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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:
' {- C( Z+ w% F& u6 P- ;====================================================================== I- H7 J& m5 i, ?- o5 `0 G
- ;文件头# @& [ z: g+ H5 O6 x
- NES_16KB_PRG_SIZE = 8 ;16KB PRG大小数量* a, q* p0 X0 a! O7 D, o( J; I/ V
- NES_8KB_CHR_SIZE = 1 ;8KB CHR大小数量
8 i s1 P" e+ H: C( z3 |; K1 U8 r - BANK_DATA_MASK = NES_16KB_PRG_SIZE * 2 - 1 ;bank号掩码- u" t3 m9 |: \
- ;======================================================================
8 K' T9 A0 u+ @! A1 G& T& T: } - PRG_DATA_BANK_C000 = NES_16KB_PRG_SIZE * 2 - 2
9 i. [/ F) V& K6 I/ j - PRG_DATA_BANK_E000 = NES_16KB_PRG_SIZE * 2 - 1( ~: p! m; _8 f3 G( Y
- ;======================================================================4 c9 D9 g" J8 o. ^0 C
- RESET_BANK = NES_16KB_PRG_SIZE * 2 - 1
+ |9 ~! }% W* }: c5 j - RESET_ADDR = $E000 ;主程序起始地址
5 F: m, e, i& v0 U5 K - ;======================================================================$ l1 g9 }% c3 I. I% w& |
- .INESPRG NES_16KB_PRG_SIZE ;16KB PRG 数量, $01-$EF8(1-3832),即16-61,312 KB' N) U0 M3 F( e* b( q! I) R4 q
- .INESCHR NES_8KB_CHR_SIZE ;8KB CHR 数量,$01-$EF8(1-3832),即0-30,656 KB
1 H" O1 Z/ s8 j' m# ]! C# T - .INESMAP 4 ;Mapper号 (0-4095)
4 l2 R" D& `8 V7 T* I5 o# T - .INESSUBMAP 0 ;子Mapper号 (0-15)
* p, W0 t: p5 L; z/ x3 Q - .INESMIR 0 ;命名表镜像 (0: 水平 1: 垂直 2: 四屏)
4 ^: r; C8 r3 ~" G( T4 \$ u - .INESBAT 0 ;指定是否存在电池备份 (0: 不存在 1: 存在)
! i3 Q9 @3 a3 f9 {0 G1 x - .INESPRGRAM 0 ;指定 PRG RAM 大小 (大小 = 64字节 << 计数)
9 u8 S9 Z. ^5 p2 v# a1 g% d$ L - .INESPRGNVRAM 0 ;指定 PRG NVRAM 大小(大小 = 64字节 << 计数)
4 D |" Y: n9 s - .INESCHRRAM 0 ;指定 CHR RAM 大小(大小 = 64字节 << 计数)/ Z, @: F7 o+ C# g& _* }# Y
- .INESCHRNVRAM 0 ;指定 CHR NVRAM 大小(大小 = 64字节 << 计数)% K5 v! B- l$ |/ E
- .INESTIM 0 ;指定时序 (0: NTSC, 1: PAL, 2: 多区域, 3: Dendy) c( p* W$ Z9 u9 E$ d
- ;======================================================================0 ~6 z! F+ k$ _
- .INCLUDE "fc_demo_config.asm" ;全局配置
# c+ D5 C) ^: O$ ^. M - .INCLUDE "fc_demo_constant.asm" ;NES常量3 b- ^$ W6 J7 e$ d
- ;======================================================================
# U7 `" a- D- b1 p9 | - ;音乐配置4 {% E" o% `2 K
- .IF 0 = MUSIC_THEME
+ D3 ?3 b) B! W! D7 _+ d" U0 r$ Z# | - .INCLUDE "data/music/Gremlin 2/config.asm"6 }) W3 o3 C1 k7 Z P! T
- .ENDIF
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- .IF 1 = MUSIC_THEME0 N9 h5 [! \& F
- .INCLUDE "data/music/Raf World/config.asm"
8 b. Q/ o* W4 r3 C3 w - .ENDIF
2 P9 z5 z$ O7 d7 D7 _: ~& T -
3 Q0 d7 a9 Z+ j) e+ q - .IF 2 = MUSIC_THEME
6 r8 Y0 D/ |: }# J; |' a7 N - .INCLUDE "data/music/Ninja Gaiden 3/config.asm"
2 t6 V0 h: w( `8 o3 u" v - .ENDIF: o/ @% m" }# Q4 G! x# S! m
9 \) H/ j/ r# z8 x- ;======================================================================
) f2 j( g' n# `' N - ;引用CHR图像数据
; t# R0 n" |- N+ U - .BANK NES_16KB_PRG_SIZE * 2. R2 s% G5 c, |. J+ |
- .ORG $00001 Z7 I' l# w$ ^: p) {& q
- .INCBIN "data/bkg.chr"2 p5 Q. g1 e& u z* I9 U
- .INCBIN "data/sp.chr"
: z* j7 }' Q* J1 D: F! | - 9 [3 v% ]9 ~* I7 a
- ;======================================================================) R2 f( q2 |( y* [4 l$ U# |9 j/ |
- .BANK PRG_DATA_BANK_E000 & BANK_DATA_MASK;设置程序所在Bank
. c& B4 F' _6 m# W - .ORG RESET_ADDR2 L2 R# M4 `9 W; d4 h: V
- ;======================================================================
/ ]0 k3 S9 j* [# c- j - ;引用其他源文件
1 r4 G% y2 e+ p: z& H8 K- ^ - .INCLUDE "fc_demo_ppu.asm" ;PPU处理
( V5 k7 P4 f. z: Z( x# l - .INCLUDE "fc_demo_joysitck.asm" ;手柄处理
1 ^: x8 f( d5 K$ G- s6 b: R1 t - .INCLUDE "fc_demo_static_text.asm" ;静态文本处理
2 Z$ A( o4 V& L+ P - ;======================================================================
$ I% B" D/ Q0 r! Z7 _
9 O7 o. }3 x8 i' k& p% F {1 M& `- ;======================================================================
: e9 t" l* J6 y - ;等待VBlank到来- e7 x0 w% ]& r2 Z2 y
- Wait_For_VBlank) t# M/ c" y7 i# h" R& o6 U
- LDA PPU_STATUS
0 t4 D/ v4 y# \ - BPL Wait_For_VBlank L2 y# J8 r9 z# i
- RTS
! D9 F* p" t8 |' {3 P# T - $ c% N% ]. O, D( D
- ;======================================================================
; ^. n0 B! Y: x; Z5 U: X: D# @9 {7 I* k - ;调色板初始化
( R$ ^+ V( D( I" w# c' h - Palette_Init* e/ p1 b, @( |+ B! h. ?& R4 ]
- LDA #$3F# j+ E+ g5 e; T3 x( T
- STA PPU_ADDRESS
) o- [3 h) X, b$ l; U! d. I$ J - LDA #$00& \, W7 E/ W W- h; B
- STA PPU_ADDRESS! Y8 z* | t/ z. S* a7 o) \$ n
- LDX #$00
8 ]9 Y; Z9 W; F8 P - LDY #$20+ I* z+ \& v+ z+ @: D2 W& s* L
- .Write_Data' ~) o+ x2 r4 P2 W2 h+ I4 v
- LDA Palette_Data,X; S' E, C+ r; k; w6 s0 n6 c. R
- STA FC_PPU_Pal_Addr,X
( R: L. ^2 i1 e4 e. z. X C* M - INX
l2 R& O& `# [0 E* e - DEY
( }# b* B) O" J. v7 r) } - BNE .Write_Data
7 T# U, c0 `# L, q; \) G2 | - .End
4 I8 b- }8 d4 d1 ], r v - RTS
3 k- y" D6 S. a3 d" q% L. Z - & h6 [: s2 C# p8 S
- ;----------------------------------------
( a4 q% A3 w0 m - ;调色板数据 T$ Q( k8 v* t$ |# ^
- Palette_Data3 y' [9 e8 G4 v/ T$ M* u2 m
- .HEX 0F 20 32 02 0F 20 32 0F 0F 20 32 26 0F 1B 0F 1B
^3 ^8 z) z' n- F- m - .HEX 0F 21 27 22 0F 24 24 24 0F 21 21 21 0F 22 22 22& `' q, S) i' D. C1 p3 i
- t/ F( d" {. C+ D& E
- ;======================================================================- b* k8 H' [! g4 N' I: C9 }
- ;命名表清空
: N4 Q$ k0 z4 m' {' }7 i - Nametable_Clear; H9 p9 N% c& t/ \
- LDA #$20
5 {& b$ t9 q \8 v7 e - STA PPU_ADDRESS& a" c. j2 T8 z: k5 D! L
- LDA #$00
* H* Z6 W# s* {+ |! m - STA PPU_ADDRESS
6 Q- y& n/ p7 @, l C - LDA #$00
0 m$ `$ C S6 m$ o - LDX #$00
) k; P0 e* t/ q, y2 H) ~) T. S# Q - LDY #$085 W% Q1 [0 i4 P1 B
- .Write_Data
. F, c8 Q0 W. n+ z- ] ~ - STA PPU_DATA
- [' V B* U* E! L - INX
, K1 |: ?, h: L0 S6 p# o - BNE .Write_Data1 k$ k/ k* r% H( a# ~& _
- DEY0 k! T( h& V6 m+ {! A
- BNE .Write_Data# e4 |1 d) x ] o4 s& j
- .End& x% o. _ J1 y O' y
- RTS
* Y4 \& ?; s1 R) Z$ F2 I7 ` - , E( a/ B8 x. E6 t
- ;======================================================================
- M6 M+ Y! s/ \/ U- @6 @; W/ ^ - ;音乐曲目切换9 |. V9 L0 @ C! }
- Music_Select_Process
) t; {' ^. j$ i/ o S4 a5 s - ( @5 R& M! B- X3 ~' F
- .Pre_Music;上一曲
8 S0 R2 M0 M4 T1 a - LDA FC_Gamepad_Once3 C; {2 g( y2 @, {
- CMP #JOY_KEY_LEFT: J) ^4 S5 E' T
- BNE .Next_Music5 n4 P9 Q$ C: }' r+ U3 y4 p
- JSR Music_Play_Pre* R8 z0 n; P1 s p
- .Next_Music;下一曲, u# e! k$ M0 ~) P' I+ `
- LDA FC_Gamepad_Once0 A9 d& t8 Z: U2 R# y# p
- CMP #JOY_KEY_RIGHT; S/ ?) B' c2 b2 [: k
- BNE .Next_10_Music2 E5 r/ H, A9 U7 C: c8 A8 r
- JSR Music_Play_Next
! M' P8 _( U! ~: E' w5 F - .Next_10_Music;上10曲
4 A! d/ v: O, q( C D5 B6 X/ C - LDA FC_Gamepad_Once
% C) G: P! O0 P' t - CMP #JOY_KEY_UP
, L5 g3 z7 D& M* ?0 A - BNE .Pre_10_Music) I" I$ F/ G# _7 ?
- JSR Music_Play_Next_10( [ Y( @. B4 q5 A& x
- .Pre_10_Music;下10曲
2 A/ c$ e$ P: W6 \6 f& }5 j - LDA FC_Gamepad_Once* L% O9 j3 c3 H& R8 q% I
- CMP #JOY_KEY_DOWN
$ u, Z9 j+ M3 `; t( ^ - BNE .Reset. T' \, |4 S, E
- JSR Music_Play_Pre_10
" ?( R% J. r) n& @9 j7 e2 j1 l - .Reset;重播当前曲目
: n/ n5 D* n. { - LDA FC_Gamepad_Once
' G' X: Q; d, K6 k% B6 G K/ r - CMP #JOY_KEY_START# Q8 v0 c7 H1 X( U7 y' h
- BNE .End
- d( |! E0 f. h2 Y& f8 X - LDA FC_Music_Index
+ P- u% N) B( [- U! `3 s - JSR Music_Init_Process+ [7 I% N3 J2 K9 {$ u/ A. x3 T
- .End3 H) Q! W0 z2 b2 E- f! E, ]8 A
- RTS! p7 _9 M2 Q/ f1 x9 J
- " [; M2 ~5 p! n
- ;----------------------------------------------------------------------
! p: v' S0 ]% z - ;播放上一曲! r" ` c2 C( n# Y
- Music_Play_Pre& s( g- i- M& Z, c+ ]0 z2 r+ f: h+ T
- LDA FC_Music_Index3 \, N) w9 Z1 j4 g
- BEQ .End
( z# I1 H' ~" U' M9 K4 R' [ - DEC FC_Music_Index
' c t/ }! Q/ J% I - LDA FC_Music_Index! R( `2 P1 J6 ]. d
- JSR Music_Init_Process
J& G/ h$ j+ v' ?; [6 S, a - .End$ G, A# S2 k- N+ k5 S2 r; ]0 _: Z( c
- RTS
/ |( Q6 N0 }- m& Z* G - ;----------------------------------------------------------------------
! P9 o6 H% q: {2 H( `5 g1 `" I/ b - ;播放下一曲) ^9 |5 J8 \2 f5 o2 K# t
- Music_Play_Next0 {) t- l8 d* h: ^/ M$ U |
- LDA FC_Music_Index
' w2 i2 W' b- b% U% b' z4 B% S - CMP FC_Music_Max_Index5 G( Z! M$ ?8 q- d& Q* ^$ E) A
- BCS .End
7 b5 w- U9 u9 z+ n- p0 }6 { - INC FC_Music_Index
5 P- R9 h' ?; W$ A+ y8 E - LDA FC_Music_Index
; S1 ^9 N |6 h/ ]; n4 ? - JSR Music_Init_Process
, R" K/ [$ l: h, u5 S7 | - .End" Z* k& k7 ~8 Y' c
- RTS
9 r/ N. H% h. m) h' P* T - ; C. P S" U& G" j; Y! k# z% \: @/ {. B
- ;----------------------------------------------------------------------( T& D/ W j4 g& b6 v& Y9 h
- ;播放上10曲
4 R, p N$ l9 a* g6 X4 I - Music_Play_Pre_106 v H( j4 j& Z$ v( ~( Y
- LDA FC_Music_Index) \0 v4 y- ?' J/ V* o' ~
- BEQ .End0 _9 u5 m: Y) S8 z$ E6 x
- SEC- z4 G5 T3 R9 Q" b1 A8 J+ i$ k
- SBC #10
% }! a7 N- \. z% x( p/ \& H6 C - BCS .Pre_10$ C" z5 \' O' A$ z
- LDA #$005 p y9 r6 W6 q3 z
- .Pre_105 Z8 ]& z1 O' k: y. I7 y
- STA FC_Music_Index
3 S7 I+ C# k9 V: H6 e0 _+ R - JSR Music_Init_Process
! D9 h' z4 c8 W) W - .End4 c+ j' l+ U- m6 W( ]
- RTS K" u1 q \& A2 ?" ~3 U8 n! v
- ;----------------------------------------------------------------------
' }& d) q- y; s. |! x& P4 ] - ;播放下10曲
+ L3 f4 {1 w, [/ h9 L) S - Music_Play_Next_107 @, `& x0 g3 j, e8 p6 J
- LDA FC_Music_Index
4 O n1 k; ]9 j8 t. {: t& Y - CMP FC_Music_Max_Index
/ T9 W# s* t0 r% B! k - BCS .End
* P; o2 L( v+ z u& i0 D1 T" s - CLC
! v- {( [; e) I( Y& k1 t% V - ADC #10
4 B6 ~4 F8 `" b - CMP FC_Music_Max_Index
' Y0 Z. @4 S8 R( x2 I! d( j7 M - BCC .Next_102 P& |: Q) c: V0 P) e
- LDA FC_Music_Max_Index
7 ^! p1 L6 @, A8 h5 [4 k$ ` - .Next_100 I: c: O% u: I6 t
- STA FC_Music_Index
$ n- r2 O1 B `8 @4 K4 j - JSR Music_Init_Process
7 @9 ]0 @3 b, B4 J: s8 z7 s - .End
1 g* h6 b7 F2 S* F) l5 ? - RTS
- n7 E( S; o7 g$ n% f' `) Q0 I$ f
0 k! x% V' V }) [7 x- ;----------------------------------------------------------------------
9 S6 m( t2 P: d) W4 @# r8 A - ;8位十六进制转3位十进制制/ x1 \0 I' [% b `. h
- Hex8ToDec+ O+ s$ A. I- F. s' f! g: Y
- STA FC_Dec_Data_1
: L- v# [8 c, q5 t4 z2 n# ~) }- A - LDA #$00) C8 `* t: ?2 t# h2 L# T6 T4 s. O: t
- STA FC_Dec_Data_100. T0 w' }. T7 m1 w. u- y! E
- STA FC_Dec_Data_10$ P8 s2 {5 l+ `6 M N
- LDA FC_Dec_Data_1) |; p: U/ q4 |( r- d' F
- .Convert_1002 p) }. Z; N9 J
- CMP #100, s0 Q5 \' I& {! i4 [7 s! L9 }
- BCC .Convert_10* Z* \0 `# x; E) @& }* @
- SEC
' e8 P. L c' r9 W - SBC #1006 E) G4 G* u* W/ F; ^- v+ e, {
- INC FC_Dec_Data_1001 D/ [3 d6 `# |
- BNE .Convert_100
0 K$ K0 K0 x6 F3 e' ]. F' N5 l - .Convert_10
) [, M E4 C& c# L( m) V$ B+ Z9 ^ - CMP #101 m# {! r4 }$ n& q! U* d" U; e
- BCC .End
8 y+ s- P7 `, j8 S/ L - SEC
# v. \$ {) M* T( P) c) Z7 S - SBC #10! @. v A$ n+ C2 |2 m9 \
- INC FC_Dec_Data_10
7 C+ @1 L" ~# ~' ]0 Q5 p - BNE .Convert_10 B9 @. y; L2 ?5 Y
- .End5 i+ O r& z3 l" l6 h7 m( O. E2 ?% ~" @
- STA FC_Dec_Data_12 b. G8 ^$ B! i8 k! w- T
- RTS
5 O K, L3 V# M$ H9 z5 |, E - 5 `# Z/ m8 Q6 o1 _, {+ S; l
- ;----------------------------------------------------------------------8 C& V9 M m5 e2 |4 a4 I
- ;显示曲目信息$ f5 a% \0 J0 O+ _3 I
- Music_Info_Display% Q# I6 E$ Z' ~/ z. U* C- |4 ^
- LDX FC_PPU_Buf_Count6 L$ J0 @( f1 f F9 Q
- LDA #PPU_WRITE_MODE_CNT_LINE2 k I# U F5 U1 ^/ Z# W
- STA Use_PPU_Buffer,X
6 p' i; z* [$ ^2 G- b3 ` - INX$ w0 |3 h/ f9 A, T1 y8 l4 h7 r5 c
- 2 O$ Y4 T( B, R$ d! \, _' i
- LDA #>MUSIC_INFO_POS# w9 I5 ]! e5 I
- STA Use_PPU_Buffer,X) O& u7 }) D0 z" T
- INX1 |9 U. [5 o, j1 S9 Y# `
- ) T$ @. p# O" Q* ~% o7 O
- ;居中
. F: f! N- x5 Z& L - LDA #<(MUSIC_INFO_POS & $E0) + (32 - 5)/2
6 C9 a, x8 z4 B - STA Use_PPU_Buffer,X
8 I" `% w) P, B: i) ~% E' G! C6 V - INX3 n2 [/ ~3 w5 S
- 8 ]4 b; y+ ~ [1 D
- LDA #$05" h' a( P( m# I5 H* n) f/ ]7 O8 @
- STA Use_PPU_Buffer,X
. s/ e+ L5 w7 ]5 v- N, A; w, a4 M s+ k - INX: P; A8 X+ @* y! `: v
-
) |/ O; a8 _3 Q - LDA FC_Music_Index
2 G, w" m) o' W$ _/ e2 B9 `3 I7 n - CLC6 n% y* Y3 v# u
- ADC #$011 H8 {& v" C" x# j
- JSR Hex8ToDec
+ s& e; Y, w6 h7 |! B3 i9 |6 o -
$ u; s9 I, S) ]& {1 d - LDA FC_Dec_Data_10
' C: z' ] I& k! q1 z! u& ` - CLC: m0 t3 j! F/ |% v" y0 l( @ n
- ADC #'0'' ?+ x. ^$ k- I4 O" I# I, B$ E: V- X0 z
- STA Use_PPU_Buffer,X
- X5 R% { T5 ?: u! w- u7 H9 D - INX3 O' k: Z" i& D& h
- ) q7 [, T6 E7 X4 J8 ]; {3 e; G
- LDA FC_Dec_Data_1, J1 N; l, B( W/ M( K$ Y- K/ u6 w
- CLC) J% C# Q( z0 W' h( ]1 T% d5 o% m# l
- ADC #'0'* M& j* U$ M: P1 s( q
- STA Use_PPU_Buffer,X0 D6 e0 ~" r( k1 |2 ~1 f4 R
- INX
8 ]3 j0 g( H, k3 r -
* A! e+ x8 f" k# ]; G - LDA #'/'0 ^2 J! q; P% a
- STA Use_PPU_Buffer,X( R% y% Z/ v5 d- O; g
- INX0 B( k; f% d `8 _! T' z$ s
-
7 F) J, t1 S* G7 B* m' `1 g6 U - LDA FC_Music_Max_Index
% }0 A" i: V$ D* M w+ q - CLC
3 X& X7 e; ^* w+ x; F, v - ADC #$01
3 e+ l+ f, y0 p4 u! P7 h ~ - JSR Hex8ToDec
1 N- e2 k/ B" t; f! K5 P8 J4 _! i -
t' y) |- J' ~ - LDA FC_Dec_Data_10
# j. ~4 ]# @5 N3 s' I; M M - CLC
! y6 p5 H, @9 g7 I8 _ - ADC #'0'( L- c. y) P% J# I y0 L
- STA Use_PPU_Buffer,X
1 v) i Q2 }! u2 a - INX
' n0 P+ T. A6 m' i! g* v7 H% U -
; n7 a3 N( z0 T5 F' ` - LDA FC_Dec_Data_1* x ?# ?2 O0 w+ s# v; n, e
- CLC( a3 d7 E( J; t- F E9 h% @$ [5 o/ P
- ADC #'0'
8 W9 s% X2 [% B - STA Use_PPU_Buffer,X4 s% c7 M4 R( e7 f8 `
- INX
[% w0 [6 s0 Z7 q! A - $ q( g: W0 T8 K. t7 r# p
- .End, k; e: W( R6 I) V% v; R w" o
- STX FC_PPU_Buf_Count
3 [8 |! B+ C* v! v* J( H+ S - RTS
8 m5 k- w. b( R. C
/ Q' p/ y. A9 e- ;----------------------------------------------------------------------( \5 b* U A/ p; V4 _
- ;音乐曲目初始化处理5 g9 }) A8 E. d, Y) I6 U- K5 C8 [
- Music_Init_Process/ t% w2 M8 Y0 l% U5 k" _: Q: [! _
- PHA
- P6 g/ z! z M2 }+ x* U - JSR Music_Clear_Process" f( ?5 m% x \/ Z
- LDA #$1F
( k) T0 ?* B# @1 u: n: L - STA $4015" ^; C$ r0 Z) @. H
- PLA
: z* ]" J% r. Q2 Q - JSR Music_Init_Addr
$ b* v( i- H9 c$ g* F$ H - JSR Music_Info_Display
, E1 Q J" y; E4 Q" M5 V. _; X - RTS% e; ]9 m1 U2 X+ C* j |
- ' y' z* \8 P n v/ Q3 I0 [
- ;----------------------------------------------------------------------1 G! w! _; G+ y( `4 {+ n; B
- ;音乐播放处理( q7 o& G# J8 Y
- Music_Play_Process7 G! i. x! F2 p# ~* R5 w
- JSR Music_Play_Addr4 r, j3 J- _( v) N: w: P( ], P4 Q
- RTS
# N& ?9 F4 b- k9 N - 6 u. z& f4 `* p9 T9 G( K
- ;----------------------------------------------------------------------3 m3 v4 F) M' v& `
- ;音乐播放处理7 U' \; p% A# L7 y: `2 z. M
- Music_Clear_Process
3 c$ }8 L$ c' _ - .IF Music_Clear_Addr4 g9 s& o& n& j9 ~! @; V
- JSR Music_Clear_Addr* w( t7 H2 |% W! ^4 Y, Y6 N8 S
- RTS9 ~+ l; H" \! r" Z% S4 o
- .ELSE
' S4 k* u/ o5 u2 y7 z5 c - LDA #$1F
3 P% V: U7 P+ q/ m$ } - STA $4015& x. s9 P- M2 \& {4 N
- LDA #$00
4 H* H2 i3 g. r5 P' \ b) ^5 Z - STA $40102 d3 y& r; o# M- i
- LDX #$00
, S# T* B i5 E6 p5 K' M - LDA #$00& o0 ?7 @& l0 j% q
- / Z9 y: K6 k: v
- .Music_Clear_Zreo_Page_0* B v% x+ H/ @. c0 M2 H/ m
- STA $00,X
3 }* Y6 l' Z+ F5 e* R* P& z - INX( \4 p$ x% L) y
- CPX #Use_Zero_Page_Begin5 |& H$ v# r9 K) M2 \* m
- BCC .Music_Clear_Zreo_Page_0
3 w( H8 n0 G S$ u$ a6 I1 q- ? -
* t4 E1 E. i4 e% ~ - LDX #Use_Zero_Page_Begin + Use_Zero_Page_Size
4 I* K3 D' x; J - .Music_Clear_Zreo_Page_1
( D/ _0 c& y& s, v+ m - STA $00,X
) n, J& Y/ ~- a2 B& n8 _! t( \ - INX, F7 a& {1 a" D& @
- BNE .Music_Clear_Zreo_Page_1
( H& Y$ u- m8 h- E: j: w" K) u1 J5 a4 ? - 8 \6 y5 k5 a& ^0 `7 v. {. l
- Music_Clear_Process_1
) _& B8 O ^- y" T0 D3 w2 x - STA $0600,X |* {& w: w4 O; j& T; L
- STA $0700,X
# N" P% o6 O+ L3 k9 {; b/ w - INX
' N) l0 ]4 m9 B+ d, t: d4 a - BNE Music_Clear_Process_1
- N5 M1 E2 q7 {& e) I- B. i - LDA #$100 P& o5 I, Z! Y% l
- STA $4000. a( T; d+ e6 A% L
- STA $4004* S9 |+ r" ]$ R$ N
- STA $400C" ?" ~. P- s k+ }6 k6 p5 }
- LDA #$00* K: u! s) I* y0 G0 t# X- [
- STA $4008
" l) M0 K& c2 L# x; x' ^( } - LDA #$0F: y( s& y# G2 ]3 |& I. T
- STA $4015" S5 ] ^8 X! G9 K+ r/ F: M
- .ENDIF
1 f" `5 V: Y' \* h- q0 _ - * Z7 e0 W. I( l# d; y% Y
- RTS
( a+ B, W; q, [; m/ B$ ~, `4 q
2 M# f, T0 T7 J) ^' p- ;======================================================================& Z# |: t( S9 a& b
- ;重启处理
% v3 o" i' Q6 M) X# t - Reset_Program
% I8 r) _( P Q/ E! ~+ w+ j% ]0 z - SEI5 S3 j4 Q5 R; o: {/ m
- CLD3 C! }1 C3 h( ~) E6 x8 F
- LDA #$00) r7 v! x5 e% R+ I3 A0 f
- STA PPU_CTRL4 W; b; ]/ r) S f; `
- STA PPU_MASK
$ b x) l" c \ - STA JOY2_FRAME
: s! |3 h! L' z- c) l1 M; Z - STA APU_STATUS
. g0 \" h9 m& b4 e4 M% S. p8 C -
9 V p! T$ C+ e* Z/ H! b$ p8 P - ;等待屏幕准备完毕. f( ?5 [# g' l. N
- LDX #$02/ f4 l* h( f+ x }; N0 C+ D
- .Wait_For_Screen_Ready) v( G+ d: A! Q" ]7 V
- LDA PPU_STATUS2 I: e: D0 t% T4 J; e& e' f
- BPL .Wait_For_Screen_Ready
. C$ X1 K6 p' z, b$ r9 F - DEX* V4 p2 }' a) \" V
- BNE .Wait_For_Screen_Ready% f, a; V" a$ m
- 5 F( ?$ }7 d! I. _/ t4 @% O
- ;清空调色板
0 z! f: F$ L& X M7 l7 n9 U - Palette_Clear
4 y6 S) z! v* a6 v) y5 M - LDA #$3F$ _( _7 d/ |% t7 f% X+ C) ~. R3 V2 s2 u
- STA PPU_ADDRESS6 F8 [8 x, k& M" `# f1 |! _3 i
- LDA #$00" i1 |/ n+ Q: E/ W' j: ?
- STA PPU_ADDRESS c/ I, U: ~1 g# z- x* ~0 j8 m
- LDX #$20
% G" J4 b% m: g2 z9 W - LDA #$0F
- k+ C" f9 G+ R# O - .Write_Data
h1 D$ l1 m# k- s. k - STA PPU_DATA; Q9 y- w g/ ^1 F, Q, f. x
- DEX
- r; j5 F2 W! Y; e - BNE .Write_Data
. u. _# }5 Q' ?/ Z4 b8 C( G
; F& k) K7 P% N% R8 f- ;清除声音 $4000-4013
: |) T- f9 W; G; O8 y$ G - LDY #$14
4 @5 w9 \$ u: G! B - LDX #$00
o, U* O) N+ M) e9 l" X - .Sound_Clear
1 _& V6 L/ N6 w8 D3 r# X1 [ - STA $4000,X
% `/ s! N7 r9 F- m, j8 Q' Y - INX. C X6 D8 c- z
- DEY
0 S8 I+ P2 s0 d, D- i- l7 U% U - BNE .Sound_Clear3 ^. M; c. _9 \2 \9 _/ K
- + K4 Y! K, I6 \6 ^9 _/ U$ x1 I/ U% p3 ]* B
- ;清除 RAM $0000-07FF
! O1 m8 C! M( t1 F9 R1 R - LDA #$00$ i" A% w8 \$ T* Q" u
- STA $00 @* ?& C& Q) Y I5 Y
- STA $01' O: {! J! \8 m, u! ?
- TAY( H; p0 `9 @- @/ h/ R, R! [+ z
- LDX #$089 E/ i6 | [6 c6 ^3 F* {
- .Memory_Clear
+ R% u: R$ H! g1 D `0 _) f# a0 j - STA [$00],Y
( Y: k: K/ K& J% l; v' y, W | - INY
" \ y. u/ K% p - BNE .Memory_Clear* q# g4 ]8 u' F% `- m8 Y
- INC $01# D7 ?( p) r* q" G- P
- DEX' z3 ~6 q% Z: J) \
- BNE .Memory_Clear
x' G+ p9 r( O4 T - ' m3 t* n9 @* `( q9 A/ b% O5 M
- ;精灵缓冲初始化
+ S. c4 _ }" a. m0 T - LDX #$005 @0 |! U; M3 e7 H) N3 V
- LDA #$F8" A7 o0 i! r4 y" t2 _9 N+ t
- .OAM_Clear
$ B0 _5 j6 D! _ - STA OAM_DMA_Buffer,X# q6 O9 q5 a6 @: P1 r; V1 A( w$ Y
- INX
. q; }) J, w* X5 Q* o& ? - BNE .OAM_Clear
9 U* Z/ K8 D& c/ b) m -
6 ^7 O e& ^& X/ v. v4 u - ;栈指针初始化
: z* X* l. c' d% A - LDX #$FF0 ~- J+ B) f8 v8 a' a6 u& Q; a. [/ L
- TXS; j4 q# U1 x2 c5 M
-
# {1 |5 X; k( e k - JSR Nametable_Clear;命名表清空
4 m5 H# f4 B+ _' g% R: M c - JSR Palette_Init;初始化调色板缓冲3 z) p: a5 e9 k# n2 t5 ~
- JSR Static_Text_Init;初始化静态文本
$ j& \7 N8 v9 u0 z5 j) L -
, o- _2 g" @5 L! [6 C% n0 ^) E - LDA #MUSIC_ITEM_TOTAL - 1 L ]& P+ k/ }3 } q) ^$ G
- STA FC_Music_Max_Index
; I8 b$ ~$ x9 t' V7 p -
9 l/ q- w' ^ L% k/ g4 E - LDA #$1F
! q: [, P+ o& d8 {% E4 y/ |9 z - STA APU_STATUS
. g3 l* P" V2 ]& k. q7 v: _) ^ - LDA #MUSIC_BGM - 1
, x/ x2 {" D- e' D% i! e* r - STA FC_Music_Index$ N9 \+ f) Z- w. g
- JSR Music_Init_Process;音乐播放
) `* U7 H: I, @ - % _9 b' j& a- m3 ^1 J
- ;设置屏幕显示状态缓冲(当NMI处理时控制屏幕显示状态)
# O' @! j$ |9 z# l$ | - LDA #$1E4 h( p [% A3 L* @. L, K6 t9 B$ u
- STA FC_PPU_Mask_Buf; l; i, V8 p. w3 P
- * U- _" j: b4 \; [
- ;启用NMI处理$ N* A' d" q6 x3 _2 I& e6 t3 |2 V
- LDA #$80% N9 s1 p; }8 `. O- I$ R/ R, t
- STA PPU_CTRL' y# n* A. Q# V4 P* \& E
-
' C8 J+ d- M; E: U! g4 Q5 U, t+ Z - ;程序循环, 剩余工作交给 NMI 中断处理
1 G, C8 s3 _- h) l1 v - .Loop7 \* W) q9 @) ?! `% M
- JMP .Loop
N" z3 K1 i" }0 ~8 K3 g - 9 R7 E7 }# Q& x( X& l$ W, S
- ;======================================================================6 ]4 p0 M$ ?( C d
- ;不可屏蔽中断处理
! M1 T6 P& f4 ?5 {: B* V6 V: S+ W* T - Nmi_Program: X) _. ^3 e$ |3 q V2 N+ }
- PHA p7 t. l; [9 p7 P
- TXA: P% W" U" l+ f* e9 a7 O
- PHA
1 r% a1 H7 y4 B - TYA. J/ P! ?6 v* p3 i C) a! P
- PHA @& }2 L& U& W9 f5 ]) P- J
- 8 H+ [/ K! L6 t; R8 u
- LDA PPU_STATUS;读取使得 PPU状态寄存器复位# O( d8 _) z9 m5 W& e% ?: v. R9 s, s9 j4 g
- 7 n2 l7 t$ n3 W+ L% J$ W3 f% c" f
- JSR FC_PPU_Procrss;PPU处理7 w) A0 U) ^+ V s. _
- 5 [$ j& x- t" f
- ;精灵内存更新
\2 Q# w; F) B0 W - LDA #$00
7 A2 d6 \5 I4 [; _1 M5 p - STA PPU_OAM_ADDR
0 w4 r, |( o/ L - LDA #OAM_DMA_Buffer / $0100: g/ t1 S1 r6 y) `. o" Z, `2 W
- STA OAM_DMA( k7 \0 }+ C! V8 h# I
- & c* S# o) o, F9 ]( Q% \
- JSR FC_Gamepad_Process;手柄输入处理
2 [9 d' p$ V- h+ k - JSR Music_Select_Process;音乐选曲处理
& D' }! {3 @/ G# ?& t - JSR Music_Play_Process;音乐播放处理
1 h: {9 u' T( [2 W4 q' L - 2 c% a7 c: G8 {( x
- PLA
9 _6 e4 i" [. w! z! g9 R - TAY' K1 t( d, ~$ W9 z0 X( m
- PLA
, }( `) R) x5 l# F$ J1 J7 C( @ - TAX
4 p, ]8 Z ^2 F3 { - PLA
# p8 `+ T1 `8 \5 z- u1 S5 a - ; K, F! G1 H4 [3 w
- RTI
& k8 d# h. Q! A1 Y* b# x
1 l+ y' j9 I% P T- ;======================================================================) `* P$ ]. K( |1 x: s+ n' {# W
- ;请求中断处理' Z! Z P5 @1 s( x- u3 C
- Irq_Program1 e7 ^$ z/ H; i9 T
- RTI: u: Q& r$ J& g+ W3 W. q- W8 m
- 4 N, l1 m) j! R8 R0 N1 K
- ;======================================================================5 Z3 m8 q; V+ V: t
- ;中断向量表* i4 p3 G' ?( _+ p R2 {9 `4 x* ^
- .ORG $FFFA
- u' Z8 O5 {7 C& J3 Z( O0 G - .DW Nmi_Program ;NMI触发时执行8 }" c" G i, t# }, `
- .DW Reset_Program ;载入ROM时最先执行
: v; Q3 [* ~6 G$ i' g( A - .DW Irq_Program ;IRQ触发时执行
0 u2 D* [8 k* t5 g
复制代码 : U& \' \/ V; z- y H9 R5 x. [* A
- V, r" F4 I8 F, A
9 m# t8 _ [! Shttps://gitee.com/flame_cyclone/nesasm_3_2 |
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