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这是个 nesasm 3.2 入土教程, 感兴趣的可以研究下
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& n2 T' g9 w% L4 _3 ~以下是主框架代码:6 o6 i+ G* w: y( G1 q/ P1 \
- ;======================================================================
4 }6 f7 p. M7 B8 u - ;文件头6 l; ?- O# ^% e) T" @
- NES_16KB_PRG_SIZE = 8 ;16KB PRG大小数量/ r: S3 t$ `! B7 w/ Q e9 `
- NES_8KB_CHR_SIZE = 1 ;8KB CHR大小数量
& B Y; L) R2 k9 b) W9 g) e) X - BANK_DATA_MASK = NES_16KB_PRG_SIZE * 2 - 1 ;bank号掩码
! n# u7 B( K6 b L6 \# b - ;======================================================================
' e( u( t: b& W - PRG_DATA_BANK_C000 = NES_16KB_PRG_SIZE * 2 - 2
" D3 B6 m4 o2 O/ X9 c9 \ - PRG_DATA_BANK_E000 = NES_16KB_PRG_SIZE * 2 - 1+ c. Z1 o! _' q6 B/ t2 ], g1 [1 m
- ;======================================================================
3 J! K2 w# k8 o% O$ ?6 @ - RESET_BANK = NES_16KB_PRG_SIZE * 2 - 14 J- E: e! V0 c& T) b; f2 ^4 `% X
- RESET_ADDR = $E000 ;主程序起始地址
* ~4 `& F8 \, g1 c0 Q - ;======================================================================4 f3 O6 \3 k* X+ T6 @$ T
- .INESPRG NES_16KB_PRG_SIZE ;16KB PRG 数量, $01-$EF8(1-3832),即16-61,312 KB
# U2 P4 R( g4 r0 ]3 h - .INESCHR NES_8KB_CHR_SIZE ;8KB CHR 数量,$01-$EF8(1-3832),即0-30,656 KB
* N/ o7 Q0 B4 a - .INESMAP 4 ;Mapper号 (0-4095)8 m9 H7 \1 R R- f! t
- .INESSUBMAP 0 ;子Mapper号 (0-15)7 E L9 i5 T8 |$ }
- .INESMIR 0 ;命名表镜像 (0: 水平 1: 垂直 2: 四屏)% A! e3 X9 c& Z) ]; l6 J4 R
- .INESBAT 0 ;指定是否存在电池备份 (0: 不存在 1: 存在)
$ q# f' L+ \( M) C - .INESPRGRAM 0 ;指定 PRG RAM 大小 (大小 = 64字节 << 计数)
! t) D ?$ m% m - .INESPRGNVRAM 0 ;指定 PRG NVRAM 大小(大小 = 64字节 << 计数)
: R# @ }1 {, R e5 l& _ - .INESCHRRAM 0 ;指定 CHR RAM 大小(大小 = 64字节 << 计数)8 `! c+ _7 T' v
- .INESCHRNVRAM 0 ;指定 CHR NVRAM 大小(大小 = 64字节 << 计数)* e9 C6 z. M# v2 w0 {9 H4 j
- .INESTIM 0 ;指定时序 (0: NTSC, 1: PAL, 2: 多区域, 3: Dendy)
" x( t! {" ~/ d9 k, b8 a4 [ - ;======================================================================4 d5 x# K9 Q3 [
- .INCLUDE "fc_demo_config.asm" ;全局配置
6 N- k# z( S- ~ - .INCLUDE "fc_demo_constant.asm" ;NES常量
9 r/ v# A4 K- A - ;======================================================================
# w1 T8 [: h- A0 F$ d# q - ;音乐配置% ?6 j3 B0 S8 M2 \/ J7 e
- .IF 0 = MUSIC_THEME 3 n. M, `' M( b; `
- .INCLUDE "data/music/Gremlin 2/config.asm") G5 ~& f8 ?" s; Z4 p& S
- .ENDIF f# S& H3 B* l( W8 I. b/ A8 X3 N5 S
-
: ^& U& k+ e# y( Y- ~9 g. w - .IF 1 = MUSIC_THEME
7 N n) x% V. v* @ g0 W7 y - .INCLUDE "data/music/Raf World/config.asm"
# _4 ]* M( t; o* W; R) S - .ENDIF# s+ i5 K, a# [- s
-
) C- r8 h1 u* |6 g - .IF 2 = MUSIC_THEME
m% F; j e1 h$ h" p( K - .INCLUDE "data/music/Ninja Gaiden 3/config.asm"( U: b6 T$ E `$ ~2 c
- .ENDIF! ^% o2 x: \' M, x: x
- ' {: H, c3 y9 |' S& ~8 p
- ;======================================================================! N k* y3 N$ `
- ;引用CHR图像数据
: Z, X \ A G# u# `& w: ~2 j - .BANK NES_16KB_PRG_SIZE * 20 @+ u! Q& Q3 e
- .ORG $0000
) v$ X7 V g$ Z4 ?, D T/ p2 B# ? - .INCBIN "data/bkg.chr"% d3 ?1 p4 z4 d' k1 H/ T$ r
- .INCBIN "data/sp.chr"
( O9 P, R6 Q) L8 P/ k -
5 s2 x$ ?( l9 \) q( P - ;====================================================================== j+ X/ U+ B* d3 h) i# ?
- .BANK PRG_DATA_BANK_E000 & BANK_DATA_MASK;设置程序所在Bank" z# o2 ~- U% \) N9 G# ^9 ~# K
- .ORG RESET_ADDR
- R( V9 B- u6 x: ^$ L/ P+ H - ;======================================================================* q- A P& x7 N1 h1 r3 o
- ;引用其他源文件# a8 r2 {: S; V
- .INCLUDE "fc_demo_ppu.asm" ;PPU处理: E2 n9 S2 h* Q7 ^( m) ^2 _
- .INCLUDE "fc_demo_joysitck.asm" ;手柄处理8 E3 H( |/ q& R; r- _2 r
- .INCLUDE "fc_demo_static_text.asm" ;静态文本处理
! x( I/ w9 g1 z2 O9 H - ;======================================================================: l+ j+ @' W& N5 j
- 0 ~' Y- ^; \" v( k# Q* z
- ;======================================================================( R: W7 b. j3 g9 ^ U1 [" @4 L
- ;等待VBlank到来
2 J" B) a0 C7 y' R- F0 Q6 K0 w - Wait_For_VBlank
+ r& U7 c! O) K - LDA PPU_STATUS
[& i* E9 ^: c: b# g! y - BPL Wait_For_VBlank$ ]" Z; t4 j7 D1 `& u# q3 M; R
- RTS
4 S% w" N, s, e' j% w2 U
& y6 C( r! m# z+ u; H! n: d- ;======================================================================6 z4 u) ? y' d* K
- ;调色板初始化
# E0 C. o6 n' `: ` - Palette_Init5 y$ e" k. z4 P9 ?7 k
- LDA #$3F' C, R0 c; F& i$ Y3 W
- STA PPU_ADDRESS
# j, u9 H) o9 n% i7 o/ K/ k. S) F+ {5 F - LDA #$00
+ o% w- Q' E; \ - STA PPU_ADDRESS
+ u, k5 o1 @+ I2 c$ X- S* S/ x - LDX #$002 n, }# F8 R2 K7 K. E$ \6 `) _8 _
- LDY #$20
8 d; k4 D/ Y$ H - .Write_Data5 J1 p( F6 O/ a7 t
- LDA Palette_Data,X8 ^) ~9 C) S8 B3 `$ y6 v+ C2 _
- STA FC_PPU_Pal_Addr,X7 d- L) y! V4 h1 Z% ^
- INX
2 c5 o. a; r: E# O2 \ - DEY/ o4 V j$ o C, ]/ t/ E$ j
- BNE .Write_Data4 Z3 }: \7 L; K% J
- .End) o4 U1 [3 ]: y# X8 v2 C
- RTS
4 y4 |% N( x* M. V( o
, C/ g; L/ {" w# Z2 j- ;----------------------------------------' l( _0 H4 `7 g# y
- ;调色板数据
2 b: R5 c" G, h - Palette_Data
( r$ a( P& } K; {1 d- l - .HEX 0F 20 32 02 0F 20 32 0F 0F 20 32 26 0F 1B 0F 1B
- o- }! C* [# j5 F - .HEX 0F 21 27 22 0F 24 24 24 0F 21 21 21 0F 22 22 22
% C# E. O- k2 }1 ? - 7 o0 F# I/ k' a3 X" D+ W+ b
- ;======================================================================
" c) t- k1 S- e6 u7 D0 V - ;命名表清空
7 q+ A6 t \8 k4 q K4 ~ - Nametable_Clear
1 Q. i- Z% o. ^% g3 ^ - LDA #$20( g) Y+ a* }: h# i' W8 o n" L
- STA PPU_ADDRESS
- }3 ?) L% ]% o+ ^$ s* o0 Z - LDA #$00
4 B, p4 ^- z2 k/ J+ ^" x9 U" t* W - STA PPU_ADDRESS1 n4 ]. i/ [0 t) y+ a! T
- LDA #$00' C/ y' ~0 N# x6 o. V( U
- LDX #$00% V v# [. v7 v; V* I# R
- LDY #$08: w' L( q6 K' o3 p
- .Write_Data
5 d- g7 z, R& V% M4 p - STA PPU_DATA
+ _+ B1 j" d, i+ ~ - INX
4 y5 Q" E6 S8 ^8 J& h, E/ r0 y5 T - BNE .Write_Data: T. y( w! L- e- S
- DEY
! a4 `6 a8 R2 } - BNE .Write_Data) u1 I6 M9 a- A: h- b) h) h. [
- .End4 k' j! s( s% }, F; H
- RTS, p7 t. S. D7 X- B. Y( r6 H: f5 [
- 3 I$ }7 y& C, d; I: x
- ;======================================================================0 E- q! G# i9 h. x3 j6 m
- ;音乐曲目切换" h r, X7 B4 X- z5 R- |& h
- Music_Select_Process8 R. c' ]- n1 H- \5 O4 b
+ t- A( z$ P6 s0 y7 |6 i( L1 W- .Pre_Music;上一曲+ |2 Y. R* a! H" A3 j0 R; B5 `
- LDA FC_Gamepad_Once
z, f5 t# P! E& ~' Q( Y$ y7 h( I& u - CMP #JOY_KEY_LEFT2 T {6 B. k6 Q' p% _1 L$ C
- BNE .Next_Music
6 L/ @, L O% {( V+ H' M9 Q! [9 \7 K; w - JSR Music_Play_Pre
* g% t, T3 \6 w7 c1 p - .Next_Music;下一曲
5 a) q" s" U: i* `# \0 l - LDA FC_Gamepad_Once
& l; ]( ^$ R5 w+ J& i- s' c - CMP #JOY_KEY_RIGHT* J; x& `$ G0 ]) O# \; ]
- BNE .Next_10_Music% `# a1 A8 V4 l0 A: J9 M
- JSR Music_Play_Next0 w- y A7 u6 V0 v' B' M8 ^3 o+ b" W: w
- .Next_10_Music;上10曲. X h' _9 \2 M3 `" }1 v9 C! q
- LDA FC_Gamepad_Once5 j# V. b h$ P. y4 P% k" c2 C
- CMP #JOY_KEY_UP+ Q) V6 P! u; h# X' D
- BNE .Pre_10_Music
0 x7 s' V) o0 l8 v$ t) k - JSR Music_Play_Next_10
- W0 x& m0 J# M E/ f5 j - .Pre_10_Music;下10曲/ u9 e3 b6 p5 X
- LDA FC_Gamepad_Once( I0 R2 ^& `& K* o! S" l
- CMP #JOY_KEY_DOWN7 {2 v. `2 I! @2 @# F
- BNE .Reset/ n0 q9 G, ^7 o1 C) \: Y
- JSR Music_Play_Pre_10
! w! \3 S5 }! _; E W; p7 z% n - .Reset;重播当前曲目8 }2 q( y5 d' E, {8 U% y) r$ e$ j
- LDA FC_Gamepad_Once
( \- L' g0 \# n - CMP #JOY_KEY_START/ f( A; w2 n5 ^9 v1 B
- BNE .End
$ I( N2 y8 x& V - LDA FC_Music_Index
6 p3 Q9 g8 _+ m4 k - JSR Music_Init_Process
2 ~# g8 J, V* X9 O. E% t+ R - .End# c+ u. t5 _4 A- g* D
- RTS
' L9 ?" J1 K5 W) g$ x6 ~) `
+ F9 T6 n4 r, g$ L- ;----------------------------------------------------------------------
9 y9 i. Z/ N/ ~0 R" a - ;播放上一曲
) l/ W' S* H& q& F9 t - Music_Play_Pre
& D/ G1 r$ v+ s' k" _5 l, I - LDA FC_Music_Index6 x( F) r e( G/ M
- BEQ .End
. g y% Z7 J* h/ p7 _1 N( y' W% J5 t - DEC FC_Music_Index
8 k" o' d0 \8 v0 y/ \4 z& } - LDA FC_Music_Index
+ o+ u) B2 |; R9 d4 {1 p - JSR Music_Init_Process- ^# s; q s8 p5 q& i# q, h
- .End7 [4 }' g, k: N/ `% _* t
- RTS$ W4 t N( j+ n7 N' f( k
- ;----------------------------------------------------------------------1 n( \4 Q( }+ B2 v" r
- ;播放下一曲
3 g- j% q3 M% ^# F- b; ]$ h2 ? - Music_Play_Next# @" s1 d- Y2 S: S- {( P k) M+ J
- LDA FC_Music_Index! U+ x0 K' ^+ e' m) @& k
- CMP FC_Music_Max_Index( [$ W5 X! w* M
- BCS .End+ _, q) V0 c) S/ R
- INC FC_Music_Index
6 X' r' ~" j) D l - LDA FC_Music_Index
: w6 l% J& v, G; [# {6 G+ e* q( I" z1 C - JSR Music_Init_Process, P) e& X! P( N8 c& ^1 s7 p$ Q
- .End
# [, j `2 O/ f: ? - RTS
4 a% {/ `! V5 n# G T P5 U, y
& g$ S" W, o7 Y- ;----------------------------------------------------------------------
1 R4 M# s; Z$ }0 j$ c - ;播放上10曲6 E7 |0 m# M7 N& D; S! V
- Music_Play_Pre_10 f4 ?' Y" r8 N" w" p
- LDA FC_Music_Index
8 c1 u% ]3 |3 [1 d! v5 D! F' z - BEQ .End' l- a+ ?6 R) a. L8 M
- SEC5 X* C% M% P, c. z' P
- SBC #10+ [) a9 q6 j; r# I8 Q# L
- BCS .Pre_10
0 R! ~! |5 F3 a/ {' N - LDA #$00; S4 Q/ a9 Y- G& }# \
- .Pre_102 D, V2 d! D: [# _. m; f" B6 j/ {" p
- STA FC_Music_Index
& V/ z, ?7 k8 J/ |+ x( q; G - JSR Music_Init_Process5 M1 B9 \6 }; X8 P
- .End
0 M! G- M9 t( Z& V1 a - RTS% O- |& z/ u: A/ n% X
- ;----------------------------------------------------------------------0 @9 H6 v5 x* \- z; f
- ;播放下10曲) h6 s1 F7 s! a6 |
- Music_Play_Next_10+ Z+ E% |' j- w0 ?
- LDA FC_Music_Index! V. ~0 G, e: l& ~( j
- CMP FC_Music_Max_Index
0 h6 [$ W& Q3 |; W - BCS .End
" |/ _6 \" h2 k& V s: b* z: c1 P9 G - CLC; Y. q* Q: b" W
- ADC #10, i8 q; p) Q. d0 n1 g
- CMP FC_Music_Max_Index
/ m# s4 V3 h# N - BCC .Next_10
+ x9 q* k+ X' H/ | - LDA FC_Music_Max_Index
: n) d9 d$ }9 q& E, e - .Next_106 C' k1 ?6 n3 E% ^2 `$ i" u6 J! M
- STA FC_Music_Index7 D- `/ O8 C& Q& a) P
- JSR Music_Init_Process
! E; n; `, v9 P% l' N8 r - .End: |2 c; Z5 e7 q& b6 @+ k6 q
- RTS7 y; c: c( Z. k3 [) Q
- 4 I/ F/ _/ n/ C' a/ G% u
- ;----------------------------------------------------------------------
* |( L+ W5 N$ A9 p - ;8位十六进制转3位十进制制9 O) z+ \$ Z8 _4 V) }% ]9 d" @$ N5 G
- Hex8ToDec
* _ P/ v; X3 |5 \) [ - STA FC_Dec_Data_1
% c* V# d! ]! K1 D& y - LDA #$006 l, @, r, l, \3 i. R `
- STA FC_Dec_Data_100
' T* j5 U) n {+ ]4 I/ e5 l/ L( m6 | - STA FC_Dec_Data_101 b* ?; c- V. J0 O) H4 @8 q
- LDA FC_Dec_Data_1, p9 h1 T9 i8 P: ~. C
- .Convert_100
4 {- ?2 R& @7 Q$ o - CMP #100, S% K/ z8 a6 w) ], [, ~- e, V0 k* R5 @, o
- BCC .Convert_10
' D$ _3 l% C7 x - SEC
& m- _: d! P, A4 T9 |6 O% S - SBC #100
1 d# C/ A+ B1 M& v, g% }: O) A* d, d - INC FC_Dec_Data_100
8 _! \' g! Q+ M4 t0 Z9 L; n - BNE .Convert_100, u' s& P& l k, O! y7 Q
- .Convert_10
( {* I8 v- Q, K# r2 f4 D k - CMP #10
7 T% y; m( n) u4 Q/ y7 k - BCC .End
! D% b- t" k; p& X9 ]: f - SEC, \2 b+ B. P" T5 o
- SBC #108 V0 ?/ W5 F; n5 N) \
- INC FC_Dec_Data_10% q4 w- z7 V) h- M6 Q2 Q
- BNE .Convert_10
8 E1 L: g/ _8 Z5 M/ i7 j$ D. r - .End' E0 J7 i5 Q" q" {
- STA FC_Dec_Data_1- G) F% s! M- k
- RTS
2 G4 |) X& {9 R- w4 m - 7 n$ d% T- N/ @0 l( ]1 X* a9 R. R
- ;----------------------------------------------------------------------
" S/ i. a( Z, X1 ^1 R; d - ;显示曲目信息, x+ K7 _ @+ ]5 r+ x0 o
- Music_Info_Display. q" N! J R# C0 C( N
- LDX FC_PPU_Buf_Count0 ^4 q1 g+ L0 g+ w
- LDA #PPU_WRITE_MODE_CNT_LINE% X+ Q0 |* f' i0 Q
- STA Use_PPU_Buffer,X
) I4 F: K2 k ?5 z, Z O. E - INX
% s2 g' k3 q9 k$ q7 I - 4 Z) B* |% w0 b! h# W9 q% ~( {
- LDA #>MUSIC_INFO_POS
% J3 N6 K5 F8 b% j" P - STA Use_PPU_Buffer,X
5 A9 d+ h+ f: c! ?& E, |# _ - INX0 V( D4 e' b$ L7 X
-
# p* J* `8 _6 [$ H) A& B - ;居中: Z- d* x: [$ o' P* K
- LDA #<(MUSIC_INFO_POS & $E0) + (32 - 5)/2
) G# g- ~* `2 W; M - STA Use_PPU_Buffer,X. |) H$ ~, z. l8 _: Z: L9 y5 \
- INX& H# u) q0 N g& h
- 8 E0 B. ^& |1 a v
- LDA #$05
( B! A+ _, P9 L0 ^. y4 d& M - STA Use_PPU_Buffer,X
" y* H0 r2 b3 h' B - INX0 [) x( f+ R- @! l l) P7 d5 } ]& r
-
* k! m! u1 ?: b! Y8 I" X8 a - LDA FC_Music_Index" A, I- r0 \5 X, m+ r0 h
- CLC6 X4 ?+ E5 z, X2 T$ n3 H
- ADC #$01
, I6 T' B# o$ l( u* J4 V - JSR Hex8ToDec
/ f' [8 w2 W2 P" S! p -
; O2 |4 t. L; _2 V - LDA FC_Dec_Data_10' g4 S5 g& [$ d# A! M1 _
- CLC' E, ? Q( j# B9 W8 _7 i4 p% Q8 o
- ADC #'0'- T8 U" i- ~4 n, }1 _
- STA Use_PPU_Buffer,X
" t" J9 o8 G4 d' Z - INX
' G3 \, N8 o9 m1 _1 Z8 h/ k -
) `' b' o$ S: }. {4 M - LDA FC_Dec_Data_1
# N% v4 A& p: ?: D$ U - CLC
4 e/ ]& o# ^; Y# T - ADC #'0'6 L- l) N2 H4 r8 c) F
- STA Use_PPU_Buffer,X0 m, P O4 t5 g2 r- [4 t
- INX
3 Y0 X/ [, v) a9 @9 j8 Z - ( L0 A. I- Q: {6 J
- LDA #'/' Y/ z6 q6 f3 q- Q* o
- STA Use_PPU_Buffer,X
+ F. P U2 X3 n# i& B! p - INX' y9 z6 S& A, e+ k* q& ]
- / f! Q0 ^1 X) q! A( h+ ^; B
- LDA FC_Music_Max_Index9 e# X$ c' ~. c8 X3 U- R
- CLC4 _8 q% V# ?/ B' ]
- ADC #$01! p, a4 {1 F3 A- T f; d+ G; |
- JSR Hex8ToDec7 u: p9 o9 f" \ H
-
R. F1 i) T: | - LDA FC_Dec_Data_10' p- I2 D$ D9 ~5 @6 n9 l* Z
- CLC; d* \$ ?$ c$ }
- ADC #'0'3 ]% ^) z+ l" D9 C
- STA Use_PPU_Buffer,X2 R/ ~8 l, k5 T' g
- INX
" S" T+ O' X( {+ \/ g& { - ( A- H: |" Q% n* Y1 |( f
- LDA FC_Dec_Data_1
2 u# Y8 d* b: b: j' g: @ - CLC" T- ?! P/ [1 _7 l
- ADC #'0'
/ l3 O6 c; i; m0 v# y8 F4 E' M0 b - STA Use_PPU_Buffer,X6 y: C2 n4 A& u' h
- INX
. V5 I% Q5 D' B6 n - / m9 o d% h9 h
- .End _7 |; Q- j/ B+ Z2 }$ w
- STX FC_PPU_Buf_Count
* `/ y( A5 t( F* K - RTS$ T8 L/ H, f* Y8 K9 t: R% Q- W( h
- 8 S+ s) h2 d9 q2 k- y: L( D, k
- ;----------------------------------------------------------------------* V/ e8 ^, [) ~# z. k8 Y
- ;音乐曲目初始化处理
2 m. k2 f7 Q3 d& S* O; Y; k: W; T, } - Music_Init_Process
8 V' Z8 Z2 T2 n N* S: |2 } - PHA
* \ d1 k) w; u- M! n+ ~+ p - JSR Music_Clear_Process
$ K: ]' [/ E$ F" p7 Z7 i - LDA #$1F
9 O) l$ O& \0 V1 v# @2 u/ u - STA $40156 v8 n: B! r6 ?; `
- PLA% g$ @) [+ P1 p' s/ u! [8 n* m
- JSR Music_Init_Addr# k+ C' g' N5 s9 n
- JSR Music_Info_Display
# f& o3 [6 F+ n( s4 q - RTS
`9 ]5 @# F% H: U
# A$ V9 K2 ^& @1 }; y/ o- ;----------------------------------------------------------------------: Q$ f! F0 x( I$ Y$ {' B, D2 L
- ;音乐播放处理6 _: g6 u/ G2 J5 D1 S' A
- Music_Play_Process
. \0 K0 R- E* J3 C4 \ - JSR Music_Play_Addr" D- i Y! S6 x8 y
- RTS+ [0 r% Y8 ^3 e) t6 L
- 3 ]1 K) k C4 E- i- s y, B; P
- ;----------------------------------------------------------------------1 ]9 Q3 R6 s& W$ N( T9 {2 F
- ;音乐播放处理
( |, a$ t6 [& Z( S - Music_Clear_Process5 Y& Q% H/ O, Y# r9 h1 C4 L$ W4 I
- .IF Music_Clear_Addr, m) }! k9 S* Q/ A
- JSR Music_Clear_Addr) N2 Z+ D a8 E6 B# u, `5 C
- RTS/ [. N f+ R$ m* Z$ k. K- M7 z/ s! B
- .ELSE
0 ~! Y0 `& S& ~/ w. t$ V$ O# i - LDA #$1F+ {* B' O$ O* x8 }
- STA $40156 C& I5 m* E6 f2 U5 Y
- LDA #$00* Z. g% n$ E1 P6 z. f, z
- STA $4010, I X' }$ I3 w8 L
- LDX #$00+ I, D _& T4 M K4 u" h
- LDA #$00
: \: U" R! q0 Q+ [$ W - ! [& u: k2 I0 z% Z" \, ~5 w
- .Music_Clear_Zreo_Page_0
- E( a* e4 p1 H3 y% O. i- Q - STA $00,X1 }4 U; N9 T) P. T$ g
- INX6 r1 p# d* l6 {" F& [ w$ V6 r
- CPX #Use_Zero_Page_Begin- ]5 d8 v9 c/ M1 O+ c9 x; F
- BCC .Music_Clear_Zreo_Page_00 ~; S) y$ \+ \. K/ z6 e6 z7 w
-
; a. _, S- c8 ^. J+ q0 \2 h' K4 Q - LDX #Use_Zero_Page_Begin + Use_Zero_Page_Size! f$ [( a6 m0 x% {
- .Music_Clear_Zreo_Page_1
, Q2 l L m/ R1 D/ x - STA $00,X
* u g$ E- h: q7 ~% f. `# T - INX
( u1 z+ n# y/ |! d2 y1 u5 n - BNE .Music_Clear_Zreo_Page_1
4 h7 D9 g* D7 v. L' S -
4 ~ S+ q4 n7 p: ]- F - Music_Clear_Process_1
' _& x& K, c( A1 I; [ - STA $0600,X3 B- D0 I9 @5 J! t- ?4 ^
- STA $0700,X
& E% H* n' M- o) Z) Z, ^0 O - INX, G; T d a1 u
- BNE Music_Clear_Process_1. X% u# s2 S5 h- H2 X" H
- LDA #$10
1 _2 A. l5 v. {& y$ a, ^ - STA $40000 {4 m# j2 ?' c% b# t
- STA $4004) q, q& N# k! T+ U# T+ ~1 T
- STA $400C
+ e7 c$ `5 A( S - LDA #$004 U( \' t; [2 \( {. Q0 H% v$ P' X
- STA $4008
% _' F6 U/ d$ I/ r; ? - LDA #$0F
$ v( V% s( c, ], K2 W6 O, w( _* i - STA $4015
5 q5 I% Y: |- b5 }) i+ K3 e - .ENDIF
9 Z% V9 @( l* j -
. ~9 \5 e6 y' ^ - RTS( [8 p: j1 J. J( G. e! m
$ A+ r% A/ c* b6 {2 B- ;======================================================================( i+ e. d8 b$ o. e8 U/ T. z. f
- ;重启处理- x/ s4 Y- O& y V a8 Y' U& P
- Reset_Program
& E& \" f6 C7 ~9 G - SEI
% F7 \$ \' {2 N' i1 @. V2 M% k - CLD$ @# W4 f' T" `) W! I9 ~+ z0 U( u
- LDA #$00
% K, l% M& ?2 k - STA PPU_CTRL% A+ u' P# I+ f% M9 s7 `, S
- STA PPU_MASK
3 P0 f0 E. y- {% {+ G - STA JOY2_FRAME
5 G* k# M9 q' C# ~4 }' ~; R - STA APU_STATUS
0 Z$ n& _/ ?( r$ y' Q1 ]4 g/ K - , s% L9 m d# I% n( `0 i8 @0 c
- ;等待屏幕准备完毕% `9 R& t# h- }% p: O; q5 \5 h' c
- LDX #$02
1 f! g/ N& Y- Q7 E4 G% j9 V - .Wait_For_Screen_Ready9 _" \* ~6 E& o
- LDA PPU_STATUS
( K' a* V# x4 ?5 v% k5 R- m - BPL .Wait_For_Screen_Ready
( _+ T/ ?7 f/ r3 M2 c - DEX* t; n7 y/ e/ \* r# g) R5 J; C
- BNE .Wait_For_Screen_Ready$ G7 U! n( e; m, d$ g* l% {
- ' A2 E7 G2 ~# j z
- ;清空调色板
( W' T' B0 E R- ` W# A/ j0 G5 X# o i - Palette_Clear3 P1 h* h, ~1 L/ R
- LDA #$3F1 j+ ?9 W' S. u* K
- STA PPU_ADDRESS' ?9 Y) X0 A; N4 |0 ?! x
- LDA #$00
0 E$ G9 h; ?0 a9 A# x2 A6 @1 } - STA PPU_ADDRESS0 \4 f* [( {3 u7 j5 l: S
- LDX #$20; Q; ]' Q/ Q& k- e# E* |% A4 @
- LDA #$0F
3 X. R2 u( t U3 B/ _6 }+ r - .Write_Data% H4 [3 x2 J9 ~- d
- STA PPU_DATA1 S0 D& h: c! S$ S; }3 b
- DEX& r* X: i. ~" m* J9 t
- BNE .Write_Data, e! z7 o- I5 a
- " Z2 f& h' g) x# f: `% a5 l7 U
- ;清除声音 $4000-4013
! i$ `! o8 S% m. E: v3 U$ Q - LDY #$14& w* {, l& V6 j7 j0 Y
- LDX #$00 | x- X# a- w1 {' p* _/ a5 I
- .Sound_Clear' A5 m% |5 \/ {5 v$ L+ Q& R
- STA $4000,X
* |" {4 R1 o% h' t$ } - INX9 |+ j5 w" u5 O: |2 M8 K! V4 A
- DEY9 t J" I* U/ T) C
- BNE .Sound_Clear
j) T4 h: L/ a7 @1 U - 4 d4 O4 i5 b* O% E
- ;清除 RAM $0000-07FF- p. R+ | \& n' k/ u8 }# j
- LDA #$005 P( S$ N3 Y8 ?
- STA $00+ d6 ?5 C! x& X7 `7 D! U4 K
- STA $01/ j u8 M6 i' }5 y+ I
- TAY
4 ~5 l/ Q4 [7 I1 m- q, `5 q - LDX #$08' @/ ~, l% S. v0 \) y! y
- .Memory_Clear7 @5 k: a3 m/ ~) s
- STA [$00],Y
8 j$ N m9 V" q7 w) |$ v2 X - INY
2 J6 H1 _# X3 I; f5 J - BNE .Memory_Clear
0 R! L! W! _2 s4 T& R - INC $01
& h$ l4 p! _' K# x - DEX
z' d8 \9 ^7 d* U' [ ] - BNE .Memory_Clear
, l* W2 T0 V9 N l5 K a - 6 Y' P% o$ H1 v" E& ^* X6 t0 N
- ;精灵缓冲初始化" S/ r' n' U c. y2 R; e
- LDX #$000 S3 d3 J! G! X5 L% V
- LDA #$F8
9 c* f9 _( C; U0 x' J8 j - .OAM_Clear
: V1 l, ` b ? k& B4 o k - STA OAM_DMA_Buffer,X
( e0 d% \, d. K6 _ Y' [ - INX
, E/ t% v( |- K - BNE .OAM_Clear
# s) B |9 y' L& j+ ? - * q( i% E$ O# u9 c
- ;栈指针初始化! K) O. Y4 v0 p2 a' |+ E' H
- LDX #$FF
. M; V9 S: t# Y2 D5 I; G - TXS
4 ?+ F$ z/ V5 s" b7 [9 W2 V -
* e$ ~. e; N& x) d; _7 Y: U2 ? - JSR Nametable_Clear;命名表清空/ O0 |# w# @( [7 m$ g
- JSR Palette_Init;初始化调色板缓冲
# A. x3 l# v, q$ A g/ N Z9 F- G - JSR Static_Text_Init;初始化静态文本
: I9 g" c- Z2 [! F2 V - 3 y$ g" D% a* k- W- ]
- LDA #MUSIC_ITEM_TOTAL - 1
+ f' {5 M; r3 a/ M+ G D. b - STA FC_Music_Max_Index# j% D3 P' r; t2 B* X1 U: J2 w
-
! R6 n' D/ u- {2 F3 [6 Q6 C N - LDA #$1F q& g7 b) P3 d% f5 G4 l6 X
- STA APU_STATUS8 e- b% v6 O2 c3 {: n3 ]8 C/ ~
- LDA #MUSIC_BGM - 1
6 y8 n X6 Y4 X! ~4 o - STA FC_Music_Index
+ u* C2 s: C, T+ k) _ - JSR Music_Init_Process;音乐播放
1 K& O- _0 J" P2 v -
; y6 C" q6 B) |6 ^7 Z- H0 b - ;设置屏幕显示状态缓冲(当NMI处理时控制屏幕显示状态)
- ~5 j! I. i3 z* C. m - LDA #$1E
: p$ ~: u3 x0 m* j - STA FC_PPU_Mask_Buf
) [1 n# g0 S4 k -
. ]) X0 n) W9 ^" x. |% ~ - ;启用NMI处理3 {) b3 Z3 V8 P9 y
- LDA #$80% j$ w! B) c& `: `8 {0 k w9 ~
- STA PPU_CTRL
" j+ A0 W% H* r2 C -
4 F/ h) V0 J! G, T6 i - ;程序循环, 剩余工作交给 NMI 中断处理
* m4 `4 O: w$ z( x" J; p - .Loop
: z. M" v+ ~( g - JMP .Loop
* k4 m U4 x9 I) p- {! L - 3 I, H) v6 y5 k
- ;======================================================================; v+ u( C! D$ o# F8 M5 B
- ;不可屏蔽中断处理+ o+ Y7 O) e) V$ j
- Nmi_Program
1 m9 t0 E+ x% x" v8 B0 A. j; p - PHA3 f: i2 w6 g& N; |
- TXA* o. g' N. h# v: F" e
- PHA4 J" m& n! S7 q' ~
- TYA" H" H2 F; t# n, |+ s& ~) `& \' y
- PHA
: I) J' n7 b3 l& U - 3 a: d8 Z' B7 z$ F1 n: w' G( T
- LDA PPU_STATUS;读取使得 PPU状态寄存器复位
/ h% T, j& c' P2 y6 P -
& J2 H" X& c2 M0 H9 |0 X1 B5 S - JSR FC_PPU_Procrss;PPU处理
3 j0 C7 m0 S# o9 h8 L - : E Z/ w. L& F
- ;精灵内存更新
1 r* w* i' d/ u) g* S2 J/ f | - LDA #$00" |6 D9 e, Q6 I- D+ \
- STA PPU_OAM_ADDR
& F) d+ @* T0 f3 f B - LDA #OAM_DMA_Buffer / $0100
8 A$ j {! H/ z4 ]8 y) o. ?4 W4 T - STA OAM_DMA: P1 l$ X5 c9 e! j1 i
- - `; X+ F/ A% l5 j' o( R9 e" p
- JSR FC_Gamepad_Process;手柄输入处理
% Q. ?' R H6 S6 m - JSR Music_Select_Process;音乐选曲处理
1 R! Q/ i$ N+ V! w1 B3 ] - JSR Music_Play_Process;音乐播放处理
/ S0 a7 j+ ]8 T) D0 q: f: \6 e - & p% _0 J) b8 t, |) q- {4 H
- PLA
: l9 k5 H, }+ {# ]% l4 D - TAY
8 p1 l$ ]+ L! I - PLA
, }7 q) W$ e# C& y& @( F0 K! f9 M - TAX
+ P0 ~/ l/ W) |) t6 Z3 t - PLA
) ^2 j' A7 z9 I9 G2 Y - ) V" ~6 `" o3 W2 e1 C4 x% V
- RTI
) k: L8 B; ]' u+ s
+ g* w+ ^6 h1 g5 N$ w- ;======================================================================1 N: N3 _, ^, d \7 G1 e! j. K
- ;请求中断处理
- Y4 t- g$ W& f# A P - Irq_Program
& m$ u2 E4 p: z8 Y! Z! b - RTI. I! F7 [) k) K4 G! a& y& ~" d
- 4 S& s, Y8 Z6 L& X+ O! A4 p N! q8 T
- ;======================================================================( n; |% |+ K1 F$ c% o9 ?+ v* U! w/ Z
- ;中断向量表
1 Y" h2 }& m0 A! L - .ORG $FFFA
0 q+ ]; k% w- z& O - .DW Nmi_Program ;NMI触发时执行
: ?7 n! @) ]$ A0 ^ - .DW Reset_Program ;载入ROM时最先执行+ r4 D1 [8 I2 r/ |5 z
- .DW Irq_Program ;IRQ触发时执行
: P. {, E# {5 Z" X! j
复制代码
( e: m* s: m. g9 o( J; {! W2 l: s
- P9 U U1 r) F! Z/ ^+ G( I
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