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这是个 nesasm 3.2 入土教程, 感兴趣的可以研究下. b# q1 c. I( J. s: e9 l% o0 c$ S* e
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以下是主框架代码:
1 b8 i, {7 s9 y" x7 M- ;======================================================================( }7 m. H8 q3 G! w9 v& ~6 Z
- ;文件头
1 [+ \ r# q: T0 C7 q - NES_16KB_PRG_SIZE = 8 ;16KB PRG大小数量- u5 f/ z& k r+ S
- NES_8KB_CHR_SIZE = 1 ;8KB CHR大小数量# ~! F3 o9 Z6 X/ @: e( @6 D5 L8 r1 S
- BANK_DATA_MASK = NES_16KB_PRG_SIZE * 2 - 1 ;bank号掩码& j8 c; h! H/ c+ L- v$ ^; s: a7 @
- ;======================================================================" n8 e, Z7 n) r! a, R
- PRG_DATA_BANK_C000 = NES_16KB_PRG_SIZE * 2 - 2' ~9 C' K0 }7 Y& v7 {1 d
- PRG_DATA_BANK_E000 = NES_16KB_PRG_SIZE * 2 - 1
0 Z, c2 y3 t4 D% R) Y6 L9 l- [ - ;======================================================================
& E' O$ J+ }8 {6 L! w# W3 a* d1 | - RESET_BANK = NES_16KB_PRG_SIZE * 2 - 1
/ M0 b7 V3 l/ k1 r2 J& g7 ]# j9 @ - RESET_ADDR = $E000 ;主程序起始地址
+ {* N' u3 S" a8 x0 N; \ - ;====================================================================== L( D+ d6 H; r2 ]6 j" {5 Q( e3 f
- .INESPRG NES_16KB_PRG_SIZE ;16KB PRG 数量, $01-$EF8(1-3832),即16-61,312 KB3 t$ E$ ^3 Y* _4 }' y) k( I6 p
- .INESCHR NES_8KB_CHR_SIZE ;8KB CHR 数量,$01-$EF8(1-3832),即0-30,656 KB& }: b+ R! Q4 E, ^8 K* D, z
- .INESMAP 4 ;Mapper号 (0-4095)# z4 E/ U; `( e# ?5 @+ U! e
- .INESSUBMAP 0 ;子Mapper号 (0-15)
& C3 V3 o1 R' O' G ?8 a - .INESMIR 0 ;命名表镜像 (0: 水平 1: 垂直 2: 四屏)
2 G6 D& H$ H/ i3 H - .INESBAT 0 ;指定是否存在电池备份 (0: 不存在 1: 存在)
+ _. [ Q' n, l# x a - .INESPRGRAM 0 ;指定 PRG RAM 大小 (大小 = 64字节 << 计数)
' T( w& c5 Q" k; w9 D! {: b - .INESPRGNVRAM 0 ;指定 PRG NVRAM 大小(大小 = 64字节 << 计数)+ Z- e# X3 g+ K0 @& F; P: ^
- .INESCHRRAM 0 ;指定 CHR RAM 大小(大小 = 64字节 << 计数)
8 o. ^' y$ \- l% F4 ? - .INESCHRNVRAM 0 ;指定 CHR NVRAM 大小(大小 = 64字节 << 计数)
* C5 T! C: v3 G; X - .INESTIM 0 ;指定时序 (0: NTSC, 1: PAL, 2: 多区域, 3: Dendy)
. d. ^: X$ X" x5 ]% A - ;======================================================================
4 k3 H. G7 Q# _ - .INCLUDE "fc_demo_config.asm" ;全局配置
$ a* _) u( v% P6 p - .INCLUDE "fc_demo_constant.asm" ;NES常量
* P# L& E: M1 I' V - ;======================================================================
8 ~! l/ z8 `/ A* |) X - ;音乐配置
9 d5 H3 s2 w) s# T - .IF 0 = MUSIC_THEME
6 L3 S, M6 p$ o - .INCLUDE "data/music/Gremlin 2/config.asm", a. Y+ n8 s6 L# T$ l
- .ENDIF
y* f7 }; ?" G& } -
& Q2 C3 K: a. r4 C4 j8 r" l; N - .IF 1 = MUSIC_THEME& z5 T* h# l- c
- .INCLUDE "data/music/Raf World/config.asm"7 l, f& d$ f* B: B
- .ENDIF
- G G6 X, J" v6 `0 @3 D, \ - : D7 Y8 H: E: G+ i( B
- .IF 2 = MUSIC_THEME
5 p3 h7 d( x6 U6 Z6 X% e - .INCLUDE "data/music/Ninja Gaiden 3/config.asm"0 y$ l1 M" S8 k: @4 l8 p$ A2 `
- .ENDIF; r" g' R: }, z e
' o8 N6 m: J9 O" |- ;======================================================================
. T7 S& k4 g% }! S! J" h - ;引用CHR图像数据9 H- P, A6 w9 d
- .BANK NES_16KB_PRG_SIZE * 2
/ ?+ P* c5 V; m- f1 D9 t% } - .ORG $00004 Y, r& M6 q( e7 \6 g- m
- .INCBIN "data/bkg.chr"/ E5 W) k# q9 G' n* R# ~1 I# }
- .INCBIN "data/sp.chr"
, g& ]( n: D* R - 3 _# M* h9 V, k* n1 d% }- w
- ;======================================================================, h: v$ U$ U" a+ p- U$ \
- .BANK PRG_DATA_BANK_E000 & BANK_DATA_MASK;设置程序所在Bank% W; O' ~0 ^& o4 n0 A/ ~$ N! X
- .ORG RESET_ADDR) k: U$ O: E+ m( z w
- ;======================================================================. O- m5 b+ l. _4 _" s6 f7 i
- ;引用其他源文件" v1 Q3 M/ N e% ~ K
- .INCLUDE "fc_demo_ppu.asm" ;PPU处理. V$ a) r- Y$ M9 ?. y2 I. p9 f! b
- .INCLUDE "fc_demo_joysitck.asm" ;手柄处理
" D, Q' S5 v" Y3 c - .INCLUDE "fc_demo_static_text.asm" ;静态文本处理4 X1 \7 w, C( c' Z/ Z
- ;======================================================================
2 A" Q; Z# f6 I- X( E3 @' Z" k
4 V0 S' T6 g3 M- ;======================================================================. P: Y8 t8 j: n" p8 B6 l0 z
- ;等待VBlank到来
7 S3 V) A3 y% f6 }2 D/ r8 U - Wait_For_VBlank
" Q7 ^+ |- K" N8 H. F# r - LDA PPU_STATUS, {6 I1 n* Z* Q+ ]/ ~7 F2 z
- BPL Wait_For_VBlank" c. S0 q9 K T! p% I
- RTS
N& i0 n' H. E; P4 {, S6 y
; v8 M, N6 q( F4 I4 I- ;======================================================================5 x: ~" u+ \4 w" @* z; ~" N
- ;调色板初始化0 J5 ?+ L$ u! L/ W5 E& y! S# T
- Palette_Init* L: k' a7 @* k0 ?% X& H5 V
- LDA #$3F* _5 n- }4 D0 L: p: Y
- STA PPU_ADDRESS& [2 Y- \6 N- R: L( ~
- LDA #$00
8 g2 H5 `2 J: i) O2 T - STA PPU_ADDRESS' N4 u+ B$ a' z& i9 m
- LDX #$008 v* W- y) G( G" f& A, d) u/ g
- LDY #$20
! o/ R- P9 f) k - .Write_Data
- `1 d( b: n6 F% E, f - LDA Palette_Data,X
" X$ v# _4 Y( F0 p9 W5 W& f( B - STA FC_PPU_Pal_Addr,X
9 k( h8 o ?; t$ K8 p - INX I: l5 z& ~% m5 y
- DEY
9 W8 \, S; r# f1 Z - BNE .Write_Data
( g, Z. n/ c! n/ H8 P - .End
7 m5 T$ ^' y0 k7 i2 I% }) [; ~ - RTS
' {/ v. m q* x+ E4 L( N& m& t - * }9 h& j& C$ I: B7 P# ]0 Z, A
- ;----------------------------------------
- Z3 n- O+ ^* m - ;调色板数据) t% l& t* v0 d W
- Palette_Data4 M" |( Y0 s9 `) i% Z
- .HEX 0F 20 32 02 0F 20 32 0F 0F 20 32 26 0F 1B 0F 1B
M4 Y0 B% ~, h9 Y4 A9 B - .HEX 0F 21 27 22 0F 24 24 24 0F 21 21 21 0F 22 22 22
" h6 Q8 l& R0 T9 b& E: q9 s/ F - * d8 W0 ?, H3 Q( P
- ;======================================================================
, k# \) H+ k" d: e0 w( L - ;命名表清空# a5 ^. ^( @' d& _1 v8 O4 p
- Nametable_Clear
! _( s- H! }. F* i4 f \* A - LDA #$20
# ] N( J! a$ S - STA PPU_ADDRESS+ Z; C& l" h* O. w$ w f
- LDA #$00
( s" a) p- B- q/ H/ O - STA PPU_ADDRESS
8 V% ~1 ]/ k1 }* j - LDA #$00
! ?) W i; M. E# G2 x - LDX #$00' M! q4 z3 Y L U6 ^, p
- LDY #$08
9 U9 A' v p O, R) D - .Write_Data9 ^9 D6 }! k; _& l) u
- STA PPU_DATA
3 [$ ^6 r+ K6 `2 f! o) U - INX: @/ E0 X/ p3 K
- BNE .Write_Data* L+ h0 |4 S* |! o% E
- DEY. r' N( `9 h$ P/ l+ T/ y
- BNE .Write_Data( K7 `' u, F* h
- .End
5 ~& d, p$ v& o - RTS; }# z: x3 {" H/ {6 g; u
0 F) x2 Z. L6 v7 N- ;======================================================================
1 J$ r4 @( {/ i: A - ;音乐曲目切换1 i! @$ W) t: G
- Music_Select_Process/ }3 Y6 V: w% S
1 ?7 Z0 E" c! d# R1 `0 N- .Pre_Music;上一曲
! w, f6 T- j+ Z$ n/ u9 x - LDA FC_Gamepad_Once
4 W& g; g' t: g, J' l5 q* @ - CMP #JOY_KEY_LEFT
; R% R+ O3 g6 h, R - BNE .Next_Music
9 [5 D: G, s4 U0 [+ j: w4 I - JSR Music_Play_Pre& C* c+ N/ q- n6 m7 U
- .Next_Music;下一曲
$ I" X- G- O: ~ - LDA FC_Gamepad_Once6 a' ^4 `+ @! k, |, G
- CMP #JOY_KEY_RIGHT
8 V& g+ @5 [" i, p8 G- Z2 y7 R% u - BNE .Next_10_Music
! l0 o2 [3 S- _2 X. L6 U - JSR Music_Play_Next
3 u8 t7 s4 x, k [ - .Next_10_Music;上10曲
1 u4 {4 `3 V) a3 w - LDA FC_Gamepad_Once; X2 p w' o) p E3 t/ y* S% |, m
- CMP #JOY_KEY_UP
( c0 v/ a, E; ? _+ t; g% ^ - BNE .Pre_10_Music8 v/ O) N" X0 F7 _0 o
- JSR Music_Play_Next_10- \! y) t6 W( \" `9 l, y$ l
- .Pre_10_Music;下10曲
5 P/ ]; ?0 {( a9 }5 y. N! r: G. N - LDA FC_Gamepad_Once+ _: F& D1 q1 O& m9 N8 D
- CMP #JOY_KEY_DOWN# Q" n) {& e: Z# N0 u
- BNE .Reset
2 ~6 l. M0 G o( C - JSR Music_Play_Pre_10
3 f# Z1 F; E4 n: a% ]' e T - .Reset;重播当前曲目* \' b1 g. J; z* j3 o7 T
- LDA FC_Gamepad_Once
5 K; `0 p8 o8 M( E- T$ W" I. w - CMP #JOY_KEY_START
. C, R& e7 \ |' g* c' ? - BNE .End
4 u: \, a5 e6 t8 Q7 s% U, y. Y- x - LDA FC_Music_Index
+ R# P1 j" J" A- F& F$ d9 M5 S( b" y, D - JSR Music_Init_Process& h9 Q4 _* d/ k; [8 w
- .End
3 e( z: x% ]. S& `3 a2 o0 R - RTS
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- ;----------------------------------------------------------------------2 z" B! i- L! Z
- ;播放上一曲
* s) f& l; K6 Y9 c - Music_Play_Pre
2 u9 F' @6 M5 f' D6 l - LDA FC_Music_Index
( Q- y# |$ Y& { - BEQ .End& }" |% b+ `1 ~9 B5 i
- DEC FC_Music_Index( g) |9 |5 T3 n; S
- LDA FC_Music_Index$ l' r& {8 B" G9 o
- JSR Music_Init_Process
) Q4 q' a( t! L/ r/ @3 e# @ - .End$ o% a. j' s7 j# Y& U* C
- RTS ]) L+ U1 O3 K/ D E
- ;----------------------------------------------------------------------! Z7 M0 W; h2 v
- ;播放下一曲
% D! A& Q$ ~& i! }! A/ w5 A9 c - Music_Play_Next
( L$ c9 {- e) r9 d: C - LDA FC_Music_Index6 W. G4 C! ^ g2 b6 q+ A, h' L! ^ r
- CMP FC_Music_Max_Index
' ~3 |" v0 e7 Z - BCS .End
4 o9 A' J( h! {: k s* E5 o - INC FC_Music_Index
. e0 h% L: l" [ - LDA FC_Music_Index" t6 N/ ^0 l' Y7 ~
- JSR Music_Init_Process
& r$ d* X( j T+ D" F - .End
9 Q0 o a* H/ b - RTS; g* z) u9 K/ @! Z/ { l3 V
- & ~1 D* V. Q$ P2 l4 F! g p
- ;----------------------------------------------------------------------
0 ]" m9 ]/ @! W+ J1 U7 e$ [ - ;播放上10曲. y5 {6 Y: N, ~5 u
- Music_Play_Pre_10) W. }8 A: s0 U7 ~/ f5 Q$ o& x
- LDA FC_Music_Index
1 r2 ~+ _& _1 M4 v/ M - BEQ .End8 q l; \2 i4 B$ Y7 h( r
- SEC
: }; l3 S% r* O" E - SBC #10
/ v! X, t6 C1 x2 B% }' Q - BCS .Pre_109 d7 v- |# a, t% G. w' M! Y
- LDA #$00
# w8 |2 c2 E9 {+ K - .Pre_10
; N$ W. Z' e& J- [ - STA FC_Music_Index
* M; u% n" u( X) m - JSR Music_Init_Process2 z* S4 z" {) R' u7 P
- .End7 t; m) V; |& d( o5 X3 J! x9 D9 D: e
- RTS; S- \) B! d( X' d6 J5 J. F
- ;----------------------------------------------------------------------! i. F! p0 Q4 ?* ]+ M* q% W: ^( B
- ;播放下10曲# a) q$ A! d* ~" `7 h! \+ R6 l
- Music_Play_Next_108 ^, C! R# Z+ m/ H. O1 F4 h! Y4 P
- LDA FC_Music_Index
. V: i- S! {" [/ z9 c, ~ - CMP FC_Music_Max_Index5 X! P: f6 Y* \& [ y! U
- BCS .End
- W2 l# k( u4 V; x& v ^ - CLC
1 H ~+ _ ~3 q/ W. l: V - ADC #10
# A% {2 U! q3 u$ r4 ] - CMP FC_Music_Max_Index! F4 C9 u$ {" _7 H; U
- BCC .Next_106 l1 T+ T H |0 e$ O
- LDA FC_Music_Max_Index
6 e( w3 Q+ G6 u# ?* W j - .Next_10
6 t; V7 Z3 t) @+ J: _3 G - STA FC_Music_Index
- r- x) X2 V7 X( A+ p: @ - JSR Music_Init_Process
7 s& T4 S* `+ m& s# n - .End, ]: ]" X) w7 M$ F' Q/ ]" i
- RTS
[( Y( a/ P; D: M/ J5 Z: O5 d4 @ - 9 k5 Z; ~$ y" x/ z
- ;----------------------------------------------------------------------
' v+ X/ `+ \& q - ;8位十六进制转3位十进制制4 a# o4 j, V0 D& h; t3 r
- Hex8ToDec
0 h' H6 p+ G( A3 O |0 X+ R - STA FC_Dec_Data_1
X8 o; d. y! W& O - LDA #$00
$ R7 N' A; _1 g0 o - STA FC_Dec_Data_100, l7 }- c( z4 E8 M/ e- }# F
- STA FC_Dec_Data_10
Y1 o7 i# P" D) q - LDA FC_Dec_Data_1
! Z" X( p0 a- [3 m+ m - .Convert_100, d1 v# [2 \, O, [5 ^& Z$ n) ^5 X
- CMP #100
9 ]( u C% Y5 T7 B2 `2 a - BCC .Convert_10
/ ?* o+ \7 [& w5 Q7 F - SEC! v, D, q# h+ H V, V- \& G
- SBC #100& k/ G) d/ O& n% `) q+ M" u9 M
- INC FC_Dec_Data_100
+ _. s* U1 w3 J3 g t - BNE .Convert_1006 G( |- }% E; _# w4 F& F- J. q. c
- .Convert_10
' c3 }! R6 r4 q7 M9 g9 U8 c- p$ a+ \ - CMP #10
Q* G" T0 O1 [ - BCC .End7 k3 g5 N( M0 ?! `) {
- SEC
# j2 P1 t0 y1 k0 }; i7 b" N - SBC #10: \, m$ \! A# u* \
- INC FC_Dec_Data_10! n7 y2 F( Z; [2 k. X3 r
- BNE .Convert_10
8 x2 I! t1 i \! Y8 t- x - .End5 g( L; E/ U/ M: t4 r
- STA FC_Dec_Data_1; c3 t, O1 @3 k; R" b
- RTS
4 m# H' J. U2 e% D# F
/ Q7 _# B6 G( a* w# D- ;----------------------------------------------------------------------
; Q2 R+ e3 y v7 B1 z - ;显示曲目信息
+ m1 ?0 B$ ?8 i; I - Music_Info_Display
- F& p& S. ~" z' B L - LDX FC_PPU_Buf_Count
% Z) @$ J" m- K. ]- V - LDA #PPU_WRITE_MODE_CNT_LINE9 m( {) n: K/ ^# }, m0 j6 A
- STA Use_PPU_Buffer,X: I& W3 ?4 I) |% j
- INX
8 m7 p4 N2 e$ r) x3 a7 k& e -
8 [+ b* o) }6 Y- r& d/ B - LDA #>MUSIC_INFO_POS2 C+ e2 s6 H9 I" @
- STA Use_PPU_Buffer,X$ f) z2 G$ J- Q
- INX& r# z. R* m; c% V+ N& R( A
- + f7 p" J3 Q: Y: z2 I8 f8 p$ j* j
- ;居中! q& `2 J; |8 X, W8 U: J
- LDA #<(MUSIC_INFO_POS & $E0) + (32 - 5)/21 i! `& e5 Y0 _7 g0 I- U* O
- STA Use_PPU_Buffer,X8 D* N. }& d6 t; r2 E% N
- INX
" J% n) M" P4 g2 x6 ]3 W( \ -
9 L& e4 V9 X/ C - LDA #$05
# t' G6 W V8 n4 x5 O! x - STA Use_PPU_Buffer,X, { H0 M9 L) |0 T! T
- INX% a5 F$ e5 k: U* n, | F
-
% o, {( V6 |0 M) H+ _3 x! [ - LDA FC_Music_Index
( a9 `0 v ?- J, l3 \/ h2 S - CLC: Q/ L" u& G" d8 e- u9 L" u9 z
- ADC #$018 Z; O7 `6 x; U6 r1 U. F( r
- JSR Hex8ToDec7 m. }) k0 ?: B% h9 L
- % h' k, l+ S; b9 X
- LDA FC_Dec_Data_10
4 T7 j( M1 u/ U; B$ n( c" {$ G$ f - CLC
0 R X" Q7 f4 K - ADC #'0'
6 Q l6 a: z1 Z - STA Use_PPU_Buffer,X5 o$ w+ b' E7 w
- INX0 l4 ^+ F* h; x1 u
- 3 k- P. s9 x) C7 V8 c/ _9 O/ S
- LDA FC_Dec_Data_1
) p& U+ e# q4 r& x& @% [3 r- p - CLC
) Y1 z3 f/ F4 q2 k' f- z - ADC #'0'
. l( F. Y) a, l. ?8 @6 c+ L: |, P - STA Use_PPU_Buffer,X ~2 B% l/ B% j! n0 o- Z) B
- INX: i$ a) Y" r" J. x6 Q
- % I) q% T3 v. D1 J1 u) L% ]
- LDA #'/'
% b3 V7 O4 E4 e - STA Use_PPU_Buffer,X6 P, z' L2 x7 y# M% i/ E
- INX9 J& `; a! n2 B/ t8 a
- : m( K: J1 u# Z( A2 b, y7 b" \& n
- LDA FC_Music_Max_Index
- U$ ], q" y3 I2 @5 H - CLC9 {( C4 R) N" u% N+ r4 l1 d
- ADC #$01
8 r$ e/ g$ C- [- X: c1 q - JSR Hex8ToDec
+ t, p1 ~: ^1 M( d8 i - 7 [9 ]9 m/ H7 ~8 b7 B
- LDA FC_Dec_Data_101 V$ {3 N5 B/ s# l" X
- CLC/ N) \* k/ O- w" X& D
- ADC #'0'
* M' L0 e: U5 H. @3 w% N$ k* T - STA Use_PPU_Buffer,X
9 `/ d y: ?, [* _9 ~! M3 r - INX
% \. W" Y/ ]* \9 ^4 Y* i -
- e7 _' X" X8 f+ I0 e, U - LDA FC_Dec_Data_1
f6 S3 @+ c5 L+ A/ _ - CLC
$ A/ J# t( R# Z2 m - ADC #'0'4 O& R X) w% z- m
- STA Use_PPU_Buffer,X6 H! r6 k2 s- ]& Y2 v
- INX0 k$ A$ X, U2 P$ h$ o5 @6 B
- 8 R3 u$ c& u, S( |7 m3 S
- .End
' h' E2 s; H3 c4 ~/ C+ R* ^2 D z - STX FC_PPU_Buf_Count
1 J) q7 z9 v/ W - RTS
9 p, U7 C) X6 `3 ?3 I& W. Y - 3 }5 \/ B: D7 b, P) ^5 G
- ;----------------------------------------------------------------------. A D: G' q" z+ u* l# J
- ;音乐曲目初始化处理# T7 h" ]% M0 J/ J" q8 e! K5 T# b
- Music_Init_Process
7 q7 \4 v; J2 n: U1 m - PHA
5 F1 f. z; ~+ V+ f& r6 t* ~ - JSR Music_Clear_Process
U- s" C7 D2 K" ?* \ - LDA #$1F
- D9 V6 n! n" x7 T D w# L8 A" l - STA $40157 G# V1 s' K" p* X- H( k) S: ~
- PLA; u z! R% p$ x+ R) G
- JSR Music_Init_Addr
& v* N4 W. {& P& U, Y5 I1 c - JSR Music_Info_Display
' m! n" _1 v5 ~7 q4 q W - RTS8 s; m _0 x. Z4 ^: j
- " r+ I _- J b m' p" C0 T$ ]
- ;----------------------------------------------------------------------; O- e9 k; N+ @0 J8 i3 ]
- ;音乐播放处理6 l& P: M- S0 E. H
- Music_Play_Process% _& \* h1 b- u6 x& P% y D$ f& e0 M
- JSR Music_Play_Addr8 a( ~: S/ h, f
- RTS2 h: g. V; e+ H& o# I
9 |- C3 Z3 Q- x% t k: V) R8 z: i- ;----------------------------------------------------------------------% n+ c+ R* s Y7 c, K5 x
- ;音乐播放处理0 } a7 q5 I# M) m5 y2 @( @
- Music_Clear_Process
9 ^# J9 x& @) ?7 f3 r6 o* Y4 H4 F - .IF Music_Clear_Addr
- n3 H8 K6 \$ L1 E% u3 z# s* x3 v - JSR Music_Clear_Addr o0 R3 i! u& v( ^; Z' |: W
- RTS- B% J$ o6 ^( \& P6 N3 j/ W' j
- .ELSE9 G$ q2 K# L+ q( Y
- LDA #$1F7 V/ x; I& G A; d5 E
- STA $4015
% r y, x) N& k+ R3 i( X1 ?# w4 `3 u" r - LDA #$00/ y0 N* K% r6 I% ^! h0 K$ O
- STA $4010
4 B0 T3 L7 B9 S/ _ - LDX #$00
- b' O3 R9 d/ }0 ^( D+ O0 d - LDA #$004 Q) J+ \/ E7 P) B
- 4 C" G: R0 P& U3 a
- .Music_Clear_Zreo_Page_02 f( I; c8 i3 V; R, }$ R" y
- STA $00,X- [8 k( D7 [, ]- R* A v
- INX. s5 |: F# N" r$ q
- CPX #Use_Zero_Page_Begin2 ?1 h" X. C0 E; ]& J
- BCC .Music_Clear_Zreo_Page_0; C$ r6 ^+ D- R9 ^- F" b4 l
- ; ^. O' r2 i! s6 L# O+ c
- LDX #Use_Zero_Page_Begin + Use_Zero_Page_Size: l$ i1 ^1 V; C
- .Music_Clear_Zreo_Page_1
8 y) a7 Y# I* E. T$ ]: `/ V# `' U8 u - STA $00,X( [( E& \2 z( a3 ?: l
- INX
# f1 v5 |( Y. U' q - BNE .Music_Clear_Zreo_Page_1% [ C' {& C8 i/ N' S \
-
2 I N4 C0 W, V# s7 Z - Music_Clear_Process_1
5 q! _% f) d6 _6 h1 H. t" C U - STA $0600,X6 l# C! v* C0 Q7 W
- STA $0700,X" ?% u1 f" F2 R: s4 v- e
- INX) y0 C+ w0 ]- d& U- w( @
- BNE Music_Clear_Process_19 W; {9 }2 r) f! k6 A6 `' g
- LDA #$103 ~' y$ i0 G! O3 } e
- STA $40002 ~) r, \0 \ d' Y
- STA $4004
; J q0 j/ J) X1 e" n' w/ ^ D, \, v - STA $400C1 ^, S1 Z6 a* {2 r# w- j
- LDA #$009 z$ L1 C1 L3 E T) f. c
- STA $4008, j( U9 ?) r$ l
- LDA #$0F
( \4 ^) W* p, }5 a. Q - STA $4015. i+ `2 I# @, s8 Q, \
- .ENDIF# j# `2 a8 Y+ R# m9 A g
- % T% Q5 J! w7 X1 b4 {" }
- RTS
0 U4 X: w% m7 f8 l. g
& ^3 c. `2 z" `. A$ f! p, u- ;======================================================================
" P7 I, [4 B* o' y- ] - ;重启处理& Y) Z/ b8 l5 ^0 M- f& c
- Reset_Program
$ P6 H; ^, Q2 z7 R5 r' N - SEI
1 F$ R; g4 t$ g' e! N+ |( |1 s) \ - CLD7 |3 i+ m9 J0 K- ~- Q# M
- LDA #$00" Q4 g0 ^) v. L/ |: ]' B& K" _
- STA PPU_CTRL
( [( L3 h, m) S5 p- `+ [* k4 Y - STA PPU_MASK/ Q8 t. P# Q0 M4 C) R$ j" }! ]
- STA JOY2_FRAME
- l; {) ^ d7 o( p1 t - STA APU_STATUS8 d4 i# b6 f, j" S( C: c; w2 F i
- - p$ I8 c- z7 Q, I7 v1 L. X
- ;等待屏幕准备完毕
8 u: `! X3 ?& x6 A3 w7 A - LDX #$02/ F# F6 D0 k& E- Q0 U
- .Wait_For_Screen_Ready
8 Z; ^% H8 T4 z- [$ l; u - LDA PPU_STATUS
3 }& }! G j( P7 v - BPL .Wait_For_Screen_Ready$ F! f( L) r. w w) S9 }7 K
- DEX9 |& r$ c5 u4 T0 ]- z, ?5 k C
- BNE .Wait_For_Screen_Ready4 I" J; Y+ }3 g" Z/ @
-
% T2 c0 K2 p e, D$ @; D - ;清空调色板
G; Y; V8 `) L- c8 [: A/ S6 ] - Palette_Clear
3 F% `. B3 d+ T* ~5 i - LDA #$3F9 H F6 k% p3 e- p- t
- STA PPU_ADDRESS" J9 [ }" u6 O, m
- LDA #$00
7 v* G$ P9 N' f - STA PPU_ADDRESS; o6 {" ^: w5 n) W5 i! ]3 B
- LDX #$204 |/ l1 ]$ \" F; _, j' ?
- LDA #$0F
- d r& |5 m( W' I! Q) d, p - .Write_Data. ]* }/ A& q: T/ d) x
- STA PPU_DATA
& D2 `1 J1 F2 k" x; h - DEX! z* T. Y+ O2 V" V {9 o; k$ N
- BNE .Write_Data2 i3 [5 Y# q# z+ e+ E" ]
- " n# [6 y0 _4 ?
- ;清除声音 $4000-40131 e y2 b C. [7 o) s& h
- LDY #$14. k A5 \. n% x) A9 }* p' U
- LDX #$00: A/ S4 l" n4 V" J* W1 d+ H
- .Sound_Clear# f7 x; ]0 f: X( J9 s
- STA $4000,X+ v. {% d9 v# t4 f6 i
- INX3 u( v& a7 i1 K1 e p! V
- DEY
3 o* ~" G, |# O4 {$ d: B* Z9 J - BNE .Sound_Clear
* W5 j) ~+ e! O+ R+ C9 _8 l -
$ x/ }1 `* G u- Y+ G/ U/ ^ - ;清除 RAM $0000-07FF
) X0 x8 {9 f, D! R( G - LDA #$00
: h# G# w) s. u: e - STA $00
# t: X, h: H7 K- f2 |3 W - STA $01- {& o0 i3 N& W: `5 b4 F5 z+ F
- TAY B2 {! H. n. b
- LDX #$08
3 h3 k* Q& w/ d - .Memory_Clear
) i3 j) V5 c- v1 B" L7 I* N5 s - STA [$00],Y6 `9 o' }4 p9 V* |. A/ Z1 K
- INY+ z3 B/ {( H& n& Z' L7 U J
- BNE .Memory_Clear
$ T) [1 w- g8 W* w( { - INC $010 u. S) Q: s) I- o# X
- DEX* v$ a5 o7 z( c3 }/ C% b
- BNE .Memory_Clear
! ?# J/ w& }1 X& X2 ?( \ -
( o6 W% l: c) A+ I2 v* b2 u! } - ;精灵缓冲初始化9 @% ]8 b }1 p! V) m- ?7 P
- LDX #$00" H# s6 W- h, w( o% V. S, Y4 E3 S1 @5 ^
- LDA #$F8( x( _8 y; I3 a" S& J3 ]% \
- .OAM_Clear
; a7 p q% I, X% `/ w% k/ l - STA OAM_DMA_Buffer,X! ~) o0 N% O! h ]
- INX; E8 g) X4 p% C% P( \
- BNE .OAM_Clear
* }! O% F! r+ {- q5 B" |- I -
6 r7 w1 j# E8 F7 s - ;栈指针初始化
0 ^$ j: c: o- v5 N# ~ - LDX #$FF
5 Z& F" t2 O0 a. u - TXS
R/ w' Q9 e3 ?% e, S9 n -
# v3 E( H% e. N1 n7 H1 H8 [: e - JSR Nametable_Clear;命名表清空
2 n. f5 h4 a T$ S, I - JSR Palette_Init;初始化调色板缓冲
P6 D$ S( @/ x - JSR Static_Text_Init;初始化静态文本
3 d) l; f* F5 ?- }3 B! Q& ~0 }7 ? -
" R+ A* ~. s/ f2 Y8 j% P l8 L - LDA #MUSIC_ITEM_TOTAL - 1
1 @2 E& @8 v/ O* T+ ^" `: \ - STA FC_Music_Max_Index
$ ^! M) y: j1 V- u- s - ) J. |) B- C$ N0 ~( b! X
- LDA #$1F2 J, D) r K' ~: x
- STA APU_STATUS0 I+ j2 ?( f ^& a) k
- LDA #MUSIC_BGM - 1, C- Z% ]8 f3 H0 V
- STA FC_Music_Index
7 ~6 ]0 p1 M6 O! b - JSR Music_Init_Process;音乐播放
: e" {# q) A& Z - 1 ], p4 `9 s4 D: T/ Y K
- ;设置屏幕显示状态缓冲(当NMI处理时控制屏幕显示状态)
, Z% m2 B z) K* x2 ^# M - LDA #$1E' B) v x, D8 a; e& ]0 S- b
- STA FC_PPU_Mask_Buf
3 I5 J+ x! r! S- s2 N! H& } -
1 Z Q/ `! l+ s5 L - ;启用NMI处理
& |% D8 w; D, U/ o( X - LDA #$80
) t( @2 i0 ` ^ - STA PPU_CTRL5 W; I) l% ~2 o2 D- h
- * q0 g* w/ n+ _# R* f* l
- ;程序循环, 剩余工作交给 NMI 中断处理2 s2 E( E2 n8 M$ Q4 c' m2 V
- .Loop8 N( @. m7 n3 T* Y9 K1 o7 @/ ?) {1 ~
- JMP .Loop" i5 y" Z1 Z6 j2 K7 V2 Z
; h; }" ^( e6 v. F- ;======================================================================
7 T, S4 W5 b5 ?3 y/ g# B - ;不可屏蔽中断处理
5 R$ p7 [- W' G; C - Nmi_Program! T4 Z( D# ?( D0 G7 R X8 t
- PHA
9 x; D" Y7 ]9 p: z- w - TXA3 ~/ z) w, ? [) `$ W. y
- PHA( @, @5 G. l% w E* g- I
- TYA
- D% H; P7 \) E, R4 G - PHA* I0 K5 J: j& R* t
- ' ?7 b7 f1 v. v7 N. ^0 i) A
- LDA PPU_STATUS;读取使得 PPU状态寄存器复位
+ ~( N1 K+ U* i: l" N - 6 c! F8 C n- G
- JSR FC_PPU_Procrss;PPU处理
0 f1 J% W# Q- E$ O8 |/ H* _ -
( I% I4 v, U# i- Y7 j4 q# P3 {' ] - ;精灵内存更新3 |3 v/ ^- X7 S# g! W
- LDA #$00
7 g2 w/ m p* l1 @/ I - STA PPU_OAM_ADDR% k7 e: I7 c7 O6 M( `: ^
- LDA #OAM_DMA_Buffer / $0100
% {# g& D/ A& Q - STA OAM_DMA
" N, P4 S3 W' e( B0 @9 _ - ! l A# _+ b. s1 v6 M6 m
- JSR FC_Gamepad_Process;手柄输入处理+ H+ ^, B6 c: [8 j
- JSR Music_Select_Process;音乐选曲处理
5 }- z0 b3 N' G - JSR Music_Play_Process;音乐播放处理
+ @( A# ]4 N* b& N! u8 N - 0 w% c( n" s7 b( G$ Y
- PLA
( v) e( B7 K( c, t9 Q8 Z8 r, Y8 @; i - TAY+ k2 O$ E/ l0 H4 j( U3 ^# t8 o
- PLA- c, J! t& c7 F: J$ x+ }7 x
- TAX
$ y- M2 o: u$ w. H8 g - PLA
/ J# u: q4 X/ I. R - ) U8 R2 z% b+ ]4 Y0 l% h+ r3 w* q S
- RTI
8 H0 _9 V3 u# o2 ]# L6 F% A
6 B8 U$ |- \! P4 ?. e" l- T7 @5 e- ;======================================================================
" W1 d: M9 f7 s5 G - ;请求中断处理; f, } x! w% k: Z$ ^
- Irq_Program
/ V. A- z4 e+ l- }" V, r7 f2 [ - RTI
4 v5 L' [2 E9 b) @
s ?6 h8 ?9 m' X0 q- ;======================================================================! i* s3 n8 _1 q6 O6 _0 S, y
- ;中断向量表+ e2 s3 K G$ [/ c0 A
- .ORG $FFFA
1 j; [/ `% O0 b, {5 h, x - .DW Nmi_Program ;NMI触发时执行( o a* _, K$ {) S5 `
- .DW Reset_Program ;载入ROM时最先执行; B( o$ e; m! P* `/ o* `# u; h+ X
- .DW Irq_Program ;IRQ触发时执行
) X0 V/ V: D4 Y
复制代码
. X& j5 O, v/ U' S' A$ z3 i6 [( {: l6 m" c' E9 N2 V+ W2 ^
5 V, Z( H7 C) P% Whttps://gitee.com/flame_cyclone/nesasm_3_2 |
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