pikuma_6502_nes/atlantico/atlantico.asm

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NASM
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.include "consts.inc"
.include "header.inc"
.include "actor.inc"
.include "reset.inc"
.include "utils.inc"
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;; Variables declared in RAM zero-page
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.segment "ZEROPAGE"
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Score: .res 4 ; Score (1s, 10s, 100s, and 1000s digits in decimal)
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Collision: .res 1 ; Flag if a collision happened or not
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Buttons: .res 1 ; Pressed buttons (A|B|Sel|Start|Up|Dwn|Lft|Rgt)
PrevButtons: .res 1 ; Stores the previous buttons from the last frame
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XPos: .res 1 ; Player X 16-bit position (8.8 fixed-point): hi+lo/256px
YPos: .res 1 ; Player Y 16-bit position (8.8 fixed-point): hi+lo/256px
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XVel: .res 1 ; Player X (signed) velocity (in pixels per 256 frames)
YVel: .res 1 ; Player Y (signed) velocity (in pixels per 256 frames)
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PrevSubmarine: .res 1 ; Stores the seconds that the last submarine was added
PrevAirplane: .res 1 ; Stores the seconds that the last airplane was added
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Frame: .res 1 ; Counts frames (0 to 255 and repeats)
IsDrawComplete: .res 1 ; Flag to indicate when VBlank is done drawing
Clock60: .res 1 ; Counter that increments per second (60 frames)
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BgPtr: .res 2 ; Pointer to background address - 16bits (lo,hi)
SprPtr: .res 2 ; Pointer to the sprite address - 16bits (lo,hi)
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BufPtr: .res 2 ; Pointer to the buffer address - 16bits (lo,hi)
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XScroll: .res 1 ; Store the horizontal scroll position
CurrNametable: .res 1 ; Store the current starting nametable (0 or 1)
Column: .res 1 ; Stores the column (of tiles) we are in the level
NewColAddr: .res 2 ; The destination address of the new column in PPU
SourceAddr: .res 2 ; The source address in ROM of the new column tiles
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ParamType: .res 1 ; Used as parameter to subroutine
ParamXPos: .res 1 ; Used as parameter to subroutine
ParamYPos: .res 1 ; Used as parameter to subroutine
ParamTileNum: .res 1 ; Used as parameter to subroutine
ParamNumTiles: .res 1 ; Used as parameter to subroutine
ParamAttribs: .res 1 ; Used as parameter to subroutine
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ParamRectX1: .res 1 ; Used as parameter to subroutine
ParamRectY1: .res 1 ; Used as parameter to subroutine
ParamRectX2: .res 1 ; Used as parameter to subroutine
ParamRectY2: .res 1 ; Used as parameter to subroutine
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PrevOAMCount: .res 1 ; Store the previous number of bytes that were sent to the OAM
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Seed: .res 2 ; Initialize 16-bit seed to any value except 0
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ActorsArray: .res MAX_ACTORS * .sizeof(Actor)
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;; PRG-ROM code located at $8000
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.segment "CODE"
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;; Routine to read controller state and store it inside "Buttons" in RAM
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.proc ReadControllers
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lda #1 ; A = 1
sta Buttons ; Buttons = 1
sta JOYPAD1 ; Set Latch=1 to begin 'Input'/collection mode
lsr ; A = 0
sta JOYPAD1 ; Set Latch=0 to begin 'Output' mode
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LoopButtons:
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lda JOYPAD1 ; This reads a bit from the controller data line and inverts its value,
; And also sends a signal to the Clock line to shift the bits
lsr ; We shift-right to place that 1-bit we just read into the Carry flag
rol Buttons ; Rotate bits left, placing the Carry value into the 1st bit of 'Buttons' in RAM
bcc LoopButtons ; Loop until Carry is set (from that initial 1 we loaded inside Buttons)
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rts
.endproc
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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;; Returns a random 8-bit number inside A (0-255), clobbers Y (0).
;; Requires a 2-byte value on the zero page called "Seed".
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; This is a 16-bit Galois linear feedback shift register with polynomial $0039.
; The sequence of numbers it generates will repeat after 65535 calls.
; Execution time is an average of 125 cycles (excluding jsr and rts)
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.proc GetRandomNumber
ldy #8 ; Loop counter (generates 8 bits)
lda Seed+0
: asl ; Shift the register
rol Seed+1
bcc :+
eor #$39 ; Apply XOR feedback when a 1 bit is shifted out
:
dey
bne :--
sta Seed+0 ; Saves the value in A into the Seed
cmp #0 ; Set flags
rts
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.endproc
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;; Increment the Score value simulating BCD mode
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.proc IncrementScore
Increment1sDigit:
lda Score+0 ; Load the lowest digit of the number
clc
adc #1 ; Add 1
sta Score+0
cmp #$A ; Check for overflow (equals 10)
bne DoneIncrementing ; If no overflow happened, we're done!
Increment10sDigit:
lda #0
sta Score+0 ; Reset one's digit from 9 to 0
lda Score+1 ; Load second digit
clc
adc #1 ; Add 1 (the carry from the previous digit)
sta Score+1
cmp #$A ; Check for overflow
bne DoneIncrementing ; If no overflow happened, we're done!
Increment100sDigit:
lda #0
sta Score+1 ; Reset ten's digit from 9 to 0
lda Score+2 ; Load the third digit
clc
adc #1 ; Add 1 (the carry from the previous digit)
sta Score+2
cmp #$A ; Check for overflow
bne DoneIncrementing ; If no overflow happened, we're done!
Increment1000sDigit:
lda #0
sta Score+2 ; Reset hundred's digit from 9 to 0
lda Score+3 ; Load the last digit
clc
adc #1 ; Add 1 (the carry from the previous digit)
sta Score+3 ; Store the final addition in the last digit
DoneIncrementing:
rts
.endproc
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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;; Draw the score in the nametable/background using buffering
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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;; Buffer format starting at memory address $7000:
;;
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;; 03 20 52 00 00 02 01 20 78 00 00
;; | \___/ \______/ | \___/ | |
;; | | | | | | |
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;; | | | | | | Length=0 (end of buffering)
;; | | | | | byte to copy
;; | | | | PPU Address $2078
;; | | | Length=1
;; | | bytes to copy
;; | PPU Address $2052
;; Length=3
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
.proc DrawScore
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lda #$70
sta BufPtr+1
lda #$00
sta BufPtr+0
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ldy #0
lda #3 ; Length = 3 (how many bytes we will send)
sta (BufPtr),y
iny
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lda #$20
sta (BufPtr),y ; Hi-Byte of the PPU address to be updated
iny
lda #$52
sta (BufPtr),y ; Lo-Byte of the PPU address to be updated
iny
;; Send the 3 digits of the score (from MSB to LSB) 100s, 10s, 1s
lda Score+2 ; 100s digit of the Score
clc
adc #$60 ; Offset by $60 to point to the correct tile
sta (BufPtr),y
iny
lda Score+1 ; 10s digit of the Score
clc
adc #$60 ; Offset by $60 to point to the correct tile
sta (BufPtr),y
iny
lda Score+0 ; 1s digit of the Score
clc
adc #$60 ; Offset by $60 to point to the correct tile
sta (BufPtr),y
iny
lda #0
sta (BufPtr),y ; Length=0 to signal the end of the buffer
iny
rts
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.endproc
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;; Subroutine to load all 32 color palette values from ROM
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.proc LoadPalette
PPU_SETADDR $3F00
ldy #0 ; Y = 0
: lda PaletteData,y ; Lookup byte in ROM
sta PPU_DATA ; Set value to send to PPU_DATA
iny ; Y++
cpy #32 ; Is Y equal to 32?
bne :- ; Not yet, keep looping
rts ; Return from subroutine
.endproc
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;; Routine to draw a new column of tiles off-screen every 8 pixels
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.proc DrawNewColumn
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lda XScroll ; We'll set the NewColAddr lo-byte and hi-byte
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lsr
lsr
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lsr ; Shift right 3 times to divide XScroll by 8
sta NewColAddr ; Set the lo-byte of the column address
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lda CurrNametable ; The hi-byte comes from the nametable
eor #1 ; Invert the low bit (0 or 1)
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asl
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asl ; Multiply by 4 (A is $00 or $04)
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clc
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adc #$20 ; Add $20 (A is $20 or $24) for nametabe 0 or 1
sta NewColAddr+1 ; Set the hi-byte of the column address ($20xx or $24xx)
lda Column ; Multiply (col * 32) to compute the data offset
asl
asl
asl
asl
asl
sta SourceAddr ; Store lo-byte (--XX) of column source address
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lda Column
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lsr
lsr
lsr ; Divide current Column by 8 (using 3 shift rights)
sta SourceAddr+1 ; Store hi-byte (XX--) of column source addres
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; Here we'll add the offset the column source address with the address of where the BackgroundData
lda SourceAddr ; Lo-byte of the column data start + offset = address to load column data from
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clc
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adc #<BackgroundData ; Add the lo-byte
sta SourceAddr ; Save the result of the offset back to the source address lo-byte
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lda SourceAddr+1 ; Hi-byte of the column source address
adc #>BackgroundData ; Add the hi-byte
sta SourceAddr+1 ; Add the result of the offset back to the source address hi-byte
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DrawColumn:
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lda #%00000100
sta PPU_CTRL ; Tell the PPU that the increments will be +32 mode
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lda PPU_STATUS ; Hit PPU_STATUS to reset hi/lo address latch
lda NewColAddr+1
sta PPU_ADDR ; Set the hi-byte of the new column start address
lda NewColAddr
sta PPU_ADDR ; Set the lo-byte of the new column start address
ldx #30 ; We'll loop 30 times (=30 rows)
ldy #0
DrawColumnLoop:
lda (SourceAddr),y ; Copy from the address of the column source + y offset
sta PPU_DATA
iny ; Y++
dex ; X--
bne DrawColumnLoop ; Loop 30 times to draw all 30 rows of this column
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rts
.endproc
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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;; Routine to draw attributes off-screen every 32 pixels
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.proc DrawNewAttribs
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lda CurrNametable
eor #1 ; Invert low bit (0 or 1)
asl ; Multiuply by 2, ($00 or $02)
asl ; Multiply by 2 again ($00 or $04)
clc
adc #$23 ; Add high byte of attribute base address ($23-- or $27--)
sta NewColAddr+1 ; The hi-byte now has address = $23 or $27 for nametable 0 or 1
lda XScroll
lsr
lsr
lsr
lsr
lsr ; Divide by 32 (shift right 5 times)
clc
adc #$C0
sta NewColAddr ; The lo-byte contains (attribute base + XScroll/32)
lda Column ; (Column/4) * 8, since each row of attribute data in ROM is 8 bytes
and #%11111100 ; Mask the lowest two bits to get the closest lowest multiple of 4
asl ; One shift left equivelant to a multiplication by 2
sta SourceAddr ; Stores the lo-byte of the source attribute address offset (in ROM)
lda Column ; Proceed to compute the hi-byte of the source address offset in ROM
lsr ; /2
lsr ; /4
lsr ; /8
lsr ; /16
lsr ; /32
lsr ; /64
lsr ; /128, shift right 7 times to divide by 128
sta SourceAddr+1 ; Stores the hi-byte of the Source address offset
lda SourceAddr
clc
adc #<AttributeData ; Add the lo-byte of the base address where AttributeData is in ROM
sta SourceAddr ; Stores the result of the add back into the lo-byte of the SourceAddr
lda SourceAddr+1
adc #>AttributeData ; Add the hi-byte of the base address where AttributeData is in ROM
sta SourceAddr+1 ; Stores the result of the add back into the hi-byte of the SourceAddr
DrawAttribute:
bit PPU_STATUS ; Hit PPU_STATUS to reset the high/low address latch
ldy #0 ; Y = 0
DrawAttribLoop:
lda NewColAddr+1
sta PPU_ADDR ; Write the hi-byte of attribute PPU destination address
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lda NewColAddr
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sta PPU_ADDR ; Write the lo-byte of attribute PPU destination address
lda (SourceAddr),y ; Fetch attribute byte from ROM
sta PPU_DATA ; Stores new attribute data into the PPU memory
iny ; Y++
cpy #8
beq :+ ; Loop 8 times (to copy 8 attribute bytes)
lda NewColAddr
clc
adc #8
sta NewColAddr ; Next attribute will be at (NewColAddr + 8)
jmp DrawAttribLoop
:
rts
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.endproc
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Subroutine to add new actor to the array in the first empty slot found
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;; Params = ParamType, ParamXPos, ParamYPos
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.proc AddNewActor
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ldx #0 ; X = 0
ArrayLoop:
cpx #MAX_ACTORS * .sizeof(Actor) ; Reached maximum number of actors allowed in the array?
beq EndRoutine ; Then we skip and don't add a new actor
lda ActorsArray+Actor::Type,x
cmp #ActorType::NULL ; If the actor type of this array position is NULL
beq AddNewActorToArray ; Then: we found an empty slot, proceed to add actor to position [x]
NextActor:
txa
clc
adc #.sizeof(Actor) ; Otherwise, we offset to the check the next actor in the array
tax ; X += sizeof(Actor)
jmp ArrayLoop
AddNewActorToArray: ; Here we add a new actor at index [x] of the array
lda ParamType ; Fetch parameter "actor type" from RAM
sta ActorsArray+Actor::Type,x
lda ParamXPos ; Fetch parameter "actor position X" from RAM
sta ActorsArray+Actor::XPos,x
lda ParamYPos ; Fetch parameter "actor position Y" from RAM
sta ActorsArray+Actor::YPos,x
EndRoutine:
rts
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.endproc
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Subroutine to spawn actors when certain conditions are met
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.proc SpawnActors
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SpawnSubmarine:
lda Clock60 ; Submarines are added in intervals of 3 seconds
sec
sbc PrevSubmarine
cmp #3 ; Only add a new submarine if the difference in time from the previous one is equal to 3
bne :+
lda #ActorType::SUBMARINE
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sta ParamType ; Load parameter for the actor type
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lda #223
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sta ParamXPos ; Load parameter for actor position X
jsr GetRandomNumber ; Fetch a new random number for the Y position of the submarine
lsr
lsr
lsr ; Divide the random number by 8 to get a healthy Y position range
clc
adc #180 ; And then add 180 to to it to move the submarine to the bottom part of the screen
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sta ParamYPos
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sta ParamYPos ; Load parameter for actor position Y
jsr AddNewActor ; Call the subroutine to add the new submarine actor
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lda Clock60
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sta PrevSubmarine ; Save the current Clock60 time as the submarine last spawn time
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:
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SpawnAirplane:
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lda Clock60 ; Submarines are added in intervals of 2 seconds
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sec
sbc PrevAirplane
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cmp #2 ; Only add a new airplane if the difference in time from the previous one is equal to 2
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bne :+
lda #ActorType::AIRPLANE
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sta ParamType ; Load parameter for the actor type
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lda #235
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sta ParamXPos ; Load parameter for actor position X
jsr GetRandomNumber
lsr
lsr ; Divide the random number (0-255) by 4 to adjust for the correct Y position range
clc
adc #35 ; And then add 35 to to it to place the airplane in the correct place in the sky
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sta ParamYPos ; Load parameter for actor position Y
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jsr AddNewActor ; Call the subroutine to add the new airplane actor
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lda Clock60
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sta PrevAirplane ; Save the current Clock60 time as the airplane last spawn time
:
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rts
.endproc
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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;; Subroutine to loop all enemy actors checking for collision with missile
;; Params = ParamXPos, ParamYPos (are the X and Y position of the missile)
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
.proc CheckEnemyCollision
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txa
pha ; Push and save X register in the stack
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ldx #0
stx Collision ; Collision = 0
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EnemiesCollisionLoop:
cpx #MAX_ACTORS * .sizeof(Actor) ; We loop all entities, looking for enemies (airplanes)
beq FinishCollisionCheck
lda ActorsArray+Actor::Type,x ; Load the type of the actor we are looping
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cmp #ActorType::AIRPLANE
bne NextEnemy ; If it's NOT Airplane, bypass this enemy and move check the next one
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;; LOAD BOUNDING BOX X1, Y1, X2, and Y2
lda ActorsArray+Actor::XPos,x ; Bounding Box X1
sta ParamRectX1
lda ActorsArray+Actor::YPos,x ; Bouding Box Y1
sta ParamRectY1
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lda ActorsArray+Actor::XPos,x
clc
adc #22 ; Get right value of the airplane bounding box by adding 22 pixels to the right
sta ParamRectX2 ; Bounding Box X2
lda ActorsArray+Actor::YPos,x
clc
adc #8 ; Get the bottom of the airplane bounding box by adding 8
sta ParamRectY2 ; Bouding Box Y2
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jsr IsPointInsideBoundingBox ; Proceed to test if point is inside bounding box
lda Collision
beq NextEnemy ; If no collision, don't do anything
lda #ActorType::NULL ; Else, destroy airplane
sta ActorsArray+Actor::Type,x ; If collision happened, destroy airplane entity
jmp FinishCollisionCheck ; Also, if collision happened we stop looping other enemies and leave the subroutine
NextEnemy:
txa
clc
adc #.sizeof(Actor) ; X += sizeof(Actor)
tax
jmp EnemiesCollisionLoop ; Loop to check the next actor to see if it's an enemy (airplane)
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FinishCollisionCheck:
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pla
tax ; Pull and restore the old value of X
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rts
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.endproc
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Subroutine to check if a point is inside a bounding box.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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;; Params:
;; (ParamXPos,ParamYPos) are the coords of the point to be tested
;; (ParamRectX1,ParamRectY1,ParamRectX2,ParamRectY2) are rectangle coords
;; Output:
;; Collision flag is either 1 or 0
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
.proc IsPointInsideBoundingBox
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lda ParamXPos ; Fetch the point X coordinate
cmp ParamRectX1 ; Compare it with the enemy rectangle X
bcc PointIsOutside ; If it's less, we stop checking because there is no collision
lda ParamYPos ; Fetch the point Y coordinate
cmp ParamRectY1 ; Compare it with the enemy bounding box Y value
bcc PointIsOutside ; If it's less, we stop checking because there is no collision
lda ParamXPos ; Fetch the point X coorrinate
cmp ParamRectX2 ; Compare it with the enemy bounding box right
bcs PointIsOutside ; If it's greater than, we stop checking because there is no collision
lda ParamYPos ; Fetch the point X coorrinate
cmp ParamRectY2 ; Compare it with the enemy bounding box right
bcs PointIsOutside ; If it's greater than, we stop checking because there is no collision
PointIsInside:
lda #1 ; If we reach here, the point is inside the bounding box!
sta Collision ; Collision detected!
jmp EndCollisionCheck
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PointIsOutside:
lda #0 ; If we branch here, the point was outside the bounding box
sta Collision ; No collision detected!
EndCollisionCheck:
rts
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.endproc
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Subroutine to loop all actors and update them (position, velocity, etc.)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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.proc UpdateActors
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ldx #0
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ActorsLoop:
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lda ActorsArray+Actor::Type,x
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cmp #ActorType::MISSILE
bne :+
lda ActorsArray+Actor::YPos,x
sec
sbc #1 ; Decrement Y position of missiles by 1
sta ActorsArray+Actor::YPos,x
bcs SkipMissile
lda #ActorType::NULL
sta ActorsArray+Actor::Type,x ; Remove the missile from the array
SkipMissile:
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CheckCollision:
lda ActorsArray+Actor::XPos,x
clc
adc #3
sta ParamXPos ; Missile position to be checked X += 3 (plus 3 pixels from the left)
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lda ActorsArray+Actor::YPos,x
clc
adc #1
sta ParamYPos ; Missile position to be checked Y += 1 (plus 1 pixels from the top)
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jsr CheckEnemyCollision ; Perform collision check between the missile and other enemy actor
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lda Collision ; If collision happened, delete the missile
beq NoCollisionFound
lda #ActorType::NULL ; Delete missile actor
sta ActorsArray+Actor::Type,x
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jsr IncrementScore ; Increment the Score variable using BCD-ish mode
jsr DrawScore ; Send the score bytes to the background buffer at $7000
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NoCollisionFound:
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jmp NextActor
:
cmp #ActorType::SUBMARINE
bne :+
lda ActorsArray+Actor::XPos,x
sec
sbc #1 ; Decrement Y position of submarine by 1
sta ActorsArray+Actor::XPos,x
bcs SkipSubmarine
lda #ActorType::NULL
sta ActorsArray+Actor::Type,x ; Remove the submarine from the array
SkipSubmarine:
jmp NextActor
:
cmp #ActorType::AIRPLANE
bne :+
lda ActorsArray+Actor::XPos,x
sec
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sbc #1 ; Decrement Y position of airplane by 1
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sta ActorsArray+Actor::XPos,x
bcs SkipAirplane
lda #ActorType::NULL
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sta ActorsArray+Actor::Type,x ; Remove the airplane from the array
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SkipAirplane:
jmp NextActor
:
NextActor:
txa
clc
adc #.sizeof(Actor)
tax
cmp #MAX_ACTORS * .sizeof(Actor)
bne ActorsLoop
rts
.endproc
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Subroutine to loop all actors and send their tiles to the OAM-RAM at $200
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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.proc RenderActors
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lda #$02
sta SprPtr+1
lda #$00
sta SprPtr ; Point SprPtr to $0200
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ldy #0 ; Count how many tiles we are sending
ldx #0 ; Counts how many actors we are looping
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ActorsLoop:
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lda ActorsArray+Actor::Type,x
cmp #ActorType::SPRITE0
bne :+
lda ActorsArray+Actor::XPos,x
sta ParamXPos
lda ActorsArray+Actor::YPos,x
sta ParamYPos
lda #$70
sta ParamTileNum
lda #%00100000
sta ParamAttribs
lda #1
sta ParamNumTiles
jsr DrawSprite ; Call routine to draw 1 SPRITE0 tile to the OAM
jmp NextActor
:
cmp #ActorType::PLAYER
bne :+
lda ActorsArray+Actor::XPos,x
sta ParamXPos
lda ActorsArray+Actor::YPos,x
sta ParamYPos
lda #$60
sta ParamTileNum
lda #%00000000
sta ParamAttribs
lda #4
sta ParamNumTiles
jsr DrawSprite ; Call routine to draw 4 PLAYER tiles to the OAM
jmp NextActor
:
cmp #ActorType::SUBMARINE
bne :+
lda ActorsArray+Actor::XPos,x
sta ParamXPos
lda ActorsArray+Actor::YPos,x
sta ParamYPos
lda #$04
sta ParamTileNum
lda #%00100000
sta ParamAttribs
lda #4
sta ParamNumTiles
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jsr DrawSprite ; Call routine to draw 4 SUBMARINE tiles to the OAM
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jmp NextActor
:
cmp #ActorType::AIRPLANE
bne :+
lda ActorsArray+Actor::XPos,x
sta ParamXPos
lda ActorsArray+Actor::YPos,x
sta ParamYPos
lda #$10
sta ParamTileNum
lda #%00000011
sta ParamAttribs
lda #3
sta ParamNumTiles
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jsr DrawSprite ; Call routine to draw 3 AIRPLANE tiles to the OAM
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jmp NextActor
:
cmp #ActorType::MISSILE
bne :+
lda ActorsArray+Actor::XPos,x
sta ParamXPos
lda ActorsArray+Actor::YPos,x
sta ParamYPos
lda #$50
sta ParamTileNum
lda #%00000001
sta ParamAttribs
lda #1
sta ParamNumTiles
jsr DrawSprite ; Call routine to draw 1 MISSILE tile to the OAM
jmp NextActor
:
NextActor:
txa
clc
adc #.sizeof(Actor)
tax
cmp #MAX_ACTORS * .sizeof(Actor)
beq :+
jmp ActorsLoop ; Use absolute jump to avoid branch limit of [-128..127]
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:
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tya
pha ; Save the Y register to the stack
LoopTrailingTiles:
cpy PrevOAMCount
bcs :+
lda #$FF
sta (SprPtr),y ; Set Y position to $FF (to hide tile)
iny
sta (SprPtr),y ; Set tile number as $FF
iny
sta (SprPtr),y ; Set attribs as $FF
iny
sta (SprPtr),y ; Set X position to $FF (to hide tile)
iny
jmp LoopTrailingTiles
:
pla ; Save the previous value of Y into PrevOAMCount
sta PrevOAMCount ; This is the total number of bytes that we just sent to the OAM
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rts
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.endproc
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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;; Routine to loop "NumTiles" times, sending bytes to the OAM-RAM.
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;; Params = ParamXPos, ParamYPos, ParamTileNum, ParamAttribs, ParamNumTiles
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
.proc DrawSprite
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txa
pha ; Save the value of the X register before anything
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ldx #0
TileLoop:
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lda ParamYPos ; Send Y position to the OAM
sta (SprPtr),y
iny
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lda ParamTileNum ; Send the Tile # to the OAM
sta (SprPtr),y
inc ParamTileNum ; ParamTileNum++
iny
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lda ParamAttribs ; Send the attributes to the OAM
sta (SprPtr),y
iny
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lda ParamXPos ; Send X position to the OAM
sta (SprPtr),y
clc
adc #8
sta ParamXPos ; ParamXPos += 8
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iny
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inx ; X++
cpx ParamNumTiles ; Loop until X == NumTiles
bne TileLoop
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pla
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tax ; Restore the previous value of X register
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rts
.endproc
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Subroutine to switch CHR banks
;; Params = A has the bank number
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
.proc SwitchCHRBank
sta $8000 ; $8000 is the bank switch register of mapper 3
rts
.endproc
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Reset handler (called when the NES resets or powers on)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
Reset:
INIT_NES ; Macro to initialize the NES to a known state
InitVariables:
lda #0
sta Frame ; Frame = 0
sta Clock60 ; Clock60 = 0
sta XScroll ; XScroll = 0
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sta CurrNametable ; CurrNametable = 0
sta Column ; Column = 0
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lda #113
sta XPos
lda #165
sta YPos
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lda #$10
sta Seed+1
sta Seed+0 ; Initialize the Seed with any value different than zero
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Main:
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jsr LoadPalette ; Call LoadPalette subroutine to load 32 colors into our palette
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AddSprite0:
lda #ActorType::SPRITE0
sta ParamType
lda #0
sta ParamXPos
lda #27
sta ParamYPos
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jsr AddNewActor ; Add new actor to array
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AddPlayer:
lda #ActorType::PLAYER
sta ParamType
lda XPos
sta ParamXPos
lda YPos
sta ParamYPos
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jsr AddNewActor ; Add new actor to array
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InitBackgroundTiles:
lda #1
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sta CurrNametable ; CurrNametable = 1
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lda #0
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sta XScroll ; XScroll = 0
sta Column ; Column = 0
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InitBackgroundLoop:
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jsr DrawNewColumn ; Draw all rows of new column (from top to bottom)
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lda XScroll
clc
adc #8
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sta XScroll ; XScroll += 8
inc Column ; Column++
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lda Column
cmp #32
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bne InitBackgroundLoop ; Repeat all 32 columns of the first nametable
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lda #0
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sta CurrNametable ; CurrNametable = 0
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lda #1
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sta XScroll ; Scroll = 1
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jsr DrawNewColumn ; Draw first column of the second nametable
inc Column ; Column++
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lda #%00000000
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sta PPU_CTRL ; Set PPU increment to +1 mode
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InitAttribs:
lda #1
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sta CurrNametable
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lda #0
sta XScroll
sta Column
InitAttribsLoop:
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jsr DrawNewAttribs ; Draw attributes in the correct place of the first nametable
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lda XScroll
clc
adc #32
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sta XScroll ; XScroll += 32
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lda Column ; Repeat for all elements of the first nametable
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clc
adc #4
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sta Column ; Column += 4
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cmp #32
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bne InitAttribsLoop ; Loop until we reach Column 32
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lda #0
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sta CurrNametable
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lda #1
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sta XScroll
jsr DrawNewAttribs ; Draw first attributes of second nametable
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inc Column ; Column = 33
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EnableRendering:
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lda #%10010000 ; Enable NMI and set background to use the 2nd pattern table (at $1000)
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sta PPU_CTRL
lda #0
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sta PPU_SCROLL ; Disable scroll in X
sta PPU_SCROLL ; Disable scroll in Y
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lda #%00011110
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sta PPU_MASK ; Set PPU_MASK bits to render the background
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GameLoop:
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lda Buttons
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sta PrevButtons ; Stores the previously pressed buttons
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jsr ReadControllers ; Read joypad and load button state
CheckAButton:
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lda Buttons
and #BUTTON_A
beq :+
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lda Buttons
and #BUTTON_A
cmp PrevButtons ; Compare the current buttons and check if button A was previously pressed
beq :+ ; If it was, we bypass the creation of a new missile
lda #ActorType::MISSILE
sta ParamType
lda XPos
sta ParamXPos
lda YPos
sta ParamYPos
jsr AddNewActor ; Call the subroutine to add a new missile actor
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:
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CheckSelectButton:
lda Buttons
and #BUTTON_SELECT
beq :+
lda #1
jsr SwitchCHRBank
:
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jsr SpawnActors
jsr UpdateActors
jsr RenderActors
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WaitForVBlank: ; We lock the execution of the game logic here
lda IsDrawComplete ; Here we check and only perform a game loop call once NMI is done drawing
beq WaitForVBlank ; Otherwise, we keep looping
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lda #0
sta IsDrawComplete ; Once we're done, we set the DrawComplete flag back to 0
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jmp GameLoop
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; NMI interrupt handler
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
NMI:
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PUSH_REGS ; Macro to save register values by pushing them to the stack
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inc Frame ; Frame++
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OAMStartDMACopy: ; DMA copy of OAM data from RAM to PPU
lda #$02 ; Every frame, we copy spite data starting at $02**
sta PPU_OAM_DMA ; The OAM-DMA copy starts when we write to $4014
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BackgroundCopy: ; Here is where we copy/draw the background buffer from $7000 to the PPU
lda #$70
sta BufPtr+1
lda #$00
sta BufPtr+0 ; Set BufPtr pointer to start at address $7000
ldy #$00
BufferLoop:
lda (BufPtr),y ; Fetch the Length
beq EndBackgroundCopy ; If Length is 0, stop reading from background buffer
tax ; X = Length
iny
lda (BufPtr),y ; Fetch hi-byte of PPU address to be updated
sta PPU_ADDR
iny
lda (BufPtr),y ; Fetch lo-byte of PPU address to be updated
sta PPU_ADDR
iny
DataLoop:
lda (BufPtr),y
sta PPU_DATA
iny
dex ; X--
bne DataLoop
jmp BufferLoop ; Loop back until we finish the buffer (find an entry with Length=0)
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EndBackgroundCopy:
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NewColumnCheck:
lda XScroll
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and #%00000111 ; Check if the scroll a multiple of 8
bne :+ ; If it isn't, we still don't need to draw a new column
jsr DrawNewColumn ; If it is a multiple of 8, we proceed to draw a new column of tiles!
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Clamp128Cols:
lda Column
clc
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adc #1 ; Column++
and #%01111111 ; Drop the left-most bit to wrap around 128
sta Column ; Clamping the value to never go beyond 128
:
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NewAttribsCheck:
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lda XScroll
and #%00011111 ; Check if the scroll is a multiple of 32 (lowest 5 bits are 00000)
bne :+ ; If it isn't, we still don't need to draw new attributes
jsr DrawNewAttribs ; It it is a multiple of 32, we draw the new attributes!
:
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SetPPUNoScroll:
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lda #0
sta PPU_SCROLL
sta PPU_SCROLL ; Set *no* scroll for the status bar
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EnablePPUSprite0:
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lda #%10010000 ; Enable PPU sprites for sprite 0
sta PPU_CTRL
lda #%00011110 ; Enable sprites and enable background
sta PPU_MASK
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WaitForNoSprite0:
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lda PPU_STATUS
and #%01000000 ; PPU address $2002 bit 6 is the sprite 0 hit flag
bne WaitForNoSprite0 ; Loop until we do *not* have a sprite 0 hit
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WaitForSprite0:
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lda PPU_STATUS
and #%01000000 ; PPU address $2002 bit 6 is the sprite 0 hit flag
beq WaitForSprite0 ; Loop until we do have a sprite 0 hit
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ScrollBackground:
inc XScroll ; XScroll++
lda XScroll
bne :+ ; Check if XScroll rolled back to 0, then we swap nametables!
lda CurrNametable
eor #1 ; An XOR with %00000001 will flip the right-most bit.
sta CurrNametable ; If it was 0, it becomes 1. If it was 1, it becomes 0.
:
lda XScroll
sta PPU_SCROLL ; Set the horizontal X scroll first
lda #0
sta PPU_SCROLL ; No vertical scrolling
RefreshRendering:
lda #%10010000 ; Enable NMI, sprites from Pattern Table 0, background from Pattern Table 1
ora CurrNametable ; OR with CurrNametable (0 or 1) to set PPU_CTRL bit-0 (starting nametable)
sta PPU_CTRL
lda #%00011110 ; Enable sprites, enable background, no clipping on left side
sta PPU_MASK
SetGameClock:
lda Frame ; Increment Clock60 every time we reach 60 frames (NTSC = 60Hz)
cmp #60 ; Is Frame equal to #60?
bne :+ ; If not, bypass Clock60 increment
inc Clock60 ; But if it is 60, then increment Clock60 and zero Frame counter
lda #0
sta Frame
:
SetDrawComplete:
lda #1
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sta IsDrawComplete ; Set the DrawComplete flag to indicate we are done drawing to the PPU
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PULL_REGS
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rti ; Return from interrupt
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; IRQ interrupt handler
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
IRQ:
rti ; Return from interrupt
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Hardcoded list of color values in ROM to be loaded by the PPU
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
PaletteData:
.byte $1C,$0F,$22,$1C, $1C,$37,$3D,$0F, $1C,$37,$3D,$30, $1C,$0F,$3D,$30 ; Background palette
.byte $1C,$0F,$2D,$10, $1C,$0F,$20,$27, $1C,$2D,$38,$18, $1C,$0F,$1A,$32 ; Sprite palette
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Background data (contains 4 screens that should scroll horizontally)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
BackgroundData:
.byte $13,$13,$13,$13,$20,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$23,$33,$15,$21,$12,$00,$31,$31,$31,$55,$56,$00,$00 ; ---> screen column 1 (from top to bottom)
.byte $13,$13,$75,$13,$20,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$42,$21,$21,$21,$24,$34,$15,$15,$12,$00,$31,$31,$53,$56,$56,$00,$00 ; ---> screen column 2 (from top to bottom)
.byte $13,$13,$6e,$13,$20,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$43,$21,$21,$21,$14,$11,$3e,$15,$12,$00,$00,$00,$31,$52,$56,$00,$00 ; ---> screen column 3 (from top to bottom)
.byte $13,$13,$7f,$13,$20,$21,$21,$21,$21,$21,$21,$21,$42,$21,$21,$44,$21,$21,$21,$14,$11,$3f,$15,$12,$00,$00,$00,$31,$5a,$56,$00,$00 ; ...
.byte $13,$13,$6e,$13,$20,$21,$21,$21,$21,$21,$21,$21,$44,$21,$21,$45,$21,$21,$21,$22,$32,$15,$15,$12,$00,$00,$00,$31,$58,$56,$00,$00 ; ...
.byte $13,$13,$75,$13,$20,$21,$21,$21,$21,$21,$21,$21,$45,$21,$21,$46,$21,$21,$21,$26,$36,$15,$15,$12,$00,$00,$00,$51,$5c,$56,$00,$00 ; ...
.byte $13,$13,$84,$13,$20,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$27,$37,$15,$15,$12,$00,$00,$00,$00,$58,$56,$00,$00
.byte $13,$13,$61,$13,$20,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$28,$38,$15,$15,$12,$00,$00,$00,$00,$5c,$56,$00,$00
.byte $13,$13,$13,$13,$20,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$14,$11,$15,$15,$12,$00,$00,$00,$00,$57,$56,$00,$00
.byte $13,$13,$13,$13,$20,$21,$21,$21,$21,$21,$21,$21,$47,$21,$21,$21,$48,$21,$21,$22,$32,$3e,$15,$12,$00,$00,$00,$00,$58,$56,$00,$00
.byte $13,$13,$13,$13,$20,$21,$21,$21,$21,$21,$21,$21,$42,$21,$21,$21,$4a,$21,$21,$23,$33,$4e,$15,$12,$00,$00,$00,$00,$59,$56,$00,$00
.byte $13,$13,$13,$13,$20,$21,$21,$21,$21,$21,$21,$21,$43,$21,$21,$21,$21,$21,$21,$24,$34,$3f,$15,$12,$00,$00,$00,$00,$58,$56,$00,$00
.byte $13,$13,$7c,$13,$20,$21,$21,$21,$21,$21,$21,$21,$44,$21,$21,$21,$21,$21,$21,$14,$11,$15,$15,$12,$00,$00,$00,$00,$57,$56,$00,$00
.byte $13,$13,$6c,$13,$20,$21,$21,$21,$21,$21,$21,$21,$45,$21,$21,$21,$21,$21,$21,$14,$11,$15,$15,$12,$00,$00,$00,$00,$59,$56,$00,$00
.byte $13,$13,$78,$13,$20,$21,$21,$21,$21,$21,$21,$21,$21,$21,$15,$15,$21,$21,$21,$14,$11,$15,$15,$12,$00,$00,$00,$00,$58,$56,$00,$00
.byte $13,$13,$7b,$13,$20,$21,$21,$21,$21,$21,$21,$21,$21,$21,$15,$15,$15,$21,$21,$14,$11,$15,$15,$12,$00,$00,$00,$00,$53,$56,$00,$00
2022-12-09 04:34:27 +00:00
.byte $13,$13,$6e,$13,$20,$21,$21,$21,$21,$21,$21,$21,$21,$21,$15,$21,$15,$21,$21,$25,$35,$15,$15,$12,$00,$00,$00,$00,$54,$56,$00,$00
2022-12-05 04:13:27 +00:00
.byte $13,$13,$84,$13,$20,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$15,$21,$21,$21,$26,$36,$15,$15,$12,$00,$00,$00,$00,$58,$56,$00,$00
.byte $13,$13,$60,$13,$20,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$15,$27,$37,$15,$15,$12,$00,$00,$00,$00,$58,$56,$00,$00
2022-12-09 04:34:27 +00:00
.byte $13,$13,$60,$13,$20,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$48,$21,$21,$15,$27,$37,$15,$15,$12,$00,$00,$00,$00,$5d,$56,$00,$00
2022-12-05 04:13:27 +00:00
.byte $13,$13,$60,$13,$20,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$49,$21,$21,$21,$28,$38,$3e,$21,$12,$00,$00,$00,$00,$58,$56,$00,$00
.byte $13,$13,$13,$13,$20,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$49,$21,$21,$21,$22,$35,$3f,$21,$12,$00,$00,$00,$00,$58,$56,$00,$00
.byte $13,$13,$13,$13,$20,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$49,$21,$21,$21,$26,$36,$3f,$21,$12,$00,$00,$00,$00,$57,$56,$00,$00
.byte $13,$13,$13,$13,$20,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$4a,$21,$21,$21,$27,$37,$21,$15,$12,$00,$00,$00,$00,$58,$56,$00,$00
.byte $13,$13,$76,$13,$20,$21,$21,$21,$21,$21,$21,$21,$42,$21,$21,$21,$21,$21,$21,$28,$38,$15,$15,$12,$00,$00,$00,$00,$58,$56,$00,$00
.byte $13,$13,$72,$13,$20,$21,$21,$21,$21,$21,$21,$21,$44,$21,$21,$21,$21,$21,$21,$14,$11,$3e,$21,$12,$00,$00,$00,$00,$59,$56,$00,$00
.byte $13,$13,$7c,$13,$20,$21,$21,$21,$21,$21,$21,$21,$43,$21,$21,$21,$21,$21,$21,$14,$11,$4e,$21,$12,$00,$00,$00,$51,$59,$56,$00,$00
.byte $13,$13,$7c,$13,$20,$21,$21,$21,$21,$21,$21,$21,$44,$21,$21,$21,$21,$21,$21,$14,$11,$3f,$15,$12,$00,$00,$00,$00,$5c,$56,$00,$00
.byte $13,$13,$75,$13,$20,$21,$21,$21,$21,$21,$21,$21,$44,$21,$21,$21,$21,$21,$21,$29,$39,$21,$21,$12,$00,$00,$00,$00,$55,$56,$00,$00
.byte $13,$13,$84,$13,$20,$21,$21,$21,$21,$21,$21,$21,$45,$21,$21,$21,$48,$21,$2c,$2a,$3a,$3c,$21,$12,$00,$00,$00,$54,$56,$56,$00,$00
.byte $13,$13,$65,$13,$20,$21,$21,$21,$21,$21,$21,$21,$46,$21,$21,$21,$4a,$21,$2d,$2a,$3a,$3d,$15,$12,$00,$00,$00,$00,$52,$56,$00,$00
.byte $13,$13,$13,$13,$20,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$2b,$3b,$15,$15,$12,$00,$00,$00,$00,$57,$56,$00,$00
.byte $13,$13,$13,$13,$20,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$14,$11,$15,$21,$12,$00,$31,$31,$31,$55,$56,$ff,$9a
.byte $13,$13,$75,$13,$20,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$15,$21,$15,$21,$14,$11,$15,$15,$12,$00,$31,$31,$53,$56,$56,$ff,$5a
.byte $13,$13,$6e,$13,$20,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$15,$15,$15,$21,$14,$11,$3e,$15,$12,$00,$00,$00,$31,$52,$56,$ff,$5a
.byte $13,$13,$7f,$13,$20,$21,$21,$21,$21,$21,$21,$21,$42,$21,$21,$15,$15,$15,$21,$14,$11,$3f,$15,$12,$00,$00,$00,$31,$5a,$56,$ff,$56
.byte $13,$13,$6e,$13,$20,$21,$21,$21,$21,$21,$21,$21,$44,$21,$21,$15,$15,$15,$21,$14,$11,$15,$15,$12,$00,$00,$00,$31,$58,$56,$ff,$59
.byte $13,$13,$75,$13,$20,$21,$21,$21,$21,$21,$21,$21,$45,$21,$21,$15,$15,$21,$21,$14,$11,$15,$15,$12,$00,$00,$00,$51,$5c,$56,$ff,$5a
.byte $13,$13,$84,$13,$20,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$15,$15,$21,$14,$11,$15,$15,$12,$00,$00,$00,$00,$58,$56,$ff,$5a
.byte $13,$13,$61,$13,$20,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$14,$11,$15,$15,$12,$00,$00,$00,$00,$5c,$56,$ff,$5a
.byte $13,$13,$13,$13,$20,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$14,$11,$15,$15,$12,$00,$00,$00,$00,$57,$56,$aa,$00
.byte $13,$13,$13,$13,$20,$21,$21,$21,$21,$21,$21,$21,$47,$21,$21,$21,$48,$21,$21,$14,$11,$3e,$15,$12,$00,$00,$00,$00,$58,$56,$aa,$00
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.byte $13,$13,$13,$13,$20,$21,$21,$21,$21,$21,$21,$21,$43,$21,$21,$21,$21,$21,$21,$25,$35,$3f,$15,$12,$00,$00,$00,$00,$58,$56,$aa,$00
.byte $13,$13,$7c,$13,$20,$21,$21,$21,$21,$21,$21,$21,$44,$21,$21,$21,$21,$21,$21,$26,$36,$15,$15,$12,$00,$00,$00,$00,$57,$56,$aa,$00
.byte $13,$13,$6c,$13,$20,$21,$21,$21,$21,$21,$21,$21,$45,$21,$21,$21,$21,$21,$21,$27,$37,$15,$15,$12,$00,$00,$00,$00,$59,$56,$aa,$00
.byte $13,$13,$78,$13,$20,$21,$21,$21,$21,$21,$21,$21,$21,$21,$15,$15,$21,$21,$21,$28,$38,$15,$15,$12,$00,$00,$00,$00,$58,$56,$aa,$00
.byte $13,$13,$7b,$13,$20,$21,$21,$21,$21,$21,$21,$21,$21,$21,$15,$15,$15,$21,$21,$29,$39,$15,$15,$12,$00,$00,$00,$00,$53,$56,$aa,$00
2022-12-09 04:34:27 +00:00
.byte $13,$13,$6e,$13,$20,$21,$21,$21,$21,$21,$21,$21,$21,$21,$15,$21,$15,$21,$1f,$2a,$3a,$3c,$15,$12,$00,$00,$00,$00,$54,$56,$aa,$00
2022-12-05 04:13:27 +00:00
.byte $13,$13,$84,$13,$20,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$15,$21,$21,$21,$28,$3b,$15,$15,$12,$00,$00,$00,$00,$58,$56,$aa,$00
.byte $13,$13,$60,$13,$20,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$15,$14,$11,$15,$15,$12,$00,$00,$00,$00,$58,$56,$aa,$00
.byte $13,$13,$60,$13,$20,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$48,$21,$21,$15,$14,$11,$15,$15,$12,$00,$00,$00,$00,$5d,$56,$aa,$00
.byte $13,$13,$60,$13,$20,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$49,$21,$21,$21,$14,$11,$3e,$21,$12,$00,$00,$00,$00,$58,$56,$aa,$00
.byte $13,$13,$13,$13,$20,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$49,$21,$21,$21,$14,$11,$3f,$21,$12,$00,$00,$00,$00,$58,$56,$aa,$00
.byte $13,$13,$13,$13,$20,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$49,$21,$21,$21,$14,$11,$3f,$21,$12,$00,$00,$00,$00,$57,$56,$aa,$00
.byte $13,$13,$13,$13,$20,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$4a,$21,$21,$21,$14,$11,$21,$15,$12,$00,$00,$00,$00,$58,$56,$aa,$00
.byte $13,$13,$76,$13,$20,$21,$21,$21,$21,$21,$21,$21,$42,$21,$21,$21,$21,$21,$21,$14,$11,$15,$15,$12,$00,$00,$00,$00,$58,$56,$5a,$00
.byte $13,$13,$72,$13,$20,$21,$21,$21,$21,$21,$21,$21,$44,$21,$21,$21,$21,$21,$21,$14,$11,$3e,$21,$12,$00,$00,$00,$00,$59,$56,$9a,$00
.byte $13,$13,$7c,$13,$20,$21,$21,$21,$21,$21,$21,$21,$43,$21,$21,$21,$21,$21,$21,$22,$32,$4e,$21,$12,$00,$00,$00,$51,$59,$56,$aa,$00
.byte $13,$13,$7c,$13,$20,$21,$21,$21,$21,$21,$21,$21,$44,$21,$21,$21,$21,$21,$21,$23,$33,$3f,$15,$12,$00,$00,$00,$00,$5c,$56,$6a,$00
.byte $13,$13,$75,$13,$20,$21,$21,$21,$21,$21,$21,$21,$44,$21,$21,$21,$21,$21,$21,$24,$34,$21,$21,$12,$00,$00,$00,$00,$55,$56,$9a,$00
.byte $13,$13,$84,$13,$20,$21,$21,$21,$21,$21,$21,$21,$45,$21,$21,$21,$48,$15,$15,$14,$11,$15,$21,$12,$00,$00,$00,$54,$56,$56,$aa,$00
.byte $13,$13,$65,$13,$20,$21,$21,$21,$21,$21,$21,$21,$46,$21,$21,$21,$4a,$21,$15,$14,$11,$15,$15,$12,$00,$00,$00,$00,$52,$56,$aa,$00
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.byte $13,$13,$13,$13,$20,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$14,$11,$15,$21,$12,$00,$31,$31,$31,$58,$56,$ff,$9a
.byte $13,$13,$75,$13,$20,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$42,$21,$21,$21,$14,$11,$15,$15,$12,$00,$31,$31,$00,$5d,$56,$ff,$5a
.byte $13,$13,$6e,$13,$20,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$43,$21,$21,$21,$14,$11,$3e,$15,$12,$00,$00,$00,$31,$58,$56,$ff,$5a
.byte $13,$13,$7f,$13,$20,$21,$21,$21,$21,$21,$21,$21,$42,$21,$21,$44,$21,$21,$21,$14,$11,$3f,$15,$12,$00,$00,$00,$31,$58,$56,$ff,$aa
.byte $13,$13,$6e,$13,$20,$21,$21,$21,$21,$21,$21,$21,$44,$21,$21,$45,$21,$21,$21,$22,$32,$15,$15,$12,$00,$00,$00,$31,$58,$56,$ff,$56
.byte $13,$13,$75,$13,$20,$21,$21,$21,$21,$21,$21,$21,$45,$21,$21,$46,$21,$21,$21,$26,$36,$15,$15,$12,$00,$00,$00,$51,$58,$56,$ff,$9a
.byte $13,$13,$84,$13,$20,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$27,$37,$15,$15,$12,$00,$00,$00,$00,$58,$56,$ff,$59
.byte $13,$13,$61,$13,$20,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$28,$38,$15,$15,$12,$00,$00,$00,$00,$55,$56,$ff,$5a
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.byte $13,$13,$6c,$13,$20,$21,$21,$21,$21,$21,$21,$21,$45,$21,$21,$21,$21,$21,$21,$14,$11,$15,$15,$12,$00,$00,$00,$00,$58,$56,$aa,$00
.byte $13,$13,$78,$13,$20,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$14,$11,$15,$15,$12,$00,$00,$00,$00,$58,$56,$aa,$00
.byte $13,$13,$7b,$13,$20,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$14,$11,$15,$15,$12,$00,$00,$00,$00,$59,$56,$aa,$00
2022-12-09 04:34:27 +00:00
.byte $13,$13,$6e,$13,$20,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$14,$11,$15,$15,$12,$00,$00,$00,$00,$58,$56,$aa,$00
2022-12-05 04:13:27 +00:00
.byte $13,$13,$84,$13,$20,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$29,$39,$15,$15,$12,$00,$00,$00,$00,$59,$56,$aa,$00
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.byte $13,$13,$72,$13,$20,$21,$21,$21,$21,$21,$21,$21,$44,$21,$21,$21,$21,$15,$2c,$2a,$3a,$3e,$21,$12,$00,$00,$00,$00,$58,$56,$aa,$00
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.byte $13,$13,$7f,$13,$20,$21,$21,$21,$21,$21,$21,$21,$15,$21,$21,$15,$21,$21,$21,$14,$11,$15,$15,$12,$00,$00,$00,$31,$54,$56,$ff,$59
.byte $13,$13,$6e,$13,$20,$21,$21,$21,$21,$21,$21,$21,$15,$21,$21,$15,$21,$21,$21,$14,$11,$3e,$15,$12,$00,$00,$00,$31,$54,$56,$ff,$56
.byte $13,$13,$75,$13,$20,$21,$21,$21,$21,$21,$21,$42,$15,$21,$21,$15,$21,$21,$21,$14,$11,$4e,$15,$12,$00,$00,$00,$51,$58,$56,$ff,$5a
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.byte $13,$13,$13,$13,$20,$21,$21,$21,$21,$21,$21,$47,$15,$21,$21,$21,$15,$21,$21,$14,$11,$15,$15,$12,$00,$00,$00,$00,$53,$56,$aa,$00
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.byte $13,$13,$13,$13,$20,$21,$21,$21,$21,$21,$21,$21,$15,$21,$21,$21,$21,$21,$21,$14,$11,$15,$15,$12,$00,$00,$00,$00,$57,$56,$aa,$00
.byte $13,$13,$7c,$13,$20,$21,$21,$21,$21,$21,$21,$21,$15,$21,$21,$21,$21,$21,$21,$29,$39,$15,$15,$12,$00,$00,$00,$00,$58,$56,$aa,$00
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.byte $13,$13,$78,$13,$20,$21,$21,$21,$21,$21,$49,$21,$21,$21,$21,$21,$21,$21,$21,$2b,$3b,$3e,$15,$12,$00,$00,$00,$00,$58,$56,$aa,$00
.byte $13,$13,$7b,$13,$20,$21,$21,$21,$21,$21,$4a,$21,$21,$21,$21,$21,$21,$21,$21,$14,$11,$4e,$15,$12,$00,$00,$00,$00,$58,$56,$aa,$00
2022-12-09 04:34:27 +00:00
.byte $13,$13,$6e,$13,$20,$21,$21,$21,$21,$15,$48,$21,$21,$21,$21,$21,$21,$21,$21,$14,$11,$4e,$15,$12,$00,$00,$00,$00,$58,$56,$aa,$00
2022-12-05 04:13:27 +00:00
.byte $13,$13,$84,$13,$20,$21,$21,$21,$21,$21,$49,$21,$21,$21,$21,$21,$21,$21,$21,$14,$11,$3f,$15,$12,$00,$00,$00,$00,$58,$56,$aa,$00
.byte $13,$13,$60,$13,$20,$21,$21,$21,$21,$21,$4a,$21,$21,$21,$21,$21,$21,$15,$15,$14,$11,$15,$15,$12,$00,$00,$00,$00,$59,$56,$aa,$00
.byte $13,$13,$60,$13,$20,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$15,$21,$15,$15,$14,$11,$15,$15,$12,$00,$00,$00,$00,$59,$56,$aa,$00
.byte $13,$13,$60,$13,$20,$21,$21,$21,$21,$21,$21,$21,$15,$21,$21,$15,$21,$21,$15,$14,$11,$15,$21,$12,$00,$00,$00,$00,$58,$56,$aa,$00
.byte $13,$13,$13,$13,$20,$21,$21,$21,$21,$21,$21,$42,$21,$21,$21,$15,$21,$21,$21,$29,$39,$15,$21,$12,$00,$00,$00,$00,$58,$56,$aa,$00
.byte $13,$13,$13,$13,$20,$21,$21,$21,$21,$21,$21,$43,$21,$21,$21,$15,$21,$21,$2c,$2a,$3a,$3c,$21,$12,$00,$00,$00,$50,$58,$56,$aa,$00
.byte $13,$13,$13,$13,$20,$21,$21,$21,$21,$21,$21,$44,$15,$21,$21,$15,$21,$21,$2d,$2a,$3a,$3e,$15,$12,$00,$00,$00,$50,$58,$56,$aa,$00
.byte $13,$13,$76,$13,$20,$21,$21,$21,$21,$21,$21,$45,$15,$21,$21,$21,$21,$21,$15,$2b,$3b,$3f,$15,$12,$00,$00,$00,$00,$54,$56,$aa,$00
.byte $13,$13,$72,$13,$20,$21,$21,$21,$21,$21,$21,$46,$15,$21,$21,$21,$21,$15,$15,$14,$11,$3f,$21,$12,$00,$00,$00,$00,$59,$56,$aa,$00
.byte $13,$13,$7c,$13,$20,$21,$21,$21,$21,$21,$21,$21,$15,$21,$21,$21,$21,$21,$15,$14,$11,$15,$21,$12,$00,$00,$00,$51,$58,$56,$aa,$00
.byte $13,$13,$7c,$13,$20,$21,$21,$21,$21,$21,$21,$21,$15,$21,$21,$21,$21,$21,$15,$14,$11,$15,$15,$12,$00,$00,$00,$00,$58,$56,$aa,$00
.byte $13,$13,$75,$13,$20,$21,$21,$21,$21,$21,$21,$21,$15,$21,$21,$21,$21,$21,$15,$14,$11,$15,$21,$12,$00,$00,$00,$00,$5d,$56,$aa,$00
.byte $13,$13,$84,$13,$20,$21,$21,$21,$21,$21,$21,$21,$15,$21,$21,$21,$15,$21,$15,$14,$11,$15,$21,$12,$00,$00,$00,$00,$58,$56,$aa,$00
.byte $13,$13,$65,$13,$20,$21,$21,$21,$21,$21,$21,$21,$15,$21,$21,$21,$15,$15,$15,$14,$11,$15,$15,$12,$00,$00,$00,$00,$58,$56,$aa,$00
.byte $13,$13,$13,$13,$20,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$22,$32,$15,$15,$12,$00,$00,$00,$00,$58,$56,$aa,$00
AttributeData:
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.byte $ff,$aa,$aa,$aa,$9a,$00,$00,$00
.byte $ff,$aa,$aa,$aa,$5a,$00,$00,$00
.byte $ff,$aa,$aa,$aa,$5a,$00,$00,$00
.byte $ff,$aa,$aa,$6a,$a6,$00,$00,$00
.byte $ff,$aa,$aa,$9a,$59,$00,$00,$00
.byte $ff,$aa,$aa,$aa,$5a,$00,$00,$00
.byte $ff,$aa,$aa,$aa,$9a,$00,$00,$00
.byte $ff,$aa,$aa,$aa,$5a,$00,$00,$00
.byte $ff,$aa,$aa,$5a,$9a,$00,$00,$00
.byte $ff,$aa,$aa,$9a,$5a,$00,$00,$00
.byte $ff,$aa,$aa,$aa,$5a,$00,$00,$00
.byte $ff,$aa,$aa,$6a,$56,$00,$00,$00
.byte $ff,$aa,$aa,$9a,$59,$00,$00,$00
.byte $ff,$aa,$aa,$aa,$5a,$00,$00,$00
.byte $ff,$aa,$aa,$aa,$5a,$00,$00,$00
.byte $ff,$aa,$aa,$aa,$5a,$00,$00,$00
.byte $ff,$aa,$aa,$aa,$9a,$00,$00,$00
.byte $ff,$aa,$aa,$aa,$5a,$00,$00,$00
.byte $ff,$aa,$aa,$aa,$5a,$00,$00,$00
.byte $ff,$aa,$aa,$aa,$aa,$00,$00,$00
.byte $ff,$aa,$aa,$aa,$56,$00,$00,$00
.byte $ff,$aa,$aa,$aa,$9a,$00,$00,$00
.byte $ff,$aa,$aa,$aa,$59,$00,$00,$00
.byte $ff,$aa,$aa,$aa,$5a,$00,$00,$00
.byte $ff,$aa,$aa,$aa,$9a,$00,$00,$00
.byte $ff,$aa,$aa,$aa,$5a,$00,$00,$00
.byte $ff,$aa,$aa,$aa,$5a,$00,$00,$00
.byte $ff,$aa,$aa,$aa,$59,$00,$00,$00
.byte $ff,$aa,$aa,$aa,$56,$00,$00,$00
.byte $ff,$aa,$aa,$aa,$5a,$00,$00,$00
.byte $ff,$aa,$aa,$aa,$59,$00,$00,$00
.byte $ff,$aa,$aa,$aa,$5a,$00,$00,$00
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Here we add the CHR-ROM data, included from an external .CHR file
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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.segment "CHARS1"
.incbin "atlantico.chr" ; This is the 1st bank of CHR-ROM tiles
.segment "CHARS2"
.incbin "titlescreen.chr" ; This is the 2nd bank of CHR-ROM tiles
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Vectors with the addresses of the handlers that we always add at $FFFA
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
.segment "VECTORS"
.word NMI ; Address (2 bytes) of the NMI handler
.word Reset ; Address (2 bytes) of the Reset handler
.word IRQ ; Address (2 bytes) of the IRQ handler