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这是个 nesasm 3.2 入土教程, 感兴趣的可以研究下! T8 l/ n% o& g: G1 v' j3 G
: O* L& s6 B8 t; y- v& @2 r* x
以下是主框架代码:. N! b8 ^: {- e' @
- ;======================================================================$ @, ~( }% A! |: f# W
- ;文件头
3 B1 n& r& V! d2 J2 u2 i0 z S - NES_16KB_PRG_SIZE = 8 ;16KB PRG大小数量
6 Q6 G; f2 n0 I# a/ O - NES_8KB_CHR_SIZE = 1 ;8KB CHR大小数量% I# K7 b% Y9 u7 @$ o; n
- BANK_DATA_MASK = NES_16KB_PRG_SIZE * 2 - 1 ;bank号掩码
. r; @3 I! {4 v4 E; Y - ;======================================================================/ D! R( _. @. ^
- PRG_DATA_BANK_C000 = NES_16KB_PRG_SIZE * 2 - 2
, k7 X1 e5 v% q4 z3 r& F; W" [ - PRG_DATA_BANK_E000 = NES_16KB_PRG_SIZE * 2 - 1
/ c4 d% i* }/ T6 _& w& l0 K - ;======================================================================
2 k8 ]+ K a+ C/ p - RESET_BANK = NES_16KB_PRG_SIZE * 2 - 1
9 s4 z) {" |. v* u9 w, ?( D7 @ - RESET_ADDR = $E000 ;主程序起始地址' {; F5 D! l" I' d2 E
- ;======================================================================: V% z1 o$ | [& f o3 m* p- q
- .INESPRG NES_16KB_PRG_SIZE ;16KB PRG 数量, $01-$EF8(1-3832),即16-61,312 KB: X! n: d0 J9 K; B+ ~6 B+ J- F2 X, N
- .INESCHR NES_8KB_CHR_SIZE ;8KB CHR 数量,$01-$EF8(1-3832),即0-30,656 KB
/ j9 @5 \. n" C7 B8 M2 s! N- J - .INESMAP 4 ;Mapper号 (0-4095)' d4 D: r9 n" L* w- o& S$ W
- .INESSUBMAP 0 ;子Mapper号 (0-15)
8 `0 Z7 N2 R! R/ R5 G - .INESMIR 0 ;命名表镜像 (0: 水平 1: 垂直 2: 四屏)( L# p! Z; a& y' w8 ?
- .INESBAT 0 ;指定是否存在电池备份 (0: 不存在 1: 存在)" M8 ^9 b/ h/ U$ _( Y/ |
- .INESPRGRAM 0 ;指定 PRG RAM 大小 (大小 = 64字节 << 计数)) Y2 O, d4 W# f
- .INESPRGNVRAM 0 ;指定 PRG NVRAM 大小(大小 = 64字节 << 计数)
+ m) P" X- P# G - .INESCHRRAM 0 ;指定 CHR RAM 大小(大小 = 64字节 << 计数)& `3 D2 X4 B. `' H
- .INESCHRNVRAM 0 ;指定 CHR NVRAM 大小(大小 = 64字节 << 计数)
/ N% L/ f) |0 q/ z - .INESTIM 0 ;指定时序 (0: NTSC, 1: PAL, 2: 多区域, 3: Dendy)
, X8 {+ Y% K6 P - ;======================================================================
, ~8 a9 c: ]' K& [* X a - .INCLUDE "fc_demo_config.asm" ;全局配置
) i9 t, i P# u - .INCLUDE "fc_demo_constant.asm" ;NES常量 ^, m, n5 ?! N0 F
- ;======================================================================
3 e6 R) ?5 Q, m$ u6 ^/ g8 ^. m- j' O o; ` - ;音乐配置
$ u5 @% {0 i9 T7 I - .IF 0 = MUSIC_THEME
o9 r' W3 Y! g - .INCLUDE "data/music/Gremlin 2/config.asm"
7 m# X0 I+ y9 _( D8 M* `6 i% @ - .ENDIF
- Q# _4 v2 b1 `/ m) {* q6 k7 u -
5 W8 A# P! l7 w7 ^. M. m - .IF 1 = MUSIC_THEME1 Z# c& ~+ \3 D6 G) u* A, @# Z) G
- .INCLUDE "data/music/Raf World/config.asm"
! d' l! @! c# x7 `1 _ - .ENDIF
+ j( E$ }2 d3 I! N' D -
& [& [7 J R! B" N6 u' O" ?+ f - .IF 2 = MUSIC_THEME
* i3 Q5 @) e, M2 ]5 x - .INCLUDE "data/music/Ninja Gaiden 3/config.asm"! }9 c9 Y. t7 T
- .ENDIF
. g7 ~/ J0 _/ |8 n) j8 J% \( M
2 H. W \* r) D' k: K0 v- ;======================================================================
* x, W9 Z2 [ w& P* y' k - ;引用CHR图像数据
2 j c7 @+ B" ]; K+ N - .BANK NES_16KB_PRG_SIZE * 2
/ a- r T! X3 k - .ORG $00007 t- L- e; ~2 Z( W2 s3 i' N) F
- .INCBIN "data/bkg.chr"
2 |3 @9 p9 J& b; k# E7 p, ? - .INCBIN "data/sp.chr"' q" W! r; r b: q$ R, W% |; M, r+ r1 e
- ! o- q! W. a) f: k
- ;======================================================================
# s: A. \' i7 v+ u - .BANK PRG_DATA_BANK_E000 & BANK_DATA_MASK;设置程序所在Bank/ L+ C: f% x- M- D
- .ORG RESET_ADDR& X% b A, t0 n/ O2 u# D5 z
- ;======================================================================: N. I; b i' V, m
- ;引用其他源文件4 O9 @) n3 L+ j, P1 M8 s4 W3 _) F
- .INCLUDE "fc_demo_ppu.asm" ;PPU处理
" b! z( g$ c( X1 u7 j - .INCLUDE "fc_demo_joysitck.asm" ;手柄处理& O- E. ^1 h! R; Y' u) y
- .INCLUDE "fc_demo_static_text.asm" ;静态文本处理- e! n" k0 N# V3 ]& {
- ;======================================================================( S8 F" N$ t. f) C4 x
+ ~ u: h3 n9 C5 p2 W9 p- ;======================================================================; p- }. L7 {3 S7 o5 I
- ;等待VBlank到来
$ B! N, s: V+ g7 J - Wait_For_VBlank% t* X- U- u( D# c' Z" d1 B- l! H
- LDA PPU_STATUS
, B+ Y' v% P" G: R( }. m2 S) k - BPL Wait_For_VBlank6 i% T. U& q, h N& I8 A
- RTS [* ]6 T8 l6 N7 z4 V
- 2 U# v( i% ]5 X( N
- ;======================================================================
3 p+ V, _# y. r3 G2 t$ L - ;调色板初始化/ V2 b" k. t* \) \9 X
- Palette_Init+ K& y( B- x# k2 [; P. E( h7 s) C
- LDA #$3F7 p2 I7 f$ z. o+ D
- STA PPU_ADDRESS5 Q4 Z" W: J1 ~
- LDA #$00, q- K' q9 _1 L0 D3 {! e* D$ c. N$ ]
- STA PPU_ADDRESS9 N/ y- ?" U7 ^0 _) ?
- LDX #$00! I5 l; Z5 E1 q' C) C' C! P2 w
- LDY #$20
9 v. c, Y5 m- D6 d% I - .Write_Data
0 x( ^$ t% T" p% l) R - LDA Palette_Data,X2 i0 [1 i* I/ }- E# x; @
- STA FC_PPU_Pal_Addr,X
T9 j1 Q+ \5 M* G* ` R& U; } - INX
* V2 i4 U6 e# L; {- U3 C+ r - DEY# ]: K1 Q" ^$ x6 Q) b
- BNE .Write_Data
4 J% L2 k% U; @1 B1 P8 J' o! Y - .End
: l! A' P3 o! Z; M - RTS; `# z6 W" m* d9 k8 e
/ @# N, B; c9 Y' h- ;----------------------------------------" F/ `# h$ `2 R: e3 I
- ;调色板数据( }1 O/ Q% j( P" m
- Palette_Data( \ j7 q8 |/ @ Q' \% M& T
- .HEX 0F 20 32 02 0F 20 32 0F 0F 20 32 26 0F 1B 0F 1B
3 K4 |" \4 v. | - .HEX 0F 21 27 22 0F 24 24 24 0F 21 21 21 0F 22 22 22
* f) ]- v# R) s) B6 ]$ v -
. R# }, s% @9 m) m - ;======================================================================+ y: C% C8 K K
- ;命名表清空
- ]2 L+ a t' p' @ - Nametable_Clear4 e$ w( w! Q/ b
- LDA #$20! S0 g7 B' D+ P( Q, [
- STA PPU_ADDRESS
% h; U9 N; X0 H4 e' [4 j7 | - LDA #$00
. Y' d& U" }8 v- Z$ d2 @ - STA PPU_ADDRESS
+ U, \# [3 D5 f) C; Z% M) h6 \4 ~ - LDA #$009 J, B: b3 u$ q; @8 z4 {
- LDX #$00
% K! G2 b8 G5 S: @% ]/ y0 c - LDY #$086 Y: N1 j7 Q0 e2 i
- .Write_Data8 @# r4 E4 G, u; S4 H
- STA PPU_DATA7 e5 E4 {) s$ h
- INX, b: p9 Z P" ]3 `
- BNE .Write_Data
6 V. N" H+ b7 U; [+ x - DEY
& H" _! S: w! ~$ q: o8 T - BNE .Write_Data S$ P) T3 l1 T
- .End5 A+ I; p% f. c w( F
- RTS' ~+ X9 u* D8 H! H
- " @' i4 Z6 ], Y4 O3 s/ N2 q6 X& d' f
- ;======================================================================
4 B/ E- i8 z, L, B - ;音乐曲目切换
9 H- q8 P+ U; x3 W0 f - Music_Select_Process
) B4 \5 p5 a* K4 E! C
- Q1 \2 q, x* x- .Pre_Music;上一曲
' y! A2 W, y2 U: M- W4 _ - LDA FC_Gamepad_Once8 {. d( \1 u. s' S9 U4 `
- CMP #JOY_KEY_LEFT: a( ~* F$ C' B
- BNE .Next_Music
' `) Q( D" l1 H$ k+ C5 d% X, t - JSR Music_Play_Pre
5 j( ?, Y$ P# T2 T4 j& { - .Next_Music;下一曲
) ]6 j% ]; }/ _7 w* ^1 J/ I3 s - LDA FC_Gamepad_Once
9 l0 R5 N; P( L$ L0 q - CMP #JOY_KEY_RIGHT
: O3 ?6 E3 x" D8 @ - BNE .Next_10_Music
6 x* _# P7 v9 I: r& G+ S - JSR Music_Play_Next5 E$ W! C! @4 |
- .Next_10_Music;上10曲
8 a. S' D" ?0 a - LDA FC_Gamepad_Once; y# ~" o) q: y) q4 p6 e; v
- CMP #JOY_KEY_UP: M$ \+ [; \+ `
- BNE .Pre_10_Music
/ ]3 X. R6 X, V% X) h( W - JSR Music_Play_Next_10, @* T. f6 e. z4 Q* K
- .Pre_10_Music;下10曲
3 V: R7 y7 \, v- y' m2 J2 e% w% `- C - LDA FC_Gamepad_Once
/ X1 K' R/ R9 n" ?1 ]: B7 l7 i - CMP #JOY_KEY_DOWN% ^: t1 w+ k% p2 W* z. s
- BNE .Reset. e3 L' w1 |6 ]! ?6 o8 b3 i: Z
- JSR Music_Play_Pre_10# q* z+ j. }1 B/ u& ]! P# f
- .Reset;重播当前曲目
5 F4 m# ?5 N. X4 N/ a6 B - LDA FC_Gamepad_Once5 m* m2 Q1 H* y$ q1 @) X
- CMP #JOY_KEY_START1 o- L9 ?, U+ T% N- N2 `
- BNE .End
1 n7 {$ S a6 H+ g/ ~ - LDA FC_Music_Index$ I9 U0 w7 x; d$ M4 Z- n: Z# w
- JSR Music_Init_Process! F" e( Y5 n# r3 Y/ _, a( q. Q# }
- .End
6 }' H0 g# D, F- C - RTS
$ P) `0 J3 G9 Q6 V7 K5 r* @; m
9 V$ }3 _* n2 Q! r" V- ;----------------------------------------------------------------------0 O* L2 j, e3 J1 i
- ;播放上一曲
; r9 {1 d' G' x/ ]/ k& E - Music_Play_Pre
" u {% P0 [- G5 Q& o. ^ - LDA FC_Music_Index
* a& v3 a. R6 w! _9 W, ^ - BEQ .End
: q8 ^4 N: \, c: T* y/ @3 m, @ - DEC FC_Music_Index
7 n* E8 n5 H) I# M8 V9 n - LDA FC_Music_Index
# M" }# L$ h! ~( ~ - JSR Music_Init_Process
4 n3 u( J# t0 E# q. z - .End# k% `' ^9 c9 d7 n0 z
- RTS
; x( `+ ]) q+ \3 y - ;----------------------------------------------------------------------8 ?9 ?; }7 d1 f' F: ], X
- ;播放下一曲
6 p6 N$ v$ ^7 p) k7 j4 K m4 V1 M4 A8 O2 i - Music_Play_Next
, D+ ?. E- q( L3 c/ I - LDA FC_Music_Index5 z3 H" W" ?" h' p; G" C0 c
- CMP FC_Music_Max_Index
* {: K" q. [: h% q' x6 D - BCS .End
8 Y5 j" i4 v5 I3 ]; D6 s0 j/ _* G' C - INC FC_Music_Index. m4 L8 q* N, y( n: d
- LDA FC_Music_Index
2 x! {; r& ]- R: c - JSR Music_Init_Process
2 u9 z: Y l$ L/ q - .End! t8 M2 X9 J; j7 O
- RTS
0 g6 H/ _7 ]8 e6 B3 n* a - - ~( _- F; d* l
- ;----------------------------------------------------------------------
, H& t$ N6 S9 Z( c. P - ;播放上10曲0 E4 J' h- L5 }+ ?) L' y
- Music_Play_Pre_10
+ O6 |1 e+ [; j2 C) D" g% i1 j9 x - LDA FC_Music_Index
5 f5 P' |7 v6 [. G( e- p3 ] - BEQ .End I. Y& @% `' b8 n Y: `7 h
- SEC
6 |9 ^9 x2 [3 o) o" i4 N - SBC #10" F( K2 ^( j C) a8 \( |5 c6 D0 `
- BCS .Pre_10; p6 z* \' `+ Y- g# C
- LDA #$00
' j2 b5 v" ?- i( S! c5 L* G2 A - .Pre_10
5 F' N0 f& i1 |+ B. e4 F: U - STA FC_Music_Index
6 B. h' p0 `% U) I! r - JSR Music_Init_Process; C1 j, f" T3 }+ @1 U# C0 D, H
- .End
' t. O1 d: e/ k5 m - RTS
7 W8 ]! s0 A/ Z2 c. v0 h+ a* u - ;----------------------------------------------------------------------% ~4 \! _. p+ u# V
- ;播放下10曲
8 K3 L: b( m. H" q9 M( m - Music_Play_Next_10
& S3 b* ^& h! A. y! B - LDA FC_Music_Index
{3 W) U) v# t' Z4 P; q' W - CMP FC_Music_Max_Index. d1 ^, U. B. s2 e' C
- BCS .End5 B) @- c0 _( U9 i
- CLC
7 Z2 Z0 X/ {" W+ H. F) ~) X( n! c& g - ADC #105 S3 X; Q3 ^9 y$ X! W; R. @
- CMP FC_Music_Max_Index |0 b" r7 {, d4 Y
- BCC .Next_10- H. v5 E! d" C& O' W/ [1 I1 _
- LDA FC_Music_Max_Index1 B3 ]: D! _% ^9 z9 X" k3 p5 j
- .Next_10
# j- {" O# J, s e- |5 L; N - STA FC_Music_Index
! z, ~' x5 u9 Y, z - JSR Music_Init_Process
+ j& K7 ^2 {* f" x" U0 q - .End+ v1 d3 }1 R/ p0 ~# f% q" j
- RTS
: Z$ {8 c+ I; } - 3 a* \5 R, \% S7 Y" M/ X# Z
- ;----------------------------------------------------------------------# P; Y# ]/ d) H/ G$ B0 M
- ;8位十六进制转3位十进制制9 [4 g$ D' f3 k) Z- B8 U
- Hex8ToDec
0 K! `8 Q( N! r: p2 M( H - STA FC_Dec_Data_1
! C0 z4 A3 s E; e4 _ _ - LDA #$00
6 p) W u* _+ S4 T - STA FC_Dec_Data_100
( S# _" n4 t) E+ ^( K! Q1 ^8 e - STA FC_Dec_Data_10% L, H# v; H5 O! c
- LDA FC_Dec_Data_1
( j% e; j: g: @0 m2 y$ S+ k5 e - .Convert_100
* s6 u7 {! M( d: |0 ] - CMP #100
* |; R' Z6 Y" s* K - BCC .Convert_108 m1 ?! r" X; Z/ q7 N
- SEC# J, C; z1 B# P: E. |1 F, E' a
- SBC #100. A" O/ c* }+ G; r7 W, [! `( s
- INC FC_Dec_Data_100! _3 U/ J/ N! `7 ^' s" a
- BNE .Convert_1004 d' X2 s1 i$ z( _# s2 p6 b% W
- .Convert_10
_5 }! b. q; c - CMP #10, J9 ^0 w: P5 ?" w' d- X
- BCC .End- T7 F& r& u( N1 z0 S
- SEC: q; s% ^" F* B$ `3 A; R- d
- SBC #10
$ a9 a2 C! X4 n( N - INC FC_Dec_Data_10; Q: }+ d3 W! Y
- BNE .Convert_10! T P9 z1 N4 ]
- .End
& v9 N* U* ] T) ~! g* y5 F - STA FC_Dec_Data_1: f) k+ k, B" ^
- RTS0 X0 g1 o; T" @% d" F- `* j* h) T
- 4 v8 f% K6 u# M2 |) D
- ;----------------------------------------------------------------------& b6 r/ n! X& B3 \! I$ L1 g
- ;显示曲目信息7 n1 u$ Q ?/ ~2 [' b
- Music_Info_Display+ d) H2 _5 S0 \( r/ z
- LDX FC_PPU_Buf_Count
+ e. |% G* S4 \( |5 @ l( s: @" f - LDA #PPU_WRITE_MODE_CNT_LINE& |. j* V* _# y; q6 N% m
- STA Use_PPU_Buffer,X
' t2 c% X* Y0 t; ?. ^ - INX9 V* S/ {6 [. ]( T* k' Z, k
-
6 }6 w5 f; v/ j5 e, B - LDA #>MUSIC_INFO_POS
" A, p# o. k% y2 V7 \ - STA Use_PPU_Buffer,X
) }! X2 l. B: f, I" {& Z7 n. | - INX0 \0 X0 b- {6 c& q$ O
- - X! e/ Q& I! l" a- Q c; `/ }
- ;居中0 d: _+ y* @% m- v% G( \# @/ Y
- LDA #<(MUSIC_INFO_POS & $E0) + (32 - 5)/27 _) F b' Y! x& a' B
- STA Use_PPU_Buffer,X0 z& G0 N( w8 s' b, E
- INX
* R8 o& k# T/ g -
3 L4 u4 m5 |3 _8 d' m8 q+ c$ [: O: O - LDA #$05# @0 e/ ~0 K+ N' l
- STA Use_PPU_Buffer,X
3 H0 [5 f* @6 j; z) ?4 w5 d: ? - INX, U, h3 ?0 J& K( _3 }' U, |& l
-
0 A8 I5 J7 m: J1 J2 S% w( h$ e - LDA FC_Music_Index9 K* K9 h) `# b* q0 g0 W# b4 z
- CLC
7 g: d0 |9 U; M4 C2 k - ADC #$01- \# E* |5 S# d0 f: v" m5 W* u. Q
- JSR Hex8ToDec5 r# m: l5 ?. |
- 9 ]0 n* Q! a: U4 o4 k7 F" w- ]
- LDA FC_Dec_Data_101 a3 C- }' P, c; e5 t
- CLC
' O8 K1 T) f+ m: X. a - ADC #'0'
; x/ \* M& m' H+ T( A8 W - STA Use_PPU_Buffer,X
( Y* }# a8 b, ]1 Y0 E - INX
- V; t5 s x. O5 B2 O4 k8 b - % H( }% }$ U( t5 V6 a* N% `/ h
- LDA FC_Dec_Data_13 u6 M$ H$ z( g( d2 a
- CLC
& {/ {) J. S2 W$ m# _0 t6 D - ADC #'0'5 \! D, j2 F O9 a' b' }
- STA Use_PPU_Buffer,X
6 o& P3 F% {. {2 a - INX
+ E5 h: d. `- }: |3 q, g -
& V1 U3 Z8 L2 z/ I( q" B" m - LDA #'/'# N0 n4 N) F7 h9 _
- STA Use_PPU_Buffer,X: U5 j0 D+ G: |% K
- INX
* y6 Y/ L% C* ~- v- Y - # W3 \0 D p: p) u
- LDA FC_Music_Max_Index
9 l) A. j0 d8 J; P6 d! ` - CLC
6 s, |! h# J* m, ^) E7 ] - ADC #$01
. q/ Z* L* z9 L% B( S9 s - JSR Hex8ToDec& Q7 r [/ R9 y3 x) g
- 9 l# a4 P+ P O! K5 T6 L/ h* X, z
- LDA FC_Dec_Data_104 |5 @ _7 j" |( U6 W
- CLC( \7 ]/ ~ j2 ~3 m3 E z0 o
- ADC #'0'
% r3 ~& l+ I0 j - STA Use_PPU_Buffer,X* J! u9 f4 }& n- G& t* l! u
- INX
& G! }9 Y: `7 s- ~; c" s -
' f, ]9 K3 M" q3 u, y0 D* O' K' x - LDA FC_Dec_Data_1. c* f3 R+ m7 ~1 L2 Y
- CLC
7 ` ~/ q) Q; q: x( g% d - ADC #'0'
2 I& P4 U o3 _# z - STA Use_PPU_Buffer,X% Z$ ^0 j6 p$ K. K2 G, {
- INX c' m5 {3 D9 e
-
; {: V2 ~* ]! l8 j$ ^1 ` g t - .End
% V8 H' Y q1 T' v( Z - STX FC_PPU_Buf_Count
8 m( N' v# f6 H# m, N8 n$ l. k# I* ~ - RTS/ {" H! n' U6 C/ G
4 X3 _; p8 g8 Z9 v7 x8 H& C& D+ h+ E- ;----------------------------------------------------------------------" w. ~( z( P4 v! t( @8 a
- ;音乐曲目初始化处理2 @% i4 X; C1 m2 Q9 b- q. x
- Music_Init_Process
& D0 m s) o6 Z, U7 D( [- R: n - PHA' I. `. f1 j7 z, f7 A; k
- JSR Music_Clear_Process. v: ~( |- n% |0 l- ?! |
- LDA #$1F
& u+ l+ k# O9 R f, h+ P+ ? - STA $4015
6 o% G$ b$ R8 h" K - PLA" S; Y* l: b1 i' [% m. w) R7 W
- JSR Music_Init_Addr
" r8 P$ i6 C3 f - JSR Music_Info_Display
9 h$ b: r" R5 _9 E( Q; } - RTS. N$ F4 F$ [7 n( q- B3 k
5 [# Z) u0 W8 [- ;----------------------------------------------------------------------
* j- g' U# a# d, j9 O( e - ;音乐播放处理
5 l n5 l: Z" j1 |) |8 c- P( l - Music_Play_Process% o- Q3 A3 h4 X/ d( a
- JSR Music_Play_Addr/ ^" B* q- y! v( p- S
- RTS
3 b3 M1 Q& C* o3 G1 K - 5 F- |5 U' ^- [ e2 I8 M
- ;----------------------------------------------------------------------" x& o# S6 w: ^4 U! s# g
- ;音乐播放处理
0 w7 |" n* a: G" D0 d& f8 k* H1 R( K - Music_Clear_Process; g& s( h6 }: p) P
- .IF Music_Clear_Addr
; P& s! L2 I5 C' P$ s- _; n% k - JSR Music_Clear_Addr7 w) G) \- V4 x" D3 j
- RTS
/ F6 k' @8 W9 _6 C$ Z" A2 L! P% U - .ELSE+ S9 f' |0 h8 K* N& `! H
- LDA #$1F9 T; M3 x; K. l! ]" u6 S. Z
- STA $4015; l4 G1 g$ X0 A% f
- LDA #$00 \( g( x7 R% }2 A* z
- STA $4010
6 D5 p& y0 U( X. M - LDX #$00
+ Y8 {% a8 `# c( t - LDA #$00: Y/ j5 x- m) Z0 i' H) M. k+ i" b
- , ^7 ~5 R0 `' Y" j; I% w- M+ q
- .Music_Clear_Zreo_Page_0& B6 S$ r, o* ]7 I
- STA $00,X; X2 [6 e( G3 ^' W: z! O
- INX
1 |7 j( Q* N% q6 ^ - CPX #Use_Zero_Page_Begin$ U0 f: d, } C. E7 S) |0 f' B
- BCC .Music_Clear_Zreo_Page_0
! X* w0 L8 ^! g- v; K% \ - 3 K5 n# Q& ~8 o* Q/ ?% }
- LDX #Use_Zero_Page_Begin + Use_Zero_Page_Size0 x* o9 c+ W; ~" B- P. |4 d- y
- .Music_Clear_Zreo_Page_1% t7 u9 R+ r2 |1 w! Q; ?, f+ Q* E5 C, ~
- STA $00,X* ^8 V* A) `$ v+ ?0 w0 \
- INX
" b+ Y) e5 t z& n6 ~# K - BNE .Music_Clear_Zreo_Page_14 S/ _5 T4 c0 G" {4 D1 o
- # L0 R% p" ^& T* ?/ l$ G
- Music_Clear_Process_1 V/ W& c6 X1 H3 s7 @0 k. [2 G# y
- STA $0600,X% |$ m7 y7 ^# k2 q! w7 I# j4 }
- STA $0700,X) ^& S4 v/ Z) t0 V
- INX
, D6 @' n% s) d; Z" I( d - BNE Music_Clear_Process_12 O1 Y! F! u; w3 m [+ ?
- LDA #$10
A/ \% Y" ?3 Q# s4 j# A - STA $40005 ? _% ]7 R2 Y* P* v, _
- STA $4004- d: p# Q1 L7 b/ F9 R
- STA $400C
. T( g, a8 Z G f: Z+ v" E, X - LDA #$008 e. ]; _ {* Y4 o0 S% h. h) u
- STA $4008/ E' [( Y( y0 d9 l
- LDA #$0F
' r X$ W( O, Z3 F6 k! C# ^ - STA $40155 j) @+ F+ I- R
- .ENDIF' f; z) ]1 I9 f
- 8 \& S8 Q8 t n1 I f& P% T' z% d
- RTS' z# U1 y" H- [4 C2 @
- # `! Y% I7 j0 u. F/ K
- ;======================================================================* k. p2 v9 Q1 z! K6 j4 `
- ;重启处理
* O5 Y9 o% `8 L, d" N - Reset_Program
0 `' L6 B, u. ~+ x& @ - SEI
( q, Z; S$ o$ o/ l' H# Z - CLD
! J+ O) w/ r. e; ?) G - LDA #$00/ o* a: Y; G0 B' I* p! p
- STA PPU_CTRL
; `4 Z; }+ i5 v3 b7 P - STA PPU_MASK4 S* J- W1 i6 u1 G
- STA JOY2_FRAME
0 l( H% M9 `3 H. i - STA APU_STATUS
3 B+ ~/ R" Q0 I P5 q% M0 n2 f3 y3 \ - - F( g* }+ X7 U- c, K- `
- ;等待屏幕准备完毕5 K3 h4 f1 _6 t! w# K* L7 C x0 C
- LDX #$020 Z+ k) ?" I' t* f! B
- .Wait_For_Screen_Ready: @* V) u# E/ c$ M9 Q( |) b
- LDA PPU_STATUS! c" q U+ t: i
- BPL .Wait_For_Screen_Ready
- H% {& G+ V5 p( J/ c6 ? - DEX
R, b3 B( d$ r G4 ^) ?' n. o - BNE .Wait_For_Screen_Ready
& [- z% `3 l% o6 x& N& D! d -
# N5 `8 _7 {( x& E2 Z S - ;清空调色板
8 ^% q% i9 L' l; D+ | - Palette_Clear* v [' m+ y5 G, H7 x
- LDA #$3F
2 G! }7 L8 H5 I" c+ f - STA PPU_ADDRESS
4 }9 P+ f* b+ _* L - LDA #$00
4 F6 J: J @5 w6 Q/ Q: ~2 B4 a+ s - STA PPU_ADDRESS
* L! Z% Y- J2 h M - LDX #$20
: q& O: z1 y: |) \) R# b5 u. W, @ - LDA #$0F- J3 F3 N' N y5 U7 L
- .Write_Data( u- ]8 ?( A, ^3 ~% z7 j4 j
- STA PPU_DATA
' y9 W9 i& _, c- V! B - DEX& A% g9 _2 n5 \3 @$ B8 }1 Y& T
- BNE .Write_Data
" z( K) d6 l5 N) G1 H
$ p, K3 w9 `' ]5 m7 o- ;清除声音 $4000-4013
! k6 G m+ A: H1 B/ c - LDY #$14" L8 t0 u/ s' g5 A
- LDX #$00
- H7 E4 c- C; P; f2 ^ - .Sound_Clear2 A c: k* b- N( P- }
- STA $4000,X
0 l( m4 C+ r; Y3 d F$ P5 m8 w - INX
% O6 q) U0 p+ m' U) q/ H d- H; y - DEY
1 o7 r8 {6 o( s* d - BNE .Sound_Clear
( N7 z. Q# p' p, a, Z -
) i0 I8 `3 X5 n( j! ?& t. A - ;清除 RAM $0000-07FF
( G, k$ Y$ [$ h C. H - LDA #$00
8 R- N9 e' W5 C( P" @ S" @ - STA $00/ H4 R( O3 S5 D$ ~0 e* T( U3 s
- STA $01
7 _: d- X% i6 Y" g/ p - TAY K# V1 V/ N( w U$ a, r
- LDX #$08* B, P5 j- Q( m* T( B; Z' W
- .Memory_Clear
* [( \* P1 O8 ~& S P - STA [$00],Y5 w2 J" k# J! C% y
- INY9 g/ i# r4 _2 Q9 Q7 ?9 a
- BNE .Memory_Clear
# ~, ^' }8 k; S/ c - INC $01
+ n, O" h- d1 F; J% f( h - DEX; _, x9 y5 l8 B1 _( I6 X
- BNE .Memory_Clear- R) ?/ i" e: h% w# x5 h0 S
-
4 [4 O4 \9 v. c) T9 F - ;精灵缓冲初始化& R) i! v: b6 E, _1 a1 v0 `
- LDX #$003 s" v8 ~; _ \; r
- LDA #$F8
1 K& Z7 N% ]1 \( r* I9 _ - .OAM_Clear
' J5 C, z5 |( K - STA OAM_DMA_Buffer,X! H8 B: j) ^2 t( H& Y! G
- INX# q6 y d/ b: O
- BNE .OAM_Clear+ P4 G: A9 S% ]& K7 ?+ F9 i
-
0 F, M9 o6 `8 y: b! O& @5 y - ;栈指针初始化1 l3 ?( F" v6 M" U
- LDX #$FF0 ]- x: A$ e2 r7 h, Q+ f1 L
- TXS
7 @6 F( S; d* t - $ i" m2 N, ]+ `/ {) W
- JSR Nametable_Clear;命名表清空
- F: z ] W( `* a* i( o% | - JSR Palette_Init;初始化调色板缓冲
0 Y4 o" G! u! U g - JSR Static_Text_Init;初始化静态文本
2 S+ ?$ U3 K# G2 ^. M, @ - 6 F4 l+ a+ b* r( U9 |
- LDA #MUSIC_ITEM_TOTAL - 1* i& d( [+ k; ^- O( P' \
- STA FC_Music_Max_Index* D* M O3 W# s% a* _- R
- ! o; E y( `8 B9 N8 M
- LDA #$1F0 x) S' }% t8 w- w- g) B, [7 Q; z
- STA APU_STATUS
5 E0 e5 C p( }- R" Y9 w r - LDA #MUSIC_BGM - 1
, E) m, Z- t& h8 H - STA FC_Music_Index
: l" c# `6 K5 M6 C/ ~ - JSR Music_Init_Process;音乐播放
) w, y2 J" B0 k/ q+ w - z- `1 N @* ~* W* Q
- ;设置屏幕显示状态缓冲(当NMI处理时控制屏幕显示状态)
`1 I" }& J4 s f - LDA #$1E
, M q( [) u# w, x - STA FC_PPU_Mask_Buf
, ~# |" B$ {4 d' @5 \* u$ A& I _( S; E9 F" o - , \ d9 c- e8 U- T# R @. {. j
- ;启用NMI处理3 `, D- G+ A5 f0 E+ |0 v
- LDA #$80
+ l9 {( @" B+ l ` - STA PPU_CTRL
, }0 {4 V6 l# c# }, O8 X -
8 F5 n, r6 f0 s2 y+ c! \) t - ;程序循环, 剩余工作交给 NMI 中断处理; m4 x! B4 T6 w d0 B4 z
- .Loop, G& {5 u. x, k8 R6 r. _) M. ^
- JMP .Loop
* v( D1 q5 y0 S" F, w
! w# f6 R, w' n8 ^: k' k- ;======================================================================
+ [! L$ Z4 E: j3 g$ R5 b - ;不可屏蔽中断处理1 [! ?5 A; R9 k( H
- Nmi_Program
8 Y" f1 z) E6 c) n - PHA
0 \. k0 h* ]5 y% t: v - TXA
8 Y b" d9 G1 x - PHA! B, U* q& `1 W0 x& E# h) L3 p, @
- TYA
2 [3 {$ k2 P$ z; K - PHA
! G: R& w k3 H# }/ R6 g -
& U% @( `# {4 c) j6 m/ z) |$ s - LDA PPU_STATUS;读取使得 PPU状态寄存器复位
; N! H4 l: T% C3 a - 8 c! J% t3 p, l1 ^( n
- JSR FC_PPU_Procrss;PPU处理 c3 v% z# A- w' M" h) z
- - G' |- b$ A# m( G) J; l
- ;精灵内存更新
) Y+ T. V' N R. P& t9 ?, D) o - LDA #$00
# X& J }# E( ^& M! n9 ~6 z - STA PPU_OAM_ADDR3 Y; F5 h6 |! |+ ]% L+ Q
- LDA #OAM_DMA_Buffer / $0100, T" ~5 `7 B1 y( @
- STA OAM_DMA
8 v$ [$ j7 O- e! S4 A - : B/ Y+ p9 |6 A, O) u% m
- JSR FC_Gamepad_Process;手柄输入处理
4 l) A: V, e, b4 z3 u V s6 J - JSR Music_Select_Process;音乐选曲处理
) }8 P7 A* Q' l. t# B - JSR Music_Play_Process;音乐播放处理' [* p! u% b; o: v+ e- V# P- R: p
-
) o' D( I( h2 [& L( n* S3 r7 ? - PLA1 j% d( y' W/ U! D& \
- TAY
! w# D8 ^5 ^8 {( u& ` - PLA- u+ f9 P3 w! \4 I$ e/ t) y I
- TAX
3 W' ~( u9 ]: _1 c5 _6 u: |! F3 \ - PLA
0 X% B* V+ W; X3 n% M0 Y
3 N' k/ e+ N# }+ C6 `# N; x2 J- RTI
. z$ N& ]$ C* N, {) s
/ H* g7 Q+ G% H+ }, `( u- ;======================================================================
5 o1 i5 h6 J- G# i4 {3 F1 T1 T - ;请求中断处理" L1 S9 L8 J( ~7 i
- Irq_Program
" B/ W6 M" s3 i& ^9 ~; b - RTI
. r. k4 R$ [2 f7 k8 O- L - / i6 @4 M! m+ [
- ;======================================================================
. X* j0 h" _' q - ;中断向量表
- G1 Z( o- ?1 p4 F3 W' ]3 Z - .ORG $FFFA4 N- \ B, D- L6 v, m; o" e
- .DW Nmi_Program ;NMI触发时执行
- p- v# Q+ m/ J# e: s: ` - .DW Reset_Program ;载入ROM时最先执行
/ l( R7 Z' X3 C4 @ - .DW Irq_Program ;IRQ触发时执行
! D, S, @2 q5 _) L" k. q% e) n8 U
复制代码 $ z- I O) `6 B1 } M* B
9 d3 ^, Q, z2 T/ }9 a/ V
3 h# }4 |- y: P0 {: m( f' {5 Ehttps://gitee.com/flame_cyclone/nesasm_3_2 |
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