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这是个 nesasm 3.2 入土教程, 感兴趣的可以研究下# Q" ], i$ I. P4 T8 M0 d
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以下是主框架代码:
# b. |" Y- O$ E' q3 g7 O5 W- ;======================================================================! u6 B; H8 z8 B0 Y! p( ~. I$ i
- ;文件头* s: h0 j2 N' Y$ [: T" a
- NES_16KB_PRG_SIZE = 8 ;16KB PRG大小数量+ b: q3 e! c: r5 w: r b$ c$ y0 Z
- NES_8KB_CHR_SIZE = 1 ;8KB CHR大小数量" y9 ] G# p6 R! a$ M2 k0 f
- BANK_DATA_MASK = NES_16KB_PRG_SIZE * 2 - 1 ;bank号掩码
- Y+ D) a* G' a$ ? - ;======================================================================
. Z* |2 w6 T- I! X - PRG_DATA_BANK_C000 = NES_16KB_PRG_SIZE * 2 - 2
" _( M' |+ x% \' D4 l - PRG_DATA_BANK_E000 = NES_16KB_PRG_SIZE * 2 - 19 S. [2 k2 K9 U& k* a
- ;======================================================================
( q5 G% q: s b6 Y - RESET_BANK = NES_16KB_PRG_SIZE * 2 - 1
! l! _5 d2 O5 l! h - RESET_ADDR = $E000 ;主程序起始地址
2 j' s8 ~) e4 N1 {* M - ;======================================================================5 U4 d/ \% ^9 ?" a) u
- .INESPRG NES_16KB_PRG_SIZE ;16KB PRG 数量, $01-$EF8(1-3832),即16-61,312 KB# O9 f- P6 I8 A; J4 a8 p
- .INESCHR NES_8KB_CHR_SIZE ;8KB CHR 数量,$01-$EF8(1-3832),即0-30,656 KB$ L4 [! q4 P( v( E
- .INESMAP 4 ;Mapper号 (0-4095); W+ Y( }; ]% |
- .INESSUBMAP 0 ;子Mapper号 (0-15)
/ }* h# T, @8 U4 X; o. b1 B - .INESMIR 0 ;命名表镜像 (0: 水平 1: 垂直 2: 四屏)2 O# r( S) V* _6 w/ V% H) _. U; ^$ g( [
- .INESBAT 0 ;指定是否存在电池备份 (0: 不存在 1: 存在)
\7 Y; y1 d5 J- G- O - .INESPRGRAM 0 ;指定 PRG RAM 大小 (大小 = 64字节 << 计数)
/ t" e$ m/ x- v3 [& E - .INESPRGNVRAM 0 ;指定 PRG NVRAM 大小(大小 = 64字节 << 计数)
$ W# d: d* B# L. K0 h - .INESCHRRAM 0 ;指定 CHR RAM 大小(大小 = 64字节 << 计数)
, e3 s* a1 f& | - .INESCHRNVRAM 0 ;指定 CHR NVRAM 大小(大小 = 64字节 << 计数)$ ?% ^7 O3 h, T+ F4 F4 v2 T* x$ @
- .INESTIM 0 ;指定时序 (0: NTSC, 1: PAL, 2: 多区域, 3: Dendy)
* `; w7 l7 q/ I" A O# M - ;======================================================================8 f0 W# k* R, P) E/ ?1 J! [
- .INCLUDE "fc_demo_config.asm" ;全局配置
+ D( a2 x" N$ d! e, ^2 a+ |! [ - .INCLUDE "fc_demo_constant.asm" ;NES常量
5 d7 x7 v9 M; T1 x2 l2 X; W( q- s+ y9 O - ;======================================================================" m, X, }; }1 N' k
- ;音乐配置
. v) p4 m& ~, y% A1 ]) v% ~' ?) ]% x# e - .IF 0 = MUSIC_THEME # _, g; A" q" G" A# a9 u1 L
- .INCLUDE "data/music/Gremlin 2/config.asm"
2 E: u( P% \' B/ a - .ENDIF
9 n- @( f$ u8 m - 2 q7 t) R4 @( K9 @8 T0 `! W& C
- .IF 1 = MUSIC_THEME6 B8 \8 ^/ e& H9 k$ @- _2 ~- S- D9 f( p4 `
- .INCLUDE "data/music/Raf World/config.asm"' P8 H* y4 z; _' s
- .ENDIF
: ^! r- G; q3 z( T# i) I - 6 I/ I8 n4 P% P6 U( \/ N
- .IF 2 = MUSIC_THEME 1 b+ r" D% k6 {5 C
- .INCLUDE "data/music/Ninja Gaiden 3/config.asm"
D/ v* k/ X" D - .ENDIF
/ L/ i7 V# O& _) c% h5 U/ e! x - U( u. G8 ^: R# o
- ;======================================================================
& G m2 ^8 J% ~ y( K: T7 o - ;引用CHR图像数据
( [, a# y" G. |' }2 E - .BANK NES_16KB_PRG_SIZE * 2
0 [4 n2 q6 x) _. u - .ORG $0000* P4 K0 L! A/ s+ ~' l
- .INCBIN "data/bkg.chr"
) \: a/ D/ u W l; j# ?" r& y4 m - .INCBIN "data/sp.chr"
_. ^% {: @% R, X+ a3 d2 U- O - {) D/ {. e# G& h
- ;====================================================================== q- o* i5 n5 m9 l
- .BANK PRG_DATA_BANK_E000 & BANK_DATA_MASK;设置程序所在Bank; a9 K5 D+ S. C2 n
- .ORG RESET_ADDR
# A! }4 v5 t* ?& ? - ;======================================================================
9 k/ r0 _$ a/ H$ y2 z5 P - ;引用其他源文件
: H! X; \( Z+ r7 h8 U$ K7 j - .INCLUDE "fc_demo_ppu.asm" ;PPU处理3 r& b# }# S& X3 R5 l
- .INCLUDE "fc_demo_joysitck.asm" ;手柄处理" Z* W+ u( y( t! i' }0 N n4 ~! _1 B
- .INCLUDE "fc_demo_static_text.asm" ;静态文本处理
9 \5 q) Z! m. g) B4 r4 @0 l6 W - ;======================================================================5 D, O4 A/ R& K. A }8 z5 b9 o' _
. O8 \0 d7 K ^, p' n( s$ W, p- ;======================================================================$ `3 p, W- ~4 I& `: G1 l& |9 Y3 `
- ;等待VBlank到来2 y; n! @( R2 s, F7 o8 x+ [% _
- Wait_For_VBlank5 L+ d2 q5 U" x S+ W3 z% s
- LDA PPU_STATUS+ h: J( z& x2 P3 O7 {' t6 D
- BPL Wait_For_VBlank
& P/ A, i T# a3 P' A - RTS0 V+ m; r$ {7 F i& x6 A
- 4 j! f$ ^( Z* I
- ;======================================================================. x$ q# t0 v- Z& X0 X' ?: A
- ;调色板初始化
$ r$ w7 y, c6 Q' t' ]1 t. `1 Q1 k0 y - Palette_Init
6 N5 ]; O6 M2 ~ - LDA #$3F
6 L" ]+ V1 c+ C2 X - STA PPU_ADDRESS
# b2 ]) G& i( r( L3 X0 L - LDA #$00( V8 ]8 o4 U9 N
- STA PPU_ADDRESS% t& s) g4 N- w/ m
- LDX #$00- y o9 r: J8 r
- LDY #$20. s7 t- J: x/ A
- .Write_Data% t" P# N7 J r, I! L
- LDA Palette_Data,X$ ~ a( M% ]4 K$ k
- STA FC_PPU_Pal_Addr,X" r( _( `" g. T, v9 B( _4 R
- INX
$ }0 c; S0 {. T - DEY. }( n5 C# m3 g# }( f1 D
- BNE .Write_Data! v: S) P2 }6 S V6 t; D
- .End% k; I, ~ _4 L' ~9 o7 `- R
- RTS
" ]1 f1 g: J( K! T2 ]2 | - 5 y3 X# H1 h8 x' d
- ;----------------------------------------& B' d. X+ Z% n( g+ ~
- ;调色板数据% q' ?+ |4 _( D% v6 u
- Palette_Data! ?6 [" S7 N8 | L
- .HEX 0F 20 32 02 0F 20 32 0F 0F 20 32 26 0F 1B 0F 1B
3 c" O: X- I" x; S! D - .HEX 0F 21 27 22 0F 24 24 24 0F 21 21 21 0F 22 22 225 v3 \; _3 W' w6 m/ O
-
1 s- u! w" r3 a. x - ;======================================================================
o5 D+ H4 Z5 O- A- Z - ;命名表清空6 C! E8 Q! }1 x; p7 J
- Nametable_Clear+ H3 A" ?! U. X% ~! O+ c( ]
- LDA #$20
3 N" Y% }* S; C( k- P' h" l - STA PPU_ADDRESS
$ h- y8 |) b& ^" R - LDA #$004 s( r9 F, p$ }# e1 U' Y% f9 M
- STA PPU_ADDRESS
- B8 x4 a. ^ L& v8 U& |& L( V - LDA #$00
, W! h p- D* B9 ~7 X - LDX #$00
E: q0 N6 d T" K9 `2 R - LDY #$08
# ]' @2 F, f/ p: D - .Write_Data
* E8 K" b* s( X' B& x4 l - STA PPU_DATA
$ R: k4 n1 J- j - INX
5 m- S0 T$ s ^; M3 \ - BNE .Write_Data
( w* {# |4 Y* o8 F9 ]$ j - DEY7 s3 r# Y& y. f9 t" F' G
- BNE .Write_Data. Z5 A1 ^; C$ C1 F |6 O
- .End
" y& k: b7 Q9 b! S/ W2 L - RTS
$ z3 T" g m5 j8 O! F! z
3 c9 I3 Y& x* l0 X% x! V) M- ;======================================================================
6 K8 I6 u X* ]& a [; r - ;音乐曲目切换9 ~" k5 }8 g% a6 U
- Music_Select_Process; K( ?2 m; a& {$ e% }
- D, T/ C0 H8 K2 {/ P; p9 a9 E- .Pre_Music;上一曲/ O3 C& E9 ^( \, Z1 f
- LDA FC_Gamepad_Once
0 j# E4 w1 \: @# P - CMP #JOY_KEY_LEFT! Z% b" I1 Z9 p% v) G' I/ D; r
- BNE .Next_Music7 g" q1 h" p! d6 ~& w3 i3 z
- JSR Music_Play_Pre
5 b4 c# ~8 a) t/ {% y' _* A$ S - .Next_Music;下一曲
% W9 P7 a( W9 A - LDA FC_Gamepad_Once- u* T! p' `3 U* v% E9 @2 n
- CMP #JOY_KEY_RIGHT) s* D$ r* a9 Z
- BNE .Next_10_Music
3 T j3 A! Z. o. w+ D - JSR Music_Play_Next. I" A) ~2 m3 n& L ]
- .Next_10_Music;上10曲
# m8 j: M, | A" X - LDA FC_Gamepad_Once
% V( A( r }) r- {7 ? - CMP #JOY_KEY_UP
+ F- n' z. R6 J. r: x- q - BNE .Pre_10_Music
& ]+ |, d5 s: ^# K - JSR Music_Play_Next_10
" m: O" \( t; q. x - .Pre_10_Music;下10曲' T( q n% O+ E, R5 G" v. u* \, q
- LDA FC_Gamepad_Once
: j8 i: i. s0 {( B$ ]9 ` - CMP #JOY_KEY_DOWN
* L4 F( {3 F- C) {3 s7 a - BNE .Reset Y* `9 d+ B9 c9 f- F
- JSR Music_Play_Pre_10
" Y# G- D& c2 y% _- { - .Reset;重播当前曲目
0 Y8 ]1 j' u# U+ I, R1 X - LDA FC_Gamepad_Once7 f& G7 D. q$ U2 V
- CMP #JOY_KEY_START+ ], N- j. H% D
- BNE .End; @ ^2 J6 o X
- LDA FC_Music_Index9 x9 d, L# e5 q9 K8 Q
- JSR Music_Init_Process7 X+ P0 h+ B% Q% G: N/ k% U
- .End8 x; i3 Y& W: J) J) z+ }1 R
- RTS
5 R: z: O" s* ?; \( X! w - % q2 [& I9 } W) Z; u' j
- ;----------------------------------------------------------------------: S! f& B9 `: z( h; Z
- ;播放上一曲
% i$ p) i* K4 Q! c9 \/ M' L4 c - Music_Play_Pre' T6 @0 O$ u+ B
- LDA FC_Music_Index7 S( L' }! c$ ^4 Z" i" |# G
- BEQ .End
5 ? U, V/ o+ q* a - DEC FC_Music_Index- u9 G& |$ [* Q8 \; D0 V
- LDA FC_Music_Index
0 X$ ^+ G' {9 V8 D - JSR Music_Init_Process
. ?* ~: G& A0 t6 a - .End
4 y- c0 y! ^/ H+ Q- m$ Y- _ - RTS
1 q* T& o* C' U - ;----------------------------------------------------------------------
% R# v1 K* \' n5 N - ;播放下一曲
6 N: Y& D' k* y) N- A9 R3 Y6 E. E - Music_Play_Next
$ R7 O6 g* y$ ^+ y( ` - LDA FC_Music_Index
" C7 g; \1 g7 P5 x - CMP FC_Music_Max_Index/ V+ U+ ]; j5 d8 {" q6 @
- BCS .End8 Y" K2 G! H6 y8 g/ A; f
- INC FC_Music_Index: h$ U5 e+ O/ i& a
- LDA FC_Music_Index
/ ^2 h! c& s3 A0 U& H- s - JSR Music_Init_Process" E1 P$ Z! L' K7 n3 h
- .End- ]" k' N" d0 E& R* Q
- RTS
6 o% t1 D9 @: }9 c1 q - / Z: H) M( _" R$ k5 k3 B+ `
- ;----------------------------------------------------------------------$ v9 H: y$ O( G% E1 y1 L+ r
- ;播放上10曲# j9 k" I' Q( }( H
- Music_Play_Pre_10
: C! v( G* \! z, V8 r& o+ q$ _- u - LDA FC_Music_Index5 p0 Y% b. |) c$ W' R$ r6 U
- BEQ .End6 H6 g$ m4 t: N+ u8 r) Q. Q( p( g7 I8 @2 i
- SEC
, [+ N7 Y3 R2 n( s" p ]" f - SBC #10
# g- X1 s/ S4 d4 j( z$ E - BCS .Pre_10
. R, {( T4 F F- Q! R - LDA #$00
$ f9 z5 _- l9 d! I8 O. E2 I - .Pre_108 N4 @0 H3 Q7 D/ @
- STA FC_Music_Index; v- \& ~9 }8 k3 x
- JSR Music_Init_Process) Q$ K+ c8 g6 s) F: g# ~( \
- .End2 m: f7 D( } ]' y0 ]; O
- RTS
$ T0 J0 Z3 s7 w - ;----------------------------------------------------------------------+ W. M2 L, |# `6 X# R
- ;播放下10曲
5 a5 a" k4 F& b2 i - Music_Play_Next_10" i# A! p7 r9 O- P& d$ \
- LDA FC_Music_Index8 q& |. d, o w4 f
- CMP FC_Music_Max_Index
$ {- c+ g2 ]) W/ T: ~- A( R - BCS .End
0 B' { M. w5 |$ X( N( D - CLC! Y e6 E$ G+ Q# z Z
- ADC #101 Y# I* J. Q2 n7 O8 Z
- CMP FC_Music_Max_Index& L( v, `/ h/ b" u( }$ i
- BCC .Next_10
9 u2 b( Z/ s! _5 Z - LDA FC_Music_Max_Index" P4 |3 t4 O! u
- .Next_101 r% G, M* i9 r5 |) D( E+ u, A+ E
- STA FC_Music_Index8 g6 j8 l$ H5 t$ W2 W: P) Q
- JSR Music_Init_Process
3 J: F. ?- L4 s2 l& K9 z - .End
5 x9 a8 d* G- [! e; {' u0 ~' Q - RTS
+ B! _: K6 u2 D
7 ?7 H6 j' M9 P# H) }4 \) H' O7 S- ;----------------------------------------------------------------------
# N6 I9 O& j% Z - ;8位十六进制转3位十进制制
. G8 v# T- u' d - Hex8ToDec
( _2 Q0 @! f1 D6 j! | - STA FC_Dec_Data_1
5 v% y* P7 d0 `! F - LDA #$00. V* x# j6 E# s, ~+ |- n1 S6 H
- STA FC_Dec_Data_100+ b$ i& {, q' y- E# U2 u- W4 `
- STA FC_Dec_Data_10. `: d( I, {% Y! k0 k% M- l
- LDA FC_Dec_Data_1+ J, p& O1 _% @" X/ i0 a+ W& M1 c% ?
- .Convert_1005 g' Q( J* w6 d0 L
- CMP #100
7 Q& Y# Z8 ?7 h( }7 W$ y8 B0 J- ` - BCC .Convert_10
& {1 \1 u$ S4 u! I& m m - SEC; Z5 r g# q8 f2 B8 o0 M( F* n
- SBC #100: v$ x9 {& N/ r/ u/ c8 u: C u
- INC FC_Dec_Data_100
/ Y5 ^8 [% n& H5 E! J4 @& c1 S" } - BNE .Convert_100. ?0 h- M( n3 X* T9 v4 `
- .Convert_10
7 o* J7 K$ s$ \+ X& O2 G3 c - CMP #10
# F6 c i! }+ r) _ - BCC .End
! P2 c* R) g1 V - SEC
5 J- J" Y0 S$ J- A - SBC #10& e$ I& a a* O- H! ?2 j
- INC FC_Dec_Data_10
! O2 m& T: S6 i* {5 c- z' G; r5 V - BNE .Convert_10
+ y9 \- D- f' o* \ - .End
5 R2 [9 M6 h3 S$ q7 h - STA FC_Dec_Data_1$ D& e2 o: @+ D |/ Q& i: z
- RTS7 h: @+ J% v* q" c/ w& b
8 K7 M4 Y) B; K* e- ;----------------------------------------------------------------------$ ^; |' ~6 x+ F( j9 ^
- ;显示曲目信息/ z4 F; @) k8 X; b: w5 j. @
- Music_Info_Display
" E% W5 W$ l5 k - LDX FC_PPU_Buf_Count
# ?6 f, {+ z i/ n0 [$ n; V j - LDA #PPU_WRITE_MODE_CNT_LINE% x2 z: b" ~' e
- STA Use_PPU_Buffer,X6 S( J/ i2 T8 V
- INX
- {0 T1 J% t; {6 T1 a& D4 w$ z -
@3 v7 T9 d! n% K - LDA #>MUSIC_INFO_POS6 a3 ?. O% U7 {3 p
- STA Use_PPU_Buffer,X$ P8 L# }- g2 x9 U6 F
- INX8 w" b* @ x- U, j4 W5 ?
-
- e1 w y s2 v" @) u - ;居中: x3 U7 }) @, ^/ e$ C7 c4 t
- LDA #<(MUSIC_INFO_POS & $E0) + (32 - 5)/2, o$ ~; f2 r7 Y1 i. Y8 V/ z
- STA Use_PPU_Buffer,X
# f( r# p2 P# o, d/ Y# K8 I - INX# {: S# f, q! S0 |$ \$ W! ?
- 9 B2 l- H, w/ q6 c# L( H1 g
- LDA #$05
9 V, s9 C4 V" b - STA Use_PPU_Buffer,X* p: ?2 ]6 p! F+ c/ S4 @& o
- INX- F7 ^& x% e! r! M
-
& y" R. a/ {: B0 n; _7 P* o/ S - LDA FC_Music_Index
" C& {# H4 o( o - CLC$ d: Y7 k. k0 S7 B
- ADC #$01% H# O% c; C% f; N- g( [ E! z
- JSR Hex8ToDec
4 R& |2 S; E2 o' E0 A1 X - / `, b$ q+ F/ e$ |
- LDA FC_Dec_Data_10
# P w8 e" c9 } g8 u/ y% u - CLC
8 [- |: c3 _& L7 T* B9 g& o/ h - ADC #'0'$ s& Z* }" R$ a
- STA Use_PPU_Buffer,X( P& Q2 f. [2 a8 c" @0 F
- INX
5 s2 ]( H& P" z -
A1 O Q! k+ Z - LDA FC_Dec_Data_14 M ~8 q% [- r
- CLC
7 S5 f+ m" T+ p3 F5 N - ADC #'0' s! p( r& ~2 h4 ~" k3 A
- STA Use_PPU_Buffer,X
* o, |0 m2 V2 f8 V3 R" @8 G - INX
6 _+ [+ V p! ]0 a - ' }, P' I j2 ]' |0 p; `. A
- LDA #'/'
+ z, u" n2 h9 d. V; _( \' ` - STA Use_PPU_Buffer,X
2 |7 n, h8 l; ^ - INX
% z: H' W: B& K5 {! h6 b3 @. L - , f" U& X. Z1 z8 G* }0 P/ J
- LDA FC_Music_Max_Index
' H4 Q0 l7 [% E* S3 i8 o; b1 ` - CLC
: x1 R/ W( f6 w4 Z8 ~, P" L - ADC #$01
# {" _8 \- z! {+ y& O6 | - JSR Hex8ToDec
/ @* x0 i! q; \# Y; D -
2 a- {1 y# ?8 c1 D$ f# S - LDA FC_Dec_Data_103 x7 P' u) ]! j4 v: g$ a' B
- CLC
- t+ a$ D( ?" i1 R' Z( P) k - ADC #'0'
+ \" q/ ~# V. z9 u7 Q) W - STA Use_PPU_Buffer,X
! O9 f, K: o: Y; R - INX
$ c* f) {$ I- w; @% u% ? -
+ I4 x5 E$ t8 o - LDA FC_Dec_Data_1
0 V2 h& S* `9 A7 t - CLC# g, ?6 R) ^1 }
- ADC #'0'
0 m1 W% L+ ^8 R4 { - STA Use_PPU_Buffer,X; }/ M& M" ]8 j2 _% U$ S2 Q
- INX& M4 }- V1 ~& P' k, L
-
" \1 c0 p2 @( D- \ q8 b - .End
% m% {7 H5 Q F - STX FC_PPU_Buf_Count
( S n4 u: _2 I - RTS x" T( e& G; m# B
- 5 r# q6 T3 D% K* X, {7 \
- ;----------------------------------------------------------------------% c$ [. q' U4 Y. w' h, r
- ;音乐曲目初始化处理
0 e1 L( b) W$ ^' H% I# P9 Z. R - Music_Init_Process/ r" h+ [5 C" u+ g
- PHA% J, U6 R5 X( }. \
- JSR Music_Clear_Process
/ x/ \. H# _( L: J - LDA #$1F y% ^# n9 ~7 e* o, J Z. m* C! ?9 i
- STA $4015" `6 H! `1 @ I$ G+ ~
- PLA
4 D9 ]. p0 H8 f+ ?) d0 } - JSR Music_Init_Addr
+ b/ @$ {9 [7 X - JSR Music_Info_Display9 W, ]; [1 M' G% l
- RTS. D2 ?7 G5 M0 e
- ' F( S8 U: o6 D- `5 Y: A |
- ;----------------------------------------------------------------------8 s4 A) P: _$ ]' g; H2 D. W" H8 \
- ;音乐播放处理+ L3 I; Q: {) A0 q% _2 J. Z+ R5 r9 m
- Music_Play_Process# T. m1 \7 Z1 o7 q1 \
- JSR Music_Play_Addr* z# t8 I4 ]5 Z. q+ e
- RTS$ {) n$ X3 m: J. z/ @
- 0 u2 h0 Y) b0 u6 D% P5 Q5 @
- ;----------------------------------------------------------------------4 F8 ^" Q; D$ D5 B. I8 L, Z4 s5 t
- ;音乐播放处理
1 R" Y" |! F4 ~+ r) z - Music_Clear_Process
# C8 Z) b, J: a4 V0 @0 C8 e - .IF Music_Clear_Addr' ~% c6 w, L8 M/ t* @3 n9 d3 Q
- JSR Music_Clear_Addr
( g; U9 m& ^2 J0 a3 \. } - RTS+ M7 K4 V( Z7 J/ [6 G, m1 }
- .ELSE
# q7 e: o$ o- T% _( T4 M9 B% M3 S1 t& ] - LDA #$1F- P$ i1 Z' \4 D6 V2 B7 V1 v$ b( |
- STA $4015
/ k: W9 Q7 N" t - LDA #$00
& e. x8 u' b4 _6 k. ^" Y4 O4 u - STA $40101 |- X( E- W$ a, z% H" ]+ P- B. B7 M
- LDX #$001 G5 p7 z% A" R4 N/ W. f
- LDA #$00
4 y0 s8 b- }- D/ W7 l7 i - ' q: @$ |, F0 p6 m8 M6 [" _6 ]
- .Music_Clear_Zreo_Page_0; z. j+ v; Q7 |- O$ C
- STA $00,X
2 d# J. a0 F: B# }) Q: a - INX
5 K4 \0 e" s9 u# S( z! {( n R - CPX #Use_Zero_Page_Begin
/ k1 h# E5 g* j3 `1 q - BCC .Music_Clear_Zreo_Page_0% ]3 a# a# _0 E2 C, j4 L
-
" h3 @3 G& E$ T1 G1 |3 P - LDX #Use_Zero_Page_Begin + Use_Zero_Page_Size
2 B! y( c: N+ H. I. d - .Music_Clear_Zreo_Page_19 q0 z- b% S" I! O: [
- STA $00,X
- f0 `% Z+ A% x+ O6 O# R - INX1 C& o, z% P" w8 C6 @2 X9 `+ y
- BNE .Music_Clear_Zreo_Page_1
7 B$ G4 ^4 Y, X9 e -
6 X* B# @* n. O! O( c - Music_Clear_Process_19 f/ L- M& F% I2 r" y. ~' H
- STA $0600,X
7 F$ N% `! Z( O( e6 k0 X - STA $0700,X
- F: \! l) \2 i0 ^ - INX
7 @4 j# b# X5 X8 @ - BNE Music_Clear_Process_1
) [ |2 Q6 c- H/ O - LDA #$10
/ k7 G( b& j" J% v5 s2 Q2 Z - STA $4000
" c& f3 i! w0 i* f; r! w* d - STA $4004& R7 K: E# S6 H- E
- STA $400C! M- C, I& n8 H: l0 V1 g
- LDA #$00
; p) @* f7 E9 L. h/ w' w/ X - STA $4008
: E x" n$ S, m3 y3 h5 l - LDA #$0F7 Z' ~" m5 w, ]) Z4 G
- STA $4015
" O/ }8 }. I: U& M% j6 o - .ENDIF0 H8 R7 Q9 ]* a6 _5 Y( L
-
4 R) L/ _) e$ k1 q2 E - RTS* G1 ~+ l) Q& C+ t( ^$ |
4 @1 |2 N7 g ^0 G- ;======================================================================
" ]& E$ {7 L% w9 `' z) I7 q - ;重启处理
* ] l# F a+ d; ]) J - Reset_Program
- u C) m+ V- C; g/ Q - SEI, T1 I6 r! }0 `5 H0 O
- CLD
* E" L1 {6 G: u1 I8 ?2 _& I - LDA #$008 ]: R7 f6 m% Z0 r* z5 }" V' D
- STA PPU_CTRL
( u: S: ^6 N, i+ X# A: M: l2 Q: N2 f! f - STA PPU_MASK1 X. y9 d7 u$ B5 D. D3 W W
- STA JOY2_FRAME
4 y! L" }5 q; E3 |0 b) { - STA APU_STATUS
- s; B9 a9 a& R0 T# a& |" |+ ] - + h; ]' O4 N- ?; N, x/ P
- ;等待屏幕准备完毕 r0 l: h- C, S9 R [4 p Y8 Y1 w
- LDX #$02
( }$ g6 z5 |+ R/ ^ - .Wait_For_Screen_Ready
- A# u* q; M% @ - LDA PPU_STATUS
' Q: u7 T) l8 N. j - BPL .Wait_For_Screen_Ready
9 z# s) n5 F8 N: Y: ?( x ?$ F - DEX" o* s$ ?( n+ X; u7 U
- BNE .Wait_For_Screen_Ready% l: G# x1 O$ Z
-
' b) C( W7 g, q+ w/ V' ] - ;清空调色板9 _$ a* q1 T$ `0 U) n. |
- Palette_Clear
( \6 f! E9 j2 w) X - LDA #$3F
+ v- c4 e: V. g7 H - STA PPU_ADDRESS6 j& z' w3 V- p- `
- LDA #$00
; k* I3 `4 k! H, [) Y8 { - STA PPU_ADDRESS
* u6 u2 u/ g$ ` - LDX #$20
) V8 h8 @/ I; c8 ^$ K# Y2 f - LDA #$0F
7 [" e1 C& O0 ^1 h: q$ J - .Write_Data
! M0 I' m9 I8 x \7 M - STA PPU_DATA
9 q0 J% e4 U o! _0 o; h8 t5 H S - DEX& |' Y6 Q' e1 T6 o
- BNE .Write_Data1 p. s n5 \& a8 n
- , f* t$ y( E v- Q8 W; f
- ;清除声音 $4000-4013! r8 F; b) }" n8 ]. J
- LDY #$14
- W: E5 U' l1 j& U/ S) L - LDX #$00/ W0 C) i# z) n% r
- .Sound_Clear
' e5 a% M; V+ M0 |% M - STA $4000,X
& A- h6 n; |- L/ x$ A& m - INX
! [7 l X( o7 E3 G* r, V - DEY
+ ]3 [/ S, j1 L9 d - BNE .Sound_Clear
{/ ?8 x" X6 J' p$ o7 j - ( M; T" x5 ]: L2 [+ o) _
- ;清除 RAM $0000-07FF
6 f% J! S5 p+ |. e. I# N - LDA #$009 |9 o4 u; x8 I
- STA $00& k6 a* _6 C3 ~
- STA $015 j/ p3 R( c$ t% ~" _
- TAY3 }9 y2 Z% l4 P
- LDX #$08
( V9 R6 {4 C: f; b - .Memory_Clear" c; C/ n" Y+ ?2 Y5 l+ D2 y/ n
- STA [$00],Y
# A; ^9 E- H6 O& g - INY
6 B9 [ d, } s0 o6 P ?5 E, | - BNE .Memory_Clear* o; @. u& M$ H" R, L0 y
- INC $01/ l, n; y6 x6 H0 e9 I {; o/ e
- DEX g8 C& ?( A7 V* @1 f
- BNE .Memory_Clear
7 u! X3 a! @6 R* F5 F" @ -
6 @: V6 J' S3 b2 e. e6 p& y( S& ~ - ;精灵缓冲初始化$ s& A6 Q3 R1 t5 E0 _, x
- LDX #$007 A7 ^2 Y8 F6 e/ }$ ~6 `& V( {
- LDA #$F8
5 t* K' E5 ]9 F$ H9 H - .OAM_Clear7 P3 S3 W* U7 m4 p# b& m
- STA OAM_DMA_Buffer,X
. s# e T/ J1 d/ }& P - INX/ u0 @+ |- ?0 c% A- c( P
- BNE .OAM_Clear% Z8 }4 V2 |0 a9 Q6 E+ b8 \/ h
- + j9 r9 ^1 I, I
- ;栈指针初始化
" n$ h$ a9 Z0 c5 Z( m - LDX #$FF
6 B/ U+ V1 z6 Y7 }4 K - TXS
5 ]" b* h, R0 I n% O2 V# R [. V -
/ ?% o6 _/ M- S7 w9 p! z - JSR Nametable_Clear;命名表清空
$ ?& P! |) J8 ^7 w - JSR Palette_Init;初始化调色板缓冲" Q; u( X/ ~# G7 t/ `. k c+ m
- JSR Static_Text_Init;初始化静态文本5 x2 l9 a) |! L j6 w# M
- : o: U$ v j2 ~! g( N- l
- LDA #MUSIC_ITEM_TOTAL - 1) n& Y+ d( W% P: L
- STA FC_Music_Max_Index
0 ^+ o6 s$ u, T$ o. F9 } -
0 ~- d2 W% Y7 v( m! Q - LDA #$1F% A& W/ @# `3 P P7 A6 I6 ?
- STA APU_STATUS. K: L6 Z2 s2 u: }6 E7 _2 F
- LDA #MUSIC_BGM - 1
* u3 A1 k" p& `: E! u7 }' _$ J1 ^- l1 k - STA FC_Music_Index' `7 }0 v1 j3 q( b6 L
- JSR Music_Init_Process;音乐播放- {, ^% h; W( J2 n8 W- \
- / w7 U6 q. ?1 V
- ;设置屏幕显示状态缓冲(当NMI处理时控制屏幕显示状态)9 Z+ L. D8 K' D& L
- LDA #$1E2 N. s9 g$ w0 s+ U
- STA FC_PPU_Mask_Buf
7 }$ u& q5 W- ?' I* u+ j& l -
, ?6 w Z% X i: w - ;启用NMI处理& U2 h$ C4 M! R8 P4 g
- LDA #$80! j* G( ~/ y. m+ |- u
- STA PPU_CTRL
7 w K5 o$ `4 R; ]- X" Y - 5 i7 i) ]* y' y- a% g
- ;程序循环, 剩余工作交给 NMI 中断处理
! J9 m8 z. X: C9 L. d/ j" I) M - .Loop
3 H8 L V* b4 P4 b6 j: d - JMP .Loop
- z5 d8 d, U) Z9 e* }6 W - ; B! `# A, E/ Q5 v! j- b5 p
- ;======================================================================
7 ~7 u/ I; q' c" s) j s - ;不可屏蔽中断处理
; F ^! b! x. [( m, g3 m6 o - Nmi_Program
C$ J3 w1 R4 { - PHA" \' @1 y/ D" M1 G5 r( `
- TXA
2 T- ?! h5 J5 @ - PHA
) x( ]6 q, N. G7 `8 Q/ j/ w# U - TYA
* m/ `2 y: q' ]4 {# o7 g5 H - PHA
! U& ^# T- B. F( j4 T$ n -
' Y( }1 j: u# B& m) P" c - LDA PPU_STATUS;读取使得 PPU状态寄存器复位 T3 Y6 c: C- L2 J5 ~
- 3 z% M$ t, z% _( E
- JSR FC_PPU_Procrss;PPU处理: S& U. V) S; Y0 G! V
- 4 p6 B/ V! r2 T+ k; b
- ;精灵内存更新: p% N8 H7 V1 U" J7 c
- LDA #$00
4 z2 c0 H4 u+ x. S( ~ - STA PPU_OAM_ADDR
9 z% x" [- d1 b% D" J) P - LDA #OAM_DMA_Buffer / $0100
5 @4 p( k f% _- P O, g* Y - STA OAM_DMA
% O4 n: Y) ]- s1 P* _/ V3 m ?2 W3 p -
: j% q* P1 M r- n5 a; J - JSR FC_Gamepad_Process;手柄输入处理: Q/ y6 B6 ~0 L; c
- JSR Music_Select_Process;音乐选曲处理( V4 v- s: H" T( Z- y
- JSR Music_Play_Process;音乐播放处理/ U% ^& Z, L4 B& k% l
-
6 l- W$ h0 k1 W: V2 w) s - PLA/ f4 S* y1 O3 Z+ }4 c* K" m2 p
- TAY
! J' e; J( J0 U- s - PLA: e0 Q# Z3 W1 h+ c
- TAX
, q! J. y% I$ F4 D% u - PLA. C/ M0 O7 B" k! m( E7 a
- F( o" X8 \- @$ U L3 _# f, e: C
- RTI% y1 `; [% \* o+ ]. F6 M8 u
5 E# b- D& ?/ `- ;======================================================================
) N1 P, W# T( B6 o+ U& a1 S) r - ;请求中断处理
: x4 [6 }* I4 l* g7 z - Irq_Program( Y$ E; a+ C: @6 ?$ X4 \
- RTI
2 T- u4 k; D9 z( P - ' ?1 ~2 Q4 i7 H6 g+ S4 S
- ;======================================================================3 U' W1 j. q5 n$ a# F! P. \6 o- Y
- ;中断向量表1 ] l1 m9 i8 M
- .ORG $FFFA) m# ?% \0 F! ^3 Z$ K" E6 e" j9 K
- .DW Nmi_Program ;NMI触发时执行: d% Z! K3 J# J) d- G3 M( D6 u
- .DW Reset_Program ;载入ROM时最先执行
9 E+ e& b! G( Y# [ - .DW Irq_Program ;IRQ触发时执行
" X4 s R4 l7 @8 ^! Z
复制代码 0 e5 X/ }! X# }
& S: M" I0 X9 Z) t
* U, M6 b8 i4 ~# H. _https://gitee.com/flame_cyclone/nesasm_3_2 |
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