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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:
0 I: B I6 D8 Y0 v7 o) A6 W( @- ;======================================================================
$ Q" N% e# p5 W$ F: {+ R8 Z! j - ;文件头
8 ]9 Z$ R. L2 E. _ - NES_16KB_PRG_SIZE = 8 ;16KB PRG大小数量
6 _5 H0 }9 e- x1 T# P" ?* C - NES_8KB_CHR_SIZE = 1 ;8KB CHR大小数量
$ Q. E6 O; V' x& W' D( v% w: H9 { - BANK_DATA_MASK = NES_16KB_PRG_SIZE * 2 - 1 ;bank号掩码" w; O7 {9 G+ ^0 k* r4 k* @* ?
- ;======================================================================" |& n/ O4 f6 Z' h! O9 J% D8 ^8 e
- PRG_DATA_BANK_C000 = NES_16KB_PRG_SIZE * 2 - 2! x0 I/ {8 F/ [9 e4 `: @; R
- PRG_DATA_BANK_E000 = NES_16KB_PRG_SIZE * 2 - 1
& n/ [$ K: v) I$ {2 E. ^ - ;======================================================================- L: F. s( B; F0 G
- RESET_BANK = NES_16KB_PRG_SIZE * 2 - 1, K* Z3 z' ^! M" L
- RESET_ADDR = $E000 ;主程序起始地址
6 F7 L* y& Q( Q4 e% ? d - ;======================================================================
& E7 T- n7 O8 I8 B7 q - .INESPRG NES_16KB_PRG_SIZE ;16KB PRG 数量, $01-$EF8(1-3832),即16-61,312 KB
/ N$ z7 y9 @% ?- X g$ g; G - .INESCHR NES_8KB_CHR_SIZE ;8KB CHR 数量,$01-$EF8(1-3832),即0-30,656 KB- t4 j" }1 U* I; t
- .INESMAP 4 ;Mapper号 (0-4095)
2 A& J( \- e1 F9 _6 w1 b1 t - .INESSUBMAP 0 ;子Mapper号 (0-15)$ d0 [' y- g3 V3 ]$ g2 u8 r( A
- .INESMIR 0 ;命名表镜像 (0: 水平 1: 垂直 2: 四屏)
9 l' w0 ]0 W! y+ E) b% @: L - .INESBAT 0 ;指定是否存在电池备份 (0: 不存在 1: 存在)
7 O- t+ `8 }: A B - .INESPRGRAM 0 ;指定 PRG RAM 大小 (大小 = 64字节 << 计数)' \0 O9 l# }& f5 h
- .INESPRGNVRAM 0 ;指定 PRG NVRAM 大小(大小 = 64字节 << 计数)# T- Z) h- d9 f
- .INESCHRRAM 0 ;指定 CHR RAM 大小(大小 = 64字节 << 计数)
, ~: S0 E. j. X J ?7 Z: R1 Y4 ^ - .INESCHRNVRAM 0 ;指定 CHR NVRAM 大小(大小 = 64字节 << 计数)- `, f$ q% Y3 Y7 s- R! h: C
- .INESTIM 0 ;指定时序 (0: NTSC, 1: PAL, 2: 多区域, 3: Dendy)1 ? q' g5 s! B3 S
- ;======================================================================% ~2 r( a& `( p( ~/ K) A+ v
- .INCLUDE "fc_demo_config.asm" ;全局配置
4 j& x# s" L N5 A: S5 G - .INCLUDE "fc_demo_constant.asm" ;NES常量
! d2 q9 {' }: O) Y - ;======================================================================1 B6 C% g4 h- k( C% r
- ;音乐配置
1 \- g! w2 c; I ` - .IF 0 = MUSIC_THEME
; W8 w3 Q8 Y7 T D0 w! m g - .INCLUDE "data/music/Gremlin 2/config.asm"" Z1 D$ q$ F2 \) Y9 Z7 L$ F" U+ m! j
- .ENDIF
+ O. {% X9 s- {$ S$ a$ b - + a, x0 ~* o" |; u4 d
- .IF 1 = MUSIC_THEME1 y! g" l! C! h E/ t# {, k
- .INCLUDE "data/music/Raf World/config.asm"7 e0 V7 V3 o, F7 ~5 j0 E
- .ENDIF
9 R1 I( q4 ~1 G7 E -
% ~0 J9 y" W2 e: l( B, g9 i - .IF 2 = MUSIC_THEME
' a$ {0 | f; ^8 ] - .INCLUDE "data/music/Ninja Gaiden 3/config.asm"
- E* S- }& d5 x7 @/ ? } - .ENDIF2 r* y0 m. |0 G; _" h- h! N: G
- ; z9 t: S# N5 w. g. ?3 W; ?
- ;======================================================================
. G, T1 E. _; c0 L: X+ @ - ;引用CHR图像数据! s: L3 A p0 t4 e
- .BANK NES_16KB_PRG_SIZE * 2$ Z4 _. U! }0 M
- .ORG $00004 \' b+ m8 x: F! g3 _
- .INCBIN "data/bkg.chr"$ m; }0 ^; i8 @% d
- .INCBIN "data/sp.chr"( O: W- G5 k/ n- h
-
* ~! X0 h' i6 h# R - ;======================================================================
% v% d, N6 y, i5 C: F+ D# X - .BANK PRG_DATA_BANK_E000 & BANK_DATA_MASK;设置程序所在Bank% f; |/ k# w6 I1 w& Z
- .ORG RESET_ADDR
9 e( @2 f3 U) n* t6 ] - ;======================================================================
" f8 |" _- D# F/ y& b% i - ;引用其他源文件6 l: L3 f. Z D
- .INCLUDE "fc_demo_ppu.asm" ;PPU处理
; h1 Y" U( ?5 M$ V6 [) F - .INCLUDE "fc_demo_joysitck.asm" ;手柄处理5 D1 w6 I' N# G5 W: ~' S
- .INCLUDE "fc_demo_static_text.asm" ;静态文本处理
, K/ r, [& z' c& ?" k7 P7 U# W/ \* ^ - ;======================================================================
0 N5 V, B1 m0 N2 E1 @0 _" b
1 P0 f5 Z2 ~2 M" W4 @1 w1 i- ;======================================================================5 H6 I) m8 C f t2 V: E* T
- ;等待VBlank到来) T& O, {' t! `5 b; L" q9 ^
- Wait_For_VBlank/ O( b9 i9 C( |" Y
- LDA PPU_STATUS
4 A# g6 I( u5 d. R, o5 h: w - BPL Wait_For_VBlank
) S- ?# q: r: T9 a, P - RTS. u4 L/ G7 z% Y# g3 J4 z3 P
5 c3 @! K8 _$ p0 a2 A- ;======================================================================
# B! D6 Q- {) v7 B. Z6 ^ - ;调色板初始化6 j( W* a( f( q5 l* n
- Palette_Init5 v( l0 R$ g% m7 T" b2 C
- LDA #$3F a1 y6 ]: A9 [1 e5 k7 Z
- STA PPU_ADDRESS+ \* n9 W/ X/ X0 ~6 D; d+ U9 E
- LDA #$00. i& u8 W# \3 P; U/ a" ?
- STA PPU_ADDRESS- S* w1 {6 @& S# f
- LDX #$00
! J P! i7 Q8 s$ k9 ~/ \ - LDY #$20
/ F) F& F. o5 R% [$ b& I6 @ - .Write_Data% W; X' _0 Q8 J; S- _& W
- LDA Palette_Data,X
9 r" `* {+ ?+ E6 v2 R% p7 h - STA FC_PPU_Pal_Addr,X
7 l' V( t1 |5 I) L( a* O8 W - INX/ C8 E2 _. O x) v O/ K
- DEY
4 T R" e0 \. Y, z0 r: s. ]$ e+ j - BNE .Write_Data
+ E$ q# }* U8 k4 y5 ? - .End
+ j: X" ?- X$ m9 U+ Y' G - RTS
" b3 a, H4 U! S$ S
3 V8 w& J3 A; V+ M* W, f- ;----------------------------------------7 V% o. j$ q3 I
- ;调色板数据
! o2 F7 {/ W% {9 ^( Z* H: V1 A - Palette_Data
& K9 t9 V! l. Z ]3 b - .HEX 0F 20 32 02 0F 20 32 0F 0F 20 32 26 0F 1B 0F 1B
; R* ]+ p2 T; r8 w - .HEX 0F 21 27 22 0F 24 24 24 0F 21 21 21 0F 22 22 220 Y7 S7 ^' l4 F' K9 t/ G
- , B; `) D1 @. T: f" l* q8 z
- ;======================================================================
5 z6 g5 R; Y3 h/ p" Z - ;命名表清空
- @1 y# A1 l3 O1 H - Nametable_Clear
0 l# v' ]) f+ t3 _4 a - LDA #$20
1 g3 R5 x& s, U6 K6 O+ a% s/ g, \ - STA PPU_ADDRESS( ?1 i& ]: t. d
- LDA #$00
5 |9 m. C% P1 b' M1 w - STA PPU_ADDRESS [7 ?( z$ S+ {
- LDA #$00
0 t3 d: L2 R; t( p# l+ E - LDX #$00
5 M7 k8 o' d( K, A( @# a - LDY #$08
7 Z) B$ i O$ {$ [6 N* ^( c8 w - .Write_Data
. {- G( V+ z8 ?" m! q! W {- c - STA PPU_DATA2 j6 i) _, H; q$ E+ P2 o1 l
- INX
1 {5 h# @1 o6 \4 U. f - BNE .Write_Data
! y, T$ l$ ?: s1 ` - DEY6 [& c: K% J. Q/ O2 N& }
- BNE .Write_Data- x& h1 l1 K3 H. c n3 Y9 C
- .End% {, {$ o0 s, b5 G! q. W
- RTS$ v, l- t3 O0 y
- / g5 M: p6 F- D2 ]/ l8 W# p4 B) X
- ;====================================================================== i7 u2 Q9 B+ a2 Q3 X
- ;音乐曲目切换
! T/ C) F$ W+ {5 i0 S - Music_Select_Process: Z* _" u0 E8 |
- 4 W, O9 C9 q) U4 j0 f2 y
- .Pre_Music;上一曲% j8 u4 X' ~! g! f2 _
- LDA FC_Gamepad_Once- C% y) e, X- \4 ^: Q
- CMP #JOY_KEY_LEFT) ~# z- D( Z. ~' a! l- q3 K
- BNE .Next_Music
& C U0 g& v* ~# C6 ]* i! B! b6 s& p - JSR Music_Play_Pre- @: ?# z9 Y' {: m1 y$ f9 C
- .Next_Music;下一曲% u5 J4 Q$ G. B7 l1 S& X
- LDA FC_Gamepad_Once7 D7 q7 a' j# w
- CMP #JOY_KEY_RIGHT3 @5 {9 v4 L! f! p; ^! j7 H% j
- BNE .Next_10_Music
$ e# U: E) {' X( L: W5 I0 ] - JSR Music_Play_Next* h& g; o8 V9 X5 \$ V1 W9 g
- .Next_10_Music;上10曲+ z9 b- [1 p; b: ~
- LDA FC_Gamepad_Once3 X. [1 Y0 d5 V# h) C
- CMP #JOY_KEY_UP) ~9 a6 o6 Y* c, O# O
- BNE .Pre_10_Music
2 ?3 y! K8 C! \1 V K7 ? - JSR Music_Play_Next_10
6 V/ F; c/ X+ F" U0 [; _2 c( v7 T - .Pre_10_Music;下10曲0 C- A- ?8 ~9 l. @1 o3 ]
- LDA FC_Gamepad_Once. v% x. T% N3 I
- CMP #JOY_KEY_DOWN
: k# ]( y I, p; G - BNE .Reset
/ T: X1 p4 F8 b: |& a9 R - JSR Music_Play_Pre_10
$ f* \! l+ ?' t! v! j9 z - .Reset;重播当前曲目( w+ |' o6 m8 u5 P; v- D$ `0 U
- LDA FC_Gamepad_Once: m3 t/ Q9 k- [6 ^# m
- CMP #JOY_KEY_START
7 |# T6 v% g8 e3 ~# w7 M3 p - BNE .End+ R# Z% D/ ^ X9 e% l' E& P3 a
- LDA FC_Music_Index
9 e# L6 b% t: Q5 A - JSR Music_Init_Process% U$ w8 B: G$ O
- .End
/ A8 g+ n" C$ [/ o& B - RTS& D) F, F9 e$ ^1 j6 u% d% I5 D R
- * B; }" u4 w5 C8 o4 B- r
- ;----------------------------------------------------------------------
2 S2 I- W& @% y/ x! R - ;播放上一曲! g1 z$ Z t' h- y# P7 y2 e; R* ^
- Music_Play_Pre. V, @6 E0 f% p/ S- [; ?- S
- LDA FC_Music_Index' x- B0 r$ t1 |: \9 V
- BEQ .End
4 D( V" k! G7 R# Q- C - DEC FC_Music_Index3 q4 ~. @& r6 i
- LDA FC_Music_Index
$ z6 K' x: D9 j0 Z/ [+ q - JSR Music_Init_Process
& D: W5 d* U! q) D, o; s+ ` - .End
3 i# a6 N# S8 B5 ` - RTS
; t6 h* G8 q: K$ U7 W: w - ;----------------------------------------------------------------------* ^( L9 _+ t m4 ~8 M
- ;播放下一曲$ s* D! N; `$ O' |- C
- Music_Play_Next
+ X' v" a/ K/ [* A; d9 n. Q - LDA FC_Music_Index
4 m' B& d! T9 \+ A5 h8 `- Y# w" d - CMP FC_Music_Max_Index: u* i+ z* U) O# C* l
- BCS .End5 _( U( A( U+ t3 z! }/ f
- INC FC_Music_Index
4 E/ z+ V, L. {9 J7 L' g; x W - LDA FC_Music_Index
) h( O! o. x5 f# `! B5 e - JSR Music_Init_Process
8 X2 ?" p9 P% a, q, q2 [, k9 _ - .End- [3 g( Z5 r4 Q! U! w( w5 o
- RTS
: Z- w Z1 e: x" D9 F; [' d( ~
! S# g- _6 I4 b3 `4 c- ;----------------------------------------------------------------------9 r* V3 l& ^* e5 p& t% E: w
- ;播放上10曲) N0 \5 T0 Q4 g5 `/ f6 X4 M9 ?
- Music_Play_Pre_10. z( _1 N1 p5 S2 r4 [6 e; i
- LDA FC_Music_Index
; m6 T) [" q. E N/ w8 H+ u6 T+ f- g - BEQ .End
' }( H3 |, h3 A, N - SEC
, C& `3 g2 q6 h& Y: Y - SBC #10
% Z$ B7 m9 u8 `' Q- Z# j - BCS .Pre_10
/ @( R$ m* r; `9 r* V - LDA #$001 i1 P( S) O& l+ A# a4 u6 E5 b
- .Pre_10) M2 K) ^+ j5 f2 R
- STA FC_Music_Index5 P4 I- p) V$ k1 V! f
- JSR Music_Init_Process' D; {- E4 |* R+ i0 h F. U$ J
- .End
) F8 |/ q* K g! Z - RTS+ r% P; u |+ L0 @
- ;----------------------------------------------------------------------
& W7 O- U; g9 {9 \6 |" L$ ~* b - ;播放下10曲
% b l; K; _8 a5 A/ I - Music_Play_Next_10. N4 F- Z" C" e
- LDA FC_Music_Index6 ^' L, K" V" ^, ~
- CMP FC_Music_Max_Index M# z* i5 a1 r% n. L. h2 G& ?
- BCS .End% q. Z7 n+ R) T5 A' y
- CLC- k, K: @+ x& z1 G, r$ w
- ADC #10- g& u. x6 A4 h8 D9 p: Z
- CMP FC_Music_Max_Index- y3 i; ?5 i# Q0 p
- BCC .Next_10
( G ^; U4 o, _( t& D% l - LDA FC_Music_Max_Index
% o1 S6 Y* `, Q/ r0 ^0 I - .Next_106 b9 o- l3 L( b. {( X
- STA FC_Music_Index6 ^2 M9 v0 q( y/ u9 T
- JSR Music_Init_Process
/ q; G5 y. m3 k% B( b4 t - .End
( g- Q" ?2 r+ {/ v# t9 X' ^0 a0 o - RTS, Q! }$ }8 W! i% h* R
- 2 [# Y5 j! Z2 N4 F5 u* b+ }. N
- ;----------------------------------------------------------------------6 d* C" h5 {/ E. [4 z+ f9 L" P
- ;8位十六进制转3位十进制制
( L& d8 k7 j6 \" E7 w, W - Hex8ToDec# l, @" m8 x# I2 \* W A
- STA FC_Dec_Data_1$ @5 j4 J& H( A4 y( q
- LDA #$004 B) a0 O3 U2 b0 n/ M* Y* D+ e
- STA FC_Dec_Data_100
_& a) U" y* F( w3 W( O1 G - STA FC_Dec_Data_109 [( x t2 F y+ F, j+ L# W
- LDA FC_Dec_Data_1
6 ~( |. R* p+ o8 S# ^ - .Convert_100% b9 r3 q; m1 Q3 l
- CMP #1008 G) a9 O9 t5 B( k/ A6 t
- BCC .Convert_10
& r3 J$ i. n" `) @; A - SEC
' F6 V" q9 I0 n - SBC #100
; H( I+ g' N9 S- g2 |! Y( J - INC FC_Dec_Data_100
P8 X8 X- G; p5 S" S% z - BNE .Convert_1008 e+ W9 T I8 R7 d( l: c+ |+ O
- .Convert_109 W7 K0 ^( j" m ~' } w
- CMP #10
. i& q0 n4 t7 O1 h9 v- K - BCC .End, {0 A C$ d9 L
- SEC* P2 ~8 g+ S& G, O! A
- SBC #10( c8 \9 e) B% i% J; N$ ^
- INC FC_Dec_Data_10
- w8 t3 \9 l( i; X0 ^ - BNE .Convert_10/ C) y. o: V6 A: H
- .End
6 N& o$ I0 V: V* s: B* k6 i - STA FC_Dec_Data_1
+ h+ b7 M- X2 T' N- z, g& F - RTS5 B( N/ @2 x2 m$ ~
- $ _$ ~& S4 A/ `
- ;----------------------------------------------------------------------8 {+ T( G7 V* |' i- L. D
- ;显示曲目信息8 Z7 N4 T3 ^+ U6 g) L' t
- Music_Info_Display
6 y- c9 N$ l+ Y7 K3 y# v- [ - LDX FC_PPU_Buf_Count
& K9 C1 f8 Y& S" s% U8 s6 r - LDA #PPU_WRITE_MODE_CNT_LINE
4 j+ b. G" E3 c' ], v) ` - STA Use_PPU_Buffer,X
8 k/ n( E( a3 m+ I' Z( f/ p9 m - INX1 f) r, r2 R+ n* Z7 y
- 3 V4 d1 v1 ^. \; }) p
- LDA #>MUSIC_INFO_POS. f' J2 H6 P- t
- STA Use_PPU_Buffer,X9 g& E7 a6 g ^9 s2 _) i; m
- INX- F2 B% _. Q" n0 X+ ?" w8 x9 R
- ; A7 P& U( D; A% s; K
- ;居中
% S2 R( o) O% [; O+ | - LDA #<(MUSIC_INFO_POS & $E0) + (32 - 5)/2
* b' [/ p ]) Q7 X/ q F: v - STA Use_PPU_Buffer,X
$ E+ C: y# {# Y7 L# \' u: r - INX$ K. i* E) y; J0 G1 u# m n% a1 {
-
) o8 I0 I* c7 K - LDA #$05* e2 {! B1 N1 |
- STA Use_PPU_Buffer,X
6 N" ?; u* G8 i# Q' D( I6 I - INX
% b, ?( R4 {0 d/ C( Y- I- t - * b% n, ?/ a7 z) @8 A5 J
- LDA FC_Music_Index" }" @- q% W% s
- CLC: U* R& O, [7 ]1 w& a% @" Q: R
- ADC #$01' J8 E. i4 o _' |4 ]+ X( n
- JSR Hex8ToDec
; w2 V1 [! S( _: y! I -
. j. H- F& I1 ]0 | e0 ^$ N7 c - LDA FC_Dec_Data_10
# @$ i2 n, L, `0 P' [ - CLC; q3 }+ Q$ s3 q7 E7 O; y1 x
- ADC #'0'
/ W# X& v9 U1 Z( A8 c/ G7 A2 s - STA Use_PPU_Buffer,X+ I+ c2 ~4 T6 h; @5 w- H
- INX
0 ]5 }9 I% ?8 \3 e* I, v! F - 0 r) v# r6 D+ d" C6 o
- LDA FC_Dec_Data_14 I5 N7 `) u. p' {' V" [
- CLC
' o2 \2 G8 d% [* v - ADC #'0', ]; K) Z4 j& U. H9 G# E
- STA Use_PPU_Buffer,X
# ]& Q* `- I; B5 U" h: }' @ - INX
& B, M5 W. i5 N2 n3 h3 n! [ -
! K B( }% B. q - LDA #'/'
* _. ?/ f2 A; o+ j w U8 T - STA Use_PPU_Buffer,X
% w! ~) N N' S) s$ n4 o5 W - INX; n. Q9 \! ?1 `* t8 p' S: Y; \
- : o+ q: ?3 l2 |! m) T5 w; z
- LDA FC_Music_Max_Index+ k; y) E) M' T& K, w- @7 @
- CLC
3 I2 w# y p+ U8 z: G# E; a - ADC #$01
9 [% C, m4 w5 i# _ - JSR Hex8ToDec7 i4 ?2 q; v9 L2 {4 |2 R1 t
-
, N5 g: @5 v" M$ U W0 r - LDA FC_Dec_Data_10
8 ]4 M% g, u! m0 _ W3 d: _; g - CLC5 u H( e4 v6 z# B$ _" G
- ADC #'0'9 ?5 d% r- |9 `" B* j
- STA Use_PPU_Buffer,X( \8 _5 n# v$ M# |. x3 q N
- INX
) H9 X8 H1 ~$ G -
: v6 v& b. D8 I! r- E! M/ i& I: m - LDA FC_Dec_Data_1! Y& S9 X6 t T
- CLC
. H6 X. J! d. v# ?! u: K, o - ADC #'0'! D: o5 x1 ~4 F8 d. W+ y
- STA Use_PPU_Buffer,X
( j- _0 |' F8 Z" K' e - INX
. b2 s: F2 n: w+ k1 W -
4 p) x/ a6 q$ X: L - .End
. _1 z" Y" |! A) N- T! H - STX FC_PPU_Buf_Count
% |1 h' G. O% k - RTS Q) L/ s0 e( z1 T+ G
- : R4 }# [- `$ p$ N
- ;----------------------------------------------------------------------; ]* B7 D2 C! N5 |" J' U$ |- O
- ;音乐曲目初始化处理) p% ?8 G* q4 y7 o
- Music_Init_Process
# E# O: v! y( O0 |* e" o - PHA/ g. W6 }2 } q" [, Y `
- JSR Music_Clear_Process8 m" Q; X B) `
- LDA #$1F
3 ?; Q8 `: e# ^/ Z' O7 w A4 K! b - STA $4015
$ b, o# ~8 N, u5 W& e. @. O( }- W - PLA
! [1 R3 w! ^. E - JSR Music_Init_Addr2 u4 i4 y6 ]2 S/ [& s& M7 z# ?
- JSR Music_Info_Display
0 u' f( a2 I! j4 t" V - RTS
- L5 L N/ E) w - 5 S8 ]4 m' v2 H6 C [' {
- ;----------------------------------------------------------------------* f7 M& \4 R) q3 g w
- ;音乐播放处理' ^% {" G n/ q
- Music_Play_Process5 ?; F9 h4 X: x9 x' ~
- JSR Music_Play_Addr
5 q$ G. }+ |1 i3 C4 @9 n - RTS
a8 e3 G/ N$ U9 |# s" j - " h' o* ~: c4 x& q
- ;----------------------------------------------------------------------+ R# v, W, v1 \
- ;音乐播放处理5 e, `/ O: B3 W
- Music_Clear_Process
( @& j9 K) U* k - .IF Music_Clear_Addr& p" q$ I( J* d9 Q' b
- JSR Music_Clear_Addr
+ S, W$ Q5 V6 A. j- m" d" j - RTS
* K6 V9 G/ Q3 k, ~/ ? - .ELSE
0 \ {: f5 K* H" J# {1 r& S - LDA #$1F- p) a7 O5 B% d n" B0 s1 k9 N' C% E
- STA $4015$ F& z: }6 ?" ~. F
- LDA #$00
: C3 W( [+ f+ W% L - STA $4010
4 {1 ?% U8 T6 j2 h/ f/ ^) q* a - LDX #$00
( u6 Z9 u9 |; J/ ?4 Q% X - LDA #$00
0 y9 R$ A% M$ ]6 F4 w - 6 j5 t9 }2 R, |* T* Y, d
- .Music_Clear_Zreo_Page_0
" J P& Z5 O) e+ s - STA $00,X4 l0 H0 X: i! B8 z6 R: M0 g/ W% V
- INX
) @9 r5 E- i+ u. v( I - CPX #Use_Zero_Page_Begin
* Q/ G& b" {. }, b' |& t$ v9 Q - BCC .Music_Clear_Zreo_Page_0
1 N" ]1 r0 F. ^2 G - 5 c7 l8 Y2 ~& ^* _8 H+ o4 Z* i
- LDX #Use_Zero_Page_Begin + Use_Zero_Page_Size
# k3 g( s, o- a5 n9 F0 }! g - .Music_Clear_Zreo_Page_1
. M0 c" [" G# t# \6 u8 ] - STA $00,X
) i( N, W4 k" k: m8 O( e - INX
; N/ @. C5 ~: K7 @; M# n - BNE .Music_Clear_Zreo_Page_1
u5 J I3 ?! A5 q -
5 w8 ]+ L1 Z% _1 N% ]1 \ - Music_Clear_Process_1
}# W: L% l) O - STA $0600,X
4 U" I. d: f8 I8 h - STA $0700,X& X. E8 u" i% O8 ?0 n9 U
- INX& @" r- P: f4 K7 D8 u, `1 M: l4 f$ a
- BNE Music_Clear_Process_1
4 ?( V h+ |& |- M$ P - LDA #$10
0 P$ z. h! `& M: ?* h' a: ~: A - STA $40004 M6 e9 s3 a. W2 u9 z/ O3 N
- STA $4004
& k9 Z; y5 L: V; `5 |5 Q$ q8 O/ j - STA $400C$ E q3 L- t9 G
- LDA #$00, [7 v! ^8 ]- s, O- L
- STA $4008$ c4 [. u! g. L3 U( y
- LDA #$0F
- Y! I$ ~9 k; X5 R* W - STA $4015) Q% A2 ^3 |: Z" N" v" }6 w
- .ENDIF
0 o/ c) @8 r$ [% _( a - 9 W/ D2 r) O; u9 o
- RTS
. X: M$ b3 q5 F$ J) w
7 E4 f' d# @) b' _9 @" E+ E- ;======================================================================0 Z' o/ x4 ^4 C) M
- ;重启处理
& R$ }; z. m2 D3 U8 H# Y - Reset_Program
. c" n4 B3 U+ h6 e4 @ - SEI9 ]+ I. l& O$ D1 S6 }
- CLD2 n4 w, H9 \* T& b4 v7 R( e
- LDA #$00! D7 u, e; _6 K( b/ l5 o
- STA PPU_CTRL
2 f% y- M& c$ S8 L1 O% C @0 @ - STA PPU_MASK
a6 A0 U, T. U' `; r - STA JOY2_FRAME3 h5 W) \ _+ u
- STA APU_STATUS7 q/ C" x5 X! P2 L+ y
-
& d1 }. m( _9 ?* b; f Z1 j - ;等待屏幕准备完毕
) T. b# e; |/ ?' K) n5 E6 P - LDX #$02
! [3 B- @2 ~/ r* O6 [ - .Wait_For_Screen_Ready/ o# A' M! k6 P6 M
- LDA PPU_STATUS
' ]1 @9 [2 z, C! A: p+ y6 t - BPL .Wait_For_Screen_Ready% e) C' K$ K- V3 S$ ^# u$ V& |3 X3 l
- DEX0 l4 ]+ }! f# `: g8 o: e7 k
- BNE .Wait_For_Screen_Ready
9 L8 [! I, @, D+ O0 q0 _- w - ) C( B$ h+ n- ?: X- N; w% A! Z
- ;清空调色板
! b; D! I9 ?0 B& X) @0 M' k - Palette_Clear
. n/ n4 P4 h9 [* I" v f, Z" b2 S8 R - LDA #$3F
& F/ t/ F5 r: D# ?9 i - STA PPU_ADDRESS$ `8 p5 U# F/ [9 {8 |9 n& W
- LDA #$00
, u) q( R- |0 t3 m4 u - STA PPU_ADDRESS' }; n! ~5 p" e2 w3 L' {/ e3 j
- LDX #$202 n$ r o' T% q( Q2 l9 F( m! M
- LDA #$0F
8 h& v V: G! B; B& F" L - .Write_Data9 f) W2 f5 L" X! z' H* K
- STA PPU_DATA6 ~1 r3 M! i' w5 b0 y
- DEX
# ]! M m4 [# b0 n1 K4 [8 s8 z - BNE .Write_Data
# V/ z; x0 E; d4 r - ~& ^" `7 j Y: C
- ;清除声音 $4000-4013
# A6 u h* m, v/ o- A! @+ I - LDY #$14
* {6 w: r/ f1 D9 K* T2 w9 w8 ] - LDX #$00
+ }0 Q; b. a; Z, t, o9 ` - .Sound_Clear; j7 z$ n) D2 k. d+ Z7 L" G
- STA $4000,X$ L T2 ?- h- ]- A* ~! ~& K! P
- INX) s0 x; W. N" ]
- DEY1 a( _& T+ F1 ], c
- BNE .Sound_Clear- ], i7 |2 V* N
- ) H# n* E' d. X. i9 V. S
- ;清除 RAM $0000-07FF5 ?; V- i) O4 ^* W5 u7 ]1 q
- LDA #$00 W' x% a& N" a+ x$ A1 k1 `
- STA $00
$ a) F% o# J# m; X4 k3 C8 ^# A - STA $01 Z3 H- R3 a; r4 U, }# G9 N
- TAY
3 @! U4 \$ Y. O. P* D" A' f - LDX #$08
% N, ?4 [, l) Z" F$ O - .Memory_Clear
' H6 Q8 X7 x( l/ B6 S8 o - STA [$00],Y: L9 O; Y- F' A- N& S
- INY
3 B1 w% v& Q4 n# \; k! J. ]& v3 M - BNE .Memory_Clear1 R- ?- v6 o, \4 L! }
- INC $01& _, E, m) [. P/ t1 U5 p9 D
- DEX+ X7 @+ p! ~3 m+ F5 c
- BNE .Memory_Clear7 z0 @; N' c; f' P3 p
-
+ J: b* Z' J$ {' t1 L - ;精灵缓冲初始化2 [7 s1 r$ X2 A/ A/ Z O4 N {% @; m
- LDX #$007 T& v# j9 j/ C7 B. e
- LDA #$F8+ k2 }6 g; v- n# d
- .OAM_Clear2 a0 `7 k' n2 ?0 _9 S# D4 z
- STA OAM_DMA_Buffer,X( q' `2 d+ S. z. Q% W6 [3 n
- INX" Z2 b d% l7 \8 K3 b7 L# a) D
- BNE .OAM_Clear/ Z3 s# A' F% ]' v8 ?! m( l; e5 a
- . q/ A6 k+ ?2 ~7 N
- ;栈指针初始化9 i, @6 b, I o7 H
- LDX #$FF
) c% {2 \ e* I; x% s. ^9 C$ o: E - TXS
8 l0 f! F$ I e! l - p4 j# E; A6 p
- JSR Nametable_Clear;命名表清空" M7 Y5 M* S* @
- JSR Palette_Init;初始化调色板缓冲
; o: |0 A0 f# R$ t - JSR Static_Text_Init;初始化静态文本* ?7 A- g' Y1 Z6 l/ c
- ( C% {4 g7 x" o& N3 y
- LDA #MUSIC_ITEM_TOTAL - 1
6 R8 F/ `" C& ^3 y- ?5 e9 N! E - STA FC_Music_Max_Index6 P' B+ d0 E6 e3 u& Y% K
-
' N5 Y- `5 G- J! K - LDA #$1F3 Q1 L% E3 {3 Y9 J) t. b
- STA APU_STATUS/ Y; _4 w0 f0 b+ R! z
- LDA #MUSIC_BGM - 1' S+ i5 l; [( W' `
- STA FC_Music_Index1 ~, }- n0 P9 I4 ?1 m
- JSR Music_Init_Process;音乐播放
6 N' s* b4 }$ e# R7 A- j2 V! [ - - z9 \, \! ]4 d/ h' a
- ;设置屏幕显示状态缓冲(当NMI处理时控制屏幕显示状态)
5 T! ?+ E2 M8 a ^1 {/ m2 B - LDA #$1E
. L. O& ?. n0 K! x. a' g9 C' p# s - STA FC_PPU_Mask_Buf
4 ^2 j* [$ F4 v6 G8 d4 K -
! g: ?$ U, L; s3 G5 i# Y1 @2 w, g- P" | - ;启用NMI处理
2 r# ^5 D$ l+ z' l% z - LDA #$80
$ [3 k" ?0 g; a s& V0 _. ` - STA PPU_CTRL
, F# Y9 x' r- [+ e -
& H8 F5 d) Z& Q& W6 @+ b8 u% X - ;程序循环, 剩余工作交给 NMI 中断处理9 A1 ?6 q4 h5 C4 g; v) ]# @
- .Loop
9 j. S, J+ ~4 ~$ V! { - JMP .Loop
; j" E( z3 t" R$ X$ G5 [, O - 9 @% X2 c1 K0 ]1 @( O
- ;======================================================================
& K' c. t8 p3 T: t* u% p - ;不可屏蔽中断处理
! N, z# e. b! S2 `. Z& L, R6 @ - Nmi_Program7 J" o' T8 Z1 K. Q; R9 x3 |
- PHA
* w. \- r' W6 f! E+ {. |8 Z& ? - TXA
5 d' m+ ^6 O2 ?& W$ C( K, j - PHA
) K8 V3 V2 y, L+ H6 c* g6 O - TYA
& F o9 a2 g& ?/ P6 A* g - PHA4 K( U9 ?4 I2 i/ N
- " `( y/ X9 w2 Y& W# o& l
- LDA PPU_STATUS;读取使得 PPU状态寄存器复位
6 [+ X" z& Z6 s$ Q+ E -
" H, n) S: i/ R+ N7 h% r: f8 | - JSR FC_PPU_Procrss;PPU处理
2 x2 I. m# c' F: j) v8 @' J - ! [# y* Q% R7 G! m2 H& G& v; b5 n
- ;精灵内存更新
% _) |9 s& k t3 ~4 b$ q - LDA #$00
* c# f( f: h1 l5 U+ ^: ~ - STA PPU_OAM_ADDR8 a3 x" R8 n6 ~/ q
- LDA #OAM_DMA_Buffer / $0100- q# L: P3 p4 } U3 \( S
- STA OAM_DMA% R" l' _- R5 x6 H5 o$ a- p
- / @7 b+ ?5 b! l: {
- JSR FC_Gamepad_Process;手柄输入处理, Z/ O3 C5 e+ ?- D9 j
- JSR Music_Select_Process;音乐选曲处理& w* x; F) A5 y5 N; V, R0 x
- JSR Music_Play_Process;音乐播放处理: t3 _" L' z: @( ], y
- , c2 l7 _; E j" T$ t& L+ _
- PLA0 j, b& ~' I6 H8 A$ Y4 l5 a
- TAY
* u& L6 v% X0 I - PLA) v4 z; F% _) _& W3 g
- TAX
' h- _# A! y# z: s9 L& c - PLA
3 G& e0 w2 w1 P- C) {2 o# J
& G$ U2 q. O. a& O- RTI
) o7 c0 l6 X" o$ w
# j7 i0 H% s4 L- L- ;======================================================================
^8 A$ ?9 d# y2 S* c - ;请求中断处理" y1 L6 t& x; B$ p0 |
- Irq_Program
* y- D, f$ b1 o$ Z& Q8 V: t - RTI
, Y& L8 L* ~5 P* | - 4 E K* c3 L; O/ [7 I7 A, x
- ;======================================================================
5 m! A/ l, t% d0 {+ O- m9 X, e/ ]% k - ;中断向量表
/ v8 Q- A. a: T' ~+ B! Z - .ORG $FFFA, F; B: ]& S! d
- .DW Nmi_Program ;NMI触发时执行
; ^4 O2 }8 [& U( e( Y. r+ `0 G - .DW Reset_Program ;载入ROM时最先执行
, b6 s2 ]& L; R. J( {+ }; L - .DW Irq_Program ;IRQ触发时执行/ m; Z5 J( N$ O; S
复制代码
! M% v( j6 n; h0 v) o4 V4 }; Z- p/ w: B
. ?2 e) R# C0 G1 H4 M2 O
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