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这是个 nesasm 3.2 入土教程, 感兴趣的可以研究下5 t% P2 {! T* A) p8 }

6 m4 X# L+ @$ r2 L, P, v8 ?以下是主框架代码:
8 `* I. w8 ]: O* m* o5 C p5 o- ;======================================================================
& Q N# L2 L% ]7 t+ s2 P2 @ - ;文件头
! B% h/ j9 m5 @0 [$ [- @( n R( C - NES_16KB_PRG_SIZE = 8 ;16KB PRG大小数量 {4 o6 l. k8 E8 Y- `
- NES_8KB_CHR_SIZE = 1 ;8KB CHR大小数量
6 ^2 R6 I" h, a4 D* Z! `8 |- H, s - BANK_DATA_MASK = NES_16KB_PRG_SIZE * 2 - 1 ;bank号掩码
" L1 \* x/ e3 ` - ;======================================================================4 N& M0 p" y8 B
- PRG_DATA_BANK_C000 = NES_16KB_PRG_SIZE * 2 - 21 Q2 \3 a$ ~$ K5 J5 \8 b+ D! M) x+ `
- PRG_DATA_BANK_E000 = NES_16KB_PRG_SIZE * 2 - 1
2 e/ r" m4 i8 Z9 q4 _1 m - ;======================================================================
+ n. P5 B, E' p& R4 c7 R9 |. ]1 q - RESET_BANK = NES_16KB_PRG_SIZE * 2 - 1
+ T: E* @, _3 p7 M! x' H - RESET_ADDR = $E000 ;主程序起始地址
: R$ d; n& F- z" y' L5 W; h - ;======================================================================
O% K% }0 j ?$ j! H - .INESPRG NES_16KB_PRG_SIZE ;16KB PRG 数量, $01-$EF8(1-3832),即16-61,312 KB, Q% E: a$ p. ~
- .INESCHR NES_8KB_CHR_SIZE ;8KB CHR 数量,$01-$EF8(1-3832),即0-30,656 KB2 h' p" I" m+ s W9 a1 N
- .INESMAP 4 ;Mapper号 (0-4095)3 V5 `; o9 P+ D# g& z
- .INESSUBMAP 0 ;子Mapper号 (0-15)" P! K2 o2 u; G P& f& Y
- .INESMIR 0 ;命名表镜像 (0: 水平 1: 垂直 2: 四屏)
1 e8 [6 Y8 y$ ^7 b. d% q3 C8 _ - .INESBAT 0 ;指定是否存在电池备份 (0: 不存在 1: 存在)
4 T% A& J" f' R* t - .INESPRGRAM 0 ;指定 PRG RAM 大小 (大小 = 64字节 << 计数)
3 P U: w' }- C8 L - .INESPRGNVRAM 0 ;指定 PRG NVRAM 大小(大小 = 64字节 << 计数)( w3 x+ I# e1 }, p5 M/ ?
- .INESCHRRAM 0 ;指定 CHR RAM 大小(大小 = 64字节 << 计数)
* U& M6 [1 t1 K1 p M+ g - .INESCHRNVRAM 0 ;指定 CHR NVRAM 大小(大小 = 64字节 << 计数)* O9 z0 n. z4 X0 v6 z, h
- .INESTIM 0 ;指定时序 (0: NTSC, 1: PAL, 2: 多区域, 3: Dendy)
7 o* _5 e2 d0 ]2 L* e& X - ;======================================================================$ Y8 _* h- O- n: c& f
- .INCLUDE "fc_demo_config.asm" ;全局配置3 s' e1 n4 |1 V! Q/ Q; Q
- .INCLUDE "fc_demo_constant.asm" ;NES常量1 ^( x8 R) H5 X5 D
- ;======================================================================
2 T( i3 O, i2 Z1 @/ L$ |, l - ;音乐配置$ b' ~. {5 W; x5 e
- .IF 0 = MUSIC_THEME ) g" D: p, I2 ]6 ~0 A2 v
- .INCLUDE "data/music/Gremlin 2/config.asm"$ X( t2 n0 \4 I/ c! d1 y4 N
- .ENDIF4 H! A) v' J/ B
-
; u/ z' {* C# V0 y# ]$ d - .IF 1 = MUSIC_THEME. E8 s; |5 v7 x0 P2 J+ m
- .INCLUDE "data/music/Raf World/config.asm"
/ p; G. V1 l7 |7 S4 D - .ENDIF/ P( y. X4 j8 W" }) R! d6 j
-
; F" ? D5 k. g( P# Q7 p9 t* K - .IF 2 = MUSIC_THEME 7 ~7 j& b& h4 e: F+ J% Q1 e
- .INCLUDE "data/music/Ninja Gaiden 3/config.asm"
8 i- F' a2 a2 }. z. a; G - .ENDIF8 D0 r8 S: W$ f9 S4 }
- - ]' b3 q1 Q! t
- ;======================================================================4 r5 x) w9 i* r/ y5 k1 t( @: O& h
- ;引用CHR图像数据: G% {: {- [. Z+ v2 {
- .BANK NES_16KB_PRG_SIZE * 23 Y) p* I" H2 ?/ P8 j" j
- .ORG $00009 W# E% N/ m3 o- q) G
- .INCBIN "data/bkg.chr"- B4 j) p3 V8 _% K3 ]4 a A
- .INCBIN "data/sp.chr"
2 q% p/ X% z. M2 K4 w -
. t+ J" c% m6 Y) I. O) z& c - ;======================================================================
* e" C! \; O" P' t" h8 G - .BANK PRG_DATA_BANK_E000 & BANK_DATA_MASK;设置程序所在Bank1 p6 J* m) ?/ I0 ^
- .ORG RESET_ADDR
) Z3 s2 e8 b* _" J7 v! V6 R# i - ;======================================================================
+ U8 h$ a- M y/ X. ] - ;引用其他源文件, n- X9 o+ C- q4 ]
- .INCLUDE "fc_demo_ppu.asm" ;PPU处理
1 _# C6 N& ~: S+ G5 M* ~% a* A - .INCLUDE "fc_demo_joysitck.asm" ;手柄处理
1 U: y6 m$ h- o } - .INCLUDE "fc_demo_static_text.asm" ;静态文本处理; f5 ?/ L9 F0 R' H& p$ C$ j: e
- ;======================================================================
! N% F. \- m6 X$ b+ Q+ e
. V6 o2 Z3 j% G- ;======================================================================
9 q+ a3 ~+ J1 `2 {& K7 s - ;等待VBlank到来
8 t0 H7 ~9 M5 i; A - Wait_For_VBlank& G/ E( W9 m! V# r
- LDA PPU_STATUS' ?, j: K7 F5 p% d
- BPL Wait_For_VBlank2 T }$ ^2 O2 W9 u3 L. e& Y; @3 l
- RTS
6 r9 t# |5 A: @
0 g7 _, a4 {- p/ p. I- ;======================================================================/ q. ?: W; H5 D3 h) f
- ;调色板初始化
2 r: I, h& ]# ^3 S) k, ~8 l - Palette_Init/ P+ O# k- M9 b
- LDA #$3F5 n# h2 m6 u8 r! l
- STA PPU_ADDRESS
" D5 j) l5 g5 @% v+ |& d6 J - LDA #$00
- g7 d8 b& W+ i. s8 f& K) l3 m - STA PPU_ADDRESS
4 c' a5 f- z+ l - LDX #$00
6 r/ `( Y6 N7 f1 F% v2 S - LDY #$20
, Q1 S- m. G3 s& ^: ~& T* L - .Write_Data
1 v4 o" [- Q4 ] - LDA Palette_Data,X) G% B5 }3 ?7 _& \6 e O; ^
- STA FC_PPU_Pal_Addr,X
4 \$ L& w) x# k* M) r- v! H - INX
2 @& B9 a; K3 M2 r0 x/ L2 W4 U' T+ o. v ^ - DEY
& ]( i" w, ~3 S6 w8 R* ~6 k9 | - BNE .Write_Data& {+ {% C* @" s" n0 V! a- W
- .End
6 Z+ x' F2 |1 @ - RTS4 Y# p x2 P! s" \9 T5 ?6 h
( w# z7 J. D: n' ~' U4 x+ R- ;----------------------------------------9 _- O/ D4 ^+ L# y+ l7 S( g5 d
- ;调色板数据1 I. V) ]! P6 f7 n
- Palette_Data% j3 c! T0 I& |& [/ M
- .HEX 0F 20 32 02 0F 20 32 0F 0F 20 32 26 0F 1B 0F 1B) R* _) r! J6 ]# {4 Y. Y0 }' b
- .HEX 0F 21 27 22 0F 24 24 24 0F 21 21 21 0F 22 22 22
6 ]1 I+ {0 T& U3 o - A# o" f }3 ~ z% }7 k
- ;======================================================================
! _" {& R' ^# U8 t9 p5 e* g - ;命名表清空4 ?- T5 Q% d% P ]9 q6 ~( D2 \
- Nametable_Clear4 `: J8 G' A( K
- LDA #$208 i& B2 l. c# |$ v6 O6 a$ x E
- STA PPU_ADDRESS
4 j" `+ |) r+ L1 V! k& |( V - LDA #$00
' _2 u$ A1 j2 }. Q. t- l4 D( | - STA PPU_ADDRESS
3 U/ L0 E" _1 M# h `' ^ - LDA #$00
% S' C, c9 `" Z0 ^5 y - LDX #$00; e9 E0 C& Y9 ]- D
- LDY #$085 D1 M, [9 b/ B8 g, ?
- .Write_Data
) E- V, r9 @! [ - STA PPU_DATA" `2 n5 z3 E, F/ |" \3 \' \
- INX6 z! q4 B4 A7 \# c: Z, Y
- BNE .Write_Data
# A+ P$ e# k. g4 k0 E7 K) R - DEY5 M; Y* ]4 d3 Q) V* Q
- BNE .Write_Data+ n2 T9 t5 i: L' O9 @
- .End
: @4 [( w J6 g+ }' B5 w - RTS* c- \1 z. ? G! a/ |7 o6 a# }. x
) r, G. t; C: V- ;======================================================================6 c B( C3 I# H( X$ j4 c
- ;音乐曲目切换
U5 w$ p) e# ~( j' }0 @/ D2 R - Music_Select_Process
2 q$ r4 p: U. y8 C" M! a/ R. p - 6 T% J; W' s* j) q' i
- .Pre_Music;上一曲
/ P/ I$ M; Z; F" `) c* R0 Z4 d - LDA FC_Gamepad_Once9 ]3 k3 y n; o& c6 J" i2 C
- CMP #JOY_KEY_LEFT
' ~: A" T6 H0 m1 Q- N: n$ V - BNE .Next_Music/ C* P8 J- F" `, m9 C8 Z
- JSR Music_Play_Pre8 Q( j* {4 f" ^. f
- .Next_Music;下一曲' B# q! t, t3 p G, c6 Q6 S2 }
- LDA FC_Gamepad_Once8 ~3 o% q+ ?0 H) o+ ]
- CMP #JOY_KEY_RIGHT z" R) ^9 S* L! f
- BNE .Next_10_Music" F+ D6 X& k8 S+ W# [+ Q
- JSR Music_Play_Next2 w1 ]2 K& ]" q" y& C+ }
- .Next_10_Music;上10曲3 w% W+ U! P% Q9 G7 a$ \# k
- LDA FC_Gamepad_Once# n) o7 U& w; ~% Q5 m0 J
- CMP #JOY_KEY_UP! |! A# @! q" E, q) [- o
- BNE .Pre_10_Music
% \5 ?. u. ~! r$ R' o) ^ - JSR Music_Play_Next_10
+ n$ V. p% o; a$ W3 K2 L4 H: d - .Pre_10_Music;下10曲9 E$ u5 R9 d# ]' l& l3 L
- LDA FC_Gamepad_Once
, x9 y/ \1 \2 x3 V - CMP #JOY_KEY_DOWN( W4 p: z. C i
- BNE .Reset
% z* {, O. T7 K) j- V0 R+ c7 F - JSR Music_Play_Pre_10
5 ~4 j, u# k; n: Y+ J; F, a - .Reset;重播当前曲目( i* b$ V# W8 N. o* m; g
- LDA FC_Gamepad_Once5 t1 D! Y9 c9 M
- CMP #JOY_KEY_START1 o$ F1 V( C9 g% V
- BNE .End% j+ M$ I4 H- J& |0 [, H
- LDA FC_Music_Index
8 U/ }* @" m, i/ _# q0 c$ E. a7 h - JSR Music_Init_Process
0 y% q9 u: o1 I' D7 k - .End
# \5 t7 q& n# g4 w2 ` - RTS
9 m! ^2 P( i0 c3 A/ | - , m U" X' t1 f' s7 F9 P" E, s( A2 H
- ;----------------------------------------------------------------------
) w2 X5 k6 V/ @5 c - ;播放上一曲
! `# E, ]/ W' B0 Q- z - Music_Play_Pre
. G! Q5 s/ A1 V% V* z( S - LDA FC_Music_Index- @( [2 H0 ~5 _# P
- BEQ .End; K! b- C5 |3 d" L4 K8 L& W
- DEC FC_Music_Index+ b- B) {: Q* i7 B( u6 Y
- LDA FC_Music_Index1 t) |- k6 b' l. J. i
- JSR Music_Init_Process
! N' ?; \# ]" f4 Z( b6 J0 z - .End; T# F$ Q1 f6 S: B( ?5 ]
- RTS, y) V. o; A9 R; x! n# x1 ]: e
- ;----------------------------------------------------------------------
0 q+ ^5 B: U$ g - ;播放下一曲5 F' `* |8 y% F4 ?) `
- Music_Play_Next' Q- c# u9 F, p, a+ { m
- LDA FC_Music_Index A' V6 {, t% V! o9 ?
- CMP FC_Music_Max_Index* c$ h# h) N/ g6 i$ I
- BCS .End
6 G% z& {8 E: B% z5 }, k - INC FC_Music_Index
9 Z& U1 w3 T1 X$ H% Q - LDA FC_Music_Index
: V" o( X4 i" j$ c( @ - JSR Music_Init_Process8 R# k# G) Q* d
- .End/ G2 _# I: E+ z
- RTS
, n* C4 E0 B) z1 } - - M, y% ]' R9 Z; a1 `
- ;----------------------------------------------------------------------# C2 j' q$ \& e: Z9 ?1 [' n: ]
- ;播放上10曲
8 H/ u! C; i( N6 {4 c7 ^0 @* d - Music_Play_Pre_10
: C5 f" N1 |$ L, I# y8 w% ^ - LDA FC_Music_Index/ g7 e) @8 E+ P* g% ]! Z
- BEQ .End
; L8 o$ g& P! S9 }! k# Q' { - SEC
% g3 |7 c7 k- z6 @" v9 W - SBC #10
( d5 q' p5 a5 h0 f# ]: ^ - BCS .Pre_10
7 L0 I: @: X8 z/ U+ D - LDA #$00# ^7 G' |' C/ _ O; K7 n* j0 }, t& E
- .Pre_10, O1 e0 B% R0 l8 W; g
- STA FC_Music_Index
0 w7 c/ b) w% {2 I6 R - JSR Music_Init_Process/ C J- u( {) i2 e4 e+ e
- .End% ?- F2 D, ^8 p; g
- RTS4 B7 [" l2 V/ g- I( [
- ;----------------------------------------------------------------------
4 w; R+ ?* f& N3 M* n' N' Y - ;播放下10曲! K! Y8 X4 {' e- G0 N' z
- Music_Play_Next_100 N x7 e2 N2 q' z
- LDA FC_Music_Index" S" `9 W! Z. a4 {" d
- CMP FC_Music_Max_Index
% Q( E+ Q* v+ i2 Z4 D5 A1 T4 \ - BCS .End& Q: i4 v0 V4 ?# U2 W( G
- CLC" ?6 ], U& o4 i
- ADC #10$ p( \$ V1 S# z! V' O
- CMP FC_Music_Max_Index2 }+ v; S* F t( `& S2 o
- BCC .Next_10
/ q! B! e: M; Z+ [& _4 Z4 E7 O' U; v: L - LDA FC_Music_Max_Index: N# r3 o, y4 D; [) l8 q( J
- .Next_10
* J6 c+ R- @# Q - STA FC_Music_Index
* g7 G3 m, l. e; h$ ]; b( t0 O - JSR Music_Init_Process5 H! ^, \ `4 e0 u! @% ]3 v4 U
- .End
/ O( `+ S, V9 s: ?0 }0 v2 ~' D6 E - RTS/ y+ \# {+ }7 z) y _
! c8 z9 \& O0 B1 ~- ;----------------------------------------------------------------------
6 B5 h" d( m- M/ Y% O$ [ C7 v - ;8位十六进制转3位十进制制: a& n# D$ r$ s" l
- Hex8ToDec3 h- Q: W/ K& p6 M5 L/ _2 F
- STA FC_Dec_Data_1* A7 i4 y! ]5 U! t
- LDA #$00
- X8 |" V! J+ t - STA FC_Dec_Data_100! q9 Y; y. b7 D# `
- STA FC_Dec_Data_10
5 O! m' H/ \/ w; p9 m( b' O - LDA FC_Dec_Data_1
0 a; C/ \, c" J" g; E - .Convert_1004 Y% W; F8 v; v# l6 u% y" ]% D! N
- CMP #100
/ [: y; O" ^' @ - BCC .Convert_107 W' }/ C) ?' W" X- y: W$ U
- SEC
& ]& y: B6 H0 x9 { - SBC #100
4 Z: q2 c2 }$ L2 [7 d3 D/ V - INC FC_Dec_Data_100; a0 y8 y1 K& V7 f
- BNE .Convert_100
9 N6 W$ ]% ^% } u0 q6 Z) c: O, U - .Convert_10
; D9 t! v: j# f1 G. Y! j8 M/ i - CMP #10% @( `8 N/ X# c9 y, _. @
- BCC .End
& e$ [! X1 x* ]; n - SEC c$ Z0 k" l. X- L$ p3 v; m1 e+ x
- SBC #10& _9 p0 _+ L6 G6 b/ ]3 }, Y
- INC FC_Dec_Data_10* D4 b5 ^) Q/ H5 l1 M% j
- BNE .Convert_10+ R& R$ H# B5 a }
- .End0 d; c- Y- W; _4 p- g! z" C T
- STA FC_Dec_Data_1
+ R- S8 E: V b" {" g# j* n' h: q' Y - RTS
8 w7 ^# G! {" {: a
% n1 l& G: x) q. M- c- ;----------------------------------------------------------------------
0 z3 K: z, U4 Z* K7 U+ c* T - ;显示曲目信息2 f c# V2 j- }2 O
- Music_Info_Display
2 o6 ?- X% w! q6 q* C - LDX FC_PPU_Buf_Count {+ p# z, e& T6 p3 ^* I5 U
- LDA #PPU_WRITE_MODE_CNT_LINE
: m5 w5 I y- y4 [ - STA Use_PPU_Buffer,X
! y/ f( e ^( N! R9 j$ h/ C1 t - INX/ R ~2 L4 W( S) ~/ r0 x
- 4 D+ E. v" I5 X r: j
- LDA #>MUSIC_INFO_POS8 g" r: J, t' |
- STA Use_PPU_Buffer,X& F3 W& I1 S7 e4 P! K$ b. }
- INX; ?6 G$ f; i( {+ W; S3 R/ k( l3 s
-
4 `1 J: r* n0 q( d% z0 Z - ;居中
8 [5 w$ c1 [: P8 P8 ^ - LDA #<(MUSIC_INFO_POS & $E0) + (32 - 5)/24 q0 c4 l: V! K; G: B
- STA Use_PPU_Buffer,X2 a. B) }# w4 n$ L w% _% Z; {4 s
- INX
% H$ |% u6 f5 P -
2 t8 j* F1 J. u! H7 F5 P6 S; x - LDA #$05" p. M; o, \9 E8 E: W
- STA Use_PPU_Buffer,X
! W* D T$ j K$ H2 R, ~+ H/ I - INX2 ^$ c1 O. R8 b6 Z5 g+ h5 B
- / h! K9 N* J% q
- LDA FC_Music_Index2 v$ F. W" ] i- O7 X7 j' O' g6 V
- CLC
8 z* {4 B+ {; Z& I$ ~# T - ADC #$01# l+ N0 E) W$ k2 c" l' a, M. [- P
- JSR Hex8ToDec
3 a$ w! M' [$ @ - ' G2 [ a. Q$ b3 x' r
- LDA FC_Dec_Data_10
# T' x- i7 K5 ]' u - CLC2 a8 L6 q2 y1 C' ~
- ADC #'0'
' C7 l Y* |; R& N - STA Use_PPU_Buffer,X2 P# b7 h% Z( x
- INX
, h* z$ z* V/ X/ K - z1 q9 }& v! o; y. {' j6 Z
- LDA FC_Dec_Data_1) f) C4 V9 }1 R" V6 c8 t B
- CLC
' ~7 |* `+ j' A6 d; C - ADC #'0'
+ j1 O2 U+ q7 }% `, ^# U' x' p - STA Use_PPU_Buffer,X3 @5 Y* [6 N1 P' V+ V' X$ A
- INX
! a8 I5 {( i# E2 U. |6 X( g -
) O" x% ~1 o6 A% {/ |, n& o+ m7 p4 E5 F - LDA #'/'4 P% F- ] e/ g/ Y- I2 ]+ ^0 o
- STA Use_PPU_Buffer,X
- t- u! z M+ |) s6 }6 D - INX- A4 @! D* N9 q7 {- t% _' r
- / Y' w6 n9 F' k; h8 Y
- LDA FC_Music_Max_Index
/ j( R0 v/ V/ ?3 ~9 I% w- s - CLC* a8 I8 p! o% l3 ?3 U, @# @3 u
- ADC #$017 q% u' Y+ E* D: n0 C k! R; F
- JSR Hex8ToDec! K; T: O' b; I! L- y
- : u) v2 p( n5 m/ G) R e3 n: }
- LDA FC_Dec_Data_107 Q" j4 A0 Y* O, M
- CLC3 o1 H8 i( b$ s
- ADC #'0'
6 k1 }7 L" O) s5 v - STA Use_PPU_Buffer,X
+ y1 ?4 z2 s: n$ {$ Z% J4 Q - INX7 H4 C0 v; d7 A0 Z) f2 g @
-
9 \+ ?/ x- E0 U$ Q; T* y - LDA FC_Dec_Data_1
! ~- w' {. n9 |/ z6 i! g9 t2 l - CLC8 L: z' ^' j: n: D, A
- ADC #'0'1 ]# R1 c h" a' l$ p$ g
- STA Use_PPU_Buffer,X
, r% c; s' u: Y$ r+ C - INX
$ b5 p z9 h& a; p% z - ) p! ?) u ?" W0 S: Z2 f
- .End
7 z; u0 r! F5 Q, B: M - STX FC_PPU_Buf_Count! U; d$ r! v4 l4 s1 C) k) H4 L* e
- RTS
3 B! k# h: P3 |. L" p9 [( X - / \# V$ s! m7 W! ~" ]+ B
- ;----------------------------------------------------------------------, [0 x) Q; U7 j! Y3 a3 K
- ;音乐曲目初始化处理
2 O6 S0 H- y* W8 f) b7 g - Music_Init_Process% T- l8 s( a& f7 W4 F
- PHA& A! [0 s# a) Q& V! E- D
- JSR Music_Clear_Process2 k/ E+ d( n; S; Y7 E% b3 k: q
- LDA #$1F3 b5 @& M, O* o9 ~3 W
- STA $4015
& E2 _8 t) s/ w7 A- J/ i - PLA' t) L4 b) `2 t5 B9 G
- JSR Music_Init_Addr& a! e! v- R7 ?3 n/ j) ~( |7 n" m
- JSR Music_Info_Display
( T. N! W* ]$ Z/ L. d" ]: D - RTS
9 T: [, O& |+ P4 c5 W6 c - 7 O2 ]/ N. a0 `6 H3 x# F
- ;----------------------------------------------------------------------1 x* U/ s6 i( G! U
- ;音乐播放处理& Z; v5 n' E" w& q
- Music_Play_Process
6 `0 D! E1 m/ C w. j/ [5 n# m - JSR Music_Play_Addr
& e+ n, U6 S. K - RTS
/ j4 l" D* d2 N( r9 K O2 b - ; y& L& T) S: Y' h
- ;----------------------------------------------------------------------; `& r8 O7 T* Z' p; i8 @/ M$ b
- ;音乐播放处理3 ?2 Q% m' v6 g5 ]2 _( T. q
- Music_Clear_Process
! ?0 @6 L" E5 R4 e - .IF Music_Clear_Addr; Q- Z2 `) n' ^2 a% \8 u: N
- JSR Music_Clear_Addr
( [1 m8 `1 x* S - RTS
6 I& p6 ?1 B$ T8 n1 r: Z1 i% O - .ELSE
9 K1 C% d% p( g9 Z - LDA #$1F
8 @; ]: @- L# Z/ ^% _ - STA $4015
$ t( L8 W& \( [$ R8 b - LDA #$005 K' l# ]3 D* F. y
- STA $4010
5 N' q# x. I1 y' X! p - LDX #$00
8 K. M8 p! ` G+ Y2 y - LDA #$003 v( U9 G5 p' T
- 0 U& p5 S7 q) Z2 Q6 J5 q- H
- .Music_Clear_Zreo_Page_0
; A; B$ ], P3 |( O7 f$ V4 X - STA $00,X
3 l1 J. R6 g8 g3 Y9 T4 E - INX
' L3 [- m( L4 F3 S4 Y! C - CPX #Use_Zero_Page_Begin) j1 P, e' B& L' E+ y* D# {& r! l1 z
- BCC .Music_Clear_Zreo_Page_0
8 D" F. x( F1 o* O: q -
' I! Y8 d$ O9 I$ W7 d) R5 L - LDX #Use_Zero_Page_Begin + Use_Zero_Page_Size
! F3 T/ W( T3 h5 X+ e% { - .Music_Clear_Zreo_Page_1& M1 h8 H o2 ]6 B9 L2 H
- STA $00,X
8 k% d# q, f- z+ l3 o h+ H- I( v - INX6 r% l; @0 A1 r }) ^* I H
- BNE .Music_Clear_Zreo_Page_1
; Q$ e# z/ D4 [( w, X - , o( y3 {( [1 y, ^) [
- Music_Clear_Process_18 c3 c! W2 o( C# q
- STA $0600,X7 [) b1 R9 W8 ?/ }# z7 A' o* T
- STA $0700,X
3 j1 c. T6 R0 B2 |2 X J - INX
) J: C/ v) y9 G - BNE Music_Clear_Process_1& Q# o. s! f* d/ e& d
- LDA #$10) L3 [* q$ r8 \& q D
- STA $4000
, L7 v A n9 A; |# X$ M* z4 H - STA $4004
( H* ?" Y' q' V+ @( }9 C - STA $400C
& \6 k! \/ [( W* T- T9 g - LDA #$00+ n7 S2 ^" R$ v) i% U* {
- STA $4008' l& y+ A% _4 z* |5 M
- LDA #$0F
, _, e+ c; L( P - STA $4015; F: \% L1 S, q% M3 q& |2 [4 d
- .ENDIF
, [! l! L) ~5 z, y; D -
/ ?6 Y7 R# b8 }( P - RTS# K8 e6 |- n; q( ]
3 a% j; N& u. [1 n- ;======================================================================
9 \" i5 W) A+ G6 R& c4 N - ;重启处理 q( @8 Z* j" c. Q5 L# Q
- Reset_Program
1 Q4 ]! E# F) ~- v: h - SEI$ W5 `# E& q- _: F
- CLD. Y( S' |3 n. P, ^7 a# k
- LDA #$00
; U* m! d) ?6 K F - STA PPU_CTRL# S! Q$ b- E6 Z) ?. E' B
- STA PPU_MASK
4 D+ U1 T" j6 @0 q' b$ ?2 m - STA JOY2_FRAME
4 C9 V# C* _# \2 M - STA APU_STATUS) s! b. w8 A$ a- [4 A4 T1 B
- 1 { }: \- s% D8 G0 R
- ;等待屏幕准备完毕
- C% @4 L K3 f6 Y) B: w - LDX #$02* L$ A* P2 B8 J0 U2 j3 R# ]% \
- .Wait_For_Screen_Ready) h9 Q# ?2 l& Q: ?% l& }, J: R( k
- LDA PPU_STATUS& Y6 C& V7 z8 u/ t5 I
- BPL .Wait_For_Screen_Ready9 y, g; J! e# x# b% `1 P1 k
- DEX$ {8 B5 P" N8 V+ r% L
- BNE .Wait_For_Screen_Ready. o: Z+ y8 m. J e2 p. e u t
-
. g& ?, |0 P) ]6 s; u/ t - ;清空调色板
9 _; v6 A- M6 C! b+ _! p: R - Palette_Clear
! X r5 H% l- a - LDA #$3F
: F6 ~ G' U0 D$ w - STA PPU_ADDRESS: \5 x0 `* O" S: y! }
- LDA #$007 Z% X" Y( c' Y `4 ~: C
- STA PPU_ADDRESS
` Q6 ]/ i, w8 b3 k2 F - LDX #$20
}+ d+ V: @/ [7 L. S2 c4 C - LDA #$0F
8 |5 y0 y/ }& l- O( C n9 p - .Write_Data
5 K1 J7 q; F' T% S% { - STA PPU_DATA- `) Y% c0 C l) ^
- DEX
/ z" e* k8 s! B+ m1 a0 P# f8 u - BNE .Write_Data J$ l/ M; r$ A9 d2 d3 U# s
- * t/ `9 z/ Z# b4 Q& f& [ \
- ;清除声音 $4000-4013
{5 j1 c: ?0 k K+ q - LDY #$14: u, T, J& h6 Q1 M0 v
- LDX #$00
$ w3 S5 z' r7 n' o; i- F# t4 u - .Sound_Clear1 U- k/ m/ ^) N. a {; L
- STA $4000,X$ s+ ~$ k" T* j' E G6 \4 ?- Y4 `: P
- INX. D4 _) y1 \% k. g4 u
- DEY
0 F! P4 q! y8 S9 W; T - BNE .Sound_Clear. x5 B6 ]1 @& |' V6 X
- 5 c9 r& O. ]& D0 r4 u0 ]. O
- ;清除 RAM $0000-07FF
. W F! o1 W* I3 y - LDA #$00
4 F! |/ X/ }: C/ `8 u - STA $00* Y4 S+ w% i. M; ]/ l; u* n
- STA $015 ^ ?3 B- s N0 V; \2 I1 k, E
- TAY
' _# Z" s" Q, [' [: r, \ - LDX #$085 G* N1 ?6 h- x0 w4 }* Q8 [
- .Memory_Clear7 M7 W1 W0 \7 e
- STA [$00],Y/ c7 X$ Z: J. G9 _! j- }, l9 w
- INY$ I4 @5 b. V* }) p. ~# K
- BNE .Memory_Clear( X1 s) a8 r+ m7 t/ ^! M
- INC $01% m" b; P& [( g2 c9 j7 C) K
- DEX/ `0 ~ L, y* Q; v! ^# G5 M, \( `! T
- BNE .Memory_Clear* \, E3 U+ d3 B( S
-
) o, V5 J/ a! S- P4 t3 i) | - ;精灵缓冲初始化
3 w) K- x1 h( q+ W& S: z; m - LDX #$003 i( l& @& q0 |+ B3 u
- LDA #$F8
& r" J+ Z3 D1 |" z% Z - .OAM_Clear
! G# Z- F3 n% E' S - STA OAM_DMA_Buffer,X/ E8 z1 T+ z' ?5 I* C1 ~. {4 @- Z
- INX
( j9 J; [6 Z& N - BNE .OAM_Clear
/ l& g+ K7 y0 a7 V5 K' p: p3 l - {; a/ k& G& z: F
- ;栈指针初始化3 X8 x# M! Z; A: ~% q
- LDX #$FF
! {& a A/ M# j5 ~9 U" ?, A - TXS/ a f! a1 w' A9 u& N& R4 E( o* m4 X
-
4 x( \1 O) M% a" v( W - JSR Nametable_Clear;命名表清空
- Q5 O1 j* }- p( W8 i9 c ^' n - JSR Palette_Init;初始化调色板缓冲
: l- a5 W+ K* t' j$ W. u1 @. i3 E - JSR Static_Text_Init;初始化静态文本1 w1 _- K2 c3 j" x+ M Q
- / c% B1 `4 `& Z
- LDA #MUSIC_ITEM_TOTAL - 1
- G6 o5 F$ G i* C8 R* d3 ?6 Z - STA FC_Music_Max_Index8 R2 `, N) i0 j% Y- j( P* n, P5 V
-
" p, O+ p% C: Y' z8 x) B3 A - LDA #$1F- g, K4 D/ C/ A5 H0 P
- STA APU_STATUS* d8 p5 }, N$ z4 `0 m
- LDA #MUSIC_BGM - 1
9 h' X3 \) B( `0 ~! p( q2 _ - STA FC_Music_Index( P$ ^/ I+ z5 y. J: [1 W
- JSR Music_Init_Process;音乐播放
0 }3 W2 L& \: a& q# |9 j* v - ; D i" Q1 K2 L. ]' p2 Q
- ;设置屏幕显示状态缓冲(当NMI处理时控制屏幕显示状态): O5 q( K, U0 }7 o5 ] `$ d
- LDA #$1E. e* e! ^$ t( X( N/ B
- STA FC_PPU_Mask_Buf4 z. d6 v" Q! b. M! w1 K/ \2 b
-
( a- F' Z) ]& @2 _1 r% ?' q* s; v5 k - ;启用NMI处理2 U. t9 K1 r5 [6 k
- LDA #$80
8 d* ]: O( k% m% F/ i - STA PPU_CTRL
% I' R* A. d0 ~0 b4 E) { - 6 y, B$ E) _& c
- ;程序循环, 剩余工作交给 NMI 中断处理
. b/ T6 I$ y3 r0 ^7 f8 ~4 y* ~ - .Loop; i8 q" d8 A# o) v. a
- JMP .Loop
* u$ o) [0 z- S3 t9 Z7 _
- \/ Y3 D+ [ f- ;======================================================================
1 t& ^7 ^% I }% l2 U6 ?. S! e/ l - ;不可屏蔽中断处理
% [$ V) A: Z& Q/ N. G - Nmi_Program
]* @! O) v8 U/ D - PHA F9 Y0 O* Y& u
- TXA8 \$ R0 B5 d' W" k/ l
- PHA3 e" @; O0 m+ E3 I8 `5 E1 R
- TYA
/ {% c1 I. g3 `4 ~5 V# J - PHA& l- Z5 R( k9 p
-
5 S4 e3 F+ ^! U+ W- G$ N0 q - LDA PPU_STATUS;读取使得 PPU状态寄存器复位" x/ j @/ `: J5 j( X5 ^4 ^
-
" g% c% ~1 u2 f0 g& a& f. N - JSR FC_PPU_Procrss;PPU处理
E O3 J% V9 J: a2 e+ P" q3 Z - . I5 v$ q" I5 t+ N6 V+ m
- ;精灵内存更新! ^* @! {: J4 d
- LDA #$00
1 [+ v; b* Y3 b8 W: s - STA PPU_OAM_ADDR1 x$ j6 g; h1 J3 s z
- LDA #OAM_DMA_Buffer / $0100
8 S$ o9 }# N, D0 g4 N) I - STA OAM_DMA
0 |. a t" p ^& w) B9 E - 8 g+ n8 t. o5 M' {
- JSR FC_Gamepad_Process;手柄输入处理! S7 G. g; [1 y; C1 Q- c# |+ j
- JSR Music_Select_Process;音乐选曲处理! `, [ v4 C1 R, V
- JSR Music_Play_Process;音乐播放处理- F. d, P8 \3 Z
-
2 h# [* T% k. l) V( b7 W6 I - PLA
. _2 B2 R. F! K) i& W* _- v - TAY4 Z" W5 G9 Y' G- R `9 j- m" | y4 a
- PLA
" h8 E* b6 N! u ~. g - TAX: @. N1 q; R2 y! i# O+ Q( z
- PLA
l( {5 |" f6 X7 ^5 ^. M - ' I/ ]" Q/ e' ~0 `) Z
- RTI
( r- l: l' s& ^* P: h - % s2 [ [" I7 Y! c, Q2 c6 w9 L
- ;======================================================================
8 n4 }0 o! O: i( `( W$ d - ;请求中断处理/ j# `. z) {+ I; ~4 j
- Irq_Program
' ^2 y; J5 ^8 y - RTI
, r/ j7 o" [7 h |2 m) b
; H1 w. k0 c& Z0 j- ;======================================================================
1 l% A8 |/ I ]" D7 S9 p" [. h8 P9 X - ;中断向量表% V. C! p" S* r) ^4 k6 `& C6 V
- .ORG $FFFA3 R6 g0 U3 C3 Z+ M' p
- .DW Nmi_Program ;NMI触发时执行( ? S# L0 G( T/ g3 N; K4 ~4 W
- .DW Reset_Program ;载入ROM时最先执行0 q E1 }& I0 N7 m6 I4 t
- .DW Irq_Program ;IRQ触发时执行; P/ }1 @* A1 D7 q) e
复制代码
$ S+ f8 \+ |$ X$ F" B1 N; V" G: P @ z* F5 q+ N5 i
; S& c/ t. P2 a' {/ Zhttps://gitee.com/flame_cyclone/nesasm_3_2 |
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