|
- [code];[FC音乐][MMC3 IRQ]
1 e' h" S1 R: U( O/ ~/ Z4 V - ;FlameCyclone 20230710% g# |( o. l; b4 v# `
- . P3 w5 q; Y4 Y3 o8 M" z; i
- ;文件头
% ^+ t4 n/ o& y0 o" ?, | - ;======================================================================
) X7 z) h( t" R6 r - .INESPRG 4 ;16KB PRG 数量
/ v' n( A3 z( ] - .INESCHR 1 ;8KB CHR 数量
) i" o& i$ W% q0 Y( p. F5 P - .INESMAP 4 ;mapper 4
3 Q+ S! {: T3 H% J: R0 K - .INESMIR 1 ;命名表镜像 0水平 1垂直
! C- }" S( Q |6 ]5 e - + f7 {' p- R& ~( ?
- ;必要条件# ]2 }8 i/ W" l5 A
- ;1.持有CHR ROM
3 o+ G% w2 w7 L9 | - ;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$10003 _9 d3 i# K5 n
- ;3.精灵内存(OAM)不为空
& j4 l: K" ]/ u0 s4 @+ G6 f
6 E& O" ]# L4 A' d+ ]+ |, V- ;==================================================* C9 R. ]3 g: \- T
- ;NES端口常量
# t. @4 T; S' w; K# C5 Y - PPU_CTRL = $2000 ;PPU控制寄存器
: V% y7 T# Y5 S: k - PPU_MASK = $2001 ;PPU掩码寄存器
& H* n& L1 T; @6 e - PPU_STATUS = $2002 ;PPU状态寄存器:读取后PPU_SCROLL和PPU_ADDRESS被复位,下一个写到PPU_SCROLL的数据是水平的,写到PPU_ADDRESS的数据是高位
- l0 o+ C$ L) F1 A# i - 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# ^' x8 N; Z0 m# M7 E# K
- 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
) B' P6 Z |& i0 p2 \4 R - PPU_SCROLL = $2005 ;屏幕滚动偏移:第一个写的值会进入垂直滚动寄存器(若>239,被忽略)。第二个值出现在水平滚动寄存器 ! A$ m( O/ s. |2 e, u* g: o
- 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; `: D- O p% 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 " e# e9 S E# ]7 g& S# x
- 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* Q# b" P, h% a4 Z- o1 X/ ]
- APU_STATUS = $4015 ;声音通道切换
0 w* }6 n' k% I, j9 D) F$ K - JOY1_FRAME = $4016 ;手柄1 + 选通
! {" A! D' @4 I9 Q$ {! v% C - JOY2_FRAME = $4017 ;手柄2 + 选通
7 P, H% X: R8 V( n! i( Q+ R
4 h# a- j. Q# a- ;==================================================
/ d5 R V. t( ^& k) Q; k - ;MMC3端口常量
! p9 }) N0 B- k0 O - MMC3_BANK_CTRL = $80002 _$ F- Y- r" l+ x0 v
- MMC3_BANK_DATA = $8001
1 k; }" z& |, i. U - MMC3_MIRRORING = $A000
( {& p3 N0 e+ i1 p0 y - MMC3_PRG_RAM_PROTECT = $A001( n" K' W n/ R3 O
- MMC3_IRQ_LATCH = $C000
, E; x$ `& A4 h9 \8 g6 Q - MMC3_IRQ_RELOAD = $C001
# M, Y) `( X; ^1 I1 t - MMC3_IRQ_DISABLE = $E000, z! g/ ]$ `- O2 y8 c, D
- MMC3_IRQ_ENABLE = $E001
+ I$ H4 j6 s4 U; l0 I' X# F - 1 b0 V2 w% O8 ?3 O* U
- ;================================================== N8 `1 y# m8 H: u& E
- ;程序块配置
L3 W9 J* z( ^* s8 e1 X/ c - BANK_DATA_MASK = $075 [- X1 M& @; n! k6 ^8 Q. u
- ;--------------------------------------------------
& s5 {0 ?: @- i2 Z: I, ]+ p - RESET_BANK = $072 ~& _ z4 j' r9 l' h$ X
- RESET_ADDR = $FC00# L7 Z3 |6 W2 d* s
- # K% |& v; o& M0 [1 Z( q. U- I
- ;==================================================
% l/ G- u* { d/ O) \ - ;图像块配置/ d( v' `/ \2 p
- CHR_DATA_BANK = $08/ x2 X$ [0 ^, e* v, O
- 6 s" S4 [8 r6 I( o
- ;==================================================5 w! O' B. p; |# w
- ;零页内存地址配置
; \! {6 r9 @" N% U - Use_Ram_Addr = $80$ Y2 c% B( p. j8 Q% w, s* n6 s
- PPU_Ctrl_Buf = Use_Ram_Addr
( i" X* d0 ~% [. O - PPU_Msak_Buf = PPU_Ctrl_Buf + $015 X! M( p- D! B1 [
- PPU_Scroll_H = PPU_Msak_Buf + $01
( }/ f3 y- r$ M+ ?5 \# N, f7 q4 X( Z - PPU_Scroll_V = PPU_Scroll_H + $011 F( R' N' u1 J
- FC_Data_L = PPU_Scroll_V + $019 n) X. @7 y1 s0 Z( x
- FC_Data_H = FC_Data_L + $01
7 W9 t5 ^' D$ W9 Q1 i - FC_Data_Buf = FC_Data_H + $01! W; v; F$ O* T# y& q
- ;==================================================
& K2 W8 V9 K" m% w% P3 } - / a0 \3 `% l) G6 B2 ]9 |
- GAMEPAD_MERGE_FLAG = $04$ t# y9 n( t8 F- W6 c3 x$ L
- : f; p% }$ `' [* [# y8 z, K
- Gamepad_Keep = FC_Data_Buf + 17 I: m' P1 i- x0 a# G2 {/ m
- Gamepad_Once = Gamepad_Keep + 2" v8 u* s5 }* @0 f) V
- Gamepad_Temp = Gamepad_Once + 29 u. \) L4 u+ U0 h; k) P
- / Y) O7 J4 r" \: Z6 t* [' n
- Gamepad_0_State = Gamepad_Temp + 2
. n3 A: U8 D" \) S5 Y5 r - Gamepad_1_State = Gamepad_0_State + 1
5 F0 U+ Z2 }0 R) `% `* D: B/ @ - Gamepad_0_Value = Gamepad_1_State + 1
% J4 d0 l0 ~% a: L6 S# {. z5 G* H% j - Gamepad_1_Value = Gamepad_0_Value + 1
7 f* x0 ^' m6 P2 [ - Gamepad_Port_Value = Gamepad_1_Value + 1
9 { K* Z) \. ~; B d. P& `, e - Gamepad_Merge = Gamepad_Port_Value + 11 ~2 I; u I+ c( h1 R7 ~5 J
- / U/ ]: w! T/ u3 w) z1 y ?0 w) E
- ;==================================================
- o" u4 k6 v j) g5 {; S. M - IRQ_Index = Gamepad_Merge + $01
6 N8 E( ^7 }' U& c+ h( S& H - ;==================================================
$ C/ m8 N4 [; M% u* L - 4 g( s1 e! a# [# j
- ;CHR图形数据: I s* K X: u; [1 p+ l! D
- ;==================================================% T+ F2 e# ]3 ?7 P8 A
- .BANK CHR_DATA_BANK
$ H: y& E" N# _- f7 } m7 X" Q - .INCBIN "chr_bank/chr_data.chr"
3 t+ d. W3 H% W: K -
) X- i8 ]8 L+ A- q- I9 A7 j; N - .BANK RESET_BANK & BANK_DATA_MASK' G( E- t2 E) A7 v5 X
- .ORG RESET_ADDR
7 ]5 _, v9 n- z% \1 e* i - " H; k! a5 N- P! c
- ;--------------------------------------------------
' ?7 a# U% H8 ?) Y% [. A2 v - Attributes_Data
- s+ m; W8 G" d- ` n) u4 a - ;命名表属性; t: ` x8 Z/ t. |2 S! r
- .DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
1 \% u+ g; U( } - .DB $50,$50,$50,$50,$50,$50,$50,$50,$FF,$FF,$FF,$FF,$BB,$AA,$AA,$AA, L2 P" D" U( F& |& z7 {
- .DB $0F,$0F,$0F,$0F,$0B,$0A,$0A,$0A,$AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA! k* T# v/ `3 E a1 q9 \+ q2 @
- .DB $AA,$AA,$AA,$AA,$AA,$AA,$AA,$55,$55,$55,$55,$55,$55,$55,$55,$55
' ~" R! |, x0 W( F& H5 C - ;--------------------------------------------------
3 X" I5 r& N% u5 [! ^* j+ D, Y - ;调色板数据
* y: r, X8 O0 i: e* F! R) J - Palette_Data
8 A. P" q! \* y9 @! r' @ - .DB $0F,$27,$20,$0F,$0F,$24,$20,$0F,$0F,$21,$20,$0F,$0F,$25,$20,$0F1 z5 x6 U( X/ O4 _3 y
- .DB $0F,$24,$20,$0F,$0F,$24,$20,$0F,$0F,$24,$20,$0F,$0F,$24,$20,$0F
9 ^" O1 H) [. J5 i8 i
; I( l$ e) `, e- ;==================================================
F4 n& T, i) a* t% Z( ~ - ;命名表初始化
$ t R8 }$ Q/ b - Init_Name_Table
& ~$ q- t8 {# r- D7 M - LDA #$205 Y7 k& a% ^& o
- STA PPU_ADDRESS* @5 S6 y- |7 A3 k3 n; v) H" @
- LDA #$00
f% T9 M& H$ Y: y$ q - STA PPU_ADDRESS: J5 W3 K8 i( i9 f: q0 ~! @5 h- D% n
- LDA #$00
0 }1 ~0 ~8 J; H/ l5 u1 _# g3 l- z - LDY #$00; U k# z9 p; O5 v
- LDX #$10
: |+ e, [4 U1 V) V7 X1 O' r - Init_Name_Table_Write
0 {9 v6 M s8 O. y/ l - STA PPU_DATA
4 y% v! h5 j f( d7 V( ] - INY1 h4 o, D( Y- ~! t U9 F& s+ o
- BNE Init_Name_Table_Write
0 O) v! |4 X: T7 \& ~: G$ B - DEX' K' u3 _) T* P w; \7 b( y) w6 R2 C
- BNE Init_Name_Table_Write/ O+ ^' E G/ f3 @9 `8 d
- RTS# M& K# y, E! B4 x F
- ! N2 y' V! m0 ~/ d, O
- ;==================================================
# U* r. x* m6 N9 }# F - ;调色板初始化 U5 n& h! ?- Z5 F
- Init_Palette
! M) X0 j* k# |! z - BIT PPU_STATUS' D. N' _! z9 I9 }: Y& a+ v
- LDA #$3F
: ]' }8 P9 w$ g; e% o2 E: i% D - STA PPU_ADDRESS
1 h+ B: |5 M! s1 | x( t* R - LDA #$00
: y* x6 _. z$ X$ | - STA PPU_ADDRESS
2 h& ?# |! A0 z2 W - LDX #$00
, ]& R. P' r$ b$ X5 ~: L - Init_Palette_Write! i% G. w/ @' {: F0 Z
- LDA Palette_Data,X
+ M& i( J6 i- d- r) p: q - STA PPU_DATA
0 \7 d+ Z! h. c1 x* A. A z - INX
5 Z( N5 f( b& A( V1 m( o - CPX #$20
T) t7 \: @1 i: m' {! G+ _ - BCC Init_Palette_Write
$ J! Z5 g; P! x7 T - RTS1 ?- r1 Q. w) r% t- e0 Z0 ? j
-
7 j* r$ L; p7 |1 m - ;==================================================
% r* m9 O) I% Y9 J5 A; I9 @ - ;设置命名表属性
! h3 k e) ?' ?( ]8 @ - Init_NameTable_Attributes/ G9 `( D2 p/ k$ I6 \* A
- BIT PPU_STATUS
) D& U2 I7 z$ |' x8 ]+ g - LDA #$23# N) J( F! g( l' n* R8 q4 Y' S
- STA PPU_ADDRESS+ B- u# b# B' N; |5 ]# e- d
- LDA #$C0
: p! G; P' K3 G7 |; s5 d - STA PPU_ADDRESS+ d0 _; W0 o8 v( B0 Z) V4 K
- LDX #$00
3 B# W$ j3 j# Q, R: }9 N h - Init_NameTable_Attributes_Write
; t; W4 `" w4 a1 R( i7 v2 m5 E - LDA Attributes_Data,X
) s3 U+ r: ]6 b# x: p - STA PPU_DATA3 {) a. @' P" Y: I1 c
- INX% _" Z8 l) v3 W; R, j! h
- CPX #$40- I) Z/ |( d/ I! \3 I$ f5 {
- BCC Init_NameTable_Attributes_Write" q0 I3 D% G1 Q/ P5 p6 O
- RTS9 u3 q1 e+ s) C2 N3 b
- 5 Q: E& s: O' w
- ;================================================== S3 \" `- n& t* e4 p/ |/ f9 D
- ;初始化命名表文本
5 t6 P* p2 k) c5 C6 \7 O - Init_Name_Table_Text
8 s2 c; {4 U' J( Z* f e - BIT PPU_STATUS
% v- q& g" y3 e3 J - LDA #$20
2 U- H" e: w) |: s- S - STA PPU_ADDRESS
0 Z% M4 g8 M' M v8 X3 P - LDA #$00& f. ~2 W" G2 _' C) A$ {
- STA PPU_ADDRESS+ u4 K" g% w7 l- k# t1 |
- LDA #$00: V& s6 i- s; g" p4 Y* Z. ^$ f
- STA FC_Data_Buf
/ H: L& q; D _ - LDY #30
2 D& m- [, e( q6 S1 } - Init_Name_Table_Text_Write; M; y, k( [, R1 x
- LDX #325 H5 B, J* m; Z* t5 f1 b
- Init_Name_Table_Text_Write_Char
" d6 K9 j8 [% U N6 l- [2 z - LDA #'0'! [9 }4 \. H% w
- CLC
0 n$ \% J* J+ Y) N - ADC FC_Data_Buf
/ j j! g8 k1 m9 U/ M - STA PPU_DATA; z. `0 ~& y! n3 r% d
- DEX* {8 S2 p ^; }2 k0 Q
- LDA #$14
! g; }. F* `) I% K7 b - STA PPU_DATA
. W: h5 J @8 m - DEX; @/ O7 c+ ]- {; {$ j6 U" G0 G
- BNE Init_Name_Table_Text_Write_Char
- H0 q2 E' c0 g- S2 O1 N2 f4 z - INC FC_Data_Buf
, ?' C: G( n9 i* Y! d3 C" H - DEY
8 ~: O4 F! B; H) E - BNE Init_Name_Table_Text_Write0 L) d: P# B7 c" `# ^
- RTS
( {" r% J+ I; B" `3 E2 r: F
, S1 k- }1 Z+ l% R/ K% `- ;==============================
7 o1 b7 h$ I3 e8 B' A1 y - Init_OAM_Ram;初始化精灵内存
: O" l4 s# v- q. w - LDX #$00. Q% v) v8 I: I0 W0 R1 M7 N
- LDA #$00
" U( R! ~2 r8 S0 z+ [& b - STA PPU_OAM_ADDR
4 X8 u- x, p1 u! c; A& M: L - LDA #$F8
# d& r* c+ P' Q! Z: T) ` - Init_OAM_Ram_Write) @9 I, V5 W9 g0 `1 P
- STA PPU_OAM_DATA! s, `+ q( H: u# M
- INX
8 U( K$ Z0 {& d2 C3 F% Y - BNE Init_OAM_Ram_Write% N6 c! V' e9 s. x4 k+ a
- RTS* k7 |" T* U/ J: J( Y. e# G9 s
- $ H2 a3 F/ G+ J, |5 K* N/ {
- GamepadProcess;手柄处理" f1 Y! `& N3 ]$ a+ u: f( N$ `; n2 I
- JSR GamepadDatacan
# ?' D8 r1 O8 I; D) @' N6 }& T6 U% f - LDA <Gamepad_0_Value8 A5 p; P( }8 _2 [4 I4 c; S" T
- STA <Gamepad_0_State: D# S1 u) n# N/ j- e/ |. U
- LDA <Gamepad_1_Value4 [/ j; D* ~8 [% Q9 I
- STA <Gamepad_1_State1 D% i9 D- P9 i& q# X6 S4 V
- JSR GamepadDatacan4 I* f1 ?" b, z
- LDX #$01/ [& ?: q( D" |( A L V+ |' z$ b' R6 P
- GamepadMergeCheck;合并手柄输入检查
& P: f4 h) e5 D5 e6 ^( J5 \* E: R - LDA <Gamepad_0_Value,X
8 M+ B& ]3 [6 m* I+ [$ a: Y) N - CMP <Gamepad_0_State,X
" ]2 R2 b0 \- t; N - BEQ GamepadMergeInput
9 W) F C% i/ b) w5 P5 }5 T5 ^2 p - LDA <Gamepad_Temp,X; ^. @+ x. U- [3 F4 R. ?
- STA <Gamepad_0_Value,X
1 e$ ?# }% w1 W {1 h5 f - GamepadMergeInput;合并手柄输入
- t' P* d; B6 I, F - DEX H4 y& A, `; C& i v! B) d
- BPL GamepadMergeCheck
* P, `( ?. [0 U% p( U' {" a1 H3 b - LDA <Gamepad_Merge
; Z9 U$ r7 i/ ` - AND #GAMEPAD_MERGE_FLAG2 K% g; @+ O4 R6 m2 N% O/ V8 t
- BNE GamepadStateProcess
4 I5 U- G! D- l3 k7 v' ]0 L7 `' P - LDA <Gamepad_0_Value
% I" W$ Y" `" k6 K1 g! O - ORA <Gamepad_1_Value, h3 S3 Y, q( s0 j: S w$ d
- STA <Gamepad_0_Value! q8 V1 _2 u8 f$ l% p
- GamepadStateProcess;手柄状态处理1 P5 E0 t+ Q6 v' }( @' ?, F* I
- LDX #$01
5 Q( Q2 `1 S; n$ i3 T* W - GamepadStateSave;手柄状态保存
, U! |* S% M, P C, y7 e" A - LDA <Gamepad_0_Value,X7 n1 ?8 @1 x8 ]& H1 Q
- TAY" i9 i* l6 E: j& j9 [8 E
- EOR <Gamepad_Temp,X
! {# O% E0 t% F. b: ]8 ^6 r: g - AND <Gamepad_0_Value,X3 h6 t# i1 s$ `$ {
- STA <Gamepad_Once,X
% B& S* [7 F4 ]3 {1 h - STY <Gamepad_Keep,X
! @* D9 G- o3 i, D" C/ O' s - STY <Gamepad_Temp,X
/ E1 T5 I' l* O- d v - DEX* A7 d4 o- g( j, ^9 F
- BPL GamepadStateSave
" p% ? A6 j: r5 e - RTS | s( l0 E. w/ T
. @! N( g i9 a- GamepadDatacan;手柄数据扫描
. V" U+ ~' {& d) V% A" s3 y - LDX #$01
3 u9 w% E6 U( x4 O - STX $4016
6 z6 A) b) P1 H' N1 j - DEX
7 {7 [! N3 o$ b9 Q - STX $4016
: }/ N6 ?" D( a$ ?( b/ v* @ - LDY #$08
1 q2 t/ Y" y# j5 ^. I - GamepadPortScan;手柄端口扫描
2 S# L1 @! V: g' g - LDA $4016
1 s# K) Q4 ?2 H - STA <Gamepad_Port_Value. w7 P9 Y5 O& q& v
- LSR A
5 A# f( c+ d' v g/ ^( @ - ORA <Gamepad_Port_Value. J$ c5 E6 G3 B* X0 b5 B2 z
- LSR A
, x) L3 a: F, x1 Q - ROL <Gamepad_0_Value
% i& @. |2 R$ |. C W2 O - LDA $4017) O/ }5 j% W( R6 N, e, Q7 B
- STA <Gamepad_Port_Value2 D, q, O9 |/ `. V* ?' w3 ~2 e
- LSR A- d$ y7 M9 z6 M8 j0 H
- ORA <Gamepad_Port_Value) W6 h+ G& z5 z* d
- LSR A
" a: R9 [( [3 d6 l$ } - ROL <Gamepad_1_Value
0 Z- X0 u$ }' K4 Q3 J6 _ A1 q - DEY
; t2 O2 b9 E; m9 B+ a8 f - BNE GamepadPortScan2 o- o. ^3 E) n6 A4 J2 t0 V
- RTS9 _- u; |) W! w2 t: l) c3 c
-
3 m: o/ q- s3 w3 G - ;==================================================, P) k* w/ E9 M* v c! g8 _& W6 i
- ;PPU处理; m' x4 v: D: L( a5 ?
- PPU_Process4 g8 f) _0 T- j) L5 d% u
- LDA #$00
: t0 m7 h( [ k! C" p - STA PPU_MASK3 t- \5 @9 M9 ~ f/ t
-
' y7 Z$ j, X# R% d; }1 X+ | - BIT PPU_STATUS
' K* Z; B0 c5 h6 E- t( |+ d - LDA #$20. t1 v' X7 H( t! g
- STA PPU_ADDRESS4 Z) [# F% z; {1 f
- LDA #$00
8 k4 Y# l) { u( l0 A6 A7 | - STA PPU_ADDRESS' V+ c( f2 G. ?# g3 z
-
$ P6 o) W1 k& D5 ?: ` - STA PPU_SCROLL
% |1 x9 N, D& Y, ~ - STA PPU_SCROLL# d0 H; h' h1 n, Y& c" G
- 1 M4 J/ j5 Q( H# O) W
- LDA PPU_Msak_Buf2 c4 g$ {! D* x
- STA PPU_MASK
M$ B% `( n! T) k+ ]
; _* I/ I$ j H4 ]6 f; U" Z- RTS5 z0 z: F& _ W! |' g
-
' l6 @; r- o& h. p - ;==============================) S; O; w+ R I2 G+ P; s
- Time_For_Vblank;延时等待
" o/ @ E% z9 R' _ - LDA PPU_STATUS8 @( ]6 P! I7 y( v( `) F
- BPL Time_For_Vblank
! m. u7 N9 S4 q3 n- e5 \! X c) v - RTS% {, S/ W! x5 i: H8 D' G: m- y0 ^
-
) J f9 v% E- ?# H F) X$ A - ;==================================================! k2 k% z- i1 b. Z
- ;初始化MMC36 f# H( w. H$ v# Q8 ~: v
- Init_MMC3
( k7 B. J; W2 {' _ - STA MMC3_IRQ_DISABLE
3 U# \) }/ O8 S% `5 J -
3 [* h% P, ?' [" l) f - ;设置MMC3水平镜像- I; @; s# e n
- LDA #$01
4 o9 a3 a! Z% X# v& P( o - STA MMC3_MIRRORING
9 b7 o* ]+ J' }/ O( P+ D - 3 b( e+ H1 }2 H, |% l2 [' j9 J ^
- LDX #$05
2 a8 e- \& F' R6 O3 @ - Init_MMC3_Chr_Bank_Write, m' l) B! A% L: |9 H" A4 r
- STX MMC3_BANK_CTRL
% M/ o! |. L4 g - LDA MMC3_Chr_Bank_Data,X
: T. [. z$ S4 |& O' q+ W - STA MMC3_BANK_DATA
# W& j _6 }8 Y% D4 [ - DEX
* N+ V+ u# j+ j. C# v - BPL Init_MMC3_Chr_Bank_Write
' k! y2 N: n6 J0 R* P9 @+ e6 D - RTS
' z9 x: s1 z/ u6 }0 S" Q - ;--------------------------------------------------
( O2 u% O& b+ i4 ]$ x4 s! d$ ]' T - MMC3_Chr_Bank_Data
1 x1 }2 i5 S- ]9 T! k - .DB $00,$02,$04,$05,$06,$07, w9 R8 \" h8 l/ @+ T# D
# {9 q" R3 ~0 M+ b4 g2 @- ;==================================================
+ [. P9 [4 m& O5 x7 ~9 l) d, s - ;重置中断处理
+ [$ d* B4 c y- l# q8 }- S; ? - ResetProgram
5 y. A7 b* V0 ]3 ?/ O - SEI
, e8 T6 V" ^4 I8 G - CLD) P3 R% E: f5 ~% u% E
- LDA #$00: _* `6 x5 D& f) \, x# g3 T
- STA PPU_CTRL/ |1 _; s- V P3 J( n/ D# q: q
- STA PPU_MASK
* N5 O2 F5 k- ]# u - STA PPU_STATUS
; f4 o1 G8 T% F0 m: y) j7 B( L3 s2 R - STA JOY2_FRAME$ e6 B9 N6 w5 u% a: S! |% v
- STA APU_STATUS- O1 W5 G1 c9 ~% f$ d# x" k5 D
-
, w$ ^2 u8 K5 f8 I+ Z7 c5 s) H! w - LDA #$C0
8 A7 `3 f! }% K9 m; U - STA JOY2_FRAME
9 f+ J0 ?% S7 p" V -
, ~, L5 |8 [8 A" k, k1 R& o - ;等待vblank
; n5 O% u: Y# @6 C - LDX #$02
5 J7 [0 _/ k- y5 f! L - Vblank_Wait_1
. H6 _; }4 E( L" }- }- W+ T" w1 H% j - BIT PPU_STATUS& y1 L E+ ~! C9 T& _1 s
- BPL Vblank_Wait_1
% h8 i. X! }" F5 \! b. W" ~ - Vblank_Wait_2( `$ F! z& K9 P- \$ }
- BIT PPU_STATUS
, T# W9 B5 a* m5 [ - BMI Vblank_Wait_2
. R+ C3 `9 t3 c- Z - DEX; d/ h6 _* g* {* r2 i
- BNE Vblank_Wait_1
, E/ }' O+ R& K( |; h6 B% f -
" L; h- k& i) ~% Q7 o7 c - LDX #$FF
, E9 Y, L6 M' ?( x" M9 i/ ? - TXS
" I0 j6 J. m# n$ G - 7 u# \9 I$ H' Y" B* @+ M' k# n
- ;初始化MMC3. a$ L- ]: {- G6 W& J/ O
- JSR Init_MMC3
: N, }9 B+ ]# {; j6 \1 P -
" y$ Q! J- q; ^: e - ;==============================
! _- S$ \9 c& O - ;RAM初始化7 i0 y7 Y" S; r% @ V7 C
- Nes_Ram_Init
' y y0 {% f' b3 }8 y - LDY #$001 i: _( Y6 p, R6 C7 A
- LDX #$08
4 X) n- s" d! l3 T - LDA #$00
% Q1 `' F/ [- z( P - STA <$00
% z/ I9 F8 {# ~* S7 _: s6 N - STA <$01( E8 V( k& A$ v
- Nes_Ram_Init_Write
& j- f8 ~5 S ?2 O# [9 E" g - STA [$00],Y
. e; {) g4 i; k# k' E7 I - INY; l$ m/ c9 p/ w) u' j; ?
- BNE Nes_Ram_Init_Write
, E3 g; Y# G$ v6 g$ l2 w - INC <$019 t% d! d( _/ j! Z: U
- DEX
, I4 h4 m- c. N: k$ x, G - BNE Nes_Ram_Init_Write
+ n4 x. N- m5 m9 q -
/ L1 p9 B7 B" T; G6 a$ ]: N$ y6 x - ;初始化命名表5 W, b: N4 E2 g6 V9 d( x9 j
- JSR Init_Name_Table
! W0 ~ p& Z. G; ~ - , q0 V( q* ~ V: S- @+ ?
- ;初始化调色板
) f( Q/ b6 `1 [+ v - JSR Init_Palette; K, a. c; M" g
- 7 i' p0 y+ ^3 B3 J! t2 t' ^8 ]
- ;初始化命名表属性9 h) Y$ G' ^7 [' ` R
- JSR Init_NameTable_Attributes
: _: B5 j4 w* i$ t -
" J- B/ V& E; w5 J0 a/ n - ;初始化精灵内存
' m7 ^ J, _) G3 p - JSR Init_OAM_Ram7 R, q! H1 U0 Y) m8 A
- * @& v, v1 b- }9 Y1 e' ~
- ;在屏幕上写点东西
" u- o( s7 w! Y# p - JSR Init_Name_Table_Text: {1 Z+ x& [- h. ^+ i0 A+ Y) @
-
, {8 E& Y; p7 y$ n - JSR Time_For_Vblank& o8 p# Q- b0 P' k
- ;开启PPU控制
; V; f5 G/ V* t/ I: c/ z - LDA #$A8
: p, _, Z6 d# c9 w - STA PPU_Ctrl_Buf! M2 b9 z/ i: S) Z- ^
- STA PPU_CTRL
' Z6 A( ~/ ~9 l$ Q$ L* u* F" f6 o - " k5 s" d5 _, o" A
- ;开启PPU显示
3 X3 h$ a. B" |4 K' |) f - LDA #$1E8 { W- w; E6 h# @. j
- STA PPU_Msak_Buf' I) Z6 Z9 P1 B% w" ~- H: O3 T1 r( k
- ) K+ H9 s- |8 `4 V4 w6 t! `6 }
- CLI+ ^: O; n, C' H+ q# M
- JMP Loop5 q2 Q) K& `# E) _/ O/ p' z2 ~
- # j* }8 d% S* T: m' @
- ;==============================
?& g+ a9 P& e9 n- P/ ^# [ e: ^ - ;死循环, 等待NMI中断* h; \8 J5 o4 |4 o' K/ n
- Loop4 g3 n/ O: b3 x. I- A s5 M! t( s, R
- JMP Loop; }# A+ z! k4 e, r
. @ b) G* K3 C, a$ c6 J- ;==================================================
" N$ o9 V' X L+ V$ E+ X( D# [ - ;NMI中断处理
- q' \ D0 ^9 m ~' P) n - NmiProgram
3 G8 s( I5 V7 P4 N& H - PHA
( z4 M. c4 V2 ^( w# C. _* y& a - TXA
# ^5 p8 l' L, ]7 S( j - PHA( P, D- v9 T( U! _/ O
- TYA8 h' b; z1 V* E' G* h/ s$ U
- PHA' l; X: p4 n- H; O+ y% b% q
-
. C! w" N8 g1 @6 ~$ t* T& h - BIT PPU_STATUS8 Z4 T p6 `, ?; ?: f
-
: g9 e" O+ ~0 M! v" N3 D: _ - ;关闭PPU控制
' Z: ]4 T: W O+ w- v- q9 ^- c( l" j- K5 y - LDA #$00
: {4 Z& p, D2 S - STA PPU_CTRL n9 O2 _, }1 J. R3 j5 U. q
-
R( I$ E# t" j0 B3 i - ;处理PPU; `0 q" c8 w9 r3 `8 i* y
- JSR PPU_Process9 @4 h# o$ q7 G2 T: z" J
- ! Y H: s' z4 b4 f9 ]' L
- ;开启PPU控制 n! P9 v( `& l8 U* n6 [! X; M) G
- LDA PPU_Ctrl_Buf6 O0 S5 l% R7 q. z- o
- STA PPU_CTRL
0 s6 o6 o: R& d5 q - + k$ F$ q% g ]" G. h
- ;手柄处理
# |" B: V! @" X4 m - JSR GamepadProcess
+ k. U( Z8 k% h+ _9 Y9 V! U - ! `/ H* Q3 r A
- LDA #$00
# r: ~, `$ J/ e; u* }7 g( P( p - STA IRQ_Index4 t7 D6 q7 t) f1 V+ j
- $ N1 A# y: |! Y5 A; c
- ;启动IRQ中断, 第15条扫描线触发# P0 m: P* Y8 G$ u
- LDA #15 + 16 G' c3 [* @0 r
- STA MMC3_IRQ_LATCH0 {6 W- {" N0 L
- STA MMC3_IRQ_RELOAD
. k5 I E8 L3 v: c E1 _ - STA MMC3_IRQ_ENABLE
! I% G+ z9 q# p( X7 b7 [# i - CLI
$ Q, x& o3 o( C$ o' x6 Q -
; k& d# z) y3 }7 M - PLA
I0 C8 R0 y* ] - TAY
4 s" b$ y% B i. W - PLA9 Y$ v. n* ]) h! ?( d' M
- TAX$ K: @- R$ n: G
- PLA
9 X% u6 K0 Y" p$ I) P - RTI
2 G) l( i! g6 A8 `
/ L& D' Q/ p$ ?- F- ;==================================================
( A" m" R, m- W ^ - ;IRQ中断处理
k) S- s# `. R3 S. R - IrqProgram2 g+ L$ o l- D, B
- PHA
: N% L( ?5 I8 q& X% Z7 B - TXA
9 Y D/ n% L' f& E - PHA2 x7 o0 z# f" m' P, y
- TYA9 ]) f) m4 R+ n9 _! O. @9 o
- PHA9 {9 @4 V' m R( O! X8 } \# q
-
/ z! U( S# W' B, V2 L; { - ;关闭IRQ( F) ]+ v) Z. C4 C
- STA MMC3_IRQ_DISABLE5 B2 ]0 v$ ?8 A7 e5 G
-
7 }* t, W% k8 B/ w& J - ;允许下个IRQ触发. {; N- P1 F3 a F1 m
- STA MMC3_IRQ_ENABLE
- j1 R8 i6 t# B) P! W* A -
! @3 k/ M( S$ `0 \, a$ R F! E7 _: ^ - ;IRQ处理, 15线后继续触发
* p& p# s6 A1 {$ m; x, a C, m4 F - LDA #15
5 [$ E2 [ y# b- u8 N) ~ - STA MMC3_IRQ_LATCH
, S( o5 s! }/ H m, @' B -
* C! G3 t& }) ~6 T# B% m7 z - LDA <IRQ_Index
* C: q1 e* r. A a# V h) k - BNE * + 4
& ^/ L1 m7 a9 S k' [* H/ b! z2 v - INC <PPU_Scroll_H8 H8 `' f& @! A5 q/ V v
-
- H; @- t1 g. ~$ V: ^ - ;设置屏幕滚动
' \/ Z' k: s+ ]. w/ F" R. a% z4 J - LDA <IRQ_Index9 ?# C7 M" Y" S/ {% m% h
- AND #$01% ]& F% H3 y$ ~8 E# b, C
- BEQ Irq_Scroll_Right
- n9 t6 y6 g- Y/ @5 x
( T% N e0 M: o2 H5 W6 `- Irq_Scroll_Left$ k, g& G% v! O4 I
- BIT PPU_STATUS* d5 {$ u: j1 ?; e& m
- LDA <PPU_Scroll_H y( s4 R; N& r# T" y/ d+ ^ B
- STA PPU_SCROLL# Z( z2 I( A* |
- STA PPU_SCROLL
# M, X: c6 e) j) G! D, Q8 e - JMP Irq_Scroll_Over2 p- y, }4 }1 F& B, @
- $ y7 D$ O( v) `' r0 v
- Irq_Scroll_Right
: m# Z$ O& G& `9 L1 m. _7 x5 | - SEC5 x5 e4 u4 G. ~- s$ w2 D2 B: F
- SBC <PPU_Scroll_H W8 ~9 D& W) H- ^
- STA PPU_SCROLL
; W$ h! h! j$ e. H - STA PPU_SCROLL
# x2 g D/ L' |3 ? - Irq_Scroll_Over, p1 n: S* B& I# W8 p
- 4 ?& T" B' Q$ C- K+ J: m4 Z
- INC <IRQ_Index4 L V: j$ h, K: c
- 8 L& {+ z: p2 d$ t" V, p6 _
- LDA <IRQ_Index7 }$ u; P9 t5 ^
- CMP #14
$ o, v; N( M& P/ t$ k) d - BCC * + 5# z! w& h- v: U& e( n$ b3 A
- ;关闭IRQ
& y) j0 }9 h0 E - STA MMC3_IRQ_DISABLE8 n+ }, l% v# ` _
-
; g6 n% A4 F$ h - IrqProgramEnd% K3 u) m! {, G f1 W x# y
- PLA
! h% @; g6 g: m: {0 ] - TAY" `* S* c" S0 ?$ _" K
- PLA
! R8 v" I1 q% \+ i - TAX
( T( [# v& d" ]# l, L2 S - PLA7 t9 E, k6 v8 r6 \
- RTI
( @% T/ \& q8 W. [6 m -
" @6 M+ i5 j. Z& t+ p - ;==================================================
: W. i3 Q$ Z( F - ;中断表$ {, y- c2 U- n4 [+ o1 X
- .ORG $FFFA
I8 o9 f3 B& P! E - .WORD NmiProgram
; W0 K; N* j x3 k6 P# a - .WORD ResetProgram
: e4 M! C% q1 f3 G. y- U - .WORD IrqProgram
复制代码 [/code]
( ^5 r. N, u+ z) ]4 ?' k |
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