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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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" S( a* c D& G9 R% e( `以下是主框架代码:" w1 r* F) q6 l( y4 c
- ;======================================================================
A3 K6 E7 t; @5 @% M* i8 w: Q - ;文件头. x8 R' ]. W7 l+ j) ]( y
- NES_16KB_PRG_SIZE = 8 ;16KB PRG大小数量
0 K3 ]& u( |' {7 ^6 h' F! K: f; ? - NES_8KB_CHR_SIZE = 1 ;8KB CHR大小数量/ L7 i) ]+ T3 A8 T
- BANK_DATA_MASK = NES_16KB_PRG_SIZE * 2 - 1 ;bank号掩码
* p" p, i2 M! ]$ Q' s \ - ;======================================================================/ o: M1 o6 k: t0 G3 E6 `
- PRG_DATA_BANK_C000 = NES_16KB_PRG_SIZE * 2 - 2
- p( s& S6 Y- }& @3 i - PRG_DATA_BANK_E000 = NES_16KB_PRG_SIZE * 2 - 12 V. k( j$ P& q/ {# u% Q
- ;======================================================================
& o- N& m' w% s7 D3 S; n - RESET_BANK = NES_16KB_PRG_SIZE * 2 - 1
0 _" I, { `! J3 _- c2 V - RESET_ADDR = $E000 ;主程序起始地址) y! d8 O: p/ w9 [4 B
- ;======================================================================+ B' s# l9 A3 L% B
- .INESPRG NES_16KB_PRG_SIZE ;16KB PRG 数量, $01-$EF8(1-3832),即16-61,312 KB* M, {. l+ l/ X; m- C9 @
- .INESCHR NES_8KB_CHR_SIZE ;8KB CHR 数量,$01-$EF8(1-3832),即0-30,656 KB v3 _, d- {6 t n. n1 _) l, n" s
- .INESMAP 4 ;Mapper号 (0-4095)
1 L/ k/ B: V$ _, { - .INESSUBMAP 0 ;子Mapper号 (0-15)% @$ m3 G: _- D ~) D8 x( x1 v
- .INESMIR 0 ;命名表镜像 (0: 水平 1: 垂直 2: 四屏)
3 V0 w$ Q+ d6 R P9 j" s& c - .INESBAT 0 ;指定是否存在电池备份 (0: 不存在 1: 存在)6 Z5 M T3 y# w& d
- .INESPRGRAM 0 ;指定 PRG RAM 大小 (大小 = 64字节 << 计数)* o3 L4 l0 J$ a1 }+ j. u- W
- .INESPRGNVRAM 0 ;指定 PRG NVRAM 大小(大小 = 64字节 << 计数)0 G0 E0 ~, D- E$ x& O @
- .INESCHRRAM 0 ;指定 CHR RAM 大小(大小 = 64字节 << 计数)
$ j: X5 {! V- h - .INESCHRNVRAM 0 ;指定 CHR NVRAM 大小(大小 = 64字节 << 计数)
1 J% F9 @, q6 H1 B2 q - .INESTIM 0 ;指定时序 (0: NTSC, 1: PAL, 2: 多区域, 3: Dendy)
2 n4 f6 | D: K% }1 d& c - ;======================================================================
5 M5 J! t% K0 \$ I- `2 H& j7 k - .INCLUDE "fc_demo_config.asm" ;全局配置1 R. q- F8 v4 o
- .INCLUDE "fc_demo_constant.asm" ;NES常量
& L" L$ a6 S5 ~; }. x! o - ;======================================================================* A7 u" N1 Y6 q: J1 g6 m
- ;音乐配置
7 v1 H" ^3 k4 e# V: w l; _ - .IF 0 = MUSIC_THEME
, Q/ o- q9 u# f8 d Q3 o - .INCLUDE "data/music/Gremlin 2/config.asm"
0 r- f- _: w0 i - .ENDIF* j$ S* c" z: p% |! }3 c
-
2 r s- c$ p; F" J2 x; c - .IF 1 = MUSIC_THEME
* M/ Q/ u+ Y# c - .INCLUDE "data/music/Raf World/config.asm"; A- _' F2 B; \0 R& N% p
- .ENDIF9 r$ p+ c- e! n' K! l( g
-
: `1 I* g' [+ `7 N' C) ]1 m - .IF 2 = MUSIC_THEME
3 H# k1 A; D) N! h- Y) n- }8 j - .INCLUDE "data/music/Ninja Gaiden 3/config.asm"3 T" M1 u! B0 \. z' k: C% z/ o
- .ENDIF# q; ?. x- K% G4 x8 S" J7 `
- # @8 X- {) g! e4 C+ `7 m4 m+ l
- ;======================================================================6 N8 d2 J! s; A5 P% p6 G; x
- ;引用CHR图像数据; T/ S! X% `* p A$ O8 n
- .BANK NES_16KB_PRG_SIZE * 2
* l/ y8 \& x0 t4 W [9 [* } - .ORG $00009 e# J! X! c9 {* U+ J3 A
- .INCBIN "data/bkg.chr"7 H0 G# T; x+ T/ t5 w
- .INCBIN "data/sp.chr"
. z4 d9 U& c$ ^1 Y - 7 y" F& @# ~$ A" v8 u7 |
- ;======================================================================
9 X, `/ Y7 e% q8 l; P - .BANK PRG_DATA_BANK_E000 & BANK_DATA_MASK;设置程序所在Bank; t1 M+ ~7 L( Y
- .ORG RESET_ADDR
/ `, n# y; @. L5 h$ W - ;======================================================================
/ l, K2 N( {7 s) d - ;引用其他源文件
3 V8 a, X+ S9 a* w! g8 f - .INCLUDE "fc_demo_ppu.asm" ;PPU处理
9 @' _, D. }. U, f - .INCLUDE "fc_demo_joysitck.asm" ;手柄处理
. B1 T2 T5 T2 p8 l& k - .INCLUDE "fc_demo_static_text.asm" ;静态文本处理! Q5 z' x( o: C! f
- ;======================================================================5 V* c% a+ Y& S2 {0 e) g' y
3 E0 Z. U5 X% x ?% e% w( R- ;======================================================================5 _% q: J J0 ?$ S; e
- ;等待VBlank到来& z2 Q. T: J4 s) f4 V' \" u
- Wait_For_VBlank& m% h, w* e) _7 T! d+ u
- LDA PPU_STATUS+ l8 x# b3 C- ]: t3 t
- BPL Wait_For_VBlank' x4 F' B1 I& Q8 y `' o% Y
- RTS
( J9 R1 O1 |0 ~0 u% M - $ o: Z' e; U- t, a6 B, X& E
- ;======================================================================
, w* T D% p" A& v+ t- w/ z- C - ;调色板初始化9 ?- k9 o i$ [# d9 t# E: c1 d8 y8 {
- Palette_Init) K0 F: X% O# `3 r( q$ q
- LDA #$3F
0 T( j7 b2 c! |' T: h: J. A- t) C - STA PPU_ADDRESS* @. A7 U: b6 X! h% o* o
- LDA #$00; \1 f- ]7 |# y0 z- I/ ?" E4 X
- STA PPU_ADDRESS& ]1 i1 ?2 L/ ~, }( V
- LDX #$008 `8 f# }$ Z6 B; n l1 `
- LDY #$207 A! ~$ c/ C: n8 G3 N4 x
- .Write_Data9 y* p7 l" v" C5 L
- LDA Palette_Data,X
5 Y- G9 v% D! ~ - STA FC_PPU_Pal_Addr,X
& Q; F" k$ @# h9 R K - INX/ H" O& p: d9 Z8 W i
- DEY* N: ]6 ~# m) u8 P1 c/ y
- BNE .Write_Data
6 f/ g- _9 z+ l8 e( {: Z! l - .End
+ ?$ F# O! l$ Q& Z" k$ F" _6 Y - RTS
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: n: E: D8 _, I/ T# I- ;----------------------------------------0 j, k8 ~) F- a' U5 w E- a5 i6 N7 B
- ;调色板数据. b' Y: A& h7 U
- Palette_Data
/ s2 j, W% a: b" M k( L0 z - .HEX 0F 20 32 02 0F 20 32 0F 0F 20 32 26 0F 1B 0F 1B
9 E F6 _. y+ Z3 n2 U - .HEX 0F 21 27 22 0F 24 24 24 0F 21 21 21 0F 22 22 22/ a s% {2 J- N, e$ k1 V% z6 [- A# m
- ) s. [; R8 w, d' j. X- o
- ;======================================================================8 t3 R- S5 |( p4 W
- ;命名表清空
% P7 {' _3 K. B @9 k' E - Nametable_Clear
+ a7 p6 o0 l& x* n$ h. b+ p - LDA #$20" b1 q. `3 M" s7 B" O: ^. R
- STA PPU_ADDRESS7 j) n3 A) h, E# F8 k
- LDA #$00" e- B0 N1 s( v: R
- STA PPU_ADDRESS
" [* L# D; T* J+ o, f( P - LDA #$00; E$ K! c+ B& X8 f
- LDX #$00
/ ~( c3 F1 x7 }* Z" Q( N# m/ v - LDY #$08
( F, a' Q2 b- y1 e - .Write_Data: c# T! z$ ]; l' N/ _5 | [. d! p6 `
- STA PPU_DATA
* Z* ^* f, u3 U1 X+ u& F/ e - INX
. p+ P6 `% x W8 _: E - BNE .Write_Data6 O, R8 A$ H8 }7 X9 R- q( K
- DEY
s& b* l, i, ?3 y& p- _ - BNE .Write_Data" e# H5 L" O7 t7 F' H/ c
- .End8 Y9 D% v# X- t! ]. n2 [
- RTS
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- ;======================================================================
7 [- d, j8 D$ `9 T n - ;音乐曲目切换
3 K" f, t9 e! q- O% [- u - Music_Select_Process
" I( l6 Y$ P& A. i - ' B1 E5 N; W0 H& X
- .Pre_Music;上一曲
, Q! `$ O2 }' T; C; k& N } - LDA FC_Gamepad_Once4 p, w" n! g' {0 k8 k3 |- T
- CMP #JOY_KEY_LEFT
4 C5 H/ u$ }8 m1 ~3 M/ J1 Z - BNE .Next_Music2 X. T T) |6 V$ ?" f) X+ t
- JSR Music_Play_Pre6 f8 a5 o" J$ p
- .Next_Music;下一曲
2 r7 d7 r/ x! O2 _ - LDA FC_Gamepad_Once; O. H& E$ o; @
- CMP #JOY_KEY_RIGHT
+ m1 M# B+ g3 h b! Y - BNE .Next_10_Music4 x2 Q8 O& `7 _+ d$ `6 _+ q5 J1 J
- JSR Music_Play_Next: K$ h* s7 L6 L8 @. h/ S5 I9 v
- .Next_10_Music;上10曲1 E5 x$ x7 Y l$ I
- LDA FC_Gamepad_Once& w! S3 c* _* i. e% G+ S
- CMP #JOY_KEY_UP
3 j2 ]5 t- Q- n - BNE .Pre_10_Music
7 a+ [7 M# l# \% _# q+ g; Z - JSR Music_Play_Next_10
" v7 k' ]% i* H6 s" r* _+ d/ H) l - .Pre_10_Music;下10曲
6 f8 p. ]+ X* l/ A) o% q1 q - LDA FC_Gamepad_Once2 K0 a+ m! e6 X5 S; }
- CMP #JOY_KEY_DOWN3 c, n: a! P* {) ]. Y
- BNE .Reset
" U" w' q4 O( h( N - JSR Music_Play_Pre_100 s% h4 n) y) q
- .Reset;重播当前曲目, M/ F+ ?$ ^* C! Q5 ?' o3 D; j0 O
- LDA FC_Gamepad_Once* O4 l% V' [7 x' Q) L+ _7 X
- CMP #JOY_KEY_START+ `1 n* E; i: k, A
- BNE .End
4 x* ~5 e" X0 D6 s - LDA FC_Music_Index
+ y- ?3 U; ~: [) W( ~: p1 I' r- n - JSR Music_Init_Process: x4 @* |4 ]" d! }
- .End& h8 X. P" D" T
- RTS
/ x& x! R& I% q4 i1 p - 5 |4 H4 \/ x& Y1 d2 H8 B/ n
- ;----------------------------------------------------------------------
: @% j1 k" j [* K3 O6 l - ;播放上一曲
& Z$ B0 e$ H0 u: ~ - Music_Play_Pre
! [; O" s+ {. s - LDA FC_Music_Index
2 b H3 F m: `( h - BEQ .End
( K% W5 ^* h, v1 l# y, R - DEC FC_Music_Index) w+ L5 M9 K- B: \4 C
- LDA FC_Music_Index. A( z) g# Z$ _! k6 ~
- JSR Music_Init_Process0 w: h7 H, `* a
- .End4 X* v& V7 ^" x, g
- RTS/ g, v0 U- ^. [! \ Z- _- }/ c/ r
- ;----------------------------------------------------------------------
$ ^7 `: N2 H5 L' f3 i1 y - ;播放下一曲1 d; P/ h3 t/ |* m8 n' {! N
- Music_Play_Next
$ I: ^; n4 A3 C5 E. P - LDA FC_Music_Index( N5 {* T. l. r7 B0 q' I; J- k) }2 ]
- CMP FC_Music_Max_Index( x/ U+ V% ~* L2 Q
- BCS .End! S9 F2 u8 y5 E& \7 D) c% T
- INC FC_Music_Index
5 Y' L: ]# w0 \# q/ Y3 ~" O - LDA FC_Music_Index, _* O$ k9 |3 p, [& ^
- JSR Music_Init_Process
^2 ?* w, T- r - .End: n) l# c: r3 S9 _$ q1 Z+ V0 [( _# B6 f; Q
- RTS
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- ;----------------------------------------------------------------------9 w9 V# p0 v7 e ?1 T) E
- ;播放上10曲
6 H4 z' ^* q) Q - Music_Play_Pre_10; }8 N4 a' N# {+ t3 X$ P6 s
- LDA FC_Music_Index+ @& x7 r; ~. t
- BEQ .End
- ]1 U L2 O5 p# u; G+ f - SEC
" ^$ G2 h4 ]2 H7 | - SBC #106 A* V% ~4 [2 R q; o/ S/ I7 @
- BCS .Pre_10* F8 P% G. f( z4 I+ d
- LDA #$00# T3 \' Q4 b! ?" D& k: n
- .Pre_10+ k+ g: o: X' h0 b: h% U' {- u
- STA FC_Music_Index/ R F; O( T8 K
- JSR Music_Init_Process: p* k/ b) N3 ^: S; q: i8 d
- .End
" r" Y5 e6 p% R1 A - RTS
( M/ y& z" w- V- m9 Y* Q$ L - ;----------------------------------------------------------------------
1 b; R' R* o) u' r - ;播放下10曲
5 \) ^- |2 g. e9 g - Music_Play_Next_10
6 Q3 T* s0 a. x' O2 [0 O' d - LDA FC_Music_Index
[+ ~ U& R: E9 u - CMP FC_Music_Max_Index- v* `$ u- l7 \
- BCS .End
# i0 _" C1 V! B$ Q/ {- `% X - CLC1 _' D1 M) ~' f! |5 [) }2 A
- ADC #10
! p. b5 [0 f, H1 u4 w9 L4 P - CMP FC_Music_Max_Index: I8 u) D0 N9 r; x/ t1 `
- BCC .Next_10) U6 t# X) w, @$ y/ e' M W
- LDA FC_Music_Max_Index+ D$ B" \! Z) e1 L3 t; U
- .Next_105 d- x; ^) ]: n: L M4 E
- STA FC_Music_Index
/ z! C7 Y0 L* N$ _! Y( w - JSR Music_Init_Process7 ]2 q% a6 f4 ~$ s
- .End/ f9 x/ L% e" h. H+ J9 D, x
- RTS0 J q) ?+ I) g& H
- u" R K2 Q' t& n" p) c- ;----------------------------------------------------------------------
& q; |8 `. n Q2 X1 p6 i0 L - ;8位十六进制转3位十进制制- [* P: j4 R! r- B
- Hex8ToDec
3 l/ f7 a; A5 Q2 }7 E) f - STA FC_Dec_Data_1 D$ F' i* {# V" T+ C& m8 d
- LDA #$001 }" ]% d. h- m/ j8 Q2 U0 k
- STA FC_Dec_Data_100
0 a4 a$ E1 c6 r - STA FC_Dec_Data_10
! _( U+ T( W O$ F# j# | - LDA FC_Dec_Data_1' Z5 ]: y: y9 T( L9 H* [8 J i
- .Convert_100
- @, }6 K) [6 P, e - CMP #100
) q2 T" f- c, O; b% u" A - BCC .Convert_109 \; F9 P) @$ q9 S
- SEC
5 M& d8 u a5 I& m - SBC #1000 |* ]4 Q- b6 T( a# d) p! v
- INC FC_Dec_Data_100% B* \# R: C" U& k# ?
- BNE .Convert_100
9 T* x9 g9 x, j" d" x2 D* y8 A - .Convert_10
4 K0 G5 C) w5 e/ z6 Y - CMP #10
$ L7 T) a7 B. X3 _ - BCC .End8 G. U A! y7 X
- SEC& y+ A2 I& {# Y5 `& K2 x1 f$ k( ?2 _: I4 H
- SBC #10( ~$ d- j7 D! c0 J8 U. ~
- INC FC_Dec_Data_10/ H/ ?6 P7 v. k& [' S
- BNE .Convert_10
, E# s& D( d/ v& J - .End* v$ h* ]& Z7 z4 A7 A% Z; T
- STA FC_Dec_Data_1. ?( h3 K8 q; e6 F" P( P' d+ s
- RTS! P( m0 A0 W1 ^
- : W+ p3 z+ z5 U- D
- ;----------------------------------------------------------------------* i' C+ \4 `7 a# ~0 v. ?1 V K
- ;显示曲目信息, D5 @5 l0 b0 q2 y4 m8 U
- Music_Info_Display4 n' }- b. A5 d2 \$ } x- }& }$ V6 j2 v
- LDX FC_PPU_Buf_Count
) m5 a8 [5 Y6 d( d8 i" b0 V - LDA #PPU_WRITE_MODE_CNT_LINE* Q/ J$ v9 ]8 p5 |) e" A
- STA Use_PPU_Buffer,X
# i ?6 [; w# I0 X - INX9 y7 m2 H& @' o- v1 d
- / g! P! n* V% Y, y8 E5 L9 m
- LDA #>MUSIC_INFO_POS9 i! I+ [. ^: [0 H! w
- STA Use_PPU_Buffer,X3 T" _/ `9 i5 d. f5 ?
- INX, I. [2 q# N" d& T" y& ^
- 5 \' T0 R, L+ o% G. T
- ;居中/ k" ~, C. X* @# E9 ~$ H3 @% j5 L8 [
- LDA #<(MUSIC_INFO_POS & $E0) + (32 - 5)/2
% l7 i1 j4 \$ P+ H1 X - STA Use_PPU_Buffer,X! M- j' T: T/ I: h! v; k
- INX. J3 w' Z3 h ~, `
-
0 t) c- ?+ c7 _. ~ - LDA #$05( [" U( n0 a$ ^) W+ ]$ s! O
- STA Use_PPU_Buffer,X0 W! t3 R$ G) l
- INX
) a% q$ x" K) P0 M0 m: f- B A) P/ r" ~ - 8 e8 I8 j$ Y: w! E
- LDA FC_Music_Index
1 I4 B( S. A7 g6 f: i+ }! j - CLC
G, W% }, h- w9 z - ADC #$01
( y+ I+ U7 I2 A - JSR Hex8ToDec+ q% }6 I p% ^6 v% M4 K- x4 h8 X, R, c
-
: f4 M; P6 _4 r - LDA FC_Dec_Data_10
5 L: k" H- h1 [) _ - CLC, e8 L, Z/ |% Y# v w9 |/ T( c
- ADC #'0'
$ F+ X2 Y# Z% g! w7 c8 M6 e8 D - STA Use_PPU_Buffer,X/ \) W5 U9 `8 `5 _$ O
- INX
1 F) f Z( H! j - 0 s; l* r- Z" R+ _& z; T: d7 J& a
- LDA FC_Dec_Data_1
/ B% U' K) T* @0 C - CLC) J. ^: _+ M4 I
- ADC #'0'& |* f' \/ w( k4 l1 b) [; O: ] I
- STA Use_PPU_Buffer,X
) U2 ~' Q+ [" s$ M& b- [5 u - INX
/ a/ o: H% L! I5 i+ S -
2 l T3 s Y& H( }, X, ?* B7 V - LDA #'/'
! M' Z8 A0 i- m# ~0 @/ R! z) B - STA Use_PPU_Buffer,X; g0 z; `6 a% N. ]- [
- INX! c) Q$ t$ K8 N& k/ m2 @
-
, ^! e" B* Q/ E* Q" { - LDA FC_Music_Max_Index
" \; ]7 O( `6 H( m# I- e N$ b - CLC
1 i P- d1 w c - ADC #$01$ P# }' g) Z; q9 w4 x: [. C- f
- JSR Hex8ToDec
" C! M% ?: r$ n" C: s5 g K -
( t) }# u% k# b) u- o7 z. x. m - LDA FC_Dec_Data_10
* p+ Q1 \+ M- ?1 { - CLC$ S8 p2 T6 d( F* ~
- ADC #'0'- o6 V4 `& A+ z+ ~
- STA Use_PPU_Buffer,X+ i9 k8 r. H0 F4 r/ S% g9 i- F
- INX& @2 |, y- T7 J5 x/ j+ v5 ]1 i
- 9 k- G% \( r. u3 q0 r+ S$ E
- LDA FC_Dec_Data_1
* V! Z" s" S4 |1 P' J - CLC
% A& z; C( M# K& y+ P1 | V5 s - ADC #'0'; [2 V5 ]. c' C8 c
- STA Use_PPU_Buffer,X- j. @4 j6 ~! i) i% i1 T. f! Z
- INX
. j' E. f0 [" v1 R0 V4 m# c& E -
9 ^3 t* D3 K) D8 f+ K - .End
: a9 J B" ~6 W# K& J, v: z - STX FC_PPU_Buf_Count2 u3 W" O( D) N2 }7 f
- RTS8 \1 ? E) i' t; M
6 i7 Q7 W9 }+ g$ c8 v7 D: W. w- ;----------------------------------------------------------------------
- q \# e4 Q$ L# T. m6 E - ;音乐曲目初始化处理
: t* ?* v& [% }7 X0 m8 z L% ?( A - Music_Init_Process
6 G$ z; E: P2 @( U - PHA
$ x" D6 o' K3 {# f3 i - JSR Music_Clear_Process
) `* g* m- e. w6 T7 w- x - LDA #$1F! Y( R9 `5 ~& C
- STA $40150 A& J$ Q% ^* O% u* i, b0 ~
- PLA7 j! M1 z& \+ n' C+ g
- JSR Music_Init_Addr
9 N b* A' {+ B6 u- G/ M - JSR Music_Info_Display( i- e K q8 r% b! f9 j
- RTS
8 M$ G, e! x2 X Z/ ^$ ?9 u
! _* y& n" W) s7 {/ Y/ q- ;----------------------------------------------------------------------
" p7 j) i. Q; R2 h: }4 @6 n6 j - ;音乐播放处理- J" @) R z$ D$ S( \! a, i+ A
- Music_Play_Process
2 ?: F0 X, E0 ~ - JSR Music_Play_Addr7 F7 D! a+ c3 R* Y" y' L' U5 x1 f
- RTS# M, |8 r1 e3 A n7 m `
0 f; @3 ?' C& M9 l" Z- ;----------------------------------------------------------------------: X4 ?4 g" d. u
- ;音乐播放处理
% p% ^% P& A; `; H: w! m6 W" W - Music_Clear_Process% G5 Y7 g1 W( Y- j+ X
- .IF Music_Clear_Addr& Z: s5 F+ J- g2 {
- JSR Music_Clear_Addr
7 ~9 F a* ~+ P" b1 ?' f1 t. u - RTS! C/ ~. ]6 W9 @( X; e$ H6 s& t
- .ELSE2 |: W! o5 O) X" y' C% Q5 Y9 ^* N# N
- LDA #$1F4 w1 k1 X2 v: Z: v! j0 Q
- STA $40154 u; _/ S* s9 l+ W8 u
- LDA #$00! E- r9 f' g4 }3 J/ R0 }
- STA $4010
0 m: v( q2 [2 l/ c3 p, f9 I - LDX #$00* {* w+ w: |9 P: y+ {
- LDA #$002 R- k9 j0 ^) o6 b5 p, O+ j3 `9 u9 N
- 1 E9 s' a4 I+ @ }- d6 ?' F
- .Music_Clear_Zreo_Page_01 e0 y U" P3 x4 s) G
- STA $00,X: H" D# p8 O: t* [1 p, y4 u6 ~ R9 b
- INX
" P9 p; q+ C- I" J% h* f+ { - CPX #Use_Zero_Page_Begin
& ~, N0 a: [$ z# ^3 ~! {5 O# g - BCC .Music_Clear_Zreo_Page_0
+ T8 \7 A: S/ M5 ~$ A -
8 G$ O; ^. g+ o9 Y - LDX #Use_Zero_Page_Begin + Use_Zero_Page_Size
0 [ h1 l+ Z F5 K. r: o - .Music_Clear_Zreo_Page_1% B3 [6 j. `) e: j# Z
- STA $00,X, M' @3 B8 x+ L% [
- INX! s1 d6 `6 m4 S& o5 F
- BNE .Music_Clear_Zreo_Page_1
, D, e! j1 b* {* ^5 m -
! _, E9 O5 t# ], u2 B8 X - Music_Clear_Process_1
6 |! c2 d2 K1 J* j# ~: g* e3 x - STA $0600,X. z, }! K5 o! u) ^
- STA $0700,X8 {" s, e& \% n; ~
- INX7 f+ x$ k' B2 \1 ^. V$ C+ \
- BNE Music_Clear_Process_1
1 Y* J* M- Z+ i1 x, i - LDA #$10
" B: [6 T( i, P& C- _ - STA $4000
% [% e& }/ }/ H/ T Q' y1 K* { - STA $40048 L- `2 M4 a) h% Q
- STA $400C
7 w: s% t. W! f& H$ l - LDA #$00
2 m% M4 s) R' J( H! x - STA $4008" o% W+ b% @$ v& Q$ R# H/ t
- LDA #$0F
; b- ~: L9 V( K" ?2 X- M+ f. S - STA $4015
0 Q" t% i# u8 X - .ENDIF
& ^1 e. K4 K. d2 _ -
- B; F$ b4 N7 D- I - RTS3 x7 O: C0 w6 {, k
- 6 x: @5 m! U1 G" ~2 ]* [( r
- ;======================================================================
- F1 X, n7 T/ I. H8 s - ;重启处理( p; E# a0 ^8 h8 `3 j& v; z
- Reset_Program
, P* w! X0 J3 x8 T3 Y - SEI
7 z# o8 X3 E5 h' G- Z - CLD% p! r" b' N% y0 B7 H
- LDA #$00, m" B" @. w+ ?1 e6 S" q/ |
- STA PPU_CTRL5 E8 ?1 ]6 F$ R/ u2 d: E
- STA PPU_MASK
1 r0 R9 ]- ^9 N: R; I, I - STA JOY2_FRAME7 `" F" y7 P) S/ {1 l( N
- STA APU_STATUS2 u3 I% Q& b! x( R( [
- $ I z" }1 t- B& A+ u+ s5 k( y
- ;等待屏幕准备完毕0 b! p; O8 p, g( e5 j% M; f
- LDX #$02! q R r- q% F1 e, i9 [
- .Wait_For_Screen_Ready: ]& R2 C6 Y+ r8 _6 B; @
- LDA PPU_STATUS) ^# `, ~3 u2 q3 }* d9 {4 H: |
- BPL .Wait_For_Screen_Ready
0 Q Q. O, E+ h |% R5 q - DEX
. Z0 h- `6 p! a: Y - BNE .Wait_For_Screen_Ready
X5 X( v w9 M% o6 N: ~8 c5 W -
9 F5 m9 c3 Y- M* K/ { - ;清空调色板
: J4 L: D9 n: t9 A/ X& U5 ? - Palette_Clear
8 o# E) s* W1 d! p+ E: r; b - LDA #$3F( F, @3 H" n6 _: C
- STA PPU_ADDRESS
+ A0 ~1 M- v) }8 N' ^ - LDA #$00
, F# _1 A$ n$ x ?) g; O - STA PPU_ADDRESS+ _/ a' g6 q4 Z1 \* C6 y0 x
- LDX #$20
4 w" K3 X) G' [ E) I# M/ I - LDA #$0F
* V$ E+ \9 K# _' L3 p6 T) } - .Write_Data) n; A1 X. s0 e3 A5 K+ E
- STA PPU_DATA
- h( c2 z, `; z# F/ Y/ _6 P8 | - DEX; [8 k1 u4 J; b
- BNE .Write_Data
5 |# Q; Y' W+ Y+ F
0 e% ~! U: m( B7 k5 S! w; s6 `- ;清除声音 $4000-40134 P6 h- B: o) b2 u" }' e) s
- LDY #$14# Q- {# P! s# W' g
- LDX #$00
% G; j( {2 D1 H- K" J9 }4 | - .Sound_Clear: ~# O: u- w! P/ O$ B6 k9 j
- STA $4000,X
; y# N9 ^0 U' N- R - INX
h% i1 o+ w# S+ g" K% L k! ]' e - DEY
( A$ M$ y6 u1 u, K7 G# x) r! Y - BNE .Sound_Clear
9 G3 `: N& a# ]7 c1 a) k5 @ -
* S# d q: Z2 N: R, m - ;清除 RAM $0000-07FF
2 T& h8 S2 j3 A, w: ~ - LDA #$00, d \5 p+ o/ L( g4 S4 d
- STA $00/ Y% N$ U- l& l2 U
- STA $01$ y' H1 b. _+ K) U
- TAY" |! ^4 X9 x3 r) T/ i1 z/ n
- LDX #$08
5 j A& Z: E, \1 |+ p - .Memory_Clear
( b/ L" n3 W0 m - STA [$00],Y6 x' G/ d* f# i4 f. N+ R9 C
- INY
" `. f% J2 G* A. h8 X3 ]2 D# C1 q - BNE .Memory_Clear
8 y+ J8 l" r8 Y& F% y7 c+ ^4 V - INC $01
* B5 J' V, i( n; g) K$ H4 N - DEX
8 H! e ^' ]8 H- H" W - BNE .Memory_Clear
7 o6 @8 e3 k! j9 S: C' H q! v - \# i: W2 [" p2 o, {$ R# }
- ;精灵缓冲初始化1 b2 {/ R8 x/ z2 R% X- _% }& L
- LDX #$00
) s0 a" _! g3 a6 S- E - LDA #$F8* Y" `1 M1 W" I7 L! t
- .OAM_Clear0 K4 a+ i q; v" i* T* f3 c
- STA OAM_DMA_Buffer,X
8 q! h# u& ]* o0 i- Y - INX( V+ I* a1 j* D) z" X. c. b( o
- BNE .OAM_Clear
+ W( V4 {, C! G; ~! m% u( O! j+ \ -
7 e: C5 f1 _+ L$ ` - ;栈指针初始化
. @+ u9 W; t8 e1 n* q- Q) h - LDX #$FF! x+ _5 x- s+ x, C/ P) i. F. m/ I8 p
- TXS" J; q9 A$ }) w) z6 d1 h$ ]8 H
-
$ p+ H I1 Z0 j+ O3 b0 g - JSR Nametable_Clear;命名表清空
|7 Q+ ^6 d; F/ F5 ^ - JSR Palette_Init;初始化调色板缓冲6 M! v* \% ]1 V+ Z, R3 R I5 i
- JSR Static_Text_Init;初始化静态文本
+ b! V+ k r; h0 o! P - 0 I/ b0 k" e8 k' `, ^2 J: Y7 c" K
- LDA #MUSIC_ITEM_TOTAL - 1$ o0 o! p9 b; I( x& E* E" r
- STA FC_Music_Max_Index
! d; ^/ f! |7 G0 r -
7 ]- ~1 q8 c0 |$ h7 B - LDA #$1F
' A: X2 T, Y! a/ o - STA APU_STATUS8 l! m* B0 \8 \$ V8 ^6 w& h
- LDA #MUSIC_BGM - 1& u! ?7 U0 C( }5 v
- STA FC_Music_Index" R+ P; Z- s; f
- JSR Music_Init_Process;音乐播放
8 ~1 a. a4 Y% M" z8 J! R& V3 o -
$ }3 \& }3 ]" k6 S - ;设置屏幕显示状态缓冲(当NMI处理时控制屏幕显示状态)0 @9 L. d, b0 _ g
- LDA #$1E0 V3 v; H6 P h z( I
- STA FC_PPU_Mask_Buf9 z: q% n4 l3 n
-
8 I& \5 z2 K1 W, U1 b' T e; v$ ]5 F - ;启用NMI处理$ w- t. J) E6 W6 j1 V
- LDA #$806 L8 D1 V+ d. d% w
- STA PPU_CTRL2 Z1 u$ q( |, }, {. |
- + G; U, Q. m" j; m
- ;程序循环, 剩余工作交给 NMI 中断处理
; h6 |- n+ n4 O: ^/ E. C5 \) Q - .Loop! H* Q$ z" n% A& D: E: j0 d
- JMP .Loop
0 n; C1 I0 A5 p8 @6 X - & b( i# ~7 z' C) g
- ;======================================================================/ A7 p4 J; |/ l$ }: b
- ;不可屏蔽中断处理- K/ i8 F- M7 b
- Nmi_Program
6 F. C4 [( |! j9 T5 P4 Y - PHA. E: Q+ J9 A4 S
- TXA# a- ^& x6 ]. X$ K3 G# L+ Q D
- PHA" G& e4 W' q" y& X I; d
- TYA
9 N6 X+ }0 |, @$ c. O7 \ - PHA! a: Z% ?6 B1 X% V
-
- f3 Y& p# [, w% I# ? - LDA PPU_STATUS;读取使得 PPU状态寄存器复位% K% `7 r4 ~9 K7 V- R+ K3 ^# L' u
-
( B- L$ X9 q. m* c - JSR FC_PPU_Procrss;PPU处理6 P7 a- Q6 W4 Q) ]. T6 ?
- 7 P2 |7 w/ W; Y) v ^: R+ {) |
- ;精灵内存更新% g2 q7 g* b C2 m, w4 F& Y
- LDA #$00
1 w" s- J0 T0 j7 [ - STA PPU_OAM_ADDR
9 C) J; z! \3 j7 l - LDA #OAM_DMA_Buffer / $01005 F) V# r$ ~7 i
- STA OAM_DMA
3 I9 a z3 f% {, i - 4 x- Q1 h9 I/ l) x
- JSR FC_Gamepad_Process;手柄输入处理# F$ |* m, E% ?
- JSR Music_Select_Process;音乐选曲处理
/ S+ {2 \, k2 r' Y/ \ - JSR Music_Play_Process;音乐播放处理
# b( e" y- y9 t( |" t- W - ' I+ |2 g2 N2 b2 ^0 F; n- p
- PLA
+ V) n. A9 g; i% u - TAY
* K+ { U$ F6 K - PLA
% s0 d0 ?) u% e- b0 { - TAX# n6 Y; x1 Z: c# b2 x6 ~
- PLA8 s g1 M& W- J y
: d; {8 @, W( X3 J. ?" A/ I- RTI% j) G# j) J1 o# G* S
& y) `2 l* \: @6 P- ;======================================================================' E+ Q ~0 B6 q. G% d2 h- |
- ;请求中断处理1 D; }* e) F" J- Q! l0 j6 z& L% C
- Irq_Program
3 i" V" L( z& g, H: m - RTI
$ J$ J+ |5 A5 p, x9 @3 d - ; C& @- s1 d2 u) k
- ;======================================================================+ ?' R% N$ J, T6 q9 i' b
- ;中断向量表
% W- H, N) a! n8 t' N9 u3 D+ e - .ORG $FFFA
, n- `+ L, `& ] - .DW Nmi_Program ;NMI触发时执行
6 h- F/ n, [' N, b/ d - .DW Reset_Program ;载入ROM时最先执行
5 S7 C" r* q1 W' |% K" O8 O - .DW Irq_Program ;IRQ触发时执行% s9 n- m y3 [. \
复制代码
- @9 i1 j) s) R% i# t6 v* @5 g+ R3 |0 P/ D( G W4 o
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