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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:7 P! p9 K) b1 e+ a
- ;======================================================================9 B3 `3 I6 q( h' i& s8 K9 h
- ;文件头4 M# e: ` {. G* U: E ?
- NES_16KB_PRG_SIZE = 8 ;16KB PRG大小数量2 |5 R5 ?+ q+ p' j. ~
- NES_8KB_CHR_SIZE = 1 ;8KB CHR大小数量5 d& v' A0 T( E* i) \2 _
- BANK_DATA_MASK = NES_16KB_PRG_SIZE * 2 - 1 ;bank号掩码( C, a( n; g. u. N0 O
- ;======================================================================
! c, X+ _' u% B* U - PRG_DATA_BANK_C000 = NES_16KB_PRG_SIZE * 2 - 2( ]$ |( b1 d8 y& _) O
- PRG_DATA_BANK_E000 = NES_16KB_PRG_SIZE * 2 - 18 @7 E) f) }* k0 _1 d1 ]& j
- ;======================================================================# ^! c! X% i1 [3 z: [" x
- RESET_BANK = NES_16KB_PRG_SIZE * 2 - 1 N4 X( F/ e% m1 o2 c
- RESET_ADDR = $E000 ;主程序起始地址6 u* v$ L4 n/ p: r
- ;======================================================================
/ ?" _- V" M3 e' B- X, k - .INESPRG NES_16KB_PRG_SIZE ;16KB PRG 数量, $01-$EF8(1-3832),即16-61,312 KB
; n! p" R. M6 g3 [1 o/ `! t - .INESCHR NES_8KB_CHR_SIZE ;8KB CHR 数量,$01-$EF8(1-3832),即0-30,656 KB- X9 C4 H( h$ p7 ~5 ]
- .INESMAP 4 ;Mapper号 (0-4095) Q9 _3 t7 k2 H) ~- |
- .INESSUBMAP 0 ;子Mapper号 (0-15)
0 v. M9 |4 p! s4 K1 r) I) i, V( A - .INESMIR 0 ;命名表镜像 (0: 水平 1: 垂直 2: 四屏)$ m, o- N8 R7 m* |5 N- n/ b
- .INESBAT 0 ;指定是否存在电池备份 (0: 不存在 1: 存在)
9 L2 H6 d" r$ A: _4 V: k5 h1 U {9 g - .INESPRGRAM 0 ;指定 PRG RAM 大小 (大小 = 64字节 << 计数)
C" M9 z1 k9 \' r" O H - .INESPRGNVRAM 0 ;指定 PRG NVRAM 大小(大小 = 64字节 << 计数)( E6 V* K7 D5 C" Y
- .INESCHRRAM 0 ;指定 CHR RAM 大小(大小 = 64字节 << 计数)
6 C9 b, ?8 D: j$ P9 Z8 K' E Y - .INESCHRNVRAM 0 ;指定 CHR NVRAM 大小(大小 = 64字节 << 计数)8 S H% b8 _+ W% ~0 }" y
- .INESTIM 0 ;指定时序 (0: NTSC, 1: PAL, 2: 多区域, 3: Dendy)" |- `3 f, }& o) {' h
- ;======================================================================
, |# `" j; \( c S - .INCLUDE "fc_demo_config.asm" ;全局配置
9 V# L& z5 c* {3 s - .INCLUDE "fc_demo_constant.asm" ;NES常量" _& f! t2 z" E
- ;======================================================================/ d& P& c* m! B1 B O# W
- ;音乐配置
6 P/ x+ j& I: Y - .IF 0 = MUSIC_THEME
! R- C/ H; p* J& l, A - .INCLUDE "data/music/Gremlin 2/config.asm"' h ?& y* s5 v8 C+ O- J) g: K
- .ENDIF
/ m8 | @9 R0 N( C& \5 j6 l$ P3 n -
/ U" Y3 u7 o4 j% g" E. H" { - .IF 1 = MUSIC_THEME' {0 b) y* G2 Y2 n
- .INCLUDE "data/music/Raf World/config.asm"
f. T2 t9 T1 Q# G) T/ r - .ENDIF1 K2 @3 Z" g- f9 z: N+ z5 r" g
- . u8 F7 h8 M5 s+ x
- .IF 2 = MUSIC_THEME 5 ?3 u- ~. m7 j' n" O
- .INCLUDE "data/music/Ninja Gaiden 3/config.asm"
. M: h2 {8 u& n4 A! S {+ s8 M - .ENDIF4 w9 w! B0 m3 X8 L
- : G; K5 r3 j+ s [5 {
- ;======================================================================$ _3 [) J! c) r' @7 L `3 t
- ;引用CHR图像数据
4 L! s# ?( ?1 c/ g3 H8 l - .BANK NES_16KB_PRG_SIZE * 2
- y( n0 d+ c3 C" q, m - .ORG $0000/ L& U# L" ?, h. l7 v) @
- .INCBIN "data/bkg.chr"
' z0 z9 N8 j; r$ D' a5 X' V - .INCBIN "data/sp.chr"( Y" p, B, w( s n
- & [5 z6 x3 ~: C# H. M# T
- ;======================================================================
9 E% y: ~: B; P5 h5 u - .BANK PRG_DATA_BANK_E000 & BANK_DATA_MASK;设置程序所在Bank6 |8 p# t6 a) m9 u7 o! x
- .ORG RESET_ADDR
2 G) f- S+ b7 Y+ A - ;====================================================================== O2 e# R% _$ X1 p0 `
- ;引用其他源文件0 r3 q6 {2 I5 [) W& ^; t5 c. p; f
- .INCLUDE "fc_demo_ppu.asm" ;PPU处理
1 F' ~3 n- `' i9 a2 V - .INCLUDE "fc_demo_joysitck.asm" ;手柄处理3 M* y, U8 F) q9 S9 k0 u
- .INCLUDE "fc_demo_static_text.asm" ;静态文本处理
1 G- F* m) k9 R h - ;======================================================================5 m1 y8 e7 `! R7 D' X; X" g
- 4 L7 j% x4 h$ @
- ;======================================================================
$ m' b4 n! P/ b+ {: \, E - ;等待VBlank到来
0 Y5 R: V; j/ R+ e7 c - Wait_For_VBlank
* l6 L* {8 [) R6 ?* l - LDA PPU_STATUS1 }" Y) z' ^' E9 |
- BPL Wait_For_VBlank# R6 o; H; G7 M: f' I9 h5 t1 ^/ l5 k
- RTS, ^8 t& E d: x/ F
) _# X; \" ]$ G- ;======================================================================
_) Q% [9 d% w - ;调色板初始化! Q T+ A0 O; V6 ~9 Y
- Palette_Init7 s% i0 l& D9 o+ d! s; _* z, r
- LDA #$3F
* J2 s- {8 [. X1 E% e. N3 x* l - STA PPU_ADDRESS, g1 K, M. b4 h7 {( r- q+ t
- LDA #$00& ?4 C& L% |/ y0 O+ A( u
- STA PPU_ADDRESS; \) ]+ s3 K/ L& L# ~* D6 m% N
- LDX #$00
: d& n) B! N t% o - LDY #$20) b0 m7 V, ]+ o+ ^3 ~
- .Write_Data5 G e9 l& I, x" b- r
- LDA Palette_Data,X
" k, j2 ?' [5 M - STA FC_PPU_Pal_Addr,X0 [5 B7 X4 o$ {* Q2 X- w6 E
- INX
8 ], p# A: a, H' u7 h - DEY
$ y; D+ ^+ s: z, F$ g - BNE .Write_Data) g, C7 c& T* Y! y" V' S
- .End/ e5 v- A1 K: N0 ]* v8 Q# n6 [
- RTS" `. |: P5 k$ N. B- ~) `9 n
- ' }1 _" z6 K/ v) [: S% F y$ Y
- ;----------------------------------------! {9 l% Q6 Y- O' M/ g# C
- ;调色板数据! O f( R1 G- ?; a
- Palette_Data- c7 l( ^3 x9 L4 m; i5 `) k6 h" a5 w/ V/ O
- .HEX 0F 20 32 02 0F 20 32 0F 0F 20 32 26 0F 1B 0F 1B! K" C1 k4 B0 f! C" }! j, t9 l+ |
- .HEX 0F 21 27 22 0F 24 24 24 0F 21 21 21 0F 22 22 22
k# ^& z5 j x/ H |. Y* O3 \: d -
9 E% c- _" x3 O# Y - ;======================================================================
6 o2 \# Q4 A" \- J1 M' p - ;命名表清空
9 a' M( v( n! D$ Q5 S* h+ V - Nametable_Clear% [! A: n" d3 n; Q- d" W
- LDA #$20
, m! G; ^' Q6 [$ v3 S - STA PPU_ADDRESS
' }* @" X6 }6 D! Q - LDA #$00
$ W+ j {; Q5 t8 U - STA PPU_ADDRESS9 u, `( t1 z, }9 L5 c; K# W# s
- LDA #$00
. O* c/ ~- `7 h% C+ G. G - LDX #$00
5 E1 a$ f6 x0 A U" C$ B - LDY #$08" r' `; E, g( G0 i7 ?
- .Write_Data
' C7 Y4 O6 u/ p" f2 G - STA PPU_DATA
1 y, f X6 M5 r! }& r+ M - INX
8 k( [6 {7 r9 K - BNE .Write_Data' x* _4 R- Z% @7 p$ c L4 |+ M% b
- DEY& [: }, Z" e- I8 E) N
- BNE .Write_Data: b7 E3 q2 U% k: ? H
- .End2 Q" Z8 i4 C5 e8 A6 z `
- RTS
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0 m4 i! ^( ^% G4 Q2 ~- ;======================================================================- e) W0 J d1 Z+ M$ x3 |" L* f
- ;音乐曲目切换, \0 z5 ] J8 a; B$ z
- Music_Select_Process
& x6 R0 { I( |. b - 6 A! r4 X. }1 Z0 y- U' g m
- .Pre_Music;上一曲. @1 [3 _4 U4 v" D- g
- LDA FC_Gamepad_Once
" r4 m1 e- ~' i y" i/ L. |: j - CMP #JOY_KEY_LEFT
1 R8 Q" I) ^8 X - BNE .Next_Music
) b8 n- z; T, ]2 b - JSR Music_Play_Pre( z( T ^7 b) ~. i. |1 {8 U+ u0 |
- .Next_Music;下一曲
! ]; e( l ?( T$ m" ^4 b9 B2 S# ~ - LDA FC_Gamepad_Once0 J: m0 j+ I, R& j, s
- CMP #JOY_KEY_RIGHT/ E) ^' N6 S F0 V1 d
- BNE .Next_10_Music/ l3 i# ^9 O3 s
- JSR Music_Play_Next) Z2 o8 r$ s) k4 J4 e4 M
- .Next_10_Music;上10曲
, u5 \ y0 L" A( a. | - LDA FC_Gamepad_Once, Q' e( H' Q6 o" _. W. }* v
- CMP #JOY_KEY_UP
, g- Y' C" [9 h Z9 i - BNE .Pre_10_Music
& ]) Q" E/ q- u6 Q7 G - JSR Music_Play_Next_10% x0 A b; O5 ]! d1 `4 R. N
- .Pre_10_Music;下10曲
+ W! [& e0 l7 F7 M4 F) S7 l - LDA FC_Gamepad_Once& x r3 W8 l+ D* q6 f
- CMP #JOY_KEY_DOWN& G0 B$ V4 @; J! u( @$ U% F
- BNE .Reset/ G# ^/ d; w: S( T/ r/ b* `( G
- JSR Music_Play_Pre_10, G+ i5 n e. o2 o2 a1 u8 O
- .Reset;重播当前曲目- W. k- _$ R1 E& }4 Z
- LDA FC_Gamepad_Once
; L" Q+ }3 b0 v7 a2 L - CMP #JOY_KEY_START, @7 d/ I3 l2 @( {+ x7 ?
- BNE .End$ d9 F" h: C% k! n
- LDA FC_Music_Index
- \6 j+ `% }, C# C) [ - JSR Music_Init_Process
2 e! G# C B0 ` - .End
- z6 [7 @+ }( I - RTS
\ F; m! H( g* Q4 `! S( w - , ~# R2 h5 E( v8 k. r
- ;----------------------------------------------------------------------
/ t, U9 R7 E+ Z- g7 d - ;播放上一曲1 F& A4 C7 |/ u( E* ^
- Music_Play_Pre
9 P9 q+ V5 t4 ?3 l6 _, b% n - LDA FC_Music_Index
9 v8 J5 K/ {. E2 k: l/ f9 X! | - BEQ .End$ w9 g D2 b; [/ k& w" |2 w
- DEC FC_Music_Index2 g; p, k- ]1 J k
- LDA FC_Music_Index
Y( u: a0 J) H - JSR Music_Init_Process2 A4 N; ~" a7 n5 T
- .End) t) @- t" j4 I! L
- RTS1 D$ ~4 ?1 J1 I
- ;----------------------------------------------------------------------
' X4 R: B0 w8 ]: F - ;播放下一曲 X) q% _/ E+ Z$ {9 U3 [
- Music_Play_Next
8 h% _9 S: ?. O* @9 x0 k) C - LDA FC_Music_Index: p* m0 {' @- b# n3 O# ^; g6 H
- CMP FC_Music_Max_Index0 p9 ?. E0 L, R0 E/ Q
- BCS .End, {8 `; N* }; c1 t* q/ p
- INC FC_Music_Index8 V* U$ K3 [6 o$ s
- LDA FC_Music_Index, E8 h5 d+ f4 ]6 R
- JSR Music_Init_Process
1 V4 f9 Y- d p1 P9 o; ]+ Q - .End
) f) F- c0 l- a) W2 P - RTS9 c3 g0 b- t' e
- 2 O. q; G' `9 J
- ;----------------------------------------------------------------------
- Y5 j/ ]# }1 F3 Z) | - ;播放上10曲
1 f2 e+ H) U" s3 v! l - Music_Play_Pre_10
/ K0 t8 S5 R+ O/ [7 Y$ L9 m8 { - LDA FC_Music_Index
?8 S5 t# c, u7 t; \) s& x - BEQ .End
1 P3 ` D% E$ b% @3 g0 K - SEC3 ?" X. f. o `# C
- SBC #10
$ K" e1 s( A- y - BCS .Pre_10
+ Z8 m1 K2 ?3 _5 f! ?0 f. G1 o - LDA #$00
K( ]/ t$ p) Q9 j: Q5 X - .Pre_10' g) V! }3 j: s4 {( s( q6 o2 e
- STA FC_Music_Index1 T% a* h+ a% X2 q
- JSR Music_Init_Process/ j. c- Z( [8 h( ^/ v4 |3 b
- .End
" e5 m7 Z; n8 b) A/ N6 ?9 f - RTS
3 E$ K6 }2 }' v8 i0 G) L' p4 P - ;----------------------------------------------------------------------
( h9 i" D- b1 G: s - ;播放下10曲8 X+ A4 g2 `( E
- Music_Play_Next_10
$ y' w: D, f; y* J. \: T; s* P - LDA FC_Music_Index
$ p' }5 L3 j- w8 @& [, C - CMP FC_Music_Max_Index
( {! u2 t$ y8 v' l) ~ - BCS .End
# |7 g( Y4 B/ {! } - CLC
2 f# X" t2 _9 l- Z - ADC #10" ]' f9 u+ Q% ] _% v7 @8 ^
- CMP FC_Music_Max_Index- A1 I: ^5 M, @) C- v
- BCC .Next_104 g. e+ z: J/ ]# Z" H; ~/ k
- LDA FC_Music_Max_Index
) l- \) e+ u2 r4 l- |% J - .Next_10$ [ ?3 X* W$ Q
- STA FC_Music_Index; p2 Z/ |3 X4 i) V5 }) m
- JSR Music_Init_Process0 m* l- k& m" e
- .End: t9 u2 K8 {) f# C# b
- RTS: |: n; T- H3 m# @8 Z- Z8 l
- : S( V% i: T( L# `3 b
- ;----------------------------------------------------------------------
* O& H$ ?+ r* H' ~' e$ L( e - ;8位十六进制转3位十进制制5 L# k7 b7 x; l' i! W% y, C
- Hex8ToDec
& b, D0 ~& s% S( ?9 V0 p8 V0 G4 n - STA FC_Dec_Data_1
, l: K. D+ a' P8 c( S" f - LDA #$004 I6 M! e! X) a- p$ Y) N
- STA FC_Dec_Data_100
( M4 j; c( ]0 M - STA FC_Dec_Data_10& e9 e0 ]/ ~, r0 v( y$ L
- LDA FC_Dec_Data_1) ~, c. q" S" [ s- I% H) f
- .Convert_100
, ~# O; J$ s% t( f - CMP #100
6 E9 p& c) U* G2 m' y0 Q5 N1 C - BCC .Convert_10! x7 |9 L; w7 u( v6 z& u: m
- SEC. N& _6 F' Y6 i2 K. B
- SBC #100
! K7 R1 Q8 L- g0 d1 { - INC FC_Dec_Data_100
, x" B) h" b' V! d: w" D/ A - BNE .Convert_1000 |0 y" O( S, a! W, K1 j
- .Convert_109 ~3 t: V7 l( W1 ?0 H
- CMP #10. ?2 u7 C3 A9 i, p
- BCC .End) |- f1 ]+ i& a; n, W
- SEC* ~4 H+ S& i" n& D
- SBC #10
# \( J0 V" @* s; K' e, E - INC FC_Dec_Data_10
: s. C+ D. X4 c" I2 A: @ - BNE .Convert_107 x [7 \% J* q( I; x5 q% L+ U
- .End% d/ K- G/ i% B7 w7 [) ?; Z% D" C: ^/ D
- STA FC_Dec_Data_14 i3 }. _9 ?. r3 G. o& L
- RTS, \" Q. i9 ]; |9 f! g* ^( N9 z6 Y
, Q6 k" C* S8 w& H7 ~' D2 {- ;----------------------------------------------------------------------1 ?) a0 o5 L: v7 @
- ;显示曲目信息
4 [2 F5 U0 q6 j6 w7 H1 [3 \ - Music_Info_Display
+ r) D% g0 S3 \' y - LDX FC_PPU_Buf_Count6 s0 J; L; ?, ]7 c
- LDA #PPU_WRITE_MODE_CNT_LINE
. S* `5 Z6 D1 \& h: ~1 L2 X& y - STA Use_PPU_Buffer,X
z e/ K( [7 D' V" h - INX7 a9 \$ Z; ~& j$ K) U O- F* D k
-
4 O( `. I* U4 X+ m0 Y: H - LDA #>MUSIC_INFO_POS) `+ @6 j% i# M+ y6 K$ E
- STA Use_PPU_Buffer,X
: l* L* N9 h) u) T% z" n7 S) q - INX
7 G. N2 J3 l/ F E% w! m- ?; G - 8 u$ \: U0 y2 s& L( [
- ;居中" D4 K1 i+ j% D! s+ ?) o# K
- LDA #<(MUSIC_INFO_POS & $E0) + (32 - 5)/2$ v, ^ \6 e3 O. d) _$ j$ Q
- STA Use_PPU_Buffer,X
8 N+ _2 l1 P4 l2 J& B- G' [ - INX
6 O, a1 E9 e, ?7 A1 b( Y -
* ^, Q0 M1 r5 [$ N* I - LDA #$05
+ v0 ~2 e4 c' c/ }6 q - STA Use_PPU_Buffer,X
3 u" ]: J) e8 y& k; b - INX
5 j1 z8 L# h- |9 o. b' m - : t5 E; w& p8 K- ^% M6 I! P/ s
- LDA FC_Music_Index
1 Q7 s. P! N: r2 n - CLC4 ~) X7 C8 u7 K2 D% ~3 Z: G
- ADC #$01
# b/ C; |/ ~; o1 t - JSR Hex8ToDec
0 @, b- A( b; N: o -
& o7 p9 t- m6 \8 v' `4 z: Q( D - LDA FC_Dec_Data_10; M+ l/ W2 N6 ]+ u
- CLC1 [, c( R1 k2 s L! S( ]2 t
- ADC #'0'
3 [% S/ ^0 A1 S( P3 y! ^# K/ J& | - STA Use_PPU_Buffer,X
2 Z! w* ^! @; `4 l - INX. _5 Z9 J* w' |$ p3 Z: t
-
! _* v; z/ D9 F. b5 E3 }5 B - LDA FC_Dec_Data_1( a$ k% W+ @1 I( t
- CLC
6 l: C: H" |0 d6 q! b - ADC #'0'$ K: M) W/ ~5 u1 P1 F" H5 F
- STA Use_PPU_Buffer,X
U* A! [$ `+ F8 b* d - INX
9 M' d7 ?% E- j8 E/ ]" @" i2 a - . E4 d6 K7 N+ g) ?
- LDA #'/'! p9 J8 ?) c# t5 ~, O: a/ D& N
- STA Use_PPU_Buffer,X
* k& g* H" ]6 r' i! ?2 U! U8 B7 ` - INX1 M6 [' [7 O7 S: c4 f
-
' B" _/ \3 _, u |1 j4 y) ]. ] - LDA FC_Music_Max_Index7 S9 T, d: n) w0 x8 B
- CLC
r7 z2 r; }0 V# E# y4 N8 ] - ADC #$01
+ L4 K2 b2 j) n8 k3 v - JSR Hex8ToDec
/ n" C; W B& X6 N -
8 C- N. [+ v4 } - LDA FC_Dec_Data_105 a- Z6 g0 @; B8 G" ?4 X3 f* ?
- CLC! C" y. G' x a+ E
- ADC #'0'
) w: \. g' l# ^, @# j: l - STA Use_PPU_Buffer,X
/ s$ ], n/ t7 r3 m - INX/ a: n/ n+ H+ q5 X% u: B" {4 l
- $ z3 y( w; s* w1 u# ]# }
- LDA FC_Dec_Data_1( Y1 l7 Z, m6 ^) c2 o% f7 k+ j l
- CLC
6 c3 a7 c2 y9 g$ k: V - ADC #'0'& \" W4 g$ Z$ x6 H1 Z2 A
- STA Use_PPU_Buffer,X+ ^ P1 t3 a( M/ Y9 h& j# {: Z
- INX
8 g2 U( h f0 Q2 e- H B5 g5 {- v9 T - 6 U8 i9 y! T( r0 x1 v1 u2 y
- .End
, ~) b% \8 W* ~1 u1 n2 ]) i0 i2 ? - STX FC_PPU_Buf_Count
' E* y3 t& p2 D b - RTS
1 o! I4 C5 h) @3 `" O - # m; Q6 t1 l1 K4 m. F
- ;----------------------------------------------------------------------
0 w- E0 X5 r, G- X8 | - ;音乐曲目初始化处理
% d3 M5 i2 u4 p - Music_Init_Process
2 E) O: n5 S/ f; y- c - PHA2 Q3 f' d' A8 T
- JSR Music_Clear_Process
2 F" p6 @" \4 _7 v, X - LDA #$1F
3 c5 U) B; h9 h6 ^7 B+ O - STA $4015
% e8 W- H# D0 b2 q9 M, R9 @7 ?( ? - PLA/ Q( L+ k f# R: H
- JSR Music_Init_Addr4 K& N" ^& g/ M9 G8 ]4 b
- JSR Music_Info_Display% D1 W+ w" ? W8 E
- RTS
7 ?+ ?, G- o, b7 t
8 ]0 T/ S2 Z% ]( {0 o2 R- ;----------------------------------------------------------------------
0 e- N* C, j. X. x - ;音乐播放处理
0 A5 p% _# L" K+ u - Music_Play_Process
& K6 p x1 X( \9 I( j - JSR Music_Play_Addr
" F- h. E% x3 j9 D D! m1 f7 B& @ - RTS
N+ l) O9 {4 K" T1 {# ^ - ; Y) M; I, q- d' x4 a6 g3 Q- }
- ;----------------------------------------------------------------------# o& R P" j5 P: ?+ q
- ;音乐播放处理
" y1 P5 g: L, h; J# c - Music_Clear_Process
; w& m H) u6 X1 K/ p' o# A - .IF Music_Clear_Addr; b4 e, h4 |5 \7 j
- JSR Music_Clear_Addr( @1 p% [; A [7 `' ^
- RTS7 ^8 ^1 }& g4 K x i
- .ELSE1 G- F6 |: U( b" s/ G
- LDA #$1F
0 ~. @; W. L' M$ z+ F; ^* Y4 w - STA $4015
! {+ ^# A+ u% O - LDA #$00
/ G6 O4 ?2 c5 q - STA $40104 g$ }& N/ J% r) R
- LDX #$000 m* t; }) h# x9 z
- LDA #$00
) k: a8 H: n8 w" ] -
: F( a, j: q/ b( }& m& ~% z" F - .Music_Clear_Zreo_Page_0' ]' W" s% A) m- c
- STA $00,X
' m r: K" d7 q! ]: t7 z9 G - INX' X8 A$ ^6 }7 W% p
- CPX #Use_Zero_Page_Begin! a* z) E; G- l
- BCC .Music_Clear_Zreo_Page_0
' T7 w; G4 G1 `8 d -
5 v: S5 G6 H' D0 t. ]/ c0 _* b - LDX #Use_Zero_Page_Begin + Use_Zero_Page_Size" Z$ B0 R& }# y
- .Music_Clear_Zreo_Page_1
. j, \0 \2 w/ t - STA $00,X! I5 g* `2 t, d! W- f4 Y- N
- INX* M, Q3 _( V. I( D, p+ E- g/ N3 r
- BNE .Music_Clear_Zreo_Page_1
0 C+ A- e) g' |3 H6 q% G" R8 j6 z0 \ -
. G7 {# a) f9 N o' P - Music_Clear_Process_1
% c9 p2 X1 O3 D) }. H5 A) v7 K! @ - STA $0600,X- Z- L( l% g# m* d9 S' c
- STA $0700,X
7 d- T+ G* P. k - INX/ Y" M4 l m* b4 Y& s
- BNE Music_Clear_Process_1
* A& V, N6 _. z) c ?: Q - LDA #$105 o }: F5 \2 o4 u; b4 e, T Q
- STA $4000* Z' `0 V! ?1 M( m8 i* F% D
- STA $4004: Z3 K/ q+ L) P
- STA $400C. ~$ o1 _8 n( T7 i) o3 G: d) V
- LDA #$007 b' b+ [; U4 A9 X
- STA $4008
/ N4 Y5 ]# F& T% U0 e6 L R - LDA #$0F' W' x# }- p2 [
- STA $4015
) ^1 i' R/ A8 C$ V - .ENDIF( r. J' {. q- g
-
( F7 h2 ^, Q/ v# ]2 a - RTS
; e8 a' z: k5 v; q% R' I - 7 j8 o1 ~, S' ? A+ W
- ;======================================================================: c* @3 R. f0 V* H
- ;重启处理
" v0 {5 K0 M, ]+ ? ` - Reset_Program$ [2 ~) Z: Z1 B5 K, Z
- SEI
2 q. h' \ s$ u2 r# O - CLD
" [- N0 u4 I2 R1 M. n( Z - LDA #$00
5 Y. `6 l# l& C& v - STA PPU_CTRL0 w8 V# v( z* |) X: W( ^) Z
- STA PPU_MASK1 A' z4 |" j- S. a1 U2 p5 m& w3 s2 L
- STA JOY2_FRAME0 Q7 h7 Y# Y8 |; P% z3 b8 Z
- STA APU_STATUS' N+ k: R. O' T( }7 M
-
8 m% v3 ?/ q1 e" F; { - ;等待屏幕准备完毕$ s p4 _+ C7 r- `
- LDX #$02* k8 Z) ^" ^1 `5 X: a
- .Wait_For_Screen_Ready% q9 T! p ~1 e$ }
- LDA PPU_STATUS% T& `, I7 g9 N* o/ Y9 a% ]
- BPL .Wait_For_Screen_Ready: a6 O. z. k% @
- DEX" Y2 X6 n7 r" H; ~
- BNE .Wait_For_Screen_Ready
6 H9 z" w4 K2 p( w2 X: Z' l& K -
) V# z6 X& H& D: U/ e- }3 ~1 C - ;清空调色板& C" G5 f$ v5 I5 u, w& K
- Palette_Clear
* B0 X* P; p6 u* @: X( x/ O' E - LDA #$3F. F0 Y: O* ^+ X; k8 U4 o
- STA PPU_ADDRESS- ^9 W7 @: P& Z# P6 @8 F5 _3 f
- LDA #$00+ b e; s' A; I3 f( [3 C3 Q- ]) T
- STA PPU_ADDRESS
' }- U7 ?6 U. a% T) m - LDX #$20
2 y: f' Y3 {; Z: ]; j - LDA #$0F
, s) U v+ J2 h& @ - .Write_Data* V& X9 b8 `* h6 V0 v5 L9 g9 t
- STA PPU_DATA/ m3 R; \% q7 ^) k
- DEX/ n" j) B2 O$ A3 m! M
- BNE .Write_Data
. f0 ^& c+ _4 K" M- T7 o - 4 k6 _ Q H- c- Z
- ;清除声音 $4000-4013; k* G+ m2 N# Y8 C' H
- LDY #$14
3 v2 V3 |9 C0 b1 } - LDX #$00+ Y/ [+ L5 ]8 k2 i9 v0 P
- .Sound_Clear1 Z8 E& P) {% f+ q. W- c3 k
- STA $4000,X
9 p" `; ?5 Y1 B7 _0 ^ - INX: ~( ^8 J9 j5 Z
- DEY) F; u" u* ~6 h1 n0 W
- BNE .Sound_Clear. ?( z% ]' D. L
-
" O! K" ]) E' u! k# \9 C3 a% A" z - ;清除 RAM $0000-07FF
2 ^2 H9 {9 I8 q: J - LDA #$00
% ?3 Z* ~- I5 G; j1 e8 Z' ? - STA $00
2 T$ P5 K% n- e8 ]# @ - STA $011 b! E& S) ~5 x: K- z) U r
- TAY
$ [/ [' A! z% ^8 H& Y* L0 b - LDX #$08
3 d, A- O( |) z6 V' @' i! _ - .Memory_Clear4 P6 x" K6 H" _! q
- STA [$00],Y% C# E+ O# c" {3 J3 }7 o# S( @
- INY
8 F7 K z" }2 } - BNE .Memory_Clear9 H7 V0 v2 n. x" n
- INC $01, H8 [$ ]! N: z/ ~$ l6 v' k
- DEX
; f' ]7 ]' k: ^' Y4 @9 J - BNE .Memory_Clear
/ }: Z9 d( q/ Z# N; b4 b7 N& @' | - 9 j* _. D( _7 t# T- R7 M
- ;精灵缓冲初始化
! K! c- X( T; ~+ x - LDX #$00
% l( T& X! }; Q& } - LDA #$F86 m9 B' _: H2 v7 c7 E% T: B
- .OAM_Clear
6 d; z1 @+ {5 K0 m1 @- O - STA OAM_DMA_Buffer,X& [7 D! M) t' T: t
- INX" ~7 R; D/ O8 g8 g* B
- BNE .OAM_Clear8 r/ `) r3 S. l$ P/ d( s
-
% }$ R) ~4 H4 `7 Z - ;栈指针初始化) l$ S$ s6 U/ V. k/ v
- LDX #$FF& @ N. K" _. [/ K: f/ F
- TXS# u" x* e( t! V3 n. D
- 2 N+ {! {; |# O& I% U! |
- JSR Nametable_Clear;命名表清空
2 b. [* \ s+ @; U$ z - JSR Palette_Init;初始化调色板缓冲$ I3 B6 I1 ?: B+ D
- JSR Static_Text_Init;初始化静态文本& }' R& R+ }0 S
-
) e( s; \( `% j/ R) @) _* b - LDA #MUSIC_ITEM_TOTAL - 1. S( m$ J+ A) z0 s+ q P( F+ b
- STA FC_Music_Max_Index
& N0 Z1 ^# p/ @5 n7 c0 x -
, Q4 q6 H2 F! D( K/ M - LDA #$1F
1 K) Y/ D( s6 o' [6 ?5 R - STA APU_STATUS
- x# g$ ^7 w8 Y8 `- w( y+ R: Y. i - LDA #MUSIC_BGM - 11 b0 s3 |! M3 O( \+ K( B( Y
- STA FC_Music_Index& X: w% u" Z O: }1 ~9 g
- JSR Music_Init_Process;音乐播放
9 B" `6 o0 k4 k" `7 ^, `2 L -
! T9 X+ n3 T" {: B4 W0 l' K/ G - ;设置屏幕显示状态缓冲(当NMI处理时控制屏幕显示状态)$ P% z+ B! X5 u) _# Q
- LDA #$1E
/ S' p6 I* `. D4 u - STA FC_PPU_Mask_Buf2 i4 B, `3 A! a! s7 s- x7 a1 O- B
- 5 l2 I- U3 F3 V6 r8 h# w, X
- ;启用NMI处理- I! h# H% O3 N, K; n1 H5 p1 J. I; R
- LDA #$80
, N5 }& `+ H* x- J" n3 j - STA PPU_CTRL
6 m" @, v" z0 L& q - / p& ^3 O3 t" ?# y5 c
- ;程序循环, 剩余工作交给 NMI 中断处理
. c" e: W+ Q, O - .Loop& E4 ~& l! W: J+ s" Q9 G+ n
- JMP .Loop
( T7 B6 A. c) n V! I1 J# P
, L) J. H6 q; Q- ;======================================================================
5 D# @/ s' Q# {: s - ;不可屏蔽中断处理' X/ m9 ]- c5 h$ w+ h% ~
- Nmi_Program' s$ P0 ^/ \. Y1 G# v: G" m5 k, T
- PHA
( q8 K) O$ o/ Q8 f. n - TXA
5 R% |( q! ^4 Y1 m" d% f - PHA
6 @7 a8 ~) c3 \1 E+ n& Q - TYA! A% R, \; H5 o+ h
- PHA) C+ D: e0 r# D5 p2 p8 o
- 5 f) |" Z5 h2 t) T) T+ y/ h
- LDA PPU_STATUS;读取使得 PPU状态寄存器复位! A$ w3 \8 v: g0 f
-
3 H2 K D) V; a C# b/ _ - JSR FC_PPU_Procrss;PPU处理
M/ L% m7 A1 O t% S- l% r - : D' @( Y# h4 t* x9 x7 A8 `
- ;精灵内存更新- x8 ^7 S# x! B6 s8 ^% P
- LDA #$00: Q/ X" ]: r$ D3 ^ ^+ n, h; }0 p
- STA PPU_OAM_ADDR
2 M$ X+ r1 I% r6 } - LDA #OAM_DMA_Buffer / $01009 d/ i4 f2 w: c* \8 D3 f6 I, F0 h) H8 g
- STA OAM_DMA
4 [$ j, r+ A, f -
% ?, R. B7 C) X; i: Z - JSR FC_Gamepad_Process;手柄输入处理
; X8 A9 h- g6 w3 J9 n - JSR Music_Select_Process;音乐选曲处理 p% @" p5 A. B# J. P% U/ N; y
- JSR Music_Play_Process;音乐播放处理 U# r9 I. F/ X4 T- W R# T; Q
-
/ \( N% O7 y' d# I! y9 U8 e - PLA
+ U0 H5 d! L5 F9 T) H4 j - TAY* |; G$ C2 x6 H! y @( z7 \/ b' c7 U
- PLA4 | L. @. ~: {, l2 w, N
- TAX) N9 |: _4 A' y" j# p& x! r
- PLA
- v5 Q+ s. M1 K& d3 G( h - & L# C/ E, g: h ^7 J4 ^! ?
- RTI
* d2 h" L+ w2 n, y - & O3 o4 p9 H2 q/ w- p. V; L( g j
- ;======================================================================0 f- j% H" w ~0 D0 n+ G6 r
- ;请求中断处理
# A+ z0 Q$ Y! p% ~6 ~ O - Irq_Program( z4 d, u) j9 H$ f
- RTI
) Z+ v( V# M! F( \" A _1 E - % V+ Z8 E" j* g. w. p1 w* ~
- ;======================================================================
8 X' Y" f, M+ U) }0 r: m. J2 R( f - ;中断向量表
6 h4 O h5 @+ Z - .ORG $FFFA
5 ?2 D: \5 b# z1 D% ]% @ - .DW Nmi_Program ;NMI触发时执行
( m# n. ~7 r, U! d& X7 V. u - .DW Reset_Program ;载入ROM时最先执行
: \* C. Z" o. q! v* X - .DW Irq_Program ;IRQ触发时执行
6 ?* `" i: l% o9 X
复制代码
" J3 }$ \, R: k! G! B
% C- X4 a+ e5 z( y) _- W9 W
/ K5 s1 S. t: Y$ I1 `/ @4 {3 Chttps://gitee.com/flame_cyclone/nesasm_3_2 |
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