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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:
% w8 x3 t* m2 J! X- ;======================================================================; R( s& I9 o0 E# { A: l
- ;文件头
9 j7 m3 `: Q8 ]5 C% ?7 u - NES_16KB_PRG_SIZE = 8 ;16KB PRG大小数量
+ ^# n! R$ E( s& ] - NES_8KB_CHR_SIZE = 1 ;8KB CHR大小数量: |6 Y( Q9 m$ ?2 q' F- y
- BANK_DATA_MASK = NES_16KB_PRG_SIZE * 2 - 1 ;bank号掩码 a/ Q) B; l1 m* d* _
- ;======================================================================
' [$ x$ k3 F1 ?' r+ U - PRG_DATA_BANK_C000 = NES_16KB_PRG_SIZE * 2 - 2
* u6 {) w8 ]) |6 b0 f - PRG_DATA_BANK_E000 = NES_16KB_PRG_SIZE * 2 - 1( u$ h6 Q T$ ]. l5 r8 a( s8 w
- ;======================================================================
' W8 }; A2 S* F4 `5 R: L3 w - RESET_BANK = NES_16KB_PRG_SIZE * 2 - 1 H9 W8 @2 o3 T9 {
- RESET_ADDR = $E000 ;主程序起始地址
; g8 O* |! `- [ - ;======================================================================4 f8 p0 H& V+ N+ \: X, e" D
- .INESPRG NES_16KB_PRG_SIZE ;16KB PRG 数量, $01-$EF8(1-3832),即16-61,312 KB
8 E: w9 w- J# [# r1 f1 E - .INESCHR NES_8KB_CHR_SIZE ;8KB CHR 数量,$01-$EF8(1-3832),即0-30,656 KB
4 y# u" p& E- I; [8 f" @ - .INESMAP 4 ;Mapper号 (0-4095): t# R+ j8 w* c4 k& ]% @8 n
- .INESSUBMAP 0 ;子Mapper号 (0-15)
' q7 e0 |% M, X; x) H - .INESMIR 0 ;命名表镜像 (0: 水平 1: 垂直 2: 四屏)0 [* j1 T( B" A( x/ k& J# x
- .INESBAT 0 ;指定是否存在电池备份 (0: 不存在 1: 存在)
1 V) @# R$ J5 v9 ]% P* B - .INESPRGRAM 0 ;指定 PRG RAM 大小 (大小 = 64字节 << 计数)3 R& x. C0 B/ K4 p `. e, z" E
- .INESPRGNVRAM 0 ;指定 PRG NVRAM 大小(大小 = 64字节 << 计数)
8 C5 L$ Z8 n. }) e - .INESCHRRAM 0 ;指定 CHR RAM 大小(大小 = 64字节 << 计数)
& Q, O* o, |0 B3 q$ \ - .INESCHRNVRAM 0 ;指定 CHR NVRAM 大小(大小 = 64字节 << 计数)- z: b6 H G8 L" Q' N
- .INESTIM 0 ;指定时序 (0: NTSC, 1: PAL, 2: 多区域, 3: Dendy)
+ R, X* m2 T' U9 B) Q - ;======================================================================
7 }/ N: X7 w0 t% g5 W C* \ - .INCLUDE "fc_demo_config.asm" ;全局配置1 [. ?5 B( x# C! j: |6 t! k5 K
- .INCLUDE "fc_demo_constant.asm" ;NES常量. k( |0 P' U; I7 d
- ;======================================================================
7 X7 M# @* Q/ _$ {9 s - ;音乐配置
* _; n0 e4 Z8 R! q - .IF 0 = MUSIC_THEME . n# p1 o% O1 @3 [, W% j! h
- .INCLUDE "data/music/Gremlin 2/config.asm"
/ _3 R, ^( `/ x! T0 P! d7 u1 v7 ] - .ENDIF+ I$ U, A- W/ h& w* b
-
: [2 ~- p; L) h# i4 c; o$ g2 j - .IF 1 = MUSIC_THEME
+ F; f$ g5 V2 P/ K* x- a$ }) O4 N8 [1 X - .INCLUDE "data/music/Raf World/config.asm"
. e, x& F7 m8 u! B+ T: P( E3 X4 i. ` - .ENDIF% n+ f/ i& W/ O4 j$ d$ F
- 9 h% x8 u4 x7 O5 D, w
- .IF 2 = MUSIC_THEME + c3 _) H2 @- f+ p/ O& w6 K
- .INCLUDE "data/music/Ninja Gaiden 3/config.asm"% n5 a$ b: E1 A# A" d
- .ENDIF
. p* R. I2 B% _9 l
# E. d( o9 m2 J7 [+ C0 `- ;======================================================================' _5 k( s% f# I2 M' n" Y1 X- h
- ;引用CHR图像数据
h$ J( l) W' ?+ V. { - .BANK NES_16KB_PRG_SIZE * 2
7 P% [5 M9 L' ~4 B/ f6 I- ? - .ORG $0000
* f# U, g2 y' ]. z - .INCBIN "data/bkg.chr"
: ]% V3 N# G: N9 d/ o' H+ b, x - .INCBIN "data/sp.chr"$ T8 o0 F6 d0 J1 P" F3 u
-
' I& P' Q, y+ h - ;======================================================================
7 o, |6 r4 s" K7 Y - .BANK PRG_DATA_BANK_E000 & BANK_DATA_MASK;设置程序所在Bank) e% c1 C ?5 H# y! k; a% s( N. S
- .ORG RESET_ADDR) m4 w( ]* I" x5 l& E' J; o
- ;======================================================================
. r5 S& K. _! @7 W7 j4 v - ;引用其他源文件
4 s/ }8 ^, o, @! S, b! d - .INCLUDE "fc_demo_ppu.asm" ;PPU处理3 n8 x2 M# H; g V& N& Q2 G* @2 Z5 r
- .INCLUDE "fc_demo_joysitck.asm" ;手柄处理* ?2 j6 g0 t, R& Z
- .INCLUDE "fc_demo_static_text.asm" ;静态文本处理, S: L. W* |+ w: c1 g) T
- ;======================================================================
$ E) v$ V. U$ I- e c/ V
' | e$ Z6 _8 z* @" N! \- ;======================================================================
1 L; g4 T" n0 i S) c8 { J - ;等待VBlank到来
7 y' d' q" p1 E4 Y* n" H' R7 V3 _* ^ - Wait_For_VBlank
/ R. z4 h0 i# ?# ^% y - LDA PPU_STATUS9 S1 Q$ H' v3 k3 y! h. Y% c
- BPL Wait_For_VBlank* w3 V; w1 B7 p9 }! B
- RTS
( [# B5 @' j; R( J, H - + g3 E) p- M) X( c" Q) ]4 f- P
- ;======================================================================
& f$ g# k/ u7 R, |4 I - ;调色板初始化
5 Q, C- W- A9 ]) b - Palette_Init2 k" K/ T9 }4 O8 W( r
- LDA #$3F. n% h! f" f" W! \! t1 G* N
- STA PPU_ADDRESS1 V& ~9 c. k. ?! R3 t
- LDA #$00
- `% V9 C7 K x7 i - STA PPU_ADDRESS# M# W1 c2 D/ |) ?0 r/ |8 J
- LDX #$00
# b4 o- H" X0 x: d. G2 X+ h - LDY #$20; v# e6 j& B; n% Y6 p, E+ `3 @& ]" ?
- .Write_Data7 W! k6 I: P9 P: K+ c Y0 c
- LDA Palette_Data,X
' C2 Q5 ^7 R* q; L) l. \6 A( t( o - STA FC_PPU_Pal_Addr,X& X4 {3 |( I; x
- INX
* Y! o0 O# @; |) @ - DEY
' q1 i0 b4 U) y' T. f5 J. x; f - BNE .Write_Data
9 Z7 F" u! W* A1 g" A8 m! \ - .End5 W6 v4 }( }: s# |; U4 U
- RTS$ l& H9 B: K F% X$ m
- e* F$ c9 X- l6 a' t- ;----------------------------------------$ C, v8 y- }9 X, |
- ;调色板数据
! S3 |# C) m( R, Y6 ^3 @9 s! F! q - Palette_Data, T0 [& K6 N2 @# b! W- W2 B
- .HEX 0F 20 32 02 0F 20 32 0F 0F 20 32 26 0F 1B 0F 1B
& g8 `# v: H4 X) M - .HEX 0F 21 27 22 0F 24 24 24 0F 21 21 21 0F 22 22 22$ @' t( X: m% p
- + J" j, d- @: v. h1 m `+ v
- ;======================================================================. W( E0 h" Z9 H& i
- ;命名表清空. t* v" u! m) D8 C
- Nametable_Clear
, p1 _5 ]3 q& T: U% n% k7 D - LDA #$20
% g% A# r3 `- B0 ~4 ^ - STA PPU_ADDRESS1 N1 c% n7 S1 a) T: Q, _
- LDA #$002 U$ m6 b- l( \# y/ h
- STA PPU_ADDRESS/ `2 H! @1 N, |9 |1 V
- LDA #$004 K/ C# E! n# `# b9 G. Y
- LDX #$002 i8 f6 g, H. Z# u
- LDY #$088 }# h8 q, r) z: F
- .Write_Data* w7 `, H* f: s
- STA PPU_DATA
0 D5 s% z' }, i G+ n - INX
) a0 s" `. Y0 L& k5 T2 E; Y - BNE .Write_Data+ x: ?7 R7 x, d3 E& }
- DEY
$ l* s) G9 g4 X5 Y+ o2 R - BNE .Write_Data' r) k, i$ b$ Q/ z
- .End
9 ^5 H; c! G) C - RTS
4 S: J& N/ r3 p - & {/ F+ W) I _; \; U/ `
- ;======================================================================
1 x; V ^2 L. s9 U1 e3 {' F, I - ;音乐曲目切换
* \8 F* x5 m: f - Music_Select_Process2 u; S4 Q" r( }. U3 I
% v9 ]* w1 P; n" x- .Pre_Music;上一曲3 p4 g, ~3 z& g- J( p5 T4 x' P1 H8 P% x
- LDA FC_Gamepad_Once; |% A9 Q3 F& O- `$ Q/ h. J, F( w
- CMP #JOY_KEY_LEFT
% t6 C; r/ Z3 q/ q( j - BNE .Next_Music! U6 o1 l0 Y9 v6 w. q
- JSR Music_Play_Pre
3 ]# W4 a) x- o2 j. q - .Next_Music;下一曲/ R( M4 f: j" D# i5 D! o: G2 h* g( i4 I
- LDA FC_Gamepad_Once& T* K2 `/ s6 H9 P9 @& }' E
- CMP #JOY_KEY_RIGHT% g- e. o0 p$ R; [: `) B' H5 d0 @
- BNE .Next_10_Music
9 l: Q7 ^% `0 {7 q& @! K! ^ - JSR Music_Play_Next
; Y, j* A+ D; ~1 ~5 h - .Next_10_Music;上10曲# H% O; [9 U {2 z3 Q. T
- LDA FC_Gamepad_Once, h# _$ l5 } c7 L$ e# T4 D
- CMP #JOY_KEY_UP( G6 U/ Q0 G" h* u8 m
- BNE .Pre_10_Music' c$ ^% M. q( u, E1 k: k4 K
- JSR Music_Play_Next_10% F* ?( K; c2 _- Q
- .Pre_10_Music;下10曲. [( W3 N4 u1 d5 \
- LDA FC_Gamepad_Once
9 b! c( N( _1 g3 b - CMP #JOY_KEY_DOWN
1 c# H* z/ S9 i; f! d6 Y5 q - BNE .Reset; {4 v$ @. j ~: B. P# N- F; J
- JSR Music_Play_Pre_10. e& g8 R O) G6 F8 ]! t; @0 F
- .Reset;重播当前曲目% |# d3 O% {, r0 d
- LDA FC_Gamepad_Once
0 y+ ]7 T; |+ ^ i - CMP #JOY_KEY_START6 r1 a7 f5 `1 D
- BNE .End
6 c# V& o( a8 p9 x3 J - LDA FC_Music_Index) c" \! z' I5 m0 L. H6 y1 [
- JSR Music_Init_Process: J' l: S0 k* Y1 b/ K4 i2 e4 N
- .End$ V# ]" z/ E# `3 c. z2 A2 k# G
- RTS0 E9 |- B- |. c9 F. W) C
! Q9 _- O, h4 s+ ~: X E2 q9 ~- ;----------------------------------------------------------------------
) o. \( I! ~# U* O* { - ;播放上一曲
; z, c9 k3 _; ]8 Y( N, |# v: U0 G - Music_Play_Pre8 d; n1 p0 N# |
- LDA FC_Music_Index( {+ T( X0 @9 Z8 C [# a
- BEQ .End
* C9 `! ? D) g1 s, c( S - DEC FC_Music_Index
* L8 T. |7 r S z - LDA FC_Music_Index) ~ s$ j, ~4 L( H
- JSR Music_Init_Process! J" k- v6 c" `9 S% H' `
- .End
* x" ~# Z$ c9 y; O3 F - RTS
* |& ]8 f$ e9 d$ L2 F# _8 d3 s - ;----------------------------------------------------------------------
1 o7 U \/ t: E' u3 X - ;播放下一曲
# ^9 L6 T3 T/ a2 v) j - Music_Play_Next' ~/ c, C: P1 t' e9 `
- LDA FC_Music_Index
% F2 W0 b- o$ f$ x8 N - CMP FC_Music_Max_Index6 K. j& g6 z9 V6 ^
- BCS .End
B m' p' S: l$ ?" l - INC FC_Music_Index7 d7 ?% m9 B% @6 [2 E: @5 b( ^
- LDA FC_Music_Index! b, ` k( R! J. Q$ g5 e/ u
- JSR Music_Init_Process
) `( O, k) L+ T; P8 |0 J - .End
* X0 e' ?' k$ N3 ~ - RTS
! j: ?& O5 @( s1 h& W1 P2 l - / K A1 l9 K; N$ ]% P
- ;----------------------------------------------------------------------2 P# `- T% r4 d- {3 z' p0 S, {
- ;播放上10曲
( N+ z3 H* p% I/ R; \ - Music_Play_Pre_100 i( P- f4 L) i
- LDA FC_Music_Index+ ^2 r" @9 i% [6 S% b6 v1 m8 S
- BEQ .End
, @6 t( {' Z: r - SEC& _* ]! h, q+ g$ p+ h# s
- SBC #10' q7 z& z5 _ }2 |8 s# ?! S# H9 c$ o8 j
- BCS .Pre_10
7 B3 {9 T! o! I0 R+ T9 K - LDA #$00" k: V) h) `1 ]; ?5 J$ ?
- .Pre_10" h, H) z' d2 `6 {0 ^+ w
- STA FC_Music_Index
' i! p7 |% w. _$ G2 @2 C - JSR Music_Init_Process
- h) K9 x2 S1 z' m* t1 x8 r4 L - .End
' {, L) M' _& S/ e7 p" g& a$ r7 K - RTS' L6 q/ o* j5 w8 y+ N- C
- ;----------------------------------------------------------------------
4 G6 j5 a$ w8 c4 E3 i - ;播放下10曲
9 Z( d& ?+ ^# H$ S' [+ Y3 j - Music_Play_Next_10% a; c* W2 ^3 y. S2 Q6 G8 T8 Q. g o
- LDA FC_Music_Index, T5 q( K- C) m- ]* U
- CMP FC_Music_Max_Index
' _3 i# u- k4 [& A6 u1 o" G - BCS .End
# B: o& G. ~. d% @2 n - CLC
/ q' ?* x( a1 B' P3 k+ J# h - ADC #10
1 D) n# U) U% D2 g. |" {5 F1 W - CMP FC_Music_Max_Index$ _7 p/ ~9 N- ~# `
- BCC .Next_10
- B0 k0 g/ x* d: {/ z& K - LDA FC_Music_Max_Index
' D9 D i/ g7 V. A( ^" ? - .Next_10$ A0 j7 F; M" b/ I' r
- STA FC_Music_Index. w. A1 K0 q+ y! K
- JSR Music_Init_Process- o3 A$ Y5 D/ N; X# P1 g7 ?- V3 H
- .End' Y# e, G3 o( B+ `; y: L& t1 w$ R
- RTS2 m% j0 W# ~3 v
/ H8 {4 T, k$ M2 ^6 M- ;----------------------------------------------------------------------
& Z N. h5 N3 m5 s( g! r - ;8位十六进制转3位十进制制/ E5 n, a- p8 ^7 C( W' V% k
- Hex8ToDec( ?! U# U* i* ~8 {% p& Q2 ]
- STA FC_Dec_Data_13 Q: P8 j% J( w! C# j x) a
- LDA #$00
- b' W# ~; B; k8 d7 M - STA FC_Dec_Data_100* U4 p( I1 \& }. M8 S" X
- STA FC_Dec_Data_10' R+ q% F% t6 C- }8 |9 t
- LDA FC_Dec_Data_1% c7 h7 v2 d; t3 q" o7 x, `& l
- .Convert_100. ^! S# A' S5 w A
- CMP #100
$ w! M& f7 k5 z$ m - BCC .Convert_10
$ h1 s4 ~' t4 [% ?2 n% T% w - SEC! V D7 T2 R( F* L
- SBC #1006 {, {8 k* c( z8 q; w7 T
- INC FC_Dec_Data_100
7 b6 w( I* V# E* m; r( [0 \ - BNE .Convert_100/ C& I: `. O( ]4 z
- .Convert_10
% g$ I6 h- V0 i9 R" @. S% c4 a& t2 \( O - CMP #10) T$ o6 E; @2 m( y* S4 J$ ]5 ^
- BCC .End3 p) q. s/ d$ |$ N% V' ]# e
- SEC
9 _+ M0 j6 d$ o% I- u0 ?( P - SBC #10: v4 r: e2 K9 E* q8 F0 M
- INC FC_Dec_Data_10" k! z8 M: w* S C" |+ d
- BNE .Convert_10
. `0 A6 t+ g0 U. d; ^* g - .End4 L/ R8 H1 v& _+ q( r4 M: r
- STA FC_Dec_Data_1
) z. ]# m! {5 v, A3 V f - RTS3 L% F, [" V, L" C) B; R4 z
& ^) l9 r1 k8 W( _' Y- ;----------------------------------------------------------------------
9 I# X2 Z6 s: \- a - ;显示曲目信息
6 g4 Q' j0 x/ A - Music_Info_Display
, X+ I: A5 N. o4 [# v1 g/ o/ ^0 O - LDX FC_PPU_Buf_Count
4 X7 Y( Y! x9 d/ q - LDA #PPU_WRITE_MODE_CNT_LINE9 Z: N$ r) q" i2 C
- STA Use_PPU_Buffer,X
- q( Q* l2 S6 G" s( W. L. j1 N, a - INX
5 |. ~1 q' l: E; u/ [ -
, U9 ?2 P9 O" r, K - LDA #>MUSIC_INFO_POS
$ E0 `; t9 _3 Y4 d6 t. w - STA Use_PPU_Buffer,X5 P+ r9 I8 s+ ~. M" h
- INX" b$ S7 c! r/ z9 A
- , h3 Q( s4 ~ A5 N' H5 p( p
- ;居中7 e7 W% d3 j$ w$ o
- LDA #<(MUSIC_INFO_POS & $E0) + (32 - 5)/2: \$ w* G9 c; j7 s
- STA Use_PPU_Buffer,X
4 l0 ?5 A/ E& ~4 m+ u/ A* | - INX) L/ y/ i& C- B+ Q9 }0 @+ p- `
-
# h4 u6 f+ m0 r# S! g3 p - LDA #$05
' l) e! n* T- r! B9 N - STA Use_PPU_Buffer,X
) Y! l5 V4 @! m- y3 ]8 d - INX
, N! I4 Q# H* n7 x7 f8 `) H# m - , X6 K0 g, ]7 J; Z! U1 q6 P$ s
- LDA FC_Music_Index
" {- o2 W( ?2 L4 i - CLC
8 L8 s" ~" `. u - ADC #$016 ~, c" i, ~9 [+ z. |$ E/ j0 F
- JSR Hex8ToDec
" m5 F- X' h9 J" k( Z6 f% }- Z -
! _- ~9 R L1 t - LDA FC_Dec_Data_10, t. ~5 ?4 [* ~+ o1 \
- CLC
- S9 f X6 X8 e6 r* u) L7 R1 M - ADC #'0'7 z$ x2 A, y g0 u
- STA Use_PPU_Buffer,X
: C H9 Q; d, k, e# m3 N- W - INX
6 G+ q% X5 C0 r1 [ -
( `' T" Y, V3 M0 Z! [ - LDA FC_Dec_Data_1
3 W% v. T! |" V, a# { ]* a - CLC
3 y( x% L9 T4 m3 U; o - ADC #'0'/ l7 s1 D; M+ `. [& q! v9 o1 C1 J0 A9 l
- STA Use_PPU_Buffer,X
2 d {6 D, h' b. }3 W - INX
+ i- p. ~: B; @. [' l3 \ - ! n, m, P% C7 F4 z
- LDA #'/'
4 M2 m0 p& g3 Y& B5 |% T - STA Use_PPU_Buffer,X, U0 B `8 S5 Y' @
- INX
! R4 M$ H# S$ { -
, H: {( T: r k0 _1 r - LDA FC_Music_Max_Index' f0 U3 _: e8 A4 Z6 _3 J) y4 U8 A6 ?
- CLC$ H U+ B- z7 ]( e: F
- ADC #$01
, B, ~$ Y i; N6 M6 Z3 U: S - JSR Hex8ToDec
* }9 t3 C! K' @8 b7 O -
0 @6 U; m* M# B% u' c! C - LDA FC_Dec_Data_10
6 q* C) D5 E# O0 K; D% W7 p - CLC4 i( x5 y- A4 x, Z% s# x1 `! ~! s
- ADC #'0'
/ V# {0 p( k; M Z5 M - STA Use_PPU_Buffer,X5 H$ h2 J) w5 }" n
- INX
8 j h# a9 _+ j/ g -
2 |# _% R0 R3 Q7 u - LDA FC_Dec_Data_1
4 x9 K9 ^' r7 U8 B2 U- y8 \& o - CLC$ d) e9 o8 f: \: o+ h( p0 b+ b4 }
- ADC #'0'* J5 a" S! K6 S4 J
- STA Use_PPU_Buffer,X! u" K/ N: R. x2 z P' Q6 O) j
- INX
5 L- u7 [5 K* z# a4 K4 i -
1 F0 P) @9 Y: d) G7 N3 o: q - .End! `- P3 x9 n( Z) a& E
- STX FC_PPU_Buf_Count
- Y$ P: S# n$ r2 s5 t+ y7 I - RTS
! d `: d, L0 t7 A7 f6 Q+ O; i
5 I$ k+ e1 z9 `; f* s5 K5 l) k0 o- ;----------------------------------------------------------------------% N3 i1 C: w9 S8 k- G
- ;音乐曲目初始化处理$ N4 F+ g4 |( k3 P( g: O
- Music_Init_Process
8 `; B$ S# J z; \ I% j - PHA0 o/ |. d- |2 O% a
- JSR Music_Clear_Process
/ e4 p, R& `+ ^9 T4 [ - LDA #$1F# g& \+ a7 G: t1 F3 Z, b
- STA $40159 _5 e' }0 U7 n% C7 _4 l
- PLA2 D9 D" j) _& S5 G3 \* _
- JSR Music_Init_Addr8 i7 s& S) g; P( k1 b- Q
- JSR Music_Info_Display
4 e' Q6 C5 c8 G+ @+ }' ` - RTS
7 N& S% T& N6 k4 [. o. y - 6 b7 O; L+ |- V( H- ?$ X9 U- Y1 x
- ;----------------------------------------------------------------------
2 d1 f/ m" [8 Z - ;音乐播放处理
& B5 H0 `! l- X+ O/ {# ]7 g - Music_Play_Process
: V9 r6 A) ~! W/ a' C( z - JSR Music_Play_Addr
- d7 p; ^5 x3 ]2 Y7 y; }( y - RTS1 u8 m; v2 D/ d* {+ {
0 t+ | c% M) X, i1 B' t. @- ;----------------------------------------------------------------------$ K2 Q5 d+ P5 g1 }; F3 I- z
- ;音乐播放处理# o9 z7 q f4 ^" v% t
- Music_Clear_Process/ C) ~1 K4 x% h* d
- .IF Music_Clear_Addr
3 N& v2 j1 K2 q, c - JSR Music_Clear_Addr
! A2 K9 _ T- K- M% b: ?* R - RTS
$ Z) ~* B% |3 a9 q% z8 o6 s: P7 g - .ELSE
7 A3 ]1 M& A2 _3 X4 J - LDA #$1F6 j0 l- g, `- V7 l, X
- STA $4015
9 P& B1 O" S D& ?( [$ f- K - LDA #$00
9 O$ t+ h8 ~$ U2 |$ p' V - STA $4010
# P" R+ m+ S7 H( | - LDX #$00/ E; q0 E- U+ _0 S& d
- LDA #$00
0 l/ c- h. h2 t* J4 M -
$ @4 I, c" D3 J - .Music_Clear_Zreo_Page_0; _8 k+ z3 }3 d$ R
- STA $00,X. |+ U4 ~: x9 m
- INX- ]* d: e5 \/ Z
- CPX #Use_Zero_Page_Begin
3 R" I) g0 k) b - BCC .Music_Clear_Zreo_Page_0
. |% C# |/ R! U- A' i4 o& u; o3 A1 y -
/ g0 K% `, S. n7 ^ - LDX #Use_Zero_Page_Begin + Use_Zero_Page_Size: v" R% @$ W! M# |& ?. \9 S* P$ d
- .Music_Clear_Zreo_Page_1: T0 s5 \ ^ i. Z4 }; x
- STA $00,X
! F0 N' ?+ D% @* \- ~. M$ Y - INX
, F! P; y- B' |* P - BNE .Music_Clear_Zreo_Page_1
6 p/ j) Q+ X4 w. V6 a5 k! o - - g8 K. X' x2 j9 o0 j1 U! ~0 ^
- Music_Clear_Process_1% L! |3 Y6 u' S$ E
- STA $0600,X1 K. K& G3 J3 {( [ U4 L+ F* z" \
- STA $0700,X! R1 Y( w, U' h6 Q
- INX1 \5 f1 i! h4 ^6 y: }
- BNE Music_Clear_Process_1
1 n% Q- B$ o, {, @# b3 { - LDA #$10
" }1 }/ _( k) O8 Y - STA $4000/ u4 \' _0 u$ j
- STA $4004
, C" r% ~9 f3 @, p( i# e& Q - STA $400C& Y) g, d4 _; r. a; a
- LDA #$00" \* ^5 o4 v4 l
- STA $4008) T4 E8 }' j# Z: }
- LDA #$0F
5 w/ y: O% i3 @! W2 q - STA $40152 @* `7 T+ q1 I# c2 ?
- .ENDIF
3 e7 ]5 V" u; Z8 K6 n: f+ p - : V8 C7 K7 n" A' N5 q9 y, m
- RTS
* Q0 G) X4 [+ @' i8 x% W5 h+ C. h
g( e9 e# j4 Y5 _7 k. A0 G) S- ;======================================================================3 `, A, ?7 q j9 I* d
- ;重启处理& N. v+ X/ o5 u" n
- Reset_Program
! o3 I4 q8 F; X3 S! n - SEI
( w+ m" O+ h9 D+ f; P - CLD' Y8 |5 M1 \; f5 w9 H
- LDA #$00
1 ]/ n, A4 ?0 K3 W - STA PPU_CTRL, q ^& w/ u. A- W+ ?$ ]9 T
- STA PPU_MASK) i: F4 l! i+ e* j i+ n& L7 M! k" D
- STA JOY2_FRAME
- b) Q3 \& H3 Z. |% ^ - STA APU_STATUS
2 n$ P' s+ H$ p - 9 t7 `; a1 V! W* h5 b5 q9 C
- ;等待屏幕准备完毕
) i5 i' j" C5 ^4 P. P - LDX #$02
4 E, W* C/ }( ?$ C - .Wait_For_Screen_Ready
6 r- v4 V9 L7 i - LDA PPU_STATUS
, B( i' ~+ }# L% K- h$ M- x1 w. D - BPL .Wait_For_Screen_Ready7 Z M- c( L& q
- DEX
7 ]/ { o0 h/ F - BNE .Wait_For_Screen_Ready: p' w$ W% x. R
- / q% Y& z* b" }- \0 Q9 d4 n B- A
- ;清空调色板* Y# S* u/ M" P: d/ w& B1 K
- Palette_Clear7 Q; J' `* {1 Y* v2 Z& _
- LDA #$3F
/ |4 I. f8 D, Y' X1 ^ - STA PPU_ADDRESS
) l1 D/ y" x( J8 S9 u" D - LDA #$003 R0 u! V5 J5 L5 U& ?& S" Y5 D
- STA PPU_ADDRESS) n9 k. M/ O( j
- LDX #$20
2 v0 j& C; Y X8 C7 P2 Y2 F R - LDA #$0F
0 s4 J; D( w( A* l$ `3 Q+ ~! A | - .Write_Data8 t8 |. z9 ~( E3 k ~; v) |/ G
- STA PPU_DATA
6 J. \, U# f# W% z& c- \; q - DEX+ I! V; `8 O. Q7 h1 P& Y" P5 r
- BNE .Write_Data
8 @8 X, d9 F, q# e* L7 R - 3 T# {7 M0 e' ]8 n' K
- ;清除声音 $4000-40132 j) `* R% J1 H& f
- LDY #$14
! I7 C* [2 ?0 |8 [6 a/ S6 O - LDX #$00
% R9 s9 R7 H* I5 l" n) m) v - .Sound_Clear: |* g4 x) @0 |+ V8 O8 U3 q+ A- `
- STA $4000,X! x2 p" w' D4 _4 |! v3 C8 {
- INX) Y% X1 T( a* |' Y7 q
- DEY h! p8 ~; W* l$ l. D
- BNE .Sound_Clear
0 A. d! u, |0 [ -
G; ~* D! T$ S) }9 t/ D- d, ` - ;清除 RAM $0000-07FF
9 `$ E( E5 x' R6 s - LDA #$00
& w" c% u& A. i& q: l* S - STA $00
( H3 p K b. W - STA $01) k2 g1 _+ a8 U* o5 m/ D' q4 G( D
- TAY) T# _1 |' W! [/ d8 L0 P! o; H
- LDX #$08: l. P+ c: M4 L3 b; n
- .Memory_Clear
9 c- [& a N( B2 C: @$ R1 P% D - STA [$00],Y
& _* `% _# W8 ]; D; Q5 g - INY/ y. j6 L+ Y$ p/ Q/ g: M, ^
- BNE .Memory_Clear: p8 F8 j; d' ]! L7 z2 z' ?- R
- INC $01: Z% x' f5 B$ C2 y, H! \
- DEX
1 y& X2 O% S5 s - BNE .Memory_Clear
9 J0 O7 X; ?% f1 i% A4 L -
8 T7 o; e C. a9 ]: } - ;精灵缓冲初始化
; y8 d5 ^' H" C4 t3 s% T1 j/ i - LDX #$00$ p4 _+ z/ j) {) Y
- LDA #$F8
! b) ~" I, _0 }( P9 [ - .OAM_Clear# ~& v5 I S% p( x4 Y. }+ M% w6 f
- STA OAM_DMA_Buffer,X" T! p" `7 _- F- g
- INX
) l/ ~* @, s8 _. q3 [9 W5 |5 w' V - BNE .OAM_Clear
( q' g/ A) ^& W$ ?1 B' h -
; n2 t; @5 x5 Z N+ M+ _ - ;栈指针初始化
- q( e- ]! L0 i' t. I: `1 I - LDX #$FF C0 ?& A! v- d/ G0 s5 C
- TXS( t6 c! \% q" L
-
6 z, r6 p7 x& K" Y4 j, K - JSR Nametable_Clear;命名表清空+ t$ ^6 x, y! U9 a, p7 s
- JSR Palette_Init;初始化调色板缓冲
1 ?+ v( F6 Z$ h0 b x - JSR Static_Text_Init;初始化静态文本! ^6 u& N" F- H! d* i0 m/ v
-
: l) H6 y L" b9 K, I" S( G - LDA #MUSIC_ITEM_TOTAL - 10 f# D; G; l0 q0 I
- STA FC_Music_Max_Index; _. @; J) Z" P0 t7 Q$ u
-
9 ^; q. h+ l) h) _ - LDA #$1F/ ]4 S3 Z* I* w7 k$ b5 P- [
- STA APU_STATUS
. w" u6 q- y' l( o - LDA #MUSIC_BGM - 1
5 [# ~( `8 B" D/ M1 B - STA FC_Music_Index2 o. C$ z$ M% z( A
- JSR Music_Init_Process;音乐播放& t, R c# M, z9 t
- 7 v8 y' ^/ E* K! z& _( w
- ;设置屏幕显示状态缓冲(当NMI处理时控制屏幕显示状态)
; ^. j8 m6 c% d - LDA #$1E7 g0 A3 A7 w: U) [2 y" @
- STA FC_PPU_Mask_Buf
) F! s/ ?, R% [7 ]- G1 a( w8 e - : e; w N$ _+ C9 U% |# I
- ;启用NMI处理! z* w3 W2 q/ N8 Y! I; D5 g
- LDA #$80+ Q& X' @: r4 G* s
- STA PPU_CTRL
( D; Y& S+ x0 m& ^ - 6 S/ u b, t/ s4 Q( ^% {* ^
- ;程序循环, 剩余工作交给 NMI 中断处理
* u' w: W* _# ` - .Loop
- ^3 M8 [: T. J5 \$ _8 S4 ^/ X. F - JMP .Loop
! N5 t" [- H0 O: J" ~ - * Y. Q; |$ w- s' `" t
- ;======================================================================
( {1 Q5 {: u) n1 U$ M) L8 y - ;不可屏蔽中断处理
# V) o5 b/ ]) }$ V% G" O - Nmi_Program% W0 P( ~( j; g' M7 K
- PHA0 I5 [/ A3 J' m5 C' G& V: G
- TXA: l, s8 _; W* M( ?& {+ M9 c
- PHA
" h; p! J" T6 ^% |( u - TYA
S3 E8 t p. @+ n! g; ^ - PHA
- L4 n" o. d* l5 i+ N2 E - $ V5 v8 W0 [! E2 v& d) }2 @
- LDA PPU_STATUS;读取使得 PPU状态寄存器复位7 ?; s( v. h4 P( y
- . f. ~6 K D. k) a
- JSR FC_PPU_Procrss;PPU处理
( @: {; L$ b2 D( f/ t6 P -
2 U5 U L. t8 ~( G) X9 z6 d - ;精灵内存更新$ I, _, v3 p* s8 I% u
- LDA #$00$ R) ?. e% h2 b2 k/ [
- STA PPU_OAM_ADDR( a1 Q7 H j4 c5 T$ L
- LDA #OAM_DMA_Buffer / $0100% | n7 D: L$ E; H; [! p
- STA OAM_DMA
0 @- [/ K t# W, U0 j0 {7 O* g -
$ U/ Y7 p/ c+ a: |1 ? - JSR FC_Gamepad_Process;手柄输入处理' r* V* M, Q2 m# @! w
- JSR Music_Select_Process;音乐选曲处理
) `2 [. l: H3 V3 i) K- t3 o$ p - JSR Music_Play_Process;音乐播放处理9 n; S+ c* Y# P0 X2 S3 J8 g! F! u
-
l' a% } h- j5 `7 V/ c" w - PLA
- Z0 Q: U0 _, E. m" _ - TAY
% z v7 a1 o/ Z1 N - PLA) ^5 _* V( h6 `& m) G( N
- TAX
2 [0 g3 t" p C6 _ - PLA) I, i8 S0 J; C7 }, M3 r0 o
3 D. }: }! t" W9 m6 i; |- RTI
. x4 a* N( d5 f! {( U. U2 U X$ \, m
( n7 J# B5 W, ]7 j3 O' W- ;======================================================================
" }! x( o7 t9 R. d) x; {2 F - ;请求中断处理8 W1 s& W2 x# K) U- M
- Irq_Program
- ?$ N7 s! c2 L- B - RTI( n8 z, d$ H7 z9 d) P' T, q0 l
3 K! S9 b3 M9 u8 V! F+ f- ;======================================================================, M; d! s+ y7 l- O8 C* ^# j0 r
- ;中断向量表
3 L3 i( P2 c& D& j) O: Z - .ORG $FFFA- G; G9 I4 ^3 S+ [. w& w6 v8 G( Z
- .DW Nmi_Program ;NMI触发时执行' } U1 z4 Z8 i7 q
- .DW Reset_Program ;载入ROM时最先执行; R2 Z* }/ |1 x" }2 ]: `
- .DW Irq_Program ;IRQ触发时执行. S8 T- S. P3 \$ Y$ T
复制代码 . K1 H1 F' ?( A9 h, H4 B$ T
" G3 C- T' W* k) d2 K' R% B8 N- G; C# x7 i
6 X- q0 F w- X8 D6 n9 Z4 b
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