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这是个 nesasm 3.2 入土教程, 感兴趣的可以研究下' D: ^: d% Y: R3 s& Q
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以下是主框架代码:+ d. I! b6 k* L' S5 i+ g/ \
- ;======================================================================$ A+ J' d. h0 [5 i
- ;文件头
}9 R, Q, m# E, b$ O+ G/ b - NES_16KB_PRG_SIZE = 8 ;16KB PRG大小数量
' t; ]( g& U1 ~. k - NES_8KB_CHR_SIZE = 1 ;8KB CHR大小数量. @" ~- ?$ ]: F4 H' f1 r
- BANK_DATA_MASK = NES_16KB_PRG_SIZE * 2 - 1 ;bank号掩码1 x% k; R& B$ F7 [
- ;======================================================================& s+ M F/ E$ e# w4 n' X
- PRG_DATA_BANK_C000 = NES_16KB_PRG_SIZE * 2 - 2
* D# ^0 c+ S7 w- D - PRG_DATA_BANK_E000 = NES_16KB_PRG_SIZE * 2 - 1
' e; U2 a3 e; @" m; j! b - ;======================================================================
& a5 X+ s0 d5 t: x X, ] - RESET_BANK = NES_16KB_PRG_SIZE * 2 - 1
+ u* o3 g( O+ T& h- S: J V. B - RESET_ADDR = $E000 ;主程序起始地址6 _) H) |. M+ K
- ;======================================================================1 k# ~/ \5 a+ |+ V1 T3 ^1 b3 h+ F
- .INESPRG NES_16KB_PRG_SIZE ;16KB PRG 数量, $01-$EF8(1-3832),即16-61,312 KB8 M* K2 A# C' s, i( l
- .INESCHR NES_8KB_CHR_SIZE ;8KB CHR 数量,$01-$EF8(1-3832),即0-30,656 KB" q& b. `$ N. q2 e2 ^
- .INESMAP 4 ;Mapper号 (0-4095)
0 x# H- o Q; m3 T - .INESSUBMAP 0 ;子Mapper号 (0-15)
% r: _0 w4 N( f2 h- U7 u3 C - .INESMIR 0 ;命名表镜像 (0: 水平 1: 垂直 2: 四屏)
% g$ q/ Z1 C) H& X - .INESBAT 0 ;指定是否存在电池备份 (0: 不存在 1: 存在)8 R' i) z4 U+ `. e/ s, f* c
- .INESPRGRAM 0 ;指定 PRG RAM 大小 (大小 = 64字节 << 计数) e k1 G8 v5 J/ ^! ^7 V. _1 S
- .INESPRGNVRAM 0 ;指定 PRG NVRAM 大小(大小 = 64字节 << 计数)3 t$ \2 d8 `0 {1 f0 o" J% K
- .INESCHRRAM 0 ;指定 CHR RAM 大小(大小 = 64字节 << 计数)
6 ]. [" N3 W. {9 B3 T$ r' Y - .INESCHRNVRAM 0 ;指定 CHR NVRAM 大小(大小 = 64字节 << 计数)
4 ]' {: n6 s0 L2 |* q: g - .INESTIM 0 ;指定时序 (0: NTSC, 1: PAL, 2: 多区域, 3: Dendy)- f3 B" |& c6 x/ k/ C& ~
- ;======================================================================
- N* [9 f4 f: i3 f7 E - .INCLUDE "fc_demo_config.asm" ;全局配置
' T( Z3 h4 E- W# c8 ?. ]6 @' Y - .INCLUDE "fc_demo_constant.asm" ;NES常量: P4 t( \8 |0 K, ~
- ;======================================================================0 Z/ i" i/ [& O
- ;音乐配置/ y: b' f' @& j. D( d! t
- .IF 0 = MUSIC_THEME ; f3 [1 q% o1 t+ |) N! b, y) k6 u
- .INCLUDE "data/music/Gremlin 2/config.asm"4 d$ [6 Y/ j5 C, Q7 \
- .ENDIF
% ~! w. G6 ~& B% P - : z m' Y: o) M& Y
- .IF 1 = MUSIC_THEME
7 R! b6 @7 e/ w1 O+ P - .INCLUDE "data/music/Raf World/config.asm"! Q+ A) }; M* `; f% u
- .ENDIF
- y/ D4 Y9 @# {+ e6 b& ? -
8 |1 h$ [$ x' `8 G0 d8 u$ Q3 S1 ~ - .IF 2 = MUSIC_THEME 1 B8 W- F# `7 n D& |8 @' j
- .INCLUDE "data/music/Ninja Gaiden 3/config.asm"
0 i. b* }2 l6 n4 A - .ENDIF2 _& H' r: k- C( }+ }/ i
- ' O7 x4 Y! u% m: q0 K$ ?2 b% g3 X4 x
- ;======================================================================1 b$ f+ x6 p: K2 r; v- r& x! c+ Q
- ;引用CHR图像数据3 ]* a0 ~' n9 x2 R# T& O4 m3 h
- .BANK NES_16KB_PRG_SIZE * 2
1 `; O; b! G- h5 U - .ORG $00006 |8 `! f ]8 d/ ^
- .INCBIN "data/bkg.chr"
0 `- M2 X8 `) D, G5 | - .INCBIN "data/sp.chr"
" u( F6 M0 W& ]: H2 h - / ]# j2 D4 D# V
- ;======================================================================
5 X. A0 j; C! ^ - .BANK PRG_DATA_BANK_E000 & BANK_DATA_MASK;设置程序所在Bank* M. k1 l: N. {- ^3 E5 ~
- .ORG RESET_ADDR5 ~3 R n7 e. Y/ ~) S
- ;======================================================================; K0 M( z7 ?; y2 \2 a- S6 c
- ;引用其他源文件7 |' t# Q- B0 l; C) d( w
- .INCLUDE "fc_demo_ppu.asm" ;PPU处理
1 ~% a; Y1 Y Y+ H" x& {# E) k - .INCLUDE "fc_demo_joysitck.asm" ;手柄处理
' }4 X3 Y$ {0 l+ X+ T2 m5 \ - .INCLUDE "fc_demo_static_text.asm" ;静态文本处理: q5 c( z" Y' p" X% u# C
- ;======================================================================
^9 \5 V- P5 Z
) O) Q1 z) m9 l& r; p- ;======================================================================; c- K( G% q: q Z& M
- ;等待VBlank到来
0 a- I7 K! C; ?5 X* S- U - Wait_For_VBlank
3 b5 N1 j) E2 l& A! f - LDA PPU_STATUS1 [6 D( Y! u5 O: v/ L2 C* O$ w
- BPL Wait_For_VBlank
3 L5 i* a, i+ \' H, i6 h. d - RTS, }9 h; n7 q. A
- 5 {# i4 r4 M3 H) L h- [0 z
- ;======================================================================& G" B; b9 V, k- l% o+ N
- ;调色板初始化: r* H* w2 o/ v( J
- Palette_Init2 b! C; G K1 b% b. B- z3 v
- LDA #$3F3 @. y [6 O! `
- STA PPU_ADDRESS5 v/ K4 H8 l$ f2 @
- LDA #$00
8 r: l0 l7 a; p! k* {' p N8 O1 n - STA PPU_ADDRESS
6 \2 Q/ M7 s/ U* c) q: T9 K& @ - LDX #$00
) l& b8 \6 U& }/ b - LDY #$20/ \/ p6 c) I% u5 E! S8 }; G& K# h
- .Write_Data3 @$ K7 n4 } ?* B. X( T
- LDA Palette_Data,X# S& Y @1 G2 D) q) t: ]# k
- STA FC_PPU_Pal_Addr,X
& F, O# U% L3 c! C4 n V E! @& l- u - INX# W2 n6 i1 A" A- J& X7 g9 n6 H I3 f
- DEY
, _5 e( N* ? E" D& E! ~% `" M% H - BNE .Write_Data* A" `$ Z2 N2 f( J/ A3 }. q8 B+ B
- .End
6 G! G0 }7 \7 |. _" b; U - RTS+ U# I2 o6 e9 ~6 l& @% `3 S: R
6 k0 C; F/ w( j- ;----------------------------------------
8 q& D8 k0 n: n/ I) i) P5 d/ m7 W - ;调色板数据/ ^+ p) c. \4 @2 I/ ~$ p' Y$ j
- Palette_Data
* n5 h' r* `0 c' s/ g, c& `9 T, [ P - .HEX 0F 20 32 02 0F 20 32 0F 0F 20 32 26 0F 1B 0F 1B
}' C" w& U* c7 Z8 ]$ C( k7 ^ - .HEX 0F 21 27 22 0F 24 24 24 0F 21 21 21 0F 22 22 229 s4 @8 o* g4 ~2 R
- 5 b/ F7 {- ] Z4 ~
- ;======================================================================8 f6 n9 [; J3 t. ?% c* v1 o
- ;命名表清空
7 s# p" T% S$ v: E- M7 A - Nametable_Clear
6 H$ g" x' o8 w- P - LDA #$20
0 G1 |2 j E" V& c( v6 [ - STA PPU_ADDRESS: O) o( |2 p0 Y
- LDA #$00
& u# |. c" M1 y4 w. r# ?7 Q! s/ e - STA PPU_ADDRESS4 Y" L q' z' l: @, z) ^
- LDA #$00$ p& n% S# o" ^4 Z- f
- LDX #$00! i/ }7 L7 J; ~
- LDY #$08
7 T) |# \' Q$ m" ] - .Write_Data
9 m8 g- e0 I- @ - STA PPU_DATA
6 Q% B! V; @# G3 S Z - INX
& i8 P2 z0 e) ~& z# I6 S - BNE .Write_Data0 x, n" w4 [% O8 ?0 A5 r
- DEY
! z" X1 I" m2 T# h: \4 \ - BNE .Write_Data
# E# g7 T& P3 c2 E S* s5 F - .End, r( U# U7 b+ S( A
- RTS" x2 C" g" \" h7 A5 k
- - u# G# K; g3 |* W: s
- ;======================================================================
( L' p9 _4 s& b T - ;音乐曲目切换* }) y; i& |9 \( l/ A
- Music_Select_Process# D# C/ r: p+ g1 c- k" A
- 4 @% K/ t! K' ~# f# v( v, L% J; r a
- .Pre_Music;上一曲+ e# {' k4 ?! w( _, I5 f: L1 J, F
- LDA FC_Gamepad_Once
# Y9 R" }; X* @0 H9 i, W - CMP #JOY_KEY_LEFT6 H" S3 D5 h4 s1 ]# ]. ]. |
- BNE .Next_Music
- x7 D0 f$ l& Z, f1 O' J9 p - JSR Music_Play_Pre) R) z8 [0 r8 H- N' T+ d9 b" M
- .Next_Music;下一曲
& z# Y% Q- V, P N D - LDA FC_Gamepad_Once* A+ P3 X5 {, z
- CMP #JOY_KEY_RIGHT0 B* k( a1 j* b+ g. b
- BNE .Next_10_Music
4 Z/ q+ c( _8 y+ i8 O3 ~! d - JSR Music_Play_Next& B& m& ^7 s3 G) X) `3 K/ J
- .Next_10_Music;上10曲6 P" C* _ R: ?+ r7 ~1 [
- LDA FC_Gamepad_Once- J% ^$ F" D% b) @( V# R% o8 e
- CMP #JOY_KEY_UP
5 A0 y9 W6 Y0 f - BNE .Pre_10_Music
& H% ?+ q1 P9 a3 ~. }4 | - JSR Music_Play_Next_10
3 G$ e( g- G# `1 }4 U7 I Y - .Pre_10_Music;下10曲
. J) D, j! @# v/ g8 f) Y" E+ } L - LDA FC_Gamepad_Once
: H m" O8 J- @! ]( p$ u& L - CMP #JOY_KEY_DOWN
0 J/ Y" J1 Q8 J5 ^ b - BNE .Reset5 _, i. x0 X0 F
- JSR Music_Play_Pre_10, V" W! u2 @. [5 t
- .Reset;重播当前曲目
2 p% l, W3 q K5 d. F3 o9 w - LDA FC_Gamepad_Once
$ W% i- r, z( L - CMP #JOY_KEY_START8 Q- w" p9 O, B3 \1 y+ I! h' _5 H$ R
- BNE .End
8 O7 @9 D+ C8 P* `0 K - LDA FC_Music_Index
/ c* G2 f& J2 Y2 O" }7 O* d - JSR Music_Init_Process
5 y5 K# M! E1 h - .End8 q# ]* v+ F/ i8 x8 |
- RTS' _# @+ y* T- a. f
- / [2 W. A9 G6 `2 e! z
- ;----------------------------------------------------------------------
2 }. D3 q/ a5 k5 A4 d( o3 l: U - ;播放上一曲
4 x. B! a/ ?9 Q/ I) q1 V6 F - Music_Play_Pre6 o+ e: v8 s9 a" D
- LDA FC_Music_Index! g6 t: [. k3 v2 E! B6 ~+ W/ c
- BEQ .End+ T. U" T# M8 }2 {/ ^ ~
- DEC FC_Music_Index& @4 D. \- `4 ]% B' E) O% J, u- \
- LDA FC_Music_Index
; a/ V: P3 l) X/ I7 L {1 X/ O2 ^$ w - JSR Music_Init_Process/ Q* k3 I9 i0 P* t" q5 ?3 W
- .End: T, ^* C) r! y0 {- j# [
- RTS
, L" r! f& E1 V* j& [; R - ;----------------------------------------------------------------------
/ Y5 M- h/ i" Q - ;播放下一曲
. W6 x" `2 @- L: O1 u& j - Music_Play_Next
5 N8 ^' f# q1 M( N4 [6 i2 S8 b. j% c - LDA FC_Music_Index" N' ]. E6 h3 e" G0 ^
- CMP FC_Music_Max_Index
' ]. B! x% C! P! V - BCS .End1 g& d& k; T$ j1 s% @' ?! S
- INC FC_Music_Index
- f0 s6 {/ G% }5 ?" D - LDA FC_Music_Index! ~* Z" l4 \: |1 \6 Z1 S4 X
- JSR Music_Init_Process
3 r4 S" h4 f5 m - .End! T6 i9 {3 `: ^3 E, k; i3 u
- RTS
" E. ~! O( f Q. A' \3 r6 H3 T - + h8 m* {" C5 H
- ;----------------------------------------------------------------------
) e( ]+ x6 X) o, t" H$ P - ;播放上10曲 I$ A: I9 p) d M: L
- Music_Play_Pre_106 g' h# b% i7 }- J- i
- LDA FC_Music_Index
0 u; s, i; b9 S: @6 [) m - BEQ .End, b. U& t7 _! U! I' V
- SEC
2 { S( s2 E f - SBC #10
9 U$ P8 N: w+ i; D' I+ T$ D - BCS .Pre_10
. M- N! U- c- f( z1 B2 g - LDA #$00
1 l$ n: q% H+ ^1 a9 q% p - .Pre_100 B2 X- U+ r/ b. e; g
- STA FC_Music_Index& z- v1 |7 t# h8 t" F
- JSR Music_Init_Process
" m( z4 y: ?* x! w% ]/ x - .End n4 r! t+ S/ O1 X
- RTS# a; E. N* @- Y4 f+ a7 z6 o
- ;----------------------------------------------------------------------
0 H& Q2 V0 I) f7 @4 | - ;播放下10曲. M( N# |: G; C/ D' s1 L; @/ c
- Music_Play_Next_10
2 \/ D# |' ?9 I Z - LDA FC_Music_Index; k' U% {0 U. K1 @# l$ H
- CMP FC_Music_Max_Index4 L' }# ?8 c+ k. V" K/ N
- BCS .End. \, g* S" V' L/ |3 v% ?
- CLC
; m: H7 u. c: P% { - ADC #10
8 z6 Q4 { k. f3 n5 g) r - CMP FC_Music_Max_Index9 e# S; h: r4 |) z/ J* g( Q/ D, J
- BCC .Next_109 w& i4 E8 I, ]- L/ \8 }
- LDA FC_Music_Max_Index v+ Z) H! ~) X- Z& d- W9 K
- .Next_10
1 W# o9 n1 c8 ?! H/ M- \" p - STA FC_Music_Index
& E/ ^4 x) ^1 {+ O8 C - JSR Music_Init_Process8 [ U3 i, J: M: ?; r
- .End: ^3 A$ m5 a# o) P V
- RTS
+ l8 \6 ^# ^% X+ i - 2 h. _5 Y& a; Q% Y8 U4 L
- ;----------------------------------------------------------------------
7 |$ |0 m+ r* A8 ]* s - ;8位十六进制转3位十进制制6 `3 N. U9 q3 k( a% S
- Hex8ToDec
& H o+ f8 j* v, d+ [1 U - STA FC_Dec_Data_1( G+ D3 l% D. ^9 r
- LDA #$00* [, m% S; x5 n2 D0 ], W; T! D% y
- STA FC_Dec_Data_100! }( U$ E! h* E1 T
- STA FC_Dec_Data_10
: [) u. ~$ R0 v0 t7 ?7 r+ [ - LDA FC_Dec_Data_1, q; ^" R4 \$ W9 K, P1 u' w% N
- .Convert_100
9 i8 s1 N, L" v2 M# k- m/ s - CMP #100
. A& ?: f& I& K5 B' n1 G5 {$ D2 K! O- a - BCC .Convert_10! v/ @1 ]: R9 f( O: c
- SEC
, E8 s$ k4 f! G) G7 H0 _ - SBC #100
9 Y$ h- K9 V! Y3 I/ E - INC FC_Dec_Data_100
. h2 g& C3 U4 k- w& w3 ~2 l - BNE .Convert_100
+ R) J% F3 R+ M. y5 o - .Convert_105 ~3 v" ]8 ]9 V! @2 q
- CMP #10& V5 k. U5 w! O! t- L
- BCC .End- \( A" G% y5 u
- SEC$ n0 h3 d- E. _3 k. M2 B- `1 z% @
- SBC #10
3 l9 M! @2 c6 ?! e - INC FC_Dec_Data_10
. i8 f* z o! @, ~" ~/ c; K - BNE .Convert_10/ f, }0 e1 C+ a" A; Q4 f! y1 |; u
- .End
: I* b7 o- R. Q8 Q3 z- n/ I7 v - STA FC_Dec_Data_1
' W+ L3 `$ d& { - RTS5 w5 H/ {1 J* _) X& \' J' H+ q7 c; ~
- : l0 q* b, z" M
- ;----------------------------------------------------------------------
0 ^2 A+ |! G3 b8 w - ;显示曲目信息
( }2 G3 Y, V8 a2 ^) ^ - Music_Info_Display) K" o% [6 O% |, q( w4 Y
- LDX FC_PPU_Buf_Count
0 Z0 M3 |. J: f( X ?7 r - LDA #PPU_WRITE_MODE_CNT_LINE0 T- p+ Z- A( v- G, x
- STA Use_PPU_Buffer,X" X% @7 g' s) f4 J$ j( k$ }
- INX8 ]9 O5 ~$ U$ J. L
- 4 L& g* w1 f8 Z% ^5 y
- LDA #>MUSIC_INFO_POS
2 ~$ C% |- |1 A% F# U7 Z$ o - STA Use_PPU_Buffer,X4 [, z! w( m* C# b9 Q+ O+ z
- INX! q2 d) R1 r' j" l' W' E
- ) _, h; Y6 B) G+ W6 m9 |6 j
- ;居中 d# N" ~5 k$ ~; J8 o
- LDA #<(MUSIC_INFO_POS & $E0) + (32 - 5)/2) r$ @0 k2 s2 B% B; o
- STA Use_PPU_Buffer,X4 }0 Z/ t1 p5 y, t
- INX
- S l+ a3 L! R! P( O2 s -
+ O! x1 ^: h6 P$ F4 W2 J5 E - LDA #$05
) ^$ B8 b3 ^- K - STA Use_PPU_Buffer,X" ` F. q2 h* D d
- INX8 @) ]3 j% H+ \
-
6 O* O2 ~0 D2 q: N: f( C& ~% H - LDA FC_Music_Index
" E2 P7 V* Z- X8 P/ |/ J - CLC
1 U* @# Z: S' ]4 | - ADC #$01$ I& W5 ?# j4 Z3 E! c' g+ Z$ u
- JSR Hex8ToDec! d# z) A+ C) T
-
' C/ u7 Y9 t* ~0 c' Q, ~ - LDA FC_Dec_Data_10
- x- |' m/ H- g! U3 p `" s - CLC: X3 n# y7 y! S: x& L
- ADC #'0'* [ S6 O9 x2 m' h
- STA Use_PPU_Buffer,X, M. |0 W6 g9 E! h# L; Y( R
- INX
6 R; B' }! G+ i& W( F& o# D -
6 N- k8 g L3 ~6 Q/ n - LDA FC_Dec_Data_1
( u U( O7 k" J9 s& F# n5 N; D - CLC
" T u4 z/ D! \4 l/ L! C - ADC #'0'
' b- t7 J' U% g4 f: s - STA Use_PPU_Buffer,X: h- i. q8 A$ k, b. E4 c1 R. `' ~5 h
- INX
& I/ B5 Z5 v# m9 t -
' F# M! p7 v' O! K0 T - LDA #'/'
% n! J# q# @. ]# S - STA Use_PPU_Buffer,X
; |) `1 n: ~' d( k7 P7 b - INX) ~4 \* @3 X( q+ s" X1 o# x7 N
-
6 c( a2 U; ]- U1 [, Z6 b - LDA FC_Music_Max_Index6 C L; ]% d% O$ ?" _
- CLC
" L( A' q; Y5 j7 Y3 R/ c - ADC #$01
5 { q9 v6 A' @ - JSR Hex8ToDec
& ^! {+ Y( G4 Q) _ - ) R2 N4 N8 j% q1 C
- LDA FC_Dec_Data_10& T5 D! v8 R3 j2 T$ A' I' f* P; I
- CLC
- T) J7 i' y" i. B - ADC #'0'
' j1 U' Q2 W8 `3 Q3 G - STA Use_PPU_Buffer,X
" J8 J. p# u8 x! s# Q. f, Z - INX' X0 y! m0 S V) J v: \
-
, d9 j: y+ Z: g) V9 F7 P/ n9 U - LDA FC_Dec_Data_1
. x* o# z" d2 S9 X9 T: H9 J - CLC1 t; ?( W1 r- k
- ADC #'0'
6 ]8 a0 V! U8 J* B% p - STA Use_PPU_Buffer,X
* w9 C" e* u7 R - INX+ h8 v4 z% i! [& p e. l7 x4 _; W% s
- # y' w) ?- W2 B
- .End+ [" z* u5 @! Z' y
- STX FC_PPU_Buf_Count! E0 Z. {' l5 w( W7 w5 r! C
- RTS
3 n1 q% U/ n" Z+ E
9 f$ v; E6 E4 W% s& F9 J- ;----------------------------------------------------------------------# `/ V9 X4 O0 b B
- ;音乐曲目初始化处理
! ]7 a Z: j* l- l - Music_Init_Process
# f" z6 @& ^% ?# x - PHA* N4 l* s7 {6 J; M" b
- JSR Music_Clear_Process
8 T& I: K. w5 K - LDA #$1F
, ?) o, @4 G0 r. T& H - STA $4015; P8 P$ J/ S# j7 J7 v! M
- PLA" Q# g3 |1 A' i; i, r6 Q3 b' k5 Q
- JSR Music_Init_Addr: X( v; E- d; W( U% `1 {( f
- JSR Music_Info_Display
( ~$ P, `- v, \ - RTS
) T2 e6 g2 J! R+ U( j% Z
, S5 m# j0 Z8 m1 K& L2 o- ;----------------------------------------------------------------------
% x9 @0 u% y! ]3 d - ;音乐播放处理
" H' B4 H( [1 ]! |1 Y8 ~) c6 k - Music_Play_Process' T' o6 d' ^# R. d) ~
- JSR Music_Play_Addr4 D) B, [+ t6 U0 H3 }/ y- S [
- RTS
' L! x8 P, m( r; X K1 J# x9 D - 4 ^% _& g0 K' U+ S/ E; \2 Q2 y
- ;----------------------------------------------------------------------' L7 I5 s# f8 S" T4 f
- ;音乐播放处理
- r! T/ P. T, N) m - Music_Clear_Process
* n& W% _7 c5 n9 j' M; x" H2 f; Y - .IF Music_Clear_Addr9 V! J. P# k$ r/ q
- JSR Music_Clear_Addr
$ J }/ T9 o5 q+ C" q6 g9 m - RTS
- C3 Q8 N6 {( Y; v- [; ~) C - .ELSE6 @, ]& _9 `9 G* X5 G# u
- LDA #$1F
# B5 T, q8 t, ]3 w) l - STA $4015
$ u" {2 y/ C& R( \" V% a. q0 f# C) C - LDA #$003 S1 `& j3 o# H
- STA $4010
7 }7 R3 s3 s' N) s, z - LDX #$00
& Z- }6 }. \9 G& Z9 ^( J3 h% D( ~ - LDA #$00
* ^& j* U- M% l( u0 F. _0 b2 P - 8 C2 w* _% h) Z( l
- .Music_Clear_Zreo_Page_0& S# d* ^1 S0 Y5 f" C+ P
- STA $00,X
, G/ N/ O5 @! t+ ^ - INX
' w: J$ M0 R8 k! }1 O; U - CPX #Use_Zero_Page_Begin
% v( P8 F- Y( O Y" l S; p& t) z - BCC .Music_Clear_Zreo_Page_05 [: K# \) L$ a" g6 k; { r
-
5 Q7 M0 d2 w3 t9 v# _ - LDX #Use_Zero_Page_Begin + Use_Zero_Page_Size
& ^3 f# q& n' v% m( r - .Music_Clear_Zreo_Page_1
* ~/ t4 K) `9 D& z - STA $00,X
9 c2 s4 C0 K. ]# o& {* F - INX1 j. q, k+ L B- B) l, R, z
- BNE .Music_Clear_Zreo_Page_1
% V, S/ ], m6 q6 H S - ! }4 `$ G* F1 T* y2 a' t
- Music_Clear_Process_1
0 ^% Q# T6 @! \4 o" W- O( _4 A, k2 q& o - STA $0600,X$ f5 h: _/ ?8 p9 g1 F* d
- STA $0700,X
9 u O% Q* I, l1 H. Q1 Y1 @0 q4 ^ - INX
, M6 l( g H" q1 |7 t - BNE Music_Clear_Process_12 E; h/ a1 g- u# a1 ^
- LDA #$10
( v+ U8 a9 k8 Z6 r - STA $4000
/ S1 ?- `; P5 z. s - STA $4004
% H6 [9 ~, C# {3 u2 I - STA $400C
# v% D( k5 J' o5 V2 @ - LDA #$003 t, u3 k. B# u6 G+ ^# l* s; ]% v) v
- STA $4008
$ c# d9 ~- X4 j3 h" s7 _; S8 I - LDA #$0F1 w# l3 _4 A$ a' d# S1 Q4 g5 k$ S
- STA $4015
( `; W5 w, ~) A - .ENDIF% \( T1 {* f( h/ F- t
- 1 ]6 k- n1 Q }0 m* s% P
- RTS" f. k) K. O3 u- P4 K9 I" o9 i4 B8 i" n
- ! M; L2 t% X( H) j
- ;======================================================================
6 r& U4 G1 P0 q" r& J6 |4 M/ Y& V- Q4 \% z - ;重启处理
3 i/ m4 m" d5 o3 ]8 @9 O - Reset_Program# P: }; a N* }, _1 ]
- SEI
% Y# I- t4 j! r) @ - CLD
B, E0 B+ q* Z0 L; L" K2 p - LDA #$00
4 |3 {$ E t$ ?, F - STA PPU_CTRL( r' f" j/ u9 b/ n, o- H
- STA PPU_MASK
% ~) w' C. _9 _' U" t: d- i - STA JOY2_FRAME
( N. [& a; A9 C% Q% u; U* e! M - STA APU_STATUS
* c' \& E& v+ l -
0 O1 L' Z. G2 q7 x) F* \6 ] - ;等待屏幕准备完毕0 y7 O0 m: Z W9 x
- LDX #$02. j1 x! t. c; [
- .Wait_For_Screen_Ready
/ m0 e' a, i& {3 U9 ] - LDA PPU_STATUS
# w3 v5 g' h% C' i* A# O% X" @ - BPL .Wait_For_Screen_Ready: ^: d" |( H, X2 R& z
- DEX& ^- A' h) ^, E' y% o R
- BNE .Wait_For_Screen_Ready8 T; e3 A) f/ V' ^' s
- 0 J# S! n, o" }3 \$ b1 ?
- ;清空调色板
* W* b! G0 d! N1 O6 K4 U - Palette_Clear
4 A/ e* X8 ?8 j8 u - LDA #$3F0 [' D% s$ w, v
- STA PPU_ADDRESS! l" l( e0 @8 F I' D0 M/ @
- LDA #$00
a1 V+ N( g- S) E6 f - STA PPU_ADDRESS
$ S) }" T" T- W6 J2 k: R) [: V - LDX #$20
6 z- s8 ]+ Y8 ?: ~ - LDA #$0F1 o6 b! F& k) j! o4 X1 q
- .Write_Data
5 S/ l: ^, L. |: {2 b! N0 d9 J% D5 Z - STA PPU_DATA
( a, V6 o& T7 J4 u( q5 @ - DEX( O5 J$ l/ v, q& N6 `
- BNE .Write_Data+ y) ]/ A D* u( C' _
- % }. W2 x0 s+ [
- ;清除声音 $4000-4013
+ D; i: o, a+ s( L0 A: C; P - LDY #$14
; {3 T! a4 h+ A5 C - LDX #$00
1 t: `3 p6 m9 W- K! Q9 B - .Sound_Clear6 I) U$ F, F5 `6 w7 z
- STA $4000,X
7 D' w" o3 l5 O D* S% V; Y. D# n - INX
" |" @( s' f% d' y4 v2 h4 {. R - DEY
) U6 D9 d1 d: V- b# y9 I* ^ - BNE .Sound_Clear, a0 y7 T" c9 h& f( z b& U
-
# }8 q% X1 t6 r/ p4 L `! x8 W - ;清除 RAM $0000-07FF4 h4 \* M8 f' w" I; t' K4 C
- LDA #$00
6 y" w. F& q. r( Z2 N# t - STA $00: x2 R$ m7 g7 @" i
- STA $01
) `$ R% ?0 `4 l( W" @2 K3 k* C - TAY& F3 H. J" Z" v# q
- LDX #$08
9 A5 h7 T, }1 p0 f% M/ j" R, e - .Memory_Clear/ Q) D+ g' V* v; ^: R
- STA [$00],Y
6 O5 C h p5 Z: N4 B - INY& p! e7 S( f# V' M
- BNE .Memory_Clear
* \# F+ `1 v4 \+ L. C/ S - INC $01 y+ a3 U1 {6 M( i+ {
- DEX- p3 m* l7 g- ?4 y. D; F* o: t( E
- BNE .Memory_Clear
% c0 f7 t/ x1 s$ t" @; p% { - 9 b! a, o* _, K; w p, _% Z
- ;精灵缓冲初始化 z* |2 F% j' l" W7 N4 o! ~
- LDX #$00
2 o( H# n5 D5 H9 v6 X - LDA #$F8- i2 v0 D* {) Y( n
- .OAM_Clear4 D5 O2 i' n' Z) L7 v: E- w0 z
- STA OAM_DMA_Buffer,X4 d+ v) ~- z# b( ?+ U
- INX
s1 V! P. Y& k& [" y' O! ~ - BNE .OAM_Clear
4 }. y3 e a5 _; a, P) R - 7 m. y0 y5 F0 J9 z
- ;栈指针初始化
5 l7 N- k! o( ?. l. `0 B - LDX #$FF
* }8 U n8 l* N1 V( y$ t - TXS
/ b- s* a# u$ N4 K* w -
3 C% v1 j9 I8 X" D1 b - JSR Nametable_Clear;命名表清空5 l$ C; d2 O1 L2 {) h' G& C
- JSR Palette_Init;初始化调色板缓冲" |! D) Q+ u5 c* x% ?* E5 w1 r
- JSR Static_Text_Init;初始化静态文本3 D9 p) v5 I2 m* }5 d1 `7 h2 l7 e
-
7 i d8 P: N$ ^5 m5 Q9 } - LDA #MUSIC_ITEM_TOTAL - 1: g7 u' m8 z5 |! h" O$ i. e
- STA FC_Music_Max_Index
- e! l$ W% w- E- q5 k5 w - 5 n8 R% F4 \4 o( k+ U2 q
- LDA #$1F9 @- F8 x X- e0 D' a" c. g1 r$ E
- STA APU_STATUS' ?0 H$ h X+ b; Y/ {/ e! u
- LDA #MUSIC_BGM - 1
, Q: C5 ^' Q% C6 B- A+ Q9 C% j1 H6 L - STA FC_Music_Index# Y% v5 T. e' G7 D ?& i
- JSR Music_Init_Process;音乐播放
+ Z l# F" q+ l% Q2 A) K# t -
* \: H( l# y' a0 Z" M4 O - ;设置屏幕显示状态缓冲(当NMI处理时控制屏幕显示状态)
( @- V2 C+ L, N1 ]' ] - LDA #$1E J, s! W7 Z) t" S
- STA FC_PPU_Mask_Buf. a' h) y7 t; l2 s# J
-
- @- V) R1 M6 j1 l$ }3 v$ m - ;启用NMI处理
. [6 M) @7 R% a - LDA #$80
* l) Q- J, d# Z# {6 o* i - STA PPU_CTRL5 S& j% A' j! G
-
; R; G7 I; H9 _5 e+ S6 X/ W - ;程序循环, 剩余工作交给 NMI 中断处理6 c \: r9 b: E% Z! E9 |- p
- .Loop
) k9 d5 ]: d3 `+ R7 h' q - JMP .Loop' z9 i0 j5 U( ^0 S
8 W8 ~; A I9 R* M- ;======================================================================
* O Y \0 q; U3 l - ;不可屏蔽中断处理2 X/ H( x" k9 S6 v1 ^. X
- Nmi_Program6 A# v8 [8 H* M3 \9 F& X+ p
- PHA
1 @: g$ ^- i; P% @: Z* t, q5 C - TXA
2 g+ n( `- a8 R+ F% J/ j - PHA+ Z0 a, h5 A$ P8 s6 u7 t
- TYA
3 g6 Q( l8 K: K8 y' |2 h& c# B% z - PHA( G6 ]: X- A7 \3 P# R
- , S N) O/ v2 k2 v, b1 K
- LDA PPU_STATUS;读取使得 PPU状态寄存器复位9 `8 y) m. P, I& g* y
- : l. E( E& B$ c5 ^3 h
- JSR FC_PPU_Procrss;PPU处理
3 c9 }, N( y' i; Q5 }* e -
5 f# M% x: F9 \+ L5 k - ;精灵内存更新
5 b, Z5 O, P7 `( q. z6 v* i - LDA #$00% U% s9 [. _! E5 ^8 S
- STA PPU_OAM_ADDR0 }# J3 S% T5 t S- ^
- LDA #OAM_DMA_Buffer / $0100
0 E. f8 @2 O' T2 y9 C8 R3 D4 i - STA OAM_DMA
7 f" T& r! C* F" }3 j z- ` -
2 E; ^0 S) |& g$ A! b - JSR FC_Gamepad_Process;手柄输入处理
* p" h" s: W4 i# S& _ - JSR Music_Select_Process;音乐选曲处理# P# j+ w5 X2 V7 \4 e/ a# P" L
- JSR Music_Play_Process;音乐播放处理. n6 M" n K# v {
- ) ]5 ?/ {5 x8 Q8 Z8 Q' B) T, `' z
- PLA; m4 t8 v: K2 c5 Z m
- TAY
2 ?( V" [4 E# Y M* J. N0 N9 J - PLA1 E0 ?* S2 x% P# O8 C" n
- TAX
$ j$ b' e* ]5 d' G W# t5 \$ T7 M) v - PLA
. T) d5 X5 N$ A( u! S: r. E2 W - 3 W/ E# p$ `" [9 x
- RTI$ i! W C+ U8 k
: i3 p& k9 w- `& e; q- ;======================================================================
" H+ W* Q. C, r7 Y" N& s7 X - ;请求中断处理; A S! E$ J7 Y
- Irq_Program
3 ]9 w9 ` ?& ~" T, R! m5 C - RTI
) C: I/ S7 U: [3 L/ [0 Z# [0 Y% v
( |/ {3 o1 f1 {1 j3 S) l) P- ;======================================================================1 B1 P' h- M; x2 q2 H
- ;中断向量表
$ g2 Y; [4 i9 B( V - .ORG $FFFA( ]5 A. H, Y5 O/ @4 B
- .DW Nmi_Program ;NMI触发时执行& M; T: t. b( V, s5 O
- .DW Reset_Program ;载入ROM时最先执行
! y! w* s% l' V" o+ r: X - .DW Irq_Program ;IRQ触发时执行
* e/ @% W C6 a+ [3 p) m* H
复制代码 1 R h, K; Z _) G* k% l
7 }- U- a+ e7 \" c3 c) I
/ x, e& X- s8 I) F7 F# Dhttps://gitee.com/flame_cyclone/nesasm_3_2 |
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