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这是个 nesasm 3.2 入土教程, 感兴趣的可以研究下 e3 \$ c8 k' M' L+ j

) a" c# o) A3 u: J以下是主框架代码:4 S' T0 }+ n" |+ K t+ o# s. C
- ;======================================================================
6 H5 C) r, t: K# L, W# n - ;文件头
% {, u) J* o* v5 U* a6 ] - NES_16KB_PRG_SIZE = 8 ;16KB PRG大小数量
+ z4 r5 {: D0 {' D. t) g S - NES_8KB_CHR_SIZE = 1 ;8KB CHR大小数量
, d3 [9 U) K" \+ G - BANK_DATA_MASK = NES_16KB_PRG_SIZE * 2 - 1 ;bank号掩码& C8 z# \' y6 w4 Q% t0 Q. ]
- ;======================================================================
. Z. r L; X& a - PRG_DATA_BANK_C000 = NES_16KB_PRG_SIZE * 2 - 2
0 }- K/ r" F* r' H - PRG_DATA_BANK_E000 = NES_16KB_PRG_SIZE * 2 - 16 _: m2 `* U3 D9 F' v3 X: Z/ [! o
- ;======================================================================
9 p2 d5 _* R1 _+ V( a - RESET_BANK = NES_16KB_PRG_SIZE * 2 - 1
G2 P2 A! b; H3 a% x1 e% G* g - RESET_ADDR = $E000 ;主程序起始地址
5 v8 J( F& f) a' l+ H - ;======================================================================
; i3 ?3 M4 z/ e0 F# d - .INESPRG NES_16KB_PRG_SIZE ;16KB PRG 数量, $01-$EF8(1-3832),即16-61,312 KB, q' x2 q) r& R" n3 \
- .INESCHR NES_8KB_CHR_SIZE ;8KB CHR 数量,$01-$EF8(1-3832),即0-30,656 KB
$ R6 m( v6 q5 h3 J& S) U - .INESMAP 4 ;Mapper号 (0-4095)$ o d7 W* u) @: L9 D+ Q
- .INESSUBMAP 0 ;子Mapper号 (0-15)
, |3 W6 F; }* E& K1 f$ F3 v0 L4 M - .INESMIR 0 ;命名表镜像 (0: 水平 1: 垂直 2: 四屏). B+ N' D5 f+ |& \- I0 e
- .INESBAT 0 ;指定是否存在电池备份 (0: 不存在 1: 存在); T# y9 B8 D3 v5 v/ E: h7 f( @
- .INESPRGRAM 0 ;指定 PRG RAM 大小 (大小 = 64字节 << 计数)% |9 y+ m' Q5 G( Q) ?+ t
- .INESPRGNVRAM 0 ;指定 PRG NVRAM 大小(大小 = 64字节 << 计数)9 ?6 |# |; |$ |
- .INESCHRRAM 0 ;指定 CHR RAM 大小(大小 = 64字节 << 计数) ~; Z8 c7 W1 Q8 y: B- M+ T$ a- w
- .INESCHRNVRAM 0 ;指定 CHR NVRAM 大小(大小 = 64字节 << 计数)
! T* _- X( i* S. O: f. y - .INESTIM 0 ;指定时序 (0: NTSC, 1: PAL, 2: 多区域, 3: Dendy)4 B8 M- t f2 }$ D
- ;======================================================================7 `, m. p: U+ v8 L7 ]
- .INCLUDE "fc_demo_config.asm" ;全局配置; _' L& x; u" Z( F
- .INCLUDE "fc_demo_constant.asm" ;NES常量
0 O0 L2 H( M& ^3 q( c, O4 V3 w - ;======================================================================, F$ {1 a+ Y# ~$ f1 U
- ;音乐配置( e& f- O; U! Y" A& o
- .IF 0 = MUSIC_THEME
" R: g$ X* i% T# ?5 g% `4 J - .INCLUDE "data/music/Gremlin 2/config.asm"
; H; H* t# s! p6 o' |. G - .ENDIF
( h( F: `$ @9 w n W3 m$ v -
! F( y4 _6 _ w - .IF 1 = MUSIC_THEME' B5 r6 l4 p) U( \( f5 N
- .INCLUDE "data/music/Raf World/config.asm"
7 o: Q' n$ K9 z' |1 G - .ENDIF
* w/ i9 b2 L" B7 H/ S - + q, s6 i4 J* B9 O/ `* w1 Z
- .IF 2 = MUSIC_THEME
# x( l0 ]" k; V0 K$ g# d; [ - .INCLUDE "data/music/Ninja Gaiden 3/config.asm"! @& x K3 M5 _6 w6 q# _7 _1 s
- .ENDIF: j& R# N2 f6 O4 q8 ~
~ c% D! ]5 [) c2 r9 U Z5 _- ;======================================================================( }$ v Y& D( I
- ;引用CHR图像数据
7 b" E6 {( h/ x9 Y* h6 b. e2 V% A - .BANK NES_16KB_PRG_SIZE * 2& c6 X) A, o* r+ d
- .ORG $00001 w! _, k0 g* [2 f9 f4 D: ?3 Q
- .INCBIN "data/bkg.chr") M" a' B! h$ a# z
- .INCBIN "data/sp.chr"
, `$ I" ~: p# W; i - 9 g Y0 D! k& D- t
- ;======================================================================8 S" G2 W# W$ R. S
- .BANK PRG_DATA_BANK_E000 & BANK_DATA_MASK;设置程序所在Bank) N2 L$ T) f4 R3 ]
- .ORG RESET_ADDR
6 L0 _- O' Z8 D; q* I+ c - ;======================================================================. a8 E' m l" v) i1 o. ]1 b" @$ I
- ;引用其他源文件4 ]. d2 S- Z7 O/ V2 Q* z2 [. g
- .INCLUDE "fc_demo_ppu.asm" ;PPU处理7 z9 [& Z2 N2 H2 D3 D" O- r$ x% x
- .INCLUDE "fc_demo_joysitck.asm" ;手柄处理
- Q) |1 W$ ~3 q4 o( e0 l - .INCLUDE "fc_demo_static_text.asm" ;静态文本处理! ?8 v6 b9 e# O( F
- ;======================================================================0 q7 Z/ z1 ~4 @7 _
- , e4 h+ a. q) A7 _& G2 R
- ;======================================================================
- E# J* f6 y/ ~( C" f - ;等待VBlank到来9 V, e! S9 N4 t( P! I0 h# K
- Wait_For_VBlank
; i2 A. e2 h4 |3 q8 |0 ? - LDA PPU_STATUS/ H! J/ E& l1 v# }( D
- BPL Wait_For_VBlank
9 @0 s# @& j/ T4 i# I - RTS' W4 j) _5 `7 ^3 t/ `2 U! d
/ n/ p2 M+ I6 o1 S- ;======================================================================! e* K1 s6 k2 V
- ;调色板初始化+ Q5 K' _3 M5 A: }
- Palette_Init
9 M' L! @0 [7 T, y7 A5 U: Y/ J - LDA #$3F
8 C4 _2 h, f; W( d - STA PPU_ADDRESS4 i* M$ o$ ^: [ ~8 d
- LDA #$00
$ }$ w ]* Z+ i- M: r8 K# C' E( g - STA PPU_ADDRESS; k; e k( v. ?. I
- LDX #$00$ }- {! H5 q t7 q& Y
- LDY #$20/ ^8 Y$ x: I9 g) x/ a0 j& w
- .Write_Data7 c e. e5 N- \; w
- LDA Palette_Data,X
; y7 M5 q1 d9 |) j - STA FC_PPU_Pal_Addr,X; H# g! l! h1 E- d* O, w) C
- INX! i2 f" y% H+ U" A, f0 v5 ?: L% `
- DEY
% O8 J) W' @5 C - BNE .Write_Data0 N; n0 S/ v! W
- .End
+ t; x3 }& L8 b - RTS1 `" T. ^* i) p0 p! {5 N: t
5 \$ u% q( [- j- ;----------------------------------------3 F0 O& X! ~$ X" n
- ;调色板数据
' e! s2 w5 g& o% I( U0 c - Palette_Data! D% S# {$ s& |1 T8 _
- .HEX 0F 20 32 02 0F 20 32 0F 0F 20 32 26 0F 1B 0F 1B
% C! P% ?6 |+ e& }% x - .HEX 0F 21 27 22 0F 24 24 24 0F 21 21 21 0F 22 22 22: `% o0 [6 L J6 ^% A8 X
- * E/ Y5 Y5 c& @: Y/ ~3 t) n' |
- ;======================================================================
) N* P" A8 N- Y( g4 u - ;命名表清空
- S& E+ f9 C H! R" j - Nametable_Clear& o/ C0 u( O- I R: h
- LDA #$20
: F# `( }( P) Z- [ - STA PPU_ADDRESS4 @3 @$ M1 ], J" o3 d
- LDA #$007 T* i0 d# v- O. o6 O5 z2 |; q
- STA PPU_ADDRESS1 t* n* U: G) j4 o# t, L
- LDA #$00
, m5 T! L) Q: I2 ?7 S3 _ - LDX #$00
% h/ R# p# R$ B4 y - LDY #$089 P/ x* s: T: D
- .Write_Data0 Z3 P: Y6 Q- f7 F
- STA PPU_DATA5 K9 H( y* `* z& i, _" ~) Q
- INX1 `7 n$ b0 m) F7 f! y# n
- BNE .Write_Data" F! X/ w3 K- I% e1 }8 V
- DEY; N. M: e1 g8 U1 ^: b! z' k
- BNE .Write_Data
. j- c r! Q6 p2 s @6 J4 c - .End
* y3 m: {6 }5 A: t. t - RTS1 D$ R% ]# I- f$ a
- # t1 \6 i* H0 C2 E: A2 u
- ;======================================================================
- o3 a0 S K" m& g - ;音乐曲目切换
) c, b0 E# I) `- C- n - Music_Select_Process1 T! _% \0 U" |- j5 q4 O
- ) H' J- a" X B9 d- @; W; i
- .Pre_Music;上一曲: ]; w" [* S. @, F8 Z* y
- LDA FC_Gamepad_Once* z) O8 w. H( H3 d* u
- CMP #JOY_KEY_LEFT
: X8 g; g6 _5 u" T9 n- e9 e - BNE .Next_Music
( T" I0 W" A9 Q3 t: q( u- A - JSR Music_Play_Pre
, I: j( A0 L* ^5 m- [ - .Next_Music;下一曲
1 H1 x% ^5 p2 {) g; ~( O/ S - LDA FC_Gamepad_Once h, s# a+ Q s, B# g2 J; `5 w4 ~
- CMP #JOY_KEY_RIGHT
# A) s+ q% y; a1 `3 Z - BNE .Next_10_Music
: r2 N- `# i V U# d - JSR Music_Play_Next
. R. A, a* @4 u$ o. q2 r- i7 F - .Next_10_Music;上10曲( P/ {# C8 T3 j: K4 Q1 K" D" U j
- LDA FC_Gamepad_Once
& g$ y3 x5 [ D9 r - CMP #JOY_KEY_UP4 C- M& K- W; u* w0 X/ Z
- BNE .Pre_10_Music
$ |4 B* o# j( w' k - JSR Music_Play_Next_10
. n0 I3 b+ a' N6 I - .Pre_10_Music;下10曲
! T* F2 s- L' I! ]1 Z- O - LDA FC_Gamepad_Once! u0 c$ b: @, i* Z" E
- CMP #JOY_KEY_DOWN
0 ?& x7 C/ p* v - BNE .Reset
4 y$ t- S' q& N9 D - JSR Music_Play_Pre_10) q% j" ~) ] |
- .Reset;重播当前曲目
* E* S. Z& _$ C2 N$ \ - LDA FC_Gamepad_Once# X' v, o/ e C |$ f5 g
- CMP #JOY_KEY_START0 L9 `" Z$ N- ^: h! }/ B) A7 g
- BNE .End
! l0 s4 b/ H) G; R9 J - LDA FC_Music_Index
% V- j4 V; ?0 e" N" P/ H4 y - JSR Music_Init_Process& e; K0 a6 t8 h2 h
- .End
" k# X' L S8 l9 \. n - RTS
: i( f/ R D4 }$ Y4 G- C1 k - * D% g4 X$ c6 B! j4 K9 n
- ;----------------------------------------------------------------------! N! ?/ p$ S# ^3 g7 q
- ;播放上一曲* D/ S) e4 U" ]8 f: n$ E' }1 N
- Music_Play_Pre
+ v* f9 |) r; i, s( S# O - LDA FC_Music_Index
Q3 ^& t' v# [1 Y, S3 d - BEQ .End5 L3 p! H. f% V
- DEC FC_Music_Index% ?" N1 j6 i2 s) u
- LDA FC_Music_Index
; ^" W6 t) R8 l# {4 f9 X - JSR Music_Init_Process
- ], V1 V* Y" q2 v! @: } - .End
( U! \; F1 C' z2 z* { - RTS; B* F, `8 j/ u0 c, A; Z
- ;----------------------------------------------------------------------1 m9 {9 \" @5 M' ]# w+ P
- ;播放下一曲
( h+ ?% S6 f- {. B& \ j - Music_Play_Next9 _) E9 k8 T$ k8 U7 n5 G: @
- LDA FC_Music_Index
, o( F2 d" F1 x) L$ R5 W - CMP FC_Music_Max_Index
8 w/ E( G' D8 O; O2 `; T7 g - BCS .End1 v, n1 w/ W2 E' M
- INC FC_Music_Index" o7 R7 N8 G6 X! H' X
- LDA FC_Music_Index `( U/ j0 ?+ f
- JSR Music_Init_Process
0 D% R3 D* L5 L2 X( q - .End
# R3 [0 U) w; w6 i" g, |3 H" ?: X - RTS2 d7 F5 C! c2 K3 _
- k& @2 I7 f2 S" m1 e
- ;----------------------------------------------------------------------
: e4 d. Y0 [2 r4 v5 M. K - ;播放上10曲9 [6 V& |/ b* m0 _5 T
- Music_Play_Pre_10/ T5 Q/ ^2 E- g( J
- LDA FC_Music_Index
; ~( d4 U+ Z" b5 w: S" w - BEQ .End* v2 I- e' D& _% Z
- SEC
" ^9 v0 C$ M, q) A5 R' }5 P, s/ G - SBC #10( t* L. w+ t* A$ Y
- BCS .Pre_10, E- v. R+ e N1 T! Z
- LDA #$00
) q" v5 ~# ?" b2 i6 V' R% C - .Pre_10( p( b H B9 H( Q: {; z% B
- STA FC_Music_Index
( D+ }' X) [2 @, l9 s+ C - JSR Music_Init_Process% d0 A' o7 Q7 h' w" ?! F
- .End" B2 H* d- f- L2 ]
- RTS5 O$ E) x2 F) U+ j4 a! a
- ;----------------------------------------------------------------------
' I) o1 a& d- ]; o3 a - ;播放下10曲
/ X R1 J' L, X2 {. U+ m8 \ - Music_Play_Next_10
; m% ~6 y) `- \6 W% V - LDA FC_Music_Index
, W) |) f: j3 V5 M! j - CMP FC_Music_Max_Index
' `; `( k3 s- i; T - BCS .End- o4 h4 E/ k6 _& ]; m1 }
- CLC
: [* l( a* o$ ]+ @# S% f - ADC #106 |1 A2 {; F+ d( Y: `
- CMP FC_Music_Max_Index
4 o# z3 v+ e5 I: |) }4 U# S - BCC .Next_10
0 ]! o8 ~ j/ q - LDA FC_Music_Max_Index0 k6 X! Z$ s3 m& N; i( J" A; ]5 G( k
- .Next_10
2 f0 e/ c7 q3 _! y; h [$ x - STA FC_Music_Index* x( r) O8 b [
- JSR Music_Init_Process
; H* ~1 W( B2 M) r8 ? - .End; U' K- G7 M; U7 K# Z
- RTS/ u9 ]: u" }: X/ J! x- o
6 i2 F* r2 |1 X- ;----------------------------------------------------------------------
) |9 |/ X$ B, w6 B - ;8位十六进制转3位十进制制
' U" a1 R. x; J( \( F# M/ _ - Hex8ToDec6 P9 w: J8 m( H; g& p
- STA FC_Dec_Data_1
0 J& g! G/ o: p" Z - LDA #$00
$ A( i- q9 l: z - STA FC_Dec_Data_100
$ f3 S4 v% s9 E, V - STA FC_Dec_Data_10
" q0 [4 C7 p# @6 W - LDA FC_Dec_Data_11 Z& o$ a4 v2 s
- .Convert_100
+ ^6 L1 U9 S- I' l+ Z6 R - CMP #100+ O& q& ^8 {" S0 y. t" u+ q
- BCC .Convert_10
+ n* ?5 u# q/ `, I - SEC1 }9 G# k8 |+ j
- SBC #100
+ X) j" r2 _( j- S - INC FC_Dec_Data_100
4 e6 z$ H4 ~6 J! K1 H - BNE .Convert_100$ s+ W$ H- B+ C
- .Convert_10
3 b: @' a" Y8 V- a: K: v - CMP #10$ t t; k T8 K, b
- BCC .End
1 K; q% M% n' H L: r! t7 _0 r - SEC: o- w" m+ D/ I6 j
- SBC #10
9 [& X! l" U& N" n7 n. j0 @) ~ - INC FC_Dec_Data_10+ L5 |* s" y2 S9 L
- BNE .Convert_10
9 R. s0 E! _$ [& w) u0 U - .End
8 y; {. G/ D e; O - STA FC_Dec_Data_1 f# f% N( |8 C' c& W. _
- RTS
; n/ J w+ v3 A. b K; }
% y1 {* ?) }, w/ l" l9 e- ;----------------------------------------------------------------------& p. N* Z+ Z) x, Z0 q6 E, O
- ;显示曲目信息
' w3 p- P4 n7 s2 u E - Music_Info_Display
; B% A2 G0 r" B, y* c - LDX FC_PPU_Buf_Count
& ~ g# h9 n# ^( S - LDA #PPU_WRITE_MODE_CNT_LINE
# I8 j0 e) R% p( [: J% d2 o - STA Use_PPU_Buffer,X8 g0 f- t/ r+ x2 V7 V
- INX
; Z. z+ t$ U6 ^, o" F - 6 b, g: T. R2 \
- LDA #>MUSIC_INFO_POS8 v3 C1 e2 h" g' @5 h+ H
- STA Use_PPU_Buffer,X% C, `7 n( E- l) z2 w8 t1 F
- INX
6 R8 x9 u5 G# O- b) K/ o* G) u - # A, T2 X, T3 [% P! o/ y
- ;居中* Q" H* K- ?! K) s( C- Z$ o' @
- LDA #<(MUSIC_INFO_POS & $E0) + (32 - 5)/2% ^, n0 M% C$ m) F* e7 { U
- STA Use_PPU_Buffer,X+ J' }$ y& n! h# _$ {6 K1 ]
- INX
, y3 h) v8 m6 U: E. A( P - ( o+ D4 H" y, f' b; ~6 o) [& e1 p
- LDA #$05 t' u) ~6 B5 \) x. h+ E5 b; t
- STA Use_PPU_Buffer,X
2 _! {+ d5 m9 H8 n, W - INX
2 F6 ~4 W/ B' a - 7 b2 A2 U7 C5 q$ X! M
- LDA FC_Music_Index
3 z7 S# H7 F2 ] - CLC
6 G% _1 V) m& K$ L* B/ W7 N! p6 Q - ADC #$01
7 e9 A" Q6 L8 }( l b: U - JSR Hex8ToDec; n( [' e+ E7 C5 K @+ J5 R& f- A" d
- ! D% Z: J) B6 q& P9 q7 ?/ H
- LDA FC_Dec_Data_107 P7 u1 w# V$ q3 j5 L
- CLC/ e3 b- X* q/ B* a) |
- ADC #'0'
, _6 W2 a- x- \) q7 x - STA Use_PPU_Buffer,X
+ ]% f! }3 U" j- T4 d6 N - INX# U, A% ~" N8 F9 i7 A# v
-
! l7 d" {1 O( W' a; `( ~) [ - LDA FC_Dec_Data_1) _8 P/ o: ~1 h% s0 h$ O
- CLC9 c" q4 s2 |3 }. z/ |/ Y+ \
- ADC #'0'
# s |5 @' E _5 O - STA Use_PPU_Buffer,X" J5 A. M8 _" N% l
- INX
0 H& o; r9 Y) _; Z$ P - + g& h9 `% a* }) j' F% X9 |5 F4 H
- LDA #'/'
& q- H; s+ r, f' ?) V. ?! Q# X; q5 Z - STA Use_PPU_Buffer,X
* z7 v7 B* B6 y, N - INX
' U# n4 p( J3 {" d( I9 k5 C% Y4 { -
, W1 n2 `5 `2 C/ Y, ~+ @% N - LDA FC_Music_Max_Index- [* x9 Z5 n$ ?0 R! k
- CLC$ [4 [5 Y9 n$ w: B6 F) b
- ADC #$01
% F1 c. K: t2 O9 a) F* z% r - JSR Hex8ToDec
6 ?# N; P0 C8 G' e -
+ ]# s& g4 s4 A' a+ U - LDA FC_Dec_Data_10! j) D- g9 k6 z& {
- CLC
" ]. M: K, ?% C) i I - ADC #'0'0 v: w/ m! C/ T; z9 e/ t2 j7 W
- STA Use_PPU_Buffer,X
% d" M8 [$ u- @6 l( m - INX
1 d' F1 O5 N. ]6 P' a - : K% e9 }) x/ h0 @" ~
- LDA FC_Dec_Data_1
0 S- d+ _$ T3 O1 c/ ^ - CLC8 K }1 z1 W& X- ~6 r! L) |
- ADC #'0'% ~* r+ A+ t' b% O6 v
- STA Use_PPU_Buffer,X
" ~3 b1 {" M( Y- U. I) S* q - INX
2 y+ G2 |% k) x/ Q, J - 2 R; n4 a/ p$ X2 L$ w A" D
- .End5 Y7 F F! z; G" @$ t* B; L
- STX FC_PPU_Buf_Count6 }' S5 Q$ Q$ m' Z
- RTS, k: \, Q$ \. w$ b
- - T' x8 y; T3 d% R7 f# P
- ;----------------------------------------------------------------------
, H( S/ t$ h/ V% V2 | - ;音乐曲目初始化处理
* H) S5 s2 X( G: n - Music_Init_Process& z) A8 y9 j U+ i. s
- PHA
! C% E7 G ]3 v4 M0 j9 i8 L7 } - JSR Music_Clear_Process) U' E$ g& j C
- LDA #$1F
8 g* W: c6 e8 r. t - STA $4015
" V1 }% E& _: o9 d/ I2 j4 Y+ V - PLA, {: o) N$ _; z$ Y, M. }* n# o2 [: n
- JSR Music_Init_Addr) E- {0 L, V; w! S, s% V6 a
- JSR Music_Info_Display4 d, a1 Z, |( n' y; ^; u+ z
- RTS
/ }3 o. S& M! X
4 d: W9 ]2 o0 |, Y. [- ;----------------------------------------------------------------------
: m* s) E: O1 } - ;音乐播放处理
3 R" |# G+ B% E5 Z5 x3 b) ~: M% H+ n - Music_Play_Process+ b6 w- n" d% i
- JSR Music_Play_Addr0 F. w+ _. @. l1 S' G- n/ c8 X7 Q
- RTS! J/ @, q4 @ _4 \6 P& ~/ {' T
4 i% ^, t" ?8 x p: f0 u) W+ J- ;----------------------------------------------------------------------
0 m1 t) q+ j& i9 U5 v$ {$ W8 G - ;音乐播放处理
5 N0 f% g" D. ~* z( a- M - Music_Clear_Process8 y( O/ C4 z3 x/ J4 |
- .IF Music_Clear_Addr
# x2 }! |7 X3 T; c) ?1 Q* U6 p - JSR Music_Clear_Addr
, s. ]* k. K( _4 D7 v4 v - RTS
/ ?3 g; ?$ b) @1 s4 P) o- L - .ELSE
- L4 [9 B2 V8 Z' J5 b- K - LDA #$1F6 v8 {: C2 ~2 J% J& M
- STA $4015
! M4 S& X; ~2 {. k" m - LDA #$004 w0 X3 ~0 A; O# s) ^
- STA $4010! f" h; D1 ~/ |4 k" I" R
- LDX #$005 L+ P$ x4 `: Z3 K, I- W# s
- LDA #$004 c7 U. z( d$ T
- % G* _- n: ^' d t$ \2 f6 ]( E
- .Music_Clear_Zreo_Page_02 h) W+ X! e' R t4 V: s
- STA $00,X& S& X) `$ _& z
- INX
: b( @$ o {6 x( B/ i - CPX #Use_Zero_Page_Begin4 a2 v9 t1 k5 v$ ?5 K& u4 G/ X
- BCC .Music_Clear_Zreo_Page_0% x! i0 E0 Y w- P7 Z6 w* S
- K& }! z4 G# ~& M/ S
- LDX #Use_Zero_Page_Begin + Use_Zero_Page_Size2 x) R V* a7 U; \7 k
- .Music_Clear_Zreo_Page_1
( ? H. u" m! M6 V( O; m - STA $00,X7 L+ X* B8 R* O; t5 A, u) u
- INX
# J( `4 d3 W v4 ~/ s- | - BNE .Music_Clear_Zreo_Page_1$ S6 _/ X, |, o* h4 R$ N& ]% v* C
-
' J) Y( E+ A& _8 C5 G/ T* d5 k+ T1 o - Music_Clear_Process_1
1 c. {2 ^2 D% f# e& Y - STA $0600,X
8 g* [* E' R& [2 D/ Y( g - STA $0700,X7 M! C2 \/ {+ _4 r4 t. i
- INX
8 C0 H$ ]6 K) o: U" E/ _$ \, } - BNE Music_Clear_Process_17 Z- U2 S* p A8 F, s7 u
- LDA #$10
6 ]* o# n6 N) J - STA $40007 j1 l7 U" F1 S
- STA $4004' ?% G* `- c, P7 Z. M
- STA $400C1 r; @5 M- P1 u6 v7 U0 i+ ^
- LDA #$00
1 V1 M/ r) p0 \- ? - STA $4008
' E* n3 y4 \+ _, e - LDA #$0F
2 k4 G3 ?/ W) E3 V( {+ @ - STA $40157 R3 ` t( R2 O5 X' n0 A n
- .ENDIF
8 [% R9 q& n+ \% M7 g7 H) N - " b4 @" Z P. F: n @4 [
- RTS
5 o7 m6 i7 g+ n& Q: W; g3 t5 o
1 ]% H( a( z1 ^5 h) a- ;======================================================================9 {1 G- a% Q7 [0 C8 U
- ;重启处理 t0 ]' Z# n* M7 j) Q
- Reset_Program
, N [4 t: d* l: T - SEI
: `* h: o8 B; t% {" l - CLD/ @0 `7 e$ _! U) g( ]& L6 E
- LDA #$00
8 J1 _; w- J3 O& I5 k, Q$ Z - STA PPU_CTRL* N5 k- F. W8 Z, c. p% L$ W
- STA PPU_MASK) }2 I+ B1 z. a' z
- STA JOY2_FRAME
- \. H7 Y8 c% O9 g. P( v6 X - STA APU_STATUS& O/ n3 T1 E: d1 O! d' @
-
0 @- C- N& k) Z7 t - ;等待屏幕准备完毕
( b' o; ]+ B. H) K - LDX #$02* X5 e8 f- z+ X( J
- .Wait_For_Screen_Ready- Q4 i% i4 a: x2 i/ S
- LDA PPU_STATUS$ y+ d4 B9 V5 F- f' E9 ~
- BPL .Wait_For_Screen_Ready4 q. k; m' j2 I- Q2 D* e' @* l1 W
- DEX# C8 i, J% z+ t4 w
- BNE .Wait_For_Screen_Ready5 m" z! h: Z, a8 X$ g
- " q/ u6 n$ W9 I$ Q9 `
- ;清空调色板
+ N: I/ {3 I2 L1 T - Palette_Clear! R3 z* ]1 u, Z `* e
- LDA #$3F
0 A6 p. P3 P* a" Q7 S: k5 ?1 n+ x - STA PPU_ADDRESS
- |8 I% J# S$ o3 _ - LDA #$00
: k1 I! a C, n% [; G2 g - STA PPU_ADDRESS) z& k8 V9 E6 @! Y& K3 R' |
- LDX #$205 w- O" r6 W4 s
- LDA #$0F! A! p$ P- d7 G4 S' C
- .Write_Data8 y2 x8 q9 X3 [- }" R6 z) l
- STA PPU_DATA' Y+ d; o8 ^: H7 @
- DEX
% e+ U3 L" {9 z* O0 w - BNE .Write_Data
/ T2 ^: q5 O4 h, r, u - + \! B {% }* n! S4 N6 |" K3 c
- ;清除声音 $4000-4013
# e* {0 ]6 g- Z) c0 P - LDY #$14
2 r. k2 C0 M! C. r7 R4 D: d - LDX #$00
2 m4 q1 M0 w6 N3 K$ i) D$ ~ - .Sound_Clear
( j9 a7 N' i( f8 x% _/ h - STA $4000,X
, }$ M" x$ o& U2 K, B i - INX$ ^9 q. F3 e. o- T1 T
- DEY
+ d0 b4 ]) J7 u - BNE .Sound_Clear) o3 X& U+ X% ?$ J% `" n/ H
- " ^; o* k; G6 I: x3 Y L% R
- ;清除 RAM $0000-07FF3 Q) B; w' h) q3 Q$ ]4 Z& x
- LDA #$009 y7 [6 t# c9 ]5 Z
- STA $00, |, L8 Z, c) n4 ^
- STA $01
' M- ^6 Q9 C4 n5 c1 t' u" K - TAY
, {' |4 B' s8 l" \0 [5 F - LDX #$08$ h) W) d8 C3 E0 d
- .Memory_Clear6 W, Y5 |0 _1 Y4 b" ^( @1 |6 s: i
- STA [$00],Y% A" M0 O: T8 x0 Z
- INY3 A2 m3 \/ Q/ d7 }/ ]" E5 u. T; ?
- BNE .Memory_Clear
% N. L/ S! u( G- _0 \ - INC $01
) p+ ?8 W3 n6 x* V" t9 z$ r - DEX
/ L* ?, v: T: e& Z+ w& e - BNE .Memory_Clear3 f7 Q0 B) f! c' A3 `
- ( Z/ S/ J* }6 A [4 J
- ;精灵缓冲初始化0 k2 r( b. ?! b1 }
- LDX #$004 R, W" |6 Q: C/ a% t [9 J' L
- LDA #$F8
9 i% s6 `0 d$ z5 P- S, f; r7 U3 L - .OAM_Clear! L* `4 Y, s' L4 p. ~ S- x
- STA OAM_DMA_Buffer,X
6 A3 @3 _* N& M0 I - INX$ K9 z! k! H2 K1 ?6 N
- BNE .OAM_Clear
' k2 Z* @2 J4 I4 X: k - : g1 @ _+ `1 S8 B) E* M
- ;栈指针初始化8 |- J* S+ z6 X0 d7 _9 M
- LDX #$FF& s: j8 V' Q5 C- ?
- TXS! j# q( p% _3 U+ M( T/ l* e
- M0 A3 I8 E! _1 z
- JSR Nametable_Clear;命名表清空! e' a% [! H2 T$ w% `
- JSR Palette_Init;初始化调色板缓冲
0 b. C+ c$ b! ]: u, `+ i7 p' Y1 S - JSR Static_Text_Init;初始化静态文本
8 s8 E: h" Q6 U# g/ q- r: L* E) @! U - % {) {$ W u: X9 {* L' _* X
- LDA #MUSIC_ITEM_TOTAL - 1
% n0 F) [9 H" q* {( J' ?3 Q# } - STA FC_Music_Max_Index
9 |8 H/ B- k j* x- M. X - % A6 w( H: S1 x9 k5 L) O+ e* J
- LDA #$1F: d7 B. b& L# t
- STA APU_STATUS
2 A3 ?, d. o. F/ P1 i3 ~8 l1 v2 R* `4 B7 x - LDA #MUSIC_BGM - 1
2 ^/ D7 e" ^. E3 t7 B3 i - STA FC_Music_Index
/ K! \4 d: u/ ]" M9 S0 y3 Q& ` - JSR Music_Init_Process;音乐播放0 p% M5 R1 M9 e) x. ]+ G( U
- % ?6 A- O; |* ?3 t( y- U
- ;设置屏幕显示状态缓冲(当NMI处理时控制屏幕显示状态): n+ p/ @4 p7 ]7 d
- LDA #$1E
5 n2 z* n& N$ ?$ J* A - STA FC_PPU_Mask_Buf! _3 m/ e1 j" H/ B/ g/ [
-
" ^8 S: ?; z1 ~ - ;启用NMI处理( u( g7 S7 s5 [) R5 n5 Y
- LDA #$80
! K( g. P+ k0 ^; Q# l$ l! `( E - STA PPU_CTRL# J) ^ Y/ L D# S6 i
-
' C) q/ f! w o( G9 E# a - ;程序循环, 剩余工作交给 NMI 中断处理
9 L. w2 R. X# j8 ` - .Loop
4 l0 ?" \. ~) h. C* j2 ?$ q+ d - JMP .Loop
7 [" b, A3 @# t; m, w - : \4 ?& ?9 M9 e: D n
- ;======================================================================
0 J1 @. u2 V: q6 ?8 W' | - ;不可屏蔽中断处理' f' g& J- e4 I Z) X
- Nmi_Program
: ~3 X, S7 A) @" ]4 R - PHA
; m, M# y: s$ O a. g+ E - TXA6 j- A, L! E$ [& J( i( K# Y- ]( |
- PHA
" t3 J# J3 D+ S* W - TYA
( M2 k8 w$ E( H4 y& ~ - PHA
) J7 l) a; ?6 T; q0 B -
0 H3 v" W1 a. B# p. X - LDA PPU_STATUS;读取使得 PPU状态寄存器复位
* }5 O9 {/ e9 L/ u7 }3 | -
8 {( s3 I _5 B: I - JSR FC_PPU_Procrss;PPU处理
% I$ l6 p) H8 d - ( b9 w% V; j H% U$ {& j
- ;精灵内存更新
2 w7 N* U! I( l$ _ N6 n - LDA #$00
) h `. m' b+ i0 l- e6 u - STA PPU_OAM_ADDR0 t4 u! w* a7 M5 A: Q6 I7 v% Q& V
- LDA #OAM_DMA_Buffer / $0100
, h8 o! A1 g+ H" W% U5 M - STA OAM_DMA/ |' u2 g7 Q' c4 \8 ]
-
9 L/ ^6 ^, P3 S6 w - JSR FC_Gamepad_Process;手柄输入处理
; C0 y% w3 c/ ?1 p2 Z: D: w - JSR Music_Select_Process;音乐选曲处理
2 B0 `( ^/ d+ U4 w4 q H - JSR Music_Play_Process;音乐播放处理
/ P6 m' ^; E3 r) g" w. f2 N -
& S* J! q! g5 {2 ^! s - PLA
3 n! |: K" y$ L1 [* ^ ~ - TAY
4 d$ |- E3 F5 b3 ^; K1 V; Z/ g - PLA
: }+ e) s9 o4 m* T. _ - TAX: K! O3 U# Q, o3 S
- PLA
0 n; S: M9 f( k1 H% R, s - , W: W9 l' y( [5 T6 e7 F
- RTI; U. Z& `+ @4 d/ p
/ H3 D7 R4 z5 d5 q* k) e- ;======================================================================/ [( ^# Q( |" Z/ F" {
- ;请求中断处理
; C* ^! T6 {4 @ - Irq_Program
! {7 T; C# Z7 X) h# m" ? - RTI
* s1 q7 z7 ` y. H( i" J - ; e2 Z& _# K( i7 @' F6 X+ M6 x; X. \
- ;======================================================================9 K! n4 J/ Y0 |, n/ ]( a
- ;中断向量表+ [: j$ s/ q) I
- .ORG $FFFA
2 X* L/ x6 ], [7 W - .DW Nmi_Program ;NMI触发时执行2 I3 y+ U! J- M; Y, t5 f4 q
- .DW Reset_Program ;载入ROM时最先执行
- W! ?! h2 c. N! a3 Y0 M - .DW Irq_Program ;IRQ触发时执行
. q2 P# K4 ~) `. I3 V. Y8 p
复制代码
6 L* Y I+ L6 G( x0 c/ N) Y
" r# J& `( ]$ _0 O+ ?8 v' O# L% w
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