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这是个 nesasm 3.2 入土教程, 感兴趣的可以研究下4 J, I& U, A, J5 f8 P- }9 T1 m
6 }! G, Q" d5 x" e0 n
以下是主框架代码:0 V! I' k) |4 G1 D" U
- ;======================================================================3 m2 a; u' J! C
- ;文件头7 m g/ J4 m% z
- NES_16KB_PRG_SIZE = 8 ;16KB PRG大小数量
2 S8 S3 |% z+ @ - NES_8KB_CHR_SIZE = 1 ;8KB CHR大小数量
9 S! ~1 C8 W+ y7 S8 e. C - BANK_DATA_MASK = NES_16KB_PRG_SIZE * 2 - 1 ;bank号掩码
+ k: P! C6 y8 X - ;======================================================================% F5 @6 u2 N: [
- PRG_DATA_BANK_C000 = NES_16KB_PRG_SIZE * 2 - 24 B. N6 N7 e( a+ q
- PRG_DATA_BANK_E000 = NES_16KB_PRG_SIZE * 2 - 1% ^, a3 L; w J: _& D; O3 |
- ;======================================================================. J6 Y* K% W. {& _9 v! o
- RESET_BANK = NES_16KB_PRG_SIZE * 2 - 1
3 _/ G" Q% M w7 u - RESET_ADDR = $E000 ;主程序起始地址
+ m, ]+ c" [$ @ y& p9 x$ l - ;======================================================================
2 R& }! h! L& i- W4 v4 G - .INESPRG NES_16KB_PRG_SIZE ;16KB PRG 数量, $01-$EF8(1-3832),即16-61,312 KB" e! p8 ?: C2 Y
- .INESCHR NES_8KB_CHR_SIZE ;8KB CHR 数量,$01-$EF8(1-3832),即0-30,656 KB4 O, P# F3 V: C" v8 K! }4 j
- .INESMAP 4 ;Mapper号 (0-4095)" V0 W% J- D4 F2 ~
- .INESSUBMAP 0 ;子Mapper号 (0-15)
2 G4 M$ M9 B8 `, l$ I* a% j6 G) H x - .INESMIR 0 ;命名表镜像 (0: 水平 1: 垂直 2: 四屏)* k6 ?9 P$ ~; U) y
- .INESBAT 0 ;指定是否存在电池备份 (0: 不存在 1: 存在)
+ w& g2 Q! K' Q/ T; L: G - .INESPRGRAM 0 ;指定 PRG RAM 大小 (大小 = 64字节 << 计数)
+ |5 w. s( a; Q6 h' z2 x - .INESPRGNVRAM 0 ;指定 PRG NVRAM 大小(大小 = 64字节 << 计数)" A+ N1 a" c. ?% p8 D% q
- .INESCHRRAM 0 ;指定 CHR RAM 大小(大小 = 64字节 << 计数)5 e5 b" p1 \3 W s
- .INESCHRNVRAM 0 ;指定 CHR NVRAM 大小(大小 = 64字节 << 计数)
* C; v" A+ v# ]8 L+ S5 ]1 { - .INESTIM 0 ;指定时序 (0: NTSC, 1: PAL, 2: 多区域, 3: Dendy)" H% e Z+ N# J
- ;======================================================================
3 K/ u1 [! `0 J/ f' w# F% z ?7 B; |2 \ - .INCLUDE "fc_demo_config.asm" ;全局配置# x! w3 s ~) _4 z# r
- .INCLUDE "fc_demo_constant.asm" ;NES常量6 u# D) ?& h, n' v9 P! e6 U& Y$ ^
- ;======================================================================; R4 ]6 \8 U* G: c7 F, L
- ;音乐配置/ c( H# l, H2 [$ l
- .IF 0 = MUSIC_THEME . R- P2 N9 w1 @1 k
- .INCLUDE "data/music/Gremlin 2/config.asm"9 g0 w9 M6 Z# k C' `
- .ENDIF0 `! N8 z7 Y( H4 O0 l3 l
-
$ y( H8 p1 z: x- r7 i; k - .IF 1 = MUSIC_THEME) g& _1 c" F& Y, ]0 Q
- .INCLUDE "data/music/Raf World/config.asm"
$ ]8 ]& J5 R( X9 y" g - .ENDIF6 W2 r. P& A. ^; W$ c4 {
- ; p, v1 ?9 a' L; C% n$ s
- .IF 2 = MUSIC_THEME
: z* h) U6 w8 O. d8 W1 {# ] - .INCLUDE "data/music/Ninja Gaiden 3/config.asm"
' x6 Q4 u$ ^+ e - .ENDIF/ Z( h, x& n- R6 r1 w4 T. b7 }% X8 {
- , L& M- l- j% o1 T
- ;======================================================================3 |9 V/ \/ N( ` V7 Q6 }
- ;引用CHR图像数据
# }1 K- [9 x: e- L: `" ^ - .BANK NES_16KB_PRG_SIZE * 2
4 y% ]- n7 {) K. y7 W O5 k - .ORG $0000 s& q$ `! X% d }) X. V
- .INCBIN "data/bkg.chr"$ R3 p# g8 [6 x3 c6 {) s1 E5 Z* ]
- .INCBIN "data/sp.chr"' [( p8 @+ ] g+ d0 z* A
-
! d, \7 U% r! _: B5 g+ ? - ;======================================================================
8 R# h7 |5 k) ?+ k4 h - .BANK PRG_DATA_BANK_E000 & BANK_DATA_MASK;设置程序所在Bank
6 l* g4 A; t- p7 S# Q - .ORG RESET_ADDR
& D) P5 R8 W+ |1 y' i - ;======================================================================+ i# O5 a/ ~/ O/ r
- ;引用其他源文件, s- \8 W) c3 n9 R: ]3 t& |& g
- .INCLUDE "fc_demo_ppu.asm" ;PPU处理 s- d2 p" X; r+ R/ a7 t& O# f
- .INCLUDE "fc_demo_joysitck.asm" ;手柄处理
' ^4 ^# a" c4 h - .INCLUDE "fc_demo_static_text.asm" ;静态文本处理
) i7 T! ` O/ h: M$ S1 f* a - ;======================================================================
9 o9 w! E+ g8 f7 Q* S$ c+ C - 1 p0 ?0 m' m3 K! N W+ H! j& J
- ;======================================================================. q* O: d4 x0 q) W# a- G
- ;等待VBlank到来% L; Y2 q1 i0 J9 s, D' D
- Wait_For_VBlank) q" }, C- Y. q* b) K: R) N
- LDA PPU_STATUS& S& S0 p' d: N9 ^+ o1 o4 x# ?. c* T* j
- BPL Wait_For_VBlank
4 b/ H, l/ Z* I: E5 m' H5 P/ _# b% h - RTS6 \$ @% k n8 P9 a- S; q# t
- $ q) C4 |% ~: x3 d2 U
- ;======================================================================1 t/ h# R0 I/ Y
- ;调色板初始化
! [0 h+ p. W7 Y* n$ Y- z - Palette_Init5 s5 E q7 A3 D3 x2 c) V$ i2 c& X
- LDA #$3F2 |$ K! M. ` F) t: [/ X
- STA PPU_ADDRESS
- z- ?; `# m1 \. Y7 r- ^ - LDA #$00
: V9 g$ \ j: e4 D' U9 S |) s/ @ - STA PPU_ADDRESS
" M( `2 }, a& U6 P - LDX #$00) T( S' k$ z' V- G$ v4 \
- LDY #$20
! W2 j) M G& Z1 ]- n) J9 a3 C - .Write_Data0 y3 B: [. Q# ]( |# b* K
- LDA Palette_Data,X/ \& D" S0 B& o7 b+ m, P7 G% }' k8 T
- STA FC_PPU_Pal_Addr,X: J- \8 n6 i3 u, M, n: B
- INX
( D% D3 T4 H H9 w+ I - DEY; R: f; U& L0 B. ~ c ^
- BNE .Write_Data5 C8 T' \5 D u5 y: i7 Z
- .End' h Y1 j, L8 Q) ?' J/ \
- RTS+ e' r# j* p/ ?
- |% C* h! D! u3 p/ S0 R
- ;----------------------------------------
) V+ g& W _3 s - ;调色板数据) C. E' l/ e5 G$ W) ~2 M
- Palette_Data! U" S4 u5 O$ |1 d& r
- .HEX 0F 20 32 02 0F 20 32 0F 0F 20 32 26 0F 1B 0F 1B3 b/ L1 k+ O( @
- .HEX 0F 21 27 22 0F 24 24 24 0F 21 21 21 0F 22 22 22& ~2 V( c% T* m% g) |* p; u( r
-
+ M" v' y% m. e/ G* ?3 V - ;======================================================================
' e$ _- t! j" N- K; H, Y- e) ^ - ;命名表清空
N' X* x$ m" _/ W1 A - Nametable_Clear7 Q' C- |) F6 O0 ^
- LDA #$206 i; C* c7 d& s0 p2 K' F, N+ b# K
- STA PPU_ADDRESS% D. ]8 ~0 ?% j$ [5 q) \* m
- LDA #$009 W/ H2 J) q$ f5 Q
- STA PPU_ADDRESS
Y' A% L8 J: M' F( q; S* J - LDA #$004 M6 k9 B# u( _! n) A7 q
- LDX #$00
/ x0 n! `* g( r) Y, r6 s+ Y$ Q - LDY #$08
( k6 Z1 Y+ k, _7 e6 C: ]* @) | - .Write_Data
& c) R" O8 v$ G# f( |- \" }1 `% z - STA PPU_DATA# J) A. r; [7 s* c* [" _8 i
- INX
1 v- o- T( ?- m+ H6 ?! f Z% X - BNE .Write_Data
* F. U8 e5 G0 u h+ i, C1 E - DEY( W1 m; R# ?9 K* m& a4 N. N
- BNE .Write_Data
. _9 X3 J6 L8 G - .End- |: @4 F/ d J/ D- {, L
- RTS
$ s! D! Z( z" b; }$ w
9 w+ V, C% ` _1 E- ;======================================================================" ?9 Q. i$ ^' N R3 _( N# N
- ;音乐曲目切换1 [- x/ N$ S8 q+ h }5 E2 N. @/ D
- Music_Select_Process
- y9 c1 f+ U! {7 Q$ i
* f8 q( q9 Z5 h: E# s2 {- .Pre_Music;上一曲2 h" P. g4 ^5 o0 ]! `, c
- LDA FC_Gamepad_Once- E4 l' R$ R( V2 o" m
- CMP #JOY_KEY_LEFT
1 m; O/ L: F0 z- ]. R1 I - BNE .Next_Music4 r+ F3 }$ C) V3 Y) s. C' _3 p! z
- JSR Music_Play_Pre
# ~) L; I/ b/ } - .Next_Music;下一曲2 |" K/ A4 i0 Q9 ~9 U' Y/ B6 J
- LDA FC_Gamepad_Once% C0 q& M; g' R
- CMP #JOY_KEY_RIGHT8 f) x/ U3 N" Y
- BNE .Next_10_Music# B# ]+ @1 U H8 [3 T! m5 c z
- JSR Music_Play_Next
2 r8 F/ X! h0 M( N* [ - .Next_10_Music;上10曲9 F6 Q+ n% N8 E& h5 ]+ g+ y, l) t) j
- LDA FC_Gamepad_Once; P$ s0 k9 f, ~8 ]% y# o
- CMP #JOY_KEY_UP
: |$ U* }$ C) s5 n* G8 r. M9 v - BNE .Pre_10_Music
* E. e! I/ M U3 c; u - JSR Music_Play_Next_10/ ?; d3 W- c; u8 y. p; O
- .Pre_10_Music;下10曲
& X1 O" Y- g, \7 H) y1 C - LDA FC_Gamepad_Once
: w5 H6 M2 @- X0 H" h/ n - CMP #JOY_KEY_DOWN" M# w/ T" D7 g+ e: S6 |
- BNE .Reset' O+ Y7 k5 b% X' l
- JSR Music_Play_Pre_10
. _& @: L9 Z. i - .Reset;重播当前曲目
* v3 p4 `) n9 p' | - LDA FC_Gamepad_Once
* y- c' _* a) s5 ~* W - CMP #JOY_KEY_START
4 {. s: g1 `! _% E8 C2 d1 @ - BNE .End
. i& Z; C# u; ]5 I: f. C; s! A - LDA FC_Music_Index
# s4 f8 W& B% e: D6 ~2 d ?1 c - JSR Music_Init_Process, N h5 P& o/ S6 p, G6 Y
- .End
3 J( k3 s6 a, {2 T- d: f/ K0 ^+ \& { - RTS$ ^; y% @7 n3 c# [. M
- w$ x1 K6 K1 v. H
- ;----------------------------------------------------------------------
6 R b" C( a- _) L# A- N - ;播放上一曲. c6 \- U3 m: Y
- Music_Play_Pre/ h0 p' y* V6 s( H/ Y
- LDA FC_Music_Index! h& U, i1 I/ e. g) m# `
- BEQ .End% K3 ?1 z5 W, Z, H2 s% h$ V5 b
- DEC FC_Music_Index! b! h0 ~' Z5 E$ R# z6 K. k: \
- LDA FC_Music_Index, ~* W% j9 y$ P* k3 f/ H7 v! q7 L
- JSR Music_Init_Process
. H* e: ]# g; ~) C, d- D* v# M% b - .End
9 K# `" \4 `! d9 r2 d' L, X9 G - RTS; ^0 ^) v9 w/ ]. Y. V1 Y$ U7 [
- ;----------------------------------------------------------------------
* Y+ [! C. S" K& x2 Z1 V7 ` - ;播放下一曲5 \4 z7 T, H+ n p
- Music_Play_Next
# L4 e8 m/ L) X3 T3 ~3 _& c, y. ]1 z - LDA FC_Music_Index
. H! e$ N4 O; u; c/ S( M: h - CMP FC_Music_Max_Index$ ~. |4 _1 }3 ], a0 R( P
- BCS .End
, N% l# a5 @1 w$ m" r0 y - INC FC_Music_Index8 C% ~! e ^& h1 U8 J1 K$ T
- LDA FC_Music_Index+ W$ E U$ E5 t- d' P9 u
- JSR Music_Init_Process
8 ?' g, r3 ?' [ M! k. X8 v - .End
* H! Q5 u" m: P# ~; y - RTS
- }- B1 o! a" f) n. n3 x% s8 S - 0 R; Y2 ^% g) e# K% l
- ;----------------------------------------------------------------------
# k% V* Z% q: B9 `( m% `- I - ;播放上10曲
4 |2 S& k# D# @ - Music_Play_Pre_101 `: C' i4 K; O
- LDA FC_Music_Index9 d0 r4 \0 L3 t; q4 \; S
- BEQ .End+ j ~( m' i2 J( ], A% W# l
- SEC5 Z" K' K6 _, Z" W% E- D/ y4 G; T
- SBC #10
- O, ~0 U% d; o% e3 S - BCS .Pre_10
/ E g+ o, O) f; t - LDA #$00
9 U( F# i3 A, ]6 F! b, R7 \' Y; I' t - .Pre_10. g( z1 e& W& P/ d! V
- STA FC_Music_Index
( A% W! f; j0 ?% v - JSR Music_Init_Process
% z+ s3 p1 Y" i8 h2 W* h% \1 X - .End: r8 ~+ a8 ~8 B' Y/ {: |1 @
- RTS# M/ g: B' |0 H8 S# G0 c+ C+ @. I% T
- ;----------------------------------------------------------------------
" P1 m0 `- d7 S - ;播放下10曲
" m8 R2 h; q5 W+ b m5 _3 @ - Music_Play_Next_107 R! J( F7 K. x
- LDA FC_Music_Index
0 E' E( C q8 J2 H - CMP FC_Music_Max_Index1 m0 p& P& d- Q) x
- BCS .End
! \+ ~5 J& v) g - CLC* h9 g! ]6 E/ t5 S! \. W0 z
- ADC #10% f& Y& g3 W+ O" J0 z8 b
- CMP FC_Music_Max_Index
( ] B; U5 _' _: o9 F: e - BCC .Next_103 K% z u8 R& y6 D
- LDA FC_Music_Max_Index4 o8 f8 U, U1 y# M) c+ t& S& T
- .Next_10& L6 s. J4 ]. _0 B0 l- z
- STA FC_Music_Index# {* o1 N3 [4 C/ c$ }) t
- JSR Music_Init_Process
- K, ^7 q% z1 Z( ]$ a - .End5 o3 d+ }- m) V2 c# v
- RTS
) q# l' `) [- W3 s8 `
2 Z8 g' N& N8 ?% ]' b- ;----------------------------------------------------------------------3 ^3 d; g. S4 I" f. d/ w
- ;8位十六进制转3位十进制制/ S! P! x% k+ { D9 I
- Hex8ToDec! ^( F! c2 `% I& |+ N% y( o
- STA FC_Dec_Data_1
5 T9 e: G4 x+ v5 q: h# Y - LDA #$00
6 y9 c, Q$ K' d - STA FC_Dec_Data_100
! k% e8 z; ~2 [( j5 N2 ?9 e i2 j - STA FC_Dec_Data_10& r+ ]3 d; l; Z! ]2 W
- LDA FC_Dec_Data_1: B8 H8 B. A4 S
- .Convert_100
2 s* @7 _+ X9 p0 I- p( U - CMP #100
B3 H/ s3 Y+ Q' @8 n - BCC .Convert_10! _! e+ g; M. h5 g; `: M4 w; v
- SEC
# P4 Z) w3 b9 \5 v - SBC #100, F8 D7 z) M [+ `4 R- C
- INC FC_Dec_Data_100% u* ~. S5 t- h$ {
- BNE .Convert_100
# j" j4 I7 ^, u: j& b - .Convert_10
) t( G" Z* @: l r J0 ?$ s4 w$ R* V - CMP #10- G! o6 B; Q3 b: a. m- U0 D
- BCC .End% l% v: h" |! K0 |8 i. f: m4 W
- SEC6 N; A+ T7 K7 s5 h- Q4 C: E
- SBC #10
, p' g; i. @0 [' N' v2 q9 ?, } | - INC FC_Dec_Data_10
9 P' S, @# e8 L' ^9 E# V - BNE .Convert_10 e( Y8 q* f" e$ E8 Z
- .End
6 |+ l8 [$ o2 X! t& N; w - STA FC_Dec_Data_1
4 \2 K p7 Y9 G @ - RTS$ K3 h3 Z+ p# i" B# C
- ( F: c6 Y8 Z# g6 H/ a
- ;----------------------------------------------------------------------
; h7 j# z4 |7 R5 b$ I& Z - ;显示曲目信息7 c: p! v0 o% O3 e7 t+ d
- Music_Info_Display
+ ^) Q- m0 _- a5 L! G; f9 Z# i - LDX FC_PPU_Buf_Count
& h8 J" s( I- U: m - LDA #PPU_WRITE_MODE_CNT_LINE
: Z2 D6 }# F1 O" ` _ - STA Use_PPU_Buffer,X
0 P' J7 A; `/ e# K1 B - INX
9 u4 B- e* H1 _. K! ^( N( K - " B3 `: q0 |: Q! D4 ^, S1 H; w
- LDA #>MUSIC_INFO_POS# n7 f: ?* N3 [6 O* C
- STA Use_PPU_Buffer,X9 z& Q& j+ `( k* K0 x! E
- INX
, b6 ]( }( Z. \3 p -
+ Y- A% E: W3 x/ {2 P - ;居中7 F! V. T, x& p- `' e8 ^
- LDA #<(MUSIC_INFO_POS & $E0) + (32 - 5)/2
5 q3 n; ?$ H4 R4 t0 h - STA Use_PPU_Buffer,X
& d$ d9 u6 ~6 o" u2 N$ z5 e* B - INX
0 o0 _/ I: K$ R* U -
+ i2 ?$ I& ]; g3 d - LDA #$05: g4 ^$ }4 ?9 U( p' Q& X
- STA Use_PPU_Buffer,X
7 V) n) U, ?# w, N' R - INX8 _8 ^1 M! Z! y9 p4 B
-
" Z& Z% _ _* F6 q. u3 l y0 c# z! S - LDA FC_Music_Index& k; f3 F1 [7 Y+ e7 v8 H" \( U5 r
- CLC' v! g4 o0 U& [* \! {, [9 ^- p
- ADC #$01) Y9 k9 l1 J$ T3 ~ p
- JSR Hex8ToDec
" s5 H: G7 b$ t! r1 P - ) _6 G/ e- `& _0 l8 W- A8 j
- LDA FC_Dec_Data_10
) m0 y3 t, d3 @0 F1 g/ K - CLC; t3 L, A% j/ p+ d1 ~) U# B
- ADC #'0'
?' C& J# L: v - STA Use_PPU_Buffer,X- i$ X r# f% a S; H- t$ W
- INX g0 d; V3 H( e8 a6 R2 t) D
- ' r# e$ p, a+ S4 f q
- LDA FC_Dec_Data_1
0 m6 P' T V6 s - CLC
! n( F! X8 L- k6 J t: @ Y' k - ADC #'0'0 K! [1 ^9 N- j9 l+ _
- STA Use_PPU_Buffer,X
: i' R0 q: P5 L. Y# B! N - INX! o" a5 k9 ?& c; y2 w
-
6 [# V% }+ S9 o- Y$ o1 m - LDA #'/'6 x" l4 ~3 d5 f K1 c5 q
- STA Use_PPU_Buffer,X7 m$ A n. c8 g- C
- INX
# ?# p8 o r( X- W( ~# b -
# v: ]) z2 f8 c0 E% {7 n# x - LDA FC_Music_Max_Index
' F: ?" }% o& S: v0 B* f, v1 C - CLC0 N3 `* ]6 E1 {5 X# [
- ADC #$01
; Y% u5 _* [5 {& _' t. g* v k - JSR Hex8ToDec
; e- a/ x$ n% k# j; }+ y -
& q" U% V, U6 r# ?- y: o7 {6 K' J - LDA FC_Dec_Data_10
+ y) K% }/ y8 N! _+ a4 t7 G - CLC' I' D: r6 ]9 G7 ?* @1 m3 K# k
- ADC #'0'8 j9 X m( K& F# T7 C. u: K2 s" f# r
- STA Use_PPU_Buffer,X2 v8 _3 d5 `4 m9 {
- INX
) L: ?9 i. j" J5 p5 v# L9 ~ - 6 s+ ~9 P' |. {: r9 Z0 B
- LDA FC_Dec_Data_1
: Y3 Y& U2 w* l. H$ P: X: ` - CLC! G+ p& [) H4 Z% K( v0 s
- ADC #'0'
; T' d* p3 i0 d5 b( w9 t0 ]3 c - STA Use_PPU_Buffer,X4 O0 G3 h$ M' [1 Q7 `& @/ A- C
- INX% s( I# i" D r/ L9 V! j/ u1 E. z
- 6 c' x0 m' ^: Y* R
- .End
& |% W3 G4 f. K" S" ~7 V; o# u3 Y# X. ~ - STX FC_PPU_Buf_Count3 Y+ M% O3 b/ K) B) z2 D5 v2 s
- RTS ^7 m& g$ E: `5 K0 s
" `$ z/ t6 d, D5 B% h1 x' b) B- ;----------------------------------------------------------------------
6 S0 C1 K* t( {" L% c - ;音乐曲目初始化处理' a* K2 R' n% ~3 [4 p
- Music_Init_Process, y6 V+ \- x" K7 q
- PHA
$ P- C5 e6 k7 M' ? - JSR Music_Clear_Process7 r. \" v$ O6 C% A- {: X1 y
- LDA #$1F4 H D K& _" T8 W+ o/ T5 w3 a" q
- STA $4015: f. h1 F8 C9 p! r
- PLA
' y; l5 \! q6 O; \% d* [ - JSR Music_Init_Addr/ s& T6 Q: m. z, L9 I
- JSR Music_Info_Display
. Y5 C3 C! Q! e( _" H- F1 w; A - RTS
( @" W w; V8 J5 I4 C$ ` x
. Q8 n8 D: C" d7 ~3 T- ;----------------------------------------------------------------------
u; P4 i. V# T7 D% z( Q - ;音乐播放处理5 ]" a! V+ }! E- k) e6 U0 E
- Music_Play_Process
, l% [ }1 N* H2 L' r# i - JSR Music_Play_Addr& H. @5 E1 j @
- RTS6 w+ `/ w& Y ? S- L
- `$ ^) d% B: R0 C5 O7 H# o- ;----------------------------------------------------------------------8 ~8 B+ B7 x' G; g/ L3 |
- ;音乐播放处理
8 {2 S0 \! k! @0 M% H; b& v5 j - Music_Clear_Process
: n- Q/ F0 a6 N! c9 M! O0 ]$ K - .IF Music_Clear_Addr
( _: t% @1 `! k6 E - JSR Music_Clear_Addr
( w$ }, J) X. p: J1 i& l - RTS
0 B* Q- c3 ~. t6 y3 E9 w - .ELSE: ~4 |8 P. P' S1 c: w6 l5 ]
- LDA #$1F8 K& M2 N" W# J+ G) Z$ k. |9 O
- STA $4015! e/ i+ y" \ i% a% ~1 t5 M
- LDA #$00! C# F8 _$ u; ^9 e
- STA $4010
9 G* m5 F- e5 E9 P8 q8 R. w& l. I - LDX #$00
3 b+ |8 ^$ [3 z/ z9 f1 D/ N7 o# [$ l - LDA #$00
) ^' C- o S% _4 w+ ]( l. e3 E - 5 q; |& E; ^/ O5 q' {
- .Music_Clear_Zreo_Page_0
- ~! Y$ e) |$ z5 y4 H0 M, H! `# K# \ - STA $00,X
! }" h9 E* d! E5 ^' K - INX
. M" ~9 G' O! n. Y% E3 f - CPX #Use_Zero_Page_Begin* T: L. v5 `$ F! B4 _1 U& }6 u
- BCC .Music_Clear_Zreo_Page_00 I" y5 K9 _% B9 f
- / z: \7 ~8 E# [: X1 ]7 `
- LDX #Use_Zero_Page_Begin + Use_Zero_Page_Size
! w8 i8 ^9 k+ h( L# O6 I - .Music_Clear_Zreo_Page_1- {. U7 S7 S r) n" u0 g
- STA $00,X
/ E& a4 N) ^2 n; f+ O! z+ l) L - INX+ [+ L3 F2 o* t/ |% `# p& L
- BNE .Music_Clear_Zreo_Page_1
/ W: H$ Y6 B2 a) i) Q -
; ?" m1 m# _# W! Q0 Z& }2 a - Music_Clear_Process_1* g; P5 ~% b; Z* g
- STA $0600,X
$ ^; A, g- U1 s3 ] - STA $0700,X
4 v7 a4 r( O0 N9 r. O - INX4 w- s% q6 m1 u3 V* X4 {9 v+ j; P1 X
- BNE Music_Clear_Process_1. j- ~1 ~) v" O4 y4 \( q
- LDA #$103 R9 r- {! A$ e- P
- STA $4000; |5 t" F' U; ]7 \$ U" n8 j( e. z5 V& n
- STA $4004' `% L: q c3 V V
- STA $400C) S# g- u1 r: z3 v7 G
- LDA #$00
2 }7 F8 u/ }. X1 X - STA $4008
4 X& f% A2 @! O0 ]4 r - LDA #$0F% W0 d0 ~( N5 g2 p4 n- e, S
- STA $4015* } A. Q- |, E+ a
- .ENDIF
+ f* x; c# w. } V -
$ O7 r: O# E3 e3 F' R - RTS( P$ P) e! y5 A) y, }( W! E
) X# X6 ~- u: u4 `2 A, M9 U- i5 S- ;======================================================================
) [ C3 H2 T: ~: { - ;重启处理6 u; p4 g! U% Q" o' x+ z5 X. ]
- Reset_Program
& R9 g' s2 b* I - SEI; j0 X7 j2 m, \" N8 Z3 C9 T, U0 s( C
- CLD/ A" Q6 P ]/ A
- LDA #$00
4 K4 H2 j# W7 D - STA PPU_CTRL
! H( V2 R* A% F& @ - STA PPU_MASK- Z+ `* N2 p0 @4 F: N \. w/ N
- STA JOY2_FRAME+ S5 r! Y, @2 z: W8 [
- STA APU_STATUS
0 `4 n5 ^' c0 V9 j+ @ - . ^7 q: q& r9 x/ }, Q! f2 x
- ;等待屏幕准备完毕
( o/ h/ n% m% }3 e1 v - LDX #$02
3 y$ a7 T9 ^- f - .Wait_For_Screen_Ready
) b R# u9 \1 m - LDA PPU_STATUS2 @& V, m7 y" o
- BPL .Wait_For_Screen_Ready
: @: }+ e2 d$ V7 k - DEX
0 w! ?8 F# M [5 G( w3 G. Y - BNE .Wait_For_Screen_Ready
7 `* E7 G4 R9 n8 m) {. ~ - 9 z4 K0 g( {6 v, u2 u1 z
- ;清空调色板
: W! K7 t7 @2 g7 L, y% C$ X - Palette_Clear
$ S' b2 m' h$ j+ P) k - LDA #$3F
6 e/ C: A* q& \6 H# ` - STA PPU_ADDRESS
& ]- o( E. }; R8 |/ J Y - LDA #$002 Q) l6 c$ Q& q4 M
- STA PPU_ADDRESS
: D: J" ^% v3 g( f) L8 c0 q - LDX #$20
* w" N1 y1 G( Q7 _6 [' K - LDA #$0F( H* c# X8 y A3 L( o
- .Write_Data7 p# k# |* g0 d8 F: t; U
- STA PPU_DATA; |. ]+ W+ v, W9 H( Z7 v
- DEX
1 I9 T' [/ U1 E( V& s0 n) G - BNE .Write_Data# R2 s) y( N' c, i [& p
( b, n( C" K) _- u7 N6 c A9 r V- ;清除声音 $4000-4013
- {% k( X2 w" I1 @ - LDY #$14
! x) _9 Z( ?( b4 V( Y( q - LDX #$00
5 F1 O* ]9 f7 v8 l ~ - .Sound_Clear
) t4 y- ], q m' B - STA $4000,X1 L1 [) Q2 b7 z, ?' g3 Q& N {
- INX
# f& t% {( h/ A+ I! u - DEY v. r3 {- Q3 S8 v# f9 u5 g1 o
- BNE .Sound_Clear
1 ~ o; @8 D& g9 z! C8 e -
% }3 H# f7 ?# u! ^/ \' F8 O - ;清除 RAM $0000-07FF' P- {9 l3 p! S( K# y$ Q. T
- LDA #$005 D1 q, `6 y% l
- STA $000 \9 {' O5 X/ L8 a9 \" b7 J
- STA $01
* t% R0 ?: t: c0 u/ R* o( o - TAY
+ ?# s) ]5 `; ^: P - LDX #$08
6 W! w2 B+ L+ F6 U" N0 Y - .Memory_Clear
, }9 p- `5 q1 P+ y; c - STA [$00],Y ~ z- x* s/ G6 f
- INY
K$ G( g, ^1 }/ g; z# |5 Y - BNE .Memory_Clear& t- l5 b! m6 s4 B Z
- INC $017 o2 K, W7 D- h) L! J1 M) I2 Q
- DEX1 d3 ?: J1 o7 J$ _
- BNE .Memory_Clear
3 C7 g0 i0 ^, _$ c' n - " c: r' b. F) Z& t# s# @
- ;精灵缓冲初始化
" W. j0 S& P8 {6 d; F - LDX #$00; v! F* S% y' }9 l
- LDA #$F8
; {2 i b" t& e7 { - .OAM_Clear& q' \3 u/ m0 P9 u# Y) ]
- STA OAM_DMA_Buffer,X4 D: H( h, b. }' A: E
- INX3 F$ h4 c+ m* Q5 H
- BNE .OAM_Clear" g/ p3 ~& f5 Q2 R2 Y9 {
- ( W3 |' j% @! L I4 [
- ;栈指针初始化
# A8 l/ t4 k$ ?! h; S) B$ f, ] - LDX #$FF
$ Q0 }5 w! [- D0 w - TXS
2 ?+ Y6 s; u6 @' e) T! _ -
$ O1 v1 J6 A+ ~3 L - JSR Nametable_Clear;命名表清空" w+ B) W9 D, [- I
- JSR Palette_Init;初始化调色板缓冲
4 A# c7 p! y* H L1 ?" [ - JSR Static_Text_Init;初始化静态文本
8 ^( n8 l- i1 r3 x9 d( y -
, b4 F& c! \9 s. Q0 [: z, x2 ` - LDA #MUSIC_ITEM_TOTAL - 1 }5 r' }/ _, ?7 m
- STA FC_Music_Max_Index- u' L: f( o; B
-
$ C- e4 j9 W2 E3 n* ]* r! e - LDA #$1F, V9 n( u' T& Z1 e4 m1 j1 S* v& G3 s
- STA APU_STATUS* {+ c* A2 ~5 a0 m7 C o
- LDA #MUSIC_BGM - 16 k+ h1 r- w& h1 ^& ]( s6 v9 j
- STA FC_Music_Index% k/ X" @0 Y8 P- W8 W; A6 V
- JSR Music_Init_Process;音乐播放/ X* b f, L/ h
-
, C) ^) i7 Y. V/ t$ w - ;设置屏幕显示状态缓冲(当NMI处理时控制屏幕显示状态)* n7 R0 ^9 X5 N! C- Z. H, U* ]
- LDA #$1E- s! e( X8 N) s( J9 ?: n
- STA FC_PPU_Mask_Buf
6 u3 K# E: H. u/ h; |5 y - $ V# A& R! r0 O( D; A+ V; m
- ;启用NMI处理. ]! I( o4 y! A
- LDA #$80
+ e6 N Q. `, R! } n - STA PPU_CTRL
& M- g" B8 j$ |0 I K - - s/ j' i0 r. J9 _
- ;程序循环, 剩余工作交给 NMI 中断处理
3 E. p v+ N7 g5 S& g - .Loop
4 N$ ?1 A4 ^2 R+ L6 T" X - JMP .Loop
+ Z1 T9 q9 C6 H8 ]0 [1 A& H3 O
9 o# k; ~; c5 Q& ^- Q& ? k- ;======================================================================4 ]0 P$ {! x( G- A2 v* E
- ;不可屏蔽中断处理
) G; U U0 m2 [ - Nmi_Program! I% [, @" [0 n [
- PHA
) _/ u1 |& Q2 ^ - TXA/ \. @. R( [( u2 b, G& T
- PHA7 d/ _. \' h$ G6 R* @
- TYA$ h- V7 Z1 o6 c- A* `3 K! V$ Z( u
- PHA+ t% q& q; J9 s) T7 ?7 ^8 ]
- ( b+ h, `$ u1 b7 T+ a o/ l
- LDA PPU_STATUS;读取使得 PPU状态寄存器复位" ~2 N8 O1 r- f+ K: h g! C# U/ T9 d
-
: z t0 j5 u3 x; I - JSR FC_PPU_Procrss;PPU处理( e' o% F5 F, T/ N2 e1 D/ z, R
- 0 N( Y( g- ?0 v, |$ F {
- ;精灵内存更新/ z& u+ W# d( u Q7 K1 r+ \
- LDA #$00- ^! d" C& z3 g6 p& P9 _$ t
- STA PPU_OAM_ADDR
( i$ m5 h8 m7 R; M - LDA #OAM_DMA_Buffer / $0100
( U0 V9 p; i* F( [ - STA OAM_DMA
- ^8 q6 A, r; l+ U; d9 i8 S -
: d. {! h! z- w1 q2 x5 y - JSR FC_Gamepad_Process;手柄输入处理! Y; }/ Q* Y+ u
- JSR Music_Select_Process;音乐选曲处理; o p6 ?7 ~, B$ u
- JSR Music_Play_Process;音乐播放处理7 O5 N* G0 R1 |! B- R _. D' ]
-
% Z) X# l' f# [* }4 ^ - PLA7 a7 @- V! R4 ^2 [- S
- TAY4 `+ }& u' j: P# F+ E8 i8 W: s
- PLA* \+ _7 d9 G0 S9 L5 R0 r
- TAX1 K6 d! C7 L+ X4 i" c8 y4 C3 n4 ?9 {
- PLA
/ s$ w( u- n1 i( M - : [) A# j' c# M6 Q! @- ^/ z
- RTI, l" U' |/ I4 N I3 t
/ e# H! ~) Q: R3 F. d8 s- ;======================================================================
3 Z$ H! {- H3 I8 c1 _9 J7 Z - ;请求中断处理) V2 `$ w7 n! A( Z4 m7 ]
- Irq_Program5 K' }0 F7 {3 h
- RTI
. r8 }7 c4 D i
8 u7 N. o; M, f x; m4 e- ;======================================================================
* L3 C9 C d! J - ;中断向量表: h/ \1 d7 s2 U! ?" [9 S( g
- .ORG $FFFA2 ]/ o. \! E* s" l* I( X
- .DW Nmi_Program ;NMI触发时执行2 ^- r+ C% d4 |' `
- .DW Reset_Program ;载入ROM时最先执行
- x7 @2 q' G: U+ @* g - .DW Irq_Program ;IRQ触发时执行6 J; P+ S$ D+ F4 `
复制代码
# x+ i* J. C) W* M T& W2 N8 g9 k2 D) A+ h3 O4 D
2 t, L9 H+ @% L. Q0 n( G5 Jhttps://gitee.com/flame_cyclone/nesasm_3_2 |
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