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这是个 nesasm 3.2 入土教程, 感兴趣的可以研究下7 i9 i0 W# ]! q7 R) E5 }7 j

* f/ ?- f/ N, V$ ~7 d8 h以下是主框架代码:4 c4 |- r5 L0 O
- ;======================================================================+ x$ h8 y1 E. U. [2 ^9 s
- ;文件头' b2 n; E' ?5 q# {1 q
- NES_16KB_PRG_SIZE = 8 ;16KB PRG大小数量- t' O# f M& @9 C- C8 \9 P
- NES_8KB_CHR_SIZE = 1 ;8KB CHR大小数量
9 p! R3 ~5 _0 S- s6 f - BANK_DATA_MASK = NES_16KB_PRG_SIZE * 2 - 1 ;bank号掩码, T r! s- [- \ |7 m3 Z
- ;======================================================================6 u2 n2 B; G6 F1 w$ I, P" ?
- PRG_DATA_BANK_C000 = NES_16KB_PRG_SIZE * 2 - 26 h) O A8 r! v1 V- o4 d
- PRG_DATA_BANK_E000 = NES_16KB_PRG_SIZE * 2 - 1
: H( W5 |+ P3 ~+ Z1 l7 C - ;======================================================================* A; A# _+ e( `, p1 P8 |
- RESET_BANK = NES_16KB_PRG_SIZE * 2 - 1
2 U# }) \ M" M' G1 g - RESET_ADDR = $E000 ;主程序起始地址
a8 }1 t) R, |! i! M - ;======================================================================: p" |) N" B; ]" j# o/ b
- .INESPRG NES_16KB_PRG_SIZE ;16KB PRG 数量, $01-$EF8(1-3832),即16-61,312 KB
- |2 A1 s$ H- d I' q0 g, e: ^0 t - .INESCHR NES_8KB_CHR_SIZE ;8KB CHR 数量,$01-$EF8(1-3832),即0-30,656 KB
7 x. Q) ^) w0 J - .INESMAP 4 ;Mapper号 (0-4095)
- E5 n$ z2 ~3 l9 Z - .INESSUBMAP 0 ;子Mapper号 (0-15)
8 Y' i+ C5 t$ B8 L+ ]' D" m - .INESMIR 0 ;命名表镜像 (0: 水平 1: 垂直 2: 四屏); w2 r. a6 [6 o2 e, z' M* s
- .INESBAT 0 ;指定是否存在电池备份 (0: 不存在 1: 存在)6 O# f; V5 Y7 b) [% o
- .INESPRGRAM 0 ;指定 PRG RAM 大小 (大小 = 64字节 << 计数)0 U% i% z* b1 k# D, O2 V3 Y& D! C' W
- .INESPRGNVRAM 0 ;指定 PRG NVRAM 大小(大小 = 64字节 << 计数)
6 f3 G$ a) X/ @4 E - .INESCHRRAM 0 ;指定 CHR RAM 大小(大小 = 64字节 << 计数)1 V9 Z7 F0 x, }6 y0 j2 i) Q2 i
- .INESCHRNVRAM 0 ;指定 CHR NVRAM 大小(大小 = 64字节 << 计数)
' w" b7 h: a0 l( K: _. B; r/ c# H - .INESTIM 0 ;指定时序 (0: NTSC, 1: PAL, 2: 多区域, 3: Dendy)/ |" [6 V0 ?2 o; e7 n! R! P7 [0 u9 j
- ;======================================================================
% N9 l- v+ o# c3 | - .INCLUDE "fc_demo_config.asm" ;全局配置
9 C, L9 {* |9 i) Q - .INCLUDE "fc_demo_constant.asm" ;NES常量% G! _! Q7 A! {- S" S) F8 X& E u5 O" x
- ;======================================================================( e; t8 s5 q& K8 i; Z1 M
- ;音乐配置
) _# {$ j7 r8 u, f6 I' n- N, M# E - .IF 0 = MUSIC_THEME
2 n! ~: P" ?3 b6 O( ^; x0 U& A' q - .INCLUDE "data/music/Gremlin 2/config.asm"! n$ A7 Y: B; k$ a( ^
- .ENDIF
0 D% m/ @* t$ D( E2 D - ) b7 X: L' R& o$ f2 w
- .IF 1 = MUSIC_THEME
2 n; b' K0 U9 I z$ Q3 [ - .INCLUDE "data/music/Raf World/config.asm"
* `& {3 }' m/ K8 m' R+ w7 } - .ENDIF
7 i% v1 ` d4 z, f0 f2 ?, E5 X - & V/ W7 j5 d5 Q% I' X! r5 `
- .IF 2 = MUSIC_THEME
4 Q; ~2 X7 b( O) ] - .INCLUDE "data/music/Ninja Gaiden 3/config.asm"1 N; q _* Z1 K! R2 e3 [
- .ENDIF
4 [, U4 T- Z' z% I% z( y
* p+ d1 v1 t9 C- ;======================================================================5 r E4 G- v8 Y3 [; e5 H/ b m7 }
- ;引用CHR图像数据. s* u3 }) j( j
- .BANK NES_16KB_PRG_SIZE * 2
1 @9 @- b2 ?' h6 F2 M# @ - .ORG $0000
3 [$ k4 _$ k, o; ?/ R9 ]) N; `! e$ p - .INCBIN "data/bkg.chr"# n9 Y4 Z7 }3 Z9 Y) t
- .INCBIN "data/sp.chr"
% o1 W& h6 t6 K1 Z' E - - e5 S; \+ K% n& r- B5 B
- ;======================================================================# `3 _; d( @6 Y6 Q/ v; ?
- .BANK PRG_DATA_BANK_E000 & BANK_DATA_MASK;设置程序所在Bank
% K8 @* v, ]3 k) P# k. [2 q - .ORG RESET_ADDR
* `5 _; M, p2 Y4 u - ;======================================================================7 V. G5 X0 `' \# ?# z1 R
- ;引用其他源文件1 z. u8 v n, r5 A9 }. {7 u0 z: G
- .INCLUDE "fc_demo_ppu.asm" ;PPU处理1 |+ i; M& H0 @2 K, `
- .INCLUDE "fc_demo_joysitck.asm" ;手柄处理
- [7 |4 e+ d' F" E' y* j8 W& y - .INCLUDE "fc_demo_static_text.asm" ;静态文本处理
% h9 K8 f- s) s - ;======================================================================3 A6 ^: v$ i) s3 G: ~
6 q( Q) N0 J* F$ l& X: s- ;======================================================================
/ K0 O) H9 H$ P) i+ c - ;等待VBlank到来
# Q. t f8 q8 V5 ^; C9 S - Wait_For_VBlank
' j; Y4 z) D$ }% a, B/ e% u& Y8 W - LDA PPU_STATUS
* R+ v" w" ]5 }' V. g/ ` - BPL Wait_For_VBlank& r, Q5 j8 g- U0 x2 L0 O ^
- RTS! ]9 [- [* w8 {& q* O5 z+ A5 i
- ! H% ]! X0 e4 X# Z
- ;======================================================================
! K) `& \' G7 L- k& x - ;调色板初始化7 w- X$ i: V3 ]1 o, E1 @
- Palette_Init$ s9 g# Z) y" w, M' P; ?
- LDA #$3F
4 r& ~% d1 f9 f# \ - STA PPU_ADDRESS
; u1 F0 D3 n- H6 q5 \% t; s - LDA #$00
9 C1 |) k0 w4 `( Q - STA PPU_ADDRESS
% }: g/ d2 {% t9 h - LDX #$00
# k8 R: K9 [- [ - LDY #$20
5 S* U G- q1 o - .Write_Data
2 I( t0 w9 ]" F/ |3 b - LDA Palette_Data,X
0 H1 l* e. H5 C( X; v3 K1 j/ ^ - STA FC_PPU_Pal_Addr,X. b% B0 h l' a; z' n# O
- INX9 A6 S5 S; K/ ^9 U! Y4 b
- DEY* k2 L: u, u2 N' n! `6 f' E8 d
- BNE .Write_Data
. e( g P4 _0 ~ - .End& l: o2 |, ^! v+ _3 p
- RTS: s# N8 \+ o& n% [
- ) B( G3 @* g' l$ {$ j* s
- ;----------------------------------------
3 ?5 k4 W% E: i9 C F - ;调色板数据
% `- u7 v" B$ A" p) e - Palette_Data" H/ y9 S, H, O& l" k
- .HEX 0F 20 32 02 0F 20 32 0F 0F 20 32 26 0F 1B 0F 1B: H: \2 _; Q$ _
- .HEX 0F 21 27 22 0F 24 24 24 0F 21 21 21 0F 22 22 22$ h7 C! Y% K; U4 u# j+ N
-
, K1 T' I- a8 ~5 w0 ` - ;======================================================================3 `7 U$ m- }4 {+ a! G8 h t
- ;命名表清空
. T, S8 i, {0 A# d M - Nametable_Clear. F( B- u3 _8 h$ |3 T1 ]: r7 z# z
- LDA #$20
7 Y$ [7 b- C( g& g6 `$ Q- t- B - STA PPU_ADDRESS# S# g$ v* @; m: W
- LDA #$006 K2 B! H7 I. ~5 h& f6 P
- STA PPU_ADDRESS
8 ~, _1 [8 B+ h8 h7 G - LDA #$00
1 T! f5 e5 w& N# ~4 O5 N5 l- V4 l - LDX #$008 v- y* s; R3 e7 Q8 e0 a0 v
- LDY #$08
# s/ i% Z m: s- O& f9 b - .Write_Data
, h7 P5 W' Y. g3 S1 ^6 D - STA PPU_DATA) `' N6 ^& Y) e6 O
- INX
* r' E/ O) c/ T; }. g/ Y - BNE .Write_Data
0 G2 c/ z# T3 i, W) b - DEY
8 s5 V! P' {, _( }5 b - BNE .Write_Data+ [! `% u! }' w' |1 ^5 z/ \
- .End
. [7 N" U9 w; A) j3 ]' e D7 i - RTS
U+ q* Y- | M$ L
) D4 ]. S( L' Q- c3 \& P- ;======================================================================
6 v% h- O' l+ d- A& J! U - ;音乐曲目切换: Y4 b, G# a) e8 j3 T: k {: u# w
- Music_Select_Process
v8 n* _1 c4 ^ - 8 K! Y' S5 i3 J" A2 f4 j* {: g
- .Pre_Music;上一曲
( s, O z+ r8 {+ ~8 ~# \ - LDA FC_Gamepad_Once. o9 A# M, K- A# I5 {4 {; g1 E+ O6 n
- CMP #JOY_KEY_LEFT6 B" K2 ~/ O% c( ]
- BNE .Next_Music
% g# R1 O6 X. {0 `5 Y - JSR Music_Play_Pre
: T+ h, l5 k4 _, ?. _ - .Next_Music;下一曲: r3 T; b, y' @/ ]# I
- LDA FC_Gamepad_Once
; i% F: _2 h6 N3 t2 b6 X - CMP #JOY_KEY_RIGHT9 W1 X! X U/ l5 d M6 h# {4 n( {! F
- BNE .Next_10_Music
/ t7 M8 a+ g( @/ ] - JSR Music_Play_Next
W- l- u: n" g5 f+ n# \) a7 v7 a - .Next_10_Music;上10曲0 e3 u4 c w1 s9 f; q
- LDA FC_Gamepad_Once
0 y" j' I/ y3 j5 U* R$ b - CMP #JOY_KEY_UP! g* S3 C+ A6 q2 K" Q% y* d" {
- BNE .Pre_10_Music+ K$ n# x0 s( Q8 H7 y( c
- JSR Music_Play_Next_10
d# l! v0 x/ A) N* ] - .Pre_10_Music;下10曲
! b' x1 T" d$ c) f - LDA FC_Gamepad_Once2 Y# u l1 n+ ?$ z8 \9 w3 t
- CMP #JOY_KEY_DOWN1 J7 P- v: x' m/ m1 `% i
- BNE .Reset
6 Z: K- s( A3 K3 V t - JSR Music_Play_Pre_10
+ C- N4 b* U" d) Y- F% j - .Reset;重播当前曲目5 f% p9 c( Q" h, z
- LDA FC_Gamepad_Once
4 B* y& g8 D6 x8 _/ b - CMP #JOY_KEY_START
- F2 P" a% f0 v0 G9 ]' Y4 d+ Y - BNE .End
" G- Q8 R9 S# i/ c7 F: r - LDA FC_Music_Index
6 c7 n5 ]' z, q3 z% m - JSR Music_Init_Process, O+ j6 F9 E c5 }9 O% e
- .End
# ~, B3 C* P, [# k8 { - RTS
2 _/ n" x- U1 r B: J( }9 I - ! i/ x' E5 {/ I2 T& d
- ;----------------------------------------------------------------------
' N7 E" N$ z1 L' i/ p$ H( v - ;播放上一曲/ O' @, c$ ?! X; f6 J+ w4 T
- Music_Play_Pre
* y8 D0 c. s- ?' \# b! `: H - LDA FC_Music_Index9 |$ z7 Z* V3 v+ [2 m0 V
- BEQ .End
- r1 |+ }* B ~+ X7 g: ` - DEC FC_Music_Index
, J: g5 B: `$ e0 \+ P - LDA FC_Music_Index
2 J2 t6 B4 Q& H d) b; ^ - JSR Music_Init_Process
4 e% J1 l* `$ j$ X - .End
# |) ]' }5 B: q4 q - RTS/ ]0 R" U! p3 {3 H9 t; a5 {
- ;----------------------------------------------------------------------
4 A1 g8 k% ~ f3 P- H6 V5 v" d - ;播放下一曲
' m1 C. Z% M$ d1 F& i9 D# R - Music_Play_Next
6 s/ I+ t) @1 v5 n2 r. z - LDA FC_Music_Index7 [8 R* Y% Z& v( E0 B
- CMP FC_Music_Max_Index
3 V6 S; R3 o. H. s7 z7 D; ? - BCS .End: `* _: B8 j/ o
- INC FC_Music_Index
- {% F# n' P- m, ]; ]" C2 o - LDA FC_Music_Index
1 W/ F6 ~# `. X - JSR Music_Init_Process- v9 ]3 A$ ~9 y1 |' b- A% w7 Y. T
- .End7 c* Y- O$ |/ I
- RTS
2 s" ]3 ~3 q7 I: e$ v) \ - 6 x6 ?1 `# ^2 |7 G0 P- B
- ;----------------------------------------------------------------------
/ D6 B. E# h" k0 ^: ^6 u- Q8 @4 q - ;播放上10曲
$ B0 [/ V L2 S' B - Music_Play_Pre_10& i* Q. O% B" H, p* h' p
- LDA FC_Music_Index
! Y1 u* `8 i) W X - BEQ .End+ I4 [7 Z# C! O9 }; K& a
- SEC
& T. D5 O- R z( j Z. w - SBC #10" y: _& r- ?) k
- BCS .Pre_10" p* X0 h |: m: I0 y8 `: L% z
- LDA #$00
) W, p! }6 U. a: |2 Z - .Pre_10& `8 ]4 P5 [3 d7 c# |# p d
- STA FC_Music_Index1 y1 B7 b) A9 y7 u
- JSR Music_Init_Process' f0 M$ R5 _% `. F/ o0 _/ ^* f
- .End- k1 j1 s: u$ x) p
- RTS
3 x7 H0 E8 h+ m* |, i - ;----------------------------------------------------------------------
' D" w. U. |+ b - ;播放下10曲- N; O0 w3 [; u; |# h
- Music_Play_Next_10% t H5 u. d8 t" o" |* S" i6 L# F
- LDA FC_Music_Index; G+ Y, o3 O( l; p7 @/ ?5 |' _
- CMP FC_Music_Max_Index; u; [: @4 g4 W" x
- BCS .End* ?7 V2 Q1 J: X( K
- CLC
- X6 f- P9 {: z - ADC #10+ C0 [. B3 H1 W% B6 h! r
- CMP FC_Music_Max_Index
R" l5 r3 m1 s) f2 ~1 W6 E - BCC .Next_10# n* O+ X# |. O, J" A* L
- LDA FC_Music_Max_Index
; g- ^% j5 b: e4 G' r6 @: M - .Next_10
. s( p3 i/ U' `7 R. e: I - STA FC_Music_Index+ b8 _' p) C3 j
- JSR Music_Init_Process
9 p# q K0 \% q9 c8 ^ - .End ^0 H. c+ g9 e7 ^+ w2 w
- RTS7 p }# i5 `9 \2 ~- d7 P) P
- & w9 a4 K9 Y7 p3 d: u9 M7 V
- ;----------------------------------------------------------------------6 V5 i, o j% e1 \8 |1 F$ {: u% H
- ;8位十六进制转3位十进制制& J7 D5 I2 |0 q7 |* O7 w9 J$ O
- Hex8ToDec
* o: I$ C( D; d - STA FC_Dec_Data_1) d# a" `, i$ ?% z6 C1 l8 [
- LDA #$004 I }+ I: ?) d7 H& V3 G
- STA FC_Dec_Data_100
5 `0 y, [4 _2 q7 L - STA FC_Dec_Data_10, T' \0 H, {6 A) S" T! P
- LDA FC_Dec_Data_1
' i( Z+ {8 B5 C - .Convert_100
8 w* @. C! m3 H+ i. B - CMP #100! V) l- p, b/ @- P) w: B
- BCC .Convert_101 e$ k8 T$ @4 ]* N
- SEC
5 }; C6 H+ V4 S - SBC #1006 Y9 e* U5 S4 \2 }2 w
- INC FC_Dec_Data_100- }* `$ _8 N: b4 {1 V
- BNE .Convert_100* ^4 x' s# S, o* j: L& d" R4 t
- .Convert_10$ P; s% ~' m2 A8 P7 z. t
- CMP #10
( C6 \) o* B$ G: r - BCC .End
! n6 j$ ]3 l# C9 \- G. T/ f - SEC
6 Y& ]( c- i5 E% Z% x - SBC #104 ^. g9 g1 G4 w1 g% c! q8 [- v9 @
- INC FC_Dec_Data_100 Z2 s) a) O1 i# Z
- BNE .Convert_10
9 R( b9 I# u( h+ Z: g o6 b" M7 k3 b( v( w - .End
/ k: Q T, ~% n - STA FC_Dec_Data_11 ^) y6 f/ o& ]) {% x1 t
- RTS; a4 T/ R% y- a |0 z8 b
- - y" ?2 H# `3 ?1 r# d
- ;----------------------------------------------------------------------3 p% s: y, F4 D6 D4 ~+ y
- ;显示曲目信息
3 V2 ?1 `) s; n - Music_Info_Display6 E+ d9 a$ d- x" ~6 S3 r5 K
- LDX FC_PPU_Buf_Count
- I: }7 U& @3 a" a& v% z - LDA #PPU_WRITE_MODE_CNT_LINE" G% T$ L- m! c+ M5 r2 J9 U6 C+ x1 g
- STA Use_PPU_Buffer,X$ f* h2 w: W; [# c
- INX' M7 I( d# q& M/ F" I ^
- 3 `0 x- V% B2 ^% q8 a6 s
- LDA #>MUSIC_INFO_POS
4 N6 x! G! m) ?7 C$ @& v! B - STA Use_PPU_Buffer,X- h2 P |5 {! a! H0 C: k6 [, r
- INX
) A7 j6 B9 F' O$ j! g8 g' D: R' T - , k& A# K" E1 I- j% B
- ;居中 S q) x! p" D. s @1 Z- A
- LDA #<(MUSIC_INFO_POS & $E0) + (32 - 5)/2
# s& f, {% |8 @ Q% I( B - STA Use_PPU_Buffer,X
8 Q0 }# W( ]) [9 G - INX8 O+ X' P7 J/ E) B$ V
- ; c) H. M* E3 x- V& g" P
- LDA #$05: P" g. b. z. O/ P* Z8 y8 b6 g m
- STA Use_PPU_Buffer,X, |. F4 B/ `) G1 F. F$ {, h g6 b
- INX
# U( ^! |# x2 ]" i5 ~' @ -
+ W5 |, J g3 S" j - LDA FC_Music_Index
c9 q% b: q ^3 v6 | - CLC
6 f5 A: G" e$ J/ |- L' `9 m - ADC #$01
. n- _2 {) l/ a0 l" D" B9 J4 ? - JSR Hex8ToDec
2 B' `3 g% f. n( G - ( N9 v% x- q# H, s! _1 u
- LDA FC_Dec_Data_10
. e3 I: e. x1 T# r+ t - CLC
$ f1 j& \7 Z9 J* X! i, H - ADC #'0'
+ t# S1 P. X( L2 G# _9 F - STA Use_PPU_Buffer,X4 p; O' O. C0 m( g
- INX
2 m) Y9 ^- S* Y: q" X! E) j - 4 w# f, f; a2 h# ^ g5 p
- LDA FC_Dec_Data_1: U. l1 h7 S6 V* w) \5 w
- CLC) _+ j8 t( h1 H1 w( P ^6 k
- ADC #'0'; V3 P8 k2 a/ z
- STA Use_PPU_Buffer,X
( Z' `$ p! z4 \5 T* i - INX
/ t& F! M0 ^( _) Y -
; ]! _4 g+ R1 M1 p, i5 O - LDA #'/'
$ `' {6 g/ b" k* {; y9 j - STA Use_PPU_Buffer,X ~. b; G/ t* _/ V* {- V/ {
- INX
3 X4 O- n y. K - / {8 j6 F4 ]) n! ~
- LDA FC_Music_Max_Index! o$ @- i) u$ p3 Z1 v3 W
- CLC% ?% g9 J( r0 X1 N0 B$ f, ^7 C0 M; H
- ADC #$01" I {: t! ]0 K5 C! l: b
- JSR Hex8ToDec
: y6 p) w% T- m -
* }, }: Y |) C% D) z( z - LDA FC_Dec_Data_10! B! c" z$ o& B6 I. E0 N+ D/ F
- CLC
0 ` q+ S* |5 O$ E0 ]" T3 E$ G( k+ P - ADC #'0'
4 U: `% }9 }; b! g2 t! f; \ - STA Use_PPU_Buffer,X
- p$ @8 g3 z# Y, r, A - INX) m2 H, b. E" J1 x9 t2 R% c/ z
- & b( W& \6 ~& h5 c" e
- LDA FC_Dec_Data_1( ~+ i/ s& O% k
- CLC
- g2 V& p6 J' _5 k" f9 k* v - ADC #'0'. }- e' ]9 y/ Z- w
- STA Use_PPU_Buffer,X
& _" ]: j/ p9 g5 H1 K, N) T - INX
/ i* t, m& q9 Y) i+ s) V -
+ }4 N, h/ f6 j! |3 T1 e/ h! _ - .End# Z, W$ B0 H/ M& Y
- STX FC_PPU_Buf_Count
& q. W* D9 x) J9 H+ _3 S- f T, M - RTS
: I9 J2 K# H- b1 \2 t6 a - / r9 m# }, r* l: b, k7 A: J( W& G
- ;----------------------------------------------------------------------
) }+ C/ P* }! G. ?$ H/ N% h - ;音乐曲目初始化处理2 e/ F) p: `7 a3 w8 C' O' o( o, ?
- Music_Init_Process6 e) ^- T0 }; o: h
- PHA
# C0 I9 ] u% M2 b6 @/ i" ~! m - JSR Music_Clear_Process' J9 H9 }3 I5 z2 W5 B2 M
- LDA #$1F; {9 i7 O/ z7 [' Y, s
- STA $4015* {4 |2 z* `# h& ^* q) x
- PLA3 p9 a5 D$ ~5 C b& ~4 R: \6 f
- JSR Music_Init_Addr
% j. M( V+ Y( H- r* x, A' @ - JSR Music_Info_Display
3 r: M& c7 r) l& k. Q) O7 E6 L - RTS; V' n5 N* \+ ]& F9 Q
# V, E3 b5 `# X: n( n- ;----------------------------------------------------------------------
! o* F6 A9 z+ m& L - ;音乐播放处理4 [/ Q( D' p% H" Z7 C, w
- Music_Play_Process2 ^) T, `% |% S! e8 l/ v% y0 k0 L1 l" G5 L
- JSR Music_Play_Addr
8 D" `4 N ? [0 m - RTS
6 k7 L" y9 n$ E: E( j# n
0 M, L3 o" a. ?- ;----------------------------------------------------------------------/ k& z& E& y- y0 ? C3 O$ f
- ;音乐播放处理! ^) f- o4 A% y- X2 Z5 @
- Music_Clear_Process8 B9 E# \2 q) k9 d9 V
- .IF Music_Clear_Addr
, p6 L! {" g( f% ] - JSR Music_Clear_Addr [* d& H8 f i- j( f
- RTS
5 C$ t. Y, i6 [2 V; b) E; Q" [& I6 H5 K - .ELSE
6 b8 a0 ?6 p5 y9 \7 Q% _3 B% N1 C - LDA #$1F/ C! v9 j/ c7 l, ^5 z# ]
- STA $40153 @0 P* a/ {$ R# ^+ C1 h' k
- LDA #$00
: Q/ z$ p& G5 C" Q/ e - STA $4010) o2 s2 d+ p( P
- LDX #$000 A1 l" P) y' @
- LDA #$00. F$ S. M# f& M+ ^+ P0 v2 v
-
L w: F1 a& L* m* L2 X; J& N3 p - .Music_Clear_Zreo_Page_0
4 p$ |. C" N& J4 l; C+ Y - STA $00,X# N* i$ i. Q& x# [4 E2 ]' {
- INX2 y' j) h: {4 | a
- CPX #Use_Zero_Page_Begin8 h4 c9 l6 d+ x5 w" t6 n
- BCC .Music_Clear_Zreo_Page_0
' S9 e K* Y0 q. I& a/ G( A' b8 | - 4 T2 l) W& t, u9 p. L. H+ J& ^, s
- LDX #Use_Zero_Page_Begin + Use_Zero_Page_Size U% m1 g6 c5 B& m( J. p( ~
- .Music_Clear_Zreo_Page_1
% y$ s1 E8 u% O# x/ U - STA $00,X& _& ]& b9 T0 `0 X
- INX
' X1 w0 m$ f% `& ]! v4 Q: R' B# X - BNE .Music_Clear_Zreo_Page_1/ p) r4 A6 M- b/ J; m
-
& D3 L- O4 m# R: f5 G - Music_Clear_Process_1
% a* \, g/ H8 R; m, O- i, X - STA $0600,X% ^! M C& J# q/ V& @
- STA $0700,X
9 c* c" o- R9 n. P/ |6 h: ] - INX' T, f) G& P6 z' L; p6 d
- BNE Music_Clear_Process_1
( C2 {& c0 @) ?2 O' F# I - LDA #$108 ~2 h, J7 a% U5 [
- STA $4000
( J! M5 E8 `1 {0 N- D; L( ~ - STA $40044 h* J& x- Q) s4 S
- STA $400C
% j8 ?3 _0 |% B1 E- q i - LDA #$00
. A. P. q( y! V - STA $4008
- H% j0 Q; o7 t - LDA #$0F
8 |4 |# N0 V& c9 P/ n. q - STA $4015; O- h: T7 W! y
- .ENDIF3 @, L9 e3 J/ c
- 4 f( {# G& t. B( S) J
- RTS
5 c- I& |/ }9 I \
1 P% O, @9 Q( p3 x% P- ;======================================================================6 I, O4 _: K* I& H" W
- ;重启处理
6 m* E; J: @/ I+ U$ i - Reset_Program% f! R& V) X4 W5 H/ X$ U6 t/ x
- SEI5 Y$ k! _% J( h% { T/ C4 J2 G
- CLD0 h0 b7 W- y0 _' M! Y& w7 V! Y
- LDA #$00+ p9 V' t% R m, a* n
- STA PPU_CTRL
1 W6 y. A: U- B" D2 `% P( { - STA PPU_MASK
, a) \# L4 q% c+ e. V: Y9 \ - STA JOY2_FRAME
7 E3 Z% }6 O, A! } - STA APU_STATUS
& g* {% C- \6 C5 x& P6 g. Y* i8 x -
/ x1 l) y; |: O5 E/ t8 ^9 U8 w! m* W - ;等待屏幕准备完毕 z. O' H4 o7 A# o( ?: ~% o
- LDX #$02! D$ w# f1 z: c3 G5 k% I
- .Wait_For_Screen_Ready
1 x2 p2 a( b ? - LDA PPU_STATUS( K( t( _" S6 L1 a
- BPL .Wait_For_Screen_Ready
V, n* b" n& h1 T9 g9 C f# \( m - DEX
- h9 C3 J& a$ r0 v: ~ p - BNE .Wait_For_Screen_Ready2 c% U' I" i4 @) v' E6 l1 ~3 o/ k% [
- ' U+ `' D: e+ k. Y+ l" b2 V$ k
- ;清空调色板
& O) {' C! K4 }8 g9 o - Palette_Clear
3 ?: P8 g O/ \/ I - LDA #$3F
1 M1 v1 _6 _# N - STA PPU_ADDRESS. r; E4 c+ U- _) o0 v/ Y4 J* Q3 `2 Q
- LDA #$00
5 Y( |1 j; M- z6 f/ G. O - STA PPU_ADDRESS1 y$ o+ N2 Y! J$ |- s
- LDX #$201 L, S* i2 a3 M; g
- LDA #$0F
' ]/ m- [: I( }% w4 ]0 ^ - .Write_Data
5 a- ~8 i3 s. ^7 t1 J - STA PPU_DATA& q: x9 A8 [$ J8 O* A4 c& u
- DEX) X: t- ]3 k+ ~" w5 X; O# T
- BNE .Write_Data
: V/ x8 w8 i' N& u& [
+ p2 R# B8 ` g% g/ N5 m( }- ;清除声音 $4000-4013
7 G( ]0 t. X4 h( j3 I' v, T - LDY #$14
4 n7 f$ Z9 r$ d, G k - LDX #$00
- `. u( J, d `& O% q7 t- y1 L - .Sound_Clear) |2 [1 A1 k$ m2 T, A; e$ @3 `
- STA $4000,X: ^5 `) f- d+ M8 {3 y0 {
- INX
) @7 d# h$ L9 c( r7 P - DEY9 s: F3 Z; O" _$ \0 D9 O& v2 l& j
- BNE .Sound_Clear% O% C! t% j K6 G/ |4 q
- - w, a5 y. J. K; K& y. v! s
- ;清除 RAM $0000-07FF/ E% R* D" c6 p/ Z h* @! o4 C8 J
- LDA #$00
! i) @8 f2 m/ [( `" m - STA $00
% G" b2 B% d' Q @. s9 Z. ?' q% s% @8 W - STA $01
. K/ C2 y1 U- w( I- A3 h - TAY
5 }8 a X4 S c - LDX #$08, n' b7 O) W } q+ P6 ^# Y" H1 \
- .Memory_Clear
9 [ T$ q7 ~* P - STA [$00],Y' S$ V+ ~. _: _& z4 I Z/ l
- INY
( [' ~ _$ |( G+ D5 w! @ - BNE .Memory_Clear
( D6 {( S" J) K" r5 c - INC $01
' p9 W# `7 v8 ]1 @+ |( \ - DEX& F1 d5 f. h7 \% Z) V* C* ?
- BNE .Memory_Clear
0 R9 m5 U) { b5 o. \: L q -
3 c: X/ Y, b- M J7 j - ;精灵缓冲初始化
6 I2 B) [) |" X9 @ - LDX #$00
% d- B, C6 B( }6 A F6 ^ - LDA #$F8: f0 B$ E. w9 y
- .OAM_Clear
0 X- ?* r; z% Z# B1 w2 ~ - STA OAM_DMA_Buffer,X
; Q; f1 O: K/ g1 w; j6 \ - INX
; R. a! I& X# a4 l2 ?/ \$ M% V - BNE .OAM_Clear
! ?& p" ]! o/ z a W - 9 G V& \4 ^/ ?( d# Z$ R' d* j
- ;栈指针初始化4 Y* g& Q) C- x3 l# M+ u
- LDX #$FF8 }, f8 L- Z9 k8 `
- TXS) B7 x, n4 `% C; b6 y. p- z
- & n- U; b/ \8 g" y& L/ d
- JSR Nametable_Clear;命名表清空" R3 ]0 p4 g5 s$ }
- JSR Palette_Init;初始化调色板缓冲
: Z& C4 x; Q' t! J5 k, w) I - JSR Static_Text_Init;初始化静态文本
2 L* Y) h1 B8 D( j6 @ - " q0 e$ B5 J Z
- LDA #MUSIC_ITEM_TOTAL - 1
( h2 v3 t/ m2 {2 x. F/ v - STA FC_Music_Max_Index
' E/ F1 V. y- ]# F- x - ' k6 y H. Y" ?( b5 ~
- LDA #$1F$ ?! f8 |3 A, O+ Y# [3 B
- STA APU_STATUS9 T& K% x( O9 c' q3 N4 Y2 W
- LDA #MUSIC_BGM - 1
( r; |9 S, C# X+ f! ^ - STA FC_Music_Index3 o e D! u# r* K
- JSR Music_Init_Process;音乐播放
! o, G+ S1 U$ c$ k - / K! `5 l% d _, @5 E
- ;设置屏幕显示状态缓冲(当NMI处理时控制屏幕显示状态)
8 ]( G) W7 x- W4 ]1 Q8 T - LDA #$1E/ {* V: n3 L i) Q" j ?
- STA FC_PPU_Mask_Buf
& ?" k7 h) t" }0 f - 9 w4 ?- A5 s" N/ g% g2 V
- ;启用NMI处理7 f; C# K; U$ R9 A7 e) G2 I
- LDA #$80$ N$ f4 k8 w6 q% D; M4 f. _: t x
- STA PPU_CTRL
9 t) }7 c4 ~% C9 n; ~$ y - 7 L2 P, B- A" e6 |, ] ^( G
- ;程序循环, 剩余工作交给 NMI 中断处理6 B3 X( j2 X' \! w# z4 `
- .Loop
1 l4 p; h( @5 Y8 r3 F; j; C; F - JMP .Loop2 C. S" F3 d2 H1 R/ s
- ; D0 n; q. X+ {3 e7 r" I% M
- ;======================================================================! @- q$ z( N0 q6 f
- ;不可屏蔽中断处理
$ }" Q5 H3 [( f ^/ o5 Q; M" ` - Nmi_Program
( B' d" a% a; u - PHA$ p. h* k; }8 s; Q
- TXA9 _) S& ?+ ^& ~% D
- PHA
7 H* c3 a; e0 F- R# q" L - TYA
9 m% C0 k& ~; `! I - PHA
# {$ V/ G$ Q* a8 f8 {& P -
- K% F: E' m9 n# x% ` - LDA PPU_STATUS;读取使得 PPU状态寄存器复位
4 N4 v* C$ D' U J4 I - ' K0 s& u" J0 G5 g+ T9 W
- JSR FC_PPU_Procrss;PPU处理
, O: n! @/ h" H9 o6 Z - ! ~+ Y) l( E r& o! G, ~: C* m; F
- ;精灵内存更新+ q/ J. ]3 g: C7 y5 \8 U- k/ u
- LDA #$00
$ t2 m) A$ f9 y! t# R, K - STA PPU_OAM_ADDR: {, I" z) t+ m5 g( w5 H. \$ n
- LDA #OAM_DMA_Buffer / $01007 Q8 h# E8 p v! P/ q
- STA OAM_DMA
) ^' w) i6 }# b% E! y -
/ [9 p* e/ C( ~" g- h. _5 @/ z( i - JSR FC_Gamepad_Process;手柄输入处理5 x5 j& A# M# S* |) N
- JSR Music_Select_Process;音乐选曲处理
; T' c9 x5 g$ [- D8 V, y4 U6 f - JSR Music_Play_Process;音乐播放处理 f( X# Z2 V5 L, q# K s
-
& K( O- }0 s# k7 \+ {4 H - PLA2 O" w2 u. z7 [8 }/ ^
- TAY
# p8 ^- ?1 _5 V- i - PLA* U3 v+ s4 q4 } l" q0 C: l# t
- TAX! W: T% N7 L5 t: N% }# ?& k; H; D7 y
- PLA
( o M0 ^5 E3 I - 5 b9 {0 n, W0 z9 ~2 u. a
- RTI
6 q. S) @6 N6 t
5 d2 o4 V9 \* b0 `; e+ k- ;======================================================================+ `% B$ K# k4 i" L
- ;请求中断处理/ I9 B+ `$ r8 X- K+ `
- Irq_Program
$ ]% u7 R6 ^" u - RTI/ g- c" o( i# J; H2 t# r
- 9 E0 B- I9 j/ ~+ [
- ;======================================================================
: i+ a. b& c! \% i; [ - ;中断向量表
+ `; g+ C' r+ K' R4 U) ]3 b - .ORG $FFFA
Z4 @: H( o+ E2 J6 Y - .DW Nmi_Program ;NMI触发时执行2 F- e" V) Q+ [: n6 o% _
- .DW Reset_Program ;载入ROM时最先执行
8 ^9 X* l! E; c/ X) {1 U/ h - .DW Irq_Program ;IRQ触发时执行
0 A- F% B; G0 d/ O3 G+ R+ S
复制代码 1 ]; z* L7 N' s' U9 g. i& z
9 O$ @ r$ m+ x4 m5 Z
8 v* R: s! p2 Y8 b' ]- F& Fhttps://gitee.com/flame_cyclone/nesasm_3_2 |
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