我使用ca65 assembler和ld65 linker,用6502汇编程序为Commodore 64编写了一个简短的程序。程序应该在靠近显示中心的某个地方渲染一个实心的正方形精灵,但我没有看到任何渲染。
这是我的程序集:
.segment "CODE"
; set sprite pointer index
; this, multiplied by $40, is the address
; in this case, the address is $2000
; $80 * $40 = $2000
lda #$80
sta $07f8
; enable sprite 0
lda #$01
sta $d015
; set x and y position
lda #$80
sta $d001
sta $d002
loop:
jmp loop
.segment "GFXDATA"
.byte $FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF
.byte $FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF
.byte $FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF
.byte $FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF
.byte $FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF
.byte $FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF
.byte $FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF
.byte $FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF这是我的链接器脚本,改编自ca65's recommended linker script for hand-written assembler on the c64。我所做的唯一更改是添加了"GFXDATA“段,这样我就可以将精灵存储在地址$2000中。
FEATURES {
STARTADDRESS: default = $0801;
}
SYMBOLS {
__LOADADDR__: type = import;
}
MEMORY {
ZP: file = "", start = $0002, size = $00FE, define = yes;
LOADADDR: file = %O, start = %S - 2, size = $0002;
MAIN: file = %O, start = %S, size = $D000 - %S;
}
SEGMENTS {
ZEROPAGE: load = ZP, type = zp, optional = yes;
LOADADDR: load = LOADADDR, type = ro;
EXEHDR: load = MAIN, type = ro, optional = yes;
CODE: load = MAIN, type = rw;
RODATA: load = MAIN, type = ro, optional = yes;
DATA: load = MAIN, type = rw, optional = yes;
GFXDATA: load = MAIN, type = ro, optional = yes, start = $2000;
BSS: load = MAIN, type = bss, optional = yes, define = yes;
}这是我用来编译和链接的命令:
cl65 -o graphics.prg --mapfile graphics.map -u __EXEHDR__ -t c64 -C linker.cfg graphics.asm编译后的mapfile内容如下:
Modules list:
-------------
graphics.o:
CODE Offs=000000 Size=000015 Align=00001 Fill=0000
GFXDATA Offs=000000 Size=000040 Align=00001 Fill=0000
/usr/share/cc65/lib/c64.lib(exehdr.o):
EXEHDR Offs=000000 Size=00000C Align=00001 Fill=0000
/usr/share/cc65/lib/c64.lib(loadaddr.o):
LOADADDR Offs=000000 Size=000002 Align=00001 Fill=0000
Segment list:
-------------
Name Start End Size Align
----------------------------------------------------
LOADADDR 0007FF 000800 000002 00001
EXEHDR 000801 00080C 00000C 00001
CODE 00080D 000821 000015 00001
GFXDATA 002000 00203F 000040 00001
Exports list by name:
---------------------
__EXEHDR__ 000001 REA __LOADADDR__ 000001 REA
Exports list by value:
----------------------
__EXEHDR__ 000001 REA __LOADADDR__ 000001 REA
Imports list:
-------------
__EXEHDR__ (exehdr.o):
[linker generated]
__LOADADDR__ (loadaddr.o):
[linker generated] linker.cfg(5)和最终二进制文件的十六进制转储:
0000000 0801 080b 0320 329e 3630 0031 0000 80a9
0000010 f88d a907 8d01 d015 80a9 018d 8dd0 d002
0000020 1f4c 0008 0000 0000 0000 0000 0000 0000
0000030 0000 0000 0000 0000 0000 0000 0000 0000
*
0001800 ff00 ffff ffff ffff ffff ffff ffff ffff
0001810 ffff ffff ffff ffff ffff ffff ffff ffff
*
0001840 00ff
0001841"GFXDATA“部分是我的精灵。sprite是64字节的$FF,所以它看起来应该像一个实心正方形。该子画面数据位于地址$2000。
“代码”段是从通常的基本开始位置开始的,ca65为我插入了一个基本加载器,这样我就可以在加载程序后输入run。
我没有切换VIC的内存条,所以屏幕仍然是它的默认地址范围($0400-$07FF),这个地址范围的最后8个字节是我的子画面指针。我只使用了精灵指针0 ($07f8),因为我只有一个精灵。
当我运行程序时,一切都锁定了--这是意料之中的,因为程序在无限循环中结束。但我在屏幕上的任何地方都看不到精灵:

我遗漏了什么?
发布于 2020-02-14 22:23:31
正如@Jester在评论中指出的那样,X位置和Y位置的内存地址是错误的。正确的地址是$d000和$d001
; set x and y position
lda #$80
sta $d000
sta $d001这是更正后的代码:
.segment "CODE"
; set sprite pointer index
; this, multiplied by $40, is the address
; in this case, the address is $2000
; $80 * $40 = $2000
lda #$80
sta $07f8
; enable sprite 0
lda #$01
sta $d015
; set x and y position
lda #$80
sta $d000
sta $d001
loop:
jmp loop
.segment "GFXDATA"
.byte $FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF
.byte $FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF
.byte $FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF
.byte $FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF
.byte $FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF
.byte $FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF
.byte $FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF
.byte $FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF这是它在运行中的一张图片:

发布于 2020-02-28 21:51:08
如果包含c64.inc,则可以使用VIC_SPR0_X和VIC_SPR0_Y。这会让你的生活变得更轻松。
https://stackoverflow.com/questions/60217647
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