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这是个 nesasm 3.2 入土教程, 感兴趣的可以研究下2 l7 u- F# c A9 r! A5 Y

. P& k3 I1 Y; f" h. d以下是主框架代码:
& e6 x: e, P1 L9 i/ n4 x1 i* ^# d- ;======================================================================$ E- R+ T! e3 I( o$ L' E" C5 n- j
- ;文件头
3 N9 t% }% r" W - NES_16KB_PRG_SIZE = 8 ;16KB PRG大小数量
4 p& e8 v+ T m - NES_8KB_CHR_SIZE = 1 ;8KB CHR大小数量2 i* \# z1 P4 j
- BANK_DATA_MASK = NES_16KB_PRG_SIZE * 2 - 1 ;bank号掩码# C% g, C. N9 ?
- ;======================================================================& Z; _* j7 \* I
- PRG_DATA_BANK_C000 = NES_16KB_PRG_SIZE * 2 - 29 ~' m" |1 @' N) S" X5 Y
- PRG_DATA_BANK_E000 = NES_16KB_PRG_SIZE * 2 - 13 x; E7 h' ^1 ^# v
- ;======================================================================/ a" }9 _* p% S a) B& ?
- RESET_BANK = NES_16KB_PRG_SIZE * 2 - 1
- D. }8 P/ ]* R5 z) C - RESET_ADDR = $E000 ;主程序起始地址3 x6 j4 |$ Q1 K- H4 u! l* i$ L0 Y3 ]
- ;======================================================================0 g6 B+ S) s3 P/ F$ z+ }% A4 ^
- .INESPRG NES_16KB_PRG_SIZE ;16KB PRG 数量, $01-$EF8(1-3832),即16-61,312 KB& d! y t: e& y5 A+ O- o1 a
- .INESCHR NES_8KB_CHR_SIZE ;8KB CHR 数量,$01-$EF8(1-3832),即0-30,656 KB
, e% y0 g0 J2 D4 d2 p! v - .INESMAP 4 ;Mapper号 (0-4095)
7 b5 a! G$ v/ M- v- ]+ Y4 y7 H - .INESSUBMAP 0 ;子Mapper号 (0-15)
3 ^( e$ ?% J8 F$ I - .INESMIR 0 ;命名表镜像 (0: 水平 1: 垂直 2: 四屏)
& R. \' y% U0 ?6 d9 f4 Z2 X - .INESBAT 0 ;指定是否存在电池备份 (0: 不存在 1: 存在)' C+ v" O- i$ W0 J8 d
- .INESPRGRAM 0 ;指定 PRG RAM 大小 (大小 = 64字节 << 计数)
. g! c9 B5 I! v' c - .INESPRGNVRAM 0 ;指定 PRG NVRAM 大小(大小 = 64字节 << 计数)
) `% f+ Y g2 k- V, D# Z2 e - .INESCHRRAM 0 ;指定 CHR RAM 大小(大小 = 64字节 << 计数)2 {5 T: z9 u9 v& D, A9 G
- .INESCHRNVRAM 0 ;指定 CHR NVRAM 大小(大小 = 64字节 << 计数)
" a$ p- D- ^0 C5 [. |6 P - .INESTIM 0 ;指定时序 (0: NTSC, 1: PAL, 2: 多区域, 3: Dendy), `1 i+ f8 {4 z, g
- ;======================================================================
- J8 m( J7 P7 @& N - .INCLUDE "fc_demo_config.asm" ;全局配置9 K$ m/ F5 ]7 S$ `% i# k
- .INCLUDE "fc_demo_constant.asm" ;NES常量
/ k$ [% {6 u/ W/ D- w! a/ W - ;======================================================================' m7 L0 @6 e7 M$ W
- ;音乐配置& B1 r& p$ f# r3 R
- .IF 0 = MUSIC_THEME 3 o0 Z8 h3 t( }- S
- .INCLUDE "data/music/Gremlin 2/config.asm": m, e, _+ I8 n9 V& i. p
- .ENDIF* o1 U1 i S* ~/ L' g
-
4 r6 O3 c6 G2 J - .IF 1 = MUSIC_THEME, {! {) a. K* Y" w' M5 u1 b; v E
- .INCLUDE "data/music/Raf World/config.asm"! y' [! r1 v3 x/ O
- .ENDIF; G; D: ^# [# B |( _- P5 j8 d! |
-
( s3 x1 S3 |+ U& l" o, Z" _0 R3 w - .IF 2 = MUSIC_THEME
0 ], Y+ h, u0 k- f - .INCLUDE "data/music/Ninja Gaiden 3/config.asm"9 |: E4 D3 c/ X x) ~* m/ u
- .ENDIF! S. G& l7 ]/ @. ?; d" `2 u
u$ p& b3 @# N- ;======================================================================6 F8 J) n1 [2 M# c' f% Z* k- [
- ;引用CHR图像数据
* @$ w- V- g4 t - .BANK NES_16KB_PRG_SIZE * 2
2 F1 h5 c: G9 Z- e" |9 @1 ^ - .ORG $0000
+ \0 o z+ ]- p, A- B - .INCBIN "data/bkg.chr"
4 e2 S5 G1 I3 G% P8 L' { - .INCBIN "data/sp.chr"
% \9 L' B. K* R2 u$ V1 ]* P -
8 T3 d# Y9 U' w1 U% R - ;======================================================================
/ ~& X/ Y0 F$ F4 R$ ^- g% N$ } - .BANK PRG_DATA_BANK_E000 & BANK_DATA_MASK;设置程序所在Bank& Z' a0 l. i4 ^9 A% K+ A4 c: M
- .ORG RESET_ADDR0 s8 e6 A# o0 h0 V0 d/ n2 B' d/ U
- ;======================================================================% m) i$ E' a' F9 g' t
- ;引用其他源文件
4 p* u9 H- Q: i Q' B! a - .INCLUDE "fc_demo_ppu.asm" ;PPU处理% e" T: a% L; Z+ a: m
- .INCLUDE "fc_demo_joysitck.asm" ;手柄处理 V! K6 w" r+ i( B. m
- .INCLUDE "fc_demo_static_text.asm" ;静态文本处理
/ T/ q6 o1 W2 } - ;======================================================================, K5 p6 A: \+ F' o% m- K6 p; d9 \+ F
: S8 e, o% J8 R. E. G- ;======================================================================
) C4 m! L o- E6 ?8 e- b+ v( a - ;等待VBlank到来
. h5 L! \$ K" U: p; ^. @$ g - Wait_For_VBlank
/ Y/ k4 q4 _. u9 H! K2 S - LDA PPU_STATUS6 }" U" p0 D i5 U$ m j
- BPL Wait_For_VBlank% ^: a; T. Q3 y* `% D1 ^8 h
- RTS
5 ]! Y1 T* O: o. y- G; k - : k' s, V4 o& o5 N; n
- ;======================================================================" @, S1 L J5 ^7 m, t
- ;调色板初始化2 _+ b0 S3 r' q$ z
- Palette_Init
5 t; b% w6 Z. b% o) U - LDA #$3F2 S( F P) d2 P# k5 J( y# o3 P3 M
- STA PPU_ADDRESS, r" d" K* R6 T1 A3 G# } \8 r
- LDA #$00
, i( ?8 Y: k* ` - STA PPU_ADDRESS% ^6 t9 e2 N; \# U
- LDX #$00
& R/ L% i' z/ f: G4 V - LDY #$20% {3 U0 {: h) W. P+ ~
- .Write_Data
: V1 W9 T5 R7 d3 F. ~; e8 x& }: V/ s a - LDA Palette_Data,X+ x: q6 Z2 R( |8 @5 p
- STA FC_PPU_Pal_Addr,X9 q; `3 q4 w9 E, M& _, b6 e. ?
- INX
: ^8 p+ d1 J; y& o) V! l2 ~ - DEY
2 m9 X; a8 q( r, d$ A - BNE .Write_Data
* i! h( j& f: r# N - .End3 V8 p( u! V. {/ O- P9 P9 m
- RTS
" b9 V( l; k3 t& r& R. Y - 1 J% {* _$ P5 k7 e4 U2 h8 J) W
- ;----------------------------------------
1 V6 j8 Z1 t- g* Q6 P! K: c& | - ;调色板数据, a! s" X4 t' Z
- Palette_Data- O: k1 e; f% Z, ^. C
- .HEX 0F 20 32 02 0F 20 32 0F 0F 20 32 26 0F 1B 0F 1B
9 o) f" ` I4 J8 A+ T1 N1 C( U - .HEX 0F 21 27 22 0F 24 24 24 0F 21 21 21 0F 22 22 22
9 G3 Y/ y* m$ Y - % |7 o4 X8 F& L2 V) n7 ?7 g
- ;======================================================================
- e8 w7 n4 ?2 q3 k$ a+ Z - ;命名表清空
. d. I5 E4 F- o4 { - Nametable_Clear
0 s/ a( _0 t/ y9 X. h - LDA #$20
) |/ g5 G( U+ T# h$ W - STA PPU_ADDRESS
7 p1 z. d4 m0 G! J - LDA #$002 D& V) H$ E; V1 w& q
- STA PPU_ADDRESS: V! U. W9 Q# L3 Q& s* v* M
- LDA #$009 x, ?- E6 X3 M) T0 R: {& R
- LDX #$00- s5 C1 n4 P% f0 v/ S
- LDY #$08
. ]% w# [& z) \8 C( ~ - .Write_Data
2 G! Y& X* i. ^! S/ r _' q - STA PPU_DATA
4 c# U6 ?! C( a- l. \ - INX6 ]3 j2 Y6 D$ p+ Q; [1 X
- BNE .Write_Data0 i3 J8 ^9 p6 C0 L
- DEY+ q: V t) g" y" L7 y Q) }$ j: p5 F: V; G
- BNE .Write_Data; `, T9 s& a& e5 `
- .End9 ?- y. v d+ c
- RTS( T' c8 l: L# X, ~5 d' M
$ i& }2 g5 Q2 s1 {- ;======================================================================) i: U. v7 z9 m* A" W. P# _
- ;音乐曲目切换: ]; v/ V* L; t/ J) k0 x, }7 |
- Music_Select_Process
' g1 i" @: L# M
/ _# T7 T% P6 t# B& g- .Pre_Music;上一曲$ L& O$ B8 ~ A* V* y( w
- LDA FC_Gamepad_Once
8 h2 `1 N- o& o$ l3 r0 V0 J - CMP #JOY_KEY_LEFT
Z" n; m7 N8 C& k& X/ a - BNE .Next_Music
; X5 B/ X0 H# h6 p0 P4 V& R - JSR Music_Play_Pre! r. H2 O& I1 Q8 m+ C) ]
- .Next_Music;下一曲. W! e, E$ s% ]2 `/ d9 M% M& m
- LDA FC_Gamepad_Once
0 c# M/ ~2 q: W1 W6 k - CMP #JOY_KEY_RIGHT& m$ t. r5 L' W# l, b$ R1 |0 W5 H
- BNE .Next_10_Music3 E, C: l. V; @ p, A: t( n1 c
- JSR Music_Play_Next
' }. T+ p( `' I: S" H9 [2 z# m - .Next_10_Music;上10曲& j+ n \ ^" ?# i7 G5 N9 \
- LDA FC_Gamepad_Once7 C6 Q( n9 j2 y/ x
- CMP #JOY_KEY_UP4 ^" f! a/ N2 O5 l ?& d' Y/ F2 z* h
- BNE .Pre_10_Music
2 D4 y `, `: G- y1 B9 b+ A+ k8 i: C - JSR Music_Play_Next_10
3 _% y, k5 Q0 A/ U+ N - .Pre_10_Music;下10曲
% O% D/ i( q. [+ p/ T7 Y - LDA FC_Gamepad_Once
- ]2 H, l4 F) ^) ^, p - CMP #JOY_KEY_DOWN
) x0 m9 F7 |0 |8 e) W - BNE .Reset
2 f3 L% E, f( g& b6 \ - JSR Music_Play_Pre_10
5 A! s; C7 z2 s - .Reset;重播当前曲目
9 Y; c z6 v; x9 O8 m8 L& P - LDA FC_Gamepad_Once
- N7 x! Y. {! F9 [% k6 L$ _ - CMP #JOY_KEY_START" h. Z+ }* |9 w; D
- BNE .End
: W. N) G8 s2 a. Z: T" |- ^ - LDA FC_Music_Index- v( Q2 A1 `' |' k! Z# e' K$ L0 |
- JSR Music_Init_Process
" d" `! O% W$ b5 d! g - .End
/ b2 E; T* u6 ~3 D+ E% W, B6 y8 y - RTS
" A( v# \: U+ b1 g0 h - 7 L8 w4 Q9 c* _8 a! G+ G( A( |& @
- ;----------------------------------------------------------------------
$ H' U1 }' \5 D* M! _3 s - ;播放上一曲
. g; {5 y T7 T& ?$ \+ b - Music_Play_Pre
7 ]0 J* J; \5 {$ I, b - LDA FC_Music_Index5 \- @" _7 y9 v- D9 \3 B
- BEQ .End
& i% j: d- S1 N( r - DEC FC_Music_Index
* s. H$ K4 r7 B7 n - LDA FC_Music_Index0 U: \) V. i8 z O, \! o
- JSR Music_Init_Process+ g6 g% S# ]7 _" O+ [% p0 \
- .End* X" X* h' L; B; |1 _! @4 P
- RTS5 O' U& B& b+ F3 s. W' o
- ;----------------------------------------------------------------------
7 t( b. Y/ Z' H+ r. o - ;播放下一曲% [" C# e" T7 I0 ~. p
- Music_Play_Next
- U6 c. B; Q3 N8 K - LDA FC_Music_Index
N& z) {% K. A, P; n - CMP FC_Music_Max_Index
* U2 [6 P! a, s5 c. c4 c/ h - BCS .End
1 D! `+ [1 Z1 p+ d - INC FC_Music_Index" U- V" c$ y7 o6 T T
- LDA FC_Music_Index
1 _$ s2 m6 G1 H6 s* @ - JSR Music_Init_Process1 y6 U$ m4 W* T! j
- .End
5 L' q/ V2 [# @ - RTS! V% ]7 U1 @$ l! L/ y3 O
- ' e5 i. u* y% ^2 T7 h9 s
- ;----------------------------------------------------------------------
' P: |( A& q o, k5 |* }; e! j - ;播放上10曲 D: n) l$ G5 F) a ]
- Music_Play_Pre_10
" m; T$ U4 t) |* u8 b+ ^ - LDA FC_Music_Index6 j0 }! d! d& |% v
- BEQ .End2 S1 f! P0 H+ \0 P7 j$ Q
- SEC9 n$ t/ [: z8 M3 l; W+ _1 q
- SBC #10
5 j* a% _' W8 K% O7 ]/ k - BCS .Pre_10
; m9 i' u3 W; t. e9 B$ W - LDA #$00
! A, J0 H; X' H, R - .Pre_10$ P i* L) K% ?+ L) Y) o/ @
- STA FC_Music_Index
" K: v0 v% T' E$ l& N - JSR Music_Init_Process. G3 O9 ]) k- P! x6 \
- .End
$ O8 R5 F' F& y1 \3 R. l, C - RTS
4 Q/ z( \1 c- K% F: n5 y - ;----------------------------------------------------------------------
0 ]: e* r, |4 q/ E/ Z - ;播放下10曲
, P7 O% V4 o4 f; B R+ x$ T+ @5 a; H7 D a - Music_Play_Next_10! p" _; [* l4 l) \2 S
- LDA FC_Music_Index
; Z9 l. g' H3 s3 ^# g d7 D: q - CMP FC_Music_Max_Index
" x9 f0 F6 v! [$ J1 B - BCS .End1 X0 _' G5 m- D' v# {" I4 ^
- CLC0 m! H2 t/ L" t- l3 Z! o* d
- ADC #107 S+ V d2 L' W$ R9 \7 d
- CMP FC_Music_Max_Index
0 w0 V+ V. I- Y# q Q; U3 L# V - BCC .Next_10& f+ k2 Z- s( f% x; h8 Z. o
- LDA FC_Music_Max_Index
4 H0 [5 ]: \3 n - .Next_10
D! D6 t* B* L; c - STA FC_Music_Index# k% R5 V9 A3 c; _
- JSR Music_Init_Process/ Y- }7 C8 ] a8 p
- .End# o: P2 e/ P* v9 j: q. R
- RTS7 C- G, m6 G6 ~
- t3 b" W# I3 A3 S- w$ ~ t
- ;----------------------------------------------------------------------
3 Z( o, y; Z: t; Z7 S. Q3 l - ;8位十六进制转3位十进制制2 S/ d* d& R8 z) w/ [* c4 W+ a. t
- Hex8ToDec
, ]5 |( t' A* I( E9 X2 m g - STA FC_Dec_Data_12 [# M5 P6 @, c( G& l% j
- LDA #$00# y( ^6 T* A8 b( P
- STA FC_Dec_Data_100
& `* r. @4 j1 P* R7 j, L - STA FC_Dec_Data_10
8 v1 X" k8 j) T; u4 e% e - LDA FC_Dec_Data_1
1 n R0 w! r# o9 R' i - .Convert_100
. I6 B: Q Y4 x8 d - CMP #100. d) j* d+ @* X, |( r2 A& N, `
- BCC .Convert_10
+ I) V/ |, t/ ^3 L5 G" @* ~3 j" @ - SEC
/ \8 ?$ l* g0 {$ M* ^2 ` - SBC #100
6 t. d0 o) J/ r6 q7 w J7 F - INC FC_Dec_Data_100. V+ U3 k7 p% F6 M7 N& y
- BNE .Convert_100
' \; x k2 ^! G% S1 ]9 O9 O! d$ n4 G - .Convert_10
8 k; G/ X. y( [2 J' W/ y c. u2 |4 D) \! a - CMP #10
8 p: K+ I! r1 ?2 |6 L9 W# V+ C - BCC .End" E- ?# d3 d* q4 j; J6 S) n/ i$ h
- SEC
8 q( u9 {/ T* F2 S - SBC #104 F1 @% R+ d* M* ^
- INC FC_Dec_Data_10% b' y; d& N2 y* [1 ^, k2 y
- BNE .Convert_10
) u O" N- p0 ~( L' R' S; D S% a - .End
7 X" e5 m6 Q1 s8 n% t- P1 [ - STA FC_Dec_Data_18 f2 H8 ^1 J) t5 d- Y
- RTS; r* m+ e* v+ @! B h; u
- % u/ l1 ~- Z& F# c8 F H
- ;----------------------------------------------------------------------
" s' T, W: o, L0 f9 x# x - ;显示曲目信息# d# p P7 k4 u* P2 H% a3 A7 n& R
- Music_Info_Display
4 A# \5 V( J! b! Y - LDX FC_PPU_Buf_Count7 U- a; i9 `8 }7 z
- LDA #PPU_WRITE_MODE_CNT_LINE
2 y0 f4 @. p& b" y2 ~. s/ ]& f - STA Use_PPU_Buffer,X
$ L+ _" p+ \% k - INX1 @3 c% ], ?# P
-
: {; f' O! C/ O; p. T - LDA #>MUSIC_INFO_POS7 i' {7 |4 y! [( H' l
- STA Use_PPU_Buffer,X
: a4 Q( |/ F) q0 e3 n2 J - INX
* ]3 F |; s* v2 N3 i - 1 T7 r; e$ Q' Z7 o- v5 Y
- ;居中/ |- n F( J( h
- LDA #<(MUSIC_INFO_POS & $E0) + (32 - 5)/2
% R4 P7 q* d* W3 O! ]) B - STA Use_PPU_Buffer,X
9 c( Y2 q( b& M5 u - INX
8 W8 ?( s/ s3 i - 6 n$ K' s* ]/ m/ Q
- LDA #$05
6 x+ |) Z6 W" }# ?! ?( }' S- u' _ - STA Use_PPU_Buffer,X
' r( i- N- F6 s+ s' Y - INX
3 ]( z( K0 o$ c- r# M - 5 w) j( _: u' l4 ^5 ]' h
- LDA FC_Music_Index
6 d# i& K5 [$ O2 F. l8 T5 b+ t - CLC! v; s' y7 _* S7 o9 J
- ADC #$01; `9 N5 p5 b' U- Y; l L
- JSR Hex8ToDec
h. D: @' t' i3 K9 B) R" a -
: E+ Z6 S) T$ G @$ \* @/ E - LDA FC_Dec_Data_10
5 n$ f' a# U& `3 L- Y/ s. J5 a - CLC
1 G/ }& ^8 m/ u' t - ADC #'0'' {; w1 `# Q9 S2 m
- STA Use_PPU_Buffer,X
! s* H0 f- m! P; x. Y$ V - INX9 @, r8 V% A, ?/ a& [* z: u4 h
-
% ~- F( I: z) Q - LDA FC_Dec_Data_1
: z. V$ y) k- r1 ~ - CLC
% {. P" i( M2 {( s& ?: |2 w - ADC #'0'
% e5 ~; y# S6 y) j$ Y! x, @2 f1 B - STA Use_PPU_Buffer,X
' h; t8 o- c" t$ ^& v$ M, h6 [ - INX
e3 p7 O; A! E* F5 @4 S: z9 }) y# i -
+ ~0 V7 \: c/ U1 w1 D( f - LDA #'/'
- D# M9 k: _' y* B# x; D - STA Use_PPU_Buffer,X
- O+ _1 ^) X3 @( _' A( |9 S - INX: p& m7 B; E1 a/ ?
-
* f* K" a# k- D& W3 a# G - LDA FC_Music_Max_Index' Z- r' K9 F$ ?" L5 n) B' q
- CLC5 @3 n4 x% ]0 _# e8 q/ Q
- ADC #$01
" n" n" s" |3 i - JSR Hex8ToDec- X/ W( q7 V, m% V2 s3 G
- 0 A% N5 ^6 N$ t( y& D' [
- LDA FC_Dec_Data_10! c& d1 I2 v; e
- CLC1 v/ U% m6 B- {
- ADC #'0'
! f& l6 l- i$ y - STA Use_PPU_Buffer,X" ~/ p& b4 x5 y X3 B0 U1 d1 Y* u
- INX: Y# c4 k) ~- p: M' p% B
-
" e+ G8 T: X0 }! l" b0 F - LDA FC_Dec_Data_1, l6 L$ }9 {' k9 }0 W4 g S: g
- CLC8 q- a* {$ n. u3 z, x- L6 h5 W
- ADC #'0'2 \( G' U& H0 ~
- STA Use_PPU_Buffer,X8 r+ o2 O$ i9 f3 i2 i0 m$ S
- INX
* n, L# Q/ N! L( D' p - 5 K7 J: a. K% U1 I4 }3 \+ M8 l
- .End8 N! [4 O0 i' i/ W5 W
- STX FC_PPU_Buf_Count( s! x0 R( p( ?/ o* s
- RTS& F. Y2 [, w7 `5 u
K% e* [- z8 @! H: s5 ^- ;----------------------------------------------------------------------9 [* S8 ]% }6 g0 B& j4 K9 u7 L
- ;音乐曲目初始化处理
- d( X! ?' E9 v6 y5 l - Music_Init_Process6 J, M9 F) s6 U$ y, @3 B$ a( e9 u
- PHA
! M" o# ] f3 s$ P! J$ a' i - JSR Music_Clear_Process$ U+ i' q# n& O* L
- LDA #$1F
. E# |! U$ Q$ \& Y - STA $4015
. J& a% s3 x% p/ ] - PLA
1 j( p' h1 w+ c0 x1 q - JSR Music_Init_Addr
% }& D& i) U% d* m - JSR Music_Info_Display
8 P9 |3 b- P# P7 `% f7 ?6 D: D5 E - RTS
, w# F0 h+ H# `' ~4 Q - 8 e4 A0 u) ? G
- ;---------------------------------------------------------------------- h3 Y* l- C: p }/ \
- ;音乐播放处理# w% y9 Y& T) y% L0 s
- Music_Play_Process. n! j5 s; [" f! z/ G- l ^
- JSR Music_Play_Addr
p/ V$ u. z. z) U - RTS# o8 X/ }* U% l! B: l- H+ D
1 r5 @ h+ T9 J" q% u5 I- ;----------------------------------------------------------------------
) t$ k' O! @* S9 q5 w - ;音乐播放处理
' Q& ^; I" H! _, `9 m2 K9 N - Music_Clear_Process7 W. M& n3 v1 `" Q5 M/ h
- .IF Music_Clear_Addr6 K# M5 G9 @' _; V( I
- JSR Music_Clear_Addr+ ^5 u8 J$ e- o2 n4 Y8 o
- RTS& q) t/ |1 N! G6 w
- .ELSE5 Z; J: ?6 o) K+ A/ ~4 i7 b
- LDA #$1F
1 n4 J) e$ `) ~2 f* h - STA $4015- F, Z# n7 T8 K7 }. z* O
- LDA #$001 w% {2 G1 s/ K# W0 {8 e
- STA $4010- h, _8 ?7 }7 ^7 Y0 {% n
- LDX #$00! l; w5 g/ y4 X6 R3 k$ v( j
- LDA #$00% w* F! \! s$ \6 g5 S9 A
- " Q/ @6 `: m. J1 \0 b/ G
- .Music_Clear_Zreo_Page_06 l# x3 W$ p" |
- STA $00,X n4 N1 U5 l+ g; V. ?! S- L6 g# A
- INX
8 p7 Q) s1 m4 g5 E1 r - CPX #Use_Zero_Page_Begin
9 ~) a: |, {0 {( Z8 F& Z - BCC .Music_Clear_Zreo_Page_0: q0 K5 P3 b) J' ^) P2 I
- - ]2 x2 H9 j6 D( R2 v9 O5 \
- LDX #Use_Zero_Page_Begin + Use_Zero_Page_Size/ \0 ], O; ?, L5 B
- .Music_Clear_Zreo_Page_1& ?. x: M6 b6 w8 h6 {! H
- STA $00,X
4 n4 h; Z; A6 S0 _1 Y6 ~ - INX5 i4 q* f9 G; ], I
- BNE .Music_Clear_Zreo_Page_1
" p* w8 r9 Y/ a& Y! @& c- s -
5 t* V4 X$ Y/ p+ ^, s2 q1 @ - Music_Clear_Process_1* X- \( H: o0 v8 W
- STA $0600,X
8 p) M8 @0 i T, N. m' S- R - STA $0700,X
4 x5 D$ H9 v0 b+ C" }5 C4 i5 [1 o - INX
2 D# {+ R/ E$ w- I; h. K) t: ~/ A - BNE Music_Clear_Process_1! t+ L9 J2 V! i" r8 Z2 y8 c/ w
- LDA #$10
% v! |. e. C6 P! \! V3 A - STA $4000
+ |, ~0 x3 e+ q- D) f" h - STA $4004
$ d! A n8 u: \- f- Y - STA $400C
$ b$ P( d8 g/ _# D0 y5 q) _% Y - LDA #$007 N8 K; R! N1 S- _- x
- STA $40084 ~/ B& X! q* T& C2 H" D
- LDA #$0F
, P1 t7 U' J* c4 o - STA $4015
1 u* W/ i1 _( b: i8 D - .ENDIF% F K% ^% ]; \- P; r
- $ w2 a6 h/ z' t9 f2 q7 j
- RTS& @& J; ~' X4 Q+ c4 L" m
- : h9 D* b6 M+ Q
- ;======================================================================
4 l$ H* o3 j9 u8 Z# x# v& H, Q! [ - ;重启处理
$ W( ]0 C7 }3 o' N3 G - Reset_Program
2 ?9 k& l2 Q2 G! I% |4 G - SEI6 t6 \8 U+ o, e. r4 z2 }
- CLD
4 Y0 y' u" ^5 d9 |" _7 E# o) f# B - LDA #$00- i+ A, j9 {- |7 R0 m# I, Z' a2 e
- STA PPU_CTRL
3 P4 X5 v) J' C" o% @ - STA PPU_MASK
9 z: W* q# ]) M - STA JOY2_FRAME+ `- O8 I; J: h. Q$ q5 A
- STA APU_STATUS; p0 h {+ ^. @% A
- " `0 e5 Z- Q) t. ]- M; X% d% p
- ;等待屏幕准备完毕* c4 Q- S8 e. R1 O: z3 C
- LDX #$026 y0 K9 N, p! Y6 D) h6 S. a
- .Wait_For_Screen_Ready# f8 Z, K+ }" A* Y6 A @
- LDA PPU_STATUS- t" c2 B# J% F) D! P
- BPL .Wait_For_Screen_Ready
& k% K5 x; ~4 M B - DEX
8 x' ?1 Q* L* ^; V1 b; R3 f - BNE .Wait_For_Screen_Ready
# H7 _7 M, s5 D2 y -
$ i$ E; l. ^% s( N( s$ \ - ;清空调色板
+ Y& Q. r% ~! Z+ K( J - Palette_Clear2 D% T1 l* J x" U n: l. l/ ~
- LDA #$3F
$ ]' T& r1 z) W" H9 W$ T - STA PPU_ADDRESS! [, b1 }$ I' `4 x% M" j6 v
- LDA #$00. V! x+ K: U* _/ I5 M6 S
- STA PPU_ADDRESS& K8 E. a' ~4 U9 }- x' g2 C
- LDX #$20
7 u; X4 o; Q2 L! Z0 L0 A W - LDA #$0F
~" g7 z4 E; ?4 B5 d- z/ _ - .Write_Data0 N% ]% ^8 C% M+ q$ s( b
- STA PPU_DATA
" m C2 y7 V9 e - DEX
! a1 a6 U) ]) ^" |- G# F5 }7 O - BNE .Write_Data
, h+ L9 o7 ~% K" g7 e; P X7 Z- D+ U4 X - : ~' c+ g7 r9 l- r" }0 J& y4 S. Y
- ;清除声音 $4000-4013
* K+ h' K( p; Q9 I' x/ X - LDY #$140 v" l T& ?" K0 @) z n
- LDX #$00
3 _/ m# Z7 l6 [* K - .Sound_Clear3 t. x' c8 G/ n% d6 U/ e
- STA $4000,X
$ C0 E+ ~4 ?8 v$ b+ [; l - INX& ?8 a6 o+ O3 M4 |
- DEY
( @, c; s. R' b0 z - BNE .Sound_Clear% N+ Y* k k( u6 B9 N9 f3 b
-
e5 l) M3 @4 q/ }0 i - ;清除 RAM $0000-07FF
8 q; ]3 h% Q- j9 _: O$ i - LDA #$005 `- Q7 N% N' r# w! O
- STA $00' P2 j! o4 |' j! A, F9 K2 s ~
- STA $016 g S0 u1 W M* V9 |4 B
- TAY# C; D2 _( v9 V3 u! K
- LDX #$08
7 I [) C: M! T I+ ?! d a - .Memory_Clear, b0 I4 f) Y. ]+ d- `+ j
- STA [$00],Y3 F- [, \1 i: d: w
- INY
! B8 C/ l8 \5 o- W, B, B - BNE .Memory_Clear
5 S6 s9 k# }7 V8 ` - INC $01+ |0 }2 {7 S2 T, T2 H
- DEX2 u c. d& Y6 O8 j% `8 A6 P2 |
- BNE .Memory_Clear
, J8 Q( {, b& E& W. Y* u5 [0 r -
. D% k. x0 y8 s8 }/ D x - ;精灵缓冲初始化2 o2 u* T3 R& T6 A2 S; i6 S& C
- LDX #$00
" ~0 k) U5 m6 @% P - LDA #$F8
& U: E( r G, _0 J - .OAM_Clear) f& s% _1 X9 z. [& {8 v6 P5 J2 D
- STA OAM_DMA_Buffer,X+ g4 p2 u& K, W6 e+ @0 H
- INX) q2 v. c5 h/ l5 |. q
- BNE .OAM_Clear6 s$ J- p+ ?4 \; I: N
- 2 a7 g* A8 s4 z: ~% F+ D9 X
- ;栈指针初始化
* ~2 b P2 w! W/ `* i# Y# R - LDX #$FF/ _; E- u% }* t* f: j, i* j0 S* x
- TXS& J% T8 e, Z: F: \8 n$ i/ v5 U
- * J8 l+ h( `/ J5 A3 i" a
- JSR Nametable_Clear;命名表清空
) r6 K0 b8 C" c* k# _ - JSR Palette_Init;初始化调色板缓冲
L w/ g0 K4 x0 ~ - JSR Static_Text_Init;初始化静态文本, ^0 W8 e) a( x% [' Q- |, G) i0 l9 ]
- 5 [) Q6 g6 q- X0 M7 J F( C3 C2 s
- LDA #MUSIC_ITEM_TOTAL - 18 X& e+ ^' W' n1 Q+ O8 H. `
- STA FC_Music_Max_Index6 M0 x8 B$ ]& ?% }
- ; S$ } `+ K6 _! [
- LDA #$1F
# q0 S {8 f, R$ J - STA APU_STATUS
* H, N% ]* K5 J+ v- G w; X2 a& d - LDA #MUSIC_BGM - 11 p) c2 K) |( y! s( E3 I* V
- STA FC_Music_Index; l0 N6 d0 h0 Z! T
- JSR Music_Init_Process;音乐播放
7 D2 C' N+ S3 y1 m( |; H- G - % V2 r/ O) s- D4 `/ q. N) a
- ;设置屏幕显示状态缓冲(当NMI处理时控制屏幕显示状态)
! v; q, y# \! @) D% L* o - LDA #$1E& `. D5 b) B8 `: l) n* ~9 `* n
- STA FC_PPU_Mask_Buf
& K! R! y! M: @( |; h7 D - 9 J7 Z, F: d$ S* ~
- ;启用NMI处理' H4 V0 J& w8 Q
- LDA #$80
& ^+ o5 s/ ?+ [1 c# t - STA PPU_CTRL
1 N7 l" w, o( P# v" f# V, B -
7 |0 `8 `& w* z% q) [( Q( j- | - ;程序循环, 剩余工作交给 NMI 中断处理( _/ A7 w; n: \& h8 n, J: i
- .Loop" n3 O4 `0 s( H2 E2 j9 K, S4 z
- JMP .Loop4 c- M4 }9 |2 d9 h" M9 j: a1 y' @
* c6 }2 w, u9 \& B S5 _+ O- ;======================================================================3 e* B7 O% q" y c; V
- ;不可屏蔽中断处理3 x" @8 b$ Q6 f, O# N
- Nmi_Program9 x; M) C8 e7 t
- PHA$ z z' {- L- [9 m/ @
- TXA
2 W. ~) b/ i/ s: @ - PHA+ N8 P ^, C8 X5 k* a
- TYA
" a! o* u* y8 S- m8 ^6 ` - PHA& r& v2 s* G3 l
- " i Y( T- S# _+ `( U
- LDA PPU_STATUS;读取使得 PPU状态寄存器复位
" ?! B' I0 l2 q& B5 `3 K -
! y/ b+ p$ J$ S9 Y" G# X& P - JSR FC_PPU_Procrss;PPU处理( k( S* \: R+ c5 Y% h- R6 h4 q+ X
- - R4 W$ b3 N/ N2 ?
- ;精灵内存更新
, @8 b( {( S3 e5 Q {/ y1 f( K/ ~- O2 q1 W - LDA #$00, V9 ]; P3 W, Z& F1 y
- STA PPU_OAM_ADDR
/ A% t! v/ s9 t, h9 \6 D: a - LDA #OAM_DMA_Buffer / $0100- ~; w0 b$ R/ V; q+ K) V: U
- STA OAM_DMA
' B" X- N8 z+ W8 u' \3 P - 6 ?# L' F" }, S1 f5 \' B$ B
- JSR FC_Gamepad_Process;手柄输入处理
) M3 |% o& a; P$ R0 k) M/ Q; h. f - JSR Music_Select_Process;音乐选曲处理
$ ^% l# L$ v* V$ q } - JSR Music_Play_Process;音乐播放处理5 B! \# C. D$ k. |0 V: u4 l
- 3 u( j$ S; _9 o* v- O/ P! m
- PLA
9 i1 L; B& T8 R: h6 r - TAY# ^& _6 b) ]6 T: f
- PLA" t! y8 x* ]0 J b
- TAX
: t3 `4 e; x$ g - PLA
/ I W9 v8 X4 E) p) P
9 A0 x! K$ R8 E/ m- RTI
' u! }# a- i- r: R) `3 g# P& j4 b: @
; H( E1 @3 W2 P& I0 o! i. E- ;======================================================================6 M9 K$ W; |, h% [+ [
- ;请求中断处理
- q4 x& H* C& W3 [ - Irq_Program
5 N. k8 E8 A, w5 O5 t; H: H0 v - RTI
# A7 ^4 J( w; v- R - - u K$ U0 y* \
- ;======================================================================% Y t- g4 c+ ]5 \8 C+ P
- ;中断向量表
( s" h$ X! r" K: B' j1 F - .ORG $FFFA
2 H: P) Q5 J% G9 f; r - .DW Nmi_Program ;NMI触发时执行
8 f& I4 ~6 U; _ - .DW Reset_Program ;载入ROM时最先执行
$ z9 F* j$ g' f3 z1 I. G( S - .DW Irq_Program ;IRQ触发时执行 Y q' W& \, g
复制代码 / d( M: S( V( }" g! O
7 H7 y7 Q6 t7 x5 F' G% w/ y" ]- B; z% K6 I- V i' h0 z0 O
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