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这是个 nesasm 3.2 入土教程, 感兴趣的可以研究下% P1 }* w% Q% T6 {9 Y7 c3 E2 w& m
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以下是主框架代码:* m& f, V8 r7 B3 }/ b0 _# ?
- ;======================================================================
$ E; X) l6 m' c D9 ~ - ;文件头
: H2 M3 {- |5 f. z - NES_16KB_PRG_SIZE = 8 ;16KB PRG大小数量) g | M! Q, _& Q, k& N
- NES_8KB_CHR_SIZE = 1 ;8KB CHR大小数量
+ u0 W2 \3 G" G1 q0 ?- `8 i - BANK_DATA_MASK = NES_16KB_PRG_SIZE * 2 - 1 ;bank号掩码# K- f0 F- \; E" e
- ;======================================================================
. e9 D' ~! W9 Q, d% c/ @ - PRG_DATA_BANK_C000 = NES_16KB_PRG_SIZE * 2 - 28 p7 }2 s# m$ t* m4 t1 q* A+ F
- PRG_DATA_BANK_E000 = NES_16KB_PRG_SIZE * 2 - 1! V4 R! T8 g; ]5 W# {! b9 b
- ;======================================================================4 Z, q3 J6 y* D" K6 C
- RESET_BANK = NES_16KB_PRG_SIZE * 2 - 1
3 f8 q: {% g# w0 N2 j3 G - RESET_ADDR = $E000 ;主程序起始地址* W+ }( K$ p. B7 O4 D
- ;======================================================================/ ? |1 B) N. u, C% b
- .INESPRG NES_16KB_PRG_SIZE ;16KB PRG 数量, $01-$EF8(1-3832),即16-61,312 KB3 n* u0 x- D9 ~4 D+ F1 L ]
- .INESCHR NES_8KB_CHR_SIZE ;8KB CHR 数量,$01-$EF8(1-3832),即0-30,656 KB. l- @* K3 ]1 W3 X6 K
- .INESMAP 4 ;Mapper号 (0-4095)
) ^, C* F1 \* Y2 } - .INESSUBMAP 0 ;子Mapper号 (0-15)
. l, R' u$ F! M+ C - .INESMIR 0 ;命名表镜像 (0: 水平 1: 垂直 2: 四屏)) H3 ~& M( Y q
- .INESBAT 0 ;指定是否存在电池备份 (0: 不存在 1: 存在)
* I+ ]8 k8 J p2 B, x" I# p - .INESPRGRAM 0 ;指定 PRG RAM 大小 (大小 = 64字节 << 计数)+ P: f# K- m3 `3 [ ~; e7 d
- .INESPRGNVRAM 0 ;指定 PRG NVRAM 大小(大小 = 64字节 << 计数)/ G* M; z: [/ [' t' G. m
- .INESCHRRAM 0 ;指定 CHR RAM 大小(大小 = 64字节 << 计数)5 b9 e/ y5 C/ H0 X6 {: g( k
- .INESCHRNVRAM 0 ;指定 CHR NVRAM 大小(大小 = 64字节 << 计数)
9 H- G* E6 K+ X1 i# ~ - .INESTIM 0 ;指定时序 (0: NTSC, 1: PAL, 2: 多区域, 3: Dendy)
* T; i- o* V7 V+ h4 I9 Q7 h$ s - ;======================================================================
' K' J6 f, _4 _; s, e - .INCLUDE "fc_demo_config.asm" ;全局配置
6 `( D! O3 h( [) k8 E+ S - .INCLUDE "fc_demo_constant.asm" ;NES常量; d ?" {" I, w, }+ q
- ;======================================================================
# g: t3 n3 R5 f( E& [0 G# h - ;音乐配置4 D# E6 }( g& O& u
- .IF 0 = MUSIC_THEME 4 q0 l! R2 ]1 g
- .INCLUDE "data/music/Gremlin 2/config.asm"
( f( V5 C; [2 u& A - .ENDIF
8 ^; o) r7 N S - / p S: G1 V, O5 R+ i. R9 X
- .IF 1 = MUSIC_THEME
9 ^8 M* ?6 e- B+ H6 S$ x - .INCLUDE "data/music/Raf World/config.asm"
' B3 p7 t# z% o- V: o7 @" ~, C! F - .ENDIF
7 h8 v, z8 _' X% k - " p$ K# L; p5 W- W h8 H
- .IF 2 = MUSIC_THEME
9 J( {" R- e" O! Y/ [4 v6 t2 D6 L - .INCLUDE "data/music/Ninja Gaiden 3/config.asm"
+ R# Y3 L2 v3 M* Z* J! I5 ]( Y - .ENDIF
8 ^' A/ l! N' f0 e0 \8 | - ; Q( p0 ~& i# |* G
- ;======================================================================3 j1 ^8 b. S/ B) }- _
- ;引用CHR图像数据8 p% ?1 z$ B) e
- .BANK NES_16KB_PRG_SIZE * 2
) }% s) ?/ ^; c2 k% v - .ORG $0000
! T3 S& _* m' f& @ - .INCBIN "data/bkg.chr"8 k. q. K- g1 R$ C' l
- .INCBIN "data/sp.chr"5 u5 d+ R/ Z9 A4 P9 h7 r# x) ~6 ^
-
' c5 O- P6 d% f+ x2 U9 D - ;======================================================================
' Q0 p( q$ [$ p3 \* k6 N( r( n - .BANK PRG_DATA_BANK_E000 & BANK_DATA_MASK;设置程序所在Bank
! I& G, X- `* r" ?/ a8 K - .ORG RESET_ADDR
% c4 B" w! s8 M - ;======================================================================2 z. ^5 v4 p4 n, Z* e7 m8 D. b
- ;引用其他源文件+ Y4 a1 A' K9 z" |# {
- .INCLUDE "fc_demo_ppu.asm" ;PPU处理
0 W: D# P& h% I Z7 A6 p - .INCLUDE "fc_demo_joysitck.asm" ;手柄处理( n* a6 X9 e; N
- .INCLUDE "fc_demo_static_text.asm" ;静态文本处理, R: @ i/ \" H0 ]3 V& Y
- ;======================================================================
: \3 E9 t3 R, G: Z3 G( T2 r - , `% w) \' E$ _) ]* r
- ;======================================================================# r$ p7 f* s! q& ~3 u% W; ~
- ;等待VBlank到来
9 e. C2 ^2 f- s1 G' x" {, F - Wait_For_VBlank8 X' J/ }" X! G+ L, p5 Q5 w
- LDA PPU_STATUS
8 D& R; j0 ?, ?* E - BPL Wait_For_VBlank
' E; W J$ I; B& T - RTS2 \5 K% w' ~& x4 e
- O1 {- e/ f$ w: ?) }- ;======================================================================
3 d) J X% u9 M/ f8 ]( l% C - ;调色板初始化
% ]6 A) Q1 D2 n9 g! U; I/ N3 q - Palette_Init: @& \( l4 o( \4 ]. `- }
- LDA #$3F
# M. S1 @* S- F) z' A* F - STA PPU_ADDRESS( N- z. l7 A' O& r( X
- LDA #$008 q3 D% f+ O! h4 E
- STA PPU_ADDRESS& v% q: {5 X3 t, T r5 ]# z
- LDX #$00
- @9 W, _7 r" v - LDY #$20- B. i4 V5 I# g4 O" }* H
- .Write_Data4 ^& w" d* A) O- A
- LDA Palette_Data,X
6 j" K. D" [# C9 M - STA FC_PPU_Pal_Addr,X' h3 Q/ M, X J, `
- INX0 b9 m1 y8 P8 b' _
- DEY( [) u& r8 [) w
- BNE .Write_Data
" E2 D. f& d% |; R% `$ N% i3 C& g - .End
5 Q3 b I9 T0 [* T: Y - RTS8 H' K+ q/ c' c; s5 O% w: V
- : T) w- |+ n- U9 u6 h ?- j4 R' @
- ;----------------------------------------
2 F E% B, {. o4 w1 {& s) N, M - ;调色板数据
) f% [6 H' `0 Z" Q. t6 C - Palette_Data; _* w* p J4 }0 H
- .HEX 0F 20 32 02 0F 20 32 0F 0F 20 32 26 0F 1B 0F 1B# B; d# E, M% S# \* E
- .HEX 0F 21 27 22 0F 24 24 24 0F 21 21 21 0F 22 22 22
0 Z) a4 e5 R' }8 E+ r -
+ }: M" x2 m& O( W- x - ;======================================================================
! A4 [, g- w8 s8 d, G - ;命名表清空
# R' i+ n( Y/ \! }/ f2 N: J3 o - Nametable_Clear0 l5 I! s6 z- s
- LDA #$20& E( ~$ y$ ?; M& d6 j5 u; Q+ ^& P, u
- STA PPU_ADDRESS7 B. R; r/ u, R+ G4 B! v1 Y' s3 v
- LDA #$00; R# P; e+ X& _! @
- STA PPU_ADDRESS
2 {/ c z1 ~6 @* L& r6 _- }% i - LDA #$00
7 g- H7 {$ [# e - LDX #$00
( C1 p2 Y& ^, O1 O6 S - LDY #$082 ~, t/ g( S6 s( ^
- .Write_Data
8 G, |8 h! t" ?$ W/ P5 D. L( B - STA PPU_DATA- R, q4 {1 K4 {$ O
- INX
( r. \" ^! W! d6 F& g7 [ g& v - BNE .Write_Data0 k5 D: J" R3 p
- DEY
2 m b( W. R' B9 I) l1 V - BNE .Write_Data
$ {) j% X6 c" l% W: l, B - .End# U7 q2 Y9 P% U& V
- RTS
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- ;======================================================================
. V# k9 K; h- n1 C& k; g* J - ;音乐曲目切换
/ I8 K; K7 w4 T# g# | - Music_Select_Process
/ P; r* h7 k* W2 S- m# G `# Q - ! T' Z" A/ K% l+ p
- .Pre_Music;上一曲
7 a& v/ P1 r: ^6 S' |% P - LDA FC_Gamepad_Once
% D" A$ ~3 p+ D+ } - CMP #JOY_KEY_LEFT& D8 @2 p- {( e% J
- BNE .Next_Music
6 `3 J4 A$ r* u$ @ - JSR Music_Play_Pre
/ C9 \9 j& W( R$ r2 ^ - .Next_Music;下一曲
! f, a$ p# k9 [2 Z - LDA FC_Gamepad_Once
& e( P' j3 n, Y8 k# P6 m - CMP #JOY_KEY_RIGHT
. m: z( U w# Y - BNE .Next_10_Music& [5 p6 l! }/ w! s* i
- JSR Music_Play_Next6 C" K2 y0 A& w
- .Next_10_Music;上10曲0 G& p6 u1 {5 P/ ^
- LDA FC_Gamepad_Once! c" J. | V; F3 n
- CMP #JOY_KEY_UP. R7 K% S* [3 |( I* V
- BNE .Pre_10_Music
" U$ d, M* D G) D - JSR Music_Play_Next_10" g2 |+ y" o* k" Y
- .Pre_10_Music;下10曲
% ~2 s3 ?8 a- U - LDA FC_Gamepad_Once
6 D; a5 i6 B3 D$ A* Y! i. g - CMP #JOY_KEY_DOWN
# D4 T5 n) k; q9 v3 a" t. I - BNE .Reset
# T% p& {8 t) P, W* O - JSR Music_Play_Pre_10 m/ j/ n! ?$ f$ J/ P
- .Reset;重播当前曲目
- }+ e& {3 m- T& d1 _& W- ^/ p0 C - LDA FC_Gamepad_Once
* B* p: G/ V5 B$ Q, x- V8 d3 b+ O - CMP #JOY_KEY_START
* j% b( K0 l9 }% \3 U$ M& B - BNE .End( R& P' m. Z7 @2 S7 P7 R' t2 X
- LDA FC_Music_Index
O3 t9 Z% n' V$ `7 J( q4 } - JSR Music_Init_Process
6 b6 K6 b3 x, x6 P% p - .End
+ d# A; j: E: V - RTS, B7 ]% {3 h/ A7 ?
- ( M# r5 p5 |& A) N2 n* ?
- ;----------------------------------------------------------------------8 Y5 V( w6 K+ h8 w' T4 Y! x" F3 m
- ;播放上一曲
' i; c7 T% o+ z1 M$ k) h. } - Music_Play_Pre
5 [1 }6 a8 u+ y0 D- j0 e- _$ L - LDA FC_Music_Index
2 m$ d; |6 Y& M - BEQ .End; o7 w( {: R; l: z
- DEC FC_Music_Index
6 |7 O" L4 D/ g8 e p* k - LDA FC_Music_Index* m7 s) t" a' {
- JSR Music_Init_Process7 v0 N; }: m9 N" g. h
- .End
# K, B7 l8 D( R$ s# v" x" v+ k' L - RTS! v8 B+ E1 i: q% z
- ;----------------------------------------------------------------------: P- P/ m4 L u0 N0 `
- ;播放下一曲
, c3 {, L8 u, a0 A - Music_Play_Next
7 z! S: i5 Q9 u7 c- D; f; c3 f( X2 s - LDA FC_Music_Index
+ m5 d" V* A n- I& b8 ? - CMP FC_Music_Max_Index; J" ?7 ^" q% {3 w; c
- BCS .End
& o& r1 T8 t0 V# T- w7 f3 w* ]) J' a - INC FC_Music_Index
: W' n) w- p' b7 j1 r% j8 q- h7 ^ w - LDA FC_Music_Index
3 A' b9 W7 Y2 |3 O - JSR Music_Init_Process+ S% f$ f& N9 T! e1 v% [0 y% y
- .End5 v6 C" t- g C, K+ R9 A0 v9 [
- RTS
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) n- X% ~: ^ A- ;----------------------------------------------------------------------* A* r) J0 i) v* ^9 h8 c) @: {
- ;播放上10曲6 b" U- Y- c2 v2 [ [! d
- Music_Play_Pre_10
1 v3 m' E8 b l2 O - LDA FC_Music_Index S- V' @) U, K( {
- BEQ .End$ s. y! {; v2 S$ D* k( X+ J8 t
- SEC
2 p% Y" e, x5 Z, r. x6 }) Z* X% W - SBC #10
) F+ @4 w9 b9 G - BCS .Pre_10
- L) g& s8 m9 S/ Q9 d4 l - LDA #$001 w' Q& N5 d; o' B
- .Pre_10
5 s& a! [* f* y9 W - STA FC_Music_Index% m7 }( e$ ]7 P3 l& |0 M
- JSR Music_Init_Process
7 X" p Z$ r+ T+ ]1 o - .End2 C" T g3 S9 e' ?
- RTS
2 \( u0 @' H) U0 N7 v - ;----------------------------------------------------------------------9 j# P+ ]- s; u8 Q# q
- ;播放下10曲
2 w6 X+ W6 S! G; k7 ?/ B% F - Music_Play_Next_10
@0 F+ B& \1 e, T/ g - LDA FC_Music_Index! D4 o( l: l; y! I) Q% z# X
- CMP FC_Music_Max_Index
) D9 e: O$ A0 D( ` - BCS .End
7 l; |+ c# G k+ [ - CLC
/ t1 @ {6 d4 O - ADC #10; u4 U+ a2 h+ f: K. ]9 y9 z) N& c
- CMP FC_Music_Max_Index5 r, L% M0 D: E3 y3 e
- BCC .Next_10
, v# _0 r; a/ d) f4 z - LDA FC_Music_Max_Index8 V$ B# _% f% x" A; L; s2 @
- .Next_108 G8 y, l. O3 y2 `, B7 O' T+ A
- STA FC_Music_Index
@* F: n4 L& ]# k V: }+ n4 r4 ? - JSR Music_Init_Process
4 O5 C8 i5 \, F* {) M: E/ H. Y8 v - .End
! c* r# p8 T5 E3 p6 G4 ?$ y3 G - RTS
3 j* p6 P" z n, r0 h: `
. @8 ?. D7 M9 d" q3 U- ;----------------------------------------------------------------------! N: ?6 e# F1 b+ f3 Z) s* ?
- ;8位十六进制转3位十进制制
: y6 M f& {1 d, E5 j$ N2 Q - Hex8ToDec- u, t0 r# S- Z3 x* ~. Z- w9 @
- STA FC_Dec_Data_1# ]( j# E4 \+ ]; N1 _
- LDA #$00( f7 q! W0 Q2 G. ?; A
- STA FC_Dec_Data_100) H+ J2 Z. |; n6 w6 o9 L
- STA FC_Dec_Data_10
- k1 o. D) `: H3 l4 T! u% Z$ p' u - LDA FC_Dec_Data_1( {7 a, k/ w; W
- .Convert_100
8 m5 s) C( H/ u! ^8 Z% x - CMP #100$ G6 b; T2 f/ }+ R" b7 [
- BCC .Convert_10
2 w- |" C; x$ N r1 f8 _3 m - SEC0 o, D; ]( {0 i$ Y3 M
- SBC #1008 U( P' K7 p' i/ T6 a. d. o/ g5 R
- INC FC_Dec_Data_1004 s. v/ a* o& v9 ~: K) i7 V8 @8 b
- BNE .Convert_100/ I- x7 ~& C$ G( i( g
- .Convert_10
& y9 S3 n0 P4 f6 ~4 l) U - CMP #10+ f+ L$ u+ k k4 p$ [/ g
- BCC .End
& F, V2 }( E4 B& J; }% ?6 z& ~ - SEC
% ^' k1 Y5 D3 K# N; v& @$ a/ ? - SBC #10
/ v u3 X/ ]. m7 G; A - INC FC_Dec_Data_10
0 \/ d2 e5 S$ f - BNE .Convert_10
* u: K0 @) \6 K- U! E - .End
* B- m. Q+ c4 A- i# l. R/ W" ] - STA FC_Dec_Data_1: k- s1 b8 o! Z2 D% i$ A
- RTS/ C M+ O; _: \, q0 u9 t& L
- ; m/ N( P9 S) _ U
- ;----------------------------------------------------------------------" Y5 ^; |6 y- h# h' {
- ;显示曲目信息
4 c2 ]' u V' @2 c5 S& \7 f - Music_Info_Display" Z# K( p2 R1 a: n8 j F
- LDX FC_PPU_Buf_Count/ P- r0 C! P$ N2 T8 E6 l( p
- LDA #PPU_WRITE_MODE_CNT_LINE0 v0 g r. M* ?1 U: a
- STA Use_PPU_Buffer,X6 W3 T4 C* C# ]/ O7 O
- INX
! e2 q; K9 y( B }! C$ a% E; Q - ( a/ i v1 U0 l
- LDA #>MUSIC_INFO_POS0 r; E! v! C& D1 ?/ W8 T" ]9 o
- STA Use_PPU_Buffer,X+ f- X7 p$ n+ x" F' q
- INX
) `! k, V4 @* `8 ~ - ( n( ]/ G' F; @
- ;居中
& `2 ~& i) n: ~+ e0 ?) i) N - LDA #<(MUSIC_INFO_POS & $E0) + (32 - 5)/2
, h1 }0 }: B2 l' P# g- b - STA Use_PPU_Buffer,X. e4 y9 ~6 F) F+ T
- INX
: n; ~( y2 B0 } - 4 y# C3 p5 \. b% I1 E3 |5 q& r
- LDA #$05
' R* _- S! r. h) @ - STA Use_PPU_Buffer,X) a& Z1 e+ _6 f+ J( h
- INX
( U4 Z8 ?1 ?: q0 y5 e0 X1 T -
( F( L5 K V1 J" o# R - LDA FC_Music_Index; C( C8 \; X0 O% }" r. I
- CLC" F3 h4 O4 O( w
- ADC #$01; R# W# ~, U1 P0 m, u
- JSR Hex8ToDec
2 s' l' |+ D$ n -
# g9 q' ^. C. | - LDA FC_Dec_Data_10( E# {- O4 C2 h2 p- S
- CLC5 _+ e! B" d8 }
- ADC #'0'; L" D. y5 N! x
- STA Use_PPU_Buffer,X
. ?- K! I8 ~3 K3 R2 z - INX' h X; z: @; f
- ( H; O; x5 c! P# P' q7 a
- LDA FC_Dec_Data_16 k3 s5 g. ~- R x% R: A( ]8 p
- CLC
6 i! Q: |9 q- I; K+ a5 j R0 K - ADC #'0'
, [( Y' |/ ?3 [! j" ^2 O% o) T - STA Use_PPU_Buffer,X
2 u+ V+ y, o2 f w, Z# k - INX$ o& A( i( z" g2 L7 t+ v
-
6 @* z7 p& X2 G$ R, D* c, f% G4 n" U - LDA #'/'; t+ E5 i0 [5 J/ b9 A( `7 d
- STA Use_PPU_Buffer,X3 ?! R2 q5 d& }2 A
- INX O/ t. o5 L# U, l1 x4 b
-
2 S. d: P3 T# ]! f% ^3 s2 w; L - LDA FC_Music_Max_Index8 S6 z. Z! N% q( B) `
- CLC
/ f% L; T1 S' P6 H+ x& _. E% r - ADC #$01
- W& i5 \. h( m$ |- y% @; a" U - JSR Hex8ToDec6 A% [( N4 V9 u
-
) i) t2 t% ?/ G - LDA FC_Dec_Data_10
9 F' E# i/ i, ]( g. [! K2 { - CLC
]0 W' I- e: o) O; _ - ADC #'0'8 B z/ J+ D* G( b% F% I4 i. R
- STA Use_PPU_Buffer,X
$ M- x- A! q3 I: R( U2 X - INX
. h) I- h1 w' ?5 ^# U0 v - 9 e* L# d$ Z2 e# P( O
- LDA FC_Dec_Data_1
5 @* p2 P, V& _ - CLC* k9 W6 G$ Z% A( T: a
- ADC #'0' L: I9 u( |; Y' R# t7 c
- STA Use_PPU_Buffer,X5 U; E2 u' I& P! W1 \& q2 @
- INX
0 o4 k4 ~; f/ k8 \# }2 j - 4 v$ F" V4 @& K% U! y! x
- .End
* H! N5 u. [) s& i2 R4 c: J0 l7 A - STX FC_PPU_Buf_Count3 N4 i# [8 @9 q& d1 H8 G3 N5 W& a3 t
- RTS2 `8 x$ P0 r6 p7 w, p6 k
- 1 {$ z' C) Q7 C: e7 t+ o+ p, }
- ;----------------------------------------------------------------------
$ R1 z/ b9 P3 G9 u - ;音乐曲目初始化处理
: P2 V) P/ t- ]9 {* u9 O% a$ ~) m - Music_Init_Process
. q6 d: p9 M: }# P- V+ l - PHA
& ^* u1 H1 S* S& g: G1 k - JSR Music_Clear_Process
d) ~6 f" Q4 L3 I2 z - LDA #$1F6 d- \5 s) a( K% t4 c( g
- STA $4015
1 P, k8 ~0 W- j - PLA" q- d/ t% U& }+ n
- JSR Music_Init_Addr
; q7 g! a- U* [1 T; Q. R( f" j9 h+ a - JSR Music_Info_Display
9 L0 C9 t+ `- y! R; M; j" Q - RTS
$ G! U0 C% I* c c& | ]
& j0 w* q$ V' n" q- ;----------------------------------------------------------------------
& A6 y) G4 Q' f6 T0 }# X& |. |! v - ;音乐播放处理; _7 B9 y% R* s# d/ |7 ~& q. b
- Music_Play_Process, v& k" i, B$ ~" v# M; X: J
- JSR Music_Play_Addr
; W- Q# L B* h8 \0 u- m - RTS) F" n% p% K/ w
( ]1 ]& {5 J2 l, j3 C" Q- ;----------------------------------------------------------------------& p5 T, ]$ U! S( c' `
- ;音乐播放处理
" l3 }6 y: B! v: j- k - Music_Clear_Process
! P2 ?* ?* ~1 L n' }8 W( Z - .IF Music_Clear_Addr9 x: C" E9 P V# O7 U: a# H" s" u
- JSR Music_Clear_Addr/ F- |2 D4 t# {) t8 Y) Q
- RTS
8 y2 B4 k+ U, E. P* Y: D( o - .ELSE0 B3 w* x6 F% L9 C2 N
- LDA #$1F6 ~. k2 Q/ [( T: W1 Z- p" Q
- STA $4015; O1 ]# P7 ] d% s) i c8 K8 I
- LDA #$006 r( F# u, z& W) q) L: P' u: T1 M
- STA $40103 p. J/ ?- z7 C9 w$ {$ R
- LDX #$00
, Y& l" N7 E- O4 n2 J( y - LDA #$00
" d' ]* M$ p1 @ -
2 e1 q% ~2 J. q" w' Q - .Music_Clear_Zreo_Page_0( w" z& ?9 j9 D. |3 p
- STA $00,X% L& p }' e; Z' q* V
- INX$ W, s( Q- V; Y* ^9 P( c3 A
- CPX #Use_Zero_Page_Begin
/ y1 P7 e2 D# e+ Z p1 f( b - BCC .Music_Clear_Zreo_Page_08 e, D w) A8 d6 B9 N
- ; Y5 E V* s6 V; ?" ~2 @/ _' t" E
- LDX #Use_Zero_Page_Begin + Use_Zero_Page_Size, d- y% p- i+ m" }+ h7 H
- .Music_Clear_Zreo_Page_1
3 d6 ]9 h" r. b* a+ h0 ~ - STA $00,X1 W4 J' I/ w0 G3 N- G$ s
- INX6 o/ E1 f- d/ O# g: N+ o- P
- BNE .Music_Clear_Zreo_Page_1/ S- U2 _) K- L
- $ D9 L" F7 R' Q+ q F) j, `1 Y
- Music_Clear_Process_15 b+ H! W2 j! `
- STA $0600,X
+ P& Q* t) U, A: ?6 c - STA $0700,X; {0 P4 v6 h. r
- INX
& z5 T! s$ I% `/ g3 m$ F$ \& C - BNE Music_Clear_Process_1
* U' N* y- u' l* v' v; } - LDA #$105 ?% s7 [0 e- I2 q' Y
- STA $40001 G* S& Z3 u' z" n3 E8 j6 T# B% r5 j
- STA $40041 i1 j) d6 V. Z) n. \% g! T8 Q9 E
- STA $400C1 O1 {, P: ?0 q; f
- LDA #$00
2 M, _) y8 X( I6 j - STA $4008
3 b$ O3 Z9 C. e4 `) U - LDA #$0F
0 c$ I- g0 K! n1 H+ t8 d+ u9 I - STA $4015
P0 X x( J9 }, R' X4 |) _# M - .ENDIF
2 C0 I) q, F. r% b0 v6 g6 e: S -
. j/ ^# H. i( F+ `3 F3 _ - RTS( i* K# g% D- Z. L0 A+ P( Z
[% F. B: P! @1 a! ?- ;======================================================================
" f# R7 F% \. M9 d+ a/ _& O - ;重启处理
( W- W# V/ g8 X6 v - Reset_Program
$ `" ~" ?6 z# v0 Y - SEI
% u( I+ \% z, P8 ` - CLD
- z$ J- {8 y8 H% k3 t' L7 \ - LDA #$00, {! b; k* w- s$ ]) m" ?0 j7 c
- STA PPU_CTRL$ k% \ d2 q) X8 ~. t; m
- STA PPU_MASK! n- r6 M5 ~ @$ l5 A8 X# T
- STA JOY2_FRAME% k1 P/ U; _ b1 i! k4 E F
- STA APU_STATUS. q+ |* {- X9 K" s Y
- 4 N4 V y. |) Y' ~1 G' H
- ;等待屏幕准备完毕( N7 |; ], o; u/ Q2 \
- LDX #$02
, v. L$ q( m) s# [4 P1 G( C: ? - .Wait_For_Screen_Ready
5 i/ e7 ?# d+ o( _9 i+ o! X' P- c* U - LDA PPU_STATUS
0 s2 m3 d" W6 {' O, |. m+ M' g, K - BPL .Wait_For_Screen_Ready
5 H) v# u$ ?* y2 v I - DEX- l2 U" F7 X. E: G
- BNE .Wait_For_Screen_Ready
. f4 F0 w8 E* _% G) R6 Q3 [ -
) a2 O& Q* M1 x! r' \ - ;清空调色板
5 L$ P+ q u5 ?3 q - Palette_Clear; o2 d% k: n$ {3 p; y# t6 e6 m+ ?2 B, g
- LDA #$3F
2 R- E) ~/ |7 K/ _ - STA PPU_ADDRESS) m3 V$ B9 j9 x; i# p
- LDA #$00! t. y6 R( C, M7 X' P
- STA PPU_ADDRESS5 z4 Y. u& _5 R7 E5 R3 Q
- LDX #$20: X3 H$ |4 c' e6 Q$ }* R; ?
- LDA #$0F1 S* s/ Q9 Q: _! O$ W" {
- .Write_Data
`; y/ M& N4 ]& C% X - STA PPU_DATA
- a/ ~( r9 Y4 t - DEX& p& E% l1 S( _; U/ g
- BNE .Write_Data
. h9 I& u O9 b. f
4 N6 a- L. H8 F# d8 M$ r- ;清除声音 $4000-4013. O3 L9 h- o7 Z* Z! X5 d1 ?2 J& V
- LDY #$147 _* t% ^2 i! t- |. O# i
- LDX #$00
6 T' x* K6 R' o( x - .Sound_Clear
3 Q. y' n* u$ e4 g" l. {( C) `2 n - STA $4000,X; ]# o( B$ x0 S* Z: o9 y K
- INX
1 R" ~, V' T+ \5 L3 L3 m( N - DEY& t# h: z* L' x9 i7 m+ w& s
- BNE .Sound_Clear- [+ _) P/ @0 h# t
-
; X% R, o) r p6 s# W - ;清除 RAM $0000-07FF
1 k* g3 e# w/ M: n6 X( N6 a+ ] - LDA #$00
1 ~! {$ o8 y+ b7 @/ Z - STA $002 c# ] A0 T5 W
- STA $01
# [; s! u2 i$ R* r* k1 w - TAY9 n: q9 n$ ^! u
- LDX #$08
( {0 g! ~ p! B, j) i) n - .Memory_Clear
" d. Y5 P5 V. v( [+ F G0 U - STA [$00],Y
. x1 ^. q3 r% M& o( c, M- ~: R - INY/ l/ G' m- A( l
- BNE .Memory_Clear$ a9 B4 a' M! A& \5 q( t3 V2 E
- INC $01
! u0 f% P# Z, h0 w3 V - DEX
. L! n5 Q2 b1 X0 Y - BNE .Memory_Clear
( Q5 V, k" b2 v( C* k- L* \6 { -
& ^" r8 e5 S: u3 L - ;精灵缓冲初始化1 [" S; ]4 t1 v6 [' ^* k
- LDX #$00
& {) P# k$ t& d$ U# ^ - LDA #$F85 L% ?6 z) F/ t
- .OAM_Clear
" M2 S' q: Z- [' s4 e0 v; R2 y - STA OAM_DMA_Buffer,X
7 p' e2 v% f7 W; P7 E0 L5 L3 [ - INX F" H, `+ m+ E4 I
- BNE .OAM_Clear9 n6 c7 W5 o2 G9 x+ c2 U) K
-
& c3 C4 @% K3 } - ;栈指针初始化
( B, d% n; O2 l/ I" ^/ x3 @ - LDX #$FF6 z) ^. A; q7 m, F$ B7 f) ?# Y( w
- TXS0 |" ~7 J* I, o8 e$ w9 p- s* q
- " @% \( {0 G0 _# s
- JSR Nametable_Clear;命名表清空# ^8 G* o+ r! I6 @% ]3 a2 T- n
- JSR Palette_Init;初始化调色板缓冲. v: X! e# M5 W5 E$ ~! f6 q6 ^
- JSR Static_Text_Init;初始化静态文本
A4 k9 N5 s& ~5 J) B -
) E' ]+ z7 G# p4 A& ~. J/ Y - LDA #MUSIC_ITEM_TOTAL - 1
( K- X% M1 y& g# } - STA FC_Music_Max_Index& U" I; z( p5 ^1 {
-
. b4 n0 t+ g5 f+ X$ h# b! E - LDA #$1F- S' ~; d7 O& H. U, [' B6 s) u1 u
- STA APU_STATUS
4 X& n3 w8 U) @- |1 X' |' i6 n - LDA #MUSIC_BGM - 14 } `$ D W G9 ~2 p* U
- STA FC_Music_Index# `: w+ @ I0 L/ ]
- JSR Music_Init_Process;音乐播放, A3 N1 P, m4 {: [* C
- 3 p) B4 t8 X7 e" o3 J7 F# a
- ;设置屏幕显示状态缓冲(当NMI处理时控制屏幕显示状态)
/ k V0 N: ?, B5 n% f - LDA #$1E9 ?% W; F5 S; u8 ]& [: w% T
- STA FC_PPU_Mask_Buf
( p4 z5 }/ K) }$ ^ b, k; F - ) |0 J7 H0 C* i, g: g( S& t; {) _
- ;启用NMI处理( R9 L2 z" v5 @# g$ H
- LDA #$80$ O. Z5 E' i! W1 U( \& Z
- STA PPU_CTRL# P$ k' x- m. R
- ; w% D _! H8 {
- ;程序循环, 剩余工作交给 NMI 中断处理8 b) O4 E7 M# `. ~* F$ n/ T' T
- .Loop" L* A8 d* A: ~9 Q+ w/ i5 [
- JMP .Loop
$ y, K' L6 n8 \1 @# @ - # Q1 _1 n2 q% n0 I t
- ;======================================================================
& o3 W; _* `+ d - ;不可屏蔽中断处理5 F+ ^0 P& H, H3 `/ R t
- Nmi_Program* u; b3 x+ H/ a+ ^" k9 O, B# v' b
- PHA
' v& p3 ^* A) o6 m - TXA
F& \1 | {5 ]" n: O( q" V - PHA
5 K# v5 [; P/ ` - TYA
* R9 X( K: T! x% C+ Q - PHA# e( l, l' k$ q8 X& i
- 9 d0 r7 J* x% U, P% Q0 `' Q' f
- LDA PPU_STATUS;读取使得 PPU状态寄存器复位* c# C9 S9 }/ |9 J* G2 \% i
- $ @6 Y0 n/ ~8 b
- JSR FC_PPU_Procrss;PPU处理
6 P3 u4 W" W; q6 ? -
5 W" Z" v0 B& i& N" v E - ;精灵内存更新2 |5 u: A4 G( R9 R2 \) @
- LDA #$00
# k& G( E: O0 e - STA PPU_OAM_ADDR
% J: a: Q: P7 x8 U" I1 K* O0 T - LDA #OAM_DMA_Buffer / $01008 B: c# y! @: {; H: z* d
- STA OAM_DMA% a" F1 R6 M9 g& Q; i
-
4 x5 r% ]1 `- }' [8 g6 d - JSR FC_Gamepad_Process;手柄输入处理
2 c6 ]" M4 r8 i- S; K% e - JSR Music_Select_Process;音乐选曲处理
2 e7 V, X* W, z6 P% p: K7 ?& ] - JSR Music_Play_Process;音乐播放处理
: ?+ r5 b, b0 o/ `5 u9 O& V' ^$ p - ! I& n2 t' J2 D2 o5 b
- PLA
) s/ P7 ^" F! v1 c - TAY2 h" f% n8 W7 z7 g1 q+ P: t
- PLA
: `0 w* n9 o% Y) W, ^ - TAX
; Y# k& F& N) `0 [. l" @ - PLA8 @1 t4 Y1 z# x" y0 H$ e$ ?; w5 ^! M
- $ @& z( ]9 H- j' k6 U+ p
- RTI
6 G* U" c3 b9 X4 l
4 i* f5 e s, i% f$ f" p7 O- ;======================================================================' c& b: d- M3 {# ^$ t
- ;请求中断处理
1 K; l4 d1 L. ]# ]. [9 [ - Irq_Program
7 V, @# o4 I$ t% E5 J - RTI
@! s, u; q9 j$ e: J. ]6 G
9 n* C# F# K$ A1 K! X/ v- ;======================================================================: s6 ^' W, t' s6 X( ]- {. `2 T1 `
- ;中断向量表: b* {" C7 D. R. t% h" k
- .ORG $FFFA
0 z! C( P6 K% r4 V$ p$ E6 P4 J% ?# Y - .DW Nmi_Program ;NMI触发时执行2 ^% U2 p( D1 b* O9 v) E
- .DW Reset_Program ;载入ROM时最先执行 m, a6 c2 o2 s
- .DW Irq_Program ;IRQ触发时执行2 n3 D- [8 W# E# G
复制代码 / r6 }+ c0 T B \& h
+ O! K. d5 Z" h y
/ Q( [* s2 {) X) ~, t( B- b" U& k4 _& bhttps://gitee.com/flame_cyclone/nesasm_3_2 |
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