|
|
这是个 nesasm 3.2 入土教程, 感兴趣的可以研究下) x `; _( N! k% A; [

3 ^! |0 X% @: W以下是主框架代码:4 e8 O+ P$ A' H
- ;======================================================================( N6 [9 ]0 P0 A7 [ D
- ;文件头+ ^. {- r9 X8 R1 m/ w/ z/ o
- NES_16KB_PRG_SIZE = 8 ;16KB PRG大小数量# F! h3 i" c4 e
- NES_8KB_CHR_SIZE = 1 ;8KB CHR大小数量3 f( D! D3 F" ]3 y
- BANK_DATA_MASK = NES_16KB_PRG_SIZE * 2 - 1 ;bank号掩码
$ Y" X* U/ i' A% z - ;======================================================================
" x. U: `+ Y# e - PRG_DATA_BANK_C000 = NES_16KB_PRG_SIZE * 2 - 20 X: c9 X+ t( n/ c
- PRG_DATA_BANK_E000 = NES_16KB_PRG_SIZE * 2 - 1# I: i# Q! q- S! G, }' y2 c: g q
- ;======================================================================
' c9 z8 P. P% y1 n# N9 I1 S - RESET_BANK = NES_16KB_PRG_SIZE * 2 - 16 Y. m- c1 P, ~
- RESET_ADDR = $E000 ;主程序起始地址
, u5 N, ]6 |& a h6 Z% o - ;======================================================================
- s; n$ D. b/ t& S# K0 k, y - .INESPRG NES_16KB_PRG_SIZE ;16KB PRG 数量, $01-$EF8(1-3832),即16-61,312 KB
5 v% n; x0 g. q% \5 I* o0 M+ a& w+ d - .INESCHR NES_8KB_CHR_SIZE ;8KB CHR 数量,$01-$EF8(1-3832),即0-30,656 KB4 B; i& U. g+ n
- .INESMAP 4 ;Mapper号 (0-4095)
6 }( }: U5 E+ i8 F( j8 v* W - .INESSUBMAP 0 ;子Mapper号 (0-15)6 [' M% b Z. e T
- .INESMIR 0 ;命名表镜像 (0: 水平 1: 垂直 2: 四屏)
) A: F" P1 Q: G, O3 e - .INESBAT 0 ;指定是否存在电池备份 (0: 不存在 1: 存在)0 D, t( \4 \5 e# N, j ]* s$ m. X c
- .INESPRGRAM 0 ;指定 PRG RAM 大小 (大小 = 64字节 << 计数)
& ~9 z! w) L) k0 g6 W6 v - .INESPRGNVRAM 0 ;指定 PRG NVRAM 大小(大小 = 64字节 << 计数)& B, b* P1 y# [3 T6 K W
- .INESCHRRAM 0 ;指定 CHR RAM 大小(大小 = 64字节 << 计数)
% b7 N# p$ `# x" R5 K X5 b& ? - .INESCHRNVRAM 0 ;指定 CHR NVRAM 大小(大小 = 64字节 << 计数)
/ k; U# ?; [0 r9 b - .INESTIM 0 ;指定时序 (0: NTSC, 1: PAL, 2: 多区域, 3: Dendy)
m7 P3 O! s" N1 P" d - ;======================================================================* p& a* G* s U5 l6 T% \8 a
- .INCLUDE "fc_demo_config.asm" ;全局配置
/ U/ a5 b S3 W+ @1 D - .INCLUDE "fc_demo_constant.asm" ;NES常量
3 j$ u4 r4 `- ^- ]4 {7 G& [/ B) v - ;======================================================================# i; n' P' D" {6 Y S( Z
- ;音乐配置1 t9 L) V1 x; }9 m6 G( K
- .IF 0 = MUSIC_THEME
7 Q7 @; p2 T3 E7 O6 U4 |- e - .INCLUDE "data/music/Gremlin 2/config.asm" m" a1 \" E: C$ M
- .ENDIF
$ ]; u# r( R) ~: `) {" [ - ; o* o3 L5 k: `0 X
- .IF 1 = MUSIC_THEME6 h3 s. P5 o, c5 Y8 O# z/ D' y
- .INCLUDE "data/music/Raf World/config.asm"$ h; ~6 Q6 I1 l
- .ENDIF
4 `$ ~1 C) {: F/ T1 K1 |, h# t7 u -
( V1 b& _# l5 J1 S - .IF 2 = MUSIC_THEME
3 h5 X8 S1 Q' D - .INCLUDE "data/music/Ninja Gaiden 3/config.asm"! f6 P! G0 B, q* L* g1 ~
- .ENDIF
, l: u( @' q0 a* S/ \9 w7 H
+ e& D" P( ` _8 z* b- v- ;======================================================================
+ F$ g" i3 ^6 D [3 n - ;引用CHR图像数据% n7 E. Y& B0 a
- .BANK NES_16KB_PRG_SIZE * 2
6 g8 l5 S1 V- m; L% E" } - .ORG $0000$ W2 s/ ^0 E) U7 o5 ]% D
- .INCBIN "data/bkg.chr"
0 P6 b. h7 j, K5 a3 I5 | - .INCBIN "data/sp.chr") z) H# k! m" f1 n+ ^: C* ` U6 i
- 2 Z8 Q. h: M. P
- ;======================================================================
. P; k- J) i% a; v6 ?3 [" C* ? - .BANK PRG_DATA_BANK_E000 & BANK_DATA_MASK;设置程序所在Bank
0 K3 t: n: }+ Z& |* {& j/ w" ` - .ORG RESET_ADDR
& O* O; \ N4 O- m8 [ - ;======================================================================. n X' r/ c8 o2 Y
- ;引用其他源文件, O1 p7 e' P0 Q2 V3 Z% l
- .INCLUDE "fc_demo_ppu.asm" ;PPU处理
! P# o3 n3 f6 Y' l O - .INCLUDE "fc_demo_joysitck.asm" ;手柄处理
0 v, T& t- T* Z+ Q8 {# V" P5 c - .INCLUDE "fc_demo_static_text.asm" ;静态文本处理; B) y% D! j! k' M3 B
- ;======================================================================- a1 C- V: T3 q* ~% e {! K7 s
( |/ f o% C& v" z& R- ;======================================================================2 j. T' G+ ^. [9 u- R4 j/ o
- ;等待VBlank到来% J' F6 D) f/ B6 `4 _9 A# q3 Z5 M
- Wait_For_VBlank
! H R' q! o4 E, v - LDA PPU_STATUS! R7 m9 U& ?! a2 s
- BPL Wait_For_VBlank/ N% h) g/ j. @; ~
- RTS
) x3 W }6 k$ [4 |7 ?3 a) s
0 V; l# e( b$ q% f- ;======================================================================
2 P- Y; y0 i; G2 P - ;调色板初始化 T6 W% N8 z D- }
- Palette_Init
; C3 G& d- s( d- [' r3 M6 e - LDA #$3F4 j. g+ z7 r' w# V7 U
- STA PPU_ADDRESS7 \0 H% r$ d% l0 N
- LDA #$00
+ q, |( U( f) v! S, M7 Q/ g - STA PPU_ADDRESS
0 s4 l$ Z( j- J5 A( D - LDX #$00
* P/ y! ^. l) A - LDY #$20
b, A6 O3 T, u$ `2 Q - .Write_Data
9 x8 }; t1 E+ h' p9 A h3 B - LDA Palette_Data,X
$ s, q0 e% f, z5 |9 n6 G- i/ e - STA FC_PPU_Pal_Addr,X" x/ g' z' e7 ~- `) B) g
- INX- L( C1 P5 i1 c" n, |! x. m
- DEY
$ r& t8 I' U. e/ B0 A/ \ - BNE .Write_Data
" ]9 A$ M+ I3 k9 ~5 o/ S - .End4 M: S1 Z7 F4 C" z) e
- RTS
, _& x F% d) V7 o* s: ?
8 D5 k- _ d( e( z- D8 p- ;----------------------------------------/ Y3 ]7 z4 Z0 I$ {9 p. K
- ;调色板数据; ?, D9 V u8 b, H3 G
- Palette_Data
0 U7 v- K& {4 k$ b+ ?2 Z - .HEX 0F 20 32 02 0F 20 32 0F 0F 20 32 26 0F 1B 0F 1B
; Y* S0 d' Z5 f5 H+ F. y6 |: G2 q/ c" k - .HEX 0F 21 27 22 0F 24 24 24 0F 21 21 21 0F 22 22 22+ g( i' z$ v* |/ P, {
- # T+ W3 @0 D8 ], A" q$ T5 t
- ;======================================================================
9 L! [! u" J$ @8 a& G - ;命名表清空9 {( s" n8 ], d: ~$ s. j/ Z7 \
- Nametable_Clear! Q& V. J2 U5 {: r# _( ~2 ~- A( K
- LDA #$20
% Z) R7 \4 B8 M/ e! u% A% E - STA PPU_ADDRESS
7 W3 d) Z* ]& n, ?) W6 w* S9 @ - LDA #$008 Y0 ^+ o/ w3 t4 K
- STA PPU_ADDRESS
5 P: B( P3 ~* ?8 k; t( X7 D - LDA #$00
5 }8 K0 t/ `0 n* d1 D - LDX #$00
9 Y& z$ ~2 P- i: X# q6 X/ ~8 a9 J9 P2 ` - LDY #$08) N& c. L; O: x) P
- .Write_Data, |1 _8 u* }' h9 B* g, r
- STA PPU_DATA6 @. L' C8 u) G$ V# b$ U# f5 G
- INX' l- m) m' }- K- u+ X8 M$ i1 Z
- BNE .Write_Data" d0 A# U& m8 c. b. b x& |
- DEY
: n2 {* Y' D6 ?7 L - BNE .Write_Data
% A3 A R8 y9 ^1 Z! {- a+ ~' T9 r) D - .End
; C v5 h7 ~* E# r - RTS
1 m1 Y, J# i7 o6 K0 z - & c0 C) o5 ^ y3 D0 p
- ;======================================================================8 @; ?. E2 j/ g: F" Z; B' J
- ;音乐曲目切换3 N$ {' B/ q2 w6 k; Q
- Music_Select_Process2 H' }8 c, k1 Y: `
- 1 L; `: r7 k6 X# N) i0 G! H* d
- .Pre_Music;上一曲
7 t' b4 e& W4 s k( L - LDA FC_Gamepad_Once
7 u8 Q T8 H4 W, m! ]; U- }3 B& s - CMP #JOY_KEY_LEFT0 O' D x) _% C* I0 d5 [
- BNE .Next_Music
1 V% ^8 H8 T+ E# ^0 b8 X - JSR Music_Play_Pre
1 g: A2 P8 v& X - .Next_Music;下一曲* }) M: \5 T) D5 v3 O6 q( B9 X+ V
- LDA FC_Gamepad_Once8 u7 o; H6 }/ v- P7 ?+ {9 i! `
- CMP #JOY_KEY_RIGHT
0 C8 D% n+ P) b5 o: D8 o' Y1 W - BNE .Next_10_Music
a `$ O, @6 f* H3 s y+ v. L8 n - JSR Music_Play_Next( P4 |2 W; ?) f. T: A2 m6 q
- .Next_10_Music;上10曲
: L5 x9 A6 L# E/ M7 A5 y, P8 B - LDA FC_Gamepad_Once
9 |( V5 B* `* x# c8 X" @, D - CMP #JOY_KEY_UP
% R* p7 S. ?8 c - BNE .Pre_10_Music! E3 s; n7 C% W# e9 F4 Z3 U+ v
- JSR Music_Play_Next_10% i/ \1 U0 |6 s0 a' C* Q" c
- .Pre_10_Music;下10曲 H4 b, d5 z, s
- LDA FC_Gamepad_Once
6 c" e3 |* w2 l9 T* X8 } t - CMP #JOY_KEY_DOWN
- N3 a8 O, k' x$ `6 E: m - BNE .Reset- J1 e' \/ m3 c! I) t- X+ P
- JSR Music_Play_Pre_10
' q" g1 l$ Y2 g. \! M - .Reset;重播当前曲目
6 _. e* |; A1 f7 u- n8 g2 s - LDA FC_Gamepad_Once5 g" i# g2 ]5 s/ S7 g; L9 [
- CMP #JOY_KEY_START0 v# b, j& o" p7 l* x' p
- BNE .End" X2 Z, {) T6 d! K& b0 s! s
- LDA FC_Music_Index
6 S" c3 w9 H9 B Y3 c% V$ _ - JSR Music_Init_Process) j0 t+ k1 Q" ^) Q
- .End! n) t6 n2 g8 _5 Y( X. v. f
- RTS
' `& x7 W5 \3 C+ m+ q) o9 P
0 N- S) [; g2 n" [- ;----------------------------------------------------------------------1 U( A0 K: x9 W' H# z
- ;播放上一曲
- C7 Q) O% c0 i5 h1 Q& I6 k - Music_Play_Pre
; `9 o. H* a. `; f1 a/ {4 T0 [6 ~ - LDA FC_Music_Index' s: D9 c! g2 T1 a; q0 t. Z* F
- BEQ .End7 `: T% b" E+ ?
- DEC FC_Music_Index2 Z! R$ C- w s3 u
- LDA FC_Music_Index
1 g) y7 E% A, w* P! [- m - JSR Music_Init_Process/ ^8 L3 c2 X/ h) p7 Z8 q0 H, C
- .End; J9 N5 W) J2 y4 X7 E( `
- RTS) p2 z+ I4 W- Q
- ;----------------------------------------------------------------------
+ x4 t2 i% g2 h' [! E - ;播放下一曲
6 q4 G' h* w, F - Music_Play_Next( O! M% p4 h2 W/ `/ `) T8 n
- LDA FC_Music_Index* x; I+ T0 ]- g- s; [9 z7 e
- CMP FC_Music_Max_Index
$ v& L" y( g+ d8 q" z6 n - BCS .End
" c0 M% v) _6 V - INC FC_Music_Index' x& T: ~9 a. B
- LDA FC_Music_Index
I/ U- C! j6 S5 ?) W" N; V) ] - JSR Music_Init_Process
( `# x" F" N8 B6 n9 ~" A - .End/ r1 u/ ~/ q9 Z2 Z- @6 q; `/ C
- RTS
5 ]9 b& v/ ?' h0 o
2 V( \) E6 @1 C( v- ;----------------------------------------------------------------------
2 G( x( G B1 f7 r1 d - ;播放上10曲
% K" I" o! h/ K+ }7 Y, \; i. s - Music_Play_Pre_104 E9 b2 |( Y, Q1 {
- LDA FC_Music_Index
4 A. k ~$ ^4 D - BEQ .End
. {. B5 t1 J7 ^2 x - SEC6 ~) l5 ~* W& g0 x! F; @* c Z& I
- SBC #10
8 {7 e5 B3 X+ b6 ` K3 s P0 z; I - BCS .Pre_101 X- G" g9 }$ ?" C, q8 i- u" [
- LDA #$005 B# t2 ~) g7 [/ P
- .Pre_10; |: a# d4 U; C
- STA FC_Music_Index3 A/ Z5 L* Q7 U6 Z0 f* n
- JSR Music_Init_Process
* j( c- T7 S1 v/ j1 I5 _ - .End/ q) d$ [" r1 p$ e7 w3 w9 G
- RTS
2 b; L6 o4 ]% A8 f i0 K - ;----------------------------------------------------------------------1 @- F& ?! A* F. Z, g9 m
- ;播放下10曲
' }, G9 D! X9 M. D' A - Music_Play_Next_10
Z9 q+ }5 C# H) V1 l+ ^( w7 K/ a" _ - LDA FC_Music_Index) E; I. A" {2 k$ s) z s- H3 r
- CMP FC_Music_Max_Index
7 s+ z0 E' z/ c* K' S9 }( Z, n - BCS .End
, Z4 l' w' @2 [ b9 Z+ `6 l - CLC" E3 E3 g8 q4 e" G) Q* B; ~. ~: S
- ADC #109 g" s! Q+ |: V, h( W7 d' I8 J
- CMP FC_Music_Max_Index
& b, b! r7 K# m8 W - BCC .Next_10; E& R" i% E. I; L# u( G! @
- LDA FC_Music_Max_Index
( U) U/ |8 l7 S+ J - .Next_108 J0 [& z" N3 V4 p& F; l
- STA FC_Music_Index+ k: s- y( S, S9 K3 o% @' l
- JSR Music_Init_Process
7 [0 Y, K( I. f8 H! m - .End
6 U$ h$ r9 k( h! L - RTS
6 A/ N# m% u8 r: C - & ?; P9 N1 M" s& W8 y1 j
- ;----------------------------------------------------------------------5 T$ M$ |" f& v2 [' F
- ;8位十六进制转3位十进制制* v" |# D6 Q: e5 Q! t1 H# L
- Hex8ToDec
, ]/ q3 Z% w7 D0 L, B - STA FC_Dec_Data_1; @8 W% a9 w( R8 g4 q
- LDA #$00( v9 B" L {4 @0 D3 N
- STA FC_Dec_Data_100
! j1 ^; D. q+ |; q/ ? - STA FC_Dec_Data_10
6 u, J7 y9 ?: E, Y - LDA FC_Dec_Data_1
& v* v! A, ?. T - .Convert_100/ q, b8 v' K, | S: W, ?2 i
- CMP #100
0 L0 E* {/ k2 x- ^ - BCC .Convert_10+ A. B. z/ B( l9 n1 S: g' K r
- SEC
, ~: S3 ~( ~7 R5 R9 H - SBC #100
. B- |! t5 E( e m) }+ ? - INC FC_Dec_Data_100
- q7 o. Q( b9 q5 ?+ @ - BNE .Convert_100+ `) v+ T( X- F& Z
- .Convert_108 J" k. _4 E0 E9 I7 Q- i j* D
- CMP #10
& _; `8 ~7 X4 O4 {! G - BCC .End
8 T! Y, l# A1 f4 U3 w! ?+ s, R - SEC% @1 m% ~) d1 v) C' w
- SBC #10$ l* O' J- Y4 w4 H* g4 p6 E% ^
- INC FC_Dec_Data_10
7 s4 }( }1 o% \- ~( {7 Q - BNE .Convert_10
w9 A5 V: T3 i0 n6 u - .End
2 f+ x0 y( w/ \0 L" v3 ]( H4 o2 Y' j - STA FC_Dec_Data_1
9 {1 x, S7 Z! _7 }% j: s7 O8 j - RTS
/ B% [2 {# ?9 p; k1 S - # d3 y3 ]. ?0 Q9 r9 m0 f
- ;----------------------------------------------------------------------) d5 y: @1 _" p# H( P' Y1 _
- ;显示曲目信息( _4 K( X- ~* U x4 w, v
- Music_Info_Display" x5 w& F0 Q; M* s- R" v
- LDX FC_PPU_Buf_Count
p1 K3 G* {& x. J d, w - LDA #PPU_WRITE_MODE_CNT_LINE8 d1 v& D3 l f" X( @8 w2 `
- STA Use_PPU_Buffer,X
8 i: G/ Z2 f; ~3 z" o8 i - INX7 X6 {* K$ r( ?; l, [1 n
-
: | ^: V4 N. Q+ B - LDA #>MUSIC_INFO_POS" w. Y9 G c4 C! N8 F
- STA Use_PPU_Buffer,X. O+ i$ {! w, R' M
- INX
3 i+ d( F7 @ Y - 9 C- Q9 k) s- m( K* g$ J
- ;居中# t" c' Q4 t/ U! o+ [3 @6 X# K
- LDA #<(MUSIC_INFO_POS & $E0) + (32 - 5)/2
, F+ n% d6 s: ? - STA Use_PPU_Buffer,X
( E( _4 R+ J$ H- W0 g" X7 N: y - INX
, |" h* Y/ u' e; m& Y -
7 ^" m# b. Z0 y& c( n+ g1 s2 q - LDA #$05( ? o# U/ M6 l( K
- STA Use_PPU_Buffer,X8 K6 w: k; J! g3 y4 r) y
- INX. d# M x/ k6 f) B
- W7 y+ i# z7 k; j; A/ y1 q
- LDA FC_Music_Index$ I% P' C# |- _) a! ?4 l r9 w- `
- CLC1 H* O2 y' l) { F+ t* S; [
- ADC #$01
$ A' m0 w' u3 `) M% Q - JSR Hex8ToDec: P( T% x- I3 ~* ], E/ t S
- & F6 Y$ J( r5 s( _9 e
- LDA FC_Dec_Data_10
9 w* J- }3 Q- s - CLC* D9 @" g4 c; T: O
- ADC #'0'' K# e. ^, y+ }: h- _5 h
- STA Use_PPU_Buffer,X
1 o! |7 x1 @) o. g0 I0 y$ j$ \7 c - INX
3 E( R' `/ n) r( _1 k' D# y -
. E# O9 A0 z5 ?8 G# l. Z - LDA FC_Dec_Data_16 T& v9 P/ q' T& _1 w3 }$ B
- CLC
- I3 {# \6 s! |* J. | - ADC #'0'
) T! ?9 Z. n4 M, l$ \ - STA Use_PPU_Buffer,X
' A' C$ }5 S+ v+ v1 q2 J% f2 i: } - INX
1 Z/ U' J$ e6 f" s6 w$ Y; K* ^ -
! F$ {" M4 \0 c7 d+ t/ o, L - LDA #'/'
- l. G' A) @% J9 W: w - STA Use_PPU_Buffer,X4 ^& z# @' [& m8 b$ ~& B0 m
- INX' [" w# V- P3 e4 ]1 f3 k
- # {+ u% ?( N4 B# q9 F
- LDA FC_Music_Max_Index# s& z" o# T3 A J' H2 X! ]
- CLC
% L/ o) w2 i( P- u - ADC #$016 ^9 ~8 J1 i2 x( M9 n8 I* [
- JSR Hex8ToDec
/ L9 s0 c/ S' E0 X8 U2 [ - & `) Y" v3 J$ O9 `
- LDA FC_Dec_Data_10
5 q, N- v! V0 p) _- a - CLC M" @9 m! i* ^5 b& B
- ADC #'0'
, X+ L& j+ k) H( e - STA Use_PPU_Buffer,X; p. p- R8 _2 [3 D" t/ N
- INX
5 f& a6 C4 E1 @/ y+ ] -
# I2 V% n$ Y& n, ? - LDA FC_Dec_Data_1 q- b7 l5 G" a! g
- CLC
* W, M& p! B6 @# N3 H* `, |! c; \8 V - ADC #'0'$ Q0 m" ]8 R# q& k* @8 y( U
- STA Use_PPU_Buffer,X3 J% A) T! [. A) K% T; f2 D+ N
- INX
, u* n. [! D2 |8 F9 @6 K9 _ - 1 u7 U, |3 v0 `% ^
- .End8 L- [" R0 Z( \. @& }2 g. w
- STX FC_PPU_Buf_Count1 z6 `# K0 e- p0 Q3 L2 R$ U
- RTS
: ^2 Q% B, C2 p
' q) e6 y. o4 b. L- ;----------------------------------------------------------------------
V* ^4 @" t* u! b/ o. R - ;音乐曲目初始化处理3 c% T1 b) a. E) V: U
- Music_Init_Process; N c, e" z' b. ^# w' \
- PHA6 \6 [ U2 w! _! {5 `; T
- JSR Music_Clear_Process/ T5 S% p6 L# L/ X2 T; c, l
- LDA #$1F1 w# C1 f- h8 q
- STA $4015
+ j7 `& j4 q l. X1 K - PLA
: J5 C! ?7 v: g- ^% k! l - JSR Music_Init_Addr
: e' y' j4 @4 J* ?9 `1 Z* v& | - JSR Music_Info_Display
0 d+ R2 a( P" w - RTS0 u0 D' Y S. R0 E
9 _& w! u1 r* f2 B& M) Z* q7 u- ;----------------------------------------------------------------------
. ^# ^% ?7 W/ C# r) @ N( I$ I1 Z - ;音乐播放处理' [4 W" L% W& @/ _: j
- Music_Play_Process' Z/ ^$ M! r; }$ I& u
- JSR Music_Play_Addr: B" y& p: |+ H; \5 S" [2 o2 L4 ^
- RTS: L& T! h1 m0 v. {
- R) {4 z! ], e: A3 W" }, p- ;----------------------------------------------------------------------5 d- m2 s' a# K S( M1 `3 A
- ;音乐播放处理( Q/ i8 \: n+ U1 j& Y
- Music_Clear_Process
0 f* f" |9 G/ v: h$ a' ?% H! F - .IF Music_Clear_Addr* l4 C4 T) ~+ R; r2 _; w
- JSR Music_Clear_Addr
; N. v+ T) k* O l8 P7 v' q: ?5 F - RTS
3 b* s- A0 Z8 }1 `+ t) `5 e, q6 \8 H - .ELSE
4 V5 C" k" c# { - LDA #$1F7 J6 z6 }7 u9 t
- STA $4015
% a4 U; V! A% W - LDA #$00- n8 U& \/ n7 J
- STA $4010 d G( P, |: @. u% v; g8 _! d) W! b
- LDX #$00
. P) c5 C. s) p1 @9 @' O - LDA #$00% n% f& _; ~* {; v) F+ Z
-
6 b$ G5 M3 m: G. C$ c) H - .Music_Clear_Zreo_Page_0
( a. v+ N% O0 a2 c5 I - STA $00,X
& F# z% I( u- C6 Q/ W - INX
% j" e+ G/ q$ `4 ?1 w9 c# M, y; o - CPX #Use_Zero_Page_Begin
( `$ I v9 h# w( E6 C - BCC .Music_Clear_Zreo_Page_0
$ G& c2 h5 D2 s( Y - 4 h5 P' R3 [4 Y5 E$ [5 X" h# W3 U5 y
- LDX #Use_Zero_Page_Begin + Use_Zero_Page_Size
6 A" d, H8 O$ i8 s1 e. { - .Music_Clear_Zreo_Page_1
; c6 H* T; S( s( e$ v - STA $00,X3 C- q/ Z1 w4 h. k
- INX9 L7 v5 @6 m3 h: c% X# u. A" }
- BNE .Music_Clear_Zreo_Page_10 d% [* P( W3 H8 e( \5 O
-
! X( ?: M6 s# h - Music_Clear_Process_19 f. {8 f$ z& q' [% Z. r1 S
- STA $0600,X+ p. N+ i- k2 o2 n6 o* [
- STA $0700,X
( u6 x. r. Z6 P# L# O0 n& k - INX7 y4 a# x% J! X+ b. P- Z9 b
- BNE Music_Clear_Process_1
x: j, Q: b* M" I% ]) A - LDA #$10 f9 B5 f) b+ T' \! W2 i
- STA $40000 L f* @. M/ h, U4 P3 A) V2 T
- STA $4004, X' c7 Y0 W) {1 C) Z2 @2 `
- STA $400C
~: x ]/ [. E! t3 f - LDA #$002 q- ]% [" B. a
- STA $4008
1 ?2 L: _; L# b) |4 | - LDA #$0F: |7 L: | F; G0 B) x: I/ I
- STA $4015
% `# C' I$ O* w, x- U* U - .ENDIF
) Q# Y% r6 F( ?+ o1 K" G V - 7 M+ ~4 \+ @9 D3 r& [
- RTS8 ?% [) K2 I1 S' l2 \2 R
& b& K1 N+ s5 F) K- ;======================================================================
1 }: w+ Z& H3 D) z1 Z - ;重启处理% V$ ]( W5 B0 k+ J
- Reset_Program
' X& Y7 E$ y9 K; p' p - SEI
. _. {$ @+ g$ w, q& D# n+ U - CLD$ ^ K+ J1 W, \' v1 {
- LDA #$00
2 G# R/ ]: M- z2 r. Q - STA PPU_CTRL
" @* ^7 ^/ m7 N+ ?9 I - STA PPU_MASK
" F; f8 w- n0 K( @ - STA JOY2_FRAME- c& `( e$ I8 i& q) x& c; A
- STA APU_STATUS
) I4 y D- z3 M( O. e- t! ] - 1 s Y7 V! [4 H% T# v: q3 H! z$ C
- ;等待屏幕准备完毕
# @5 H3 G2 f8 z4 f6 o6 X8 `. r - LDX #$02
- V; J8 v5 v8 W, p( h( c - .Wait_For_Screen_Ready
- Z# H) A" y/ s0 X1 d4 Z* O - LDA PPU_STATUS' [6 l. D: {+ `. M& e7 ]1 C8 v
- BPL .Wait_For_Screen_Ready( b: r/ k4 `8 T5 C" R' R, B& H/ `
- DEX
( O x2 I2 P5 H+ K6 _7 @9 l7 Q - BNE .Wait_For_Screen_Ready
7 c. A7 F( L+ }7 d ` -
9 H) d/ n& i) W/ c, A7 a - ;清空调色板
" T0 X+ p: G: ?" Y( A b+ Z - Palette_Clear$ E. R2 U* d) j
- LDA #$3F& V% _ q w4 S/ _, e
- STA PPU_ADDRESS4 R3 y$ C% Z# \6 e7 M. D4 t
- LDA #$00
/ q' ]! N0 p0 Y; C1 C/ t8 m" _ - STA PPU_ADDRESS, ^* O* h7 M2 R6 j
- LDX #$20
1 R' @& C+ q( `. N# @ - LDA #$0F
4 D/ m @/ Y# ^1 @4 [9 Q7 b& V - .Write_Data
' c/ }. c3 \& R P# P. f2 I - STA PPU_DATA
! x2 a& d! K" X$ o* t - DEX; n1 A/ T) m' x
- BNE .Write_Data
9 S8 W- o, [/ N+ ~
7 _, b# P, k. c$ j$ ?- ;清除声音 $4000-40130 n# }1 t) j5 ]2 { z- H. |6 l
- LDY #$14
, ]5 \/ v" K5 r' A( c+ q - LDX #$00
9 X$ G& K/ ?% o+ `8 T+ Y. G - .Sound_Clear
( f. r& B; Y8 T; Q9 Y8 S - STA $4000,X; o: Q2 G* S, ~- t* H
- INX+ {- P# `# a! i. W/ {! J
- DEY
! Z6 h- _# q: O1 P2 s: K - BNE .Sound_Clear+ h+ y. r) B" K" c& j% e
-
; G7 m( J6 }9 z* { c3 H" v - ;清除 RAM $0000-07FF
8 P4 i4 _4 B: R2 s6 H9 M1 D - LDA #$00$ Z1 q6 [% M+ W- c' x9 J
- STA $00
/ @. T5 z0 m' @% j' B" {7 p - STA $01
; S v" E' B# L - TAY9 z/ |2 Z9 o" t
- LDX #$08
8 `3 ?* V9 M3 M - .Memory_Clear( Z( W1 u5 J f t1 G
- STA [$00],Y! k( t8 X9 ^6 f, J
- INY
& R1 D! e9 |; w3 E x) K - BNE .Memory_Clear; Z1 C6 [) E6 X0 \& V7 h
- INC $01
& t6 c9 m- U* B) Q6 ~* S' ` - DEX
6 Z% M# G+ K; y8 r9 U6 P* C - BNE .Memory_Clear
J9 n( R0 Z* F - 7 E* p/ [8 L" O6 A2 H
- ;精灵缓冲初始化2 v+ k- E' X {
- LDX #$00, y3 s. p) w, L
- LDA #$F8
4 `7 d' d2 E4 `7 i. E - .OAM_Clear) Q8 k; i' Z( x8 V/ t' l
- STA OAM_DMA_Buffer,X q' N; F) I. y0 b; o: o1 f5 X, b
- INX
. p; Q$ b* F/ \% x( g+ M4 J - BNE .OAM_Clear
@. S$ I' j/ A0 y0 N$ w - " Z# z, U+ H: ]- x
- ;栈指针初始化
4 T) q" ~" j3 Z9 W/ J# d o - LDX #$FF
Z1 M5 y! ]+ P- I7 a - TXS- C4 T, a( b8 p7 f
-
5 P. r1 @% P+ ]3 e7 U9 S - JSR Nametable_Clear;命名表清空
3 [7 y) x7 i3 q, n/ J! \. q - JSR Palette_Init;初始化调色板缓冲2 w: p' D8 c+ P& P" d$ T
- JSR Static_Text_Init;初始化静态文本/ V6 i$ o; Y6 `, T6 r' C% \
-
1 |2 k" a& S% A' A$ N2 f - LDA #MUSIC_ITEM_TOTAL - 1
) T3 v: _8 |( V2 S5 Z - STA FC_Music_Max_Index- ?( b" s; q4 @% L
-
7 K- a4 d7 {- }6 R, R) A& s) K% e - LDA #$1F
# v1 H. f" X' H6 z s5 u - STA APU_STATUS
' k! L9 }( i4 d( s9 F - LDA #MUSIC_BGM - 1, k7 a" P; Z' }6 I) ~
- STA FC_Music_Index
$ G8 n5 c& F! F4 @ - JSR Music_Init_Process;音乐播放
4 _- m5 w0 R8 }5 o - $ V: N/ N2 X1 b2 L
- ;设置屏幕显示状态缓冲(当NMI处理时控制屏幕显示状态)
5 G9 `" K( i/ K% ?/ o3 x5 X - LDA #$1E9 |" D' T. ^0 a' }( h, L$ x. g
- STA FC_PPU_Mask_Buf
# z- K6 Y; x4 d$ `' ^ - : f; _* a8 ? o0 \ C* H
- ;启用NMI处理, g, l/ C; s( Z$ L0 x
- LDA #$80
0 m: u6 B4 \4 B6 v - STA PPU_CTRL; Z, J, l+ t% `) F; L
- " u1 q) e6 X" j* t" s
- ;程序循环, 剩余工作交给 NMI 中断处理+ d y) |2 e6 Y
- .Loop
9 g& m5 |4 X* w, z! u - JMP .Loop6 O6 }" P. P3 s5 s3 f0 G) B
- 0 p& y% s- u) a9 l; i3 h3 ?
- ;======================================================================9 s+ x$ k4 O* p. M" _+ W' Y: V
- ;不可屏蔽中断处理3 p- `2 n0 J& V8 V
- Nmi_Program
% p5 q' i: L7 S. @* q - PHA2 v% H/ R) c% {
- TXA% m: e* `$ t* m, S
- PHA8 E! V9 d# ^1 j. O
- TYA
( M8 y3 q( B% T! D4 @9 m - PHA8 M4 o; V# V; S7 L- q
-
5 q' k9 B' |6 x- ~6 q- n - LDA PPU_STATUS;读取使得 PPU状态寄存器复位
$ ~6 P9 t" g% j+ x -
+ Y) h& y* S$ c& O& I5 m% m7 W" |2 u - JSR FC_PPU_Procrss;PPU处理7 M5 h; i( @* @6 |# i- @' T( y* H
-
$ b( e+ k! _) _2 c - ;精灵内存更新3 ]! n9 J) a1 u1 ?: b
- LDA #$00
/ [: u/ h2 H- R0 q5 K - STA PPU_OAM_ADDR
T4 o. M$ h% ?1 C0 j - LDA #OAM_DMA_Buffer / $01008 Q8 N' R) p- R
- STA OAM_DMA$ a" P, o% L0 p7 t
- 2 }9 _1 I, S) ~
- JSR FC_Gamepad_Process;手柄输入处理
% V7 u' D/ A. f% Y: D - JSR Music_Select_Process;音乐选曲处理$ k* y: X5 d$ M7 B7 B- x$ m) u9 h
- JSR Music_Play_Process;音乐播放处理2 L+ t6 S+ K7 S9 W
-
% c/ t/ Q4 v) g, r# ~( p - PLA
7 Z i {: @) X - TAY
$ ^0 i+ W5 c% q* C' Y. a7 \ - PLA
, y& }% D. Q# {3 y/ B$ @ - TAX; I8 o1 U w* P% {
- PLA
# |9 @5 z0 k, P, h' D3 h" i
5 i0 y, R4 g2 t- RTI
8 ~! _- { ]( F0 d
' j S* e) C5 u6 b& ^7 q. a9 V- ;====================================================================== t4 F/ ~7 o0 n0 V9 R0 s$ w# {1 i5 K
- ;请求中断处理' a2 J5 R# W3 H+ c4 M
- Irq_Program
9 `4 h8 q! o8 _: W" z/ p - RTI% ?' i0 j" P$ i7 B; m4 i/ I6 V! a
' E( F8 `" u) I K3 u- ;======================================================================
0 L" ~) Y. c4 A" t1 Z& G, r - ;中断向量表+ P7 s3 _$ t/ e) m
- .ORG $FFFA
2 k U2 ?9 r. d0 z7 o - .DW Nmi_Program ;NMI触发时执行
9 B8 S- K4 ^9 V" w$ x - .DW Reset_Program ;载入ROM时最先执行
" M* G! [3 s) ]1 z- w7 `$ \ - .DW Irq_Program ;IRQ触发时执行* l: J1 o3 H$ }) S* N0 a
复制代码
* F5 D9 V. t+ a( U
2 ]0 I& o7 Q- Y* A+ S
* t. Y1 h4 j/ X% S; Ehttps://gitee.com/flame_cyclone/nesasm_3_2 |
本帖子中包含更多资源
您需要 登录 才可以下载或查看,没有账号?立即注册
x
评分
-
1
查看全部评分
-
|