|
- [code];[FC音乐][MMC3 IRQ]
" s2 y0 n* \: B - ;FlameCyclone 20230710' l8 m8 i4 N' n8 T2 A
- ! l# }6 z( s" }! K
- ;文件头
& ?) |" A! x/ }3 f ]% i- G - ;======================================================================1 ?/ |0 \+ v* v- j8 Y) P. `) [
- .INESPRG 4 ;16KB PRG 数量/ G5 }9 x* Y/ R, i* L
- .INESCHR 1 ;8KB CHR 数量
8 `2 p+ h2 h9 a& j - .INESMAP 4 ;mapper 4! e3 A# N0 X% ?/ V; ]4 l
- .INESMIR 1 ;命名表镜像 0水平 1垂直1 j) C7 P" m$ F h$ [4 D( E
- / a; T' r1 S2 O6 A x- |& ?
- ;必要条件' ?1 e1 V0 w; e- i' R" N7 ~% v$ ~7 g! W
- ;1.持有CHR ROM
Y- k/ Q5 V3 B' v9 f* N8 J - ;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 [" A; F5 C( l1 g! k5 t
- ;3.精灵内存(OAM)不为空
. Y+ m1 e! c, ?' y( ~& }
" @: A! p' v, n0 e2 O0 P- ;==================================================
7 V6 F) y: G8 w - ;NES端口常量
$ R$ A$ ]$ f, `8 t, F' Q - PPU_CTRL = $2000 ;PPU控制寄存器
' L; U, q# |+ q$ \/ y& W: B; x: M - PPU_MASK = $2001 ;PPU掩码寄存器% v5 k( q! a7 i, ]4 G; p" V4 e: y; 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
' a9 Q8 C; ^7 z* q* l( g - 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
$ k7 j( o) g# M( L1 n* ] - 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19 k8 x! [+ n3 Y. D" D
- PPU_SCROLL = $2005 ;屏幕滚动偏移:第一个写的值会进入垂直滚动寄存器(若>239,被忽略)。第二个值出现在水平滚动寄存器
- z" M' K/ ]1 f. W4 w$ T. z - 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
# a3 o8 n# {( ^5 L8 ?% i0 v* [) g - 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 ' B6 o& S* Y, Q4 ]* p6 w" ?6 ~' [* h' H
- 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
/ f6 }! f5 b0 z- L) ] - APU_STATUS = $4015 ;声音通道切换
. l/ Y+ f/ J0 |1 l' m* g - JOY1_FRAME = $4016 ;手柄1 + 选通
4 c* G, i7 T4 _9 U- }- t$ T( U - JOY2_FRAME = $4017 ;手柄2 + 选通8 N+ {8 T. Q' h% U
/ c! Z8 ?; v5 O7 l- ;==================================================" R& j6 P$ i' y0 v# S
- ;MMC3端口常量; R5 ]! F X6 C+ P+ `* ^
- MMC3_BANK_CTRL = $8000
2 V+ ?# j7 R$ A! t* h - MMC3_BANK_DATA = $8001) ^8 L0 M6 F! v2 w' x
- MMC3_MIRRORING = $A000
7 v) v5 |$ E; F; M" S - MMC3_PRG_RAM_PROTECT = $A001
% z2 Z a4 q( v! D. [+ s - MMC3_IRQ_LATCH = $C0008 X$ c- w+ N1 G( A
- MMC3_IRQ_RELOAD = $C001
( Y3 V$ g$ U- J' B/ R - MMC3_IRQ_DISABLE = $E000, f+ e: m; V9 M h6 W$ ~6 m
- MMC3_IRQ_ENABLE = $E001
: F- A3 c! [- \% t# f! w9 V - ) k1 H L4 n) ?
- ;==================================================5 K7 ]: k: Z9 J0 [# p r# J
- ;程序块配置
7 p% T" s8 _$ S9 B" S4 k! v( U - BANK_DATA_MASK = $07
8 | X' q- Q9 V. K. T; S! o- G1 ]) ? - ;--------------------------------------------------7 F$ H0 z" y1 @4 Q W9 X
- RESET_BANK = $07 n7 V/ ? q3 t5 Q
- RESET_ADDR = $FC004 p& m2 H& U8 ^- _1 ]
* ^6 m2 Y& v8 [5 v! t, j- ;==================================================6 F0 b' E. E# y' ?, f! w& @
- ;图像块配置) O w4 `$ C) T# ~
- CHR_DATA_BANK = $08: p! v" N+ w* B: U5 k1 D0 Q
- $ v8 h+ W0 f: V8 g( h# H
- ;==================================================2 h6 I1 g; u0 k( h, b
- ;零页内存地址配置# q5 G) n4 |8 r3 ?" }$ B& l
- Use_Ram_Addr = $80' P; y J( u* m/ ~! P
- PPU_Ctrl_Buf = Use_Ram_Addr: V4 U! ]/ j( a' `1 U& O/ P8 j
- PPU_Msak_Buf = PPU_Ctrl_Buf + $01, D% a% Q( p' D# [6 S7 h
- PPU_Scroll_H = PPU_Msak_Buf + $011 N, C7 ~0 S5 u6 F$ L! N/ D
- PPU_Scroll_V = PPU_Scroll_H + $01' U- m5 V/ J5 t. Z3 ]4 t" k" \
- FC_Data_L = PPU_Scroll_V + $01; C1 S+ f* a! `" S) w) {" |# |& n
- FC_Data_H = FC_Data_L + $01
7 d/ C8 r6 t6 c% O! P( ]: B - FC_Data_Buf = FC_Data_H + $019 T a8 a& M5 C) y4 P
- ;==================================================: K+ X; n2 x, D" J9 ~. A
- & W; [+ y, A1 f" ^+ V; R# b. B5 k
- GAMEPAD_MERGE_FLAG = $04
4 d3 o8 M; N& K# o3 c6 [4 `; _
. I, Y0 K) K8 j W7 G. q- Gamepad_Keep = FC_Data_Buf + 1
& ~/ \$ I; M6 i/ {5 m- W! A, ` - Gamepad_Once = Gamepad_Keep + 2
1 f1 I/ p- c% |3 m2 {* Q5 s - Gamepad_Temp = Gamepad_Once + 2) L3 B2 Y- i* H) i. e
-
" j& D$ `4 c- V! n. D - Gamepad_0_State = Gamepad_Temp + 2/ D" c }( I$ y: J! }8 ]; a
- Gamepad_1_State = Gamepad_0_State + 1) w% F& C) n% W6 B5 H
- Gamepad_0_Value = Gamepad_1_State + 1. \: H/ l" w# }+ g, h# R' o$ A4 A
- Gamepad_1_Value = Gamepad_0_Value + 1; R$ D' U4 B, J. ^$ ]
- Gamepad_Port_Value = Gamepad_1_Value + 10 Z8 e/ E8 W+ w; x2 }7 L! Z. b+ f
- Gamepad_Merge = Gamepad_Port_Value + 1
9 x4 b @4 e6 I1 F; W1 f - ( w$ f U& S }4 f
- ;==================================================' l2 S0 ?4 W3 z4 e# n
- IRQ_Index = Gamepad_Merge + $01
! L$ K3 ?% o) h2 P' Z$ o - ;==================================================
I7 i4 i9 g% d( Z
& D0 m, [! r; j: f6 K- ;CHR图形数据
+ H% X6 a; K: u: V) K - ;==================================================
6 v1 a/ l: f$ }( @ c) R - .BANK CHR_DATA_BANK
' \% V) a4 ]/ C- K; k$ y - .INCBIN "chr_bank/chr_data.chr"
( c( F* @6 v% i) w( [ H6 S% D - 8 ?' s9 D# }& v
- .BANK RESET_BANK & BANK_DATA_MASK
! @- R- Y. k, e w - .ORG RESET_ADDR
- `& C8 z# x0 T$ `6 r - 1 z1 i! {, P' x; v. f1 w% H; E
- ;--------------------------------------------------
3 W; R z* k& }3 q! h - Attributes_Data
/ R* E; b( [) {3 i" F# w - ;命名表属性2 `- G, P% c. Q' `* F; U; s
- .DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$001 ~; c" A( V7 Q6 J+ _ X
- .DB $50,$50,$50,$50,$50,$50,$50,$50,$FF,$FF,$FF,$FF,$BB,$AA,$AA,$AA8 `% t% ^- q5 c" s/ }3 C% ]0 E
- .DB $0F,$0F,$0F,$0F,$0B,$0A,$0A,$0A,$AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA! [9 a; c* g1 S4 j$ K! V, H
- .DB $AA,$AA,$AA,$AA,$AA,$AA,$AA,$55,$55,$55,$55,$55,$55,$55,$55,$55
5 N# H! @7 q4 ?2 f7 r! B( d" p- f3 \ - ;--------------------------------------------------
; w% x* ]* J" Y; I - ;调色板数据
' r; }) i9 M M. G7 J" `$ f. u - Palette_Data
* p2 F G( P) s4 X0 m - .DB $0F,$27,$20,$0F,$0F,$24,$20,$0F,$0F,$21,$20,$0F,$0F,$25,$20,$0F
2 Z# m- g) W/ |9 r; Z4 w$ S - .DB $0F,$24,$20,$0F,$0F,$24,$20,$0F,$0F,$24,$20,$0F,$0F,$24,$20,$0F8 b2 o. h0 [- N" b$ p" r
- / g4 X7 L, F( Q" {+ ~
- ;==================================================
{& w: `2 H1 L U+ w - ;命名表初始化& S0 M( j8 |0 b) ~7 M4 _1 X
- Init_Name_Table
9 e$ S/ F. w$ K1 p; ~) o6 g6 W - LDA #$20
h; Y( v- M" s - STA PPU_ADDRESS' z w7 w5 x: B) J0 |9 N3 r J
- LDA #$007 s- W8 ^, Q: r- e3 u% K# B0 t
- STA PPU_ADDRESS
- _4 C% S$ C% v$ {+ m/ k - LDA #$00# Y6 p# }+ d) C# E, V
- LDY #$00% F* L) o; C5 Q
- LDX #$10' }7 r+ `/ n4 p. Z! c5 |
- Init_Name_Table_Write
! ]% D0 w" O% ~+ p% F# S4 y7 Z - STA PPU_DATA
; \( I8 `, c% E3 d. _+ _ - INY
- W$ B9 b$ S) y& F - BNE Init_Name_Table_Write
1 M6 _, m6 u9 e6 p9 A& } - DEX
1 Q/ q% G0 q. q2 s; t X: m7 q - BNE Init_Name_Table_Write
1 v2 L o5 b. J. ~' ~6 C - RTS1 l. y2 t }: L6 |
- 9 r t: a3 g6 T' b: J" v ?) |
- ;==================================================7 I8 o6 p: @4 i( {5 w
- ;调色板初始化
3 O& C% H/ y7 d8 R9 K% w - Init_Palette
% P. C) [, e! U - BIT PPU_STATUS5 ]# } ~' T) c0 O0 W- C, A
- LDA #$3F1 D) Y6 N2 |5 e; D
- STA PPU_ADDRESS
|5 F: I. j; H) ^9 Y - LDA #$00
( [- b$ a, a3 z9 S3 a" { - STA PPU_ADDRESS/ F% A; ~- k; ?* `. ]
- LDX #$00
( k( k+ g+ ], d, B4 L - Init_Palette_Write
& N1 k: Q0 ]: Q% n - LDA Palette_Data,X' }4 Q: p1 [. d2 ?0 h& O% V
- STA PPU_DATA
* I8 d$ O4 q8 B; _! e/ y3 ~ - INX
7 T; g, F' w+ g4 e& v B - CPX #$20
8 \; y8 |2 m" _7 }5 o x U" h - BCC Init_Palette_Write
' N! {9 F" W8 _2 C3 ] - RTS0 a+ H3 G$ Q0 M T; U6 ?
-
! z) L [0 @! V/ a2 R5 J - ;================================================== h, B o% V; `8 d f5 T
- ;设置命名表属性! h; h6 P1 N* U9 \6 U
- Init_NameTable_Attributes
5 O4 t# A# u3 H# Q - BIT PPU_STATUS5 E! @% U- \5 A. F; g
- LDA #$23
) s6 @/ l E/ n% Q5 M - STA PPU_ADDRESS3 m/ U4 `% l( i. a. R
- LDA #$C0- P2 Y9 F, d4 z" T0 _" E- q9 e
- STA PPU_ADDRESS
! V, A- l# `) T# C8 C9 w! F+ I - LDX #$00$ Q" D1 |7 n3 H
- Init_NameTable_Attributes_Write5 @1 f8 r" V+ X( s t$ Z$ g! M
- LDA Attributes_Data,X
( U0 t' S" m; B* _' d - STA PPU_DATA
9 \# `- f0 U9 W* f4 \ - INX
: Y! B$ k# K p! e" f* Z - CPX #$402 W8 C9 Y. T- O: ~ P. c0 X
- BCC Init_NameTable_Attributes_Write
6 _/ u& L( { u. `+ ]# L - RTS
0 X) k- Z; W" w3 s6 b2 n1 t" { - 4 | ?, M) f4 y/ r5 l# ^& {
- ;==================================================( a) l% \: l* Q% N1 f
- ;初始化命名表文本/ G; W+ k5 \. o3 \$ ~6 s
- Init_Name_Table_Text
1 S" I* W/ }: a% n$ ^1 s - BIT PPU_STATUS
4 X0 ?7 F4 Q2 u6 n - LDA #$20
/ y- d* e( N; |& v9 H; j' w - STA PPU_ADDRESS0 P3 x5 q) X2 O$ d- Y: Z- U
- LDA #$00+ ~- | g: V4 ]2 Y5 v* t; `7 _
- STA PPU_ADDRESS; J. s3 f. a8 S s9 \ ]4 w- S
- LDA #$009 ~' I5 v3 ?/ J4 G+ Q
- STA FC_Data_Buf
4 l" Z" J: T9 U) h - LDY #30" _4 } I3 r- L& H
- Init_Name_Table_Text_Write* j! D) M7 z+ } S# y* n
- LDX #32( k0 p8 A% W- h# _& r$ b
- Init_Name_Table_Text_Write_Char
. D( J: K% t: N6 M - LDA #'0'4 V; s+ l! D/ q
- CLC1 D- y4 J* L' w8 x9 u6 a4 I% P; ^
- ADC FC_Data_Buf
2 k, C9 t6 \" z. E! |: N - STA PPU_DATA
& F8 u8 l9 N7 E2 Z7 z# M8 y - DEX1 ^+ y n6 J% h) w
- LDA #$143 P9 B ` w, d1 ]2 B
- STA PPU_DATA
6 D& ]7 K# E; S2 ^7 d, t - DEX# c9 l6 s8 P$ P+ n+ [2 j7 {
- BNE Init_Name_Table_Text_Write_Char
9 V' Z1 e7 ], c8 T( w5 Z - INC FC_Data_Buf
6 [! o5 L0 [2 p! [6 ~ - DEY
( J3 b$ Q. W) p# t9 P - BNE Init_Name_Table_Text_Write8 \( f% y, a9 N& E, o
- RTS. v" i) B7 L, f9 I; ^0 I- K
- ; L. E4 l, N- y8 V. [/ G+ T% _
- ;==============================5 G+ e- x3 _; v+ _ g9 D
- Init_OAM_Ram;初始化精灵内存2 t6 x3 h D# j
- LDX #$000 C7 |7 R8 p2 U z# h" F
- LDA #$00
1 f: r3 M) E8 |5 V - STA PPU_OAM_ADDR
5 P- s7 i1 V0 n& }8 U( u) D% j - LDA #$F8* k3 t0 M+ L8 F4 [0 t5 N
- Init_OAM_Ram_Write
, C5 s/ N% R5 }! Z- f) u# B - STA PPU_OAM_DATA) a2 L% l o1 ?8 |0 F5 Q
- INX
- z6 K. P0 |6 q, W$ m - BNE Init_OAM_Ram_Write! Q) F% N4 P/ R2 t' Q
- RTS
( D; o5 u" w" g) X -
3 I# r+ n4 U; d9 } - GamepadProcess;手柄处理
z7 w7 j9 k$ h# J* }" u+ H- H - JSR GamepadDatacan
6 J# e0 a V& m- M* T: I - LDA <Gamepad_0_Value1 T) I% U( m3 v0 I+ M( ~! O) F
- STA <Gamepad_0_State P$ C8 T t H+ Z1 I6 a0 l
- LDA <Gamepad_1_Value, x" W2 v. ^2 }* W
- STA <Gamepad_1_State
1 g5 w) z/ ]" w+ ` - JSR GamepadDatacan
: e( `4 I) M# b; ?4 { - LDX #$01
( f/ C: p0 j( Q* P/ I# W) F! l - GamepadMergeCheck;合并手柄输入检查# G- H" R! d+ D
- LDA <Gamepad_0_Value,X- ~. X4 [7 p3 w
- CMP <Gamepad_0_State,X+ n( ~7 F5 b. r; ]
- BEQ GamepadMergeInput
0 G1 o: s/ |2 _; B- j - LDA <Gamepad_Temp,X
1 I* K5 u) m1 ]( ?9 D - STA <Gamepad_0_Value,X
: ]: Y. s9 O w - GamepadMergeInput;合并手柄输入+ C" Z+ N4 D0 v1 q# S; I) j
- DEX" a0 q4 D3 A1 g; O3 M
- BPL GamepadMergeCheck
7 E( p0 \2 X, @( C - LDA <Gamepad_Merge
) }) h- h3 B: Y - AND #GAMEPAD_MERGE_FLAG
* W4 R6 N& [, S6 I% V$ [) w - BNE GamepadStateProcess* Q9 P: p; u% ^! L H
- LDA <Gamepad_0_Value
+ Q; d$ Z# J% n* N ^ - ORA <Gamepad_1_Value
5 b% M1 w6 ]8 J - STA <Gamepad_0_Value$ w: i6 B, K( w9 g
- GamepadStateProcess;手柄状态处理; k4 }1 O% _. n& [& W
- LDX #$01
b) \& H1 _! V0 n - GamepadStateSave;手柄状态保存0 [/ \) N. L' ~7 F0 J q9 ~
- LDA <Gamepad_0_Value,X! `& Y& t* k: O* u4 I
- TAY. |! Z' P, ~1 W& _9 V' R
- EOR <Gamepad_Temp,X
1 i, D9 H0 w3 O# q6 G2 C/ l9 t - AND <Gamepad_0_Value,X( P# [ j* W0 w5 J6 r6 D( X* x
- STA <Gamepad_Once,X$ h5 H7 R4 _. j6 M* d/ ~* v( N! Q9 x
- STY <Gamepad_Keep,X
7 a4 A6 Y. t, ^/ K - STY <Gamepad_Temp,X# d* ]$ }; q# q9 ]3 }
- DEX
3 e8 Z7 ]" h& x/ `5 v! N; g - BPL GamepadStateSave, n( a ^/ n6 ]& z2 _
- RTS/ N5 r) A# t5 u
6 B. V5 @2 y6 q; @* p: X1 i2 Z5 w- GamepadDatacan;手柄数据扫描. M4 z7 @8 f- F3 W
- LDX #$010 p, d2 t) a1 q7 V/ ]# ?$ I
- STX $4016$ b* A& u7 J" d2 F* U
- DEX
0 h# n7 q6 o) s" ~( U" o - STX $4016; p% i* ]# P6 K+ N+ _4 D
- LDY #$08
" P ?8 D5 f' O - GamepadPortScan;手柄端口扫描6 k% G: R0 g9 @2 S7 G
- LDA $40161 T7 d' X: I8 R3 S) N5 x" h
- STA <Gamepad_Port_Value
3 @ z4 l. Z( g! A6 j. U0 z - LSR A% @& y" Z9 l7 S
- ORA <Gamepad_Port_Value
' N: G5 U- @8 w F - LSR A
3 ?9 x4 f) O7 S& \6 \ - ROL <Gamepad_0_Value
3 [9 ?/ O% A. q, K - LDA $40177 ~. h& T3 O: \2 S; S; W
- STA <Gamepad_Port_Value0 u9 K! n/ W* C% [, ]6 O
- LSR A) u, E# R- J. n
- ORA <Gamepad_Port_Value
+ v/ I3 h& d6 J+ ^4 M - LSR A# d$ v* H) h2 o! ` x
- ROL <Gamepad_1_Value# N. D* h3 B* S) k9 f
- DEY
( q: X5 A9 U) [ z - BNE GamepadPortScan
$ o( Y' |4 z8 y- E% f/ s - RTS
% {3 q9 G( z! C7 s Q; x -
4 T& P$ Y9 e1 ^ t - ;==================================================
, v9 C* m7 d: }( d( ? - ;PPU处理
" D5 E: L1 C+ K' ` - PPU_Process+ \* U/ T5 j: W M& J$ G, O
- LDA #$00- p. r" A; F: _* p8 w; n
- STA PPU_MASK' ~& h4 T7 z3 P. R" D# F* q
- $ h- A7 F+ P) s% g
- BIT PPU_STATUS
' o; u4 w3 @2 @' e, ?5 k0 F6 P - LDA #$20- b% A' r! V* Z2 K5 G7 x6 g
- STA PPU_ADDRESS
" Z' E3 D$ G& M - LDA #$00' v& S6 g3 ^: V3 x
- STA PPU_ADDRESS
: T7 u9 r1 Z* h0 H - / r. c7 F2 U0 V" |; s3 O$ ?* q
- STA PPU_SCROLL! d$ E8 M# k# `$ a: }# S5 U2 L" K4 a# h
- STA PPU_SCROLL
8 S/ A/ @$ t6 p - + \0 R' ]3 b r7 O2 `/ m
- LDA PPU_Msak_Buf
; t3 M" o. f+ H6 o - STA PPU_MASK0 T2 o3 u9 ~+ E' P, B# s/ `8 I$ G8 s
- ^9 k8 u' g/ }4 c1 Q' [6 N+ E, ]$ \- RTS
$ t1 H. @* h4 M4 ?8 R' Z2 e; F - ' N) H( b0 }) y3 _
- ;==============================
$ r* H# g2 E7 D0 R - Time_For_Vblank;延时等待
% d7 h r- v I+ }3 B ]& |8 K# p+ j& a - LDA PPU_STATUS5 }6 W" g. F. R" R
- BPL Time_For_Vblank( j: `2 B) l1 E# T) S
- RTS2 W! y0 A5 X! N4 X% ~ ]# K2 @
-
8 b( F+ u- C6 U: _ l g6 I: t - ;==================================================
" t* D* l9 `& A5 L - ;初始化MMC3
1 p3 Z# Q' \' W. g. U - Init_MMC3: B& _1 z8 ?, J9 w
- STA MMC3_IRQ_DISABLE
7 \4 r% b( W$ O1 D2 e& @ - 4 a c8 \. X8 d" v& `
- ;设置MMC3水平镜像- e% Y& K' y- w* T5 d
- LDA #$01
. w% J1 h7 X# w* h: { - STA MMC3_MIRRORING
1 E+ D9 m p8 q, ?2 @ - + y: ^4 y/ G" |% _! q. k1 c Q
- LDX #$05
5 b3 Y& F$ l; M# n: _ - Init_MMC3_Chr_Bank_Write3 H( E0 T2 Z! D: g+ m
- STX MMC3_BANK_CTRL
6 [% d" d+ G& ]4 ~: z: Y% `6 ]! I - LDA MMC3_Chr_Bank_Data,X6 w4 W' q! T, u1 o" h8 R0 {
- STA MMC3_BANK_DATA! L3 f0 [4 U1 e( L
- DEX
+ i. g! |" E6 I1 ~% f7 E3 D, V9 N - BPL Init_MMC3_Chr_Bank_Write& ~/ Y9 n1 O+ {- i' d" X! P1 J
- RTS) |$ p R, I5 S, a
- ;--------------------------------------------------
* }7 V: w3 v8 i - MMC3_Chr_Bank_Data$ L5 m% T C7 H8 w% t' L' V3 D
- .DB $00,$02,$04,$05,$06,$072 L8 y& G. i2 F& ~
4 C7 k K0 e% W# E- ;==================================================
( ~, s# L5 p3 V8 Q ` - ;重置中断处理
: O( R# a, q1 A - ResetProgram
: U/ d7 ~2 S, {2 |: A' f - SEI0 {8 l' `, n, V; p
- CLD' t- c$ u7 C1 c+ u, |5 D1 `4 l
- LDA #$003 e$ l9 m5 K9 ^7 T7 b
- STA PPU_CTRL
. e1 w f0 L+ i, T. u( }: V - STA PPU_MASK" E d7 a/ e0 u9 b! C8 k4 X% r1 i
- STA PPU_STATUS
. K; M+ T2 X, l9 d - STA JOY2_FRAME
. Y' Z1 B* v, h ] P0 C( U9 x, [ - STA APU_STATUS
% k! z+ t# \- T -
$ O" S+ W" W7 c9 o+ [& E - LDA #$C0) V4 q( z6 Y2 D4 { ~4 O! p( z- n3 @
- STA JOY2_FRAME3 J$ a( S* `0 u. J: G
-
9 x* Z i& ~0 F2 g9 o2 `3 F - ;等待vblank
4 {; ~2 f; _1 y+ A - LDX #$02" R( @* {4 R3 t( _% ^& n
- Vblank_Wait_1
, w& ~2 Z% t+ v7 q/ { - BIT PPU_STATUS
6 g( P. B; P! b6 U - BPL Vblank_Wait_1: B8 N: ?+ H0 X" J& ?1 U5 L* s
- Vblank_Wait_2
/ B# I8 \: e9 [ - BIT PPU_STATUS
6 @! _- z6 O8 m: i) w2 ? - BMI Vblank_Wait_2
( K# T0 Y0 n" E C/ s9 H/ Z! g, n, v - DEX" ?# H8 |7 L8 l9 i& A" E9 V
- BNE Vblank_Wait_14 f6 c" m8 I; T6 H0 C
- " ]1 A p$ X! L
- LDX #$FF& s8 y; }% s# U3 ]+ A" K& Q
- TXS4 v9 _% l% B% @" m
- 1 x9 u: D! I& U% w2 \1 W
- ;初始化MMC3; `0 K, H# E# _9 d9 Y2 {) r+ n
- JSR Init_MMC3
; [" r$ J9 N3 \. O& p4 z8 R -
* d" p# ~. I4 B- n7 ^) ` - ;==============================
, Y7 W1 D l/ _* \7 c4 o9 w, x7 {9 T - ;RAM初始化
$ g f; I5 U9 x7 W6 c& I# L6 T - Nes_Ram_Init
3 }: Z! x& c% q* h1 q" X - LDY #$00
# m8 b$ L$ D, @( S - LDX #$08
$ a! u9 u' e5 M - LDA #$00
8 m! D6 A6 h# y5 k - STA <$00# u$ X7 g/ F. a ~1 }2 d
- STA <$01( K& C% V8 q3 W. c/ Q4 x
- Nes_Ram_Init_Write" M2 K! N! B/ Z7 J' L$ i3 {( h
- STA [$00],Y9 c+ q, ~: M9 m/ B2 w3 \' i
- INY
$ j1 ]1 j' v0 Q - BNE Nes_Ram_Init_Write
) B R6 G( v6 N8 q+ ~ - INC <$01
0 V; j, h5 J# X3 u. z/ k- r9 y1 F - DEX
/ p e% z; Z7 H2 T/ p( @# X - BNE Nes_Ram_Init_Write
+ c6 M r) q# o! Y& b6 ?% c% f - & n: N1 ?) F2 E; t+ d. L8 [
- ;初始化命名表
( q4 Y- n4 U0 @9 [ - JSR Init_Name_Table/ r$ Q, b5 Y5 m8 Z
- ; |+ e {* i+ Z/ u2 V
- ;初始化调色板
7 ~4 U6 u5 N' X. W$ s7 x7 @ - JSR Init_Palette
8 c3 x2 x* d! _1 d - # b6 d8 v# a2 R5 J
- ;初始化命名表属性
1 b9 v8 G& X% i3 X# J - JSR Init_NameTable_Attributes3 T% e% x q v. n% s
-
0 u+ I. d2 \; L2 n - ;初始化精灵内存
1 v7 Y2 M M" Y4 I2 L0 {. X - JSR Init_OAM_Ram% h1 t6 P. Y7 O$ [3 `
-
# Q- m) I# ^# r4 W$ E2 {: W - ;在屏幕上写点东西- }+ e) h; d V3 E
- JSR Init_Name_Table_Text
3 {6 P" _ Z, `3 X u4 r7 Q- r9 M, p - * f5 s/ F \) l% A# B, m' A
- JSR Time_For_Vblank
4 N* z/ w9 A0 r: D - ;开启PPU控制
. {0 b5 | z) D! J8 u" J - LDA #$A8
9 h u3 I _ q) r6 @ - STA PPU_Ctrl_Buf' g8 Y/ F% E4 _2 _1 _& l% Z# p4 a
- STA PPU_CTRL
' ]- K( H1 o# M1 E* P -
( {; ?! G4 w1 x - ;开启PPU显示8 N7 n" G& A; {
- LDA #$1E) C/ x! G2 p2 T [. j; \$ f
- STA PPU_Msak_Buf5 J! M. E0 K7 ~# ^
-
$ r, D7 ~: y& O3 \) o% O. i+ H3 U - CLI
/ U5 f( G) }% `) ^, X7 N0 a - JMP Loop
- d) V% ^ h, {9 `" i: v -
1 R: q1 H9 a) q/ q7 U* V2 U# O - ;==============================) R' G2 s# H' P: ^0 i, I" E' o
- ;死循环, 等待NMI中断4 D% w7 n' u9 G7 P
- Loop( r, E; e* `4 ?4 [: U
- JMP Loop
3 T) x0 x5 B% I: @
$ ^( f# Y" d" r! O# P- ;================================================== J$ B$ j0 O" Q/ }1 n8 X
- ;NMI中断处理
, _7 |9 ~# }; `9 F - NmiProgram$ i, y8 L6 @9 `7 E9 c' X
- PHA
2 d8 b% x4 i. G- k8 V% E9 u0 ] - TXA
5 h3 N& _' m4 m: X" y4 B - PHA
+ A' P+ w2 Q, m' f/ |+ N - TYA; U4 {1 J4 E: S9 U. p
- PHA
4 Z& X8 E/ ]! ?3 ] -
+ K/ F$ J/ C+ {7 X* H# J - BIT PPU_STATUS, k0 D% M6 j" j' C- H$ r" w
-
8 W: \- O, c. H) ~- c, A C - ;关闭PPU控制
+ U2 _: D$ j) N( ?% I2 W! {9 c% p - LDA #$00
) r) u& V" t! \# Z w4 X - STA PPU_CTRL
, u" D/ U$ c+ a -
- n6 j. A& n! } ]- u, ? - ;处理PPU* h R7 {) D# w. u$ I
- JSR PPU_Process
# T5 A/ p, H/ j& F2 y - 1 a* _0 I K+ M4 L! ]
- ;开启PPU控制" W9 y& Y" n# D" E: c4 |+ k
- LDA PPU_Ctrl_Buf
: y( p/ r4 B# z0 ~5 g) _" K* n - STA PPU_CTRL4 ~$ m- n7 x2 g/ u" \; A1 G
-
6 a1 R; ?5 l9 U* K G# p0 r7 l - ;手柄处理
% Z% h' Z1 m0 Z6 m/ Q! q, d - JSR GamepadProcess* G; _9 E& K+ j- L
- 0 L( r5 O6 K7 T. _$ {5 ]' ^ {/ H: Y
- LDA #$00
# _# o- ?* ~4 K1 G - STA IRQ_Index
: j% {$ y/ t0 G+ e -
; Z: ^6 K8 l7 {( f3 |4 _ - ;启动IRQ中断, 第15条扫描线触发8 ^! G# d/ a% K, p# o. V7 Q
- LDA #15 + 1; h$ a9 ~9 |: O8 s8 G
- STA MMC3_IRQ_LATCH! Z1 m9 J' p% e- s6 x: e; v8 U* Z
- STA MMC3_IRQ_RELOAD
; C+ b- U& c; Y: w - STA MMC3_IRQ_ENABLE _1 h2 h+ I9 a& O" T Z, t- r" j
- CLI# H' W; T2 w5 M1 ~4 j- T
-
' [0 Z& \1 d' L: N' X( d - PLA2 H; ]. B' G' l( T9 r; l
- TAY
) J; U* B; h, y5 B. A6 Y - PLA) g1 `) k, ] ~7 ?3 t
- TAX" X9 [: O! F& q5 X8 \/ ]& ], t) B
- PLA' R& x$ N# O2 @1 x& z. y9 m! Y
- RTI4 ?1 K0 [2 g7 z
( f: n- s( _1 S5 R& J7 ~- ;==================================================( c% j6 f' i7 l6 ~) V+ ^1 d
- ;IRQ中断处理% }+ a8 \2 O: ?# q
- IrqProgram
5 H4 F. Z7 h' }7 ^3 ` v" P - PHA
# `8 v! B' K4 [) Q3 g - TXA
5 h" C( |0 L6 k4 l$ w) T - PHA
Q6 Y2 u9 H+ T' X1 _6 a - TYA
3 x9 B& k" c8 q9 ]5 \. k - PHA+ B$ ]3 S) o, V7 h# G
-
9 O7 D# F! x/ ?) t& t, W - ;关闭IRQ
6 E! k2 p1 J: B6 E& u. P2 v - STA MMC3_IRQ_DISABLE' R9 O# x% t, g! ]4 I
-
; t3 u, a9 [8 L2 n q/ L: q6 ~ - ;允许下个IRQ触发0 q; j3 \& H; d+ A( G/ k- Y- a
- STA MMC3_IRQ_ENABLE
; g; c+ ~$ q Q( ]) ~ - 9 c- c3 R3 }; C9 u
- ;IRQ处理, 15线后继续触发" h* E: o8 B) {2 n U3 L3 ?
- LDA #15
' D( y5 X$ l7 w- U4 t - STA MMC3_IRQ_LATCH
. j m. w/ N- `; F% @ -
5 N& c: d8 |# e/ D9 p: W0 d2 H - LDA <IRQ_Index* x A* A+ a/ a0 x& S$ o6 R8 A& j
- BNE * + 4& }) [9 M9 Z( i' a% _
- INC <PPU_Scroll_H
* l% G: [' g) Z6 p2 ] -
! h( }: S$ i9 M, x! x! G - ;设置屏幕滚动
# F0 C8 X2 X5 e5 p, [" n - LDA <IRQ_Index$ r! e' u7 i% M- ]6 o- v+ _( t% s
- AND #$014 z7 R8 ^: {. I
- BEQ Irq_Scroll_Right
8 B) u6 g7 L& v5 d* |+ x* U
6 K0 ~: a* a, q: T: i- Irq_Scroll_Left
2 E$ K1 f p* y* N1 M - BIT PPU_STATUS
. d) l, E3 u8 N: `) { - LDA <PPU_Scroll_H
, Z& a, h# T6 L$ w4 r( Y/ p - STA PPU_SCROLL
0 [% c7 `/ u4 [9 B4 E5 {0 U - STA PPU_SCROLL
9 W6 X* E$ m6 _ - JMP Irq_Scroll_Over/ Y' f4 q& e9 j! e+ F; P. }
-
6 Z6 N' G5 c( I' u - Irq_Scroll_Right+ r$ y2 o6 r! i2 i/ S& R% E
- SEC" c7 z! Z7 f* l2 e6 ?2 o
- SBC <PPU_Scroll_H# n+ E( s [3 F3 h r
- STA PPU_SCROLL( A; G) T1 F4 J( l# M% r# l* z6 z
- STA PPU_SCROLL7 f: T0 t/ {3 C" W, D
- Irq_Scroll_Over9 B6 }/ p. D4 U+ b# ?0 J$ w! [/ J
- + ^5 _: z4 I$ F
- INC <IRQ_Index, f& E6 l1 [$ x( d: f
- 2 z4 ~: G, n* ?# Q3 y0 A& J6 C( [
- LDA <IRQ_Index
# [3 b' j" C6 n - CMP #14( s: d3 h# o$ C
- BCC * + 5
% c! @6 V; U: G. J: y - ;关闭IRQ# X [% T1 a0 x' u. o# ~: j
- STA MMC3_IRQ_DISABLE
' V* j, N& x, | -
D) s* O/ @2 F) n! M- J - IrqProgramEnd6 i# M7 J4 y' G* l0 G
- PLA. g9 P9 w2 J) x4 U: v
- TAY
6 y# h3 E+ a/ r+ z6 h8 A- x( ]8 | - PLA: J, `8 a/ a% E8 ~% F. `
- TAX
7 _ n) f& C+ k - PLA, L+ w: ~( x8 I
- RTI9 H5 E- Q% L; V
-
. N. s# |1 o# T# } v! f6 r - ;==================================================
}0 w3 k% X7 x' L$ @ - ;中断表7 p/ L- X/ [. W3 t! o, Y; d8 N! j
- .ORG $FFFA* N; n5 ?5 S" g* o. L4 z& D
- .WORD NmiProgram
( b) g$ ?: R2 c, G - .WORD ResetProgram0 Z b: E+ k% ^% X( Y
- .WORD IrqProgram
复制代码 [/code]
$ d/ k* y) g7 r0 S |
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