|
- [code];[FC音乐][MMC3 IRQ], }. j0 w v# y d6 m5 g9 o x! `# y
- ;FlameCyclone 202307100 T$ g. H* @/ x- @7 v% Y: n0 E6 j
/ {- _- c; Q: s$ `- ;文件头
9 r5 Q: i2 I; S - ;======================================================================7 a$ C6 g) R# l5 h! [. F+ Y
- .INESPRG 4 ;16KB PRG 数量
' _0 v6 x$ M: d; [9 y - .INESCHR 1 ;8KB CHR 数量0 C/ Z6 u5 m4 X% o) S
- .INESMAP 4 ;mapper 4# J4 F7 H' F+ R d0 _4 ?( W) i
- .INESMIR 1 ;命名表镜像 0水平 1垂直3 h" q: A6 y/ W9 u& k: J' i
- 1 R; e! i; E0 i3 u7 m& B/ v
- ;必要条件$ L5 M+ i- v4 ?8 k; ]- |
- ;1.持有CHR ROM+ ]$ V6 y5 L% A
- ;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$1000( O/ y& f* \" h R3 {
- ;3.精灵内存(OAM)不为空
! m7 S& j8 L' X6 l" u2 r3 b. A - ( H! ^ Y1 ^ `& B
- ;==================================================
: t5 p$ s; t ] - ;NES端口常量5 v4 f' p# x# s5 E$ s; y, w2 d
- PPU_CTRL = $2000 ;PPU控制寄存器
; f+ z& ~- \( E: s - PPU_MASK = $2001 ;PPU掩码寄存器
. b3 S/ R" U' F9 |" {1 E. l - 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
+ g1 A9 Q8 C" b# C: m( ] - PPU_OAM_ADDR = $2003 ;精灵RAM地址:用来设置通过PPU_OAM_DATA访问的256字节精灵RAM地址。每次访问PPU_OAM_DATA后该地址增加15 j$ c |0 L+ e- k( g3 Q: x
- 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
5 r% F8 j4 k* @& d' j: ^ - 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 D3 s+ W5 D( m% @3 J' w; g
- 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
$ o4 }; t1 Q) {7 u - PPU_DATA = $2007 ;VRAM数据:用来访问VRAM数据,通过PPU_ADDRESS设置的地址在每次访问之后会增加1或32 . Z$ a, \& V) e/ ^3 T0 i
- 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; u' r) w2 P+ F8 f; G8 B M
- APU_STATUS = $4015 ;声音通道切换
, F1 V( b2 T7 Q( P" n1 a( W7 b - JOY1_FRAME = $4016 ;手柄1 + 选通" g7 R% y5 j& D; n
- JOY2_FRAME = $4017 ;手柄2 + 选通
' P7 ~ `) O1 a% s: _; V" b4 z1 R) h - 8 M2 d- [) @7 g9 J" K* Z
- ;==================================================4 f# M' Y: e) x
- ;MMC3端口常量
6 j& e2 i. `9 y5 w0 J - MMC3_BANK_CTRL = $8000
" Q' \: D6 W4 }: x5 Y5 a - MMC3_BANK_DATA = $8001
* y, [: `, g- T8 G - MMC3_MIRRORING = $A0002 i* q8 `3 U" D
- MMC3_PRG_RAM_PROTECT = $A001 @3 E$ `0 P4 b' V
- MMC3_IRQ_LATCH = $C000! a, C8 H9 z8 y( L8 n
- MMC3_IRQ_RELOAD = $C001, W" x* h8 F1 Q
- MMC3_IRQ_DISABLE = $E0005 B/ y! _8 a! V0 q) _
- MMC3_IRQ_ENABLE = $E001
: j* j7 ~/ ]3 R; b; C! W) Q
" w" E Y5 ?! O# v! n) j- ;==================================================
A' o W$ e! F C! ]( u - ;程序块配置
$ G/ r9 _, \- m9 y/ I - BANK_DATA_MASK = $07
4 M; r2 L9 K7 V* p3 r( r - ;--------------------------------------------------
y7 c% T* B2 P - RESET_BANK = $07$ ~. G. R+ ~/ a$ z" p
- RESET_ADDR = $FC007 m. Q p3 K" Q+ q$ L7 P1 J
- ! w2 F! D. e& ~4 W K, ~- Y3 H
- ;==================================================
6 f) ]- L8 ^" a0 ^+ i4 B - ;图像块配置
) ?- H/ ^2 Z2 a0 ?; e. ?- o r! g7 l - CHR_DATA_BANK = $08* I0 s$ r8 b# C( s+ E. X
- 4 f; v% V. Y2 f/ B: d `# m6 g) n
- ;==================================================
. {( K' M+ Z' a# P) D! h# U) v - ;零页内存地址配置
, ?5 s* [. o5 _* I! h - Use_Ram_Addr = $80* x- i! y* ]6 W2 y$ C, X# B# Y
- PPU_Ctrl_Buf = Use_Ram_Addr
* j* k; `% J, C% j - PPU_Msak_Buf = PPU_Ctrl_Buf + $01. b" K# }$ m0 E9 s
- PPU_Scroll_H = PPU_Msak_Buf + $01; Z$ m d" Y) k9 T
- PPU_Scroll_V = PPU_Scroll_H + $01
8 ]+ f' L- e( f7 w5 U8 I - FC_Data_L = PPU_Scroll_V + $01
# ?4 B4 i( A8 @) O! d" W - FC_Data_H = FC_Data_L + $01
* Z% A) A) V; f2 _7 Q - FC_Data_Buf = FC_Data_H + $015 j! g5 U7 j% M1 w0 q _
- ;==================================================
& _3 V1 C! V9 T8 X& g0 C/ n - " S7 w6 @3 L0 ?; }# x0 C- Q: w
- GAMEPAD_MERGE_FLAG = $04
* |& ^* ?3 M# @. }9 O' q - 1 |/ K: K. c0 {9 t2 H
- Gamepad_Keep = FC_Data_Buf + 15 \8 ~( h6 E3 f9 E* V
- Gamepad_Once = Gamepad_Keep + 2) M S" z$ V h4 k3 ^& r/ |1 d+ j
- Gamepad_Temp = Gamepad_Once + 2- b. f/ \' _5 e: U
-
6 ~& Q) p- L, }% L5 e9 K, i - Gamepad_0_State = Gamepad_Temp + 2
3 m0 P3 V# P, U: w# t9 A" ` - Gamepad_1_State = Gamepad_0_State + 1
) R6 Z+ p5 [4 Y- ?) n - Gamepad_0_Value = Gamepad_1_State + 1; `! b: u- v) ]8 x$ v) h
- Gamepad_1_Value = Gamepad_0_Value + 1
% l" X/ y$ r& S. H6 k# f$ ?1 \ - Gamepad_Port_Value = Gamepad_1_Value + 1
3 u7 h% y/ T, o2 Z- y: z0 u - Gamepad_Merge = Gamepad_Port_Value + 1
1 O4 S* ? N7 F j/ G8 r - , Q3 A% {( ^. g; x) h$ W( h
- ;==================================================
1 A H, p7 K, V, X) M4 r/ g - IRQ_Index = Gamepad_Merge + $01
" ]3 N/ L7 d* \5 Q* ] - ;==================================================
1 a5 g* @0 {1 m/ i4 I3 K* ]- x6 b- \ - 5 G+ C' v( e8 \/ h
- ;CHR图形数据% l' F$ l% q/ F8 P
- ;==================================================9 I- ?6 D! g3 j4 P; k
- .BANK CHR_DATA_BANK
5 ]0 D: T6 L# |( c4 D, B - .INCBIN "chr_bank/chr_data.chr"5 d* R+ _/ b2 c+ M5 [
- - e4 e5 P; Y5 _. M& H2 H7 e, u$ X
- .BANK RESET_BANK & BANK_DATA_MASK1 Z8 i2 j- [: l# C9 n
- .ORG RESET_ADDR
; ~7 V: G6 U. H9 q. D1 g2 E -
+ f/ i8 L2 i+ G) r# K, W - ;--------------------------------------------------( x' b& b, ^' k8 |4 a
- Attributes_Data
& B4 m4 N. l$ s9 R- Y8 w" }" T - ;命名表属性
( |3 C/ n {7 [8 h* g - .DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$006 F, A! S9 @4 T" W4 j5 V8 K9 E) X
- .DB $50,$50,$50,$50,$50,$50,$50,$50,$FF,$FF,$FF,$FF,$BB,$AA,$AA,$AA
/ u1 M% F E# \; o - .DB $0F,$0F,$0F,$0F,$0B,$0A,$0A,$0A,$AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA$ f) V% M- ^2 O! _4 ?, d
- .DB $AA,$AA,$AA,$AA,$AA,$AA,$AA,$55,$55,$55,$55,$55,$55,$55,$55,$55+ j. F2 ?( ?4 E3 j' B
- ;--------------------------------------------------
" _2 F& T4 b; Y3 y* M1 u m - ;调色板数据$ i# }/ ?8 O( ^) R, I
- Palette_Data
6 k/ q6 o8 E4 T6 E* X - .DB $0F,$27,$20,$0F,$0F,$24,$20,$0F,$0F,$21,$20,$0F,$0F,$25,$20,$0F$ Q; x( C9 V' B# C& Q! q
- .DB $0F,$24,$20,$0F,$0F,$24,$20,$0F,$0F,$24,$20,$0F,$0F,$24,$20,$0F& c% a0 c% \( z, Q
- Z0 T7 h0 v+ H/ O8 W0 f- ;==================================================, t/ L% T9 i. V/ T
- ;命名表初始化* ?1 B* s" {7 v' _2 U
- Init_Name_Table! l* ]# [' A0 V: k5 v( _
- LDA #$20( \9 B2 S5 C. ~6 s. p
- STA PPU_ADDRESS2 a' P6 Q2 \8 i) C& N
- LDA #$00
6 ?; K* O* g$ ? p+ \ - STA PPU_ADDRESS! B/ y, ?, Y; A
- LDA #$00
# z2 A; [% O) k0 I' Y - LDY #$009 f3 s$ S' @' w# x# }
- LDX #$10
& V V4 `; w2 y' T - Init_Name_Table_Write( |1 v) g$ R/ J# J6 a# q. }
- STA PPU_DATA
* O& u5 _3 g& @/ R6 `5 A* f - INY/ E& y& W* `/ u
- BNE Init_Name_Table_Write
( @5 Z0 ]6 r I% C+ ` - DEX$ X3 @# E* K) A* X5 F* g
- BNE Init_Name_Table_Write% E% n+ C* I; J
- RTS% U) B! I- f: J, l, w/ _9 |* `
-
( I ~+ L O/ v - ;==================================================# ^5 a; l3 ?, E. d5 [
- ;调色板初始化0 T. R: E7 c, A1 v0 `% K. d
- Init_Palette# O. U9 q" b X( q
- BIT PPU_STATUS4 `+ h- _5 e( q e1 H! ]/ ? D% p
- LDA #$3F; f4 M- v2 B( R
- STA PPU_ADDRESS3 z: L' ~/ y* L) ^
- LDA #$00
3 K" U; o, T5 [$ [/ v0 o( {+ C - STA PPU_ADDRESS
/ m1 c* |" R3 H+ k4 ^: s - LDX #$00
- j7 e& f l4 B' Q3 q - Init_Palette_Write
7 L* [; y2 Z) R; y5 N - LDA Palette_Data,X( n3 y) ^4 g" @: x0 `& K* |0 H
- STA PPU_DATA
4 D H1 z# v( c" ^: c+ X: K* Z - INX, u8 y3 u* s" y* f5 @
- CPX #$20
# U2 G E: o: ^$ z - BCC Init_Palette_Write8 I+ P, Y. B( v5 e1 J
- RTS
9 @0 V: A3 W) P4 {- i/ w3 | - ) E" _2 \3 B( ?9 \/ a* Y! \) q
- ;==================================================7 A) d3 E# W, T: N0 e; @) `5 o- c+ J
- ;设置命名表属性
6 ?% U" Z4 P- j1 G6 X$ \8 w ~ - Init_NameTable_Attributes
" H$ z* e( y8 ]$ L% d - BIT PPU_STATUS
j- u3 O" c5 f7 G) I - LDA #$23
- O6 z! G" F' m# s# M& b2 X - STA PPU_ADDRESS% U, B9 p9 m# ?# }5 o
- LDA #$C07 J1 z( U8 _7 U
- STA PPU_ADDRESS8 c u! E5 D: e, f4 L6 N
- LDX #$00
( Y, f: L, ^1 J K& S7 [' ^& a+ r - Init_NameTable_Attributes_Write1 D& `: q# ]2 R/ {5 I2 I
- LDA Attributes_Data,X
( g, E5 G4 a E% \ - STA PPU_DATA
+ R* b/ Q* H1 f3 s% F! ~ - INX
7 @ g* l" s& K, m - CPX #$40
1 U$ L6 a$ j- `3 z# \3 D L$ ^ - BCC Init_NameTable_Attributes_Write- {# c% i9 t Y9 p( B4 j6 d' W
- RTS
' k9 i& e2 R& \4 B/ ~6 I6 \
. X, g: X, P& t; z! e' z- E( `- ;==================================================4 V" d `: `* `* u! L0 y
- ;初始化命名表文本 z: W' |7 i' Y8 _
- Init_Name_Table_Text
7 [3 t; F+ l* S' G6 L2 l - BIT PPU_STATUS
: S. y$ N0 e) H+ F6 t' M$ Q- s - LDA #$204 B) h/ V0 G4 o1 {' U
- STA PPU_ADDRESS
" ?& B9 ~5 r5 h - LDA #$008 x# y4 k* H- r% M6 {2 C
- STA PPU_ADDRESS+ c/ n* Z# s* F# v8 A
- LDA #$00
N2 e3 Q5 D1 ]5 R - STA FC_Data_Buf' h' }, R" @+ F( g1 @
- LDY #30
: G# }/ l8 k0 @0 J1 K - Init_Name_Table_Text_Write
7 Y" S8 ~ O4 d2 J3 v5 o, } - LDX #32
8 Q" h% M& U1 m U) |9 s! `( U - Init_Name_Table_Text_Write_Char
: _# J" X+ n7 b/ d+ [9 @9 X$ O - LDA #'0'
* r( r7 g' |$ ?9 Y - CLC
, H: y' T8 ]4 p - ADC FC_Data_Buf
. |% F2 Q0 T8 ^* p2 K+ Z/ O# z - STA PPU_DATA; d7 H) A+ k }3 U6 L; T4 W5 o% z
- DEX1 b" ~0 p& N( N" {, e. f5 w, {3 k
- LDA #$14' S5 Z% P- N( e ]
- STA PPU_DATA! Y A9 Z3 b$ x: q. A5 y
- DEX
6 ?6 O9 J, R# d$ q$ P: F3 {" [ - BNE Init_Name_Table_Text_Write_Char! w r. |) @: @2 D) x* Y, K
- INC FC_Data_Buf
V( ~' l% R# F; c) p5 M - DEY
% M0 n$ m) u0 x3 H# g - BNE Init_Name_Table_Text_Write' k& q/ Y* R1 n4 @% c
- RTS/ X+ W' G8 U0 i ?- E# a; O, T& e
/ X- g, V! i. A& n \8 h9 W- ;==============================3 n+ m2 @& K" U6 y& q0 u
- Init_OAM_Ram;初始化精灵内存# O: S+ `, M% [- b# O
- LDX #$00
% S" s( Z5 H. @ - LDA #$00! N+ [& e* f2 V. V; e4 |
- STA PPU_OAM_ADDR) n% P# r2 h+ ^( R' M+ s3 f& x
- LDA #$F82 L2 R% @+ I9 z9 g/ P3 ?3 R
- Init_OAM_Ram_Write
# g8 ~% I2 n, y& T8 ^2 _; Q* Z( Z- Q8 J - STA PPU_OAM_DATA
$ `6 E; J2 Q; ? V - INX' e7 f9 _; [# \- _4 a$ e
- BNE Init_OAM_Ram_Write
. F$ b* @8 J9 H3 ~3 |/ h2 U4 i - RTS. i9 u+ R$ S2 |/ c1 H: P4 ^
-
5 ~+ c# H2 n- S - GamepadProcess;手柄处理5 T' e! y% { j# ?' `* m
- JSR GamepadDatacan+ s) H5 M5 W: u4 x/ H$ s: t
- LDA <Gamepad_0_Value
2 {! R: `$ H9 M: ^' z - STA <Gamepad_0_State
4 @3 a5 A/ D5 r8 ^( w4 l, ]! ^ - LDA <Gamepad_1_Value
( w& y" h# v$ f2 w7 Y - STA <Gamepad_1_State1 n/ y) F/ _/ }, r- M+ ?$ u+ a
- JSR GamepadDatacan
& w' Z: Y/ ^) y! n+ Y4 p. R7 f: I - LDX #$01
3 N9 y0 N/ S! r. `( C' J" E - GamepadMergeCheck;合并手柄输入检查) m; k* {8 p4 {3 G. }) {& u I9 E
- LDA <Gamepad_0_Value,X& q3 Z. _7 \' `! e2 R5 h$ \5 U
- CMP <Gamepad_0_State,X% |. p4 b5 S) K" h$ k f& Y0 a9 D# z
- BEQ GamepadMergeInput9 {* v+ J0 M' X* _" w$ [
- LDA <Gamepad_Temp,X
* ^( F1 ?' z( B. l& Z7 a! B - STA <Gamepad_0_Value,X
1 p& Q# F) u* g0 j( [3 r" T* F - GamepadMergeInput;合并手柄输入
4 i) M7 G' x) I: w% Q3 F+ R - DEX3 c0 ^; L: `% \: }& v- i* Z4 U! r
- BPL GamepadMergeCheck
9 z1 l' B7 u, J: x- \4 B - LDA <Gamepad_Merge- z/ B! x/ l! b+ Y1 ?# v. F5 P
- AND #GAMEPAD_MERGE_FLAG
$ B$ S. }/ i/ y! F+ { - BNE GamepadStateProcess) C3 \. c& m! ?
- LDA <Gamepad_0_Value
1 J' _8 @. p/ _8 x - ORA <Gamepad_1_Value9 S- H1 r9 z, g1 U) [3 O$ Y* t8 z$ _4 U
- STA <Gamepad_0_Value
r+ q& M+ T5 ~ - GamepadStateProcess;手柄状态处理
! r' E) G1 g: n - LDX #$01
/ A( K) m, `$ N, Z - GamepadStateSave;手柄状态保存% ^. V/ T2 y# ~- q* \2 _
- LDA <Gamepad_0_Value,X
' l. T( G, T a7 Z- ?6 e - TAY& ^' Y! K- t9 s( d
- EOR <Gamepad_Temp,X6 h4 l3 K2 A/ R/ x9 V
- AND <Gamepad_0_Value,X& n; Y. U: X9 A% r
- STA <Gamepad_Once,X" W( d- i% K3 v
- STY <Gamepad_Keep,X
' e" ^& z/ g" r" M - STY <Gamepad_Temp,X
- R2 K# e! X2 _5 _$ Q2 v6 e! z) N - DEX
, w2 }; u5 d1 L. R' w - BPL GamepadStateSave+ L! m- w4 }$ A
- RTS; r' m$ Y4 N4 K" r! Z; r1 U+ }
- ( Z+ X4 p, r a7 y% T
- GamepadDatacan;手柄数据扫描8 e4 w% [, d% }# ?
- LDX #$011 `$ M, ^ v: {
- STX $4016' n# ^2 F0 j( X( f2 \( w4 I
- DEX9 l' ^' p5 ?; v9 x) L' J' u1 a
- STX $4016) U& B: o- ^" q7 D+ X
- LDY #$08
! u% }3 l; k8 H9 w: I% T$ `. s - GamepadPortScan;手柄端口扫描$ L! w% k* ]. Y F8 d; N
- LDA $4016
6 D& J- L' F4 I - STA <Gamepad_Port_Value3 {* P1 D& x% c4 C
- LSR A" r% I& l& @. ?( I* t5 r/ [$ D
- ORA <Gamepad_Port_Value
4 Z0 C2 H( b, v6 }0 ]# T( ` - LSR A
+ _5 ^. ~1 h6 @ q - ROL <Gamepad_0_Value3 a, @) b( W2 _
- LDA $4017
( M/ R& x& }7 c9 v8 \ - STA <Gamepad_Port_Value
& C- O+ ^+ [& d7 }/ c - LSR A
+ K* V6 d5 g7 J5 i - ORA <Gamepad_Port_Value5 ~& x# c, w! e" g; m/ K% v
- LSR A' I* I; G8 q! d" ^* G' Z
- ROL <Gamepad_1_Value
0 x# F3 h8 E8 x, V6 h - DEY( A0 f; x6 H: z! z
- BNE GamepadPortScan
/ w: |# ?3 U6 F3 ^3 Y - RTS/ n* L3 v3 Z9 k$ H& C
-
4 y0 f! [+ |8 Z - ;==================================================
# r$ m/ |$ q+ T# H& d' ~7 f* \ - ;PPU处理" W& Z* a$ w& }- m0 _3 X
- PPU_Process! r- t7 t; Q! W G% d C
- LDA #$00
7 x( H' t! `7 M7 ?4 X - STA PPU_MASK
v2 \4 g' Q& G7 c - . K( K7 ~6 |. _2 s3 f% _
- BIT PPU_STATUS- G+ N2 _8 T; ~! z- l9 p: y. r
- LDA #$20( B* f1 m7 `6 b1 H& b. {. k1 ?
- STA PPU_ADDRESS
# u5 s1 |, F3 V - LDA #$00
+ i: ^+ M4 @+ |$ T8 l - STA PPU_ADDRESS9 m; q! b. }; l2 u
- 9 T. N' R- r4 E) c; L8 R
- STA PPU_SCROLL" T$ @9 o! S/ |1 \& q
- STA PPU_SCROLL: W, f& N9 B% D
- 8 I8 C9 T3 t8 c4 |; ?
- LDA PPU_Msak_Buf; }" R$ ]% M% P
- STA PPU_MASK" F9 Y1 Z+ {6 ?! |( z& [) ^: u2 \
- . ]6 |; l3 y7 j3 m& t& Z9 l0 i# _
- RTS! A) N1 c* ?9 w7 L; W
-
# S- @0 Q( `& G" @ - ;==============================
' w% D( F- T! m" ?/ m - Time_For_Vblank;延时等待
) Q% |7 I/ Y2 h% I% G( q9 u# Z8 p5 ` - LDA PPU_STATUS* @9 n; g* ~& W5 u. ]7 M; W9 s
- BPL Time_For_Vblank. q7 {' |# w" ~
- RTS
& j4 V, T% b& n - : n: d/ F5 t3 H8 V% n
- ;==================================================
5 e) }" `7 g4 ]$ K+ e+ ~ - ;初始化MMC3
$ S. K2 F4 x+ s6 L& T- q - Init_MMC3* S# L/ E( ]! q
- STA MMC3_IRQ_DISABLE
; v, `6 `( ]; A W4 a" m -
: t5 ` a; L; B: R; z - ;设置MMC3水平镜像8 L2 f* T, d+ D: o( R% Y
- LDA #$01
; `. u7 B; s* O - STA MMC3_MIRRORING6 f+ P, G, z/ `5 _. T/ A4 X
-
1 p4 v: I Z3 W+ L# K$ w - LDX #$05/ D7 p/ z c3 s; B9 l7 v
- Init_MMC3_Chr_Bank_Write1 Y( ?( K; e1 U3 J0 x- C1 i, e
- STX MMC3_BANK_CTRL8 r$ k, J& T* v, l& a. o& l
- LDA MMC3_Chr_Bank_Data,X
* X# t: N! h! F* y: C - STA MMC3_BANK_DATA9 @: d" n$ }: V) @8 N
- DEX/ k$ p0 @! M/ G5 R B7 c6 ^
- BPL Init_MMC3_Chr_Bank_Write& u" |7 O5 c( k
- RTS
; R5 v2 P! G4 F% V3 X- ~ - ;--------------------------------------------------' |/ R' Y) f" D- M# Q Q
- MMC3_Chr_Bank_Data0 J7 c) ?& l; q2 O
- .DB $00,$02,$04,$05,$06,$07
: P+ x1 @. [! S4 l, H9 j: `
& R& K3 o$ J4 n8 z S* X$ m- ;==================================================/ |2 L# h+ H4 `- M! u# j
- ;重置中断处理& T1 O. z; L# S1 ]5 n" A
- ResetProgram
$ T+ @9 {) k2 O2 A - SEI; P4 _% ~# \# u& Z3 R `
- CLD
6 {, K. y6 C( g3 H) O+ V - LDA #$00$ v+ z, V- X" Q5 D: t# d
- STA PPU_CTRL* g% |# T' b0 n. j% N9 a
- STA PPU_MASK( a) k) G; b( u3 U* b. F
- STA PPU_STATUS5 E2 I3 a, j) ~" @
- STA JOY2_FRAME, t c2 i5 a" w R0 a, E$ U! R
- STA APU_STATUS
' {. S O* P! h- c -
' y& g' {0 t1 E* L( o - LDA #$C0
) R6 Z# V3 r* X( T - STA JOY2_FRAME! T0 R) J& S" K- N* X
-
$ n1 A2 n$ X. A' L! d D( W2 A - ;等待vblank# @# h, J6 p' [9 b; C: O
- LDX #$026 C" f2 N" C! X! U9 U
- Vblank_Wait_1
0 _( Y+ [/ j) }+ l) e$ }$ e - BIT PPU_STATUS7 p' Q; K/ F# k
- BPL Vblank_Wait_1
" n: k& ]: `) G6 m, X/ I" q - Vblank_Wait_2* w' p# b! a* ]/ D; j# `* G& N! h
- BIT PPU_STATUS! e& _8 W5 v( H" X
- BMI Vblank_Wait_2
$ [' l& [' m1 c# q - DEX
+ b6 u5 d$ B x - BNE Vblank_Wait_1
0 o5 {, |, l4 s' C' F - 4 G5 `9 Q# q4 Q" ]; g5 @3 h' x& D
- LDX #$FF6 v. R5 s1 C8 C1 e
- TXS
7 ~9 g1 [$ N& l0 ~ - 9 H- {* |& c/ M1 Y, p/ N- a
- ;初始化MMC3
' j c, _0 B- f# P1 | - JSR Init_MMC3$ \1 {( G; m, l4 V! A, t+ @4 x0 l( g/ e
- - M b; F" D+ C
- ;==============================, B& U) d# x* ~ W8 I
- ;RAM初始化& U. ?1 l2 R2 j' P5 E
- Nes_Ram_Init
3 B, t. _8 o$ @/ e, H - LDY #$00
5 d) X* G' B9 [3 t - LDX #$08
6 e0 K7 L$ [1 C {# Z6 a3 }: u - LDA #$00$ z9 Y3 Q4 C: B, O& z
- STA <$001 t) Q+ D/ n! L, Z; z
- STA <$01/ o3 R0 v: @' `3 O: x
- Nes_Ram_Init_Write/ k: C# h E% d+ V7 `5 o
- STA [$00],Y' i c* ]$ {7 |& d
- INY
! c; h( O* Z9 N - BNE Nes_Ram_Init_Write
; {* g, w. Z* E8 N `. N - INC <$01
" _, L8 s9 W! J) U0 C - DEX
, v5 R4 r- C7 ?, T! k - BNE Nes_Ram_Init_Write
! g# \3 y& S" W - ' U8 q( {& _/ w) n/ T% Z& _
- ;初始化命名表; U/ J0 W4 a5 [1 b" c6 h
- JSR Init_Name_Table {6 p- `1 o; Z1 Z8 G
-
0 W1 A$ W% I; n - ;初始化调色板
3 }; Y0 N, a% g1 G1 b5 g - JSR Init_Palette. h& f4 C7 w& M( `
-
" i/ q# V Y4 n1 B4 }* i - ;初始化命名表属性
8 H9 I; E9 u! }( B1 d$ K3 X: j! D - JSR Init_NameTable_Attributes$ Q1 |3 V( [& X0 c& J Y8 I# c
- 3 H! l/ u5 ]/ `) K
- ;初始化精灵内存
; ^# C$ @$ c/ p* h - JSR Init_OAM_Ram
: T0 l0 m6 h$ g* q. s5 J: V - 4 Q( Z( D1 h; i& u% ?
- ;在屏幕上写点东西6 o3 y2 m5 L* g- \, W' @
- JSR Init_Name_Table_Text
% k8 O* m4 t1 ~9 |- E$ W -
4 W) h3 D8 ]2 T4 w - JSR Time_For_Vblank
$ K! x8 p6 f1 d - ;开启PPU控制2 j1 j% h% d& M0 A
- LDA #$A86 n# _; q: X/ C0 Z8 O" u0 g
- STA PPU_Ctrl_Buf
, e1 r) W/ j; P' ?: d& i8 f* Z - STA PPU_CTRL
+ {9 t) B( S7 D% C6 u - + {, r# r4 I5 @. D0 M
- ;开启PPU显示
5 _/ A) ~! g) a5 E7 } - LDA #$1E
% T; }6 _3 E( ^- G0 p; Q k - STA PPU_Msak_Buf
; Q+ E* b( [+ ~5 I. H( R7 V - ( z$ S* e2 ^4 y5 p- n. c
- CLI
6 E3 d% D; X8 @3 p - JMP Loop- w s3 G) W2 G1 g% n
- - { F& G* H& a
- ;==============================# V& A% h+ Q" ], @, g( r+ t5 e
- ;死循环, 等待NMI中断) e7 G1 y! X* l" L
- Loop* X3 h- s! E) P" w3 ^8 N, a
- JMP Loop
9 x# A. ?3 |+ i2 b0 P. d: a0 ` - ( j& _7 [( H2 d8 _9 d
- ;==================================================% A3 K1 x! V0 h5 e
- ;NMI中断处理
% W! b6 U" X5 t1 j0 K# C - NmiProgram. ^( p- I" U6 h6 d `- f- m
- PHA
3 T( i6 D. W: [% `6 V1 m - TXA
4 o' z3 S% Y; F - PHA. j) _: a: z2 O# S: Y
- TYA
/ v$ O( S! X1 i3 F - PHA2 |8 a7 ?& O# R5 k
- " p) o1 b% g% O' i( E
- BIT PPU_STATUS8 m- q7 _2 Q1 g. s
-
( h" z* I4 w/ y4 S+ w; V; q - ;关闭PPU控制/ u& p( z) T" }; z" ?8 b! N( v
- LDA #$00
2 s6 X5 A8 y* y7 o - STA PPU_CTRL1 W# I" R$ G. @2 M: J3 Z5 o
-
7 {+ ]& z2 @' P! l u - ;处理PPU" B; F& ]$ F `+ X( U
- JSR PPU_Process
, J0 A3 v7 t( G7 u -
5 F" s0 m) j9 P# `7 [& C- P5 @+ f - ;开启PPU控制
; A' y) p- j6 n - LDA PPU_Ctrl_Buf
8 C1 O5 N( b5 L9 P! \- z - STA PPU_CTRL4 w5 k3 Y% M) R; n
-
C" x# H C$ o - ;手柄处理. k3 n S8 {" [1 v+ h+ b* E) a
- JSR GamepadProcess" ]7 T, J/ d9 D5 x9 b
- 0 Z2 _. `. k1 d# S
- LDA #$008 G2 {+ h) R7 G& v
- STA IRQ_Index
! ^' o8 ?2 L& |1 @ - ' d/ |: B3 ^& L' U5 H9 r2 c
- ;启动IRQ中断, 第15条扫描线触发4 s7 [' h2 I; \% S; Y
- LDA #15 + 1
4 f* o4 I- S+ p, G' T. I7 i) D - STA MMC3_IRQ_LATCH7 z# ~: L, h+ L/ i* q$ b; `5 [, w
- STA MMC3_IRQ_RELOAD
" s$ {+ F" D$ e1 I/ B - STA MMC3_IRQ_ENABLE
/ Q1 `4 K3 @1 t$ u( Z) d - CLI/ n. p. ^$ \' f
-
/ X3 U9 n; X0 j p5 K) { - PLA# B% i8 s0 B4 b& i
- TAY* @$ Y) k! H7 T: p4 t! H% n
- PLA0 Q* q/ Y) t2 F0 }4 M1 P) z
- TAX8 W5 j2 a2 v; {
- PLA! l1 @' x* w" ^. f( e, f
- RTI# p! g+ m# d6 u3 N$ c& X+ b
- 4 Z$ G9 P5 ^$ k
- ;==================================================' @- ?+ N, U9 T+ [8 m8 G6 Q. F
- ;IRQ中断处理
7 x/ V% @1 r6 e4 Z5 c4 \' I - IrqProgram
, ~" A; ^; g8 q: v% w5 G8 j - PHA
1 ~2 t( q! [/ U/ i - TXA, a% r. g. q; D9 L
- PHA
1 f( k6 w% O; ?8 l - TYA
) g9 }, G: _$ z3 i( L1 v - PHA
. _5 p, _* w; v9 S$ y - ) k$ a- C; e! ?) t. k+ q+ ^
- ;关闭IRQ
, ~/ ~7 w: K8 h. z - STA MMC3_IRQ_DISABLE
! p6 x% m$ [! z* O; |; t# g. } M -
3 Z$ E9 s" n3 v+ [ - ;允许下个IRQ触发0 S V) X q1 ?8 X& O
- STA MMC3_IRQ_ENABLE
$ r% [" D& u( K. @+ t% p - % F# P0 W" s9 k- m! I
- ;IRQ处理, 15线后继续触发
4 B- z# I3 x: P, h: @- g - LDA #15, W9 U' d& M5 E9 h+ g* r) V
- STA MMC3_IRQ_LATCH
4 H) U5 i7 @. I, V- I! s8 p; }1 { - 4 H( t( m6 K7 S. I" k
- LDA <IRQ_Index- B, z3 N t: S
- BNE * + 4
8 N) ~* y) O& S, r& m - INC <PPU_Scroll_H6 a( a% K. A4 t( F$ W( s
-
( S8 h8 k/ N- o1 _4 b - ;设置屏幕滚动
4 N; I. `- A9 D3 {" u4 J - LDA <IRQ_Index6 b/ P ]/ s6 s$ U; O& k
- AND #$01
/ |4 ^0 q! N1 B/ g$ t- w4 ` - BEQ Irq_Scroll_Right
! }3 s0 E# ]& u. A
; ]$ q+ K& \" G- G4 X8 i/ U/ v- Irq_Scroll_Left
* |4 D+ l8 q1 Q% a9 `/ c1 i/ n/ v+ M - BIT PPU_STATUS
7 Z& f- |" s6 ]8 |8 o/ O6 T' E9 s& H - LDA <PPU_Scroll_H* ]" b0 l+ m) _- ~1 }4 M8 V
- STA PPU_SCROLL2 j/ K- [3 Q- n6 p
- STA PPU_SCROLL9 c4 `7 _$ m; r' i
- JMP Irq_Scroll_Over
! Q+ {, b6 F3 M1 R4 `3 \, V8 h! }3 M -
0 _* c& ?# l& C7 m! n8 O - Irq_Scroll_Right
: k. h% {4 b- v- z J1 a; J - SEC
$ ^6 Z- |! r3 E6 ^, g R - SBC <PPU_Scroll_H9 ^- n5 a& v$ J0 _
- STA PPU_SCROLL) d% S( H# T% S
- STA PPU_SCROLL
- q# K6 Y! ?, o( V/ L; Z - Irq_Scroll_Over& Y, S/ L1 ]( Y: g& P( P9 t; R
-
/ ^: _4 k9 u0 B/ u$ |+ |( ~- t$ ] - INC <IRQ_Index0 O8 U& E5 B" x" [$ {" \
- & Q5 C" r: W3 m& H/ b5 o
- LDA <IRQ_Index% A5 K$ z6 ]! o# n- \
- CMP #14
& l" X3 q0 C8 @ - BCC * + 5
) @1 x& E6 `* l3 `# N: x - ;关闭IRQ
3 a" V+ @& q6 _( K% F( K - STA MMC3_IRQ_DISABLE8 Z" J- }6 p) S' S* G) T
-
9 W6 q8 z: X" W2 U$ }( e: j7 _ - IrqProgramEnd0 L0 O* t. N6 j0 O( a+ E& t2 `9 i
- PLA' c; O3 z/ w9 ?0 Z. h
- TAY
/ K+ p8 ]/ _! w l: Z1 G! W7 N - PLA
7 _& o) a3 m9 b2 `( i- n0 P - TAX
- @% v2 F. D8 _3 H - PLA
3 b9 s6 @. J5 D1 K6 R) p+ a - RTI
! ?6 t5 P, A) c2 _) k; S - / W2 ~. V ^: U+ ?3 Y2 I4 X
- ;==================================================1 ?& Y: \2 |3 r- ?/ d$ ?* g$ }
- ;中断表, \% L, E8 x, x4 }0 B$ N
- .ORG $FFFA2 a- P, x7 ]( B. ^* `6 o
- .WORD NmiProgram" N0 @4 N% i3 i3 q R0 ~
- .WORD ResetProgram; t# m9 \, W/ I g
- .WORD IrqProgram
复制代码 [/code]
! G. K: y5 C& m0 w4 V% ? |
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