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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:0 g) @$ J4 J& }) b ]
- ;======================================================================
$ m, M; z% [9 U) [: K - ;文件头
- R1 \% t/ b0 w - NES_16KB_PRG_SIZE = 8 ;16KB PRG大小数量4 R7 _+ S* |" k6 H3 N7 c
- NES_8KB_CHR_SIZE = 1 ;8KB CHR大小数量
" f' V6 G% c8 [% Y - BANK_DATA_MASK = NES_16KB_PRG_SIZE * 2 - 1 ;bank号掩码
3 j/ D" |2 [ M7 w% c1 E - ;======================================================================( t( ]) I- d0 u4 y
- PRG_DATA_BANK_C000 = NES_16KB_PRG_SIZE * 2 - 2
# k) j' P5 W- r/ p: A3 c - PRG_DATA_BANK_E000 = NES_16KB_PRG_SIZE * 2 - 1
4 }* c f! j% i* e, d! j1 G - ;======================================================================
0 F' w: f& e4 U, S) m - RESET_BANK = NES_16KB_PRG_SIZE * 2 - 1& W( \# m! F4 K- k& o' `0 g
- RESET_ADDR = $E000 ;主程序起始地址
, F$ l, T* M( V J2 W' f - ;======================================================================$ O' ]4 L; {# h9 _3 z( u! j. v
- .INESPRG NES_16KB_PRG_SIZE ;16KB PRG 数量, $01-$EF8(1-3832),即16-61,312 KB3 ]; d5 X) C% ?- f2 b7 V9 g
- .INESCHR NES_8KB_CHR_SIZE ;8KB CHR 数量,$01-$EF8(1-3832),即0-30,656 KB
6 C% ]: A- Z% I" a: ~0 L6 F - .INESMAP 4 ;Mapper号 (0-4095)
& ^6 S5 o. y. ^1 j. Z - .INESSUBMAP 0 ;子Mapper号 (0-15)" E( {7 m' U- y+ M8 l K
- .INESMIR 0 ;命名表镜像 (0: 水平 1: 垂直 2: 四屏)
$ X. i5 {. K" n3 p - .INESBAT 0 ;指定是否存在电池备份 (0: 不存在 1: 存在)2 ^: U$ `1 o( T" d! A% N% j
- .INESPRGRAM 0 ;指定 PRG RAM 大小 (大小 = 64字节 << 计数); q/ E3 I7 B: i+ s. q
- .INESPRGNVRAM 0 ;指定 PRG NVRAM 大小(大小 = 64字节 << 计数)5 o1 x3 V" m( b! {4 ?( }( N
- .INESCHRRAM 0 ;指定 CHR RAM 大小(大小 = 64字节 << 计数) U& _/ t2 [+ g; k
- .INESCHRNVRAM 0 ;指定 CHR NVRAM 大小(大小 = 64字节 << 计数)
0 @* ?* t0 j; I8 ^2 }* Q! S3 a' v - .INESTIM 0 ;指定时序 (0: NTSC, 1: PAL, 2: 多区域, 3: Dendy)# t/ z7 S o+ R0 g" M9 z
- ;======================================================================
3 b; u4 u' N4 T7 J" H/ j g - .INCLUDE "fc_demo_config.asm" ;全局配置
3 Z8 \9 ~7 R% L/ Z$ c - .INCLUDE "fc_demo_constant.asm" ;NES常量
# e4 M2 S- a; v( I, h1 J - ;======================================================================
# C1 z& O6 n7 f- \ - ;音乐配置
! [: B @5 [+ T- C0 W1 L$ E* S - .IF 0 = MUSIC_THEME
: c0 E: R# {5 _8 [3 w- ` - .INCLUDE "data/music/Gremlin 2/config.asm"
4 m! c0 C) x: h: I0 e a - .ENDIF
% `' k4 o' L5 |3 k% p5 ^# ^) u S - 2 S3 z, i) C* n
- .IF 1 = MUSIC_THEME! h# m% j8 V) E) e) s1 m
- .INCLUDE "data/music/Raf World/config.asm"& G/ i2 g8 U% F3 k7 J. _3 R' |6 T% M
- .ENDIF# |9 B1 a4 a7 z0 `1 x
- " X$ f: K& H+ S0 k0 u
- .IF 2 = MUSIC_THEME
2 G7 k4 K$ Q* b) G - .INCLUDE "data/music/Ninja Gaiden 3/config.asm"
" k) @1 y9 r& J7 _9 {, [, h - .ENDIF7 x2 j6 d8 y% h3 K7 @# p# J
- ; E/ e4 N& G+ i' y6 V, u* K
- ;======================================================================
0 W! K! t0 s7 k1 V - ;引用CHR图像数据" O2 P5 b- }. X. M x7 K2 _0 f
- .BANK NES_16KB_PRG_SIZE * 27 J4 b3 n; F6 E# ~" j
- .ORG $0000
( L4 I4 z0 F5 V0 n" V - .INCBIN "data/bkg.chr"
, c! s7 W( ]* s' ` - .INCBIN "data/sp.chr"& |- B5 ^7 F+ g- y8 K" ^" B% y! Y6 Q; v
-
( u) r( k; K8 d; U - ;======================================================================
7 ~4 m4 E- X8 d( C - .BANK PRG_DATA_BANK_E000 & BANK_DATA_MASK;设置程序所在Bank
$ }2 u) S) P# [6 C7 a% Z' N - .ORG RESET_ADDR9 y6 V `) v+ i" H6 A V0 i( r% P
- ;======================================================================
% [" M4 [' Y: T- Q; M6 |0 } - ;引用其他源文件
: E' J1 `* n7 L/ y0 b2 W - .INCLUDE "fc_demo_ppu.asm" ;PPU处理
~9 D8 E' n' |2 ]. v2 y - .INCLUDE "fc_demo_joysitck.asm" ;手柄处理/ q- ~( F, N: w, P" R# z) L. e
- .INCLUDE "fc_demo_static_text.asm" ;静态文本处理
6 @6 z( \. G& b3 X - ;======================================================================" H% X2 n9 ]; X2 \$ h. \, m( F
- : y( Y1 p. C8 Q; K/ r6 K" s1 ^5 ]% P2 T
- ;======================================================================
6 {* |2 H) V$ q - ;等待VBlank到来" S. c' B& v. _* D6 p# \
- Wait_For_VBlank8 t" S% G. {2 P1 m3 s4 m" Y8 Y
- LDA PPU_STATUS. k% F: k! z n) b. m' }
- BPL Wait_For_VBlank% R- S8 C# D9 l
- RTS3 d# s, c/ I: D% j4 \
- , F! r5 \, f" @! Q- O6 f
- ;======================================================================
2 n$ z5 v% V* ?' x+ s' q - ;调色板初始化: U& F; d6 u& p! N; n0 P
- Palette_Init
' b2 f8 ^+ z! n* ]: `0 ~8 x - LDA #$3F
- H: Z( Y% ?9 W i - STA PPU_ADDRESS
- X- V" u- L! H% ^ - LDA #$00
7 R. ]+ H3 J( D$ @+ n s- @ - STA PPU_ADDRESS
5 G v# w% D; p" v# |& D - LDX #$00& X+ _- V6 u' z
- LDY #$20& b8 _; M2 d" e% B! J o+ s* I
- .Write_Data6 P+ i# z2 Y( q1 M/ H- @
- LDA Palette_Data,X) A. o, E( `8 s+ x g1 C3 U7 p3 A! Z
- STA FC_PPU_Pal_Addr,X! A; {! I+ h: |; \: u: D+ n
- INX
. o3 b1 h3 h6 z, J1 q - DEY
; N5 F1 @$ Q+ ~2 m: w - BNE .Write_Data! k3 Z4 o6 W( |( x5 y' J8 C- k
- .End
, e; B. Y: r4 v" J - RTS( J- n, Y' E8 u4 o9 b
- 2 T: b! [" b* ?7 r" {& k7 A* f
- ;----------------------------------------
6 {$ _. X+ m' z' T$ H+ N - ;调色板数据
5 ]% y- d( |) d1 o - Palette_Data2 y$ f5 }1 L3 `- ]6 W9 G
- .HEX 0F 20 32 02 0F 20 32 0F 0F 20 32 26 0F 1B 0F 1B$ |0 ~6 q# ]! m
- .HEX 0F 21 27 22 0F 24 24 24 0F 21 21 21 0F 22 22 22
w& e7 v, A0 ]+ ?3 k. M -
2 |* u6 l6 V% b. K - ;======================================================================
. s3 W8 X- `, G/ v" ^( Z; o( K9 _ - ;命名表清空
' h# v5 B+ M, E/ q3 L - Nametable_Clear
: }& S& ]2 w8 P9 G) f- z - LDA #$20- y2 a0 h( l. x* m1 n
- STA PPU_ADDRESS; n2 x k9 c I3 Y2 F. `% ]0 G
- LDA #$00
9 k. T$ c, n) h7 U- s - STA PPU_ADDRESS
) x& b; z+ T$ C# ?1 T$ h - LDA #$00
8 _+ H( Y- T [7 x - LDX #$00* ]. e8 v8 h, U" Z
- LDY #$08
( J; {7 Y. F P; ] - .Write_Data0 C# v0 \# Q& i% T* C( F
- STA PPU_DATA9 o* I8 B. _+ C1 L' h8 O
- INX
) \. Q8 | Y7 A - BNE .Write_Data
! Y. ~" `" u2 D% k# v5 m - DEY( G- g# [* d2 z' o, D4 u
- BNE .Write_Data
0 V. ~/ j- H2 ^, T% \; F - .End" P4 _' l c8 y3 M5 o( Y; i2 A
- RTS* G+ e; L1 [- U% w- I
- & y% D! c' U m
- ;======================================================================
' d* u. b, n2 T3 S( B) f; C# k - ;音乐曲目切换
5 j4 ]9 |1 |& P/ v# K# L' v' j - Music_Select_Process5 ~0 s5 r$ `' n6 D+ x
- & u( }) ~- |" h _2 H
- .Pre_Music;上一曲; u6 y2 A; |/ k" L2 E4 h, H1 x
- LDA FC_Gamepad_Once
* h* {$ p6 m( }1 }- |5 g - CMP #JOY_KEY_LEFT
1 j: u. @6 r- }& q - BNE .Next_Music5 Y2 m8 Y' v8 X$ [: U7 K& x }
- JSR Music_Play_Pre% F- ^% {0 H A1 \$ v* i
- .Next_Music;下一曲
0 D/ e+ f" E1 o$ p2 X( w, m - LDA FC_Gamepad_Once+ _# }7 ]0 U' m( D# q6 U
- CMP #JOY_KEY_RIGHT, ]& ?! ]: `6 G& e
- BNE .Next_10_Music
! a: z8 x4 i( {$ O6 m6 [ - JSR Music_Play_Next
! ]' ?. @, t, x1 k( q- L - .Next_10_Music;上10曲* S! ~, ^+ u: X) n
- LDA FC_Gamepad_Once- E3 J; d$ i( N$ w: F8 b
- CMP #JOY_KEY_UP/ s/ H$ G; B* p5 \
- BNE .Pre_10_Music
9 ^8 {5 I5 ]7 s2 w4 w - JSR Music_Play_Next_10& V( {- i/ u9 {1 u6 ~2 p
- .Pre_10_Music;下10曲
9 T5 T! b0 g6 O! E1 B- d - LDA FC_Gamepad_Once; r/ ?6 a3 c, |4 V1 u2 b
- CMP #JOY_KEY_DOWN
0 M8 ]( j! U# r* A' s - BNE .Reset
4 J. R+ ~: _6 V - JSR Music_Play_Pre_10
+ `/ f+ i# ^3 y* | - .Reset;重播当前曲目
& C; M+ P7 L) [) K+ V( n - LDA FC_Gamepad_Once
2 V% ]" o3 D/ G7 @ - CMP #JOY_KEY_START
' J+ Y* K: Z: w N. R5 e# h, L - BNE .End
* M- X5 i$ m" c/ N/ y0 l" b - LDA FC_Music_Index5 c% w: @ }( |/ I' Y% h
- JSR Music_Init_Process
8 v$ h( A% E; G: `; r - .End
& K+ V' D6 {' D6 t - RTS. S$ X8 P: h) n3 O( |8 \
- 7 ?! g" P6 ~( i) `+ z1 O) B
- ;----------------------------------------------------------------------. A3 t( W; Y& }
- ;播放上一曲
& ]* H& b) b# Y% z - Music_Play_Pre2 i( i5 ?1 \! D7 L; w o
- LDA FC_Music_Index" a- _$ T0 f J o; I
- BEQ .End
3 k, a* I0 |, q8 R% W& a* y - DEC FC_Music_Index2 c# k, c' K" {7 c0 ]5 B
- LDA FC_Music_Index
5 E9 P$ X" v5 W' I( E& _ - JSR Music_Init_Process
- y: S/ i" s4 l( h0 f& u - .End+ x( b: C- L4 ^2 |
- RTS) s( D; u2 B& Y* E( k
- ;----------------------------------------------------------------------% G" [- P% w9 Q
- ;播放下一曲
7 I& u8 t+ R L g/ i, s - Music_Play_Next
' _* d8 E+ H. j! h6 E8 r - LDA FC_Music_Index; N" l9 {7 l. I$ T" U+ P
- CMP FC_Music_Max_Index
: f# H- H# b% R, W1 {0 g - BCS .End
+ q W& I2 N9 [ P" R - INC FC_Music_Index
9 P$ y; i# X, {( T - LDA FC_Music_Index
5 V P) u' d: F3 Z - JSR Music_Init_Process" j% y2 d$ k% `! D6 g, t
- .End) Y4 W% ?6 @9 d, H
- RTS+ |# V3 K% S+ i2 a2 _! B# m
. _" n2 ^7 D8 W" T8 o- ;----------------------------------------------------------------------
% p3 x8 u6 I2 f8 |5 i5 ? [ R/ w - ;播放上10曲; \" i3 R5 W& q, Q: \7 V
- Music_Play_Pre_10' K! s% F1 v& q8 ^' J' L
- LDA FC_Music_Index
% n: _6 I5 d+ `% n d - BEQ .End
+ z$ _: h" l' J9 Q5 w2 a - SEC
7 Z: i( A7 j& @9 d - SBC #10/ u+ _8 p6 z" J' W) C! r
- BCS .Pre_10$ t6 y( \6 C9 ~9 h* G% a9 {
- LDA #$001 s0 s \0 H$ F
- .Pre_10
9 I1 J% T9 J$ E- Y. _ - STA FC_Music_Index' S/ t5 Z0 r& v9 }+ x* ^7 ]
- JSR Music_Init_Process
# m" t2 w$ g3 W2 `+ B - .End
8 X6 _2 H1 Z! x$ Y1 S9 M9 { - RTS/ Y0 e2 Y' W. D( \2 w/ S" L6 K
- ;----------------------------------------------------------------------- q$ l! S' a, p/ Z
- ;播放下10曲. v" i9 f- M; W8 Y @9 E/ _
- Music_Play_Next_10$ w$ E/ R/ _' E/ m" v' h4 q# R+ @3 F
- LDA FC_Music_Index: M) `, Q" o% X# ~
- CMP FC_Music_Max_Index
' A, o* L8 A8 a" {9 v2 }$ F - BCS .End
, a7 K+ P+ p5 |" D( f6 c$ z - CLC
& O3 V8 N) Z; z: E" W - ADC #10
" Y5 M" U! e4 W3 ]+ S - CMP FC_Music_Max_Index6 ]8 {5 D" \/ Z& Z' J7 d9 i# U; ~/ \
- BCC .Next_10
+ ?: P) q$ F" t' S# Q) a0 O - LDA FC_Music_Max_Index
. f! K4 Q" b- d/ P* ^0 H - .Next_10
! B2 G) x" T9 I1 k$ n/ `+ N, }2 @ - STA FC_Music_Index
+ _, u2 X8 @. h( M - JSR Music_Init_Process
/ R, @4 l* R9 Y1 n - .End
) ~ ]# c7 V ` d6 A* H" _; W - RTS- h j0 u; }* ~, g# H' A* v
( n* \9 C' e2 r$ U/ A, o- ;----------------------------------------------------------------------
1 o9 Z$ C- ~# t - ;8位十六进制转3位十进制制
9 c9 D# j z0 n+ p6 d% C" S l - Hex8ToDec
5 C5 `- ^1 a5 u: L - STA FC_Dec_Data_1
: \; m2 B, { C - LDA #$00# \4 [4 Y! a' f
- STA FC_Dec_Data_100
% j4 S4 d" @0 H, ~$ | - STA FC_Dec_Data_109 l% }# c ^' w$ n; B
- LDA FC_Dec_Data_1
* m5 Z% t1 U4 m6 u3 Y9 {6 ^3 p - .Convert_100
7 ?* a, M$ p0 Q' r1 s, Y - CMP #100
" Q; z. `5 X! u - BCC .Convert_10! `! g9 Q/ B" g7 i, K$ k- {5 L
- SEC
b9 R5 m) @1 W8 l9 G; B$ i - SBC #100& M: s6 ^3 w* {3 q" j, |: J, L
- INC FC_Dec_Data_100
+ B3 l6 ?: M- ` - BNE .Convert_1008 Q2 V# t, w1 g% S% P
- .Convert_100 D, \4 H+ y* v* P
- CMP #10
. X2 `1 N9 e" @0 z3 G- y9 h - BCC .End9 d6 W5 B Y5 c, k2 Z
- SEC
) _( q/ I/ ~, ]* d0 u - SBC #102 ~, y: s) d. r {- }4 N8 w$ A
- INC FC_Dec_Data_102 ]5 L7 y; p" d r- p6 [
- BNE .Convert_10: r3 b; M; `; ?% E5 w4 s8 [2 ]
- .End
; N: y# h! C+ @7 d8 v- F y. B9 P - STA FC_Dec_Data_1& S+ T6 I" b6 Z; `
- RTS
7 X% |6 l2 w( R0 t. b
1 q/ n( r' x h5 T D* c+ I- ;----------------------------------------------------------------------
! C# o% P# M9 U. `; ` - ;显示曲目信息, t" q1 t( @: d; n7 o
- Music_Info_Display! Q7 K+ @0 h' q3 P7 F
- LDX FC_PPU_Buf_Count4 D: l% A, Y. B" Q& m
- LDA #PPU_WRITE_MODE_CNT_LINE. k1 i" b$ h- j3 T7 h) a
- STA Use_PPU_Buffer,X& H0 G' f2 ]3 W% _& x: H
- INX9 ~0 Q; H- Q1 @+ { R: ]
-
- P8 g( ?& {# f8 K - LDA #>MUSIC_INFO_POS
. ^; m3 s$ }9 D+ W/ F( O, u5 x- j% e - STA Use_PPU_Buffer,X
6 y- h6 Y% m! v1 g4 n6 x- t! [ - INX
# m, B. I& R0 N) U; M2 `# x -
& X& S+ s! P. {( p, q3 f- |2 m - ;居中3 Y' }; t" M! K$ f) t. u
- LDA #<(MUSIC_INFO_POS & $E0) + (32 - 5)/2
, X( c( [) N& n. ~5 F" R - STA Use_PPU_Buffer,X2 U' t0 P9 \) C3 f2 @* k. N: m" @
- INX$ r. ]6 A* }+ K; Z" g, f
-
: Y6 p* S; g7 ~& e - LDA #$05
% U! P/ T# M" n, b- \6 Z: G - STA Use_PPU_Buffer,X! p+ n- y% `; K) I4 ?$ q7 J) U
- INX8 o+ i% o/ ]" e b
-
j. w; H9 x) B! h7 E# ] - LDA FC_Music_Index
; V j# O/ ^& g6 g5 y! D4 c - CLC
6 b( z( B0 P9 r, A* `0 V1 m3 a - ADC #$01% l, v, W. t! k- P' ?! S
- JSR Hex8ToDec6 q+ P V. b T
- 1 r* [) c2 ?' Y) F
- LDA FC_Dec_Data_108 K, }: \: V7 Q6 b+ r
- CLC
& P# h V5 L2 }6 T1 O3 t' _' d4 M. q - ADC #'0'
7 y* V0 w6 R: Y5 P - STA Use_PPU_Buffer,X/ s% P ]8 n w. e( q
- INX
- h0 e3 c( @# d& ~. x7 { -
! E; h2 s& r6 {4 [ - LDA FC_Dec_Data_1& y& X9 u8 [2 ~& i/ |# e( [3 s
- CLC
3 f* i: J5 J: }# p" U: t$ m - ADC #'0'0 Y* U# V& m0 Z" T+ R/ N
- STA Use_PPU_Buffer,X4 p f& a6 m- @0 [2 X, Z( [
- INX% P" a* T F R2 Y; y5 Y
- # D9 Z Y% L7 i8 p: e: R
- LDA #'/'
" _% f8 |( f% `/ r4 g# g7 J - STA Use_PPU_Buffer,X
2 e& t [: r& g/ B2 @ - INX6 V: F( K, o# X5 e. t, n. d: l1 A
-
, s3 U# k6 I7 [& s - LDA FC_Music_Max_Index
3 y1 u# w3 h2 m - CLC: M/ u6 ~- A4 o" h
- ADC #$01
- B# S! Y2 i; U. i% @% {* y - JSR Hex8ToDec
4 ?7 Y) {! T/ @ q7 N - 1 j$ @4 T& a3 {1 e1 M1 O
- LDA FC_Dec_Data_10
! B9 ]/ b' E& Q9 g% c j7 `" i6 r - CLC' D5 ~8 {. C( Q& T5 a% Q
- ADC #'0'4 F( p+ S0 C, q% {. {" i! o
- STA Use_PPU_Buffer,X
- P- v7 B8 O4 t; r0 N - INX" u5 m, ]5 G6 |7 k: N' @ I* P2 o h
-
W) m/ _6 B. g( K. p. R - LDA FC_Dec_Data_1
7 _/ |( a C1 v# V8 T% Y2 [8 { - CLC
6 J8 W; \4 R# J) Y" G - ADC #'0'$ D, R2 x& Z' e: S
- STA Use_PPU_Buffer,X
; d F" e( a6 \! ` - INX4 @2 P, F$ p2 n0 T
-
% r0 W; j7 o# B) E5 w - .End
( N; O, G, R) h" D, A" n- N - STX FC_PPU_Buf_Count
* f, i0 [' q7 h( p9 v* ^/ I7 M - RTS( R- }8 r9 Q9 }% Y' f; L5 L
- 4 f8 C. w) m" I3 f3 k0 I
- ;----------------------------------------------------------------------
9 w) |% k4 u8 V! D+ V - ;音乐曲目初始化处理. |" L* H' P. Y6 v! j
- Music_Init_Process
7 O( I# S# k' ~- J6 w" b3 Z - PHA2 q/ K/ z' E+ b# C H
- JSR Music_Clear_Process& U8 |. f2 z7 ]! ^
- LDA #$1F
/ V. [" `& C9 C - STA $4015
" P! w* |) k9 ^6 G* y' f% E x - PLA+ r6 W7 p+ ^5 ~1 R9 R
- JSR Music_Init_Addr
- ?. [6 T. Y# d, L) B) }* j: l E - JSR Music_Info_Display
4 |5 w- u9 X% ?3 }2 `6 ^& n9 f! O1 s: v - RTS p# C% d6 c+ Q( Z1 u4 m, x9 t
- 4 M, G5 h- _; e; j
- ;----------------------------------------------------------------------
) e6 D1 c- e2 u8 u - ;音乐播放处理/ P' R9 a4 {# I9 F) Z4 a) t
- Music_Play_Process
0 s. I" f4 X& [ E - JSR Music_Play_Addr
3 n% P6 K, c0 p8 w5 z6 D. M" | - RTS7 E7 n7 x+ H5 B$ t3 A
. }+ L* K0 ]! G& [+ k+ _) {5 Q- ;----------------------------------------------------------------------" s$ r, R" s6 K+ l& r
- ;音乐播放处理7 m6 s4 F# n! v5 G# c: z
- Music_Clear_Process
6 g6 q4 z+ q: Q7 D5 \2 O - .IF Music_Clear_Addr
; _7 N+ }. z$ }/ O" R4 T2 v - JSR Music_Clear_Addr
8 I+ X( W2 X9 y! H* Y, s e! j - RTS, H* m( U2 e+ B0 C/ x
- .ELSE% ]7 n! F& A* h, d7 i9 [! |1 t6 g
- LDA #$1F
) v% X- ?$ X9 N - STA $4015
( ?: s8 f: [! _, `; R - LDA #$00, T- |7 }5 [. D9 k7 t! a/ B3 I
- STA $4010
2 B7 U: v; O: S8 `6 j7 e5 z - LDX #$00/ [" R: M2 s c& h) P& n
- LDA #$00( g% n1 ~$ E7 q& j
-
. A0 _7 p3 k* x/ r - .Music_Clear_Zreo_Page_0
2 V& \; B1 H4 n0 }0 R* \$ ]' t - STA $00,X
" i' F* \9 z8 m" b9 ]* R# H+ E - INX8 B% B8 [2 [7 v8 s3 d2 [
- CPX #Use_Zero_Page_Begin
9 }" n M; T% _/ ~( X - BCC .Music_Clear_Zreo_Page_0+ {5 U' z0 N& `* V+ E) {9 X# H) P9 h
- $ J3 R9 m; G1 p. n& V
- LDX #Use_Zero_Page_Begin + Use_Zero_Page_Size
# d; G. R2 u; \/ Y( _ - .Music_Clear_Zreo_Page_1) P' ?# D+ N+ A: {1 B
- STA $00,X
. M3 u2 C: G" d - INX, T) Y$ s% D u Y g
- BNE .Music_Clear_Zreo_Page_1
* }- X) X6 o: d -
9 w/ X: P* t( y F, K - Music_Clear_Process_1- ~+ i, w7 [+ k* s" a5 ~4 L5 W. u( P
- STA $0600,X2 W* }! k# c* z- i, J: i
- STA $0700,X# v5 K4 i0 L0 I# d) t/ G
- INX# d: O) y% X3 x+ W8 D, l2 b
- BNE Music_Clear_Process_1
* S9 z) Z$ V) p3 K& c$ Y) u8 z. B B - LDA #$10$ D2 q3 }# c8 J. q1 _. F5 C. d) Y' w6 v
- STA $4000: f1 v1 \- P' c$ x7 p% q6 d, h
- STA $4004
# u6 z- R: B+ E8 U6 g3 v - STA $400C
; d* p, Y! X% S3 w - LDA #$00
~. F7 _2 W7 v" j0 t# ]! j% _ - STA $4008
: I+ a) K1 P" N4 x2 b8 Y - LDA #$0F3 g' I. w3 w2 L- o: }
- STA $4015- n. M: c& t" m7 Z% e, h1 d N
- .ENDIF
) B4 A2 g# s2 O: N1 f -
9 I$ @3 @4 k$ @) C- ^% g - RTS
1 {2 o3 U; }6 g2 R' @ - ) |& r9 q1 C4 p% m
- ;======================================================================) M6 e! z) ?, \
- ;重启处理+ c& s* k% I4 c! `% O: o
- Reset_Program/ p' n) |% S! N% U+ E
- SEI* e' G9 Z% l) u& _; c
- CLD& N e; |" l2 R
- LDA #$00; H0 D0 b7 B# g6 t- v
- STA PPU_CTRL
: O/ O- F$ T7 m" p2 F; a - STA PPU_MASK
" v# \! `$ F! g% m - STA JOY2_FRAME
* _3 I5 D) Y( U, D - STA APU_STATUS. V) a- {) N0 E! E3 |% D8 b$ ]
-
, I# Q0 v! h Y - ;等待屏幕准备完毕1 w- i6 t% k5 V
- LDX #$029 [3 T7 Z% L& g
- .Wait_For_Screen_Ready8 U0 _0 C# V( I4 {
- LDA PPU_STATUS$ x) R9 x1 f3 A* ]6 C$ @7 K
- BPL .Wait_For_Screen_Ready/ E+ {# f2 S1 n# J/ G5 h8 q% P
- DEX3 z9 B% t0 O( g6 W" i: R
- BNE .Wait_For_Screen_Ready2 Z' W6 `& w1 G- l) c' q
- : n* C- b" n+ Z! m9 I! T
- ;清空调色板
) V! o! K4 @& ^0 I1 l - Palette_Clear
1 p& | p6 L6 K5 n - LDA #$3F( G) Y4 o; s; E
- STA PPU_ADDRESS: t b6 b: g1 R" A2 s8 Z7 `
- LDA #$00: p' |( o9 o. u
- STA PPU_ADDRESS" `& h) c% g0 U9 R
- LDX #$20
8 U) A' j$ g# D9 \ - LDA #$0F
5 r5 O4 |1 b9 r - .Write_Data
1 |" c, y u, A; J4 O* D - STA PPU_DATA
) z# \4 d1 a- `: z' ^4 X- B - DEX
4 {" i" |8 k* Q, b; i1 I! l - BNE .Write_Data2 `- }2 b2 J+ u( T- G" w5 {; E/ H
- 1 ?0 ?( v; ~3 h9 B
- ;清除声音 $4000-4013
8 L& L% n( v* c9 \) S. J - LDY #$141 r6 N) @8 l& E# F+ K
- LDX #$002 Z0 s0 w2 r. t) Y! t- E. Q5 s
- .Sound_Clear+ D0 X0 Z- ~& \( V2 B5 z
- STA $4000,X
( E* e3 F) K# G1 m f - INX
# _- y1 y/ b& Q9 r5 F - DEY
& j4 N7 a3 `- H! u' X - BNE .Sound_Clear
8 ~9 l, ?% p2 G6 H - . O* Q$ G, v8 b
- ;清除 RAM $0000-07FF
5 S( N! V* Z( Q9 D+ L4 T- t - LDA #$00
3 p" z, B& n3 G* {& p8 g! v - STA $000 y& I* u/ \8 V5 H4 l& V% u
- STA $01. B* a5 D8 _# _- X" W) N
- TAY
) e' ?# B; u1 [; | - LDX #$08/ _3 E% _* B$ q, ~5 c
- .Memory_Clear
3 b/ M7 Z' q& C q - STA [$00],Y
! }* q3 z* f. x2 v* K - INY1 S3 X7 V# o( J3 o. |. G1 w4 v
- BNE .Memory_Clear/ m. v- ~* N( h% o/ d
- INC $01/ k/ H. O5 i. X! f
- DEX
+ {+ C7 y' w5 r2 g& o - BNE .Memory_Clear+ Y# T" k: J# U9 \% u' p
- ' H. k, r& z2 V4 L: [& K
- ;精灵缓冲初始化, w- l4 a( \" f) ^3 U: e" X( m
- LDX #$00
) {9 o/ f9 x' q$ i* z - LDA #$F8
/ [: x+ ], R& c6 ~- t - .OAM_Clear& C+ M& ~, o0 A
- STA OAM_DMA_Buffer,X
, {5 J4 P D: R. c, ?* I - INX
# T9 Z4 L K; g" L3 J - BNE .OAM_Clear) K% j% H: ~5 H1 [
- : s7 U& b' R' |$ w: k
- ;栈指针初始化
2 Q( z) H, H2 U% w% ?, q - LDX #$FF# Q7 j. }, Q4 C
- TXS
# b' |! S% ]) X; k0 | -
. F6 B4 k4 f; Y6 _" @- {" N - JSR Nametable_Clear;命名表清空
" Y& W" i4 `, R! N( l: `; a2 f* y - JSR Palette_Init;初始化调色板缓冲% ?5 | D7 g" P. F, F* ]' j
- JSR Static_Text_Init;初始化静态文本
! \' t2 U2 }+ d -
% F3 h2 p$ ~; T9 q2 Y9 ~9 [ - LDA #MUSIC_ITEM_TOTAL - 1
7 E: @/ i9 ?) w ]) M - STA FC_Music_Max_Index5 a; A" ?# q5 l
-
; L) g3 I1 w0 _$ h% P7 T& G - LDA #$1F$ Z6 O C/ M0 e3 n3 W, S2 Y& r4 n
- STA APU_STATUS
7 D% ^4 b3 N! V/ O- v* g - LDA #MUSIC_BGM - 1% c6 o) e/ b9 J4 a" v
- STA FC_Music_Index, y7 v w2 C V: }- Z% N
- JSR Music_Init_Process;音乐播放
: F. {: K4 M9 r -
, I' ]' g. n5 x5 c - ;设置屏幕显示状态缓冲(当NMI处理时控制屏幕显示状态)
. ?3 Y" F4 }0 |5 T) Y* X9 S - LDA #$1E/ |. o/ D$ _) ~- H+ Z
- STA FC_PPU_Mask_Buf
b( T* s0 T$ R* X -
4 W5 M5 C8 x; G& s" Y! c: y - ;启用NMI处理
' r( D8 [$ g/ v# _9 Z- | - LDA #$80
! M7 v- m) z9 U" Q: L - STA PPU_CTRL
3 o: j Z$ P& r - 3 T' N+ @. | M8 {/ b+ l6 P+ M5 G
- ;程序循环, 剩余工作交给 NMI 中断处理) e1 _* a6 j t
- .Loop
T% a* n' y! o' C - JMP .Loop. c8 i* V5 L) D
- 1 i' g0 l X2 `, Z1 C
- ;======================================================================7 @9 ]" l- c$ G' h, D' d3 N
- ;不可屏蔽中断处理
& z" x. [- W5 U - Nmi_Program2 Z( U' U# r( O+ e0 r8 o2 ]" s
- PHA
V: K. s+ q% ` - TXA" s7 A" {2 [# [8 U1 R2 d- y
- PHA, e9 H. ]- j/ \
- TYA! z8 H# r, ?3 Q
- PHA
$ u% n0 y! ]) s -
5 B0 u: u! k, q! z7 f/ f - LDA PPU_STATUS;读取使得 PPU状态寄存器复位7 a# i) c0 w. V3 d7 U b: q
-
) ?/ w( |/ R1 G/ \' j0 A - JSR FC_PPU_Procrss;PPU处理
: o6 b, x( Q. X: d0 e$ V - 7 x1 @( g! {) X3 H5 k: S
- ;精灵内存更新
5 q8 i6 h4 {" o - LDA #$002 n' g% _# b: @9 T# I9 o, j
- STA PPU_OAM_ADDR, ^+ ? Q: A6 |. W7 |
- LDA #OAM_DMA_Buffer / $0100* P H- C: v* D$ k! c
- STA OAM_DMA3 x6 l, G6 [% r1 k" H/ U
- 1 h& f6 W/ D$ j1 g5 ?5 u
- JSR FC_Gamepad_Process;手柄输入处理
! ]7 u x* k/ V% M( P1 B. X - JSR Music_Select_Process;音乐选曲处理
9 M% |9 d6 R6 H2 Y0 T4 e; @ - JSR Music_Play_Process;音乐播放处理9 j) n" @( s* G; l. c4 B: d
-
( ^ t5 E3 R! }7 N6 T$ R% L - PLA$ m1 \. |1 I3 |, Q/ D& q- Y
- TAY" Q3 A6 G/ N5 `; A. m6 w
- PLA
1 o6 M5 v$ |4 G9 p9 m - TAX6 h; |% r# h c& ]4 _8 f
- PLA/ F5 J+ c# |- r- y* \+ ^5 Q2 D
, e1 y* U2 {/ ?* A" S0 ^$ J! U- RTI7 f8 o+ Z. ~) O
- 2 w/ I; t# q: |) }- @1 `8 H) c
- ;======================================================================
& e/ P% E! m1 K' ]0 e% r - ;请求中断处理
& K9 z: F+ P& O( } - Irq_Program
1 }- X( B( K6 ?3 x' N - RTI4 p; k& m0 i$ e- P6 v7 E( D
- - D% s9 X8 A+ T6 q
- ;======================================================================' a0 O/ b9 g3 H% {$ b
- ;中断向量表) S3 R! u, ~! v9 d/ T. O1 A7 h
- .ORG $FFFA/ _* M" W4 J# z C
- .DW Nmi_Program ;NMI触发时执行5 W3 z* k- S- D7 q; v9 J0 T, m
- .DW Reset_Program ;载入ROM时最先执行1 k3 {, F- O V2 M+ _
- .DW Irq_Program ;IRQ触发时执行
$ n( ]+ F& M( X
复制代码 & ~" j4 D) k: H5 `8 q+ T" r$ U( k- ]
( ]- J$ ]" |7 s F4 |' U: N! u- t0 r+ Z5 j/ y
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