Index6 @% m' b5 S# Z$ n M$ t9 X! v
- 7 F# R5 g: p7 t' @
- ;启动IRQ中断, 第15条扫描线触发3 a) `" }. x; r/ F8 Q* D
- LDA #15 + 1
* h% P, L$ {4 W3 U - STA MMC3_IRQ_LATCH
% X# Z) f n' P - STA MMC3_IRQ_RELOAD1 e0 o' N( D# K4 e
- STA MMC3_IRQ_ENABLE
: b: x0 U, k- x# f& W - CLI
; @4 i1 I9 n' t& O+ n1 L# N+ T. c X -
9 V" ^) ?6 {- K% R - PLA5 }3 h. x: U' E4 |; }0 t' R
- TAY
4 f7 y4 g8 O4 U( @, V - PLA& C7 T2 D0 n. w
- TAX
: V" S1 a: Q n0 W4 e - PLA
" W6 H: S0 J) y3 [* T1 i# k, }- L: {+ C - RTI" ]% f; F5 Z" O: x
- / P; t+ G2 [5 w' D, a4 b: M
- ;==================================================3 {) ?- P& m) ?' K
- ;IRQ中断处理& e7 h" w2 J) g3 ?
- IrqProgram% x% R6 L6 ], S8 r2 h. R
- PHA
7 [6 _' |" q6 x L% y" Y# M: h - TXA
0 C: ]; \# g. Z' k& X - PHA m. C* g+ b4 P& l, @+ c8 ^
- TYA
) t. G7 ^: _; a3 ]) I - PHA4 h0 b8 d) V! k/ |- j5 s* R
- ' j: Z, Q$ t# N$ Z& B
- ;关闭IRQ
8 v4 v' I2 A7 t# B& M - STA MMC3_IRQ_DISABLE
7 d1 X- X0 u. R! r3 t9 G -
1 C' \: C& q3 G8 n9 H5 k& g - ;允许下个IRQ触发
* ]2 m f7 C, ^4 \ - STA MMC3_IRQ_ENABLE/ X* ~3 W& `7 K4 C
-
V( l2 X6 o5 z7 g9 ^ - ;IRQ处理, 15线后继续触发. @' h1 P2 r" T. \0 R0 p
- LDA #15
! j7 X. h3 p! D) X$ U7 R - STA MMC3_IRQ_LATCH; H. I, V& L. F2 B
-
8 g" y) K3 x( Z6 V8 j! U* `' N - LDA <IRQ_Index/ H% l* B7 o2 w
- BNE * + 4
2 B' e3 E6 H$ f5 q - INC <PPU_Scroll_H) [+ u* R% u1 \2 p
- ' Y. P/ U* v: Y- @# ~
- ;设置屏幕滚动! l3 M$ f, K) I2 }+ }0 d, S
- LDA <IRQ_Index
1 \3 \7 t- c+ j' i0 f - AND #$01! V) b% ^6 m& e# i9 C- \
- BEQ Irq_Scroll_Right; `1 x! |/ R1 @, l+ i( \
+ Q! i, W6 l4 y0 @1 G- Irq_Scroll_Left. Y; a2 j5 x4 c" L8 ?
- BIT PPU_STATUS. a i. m9 r+ v, Q
- LDA <PPU_Scroll_H# s) p _ e1 M0 j
- STA PPU_SCROLL" V5 y- J* K( Q( g
- STA PPU_SCROLL
! x+ V* k" E @) X2 u - JMP Irq_Scroll_Over) ? b/ B8 `" m% `1 O! ?4 a
-
* @% }" u9 v$ c. A - Irq_Scroll_Right- e9 b- L E2 v: h# [ G
- SEC
+ X' F% J7 {. h - SBC <PPU_Scroll_H
5 T( b7 t2 m3 V( B! E. z - STA PPU_SCROLL
^+ }5 A: ?5 Y - STA PPU_SCROLL
n' Y3 I" V8 H, O! { - Irq_Scroll_Over
) O) X! @* l3 w$ s) i4 _ - 9 D( V- z/ Q2 u2 _* J6 V
- INC <IRQ_Index* j( y1 z: c# o! T. k+ o: u! a: m
- 0 p! p# R9 l/ P' [, l$ k5 o* d$ @
- LDA <IRQ_Index* e+ @6 y( X+ I9 ~. S# g
- CMP #140 J8 ? @6 P- _# _
- BCC * + 5
: m2 x( f6 W- ]; y9 z, c# r - ;关闭IRQ
* a/ `" R- m! u$ M; W - STA MMC3_IRQ_DISABLE3 x7 Q% X2 k8 {6 w, _4 x: U/ E
- 1 L! t* C! H2 A- m& M- A
- IrqProgramEnd! P) A6 [- t1 y7 Y
- PLA
& |9 x( s5 j8 g1 s# |+ V - TAY) N+ [9 w4 v+ y! f" \% V* x
- PLA6 H) ^5 k# q5 p. H5 ^/ K6 U
- TAX5 x5 |' W3 ?/ M1 r; }. ]* G
- PLA
6 z4 {( D: h$ ?9 o9 b - RTI
# ?0 x4 J9 s* {* R3 m0 E% ` q -
4 Z( f2 [* i& A" N - ;==================================================
1 s# g5 c3 K( A/ D* F4 ^ - ;中断表
. w1 s; G A* L/ q - .ORG $FFFA
0 Q; B" \) s# {! I# C - .WORD NmiProgram1 W. d* [6 [, f/ r
- .WORD ResetProgram
0 M- { |. y0 }" C - .WORD IrqProgram
复制代码 [/code]
4 x1 X* P& [- z, q" p1 U8 c |
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
|