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这是个 nesasm 3.2 入土教程, 感兴趣的可以研究下# b: P8 s; a! `1 Z! w9 d
; Z2 V2 s+ T0 M. s, O2 v2 A' A
以下是主框架代码:
3 B2 z5 d! i) \" E5 Z. U- ;======================================================================
& {: O7 Z7 h( h7 K! X - ;文件头
/ z+ a/ b+ s9 e9 F - NES_16KB_PRG_SIZE = 8 ;16KB PRG大小数量
' L# `5 h4 u2 E! B8 U% k9 K - NES_8KB_CHR_SIZE = 1 ;8KB CHR大小数量
8 m, f) B6 C5 s+ o3 n - BANK_DATA_MASK = NES_16KB_PRG_SIZE * 2 - 1 ;bank号掩码# H* l m" V; K
- ;======================================================================
6 \! @ W9 F5 Q# U# Q3 P' { - PRG_DATA_BANK_C000 = NES_16KB_PRG_SIZE * 2 - 2+ R. ^2 n6 Q8 ?4 d/ z9 s
- PRG_DATA_BANK_E000 = NES_16KB_PRG_SIZE * 2 - 1# f7 Y+ m l( t' X
- ;======================================================================+ \' {% l( I- Y+ ^. i
- RESET_BANK = NES_16KB_PRG_SIZE * 2 - 1% R6 F* _1 L! t$ n
- RESET_ADDR = $E000 ;主程序起始地址' X+ x& b5 S: ?# M& j* W; m
- ;======================================================================
# d @6 a& l" D - .INESPRG NES_16KB_PRG_SIZE ;16KB PRG 数量, $01-$EF8(1-3832),即16-61,312 KB
5 o: X6 Q7 k: ~; C$ \$ ~: ?. H - .INESCHR NES_8KB_CHR_SIZE ;8KB CHR 数量,$01-$EF8(1-3832),即0-30,656 KB
' p: ], W. r- Y/ z* |) l - .INESMAP 4 ;Mapper号 (0-4095)
9 p, K3 N w$ L - .INESSUBMAP 0 ;子Mapper号 (0-15)
# L7 }. ~* t; U) f2 o - .INESMIR 0 ;命名表镜像 (0: 水平 1: 垂直 2: 四屏)6 s. U% i B3 W! s Y
- .INESBAT 0 ;指定是否存在电池备份 (0: 不存在 1: 存在)" r4 d' A' e H
- .INESPRGRAM 0 ;指定 PRG RAM 大小 (大小 = 64字节 << 计数)
% o1 u- D9 u9 x+ ~* Y - .INESPRGNVRAM 0 ;指定 PRG NVRAM 大小(大小 = 64字节 << 计数)
2 F; a2 v5 s+ z3 D1 w+ A; P - .INESCHRRAM 0 ;指定 CHR RAM 大小(大小 = 64字节 << 计数)
( T& D% v- S) g) m1 J - .INESCHRNVRAM 0 ;指定 CHR NVRAM 大小(大小 = 64字节 << 计数)
+ A9 {1 x3 |! Z! Y+ [ - .INESTIM 0 ;指定时序 (0: NTSC, 1: PAL, 2: 多区域, 3: Dendy)/ G( l' ^. ? a6 c0 r
- ;======================================================================
# G0 U3 m# b) h4 D8 M - .INCLUDE "fc_demo_config.asm" ;全局配置
{" _2 y/ R8 E5 y - .INCLUDE "fc_demo_constant.asm" ;NES常量
B/ j4 B! m S8 H - ;======================================================================7 A3 @0 p6 |2 g
- ;音乐配置
0 Z& u( X% w3 A( M: O - .IF 0 = MUSIC_THEME . |- T# m- c2 z( V: ]; \) s' c) d
- .INCLUDE "data/music/Gremlin 2/config.asm") J; P1 X7 \* s
- .ENDIF
* ^7 p1 J, u% b' v, _% \0 h - ( _4 I/ R: a* L/ u% M% x3 X
- .IF 1 = MUSIC_THEME: l% Q! M2 |6 @" y% E
- .INCLUDE "data/music/Raf World/config.asm"
! A# i: b5 D& }( a! a- L - .ENDIF* A" X" Q i, R# `
- / A8 ]' B& i7 O! c1 S
- .IF 2 = MUSIC_THEME - |9 o8 l$ W1 |( [2 q
- .INCLUDE "data/music/Ninja Gaiden 3/config.asm"( \2 h) ^% w: J
- .ENDIF" c; x2 M, a9 m! @" k: l
; l7 K' y# U# B- ;======================================================================2 j4 Q! Z" u2 s; z, `
- ;引用CHR图像数据# k% x) B% _" u% F2 S6 v b
- .BANK NES_16KB_PRG_SIZE * 29 r) B* x [1 ?
- .ORG $00004 v* _+ C5 V% d! C7 S
- .INCBIN "data/bkg.chr" k$ B- ^0 j7 a( M+ B/ a
- .INCBIN "data/sp.chr"
3 k6 l; l+ ]- l+ j8 U: U2 j - 3 T, P* B" Y; ]$ v' O+ _
- ;======================================================================1 k$ j4 R( m' Q+ N' E6 B. V8 W: n
- .BANK PRG_DATA_BANK_E000 & BANK_DATA_MASK;设置程序所在Bank: [% o, _3 _. y) |5 _: T( ^4 l" ~
- .ORG RESET_ADDR
0 A9 K) ]# \1 x - ;======================================================================; W. ~- M: g6 U' ^
- ;引用其他源文件6 m6 u0 {( B, p4 [2 f% z$ t9 r/ M2 H
- .INCLUDE "fc_demo_ppu.asm" ;PPU处理
# R. a9 I4 Y! w6 E - .INCLUDE "fc_demo_joysitck.asm" ;手柄处理
, c- P c. A. l - .INCLUDE "fc_demo_static_text.asm" ;静态文本处理7 a' v1 Q% X, m2 t5 t2 j4 P Y1 \
- ;======================================================================
! V' d7 ^" i) U; S - 0 v# I/ u# s6 G9 Z4 @
- ;======================================================================
: K+ @8 `: Z5 d - ;等待VBlank到来
3 f0 f( R | F4 l - Wait_For_VBlank h$ u0 {* V& l* m
- LDA PPU_STATUS; i7 H: J4 `+ _4 A
- BPL Wait_For_VBlank
- k' s1 | A3 k+ N( A0 { - RTS8 K7 x1 o% w2 p) k+ p, u# T$ o
% a6 J8 N# J& Q9 r1 |3 G, Y- ;======================================================================# H9 Y& t# R" R3 Y! |; Y" E+ i
- ;调色板初始化
) E" r' y. X1 a) s" K6 j - Palette_Init- y- v! e f5 {, H5 i1 r5 }
- LDA #$3F
[5 p/ m8 [6 `7 r1 O% j: y - STA PPU_ADDRESS
- x; `. A7 k" V5 M7 ?$ v+ [+ K - LDA #$000 H- J$ I' A/ w7 G2 K6 b D, j! |
- STA PPU_ADDRESS% z, |- `: N5 {" A
- LDX #$00+ N# m3 M& m' O& X! H' t
- LDY #$20
# t- F- b( @) m3 k& J- I# U - .Write_Data U' b7 H4 R: K# r! v/ h
- LDA Palette_Data,X9 ^3 o$ e; w$ f3 |9 ?& Y* D \4 i4 Z
- STA FC_PPU_Pal_Addr,X/ R3 O* T. S9 k+ ^! k, V4 s
- INX
2 G; g% G& D$ i7 Q - DEY
! \& o! }! \1 M& w5 w - BNE .Write_Data8 ~2 I' V' i& ~# r) f
- .End; E4 V: {) f( ~" {
- RTS4 z5 ?" k8 ?& g
) ?! g/ J; U% Z3 t5 a/ x6 }- ;----------------------------------------
+ W( \9 m9 c, q7 |; c' p - ;调色板数据
+ q" r1 V5 [& _% B% I, A! Y5 D - Palette_Data
8 f' }( Q4 \0 q( F8 `8 |9 X0 r - .HEX 0F 20 32 02 0F 20 32 0F 0F 20 32 26 0F 1B 0F 1B# @0 j# M" a& h' M; S5 ~+ F+ A$ I
- .HEX 0F 21 27 22 0F 24 24 24 0F 21 21 21 0F 22 22 22
0 n9 p0 {/ Y9 h+ M! C* S -
. P3 p1 H" @+ R; O1 Y5 T g - ;======================================================================
$ ?1 y. g( a- Y4 M) f0 X$ O y - ;命名表清空6 G) V& a. e; A i4 I5 }" I& l
- Nametable_Clear8 |7 r8 P, S* q( W `" Q
- LDA #$20
. i4 E! T8 [+ G - STA PPU_ADDRESS% {' K: [' u* k7 ^8 A R
- LDA #$00
9 g) d! ?* Q! r. ~# [" [& ~ - STA PPU_ADDRESS
. P8 ?$ c2 ^2 p - LDA #$00
6 P- B- L# f8 c1 t8 u4 Z - LDX #$00" r+ c$ Q- B5 A: j5 t* L' H
- LDY #$08
: f2 d0 J/ G$ L9 y& w5 l( u- W - .Write_Data: y0 R6 X( `/ W2 Y
- STA PPU_DATA
( r5 D. b2 C* Z$ I- N( y - INX9 f; I$ g: C, |$ {4 D
- BNE .Write_Data
, }" @; z! X: G5 e0 E - DEY& `8 Q% h( b5 ?; C& e& O
- BNE .Write_Data
; {9 x+ w9 J: `+ ~# V: v$ H" W9 w - .End
% {# a% p! T. c2 x: B - RTS; q2 c# ^ e+ \. a. G& S% j h8 p
- : N/ ~! S# P/ U: _- \- \
- ;======================================================================
+ p4 z3 e' e6 J - ;音乐曲目切换8 g+ I- ~8 b; E% ~
- Music_Select_Process4 s1 m5 y* }; F: `' h& t" ^
- 0 E7 ]) ~- o& _6 ]$ E+ D6 k4 d
- .Pre_Music;上一曲6 v. F: b$ w0 p: Z; [
- LDA FC_Gamepad_Once
3 C2 m) Z% d4 b$ U" B - CMP #JOY_KEY_LEFT0 [) i) o# j$ {
- BNE .Next_Music
* H* H2 l% L, p+ f: {$ } - JSR Music_Play_Pre
6 {9 @- o. C* Z' H. i& r( @ - .Next_Music;下一曲
( [) k% y: ~. V6 E - LDA FC_Gamepad_Once, a9 ?' k" j, y: q \
- CMP #JOY_KEY_RIGHT
; O7 _9 ?6 M% G6 } - BNE .Next_10_Music
3 ~1 l2 r. W$ E, p u7 I - JSR Music_Play_Next8 ~. c/ {( L2 z3 ?3 i+ {2 [! b
- .Next_10_Music;上10曲
2 M) J% C% Q8 i2 W) t8 M - LDA FC_Gamepad_Once
/ s) v" {2 o* e. P' y+ D- O - CMP #JOY_KEY_UP
* F+ f+ h8 M+ q# j0 H9 B - BNE .Pre_10_Music+ T% _- [8 z( s. C
- JSR Music_Play_Next_101 t/ t# M8 q; t* X( c5 _2 B
- .Pre_10_Music;下10曲
7 m9 d9 n( }) H3 r; p# W8 y/ { - LDA FC_Gamepad_Once
v9 c( X: }- Q0 D3 q - CMP #JOY_KEY_DOWN6 D. f; {. \+ G8 l+ {9 F
- BNE .Reset
! A6 x8 q9 Q" h4 y. ^ - JSR Music_Play_Pre_10
( v% h! L- q$ [5 H - .Reset;重播当前曲目
& u5 }! n1 Z' ]& n# G' d - LDA FC_Gamepad_Once
# K8 o0 g. N/ L6 O$ \" |8 E' t - CMP #JOY_KEY_START: c" y2 \* a c$ B# w
- BNE .End$ g: ]# q, ]) C0 G. W
- LDA FC_Music_Index
& P! H+ @3 [% e S- j# k - JSR Music_Init_Process
3 A! x" b0 H; o- u. L - .End
@4 F+ B, O4 }, q - RTS
9 N" V$ Q( ]# d4 C. ] - ; |7 V3 k1 t w
- ;----------------------------------------------------------------------
* R: D0 g0 X. z - ;播放上一曲
' {6 P8 X. i! h% Z! z - Music_Play_Pre' k6 \6 s% X6 ^2 I9 b2 {
- LDA FC_Music_Index
, _" W, e c u6 c# k7 C" v4 R - BEQ .End
4 p; i; h5 ^" l - DEC FC_Music_Index- E1 c$ ]6 v' ~% C
- LDA FC_Music_Index1 l1 Z* K- @9 w# Y) H, l
- JSR Music_Init_Process
& \) |, F" s1 U5 l7 C* w - .End! J$ h' z" e! @( M7 j o
- RTS
6 m+ _" G$ Z" m( p9 z- G _" O: C - ;----------------------------------------------------------------------7 d! m, \# M8 ?
- ;播放下一曲
+ X; E4 `! y) T- Q6 T - Music_Play_Next
# i8 z% ~3 G1 t; F Z - LDA FC_Music_Index; p3 y$ j; J5 q' f
- CMP FC_Music_Max_Index6 M9 c! B, |. A/ d
- BCS .End
/ M, m* `/ k+ _3 S4 I - INC FC_Music_Index
8 Y# Z, w2 }" }. S1 {: O; T - LDA FC_Music_Index
3 F6 d* P6 x- x5 M - JSR Music_Init_Process
1 T! Q: j: E4 p5 ?7 C - .End
u' K7 Z" I4 C/ k v - RTS
7 _4 l" k5 Z: }0 B - 0 n: ^& ?- a. \. M& n7 P: G, s
- ;----------------------------------------------------------------------
4 _6 H: p* }6 _, C Z/ j, q - ;播放上10曲' H+ }8 r( b" _- \9 d' t2 @
- Music_Play_Pre_10
2 X$ t8 V/ N/ k4 A7 x9 } - LDA FC_Music_Index
7 O" I' i1 A2 |: _ ^ - BEQ .End
6 d* E7 A2 J5 g" G/ \ - SEC# i0 c, y. Y$ t+ o) | }$ A* g4 R
- SBC #10
/ i7 ?" R# v; W j' E% ]: C% S - BCS .Pre_104 P1 @/ D0 n. X; q$ ^8 a
- LDA #$00' D2 }+ x$ @) R7 P9 M/ p
- .Pre_10
* s& `' `* O0 l4 b, z- n - STA FC_Music_Index3 ~* q7 Z$ T" K7 b' n- J
- JSR Music_Init_Process0 f3 @, p6 K1 A( s) Z9 F
- .End
9 M1 k/ A- y! p+ i5 ~3 k* k V - RTS! W) G6 n( ~* D# i) L
- ;----------------------------------------------------------------------* N# [0 m' A- \& ]- ]
- ;播放下10曲( J( S K y# B
- Music_Play_Next_102 M5 u1 e$ Z9 O. g# e8 o4 U* W
- LDA FC_Music_Index, J( N4 o Y! z9 }! T
- CMP FC_Music_Max_Index% Z' h* z" G( L9 G" H1 c, `
- BCS .End; |0 R' i" y1 U8 k
- CLC [! k- _3 ^4 r w
- ADC #10
& w' C6 \5 V8 \$ ?9 h1 L, B8 I0 |1 I' H - CMP FC_Music_Max_Index
5 p5 G9 S. T, b$ c b! F0 M - BCC .Next_10$ Y3 W: n# { I; D4 T; b3 P
- LDA FC_Music_Max_Index
! |0 b! M! ]. z) ~4 N) f - .Next_10
9 F+ r: e* G- e& k( E - STA FC_Music_Index& _5 N2 C: F) A
- JSR Music_Init_Process) j/ B; @( [' m4 n' P
- .End5 s5 n) n* ?8 ]; y9 [
- RTS
2 ^% R1 w/ X2 _" w6 | ]
/ ]7 P1 k0 ~7 O8 w3 w: ~1 R- ;----------------------------------------------------------------------- J8 k& T3 B) ]" H
- ;8位十六进制转3位十进制制% G8 l) X! y s
- Hex8ToDec
" ~% ^* x0 R b A. K) M/ e+ @ - STA FC_Dec_Data_1 n( M+ L$ \# d2 M3 T3 j5 D0 v5 W
- LDA #$008 v0 ]( w3 l/ @$ B1 Q) n' e
- STA FC_Dec_Data_100
. f8 N! s" m6 U - STA FC_Dec_Data_10
0 |, y' r% D I* b - LDA FC_Dec_Data_10 |- A" Q0 C$ f
- .Convert_100- q/ u* W3 Z% d8 |, M
- CMP #100
( n! T. z0 L4 a) Z - BCC .Convert_10
5 [) f2 F9 I+ V1 J3 ?1 V% a0 |! F - SEC
7 |/ x: E/ o# i4 u' D5 m. Y - SBC #100
5 X9 C8 P( O* y - INC FC_Dec_Data_100
9 m! T5 n/ o v7 @6 D2 F - BNE .Convert_100
6 _" V1 D4 C" G. b# ` - .Convert_104 w( i- o! t. E; j! N
- CMP #100 ?9 J; ~* Z( u ]. N% e; D' `
- BCC .End2 B; Z" t- `" Q" s
- SEC, e! v: V9 k+ t/ J1 C/ v( ^$ M9 C6 D% ]
- SBC #10+ Z' S+ Y2 u7 Y1 [& N
- INC FC_Dec_Data_10
# H* ]/ [5 y. [- m - BNE .Convert_10
: |8 P- `9 \0 q) u2 d* b - .End
% Q1 t) W& p8 x% F - STA FC_Dec_Data_1- w) @1 ?. }+ V& N
- RTS
! D! u3 d4 k+ }
7 k: M4 L% E9 o* u2 f3 v' N- ;----------------------------------------------------------------------& X, |/ q+ q" n# j
- ;显示曲目信息/ C3 j* [9 _' [! _8 Z1 Z
- Music_Info_Display
- n1 u1 t. }7 d0 i/ [8 d$ l8 D! E - LDX FC_PPU_Buf_Count" w X$ r5 |- w, R' `: F1 z" P
- LDA #PPU_WRITE_MODE_CNT_LINE4 \8 ^- z* e0 c. P$ ` G9 K
- STA Use_PPU_Buffer,X1 x+ n a9 i( g( l* s& ^+ J3 i& y
- INX) }- ~# R" C- h& t# `1 r
- & l9 n% o, [# E; t! S) h7 F
- LDA #>MUSIC_INFO_POS+ M( F4 V A. E
- STA Use_PPU_Buffer,X( A& X) [# ?- R' s( A7 T3 S/ k
- INX: ]9 o& {# Q* m4 @: }$ q- @
- 6 s0 h7 ~. G, [! j$ T
- ;居中
5 D& r& _' O. r7 b! h - LDA #<(MUSIC_INFO_POS & $E0) + (32 - 5)/2' T8 q) P2 f9 L6 Z
- STA Use_PPU_Buffer,X
! O0 @ U+ ^' {8 y$ d. T - INX: }7 f9 l* T ~; p+ ^% u
- 1 ^) X' W; M- N+ A* d9 v
- LDA #$05' Q7 s! z0 } M4 i' _
- STA Use_PPU_Buffer,X
5 j8 r* X" j1 O+ V0 T5 H* p - INX
4 o) x; z+ `9 E. P - 1 _) Z b2 `2 [4 N9 }% u0 H4 O$ U
- LDA FC_Music_Index
6 h; p2 \/ i: n: ?6 d* l - CLC
# n% L7 t# ~9 j& c; O - ADC #$01
' |3 P0 [: c j; |4 Z. t - JSR Hex8ToDec
# k/ w6 W( ~ w -
& n* d7 z6 p* L - LDA FC_Dec_Data_105 x8 a$ Z) I( a! E3 J0 k" L
- CLC
7 f' C, r( L, W4 @ - ADC #'0'
, s, S C6 F* A1 a* t8 g" [5 v - STA Use_PPU_Buffer,X( v; x4 U* n$ ^$ l
- INX8 N R/ N8 G) i- Q$ a
- ) {: R% [. F+ D
- LDA FC_Dec_Data_16 w0 l0 @- P4 N% Z
- CLC
" P# T+ z b9 i8 d, c - ADC #'0'1 Z& B& O( B9 g5 M' i
- STA Use_PPU_Buffer,X
4 b! X4 l0 v/ p& S' B0 } - INX2 b( g0 o- V. ] h
- 6 g2 b6 O. _) t7 L( O
- LDA #'/'
0 K- ~7 E% H; Y7 a- Z& T% e - STA Use_PPU_Buffer,X( M& I( P4 ^ G* T
- INX
! ]& g+ g8 X' A: b7 \7 k -
6 d; c {. q3 \& s: T/ m - LDA FC_Music_Max_Index
' ]5 ~3 q d, u5 f+ m - CLC: h- h& A6 t* b s6 c
- ADC #$01& u N v4 \ \4 S) }
- JSR Hex8ToDec; W* T& l+ r- W/ C4 f4 a2 D0 c5 R
-
" m, v) ?2 ] |0 h9 n5 }+ s7 B, S - LDA FC_Dec_Data_10; J1 s8 r# m2 K& U/ f; f! h
- CLC
6 h9 k' W$ n5 S - ADC #'0') ?! t! ~; U' C3 ]" f' q
- STA Use_PPU_Buffer,X
3 U* ~$ w" Y3 u - INX& ^3 H- v+ h% d7 u3 W7 C) c
- # `% h7 j! W9 C+ S2 }7 Q' q u6 C) u+ P
- LDA FC_Dec_Data_15 {! S# X7 h3 w- Q' d0 l
- CLC1 i' V) Y9 I0 H/ L; D4 p
- ADC #'0'
6 v4 \2 O3 o4 ?6 H0 `8 v - STA Use_PPU_Buffer,X5 }# m# z5 t9 H7 m, q. \
- INX) g& H9 A5 f3 z9 ?- ^
-
: y; a; q2 e5 T, y$ U4 l0 h - .End" l2 c: g' G1 H/ D
- STX FC_PPU_Buf_Count
0 T0 P. T. c4 E; } - RTS: E' D% i* ^ U1 k6 V" r
2 ]5 v+ r) H% _- ;---------------------------------------------------------------------- Z- B$ S3 {) u9 D& t; ~% G
- ;音乐曲目初始化处理
3 D* v, ]" L& l2 m5 l2 V4 o - Music_Init_Process( H8 W' ~! L/ ?1 M4 B% T3 y
- PHA; }' `" b, x) Z, F( J I" G8 K3 u" t
- JSR Music_Clear_Process0 R, l/ N0 F, G7 n" K3 j: f* `, H
- LDA #$1F! _$ V, L5 z5 w' s3 s* ^
- STA $4015
+ _5 W; G r7 E+ X: r$ ]5 P! v, G - PLA8 X5 ]6 x) E+ M7 J0 s- `/ H
- JSR Music_Init_Addr1 O% ]2 }: w6 y
- JSR Music_Info_Display* N9 T8 q7 C; n2 d P
- RTS6 G( f: B, D x
$ ^! b* o' k8 r% [- ;----------------------------------------------------------------------4 E/ I; p" U ?* `# W# S
- ;音乐播放处理: m9 v( O' \( r- U/ a8 a8 e- T
- Music_Play_Process& |0 B9 t0 Z; n5 X m# K
- JSR Music_Play_Addr
/ D0 P" y7 F9 |) t( c' u7 W - RTS5 D' B1 s4 c6 v
- $ j3 D- c) i- Z9 j p+ j6 S# e/ \
- ;----------------------------------------------------------------------
8 b, K, P) u, B# P8 q( I% e - ;音乐播放处理" K T! P( @1 W, I8 u7 R* c
- Music_Clear_Process
9 |. {" A f. l - .IF Music_Clear_Addr
' Z0 B$ O5 j; a4 S4 ^9 T* G; x - JSR Music_Clear_Addr% a! h+ V7 a& A* ^+ p& E9 e8 |' N/ u7 I& E
- RTS# \- P* n! E3 M8 ^
- .ELSE* q; N' C3 [6 T# r$ y$ F4 Z
- LDA #$1F
% o7 R( z8 i2 N ] - STA $40153 O5 ]! r( t C' [ |2 O( ]
- LDA #$00! T$ l8 H& S" C
- STA $40100 ^: j! E2 y% M
- LDX #$00: J3 g K& V4 m' Q0 I" I+ t
- LDA #$002 Q. s2 G& l8 [8 e- Q8 W
- 7 m4 t r& `- ^
- .Music_Clear_Zreo_Page_0) z$ ^9 r( B% Q2 T
- STA $00,X# y9 p' [, `- d' h) B0 }
- INX+ }8 P+ n7 x6 C, `- z% [ h
- CPX #Use_Zero_Page_Begin# y7 \3 U! e* T" G; ]/ |! r7 u
- BCC .Music_Clear_Zreo_Page_0* j% d2 A7 o4 k- I+ J$ O% X) Q
-
7 s" d( f1 r7 F7 S6 K' | - LDX #Use_Zero_Page_Begin + Use_Zero_Page_Size
7 C; W, }2 V3 r$ M* s - .Music_Clear_Zreo_Page_1( X/ `; Q- o5 L7 s7 Q
- STA $00,X6 F4 N6 @6 h3 i9 L# {3 z
- INX
2 Q2 m# N0 s, {7 } - BNE .Music_Clear_Zreo_Page_1( d4 [9 ~9 R% Q: r2 {% X
-
& j: j9 g ]( e6 V$ Y. I - Music_Clear_Process_1( S3 D: i2 M% y# ^1 d4 R
- STA $0600,X# Z5 J: j" p# A- E
- STA $0700,X) d; o/ A- I/ v5 U9 M
- INX& N5 Q6 ?0 f* H% }# a* _( \! y
- BNE Music_Clear_Process_1
8 ]* c1 N5 \! v9 Y# n - LDA #$10# S1 n2 u# N. a0 h
- STA $40006 F# E% J! t0 ~, I8 g
- STA $4004
( k$ d# r6 s( L' g H" Z3 A6 c$ b6 A - STA $400C
1 u1 R' J' H# o - LDA #$00
- A% g( [ h0 [. m4 y* o - STA $4008
8 s. ]* a) c1 _! A3 c7 T9 L3 c. @ - LDA #$0F( p. f" a% A6 {; M2 _5 N; \
- STA $4015
W4 B+ y/ g8 ]. m$ B+ R. A - .ENDIF; t: U; j" V# H5 o: F+ N8 e
- ' m% s7 p/ |: ]! q; P) Z" ^
- RTS. L r3 V# v% f! z8 B% j
, D* M: I/ Q, ]5 P- ;======================================================================! B- w) U2 ?8 N* b' n0 C2 F. y5 i
- ;重启处理! X$ H# f) V' S9 N n" s$ N
- Reset_Program
' p5 y$ G$ H6 l2 ?) P5 { - SEI
: T) Y( u2 a5 m3 Y4 N - CLD7 \; X" k, i$ }" k2 C& s
- LDA #$00$ u, c( r4 R. Z; Y& F+ k' V' v1 E0 K
- STA PPU_CTRL. Z$ J2 h( v$ p) o6 K
- STA PPU_MASK
. \& q ?5 a/ ]6 @% ] - STA JOY2_FRAME
" e" X% w2 M1 S% V. x, Y" S: P& g - STA APU_STATUS
' K$ l# K1 P2 Z+ W+ y& o -
# s- V/ n; n( x8 w2 l - ;等待屏幕准备完毕
" {, G% X$ l; l& T - LDX #$02
( x8 y! {, p s- t - .Wait_For_Screen_Ready9 _5 l# s' C5 q6 G2 O& V
- LDA PPU_STATUS$ V* E* x7 ~5 ~: c$ N- L% g. a
- BPL .Wait_For_Screen_Ready/ T5 X5 }# j8 K- b* v0 a
- DEX
6 ]- z U2 j& o1 b* O& |. v( p* i - BNE .Wait_For_Screen_Ready
& T! d- \: x( |9 O" O4 i' U -
! U: E% F2 i @) x% \8 d! w - ;清空调色板3 J* @2 Q0 `8 \( b- |
- Palette_Clear
0 Y" j+ f7 }- c8 e: E8 Y - LDA #$3F
8 v7 v; O* \$ r- K4 P3 T$ p - STA PPU_ADDRESS9 j6 q4 h) u. m
- LDA #$004 i) ~% y7 O0 h7 [ Q; U6 B }6 k
- STA PPU_ADDRESS5 v! F5 o1 m3 l" A. ]
- LDX #$203 H+ l( m- A6 o1 Y Z) g7 a3 U
- LDA #$0F, |# h- e' l1 k+ }" W
- .Write_Data
; Z- P4 Z4 n; n \ - STA PPU_DATA/ o! c% k8 v' y3 V( `9 f0 N
- DEX% L; ?- o- u/ b8 s w5 Z
- BNE .Write_Data! e: I5 g" y+ F: W
- 9 _* E2 z, i; C/ n) m: t
- ;清除声音 $4000-4013
* P) g: P2 W# j! e8 T - LDY #$14
$ y! h8 O; y m, y; W2 w - LDX #$00
: }" e" v* n* T& v j9 f - .Sound_Clear
2 b( T0 }' f& A! D3 u8 U - STA $4000,X
5 a; P+ F; W4 F. F( X - INX) B1 [6 l9 ?. m! e& i
- DEY
' R r o! f5 k - BNE .Sound_Clear: m( ]- o1 p) g9 c6 C
- # H% o8 W2 B- y0 T/ a
- ;清除 RAM $0000-07FF$ o% j+ _1 P& g# l- A, f1 t
- LDA #$00
: {% s* f+ ^7 n5 z; a' _ - STA $008 k/ u4 A: I6 @) z9 v% e& G1 \
- STA $01
+ h; b" C" Q. U8 w( g; q1 n4 m - TAY- ]$ }; L' S4 d7 ^% \, w# }
- LDX #$081 I1 N! `6 g- r& i0 P' C% N
- .Memory_Clear
3 _% y' @5 w" c' J3 G - STA [$00],Y4 x& ]" s) Y; x) f
- INY
( o. [5 s4 X E: o# B - BNE .Memory_Clear
. Y9 b2 |. `' r1 Y - INC $01
0 b/ k, z1 q6 L3 \ - DEX! h- k. h2 J, M9 w
- BNE .Memory_Clear
0 F" X/ }% U; u' `5 E6 } -
% S- a) s) f' g7 f. `/ S - ;精灵缓冲初始化
: D' C7 A* ^! F) `2 S - LDX #$00
& h1 T$ g; O% P - LDA #$F85 i0 w4 F2 j9 v4 c
- .OAM_Clear6 A, Z! F, Q6 O+ t9 p. g' @5 R
- STA OAM_DMA_Buffer,X
% d8 j& z! d4 w+ @, ^& e/ {2 w% G - INX" S7 b" N: b( ~" U3 e% X. F v
- BNE .OAM_Clear
: M( e3 C, u+ r -
1 J' { _$ i8 W" C& T( J" _ - ;栈指针初始化4 K& }/ U7 B I: Z2 N
- LDX #$FF" n1 D/ `. P6 y/ e2 t" A/ }
- TXS
& Z4 K" X. I) a+ i1 V -
" m3 D) y0 X9 q0 V1 \9 b - JSR Nametable_Clear;命名表清空
" g1 T) |3 T; x5 @$ L) H - JSR Palette_Init;初始化调色板缓冲
# @) m K( E7 A! M4 D - JSR Static_Text_Init;初始化静态文本
) E3 E; k$ E4 W6 Z+ [9 K - & W% E: _4 H2 }' T2 O
- LDA #MUSIC_ITEM_TOTAL - 1
( x# E$ ]9 Z7 _! k) | - STA FC_Music_Max_Index
5 q% r5 C6 n( S0 q - 2 i0 ]: { x w7 f
- LDA #$1F/ C h9 c8 g( W3 K0 Z) T! T" a; S
- STA APU_STATUS
4 L& N! r) q; W% |; j6 m8 _ - LDA #MUSIC_BGM - 1
- ?, ?1 M+ c+ M - STA FC_Music_Index
+ g) G- J8 I) R! h9 e - JSR Music_Init_Process;音乐播放
# G+ m5 a. L% \6 K9 f# |5 o* a& Q0 f -
8 B/ o# [( B8 L - ;设置屏幕显示状态缓冲(当NMI处理时控制屏幕显示状态)
5 B% [, _ p$ d' H5 v, D: w - LDA #$1E% Y2 a# z* O2 g
- STA FC_PPU_Mask_Buf
2 W2 v+ e. w7 ^8 B" k* A -
& X' j1 u$ G( A( D! [ - ;启用NMI处理
, `8 q0 H8 ?7 C' f - LDA #$80
4 V9 t# I. {- D' L' e - STA PPU_CTRL
# E9 i5 _& Y+ y8 ^ d2 v1 T( Z - ' C9 o+ P5 ~; g) F8 i
- ;程序循环, 剩余工作交给 NMI 中断处理 a! _1 L. X& j: L$ G! K
- .Loop5 d/ l1 @4 B9 p) b' @
- JMP .Loop
& a3 P! [* f& h$ D2 F, E' I" R - 4 {) o+ q! }) y& Q0 ]* g
- ;======================================================================
9 P1 X, r8 p# q4 D9 l- O - ;不可屏蔽中断处理
3 R0 E1 I; Q3 C- W3 V7 R - Nmi_Program
: g1 w6 Y6 f. K0 v - PHA
2 n$ D _' K2 `6 f/ _, ^" j3 A7 g( l - TXA' T7 k, ~- X( K: Y4 D& \
- PHA! l# R4 d8 A# X( }8 T
- TYA- m, g/ n5 k4 M6 h% v$ S" f" a' n
- PHA
# [% w+ F6 q3 Y/ R9 S1 t* V" h -
5 Q7 f8 d. D7 [9 o2 x0 K7 } - LDA PPU_STATUS;读取使得 PPU状态寄存器复位8 a5 s" _, ]0 r# S# s# U' K
- . R. @" O- G) d1 ]4 V+ Q/ V- W
- JSR FC_PPU_Procrss;PPU处理2 U- h: z" ]& i! _
- ( u& W5 j6 X B9 c+ @/ b/ ?7 U( T
- ;精灵内存更新7 O E# \- r6 u7 L1 B* s9 M8 \$ @
- LDA #$00
; \* P: j! @" S3 [ b - STA PPU_OAM_ADDR
7 n) y2 R. c& g; R - LDA #OAM_DMA_Buffer / $0100) Z8 ~2 N6 u' z# m% k* l- ?6 _9 G" m
- STA OAM_DMA8 C/ w: N' }, n; [. t' _' o7 Z: }. l
- ) U% k# p9 d& C( U% @" q8 b+ j3 L5 |
- JSR FC_Gamepad_Process;手柄输入处理
5 y- z$ W3 X9 d0 c6 }9 N% `9 C - JSR Music_Select_Process;音乐选曲处理3 j% S+ {6 t+ L) m$ ~6 E" n
- JSR Music_Play_Process;音乐播放处理
3 ?9 ~8 {2 ]+ E' B/ z6 I - + o% W: Q( x6 [
- PLA6 a- \% k" z* C2 W2 M8 o. u
- TAY
8 p6 p" X4 n$ U* x6 _+ ~( m - PLA( ?& {8 y' E# W$ S9 p r4 |
- TAX
1 X5 C2 j4 K! ?: ]$ F& x4 J4 f - PLA! H8 s6 }8 d, _2 H# k
- . a5 @' e* v2 p+ ~4 \! h
- RTI1 H% j7 v6 F5 \- y% ^8 K5 D
7 T S$ `! ^9 ?! W; g- ;======================================================================
: i% i5 m7 z; n3 ]5 p - ;请求中断处理 N, @% p m% y
- Irq_Program
! S3 R( l) _' d' { - RTI4 g4 ?( l ~6 O" \% o- a# R+ f
- * W& u( v( |' m7 L
- ;======================================================================$ t4 ~# c3 k4 G7 y4 u: G
- ;中断向量表0 r4 b; J) ~- }" L
- .ORG $FFFA: t+ P& A0 v2 z' L
- .DW Nmi_Program ;NMI触发时执行
3 {1 } H* o _ n$ v - .DW Reset_Program ;载入ROM时最先执行, P( d/ o+ S, X) r9 T
- .DW Irq_Program ;IRQ触发时执行
- A% W! T+ E O* ^
复制代码
/ R8 j5 r/ J2 G1 A: ~* U; f2 n& A$ e$ i+ }( G9 i
6 N/ @$ [0 Z. Y1 Ehttps://gitee.com/flame_cyclone/nesasm_3_2 |
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