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这是个 nesasm 3.2 入土教程, 感兴趣的可以研究下
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以下是主框架代码:4 l Z0 A! P3 c: x* M! q
- ;======================================================================$ C- A, W, N1 l' m* t, e' N- C( B! K
- ;文件头$ C$ `" c% a. Q6 q9 [
- NES_16KB_PRG_SIZE = 8 ;16KB PRG大小数量4 z+ d5 J' X2 o( d8 t
- NES_8KB_CHR_SIZE = 1 ;8KB CHR大小数量
' m E- L. P) k - BANK_DATA_MASK = NES_16KB_PRG_SIZE * 2 - 1 ;bank号掩码
0 y5 {2 b0 }6 D8 t - ;======================================================================
1 K5 |, V& ?7 U, A7 b8 g4 ] - PRG_DATA_BANK_C000 = NES_16KB_PRG_SIZE * 2 - 2, G1 H9 E* B# _/ ~6 Z
- PRG_DATA_BANK_E000 = NES_16KB_PRG_SIZE * 2 - 1
7 q+ J( P5 K- l5 j2 h - ;====================================================================== v0 J$ }: H+ X8 Y6 k# H; E, U5 v$ {
- RESET_BANK = NES_16KB_PRG_SIZE * 2 - 1
2 s, c; X( S# M0 C - RESET_ADDR = $E000 ;主程序起始地址- I$ I7 L8 e6 A" P9 u: `
- ;======================================================================
5 j! `( @: H+ `3 I) V# @7 r$ o - .INESPRG NES_16KB_PRG_SIZE ;16KB PRG 数量, $01-$EF8(1-3832),即16-61,312 KB6 |' p" Z) Q( t9 W. `. y' Y
- .INESCHR NES_8KB_CHR_SIZE ;8KB CHR 数量,$01-$EF8(1-3832),即0-30,656 KB1 v7 ]: L: {0 q6 x/ S5 r6 m
- .INESMAP 4 ;Mapper号 (0-4095)
- ], V/ j2 ?' h3 s - .INESSUBMAP 0 ;子Mapper号 (0-15)+ @( P) G5 O' F' D5 R4 b2 Y; _
- .INESMIR 0 ;命名表镜像 (0: 水平 1: 垂直 2: 四屏)6 l4 H! G* V$ p" j7 L( V7 `
- .INESBAT 0 ;指定是否存在电池备份 (0: 不存在 1: 存在)9 B" K" I2 q! f& p
- .INESPRGRAM 0 ;指定 PRG RAM 大小 (大小 = 64字节 << 计数)
2 }/ g1 t% K8 X o7 l% w - .INESPRGNVRAM 0 ;指定 PRG NVRAM 大小(大小 = 64字节 << 计数)
* K1 { l+ S% N - .INESCHRRAM 0 ;指定 CHR RAM 大小(大小 = 64字节 << 计数)
4 ~# U! D9 r0 w - .INESCHRNVRAM 0 ;指定 CHR NVRAM 大小(大小 = 64字节 << 计数) c& [1 V b# R4 k& V1 O t$ b! I
- .INESTIM 0 ;指定时序 (0: NTSC, 1: PAL, 2: 多区域, 3: Dendy)" i! M* ]% Y% U" ]
- ;======================================================================
( T. D9 D5 ], k6 P4 w - .INCLUDE "fc_demo_config.asm" ;全局配置
3 O2 Q' _ v, p - .INCLUDE "fc_demo_constant.asm" ;NES常量
" |3 g0 o$ j' J - ;======================================================================
: k* o4 `+ G8 |( n4 X; U - ;音乐配置- a/ i o" X- E8 v: O( k3 E# W& u$ {
- .IF 0 = MUSIC_THEME
8 [% G9 i3 _0 t0 A6 t) c8 P* b, y - .INCLUDE "data/music/Gremlin 2/config.asm"
" F" V5 G3 @( p& k5 d - .ENDIF$ J$ K2 t9 t) S, \: s7 @% |0 x
- % ], D4 E3 z* R* T6 z" ?
- .IF 1 = MUSIC_THEME
% g1 s+ \# f2 w - .INCLUDE "data/music/Raf World/config.asm"
3 I( I) o3 }. z4 {+ n3 H - .ENDIF/ z6 p R4 M6 {6 {
- . U* }7 n5 m* v
- .IF 2 = MUSIC_THEME
$ D/ m+ Y: p' v - .INCLUDE "data/music/Ninja Gaiden 3/config.asm"" e: M8 |1 _! X/ I# g* b! Y
- .ENDIF
! r0 K% b! ?" V; h" p+ { - . F- `+ d" G6 o1 B
- ;======================================================================
( v# q4 P4 A0 D& s- F - ;引用CHR图像数据 V/ N+ d/ w. M/ T; a5 f$ c
- .BANK NES_16KB_PRG_SIZE * 2
- l. c4 T* y8 x9 ]6 }2 O. U8 R7 Y - .ORG $0000
: i ]- D9 ~1 w; T. q$ e2 ^ - .INCBIN "data/bkg.chr"
0 ]* u4 I% l, S3 P5 F - .INCBIN "data/sp.chr"
) w( Z1 @6 i% T! Y -
; F* Y- m2 N7 y& ? - ;======================================================================
2 t% P! F4 R, D/ g, C1 T - .BANK PRG_DATA_BANK_E000 & BANK_DATA_MASK;设置程序所在Bank
! [2 v z, t4 N7 _ - .ORG RESET_ADDR2 F- m& O$ O0 j# t |
- ;======================================================================
7 }4 j. }1 c% G! o - ;引用其他源文件! g" x0 w) I, P8 S& H5 m1 R5 n/ W/ C
- .INCLUDE "fc_demo_ppu.asm" ;PPU处理/ ^. f) B Y. H# w: v+ }3 l, ^2 B( j
- .INCLUDE "fc_demo_joysitck.asm" ;手柄处理
) u/ e" j" X2 l - .INCLUDE "fc_demo_static_text.asm" ;静态文本处理, X( S( K" H; [
- ;======================================================================
, F$ Q5 C- X2 l% T: z/ L+ M
6 T. b" Q+ q% m9 G) ?3 |- ;======================================================================
8 K' Q |: `5 G+ q- N - ;等待VBlank到来! Q: V( V6 u+ r( ?& z" |: s9 z
- Wait_For_VBlank
- a0 _/ z# H5 v% j9 e" R% s - LDA PPU_STATUS
: Q. |- Y6 S- J7 x, Y) B - BPL Wait_For_VBlank
% X. Y8 p/ r, Z. W; z - RTS# c- m: i0 z* ~2 H$ X9 z V) [( x
+ I' Q. `1 Q( A5 m0 p* [0 l% [- ;======================================================================
$ J2 |8 V# L$ a1 O, T9 w- [; i - ;调色板初始化& D6 s8 [$ }2 v$ ?
- Palette_Init! k, ^% s9 u$ F7 D6 c0 @
- LDA #$3F
% o; y9 i" f- z; |! [ - STA PPU_ADDRESS1 J/ h/ z% n; J/ X5 Z
- LDA #$00
' z- C# s1 p+ e7 L R, M - STA PPU_ADDRESS" K4 k) f. {) _- _+ ?4 g- y
- LDX #$00
+ s# j& \+ t/ [9 U# M% j - LDY #$201 q# ^* H& {' I8 j- R$ Y- T2 n/ J
- .Write_Data
7 @) V2 g \2 `0 l/ R - LDA Palette_Data,X9 N' ~+ P( N9 @
- STA FC_PPU_Pal_Addr,X# V: s: H3 A+ X4 G8 n, t
- INX
. h, M: Y# t1 d# H& y, N - DEY) Q% ]3 j6 ^5 V! I. d% ?1 c4 x
- BNE .Write_Data- m/ ^! ~/ d s7 o- A/ } j/ J/ M
- .End" [# v8 N! O, @% ]6 s2 @' T& \
- RTS
! t0 r$ q% h# b: K - * E) L% Z o+ b" V S+ w0 O
- ;----------------------------------------& W# |! c& z5 t7 B% j8 H# ~- Y
- ;调色板数据; p3 a$ C0 e' ~& r3 v
- Palette_Data
; ?9 \2 p. l; m! F7 r% u - .HEX 0F 20 32 02 0F 20 32 0F 0F 20 32 26 0F 1B 0F 1B3 Y- u5 R6 r ?! E: A
- .HEX 0F 21 27 22 0F 24 24 24 0F 21 21 21 0F 22 22 22
: q$ x" E9 J- I: a8 m -
; }8 U3 d* p% | - ;======================================================================
8 L/ y U' v: G# n* a% u - ;命名表清空
8 F2 D8 _9 F. f ?2 J4 a$ c - Nametable_Clear* j/ M; m- k/ B8 b7 G. c% j; N4 o
- LDA #$20
- R; H" [1 ?0 X" r, Z - STA PPU_ADDRESS
% ^6 v+ d. t5 ?) Z. o - LDA #$00
6 m# h; U- P, Q- |$ o# k - STA PPU_ADDRESS% u% r- ~# F& y1 O% X
- LDA #$00! u" S' }" { S! Z7 W8 ]* W# Y" }
- LDX #$00* T3 W, m/ q( Z5 v
- LDY #$08% e1 a: V# B+ T# J
- .Write_Data
s3 T W! j+ S0 U; e* m - STA PPU_DATA, j5 G) W- |- u0 I) t; e( Q
- INX, q( Z1 F) b, i3 c# N$ T
- BNE .Write_Data8 Q* _, X0 }7 {4 Y8 j
- DEY
" ~. V! N: `* }2 r - BNE .Write_Data4 L4 o( ~- ?& [3 ^* K; v
- .End
8 Y, H9 x+ {& |, k, j - RTS* B- ?3 T: h- ~# n# {/ x: U
6 N- k1 h. n: w5 l* }- ;======================================================================
) y% i" X; M) \# G7 ^ - ;音乐曲目切换% g; w" G+ g" X
- Music_Select_Process
. G! e5 w! z& [& w: W/ q1 S
7 m9 l9 P0 N7 j! i1 F; X% H- .Pre_Music;上一曲- ~8 j, d& `0 z, a; s! f
- LDA FC_Gamepad_Once' o; @6 f( {! H7 X" @+ M4 e
- CMP #JOY_KEY_LEFT4 _5 p/ `6 U* r
- BNE .Next_Music+ y9 k! Q( a: B; f$ p) l
- JSR Music_Play_Pre
. h, O: C# h8 Z/ m# t - .Next_Music;下一曲
5 y/ @2 T; N% \7 ~2 u, W+ k P - LDA FC_Gamepad_Once
* U" g; k1 J1 Q* x* M - CMP #JOY_KEY_RIGHT
' H# ~' e$ E3 d, V- F7 B - BNE .Next_10_Music
' U$ C7 e) R, a# G8 h6 X - JSR Music_Play_Next
7 n5 ]0 v, a; ^* l+ k6 U% [" R - .Next_10_Music;上10曲6 q# z& A" M+ t/ c+ E
- LDA FC_Gamepad_Once
6 |$ `, y g- W% I5 s - CMP #JOY_KEY_UP. ^$ e, h3 z! `: w) E1 J
- BNE .Pre_10_Music
$ V1 ^/ _6 E4 K - JSR Music_Play_Next_10' i1 f0 Z z6 a5 Y( c, ~6 A
- .Pre_10_Music;下10曲
9 `7 D- v8 T9 O- L2 ` - LDA FC_Gamepad_Once
V4 U( T& ~6 N' v - CMP #JOY_KEY_DOWN" c9 [( f# {" E* H% r
- BNE .Reset
# T! |5 q, ~7 Z, M8 b# a) \6 ? - JSR Music_Play_Pre_10
+ `" J4 b# s) I* ~; e% n @* Y- d - .Reset;重播当前曲目
3 J- n9 F' x1 o! |/ }0 O& f1 F - LDA FC_Gamepad_Once
' M6 z7 M% s( h - CMP #JOY_KEY_START8 J7 J7 Y% C6 K) V6 c( ^* }, Q" Y; `
- BNE .End
+ ]0 v g; Z. P; s2 k- U' r" m* h% L) n% l - LDA FC_Music_Index( m; H6 V0 H9 K6 Z
- JSR Music_Init_Process
9 u# q1 u5 f* N - .End0 T( ~! Q E: R9 w3 @7 t9 V
- RTS
# ]1 q3 _, A/ T7 U
+ }9 @- p3 p1 v! T; P/ W. A; o- ;----------------------------------------------------------------------
0 c4 [' x$ l5 f+ f8 j - ;播放上一曲
! [* j6 o) W$ E2 \' E7 v" {/ S - Music_Play_Pre! V1 }0 M! f. L1 A2 l, h3 |
- LDA FC_Music_Index
7 ] n% H3 p% O% l, ?. f - BEQ .End1 o# H! N. H$ o8 D: n! _/ Q/ z
- DEC FC_Music_Index3 T4 ?( ^5 \- R" m5 t$ z
- LDA FC_Music_Index
8 P6 m# q: x3 W! u" | - JSR Music_Init_Process
5 T3 V; e# L$ P6 h- p7 E - .End% U2 X( q* E! I4 V6 ]: ]. x4 [
- RTS
4 z1 ]9 P F! o% H! X/ r - ;----------------------------------------------------------------------
3 H* f9 w/ n, a7 K" z" b. q - ;播放下一曲
2 d0 ~) O& E+ u9 {# m3 F7 q - Music_Play_Next
% c$ A6 a% D! O$ N2 G - LDA FC_Music_Index5 `4 h Q! [$ i$ @* w5 C$ d
- CMP FC_Music_Max_Index$ l6 i4 k: c- R
- BCS .End( e: x! y' n& L, P5 M
- INC FC_Music_Index
7 H9 i* c2 |+ i+ Y! Z - LDA FC_Music_Index1 ?0 _" w7 C, g$ a
- JSR Music_Init_Process
' D0 Z& A2 e' u& A+ ] - .End/ Q8 }( |8 Z [
- RTS; C+ C$ ]8 Y3 ^* V
. u8 U% O. S8 i/ {- ;----------------------------------------------------------------------9 s& Y7 L8 z4 `! q& b2 I/ |
- ;播放上10曲
& u+ y7 \& H$ j/ f% K - Music_Play_Pre_10
5 _% U1 Z0 L5 j7 Z. j - LDA FC_Music_Index
% S1 ^' |3 W9 Z6 @ - BEQ .End
0 s& }- N) Y& {0 u4 T U - SEC
5 r9 C3 x C2 s7 ~' ~( z - SBC #10
2 d& }4 j3 ~2 @7 O" E' K. _( x - BCS .Pre_10' U: z+ I% ? K8 r* l
- LDA #$00
% {. @: [2 z6 E6 o+ c# X - .Pre_10, ?% r0 w. h% k. q ~+ t8 k2 o
- STA FC_Music_Index. g; I: V' C/ G! a* |8 B- i
- JSR Music_Init_Process+ v0 x" a# q0 a
- .End
, o# ] p; E" u' \6 n# e - RTS
' s' A+ Z# @$ \" R" j - ;----------------------------------------------------------------------# I0 K6 T4 V6 E0 G- k
- ;播放下10曲
6 H$ n" y" a! w& @- l J7 H - Music_Play_Next_10
( p: y- b3 d- o) ]( F4 N, j% c - LDA FC_Music_Index1 a! b0 _! n, t5 @2 ~6 L
- CMP FC_Music_Max_Index
3 \* s8 ~! A4 T( e$ a+ n: s9 d3 Y4 Z - BCS .End" C0 S4 R6 x# k9 ?: ]% q, x
- CLC
* K! {7 k9 u9 u8 e! u { - ADC #108 D4 h# t* P( R, Y$ V6 U; W7 t( C- N
- CMP FC_Music_Max_Index
5 U0 {/ i4 r! s0 r/ ]/ L* \5 H - BCC .Next_101 g; }$ N! Y a. b9 @
- LDA FC_Music_Max_Index% I6 r0 Y. W: _+ f' R
- .Next_10 f6 ^' A, O" _, {% Y7 a& Q5 p
- STA FC_Music_Index
: n6 t8 Y4 y( e! _4 W# H& e - JSR Music_Init_Process I7 n& m8 e( {2 U2 c% @( U; r
- .End
4 y5 ]+ j# h* T4 `$ N7 ~: z - RTS) v/ V5 R6 l& o: {
- ; X9 E) b Q# U2 z- T! M1 e
- ;----------------------------------------------------------------------1 `6 D# J. v: q) V1 h/ C* s
- ;8位十六进制转3位十进制制
; n9 s9 n, R6 {- N( a - Hex8ToDec
) u0 V! O) _& z% D& O - STA FC_Dec_Data_1; n* S2 u0 Y2 I$ C4 }
- LDA #$005 x+ T" @: I0 Z& I$ b8 _: k- p: S
- STA FC_Dec_Data_100, w* Z% d, E9 @4 Z1 m* m; ]
- STA FC_Dec_Data_10
8 z! o. h8 F! o9 N - LDA FC_Dec_Data_1! E- i$ l2 B) a! t8 s
- .Convert_100
9 ~ x3 e% J# M' Q$ E% @+ M - CMP #100. D# _: a/ }, G
- BCC .Convert_10
, Y) v9 {6 m. p( M+ ]# G& H1 a: ^4 S - SEC
5 q: _8 N! W k5 U7 q - SBC #1002 F. w, R+ |; Y/ r) x, B
- INC FC_Dec_Data_100
4 i1 i: j6 C- n3 L+ ~: v - BNE .Convert_100
3 c) V3 G; b! J# V7 w/ v% O0 K" t( [2 i - .Convert_105 A& U) {: [; E6 ^ \2 ~% l, ~" m
- CMP #10$ w k% F" T9 t# ^9 r4 H$ Y
- BCC .End
; q! F' S1 q: N( ^ - SEC
_/ r9 _( ]7 f# L, c - SBC #10( `4 R( [* Z# E& u N S' G9 z
- INC FC_Dec_Data_100 a# o* P' x. r; n' f
- BNE .Convert_10# ?: U. e0 F+ z& P, W/ |# ~
- .End( e( S+ \7 ?$ f$ z
- STA FC_Dec_Data_1$ B6 A/ e, ? N- M' z
- RTS
$ ~2 x9 s( z0 E8 O$ W9 l. w2 q - / z3 [" @. d. |" V1 x8 A1 k3 k
- ;----------------------------------------------------------------------
+ }* X( ~& ?$ l u2 I - ;显示曲目信息0 S" e: ~, N/ U ]5 T- a3 b
- Music_Info_Display
4 }" |8 m8 q! h* h - LDX FC_PPU_Buf_Count
* `- n6 x8 ~) {4 ? v - LDA #PPU_WRITE_MODE_CNT_LINE* c+ U/ `( b" {. O% h0 t1 S
- STA Use_PPU_Buffer,X0 d5 w+ T- _9 E* I3 E/ X% s
- INX! |1 A, O4 L% g8 p6 }, L# N! N
- 1 Y8 B$ i3 S [/ m4 x C. F, d
- LDA #>MUSIC_INFO_POS
0 u+ l2 u b* [& \- B, w - STA Use_PPU_Buffer,X0 }. D* `* d! m1 T! H: j4 {
- INX& G. W! N) @* T3 K
-
0 Q3 x5 m8 f: s - ;居中
% }0 x3 ~1 ]' j2 x. ~6 _. s - LDA #<(MUSIC_INFO_POS & $E0) + (32 - 5)/2
: x) J+ w2 V: B/ l# {1 S - STA Use_PPU_Buffer,X
5 T8 Z* s% D8 D2 Q9 ]* M+ f: t - INX: z$ M" d! p. }6 n* ]& A2 ?
-
5 v6 h, w2 S7 {/ }8 X# e - LDA #$05
# o3 p A$ r' a; Z - STA Use_PPU_Buffer,X
/ m# j/ O0 Q% O7 ^ r - INX
" T3 R4 Q6 f) z! ^8 n4 o -
% b, G1 e" ?" D" C6 E3 P5 o+ o - LDA FC_Music_Index
' j8 k+ a. G2 |4 L) m o/ V - CLC7 Z! q' H- K! b1 i& U
- ADC #$01
, g5 e/ B7 s; g/ | - JSR Hex8ToDec
% N6 g2 k7 S* P! Y0 r& w - $ m8 H+ A9 }$ F& X7 t' v
- LDA FC_Dec_Data_10
% Y* E' H' K8 T9 V8 |5 I* r - CLC
6 O( ` h+ n6 v2 o - ADC #'0'
) |: g; a( a1 k0 n6 } - STA Use_PPU_Buffer,X( `8 w4 s" @& j! u8 O o
- INX1 z+ D/ i9 F4 P) c: m2 ~
-
& K( H' ?: _, Q E+ E7 l% @ O - LDA FC_Dec_Data_1
) j. ^9 [5 j$ Q5 B3 w9 e - CLC
" P2 I9 x$ N* c - ADC #'0'
# b( z6 i. C5 v4 E8 J1 W6 o2 s2 a - STA Use_PPU_Buffer,X0 b, d; b7 C- ~! I, k
- INX9 o" L: m& M' `2 h$ S' v
- + \3 D! g4 k* E# B, `
- LDA #'/'
* B, G& Z4 m0 e3 X5 y5 K* W - STA Use_PPU_Buffer,X
6 M# @! A7 w5 h$ j/ G - INX
4 z; [: y! t+ ]' B- X5 ^3 S+ l -
# c$ Y* Q, ?" w6 n. j - LDA FC_Music_Max_Index# \+ m- Y, g( G1 I" Y' h
- CLC" D8 F' k$ \& p; c; @4 i
- ADC #$01. T2 d# x% x L- C) j% l
- JSR Hex8ToDec6 @2 W' Y( `7 Q8 u
-
8 `- ]$ z$ T- i - LDA FC_Dec_Data_10( P7 I* z! K/ y1 Q% N; p1 K
- CLC
3 f9 h& t4 l- R - ADC #'0'
. K |8 W5 W+ X, {8 P* Q - STA Use_PPU_Buffer,X
& a+ _- B, }, \6 f - INX
0 G+ i) g2 `- H% [8 s. z -
( r9 z& R5 F6 U- j! z2 l5 i - LDA FC_Dec_Data_19 F9 N' Y4 r) K5 }
- CLC
& P+ t5 O& O% z% L - ADC #'0'$ k' x% K# o/ n
- STA Use_PPU_Buffer,X
8 E$ f; n$ z- h% B5 L+ } - INX
' o* S4 K( `$ K6 u -
4 C2 U. V. N+ \. N P6 d+ K4 M4 v - .End1 F; `8 Q: S4 M8 j8 _, R( B$ X- T
- STX FC_PPU_Buf_Count3 n2 h% j k4 u9 t `
- RTS
- q7 U6 ~2 L( b
- V0 E+ g* @0 o H( x* O- ;----------------------------------------------------------------------
; A; f* i" M) ?7 m; ?6 I1 O& } - ;音乐曲目初始化处理& Y \: G9 @" n, I8 B
- Music_Init_Process
* b. g2 g. m$ `2 H& e$ X3 k - PHA7 ?. W0 I' s5 @0 {2 z7 A% s
- JSR Music_Clear_Process
" k5 {$ Y( p' k: `4 L2 a+ }2 k" u$ X - LDA #$1F H8 X. A( x# `0 ^8 J# R
- STA $4015
1 B, y2 P+ ?! [ - PLA
! N5 x( X" a/ f- `9 \ - JSR Music_Init_Addr; y0 [2 ?* J# t8 s
- JSR Music_Info_Display
T: A7 p. g) q - RTS
d; P+ M+ z0 _( J/ J- L - 8 W& e& Q; x+ s( ]3 b& V
- ;----------------------------------------------------------------------2 t" f6 v3 ^ Y4 ]1 C! r
- ;音乐播放处理 v/ |5 G( r; }6 m9 N+ t, Q
- Music_Play_Process. Q/ L: X5 Z. Y; Z( d6 J
- JSR Music_Play_Addr; @3 c) D, M" b6 I
- RTS# x# V- V0 x3 O3 N4 \
- 3 y, P: N0 `, [/ B' w. ~$ l
- ;----------------------------------------------------------------------
/ C7 R' `5 X% [+ Q - ;音乐播放处理
' M& P* i* @ z - Music_Clear_Process
. u# V+ Z Q2 n - .IF Music_Clear_Addr
1 q9 g4 y4 t2 y2 H1 ^ - JSR Music_Clear_Addr
1 g, R7 S+ J2 H" M - RTS
3 S, u; y2 F5 v7 L+ O; u - .ELSE* u$ ]9 A' R2 A- r- _1 K
- LDA #$1F# z" |- L( L- @ X1 ]
- STA $40156 I2 A9 b) n2 o/ c) b5 `3 H
- LDA #$00, [# s) o* ^) } i
- STA $4010# h4 m+ w/ U7 D7 B+ ?& L5 J- M
- LDX #$00
5 }: R4 D9 u* u4 z/ q- i/ m% Y. f* I - LDA #$00# \$ ~; W8 M$ ~5 H1 b
-
' m! Y% m+ X7 \; V+ x% c - .Music_Clear_Zreo_Page_0. w: o0 C( i1 x2 r7 B8 @: i& J6 `
- STA $00,X
4 D/ U# h _5 o, N - INX& L6 W0 Q: y5 z! y% F" R! ^: t
- CPX #Use_Zero_Page_Begin8 B, q% G1 o. `) n& D8 b
- BCC .Music_Clear_Zreo_Page_0
* P: |9 r' H c! D' F# Z! s5 m9 o - & Z+ a9 T( B( W4 j
- LDX #Use_Zero_Page_Begin + Use_Zero_Page_Size
% s4 S+ w" A* P3 w - .Music_Clear_Zreo_Page_17 s' K, T$ v1 n* j$ ?, }
- STA $00,X3 J6 S7 `/ b9 D6 b; V" u
- INX
& c- b3 ]$ K/ |3 i" }7 ~* l, [' { - BNE .Music_Clear_Zreo_Page_1$ _) B1 b, r+ b$ Y
- 5 e7 f: {1 O1 l3 D, O2 R
- Music_Clear_Process_1
7 A0 P! T0 B: q* S% b - STA $0600,X' o# h8 b) A3 S7 h2 U( i" ]8 {
- STA $0700,X' L' U8 L4 d' e, S' v
- INX
6 @' Z% H8 o, T7 I9 z4 O - BNE Music_Clear_Process_1
% U% g7 t# |' \& i, k# {; m4 X- W - LDA #$10 B8 z2 q) I. F5 e6 W
- STA $4000' b% R0 ~( |& Q4 @' v
- STA $4004
+ f/ ^! G+ O) g7 X% S4 \: Y9 S - STA $400C
( x3 G2 D6 a: s4 l - LDA #$00
; q: y1 L) ^' U: [ - STA $4008
$ S$ a: |" H5 `6 M3 r2 x - LDA #$0F# p( k) W; X+ Z2 d0 N$ ?$ S/ n0 _% X
- STA $4015$ U/ q1 Y- O/ n u" i
- .ENDIF
8 S7 c; i# H0 L: K" F -
7 C$ V4 I* `9 L Y5 k( \ - RTS* b/ d( Y) @0 w9 o3 `# y1 ^1 y2 d& R
- 5 ~, S5 i5 `6 e# C. V: p( e! O
- ;======================================================================
8 z2 |& |: I% T" j) j/ f - ;重启处理# j% @, }9 ?' L! F7 ]$ n
- Reset_Program( O1 d }; p. e3 |0 e, {+ W
- SEI0 ?2 t, ?. W7 X9 h- q+ l7 S
- CLD s( Q5 R v/ ~) q4 v6 g
- LDA #$00
3 s* |1 }6 j. ]* M% b& c/ c' q b - STA PPU_CTRL
) v( p$ \4 J+ [$ X* S: s - STA PPU_MASK! @" I+ P" D0 t2 p
- STA JOY2_FRAME
. R+ |9 E: F+ |$ P) Q1 x - STA APU_STATUS
7 [/ ^+ Y% u' i4 K- |' \ - 0 ~, u& ]+ R2 Q' k5 [
- ;等待屏幕准备完毕$ \8 A! S' n: B* w, Z; V% p
- LDX #$02
! k E2 M4 Y+ @ - .Wait_For_Screen_Ready5 D( d4 t) u3 ^& U% a
- LDA PPU_STATUS% N" u( [' s) }7 V- f: n
- BPL .Wait_For_Screen_Ready
: N+ W% u% G9 D4 { ?! Q - DEX
& \7 n# [& D+ T) x/ r - BNE .Wait_For_Screen_Ready( B2 t7 m& a' f5 |9 ?4 |0 g
- + a$ q6 H2 _2 } N; E" e/ t
- ;清空调色板5 [! d3 f( j6 X
- Palette_Clear- ]8 l. I Z2 u5 C
- LDA #$3F
1 g6 h, s2 q( V4 j+ [ - STA PPU_ADDRESS% `" p# Y# T' V0 p# N% N: M
- LDA #$00
) D& f. N" L/ { - STA PPU_ADDRESS
; K% p7 p0 e* x$ ~) D - LDX #$20( Y# R( |2 V9 {( f' @ f7 h
- LDA #$0F
, E& x; e- [/ m% T; C4 o - .Write_Data
7 `! a. H; y' J* S( H" S( m+ i - STA PPU_DATA
' q! U; O1 k: `- s* z - DEX. @& o" r! P) V
- BNE .Write_Data" L6 V3 w5 j( L/ i( V" O+ i
- ! r6 k$ W2 U* n4 D& s9 k# M" R8 }
- ;清除声音 $4000-40134 x: V& e* Z* P' a7 x9 l. D, x
- LDY #$14
; q/ ^" [8 Y, r* Q% _ - LDX #$00$ x4 g5 ]" m* \2 Y3 r- k1 m
- .Sound_Clear
' \8 L6 @% H( M# v, ^, ?! z( D2 i - STA $4000,X/ i/ Z% C, ?# m% m
- INX
- _% A9 J! W0 { - DEY9 _, @5 [# }7 ?" {, H& J) D
- BNE .Sound_Clear: G4 c9 B$ U; N/ A: H, N
- 3 Y1 \8 K0 w& ~5 D/ E
- ;清除 RAM $0000-07FF+ d+ O" G% I8 v" G
- LDA #$000 i' F; a S1 f1 {" m2 ^
- STA $00, P+ D6 u/ r9 o) z5 l. x
- STA $01) g3 j1 h- P2 K! I0 V0 h
- TAY
: I4 E" U2 t# x( t' l5 N0 N$ [ - LDX #$08
( e) N; n4 ~* H% a9 `) e! r - .Memory_Clear" |% V# `# B& q8 }5 X; r
- STA [$00],Y
# @2 f8 _3 K! e; G - INY( {5 U. k$ {! Z( X% \
- BNE .Memory_Clear' W" J" m% u3 ?# `9 q. S2 d
- INC $01
) H2 m) U, g- {& r' r0 g7 v, m4 b1 ^: t! E - DEX
3 L; ]- Y: n8 B+ I: A- w4 a - BNE .Memory_Clear
. W% s3 {5 ]5 l9 X* M -
2 k, V& {4 d# t$ k5 |2 \* q7 l; l - ;精灵缓冲初始化& h; d3 T$ Z; a7 o2 X
- LDX #$00/ q9 Z7 u2 e( e% R5 Y8 R/ c
- LDA #$F85 h3 v i% } v5 @" ^
- .OAM_Clear" q, `/ q4 P" Q0 _# d7 O
- STA OAM_DMA_Buffer,X
$ `0 p) H5 Z3 i: S( i/ v3 @ - INX8 d# h2 ]" T' M" Z$ s" T
- BNE .OAM_Clear
* ~5 Q$ |7 I$ @6 s+ _0 \1 W! D - ) G- h( ]! Z' \4 ]6 D5 w/ u9 l& J: p
- ;栈指针初始化
4 V. I. |$ r# _ - LDX #$FF0 l8 B6 S2 [; v" f1 Q
- TXS* [( `; j) K1 }& O% {7 [1 I d: }
-
+ \* S7 d: p4 R6 s - JSR Nametable_Clear;命名表清空
8 m. n9 \5 S$ }( @/ y2 X - JSR Palette_Init;初始化调色板缓冲
% A; a& r$ X5 |" j! o; n - JSR Static_Text_Init;初始化静态文本, U1 A, j6 A4 G8 D, q. W
- . `7 `, A8 b; z/ `; K' v0 s
- LDA #MUSIC_ITEM_TOTAL - 1
* ?/ _, V8 g) Q5 ~* W% g& _ - STA FC_Music_Max_Index7 c# {7 v$ _1 n, z
- P K F! X' s; E4 f* p
- LDA #$1F
2 H! N+ h$ X" j - STA APU_STATUS
. S$ L+ A! Z3 ^5 g) n6 r - LDA #MUSIC_BGM - 1: g l# x$ U7 B/ M8 M9 v7 Y5 d
- STA FC_Music_Index
4 M+ L# F& [ g( ^" @ - JSR Music_Init_Process;音乐播放
/ ?' y- N! F4 N' p# o - 1 L% [# f- V9 g2 j$ `2 {+ [5 k, ?" L1 c
- ;设置屏幕显示状态缓冲(当NMI处理时控制屏幕显示状态)- n' ?4 H% D" V! `1 o
- LDA #$1E
: v0 ]8 w T$ g, U - STA FC_PPU_Mask_Buf+ w- e6 H+ o6 C& ~6 I
-
) `% G) x* c( c9 ?" S - ;启用NMI处理
. \4 }5 ?( b* b# R$ W. k - LDA #$80$ _3 p. f! a) ^1 c
- STA PPU_CTRL: W4 |1 i S# L! K% y
-
: Z: m `0 G3 C7 H6 {7 x! {* ` - ;程序循环, 剩余工作交给 NMI 中断处理0 |! q' @8 R& j# X1 n; y5 p
- .Loop, ^1 B0 }, X! S
- JMP .Loop2 k0 G& L( c7 W8 m2 u
3 F$ X+ y: ^1 ~3 z- ;====================================================================== |: }5 u) |: U2 X' l" C; n
- ;不可屏蔽中断处理
W4 @% Z% _6 s- p6 u, | - Nmi_Program
: f. z! w) ^/ D3 u. m; V - PHA2 D5 G: p+ F9 F' h
- TXA
; H: K. x% C1 C/ S* d, S' \ - PHA1 Y1 d) w% d7 a# d% m3 N% Y* x
- TYA F6 P% U4 h. ]' v( I0 ^" S& P
- PHA8 U( m: z' g4 N9 ^) i$ @% @& Z5 I
- : f; P1 X3 s4 @! ~# [, x, A" ?
- LDA PPU_STATUS;读取使得 PPU状态寄存器复位
+ q+ G3 J9 I3 a; }1 j* k9 H -
, j9 x& D' V1 z0 f# z - JSR FC_PPU_Procrss;PPU处理
: U; k) [) z( T, J - I. M* ?9 x; h) t2 Y3 J$ Q* h
- ;精灵内存更新0 V& r k: h2 Y- X; f
- LDA #$00- M9 }! W& } d* ^! n4 F, e6 e
- STA PPU_OAM_ADDR# B) K9 l+ z7 V# i4 H
- LDA #OAM_DMA_Buffer / $0100# a% ]. L/ d1 E# C9 H
- STA OAM_DMA
5 y& a Q* D1 s -
8 I9 f9 h& G! I$ u, v! `2 o0 w3 D - JSR FC_Gamepad_Process;手柄输入处理
; X1 c( X) I2 y% b, \5 P) F - JSR Music_Select_Process;音乐选曲处理
S. q, x, m4 k0 i, b d - JSR Music_Play_Process;音乐播放处理8 W2 V( F1 r: D, F6 i2 v5 b
-
* o* g6 | l' @. E' R/ p - PLA$ ?: R; {# J) Y7 _+ i3 l
- TAY
6 b) \: G2 s; z - PLA% X# m, ]4 t. ~4 Q7 }1 |
- TAX% e9 d* u( j) V4 Q% |9 J9 p
- PLA5 F/ f# [ z0 c+ k3 e
- . L+ @" e6 A6 C; i5 _
- RTI# S0 D9 M& U7 C: W
+ \, H- f& d) e0 [( U7 e) P- ;======================================================================, h6 |" Z! o% }7 Q
- ;请求中断处理
" V% C8 p9 u; B3 d' z - Irq_Program: j' S) _ R( L; r* l- L
- RTI
/ h" S' Z% d& l$ P
2 f/ W2 V. n8 G! e, Y7 s/ b: j. I- ;======================================================================# v1 B7 E" U# F; k# C( f# P
- ;中断向量表
0 w3 K$ u/ k0 r0 @5 Y! b - .ORG $FFFA
- P; M$ b! {+ y: T6 N g! _ - .DW Nmi_Program ;NMI触发时执行
" O! L* Z- j) v1 P9 t2 P5 r- P - .DW Reset_Program ;载入ROM时最先执行9 w% f7 L4 Z2 V
- .DW Irq_Program ;IRQ触发时执行: ]2 e8 V) o- B2 o% W6 D
复制代码
* j6 @6 c5 ?: _( m3 V2 D) N# _$ T& R
) A0 z" ]' Q2 e4 T: c
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