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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:
/ R! ~* l# ?* @- ;======================================================================4 q# e, l# O2 F/ P$ N/ Y( n
- ;文件头
9 e E' p# d6 r5 | - NES_16KB_PRG_SIZE = 8 ;16KB PRG大小数量* ?! m+ v7 x- s
- NES_8KB_CHR_SIZE = 1 ;8KB CHR大小数量( s @ J# S7 ]' Q8 m4 y0 h
- BANK_DATA_MASK = NES_16KB_PRG_SIZE * 2 - 1 ;bank号掩码
9 l% g* I$ ?7 [( C/ T - ;======================================================================
3 X" V- Q. A. r0 }6 V - PRG_DATA_BANK_C000 = NES_16KB_PRG_SIZE * 2 - 23 Y z0 m# D3 q
- PRG_DATA_BANK_E000 = NES_16KB_PRG_SIZE * 2 - 1
7 T& @( T! t6 n: Y; J - ;======================================================================
7 \2 L& b+ U7 \8 k% b - RESET_BANK = NES_16KB_PRG_SIZE * 2 - 1
, H' t! J" ~# D) ^ - RESET_ADDR = $E000 ;主程序起始地址
. d5 b: k; _2 o$ n# W - ;======================================================================' O9 u4 e+ G1 H% c4 B
- .INESPRG NES_16KB_PRG_SIZE ;16KB PRG 数量, $01-$EF8(1-3832),即16-61,312 KB
6 K6 Q2 c$ e' E2 r! a: s& v - .INESCHR NES_8KB_CHR_SIZE ;8KB CHR 数量,$01-$EF8(1-3832),即0-30,656 KB5 R$ Y7 A8 {& R: e" p& m
- .INESMAP 4 ;Mapper号 (0-4095)# N$ j+ T" s3 Z) f! P. l
- .INESSUBMAP 0 ;子Mapper号 (0-15)
# \* G# }5 m6 o+ Z - .INESMIR 0 ;命名表镜像 (0: 水平 1: 垂直 2: 四屏)# H$ k* I3 Z I5 A3 q% k4 L+ z o! r
- .INESBAT 0 ;指定是否存在电池备份 (0: 不存在 1: 存在)" K4 X* o O4 o2 ?' X8 o
- .INESPRGRAM 0 ;指定 PRG RAM 大小 (大小 = 64字节 << 计数)
* }' U8 t6 |9 j8 s - .INESPRGNVRAM 0 ;指定 PRG NVRAM 大小(大小 = 64字节 << 计数)
# H# c# x; T T - .INESCHRRAM 0 ;指定 CHR RAM 大小(大小 = 64字节 << 计数)
+ X$ u8 u# X% l0 E - .INESCHRNVRAM 0 ;指定 CHR NVRAM 大小(大小 = 64字节 << 计数) a- V( T0 @ z- q% e2 m
- .INESTIM 0 ;指定时序 (0: NTSC, 1: PAL, 2: 多区域, 3: Dendy)2 j# [1 s: ^* i# I
- ;======================================================================
2 S( }! l1 d" u) u( t+ f - .INCLUDE "fc_demo_config.asm" ;全局配置1 ~8 o% s/ H4 c
- .INCLUDE "fc_demo_constant.asm" ;NES常量
7 o. o3 b' m7 }# o0 H' j% k. p! O - ;======================================================================) o- M/ M: ]* P5 \8 g& J0 x
- ;音乐配置* K! t4 _ [) y' p9 X0 ^4 D
- .IF 0 = MUSIC_THEME
9 M) |# \- q" E) m! r - .INCLUDE "data/music/Gremlin 2/config.asm"& E7 j. l, f, O I
- .ENDIF
5 L4 y5 g7 F; f6 H) `8 l -
( h$ s$ r) d, T' x) f - .IF 1 = MUSIC_THEME5 @& B. F, W* g2 z
- .INCLUDE "data/music/Raf World/config.asm": X$ j5 Q, S, Z, l
- .ENDIF; T$ N, }; Z5 o% D8 D
-
, ^7 ]4 _4 R7 ~* {; Z8 G% R1 O - .IF 2 = MUSIC_THEME ( k/ C; }. j1 J! m
- .INCLUDE "data/music/Ninja Gaiden 3/config.asm"
p5 m* `( {( h3 L4 z8 T - .ENDIF
8 d' o( [/ g$ z0 o& N7 N
9 W7 m2 R0 H/ W- ;======================================================================
+ \+ B7 J8 W6 i7 b9 @$ N - ;引用CHR图像数据
' g. q$ a: |& p% q: D - .BANK NES_16KB_PRG_SIZE * 2
! y2 J3 @4 u. u - .ORG $0000- `& \0 {- n. \# A8 {
- .INCBIN "data/bkg.chr"
! K4 P0 @2 [3 g* p% q - .INCBIN "data/sp.chr"/ _ T+ J/ d m; N
- ) @, T. {$ }* {; R9 [* M, P$ j, o
- ;======================================================================
- } X: R& r( M: e& C - .BANK PRG_DATA_BANK_E000 & BANK_DATA_MASK;设置程序所在Bank$ K- Q# k! e+ q; Z+ C
- .ORG RESET_ADDR- b) k* D# F( l& C; f
- ;======================================================================
" d7 Z2 O& E% W+ W - ;引用其他源文件! \4 T9 n- v' @4 F7 R4 q
- .INCLUDE "fc_demo_ppu.asm" ;PPU处理
8 N5 q* C* J+ v( P N3 |7 [& j! C - .INCLUDE "fc_demo_joysitck.asm" ;手柄处理* C, t, t" e2 V+ ^1 m# H, s6 A
- .INCLUDE "fc_demo_static_text.asm" ;静态文本处理
; u: q: [) X$ B( b! U% U - ;======================================================================3 U- r4 y% I9 N" p. N; x
9 c4 ~1 r, n$ y) H6 r* j- ;======================================================================
8 ~6 `/ g1 i- ^ - ;等待VBlank到来
3 S* t: K- A& U# S5 ~ - Wait_For_VBlank1 X' C; z+ X/ G
- LDA PPU_STATUS
6 T1 K$ }, X* c - BPL Wait_For_VBlank
% T: j& t. |0 I. a# j; g( z$ i - RTS2 g# d0 B2 I. d' B7 O
, D6 U& b6 \& A3 n- ;======================================================================
4 h& T. b- `+ e3 c6 x: R - ;调色板初始化
) ?! X5 d0 K" q# u* ?* Z - Palette_Init; g0 ?$ D. p) ~3 t; x
- LDA #$3F
+ L. T5 } W t* P5 Z/ p1 Z - STA PPU_ADDRESS b) E& g! v; t. J7 I' N1 m6 [2 l
- LDA #$00, m7 y/ w( p) j' f; V' G; F3 z
- STA PPU_ADDRESS; G) X/ T0 K0 g7 Q7 C2 {4 e$ a
- LDX #$00
' d7 |0 m. C; j' H - LDY #$20) a3 r. G& Z, _2 c) k" h p
- .Write_Data: ]8 o+ ?- W5 i2 M
- LDA Palette_Data,X& ^3 E3 r" e( q9 `/ D. W
- STA FC_PPU_Pal_Addr,X
4 y2 O0 E6 `7 B u. q& O - INX. _/ o( B" [' s8 D2 _
- DEY
, a4 w( K+ h' K+ T, |: U8 u - BNE .Write_Data
8 E9 B0 {/ m+ U' T/ q' L" a: i1 D1 W% k - .End2 s+ ^8 v6 q# I
- RTS
' R- K6 G0 x' K/ u% ?5 F& _4 ~& `) U - A( X+ V, x9 H
- ;----------------------------------------
O- I( K6 X, W+ b7 ]- R: I1 \0 X& } - ;调色板数据
! f9 Y: Q5 g- v" f - Palette_Data) s6 A9 K/ C) n- q3 s
- .HEX 0F 20 32 02 0F 20 32 0F 0F 20 32 26 0F 1B 0F 1B" |) _* w K8 z: b8 h
- .HEX 0F 21 27 22 0F 24 24 24 0F 21 21 21 0F 22 22 22+ m: V% a; J, w0 \* e$ C
- / E' s$ \3 m; `. R, h8 r
- ;======================================================================# r% ~3 P$ k; ?/ f; V8 _5 u
- ;命名表清空' {# b" I. a9 p c; W _' Y( e' ]
- Nametable_Clear5 U2 A& ~& u; B: m; N0 a ]2 J
- LDA #$20- U2 T8 @1 F4 I* `( \! D
- STA PPU_ADDRESS; w/ S" x' x' B* Z
- LDA #$00
# f7 O: }5 q6 e; } D8 u - STA PPU_ADDRESS/ u" |) O0 W9 m* M- z
- LDA #$00- V% K' F. @/ [- D. F( N
- LDX #$00
9 F" a8 h5 ]* C7 |; ^4 } - LDY #$08
9 N( k: I, ` F& N: H - .Write_Data: c0 [7 }; n; O$ F
- STA PPU_DATA
$ |' J% T" J3 H! E. P - INX
) @* ]0 @ T) V: X/ d - BNE .Write_Data
5 G0 {( o- H# E - DEY
; L, U0 j. u: ^1 ?: @: D* ~3 Z5 R - BNE .Write_Data
& n1 D: O9 z* }' r - .End- Y7 o# u6 x" M* ^6 o2 c- u
- RTS% l. w( n1 e! x6 J. T' V
* U1 o; p) U) f. L/ s! H* f- ;======================================================================
: a+ O1 [& Q+ S) d& ?7 h L: R f - ;音乐曲目切换
0 I( O3 G1 o7 i - Music_Select_Process& y( h4 h7 Z5 X$ T# q5 e t
$ Z8 h2 K' H4 O5 m; {- .Pre_Music;上一曲4 Y, e( F) U$ f7 d) Q+ {; u+ _6 C
- LDA FC_Gamepad_Once7 l" _! C, }) N3 L+ @3 G6 k: r* P7 _4 T
- CMP #JOY_KEY_LEFT
/ ~5 T- u+ i3 ^8 ?* I( S8 v - BNE .Next_Music, F2 X' S, @! e( X3 R; |
- JSR Music_Play_Pre0 Q: J* I5 K: Y) i7 t7 G( D: O& P
- .Next_Music;下一曲
0 J# B' t4 b* c# m$ L& K/ Z" n - LDA FC_Gamepad_Once, F, w; ?7 q4 q, L3 q
- CMP #JOY_KEY_RIGHT
; j: u% l& d* |- q1 ], V1 Q - BNE .Next_10_Music
1 Y% X6 N& K& l3 p0 \& R - JSR Music_Play_Next l9 S& ?9 v1 R2 s) B
- .Next_10_Music;上10曲
, k. d! g7 o, Q2 T, } - LDA FC_Gamepad_Once
! \2 _/ h1 a, ]) ~ - CMP #JOY_KEY_UP
0 L1 h2 P' d' A ]; M- p - BNE .Pre_10_Music
! P$ N) Z; n7 }& c) @' u - JSR Music_Play_Next_10! t% Z4 e2 b- `0 ~5 t2 H
- .Pre_10_Music;下10曲) w" U, ]4 |* i- u
- LDA FC_Gamepad_Once
0 _8 Q/ I, A" P. ~0 j4 O/ q - CMP #JOY_KEY_DOWN
2 |4 R1 X4 I$ `0 }7 [0 }4 y - BNE .Reset4 |1 i x( ~# C: A3 z" B
- JSR Music_Play_Pre_108 }- k* [& I: T7 x
- .Reset;重播当前曲目
7 [6 S/ P+ K; y6 Q - LDA FC_Gamepad_Once9 ?) P% a$ R# @. `3 ^! A
- CMP #JOY_KEY_START) j3 p- z! Q/ D
- BNE .End
7 j; w% z7 E" C0 A - LDA FC_Music_Index
" V$ M0 x, Q. X* n2 v$ f - JSR Music_Init_Process% y6 V! X, _. F, a8 S
- .End- R6 ~2 l: d0 t& u
- RTS+ T: g, U" h0 }* w# h+ z0 s
- # g+ l$ P3 H3 C4 Z8 o7 z8 g5 K. S
- ;---------------------------------------------------------------------- ^% p9 Y# f- E5 |3 {
- ;播放上一曲
# u/ d8 f. t5 Y f4 u& w: H) W0 ~, B - Music_Play_Pre
, \0 G A6 `* ^0 P& i - LDA FC_Music_Index
( B0 c: x# ]# E. { - BEQ .End
. P8 j8 w7 `6 p- h - DEC FC_Music_Index
1 B; [; ~9 w# o1 A0 I - LDA FC_Music_Index
3 s5 ]1 _' B4 h$ c - JSR Music_Init_Process* O; Y7 i" V* j) u
- .End8 | p3 V7 t% E, E! d# Y( l
- RTS
3 R/ K6 b ^# Q) m; ~, m" L - ;----------------------------------------------------------------------
* a C j4 q& _8 s9 w9 O/ e. Q7 k# J - ;播放下一曲& x/ v: _2 B7 o0 J- J1 \- N
- Music_Play_Next! o2 j2 @! U# O- F& K
- LDA FC_Music_Index
" s$ I ~* W: p/ L - CMP FC_Music_Max_Index' C5 x6 G! F: Q: Q- s; I( O
- BCS .End
( c' z8 U- C0 @" w5 M - INC FC_Music_Index9 g+ N- m; Z1 I. v3 o, u
- LDA FC_Music_Index
# f6 u, S G( n+ w7 Y% t3 u) H - JSR Music_Init_Process
+ p" M2 o. w. f7 Q - .End, v. n2 `( I P6 u) \" F6 B
- RTS, M) ~9 O! e* L S. T O4 P
8 J2 L @2 p6 u( i% U' J; J- ;----------------------------------------------------------------------
6 k7 ^5 G2 E2 b# ^; C - ;播放上10曲
) Z5 q0 E: N$ e0 e9 [" E$ H - Music_Play_Pre_10+ }5 G3 a$ u* L) c9 m% |5 O/ A: K1 O
- LDA FC_Music_Index6 F* d7 E+ E7 D3 s1 ~! ~9 R
- BEQ .End
' O4 y4 P! T* F$ y - SEC5 E7 s& Q3 Z' M' n4 C
- SBC #10
0 M: L8 w- L6 M - BCS .Pre_10! {& i, i$ w7 P: R& g8 A
- LDA #$002 r: ^3 I+ t; l
- .Pre_10" M7 R. d- v9 _8 }
- STA FC_Music_Index
9 [/ H3 Q0 D8 X |7 c: H' V) `* d/ } - JSR Music_Init_Process* e8 o. u% e" n4 |. b1 l
- .End8 y0 X7 F% ~) C/ q5 \9 V
- RTS
' D. q* l* e( X9 K - ;----------------------------------------------------------------------& I6 k/ Q, a7 H, N. w& H) u
- ;播放下10曲* H! ]- e, ^- U8 \
- Music_Play_Next_10* p9 X" y8 X V& O+ D) p
- LDA FC_Music_Index
% D9 b3 O8 n2 `: G7 ]1 ~ - CMP FC_Music_Max_Index8 E7 [7 E% x$ H' G6 i5 {& I& W
- BCS .End9 }! D p2 k8 p! R
- CLC
' X+ d0 n1 y2 G; u - ADC #10
: e8 m( [1 n6 W5 D: [+ u' ? - CMP FC_Music_Max_Index' r3 N( O* @ K1 ?
- BCC .Next_10
6 H4 m0 y8 M% L1 @. I* I9 m# j3 N - LDA FC_Music_Max_Index
0 i6 @4 v2 h# a( `+ b - .Next_105 n1 W' c4 p F" H9 p5 {& u4 B
- STA FC_Music_Index
" k& u0 B* v6 |+ n& o ~7 P# T - JSR Music_Init_Process+ E% Q; E) Z6 D7 K4 _' v2 }
- .End
; ^1 r. u# q" e! `$ l/ M - RTS
+ I: F; g/ q$ J: S) w! X
# Y5 {5 O6 Z9 T& d& Q( ~# e$ c- ;----------------------------------------------------------------------
4 {! R0 A" }( |) a - ;8位十六进制转3位十进制制
0 y, g+ C1 r8 B9 r - Hex8ToDec
S7 k. X5 z" ], e1 O+ B/ v - STA FC_Dec_Data_1
* U/ L2 X) l& p8 p - LDA #$00/ f' i3 }$ I! y! [; ]" |4 @
- STA FC_Dec_Data_1009 M8 V: }* ^! J, |8 y( Y9 l
- STA FC_Dec_Data_10
1 b8 _' a' e/ R! H8 o; H, X q4 F - LDA FC_Dec_Data_1
8 }1 N: F8 c+ W# X - .Convert_100
, o* x, u- n) w0 `/ y# V) x# x: ~ - CMP #100
) z* J( j/ T: ~2 A - BCC .Convert_10( } j2 D% y" [1 D3 p
- SEC
) l) G- v* `7 p& C - SBC #100
1 U" r O* T4 }2 h3 A+ U9 R - INC FC_Dec_Data_1003 X" C9 D. x2 @$ s; o: w6 E& R
- BNE .Convert_1006 |" b( E6 a% m D3 h
- .Convert_10
+ A, C" L W* p) L* \5 `! \& u! L- c - CMP #10
6 A+ N6 u8 j8 H - BCC .End0 p) D1 E( m9 \6 ^! I( J" j
- SEC' ~7 W7 V+ p! u! i. W, a0 G
- SBC #109 j. p+ r, D/ T2 G" C8 J3 x" L5 r9 @
- INC FC_Dec_Data_10
* q' N0 P! q: i# N7 j9 f - BNE .Convert_10+ {' B+ X! j b8 _
- .End
( N* S6 h8 a: p9 c8 |1 t7 \6 U- l7 k - STA FC_Dec_Data_1- a5 q' c, A! F; P) V2 c. K
- RTS
R( C# k$ c ?4 b
; ~" M) {, K g* ~- ;----------------------------------------------------------------------: Z7 g8 t* z; B- S" K1 C
- ;显示曲目信息
" N) p N. B: I; B9 q* a* W - Music_Info_Display2 F2 G+ R. R# i1 h4 w) n; N9 t9 N
- LDX FC_PPU_Buf_Count7 }4 s( V n! f" }! Z3 D# u2 C4 ?+ |
- LDA #PPU_WRITE_MODE_CNT_LINE! ~, l3 g0 E) m( a" G! n2 d
- STA Use_PPU_Buffer,X
5 z- Z- ?% x O; x - INX- C. f) P, D6 Q0 U1 R, Z6 `* z
-
8 v- w: v& l2 ^) x3 V - LDA #>MUSIC_INFO_POS
) l4 r* [5 X1 W* Z9 p - STA Use_PPU_Buffer,X! K( U- Z1 L4 w; v. `% I5 H7 \
- INX8 Y: w: H6 W5 Y- y
-
6 U1 q- q% h; v - ;居中2 ]2 b' |/ g$ q4 T) \- a4 S! X" G
- LDA #<(MUSIC_INFO_POS & $E0) + (32 - 5)/2! {6 j. Z$ d# y o: b( t
- STA Use_PPU_Buffer,X9 V; F9 E7 ~5 E0 @, f: ^4 n
- INX7 P+ I# i% m& i) n& c' N
- ) q1 _+ n8 r$ g
- LDA #$05
& d0 |3 d ^! y9 `1 l4 T - STA Use_PPU_Buffer,X2 C5 s8 `# i- K( }& ]) F
- INX
( a! n" x' q! n C: { -
, C4 g P# \& \" z& [. D6 n - LDA FC_Music_Index, x( v7 h5 }) e1 J. o; w
- CLC) u% |$ n. p9 L# e
- ADC #$010 C- A+ w' [# B2 h' }9 `0 g+ t% X
- JSR Hex8ToDec1 M4 S6 X3 Y1 o G
- 2 o! J, L a R F: \7 d
- LDA FC_Dec_Data_10
: \7 P3 \# v3 f; h! U - CLC! U- a& c. C, [* n j, ~; s
- ADC #'0'8 Y; e2 Y+ T5 ?
- STA Use_PPU_Buffer,X I( b7 w; b! M- x( [: E* w4 W
- INX
3 z! I* K7 y: g# W3 u8 X: A -
1 U. g- Y" g2 O/ S( L - LDA FC_Dec_Data_1
$ W, o/ n1 [! K$ j( S - CLC2 c7 P1 G L! l- H( e# y
- ADC #'0': b& m, ?2 {% j' ~( N( J X
- STA Use_PPU_Buffer,X
7 |) H5 u6 k* q/ g' v K - INX, P4 k" j2 S* Y
- $ Z$ ?' o% |3 K& e& h
- LDA #'/'
7 i a, d: E* W- e - STA Use_PPU_Buffer,X
, F& [1 ^) K6 z; P! d - INX# ~2 n' I" P4 Z' f8 b* Y
-
+ Q" m1 K0 `* ? - LDA FC_Music_Max_Index5 O0 F% L" s5 i; h; i7 a1 x
- CLC9 q( r4 ~' {1 s6 R
- ADC #$01
6 M% |0 @; s0 w3 K7 J# P* h* v" |& `& u - JSR Hex8ToDec( `4 q* e, U0 M+ p+ X( \
- ; m) h% S! P% ]" B1 x( l; ?$ }9 f- E! w
- LDA FC_Dec_Data_10
# d, V- T* |6 C - CLC
5 V7 H6 H% C! O7 S8 ~ - ADC #'0'
& N! s1 \: |/ R# W0 d) H - STA Use_PPU_Buffer,X
' l/ B/ `: n/ c' e - INX. `3 Q$ F/ s) N2 v- P
-
. \8 z6 A$ g6 g - LDA FC_Dec_Data_1
) L z& X/ w% ], Q - CLC4 i' _) j, x9 ?) g
- ADC #'0', u/ T8 o# Z: x
- STA Use_PPU_Buffer,X+ F* Z! y8 K* ^9 ~* v
- INX
- ^! o& b- B7 z1 |1 M' T# g0 A$ [ -
: X" a0 E" [+ C) h& U0 P - .End
/ J4 L' e6 M+ a; s& f) l - STX FC_PPU_Buf_Count
: o9 r0 Y9 A" w* b2 p) |, q - RTS$ C, U) S1 j- S1 H% Q3 e
- 1 h K: E2 B# k) _$ g F5 p; }) l( M
- ;----------------------------------------------------------------------% E% x3 r+ f8 p: N' t [
- ;音乐曲目初始化处理
- l1 B4 L& K: X& U/ @ - Music_Init_Process
+ ~) |, _; q) o# n" k6 { - PHA9 u( H9 g! D% V3 d1 r
- JSR Music_Clear_Process
! B0 i2 ?. b. F K: a0 H - LDA #$1F
& ^5 J) B' q5 M$ u8 v - STA $4015
$ y7 h& Y+ Z% |1 q - PLA
2 V) y2 B+ z, i4 ^" x; L - JSR Music_Init_Addr
9 ]0 Q% E; Q, \7 | - JSR Music_Info_Display% b5 O0 a' ^3 m, z) g: Y I
- RTS2 d1 A% W! b9 M' B0 ` \2 B) g0 p
& i6 ?6 W+ @2 M: Z5 ^. [- ;----------------------------------------------------------------------
) I, p$ K6 w$ M! p: I - ;音乐播放处理2 `5 N- ^8 F8 L7 k$ a& h7 K
- Music_Play_Process# T5 w% A/ P* u) N# K" l3 \+ z1 P
- JSR Music_Play_Addr$ x. u) S+ Y0 ?
- RTS
, Q6 h, A' \! ?* M
; n5 J5 `/ i$ N& ^, }- ;----------------------------------------------------------------------& o( G$ H! _' w- N X( Y: b1 _
- ;音乐播放处理9 K' `4 b3 q# u/ `4 _! v
- Music_Clear_Process
; f: w7 h; o$ B) ^ - .IF Music_Clear_Addr. w6 K- [2 g. m) y
- JSR Music_Clear_Addr, n5 _5 g; e# [3 W- R# j ?2 a
- RTS$ A% _! b1 [0 A# [! {6 ]
- .ELSE
) C4 e8 n0 A$ c5 F - LDA #$1F( L C n, O, C5 }1 R, P% O
- STA $4015! Q8 `0 @+ h1 o, I
- LDA #$00
8 m- e7 Z. w# ?+ F& L - STA $4010
w/ x) T4 Q* z- x; D x - LDX #$00
* G0 k! {8 g% A4 n* E0 ?' _9 e - LDA #$009 T: @% I7 Z6 R
- 3 Y6 @# _( {# p" I4 C+ {+ W
- .Music_Clear_Zreo_Page_0
9 b3 ~5 p$ m1 u - STA $00,X
3 F1 X( q" M, K" ?5 W f( y! @ - INX
9 k8 C7 H2 Y& t. ^; V8 g+ U - CPX #Use_Zero_Page_Begin
$ N5 B4 h& A+ G/ ~' L) O [7 M - BCC .Music_Clear_Zreo_Page_0& q; N( @( E: f. }
- 0 K, \9 \) z1 E
- LDX #Use_Zero_Page_Begin + Use_Zero_Page_Size
% M, c( G" [- m k6 I! u - .Music_Clear_Zreo_Page_12 a3 w1 O" j$ ~+ ~ Q) x D
- STA $00,X
& E. o1 {6 P0 t* j! J - INX ]9 b5 x1 }4 v
- BNE .Music_Clear_Zreo_Page_1
- \4 C6 `/ f) l( F2 u -
- A8 z+ R! v9 G* J a* } - Music_Clear_Process_1
/ ^& @3 _/ R9 U) a5 l V `+ J - STA $0600,X! T. t9 X5 R( L. S" y
- STA $0700,X" x4 Y" G9 ]5 L- ~; }3 k: G* }
- INX
3 T2 ]% c$ U5 U& b- \' I9 C - BNE Music_Clear_Process_1' Z: ]% ]' H' b2 G
- LDA #$10
, |9 t( L5 [8 A% t1 `, I - STA $4000; d& Y4 {6 h+ J9 A% l/ F3 ]& b$ L
- STA $4004
3 ^, [* H7 d. r: P d. f - STA $400C
1 H$ I- @6 i r( r- L/ L - LDA #$007 _; p" ~* J8 E- @ w# e
- STA $4008; l u: b' S; i( H
- LDA #$0F
" k1 k" i+ N, N0 O+ i' v/ | - STA $40156 \$ G+ N6 |! u( I
- .ENDIF
) a5 ]5 G" w* E9 a1 C/ [; B* |, Z -
/ }0 v4 \( k+ h, f3 U6 {2 r - RTS
* G- m" a& a% |: V" ^, t4 E - ) Z0 W$ E6 H) s
- ;======================================================================# ~% S3 I" k. \4 g+ S. _, ]$ N8 ?8 ~+ J
- ;重启处理# n* m3 X7 T3 G, ^& T z5 z) ~
- Reset_Program
0 w: e2 B/ h; z+ x5 K - SEI
4 G% R6 R0 @. a1 F. V: { - CLD
2 @7 m: C( N& ~8 {8 Q. N - LDA #$008 C1 h [" t; j! I
- STA PPU_CTRL
* w% ]; p' Z2 ?* W9 L8 M - STA PPU_MASK$ o C8 m% g5 X T0 }
- STA JOY2_FRAME
: J$ }: L2 U ~% c) b - STA APU_STATUS
* }, s6 y( d: ? A8 Q9 l3 k -
2 R9 \" @$ w3 o5 R - ;等待屏幕准备完毕7 }/ m% a1 h) j+ h' B+ y) b
- LDX #$02
, ?* q& R, U2 H5 W# g - .Wait_For_Screen_Ready
' x7 g. \# z% D ? - LDA PPU_STATUS
" q" J/ P4 r5 C - BPL .Wait_For_Screen_Ready3 g! V" |, i/ Y2 G2 g
- DEX5 C3 Z* B+ ^1 q' A5 Q" z$ X
- BNE .Wait_For_Screen_Ready( ^7 r6 r$ A1 b7 J% }
-
. n) e6 |; i/ L5 I. o - ;清空调色板
0 p- i; z/ S3 E% E+ o. W/ Q6 \ Y - Palette_Clear Z' T( v4 A6 b: Q' e! j
- LDA #$3F3 D0 N3 F) {1 [9 y# l
- STA PPU_ADDRESS
; u3 b0 ~3 ?) z; X- ^+ V - LDA #$00
: ]3 e+ @3 |- I& B - STA PPU_ADDRESS
6 {* k9 h6 h2 i6 d5 \6 t! |6 r7 W( F: B - LDX #$20# [' D; l& F+ K. z) {/ U
- LDA #$0F
$ v( G. ^. w- U9 T - .Write_Data" z# i' o" L" R! }' B: h, n. t
- STA PPU_DATA# X9 A0 ?7 V+ I; L0 {; E
- DEX
# H: ^3 e; x Q/ B# P7 {+ R - BNE .Write_Data1 Q4 _- |9 G8 [5 j( d) _4 a
5 ]: m U' `, q6 K8 a U2 c# ~- ;清除声音 $4000-4013
& C* ^ A+ G8 W# y! S, b6 {. m - LDY #$14
6 ?4 r6 s4 m1 P( b) t/ X' M - LDX #$00/ s3 a6 x6 S: J9 }
- .Sound_Clear
3 Q7 @( h; @, U# {# } - STA $4000,X @( {( x" i: |3 \5 h& b2 l
- INX
5 Y8 V- h9 I8 [7 g5 ]% O - DEY
1 v: d: [) H! s. ?6 [$ Z( ] - BNE .Sound_Clear4 C8 m5 r8 Y; I: J2 F3 ~7 \; l0 n
- 4 o5 E% v# N" T+ v/ o! v
- ;清除 RAM $0000-07FF
; Z+ h! Z( D8 z1 \7 P - LDA #$008 [$ {- Y" g* \# q5 R
- STA $007 w1 B ?* U7 r) i! }
- STA $01
* p: l+ o1 U6 B. r, m - TAY
0 M: }0 t$ {8 V2 C+ I7 [0 K - LDX #$08
) U* A1 l. |% E+ l3 S - .Memory_Clear5 T/ f) W" L7 d
- STA [$00],Y
" J' a% ]$ G$ {9 c# [( j - INY1 h0 u0 T4 n6 ` k$ F5 f
- BNE .Memory_Clear
; c9 K$ B% ?+ y! b2 g* F - INC $01
) x4 X# y4 Y0 D. i. _: F) i" C - DEX
* A# S* @4 b3 a( k) Q - BNE .Memory_Clear
7 V" |: `$ W% | -
! }2 A# i1 k1 N" c# X0 ? - ;精灵缓冲初始化+ ]9 D2 A8 A6 a5 i" b
- LDX #$00
l; r E. d" _ - LDA #$F8
8 N4 }$ c' q( b- Q5 n' e, X3 s+ k' g - .OAM_Clear6 f; H% h' E* @4 C
- STA OAM_DMA_Buffer,X8 N' E; r' ]* \, L* @6 d5 k6 ^
- INX
! ~% z8 x. s* B4 Z8 S - BNE .OAM_Clear
8 ]" k w- O' T! k2 F' r f -
! [$ }3 J3 n8 u$ d) D - ;栈指针初始化
& b9 `" I$ ? I) p" {! n - LDX #$FF
3 K8 d; e* y) i& e& V/ H: @$ r% V - TXS2 V+ D% b1 Q& F
-
( v4 S' I6 b/ Q, M - JSR Nametable_Clear;命名表清空
* Y! `4 k& Z4 a }5 m- f - JSR Palette_Init;初始化调色板缓冲
: n" H6 d% F' u) e! ]+ k - JSR Static_Text_Init;初始化静态文本4 Q" K4 k6 c" p i2 `
-
6 H3 `8 X5 D7 _' Y2 r4 s; Q8 b0 h - LDA #MUSIC_ITEM_TOTAL - 1
/ H9 s& [) k7 `7 {% w - STA FC_Music_Max_Index! q& e L w: F3 a" g- `( ]' F
- 9 k# C( I& u. {! d, ]
- LDA #$1F
9 q5 l3 K0 Q0 R" G2 \! M+ `4 \ - STA APU_STATUS
9 r5 b1 m" v$ g6 w, a4 y - LDA #MUSIC_BGM - 1- j v+ V: Z6 l2 n3 Z
- STA FC_Music_Index
& ~" C+ W1 ~; g6 x - JSR Music_Init_Process;音乐播放
$ O; M; y( {* ]: D" u9 t' X) o* [ -
2 q6 {- q( T& h, g' T - ;设置屏幕显示状态缓冲(当NMI处理时控制屏幕显示状态)
" I k2 v, q" c! n4 L$ D h - LDA #$1E
% [4 F" b! P4 @$ B- B' m. V - STA FC_PPU_Mask_Buf
2 s. e3 Z, c) h6 E5 K1 b$ k - $ C9 t1 W p* P0 n) ~/ y& ~
- ;启用NMI处理
2 U6 D o* ?1 R9 g) B+ ?7 K) Y% X2 ] - LDA #$80
, c* H g2 d. i6 k& T6 A: e0 z: i - STA PPU_CTRL
* N$ F9 c1 ~' m3 k -
) V! i# @& b9 H" _- J! y - ;程序循环, 剩余工作交给 NMI 中断处理+ o ]3 F- p' l% F @
- .Loop! l5 q: H- p' A' v1 d6 H/ { {2 z! C
- JMP .Loop
9 C+ y8 P* [& N8 A& N1 p- H; I
2 Y/ {& N& r) [! O3 |" j- ;======================================================================8 L5 z8 R; Y4 Z: m
- ;不可屏蔽中断处理
$ i& z l. m% v) J/ T4 Q - Nmi_Program/ A; R% O0 o+ i
- PHA
( @8 d4 l( h2 c8 d ~1 U - TXA
3 ^. o/ Z9 p3 t9 t3 B$ [( O4 E - PHA" Y* e8 |% s, X& ^0 P; i( N$ ^
- TYA
- J$ m8 d7 t) c1 B U0 i, p - PHA
. C" f3 ~* }8 _# l+ R3 O- s; ^+ p5 L- t -
' p+ N! A) X% f% P3 T: q' e - LDA PPU_STATUS;读取使得 PPU状态寄存器复位6 b* ]) x f+ I' L! P6 A4 `- s" G5 ?
- & Z8 L% _0 P8 p9 b: g2 M1 m$ W
- JSR FC_PPU_Procrss;PPU处理) F, t2 i6 P! |' E
-
# Z1 ^/ g6 l; O, z+ R3 P - ;精灵内存更新- ?& @9 p* K& x
- LDA #$00
7 C) d0 e" j) F - STA PPU_OAM_ADDR) a2 x6 Y2 |6 g# X4 c* x/ R
- LDA #OAM_DMA_Buffer / $0100 H& m; w% j7 |* D s
- STA OAM_DMA+ R2 V% ^. V' a( I0 u6 K
-
2 K$ v6 `2 V6 O8 G - JSR FC_Gamepad_Process;手柄输入处理
k9 U0 J& ^# b( v" v - JSR Music_Select_Process;音乐选曲处理6 K3 ]8 x' w% } J
- JSR Music_Play_Process;音乐播放处理
" H8 J8 k1 k0 r - 9 H4 b# x& U2 w* B
- PLA
7 v! L- T/ x: D" h - TAY
( X( n; ^1 P) e# {+ S - PLA
) ?7 \ [# L( B4 m, z - TAX
" N9 g" s( M6 o- u5 I% D: S9 H/ q+ P7 X - PLA
! z/ C, ?% r! l4 w. X3 v - * x' Z" O# C+ `9 A% g
- RTI! U5 a) W2 F% y6 [3 x
- O5 S1 y+ u C6 ~3 [' S6 [- ;======================================================================
! Z3 B* C) L# b0 N3 u6 t( T - ;请求中断处理6 t* ~# [8 k- W8 c0 M X q
- Irq_Program
) G+ l4 B9 e# e* B - RTI+ A5 S( C1 D( n! ~
7 J* Z3 [7 H- g/ I' E9 \# T- ;======================================================================
- v$ W c5 b1 X# B1 A7 \ - ;中断向量表3 J" G( B5 [0 e/ c: V
- .ORG $FFFA
4 v ]7 G( X9 Z n. X$ s- d$ F - .DW Nmi_Program ;NMI触发时执行& ], N+ R: A& g# X# M: F7 l
- .DW Reset_Program ;载入ROM时最先执行
: r, v: M' k: H' o4 o. S9 u - .DW Irq_Program ;IRQ触发时执行
4 s' w7 B1 G8 d1 v: T
复制代码 1 ~1 ~: X/ w, h6 h
; j1 q9 e; |% K1 v9 U! a4 f$ K9 Z$ |, z9 G
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