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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:
7 U' z2 ~3 k5 _7 m* R- ;======================================================================2 j$ s4 k7 b; t3 ?$ p
- ;文件头
7 o* n+ t0 k6 I- S) T - NES_16KB_PRG_SIZE = 8 ;16KB PRG大小数量) a$ m4 u% [2 D( {$ V
- NES_8KB_CHR_SIZE = 1 ;8KB CHR大小数量
. @" x. Q9 x. z9 N" O! X: {4 x1 s - BANK_DATA_MASK = NES_16KB_PRG_SIZE * 2 - 1 ;bank号掩码5 W- R1 Y5 v9 s
- ;======================================================================$ k+ @. K- E0 u, }/ `" ?. D
- PRG_DATA_BANK_C000 = NES_16KB_PRG_SIZE * 2 - 21 f% Y$ E9 S* K: Z
- PRG_DATA_BANK_E000 = NES_16KB_PRG_SIZE * 2 - 1
3 V6 q( m. W% H) X3 U( m- M - ;======================================================================! R# R$ o" G: U% F# U6 n" ~' U
- RESET_BANK = NES_16KB_PRG_SIZE * 2 - 1
3 c4 h3 y7 n. l) x1 c- W$ Q+ w/ s - RESET_ADDR = $E000 ;主程序起始地址% P3 t \5 O0 b( h9 G4 p0 J
- ;======================================================================
* r5 h* N. x7 u+ f. g - .INESPRG NES_16KB_PRG_SIZE ;16KB PRG 数量, $01-$EF8(1-3832),即16-61,312 KB
- R* {# O" E# r: Z" \. ? - .INESCHR NES_8KB_CHR_SIZE ;8KB CHR 数量,$01-$EF8(1-3832),即0-30,656 KB; f2 `1 P" o! R w: c$ a' A7 @/ O6 x
- .INESMAP 4 ;Mapper号 (0-4095)
" A% w5 t$ b, Q2 Y - .INESSUBMAP 0 ;子Mapper号 (0-15)* k$ P4 M2 k. y* X/ [4 K
- .INESMIR 0 ;命名表镜像 (0: 水平 1: 垂直 2: 四屏)2 [7 x3 }" U: R% g% a
- .INESBAT 0 ;指定是否存在电池备份 (0: 不存在 1: 存在)1 s1 T8 i9 O# W, l" n1 y7 \: R1 T/ U
- .INESPRGRAM 0 ;指定 PRG RAM 大小 (大小 = 64字节 << 计数)
6 w! }- t8 p6 g' }. S - .INESPRGNVRAM 0 ;指定 PRG NVRAM 大小(大小 = 64字节 << 计数)
: ?2 c! E! }% l* |* \1 M, R - .INESCHRRAM 0 ;指定 CHR RAM 大小(大小 = 64字节 << 计数)9 e6 P) h! K- e% a- l! x4 h
- .INESCHRNVRAM 0 ;指定 CHR NVRAM 大小(大小 = 64字节 << 计数)
. \0 g4 r1 @7 ?+ D - .INESTIM 0 ;指定时序 (0: NTSC, 1: PAL, 2: 多区域, 3: Dendy), J6 H8 U. h7 W6 `" Z( b& i
- ;======================================================================
& v) |3 }, n! r% r5 U0 L- v+ C; l - .INCLUDE "fc_demo_config.asm" ;全局配置
2 w0 V! V. L) S) f% R7 P b - .INCLUDE "fc_demo_constant.asm" ;NES常量
& ^) C0 P& Q. B' a - ;======================================================================5 u4 ~& j' j# i, F8 [- r8 C5 t
- ;音乐配置
1 Q9 X, m; T8 w7 i4 G" Q! H7 E6 ?, _ - .IF 0 = MUSIC_THEME 5 Y2 a9 I! Q" O9 I/ p4 O
- .INCLUDE "data/music/Gremlin 2/config.asm"9 E3 B1 O- y0 \3 r" Z6 |
- .ENDIF
$ E2 m3 l5 z( I/ y -
! y2 O0 H; v3 ?6 f" s - .IF 1 = MUSIC_THEME
+ X5 |8 S. D7 S/ X2 Y, C - .INCLUDE "data/music/Raf World/config.asm"; a& o% L/ s l" u' j S: ~
- .ENDIF- p: Y. [- |& w
- ' H: @1 _1 _: e* S' g5 m7 l3 {% J
- .IF 2 = MUSIC_THEME ' J+ n ]0 o- o1 S% w. t1 _
- .INCLUDE "data/music/Ninja Gaiden 3/config.asm"
0 w/ t- @( b5 N* A$ B, a& K - .ENDIF0 k7 G0 T9 c; d5 r4 q7 p% |
- 5 I6 e# u) C! u: U$ O0 ^" O
- ;======================================================================, Y1 `% Y- l/ B0 P' S6 J+ T
- ;引用CHR图像数据
, K4 o; f$ y7 `8 a, U - .BANK NES_16KB_PRG_SIZE * 26 {& s+ Z s6 E1 `! |. D
- .ORG $0000
, E# M. t$ k1 x3 d& Q7 e - .INCBIN "data/bkg.chr"
3 |+ a$ A2 j5 o( Q% z, s0 _ - .INCBIN "data/sp.chr"
6 A; Y* S! E/ X' _6 G: ^8 \ - , U; W1 z% y3 \5 H0 b% w# z
- ;======================================================================
9 @: [- z; {: X- Y - .BANK PRG_DATA_BANK_E000 & BANK_DATA_MASK;设置程序所在Bank
% f$ b* e4 v) @* h) e) d- i% i2 t - .ORG RESET_ADDR$ ?, Y1 R+ B2 v9 o4 v: r
- ;======================================================================- |' ]/ Z' M2 ^' @( H
- ;引用其他源文件4 I6 q$ J1 |' G* n
- .INCLUDE "fc_demo_ppu.asm" ;PPU处理
* w+ u3 I& O$ B, i+ h8 U2 k; z - .INCLUDE "fc_demo_joysitck.asm" ;手柄处理; l' N0 N; ^4 r' w* K4 ?; J
- .INCLUDE "fc_demo_static_text.asm" ;静态文本处理
% [$ P' w v1 W: F4 I - ;======================================================================
) m4 o! G4 e4 I( A* J- b
6 e) T4 Y8 r$ N7 O- ;======================================================================
# e& k/ S8 F0 w+ v9 Y8 M - ;等待VBlank到来* @5 _9 J P$ ?; c) o* w' K
- Wait_For_VBlank
5 V; _! f0 F. N$ b9 ]) @6 L5 F - LDA PPU_STATUS
: v [+ F5 r! y2 _: O* P1 S - BPL Wait_For_VBlank
& K8 K7 x) `, E; b - RTS
6 Z t- K' Q7 V0 X0 N# o - " N$ a/ O7 _1 @
- ;======================================================================
% _( g8 D* ~; S' K" l - ;调色板初始化
- u: C( a- \! h" j& C3 r3 } - Palette_Init
% U2 z/ p5 ~3 T/ O - LDA #$3F
% D9 V, X! n3 c8 N; R) o - STA PPU_ADDRESS* s+ l5 n7 u6 m, y
- LDA #$00
: [6 i0 ^* K3 M) d. \) c - STA PPU_ADDRESS2 P$ ^. |4 y. E. j. [8 d: a8 W* B
- LDX #$00
$ M3 D, Y7 v! |7 n- s' F) O - LDY #$200 p/ G7 ^4 \( u2 @; t
- .Write_Data
/ u: F' }1 o& h2 S - LDA Palette_Data,X. `- t }1 r. U$ ?( |* ^+ C$ _
- STA FC_PPU_Pal_Addr,X
( ^( Q7 b* l1 g% c( I - INX% |3 N1 H3 E7 U
- DEY* Q3 m! T" G" N+ Q) j" p
- BNE .Write_Data, }1 Q4 a1 [7 O2 q: T8 x
- .End: x n1 k$ t8 P/ [9 {
- RTS* E4 W$ Z$ F, V4 c/ E$ ]4 U& d$ s
- ; Y+ }* \" X, w/ p; c/ L/ ^- S' m
- ;----------------------------------------9 V, Q I- j$ F9 v
- ;调色板数据# v& _9 F8 u5 v- i
- Palette_Data& m$ ?, G6 k7 e) C7 x& P6 c: Y5 ?
- .HEX 0F 20 32 02 0F 20 32 0F 0F 20 32 26 0F 1B 0F 1B; b. U+ q5 a0 ]7 B
- .HEX 0F 21 27 22 0F 24 24 24 0F 21 21 21 0F 22 22 22, C( Y, V6 e* U# K& j+ {
- ! O k( _/ n2 @; g* z( ]$ p
- ;======================================================================
- N n5 ?2 g3 }2 g, d7 \& v - ;命名表清空; t. E) t; B q" ?, p
- Nametable_Clear8 c. c {6 _- z- l
- LDA #$20
) a: Q8 ]# u- o% u2 f' s; L - STA PPU_ADDRESS0 y3 v; h- n, J" ]7 r
- LDA #$00
: M. y3 _2 O! I& j! h' K4 {( V - STA PPU_ADDRESS
4 e( ? T4 g! n( L4 m' l- } - LDA #$00& X8 j! i: V" a
- LDX #$00
# A. q- e+ |+ C$ r/ u1 p3 A" L - LDY #$083 C2 {% A! @. k5 [5 F$ E" X
- .Write_Data! T$ V* V0 h$ Q5 }0 b# d5 w2 F7 A3 v: C
- STA PPU_DATA
* a5 I4 e) ?- O, I- k) H& N - INX" r/ a* u e" t2 _5 Y: ?9 I
- BNE .Write_Data
Y! x6 A" ]- {, K- U) M" K0 F - DEY4 }3 |7 I4 u) D
- BNE .Write_Data" d+ M: N+ R+ H x
- .End& o: H3 W+ y, N5 u# C, C
- RTS
, T9 d1 W+ X. G* h - ' B6 a, y( V- S
- ;======================================================================" K. j# t; y0 f0 w; _
- ;音乐曲目切换
e; E6 |2 r8 G0 l. k - Music_Select_Process# {$ W, t: U* r# H
5 d9 b! K$ K( \- .Pre_Music;上一曲) C8 j; F- r+ e) N; ^
- LDA FC_Gamepad_Once
/ o: {; O( m2 T! O$ q - CMP #JOY_KEY_LEFT
, p- j) m" ]4 M% u8 d7 C: I3 X* O9 K - BNE .Next_Music( ~4 s# S$ Z1 V3 q8 k6 h
- JSR Music_Play_Pre/ `' g& N- ?; f+ [2 {6 _$ V$ p9 S
- .Next_Music;下一曲0 e8 s6 o0 ? c3 Q: l# ]+ p1 O
- LDA FC_Gamepad_Once! N( J( ? `8 R* v; Q6 l# u5 @6 g
- CMP #JOY_KEY_RIGHT/ z- L& @5 i; b8 Q" F
- BNE .Next_10_Music9 R# T+ M: z( O) ~: T5 u
- JSR Music_Play_Next) U! r# F5 U. T- g5 ]
- .Next_10_Music;上10曲" W) u: _! }6 [) T
- LDA FC_Gamepad_Once9 b& A" X, {5 Q% b' t, s
- CMP #JOY_KEY_UP' I8 p9 E$ k* Y9 I
- BNE .Pre_10_Music
% R; V( W/ T1 @2 P% g9 b2 w5 W - JSR Music_Play_Next_102 @; A! }% C( j j3 z- H
- .Pre_10_Music;下10曲
7 p# R0 k9 ]6 c' t# E5 n - LDA FC_Gamepad_Once
( `4 f8 E p" U- g& L: c - CMP #JOY_KEY_DOWN3 W* }# N8 M+ E# z3 P0 p' B' M
- BNE .Reset, r7 l- R3 ]% ?/ u4 \% `' Z, ]( L
- JSR Music_Play_Pre_10
+ b6 V. U2 d0 E [, O$ H - .Reset;重播当前曲目
! m: d( o9 Q0 {* D# s5 N8 y# A& P - LDA FC_Gamepad_Once$ T5 p6 R; s- F: Y z) Y6 ^
- CMP #JOY_KEY_START* e: i5 o3 M0 ?2 j b& D" ^& F
- BNE .End9 Y7 G# _9 v% p4 W7 q
- LDA FC_Music_Index
7 _8 q) v" `6 v0 E - JSR Music_Init_Process
0 b9 A- Q4 p/ E - .End
3 y& y& f! Q( R& O3 l2 U* v - RTS
- r# z7 F" t& i4 o5 D
* U1 y! [9 ^: X, K j" N) L' Q- ;----------------------------------------------------------------------& X+ R' k& m3 [7 G' _+ _; @7 G
- ;播放上一曲
0 C( }5 ?5 @6 Z" [ - Music_Play_Pre
_$ f9 g$ ?5 l' i$ Q6 U - LDA FC_Music_Index
* b8 B# G4 Z+ s5 l4 e' X4 m - BEQ .End
( u; B: S+ J; f2 q% o - DEC FC_Music_Index
3 x4 v9 j1 q" U* ~+ R - LDA FC_Music_Index# F8 @% Q: D+ u. K4 {& f) Q( z8 y
- JSR Music_Init_Process# o4 I) p4 P( P* v! h% }
- .End
& @8 I0 ^8 ]- F4 x& F u. l - RTS
3 i$ F) k& | @' c: P [+ V - ;----------------------------------------------------------------------
+ j1 _% I5 l S+ w/ t6 ^ - ;播放下一曲
- Q. E. \" r9 q - Music_Play_Next
. V8 y# M6 e1 l# z - LDA FC_Music_Index+ q$ M+ U0 h# q
- CMP FC_Music_Max_Index
. }* g2 q0 s# Z, [' k$ e& d - BCS .End
5 v+ E5 }) K. n! P - INC FC_Music_Index
' b X- @1 ?' } - LDA FC_Music_Index
3 e: m; i0 ?0 y. h0 o% \ - JSR Music_Init_Process1 ]& Y7 J6 K9 Q' o! d
- .End) x$ z! `/ g. W1 g- L
- RTS
& k3 B/ Q4 Q1 f$ U% N* a* B B' @ - 6 g1 D7 A5 ^# x3 j; G% L
- ;----------------------------------------------------------------------$ ~6 K: Z( K9 j# l5 x- F1 k
- ;播放上10曲' T D! s4 ~: r: K4 U8 L
- Music_Play_Pre_105 J8 A8 g: b: ?0 w' b
- LDA FC_Music_Index
9 }8 P5 j" K2 Y& G5 l2 { - BEQ .End" w6 t/ [) i R+ L6 g- Y( u- c+ l
- SEC
+ h/ N0 {- b2 s9 X/ T - SBC #103 t g5 X: a$ T2 u( [
- BCS .Pre_10
$ u- ]/ K5 z: _* L5 v - LDA #$00+ e; T) T5 v" O% m* d
- .Pre_10
! y' I5 O$ {- o" j - STA FC_Music_Index
1 P7 | b0 ^! c- Y8 O O g5 G/ @3 L: z - JSR Music_Init_Process: t. F9 [$ a& K
- .End( G! d5 `, z5 V2 `/ \; w$ K
- RTS
" j, {6 j# P$ O) l - ;----------------------------------------------------------------------
/ l5 l g, s. z2 @# r - ;播放下10曲* F, }, C) X/ F. f3 p6 \- l
- Music_Play_Next_10
3 P9 d% o4 j" L - LDA FC_Music_Index7 C+ I8 v5 ?5 @/ u8 Z4 r
- CMP FC_Music_Max_Index. ]- Z1 H, v$ A$ S# x* B
- BCS .End
- \! K. m2 Q) H - CLC, j' O7 z" B4 `1 m( P3 C
- ADC #105 b+ _% F8 m+ N1 N% E
- CMP FC_Music_Max_Index: G+ N& B# n9 m" q% g
- BCC .Next_10/ u" a# W2 ` k' A
- LDA FC_Music_Max_Index X$ H+ x' U" R; X
- .Next_10
B7 R4 S/ F( U+ ^8 ?. w7 X - STA FC_Music_Index
( \) {6 ]. N. e8 R9 b0 u - JSR Music_Init_Process
3 e) `% |: @0 M: Y D - .End$ F: U2 g7 t$ G0 D _; Z2 g
- RTS+ N2 i. w M' g& y2 w
) q2 y: k" Z' A1 b& s- ;----------------------------------------------------------------------
# ~- Q3 F5 S3 x& K" r+ v' j/ u2 | - ;8位十六进制转3位十进制制
" D) f1 Y. j- H0 g {" u) I F* }% J( ~ - Hex8ToDec
- f0 J7 P% L/ Z' X3 ~' Y0 m - STA FC_Dec_Data_14 q& X/ x% i5 F" d8 c
- LDA #$00, g- |* Z9 z) ^! {: n
- STA FC_Dec_Data_100
# C* I& K! M$ \8 n" I - STA FC_Dec_Data_10
% ^+ S( q4 M) v& `7 ^: d A - LDA FC_Dec_Data_1 y) G; c7 w8 s. b4 g. ]
- .Convert_100) m4 I+ F* y4 w/ x0 Y6 \
- CMP #100
, [& S* h {) x1 G - BCC .Convert_10+ y& C' n! X! [
- SEC$ a) v5 v3 J2 s* n0 h
- SBC #100/ L1 ]: q/ c) ~: J' T9 C* s6 ^1 o
- INC FC_Dec_Data_100
6 X9 |) _" ?% z4 b3 j - BNE .Convert_100
B5 O1 C. O: c4 ~+ t% I4 } - .Convert_10
; {3 ~- z: @$ e+ _8 { - CMP #10
; q% ?0 \6 `3 y7 e - BCC .End w1 B9 I7 b; r; B9 r5 m- ?" ?6 [
- SEC/ v5 g* V. h3 R8 O# _
- SBC #10
; z* I+ H9 [+ b3 ?; e, K, Q - INC FC_Dec_Data_10
4 H4 L* U" j, _& I% d - BNE .Convert_10
7 O1 V: [, `( Q: ^. k) V8 D - .End* |; B" G7 o" W4 l! I+ I. s0 M
- STA FC_Dec_Data_1" S O4 V- y0 O ]
- RTS4 d/ H$ I" x" e9 \
( R4 ?$ [. ]5 _- Q F3 n- ;----------------------------------------------------------------------
4 R7 @9 {! [$ @( h; m/ r; _* a - ;显示曲目信息6 V' [) F9 E4 F* m8 ^
- Music_Info_Display
2 p" H- A6 w- h% @9 _* u/ V* ?/ @ - LDX FC_PPU_Buf_Count
1 W7 U% x W3 _/ o5 N, h) O - LDA #PPU_WRITE_MODE_CNT_LINE+ F$ q2 o5 ]% g1 ~ J$ l
- STA Use_PPU_Buffer,X
2 P0 x g! ?# c/ t( n* a - INX0 t* B+ j: o6 {
-
6 ]4 h* M/ e; Y( \2 \ - LDA #>MUSIC_INFO_POS1 I+ o4 C- Y% w3 a
- STA Use_PPU_Buffer,X. n/ z% o1 U3 p2 i( z
- INX
2 b/ m& i, \ J, z' v6 S# l -
: ^7 G r; N$ G# @/ M! i N - ;居中- f3 X6 U( q. A" e( O- A* t( n2 G+ I
- LDA #<(MUSIC_INFO_POS & $E0) + (32 - 5)/2
! M8 F& G4 K$ E1 m6 ~3 {8 a - STA Use_PPU_Buffer,X
: T" r4 X; ~2 f* q - INX
( R4 ? F5 n% N1 u. s- s" S- l6 b7 r - & U6 h# n* W, y* T& s0 ~
- LDA #$05
8 R9 Q; z* H* A5 a2 Y; P W0 k - STA Use_PPU_Buffer,X" C X4 X1 X% N* f
- INX
( W. e6 I4 f8 l$ K R% U' o -
! Z" R B" E) Q( _, R - LDA FC_Music_Index
/ k. ~( D* U# H! M. ` - CLC9 X$ M) `3 _$ B* P Z
- ADC #$01
* G8 e3 [& P' o K - JSR Hex8ToDec
# r8 ?5 n0 w: [- x -
3 C5 M6 Q* i% O7 d3 ? - LDA FC_Dec_Data_10
/ I5 M8 Z1 `# V2 J - CLC! n. |$ g! d! _6 R& R3 t. `; n
- ADC #'0'2 h& i, c; O! M5 Y$ \' [' `
- STA Use_PPU_Buffer,X
- p7 P+ E2 E5 }* G6 E5 g% O - INX; a& W& l, ^; a7 c
- : x3 u n# D, g# h
- LDA FC_Dec_Data_17 ?1 d: w4 w @- _5 L' |5 J1 o0 e
- CLC% e6 G9 k; J& i
- ADC #'0'
# K# ]+ P3 `+ z9 q/ Z& L( L5 R3 S - STA Use_PPU_Buffer,X
" t1 @) {- z% {% |7 T" C - INX
6 n; F9 `9 L S8 ?: J: S+ O) Y( a" f8 ]7 J - 6 X3 f7 H! h: t. L6 W& ^
- LDA #'/'
( s1 ]4 i0 B) }* m5 k - STA Use_PPU_Buffer,X( p6 e8 D0 M! H3 Y" X3 G
- INX
+ K' M: H2 M, o1 O& L4 A% i -
" V* f+ q2 V) s3 S) ~ - LDA FC_Music_Max_Index9 A! r1 k- a: ]; Y2 n+ v3 H- P
- CLC
, M6 ]2 Q" H, R - ADC #$013 i) ~" ~$ w7 R$ w) {( R: _% [9 x
- JSR Hex8ToDec
( ?* y0 l+ a n' ~8 a9 N -
, {7 [, a0 d4 ^: p( s - LDA FC_Dec_Data_103 i* `# L- a: \
- CLC' f9 y& ]. v8 U3 L: N" r
- ADC #'0'
. E! C8 p, [) _2 l8 F" A1 J - STA Use_PPU_Buffer,X
. T, U: H# U4 E! V, K5 M* D8 n - INX
- H5 G' B1 v3 h; p8 I1 n3 i8 W -
0 X \9 C& K5 o" _5 t, m5 i) d - LDA FC_Dec_Data_1# g- U4 B1 f5 d% A
- CLC
* {2 d2 h O. P# N: Q - ADC #'0'
" q' F& t; ?, `4 ?/ M5 G5 h - STA Use_PPU_Buffer,X2 H( W! C- Z! ?5 O/ `
- INX! @1 s A0 |3 j1 p6 z- {
-
3 P, C. [5 O& m7 \0 f+ q - .End
" d9 n9 i" i& }( l - STX FC_PPU_Buf_Count; N4 A0 H) ? M+ N, T4 ?6 n
- RTS
3 i- \+ F+ }* B( B3 ^4 b
% K' X0 a! i6 V0 ?1 ^0 u. n- ;----------------------------------------------------------------------
8 X# J% s& f8 u) t. K- A: K - ;音乐曲目初始化处理! G$ {3 F' G& Y3 y) W* t" N
- Music_Init_Process1 `* @4 Z/ M$ n j: s0 X% N
- PHA
; c* g0 a: X) @% m6 R! u" y9 M - JSR Music_Clear_Process
) M$ v( W _5 F' Y: M' S" K+ X7 s - LDA #$1F- k5 C% p" t6 R* u7 z
- STA $4015
! J( z# S! B4 i# _2 ~ - PLA+ i+ T0 K: b1 S( P+ U
- JSR Music_Init_Addr' N" Q' j* j {( c
- JSR Music_Info_Display
5 A" v' e& `0 U, u+ y - RTS& O5 w& [+ V" i6 B* Z
- 7 Y& ~/ x8 b9 |# z9 w7 ]% B' {3 G
- ;----------------------------------------------------------------------
( R& J9 I0 D: o! x - ;音乐播放处理 B( Q9 |" G% z) D% [; H
- Music_Play_Process! N8 j4 U: F, z/ @' b `; W
- JSR Music_Play_Addr
8 g) |& ^* w0 q$ T6 f6 w0 X - RTS& A/ i3 f5 A1 R) L7 ?; s, E8 U
- . D: F; _+ ~) I$ D8 o: d0 s
- ;----------------------------------------------------------------------5 B* n/ K& m! P' T, L8 |
- ;音乐播放处理. Y. }' M# O- `7 H' f( o
- Music_Clear_Process
: f; S1 l8 y1 P h8 t' p: U - .IF Music_Clear_Addr/ M k4 A% ~5 J0 y( y
- JSR Music_Clear_Addr+ Z& C! I0 R! Z2 c
- RTS
1 W0 K; ?: L' s( G - .ELSE
6 p* B, S, J8 r5 m( _0 g' T - LDA #$1F
! K1 y$ F5 D3 I. W/ \' T - STA $4015
3 S4 I0 f; p& [/ G& s) w( u$ P' b) _ - LDA #$00
; B" I, @$ @7 b' M; [, H - STA $4010+ Q! \( p, @2 x: }( m. ?. ?1 K/ E
- LDX #$00& M1 @0 q3 A" P
- LDA #$00
5 e# v+ o3 Q& j6 O$ [' Z% l; ] - 0 A4 j1 D, o7 A
- .Music_Clear_Zreo_Page_0
2 g4 Z6 d2 j; C$ |' |8 l6 A - STA $00,X
% Q6 g/ w/ \! O - INX2 Z+ N: u( L' @
- CPX #Use_Zero_Page_Begin* u9 @% a' V* e8 x2 @6 V8 @: h3 C
- BCC .Music_Clear_Zreo_Page_0 O. }* ?; Q8 t7 z# W
- 5 ~$ o# A. f1 G
- LDX #Use_Zero_Page_Begin + Use_Zero_Page_Size, @6 r4 f+ a: n9 F) \$ r; f+ u
- .Music_Clear_Zreo_Page_1' B8 v! q, J$ m1 W
- STA $00,X# v* N. l/ { T- [6 ^, ?/ j; r0 U
- INX
/ |6 ]4 X7 S9 u - BNE .Music_Clear_Zreo_Page_1
) S: X! T% E4 E. ~9 J: v6 ^ - 0 i" f' ]7 \2 F. h; d
- Music_Clear_Process_1
$ @, y& B, K2 j4 h - STA $0600,X% ?, ^0 \. N# F: \3 |$ _
- STA $0700,X ]( M+ I3 n: D2 O! E* E
- INX
, L* z. {2 f: s2 `, i - BNE Music_Clear_Process_14 J) b1 o, h2 B6 U) E+ \! N; F
- LDA #$10
" j+ i, o% K/ ]. M1 \ - STA $4000
; M: w! ~3 U- j8 D( [0 L. g% q6 y v: Z - STA $4004
6 U, X1 {- o7 o& v$ O - STA $400C1 G5 t& }: F' u* ]
- LDA #$00
8 Q- v2 i' o4 Y - STA $40083 x/ G( G1 ^5 i1 \$ v `+ t; e
- LDA #$0F
3 H9 O' w6 f$ l, P - STA $4015: z5 x2 i" X9 x- t4 p) r `
- .ENDIF
) L. C z% `: A' c - ; L6 A; B0 s+ x
- RTS& t: Q+ z3 O" M+ A
0 V5 [ D7 ]( a6 i8 h- ;======================================================================
8 W6 L& I' v) y# X& n; y - ;重启处理
: P6 V. V) \' u6 s5 A& ]! H - Reset_Program0 j) k0 A! o' k. }' t0 L @1 M
- SEI4 j( F- N4 P. V- w& I
- CLD
' W$ _: P3 M! \: T5 e - LDA #$00
% o" J) ]' Q; h1 ~( U% V - STA PPU_CTRL
* p5 E& J' p' o' k/ \2 |0 \ - STA PPU_MASK
8 @ B. r% T8 B S! `9 O. O ]) U - STA JOY2_FRAME& v, j1 R! e' m" ^9 R; N
- STA APU_STATUS
) }/ h5 E( j; t8 x8 Y8 p/ S -
& D# g% S) l h' E8 ^& ` - ;等待屏幕准备完毕
$ ]% l+ p6 ?) p2 U1 j4 q - LDX #$02
. Q/ ^- x4 u7 L; \0 v; K - .Wait_For_Screen_Ready
6 G1 F7 X% ? @" I# h- P - LDA PPU_STATUS
: Y4 S9 H9 ~1 o - BPL .Wait_For_Screen_Ready" x* }+ n: U" {4 [3 @( A9 F8 ^
- DEX
+ D+ h! @3 P; G) b% ^1 x - BNE .Wait_For_Screen_Ready6 }7 w6 Y+ j/ n- ]/ o
- 4 E S0 l& y( Q9 D: r7 g
- ;清空调色板
- Y/ z" z5 _/ H$ }! U, N: M - Palette_Clear7 s! ^! [! v, d) Y
- LDA #$3F9 O6 N9 q- m% \
- STA PPU_ADDRESS
0 N# p8 D/ h u! y/ b- c - LDA #$00$ e, h) n3 h1 a6 N
- STA PPU_ADDRESS( l2 v/ P4 W5 F
- LDX #$20
/ _* t) L4 c" \9 B - LDA #$0F3 e6 B" `7 x7 a5 E+ S6 ~( Q1 `4 u
- .Write_Data9 ?1 W, x ^' F5 K% i+ t! c
- STA PPU_DATA
8 _- T% h1 B3 {8 i# l - DEX. ?1 }8 E- N3 T5 X6 d3 _
- BNE .Write_Data
% y; E) H" `$ L% u W$ X4 L7 j$ p3 b - ; L- l( [2 w4 b j( N
- ;清除声音 $4000-4013. L Y$ |" U2 G( m' I& `
- LDY #$14
! l) R3 L% H' a! j2 D0 ^# m - LDX #$00
5 x) }1 U) O7 H; e: Q5 r" ~ - .Sound_Clear/ z0 K% }, }9 K/ k+ t
- STA $4000,X) E+ D: S6 b* T2 q+ \
- INX
9 l \, @3 n% @3 M - DEY
( _. x) P! E+ R# u; p! m - BNE .Sound_Clear
6 t C8 q A% G# L -
9 z! b; I @2 S" y3 E - ;清除 RAM $0000-07FF' v+ V [% c, T* {" D9 E) ~
- LDA #$00% H& O9 Y, w, t
- STA $00
: S. H9 r8 R4 X4 A) |% c; q: | - STA $01
! B# Q0 }3 C1 @% W: y. I - TAY
6 l6 |( j0 f/ a - LDX #$088 d/ t5 Z2 P, L' f$ Z s- m
- .Memory_Clear
9 W" N" J2 f: |& x8 E - STA [$00],Y
& L+ y& y1 ?, V. V4 ? - INY. j8 f ^% b8 s; H# Z7 |, y
- BNE .Memory_Clear9 C* ?/ j! ~. w; P1 H
- INC $01
- [3 E/ }# R" [ - DEX1 d0 E* D* a9 b! Q$ n
- BNE .Memory_Clear6 s. h( F# ]7 g! z [
-
7 e, f7 W- f( }2 z) y n% [6 X; s! c - ;精灵缓冲初始化& F7 N0 y0 ^; h5 g+ _0 W
- LDX #$008 t: j/ ~4 }9 k
- LDA #$F8
1 s9 ^& |/ n& {# w. J - .OAM_Clear
) Y9 i$ g2 e( i" i. M2 @/ g; e - STA OAM_DMA_Buffer,X4 a" m+ j; E# ?7 J- M( `
- INX& Y0 S# n" g8 O4 [, L" U9 j
- BNE .OAM_Clear% C/ j; V$ k8 k. R/ ~+ S
- 7 Z/ @" B5 B+ P9 _
- ;栈指针初始化
% |1 c# q, n& I7 _# } - LDX #$FF
7 u5 F8 r- `4 Z/ A7 k% I1 w - TXS
* Q( w& i, x3 K1 c( X -
$ S2 r% E& g* [) [$ g U - JSR Nametable_Clear;命名表清空* k& F! j T |- K
- JSR Palette_Init;初始化调色板缓冲
' I& M/ @1 c% Q* E+ T2 w4 l& ~ - JSR Static_Text_Init;初始化静态文本
8 K' q5 M# q, i0 f$ X$ A -
" d+ H: U( l, B3 Y3 r: p- T/ W - LDA #MUSIC_ITEM_TOTAL - 1
5 O0 l$ u& @. u% D5 B( G - STA FC_Music_Max_Index7 P7 S: h0 l- b: n& @9 W
-
: B! x4 q4 |0 q9 i: a9 \ - LDA #$1F4 g& |" q% l2 \% s( ]+ L! ~
- STA APU_STATUS
% b! l9 [3 S2 _# i5 V - LDA #MUSIC_BGM - 1
2 D! y% Z: l/ o9 P# F! t/ ? - STA FC_Music_Index' _: A* [# q- C' K1 ~
- JSR Music_Init_Process;音乐播放2 Y; T% B# D& l7 s/ `# L
- ; f6 i6 v2 K x4 c
- ;设置屏幕显示状态缓冲(当NMI处理时控制屏幕显示状态): z# J3 ^4 |9 T3 i1 r$ _6 Q
- LDA #$1E
/ s3 u/ X9 S7 v6 S; Q9 J% h - STA FC_PPU_Mask_Buf
& j+ w+ p2 t! t: \ - - E( m9 t, m3 O8 q7 {. A
- ;启用NMI处理2 \% G( N: ]4 K9 B
- LDA #$808 ^" x; h8 `6 m" {
- STA PPU_CTRL
8 m- r* u' Y" Y) f9 w* S$ n -
0 A; U) k( P6 G! R4 [, Y5 ^ - ;程序循环, 剩余工作交给 NMI 中断处理
: }: M2 f# z* [$ I( w2 @ - .Loop/ F0 [; F9 m( m
- JMP .Loop4 ~& D; ^4 x% C4 f% n
. ~' `# x5 f! Y; B6 A7 _4 G0 I- ;====================================================================== P2 j& J z; \
- ;不可屏蔽中断处理
8 p4 f8 q0 g. u0 U# K# B. F, V - Nmi_Program
4 g! d! j; a; u9 ~/ s% M - PHA8 |$ |( r$ }' I
- TXA4 W* T2 \' |3 E4 [: ^ ^6 L
- PHA
* F: _/ O9 Q/ G0 k' b/ W7 j" `3 o# V - TYA& D. A$ X4 O$ a* Q$ j
- PHA3 T: t5 J9 W7 I
-
. S( m% d( ~2 t9 ~# U( ^ - LDA PPU_STATUS;读取使得 PPU状态寄存器复位
# q d0 v3 B& I4 K9 C8 u7 R% i' D+ Y - 1 Q. o, ` Z( v+ A) N. B+ p
- JSR FC_PPU_Procrss;PPU处理( P3 R$ u+ k) g1 E$ a2 b1 s, Z3 k
-
/ K: \5 x0 f$ Z; v% {; i - ;精灵内存更新
' h& R# E" |+ I - LDA #$00
0 s5 b# q. D3 ~/ L& ?4 n - STA PPU_OAM_ADDR' @9 C7 B6 ^* R
- LDA #OAM_DMA_Buffer / $0100
' _7 G' |3 U8 b6 ?5 H% z5 d- H( L" p - STA OAM_DMA
; v9 g& L! h+ ^ Z; U -
% ]5 l6 s4 C( ?! l - JSR FC_Gamepad_Process;手柄输入处理
3 @5 \/ y7 N9 {: A. P - JSR Music_Select_Process;音乐选曲处理. C2 f$ R+ H1 J; V
- JSR Music_Play_Process;音乐播放处理
% ~9 {2 R$ I; W5 g0 ` - : Z( P% s# c* }
- PLA
# P2 x1 T2 {- W( K - TAY
4 o" Q$ w: w' j4 D/ _. Z - PLA
" y% G% A5 K% O - TAX; ]1 h* q4 }, `/ Q
- PLA: j* V% ]# l, J
- 5 i6 a; R! \9 C" k
- RTI/ e: t c$ b2 n
- " U1 {" `/ X7 D$ L
- ;======================================================================
6 f) U9 G/ I7 C: H, L - ;请求中断处理
& {* M/ u. ~; ^1 }4 l8 i - Irq_Program
+ Q7 n, I3 i) ] - RTI7 v6 Z4 y: X" K. z7 Q& h5 I
- ' B* ~: R! Y8 ~# \* k3 @
- ;======================================================================/ b7 M% J, T D) m0 e+ c2 _. h
- ;中断向量表
1 C5 H( l! Z/ z9 d# K4 K! H) \! v - .ORG $FFFA
$ R& k7 y3 r. @$ c' T - .DW Nmi_Program ;NMI触发时执行. \) \6 ?- r" g, @$ g S
- .DW Reset_Program ;载入ROM时最先执行
( e, P+ J) i+ Z# j# F - .DW Irq_Program ;IRQ触发时执行( i& P7 `% Y- N. P0 _: d( ?
复制代码 ; {4 r' m. l6 N+ X' N) f6 s
5 j! b2 F; I; {+ J# Q# Q0 J7 G
3 u! B+ p# `0 z+ d. c
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