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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:
- T3 K5 p1 c) `" l& k- ;======================================================================
% t& X8 ?' @- J& ^1 M- S, F - ;文件头, d$ U3 @4 ?0 c
- NES_16KB_PRG_SIZE = 8 ;16KB PRG大小数量
- V6 n& n' X6 e3 T M1 t; P3 X4 ^- P& @: I - NES_8KB_CHR_SIZE = 1 ;8KB CHR大小数量
. [- n, v) u( A - BANK_DATA_MASK = NES_16KB_PRG_SIZE * 2 - 1 ;bank号掩码
8 v. U. U9 U! X8 u& _4 ] - ;======================================================================! u% O: o4 Z" _; r
- PRG_DATA_BANK_C000 = NES_16KB_PRG_SIZE * 2 - 27 n# j; m* m: I
- PRG_DATA_BANK_E000 = NES_16KB_PRG_SIZE * 2 - 14 d$ I$ N( W, z: R2 S
- ;======================================================================
* V6 k* f9 w7 e7 i" \. ]9 e - RESET_BANK = NES_16KB_PRG_SIZE * 2 - 1! `- T5 {5 y6 ^3 [
- RESET_ADDR = $E000 ;主程序起始地址
% x+ }6 Z( k$ B- C2 c' q' `" N - ;======================================================================. p$ R r5 u; r1 E: ]
- .INESPRG NES_16KB_PRG_SIZE ;16KB PRG 数量, $01-$EF8(1-3832),即16-61,312 KB% _+ q$ x) N5 T5 p N0 L
- .INESCHR NES_8KB_CHR_SIZE ;8KB CHR 数量,$01-$EF8(1-3832),即0-30,656 KB
. s3 ]0 C9 Y, I1 F1 b% _' q% N3 x - .INESMAP 4 ;Mapper号 (0-4095)
1 h# e5 ^' z3 y - .INESSUBMAP 0 ;子Mapper号 (0-15)4 L+ y; }* r# @4 j( S
- .INESMIR 0 ;命名表镜像 (0: 水平 1: 垂直 2: 四屏)7 s1 B* U( R0 t; O
- .INESBAT 0 ;指定是否存在电池备份 (0: 不存在 1: 存在)
" S1 q9 y; x' Y1 }8 Q/ I - .INESPRGRAM 0 ;指定 PRG RAM 大小 (大小 = 64字节 << 计数)) h# U0 X0 G6 }3 d- D
- .INESPRGNVRAM 0 ;指定 PRG NVRAM 大小(大小 = 64字节 << 计数). I% r4 @# J- e5 e5 X+ x1 |
- .INESCHRRAM 0 ;指定 CHR RAM 大小(大小 = 64字节 << 计数)
) S8 X8 I9 c0 p+ |8 `5 j9 y# e% u- c - .INESCHRNVRAM 0 ;指定 CHR NVRAM 大小(大小 = 64字节 << 计数)
0 x$ M% b* e5 q1 |( S! \ - .INESTIM 0 ;指定时序 (0: NTSC, 1: PAL, 2: 多区域, 3: Dendy)
- A2 O) k4 M2 J- n; D - ;======================================================================
- y- u) K; V( f, c. V0 B+ I - .INCLUDE "fc_demo_config.asm" ;全局配置
# u, V! V- l3 Y( N - .INCLUDE "fc_demo_constant.asm" ;NES常量
$ P2 X# r- q8 b; ` - ;======================================================================9 ]: S) L8 n6 A2 E
- ;音乐配置
+ z: L* X- x+ \! n; P) s0 i3 O - .IF 0 = MUSIC_THEME
2 R7 x5 O! }; ~$ t; @& s4 F - .INCLUDE "data/music/Gremlin 2/config.asm"
- E3 v7 f/ S' p& m! S3 v - .ENDIF' X4 e) x Q7 S8 W7 W5 j7 g
- 3 S x% S$ ]) \
- .IF 1 = MUSIC_THEME
$ a$ b6 g- ], h5 o - .INCLUDE "data/music/Raf World/config.asm"% \! U2 a) V0 r! S4 c
- .ENDIF& b1 D2 o U' S) O) A `
-
/ Z4 W i% o) e, j5 @1 Y8 K% E - .IF 2 = MUSIC_THEME 3 @2 L7 |# R. y* p2 o j
- .INCLUDE "data/music/Ninja Gaiden 3/config.asm") [# g; b8 [% V8 L( [
- .ENDIF
0 `% F3 c1 `. c4 q - . [* h+ V0 d' o# Y- l; A
- ;======================================================================& g2 A' h* N4 C5 T
- ;引用CHR图像数据: F! p7 F, t6 X9 }3 D
- .BANK NES_16KB_PRG_SIZE * 2- M% t$ r5 V7 Y8 Z: b7 Q4 ^+ o
- .ORG $0000$ w) @ b/ M, q: M+ q
- .INCBIN "data/bkg.chr") A5 A0 a0 L- k
- .INCBIN "data/sp.chr"! ?; Y) p0 J8 e: z
-
4 S( Z" `+ p5 q( x - ;======================================================================
4 V' f, m. \: P" c3 J - .BANK PRG_DATA_BANK_E000 & BANK_DATA_MASK;设置程序所在Bank
& T4 {6 \3 n n; a$ t$ b7 c# ~ - .ORG RESET_ADDR
; a: R6 [# G. N N% S4 b- Y( k+ K3 u - ;======================================================================
; [4 V. R+ ~+ A# D - ;引用其他源文件0 Y% u; o8 _, p5 o* U
- .INCLUDE "fc_demo_ppu.asm" ;PPU处理" ~9 o2 d1 g# a$ d) U
- .INCLUDE "fc_demo_joysitck.asm" ;手柄处理# \! J+ x1 ~/ I& ]
- .INCLUDE "fc_demo_static_text.asm" ;静态文本处理
! r( _5 g [2 z& G ^$ y - ;======================================================================
- V3 l h [+ ~. o; f+ Q
% N: H! k1 L+ [6 G4 r2 W- ;======================================================================3 d2 ~9 \& i8 |& ^( ]; k
- ;等待VBlank到来- V$ T+ a# [ R
- Wait_For_VBlank" x1 g; b+ ?8 A5 k! ~$ |
- LDA PPU_STATUS
- d5 C P7 k; ^7 R8 _ - BPL Wait_For_VBlank7 W4 d6 H+ f Y$ L* p
- RTS
. S. A6 R) a$ u% z4 G: ^& ^; h7 } - 7 ~/ O! u! _) Y1 o$ E* `" t
- ;======================================================================
. ~+ b# c o) u% w! M, r$ ? J - ;调色板初始化
; g3 j9 n5 ~+ L - Palette_Init* ^7 q! f- z6 ^( u3 U* u
- LDA #$3F( y, M& d- p0 w/ \! y5 J' t; X
- STA PPU_ADDRESS
: N9 \0 @5 U- g0 [, J# M - LDA #$00
+ q" f& d8 e! ^3 s7 Z) Y - STA PPU_ADDRESS y8 d( E) Z) Q9 Q, o8 }( x/ L
- LDX #$00
& V1 ?* g& d: c+ y( n& z5 r - LDY #$20
6 A* P. ?5 u9 n9 n5 |1 Q1 \ - .Write_Data
/ i* p( \. r1 p2 l& I - LDA Palette_Data,X
! b+ L, s+ s6 b# c4 H* u) \7 T4 | - STA FC_PPU_Pal_Addr,X
* F7 j' c; Z* e1 \. J+ g& \5 a2 N! G - INX
; l/ `$ y( d$ g - DEY2 |' Z( c5 K4 t' T9 l
- BNE .Write_Data1 F1 V& ~2 I' r! d6 O8 S# J [
- .End
0 g3 d" Z* c& X9 M f- D, V - RTS) L4 W* T, ~. l9 e2 M- S0 M% A+ y
- / v4 [# _& B3 q/ c! w
- ;----------------------------------------, o8 G5 D7 V/ ]* I$ m& s! y) D% |
- ;调色板数据
! J, ?- m) T3 V8 ~2 A' Q" G$ E P - Palette_Data
4 o9 y! l% s, e C4 S - .HEX 0F 20 32 02 0F 20 32 0F 0F 20 32 26 0F 1B 0F 1B
V7 R& i% Z0 g4 s - .HEX 0F 21 27 22 0F 24 24 24 0F 21 21 21 0F 22 22 22
% p4 l; m9 n" b- S6 H' f -
- r3 S) X! w; S9 P, \ - ;======================================================================) d. T1 m+ [! ^4 K J
- ;命名表清空. I/ q! x2 ^! `
- Nametable_Clear! t, ?4 Q- p3 x; c: k, `
- LDA #$20' _" x" O# q. [) L
- STA PPU_ADDRESS2 t; H/ f, A, X
- LDA #$00* _# s2 m6 Y2 A6 e; H3 V
- STA PPU_ADDRESS( D2 h6 }; }- e' x; ]
- LDA #$00
. I# {* R- B- B9 F1 [, P - LDX #$002 m* \. L6 ` j( D G& g
- LDY #$08
5 a0 a( G* K; s, f6 o* R# E6 i - .Write_Data
9 F5 e& D* ]8 p9 t6 V/ W0 N& b - STA PPU_DATA6 m3 n, b- V: _# E/ _9 w$ H7 S9 ]
- INX
- |" c0 N& P2 P |9 Q0 u - BNE .Write_Data
! g* F, [# T) [* F4 n - DEY5 p/ {- @9 i. t8 R* ]
- BNE .Write_Data! B( ?" \' g3 X' I+ F" x2 \! {
- .End
% [8 V. M, r, s - RTS
# t% R: h5 k; v* d
* d; f8 Y7 L9 M+ L, O. N9 a4 b6 N- ;======================================================================
2 H+ B" x- i' R- [ - ;音乐曲目切换) x2 p8 b; G9 u& I, l" l
- Music_Select_Process
* \2 a) }. X: I2 l) N) d - + N/ s6 D0 Z% b a
- .Pre_Music;上一曲
; `0 z2 u6 G! U1 V' R) Y - LDA FC_Gamepad_Once3 ~2 ]6 c( C: ?( `/ P, f8 x* `
- CMP #JOY_KEY_LEFT
5 V( w6 G- ~ o# D! a - BNE .Next_Music
& u+ V5 B- X l9 S- } - JSR Music_Play_Pre3 {; B6 \( _8 p$ v! K
- .Next_Music;下一曲) L# r( N; `( f+ q; E- o
- LDA FC_Gamepad_Once
7 K$ ~! ]% {# {/ n2 T; t) c - CMP #JOY_KEY_RIGHT
2 W' t, ~* O7 A4 [5 E$ i3 U+ f8 \ - BNE .Next_10_Music
9 I+ e& ^; I- R$ L' P/ h+ E, c - JSR Music_Play_Next5 Q ^$ L5 F/ }
- .Next_10_Music;上10曲
' G: i: _& U r$ v# `. Z - LDA FC_Gamepad_Once
: i+ d- x+ f6 I, u$ G - CMP #JOY_KEY_UP
# J D* f. B- Y7 a' \1 F7 z$ b - BNE .Pre_10_Music: A& b. n% C0 J! }* r, O
- JSR Music_Play_Next_10
# H& t1 d/ d+ A4 l6 j - .Pre_10_Music;下10曲: D0 v5 P$ |* |9 {- R
- LDA FC_Gamepad_Once; D' Q2 [2 q4 L( X
- CMP #JOY_KEY_DOWN+ s1 u- Z$ B$ q) K
- BNE .Reset0 k b' t; |2 p
- JSR Music_Play_Pre_10" O1 O3 Q, N% k7 K$ a) X
- .Reset;重播当前曲目8 g& k7 {( j' j1 I [
- LDA FC_Gamepad_Once
! \1 x8 _+ M4 O" z8 [. a& ]# n - CMP #JOY_KEY_START
* p8 f& i$ K% Q: d8 Y; J8 l - BNE .End
. G& E+ j' w6 z D - LDA FC_Music_Index
6 E% t6 T" r _ - JSR Music_Init_Process
5 i* h3 d8 M. T. B$ z: N% M - .End
, w$ d8 y# M. g- W4 v1 [: ] - RTS' H0 q( \( l& s3 W' s5 _8 X3 O' s2 L
+ x+ I/ S; J) I9 c- ;----------------------------------------------------------------------3 h4 @6 E& I y- c5 d4 X
- ;播放上一曲, r% G, O% D' c# `
- Music_Play_Pre$ s/ ^6 n5 S- U. ^. h. @9 n* I
- LDA FC_Music_Index
, I" z; X7 h3 n" x3 D - BEQ .End
! c) ^% u$ p+ ] - DEC FC_Music_Index! A1 F& W& z- A- {
- LDA FC_Music_Index8 V$ c; D c n; }
- JSR Music_Init_Process" O2 Y6 |; S$ p/ Q
- .End/ A0 f6 `! ]' m: e! [
- RTS, X+ m9 q5 G/ `, a! ^
- ;----------------------------------------------------------------------
! v( d$ e3 J W' f8 Z- k - ;播放下一曲
1 Z! c1 ?" x& `& }% g$ W - Music_Play_Next
: x* r0 W$ [! D0 C - LDA FC_Music_Index; I4 {2 G& V1 O$ p% C& C
- CMP FC_Music_Max_Index. S) T9 a% K8 t8 s' e& {5 D6 p
- BCS .End/ q3 E4 h' i! {# n7 l5 V
- INC FC_Music_Index
" V" L7 N% x! }- H3 _( B0 \* K) H9 _ - LDA FC_Music_Index% M0 ?9 ?2 G& G2 x
- JSR Music_Init_Process
/ w" a0 y0 b% v9 A; P9 z - .End- t& c0 m6 P: R7 H7 N( v; C7 C; A
- RTS
- i$ z: i' y. X4 l* G- q/ g H/ A) n
0 {% e. u% P+ ^) y# }- ;----------------------------------------------------------------------
3 g1 n; x [$ y2 K; q0 l& r' ^. a - ;播放上10曲; m7 _; i' F1 ?9 w T
- Music_Play_Pre_100 L( S6 p! ]. n$ z: E' `
- LDA FC_Music_Index
% b3 b; ?- @ t# u C, i - BEQ .End
+ B$ o- M, U4 p0 f* |( P - SEC# W: X* w6 r1 [+ S% N4 [
- SBC #108 c# R) Y3 A+ y( w
- BCS .Pre_10
# d7 A& Q$ l& N# b - LDA #$00
6 H/ V/ u0 g- s' q) Z2 m - .Pre_10% O# U$ C7 b- O2 f+ ^+ t' G' o
- STA FC_Music_Index
6 A! I* [) A. H2 } y5 d - JSR Music_Init_Process! [* @% M- ?1 u, }
- .End k3 u" G% ]# K5 n
- RTS
1 |7 X, H- X( b7 \0 H - ;----------------------------------------------------------------------
. w! I- b. {' e1 K( F W9 j7 M - ;播放下10曲
# X: W, a4 D: t4 | s/ h @ - Music_Play_Next_10% N! [1 i& v* S7 R7 T4 D
- LDA FC_Music_Index
! r+ R1 M' c/ @% x7 J - CMP FC_Music_Max_Index
6 J0 r( u @# Z1 g2 \ - BCS .End( a3 l% g* d2 @) }5 P
- CLC
" q3 R# k, e6 n2 I - ADC #10
|, E' S* v+ `. E0 D1 E - CMP FC_Music_Max_Index
8 w4 o5 G- Y& w. F* I& z5 J; S - BCC .Next_10
) x- S. p7 y7 f. q - LDA FC_Music_Max_Index6 a4 C8 Q8 G* n" j
- .Next_10% a0 r2 J/ m8 }% Y4 y, _
- STA FC_Music_Index
+ R. U2 `( U$ Q0 b - JSR Music_Init_Process
4 W/ S: G5 C9 X$ H4 X& [9 o - .End
8 R, D% r5 a) M2 |; j. F - RTS
' I9 {+ r# J0 ]# a! {& e$ q - 4 w" | e Q1 U' s- ?
- ;----------------------------------------------------------------------
9 c/ E2 s0 M4 P- F" q8 R$ v - ;8位十六进制转3位十进制制
$ u* w8 {; k0 p; A& K - Hex8ToDec
) J& S. N K. N/ s. n2 J6 u - STA FC_Dec_Data_1: R& v0 B( z% S1 N% ?* z
- LDA #$00
3 V% y1 \9 b9 D5 K - STA FC_Dec_Data_100
7 i4 m' N" b+ k; `8 O% L - STA FC_Dec_Data_10! N- N7 s* T, a, N/ B
- LDA FC_Dec_Data_1: X. ^. [1 {- Y* q5 C' S$ ]
- .Convert_100
8 P# t4 I( b0 p8 I - CMP #100+ c5 U* l. X$ X) t: \; O9 I
- BCC .Convert_10( k7 ~ q3 a* k+ z0 X1 |( _
- SEC! H, `" a- L1 e$ v
- SBC #1006 k' j* U G8 _" ]5 i* ^( J8 w
- INC FC_Dec_Data_100& F, X$ t, S5 X* h6 }* k
- BNE .Convert_100
) w' \, E! g' `; m6 r - .Convert_10. M' i7 {4 |5 v. }7 V+ i
- CMP #10
4 h# l2 d9 U, z( {6 D+ f* d. p5 s8 |% e - BCC .End
8 K4 ` x& i- P1 n6 W - SEC- G! q2 q& m; x5 T' t4 I
- SBC #10
7 U3 \& K$ I4 V1 c+ }0 k: v - INC FC_Dec_Data_107 z1 i" t+ C6 p
- BNE .Convert_104 W. ^ @' K# S( U3 o
- .End
0 c' N+ D( Y" Z6 @: v7 _: U - STA FC_Dec_Data_17 X9 i" C( I4 c' ?$ W% l
- RTS% d- ^# z3 s, N4 {% y
+ L4 `$ h1 e+ |. y- ;----------------------------------------------------------------------5 T7 ^" P. V$ F/ z
- ;显示曲目信息
2 \3 _ R; r4 S. ~( _8 }% G - Music_Info_Display
^7 l* b7 V% t3 w) e+ i. y' Z, w - LDX FC_PPU_Buf_Count0 A8 x& V5 `8 f0 _0 N
- LDA #PPU_WRITE_MODE_CNT_LINE
( d1 `3 u& m9 \7 l1 P( }7 H - STA Use_PPU_Buffer,X
$ ^- h1 z7 N# _" `3 a3 f7 h( ? - INX
) x F9 F: q' [ e2 S5 ^" ^ -
& D6 l) }$ P7 j7 f. C& |& g$ Z - LDA #>MUSIC_INFO_POS
/ K2 G5 U: m* d. @5 {- | - STA Use_PPU_Buffer,X
X! m. ], X! A/ f - INX
- Z& C. `' c# d3 A3 v% x3 V ^ -
4 r- s# F" @) B* X0 |9 u - ;居中
; A2 Q, U5 a' K" d& f6 b - LDA #<(MUSIC_INFO_POS & $E0) + (32 - 5)/29 ^, |0 Z+ _& S
- STA Use_PPU_Buffer,X
! G9 R; N2 D z, p/ ~; F - INX- }% C2 P6 l/ G9 S- V
-
) L: p* V7 B6 U- _$ J% s - LDA #$053 r( M7 r6 _. C1 B! T
- STA Use_PPU_Buffer,X
3 D# L4 ~4 [! x+ d$ S% { - INX5 n% P4 v* z' F% M
- ! Z7 y1 A' L9 ^* O b5 C2 U
- LDA FC_Music_Index0 ?1 |' a: {8 }. l7 p3 Z1 I
- CLC3 y* f. Z& T5 N0 r
- ADC #$010 [4 Q6 M% A( U6 d. c
- JSR Hex8ToDec
0 k% n( U0 x& a* n9 p -
) M& e: n' N8 r* @ - LDA FC_Dec_Data_10; M/ q. t# ^: z7 E* y: U3 G
- CLC
! h G% H6 K. K# H, F- p) }& X- ] - ADC #'0'7 l; k: ~; [' B8 m
- STA Use_PPU_Buffer,X9 `7 G+ q- _; Z# l
- INX
$ c. t9 Z3 S* s( s8 M - & D5 q& P, L1 E, \' d' x
- LDA FC_Dec_Data_1
1 }1 U9 k" m; D - CLC
1 h' z* T1 F$ ?( g! t$ Y0 t( V* c+ A - ADC #'0'# c1 E6 f R4 v' F, Y$ y B
- STA Use_PPU_Buffer,X
# N7 |+ E! x% |# M5 {; q - INX5 B6 T2 T6 Z' p, O. l/ C4 x
- + o$ W2 ?$ }% w' R5 s! E& c2 `
- LDA #'/'9 R" X3 A. Z: L
- STA Use_PPU_Buffer,X
+ ~! N3 c6 Q/ g. R/ ~$ X - INX0 ?! C+ u, t" K6 S: z- p
- ) m) @) x: y/ C* B! V& S4 X# E
- LDA FC_Music_Max_Index- ?5 S7 C: T' B7 c. p1 g
- CLC
6 V& {3 G" A6 w8 I/ j - ADC #$01
) r- O) e0 u6 L, I. ~# S, S - JSR Hex8ToDec
6 ~. [6 R# a+ l" n* b+ m, e - 3 ?! S0 {! @' U
- LDA FC_Dec_Data_10# u! v7 I# a; d5 L
- CLC* q8 |0 o6 R2 A+ Q# q% D
- ADC #'0'
! O; F4 i" @; H/ u - STA Use_PPU_Buffer,X6 T# [: n& w- e
- INX
) N4 i* u5 |2 @/ ?! h. h( ^+ o -
$ G% W* n5 s2 n) J - LDA FC_Dec_Data_1
5 P$ G( Z; @/ T) @ - CLC* |# S! T/ V6 i7 j' [* q; {3 i
- ADC #'0'
3 L) [2 e+ `% q4 X- D7 J1 w& s+ x i - STA Use_PPU_Buffer,X
- U; `" j5 }# N Y* X& }$ N4 j0 p - INX
5 s( l. p+ u9 L9 }) {- b - ! b3 N9 V3 O B( x
- .End
' z' i6 Y0 q+ m( \ - STX FC_PPU_Buf_Count+ g8 D# v: f S* m' H4 ]; L
- RTS: K! Q2 }! a- A4 y
- / V" u ~0 t& e3 i2 l! b" z/ R
- ;----------------------------------------------------------------------3 M' f- p/ [/ r e8 O$ S
- ;音乐曲目初始化处理- G9 h+ | c0 v8 N6 f) h
- Music_Init_Process
3 y' B u$ I7 I- v# Q5 G- G% q* I6 _ - PHA
4 F% F! O; @& z3 a; k& D6 j$ L1 t8 r - JSR Music_Clear_Process+ c( l% S( y/ ` _) P. g
- LDA #$1F% t. ~8 p8 s9 ]: z
- STA $4015
+ F6 Z: v9 W) m! C4 T - PLA
' u2 b# r* A3 J - JSR Music_Init_Addr" H+ d5 b' m; l' k1 X0 \
- JSR Music_Info_Display8 S+ A! ]' u; w6 T4 [6 P* c
- RTS
' A1 T) \8 m8 g# t( Q7 O" q - 1 e! D" t5 J1 s) o
- ;----------------------------------------------------------------------1 R" J& ?( Z4 g- e
- ;音乐播放处理2 d( I: L& s) L# p; K
- Music_Play_Process
2 z( Z2 X6 O; s7 t3 L - JSR Music_Play_Addr, b2 W7 W+ X: H& u& G' j( |
- RTS s9 i- n) E7 Q. F, {1 H% y9 F
- 2 t* O$ s4 o3 Q, T
- ;----------------------------------------------------------------------
5 L+ F; Q) H. u. q - ;音乐播放处理6 @9 M0 L8 ] h4 W3 S
- Music_Clear_Process) ~4 [) I9 H0 e
- .IF Music_Clear_Addr
) D5 ?. M2 ^& J: c' T/ ` - JSR Music_Clear_Addr% s7 {7 y8 q# c; O
- RTS3 |- f: N+ _! X! ]: G, {! z" J$ K
- .ELSE
% C% ^+ S0 v# K ? - LDA #$1F
5 ]" R" x2 j& O2 X8 E8 [! u3 { - STA $4015
, }8 A' ~/ f: F - LDA #$00( ?. n* ]/ \4 b) ^3 u
- STA $40103 C* F$ H( a, k! d
- LDX #$008 ]' q6 }% F+ J c# V
- LDA #$00
8 U, Q5 t* g, K ~ - 9 R: ]5 |5 _3 L3 o
- .Music_Clear_Zreo_Page_0
: {( C! B+ x2 @6 r; R - STA $00,X
3 v) g6 B$ _, K: z - INX
# S8 ~5 ?$ w2 d; z; v! i - CPX #Use_Zero_Page_Begin
4 v, x1 N+ P) e, k$ Z! t& { - BCC .Music_Clear_Zreo_Page_0
, N$ W. K$ n4 a6 s0 Q9 L - ! N7 j" Z: N& M" {3 N
- LDX #Use_Zero_Page_Begin + Use_Zero_Page_Size
3 `! _# g/ X) ^+ X - .Music_Clear_Zreo_Page_15 K# q2 n( Q# s' C) p: m3 X
- STA $00,X0 q- J* K8 s3 T
- INX
! j1 j, ^: `" k3 \+ R7 n3 s - BNE .Music_Clear_Zreo_Page_1
8 U% j0 g4 V) s7 |* F. Z -
* ?7 G( U% S7 V1 I - Music_Clear_Process_1
+ M- ?3 {* J: E$ v9 Z$ y - STA $0600,X9 i- B3 ]( Y# `, k
- STA $0700,X
! {* J$ a1 s1 q" E - INX
W! d5 X) Y1 }2 a m, ?5 b - BNE Music_Clear_Process_1
; v( H( ]9 ]# e* K! y9 [% E, v" w - LDA #$10. s( H* y k5 R! ? t( Z
- STA $40007 Y) B* Q; M+ J h
- STA $4004
: V. M+ I. f" F- Q8 r - STA $400C p; A0 G+ Q P. [3 @5 J( |
- LDA #$003 N6 W+ `3 ]9 w7 J8 v7 k* \5 H
- STA $4008: Y- G, F9 a( C( ~7 I- }8 p
- LDA #$0F
- A, w- |. R; G* a5 F! z# _ - STA $4015' _, L' ]5 ^7 E* K% W- Z
- .ENDIF
3 ^* O; G$ h% h- Y* b -
+ h& P" X1 M: Q, ~ - RTS0 ^& o# C, f Z' c) t5 \1 r& {
- - E4 S1 d$ J6 w; u% b
- ;======================================================================
& W. r4 J0 O5 G) [4 U - ;重启处理
' y1 m; r% [ H0 r7 L+ q w) O0 ` - Reset_Program
/ Y n7 [" m, d: `: G - SEI3 E+ o0 T0 b6 Y, S% o3 e, q
- CLD7 t' h$ e |" b& t+ ]4 x& I3 A. n
- LDA #$00
- y' ?2 X& U8 s, b - STA PPU_CTRL# P* @" @, X1 r9 k. ~3 Z
- STA PPU_MASK
% H$ e; ^. w q' L% g+ X; f. ~ - STA JOY2_FRAME) ]5 Y3 s; r- ?: @, ]" @
- STA APU_STATUS
+ C7 n# b1 O4 Z3 |! V# @4 D! q - " J4 V3 M: U1 h) o/ T
- ;等待屏幕准备完毕
& @: `, o- G: O( y0 j& w) C* ]) j& ~ - LDX #$02$ O$ w8 P" d& Q# R* R
- .Wait_For_Screen_Ready3 e$ C1 s1 l$ I" ~: ?" i6 D
- LDA PPU_STATUS
% l" T7 b7 n0 P* J& I - BPL .Wait_For_Screen_Ready
" z; U3 w n3 d* @1 v0 g - DEX1 h; F# j$ r: I# Q. c1 C
- BNE .Wait_For_Screen_Ready
: h* o2 |, @1 Z6 ^/ {; ^( a - - ^3 h, E! q! \9 L4 f
- ;清空调色板. c7 B3 ?! e$ z. ^* u
- Palette_Clear% x% u7 Q8 R! |5 Z6 a
- LDA #$3F
( T d7 C ^, D8 b' Z' L - STA PPU_ADDRESS0 I5 e+ f7 }: j3 ] E, {; }( n
- LDA #$00, }! U2 e) t* A. d
- STA PPU_ADDRESS' ?3 T! C8 K8 @. e H# A Z
- LDX #$20
; T N# X$ @* ~. q1 i% h - LDA #$0F+ I4 T9 e c1 u- D6 `4 [
- .Write_Data1 S# [3 Y6 i! v, k( x
- STA PPU_DATA
# A& I, g% J; r8 |4 e+ h: l O - DEX
( j# f' \2 s% K - BNE .Write_Data
1 a6 b9 E3 G) l6 {
+ G& I& b* A1 T- ;清除声音 $4000-4013
2 L! B8 g, u/ G) s7 _9 y - LDY #$14
7 t9 z, z6 ^5 I - LDX #$00) c; \) I9 L" G$ T$ B) E3 S3 D
- .Sound_Clear
6 t: I2 [8 w- ` - STA $4000,X
w1 @7 l2 P# k - INX
$ k! h: T- r3 J+ O4 Z# v - DEY
Y2 _$ b" O0 f - BNE .Sound_Clear
, `3 C9 h# I! }, u* T% L [9 V( M -
) M/ k0 F% F! h$ t - ;清除 RAM $0000-07FF
. @2 Y+ C4 t1 a: l2 ]+ m/ ~ j - LDA #$00# ]# z: ]5 d9 e1 Z* V J! {+ L
- STA $007 B2 g$ N" G/ ]2 }& ]( x
- STA $01! L1 s2 f3 ?; ^1 S* r$ m
- TAY
. c0 ~2 K, u( F2 [4 {* H, Q6 z3 l - LDX #$084 r$ B, V+ r4 B: ^+ D5 [ o
- .Memory_Clear9 ]0 l' x \) g5 B) K
- STA [$00],Y7 A+ F. o8 W, ? h
- INY5 [, w9 [. W7 T. x% [4 f7 x
- BNE .Memory_Clear$ O7 \* L' U: x: L o7 D1 M; W+ o
- INC $01" X2 f5 L5 C% q; h
- DEX3 ?0 o! C% M' P& i7 P
- BNE .Memory_Clear; [6 W0 m9 F3 @ N( D! t5 p
-
' W4 Q4 F0 N/ y - ;精灵缓冲初始化
3 N( C- u: U: B! o - LDX #$00
3 x6 p. H. e, q1 q6 N - LDA #$F8: C+ W& o, [$ M$ M; U, X! v- _9 h
- .OAM_Clear6 y& V+ U, I4 o2 H( I3 ?
- STA OAM_DMA_Buffer,X
+ }/ ^, n6 p* c% I, S - INX
; X! G* ?! v) y( h, [: J - BNE .OAM_Clear
( ~5 r7 x4 Y9 A4 C8 w5 w) d( z6 h -
$ ~7 P$ P( C: z/ }3 { - ;栈指针初始化
" i: z1 T0 ^( N9 p/ i) J - LDX #$FF
, G* A, U" X2 a - TXS
* R0 g. z& B( z -
7 p( m: b% I1 }. g* _ - JSR Nametable_Clear;命名表清空
1 ]& a9 R4 q# M8 t; [9 K3 ] - JSR Palette_Init;初始化调色板缓冲
. f& c, z# b/ C5 c, U& s R - JSR Static_Text_Init;初始化静态文本' i% c. t: B/ n) H" E$ O" r
- 1 I: Z$ q1 E% _) E9 A! J& O( u
- LDA #MUSIC_ITEM_TOTAL - 1
4 n3 k* p' g7 ]6 C$ {+ r: T2 z! @9 W - STA FC_Music_Max_Index
$ O. z( A- m1 @! w7 B -
- R) T2 d6 {9 N! g$ D - LDA #$1F2 |4 p9 U+ n2 Z, j2 n
- STA APU_STATUS
4 }. t3 g: _4 S' e5 K - LDA #MUSIC_BGM - 1
3 G3 @, e2 ^+ M4 Q5 {/ a - STA FC_Music_Index
& E. C0 [- Y1 G0 v, h - JSR Music_Init_Process;音乐播放
) n% l& c& j/ L" ` - / `( _3 u9 c$ M+ J! y3 L: {& a7 r3 ]
- ;设置屏幕显示状态缓冲(当NMI处理时控制屏幕显示状态)
" h1 r# E/ h B. J4 y! C9 Q - LDA #$1E! l+ f9 Q4 R+ o* |
- STA FC_PPU_Mask_Buf
6 K5 J& A w# G( i8 S -
& K3 c4 D0 w# I: {0 X. g5 z( W - ;启用NMI处理: O3 A8 @, ?3 F5 W0 {
- LDA #$80
! P R& F6 K" j- t( j% `; F - STA PPU_CTRL' L8 \4 Z' d, }1 _5 {) q
- ! r, o; W' l; k1 Y7 D& @
- ;程序循环, 剩余工作交给 NMI 中断处理% _ q. m( [- O3 ^8 x+ d
- .Loop
$ ?% i" ?! \; G1 z4 B - JMP .Loop3 A& R$ m# z& j, J& h
+ u1 \9 d: g: C- e5 e# j& E; X9 g- ;======================================================================
/ R# E# v- k: O% ] - ;不可屏蔽中断处理! X8 L% E0 W) A7 F( y
- Nmi_Program
/ n, L- j @6 o* d( x# s6 V5 w - PHA
/ ]8 j5 |1 v6 R# B0 g - TXA
9 X" g1 v& D7 r# ?# S: i; O5 G l - PHA
$ N8 B( X0 g+ `) {# m+ L - TYA1 h ^' ]& X% `: R2 S
- PHA
6 o* F. F0 i% i4 d, a -
3 K8 u3 v+ r. S) k9 q' B w - LDA PPU_STATUS;读取使得 PPU状态寄存器复位! c! d f/ o- d5 [! m
-
3 o, s1 H% x" N! | - JSR FC_PPU_Procrss;PPU处理
# X* {3 T/ h' m* ~4 g# s3 m - # V# V% j1 `7 s0 r0 Q
- ;精灵内存更新: @% y. _7 L# m) r6 n
- LDA #$00+ y# q+ W3 d9 i8 e3 `; n6 Q
- STA PPU_OAM_ADDR
) T G7 \0 n& A) W - LDA #OAM_DMA_Buffer / $0100: D' n0 {/ e4 O! n
- STA OAM_DMA$ J6 @& Y' x: [' P4 O+ p* f
- / I5 U- ^% b3 P5 M) I4 S: C( S* D
- JSR FC_Gamepad_Process;手柄输入处理
% }) Q; p' b7 u9 z U- ]- D - JSR Music_Select_Process;音乐选曲处理; n6 Q! f* _3 r# Y
- JSR Music_Play_Process;音乐播放处理2 T% A9 p: d, U2 o4 K W$ q
-
! T) T+ f# p- }. G. x5 A3 I( }+ ? - PLA
5 o6 s5 N; @, U! ^) a# }- k - TAY3 X7 H( O0 V2 n0 c, N
- PLA
) C. v4 R; `2 ]8 T1 q& f - TAX6 l, s9 Y- ?% |0 j
- PLA6 {/ h; r. U' [/ h) y5 u6 C. O
- " I1 i: I- R% o% n8 T* d
- RTI, f6 s/ {8 z+ y& p
- & z. i6 L& R' J K7 Y
- ;======================================================================4 P( v. r0 X* t2 R
- ;请求中断处理
; |6 k/ i3 r" F% q - Irq_Program
5 O+ q% m" {# r& m" A/ U2 Y* F - RTI
4 _( \6 s: R. a - ' Y3 D* F; G" b/ g4 s% G; k
- ;======================================================================
9 o1 e- q/ O$ z0 R% U c - ;中断向量表2 `0 C* \/ ]5 N
- .ORG $FFFA+ s" H, e$ _% H9 g# G
- .DW Nmi_Program ;NMI触发时执行
7 t' @8 S1 |" K% C - .DW Reset_Program ;载入ROM时最先执行6 F4 h- z0 Q+ E# ^
- .DW Irq_Program ;IRQ触发时执行4 o4 B7 k2 [ I2 U& P
复制代码
p4 I; @/ z$ N- V, L# ^
6 y' U- T1 U) I& n+ f6 J. B/ Y$ D+ {$ f4 a4 b, S3 f9 e* c* z
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