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这是个 nesasm 3.2 入土教程, 感兴趣的可以研究下6 v7 Q. y& ~6 ? y# s+ p4 d
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以下是主框架代码:
+ [5 t/ K1 p4 k- b, C; L- ;======================================================================
% R z; I! C6 b/ y- g - ;文件头! t0 x9 j% r* g+ x4 s
- NES_16KB_PRG_SIZE = 8 ;16KB PRG大小数量
Z- k& J9 u' b$ q% b6 F - NES_8KB_CHR_SIZE = 1 ;8KB CHR大小数量
) J3 X5 V8 j) t! I; p - BANK_DATA_MASK = NES_16KB_PRG_SIZE * 2 - 1 ;bank号掩码. |: u4 A: w+ F
- ;======================================================================
5 c% Z7 Z1 ^& M - PRG_DATA_BANK_C000 = NES_16KB_PRG_SIZE * 2 - 2
& B3 A5 T5 O8 N# J# U2 c - PRG_DATA_BANK_E000 = NES_16KB_PRG_SIZE * 2 - 1
* k; j" u' f7 K$ ~3 v. J5 j6 D - ;======================================================================5 r% u& \6 i# _5 `
- RESET_BANK = NES_16KB_PRG_SIZE * 2 - 1
9 b5 R' _1 c* A, T8 Z - RESET_ADDR = $E000 ;主程序起始地址$ g _; g' B& [
- ;======================================================================
' Y* G% Z& D9 E8 z( h0 N: W. c8 h - .INESPRG NES_16KB_PRG_SIZE ;16KB PRG 数量, $01-$EF8(1-3832),即16-61,312 KB/ V$ O, C9 I3 e N7 E0 u, ]5 b
- .INESCHR NES_8KB_CHR_SIZE ;8KB CHR 数量,$01-$EF8(1-3832),即0-30,656 KB
! s. O4 ?2 v! F) d - .INESMAP 4 ;Mapper号 (0-4095)- w4 D$ u$ d1 T. s
- .INESSUBMAP 0 ;子Mapper号 (0-15)
/ k' r$ P" J7 P3 n V" p - .INESMIR 0 ;命名表镜像 (0: 水平 1: 垂直 2: 四屏)
( Q: |; Y1 N+ {) u# E - .INESBAT 0 ;指定是否存在电池备份 (0: 不存在 1: 存在)' z6 P+ \+ Z4 ~
- .INESPRGRAM 0 ;指定 PRG RAM 大小 (大小 = 64字节 << 计数)0 E9 n% R, H& a. B7 J
- .INESPRGNVRAM 0 ;指定 PRG NVRAM 大小(大小 = 64字节 << 计数)* _- T$ g3 L' X) ~
- .INESCHRRAM 0 ;指定 CHR RAM 大小(大小 = 64字节 << 计数)( T& Q, Y! i' \, G- w
- .INESCHRNVRAM 0 ;指定 CHR NVRAM 大小(大小 = 64字节 << 计数); X7 H3 L% K1 C) K7 K y
- .INESTIM 0 ;指定时序 (0: NTSC, 1: PAL, 2: 多区域, 3: Dendy)5 J9 W. [. Q B7 f- @3 R
- ;======================================================================
4 Z# E, p4 S h% z2 q - .INCLUDE "fc_demo_config.asm" ;全局配置) v- h# m- W: b* B' [
- .INCLUDE "fc_demo_constant.asm" ;NES常量7 H3 M$ }5 k0 ]( ?$ W
- ;======================================================================
7 c5 J8 Z9 ~) k% w8 C; H5 o$ e* t - ;音乐配置8 Y) n( J+ l3 R# h+ V. y
- .IF 0 = MUSIC_THEME , H" |" m( b. {6 I9 o
- .INCLUDE "data/music/Gremlin 2/config.asm"
+ f& m& G6 M+ r s, n - .ENDIF( B7 J& G% z2 b p. z5 M& d3 q1 D
- ! E# F& T: y0 D( q9 D
- .IF 1 = MUSIC_THEME
! p0 R# c A# v9 N& G+ Y - .INCLUDE "data/music/Raf World/config.asm"# Q& q; r0 t1 b- d. t2 V# V
- .ENDIF! }1 z ?; {9 |2 W( g: G4 Q3 C
-
' x+ f# t8 [' U) u$ s f - .IF 2 = MUSIC_THEME ' O$ j' K3 x' g, q
- .INCLUDE "data/music/Ninja Gaiden 3/config.asm"
" E# }0 `( k) y0 B0 C( J6 g% D - .ENDIF
9 A0 j% I0 Z4 J: k) r
: V1 `& N( C4 `( i g- ;======================================================================( ^. n8 s, f7 J, E5 V' E; ^
- ;引用CHR图像数据3 A) i0 W& \! a# o/ j
- .BANK NES_16KB_PRG_SIZE * 2
% F* [- J$ n. M& p9 C% h0 F R9 z& z - .ORG $0000
' B, U. ?+ w G4 ~. Z* C% y - .INCBIN "data/bkg.chr"6 P" {, s, f1 y1 D! W8 J' P3 ^( A
- .INCBIN "data/sp.chr"
: I0 i H- T. b -
8 k8 E3 C$ I) E+ R* P2 \7 B+ r - ;======================================================================
) E0 x& r; a) _ - .BANK PRG_DATA_BANK_E000 & BANK_DATA_MASK;设置程序所在Bank
% p% m" h5 h) L, E( \4 s - .ORG RESET_ADDR
- ?! k. @. U/ e, W k* i - ;======================================================================
; f: `# g& _8 Z# K! n" m - ;引用其他源文件5 c0 ]; b6 r$ E
- .INCLUDE "fc_demo_ppu.asm" ;PPU处理' Z9 U% d, ^" j; S: e9 J% W8 d8 ~
- .INCLUDE "fc_demo_joysitck.asm" ;手柄处理
, I. j7 T4 X1 y8 a - .INCLUDE "fc_demo_static_text.asm" ;静态文本处理4 g5 v. Y1 _2 P) g
- ;======================================================================
8 P) H6 {- {1 T( u; D$ q' r
D8 f& h6 k+ r$ q+ w- ;======================================================================5 I4 k1 d4 d+ c# L
- ;等待VBlank到来
0 r6 k; O3 E& J; n- u j5 N8 @ - Wait_For_VBlank* c: \4 u6 s$ V! K. w Z
- LDA PPU_STATUS# w3 c8 a( i; e- a T
- BPL Wait_For_VBlank
( o! A" ^# m9 F& ~& A" v - RTS
4 ?7 H% z) }5 v7 C- V7 f
3 I6 i& x0 t& v2 S2 A# F# A: k- ;======================================================================
& f+ p( f7 Y0 }- G) d( v: v7 { - ;调色板初始化* P, B, ^& v8 ~& H
- Palette_Init+ D" w* p7 X8 ^0 d! ?
- LDA #$3F- W: ~0 h" O+ P! v" C
- STA PPU_ADDRESS, u6 X% E; W4 X
- LDA #$00
+ v" t& o$ ^. f% t$ U0 [ - STA PPU_ADDRESS
7 p3 q5 H9 `$ w q; |7 }& ^5 `4 p - LDX #$00' Z8 u8 ^# P, t8 G* o' `
- LDY #$20; e% t+ R9 `3 I0 r/ x0 F
- .Write_Data
2 u k( K! A4 Z - LDA Palette_Data,X
1 W- G1 q' ^" A; a S6 ]( U9 Y+ q4 s ^ - STA FC_PPU_Pal_Addr,X
5 W4 Y1 `/ S* H, G6 T# Z - INX
: C" n3 H# ~0 Q% h( L - DEY
4 f8 S' H& O5 H1 G - BNE .Write_Data# R, p m: b' {: {' e' B
- .End
6 c0 v; Z, `9 d. c - RTS( P7 X' D% u" s' X- ^, H
- E6 C% k2 L- b/ C0 ~
- ;----------------------------------------9 X9 U' u8 m1 d, _; |+ a: f2 |
- ;调色板数据0 R8 n* t6 M8 Y8 z* r& T
- Palette_Data+ X# s n7 t9 T3 Y9 q+ `3 x8 d
- .HEX 0F 20 32 02 0F 20 32 0F 0F 20 32 26 0F 1B 0F 1B
, o# a. r7 _, z( l. t9 [! S - .HEX 0F 21 27 22 0F 24 24 24 0F 21 21 21 0F 22 22 22
+ W! w$ c1 G" x m, D/ U -
# r1 u2 x( @* Y- I' q+ i - ;======================================================================, d8 H! Y6 X8 `9 d% N
- ;命名表清空
. |. W7 ]- C# d# D: v+ L7 L - Nametable_Clear
3 j8 m3 a3 W$ J% d" M. Z5 X' E - LDA #$20
2 H% F- w" V/ j$ [$ ?* L - STA PPU_ADDRESS
+ J9 j# a. S/ p2 U - LDA #$002 i) @, j& M( K: L+ w
- STA PPU_ADDRESS- g! n' z/ ]* W4 u" N# \" V
- LDA #$00
8 p' M- m0 O, D3 M/ J - LDX #$00
, r) N* U+ ~! O; A# A, ?2 j% l - LDY #$080 e. M m/ W7 |: t
- .Write_Data- A, a: F$ O3 a5 V
- STA PPU_DATA; R2 w. O. Z5 k8 f
- INX1 C- p) d6 w' D: n: h2 R! X
- BNE .Write_Data
+ {3 e) |' S9 Z; Q [. v3 I - DEY
% A) Y/ n. V3 O; w" ^. y - BNE .Write_Data6 P6 B8 B0 E8 l6 l
- .End
$ V" W3 [& \- W4 a5 g - RTS
$ \6 Z! O A2 Z" c
- O6 }% p: q* ]' H- ;======================================================================, E9 a& o4 c4 _, v4 S% l
- ;音乐曲目切换! n0 t0 \* m; p9 |
- Music_Select_Process+ n- L+ z; _/ S% d; j
- ( T* \, Q4 O, a- P! k2 S: ]2 y
- .Pre_Music;上一曲3 I2 [( j! Y2 [6 S
- LDA FC_Gamepad_Once
4 T1 g( N. w1 j% |1 s4 B' E - CMP #JOY_KEY_LEFT% Y% H* s( U# d/ I' ^- X
- BNE .Next_Music) a) l& j" x$ z, H6 W; {+ j
- JSR Music_Play_Pre& ?" ^7 y. X) ?* O9 D( Y7 ?2 v
- .Next_Music;下一曲( a3 c) m$ R( u$ n) ^- ]& R
- LDA FC_Gamepad_Once8 ~3 Q+ H3 e3 z, c; n# ~
- CMP #JOY_KEY_RIGHT. C' q; ?; z+ ]) R
- BNE .Next_10_Music" m! X# P9 i h. \
- JSR Music_Play_Next5 c. E& @+ s* w" c
- .Next_10_Music;上10曲7 X0 S0 ?7 T/ k+ [6 M4 {4 C" V
- LDA FC_Gamepad_Once3 _& o4 m: ^" T! u$ S0 X
- CMP #JOY_KEY_UP
0 `! X Z4 O9 j2 n4 R' L - BNE .Pre_10_Music3 b- Y4 k( ^" Q( `) |
- JSR Music_Play_Next_10
: x6 Q4 [; i9 ? - .Pre_10_Music;下10曲
+ S- I7 A) J, f6 I - LDA FC_Gamepad_Once* t5 N0 {: G% q' H/ Q3 ]! T
- CMP #JOY_KEY_DOWN& t+ h( r4 V, ]" x( U I
- BNE .Reset
4 U$ E n: M! ^ - JSR Music_Play_Pre_109 \# T' W2 G& v
- .Reset;重播当前曲目
3 m% [: {: x+ f0 u) o! w - LDA FC_Gamepad_Once
' F5 I5 x O6 s# k D4 h - CMP #JOY_KEY_START
7 J; w* w) [4 \: H: O( w - BNE .End
! u: D4 W' O( L. i" S! | - LDA FC_Music_Index
, n6 Y g0 q- [! J" K9 w - JSR Music_Init_Process
, U) t: x! H1 F - .End
: a; o9 `; H1 h$ ~ - RTS
: n3 w- ]2 E" H3 j5 X - - U* l$ y- [, D# c$ m% r/ h5 X' W
- ;----------------------------------------------------------------------; d; T O; e( O. O( O* h0 o+ b+ \
- ;播放上一曲+ g$ @1 q( g& e" F
- Music_Play_Pre3 B5 K! l* x9 C% |2 ?
- LDA FC_Music_Index
A8 k, m) F+ ?1 x! S, `3 | - BEQ .End
& w6 M, H* x3 ` - DEC FC_Music_Index# w( o# { Z* u2 h8 X
- LDA FC_Music_Index
5 d& }7 F) g/ c: R f; r* c2 J - JSR Music_Init_Process' _3 f2 ~, t% L# }& V, b9 Z
- .End6 |5 f. @, {; I9 _' P
- RTS; N/ m3 J, b& ^+ I2 c( R2 y* a/ A8 T$ @7 @
- ;----------------------------------------------------------------------* [4 H+ C! |0 `# k2 h: T) }( n
- ;播放下一曲' G$ k2 T1 y9 m' k
- Music_Play_Next% ~3 u. K( {- x7 I3 L% j1 O
- LDA FC_Music_Index& P% ]9 \! i& M+ ]! \
- CMP FC_Music_Max_Index
6 x l; q: ]% X" J3 X - BCS .End' C5 W9 n! }0 E; F$ t: S. q* ]
- INC FC_Music_Index F% E1 m, t/ o" @+ F# } j
- LDA FC_Music_Index
# [. v9 M9 D, h) n, R- q: e - JSR Music_Init_Process
) W% \8 F" }6 h& S. | - .End. l" L; v6 R u) p+ o `& c* J( @
- RTS' p/ n0 j5 O+ F# B, _9 k# f
- * @" ^6 p% m6 _; D
- ;----------------------------------------------------------------------7 J% @3 L/ E2 u) D4 ~
- ;播放上10曲' I' h; p6 Q0 p4 M2 N/ [9 J
- Music_Play_Pre_107 e9 _" M8 A6 b$ [. F
- LDA FC_Music_Index
9 o3 s/ U' ?. ~ - BEQ .End
; | y+ E& ?1 x& A& i5 u - SEC$ l$ C W2 h. ^' g' f# o
- SBC #10
" i& j+ {$ z7 l' k( F$ p& `; D - BCS .Pre_105 X {/ F! h4 o) c
- LDA #$00! ]/ D% ~, |# O K
- .Pre_10
8 @! s) k% R, f, ~# Q! D2 b5 O - STA FC_Music_Index: ~: f$ n$ J1 a5 L: |, o5 t1 U
- JSR Music_Init_Process3 s5 L" k7 N$ e+ A9 C, g8 |6 N
- .End( E" [& i; c4 w# {+ ^# E
- RTS0 n6 J8 O5 k$ h
- ;----------------------------------------------------------------------6 ^0 d; j& Z. f! O' @
- ;播放下10曲
[$ W8 b4 Y5 }4 M - Music_Play_Next_10
6 \$ h o: t( P7 \4 R1 B0 U - LDA FC_Music_Index
0 E8 A8 }0 i. M. M6 T8 e- B - CMP FC_Music_Max_Index5 j6 B) }" d% b. g
- BCS .End8 y1 @; t# `/ v
- CLC
) L4 t, m5 L. Q, q - ADC #10" K" f: Q! V# d7 A1 ~
- CMP FC_Music_Max_Index
$ V) ]: j) D: z - BCC .Next_10+ [# G1 l3 u$ F. q, M* R, j3 U
- LDA FC_Music_Max_Index
/ w0 J: y2 j9 U% \% k, C$ ~ - .Next_10
8 U/ }2 i) g5 ^' r Z K - STA FC_Music_Index3 r7 R/ \. j0 e8 P' d! Y
- JSR Music_Init_Process/ _$ z9 g; E9 O% |9 q4 @% @
- .End" {% N! ~( N* u8 Y3 y
- RTS
/ p/ {2 m$ G% c# Z, B5 m9 n7 H! i - ) ^2 y& R7 |; e5 C6 W9 N2 n
- ;----------------------------------------------------------------------
3 w3 u' T# W, h - ;8位十六进制转3位十进制制9 i- Y) e. z6 q7 K5 s# t, E' g
- Hex8ToDec
! i- H- ~9 H# ?4 J - STA FC_Dec_Data_1
1 a2 h4 T* J0 | - LDA #$00
% K E* C1 L1 w q4 c - STA FC_Dec_Data_100
* v7 Q3 c6 H" h6 Y - STA FC_Dec_Data_10
9 [2 F' _0 [3 f) Y+ |- K/ i8 v - LDA FC_Dec_Data_1
9 E9 l: R. a0 _3 e6 ~ - .Convert_100
3 C7 `) X+ A6 p: W) S c0 P - CMP #100
7 `7 r) v' N8 c3 [. ^ - BCC .Convert_102 w3 @+ t; z6 G9 {% z, h
- SEC8 y( P, b6 x+ O2 o! H- {6 S
- SBC #100: h! l' y7 E6 z" B, R: ?) M
- INC FC_Dec_Data_100
/ e$ z5 R4 K: R4 c0 d3 G8 S$ w1 Y - BNE .Convert_100
y4 Y, ?2 H$ d2 g1 s6 t - .Convert_10
/ F6 H& R) d% V& B - CMP #10
5 y. n5 }; C% ? - BCC .End9 U/ \' G2 A4 b9 F% a6 x) Q. u
- SEC
$ r! c/ `, W" N* d - SBC #10' |) I, O5 z" K5 H) \4 G' q) R
- INC FC_Dec_Data_10( g, v: p4 ]. v, {( }7 |
- BNE .Convert_10
/ V2 |) _1 g8 s& r8 z" j) e9 C0 { - .End
0 T, V0 ` o! m& z ?3 ^ - STA FC_Dec_Data_19 r/ O. E: b3 f) X2 e4 w% w
- RTS
* N+ _8 o- o, d - ) L" D1 q* `( a( O) N
- ;----------------------------------------------------------------------
7 t" n/ r% g6 V$ S) k- e, a - ;显示曲目信息
) A' |7 D6 ]! b' G9 L" B& Y& E - Music_Info_Display/ J) W$ ]$ {6 m2 u/ h3 D; P, V
- LDX FC_PPU_Buf_Count w" n x$ T1 n! l4 S9 g2 h
- LDA #PPU_WRITE_MODE_CNT_LINE1 L$ _$ B( Y& @0 R9 Y) F% _ U
- STA Use_PPU_Buffer,X
; m6 V1 G" n: r, S* C0 K6 {6 u$ c - INX
p+ O* f& d/ L5 {. g2 J - 7 S4 \1 x9 U9 R& L) _
- LDA #>MUSIC_INFO_POS- E9 a9 P e/ x) V
- STA Use_PPU_Buffer,X; e5 p) k" @7 A; Z F$ _6 Z
- INX. N0 G' ?% F1 L% R- ]3 M9 g+ l* T
-
, x/ |! Z/ C3 C: s& l- B8 ] - ;居中4 {: _$ Q& _7 Z. L
- LDA #<(MUSIC_INFO_POS & $E0) + (32 - 5)/25 [5 H) U2 b" `6 J9 v) E7 q
- STA Use_PPU_Buffer,X
7 M# V+ k# A) ^; z& D& f - INX9 s7 p4 c0 T$ M2 v, J
- : f+ {, |$ h3 d
- LDA #$05+ d+ `/ H N8 {* U$ {& l
- STA Use_PPU_Buffer,X
1 p; E6 Q! a, }2 C" T - INX# b/ _4 I: n: O) {4 F( p! `
-
. v7 z: |$ s$ `% m - LDA FC_Music_Index, _1 _- z1 o1 g0 @% |
- CLC$ @ Z: u! a0 I' Y. I! k' k
- ADC #$01
* B D, O" ~) p6 o - JSR Hex8ToDec) l) `0 Q. I; s4 F
- $ f* ?( h, \9 h& C+ v) r* r
- LDA FC_Dec_Data_10
3 {+ L2 K$ |& I1 i, I6 r - CLC; ?' F7 @2 K2 T8 v
- ADC #'0'2 M5 C3 O8 M2 _; q" a3 R
- STA Use_PPU_Buffer,X( e! n" H0 `" k
- INX
& f1 W5 v% e7 m% j' y/ r - / a% p% }2 X/ M! Q7 P
- LDA FC_Dec_Data_1
) l: S/ F8 w! I' D2 H; ^9 G. x0 s% k - CLC
; `. e9 Z9 ] T/ w8 K - ADC #'0'/ T# S9 h" P* ~5 h& v2 F3 H
- STA Use_PPU_Buffer,X* h/ O0 d$ b; `! f9 Z. {
- INX. W& g8 a% ]3 L9 n n
- 0 }. A5 F! C1 V4 H0 A i
- LDA #'/'' D3 b i% x- o/ v
- STA Use_PPU_Buffer,X5 w. x2 Q. M+ w2 c8 u
- INX
) U, P' O! }( P3 h- n - C9 H% ~: k8 z K; {2 Z4 t/ H7 ]
- LDA FC_Music_Max_Index
! G/ H9 W+ {$ L1 U. c- C" S6 E - CLC z, q2 t+ Y$ a$ D1 ?
- ADC #$01, u9 F: T: q# O3 g
- JSR Hex8ToDec
4 F3 r7 J% m( B, [/ f; ] - # U2 D; Z6 O" J: I. f
- LDA FC_Dec_Data_10; d5 y7 V* o( \
- CLC
- V. p8 N, u# O0 }- B+ f - ADC #'0'% Z6 r3 [+ g& b/ R* c3 t. ?0 b
- STA Use_PPU_Buffer,X B+ S" U3 b' @2 z4 Q
- INX4 B6 W) [' ]: ]8 x$ G
-
9 j2 I- @! @+ b! Q - LDA FC_Dec_Data_1
9 L4 M/ s* e$ y2 c% c$ r - CLC
4 w1 l/ ` H% G& a" Z! z - ADC #'0'' A- a [- ~: a
- STA Use_PPU_Buffer,X" ?: Z* |0 z) v* l7 ~! y7 v
- INX
! W1 i! C7 Z9 b, @+ R! j& c% l - ' Q; c, R# Q* C" a/ j5 a9 |( U0 Y
- .End7 B% w# w# ]( \+ T- T; p/ h) l& P- [
- STX FC_PPU_Buf_Count
0 [" E M0 q# L% a6 g' _ - RTS- z- F, F, ]& }% @
; u+ ^8 @; r. l9 W2 {8 U, H. f- ;----------------------------------------------------------------------# v2 c9 |6 W! p4 x& T
- ;音乐曲目初始化处理
8 C H3 T) P+ H' n# E: Y' R& h - Music_Init_Process1 C& K% Q5 g, z" W$ w
- PHA1 A/ m' n9 g/ z* d3 a. ^
- JSR Music_Clear_Process
o5 e' z( V6 U( Q9 k - LDA #$1F
# x4 X# `4 Z, @" U% i2 l - STA $4015
8 y8 |7 Z# v- o - PLA! F1 l ^) V% u" W2 s
- JSR Music_Init_Addr' e1 i" v- V3 k
- JSR Music_Info_Display8 ]( W8 [. C; m
- RTS
1 Q) z9 C: C) ]* \2 n& W
8 z/ X% G. Y- b4 u. x- ;----------------------------------------------------------------------
: U3 @% e7 Z$ F5 `$ c - ;音乐播放处理
! {4 f' P9 ]9 C. } - Music_Play_Process9 b8 Q" ~1 P( K3 Z! J8 f9 f' W, x
- JSR Music_Play_Addr( k. w) x( x9 w2 j X$ T
- RTS
1 o( I- U; H3 B. w - Q0 a) `/ L w+ @
- ;----------------------------------------------------------------------3 B1 m8 f3 {% \0 u
- ;音乐播放处理! D6 _2 v6 R. m+ z Y) [# f
- Music_Clear_Process3 i4 J# O& e4 Y3 `; w- R
- .IF Music_Clear_Addr% G) _2 l1 R6 e) k9 t
- JSR Music_Clear_Addr$ E. S3 m/ U9 E& F. N N# \. [
- RTS
8 q* o* ]8 ~1 z: n% N. S2 @$ { - .ELSE
) Y- u2 \( V- ~. W - LDA #$1F
c8 K; P# N3 k/ E - STA $40158 h4 h) b8 f& t: F% q% J
- LDA #$00' N1 r; v' _0 ^% s0 i8 H
- STA $40100 d' L4 L2 e% G) E
- LDX #$00$ ^7 M3 u0 F6 f; T& U! W' @# }
- LDA #$00
2 o- K/ i, Z) K' J -
, s6 V0 n$ W4 C. V( E! V - .Music_Clear_Zreo_Page_0
$ G' y; E$ J% w1 S6 g - STA $00,X
! R l: S. ~0 V5 j! {4 R- c - INX& J( f: |0 R- A" x0 Y: t
- CPX #Use_Zero_Page_Begin
8 J; F/ O- J3 ^" g - BCC .Music_Clear_Zreo_Page_0/ L! \, M- B2 p4 k" Z& r; w n
- ! X5 [ E7 W* V3 v# {
- LDX #Use_Zero_Page_Begin + Use_Zero_Page_Size5 o8 E' m* }, b
- .Music_Clear_Zreo_Page_1# J5 n6 I+ h( s, |& a% y
- STA $00,X
; T9 s0 p* }: f - INX
# T; d5 G! j: @ - BNE .Music_Clear_Zreo_Page_1
0 L( }0 V( F e, j& R! _ -
$ V) H, T' ^5 z - Music_Clear_Process_1
9 p2 k( w& P1 v - STA $0600,X
' P* c1 W/ U0 h$ B' ^' G - STA $0700,X
; U7 D) B* Q1 H - INX
6 U1 T. c2 Z3 f/ y - BNE Music_Clear_Process_1. c0 o5 x, f% M2 x4 ^! b! }
- LDA #$10: m. H$ v9 k9 y( x; X8 b! f
- STA $40009 H2 x7 d5 V; U# G) Z
- STA $40045 g$ ? |6 d6 j9 X
- STA $400C
8 ], j, K( U/ T9 H - LDA #$00
. |" O0 T" Q( |3 C6 l6 }6 m/ \* V( M" Y - STA $4008" ?5 F) b# `; o3 a) T& ]
- LDA #$0F
4 f- [ v! c8 c; c( h$ ~; a! u - STA $4015
5 |3 n. d6 e* S \. P/ X - .ENDIF2 w. ?6 ^9 W7 C* x; }: A. L9 n; K
-
! l ~$ x- N- i3 J5 ?! ?9 R, u8 { - RTS
: d! j* m) N; X$ G7 N - % X: {" P5 n( Z: N; l
- ;======================================================================8 Q# _& |( M: K) O, d) i+ w! L. B
- ;重启处理
" C1 K& a" C8 C7 y) j - Reset_Program
9 }, d+ |$ w' V8 ^ N) n - SEI6 z5 e$ P u, E! F
- CLD* d8 V/ H3 L( p$ v4 e. T( m' X$ H
- LDA #$00
( \, C! ~8 }+ ^% r: K - STA PPU_CTRL
) J* R6 D$ G. C/ M8 z S - STA PPU_MASK' D/ u1 m( l+ K! {3 g, M
- STA JOY2_FRAME
( ~* f5 W! N$ y9 {* N( S - STA APU_STATUS
( Q3 A2 U" a0 v5 Z% w - 2 M5 a; g$ Z ?/ t
- ;等待屏幕准备完毕8 U+ S+ k+ j5 i P- B; B2 P
- LDX #$02
% b% V7 y. H! k+ D0 d: P - .Wait_For_Screen_Ready5 `. o1 V8 N) j. G& z$ Z
- LDA PPU_STATUS+ V' |' E( S0 L- _
- BPL .Wait_For_Screen_Ready
8 y1 e( J: d9 T& d! v0 R* ]: S - DEX! K5 \5 o- x$ I" J6 G- J: k: V @
- BNE .Wait_For_Screen_Ready. o( {% }0 q. C9 p' h/ D
-
, ~# O8 T* v3 s( X# K% h - ;清空调色板
8 I& B; J2 _; u o5 E - Palette_Clear
: W% `# z( ~5 J F1 ^ - LDA #$3F
. q" P# V3 ^- T5 y - STA PPU_ADDRESS
4 X) I) R/ M% l8 K - LDA #$00
6 O$ N5 J, N, R4 W4 x - STA PPU_ADDRESS* s; s7 s* K8 ]3 @0 c4 J
- LDX #$20
, D0 w; m1 b5 `0 b* N* ?, }! U& ?( T - LDA #$0F
3 E0 V- A, Y$ q% x! ?. _1 p - .Write_Data- v' O, ?& h3 s& g0 ` R) ^3 y
- STA PPU_DATA
) h# T5 x# D# L5 E/ a - DEX
3 ~% p, s% y" K - BNE .Write_Data
* X) C- E# Y" G5 t1 I
1 q' D" Q3 n' U) [; h& N" ]4 S- ;清除声音 $4000-40132 G' l1 a+ c* R5 V4 E- ^
- LDY #$14" L" f$ g& n# s
- LDX #$00& r3 F3 p) n5 z6 O2 a
- .Sound_Clear
6 D* g( N5 d2 o - STA $4000,X
7 @) Z' q5 U; c0 H; W/ z$ n$ ?9 E - INX$ D1 e+ U4 r+ F6 B
- DEY; a" x7 M1 V' a/ u
- BNE .Sound_Clear
. [! f9 ]* d, G0 M* o - 1 h9 ], W$ y9 M" k5 K' K N
- ;清除 RAM $0000-07FF
) g! h( ^8 b3 U" Q4 F# b6 Q - LDA #$00; C& T& |2 _" q# P; _. b1 ]; W
- STA $009 ^. ^, l. O& h c: [* o* c
- STA $01
/ [: Z# Q2 r/ T5 G - TAY
5 a. [0 e, g% z - LDX #$08
' D2 ^7 x1 D$ H# k - .Memory_Clear
/ D$ m3 q+ ~1 I c& T - STA [$00],Y
) u3 d6 c: J/ e } - INY8 _' t! m0 O4 x2 m. R* n2 l1 W/ S6 W
- BNE .Memory_Clear
3 B c/ Q3 R+ h" V" Z% j - INC $01
- i: J5 l; ?0 c* `# V3 } - DEX
: t9 W ]& d' G2 N, N - BNE .Memory_Clear! u) `$ Z0 ]1 M# J
-
. b0 Z& H7 Z4 x5 C) B3 i - ;精灵缓冲初始化7 w+ N8 V) g3 p4 H3 `
- LDX #$00
9 B" G# C- {9 m* }+ [7 l6 G9 U - LDA #$F8
a0 l5 V+ f4 K - .OAM_Clear
$ |" U" x' Z2 f* f - STA OAM_DMA_Buffer,X
" o @1 ^9 o- S1 ?2 I) u6 j - INX
) V2 \) y* f! [( E+ p3 { - BNE .OAM_Clear
4 e+ d4 r: ^% q -
* a- g; c1 ]& }! `" H+ b - ;栈指针初始化* s; g3 I" @7 X: O
- LDX #$FF# f* G8 C) z5 _# W
- TXS
; a* e5 c& D( y5 `3 a# p% T5 c -
" W" [% [: S# N3 ]% o: H - JSR Nametable_Clear;命名表清空7 n) h5 j/ f8 A: h* F) _
- JSR Palette_Init;初始化调色板缓冲
% A* S( [5 H$ N) c - JSR Static_Text_Init;初始化静态文本2 Y/ _" E9 Q( H d8 L1 {6 i9 R, Z, \
- / P. U# ]+ A" f$ q# x
- LDA #MUSIC_ITEM_TOTAL - 19 h2 o, E& a% w. {
- STA FC_Music_Max_Index8 G' V) ^( n! P: S0 f( W( T
-
! W4 q5 i( u- J8 O6 u; g+ V - LDA #$1F
$ n; f: W; i! d - STA APU_STATUS
. m6 i. V* H1 d3 d - LDA #MUSIC_BGM - 1
' o2 X% E2 }" p1 n# K e - STA FC_Music_Index1 t7 x/ Y' x2 A; I) Y8 l& s
- JSR Music_Init_Process;音乐播放* [) z# f0 M( S8 p* ^% P+ z; Z
-
9 u$ O+ S! Q. s6 m0 ]9 ^ - ;设置屏幕显示状态缓冲(当NMI处理时控制屏幕显示状态)
4 K+ _$ N9 F) Y* I' p3 } - LDA #$1E8 i2 `1 p& y/ c2 ?1 n- _# u
- STA FC_PPU_Mask_Buf
/ y2 P, x$ \$ O' e/ g - 4 B+ P, \+ I3 O0 n4 o
- ;启用NMI处理
2 d3 ~6 \; ~0 K. d U$ h" J - LDA #$80
) x4 ?4 c, H- B8 X5 ` - STA PPU_CTRL
3 O4 m5 C% r/ X# @& A7 g! s - $ J$ i6 g& f% B, ^( B m
- ;程序循环, 剩余工作交给 NMI 中断处理
( T2 {0 T' G; s2 z6 N U$ \ - .Loop1 ^3 x1 M+ j+ c; P
- JMP .Loop9 m4 n' T) r J; B6 a
4 q- P1 O6 W, ~) ]; H! R- ;======================================================================
2 g0 t# n' j: Y: A% i7 _ - ;不可屏蔽中断处理
7 }! d1 Z$ g2 w( x7 T( K' Z - Nmi_Program
$ H7 T8 c$ F& k' h - PHA
8 A( [0 C! C W - TXA
/ L/ t& q. L+ _, S' K - PHA7 n: S4 h- k# n2 d7 |- I- ?
- TYA. d. T6 J; R2 Q- s2 ?& w# V! K
- PHA8 p" \- D$ a# S5 S6 t' w
-
0 Y+ F3 P- a/ v9 P J: b1 D4 R - LDA PPU_STATUS;读取使得 PPU状态寄存器复位
+ R, J- I& V6 u. e) C3 u1 q) M - & @/ T! z7 S" g6 a- b0 k
- JSR FC_PPU_Procrss;PPU处理
, J6 q* l2 b L2 w - 5 w, n) W* {7 f
- ;精灵内存更新 Y0 j v) p, }) A+ F
- LDA #$00
Z p( n1 ?! O9 A* @ - STA PPU_OAM_ADDR) s+ m, A- b- N& K1 P
- LDA #OAM_DMA_Buffer / $0100
0 G. E, ~$ B& `2 L - STA OAM_DMA1 g, D" b2 o3 F+ D- u# R) Z$ o
- , {: N0 ~; a' ^( y2 f
- JSR FC_Gamepad_Process;手柄输入处理5 p- X+ X G- G
- JSR Music_Select_Process;音乐选曲处理
9 U$ V9 Y' u- z/ l4 A - JSR Music_Play_Process;音乐播放处理
6 A/ ^) X% }2 T! g9 F* y/ R - ; q# B2 k- w2 D8 v4 t
- PLA
5 O3 m0 e+ g0 W( W8 i5 K# g - TAY1 X8 Y9 k+ k3 g
- PLA
) V) B4 y) ^* W5 F - TAX
' B3 i1 G3 T# m8 G - PLA4 Z- O" y9 s, U2 }! o! Y3 |7 D! k
- 7 [* A M5 T8 C' O- u) r; q
- RTI4 s1 S5 M5 f( Y! p6 h0 I
- ( t1 o H8 M7 d" u, `& M
- ;======================================================================! w" g: h/ K. R. m, F' S
- ;请求中断处理 ^+ R$ {# o, @& J/ @: _9 ~; e
- Irq_Program
/ D. U4 g8 L8 J4 \. y4 j - RTI3 w g3 V( O* e' E) o9 T; Z! I/ |. }
- 6 v4 G9 H5 P1 v: x6 C$ u& H
- ;======================================================================
4 q: [! h/ n( r, S4 G5 [ - ;中断向量表! P4 D3 { g+ h: q: S
- .ORG $FFFA* S' N/ w1 k! R) [
- .DW Nmi_Program ;NMI触发时执行- K' ]2 j- r9 i
- .DW Reset_Program ;载入ROM时最先执行
- G7 r) O$ ]2 c! x/ L - .DW Irq_Program ;IRQ触发时执行% X/ }% X) g) L2 }) I" w7 P
复制代码 - O9 q- U" ~/ L0 S
3 w0 R T5 ]: ]
! ^# S6 k2 c+ u" o- H$ y2 E$ _
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