|
|
这是个 nesasm 3.2 入土教程, 感兴趣的可以研究下
" [; f# ^* W- J& z& ~; J" v7 `1 d, q# O# A
0 _1 n2 g! a- x3 z- d以下是主框架代码:% A% Y1 b. C. [7 z5 w3 E4 j
- ;======================================================================" r8 e: D/ e* h0 }' m1 Q
- ;文件头' r, F! ]' o+ J+ b) s( B3 w; O
- NES_16KB_PRG_SIZE = 8 ;16KB PRG大小数量
; C- h% X7 i) L9 H ^ - NES_8KB_CHR_SIZE = 1 ;8KB CHR大小数量+ m3 f! W. y$ r" ~- E3 x
- BANK_DATA_MASK = NES_16KB_PRG_SIZE * 2 - 1 ;bank号掩码& [; U( }: r/ h4 ^ G
- ;======================================================================! t( y* H& u" t" D3 V& b
- PRG_DATA_BANK_C000 = NES_16KB_PRG_SIZE * 2 - 2 k7 b; [& h C! ?4 f5 Z
- PRG_DATA_BANK_E000 = NES_16KB_PRG_SIZE * 2 - 1$ R0 H" \. ~# U/ f. Q
- ;======================================================================
) M9 M$ ?$ ~& Y+ d- O6 P2 u - RESET_BANK = NES_16KB_PRG_SIZE * 2 - 1/ M. [- U1 G& j1 j' w% ^
- RESET_ADDR = $E000 ;主程序起始地址
& g! ^1 q% K h$ `- a! ~/ ? - ;======================================================================
& _3 h2 a- [( L) Q - .INESPRG NES_16KB_PRG_SIZE ;16KB PRG 数量, $01-$EF8(1-3832),即16-61,312 KB6 _0 w6 K- ?5 V1 ]) g I. j
- .INESCHR NES_8KB_CHR_SIZE ;8KB CHR 数量,$01-$EF8(1-3832),即0-30,656 KB
0 @3 m* c' J% F) n& ^ - .INESMAP 4 ;Mapper号 (0-4095)
7 R0 J( J( f- r. D, Y - .INESSUBMAP 0 ;子Mapper号 (0-15)
3 z( O0 X, m: F: E) ` - .INESMIR 0 ;命名表镜像 (0: 水平 1: 垂直 2: 四屏)) g. d) @7 b8 q5 c$ x
- .INESBAT 0 ;指定是否存在电池备份 (0: 不存在 1: 存在)7 x2 z, u2 b% S+ K! ~
- .INESPRGRAM 0 ;指定 PRG RAM 大小 (大小 = 64字节 << 计数)
* {0 `, E) w: o* K; a% L - .INESPRGNVRAM 0 ;指定 PRG NVRAM 大小(大小 = 64字节 << 计数)& [* Z. Z- s" Q
- .INESCHRRAM 0 ;指定 CHR RAM 大小(大小 = 64字节 << 计数)/ }: c5 @. }6 K! Y' u
- .INESCHRNVRAM 0 ;指定 CHR NVRAM 大小(大小 = 64字节 << 计数)& y, N' [4 D; M( w5 U. h7 {( k
- .INESTIM 0 ;指定时序 (0: NTSC, 1: PAL, 2: 多区域, 3: Dendy) T5 d) A1 U3 f+ ?% G+ ?8 c
- ;======================================================================
, ?* \" M: m/ q; a j# j1 r- e$ G - .INCLUDE "fc_demo_config.asm" ;全局配置
& {- R+ D1 \1 Y f - .INCLUDE "fc_demo_constant.asm" ;NES常量3 ?- x q# o) n
- ;======================================================================
# m# `" k0 F& Y - ;音乐配置1 F1 C; b% d6 @7 y/ G; S
- .IF 0 = MUSIC_THEME
- |( D4 Y% A Y: U9 A1 j( d - .INCLUDE "data/music/Gremlin 2/config.asm"
! E! n. F0 B2 f! m0 \ - .ENDIF
9 N7 P* \% U" }: ~8 g5 V - ! k" M: \$ i8 J9 R8 a
- .IF 1 = MUSIC_THEME `3 Q# E; ?3 D: m8 K; [' L
- .INCLUDE "data/music/Raf World/config.asm"
& Q Y+ a( f: b& {+ D& c3 v% C$ D - .ENDIF0 R+ c) C' @" C4 {
- ; Q U- K' u( T; ^
- .IF 2 = MUSIC_THEME
9 }2 R6 P! s! B - .INCLUDE "data/music/Ninja Gaiden 3/config.asm"
1 P8 ]; i$ o! B4 u' C2 ~. }: k - .ENDIF# I" n' D9 _% \
! D7 _# _ @; F- ;======================================================================
- c+ @/ e. {# b, j - ;引用CHR图像数据 ]) f8 `' K% n& ^6 \1 I$ o) l
- .BANK NES_16KB_PRG_SIZE * 2
4 v: x9 J, i% |+ e - .ORG $00005 c, f5 {8 ?0 i( P* S
- .INCBIN "data/bkg.chr"* R: h. L/ k4 D) i# j4 P
- .INCBIN "data/sp.chr") K7 D" A- E6 Z2 f# x- N
- 4 J) r5 S0 u7 O' j, w
- ;====================================================================== M* w3 l( A* R
- .BANK PRG_DATA_BANK_E000 & BANK_DATA_MASK;设置程序所在Bank; d7 o9 `- E/ P/ ]& m! e& K7 F. }$ Z
- .ORG RESET_ADDR
8 t6 D' o, F) B' M - ;======================================================================
4 ^ A1 q) H7 W% m7 O& Y$ D1 q1 `7 w - ;引用其他源文件
' [4 U2 D' t0 G9 k0 N1 u9 h. K/ T+ U1 ] - .INCLUDE "fc_demo_ppu.asm" ;PPU处理3 E7 @, v* U! @5 g& W+ \
- .INCLUDE "fc_demo_joysitck.asm" ;手柄处理4 R5 H. M" E ^6 x# G4 { @7 m
- .INCLUDE "fc_demo_static_text.asm" ;静态文本处理% p9 T9 U2 X, D( d
- ;======================================================================7 }' b/ A5 N8 Q; s4 u7 Y$ M
- $ r# I: x. H! B# j8 b* y5 {* D
- ;======================================================================, t4 Y1 j1 L R8 l7 q+ p
- ;等待VBlank到来
7 k( C( X: n {" F7 C - Wait_For_VBlank
; D Z8 G# {' h/ ~( b$ R - LDA PPU_STATUS
) R2 {4 r# \7 N C0 h - BPL Wait_For_VBlank% V n6 n! d. t4 `2 K5 T
- RTS6 U- v9 |% a9 \+ u' k
0 H8 p4 O6 F. E. H0 {+ a- ;======================================================================! h3 W" ^9 G# W3 S4 O
- ;调色板初始化
4 G. |7 ^& M! V+ B) K4 e, ~ - Palette_Init
& s& `5 p) {4 X. J% k3 e! p0 I# y - LDA #$3F* x! a+ R" O* I! L/ k6 W* N
- STA PPU_ADDRESS
( z1 a, n' V ~. X- ?. a; i - LDA #$00
1 m& W1 {% e0 ]( L - STA PPU_ADDRESS
2 [7 z x" Q. F2 U7 r9 Y - LDX #$00
3 {8 V" s$ t/ `- p - LDY #$204 E- `/ n( c7 J1 B! q" x& V5 s7 h
- .Write_Data
; G; I+ c% A! k0 q5 k8 e - LDA Palette_Data,X
7 q8 f R6 {. |) K, z) v. j - STA FC_PPU_Pal_Addr,X
7 V. R5 ?1 z: l; ]/ `5 W( u - INX
+ v) f+ P2 p9 E5 {( V - DEY& f6 i9 p4 a1 S) b, Q% C* `
- BNE .Write_Data. n# ~7 s; r) {0 ?# `6 @
- .End
. x# J" g0 ~' {, M3 w; N G0 d: P. x - RTS
. g! _4 U+ M4 z8 G
# q9 o/ ?, P8 D/ {' @6 K* p Y- ;----------------------------------------% m6 [' }: d( R
- ;调色板数据& M, ]9 s6 M' b, S
- Palette_Data& H7 u* l8 p; ?9 n) I% e' u
- .HEX 0F 20 32 02 0F 20 32 0F 0F 20 32 26 0F 1B 0F 1B3 P5 q7 T% a! z& `# k" c1 M$ E! x
- .HEX 0F 21 27 22 0F 24 24 24 0F 21 21 21 0F 22 22 22
& N$ y Y6 _4 i% L3 N1 I( B/ }6 d - / e2 T3 A& t6 @" \ H* Q
- ;======================================================================
! Z# F! J3 K3 P1 M - ;命名表清空
8 o& b* ?8 k4 ?( R3 d - Nametable_Clear
3 M# |1 D: }3 N - LDA #$20! i. z" C/ }% W3 T+ o" B
- STA PPU_ADDRESS/ o. D( n% ]/ x, A& M2 B
- LDA #$00
6 z4 u. N; |) N' C - STA PPU_ADDRESS7 J* P2 T w" ^3 x2 ~- o
- LDA #$00, B; O2 J% @% X4 y
- LDX #$00
7 N$ ?) ?# `/ T: N - LDY #$085 |- j& u/ j$ d& _" c
- .Write_Data$ F: W. U# o2 }# j# a( H E& K
- STA PPU_DATA" |5 x- t# I) L7 A) }. q! |
- INX
$ ?' F& N% C8 q, y, N" w - BNE .Write_Data* J i& f3 l& z& c" {/ B1 d. y
- DEY- i) D) C0 j* `, j6 u
- BNE .Write_Data
4 x- o/ H9 X+ B, w/ p% v, k# Z8 C5 \ - .End
: J ^; V3 Y# x( c1 \* Y( ^2 K - RTS
; B0 y$ p$ z8 f' |. |/ g - 8 ~& K% ~" u, `& U; A6 G
- ;======================================================================" J- z8 k7 ~6 h) L1 V- s" v& A. @
- ;音乐曲目切换
+ Q( M9 _0 ~$ T' V) R, w) i4 O - Music_Select_Process
* _, n$ k! T- M - , r6 r1 Q8 K+ f0 t# F5 v
- .Pre_Music;上一曲
( ?2 K* V: G3 r) O; [ - LDA FC_Gamepad_Once
, ^3 l4 r1 B3 s6 |8 |9 {' l - CMP #JOY_KEY_LEFT' t$ z' @: @! b- g; ~
- BNE .Next_Music
( G% W. y- X) c) V - JSR Music_Play_Pre. ], ?8 k2 R7 V1 v" d
- .Next_Music;下一曲% C! K% Z* ~: f6 _0 z& {; b8 U1 H
- LDA FC_Gamepad_Once
' ]; a' H% k6 X& d: {3 R - CMP #JOY_KEY_RIGHT" q/ ~ |* w, q8 ?+ y' ~3 ?* Y
- BNE .Next_10_Music$ s, W% c0 F- c" o5 U5 B0 S2 S
- JSR Music_Play_Next
( j( o8 l) |! K - .Next_10_Music;上10曲9 c' z. x, e2 m$ Q5 ~9 [
- LDA FC_Gamepad_Once
9 z' U+ |- |: d$ j4 m - CMP #JOY_KEY_UP7 Q% c0 g- K# C0 {
- BNE .Pre_10_Music
9 l& w' q/ _7 b - JSR Music_Play_Next_10
1 e( ~8 ~! w' I, k - .Pre_10_Music;下10曲) j0 c$ P2 y3 ^# T& w w
- LDA FC_Gamepad_Once
6 n& x1 e" T4 z) U, k$ J3 h" Z - CMP #JOY_KEY_DOWN
6 f: s% q/ j8 r, M0 }, n+ B - BNE .Reset
+ U# C, c3 c& @( E - JSR Music_Play_Pre_10& v) \. ?6 O, `; W% {
- .Reset;重播当前曲目5 H9 j, I( S! x! q
- LDA FC_Gamepad_Once
7 T+ _& _$ \9 E. W4 N - CMP #JOY_KEY_START
3 q& n6 T) }$ O7 ]* H+ ]( ~* w$ [ - BNE .End
$ y2 x: c: h" Z" V9 g - LDA FC_Music_Index
m0 m! q* R3 t& C - JSR Music_Init_Process
* D: E0 v$ I* _" F, X3 [ - .End. `3 z# w' h5 S& \
- RTS/ j% p0 }/ D$ U* b9 v2 ]
( J- T# k: Y- q. ^& }1 C0 D; H. U( F- ;----------------------------------------------------------------------
3 X+ E# W7 w: k: H* G8 [ \ - ;播放上一曲$ k+ @/ I$ h" J
- Music_Play_Pre
3 F! c. C4 p, J - LDA FC_Music_Index$ s7 s' Y3 V. m
- BEQ .End9 }, a7 @* G& n, X* F9 k
- DEC FC_Music_Index
$ T: n ]* I/ b6 @; O# I0 r' ~ - LDA FC_Music_Index" L& }& H8 K5 h6 x6 R& J
- JSR Music_Init_Process
- i$ ?- U4 }: v - .End9 d* ^4 Q+ p( x! V
- RTS8 F5 @! O) n' F- Q
- ;----------------------------------------------------------------------1 |6 [* s$ I/ E1 h
- ;播放下一曲, J# ~% f. y) q! _% U
- Music_Play_Next
# Z' }+ W- a$ Y" S - LDA FC_Music_Index5 [$ X, S+ o9 {+ ] v P- r
- CMP FC_Music_Max_Index" }' m: C3 [4 x
- BCS .End4 _/ a* Y) |2 A
- INC FC_Music_Index
2 ~" [; `0 b' O2 t- g1 b - LDA FC_Music_Index& h' H$ {" l: k+ b6 G7 u( K8 X
- JSR Music_Init_Process
2 D9 ]: W( [& m" V% \ {" Z - .End( x) H- T! L5 Z, D: d- p( `! K- Z* x
- RTS
- }, U4 Q: b7 u6 J - " w$ ~. K; I. w, L2 h, j, d
- ;----------------------------------------------------------------------0 @: w$ d: ^- G. }3 Q
- ;播放上10曲4 n( Q: z* f3 h
- Music_Play_Pre_10
2 g& ^, G4 o F3 U& y2 {! W - LDA FC_Music_Index
) I$ ^$ c z$ O* s. P \# A - BEQ .End" m5 v/ z4 q- a: h7 h& D0 l9 m$ H
- SEC
) r6 n* k8 X2 ~; a' r" T7 V - SBC #101 o; m& U! @6 _; u# X4 P
- BCS .Pre_10 G3 I. O( k8 v; ~* A
- LDA #$002 R# R2 k3 d, V* Z
- .Pre_10+ J3 Z, Q0 ^. J/ g
- STA FC_Music_Index( w! r* W( Z" k) [: J
- JSR Music_Init_Process
5 b9 U" x, Q* m, k( O' s - .End
% d& U) r/ T5 ]) i* Y0 f - RTS Y% ]. j+ d4 ~, V( J5 A- I
- ;----------------------------------------------------------------------' W% q$ d+ y* H/ P$ p$ U' V, g/ n
- ;播放下10曲
" @3 N h f& @ - Music_Play_Next_10: ~; z0 X" n% H& n! Q8 Q& n4 F$ z
- LDA FC_Music_Index6 c$ V3 N+ H. l3 i- t2 s
- CMP FC_Music_Max_Index
! I r& W$ d: B# h, S( Q# `+ V - BCS .End; T q- ` V1 t0 p7 ~/ Y
- CLC
1 Z4 `" @0 Y! @3 i - ADC #10+ F+ l; V: b9 k, O/ |1 ~/ ^7 o9 n x
- CMP FC_Music_Max_Index2 V Y0 m8 l5 O, k) v6 P
- BCC .Next_102 S- m( I+ |$ U7 `
- LDA FC_Music_Max_Index
) W8 r3 m' n! w" _( k6 T8 S - .Next_10! ]! e! l' i2 d$ F
- STA FC_Music_Index+ r# O1 L: p3 X- Y) s0 x
- JSR Music_Init_Process5 I$ {9 z0 @3 D# ^7 t; p# P
- .End
' F+ k' r! Z: Q# g - RTS( P) s8 y1 F! [
. W ~! W! ]% [0 ~+ o \2 u- ;---------------------------------------------------------------------- z* [$ v1 `% V) C8 B2 n; ~
- ;8位十六进制转3位十进制制
6 t6 B1 {: E0 N- u) Q% _ - Hex8ToDec
; L* s6 \( D. ]$ T - STA FC_Dec_Data_1
: ^- M7 `. N" }5 s& @7 R) L W - LDA #$00
8 x" n! M- w2 l: Z* |. d - STA FC_Dec_Data_100
# u* Z: M* w+ z& K - STA FC_Dec_Data_10$ a }4 _% h! ~ v6 x0 }8 y
- LDA FC_Dec_Data_1
- D+ t& y5 b- [ { - .Convert_100! U: r- _2 l+ y4 |# ]1 L- j0 P4 d. @
- CMP #100( D0 m+ O' m+ }4 A
- BCC .Convert_108 }2 `9 h( `( g0 v5 p
- SEC
; C K9 ^% W( K2 ^- W `. @$ _ - SBC #100
5 c$ b# x# G% l" {; p - INC FC_Dec_Data_100
1 T% U3 d3 `. d+ I4 H- f2 A; p9 q - BNE .Convert_100
2 J& g# z1 ?& ]" c7 b* w+ X - .Convert_10
; B+ G' ^: u5 } - CMP #10+ t9 e! Y" R$ O( W9 _) ?
- BCC .End, u6 Y( V6 u+ n) R. j
- SEC( ~5 `+ C+ |# l" E
- SBC #10
9 k" y# z/ N' V& Y - INC FC_Dec_Data_10
5 E+ ]7 }* {0 h+ y4 W - BNE .Convert_10* u2 Y. `6 f4 O, P: P n. r S
- .End
$ {: l4 {- m, |5 o* o$ |5 n - STA FC_Dec_Data_1
u. ^& g8 O( I2 c8 L* ?% A' b3 P5 x - RTS( A+ b4 ?+ m6 Y/ c/ z( E9 I2 m
7 u- }& j& i/ a+ G5 w3 d5 e) C- ;----------------------------------------------------------------------
2 V2 A# K# a$ q" j8 [ w% _0 T! r - ;显示曲目信息) R4 e2 ?8 x1 t1 `
- Music_Info_Display6 _+ z/ M k* M, S& e6 x
- LDX FC_PPU_Buf_Count
% x5 c! Q5 \, l- v* S# N+ y, g - LDA #PPU_WRITE_MODE_CNT_LINE. g7 V( I, n) c8 L: ]6 ^# U4 T
- STA Use_PPU_Buffer,X2 I, H- B$ L( m4 [+ @
- INX
* ^) _' C! z& T1 Q) J8 t -
, v4 q Q; H3 H3 N0 h p - LDA #>MUSIC_INFO_POS
; r% T* Q! _0 \ |- K/ H7 E - STA Use_PPU_Buffer,X; ~) Y. y0 c }, W
- INX% ]* q$ Q+ Y0 f. q% D" L# C
- N+ i" S" I& ^
- ;居中
5 L: e% o% U1 f# {3 R+ p - LDA #<(MUSIC_INFO_POS & $E0) + (32 - 5)/2
: r/ _& [4 v' R& }& y - STA Use_PPU_Buffer,X
6 j- ?' t5 u: }! ^3 V3 W- [& U - INX- E( N5 }4 Q" F* u6 j
- , N4 y, F$ ?. [5 M
- LDA #$05
0 N, m. p2 x1 f# `' ?9 i# a9 o - STA Use_PPU_Buffer,X. X0 z# k7 k) E+ X, _% M3 g3 W! y
- INX8 e3 j- k% g. d" e
-
9 _. @/ e+ _2 W - LDA FC_Music_Index
4 `# a% u ] F" W1 ]! | - CLC
; h6 g4 n7 u! ~& Q - ADC #$01
0 T( |8 k7 q! P0 U - JSR Hex8ToDec2 \" o. g) \ J
- $ I; s, @4 [# u4 ]
- LDA FC_Dec_Data_10) @1 {6 ]+ j, l" r% v
- CLC" @- \, m0 \/ D8 E
- ADC #'0'
; r4 `! O0 K I, N9 n& J, ~! s: ]) y - STA Use_PPU_Buffer,X
2 d: E0 i, f( d# K9 o - INX
7 Y: L. F0 \ w8 p9 L: W' P -
8 Q0 ^2 s! |( }! K: i - LDA FC_Dec_Data_1
: ^6 r! f: H! e0 M - CLC
8 H4 u$ H8 H3 n- k, V6 W; f - ADC #'0'6 }8 U! ^1 M4 l3 t7 o
- STA Use_PPU_Buffer,X
6 w6 V! S) _: R4 ] - INX
2 L! }6 q$ O3 a& ~" J8 W5 q% ~ -
$ a) J) J$ Y% _! _# u/ e - LDA #'/'8 d" C, z* C5 M+ a/ ^" K" e+ L% E
- STA Use_PPU_Buffer,X
& w: t5 q1 s3 U& r8 C6 h7 Z8 f q - INX' T2 Y9 Y O1 g: R* a
-
) a4 w' x6 W C! e - LDA FC_Music_Max_Index$ a3 V3 ^1 m" B, z* M9 X; `8 j% v
- CLC
1 i" L* j# p7 Q, H - ADC #$01$ j8 u, s) L& Z* G
- JSR Hex8ToDec: v" F% ?+ z. f
-
8 p, w# z) [0 H& r' o - LDA FC_Dec_Data_10
x7 B; \+ v; B# L3 M r - CLC
5 R$ U6 ` e2 ~" a5 U; G5 x0 H - ADC #'0') k9 ?% E8 \, ^! @! e
- STA Use_PPU_Buffer,X
" @3 T) a) `6 \& `' Q - INX
% w, \; q( }' W6 {$ x -
0 V$ r: Q( e! G" i5 V, w - LDA FC_Dec_Data_1
8 r8 R! k4 d0 d, U5 W- q5 x( B - CLC
* q; n u% Z3 Z1 _8 `6 P - ADC #'0'
! ~1 V; |0 R1 A# v3 n8 `; r - STA Use_PPU_Buffer,X
! U" ?6 J* l3 }. ?( f5 v# I% R - INX# O! N0 W+ e* b o
-
& K, P0 h: r2 H- S - .End7 @. p/ |- F; p7 _8 V u5 G) l
- STX FC_PPU_Buf_Count
" z' w% G& `- D5 W- n1 a; \ - RTS3 C3 {# \1 f; k0 l1 X
- , B% } c) x5 z' [0 O1 i% S& x
- ;----------------------------------------------------------------------
5 A% J( i5 C* W4 D7 y - ;音乐曲目初始化处理2 C; l7 }' e" ^# f. d0 @. m5 z
- Music_Init_Process3 u$ y! X" {; Y1 S
- PHA* d `$ u! t0 Y/ ~
- JSR Music_Clear_Process6 T6 a2 `3 J# I8 t
- LDA #$1F" X- u% A3 j. i
- STA $40156 M6 Z1 z) B1 U3 q8 _5 r
- PLA1 o y+ J2 M! O6 y* Y! _* E
- JSR Music_Init_Addr# c" r) L/ u _4 U) y
- JSR Music_Info_Display, ~, y/ O8 m4 `3 p2 F
- RTS; G/ g, T5 q1 M$ U
- & @# [ B% t) K; @; ?$ I
- ;----------------------------------------------------------------------% W4 k; u. F; b! q+ c% c8 R% D, l
- ;音乐播放处理2 H/ V9 i& x0 @+ k8 J n$ @: g
- Music_Play_Process
8 ~% |- D" c( H7 Q" t+ u! n' h - JSR Music_Play_Addr
6 T/ ^3 {5 a" V4 V: c - RTS' A- \2 P, q7 e& \2 c
~/ H! a) a% @! J9 z- ;----------------------------------------------------------------------
- b3 E% K3 J) ~/ B `8 ~4 i5 C! v - ;音乐播放处理
3 G0 k3 A3 f! y - Music_Clear_Process f* T$ b. `3 c# G: P0 G6 d. S
- .IF Music_Clear_Addr) j" B' R3 M1 k+ E+ C
- JSR Music_Clear_Addr4 {$ C5 H! C% ~9 J' W7 ]
- RTS
2 B- [8 O7 ?8 V! T D - .ELSE; k) R% m5 U6 |+ y/ e% Y
- LDA #$1F2 N5 L' V6 O0 [6 X
- STA $4015* i/ M7 o: J/ b8 _ P. @% w* i
- LDA #$00
. K) N o0 D. C a - STA $4010! `8 Q$ F' G9 o6 z T8 ]$ r: H
- LDX #$00
* n! b& u' R+ W @+ v& b X3 H - LDA #$007 {! x3 y9 m y4 b+ C( G
-
$ t* [ t; i: T9 }) z - .Music_Clear_Zreo_Page_0
+ i, Q" b6 N% Q2 H! _7 W - STA $00,X
3 |$ f$ _* V$ f5 s - INX
1 F" W A/ }# ~" \* X( v - CPX #Use_Zero_Page_Begin
/ z& _8 }" p) l; Y$ P1 O! a - BCC .Music_Clear_Zreo_Page_0
, q3 k- w1 J; s -
4 Q& b8 B( t# b: h4 x( s. F - LDX #Use_Zero_Page_Begin + Use_Zero_Page_Size
# U7 [& ?+ @& \ - .Music_Clear_Zreo_Page_1
( i4 Z! j# `1 v" r& g& a - STA $00,X
. ~ }) T, S, @ - INX
1 \6 |! d: G( k5 M - BNE .Music_Clear_Zreo_Page_1
8 V- j) w8 c. |, B1 a - 9 y" s! V2 h ?" A/ x- G% D
- Music_Clear_Process_1
# p/ @5 i/ z" M# O - STA $0600,X' h, _2 x9 |8 X3 A
- STA $0700,X
* @& a4 P4 h8 a. L" D - INX0 C. P0 \4 e8 H/ ~6 A
- BNE Music_Clear_Process_1
u; g! ~/ U7 g: _; m - LDA #$10
0 ?- x# a1 u M U# y1 M - STA $4000
% `" h0 L! l( w0 `" D - STA $4004
, g2 S7 V$ y# y2 j - STA $400C! [ G; |2 g/ B* w& H( J# j* g6 ?
- LDA #$00% q$ Z! l. b% ~6 O9 b
- STA $4008, h2 e$ i1 ~" l7 ^2 w" \
- LDA #$0F
1 u3 N& r% ], B. f: C. r - STA $4015
6 k! y& d1 F( k6 a _2 e0 B' _ - .ENDIF$ L7 D: ~) o/ x& Z
-
$ e+ W+ N8 L9 Z8 W4 l$ N - RTS) c, i3 ?5 c% a" k' h9 i: a
" P% A) \4 n/ D( d6 A# o R- ;======================================================================
: D F! Y8 I4 Q/ M - ;重启处理% X3 w( c1 b5 F3 J, G( p
- Reset_Program
. c9 Y. O! f9 n - SEI
( \9 }9 Y7 h' d, e) J& Y - CLD, v6 k% W4 B' s
- LDA #$00
L- x* _) ~& T' Q9 L8 v - STA PPU_CTRL1 a i( @4 W- ]9 l! w' k' C
- STA PPU_MASK
( X. M2 W' g; p8 g- u" E0 D8 @, h - STA JOY2_FRAME
7 q+ H1 H( H$ t3 N - STA APU_STATUS" [* p) D7 `; |
-
% Q" D. r8 E/ p - ;等待屏幕准备完毕/ I. W- A/ J) t- f- o; V( ~6 a6 p" Y
- LDX #$02
8 t7 b% w9 w- ?6 z - .Wait_For_Screen_Ready) \3 g S: A. ]/ E& h/ {4 y
- LDA PPU_STATUS
, L0 U& I' t4 ` P( O# ] - BPL .Wait_For_Screen_Ready2 y+ G0 \8 }. U9 _% S K
- DEX+ b6 C5 ?( v4 j
- BNE .Wait_For_Screen_Ready! i6 m8 O, y7 d F" m n& e5 E
- # d2 _2 e5 |$ I" g$ L7 c
- ;清空调色板! R2 V, h# k( A
- Palette_Clear' y3 l, r, A$ H [' o4 ^
- LDA #$3F0 ^! l5 |$ T& ^8 g, A
- STA PPU_ADDRESS
/ m, O- c% `- p" g0 |( ~% X$ a* x - LDA #$00& `4 D: R- D( s& t
- STA PPU_ADDRESS
' k, N5 R. ]4 c! [+ C/ R; f! s8 K. Q - LDX #$20- V; Z) o% B5 |7 @ K
- LDA #$0F6 |4 w* L$ D% e. s
- .Write_Data
" ~( [% }3 [) E1 b; E - STA PPU_DATA
0 l" Z# k; x- R- s f% g - DEX: X" V9 l# W0 {0 L
- BNE .Write_Data3 _( J' V* K' g, b, }
- ' ]' ?: [# ~' s6 c/ l, d. \
- ;清除声音 $4000-4013) [) X9 E8 `! t( c% d* f, k3 d. [3 w
- LDY #$14- l/ {+ I) B* b: y6 t% Q
- LDX #$00
3 a6 i( M1 ]& t - .Sound_Clear; D2 {" ~: `+ `/ d; F4 l1 i# Y3 V
- STA $4000,X! o8 H- _; }+ F8 D
- INX4 X! f6 O, Y$ c) z4 i
- DEY# \1 W4 w# D; U. F2 {
- BNE .Sound_Clear4 X$ K# r+ _3 ~) O9 S0 W ?) B
- 0 O1 r! a% N; n3 j
- ;清除 RAM $0000-07FF. N1 Q1 r, {' M- x b( \1 }
- LDA #$00
' w/ K! x5 _, } I0 O - STA $00
- y* l: d$ j# q- q; T - STA $01- E+ n N5 S1 Q; `5 d$ a
- TAY9 N' u( V9 l! V Q
- LDX #$08
x, [2 G% H ^- N1 \2 n2 Q4 O - .Memory_Clear
4 {- @& p# e" Z$ [( J9 l6 |& y - STA [$00],Y2 R6 k# E2 o+ S
- INY
v$ d' l9 W" o - BNE .Memory_Clear
0 z- S$ s* K m1 {2 u, m* b - INC $01
i. `( V& C- h N3 d) j - DEX& o0 F3 G( M3 p$ C* x1 J' k0 Z
- BNE .Memory_Clear
. T6 i# ^: X ]0 c9 t' [# o& N - 7 ~7 M2 B# |" Z5 F# I" _7 r
- ;精灵缓冲初始化
& J$ f7 v& V1 N A5 ?% t% n3 A% E - LDX #$002 q" W3 l, G: V/ x
- LDA #$F8
0 P% v# N6 q7 q* F. N- c/ { - .OAM_Clear. t3 X/ @* o& O8 |/ |3 N, R2 m9 N; o
- STA OAM_DMA_Buffer,X' V9 a. f* [: a i
- INX
, C3 ]8 g1 T# o* k! Z8 I& a+ B/ ? - BNE .OAM_Clear
% h2 `$ m! m. G( E - ! y6 B# ~$ j' g, t1 o) [8 e; m
- ;栈指针初始化
# D- {* E4 a1 v2 \/ X6 c - LDX #$FF4 g; e) C6 N. p- }8 I
- TXS& q7 |8 k& [0 Q b) g7 x; w6 f
-
5 G- E& Y5 K' I. G# B8 Z - JSR Nametable_Clear;命名表清空
1 F' ]; f3 ~/ T1 i9 S6 N - JSR Palette_Init;初始化调色板缓冲& U; H3 t/ _, w$ G
- JSR Static_Text_Init;初始化静态文本! `7 R$ ?9 m7 I+ ^7 M
-
. I& C; K2 h. j - LDA #MUSIC_ITEM_TOTAL - 1
9 F# I' ]8 F: y+ A0 @4 { - STA FC_Music_Max_Index1 i" W! z* G6 ?5 }7 t8 d* P( i
- ( k5 G& @ z& H- D% _
- LDA #$1F
& F" i- E& y& L( h$ z - STA APU_STATUS# ?/ [% C7 g/ R, O- [
- LDA #MUSIC_BGM - 1
/ w+ g) S9 L( s8 c - STA FC_Music_Index
# B9 \7 Z3 {/ Q+ u1 G2 F, p - JSR Music_Init_Process;音乐播放
5 `' |& p$ `7 a! B: ] -
' f( a3 K0 ~* Q& t4 t# H - ;设置屏幕显示状态缓冲(当NMI处理时控制屏幕显示状态)3 n5 ]* e6 e. ~: R1 f
- LDA #$1E
! V7 B) @8 }2 ]* f3 [ - STA FC_PPU_Mask_Buf8 e0 i4 ^" {9 Q* ?6 a5 T- T8 I
- 9 m. ~9 R% I) L8 c1 U
- ;启用NMI处理. r1 F% s% X- e( [, z
- LDA #$80& O; L' r. U# e& N. S4 c
- STA PPU_CTRL
. o) R6 e, H8 @) H0 p3 e* D - " T* s* k3 R" h8 Q6 O [
- ;程序循环, 剩余工作交给 NMI 中断处理
3 W7 x: q1 `5 M/ l8 i; w9 e# K' b5 X - .Loop
5 T# k8 A# K/ C - JMP .Loop
% Z& i6 U* \9 A; c5 \; T' t) D5 ^
8 }3 x$ X2 j; t* O) _) p* v- ;======================================================================
4 C1 y2 ?/ z {" X! v" W5 F- I - ;不可屏蔽中断处理
' a5 z' A7 w; f- J" J& b - Nmi_Program! |9 Q0 W# z& J. [ A
- PHA2 k) x/ J8 R8 z0 u% S; T) K' p
- TXA0 c0 T+ ~1 I4 y- p' m9 V7 c! w
- PHA6 V& C% w! A( m- G2 Y) R+ h3 K
- TYA
* ~( b7 P% m( f y9 {! H3 Q - PHA) B- H1 k) O, u- @% Z8 D5 y8 B
- 1 G$ P4 `4 C/ q$ o6 ^
- LDA PPU_STATUS;读取使得 PPU状态寄存器复位
* b6 s+ h! l) m+ n( J - 0 ]. p2 R7 \ C
- JSR FC_PPU_Procrss;PPU处理
6 T0 a% X G4 f -
5 X( K: ^3 N8 g+ ?7 w - ;精灵内存更新% W- _, ` e" K1 _" Q6 G2 g
- LDA #$00" G: h& A! N4 F2 N# _
- STA PPU_OAM_ADDR( u% x6 b5 x3 W- @3 t7 \
- LDA #OAM_DMA_Buffer / $0100
. _0 [+ k. Q M8 |( H- @ - STA OAM_DMA
1 O3 f1 a9 V" b! D - 1 j6 s. U, x$ t, p9 \6 L9 r0 J
- JSR FC_Gamepad_Process;手柄输入处理3 r9 L P& X0 k) c+ g d& |# R. i
- JSR Music_Select_Process;音乐选曲处理
8 z5 A' U4 K& ~. t* k2 v& { - JSR Music_Play_Process;音乐播放处理
1 i0 ]# c2 t" @( M/ P7 ~3 T -
% f3 g' I( ~0 P8 j9 G' j$ w/ s - PLA3 u$ y: h, k- r* }: [
- TAY
5 W* a6 E: f1 A/ H! Z - PLA
1 l6 I5 Y3 z) e; L - TAX
6 o+ X( j: w5 t( S; G! b5 M1 T - PLA
9 b8 F' |. K3 [! w4 b - * Z- c6 I2 _( l9 _/ L. F5 Y
- RTI) E! m" P: H& v0 _. g
- ' m6 Q: `( u( J' @. {& v% ?1 S
- ;======================================================================- x0 l9 d' F2 ?! u* n
- ;请求中断处理6 x! j. K( i2 b/ _. v
- Irq_Program
" q$ M( z9 Y- P0 T0 c - RTI
& P9 h; u3 M' H# [ - 1 I( j, Z" u- \8 ~& o, i
- ;======================================================================5 n. b! p# V. [7 G2 C1 b; T; x
- ;中断向量表; X2 r/ f0 h: D- Q8 S9 ?0 `; V
- .ORG $FFFA
; ? i5 j, ~- L: v X - .DW Nmi_Program ;NMI触发时执行
4 Z$ _3 I2 {' g4 P i; O. Y* H - .DW Reset_Program ;载入ROM时最先执行3 @3 C9 F* C& g) p7 E
- .DW Irq_Program ;IRQ触发时执行9 O( q4 y( H: n2 L2 R8 _* `; k
复制代码
7 H5 F! e4 _7 C9 N. m( N3 T4 M) V" A5 Q' x1 u! `, W
, C _( U, E. b% T9 A% rhttps://gitee.com/flame_cyclone/nesasm_3_2 |
本帖子中包含更多资源
您需要 登录 才可以下载或查看,没有账号?立即注册
x
评分
-
1
查看全部评分
-
|