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- [code];[FC音乐][MMC3 IRQ]; z( U% T$ B4 }" |2 @
- ;FlameCyclone 20230710
' z: @ [$ X* X7 O) b S8 i1 r: D
# y/ S: s: u4 j# }! Q, l- ;文件头! Z8 z3 v/ n5 o' r/ T @
- ;======================================================================/ X |% u$ k- i( B- ]) _
- .INESPRG 4 ;16KB PRG 数量
4 |$ ~) A4 H. e - .INESCHR 1 ;8KB CHR 数量
/ b! U7 @8 y [# X$ r7 C% x7 | - .INESMAP 4 ;mapper 49 t3 }% g6 i! r [& k, c
- .INESMIR 1 ;命名表镜像 0水平 1垂直
" I9 Y9 n0 E0 Z! k
; H- Y4 F, r0 Z- ;必要条件8 @% d/ d3 J$ T1 C2 c
- ;1.持有CHR ROM( `( b, N2 D- [; Z2 p) V
- ;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$1000
7 S) F2 S- i) G! O4 K2 n ? - ;3.精灵内存(OAM)不为空# d; P1 g7 b) _; F
- # W: @" {- r* z" O1 [
- ;==================================================
) J, ?3 w* s% F5 t4 O) p7 n - ;NES端口常量) Z2 ~4 G! s- K$ O% }5 C, o
- PPU_CTRL = $2000 ;PPU控制寄存器
. P) e o$ i, W' }- x# `) t/ J5 i - PPU_MASK = $2001 ;PPU掩码寄存器# W5 [# V6 _- P s8 v
- 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
: Z- A, l, _; s5 B0 U2 ^2 n/ L, M - PPU_OAM_ADDR = $2003 ;精灵RAM地址:用来设置通过PPU_OAM_DATA访问的256字节精灵RAM地址。每次访问PPU_OAM_DATA后该地址增加1
2 Y4 u6 U5 U) Y$ { - PPU_OAM_DATA = $2004 ;精灵RAM数据:用来读/写精灵内存。地址通过PPU_OAM_ADDR来设置,每次访问后地址增加14 R& V5 n$ X3 f8 P2 E; A3 [ H
- 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
f1 Y& ?, Q E) ` - 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( n! f4 c T0 e- {1 \; t0 v5 `
- PPU_DATA = $2007 ;VRAM数据:用来访问VRAM数据,通过PPU_ADDRESS设置的地址在每次访问之后会增加1或32
. q, Z: v) ? B( ~/ M5 l$ K - 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
0 B, H( _% x" r9 b: U1 ?% y( \ - APU_STATUS = $4015 ;声音通道切换0 l2 e+ x- m% T' e: F
- JOY1_FRAME = $4016 ;手柄1 + 选通
7 B5 e6 d; u5 m5 N5 ]; i% r/ f9 u - JOY2_FRAME = $4017 ;手柄2 + 选通
; k+ i. z) \+ W g9 G' r( D7 ~ - . x, x: _8 Z3 w
- ;==================================================: z* s4 Z4 [5 {, H
- ;MMC3端口常量
n, Y! ?' h7 E) [/ N+ U: Q* c - MMC3_BANK_CTRL = $8000
1 Y$ V8 b$ S& t9 a - MMC3_BANK_DATA = $8001
4 K7 v5 t; s1 ^2 S - MMC3_MIRRORING = $A000: r v' \- ~! j5 f
- MMC3_PRG_RAM_PROTECT = $A001 ]# @% l+ a7 p( s* _5 e
- MMC3_IRQ_LATCH = $C0002 R8 \0 J% e1 \7 r: q* [2 S
- MMC3_IRQ_RELOAD = $C001 o: G4 r* H# a; H! }, w
- MMC3_IRQ_DISABLE = $E000
5 d6 B* p9 P( |) ]$ ?2 n - MMC3_IRQ_ENABLE = $E001
1 q- R/ T) B2 g7 v) d8 v; ? - 8 j6 U6 F ^' N0 x
- ;==================================================
, X* o( D9 b; C- _ - ;程序块配置
; J+ m9 R4 ^3 P$ v. n S" B* z - BANK_DATA_MASK = $070 e/ Q4 R1 R1 A. t4 R( G
- ;--------------------------------------------------8 o: S+ i" x. P4 S2 W1 @
- RESET_BANK = $07
4 s9 { o/ r9 w$ @3 y - RESET_ADDR = $FC00# ?0 U/ v1 o% y6 p; Y+ d {0 y
- # k4 |- b. p' H- U, H; Q' K( O" ~
- ;==================================================& g: u5 G" C) X" Z
- ;图像块配置1 U9 I: @. g' \
- CHR_DATA_BANK = $08
& C* g# c; t. l3 ]# |* d - ) r X* }) \3 n8 B
- ;==================================================+ U7 P' y; H) R4 r7 Q) f9 |4 e2 C
- ;零页内存地址配置$ ^' K# D2 L1 b; b7 r1 N6 G
- Use_Ram_Addr = $80! ?5 D) v2 l; s: U9 E
- PPU_Ctrl_Buf = Use_Ram_Addr
. Y9 E8 i4 v3 z9 ?& y1 F - PPU_Msak_Buf = PPU_Ctrl_Buf + $01
$ C }( n7 f \' O- p7 ]: t' ^1 ] - PPU_Scroll_H = PPU_Msak_Buf + $017 I/ S3 j1 T! ]; w' |/ q
- PPU_Scroll_V = PPU_Scroll_H + $01
$ J) D4 L; l5 V' ` - FC_Data_L = PPU_Scroll_V + $01% V9 a# }) v! N, W7 X" e
- FC_Data_H = FC_Data_L + $01
R: C2 A( I* P) } - FC_Data_Buf = FC_Data_H + $017 U3 l t0 i+ c
- ;==================================================& ^! @" M: H: [. p; k) j; r2 D) H
0 q7 N$ @# ~4 R% s8 J ~2 Z- GAMEPAD_MERGE_FLAG = $043 L2 \- j! z) H6 _- C! Y" X$ e
' Y! H+ p( t. T( H @* v8 l0 ^- Gamepad_Keep = FC_Data_Buf + 1- q' B6 c; Y8 y# e
- Gamepad_Once = Gamepad_Keep + 2
" h+ [# x! u5 a$ i0 j - Gamepad_Temp = Gamepad_Once + 28 E* [4 R* _/ t7 F
-
) q3 k, n2 a( m+ _( C - Gamepad_0_State = Gamepad_Temp + 2
/ H5 j/ `3 E# v - Gamepad_1_State = Gamepad_0_State + 1; d/ W( X! x3 `- `
- Gamepad_0_Value = Gamepad_1_State + 1
# ?- t! O' T0 G& k0 n3 \ - Gamepad_1_Value = Gamepad_0_Value + 1& b5 t% X1 a7 p+ Y s, U+ t
- Gamepad_Port_Value = Gamepad_1_Value + 1: s9 Z8 ?7 B! k9 P
- Gamepad_Merge = Gamepad_Port_Value + 1* c, q6 V# X; t* p; j0 Q
- % W$ y6 m* Y+ w
- ;==================================================
% _& F# q+ W0 K. I - IRQ_Index = Gamepad_Merge + $01
% ^2 w; T l4 b# G# \6 _ - ;==================================================3 f+ a/ b- T+ r/ }* S
" U: I, S2 f) {/ { V8 D7 n- ;CHR图形数据
; H6 A+ H0 g/ J! b0 L- E5 V" z - ;==================================================8 Y$ x. S* F! M' e# [6 r$ L0 t/ S
- .BANK CHR_DATA_BANK
$ m; b2 z1 C. n! M% P7 I - .INCBIN "chr_bank/chr_data.chr"* _ K& G4 J* o0 j; H5 w j
- 1 S; B3 G9 f* W1 O0 t& `
- .BANK RESET_BANK & BANK_DATA_MASK" k; I+ r+ Y# Y0 ]6 C
- .ORG RESET_ADDR5 a: i6 i$ S* s% r7 ?
- & d7 X4 Y! N- ~8 t& v
- ;--------------------------------------------------
2 R1 {4 i9 h) ?) `# w5 P - Attributes_Data4 A0 b6 a5 B, U
- ;命名表属性3 J9 H; ?) j+ X' z
- .DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00/ C5 F0 f. n: x
- .DB $50,$50,$50,$50,$50,$50,$50,$50,$FF,$FF,$FF,$FF,$BB,$AA,$AA,$AA
+ |: Z- H/ U1 @. a. k% c7 C - .DB $0F,$0F,$0F,$0F,$0B,$0A,$0A,$0A,$AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA
3 A' k; e- J8 `. @- G - .DB $AA,$AA,$AA,$AA,$AA,$AA,$AA,$55,$55,$55,$55,$55,$55,$55,$55,$55 d% Q5 k) B! W. Q% G& o8 N
- ;--------------------------------------------------) D# ?: L: V" P& J* c* w0 Q
- ;调色板数据
; M5 `! A( E* Y - Palette_Data% H- O' Y8 |/ I6 Q+ U& B
- .DB $0F,$27,$20,$0F,$0F,$24,$20,$0F,$0F,$21,$20,$0F,$0F,$25,$20,$0F
; N8 q- N5 c; u8 P4 _ - .DB $0F,$24,$20,$0F,$0F,$24,$20,$0F,$0F,$24,$20,$0F,$0F,$24,$20,$0F, x/ l; ?0 g& ?- P5 a
- i# |% F8 C% V- ;==================================================! y+ W' j5 z* v
- ;命名表初始化, a- w8 l# {' _& x
- Init_Name_Table
, h" T& h4 i& ?) Q2 H. Z - LDA #$203 o% U; q8 t, u I4 C3 X3 n
- STA PPU_ADDRESS0 E% e6 i6 R$ Z) Y& } `& R
- LDA #$00. {* p# \1 z( ?8 c3 \; Y
- STA PPU_ADDRESS4 `5 N7 ]/ D9 s( O6 Q
- LDA #$00, k1 g: [ K/ }5 D
- LDY #$00
1 j- q$ S3 _: R( C. G/ y& C - LDX #$10- k& o5 \8 _) S( u: |
- Init_Name_Table_Write: I, V0 t* q0 q+ }: y5 c
- STA PPU_DATA2 _3 H- \: Q' l
- INY
4 c ^: R. U! {8 J% `6 o9 Z - BNE Init_Name_Table_Write
& F* \" ^/ ~" T o - DEX
1 ~1 l5 x& Z3 H4 ] - BNE Init_Name_Table_Write9 O. o! u! P4 K4 [- {! d6 x& q
- RTS
' T! H- E. k1 h+ c& ^8 Y3 c - 8 J( @2 V2 C9 g8 ] W) K
- ;==================================================; G4 n/ c' r& K5 U6 j; ]
- ;调色板初始化
: h. [) R% O( d& j+ A W - Init_Palette
0 q2 g0 z4 l8 ]( }2 I- o - BIT PPU_STATUS
8 \2 `- d0 q2 B9 _& V+ b - LDA #$3F4 V5 W$ V! _& k) U# R8 \6 d8 d
- STA PPU_ADDRESS
2 ^2 J5 c- K- m8 X. z8 _0 Q - LDA #$00 J3 o- \* J8 K
- STA PPU_ADDRESS
+ q: E0 { ^( G/ P& z" I - LDX #$00! G4 ^2 G8 c$ H/ Z
- Init_Palette_Write
+ V+ o" ^8 g+ ]4 o+ [ - LDA Palette_Data,X1 S2 z" M) [* `# `
- STA PPU_DATA
% g l. t/ @( b3 D, N( c4 s; X - INX
+ |$ b, A* F( ]) d4 o! W - CPX #$20
9 x( F; i# u4 o' t8 F/ Z; l - BCC Init_Palette_Write1 Y2 K' ~) R/ p
- RTS2 O f* {0 D; Q+ v2 e. m
- # K: g& m: }9 F: a5 K4 X2 b: M7 n; g
- ;==================================================
2 `! n$ ^- d, F2 W$ o( J/ K- y - ;设置命名表属性
% E. t* `4 D& { P( O1 Q1 t - Init_NameTable_Attributes
7 L; y2 p. F% D1 ?* R# @2 b4 ^ - BIT PPU_STATUS
" a8 i! _# ~$ G+ p# _, a% T - LDA #$239 E( V) z3 e2 f9 m! N7 I- e
- STA PPU_ADDRESS& e4 a4 Z# U/ i* q) I& j
- LDA #$C0
, l! b1 ] |8 g9 \9 b( f4 S! ^9 I - STA PPU_ADDRESS+ I5 s8 t3 x+ r* P
- LDX #$00
! g) u$ q( }6 [7 S- b - Init_NameTable_Attributes_Write
4 b- m' A% d/ X9 a! X+ E1 C - LDA Attributes_Data,X% Q) L3 w9 o- t- \" `
- STA PPU_DATA
0 O5 X" H, n: h! A) \/ o - INX( Z4 `# M" g5 @
- CPX #$40
+ G1 D, N0 F4 s/ B( w7 z - BCC Init_NameTable_Attributes_Write
0 }: ^1 L- W0 @# R, H* q {( D - RTS
& H/ x* r3 V+ W& W; J
" M* l3 m# j1 Q- ;==================================================* R& Z" C J+ V% d
- ;初始化命名表文本
% U5 k( c( m9 d4 I6 O( `, ` - Init_Name_Table_Text! b9 r* q( W, ^
- BIT PPU_STATUS$ s! }, [5 N( K" P i# t$ ~
- LDA #$20. f4 G& V6 ~& p5 ]. `0 c
- STA PPU_ADDRESS- _' Q% i. j/ L) P7 J- }
- LDA #$00. Q& l+ ^2 n: }: {" y$ `
- STA PPU_ADDRESS
' [7 b* Z; A. J, D F8 y# R - LDA #$00
, V1 N b8 w' Z8 r6 z - STA FC_Data_Buf# v$ i. k+ O: J$ z
- LDY #30
- C! W! m5 x4 t, r, O) u4 y [ - Init_Name_Table_Text_Write* C# M! g3 g2 o& D5 z* R
- LDX #32
# j8 L3 {- L& z" o! w+ j" H& u - Init_Name_Table_Text_Write_Char" M; T0 S$ V& P) W$ l1 [
- LDA #'0'/ k4 x: g2 F/ w9 B
- CLC& k) I3 U' d2 w, c/ ]& r
- ADC FC_Data_Buf9 E& B" A) H/ `4 [0 l p
- STA PPU_DATA
% W: z) r9 Z, ? - DEX
" w( Q7 D1 X5 U3 [ - LDA #$14
# Q5 ^" i: v" Z/ _ - STA PPU_DATA Y! v' J9 B+ o# v j+ u
- DEX$ m3 ]4 g' V, o
- BNE Init_Name_Table_Text_Write_Char% y/ n( _# ]7 R3 A1 P/ D# l
- INC FC_Data_Buf
P4 e2 E1 O, ?/ K5 R5 e$ R; U; f - DEY
& w6 p: Y l4 [, z0 [0 ~ - BNE Init_Name_Table_Text_Write
. k. z: X$ s$ H, p& a( I/ t0 F - RTS
, ~5 H# s" M6 I7 i4 c3 O1 L: E% w - 3 Y; C+ J8 f `/ C
- ;==============================
* ^0 t% [5 i! T - Init_OAM_Ram;初始化精灵内存 Q" ~6 h: [# \0 M, t
- LDX #$00
* [2 J4 j: m' c; _ - LDA #$00
2 C, ^1 K/ ^7 U4 }- ^ m - STA PPU_OAM_ADDR; {! p5 _4 p5 q- j' Y% Y4 x
- LDA #$F8
! i5 Y4 K4 Z8 L1 R. O W - Init_OAM_Ram_Write" V3 l5 U6 v3 g# p. d
- STA PPU_OAM_DATA
% e' l0 p/ Z, n' V' \6 l - INX, U* k" c) B# |- H+ w+ B2 d
- BNE Init_OAM_Ram_Write
9 v" X& l, B& p1 t2 V - RTS- ?! g" m6 h" h J3 E
- 0 @ [5 `# q1 J
- GamepadProcess;手柄处理
9 {& w; l- o5 r+ r3 Y& Z: p - JSR GamepadDatacan
m/ j$ _( T3 r t* ~8 G( l - LDA <Gamepad_0_Value
/ ~$ [) i- g2 a" `' u - STA <Gamepad_0_State% g; d' j5 h( m, S v, v7 q
- LDA <Gamepad_1_Value
3 a' F% Z* ?$ @. |; ?" V* Y - STA <Gamepad_1_State
( x1 R# n5 t7 ?' y8 U6 y A - JSR GamepadDatacan4 Y& S/ @( H7 t
- LDX #$01
* e/ R/ I+ s v! L3 y9 a - GamepadMergeCheck;合并手柄输入检查. P+ E7 X( M, @
- LDA <Gamepad_0_Value,X2 ^5 ^4 {2 M+ `% i: Q# T! ~ L
- CMP <Gamepad_0_State,X
9 Q0 y! b0 i5 D6 U - BEQ GamepadMergeInput, d* H4 `6 I3 R" c* A& a0 c
- LDA <Gamepad_Temp,X
( }5 c# \0 T6 o - STA <Gamepad_0_Value,X& Q0 g$ |3 k. I* o
- GamepadMergeInput;合并手柄输入1 Z4 R' r% |! L8 b- M
- DEX
) P U) {: j$ V- E - BPL GamepadMergeCheck
4 d Z. Z Y( v - LDA <Gamepad_Merge0 G9 A) M) ~, ?, v7 d2 [
- AND #GAMEPAD_MERGE_FLAG& I: S; u+ x9 p2 T& L; {5 h
- BNE GamepadStateProcess! C3 x4 T# l+ y; m' u) ~2 B
- LDA <Gamepad_0_Value5 U3 v4 H5 S, E5 \; d# @) L8 }
- ORA <Gamepad_1_Value( \% B* _ F& t4 w# t
- STA <Gamepad_0_Value5 E! g$ O0 I$ W: R
- GamepadStateProcess;手柄状态处理
- G L! e8 ~; S6 T. j6 G - LDX #$01+ O# j3 P( F! A" a( c# d6 s
- GamepadStateSave;手柄状态保存
# A1 A2 L3 I3 n8 m- U7 G* W - LDA <Gamepad_0_Value,X# N( f9 }% T& d7 y
- TAY$ O% G! x- `' I+ ]3 A
- EOR <Gamepad_Temp,X; r3 c1 o, f/ s$ p% g
- AND <Gamepad_0_Value,X5 v* u7 U: t, w7 H' n/ C
- STA <Gamepad_Once,X! f+ o3 q+ P* {* x5 t
- STY <Gamepad_Keep,X% N. v# I( D1 K
- STY <Gamepad_Temp,X+ F: I n& |4 [- E+ R4 S1 C
- DEX
7 I9 _/ q A, g8 Y- |7 D - BPL GamepadStateSave E1 ?3 Z+ s, g# ], B e
- RTS" P: B) B% q* f5 }; o, f
8 H4 \7 O1 J7 x- GamepadDatacan;手柄数据扫描$ Y: s# q: e9 P2 v# C ^% M# x, o
- LDX #$01
" Q+ K, ~0 \. `1 T- |- ? - STX $40165 @# \) p3 O. R* I1 O5 s5 T4 s9 h3 L
- DEX3 f6 q, a( T: k/ H, n" {+ r+ ^
- STX $4016
/ o+ z3 Y; Z, q d - LDY #$08
/ b4 e5 B7 p* N/ p2 ]7 z2 W8 L' g - GamepadPortScan;手柄端口扫描
4 E9 x1 L( b5 G' O% q5 y - LDA $4016
9 O# ~& E9 n6 P4 O! f7 Y - STA <Gamepad_Port_Value0 k% N" q1 a+ k- Y. j2 R7 w
- LSR A" x. ]; x" u1 x$ p3 H( P6 g
- ORA <Gamepad_Port_Value4 _# G, }5 s$ Z1 b1 r
- LSR A' `6 K" _ Y' T+ O& C! K
- ROL <Gamepad_0_Value
# A: ~# ], _5 S, P - LDA $4017
2 w1 R1 P4 X- P2 ]9 q - STA <Gamepad_Port_Value1 A/ P4 V; o4 f8 Y& p
- LSR A
2 U3 O4 p+ G7 Q: Z8 z8 }( r - ORA <Gamepad_Port_Value- C7 l9 k& R. F N( B; z/ i8 h
- LSR A* ?4 \+ v# T9 g1 }% e' T z
- ROL <Gamepad_1_Value
& I# `; o) t h' [+ @5 E - DEY; `; y5 ]/ S! e! U$ K
- BNE GamepadPortScan- U& q O7 v3 L2 h9 n9 ?
- RTS
2 u! u2 Y. e4 C) H8 n6 l2 K -
$ ~! @; w" P6 z+ ~/ K! a - ;==================================================- H" h8 g% N, T* C+ L
- ;PPU处理
' J2 |" n5 U1 B# o - PPU_Process1 ]0 V# s8 ?* f0 c4 W' f
- LDA #$005 C6 R& N& I' u0 O2 ?; H$ W
- STA PPU_MASK
$ D6 P# {1 l( D' W- [. o! H2 L+ T" [$ z3 P - & R8 e9 F/ ^4 ~8 @$ l
- BIT PPU_STATUS/ [8 k$ F0 ]% o' r
- LDA #$20, S$ \" \% \1 J" F6 c- i
- STA PPU_ADDRESS$ H$ l) y- O3 f3 @, D
- LDA #$00
: |5 b+ Z2 E* @) ?( N9 v. W- e. @2 O% d - STA PPU_ADDRESS% b7 L$ O s, `1 e8 m) ^/ {9 l
-
- a7 y2 o0 ~" @9 m, _1 z - STA PPU_SCROLL0 K6 _9 x; t. U
- STA PPU_SCROLL, n$ f' O6 G9 |, n) ~1 A* ~
- - V& i: b) P7 j+ g6 L- T
- LDA PPU_Msak_Buf6 n* x3 l |0 v' `* q7 F6 _
- STA PPU_MASK
7 g( `8 @! R% B& S
% R: t6 y2 V8 k. @. t- RTS8 ^) [1 R% {) u; k$ R+ \" U
- 1 S# C+ ?, i; v: N; q
- ;==============================7 ?- @6 Z i. E, }
- Time_For_Vblank;延时等待
1 g1 S- @# A6 w! \1 j: A, H# W/ f6 ?5 b - LDA PPU_STATUS
5 V% I/ X$ I: Y" d9 k2 G* k8 `- ~ - BPL Time_For_Vblank
$ y! e2 L3 h7 l& N9 E/ o - RTS Q6 d3 ?1 a$ v" P
- : {# E p8 A% @' ^: ?% G
- ;==================================================( a7 w+ y3 [3 B$ }* \: C+ q
- ;初始化MMC3* r8 k9 q8 ^, g! f) E
- Init_MMC3+ [6 E3 G+ M9 h/ H' B
- STA MMC3_IRQ_DISABLE
: Q2 w7 U+ c2 ]/ f9 e' R6 d- F - " p f: k# D2 p5 u
- ;设置MMC3水平镜像
$ r8 m5 q4 k9 d& i. Q - LDA #$01
4 E4 M: W4 R- e# |, F - STA MMC3_MIRRORING
7 A- B, m5 I* B! M! \) d" D. ~ - : `* z' Z, P7 X+ c+ |7 k
- LDX #$05, S4 `' K4 Y* Q
- Init_MMC3_Chr_Bank_Write
# z- g" h" r; \: F1 {5 d - STX MMC3_BANK_CTRL
5 L$ n% H8 c* f$ k( _ - LDA MMC3_Chr_Bank_Data,X2 R: h1 B6 J4 L) |! e" v7 ]
- STA MMC3_BANK_DATA- G; v/ R L2 N: S( k
- DEX7 @9 [/ G' |) H# E9 B4 k' l
- BPL Init_MMC3_Chr_Bank_Write* y) ^1 V4 V% w
- RTS1 r6 [7 r- B# @
- ;--------------------------------------------------* e/ h S1 F) K" W2 I7 j
- MMC3_Chr_Bank_Data9 A& i( @' z+ P1 v, U7 z
- .DB $00,$02,$04,$05,$06,$07 p+ [' V! \5 U4 k
- 7 W1 K$ K' N, @! ]( Y6 M* E
- ;==================================================: z' l6 z: T$ `: n- w" I4 g
- ;重置中断处理/ e, R E) u* j& X6 B/ g; p9 _
- ResetProgram- s3 T3 w c' G
- SEI* r* x; Q. D! m6 K6 h7 c
- CLD
( J( e1 B4 V$ `) Y# P - LDA #$00& s$ B$ a6 Q H: p# W
- STA PPU_CTRL8 O. Q) Z0 N) m9 t8 S- B; }' L
- STA PPU_MASK
& z* M* V$ ]6 i1 s' B# O - STA PPU_STATUS
& A* z* Y# E+ w: j0 g& t1 i - STA JOY2_FRAME
7 N" u6 C$ H7 U4 M& C& {6 J - STA APU_STATUS2 _( y+ U9 `7 V+ `9 h7 g0 F
- 9 z& y; T4 G5 [
- LDA #$C0* {* G4 g9 m+ ]! @- b7 Y3 K2 D" A
- STA JOY2_FRAME% s* i& q0 Q5 ^0 h+ L, Y) ]
- & G# M- B5 b. V F0 B! ]1 o2 c( Z
- ;等待vblank1 C4 a( a1 @8 v0 V" V' g" |
- LDX #$02
1 I+ F0 D4 j/ q' `" H+ `: t1 N* c - Vblank_Wait_1
* N4 E; k! g( T* U9 l5 }* w* f2 c - BIT PPU_STATUS. v+ m1 U2 q4 a. i: T
- BPL Vblank_Wait_1
7 g3 Y7 q$ x% r3 I: N* C; M( E - Vblank_Wait_2
/ ?' q4 T" o6 _ - BIT PPU_STATUS
6 I- S. a# d# H6 B& |, _ - BMI Vblank_Wait_2' x+ j0 T+ f' W
- DEX% D1 c, h9 W, r( u$ \
- BNE Vblank_Wait_1
; Y8 B8 i d& d4 @7 d! R -
" |* v! R- R8 [5 I% i+ ? - LDX #$FF
* Z2 N7 |9 g" s7 y8 s* w6 V - TXS
. O4 e. y' ^2 R, A( l3 s - , G% |: b e/ d3 W& E& ~
- ;初始化MMC3# B* ?- i0 f; J9 n! k9 Q
- JSR Init_MMC3
: p3 K# P* q0 r, c2 a) Z8 { -
) ^# i& a5 P A' ~9 n - ;==============================; Z7 [+ T. b7 _$ s7 x
- ;RAM初始化! E4 s- ^7 I; D8 e. [2 Q
- Nes_Ram_Init- i/ d1 w" {: T) B, q) O
- LDY #$00
. J, Z. L2 W0 W/ t. K2 J/ |" U - LDX #$08
$ ] ?, c* Z( E' `8 S( d - LDA #$00
5 C( ^7 Z, B% ~7 ]. n. \; s - STA <$002 E) m+ m p( S/ u! ^1 [& j% K9 R F
- STA <$019 r0 g4 K! g9 e
- Nes_Ram_Init_Write* E7 B) p3 `; Z) \" D
- STA [$00],Y0 ]! L2 c; j+ B
- INY
% O0 |$ ~/ V a/ P, [ - BNE Nes_Ram_Init_Write2 b" Y' a4 A: {0 e' k4 t+ }) _
- INC <$01
7 D: H. {3 [& A \4 E! z - DEX
f) V+ \2 M9 x6 [" W - BNE Nes_Ram_Init_Write: Q1 I4 Z; U" V+ o \1 q
-
/ ~) z" k" \+ [4 Y( i: ?/ m4 a/ o$ o - ;初始化命名表
- ^* b6 l1 b& t# h+ T - JSR Init_Name_Table& o! z. w9 Z1 N- j
- 8 e( \9 H2 v6 }- T0 L
- ;初始化调色板* @6 C6 v, v+ |2 J. d! c& t) g$ d
- JSR Init_Palette
4 v) ]8 Q% w3 U -
1 I' R2 h/ ]: p+ K9 H6 z% S+ w - ;初始化命名表属性) ?+ x$ F8 q" @/ X2 f/ m+ B- l
- JSR Init_NameTable_Attributes
/ v4 G( L( \$ V+ A! Z: A -
0 E- K9 U' m3 S) i - ;初始化精灵内存; z W, ?& A" _5 M0 a* V2 x3 S
- JSR Init_OAM_Ram- f: v0 p7 E `( _' f! Y
-
9 `. U. {- K. H0 | - ;在屏幕上写点东西
4 ]) }' i6 o/ c+ ] - JSR Init_Name_Table_Text
) d8 H* ^: @' f - 4 z( m+ `4 W& ^/ q: Y
- JSR Time_For_Vblank `1 F U) ?+ h% N
- ;开启PPU控制. v& U: ^7 J5 N, B
- LDA #$A8& \0 I, M( \& ~! e
- STA PPU_Ctrl_Buf& H! P7 c; S8 L/ H. O/ T( E
- STA PPU_CTRL
6 V2 v' o2 b4 P0 h/ p+ q -
# G9 T% `: T8 I3 J. ^# k8 g7 T - ;开启PPU显示6 H P/ b; r6 V D8 `$ ]+ v
- LDA #$1E
. b) p H2 h x - STA PPU_Msak_Buf/ _+ N3 Y/ v# m# y0 q6 m) D* g
- / c5 X0 \, x2 Z. T
- CLI
7 h* d; c7 {3 I D - JMP Loop0 n. f+ U- V5 L K6 Z( W3 c
-
6 c* {8 C$ }5 U1 P - ;==============================' {# R% w$ N! d4 u/ G9 O% K. Y
- ;死循环, 等待NMI中断- K& Z+ {2 f3 @4 K" r0 n6 y1 H0 F
- Loop9 e8 y, S1 P% S
- JMP Loop" [5 d1 m6 A' f% {
1 r8 N+ d2 `; ?+ X. u- ;==================================================+ ]/ q# [; H: E: o: @$ A+ U
- ;NMI中断处理
3 w: s, H: j+ V8 B( l$ p0 ^ - NmiProgram
4 o4 I1 L: a2 M7 c7 U/ W1 H - PHA
! \* U5 A; ]$ N$ _1 T: M - TXA
( R, V/ R+ y- I3 K - PHA" P; x( i/ u8 t$ H3 n
- TYA
0 y6 A! Y2 }" }5 e8 u- V - PHA/ ^, L5 K" t8 i' b& D
- 3 O5 M7 a- C& ?3 x/ r; G
- BIT PPU_STATUS
y" }' ^3 p: `0 ~ - - m# B) }: _% E$ e9 |: ]1 q
- ;关闭PPU控制" A$ B- ^* h1 K
- LDA #$00
6 z$ W, W) F `9 v5 k1 s - STA PPU_CTRL
v# f: R! h0 V9 A$ i4 j - : @8 N- ^0 T4 k/ R8 b2 ?
- ;处理PPU, b$ g" D& d$ O
- JSR PPU_Process
6 T; P5 b8 C, u6 E6 W7 C( `5 a( z1 k -
$ N2 {8 q1 L4 v5 q - ;开启PPU控制
, ^# ^) Y. T' O/ r2 o - LDA PPU_Ctrl_Buf9 o1 l# q3 W4 X1 W
- STA PPU_CTRL4 U8 c% B1 j. [6 m+ q. o
-
+ w/ v/ Z9 H2 W) a - ;手柄处理
g, K: `# n- |$ E, W% H3 x; c - JSR GamepadProcess$ j @2 a: q4 U. u2 `
-
2 g) v q. R3 ~2 s1 ^3 ~+ z - LDA #$00
1 F, I0 b( j- U6 V1 p7 d' Z - STA IRQ_Index
# g9 ?, D, l$ N! u) X1 T2 W -
* f. E ~& o% k* M& P, Y - ;启动IRQ中断, 第15条扫描线触发
% B3 d: h3 P# m& `7 s - LDA #15 + 1
% a4 l, b9 o7 T3 U: h) j - STA MMC3_IRQ_LATCH
1 v1 @6 `! x# r, v2 V% [ - STA MMC3_IRQ_RELOAD
7 A: u2 |7 ]' x* _ - STA MMC3_IRQ_ENABLE5 ~7 k/ p4 @( G2 ^5 u
- CLI
: C4 C+ c3 Z" v' z - J+ x: q$ |( |
- PLA% ^. u" D! U4 {2 D( \$ s/ T- T
- TAY
; b2 _* x9 z4 d - PLA) L# ^: Z1 i1 ?
- TAX
' H, D. r B! M, k/ C) f5 X5 [ - PLA
0 Q: x& ]* P7 I( { - RTI9 _; H) P% q9 f) \3 ]. t
}+ q, d' R0 c- ;==================================================
% T& Z+ _0 ?- @! t. E, Z" v! w8 _# O - ;IRQ中断处理* |- Q' d& ~7 \7 j3 Z
- IrqProgram
" ^; w$ Y; q q* e' S' H( o - PHA
7 \, h O- n* x; w$ f8 n- r! B1 F - TXA% h S1 P0 D0 r/ V( a4 C% j+ y
- PHA
$ G- b/ O; Q: i; ]2 o - TYA& H4 l( B* J. a5 A
- PHA
/ ]% |2 o4 D2 W" ~( o" C, T# j -
0 T. ^" E/ b0 v' k, F4 w8 R - ;关闭IRQ U% v) h9 V, X# D, L! B) X3 M
- STA MMC3_IRQ_DISABLE
3 }: z. M$ k3 T! \9 u& f* Q -
0 t' j) e4 N# D, t- r - ;允许下个IRQ触发
4 \; g. I" c4 x6 H+ N |3 M - STA MMC3_IRQ_ENABLE( I5 ]7 v U5 ~1 O
- ; _, r% t" ?# E( T. ^9 o8 A) o
- ;IRQ处理, 15线后继续触发( ?8 \" N* q/ R- w
- LDA #15
+ x3 M* E& y6 B% A/ q% Q - STA MMC3_IRQ_LATCH$ W" Z, s6 x. @, P. ?
-
( D S' [3 Z4 ?* j1 b/ u - LDA <IRQ_Index5 S- A; V8 }( ]6 p' M4 i* i
- BNE * + 4+ Y7 e, }3 N) `1 w" O5 W
- INC <PPU_Scroll_H& p" N/ N3 o, z. ^
- 3 m, t% Z6 p" `
- ;设置屏幕滚动7 ?3 O$ h& ]$ O3 b8 b. r& l a
- LDA <IRQ_Index2 b) A9 O" `, a" W; _
- AND #$01+ O8 _4 R8 l& [4 F! U8 o9 I5 ~
- BEQ Irq_Scroll_Right0 X* F# U6 c' _7 n0 Z
# X3 N& P' L; J" J+ ]5 `- Irq_Scroll_Left2 C4 m7 E0 M. T, u- z9 l$ t
- BIT PPU_STATUS
3 F) Y3 y" A$ n5 a! M3 l2 G - LDA <PPU_Scroll_H
C: ]- t! l9 Z. z) N3 r+ q - STA PPU_SCROLL
* N2 z: g8 f9 J$ n$ V4 S. \ - STA PPU_SCROLL! b# O& y( o1 x/ X- C! D K
- JMP Irq_Scroll_Over
0 u1 V' H/ `* E4 }9 L -
! X: v3 m0 g# T+ ^: p+ N - Irq_Scroll_Right
$ w$ b" ^/ I, W4 D4 K7 R" l" d) x - SEC
* [7 Y! d' ~6 Q - SBC <PPU_Scroll_H
) Y2 d0 G3 b: ]8 i6 W t - STA PPU_SCROLL
4 J+ H. V9 A6 Y# H( u6 |* H - STA PPU_SCROLL7 U! v' q$ z* u) m/ {, |
- Irq_Scroll_Over+ Q u* @2 x8 _$ F" q
- # k+ r( v. k9 H$ j6 |
- INC <IRQ_Index& S8 [1 B% d, X
- % u( j( ^% Y" \5 M5 X8 i# K! `
- LDA <IRQ_Index* A2 g5 e$ a. c0 d9 Q1 p K9 R% k
- CMP #140 y; k, Y3 N/ z. U+ J, F; l7 u# C
- BCC * + 5
. d' @3 v! R, w) U* x9 p4 { - ;关闭IRQ7 S5 s; V2 z6 R4 A! s
- STA MMC3_IRQ_DISABLE3 g9 b7 _5 U1 f* c9 n) U! _6 X
- ; h/ D! R. p. s7 S
- IrqProgramEnd
5 K6 M+ ^8 v8 f1 [ - PLA
$ P. J! w5 m- r9 w$ v5 i - TAY# a/ l/ s- Y9 c% K. _& c
- PLA+ e9 ~5 B' h* E, W( T
- TAX
9 m( C O0 g3 o" [" i+ _ - PLA" j0 b: T& F0 p& a9 b
- RTI
; V* i5 X: O ?, S5 l1 F - " m$ a1 e0 F. H% ~/ ^8 `4 L" L" t
- ;==================================================
) ?6 G$ H0 `2 D' j+ m - ;中断表
* k9 @: e& x$ _$ x% A - .ORG $FFFA
" _8 p2 p! p# P2 r3 F: D& e - .WORD NmiProgram
) q8 t" N( s0 J) z6 ~ - .WORD ResetProgram7 F. _; t) b" u, |
- .WORD IrqProgram
复制代码 [/code]
) o. k* P9 I0 j+ [8 D1 o |
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