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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:
# d+ N6 ^( v$ K" b; R- ;======================================================================
2 D- w: c5 }. C- z; U' o, _ - ;文件头
% c9 @& y+ ~5 i. A, ]1 n" h - NES_16KB_PRG_SIZE = 8 ;16KB PRG大小数量
- G* A1 k: p, u: D5 z8 G4 C$ Q! ` - NES_8KB_CHR_SIZE = 1 ;8KB CHR大小数量7 F# x* f- x5 {
- BANK_DATA_MASK = NES_16KB_PRG_SIZE * 2 - 1 ;bank号掩码+ Y& \ u4 g4 }; A- j! R
- ;======================================================================
" u- W7 C1 `% h7 h$ C1 v. g - PRG_DATA_BANK_C000 = NES_16KB_PRG_SIZE * 2 - 2# \9 \: q2 }% A9 y) c) y/ ?; J
- PRG_DATA_BANK_E000 = NES_16KB_PRG_SIZE * 2 - 1* b5 E) D2 X2 t4 G" C
- ;====================================================================== j2 q5 ^) G3 ~& Q. V# q: \
- RESET_BANK = NES_16KB_PRG_SIZE * 2 - 1$ Z$ W) e5 m K4 p) J, N; z
- RESET_ADDR = $E000 ;主程序起始地址/ r8 s8 }* B! Z' n. C( ?7 W( H
- ;======================================================================+ Y, \; M% q6 D" p$ _! z
- .INESPRG NES_16KB_PRG_SIZE ;16KB PRG 数量, $01-$EF8(1-3832),即16-61,312 KB
1 i" G5 z2 n& G) [2 P2 h$ ?& C - .INESCHR NES_8KB_CHR_SIZE ;8KB CHR 数量,$01-$EF8(1-3832),即0-30,656 KB
3 s, I' |% r/ Q' e) `: W - .INESMAP 4 ;Mapper号 (0-4095)/ ] C( B7 K* o# d* N3 k6 W+ s
- .INESSUBMAP 0 ;子Mapper号 (0-15) C2 B% c4 t. S
- .INESMIR 0 ;命名表镜像 (0: 水平 1: 垂直 2: 四屏)
5 S, U! c) g8 T: E. l+ [7 y' T: K2 k - .INESBAT 0 ;指定是否存在电池备份 (0: 不存在 1: 存在)$ `* ?3 e4 p& w% l j2 h
- .INESPRGRAM 0 ;指定 PRG RAM 大小 (大小 = 64字节 << 计数)
) o9 E$ T8 e0 A$ t2 P& a - .INESPRGNVRAM 0 ;指定 PRG NVRAM 大小(大小 = 64字节 << 计数)
% x$ S& Z; O% [% T3 l: u9 O - .INESCHRRAM 0 ;指定 CHR RAM 大小(大小 = 64字节 << 计数)& y! C/ w3 v$ A& b, \. |
- .INESCHRNVRAM 0 ;指定 CHR NVRAM 大小(大小 = 64字节 << 计数)
6 i% C$ [0 z& k# _: U - .INESTIM 0 ;指定时序 (0: NTSC, 1: PAL, 2: 多区域, 3: Dendy)
' @5 k( G& H2 ^1 H# z - ;======================================================================
0 R, B1 U( S4 }9 A* G& z8 m - .INCLUDE "fc_demo_config.asm" ;全局配置
: r9 d8 z7 o5 |/ L6 N( B - .INCLUDE "fc_demo_constant.asm" ;NES常量4 W8 X3 G4 h7 m
- ;======================================================================
3 q* O! H3 h5 v; U* p - ;音乐配置
, G7 g/ [& ^- A: D" ]' ^+ t8 b1 e h \ - .IF 0 = MUSIC_THEME
2 J0 U- \' I/ M/ _* S$ g/ ` - .INCLUDE "data/music/Gremlin 2/config.asm"
; g7 t4 s% J' a( O - .ENDIF
& M9 I6 t( ]. j3 S3 E/ {) H -
8 h& x2 s/ h! }& e& |4 O; w1 t - .IF 1 = MUSIC_THEME* I4 O1 T1 S5 k5 D: h) [' T
- .INCLUDE "data/music/Raf World/config.asm"% f5 r& g2 f0 y6 Q( b2 Y
- .ENDIF
: K; B" N4 B, Z) @ - 0 Y! X4 _ N. P0 q9 v
- .IF 2 = MUSIC_THEME 1 y s ~! d! O' v1 }
- .INCLUDE "data/music/Ninja Gaiden 3/config.asm"2 {+ U: ]; L: P- s3 N
- .ENDIF
5 t$ R! ]$ b0 t- z
: a0 Z8 [1 p" B4 \. l- W4 u- ;======================================================================& m3 L+ K& b1 m0 c+ `) }+ A8 @
- ;引用CHR图像数据' F/ _0 f. @# G- N# H
- .BANK NES_16KB_PRG_SIZE * 20 ]6 \% D. y8 `
- .ORG $0000
! R% U. F; J2 ?. M - .INCBIN "data/bkg.chr". r/ J( G) a% ^" t
- .INCBIN "data/sp.chr"4 b$ z8 N# x$ ^8 e b, t
- 9 V' w! D! O4 ~& m$ Z! c+ Y2 u, |' x6 ~
- ;======================================================================5 h8 g5 D4 }( B( s$ D' c
- .BANK PRG_DATA_BANK_E000 & BANK_DATA_MASK;设置程序所在Bank
B! ~0 _+ c$ i G$ X - .ORG RESET_ADDR2 ]( e' ]7 O0 H
- ;======================================================================
+ x# D# Y# m7 O/ ] - ;引用其他源文件" a# |9 }" V# ?( V2 r" ^
- .INCLUDE "fc_demo_ppu.asm" ;PPU处理
+ D9 m! V. H5 |3 O' O! j3 l - .INCLUDE "fc_demo_joysitck.asm" ;手柄处理. R/ Q) [# {. P. G* H3 ~$ O
- .INCLUDE "fc_demo_static_text.asm" ;静态文本处理: u% I: _+ J* S+ e( r* _
- ;======================================================================
/ |8 F1 ?' o2 I% {) P
& }) U2 l, L" u1 J/ r4 ]! @- ;======================================================================
% n$ _9 [( g4 D, T, w" L' V - ;等待VBlank到来
4 D n N2 S( {# C - Wait_For_VBlank/ D- T! d0 `8 b0 S) q
- LDA PPU_STATUS
) D( c! g( S: L0 ] - BPL Wait_For_VBlank
/ e2 p7 @7 O! u - RTS
0 {; ?6 s- i9 c7 @' a - D1 U7 |. |# y. P+ {* F% M" ^1 e
- ;======================================================================7 N4 Z7 Y/ v8 y# s Z0 {4 j
- ;调色板初始化* w t) T+ g) G' z# B
- Palette_Init
: A z' h4 m2 t% F z; U - LDA #$3F
7 h6 v. r( o( l+ L6 s- l" P; S - STA PPU_ADDRESS) q" b3 l3 _. f4 Q! V* m
- LDA #$00( a/ D$ B/ m" t* H- _8 E
- STA PPU_ADDRESS
/ {* p+ w! p7 ]/ l* P - LDX #$001 U0 m/ w% C* Y. Y& X* ^7 x
- LDY #$200 |+ j, v, r8 M+ b4 P
- .Write_Data
0 m6 j8 x1 f, r" J& w! o - LDA Palette_Data,X
+ M8 ^. d+ P" c) z$ b - STA FC_PPU_Pal_Addr,X# b! P5 I# f5 k6 {" {
- INX% A$ i2 x2 [1 Z, `) q
- DEY
: L: }+ ^8 p v5 U5 a& j( N; W - BNE .Write_Data
: e! |, B$ _: Y- w5 y/ L. a4 ] - .End
7 {+ w5 q% ^, |/ g: h' t1 v - RTS3 ]( I& y2 Q2 S( [8 Y: s. O- h
7 w7 g, A4 G2 S- ;----------------------------------------, q- M6 x+ H* T2 M& ^' \) s2 P: L
- ;调色板数据
% t2 M3 l+ u+ `+ y. N - Palette_Data
- I9 R* f* U& Z v - .HEX 0F 20 32 02 0F 20 32 0F 0F 20 32 26 0F 1B 0F 1B' P) X* ?7 j9 H- M# g( |! }
- .HEX 0F 21 27 22 0F 24 24 24 0F 21 21 21 0F 22 22 22( N4 V; |7 W* h O# M0 b
-
+ a1 q# Z' a! W- J Z - ;======================================================================, C! J2 F' |# R; i: n/ q
- ;命名表清空$ w4 V3 f- C" e/ g
- Nametable_Clear2 B) x* `! v- a+ |
- LDA #$20
" A" D: q* M% y& i1 r+ I" w% ]6 G/ y { - STA PPU_ADDRESS
! U4 F9 _, H2 v% ~& L - LDA #$008 H# \4 l" f2 Q- C; \* F
- STA PPU_ADDRESS
# ^$ c9 m) N- B7 B - LDA #$00
3 A/ i6 a: H7 i- J8 Y* C0 d - LDX #$00
6 [; l& O* n# J8 Z" w - LDY #$08
0 Z) c& L+ t6 W' u# S7 E - .Write_Data
8 z$ ]5 j4 \: {3 ~7 a9 p+ c A - STA PPU_DATA
. j/ W0 O( F5 i - INX' w& h6 a$ h& F2 |1 w Q
- BNE .Write_Data' f4 x2 g7 z; |: u8 f$ o3 C9 W0 Z3 l
- DEY
- ?$ Q6 j H' h; ?2 g- }, ? - BNE .Write_Data8 h$ ~& d. j1 a0 ~7 W5 q" W
- .End( v9 T; T9 T1 n/ d3 p
- RTS
7 }. J. Z: b$ M& ]* s8 \
4 T1 k! ^: I3 L1 u- ;======================================================================5 A& o9 J9 P- x2 D6 n$ T7 F
- ;音乐曲目切换6 ~. f, j& ]; k7 g7 I
- Music_Select_Process
+ u9 j0 N2 a" r' q+ m' ~1 W - ; Y/ j5 W* s+ _$ A. p" Y& J; V
- .Pre_Music;上一曲6 k: T' B0 A( d0 D4 N
- LDA FC_Gamepad_Once* u: D# N9 C# r
- CMP #JOY_KEY_LEFT
; @4 H" L4 S) F! n. Y+ h# h - BNE .Next_Music
1 n+ }) ^' J/ \8 l$ e9 s - JSR Music_Play_Pre
, i/ R. T. o3 b/ Y - .Next_Music;下一曲
! y2 n' v# {+ y0 g+ { - LDA FC_Gamepad_Once
2 U/ w% ?, A Y: z8 e - CMP #JOY_KEY_RIGHT8 F+ ~! C6 a9 }6 T( {' A4 w1 A
- BNE .Next_10_Music' H, Z1 T% {/ V1 E
- JSR Music_Play_Next b- p3 \: O+ r
- .Next_10_Music;上10曲
( p7 |# i5 N+ H4 L# x - LDA FC_Gamepad_Once4 b5 N3 c" l* L
- CMP #JOY_KEY_UP
: O4 Q7 v/ [+ b+ j5 a: \- [ - BNE .Pre_10_Music, Q4 G( f. [% T* k0 p" Q
- JSR Music_Play_Next_10% V( `* |. O9 b' R3 x$ q
- .Pre_10_Music;下10曲
+ q b; U" l, H0 v3 i% \9 R - LDA FC_Gamepad_Once; u" ?5 L5 _+ S6 ^% x6 G2 a
- CMP #JOY_KEY_DOWN
6 X) x) \) k0 C/ M - BNE .Reset. [7 d9 G7 g- \% v" z
- JSR Music_Play_Pre_10( _) W2 b; V4 W" {5 C) R5 f
- .Reset;重播当前曲目9 h5 X7 _0 ^# c( e- }# V& R- X) {6 @: n# I
- LDA FC_Gamepad_Once
7 o+ b/ I/ F0 G/ k7 a - CMP #JOY_KEY_START
; \, T+ o8 V8 e# @- p - BNE .End
" u1 H+ s3 y2 z5 E7 S - LDA FC_Music_Index) ~$ S) g' i y7 z: h, J! S% y e
- JSR Music_Init_Process& `* o5 ^1 ]! M, d- @/ s; f
- .End
8 Z: o7 _. a6 K4 W' K' K4 E: z - RTS
: ^- m( Y: i' p* i4 Q/ M% K8 p - : h& f: w5 t. i8 O1 t8 A+ m/ A
- ;----------------------------------------------------------------------
7 n5 d* n) z- w. B: h% p: O - ;播放上一曲) H9 a! ?! k: r9 i* g2 e& l2 m9 C! N7 N
- Music_Play_Pre C) n5 ?- _. G5 S
- LDA FC_Music_Index7 q N" C6 S- F8 x/ ]% V N
- BEQ .End
" ^( g! Z9 e& N0 S! D - DEC FC_Music_Index
8 e1 ^2 w# j$ [) N - LDA FC_Music_Index
( @* R2 i, m7 W% @ - JSR Music_Init_Process, V8 P2 X3 z' h3 N. Q5 C
- .End
5 Q7 |- j! A- P/ j8 l/ N# z - RTS0 V( f4 b" x: t8 d* b
- ;----------------------------------------------------------------------( b; O0 k! v# v# X1 l
- ;播放下一曲$ v) R P: h6 K
- Music_Play_Next5 t! s5 ?/ p8 C7 N
- LDA FC_Music_Index- j, g n5 P% x) V
- CMP FC_Music_Max_Index
0 B- V t& {# k - BCS .End% z* W# ^! U9 U
- INC FC_Music_Index
: J# s9 H+ Y% i+ N& \6 l, u - LDA FC_Music_Index# ]4 F/ g1 g' W) x4 A7 J( ^; ^/ p
- JSR Music_Init_Process
0 u5 K7 {: O& R2 j - .End
+ v$ j2 ?: F) k& C) E; d% t- F0 ] - RTS2 h. G6 w8 Q5 R D
1 O: N8 _" q$ R3 [( x- ;----------------------------------------------------------------------4 F) ]" B/ K; l) \5 m& ]+ u
- ;播放上10曲
2 \" l- W/ x8 N {# J: i; B8 k; e3 v - Music_Play_Pre_10 r; t3 N* F7 ?4 n
- LDA FC_Music_Index8 q4 p8 I) o3 y" }. k, ?0 `5 ]. ~, [& C
- BEQ .End7 ?- J" @+ T' m4 O0 {
- SEC5 x* b8 h# ?% H, D' _5 T# T+ t
- SBC #104 b6 H1 p8 D, q6 [" p5 k
- BCS .Pre_10
+ V4 _6 u2 i0 w - LDA #$00# l$ b4 c/ X0 I, o
- .Pre_10# @9 }; S: @; |& t" T4 G
- STA FC_Music_Index( g/ s# X4 u( Q$ [4 g
- JSR Music_Init_Process
$ r. L! l S: s) J9 k" n2 N8 U - .End
! q4 M) ^% e+ W - RTS
9 R1 D7 ~* B4 ? ~/ S/ t0 Z - ;----------------------------------------------------------------------
1 M: x h& l' B1 a8 _0 b f - ;播放下10曲
6 Y! @$ X& g8 u9 r" C - Music_Play_Next_10 ], w( V! [ W" d( b1 ]$ j
- LDA FC_Music_Index
; t) J" H5 j4 Q9 m - CMP FC_Music_Max_Index/ ^$ ?2 M0 q9 F. ~, P) _2 @% \
- BCS .End8 ^; O4 V+ ^$ e4 k. p; I
- CLC {" b/ j0 V' L8 K( W J, V) v
- ADC #10
. {8 e) G8 D/ w - CMP FC_Music_Max_Index
R1 y9 n9 }5 i# h6 | o - BCC .Next_10- H7 @5 G+ F9 G* T& F
- LDA FC_Music_Max_Index
2 s& a1 u; ]# X/ d% \8 f; t& x& R - .Next_10 G5 A( V7 ? d& O9 r V; z
- STA FC_Music_Index; Y" p4 Y$ y+ s4 _7 s4 \0 M
- JSR Music_Init_Process
1 \+ y' D7 ]) ~ - .End7 c3 S+ W" R$ \8 w
- RTS
3 a( W+ d% ?" V, F# T - / @( y c/ c! h
- ;----------------------------------------------------------------------
& w4 V5 [5 U. F" |" W - ;8位十六进制转3位十进制制( t+ h9 R1 Y0 P) e. v
- Hex8ToDec; ^4 U- ~6 e% O8 U
- STA FC_Dec_Data_1
5 c( R: M2 T/ |; L c - LDA #$007 t& J. S; A0 K R
- STA FC_Dec_Data_100
4 T7 k- ~1 p/ j, R4 o9 W+ R7 ]5 r7 N @ - STA FC_Dec_Data_10
, m0 @# K9 p9 E7 a1 q - LDA FC_Dec_Data_1
. S. g2 }* } d' K: G - .Convert_100
% y' I# w) _/ u7 Y& O - CMP #100' d& ^4 a x% \+ a
- BCC .Convert_10
! }' E& p, o* H9 x1 t: }8 a( [ - SEC
+ j4 S8 `% Z3 `6 d2 `+ h - SBC #1001 @3 B$ T' R. F2 O# i4 B
- INC FC_Dec_Data_100/ B; H1 D4 C2 ^, K! L" r9 R0 {7 f
- BNE .Convert_100( r- ?8 E/ p D% \: C, t4 l
- .Convert_108 H4 V/ i- A& e0 j6 ?) l
- CMP #10
6 X! f2 o, l# |! z5 Q, q - BCC .End9 [% s' q6 d, i. w8 h6 F$ x, k! Q9 X
- SEC
9 s; j# b9 @! g" N0 v, r' y - SBC #10
8 f5 \* B y6 o7 j; o+ o. H - INC FC_Dec_Data_10# b0 \! O( S* O: \+ B
- BNE .Convert_10
5 j4 U# X' z) G2 [5 M6 G- Y - .End
; P. G! A2 m- G/ z - STA FC_Dec_Data_17 u8 l" F+ s/ K2 k v6 A. Y
- RTS" s+ O4 h! _* l3 H1 P: I3 R
- 4 ?9 U1 {. B( p3 ]7 a! }6 r) }
- ;----------------------------------------------------------------------
8 r( r# i8 K% H - ;显示曲目信息, _ c# _! j8 R _+ i2 Z
- Music_Info_Display9 i& Y2 `8 n% a" J9 F
- LDX FC_PPU_Buf_Count- ~& J" y/ o) m0 P3 w8 [6 t
- LDA #PPU_WRITE_MODE_CNT_LINE
" x3 v! v: }, u n. a7 E5 p - STA Use_PPU_Buffer,X
. x2 ?# [3 t$ x* X/ ~ - INX
6 \, z& V5 C+ o6 H! B. \& U -
7 G2 H: {; J z; j4 Y - LDA #>MUSIC_INFO_POS
- Z7 q! G, ?( W3 T; I - STA Use_PPU_Buffer,X9 b$ J8 ?' Q% P# M9 N
- INX5 P* ^$ D. a1 \% N2 v
- " [) q8 K* k. T
- ;居中* a) z( W5 Q$ G0 i
- LDA #<(MUSIC_INFO_POS & $E0) + (32 - 5)/2+ s0 n( `; c# ], l9 I
- STA Use_PPU_Buffer,X
% z7 C' w- ]6 K' V - INX2 t5 D* k: x) P3 g( j2 M
-
6 i8 [' p2 _5 g - LDA #$05
/ g7 }& [1 }2 ~# K; u U - STA Use_PPU_Buffer,X
$ k* {# T- l, i- [1 d - INX
6 G4 |2 e7 }1 @6 J -
t: \2 X: t4 i4 [5 I - LDA FC_Music_Index
! `8 S, r2 c+ z# C) e - CLC, W! ?# Y, E) X+ I
- ADC #$01
' L; M2 ^1 ?0 B' d2 V - JSR Hex8ToDec
& c |1 Y Y/ ~* C6 o: ~ g, w# h/ H -
, Y# A% t8 V# f - LDA FC_Dec_Data_107 O* u: V, ~% R+ Z4 E( B6 i% B
- CLC
- _5 o9 w$ k( [3 [ - ADC #'0'' s5 _& ]8 \+ H/ c5 X, p/ i
- STA Use_PPU_Buffer,X
2 N9 W: A8 `& q! @: K* G4 X N - INX) V4 K1 A! X6 Q( d" m
- . H; B4 j6 N8 b( j* D8 I+ b
- LDA FC_Dec_Data_1
- }- V6 F3 L" J6 z - CLC% k w7 D( n) F( S
- ADC #'0'* N8 V$ v" E4 T
- STA Use_PPU_Buffer,X7 e0 F# k; X' C& K/ b5 D
- INX
' _; g) N, Z0 _9 ]8 b( Z& M/ J/ M -
3 C$ R8 z1 r/ H; D7 L4 M - LDA #'/'; Y) Z' w) L y5 o! Z
- STA Use_PPU_Buffer,X
' B# j b5 |8 S - INX
+ x! K4 W" M( \- V: z& N" }6 R - $ Q2 h6 O; ]8 u: @- n/ [
- LDA FC_Music_Max_Index$ Q0 u( j) L5 d& i
- CLC
; L* C7 t. j' u% Q - ADC #$016 V0 o3 M W" i" ^ q4 h
- JSR Hex8ToDec' t3 \* }6 o1 B# M" l( i, ]. F' b
- & C3 E( {$ [& O' }
- LDA FC_Dec_Data_10
8 T) W$ r& f; M. P/ l - CLC
1 V& d) {) n* H N( G - ADC #'0'
4 N+ D0 A. O& [ v) d& H - STA Use_PPU_Buffer,X$ h* Y: p9 f" x
- INX
0 @' i1 i4 s/ c1 l s -
7 Z" i2 e7 }+ L% b! [# g - LDA FC_Dec_Data_1
# {! h. H+ R, x- j! R/ x - CLC3 q- |2 Z) d, g3 ? k- H
- ADC #'0'
; [' d- o, O7 R3 r! E9 q% u - STA Use_PPU_Buffer,X: m2 V, U' T; E, j9 Y( d
- INX
% L: r% b2 B/ k* a4 N - 4 g0 I# S1 K2 M
- .End
8 F8 x3 P1 N0 A- T6 y2 f; f - STX FC_PPU_Buf_Count+ J4 U) H0 Q+ V
- RTS' B8 M* W. T; U0 A+ V
- / Y% X% G1 B* D' v2 u
- ;----------------------------------------------------------------------
( y6 N2 \) r& x - ;音乐曲目初始化处理& ?9 r! X( c5 t# U/ N9 X6 A
- Music_Init_Process p8 O+ f6 x2 \
- PHA4 q( k% q2 E, A5 U5 m
- JSR Music_Clear_Process" t- V% C |" }0 e! }& r+ y: `; ]7 i5 @
- LDA #$1F" X. o& _, P9 N4 p4 T6 }
- STA $40152 i* f e/ U) }) s& o" o* T
- PLA
3 y* M! q9 ?8 f% B5 F, k - JSR Music_Init_Addr
$ B2 A9 y' v& b% R - JSR Music_Info_Display( ^# O) h, f% C, O( t9 E* q
- RTS
, w4 m6 c% L# @4 E - 4 }1 U; G* x$ s3 ?: L" P# q
- ;----------------------------------------------------------------------
' j# |; t/ \. H1 w - ;音乐播放处理: _0 I( B- {8 i
- Music_Play_Process) C3 v. J& N7 C2 F. b0 a
- JSR Music_Play_Addr) |3 S9 K/ ?* ?+ j2 p" D" g* o! i
- RTS O' f& [/ ~3 @4 d+ f8 g' q" j
4 f* \2 j4 ~0 G E, w9 b9 a- ;----------------------------------------------------------------------
j4 ] I1 P: V6 R8 M1 x6 ^ - ;音乐播放处理
$ W' X! I$ R1 Z. ]- O f9 @ - Music_Clear_Process
' V* M6 A' H7 d' q' R - .IF Music_Clear_Addr
/ a! x* A& h4 q: I - JSR Music_Clear_Addr+ R/ t }( A: \, D3 e$ T
- RTS
- n% W! Y1 D; p. A( Y3 j - .ELSE3 k9 D6 U( d7 [2 t! J) E
- LDA #$1F
0 m, F1 m! ?! K7 [4 p& w* V4 o - STA $40154 ]( r: x8 V+ r- m) U
- LDA #$005 K, b+ Q, ~ @: J7 B9 j' R- _) Q
- STA $4010
l6 h; [# |& B7 y9 x$ |4 D - LDX #$00
; o, k' o0 _/ L: y: Q& { - LDA #$00
: p* i) [# ] Q, k5 l4 t -
' \# C2 `* U& M9 r - .Music_Clear_Zreo_Page_0% ^& o, J% K; M& [! l: a1 s
- STA $00,X( ~! L* F! R: z# b' z- |: F+ ?- q
- INX/ U" e% G0 \3 c( x
- CPX #Use_Zero_Page_Begin
0 I4 v0 c5 b; S7 ^ - BCC .Music_Clear_Zreo_Page_0
- \9 M/ Q! N2 k, Y( H r - 8 Q$ B1 H2 m1 @" ]+ l+ a3 F$ ?9 K
- LDX #Use_Zero_Page_Begin + Use_Zero_Page_Size8 U+ K9 K; W1 X# O
- .Music_Clear_Zreo_Page_1& R' S: z/ u) f. f, f
- STA $00,X
. W7 b3 u% N2 R - INX
9 h5 v4 h0 X1 O5 x1 z- e( u - BNE .Music_Clear_Zreo_Page_1
0 X$ g% c* N. Z -
' i3 M, `: i j6 ?7 ` - Music_Clear_Process_1
" v& M) Q5 ?& c; i# H& W" D4 m0 G - STA $0600,X
/ \( q- t$ \# N7 i8 F# M- N( y7 W; h - STA $0700,X
/ ~. }' |+ ^; ~, I8 U% y n1 j - INX
6 V) p' k9 {* S0 e% d - BNE Music_Clear_Process_11 c' {' F1 Z2 Z0 g: Y
- LDA #$10$ t9 J7 i# ?# Z) P ?+ V3 Z$ D
- STA $40007 A4 x* e; Q% |0 H. O% k4 c p
- STA $4004
8 G7 g3 r# O. d- A r - STA $400C8 e: x. u! D& @9 c+ [: v4 J8 }( ?3 \5 O
- LDA #$00
' w% ^/ E6 Z, }) Z# `' u7 a4 [) x - STA $4008
3 ?, L K; `, r" z - LDA #$0F1 r6 _7 W. T- z1 ~
- STA $4015# L; h$ i; s1 g$ m( s6 w
- .ENDIF3 D( H4 e1 Q# U1 d0 y, }! M7 g
-
: k3 @3 `* W* c! a0 g - RTS
/ \% h, C: k4 k; y6 G& C - % E' { l% I2 a, b, y
- ;======================================================================
8 ]- f/ Y+ r/ g! w+ j1 n - ;重启处理) ?% H& q5 `! p* d
- Reset_Program/ a; v3 t6 \9 H5 w6 v
- SEI
+ R: T# T# b; E - CLD1 B. ?8 Y G0 ^$ g5 E
- LDA #$00
( ?& [8 F- k' g4 | - STA PPU_CTRL9 O3 Z" g- x% y7 r& V! w
- STA PPU_MASK7 Q6 R( _& y) y0 o7 d- U
- STA JOY2_FRAME
k$ ~7 k7 X9 I: |. i - STA APU_STATUS) {3 ?" E3 k$ }- b* S+ X
- : h# ]: }% ~2 I6 M
- ;等待屏幕准备完毕
[% x' Y3 s- H6 \ b6 U& R4 o - LDX #$027 \- v6 H; M& E- C* @6 s
- .Wait_For_Screen_Ready
7 M+ @. _& L5 p! ?% d% f - LDA PPU_STATUS. U1 E8 D% l4 v0 A
- BPL .Wait_For_Screen_Ready7 R1 t! x* ]% b, V/ \) j8 p2 ]* V* y+ m
- DEX& F8 f; G/ H% V6 P( Y
- BNE .Wait_For_Screen_Ready
; f4 T2 C, k7 g+ t M - ' D' U! ]) c: b. c6 K# {
- ;清空调色板
" H2 g& I' c" X) a. |! C - Palette_Clear3 j0 p. F, S$ \3 ~9 ~
- LDA #$3F
) Y3 ?9 ?* l$ l8 a - STA PPU_ADDRESS
+ [1 S+ t( S" [, Z% {7 J, u - LDA #$00
* T8 [+ |; t- y9 x9 x. p6 f - STA PPU_ADDRESS5 Q+ f" ?( [0 e/ ~1 b/ t$ E: g9 I
- LDX #$20 _! r! @- e/ W+ [9 m3 X" U& {
- LDA #$0F, s! ~: z. z9 N# m
- .Write_Data8 c. {! A6 O* Q6 g
- STA PPU_DATA
/ P( X) s: g7 |" ]/ R$ B# t3 a - DEX m( t' Z3 G- C5 q. h) P
- BNE .Write_Data0 U- E, \& j3 B% M
' n6 H z0 _. ~0 l- ;清除声音 $4000-4013
+ |7 W7 T6 J3 v; x1 ^: A( i# y - LDY #$14, a$ j, O0 h& L( M ]1 W, v
- LDX #$00
2 S" M0 L. U, P9 [7 {/ {, P ` - .Sound_Clear; i. ^, U4 E- D7 S& L! G
- STA $4000,X
7 }9 u" F$ A3 d a) M - INX
6 K3 A! } p3 M5 I7 x: x! E0 n& f - DEY
4 w. }2 }; g3 G! V$ ~ - BNE .Sound_Clear2 k4 L# \0 k0 E# c3 M X# i1 O
-
+ Z( v% W- _4 c3 \" D - ;清除 RAM $0000-07FF0 F8 m! S- J& i1 b
- LDA #$00- P. l) D( I7 T/ _. k& q y
- STA $005 [7 J4 A; A2 w' G/ y
- STA $01
0 s6 Z h& U- `6 B9 ~ w" j - TAY
, e. J: i# `1 Y7 j+ E: o - LDX #$08
4 s' C, Q" e8 t& i - .Memory_Clear0 p! f6 v1 b' H1 H3 A3 p
- STA [$00],Y y) W1 D& E3 _+ j# W
- INY$ l7 h0 y* ^8 w, J
- BNE .Memory_Clear
' h4 y$ L& q+ {3 u - INC $01
3 L9 P9 V$ t; r, ~0 X7 D, C* c P - DEX" i5 Y, G9 d. q; K
- BNE .Memory_Clear! H* V5 L- @( C: Y, K' j2 U9 m
-
; ]0 m9 ~. N$ Q - ;精灵缓冲初始化4 ~/ P+ G l+ P7 b
- LDX #$00
! b- c4 y$ r0 N0 C! k - LDA #$F8
/ }' Z6 Z9 ^* h' Y s& X8 r - .OAM_Clear- u9 Q0 V8 S7 |) k
- STA OAM_DMA_Buffer,X
+ @! ]6 Q( A. \8 M - INX
1 Q: g' H+ q V2 B, y1 L - BNE .OAM_Clear) i3 V% m6 Z! f) X) ^0 y( n
- + U3 E6 O# y2 J+ C+ E
- ;栈指针初始化( E( C5 x& j9 |9 A
- LDX #$FF* Y$ i$ y7 s/ j3 J4 d9 c
- TXS' B4 _5 Z+ _8 [$ Q; | o
- 9 q$ G1 W* v- T' _
- JSR Nametable_Clear;命名表清空
. N" t' s. E8 S- L - JSR Palette_Init;初始化调色板缓冲
* I& N* n+ U% O2 R1 C - JSR Static_Text_Init;初始化静态文本( L3 |$ _+ P4 e* d5 A1 g
- . V! J" ^1 f. G2 Z: F: M
- LDA #MUSIC_ITEM_TOTAL - 1( k5 N3 b6 z8 ^) z$ u, m
- STA FC_Music_Max_Index; n) K: K7 y. o4 A8 A
-
9 ]- L4 V/ K2 E; H8 }! _2 { - LDA #$1F$ j( c' A W% b( h" l0 R4 {+ l
- STA APU_STATUS
0 e; r/ c) j+ j' a/ K - LDA #MUSIC_BGM - 1
8 D8 S- z5 z* M8 ]$ F6 i - STA FC_Music_Index( |+ |( a ^5 i5 S3 ]5 Q# l
- JSR Music_Init_Process;音乐播放+ W5 k1 O9 M i
-
# v* a! w9 ?( u$ A3 Y. z4 w - ;设置屏幕显示状态缓冲(当NMI处理时控制屏幕显示状态). [" ]' Q: G5 f
- LDA #$1E
6 R" @* u' ?: F/ N - STA FC_PPU_Mask_Buf; i! `+ U- G! s) d0 k+ J
- , c; @! g; t! G# R2 ^, Z
- ;启用NMI处理; n: H: o3 z' j
- LDA #$80
P1 D; O4 s$ ~' J7 j, h4 Y7 V - STA PPU_CTRL
" ?# @$ m! K) @+ |4 ` f - ) |2 ~/ t# i, L3 I
- ;程序循环, 剩余工作交给 NMI 中断处理
& E1 z1 Y9 a3 S) ^# m' h - .Loop8 J* b" k8 K7 P4 ?
- JMP .Loop. g4 W8 v, ]. t5 F/ z9 x
9 h* O9 h2 l4 o+ C# f- f- ;======================================================================
% X% o3 ]! r3 X0 R) O; R- C' J! H - ;不可屏蔽中断处理. Z; K0 F1 {& B7 y2 K8 ?+ V
- Nmi_Program! u$ g2 W3 t6 C) U
- PHA, m1 Z+ W+ {* t/ w( n, H
- TXA0 ]0 ?6 b* `$ y: I
- PHA
# b; Q8 L# I/ b% M - TYA
: c' D q5 G# @. S - PHA2 z3 q4 h+ [# h' Y: H
- $ T6 _! s _2 ~# ]' o
- LDA PPU_STATUS;读取使得 PPU状态寄存器复位
% g# I4 s4 D3 n# J: p( d' y -
d7 K5 v# { d: c/ t) U - JSR FC_PPU_Procrss;PPU处理
5 R* ~ a' m% W -
- j7 ] L! U) i0 R: `( g - ;精灵内存更新
/ D' b+ b" z. u' C( f - LDA #$00
; O9 `# U1 p' Y0 H - STA PPU_OAM_ADDR. Y+ ^2 t# d, P- Q' T; w
- LDA #OAM_DMA_Buffer / $01006 { E% ]- ]* u% m. v* x1 G
- STA OAM_DMA
4 _# V2 C* J5 t9 C -
$ G; I7 T$ l% ^5 I! l - JSR FC_Gamepad_Process;手柄输入处理
; p9 d6 ?* q+ m5 | - JSR Music_Select_Process;音乐选曲处理
2 @+ c3 C( B7 B2 i - JSR Music_Play_Process;音乐播放处理( u: u5 ~% M R- ]$ m
-
9 B) L; @& r3 A2 Q% X. E# Z) g" M, | - PLA+ Q, s. `0 ~. q4 {3 v% z
- TAY
9 z# v. `+ C1 y$ |$ `+ b2 I - PLA6 C1 v. R8 k7 l7 \9 D
- TAX
3 o# {* x8 v9 R: y7 k - PLA
- i1 C2 K4 w& c/ M. d2 t: r
0 ^: }7 b0 A/ z# h9 g3 w- RTI6 b" O4 R v" U" T
# Q2 E( I x8 u3 n- ;======================================================================8 c: ?1 F; G! V6 u% b/ P$ C2 Y
- ;请求中断处理1 S% Z6 w- ~- ^3 f5 R" i* B. t3 M9 t
- Irq_Program5 X6 C$ U' g! |. T: @) }
- RTI
' K v9 O# v, y - 8 u4 u$ m9 M+ ~/ X0 g
- ;======================================================================
& X1 A6 P/ Q" I6 U& ^ - ;中断向量表" b) h# e6 x& _ T6 i7 t
- .ORG $FFFA- `$ V0 s, N& z0 u: `- c
- .DW Nmi_Program ;NMI触发时执行. X! K4 l5 O [+ a9 V* U
- .DW Reset_Program ;载入ROM时最先执行
4 I7 p \/ q5 o4 ]' p, \& B - .DW Irq_Program ;IRQ触发时执行
8 w: o1 p# L- U1 M
复制代码 , V9 w; |& H s( t$ E$ |
. p* y# S2 B$ X3 s$ U0 t$ L, z& b }4 e6 v
https://gitee.com/flame_cyclone/nesasm_3_2 |
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