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这是个 nesasm 3.2 入土教程, 感兴趣的可以研究下: E8 L' N$ {/ H, \

7 V9 Q6 n$ R# V# w6 }; X9 q' L以下是主框架代码:
& f9 K) k$ x6 ?# R# Q- ;======================================================================
4 b5 _* ~3 m3 Q# H2 S P" Z) { V) p - ;文件头
& V6 t! z7 x, A2 l2 V* H - NES_16KB_PRG_SIZE = 8 ;16KB PRG大小数量$ N( U4 _$ ?) Z" P S; P4 S
- NES_8KB_CHR_SIZE = 1 ;8KB CHR大小数量
: V# S4 q- R3 h- w - BANK_DATA_MASK = NES_16KB_PRG_SIZE * 2 - 1 ;bank号掩码! Y1 B% x1 W8 [; g2 k
- ;======================================================================3 o, |9 `$ M; K% A1 n3 C* [
- PRG_DATA_BANK_C000 = NES_16KB_PRG_SIZE * 2 - 2
8 C' d* J+ w2 G/ M - PRG_DATA_BANK_E000 = NES_16KB_PRG_SIZE * 2 - 1
5 \% k5 r9 ]8 M5 c. E - ;======================================================================
$ D5 q5 Z4 W9 c) ^$ I' N - RESET_BANK = NES_16KB_PRG_SIZE * 2 - 1
/ g8 V5 C4 P( Y - RESET_ADDR = $E000 ;主程序起始地址5 E$ c" Y- T: W: o, j
- ;======================================================================0 D5 G: Y8 a* K8 b) w, {
- .INESPRG NES_16KB_PRG_SIZE ;16KB PRG 数量, $01-$EF8(1-3832),即16-61,312 KB
+ d6 M! m9 a, z5 P9 K - .INESCHR NES_8KB_CHR_SIZE ;8KB CHR 数量,$01-$EF8(1-3832),即0-30,656 KB' m1 ?8 j$ U% s1 o! J( v0 c9 ~
- .INESMAP 4 ;Mapper号 (0-4095)6 w( b- R# G& U& d0 P- X
- .INESSUBMAP 0 ;子Mapper号 (0-15)) A( x' C/ H E# t# z& m
- .INESMIR 0 ;命名表镜像 (0: 水平 1: 垂直 2: 四屏)
1 e# U, ]% r* g& Q& A - .INESBAT 0 ;指定是否存在电池备份 (0: 不存在 1: 存在)
1 _/ a2 J$ k! g9 y' i - .INESPRGRAM 0 ;指定 PRG RAM 大小 (大小 = 64字节 << 计数)
2 F; {, |: r( m) d4 E - .INESPRGNVRAM 0 ;指定 PRG NVRAM 大小(大小 = 64字节 << 计数)
0 p3 \% Q v2 V1 r* t5 I - .INESCHRRAM 0 ;指定 CHR RAM 大小(大小 = 64字节 << 计数)' o* h7 R3 ]7 v1 O1 o+ |6 ?5 D
- .INESCHRNVRAM 0 ;指定 CHR NVRAM 大小(大小 = 64字节 << 计数)6 \+ u' b7 G/ _5 @/ h
- .INESTIM 0 ;指定时序 (0: NTSC, 1: PAL, 2: 多区域, 3: Dendy)
: l) e8 L; u, Y7 y5 `, v - ;======================================================================0 Z4 c$ U3 D' x1 C% R8 l5 N e9 o
- .INCLUDE "fc_demo_config.asm" ;全局配置
/ Y+ H7 S$ y/ }' W - .INCLUDE "fc_demo_constant.asm" ;NES常量" |- A# J5 x# c1 V4 A1 [3 F& u
- ;======================================================================
8 [. [. ^0 P' L7 C+ _9 u - ;音乐配置
7 _; @: \1 y* @* O3 R - .IF 0 = MUSIC_THEME ! O( H1 y) ]3 n6 ~& @6 \ j) V, J
- .INCLUDE "data/music/Gremlin 2/config.asm"
& ?/ u& ]1 \- B9 W! d3 {) V# d1 Y# A - .ENDIF
( h$ F/ l* n1 l+ e' u' e6 L -
$ G. F: b9 j' T1 n; N! ~$ d - .IF 1 = MUSIC_THEME
0 @) l8 K9 L4 {5 d- @0 Q - .INCLUDE "data/music/Raf World/config.asm"
0 T8 l# k/ P( E+ Z0 q& `2 o - .ENDIF
6 I0 X' E. }# G; S' Q% S( U3 \ -
, M2 s9 J* x3 p+ n - .IF 2 = MUSIC_THEME
7 Z( x9 ]: B* M2 k1 n - .INCLUDE "data/music/Ninja Gaiden 3/config.asm"
! m% J- X- S+ D/ [! E: k& \5 n - .ENDIF
; T# D: }0 |. b" i; b$ B6 l2 g* u - / `* b( w: x1 |# T0 M" C' |
- ;======================================================================+ S5 Q2 ? p" E% h L' R! t, s
- ;引用CHR图像数据0 o6 W$ F% ]' R/ `* _
- .BANK NES_16KB_PRG_SIZE * 2( o p4 D2 W7 d2 a7 S+ F9 i
- .ORG $0000
# {% D0 I' s- s - .INCBIN "data/bkg.chr"
7 W9 d N( O0 z# m9 k - .INCBIN "data/sp.chr"1 [9 u( w$ b5 ?( N, g( \
-
, Y: h5 ]) u e' A* h- } - ;======================================================================
7 g* N5 A* H2 N$ ?$ l - .BANK PRG_DATA_BANK_E000 & BANK_DATA_MASK;设置程序所在Bank
( ^6 s0 D6 o2 T8 I* f - .ORG RESET_ADDR
- ~) q$ o2 ~; v7 a$ g7 u, v1 V - ;======================================================================& m9 j% x+ p* h: D- d3 k& \/ v
- ;引用其他源文件5 {# U; j' {/ p3 v0 f/ l$ P
- .INCLUDE "fc_demo_ppu.asm" ;PPU处理
/ k4 w) `) n9 n0 ?) r4 Z - .INCLUDE "fc_demo_joysitck.asm" ;手柄处理1 U+ M# H# m' H) n: K2 T1 f
- .INCLUDE "fc_demo_static_text.asm" ;静态文本处理
3 L' r* U. x+ g - ;======================================================================
- T# G2 E( q) f `6 L - # W, p" D9 b% u9 Q
- ;======================================================================& T* ~* g. }! |+ Y* T
- ;等待VBlank到来5 s" O1 T+ o. S4 r' f" U
- Wait_For_VBlank5 U& m' B& r: @/ X1 @( m
- LDA PPU_STATUS* d: k0 r! w! k0 H$ j0 N
- BPL Wait_For_VBlank. m4 ?. P, m) F
- RTS
1 ^. m& z0 I0 ? - 1 h T( r5 m) d
- ;======================================================================
, b ^& a+ l, v* ?- @( S - ;调色板初始化' K* @8 I; n2 ]) E
- Palette_Init
6 ^' ^4 p& c/ U9 G) j8 W2 W: t - LDA #$3F
! o% B. ~, e- T) g2 A - STA PPU_ADDRESS
1 t1 w7 R. R; B& r0 Z7 k+ D6 Q - LDA #$00! s, r' ?! O7 o3 H3 b
- STA PPU_ADDRESS4 O0 ]4 T1 `3 x: X3 g+ b
- LDX #$00
8 R( k- ~7 B# w - LDY #$201 T" I4 A( d6 B( h' s7 H
- .Write_Data
/ S7 j: B$ Z3 J( h, x/ r - LDA Palette_Data,X7 I- C1 [$ z0 o) u2 F# o
- STA FC_PPU_Pal_Addr,X1 Y+ h+ H P0 c& R
- INX) D, u: P; u4 V6 S) i# q5 j- m3 M
- DEY3 M2 r! e; w' @. x& r4 `& V
- BNE .Write_Data7 r$ ]' s+ X2 a8 y& P2 h
- .End
( F6 B7 u2 m: k9 Y: ~7 V; Z - RTS
& i6 G, D& p& v! a7 J& Q2 I' S; ?) H - # s6 B% J% a4 V
- ;----------------------------------------) H7 P! P1 w3 f7 `6 r
- ;调色板数据
" Y1 |4 B6 c- c - Palette_Data
2 @; f0 ~' t: j* r - .HEX 0F 20 32 02 0F 20 32 0F 0F 20 32 26 0F 1B 0F 1B
+ }( |% l6 _% M$ q& s& n - .HEX 0F 21 27 22 0F 24 24 24 0F 21 21 21 0F 22 22 220 t% W/ a- d; S9 V* |8 m m6 a
- 6 \7 _ l0 A$ ^# G% H# U
- ;======================================================================/ Y R3 H; ?7 q: L0 m5 t$ f9 L
- ;命名表清空4 V2 w6 g. l: e, B9 V3 m6 E+ o, y
- Nametable_Clear; j! b" d: v3 V! C0 P/ Q
- LDA #$20, H" @ r7 O+ [6 ~) x$ p
- STA PPU_ADDRESS
# G# U4 K# Y: K5 C$ O5 \& ^* \ - LDA #$00
7 o- {2 u- B- C) U5 |- P5 d8 r' y - STA PPU_ADDRESS
& j& F3 b4 N7 K3 b8 B - LDA #$00
- v- q3 ]8 T" l( U2 J# V+ Y8 ~ - LDX #$00
6 i$ Z. G; F i) B, u8 f - LDY #$083 y" C5 n% w7 Z7 L) s
- .Write_Data4 Y9 E( Z O1 p# f+ r/ k# T
- STA PPU_DATA$ k' y9 ?$ M; o$ a6 T
- INX" b* n$ q1 @8 j1 p5 S
- BNE .Write_Data
; [* B. X$ m& C4 U( r - DEY
! N( M2 T" f* m - BNE .Write_Data, C: {* @: n) r
- .End
7 {/ V( n/ M( r" p/ W$ f% D+ O% _ - RTS& B/ ]/ U& S! _* @8 E7 p7 `
4 r) q/ s. A4 }: O' t- ;======================================================================
* V( |5 g9 z& Q9 |* v - ;音乐曲目切换
5 t' F: h4 R/ e {9 U - Music_Select_Process
7 T6 r. ^; X5 b - / N4 V4 t( k6 v
- .Pre_Music;上一曲
+ R! l/ w, M5 G" a* b/ E; a$ r - LDA FC_Gamepad_Once+ F& r' ^, p9 _: a% M Y
- CMP #JOY_KEY_LEFT: G4 `# W/ }5 _1 o$ N, B: X
- BNE .Next_Music
. _7 |( u ]8 B* u1 }3 _4 O - JSR Music_Play_Pre
( C6 o+ e; f4 F$ H" D1 d - .Next_Music;下一曲
* h0 Z, H6 _# Y - LDA FC_Gamepad_Once( M. I; C+ I, p" p/ Y
- CMP #JOY_KEY_RIGHT- a! S8 A% {% h
- BNE .Next_10_Music% S9 Y! K" o$ d: ]) m) G
- JSR Music_Play_Next
3 t" Q; J. i1 _+ o$ O8 e) r - .Next_10_Music;上10曲. t! [6 r7 ^2 X) A# O
- LDA FC_Gamepad_Once4 h- R8 d d( T& b; x% L4 i
- CMP #JOY_KEY_UP# P& Z W8 q$ h; |) r2 p
- BNE .Pre_10_Music
8 W' O) I% N1 t- T% M' E4 N3 [4 e - JSR Music_Play_Next_10. ~* N6 Y; G8 Y
- .Pre_10_Music;下10曲* I3 ~9 p' n/ n( M
- LDA FC_Gamepad_Once9 L% m: g L1 U3 }
- CMP #JOY_KEY_DOWN
2 {& V% T5 a" R# d% X& ]% }6 ` - BNE .Reset
- [9 N- o! a4 s% c( s$ S - JSR Music_Play_Pre_10. m5 N) c6 y/ I P$ \! q; D% q) R
- .Reset;重播当前曲目
0 ? G0 u n3 z. O7 H- N, V _ - LDA FC_Gamepad_Once
/ e9 m' h. c! F! [# |4 { - CMP #JOY_KEY_START6 {5 a3 J" G4 n: i# g' o! U
- BNE .End
5 a y2 e. {6 { - LDA FC_Music_Index
/ a- W; g1 @ W+ o- |( S - JSR Music_Init_Process: Q: P* ^1 O: q: ]' K( }6 N
- .End: X$ L9 N* Q+ J0 [3 X' h% T
- RTS: `& h8 ^5 ^3 s' W/ f6 D7 @+ |
Z# J7 w6 W6 d9 |) M. a; U- ;----------------------------------------------------------------------5 x; |6 W7 z! Q4 {3 S
- ;播放上一曲+ i/ ?) d! `2 H5 R# X; G$ V
- Music_Play_Pre& z% q/ i; v4 b7 A2 z+ Y
- LDA FC_Music_Index
5 d; n: o4 z" ~& `/ S5 ~( t - BEQ .End
/ {) \0 T8 i0 @4 y; B6 C - DEC FC_Music_Index
2 q; j, }# O$ J$ }$ ]1 n% W - LDA FC_Music_Index
9 Y' G7 T( d- D2 a: c7 v7 t - JSR Music_Init_Process2 ?1 h8 N" p+ c, Y# }9 I3 p5 k& |
- .End: _1 R! W2 f% A7 _4 I) y7 g% s
- RTS
4 e1 V" [9 K8 Y l% W - ;----------------------------------------------------------------------
J1 u# G% C; N - ;播放下一曲/ D5 ]8 [- K/ q
- Music_Play_Next8 y) ^, `. n$ w6 l
- LDA FC_Music_Index1 Z) T+ V% O0 `, |! L; t
- CMP FC_Music_Max_Index* K- X( T0 k$ H. |) g
- BCS .End
8 A+ z. R% H) R2 ^/ J - INC FC_Music_Index' O5 Z, ]! O7 I+ t4 @
- LDA FC_Music_Index. A* D N# _3 ?& `- f
- JSR Music_Init_Process
/ L) z1 x6 M5 h3 e+ W' N4 m2 p' j - .End* e4 ~; E1 ^1 f& A4 E
- RTS
% t: M1 n* X8 ? D' S
# t M& i3 P6 i& c& h: G- ;----------------------------------------------------------------------; F5 w( w7 \( `/ ]1 k2 n2 l0 n
- ;播放上10曲/ c8 ?& ~. J2 e5 I$ s: T
- Music_Play_Pre_100 f' C: p& B) F( M ]
- LDA FC_Music_Index
( u( ^* g) O) O) {7 q6 Y - BEQ .End, e+ t- N: Q: k6 @( F/ R" t7 c
- SEC7 @( C7 x6 i* I: F2 [; |% }
- SBC #10 G6 ]2 t A1 K1 k
- BCS .Pre_10
1 I8 }* s0 u" c: o `1 Z+ u) I3 g$ W - LDA #$00 e, Y9 i& e( u3 d1 \( g: P; I# b
- .Pre_10$ P' ?0 l& f; C+ p5 b/ e8 B2 Z
- STA FC_Music_Index/ D& G3 x# V" Q2 y9 x4 H$ P
- JSR Music_Init_Process
; y% w0 v: H+ v - .End
9 @. b6 P H) ^# p4 b: y+ T - RTS
' ~' i+ G. s: L2 o - ;----------------------------------------------------------------------1 P" Q3 T6 ?( ], ^9 a! T2 i
- ;播放下10曲
& ?. f8 g! r# _* n" r# S! @' ~ - Music_Play_Next_10
! W2 j& |8 ~) c' S - LDA FC_Music_Index: i( _5 C6 p4 Y X
- CMP FC_Music_Max_Index9 O( p5 N3 A5 O3 {' r& j/ U5 [
- BCS .End$ W0 N3 F" P- n
- CLC/ G5 A9 }4 H. C4 a4 J
- ADC #10: @6 B# ]1 z/ M; `
- CMP FC_Music_Max_Index, i# S% N& G( q1 Q' c* I# }) D
- BCC .Next_10
: {% q+ J/ V. E: z - LDA FC_Music_Max_Index
9 M% Z0 w$ u' ?. R. n% f7 U% | - .Next_10; r4 R+ f# A" S( c1 G( c
- STA FC_Music_Index
" J8 ]2 n3 s4 V& ~' I4 Z - JSR Music_Init_Process
0 h3 w, Z7 w8 C: W& G) f& M - .End" E& e% K, n; m# ?5 l: A2 k1 d
- RTS9 F2 E4 K; Z/ H6 g0 f! w9 i( r- B
- ; A) |! [( y* m0 e
- ;----------------------------------------------------------------------
* z+ S' R' _8 y { - ;8位十六进制转3位十进制制
7 i8 X2 t. I! o* l" K1 M - Hex8ToDec. K Y2 m8 k) v' y
- STA FC_Dec_Data_1! o2 J! c2 t W4 S/ d# Z1 }
- LDA #$00$ s* E* T( ?7 u
- STA FC_Dec_Data_100
5 [0 r! v9 g4 T2 ^ - STA FC_Dec_Data_10
W. S8 D' R6 {; ~7 Z - LDA FC_Dec_Data_1
* b4 T% q* j. Q6 N- G- y - .Convert_100
- c6 H! n5 `5 c; D - CMP #100* Y# N+ Y- [! L3 p) q
- BCC .Convert_10
; ^3 e) A8 l& i" ?" `) y: ~) ?3 m8 ~ - SEC& ?$ F* B a4 U! T& u
- SBC #100, [% }2 A! ?+ k- ~! d: {: z
- INC FC_Dec_Data_100
: }4 `1 s( J6 A) w/ F - BNE .Convert_1008 @2 G2 E+ L- ]% ^! M, H; k- X
- .Convert_102 a. c8 ?% P- s. H7 X
- CMP #105 e1 ] Y: H! ?6 ~, x" d: n
- BCC .End
c G8 ]) X0 b+ E' d - SEC
. z" m6 M; ]. o4 z7 ~ - SBC #10
4 p8 [: E6 A6 U - INC FC_Dec_Data_10! e6 i7 A* `# v# {# |$ \
- BNE .Convert_10
' \6 r" l/ A) G5 ?5 ~) w6 c5 u" ] - .End3 O) ?0 a9 H3 R8 z
- STA FC_Dec_Data_1! u. m+ N/ {. X& n) O
- RTS3 T* }% i: S0 k) {/ `/ K3 Y
8 _7 O# ~" T7 |+ \- ;----------------------------------------------------------------------
' z( J1 r: g' { - ;显示曲目信息* c6 s/ D+ S" d% m) u0 a& N' k# A
- Music_Info_Display
: H% a; g4 Y# q% K$ r - LDX FC_PPU_Buf_Count Z$ f" Z) ^: `3 N4 [& m2 S
- LDA #PPU_WRITE_MODE_CNT_LINE9 u" O. W7 q$ g% B5 P, F
- STA Use_PPU_Buffer,X
. d) u2 }& L% E9 z u - INX
& ~: \) e, q$ I( {9 d o+ M3 r -
- ~4 }/ K4 u7 c- I - LDA #>MUSIC_INFO_POS
7 o" d8 s) g& z; y6 t( p - STA Use_PPU_Buffer,X5 z( Q% L1 y- p- j" ]. K5 g
- INX; R* M9 C9 P/ F
- " P% Q6 z: k2 K0 K% Q
- ;居中+ \9 Q% K6 b* B
- LDA #<(MUSIC_INFO_POS & $E0) + (32 - 5)/27 H5 T- z* j# N# E& B* \3 ~
- STA Use_PPU_Buffer,X
+ S: c5 o5 w- f' x& O: M - INX
3 ~0 S3 J _1 k4 z; w: j - : V4 r3 A$ p; Z* K& E( e2 q* B
- LDA #$05. R1 y4 Q7 \6 W8 k& F9 C9 `: W+ k7 s
- STA Use_PPU_Buffer,X4 }8 j" s8 d- v; Z
- INX: b( c! V" K0 B8 D, f
-
: H) M) D* W+ s+ J2 P( H4 F" h0 Y - LDA FC_Music_Index
2 f/ b {3 j8 J4 x, k( E - CLC
0 V8 B7 ]) y/ A; d) D" S - ADC #$012 w- e' f# `7 J2 G; m. B6 O
- JSR Hex8ToDec y9 ], j* w8 X! K6 s! c; E
- " |0 A* B9 t- M& H; G
- LDA FC_Dec_Data_10
$ R. D4 ?( ^; U$ d& w% K - CLC8 `7 [% I. w: C C% X2 w; L
- ADC #'0'
" q! ?1 @# Q7 `& a - STA Use_PPU_Buffer,X
' \) W% k; r* o! U" J h+ ^' I - INX
( ^- p8 c+ @2 [1 V' ~ -
( D* z* N; _/ w5 ?! X1 N - LDA FC_Dec_Data_1
" v3 F3 T" D: }7 m+ Q: K2 h - CLC
- e! n' D: m& b# i* `" S% ~8 }1 N" L - ADC #'0'% F6 h/ \9 D1 M' I1 A( Q
- STA Use_PPU_Buffer,X% `* \+ X9 G- x; c* H1 R
- INX
! L( c0 z) d/ e0 ~$ b) _ - , ~; H9 y S S) n, x. ]1 Y* C
- LDA #'/'
3 ?7 o, f) i H! q3 ~6 f: [ - STA Use_PPU_Buffer,X
9 w/ u0 _2 y$ G# P4 M9 p - INX. X$ c$ {# w" I* E4 V6 [
- , K& m3 l/ e; t; J6 n
- LDA FC_Music_Max_Index
o& K4 U7 M2 O4 `' Z; E7 V - CLC% R3 `1 G6 ^4 ^" Z/ t- D3 R& d7 ^" m
- ADC #$01! Z S- u6 ]( K3 P9 A2 f
- JSR Hex8ToDec& }: e* t+ {+ }1 p; \2 u
-
, O" ^( p8 L. G9 r% F _: L6 @ - LDA FC_Dec_Data_10
9 |/ J. P1 F' R% @ - CLC# h6 b$ O9 H! i/ g4 s. _: ~
- ADC #'0'; Y7 D$ @# L9 W0 w0 @% ^" s
- STA Use_PPU_Buffer,X
& C5 a; E8 d4 L6 d2 `% S - INX
3 D( x- H7 S; I8 H" c -
9 L! r3 N8 C _ - LDA FC_Dec_Data_1
! _# ?4 u/ F4 M& Z - CLC: T( E, m2 d9 |' M% h$ q: C
- ADC #'0'; m; c* q6 p& k. ^2 p
- STA Use_PPU_Buffer,X. Q; J+ a$ D' C V0 v3 S
- INX1 o/ Y3 r# A" w
- 9 E3 m/ i- ]7 w
- .End5 ?7 f/ i+ T+ H! s$ f9 U1 o
- STX FC_PPU_Buf_Count+ s$ |5 E; u' M3 X* x u
- RTS
% y$ ]' c4 Y0 ], [8 G4 n - 3 w2 }. M3 ~) O5 r9 b$ ?- m0 f
- ;----------------------------------------------------------------------
9 A5 b6 e9 Q; } T - ;音乐曲目初始化处理
7 |# E P" d% k1 m, w# v7 G - Music_Init_Process
0 s7 a M8 N5 M) h d: K - PHA
# z; o) X3 I. O2 a, ?% x7 a! n3 W - JSR Music_Clear_Process
6 E d1 z; S3 Y - LDA #$1F
% G1 | @% C# M; n4 j0 q' Q - STA $4015
' I Z( A, F: b6 d: `7 o- M - PLA
8 g" K1 I( k/ A - JSR Music_Init_Addr9 ~# N2 B3 H6 o* ]! P y. B
- JSR Music_Info_Display
. a( L* b6 Q! ~- w( M. E - RTS4 P% D* e- S9 W3 ]5 W* f
- 9 \7 V& g" G$ `1 P
- ;----------------------------------------------------------------------
$ e2 W" }- E3 m3 A3 t# Q - ;音乐播放处理
) }7 l/ G- A @ B$ ^ - Music_Play_Process) h4 S! n, Q0 W
- JSR Music_Play_Addr& p z/ k0 I# S. \
- RTS) u& `$ y- }4 }. \1 Y# z
5 M) \: [: O8 u& N- ;----------------------------------------------------------------------. F! O; z$ c% a3 U- ]# _- m5 L
- ;音乐播放处理5 X0 v8 s* e0 o* _. v: C( L
- Music_Clear_Process9 N" s5 y9 [, r
- .IF Music_Clear_Addr
& i! i6 x7 Z2 _$ V - JSR Music_Clear_Addr
& R; \8 n, l# b: [; l. H1 E; U, K - RTS
. g* R9 C, Y; H/ n2 G& N - .ELSE
) S! A, J+ M, ?# k$ g! H3 l1 _) B M - LDA #$1F
4 m+ p# q3 m) s9 V" u7 d - STA $4015
$ w+ ^; T0 u7 i: o, s0 V - LDA #$00
, y9 B0 O$ k2 D! f! [ - STA $4010% q4 [ ~% y" B( X8 {# R' W
- LDX #$00# ~6 u% I) H! a/ {- J0 H+ o+ X) x
- LDA #$00
# w3 V7 [0 k N# w - ( L- F$ @7 W: f
- .Music_Clear_Zreo_Page_09 ~4 R. h6 }, c0 i* X
- STA $00,X$ }" t( r/ i1 d! ~6 z" W7 e
- INX( {* T% m% Y# [& o- n
- CPX #Use_Zero_Page_Begin
1 S( u1 N" y$ `4 G. v! E$ f - BCC .Music_Clear_Zreo_Page_05 a( ?$ G6 a3 a9 P* p1 h, o
- ! {6 s' F- s. \; N( i
- LDX #Use_Zero_Page_Begin + Use_Zero_Page_Size
, P. I8 y$ N1 n6 Z8 h2 C) a - .Music_Clear_Zreo_Page_1, O; ]* C4 J s9 j' H. ^$ Y0 N
- STA $00,X
2 b. j- N, [8 G$ i- s9 c - INX
4 {2 w! ?3 C' ]7 T+ b1 T - BNE .Music_Clear_Zreo_Page_1
+ k4 W; b. a) n9 G& O - 0 q" j$ i7 [: e. U( g
- Music_Clear_Process_1
7 i+ I! x! T1 y8 M0 T - STA $0600,X
5 H/ X0 M+ R/ t/ q& V - STA $0700,X: J: ~. t# V" B
- INX
& T" t& K% \- _0 ]0 t6 g/ j - BNE Music_Clear_Process_16 E( ]" K0 u+ m5 x
- LDA #$10
. S# c) y9 [6 N ^) @ - STA $4000
3 {( u' o/ ^0 ]6 g/ S/ P - STA $4004$ R* o) z' W! ?4 q/ n& i; p+ T
- STA $400C3 g; ]1 q8 f$ Y5 F$ D' b0 x+ b
- LDA #$00
0 }' T9 ]9 Z+ Y3 s- z2 e! l - STA $40089 U/ Z' w$ l- O" ?0 K4 Q* V( Z
- LDA #$0F$ }; v8 O7 ~( k: u& @6 g; o- Q2 x5 ^
- STA $4015+ N$ r! r8 |% ?
- .ENDIF5 q$ |" y5 g5 f7 o. j
-
3 F) X; |2 e' d - RTS
/ Q/ j) u- [% U: @8 c - : k, p; Z! _5 n
- ;======================================================================
( o4 L- ?. ]# p, B - ;重启处理( c; P: _8 t4 Z6 d/ L! y
- Reset_Program% _+ s% V$ @% m+ H3 q) a. O
- SEI" k* `9 ^7 }8 o6 j
- CLD
+ y$ l& E" A% i: d9 Y8 i& n - LDA #$003 e: n1 |$ t4 B5 m& r
- STA PPU_CTRL
7 \- D: F0 m) z - STA PPU_MASK! c( g% I1 X* m \+ ^# p
- STA JOY2_FRAME
, c5 S) E7 h8 g- _6 h1 T - STA APU_STATUS
& r. R" ~: _/ x; G& b/ ^; A, j x) V - 7 z) c+ k0 y$ a3 j# N/ N j
- ;等待屏幕准备完毕1 [' v' V* r& O i6 e
- LDX #$02
& w2 N9 b Q2 g - .Wait_For_Screen_Ready
0 t& X# j! Y- a% N2 C: h! w9 w( k - LDA PPU_STATUS" k5 I: i4 {5 }6 c
- BPL .Wait_For_Screen_Ready/ A3 v0 }2 T* z0 A( R' Y0 K5 `
- DEX
' i O; Q" N5 Q1 N0 \/ T* f( B! E - BNE .Wait_For_Screen_Ready3 }9 B5 p2 G. h% G: P! t
-
# L7 X! F% x: a% Z, V+ _: d4 V7 p - ;清空调色板
8 ~; M2 e& ^/ n8 i0 Y1 P6 p' e3 } - Palette_Clear8 ~( c) m( R, u; J+ [+ o3 B% ^
- LDA #$3F8 ~* ?! B1 c7 U, O
- STA PPU_ADDRESS/ S( I O! q5 [) I7 I) z4 _" k
- LDA #$00; M" b4 A. J: Q/ o; S! [
- STA PPU_ADDRESS
# w1 B7 c! M1 J - LDX #$205 D2 W0 P% V! h5 H
- LDA #$0F2 w4 j7 o5 y0 C* Z* `
- .Write_Data
; n/ \- F8 W" k' B l- O - STA PPU_DATA
2 z* ^- J+ L0 e; a - DEX& r9 m% s, m, \0 m# ^1 T8 w: g+ G6 l
- BNE .Write_Data. K, [" V3 D/ }. [8 \7 F
- 9 l c' W. m6 M( T& e
- ;清除声音 $4000-40137 t% w O. K8 V% ^3 d
- LDY #$14
) \% a+ |$ ^1 d4 G& ~ - LDX #$00! w8 I# i/ P9 m6 M* w) a# {
- .Sound_Clear% q# c1 Q' G0 i8 L
- STA $4000,X
) O: `: E1 U, ^ Q$ w! N5 |) `' _ - INX. V0 N/ q/ [( o* a
- DEY9 [4 Y# [5 V6 a5 V; a/ H3 I
- BNE .Sound_Clear& r7 `* a4 V) V( O* x
- 1 j4 k$ `! o5 C( a9 {2 a4 _
- ;清除 RAM $0000-07FF" h$ b2 D8 n' x6 a' q
- LDA #$00/ }1 u# c+ _, \' [
- STA $003 w r, L8 }" D. x9 o
- STA $01' _4 C1 S0 q+ R1 y% n
- TAY
! W& [) S! o* ]6 W5 B/ f - LDX #$08* Y" ^- K7 b. H) N" k- ^
- .Memory_Clear/ w% V2 Q& ^$ D5 B% M- N4 U
- STA [$00],Y
, |4 h7 H$ E' X) U - INY8 u/ \8 A- p. s9 j# l o4 X; x& L
- BNE .Memory_Clear
0 Y) |; D7 O* k - INC $019 W: p* ^. j3 `/ U. j2 a+ p
- DEX
1 S- z/ K$ D0 I4 d! n - BNE .Memory_Clear! t% I4 l3 M, L
-
! C& R+ {' C6 `# l - ;精灵缓冲初始化
$ C1 `1 \/ F% h; Q - LDX #$00' S% B+ o9 Z7 \4 D9 ^3 E' G+ W
- LDA #$F87 K" l% Z+ o, C1 @5 D
- .OAM_Clear3 r' ?9 y+ O& T9 u
- STA OAM_DMA_Buffer,X
3 a' o; C1 @- O7 R: [8 \ - INX% B" \; u' ~3 A3 P0 {9 A) Q
- BNE .OAM_Clear5 F" q# F# e9 h1 b" u
-
% b7 B q7 E/ H8 f4 f - ;栈指针初始化
* g4 x, ^1 V% R# S3 ` - LDX #$FF
7 H# }% }- _1 H! B9 [, a - TXS' \0 F2 M0 j- W3 D$ z5 q( s) _7 h! r4 h
-
( I8 v8 ^. n# F - JSR Nametable_Clear;命名表清空
" Y8 x8 L& h, M, s: u* z/ [ - JSR Palette_Init;初始化调色板缓冲
1 w& t* e! v' K! x0 k2 A - JSR Static_Text_Init;初始化静态文本! s" W, h% }! K2 y( v( a
-
9 ?0 c4 P2 B2 G6 M - LDA #MUSIC_ITEM_TOTAL - 1. d" }& h3 ~% A, W: y8 I4 r
- STA FC_Music_Max_Index
@$ X2 m" M% D: j; K2 k# B/ y/ ] -
+ \* p- h- U' U- S - LDA #$1F2 U* ^1 f8 h9 [% u* M% a+ D
- STA APU_STATUS9 C; c2 u/ x4 p& i+ o
- LDA #MUSIC_BGM - 1
+ m0 {! g. x. `" d& f - STA FC_Music_Index$ i/ O {" }- W9 b, d" Q
- JSR Music_Init_Process;音乐播放
9 f4 J& ]' B4 }& R! X" D -
4 ]9 j/ {6 l+ T4 r/ i/ h - ;设置屏幕显示状态缓冲(当NMI处理时控制屏幕显示状态)) [2 Y) |! b% j, c, F! i
- LDA #$1E: G4 `4 j1 Z1 Z& s% X% v: ]5 @
- STA FC_PPU_Mask_Buf4 C2 `4 ~- o! d, W4 |- p
- ; q1 M: O0 E! Z" b: Y4 F. }
- ;启用NMI处理, K3 [' d- c) f& C) a
- LDA #$80
; `8 U; l: K1 o0 O' k8 D1 v7 B - STA PPU_CTRL
! A/ _3 z* E: j3 V - - d& K8 b# N+ f4 E3 f3 w) \
- ;程序循环, 剩余工作交给 NMI 中断处理# R- C' J& ~' U: ~0 v; E
- .Loop' {; d w& D. g5 m: U/ C8 ~& p! X
- JMP .Loop& Y, t3 U0 d( \7 O2 V3 l
N6 a9 C; b6 T1 j" ^( n! L0 Q/ n- ;======================================================================9 x( O3 O! c/ P+ r3 c
- ;不可屏蔽中断处理
2 z1 w3 R4 c5 v. y# `# K) ]6 N2 Y - Nmi_Program/ `' A, j: ^2 C4 Q- J" [. q: D
- PHA' O) j; I" j% Q4 {. T: f
- TXA
! B* T% h; s" T3 Z5 _ - PHA
2 l; B' A* y& V: h5 W7 | - TYA: R5 G( V, x7 m+ z
- PHA
% \7 T! L% y& I n - N5 [+ |) \8 L
- LDA PPU_STATUS;读取使得 PPU状态寄存器复位
0 I8 ?+ }* ]: M U5 i4 L - 5 ^& U- j" v6 l0 ~ G& V
- JSR FC_PPU_Procrss;PPU处理
' R- y9 o: I3 Z5 w) c - - ~7 `& P. d$ y5 g" t! R4 b6 E# b3 H b9 d
- ;精灵内存更新
' P7 W8 L3 K2 W; ^4 O9 ^1 E# J - LDA #$00
, C- ~) C* t, @, {& O - STA PPU_OAM_ADDR
% @7 G* \: J; L" x5 `9 Y0 q - LDA #OAM_DMA_Buffer / $0100
5 v# X2 l* N4 U# k1 h( ~ - STA OAM_DMA% K% Y( W; K/ o2 G4 J& X9 {
- , w, U4 @9 `. r) i+ Z! Z9 Y
- JSR FC_Gamepad_Process;手柄输入处理
2 D" h2 N4 F* @* A# f+ c0 s6 { - JSR Music_Select_Process;音乐选曲处理0 _+ z3 V5 s$ W/ R+ N) d# v
- JSR Music_Play_Process;音乐播放处理
' ]3 U0 t8 P3 ]6 C( j; b( ? -
% ~. n' G; j" w. d5 ] - PLA
4 s/ \: M. i. {- Q! v) Y% ^ - TAY7 @3 y* W7 Q- e6 |. i/ x/ _0 q
- PLA
~ W- O+ J7 r8 z5 h - TAX% g; v) O. v; R5 B. d
- PLA
' w5 w2 `, Q% R- D5 c# F# x) |% ?
# }) V, h" p# N* T- RTI
" Q. {, Y; b) z& Y4 Z
. }& F' |8 I. Y4 F/ I$ D" S- ;======================================================================
! }6 C* I2 X& a% z4 z9 Q - ;请求中断处理
5 z0 ~% W2 }; f1 V! d! \1 \. Q7 X - Irq_Program
# G9 }( V5 R* G# {9 X - RTI
1 Y; @0 E# v8 m1 F, ~4 `. s
s }+ ?- F, P( ^% S4 p- ;======================================================================
1 Z y- k. R+ A - ;中断向量表+ o7 z/ m) Z3 L0 t7 f
- .ORG $FFFA9 r* i+ v4 P$ M( g7 i
- .DW Nmi_Program ;NMI触发时执行6 j5 q2 d4 C- D7 P x* `
- .DW Reset_Program ;载入ROM时最先执行0 f3 b) {& P9 I" M" S
- .DW Irq_Program ;IRQ触发时执行& y) C+ q# B5 k4 x1 L
复制代码
$ B7 _, p' i: V2 G: u) y: K
, e$ U6 ^8 k' E, o
8 Q- r6 S& y" g- l9 Ehttps://gitee.com/flame_cyclone/nesasm_3_2 |
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