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这是个 nesasm 3.2 入土教程, 感兴趣的可以研究下# n5 m" g$ \* F& D8 g+ x& o+ e
' ?$ o8 q+ i& ^) z- ]+ H
以下是主框架代码:, k- M. B4 y: n" z8 X! L, r
- ;======================================================================5 n' y7 P% c! L9 {7 b+ D
- ;文件头
, Q9 @! D+ Q9 a# d7 \& R - NES_16KB_PRG_SIZE = 8 ;16KB PRG大小数量
* S& ?$ Z% A N( \( I7 @% ?+ @% E - NES_8KB_CHR_SIZE = 1 ;8KB CHR大小数量2 ^# t) N T$ M" Y# y( t
- BANK_DATA_MASK = NES_16KB_PRG_SIZE * 2 - 1 ;bank号掩码7 r8 a3 y& W% Y7 X! V- W# E
- ;======================================================================
7 n z7 e/ Y3 r1 }8 P# w7 k6 ]% r5 d - PRG_DATA_BANK_C000 = NES_16KB_PRG_SIZE * 2 - 26 H7 y1 c/ V7 Q5 \1 ~. r# U
- PRG_DATA_BANK_E000 = NES_16KB_PRG_SIZE * 2 - 14 ~) d) Y# g8 o8 w) X
- ;======================================================================
9 x% q% u2 [, S a8 I. I3 R - RESET_BANK = NES_16KB_PRG_SIZE * 2 - 1' }& ?/ q6 U& A# J& b0 u
- RESET_ADDR = $E000 ;主程序起始地址5 i# V" L1 F r w$ I6 r& J8 c- C
- ;======================================================================
9 N& P' W8 K4 z/ q# A - .INESPRG NES_16KB_PRG_SIZE ;16KB PRG 数量, $01-$EF8(1-3832),即16-61,312 KB8 C a! T3 n7 O G& Y2 i
- .INESCHR NES_8KB_CHR_SIZE ;8KB CHR 数量,$01-$EF8(1-3832),即0-30,656 KB2 U3 B1 y% n# w2 A% x: X$ q
- .INESMAP 4 ;Mapper号 (0-4095)" J o9 O* A1 |% {1 Z, j7 d
- .INESSUBMAP 0 ;子Mapper号 (0-15)6 U: D2 ~ O6 i+ ^& t/ {
- .INESMIR 0 ;命名表镜像 (0: 水平 1: 垂直 2: 四屏)
6 h7 z; y# G% l! B% {4 ] - .INESBAT 0 ;指定是否存在电池备份 (0: 不存在 1: 存在): R; J1 I' n9 P
- .INESPRGRAM 0 ;指定 PRG RAM 大小 (大小 = 64字节 << 计数)( R) v5 ~" t8 _
- .INESPRGNVRAM 0 ;指定 PRG NVRAM 大小(大小 = 64字节 << 计数)
/ z' y; [& g- Y, J& d* l! t - .INESCHRRAM 0 ;指定 CHR RAM 大小(大小 = 64字节 << 计数)0 `" a- }/ N, M, H
- .INESCHRNVRAM 0 ;指定 CHR NVRAM 大小(大小 = 64字节 << 计数)
* {3 H8 X8 {! n/ k - .INESTIM 0 ;指定时序 (0: NTSC, 1: PAL, 2: 多区域, 3: Dendy)
, A- U' f, F! ~# |( C - ;======================================================================4 Q, f1 K' U9 H- h5 _
- .INCLUDE "fc_demo_config.asm" ;全局配置
& B$ D6 D* X' u$ @ - .INCLUDE "fc_demo_constant.asm" ;NES常量$ B: p0 m" B6 x, n+ y8 x
- ;======================================================================" J% V7 Z* W ]
- ;音乐配置
# Q0 w6 s( m1 Y& e8 [ h! ~ - .IF 0 = MUSIC_THEME * e- q! c. P4 h8 ], q4 d( t
- .INCLUDE "data/music/Gremlin 2/config.asm"
% M) ^0 _$ D& C7 e- Q - .ENDIF
- ?" R3 h! F @ - 9 a( V, @( H! V+ ^
- .IF 1 = MUSIC_THEME- V5 I* }% c* b4 E6 t( c8 F; F
- .INCLUDE "data/music/Raf World/config.asm"
0 L0 r2 h0 l0 [; o' q - .ENDIF, E1 B$ z9 X6 A/ T/ R& ]2 l
- # R y8 w: h: ^# s8 c: W& {7 @2 T
- .IF 2 = MUSIC_THEME
& m! I( v* w* L7 X. s - .INCLUDE "data/music/Ninja Gaiden 3/config.asm"
) @5 r8 x% j: C. {: u5 g7 j - .ENDIF w1 T0 B* H2 I, s1 H* o0 H
/ P% m) p9 |/ z) H1 D( [- k. z- ;======================================================================
- `* P; n" |1 ?9 y8 l - ;引用CHR图像数据5 I& _8 y! w: a f4 y
- .BANK NES_16KB_PRG_SIZE * 2
, u2 I) O, t6 Q+ n- i - .ORG $0000, O! e$ u' [! h
- .INCBIN "data/bkg.chr"
6 z5 J# S4 T, i: p; z - .INCBIN "data/sp.chr"
0 Q e6 A) ? t" k8 Z( W# \/ |! S -
O- M& T$ `% c - ;======================================================================
* [* Q9 j! m6 a - .BANK PRG_DATA_BANK_E000 & BANK_DATA_MASK;设置程序所在Bank0 h p$ I% d7 s: _
- .ORG RESET_ADDR
X! P2 R1 J; V$ X) l - ;======================================================================
* |1 ^% w* m3 l4 _* d - ;引用其他源文件2 e* G O1 U- s8 u5 i
- .INCLUDE "fc_demo_ppu.asm" ;PPU处理, z3 ] P6 j- m; \2 D. p4 f
- .INCLUDE "fc_demo_joysitck.asm" ;手柄处理
% h; B: C: S5 q1 u' v - .INCLUDE "fc_demo_static_text.asm" ;静态文本处理! d z8 S l! m2 L4 ?8 r! T
- ;======================================================================
) N8 d; ?/ y8 R0 I- x
+ }4 L' |! ^( X' ?: d) Y- ;======================================================================' m9 K1 s- n5 q3 \" A
- ;等待VBlank到来
# L. N0 t! [1 \# W - Wait_For_VBlank4 z* o0 |4 s/ H: ?: U5 Q `7 \
- LDA PPU_STATUS8 b' x' M$ c( I
- BPL Wait_For_VBlank
8 Q* H! k, F. E( o - RTS5 A0 ~& w; D$ W# a" q0 Y
- ( `- n, u) I2 M0 e' F4 {
- ;======================================================================
/ W2 m# ]3 a$ U7 N& r: F - ;调色板初始化
; m; b- e6 H) p' y* E+ E; t8 [5 S - Palette_Init' C: n! M" X2 {0 ^2 M
- LDA #$3F! M; [# [' k; z: l3 H$ t/ I
- STA PPU_ADDRESS
( E q, }: W7 d - LDA #$00
, D: a& o9 y" @# g3 }5 k& s - STA PPU_ADDRESS
3 T6 o& n; h! [ - LDX #$00
7 \3 L- s& \1 c: R* S - LDY #$20
- m+ N' R- @; H - .Write_Data/ Z, |) }: e/ G% X1 B; G! F* G- O
- LDA Palette_Data,X
% \: d# L% u- r4 ]1 `( ~- F- j3 q' w4 ? - STA FC_PPU_Pal_Addr,X3 d) b! F4 M3 h, t' s( c
- INX
3 z* a# w$ P; ~+ I4 D - DEY" a, d0 Y+ v) |! g3 X
- BNE .Write_Data
3 g5 G* ^+ b' @5 f - .End
# x, M6 s3 e. C# J - RTS$ \% P5 H( E3 z6 Q' S0 T
& u" p0 A6 d1 J: [- ;----------------------------------------
# Y1 T" s9 E; m$ F7 u - ;调色板数据3 E ~0 ?8 f8 m
- Palette_Data: `/ R7 N9 L* X0 B$ N
- .HEX 0F 20 32 02 0F 20 32 0F 0F 20 32 26 0F 1B 0F 1B
6 _) c9 r+ G- z: i - .HEX 0F 21 27 22 0F 24 24 24 0F 21 21 21 0F 22 22 22
1 e4 V r \' T3 |6 v - $ z* N4 }7 T) h( ?# [
- ;======================================================================
7 X4 H& B! _( m+ s1 E - ;命名表清空
3 P, ]" I$ d) j - Nametable_Clear
( I5 h" C+ r7 P! B- k# ^9 C5 }) G - LDA #$207 [' f, E. I1 ^( D8 p+ g
- STA PPU_ADDRESS
O' s8 F8 p$ o+ n+ Q9 r - LDA #$00; D2 i/ n8 n5 o" B K
- STA PPU_ADDRESS4 M+ l6 |0 i$ m8 v2 Z+ A8 G
- LDA #$00) x- l% k( t2 w5 t* u( p
- LDX #$00) S1 h1 M. b. [( `) y7 I9 B
- LDY #$08
6 `+ f l9 R* ?. \% M% K/ @4 _* P% P - .Write_Data2 c' l# Z9 v& ^) ]/ g
- STA PPU_DATA8 g: X+ T+ ~ g5 _6 }1 `
- INX B% a7 ~( u2 d6 O# G: x; \
- BNE .Write_Data9 _1 k$ |# J8 @/ U1 F* G- ~# o* ~
- DEY8 z, p, [9 v+ B+ `# c
- BNE .Write_Data3 n) G! `% S3 p& a6 v5 K3 ]
- .End' F3 p& S& P) D- ~& q( @
- RTS F8 q7 o4 Z$ @- M T
- ! h( [. C& x9 x; N
- ;======================================================================; ]: y. Q. e: @. ]; I, p( Z6 Y% L
- ;音乐曲目切换- O% Y/ V% P4 k$ \1 Y1 l, L0 _0 v: @
- Music_Select_Process
' V- d( Z! k. p% D
% D% O% X. u' g- .Pre_Music;上一曲
/ y8 S4 n# j$ f6 m+ k - LDA FC_Gamepad_Once! w D3 m* C7 e; o* Z
- CMP #JOY_KEY_LEFT
) B7 u. `- f" D8 S - BNE .Next_Music- U# r* S9 j. }6 n% g
- JSR Music_Play_Pre
4 k! s6 H5 n. d0 r - .Next_Music;下一曲
2 F' ^1 S$ U- X - LDA FC_Gamepad_Once& m5 a+ K! s4 g
- CMP #JOY_KEY_RIGHT' S" u9 M( z6 K
- BNE .Next_10_Music
2 ?9 H- s; {$ e2 L* l - JSR Music_Play_Next
2 d3 i8 [6 J; K0 {* M/ d - .Next_10_Music;上10曲
1 }- T+ u- ]% M6 H - LDA FC_Gamepad_Once; R# c) P( \" R% T) ~9 } G6 X
- CMP #JOY_KEY_UP
7 u4 N# R* C9 |: e! T: U - BNE .Pre_10_Music
7 J+ i( W, L1 Q7 ?: q8 D - JSR Music_Play_Next_10
# u9 { m& x- j* K' `& v- O) x - .Pre_10_Music;下10曲
, L7 w! @- a) j+ H. S) T - LDA FC_Gamepad_Once
7 c" _+ z J% h- x- T9 g - CMP #JOY_KEY_DOWN
% L) ~: E, D: i' ]& M; `. f - BNE .Reset4 z/ D$ L* W, J
- JSR Music_Play_Pre_10$ X9 R: t+ i7 H9 H+ R
- .Reset;重播当前曲目
# N: | `9 v! l" U! t! C - LDA FC_Gamepad_Once
/ O o3 w2 H# w; t - CMP #JOY_KEY_START
' X$ J( r/ R2 _8 g0 n - BNE .End
. f1 U3 Q, e. @& G. e - LDA FC_Music_Index
" W- c( K, O O$ L& G/ j: I! \4 B - JSR Music_Init_Process
, \9 H3 {: C" o6 l$ P- ` - .End
% d G9 N/ s$ a - RTS& T8 c: h0 E* J5 B/ G+ H
- K' h6 m4 ~4 P- V: w$ C
- ;----------------------------------------------------------------------
- ^- V$ k1 }* B" R) A# m - ;播放上一曲
4 m* b1 i% T' T, ` - Music_Play_Pre& I, |) ?3 Y5 v+ d/ P
- LDA FC_Music_Index
. t. z: R2 n' I# A1 Y - BEQ .End- Q/ v2 h) E- e% l
- DEC FC_Music_Index( w2 o b/ o- \. }2 S m
- LDA FC_Music_Index5 `4 N% J( w6 J4 B
- JSR Music_Init_Process' P: I- g, H) u8 h, g
- .End
/ Q$ q' ~& e- @ J4 G. Z! t - RTS, l/ A# H1 V/ [# @# g
- ;----------------------------------------------------------------------
( t& ?, B/ e" r - ;播放下一曲
. ~# F: @' ?. D5 L% M - Music_Play_Next& x7 e6 u. H' q8 k0 I& H
- LDA FC_Music_Index$ T2 w. `8 X( a' N
- CMP FC_Music_Max_Index
4 H6 n* f1 G4 ^ h - BCS .End3 m0 p* N% o7 S
- INC FC_Music_Index, M* N2 S9 R! ~" j E
- LDA FC_Music_Index$ x. N- {8 q/ B0 I/ h: L0 }& Y
- JSR Music_Init_Process
& E0 x/ q& @, V - .End
6 b) j4 w) r. ~ - RTS
, a2 |# }, X' }6 w0 V
0 D! R& J# _! @0 l' a- ;----------------------------------------------------------------------7 Y3 @1 b( w8 j6 }0 e7 n
- ;播放上10曲
& z# H4 ~7 V- R# n1 Y* U0 K) l - Music_Play_Pre_10
! Q3 ~1 r0 c' _7 k0 _ - LDA FC_Music_Index/ S6 l" r" t# A. \
- BEQ .End
# n( ~; r# e; E# a - SEC# J8 l, d$ m' u7 i
- SBC #10, c+ ` E" a- C# W7 \# x8 L& l, G
- BCS .Pre_10' H5 P5 L) `; ~; L3 z
- LDA #$00
4 E: |4 M7 M. b; m. g - .Pre_10: O* P% g$ [+ ]2 Z- n* w
- STA FC_Music_Index; a- t$ i# k6 L3 U# r
- JSR Music_Init_Process
% o" e8 o E4 A! K- q" b - .End
\& B( y0 N0 Y4 a+ J - RTS
: T" `" v; ~: q: [0 ]9 ] - ;----------------------------------------------------------------------
2 C) ^" l0 W7 H3 y, A4 T - ;播放下10曲
! ?. J3 \# I5 W" E - Music_Play_Next_106 i/ l' \ ^# {& I/ M3 H
- LDA FC_Music_Index3 m! Z7 z- v% G
- CMP FC_Music_Max_Index6 \7 [5 w0 M2 U& L* B. _8 o: w6 r# c
- BCS .End8 V- q N1 r5 ^( C6 v' Q" y
- CLC
|5 v1 H: l* F - ADC #103 _6 L- {) u3 W. l; w
- CMP FC_Music_Max_Index
) o3 k4 m- p5 K. E - BCC .Next_10
" h; [. ~- v5 I# C! A' |5 v - LDA FC_Music_Max_Index
8 T9 y( t3 P( t- i. f1 S - .Next_10
! { S8 P/ Q7 a4 L: D - STA FC_Music_Index
; j3 _7 V/ }. i: k - JSR Music_Init_Process
! F) g/ t5 }3 o3 t1 C; D# O. v - .End' `# S8 u% j# s' H- I$ w
- RTS# i, x! ~8 E# ^+ ~$ } [
- & O" U5 _& z% U
- ;----------------------------------------------------------------------
& |4 v6 R: p$ d - ;8位十六进制转3位十进制制. V9 M Z( s: t s, F, x( Y2 s+ Y" k
- Hex8ToDec# J# ]% D* J6 F
- STA FC_Dec_Data_1
0 t% a0 C& h V2 Q - LDA #$00" n1 I9 [7 k. E9 j
- STA FC_Dec_Data_100
- C% \+ N( n' M: ^* c5 }, u+ o8 o - STA FC_Dec_Data_10; O# B7 `8 O! }4 P
- LDA FC_Dec_Data_10 N4 X8 p* ^0 h7 b
- .Convert_100
3 {& x' H, A5 y6 S/ h8 @ - CMP #100' b, O3 Y0 |2 {" \
- BCC .Convert_10' X. N2 D7 m T; {1 I
- SEC
+ ?+ z% ^) G" I2 M9 c1 ? - SBC #100% @" |6 @6 J8 {2 A i
- INC FC_Dec_Data_100
* B* _; Q8 _4 M* T) ?/ u - BNE .Convert_100. O6 ^: z H; K% {
- .Convert_10
+ V, [5 I) M, N( N - CMP #10, c2 A; {, F- l ]
- BCC .End, B3 H$ v4 J& Z( W
- SEC
) f# s0 w, C+ r# C/ Z, } - SBC #10
' b* ?( Y( ]/ w( n2 s/ K - INC FC_Dec_Data_10+ E2 C5 J6 o" Q |6 x% A. J
- BNE .Convert_10
3 l8 ~$ |% u" b, P - .End
+ R! g- `! I- d* l - STA FC_Dec_Data_1, I& h! K7 F% ?* X% d; m
- RTS3 q/ S: c$ K9 P' l3 ^1 k
3 e* I- t+ J3 i: u- ;----------------------------------------------------------------------
7 s8 |# @ j9 q, D; | - ;显示曲目信息
- C9 t" F% N: } - Music_Info_Display$ l/ z4 Q; h1 K
- LDX FC_PPU_Buf_Count
1 f% d f: ], f7 j4 `7 g6 ]! i - LDA #PPU_WRITE_MODE_CNT_LINE5 x: |& i, A5 D* g. @) T
- STA Use_PPU_Buffer,X
5 j. S% n; t8 Q9 L1 m2 d - INX
1 @1 S8 F0 z0 W( N# g/ C# Y - $ w6 z0 k4 O# b# S/ y0 [
- LDA #>MUSIC_INFO_POS
2 k6 h) i& D) B$ R - STA Use_PPU_Buffer,X
% |+ d$ H* s" ?* K/ Q7 r - INX: K, w8 |5 t9 A
-
' v% S' H' @/ c2 G8 w - ;居中
- i8 Z% m, t2 o! j1 {' T - LDA #<(MUSIC_INFO_POS & $E0) + (32 - 5)/2' Q2 Z# j8 x1 R
- STA Use_PPU_Buffer,X# o$ x+ Z o* x7 l2 x
- INX" r6 X; i+ B+ B; t; L4 U
-
( L7 k4 m" F% X) }" t - LDA #$05
& b8 b, x( {& K% }, W - STA Use_PPU_Buffer,X; S+ P3 @4 ~5 x0 ~4 E6 A
- INX3 K. F( A6 m# |& q1 B; V; w
-
0 e, O, s/ z9 g - LDA FC_Music_Index
& }7 T- X+ ?; H5 ` K! {3 {6 t0 ~& k O - CLC
$ t' `( D/ Z, ~; x2 R9 g! S - ADC #$01
1 o: Q( P# @7 D - JSR Hex8ToDec
; ?) A5 l6 z3 `7 {; j, m6 O -
4 ? O, i7 }- z - LDA FC_Dec_Data_10
2 I: u0 T' m2 E8 b9 H3 A' G# T - CLC
, T% D* I; \/ Y) c' N4 L* c; ~ - ADC #'0'
1 s) L. \9 |0 O* k5 ~. D0 S c - STA Use_PPU_Buffer,X6 S! w2 r" P, ^& O( g
- INX/ z6 }, C2 D- s5 X! H# t3 B
- " \- W# p0 ^+ w! t2 C4 H, w; E
- LDA FC_Dec_Data_1$ o5 W* r8 e% ^4 R/ U
- CLC
5 s% U! ^0 t4 l, ]9 x b - ADC #'0'
3 ]7 b" i' s0 M L1 j; y - STA Use_PPU_Buffer,X
! s ~4 r2 h: k1 x/ } - INX
+ _/ V4 @$ c3 y - 7 r! Y+ C# g" t5 g4 u
- LDA #'/'
) }* R {* X3 _ - STA Use_PPU_Buffer,X
+ X0 ^0 u/ J, h7 z( ]* }' S - INX( c/ C( T- }# Y+ A; d; s
- 4 S/ V2 t; v0 ^$ k/ s' v5 O
- LDA FC_Music_Max_Index
$ ~: G8 m' a: t1 Q5 G - CLC
0 L) U: W* I! C+ [ - ADC #$01! y" M5 [' w1 n8 l
- JSR Hex8ToDec% H% W* g4 V' |4 J4 W0 L, A* b2 u
- $ K% E, b5 r$ ^; |- o; |& @
- LDA FC_Dec_Data_10* _) ], b1 R) y- y5 \1 U4 O
- CLC
& E9 \8 }" q8 R& Q" X, s/ P1 d - ADC #'0'1 F I0 m1 L8 ~0 O
- STA Use_PPU_Buffer,X) b% ~, P {* L- a' q1 q
- INX* Y+ Z: y/ h) |5 t3 t6 A
- & C6 Q( h0 @& `% b
- LDA FC_Dec_Data_1
: M4 W% y8 `2 t' i - CLC. W- S, ]& H" e% @ A
- ADC #'0'5 m8 M. _- t4 h
- STA Use_PPU_Buffer,X) m2 F+ f" ?7 f
- INX$ x$ G* J: [6 O j: n: V; [
- 7 M: U/ ~" A" n; ^
- .End! T9 M8 r$ ^ s# E0 E
- STX FC_PPU_Buf_Count
3 y7 D1 f; s2 g; V( F& X - RTS
/ Q1 t) j) p& }% }' ?' U% {6 z
8 n5 G3 L' i% V! W; Y- ;----------------------------------------------------------------------
- Q# M7 f. |5 y9 p0 ^ - ;音乐曲目初始化处理( s2 ~6 `9 X0 s2 D
- Music_Init_Process
3 I1 w% J/ X' y$ c4 w5 W - PHA
6 Q u9 @ c; \* u6 K - JSR Music_Clear_Process
8 {9 w1 J/ M! i, c - LDA #$1F
1 V6 y) x7 k1 k - STA $4015
2 Z& v* E0 `5 w/ `7 Y - PLA
! q' @) L& X# v" N: y2 D - JSR Music_Init_Addr
6 o) v. d; T4 l7 G( u7 V* Z - JSR Music_Info_Display) h) C: y _) W# c* a2 a
- RTS/ K2 }& h6 k- y% n+ K9 ]
- # R. j: |* x! ~* m. K, i
- ;----------------------------------------------------------------------
- o) O) H) f) \$ T' g4 ] - ;音乐播放处理8 X( @6 Q2 e: t9 i! [9 g. E
- Music_Play_Process
0 g+ D" n9 W2 I - JSR Music_Play_Addr
( G, j/ \# x$ ?/ { }! Q - RTS* {5 s/ V. f1 W/ h w
- 9 s* R) s( o8 b. s' s
- ;----------------------------------------------------------------------2 V: U/ K3 d6 R5 \0 e- p
- ;音乐播放处理' t5 J. T) a0 f' ~ B. z/ a) u/ R
- Music_Clear_Process* _7 ~' ]' M/ q; R* H; {3 q
- .IF Music_Clear_Addr( C _# ]9 U6 H+ z; a
- JSR Music_Clear_Addr
. J- f9 v! t- l- c4 E. N _ - RTS
1 m7 q5 }3 X! c0 g B, _6 ~ - .ELSE
6 [( s! o' d' y0 e7 i0 V9 p7 w - LDA #$1F
8 O V5 h5 d. z% P, W - STA $4015
: d0 @! U d- D8 R - LDA #$00
) l; b0 f6 ^+ P - STA $4010" d" c, R& O1 x1 m3 V+ _" h& j
- LDX #$00$ w2 V, r7 f1 R! g1 {' z# r
- LDA #$005 h( B) j7 n }( m
-
- s* a7 g4 x _* K; q5 o3 ` - .Music_Clear_Zreo_Page_0
& K5 P3 K; ~0 a" e7 P - STA $00,X
/ B9 U3 b" i5 k7 i - INX
! d# @' R, F8 p% x, \- ^ - CPX #Use_Zero_Page_Begin
2 e0 \/ J& d" m$ H0 ^3 X - BCC .Music_Clear_Zreo_Page_0
: a) E& f' @, L0 M- e- J - 5 p# [4 p, O9 W
- LDX #Use_Zero_Page_Begin + Use_Zero_Page_Size
0 a& I9 R, n# Y9 L: a% [7 z - .Music_Clear_Zreo_Page_1
e3 R" }, ^0 T: {% F. Y - STA $00,X
) F& t# I+ _) _6 f1 n - INX
4 @' H* X" j- G7 J - BNE .Music_Clear_Zreo_Page_1( {$ }& J9 x, s! c3 ^. E6 g$ ?" d4 V
-
+ q0 f/ m% I6 }6 z - Music_Clear_Process_1
' N0 c1 \+ e$ T* R9 l. q/ | - STA $0600,X4 J7 @3 }4 v0 P- U8 y5 j; T9 @4 c, R( d0 y
- STA $0700,X. k" L5 V6 l0 \
- INX
% j: ?# v7 h9 n3 g6 D, [; l0 k" t - BNE Music_Clear_Process_1
5 e+ |& d! |. _ - LDA #$10
" P# \, K w+ i U0 ? - STA $4000' k: I2 m. T7 v7 G
- STA $4004
: g; n0 ?& S5 l - STA $400C
; O. Y) L( ~, {8 Y+ y2 U - LDA #$00
V1 ?$ x! B" Y r. Q% |6 k - STA $4008
" S3 _; |; ~: g! j$ e* W - LDA #$0F
5 ^6 R) q& L( W5 F - STA $4015/ q) }" a& g3 N* N! I
- .ENDIF
4 c5 U# z, ~; o) [ T. \( i) l* w3 I0 @ -
2 L: n9 g7 d/ m2 F! R2 ~" Q3 N - RTS1 @' L. l0 c5 Z( a$ q7 F
- . h7 c) m1 R5 e; p* C$ G
- ;======================================================================: d* V$ [1 E: {2 f. |3 d
- ;重启处理
. b7 Y4 b4 P# d7 L4 U" _* \ - Reset_Program8 D1 h9 y5 M3 o" R
- SEI
4 Y2 A+ o0 t8 V9 h* J7 T# f4 k/ l, @ Z - CLD6 v5 \8 j; l' c4 F
- LDA #$00
; N2 T+ o2 {* v9 r$ V8 N! N/ W - STA PPU_CTRL. A# u* F! |( c; M1 s2 c8 t5 C
- STA PPU_MASK
- y, w- X2 t3 I$ k8 L - STA JOY2_FRAME- k' t0 |. H7 Q! B4 a* i3 a( P/ o
- STA APU_STATUS
" t, B3 J- k8 D J4 m8 C+ v - 1 M4 S" V* t+ @- N! Q, W
- ;等待屏幕准备完毕& u2 J: A8 Q2 u
- LDX #$02, l+ h) S3 ]0 [3 A% j+ L
- .Wait_For_Screen_Ready; p' v! G- O" A" _9 a
- LDA PPU_STATUS
% s2 K3 V* q0 ? {; G - BPL .Wait_For_Screen_Ready, F; H& e% C; ]$ P
- DEX3 a& b7 X# b/ i
- BNE .Wait_For_Screen_Ready
" T, i7 D! R& L' P! d - 1 u. G0 G$ h& r* S0 A$ R. i! P2 i
- ;清空调色板
- ^: ^4 N0 n6 r( W' p: ` - Palette_Clear9 ]: \7 H1 j* V; ? c. I$ E! o
- LDA #$3F5 E- ~* k5 D, B {# ^' E- _
- STA PPU_ADDRESS
" z" N, k/ {, b* W7 T' J - LDA #$00
1 h- a: n' [. i( T8 C8 ~ - STA PPU_ADDRESS
2 J A1 `+ ~$ f( ]+ N2 Q" H - LDX #$208 X# b0 i% b: d7 t; F1 U7 ~
- LDA #$0F) u) S6 Q+ }3 \1 m3 W: g; q
- .Write_Data) q: a$ T* Y% h5 N! v. r
- STA PPU_DATA
. L& `$ ~0 a& C - DEX
; I3 h/ R* Q1 x, d+ Y1 } - BNE .Write_Data9 @! |. T5 c V/ Q. h6 m
- ! N; B9 h/ F+ a2 S6 J( H4 D) c
- ;清除声音 $4000-4013
" r8 R( p7 q( T9 | - LDY #$14# _4 j8 ]( U, J# |% B
- LDX #$005 @/ \8 X6 f& x6 }" F {, x- J- l3 B
- .Sound_Clear
) S# [+ e" ^" G* ]1 ?* @8 n, ~% o" T - STA $4000,X5 Y3 n5 H8 q7 L7 W* I
- INX
# h8 `% W# a& I- A - DEY! ^% ]4 R1 X9 u; C1 c' _% J
- BNE .Sound_Clear
7 d: c1 b+ s, P" v! i$ l -
2 M. l/ A4 x3 e, V - ;清除 RAM $0000-07FF( i- c; C$ R" {. S+ C- n
- LDA #$00, C- G/ [ @ D8 V( e
- STA $00- K4 ]# f0 m4 h$ R
- STA $01
7 u- K4 v2 b( j! q* j - TAY
6 b& Q9 N4 |* \2 I - LDX #$08 y% I3 q) v' z' J* ]) M2 U: M
- .Memory_Clear
6 m' q3 L3 U, _/ Z! G( k - STA [$00],Y3 y: x$ u6 D; ?* ^" A6 N
- INY/ E# S( Z( b" c- E
- BNE .Memory_Clear
- X- w3 e8 V7 d* Q; y# n - INC $01 `( @2 r5 w4 y! A5 R
- DEX% q$ Q4 Y6 g J* \7 S2 E
- BNE .Memory_Clear+ C; y/ x1 \' `# F
-
0 t, u( d8 U+ Z, E4 e! H - ;精灵缓冲初始化
2 E$ x; i5 ~0 \ - LDX #$007 W+ n2 I6 n2 ~0 P2 D% T8 \
- LDA #$F8
5 r- s" G9 G7 r7 S0 G! o - .OAM_Clear
' I7 z3 r3 v( Y - STA OAM_DMA_Buffer,X
9 S* X0 d4 R6 r, n0 @ - INX
9 ^6 w9 b, t& |0 E0 S - BNE .OAM_Clear! t( F- c6 _* ^4 n1 |
-
9 z- [, _, g' O$ f - ;栈指针初始化
$ \5 P$ R. [# b - LDX #$FF
5 x5 J# r( y) m; {7 K9 ?$ `' Y+ K - TXS
+ d6 d) t+ ]2 N7 y1 @- Y- a* _ -
' h, S7 O" R; T6 p4 c; e% A - JSR Nametable_Clear;命名表清空3 A/ P# _7 x& R+ X
- JSR Palette_Init;初始化调色板缓冲+ @+ B: X8 P/ q9 V$ H; w4 w- M
- JSR Static_Text_Init;初始化静态文本
. o) H7 R; e* N4 E -
& c- k1 ~& `% w9 U2 [ - LDA #MUSIC_ITEM_TOTAL - 10 t0 @5 \9 W; h; X3 r" V1 v
- STA FC_Music_Max_Index8 f i! h8 t$ B* _: S% `8 ?; \
- * n2 V8 J, }) q; t2 r
- LDA #$1F8 B( v$ v ?/ u
- STA APU_STATUS% C+ b& A; i) {5 T3 y8 G3 e P* n
- LDA #MUSIC_BGM - 1
& L% U4 R8 C* [# v. X - STA FC_Music_Index* k9 @2 X. |8 ?' ?# B! Q0 I; j# ?
- JSR Music_Init_Process;音乐播放
& R# A2 i" M+ x0 m5 v - % {: n9 `1 ~- Z6 J
- ;设置屏幕显示状态缓冲(当NMI处理时控制屏幕显示状态)# w' v+ }/ Z7 [( G7 ~8 Y9 [3 p& N+ ]8 e
- LDA #$1E4 G0 [! f3 \9 z: ]4 e; v
- STA FC_PPU_Mask_Buf
2 K7 A* Y- X9 e; |3 S/ U2 Q- y - + }: V5 Q4 y& Z* m- B! U u
- ;启用NMI处理. O7 {4 ~6 ]1 z0 [
- LDA #$80
, R% }8 E3 h2 h# k5 D" a6 U - STA PPU_CTRL9 f7 X& m9 f) R
- " T: o) |+ n2 F- U( I8 F% ^7 [* [
- ;程序循环, 剩余工作交给 NMI 中断处理
9 e: a. e" y+ S# S- } - .Loop
q8 p1 E$ s, ?8 K/ H( n t7 | - JMP .Loop0 |2 C3 I, k# w' Q1 ]
) y2 o# G9 @7 t' S- ;======================================================================6 d+ t9 C# p& X# w, o$ h$ c8 u8 B
- ;不可屏蔽中断处理; c0 O8 q9 F0 _! F" O
- Nmi_Program
( R1 p5 X$ a# Q( [ - PHA% ?2 n. u8 Y+ k1 Z
- TXA ^1 G! n9 ]7 W/ W2 v
- PHA7 R- L5 {# u: s8 ^
- TYA7 F. _5 o6 M3 t0 o8 ^0 {- {* t0 K9 b
- PHA
# U2 A6 |1 I. e% q6 U - . ~1 m0 q7 {# K+ ^4 D
- LDA PPU_STATUS;读取使得 PPU状态寄存器复位
4 |% f* @ H1 h -
0 N: p8 b2 N7 ~; M4 [) ?" r - JSR FC_PPU_Procrss;PPU处理; P; Y; e6 d, R ]6 u0 I
- , c; E2 I1 u! R$ `
- ;精灵内存更新$ c. Q2 W0 [% D
- LDA #$00
2 W+ M. ^5 B& [, G U% t) j! f - STA PPU_OAM_ADDR# t+ K8 x4 _1 X
- LDA #OAM_DMA_Buffer / $01002 v7 _; S! S, z! D+ z
- STA OAM_DMA8 n% o/ b) _4 ~: {& r5 S0 g A
- + k4 n2 g7 z# B+ B P" h
- JSR FC_Gamepad_Process;手柄输入处理
9 e/ x. W7 ~. X& z - JSR Music_Select_Process;音乐选曲处理
- O5 V5 T! J" ^4 r - JSR Music_Play_Process;音乐播放处理
: v6 H0 P& R# ] -
$ [. L* A& {7 G( M- b: q& I - PLA
4 t9 t) _* \- `, L, y - TAY* z8 ?0 s6 B: Q2 _
- PLA ]+ m' R) E" x- q$ h+ E$ G% r5 P
- TAX: e1 Z$ V, h4 b0 l9 h" N0 }
- PLA
- N7 P$ v7 E3 W+ V- J5 X# o
8 \; N& \6 s! N( B: y- RTI
- e9 `, ^' h( _4 `
2 Z0 D0 E/ ^8 m3 f& ^6 k) `3 P- ;======================================================================1 S3 @; ^+ x6 D+ A
- ;请求中断处理
! e& H! R, e1 R0 X; F4 @3 M) h - Irq_Program/ e0 \& f* W) b
- RTI
4 J' m$ U/ |& Z0 W9 w* J8 l9 |: ~0 T# \
" t) F0 L5 o8 U. ^- ;======================================================================
* h, }! }: P, D- P - ;中断向量表3 K% J5 _1 J4 M3 }, _- G! A
- .ORG $FFFA. Z- k( b+ M8 \) _' \- c3 j) @2 y
- .DW Nmi_Program ;NMI触发时执行
( y$ B# J/ @% T - .DW Reset_Program ;载入ROM时最先执行
) {2 v {1 h; ^* J6 f1 D - .DW Irq_Program ;IRQ触发时执行) b+ z8 Q5 D% L
复制代码
) R; r- j1 c& r% f! `/ u* p6 i: I; {
# b1 X# I7 r1 r: R1 {6 q/ o6 bhttps://gitee.com/flame_cyclone/nesasm_3_2 |
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