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这是个 nesasm 3.2 入土教程, 感兴趣的可以研究下
. a- D" Q. k, Z; A
5 Q& @$ j7 ~) N以下是主框架代码:+ z, Q( r/ T, I& y( a) a! X% W
- ;======================================================================9 y8 x- y8 B/ A2 v6 P+ X4 V# {, x) J
- ;文件头( c5 f5 y( J! j! F5 |& M( T* Q
- NES_16KB_PRG_SIZE = 8 ;16KB PRG大小数量$ h+ F; c- M0 b8 o0 l7 c
- NES_8KB_CHR_SIZE = 1 ;8KB CHR大小数量
9 }9 {3 g5 z5 k* N7 E) x; I - BANK_DATA_MASK = NES_16KB_PRG_SIZE * 2 - 1 ;bank号掩码8 D/ T! H5 R9 Y. G3 k; l
- ;======================================================================
, t& w+ @# a. i0 q/ g/ V - PRG_DATA_BANK_C000 = NES_16KB_PRG_SIZE * 2 - 2
# D& N- _* H |" \, r* s: | - PRG_DATA_BANK_E000 = NES_16KB_PRG_SIZE * 2 - 1- T' l, F+ N t7 A9 X8 o0 w6 r
- ;======================================================================9 g' u: s+ n0 [: Z& X/ Y
- RESET_BANK = NES_16KB_PRG_SIZE * 2 - 1, P) V; H" g$ ?! Q f; g& ~* C. T
- RESET_ADDR = $E000 ;主程序起始地址' d- i/ V1 f1 y( j8 z4 h+ i
- ;======================================================================" _" \) K. w9 ~. t, }% f& j
- .INESPRG NES_16KB_PRG_SIZE ;16KB PRG 数量, $01-$EF8(1-3832),即16-61,312 KB/ M3 ^6 E* }: n/ N
- .INESCHR NES_8KB_CHR_SIZE ;8KB CHR 数量,$01-$EF8(1-3832),即0-30,656 KB
( b8 Q4 ], h# u4 b, |* {' _ - .INESMAP 4 ;Mapper号 (0-4095). ?# H {( A; }5 [
- .INESSUBMAP 0 ;子Mapper号 (0-15)
9 S, @# M# K+ \2 c: g* a: L - .INESMIR 0 ;命名表镜像 (0: 水平 1: 垂直 2: 四屏)! W, D; |) V/ |
- .INESBAT 0 ;指定是否存在电池备份 (0: 不存在 1: 存在)
& U& S" `- K0 `/ | - .INESPRGRAM 0 ;指定 PRG RAM 大小 (大小 = 64字节 << 计数) q% {: A& b9 q, G
- .INESPRGNVRAM 0 ;指定 PRG NVRAM 大小(大小 = 64字节 << 计数)9 A: \+ A4 ^, n* B6 G
- .INESCHRRAM 0 ;指定 CHR RAM 大小(大小 = 64字节 << 计数)
1 S* S' N7 H# F+ o+ g - .INESCHRNVRAM 0 ;指定 CHR NVRAM 大小(大小 = 64字节 << 计数)
+ j5 ]. q, }0 u* M z - .INESTIM 0 ;指定时序 (0: NTSC, 1: PAL, 2: 多区域, 3: Dendy)
% A. J% }1 F: d - ;======================================================================
0 J- j7 v+ j% L# p. _ - .INCLUDE "fc_demo_config.asm" ;全局配置+ y) Y* s! G7 `6 i& |6 k7 T
- .INCLUDE "fc_demo_constant.asm" ;NES常量0 @; k% M8 Y0 x" Z! y
- ;======================================================================& K9 n$ i" ^4 \. ~' n6 e! c
- ;音乐配置
5 z( ~$ ]/ R8 N, q$ d6 { - .IF 0 = MUSIC_THEME
3 @' m1 B% {4 o0 Y - .INCLUDE "data/music/Gremlin 2/config.asm"6 ]) H: i+ x$ u% b
- .ENDIF/ B% ~; d+ Z" F- `
- 1 _8 v0 n8 ? D, \
- .IF 1 = MUSIC_THEME
0 j/ q0 K$ e/ ^& e* M - .INCLUDE "data/music/Raf World/config.asm"( z6 I" R: h( S$ q0 G
- .ENDIF P, R: G1 s# w* q0 |$ n" U7 Z
- 3 z# A8 W# ]2 y: A! h* O
- .IF 2 = MUSIC_THEME 4 R# q% ^/ O/ m: C" ^6 [5 M6 @
- .INCLUDE "data/music/Ninja Gaiden 3/config.asm"& ~- u4 Y7 D [# H5 M
- .ENDIF
& U: ], c8 ~; @; p: j - ! t7 J4 B: m: F& S$ }. t# S
- ;======================================================================
! o2 F/ d$ o0 o - ;引用CHR图像数据, c. ^$ T* Q7 G. C
- .BANK NES_16KB_PRG_SIZE * 2
6 N: U! j7 k/ j: \5 V - .ORG $0000
( t( G' {1 x0 S2 G, {) Y/ p - .INCBIN "data/bkg.chr"6 u! [( r4 v2 ~' u+ v
- .INCBIN "data/sp.chr"% K3 u6 w" U5 ~. X
-
7 b k9 v; V2 { b' ^) r0 s - ;======================================================================
) E1 Q( i0 J: {. e$ I( L% j - .BANK PRG_DATA_BANK_E000 & BANK_DATA_MASK;设置程序所在Bank' |" n/ r+ I0 b0 p& |( g* A
- .ORG RESET_ADDR: p; {( A2 {: b8 m: e8 y0 P; Q- d3 f: h
- ;======================================================================- f' F6 h+ q! \
- ;引用其他源文件* R! E) }/ X+ ^- E7 k- Q* h
- .INCLUDE "fc_demo_ppu.asm" ;PPU处理) r; k7 O9 S1 g0 D6 _1 A
- .INCLUDE "fc_demo_joysitck.asm" ;手柄处理# Z4 \. x, |# f8 d. I/ _
- .INCLUDE "fc_demo_static_text.asm" ;静态文本处理% p# e( _) T' [7 {# R: z
- ;======================================================================
5 N' G) B5 n2 a$ A3 A0 I l
+ l- r0 C( L$ ?% [3 m- ;======================================================================" X( d% n& T% f% o0 B" ^/ X
- ;等待VBlank到来4 d. u9 \" U9 r* {# ?$ q
- Wait_For_VBlank
; p/ H( P7 Z# f f - LDA PPU_STATUS
l! L# \. T+ }. S3 Z - BPL Wait_For_VBlank
- k6 `* \! Q2 P6 f - RTS
' T6 x5 N! ]) J c% F$ L% E - 4 V* O* w5 P' p! {7 n8 ^
- ;======================================================================, |! f: e0 a' q
- ;调色板初始化
6 [8 y5 N# o/ }# i3 E7 X$ H# a - Palette_Init; Q9 l! _1 F, Y) C r
- LDA #$3F
0 |; a0 s7 G7 r5 { - STA PPU_ADDRESS
4 h! J% y- m" X8 D5 Y! [+ Y- O2 d- P" W! z - LDA #$00
+ I- M& f0 H1 H" l6 F# Y7 y- y0 ]$ O& l - STA PPU_ADDRESS* n C: G! C3 R& _) o7 ^/ B( r
- LDX #$00* y0 w8 h3 H; ^1 X! x& A/ I
- LDY #$204 ~$ Z4 H' y# \9 p9 d& [9 J
- .Write_Data
- p1 A4 Q7 C; }- o% \! r; I - LDA Palette_Data,X' T0 y; Y5 Q8 N3 E0 B9 v" G0 s
- STA FC_PPU_Pal_Addr,X6 G3 G: c, s4 o8 _
- INX7 q& u! @9 |) y9 G$ L5 @' y
- DEY
4 R# m8 M9 | E1 ~. o9 f - BNE .Write_Data }1 D. j' e" n h& o3 e0 Q+ c
- .End
! l& A3 K e0 F# C. m1 z - RTS2 y) D9 Y# Z1 l Y# m: H8 b
! n) K# k7 g- p" E3 k9 r1 M2 I. U- ;----------------------------------------
/ d+ Q- G, t% R, X$ |* } - ;调色板数据
% l* e7 u( p6 d% n5 { - Palette_Data
4 M8 H8 ^2 j" o' _: j, V3 P1 O - .HEX 0F 20 32 02 0F 20 32 0F 0F 20 32 26 0F 1B 0F 1B2 z/ V% c7 V& q. {
- .HEX 0F 21 27 22 0F 24 24 24 0F 21 21 21 0F 22 22 22- _* F4 A* j+ P
-
" k+ R3 d( t$ I& y* o5 I1 z - ;======================================================================
' z6 O: R# f k, s6 N - ;命名表清空; |$ T& E# v7 ^ z) g, J
- Nametable_Clear; w; B8 j8 E6 M8 q; p, i
- LDA #$205 P: _' |- W2 o5 _- E9 \* S! g
- STA PPU_ADDRESS
$ k7 [1 b: t) p+ \, m! p+ e k - LDA #$004 |2 c/ T' [9 K$ v
- STA PPU_ADDRESS7 [" g8 ?* k: ]* [1 \
- LDA #$00, s: S/ g/ w9 J- }* j$ }! {. V
- LDX #$00
- U, f! g9 @9 h( P& S - LDY #$08" }$ X2 X2 u4 u& r( P. R
- .Write_Data
( L6 \. Z% P! M& n7 a - STA PPU_DATA' B" V( ]# ^" S+ }$ |
- INX
$ e3 m' M0 I+ F- G - BNE .Write_Data U& h1 m% b5 s
- DEY% ~" k, v" ]+ x" Y% O( J8 L! c
- BNE .Write_Data; u% f6 S% U/ K& {3 F. H6 U, f
- .End
7 h# J! r5 I) y& c - RTS1 T' H3 H. m9 C
5 q D& G! U5 E7 M5 ~- ;======================================================================
2 W' E2 t9 J9 r' r3 }* f) i2 i - ;音乐曲目切换
( x1 W3 a+ s+ l _! s1 O - Music_Select_Process
* J) n) G& u0 H/ @6 w- f
3 v/ ]+ t: E% I- .Pre_Music;上一曲
7 U! B/ ?, k+ B, k9 T4 K - LDA FC_Gamepad_Once
3 s# N, p: m3 A& ^2 r7 t4 v; k9 ^ - CMP #JOY_KEY_LEFT
! B9 K& h: i& \" t) T3 g - BNE .Next_Music
7 M2 |- U4 Y6 q/ t4 t& u - JSR Music_Play_Pre
( Z; @" u/ I2 [5 H7 k1 I2 _ - .Next_Music;下一曲3 n1 }- l `# h' L& N
- LDA FC_Gamepad_Once) q3 t# ?4 C$ b, u/ W
- CMP #JOY_KEY_RIGHT9 u1 g; _' L" `2 V
- BNE .Next_10_Music+ p6 e* x8 a r/ m
- JSR Music_Play_Next6 T% j0 ~) p4 R1 u
- .Next_10_Music;上10曲) y+ z$ S2 ?- y" G7 P. g
- LDA FC_Gamepad_Once2 p2 V2 l, ~3 p7 S# Z$ j
- CMP #JOY_KEY_UP5 `* g6 P6 r* M7 \5 {- Q$ t
- BNE .Pre_10_Music$ J" ^1 W( v; h7 P
- JSR Music_Play_Next_10' d7 V. b( N& ]- m
- .Pre_10_Music;下10曲$ o. `7 x, @5 Z' ?
- LDA FC_Gamepad_Once+ O/ v7 v q! W; J
- CMP #JOY_KEY_DOWN( y) r3 O% {3 l3 a$ X6 O
- BNE .Reset
4 W( G* k6 j" \- q: K( x) B - JSR Music_Play_Pre_10
6 K1 t* z# v3 E- Q - .Reset;重播当前曲目( J1 ~1 i( G/ x4 n
- LDA FC_Gamepad_Once
/ D* x# k3 Z. t4 V - CMP #JOY_KEY_START
1 l2 T8 f0 a& ^# H$ i5 u - BNE .End1 ?1 v. U1 ]# B+ b, l
- LDA FC_Music_Index
/ X9 R7 |& r! M/ [9 R - JSR Music_Init_Process- i3 M; O/ t/ z$ T
- .End# e/ ?6 Y% V# J% m. z* L3 o) e/ b
- RTS
/ J' y5 c- r, M- Z8 p2 a# F# f* \
: Z# Z q7 `! R w' n/ |- ;----------------------------------------------------------------------
% i4 D9 j6 V, x8 p" Q - ;播放上一曲* ~, O2 F& Y! B% y
- Music_Play_Pre) t7 s g- u( J3 M/ ~. i! @/ Z
- LDA FC_Music_Index, W# U" V1 f7 @: h( s7 G: U( X$ b
- BEQ .End
$ @' c7 A4 B1 E - DEC FC_Music_Index$ ?- A: [% n! Z) N; _8 E3 m3 T
- LDA FC_Music_Index+ t1 V5 |, @: y
- JSR Music_Init_Process
) P/ |* N h: G - .End7 c& F5 d9 j6 p$ e# f) c) Z
- RTS( C. y& ~, |+ U& v H( j2 ?0 T- C
- ;----------------------------------------------------------------------2 p. P# `' P+ w- @+ ]
- ;播放下一曲
9 [6 N* j5 g- ] - Music_Play_Next
$ J( D3 C7 j& w+ l( Y% K - LDA FC_Music_Index2 Z3 \! I% z) \" r. U* c7 d
- CMP FC_Music_Max_Index
: L& d; w, ^. f' ?( ` - BCS .End( |9 T0 o4 P, r' u/ I( |% {
- INC FC_Music_Index& i5 v' ]( `6 ~+ S, K; u
- LDA FC_Music_Index' S1 n6 L3 _/ j( m \7 N5 `3 o
- JSR Music_Init_Process
+ k% H! L8 F3 J, [: o6 X- z - .End5 p- T# ~0 ^6 D. C& H: {
- RTS
& D0 |, Q; i2 [: T
, A* q# Y$ E( g/ }/ g- ;----------------------------------------------------------------------
8 f. _0 o3 C+ I. y1 a - ;播放上10曲 A7 D1 g/ n& p' W6 M1 h$ g2 |
- Music_Play_Pre_10& z% \9 ?2 a, N) S# @+ D
- LDA FC_Music_Index, K; S/ T, z$ p# V5 o! O
- BEQ .End
. l* g- ~9 u! G$ U, s$ W! l - SEC, ~9 J: e- B# Q! h2 S# ?+ ]: d
- SBC #10
4 [: C# I: n0 c* e - BCS .Pre_108 y( o8 y. j% l, z/ u$ c$ _ n" {
- LDA #$00
2 ]; N, W g; G3 K" s - .Pre_10
9 _$ W$ G L# j4 ]$ o$ b8 T - STA FC_Music_Index
" s$ U4 u) a& C - JSR Music_Init_Process
9 S( ]9 |1 S4 n" U3 d( Y - .End
# x8 K$ ]6 X- E; h W - RTS' A% J! \7 h( G4 L
- ;----------------------------------------------------------------------
# w- b: U6 W5 O) @2 w - ;播放下10曲
' u- M. ?- {" D8 J, R8 x3 S - Music_Play_Next_10
v; @# }* }% ^3 M. r! L8 u# g* w - LDA FC_Music_Index0 a( U& T' \ }4 [' r( B
- CMP FC_Music_Max_Index
" }- `4 B7 V$ M& c- B - BCS .End2 Q' I6 O2 o; f% v
- CLC! t* ]. q; r6 u( F) c
- ADC #10
: z% Z& Z- ~0 X/ N - CMP FC_Music_Max_Index
( t+ k4 w0 s/ ~ - BCC .Next_107 X8 |1 ~, ~5 X6 [& w+ y
- LDA FC_Music_Max_Index
/ c I$ v/ \5 Y. Y4 Q - .Next_10. D6 i+ C, j; L- h+ `' o
- STA FC_Music_Index+ u i8 S# L. _9 ^) F3 s
- JSR Music_Init_Process
7 H1 D- c( }$ J - .End
8 ?2 N' N7 z H - RTS
" z6 V8 g. v& @5 ~! J
' C' @" E: x0 _9 K- a, o- ;----------------------------------------------------------------------
' D% q1 m/ W& N7 k! P) h$ C' G- a - ;8位十六进制转3位十进制制
- Q* o5 P3 n& w- `, }' m1 v+ p; Z - Hex8ToDec
: R4 U) R" i1 p t+ U - STA FC_Dec_Data_1
6 F4 e2 j# ]; u) m( s; f - LDA #$00
6 R( z( y, I( O" k. R8 J: `3 u8 r2 @7 r - STA FC_Dec_Data_100% Q+ J2 A* q4 x5 p
- STA FC_Dec_Data_10/ E0 Y' P4 L& `7 t
- LDA FC_Dec_Data_1+ x" ^: x( `$ H; Y7 `4 l( [( N; K
- .Convert_100
o: X; }* I2 L - CMP #100" Y; I+ U, `+ V) m2 R# O8 {
- BCC .Convert_10
8 Z7 M @- c/ p2 L {" r) A - SEC8 p [6 C8 N: o
- SBC #1000 w: m3 G6 w! A4 h& y- @( Q
- INC FC_Dec_Data_100% e F" i$ I/ f9 Z, J, c
- BNE .Convert_100
& |/ G; ]2 B. J5 D; I - .Convert_10 R4 n" x3 v% m0 C7 v$ t
- CMP #10
( ?( i4 }4 c7 B7 ` - BCC .End8 h5 n: Z0 u1 l1 ~/ p( d# l
- SEC% c4 f; X: \% M% r; F w
- SBC #10
; t4 [% K4 ?+ p1 T1 G - INC FC_Dec_Data_10
1 I' ~; r# k6 C - BNE .Convert_10
5 ?; Z8 @/ Z% p2 X - .End
! G w' P: ^* F3 X& e6 K4 D( G - STA FC_Dec_Data_1, g, p* X% y( |2 k# ?5 J0 S
- RTS' w3 y+ Y( [9 v9 u1 ]
- . r6 e9 P4 I6 }4 t8 G+ Q# b
- ;----------------------------------------------------------------------
. _0 }/ I. a. x - ;显示曲目信息
7 [# ^+ b; p+ r6 b5 S- u - Music_Info_Display
% \5 _4 m; w. A7 V3 p - LDX FC_PPU_Buf_Count' o, o7 M" `3 W U4 ~/ p
- LDA #PPU_WRITE_MODE_CNT_LINE/ [' y# V2 M, ^" b# j0 i4 V
- STA Use_PPU_Buffer,X
3 Y7 O6 l, h; L6 s) |' [ - INX
3 C9 b. y1 k3 O& E8 H* f6 A- w& K - / r, q3 U% h' C/ b4 v8 R6 r Q
- LDA #>MUSIC_INFO_POS: u. m7 g8 F$ W* z
- STA Use_PPU_Buffer,X
" M6 }: y5 N) I* n4 ? - INX
& p" P3 F0 A3 @# r- m4 p -
, a% o8 Q1 D* Y - ;居中% G& z9 O+ x" B8 d3 V/ o9 @1 A, K
- LDA #<(MUSIC_INFO_POS & $E0) + (32 - 5)/29 |4 |% I5 S0 S$ o; F
- STA Use_PPU_Buffer,X0 c8 l9 j3 s9 N6 Y
- INX
3 Y0 i# C* w9 u0 K- E2 b -
1 D5 {/ Z8 `% P' b' j# } - LDA #$05) F- ~8 m4 K x. h, F
- STA Use_PPU_Buffer,X& K7 Q7 M v2 o* X r1 X! H
- INX
2 _: E) H( {# c7 c- Y- r, n3 b - 7 e, Q& e# {- ~( d4 z
- LDA FC_Music_Index
% t& I* H! F# Z7 B - CLC
3 e5 e2 D7 A, D# D( B9 J* K) l0 w+ W - ADC #$01
! K( X7 p' R' {5 N; | - JSR Hex8ToDec) R4 Z- E5 R/ ^( C1 ]# [
- ) H3 a/ K; I' s- m
- LDA FC_Dec_Data_10( y$ ^' T0 U2 `: r
- CLC/ ~! ]5 Y+ k- Y/ S5 {5 ~9 @9 G; u
- ADC #'0'( [* z( J9 K+ Z! Q
- STA Use_PPU_Buffer,X' Z/ Z ]4 S5 E# s
- INX
8 a- `9 y! i% j( f3 l" }; R -
0 [7 Y5 }! j3 V. a) `2 T) C5 Y - LDA FC_Dec_Data_1; ]0 k" i$ m4 \$ b
- CLC
, s. _+ V6 y! i+ u" x+ c2 V B - ADC #'0'6 Q. p4 C5 F/ V) w3 X5 v
- STA Use_PPU_Buffer,X1 F9 `7 d6 J$ o7 x+ l% i( J) T; T* z
- INX
8 f, f1 d P9 u$ ?4 ? -
9 r( o' F5 p+ F; @: E! a - LDA #'/'3 T1 ]1 P# S$ Q- Z& T& J/ t
- STA Use_PPU_Buffer,X
6 n' k+ W' B/ C* I( ? - INX
; n& ^( F8 f* M" r# S - 7 Q5 t7 ?' Z- r4 |
- LDA FC_Music_Max_Index
! B* ? M0 c" v* {! `5 O - CLC
?9 u9 h c m; I1 \ - ADC #$01$ s0 T0 G! W0 t- S* q2 d
- JSR Hex8ToDec
9 T6 y b' F. i( ~" } -
1 j0 ?. O5 R% q# d& P1 I& B* c0 F - LDA FC_Dec_Data_10
5 n5 x% f4 V* j+ C5 p/ F3 K/ ^ - CLC& a, X' c1 O, t* q
- ADC #'0'
0 H M# ~ i i" W2 \ - STA Use_PPU_Buffer,X+ B: H1 a0 r4 t1 T8 X
- INX: A. N0 D ?3 q7 A4 @
- + z# x5 I" [6 j: Z! ^6 Y
- LDA FC_Dec_Data_16 F# k. U3 w0 j& H3 l! N, g
- CLC
! D8 i" j* {8 V8 Q! Q - ADC #'0'+ u( J7 C! S' a8 B8 h8 v
- STA Use_PPU_Buffer,X% _0 p7 M6 i6 [) J p( C
- INX
# k9 ?# R+ P4 M L5 i -
- P. z' m, i% l! k! \ - .End3 p5 u- [# M4 _" g" x, D
- STX FC_PPU_Buf_Count
( m* _- c- h1 v0 _: n- p) S - RTS1 ~$ U: x' w7 j$ O
0 ?" g% y& E" Z- F& f+ I. j- ;----------------------------------------------------------------------
5 _ w, K8 O4 V4 z$ R - ;音乐曲目初始化处理
+ I! {' X9 H( Z- J/ A4 j - Music_Init_Process
9 s8 o; i- j- Q4 f - PHA
5 k1 _4 `. a) j3 w7 l; T% B - JSR Music_Clear_Process3 C, Z$ Y" B* J9 v. L0 C
- LDA #$1F+ e4 l D- i3 e
- STA $4015+ W- X/ b. d1 r
- PLA
* t' H4 @: P) N& `- U* p$ t z, W+ L - JSR Music_Init_Addr
0 D' B# b3 V3 |4 U1 ` - JSR Music_Info_Display5 |! |6 g8 J5 ]* q1 W7 g
- RTS( p5 @: f& f/ R* y! z+ g3 P
. c. W( v/ f. A% n( n- ;----------------------------------------------------------------------1 I- J1 Y, `+ w4 F5 B
- ;音乐播放处理) ?7 x$ P( S2 I: w' H# s7 J5 f) O
- Music_Play_Process" ~. I" F! t% c/ K$ w' |7 V
- JSR Music_Play_Addr1 {: Q; K$ J- _
- RTS0 n4 K. C! z4 \8 L
- / F3 u9 r5 Q0 A- t. [5 F
- ;----------------------------------------------------------------------% x* `6 q+ f4 e
- ;音乐播放处理
0 J; D0 d% {: m - Music_Clear_Process$ u) h' _1 g& y
- .IF Music_Clear_Addr
& }8 ? E+ q, d% k - JSR Music_Clear_Addr* U+ B" @1 F# q
- RTS
9 j9 w' r9 Y) Q, \- { - .ELSE8 W6 p: a6 | @
- LDA #$1F5 J$ n5 N6 E" Y* Z3 J: R4 ]! @
- STA $4015
$ }+ d- a* p+ s! i( A+ r - LDA #$00
0 F1 U5 u6 P4 ~/ r% z - STA $40107 Y9 X8 m9 D5 C
- LDX #$006 L3 N" W. Q0 n3 f
- LDA #$001 h5 F: k3 H4 A& l( V+ P4 A
-
5 H! h- u; ?, G' A - .Music_Clear_Zreo_Page_0" Z% I) v2 Z- p; D s+ ~$ q
- STA $00,X1 ?* y0 q$ P7 Z( _
- INX
9 A$ k" O8 ], c, \9 i - CPX #Use_Zero_Page_Begin# E% E# B. s8 O- P9 s4 T: d
- BCC .Music_Clear_Zreo_Page_0
3 K4 ^3 z O' q -
4 l3 @' L" C# ~5 N; ^8 d; y - LDX #Use_Zero_Page_Begin + Use_Zero_Page_Size
0 T, V4 }% @" n% ~ - .Music_Clear_Zreo_Page_1* o8 B$ X6 k% s- ~: y9 Z/ S+ Y: j
- STA $00,X
/ h3 N1 x# J# T; I: x- H - INX
% Y. r. X+ L% f$ A& k$ |: d - BNE .Music_Clear_Zreo_Page_15 \& S# {1 m, M P/ Q+ x* A
-
4 R- h; Z/ ^& Q0 P$ `6 i - Music_Clear_Process_1
' ]4 G1 j9 }/ K: w - STA $0600,X8 @0 H, P: K* U: t. o
- STA $0700,X2 E4 `# @$ ]5 k/ B' N; y7 |1 p
- INX; H" E& v3 g8 x/ _" _5 x+ c
- BNE Music_Clear_Process_1
|+ m# e( A( f3 \6 T, u( E5 X - LDA #$10$ b5 ]. u3 K5 b
- STA $4000( i" K+ u* B' [5 K' Z
- STA $40042 r5 B# |: q: {) q" `" D6 E2 Z
- STA $400C
6 ^2 S" d# Y& Y - LDA #$00
. d p; M# Z U' m) p - STA $4008
- {) G1 M7 [+ w, i5 k0 P8 \. f - LDA #$0F* U* }3 }' z" \2 m7 ]* }
- STA $4015
& l) P* \+ i) T5 t6 [; B/ L - .ENDIF
1 H' L3 |3 L9 x; `& Q) k! f - * v5 ~3 S6 J8 [- |/ d
- RTS% D$ _. G! v$ G, n# b5 J6 {0 M2 W
2 I9 T& f' A! q! C# k! X! a! U- ;======================================================================
8 ?/ ?, C2 n9 J- c& g O/ o2 t - ;重启处理; Z9 e' ~, D5 A) E4 Z z
- Reset_Program C8 g0 t: o8 z3 R6 r/ {
- SEI
! h( Q- q* r8 H/ z - CLD
j6 T" r& R: f |& @8 Y - LDA #$00# i2 q& V# u1 k" H' |2 r
- STA PPU_CTRL
/ b4 o! H/ s/ I% \5 e/ e - STA PPU_MASK( A/ F0 C8 Z! }4 G1 E
- STA JOY2_FRAME4 w/ }% \* N" H. K
- STA APU_STATUS: I0 ^6 v& r" I0 G6 T# G
- ! U& @- C$ T% V/ ]4 B; F
- ;等待屏幕准备完毕
+ D! X7 f8 \1 \ o6 [- d! s: s! _ - LDX #$02
4 v/ k; F# c: P8 l7 M - .Wait_For_Screen_Ready
8 y* s% Q l- y0 f. E) N: P - LDA PPU_STATUS
( ^. d- L- N) R; Q/ h- D0 A& l - BPL .Wait_For_Screen_Ready4 M: w4 |9 J( J3 w3 k
- DEX# V3 X- g6 U2 ]
- BNE .Wait_For_Screen_Ready3 R; Y" z" i: s& ]2 \
-
& S" L" Z0 R2 ~. T# a- H, M1 f - ;清空调色板
( v0 C) u3 G, h0 k( i+ H: c1 X - Palette_Clear' Y( \: i# m1 t5 f+ j
- LDA #$3F: X- E9 X) L8 \. c5 p& U/ ^
- STA PPU_ADDRESS Q7 `. Y- T- ]$ F2 t: C7 a
- LDA #$00
* Q1 \2 V4 h! @" m' y- a - STA PPU_ADDRESS8 S8 h/ }/ _# y) L' B( A6 B
- LDX #$205 j* w0 L8 i( L6 P) N, ?
- LDA #$0F
E. @4 |! P/ Q* j& |' B# M1 P - .Write_Data
$ l. o) E2 G& b- Q$ ? k7 I - STA PPU_DATA+ o2 J2 P. K$ Y3 I- H
- DEX5 ~, B p6 o2 B% r X
- BNE .Write_Data3 } A- A9 n0 E" y+ S2 Z& M
: k& I9 N# g f& X- ;清除声音 $4000-4013
- b6 [. S# Y; t - LDY #$148 a- O, L/ R2 k1 J8 y
- LDX #$00
4 o- s2 i4 k8 ] z% U$ e- Q - .Sound_Clear* J" D5 u* Y( f$ Z3 b
- STA $4000,X
& Y3 C6 H; i& t) u" d" y - INX& Q8 m. o; B; d' w2 P
- DEY6 E5 x) v( @3 [
- BNE .Sound_Clear/ V+ W0 r- g5 {( ^: }, R
- ; y5 U. |5 j2 a# p
- ;清除 RAM $0000-07FF
" F9 B* K1 b Y- f) @9 Q - LDA #$00
" Q' ~( W K6 H3 o1 |0 O9 a - STA $00
" n( B }: T& u$ F0 x - STA $013 Z" ?2 x2 Z' l
- TAY9 h: V1 B Q3 O
- LDX #$08
( D7 T4 j8 S# v; Q- \! I$ \; ` - .Memory_Clear
& ~, C; b7 a# Q: e - STA [$00],Y! Z( L6 ~6 }6 r$ M
- INY
5 O5 y% w5 u* ~1 U& `: V8 o5 }2 z, B - BNE .Memory_Clear8 Z, j! f' M( ^% r2 p
- INC $01% X: T0 v8 e+ a: o
- DEX
1 F; W0 {7 }5 k( V; E% } - BNE .Memory_Clear8 I. h- j; G( J- [/ m
- * e5 q8 s6 Y9 a& u! i! h% X1 p% b* t
- ;精灵缓冲初始化
/ o: j- n0 L; s9 U+ L: W1 Y - LDX #$00
9 e5 n1 o A2 c# ~" @7 v0 ~6 |7 o$ E - LDA #$F8
, h9 q6 T7 B, e3 r - .OAM_Clear' ]1 E, A( r/ W2 G& m
- STA OAM_DMA_Buffer,X
7 J% f) F+ j$ O - INX$ Y. c5 ?; p1 [+ |$ f
- BNE .OAM_Clear
! g9 i4 Y0 ~2 i( |- ~8 ] -
! ^3 d8 O$ X5 i" T - ;栈指针初始化
. U% R1 S) M0 _ - LDX #$FF# U; G/ d2 ~3 M$ L) S8 E* V
- TXS
8 S) S& g7 x, u: t2 g - . ^3 m, ]) x/ s9 v0 `2 k
- JSR Nametable_Clear;命名表清空$ {7 v! W1 o! ?; Q* L' }
- JSR Palette_Init;初始化调色板缓冲
$ r3 N$ }2 |! ~- ]- t4 s2 I! V - JSR Static_Text_Init;初始化静态文本
% Q- [: a$ I" ~ - # ~. p4 y4 I7 G: }2 A L% ^
- LDA #MUSIC_ITEM_TOTAL - 1
( |- {- k$ F1 W - STA FC_Music_Max_Index/ t- K; c2 v$ S8 l8 ~# ?
- . x+ |4 r% {: M* _2 h0 j
- LDA #$1F0 J6 e @4 I9 b2 {
- STA APU_STATUS
8 R: l" ?: B9 X# x% d: e - LDA #MUSIC_BGM - 1
/ x% J+ ]6 ~( {* N0 E6 K- F - STA FC_Music_Index7 r* C) R1 E5 {2 ?) ~
- JSR Music_Init_Process;音乐播放6 `' l' t9 B: k! A# O, q0 G
-
# W5 D9 ~$ `. E - ;设置屏幕显示状态缓冲(当NMI处理时控制屏幕显示状态)1 p& V4 s" J* ]
- LDA #$1E' ]0 M: }5 Z: G& F: E8 r
- STA FC_PPU_Mask_Buf
$ o- @' R& v X l - 6 T" J# Y- S- n7 b
- ;启用NMI处理
) m, B# J P% T, e Q5 b! W3 l& I - LDA #$80" t# O+ ~3 {" a% L8 a
- STA PPU_CTRL
5 K+ ^) A0 \- g$ Y7 ? L6 X - S0 I) L3 v& X# }6 Z8 Z W3 W
- ;程序循环, 剩余工作交给 NMI 中断处理+ `1 |5 K( a# z/ \. k1 v* [
- .Loop
( F' Y! P$ ]! k% A, A: E6 s - JMP .Loop
$ n/ F4 @% U+ f
4 A/ m1 i4 O1 Q, n8 ]- ;======================================================================1 `- e; w2 X ~
- ;不可屏蔽中断处理5 [7 a0 G; b% y9 O$ K. _: J
- Nmi_Program
( D+ @6 N8 I9 d8 o# p3 u$ J% N - PHA
' f: ?6 M. Y4 J9 R/ e& }6 d/ W9 N* X - TXA) V) ^% p X4 @& t
- PHA
+ ^; ^" |. a9 ?) Y- f8 b3 Z! C% r - TYA
4 m! T, S9 s8 e/ d+ o7 X2 i7 o% L - PHA
% b0 B3 p" g$ g3 n -
0 `1 w6 }9 ^9 T - LDA PPU_STATUS;读取使得 PPU状态寄存器复位% \4 w" W* S5 L# R+ @7 Z# \1 _ d8 T
- 3 V- [3 o: d5 e# k5 d2 g; F
- JSR FC_PPU_Procrss;PPU处理
# s t8 ~' J7 m0 g -
3 P# h& E4 f/ ]: }& L - ;精灵内存更新* r6 Z) D5 M1 Q
- LDA #$00
- }6 L l% ^2 e; I: o - STA PPU_OAM_ADDR
6 b8 ]; r- Y& h/ |$ j/ _, ^ - LDA #OAM_DMA_Buffer / $0100
$ m9 f0 y8 U( ~. d( U0 F - STA OAM_DMA4 W) l& |* Y y+ O
-
& Z! S7 r4 P; m4 j1 {5 f - JSR FC_Gamepad_Process;手柄输入处理% b- \& j/ M5 F* z7 W
- JSR Music_Select_Process;音乐选曲处理 ]1 o! |/ ^( C9 A- n
- JSR Music_Play_Process;音乐播放处理* {6 H6 O' n+ X
- & ]* q) m' s& \
- PLA
6 w! o; R# E* D' N6 O# s - TAY9 Z; U' a$ ^2 C% V& N7 ~ C
- PLA
P3 I' }$ U8 X' ?$ b: ` - TAX8 t$ L- D E' S7 t3 m
- PLA! S3 `- I/ Y4 s* @7 `" M+ K
c& M4 W8 n1 g, G- RTI
, \+ x; `- O }; } - 0 M$ J4 x2 c% n3 V4 P
- ;====================================================================== y* ]3 g1 r$ }, I; A1 z
- ;请求中断处理
$ m( @8 z, B( }4 }! l - Irq_Program$ z d9 [, X9 D# U$ [
- RTI8 M! [* H2 A' n+ h( j+ z' ?
' q' Y$ E- Z9 r1 T) S4 a- ;======================================================================
s# U* b: H$ b! K9 O - ;中断向量表
6 m- J. f3 y9 y6 H - .ORG $FFFA+ e/ k1 @. l' ?' [) N6 m
- .DW Nmi_Program ;NMI触发时执行7 c6 l# e/ F9 p
- .DW Reset_Program ;载入ROM时最先执行
5 _' z# W; y4 S: ? - .DW Irq_Program ;IRQ触发时执行
/ p6 H8 o1 Q& Y# R7 P, }6 k
复制代码
3 W! J0 D4 X" R5 M1 ^8 E$ U7 l& N3 t& p/ j. A
7 K1 w+ ?; }2 `$ ~; Z; ghttps://gitee.com/flame_cyclone/nesasm_3_2 |
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