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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:
. v' X3 x: e/ B1 {3 a' _- ;======================================================================8 b) Z6 n8 C2 s! }+ x% Q
- ;文件头6 p5 n q- `3 S* C1 o
- NES_16KB_PRG_SIZE = 8 ;16KB PRG大小数量5 F$ p+ X( L2 g8 b" x2 X" Q; r
- NES_8KB_CHR_SIZE = 1 ;8KB CHR大小数量: W9 y1 x" `7 W ]" P# s" i- ^# @+ o
- BANK_DATA_MASK = NES_16KB_PRG_SIZE * 2 - 1 ;bank号掩码( a m; D* c7 ]
- ;======================================================================8 i+ D$ `. Z# c
- PRG_DATA_BANK_C000 = NES_16KB_PRG_SIZE * 2 - 2
) h- Q, |" ?# `; h' c; r, ?0 P - PRG_DATA_BANK_E000 = NES_16KB_PRG_SIZE * 2 - 1
# j/ V% {2 w. R3 L) c9 B4 q - ;======================================================================
9 s' S5 P( {9 C% q( |, R - RESET_BANK = NES_16KB_PRG_SIZE * 2 - 1
K3 G( m& x5 l! f - RESET_ADDR = $E000 ;主程序起始地址
- o3 g, M6 h1 W6 v - ;======================================================================
2 O. J1 `5 y b. \% H! \7 S6 W1 c- j/ b- D - .INESPRG NES_16KB_PRG_SIZE ;16KB PRG 数量, $01-$EF8(1-3832),即16-61,312 KB( _0 I7 O+ }( e0 m( k
- .INESCHR NES_8KB_CHR_SIZE ;8KB CHR 数量,$01-$EF8(1-3832),即0-30,656 KB& J& W% a9 T8 O2 F( h
- .INESMAP 4 ;Mapper号 (0-4095)* D1 V- W2 U& i2 k
- .INESSUBMAP 0 ;子Mapper号 (0-15)# }5 r0 f: \; H9 U( V8 k6 }6 c$ e
- .INESMIR 0 ;命名表镜像 (0: 水平 1: 垂直 2: 四屏)7 I1 Y/ k( q7 M+ \
- .INESBAT 0 ;指定是否存在电池备份 (0: 不存在 1: 存在)% j- B% y) b) Z$ U* `0 {
- .INESPRGRAM 0 ;指定 PRG RAM 大小 (大小 = 64字节 << 计数)
4 _2 @& Y$ n$ I% c8 } - .INESPRGNVRAM 0 ;指定 PRG NVRAM 大小(大小 = 64字节 << 计数)
; T4 }8 {: r6 ]; i& Y. R - .INESCHRRAM 0 ;指定 CHR RAM 大小(大小 = 64字节 << 计数)
8 R1 Z' d& X; z7 ` - .INESCHRNVRAM 0 ;指定 CHR NVRAM 大小(大小 = 64字节 << 计数)
; f6 }/ P: T4 ]$ Q - .INESTIM 0 ;指定时序 (0: NTSC, 1: PAL, 2: 多区域, 3: Dendy)
7 r/ B8 k! m7 j0 X' [+ C - ;======================================================================! e; A: e4 o, m& |/ ~
- .INCLUDE "fc_demo_config.asm" ;全局配置
4 K. B' e- n( u2 I - .INCLUDE "fc_demo_constant.asm" ;NES常量& B4 A$ P# l' x8 W5 ~0 x5 c
- ;======================================================================
3 c6 C9 \* ^, {# @: L/ V - ;音乐配置. v5 A0 W( k I/ Y0 m
- .IF 0 = MUSIC_THEME
% j0 Z5 u$ ~) Z7 h3 B+ y - .INCLUDE "data/music/Gremlin 2/config.asm"5 K2 |: C; R2 R! ^1 b% s1 u% T
- .ENDIF
/ N3 w2 H; D. [# k% t* l3 C! K -
* M* B5 ~- b* \; |& f' n, L - .IF 1 = MUSIC_THEME
5 ?) V" n" V/ I2 L - .INCLUDE "data/music/Raf World/config.asm"
, g Q6 R7 d: @$ |3 P7 s/ G3 M - .ENDIF1 v+ I' ^% O1 k5 ^
-
3 W5 r+ c, }$ R4 U9 G% E - .IF 2 = MUSIC_THEME
5 Z& p9 {7 @) u( u" T E x, H A - .INCLUDE "data/music/Ninja Gaiden 3/config.asm"! z. Q% Q3 D3 U% H5 I7 A
- .ENDIF
- ~- V4 F! ^5 h! t- A
v* |2 @5 n( a9 O- ;======================================================================/ M& U! k6 O" }4 t
- ;引用CHR图像数据0 o- U4 \5 l! }* G& j9 E- `8 m. ~( w7 M
- .BANK NES_16KB_PRG_SIZE * 2& W) c" @" [2 c0 S ]% w
- .ORG $0000
" C! G7 o/ [/ L. d9 y( m6 j - .INCBIN "data/bkg.chr"9 s* ^- ~1 ^0 j+ V4 t( ^; v9 ]0 @" W! M
- .INCBIN "data/sp.chr"7 Q5 u' I3 {1 \7 O2 A6 B; g
-
7 Q* A6 _2 k1 Y4 o - ;======================================================================$ F( w; _( U, O+ _9 O9 E
- .BANK PRG_DATA_BANK_E000 & BANK_DATA_MASK;设置程序所在Bank
7 [0 Y6 v& A) o) m) S* P- O8 a; h. u! ` - .ORG RESET_ADDR8 y; z) e2 O U5 B$ p( n
- ;======================================================================/ e) D; f! F. P& }. X
- ;引用其他源文件; H+ y6 B0 N% Z
- .INCLUDE "fc_demo_ppu.asm" ;PPU处理
2 ]( d6 A1 T$ m7 S: a - .INCLUDE "fc_demo_joysitck.asm" ;手柄处理
# i2 v! q2 n1 `: e+ M Y7 f# s - .INCLUDE "fc_demo_static_text.asm" ;静态文本处理
6 V& B, Z" ]6 {2 b - ;======================================================================
1 w1 f+ x O& A- a' L/ F7 C& [( h - + O: ]7 ]+ j5 u2 z' `+ O
- ;======================================================================( _; j2 Z0 B0 e. D8 Z
- ;等待VBlank到来
) Q% S! l' P' u, m, V5 q; T: C: m. w - Wait_For_VBlank
) B1 ?- j) P i7 Y- x* ~) W - LDA PPU_STATUS+ d& o- E8 \# L- K, s, h
- BPL Wait_For_VBlank
# F6 P% C7 F9 C3 ` - RTS
3 I4 J7 g! S( f$ B4 B1 v
; M0 ]( t: @! m3 \- ;======================================================================: l4 t& a" F* I
- ;调色板初始化8 L* T2 N5 ]! \' b6 a
- Palette_Init/ a( _4 z) f. m$ k4 b, U' C
- LDA #$3F
7 m q2 o- K" R/ ?* _ - STA PPU_ADDRESS# C, K+ }$ }. }
- LDA #$00
7 D+ g; @( w: D - STA PPU_ADDRESS- F8 i4 _! k2 k3 D
- LDX #$00: E# J6 q$ \4 D
- LDY #$20
$ B7 r, Z, Z2 V - .Write_Data. h- N1 `" M. W
- LDA Palette_Data,X
' {6 ]/ J: Q7 o, b$ [ - STA FC_PPU_Pal_Addr,X; X }9 C* o; K. h% n' I4 N! ]$ u
- INX# T: `. ^/ W6 n5 ]) y
- DEY
+ @& N! y# ]$ E9 h$ V - BNE .Write_Data5 ?) ~% I5 ^6 Y9 }, T3 J
- .End" ]& q+ K. Q6 q
- RTS
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- ;----------------------------------------
% x7 V( i& d- o/ r4 X$ h7 M - ;调色板数据( L5 Q8 |( R; c1 I
- Palette_Data* t: i! I3 p( W, E7 q2 D3 M, ^
- .HEX 0F 20 32 02 0F 20 32 0F 0F 20 32 26 0F 1B 0F 1B
# A% N/ t* d# M( ^: e/ H: h- r; j - .HEX 0F 21 27 22 0F 24 24 24 0F 21 21 21 0F 22 22 22
) z ~3 o- H7 M3 B1 @ - 9 D% k" B! j4 @8 s5 q: S1 @
- ;======================================================================
1 T* k" U. h2 o2 W, t; ] - ;命名表清空4 C2 [2 E8 C# R H+ S' l5 e
- Nametable_Clear
5 v/ a* `! d/ s4 G% ^: e1 z - LDA #$20
8 a' o: q4 W* Z2 e" e( d - STA PPU_ADDRESS
3 e6 R! s: U4 }8 ?2 H - LDA #$00
9 R) j% u7 E1 L( O7 G+ } - STA PPU_ADDRESS
6 A0 A5 T! ]2 V, q - LDA #$004 B- a: T6 R& ?2 E+ n7 Z) _
- LDX #$00
D4 N0 Z& K" S/ A - LDY #$08
7 I& [+ I1 O$ P: L, V - .Write_Data, {1 e* k% `, O+ H5 n5 f. U# Z
- STA PPU_DATA. N& F, G" W8 R( I# @+ d1 B4 x3 y
- INX
P3 C6 U m: ~0 b# I7 v - BNE .Write_Data
2 U9 H3 ~7 O7 K! B' W - DEY
' Q% @9 [7 `5 i( C - BNE .Write_Data
# q8 m4 d1 A$ ^% Z( t - .End
/ _6 N" k: Y' L+ c - RTS, Y& u; p. u T9 u/ l. F3 j8 q
7 \* H1 y; C7 V$ `0 D* O& v; Z1 D- ;======================================================================% J4 y* D# [9 o
- ;音乐曲目切换
5 z- W/ @! p( H2 ]8 } - Music_Select_Process0 I6 K: U ?5 Q
1 O8 Q! i" @) J. x- .Pre_Music;上一曲$ [) ?0 q0 @0 R$ D
- LDA FC_Gamepad_Once
1 }% V& E# U, z# w8 { - CMP #JOY_KEY_LEFT
! P/ n! }- k' Q. h/ M. { - BNE .Next_Music, m3 }& M7 B. i/ p0 E0 ?+ C1 F
- JSR Music_Play_Pre
0 w/ D' g" k9 m. x2 n+ m - .Next_Music;下一曲
: D* M' P8 ?2 U$ n0 ^ - LDA FC_Gamepad_Once
2 E. s" B3 i' C7 m5 }7 r: ` - CMP #JOY_KEY_RIGHT
7 p0 c) I- l/ Z: D. b5 g* i! G - BNE .Next_10_Music1 r) ~- l/ D& v9 i2 B
- JSR Music_Play_Next
$ {0 `- E) l% p- ` - .Next_10_Music;上10曲
$ B- b9 j3 J( q - LDA FC_Gamepad_Once2 F4 f% w2 Y7 w: z5 l
- CMP #JOY_KEY_UP
. ^* L% N) [$ L' [; V5 t - BNE .Pre_10_Music" Q$ Y$ \# U0 }6 i: {1 }& B& n' W
- JSR Music_Play_Next_10
1 q z! t N9 H) \! d9 w - .Pre_10_Music;下10曲% L+ g! l t5 X% n9 d0 E& |( B
- LDA FC_Gamepad_Once
* ]- \( M' C. P" q8 a - CMP #JOY_KEY_DOWN
; a2 K1 b7 j$ M* D& f/ m" ~, K! S9 b3 T - BNE .Reset D) o& Z5 h6 f2 J/ h
- JSR Music_Play_Pre_10
4 d9 h2 m& g# S: m# B - .Reset;重播当前曲目! C/ i, {& Y2 F& |( k
- LDA FC_Gamepad_Once
: N. Y6 P( d4 e - CMP #JOY_KEY_START
* A9 u' D7 l( d- S. p# n, I0 ] - BNE .End
6 J/ `( `' J8 d0 `) M& L$ ^ - LDA FC_Music_Index' u) ]- H& y9 _' ~
- JSR Music_Init_Process
, g. E. V- C& S" q9 X* o0 w - .End0 Q' P' A5 [4 T L1 N$ }* a# x
- RTS# E2 ]# l# A- r2 u$ r
+ E/ f% A! y" b: g. a$ `$ ]0 @1 S. u- ;----------------------------------------------------------------------
- L6 C" T5 X! H3 G/ H" n0 P+ \; w - ;播放上一曲2 M) K9 `7 d. Y
- Music_Play_Pre7 l3 k h" ?( m1 v4 W! s
- LDA FC_Music_Index$ o1 L; q Y, ]
- BEQ .End2 ~0 I/ k9 e+ }% D* D/ I
- DEC FC_Music_Index. X, c- R/ k2 }- v, w8 V
- LDA FC_Music_Index' Z$ ~' w4 n: W* Y+ f
- JSR Music_Init_Process5 _6 H; k( _6 [, @4 z& c: k0 i
- .End
8 f. X- W$ G, K3 t - RTS+ x8 c, Z0 s# z1 w: t& E
- ;----------------------------------------------------------------------
) ~7 m# K: y; E% K0 [* ?8 @ - ;播放下一曲6 T `& V5 n/ @" u \3 B: x
- Music_Play_Next
8 B3 U: d+ { O5 y& U; Z( k K - LDA FC_Music_Index! i/ N+ I. K1 T: F# b+ {
- CMP FC_Music_Max_Index
$ i |9 |) Y2 ?2 ~ - BCS .End8 q% i9 `: W& _# ]6 \6 B3 }5 U$ e4 p+ h
- INC FC_Music_Index/ @* X5 |. @9 t- Z7 U; O% t- p& e# J
- LDA FC_Music_Index
; @& Y' G C: ?* ~, ] - JSR Music_Init_Process1 y; N) W/ Z: _* q
- .End
( }/ S. f4 k1 ^3 v; `" `9 e - RTS! z4 U% b6 v: y- Z7 L( \
( F9 U6 _# C5 T7 V/ g# S; E- ;----------------------------------------------------------------------% R& c2 j- A( l7 s& D/ \3 U
- ;播放上10曲% @0 d& d% A/ K7 D$ G
- Music_Play_Pre_10! e( v }! p0 q- m2 S* z
- LDA FC_Music_Index5 a& f( L/ u( [0 A% o: m( i, w9 H. s# h
- BEQ .End: g- @4 p: p$ b' h9 z3 U
- SEC
( t5 S; G& k4 K9 k: T9 z; d/ B - SBC #10
% d Y# ^% [0 b5 F8 B' T - BCS .Pre_10/ p6 d1 y+ ]4 y+ c: w
- LDA #$00
9 v# D. T3 L; n$ a - .Pre_10
9 H4 i* r8 ~/ [. y - STA FC_Music_Index
' i" V) h! y- T$ a! r - JSR Music_Init_Process h9 `- ^+ \5 v
- .End4 ~, O& X2 _" g* o% K2 M/ E
- RTS" k/ M y! ]7 a% G6 g6 }
- ;----------------------------------------------------------------------, o) R A7 s! d
- ;播放下10曲8 \# E/ e& ^7 t
- Music_Play_Next_10& A+ D9 }0 S. c1 L" M# t0 a/ M
- LDA FC_Music_Index; u! I' ^# ~" N. y# I, p7 ^
- CMP FC_Music_Max_Index
* ^4 K$ C0 }" J - BCS .End$ q& d% S* [) B+ \: \
- CLC6 q( \3 c; m& O! o: m+ [
- ADC #10
5 k$ [ p) m% L! N - CMP FC_Music_Max_Index
: _" B( R9 Y0 I, x+ l - BCC .Next_10
- y- _# \8 N5 q0 \ m/ i - LDA FC_Music_Max_Index g* U& ^! t# J0 X8 C& Z- S
- .Next_10
, J; A* d* R) m1 O) {7 y - STA FC_Music_Index8 E7 L2 q! H P- Y, a
- JSR Music_Init_Process
9 d' P' m5 D2 { - .End
0 v7 q; }7 S3 V% t/ ?4 w - RTS9 `. i/ @8 K3 n9 ^ \, x
- ) v3 P; d2 k4 ^
- ;----------------------------------------------------------------------
( b. ^6 m! w" t - ;8位十六进制转3位十进制制
- [% v l, ^7 B3 @$ U' N - Hex8ToDec' G0 y: T. r* h2 M& h* q) O6 {. ^
- STA FC_Dec_Data_1
' b9 T8 [6 R0 ~. r - LDA #$00
4 c1 t8 [: g0 ^1 B5 `! g - STA FC_Dec_Data_100
5 \4 R* R4 p0 J) b- D3 T - STA FC_Dec_Data_10( t. M/ r1 m9 D9 ^5 e
- LDA FC_Dec_Data_16 f; P. ^9 o- D5 q/ {
- .Convert_100% T% Q! R" n0 {6 O6 V+ W
- CMP #100
- [( p! N7 Z+ Q4 u! b/ ? |2 d+ `; b - BCC .Convert_10
4 e S; [. |2 Y. W6 @2 B6 c - SEC+ R" D" N9 G" t B
- SBC #100
. B7 ^, R* `% L - INC FC_Dec_Data_100
8 Z6 t+ L+ [( J: V, }; X! { - BNE .Convert_100+ c1 |/ g+ |/ ? o, A9 J9 N# z
- .Convert_10* w2 H+ U3 m, c' f
- CMP #10
% e% Y! B/ ~2 [' E2 N# N) F0 f - BCC .End4 I* s7 S0 \ B+ J
- SEC
8 I1 a8 l2 b7 z' | - SBC #10
2 |+ A; g. t0 f9 ] - INC FC_Dec_Data_10" X+ X0 {) Z, ^% [' O
- BNE .Convert_10
1 a# t1 S1 f" w2 R/ v - .End; n/ t+ v) e: I
- STA FC_Dec_Data_1
' J7 B; q6 `8 m, h/ s. [ - RTS$ R& }( H" C. r' F
2 o- N/ d6 j3 J: Y) q- ;----------------------------------------------------------------------1 n6 V$ m9 h2 b# U% i( B
- ;显示曲目信息
5 ]1 N9 z$ t6 n! ?# [' C& Q - Music_Info_Display; p: t3 k( V K6 b
- LDX FC_PPU_Buf_Count
. ?3 r$ L& o" l0 ]( N) [ - LDA #PPU_WRITE_MODE_CNT_LINE0 A& \( M" r$ m9 I' ]& h8 T6 U
- STA Use_PPU_Buffer,X2 v8 {8 ~+ _7 ^0 n0 s$ f, |
- INX; i# s1 K& f3 z. w1 M- E8 ^1 ?
- : S' O' s- m; ?* ^3 l0 F/ y( \# o
- LDA #>MUSIC_INFO_POS. R7 ] r& M8 f B+ B
- STA Use_PPU_Buffer,X
' P, E/ G4 Z/ l3 l" l - INX- l+ o4 G' l+ O+ i$ z
- 4 l7 ~0 ?0 `! n5 Z) V; p9 b
- ;居中
% y- p3 W2 V* v4 P2 U. N - LDA #<(MUSIC_INFO_POS & $E0) + (32 - 5)/29 p# k9 O9 U8 p6 {1 [" }$ `
- STA Use_PPU_Buffer,X, i" B9 w4 o! S& @& j+ |
- INX# j/ ^1 ]2 N; ^& k
-
2 K- p" H; M ?& F" b0 D - LDA #$057 s) M8 c7 l3 o7 ?2 k- z
- STA Use_PPU_Buffer,X
' ]: d5 K8 A! ]# t$ n. l" M* @ - INX, U) Y, f( l8 ^4 f/ q9 B9 ?
-
- ~) _ X% X+ ~7 Q1 a; F9 m: W' t - LDA FC_Music_Index: f. O0 |, w& F3 @( ^
- CLC3 \# H. K" \- u7 T! W& g
- ADC #$01, a1 K7 D8 H8 {! ~
- JSR Hex8ToDec5 C0 g5 g" \; p( a% L b- R: i
-
- b B0 x( Y3 \, r, F - LDA FC_Dec_Data_10& J; j% L' x1 F2 j4 P( T
- CLC6 I/ Y/ G% C( J4 F
- ADC #'0'& R7 n( Q3 k3 N
- STA Use_PPU_Buffer,X
& k9 u+ w" Y. ~7 Z8 M - INX( B8 {) M& q5 @/ k4 x, a
- ) T V9 c" E% C9 k/ f
- LDA FC_Dec_Data_1
1 w' Q% U* v* Z3 L7 m( t - CLC9 \+ A( I9 _/ k
- ADC #'0'
( S" ?" t' ~; H6 Z- l - STA Use_PPU_Buffer,X
# h6 N5 m5 ^, H2 C" t* U$ K - INX
- y2 A0 G* d* b# E -
2 ?! @$ b8 _% |9 e2 k - LDA #'/'$ v/ ^/ H6 } ?
- STA Use_PPU_Buffer,X
* \8 E/ c5 {3 ?/ t- u - INX" h& l; y0 Z; [0 s+ t- k
-
9 M; w" S, V$ d2 h5 B# c - LDA FC_Music_Max_Index7 I0 H1 f- T5 d8 `8 |; r
- CLC: _) E( v/ y: R; D. t* K( B
- ADC #$01
3 l3 B& V/ W2 z - JSR Hex8ToDec
& \8 t" x+ l0 b - 8 i! Y6 g/ g9 j, K7 \0 ^
- LDA FC_Dec_Data_10
2 r* b& X0 ]% U8 r. c+ @3 i# G - CLC. L# h+ Q/ Y( c, l
- ADC #'0'4 J \0 j" T2 m/ V- ?8 J5 v& a
- STA Use_PPU_Buffer,X
) O, @9 a/ c7 ~" A& N - INX! O4 `* D: @8 W! C
-
. @: N& m+ c9 E0 R* Y) E' \ - LDA FC_Dec_Data_1) M0 ~3 g. w" T6 T
- CLC
7 A4 W9 O5 |6 x/ V) j - ADC #'0'' ]) I" n& P; j) C: H2 U5 Q; R7 o
- STA Use_PPU_Buffer,X
i5 J3 y) G1 M( P6 U) I; d# ? - INX4 |. \5 z; V3 J/ U4 q" u
- ! w4 Z% K! Y6 F$ k+ s
- .End" o) N# g( [3 v. l) j# ~( Y3 \
- STX FC_PPU_Buf_Count! C. M9 V1 i5 ?5 d* g! A0 X
- RTS, h1 N- y$ w7 i' W# p% i/ `" Q
; P' }8 A+ s- f% m! A/ u- ;----------------------------------------------------------------------
" f3 n8 s8 b+ F) i - ;音乐曲目初始化处理
. c1 ]0 Y: Y3 @9 j! O - Music_Init_Process
+ ~. x6 K$ v( [9 V4 K& J" H. P - PHA3 ~9 w/ k* G3 ^
- JSR Music_Clear_Process6 o q5 k H+ ^0 e2 H% ~0 C/ u
- LDA #$1F( {4 E+ r1 ?* e: ]% k" `
- STA $4015
- n5 [2 I, U- U9 E$ P - PLA
3 i8 m: X" X. q3 t$ A' Z% y - JSR Music_Init_Addr1 I; v5 n* ~+ d
- JSR Music_Info_Display
- }" }% e$ k$ m - RTS
& h- r# V! K6 D; l$ [( S9 ~3 }1 @/ U
3 D' h2 w j4 D/ T0 R- ;----------------------------------------------------------------------6 t0 g# y% B7 U; k, c, Q; a
- ;音乐播放处理
% z$ |4 E6 c8 ~' a8 y% t - Music_Play_Process, H7 D5 x, g' f/ N" L; L4 c d3 Q: [
- JSR Music_Play_Addr1 L! F/ r( E0 W/ j0 J- |9 j
- RTS
+ l' i3 d- P c Q3 } - ; M, i9 x; s. ^. _* h
- ;----------------------------------------------------------------------2 X$ U6 X) [/ r9 Y! r
- ;音乐播放处理
' A9 x4 r9 @6 s5 y; Z$ x6 M6 P - Music_Clear_Process& H) e4 t! D) {' }3 E9 T
- .IF Music_Clear_Addr
+ l; T- P; E5 ^4 A; h/ s - JSR Music_Clear_Addr' G, e1 e4 O% z4 I+ I
- RTS
( r3 R# f' c% ]+ j: V - .ELSE- E4 ~4 k% {9 j# j
- LDA #$1F
9 G, f* ~& L! |; k) { - STA $4015
& D0 C$ U6 o* _$ c1 W3 j/ C - LDA #$00
' V% q' K# v) q2 g7 a - STA $40108 ^ Q) [, }) @! X
- LDX #$00( l9 ]! n9 V' Y$ K2 D3 W
- LDA #$00; l( J2 v) A# R+ o$ `
-
& d) M; |: b% v- q$ ]$ l - .Music_Clear_Zreo_Page_0
& o( l1 ~+ Q+ \" C% P - STA $00,X% Q# c, o+ I! W& N3 S m
- INX
0 U" r/ C% M& Y, z( w* M, V - CPX #Use_Zero_Page_Begin
9 Y) r6 s; q+ \7 A! H - BCC .Music_Clear_Zreo_Page_0
% u# u+ l. U7 J& b/ i" a -
% R) X9 U! u& z$ z7 ~- ~7 r4 U - LDX #Use_Zero_Page_Begin + Use_Zero_Page_Size* O5 n0 b q( J; ?) X, z
- .Music_Clear_Zreo_Page_1
3 g. ^0 W7 R5 h' B; R: C - STA $00,X
' X% i$ ?6 t4 {0 ^1 b: J2 d - INX6 m- T% m/ l, r
- BNE .Music_Clear_Zreo_Page_1( U% r; ~7 ]7 w, {& R) S1 o7 x
- 3 o& C5 j$ }- J' K9 R Z5 [! A
- Music_Clear_Process_1# V2 g9 J5 x' s* I' v o
- STA $0600,X
# m% m) r ^0 T) i5 c# E - STA $0700,X! q5 L. N3 F1 d+ C5 a7 p
- INX
, n: }$ o$ I. f% K$ x4 y- Y - BNE Music_Clear_Process_1* M; r. c* `" b9 c6 {5 d
- LDA #$10
! D! ~2 t- D2 i - STA $40002 h5 i, P# n# [3 u+ G" O0 u
- STA $4004. x' T$ l) J' y9 d7 m7 j) {
- STA $400C, D; i _3 z# R3 ^6 {7 x! y6 [
- LDA #$00
. i- f' B* E: Q - STA $4008
" Q! c9 N3 y2 v( o5 f! w - LDA #$0F
# W2 @6 h+ w. o# a" I0 H - STA $4015& e A. Q4 j) L& m# T
- .ENDIF9 [( |, V6 Q& T, U6 r7 b
-
* N, U, i1 o7 g0 j) x, X# \ - RTS8 a4 P0 o f5 @ R
( Y) [/ @! L5 S6 c( f) v( H- ;======================================================================" ?' W; B- @% d5 P
- ;重启处理1 C: n- S9 d' ^- U5 R
- Reset_Program+ m; H7 M# {+ C h* G: b
- SEI. ]; _6 X' }* x3 f7 M
- CLD. \ Z: j/ M" Z6 q% V. c. Z
- LDA #$00
2 X8 w8 z! W! u4 e3 V: U - STA PPU_CTRL
( Z1 c/ |+ q* M1 x - STA PPU_MASK( L4 k5 j- y2 i1 i" _7 H
- STA JOY2_FRAME
7 T! o4 X" G* c# h7 i4 G! V, Y - STA APU_STATUS
, k! \3 g6 g8 D4 l/ ? - - ~- B, V z0 ~; ^
- ;等待屏幕准备完毕
9 N" {1 a6 Q/ C: @, E - LDX #$02" x1 r' u9 C3 `4 N+ i
- .Wait_For_Screen_Ready$ s9 [9 Y1 X5 u- j5 v
- LDA PPU_STATUS
6 A {: e4 g4 x" R* y) T! t - BPL .Wait_For_Screen_Ready
8 w$ F! T5 q" G6 N1 h' i. J* V, _, r8 Q - DEX
7 D. a$ [; R9 m8 S3 ?( \4 | - BNE .Wait_For_Screen_Ready; ]0 P6 G% D$ y4 {- f5 f
-
% Y: J" N4 {) d. r; G' ]* t - ;清空调色板
8 o$ x, ~. C _/ c - Palette_Clear- n2 ~. h4 i/ F3 ^
- LDA #$3F
, x4 u0 t+ U) T( n9 ]9 ]2 R$ p - STA PPU_ADDRESS
9 j/ l# E0 w' } - LDA #$00
' D# q# m6 `& s - STA PPU_ADDRESS* d9 i& P$ g5 j2 s; E( H( _' ^# B
- LDX #$204 l" l% ~! \ c0 e
- LDA #$0F, @4 f3 L: I/ f, o* q5 U
- .Write_Data$ W) N K# K6 c2 {) Z
- STA PPU_DATA" F; m7 u. j( |5 m/ B o" D
- DEX' D# ]6 r6 s* U5 e
- BNE .Write_Data( ^0 {/ k4 n$ H0 Y2 r
- 5 U+ e$ L1 k2 x, h
- ;清除声音 $4000-4013
, t) v/ q2 j$ [# \; Z - LDY #$14
- K$ n" t/ k+ k3 @( g5 G - LDX #$00
7 ?- |! u3 D7 }3 S: r. h" ^ - .Sound_Clear9 \* i# y7 J; ?# R( F; Q
- STA $4000,X
' O1 D: {& f9 F2 C - INX7 k/ E. M+ @; k$ _5 e# p! A$ }
- DEY4 V3 Y; U0 z6 H& @6 Z1 j
- BNE .Sound_Clear
; _; B' ?5 l# V - + v7 b W" }( H& t3 |3 u
- ;清除 RAM $0000-07FF8 Q% Q( s" ^- g
- LDA #$00; q3 @( H4 f- W' t! b
- STA $00. G1 M( s0 M% [5 x. |
- STA $016 a4 o, t6 S7 M+ h7 [9 W
- TAY
! D: A e2 G9 }' j! p - LDX #$08
4 f$ |7 B: I4 l3 }! H" i - .Memory_Clear& O. R' H+ L/ K- [3 t
- STA [$00],Y
1 @- y4 E( n0 @4 E: ?+ ] - INY
( W, m& G! C$ ^$ f, s" @9 s - BNE .Memory_Clear
# e4 ^5 ^5 _+ _% ?& C+ q" ~ - INC $01% h2 W$ G+ I! c& [+ {9 w
- DEX N+ l* r( ^6 c: o- y8 {2 o* N3 E
- BNE .Memory_Clear
, z7 F% E& G4 X! c -
- F2 ^& |% l/ O3 w - ;精灵缓冲初始化3 z: Z' h+ O; `2 O' v
- LDX #$007 `' z+ q/ ]: I. ^5 i3 U# Y; G
- LDA #$F84 _& G$ H# f1 v! D+ _
- .OAM_Clear( N/ V; E; l. r z# |
- STA OAM_DMA_Buffer,X" y9 V0 Z: l! r+ }" \
- INX9 y& j K' ^! B# E1 K1 O& J1 R
- BNE .OAM_Clear
& F6 Q! G9 J6 m$ z3 `9 o3 P - . L0 q# o% K9 W& [+ s9 R y7 r
- ;栈指针初始化2 D3 K5 t* h; U7 x# r8 U, M
- LDX #$FF
# n4 G& }! U; X- z& M( z+ m& d - TXS
* [+ Z/ `3 V, F# F9 }; N - 2 H( s: L4 r9 S
- JSR Nametable_Clear;命名表清空
# p9 [" Y) f) Q, G2 {7 y - JSR Palette_Init;初始化调色板缓冲. N% I* d8 W) C6 g9 s/ x- H
- JSR Static_Text_Init;初始化静态文本6 L* b, ~5 A0 K- O9 ]0 y/ s- e" m
- 1 H, H/ A( u3 i; u2 o
- LDA #MUSIC_ITEM_TOTAL - 1
% m% s* m8 F: y) M# [# L - STA FC_Music_Max_Index( Y/ S- u7 a* S9 v0 B; N0 P
-
0 _! p: @3 F$ p& j- \0 {2 Z$ ]8 Y - LDA #$1F9 ?5 k5 R/ [9 h8 a: T0 y( T: P1 }( x
- STA APU_STATUS
2 m- }$ d$ V. h - LDA #MUSIC_BGM - 1; j, }7 \0 u4 B
- STA FC_Music_Index" V, o0 g5 D) ?# q W9 R
- JSR Music_Init_Process;音乐播放! @! P f, U0 I% s7 _8 Q$ z4 X
-
8 W# R+ k4 F; O& {: ~# j2 a - ;设置屏幕显示状态缓冲(当NMI处理时控制屏幕显示状态); M; q- v$ J7 a/ y% W
- LDA #$1E( t* I4 s) r* a; Y- {5 [ T: D3 W
- STA FC_PPU_Mask_Buf
( ?$ _9 {1 @0 J1 ~1 _' ^ -
9 T3 r2 S5 C f - ;启用NMI处理7 d: L& l9 \3 O5 r5 U
- LDA #$80( B6 ?) J. L) U: b+ K. n( c
- STA PPU_CTRL- i. T. e4 M A; L# Z& j
-
5 d4 J9 |! R: p8 w' V - ;程序循环, 剩余工作交给 NMI 中断处理
- s9 u" b+ ]8 h: h E - .Loop8 ~$ c; B1 _, d' ~4 e
- JMP .Loop( ]9 z" @# s4 k% H3 z8 @4 }+ e' _
- 9 w- ~4 y- n1 o. R( S* J# Z
- ;======================================================================# ?4 C$ u6 r1 r. A) y7 m/ V. k
- ;不可屏蔽中断处理
; L) j5 @5 u* v - Nmi_Program
1 t$ u4 s# m+ A - PHA" r3 {5 `& ]! [7 ^* n/ `5 @! n' H
- TXA, l6 e: l9 |8 X8 o" }8 [
- PHA
( ^9 _8 e5 u6 E( F - TYA. o( u1 M' p; O) O$ J9 e
- PHA
& t3 C; M( [' J4 I0 a -
+ R# }$ \0 q: ~2 ]7 Y - LDA PPU_STATUS;读取使得 PPU状态寄存器复位4 u T6 } o6 ]* B; n* e+ t
-
, Z% E3 z5 f ~3 b9 x) O/ r$ `) c, } - JSR FC_PPU_Procrss;PPU处理
9 L1 k& ?+ F$ U7 D -
- Z3 j+ x ?1 G) ~# O, Z - ;精灵内存更新7 r1 v! {: A1 s' K( L
- LDA #$001 \5 s7 Q- l Y& Y% H' [
- STA PPU_OAM_ADDR
/ s* t+ l* ^3 y, F. ?. _ - LDA #OAM_DMA_Buffer / $01001 B1 s" ?- T: m; N
- STA OAM_DMA: u3 `; [0 b6 Z. M. Z; ^
- ! z+ V$ l% ?; s
- JSR FC_Gamepad_Process;手柄输入处理9 L/ z9 p, i0 \) h) g' J; _
- JSR Music_Select_Process;音乐选曲处理
. ?2 K( W4 i1 M2 B - JSR Music_Play_Process;音乐播放处理
( E# a q' m9 Z k5 K0 w -
2 D: k6 p; s& _3 b2 Q( N5 K - PLA
8 j) Q7 K3 i, b/ Y" p$ J, y5 { V) _% c - TAY
$ Z% l4 {; }1 j7 {# [( _ - PLA
' P @/ B ?) j. @# l4 P2 c& s, ? - TAX
1 n6 T+ L2 y# } - PLA
; v1 D6 m' ~; _* T - + g$ M7 o- J- ?; w5 h2 D5 T: h
- RTI' B( y" C' n9 q; u6 S
- * P7 N: B( C0 T, L1 J
- ;======================================================================
" d5 h% `* \+ W: G. f - ;请求中断处理 _4 N& \$ y1 G' P; w
- Irq_Program/ Z( d. a" a; I+ f2 c6 ?% x
- RTI
4 H9 a9 M- ^$ N0 S' M
% p7 v$ O% r$ x' B7 ?; y+ |- b/ ~- ;======================================================================2 P6 F; W9 R" }1 b
- ;中断向量表: R/ \+ v" _- P8 W
- .ORG $FFFA
; p) T' B- |& `) B; `3 a - .DW Nmi_Program ;NMI触发时执行
4 L5 O# I: F. k1 C+ \; _6 e7 z! I5 J* s - .DW Reset_Program ;载入ROM时最先执行/ r* V7 [4 P( U
- .DW Irq_Program ;IRQ触发时执行& X, K9 w9 l+ |1 M, ~+ d
复制代码 ( R) t2 m% A9 y
, G" T( ]* r5 F! D! w, [ X" a0 e
% H* w% z& E- Q( ^: b2 a
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