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这是个 nesasm 3.2 入土教程, 感兴趣的可以研究下( t8 l# j; L3 `" E

+ ]4 r5 j! A4 l! d2 Z! x以下是主框架代码:5 _& j. [+ Q7 t
- ;======================================================================) }, K! P5 J/ {# Q& W, M1 y2 R
- ;文件头
/ N. ^8 Q' i' w1 X - NES_16KB_PRG_SIZE = 8 ;16KB PRG大小数量: ]5 f# l% L8 t
- NES_8KB_CHR_SIZE = 1 ;8KB CHR大小数量
9 P3 E9 Y. _+ u/ }% x4 H - BANK_DATA_MASK = NES_16KB_PRG_SIZE * 2 - 1 ;bank号掩码8 M7 Z; x6 x. @% g0 f- S; |
- ;======================================================================
# V! h Z) b& w6 C- I4 v+ a/ u7 S - PRG_DATA_BANK_C000 = NES_16KB_PRG_SIZE * 2 - 25 J8 D6 J) O+ I+ x3 c4 n
- PRG_DATA_BANK_E000 = NES_16KB_PRG_SIZE * 2 - 11 G# g/ ]" Y6 h; U/ s0 y$ U
- ;======================================================================7 h8 Y$ I$ z6 _7 h: z6 @
- RESET_BANK = NES_16KB_PRG_SIZE * 2 - 1
0 S0 o( X" ?% V: h+ Z2 ]/ `- C4 ~ - RESET_ADDR = $E000 ;主程序起始地址
3 X5 \. z5 U& w( P0 D3 e# E - ;======================================================================8 y% y/ ]6 h7 Z- e9 [
- .INESPRG NES_16KB_PRG_SIZE ;16KB PRG 数量, $01-$EF8(1-3832),即16-61,312 KB
8 A# E; S1 Y- W3 v& ? - .INESCHR NES_8KB_CHR_SIZE ;8KB CHR 数量,$01-$EF8(1-3832),即0-30,656 KB, x& z' j2 R4 L( X" n1 C
- .INESMAP 4 ;Mapper号 (0-4095)4 I" a% n* [5 ?# A
- .INESSUBMAP 0 ;子Mapper号 (0-15)
" l' o1 e, ?1 N3 p1 w - .INESMIR 0 ;命名表镜像 (0: 水平 1: 垂直 2: 四屏)
: Y& G1 K7 O! O( r$ Q" ^ - .INESBAT 0 ;指定是否存在电池备份 (0: 不存在 1: 存在)- M% o [; [: u, {1 K4 M1 w. Z
- .INESPRGRAM 0 ;指定 PRG RAM 大小 (大小 = 64字节 << 计数)
5 K' Y' C7 W0 k* P - .INESPRGNVRAM 0 ;指定 PRG NVRAM 大小(大小 = 64字节 << 计数) d# M% R; k( C9 Q: o* \% m
- .INESCHRRAM 0 ;指定 CHR RAM 大小(大小 = 64字节 << 计数)" I4 `! {$ d X/ V( f5 W. r
- .INESCHRNVRAM 0 ;指定 CHR NVRAM 大小(大小 = 64字节 << 计数)
$ M0 p1 Z+ ?0 O2 b V5 v7 T - .INESTIM 0 ;指定时序 (0: NTSC, 1: PAL, 2: 多区域, 3: Dendy)' K% S: W4 V; C
- ;======================================================================
. M6 P6 e" V% ^- y - .INCLUDE "fc_demo_config.asm" ;全局配置
! I% l7 a) N) u7 v' X2 K7 v - .INCLUDE "fc_demo_constant.asm" ;NES常量. _# L( v. g2 g" c! L! O- w, z
- ;======================================================================" w3 s+ K: \ U9 B) d: P2 B
- ;音乐配置
8 D- p8 ^, @/ C- b v - .IF 0 = MUSIC_THEME 4 t5 i' H2 w5 c! J7 m
- .INCLUDE "data/music/Gremlin 2/config.asm"
{; x$ T( k" k/ l! K( U/ e4 c - .ENDIF) A% K1 r/ }. F
- / I2 d4 `3 E3 C9 f2 e) ^
- .IF 1 = MUSIC_THEME& ~& P! v: O3 v$ @ C& I" ?8 p
- .INCLUDE "data/music/Raf World/config.asm"; ^' \- w$ O( G* d( D
- .ENDIF; Y+ Y: ?' v' K' Y* W
- 8 I! ^, ?* v9 L. E8 t! q- F/ D$ Z2 m
- .IF 2 = MUSIC_THEME
! f5 I( ?8 i% J! C* P - .INCLUDE "data/music/Ninja Gaiden 3/config.asm"8 W; W; O( N T2 I! b7 |' \, @; j
- .ENDIF2 s" ?9 ]2 J# b5 t% `, D0 O, [
3 n( o6 ?0 f# s! Y3 M+ I6 z- ;======================================================================3 {5 e- n9 l% Q p/ `7 Y! e7 M- U2 K
- ;引用CHR图像数据6 V7 g3 C5 n3 `) K% m
- .BANK NES_16KB_PRG_SIZE * 2
# l4 l+ a( U5 l2 P - .ORG $0000( R, R: d6 B0 z7 Q' E: U
- .INCBIN "data/bkg.chr"( A6 ]1 B" H. I: J; x
- .INCBIN "data/sp.chr"
; N2 ?6 \. I( l8 W- `' ^# Z, c - ) G! k# ]% X0 b" c2 c+ p: i
- ;======================================================================
- c7 l+ |7 N, ]) g$ X2 M( z - .BANK PRG_DATA_BANK_E000 & BANK_DATA_MASK;设置程序所在Bank
! P: ]3 G) n% j. j( D- | - .ORG RESET_ADDR* M; v5 X0 Q) ^4 Z7 }: E, c
- ;======================================================================
- h, A7 C* b8 J1 s0 @ - ;引用其他源文件3 }: j2 y; ?0 a& e. |
- .INCLUDE "fc_demo_ppu.asm" ;PPU处理
A' `& U8 }- O) f. G/ p$ F: ^( r: ?" d - .INCLUDE "fc_demo_joysitck.asm" ;手柄处理. Z" a6 d1 g8 h3 k1 Z( W6 O
- .INCLUDE "fc_demo_static_text.asm" ;静态文本处理0 f3 O1 Q, r% Y+ @# ~
- ;======================================================================
7 `4 U+ b, ^5 V7 u a+ m4 W. }5 a
9 P/ C, Y4 J& }5 X& _( `( f- ;======================================================================. P; u0 s1 T* x
- ;等待VBlank到来
$ X- `7 V: F# ~$ u# x1 T$ ` - Wait_For_VBlank
9 j$ i( H+ X y1 f0 R5 | - LDA PPU_STATUS
' q- v. U5 U j+ J3 e Z$ ? - BPL Wait_For_VBlank0 w7 q, F& y9 Q' P1 x5 y1 v' h2 N: F, Q
- RTS
; m M3 O/ \) K" ] - % A% |5 d% U% X% A4 ]/ u" k2 K
- ;======================================================================6 z4 @) K3 ], Z& Y; c o" }
- ;调色板初始化
# u, `7 D, ~% j/ i! l) s8 \, c2 ?; U - Palette_Init
- O* r3 c- R6 i: K, O6 Z3 c - LDA #$3F. u6 g4 C1 r/ C$ S6 K) d
- STA PPU_ADDRESS9 J7 I! _! ]3 M! ?) X
- LDA #$00
& Q* D& Z( [8 u# }) p- f, r( W - STA PPU_ADDRESS8 u! h, D5 E7 i8 p% |" |1 J' q
- LDX #$009 _- |5 M( i5 _$ B1 k
- LDY #$20
4 Y& B$ R+ C. A( \3 F, I - .Write_Data
! `3 @2 e. Y, k' B4 v5 K- Q - LDA Palette_Data,X6 ?* d/ ]% s% s s+ ?7 ] a
- STA FC_PPU_Pal_Addr,X, [0 x4 G' s4 S6 p5 ]) U m
- INX3 S9 }* t( ~8 w% V
- DEY( F; }2 y8 I1 v/ N* C3 G. Y
- BNE .Write_Data
# R. t% U9 i" ~' I - .End, B: _1 O+ W1 C- X* X
- RTS0 {/ P% h% E R: A" ~- J$ d( s ~
. e7 V2 {. Q# Y( E: E( l- ;----------------------------------------
2 n# S: }6 n! Q- S' t. a. O5 _ - ;调色板数据) d- j% L: @& b4 \* |8 _9 }# X- L
- Palette_Data
9 A( d! o' T6 D - .HEX 0F 20 32 02 0F 20 32 0F 0F 20 32 26 0F 1B 0F 1B% u$ y3 \1 [0 n, ~ x c
- .HEX 0F 21 27 22 0F 24 24 24 0F 21 21 21 0F 22 22 22
/ Z3 D7 q. n% f' D( Y# Z -
* a' l: h8 u7 t) B - ;======================================================================
4 \$ W) y6 D! g$ Y* a! {* E - ;命名表清空
5 x3 Q& M T7 E( R% S% E0 Q - Nametable_Clear
8 o6 R7 {8 K0 R: h - LDA #$20
; K5 d/ ?0 q% o% Z* `1 [1 _ x: c - STA PPU_ADDRESS
; l: t3 A1 h' { {6 O - LDA #$00
* w& {: E1 ]- z - STA PPU_ADDRESS
. m% f" T# x, H% m1 c( T+ x - LDA #$00& O9 B; s% a& V; |4 t$ M
- LDX #$000 x$ x& s- F' r
- LDY #$083 M6 {7 s0 v$ Q$ }. Y/ Z8 {
- .Write_Data3 o$ ~' K- d% d) ~" p0 H
- STA PPU_DATA; \$ C& l% {) p' j4 k% F
- INX8 l7 Y! E! j5 y+ A+ r6 l* r6 ^
- BNE .Write_Data- N- X2 `; _" Z4 q+ ~2 ~! }
- DEY6 y* D/ K1 d8 k9 G
- BNE .Write_Data
! D- Q* X1 t% T1 w - .End
- m% M: P9 X$ N+ D3 f) y6 J - RTS
, P% `+ S8 G i' [: {" z
# G5 c+ |. F# X3 h( r9 K9 m/ }- ;======================================================================7 j' E7 S: P6 B* `2 @4 ~, w G
- ;音乐曲目切换' Y. P$ @5 L9 a6 N0 ^5 K, [
- Music_Select_Process
9 a* l$ K* p/ s( ~' _ - * {: g7 ?& ]+ l: m# _
- .Pre_Music;上一曲 P5 j, E' G) q1 S) k9 c
- LDA FC_Gamepad_Once
0 N# Y6 `! D/ P5 S% U- K - CMP #JOY_KEY_LEFT
+ k6 x) |6 J c2 Q1 U - BNE .Next_Music
6 W6 R# L" _ z; W2 K - JSR Music_Play_Pre4 Z, S% x; \1 r
- .Next_Music;下一曲4 J% W9 e4 |0 t. h5 L# h8 A
- LDA FC_Gamepad_Once
; u& ^! |2 \, K4 j) V( [ - CMP #JOY_KEY_RIGHT) S+ h1 q0 l4 s8 c
- BNE .Next_10_Music
( ]5 I) Y: C/ E) _" Z - JSR Music_Play_Next/ P- `2 _3 j, L' z9 l
- .Next_10_Music;上10曲
2 {" w8 m4 {4 U: Y, E - LDA FC_Gamepad_Once
4 q+ o6 B, M" _ - CMP #JOY_KEY_UP
4 ~0 f. B8 r" ~6 X6 T9 n: d, O - BNE .Pre_10_Music
3 z, p; q2 f8 k) v$ q% | - JSR Music_Play_Next_10) {( I; Z+ L2 ^$ U% r
- .Pre_10_Music;下10曲
6 {' V6 h8 S* |+ l! i0 {4 ?/ ^ - LDA FC_Gamepad_Once
1 E' y4 N- L( a: ] - CMP #JOY_KEY_DOWN
j) J; T3 q% a& u: y - BNE .Reset
6 O/ c8 ]3 O6 B& B - JSR Music_Play_Pre_102 h* Z7 B( k2 m3 f+ @8 A$ h
- .Reset;重播当前曲目2 M, ~' J i$ u+ {" e
- LDA FC_Gamepad_Once* \* V! c- H- f2 D
- CMP #JOY_KEY_START
$ {! C7 c( M) G1 j - BNE .End2 O. A ]. g9 d0 z; p' g
- LDA FC_Music_Index
! K$ {8 W; c) w7 q' F# F - JSR Music_Init_Process$ x3 |8 m( n1 u4 j( p7 H
- .End
% h$ s4 Y( \- h# K# p% c - RTS* P) v8 m3 F* h( }$ H
2 R. M9 Z: m2 B- u- ;----------------------------------------------------------------------% H5 \) i; H v/ K) k m6 S
- ;播放上一曲
& k% \$ Y: R4 u( t( {. O - Music_Play_Pre
_! }6 g+ V- m- ~) W! \; [$ R7 }5 Y - LDA FC_Music_Index
& F% u# z! }" p7 M. w; r, P; R* D - BEQ .End2 [$ h- ?- }8 x9 u4 t
- DEC FC_Music_Index3 i/ D% I* n, @+ C
- LDA FC_Music_Index5 c6 P* X0 b7 L; D: j* e
- JSR Music_Init_Process
5 L: p1 R0 d7 w% S0 b. R% G6 b - .End0 k( E) H& V7 Y
- RTS
0 A2 @5 L6 Y( K3 _" E - ;----------------------------------------------------------------------0 L$ E" M' Z- Q; c
- ;播放下一曲$ B% J. Q. n0 E' ~8 J9 P" Q* I
- Music_Play_Next
& S# l" e# B# |. Y# o - LDA FC_Music_Index
* Q. \3 R9 H+ M. S - CMP FC_Music_Max_Index
, B2 o9 h l5 I - BCS .End" @! `4 g q$ A
- INC FC_Music_Index
0 z6 B; L+ h7 @& k/ W/ k+ @ - LDA FC_Music_Index
& b! s3 m' s: {# O9 D- f - JSR Music_Init_Process- w% `) g, @+ w( }* l& F0 z: v) J
- .End2 h! ~# a" v- r0 O9 K2 G' T i
- RTS+ h: b9 J/ E9 C1 c: v
- 9 f# p; a, n" E- H6 ^/ m( N: j
- ;----------------------------------------------------------------------
9 x3 M* N) d6 _8 f - ;播放上10曲
: c6 x. c6 w# R - Music_Play_Pre_10
' Y. \+ ?1 h- N; d" J2 R/ j - LDA FC_Music_Index3 U% [* v7 C; c! X; a/ u
- BEQ .End$ r* w6 U# @( y) ?& m }/ K. @1 U
- SEC
' m6 y3 y2 ?+ v1 [3 q8 Q5 m - SBC #10
# N( p; y- ?" R# Q- V8 g" k( ? - BCS .Pre_10
: b" I C0 h9 X3 B - LDA #$00# S3 ]: b: S, w# F1 C! Q! L9 x
- .Pre_10
3 l" G' p6 {0 f- k - STA FC_Music_Index
$ \ V7 N+ v6 s' w- a, x - JSR Music_Init_Process0 m0 ~. P J1 [/ `% h7 Q" U
- .End
8 @. W5 ~' A" D9 W - RTS
3 y% |$ Q8 g2 L3 j9 B; k1 \4 F: H - ;----------------------------------------------------------------------
$ h5 h8 n7 |6 ]7 z9 t - ;播放下10曲
/ ^: Q( y7 n2 |& ]1 }6 _ - Music_Play_Next_10$ d5 U$ r! d I! o/ w! w2 y5 W
- LDA FC_Music_Index" T0 j3 ^' i. ?2 S( e3 r1 o4 F
- CMP FC_Music_Max_Index o( d3 ?$ J$ ?2 v. F( t
- BCS .End
' ]& y* {9 k8 q9 c3 r9 ?. s - CLC) C8 M* _5 C+ k. t3 [
- ADC #10/ i, O' n X7 }1 \, z3 r
- CMP FC_Music_Max_Index
$ Y3 H) X) v7 G6 ~# F - BCC .Next_10: l# k1 i" p( S) a
- LDA FC_Music_Max_Index" ? g; O# a+ ?8 J I
- .Next_10 ?- ^ k R6 b7 V; Q$ }
- STA FC_Music_Index2 S/ t7 b8 B5 B2 G- i2 C
- JSR Music_Init_Process
3 ]4 v. l1 A& `9 s L" O% g B - .End
( e3 h1 {9 V X4 M; o$ W- } - RTS( _5 S v, n! E9 G3 u
- 3 z z, A( `7 |4 m- ^* } @8 I$ Z
- ;----------------------------------------------------------------------
& ^7 X: s0 T. K8 ] - ;8位十六进制转3位十进制制
d4 C: w- X5 X! V - Hex8ToDec4 C9 r. b2 y1 i1 k5 S& J0 [/ {; g0 e
- STA FC_Dec_Data_1
! g+ g. q8 O3 l2 D( B7 N - LDA #$002 F o! F+ T4 T5 d* ]; g4 c
- STA FC_Dec_Data_100( T# \; x$ S S7 G' A1 X
- STA FC_Dec_Data_10
- p0 D5 G4 @7 T2 H& d- N4 h& E/ d - LDA FC_Dec_Data_1
" K1 P" Y# k9 X; d2 Y; |% o - .Convert_1009 C# V* L- r, g- T$ T. x
- CMP #100' o* m$ d0 Y- ^; s) i
- BCC .Convert_10# Q6 d4 w2 R. U* A
- SEC6 I8 r0 Z, b q( o! d8 z% P
- SBC #100* K# H3 D; u0 c3 V% D& r m# o
- INC FC_Dec_Data_100
9 | a" W8 R9 H& }3 ?) t9 h9 n5 b - BNE .Convert_100# R4 {! X8 V4 ~
- .Convert_10
; y. d# e1 ^) C2 b - CMP #10' d/ ]+ K5 H( o3 z
- BCC .End+ w' B2 {* U# [ } t
- SEC7 |+ m3 y2 O# P* y
- SBC #10* R6 ^* b, e v+ `% B3 X. H
- INC FC_Dec_Data_10
# L. |7 N4 V. C) j4 e3 k5 V! S - BNE .Convert_10) @) w$ W- j/ l
- .End3 Y$ {5 ^# T, h9 X* b
- STA FC_Dec_Data_1) G: I' f( ~" k
- RTS
# q& D2 U/ F/ d" w - % j' G* ]- }# T s4 O. p" y
- ;----------------------------------------------------------------------' }$ H5 E+ d$ [
- ;显示曲目信息& v1 z$ T! v+ ? y ^: U h3 O
- Music_Info_Display( W! M( H8 ]9 m' c' k; K
- LDX FC_PPU_Buf_Count( m) _' D4 c$ E# L: ^
- LDA #PPU_WRITE_MODE_CNT_LINE4 I' S4 j/ p/ |1 D( x- x F9 |8 Y: K
- STA Use_PPU_Buffer,X( D# y; Z6 Q2 p$ Q2 l
- INX
8 d0 Z2 |& w3 p V -
2 H* k8 Y3 }3 T - LDA #>MUSIC_INFO_POS
0 ^/ P1 G1 l( o9 U4 Z0 N/ e! D - STA Use_PPU_Buffer,X
3 @' u$ \. t6 w. v! X8 |& r - INX
- V$ J4 [$ {; e$ o' b _1 ~ -
5 q' T' C7 D9 V - ;居中
/ N( Z# s+ k$ M - LDA #<(MUSIC_INFO_POS & $E0) + (32 - 5)/2
# r& K# b4 D3 v* a* }+ l - STA Use_PPU_Buffer,X/ g0 z8 }0 R' J. V+ U( k
- INX8 z1 b8 I* G: H, Q
-
3 ]9 n3 J5 _7 f7 X+ Z/ I - LDA #$05
8 P6 |6 d, @- A6 l! c - STA Use_PPU_Buffer,X3 A7 ~+ x0 m/ U8 R) A/ J5 P
- INX1 F, e& O. ^+ X" D2 d+ U
- 2 k% |: o& L8 L
- LDA FC_Music_Index
( q$ t" U% g3 U, V: G - CLC
" D+ l# _9 v5 s - ADC #$015 x2 q; @/ r2 a# Z; W7 E/ Y% v1 V
- JSR Hex8ToDec
8 V+ C. q3 W. h4 L2 V( A; B0 J; w -
9 B. E) w/ T Y9 e - LDA FC_Dec_Data_10
; G) O( U/ N+ H+ Q* v - CLC
) z- ^1 e4 L+ |! r o2 }. [8 J - ADC #'0'7 F b- G! t* v6 o) {
- STA Use_PPU_Buffer,X" D: @0 d4 r4 Q7 d9 E; h
- INX; F# n% l* `0 |7 P" m8 i
-
0 k5 R( M! ] \" l8 ~ - LDA FC_Dec_Data_1
- \! o" k& w" N2 I% D% j, E! e - CLC: _9 g+ q% \7 m2 Y6 \" a: \1 t
- ADC #'0'& I% ~( f, V( C+ X) o: l% h
- STA Use_PPU_Buffer,X
! A$ B0 N5 B: [$ F* l& x- h - INX; \/ T {0 a4 h& s& A
- D5 j( x7 z; p+ Z6 u5 D
- LDA #'/'! B$ _4 o& U/ Q. ~8 e) \
- STA Use_PPU_Buffer,X! |& p! _! H2 a* `! R2 C
- INX
7 h, E" P* A, ?' C7 w+ s' Y -
& R6 x# A \( p6 z% X# E1 A - LDA FC_Music_Max_Index
) U' r* n1 H# ^- x) `7 M, [ - CLC2 h3 S# d5 J! c$ P
- ADC #$01
/ u! X* L. y3 x+ g; j5 j# c - JSR Hex8ToDec
/ H6 C/ {1 k; D -
* k* ~4 v" b6 p2 o - LDA FC_Dec_Data_10" y4 S+ z3 ?: P
- CLC
! K4 c3 v+ \8 x3 Y$ {+ ? - ADC #'0', K. c4 H1 D& x# B
- STA Use_PPU_Buffer,X
3 V- C1 n4 {/ q, J% H - INX/ r7 O% ^: }( I4 U
-
0 t m w) b! b- o( K+ a) U7 P - LDA FC_Dec_Data_1
( u! P( f' d) w% Y6 g: O* E% s - CLC
1 l* Q7 }' t" Y1 O- u4 P: z - ADC #'0' b5 a5 i2 [4 B5 K0 p! x
- STA Use_PPU_Buffer,X
3 X5 j3 _' f& g; A. L @+ k - INX6 g+ \- y7 Y8 r/ E
- 2 h# p3 f- d- G2 \7 Q$ H
- .End: _, l6 h9 S* g. v/ c, c0 K
- STX FC_PPU_Buf_Count' z, g% A Y0 @, T9 Q8 T
- RTS
1 O* f, v7 z2 S- L% \1 E4 Y# j0 W
4 W0 l C4 T" U& ~5 Z+ |4 e- ;----------------------------------------------------------------------$ q7 Z H- w$ J1 ^! ]. j9 A
- ;音乐曲目初始化处理
( T2 [( T( a' r9 z$ Q - Music_Init_Process
) x! ]. R& @4 |( t7 F - PHA
% p3 ? L8 ^2 J: U5 h$ e/ t2 }, ^ - JSR Music_Clear_Process! U( ^$ b7 v& v- v0 R+ `; k
- LDA #$1F
+ i% ^5 y8 C6 d7 A. u2 t - STA $4015% v- E! K1 Q+ x# e: k
- PLA0 s9 ?( ]# @& v7 K7 c
- JSR Music_Init_Addr9 O+ P, z" m* f c; M# A
- JSR Music_Info_Display$ L0 z8 a5 e8 x# }
- RTS
9 t! Y" \. h1 o. ?" F, Q
+ l5 y+ @1 Z$ G4 j- ;----------------------------------------------------------------------/ H. a2 j6 M+ f. f9 x
- ;音乐播放处理
" N0 C% g" J2 K" e - Music_Play_Process
5 g' e3 c+ w1 B8 d) X) r - JSR Music_Play_Addr) D7 ?% A( y+ z# w$ d+ V
- RTS
& E+ U% W. B4 L5 T6 l - " V& W% X- t9 N( ^+ Q- l- D6 d9 e# \
- ;----------------------------------------------------------------------3 s3 A; P I; M7 G; W. U
- ;音乐播放处理. r; G3 x2 J+ p% u! T+ j( E
- Music_Clear_Process5 R- I1 G$ g/ K* U8 t% ?
- .IF Music_Clear_Addr* D+ H! R5 h9 U# i* b
- JSR Music_Clear_Addr
" {/ g+ c- z/ {0 {, I9 g - RTS- H) L$ [6 ]; Q
- .ELSE, a: O' b6 z+ \& t/ ^6 H$ R( t
- LDA #$1F
% M# h9 P& V" }' v4 S! y/ z, q - STA $4015. G7 C: k0 ^+ b+ m0 [
- LDA #$00
c% T8 b5 u+ ~% l& S7 e - STA $40108 E e) g5 ^4 K
- LDX #$003 l, \6 R8 l4 h' L- l
- LDA #$00, q- |' \' g4 T' e- E7 _
-
# Y' ^/ z, t2 a9 v9 c - .Music_Clear_Zreo_Page_07 a: w Z* ]) b
- STA $00,X5 Z7 B; D( t8 g5 o- r
- INX1 Y4 Y% }: [3 ^6 P
- CPX #Use_Zero_Page_Begin( H, A' i2 |7 D7 l+ ]1 w1 |! o% ]
- BCC .Music_Clear_Zreo_Page_04 s1 C& s" B4 f# _
- " G) t. v: S8 `
- LDX #Use_Zero_Page_Begin + Use_Zero_Page_Size
$ M- V) H0 Z1 F9 } - .Music_Clear_Zreo_Page_1
9 a, ^- K( n. W8 e6 A! P - STA $00,X' g3 T2 r. E! S' `
- INX7 m7 f3 j9 L# u/ T
- BNE .Music_Clear_Zreo_Page_11 m( o* g2 m4 h& R5 n: e- N
- . x( |, {4 V2 c) P+ b4 D
- Music_Clear_Process_1" f7 f* z5 A* I' Q) g' Y+ J
- STA $0600,X
( X5 [6 T4 K3 t: C - STA $0700,X; b- N- h8 `8 w6 a
- INX( v8 J! l/ P: d+ q$ D* e
- BNE Music_Clear_Process_1
0 _: Y, s" R. i( O - LDA #$10
- y4 E6 v) F x( @& j9 | - STA $4000
# {1 {" z9 d. i' o2 O$ l - STA $4004* O+ q; O- Y# ?* z0 C+ b
- STA $400C
4 `" l! p7 ~+ ?9 J - LDA #$00
7 ?1 t# ~4 s: o8 K! l" a- v8 u - STA $4008% S$ L; k: P$ @% k0 U: S, @
- LDA #$0F: y0 [8 V5 P4 O# J2 P
- STA $4015
! @9 E; M) ^. b C( ^2 E& {9 Q - .ENDIF% e- l9 |1 g9 Q6 o* @7 ?& @: m
- ( n8 Q; h# M7 p9 b/ R2 |) t
- RTS9 E2 ]4 }8 `' c, n: U
s8 m0 F: d4 _2 Y7 n' x7 }1 U- ;======================================================================" x$ V* G' \6 ^ I- \
- ;重启处理: f6 I* X$ B' k. m2 X: O$ s
- Reset_Program
! o% m7 _' f7 c1 @" g- H3 l& C - SEI
0 H x7 v0 e. N - CLD1 D, u1 k) Z7 ]3 x. K- ?- O0 D t
- LDA #$00
- x3 ^' a$ t. }. E - STA PPU_CTRL
, ]) m2 D1 h0 J; u5 p! t - STA PPU_MASK1 {9 s, F5 s- d! E$ v0 @
- STA JOY2_FRAME4 Z' p( _, J+ y0 G' x4 t6 U
- STA APU_STATUS
+ X. g7 ?0 N+ [( t/ @ - 3 L* ?& U! R1 C3 J# Z4 c
- ;等待屏幕准备完毕
; w$ e4 ~* g5 ? - LDX #$02
8 M% [. s( i% I1 Q - .Wait_For_Screen_Ready
1 q/ V- ^0 ]( _: [ M5 i - LDA PPU_STATUS5 h/ l8 m8 f7 z% _
- BPL .Wait_For_Screen_Ready
, t8 y$ f& k% a( [' m! [9 B - DEX4 g$ J. u3 |/ }3 B) X9 X: r
- BNE .Wait_For_Screen_Ready
" K- ^2 P+ _2 E* }, P - 0 [+ E- j8 X: H( \/ _7 w
- ;清空调色板
- ]# ^" e2 [* |7 s- F# @ - Palette_Clear
5 J2 g5 g0 \7 L - LDA #$3F
$ @$ V2 A, N8 N; } - STA PPU_ADDRESS& c" v# Y8 i' m' |
- LDA #$00' F1 a% Z( S+ G& B& m2 B0 d5 G) |7 q
- STA PPU_ADDRESS
3 o+ h# c. L0 h# n - LDX #$20& W# o, i ]) ?0 C$ y6 s
- LDA #$0F2 v; C ~' H" E4 ~; @" d- }
- .Write_Data
7 O% x% A1 Z3 x, \/ O/ H. y- q - STA PPU_DATA- u" N+ K; {0 n& |1 m5 I q
- DEX
3 ]! X# H, `& X3 v - BNE .Write_Data
: J! m- y8 K" u; I$ c# I' g - 4 s3 B' O. I5 ~! _* A* q1 F% J
- ;清除声音 $4000-4013
6 \; }' U) S* v# W* u2 v% E+ ^, G - LDY #$14
; k3 u' o; f. @ - LDX #$00
Q+ B+ A4 L' Y' C | - .Sound_Clear/ t) G- Y% l$ U$ |; `) @7 G
- STA $4000,X3 P+ X% c8 }7 p7 ^/ G4 m: p7 P; n
- INX
/ A1 o( ?* |" M' b- A6 R* `/ x - DEY- I* X$ U7 C* P6 q. L0 B
- BNE .Sound_Clear
' f$ {$ m9 O) I0 [% R; @! U; r* ~ -
J9 f! `: q9 j: z8 U6 \& \6 H3 d - ;清除 RAM $0000-07FF
( k9 k8 y- P- `( Q - LDA #$00+ B6 D5 e3 N7 [, J
- STA $00
8 T- u% V6 }$ G% {8 J# a# f - STA $01
; L, Y e. d9 ^$ J) d$ [6 m - TAY# \; D- k& M# i: {! }
- LDX #$08
- ?3 P* p7 M% b( e! D; p# ` - .Memory_Clear: ^7 V/ m+ \. N
- STA [$00],Y& a* T: @6 {) ~9 ]" z$ {
- INY
, J9 j' x9 y5 l, g D; {" ?* k - BNE .Memory_Clear0 W1 ~5 E) B' K; O8 ]% I) x1 {. L' }
- INC $01, |: Y4 F' {/ X0 A
- DEX4 ^1 |: k: J6 @: ~" ?7 n& @# h
- BNE .Memory_Clear
4 B9 S% ^- O4 C# z - - w- E# O6 N7 R/ B# ~
- ;精灵缓冲初始化
( m1 ?# s8 b5 m - LDX #$00
- @2 h& _6 {/ j% C# W - LDA #$F8+ h7 Z, o* C( c' d
- .OAM_Clear6 m3 _ `" D7 G0 i: b
- STA OAM_DMA_Buffer,X
- c- v7 p' k% a4 D. I, X, |# c - INX
$ W) |/ a S5 N& Q' z* p7 X - BNE .OAM_Clear/ p# M8 c* C- E1 f8 H4 M! [
-
- M+ b+ `2 ~, F - ;栈指针初始化
- r' v2 X& \4 T3 y - LDX #$FF
9 j n- `8 T6 q2 i1 ~( E6 S) Z1 t+ Y - TXS2 d% G3 s3 K. N1 P6 X5 m
-
+ [# R6 A( i# C: B5 S% y. ] - JSR Nametable_Clear;命名表清空+ w. X8 B: }; ^. r) }% ^
- JSR Palette_Init;初始化调色板缓冲: b% f1 V+ \) r. T5 S
- JSR Static_Text_Init;初始化静态文本
5 I. n6 i5 `: ^ - - H" @3 M. X. L# V% i
- LDA #MUSIC_ITEM_TOTAL - 16 [: A' B @5 ~. N. L
- STA FC_Music_Max_Index' ?/ l3 J n* p' r! N0 b
-
2 I+ |: }& |8 ] @' m - LDA #$1F1 V( t3 {( ?% e/ h
- STA APU_STATUS# n) ]: m# r8 E7 {; r% _
- LDA #MUSIC_BGM - 1
: P3 g- |5 Q3 N- E7 M1 f - STA FC_Music_Index
5 E4 v% \6 W2 s5 v% g. c - JSR Music_Init_Process;音乐播放
3 L. A& ~( V4 f' G4 E -
: a: n/ u( h5 q; B1 _6 L+ H7 E+ A - ;设置屏幕显示状态缓冲(当NMI处理时控制屏幕显示状态); b3 d$ C% B4 a% M
- LDA #$1E k! S( T. r9 X( ^1 W, Q
- STA FC_PPU_Mask_Buf. y+ l. g6 P$ Z9 x5 i5 G
- 5 {( E4 i F0 a9 o
- ;启用NMI处理* ^* ]2 _/ e1 _+ r
- LDA #$80
1 I, U; z. c2 p' } - STA PPU_CTRL4 n% ] |' T& |& n- p& R, `% T
- $ T+ y9 [7 P9 H2 g" v; O* G
- ;程序循环, 剩余工作交给 NMI 中断处理- p" ]7 f% e8 g- g
- .Loop
* W Y d5 Z1 G5 ^( w' r: X, Z - JMP .Loop8 I1 F6 T' X; l( ^# f$ H
- ) Z* h* j9 B% Q. l7 K. v
- ;======================================================================
3 O1 n, W) x' @/ i$ ^ - ;不可屏蔽中断处理) R) q$ X5 t) p6 u
- Nmi_Program* C3 Q9 ~- P0 D$ u3 h) x6 h* F
- PHA
* i: Q# y- M- v, H8 m - TXA
1 b# c% g ?; h7 S6 @4 F" e* h) Z - PHA6 Z3 U$ q- z6 D' c G
- TYA1 M+ j0 l# b( Y/ A" _ |0 Y4 K, y
- PHA
4 Q8 ~/ i6 {# M& w6 n - : w0 ` x" J( X1 s
- LDA PPU_STATUS;读取使得 PPU状态寄存器复位
( W/ r; J: A) R \1 B5 n2 f& { -
) w8 O; k8 u& l - JSR FC_PPU_Procrss;PPU处理
4 n/ z/ U/ a, {( O - 7 s/ y% q1 q2 ?* p; S9 z1 D
- ;精灵内存更新* G3 K# P6 ?; [& G8 w5 d. V
- LDA #$00* E7 O7 B4 v$ f" Y: z( k( Z& t
- STA PPU_OAM_ADDR5 Y+ S* ?6 j- v2 X7 A+ n3 t
- LDA #OAM_DMA_Buffer / $0100# F; y5 N; h; p0 G! A& [
- STA OAM_DMA' O3 O0 I7 S; @* {& n* ?$ K. X
-
) T {* f2 }1 ] - JSR FC_Gamepad_Process;手柄输入处理
* f' ?7 y- i6 G; v- D( W - JSR Music_Select_Process;音乐选曲处理' V& [! x& r6 j+ W; U
- JSR Music_Play_Process;音乐播放处理5 E7 `9 A# a7 _1 c+ o4 v E
- ) l6 r( }) w! V5 ^
- PLA- o) }% n, k) U- \7 P
- TAY& t3 y$ o6 q, Y$ _& s% n1 A& I
- PLA
: U* y8 Y2 g( R% ~% u - TAX
! C; u, A. j- \" s$ n - PLA2 o) M: m2 Q3 @0 m, i0 q& Z
% u" ]; t, Y9 e- O3 e# Q. r- RTI
! W" T( r2 m. I6 C! K - 9 ~5 ~( j# w1 W9 l' {# d
- ;======================================================================
% m5 J4 A! J m1 H2 F0 L - ;请求中断处理3 J9 u$ q$ ^( O) U
- Irq_Program
. a- }8 T$ R# d- n- F - RTI4 D7 i2 Y" e3 w2 ~5 ]0 `
. u& W2 Q5 k% f& i8 f- ;======================================================================3 T' a. j( @+ f' w8 i+ F
- ;中断向量表
! h9 H; b, l5 ~, p% K* n3 g7 Y - .ORG $FFFA
& i; D2 ]9 R* @3 Q. x - .DW Nmi_Program ;NMI触发时执行
! R+ f7 ]% X& [8 c- h6 u - .DW Reset_Program ;载入ROM时最先执行
* e. |! u5 D0 Y, M1 b9 i! x - .DW Irq_Program ;IRQ触发时执行1 a" y( @" X' A. e/ P, l3 b! O, z$ `
复制代码 K* O# v% m r4 B% _ I
) F. F' l+ V* b' c
6 s8 A1 [- W1 Z; ~https://gitee.com/flame_cyclone/nesasm_3_2 |
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