|
|
这是个 nesasm 3.2 入土教程, 感兴趣的可以研究下5 ^3 K/ E* r8 z+ H2 {
- u4 u& G- a. [+ p
以下是主框架代码:& F/ G6 s# i* i- ^; Z _" @
- ;======================================================================4 M9 {) o% i% ?. o& o
- ;文件头
. s6 o( l+ f O. q6 R( T - NES_16KB_PRG_SIZE = 8 ;16KB PRG大小数量: K V2 L( M3 V3 E( I2 y
- NES_8KB_CHR_SIZE = 1 ;8KB CHR大小数量
8 m( X0 G+ J, C- W - BANK_DATA_MASK = NES_16KB_PRG_SIZE * 2 - 1 ;bank号掩码
4 g0 C6 p$ v+ d/ J1 } - ;======================================================================4 m( `( x" I' V* {' m7 \
- PRG_DATA_BANK_C000 = NES_16KB_PRG_SIZE * 2 - 25 N% a( L" ^0 V
- PRG_DATA_BANK_E000 = NES_16KB_PRG_SIZE * 2 - 10 P8 |& m' {: n# G6 Y
- ;======================================================================
* C- B! ?# y6 k! \ - RESET_BANK = NES_16KB_PRG_SIZE * 2 - 12 d% k; }4 I7 k' @3 ^2 o% x
- RESET_ADDR = $E000 ;主程序起始地址: \; E! D* W. t
- ;======================================================================4 o5 B. k s7 T0 x
- .INESPRG NES_16KB_PRG_SIZE ;16KB PRG 数量, $01-$EF8(1-3832),即16-61,312 KB+ V+ r. x w- u) P1 |' G
- .INESCHR NES_8KB_CHR_SIZE ;8KB CHR 数量,$01-$EF8(1-3832),即0-30,656 KB
6 S9 I4 d2 o9 S& u! S - .INESMAP 4 ;Mapper号 (0-4095)6 I# _/ o6 H. p1 B
- .INESSUBMAP 0 ;子Mapper号 (0-15)
' U [) x5 e, n* P- V' T* V - .INESMIR 0 ;命名表镜像 (0: 水平 1: 垂直 2: 四屏)$ H* ] S, ^. `0 E% L4 r
- .INESBAT 0 ;指定是否存在电池备份 (0: 不存在 1: 存在)
" J, a( b, T6 R9 }% E7 X% M1 j" P - .INESPRGRAM 0 ;指定 PRG RAM 大小 (大小 = 64字节 << 计数); j8 E8 d" I7 K9 h3 o0 Y
- .INESPRGNVRAM 0 ;指定 PRG NVRAM 大小(大小 = 64字节 << 计数)7 ^7 T) i- S. i/ ]8 L
- .INESCHRRAM 0 ;指定 CHR RAM 大小(大小 = 64字节 << 计数), n- `' y8 Y: H1 y, p% T* x
- .INESCHRNVRAM 0 ;指定 CHR NVRAM 大小(大小 = 64字节 << 计数)
& p/ u. P- [( d' B) R& o' P9 o - .INESTIM 0 ;指定时序 (0: NTSC, 1: PAL, 2: 多区域, 3: Dendy)
! I- `0 b& u: u# `/ a: U7 v - ;======================================================================* q% p' [* Q$ Z
- .INCLUDE "fc_demo_config.asm" ;全局配置
4 |7 D0 {4 a0 B/ I - .INCLUDE "fc_demo_constant.asm" ;NES常量5 R2 o- G9 o0 C) b% C
- ;======================================================================8 w% R" h, q9 u7 L# ]
- ;音乐配置
" G' G7 w( n& N: Z2 ]( O - .IF 0 = MUSIC_THEME
. ~8 D1 e# r2 s; d8 f4 M! Z" Y - .INCLUDE "data/music/Gremlin 2/config.asm" G+ I+ b# [3 m, V( M# b% v7 o
- .ENDIF
" _3 P$ T1 ]3 U( \; c& Y2 h - ' }1 h, ^3 l# \9 Z% W& P8 d) s' ]' z
- .IF 1 = MUSIC_THEME
' X' P* X& N/ D8 Z( P, H7 T - .INCLUDE "data/music/Raf World/config.asm"
u$ n+ z) C) _( ?- A( _! b - .ENDIF
g e6 e* k' ]! T @ - % S0 |; t$ o8 F' j: D, w) S
- .IF 2 = MUSIC_THEME
2 r" t9 G5 f% \- ~5 I* D% K0 b - .INCLUDE "data/music/Ninja Gaiden 3/config.asm"
4 u! d2 ]2 _3 W - .ENDIF' O! J$ [9 k P& {) f
, F7 H% ?3 J# S- ;======================================================================" G5 e: \! y( n! u/ c& V9 A" n
- ;引用CHR图像数据5 d0 s$ N# P/ s7 ]5 G4 t$ A% z# s
- .BANK NES_16KB_PRG_SIZE * 2
8 h3 w. y4 B# B, @$ P - .ORG $0000( V$ A# k$ W8 W4 ~1 k' h, l1 L
- .INCBIN "data/bkg.chr"
( ~# ]7 b' c' H6 F' g - .INCBIN "data/sp.chr"
* p. K( t5 Y0 J: A5 J- X -
! E; L' C- J8 p+ _& r8 ? - ;======================================================================6 g: r" Y7 N' i% `
- .BANK PRG_DATA_BANK_E000 & BANK_DATA_MASK;设置程序所在Bank- s$ x+ B) V7 J. J! H
- .ORG RESET_ADDR3 g$ v* b( w6 e: M8 A
- ;======================================================================' d6 v5 x' G! B- L" j, k
- ;引用其他源文件
9 B% n" }7 A7 C3 O; }. m6 } - .INCLUDE "fc_demo_ppu.asm" ;PPU处理
7 b/ g2 r N3 m' P' H. a - .INCLUDE "fc_demo_joysitck.asm" ;手柄处理6 o# D- S0 ^4 Q8 G( N4 C/ p
- .INCLUDE "fc_demo_static_text.asm" ;静态文本处理: g* w3 k3 E$ M( N+ u2 N' c
- ;======================================================================$ \; b: o. U m9 a' ^9 n5 O
- 4 N; t3 S; n; S3 h" `0 J
- ;======================================================================9 j" U" `; j$ S `
- ;等待VBlank到来$ _! U7 {* K( g/ L
- Wait_For_VBlank
. W! @1 M; ~) a! H/ R1 u/ `6 C$ N O - LDA PPU_STATUS: Y" G( F1 N* X. ]
- BPL Wait_For_VBlank# v4 W2 W R4 d4 \
- RTS
4 B/ m+ K$ a: O( }! |
$ w& S& U) Z# l$ }/ H- x- ;======================================================================( q$ n7 J' D$ ~9 N8 `
- ;调色板初始化, f# Z# ~' ^7 t; C+ p7 _
- Palette_Init
/ l* o7 H& I/ U/ E1 D - LDA #$3F0 i8 ^- ~' S9 i# D. ^! h2 w. Z9 c
- STA PPU_ADDRESS# {* B0 P4 D5 |2 q. Z! E' U; l
- LDA #$00: u' Q0 N% `0 A. z
- STA PPU_ADDRESS
; P7 l. b2 @0 b+ T: J1 N" e% w! a - LDX #$00
, Z+ D9 G7 i1 h P z4 H/ E - LDY #$208 Q5 N7 D$ C% q% ?8 d
- .Write_Data3 t6 {& |# ?( b$ a) B+ y
- LDA Palette_Data,X3 M* J5 G# z8 ?) |& t5 q7 o
- STA FC_PPU_Pal_Addr,X
( q8 |. t, ? }4 p/ x - INX
- c, b7 R7 o, J7 q7 i - DEY
, s9 _, v! X$ x& Q6 G - BNE .Write_Data
- `1 e3 N! ^% t- b2 s, E8 Q# K3 F - .End
6 e# Q. j6 ~' a) R0 { - RTS3 a, V o7 j9 r' H1 Z3 I, C5 A
8 _, n/ N7 W( [3 n: u- ;----------------------------------------
4 o1 ^! D; \# |' v5 t P - ;调色板数据+ h4 a" S% l. K/ w0 X" M8 m
- Palette_Data+ F3 V" G" ]1 O. c
- .HEX 0F 20 32 02 0F 20 32 0F 0F 20 32 26 0F 1B 0F 1B) s# n2 P, M. y; Z
- .HEX 0F 21 27 22 0F 24 24 24 0F 21 21 21 0F 22 22 22
9 H7 y- B. @+ c0 x - & N5 J2 h* z1 ]6 m+ G
- ;======================================================================: ?% f" C7 v' n4 t# M- q. ]
- ;命名表清空: ~: E0 V$ }* U2 l- K) R( c# [. a
- Nametable_Clear) K F' z, W# n& P8 d6 Y8 o1 u0 ~, G
- LDA #$20
# b( x8 T3 J9 c1 b) c - STA PPU_ADDRESS1 B: i8 g/ P T0 i% T
- LDA #$00& }5 G1 X% ?9 Z$ g, Z; r
- STA PPU_ADDRESS. s- U! _1 e I; V# h
- LDA #$00) h! v' c2 v2 A3 g: L0 s% B
- LDX #$00! y% S+ S, |2 @) \8 `: b
- LDY #$083 `8 s4 ?/ S$ Y6 E. h
- .Write_Data) a! \* p# _/ d" j1 O
- STA PPU_DATA
. W& v' d( g+ l$ N: {! D$ ? - INX: _9 A' G! l' a4 l! W
- BNE .Write_Data
# d0 s) x( _& B! Q; Y: W6 W - DEY/ h- W* d, [; O$ `6 Y) D
- BNE .Write_Data! u5 z4 \9 W: ^* j$ z
- .End
) a" B# Z- [% u. p - RTS; x. a# K4 h/ M8 p" d% V
- / e) z* Q6 u# w7 q$ Z# Z/ O
- ;======================================================================. s/ l) u/ Z+ M$ [: q
- ;音乐曲目切换! w; g2 ]( C; U+ Y
- Music_Select_Process% j5 V G+ F' _) S( U
r6 v5 \ h3 h) e8 i D- .Pre_Music;上一曲9 Z0 [: ]& i) C+ Q* T4 m8 v" R
- LDA FC_Gamepad_Once
% }: q$ _( I* p0 C- z+ h - CMP #JOY_KEY_LEFT4 A9 W5 m" w" u; B
- BNE .Next_Music
2 E& G8 e6 p$ S - JSR Music_Play_Pre5 ?' _" G, [& Q1 ? v a
- .Next_Music;下一曲$ `7 z& \6 }4 R) \' l
- LDA FC_Gamepad_Once
$ F2 ?; a4 O& o7 | - CMP #JOY_KEY_RIGHT8 B9 N5 k& J3 L5 y7 ?
- BNE .Next_10_Music5 u/ d/ r t9 V
- JSR Music_Play_Next+ W3 Y4 W; v8 n( c4 G
- .Next_10_Music;上10曲
5 G6 d* W" j, Y- [8 Z- ~* x/ U& L - LDA FC_Gamepad_Once
' K3 y; i1 R8 W3 Q( y - CMP #JOY_KEY_UP6 O S9 ^0 H! E6 F+ W* v# t
- BNE .Pre_10_Music( n% P0 r, X( y6 O
- JSR Music_Play_Next_10
0 r+ [, ^7 Q% T; S9 C% P n% W" W - .Pre_10_Music;下10曲! l1 M5 Z& U, w% X
- LDA FC_Gamepad_Once
$ r0 G* M( C4 s7 I5 g - CMP #JOY_KEY_DOWN
$ j' y6 s# c. j9 m* Y% h; d( Y - BNE .Reset7 n: n/ C$ B/ F( g/ ?, B
- JSR Music_Play_Pre_10
% N- ~9 \+ ~- Y - .Reset;重播当前曲目
5 o3 G% l- V! \ W* n5 A! j - LDA FC_Gamepad_Once* [/ z% o1 A3 _% S4 d
- CMP #JOY_KEY_START
9 u* n6 S1 b1 x F% {' L, N, O - BNE .End- @ T: G2 s9 n: ]* ^& Y
- LDA FC_Music_Index
8 c# [% Z+ r$ U: c% s - JSR Music_Init_Process
, {" p. t3 y2 f6 ^# y9 J - .End
3 b: B) O. g4 O | - RTS
" s, I# e _" H6 k" _
5 b4 @: I5 G: V; b2 @: x- ;----------------------------------------------------------------------
- ^2 f1 b9 z+ t4 K9 j' t; \ r6 d - ;播放上一曲
/ \) S' `6 [# u _* K - Music_Play_Pre
' c n( R5 n1 U, n' @0 O. W - LDA FC_Music_Index7 v1 E, X- s' C+ G) p
- BEQ .End
' X2 _- z8 t" s! \1 F - DEC FC_Music_Index5 o, s8 @) k: }& z8 }3 S0 n# U
- LDA FC_Music_Index
/ O2 X) Z3 z, B8 L - JSR Music_Init_Process
. s. ^9 }) P% p M# i - .End; G0 p: Y* [% m& E# y
- RTS8 }5 ^% N+ q! I3 C# Y( \/ Q
- ;----------------------------------------------------------------------
G1 w5 H9 f) S% ~ - ;播放下一曲0 m+ v0 w/ c$ t6 O7 g1 X
- Music_Play_Next ?; E0 A% p/ ]: i0 j
- LDA FC_Music_Index
0 t; H/ r4 e w" J0 B X - CMP FC_Music_Max_Index
7 W! D: `4 T8 C+ F& k" w - BCS .End
( I$ k# g+ [% U5 Y, U - INC FC_Music_Index
7 V( ?1 d% c. r4 E' M: ? - LDA FC_Music_Index
}. Q& S' s3 G: D - JSR Music_Init_Process
! w8 O0 u7 c0 y( F# e9 b, v - .End' z+ q# x. t0 V% k% ]
- RTS
6 `' C9 Z- x. z# x - : g7 I% P; I: X" `/ X
- ;----------------------------------------------------------------------+ _7 C1 f. G5 [) V
- ;播放上10曲# o- H$ d: _. s" M. c1 f; O
- Music_Play_Pre_10, j" x& Z! A0 K( q
- LDA FC_Music_Index* J$ `+ z ~; c2 `) ~% p2 A
- BEQ .End$ W7 t* T2 S% g# Z; l0 F
- SEC
% G+ k( q; @8 X2 \ - SBC #10+ }! j+ v" |! M2 E
- BCS .Pre_10
9 l6 ~7 R6 E; ~+ e1 l* `2 Y - LDA #$00. B) u% X. w4 ?( G# ^& |. o4 Y
- .Pre_10
1 f Y5 s' W$ w) @: L/ i5 l - STA FC_Music_Index* {- H" N; B: K+ \
- JSR Music_Init_Process! a$ w5 b7 J' u+ x# M F$ P
- .End
; R, R/ K- r1 G8 ~" O6 P2 r& V - RTS, ^( w% B- S) U$ C
- ;----------------------------------------------------------------------; N' u( X- J, M0 I T* U, b
- ;播放下10曲
- y ?$ _6 D4 P1 m8 r - Music_Play_Next_10# J: x) [9 s3 |( d; b! N r% I4 S
- LDA FC_Music_Index' x X5 x* a- X5 D: s
- CMP FC_Music_Max_Index
$ t$ }! C, q- B/ w; ] c4 @. T - BCS .End# W1 Q2 Y% x- s2 f
- CLC5 X3 Y; h0 E( m/ C( P6 L. C+ A: A
- ADC #10" Q; ?2 w4 M( ]8 ]
- CMP FC_Music_Max_Index% d0 f' f, r* O7 g1 S# s
- BCC .Next_10+ x; i: E2 J! `1 A8 `* D
- LDA FC_Music_Max_Index. x3 e# h" r4 q8 B4 W/ n0 P/ t r
- .Next_10# S$ S% \3 j' F# d# ?5 H
- STA FC_Music_Index
3 N" w+ n: w; s7 C% Z7 x7 v - JSR Music_Init_Process
3 y2 ~0 m. g( L6 G/ T - .End
4 ]0 R) T3 U# Z' A8 q - RTS
: h, E( N' q! n; `
* q* a3 V5 Y4 E! M4 K$ E) e- ;----------------------------------------------------------------------
4 k( w5 S* y8 d- Y$ P- m! ` - ;8位十六进制转3位十进制制$ l& k( C2 s8 |" k) ]. }
- Hex8ToDec4 l5 G5 a3 i$ @: W2 U' _
- STA FC_Dec_Data_16 S, u0 I2 ?, b8 o: ^
- LDA #$00
! }. S: @* J5 @( v2 M8 ~7 P - STA FC_Dec_Data_100) B" h4 h. d! b( i
- STA FC_Dec_Data_10
& O9 H V/ m* K4 i+ c - LDA FC_Dec_Data_1
5 F$ J6 _8 u8 \+ S- N - .Convert_1009 p+ b+ _6 e$ U0 l; P7 W
- CMP #100: P' k5 x$ Q& g
- BCC .Convert_10
! {" F/ O) f0 Y# { - SEC
0 m% @4 w% z/ j# G$ b6 T6 J - SBC #1006 N- u6 b% N, k3 D
- INC FC_Dec_Data_100
5 L0 w4 v) ?$ k - BNE .Convert_100
6 k$ h, ` a6 S( d: X) x - .Convert_108 ?5 N* {" y8 @- {
- CMP #10
8 O5 v9 Q6 d0 o( C8 h - BCC .End
+ E) K! W* {6 a7 b - SEC8 H; ^2 v! E _& w8 @) U1 X
- SBC #10% } l8 [( Q8 c+ M5 x7 m
- INC FC_Dec_Data_10* T, Y# H* `5 p) r: T' k- r
- BNE .Convert_10% r7 {5 B7 z3 c( L5 _, |# Z
- .End- T; w% Q$ F3 P" a3 ^( y% _
- STA FC_Dec_Data_1) w/ C' `, R- |4 v2 y3 @
- RTS
7 F0 p0 C) u$ |& Z4 g! U" Z
% k5 d/ c' `( s- N9 E0 s- ;----------------------------------------------------------------------8 Y, t1 A- ~/ M0 ]3 w. l
- ;显示曲目信息
$ X- j9 k7 i, G/ [, i - Music_Info_Display, y! m% Y, A0 n$ r- k
- LDX FC_PPU_Buf_Count& _ a: r9 y6 ^/ J7 c
- LDA #PPU_WRITE_MODE_CNT_LINE
4 [: _3 E8 C& Z. | - STA Use_PPU_Buffer,X8 d' ]2 J& U1 _- `; i _
- INX* V) D) t: F- ` ~: L x& ^
-
/ j% J, g3 ^0 u" Z' l$ B - LDA #>MUSIC_INFO_POS% ?& w$ p" J9 V
- STA Use_PPU_Buffer,X
8 d w) q* S* X - INX% ^. q6 H. |9 A$ n5 Y
- ( C& v }* _* g6 ~7 ~# t
- ;居中: P# n( l0 W$ J4 D
- LDA #<(MUSIC_INFO_POS & $E0) + (32 - 5)/23 u; ]! t# Z/ ], V
- STA Use_PPU_Buffer,X
[, i) s7 p: B" i - INX
+ k0 A1 j* T1 N - 7 U; z) Q: `9 L: m! d$ _! R
- LDA #$05
, j7 R7 X$ R% M% v7 C1 w( A - STA Use_PPU_Buffer,X
; L2 F! X0 Y* E4 N - INX( `# a N; E9 U6 f
-
" ~, r2 ~3 c F - LDA FC_Music_Index
2 _8 k& r. Z! N: ~ N' F - CLC
* W0 S& K+ s% v1 V7 U, _ - ADC #$01
' X w: d. V, v6 B! ^ - JSR Hex8ToDec& l! q8 m6 r& ~( x. V a
-
2 g9 }( S$ m+ D4 ^ - LDA FC_Dec_Data_10& ?; u! f6 d5 c2 w; E9 A1 f
- CLC- w% O# N; j7 n+ T8 z5 E
- ADC #'0'
# V9 u; z4 U) t$ u G) `, s - STA Use_PPU_Buffer,X
) ^8 _, R' }- K7 E) e$ Z) V* g0 f7 W - INX
M5 U! `5 I" d -
3 N t) X5 h& o- ]4 ]5 Q* _ - LDA FC_Dec_Data_1 H* k. P% _& ~, f1 t2 e5 {8 R; S
- CLC2 @& I% M+ v' f3 Y
- ADC #'0'
8 ^; y" U7 q) x2 A* y6 y! X - STA Use_PPU_Buffer,X) R, J1 f5 r% h5 E9 K: H! d
- INX
3 }8 q; _6 `/ P, v' W3 ] -
, {" x5 j$ X/ p - LDA #'/'
( r/ L {3 z+ H6 U4 N - STA Use_PPU_Buffer,X
a( R* I7 |* F0 l1 }$ P - INX. F. k* ^, Q& b& t
-
2 n! T& N4 x, c, j' Q+ Q+ g - LDA FC_Music_Max_Index
, r5 u0 A) b0 F* N; r - CLC
& g$ @$ z/ ~# A: ~* M7 P% F" I, N - ADC #$01
$ r+ B1 D$ l0 c3 d* y! O - JSR Hex8ToDec
% _, F! U2 n) X - F! V+ U! j z% M( U& _ R& I
- LDA FC_Dec_Data_10
9 j& N! k+ I- ?. ~" `3 ^ - CLC
+ R" g! d* [6 B/ p - ADC #'0'2 v$ h5 b% R! K: ^( F, |
- STA Use_PPU_Buffer,X
4 B$ q' o, k/ P# N4 m# j& a7 X - INX
: z1 w6 M: J2 w5 ^ - " u4 @% Z! l6 j
- LDA FC_Dec_Data_1- j V9 T9 j4 b) r3 u$ z# x( a9 b
- CLC1 O+ H5 v# I/ e. D& Q, d0 @
- ADC #'0'+ [ a- \ m: Z7 d& U- z2 ^
- STA Use_PPU_Buffer,X
}3 i$ ^- e9 s8 _5 \# i% ^" l - INX7 x6 o" `! y* J8 B8 ~) K4 \
-
3 K/ u5 K% D$ l/ }& D. _* ?- m - .End
, [$ [9 n0 t( M3 m - STX FC_PPU_Buf_Count" @9 J: c5 P$ `" v
- RTS9 E. e: f: v2 J, w9 T( u
3 a% U l" p/ }+ _$ z0 {; u- ;----------------------------------------------------------------------7 G+ s9 h$ w7 V1 Z
- ;音乐曲目初始化处理: C' m8 F s, d3 ~2 H; i- f* H4 Y
- Music_Init_Process
# \ Q/ N ^ ?$ J8 V+ Y5 y - PHA
- X+ P) F( ?) L8 K - JSR Music_Clear_Process
/ ~. d9 o* ]- b# V6 t$ B1 l - LDA #$1F
- d- x, Q* ^* w( x0 I" }; t- Q& S - STA $4015" [" z# Z5 S7 f: L
- PLA3 k( j& i" O$ B0 B
- JSR Music_Init_Addr
" h4 x0 e& { E- k: p2 z - JSR Music_Info_Display
9 P$ ?3 {$ o3 s% ]3 x8 g+ j - RTS
* c( Y4 T6 C, P' p+ D
% Y( g( U1 h0 A5 g" N( A- ;----------------------------------------------------------------------9 Y# K) }% \* w4 j: C+ b: x
- ;音乐播放处理
3 n' a% X2 ?- b - Music_Play_Process
) I( S& e4 r# L/ R2 u: L3 r- U0 o - JSR Music_Play_Addr
* s0 \+ x+ z6 V" g3 E- K+ l, S- b - RTS" x$ h& d# O p. z( t
, M, X; \4 j" \$ F- ;----------------------------------------------------------------------
" S. U8 y8 ^' W1 Y# k - ;音乐播放处理
) m- Y7 ^& C0 c6 P' s! s- Y - Music_Clear_Process
l; I' ]* t$ a! M4 t - .IF Music_Clear_Addr# _3 R0 A* L7 z/ J' ]$ X* ?
- JSR Music_Clear_Addr
$ O# ]; w: L) |: R3 t$ U# _ - RTS
- c" O! R& q- s/ n' E - .ELSE
8 T% v4 K, v7 W - LDA #$1F( {' q* m! w3 ]( ^5 W
- STA $4015
a1 A' g, | a9 L9 d; X: U - LDA #$00
! G* L/ E( X3 V# u: i0 ^ - STA $4010
1 o; H& g& f5 x' S1 K% s# u- ~ - LDX #$00
& d( p9 |0 L3 q+ _ - LDA #$004 B0 b+ Y# c# v( n) z# \& p& S
- 7 L$ G) B( T( o; }2 i
- .Music_Clear_Zreo_Page_0' d# M1 ]) o* Y1 z2 t; ^$ y
- STA $00,X
# x% W/ P/ A, {$ o7 l - INX! J; }* P) m' I$ r2 B
- CPX #Use_Zero_Page_Begin
# j A$ X& j' C1 G/ T, b# Z5 `8 a; u - BCC .Music_Clear_Zreo_Page_0+ n2 u2 b3 c: n3 s8 U: `
-
3 d- X2 j# B8 g+ C/ Y0 Y - LDX #Use_Zero_Page_Begin + Use_Zero_Page_Size, g) D& b, s1 S( s
- .Music_Clear_Zreo_Page_1
, m6 ^" t1 q/ l& u4 s - STA $00,X7 R, T5 F# Y9 L5 \, _; Q; z
- INX
7 h' p" X3 W: k7 h - BNE .Music_Clear_Zreo_Page_1' l& V* y* S, z+ t2 f
- 6 C* m5 z/ Z: t8 y
- Music_Clear_Process_1
/ {3 ~6 B# D. O$ z - STA $0600,X. R6 }! {: ]3 y
- STA $0700,X# ~& B: E4 _: V% @
- INX9 o- G* ?. ]0 X2 x3 [. h
- BNE Music_Clear_Process_1
" w7 g" x y w* c0 p* X |; P - LDA #$107 b+ k m8 K, _
- STA $4000
# y" u7 Z! L8 A" q- }/ n - STA $40049 f# }& q# ~0 N/ `, J, ~+ z. \
- STA $400C
) `/ T# ^" Z8 G% J2 S6 X - LDA #$005 ^6 b# D5 T) f$ e
- STA $4008
# C7 f) K) }- V+ d" U, k - LDA #$0F
$ P+ K% P( f5 k k' q - STA $4015
, ~. o; }3 I: X: R - .ENDIF
" K# O5 W9 c+ H& Z -
7 D6 g `6 ^" ]7 v ^4 e - RTS
( A/ A+ E! i9 I
% K: h( x- c, t0 V/ g7 r- ;======================================================================1 k. t* R9 D3 t$ c0 Z- U0 e0 k* U
- ;重启处理
/ y$ V+ [6 n. e/ U - Reset_Program# ^- P$ Y% p2 ]' T
- SEI
, O8 u7 ]- o a5 R2 @ - CLD j- d: Y2 i( O/ D( t2 X: M9 n
- LDA #$00& k& p4 d% M7 ?2 }0 ?* s- p
- STA PPU_CTRL- I: N6 F( C3 ^3 Z$ X
- STA PPU_MASK& h2 I. B6 {9 u% u9 I P8 E
- STA JOY2_FRAME
2 u" i2 R' f& w% Z" O2 r, M5 Z - STA APU_STATUS- Y2 {. o7 E& g' r: f/ k
-
# L/ E3 x5 e! q5 D, o - ;等待屏幕准备完毕
7 [* n6 `4 Z' E2 z; ~' |# X6 a: ] - LDX #$02
4 d9 r8 R" n* l/ G - .Wait_For_Screen_Ready& f8 ]; m2 @, G( T
- LDA PPU_STATUS
& M$ H- y B d5 o1 Y - BPL .Wait_For_Screen_Ready2 f, [. J% B& D! V
- DEX
8 o2 @7 d) D2 E; z - BNE .Wait_For_Screen_Ready
0 l! m7 I+ [7 L - & u3 z* j/ [0 t$ g
- ;清空调色板0 S$ _) @1 L: d
- Palette_Clear+ e5 V9 [% ~4 t# u
- LDA #$3F; i C& T+ ?# h- j
- STA PPU_ADDRESS
0 J' p: d7 s: a- E - LDA #$00- c9 @( r3 ~( `/ ^4 ]' x
- STA PPU_ADDRESS8 j6 z# @2 N/ q V2 J2 V/ d8 o
- LDX #$202 X- W- u2 t A0 @, @
- LDA #$0F2 l* l. ^. d+ j' {7 D
- .Write_Data
, x* w! r, j$ }5 K0 u+ J4 d' j - STA PPU_DATA
+ o* u$ y" y+ m: r1 G$ C - DEX
8 |; |. a, ?2 X5 I6 y; o2 q; R - BNE .Write_Data
% h* o: n* U/ M+ l3 I - 2 D, }- R* Y! p1 C+ N+ h" F( A3 C! j
- ;清除声音 $4000-4013
' Q1 A! C6 i0 @1 l& O - LDY #$14
2 x- _# d* G5 y( _6 ~ - LDX #$002 T) S0 d7 ^" N E
- .Sound_Clear4 }, N+ u) O* ^: S; ^" I
- STA $4000,X9 Z$ J1 F7 S% E- `: F9 [
- INX( o! D. u" [8 h2 _4 `; @8 M
- DEY L5 g) B4 b! v& ^- a* N
- BNE .Sound_Clear3 H; [6 c) P" @0 w# {; s
-
1 A2 i! x: b/ ]0 _ - ;清除 RAM $0000-07FF
8 Q* `& }3 O) V+ S6 V4 a - LDA #$00
1 P4 x r3 U3 O' u k4 t - STA $00
: B b* U: I' r' w4 g- G9 c: T" |( a - STA $01
* e3 o1 D% ~! e* V - TAY
% q; ^4 {8 B' }' u - LDX #$08$ Q) J2 q& j% I
- .Memory_Clear, V5 R6 D, u8 I3 }, h, D! s
- STA [$00],Y; m7 g# Y. b% `5 S/ Y( ^
- INY
6 t/ `# ?, E5 W - BNE .Memory_Clear% y/ M: @. Q9 n# n P
- INC $01
) g7 g% f6 i. \3 J3 f - DEX
) |" i) w1 d' |3 w - BNE .Memory_Clear
+ P( {2 x6 ^0 X - # k- m8 T, R/ C! C
- ;精灵缓冲初始化( Z! n2 |; O$ A/ y" D0 r4 ]
- LDX #$00
1 J6 F& d8 D' f4 C* o9 T - LDA #$F8: }2 t! S1 |. p. k7 i. h
- .OAM_Clear
0 q/ \6 f: M: I1 ]! Q6 Q: c - STA OAM_DMA_Buffer,X
, f/ ~3 `, Z# r) ^+ T - INX
& k% i* H; \2 p% }- H( S( y- @& Y - BNE .OAM_Clear! _( d8 ~7 e5 M
- 4 P. K: E0 {- ]3 x; j; R
- ;栈指针初始化
7 J5 I( x- w4 y2 a. f - LDX #$FF
8 D! ^1 F& F; ^; P" \ - TXS
' _. ]) m! \+ y- [% D$ Q8 Z) A -
! T! P& ^) R% }4 w - JSR Nametable_Clear;命名表清空& c7 s; T- Y8 h" V; ^* j; r
- JSR Palette_Init;初始化调色板缓冲
5 Z# ^* N; d- j6 e4 i. t7 Q - JSR Static_Text_Init;初始化静态文本4 C2 k t. g) o, P6 v
- 8 Z( s1 a! F. R
- LDA #MUSIC_ITEM_TOTAL - 1
* a! K" \4 e7 |) S' `. i - STA FC_Music_Max_Index/ {( M# e+ T" b8 k9 K
-
! M# d$ w7 I. p - LDA #$1F3 P& t* Y9 w7 e3 W8 y
- STA APU_STATUS) ]+ A( z) [% z5 O3 w( V5 ?
- LDA #MUSIC_BGM - 1
, H. o$ U2 ^, n! w) X4 t4 v/ t - STA FC_Music_Index* c" |8 X5 e+ ~) Y' Y( \
- JSR Music_Init_Process;音乐播放
6 S4 W1 h3 o3 L' g0 O" o' ? - ! h% A+ a5 v7 ~+ H( V3 V2 C% c
- ;设置屏幕显示状态缓冲(当NMI处理时控制屏幕显示状态)
P' D) A- o7 _6 P$ J9 A - LDA #$1E1 h! m1 z$ H9 P! b* z$ t
- STA FC_PPU_Mask_Buf
8 _! Z h8 ^% N; _! J, o -
. f0 H5 f7 i6 E( G7 B - ;启用NMI处理
! w$ |: x5 l& _5 X - LDA #$80& C6 L! o$ S, f- e
- STA PPU_CTRL
& @2 z+ f# U. W/ M: K - 4 _2 F9 l; y* R$ A
- ;程序循环, 剩余工作交给 NMI 中断处理$ M2 W8 W. G5 A
- .Loop* {0 ~5 W {# J' U" ~+ f6 \
- JMP .Loop
9 o6 J. ?" N% h E3 e% u+ }6 X: ?7 D - : w$ A9 m$ u! ~. [+ h
- ;======================================================================% S6 Y% Q/ z/ u3 _( {+ x
- ;不可屏蔽中断处理
/ {; ?1 G- M1 X8 d - Nmi_Program
- a2 t- _0 D" C! C - PHA
( k' b+ R4 G/ E& G6 b, }8 Q - TXA5 s- l0 O0 N, |2 ?
- PHA2 p1 b* w% P4 ^( J- n+ Q) } h
- TYA: @( P& ^+ E8 i& F$ b& @
- PHA5 r z3 L; ^* j2 C R# P% }* Y
-
# j: s+ h2 ]- c7 D: Y4 h - LDA PPU_STATUS;读取使得 PPU状态寄存器复位
# [, i, G$ q# J E -
0 D2 A W* o+ h- i" A) H; u - JSR FC_PPU_Procrss;PPU处理$ F/ c0 a' [9 K, I( w1 o2 D
- ! c' n v- Z/ `6 o
- ;精灵内存更新! \& ]5 g# L. K, s" r* O) k
- LDA #$00
; ], f, F$ X, E% {6 z1 ?1 N - STA PPU_OAM_ADDR
# M! Q1 G! X! n8 `& t/ L' x/ N5 t( R - LDA #OAM_DMA_Buffer / $0100- P( K( \0 ]" C- |. k# |- j0 {8 n/ i
- STA OAM_DMA& F; t: c2 u; J4 b
-
+ e5 B# @7 X0 {- Z" g2 R: u - JSR FC_Gamepad_Process;手柄输入处理' H0 Y q r) K$ D' d. r
- JSR Music_Select_Process;音乐选曲处理
' W8 L3 y4 g+ S* X/ } - JSR Music_Play_Process;音乐播放处理
, J; V' v5 o4 D5 U -
) `0 q% C: G5 @/ Q+ e9 n% z - PLA; O' r) t) N, k
- TAY( `0 p, ~9 P2 y9 s) x0 W
- PLA
( t* `4 I/ h: A. Q8 e2 z - TAX6 j* ~8 @) T l, m/ I1 i
- PLA( a8 @2 M1 P% H$ ?2 r* J- f
0 E9 z Y) ~4 p) R4 \4 G- L- RTI
o/ ]; T' n8 A1 i5 L3 d' e - ; j' r" d% G. R$ D* K! y4 C4 d
- ;======================================================================
7 I8 g9 L) N- { - ;请求中断处理
9 Y# T% D: E3 b& C$ v* p& M8 h - Irq_Program. Y' q$ d# x; `
- RTI5 E; f7 P' |* v/ m
- 8 z W0 D7 r+ @( Y' X9 F
- ;======================================================================
& `, }. h- r$ Q& p2 s1 b - ;中断向量表
! h4 U+ P6 y L - .ORG $FFFA o0 b. c3 {6 Z$ P; h3 ^4 i1 _
- .DW Nmi_Program ;NMI触发时执行: Z% Q2 t3 T. \- d
- .DW Reset_Program ;载入ROM时最先执行& `$ n# I0 j3 Z: q& G
- .DW Irq_Program ;IRQ触发时执行7 c& F! u9 @7 ~0 ?2 C5 v- f
复制代码
# n; k0 |: P' W' T" l
/ M1 B" ]0 @# ]6 b. F% {- N1 Y; _* d8 D( I) X
https://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
-
|