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这是个 nesasm 3.2 入土教程, 感兴趣的可以研究下1 O# Y3 m9 w% ~, w

* q/ P& y+ y/ K# S$ u以下是主框架代码:
- h, k1 Z5 M1 u# t5 I8 k- ;======================================================================2 `0 \ k. g3 ?7 v0 [* r
- ;文件头4 H& i4 j8 p; a( E
- NES_16KB_PRG_SIZE = 8 ;16KB PRG大小数量9 b8 K# r$ `) Z! c$ L
- NES_8KB_CHR_SIZE = 1 ;8KB CHR大小数量
/ a) g C/ K# [* r) E; B - BANK_DATA_MASK = NES_16KB_PRG_SIZE * 2 - 1 ;bank号掩码
4 Z+ p2 i, g5 F& B - ;======================================================================
1 Z* F# a3 h" y3 J. `+ u9 | - PRG_DATA_BANK_C000 = NES_16KB_PRG_SIZE * 2 - 2* ~% c4 ?. r0 y
- PRG_DATA_BANK_E000 = NES_16KB_PRG_SIZE * 2 - 1: q6 x; J- U% c% J2 U
- ;======================================================================
: q4 B& R3 t( v/ w+ N - RESET_BANK = NES_16KB_PRG_SIZE * 2 - 1
4 @0 v+ R9 }3 K. r& R; U8 \ - RESET_ADDR = $E000 ;主程序起始地址, M1 r' p) n& v& ^& C
- ;======================================================================
1 \) e* D5 P/ p) }5 t! e( @9 G* J - .INESPRG NES_16KB_PRG_SIZE ;16KB PRG 数量, $01-$EF8(1-3832),即16-61,312 KB
% c$ X ?, @! D* P& u9 N. |3 X - .INESCHR NES_8KB_CHR_SIZE ;8KB CHR 数量,$01-$EF8(1-3832),即0-30,656 KB, l% i# p8 O0 Y6 d% K- w
- .INESMAP 4 ;Mapper号 (0-4095)
6 @: l$ d3 U) j6 O A+ d" Z - .INESSUBMAP 0 ;子Mapper号 (0-15)
! }8 T0 o+ K) x' D8 J5 i - .INESMIR 0 ;命名表镜像 (0: 水平 1: 垂直 2: 四屏)
4 Q- [ a7 D/ P6 y7 [* E l9 g9 U" o - .INESBAT 0 ;指定是否存在电池备份 (0: 不存在 1: 存在)
2 \6 c. _6 B+ e( O, I8 p+ z - .INESPRGRAM 0 ;指定 PRG RAM 大小 (大小 = 64字节 << 计数)
- @) U: Y6 V- _ - .INESPRGNVRAM 0 ;指定 PRG NVRAM 大小(大小 = 64字节 << 计数)
. F. ]9 u! \2 j0 B# k& H" ? - .INESCHRRAM 0 ;指定 CHR RAM 大小(大小 = 64字节 << 计数)
; V/ I+ v0 _4 Z7 | - .INESCHRNVRAM 0 ;指定 CHR NVRAM 大小(大小 = 64字节 << 计数), o* l, P! W1 i( ^3 @8 D5 h
- .INESTIM 0 ;指定时序 (0: NTSC, 1: PAL, 2: 多区域, 3: Dendy)
( L8 B: l) V* X, A - ;======================================================================7 ?' v2 k! J. t4 W! a6 U7 O
- .INCLUDE "fc_demo_config.asm" ;全局配置
/ i: x: e ]4 U - .INCLUDE "fc_demo_constant.asm" ;NES常量
. Q& I" W* e5 V, ~$ ^+ J* w - ;======================================================================5 T Z% ^8 v! c0 M9 D4 [
- ;音乐配置1 c' w1 u% Q6 O+ U7 f
- .IF 0 = MUSIC_THEME $ |% B* P& Z" S& Z! C
- .INCLUDE "data/music/Gremlin 2/config.asm"8 e! |( a+ O# h2 x' l
- .ENDIF2 R1 v/ S8 F# X" {- ^" e3 q
- . |* `( t1 G2 o$ v9 ^* M s* i4 S
- .IF 1 = MUSIC_THEME0 T( A. b, |( j H" i/ u7 d
- .INCLUDE "data/music/Raf World/config.asm"" |/ O+ i4 W0 y: H9 ~" q4 p+ N
- .ENDIF$ k+ b. K; W7 x4 \
- / A: A7 e3 X, b0 U
- .IF 2 = MUSIC_THEME
3 R) a/ @ o0 C4 } - .INCLUDE "data/music/Ninja Gaiden 3/config.asm"
' ~( \/ p0 K2 z9 V% }# i - .ENDIF
! [4 |+ T* s( V. s. {+ z) t
' {+ G1 W( P' x, |3 G0 P0 p, B- ;======================================================================/ g& s: d1 o+ O+ L& l% r9 Y5 ?& b
- ;引用CHR图像数据+ C9 Y; w h: h/ Q' F
- .BANK NES_16KB_PRG_SIZE * 2! d' h8 o; @- H! P2 O
- .ORG $0000' R# i0 o% K1 H9 m
- .INCBIN "data/bkg.chr"
% y; K* I0 d2 O# X) r6 f; u - .INCBIN "data/sp.chr"& c% }# N8 c6 l6 A ~+ `" j
-
: `3 P% ^+ q% ~6 O - ;======================================================================& [ \& m& A3 c7 z3 i* c% P
- .BANK PRG_DATA_BANK_E000 & BANK_DATA_MASK;设置程序所在Bank: D* g7 @& ?5 x
- .ORG RESET_ADDR- N% A/ n% t `; h y s
- ;======================================================================7 \& v2 g- V# q" M: K8 g
- ;引用其他源文件
/ b! t4 A* S/ v8 y - .INCLUDE "fc_demo_ppu.asm" ;PPU处理
6 ~# ]5 ^+ D, W7 N - .INCLUDE "fc_demo_joysitck.asm" ;手柄处理& o5 P- e3 c3 J Y
- .INCLUDE "fc_demo_static_text.asm" ;静态文本处理
& M5 B5 V3 i! e8 r- s E& s - ;======================================================================
# B( e* @ F7 P0 C& u) g - ) [! A4 o+ \+ e+ m) S
- ;======================================================================* w4 R% Y# r1 p/ i: V7 x* \# O
- ;等待VBlank到来
% y7 |& j$ h- ~2 M# J# D - Wait_For_VBlank
' e+ n" |) J( B, {7 A; U* _ - LDA PPU_STATUS
& i; b+ b: f& ^ - BPL Wait_For_VBlank) [- ], Y* b& \' ^) E7 a
- RTS
2 K& L% l2 s4 F" e# H - 9 B) Q; O# ^% I( J0 A7 m
- ;======================================================================- P" I1 K+ ~+ G& j7 c0 E; y. ]
- ;调色板初始化. ?/ c) I3 _6 s( y, C" q. e
- Palette_Init/ c8 u$ R8 B) |7 p0 y. a
- LDA #$3F; `1 I- K- ?# ^( b! K- @7 _; k
- STA PPU_ADDRESS
' r+ j. \9 C9 j5 D% } - LDA #$00
, ]* Y* ?% j/ y2 @! G& Z - STA PPU_ADDRESS
- G. P: v% }+ Q- E4 O" m$ q - LDX #$008 K: [& H; O) ^
- LDY #$20
/ `& r5 H- C4 a6 b - .Write_Data
, F% q- B1 y& @# ?! _* A - LDA Palette_Data,X7 m" X6 g! @+ w, I% |# c$ ?
- STA FC_PPU_Pal_Addr,X
: H5 v4 y) e2 }" \. X; g. p - INX
: c$ D6 m( p& I2 ?6 ]- M - DEY
) M7 O) h4 K$ W; ~& y5 Q4 W) E - BNE .Write_Data8 j1 n& \7 E v0 @8 r& ^) q. R R
- .End1 C$ w$ U0 a% |6 S2 ~5 X- V6 S
- RTS: ^! q, h& ~" t6 F: @
- ' P% d5 f4 R- [3 X* Y5 S. w' t
- ;----------------------------------------
* b5 y; K A5 M$ ^$ {3 r5 K" \ - ;调色板数据
+ p. ~* q) i2 S' `& u - Palette_Data0 T9 i1 p3 _! G. Q) f" ^
- .HEX 0F 20 32 02 0F 20 32 0F 0F 20 32 26 0F 1B 0F 1B
/ K# ?! V5 ]) x# a" Y8 j - .HEX 0F 21 27 22 0F 24 24 24 0F 21 21 21 0F 22 22 221 x4 w2 n1 D/ v5 |1 w2 Z; Q8 b
- 0 Z8 y0 f1 y6 r3 d) g( y* C+ A
- ;======================================================================
* P; u) X" e; @1 m9 p: q( Z0 H - ;命名表清空 A- U6 I2 x/ y; a( S1 q: @* [
- Nametable_Clear% N5 b' a' U" p% j- x, Y) k
- LDA #$20
: c% Z4 w# Y+ M2 ~, k' m7 b - STA PPU_ADDRESS: O* P* F* V( N- L- i1 g& p
- LDA #$00
# S' L- r( T7 Z* I - STA PPU_ADDRESS% q3 \/ e" ]! U6 k) s. e9 q: _
- LDA #$009 V( x7 T+ G- |( i
- LDX #$00
. Q; m; u( y9 I- @( ?! a+ B - LDY #$08
" p0 P* [2 J# i1 O# Z - .Write_Data
) ^0 D' t* P! c3 c7 X: | - STA PPU_DATA
! |# w" a8 h8 ^- @ b4 t - INX+ F5 L/ J! M5 S$ i) Q
- BNE .Write_Data( Q9 e3 z) q7 K" K3 ~
- DEY
1 i0 M4 e0 g, r - BNE .Write_Data
L8 J2 z/ U. M/ c5 D - .End/ t$ E4 {, @4 P# d4 s* [
- RTS$ r( J( D. p5 B
" s( B2 T8 k4 r: c! S' R* c8 i- ;======================================================================
3 V% h) l; N# L* w. j$ ` - ;音乐曲目切换
7 R! K# `# Z; T$ V - Music_Select_Process
/ @1 i6 V( ^8 r* F# x& l/ N! r
1 f. k4 x5 f5 ~3 t$ q- .Pre_Music;上一曲
( D# \! D K; R u - LDA FC_Gamepad_Once
5 v' f+ F2 \; N [; @) l1 W2 T- s% p, J - CMP #JOY_KEY_LEFT0 Q6 V: ^7 i1 C/ w
- BNE .Next_Music4 f T! V# l4 J/ N* [+ e
- JSR Music_Play_Pre$ q- m* x% I4 N' ], \4 [' m. ]
- .Next_Music;下一曲% t' E; a/ S# ^, |
- LDA FC_Gamepad_Once
/ i. I7 V7 t n& L8 q& e! ` - CMP #JOY_KEY_RIGHT
# n e% N( }6 g! @+ c' h - BNE .Next_10_Music
! r. @9 T0 ?0 o - JSR Music_Play_Next; e w# U1 Z( r/ s) ~
- .Next_10_Music;上10曲
% p& U0 [+ k' G- j: d9 j - LDA FC_Gamepad_Once
3 D! S' m/ D% g - CMP #JOY_KEY_UP* H7 _- m( G9 |6 _% Q
- BNE .Pre_10_Music
; e3 v$ j! {( P1 w! b |( p - JSR Music_Play_Next_10
8 A: y' o2 M' I, Y7 } - .Pre_10_Music;下10曲
0 U& l5 |' z3 B B - LDA FC_Gamepad_Once
# p; _; f! Q' z/ X& L - CMP #JOY_KEY_DOWN& L- ]3 M, P8 F* z* W
- BNE .Reset
4 P6 Z- T& x$ M+ ^ - JSR Music_Play_Pre_10& G `5 [% `& `4 Z6 X- Q% x& O
- .Reset;重播当前曲目
" E, |+ K- v F" \7 W( E! {! W - LDA FC_Gamepad_Once7 b( ~& h& |/ l( w. R
- CMP #JOY_KEY_START
5 K: }5 Y" S& Q# J( G l" R6 S - BNE .End+ ?2 }( f* m- Q+ p- p& B7 i
- LDA FC_Music_Index
# M1 S* w9 U6 t7 K; x - JSR Music_Init_Process
* p" W6 R6 a+ y/ p. b# l" D( ~5 V - .End
8 j; s9 c9 \# X1 J - RTS
% S7 @3 N; M/ ~; @) V: ` - ; I; W' Z* Y# F( o: P, F+ v
- ;----------------------------------------------------------------------
& W' H Q, C v* ?7 ^$ K& i - ;播放上一曲/ U) w2 W; O- ^$ t3 D% M; ? |
- Music_Play_Pre
3 w6 v' I1 c9 a# q" K( H& i - LDA FC_Music_Index b( F. z4 X' N3 g( K0 r5 ?
- BEQ .End
7 o! S/ Q& q7 ]5 Y - DEC FC_Music_Index
& z Q, w. W& d4 a5 i; H" t - LDA FC_Music_Index1 B f% W4 r1 _4 Q/ w+ F
- JSR Music_Init_Process
0 _5 o" N4 M0 p+ d - .End
: O, s6 f8 x! e% A7 E: @+ ] - RTS2 V$ U5 c) X3 b
- ;----------------------------------------------------------------------, `3 \1 k4 `) ^+ {* g/ k
- ;播放下一曲
3 a0 w p9 h) t6 N - Music_Play_Next r) l2 Z$ E: T+ j
- LDA FC_Music_Index7 u/ j% @9 b$ v2 ~, f4 e8 d
- CMP FC_Music_Max_Index
5 f8 }+ X6 l, q2 @ - BCS .End
. `9 F0 n0 ~9 R- m% n - INC FC_Music_Index
, D( l5 h7 D5 x% B - LDA FC_Music_Index
6 Y+ o ~7 L% I# z, R% t! m - JSR Music_Init_Process+ V, T2 J: R9 w3 {1 F9 u
- .End1 Q3 X2 n+ y5 v. t @- ~: c
- RTS, I* ]$ G+ ?: |8 e( f9 A
9 `4 S2 ?1 \. u. B6 \3 a% l- ;----------------------------------------------------------------------
2 A2 M9 j4 m5 c& B. W/ x' S - ;播放上10曲
$ r) q% A$ }$ K# G5 }8 y- o; k - Music_Play_Pre_10
1 m F) E' F, r0 N" W2 |$ L - LDA FC_Music_Index1 Q) G8 w7 S! {! N; T% x- f
- BEQ .End4 m4 `" |: a0 f7 `* o1 K# O
- SEC' x, o0 V* r6 d8 K8 U
- SBC #10
" p1 ~' W G) T4 [ - BCS .Pre_102 |4 h, r( o3 w; y' [5 w3 H0 w% s
- LDA #$00
( S) ~ h- w" v - .Pre_10 t2 m( l* E/ q* C* j4 ]
- STA FC_Music_Index
2 m6 t W1 [" ~3 |) H3 z3 h - JSR Music_Init_Process
: E1 l+ P, o7 J1 C& a% C$ s3 E - .End% {9 ?5 n& v- S4 f1 e0 x
- RTS
6 L% x7 r8 ]) d- J - ;----------------------------------------------------------------------/ B7 L7 C% y; C" a
- ;播放下10曲% f; o. D, A5 ^' P1 D7 g
- Music_Play_Next_10, m- _- B1 u. G4 @
- LDA FC_Music_Index O2 K/ G9 u: E# d! J
- CMP FC_Music_Max_Index
5 A. e' R3 r; E( ]9 E - BCS .End
) \9 [( G2 @. j3 \# m, Z$ Q - CLC
5 `. ]+ T" h# `: @ - ADC #10" D2 b- W" H( N) S: p1 g
- CMP FC_Music_Max_Index
( v( T- e4 _, o1 i, q9 f' ? - BCC .Next_103 h6 ^' Z# v; F
- LDA FC_Music_Max_Index( k' X" ~, p5 L. z+ d" P
- .Next_10
% m7 m2 N9 j' b9 b! i) V - STA FC_Music_Index% v0 ?- \& K+ [4 ^
- JSR Music_Init_Process
( m4 ~" f$ M7 R" S- ] - .End
; K# R8 p: q- _- O5 v" `( U - RTS
5 S: L' t$ l6 g
; a; w, O% @0 D6 F- K: Y- ;----------------------------------------------------------------------
7 K# M6 D, X3 c" H7 Y - ;8位十六进制转3位十进制制# T# X6 d, K8 Z( R4 X
- Hex8ToDec' U q2 v7 `+ Y* r* c- C
- STA FC_Dec_Data_1; H# ?* \0 s' b# D6 p
- LDA #$00 K8 f. W: @) Z" Z/ H6 u/ ~( u% A$ Y6 A
- STA FC_Dec_Data_100
4 b" w6 @- P( x# D6 a - STA FC_Dec_Data_10; D' p# n" w% T$ B
- LDA FC_Dec_Data_15 V8 e9 h: n8 [8 I
- .Convert_100
% e# \: X/ {8 C0 E1 b - CMP #100
' x4 z& _3 ^8 h - BCC .Convert_104 {) I& ?4 G/ e# D/ F1 J
- SEC Q4 W8 L! y3 C1 z' ^1 R9 d" |) B
- SBC #100
/ w4 ]) \6 s+ u( L* F - INC FC_Dec_Data_100! s9 I t4 c; S& s: x
- BNE .Convert_100
/ t% |+ |1 Q% c( u* x( Z - .Convert_10
$ |; ^" x4 J# X - CMP #10$ ~# K, L4 x) @) i) f, T
- BCC .End
4 [ m. h3 ~' p% G1 z - SEC
+ D9 }( T v3 n( A$ n' Y/ z" B# o - SBC #10
* M& b/ j" P/ Q - INC FC_Dec_Data_10; l6 l8 S1 N# j
- BNE .Convert_10' V) u8 N, E) D3 A
- .End
- S0 ?: {$ }4 Z" u# S, H0 Z0 L - STA FC_Dec_Data_1
- j$ o) D0 g/ f& G( N - RTS. c9 o: R/ n3 v9 L, V' X! z/ m
- / ?- A! i" d: U; a/ N! B/ {/ E
- ;----------------------------------------------------------------------- K% T! o% @( K! s9 ?
- ;显示曲目信息; B' O# Y: g3 z( f) }
- Music_Info_Display
1 F/ v1 D% O0 l; w! t - LDX FC_PPU_Buf_Count% t- ^# n( C. \. w, F V1 F6 T
- LDA #PPU_WRITE_MODE_CNT_LINE+ N% Q) ^, |: _1 ?- v
- STA Use_PPU_Buffer,X3 H3 ^% s! k! _
- INX* k X# s l5 v9 u/ c. B
-
' j9 D( B5 W/ ?& H4 ^ i - LDA #>MUSIC_INFO_POS% n9 y5 W: Y( W& q+ Q0 E
- STA Use_PPU_Buffer,X
7 W. F7 ~( T7 V! ? - INX- K, ^) s% b# o8 X1 Z5 b* y
- * W! d. n; n' A3 B
- ;居中) G, x! [1 c1 I- k1 B# C2 w
- LDA #<(MUSIC_INFO_POS & $E0) + (32 - 5)/2
, `3 z. t) g r! W% ]' F g+ [8 X - STA Use_PPU_Buffer,X
' k4 U2 s3 z! v( h# P6 N% p( f8 O( B - INX% E* c( j' Q: |6 l* q/ W
- 8 ^* B+ i1 G4 m$ s5 j
- LDA #$05
( d* c% E- R- s* l( [ R - STA Use_PPU_Buffer,X
! d6 Z" E+ `! h( f8 K0 d/ x0 U - INX
- B( o1 `* i0 I- R6 x7 j: k- I- y - / v& U [4 K8 M% M+ K t. f
- LDA FC_Music_Index
1 U4 w2 P' h; L, X6 t - CLC( ~7 J- e( ]6 U( I
- ADC #$017 l8 ~/ k" }. h" S ^9 E( ~ Z" a
- JSR Hex8ToDec5 B% Y. ^" V2 \- u* B1 k7 E
-
' l) ]: `" `5 A: c8 Z9 U8 B - LDA FC_Dec_Data_10
- a; t8 ?/ J: \6 _/ q" r - CLC3 R# _4 h+ x6 r
- ADC #'0'
; ~( Q6 X& x3 R( s - STA Use_PPU_Buffer,X2 A# U. {7 l6 p* q1 p# D
- INX
3 t& U% T' f2 G! x - - m" g2 K/ H4 C8 Q- l3 |
- LDA FC_Dec_Data_1
( i/ }! ? u; l" v - CLC
9 c X4 I+ @: w/ v+ C - ADC #'0'( l6 J7 U: N$ f8 y+ U+ M; F
- STA Use_PPU_Buffer,X& f# \ C# z- Y
- INX( R( U b2 G. K& S, z
-
* \: V5 I' M) ?! f) W - LDA #'/'
* v5 D, p4 ]0 z4 w- H* E' ^) j* @ - STA Use_PPU_Buffer,X# V7 A% i5 T8 x; P; o* B% Z
- INX. ^5 }& Z' o4 i0 e: v9 t8 D
- # {7 \. c4 B$ h- T6 U6 [! n; _
- LDA FC_Music_Max_Index
; g1 A+ i* a4 x8 e0 \3 I' z# r - CLC
' @( e C, \4 a& l1 |2 H2 n( z, ^ - ADC #$01
& J q0 b9 \5 O7 U - JSR Hex8ToDec; `7 X2 x. r/ p+ L7 }
-
' S9 o2 P. @, ?9 E( L/ I5 L9 ? - LDA FC_Dec_Data_10
6 C3 b l& C% `9 _9 D4 h - CLC
; a( U8 _! d. m$ m2 I& ~ - ADC #'0'
& w+ i" c9 i, q5 a - STA Use_PPU_Buffer,X( }4 b( D) N2 ~9 _( A( s$ V
- INX" C/ f1 p, W. h# |% z+ W* b
-
5 z$ `+ q3 |- F* v6 V - LDA FC_Dec_Data_1# e6 m8 }) d7 p% o8 ]
- CLC: |2 d% q' F+ D% x' \% R( ^) U
- ADC #'0'
# Q. l/ w. a b1 o - STA Use_PPU_Buffer,X0 ]; p4 }) ^# a. z! w, H3 J, }
- INX
% R3 N, K, }3 n - 4 [6 T6 O' c/ N- W2 P* a: l; k
- .End. ^( D" J( k3 C
- STX FC_PPU_Buf_Count' y i# |3 J8 D; ]( X8 v3 N
- RTS
5 [$ x2 p+ k. ^$ V9 P4 m: \
7 f' I6 F0 [, \! k- ;----------------------------------------------------------------------
. ?0 X: l: B- t$ f1 p8 H- C y - ;音乐曲目初始化处理
) i# r6 A3 q& y7 P+ O - Music_Init_Process6 u# r; U+ d. h( x" K1 Z
- PHA& D4 }5 D# e( I* s8 M
- JSR Music_Clear_Process) l S; |0 u3 _9 o" ~
- LDA #$1F" j6 d: R& q5 s! l
- STA $4015
7 M# o" o5 h8 G4 y3 f; ]4 U - PLA( L& u3 N7 t" z* W% \1 P# P; K
- JSR Music_Init_Addr
& e3 N& ]+ i3 k- N' G" u1 V - JSR Music_Info_Display: f: S9 R7 a0 q( m. F
- RTS- h2 \) c7 E) q. G7 s, ?4 u
- 8 K$ \* i0 `; `
- ;----------------------------------------------------------------------
6 h4 A. u5 T8 x - ;音乐播放处理# g- Q2 Q0 f: f8 X4 }
- Music_Play_Process- g) O/ ]: F# W J0 ~7 F3 l/ J
- JSR Music_Play_Addr+ Z2 N- P) k% L7 V
- RTS* C' s& b' k# s% A3 R5 d5 i6 k8 H
' V4 q% n# _' ?# }+ D- ;----------------------------------------------------------------------
0 ]0 y( E9 p6 z, c8 n: H- }6 j - ;音乐播放处理
0 h& w# Q1 }) Y4 C1 q, i - Music_Clear_Process
) X o& d; v+ ?* g _2 q: e$ | - .IF Music_Clear_Addr0 ^( g% Y/ ? R1 N( [. y% v
- JSR Music_Clear_Addr* W. X# H6 _5 A
- RTS
8 |# `! V; l- S( o# y) n0 z5 h - .ELSE; q+ } | p! y4 u3 M: }. O1 U
- LDA #$1F
/ _6 Y+ s _0 v3 C - STA $4015
) U0 G; X: n4 F) ~9 D - LDA #$008 p" G O' Q9 L9 n; F! \5 e# d
- STA $4010
& e1 I$ z6 J8 X" I4 s - LDX #$00* c9 r# r9 U V
- LDA #$00; X1 @# Z5 ?- S
- 0 x+ n4 q2 K/ J/ _
- .Music_Clear_Zreo_Page_0! o5 n; `# ~4 e3 f
- STA $00,X
% v8 ]& n2 X0 g {( H - INX
* I9 @7 }$ @. c% A _% s }- { - CPX #Use_Zero_Page_Begin( e6 m# c4 M" m$ F& N; {0 |
- BCC .Music_Clear_Zreo_Page_0" q f4 m' R) u- f" c) ^
-
8 Q5 Q9 N; r' P - LDX #Use_Zero_Page_Begin + Use_Zero_Page_Size
! n$ c7 O; ~4 h$ E# L* D5 u& r - .Music_Clear_Zreo_Page_1# `5 n* }, g" ^1 x5 c- ^, N5 _
- STA $00,X' d/ V# c( y v: l6 f2 R
- INX2 `+ _ l! B `8 ~2 m/ _
- BNE .Music_Clear_Zreo_Page_1 X/ j: X: `/ i* f6 e. I) b% Z, Y2 o
-
B+ i7 i2 U+ j( a" k - Music_Clear_Process_14 A& [# V) l6 s
- STA $0600,X9 F# E3 T6 V& W. q1 A; c! S1 [
- STA $0700,X: r9 O2 P# O5 i# ]
- INX% K5 @; c% F5 K( t
- BNE Music_Clear_Process_1 x6 |# M N) a9 [9 k& |
- LDA #$10
J: y! H* l6 ^' a# K - STA $40009 Y4 X/ k# h" P7 _6 O: c* P; ?
- STA $4004
4 v- D) k" w: Z! f$ o; n! y - STA $400C) R B$ c9 x& x1 E# l: [9 F
- LDA #$00
) J9 } X/ d$ L" Z6 i" m* ^ - STA $4008
: L! B7 J" d" Y7 z5 v - LDA #$0F
# n& ?5 d; m- [+ y. G - STA $4015
0 d* M! ~* n* P, C - .ENDIF
3 g) O, ~* @, D2 H+ O2 p -
7 O* c! Q" U3 c - RTS( R. t- P0 X5 f" P0 n1 A @. c$ d
: l. N. R) v+ }: e' e9 L' l- ;======================================================================
- l3 T$ A$ Z. U6 A! Q: U: ^7 n - ;重启处理
# \. G9 Y3 U- r/ X) p8 } - Reset_Program& u8 }9 V6 F5 N' K A6 d
- SEI
9 z8 F' [3 g0 m4 F9 `& ~ - CLD% w" j* i! A/ Y
- LDA #$00
/ w) W U; T+ a2 E - STA PPU_CTRL
: R& s$ T' N3 C1 C4 E" { - STA PPU_MASK' m9 [2 O4 F* s4 Z9 J+ `" [; R
- STA JOY2_FRAME8 w7 Y& A9 i: o' ^ q, \
- STA APU_STATUS
6 e: \ n! T9 b -
) Y6 f o5 d: b& ^ - ;等待屏幕准备完毕
0 z& N& F) }0 W# o - LDX #$02
0 f9 l8 ~# u0 k+ ~6 n' K* b1 s# v - .Wait_For_Screen_Ready0 s; O3 C1 J, @; x
- LDA PPU_STATUS
' R+ H) n6 G/ X+ z9 x- O/ v - BPL .Wait_For_Screen_Ready6 G/ `8 | h2 v% L$ Q- a& e" C
- DEX' Z- [$ b9 t ?. u+ y6 W/ @
- BNE .Wait_For_Screen_Ready% n, L5 C7 v- K% w
- / C1 a9 |+ B0 C2 B _
- ;清空调色板
* [/ Y9 g6 p. \+ T& t0 l - Palette_Clear
: ~# y3 v) x: T0 b. y - LDA #$3F% m% d8 }, x3 e6 |( b2 a( ~3 K F
- STA PPU_ADDRESS
/ s& B |( c' n9 H) T5 M - LDA #$002 J! x7 c6 V& Z; U, h
- STA PPU_ADDRESS
0 W6 T1 ]# J, O b) S' g* c) Q - LDX #$204 t/ M! N0 X b, w: K' G, W
- LDA #$0F
6 m% u* A& i. }, E4 n - .Write_Data
) I4 H- A- o; R* `& S) x - STA PPU_DATA" e2 R; V) x2 l) m0 E P# o) O
- DEX( x0 u& S( ~7 [) |
- BNE .Write_Data
" Y" a& W2 E% S5 W: k3 f# U* Y% \
" K6 i8 z4 Y% [' P+ W0 ?- ;清除声音 $4000-4013
! C/ V1 v% B! o5 a; B3 U$ | - LDY #$14% w1 z5 ~9 G' o
- LDX #$00
; z; e4 D: N( {. M - .Sound_Clear
4 L4 F" U6 B; O - STA $4000,X- k9 z4 H$ v D# p
- INX
" T% Q( {$ v( s/ w% ^6 ^ - DEY! v3 N4 u* a6 T( i% j! j# v& d) p
- BNE .Sound_Clear
: i$ _& d- \% X! a: G: T2 D. a - / @) U* I! H; h7 }: ]
- ;清除 RAM $0000-07FF
0 P" M$ P* k0 g2 w3 M: Z - LDA #$00; w \% J# T, X% u$ O
- STA $00
3 Q% m% l( |0 Y - STA $013 d; G1 S+ j P$ |5 z
- TAY
% L4 H$ g. B: `; | - LDX #$08
$ a* x, ~7 {% ^0 w1 } - .Memory_Clear! L. S- }0 y/ z3 f' u! r
- STA [$00],Y
/ Q# d6 e6 f" r7 j2 Q; S - INY/ @( b- P% V% ^2 n" B1 `$ m; R
- BNE .Memory_Clear
' R/ N" F( M: ]' ?1 j - INC $01
# p' y; r; |0 f - DEX
% a3 l, B6 \8 e7 u! p: c$ q - BNE .Memory_Clear
2 ?1 N8 \' D) N/ Y' l( T -
0 o$ r1 M0 z1 k7 F - ;精灵缓冲初始化
( |' v5 S7 T% y6 Y' f - LDX #$00- Y! j$ O- s1 p5 j: z
- LDA #$F8. G; L/ i$ g, N1 u
- .OAM_Clear: j( W: u k7 b2 d" G. |
- STA OAM_DMA_Buffer,X) o( E! E- [7 y" ^' E
- INX# X w) x n9 b, {0 P6 \$ E
- BNE .OAM_Clear
2 s$ E( V3 j+ ?, V$ E, s - 4 B* G# o. U" x8 M, S9 e. }
- ;栈指针初始化
' Y, U$ o& k% }1 H2 e - LDX #$FF
: F* ~# g. ~) d+ B. M - TXS
: W" y& r" _" Y) D -
/ [4 n1 T, f5 x: n4 s. x - JSR Nametable_Clear;命名表清空9 K( u( T& X& x+ ]
- JSR Palette_Init;初始化调色板缓冲
1 U# v! o$ J; m) I) u' g - JSR Static_Text_Init;初始化静态文本! k" v! O# n1 l; k' d( H. S3 r6 V! v
- + }. P! b3 g! G6 F2 X2 J( Y
- LDA #MUSIC_ITEM_TOTAL - 1! A; {! q4 u! b* v8 T$ W
- STA FC_Music_Max_Index% n; O9 p. H( m5 ~- R
-
2 m2 O, C4 t( M3 s/ u - LDA #$1F. o. w L$ X% N# D
- STA APU_STATUS
& }7 F0 J( R3 z V! ^9 Q8 d. ^0 j - LDA #MUSIC_BGM - 1
+ }& W D& c9 O. D0 }6 ^ - STA FC_Music_Index( r5 `* o9 C/ D$ p) I3 P7 e
- JSR Music_Init_Process;音乐播放
4 c5 I6 w, ^. L H - . X$ p3 R: Q7 c5 V% }
- ;设置屏幕显示状态缓冲(当NMI处理时控制屏幕显示状态)
& `# n6 L% y) E# |9 m" |8 l6 Y - LDA #$1E5 o5 c7 [; h* S2 J+ O
- STA FC_PPU_Mask_Buf( S7 p5 U: a$ s8 X
- / K* O( S. }2 O& f1 d4 P+ V
- ;启用NMI处理
* W0 Z6 j- t2 x8 w) Q: J6 y- } - LDA #$80
3 \. O& c% H5 i% ], B- I9 @: W/ h; C1 _ - STA PPU_CTRL
$ ]) g: J% b+ ^& z) Y -
7 F/ d) `, j, k4 A4 Q; I+ d - ;程序循环, 剩余工作交给 NMI 中断处理
Z5 i8 ~- _9 `" }" ^ - .Loop
3 b3 U- m$ N3 J3 O+ u- a2 M - JMP .Loop
, b5 }4 N: X4 J8 K% _0 w2 q; j: T - ' L4 A3 x' I- x! c, W2 r
- ;====================================================================== b. t0 C" i4 m, t# y
- ;不可屏蔽中断处理" g' M7 K9 y' V. I* }
- Nmi_Program
" ~5 Z- s/ S+ d3 E - PHA, |5 {' o& s5 J$ o- c1 d
- TXA d; R! t0 ]: ~8 Z" f! l
- PHA N# m6 W% l _4 T( g8 }" X( C
- TYA" S7 L5 m% Z- j$ n
- PHA- N7 `5 g. u& `5 U z. I% g
- $ F- x3 d7 `6 G( d9 s
- LDA PPU_STATUS;读取使得 PPU状态寄存器复位! D1 k- Y, {( e9 S8 I' P
-
, g1 ], z0 E& k6 Y6 z1 m$ U% E2 w3 X - JSR FC_PPU_Procrss;PPU处理
( F, m+ S' p5 D& Z - . ?3 W3 g2 `# y3 d
- ;精灵内存更新
2 e5 Q( Q6 i9 m# z - LDA #$00
* A2 ~: h7 a- V0 c8 m7 @6 l0 _ - STA PPU_OAM_ADDR
4 J7 Y2 D' V! P3 x! f - LDA #OAM_DMA_Buffer / $0100
+ f' C3 V7 _- b/ q6 U4 y: p, f" F$ L - STA OAM_DMA
, {+ z2 j! w! ~3 V V, o -
" W! b) a9 e6 [5 I! h+ w - JSR FC_Gamepad_Process;手柄输入处理
; z" k4 V5 v% a3 E! r - JSR Music_Select_Process;音乐选曲处理
& b4 {/ p( S: e6 C: L - JSR Music_Play_Process;音乐播放处理. Y8 r% E; ~" i3 Q7 w
- 0 Q1 B* `* `2 E
- PLA
9 H6 Q1 }" S' l& w7 C$ s( R - TAY4 L$ n8 G6 Y- L5 `* G+ C
- PLA
' A. e# r. H- f' ^+ N4 w0 w - TAX. R) |' F' L2 b L& ]
- PLA
- t) e6 P4 P% c( Q1 [# l - 1 L: W; Y4 t, @8 l" ]0 `
- RTI
; w4 @9 Z7 c2 M8 z6 M/ P. h - & x8 z# e5 ^1 V: r, b: Y, X6 P5 b
- ;======================================================================) y6 u6 X( r/ _, u
- ;请求中断处理
! Z0 c6 v; K& h. _( s - Irq_Program6 c1 W! l, l' G z% k# u
- RTI
- ?' a8 E7 j1 S/ x& c
5 u. ^; t1 h, L! I* `% p1 @3 |- ;======================================================================: g9 b) T* i! r! b# B" t
- ;中断向量表$ `/ f# R3 I) J; a! \, a
- .ORG $FFFA
/ ?- F& \1 v3 T+ p) R3 z - .DW Nmi_Program ;NMI触发时执行
! `) o6 {6 U$ x - .DW Reset_Program ;载入ROM时最先执行9 ^# K/ ], ^. |1 u/ I' k5 _
- .DW Irq_Program ;IRQ触发时执行* P( C! ^1 ^* }: b9 E; w9 @
复制代码
9 H% M) S9 O2 G; ?
; K1 @1 w- g% ?: c" l8 i5 E% v* U% o% J% \: U- f f
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