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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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以下是主框架代码:
; ]( a( ^- B. Q- ;======================================================================6 ]2 e% |0 @8 C+ |! ?
- ;文件头6 ^& F# l+ a+ [) @/ j
- NES_16KB_PRG_SIZE = 8 ;16KB PRG大小数量4 O) M3 K# B4 [5 }) d& u
- NES_8KB_CHR_SIZE = 1 ;8KB CHR大小数量
2 K2 P1 N- Q+ I# e - BANK_DATA_MASK = NES_16KB_PRG_SIZE * 2 - 1 ;bank号掩码$ O6 H+ j" e3 v$ b5 S' ?4 W
- ;======================================================================8 k! ?: ~+ h- ?) Q
- PRG_DATA_BANK_C000 = NES_16KB_PRG_SIZE * 2 - 2- r: j @0 N: H4 A; J8 J
- PRG_DATA_BANK_E000 = NES_16KB_PRG_SIZE * 2 - 13 ?5 z( h& \; n" H7 h3 a: L
- ;======================================================================
& Y3 m: C5 X' Z2 g - RESET_BANK = NES_16KB_PRG_SIZE * 2 - 1
# ^6 x) b) u) ^3 t+ C7 d - RESET_ADDR = $E000 ;主程序起始地址
: v/ W$ M# t0 I7 U, l3 m$ j - ;======================================================================
7 U+ O1 r& k) c7 y7 _9 H8 i - .INESPRG NES_16KB_PRG_SIZE ;16KB PRG 数量, $01-$EF8(1-3832),即16-61,312 KB1 j& K5 f9 E$ P
- .INESCHR NES_8KB_CHR_SIZE ;8KB CHR 数量,$01-$EF8(1-3832),即0-30,656 KB
) m3 H# w2 D0 e. j2 `% T - .INESMAP 4 ;Mapper号 (0-4095), t3 S) r1 j5 |
- .INESSUBMAP 0 ;子Mapper号 (0-15)
& L' x! v; m5 h7 H - .INESMIR 0 ;命名表镜像 (0: 水平 1: 垂直 2: 四屏)
8 Z! { ~% H7 C" t) x - .INESBAT 0 ;指定是否存在电池备份 (0: 不存在 1: 存在)
$ u- I+ q) C) b' A8 [ P3 D6 z) c - .INESPRGRAM 0 ;指定 PRG RAM 大小 (大小 = 64字节 << 计数)
1 |* L6 t/ @- Q3 h: }5 F - .INESPRGNVRAM 0 ;指定 PRG NVRAM 大小(大小 = 64字节 << 计数)
' c* J& h+ j( [, A3 n0 f - .INESCHRRAM 0 ;指定 CHR RAM 大小(大小 = 64字节 << 计数)) t" |' R# E; c7 y% o
- .INESCHRNVRAM 0 ;指定 CHR NVRAM 大小(大小 = 64字节 << 计数)
" m- F) |5 w7 U* ~. a! i6 J - .INESTIM 0 ;指定时序 (0: NTSC, 1: PAL, 2: 多区域, 3: Dendy)
; ^3 q" x$ T- P7 G& K, W, A - ;======================================================================
7 N1 g5 e2 x I0 d1 F - .INCLUDE "fc_demo_config.asm" ;全局配置3 T4 K* u m' H8 e& F& T; W
- .INCLUDE "fc_demo_constant.asm" ;NES常量5 T" i. y6 W% E- O
- ;======================================================================2 a2 g6 C, ^% P5 v# c9 e& S' G
- ;音乐配置
' h' h& `% H' x9 R - .IF 0 = MUSIC_THEME
" M7 B/ v0 n; y v - .INCLUDE "data/music/Gremlin 2/config.asm"4 d3 `9 [. |$ e$ H+ h3 K0 [: v
- .ENDIF
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- .IF 1 = MUSIC_THEME0 ^6 Y, ^% }1 z. f, T; R
- .INCLUDE "data/music/Raf World/config.asm"3 Y( A+ g) ^' `- k4 M
- .ENDIF, \4 `6 g8 z! V0 D
- " V& J: e, L, J) S! Y
- .IF 2 = MUSIC_THEME
6 e1 G; K) m* ^ - .INCLUDE "data/music/Ninja Gaiden 3/config.asm"- X3 o1 J( b- l9 R: `6 P
- .ENDIF
" L' f+ J8 k. |2 E. J
' p0 B/ ?* I ~. j5 O" ^: F$ A+ W: q- ;======================================================================
1 W6 C4 c }& C- ` - ;引用CHR图像数据 L& ]& _8 H( ~
- .BANK NES_16KB_PRG_SIZE * 2
* V# a& t) c: N1 f! C4 L& g6 m - .ORG $0000
3 h% H' {, @2 J+ c( A8 o$ v: Q - .INCBIN "data/bkg.chr"
0 C2 h6 k8 Q; ~, w - .INCBIN "data/sp.chr", P4 S# g5 Q! A* ^( g8 o: M% r
-
$ H# i8 Q/ c/ |, d - ;======================================================================: R" E0 N, Y* N! y
- .BANK PRG_DATA_BANK_E000 & BANK_DATA_MASK;设置程序所在Bank2 j' Q/ j) X: {0 E
- .ORG RESET_ADDR
5 H. G3 t0 c- B3 M7 E: J, t - ;======================================================================
9 }* o# b0 I7 E- i - ;引用其他源文件+ K, b- {1 ^8 j; d2 B3 B& {, {
- .INCLUDE "fc_demo_ppu.asm" ;PPU处理( E$ q5 V+ i) G+ I
- .INCLUDE "fc_demo_joysitck.asm" ;手柄处理( M$ P3 h! a- P9 L/ h- k/ U# \
- .INCLUDE "fc_demo_static_text.asm" ;静态文本处理
6 C& w4 T; z- T0 D% `- D3 r M- j - ;======================================================================
+ f \ c6 r' V' ~( {. M2 Q - 8 z0 g/ o8 q' |- t S* \) n5 w
- ;======================================================================
4 p/ Q, _% q; b - ;等待VBlank到来. x/ S2 y, `7 C: f N# l; @
- Wait_For_VBlank1 S: l' m+ g/ J
- LDA PPU_STATUS! a6 M+ Y7 Q0 L9 R8 S
- BPL Wait_For_VBlank2 ?: [/ {" ~$ }$ ]
- RTS1 X, z' `) F1 p) p* Q; Z; E- T! X8 a
- 4 Y- M" b v0 o+ ]! t
- ;======================================================================$ O- Z% b: G# ^+ p
- ;调色板初始化# y, K2 j5 R2 X5 q: }: n: ^# T
- Palette_Init7 I" |$ T& Q: i6 i
- LDA #$3F
6 t$ R R# J! S5 w/ s; t) R - STA PPU_ADDRESS
0 V& u: p2 }1 n! F; |! B' M - LDA #$00
( V- Y% G; D/ k) D1 o. d - STA PPU_ADDRESS& u: U2 r" w9 R# k3 `
- LDX #$00
( J4 R- v \- r0 I' Y" I: K - LDY #$20
- A' |3 h1 j; _2 y8 o; q - .Write_Data+ D3 U" J) I; Q ^2 z
- LDA Palette_Data,X( J4 t. b) l) {: N- o0 F
- STA FC_PPU_Pal_Addr,X7 ^4 w# ^# a4 q' q& G3 T
- INX+ A7 g! y/ H" l, J+ n
- DEY
( T* Z! b3 d# d Q; @ - BNE .Write_Data
8 k/ b( C7 w7 o) c! y8 m, l - .End9 Z2 V7 B7 ]$ N+ X# Z
- RTS* z q$ n7 @# s5 s6 z$ [6 v* c
- ; V- s: r+ c8 I
- ;----------------------------------------
- M1 x* _- O6 [, S O' o - ;调色板数据# f* h( Z o! X2 X1 i- b
- Palette_Data
9 Q+ d0 d; y9 k, _ O9 ^; V7 R - .HEX 0F 20 32 02 0F 20 32 0F 0F 20 32 26 0F 1B 0F 1B1 N; t+ L' l3 I, I6 m4 x2 @+ [, v
- .HEX 0F 21 27 22 0F 24 24 24 0F 21 21 21 0F 22 22 22- i2 Q% a; T( O+ ~8 I
-
' l0 }9 F+ `" U4 q, _0 W2 P( ~ - ;======================================================================
5 E; V# R- O* D- k9 J! X% P0 @- B - ;命名表清空
# Z( t) n$ s- e. M9 L- H# ~; T - Nametable_Clear) }/ {1 r: Z8 f& B3 C) Y) I
- LDA #$20
. ~* e) w! Z& o% _- S9 v. c7 q - STA PPU_ADDRESS' d+ N1 A6 }5 y- x/ k
- LDA #$00
3 O3 ^+ K3 ^8 D' f7 j - STA PPU_ADDRESS
5 r; J R6 R. R' V3 `5 o( f, K& H - LDA #$00
% g8 ^7 D* V9 [, ^# I - LDX #$00
7 X3 E4 g2 G1 T `: S - LDY #$08$ O: K) Q3 u& u
- .Write_Data/ M* v. U$ x% Q0 o7 i7 u g. U
- STA PPU_DATA( _9 h. [( v1 ~8 p! u
- INX
; L1 P; ]: j0 @' H# i" y" S - BNE .Write_Data5 p" ^% Y, X( P1 T
- DEY
$ J& s/ t8 O& O: |5 y" h+ R. a R, S - BNE .Write_Data- J4 a0 W, R4 [
- .End
% j: h+ O& ~& A6 q. b - RTS+ R- o" v" E5 F
- w% D- M8 [8 H9 B% F3 A- ;======================================================================
+ K z. W, O8 [ - ;音乐曲目切换8 A! g& w! X( B
- Music_Select_Process
8 A" M5 a7 K5 V8 Q - 9 I; P$ x, J7 _$ ~& }* J3 b- K1 G
- .Pre_Music;上一曲. |( \3 z' }3 h3 s0 }
- LDA FC_Gamepad_Once
' s9 E( G1 j- ]' K - CMP #JOY_KEY_LEFT" ?; f2 G0 `2 D4 B+ Q3 ?/ F8 Z
- BNE .Next_Music; j; q" C4 w0 g9 c2 N, H
- JSR Music_Play_Pre
+ N$ I, O2 [2 H4 j - .Next_Music;下一曲
3 C- O1 f# [& J k' S - LDA FC_Gamepad_Once
l3 m; H+ |$ t0 s, Y - CMP #JOY_KEY_RIGHT: l" \" E/ s4 v* a9 ]4 _/ m
- BNE .Next_10_Music9 |9 f+ S# Q) I3 i
- JSR Music_Play_Next
- ?1 b" K8 E5 A5 x/ s" w0 r6 X - .Next_10_Music;上10曲
1 Q/ \0 y7 P4 B' _6 e - LDA FC_Gamepad_Once
6 y0 j# Y8 v5 T+ j6 a" J - CMP #JOY_KEY_UP
" \/ D Y7 x# g9 q - BNE .Pre_10_Music
A3 U$ d2 ?* P2 _: R6 S - JSR Music_Play_Next_10' x/ i2 d0 ?' p2 h7 f8 }
- .Pre_10_Music;下10曲% ~7 }7 n% J4 Z4 P8 E
- LDA FC_Gamepad_Once
; W/ e- L$ @/ s' z; k# z# c - CMP #JOY_KEY_DOWN% @7 `5 m. K6 V7 l J$ G8 l
- BNE .Reset
/ D8 { j# j1 d% f4 U# c - JSR Music_Play_Pre_10
: U5 d$ x) P1 }6 F - .Reset;重播当前曲目) k; r( n1 o3 W' y/ ^
- LDA FC_Gamepad_Once `0 n/ h! L6 k; d: P# o' o% x
- CMP #JOY_KEY_START8 W" p( j6 J/ [" F
- BNE .End6 a4 N# A$ ^2 e( X0 t4 T5 C9 d
- LDA FC_Music_Index
+ P C" {, n: z2 N - JSR Music_Init_Process8 c/ ^8 V' A9 {
- .End: g/ h$ ^+ {3 y" q9 Z- A
- RTS
. ^6 a2 y0 E4 u: L0 k - # m n! Q- q9 l0 J
- ;----------------------------------------------------------------------
' ~7 R5 h( f) Y5 N; C6 B8 \- \ - ;播放上一曲
0 w6 l# \: l+ Z - Music_Play_Pre
# \% I2 g1 w6 L' ^6 |( ` - LDA FC_Music_Index
8 h# C$ R4 R1 f H7 R& B0 q - BEQ .End
# n, S4 U0 B2 _" g& M( d - DEC FC_Music_Index) Q1 P, {# f( b
- LDA FC_Music_Index2 C3 Q# n$ `7 o F& C s
- JSR Music_Init_Process
& M- K; {0 J S - .End
B* Y% X$ z7 e; U* R* D$ J8 ?- x0 J - RTS
7 K0 k5 ]* z0 P: {" p - ;----------------------------------------------------------------------
/ k! M2 B: i- Q( }1 W. [& Y( u; I - ;播放下一曲. Q1 E7 r, c! {! P2 t0 {5 _5 q
- Music_Play_Next# Z, x2 I5 Q1 x
- LDA FC_Music_Index' N \; @8 X% {! ] I& l
- CMP FC_Music_Max_Index( W7 `* [: y& }" o+ q7 d
- BCS .End
+ o/ A( A; m3 W8 E - INC FC_Music_Index* K9 k K/ S: S/ W! U# ^0 }3 j& y
- LDA FC_Music_Index
" u e8 s* H, O2 z - JSR Music_Init_Process
. X: A) F, L% s$ R4 G7 n5 d - .End
6 B" a% z( A U Z - RTS
/ W) Z. n6 g7 b' N
5 k; s- a" ~' Q! [" M1 S- ;----------------------------------------------------------------------% S8 ^3 N0 ` Y% V8 E. R* V
- ;播放上10曲
: {: g1 V+ r: Y5 S& ` - Music_Play_Pre_10
; i. N. [7 \% A; i$ { - LDA FC_Music_Index
- e" D5 p; k7 p; _ - BEQ .End7 x# z( N6 w6 W% F; a% X
- SEC
0 B5 l ~2 b- ^& H/ {( R - SBC #10- y# ]1 y; a k8 t# N# c( G& {
- BCS .Pre_10
8 b0 M3 u1 r: A - LDA #$00
+ ~. C/ Y' |) a5 k J- A2 } - .Pre_10
q/ q. [1 f$ j* p& \ - STA FC_Music_Index. C4 _# H" a$ ]' R Q7 t
- JSR Music_Init_Process
" F+ e7 ^) G* i& E - .End
3 Y+ w7 { @3 p6 m- c+ I - RTS
" z3 r! i# ~6 x, P( w4 I) V4 p6 s - ;----------------------------------------------------------------------
: f9 M& L6 ~; M& ] Y, ^4 h - ;播放下10曲
; U1 T! S* f6 R/ Q- z - Music_Play_Next_10 u* [8 B* n( ?- |! T( a* b
- LDA FC_Music_Index0 R# M" R% j4 J. m* N
- CMP FC_Music_Max_Index- l" T' J7 B# o+ G d8 {+ y, H! _
- BCS .End6 h2 T3 o9 F) f; E/ n
- CLC4 S: m) U" u, z% }
- ADC #102 k. ^# ^( x7 C9 E/ ^
- CMP FC_Music_Max_Index. @ d# r; F+ `; T
- BCC .Next_10
0 q6 j" H! R' N0 Y- [# w - LDA FC_Music_Max_Index
2 _& |" g o+ K" [. t - .Next_109 g; [' Q( M9 r7 {& |8 q/ e
- STA FC_Music_Index# s$ o* `' z+ t g) C- y$ P
- JSR Music_Init_Process
8 I# k* z7 O3 d: S3 c/ x, j - .End9 Q5 ]/ W' H/ o& M
- RTS
7 O" ]: F& ^% b. @ - / G+ h1 o- ?8 w4 ^
- ;----------------------------------------------------------------------/ \5 E- W) b. o/ ^
- ;8位十六进制转3位十进制制& E( F' g* I2 r1 }6 Z1 a
- Hex8ToDec
5 X, ]. d. \4 v! u9 g - STA FC_Dec_Data_1
) a1 X o. B8 F S3 _6 W - LDA #$00
+ D& h0 c+ U6 _. v& D; \( ^ - STA FC_Dec_Data_100
9 E2 e4 a8 `/ P# W4 S J5 x - STA FC_Dec_Data_10
) @* @5 `" p& G7 F2 w - LDA FC_Dec_Data_1
- ^" t; r/ x. O& C - .Convert_100
8 K) x( H$ `4 Q. J8 ?- e( Y - CMP #100) w- V+ r/ b7 W0 f% t
- BCC .Convert_100 o3 g. Q* k! i+ d$ y4 Z8 u& Q
- SEC5 H' f1 r; c/ w, G
- SBC #100
" r& ^5 T+ M" z; K+ J8 t7 d' H l - INC FC_Dec_Data_100
% t) `- q0 F- M4 M; i - BNE .Convert_100: N! _7 w) r `: e+ h p* q/ h
- .Convert_10; t: F) |3 W. ^2 y
- CMP #10+ g p* ~4 q! {# J5 P- {
- BCC .End
0 W. T. I/ m& y4 E: x9 @' x2 N& Z - SEC
: D$ m. @8 f) l: y - SBC #10( ?4 g( B$ i9 o9 {/ u
- INC FC_Dec_Data_10% s: V6 o/ T7 X) g) ]$ ~
- BNE .Convert_10
/ _% Q5 ]" r# b; o* d# Z2 h/ _ - .End
" {1 E7 R) X7 ^( J& w - STA FC_Dec_Data_12 }' B! [9 B$ B- f0 D
- RTS! q. A# w2 M, G2 \1 n; [3 q
. g- |% X }% D% [- f5 b- ;---------------------------------------------------------------------- w/ v* Y7 m1 n" h1 }
- ;显示曲目信息3 [6 K9 B- A! @: A# [1 @! B: ]9 P
- Music_Info_Display; H2 ]# O5 u1 }; e: e0 }* C' ]
- LDX FC_PPU_Buf_Count
* Z8 j- S2 G! |% W& _& S - LDA #PPU_WRITE_MODE_CNT_LINE
( S- O+ d! R* F% Q) i& y4 S4 b - STA Use_PPU_Buffer,X4 L4 u& m, a6 j- I7 U+ E: _7 e
- INX
( M; b0 U/ f* y: I' Z -
! G z' l" K ]! R5 H! X" d. ~ - LDA #>MUSIC_INFO_POS
0 ^5 _3 ~. w) S6 a* E5 B - STA Use_PPU_Buffer,X
, N8 o+ Z! D+ F9 x; u8 }# y - INX
% ]' U! O( j0 x9 g - Z( h, Y1 v- o( Y4 \4 I7 Z, v
- ;居中9 r: [; [+ A4 o8 G1 v8 ?7 g
- LDA #<(MUSIC_INFO_POS & $E0) + (32 - 5)/2
% R) I7 h N0 K" ?' e - STA Use_PPU_Buffer,X
& y+ V" U% f! R - INX
. \5 J; ^6 L# J; p0 l -
5 Q5 ^$ }' e( }! x - LDA #$05; s( c* x- d% t5 i
- STA Use_PPU_Buffer,X: e6 b& m* J8 _4 o
- INX6 L) g9 K+ N9 |8 ~6 @$ G) X
- * g+ Y+ ]7 [, X% x& e" Q2 `
- LDA FC_Music_Index
( g9 I; ~6 [( s - CLC- l) i- e& j; ^! Y
- ADC #$019 {3 q9 u4 W, c% d; |
- JSR Hex8ToDec* E4 I) A5 d+ t2 s
- 4 Q4 ]- L J* o" l* K( W# N$ \1 U; ?
- LDA FC_Dec_Data_10
& P. F# h/ b7 a0 t& g1 O, G - CLC! C3 h/ A& C% C% |) ?/ m
- ADC #'0'
6 m" d3 [% I J" D0 R2 F4 O - STA Use_PPU_Buffer,X' [# P5 F Q0 ?6 O1 K" ^
- INX; y& c; X" V. q" d, D
- 8 k3 Z& Q! Y- p7 i+ n9 o) M
- LDA FC_Dec_Data_17 {' J! Y. G/ A
- CLC
/ e1 G# x; Y3 c! S( N2 ]$ m) j - ADC #'0'7 Z0 l& ~* @+ M; z
- STA Use_PPU_Buffer,X2 U" l4 p z) N1 e, ^
- INX
) I! ?$ l' u) d6 \ - 5 Q( X" M9 u# j! c1 j r* S' r- O2 J
- LDA #'/'
! Y( F. Q/ v+ w; B# j9 R/ o! z- w - STA Use_PPU_Buffer,X+ N& ]' Q: j1 ~
- INX
, d1 i3 F* k! _7 ]* N9 z8 i - 4 f8 p1 [; F& u) n
- LDA FC_Music_Max_Index8 b2 W+ f! h$ x q% @5 M3 k& m
- CLC
( [7 |! @$ V; _6 j1 B6 }2 I - ADC #$01) Y1 g2 y1 U/ I8 Z2 c
- JSR Hex8ToDec( Z W3 U+ }' E, ]0 ^
- 5 Q; y7 g. ~( S) T
- LDA FC_Dec_Data_10
! F: y* r3 @% q' z" D2 g- t - CLC
: `6 t7 V+ P( d& u" X - ADC #'0'+ K* h& |/ r6 C! b3 C9 q. i
- STA Use_PPU_Buffer,X0 |, a7 V8 B' h0 S8 E: N
- INX
9 C: j# S7 @. y" i -
4 J, D3 @- R( A% `; n. m - LDA FC_Dec_Data_1
/ S& |, b& o, [ h o - CLC
# H( m' d i6 p6 G0 W$ u# z( j - ADC #'0'4 k' y1 T& i K/ {
- STA Use_PPU_Buffer,X
* p8 k. N$ z7 c$ n* C d' L - INX( O4 H) d- B! _" F
- : \& h5 h6 G; t, k9 r' Z
- .End
$ f: U* h7 v! R. c0 h( o- L7 [ - STX FC_PPU_Buf_Count
) Q0 s, n6 _% G% Y - RTS
D( A% f; w2 j7 o% t% n# }
6 G1 G. C+ O$ s" e; G4 N' x- ;----------------------------------------------------------------------
\6 y6 T8 W* [2 L( G# F - ;音乐曲目初始化处理3 i% k" X/ ^& F) D& a7 P) b2 @) y1 E
- Music_Init_Process
7 ~9 ~- T0 H7 X8 l7 S% P% B4 d7 Y - PHA
( H1 L. {! {) O, {& a) G5 f - JSR Music_Clear_Process
( j( v: y3 l& F% g: { - LDA #$1F. N" {/ g: s1 ^, q- g
- STA $4015; b9 y9 q+ ]* n2 `* K- L, J+ H
- PLA$ `* h" h1 x \7 O
- JSR Music_Init_Addr& B: y& h& m c9 p) p
- JSR Music_Info_Display
' m- H2 c/ g1 J" w! h - RTS! P; I9 L+ r! r9 x9 E7 J& n/ H
& F2 o3 v. d1 J! d b" G- ;----------------------------------------------------------------------
# Z5 m- [6 m% P - ;音乐播放处理5 s8 m" L% `8 B ^1 D
- Music_Play_Process6 Q2 j' U( B' q* a
- JSR Music_Play_Addr
2 `2 L$ A$ b# Z - RTS4 I5 M: L! |1 O3 P C9 i
. k" W! Z5 @* t: w; E: O' F; W- ;----------------------------------------------------------------------
& h! h8 w. ?% D: g2 L; K& j) O - ;音乐播放处理( n3 h7 l9 F5 k
- Music_Clear_Process: F6 {: S$ ]7 a& t
- .IF Music_Clear_Addr
" w" X: |% u' f; V7 f- @ - JSR Music_Clear_Addr
- y$ ]% {; i8 i6 k+ @ - RTS
7 l; T0 w' o9 m0 p: K' t - .ELSE
3 T+ m. N# W& ~' f7 { - LDA #$1F7 l' k) G& n: }/ m
- STA $40151 J8 J7 o+ ]4 m3 M' w9 B
- LDA #$00/ d- N# @1 _! r/ M6 k' N! ?
- STA $40107 ~9 `/ U5 k/ k0 a
- LDX #$00
7 m/ B3 u0 ^6 F* k6 f - LDA #$00- Z( N' ~. ^0 R
- 4 h" q3 {, Q* T* Z
- .Music_Clear_Zreo_Page_0
: ~- x0 I9 n R$ y# y) ? - STA $00,X$ |/ g7 ~3 V; J8 I
- INX
; I( t! p4 S7 }$ r - CPX #Use_Zero_Page_Begin
% b, |& w! M0 l6 ^/ T& z t6 \; u8 i9 S - BCC .Music_Clear_Zreo_Page_00 O. \; t1 r4 n- i; K# s: Z4 q$ H
- 4 T. W7 K7 w7 e5 }
- LDX #Use_Zero_Page_Begin + Use_Zero_Page_Size9 x" l/ E3 m _: j3 o7 t: [$ V
- .Music_Clear_Zreo_Page_1
- i% V8 F0 l8 c' S& t - STA $00,X
4 ?5 ^( e3 |, ^2 y, t0 f* B - INX) G9 S ~7 `1 d1 E B& \
- BNE .Music_Clear_Zreo_Page_1/ v E7 b0 N, l9 ^6 n, f2 L6 S& s
- # k N% N$ Q' c2 Q8 o
- Music_Clear_Process_1
' ~/ S/ n% n( @ U' u/ Y' i" f - STA $0600,X0 T% d7 ?9 C) p& ]- d9 W
- STA $0700,X; p, G" K( S' L% O) |
- INX* d A9 q: c8 n7 b H: e
- BNE Music_Clear_Process_18 C: G d/ J+ o. i6 {7 d$ c W$ J* ~
- LDA #$10+ U+ ^9 \5 W$ ^
- STA $4000
: p, ]+ J& z2 h) Z4 O( u, q - STA $4004
) L% u, ]+ r5 F - STA $400C# S- [! g" w. j$ ]& F0 l6 a3 [& q3 B
- LDA #$00
- ?( R; m. o: G- C x& b; n - STA $4008, ] ?. a; z6 C a
- LDA #$0F5 ~. T+ n" U+ G& ]0 K! d
- STA $4015
, m; K/ U4 U, N. x, R - .ENDIF
3 y* q+ a3 G4 L6 w5 D: i - 3 k2 \" e+ o; g2 w4 Q0 ~) i/ g
- RTS
) d7 Q4 H& B1 U) P
5 M$ c" @/ T4 `+ o$ x3 D- ;======================================================================
! c1 b) s C9 U. j! _( k k - ;重启处理3 R, z' G. Z7 q4 g
- Reset_Program, J( A% Y1 X% I" b6 E* \! H
- SEI( N- A: d: X( P. J0 i4 I
- CLD
$ K G8 }2 B( L8 `4 z - LDA #$00
$ Y. j4 [6 P; i4 {6 R/ g - STA PPU_CTRL
/ N& M$ h6 T3 U* I: v - STA PPU_MASK/ n7 g! N/ |3 B( ~
- STA JOY2_FRAME
, Q4 S( M% d6 B# | - STA APU_STATUS) D3 Y! f$ p7 z$ r. s3 G5 M( |
-
6 _" s/ h! H7 b" j# m& L0 j - ;等待屏幕准备完毕8 Y8 J+ q: D- S# ^+ V
- LDX #$02
, c. c( Z F* m* f( Y9 T, o; x - .Wait_For_Screen_Ready
8 _- C8 `0 n& ~; u8 E9 @ - LDA PPU_STATUS
( b/ o" B" J* [: b - BPL .Wait_For_Screen_Ready& g& s m4 ]2 l1 n5 P
- DEX0 L9 m6 p* Q- s4 h ^) b$ t
- BNE .Wait_For_Screen_Ready
7 b* i- J; R9 \! j -
5 o; r7 G7 I3 D3 n0 G - ;清空调色板 q# ?' q! m+ k3 l! ?' O1 s' d+ I
- Palette_Clear* U m( p; _6 K
- LDA #$3F
5 d4 I- N) C3 z. f& h. V - STA PPU_ADDRESS- q8 u$ y/ c3 }# W9 v- ^3 O# y
- LDA #$004 j& t0 Z V" m4 [3 n1 N
- STA PPU_ADDRESS
5 |2 U( q2 F% K7 H+ P, m - LDX #$201 P# c/ ]+ i6 y" @+ p4 N* e% G
- LDA #$0F6 G' s: Y5 f1 n% a& B9 P
- .Write_Data3 [, W8 p5 a% I% k$ @$ z+ s/ W
- STA PPU_DATA% h( g, ?' ]" B" `- k# B1 ~% @
- DEX
/ ]3 V2 ]2 A. \( E' a* _2 N, z8 e8 { - BNE .Write_Data
. f6 k8 `; o# D$ l" D - , L$ b1 [6 K4 A. ]# u( X
- ;清除声音 $4000-40137 z4 N3 ~5 W. u1 H2 m1 J S1 X7 U
- LDY #$14
: x" n# s6 q9 ~6 L1 c - LDX #$009 c$ W; ]3 z) U9 @0 D
- .Sound_Clear, k: y- s& B) t9 T$ h
- STA $4000,X/ j. n" ?+ G: w( U/ {! p# M9 H
- INX
- O& p1 J$ K- V- m/ f& L - DEY
* |. l( k, [$ _ - BNE .Sound_Clear
# `. C- D4 `( D+ R- } -
% W) d( b3 T* C0 L. `9 s7 ~- n5 [ - ;清除 RAM $0000-07FF
1 n, |* g/ ?6 y5 [: b6 m# O - LDA #$00
$ p! d1 o% W; B! N - STA $006 k: p% l# U2 T2 z* I: F: g
- STA $01
. \2 B2 g0 M+ |) |6 Z - TAY
/ `1 p5 M* X9 y* [ - LDX #$08
: j% D3 k! g1 v - .Memory_Clear
8 _% B# P& [. Y, P- g2 k6 L. M - STA [$00],Y# c( ?# W# S' J, O6 Z+ K" \6 o
- INY
, a; Y0 n0 r( A/ F' \- [; c - BNE .Memory_Clear
K; K/ D P h8 _ - INC $01: j" `( R" w4 e
- DEX' ~! O3 R+ x& R" x
- BNE .Memory_Clear
1 X2 Q# e4 ?9 j. ~" l" q. H - / a6 V/ S/ D/ X% `
- ;精灵缓冲初始化! x% Q/ R& E( N) s: k6 z
- LDX #$00
5 g6 W1 p7 W3 q" n8 k6 @ - LDA #$F8+ r9 B4 E" X! A6 V
- .OAM_Clear" F4 ]- B1 n0 J6 `4 K7 u4 `6 f
- STA OAM_DMA_Buffer,X
5 M( D* h. k- G |! b - INX
* }- a* F6 l- c5 N4 d9 a8 n - BNE .OAM_Clear
2 U& z8 M" {0 C& @4 k4 ~3 T0 w - 6 T) E' x5 h- z$ k" u2 i# X
- ;栈指针初始化
8 ?/ `1 h* L( w - LDX #$FF' \- P% `6 ^# ^8 K% B% k
- TXS. m$ {- b9 D- x: b3 O
- H' q6 d& X+ |: v
- JSR Nametable_Clear;命名表清空# V0 [$ @+ V) e: y' H
- JSR Palette_Init;初始化调色板缓冲
: _$ P4 t+ t0 F$ V# m% ] - JSR Static_Text_Init;初始化静态文本
. {" r c m+ x% L9 ] - . ` g) p" f! O& I* x/ G/ s+ a
- LDA #MUSIC_ITEM_TOTAL - 1
) S$ a1 H- H& A8 L$ w# N0 b - STA FC_Music_Max_Index
" V# J2 }" d) i* e8 F -
& m: a5 A, f0 |2 ] - LDA #$1F
6 b& \' J+ O7 {- K0 y) A - STA APU_STATUS+ N+ N6 P J# a9 y- l2 _: G# G& _
- LDA #MUSIC_BGM - 1
; b; j! i; ^& y& S- ` Y, B$ ] - STA FC_Music_Index5 C+ z) \' E1 l3 C" S% X
- JSR Music_Init_Process;音乐播放
# H1 [7 ~. L! S e: p5 W* @/ E -
# P* ^3 I% T! D0 u; R. m. K - ;设置屏幕显示状态缓冲(当NMI处理时控制屏幕显示状态)
9 H. o- ?2 A9 E/ V - LDA #$1E, G9 U( y! h4 B; K" i" f
- STA FC_PPU_Mask_Buf
1 H( A6 L4 X! c! q( J -
2 O2 F0 g9 S; S Q. G* F$ F - ;启用NMI处理$ _0 I. H# t) N
- LDA #$80
, m" n9 }; i6 d! d) i" Y - STA PPU_CTRL
+ z# \ o/ h- u. D5 [5 j! h) s" U - " P9 }3 F' X9 a9 B8 P! d5 }* p+ v
- ;程序循环, 剩余工作交给 NMI 中断处理
8 q7 Y3 o5 x1 ]7 P5 L5 K5 i - .Loop
) g8 _* T+ r3 R; c" g# k - JMP .Loop: B- B+ ]5 N$ {
0 y. O9 V/ @+ s2 Q0 _& ]& Z- ;======================================================================7 g$ {: H$ z5 Y' p
- ;不可屏蔽中断处理
e3 S. S9 P( ]9 n! J* k - Nmi_Program* @" r5 a4 D$ Q3 ^% k
- PHA& \+ D! m I+ v9 X( W
- TXA, I3 P3 L e' }1 W) |- ~
- PHA1 w" |: q5 Y! y; z
- TYA0 e& m L) k2 b4 J- l6 ^* t6 v
- PHA) a; }9 n& N, X0 f
- # b& G0 l- f( S
- LDA PPU_STATUS;读取使得 PPU状态寄存器复位
6 J K( J* |3 u8 o9 x3 b; y3 W/ k - 2 R: B1 Y. g) s8 Y2 _5 b4 ~) Z
- JSR FC_PPU_Procrss;PPU处理) g6 h- P! M/ _% Y. R& J2 j: J! t
-
2 R5 ~$ A; A) d - ;精灵内存更新, ^' |2 z7 k% l' [
- LDA #$00: W2 b' M5 A2 [% u7 p1 W* g( `
- STA PPU_OAM_ADDR9 ?/ B3 g7 J: g/ [9 s+ q& H w
- LDA #OAM_DMA_Buffer / $0100
0 D( N' P7 _7 N* Y - STA OAM_DMA# X$ B: c# q9 g% ?! p
- 9 F7 W( T5 h+ ^
- JSR FC_Gamepad_Process;手柄输入处理
/ \, U8 |3 s3 ]$ E6 V) ] - JSR Music_Select_Process;音乐选曲处理- f5 q* s) v- V; n: C8 [6 f
- JSR Music_Play_Process;音乐播放处理: |1 q3 r6 n- s" M
- ' ^6 g B' L& B/ s$ i
- PLA
4 u0 I- M. Q# W) f - TAY
. k" S/ ^1 h# l1 c - PLA
" ?+ q5 ~& Y/ K ~ W& A1 _ - TAX1 [% N! `( T4 z! w& `2 p' t
- PLA
$ @6 k# b* n; b6 @, Q$ m7 l3 i
7 o! N; x* E: V0 t- RTI2 b6 ]) q1 ~! p( n3 g V6 p! x
- : R0 A! {: Z- c& \3 ]. p( Q( \
- ;======================================================================
6 F0 w, q8 u& z- j9 L1 V - ;请求中断处理
/ i. l7 }+ K+ U9 v) ~( k4 \' V+ B - Irq_Program
& v# N% d2 r) N+ ?7 v$ | - RTI
& z. d# K0 @- c U0 A# o - + K$ i6 h, i8 ^. O
- ;======================================================================
# M5 a3 d: L |/ M4 i9 |" O& N: k - ;中断向量表
. X, P: S# v- P' r" p; V - .ORG $FFFA# \ {: u7 D/ @0 G5 t ?5 |, \! ]
- .DW Nmi_Program ;NMI触发时执行
- Z% i: i; p/ L r - .DW Reset_Program ;载入ROM时最先执行
& ~3 D% N6 q7 T) B% k) Q - .DW Irq_Program ;IRQ触发时执行
7 j6 Y9 K4 c+ Q
复制代码 ; P6 f2 p. b# v; Y( D% T
/ ~3 u d! M# P/ D
! F6 I5 g x+ h- C! E5 j
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