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- [code];[FC音乐][MMC3 IRQ]
; o3 |# ]2 o' `+ z* l/ M - ;FlameCyclone 20230710
1 Q0 L% p5 H9 @& z6 n9 j" J5 _0 O - ! S6 e; e+ b# g/ |8 M4 \1 w
- ;文件头
# U1 N6 o6 S+ F2 A# p+ M' } - ;======================================================================6 ~$ w" h# r2 a: o- a. r
- .INESPRG 4 ;16KB PRG 数量
7 i9 K. p% I6 g - .INESCHR 1 ;8KB CHR 数量
M! C8 X# V/ K/ v* D - .INESMAP 4 ;mapper 4
" X) x- U7 Z W% {. W$ C- N - .INESMIR 1 ;命名表镜像 0水平 1垂直
4 N* G; G- \; Q J" Q - % E) }8 K5 Q0 B ^ |0 P8 v( ]
- ;必要条件+ r0 y3 z+ ?4 H, o
- ;1.持有CHR ROM C2 _; ]/ e) H
- ;2.背景Tile和精灵Tile必须使用不同的图案表, 如背景图案$0000, 精灵图案$10006 D: S6 d( H* p* ]# {
- ;3.精灵内存(OAM)不为空* U% l4 ^ u9 |3 a! z) V8 g
+ c% m* \$ v+ T% |$ G- ;==================================================* k# N; K& H7 f" f+ n0 n2 @
- ;NES端口常量9 ]# V% S" p2 e- A, k- O. {
- PPU_CTRL = $2000 ;PPU控制寄存器
( J1 O2 h% }0 M0 i' m - PPU_MASK = $2001 ;PPU掩码寄存器
7 H( C x9 O+ q f" ?. b* S) K( F: Z2 } - PPU_STATUS = $2002 ;PPU状态寄存器:读取后PPU_SCROLL和PPU_ADDRESS被复位,下一个写到PPU_SCROLL的数据是水平的,写到PPU_ADDRESS的数据是高位
8 e- j+ T1 Q5 l+ I - PPU_OAM_ADDR = $2003 ;精灵RAM地址:用来设置通过PPU_OAM_DATA访问的256字节精灵RAM地址。每次访问PPU_OAM_DATA后该地址增加1
4 }& Y E4 `$ s9 O! H( N - PPU_OAM_DATA = $2004 ;精灵RAM数据:用来读/写精灵内存。地址通过PPU_OAM_ADDR来设置,每次访问后地址增加1) g" Q5 \9 B/ ?
- PPU_SCROLL = $2005 ;屏幕滚动偏移:第一个写的值会进入垂直滚动寄存器(若>239,被忽略)。第二个值出现在水平滚动寄存器
( ]5 V7 Q' z9 P - PPU_ADDRESS = $2006 ;VRAM地址:设置PPU_DATA访问的VRAM地址。第一个写地址的高6位。第二个写低8位。每次访问PPU_DATA后地址增加
: y. Z1 B5 ~ r" t) v" I# a6 U - PPU_DATA = $2007 ;VRAM数据:用来访问VRAM数据,通过PPU_ADDRESS设置的地址在每次访问之后会增加1或32 $ s3 }1 C) F& g8 ~
- OAM_DMA = $4014 ;DMA访问精灵RAM:通过写一个值xx到这个端口,引起CPU内存地址为$xx00-$xxFF的区域传送到精灵内存
& d/ _. f3 `. U0 W - APU_STATUS = $4015 ;声音通道切换
3 G% W5 U7 `: e- s* C - JOY1_FRAME = $4016 ;手柄1 + 选通
- }6 w3 h5 T/ b) D2 d$ A - JOY2_FRAME = $4017 ;手柄2 + 选通
3 x% E) [ M2 n! Q! d, c& u
; w: ~9 u# R0 D9 e) r- [, R9 Q- ;==================================================
! |- F8 @5 k/ e8 H9 j& I - ;MMC3端口常量 O2 R4 `4 t# i3 k( @1 R
- MMC3_BANK_CTRL = $8000
! l/ Q$ A. ~$ Y3 U) t4 v, T0 u - MMC3_BANK_DATA = $8001
/ g5 s5 c4 J; e: e' p - MMC3_MIRRORING = $A000. V1 P* I. U$ w0 K2 G
- MMC3_PRG_RAM_PROTECT = $A0014 X: l8 v; l& t0 T* _5 O
- MMC3_IRQ_LATCH = $C000
6 \" z: H$ r5 p - MMC3_IRQ_RELOAD = $C001
2 `) Q% a* ?& R+ f - MMC3_IRQ_DISABLE = $E000
a; @$ u2 s, s6 ]$ [/ g - MMC3_IRQ_ENABLE = $E001
8 h) ]' d }* C) ]& M3 R - 6 b! y, e8 A% s4 Z
- ;==================================================
( K' m. w3 ~1 g" f- R - ;程序块配置
- Y; x2 r( b1 p. r9 W( [' L r8 q - BANK_DATA_MASK = $07* Y+ N+ z. U( u& i3 i$ [6 C
- ;--------------------------------------------------1 W8 H) p# k) t' {
- RESET_BANK = $07/ x* p3 h! V" b! i; q& `2 J
- RESET_ADDR = $FC00' m! g. y/ i! ~1 m# M
: C# n" @, c% N& S- ;==================================================
4 z, M' _% Q: \. L* P - ;图像块配置
8 I6 b) }) `- I( U - CHR_DATA_BANK = $08/ `( H7 A$ I- e- @
6 p: D$ B+ e( n- ;==================================================* z. @. k& N# o7 p; F- `% z6 f
- ;零页内存地址配置
4 t( |% n y. n" |: Q - Use_Ram_Addr = $809 q B" k. {+ `/ u, s
- PPU_Ctrl_Buf = Use_Ram_Addr/ J: a4 w, V) P8 J; g4 @; I& P
- PPU_Msak_Buf = PPU_Ctrl_Buf + $01
6 l# L" k7 w, ]6 D* @. j - PPU_Scroll_H = PPU_Msak_Buf + $01
. @" i& f7 i4 f& s1 C - PPU_Scroll_V = PPU_Scroll_H + $016 x8 F3 f* g3 H! A
- FC_Data_L = PPU_Scroll_V + $014 U6 `& N2 j. o" ~- T! E
- FC_Data_H = FC_Data_L + $01$ D" B! D; q2 `2 r
- FC_Data_Buf = FC_Data_H + $01) U. j% I8 ?# Q0 b- p2 L+ m
- ;==================================================# H% a! @% G4 N2 ^3 o2 O$ ^
3 [2 l7 X9 y5 z/ Y' _& `" w- GAMEPAD_MERGE_FLAG = $04' _/ N7 \/ r" ^8 d% \; C% i
) }" t' [% a5 Y6 J2 ?/ h* c( ~- Gamepad_Keep = FC_Data_Buf + 1+ h- i* }3 a% S: Q% l J; z
- Gamepad_Once = Gamepad_Keep + 2; X: h1 v( a7 t8 a) f; m# L4 }7 y
- Gamepad_Temp = Gamepad_Once + 2
; E( t- }0 e) Y) z5 N3 j - ! R0 L; \. E9 U; m9 M
- Gamepad_0_State = Gamepad_Temp + 2
3 X9 W0 r; R3 x3 ] - Gamepad_1_State = Gamepad_0_State + 1% R# V) P# {; c/ T7 V
- Gamepad_0_Value = Gamepad_1_State + 1
- F H4 V' S. B! x { - Gamepad_1_Value = Gamepad_0_Value + 1
$ w) H% v& h; M9 [4 m3 R) U9 i# m - Gamepad_Port_Value = Gamepad_1_Value + 1
+ N* k; j s3 t/ Y1 ^ - Gamepad_Merge = Gamepad_Port_Value + 1
+ B. H' t* A; ? - 2 U1 Q. E. Y; C5 O G
- ;==================================================
& p3 F5 Z h* S( G* h- x - IRQ_Index = Gamepad_Merge + $01
) _9 o' M5 B1 r V4 B - ;==================================================
- b) o Y) a8 x
* }$ c* Z ]+ |- ;CHR图形数据
, r; \# _4 G$ Q3 ]1 A - ;==================================================
4 z' v7 V! ^2 T - .BANK CHR_DATA_BANK2 M4 J# w" o8 ^
- .INCBIN "chr_bank/chr_data.chr"
) f* W3 f: o8 `4 d+ g1 @# `3 ` -
S W8 R+ T, E - .BANK RESET_BANK & BANK_DATA_MASK
' a W3 j- p) n* A: m) d, v6 n - .ORG RESET_ADDR* m' C8 i9 ]1 ]) ?. P
-
! T, m# H$ U( S/ ~1 h - ;--------------------------------------------------
* C: ^2 N3 _6 y/ @6 e& }) R - Attributes_Data) a$ d8 V1 m. ^0 d- m
- ;命名表属性
' T' _2 q. W) T O - .DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
2 n% z' T7 e3 u- ]9 T+ P - .DB $50,$50,$50,$50,$50,$50,$50,$50,$FF,$FF,$FF,$FF,$BB,$AA,$AA,$AA
# ?! _. ]1 Q( M* Z5 t( j P* b - .DB $0F,$0F,$0F,$0F,$0B,$0A,$0A,$0A,$AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA/ r, s5 ] m( |$ t
- .DB $AA,$AA,$AA,$AA,$AA,$AA,$AA,$55,$55,$55,$55,$55,$55,$55,$55,$559 h3 m5 C$ ~* z& {$ d. I
- ;--------------------------------------------------
+ b0 }) w3 o% p - ;调色板数据
' `% x- H8 m' f8 }; R: N - Palette_Data
7 v# C# C2 y& T - .DB $0F,$27,$20,$0F,$0F,$24,$20,$0F,$0F,$21,$20,$0F,$0F,$25,$20,$0F1 {! _( H5 s2 p7 d7 B( K, G( U
- .DB $0F,$24,$20,$0F,$0F,$24,$20,$0F,$0F,$24,$20,$0F,$0F,$24,$20,$0F
: b2 E6 i4 `* h/ a' G, F7 t+ O: R
a" q; g+ |4 B2 a5 W3 @- ;==================================================: d, N. S" l4 L
- ;命名表初始化
, J# I E# B7 F& F( A - Init_Name_Table
. o4 f9 [6 x: B/ s* O - LDA #$206 H) \% K" M. G: B$ X- {8 l1 Q
- STA PPU_ADDRESS
; {; {* j. v+ H - LDA #$008 K# K2 x6 |; I0 V
- STA PPU_ADDRESS
# Q' U; [) a4 P4 X0 T6 a - LDA #$001 G. h3 e. I- g# b6 J4 d2 [$ p4 o
- LDY #$001 {7 N! _$ n% I! e6 g. s# ~
- LDX #$10
( t1 |2 V% W& F5 {* f# a+ _ - Init_Name_Table_Write
7 U& i, N# V4 | - STA PPU_DATA
4 _& Z% W. s8 ?; P$ F9 b! k, S: l - INY
: ]" C$ T9 Y/ k - BNE Init_Name_Table_Write
/ u2 U" P, A6 h! }; U9 u - DEX
% U# {" i0 t" k. p - BNE Init_Name_Table_Write
H2 W. c0 g4 D5 H! b - RTS3 A7 n1 _2 t9 i0 B! j# Y5 q: o
- 7 j5 }2 V! u2 S( V( s6 a" n' K
- ;==================================================* U5 N5 u$ Q' j4 l& H
- ;调色板初始化
- A4 Y6 u7 B) L0 W! `1 v) `9 u3 { - Init_Palette* A7 F! y7 ]& ^# A; O" C
- BIT PPU_STATUS
5 i. P( A4 }9 N9 L0 h% ? - LDA #$3F
' s, Y1 ^ U9 c: z+ t5 ~ - STA PPU_ADDRESS% E: O+ C) W; R9 _$ A4 p6 t) j
- LDA #$00$ i+ ?3 n0 F8 u4 ^
- STA PPU_ADDRESS, o+ U w, ~" q5 e7 e m
- LDX #$00
" e6 H- l3 O: l1 M0 e7 S) Q5 t - Init_Palette_Write
# ]) K \) P& |+ u% x% V* d - LDA Palette_Data,X
5 i' w; j5 S" L& y* f/ X - STA PPU_DATA
5 H! K. s6 p" b6 }+ S0 S2 `; c - INX
: m8 c) b5 C; O, e5 l+ _ - CPX #$200 F8 B' L3 s! n/ `6 `
- BCC Init_Palette_Write
) E( d6 Z' w; O! a" O& F6 w - RTS' p/ B! m( W* o
-
$ Z/ l6 Y" J; f9 c. { - ;==================================================% e. E7 s% P! m8 T/ F# S
- ;设置命名表属性$ w0 ?' Z) }: x2 J( i
- Init_NameTable_Attributes8 c1 o4 t! e8 R7 v+ p' d+ Z5 B2 A
- BIT PPU_STATUS
# j8 b3 @! n5 e; z. Y- ] - LDA #$23) G5 N' x0 h6 Z/ j
- STA PPU_ADDRESS
. D5 C. V4 f7 p& F. H - LDA #$C0/ w; s8 G+ g' ]% \: H
- STA PPU_ADDRESS" k) b7 `* m4 L- p1 ]) J
- LDX #$000 V6 q; P1 c& i0 ~3 | I" w
- Init_NameTable_Attributes_Write: u( b. c r/ E$ J& Y" { S+ Y# p! w
- LDA Attributes_Data,X7 I3 G( t: n$ Z2 ^. v4 N
- STA PPU_DATA
, U# u$ ^1 ?# {- K: _ - INX$ @) M1 ~' X5 n$ M1 X: n
- CPX #$40
6 A# P+ B% P, w# j: L0 L - BCC Init_NameTable_Attributes_Write
- o! Y6 o; s' E& Q/ _5 j - RTS9 u( k5 C$ T: x0 }
- ) o9 l4 r) E* m$ P: @, X4 J: b
- ;==================================================+ J( z0 i8 m0 H$ i0 |1 ^
- ;初始化命名表文本% h# P* h6 Y' r% U! }
- Init_Name_Table_Text
* T- L6 H/ E$ ^8 E1 A+ g - BIT PPU_STATUS! ]" v0 ^/ A$ { G3 S$ m
- LDA #$204 b3 l# T$ ~0 d3 z
- STA PPU_ADDRESS' L# T& P* K; s0 \" U" Q
- LDA #$00
% K f( M; X: z: |/ X2 K1 P5 A - STA PPU_ADDRESS$ a) b3 j! ~" V; |# E! }% ]
- LDA #$00. g4 i! \0 Y+ B' P. A( F
- STA FC_Data_Buf% T' t% T! z/ h
- LDY #30% H4 Z8 M( z" s1 m9 m. M
- Init_Name_Table_Text_Write4 n5 P8 P' P+ F+ j, k+ n) G$ J
- LDX #32, s: O9 I8 S9 A0 p: ^( c2 y$ E
- Init_Name_Table_Text_Write_Char
. I! F* H% l- v0 ` - LDA #'0'* v F5 D2 a4 t* `. d1 J: Y8 V$ g
- CLC
9 ]( N6 d1 n6 a% U - ADC FC_Data_Buf
$ w# W8 ^$ R2 L, {4 c3 {, h; c - STA PPU_DATA
- G# K; G3 v e: o. n - DEX( q2 V3 V w6 r- f
- LDA #$144 x+ r& t* a/ f
- STA PPU_DATA& q/ D% `0 B( f9 m7 C3 b, Y0 R
- DEX5 O5 d# N* z& ?$ z; p% H, N; h
- BNE Init_Name_Table_Text_Write_Char
' S* P F8 u8 K8 Z - INC FC_Data_Buf9 x8 _7 E" `/ }( q9 E
- DEY
3 B3 V# h8 N3 [) _ - BNE Init_Name_Table_Text_Write
8 N V5 @- H b* ?7 i - RTS& k9 B1 L4 \; M( G! }: i8 F. S
- ; ^$ ^, }2 v: u9 O' R- t) h3 e P
- ;============================== Z; j2 v! o( L' ]' d% \ ?+ X5 B, n2 G
- Init_OAM_Ram;初始化精灵内存- I! R# R' L& \7 O4 S$ v
- LDX #$00( n' ?4 W2 G& p, V; F1 b
- LDA #$00% l+ h- ]" x$ L! U8 l% s$ {
- STA PPU_OAM_ADDR" g5 F9 G0 i; [$ f
- LDA #$F8- H8 s- a" b1 Z; U) b1 i8 r
- Init_OAM_Ram_Write- s3 z& G8 I9 o0 z5 A
- STA PPU_OAM_DATA* V) t' D2 a0 H0 `9 H/ r
- INX U' }7 w. p5 i# R
- BNE Init_OAM_Ram_Write$ k u1 p: u' B; c* J
- RTS, `/ n) H7 _' ^$ m, s
- " ?% Z5 D( Y# j
- GamepadProcess;手柄处理
. G- K- @, U1 a& n3 I7 n" s( I - JSR GamepadDatacan
' z7 y' u, d& n) K+ M( x$ j - LDA <Gamepad_0_Value
* _ ~" q) A0 E" G- f - STA <Gamepad_0_State
$ ?& N0 ^! l6 m: `5 i - LDA <Gamepad_1_Value$ I% y" K0 R; m# x& v
- STA <Gamepad_1_State# A+ u- S/ y3 t% f( n7 l
- JSR GamepadDatacan5 @. I) W1 w- v% ~# R7 m! r
- LDX #$01
# w4 U" X v( l1 s$ Y - GamepadMergeCheck;合并手柄输入检查
. t8 D9 C6 _2 }! ^* T - LDA <Gamepad_0_Value,X
, G# J7 X! K5 f u. l - CMP <Gamepad_0_State,X4 S* }$ {2 e7 T. Q% o
- BEQ GamepadMergeInput1 g! S: s$ p% M9 g
- LDA <Gamepad_Temp,X
I" I' ~1 ]" ] - STA <Gamepad_0_Value,X* t: T& Q% b, S
- GamepadMergeInput;合并手柄输入
" O5 M q9 o9 x1 ~ - DEX
# D9 `; u) h" S" h0 N) k - BPL GamepadMergeCheck
8 M0 G) Q8 N8 W5 l - LDA <Gamepad_Merge* l) N9 H, N; w( |+ t
- AND #GAMEPAD_MERGE_FLAG4 v% ?1 h6 d; a& B
- BNE GamepadStateProcess
+ M: [0 s+ K } - LDA <Gamepad_0_Value9 [3 ^/ u X' q
- ORA <Gamepad_1_Value" l2 t) f5 ~* j# w& q# y$ v$ q
- STA <Gamepad_0_Value9 _, R' Z& o- q; k H
- GamepadStateProcess;手柄状态处理+ |5 v7 |! P7 K) v) l! u) Q) \
- LDX #$010 L( B! W5 O) ]; Y/ X& X
- GamepadStateSave;手柄状态保存$ c) Q1 b& b: j) I" Q# J
- LDA <Gamepad_0_Value,X
. V z# Z7 v7 R) v+ U7 l$ e - TAY
# W4 z- W3 q" `' e* Y+ b, x - EOR <Gamepad_Temp,X
7 F7 c% s; K. \( _- s* n0 {7 r { - AND <Gamepad_0_Value,X4 `6 O# C" f6 d& @- h
- STA <Gamepad_Once,X0 i k& {9 X; N( W" \2 c
- STY <Gamepad_Keep,X
4 | J% Q# V, P- v) b/ D! h - STY <Gamepad_Temp,X5 p7 o% u% ^6 k- |9 t9 r
- DEX
0 r" J7 P( _0 s" C - BPL GamepadStateSave$ G+ d7 U1 e2 Q0 x
- RTS
* @% m! @; `; e. N8 u, c8 v - 6 {, C3 B' [: s, T, m9 n$ a2 D
- GamepadDatacan;手柄数据扫描
! I+ G# @* _; d" t6 d( ]: N0 D% k - LDX #$016 O: i& S T" @- q# Z1 v2 J! h( J
- STX $4016
& ?+ T/ m/ C9 ~ - DEX
! @; o- m) Z1 s - STX $4016% P2 U: U4 x% o9 t' S# @. x
- LDY #$08
# e7 _. o3 [, d - GamepadPortScan;手柄端口扫描
% }, x2 l( S5 G9 u - LDA $4016
8 q7 _5 w/ Z) N& R2 @ - STA <Gamepad_Port_Value7 \# S$ C( _5 ^. F' [
- LSR A
0 P5 ~7 M! Y& u/ P8 s3 u8 u2 @ - ORA <Gamepad_Port_Value
z; L6 \4 R# |; H6 `8 m - LSR A
5 j' a0 a8 R7 M/ I, f9 E - ROL <Gamepad_0_Value v- e! }+ q2 f
- LDA $4017
7 F1 z6 j# W# u' { - STA <Gamepad_Port_Value5 Q. n9 l7 T. J( l& l/ d
- LSR A$ }8 \9 A# _, T) [' j. ^& j( ?
- ORA <Gamepad_Port_Value) E" { H. {! `# S, o3 @
- LSR A
# H( Y" `0 d E2 e/ V9 x - ROL <Gamepad_1_Value
7 R( f* A7 }! u7 B: v) C% r - DEY+ L$ g2 }6 t: r) {; n' a j
- BNE GamepadPortScan* {1 H- ^: x' [! d3 F
- RTS4 _, q% X* ?( S4 v
- " `9 R7 |7 a- K3 v& D7 f+ z; b
- ;==================================================
4 }2 S3 w+ A, Z# s - ;PPU处理/ E6 u: I# Z7 r1 w u1 P5 Y; D
- PPU_Process) s; l) @+ z7 P' u$ e- x
- LDA #$007 d; l7 J- R: w( i9 d& \
- STA PPU_MASK: Y d& i3 @% b, r) `6 V9 E& p% A
- & ]$ A9 S$ r# X9 ?, S) Z# j9 B9 Q- K
- BIT PPU_STATUS
5 X0 X" L) ~. v0 @ - LDA #$20
" X% e) k3 t( E6 C' l6 F - STA PPU_ADDRESS0 C4 {% m% n" E% G8 P0 M9 t
- LDA #$00) ?1 q( P! ~4 O3 t! T
- STA PPU_ADDRESS
/ n9 j6 _ v/ W$ D$ W -
/ V4 m7 s6 ~& l6 t5 M2 Y - STA PPU_SCROLL% j/ \3 P# m' l' u3 x
- STA PPU_SCROLL8 N: ]1 C! s/ Q3 u
-
7 L$ I# X3 S2 T- r/ I3 |$ o1 q - LDA PPU_Msak_Buf
+ Y$ L5 ?% L; y2 S - STA PPU_MASK
. z, o. @3 |; x& R1 g1 d4 m& e' o
2 {7 p! |- g5 F" }- RTS
0 u, }% n4 T7 D - ' Z1 C0 v+ ?2 n. l. [0 ] F
- ;==============================
' b! i" x+ t4 q, d - Time_For_Vblank;延时等待. E' e1 w% e2 i6 m+ A& [' i
- LDA PPU_STATUS
/ q$ x( I" q1 A+ u: q - BPL Time_For_Vblank
9 W" }2 w( G! T" R3 y - RTS
& E* b! m0 F, Z, t2 U6 v0 ^ -
, }4 J$ a3 ^9 ? - ;==================================================/ z! ?1 |! I: Y" J9 E2 V
- ;初始化MMC3
( }0 Y& }% N; m9 c( ] - Init_MMC3" \9 E: K; c4 `. H, l/ p, o x
- STA MMC3_IRQ_DISABLE9 E/ j" [* I- N$ o9 m- J) C v2 X) F3 ~1 K
-
" D2 h, C; U" [4 k* z0 n( s- V3 I5 E - ;设置MMC3水平镜像8 M+ C2 V& a/ E1 r- e% N2 o- j& D3 @
- LDA #$01, X! g2 G+ t9 r* m+ U) ]! f
- STA MMC3_MIRRORING
2 Q$ I9 S; s' K1 u8 ]1 H" z$ p* t+ s- ^ -
0 f3 R# F4 g, M& Q- g$ x - LDX #$05+ a$ Y3 S! g' Q* s2 o! R8 T
- Init_MMC3_Chr_Bank_Write l" X) n1 J0 L" a
- STX MMC3_BANK_CTRL6 I* B, E r$ T$ s d
- LDA MMC3_Chr_Bank_Data,X
: b0 o' c: X0 c# n# H - STA MMC3_BANK_DATA
1 |1 `0 _6 ]- p- h* `, v$ V0 E0 b - DEX
' o9 v8 `6 G2 w6 K/ B( N/ W/ s - BPL Init_MMC3_Chr_Bank_Write1 }1 { x a: M& n! @5 G
- RTS
5 }0 e- G f: s/ Z i" d/ v - ;--------------------------------------------------; |0 O5 j% H& v2 q6 u$ t7 e
- MMC3_Chr_Bank_Data
+ r' ^$ X/ u" W - .DB $00,$02,$04,$05,$06,$07( C3 M+ o: `8 Z6 A V B
. j5 I+ ^% { w. e% V, g0 Y X- ;==================================================' j G8 Z; j' b6 N8 \
- ;重置中断处理
4 V, j* K K: J9 M( h! I! n - ResetProgram- u- [ J9 P9 ^' Y4 Z+ `
- SEI" f5 G: `7 ^) C& w. i
- CLD% H9 U. T; x$ f* i7 K
- LDA #$00
6 Y% B* Q n; j" U: {( E4 L - STA PPU_CTRL
. e4 }$ G$ q. m+ J - STA PPU_MASK- |$ z4 p/ K( W% ~1 c6 o4 Z$ Y
- STA PPU_STATUS/ y$ x8 k; u! \8 O: F
- STA JOY2_FRAME4 ]) D0 ^$ \+ V8 Y
- STA APU_STATUS0 p: K0 V0 o" u1 ~4 `! V
-
+ C& t9 @+ k! k( Y5 V - LDA #$C09 d% o% p, ~6 A, w4 r
- STA JOY2_FRAME
5 D- a+ r4 c* W7 ^7 a -
; f3 c5 [4 |$ T3 d t - ;等待vblank
1 s) N/ _+ s) k0 x! w, E S - LDX #$02
9 C( ]2 `5 f* P1 P - Vblank_Wait_14 ~& p0 r! o, F* k
- BIT PPU_STATUS, K J6 i/ O( \
- BPL Vblank_Wait_1# n* C. g9 O- q! c( I2 S5 ]
- Vblank_Wait_2
+ `! y2 m0 S% X - BIT PPU_STATUS% n4 d& n) {$ T: |5 r. l3 w
- BMI Vblank_Wait_2, q' M0 ?# f. f' S
- DEX( m5 k* p% U7 S8 M
- BNE Vblank_Wait_1+ y, ?) G' |9 O( U! T
- ?: ]- C, _" z$ L, {
- LDX #$FF/ l7 q2 T; r6 m6 R- Y- C
- TXS- }/ ~9 G; _. @, Z
- 9 n7 L) D* r! C& C% n! [' u
- ;初始化MMC3
: f! c0 _" R2 Q5 K2 ~: ^ - JSR Init_MMC3
6 E$ o( {$ j3 q' D! U' U% h - . @1 ~: K, V" R: G
- ;==============================* g1 r: S j7 B, G
- ;RAM初始化% h9 K; S1 M/ w- v- d
- Nes_Ram_Init- S- O9 V7 K/ g: o+ }, K, R
- LDY #$00
/ U2 D. J' {; ~6 C& D% B - LDX #$08
: m, H; s0 y1 m, J& @ - LDA #$007 B; } P9 n" E
- STA <$00
" y9 C3 P1 u4 H, b5 ~ - STA <$01
( `: `* ]8 A+ S/ C) M2 b3 Q8 y2 P - Nes_Ram_Init_Write8 ]8 }5 h1 d' s3 e: W9 c
- STA [$00],Y
D" H. ~8 ^- l, e/ Q/ m5 i - INY
0 d- r/ \9 N. s$ O4 X - BNE Nes_Ram_Init_Write
0 \8 l( E" M, s3 j/ j( l3 ` L - INC <$01
/ v; T7 S9 M+ S - DEX( q4 h ~" t/ B! B1 X3 X7 @4 O" ^
- BNE Nes_Ram_Init_Write
) b2 l3 ? h7 Y i! b - / Y- t; B( L& E6 y* z: W
- ;初始化命名表) U% s' Z- f1 j' G
- JSR Init_Name_Table
1 h' w s2 y. P* N" c; _) r - : [, h/ h1 p/ t( ?5 K& r' E
- ;初始化调色板. d; H& F n, W2 G% h6 o
- JSR Init_Palette$ h+ a% B l6 g! R; K. c2 R
-
! n8 V* i9 D5 c8 `4 i! N - ;初始化命名表属性
1 D$ u0 u; |% B6 z - JSR Init_NameTable_Attributes
) s; N7 M+ q& ?& b \0 h - 9 Q" U3 A% b0 Z1 X
- ;初始化精灵内存, ^4 N( `" C( y' X
- JSR Init_OAM_Ram
8 f( n% n8 q8 C( Q: {# n; t -
( Q; | `" `. m - ;在屏幕上写点东西
( z2 Q- K4 {# K - JSR Init_Name_Table_Text
! U7 V7 \6 J$ }8 C% o0 B6 s- K - " k1 S8 t; V- E, C
- JSR Time_For_Vblank, k! a7 v& W4 A+ w ~' E/ V/ g* O
- ;开启PPU控制
; m" ^4 i* g2 o - LDA #$A8
2 u4 U" s$ O/ A! [" i% {$ ^ - STA PPU_Ctrl_Buf7 J& F$ k9 t& w
- STA PPU_CTRL
' h/ K" ]( r; x1 l, g+ m - " j0 }/ W9 V+ X1 O5 A
- ;开启PPU显示. a2 J3 S, z: l
- LDA #$1E& e5 l& h- U+ o
- STA PPU_Msak_Buf5 J7 o! Y7 n1 T
- ; R4 ~% `5 ]. U0 y0 D+ q# r6 i
- CLI
4 A% b3 D: a3 @( H5 i# f - JMP Loop
4 W8 V. k# N1 g, W6 h( C - - j% @5 U6 h& ]5 K7 n9 y1 R" G# ^+ Q
- ;==============================$ k9 o7 \2 E* ?$ y' E
- ;死循环, 等待NMI中断
, }2 J& e* }" Z! d. l: S - Loop d3 |+ r9 x+ }! I3 v1 f
- JMP Loop6 z* O5 u/ n N7 j
9 g; g6 h: L! F4 b* a- ;==================================================
# }: ^8 E6 i4 k, v - ;NMI中断处理) v# ]; t: Y# C8 n) b
- NmiProgram
5 p% v& |$ o' a' D - PHA
; c/ v" q' y5 r% e' {0 \ - TXA
1 J8 l* Q# d, {- g8 \ - PHA0 P" K( W% y- U
- TYA f. s' q# @0 }3 B- m: P' W8 J
- PHA, L0 o9 U. L" W- U1 L5 ^3 K4 |2 f/ J
- 1 n1 p7 A& A, Z; V4 p: y" ~
- BIT PPU_STATUS
9 H( t2 w) l( P ~. } -
- C* _, V7 n3 m - ;关闭PPU控制" f7 W% o9 D& F5 p. M( F5 H+ ^5 G) s
- LDA #$00
5 ^$ ~# b: o# u$ O: o - STA PPU_CTRL
1 u8 r9 p4 ]0 x$ n6 d6 m - 0 t' h2 E& |5 k
- ;处理PPU9 L/ ?" @, P4 y a Z
- JSR PPU_Process, u. h+ P3 H7 r# d
-
5 N* l3 C4 G; p8 D( p5 } - ;开启PPU控制
9 g* T6 @& Z( V1 |9 P, n; Y8 L+ ? - LDA PPU_Ctrl_Buf
) m K$ G9 y( M) Q - STA PPU_CTRL% E" ]+ Y- I2 o I B% k
-
# A8 h1 M9 S- S- v6 Y2 g - ;手柄处理% B, l! \: k, \' e% R" u
- JSR GamepadProcess* K- o' G& K; H
- 2 H/ k) E* m) O
- LDA #$006 I! L, [6 g: R8 \( n
- STA IRQ_Index
: y! D6 k6 o% U& p8 V1 s -
9 J; ?4 d1 S+ M2 s: \ - ;启动IRQ中断, 第15条扫描线触发
- c/ i) G5 X+ T' [ - LDA #15 + 1& U8 G- p/ s1 P u+ |
- STA MMC3_IRQ_LATCH
! k( N1 H3 @. {4 r4 y - STA MMC3_IRQ_RELOAD6 e/ ^0 L$ H! I5 z6 B `+ m
- STA MMC3_IRQ_ENABLE
7 Y1 h# Y) v0 C+ c2 u - CLI
6 X' |, U c; f3 g% U% [% V5 i -
7 @% o5 C4 t; Y* z$ Z1 q9 Y - PLA
$ a( A$ }9 {4 h - TAY3 M; A" }: I3 R* V" V0 m5 h% m
- PLA
6 i: Q0 }# } U) C: A7 L - TAX
$ ^' t) M/ P" }2 K* K - PLA- p3 x! ?, l" t y- n
- RTI) y" {* D3 l0 F/ A
- 6 c7 E- B: g9 h K" u) A
- ;==================================================( X( m; |: f* D% A. k5 F/ C2 ?, C/ A
- ;IRQ中断处理5 V! T! H* ?8 d4 e& x& s& C# P( y5 o5 `
- IrqProgram1 }! c- q( m" z4 f
- PHA
" |3 X6 ?* F& P& W& }; T H' O# M - TXA
; s8 w# Q% V0 M" P1 m5 ^! Q - PHA2 r9 ^5 D' G* A8 c
- TYA- A# ]/ E5 s+ ]
- PHA
# u4 `2 h% z2 U - R9 b' o% @- F h: d
- ;关闭IRQ- v. R- m" @: e- x
- STA MMC3_IRQ_DISABLE
! G2 i- u2 P* \ - 9 X$ Z8 @# a1 g; ?' ?
- ;允许下个IRQ触发) G. p; [$ y" M1 s
- STA MMC3_IRQ_ENABLE+ h/ }) C. }+ J) Z1 Z( z& |
- 7 R. S* ?, d: E) T5 P! {/ L {
- ;IRQ处理, 15线后继续触发3 ]) @; m9 x* e( _
- LDA #15
/ h' X* \9 a0 U: N) l) Z* ~, @4 z - STA MMC3_IRQ_LATCH
* i0 y2 X: }% x1 Y2 e - : d# q8 l# n, D1 c
- LDA <IRQ_Index" V8 Q$ P$ ~4 G) R( _' q; b7 p, ]% a
- BNE * + 4
3 q" O0 X+ n- Q - INC <PPU_Scroll_H4 |1 `2 W# P4 d% Y; Y3 P! r+ f* T
- - J% N) L* t$ ~/ D5 @1 j9 L, ?
- ;设置屏幕滚动! m' z" ^. y& H; h- B
- LDA <IRQ_Index
$ P( R+ F7 h. m - AND #$01
6 M, `% L0 }# s) r( O0 a6 L' ? - BEQ Irq_Scroll_Right A- k, L5 {( V
- ( I: c; O9 w/ ~7 _6 l3 r
- Irq_Scroll_Left
. v+ p( {9 w1 D0 j1 V - BIT PPU_STATUS
1 O7 ?5 M0 I" ~! B - LDA <PPU_Scroll_H; E* Q8 `7 {0 z) ~, X! K% b
- STA PPU_SCROLL
( J o! R3 ~9 v - STA PPU_SCROLL
: N" a5 B) l0 @* O- B1 f | - JMP Irq_Scroll_Over
: g" Y! F5 D* D h - $ P: t1 Z+ S, I0 H% Q5 c
- Irq_Scroll_Right
3 ^. Y3 } U# d - SEC3 J4 H& C& g- }9 N
- SBC <PPU_Scroll_H
0 G# N! k% K0 p; r, k - STA PPU_SCROLL7 b% o6 [' l" p
- STA PPU_SCROLL
$ w+ Z- Q/ i" J9 Y s. R - Irq_Scroll_Over9 ?4 J7 _7 I* b
-
3 ]; N* T+ T" \. l; s) m. C4 E - INC <IRQ_Index
$ H- r! `. P: x9 F9 x. z; ] -
8 _* ]3 u1 N- `& ? - LDA <IRQ_Index
0 f# h+ _: ^, ]0 n0 t* m - CMP #14
2 @) X2 a/ ?8 N, |+ u! K - BCC * + 5% E* Q% n# i( a2 @
- ;关闭IRQ; ]7 L0 [, T( \. O7 C
- STA MMC3_IRQ_DISABLE( Y5 C) R, M9 F* P) n) o5 o9 v: u/ q: w
- 8 T( ^, Z' A# c& l
- IrqProgramEnd
1 H: ?$ y( x7 [ - PLA
+ M9 z p* B$ V% H( i8 ?. y - TAY
' s; \9 P7 l9 [% b1 y - PLA
* S: G4 @7 D* k; y5 J+ H - TAX) X" y( U8 M( }7 r8 j" z
- PLA% B X. Z6 C- B
- RTI
/ C5 w( b5 e$ p - 4 u' a3 C2 V" u' [5 z$ H0 Q
- ;==================================================
7 z! P1 D% J; f4 g3 Z; s. ^ - ;中断表# J# s& R" I( I/ \3 n( q [
- .ORG $FFFA- N) n2 {: J. ]/ B2 n; K$ o
- .WORD NmiProgram
* g7 H# q* _4 [- U7 c - .WORD ResetProgram
* V: v" H2 e- L- ?0 M - .WORD IrqProgram
复制代码 [/code]
: [* w6 m' C: r2 \5 n: m |
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