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这是个 nesasm 3.2 入土教程, 感兴趣的可以研究下 g* [* k+ G! ~6 u3 H4 I
1 @7 O: N3 k3 o& x
以下是主框架代码:# F" [! [1 \. N [* E' [( j
- ;======================================================================
`! H6 d( f7 J - ;文件头# U$ p- z& k' E5 T: |. H1 H/ T. @
- NES_16KB_PRG_SIZE = 8 ;16KB PRG大小数量
/ @# u& c- R0 h" L7 a* r - NES_8KB_CHR_SIZE = 1 ;8KB CHR大小数量
8 b$ Y3 K. ^8 ]) s - BANK_DATA_MASK = NES_16KB_PRG_SIZE * 2 - 1 ;bank号掩码, P! k7 v# {# S: w
- ;======================================================================9 C% g/ ~% W5 s$ [. U x: [2 f# r* ~
- PRG_DATA_BANK_C000 = NES_16KB_PRG_SIZE * 2 - 2
7 q+ `) D G$ n - PRG_DATA_BANK_E000 = NES_16KB_PRG_SIZE * 2 - 1
$ I7 ]2 l9 N/ z/ j+ r3 g9 p3 d - ;======================================================================
V4 r7 i8 ~) J0 m$ g - RESET_BANK = NES_16KB_PRG_SIZE * 2 - 19 P( P) q3 G) x- ? N$ ]1 E+ K5 p! \
- RESET_ADDR = $E000 ;主程序起始地址
. _6 J' U0 X: g" A" i9 f0 {: H& h - ;======================================================================6 Y! h9 v. Q( u, f" A1 \) ~6 r! Z
- .INESPRG NES_16KB_PRG_SIZE ;16KB PRG 数量, $01-$EF8(1-3832),即16-61,312 KB1 k `& v5 _; G# w1 E9 ?6 A3 h# q: Y
- .INESCHR NES_8KB_CHR_SIZE ;8KB CHR 数量,$01-$EF8(1-3832),即0-30,656 KB
0 {* O4 d1 [$ y2 Z2 { w* o/ t$ W4 f+ _ - .INESMAP 4 ;Mapper号 (0-4095)" l1 _8 v2 K" w( F, ^" P, M/ m
- .INESSUBMAP 0 ;子Mapper号 (0-15)* y; w3 o! q ]0 b/ ?
- .INESMIR 0 ;命名表镜像 (0: 水平 1: 垂直 2: 四屏)
: E( R# C$ _8 i' U$ O - .INESBAT 0 ;指定是否存在电池备份 (0: 不存在 1: 存在)
2 s' @) i) m8 d' d5 M9 u - .INESPRGRAM 0 ;指定 PRG RAM 大小 (大小 = 64字节 << 计数)" o. r) {4 [2 b2 W/ R* I. k
- .INESPRGNVRAM 0 ;指定 PRG NVRAM 大小(大小 = 64字节 << 计数)6 q8 D& b; Q5 @. I
- .INESCHRRAM 0 ;指定 CHR RAM 大小(大小 = 64字节 << 计数)
3 |2 X3 }" ?2 N! \0 _$ { - .INESCHRNVRAM 0 ;指定 CHR NVRAM 大小(大小 = 64字节 << 计数)
# S m# O1 w/ q9 `7 X8 p0 p9 [ - .INESTIM 0 ;指定时序 (0: NTSC, 1: PAL, 2: 多区域, 3: Dendy)
- ?1 o6 G+ t7 ~0 d, G# L0 c @/ u - ;======================================================================7 {. }% r, `% y! v' l
- .INCLUDE "fc_demo_config.asm" ;全局配置
2 H* r8 u6 V/ V8 L3 P1 a - .INCLUDE "fc_demo_constant.asm" ;NES常量+ o! }) }9 _# j5 h6 p
- ;======================================================================1 K7 g9 ^( P6 X2 t. [
- ;音乐配置6 o1 ~# J9 t% I p
- .IF 0 = MUSIC_THEME ! O5 w" J+ Z9 V- A" |3 Y7 L
- .INCLUDE "data/music/Gremlin 2/config.asm"
9 D, H% M |$ N% v% z; Y - .ENDIF- s* a; H4 P5 k8 a% [
- 4 T7 X3 t6 m* r% X
- .IF 1 = MUSIC_THEME
6 S+ k% r8 r, C D9 i2 b - .INCLUDE "data/music/Raf World/config.asm"
2 @' T2 C/ q4 |, G - .ENDIF
6 _4 A* F8 S! h' a, V. f - % [6 t2 E: ?6 N. L/ t. k0 ]
- .IF 2 = MUSIC_THEME
9 A" I- U% w7 M! I+ W. n; l: C - .INCLUDE "data/music/Ninja Gaiden 3/config.asm". ~- ^# U8 B4 }
- .ENDIF% j3 f9 r3 z8 y( S" r8 J
- - }% t# S1 o+ d. P3 X
- ;======================================================================
& @# S" J/ `+ L. G# a/ a' |" s/ @7 K - ;引用CHR图像数据
( c" c" _ P/ n" I5 x [! V - .BANK NES_16KB_PRG_SIZE * 2
( c# L4 {% v8 T - .ORG $0000
# b: u! g+ ^ I6 E$ m+ z - .INCBIN "data/bkg.chr"
" d2 d" x$ t, g6 w4 d# r - .INCBIN "data/sp.chr", e( Z6 U! P: z2 ^# P& C
-
; L* z4 m% b1 I: _$ V: Y - ;======================================================================$ V. M0 z, c# @6 u/ n4 v
- .BANK PRG_DATA_BANK_E000 & BANK_DATA_MASK;设置程序所在Bank
, ]* A0 Y9 T; O; C5 g" r* v - .ORG RESET_ADDR5 W* e9 ^! E/ A+ i
- ;======================================================================1 s+ k* w# u; s: W- C6 d$ a
- ;引用其他源文件" F9 B* _7 b" I; K
- .INCLUDE "fc_demo_ppu.asm" ;PPU处理
" a$ S) _8 W% W" _2 W - .INCLUDE "fc_demo_joysitck.asm" ;手柄处理
! ?) ^7 A$ K9 K% i0 z - .INCLUDE "fc_demo_static_text.asm" ;静态文本处理
+ Y' d6 {4 j: n" t) c/ c - ;======================================================================! P% M0 b# T! e3 S- \
- % J3 ?- _9 d+ V. G, I. v+ h
- ;======================================================================5 r. v+ A Y' A; r
- ;等待VBlank到来. S Z/ f# Y; g; U
- Wait_For_VBlank
N( E/ J9 z2 o: W1 @ - LDA PPU_STATUS
6 h7 D# {# a& T2 M9 J - BPL Wait_For_VBlank! M3 C; R6 ?" h; ^. c& ]) k
- RTS: P6 h) J! O3 r9 }& k; J0 E
- ; ^0 h- Q# F8 ^" ~/ m
- ;======================================================================
7 O% V0 o: n _1 k- Z. x - ;调色板初始化
+ @ \& t/ I: j& x! G/ u - Palette_Init
. j# {, Q. ~; @: l$ E8 o k - LDA #$3F
/ N" J |& [+ f# K% z' A% y - STA PPU_ADDRESS
$ F) w4 @2 r! ^( v - LDA #$00
2 B( i7 p) i1 q/ I8 w/ o. A) S - STA PPU_ADDRESS
/ s7 A& i' O5 q/ P+ F* |4 [ - LDX #$00
* h# w% u! ^/ g3 b' `- f" u - LDY #$20% Y3 j1 D/ u" V9 n- O
- .Write_Data
~; n# y. O+ S5 E* ~! \: i& ]* b/ m4 ` - LDA Palette_Data,X$ N9 z( ?1 R/ e; m. u
- STA FC_PPU_Pal_Addr,X
5 h6 D i* N P; I% N( @; @ - INX
2 k5 P3 F; }2 {6 ^" T$ b - DEY
# j7 P" e7 c; _4 ?( R9 I d* C - BNE .Write_Data% t% k* d `& M
- .End
" Z8 R) E5 ]: S9 Y% ] - RTS; C8 x3 h7 b' |$ U @& o4 R0 c$ o
% r* p- K6 o: {$ ~: l* o5 {- ;----------------------------------------; z! l1 ~" |7 Z0 q( p c
- ;调色板数据
* k. f. _3 a: W* _8 }; v - Palette_Data8 W5 M+ E8 M# Y' a; q5 J+ P
- .HEX 0F 20 32 02 0F 20 32 0F 0F 20 32 26 0F 1B 0F 1B' g) }5 I- E& m) z5 O" ]. X
- .HEX 0F 21 27 22 0F 24 24 24 0F 21 21 21 0F 22 22 22
y) ^" n' k6 J) R( L - 4 m1 O3 I4 P- i
- ;======================================================================$ g' i, X* z! s; m9 v
- ;命名表清空4 g7 B0 B/ t3 k8 y; g! }
- Nametable_Clear4 M% f# y; ?+ q! v5 E
- LDA #$20
0 e) M2 q% R2 I: e3 ]3 z4 ? - STA PPU_ADDRESS0 i2 ^3 d+ Z6 j5 R7 U2 }
- LDA #$00. ~/ {- _# }: q3 W4 o
- STA PPU_ADDRESS
( u8 {7 [# H4 h$ _* Z8 z - LDA #$000 H9 A+ ^0 K6 `6 s* [8 T- B5 {7 A5 ]1 d
- LDX #$00& ~- {. M) }+ F* O5 ^: r' O
- LDY #$08
6 O: S7 }0 s5 _" B! n1 H4 e; o" b. D - .Write_Data& G: U- I1 j: h, h5 o4 r/ `
- STA PPU_DATA# i0 t3 J/ ]8 h2 M
- INX
) }3 z9 p! {, }2 Q3 p - BNE .Write_Data
+ {% i( F! o8 a) _0 D - DEY
( {+ p/ _1 w: y- B - BNE .Write_Data0 @+ }+ H% q7 ~5 D
- .End. b* ~) t3 m, B( x9 {! }
- RTS
x4 M3 X( i) S( d8 m1 }) @4 @
; h& C* ]" P; G1 I5 z- w- ;======================================================================
+ Y1 y d. ^- }- |) c1 n7 O+ e - ;音乐曲目切换& @& ^3 N, g3 E# Z1 f3 J( r- M
- Music_Select_Process
$ o( T/ ?; r0 [0 g& u" o" a% o7 o* a
, x1 F9 n" G: j9 B, j4 M- .Pre_Music;上一曲4 F0 S. R5 U" S K2 t: I+ q
- LDA FC_Gamepad_Once, D9 R0 ]5 I- K2 } I! S; J: d# P6 G
- CMP #JOY_KEY_LEFT x4 p- I' a: [5 ^/ B
- BNE .Next_Music
; u8 L# v0 J, r' j h( b9 i - JSR Music_Play_Pre
9 U+ S2 q, h4 H" Q) v( t - .Next_Music;下一曲
# H* Y& [* s" C& W - LDA FC_Gamepad_Once, K: S- O3 ^6 }) J
- CMP #JOY_KEY_RIGHT" L D4 O5 w( R$ Z
- BNE .Next_10_Music
8 U( Q7 e: D: G( m' [3 ~# s, W0 ~" t - JSR Music_Play_Next/ n7 L" U7 ], [& u. w
- .Next_10_Music;上10曲
: W$ e0 b: ^& | - LDA FC_Gamepad_Once
# N3 P2 A# k, }9 o7 h - CMP #JOY_KEY_UP
; V' {9 n1 w$ Y8 V8 Q* z C - BNE .Pre_10_Music! k0 T# Y9 F1 r1 {! H
- JSR Music_Play_Next_10
* [* S& f+ z' H- J+ k1 x9 {* f* W - .Pre_10_Music;下10曲
9 i: E; {5 k- p& P1 y, [+ p - LDA FC_Gamepad_Once
: t1 N, `) y0 { - CMP #JOY_KEY_DOWN
* W8 G. D1 Y- } - BNE .Reset- D7 Z# j5 J4 ]
- JSR Music_Play_Pre_10
; W+ V4 Q: z+ X( `1 c - .Reset;重播当前曲目8 X! N; D9 Z/ B, }& Q
- LDA FC_Gamepad_Once
7 a' M8 q4 `3 j1 R: G" h$ |2 ~ - CMP #JOY_KEY_START
/ o- X4 h# ~5 |6 N7 J - BNE .End1 A' E# _% H% O
- LDA FC_Music_Index+ B% w4 [. P4 K
- JSR Music_Init_Process
& T1 f# _, ^5 S' P: ` s- Q; Z - .End& @ g0 b0 b1 z) b
- RTS
( z$ a/ T G8 O) ]
% I( N, R! d/ C$ l6 g( I- ;----------------------------------------------------------------------" {; v5 g8 B B9 ] T7 }" d
- ;播放上一曲3 w) J" Q0 S: B+ r* r
- Music_Play_Pre5 I8 q! k0 Y B
- LDA FC_Music_Index/ y" }5 g, d, a: \: A
- BEQ .End
. s. i' O4 @; `, e - DEC FC_Music_Index/ \( U- F8 V, L Q" I) x- p+ h
- LDA FC_Music_Index
4 p2 f& Y) ^& g# z3 u - JSR Music_Init_Process- m+ q4 X6 x7 x8 i( B o* A
- .End
# D* c" H9 i* K0 [$ z - RTS: L( U# b# e# R& e) w {% a$ w( D
- ;----------------------------------------------------------------------/ u# x& ?0 W( V& j$ }( f
- ;播放下一曲
8 V! Q7 e: g4 b% v, R' u - Music_Play_Next( z, m9 n4 p6 p" f3 e* i/ D
- LDA FC_Music_Index0 H5 H6 v* z4 v2 V$ h
- CMP FC_Music_Max_Index
) n, c7 n" j+ Y/ V8 V - BCS .End
7 W9 ]" c7 P; v% P4 ?& @' t2 o - INC FC_Music_Index+ L5 J+ O2 |1 W( ?) x* L
- LDA FC_Music_Index
* c) W5 {/ e _) j# q$ S - JSR Music_Init_Process) j2 r( X. y( G
- .End2 R3 q; [) e- |- c7 w
- RTS
4 O! o7 ?' q7 q4 n J) v1 H5 Y$ f - 4 j& d/ c8 W( \+ L2 H% F
- ;----------------------------------------------------------------------
- H7 i( Y* d$ r) \: P - ;播放上10曲6 ^' U5 j. M, ^$ o$ y/ e
- Music_Play_Pre_10
6 U" i' ^5 P: ]! [- g/ n - LDA FC_Music_Index
5 v" A# J) g+ M1 T - BEQ .End
/ m, w6 G: R |6 z9 v! O6 t$ ` - SEC+ ~3 K$ R) |; U3 e- ?
- SBC #10
1 ~- D! s% u d - BCS .Pre_10
, N/ N' [% _ [ j2 K Q3 P - LDA #$004 X# n, T- u% B" Q& W' |
- .Pre_10
) k d8 Z. J: {' ~; x9 {6 ~ - STA FC_Music_Index4 K2 v! K# v# q2 d
- JSR Music_Init_Process( j( I6 A% I" T x8 @% P
- .End
1 c& g2 F$ P) L& h) h& r3 s - RTS% N; n. e* V; j% w* {
- ;----------------------------------------------------------------------; d2 U$ B; q, M' i% i5 \4 M! B3 I1 M6 A
- ;播放下10曲
& e) r4 y6 k4 R# b+ y - Music_Play_Next_10; ~& r! T9 N) y, p& y9 |
- LDA FC_Music_Index
! B$ @# k1 B0 t7 ?9 W7 c; _* V. B - CMP FC_Music_Max_Index1 j! \& t2 {. G! O. r; `6 a
- BCS .End
( F: x, q4 M6 m" J! b - CLC
5 |$ Z: d$ W- N7 ` - ADC #103 U+ d& K( T, S( R; K
- CMP FC_Music_Max_Index
2 D* r/ C$ W9 O5 n; h' A) R - BCC .Next_10
! @7 z# B. s2 H, z - LDA FC_Music_Max_Index7 @" |4 W9 W5 q/ ]+ d" h, O$ _
- .Next_10
9 L4 `4 H$ P+ ~* O - STA FC_Music_Index3 T" I& X( J! F' Q; W
- JSR Music_Init_Process
) q/ `; b) l7 ^) I, [ - .End
$ N! I) G- m4 S; S. G - RTS. M$ v1 n1 G. ?& B/ _: Z
- 8 g( O/ u( X* Z& h$ j4 O
- ;----------------------------------------------------------------------9 @/ z3 H8 `8 R6 }4 }5 i3 U# E* m
- ;8位十六进制转3位十进制制9 {9 }, H0 b I9 Q d |# L; B
- Hex8ToDec
3 j9 i$ n& w) m. r7 B - STA FC_Dec_Data_1
* f1 t. B* k( p& S; _ v. s+ \ - LDA #$00
& @+ ]- h' b: Q/ R; {0 O - STA FC_Dec_Data_100
% ?. q% g8 f4 M8 g( p+ W - STA FC_Dec_Data_10% r% C8 o. `- O5 Y
- LDA FC_Dec_Data_1: K8 `# T' x# C/ C
- .Convert_100
: N! p8 Y% w- D7 j; H# N - CMP #1006 P4 @/ N# e% D6 Q7 k
- BCC .Convert_10
2 k# u/ n# n% y/ A( `+ ^ - SEC6 z. M$ A* _$ `' K5 B
- SBC #100
" }" B( j" ?' f J& M) \ - INC FC_Dec_Data_100
$ c& Q5 Z4 c' N, i) F - BNE .Convert_1001 ]( i5 x ~! o( F9 Z
- .Convert_10. T* C5 R( m: M- ?3 Y
- CMP #106 }+ x$ h' p# M) ^9 \. X- l3 d
- BCC .End: }# Y0 C, Q! ?% U9 c
- SEC2 d( j) n) @+ E2 ^. J
- SBC #10/ _$ h; @+ a) @8 A) {
- INC FC_Dec_Data_10
' V4 w% a0 S4 ~% R - BNE .Convert_109 ^) R$ l+ F$ R! |& ?7 v
- .End
$ k6 Q2 _ B Q5 T% J$ P - STA FC_Dec_Data_1
+ J; W% J) I- [9 H9 K - RTS
: k- K: {# I0 Q2 h: G+ T
( [ l, ?! U0 b9 t8 h5 P- J- ;----------------------------------------------------------------------
( c% u1 i" P2 b& R8 m - ;显示曲目信息
6 o6 |% X8 W+ U. d5 ^ - Music_Info_Display6 {# ^1 U. m+ q$ u9 i, a! \
- LDX FC_PPU_Buf_Count
7 X1 g: {; b( y - LDA #PPU_WRITE_MODE_CNT_LINE
r8 h. _' ]0 v! ]6 ^4 C: F - STA Use_PPU_Buffer,X# U& D9 h. K" M, r: Z
- INX) D1 S `2 z& F( n
-
, w7 y0 B% y7 o( y/ x0 f6 _ - LDA #>MUSIC_INFO_POS
/ G( E: Q( e0 R- p* ~4 ]' ^$ w6 A - STA Use_PPU_Buffer,X
( h6 A4 ?" D; Q! D6 \4 n - INX
" Y+ Y7 u" V: w0 D4 D# U" ~3 V9 V% \ -
6 A r2 ]2 Z* p @* O0 f8 T - ;居中
4 D: R5 s4 ^. A8 @# T - LDA #<(MUSIC_INFO_POS & $E0) + (32 - 5)/2
" R3 \0 m( [$ e+ d: N. Q - STA Use_PPU_Buffer,X" I5 W/ j7 N& u" Z, r
- INX. w( r' c3 w/ `. ^ k5 v$ n/ }
- 4 T. @: i8 U4 A# `4 _1 F6 @
- LDA #$05
* Q! N. {) V4 X/ |8 Q/ f2 h - STA Use_PPU_Buffer,X6 C9 ^- W% U& i2 j
- INX+ b7 ]% V" c) s- P! C5 c
-
% G" Y6 j- ^# L( ]' o- @ - LDA FC_Music_Index
. p$ b; r/ X# u$ W8 m& `) v4 L - CLC3 N% ^& k) z5 n) l& k8 E- o$ V
- ADC #$013 @& a+ ~5 w6 x1 O3 ?4 X- `% J: ~% l
- JSR Hex8ToDec
4 |( |3 _) \' u d9 ?4 W -
8 B: n: L- f9 i7 C2 G0 J8 q - LDA FC_Dec_Data_10" w P! v& y+ l2 w
- CLC! h. T4 S% X2 R5 \9 s/ Q# y& r
- ADC #'0'
- U; o$ a y; n# t - STA Use_PPU_Buffer,X
4 w+ H& Z; N8 E1 j" x# J: x4 ^ - INX
/ Q* Z0 k6 u1 ?; {6 I -
|9 ?$ f2 \& ~) A0 _- Z2 n5 I8 e - LDA FC_Dec_Data_12 {4 K4 c& w& }
- CLC y1 e5 ]9 @0 h" `. {" r$ \! O2 { {
- ADC #'0'
9 S) O* b; X$ S& @' J) ?" G7 ? - STA Use_PPU_Buffer,X
- D6 c- `7 m6 p5 J - INX5 w* Q7 I' b: E% U j$ e3 k
-
! ^9 U1 c: C- x, e7 t - LDA #'/'- w( j, p6 b& f2 r" M( H; d/ }+ j, B1 m
- STA Use_PPU_Buffer,X2 {( J; T$ ~: S" Q* [- ]
- INX7 ]4 I5 l; }! w3 h, g1 Z+ ]. Y5 n
- $ e- k- r7 p* F$ I
- LDA FC_Music_Max_Index
" W; M/ e- _' O4 E- \0 [; m% k - CLC
( O- v% Q2 r# K7 f9 _ - ADC #$01
% t' J' r. Q/ q5 }2 x. M - JSR Hex8ToDec
1 n9 _- \$ v) ~- d& r% U- c - 0 X* a v% o- V6 L1 t1 H; \
- LDA FC_Dec_Data_10! v w+ q, y, \. y
- CLC
6 m0 Z% i5 S1 `8 b5 W6 P - ADC #'0': \4 _ m6 b* n* r0 n. S
- STA Use_PPU_Buffer,X5 x3 z& H5 w4 p5 z# ]5 z+ ^3 S
- INX! V. d A) ~5 d! u- F5 Q3 O
-
9 m& Q1 O3 a2 U/ Q0 ` - LDA FC_Dec_Data_1
7 T; V. E g/ y" Y - CLC
& [' s/ Z1 b8 P1 y$ p. q6 j$ _# v - ADC #'0'; C9 U9 Y& }; J4 T
- STA Use_PPU_Buffer,X' h: G: ?% Y. [* R6 k" d6 K
- INX( T( T" `# s1 T h( A
- * H+ h6 [4 X! y6 [8 J
- .End M2 A4 z& K* [; i/ T
- STX FC_PPU_Buf_Count
r* w S0 d" i, u# q y+ g - RTS" @+ |9 L: P4 v- l8 M5 M. x
- 1 N% m" C( U1 Q* U9 e
- ;----------------------------------------------------------------------7 }6 ~2 ^( d; b- i2 z
- ;音乐曲目初始化处理
8 f- h, S+ F9 o" X& m/ @* A - Music_Init_Process
" T" t) l% n2 p3 t2 F - PHA
; L$ ~2 \/ |+ z. D2 Y) i9 ] - JSR Music_Clear_Process" l8 O6 X! {6 M* @" T
- LDA #$1F! }) b& ]5 ~( Z% E$ g. a
- STA $4015) C+ V- {) h) ]6 w- \/ ]% S
- PLA; q, l+ Q8 Q1 K7 W9 ~6 w
- JSR Music_Init_Addr/ Y! G* t5 S! ~9 l1 d4 ?
- JSR Music_Info_Display" G% c9 `5 N8 s
- RTS
5 T0 ?/ i7 Z0 X
1 J0 B7 Z! s6 G2 j0 z) M/ F- ;----------------------------------------------------------------------% t, F2 J, }- b
- ;音乐播放处理& B6 t0 N' B9 p# K$ ]
- Music_Play_Process: ~; ?3 C1 D- K1 S" l [: E
- JSR Music_Play_Addr/ x' G6 s5 i; \9 L: T' z$ ^$ X
- RTS R/ y0 l0 c# t2 Q
- 1 D( J0 R, l& }( [7 t) S9 l
- ;----------------------------------------------------------------------6 f$ t9 N0 ^# ^
- ;音乐播放处理& ?+ X/ Q; v4 R+ x/ |
- Music_Clear_Process
8 p3 e* Y1 R/ P- c- g% d9 ^, { - .IF Music_Clear_Addr2 w0 z. {. T6 c A5 t
- JSR Music_Clear_Addr
1 y. G( y' q- m9 a - RTS$ v8 q$ V; w5 Q1 Y- J1 [
- .ELSE0 B% ^5 L& T6 L& h3 ~, G7 B. c
- LDA #$1F* f3 R; @3 U; ~( v+ n& F: u
- STA $4015
, f; _- a3 i; S; a6 K: v - LDA #$00
6 T/ N4 `% O2 v! O b6 P/ A - STA $4010& \+ w3 r1 S0 T. M E# w
- LDX #$00
3 m6 ]2 u! _; {1 g! J - LDA #$00& q( D; U5 `5 y3 J3 A6 ?) ~5 Y
- : l& D, z p9 x! _8 {7 ]) W
- .Music_Clear_Zreo_Page_0
# R" A9 S# u, A! b - STA $00,X, X3 x) t0 L& e* L2 i
- INX8 n2 P& c3 E+ A+ k8 ]/ F
- CPX #Use_Zero_Page_Begin( R: P6 \2 }2 V% t5 p3 X2 b" H6 R$ }" W
- BCC .Music_Clear_Zreo_Page_0
; Y. E0 A' E, b! u4 Q2 z -
* |- h% v2 y) e1 J; V' N: J* u - LDX #Use_Zero_Page_Begin + Use_Zero_Page_Size; S7 k5 B7 @; q! F( |; K/ F
- .Music_Clear_Zreo_Page_12 P& J& a1 ^, v: ?
- STA $00,X- P3 r9 C$ n) \0 c g5 } {9 X
- INX
' K: d* v% Y# C" R; k0 R - BNE .Music_Clear_Zreo_Page_17 d1 Q) Y# f" Y7 n! N
- 3 `* N' [8 S* @4 y* g5 Y
- Music_Clear_Process_1
& \/ f8 \$ G7 f - STA $0600,X& _$ u) \6 D$ S6 u3 k
- STA $0700,X# ~4 o! ^$ _) v& z7 q, I! B9 h
- INX; k& \) \3 \, o. F; k
- BNE Music_Clear_Process_1$ C. t, a# m. i9 N
- LDA #$10
! R2 C: O) V3 K; `- t- c# n" b - STA $4000
% e7 A. q! i7 X - STA $4004
5 C( \9 J; q6 a6 A- o& S7 c - STA $400C
m( _9 A6 T( i# l - LDA #$00" j" U! Y. \2 P# @6 {7 x) _
- STA $4008
( T4 a# M1 C2 V; X8 H/ z - LDA #$0F1 |0 v4 r6 t3 {& h2 z c
- STA $4015( q) X' O- K- r1 A
- .ENDIF/ W+ h2 Y+ l$ R9 y! ?, \
- 0 ?. [! c( v: v0 k' y4 Y
- RTS
- Q3 s6 }8 T' \( p' `* k/ |, a. R/ X
. w8 C* t8 w$ B5 _9 P- ;======================================================================6 d9 i$ n; d9 c" d/ r1 o
- ;重启处理, o5 n& V9 R3 B" H5 Z
- Reset_Program
" E/ }3 e5 H+ `( V5 X$ T - SEI1 J0 A$ G; A+ \0 _4 q# w
- CLD
( J- z3 E1 l' ^- ~( k. ] - LDA #$00
% w4 a! q0 Z$ d7 P - STA PPU_CTRL
3 ?/ A' t- K- t* Q! ] - STA PPU_MASK5 |! r7 u" G e* H- P
- STA JOY2_FRAME
0 M+ e! \0 D6 k1 i$ M5 K - STA APU_STATUS" A( E- ^, b3 o( f9 T( s
-
5 ?- [2 z( w2 h# C9 Q |9 [2 J: s - ;等待屏幕准备完毕! n# E" r9 G- V% J l
- LDX #$02% I: g1 W5 i- E( c
- .Wait_For_Screen_Ready
$ _, z/ s) D/ S3 r( E7 J u - LDA PPU_STATUS f S& h! s- t. M7 t }. z7 L3 L
- BPL .Wait_For_Screen_Ready3 D2 k8 |+ n+ P5 m2 J
- DEX
% I* M- d5 E% l3 P& N9 A; n - BNE .Wait_For_Screen_Ready
5 i" y! z& I8 Y. b9 l - - ?" E2 j: V4 L+ I$ \3 X) C; a5 L
- ;清空调色板
4 _, S5 D0 A, v$ {! ` - Palette_Clear4 \6 C' ~5 ^6 q l9 l- I
- LDA #$3F
( b" F$ x# j/ B" {. `9 O - STA PPU_ADDRESS
' v/ R$ Z+ o8 B& w G2 J, }8 O - LDA #$00
, o! {! y# [$ ?, d* _ L0 H8 @2 h - STA PPU_ADDRESS
' Q; N1 o }& g* w6 Y+ H L - LDX #$20
9 {) n! q2 {" i+ }: @1 p6 v- s - LDA #$0F
* E( |0 @/ r" J. [* y% h9 @0 R - .Write_Data
+ z( z. B8 S* x8 T6 U - STA PPU_DATA
, ?6 H# c& }1 l7 L; ^/ ^* | - DEX
( Z9 D1 R% j9 I5 h. x" T1 e - BNE .Write_Data/ M: S$ H6 X m( @
8 |4 g4 z: N# x9 C/ P8 |- ;清除声音 $4000-4013
3 L$ ^8 p6 R$ |/ v8 J( V - LDY #$147 I8 p% a7 g0 V: |
- LDX #$00
2 [3 ?8 f, U2 [ - .Sound_Clear7 {6 D7 Y3 U- T/ {& I
- STA $4000,X
6 O' W* h, E6 b# n/ D. I" q - INX
; Q/ A, K' U. _6 o( {$ t - DEY& z! K. R0 v! z
- BNE .Sound_Clear
1 L" m0 f0 m/ _4 g -
. l- ~+ a( t% ^ - ;清除 RAM $0000-07FF
5 {) y' R- }) u; \7 L b) j - LDA #$00
, k1 y4 B% p: f& @ - STA $00
+ z. k4 G' @# R) r: O' t" U7 W7 n - STA $01 g7 L- f% C$ m; S! F
- TAY/ l# \7 M0 K3 l$ \3 X
- LDX #$08$ H* r" q( T- P: T$ P5 k! ~, Y6 B
- .Memory_Clear# J4 l% Q) J" M0 p
- STA [$00],Y/ P& q/ [5 `: t, B9 n1 \
- INY; M9 {8 C% o# ]) ^* t
- BNE .Memory_Clear7 ~9 x2 J/ Z) z- a
- INC $01# ^& K2 Y j: C' x0 ?% K/ R
- DEX
0 }2 y: `9 R' R0 c7 L, A% d - BNE .Memory_Clear$ ~4 c! n6 p- B8 o# v1 M
-
' M0 G( H. k1 ^, ^9 n- L( D - ;精灵缓冲初始化
) V8 G( ~$ @; p! s. D - LDX #$00
% _! g" {, ?9 o8 w" I - LDA #$F8/ h, B6 y3 e2 t1 s" l
- .OAM_Clear7 w4 o: f. V* H2 A: k4 _
- STA OAM_DMA_Buffer,X. \1 U% }6 T0 u* T$ i0 s9 ~$ B
- INX
+ Q+ t# g& W6 C9 l - BNE .OAM_Clear
4 e0 n& W3 p5 @8 N -
v9 l; R/ G9 W6 c H& `; l - ;栈指针初始化
3 L: S- }" [8 n* n$ ^' ]+ G r. }: ? - LDX #$FF' [8 k! d/ j8 H0 m) g
- TXS$ C% _# Z' o: [0 Y7 a2 R* T
-
: v: a9 P# A; V; [- P0 i! v - JSR Nametable_Clear;命名表清空4 [9 h, L* y: T
- JSR Palette_Init;初始化调色板缓冲
$ c4 d0 x+ x& R2 o p/ U: j# t - JSR Static_Text_Init;初始化静态文本6 V/ A, A' i" ^( T3 m5 {2 z
-
# f0 }- {$ c- C$ r! U$ y9 ? - LDA #MUSIC_ITEM_TOTAL - 18 ]+ S, ]1 P0 O2 J
- STA FC_Music_Max_Index0 ~5 ~" Z1 G$ t- ^
- : I: e7 O4 Y2 F
- LDA #$1F
0 R" u' G8 I4 o - STA APU_STATUS
% @. P; N! R2 ^) p$ Y. V - LDA #MUSIC_BGM - 1) o: E# q1 `/ j8 Q/ g. T& }9 p
- STA FC_Music_Index
; B! a% T8 d6 j - JSR Music_Init_Process;音乐播放4 t! t$ x( J2 C& a9 n
- - `9 w7 c8 p* ?" G' `2 r& Q
- ;设置屏幕显示状态缓冲(当NMI处理时控制屏幕显示状态); X. T% q& Z; y3 s4 m4 g& G
- LDA #$1E
6 r* B" j4 }5 m - STA FC_PPU_Mask_Buf
5 ?4 b+ V$ i) d0 [, j& C7 V -
" @. T# d# g! [8 P3 P1 E$ c6 Y# F H - ;启用NMI处理/ z" M5 ~# J. w7 s+ R$ r
- LDA #$806 }! K: j% J `5 W' D' i# L1 s$ k9 `
- STA PPU_CTRL4 C, I7 F9 F" W) F+ w- M( w
-
$ O7 |1 k/ i; t: ] - ;程序循环, 剩余工作交给 NMI 中断处理+ X4 w9 H6 N4 |
- .Loop5 f# q$ H6 w' { r. h5 K
- JMP .Loop
) Y; o) c+ ?" m - ( N& a8 K0 Z$ X6 s# G
- ;======================================================================
8 [( c* z/ v* } E4 a5 z$ H - ;不可屏蔽中断处理
* w& Q/ i2 j# S2 i+ B) p - Nmi_Program
1 Z9 `2 q; V3 }& d2 E3 X - PHA
$ M( }$ \/ I5 d; Q - TXA% p% Y D: `* L% @; |) _
- PHA6 ~9 Z M; K3 B: r N3 P* r
- TYA
% s- o K5 p( h; E, _5 p - PHA
; Y5 u& V7 }3 E -
% J9 f; O: O+ o. _: y/ y3 } - LDA PPU_STATUS;读取使得 PPU状态寄存器复位
4 c: b; s8 O6 d: s- g -
0 D5 f# {- \7 i - JSR FC_PPU_Procrss;PPU处理
w; W2 V" @: ^/ B - ( p# C0 k1 Z- J# k7 L& A
- ;精灵内存更新
1 M1 F& Q0 U9 k$ T2 Y9 x - LDA #$00+ _5 l( ]& G0 u
- STA PPU_OAM_ADDR
0 j% b, t; s7 f5 a5 ? - LDA #OAM_DMA_Buffer / $0100
0 a+ b0 D4 S% h' {5 W. C - STA OAM_DMA D B& K' Z/ e) `2 f; D. z6 Z
-
1 z. _' U. Y# V* C - JSR FC_Gamepad_Process;手柄输入处理
! n1 n; V9 d8 l, L* U - JSR Music_Select_Process;音乐选曲处理 w- w' a$ l8 C
- JSR Music_Play_Process;音乐播放处理6 r: ~' r, Q' C3 Q; H/ s( m
- $ m$ ?- Y' }. K8 J# n4 R2 V0 T* I
- PLA9 W% m! S4 @; f/ w9 O- K+ n
- TAY
( Q; l- D" ]& l W& U - PLA
: p; l V$ @4 Y0 K6 f9 Y2 ^) Z! N - TAX* `7 D7 e ]/ X% n! Q; V7 e
- PLA* s7 \1 n; M; [4 n* @$ C
- $ e/ b; d$ m0 [( q8 c
- RTI
) f# W6 L$ U, {* ]' T2 g" a - 1 ~7 d8 B$ m9 c0 I
- ;======================================================================6 R7 ^! Z f! b( P
- ;请求中断处理
+ M1 v0 J& A+ h - Irq_Program
# d7 A1 w% Z; ?/ g. t% m+ L - RTI
% n/ @( ~ {* _* t - - ]4 j$ L5 L# C* y, o7 F0 \
- ;======================================================================
+ H. v. b: W+ Y, E+ b* ? - ;中断向量表
; F0 E: Q4 @+ q( Q9 {+ ^* J - .ORG $FFFA, b# Z$ Z, t1 z8 L6 L
- .DW Nmi_Program ;NMI触发时执行! w1 B% V6 t" K# _
- .DW Reset_Program ;载入ROM时最先执行
5 B% X& Q( J- a- d: R4 E6 A7 C - .DW Irq_Program ;IRQ触发时执行, R5 T2 ]( ]/ g u4 t6 ^
复制代码 2 _1 d/ u* q2 [: k
/ F3 `5 {: _# C( p) S
c5 Q( D6 D! [) `) _4 a& u1 p( v
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