|
- [code];[FC音乐][MMC3 IRQ]
9 a1 k, h$ m, U7 t1 i% h - ;FlameCyclone 20230710
! N9 Z0 Q1 Q, i$ e2 a
7 h$ e8 Z: H, v( \- ;文件头
' H; c( a, v5 m/ G4 Y. D6 g4 A - ;======================================================================, z( k% Y0 l/ H7 z. D$ W$ m( \
- .INESPRG 4 ;16KB PRG 数量
4 L) Z' L, Z5 c& W6 z5 x- U, p - .INESCHR 1 ;8KB CHR 数量
; T. D6 B, k% L - .INESMAP 4 ;mapper 4, y6 U5 w% u2 L$ b
- .INESMIR 1 ;命名表镜像 0水平 1垂直
; h7 n: Q5 U4 |8 z% C V/ u
; E. M p+ Z/ `; O( j- ;必要条件
1 ?6 C) y$ r; O7 j - ;1.持有CHR ROM- U, q3 \2 l% w( L: }* s/ E
- ;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$1000
+ F8 s V. i- N% ~ - ;3.精灵内存(OAM)不为空
0 y( H! ~ Z' ]& K$ n( ?- V) Q
, E+ d+ U* Y8 t8 r1 E* x" W- ;==================================================8 X, L1 e0 i, f
- ;NES端口常量0 ] N, ?0 d8 y6 E% ~5 K) h7 J' Z7 Z
- PPU_CTRL = $2000 ;PPU控制寄存器
' `- s; `2 C: e+ u e5 X - PPU_MASK = $2001 ;PPU掩码寄存器
8 k& m" ?' t9 Z* N2 v' l( }. D - 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
) f' T, b. 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 Z. s, p2 }3 b2 J) t W - 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
! I: m6 l* j7 _; s6 g - 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
; @' `6 \, r! U# a, n0 N - 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
5 j1 _" {( ~( s: _ - 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 5 O2 r4 p( L8 r3 t8 W3 G
- 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-$xxFF的区域传送到精灵内存6 E K, M6 I% b$ C8 O! _, G7 z0 c$ p
- APU_STATUS = $4015 ;声音通道切换* F9 W2 a" E$ D* o; A
- JOY1_FRAME = $4016 ;手柄1 + 选通' M0 \$ X6 r* ?0 k
- JOY2_FRAME = $4017 ;手柄2 + 选通6 Z3 H$ }* X0 w* }9 U
# r) p: x- V2 J" g: u/ w) s- ;==================================================
# u$ i7 W+ T6 b/ b7 e - ;MMC3端口常量' F q6 {: q U* | f0 ]
- MMC3_BANK_CTRL = $8000
A* d; x X. K2 _. ? - MMC3_BANK_DATA = $80019 Q& h0 n9 a: ^) O+ k/ G0 R# d
- MMC3_MIRRORING = $A000
" q% z+ X4 I* u, P6 Z( j - MMC3_PRG_RAM_PROTECT = $A001! D, [1 u# J& x9 h6 M8 K' b3 |
- MMC3_IRQ_LATCH = $C000
2 w/ u- i* V7 C8 ^8 c - MMC3_IRQ_RELOAD = $C001
) a/ L" t, E. ~ C6 P& S5 j - MMC3_IRQ_DISABLE = $E000
* L" x9 R& ]2 M" W$ D - MMC3_IRQ_ENABLE = $E001
& x. ^+ J' Y( I$ W/ g5 Y+ Z% P( [
$ e7 O* G3 R$ e. _- ;==================================================
% N+ @; |3 w3 z! @ U- x1 ? - ;程序块配置
" ~& M! S1 m/ c6 g9 Y - BANK_DATA_MASK = $07 e/ O& x- g+ p$ w& @) n
- ;--------------------------------------------------
' \2 E( Z0 V- ^ - RESET_BANK = $07
1 S* ^. [- A: d - RESET_ADDR = $FC00
' O) K/ y+ [; _9 i/ ~1 L
. I4 ?9 a: V9 J$ Y9 }/ W- ;==================================================
. M/ j/ z, ^, d. ~4 C - ;图像块配置6 q7 `! W% L- ~) K
- CHR_DATA_BANK = $08
4 _2 s" Y% X6 [3 }# Z - " h# T* \$ h9 p; D$ z# P& C4 ~
- ;==================================================4 c" n' @! B* ^6 _# K3 b
- ;零页内存地址配置
8 a8 E1 G# O* F# F7 n5 L - Use_Ram_Addr = $808 P/ O y. {- F6 e
- PPU_Ctrl_Buf = Use_Ram_Addr/ I y0 N2 w. t/ H: V
- PPU_Msak_Buf = PPU_Ctrl_Buf + $01( Q+ V5 U4 P' [" V; c; D" U
- PPU_Scroll_H = PPU_Msak_Buf + $014 L# D$ b. Q9 u K. r7 w/ {1 R
- PPU_Scroll_V = PPU_Scroll_H + $013 r5 p0 L' [5 W0 ]
- FC_Data_L = PPU_Scroll_V + $01
3 Z" M1 e8 a; k$ v/ X- F B5 Z - FC_Data_H = FC_Data_L + $01
I, a- U; d! P& U6 ^8 r1 R - FC_Data_Buf = FC_Data_H + $01
8 d" u% ]3 b9 a9 I6 I - ;==================================================" h! F S/ s& T% x
) {: D9 j5 P8 c( z/ y& _) s/ G# ^- GAMEPAD_MERGE_FLAG = $041 [0 t* m6 p; _ }+ K
- 1 ]& J' v0 r1 A3 u8 D+ D( ~6 e5 Y
- Gamepad_Keep = FC_Data_Buf + 1
. x- L6 Y- Z$ t+ ? - Gamepad_Once = Gamepad_Keep + 2 Z4 W+ Q6 l6 a& `0 {9 S3 O
- Gamepad_Temp = Gamepad_Once + 2
t; p* j4 Q( M% I+ V8 Z/ G -
* e) D; e5 B0 `, s. l - Gamepad_0_State = Gamepad_Temp + 2! d( k* w) {( e, I
- Gamepad_1_State = Gamepad_0_State + 1
# i+ W% w5 |; y6 l2 [ x - Gamepad_0_Value = Gamepad_1_State + 1. v# o+ R! p& `/ C% X' z
- Gamepad_1_Value = Gamepad_0_Value + 1( g# v* y4 e! Z7 g: V# |! }
- Gamepad_Port_Value = Gamepad_1_Value + 1
; ]8 {' |* B& X# X- w - Gamepad_Merge = Gamepad_Port_Value + 12 K0 j8 B( f0 |( Q. L) A
5 ]0 d+ c$ X7 E- ;==================================================
4 _ c# ^/ W$ X - IRQ_Index = Gamepad_Merge + $011 F" A/ W! O* j1 [' z5 _7 n7 a
- ;==================================================; Y/ Y" f% Z5 Q+ ^
- * o5 L7 U' L/ m4 `8 O, N
- ;CHR图形数据
k' P4 w b% Z9 N1 Z' _ - ;==================================================
1 J2 V$ E0 ?$ `# M0 r - .BANK CHR_DATA_BANK& B% ?! ^: }6 ~0 k
- .INCBIN "chr_bank/chr_data.chr"/ c, ?- t8 `; J) `
-
# q! [, g" D* y5 R - .BANK RESET_BANK & BANK_DATA_MASK Z& m9 |2 P1 V" f6 k
- .ORG RESET_ADDR& e" e% h8 |4 m" n
-
) u% }# _8 O! o% {$ L$ `9 U, x# h' ~ - ;--------------------------------------------------- h6 P |. A# I
- Attributes_Data- Z, V" R8 P. B: `# u w0 \
- ;命名表属性1 ^3 V [6 e3 o' u F
- .DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
5 X( \3 X# M. J" E% G) f, G - .DB $50,$50,$50,$50,$50,$50,$50,$50,$FF,$FF,$FF,$FF,$BB,$AA,$AA,$AA! w; M& s' [# N# V8 e2 R( I
- .DB $0F,$0F,$0F,$0F,$0B,$0A,$0A,$0A,$AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA5 L8 j4 i1 f4 d
- .DB $AA,$AA,$AA,$AA,$AA,$AA,$AA,$55,$55,$55,$55,$55,$55,$55,$55,$55, y/ J' r: Y. I( {4 U
- ;--------------------------------------------------$ A( i3 m8 J& O
- ;调色板数据
/ g0 v! P! Y% S" H3 _ - Palette_Data
2 l, F k g6 d, y; e: q - .DB $0F,$27,$20,$0F,$0F,$24,$20,$0F,$0F,$21,$20,$0F,$0F,$25,$20,$0F0 I: J; H5 p' {: h
- .DB $0F,$24,$20,$0F,$0F,$24,$20,$0F,$0F,$24,$20,$0F,$0F,$24,$20,$0F8 @9 `3 g: A' j/ p
, u$ Q# A& ~1 ?+ w/ H$ R& w- ;==================================================, X" H: M& |4 ^# P
- ;命名表初始化* B% Y4 ~: j6 ?, F* t; o5 j
- Init_Name_Table4 } E1 b2 c6 a2 N9 J
- LDA #$20
# c' w# y2 {& ?( d0 t- Y; Z5 | - STA PPU_ADDRESS
/ ?/ e* {9 R2 v0 i' m6 r - LDA #$00
V! O& C0 E& S% h. R - STA PPU_ADDRESS
) B- Y9 d# M3 J& _. F2 K% b+ R - LDA #$00
* O3 a8 Z. i. q3 x1 f* a* M) ` - LDY #$00
7 Y& }8 c2 L4 o7 t. d - LDX #$10
* U1 Z {$ s( l* q0 ?; @# Z* V/ c* C - Init_Name_Table_Write$ h5 S3 ` m2 k V. s3 v( b
- STA PPU_DATA
L- h) x3 w) o9 i4 z/ V. p3 z - INY
7 u. w7 P$ _; M3 ^ - BNE Init_Name_Table_Write
) ?8 o7 e7 S) z6 k4 ?) E - DEX% I) m' a, k# T+ o& A
- BNE Init_Name_Table_Write
5 i4 @6 A9 _* I3 ^1 X3 p, H - RTS( \" Z k2 v7 E. X/ i# Q
- . H: T( h, b, r, q* x; z
- ;==================================================; N- ^! ]3 s4 i6 t7 l
- ;调色板初始化: E. Q- c2 c- o5 k6 J4 h
- Init_Palette
6 U2 X, O; L1 k - BIT PPU_STATUS/ J3 A" }. `; o& A5 J
- LDA #$3F
6 |9 h, e% _3 a7 P7 j- q" v - STA PPU_ADDRESS' O8 }, Q5 y2 A% |3 Y
- LDA #$00
- x7 G( B, Z0 g b1 g - STA PPU_ADDRESS1 k$ {& Q5 q5 e2 N$ w4 m$ t
- LDX #$008 H0 z0 r! V: h
- Init_Palette_Write. {+ x7 v2 z! \* ]
- LDA Palette_Data,X1 ?" c6 s3 \2 N6 h8 B" Q1 P
- STA PPU_DATA
2 E. d9 O* A: X& D7 g- d3 J - INX
. Y& H% r. P+ A6 w3 Q# A. _2 Z - CPX #$20
~0 X* l- B# M# I# N3 | - BCC Init_Palette_Write& G7 a$ U+ D8 `
- RTS2 a. D* J4 d+ @% w
-
* r+ }" b. Z' g* F9 H6 H - ;==================================================
, t7 C+ t' O2 o0 m, m* W2 N7 T - ;设置命名表属性+ Y0 |( V4 h2 i2 ^
- Init_NameTable_Attributes# t* g7 w& l' T1 p% d
- BIT PPU_STATUS4 e/ @% U" W& v
- LDA #$23
# h# H* G. t6 Y) J) P a, q4 [ - STA PPU_ADDRESS
$ @5 X) B6 a$ f- s' m8 p6 x - LDA #$C0
' B o9 Y+ g- m! ~ - STA PPU_ADDRESS
" G" c; e5 ]5 |- ^$ w) |. o' d - LDX #$007 U4 h( G( E* i/ e0 k2 K
- Init_NameTable_Attributes_Write4 ^& a0 _- M& i7 ~ B
- LDA Attributes_Data,X3 X# ]9 D* W2 A0 R; x' K; w/ V& h# @& O/ V
- STA PPU_DATA
8 o5 \1 c/ b; d0 D" H - INX7 q% s, [, v/ u2 h' E& b r
- CPX #$40
. G- t; j- v) l6 [2 s$ P; x - BCC Init_NameTable_Attributes_Write1 X- X/ {$ g) M- C% m
- RTS% O5 T/ Y5 W; e9 A# y. i
9 V! d. K: D# U5 |1 s5 E% m- ;==================================================: L1 `& F$ ~6 |' t9 H- b2 j% N
- ;初始化命名表文本
+ [4 p3 L7 a' [: z' k1 Q - Init_Name_Table_Text
3 K, `. o& O) J& F/ _- J& s0 { - BIT PPU_STATUS$ t7 Y( P; E2 Z% v5 B) b
- LDA #$20
r6 `3 _! N- _+ B - STA PPU_ADDRESS
& L0 \$ d3 y! S2 G4 m W3 a - LDA #$00( K8 g9 j" R6 W& @0 Y. M0 L/ u
- STA PPU_ADDRESS5 k' J) J$ t7 ]1 }0 T# U: o
- LDA #$00
3 Q+ N0 t! H" `* t% K" j$ l - STA FC_Data_Buf
' v2 T9 c5 g3 S4 g1 Y! K; Y - LDY #30 ~8 C z9 A% A5 |
- Init_Name_Table_Text_Write
$ c T' t1 W( e# C& u. R+ k - LDX #32; ~9 H4 I* R; }9 k" f- n
- Init_Name_Table_Text_Write_Char- Z8 k/ P3 r' G9 S
- LDA #'0'9 l+ I* K9 k' P& W& v4 e
- CLC% [5 f- i T; |( [* ^. L" D
- ADC FC_Data_Buf9 l% e, e1 g8 h
- STA PPU_DATA+ i. e1 S1 q$ Z4 \# p& c
- DEX6 K) P) L+ M: B; }& b
- LDA #$14
: u6 o& P7 }( t8 v; Y4 z5 ] - STA PPU_DATA
/ N, t+ F! g1 c& Q - DEX
% J7 h# ~( X: I' K2 `2 ` - BNE Init_Name_Table_Text_Write_Char
. w j! \6 N1 N5 A) x - INC FC_Data_Buf ?0 ~, ~8 K ]' Y( P
- DEY. N5 Z0 R( M" K6 i: q
- BNE Init_Name_Table_Text_Write& f2 c" t" s0 i, d* t, N
- RTS0 i# h/ Z4 l1 B1 ~
- . @. [. ^7 c: { w2 }. y3 E9 z1 f3 K
- ;==============================% n8 j' |) j# w& o
- Init_OAM_Ram;初始化精灵内存
- S: B9 o& f0 O, l3 S' K - LDX #$00" U I! O& L1 E6 \7 G, ~3 T
- LDA #$00
3 W# R) H: I/ m8 ^4 [/ v! G - STA PPU_OAM_ADDR
. H1 L9 `* Z% z5 T. ^ - LDA #$F8
. A9 t: g } B - Init_OAM_Ram_Write
" c4 d/ w2 J# O! ~0 n" r. x - STA PPU_OAM_DATA8 N1 C! k, c0 q$ w. k1 Z, b2 L( [
- INX5 e4 |* c% m8 H9 `6 ?0 f- \( o
- BNE Init_OAM_Ram_Write+ X: X5 P7 V2 O
- RTS
! ~$ M1 u) b& h6 d7 V' _ -
0 t+ i4 c8 {4 ]! M - GamepadProcess;手柄处理
' t* v5 A, y8 ]1 m - JSR GamepadDatacan
- a" I4 V" T9 N5 h4 n. R# g4 |9 Q: E - LDA <Gamepad_0_Value7 Q4 [, r# b8 \4 i2 G7 H
- STA <Gamepad_0_State
: E0 s3 N, q& I$ g - LDA <Gamepad_1_Value; I: U5 D- W4 K7 u) P' v, q8 q
- STA <Gamepad_1_State
# K/ ^5 ^8 C6 [8 K - JSR GamepadDatacan
1 @2 J) \1 j3 R2 c1 [ - LDX #$01
& Q% u" {0 f3 O, K - GamepadMergeCheck;合并手柄输入检查
6 K, @7 @( c& S" K9 V - LDA <Gamepad_0_Value,X
i7 X+ @& h& `7 W, ~" D - CMP <Gamepad_0_State,X
# b& y: n5 z1 m( ^$ b - BEQ GamepadMergeInput) `! d: H* s: V! M0 Y
- LDA <Gamepad_Temp,X
4 \, q7 B+ r- ~( M+ q - STA <Gamepad_0_Value,X
/ L& F; Z+ J( F - GamepadMergeInput;合并手柄输入( u: K: T2 ?4 w+ h1 ^4 k
- DEX: |- b d3 `" ^; C8 h9 o1 ?) q
- BPL GamepadMergeCheck5 [! W) m8 Y& A# m! u; ~, d
- LDA <Gamepad_Merge
9 T h3 b. O) ~1 T( y* [ - AND #GAMEPAD_MERGE_FLAG
5 l9 {# S' [' ]0 w; [ h3 a' \ - BNE GamepadStateProcess. I: a# i2 x4 `
- LDA <Gamepad_0_Value% M* ~7 F) x2 L5 ]/ }2 w
- ORA <Gamepad_1_Value8 S: d$ L* P1 p
- STA <Gamepad_0_Value
: | c5 Y& j5 R- u1 W, E0 S( u( K0 \ - GamepadStateProcess;手柄状态处理
* d& K$ Y6 @( f2 X& {, h) | - LDX #$01& R6 N/ g8 k$ y0 d
- GamepadStateSave;手柄状态保存
& z. D, \, w( P8 f - LDA <Gamepad_0_Value,X
( f. z7 A( k6 ~* d; C8 E - TAY
9 C! o+ N" d; s0 P1 P - EOR <Gamepad_Temp,X& r4 \ [" o1 F0 ?' ^
- AND <Gamepad_0_Value,X9 |( ~. m4 P" c1 x; n" C* p
- STA <Gamepad_Once,X
]6 \5 j$ S+ ^- p% b1 i/ M; B - STY <Gamepad_Keep,X
/ o0 P$ B! } {. h! q) `! ` - STY <Gamepad_Temp,X1 X4 E4 J3 x1 g; Z {
- DEX
/ P# j8 @4 U& A _ - BPL GamepadStateSave
* z0 m [3 I- p- b - RTS
# @2 A+ p# @* T6 z" r - " ]; K$ H$ I- A& ?6 j. k# R
- GamepadDatacan;手柄数据扫描
0 E: u& B' P; [4 c0 L0 \ - LDX #$01, B( R8 m# F/ Y, x. ]
- STX $40169 Z/ Y" p$ _' w
- DEX
5 ~" M! H, l; G3 j, \* j8 K& j - STX $4016
& r# M+ ?9 P' b3 |+ g' q7 F) z - LDY #$08
) r, u D! _/ O) U - GamepadPortScan;手柄端口扫描8 d# q8 g' r+ ~$ r: t
- LDA $4016
0 h% [4 H$ K4 O9 Y- L# Z - STA <Gamepad_Port_Value- G! |3 u' B& [
- LSR A
, T! ]+ T4 z1 v" y4 y$ {; B - ORA <Gamepad_Port_Value& }3 Z( B7 K" f8 ~, p- ]. e% X- w0 D
- LSR A
( B7 w* w; U% R; m - ROL <Gamepad_0_Value
0 c m8 p7 w+ f5 @9 a - LDA $4017
3 T- j2 D# C: Z: o5 ~ - STA <Gamepad_Port_Value$ {9 H* o4 ?. j" |; c0 ?0 j. n
- LSR A
. t! I: H6 b7 T+ k; A2 k$ e5 l; U - ORA <Gamepad_Port_Value$ N$ G8 S+ w& S7 ~5 |
- LSR A: K |3 \$ g2 D, ^+ ?( }
- ROL <Gamepad_1_Value
! G8 \+ n; I |8 r2 I. k a+ X - DEY; N* D8 A7 _7 b( N7 \( q
- BNE GamepadPortScan
. R v& K. T/ }! e - RTS
+ F. i! e: Y5 b- R @' B6 M - ! N+ T( D* k4 X" I
- ;==================================================
) d. @) P1 u- O# L# f9 `5 u. ?5 ` - ;PPU处理7 T& |* s7 C6 c9 ^1 S6 Y
- PPU_Process& b6 t& z9 p4 p% K, U! i# X2 v
- LDA #$00
: B- t- G! b9 N' z" C - STA PPU_MASK
/ ?7 I1 h# F1 @- W: ` - 9 y0 {7 D% n2 F, e, U
- BIT PPU_STATUS
' h2 [6 f1 G# J - LDA #$20
' ?* \- ], A& ?7 X, @! e - STA PPU_ADDRESS3 X; J# s4 m& P6 a8 [& ]
- LDA #$00
+ q6 J3 i6 @; I - STA PPU_ADDRESS2 [4 Q( ]# T: Z. S; ]
- 8 u6 R/ H" c. W2 t) a
- STA PPU_SCROLL- p8 y7 }% n$ a# j" W2 P
- STA PPU_SCROLL5 t; V3 h/ W0 N2 k- d
-
: p4 V! \7 K/ e* N" R - LDA PPU_Msak_Buf
% J4 \ [! l3 I, j# J - STA PPU_MASK1 n8 h4 i9 e" W! ?: F' b5 T
- U+ b i% ~9 x9 `2 f) t- RTS" D& O0 k& B: `1 r3 ~8 U
-
; x" K. A* H: i( _8 j. c - ;==============================; ^0 h5 m) s% `* F W
- Time_For_Vblank;延时等待
) ?/ h$ w& [8 a3 z+ O4 j! r0 I2 a - LDA PPU_STATUS
. j# |1 X+ ?# E$ I5 a0 h6 ^/ z - BPL Time_For_Vblank7 n# Y! J6 @& F
- RTS
. T% J& y/ M" y! g8 @% n; f! i -
& n2 b, I7 w2 r) S - ;==================================================( X8 ^1 o5 h6 h1 g3 `9 E
- ;初始化MMC3
2 N7 Q2 I' n8 c" B$ D - Init_MMC3
4 ~ f3 Z" X- k2 E - STA MMC3_IRQ_DISABLE
8 \( Z' a8 E- I5 S -
$ i. |1 s: _# R+ m* S: ]- N+ m5 T - ;设置MMC3水平镜像& [9 S3 S) z# i
- LDA #$01
) _- \& f6 a& h5 P - STA MMC3_MIRRORING( V. f! `7 R8 j7 p f0 ?% h
- 2 m1 N2 j9 p+ w. G% [
- LDX #$054 Z7 v- g6 A/ o" H
- Init_MMC3_Chr_Bank_Write2 Y! ~# x" Y; Z8 ~1 R0 ^
- STX MMC3_BANK_CTRL
4 s/ {/ S( C# H; f, `( y - LDA MMC3_Chr_Bank_Data,X, e# R) I% j1 p+ O" Z4 E2 Z
- STA MMC3_BANK_DATA
! P6 C, S4 o$ Q" H - DEX
% X' x3 C" @) H/ T" n+ P - BPL Init_MMC3_Chr_Bank_Write# m/ e; }% ^' V# T4 a
- RTS
# T0 w/ g: S6 H) @0 t. P1 t - ;--------------------------------------------------5 z9 F# z/ ]. @) O' n: q
- MMC3_Chr_Bank_Data
& ^) x( C; F- ~! |3 k - .DB $00,$02,$04,$05,$06,$07& D5 C- U& I) ~0 z
- 0 y4 @4 e* D1 M- {2 r! ]
- ;==================================================9 _' J! N/ i% _" V
- ;重置中断处理! n% ^, s8 I, D- }+ R
- ResetProgram0 O, Y/ p9 _8 b1 [: e
- SEI# t& @! P- \, Z- o; Z
- CLD
- b& L- y+ n. n8 R. d - LDA #$00( L0 E$ E5 Z* b
- STA PPU_CTRL
. k' y. X5 o5 O2 k6 H3 y - STA PPU_MASK% j( u6 w/ V! v/ |) E% T/ e
- STA PPU_STATUS% b0 F7 |) r& U/ Y+ V6 D7 x2 c
- STA JOY2_FRAME
% g- [) h+ |9 F - STA APU_STATUS
$ ]1 E1 S D( b p7 l - + U6 p1 h% k1 p6 L
- LDA #$C0
# M/ V8 p: F: K4 P - STA JOY2_FRAME2 u! @# Z1 @8 l6 J: i! d3 D
- ; ?) i G! G8 X7 p* i3 i
- ;等待vblank3 J- J. K0 n2 V5 @/ P$ O& J/ O
- LDX #$02
# @- P9 R: k" D+ h - Vblank_Wait_1* v! ^& E- b& _' T
- BIT PPU_STATUS2 a+ I$ h# {, x8 G( f( M
- BPL Vblank_Wait_1& R4 u: `& a" S+ J- M% k& d, }6 j- T
- Vblank_Wait_2: b% v2 H. R- |4 K& B3 l2 B
- BIT PPU_STATUS+ H+ p/ O& U& S5 O- j
- BMI Vblank_Wait_2
6 G4 n+ u) s' M - DEX3 V$ ^1 Y6 e& L, ^
- BNE Vblank_Wait_1
, ~/ J2 h/ L, L -
0 F! q1 I0 Q" C% S - LDX #$FF/ z5 _' y/ o& V' E/ q, M: k) L
- TXS& U) p' |. ~8 S! c
- - `2 m/ y4 W3 T) U
- ;初始化MMC3/ {* @1 ?3 ?& T r0 R: J7 s: r
- JSR Init_MMC32 n9 p' P7 d Q! ~( B! Q
- $ Z1 S- M& b9 w) S( P3 X& e
- ;==============================) m |: B. c- s7 N3 X. ~
- ;RAM初始化
% {. z3 |# w" k+ m3 x; @) v- ?6 J - Nes_Ram_Init
6 \) R! A: f6 o( W+ i - LDY #$00
4 Z1 Z( }& a* g1 a; w: b) ? - LDX #$08
% z8 v u7 s7 W8 [ - LDA #$00* o6 ~ v" ~2 o0 m% O
- STA <$00
9 ?+ }4 d5 H6 {8 b6 w+ B - STA <$01) l( [2 n1 s) }4 G( v( S5 c9 Q
- Nes_Ram_Init_Write2 f, _8 g5 w; ^" K& ~
- STA [$00],Y/ Q. G% k# |! v
- INY- B# l9 @, N- b+ H) U) o3 W
- BNE Nes_Ram_Init_Write
3 E' t1 w! P& @5 i$ [8 B - INC <$01* i! m6 ?: y" h4 y3 |; W% \" L5 Y( Q
- DEX
$ J$ ^9 i# B' d) k% [ - BNE Nes_Ram_Init_Write
" p. F0 W! v$ K/ O$ }) J" Z - 3 v9 ~4 o* D s9 b2 i
- ;初始化命名表
+ w+ F% Y b* b. D1 t6 ~ - JSR Init_Name_Table
/ }4 G5 G, p6 Q: T -
0 Q/ `+ S9 C5 {6 n* [2 e - ;初始化调色板
9 ^# T0 E' C0 O; i6 d - JSR Init_Palette2 x. f# G6 k5 Z2 E8 A O0 p5 N
- ; a4 ?6 X0 n) N5 t, A- u" |
- ;初始化命名表属性4 l& \1 I" ~, k6 W
- JSR Init_NameTable_Attributes
& j- u+ J/ { l& ~( j - : b; T0 z6 ~+ _7 T$ \% Y5 ~$ m7 |
- ;初始化精灵内存
& h c$ a3 E( P( x, b( P - JSR Init_OAM_Ram
3 v( j0 m7 {- x1 _ - " l$ }# t5 U8 k, S: P3 ~8 |
- ;在屏幕上写点东西) Y3 _, ]: z. A8 A4 a/ @. l$ X
- JSR Init_Name_Table_Text4 Z" z2 [# w! h4 {
-
: v: g) R: H6 X& B - JSR Time_For_Vblank
: ]- e# k$ b2 n. V/ S - ;开启PPU控制
: ^3 ~4 V! m) j G, d$ o i - LDA #$A8/ [9 M$ G: e [6 M; a3 r
- STA PPU_Ctrl_Buf2 f8 z V+ b" u k8 i: _' L6 b
- STA PPU_CTRL* g) c6 P6 c% P, e- W1 j5 K" v
- 6 U# V" X9 ]) [0 v5 M; F
- ;开启PPU显示
) h% s% V! I" } - LDA #$1E' K( l; G) x) u7 y7 v' G5 o
- STA PPU_Msak_Buf
; d- K Z; l9 }0 Q. ? -
6 c9 V% c- N4 M/ L$ z( [, l# E - CLI* a) g; }0 j+ \, m" J1 k# S0 ~2 ^
- JMP Loop, u4 e! s4 ^, W# N! [1 w& C9 w
-
% s2 B5 B3 h( P8 ? - ;==============================
+ R$ N5 f4 K* }! K) ^9 ~ - ;死循环, 等待NMI中断
4 i# i! f& Q3 E2 B! u- \ - Loop; [& A8 S$ `" t2 s' ^. p2 J& R
- JMP Loop1 u% ?7 ?: p+ U/ C( M. ?
- % I; D$ C/ d5 e& ~
- ;==================================================" |* ]# X* @/ U% g. P
- ;NMI中断处理
2 V6 u# I" M' S' _% k; Q - NmiProgram# O$ Y- W& `5 X- R+ Q
- PHA
f, L O) c1 y - TXA& n* t. j) J* b/ i
- PHA( ?9 }$ E* q6 a! Z. H/ ^ i
- TYA
' z7 ?) u2 U; H, I - PHA
( K1 a0 S# l) i -
; ]: o; G- c. `; D- [4 ?* b# r - BIT PPU_STATUS
! j+ k" y5 m n" b" Q ]* {* o - * q% u5 E' V$ P: {8 i
- ;关闭PPU控制( m" |& K- G% J$ B9 X/ Q+ ~# O9 s5 F
- LDA #$00
) w2 m3 N: {; D - STA PPU_CTRL
# z% O" P$ ^ v+ W7 ]7 p* b3 X - * }7 g" k" K- h
- ;处理PPU
: C; {4 m' \5 C; J7 p8 m - JSR PPU_Process
6 l/ R+ a3 P# j, `2 }/ |' @ - 0 R% H0 g0 D+ P; Z& Y
- ;开启PPU控制; Z0 s" n& x2 X4 m
- LDA PPU_Ctrl_Buf% V& _$ U: u) V, v7 E, k
- STA PPU_CTRL7 J S' }* P' e' l' F( T
- 3 z2 c, G6 p' q& Z K- u
- ;手柄处理, |" h5 F- }; K }) }$ t- f
- JSR GamepadProcess
$ _- |& w$ a! N+ w -
2 A+ g( G# Y9 h1 O* P - LDA #$00) [. a- {7 O- z% J3 i& ~8 O- C
- STA IRQ_Index- `9 \. U1 D# n4 X) r* p* e
- 1 ]7 a- ^. N! Q3 K' }0 M8 F
- ;启动IRQ中断, 第15条扫描线触发1 G+ G" J6 l. k" J8 }
- LDA #15 + 10 l9 b8 g: {2 }3 N( O: n
- STA MMC3_IRQ_LATCH
E" i1 m$ q, V' x& K% ]% U; _ - STA MMC3_IRQ_RELOAD' u" x/ D6 E2 Y5 K! _' Q
- STA MMC3_IRQ_ENABLE1 W! q9 Q( V- ?: g, a9 j* c g
- CLI
% |* ^1 S1 n4 }3 J: i6 j -
3 ^5 [" {# k+ X! Q, ~ - PLA- y# y) A5 t4 j8 E: B
- TAY
q+ e9 I4 p" v - PLA
$ @0 m6 J. |; a T+ d( j3 B- O @ - TAX8 N$ ]7 {: \& p) C: }
- PLA
9 p8 g& ?& m" u M8 J. \2 l$ R - RTI
7 k- C7 C0 H" z - - L+ v$ Y+ U6 x0 I# ~) R
- ;==================================================! Q6 M8 d' ^" z2 f3 X! b, E/ ~! K
- ;IRQ中断处理+ Y$ @! Q& f1 ]0 X8 L. ?
- IrqProgram
/ K/ t/ W2 l+ z! t3 j, B - PHA2 b& e7 O! }+ ^4 j# Z- B2 d1 K
- TXA0 g5 k# W: U0 S9 o( S7 J* f
- PHA$ S, {5 @& v+ P9 v- [* V R! y
- TYA5 j! O R4 ~5 ?0 S, ]) O3 n( y
- PHA
. s/ D1 }! C0 h0 S, l1 b - 0 y. Q- n( Z: P. c- ?% ~
- ;关闭IRQ7 \: Y# S2 {# b- d8 s- x! [1 \
- STA MMC3_IRQ_DISABLE
x8 p+ f+ E2 X -
) B. j9 }! V( k, k# w - ;允许下个IRQ触发
. t- J6 S X8 Z. R6 T2 e# f$ E' A - STA MMC3_IRQ_ENABLE
/ k3 l. S* R( p& ` -
/ p$ w+ F" j- }2 E - ;IRQ处理, 15线后继续触发. j- M' {, g5 X2 w! B( i
- LDA #15
, h* W! |* E, ?2 T' [+ G7 K - STA MMC3_IRQ_LATCH
0 A- |/ B0 E9 O4 u0 G- U- ?+ @ - & z% P' J% Q4 a
- LDA <IRQ_Index! w' c# M& B$ H; b
- BNE * + 4- i6 ?; P0 Q- o: b6 F
- INC <PPU_Scroll_H; B4 k) l- o1 _0 z' f' M
-
' @4 v# K+ _) g- c - ;设置屏幕滚动
. J* s2 \7 T5 h$ a+ y - LDA <IRQ_Index
$ D7 o) q* ]2 e) H9 x, O7 J - AND #$01
* o' d5 `' H* w9 s- n) g& r' M - BEQ Irq_Scroll_Right8 A, }( Y# O8 k& ` u( d& f6 V
& N( C! g2 }: B: }9 p7 q0 P- Irq_Scroll_Left* n+ g- y* x! T: Q! i2 q
- BIT PPU_STATUS# Y1 t" C( G0 g) ?- e5 `
- LDA <PPU_Scroll_H
e( k* v8 t% R) S* e" X. i - STA PPU_SCROLL2 D& f7 ~+ H+ f% J0 q! E
- STA PPU_SCROLL
; X! z) d; C7 a8 e$ @ - JMP Irq_Scroll_Over
1 P) X7 d: g S) O" D - 1 I+ T' A, [, R
- Irq_Scroll_Right) H: k4 |& J9 L( F F" E' I Z
- SEC
& p0 U& I, }: D6 g* n! a - SBC <PPU_Scroll_H
7 C* f/ A- }2 v( v* y - STA PPU_SCROLL
; z2 J2 A3 x- U - STA PPU_SCROLL
7 l: Z2 |6 ]3 m E' s+ b3 H% \ - Irq_Scroll_Over
# b- D Y7 F5 o: V - ) H! H4 C& x3 J1 v1 e2 Y
- INC <IRQ_Index
2 ?. o+ |; r4 z0 I2 l - : l$ a/ R1 o8 m+ @
- LDA <IRQ_Index1 `6 S6 i' V( e$ k5 G5 h c
- CMP #14
/ y3 ]+ e" Q; m. X% P% o - BCC * + 5' U6 Q N3 w4 {% f2 R. Q- n& ]% L
- ;关闭IRQ( k% \+ H1 N" D
- STA MMC3_IRQ_DISABLE& M7 j" Y* P+ c9 l. Z7 W3 ~3 m
-
- p9 F) i' @3 h7 U& r+ Z* {. c - IrqProgramEnd+ f) q1 S( l9 H" }
- PLA
8 }3 P& A7 n& s- f N' L+ s0 ~ - TAY/ V( x, c S/ d6 e9 n
- PLA K7 W# E' ^8 a& D
- TAX2 \# n" p6 [; W/ Y
- PLA r5 {" I$ G+ ^* c$ \4 w9 h
- RTI
4 T; j1 d: R8 X& r# j - 9 g4 T( [7 f; d' I
- ;==================================================% a. \1 J8 ^" K
- ;中断表
, ?4 v- T0 F2 g6 \+ L+ a x - .ORG $FFFA* q' N& g" `9 k
- .WORD NmiProgram3 m2 W @) }' j
- .WORD ResetProgram
0 I# b0 ]- q# I/ O3 t3 L" g - .WORD IrqProgram
复制代码 [/code]
8 K( {$ T* m+ G0 g! S6 T$ Y |
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