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这是个 nesasm 3.2 入土教程, 感兴趣的可以研究下" A6 ?, T% i. ]* b" T$ }( ?. T
+ N3 u1 w/ V% J$ e
以下是主框架代码:9 V! l0 i5 M2 z* X2 A* z( o2 j
- ;======================================================================
3 u& \3 B% d q# U - ;文件头9 D4 Y7 _- o; |& H
- NES_16KB_PRG_SIZE = 8 ;16KB PRG大小数量( y- @0 {% F" y" o; o
- NES_8KB_CHR_SIZE = 1 ;8KB CHR大小数量( _9 w, A) s' A f2 k
- BANK_DATA_MASK = NES_16KB_PRG_SIZE * 2 - 1 ;bank号掩码3 q7 b5 j' ]3 ?; q3 v/ ~& ^3 O
- ;======================================================================1 Y- ?1 S- H" D$ U) v6 p4 z
- PRG_DATA_BANK_C000 = NES_16KB_PRG_SIZE * 2 - 2
6 c8 [! v. d4 [ - PRG_DATA_BANK_E000 = NES_16KB_PRG_SIZE * 2 - 1
' ^& }; ]8 H! z: T - ;======================================================================
7 P9 r& Z7 X0 h& K7 S1 @' E9 M - RESET_BANK = NES_16KB_PRG_SIZE * 2 - 14 }3 ~4 f' a |( n; n
- RESET_ADDR = $E000 ;主程序起始地址
2 o6 y& Y2 y' H - ;======================================================================6 o! H4 t& a+ I$ w7 Y2 r4 O) ^5 ~' C
- .INESPRG NES_16KB_PRG_SIZE ;16KB PRG 数量, $01-$EF8(1-3832),即16-61,312 KB
$ K: `/ ]8 f2 r) Y7 c! Z0 _ - .INESCHR NES_8KB_CHR_SIZE ;8KB CHR 数量,$01-$EF8(1-3832),即0-30,656 KB4 g' u4 U# P1 T5 G9 e+ Z3 Q! j
- .INESMAP 4 ;Mapper号 (0-4095)
7 z* g. S* |+ a L8 m& Q - .INESSUBMAP 0 ;子Mapper号 (0-15)$ R3 n/ s! g$ o; j$ }0 ~% |
- .INESMIR 0 ;命名表镜像 (0: 水平 1: 垂直 2: 四屏)
; Y# m3 t. [9 F0 i# y5 ` A - .INESBAT 0 ;指定是否存在电池备份 (0: 不存在 1: 存在)- ?+ @, T; y, t9 V
- .INESPRGRAM 0 ;指定 PRG RAM 大小 (大小 = 64字节 << 计数)
9 S: U/ g3 y9 Q; z - .INESPRGNVRAM 0 ;指定 PRG NVRAM 大小(大小 = 64字节 << 计数)
3 U0 t; C6 e& c8 }& r# M - .INESCHRRAM 0 ;指定 CHR RAM 大小(大小 = 64字节 << 计数)
+ k/ X9 d9 `. I4 _4 P% J - .INESCHRNVRAM 0 ;指定 CHR NVRAM 大小(大小 = 64字节 << 计数)
7 H3 U% p J8 k1 ? - .INESTIM 0 ;指定时序 (0: NTSC, 1: PAL, 2: 多区域, 3: Dendy)
5 ~& b- d8 e, Z3 P# w - ;======================================================================+ h0 U' ~( l! b) y. Y5 j
- .INCLUDE "fc_demo_config.asm" ;全局配置
2 F3 r' x8 h n2 k5 a! F - .INCLUDE "fc_demo_constant.asm" ;NES常量
' a' r, j$ `" [0 }3 Z0 s - ;======================================================================$ y O7 u6 F) a& V( c
- ;音乐配置1 Y7 H7 m. ]1 N/ S5 u- o
- .IF 0 = MUSIC_THEME
' I# T* l# Z p2 e5 ~ - .INCLUDE "data/music/Gremlin 2/config.asm"
, \0 x8 V* n: x: Y$ L8 ]! C2 ?/ u5 u - .ENDIF
( u8 ?( W6 R- J7 B -
" V: e& i, L; M* { - .IF 1 = MUSIC_THEME
* {2 @. Q& r1 B" R$ J - .INCLUDE "data/music/Raf World/config.asm"6 F3 Z) {+ B# M1 Z9 ~
- .ENDIF1 d) |+ @, n$ F( {* q. l
- 7 X n( r: u) z3 V) ]+ C+ a D
- .IF 2 = MUSIC_THEME
7 B; V2 z+ ]) k" j) ], q - .INCLUDE "data/music/Ninja Gaiden 3/config.asm"
+ Y" h. k% @. {9 k - .ENDIF
2 N6 c. p: F: ]9 o; y4 N
7 E: I' m/ b4 A+ W- ;======================================================================
' D& Q X$ F' R+ k. n+ D - ;引用CHR图像数据& P* r/ x6 R3 i& ], R& m
- .BANK NES_16KB_PRG_SIZE * 2( N; z6 J) P% s
- .ORG $0000
8 y6 d8 z l; ]# u% N - .INCBIN "data/bkg.chr"/ ~9 m( t8 l1 Z8 V* c! j$ E
- .INCBIN "data/sp.chr"
- e5 k2 y9 S' _+ K - ) I" c" P! }( Y
- ;======================================================================
: g' ^9 D$ H7 j) z0 L - .BANK PRG_DATA_BANK_E000 & BANK_DATA_MASK;设置程序所在Bank
) b- ?9 z4 g- } - .ORG RESET_ADDR
5 D) `" N8 @1 S! ?) c - ;======================================================================
! [. Z6 x2 a- r! e# X% e( l0 k - ;引用其他源文件
0 k% L/ M0 m8 z6 U - .INCLUDE "fc_demo_ppu.asm" ;PPU处理' A' S/ A3 H9 }* q5 I
- .INCLUDE "fc_demo_joysitck.asm" ;手柄处理
0 i) E. h: ], Z+ r, ~/ I" S( E - .INCLUDE "fc_demo_static_text.asm" ;静态文本处理* V! |) ?8 @5 u
- ;======================================================================
) s* r% E O# i
5 Z. {/ u( I: s2 f- H- ;======================================================================
3 ?& L! T& m7 F" O0 w5 D - ;等待VBlank到来6 B# ~& ~6 q* s4 C- Y' Z8 z3 g; C3 F
- Wait_For_VBlank
2 G) r3 a$ v# `! [+ k3 B3 L - LDA PPU_STATUS
; w/ y0 }8 t/ P - BPL Wait_For_VBlank
0 i3 o' f4 y0 M2 T" D4 @5 E - RTS
! O: ^: G6 N, O0 ]; ^ - - `% b8 j# z: N N
- ;======================================================================
7 r" k6 q j8 s2 Z( U - ;调色板初始化
6 C! B7 C! @* O) N l% n - Palette_Init
2 ?9 [1 g S) i4 |9 N - LDA #$3F
* m4 u$ h7 M9 @ - STA PPU_ADDRESS
/ t. D& K$ w/ j! G. G% X0 y, r7 e4 g; G - LDA #$00. u' V$ N! D* h7 K0 K% g% r
- STA PPU_ADDRESS7 R) ^$ i9 u. ?8 J5 k
- LDX #$00
% O! ~% f0 b+ r& Y# K6 \2 x3 Y - LDY #$20
* D& A- J* |) T* ]- e5 H, X$ t - .Write_Data. a9 d6 Q) B' r* V
- LDA Palette_Data,X9 ^4 Z7 M, J% X
- STA FC_PPU_Pal_Addr,X
3 B2 u1 @9 h) c y+ V& c - INX* s7 ]" k! J6 p% o5 E$ }* W$ W1 L
- DEY5 A2 g0 b7 A7 z- E6 j8 M6 I
- BNE .Write_Data
6 M: Q+ ^6 o8 T* [ n: H, q - .End% r$ J) ~2 ^& \9 F$ S' u( F
- RTS
+ n5 S$ d* n. Z4 F
1 ] p9 V/ q- S, f- ;----------------------------------------1 z3 \+ J4 w& z/ M; ~/ d# Z
- ;调色板数据
* t- g9 ?: S0 l" N3 d2 o, O - Palette_Data
. v) S: ]1 `4 C0 r. ?0 [ - .HEX 0F 20 32 02 0F 20 32 0F 0F 20 32 26 0F 1B 0F 1B
% |' J: t s; g/ v; G - .HEX 0F 21 27 22 0F 24 24 24 0F 21 21 21 0F 22 22 22
$ G: x7 h0 j9 K* r - 5 l% f5 G: e' I9 @) Q
- ;======================================================================
7 q" H3 N! ?& S - ;命名表清空
1 I9 }3 {, J4 u7 N% `) ?" H$ G - Nametable_Clear
# P# c3 i6 D) R b& m - LDA #$20
; f n+ a) N! |6 g# `& N - STA PPU_ADDRESS; T4 D% ?, Y+ W0 F
- LDA #$00
8 L5 v7 \2 z5 e4 m( m& O3 a* | - STA PPU_ADDRESS
E% g* U. r+ u; e) a, Q - LDA #$00
2 @ F5 A6 G( D" q% a3 {% a - LDX #$00" p% t5 w0 x0 w1 S' G# S% X$ r7 V9 Z
- LDY #$08
% f8 x" |3 s) F4 R/ j) D2 q - .Write_Data. T r) D1 U& ~4 F& [3 z+ ?
- STA PPU_DATA
* T! `, }# p; S - INX. |* c, A) w5 [* d9 A! U3 E
- BNE .Write_Data
8 @) o8 ^2 Y8 y( P# D4 p% E - DEY% E+ n5 }) l. N- l. c M
- BNE .Write_Data
6 u0 ~, G8 n$ n F" Q: h; s- c - .End2 @5 |! {# D+ i! m, a4 E
- RTS
2 T; A1 ~' N; I
, A4 e/ m @( U9 d" K- ;======================================================================$ Q( C6 e- Z( {; X0 h: D
- ;音乐曲目切换7 g, L/ A9 F2 @4 q5 v9 A3 ]* o. S
- Music_Select_Process( Q( w2 q7 x6 o7 F+ ~7 `! f
- ; N% E* g5 ?" U9 o# ^) {
- .Pre_Music;上一曲) F& S( H1 a( N+ c/ w0 A* H
- LDA FC_Gamepad_Once+ ^! j1 K8 m; t) U' y; z
- CMP #JOY_KEY_LEFT2 h% z; d6 M. B8 H6 L
- BNE .Next_Music
, M+ t* l2 h. k8 O" M$ f- w - JSR Music_Play_Pre
; g$ t4 C! T4 S' q+ _" [1 x, h - .Next_Music;下一曲0 g9 T5 ^; S* R1 _
- LDA FC_Gamepad_Once
( [4 U* O# @) N$ S - CMP #JOY_KEY_RIGHT7 x2 G( L( n: y! M0 W- {
- BNE .Next_10_Music4 c* z8 S* c5 V) s5 O. R6 B
- JSR Music_Play_Next+ K$ ~8 a2 ^# g+ `: o0 u
- .Next_10_Music;上10曲
" V8 ]7 D) A9 {# y9 ^3 m - LDA FC_Gamepad_Once
% n v l5 m, G: m - CMP #JOY_KEY_UP% t o2 [! j2 m5 u: w
- BNE .Pre_10_Music5 H% t3 z& U* Q/ i3 K0 {' F$ {
- JSR Music_Play_Next_10. v' ]0 k( v( W4 }" c; b
- .Pre_10_Music;下10曲
' Y5 @9 z u% e3 W- I. l! C5 f - LDA FC_Gamepad_Once
: R/ p5 h' z9 g - CMP #JOY_KEY_DOWN
) t% Q" ^2 I, U& I; D! G - BNE .Reset" U0 _- S8 H( @; {
- JSR Music_Play_Pre_10
1 T$ }0 S: y( o/ e) Q - .Reset;重播当前曲目: ?3 {6 w/ y9 ?- ? X$ t1 y
- LDA FC_Gamepad_Once
! J, L6 x' j! x! t, o1 ^# e7 X - CMP #JOY_KEY_START5 S/ c8 H1 a4 J: ^/ j
- BNE .End
/ @: _! D3 j- O3 \# Z0 O- ` - LDA FC_Music_Index
9 T2 F# O F/ X% i! O/ o1 ?& W - JSR Music_Init_Process) v6 X, T% M- g/ L7 r
- .End) U$ z- K" K% Z1 D+ {0 `; x' d( `# m
- RTS
# ?+ Z: V! |5 w3 h5 q - 7 W: E2 B6 }. P2 }
- ;----------------------------------------------------------------------
( A V: D R! F$ c3 s% E - ;播放上一曲
3 y: u% _% Y5 Q7 m) w4 e! u' p5 w- a - Music_Play_Pre
- U' r' y9 y0 W, ]3 f - LDA FC_Music_Index. k% p [- H T ^
- BEQ .End+ O6 M0 D) p4 z+ Q' ?
- DEC FC_Music_Index
: ^* u, Z* |5 K; l5 ` - LDA FC_Music_Index
2 c( a% v+ j9 A7 l - JSR Music_Init_Process
" {$ z( T# q8 \/ y% g) {# ?3 r2 v - .End1 G" `3 n- P6 L) m$ s8 g
- RTS5 a/ ~+ u& z- a" o4 S1 x) Y
- ;----------------------------------------------------------------------7 Y _' O' ^! D
- ;播放下一曲
" f/ O H* P1 _# e - Music_Play_Next
4 h$ x$ Y6 J, k- Y1 ?8 ^) f - LDA FC_Music_Index
; z+ x, _+ u1 v; U$ W8 c$ p, \ - CMP FC_Music_Max_Index
: ]5 `# Y2 {- C - BCS .End% D/ y1 b& T Y5 R# ]
- INC FC_Music_Index
- G! H6 ~9 y- f q9 O4 s2 F$ T - LDA FC_Music_Index" `' C+ g: E3 O) a/ r" }5 Q
- JSR Music_Init_Process
3 A/ W/ s" _" K3 i; l c& h! J& R - .End2 c3 x3 D8 v9 I- d6 w& d& l
- RTS
# O8 s* R5 D' {2 X
/ i; I- Q* O" d, d# ?- S$ l- ;----------------------------------------------------------------------
4 d5 o) n9 B; [. g% d/ u k - ;播放上10曲
* E* p4 j" @6 T& i; f - Music_Play_Pre_10
( ^( U4 Q" w, a+ V* u/ L - LDA FC_Music_Index
* I8 ?$ K$ H& ^" x' S. Z/ w - BEQ .End w$ N; l' b/ _
- SEC
: }/ P, W: i8 }" {1 h' U - SBC #10+ a. o4 P1 m! X. c/ W" v2 q
- BCS .Pre_10* E6 F1 F! h3 c C0 x* u. D3 _( n
- LDA #$008 D0 E# a# y. U3 x( @7 o5 ^8 g
- .Pre_102 G4 t/ B7 I& o% L$ t1 I2 n
- STA FC_Music_Index E) d8 d! F* C: l2 z2 s
- JSR Music_Init_Process3 c9 t! C9 ~* v, z* u3 o' x+ Y
- .End
+ W8 H% w. G& j, J& ] w- o - RTS. s+ l+ D( h. [' Z& s( V
- ;----------------------------------------------------------------------
9 {. d' S( L* z) m - ;播放下10曲9 z; L1 Q, L/ }
- Music_Play_Next_10
! V; e" e1 N) ~" Q j - LDA FC_Music_Index
) M1 Z- p+ U( ~/ K$ ]" k, Q9 r - CMP FC_Music_Max_Index
& C7 n. W' W2 ?. [- I - BCS .End: g$ e) }' w* B/ D* o
- CLC
2 d2 q% n/ S" Y1 G2 ^+ {, b" a* [ - ADC #10* j# ?& @9 s* m& W( B
- CMP FC_Music_Max_Index* R2 c! v! W* K& \( _9 _0 w1 L
- BCC .Next_10
2 j+ {1 Y: _* B5 e% l - LDA FC_Music_Max_Index w+ ^4 m/ y/ Q4 I3 W
- .Next_10* t- t5 f& A- E
- STA FC_Music_Index
6 D+ [7 `) Q8 |1 e" o - JSR Music_Init_Process. N& ^9 ~ G9 d- o. } b
- .End1 f) v. } h( }& h( c; b
- RTS3 P$ z; w- e1 I7 f+ ~5 x
- ( }+ x8 O9 O8 t( X' j. J
- ;----------------------------------------------------------------------
( u) s' l% S. R( e - ;8位十六进制转3位十进制制/ e( ]' b. X( W: O" L6 f% M
- Hex8ToDec
1 O; q& u, H2 S: Q3 E6 w - STA FC_Dec_Data_1
% ~ R. _) R' n% V: } - LDA #$004 L( h. P4 y9 U, {
- STA FC_Dec_Data_100' r3 p. w; R% c; m) v3 u, V
- STA FC_Dec_Data_109 e s+ m- O) e- j
- LDA FC_Dec_Data_1$ u5 F5 ~1 U \0 [
- .Convert_1001 g) _' r+ p" _+ ~* i. I* W
- CMP #100
n0 R. `/ o/ c4 U, O9 |/ l - BCC .Convert_10( }1 h" B. B: G
- SEC
& _! D* @3 a1 p# O - SBC #100
, n, |. l$ N6 E2 z! J+ M5 s! v - INC FC_Dec_Data_100
& |2 E& ?) S% {$ H - BNE .Convert_100
+ z5 [" `3 F$ e7 }8 Q) v - .Convert_10
- m. b9 Y! ?( z2 p - CMP #10
9 I0 b, W" m8 y: V3 T) p& \ - BCC .End. ]4 w' S( u% ?: ?1 _- W1 F
- SEC
9 r* ^5 a V: x2 [' z - SBC #10
- V2 h% ?5 b6 Q; Q6 N7 O* S - INC FC_Dec_Data_10
6 W. J3 u1 M; X0 M# `$ ]6 K7 @: X - BNE .Convert_108 T* q9 N5 s7 u0 k6 y5 C: k k
- .End$ W& d8 t+ V4 m1 _$ ?, t' V
- STA FC_Dec_Data_1
8 |5 ]9 p4 W" w* s# y - RTS, ]2 M! ]' `7 _# w; Q
- ; Q$ q+ {2 `! E( S) I
- ;----------------------------------------------------------------------
6 t8 c ]6 L& [; A4 C t: F - ;显示曲目信息* g$ _0 R3 c' S( J% O3 z, o: N9 @
- Music_Info_Display0 `! y* ?! w4 z- ] Q ]0 A
- LDX FC_PPU_Buf_Count
# m* E( H+ N& ]0 f1 b0 b( t7 B. T - LDA #PPU_WRITE_MODE_CNT_LINE
' ?8 r8 t7 X6 t" c0 _: p/ ~8 u m - STA Use_PPU_Buffer,X
: l" }. ^+ i! o- y m* I - INX; r5 i4 _ K" J! `% u
-
( A* J2 E+ l8 } t2 u - LDA #>MUSIC_INFO_POS" B3 K! v! B0 j: i6 k# V
- STA Use_PPU_Buffer,X$ X: u: X& y: m' e; E& [
- INX M; {* z6 M: N) ?: c
-
$ X% d* ?% Q1 } - ;居中; f6 U, I6 y3 h
- LDA #<(MUSIC_INFO_POS & $E0) + (32 - 5)/2
6 F1 P( j" b# _( M& o0 M - STA Use_PPU_Buffer,X
; M, k5 z% [6 F( a$ F! p2 j2 _ - INX' n/ j: v, B: N6 d/ e c/ T
-
& I8 R- Y0 S" O) \1 w4 K" H - LDA #$05% I% V1 z4 [1 V" N3 `; ^ V! A$ c
- STA Use_PPU_Buffer,X
0 j2 l' v4 f$ h2 L( g- J - INX
( u, C% i) K9 w: ?3 O" h -
% @" C2 ]. t' M6 h* i - LDA FC_Music_Index
% D' A1 X' Y4 v: k3 f4 j1 r - CLC, f+ g! F0 C2 q
- ADC #$01
5 [2 R5 y8 S) R& U9 }# g% T0 o - JSR Hex8ToDec
% h' \% D/ A: @: B8 z6 U) \ - , K* @. L/ g/ r; c: p" b
- LDA FC_Dec_Data_10
; k" u$ Q$ v) Q3 s - CLC
! w; O4 q# G7 f, f - ADC #'0'
7 q5 M {$ }$ p1 n$ K - STA Use_PPU_Buffer,X
; c9 \6 `# F1 |* K& C+ w D - INX4 H1 u& f% N4 Q% H* d' S8 M0 @
-
8 l7 I8 Q; R: Y - LDA FC_Dec_Data_15 E6 W& U( x( Q' N g( ?
- CLC& h: c2 b$ J, `% W( A# e
- ADC #'0'# n* a. Z! P. @" f9 t5 O
- STA Use_PPU_Buffer,X( V: s- c$ K4 T, l/ L: O6 T+ @
- INX* {4 Y* }; U' d0 y$ k( V
-
) s" M7 L6 d; m9 ~ - LDA #'/'* L: ]6 }$ K! Y6 n
- STA Use_PPU_Buffer,X L+ w) a( X5 u. X/ ]+ C9 `+ u
- INX
' L$ a6 A( ?1 q9 Z5 f# l. b - " a3 A) Y3 k% R& p; G! T8 H" W
- LDA FC_Music_Max_Index
5 ]8 q4 Y0 v! ^" j0 |6 { - CLC9 `5 E3 Y. p$ ^2 g! y
- ADC #$01
* N" ~' b( W8 f% Q7 ? - JSR Hex8ToDec- ^% w& M0 A0 y
-
7 z& n& M* Z) s1 `( F( e& {! J - LDA FC_Dec_Data_10% s& }3 W* }5 U2 Y3 Z
- CLC' j4 v9 {0 }; w1 y) U+ H- S4 F
- ADC #'0'
t0 t( h" |& A: x - STA Use_PPU_Buffer,X- y, w0 V% X% V
- INX
$ U, F0 F4 w( V/ p- W - ! d7 Y1 E5 V% C3 e, y. H
- LDA FC_Dec_Data_1
6 l0 j0 {3 s! z- C5 H' z/ B3 I+ D - CLC. r6 S( a* S( p. o
- ADC #'0'
3 q! ^# i: w! m4 R - STA Use_PPU_Buffer,X
) D' D$ r3 [4 t - INX9 w+ n5 x ?; A% l7 g1 u- o
- 9 P8 I; \$ U: b' T
- .End
5 d8 \/ o, }5 s" K. x - STX FC_PPU_Buf_Count6 \: ?% R2 h5 {* Z0 ~
- RTS. C% n+ ?4 z+ ^! p2 y
- V' |! ^, N% `6 B/ t7 e3 B1 {& c
- ;----------------------------------------------------------------------
" b( {: m5 @" h( Q4 c) d - ;音乐曲目初始化处理
1 D8 P: L5 q- j0 n% x - Music_Init_Process; c9 R! n( w. Q5 P! h8 M7 v/ x$ S
- PHA
' k/ F/ w2 `& q. g* ~/ W - JSR Music_Clear_Process
4 A+ A" g$ N Y- H; Z B( N - LDA #$1F9 X$ \- p. L8 G8 K2 |
- STA $4015 Q- J. O2 @1 u' F: P% h
- PLA, A/ @3 J; M4 d+ ^- ^! G! c' `
- JSR Music_Init_Addr
/ K$ ^' z0 [/ F! `3 u/ W0 Q( S - JSR Music_Info_Display0 j" l* K% ^& x
- RTS
5 |0 p/ B; w E* H5 h8 \4 A
~+ C1 g: j% s3 d1 l7 {- ;----------------------------------------------------------------------8 W! @7 Y2 b3 l7 V6 K' C8 p
- ;音乐播放处理
+ f! H$ c0 _6 m* o% b. P+ m - Music_Play_Process
7 c$ e( c; R9 U& T0 p- o$ n - JSR Music_Play_Addr
* N5 e; D6 `" ]5 `: Z" [ - RTS4 P( m3 {1 n+ m0 A: ~; G+ ], Y
" E% v9 c, a7 H6 h9 f5 U. j- ;----------------------------------------------------------------------9 C, j4 w, {7 f3 F
- ;音乐播放处理 _4 T1 A$ ~( {0 \6 x
- Music_Clear_Process
$ m4 F/ x1 A; t8 }" C" i9 i( g! X2 Q - .IF Music_Clear_Addr
' r ]; z" A* b0 K& `0 W- l1 m' G - JSR Music_Clear_Addr
) _) k( I$ C& g& \: X( V - RTS$ [4 }; q0 @- R% c7 f
- .ELSE6 \( \4 x( h7 b+ ~* m
- LDA #$1F
$ r) j, r. j- r5 ~9 z/ v - STA $4015
! j5 C, L X1 `$ {5 v. i; Y- ~- E - LDA #$00
8 ]) m, Z7 ~, r: |4 h% w, m - STA $4010
; C' U8 W4 V( |: a$ {( s* } - LDX #$000 x# R, N4 h* _$ o( [3 i3 M
- LDA #$00
$ o5 G X% w/ f1 d; H6 K -
# I: z" _, [) O6 Y) y- V5 J - .Music_Clear_Zreo_Page_0. u0 \% c& [/ ?; T& L; k
- STA $00,X
8 K: D+ }6 {2 }& z - INX
0 o4 X( d" L& y* H0 R& f5 @ - CPX #Use_Zero_Page_Begin
" |7 f* t! |) y. D - BCC .Music_Clear_Zreo_Page_0
/ O" _* C4 _4 g1 C4 L! x0 }) E% J - . ]4 h2 G( N0 ]) K
- LDX #Use_Zero_Page_Begin + Use_Zero_Page_Size
9 V. c0 a& |! ? - .Music_Clear_Zreo_Page_1
! p$ M; n2 {+ Y6 a& ^8 [ - STA $00,X# H$ U$ N4 x# h
- INX8 P" D8 Z7 t8 \+ L
- BNE .Music_Clear_Zreo_Page_1
/ T8 {: }' f( m- F -
" n* o% R1 {1 i! H - Music_Clear_Process_19 X/ d: H" Z1 p" W
- STA $0600,X
7 d' k* F, y' r" g - STA $0700,X
' @1 e/ e( j7 y! \ - INX
- I7 u( L& J* G1 O - BNE Music_Clear_Process_1
. ?# ?+ x8 I. |% W1 z% x - LDA #$109 E `& x9 U/ t W) r
- STA $4000
5 f0 L1 ?( L+ W - STA $4004' J3 U! m8 L% ?9 J0 ^" d
- STA $400C
" d% e3 n: N! x* `9 I8 c L - LDA #$00+ h1 J) S5 l/ I5 S H+ w$ B+ R3 O, w6 I
- STA $4008. r! V! g; t; ]5 a, W# J. `2 E
- LDA #$0F9 x1 X) A# j# k' `6 M- m
- STA $4015# y/ p- N+ d8 C, n0 w. h" \
- .ENDIF
; Z0 b: I) |9 y) I - + U) I2 X! r0 r: N D: O% {& F
- RTS4 O; n+ E" M: A/ ]
- % W& Z5 S6 ]0 b5 k. l% z7 o
- ;======================================================================
$ B9 I2 x d2 r" D, l - ;重启处理
* T' o5 `- f" H' R- w - Reset_Program
+ u* o' ], X. {: L2 ^9 Y$ V - SEI. m' o- @. M! X0 d2 K) B$ a% L
- CLD
8 P' {5 b" Q6 w+ W; i* A+ \* P" X - LDA #$00; N" @2 l6 R' H3 ^/ W- z2 o
- STA PPU_CTRL
# i1 M# [" S2 |: N1 } - STA PPU_MASK
. c: V& X& Y. N" Q3 ]1 j - STA JOY2_FRAME( M6 \" ]/ }2 O7 A
- STA APU_STATUS
& t, I8 p ]; [3 Q" N; ?. V - 3 ?* H. u% S4 |: ?9 t* V, s
- ;等待屏幕准备完毕- B9 a- _, k" Y" K0 A" P( i
- LDX #$021 B& U4 u+ i* |. ]7 z
- .Wait_For_Screen_Ready
* C5 K) M- {# J' Z* r y - LDA PPU_STATUS: V8 @6 k9 X; ~0 x5 p
- BPL .Wait_For_Screen_Ready- A8 }: I9 s( d9 P6 j
- DEX
$ Y- ?) |8 D5 C - BNE .Wait_For_Screen_Ready3 x- D8 T w: o( Q( y9 T P( \
-
' j# _9 I" ~" H: |+ F9 f - ;清空调色板
; J0 J( v Q) n* t8 z2 B) @ - Palette_Clear
4 H6 R$ y3 s% U" p; ]5 d - LDA #$3F1 O( T& @+ y% v, T- Q
- STA PPU_ADDRESS% e0 B9 U2 {6 [# y
- LDA #$00' P" c+ x3 H' u& R
- STA PPU_ADDRESS0 a$ T$ Z6 s% B$ n7 L1 I) k
- LDX #$20
# S3 u4 G) J; T) ?; { - LDA #$0F
! I0 f r3 ^- D. Q' f - .Write_Data& i% g- O6 E! ~2 _
- STA PPU_DATA
" {9 m5 R9 {+ S' \% ? - DEX6 r! A4 b" m7 L; }$ l7 m
- BNE .Write_Data
9 D* N" n' F+ f8 i3 T# ^0 q2 R - 5 ^( g% w0 q5 p% f
- ;清除声音 $4000-4013
# o1 X( g G' q$ w( u% H7 l. a - LDY #$14
4 i, G7 t) W) D( V3 h* s - LDX #$00
* D, \! x9 U: ~6 P2 e - .Sound_Clear
# H+ P3 w3 ]% m4 k - STA $4000,X
. P( ]6 T; q' a* s+ A% g0 @ - INX8 `. s8 C7 p* F2 a& @
- DEY
) U( a! n8 R2 z y7 A( M& F6 O - BNE .Sound_Clear
* K9 ]/ m3 S2 j# j( b1 K -
. Y2 m# d$ Y" p. b - ;清除 RAM $0000-07FF
( g" @3 o/ }$ U; M9 m2 g- T+ d - LDA #$00/ K' `, n& h! [; A) l
- STA $00' G- x! v" b( E3 z( e+ G$ G# i
- STA $017 x* V1 o4 w- @) l/ y
- TAY
. t4 [( `; V9 X0 t0 J" ~# A* a) m! H - LDX #$088 m( j4 C s9 G9 K' [- Q
- .Memory_Clear
8 X, j/ O+ ~/ k; i I' ~; l# { - STA [$00],Y
0 v: f0 K1 [( f0 e - INY, ?7 `6 F! R& ], k0 z6 z) f' T
- BNE .Memory_Clear
$ F+ {6 V, L5 H% z$ ^2 {( k4 U - INC $01. M& y( _0 W4 j% t
- DEX9 l% F1 D! P( F9 u4 d& I
- BNE .Memory_Clear" _1 j Q9 z5 _, j
-
: h+ x9 U8 ?0 P - ;精灵缓冲初始化
" {- Y% S( }2 K4 L& V - LDX #$00( S: A/ Q* r9 r
- LDA #$F8
- F, s* P/ X4 f" ^4 D+ z - .OAM_Clear$ m x( x+ ~" G. T3 s- o. P
- STA OAM_DMA_Buffer,X0 j }* ?$ s9 u" C2 a4 k
- INX: `" E# T" z% B+ `
- BNE .OAM_Clear
& H* P7 E) A E - ) d+ M( z+ y$ Z/ |
- ;栈指针初始化% R: y6 ~; g3 [ X
- LDX #$FF2 s% L4 j( i6 G
- TXS
5 S) t& ^1 l) C! O- p -
& ?& a7 @7 [ N; _ - JSR Nametable_Clear;命名表清空0 d- t; o% v. z2 m* u( a' k
- JSR Palette_Init;初始化调色板缓冲! h2 O$ w1 e/ B$ y l- L
- JSR Static_Text_Init;初始化静态文本0 m* k+ d, R1 T/ p" ]$ ^
- / d2 J% x4 `3 T( F% n- z4 v% o0 q5 b
- LDA #MUSIC_ITEM_TOTAL - 1% O4 Q" S8 U& I4 |# Z
- STA FC_Music_Max_Index
3 x! j) y" a( _ K5 [" G- Z+ ? -
; e9 x* [, K4 ^3 O/ o. k- Q# x - LDA #$1F% Z) K8 j( h" r- O( i" O
- STA APU_STATUS
+ S+ E7 w/ Y6 s) `3 p - LDA #MUSIC_BGM - 1
% Q- \+ g+ Z1 I/ r2 r - STA FC_Music_Index) @) t5 N; p7 O8 D" h8 @/ G5 L* s
- JSR Music_Init_Process;音乐播放
5 Z4 Z( \: T; q; V( }0 F% e& v. u" F8 ` -
! O- Q u/ P0 @7 {! X7 L* n - ;设置屏幕显示状态缓冲(当NMI处理时控制屏幕显示状态)' a) M9 W% ]$ ]# x0 l8 e( t# h( @
- LDA #$1E
6 y1 g6 ?; L% J4 A: }- f - STA FC_PPU_Mask_Buf% u( L1 S6 q8 w' N, Z7 c. c2 U
-
" R# M ?, r; X3 B - ;启用NMI处理6 d! N3 K: a; b! s) j: q
- LDA #$80, n$ b' b% f% l9 `7 Z. Z. R* A
- STA PPU_CTRL7 ?/ u; k1 `- F! Z
- T5 x4 [# {/ L$ [+ f: v" h) F
- ;程序循环, 剩余工作交给 NMI 中断处理
2 @& _; ~4 X: Q I; G - .Loop& B0 H4 W, Q+ ?" G
- JMP .Loop: u9 r# l6 x, W' c
- 8 c' b9 w' }: b: \
- ;======================================================================
/ T' J2 \, J) [+ @% x - ;不可屏蔽中断处理# k3 d6 s4 b4 ~) H
- Nmi_Program+ Q2 f {* I7 {1 [: W" M
- PHA/ Z" P0 N* P, i: w o4 P" q3 x- o
- TXA
2 \, \, E- l9 N - PHA
% h) e; k. P, V - TYA
6 O, ^0 C/ F' M9 m! F4 D - PHA7 _4 I+ x1 |8 A
- 1 I3 Q6 ~ }# ~5 K( b1 L1 B
- LDA PPU_STATUS;读取使得 PPU状态寄存器复位
: ^- ]0 K0 f+ t0 T+ D$ ? @ -
# `+ e2 _6 R* W. k - JSR FC_PPU_Procrss;PPU处理' S/ N: C, Z" x, D( B
- : L; ^0 ?* ^! G- Z
- ;精灵内存更新
1 N4 q4 J+ D8 [. `8 V: z+ i - LDA #$007 M# E4 o' E/ W) i( V& P
- STA PPU_OAM_ADDR
, Y c2 U R9 A5 v/ q# E. q/ }* `6 q' U - LDA #OAM_DMA_Buffer / $01006 B. B+ b5 x5 [2 g6 Q, s9 P
- STA OAM_DMA
5 H; T3 F- V7 m0 w -
7 J* b: u% h* @8 g8 { - JSR FC_Gamepad_Process;手柄输入处理& q$ R. X( n& B$ [
- JSR Music_Select_Process;音乐选曲处理
; I; v1 ~' @$ A0 L6 w4 ]0 T - JSR Music_Play_Process;音乐播放处理6 a5 b4 l5 C6 T+ B0 k! s. T6 V
-
. C! B4 _% S$ d% R2 r1 S" H+ k, i - PLA' n, ~- L" |5 l7 W+ d/ Q
- TAY
2 z( v" P8 J) T Y1 j5 f* M - PLA( ^$ V0 |& x" o7 s5 G' _: l
- TAX# m- U( y- o6 G( K4 |# {) ~
- PLA
! B9 k! e. x9 S2 \( ?! T - , T1 G% l8 n' E5 Z3 G& F
- RTI- O: M. r; g2 v
2 u% @7 Q# B$ J; M1 `1 Z- ;======================================================================
& Z2 ^' k- @1 Q - ;请求中断处理
Z9 k; p( [+ ^7 g# h: l - Irq_Program: |+ p) Z& t' t3 R
- RTI& p; }5 e% u2 r4 M& E2 t) w
- . t: b: W! P9 D6 X2 x7 _! r+ \
- ;======================================================================
; |, B+ |+ {# v) Q1 f5 r - ;中断向量表
- \4 ^' I4 Q. p! g6 u7 a - .ORG $FFFA; s1 [$ V7 ~3 v: Y# h. ]) v; h& @
- .DW Nmi_Program ;NMI触发时执行8 F, a4 M4 x3 b) Z5 l3 G: H- \# E
- .DW Reset_Program ;载入ROM时最先执行, O N; @# G" h9 M9 `+ b
- .DW Irq_Program ;IRQ触发时执行$ h* q% l" c/ A: m8 J6 A3 H
复制代码 + Z0 x6 y( ?. H' _- F+ q0 T2 z( o
0 D/ v k8 K9 W( Y, n' c$ l, [
" a& H0 ` W* Shttps://gitee.com/flame_cyclone/nesasm_3_2 |
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