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这是个 nesasm 3.2 入土教程, 感兴趣的可以研究下0 @& g4 Z! J/ F/ B
% j8 ?- h# O- z8 h
以下是主框架代码:9 F! R/ z6 } o- b* ]* ^' V l
- ;======================================================================# S9 ^' S( i7 v" C" M w% v1 B$ ]
- ;文件头+ l% d5 }) E9 \8 f- C
- NES_16KB_PRG_SIZE = 8 ;16KB PRG大小数量
( y+ i. w% Z9 `8 v - NES_8KB_CHR_SIZE = 1 ;8KB CHR大小数量
6 H( N4 g7 N$ k - BANK_DATA_MASK = NES_16KB_PRG_SIZE * 2 - 1 ;bank号掩码6 e, C/ c% P I
- ;======================================================================
* J3 w% @: l l$ S - PRG_DATA_BANK_C000 = NES_16KB_PRG_SIZE * 2 - 2
: A# Z1 E1 k8 w- a - PRG_DATA_BANK_E000 = NES_16KB_PRG_SIZE * 2 - 14 s3 o. e" S4 s; i2 `
- ;======================================================================
4 j$ \/ `! y P5 s8 n - RESET_BANK = NES_16KB_PRG_SIZE * 2 - 1
' P, |" n+ n5 j% C; c - RESET_ADDR = $E000 ;主程序起始地址
, q" `& A4 _4 A1 P/ g( Y+ y - ;======================================================================9 Y; o# v! ]3 C" B
- .INESPRG NES_16KB_PRG_SIZE ;16KB PRG 数量, $01-$EF8(1-3832),即16-61,312 KB
* V4 _0 ~# ]- v% B$ e6 N v9 _+ A8 w - .INESCHR NES_8KB_CHR_SIZE ;8KB CHR 数量,$01-$EF8(1-3832),即0-30,656 KB
- q4 O1 R' B! U) |% r - .INESMAP 4 ;Mapper号 (0-4095)
0 r( W# i* ~& [' S' s) _0 y - .INESSUBMAP 0 ;子Mapper号 (0-15)3 A" n- Z' ]0 v! j6 W
- .INESMIR 0 ;命名表镜像 (0: 水平 1: 垂直 2: 四屏)& r6 o/ q3 n; { z
- .INESBAT 0 ;指定是否存在电池备份 (0: 不存在 1: 存在)! D, W7 X- C# }5 Z9 s! A, w
- .INESPRGRAM 0 ;指定 PRG RAM 大小 (大小 = 64字节 << 计数)1 y# u+ D( E# e; S! \
- .INESPRGNVRAM 0 ;指定 PRG NVRAM 大小(大小 = 64字节 << 计数)
( ^! l8 \2 M1 G( S% L S. v - .INESCHRRAM 0 ;指定 CHR RAM 大小(大小 = 64字节 << 计数)
$ J1 S9 [1 M; d - .INESCHRNVRAM 0 ;指定 CHR NVRAM 大小(大小 = 64字节 << 计数)
$ B5 E" \0 j# Z! w+ y; p - .INESTIM 0 ;指定时序 (0: NTSC, 1: PAL, 2: 多区域, 3: Dendy)0 S9 o& g9 ?# O) }# _* Z6 E' {
- ;======================================================================% L3 \4 i* _$ {! I! c
- .INCLUDE "fc_demo_config.asm" ;全局配置% U1 w! d: A5 _# _! V
- .INCLUDE "fc_demo_constant.asm" ;NES常量
& o. z8 V( H% U3 L& r' k p - ;======================================================================
/ [4 i- D" g0 D7 E2 G( M% n4 @ - ;音乐配置$ n K5 d1 H" P9 a
- .IF 0 = MUSIC_THEME 6 z$ Z$ M# P* T1 ~" D& r
- .INCLUDE "data/music/Gremlin 2/config.asm"& |/ q9 v; V+ ^4 ^" o* F; ?- R
- .ENDIF
* A) g. S3 @4 G9 x* }) t - : }) R; U" `( E, a) E0 h
- .IF 1 = MUSIC_THEME. s; ]) U! C0 Q
- .INCLUDE "data/music/Raf World/config.asm"9 _) A8 W# o+ Z/ W
- .ENDIF
, U2 ?3 Y& M Y: p# `1 V -
; e7 o' ?2 ~1 v5 T% n6 W - .IF 2 = MUSIC_THEME % ? D1 g& s, q& O) Y0 _5 r7 X( m
- .INCLUDE "data/music/Ninja Gaiden 3/config.asm"
* \- f) @+ P$ u6 }2 [) s - .ENDIF, ]9 v8 \: \$ T% \; Z& n; Y8 D% z0 I
/ P, k. {) M2 M3 I+ T6 d- ;======================================================================
) W# r6 O- ]' A2 ]$ g- N - ;引用CHR图像数据 T b6 n- Q# Q: v, y
- .BANK NES_16KB_PRG_SIZE * 28 `' z0 g4 T( k% L# X
- .ORG $0000. n7 j( d6 q7 H- Y6 T/ C
- .INCBIN "data/bkg.chr"5 F7 B( q# X S; x
- .INCBIN "data/sp.chr"
0 j; l# W; V6 ? - ' `) Y+ r3 K B7 a. [. {! g' y6 `
- ;======================================================================
6 ^, n8 u* |. y% P d! b - .BANK PRG_DATA_BANK_E000 & BANK_DATA_MASK;设置程序所在Bank
# E# U7 G9 \4 M6 ] - .ORG RESET_ADDR
- v9 C' T ]9 W# z: X3 E5 \ - ;======================================================================( t$ e0 [, `( h) ~; o5 @4 H, I
- ;引用其他源文件5 C8 c9 g4 V+ i8 n4 W! n
- .INCLUDE "fc_demo_ppu.asm" ;PPU处理
& l$ j. n& d- ?! C0 o# } T - .INCLUDE "fc_demo_joysitck.asm" ;手柄处理
/ Q* _+ [8 U M; _8 H% P" J - .INCLUDE "fc_demo_static_text.asm" ;静态文本处理
0 a& H' V! t" T X: x - ;======================================================================
# t# L& ~% k g E - . T$ f! Z3 a( \4 m4 _
- ;======================================================================- w2 B0 m3 A1 K) S1 m- [
- ;等待VBlank到来
3 J4 e& D$ @* U& v7 O - Wait_For_VBlank
8 \2 u& j9 x' k l4 `- I - LDA PPU_STATUS
+ d1 U# E% {+ y/ X% }" d7 A - BPL Wait_For_VBlank7 J% k3 h1 A/ a8 @
- RTS/ S S' k- K% d( z# n6 B
- + E' G3 s3 y6 H a$ J0 w
- ;======================================================================
3 {& T& y' W% X4 S - ;调色板初始化2 |0 H+ J2 ^& I0 X7 ?8 Z
- Palette_Init0 f7 b* i) ^: `
- LDA #$3F3 e; ~( J0 e2 b4 Z: k6 q" s
- STA PPU_ADDRESS2 \+ v. n& N9 |0 i, f7 J/ F" R. J8 [, @
- LDA #$007 A. x$ X3 a% H8 G( o/ i
- STA PPU_ADDRESS0 _# P1 z0 s0 G8 C7 r" ]8 P
- LDX #$001 e' h- k, {9 I7 ]
- LDY #$20; {/ e* O( l. d, L& d" T# G( P
- .Write_Data
; K j0 `) k, w) ?. L - LDA Palette_Data,X2 D% e) f# l5 r( Q
- STA FC_PPU_Pal_Addr,X0 r! d# k) b$ J. S% ^ k9 h; I
- INX3 Z+ a2 |; _/ H5 g5 c
- DEY+ \# S) g( S. R' h/ G8 b. x
- BNE .Write_Data
- D7 n, ]! u' m8 `, n - .End
- M* o9 {1 `, G C8 a6 @7 T, S' x - RTS) A. G+ p( f* w- X/ T, I/ |
( j7 J8 T5 F7 M: d- ;----------------------------------------/ ^1 J# W+ b+ B' B
- ;调色板数据
) e& Y* Z& \: y5 r# Y: w" f - Palette_Data
5 B( {0 p( n7 G; w - .HEX 0F 20 32 02 0F 20 32 0F 0F 20 32 26 0F 1B 0F 1B/ P* H% s3 ]! P, T7 r7 e+ {% t
- .HEX 0F 21 27 22 0F 24 24 24 0F 21 21 21 0F 22 22 22
' {) V7 j' v* R5 b - ) C% t( v7 O2 Y: _: G4 w# w( f
- ;======================================================================
6 T5 ~/ k! g% x% \% N& Q1 r; p$ f* M7 ? - ;命名表清空
) }( Q9 b) F* o& J* N8 L- e - Nametable_Clear9 @ ~. g" J) g. K. w' ]
- LDA #$20
- R) y7 v; C* m3 h. l/ z - STA PPU_ADDRESS# m% @/ m/ U3 U8 S. G% v; {3 x4 c
- LDA #$00
, f$ [/ ^, N# y; e6 w9 K - STA PPU_ADDRESS
0 l( E. X+ b, \$ G1 j8 ~ - LDA #$009 ]8 w1 i. G @4 P
- LDX #$007 ]3 w6 [5 b0 W
- LDY #$08
/ I4 o' _4 P0 v6 m6 t$ R - .Write_Data$ ]9 ~( _1 N1 U( k7 l5 a4 L5 y8 \
- STA PPU_DATA
: Z9 X/ E( w9 C$ E/ c - INX
2 F: w6 X% R: F% m6 W, ` - BNE .Write_Data6 q8 I' b; z. l% A5 p" c Z0 N" o
- DEY0 r& r) D1 f0 U6 S
- BNE .Write_Data8 a- J7 u# r, q, q3 Z) p! E
- .End7 H' b& t) k. \; C: C1 i# D
- RTS
" j# O, m6 O8 X4 A- N' L* H+ r' q - 9 M7 r3 n6 T; B( P0 k
- ;======================================================================
0 z! T# x0 a: y$ u9 i5 _. A - ;音乐曲目切换
- g8 y+ b% x+ w7 R - Music_Select_Process
' y$ R7 L4 Z, ?4 h - }* {' g8 ?; V2 Q$ v6 U& W
- .Pre_Music;上一曲
9 Z. f; Z# O3 l - LDA FC_Gamepad_Once
3 e) a# l, X% K# e - CMP #JOY_KEY_LEFT
; q4 O# G7 D& b - BNE .Next_Music
, f1 [( C5 f- W& a& F4 u - JSR Music_Play_Pre1 T' Q, Q/ i8 P' S, ?+ ~' ]
- .Next_Music;下一曲
4 B( |) A" s0 [$ l' c0 C! O/ g - LDA FC_Gamepad_Once8 m& E; X0 G# S" `
- CMP #JOY_KEY_RIGHT, @* u9 \: B3 G/ I9 Q6 k. T
- BNE .Next_10_Music
7 P5 h8 y( V, x* w" n# O3 d - JSR Music_Play_Next
; m4 P) Q) K$ w1 y* M# S - .Next_10_Music;上10曲' l4 x7 C" ^! w! [6 P
- LDA FC_Gamepad_Once# x4 z% W" r. B+ J" D
- CMP #JOY_KEY_UP, }) }, g) |" J+ h- b% k
- BNE .Pre_10_Music, Y0 Y7 P) }- n% s o; c
- JSR Music_Play_Next_10% {( y) K( o8 y0 j
- .Pre_10_Music;下10曲
$ `" @6 R! B# [# ]6 ~5 h) M - LDA FC_Gamepad_Once
! p* [$ k" b+ X - CMP #JOY_KEY_DOWN% K: ]4 `9 W2 {7 u; M( j# D X* U
- BNE .Reset
- X* N% U6 f4 \ - JSR Music_Play_Pre_101 S; P0 v6 v, }4 M0 ?0 l4 R% @
- .Reset;重播当前曲目% z0 p4 J: p/ Q! H! N/ J
- LDA FC_Gamepad_Once1 d" N- ~* j9 `) H0 i0 n
- CMP #JOY_KEY_START
l0 I' o% H ?* ] - BNE .End
0 T! X) c ^+ A7 B# _ - LDA FC_Music_Index
* m1 }, h1 d* l4 C, {5 b - JSR Music_Init_Process
- o' p" K2 r2 \# S' r" V" | - .End, H' k$ @% V7 e) o2 z+ u$ h$ G
- RTS
$ F9 q* I; v7 V8 V; |
/ U5 [! ]9 z4 C1 o1 M6 k* q- ;----------------------------------------------------------------------3 [1 C, {; L f8 o# A
- ;播放上一曲. g M4 v5 \9 W$ P% W; O, l7 F
- Music_Play_Pre, _( |. R, F0 J1 k z
- LDA FC_Music_Index5 ]; ?/ k# K- ]3 L# i/ e
- BEQ .End: t$ k4 J5 S8 b
- DEC FC_Music_Index
7 @2 U: E( R/ U4 G K& w - LDA FC_Music_Index
* h! L+ t' t9 @2 B- D4 | - JSR Music_Init_Process
' X" T; w6 ^8 s$ A - .End
p% X, [( u/ c: G9 | - RTS
( \! B6 k' G2 h9 U - ;----------------------------------------------------------------------! {0 L* H" u" j6 j2 q: f) t( L( f
- ;播放下一曲
$ {+ @) j5 _7 e$ B/ @" D - Music_Play_Next9 X5 W. c p0 T. U8 @6 Y3 X7 R- L& S
- LDA FC_Music_Index
) n u) r; ]1 _! O( \4 I - CMP FC_Music_Max_Index$ x9 w4 T8 r% u4 s1 U
- BCS .End
' U4 V, g$ m' r- }( R0 l - INC FC_Music_Index
0 O- W7 Z8 c* F( D - LDA FC_Music_Index @, p, u) v# C) r" L
- JSR Music_Init_Process! C/ ~8 Q' E% y9 c0 K
- .End
$ V% U+ {6 A* C z - RTS) L9 c5 L$ i1 I5 ] L) N% d
- * j6 G, ?/ L( a1 E" X
- ;----------------------------------------------------------------------
, j9 {. d/ R* O) p5 [- A. d - ;播放上10曲
6 }3 C: X+ l( o8 `. y. H - Music_Play_Pre_10$ D a! d" \; J
- LDA FC_Music_Index
3 K |8 b+ ^/ p - BEQ .End% b: Y+ q1 w- B3 Q
- SEC# T! I( A5 D6 Y
- SBC #10
9 R! P+ U5 p+ p/ B @5 \ - BCS .Pre_10
0 M1 A! \3 f* s, |2 T& `2 ^ - LDA #$00$ U/ F+ A4 T& x
- .Pre_10
8 c" E! v& F5 p( ] - STA FC_Music_Index8 V! E- A* _5 ^7 x! C: _1 B
- JSR Music_Init_Process' c1 O5 _ b) b
- .End
* _; t3 S: b; ]3 |$ H8 e' q( N, g& p - RTS
# X% C" y/ q. Y1 \ - ;----------------------------------------------------------------------
9 a0 x1 M" J( {; F - ;播放下10曲6 ?( b0 \8 `/ D9 J9 n7 M- R: J
- Music_Play_Next_10' h9 p3 \$ Z0 ~$ m# b
- LDA FC_Music_Index
^0 j! ?8 _: p8 x - CMP FC_Music_Max_Index: e" ^" t4 N' B7 I- o
- BCS .End+ R: K) l3 O; C9 y# ~
- CLC6 F L5 l u- _) R7 O# Q
- ADC #109 R9 z8 x* S' K1 p" V- t0 _
- CMP FC_Music_Max_Index
& y. I1 m e1 o$ D0 p/ Y" o+ Q, d - BCC .Next_10. q- _0 b2 ^9 x/ n
- LDA FC_Music_Max_Index
! B7 t0 @/ u: H. d- O. G7 o! R0 I( P - .Next_10
) P: A& P* G* Z0 `; a# A - STA FC_Music_Index- `4 Q1 ~+ m, M& k. t
- JSR Music_Init_Process
5 x7 [3 m% C+ n" W, w/ o( y7 a5 x - .End
4 d- g4 c% C7 Y2 n& [1 ` h4 Z - RTS
$ d3 _* @2 F3 h; E0 I - Z. F6 S" N6 F# z4 V8 a
- ;----------------------------------------------------------------------# Z& K7 h7 v9 e& _0 v" m8 r& s" h
- ;8位十六进制转3位十进制制, |$ m) R: H3 ~" y9 K+ G* M
- Hex8ToDec: a0 ~8 s! w, S1 U
- STA FC_Dec_Data_1
: e; w W5 @, ?/ z - LDA #$00
0 z2 Q/ p5 r, C& W7 c5 f0 `! p - STA FC_Dec_Data_100" Y9 o5 ~5 g! W% L
- STA FC_Dec_Data_10
% C, t \6 P0 V; e6 Q6 z6 k - LDA FC_Dec_Data_10 F4 @# _2 A. G
- .Convert_100
" h3 @. P( Q1 B, s6 k - CMP #100
% I) r; L- {% L- L( K+ Z - BCC .Convert_10
* ^- H- C0 M- q; R; }$ t3 M# Y - SEC
" ~. G w; K% g( r' Y- U; N Z - SBC #100
( B" O. ]4 ^# R3 N - INC FC_Dec_Data_100
& a6 b0 U+ i8 X - BNE .Convert_100
; x$ @# I8 Z* u- z; E/ u - .Convert_10; e7 A8 L- u: o# }9 p; n
- CMP #101 y6 |! `- a7 b ^8 N" J4 ]* J
- BCC .End; T, ?3 N* K% q6 O$ Q8 s7 T
- SEC
, m/ i6 Z+ _% n3 T& ] - SBC #107 J" l, ~' y1 L, N
- INC FC_Dec_Data_10. \; k( [0 J e5 ^2 Q
- BNE .Convert_10
3 Y7 A, \4 k# ~9 r - .End
3 R! V) _' C4 e- S; J - STA FC_Dec_Data_1
9 ?( U3 S' I# v, Z7 e$ ^( D& L8 t. Y - RTS
2 g" i- j* ?6 o! {0 ^1 l
. F( t( v/ u5 B5 n, X( t- ;----------------------------------------------------------------------# Y+ m7 B E" ~5 a1 ^. M
- ;显示曲目信息
# ?0 U: R2 S( w' K! L/ m - Music_Info_Display
0 i1 d, ?9 w% H/ F/ M& q - LDX FC_PPU_Buf_Count
$ Z4 q' \+ M2 ^. g, H - LDA #PPU_WRITE_MODE_CNT_LINE
z' X9 g& U& g - STA Use_PPU_Buffer,X
* `6 y3 d8 Z$ x/ T" h, t- m - INX5 ?' h2 R' R5 D3 B* I7 a1 G
- 2 p, H C1 f* H1 t3 G# Q8 O1 x
- LDA #>MUSIC_INFO_POS
5 G- T( `" H1 _0 G - STA Use_PPU_Buffer,X
9 W( z2 I; w, [( W; A3 L- |+ g% l$ a- ?; A - INX K V2 ?& l, p/ i% s
- ! G& k% I0 @! l* ]: ~) N4 G& L5 }
- ;居中' R% P, B. f) ~# Z+ {
- LDA #<(MUSIC_INFO_POS & $E0) + (32 - 5)/2
. s' a( F4 M2 ]* k0 \' ?7 c2 o - STA Use_PPU_Buffer,X' ^3 g( q, ?! U$ v( p4 p
- INX2 L- \9 Q. J6 m: {; _2 L n* F
-
$ Z9 I3 V/ Y, e: t% S9 t/ H - LDA #$05
/ ^' B" j7 S! o, M+ P: O; Q - STA Use_PPU_Buffer,X6 [9 r. _* I. j' R
- INX
J% V# \; d( w - 4 }* G$ A2 u( @7 V+ | e1 Q
- LDA FC_Music_Index
0 p r6 b( \; {; {5 P - CLC: p% m: r R2 I) x2 H6 Z3 `
- ADC #$011 d/ B5 h/ g; `. i8 _1 z, l
- JSR Hex8ToDec, ~. J h0 q: i! A/ c5 E4 `; F9 `+ l
-
! e0 k. P" u/ s' { - LDA FC_Dec_Data_10 Q0 d0 z% a' b$ q3 h" F
- CLC
) S" i0 v; R# L: I7 B - ADC #'0'- M% {- k! l7 k9 ]3 U
- STA Use_PPU_Buffer,X7 K- o, l+ S, \; d- Q
- INX7 b8 P7 U, H1 t/ b( s# a! f
-
) W* H) M5 i) l7 @* J/ w9 M - LDA FC_Dec_Data_1! Q# G. `9 Q. C6 |, \* T+ f g
- CLC& H* @! Q3 C. I, S) Y
- ADC #'0'6 a; D4 g' I0 b. S
- STA Use_PPU_Buffer,X
) {+ J' h0 g" A; r - INX
0 n( k( x$ \$ S T* N' S, Z0 D -
: m! m# x3 H3 m* m - LDA #'/'! U5 X* r- h2 m2 m- n
- STA Use_PPU_Buffer,X' ~& h4 t1 m$ ]6 b
- INX6 L: |' c/ |5 ~
- 1 u; X2 E+ W5 m3 g. ?
- LDA FC_Music_Max_Index
* I; o) F, r9 J% T% o - CLC
$ M0 m, U3 M) P* M- G6 b* z - ADC #$01
% `, d# W5 S8 D! e! N' O$ S; w - JSR Hex8ToDec m% t# |( e/ e: \8 S8 c* D4 B
- " K; B9 [+ g% ~! F; `% M4 b2 a
- LDA FC_Dec_Data_10
9 W3 r, X. g% T - CLC9 A9 R; F( W- Z6 R
- ADC #'0'
- ?0 d1 }6 T2 p - STA Use_PPU_Buffer,X
, D7 i! g/ S+ ?) o* J7 t# M - INX$ \" }+ `4 y; t, |
- 5 {: C4 A& j5 z- Y A+ Q5 M7 N9 _
- LDA FC_Dec_Data_19 S# A$ Q/ A m
- CLC: `1 {# e9 L! S+ ]! @% m7 L' B& \
- ADC #'0'8 N3 l0 h* ?0 x8 X
- STA Use_PPU_Buffer,X
. |( c0 P0 e: O" m" t$ }$ }2 g - INX, e* D; W! {1 g4 D
- 4 r' P% y$ W1 T, g! e! G
- .End
$ @, Z/ a: u8 ]8 `# Q% V% b - STX FC_PPU_Buf_Count
* z: O( L' k, D f$ e - RTS
]- |2 J2 S/ Q' ~' m* ^
. I" M9 {8 [' Q" l$ X( e. N- ;----------------------------------------------------------------------% d: }$ j# W) ~
- ;音乐曲目初始化处理
6 z1 Z, h# K6 d5 y5 F* ~ - Music_Init_Process
* I1 L9 O P- j9 U0 c - PHA
( a3 f# @ m g - JSR Music_Clear_Process& i) F+ A2 U1 [1 N! l
- LDA #$1F0 d5 r+ ~3 T7 n8 l. t9 b# n5 R
- STA $4015" o2 o7 t9 `2 l, T6 M6 y. O
- PLA
" a# p: h% i4 P( t6 B2 m - JSR Music_Init_Addr
3 O/ A7 E0 {( ]3 J4 C% O; M, p( C - JSR Music_Info_Display
1 @6 r" N. w5 P* h - RTS. Z+ K. I% j' Z0 A# ^: C3 ^ M% y
- 5 H) k" Q" P$ ~/ {
- ;----------------------------------------------------------------------
9 y# Q* E0 G+ N5 o% O% q - ;音乐播放处理
/ N3 y+ ~' \; M/ V" c W! O - Music_Play_Process
, V" B8 d6 c x+ a, }; s' v - JSR Music_Play_Addr
" S5 X# M: d Y0 U6 d - RTS' t+ o; N. k+ K; }$ K+ e' C% J
3 ]- ~5 `' A5 n1 ]- ;----------------------------------------------------------------------
; t: V) ?. @3 @# i# O - ;音乐播放处理
# O* ~ s+ F+ t' g# h, f# c) _- ?6 A - Music_Clear_Process
, ^9 }. J/ c8 B( d4 G$ @8 v - .IF Music_Clear_Addr9 D+ p" J! U8 r+ n, \' J* a
- JSR Music_Clear_Addr
/ V5 E6 t3 }9 O5 K5 Q$ y: [ - RTS: N! h2 |* ^- E. ~. ?$ s
- .ELSE. S0 j: ?- Y/ v. g, x$ d* \2 P
- LDA #$1F% e3 O' o1 c" K8 [3 V) ~
- STA $4015
4 b; F3 o& H D# b# \0 \ - LDA #$00) K& s3 y5 U: `: o" d# N
- STA $40104 o2 @% j* L* f+ G; |; o5 `
- LDX #$00& q* x& W1 t# `2 ^; N
- LDA #$00
6 e, S& ]" _9 D1 r - % `5 g* X* U8 G6 |' m
- .Music_Clear_Zreo_Page_0
5 @4 v/ M2 @% k) s - STA $00,X; K* t2 _# }9 R$ w; \4 Y+ e3 P
- INX
2 q K. [& n% P& L( o! L - CPX #Use_Zero_Page_Begin% \8 V; b/ l* M: @% t- y
- BCC .Music_Clear_Zreo_Page_0
( X1 l+ D3 A3 z) y" ~, ?% ]1 [ - % _% f- S; a$ n$ L9 d- s3 S4 A J3 K
- LDX #Use_Zero_Page_Begin + Use_Zero_Page_Size
3 p. f0 |0 Z6 ?, W - .Music_Clear_Zreo_Page_18 {0 ^5 H' `! V/ i3 P
- STA $00,X3 h( G, S: f/ ], z( Q
- INX
. \' r$ A2 g" n) P& v9 J) i - BNE .Music_Clear_Zreo_Page_1/ Y9 m5 t" o) W1 D% S) e- c
- 7 T) {. Z6 g+ G2 x: m8 k) I0 b1 ~
- Music_Clear_Process_19 n- s4 J& ]6 E/ B0 B+ V% j" s
- STA $0600,X
$ I2 `7 M9 R7 Z- n - STA $0700,X
6 D W% u& z* f% } - INX
0 {& N+ }$ P6 ?- R: s6 r - BNE Music_Clear_Process_1, J- |- B2 O" i& w
- LDA #$10
5 R" @( e5 a. y2 ?* \( E - STA $4000
' O r9 E# D7 ?% y8 w- J% h7 @ - STA $4004
8 W" s4 E% ]0 P1 V3 W: M# F - STA $400C
6 \/ u0 ?3 k5 n6 b- P - LDA #$00
, H. v9 C8 X1 f9 Z7 y - STA $4008/ N. F8 Q, x- s- l! v* J
- LDA #$0F. R5 ]5 E6 `7 \& |' V, K# U7 }9 p
- STA $4015) a8 y0 x- L& W; d" `
- .ENDIF* L$ B `& [ c- \6 L
- ' R, k9 \$ I; S2 u2 `! D
- RTS
6 }5 y9 \# U. ]7 O- V - , l$ I( k+ X' h; O( P2 s& t
- ;======================================================================9 g, J% Q, G; F
- ;重启处理
- q( ]% L4 {+ ^ - Reset_Program
$ p) V, n8 g9 v# U - SEI
9 d$ k6 | [8 \) w- l- i! _ - CLD
8 T6 Y7 _2 r+ n7 O8 Q; m* S/ I9 I - LDA #$00+ s( `* v% b9 h! s
- STA PPU_CTRL
/ Y* l% J# p/ c2 R ~5 f% b - STA PPU_MASK5 \2 W! j6 x$ x+ z! e5 x6 W
- STA JOY2_FRAME2 b% m) j; H+ P0 c/ r Z7 s) ^
- STA APU_STATUS
7 M# \* v0 B* F9 p - 5 o$ k* Z9 P1 S0 z
- ;等待屏幕准备完毕! Q8 ?4 c* r% U
- LDX #$02- ]. p# P' B% E/ k
- .Wait_For_Screen_Ready6 j5 k) I8 Y! g! S3 h7 H' Z; G
- LDA PPU_STATUS. H; Y8 p, T5 y& Z c S2 L
- BPL .Wait_For_Screen_Ready
3 A0 M& J4 h+ e2 O; F: o - DEX
! f/ o, c4 N9 ^" F- X( s! i - BNE .Wait_For_Screen_Ready
. C+ q- E8 \7 \, ]9 | - , E& f# ~. X; y6 t% h6 ~
- ;清空调色板: f" H! A4 o6 C8 m% s
- Palette_Clear
& u d/ `4 D- [2 D E$ m6 H$ o - LDA #$3F
7 j5 w0 g Y$ r. s - STA PPU_ADDRESS
" E9 c/ {8 J5 p* P - LDA #$00
. s, u7 ~3 H1 z n2 L - STA PPU_ADDRESS
3 x4 F* H7 }$ W" I - LDX #$20! h+ I! |, X/ c( i, H/ |- M& R! M
- LDA #$0F
5 {4 K- V4 o0 Q0 ?3 I' ]7 n. q* w - .Write_Data
/ x; J' e7 T$ T/ F7 a! q - STA PPU_DATA
* _8 o& M. X4 {5 U9 N2 e - DEX
8 Q* {! m6 F, b8 B: J$ L - BNE .Write_Data& I7 z, k) B; k& U0 D/ K u
- * l- H: O7 r. }7 U. y& l
- ;清除声音 $4000-4013& H: m: F' \6 ~0 g+ H6 u3 p
- LDY #$14
$ z2 D; `2 h$ j - LDX #$00/ b( N; q5 z4 i# a
- .Sound_Clear
) G0 }9 @( S3 q; } - STA $4000,X
3 A7 ^* C3 `4 Y4 I$ L( |, T! P - INX) Q: F- G- m* z1 n# F n
- DEY7 t4 \( u9 @ {8 E8 T: J$ J
- BNE .Sound_Clear
* C& r% T, w* D, d - 6 r) q6 W; S" z* I, {0 N( o
- ;清除 RAM $0000-07FF3 Z; \# _2 |1 S# E
- LDA #$00
4 x- Z) H9 C7 i8 o, |7 Y - STA $00
* ~8 I* x& H5 H+ R8 d9 f# z; V - STA $01! T' P( c& q" c" Y+ }+ c
- TAY" D J0 K7 V- ^9 F9 n: E _
- LDX #$08$ I. M6 [: B- q! b0 u5 B/ R4 ]
- .Memory_Clear' w+ H6 Y0 g; M: t' I* y
- STA [$00],Y
* A$ b* P e& |" S - INY
5 z' j1 u5 d. f7 N - BNE .Memory_Clear
, v0 L5 b4 }1 m7 w3 X; m! d - INC $015 m' b* u3 ]+ M9 W( m/ Y
- DEX
5 X4 C0 ^1 _& S - BNE .Memory_Clear) @# O# \( V/ n6 B
-
, n8 k- k, R5 ~' o0 C. Y* z - ;精灵缓冲初始化
0 c) k$ x7 G+ a6 |: S - LDX #$00
& z/ d$ M8 O; q5 m5 M; [6 A - LDA #$F8* {. D; s# v' r" d+ U4 m2 h
- .OAM_Clear3 u! R9 I8 u1 [1 X
- STA OAM_DMA_Buffer,X
. N A/ `% h Q+ n- @# Y0 i4 v - INX
4 [. l2 Q% X4 X! S" x" Q - BNE .OAM_Clear
0 f' V+ r+ l V. @, { - ! U" J7 A" c; L( t! C# T2 W
- ;栈指针初始化9 G4 Z& l( r& n& ?) x) n
- LDX #$FF+ c# h' {( z! k1 c4 ?3 q
- TXS
: K5 ?3 ?5 ?7 g/ X# } - $ y7 Z6 F( g7 l) }) N0 J
- JSR Nametable_Clear;命名表清空
6 [& N R& w1 Y6 o - JSR Palette_Init;初始化调色板缓冲8 W& t: F3 E" T0 K/ M
- JSR Static_Text_Init;初始化静态文本
+ p: N8 r7 u3 Z, x3 ~+ o, W% d" \ - ! x) R4 n1 Z9 U; p0 T! a, j
- LDA #MUSIC_ITEM_TOTAL - 13 G$ w* g5 c( j1 \, ^. j& F
- STA FC_Music_Max_Index0 g( V2 {* r. a; s+ _% d
- 0 n6 E6 ^& @+ ^7 {3 p
- LDA #$1F2 e- o3 C9 |& v- \
- STA APU_STATUS5 W" D$ j$ |% J7 Q% n g$ T
- LDA #MUSIC_BGM - 1
, s% v7 @: }) P! ], g9 W. {: y - STA FC_Music_Index+ b7 H/ c1 X2 ^+ a( }1 }: q9 A- d8 x x
- JSR Music_Init_Process;音乐播放
$ _& k* p S& m1 u% W- c: }- b8 q -
* _% _: C; R5 ~ - ;设置屏幕显示状态缓冲(当NMI处理时控制屏幕显示状态)
% z. T- B% X* @ - LDA #$1E, c- o3 p6 M9 @ Q& T6 [4 m
- STA FC_PPU_Mask_Buf% T4 A* a* V E1 v8 P8 \" m
- + w$ v. ^0 i: K' p
- ;启用NMI处理
. ` L; m. c/ s+ w6 Z - LDA #$80
, q/ U1 X( m# E1 F - STA PPU_CTRL
) m6 I+ d z& s; x -
8 D3 }" F: x: w; `& F' m - ;程序循环, 剩余工作交给 NMI 中断处理& w$ T: E7 @ x; E! ^( `* n( Z0 J
- .Loop
% D! j& Y& x) } - JMP .Loop
; R* V. L+ ]( b2 E
6 ~* }& d4 c) Y# B! F2 ] r- ;======================================================================4 @& P ^- k& A, t7 F, p& |, |1 {& y9 d
- ;不可屏蔽中断处理
3 Y" k! |! r9 O; ^ - Nmi_Program
) P0 R% E" x, P8 q) J' j4 N - PHA* W0 }& l# V- E4 `! d7 K
- TXA2 f1 i- M4 J' \* L+ b
- PHA
0 c: V0 v" b. h! i0 h* j - TYA( V# w! Q$ R! K% u {( [0 y6 G
- PHA
' x/ D0 `7 M1 a; C1 j - . ^1 t5 J& e) J* W# ^
- LDA PPU_STATUS;读取使得 PPU状态寄存器复位5 {& }' i6 t' \$ |$ g& g: c. |
- 0 D$ A2 b$ d; v) N* t w
- JSR FC_PPU_Procrss;PPU处理3 d; I' W" \# ~" n2 d
- , L) k I# l% [9 @1 [
- ;精灵内存更新
8 l: A( t$ |" e B& G0 m - LDA #$00 T4 ]9 X* e5 C' A' s) ^4 T% U
- STA PPU_OAM_ADDR
5 }# M5 {5 ?: K6 i# x0 o - LDA #OAM_DMA_Buffer / $0100& I* x ^6 @' ^; `$ C
- STA OAM_DMA
2 h. {( O( {8 g/ \) \. ?! Z - , H! X2 X& ~2 x j9 T
- JSR FC_Gamepad_Process;手柄输入处理3 E1 i# R' x, [; b2 F' ?
- JSR Music_Select_Process;音乐选曲处理
2 U7 u$ H3 G. }7 P; E' I - JSR Music_Play_Process;音乐播放处理1 b. O% Y" m, }! |
- + A! v& e3 T# H$ `
- PLA; x" R7 G, }: d% q' @) o& B. ^- x
- TAY
7 H3 w. f6 ]' }/ b - PLA4 |1 W0 Z" F: c' ~9 x+ N9 A& u
- TAX
6 y# z: f F. y* e' M - PLA$ Z) {5 r! w, O/ F6 Z/ j! J% I% n- P, d
. j4 u5 A0 o% ^+ o5 r2 [5 g- RTI
7 I- w" K7 @0 h" K6 L z6 s
2 T; o: t0 S) K8 I- L" X. Z7 O- ;======================================================================6 l/ H) c( _% |/ g/ t5 d/ W4 Q
- ;请求中断处理
2 o5 b* Q& d4 T# l3 h4 Z6 t - Irq_Program
* o d x+ t; N2 U+ J- u - RTI
8 D/ X* E% v% f! P - 6 T- [! g3 v0 p3 |- I
- ;======================================================================
u9 Y Q' }1 p0 p4 R - ;中断向量表
* p, R8 T% a* Y+ k9 r' T - .ORG $FFFA
4 Y6 y' D6 j/ `4 q - .DW Nmi_Program ;NMI触发时执行
& g3 J6 k) H% b9 ` - .DW Reset_Program ;载入ROM时最先执行9 d% Z8 T- V' s; y
- .DW Irq_Program ;IRQ触发时执行+ X6 H# ^; G& `
复制代码 , I1 M1 t4 U. c, \2 o0 I' R
9 }2 U7 d0 O b1 t
) v8 k/ D6 d! r3 H& \, Ahttps://gitee.com/flame_cyclone/nesasm_3_2 |
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