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这是个 nesasm 3.2 入土教程, 感兴趣的可以研究下
2 \" I+ b3 t/ ^0 T7 |& T
3 s4 L( N/ @- ]# W以下是主框架代码:
9 D& L7 R) b% h* a% H( | ^- ;======================================================================6 V6 i) W1 Y3 l3 g' T/ c2 A+ n
- ;文件头
+ O4 N0 d5 c, e8 W% r - NES_16KB_PRG_SIZE = 8 ;16KB PRG大小数量" [; A$ T" r6 b# [. k: A
- NES_8KB_CHR_SIZE = 1 ;8KB CHR大小数量
: c5 E7 W( r v" q. B. S - BANK_DATA_MASK = NES_16KB_PRG_SIZE * 2 - 1 ;bank号掩码
: b% @5 B: W0 _9 X - ;======================================================================
* u% z" S" a6 `8 \; D7 L - PRG_DATA_BANK_C000 = NES_16KB_PRG_SIZE * 2 - 2. C. u& E& f+ K+ z& r/ ], {. G
- PRG_DATA_BANK_E000 = NES_16KB_PRG_SIZE * 2 - 1
/ s l/ m4 c: W* p, ` - ;======================================================================9 }) h. b" k0 Z& U
- RESET_BANK = NES_16KB_PRG_SIZE * 2 - 1
7 X% s4 K5 K- u, E; a' _- \) A - RESET_ADDR = $E000 ;主程序起始地址
3 | K. ~7 P9 {4 n - ;======================================================================
+ W" R' L- A; m' u5 p - .INESPRG NES_16KB_PRG_SIZE ;16KB PRG 数量, $01-$EF8(1-3832),即16-61,312 KB
# C% J( o7 R4 i5 a' _$ u L& y% q. m - .INESCHR NES_8KB_CHR_SIZE ;8KB CHR 数量,$01-$EF8(1-3832),即0-30,656 KB, y u& P4 P1 \ X2 w8 i2 M1 e
- .INESMAP 4 ;Mapper号 (0-4095)5 A! q9 [4 [2 U% q3 b
- .INESSUBMAP 0 ;子Mapper号 (0-15)0 D/ \7 b3 T. N4 p, U# f. d
- .INESMIR 0 ;命名表镜像 (0: 水平 1: 垂直 2: 四屏)5 H' x% i5 v( b* |8 M- z
- .INESBAT 0 ;指定是否存在电池备份 (0: 不存在 1: 存在)1 r( x: R5 G" d7 P8 ?
- .INESPRGRAM 0 ;指定 PRG RAM 大小 (大小 = 64字节 << 计数)
. }& g) T& o6 G I. I H2 z7 [) u - .INESPRGNVRAM 0 ;指定 PRG NVRAM 大小(大小 = 64字节 << 计数)
3 e$ l( W3 S: t+ q, N) M* U - .INESCHRRAM 0 ;指定 CHR RAM 大小(大小 = 64字节 << 计数)
/ ~# m/ n% p! k# Y( G - .INESCHRNVRAM 0 ;指定 CHR NVRAM 大小(大小 = 64字节 << 计数)
, O- N6 y8 w* F! a% q/ } a - .INESTIM 0 ;指定时序 (0: NTSC, 1: PAL, 2: 多区域, 3: Dendy)* G% g/ S: K5 m+ B8 Z- I
- ;======================================================================
' X* H. u$ }+ i' M# J# P# F - .INCLUDE "fc_demo_config.asm" ;全局配置
* a4 F+ G8 W2 i6 c - .INCLUDE "fc_demo_constant.asm" ;NES常量4 A1 L- v/ O" O6 @
- ;======================================================================
2 U9 H' T7 u: G4 S) W6 q" u - ;音乐配置
% t, n* |* s+ t3 `' r8 O - .IF 0 = MUSIC_THEME
+ Q( A8 j3 r) F+ K) F0 U, h - .INCLUDE "data/music/Gremlin 2/config.asm"
0 ` g$ V) r) ~! @& O, l. v - .ENDIF3 R9 N K" ^6 n. e2 z2 X
- ! O8 u. n' V( @3 T( F* F0 i
- .IF 1 = MUSIC_THEME
, d# s! q" f3 s: J% e/ h& P - .INCLUDE "data/music/Raf World/config.asm", `0 Y6 g1 o ~$ V8 F3 x% T
- .ENDIF( H! q! p; _3 _5 L
-
) }) L& ?9 D* [6 v9 I - .IF 2 = MUSIC_THEME * F6 o; r! j+ U* S- R2 R5 r! w- z2 s
- .INCLUDE "data/music/Ninja Gaiden 3/config.asm"; \' w$ ^2 u7 s
- .ENDIF5 N* |* x# X* H8 x; s
- * ]8 y, F5 E g3 M4 C# U
- ;======================================================================
" |8 k. f) u! ]2 \2 m2 w$ {$ W$ P; F - ;引用CHR图像数据
. ?% j6 n* o# b% X9 o - .BANK NES_16KB_PRG_SIZE * 2* i a9 K/ L; I/ u- `3 L0 l
- .ORG $0000+ E; ?2 N, \) F4 ?4 J' B8 l5 G
- .INCBIN "data/bkg.chr"" x& o& _, m% k) p$ q+ F6 B R
- .INCBIN "data/sp.chr"
9 \. G' W. t- s% Q3 V6 U - ) ?. Y1 x. ?. H% Q% U
- ;======================================================================
8 W' f* @4 i# m: X - .BANK PRG_DATA_BANK_E000 & BANK_DATA_MASK;设置程序所在Bank: s: Q+ I$ m% N C/ G& c
- .ORG RESET_ADDR5 q7 C# X' F0 N- ]" ~% d5 b. c2 ]
- ;======================================================================
8 [1 Y; ?! }0 a% r( x: @, ` - ;引用其他源文件
* t8 T+ Q4 |1 H$ d, {7 H - .INCLUDE "fc_demo_ppu.asm" ;PPU处理
8 V+ c$ X( E7 Y - .INCLUDE "fc_demo_joysitck.asm" ;手柄处理
1 I3 B3 j+ W) D$ d - .INCLUDE "fc_demo_static_text.asm" ;静态文本处理
9 g' I# W/ m T6 D4 L5 ^9 V5 j - ;======================================================================
1 {6 Z4 S2 \6 j5 v - / n8 w5 M4 f1 a% a% Z: N
- ;======================================================================) w6 `3 @$ x4 [$ }
- ;等待VBlank到来8 [' g" W. X8 \
- Wait_For_VBlank
0 p4 `, T6 z6 i4 R - LDA PPU_STATUS. E: y* r- S9 ^% B5 y3 s% j) z
- BPL Wait_For_VBlank3 x4 H& n8 B R2 s- k
- RTS# @8 q( W# Y. N& o% u* \
. e7 m ?% I8 f7 L9 U4 |5 v! {- ;======================================================================1 J! k' C0 @# [: ~3 |( G
- ;调色板初始化- X2 k* d0 p3 o4 j$ @, X
- Palette_Init
% f% S: z/ C9 X6 n" B g. Y - LDA #$3F" j# I$ F8 I y) E- q- A
- STA PPU_ADDRESS
: i, J4 Q- ?+ S( T' s7 a" N - LDA #$00. S) c/ _& g% r" E/ Y( F
- STA PPU_ADDRESS" {1 F4 L" G9 N* h9 G' d
- LDX #$00
; A b, k6 _' {) G$ G8 Q$ P: n - LDY #$20
2 j9 k! K5 i2 K w3 c - .Write_Data1 T" C) ?( B5 a4 F2 h+ ]% W
- LDA Palette_Data,X
9 F, x, ^# O# P" x; W - STA FC_PPU_Pal_Addr,X
) _. k& [6 H$ r9 y; G9 `+ f - INX
+ l1 K2 r' {. t - DEY
. R$ n" u. C# Q9 J3 J - BNE .Write_Data
3 r* Q8 G" G: J - .End4 S) ?4 n1 a% ^2 F) f
- RTS
: Y7 A! K! n1 R+ {1 X
; F2 m* z: l7 f7 P' B- ;----------------------------------------! H# s P' ~1 p6 G( V
- ;调色板数据$ P, ^2 \8 E% K$ E+ F" n1 Y6 y/ c
- Palette_Data
8 `' j8 q) t- a - .HEX 0F 20 32 02 0F 20 32 0F 0F 20 32 26 0F 1B 0F 1B
4 e z/ z' }8 K/ y! L - .HEX 0F 21 27 22 0F 24 24 24 0F 21 21 21 0F 22 22 22
- [& n6 h: v; Y8 K8 } - ) N3 \% ?* R% ], [4 S1 B, h
- ;====================================================================== l# Y; w) T0 c5 h4 [
- ;命名表清空 o: J- ~. R5 l6 O& @+ ^( N
- Nametable_Clear
! R" c. K. E# B: v& Z) P6 F5 w - LDA #$201 e7 ]9 z7 U/ y3 F/ C3 b
- STA PPU_ADDRESS
9 H" y0 ?. \# S* ^$ }3 w - LDA #$001 N: p* P v- i- T2 M$ G
- STA PPU_ADDRESS8 ?2 a3 p. b+ A8 A
- LDA #$00. j1 r6 K2 q( ^8 [; E- M- f/ u4 N2 }6 N
- LDX #$00- _' |% l% s" W- o
- LDY #$08+ p- J2 Z% H( D0 h
- .Write_Data3 D z" N L& |! X5 }/ y, H
- STA PPU_DATA: r/ A- Q4 ]' R: |
- INX
0 e: w3 o" L- t b! z( c0 b - BNE .Write_Data
" Q+ s9 w: H3 h! \4 D0 B) W3 E - DEY
: g6 Y' L5 M4 j. n& a - BNE .Write_Data
- ?5 V4 m7 k5 _0 X) R8 K* m - .End d% U0 q! a! c* w8 i) i
- RTS+ S5 t- x6 m# y1 V/ Q/ x, V) I; A
8 q3 Z/ x1 D7 w- ;======================================================================
! _& z" J4 E0 S9 O7 c# x5 B8 f - ;音乐曲目切换
/ j0 ]! E1 A" E; x9 V - Music_Select_Process
" j& X% _. }! [0 S k- V
- i a0 Y& E6 Y& r& s9 k! a- .Pre_Music;上一曲
9 E# i5 X: P9 p: X - LDA FC_Gamepad_Once6 k S' D' k F4 T, m* E/ ~
- CMP #JOY_KEY_LEFT
+ U/ N/ @" s- ]1 K - BNE .Next_Music
; Q" z5 [# W3 k7 [ - JSR Music_Play_Pre
" I$ ?3 \; S+ m& E7 R K - .Next_Music;下一曲
9 E; M. S9 a6 _' [; E& F- G+ J" t - LDA FC_Gamepad_Once
g$ Z$ ]2 x" M' G - CMP #JOY_KEY_RIGHT
( w6 J! u$ M; P - BNE .Next_10_Music9 r; z2 ?3 ?4 Y& \6 c. J
- JSR Music_Play_Next4 R$ o- @* Y: C+ H2 L# l+ I
- .Next_10_Music;上10曲
9 n" }$ W# }, ?1 h - LDA FC_Gamepad_Once$ r! \2 x5 X8 O, u
- CMP #JOY_KEY_UP# s- k; Q5 N( m# Y- l# A/ c
- BNE .Pre_10_Music
. {7 z' X1 A$ u: `7 k' R - JSR Music_Play_Next_102 u% q1 E9 ^1 B& G- Y0 j$ W
- .Pre_10_Music;下10曲
i' D! `4 n& F5 u- n - LDA FC_Gamepad_Once5 F6 x& o/ |8 k o+ f
- CMP #JOY_KEY_DOWN
+ \9 d& N& L+ s+ F9 ] - BNE .Reset
/ L9 O1 G- b3 i - JSR Music_Play_Pre_10 K" {: Q/ J- e4 u4 K! N
- .Reset;重播当前曲目, V( z2 b# d: z' D& x& ~* r
- LDA FC_Gamepad_Once
: K4 i6 u- g- u+ J' M - CMP #JOY_KEY_START
& p: S' R" |, T+ w& M! H X - BNE .End
6 T* a, ~; R7 Y2 a- B. A5 ]& \- ~ - LDA FC_Music_Index6 [ h g6 Z$ X- i
- JSR Music_Init_Process/ O" }# j* }, T+ L3 `) z: F9 h+ i
- .End) G$ k# l1 Z+ |# x- K
- RTS0 }( ^3 j1 a' e; V. G+ { f
- 7 C! d% [7 H6 A: h" }+ j1 I2 ~4 R
- ;----------------------------------------------------------------------$ I, D" f/ e( c O* Q2 _3 }9 ]
- ;播放上一曲
( z/ U7 d5 _# H6 Y- f, f7 r! q - Music_Play_Pre
' \; H. _. [! u, U - LDA FC_Music_Index
! x5 `, u* h, D9 W7 q( j3 p - BEQ .End
- |/ P' D# O4 X$ w* s8 l - DEC FC_Music_Index4 P% z% T4 R) f8 T( {! a) T H
- LDA FC_Music_Index5 K/ p+ z8 S) ?1 Y. L( ]
- JSR Music_Init_Process b" C0 D4 N+ G% ^- i2 m4 e/ Y7 H
- .End4 L8 I# g) a, }& m- T
- RTS
. N' O; y2 t2 ]( ]0 M' Z7 h0 [ - ;----------------------------------------------------------------------- m _7 | I$ }3 \
- ;播放下一曲" Q" D, u" a$ W( Z) X. U
- Music_Play_Next: X: x9 s( q. r3 `6 F6 A/ D
- LDA FC_Music_Index! q: \" ^) ?+ A1 t- @7 M; P4 e
- CMP FC_Music_Max_Index
/ p6 f& s% i7 A4 r: r: m o/ f% J - BCS .End
) |4 m. Q! g4 M; Z) N4 V - INC FC_Music_Index$ D7 M0 w+ h; W8 Y1 }. P# j' D
- LDA FC_Music_Index4 k# |8 F; }' m: M& _ G- `
- JSR Music_Init_Process
! j$ d- h4 _' W- {" z' x2 L' U - .End
6 Q6 x5 a1 z: O! @. u1 q - RTS
( E: A. O' ? {' l: L - . f3 a+ B- L! \2 [9 Q0 K L
- ;----------------------------------------------------------------------' I" \. q; J" `% l' o
- ;播放上10曲 z# b2 {1 _0 q" o. j3 o
- Music_Play_Pre_10
" M: c: s7 U9 c. N5 Y% P7 D4 C - LDA FC_Music_Index
* Z/ P- [6 Y) n. t! b' d - BEQ .End, H$ M: M# R n4 @
- SEC
4 B( d3 i( ]( b n- F2 g - SBC #105 E0 S! ]% x; V& G$ E7 ~
- BCS .Pre_104 ~# _9 p( f$ k" Q K
- LDA #$00
) m/ A, c6 Y& h - .Pre_106 Z% _6 A2 U5 @# V1 O) h
- STA FC_Music_Index
- b1 R; k/ I) y- G) W* o* F& R - JSR Music_Init_Process6 C% C% }6 V' j
- .End& k, `5 H) ~9 Z6 ]- @: y
- RTS, Z; l% m% B I! _
- ;----------------------------------------------------------------------* {# \- T2 Z) E8 Q8 j/ _ e
- ;播放下10曲
0 Y6 j: U' k& s% s) b' l - Music_Play_Next_10
1 n. E d G! z6 f/ _0 N - LDA FC_Music_Index
; g) o0 z- a5 P/ O: \ - CMP FC_Music_Max_Index0 w3 _2 F8 D+ q- O( @
- BCS .End* I5 m+ @$ ^7 x
- CLC7 L: B% }! C: H
- ADC #10
0 P0 N' _1 j5 {. d - CMP FC_Music_Max_Index
7 U- h3 P- c$ I - BCC .Next_106 Z5 R& q6 y/ w+ n) c( h
- LDA FC_Music_Max_Index
4 I' S1 F2 {: r( A. I8 \5 L5 i1 j - .Next_100 ^& F2 k" j) x' R9 {
- STA FC_Music_Index
4 Q4 Y$ |! N4 ]8 n( o9 W - JSR Music_Init_Process
1 E2 E6 g/ k1 D& \# F1 n - .End
6 N$ t- F% h" B - RTS
5 ^" P, i& W# g
5 g) H3 c- \+ j- z" j$ u# `: R8 L- ;----------------------------------------------------------------------$ r: k& ~# O6 A3 h0 J" T$ D# x
- ;8位十六进制转3位十进制制
4 B( ^3 Q5 x. F - Hex8ToDec
, d! j. a- D0 \4 p: \' a - STA FC_Dec_Data_1
5 R% ?6 ]/ q; Q, E# v" z. k3 J - LDA #$00" }& I) U* d" |: A
- STA FC_Dec_Data_100
7 e' R" G% |+ Q# N) ^ - STA FC_Dec_Data_10
* e" l4 h0 h4 k" V - LDA FC_Dec_Data_1
# s) s9 d0 U: G& m3 J/ ]- B5 ~0 o& D" T - .Convert_1002 z. c0 r- t2 K1 G+ u* c- p4 g4 @
- CMP #100
8 |5 z6 Y. n7 S! W. y) B4 |6 @ - BCC .Convert_106 b( _5 Y7 |! h- ^6 r2 W$ X+ H3 k$ f
- SEC" {% x$ a: d, y; u/ a' ?. x
- SBC #100
, @( C, k7 G8 Y0 L4 Q - INC FC_Dec_Data_100, b& E8 b/ R( R4 V4 C
- BNE .Convert_1001 C7 x; m. I- L9 `
- .Convert_10
/ H3 x5 j1 _% [6 e- i - CMP #10
A% j6 }9 d# R0 t9 D" s - BCC .End3 r( Z& C/ v# q
- SEC, [" k" {; V3 ^
- SBC #109 f& a2 p P7 X, {' b
- INC FC_Dec_Data_10
$ z( ~( o8 D. o: @ - BNE .Convert_100 Y" L0 B& C0 e& |9 n' M4 x. K
- .End5 x! ]" z& ?/ G$ A& L) ^
- STA FC_Dec_Data_1- s5 H, i: W- z5 J. R
- RTS2 r; V( G) v% H+ f- \3 X9 k' [' B6 w
- 6 ?; n' R2 }+ Q9 D' M
- ;----------------------------------------------------------------------- ?$ f5 j0 {* [
- ;显示曲目信息
5 j0 o: R" q! n" t6 P - Music_Info_Display7 h3 c C$ g! g: {' f- u; S9 `) J
- LDX FC_PPU_Buf_Count6 j5 P7 W( j4 F' x3 k" F& D. `+ {
- LDA #PPU_WRITE_MODE_CNT_LINE( v: g' C8 a+ C
- STA Use_PPU_Buffer,X+ n) {; Z( a( O8 O- e+ [ g
- INX. b& s c) ?* \* {8 i. h, n
-
1 f6 _2 V. M. M1 R) E( u7 u. k - LDA #>MUSIC_INFO_POS
' T6 b% e. p, [9 H/ w - STA Use_PPU_Buffer,X
6 v3 e3 E2 j0 F/ n) S% ^; l - INX
+ A* h i/ N w" L! j; I9 x/ S, B - * s, h- N8 \5 X3 C
- ;居中
Z2 U) \( y M4 w9 U - LDA #<(MUSIC_INFO_POS & $E0) + (32 - 5)/21 ]' N( K+ r. \8 H
- STA Use_PPU_Buffer,X
: @' [2 X5 ~6 l- F' N$ \* O* b$ S& R7 v - INX
4 F' W0 y: p. M; l% w" }- ] - P8 y8 s2 \) t! V3 P3 i$ ]7 T9 t
- LDA #$05: A" o( O6 D3 x( ~$ b: ?
- STA Use_PPU_Buffer,X2 V) i5 ?8 [: X4 o3 B( s
- INX+ |% Y Y7 B8 k- E1 v |
-
" b1 K4 ]1 B6 O; ]% m - LDA FC_Music_Index
, x& H* e1 `" B1 V - CLC+ c) a) k# Q7 `: M9 U; U
- ADC #$01# A- A2 N" G0 M k! M
- JSR Hex8ToDec
: n! k/ Z* w- ^ c p - ( O$ I% d X5 h% F+ C- g" E6 k8 n
- LDA FC_Dec_Data_106 G Y% D9 G9 n, w) L
- CLC' ?' m4 ], e- j! G g, t
- ADC #'0'6 z# z0 P5 w5 ~$ W! K
- STA Use_PPU_Buffer,X7 \- J! q$ {" ?8 g( Y
- INX
+ F" U O: U! n+ d - ; X* ]( A$ Y" A5 x" o
- LDA FC_Dec_Data_1! y0 l x3 X; o4 m, }/ } f
- CLC% ~# X$ N: k- u% n5 z
- ADC #'0'" A9 v$ n3 x# k: k. k( c8 _
- STA Use_PPU_Buffer,X6 t$ P; f0 c3 m5 G
- INX" X: t: L; Z6 b
-
) b& m) P2 D$ C1 p& H4 ] - LDA #'/'* K2 [% K- W2 D
- STA Use_PPU_Buffer,X
% |6 U- O9 k9 E6 y) R - INX. d- r4 B' |$ `9 ~! Q" E
- ! Q# a6 X g! K; X4 g% ~( Q& [: r
- LDA FC_Music_Max_Index
# w) s2 |, n8 P5 }# ] - CLC g% j, J3 ^+ A# w
- ADC #$01
8 ~- a* }! G8 z* ~7 j" b/ |2 u - JSR Hex8ToDec
& @* H( e7 l2 ? - / j$ K; I/ O" r1 h/ X
- LDA FC_Dec_Data_10' t" {1 s0 K% W, U/ v0 ~4 {' y
- CLC
1 s7 o$ q" ~4 Y7 U1 I) `7 U - ADC #'0'
Q' `8 A- {6 r - STA Use_PPU_Buffer,X8 C9 i* j' |8 y& Q5 a- D1 s
- INX; b" I" ~' f) D# U8 _
-
! j# Q- ?, v8 k' R - LDA FC_Dec_Data_13 x' V& F- E$ y9 R: t" m5 Q/ z# H- Y
- CLC
' @6 @! { l# ^* f - ADC #'0'/ ^5 z. B: m9 p; a: H
- STA Use_PPU_Buffer,X+ x" c% f: c' P/ Y3 Z
- INX
; \& f& q, Z8 p, B) W7 R -
5 w% b$ Y# }# F* v+ \ - .End
# o7 w4 h& k a6 W$ ?4 y( y/ A - STX FC_PPU_Buf_Count5 \6 C! O+ H: y" B c
- RTS0 p9 V, u, s2 w7 H) v0 g4 l
# b: ]1 N, J- ] e6 U- ;----------------------------------------------------------------------
2 \5 u; k9 J1 R+ U, N6 k! p - ;音乐曲目初始化处理& ?, D, D- u4 y* T
- Music_Init_Process( Q( }; s. [6 ?+ Z4 R8 j3 P
- PHA
; m5 Z7 ? I3 U, Z4 Z - JSR Music_Clear_Process
9 A6 B' _9 `+ p7 }/ O - LDA #$1F
$ i' }) t/ R, M8 d; Z6 d - STA $4015
8 I, B& r7 A1 a6 |% R( ` - PLA
# i# c% k' _- S. h/ S1 b: C - JSR Music_Init_Addr& z# I) T! _& G& @" R. G( X
- JSR Music_Info_Display# }0 r! x8 n" f# o U N1 c
- RTS1 K5 Q* V1 D6 N' D7 r
- 5 z( Q8 ], Q, _- z; A
- ;----------------------------------------------------------------------8 l7 A, ?& p t/ s! u, u
- ;音乐播放处理* V. M1 V3 B& l* l( ~
- Music_Play_Process% a0 F9 _( K y9 P# ~' q3 f
- JSR Music_Play_Addr7 M: y# _1 f3 j( Q3 ~
- RTS7 [/ X! X+ p- u* \9 j
) v; i) g9 m, O7 z+ d- ;----------------------------------------------------------------------
8 U7 c* x: ?$ g, A! { - ;音乐播放处理, e M' C% ^$ ~: |
- Music_Clear_Process/ f( a7 Y1 V6 D. S Q5 j
- .IF Music_Clear_Addr
; [8 I+ h2 R- w9 b - JSR Music_Clear_Addr
% k' L; c6 T9 ^0 K1 P: h( H - RTS4 `1 x3 Q- L( C8 y+ E1 a
- .ELSE
" ?3 U, G# s( D8 Y, r - LDA #$1F8 p( [! V# }5 ?' k: a* e
- STA $4015
' A" X9 M4 b- Y9 c, \" ~( [2 w" f - LDA #$00
k$ i1 \: N" S7 L. l- L j1 ] - STA $4010" G, S: B z. z# V+ g% m& v
- LDX #$00( |# C+ f4 h7 F0 t) U2 u
- LDA #$00
! z2 j. z$ i% ]9 `+ {; N) ?6 O - 3 O5 [( U! v4 z1 x* R' g% d3 O
- .Music_Clear_Zreo_Page_00 n0 x l- c% ?# O
- STA $00,X
" y& Y/ D2 A: I: t+ w0 W! a, a$ t6 [/ { - INX8 m+ J ~0 s& ^' H/ S( n
- CPX #Use_Zero_Page_Begin
7 F0 j9 n" E$ P V7 e - BCC .Music_Clear_Zreo_Page_0
% ]0 `- i+ O; ^0 D! a -
3 a( z ]: ]. W* T8 m - LDX #Use_Zero_Page_Begin + Use_Zero_Page_Size/ o% }+ n M7 a- M' v
- .Music_Clear_Zreo_Page_1
# `8 F* b% r& K% Q" i5 l/ [' p2 {' { - STA $00,X3 b* V0 Q1 E: ^4 t3 O U
- INX
1 e3 }8 g, m1 P. N; _ - BNE .Music_Clear_Zreo_Page_1# L( d% q2 S. J8 k7 F
- j V% ]5 V/ `- Y. S( p6 ?4 Q
- Music_Clear_Process_1& @: @3 U( `0 b7 E8 r" y
- STA $0600,X
0 Q4 m& _3 [! \! }. {3 @ - STA $0700,X0 j( E6 [, P8 s! g4 {
- INX
E# {% M& B0 Y/ p2 c' s - BNE Music_Clear_Process_19 L S, _) d- y) N9 N3 S
- LDA #$10/ O5 M: _2 w+ Q! r& A' v; C; f4 Y
- STA $4000$ p3 U! x- R# A E
- STA $4004! J! g; d( h& ^: j9 a1 c8 t
- STA $400C5 k) @, E2 S. G, w2 f& c
- LDA #$00( H' d8 D0 [6 y0 g
- STA $4008/ r: U; ] a) Y* K5 H1 b: z) [
- LDA #$0F
, _5 Q; H I% ~" Q* a! a( i' i6 B8 h - STA $4015
3 @& K# Z$ q0 w- f. j D/ F5 u6 j+ g - .ENDIF! E. g, D6 P7 p) |0 h8 v+ k) d
- $ l6 g. I2 @, N+ M& G
- RTS& t9 j' Z; M6 I7 {
- C& C; @& l) G8 ?7 U( ?
- ;======================================================================$ h: |; S3 q8 d! `
- ;重启处理) @) s0 f# G; p' ~" u& ~
- Reset_Program) N6 ^* K! l; `, g7 {+ O8 H/ X3 ^4 g3 a
- SEI
: G( Y9 {( i5 ~. y: a+ A. @8 b - CLD( @& S3 Z+ q. W4 q4 [. v
- LDA #$00) Q$ L6 q9 s4 [( r: R1 _" ^1 {
- STA PPU_CTRL9 i6 T, |+ O6 v Q) Q b, r4 D0 Z
- STA PPU_MASK
7 }0 j) [& V5 v. M* b F( h6 ^# s% v - STA JOY2_FRAME
/ n+ @+ A- y# `6 l - STA APU_STATUS
& ~% k, b" e" l# u: v; J -
! n, [( D, y1 ? - ;等待屏幕准备完毕* h) {( N7 f# u' b- S0 W3 b( ^
- LDX #$02
# W( b+ `- ^0 }9 y9 f+ D3 y - .Wait_For_Screen_Ready
- L/ H# f9 i2 T - LDA PPU_STATUS) o* S$ v/ l2 ^
- BPL .Wait_For_Screen_Ready6 x7 g0 q1 l! N4 ?* G
- DEX
1 B; [; ]: e2 }: R/ i - BNE .Wait_For_Screen_Ready
1 k, \: ^2 v0 w! P- t- H+ h -
A/ _$ i6 c9 {, H R4 C - ;清空调色板
# s/ ?# a: M* r9 @: G2 ~ - Palette_Clear% k$ B6 B. a) P
- LDA #$3F
5 c8 I" K4 }( v - STA PPU_ADDRESS
! A0 f, @, Z6 O: u - LDA #$009 U1 [, z, N( Z
- STA PPU_ADDRESS, q1 h& h s6 g( F1 i2 N
- LDX #$20# c# |3 X. ]$ \ r
- LDA #$0F, C2 x0 I. w$ g0 r, z
- .Write_Data
( y, G E2 m+ D v4 A - STA PPU_DATA
: P7 ]% L+ d+ v2 S% e; `* O3 E - DEX- c- q" L; v" [5 ]
- BNE .Write_Data
* r* v+ y c& O7 P, P9 c - ) m+ T. ^4 L) p! I/ C( w. t& V
- ;清除声音 $4000-4013
. G' L7 o6 n1 B8 H+ a3 f, _$ l3 b - LDY #$14% X) I5 L& T# Z% f z% c
- LDX #$00
- H# b' M6 Q: C7 { T6 n - .Sound_Clear
- A$ N! d& [, s* E5 r5 n - STA $4000,X
1 R$ J' d; ^, s) q5 { - INX
- W& e* N3 n. g4 d# r2 N: L$ T% | - DEY
9 F% I) W; \& ~% d1 o3 E' |# h - BNE .Sound_Clear3 |, L' G- G: r
-
+ \+ }' [/ {' W$ w) |9 W3 x2 A - ;清除 RAM $0000-07FF- x* R- n3 ^7 K
- LDA #$00
; F) x, l- ]2 c/ S e - STA $00
4 P1 r( ?2 ?& g/ o% d3 R - STA $01
: `6 Z- C7 p9 F4 ?. g, \2 j - TAY0 k6 k( I9 l) k8 w; ^( v e
- LDX #$08
7 P# a) w9 N. P1 i6 u - .Memory_Clear
$ o R0 M2 M1 F V5 V' u- B - STA [$00],Y0 B+ T1 m" b9 Y l6 Z) \! D% c' }* V% l
- INY8 H' Y: o! g( \& L% O
- BNE .Memory_Clear a" z/ }( @# q
- INC $01
) W( J& b) D6 V1 a9 J# u! {" ^ - DEX$ f, [% C# W8 R( Z2 G! C+ Z
- BNE .Memory_Clear( r7 h! ~7 d$ E! @. i( m C
- ' Q+ @/ @6 D- G$ \( E9 r( J1 v
- ;精灵缓冲初始化5 Y- X" O c: r' J
- LDX #$00
O" E) o" _5 J% L- a - LDA #$F8
; Z, [. d9 u' K ? - .OAM_Clear
! b: H6 E. f6 |0 y3 I - STA OAM_DMA_Buffer,X
/ p7 W7 M" {7 v: w - INX
$ d' ?, n8 j9 W, ] - BNE .OAM_Clear9 K* V- q! R! ^, p! E
-
$ g7 h! j" y7 d# ]( a* Z - ;栈指针初始化
$ f/ ^& M) N! Q; X: n. f1 J - LDX #$FF
- o- e' L) f4 |/ x - TXS# U, c3 M7 N) I4 Q) }7 v
- 5 `8 V8 ~) k9 f: E
- JSR Nametable_Clear;命名表清空5 D5 T4 }' Y- s+ z2 u4 I' Q7 C
- JSR Palette_Init;初始化调色板缓冲
' V2 e1 l) p5 x8 b! ] - JSR Static_Text_Init;初始化静态文本
( n7 D. O! U! Z -
! N7 R% I: [" b/ C% C0 s% P% k! n - LDA #MUSIC_ITEM_TOTAL - 1
" @3 H) N$ v2 g - STA FC_Music_Max_Index
0 C8 s0 o3 n; F D -
, j0 ]% M. t; b. g6 ~; c" d) Y - LDA #$1F# @: n' H \6 B4 p0 y- K# _
- STA APU_STATUS
9 E+ t6 x& F4 s - LDA #MUSIC_BGM - 1; j# X) I( e2 F4 Z- |; ?( g) I
- STA FC_Music_Index" s7 C, S8 Q# o4 A
- JSR Music_Init_Process;音乐播放% R3 h- ~4 b# r( e
- 1 l3 Q7 M. [9 e, L# n. V
- ;设置屏幕显示状态缓冲(当NMI处理时控制屏幕显示状态)% b* I G$ T8 F3 Q
- LDA #$1E
( b8 q6 p5 W/ H- U" k - STA FC_PPU_Mask_Buf/ E/ L- S- E8 F
-
. ]* N8 U7 f3 S, d c# e - ;启用NMI处理
4 g$ J T0 D2 W q. y - LDA #$803 W: y7 P" @6 B$ X- i- k9 C/ I6 B
- STA PPU_CTRL5 I- ` R9 X# R, {* i* c% ]$ i' z
- ( B) z4 \ b/ v, l8 m5 p+ V
- ;程序循环, 剩余工作交给 NMI 中断处理
6 y2 Q) c v3 N' K3 [: t, F) ? - .Loop& x5 I6 K: q3 r5 d, _' ?
- JMP .Loop
- y7 G& F. J8 m. Q {
' C: B6 _+ D# g, n# J4 @/ d- ;======================================================================3 |+ n+ g. [& C. j7 E9 V$ _
- ;不可屏蔽中断处理
! y' v$ H+ `9 q% m7 ? - Nmi_Program W0 C# h$ ^1 o) Q* X' w. s/ J: d
- PHA
0 W3 c; {' y. _" H7 T" q- s - TXA
# V) z) `. o% A: ^7 b# H" o* E - PHA, x7 [ G9 m# N- F$ k7 a p/ U
- TYA
# ]+ h& d1 R' l( ]7 R - PHA
) n* G( Y) N+ W% d+ ?& t2 X) \ -
" _3 O. f+ T2 v% b2 @ - LDA PPU_STATUS;读取使得 PPU状态寄存器复位! O R7 t8 k% v: P1 v
- ; Q0 @! Z& y) }2 s: O; Y
- JSR FC_PPU_Procrss;PPU处理4 ?6 F0 S) b6 y N
- 2 C) [( Y$ N7 W1 _
- ;精灵内存更新& \& X" c* L9 E$ a
- LDA #$00/ \9 q( k9 |$ R0 X
- STA PPU_OAM_ADDR7 ~& B- D0 E2 f K; m! _* P
- LDA #OAM_DMA_Buffer / $0100* j. K3 `) K$ q8 ^( ^" k
- STA OAM_DMA1 |/ c; d1 R! a+ A
-
( H/ X% j9 S3 Y3 e$ ~ - JSR FC_Gamepad_Process;手柄输入处理
% V( x5 h4 x' h6 L+ E - JSR Music_Select_Process;音乐选曲处理 I1 V, F+ A" a" F% G. E( j, y
- JSR Music_Play_Process;音乐播放处理1 y1 U# v0 o. Y- U3 k+ W0 K* V
-
4 g- E8 T8 @: k! v# X - PLA8 t8 w* M; N; R7 y- {
- TAY* d8 D* i* ~$ U+ r8 n$ P
- PLA" l: a% \ t8 g, r/ D2 q$ H
- TAX7 U% Q1 C! t! D# h% Q0 }
- PLA8 m3 E/ p, i2 F' J7 ~6 p) T
5 @$ l& f9 ?; @5 {# K9 @8 g6 h2 Z4 u6 }" t- RTI
2 S' q7 \* z& E# z$ }* N
+ n$ O6 W5 z7 n* b/ k- ;======================================================================
, `. w$ L9 s# L9 F( S* s - ;请求中断处理
z8 g0 d8 l2 Y' J' F4 C7 E - Irq_Program
3 w+ p1 q# j( z) V7 q* R( a& o% @ - RTI
" h; \/ R) Y1 }2 e - / p. y8 R7 v2 m) m; W% D( j
- ;======================================================================
) G- l) U g; c3 V - ;中断向量表( ?- @( M& p& j8 D G$ D! H6 Z
- .ORG $FFFA
3 X& n: o& L) M+ K# w - .DW Nmi_Program ;NMI触发时执行
! k% R& I3 b0 ?- p; M - .DW Reset_Program ;载入ROM时最先执行$ g/ @. {2 o5 N: Z
- .DW Irq_Program ;IRQ触发时执行( `# a( D& s& m7 U+ |! y
复制代码
; t' ?6 Y1 d) D1 G `/ ]! n d6 T R
; S2 c+ B% O# h+ O" W/ k
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