FC忍者神龟格斗可视化hack源码

发布时间:2023年12月26日

[FC][忍者神龟格斗][最佳可视化][Final]
时间:2023.12.22
作者:FlameCyclone
内容:
1.可视化功能菜单 ??
? ? (1)菜单按键操作
? ? ? ? 1.上下键: 移动选项
? ? ? ? 2.左右键: 翻页
? ? ? ? 3.选择键: 翻转功能开关
? ? ? ? 4.开始键: 退出菜单
? ? ? ? 5.B键: 启用功能
? ? ? ? 6.A键: 禁用功能
? ??
? ? (2)功能列表
? ? ? ? ?1.时间锁定: 剩余时间不减
? ? ? ? ?2.击杀玩家1: 玩家1被击败
? ? ? ? ?3.击杀玩家2: 玩家2被击败
? ? ? ? ?4.血量锁定: 剩余血量不减
? ? ? ? ?5.快捷技能: B/A + 选择键释放技能
? ? ? ? ?6.拥有能量球: 保持拥有能量球状态, 选择键发射

2.其他
? ? (1)进入可视化菜单后背景音乐将会继续播放
? ? (2)翻页, 移动光标, 启用禁用功能, 翻转功能时均有音效
? ? (3)进入可视化菜单时光标将保持上次退出时的位置
? ? (4)故事模式下可选所有角色

工程总览:

编译环境(Visual Code):

运行效果:

程序主要逻辑(6502汇编)

[FC][BestVisible][Main].asm

;[FC][BestVisible]
;FlameCyclone
;20231207

        .INCLUDE "[FC][BestVisible][Config].asm"
        .INCLUDE "[FC][BestVisible][Data].asm"

	.ORG $0000
	.BASE $00
	.HEX 4E 45 53 1A
	.DB NES_16KB_PRG_SIZE, NES_8KB_CHR_SIZE
	.DB ((Mapper & $F) << 4) | Trainer | FourScreen | Battery_backed | Mirroring
	.DB (Mapper & $F)

;==================================================
;程序开始地址
 BANK_ORG PROGRAM_BANK, PROGRAM_ADDR
;==================================================
;程序入口
VisibleProcess
 ;非暂停状态直接结束
 LDA Rom_Pause_Addr
 AND #Rom_Pause_Val
 BEQ .VisibleProcess_End

 ;未按下选择键直接结束
 LDA Rom_Gamepad_Once
 CMP #GAMEPAD_SELECT
 BNE .VisibleProcess_End
 PHA
 TXA
 PHA
 TYA
 PHA

 MACRO_PRG_RAM_ENABLE;启用 PRG RAM
 
 LDA #$80
 STA PPU_CTRL;仅启用NMI中断
 LDA #$00
 STA PPU_MASK;关闭显示
 
 JSR Init_Menu_Memory;菜单内存初始化

 ;备份栈, 防止栈深度过大导致异常
 TSX
 STX FC_Stack_Last
.Back_Stack
 LDA $0100,X
 STA Stack_Bak_Addr,X
 INX
 BNE .Back_Stack
 LDX #$FF
 TXS
 
 ;备份占用的几个地址
 LDA FC_PPU_Status
 PHA
 LDA Rom_Ppu_Mask
 PHA

 ;设置菜单标记
 LDA #MENU_MODE_FLAG
 STA Rom_Ppu_Mask
 
 JSR Backup_Data;备份数据
 
 ;载入上次的页起始索引与功能选项索引
 LDA FC_Page_Index_Last
 STA FC_Page_Cur
 LDA FC_Item_Index_Last
 STA FC_Select_Index
 
 JSR Program_Begin;可视化菜单开始
 
 ;记录本次的页起始索引与功能选项索引
 LDA FC_Select_Index
 STA FC_Item_Index_Last
 LDA FC_Page_Cur
 STA FC_Page_Index_Last
 
 JSR Recovery_Data;恢复数据

 ;恢复占用的几个地址
 PLA
 STA Rom_Ppu_Mask
 PLA
 STA FC_PPU_Status

 ;恢复栈
 LDX FC_Stack_Last
.Recovery_Stack
 LDA Stack_Bak_Addr,X
 STA $0100,X
 INX
 BNE .Recovery_Stack
 LDX FC_Stack_Last
 TXS
 
 ;防止触发开始键
 LDA #GAMEPAD_START
 STA Rom_Gamepad_Keep
 LDA #$00
 STA Rom_Gamepad_Once

 ;恢复屏幕显示控制
 LDA Rom_Ppu_Ctrl
 STA PPU_CTRL

 PLA
 TAY
 PLA
 TAX
 PLA

.VisibleProcess_End
 RTS
 
;==================================================
;菜单内存初始化
Init_Menu_Memory
 LDA FC_Menu_Init_Flag
 CMP #MENU_INIT_FLAG
 BEQ Init_Menu_Memory.End
 LDX #$00
 TXA
Init_Menu_Memory.Write
 STA FC_Menu_Used_Addr,X
 INX
 BNE Init_Menu_Memory.Write
 LDA #MENU_INIT_FLAG
 STA FC_Menu_Init_Flag
Init_Menu_Memory.End
 RTS

;==================================================
;备份数据
Backup_Data
 JSR Backup_Zero_Page_RAM;备份零页内存(3597周期)
 JSR Backup_PPU_Buf_Used;备份PPU缓冲占用内存(3597周期)
 
 JSR Clear_PPU_Palette;调色板清理(399周期)
 JSR VBlank_Palette_Enable;启用调色板(20周期)
 JSR Wait_For_VBlank_Finished;等待VBlank处理完毕
 
 JSR Init_Zero_Page_RAM;初始化零页占用内存(289周期)
 JSR Backup_PPU_2000_23FF;备份命名表(15461周期)
 
 JSR Wait_For_VBlank_Finished;等待VBlank处理完毕
 JSR Init_OAM_RAM;初始化精灵内存(2323周期)
 JSR Clear_PPU_2000_23FF;清空命名表(9273周期)
 RTS

;==================================================
;恢复数据
Recovery_Data
 LDA #$00
 STA FC_PPU_Status;关闭显示
 STA FC_NMI_Proc_Flag;不处理任何任务
 
 JSR Recovery_PPU_Palette;恢复调色板(525周期)
 JSR VBlank_Palette_Enable;启用调色板
 JSR Wait_For_VBlank_Finished;等待VBlank处理完毕
 
 JSR Recovery_PPU_2000_23FF;恢复命名表(14565周期)
 JSR Recovery_PPU_Buf_Used;恢复PPU缓冲占用内存(3633周期)
 JSR Recovery_Zero_Page_RAM;恢复零页备份(3632周期)
 RTS

;==================================================
;清空命名表
Clear_PPU_2000_23FF
 JSR Set_PPU_Name_Table_Addr
 LDX #$00
 LDY #$04
 TXA
Clear_PPU_2000_23FF.Write
 STA PPU_DATA
 DEX
 BNE Clear_PPU_2000_23FF.Write
 DEY
 BNE Clear_PPU_2000_23FF.Write
 RTS

;==================================================
;设置PPU命名表地址
Set_PPU_Name_Table_Addr
 ;LDA PPU_STATUS
 LDA #$20
 STA PPU_ADDRESS
 LDA #$00
 STA PPU_ADDRESS
 RTS

;==================================================
;设置PPU调色板地址
Set_PPU_Palette_Addr
 ;LDA PPU_STATUS
 LDA #$3F
 STA PPU_ADDRESS
 LDA #$00
 STA PPU_ADDRESS
 RTS

;==================================================
Get_Name_Table_Bak_Addr_And_Size
 LDA #<PPU_Name_Table_Bak_Addr
 STA FC_Data_L
 LDA #>PPU_Name_Table_Bak_Addr
 STA FC_Data_H
 LDY #$00
 LDX #$04
 RTS

;==================================================
;备份PPU命名表
Backup_PPU_2000_23FF
 JSR Set_PPU_Name_Table_Addr
 JSR Get_Name_Table_Bak_Addr_And_Size
 LDA PPU_DATA
Backup_PPU_2000_23FF.Write
 LDA PPU_DATA
 STA (FC_Data_L),Y
 INY
 BNE Backup_PPU_2000_23FF.Write
 INC FC_Data_H
 DEX
 BNE Backup_PPU_2000_23FF.Write
 RTS

;==================================================
;恢复PPU命名表
Recovery_PPU_2000_23FF
 JSR Set_PPU_Name_Table_Addr
 JSR Get_Name_Table_Bak_Addr_And_Size
Recovery_PPU_2000_23FF.Write
 LDA (FC_Data_L),Y
 STA PPU_DATA
 INY
 BNE Recovery_PPU_2000_23FF.Write
 INC FC_Data_H
 DEX
 BNE Recovery_PPU_2000_23FF.Write
 RTS

;==================================================
;备份零页占用RAM
Backup_Zero_Page_RAM
 LDX #$00
Backup_Zero_Page_RAM.Write
 LDA $00,X
 STA Zero_Page_Bak_Addr,X
 INX
 BNE Backup_Zero_Page_RAM.Write
 RTS

;==================================================
;恢复零页占用RAM
Recovery_Zero_Page_RAM
 LDX #$00
Recovery_Zero_Page_RAM.Write
 LDA Zero_Page_Bak_Addr,X
 STA $00,X
 INX
 BNE Recovery_Zero_Page_RAM.Write
 RTS

;==================================================
;初始化零页占用RAM
Init_Zero_Page_RAM
 LDX #USE_RAM_SIZE - 1
 LDA #$00
Init_Zero_Page_RAM.Write
 STA Use_Ram_Begin,X
 DEX
 BNE Init_Zero_Page_RAM.Write
 STA Use_Ram_Begin,X
 RTS

;==================================================
;备份PPU缓冲占用
Backup_PPU_Buf_Used
 LDX #$00
Backup_PPU_Buf_Used.Write
 LDA FC_PPU_Buffer,X
 STA PPU_Used_Bak_Addr,X
 INX
 BNE Backup_PPU_Buf_Used.Write
 RTS

;==================================================
;恢复PPU缓冲占用
Recovery_PPU_Buf_Used
 LDX #$00
Recovery_PPU_Buf_Used.Write
 LDA PPU_Used_Bak_Addr,X
 STA FC_PPU_Buffer,X
 INX
 BNE Recovery_PPU_Buf_Used.Write
 RTS

;==================================================
;初始化精灵内存
Init_OAM_RAM
 LDX #$00
 STX PPU_OAM_ADDR
 LDA #$F8
Init_OAM_RAM.Write
 STA PPU_OAM_DATA
 INX
 BNE Init_OAM_RAM.Write
 RTS

;==================================================
;恢复调色板
Recovery_PPU_Palette
 LDX #$00
Recovery_PPU_Palette.Write
 LDA Rom_Pal_Addr,X
 STA FC_PPU_Palette,X
 INX
 CPX #$20
 BCC Recovery_PPU_Palette.Write
 RTS

;==================================================
;初始化调色板
Init_PPU_Palette
 LDX #$00
Init_PPU_Palette.Write
 LDA Palette_Data,X
 STA FC_PPU_Palette,X
 INX
 CPX #$20
 BCC Init_PPU_Palette.Write
 RTS

;==================================================
;清空调色板
Clear_PPU_Palette
 LDX #$00
 LDA #$0F
Clear_PPU_Palette.Write
 STA FC_PPU_Palette,X
 INX
 CPX #$20
 BCC Clear_PPU_Palette.Write
 RTS

;==================================================
;设置CHR图形
Init_CHR_Bank
 LDX #$05
Init_CHR_Bank.Write
 STX $8000
 LDA CHR_Data,x
 STA $8001
 DEX
 BPL Init_CHR_Bank.Write
 RTS

 .INCLUDE "[FC][BestVisible][Cursor].asm"
 .INCLUDE "[FC][BestVisible][Function].asm"
 .INCLUDE "[FC][BestVisible][PPU].asm"
 .INCLUDE "[FC][BestVisible][Gamepad].asm"
 .INCLUDE "[FC][BestVisible][Page].asm"
 .INCLUDE "[FC][BestVisible][Text].asm"
 
;==================================================
;程序开始
Program_Begin
 JSR Init_CHR_Bank;初始化图形Bank
 
 JSR Init_PPU_Palette;设置调色板
 JSR VBlank_Palette_Enable
 JSR Wait_For_VBlank_Finished

 ;设置页选项缓冲数量
 LDA #FC_PAGE_INIT_BUF_SIZE
 STA FC_Page_Update_Max
 
 JSR VBlank_Text_Enable

 ;开启显示
 LDA #$0E
 STA FC_PPU_Status

 JSR Page_Text_Update;更新页选项内容

 ;禁用触发选择键与开始键
 LDA #GAMEPAD_SELECT | GAMEPAD_START
 STA FC_Gamepad_Buf
 
 JSR VBlank_Gamepad_Enable;启用输入
 
;==================================================
;循环等待(直到按下开始键)
Main_Loop
 LDA FC_NMI_Proc_Flag
 AND #FC_NMI_PROC_TYPE_EXIT
 BEQ Main_Loop
 RTS
 
;==================================================
;NMI中断处理
NMI_Process
 LDA #$00
 STA PPU_MASK
 
PPU_Text_Process_With_Flag;PPU文本处理检查
 LDA FC_NMI_Proc_Flag
 AND #FC_NMI_PROC_TYPE_TEXT
 BEQ .PPU_Text_Process_With_Flag_End
 JSR FC_PPU_Text_Process;PPU文本处理
.PPU_Text_Process_With_Flag_End

PPU_Palette_Process_With_Flag;PPU调色板处理检查
 LDA FC_NMI_Proc_Flag
 AND #FC_NMI_PROC_TYPE_PALETTE
 BEQ .PPU_Palette_Process_With_Flag_End
 JSR FC_PPU_Palette_Process;PPU文本处理
.PPU_Palette_Process_With_Flag_End

 JSR Show_Select_Cursor;光标显示
 
 LDA #$00
 STA FC_PPU_Buffer
 STA PPU_ADDRESS
 STA PPU_ADDRESS
 STA PPU_SCROLL
 STA PPU_SCROLL
 LDA FC_PPU_Status
 STA PPU_MASK
 
 MACRO_ROM_SOUND_CHECK;取消音乐暂停

;==================================================
;输入处理检查
Gamepad_Process_With_Flag
 LDA FC_NMI_Proc_Flag
 AND #FC_NMI_PROC_TYPE_GAMEPAD
 BEQ .Gamepad_Process_With_Flag_End
 JSR Gamepad_Process;按键处理

 .IF FC_GAMEPAD_BURSTS
 JSR Gamepad_Bursts;按键超时连发处理
 .ENDIF
 
 LDA FC_Gamepad_Once
 .IF 0 == FC_DOUBLE_PLAYERS
 ORA FC_Gamepad_Once + 1
 .ENDIF
 STA FC_Gamepad_Merge
.Gamepad_Process_With_Flag_End

;==================================================
;功能处理检查
.Function_Process_With_Flag
 LDA FC_NMI_Proc_Flag
 AND #FC_NMI_PROC_TYPE_GAMEPAD
 BEQ .Function_Process_With_Flag_End
 
 JSR Check_For_Exit;退出检查
 JSR Select_Item_Proc;选择选项处理
 JSR Function_State_Proc;功能状态处理
 
.Function_Process_With_Flag_End
 
 JSR Music_Play;音乐播放
 
 ;清除VBlank标记
 LDA FC_NMI_Proc_Flag
 AND #FC_NMI_PROC_TYPE_VBLANK ^ $FF
 STA FC_NMI_Proc_Flag
 
 JMP Rom_Nmi_Proc_End

;==================================================
;播放选项变化音乐
Play_Music_For_Item_Change
 LDA #FC_ITEM_CHANGE_SOUND
 JSR Music_Select
 RTS

;==================================================
;播放翻页变化音乐
Play_Music_For_Page_Change
 LDA #FC_PAGE_CHANGE_SOUND
 JSR Music_Select
 RTS

;==================================================
;播放功能翻转音乐
Play_Music_For_Function_Flip
 LDA #FC_FUNCTION_FLIP_SOUND
 JSR Music_Select
 RTS

;==================================================
;播放功能启用音乐
Play_Music_For_Function_Enable
 LDA #FC_FUNCTION_ON_SOUND
 JSR Music_Select
 RTS

;==================================================
;播放功能禁用音乐
Play_Music_For_Function_Disable
 LDA #FC_FUNCTION_OFF_SOUND
 JSR Music_Select
 RTS

;==================================================
;退出检查
Check_For_Exit
 LDA FC_Gamepad_Keep
 CMP FC_Gamepad_Once
 BNE .End
 LDA FC_Gamepad_Keep + 1
 CMP FC_Gamepad_Once + 1
 BNE .End
 LDA FC_Gamepad_Once
 ORA FC_Gamepad_Once + 1
 CMP #GAMEPAD_START
 BNE .End
 LDA FC_NMI_Proc_Flag
 ORA #FC_NMI_PROC_TYPE_EXIT
 STA FC_NMI_Proc_Flag
.End
 RTS

;==================================================
;等待VBlank处理完毕
Wait_For_VBlank_Finished
 LDA FC_NMI_Proc_Flag
 ORA #FC_NMI_PROC_TYPE_VBLANK
 STA FC_NMI_Proc_Flag
.Wait
 LDA FC_NMI_Proc_Flag
 AND #FC_NMI_PROC_TYPE_VBLANK
 BNE .Wait
 RTS

;==================================================
;启用文本处理
VBlank_Text_Enable
 LDA FC_NMI_Proc_Flag
 ORA #FC_NMI_PROC_TYPE_TEXT
 STA FC_NMI_Proc_Flag
 RTS

;==================================================
;禁用文本处理
VBlank_Text_Disable
 LDA FC_NMI_Proc_Flag
 AND #FC_NMI_PROC_TYPE_TEXT ^ $FF
 STA FC_NMI_Proc_Flag
 RTS

;==================================================
;启用调色板处理
VBlank_Palette_Enable
 LDA FC_NMI_Proc_Flag
 ORA #FC_NMI_PROC_TYPE_PALETTE
 STA FC_NMI_Proc_Flag
 RTS

;==================================================
;禁用调色板处理
VBlank_Palette_Disable
 LDA FC_NMI_Proc_Flag
 AND #FC_NMI_PROC_TYPE_PALETTE ^ $FF
 STA FC_NMI_Proc_Flag
 RTS

;==================================================
;启用输入处理
VBlank_Gamepad_Enable
 LDA FC_NMI_Proc_Flag
 ORA #FC_NMI_PROC_TYPE_GAMEPAD
 STA FC_NMI_Proc_Flag
 RTS

;==================================================
;禁用输入处理
VBlank_Gamepad_Disable
 LDA FC_NMI_Proc_Flag
 AND #FC_NMI_PROC_TYPE_GAMEPAD ^ $FF
 STA FC_NMI_Proc_Flag
 RTS

;==================================================
;选择选项处理
Select_Item_Proc

.Pre_Page;上一页
 LDA FC_Gamepad_Merge
 AND #GAMEPAD_LEFT
 BEQ .Next_Page
 JSR Play_Music_For_Page_Change
 JSR Switch_To_Pre_Page
 
.Next_Page;下一页
 LDA FC_Gamepad_Merge
 AND #GAMEPAD_RIGHT
 BEQ .Pre_Item
 JSR Play_Music_For_Page_Change
 JSR Switch_To_Next_Page

.Pre_Item;前一项
 LDA FC_Gamepad_Merge
 AND #GAMEPAD_UP
 BEQ .Next_Item
 JSR Play_Music_For_Item_Change
 JSR Switch_To_Pre_Item

.Next_Item;后一项
 LDA FC_Gamepad_Merge
 
 .IF FC_DOUBLE_PLAYERS
 AND #GAMEPAD_DOWN
 .ELSE
 AND #GAMEPAD_SELECT | GAMEPAD_DOWN
 .ENDIF
 BEQ Select_Item_Proc.End
 
 JSR Play_Music_For_Item_Change
 JSR Switch_To_Next_Item

Select_Item_Proc.End
 RTS

;==================================================
;功能状态处理
Function_State_Proc
 LDX #$01
.Start

.Enable;启用功能
 .IF FC_DOUBLE_PLAYERS
 LDA FC_Gamepad_Once,X
 .ELSE
 LDA FC_Gamepad_Merge
 .ENDIF
 CMP #GAMEPAD_B
 BNE .Disable
 JSR Play_Music_For_Function_Enable
 JSR Function_State_Enable
 JSR Function_State_Show
 JSR VBlank_Text_Enable
 
.Disable;禁用功能
 .IF FC_DOUBLE_PLAYERS
 LDA FC_Gamepad_Once,X
 .ELSE
 LDA FC_Gamepad_Merge
 .ENDIF
 CMP #GAMEPAD_A
 BNE .Flip 
 JSR Play_Music_For_Function_Disable
 JSR Function_State_Disable
 JSR Function_State_Show
 JSR VBlank_Text_Enable
 
.Flip;翻转功能状态
 .IF FC_DOUBLE_PLAYERS
 LDA FC_Gamepad_Once,X
 CMP #GAMEPAD_SELECT
 BNE .Next 
 JSR Play_Music_For_Function_Flip
 JSR Function_State_Flip
 JSR Function_State_Show
 JSR VBlank_Text_Enable
 .ENDIF

.Next
 DEX
 BPL .Start

Function_State_Proc.End
 RTS

;==============================
;可视化功能初始化
Visible_Init
 LDA #$00
 STA PPU_CTRL

 ;清空栈数据
 TSX
 LDA #$00

.Init_Stack;初始化栈
 STA $0100,X
 DEX
 BNE .Init_Stack
 STA $0100,X

 MACRO_PRG_RAM_ENABLE;启用 PRG RAM

.Init_PRG_RAM;初始化PRG RAM 
 LDA #$60
 STA $01
 LDA #$00
 STA $00
 TAY
 LDX #$20
.Write_Data;写入数据
 STA ($00),Y
 INY
 BNE .Write_Data
 INC $01
 DEX
 BNE .Write_Data

 LDX #$02
.Wait_For_VBlank;等待VBlank
 LDA PPU_STATUS
 BPL .Wait_For_VBlank
 DEX
 BNE .Wait_For_VBlank

 LDA Rom_Ppu_Ctrl
 STA PPU_CTRL

 RTS

 .INCLUDE "[FC][BestVisible][Static].asm"
 .INCLUDE "[FC][BestVisible][Game].asm"

[FC][BestVisible][Game].asm

;==================================================
INIT_VISIBLE_MEM            =   1;启用初始化程序
INSTRUCTION_OPTIMIZATION    =   1;指令优化

;==================================================
;暂停时按开始键中转
 BANK_ORG PRG_BANK_C000, $D30C
 JSR VisibleMenu
 NOP

;==================================================
;重启时初始化内存
 BANK_ORG PRG_BANK_E000, $F1FA
 .IF INIT_VISIBLE_MEM
 JSR Init_Function_Mem
 .ENDIF

;==================================================
;NMI中断中转
 BANK_ORG PRG_BANK_E000, Rom_Nmi_Addr
 JMP NmiProgram

;==================================================
;时间不减
 BANK_ORG PRG_BANK_E000, $EABF
 JSR Function_Lock_Time
 
;==================================================
;血量不减
 BANK_ORG $02, $803E
 JSR Function_Lock_Blood
 
;==================================================
;功能实现跳转
 BANK_ORG $02, $9D1F
 JSR Function_Implement
 
;==================================================
;故事模式可选全角色
Story_Mode_Select_All_Role
 BANK_ORG $06, $8112
 .DB $F0, $07
 
 BANK_ORG $06, $81E7
 LDY #$01
 NOP

;==================================================
;全角色最终boss处理
 BANK_ORG PRG_BANK_E000, $E24A
 JMP All_Role_Final_Boss_Process

;==================================================
;可视化处理入口
 BANK_ORG PRG_BANK_E000, $EF61
VisibleMenu
 LDA Rom_Pause_Addr
 BEQ VisibleMenu.End
 PHP
 SEI
 JSR Switch_Main_Bank   ;切换到可视化程序 bank
 JSR VisibleProcess     ;可视化处理
 JSR $F65F
 PLP
VisibleMenu.End
 MACRO_ROM_VISIBLE_RETURN
 RTS

;--------------------------------------------------
;初始化 可视化 所需内存
Init_Function_Mem
 .IF INIT_VISIBLE_MEM
 JSR Switch_Main_Bank   ;切换到可视化程序 bank
 JSR Visible_Init       ;可视化初始化
 .IF INSTRUCTION_OPTIMIZATION
 JMP $F2C6
 .ELSE
 JSR $F2C6
 RTS
 .ENDIF
 
 .ENDIF

;--------------------------------------------------
;选择音乐
Music_Select
 JSR $F690
 JMP Switch_Main_Bank

;--------------------------------------------------
;播放音乐
Music_Play
 JSR $F659				;切换音乐Bank

;--------------------------------------------------
;切换到主程序
Switch_Main_Bank
 LDA #$06
 STA $8000
 LDA #PROGRAM_BANK | $30
 STA $8001
 RTS

;==================================================
;NMI中断处理
NmiProgram

 ;读取清除Vblank标志, 防止重复进入
 LDA PPU_STATUS
 
 ;检查是否为菜单NMI
 LDA Rom_Ppu_Mask
 CMP #MENU_MODE_FLAG
 BEQ .Visible_NMI
 
 ;宿主 ROM NMI处理
 JMP Rom_Nmi_Proc_Beg
 
 ;菜单NMI处理
.Visible_NMI
 JMP NMI_Process

;全角色最终boss处理
All_Role_Final_Boss_Process
 LDA <$A3
 CMP #$07
 BCC All_Role_Final_Boss_Process.End
 LDA #$06
 STA <$A3
 STA <$9E
All_Role_Final_Boss_Process.End
 JMP $DC25

;--------------------------------------------------
;时间不减
Function_Lock_Time
 LDA $6012
 AND #$01
 BNE Function_Lock_Time.End
 DEC $0674
Function_Lock_Time.End
 RTS

;--------------------------------------------------
;血量不减
Function_Lock_Blood
 LDA $6010,X
 AND #$01
 BNE Function_Lock_Blood.End
 DEC $0590,X
Function_Lock_Blood.End
 RTS

;==================================================
 BANK_ORG PRG_BANK_E000, $FF00
;功能实现
Function_Implement

;杀死玩家
Function_Kill_Player
 ;奖励关卡检测
 LDA $95
 CMP #$19
 BNE Function_Kill_Player_1
 LDA $6012
 AND #$06 ^ $FF
 STA $6012
Function_Kill_Player_1
 LDA $6012
 AND #$02
 BEQ Function_Kill_Player_2
 LDA $6012
 AND #$02 ^ $FF
 STA $6012
 LDA #$00
 STA $0520
 STA $0521
 LDA #$04
 STA $0530
Function_Kill_Player_2
 LDA $6012
 AND #$04
 BEQ Function_Kill_Player.End
 LDA $6012
 AND #$04 ^ $FF
 STA $6012
 LDA #$00
 STA $0520
 STA $0521
 LDA #$04
 STA $0531
Function_Kill_Player.End

;--------------------------------------------------
;快捷技能
Function_Skill_Fast
 LDA $6010,X
 AND #$02
 BEQ Function_Skill_Fast.End
 LDA $0520,X
 BNE Function_Skill_Fast.End
 LDA <$FA,X
 CMP #$60
 BNE Label_0
 LDA #$08
 STA $0520,X
 LDA #$00
 STA $04A0,X
Label_0
 LDA <$FA,X
 CMP #$A0
 BNE Label_1
 LDA #$08
 STA $0520,X
 LDA #$01
 STA $04A0,X
Label_1
 LDA <$FA,X
 CMP #$20
 BNE Function_Skill_Fast.End
 LDA $0536
 CMP #$04
 BEQ Function_Skill_Fast.End
 LDA $0600,X
 BEQ Function_Skill_Fast.End
 LDA #$05
 STA $0520,X
Function_Skill_Fast.End

;--------------------------------------------------
;拥有能量球
Power_Ball
 LDA $6010,X
 AND #$04
 BEQ Power_Ball.End
 LDA #$80
 STA $0600,X
Power_Ball.End

 LDA $0600,X
 RTS

源码资源(使用VS code安装 ZG Assembler 插件编译)

FC忍者神龟格斗可视化修改源码资源-CSDN文库

文章来源:https://blog.csdn.net/Flame_Cyclone/article/details/135219408
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