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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:4 f3 T3 g3 d9 G& D( I
- ;======================================================================5 e; B/ ?, L# x, o3 c1 h: g& q
- ;文件头& t" g T* v/ F$ d0 }' C
- NES_16KB_PRG_SIZE = 8 ;16KB PRG大小数量
6 h/ k; u$ z% M" G - NES_8KB_CHR_SIZE = 1 ;8KB CHR大小数量
H' d& q I2 k( s - BANK_DATA_MASK = NES_16KB_PRG_SIZE * 2 - 1 ;bank号掩码0 k9 B0 x" f* k0 M7 V
- ;======================================================================( _- q7 Y" |$ k5 i8 O" d
- PRG_DATA_BANK_C000 = NES_16KB_PRG_SIZE * 2 - 2
9 o6 `% ^; Y2 r# y. a: D+ M1 K @4 x - PRG_DATA_BANK_E000 = NES_16KB_PRG_SIZE * 2 - 1
8 b+ B' Z6 }( w; o. K8 F; u - ;======================================================================
# `& H, j5 N1 @3 }8 q( P - RESET_BANK = NES_16KB_PRG_SIZE * 2 - 1
) o' K: N- I4 ~ t- ?$ g$ M! e* s, ~ - RESET_ADDR = $E000 ;主程序起始地址' i- w3 r; R) o2 r' z- q
- ;====================================================================== o$ l! H* A/ v$ L
- .INESPRG NES_16KB_PRG_SIZE ;16KB PRG 数量, $01-$EF8(1-3832),即16-61,312 KB
: y f v7 X u* ~5 Q - .INESCHR NES_8KB_CHR_SIZE ;8KB CHR 数量,$01-$EF8(1-3832),即0-30,656 KB
6 O1 B; v: ]6 i+ }9 ?! R+ I - .INESMAP 4 ;Mapper号 (0-4095)
/ I4 X |8 H& D- y" a8 ~( e$ l+ @* c - .INESSUBMAP 0 ;子Mapper号 (0-15)
% a1 A8 F" S8 W' u0 q, l" p - .INESMIR 0 ;命名表镜像 (0: 水平 1: 垂直 2: 四屏)2 g8 `, p4 _8 G: e8 s
- .INESBAT 0 ;指定是否存在电池备份 (0: 不存在 1: 存在)
7 M: y# I2 z0 L1 _# J: z - .INESPRGRAM 0 ;指定 PRG RAM 大小 (大小 = 64字节 << 计数)$ u# ?1 c0 p, h" B2 a4 f" K" r
- .INESPRGNVRAM 0 ;指定 PRG NVRAM 大小(大小 = 64字节 << 计数)
+ ~( c( H* P$ V4 g% d! Y, y - .INESCHRRAM 0 ;指定 CHR RAM 大小(大小 = 64字节 << 计数), X& r& w# Q+ Y$ M. H5 u7 ^
- .INESCHRNVRAM 0 ;指定 CHR NVRAM 大小(大小 = 64字节 << 计数)
! }2 ]$ C* a/ l" [4 Y. ]$ N. K8 C - .INESTIM 0 ;指定时序 (0: NTSC, 1: PAL, 2: 多区域, 3: Dendy)
; H6 G$ k+ O; k+ @ - ;====================================================================== U$ B0 c& r# f* m, m7 w
- .INCLUDE "fc_demo_config.asm" ;全局配置
- X$ z& f9 s7 T* u, v - .INCLUDE "fc_demo_constant.asm" ;NES常量$ B. q: |, k6 e& |6 U1 q& H4 l
- ;======================================================================
9 }( Q* ] E% r+ v5 O3 y. E - ;音乐配置
" `4 j/ @2 U% v6 `! W4 L8 l - .IF 0 = MUSIC_THEME
. R+ t) \9 n4 C; R- R, ^ - .INCLUDE "data/music/Gremlin 2/config.asm"+ X: q) ~' K, V {
- .ENDIF
3 |0 z, e1 x* f -
9 F3 N: j' z6 m - .IF 1 = MUSIC_THEME5 P0 G4 ?+ ]- _
- .INCLUDE "data/music/Raf World/config.asm"2 Y! V d6 _" I9 a' }, ]
- .ENDIF
) ^) M- |" h1 E4 J9 l3 N, A -
# ~; f' o b% k* ] - .IF 2 = MUSIC_THEME
1 g2 V3 _/ \: i( A, H4 O% ? - .INCLUDE "data/music/Ninja Gaiden 3/config.asm"
$ t: M0 L0 o' v3 ~% Q8 L/ M - .ENDIF
# g. f1 Y: `8 ~2 o
( f) r- L4 G& E- U( e- ;======================================================================
& `/ x: x d/ I% `8 A1 p1 @ - ;引用CHR图像数据) L# p8 `& y9 `4 U. i' {9 B* H
- .BANK NES_16KB_PRG_SIZE * 2, f* H, O9 H. P& ~5 y
- .ORG $0000
3 t; E/ X9 K3 R/ f' _$ i9 l) y - .INCBIN "data/bkg.chr"4 I7 [$ L7 L6 D. K/ A5 z9 U
- .INCBIN "data/sp.chr"
5 J2 w6 g3 n/ g7 w, W7 `" h -
* @- N$ U0 `6 L - ;======================================================================, B$ D; C' J4 _
- .BANK PRG_DATA_BANK_E000 & BANK_DATA_MASK;设置程序所在Bank# d# k+ ~3 E9 f9 U" L
- .ORG RESET_ADDR& l+ O2 L. w9 o# a, ~
- ;======================================================================
3 G7 U5 W) w+ G9 g - ;引用其他源文件
/ p& e4 o" a/ `- Q& k- W/ u - .INCLUDE "fc_demo_ppu.asm" ;PPU处理
! }% T4 f0 H! T) ?4 l9 E - .INCLUDE "fc_demo_joysitck.asm" ;手柄处理
5 X2 O6 U y6 E - .INCLUDE "fc_demo_static_text.asm" ;静态文本处理6 @2 q) V. b( g; e% I4 ]
- ;======================================================================* q! e5 G5 t5 Y% e& n! w5 K" Q
8 I$ v! |9 u9 ]. N2 Y. ?- ;======================================================================
+ s7 j# m7 b: V" [& O5 j - ;等待VBlank到来
: X- r% q: c" [* V4 W - Wait_For_VBlank5 E* ^3 {# Y: s1 T1 s+ W' c
- LDA PPU_STATUS
9 T$ T: b2 a) ` - BPL Wait_For_VBlank
1 x8 Q6 _3 F7 V - RTS0 t Q( |5 F# m! v2 l3 {
- . l9 I! J4 a4 _3 ^ }
- ;======================================================================; a) ]% F8 w! s+ ]; W
- ;调色板初始化
& T3 j( U: w" u; E, P$ ~% Q, t - Palette_Init9 G) m q" V0 Y. f( X
- LDA #$3F8 z! I& {- J% b% f& y: `. _
- STA PPU_ADDRESS
\, l e+ P3 p) @2 k V0 ~! n - LDA #$00
8 i# W2 P; z9 g - STA PPU_ADDRESS
V5 C( t# G% B' c | - LDX #$00
% g7 w3 ^6 Y% c3 G, d! Q" o/ | - LDY #$20
$ d& p/ [! f( M& Y- T - .Write_Data7 }+ O. W$ [4 O, V
- LDA Palette_Data,X
$ g% \( P, b, j* b/ x - STA FC_PPU_Pal_Addr,X; r8 W& Z% W4 D0 b5 b* x- Q1 B
- INX
2 X8 |9 I/ ?+ [ - DEY
6 K" p/ |% ~ x0 \5 Y2 Q' g - BNE .Write_Data
5 S1 a: Z' H* f1 p( a - .End
# y" b, n" f7 i/ b' `- E - RTS1 K, r5 Z" N% i6 M# W7 v" j
/ U5 C. q. \0 y& c$ y- ;----------------------------------------; a+ i, c7 L. a. r" F- E
- ;调色板数据% q G% |" p8 i, Y
- Palette_Data- V4 [+ n& t% y
- .HEX 0F 20 32 02 0F 20 32 0F 0F 20 32 26 0F 1B 0F 1B
, A; E( Y) A0 Y. x) p/ N - .HEX 0F 21 27 22 0F 24 24 24 0F 21 21 21 0F 22 22 22. w9 M9 B9 s7 o2 k' Q1 d3 P
-
4 w) Z5 N4 T. q0 @: o - ;======================================================================' G; D2 L v1 ^& ]3 ]. c, F$ T$ H
- ;命名表清空! @; x( p9 a( c$ n+ J( ?" [
- Nametable_Clear
4 m1 b1 j( G- [2 V& h3 o3 x - LDA #$20, }1 \/ F0 p3 O4 C; {/ s \2 X& F
- STA PPU_ADDRESS
5 U. N# d5 J9 G7 z) B+ s+ X - LDA #$00
; F* Q# G: M) f/ P* m6 a - STA PPU_ADDRESS( N& m& G) U! H8 u! X9 W" a
- LDA #$00
/ W; B/ Z3 e: G" f( c" p# B - LDX #$00: a4 c# A; r* v% f/ @( Q( U
- LDY #$08. g0 H7 t% b$ z, C5 G' v
- .Write_Data
% C/ x3 I ?* a2 _4 `6 s - STA PPU_DATA5 J3 Q: J2 T. r: Y
- INX
, M u# x0 J) N* n* X5 s% v! a - BNE .Write_Data
* X5 }8 |9 {- z0 D' G - DEY$ h2 x0 d$ Y5 W2 e, \# w
- BNE .Write_Data
' s5 Z! e: C% j5 r0 I9 y - .End
) d8 d3 i0 }' C8 o& ^# x - RTS
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* y, m/ O" L# G) Y0 G" @" C- ;======================================================================
# i& r, z% F. l H - ;音乐曲目切换
( r9 N+ b% B# ~7 z' N, x; R6 O. n - Music_Select_Process
+ K$ ]# s: y& i: a' ~1 y* m: I - ) S8 \" @+ t' O+ }# g- O
- .Pre_Music;上一曲' z `1 z8 A% W G2 {' t! L
- LDA FC_Gamepad_Once/ l# k; m" C, g" \: L& T# }
- CMP #JOY_KEY_LEFT
, T R1 m. W$ v4 s. f4 u" l - BNE .Next_Music9 g A4 d! v/ g' y* C: z. a4 d/ ?
- JSR Music_Play_Pre
/ G+ U k2 p6 x$ w, v - .Next_Music;下一曲
( V( t3 [5 K/ S - LDA FC_Gamepad_Once
# T/ [, T5 r& v. L4 ^; @ - CMP #JOY_KEY_RIGHT; W/ g W9 I4 R) K: q
- BNE .Next_10_Music: m# Z6 F0 p: w
- JSR Music_Play_Next
3 V/ P2 `; c3 _* `+ w5 x - .Next_10_Music;上10曲2 M- M* e9 Y& T( b
- LDA FC_Gamepad_Once
$ Q" X* ^& y7 O9 [% `2 T1 m8 t+ ` - CMP #JOY_KEY_UP
+ [$ S3 A9 W& {. }# F; T - BNE .Pre_10_Music1 M5 ?& P; m4 a& g7 i! e
- JSR Music_Play_Next_10# o. `) L. z% ` x* v& @
- .Pre_10_Music;下10曲" |: U- e' ]# A3 z; Q! ~" Z
- LDA FC_Gamepad_Once
; t9 \5 I m0 M4 }3 O3 X - CMP #JOY_KEY_DOWN
# H; u% u' O E ^0 K: r - BNE .Reset- y' K% ]2 w7 f
- JSR Music_Play_Pre_102 Z* S$ I" L( U$ m: C; W
- .Reset;重播当前曲目
# A. g( h5 U7 o K/ y$ a7 i! V - LDA FC_Gamepad_Once
: q7 k, ^0 b8 q% E4 L4 W - CMP #JOY_KEY_START
: d! \2 w0 ?5 A) E: Q5 N% D5 w0 | - BNE .End A; _1 }# ~; q" d
- LDA FC_Music_Index
6 G( d( S, @# y1 i6 Z7 I& d - JSR Music_Init_Process
8 L8 [. P e* P {/ c/ l# o - .End
& ^0 H! p4 v+ v - RTS& k+ ?1 N1 e# w( K/ \. q2 k
9 K" ~2 m8 R& u* K- ;----------------------------------------------------------------------. @7 k) }( X- Q1 V
- ;播放上一曲
$ {1 q: n7 q0 W" H1 v f; m; L - Music_Play_Pre4 c( Y5 ?% u3 R, A+ J
- LDA FC_Music_Index$ Q; x! V/ C9 H
- BEQ .End3 f9 M. o( F H% `' s3 }7 y
- DEC FC_Music_Index' P0 |5 L0 h) f' K+ f
- LDA FC_Music_Index
& Y- m4 x2 \/ o; S, l6 Z* C: d% F - JSR Music_Init_Process' p% r6 V' Q! A8 Q6 j6 f) P* S0 w" l
- .End
; e- V# t2 X) c) w' b - RTS
* k, J# [7 ^* ~" F - ;----------------------------------------------------------------------* \$ J5 C9 b# y' R
- ;播放下一曲
( i/ h' _$ H3 C# o/ R; r4 ~1 ` A& Y - Music_Play_Next
7 z. N- i# R2 Z6 U - LDA FC_Music_Index1 F" b! N" W& o
- CMP FC_Music_Max_Index k" j# l$ K, ], A
- BCS .End
' F2 ?/ c5 Y( d% N' g4 q* m - INC FC_Music_Index
1 v2 d# u& \+ ?8 | - LDA FC_Music_Index B }# _4 U* B; B( S {& a& u) s
- JSR Music_Init_Process
6 o* R1 d, a7 [4 j7 m/ W6 q2 W - .End
/ U& {2 w6 L2 }6 h - RTS1 q7 b% ]: i. R, F4 j s# w% {
- ; ~% e0 T( N& q
- ;----------------------------------------------------------------------2 x5 ^+ D( I& Q4 `. W1 |0 l
- ;播放上10曲 N/ _8 q) D8 |, c* L: a
- Music_Play_Pre_10' j' q. w7 D/ N
- LDA FC_Music_Index, g' _9 z2 A( t
- BEQ .End7 y& P7 F( w8 ]" _# B1 K+ l
- SEC
! P# l, R5 u- R: w" O - SBC #10
x2 r% u8 _4 w* `& F, r" D - BCS .Pre_10' b% t# |. L: l7 v
- LDA #$00
; v' g3 {9 ~) w" A. z7 [ - .Pre_10
; e3 ]& k4 ?0 ^, X' c6 q - STA FC_Music_Index( b" o3 R; o7 O+ P6 c7 Z
- JSR Music_Init_Process
9 E; b+ t! K; r2 H/ |( m - .End: X% h- C9 P. Q( q
- RTS& o8 g) d2 G& U* d# J
- ;----------------------------------------------------------------------; O j0 o, d+ I5 @
- ;播放下10曲4 V1 b' J6 S4 w8 P
- Music_Play_Next_10' P, p1 F/ G) f
- LDA FC_Music_Index( X! u& W% c9 ]' _; V* F6 g
- CMP FC_Music_Max_Index
4 J1 W h* h1 Y9 n Z* X - BCS .End- f9 ?+ v |7 X& Z! v
- CLC
& v( ~ ~' w/ g3 | - ADC #10$ x# {# \" y5 g, |( l
- CMP FC_Music_Max_Index0 J7 W. j* ]1 t/ S! D4 G# b1 v k9 u
- BCC .Next_10/ v2 R# e; E/ a6 R! U3 L# q6 j- U
- LDA FC_Music_Max_Index+ G3 S5 q8 O0 \( K8 ^2 ]
- .Next_10
$ H# z/ |; D8 H5 y" W" K - STA FC_Music_Index
! _, E }2 u" W& e$ V" u - JSR Music_Init_Process
* }. x/ W% p) V! t4 ~, ] - .End
# ] {% K+ q5 q$ b2 t( m - RTS. D3 X: S* |8 R6 A
6 o$ p* b2 Q M3 h% D- ;----------------------------------------------------------------------
4 X! i) c( ?5 f - ;8位十六进制转3位十进制制
9 z/ O, e4 N2 p, G" m - Hex8ToDec
% }4 j( F8 s1 j+ ? - STA FC_Dec_Data_1
( J& x. k" L7 f - LDA #$009 V8 C- C9 |" U6 \
- STA FC_Dec_Data_100
2 `2 |) M, r* A - STA FC_Dec_Data_109 f2 F) @5 A% Y+ W5 Z( Y
- LDA FC_Dec_Data_1* G( y2 T+ f8 L# x; n/ F) } Q
- .Convert_100
8 C; E% V) p9 J+ D, R2 h' U - CMP #100# O9 O N6 H; i0 ~
- BCC .Convert_10
2 F& l, h/ m2 V - SEC
2 j; i9 Y) Q" U$ {3 F5 M3 u, H - SBC #100 l8 ]& L6 g! v9 B+ T% S' e
- INC FC_Dec_Data_100( o4 h8 O- N1 g% B" J5 M
- BNE .Convert_100. B* f! d8 b0 T/ ~; H0 ]3 `, ]0 `7 g) _3 y
- .Convert_10& U! q& F: M( d
- CMP #102 x6 D) P6 E( L; L+ p
- BCC .End
7 B+ Z7 ?( w( `8 L4 w - SEC
7 ?' f/ |. ^- B4 e - SBC #109 s) l, k; X, r; [9 Q* ~. M' r. I
- INC FC_Dec_Data_10
0 y+ C& e: U7 |; ?- j8 ^. ~ - BNE .Convert_10
( T; R @* [" f7 `7 N - .End
7 G8 q# M7 _3 e2 h) Y4 X - STA FC_Dec_Data_1 A1 S% c% T' L* I) r" y& b0 G
- RTS
. l6 v, |' c) F M P: J
/ h9 P/ [' W, G- N7 @- ;----------------------------------------------------------------------
; U8 u: r; P% {( B6 _# ^! O - ;显示曲目信息
/ \. I3 w0 i0 l. ] - Music_Info_Display
: {8 |2 R: o+ K: R) R - LDX FC_PPU_Buf_Count3 N9 o, k' h5 [% f9 v! L
- LDA #PPU_WRITE_MODE_CNT_LINE' V5 l3 F; G! {. Q- ]% h% L) {
- STA Use_PPU_Buffer,X8 B' n( d2 \0 @0 ~6 A
- INX
2 \3 {: h$ Z) ?8 g2 J - 6 G0 h& f9 W. y
- LDA #>MUSIC_INFO_POS7 T- s0 J% g/ B+ [# p7 n+ T
- STA Use_PPU_Buffer,X
' H6 U6 x* U4 Y2 \9 w7 ` - INX
) D7 { h8 I6 [1 W - 8 y5 y E7 J. s1 e5 W
- ;居中& Q/ q- M+ Q) w+ d4 r2 Y
- LDA #<(MUSIC_INFO_POS & $E0) + (32 - 5)/2
) C1 ^+ ^ E4 N0 E1 ^0 L% L8 R - STA Use_PPU_Buffer,X
- R' F* z, J) O, O M - INX5 S$ r! D. c6 N8 c% r
- & {$ n* G! A) n' L% @
- LDA #$05: Y! F0 W2 h% Z C: C
- STA Use_PPU_Buffer,X* t/ @* `- F% a2 l% ]+ B* c2 Q
- INX$ S- n7 R! p* z& Z% P! m
-
: H/ T" p, @5 ^/ ~* ~5 S2 i. b5 u A - LDA FC_Music_Index) Y ~' @: z. S6 h
- CLC; e: k4 R" ~2 C( b2 t
- ADC #$01- ?7 l2 H* y4 w2 H) n' T1 R
- JSR Hex8ToDec" S5 M) ~* P- n
-
' _* c/ K i, Y* Y+ k7 g/ ~0 B - LDA FC_Dec_Data_10
- p9 S. @. G6 u1 j/ E1 j5 e - CLC
. a `( y; n8 A9 m4 m5 v8 t% Z3 i - ADC #'0') B \9 Q7 F( q: O$ b* Q4 l- p$ t
- STA Use_PPU_Buffer,X5 ^0 }0 E2 T; v% P4 J+ }5 E& E `
- INX
8 g0 `* F, L- F7 m9 b4 L - & h5 v( M- u; ^2 g. b. @6 U
- LDA FC_Dec_Data_1# h( |& q& z4 f Q: `" H% Z& k
- CLC
8 e9 \/ g7 ]. p* Q' O- K2 O - ADC #'0'* O S% L( L4 z$ w0 m: |
- STA Use_PPU_Buffer,X
. W/ U) q3 a) I% i7 { - INX4 |; U8 m3 y6 q; d# t7 Y) C
- 8 P" m! Z* d* P' i4 G' L
- LDA #'/'+ z* r+ P; X( Z7 F7 \" G
- STA Use_PPU_Buffer,X: I: H0 N) s$ D7 _
- INX
! S) o/ O- V$ I2 \ - 6 N& o: s6 u1 t; ?: V, X
- LDA FC_Music_Max_Index7 P& M* s* _0 Q$ M8 ]) V+ P# n+ R
- CLC
: @8 P1 I( B1 x4 J7 T" y6 f - ADC #$01
% t; h& n- [" p - JSR Hex8ToDec6 E/ y7 ^$ h8 M3 Z
- 1 D( G6 ?, U: ^- S6 R+ Y5 @5 v
- LDA FC_Dec_Data_10
2 ]; g: R$ R' L1 ]7 w - CLC. ~& A7 p8 N3 d* K8 o9 C- o8 ]' N
- ADC #'0'9 v; n' d5 F; W+ d, s. @% B
- STA Use_PPU_Buffer,X
9 j7 n* h `9 `4 R) a - INX
8 u5 f# m2 L' t - ( q- u4 B2 D v" l! ?! m& Q/ {3 R
- LDA FC_Dec_Data_1
! O+ B9 ^2 j |& e - CLC
4 y0 `5 ?. N. H+ P) Y - ADC #'0'( q5 U% R9 v1 P& F
- STA Use_PPU_Buffer,X: c5 ~6 _, Q; P2 H; L. W( \ N
- INX7 b( N7 U! K" d$ t4 M; A1 g. H1 \
- 8 a: M$ I! S4 D7 N' t
- .End$ x# b2 j2 M G# p5 E. A' [( O X
- STX FC_PPU_Buf_Count
; C+ [% c9 H% ?# A7 G - RTS9 j5 _& n& K3 b; Z* Q% h
( \7 J' L5 Y! N C0 Z, }- ;----------------------------------------------------------------------
7 U& m Q7 y) d4 R# K/ k, x - ;音乐曲目初始化处理
& U3 V W! ]( p4 U - Music_Init_Process
* K% o) u+ L5 |* b' X3 P5 A - PHA$ @# O6 s3 w$ ]' B+ o
- JSR Music_Clear_Process: Y! h0 l6 r5 ~; q# {- C* L1 J0 ]
- LDA #$1F2 \7 l0 `: m# G/ z- d% ^3 C$ N
- STA $4015
- ?( d/ k3 t' v0 G% o i0 }% m9 y# ` - PLA
8 Y+ k2 N7 s* T% E' m3 @% L - JSR Music_Init_Addr
0 R( M+ A& U0 o - JSR Music_Info_Display: k0 a( V) s# k" t. G% y5 a3 t
- RTS8 }8 Q" K1 H; j: F
# ?+ C( ^& P2 j8 b: V! M- ;----------------------------------------------------------------------
3 B& O& U, p. n8 G. d) @' C - ;音乐播放处理
! s W. r+ h( c; Y g - Music_Play_Process
8 \! x- z: p F# W b. M - JSR Music_Play_Addr5 U* ^& M7 D" `. \. ]2 h
- RTS; a& `( v# S/ ?
- , R' k. u- l1 W: \
- ;----------------------------------------------------------------------- q- J. q2 _) V1 ?( y; W
- ;音乐播放处理
; F, x1 P8 V+ J; a6 |5 M- r - Music_Clear_Process
- J" o4 u1 u+ m { - .IF Music_Clear_Addr0 m+ ?% T* N% n, v
- JSR Music_Clear_Addr1 \# N1 F! }' l5 S! T4 V) w6 Q' K
- RTS
3 j+ p1 p6 [; i5 X' t) Y; v" |( x6 T - .ELSE( ?5 i" w: H* y% A" X, B- G* d
- LDA #$1F
% d8 f- f* g7 L/ V - STA $40150 ]) a( P% a D- \. V
- LDA #$00! ]/ _/ X6 ]% s* a0 e: e
- STA $4010/ z7 n8 @$ ]; ~
- LDX #$00
0 {2 M( q) \0 a0 Y - LDA #$00
" s4 J" u3 l% @4 B# t, ?, g -
, Y6 t# N- D! x: c( s9 f! \, m9 t - .Music_Clear_Zreo_Page_0( Q! I9 _0 Q/ n' s( T2 L6 q+ r
- STA $00,X; d; T2 }+ y: Q: R% j- D) t
- INX
) q3 ^! K& y6 h+ b2 R9 d% o - CPX #Use_Zero_Page_Begin
$ ~' W# D( } C. S - BCC .Music_Clear_Zreo_Page_0
) [5 I( @$ M" l9 R8 ^4 v7 p0 G -
# X$ G7 t! Z/ }7 \, f+ w3 v) v - LDX #Use_Zero_Page_Begin + Use_Zero_Page_Size- [! r/ v. n. a" L) D, X9 F8 F
- .Music_Clear_Zreo_Page_1! Q l( j- v; h& U" z
- STA $00,X
/ t4 R, D5 c5 G8 o' w - INX0 m, |( P$ Y% V* ^$ Z/ a. Z8 {
- BNE .Music_Clear_Zreo_Page_10 g; b5 C% \+ h; F4 M* i- {7 E
- 6 y% ? u. r, z# K
- Music_Clear_Process_1
4 g/ l9 }4 [2 U( n6 Q) a" f - STA $0600,X, U# f. i+ [2 @
- STA $0700,X7 D/ I3 N q5 s: M) [; h
- INX
. e0 Q5 U% R- f+ i - BNE Music_Clear_Process_1% d/ V3 O7 @ x5 U w
- LDA #$107 u' I w: Q! T9 H+ B' r. O0 \
- STA $40006 ]4 X' f2 Q9 F$ L) g4 J( `8 N- c
- STA $4004. D* @# j) k' U+ x& r
- STA $400C
" d; S% Q( ?0 L% n, i* c- ~ - LDA #$00
7 L2 K$ p. b+ Z. _7 [( t - STA $4008
9 e7 ~1 Y. F9 |( B$ M - LDA #$0F
. i+ {9 p/ c8 B5 `/ _ - STA $40150 q( C, o/ R3 T1 ]' ^+ V B x O
- .ENDIF5 {$ j2 Q5 X9 N" Z) o3 U* M
-
& T9 m" s+ N2 y/ H, e' g1 b - RTS
% I4 G3 T3 h! l: n) Z/ v: B; T T - 9 Q4 x9 l$ t( B! @' c& U9 A1 M
- ;======================================================================
$ Z& U( F" d+ L- s M* U% y - ;重启处理0 o3 \4 O, o& _/ l; ~) ~
- Reset_Program0 x5 ^0 p* ?: G- ?8 b7 N6 k; S5 S
- SEI
, U% o, [) |4 b7 F% p! K4 G) Y - CLD" b) ^$ h6 D: e* o& }/ l
- LDA #$00
* [3 |1 f- [8 Q' @( Y) V0 t - STA PPU_CTRL
3 j2 L$ y( m2 r1 y6 \7 | - STA PPU_MASK
: S8 q! ?, ]& k! ^1 E - STA JOY2_FRAME
3 H! x6 Q8 k, {, n - STA APU_STATUS8 k& b9 @1 i: F7 z5 ], N5 S' @
-
+ a. m& M' ~1 Y6 u$ r+ ] - ;等待屏幕准备完毕
" W J& R. n1 H$ t4 ]+ i) Y/ W - LDX #$024 X6 X1 a' Y- i. s
- .Wait_For_Screen_Ready
: s+ K' F. T3 f. H5 ?2 a - LDA PPU_STATUS' }( x3 A! A7 r" }8 |! |+ T
- BPL .Wait_For_Screen_Ready$ J8 c$ s3 L8 c% u
- DEX
+ L7 x- M, ^- r2 v0 x/ R/ a - BNE .Wait_For_Screen_Ready# W. s8 n- r! K
- ! g) O1 Y9 \* L* C
- ;清空调色板
0 K! s* z6 Y- k" b - Palette_Clear3 I5 ?) K4 N% O+ {* a Z7 F# |
- LDA #$3F: w; b6 u' {' d) j0 ~ d- p
- STA PPU_ADDRESS
# _* ` e1 t- G - LDA #$00
3 s: n8 d0 _% J& F) e - STA PPU_ADDRESS! V0 J' Y% W- b" r6 W i( U
- LDX #$20
. y3 x0 k; M1 d/ L& z5 ?* k H - LDA #$0F
; X4 {& E( \9 r# v - .Write_Data
- z+ U4 Q: f+ `& J) q - STA PPU_DATA3 ~; {+ F ]0 h. a/ _
- DEX, A: \9 P }: M- ?0 k
- BNE .Write_Data. P7 Y3 N# H7 X' h
- 6 n- X" h0 P# _2 V+ y
- ;清除声音 $4000-4013# v6 |$ o! V; D# T
- LDY #$14
& F3 s* D7 f" O' s3 y: @ - LDX #$00
5 ~ v5 ]2 J3 b, |" S, b$ j - .Sound_Clear
; K0 P3 n9 R' f2 b& | - STA $4000,X: M+ { x# v8 B7 K8 e
- INX
7 ^6 i3 Q7 t% n, T0 c. R7 [ - DEY5 \- w3 k& H+ d# B' o3 X
- BNE .Sound_Clear
j: _- y/ B0 \# k, d1 m# j -
, H4 T1 `! b l - ;清除 RAM $0000-07FF! n0 k+ X1 s) E! g$ I. N% ~7 \
- LDA #$008 F1 Y g0 M: ?' d9 u
- STA $00. e c0 q! A/ v$ J2 K7 b
- STA $01
7 X, R+ g4 _( x6 l f { - TAY
$ n$ ^; G m/ ]8 ?1 L0 J - LDX #$08
. ?3 C* P" z8 o - .Memory_Clear
" b* a) W$ q( u% F2 q) } - STA [$00],Y0 u b2 L* p# D' x
- INY' X8 {$ y" m# b d+ w$ _9 y
- BNE .Memory_Clear! Q) B9 Q! u# b3 Y; Q" K2 m. S
- INC $01
0 ?. d8 g* b. J% Y& Y: h: y - DEX
$ ?' j' k1 o6 p6 j& {$ F$ h8 U - BNE .Memory_Clear
, \! a: D0 l: T& Z -
; z- R/ p) B$ A1 d8 S" o - ;精灵缓冲初始化
2 ?4 \% C6 V) [. ? - LDX #$00" W7 r; `$ x: j2 s: C+ [- g
- LDA #$F8, w* d/ f( r1 g% h0 D
- .OAM_Clear
& a! H/ a1 g3 I, k8 h% T. q6 W - STA OAM_DMA_Buffer,X
R l# l4 R4 S9 j5 F0 B - INX
# _9 M# h) [# Z/ h. t - BNE .OAM_Clear
) I% t/ N3 `% j - 0 `1 i& O4 O/ P: M& ]9 y# P7 `
- ;栈指针初始化
( \% O. q9 p+ _2 R+ ]" e - LDX #$FF
5 g5 l. ~" \) X# o0 B" p - TXS
2 |. w6 C# h& O$ n4 @ - / w) E) i. l+ J+ P; z
- JSR Nametable_Clear;命名表清空& Q* c' P2 z7 P& _- Q" b9 s0 z9 D
- JSR Palette_Init;初始化调色板缓冲' e R7 A' U8 n2 M) ~# Y0 z( H
- JSR Static_Text_Init;初始化静态文本
" E6 E9 g+ s( Z8 N) t2 X& O -
2 M) |9 d4 H& f b' |" i/ X - LDA #MUSIC_ITEM_TOTAL - 1
6 E1 n2 c0 h) s) O+ ` - STA FC_Music_Max_Index
P0 ^/ g3 E/ A - ( y6 C! G5 k0 `% e4 z( R& }4 M
- LDA #$1F
$ z+ O8 i9 [1 |. ? - STA APU_STATUS8 d! F9 O# E, {8 r3 { q4 a! A
- LDA #MUSIC_BGM - 1
7 j4 u' g. n+ x+ O4 i' _: N- C _ - STA FC_Music_Index
% n r" x3 A; E+ ^2 h+ p; } - JSR Music_Init_Process;音乐播放2 p3 h! a$ n" j
- * ]$ i% M4 r; p
- ;设置屏幕显示状态缓冲(当NMI处理时控制屏幕显示状态)! a8 N* g8 [( F+ Z& _ D) z6 X7 t
- LDA #$1E
: h3 q% a6 s8 ~ - STA FC_PPU_Mask_Buf
# |' \9 X% d8 Q* F9 N2 C- S - $ w L) N: X6 O3 m- H
- ;启用NMI处理
1 ?$ ]$ G7 g. v, M3 Q - LDA #$80
( y s/ _ F" N% o - STA PPU_CTRL
6 ?3 X3 T% Y3 E$ z% \6 H - 5 A4 V; C# D: u7 m
- ;程序循环, 剩余工作交给 NMI 中断处理
4 S1 D1 h4 e6 m7 o' |+ F - .Loop7 w* j& E: _7 R. q9 U9 G
- JMP .Loop. N1 |# C2 z# s+ {8 V& i
- 9 ]8 R2 _ k) j3 e" r( Y1 J: A7 \4 j
- ;======================================================================# m6 n) Q8 I4 {* b/ }: H& D4 j
- ;不可屏蔽中断处理
- P8 R! |) W- X2 [* a2 e - Nmi_Program
% K/ ]+ j* Q! d7 C. h( I - PHA$ `7 {! f6 Q5 v7 O9 K
- TXA
. M/ x) F( D; @" b# D - PHA
5 @ Y$ @+ m, M - TYA& v8 u: X/ T" t; G4 V# b3 g
- PHA
1 e, D% w) \/ n* ?( S0 w* d9 ]& ` -
7 h- v# c1 i. v! }9 k& I7 G+ w( U - LDA PPU_STATUS;读取使得 PPU状态寄存器复位
) D0 @7 I& E2 W# p - 4 Y- ~4 h5 _: _/ y
- JSR FC_PPU_Procrss;PPU处理
7 ?3 R; N! W4 V! i- h8 } -
# G" n' m3 I9 L3 ]7 u' { - ;精灵内存更新
# o6 z, `7 i! Q7 U* @3 H ?/ z6 @4 U) x - LDA #$00
( }/ @3 y' [& P2 N6 U6 t; P - STA PPU_OAM_ADDR. X/ D6 S4 O% P8 L: p3 U6 B9 I
- LDA #OAM_DMA_Buffer / $0100
: v0 \) @. J: ` - STA OAM_DMA8 w8 d3 v# ` H; a3 o& V: u
-
6 n! x- A6 R% X' }! z - JSR FC_Gamepad_Process;手柄输入处理6 X7 h. i2 C' f% B
- JSR Music_Select_Process;音乐选曲处理) I" L1 D$ {6 s Q# }! \# h. h& `
- JSR Music_Play_Process;音乐播放处理) T: j* t, D9 c" L: N, m4 D8 z
- ( b* v4 k% S; W# j" j% ]
- PLA; D8 B$ M3 o8 e U% y/ T7 N8 U/ Q
- TAY
2 z2 Y! f9 I4 j - PLA% B5 W! n5 X& }* r& N
- TAX% `. b3 d4 R) t+ X9 ^ T
- PLA
% P$ [0 [9 q- x
0 x! i r4 p; C! p( B5 Q% i- RTI/ ?1 `4 J5 p; C$ f5 H* {- {
- $ Z8 }0 F" @) H8 Y" ?
- ;======================================================================
1 I8 _- y7 f+ Z+ W- H' T - ;请求中断处理* R) \, [! ~+ g& W- Q* m( X
- Irq_Program1 }7 F" n% \; L( B
- RTI
I4 x" _% e8 d* ^5 p- x2 T - - O7 \8 i$ |& N% y- T, c. r: t' w
- ;======================================================================
2 o3 J5 ]) ]8 P0 l - ;中断向量表
0 ?+ k) j8 r7 W3 {# { - .ORG $FFFA
B) s1 s: p% J2 Q; n: n$ P7 i - .DW Nmi_Program ;NMI触发时执行6 X, B: s& n' F1 p
- .DW Reset_Program ;载入ROM时最先执行' X/ U! f S* y5 ?1 N
- .DW Irq_Program ;IRQ触发时执行
% q9 j9 J" ]: I* ]; ?
复制代码
( B# C4 B+ R$ w
3 @: H- F0 d" F7 E+ a& a8 A1 \, R- F: u) u6 I
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