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这是个 nesasm 3.2 入土教程, 感兴趣的可以研究下
3 A" G* a4 c# s! T L; G5 C: e0 U
6 Z+ j: u, i+ o# C6 u( k以下是主框架代码:
# `9 M9 c* e! ^: h9 A- ;======================================================================
# D7 e5 @* }- Z+ U+ Y - ;文件头
; O7 b n) l1 P# c, ?/ P" R' n - NES_16KB_PRG_SIZE = 8 ;16KB PRG大小数量9 Z U$ N6 A8 J" t% p x+ j5 T
- NES_8KB_CHR_SIZE = 1 ;8KB CHR大小数量) O! R6 n0 M; g* l. D+ a
- BANK_DATA_MASK = NES_16KB_PRG_SIZE * 2 - 1 ;bank号掩码6 t, N5 a8 `: A1 c+ v7 x% p
- ;======================================================================; H: |. X+ |; e9 c( g/ G, B
- PRG_DATA_BANK_C000 = NES_16KB_PRG_SIZE * 2 - 2
2 j( F0 F! r9 [! r, {% [# M - PRG_DATA_BANK_E000 = NES_16KB_PRG_SIZE * 2 - 1
; f0 \5 J6 i$ j5 q H" k - ;======================================================================
5 |- E& m6 S# ?( ]4 N% x* K - RESET_BANK = NES_16KB_PRG_SIZE * 2 - 1
9 P2 l1 v6 Y# l0 Q4 M! w" s5 ?$ ? - RESET_ADDR = $E000 ;主程序起始地址3 ~% N8 ^8 H2 @3 Q+ B, R, w
- ;======================================================================
: T; y) e7 N6 T7 C3 v: R/ j6 Q - .INESPRG NES_16KB_PRG_SIZE ;16KB PRG 数量, $01-$EF8(1-3832),即16-61,312 KB
& A( ^( Z+ L" c$ \3 I7 F2 F; Q - .INESCHR NES_8KB_CHR_SIZE ;8KB CHR 数量,$01-$EF8(1-3832),即0-30,656 KB
. V& c! l% `4 n! N1 S - .INESMAP 4 ;Mapper号 (0-4095)( X2 E K% F( n
- .INESSUBMAP 0 ;子Mapper号 (0-15)
. t, u: W4 _5 }3 D: H - .INESMIR 0 ;命名表镜像 (0: 水平 1: 垂直 2: 四屏)% ^ q' E& _$ [. i
- .INESBAT 0 ;指定是否存在电池备份 (0: 不存在 1: 存在)( V% [0 [+ L9 B/ {
- .INESPRGRAM 0 ;指定 PRG RAM 大小 (大小 = 64字节 << 计数)
4 F. B& n& j1 ?# L" O! d - .INESPRGNVRAM 0 ;指定 PRG NVRAM 大小(大小 = 64字节 << 计数)% o: o: F( z3 W% t. ^+ B' p$ S
- .INESCHRRAM 0 ;指定 CHR RAM 大小(大小 = 64字节 << 计数)
2 f: @- A" `3 B8 ?0 u - .INESCHRNVRAM 0 ;指定 CHR NVRAM 大小(大小 = 64字节 << 计数)
8 ]) h2 i; a+ S, K/ p2 L# @. l* R - .INESTIM 0 ;指定时序 (0: NTSC, 1: PAL, 2: 多区域, 3: Dendy)
' x$ ]& K2 `1 v- {1 r! { - ;======================================================================$ R0 E5 |$ O. g' I# H- n
- .INCLUDE "fc_demo_config.asm" ;全局配置
/ H5 w, ^* U% x' d- C- `7 d - .INCLUDE "fc_demo_constant.asm" ;NES常量! w# u3 N7 {( O. U6 i
- ;======================================================================) X) Z9 X6 q) h6 |
- ;音乐配置1 V+ h$ p+ K* f0 D" i' k! N5 y
- .IF 0 = MUSIC_THEME # A; V4 S, k* T3 W8 o
- .INCLUDE "data/music/Gremlin 2/config.asm"
% {( o& r$ V" z# M9 s' B: B* z - .ENDIF
X9 [5 U# N# D3 F( P -
) M" [ A' k$ S. v& p9 D - .IF 1 = MUSIC_THEME7 B/ w2 ~- |$ ]7 Q: z n6 E" S
- .INCLUDE "data/music/Raf World/config.asm"- l- i7 v G. E3 r% G% w
- .ENDIF, k( r! g. Z* j$ T2 b6 T
-
: t% L# M+ Q* T& N/ w E. g4 _ - .IF 2 = MUSIC_THEME
7 t/ B0 w$ E/ ` - .INCLUDE "data/music/Ninja Gaiden 3/config.asm"
9 u; Y7 B3 E) s - .ENDIF$ k3 L! y9 F# p6 R1 M* ~7 y/ k
- 3 G! h% c) B+ i9 X6 X
- ;======================================================================
" ?+ |3 x/ ?* e; X( I5 W - ;引用CHR图像数据
; x. b7 \6 G9 d4 c/ R4 ^& @ - .BANK NES_16KB_PRG_SIZE * 2
0 A7 c' M) E' Z3 p X - .ORG $00007 L- a+ d; r1 l1 Q; [7 o* x
- .INCBIN "data/bkg.chr", y1 C. h" W9 x/ {- a
- .INCBIN "data/sp.chr"1 |- n2 F8 j0 R2 m- u5 m
- 3 B% R9 G! z% O# H% `5 M7 D) T9 G
- ;======================================================================3 T5 S2 i3 \( c) f
- .BANK PRG_DATA_BANK_E000 & BANK_DATA_MASK;设置程序所在Bank
; _. Z6 P, ~, ` - .ORG RESET_ADDR
2 v6 x' W, Q. ?" p( T% d+ i - ;======================================================================3 w( p" q `2 u$ Q$ w( H$ F+ o
- ;引用其他源文件
) {: U& e, v/ Q( t' t5 k - .INCLUDE "fc_demo_ppu.asm" ;PPU处理; N6 S$ V$ _+ b. @5 s
- .INCLUDE "fc_demo_joysitck.asm" ;手柄处理& v7 y) \; C' U3 V% Z; t
- .INCLUDE "fc_demo_static_text.asm" ;静态文本处理
+ F& W2 k" j- U7 Q9 D4 Z c% u( s - ;======================================================================! q' Q/ S2 ^6 |3 f5 s/ @# `
- # @6 o/ v% _6 q
- ;======================================================================' K* D! |4 i! ~
- ;等待VBlank到来% g* b- y4 _9 V6 H1 L. _
- Wait_For_VBlank2 L1 g+ g" q: D" J. k
- LDA PPU_STATUS6 ^0 _# U% q7 k" D9 J
- BPL Wait_For_VBlank
1 ]) T. M$ c( n. H# R. \ - RTS/ v- T6 \6 K2 w; d9 |
- K2 V& B4 c" B. V* [- e- ;======================================================================' }% g- e, q5 @& H
- ;调色板初始化
( G# ]3 u9 U7 q% i - Palette_Init
+ l: u [3 n0 W+ m. \ - LDA #$3F
2 q. c" w$ K8 ~2 F8 _6 m - STA PPU_ADDRESS
3 A- r8 p+ K+ f# g6 |0 E - LDA #$000 B% ~7 e$ |: h! e7 `& w
- STA PPU_ADDRESS
r7 L% c: M) W7 |# m+ s$ G7 z* S - LDX #$00, R& m* L" R5 i: q
- LDY #$20( P% A2 _, v& x' R- z4 Y! r5 T
- .Write_Data# R' m d; B/ { `
- LDA Palette_Data,X0 [) u: {+ C7 H
- STA FC_PPU_Pal_Addr,X S% Q# `; H S" i
- INX
: b! S! {4 o1 L% L- M - DEY& t7 b0 X, _! |; O1 N* D2 q8 `# }
- BNE .Write_Data" w! e2 n1 h# ]/ L: C6 R
- .End
7 K! P9 ?- n1 ]! p2 J2 r3 c - RTS1 _1 y9 @# T" b
O5 p. i2 K* J/ | O+ @- ;----------------------------------------
, Y& x3 e- S j+ U r - ;调色板数据
: q: ~! R( Q! x. r( N - Palette_Data# C' ?5 \. P: D/ n
- .HEX 0F 20 32 02 0F 20 32 0F 0F 20 32 26 0F 1B 0F 1B+ c1 |) L" v9 W8 O" b' W* h
- .HEX 0F 21 27 22 0F 24 24 24 0F 21 21 21 0F 22 22 22+ y+ [. `7 U1 X! C0 q5 @
-
( M( M; }+ B1 U: T, u: _4 A" { - ;====================================================================== t2 N' x/ C1 {- e* a4 [$ A; o5 B
- ;命名表清空) A5 F+ j' W Y4 @
- Nametable_Clear
0 E& U2 e3 g" R+ R* s6 ^; ]4 c- S1 p: } - LDA #$20) d& Q4 r# b. \7 l3 `5 a
- STA PPU_ADDRESS. G }1 t) f: x" `+ k2 a" o! W1 p% m
- LDA #$00. @/ C- [* j8 z3 Q! j
- STA PPU_ADDRESS/ s) n& s9 V: a! E
- LDA #$00
/ c* Z6 a: s) j0 v+ {- f% L - LDX #$00; @; T3 ^( r7 t' m8 S* v
- LDY #$08
+ |' s, |% v; a5 N0 i - .Write_Data
& _2 l. J7 s0 C9 N! M/ g' R/ A - STA PPU_DATA; ~$ y. ^% N4 h7 X; B
- INX! q8 ^& W3 d" J( _: M; d6 ]% v
- BNE .Write_Data
4 e" W, }1 }( n - DEY+ B8 R! w1 q4 x: p7 K
- BNE .Write_Data
2 ~7 g, `. Q1 b5 i! { - .End/ C+ `; w5 ~" |' g# s
- RTS! P @4 h" H6 @* h8 Z
- ) Z& e6 [7 Z: {/ ]: Y8 v
- ;======================================================================
* H7 V1 e3 g# L3 v! m( k - ;音乐曲目切换5 m# W! d$ ~3 t
- Music_Select_Process
. o! ]9 ?7 a( L - * ~: e% q d& m9 N" F( w
- .Pre_Music;上一曲
m! z9 ^2 P4 }" X# L2 M* S - LDA FC_Gamepad_Once! L# {; ` E8 l' t
- CMP #JOY_KEY_LEFT; `* d! ~; y5 c
- BNE .Next_Music
* k" n. }9 X/ U& v - JSR Music_Play_Pre
% b8 G/ Y7 [% \$ Q+ l4 r6 b - .Next_Music;下一曲
* E7 V. r+ E! K- K( b - LDA FC_Gamepad_Once8 h7 r% j: T4 |" k
- CMP #JOY_KEY_RIGHT0 G x5 a7 ^0 C/ u" J
- BNE .Next_10_Music! ]0 n( D) N1 e" M0 w: p
- JSR Music_Play_Next. g) B1 u H2 V* g5 f
- .Next_10_Music;上10曲
& Y( r: d% {2 r8 |+ p- D8 l1 @7 Q - LDA FC_Gamepad_Once& f. _& X5 n3 M; e8 Z
- CMP #JOY_KEY_UP
% A% Z& y+ |' } - BNE .Pre_10_Music' V% Z$ v- z* q) B! R' s9 Q7 N
- JSR Music_Play_Next_10
9 ~, N8 k* g6 r$ O - .Pre_10_Music;下10曲
9 b+ V6 Q4 p0 i- I1 Y4 J - LDA FC_Gamepad_Once
4 a/ x5 v. ?4 n( c- s+ F - CMP #JOY_KEY_DOWN% }% a: r* Z6 g- W* a
- BNE .Reset
6 v% i- Y; N7 j9 H) D7 q& \ - JSR Music_Play_Pre_10) k3 B6 e p4 ^* u% u; n3 ?$ z
- .Reset;重播当前曲目
6 C2 o( H. `1 `% G- k+ x - LDA FC_Gamepad_Once! F+ t$ \6 o( V! v4 K& ]
- CMP #JOY_KEY_START
5 i* m- `7 b# B9 ^) Y! Y. t5 z/ ] - BNE .End! T$ c3 q, ~8 A. T) x6 x
- LDA FC_Music_Index" ]/ L6 d/ U3 f7 V: e& ?+ o
- JSR Music_Init_Process
+ G4 s. }$ y7 D: H2 k" ]% ~7 ]9 g. v - .End4 z3 o s' f J5 D8 G5 U
- RTS
% h7 F1 {9 i6 V' }, N$ ~- Z- \ - 3 Q6 ?. k/ y4 a7 h6 y8 f8 H
- ;----------------------------------------------------------------------2 f; o B/ g* w
- ;播放上一曲
* B0 z# ]" w' Y. K. w - Music_Play_Pre
d8 p7 \ A; v. F( I - LDA FC_Music_Index
5 v+ o& Q% j7 x, E - BEQ .End
% L6 ]4 R+ P7 X7 M/ s - DEC FC_Music_Index
* w) J3 p: |7 v2 g2 ^# N7 _ - LDA FC_Music_Index8 w( E3 m" p Y! A7 K/ g
- JSR Music_Init_Process
% z- c% m. G6 f+ g - .End
8 q+ t, [6 r1 l, X6 y3 b0 ] b - RTS
3 h! O* Q; Q. X! R7 X% V - ;----------------------------------------------------------------------' k1 W2 Q- y" Y! Z
- ;播放下一曲3 \# {) _& ^0 }+ n% v
- Music_Play_Next! k' m; [/ k- d" Z/ T( m
- LDA FC_Music_Index$ \1 M- [5 y, I* N h
- CMP FC_Music_Max_Index i2 J% m5 M( m& V1 Q2 s' Y
- BCS .End, w5 ~* a: \ N" v- p* n$ l2 D
- INC FC_Music_Index
# @6 I( s8 ^, G4 X7 Q - LDA FC_Music_Index
8 W6 i& B; r, S& h2 z/ } - JSR Music_Init_Process7 K. ^' p7 l5 G2 y+ `9 y
- .End& } u& Z$ J1 o V# y0 k3 @
- RTS
. ^+ R0 N0 u! f$ ^) Q - 6 G" z/ R# O C! X
- ;----------------------------------------------------------------------0 v2 s% V- Z' f* T3 T: M) H: h w
- ;播放上10曲
2 f, O7 H; ~" A6 `0 i7 M - Music_Play_Pre_10
* r4 ~3 [ J. o8 N3 e. B# i - LDA FC_Music_Index
2 }" W& W# b+ p l. o# K+ z - BEQ .End% U/ h0 Z' Q+ z; s3 I3 \
- SEC% D- A- Z6 P3 {: T ~* J' [
- SBC #103 T3 E' a( C0 P
- BCS .Pre_10) G- U8 ^9 B6 I C9 {
- LDA #$00
, M: y# Z# o7 P s9 F - .Pre_10* j$ [8 }' R, L2 T0 `1 i
- STA FC_Music_Index
) z$ i/ x4 S- i' } - JSR Music_Init_Process
2 _, u6 b6 Q9 x - .End
; [9 g! G; ^9 o0 z8 i - RTS$ Y2 _* W5 ~! C# M) |2 G
- ;----------------------------------------------------------------------
3 { r1 |! B: {( Z - ;播放下10曲
# e& `; Q" n: x9 m/ p3 F - Music_Play_Next_10% R' ~8 w+ b/ r# j& C
- LDA FC_Music_Index
5 D! P; m4 j5 Z% b( z6 Q2 \; P' O - CMP FC_Music_Max_Index
& u3 X1 k; f# V$ n1 a( [# `3 M9 t - BCS .End
, N) X, O3 L$ {! U" q, Q% ` - CLC0 x& y6 B3 K8 A L4 I
- ADC #10
; H4 q4 x0 |# t) V. d9 O - CMP FC_Music_Max_Index
- I. U$ r, u( N/ o$ t - BCC .Next_10
+ W0 s- x3 K+ @. z - LDA FC_Music_Max_Index8 Q) d% \ b0 N w3 `3 h1 O( B
- .Next_100 j- n/ A: D% r4 [0 M% o
- STA FC_Music_Index2 w) Q# r) _* r+ u4 V
- JSR Music_Init_Process C# f" N2 t- `" d, k2 j- D5 P
- .End
. u7 w& B! R# w; d( Q - RTS
" v$ O, N8 }- F% P% @
, w& O! J7 I5 a; {' n, o- ;----------------------------------------------------------------------1 k% s( y( _- }6 m* m
- ;8位十六进制转3位十进制制- o/ @ Y* T. [5 X
- Hex8ToDec; U8 F3 @$ ^* J& B: {6 c: Y2 |, D- A& D
- STA FC_Dec_Data_13 ~5 B; ^. Q/ t2 q8 ~
- LDA #$00
" B* G3 r; [! ]' O6 b - STA FC_Dec_Data_100
; x% H3 d4 a5 z$ W - STA FC_Dec_Data_10
6 c% }0 K) Q5 n( v9 b$ E; E( ] - LDA FC_Dec_Data_1
, a0 d$ Z9 _8 v: h9 d/ x% d$ v - .Convert_100+ i. S8 }2 g, H1 A* [ U
- CMP #100$ t' y! d! {( m
- BCC .Convert_10
# h2 [0 y* A7 G; x5 n8 @ - SEC1 P+ m- g* a% e
- SBC #1005 }7 N m5 R+ f# U* O
- INC FC_Dec_Data_100
' d7 h" B1 ]* m- L% G4 u# C z - BNE .Convert_100
. l2 D9 T ~1 j; m! E6 K: P: O - .Convert_104 b! G4 {$ T! Z2 [+ O1 _) e
- CMP #10
+ b* l# r/ j' \* e( R C - BCC .End* d1 J8 T/ X. E( j7 H/ z: _; Z
- SEC
0 n, o2 {, n0 C- H. C; n - SBC #10, a+ `( k" W% W6 V
- INC FC_Dec_Data_10+ V3 T0 r2 b2 x
- BNE .Convert_109 c, P" H5 h2 F. V( _+ N
- .End; n4 n0 }3 T, f# }, u! n" k& A
- STA FC_Dec_Data_1
4 O& l6 t' b9 ?& J, a! C - RTS
' V) i, e$ N+ ]% Q+ R* |' \4 _ - 2 C( F4 Q1 ]" p0 b/ V; a( X3 i( c4 j
- ;----------------------------------------------------------------------3 S- e7 V3 Y* t1 i9 |1 W
- ;显示曲目信息$ T+ p/ C6 z. L6 [6 C
- Music_Info_Display
; R! ^% t5 G# B! `! m" O! g2 P - LDX FC_PPU_Buf_Count
/ F3 e% S/ }) ] r1 } - LDA #PPU_WRITE_MODE_CNT_LINE7 _! O& H8 q' o6 C* q
- STA Use_PPU_Buffer,X
% o- i R3 B3 L - INX) S, l( [9 H# X6 P+ N& N I
- ; X9 x E! M" [
- LDA #>MUSIC_INFO_POS$ D5 Z; c" T& J, x& s2 Y
- STA Use_PPU_Buffer,X2 z) {, N' q* o, G7 o) R+ @/ J
- INX$ c( A6 S1 T! Y! o& g
-
& z0 t, G0 d) L9 g& t ~8 e - ;居中4 r8 ]# Z! `& E; _4 G# L' R
- LDA #<(MUSIC_INFO_POS & $E0) + (32 - 5)/2
/ k* M* H4 P, d3 D- Q. A - STA Use_PPU_Buffer,X6 i6 w& Z4 r( d6 q+ K
- INX. @" _1 S9 I% f2 U/ i. Y
- , b( _, P& T* N% q* J
- LDA #$05
4 x( q# g" [# B' T3 S9 N) C" T1 k - STA Use_PPU_Buffer,X2 C3 [" Z* B. O
- INX
: F) |/ i8 F9 ? -
+ w$ X: y, H, T, s0 Z/ C - LDA FC_Music_Index
- X+ e+ R. e5 D% P7 V: w - CLC
- s/ O1 h7 m! m; D# B - ADC #$01
n; b! ?* {' Q5 e" ^ - JSR Hex8ToDec
: \! l; s6 O1 D7 r. W- H U -
) O7 r+ c/ q% x9 { - LDA FC_Dec_Data_10, h3 Y! v. @, x! n
- CLC8 X6 m1 {* \1 f) E7 J
- ADC #'0'2 B- p+ l0 t4 D6 _
- STA Use_PPU_Buffer,X: R* x- s5 s3 t& f0 e" p/ {. w C+ k
- INX7 v4 d8 c( k' F# N8 ?
- . ^& ~, w- s# ~$ y) i R
- LDA FC_Dec_Data_1+ V }# r& d& v' @, k: f. i2 ^
- CLC- ~, z1 U5 E5 j* i& Y9 L7 s$ L
- ADC #'0'
0 f9 @& {4 A( f2 o - STA Use_PPU_Buffer,X
% X5 m" J+ k# \' A: E+ L; ] - INX
. @2 c! {/ K& V! j* x -
3 H: |! U4 Y+ t& r - LDA #'/'/ h1 V3 z5 W' |* ], G7 O0 H
- STA Use_PPU_Buffer,X* X- }$ O% }- ^7 s$ r7 l
- INX
& G/ A, M- ]# f7 a4 H0 ~ -
5 K q# |. B9 a. {# f - LDA FC_Music_Max_Index0 E4 ~; F( l0 m
- CLC
+ o0 H. q9 K5 C3 C) z - ADC #$01
4 A) }% |9 Z9 y+ c- a9 P - JSR Hex8ToDec# p6 r- }/ u" c' Y3 |
-
! H; W7 I' w" ?: F - LDA FC_Dec_Data_10' e; ~! l9 U' H3 r' a3 d" }! h
- CLC( B+ O( Y3 h7 W6 K
- ADC #'0'
" c, T/ d) \. z1 \4 W, w" q9 l - STA Use_PPU_Buffer,X/ v# ^/ K( Z% e' J" N g4 w
- INX
( ?/ l& k+ }+ V" L( a# E( T- t -
1 S! i1 i, o& W% z( m0 ?2 ? - LDA FC_Dec_Data_1
e+ B4 v: v! C( G Y - CLC( M$ Y( k7 F2 c* ]6 N: ~# Q
- ADC #'0': W( J# m! I8 O8 P; ?; H+ e: t! X
- STA Use_PPU_Buffer,X: `7 [6 V$ \2 ]. }
- INX. k( R4 b6 b1 S) J
- 2 O) I* m) _, `5 b$ L/ u$ N# P
- .End
0 {5 i/ W2 K a2 y' C - STX FC_PPU_Buf_Count
& _7 o# l/ E* ^- @4 `: C6 x2 U; _ - RTS
4 x6 l! X, @; `4 n1 @
' c4 o# E& r `+ a) S3 |* C$ _- ;----------------------------------------------------------------------0 p& |: Q% U) r& X! _
- ;音乐曲目初始化处理
# I$ a8 j( o/ z$ M6 o" q - Music_Init_Process
& g3 e/ A3 x5 w+ K% F - PHA! p) M- k+ o) E; `. d
- JSR Music_Clear_Process/ v* {7 j0 i. Q
- LDA #$1F0 x9 M' ~: D9 W! @/ L+ |, a
- STA $4015
9 s8 @" L4 g$ V: X% @ - PLA1 Q% V$ v: {% Y
- JSR Music_Init_Addr5 h! f* f( T, O! ~' g; `$ C
- JSR Music_Info_Display
( F( J' q9 ]# g/ v! l6 _5 | - RTS7 U1 Q/ v& F" D2 C
- ( J! U) l: E6 g4 n
- ;----------------------------------------------------------------------
! ^8 X: S# |9 \% V - ;音乐播放处理
, P# A8 w# i7 f0 l- [1 M - Music_Play_Process8 o$ |% v2 ]4 a- W3 X$ I
- JSR Music_Play_Addr9 g7 v7 v, F4 n7 c: `
- RTS
5 H% e) p& h4 X( d$ x* _2 V
" R9 D: A+ O" ]- ;----------------------------------------------------------------------
) L" z* V8 c$ ^ - ;音乐播放处理
3 B; l( _; p! H0 z! f' k. b2 l - Music_Clear_Process
% O3 O* p, f, v9 V - .IF Music_Clear_Addr- d% A! A x) N0 [* {" _# `
- JSR Music_Clear_Addr
# Q6 v3 x. E2 m. ] - RTS
' m8 E! q/ K; y: k9 X5 o& O - .ELSE; U- Q, s; ?0 g9 m5 T+ x) K3 Z
- LDA #$1F, `2 I: L1 U3 n9 x/ S+ w5 I2 Y$ _
- STA $4015
& N x# G+ e" }2 k - LDA #$00
, e1 B* B2 `5 I, E8 R - STA $4010
! `' H, U* F' i) Y) @4 a - LDX #$00/ S9 O% j3 [ T
- LDA #$00
& f- R" \, p6 y9 e7 n3 z3 d - 1 H$ t! S$ j. C5 i9 w+ a
- .Music_Clear_Zreo_Page_0* k+ \# w, c5 o# b9 z. J3 }* N
- STA $00,X
( D2 c. s5 Z6 k: P - INX+ |8 S5 N% V' Z. m
- CPX #Use_Zero_Page_Begin
1 f- ]: f5 K4 b( F - BCC .Music_Clear_Zreo_Page_0
! i2 [3 E# Y- { - " N! ^) z, g$ E; _! w6 X2 e
- LDX #Use_Zero_Page_Begin + Use_Zero_Page_Size6 ^7 O; g& d% v) q9 f6 k+ Q! N
- .Music_Clear_Zreo_Page_1
7 |2 u- }: A x0 o/ H - STA $00,X
, g# `; z6 w* k0 V7 N- c7 u; @ - INX
) f9 s4 b6 ?: G& B+ }8 j1 u! C$ \ - BNE .Music_Clear_Zreo_Page_1
$ z; s J# C8 Z5 ]2 s -
: f, ~9 ^' Z7 t! {' z - Music_Clear_Process_1
/ J" @9 G0 `, _6 x% D9 u - STA $0600,X3 v( h' h' Z3 W1 P, ?: D
- STA $0700,X( t" m2 p8 _0 [& g4 |, y
- INX$ [. ~9 @0 U8 o5 r# ^) ~1 n2 A
- BNE Music_Clear_Process_15 e; H) _! H: D, N
- LDA #$10
; p) r7 O# P# z" V - STA $4000. x, t- K4 l: s2 P. v
- STA $4004
7 r. m6 `8 R) w# |1 m) J - STA $400C4 s' }! ^( T7 U0 M( i# q
- LDA #$00
3 {. I& G1 ?7 U - STA $4008; T9 M7 B e6 ^* l7 r
- LDA #$0F
/ `8 a4 a# k. W - STA $40150 I/ ^8 w# j9 `$ x1 T
- .ENDIF
& r) d5 ]! p) d$ A( } - ! y$ X# r9 h! A: S( u
- RTS% x/ E- [+ J! Z6 Q# a4 h: x
" N. Y! H! i5 p' V1 j p) \- ;======================================================================
$ p6 b# A4 g- D' ^" x. u: ^ - ;重启处理( |( N. n/ w5 U. \* O. a
- Reset_Program
; }4 [. c% B. d - SEI* W, d2 ]8 E2 H, b1 f
- CLD
2 z% a; j7 v8 Z% q6 g - LDA #$00
% C) X( |- j O" S; t& U. | - STA PPU_CTRL
. |; ]; r$ j: I7 @ - STA PPU_MASK% T3 C, z5 `; `( `- \/ w0 U
- STA JOY2_FRAME
2 b5 d" u7 h% P) ^- R; j, E - STA APU_STATUS
3 r" S, `$ _- F: h1 K/ } -
( ^/ y: u1 F7 [* R/ Y% F$ K - ;等待屏幕准备完毕( V( z) b- `5 G0 l
- LDX #$02/ V: A: |# r2 `; C5 W0 z
- .Wait_For_Screen_Ready
: p' C: V$ L; _5 X' @( T2 a - LDA PPU_STATUS
' e5 h6 ^2 \* l6 w5 T - BPL .Wait_For_Screen_Ready5 Y+ _! D$ |/ {( H {+ ^' Q8 F
- DEX3 G2 o& [" U( H% T' h
- BNE .Wait_For_Screen_Ready
) |- r; Z4 O T3 t3 t. k - 2 B$ j: B0 k3 e- O
- ;清空调色板( m: o( s4 i# r/ v3 ]! z7 n1 ]
- Palette_Clear
f ?. x& C" T& Z4 t/ A - LDA #$3F# z# m( z8 q* s
- STA PPU_ADDRESS- Y4 T5 q5 k. O3 E, h a" Q
- LDA #$00- N& P) f3 i% d1 ^" ^+ V: b) |* w
- STA PPU_ADDRESS- w0 t/ M+ A0 T6 J
- LDX #$20/ J" P* Q% `, } Z6 z
- LDA #$0F. ?& X# {4 d( R
- .Write_Data
; w- N' _9 m- G. [5 X) Q9 r7 @ - STA PPU_DATA
) K7 R7 I- Z6 [. B$ S - DEX
! z) V( D# w) M2 o% b3 }; ~* b8 ] - BNE .Write_Data
! z5 O- j' R0 t0 k# f, G1 r - 6 N/ K5 d4 B6 m8 p
- ;清除声音 $4000-4013
6 c8 w4 d- Z; y, v& o$ l - LDY #$14, d P" q2 H7 j/ G1 O2 b w/ |
- LDX #$00/ f( G; V3 D! `* l2 w" _
- .Sound_Clear
1 k: ~% T$ ?/ N5 V - STA $4000,X, T7 I2 f5 M8 O! L
- INX7 a: v8 W4 { \
- DEY
% h! ^5 `* \) Q2 t0 X: Q% {; _' ^ - BNE .Sound_Clear1 H2 o. X' H' ~7 f. K R
- ' ~1 ^4 }+ ^5 D; b7 p* Y! Q
- ;清除 RAM $0000-07FF& V( V2 o" I' h3 Y+ H
- LDA #$00* I. x& A& {% {+ Y* c. h4 t, M$ g
- STA $00
5 {9 g% ?" G* T - STA $01
8 O/ A3 B: |" v5 q# y - TAY
+ d1 g Z0 Z# c, A6 h7 D( b! i - LDX #$08+ p) C- C; X) N# G2 n
- .Memory_Clear
6 `; y1 X2 A( z# i5 q6 j5 N - STA [$00],Y" ~( @6 v4 ^+ P M6 m
- INY- Z! ], t3 `7 n* a0 F
- BNE .Memory_Clear
I7 R9 T: N* }, [' \7 `1 S8 ` - INC $01" C" M" z% q& O5 s2 C% F
- DEX
- h+ L/ h1 k% K3 i - BNE .Memory_Clear
" J$ z; |/ Y" q& \# L6 r -
6 a5 h; D: ^& C$ C6 f - ;精灵缓冲初始化
5 A7 F3 U7 ` W - LDX #$00( ^+ u+ U- {' o7 B
- LDA #$F8- l& o, _# b6 w2 q$ R9 R! d/ Z- x
- .OAM_Clear
8 a. j9 L+ ?& x6 [9 J/ i1 g9 e2 R" [+ | - STA OAM_DMA_Buffer,X1 h/ X$ J5 d' r: I& j+ l! x: o
- INX1 c; P$ I' b- e% K9 F# e& L
- BNE .OAM_Clear/ [3 [1 Y4 b: u% u5 T! m
- 4 O7 z) c, O5 E1 R
- ;栈指针初始化2 ]* \% A' P6 [1 e, L- T- F
- LDX #$FF
+ h# u! v8 a9 w; X - TXS( K& |* e$ r8 _, J9 S
- # e, \; h, S6 B" v
- JSR Nametable_Clear;命名表清空
4 e- l, A* [+ x0 E6 K - JSR Palette_Init;初始化调色板缓冲5 W$ ?7 Q/ s. n; K( d! Y O
- JSR Static_Text_Init;初始化静态文本
4 o5 I: Y3 Z% ^, B; I - % C3 N! D7 o% @6 H7 E
- LDA #MUSIC_ITEM_TOTAL - 1$ B# D/ F7 [0 ^8 I" f
- STA FC_Music_Max_Index
1 a$ H4 R+ m3 R' n" l8 h3 N+ s - ! M$ Z9 v0 w1 g! |8 i' l1 }
- LDA #$1F
7 C7 i. g5 B% c1 c% e. V! s: V& w/ h - STA APU_STATUS
" F/ E1 Q1 y6 F7 b: D - LDA #MUSIC_BGM - 1* K4 h1 y: T8 c2 z
- STA FC_Music_Index
" ~5 ]2 V" s6 F i$ V - JSR Music_Init_Process;音乐播放
# ?) m% s; B5 d# u! ~# X9 ] -
+ r4 s3 P1 u1 Y' z5 |1 h - ;设置屏幕显示状态缓冲(当NMI处理时控制屏幕显示状态)* ~ S1 \* }/ n
- LDA #$1E) A7 E% v' D3 v& I4 L
- STA FC_PPU_Mask_Buf
" z [. E- `( ^* { - ) L. }' F3 n. W1 M- F
- ;启用NMI处理
: Z; p, Y5 s( g6 \( V - LDA #$80- Y4 y8 F2 k$ w
- STA PPU_CTRL/ v c3 T P9 n; z- S
- 8 K' c2 t( p8 y9 A$ O- e _( B
- ;程序循环, 剩余工作交给 NMI 中断处理0 Y+ z( k H+ d$ ^; c2 G' w
- .Loop
: d; y6 c7 C( J& [+ U4 D0 l - JMP .Loop+ s% j8 x& D; n2 h* ` _3 L
% V; C+ @& c9 m3 z- ;======================================================================! d2 w, T2 }( l- e% O
- ;不可屏蔽中断处理7 H9 t7 W' M5 u& A+ Z
- Nmi_Program: ^- \3 d7 }4 r1 L* K) o/ X$ @' l! }
- PHA
1 j$ [. n! R4 a2 Q- k+ ]1 G) w - TXA+ d) \3 B; L$ v" E
- PHA
& V: b P$ P& o6 p - TYA5 A+ i. z, U% } [8 Q' u
- PHA Y+ P3 U+ q* Y2 r* v% w% m
- : S4 y! o8 ~# j0 X2 ^4 `4 ~
- LDA PPU_STATUS;读取使得 PPU状态寄存器复位. s" D9 g' J9 N
-
; R5 C5 Z& p* V6 x9 P - JSR FC_PPU_Procrss;PPU处理
; \9 B9 A$ E, f4 x0 T4 [ - : o; \7 j, P4 _8 T" H
- ;精灵内存更新3 _! A3 c0 d# z4 @
- LDA #$00
& J; M1 a# g& E - STA PPU_OAM_ADDR
. M5 \. ?* [* K: \6 B0 Y - LDA #OAM_DMA_Buffer / $0100+ \- G, E2 I* Z) \& u
- STA OAM_DMA% m+ G# ?3 a) t5 Q) f+ q9 [
- 7 ^9 o- c& R4 ]- D; X, O
- JSR FC_Gamepad_Process;手柄输入处理( \1 u! J! d& g* p
- JSR Music_Select_Process;音乐选曲处理3 V1 F7 }+ M& S: B6 O- i5 D7 o( i
- JSR Music_Play_Process;音乐播放处理: S/ w- m) Y* o/ h: t. t8 n
-
) C4 L1 E h2 K: ^( h H2 ?0 k - PLA
- @9 a9 X5 \+ ^" A* E - TAY& l1 \+ }9 w+ I# X1 k2 r: E
- PLA
! n7 g' W1 p1 I Z - TAX
* _5 ~* y; x' C J$ {# j' a - PLA
/ v" X6 S5 y% M; I7 M: {- x
8 l9 f6 ]3 N8 v( i- RTI+ l4 ` ?# K& n/ g
- ( \/ E9 r/ y( b) p9 W9 n) X1 p
- ;======================================================================
' |: ?3 J; v) }! `8 I6 Q - ;请求中断处理
' R0 E2 [# b6 Q& J/ s3 d" W - Irq_Program8 Y1 y7 _' i8 w" B- }/ D; l
- RTI
* J: o1 p- K5 e7 o* P' W - & }+ R F/ ]6 R
- ;======================================================================1 l2 c7 a9 O4 n7 }4 a) T6 N
- ;中断向量表; v3 I8 D1 \9 a6 D: O7 u
- .ORG $FFFA
/ c( g/ x0 t) f% A - .DW Nmi_Program ;NMI触发时执行
: ~1 v: n3 T4 n3 i# _- x$ e - .DW Reset_Program ;载入ROM时最先执行
1 r8 k+ @9 B5 B7 I+ [* M* M - .DW Irq_Program ;IRQ触发时执行
7 m+ n* m' `7 V; k {
复制代码 & a' H4 d+ Q/ U: I- F& u
# ^% M' s! {! Z( A- t1 `
/ h+ J, e% J8 }. {6 shttps://gitee.com/flame_cyclone/nesasm_3_2 |
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