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这是个 nesasm 3.2 入土教程, 感兴趣的可以研究下. J- h* L/ M- p
# H- x5 i0 E3 S) d# \
以下是主框架代码:
c* {% v* ?; ?9 e& c s `- ;======================================================================
/ ~, a' a* _. J/ W% F; q: Z; P - ;文件头
! p9 @4 V1 @ Z3 ]( f - NES_16KB_PRG_SIZE = 8 ;16KB PRG大小数量$ X0 ?4 I2 G( A$ t+ S/ L
- NES_8KB_CHR_SIZE = 1 ;8KB CHR大小数量9 r" j8 ?+ J5 n r$ E" X O
- BANK_DATA_MASK = NES_16KB_PRG_SIZE * 2 - 1 ;bank号掩码
8 s% t; ^. u2 w2 S! i% e - ;======================================================================
7 H% k/ k/ `% t8 L# N# e; G7 V2 N - PRG_DATA_BANK_C000 = NES_16KB_PRG_SIZE * 2 - 2 t1 N; b9 @# k( B
- PRG_DATA_BANK_E000 = NES_16KB_PRG_SIZE * 2 - 1
/ d3 x/ \2 ^& U! ^ - ;======================================================================5 S! L, b& F( B+ {5 B# z( L4 K9 A' f& j
- RESET_BANK = NES_16KB_PRG_SIZE * 2 - 10 h) R5 b" T9 ^7 u6 x
- RESET_ADDR = $E000 ;主程序起始地址1 V" S' F- v& b! L' G* P1 V
- ;======================================================================9 a+ N1 c5 K. B
- .INESPRG NES_16KB_PRG_SIZE ;16KB PRG 数量, $01-$EF8(1-3832),即16-61,312 KB$ C: H8 |; h @ i' M: t0 f
- .INESCHR NES_8KB_CHR_SIZE ;8KB CHR 数量,$01-$EF8(1-3832),即0-30,656 KB
+ ]3 a/ E1 |: H - .INESMAP 4 ;Mapper号 (0-4095)
7 L6 Q- _. n5 o' u/ I% ]. c: k# ]$ R - .INESSUBMAP 0 ;子Mapper号 (0-15)2 Y9 w0 r, H% J
- .INESMIR 0 ;命名表镜像 (0: 水平 1: 垂直 2: 四屏)
" P6 f+ @! o% U9 \ - .INESBAT 0 ;指定是否存在电池备份 (0: 不存在 1: 存在)
; M; z; [+ ^! ^( I8 ~" d - .INESPRGRAM 0 ;指定 PRG RAM 大小 (大小 = 64字节 << 计数)
" h2 [3 l8 l0 z - .INESPRGNVRAM 0 ;指定 PRG NVRAM 大小(大小 = 64字节 << 计数)$ K8 t/ e9 x6 e# H8 u
- .INESCHRRAM 0 ;指定 CHR RAM 大小(大小 = 64字节 << 计数)
3 z) Y2 Y1 h8 p8 ] - .INESCHRNVRAM 0 ;指定 CHR NVRAM 大小(大小 = 64字节 << 计数)
8 r8 H+ I0 |" F+ W, X4 D i6 P7 ` - .INESTIM 0 ;指定时序 (0: NTSC, 1: PAL, 2: 多区域, 3: Dendy)
7 p( ]8 @, i) N - ;======================================================================
& u* {. V; X. s( Y( v% t - .INCLUDE "fc_demo_config.asm" ;全局配置
+ ~* t/ D3 K+ I8 n8 A _6 N+ ^* @ - .INCLUDE "fc_demo_constant.asm" ;NES常量
- u* r/ t* p7 z1 r/ q - ;======================================================================& N# V6 Z: N( }1 {. j
- ;音乐配置
/ P/ m. S0 Y. ~. R/ V2 h# J, ?+ h) _ - .IF 0 = MUSIC_THEME 8 b8 _" U! Y- B" D) |
- .INCLUDE "data/music/Gremlin 2/config.asm"' ? U+ }5 R6 k% t. E
- .ENDIF1 d( Y& N/ T3 y
-
+ ?2 O( V" d# m - .IF 1 = MUSIC_THEME
8 y; A2 C4 }, p7 s. K% B4 { - .INCLUDE "data/music/Raf World/config.asm"
; p( u' Y3 @3 C0 r* R6 p - .ENDIF
5 W6 s7 s; f. J* d -
' e: u( l. M. d) X5 Q5 G) q - .IF 2 = MUSIC_THEME
& E3 L$ T0 y) L9 M - .INCLUDE "data/music/Ninja Gaiden 3/config.asm"
, p8 }& T7 R7 l2 T X - .ENDIF& e' c2 {9 d7 n( v
; z4 a$ I9 L6 y' ?- ]5 [- ;======================================================================9 k. S; ?% T* V7 d! _$ f0 W
- ;引用CHR图像数据- S" }2 p) o" L/ H% z* n
- .BANK NES_16KB_PRG_SIZE * 2' Y+ G/ g& W; k0 C+ P* J
- .ORG $0000
9 G8 f8 P. @. d) d. M - .INCBIN "data/bkg.chr"7 d3 E- ]0 ~: H2 _, P2 O( s9 T
- .INCBIN "data/sp.chr"
8 r$ Q# i6 B2 F0 X - . u, u3 x! V' u# b% p# \( C! }* b
- ;======================================================================
# @8 U5 E4 s4 N - .BANK PRG_DATA_BANK_E000 & BANK_DATA_MASK;设置程序所在Bank
2 q: ?/ v/ z5 Q - .ORG RESET_ADDR
/ D/ Q+ x8 ~4 Q( q1 {2 L& l+ { - ;======================================================================/ |; I+ p/ }5 |) p! Q
- ;引用其他源文件( \2 }. c8 H6 ^" C
- .INCLUDE "fc_demo_ppu.asm" ;PPU处理* n$ W# @. `5 Q& `
- .INCLUDE "fc_demo_joysitck.asm" ;手柄处理
: V0 {0 e1 {5 [; D+ o# q) a" U6 d - .INCLUDE "fc_demo_static_text.asm" ;静态文本处理
& {# T. v- {, J - ;======================================================================
" k- P5 ?- N- o$ E( X, l - " n/ O. f1 L0 o0 C& e
- ;======================================================================6 s8 I# ^" e2 S
- ;等待VBlank到来& w& C9 z6 m% W# z$ M2 y
- Wait_For_VBlank
1 z) n. [- V3 p1 A( W - LDA PPU_STATUS
% j- o4 q$ N; J - BPL Wait_For_VBlank
, P$ y1 H* o7 ?9 g7 H - RTS( W: R& ?5 b1 z* k$ N: z6 g
6 Z/ d8 s4 G& h$ R9 n- ;======================================================================$ G x( D- [. @* L7 R
- ;调色板初始化" R6 M1 h- Y* D) N! k
- Palette_Init2 K2 J+ o/ V1 j1 t! W9 _, {
- LDA #$3F: i1 X- j# P" V9 Y# r# H
- STA PPU_ADDRESS
; x- o! d' u; r0 g, [ - LDA #$004 c' h5 [0 g5 J: O
- STA PPU_ADDRESS ]6 v' x+ d# I& s) G5 M5 w q
- LDX #$007 i9 c$ J& O: e+ `; T
- LDY #$20 j8 Q+ u% p3 V% w7 M. |* S
- .Write_Data
; m/ u, o" X' ^0 s2 D2 I7 A - LDA Palette_Data,X
) b# c) K0 S, d. W! \ - STA FC_PPU_Pal_Addr,X+ {) k3 f6 s e1 x/ R9 ^$ N
- INX
6 z) z* C. }# z( j: S* p, x - DEY7 r! }& u3 t* o2 ^ v @3 e- ^
- BNE .Write_Data* ]5 B5 U2 L5 r! d2 T& _1 X% _! R
- .End# B7 e$ }8 G1 T. R( a3 L
- RTS
! _* `0 T' p) f
" m5 D0 [3 T( J/ s, M- ;----------------------------------------
1 @1 J+ P0 P' D" w - ;调色板数据
8 k. f, e( \4 C# A1 F8 j6 [6 P - Palette_Data
! B- D9 b: D4 _: X$ |: Q - .HEX 0F 20 32 02 0F 20 32 0F 0F 20 32 26 0F 1B 0F 1B
4 t; L4 W* H! s6 @ - .HEX 0F 21 27 22 0F 24 24 24 0F 21 21 21 0F 22 22 22
/ W2 j, k1 X3 A7 J) V+ w -
/ j; f% ^7 O8 R2 u9 T4 B5 b9 w - ;======================================================================) `* J, f: M! O) u/ f
- ;命名表清空5 _6 \7 w$ j6 l* |0 e% r+ T- f. |- w
- Nametable_Clear
+ F/ _6 s- i; D' a# r - LDA #$20
! m0 x; i$ N) Y9 I& Y4 y - STA PPU_ADDRESS% ~% I7 y# `& f
- LDA #$00
; i" U* n+ G& K - STA PPU_ADDRESS- D3 O [# p1 Z. F6 [
- LDA #$00
) x. T4 `0 L; @1 {$ I - LDX #$00
, T, L+ }% C% N& ] - LDY #$08
. }0 [0 Z, P; A. f - .Write_Data. w% g! E1 p* N4 e; y
- STA PPU_DATA
8 n( G1 f/ }5 R5 | - INX
7 C; g8 M5 ^7 ] X$ ~1 Q8 Y - BNE .Write_Data
8 Q( ~; H( O# p0 }& {( F - DEY: {" g# J. i5 I, _
- BNE .Write_Data
4 j @$ c; W2 a* F6 e+ ?- ?6 f - .End2 G6 n5 e6 N5 s0 V/ h
- RTS
) C5 c4 U7 ^4 ?0 L; ]
* G' C% r2 U s0 R/ A- ;====================================================================== _) [! l& q. _
- ;音乐曲目切换
# O1 }/ N1 s+ B5 z - Music_Select_Process; [7 a" I5 G8 S3 x
- ; j3 r) U) k1 }+ f" t# E/ Z
- .Pre_Music;上一曲5 P$ Q5 k W. A! I
- LDA FC_Gamepad_Once
s5 Z1 f6 Q$ o8 k" x; f: o& N3 g - CMP #JOY_KEY_LEFT* Q( ~8 Y J/ U' W, g% B( l
- BNE .Next_Music
8 B4 I# i) e: W8 [4 F1 v- { - JSR Music_Play_Pre7 w; Y) P1 [1 J5 g4 z. g
- .Next_Music;下一曲$ v1 Y6 I2 K+ L: S. p) H! T
- LDA FC_Gamepad_Once8 f, G% m( H e" `1 a; j- }) Z7 X; m
- CMP #JOY_KEY_RIGHT
, A7 d! _: E& U9 g; x2 E+ N - BNE .Next_10_Music" j f( ~. E/ x+ d5 j
- JSR Music_Play_Next1 m" e) J, Y% o/ L3 i
- .Next_10_Music;上10曲
8 ^: e' Y, m" |6 w8 ` - LDA FC_Gamepad_Once
3 {" h. ~- |5 p& O - CMP #JOY_KEY_UP& R8 J. B# `8 s& }3 y$ ?* U5 F, u2 E
- BNE .Pre_10_Music- \8 o, y2 v* a8 {
- JSR Music_Play_Next_102 D% `, h8 A& x$ Q6 p
- .Pre_10_Music;下10曲, [: a; ^" Q" d# a6 ~
- LDA FC_Gamepad_Once
$ ]+ }/ N8 C$ E% } - CMP #JOY_KEY_DOWN
/ `8 }! z& M/ Z9 ] - BNE .Reset
5 P( d, o+ |% x9 S+ s6 s - JSR Music_Play_Pre_10
2 _/ m& F2 V' v3 E3 L+ I1 t( U - .Reset;重播当前曲目/ j: k6 Y: [& @1 H
- LDA FC_Gamepad_Once R( t' ^3 k; Z6 p" Y# l
- CMP #JOY_KEY_START! i% w {- c% E1 g) f% v2 q
- BNE .End7 `- m" G6 U# T) M" `; O' r
- LDA FC_Music_Index
( m: e- A5 u7 \; _3 s - JSR Music_Init_Process$ w# ?; X; { Z! f
- .End( E9 a" E- e% m- N C
- RTS7 \* x! O1 u# H) S0 X
! ]. L9 f' a/ i+ W2 p$ i- ;----------------------------------------------------------------------8 H9 V) R8 R" U8 a. Q& t8 m
- ;播放上一曲$ \ L- y% o- [8 V1 a
- Music_Play_Pre
% `$ Q( A4 B( a) I9 ] - LDA FC_Music_Index u4 h4 C( `$ w2 r- a
- BEQ .End5 M7 N3 D6 _$ j. Z) m% J, B
- DEC FC_Music_Index C6 t! R( S& d# l* Q
- LDA FC_Music_Index; ~" m, P; y# ]! b
- JSR Music_Init_Process
0 |# D) R7 [; N8 C# r3 B - .End
. M! K; y. F* o" i& F - RTS
; P I+ f# Y8 o. B( @- }$ ?$ ^6 x - ;----------------------------------------------------------------------
1 G, B! C3 J# `$ I - ;播放下一曲
U0 i) p3 r& L" ?6 q0 T. j( W - Music_Play_Next
: ~, L* c$ _/ Z, h! n - LDA FC_Music_Index
+ i& r+ S1 P ^: Z - CMP FC_Music_Max_Index
2 M' |3 b8 ?0 H3 z# j& W - BCS .End5 f1 n; j6 j% I1 I8 R: i
- INC FC_Music_Index* ?4 ^% C+ \+ c+ g! V1 r
- LDA FC_Music_Index8 ? x4 Z$ i; v; D2 p, f' d
- JSR Music_Init_Process
2 u, W! z C* Z6 D( J! W - .End
, v6 ~: M- q- B% m' A8 y2 N/ X - RTS! e( [$ N; Q% p, @
* e& W/ h1 C1 {2 X4 | Q- ;----------------------------------------------------------------------8 l' V: d5 m* \ k( t
- ;播放上10曲
4 a8 m/ c- B, E' B( u" ] - Music_Play_Pre_10
7 u% L! x" K7 X) V- |3 ^$ b - LDA FC_Music_Index; a5 c; Y2 `- c: q* l1 h
- BEQ .End8 \- L1 q( d y: N2 A' c3 @$ V, P( u
- SEC
! C6 \5 A& R1 T/ U - SBC #10
7 d) [4 V! I8 M: R; y; W! @ T$ q: Z - BCS .Pre_10
2 N7 v) p$ `' { - LDA #$00& O, V9 M, Y$ S0 n
- .Pre_10$ I8 J9 \9 J, z
- STA FC_Music_Index% t. {% _+ _ f+ q8 c1 C
- JSR Music_Init_Process
( U7 ~; ^- \% Y1 R! U - .End" [; k1 L! R6 [4 e, \4 {2 R
- RTS
; B1 q$ x! D5 u% `; K2 g! P% A - ;----------------------------------------------------------------------( e5 C% C/ K4 x6 B r
- ;播放下10曲+ L! \1 [: t e- V- w
- Music_Play_Next_10
' X" d* _6 Z0 g. l. l7 ? - LDA FC_Music_Index
! k! R& N+ k, n, y6 z2 m0 R - CMP FC_Music_Max_Index
* j' @! P9 W. W9 A+ R# a - BCS .End5 |, ?5 l3 \4 F7 D. [
- CLC) q1 S6 q, F+ L4 ^
- ADC #10) I6 n2 q* u% I8 a' U3 Q
- CMP FC_Music_Max_Index
( T+ d9 i) N. j. Q2 c l/ Y - BCC .Next_10$ b3 J( G$ A+ E! F) C. g9 K
- LDA FC_Music_Max_Index5 y9 o+ Y w7 B3 p9 T1 [2 F; H1 f( Z
- .Next_10
# O) b0 r( K9 t& u* x" G - STA FC_Music_Index0 N% p# A o% c3 J; Z) q
- JSR Music_Init_Process
$ c, P8 y& _4 q; q( {' ` - .End4 G; p& T& O# ]5 Z2 u& z d; M
- RTS5 `( L3 y- j5 I) G, \9 M
- ! C* o% c n" k# ~4 E) J5 n
- ;----------------------------------------------------------------------
6 t: H& P" I2 Z) R; l; \ - ;8位十六进制转3位十进制制' c! ~7 V! e& Q% E
- Hex8ToDec) d9 B" y0 ^) T
- STA FC_Dec_Data_1( C6 j K O6 u! `; r; R0 w
- LDA #$00' z3 C% X3 s# C/ M, c
- STA FC_Dec_Data_100 J! C& `" G4 C8 s' ~& q
- STA FC_Dec_Data_10
* b7 o9 C8 h$ b& Z( \9 A - LDA FC_Dec_Data_1. j1 C C" B) N2 i
- .Convert_100
$ [: p$ L; ]$ `5 r1 z - CMP #100
% |/ k7 j; `$ ? - BCC .Convert_106 I$ o) [1 \" k* J1 I
- SEC, z" R3 j4 y$ C( }6 ^1 M
- SBC #100. p9 g! r/ w6 ~* E0 s: _
- INC FC_Dec_Data_100$ ]1 Z* J' z" ?. J" e
- BNE .Convert_100
( S* h, @" s: Q& Q& `& e' X( n9 E - .Convert_107 v7 H! M. _$ U0 S' R/ d
- CMP #10+ X, x6 K4 y: ^& ~
- BCC .End
* }: ~: v# `- j. E, j. b - SEC- Z% N, S1 o* C' W! O
- SBC #10
2 u$ e* O+ g I K+ v( o* t9 h - INC FC_Dec_Data_10( h5 v' G }# k5 Q. x
- BNE .Convert_10
5 }0 e- `) o" K! H - .End
1 I* ?; Z; `; N; L - STA FC_Dec_Data_1- n8 X1 n! [) d+ r, l/ ]8 v
- RTS* Z$ K% H$ X: {: M3 J. c2 }
( d5 L; [% u1 \' T* y; W% ?6 N- ;----------------------------------------------------------------------8 @4 k+ X+ t' }
- ;显示曲目信息8 t: ]7 U& x& W0 \* [
- Music_Info_Display! q/ q- t; L' D: e6 @# x
- LDX FC_PPU_Buf_Count1 C& {% a- H' r0 K/ i" z( W
- LDA #PPU_WRITE_MODE_CNT_LINE4 Y: w2 B8 d( I1 e
- STA Use_PPU_Buffer,X
, Y, t4 o7 O2 E+ f* C' E - INX( ?: Y' ?4 T% u* F- G; H
- / H9 n. P/ o8 p/ W- ~( a- q7 Z8 [
- LDA #>MUSIC_INFO_POS
* u. {2 Z- g& g6 c7 H' Y - STA Use_PPU_Buffer,X
: T* _$ h1 ~& e" s( i: y - INX. x5 x9 T4 B( j% h! `
- + T. S* ^+ {: y* V. q
- ;居中
5 C8 b' q. i4 c" |8 v5 Q+ ^ - LDA #<(MUSIC_INFO_POS & $E0) + (32 - 5)/2
! e* n: F1 i7 k$ r2 ^" H: S2 F. u - STA Use_PPU_Buffer,X& G, K2 o6 g! G* @) N) }1 R
- INX
9 V, `7 Q$ {6 b -
3 c3 N( z" W2 g" ]5 _- j3 } R - LDA #$05
2 Z" D8 s! i. O - STA Use_PPU_Buffer,X
8 K" _+ P8 [5 d8 w& c2 @ - INX- N2 l- P" p. {
- 2 H$ K! ~% l6 v9 I& G) R
- LDA FC_Music_Index: f; f4 y- L& q0 J: B" O4 d% c
- CLC' C$ ?/ n3 v9 d- |8 }+ P
- ADC #$01! F1 ?( i$ D G+ o
- JSR Hex8ToDec2 B9 V. b- Z& ?2 p% D
-
" J2 }/ t( w; ` o- N! R1 X - LDA FC_Dec_Data_109 K4 T. z% b: z6 y* y# ^
- CLC2 ~% X+ P" y- N
- ADC #'0'# u( r% O- N Q8 D: p
- STA Use_PPU_Buffer,X. U7 |2 | L; X' v' P. S
- INX
8 t5 u6 O2 q$ @. d# a& r1 [ -
: N6 o% T# v$ E; |8 g& J/ [ - LDA FC_Dec_Data_1
0 C. m I- ^8 \; q - CLC
0 B4 X+ u$ ^6 ~3 U+ o - ADC #'0'% m* w3 W) Y2 K0 G% d, B* f
- STA Use_PPU_Buffer,X
( S, K E( g$ V) k; N& q3 B( H" U - INX
; l! B5 C: J/ z) M - 0 n% G: l2 ` T" G3 }
- LDA #'/'
' U- ^. G. V* b' x, t- k) A! A/ A9 j - STA Use_PPU_Buffer,X
* Y- i7 V6 t8 Y7 T) V3 e! w - INX
( ~# s$ K; j9 k" ?. z3 K -
! q4 L$ a4 M! B# w. O - LDA FC_Music_Max_Index
) e+ M4 ?* O4 T O- c) e4 ] - CLC( h4 ^- I! w4 L1 N7 `; c2 R
- ADC #$01. I* v! i3 {* L& R$ f/ ~% S
- JSR Hex8ToDec
% p' h* T% I' R) } - + W: R7 J9 ~4 J7 ~* X/ }6 x8 G
- LDA FC_Dec_Data_10
# t( L4 I7 _) g \8 N- q7 A - CLC
% X f6 w9 d) i7 B9 ] - ADC #'0'
6 v7 \; g- V% ?1 h% [ - STA Use_PPU_Buffer,X
- ~ `# q) L: h) k - INX2 n3 t, U: A/ o! }
- # \. B& I' d" D: _( h0 L
- LDA FC_Dec_Data_1+ C; J8 A* J5 Y
- CLC
) }& ^# G) f( n, X7 J) O F! I - ADC #'0'; \; x: Y) ~: o4 I: j/ V
- STA Use_PPU_Buffer,X$ v* l5 m2 H" l
- INX$ ]% A6 u. H0 r+ I5 d( ^1 F+ J
- & R; p" z2 f8 T% U
- .End
3 s" @9 V h8 t8 Q - STX FC_PPU_Buf_Count/ K2 H9 i% E' U2 V+ D; a: `
- RTS
# ?0 T0 W* s- Y5 z2 O" U. J5 p - ' v5 u4 d5 i, m& l
- ;----------------------------------------------------------------------
& S$ }" A$ d3 G) ~- F+ W# j% f6 [% r - ;音乐曲目初始化处理# _+ u) y5 e$ ~/ D0 y
- Music_Init_Process
2 a4 }+ c v# H- N - PHA
* E8 j; a0 E! P9 h: ] - JSR Music_Clear_Process8 Z) _7 b8 l0 y7 L3 R
- LDA #$1F
; Q4 G, P: k3 r: H, W - STA $4015 [4 ]4 y. x* u
- PLA
. \% U& p2 U2 w* }0 W, _ - JSR Music_Init_Addr+ h- V. q* \+ B; B8 s4 L7 l
- JSR Music_Info_Display, s/ y% m( Q# ]; Y8 ?4 w+ g
- RTS
6 O, r7 o) J8 t6 a& i A! c- o
; [5 x) F7 P$ h% H& o0 {- ;----------------------------------------------------------------------
4 Q) K9 N- ?5 m7 _ - ;音乐播放处理" w& K2 n( t$ z" M5 d
- Music_Play_Process
% P# `; [# B7 H1 X, i - JSR Music_Play_Addr7 {: c- X7 r, Z8 d) ?0 D
- RTS
" v* m' A: L6 y7 @1 k% ] - 1 C/ Z8 s( n9 M% _
- ;----------------------------------------------------------------------
2 z$ r( y3 M M" Y; v2 p' O - ;音乐播放处理; U% ~- L, r/ Z" q5 o- g; ~" Q
- Music_Clear_Process
9 C5 F( d; i. M9 A# i8 o% K - .IF Music_Clear_Addr( M/ Y" V2 K4 L3 e: O2 \' _
- JSR Music_Clear_Addr7 Q: Z" o+ I% C/ J) a4 E" Y
- RTS# P( m: T) j* B& _
- .ELSE! [$ [3 {; Q% W
- LDA #$1F* r: M) o- M# K5 S' o! [$ Q2 S
- STA $4015- n8 \# e0 P- n- \
- LDA #$00, y; |' L( X( f/ ^( g5 S
- STA $4010
( T, J4 I/ z9 n - LDX #$00& H& z8 U" _3 C2 p8 q5 s' O
- LDA #$00- a6 n6 `+ Z9 _3 s5 _
-
- H: Y, W+ W; K& F& L4 u - .Music_Clear_Zreo_Page_0+ p6 @+ K' X$ e" Y& e; H8 D1 \" M" K
- STA $00,X
7 f2 b; o( T- w8 Z6 |+ v - INX/ f) w1 {4 R% N; d0 X0 V
- CPX #Use_Zero_Page_Begin. f8 G" h2 B+ C
- BCC .Music_Clear_Zreo_Page_0
% P& R& G. q, h5 i; P2 d/ V( A8 v - - S( _% V2 D) T: P1 [' Y
- LDX #Use_Zero_Page_Begin + Use_Zero_Page_Size/ u) z( `9 n$ v0 C* y1 E
- .Music_Clear_Zreo_Page_1% O- Q0 Y Z& w4 d4 R" w+ A
- STA $00,X& h0 ?. W4 H" [+ _
- INX
0 x+ t7 W' i: D1 C4 A - BNE .Music_Clear_Zreo_Page_1
/ A; M1 k8 K$ `. P1 `9 r, ~( ? - ! ~( A. l2 ~5 H( Y* R
- Music_Clear_Process_1
2 c; g! B$ f" B4 Q9 v+ \ - STA $0600,X
( ~, ^+ W0 ^0 N+ [, n - STA $0700,X9 }- o% B( P7 K+ A
- INX7 P" |5 `# V8 H
- BNE Music_Clear_Process_1$ q4 G; Z% q* E$ S5 @
- LDA #$100 z; g4 B' b8 E, G& e) R; o
- STA $4000
% o7 o: X9 e, F4 p - STA $4004: v1 {- i; \! _7 F, W1 D- S
- STA $400C
' R h; b( u/ u. S7 d: N - LDA #$00
% D9 V( c c7 |( r) _ - STA $4008
1 D2 a/ N: S* M$ j+ d1 @) R - LDA #$0F) f) x3 j$ ]- {8 p
- STA $4015
3 F8 U o v# u6 | - .ENDIF4 C1 _0 ~' g# h. M5 m
-
3 P7 U. Q2 C1 ` P; I$ t% _ - RTS8 R2 ~; G, Z* j
0 i! I% ~: Z% J- e- j* x4 b7 E$ k- ;======================================================================0 i* U9 Y$ q+ ^* c$ `. p) R7 u
- ;重启处理
; q9 Y1 ^7 X" H; B) I1 I* m - Reset_Program
' I7 A1 }2 s) c - SEI
7 | p4 G8 Z' m( D - CLD
4 N' s# \" r U% j - LDA #$005 B5 Z' P7 m) l; \, r
- STA PPU_CTRL
" L/ Q7 x0 P! z$ X% F) a- V5 N" V - STA PPU_MASK% w: t! l$ e6 y; i u- C1 n
- STA JOY2_FRAME+ `7 M9 C, v3 N9 U, ?. v( l
- STA APU_STATUS
) S9 f# z2 {8 `- }# z. A - . Z. z/ ?9 w) r0 M. h
- ;等待屏幕准备完毕
4 U# u3 L) o; O3 o: I) K7 ?) C - LDX #$029 k5 e6 Z6 _& i4 {: v
- .Wait_For_Screen_Ready
K: }" x: Q; Y5 k) ?. }0 c - LDA PPU_STATUS
" V2 y1 y6 f- }; V. r: K: F - BPL .Wait_For_Screen_Ready; n2 ^- N& G8 ?$ u5 L' U& K7 c, R! a
- DEX- ^3 e! f+ D% x! s/ Q+ V4 o, `
- BNE .Wait_For_Screen_Ready! j( Z& u. T5 |
-
3 g3 A: U; V( U1 K! m - ;清空调色板
# c; G$ G0 s% ]! q. O - Palette_Clear z4 k# @! E7 L
- LDA #$3F) f7 G% B j* _8 f
- STA PPU_ADDRESS
1 P6 I# \: L7 p% L! B - LDA #$00
: z( U8 T( }* d- ~$ {8 ?. i - STA PPU_ADDRESS
1 ~$ m2 W: I$ w4 N) D( {! J - LDX #$205 s' r& V' N9 e4 \
- LDA #$0F: W4 u5 v; D4 U$ E* b5 M
- .Write_Data
. z/ g0 ~# j! ~ - STA PPU_DATA+ a1 d) M4 ?( [ d$ f
- DEX
6 y8 [6 ?7 V+ _ - BNE .Write_Data
+ C6 s. H8 ^) P" ^7 @" R) K% O
9 E# A, o1 j3 \7 o$ F6 V" z- ;清除声音 $4000-40134 y) p9 R; c+ |4 ~3 d7 r/ D. C
- LDY #$14
8 q+ A" G/ S* E - LDX #$008 G! |- Z7 T) p/ H3 [
- .Sound_Clear, _+ J: T& e- Q
- STA $4000,X
# o" C# p: Z: z# i. D1 h1 U& A/ C - INX# Y9 n8 n9 I5 T/ \' }9 h
- DEY0 ` {& M. A: Y" ^7 f" K i8 R" f3 h
- BNE .Sound_Clear* Z& O9 b" V* G: o7 {4 i
- / O4 O7 A8 i8 ]+ i3 V
- ;清除 RAM $0000-07FF% J% ]* s' ]/ M" w0 v& a% H
- LDA #$00% i' s2 ^0 u% C' w1 |( q& O7 q' ]
- STA $00! X6 R: m; @) V/ |" K$ [
- STA $014 B9 e4 p3 r4 X* A8 I
- TAY
+ S/ V: _5 w. ] d: o - LDX #$08
2 k5 S, p( L" X6 m - .Memory_Clear
: p# a7 \8 R* D( u3 j0 d - STA [$00],Y4 V f1 I' {1 g
- INY
7 ^+ F) S z) v - BNE .Memory_Clear) T" Q0 ]# A. X: g; {
- INC $01
2 v# l+ v" U2 x5 j: t; y - DEX
4 m) C+ R8 q. D. y4 U! x - BNE .Memory_Clear
) F% W" P& l8 b4 @- K -
0 H, |# W7 \. h Y7 A* E9 l4 ^ - ;精灵缓冲初始化
( w/ D. ?- D3 c! ? - LDX #$00
& Z# g5 B7 S- T$ [* M" H% G# K - LDA #$F8
& C$ }$ l2 S8 D3 z5 s - .OAM_Clear6 D# N. V% a. q9 k- |7 F; h& P, d' M
- STA OAM_DMA_Buffer,X, d% v f; h/ w! F: ^
- INX
. m- {, z3 T5 W - BNE .OAM_Clear1 a5 y K0 S: D$ i) F" \
-
: {* T: z& [. u2 \) }( d, ] - ;栈指针初始化
/ ?9 A) U$ A7 c' E- d - LDX #$FF
' j! l5 G% g, R - TXS5 F# u& `: F( v0 X
- 8 e' A! t' [7 _( {& h
- JSR Nametable_Clear;命名表清空
) ~- F4 l/ e2 F3 g& M/ u3 @4 r - JSR Palette_Init;初始化调色板缓冲
& P6 j% k# O% e% Z - JSR Static_Text_Init;初始化静态文本4 W2 D+ q) n( t b& ?- d8 B
- N9 m$ O- v' R* s
- LDA #MUSIC_ITEM_TOTAL - 1% g2 ]2 { m" d. V6 z
- STA FC_Music_Max_Index% p- p+ @, {/ q/ M( D) a2 [
-
J& i+ C( U! A. v6 h - LDA #$1F3 V- e2 j$ Y0 }& |3 h
- STA APU_STATUS2 f, I7 ?7 G. V1 w1 U2 V
- LDA #MUSIC_BGM - 1
: h; L% ^- g! W+ k - STA FC_Music_Index8 k& l" b+ l9 k: v
- JSR Music_Init_Process;音乐播放
: e# a& j% |% x) A5 j; ^# J - ( m9 l7 A, d; C
- ;设置屏幕显示状态缓冲(当NMI处理时控制屏幕显示状态)- |4 R, x& ]9 L' s$ r
- LDA #$1E
1 p- Q% u! p! J - STA FC_PPU_Mask_Buf
5 ]6 W4 g* m+ M& Z9 D4 J7 m - . ^( F! M3 c1 c' S! H* E% d# R
- ;启用NMI处理8 C o. V5 N7 l% Q0 E+ z
- LDA #$80
' @4 _4 S! i3 D' ?2 p9 f+ r - STA PPU_CTRL
: `" O/ t9 F3 d* u: n/ ^1 L - 3 ~' P: P- p; h3 i5 x
- ;程序循环, 剩余工作交给 NMI 中断处理
& h; [- D5 x3 w# l) d8 Q2 g - .Loop
L: t$ J6 a& l( k5 r& d3 E6 X2 c - JMP .Loop3 k: J/ S4 e7 ]) F: P
- ( q/ R0 w( U. n! y
- ;======================================================================' _) d* f' J- v' W& O. b5 `; O
- ;不可屏蔽中断处理* D( i9 ?6 }# S3 _5 a- x! l
- Nmi_Program
; h" S* ~0 s/ a/ U/ \ - PHA. T( I# f& i( s* ~7 R
- TXA# f! v# y! [ \
- PHA) o1 O) \) ^: Y9 q$ M9 `; U7 t
- TYA r1 K% r; i3 M9 c; y. A
- PHA
, \) F. A& C1 F/ b -
$ K* P+ Z: _; I' p- g1 X' v - LDA PPU_STATUS;读取使得 PPU状态寄存器复位 V; L! n8 F1 a; d" p
-
& h3 o$ \" N! A4 s4 O - JSR FC_PPU_Procrss;PPU处理/ N2 E# r) q: z1 L; G0 c9 b
-
5 L4 Y/ m+ C2 G) @, g3 `8 O- c - ;精灵内存更新
, k9 g9 W' O! v - LDA #$009 w2 t" `0 m# n4 _3 u" G R
- STA PPU_OAM_ADDR
- g0 ~8 p# N& W9 m; z5 q( K - LDA #OAM_DMA_Buffer / $0100
0 {4 k$ M) N8 J' ?7 l- J4 h @7 U - STA OAM_DMA
1 o: o' F) o! A! @. Y' ~ - 0 \, e; m% l' v; d5 F& K# j
- JSR FC_Gamepad_Process;手柄输入处理: u9 h1 k" G' Q7 {' g& o# I
- JSR Music_Select_Process;音乐选曲处理
1 x% p V2 [! q6 T( ^ - JSR Music_Play_Process;音乐播放处理
5 a+ E- _4 @. ?& X a4 g1 e( G - % p; s4 D/ G3 k
- PLA8 h8 d2 t1 K# \! v$ s9 m
- TAY
, f f- Q9 [; B# R - PLA( [% f8 I1 a: a& _# T
- TAX
) j& Q7 f$ y b+ ^6 h - PLA
: s/ D- |9 x5 p# e* Z- Q, C
8 [6 q- X1 ^! h$ z1 `* ]- RTI
& P& w/ J# w+ J
% L5 a6 `7 r9 x( g; ~0 R3 `- ;======================================================================0 j$ J2 q7 m8 I3 W2 G
- ;请求中断处理
4 E, T0 l3 |; s- d# M - Irq_Program. e8 _) t1 R, ] \% v
- RTI5 Q' L1 @/ I8 x- q3 H7 G
2 j5 R# a2 [. x( [- ;======================================================================7 x( D) F; A2 l5 @1 U3 U( T
- ;中断向量表/ Q- ]& O7 W" C* w/ G
- .ORG $FFFA0 @! D, ?" d4 W' D1 N5 e: L6 ?
- .DW Nmi_Program ;NMI触发时执行
9 l' [7 Q: Q2 y' b9 s - .DW Reset_Program ;载入ROM时最先执行; I9 u% Q( ~' m- w
- .DW Irq_Program ;IRQ触发时执行
4 `9 S, w3 M C% j5 k# ?
复制代码
( H: f$ Y- F/ V5 ^9 V0 x- I1 [6 i# j ?6 l6 o5 O# |# R# Z+ x
4 e, C* r4 `! d) v+ ~5 i4 ehttps://gitee.com/flame_cyclone/nesasm_3_2 |
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