a bunch more work
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BIN
atlantico/._atlantico.asm
Executable file
BIN
atlantico/._atlantico.asm
Executable file
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atlantico/._nes.cfg
Executable file
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atlantico/._nes.cfg
Executable file
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atlantico/._reset.inc
Executable file
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atlantico/._reset.inc
Executable file
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atlantico/._utils.inc
Executable file
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atlantico/._utils.inc
Executable file
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atlantico/Makefile
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atlantico/Makefile
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###############################################################################
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# Rule to assemble and link all assembly files
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###############################################################################
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build:
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ca65 atlantico.asm -o atlantico.o
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ld65 -C nes.cfg atlantico.o -o atlantico.nes
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###############################################################################
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# Rule to remove all object (.o) and cartridge (.nes) files
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###############################################################################
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clean:
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rm *.o *.nes
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###############################################################################
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# Rule to run the final cartridge .nes file in the FCEUX emulator
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###############################################################################
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run:
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on-workspace 6 "fceux atlantico.nes"
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atlantico/actor.inc
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atlantico/actor.inc
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.enum ActorType
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NULL = 0
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PLAYER = 1
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SUBMARINE = 2
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AIRPLANE = 3
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MISSILE = 4
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BOMB = 5
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SPRITE0 = 6
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.endenum
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.struct Actor
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Type .byte
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XPos .byte
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YPos .byte
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XVel .byte
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YVel .byte
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.endstruct
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707
atlantico/atlantico.asm
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atlantico/atlantico.asm
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.include "consts.inc"
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.include "header.inc"
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.include "actor.inc"
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.include "reset.inc"
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.include "utils.inc"
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.segment "ZEROPAGE"
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Buttons: .res 1 ; Pressed buttons (A|B|Select|Start|Up|Dwn|Lft|Rgt)
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XPos: .res 2 ; Player X 16-bit position (8.8 fixed-point): hi+lo/256px
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YPos: .res 2 ; 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)
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YVel: .res 1 ; Player Y (signed) velocity (in pixels per 256 frames)
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Frame: .res 1 ; Counts frames (0 to 255 and repeats)
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IsDrawComplete: .res 1 ; Flag to indicate when vblank is done drawing
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Clock60: .res 1 ; Counter that increments per second (60 frames)
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BgPtr: .res 2 ; Pointer to background address - 16bits (lo,hi)
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XScroll: .res 1 ; Store the horizontal scroll position
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CurrNametable: .res 1 ; Store the current starting nametable (0 or 1)
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Column: .res 1 ; Stores the column (of tiles) we are in the level
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NewColAddr: .res 2 ; The destination address of the new column in PPU
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SourceAddr: .res 2 ; The source address in ROM of the new column tiles
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ParamType: .res 1 ; Used as param to subrouting
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ParamXPos: .res 1 ; Used as param to subrouting
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ParamYPos: .res 1 ; Used as param to subrouting
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ParamXVel: .res 1 ; Used as param to subrouting
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ParamYVel: .res 1 ; Used as param to subrouting
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; Store enough space for an array of actors
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ActorsArray: .res MAX_ACTORS * .sizeof(Actor)
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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;; PRG-ROM code located at $8000
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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.segment "CODE"
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;ReadControllers
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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;; Routine to read controller state and store it inside "Buttons" in RAM
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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.proc ReadControllers
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lda #1 ; A = 1
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sta Buttons ; Buttons = 1
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sta JOYPAD1 ; Set Latch=1 to begin 'Input'/collection mode
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lsr ; A = 0
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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,
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; And also sends a signal to the Clock line to shift the bits
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lsr ; We shift-right to place that 1-bit we just read into the Carry flag
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rol Buttons ; Rotate bits left, placing the Carry value into the 1st bit of 'Buttons' in RAM
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bcc LoopButtons ; Loop until Carry is set (from that initial 1 we loaded inside Buttons)
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rts
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.endproc
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;LoadPalette
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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;; Subroutine to load all 32 color palette values from ROM
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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.proc LoadPalette
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PPU_SETADDR $3F00
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ldy #0 ; Y = 0
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: lda PaletteData,y ; Lookup byte in ROM
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sta PPU_DATA ; Set value to send to PPU_DATA
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iny ; Y++
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cpy #32 ; Is Y equal to 32?
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bne :- ; Not yet, keep looping
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rts ; Return from subroutine
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.endproc
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;DrawNewColumn
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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;; Routine to draw a new column of tiles off-screen as we scroll horizontally
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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.proc DrawNewColumn
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; [ Destination ]
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lda XScroll ;Set newColAddr low and hi byte
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lsr
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lsr
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lsr ; shift left three times to divide Xscroll by 3
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sta NewColAddr ; set the lo byte
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lda CurrNametable ; hi byte comes from nametable
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eor #1 ; invert 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 nametable 0 or 1
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sta NewColAddr+1 ; set the hi0-byte of the column address ($20xx or $24xx)
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;;;;;;;;;;;
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; [SourceAddr low and hi byte]
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lda Column ; Multiply by 32 to compute the offset
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asl ; *2
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asl ; *4
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asl ; *8
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asl ; *16
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asl ; *32
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sta SourceAddr ; store lo byte of column source address
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lda Column
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lsr ; /2
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lsr ; /4
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lsr ; Divide current column by 8 using 3 shift rights
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sta SourceAddr+1 ; store hi byte of column source address
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; here we'll add the offset the column source address with the address where the backggroun
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lda SourceAddr ; lo byte of the column data + offset = address to load column data from
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clc
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adc #<BackgroundData ; Add lo-byte
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sta SourceAddr ; save result of offset back to the source address low byte
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lda SourceAddr+1 ; hibyte of the column source address
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adc #>BackgroundData ; add the hi byte
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sta SourceAddr+1 ; add the result of the offset back to the source address hi byte
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;;; Loop all tiles from column, sending them to destination
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DrawColumn:
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lda #%00000100 ;
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sta PPU_CTRL ; Tell the PPU that the increments will be +32 mode
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lda PPU_STATUS ; reset latch
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lda NewColAddr+1 ;
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sta PPU_ADDR ; set hi-byte of start address
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lda NewColAddr ;
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sta PPU_ADDR ; set lo-byte of start address
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ldx #30 ; Looping 30 times
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ldy #0 ;
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DrawColumnLoop: ;
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lda (SourceAddr), y ; Copy from the address of the column source + y offset
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sta PPU_DATA ;
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iny ; Y++
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dex ; X--
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bne DrawColumnLoop ; loop 30 times
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rts
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.endproc
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;DrawNewAttribs
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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;; Routine to draw a attributes off-screen eveery 32 pixels
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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.proc DrawNewAttribs
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lda CurrNametable
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eor #1 ; invert low bit
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asl ; Multiply by 2 (00 or 02)
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asl ; multiply by 2 again (00, or 04)
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clc
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adc #$23 ; Add high byte of attribute 23-- or 27--
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sta NewColAddr+1
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lda XScroll
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lsr
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lsr
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lsr
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lsr
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lsr
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clc
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adc #$C0
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sta NewColAddr ; Low Byte
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;; Source Address
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lda Column ; Column/4 *8 since each row is 8bytes
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and #%11111100 ; mask the lowest two bits to get the closest lowest multiple of 4
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asl ; one shift left - multiply by 2
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sta SourceAddr ; store low byte of offset in rom
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lda Column ; compute high
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lsr ;/2
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lsr
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lsr
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lsr
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lsr
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lsr
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lsr ; /128
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sta SourceAddr+1 ; store high byte
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lda SourceAddr
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clc
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adc #<AttributeData ; lo byte of where attrib is in rom
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sta SourceAddr
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lda SourceAddr+1
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adc #>AttributeData ; hi byte of where attrib is in rom
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sta SourceAddr+1
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DrawAttribute:
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bit PPU_STATUS
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ldy #0 ; reset latch and back to 0
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DrawAttribLoop:
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lda NewColAddr+1
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sta PPU_ADDR ; high byte of ppu dest
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lda NewColAddr
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sta PPU_ADDR ; low byte
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lda (SourceAddr),y ; fetch attribute data
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sta PPU_DATA ; store new data into ppu memory
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iny
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cpy #8
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beq :+ ; loop 8 times
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lda NewColAddr
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clc
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adc #8
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sta NewColAddr ; next addr will be at NewColAddr +8
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jmp DrawAttribLoop
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:
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rts
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.endproc
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;AddNewActor
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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;; Subroutine to add new actor to the array in the first empty slot found
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;; Params: ParamType, ParamXPos, ParamYPos, ParamXVel, ParamYVel
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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.proc AddNewActor
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ldx #0
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ArrayLoop:
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cpx #MAX_ACTORS * .sizeof(Actor); too many actors, skip
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beq EndRoutine
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lda ActorsArray+Actor::Type,x
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cmp #ActorType::NULL
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beq AddNewActorToArray ; If found empty slot, add to position
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NextActor:
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txa
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clc
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adc #.sizeof(Actor)
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tax
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jmp ArrayLoop
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AddNewActorToArray:
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lda ParamType
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sta ActorsArray+Actor::Type,x
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lda ParamXPos
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sta ActorsArray+Actor::XPos,x
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lda ParamYPos
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sta ActorsArray+Actor::YPos,x
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lda ParamXVel
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sta ActorsArray+Actor::XVel,x
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lda ParamYVel
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sta ActorsArray+Actor::YVel,x
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EndRoutine:
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rts
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.endproc
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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;; Reset handler (called when the NES resets or powers on)
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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Reset:
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INIT_NES ; Macro to initialize the NES to a known state
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InitVariables:
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lda #0
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sta Frame ; Frame = 0
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sta Clock60 ; Clock60 = 0
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sta XScroll ; XScroll = 0
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sta CurrNametable ; CurrNametable = 0
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sta Column ; Column = 0
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lda #113
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sta XPos
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lda #165
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sta YPos
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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:
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lda #ActorType::SPRITE0
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sta ParamType
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lda #0
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sta ParamXPos
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lda #27
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sta ParamYPos
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lda #0
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sta ParamXVel
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sta ParamYVel
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jsr AddNewActor
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AddPlayer:
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lda #ActorType::PLAYER
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sta ParamType
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lda XPos
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sta ParamXPos
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lda YPos
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sta ParamYPos
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lda #0
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sta ParamXVel
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sta ParamYVel
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jsr AddNewActor
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InitBackgroundTiles:
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lda #1
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sta CurrNametable ;current nametable= 1
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lda #0
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sta XScroll
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sta Column
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InitBackgroundLoop:
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jsr DrawNewColumn ; draw all rows of new column
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lda XScroll
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clc
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adc #8
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sta XScroll ; xscroll += 8
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inc Column ;column++
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lda Column
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cmp #32
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bne InitBackgroundLoop ; loop 32 times to repeat all 32 columns of the first nametable
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lda #0
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sta CurrNametable ;current nametable = 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 2nd nametable
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inc Column ; Column ++
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lda #%00000000
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sta PPU_CTRL ; PPU back to +1 mode
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InitAttribs:
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lda #1
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sta CurrNametable ;current nametable= 1
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lda #0
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sta XScroll
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sta Column
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InitAttribsLoop:
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jsr DrawNewAttribs ; draw all rows of new column
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lda XScroll
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clc
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adc #32
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sta XScroll ; xscroll += 32
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|
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lda Column
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clc
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adc #4
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sta Column
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cmp #32
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bne InitAttribsLoop ; loop 32 times to repeat all 32 columns of the first nametable
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lda #0
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sta CurrNametable ;current nametable = 0
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lda #1
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sta XScroll ;Scroll = 1
|
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jsr DrawNewAttribs ; draw first column of 2nd nametable
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|
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inc Column
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|
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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
|
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lda #0
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sta PPU_SCROLL ; Disable scroll in X
|
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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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;;;;;;; START GAME LOOP
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GameLoop:
|
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;Perform Game Logic Here
|
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jsr ReadControllers
|
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|
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CheckAButton:
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lda Buttons
|
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and #BUTTON_A
|
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beq :+
|
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lda YPos
|
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lda #ActorType::MISSILE
|
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sta ParamType
|
||||
lda XPos
|
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sta ParamXPos
|
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lda YPos
|
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sta ParamYPos
|
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lda #0
|
||||
sta ParamXVel
|
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lda #255
|
||||
sta ParamYVel
|
||||
jsr AddNewActor
|
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:
|
||||
|
||||
;; TODO
|
||||
;;------------------
|
||||
;jsr SpawnActors
|
||||
;jsr UpdateActors
|
||||
;jsr RenderActors
|
||||
;;------------------
|
||||
|
||||
WaitForVBlank: ; we lock execution
|
||||
lda IsDrawComplete ; check and only perform game loop call once NMI is done drawing
|
||||
beq WaitForVBlank ; otherwise keep looping
|
||||
|
||||
lda #0 ;
|
||||
sta IsDrawComplete ; set back to 0
|
||||
|
||||
jmp GameLoop; Force an infinite execution loop
|
||||
;;;;;;; END GAME LOOP
|
||||
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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;; NMI interrupt handler
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
NMI:
|
||||
PUSH_REGS ; push registers to the stack
|
||||
|
||||
inc Frame ; Frame++
|
||||
|
||||
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
|
||||
|
||||
NewColumnCheck:
|
||||
lda XScroll
|
||||
and #%00000111 ; Check if the scroll a multiple of 8
|
||||
bne EndColCheck ; 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!
|
||||
|
||||
Clamp128Cols:
|
||||
lda Column
|
||||
clc
|
||||
adc #1
|
||||
and #%01111111 ; drop left most bit to wrap around 128
|
||||
sta Column ; clamping the value to never go over 128
|
||||
|
||||
EndColCheck:
|
||||
|
||||
NewAttribsCheck:
|
||||
lda XScroll
|
||||
and #%00011111
|
||||
bne :+
|
||||
jsr DrawNewAttribs
|
||||
:
|
||||
|
||||
;SetPPUNoScroll:
|
||||
; lda #0
|
||||
; sta PPU_SCROLL
|
||||
; sta PPU_SCROLL
|
||||
;
|
||||
;EnablePPUSprite0:
|
||||
; lda #%10010000
|
||||
; sta PPU_CTRL
|
||||
; lda #%00011110
|
||||
; sta PPU_MASK
|
||||
;
|
||||
;WaitForNoSprite0:
|
||||
; lda PPU_STATUS
|
||||
; and #%01000000
|
||||
; bne WaitForNoSprite0
|
||||
;
|
||||
;WaitForSprite0:
|
||||
; lda PPU_STATUS
|
||||
; and #%01000000 ; PPU address $2002 bit 6 is the sprite hit flag
|
||||
; beq WaitForSprite0 ; loop until we do NOT have a sprite 0 hit
|
||||
|
||||
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
|
||||
sta IsDrawComplete
|
||||
inc Frame
|
||||
|
||||
|
||||
PULL_REGS
|
||||
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
|
||||
.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,$60,$00,$00,$54,$56,$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
|
||||
.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,$55,$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
|
||||
.byte $13,$13,$13,$13,$20,$21,$21,$21,$21,$21,$21,$21,$42,$21,$21,$21,$4a,$21,$21,$14,$11,$4e,$15,$12,$00,$00,$00,$00,$59,$56,$aa,$00
|
||||
.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
|
||||
.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,$61,$00,$00,$54,$56,$aa,$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
|
||||
.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,$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
|
||||
.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,$57,$56,$56,$aa,$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,$52,$56,$aa,$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,$53,$56,$aa,$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,$56,$aa,$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,$58,$56,$aa,$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,$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
|
||||
.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,$62,$00,$00,$58,$56,$aa,$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
|
||||
.byte $13,$13,$60,$13,$20,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$15,$1f,$2a,$3a,$3d,$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,$15,$2d,$2a,$3a,$3c,$15,$12,$00,$00,$00,$00,$5b,$56,$aa,$00
|
||||
.byte $13,$13,$60,$13,$20,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$49,$21,$21,$2f,$2a,$3a,$3d,$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,$28,$3b,$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,$4e,$21,$12,$00,$00,$00,$51,$58,$56,$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,$51,$58,$56,$aa,$00
|
||||
.byte $13,$13,$76,$13,$20,$21,$21,$21,$21,$21,$21,$21,$42,$21,$21,$21,$21,$21,$15,$29,$39,$15,$15,$12,$00,$00,$00,$00,$58,$56,$aa,$00
|
||||
.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
|
||||
.byte $13,$13,$7c,$13,$20,$21,$21,$21,$21,$21,$21,$21,$43,$21,$21,$21,$21,$21,$2e,$2a,$3a,$4e,$21,$12,$00,$00,$00,$51,$58,$56,$aa,$00
|
||||
.byte $13,$13,$7c,$13,$20,$21,$21,$21,$21,$21,$21,$21,$44,$21,$21,$21,$21,$21,$1f,$2a,$3a,$3f,$15,$12,$00,$00,$00,$00,$5d,$56,$aa,$00
|
||||
.byte $13,$13,$75,$13,$20,$21,$21,$21,$21,$21,$21,$21,$44,$21,$21,$21,$21,$21,$15,$28,$3b,$3f,$21,$12,$00,$00,$00,$00,$57,$56,$aa,$00
|
||||
.byte $13,$13,$84,$13,$20,$21,$21,$21,$21,$21,$21,$21,$45,$21,$21,$21,$48,$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,$46,$21,$21,$21,$4a,$21,$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,$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,$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,$15,$21,$21,$21,$14,$11,$15,$15,$12,$00,$31,$31,$00,$58,$56,$ff,$5a
|
||||
.byte $13,$13,$6e,$13,$20,$21,$21,$21,$21,$21,$21,$21,$21,$21,$21,$15,$21,$21,$21,$14,$11,$15,$15,$12,$00,$00,$00,$31,$58,$56,$ff,$5a
|
||||
.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
|
||||
.byte $13,$13,$84,$13,$20,$21,$21,$21,$21,$21,$21,$43,$21,$21,$21,$21,$21,$21,$21,$14,$11,$4e,$15,$12,$00,$00,$00,$00,$58,$56,$ff,$59
|
||||
.byte $13,$13,$61,$13,$20,$21,$21,$21,$21,$21,$21,$44,$21,$21,$21,$21,$21,$21,$21,$14,$11,$3f,$15,$12,$00,$00,$00,$00,$58,$56,$ff,$5a
|
||||
.byte $13,$13,$13,$13,$20,$21,$21,$21,$21,$21,$21,$45,$21,$21,$21,$21,$21,$21,$21,$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,$47,$15,$21,$21,$21,$15,$21,$21,$14,$11,$15,$15,$12,$00,$00,$00,$00,$53,$56,$aa,$00
|
||||
.byte $13,$13,$13,$13,$20,$21,$21,$21,$21,$21,$21,$21,$15,$21,$21,$21,$15,$21,$21,$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,$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
|
||||
.byte $13,$13,$6c,$13,$20,$21,$21,$21,$21,$21,$48,$21,$15,$21,$21,$21,$21,$1d,$1e,$2a,$3a,$3c,$15,$12,$00,$00,$00,$00,$58,$56,$aa,$00
|
||||
.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
|
||||
.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,$63,$00,$00,$58,$56,$aa,$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:
|
||||
.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
|
||||
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
;; This is the OAM sprite attribute data data we will use in our game.
|
||||
;; We have only one big metasprite that is composed of 2x4 hardware sprites.
|
||||
;; The OAM is organized in sets of 4 bytes per tile.
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
SpriteData:
|
||||
; Y tile# attributes
|
||||
.byte $27, $70, %00100001, $6 ; [] Sprite 0, used to split screen
|
||||
; Y tile# attributes X
|
||||
.byte $A6, $60, %00000000, $70 ; _______________
|
||||
.byte $A6, $61, %00000000, $78 ; \ o o o o o / <-- Ship (4 tiles)
|
||||
.byte $A6, $62, %00000000, $80 ; \___________/
|
||||
.byte $A6, $63, %00000000, $88 ;
|
||||
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
;; Here we add the CHR-ROM data, included from an external .CHR file
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
.segment "CHARS"
|
||||
.incbin "atlantico.chr"
|
||||
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
;; 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
|
BIN
atlantico/atlantico.chr
Executable file
BIN
atlantico/atlantico.chr
Executable file
Binary file not shown.
BIN
atlantico/atlantico.nes
Normal file
BIN
atlantico/atlantico.nes
Normal file
Binary file not shown.
BIN
atlantico/atlantico.o
Normal file
BIN
atlantico/atlantico.o
Normal file
Binary file not shown.
29
atlantico/consts.inc
Executable file
29
atlantico/consts.inc
Executable file
@ -0,0 +1,29 @@
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
;; Constants for PPU registers mapped from addresses $2000 to $2007
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
PPU_CTRL = $2000
|
||||
PPU_MASK = $2001
|
||||
PPU_STATUS = $2002
|
||||
OAM_ADDR = $2003
|
||||
OAM_DATA = $2004
|
||||
PPU_SCROLL = $2005
|
||||
PPU_ADDR = $2006
|
||||
PPU_DATA = $2007
|
||||
PPU_OAM_DMA = $4014
|
||||
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
;; Controller ports and buttons
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
JOYPAD1 = $4016
|
||||
JOYPAD2 = $4017
|
||||
|
||||
BUTTON_A = $80 ; 10000000
|
||||
BUTTON_B = $40 ; 01000000
|
||||
BUTTON_SELECT = $20 ; 00100000
|
||||
BUTTON_START = $10 ; 00010000
|
||||
BUTTON_UP = $08 ; 00001000
|
||||
BUTTON_DOWN = $04 ; 00000100
|
||||
BUTTON_LEFT = $02 ; 00000010
|
||||
BUTTON_RIGHT = $01 ; 00000001
|
||||
|
||||
MAX_ACTORS = 10
|
13
atlantico/header.inc
Executable file
13
atlantico/header.inc
Executable file
@ -0,0 +1,13 @@
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
;; The iNES header (contains a total of 16 bytes with the flags at $7FF0)
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
.segment "HEADER"
|
||||
.byte $4E,$45,$53,$1A ; 4 bytes with the characters 'N','E','S','\n'
|
||||
.byte $02 ; How many 16KB of PRG-ROM we'll use (=32KB)
|
||||
.byte $01 ; How many 8KB of CHR-ROM we'll use (=8KB)
|
||||
.byte %00000001 ; Vertical mirroring, no battery, mapper 0
|
||||
.byte %00000000 ; mapper 0, playchoice, NES 2.0
|
||||
.byte $00 ; No PRG-RAM
|
||||
.byte $00 ; NTSC TV format
|
||||
.byte $00 ; Extra flags for TV format and PRG-RAM
|
||||
.byte $00,$00,$00,$00,$00 ; Unused padding to complete 16 bytes of header
|
16
atlantico/nes.cfg
Executable file
16
atlantico/nes.cfg
Executable file
@ -0,0 +1,16 @@
|
||||
MEMORY {
|
||||
ZP: start = $0000, size = $0100, type = rw, file = "";
|
||||
OAM: start = $0200, size = $0100, type = rw, file = "";
|
||||
RAM: start = $0300, size = $0500, type = rw, file = "";
|
||||
HDR: start = $7FF0, size = $0010, type = ro, file = %O, fill = yes, fillval = $00;
|
||||
PRG: start = $8000, size = $8000, type = ro, file = %O, fill = yes, fillval = $00;
|
||||
CHR: start = $0000, size = $2000, type = ro, file = %O, fill = yes, fillval = $00;
|
||||
}
|
||||
|
||||
SEGMENTS {
|
||||
ZEROPAGE: load = ZP, type = zp;
|
||||
HEADER: load = HDR, type = ro;
|
||||
CODE: load = PRG, type = ro, start = $8000;
|
||||
CHARS: load = CHR, type = ro, optional = yes;
|
||||
VECTORS: load = PRG, type = ro, start = $FFFA;
|
||||
}
|
43
atlantico/reset.inc
Executable file
43
atlantico/reset.inc
Executable file
@ -0,0 +1,43 @@
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
;; Macro to initialize the NES by disabling rendering and clearing RAM values
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
.macro INIT_NES
|
||||
sei ; Disable all IRQ interrupts
|
||||
cld ; Clear decimal mode (not supported by the NES)
|
||||
ldx #$FF
|
||||
txs ; Initialize the stack pointer at address $FF
|
||||
|
||||
inx ; Increment X, causing a rolloff from $FF to $00
|
||||
stx PPU_CTRL ; Disable NMI
|
||||
stx PPU_MASK ; Disable rendering (masking background and sprites)
|
||||
stx $4010 ; Disable DMC IRQs
|
||||
|
||||
lda #$40
|
||||
sta $4017 ; Disable APU frame IRQ
|
||||
|
||||
bit PPU_STATUS ; Read from PPU_STATUS to reset the VBlank flag
|
||||
Wait1stVBlank: ; Wait for the first VBlank from the PPU
|
||||
bit PPU_STATUS ; Perform a bit-wise check with the PPU_STATUS port
|
||||
bpl Wait1stVBlank ; Loop until bit-7 (sign bit) is 1 (inside VBlank)
|
||||
|
||||
txa ; A = 0
|
||||
ClearRAM:
|
||||
sta $0000,x ; Zero RAM addresses from $0000 to $00FF
|
||||
sta $0100,x ; Zero RAM addresses from $0100 to $01FF
|
||||
|
||||
lda #$FF ; We cannot load $0200-$02FF (OAM) with zero
|
||||
sta $0200,x ; So we load it with $FF (all sprites off-screen)
|
||||
|
||||
lda #0 ; And we proceed to zero the next ranges
|
||||
sta $0300,x ; Zero RAM addresses from $0300 to $03FF
|
||||
sta $0400,x ; Zero RAM addresses from $0400 to $04FF
|
||||
sta $0500,x ; Zero RAM addresses from $0500 to $05FF
|
||||
sta $0600,x ; Zero RAM addresses from $0600 to $06FF
|
||||
sta $0700,x ; Zero RAM addresses from $0700 to $07FF
|
||||
inx
|
||||
bne ClearRAM
|
||||
|
||||
Wait2ndVBlank: ; Wait for the second VBlank from the PPU
|
||||
bit PPU_STATUS ; Perform a bit-wise check with the PPU_STATUS port
|
||||
bpl Wait2ndVBlank ; Loop until bit-7 (sign bit) is 1 (inside VBlank)
|
||||
.endmacro
|
49
atlantico/tagbardebug.log
Normal file
49
atlantico/tagbardebug.log
Normal file
@ -0,0 +1,49 @@
|
||||
|
||||
|
||||
NVIM v0.8.1
|
||||
Build type: Debug
|
||||
LuaJIT 2.1.0-beta3
|
||||
Compilation: /usr/bin/cc -DNVIM_TS_HAS_SET_MATCH_LIMIT -DNVIM_TS_HAS_SET_ALLOCATOR -g -Wall -Wextra -pedantic -Wno-unused-parameter -Wstrict-prototypes -std=gnu99 -Wshadow -Wconversion -Wdouble-promotion -Wmissing-noreturn -Wmissing-format-attribute -Wmissing-prototypes -Wimplicit-fallthrough -Wvla -fstack-protector-strong -fno-common -fdiagnostics-color=always -DINCLUDE_GENERATED_DECLARATIONS -D_GNU_SOURCE -DNVIM_MSGPACK_HAS_FLOAT32 -DNVIM_UNIBI_HAS_VAR_FROM -DMIN_LOG_LEVEL=1 -DEXITFREE -I/opt/nightlies/neovim/build/cmake.config -I/opt/nightlies/neovim/src -I/opt/nightlies/neovim/.deps/usr/include -I/usr/include -I/opt/nightlies/neovim/build/src/nvim/auto -I/opt/nightlies/neovim/build/include
|
||||
Compiled by tyrel@blackbox-jr
|
||||
|
||||
Features: +acl +iconv +tui
|
||||
See ":help feature-compile"
|
||||
|
||||
system vimrc file: "$VIM/sysinit.vim"
|
||||
fall-back for $VIM: "/usr/local/share/nvim"
|
||||
|
||||
Run :checkhealth for more info1970-01-01 21:57:14.324701: goto_win(): wincmd p, 1
|
||||
1970-01-01 21:57:14.325123: goto_win(): 2wincmd w, 1
|
||||
1970-01-01 21:57:14.333705: goto_win(): 2wincmd w, 1
|
||||
1970-01-01 21:57:14.333977: goto_win(): 3wincmd w, 1
|
||||
1970-01-01 21:57:14.335883: AutoUpdate called [/home/tyrel/code/6502nes/atlantico/]
|
||||
1970-01-01 21:57:14.336102: Vim filetype: 'asm_ca65', sanitized filetype: 'asm_ca65'
|
||||
1970-01-01 21:57:14.336214: Checking if file is valid [/home/tyrel/code/6502nes/atlantico/]
|
||||
1970-01-01 21:57:14.336360: File not readable
|
||||
1970-01-01 21:57:14.336459: Not a valid file, stopping processing
|
||||
1970-01-01 21:57:14.340545: AutoUpdate called [/home/tyrel/code/6502nes/atlantico/]
|
||||
1970-01-01 21:57:14.340720: Vim filetype: 'asm_ca65', sanitized filetype: 'asm_ca65'
|
||||
1970-01-01 21:57:14.340811: Checking if file is valid [/home/tyrel/code/6502nes/atlantico/]
|
||||
1970-01-01 21:57:14.340927: File not readable
|
||||
1970-01-01 21:57:14.341007: Not a valid file, stopping processing
|
||||
1970-01-01 21:57:14.349687: AutoUpdate called [term://~/code/6502nes/atlantico//146139:/bin/fish]
|
||||
1970-01-01 21:57:14.349788: Vim filetype: 'floaterm', sanitized filetype: 'floaterm'
|
||||
1970-01-01 21:57:14.349826: Checking if file is valid [term://~/code/6502nes/atlantico//146139:/bin/fish]
|
||||
1970-01-01 21:57:14.349900: File not readable
|
||||
1970-01-01 21:57:14.349932: Not a valid file, stopping processing
|
||||
1970-01-01 21:57:15.291586: AutoUpdate called [/home/tyrel/code/6502nes/atlantico/__Tagbar__.1]
|
||||
1970-01-01 21:57:15.291682: In Tagbar window, stopping processing
|
||||
1970-01-01 21:57:15.574356: ToggleWindow called
|
||||
1970-01-01 21:57:15.574851: CloseWindow called
|
||||
1970-01-01 21:57:15.597904: AutoUpdate called [/home/tyrel/code/6502nes/atlantico/atlantico.asm]
|
||||
1970-01-01 21:57:15.597985: Vim filetype: 'asm_ca65', sanitized filetype: 'asm_ca65'
|
||||
1970-01-01 21:57:15.598027: Checking if file is valid [/home/tyrel/code/6502nes/atlantico/atlantico.asm]
|
||||
1970-01-01 21:57:15.598108: Unsupported filetype: asm_ca65
|
||||
1970-01-01 21:57:15.598141: Not a valid file, stopping processing
|
||||
1970-01-01 21:57:15.598199: goto_win(): wincmd p, 0
|
||||
1970-01-01 21:57:15.598267: CloseWindow finished
|
||||
1970-01-01 21:57:19.699439: AutoUpdate called [/home/tyrel/code/6502nes/atlantico/atlantico.asm]
|
||||
1970-01-01 21:57:19.699592: Vim filetype: 'asm_ca65', sanitized filetype: 'asm_ca65'
|
||||
1970-01-01 21:57:19.699667: Checking if file is valid [/home/tyrel/code/6502nes/atlantico/atlantico.asm]
|
||||
1970-01-01 21:57:19.699815: Unsupported filetype: asm_ca65
|
||||
1970-01-01 21:57:19.699876: Not a valid file, stopping processing
|
37
atlantico/utils.inc
Executable file
37
atlantico/utils.inc
Executable file
@ -0,0 +1,37 @@
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
;; Macro to set a 16-bit address to the PPU_ADDR register (at $2006)
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
.macro PPU_SETADDR addr
|
||||
bit PPU_STATUS ; Read from PPU_STATUS to reset the address latch
|
||||
lda #>addr ; Fetch the hi-byte from 16-bit address
|
||||
sta PPU_ADDR ; Store the hi-byte into PPU_ADDR $2006
|
||||
lda #<addr ; Fetch the lo-byte from 16-bit address
|
||||
sta PPU_ADDR ; Store the lo-byte into PPU_ADDR $2006
|
||||
.endmacro
|
||||
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
;; Macro to send a value to the PPU_DATA (at $2007)
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
.macro PPU_SETDATA val
|
||||
lda val
|
||||
sta PPU_DATA ; Send value to PPU register at $2007
|
||||
.endmacro
|
||||
|
||||
|
||||
.macro PUSH_REGS
|
||||
pha ; Push A to the stack
|
||||
txa ; transfer x to acc
|
||||
pha ; Push X to the stack
|
||||
tya ; transfer y to the acc
|
||||
pha ; Push Y to the stack
|
||||
php ; Push process status flags to the stack
|
||||
.endmacro
|
||||
|
||||
.macro PULL_REGS
|
||||
plp ; restore the status flags from the stack
|
||||
pla ; restore the old value of Y from the stack into A
|
||||
tay ; transfer
|
||||
pla ; restore the old value of X from the stack into A
|
||||
tax ; transfer
|
||||
pla ; Pull a from the stack
|
||||
.endmacro
|
10
bgnam.py
Normal file
10
bgnam.py
Normal file
@ -0,0 +1,10 @@
|
||||
with open('background.nam', 'rb') as f:
|
||||
i = 0
|
||||
while True:
|
||||
hexdata = f.read(1).hex()
|
||||
if len(hexdata) == 0:
|
||||
break
|
||||
if i % 32 == 0:
|
||||
print()
|
||||
print('$' + hexdata.upper(), end = ',')
|
||||
i = i + 1
|
BIN
clearmem.nes
Normal file
BIN
clearmem.nes
Normal file
Binary file not shown.
BIN
clearmem.o
Normal file
BIN
clearmem.o
Normal file
Binary file not shown.
@ -15,4 +15,4 @@ clean:
|
||||
# Rule to run the final cartridge .nes file in the FCEUX emulator
|
||||
###############################################################################
|
||||
run:
|
||||
fceux helloppu.nes
|
||||
on-workspace 1 "fceux helloppu.nes"
|
||||
|
BIN
helloppu/helloppu.nes
Normal file
BIN
helloppu/helloppu.nes
Normal file
Binary file not shown.
BIN
helloppu/helloppu.o
Normal file
BIN
helloppu/helloppu.o
Normal file
Binary file not shown.
BIN
loadbackground/._Makefile
Executable file
BIN
loadbackground/._Makefile
Executable file
Binary file not shown.
BIN
loadbackground/._loadbackground.asm
Executable file
BIN
loadbackground/._loadbackground.asm
Executable file
Binary file not shown.
BIN
loadbackground/._nes.cfg
Executable file
BIN
loadbackground/._nes.cfg
Executable file
Binary file not shown.
18
loadbackground/Makefile
Executable file
18
loadbackground/Makefile
Executable file
@ -0,0 +1,18 @@
|
||||
###############################################################################
|
||||
# Rule to assemble and link all assembly files
|
||||
###############################################################################
|
||||
build:
|
||||
ca65 loadbackground.asm -o loadbackground.o
|
||||
ld65 -C nes.cfg loadbackground.o -o loadbackground.nes
|
||||
|
||||
###############################################################################
|
||||
# Rule to remove all object (.o) files and cartridge (.nes) files
|
||||
###############################################################################
|
||||
clean:
|
||||
rm *.o *.nes
|
||||
|
||||
###############################################################################
|
||||
# Rule to run the final cartridge .nes file in the FCEUX emulator
|
||||
###############################################################################
|
||||
run:
|
||||
on-workspace 1 "fceux loadbackground.nes"
|
BIN
loadbackground/background.nam
Executable file
BIN
loadbackground/background.nam
Executable file
Binary file not shown.
31
loadbackground/consts.inc
Executable file
31
loadbackground/consts.inc
Executable file
@ -0,0 +1,31 @@
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
;; Constants for PPU registers mapped from addresses $2000 to $2007
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
PPU_CTRL = $2000
|
||||
PPU_MASK = $2001
|
||||
PPU_STATUS = $2002
|
||||
OAM_ADDR = $2003
|
||||
OAM_DATA = $2004
|
||||
PPU_SCROLL = $2005
|
||||
PPU_ADDR = $2006
|
||||
PPU_DATA = $2007
|
||||
PPU_OAM_DMA = $4014
|
||||
|
||||
|
||||
|
||||
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
;; Constants for BUTTONS
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
|
||||
JOYPAD1 = $4016
|
||||
JOYPAD2 = $4017
|
||||
|
||||
BUTTON_A = $80 ; 10000000
|
||||
BUTTON_B = $40 ; 01000000
|
||||
BUTTON_SELECT = $20 ; 00100000
|
||||
BUTTON_START = $10 ; 00010000
|
||||
BUTTON_UP = $08 ; 00001000
|
||||
BUTTON_DOWN = $04 ; 00000100
|
||||
BUTTON_LEFT = $02 ; 00000010
|
||||
BUTTON_RIGHT = $01 ; 00000001
|
13
loadbackground/header.inc
Executable file
13
loadbackground/header.inc
Executable file
@ -0,0 +1,13 @@
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
;; The iNES header (contains a total of 16 bytes with the flags at $7F00)
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
.segment "HEADER"
|
||||
.byte $4E,$45,$53,$1A ; 4 bytes with the characters 'N','E','S','\n'
|
||||
.byte $02 ; How many 16KB of PRG-ROM we'll use (=32KB)
|
||||
.byte $01 ; How many 8KB of CHR-ROM we'll use (=8KB)
|
||||
.byte %00000000 ; Horz mirroring, no battery, mapper 0
|
||||
.byte %00000000 ; mapper 0, playchoice, NES 2.0
|
||||
.byte $00 ; No PRG-RAM
|
||||
.byte $00 ; NTSC TV format
|
||||
.byte $00 ; Extra flags for TV format and PRG-RAM
|
||||
.byte $00,$00,$00,$00,$00 ; Unused padding to complete 16 bytes of header
|
306
loadbackground/loadbackground.asm
Executable file
306
loadbackground/loadbackground.asm
Executable file
@ -0,0 +1,306 @@
|
||||
; HEADER
|
||||
.include "consts.inc"
|
||||
.include "header.inc"
|
||||
.include "reset.inc"
|
||||
.include "utils.inc"
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
.segment "ZEROPAGE"
|
||||
Buttons: .res 1 ; Button bytes
|
||||
XPos: .res 1 ; Char X position
|
||||
YPos: .res 1 ; Char Y Position
|
||||
Frame: .res 1 ; Reserve 1 byte to store the number of frames
|
||||
Clock60: .res 1 ; Store a counter that increments every second (60 frames)
|
||||
BgPtr: .res 2 ; Reserve 2 bytes store a ptr to bg address
|
||||
; Store low then high bytes (little endian)
|
||||
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
;; PRG-ROM code located at $8000
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
.segment "CODE"
|
||||
|
||||
; LoadPalette
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
;; Subroutine to load all 32 color palette values from ROM
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
.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
|
||||
; LoadBackground
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
;; Subroutine to load the background 255 tiles in first nametable
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
.proc LoadBackground
|
||||
lda #<BackgroundData
|
||||
sta BgPtr
|
||||
lda #>BackgroundData
|
||||
sta BgPtr+1
|
||||
|
||||
PPU_SETADDR $2000 ; nametable 0
|
||||
|
||||
ldx #$00 ; high byte (0-3)
|
||||
ldy #$00 ; low byte (0-FF)
|
||||
|
||||
OuterLoop:
|
||||
InnerLoop:
|
||||
lda (BgPtr),y ; fetch the value pointed by bgptr+y
|
||||
sta PPU_DATA ; store value in ppu data
|
||||
iny ; y++
|
||||
cpy #0 ; if y == 0 then wrapped
|
||||
beq IncreaseHiByte ; then: increase hi byte
|
||||
jmp InnerLoop ; else: continue inner loop
|
||||
IncreaseHiByte:
|
||||
inc BgPtr+1 ; we increment the hi byte pointer to point to the next bg section
|
||||
inx ; X++
|
||||
cpx #4 ; break condition (4 sections bg)
|
||||
bne OuterLoop ; if x is stil not 4, loop back to outer loop
|
||||
|
||||
rts ; Return from subroutine
|
||||
.endproc
|
||||
; LoadText
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
;; Subroutine to load text in the nametable until it finds a 0-terminator
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
.proc LoadText
|
||||
PPU_SETADDR $21CB
|
||||
|
||||
ldy #0 ;y=0
|
||||
Loop:
|
||||
lda TextMessage,y ; Fetch character byte from ROM
|
||||
beq EndLoop ; If the character is 0, end loop
|
||||
|
||||
cmp #32 ; Compare to ASCII 32
|
||||
bne DrawLetter ; if its not, draw the letter
|
||||
DrawSpace:
|
||||
lda #$24 ; tile $24 is a space
|
||||
sta PPU_DATA ; Store PPU_DATA with the empty tile
|
||||
jmp NextChar ; go to next character
|
||||
DrawLetter:
|
||||
sec ; set carry
|
||||
sbc #55 ; subtract 55 from the ASCII value, to get the character tile as chars start at 10
|
||||
sta PPU_DATA ; store the data and advance the PPU_ADDR
|
||||
NextChar:
|
||||
iny ; y++, next character from the string
|
||||
jmp Loop ; go back to top of loop
|
||||
|
||||
EndLoop:
|
||||
rts ; Return from subroutine
|
||||
.endproc
|
||||
; LoadSprites
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
;; Subroutine to load all 16 sprites into OAM-RAM starting at $0200
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
.proc LoadSprites
|
||||
ldx #0 ;
|
||||
LoadSprites: ;
|
||||
lda SpriteData,x ; fetch bytes from SpriteData lookup table
|
||||
sta $0200,x ; store bytes starting at OAM $0200
|
||||
inx ; X++
|
||||
cpx #32;
|
||||
bne LoadSprites ; Loop 16 times (4 hardware sprites, 4 bytes each)
|
||||
rts ; Return from subroutine
|
||||
.endproc
|
||||
;ReadControllers
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
;; Reset handler (called when the NES resets or powers on)
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
.proc ReadControllers
|
||||
lda #1 ; A=1
|
||||
sta Buttons ; Buttons=1 (This will carry to the bcc, not an input value)
|
||||
|
||||
sta JOYPAD1 ; Set latch to 1 to begin input
|
||||
lsr ; A=0 by shifting right, quicker maybe
|
||||
sta JOYPAD1 ; Set latch to 0 to begin output
|
||||
LoopButtons:
|
||||
lda JOYPAD1 ; 1. reads a bit from the controller line and inverts its value
|
||||
; 2. sends a signal to the clock line to shift the bits inside the controller
|
||||
|
||||
lsr ; we shift right to place that 1bit
|
||||
rol Buttons ; rolls bits to the left, placing the carry inside the first bit of `Buttons` in ram
|
||||
bcc LoopButtons ; loop until carry is set (from that initial 1 we had inside buttons
|
||||
rts
|
||||
.endproc
|
||||
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
;; 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
|
||||
sta Clock60
|
||||
|
||||
|
||||
ldx #0
|
||||
lda SpriteData,x
|
||||
sta YPos
|
||||
inx
|
||||
inx
|
||||
inx
|
||||
lda SpriteData,x
|
||||
sta XPos
|
||||
|
||||
|
||||
Main:
|
||||
jsr LoadPalette ; Jump to subroutine LoadPalette
|
||||
jsr LoadBackground ; Jump to subroutine LoadBackground
|
||||
jsr LoadSprites
|
||||
|
||||
EnablePPURendering:
|
||||
lda #%10010000 ; enable NMI and set bg to use second pattern table
|
||||
sta PPU_CTRL
|
||||
lda #0 ; disable ppu scrolling
|
||||
sta PPU_SCROLL ; latch (in X)
|
||||
sta PPU_SCROLL ; latch (in y)
|
||||
lda #%00011110
|
||||
sta PPU_MASK
|
||||
|
||||
LoopForever:
|
||||
jmp LoopForever ; Force an infinite execution loop
|
||||
|
||||
; NMI
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
;; NMI interrupt handler
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
NMI:
|
||||
inc Frame ; Frame ++
|
||||
; -------------------------------------
|
||||
; As soon as we enter the NMI handler, start OAM copy
|
||||
lda #$02 ; every frame we copy sprite data starting at $02**
|
||||
sta PPU_OAM_DMA ; The OAM DMA Copy starts when we write to PPU_OAM_DMA
|
||||
; -------------------------------------
|
||||
|
||||
jsr ReadControllers ; Jump to the subroutine that checks the controllers
|
||||
|
||||
CheckRightButton:
|
||||
lda Buttons
|
||||
and #BUTTON_RIGHT
|
||||
beq CheckLeftButton
|
||||
inc XPos ; X++
|
||||
CheckLeftButton:
|
||||
lda Buttons
|
||||
and #BUTTON_LEFT
|
||||
beq CheckDownButton
|
||||
dec XPos ; X--
|
||||
CheckDownButton:
|
||||
lda Buttons
|
||||
and #BUTTON_DOWN
|
||||
beq CheckUpButton
|
||||
inc YPos ; Y++
|
||||
CheckUpButton:
|
||||
lda Buttons
|
||||
and #BUTTON_UP
|
||||
beq :+
|
||||
dec YPos ; Y--
|
||||
:
|
||||
|
||||
UpdateSpritePosition:
|
||||
lda XPos
|
||||
sta $0203
|
||||
sta $020B
|
||||
clc
|
||||
adc #8
|
||||
sta $0207
|
||||
sta $020F
|
||||
|
||||
lda YPos
|
||||
sta $0200
|
||||
sta $0204
|
||||
clc
|
||||
adc #8
|
||||
sta $0208
|
||||
sta $020C
|
||||
|
||||
;;;;
|
||||
lda Frame ; increment clock60 every time the frame reaches 60
|
||||
cmp #60 ; frame equal to 60?
|
||||
bne :+ ; branch to end if not 60, carry on!
|
||||
inc Clock60
|
||||
lda #0
|
||||
sta Frame ; Zero Frame Counter
|
||||
:
|
||||
|
||||
rti ; Return from interrupt
|
||||
|
||||
; IRQ
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
;; IRQ interrupt handler
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
IRQ:
|
||||
rti ; Return from interrupt
|
||||
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
;; Hardcoded list of color values in ROM to be loaded by the PPU
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
PaletteData:
|
||||
.byte $22,$29,$1A,$0f, $22,$36,$17,$0f, $22,$30,$21,$0f, $22,$27,$17,$0f ; Background CP 00 01 10 11
|
||||
.byte $22,$16,$27,$18, $22,$1a,$30,$27, $22,$16,$30,$27, $22,$0f,$36,$17 ; sprite CP 00 01 10 11
|
||||
|
||||
;BackgroundData
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
;; Background data with tile numbers that must be copied to the nametable
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
BackgroundData:
|
||||
.incbin "background.nam"
|
||||
|
||||
|
||||
;SpriteData
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
;; This is the OAM sprite attribute data data we will use in our game
|
||||
;; We have only one big metasprite that is composed of 4 hardware sprites
|
||||
;; the OAM is organized in sets of 4 bytes per tile
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
; Sprite Attribute Byte:
|
||||
; ----------------------
|
||||
; 76543210
|
||||
; ||| ||
|
||||
; ||| ++- Color Palette of Sprite: Choose which set of 4 from the 16 colors to use
|
||||
; |||
|
||||
; ||+------ Priority (0: in front of BG, 1: Behind BG)
|
||||
; |+------- Flip Horizontally
|
||||
; +-------- Flip Vertically
|
||||
SpriteData:
|
||||
;--------------------------------
|
||||
; Mario:
|
||||
; Y tile# attributes X
|
||||
.byte $AE, $3A, %00000000, $98
|
||||
.byte $AE, $37, %00000000, $A0
|
||||
.byte $B6, $4F, %00000000, $98
|
||||
.byte $B6, $4F, %01000000, $A0
|
||||
;--------------------------------
|
||||
; Goomba:
|
||||
; Y tile# attributes X
|
||||
.byte $93, $70, %00100011, $C7
|
||||
.byte $93, $71, %00100011, $CF
|
||||
.byte $9B, $72, %00100011, $C7
|
||||
.byte $9B, $73, %00100011, $CF
|
||||
;--------------------------------
|
||||
;End Sprites
|
||||
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
;; Hardcoded ASCII message stored in ROM with 0-terminator
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
TextMessage:
|
||||
.byte "TYREL SOUZA",$0
|
||||
|
||||
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
;; Here we add the CHR-ROM data, included from an external .CHR file
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
.segment "CHARS"
|
||||
.incbin "mario.chr"
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
;; 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
|
BIN
loadbackground/loadbackground.nes
Normal file
BIN
loadbackground/loadbackground.nes
Normal file
Binary file not shown.
BIN
loadbackground/loadbackground.o
Normal file
BIN
loadbackground/loadbackground.o
Normal file
Binary file not shown.
BIN
loadbackground/mario.chr
Executable file
BIN
loadbackground/mario.chr
Executable file
Binary file not shown.
16
loadbackground/nes.cfg
Executable file
16
loadbackground/nes.cfg
Executable file
@ -0,0 +1,16 @@
|
||||
MEMORY {
|
||||
ZP: start = $0000, size = $0100, type = rw, file = "";
|
||||
OAM: start = $0200, size = $0100, type = rw, file = "";
|
||||
RAM: start = $0300, size = $0500, type = rw, file = "";
|
||||
HDR: start = $7FF0, size = $0010, type = ro, file = %O, fill = yes, fillval = $00;
|
||||
PRG: start = $8000, size = $8000, type = ro, file = %O, fill = yes, fillval = $00;
|
||||
CHR: start = $0000, size = $2000, type = ro, file = %O, fill = yes, fillval = $00;
|
||||
}
|
||||
|
||||
SEGMENTS {
|
||||
ZEROPAGE: load = ZP, type = zp;
|
||||
HEADER: load = HDR, type = ro;
|
||||
CODE: load = PRG, type = ro, start = $8000;
|
||||
CHARS: load = CHR, type = ro, optional = yes;
|
||||
VECTORS: load = PRG, type = ro, start = $FFFA;
|
||||
}
|
43
loadbackground/reset.inc
Executable file
43
loadbackground/reset.inc
Executable file
@ -0,0 +1,43 @@
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
;; Macro to initialize the NES by disabling rendering and clearing RAM values
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
.macro INIT_NES
|
||||
sei ; Disable all IRQ interrupts
|
||||
cld ; Clear decimal mode (not supported by the NES)
|
||||
ldx #$FF
|
||||
txs ; Initialize the stack pointer at address $FF
|
||||
|
||||
inx ; Increment X, causing a rolloff from $FF to $00
|
||||
stx PPU_CTRL ; Disable NMI
|
||||
stx PPU_MASK ; Disable rendering (masking background and sprites)
|
||||
stx $4010 ; Disable DMC IRQs
|
||||
|
||||
lda #$40
|
||||
sta $4017 ; Disable APU frame IRQ
|
||||
|
||||
bit PPU_STATUS ; Read from PPU_STATUS to reset the VBlank flag
|
||||
Wait1stVBlank: ; Wait for the first VBlank from the PPU
|
||||
bit PPU_STATUS ; Perform a bit-wise check with the PPU_STATUS port
|
||||
bpl Wait1stVBlank ; Loop until bit-7 (sign bit) is 1 (inside VBlank)
|
||||
|
||||
txa ; A = 0
|
||||
ClearRAM:
|
||||
sta $0000,x ; Zero RAM addresses from $0000 to $00FF
|
||||
sta $0100,x ; Zero RAM addresses from $0100 to $01FF
|
||||
|
||||
lda #$FF ; We init OAM data with $FF to hide sprites
|
||||
sta $0200,x ; Zero RAM addresses from $0200 to $02FF with $FF
|
||||
lda #0
|
||||
|
||||
sta $0300,x ; Zero RAM addresses from $0300 to $03FF
|
||||
sta $0400,x ; Zero RAM addresses from $0400 to $04FF
|
||||
sta $0500,x ; Zero RAM addresses from $0500 to $05FF
|
||||
sta $0600,x ; Zero RAM addresses from $0600 to $06FF
|
||||
sta $0700,x ; Zero RAM addresses from $0700 to $07FF
|
||||
inx
|
||||
bne ClearRAM
|
||||
|
||||
Wait2ndVBlank: ; Wait for the second VBlank from the PPU
|
||||
bit PPU_STATUS ; Perform a bit-wise check with the PPU_STATUS port
|
||||
bpl Wait2ndVBlank ; Loop until bit-7 (sign bit) is 1 (inside VBlank)
|
||||
.endmacro
|
12
loadbackground/utils.inc
Normal file
12
loadbackground/utils.inc
Normal file
@ -0,0 +1,12 @@
|
||||
.macro PPU_SETADDR addr
|
||||
bit PPU_STATUS ; read from PPU_STATUS to reset latch
|
||||
lda #>addr ; > means get high byte from `addr`
|
||||
sta PPU_ADDR
|
||||
lda #<addr ; < means get low byte from `addr`
|
||||
sta PPU_ADDR
|
||||
.endmacro
|
||||
|
||||
.macro PPU_SETDATA val
|
||||
lda val
|
||||
sta PPU_DATA
|
||||
.endmacro
|
BIN
loadtext/._Makefile
Executable file
BIN
loadtext/._Makefile
Executable file
Binary file not shown.
BIN
loadtext/._loadtext.asm
Executable file
BIN
loadtext/._loadtext.asm
Executable file
Binary file not shown.
BIN
loadtext/._nes.cfg
Executable file
BIN
loadtext/._nes.cfg
Executable file
Binary file not shown.
18
loadtext/Makefile
Executable file
18
loadtext/Makefile
Executable file
@ -0,0 +1,18 @@
|
||||
###############################################################################
|
||||
# Rule to assemble and link all assembly files
|
||||
###############################################################################
|
||||
build:
|
||||
ca65 loadtext.asm -o loadtext.o
|
||||
ld65 -C nes.cfg loadtext.o -o loadtext.nes
|
||||
|
||||
###############################################################################
|
||||
# Rule to remove all object (.o) files and cartridge (.nes) files
|
||||
###############################################################################
|
||||
clean:
|
||||
rm *.o *.nes
|
||||
|
||||
###############################################################################
|
||||
# Rule to run the final cartridge .nes file in the FCEUX emulator
|
||||
###############################################################################
|
||||
run:
|
||||
fceux loadtext.nes
|
11
loadtext/consts.inc
Executable file
11
loadtext/consts.inc
Executable file
@ -0,0 +1,11 @@
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
;; Constants for PPU registers mapped from addresses $2000 to $2007
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
PPU_CTRL = $2000
|
||||
PPU_MASK = $2001
|
||||
PPU_STATUS = $2002
|
||||
OAM_ADDR = $2003
|
||||
OAM_DATA = $2004
|
||||
PPU_SCROLL = $2005
|
||||
PPU_ADDR = $2006
|
||||
PPU_DATA = $2007
|
13
loadtext/header.inc
Executable file
13
loadtext/header.inc
Executable file
@ -0,0 +1,13 @@
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
;; The iNES header (contains a total of 16 bytes with the flags at $7F00)
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
.segment "HEADER"
|
||||
.byte $4E,$45,$53,$1A ; 4 bytes with the characters 'N','E','S','\n'
|
||||
.byte $02 ; How many 16KB of PRG-ROM we'll use (=32KB)
|
||||
.byte $01 ; How many 8KB of CHR-ROM we'll use (=8KB)
|
||||
.byte %00000000 ; Horz mirroring, no battery, mapper 0
|
||||
.byte %00000000 ; mapper 0, playchoice, NES 2.0
|
||||
.byte $00 ; No PRG-RAM
|
||||
.byte $00 ; NTSC TV format
|
||||
.byte $00 ; Extra flags for TV format and PRG-RAM
|
||||
.byte $00,$00,$00,$00,$00 ; Unused padding to complete 16 bytes of header
|
193
loadtext/loadtext.asm
Executable file
193
loadtext/loadtext.asm
Executable file
@ -0,0 +1,193 @@
|
||||
.include "consts.inc"
|
||||
.include "header.inc"
|
||||
.include "reset.inc"
|
||||
.include "utils.inc"
|
||||
|
||||
.segment "ZEROPAGE"
|
||||
Frame: .res 1 ; Reserve 1 byte to store the number of frames
|
||||
Clock60: .res 1 ; Reserve 1 byte to store a counter that increments every second (60 frames)
|
||||
BgPtr: .res 2 ; Reserve 2 bytes (16 bits) to store a pointer to the background address
|
||||
; (we store first the lo-byte, and immediately after, the hi-byte) - little endian
|
||||
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
;; PRG-ROM code located at $8000
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
.segment "CODE"
|
||||
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
;; Subroutine to load all 32 color palette values from ROM
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
.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
|
||||
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
;; Subroutine to load tiles and attributes into the first nametable
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
.proc LoadBackground
|
||||
lda #<BackgroundData ; Fetch the lo-byte of BackgroundData address
|
||||
sta BgPtr
|
||||
lda #>BackgroundData ; Fetch the hi-byte of BackgroundData address
|
||||
sta BgPtr+1
|
||||
|
||||
PPU_SETADDR $2000
|
||||
|
||||
ldx #$00 ; X = 0 --> x is the outer loop index (hi-byte) from $0 to $4
|
||||
ldy #$00 ; Y = 0 --> y is the inner loop index (lo-byte) from $0 to $FF
|
||||
OuterLoop:
|
||||
InnerLoop:
|
||||
lda (BgPtr),y ; Fetch the value *pointed* by BgPtr + Y
|
||||
sta PPU_DATA ; Store in the PPU data
|
||||
iny ; Y++
|
||||
cpy #0 ; If Y == 0 (wrapped around 256 times)?
|
||||
beq IncreaseHiByte ; Then: we need to increase the hi-byte
|
||||
jmp InnerLoop ; Else: Continue with the inner loop
|
||||
IncreaseHiByte:
|
||||
inc BgPtr+1 ; We increment the hi-byte pointer to point to the next background section (next 255-chunk)
|
||||
inx ; X++
|
||||
cpx #4 ; Compare X with #4
|
||||
bne OuterLoop ; If X is still not 4, then we keep looping back to the outer loop
|
||||
rts ; Return from subroutine
|
||||
.endproc
|
||||
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
;; Subroutine to load text in the nametable until it finds a 0-terminator
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
.proc LoadText
|
||||
|
||||
;; TODO:
|
||||
;; Loop all characters from ROM and load/display the text in the nametable.
|
||||
;; Bonus points if you code manages to display an empty tile for [space].
|
||||
|
||||
rts ; Return from subroutine
|
||||
.endproc
|
||||
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
;; Reset handler (called when the NES resets or powers on)
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
Reset:
|
||||
INIT_NES ; Macro to initialize the NES to a known state
|
||||
|
||||
lda #0
|
||||
sta Frame ; Frame = 0
|
||||
sta Clock60 ; Clock60 = 0
|
||||
|
||||
Main:
|
||||
jsr LoadPalette ; Call LoadPalette subroutine to load 32 colors into our palette
|
||||
jsr LoadBackground ; Call LoadBackground subroutine to load a full nametable of tiles and attributes
|
||||
jsr LoadText ; Call LoadText subroutine to draw the text message on the nametable
|
||||
|
||||
EnablePPURendering:
|
||||
lda #%10010000 ; Enable NMI and set background to use the 2nd pattern table (at $1000)
|
||||
sta PPU_CTRL
|
||||
lda #0
|
||||
sta PPU_SCROLL ; Disable scroll in X
|
||||
sta PPU_SCROLL ; Disable scroll in Y
|
||||
lda #%00011110
|
||||
sta PPU_MASK ; Set PPU_MASK bits to render the background
|
||||
|
||||
LoopForever:
|
||||
jmp LoopForever ; Force an infinite execution loop
|
||||
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
;; NMI interrupt handler
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
NMI:
|
||||
inc Frame ; Frame++
|
||||
|
||||
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
|
||||
:
|
||||
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 $22,$29,$1A,$0F, $22,$36,$17,$0F, $22,$30,$21,$0F, $22,$27,$17,$0F ; Background palette
|
||||
.byte $22,$16,$27,$18, $22,$1A,$30,$27, $22,$16,$30,$27, $22,$0F,$36,$17 ; Sprite palette
|
||||
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
;; Background data with tile numbers that must be copied to the nametable
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
BackgroundData:
|
||||
.byte $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24
|
||||
.byte $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24
|
||||
.byte $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24
|
||||
.byte $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24
|
||||
.byte $24,$24,$24,$24,$24,$36,$37,$36,$37,$36,$37,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24
|
||||
.byte $24,$24,$24,$24,$35,$25,$25,$25,$25,$25,$25,$38,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$36,$37,$24,$24,$24,$24,$24
|
||||
.byte $24,$24,$24,$24,$39,$3A,$3B,$3A,$3B,$3A,$3B,$3C,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$35,$25,$25,$38,$24,$24,$24,$24
|
||||
.byte $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$39,$3A,$3B,$3C,$24,$24,$24,$24
|
||||
.byte $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24
|
||||
.byte $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24
|
||||
.byte $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$53,$54,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24
|
||||
.byte $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$55,$56,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24
|
||||
.byte $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24
|
||||
.byte $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24
|
||||
.byte $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24
|
||||
.byte $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24
|
||||
.byte $24,$24,$53,$54,$24,$24,$24,$24,$24,$24,$24,$24,$45,$45,$53,$54,$45,$45,$53,$54,$45,$45,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24
|
||||
.byte $24,$24,$55,$56,$24,$24,$24,$24,$24,$24,$24,$24,$47,$47,$55,$56,$47,$47,$55,$56,$47,$47,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24
|
||||
.byte $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24
|
||||
.byte $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24
|
||||
.byte $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$60,$61,$62,$63,$24,$24,$24,$24
|
||||
.byte $24,$24,$24,$24,$24,$24,$31,$32,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$64,$65,$66,$67,$24,$24,$24,$24
|
||||
.byte $24,$24,$24,$24,$24,$30,$26,$34,$33,$24,$24,$24,$24,$36,$37,$36,$37,$24,$24,$24,$24,$24,$24,$24,$68,$69,$26,$6A,$24,$24,$24,$24
|
||||
.byte $24,$24,$24,$24,$30,$26,$26,$26,$26,$33,$24,$24,$35,$25,$25,$25,$25,$38,$24,$24,$24,$24,$24,$24,$68,$69,$26,$6A,$24,$24,$24,$24
|
||||
.byte $B4,$B5,$B4,$B5,$B4,$B5,$B4,$B5,$B4,$B5,$B4,$B5,$B4,$B5,$B4,$B5,$B4,$B5,$B4,$B5,$B4,$B5,$B4,$B5,$B4,$B5,$B4,$B5,$B4,$B5,$B4,$B5
|
||||
.byte $B6,$B7,$B6,$B7,$B6,$B7,$B6,$B7,$B6,$B7,$B6,$B7,$B6,$B7,$B6,$B7,$B6,$B7,$B6,$B7,$B6,$B7,$B6,$B7,$B6,$B7,$B6,$B7,$B6,$B7,$B6,$B7
|
||||
.byte $B4,$B5,$B4,$B5,$B4,$B5,$B4,$B5,$B4,$B5,$B4,$B5,$B4,$B5,$B4,$B5,$B4,$B5,$B4,$B5,$B4,$B5,$B4,$B5,$B4,$B5,$B4,$B5,$B4,$B5,$B4,$B6
|
||||
.byte $B6,$B7,$B6,$B7,$B6,$B7,$B6,$B7,$B6,$B7,$B6,$B7,$B6,$B7,$B6,$B7,$B6,$B7,$B6,$B7,$B6,$B7,$B6,$B7,$B6,$B7,$B6,$B7,$B6,$B7,$B6,$B7
|
||||
.byte $B4,$B5,$B4,$B5,$B4,$B5,$B4,$B5,$B4,$B5,$B4,$B5,$B4,$B5,$B4,$B5,$B4,$B5,$B4,$B5,$B4,$B5,$B4,$B5,$B4,$B5,$B4,$B5,$B4,$B5,$B4,$B5
|
||||
.byte $B6,$B7,$B6,$B7,$B6,$B7,$B6,$B7,$B6,$B7,$B6,$B7,$B6,$B7,$B6,$B7,$B6,$B7,$B6,$B7,$B6,$B7,$B6,$B7,$B6,$B7,$B6,$B7,$B6,$B7,$B6,$B7
|
||||
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
;; Attributes tell which palette is used by a group of tiles in the nametable
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
AttributeData:
|
||||
.byte %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000
|
||||
.byte %00000000, %10101010, %10101010, %00000000, %00000000, %00000000, %10101010, %00000000
|
||||
.byte %00000000, %00000000, %00000000, %00000000, %11111111, %00000000, %00000000, %00000000
|
||||
.byte %00000000, %00000000, %10101010, %10101010, %10101010, %10101010, %00000000, %00000000
|
||||
.byte %11111111, %00000000, %00000000, %00001111, %00001111, %00000011, %00000000, %00000000
|
||||
.byte %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000
|
||||
.byte %11111111, %11111111, %11111111, %11111111, %11111111, %11111111, %11111111, %11111111
|
||||
.byte %11111111, %11111111, %11111111, %11111111, %11111111, %11111111, %11111111, %11111111
|
||||
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
;; Hardcoded ASCII message stored in ROM with 0-terminator
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
TextMessage:
|
||||
.byte "HELLO WORLD",$0
|
||||
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
;; Here we add the CHR-ROM data, included from an external .CHR file
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
.segment "CHARS"
|
||||
.incbin "mario.chr"
|
||||
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
;; 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
|
BIN
loadtext/loadtext.nes
Normal file
BIN
loadtext/loadtext.nes
Normal file
Binary file not shown.
BIN
loadtext/loadtext.o
Normal file
BIN
loadtext/loadtext.o
Normal file
Binary file not shown.
BIN
loadtext/mario.chr
Executable file
BIN
loadtext/mario.chr
Executable file
Binary file not shown.
16
loadtext/nes.cfg
Executable file
16
loadtext/nes.cfg
Executable file
@ -0,0 +1,16 @@
|
||||
MEMORY {
|
||||
ZP: start = $0000, size = $0100, type = rw, file = "";
|
||||
OAM: start = $0200, size = $0100, type = rw, file = "";
|
||||
RAM: start = $0300, size = $0500, type = rw, file = "";
|
||||
HDR: start = $7FF0, size = $0010, type = ro, file = %O, fill = yes, fillval = $00;
|
||||
PRG: start = $8000, size = $8000, type = ro, file = %O, fill = yes, fillval = $00;
|
||||
CHR: start = $0000, size = $2000, type = ro, file = %O, fill = yes, fillval = $00;
|
||||
}
|
||||
|
||||
SEGMENTS {
|
||||
ZEROPAGE: load = ZP, type = zp;
|
||||
HEADER: load = HDR, type = ro;
|
||||
CODE: load = PRG, type = ro, start = $8000;
|
||||
CHARS: load = CHR, type = ro, optional = yes;
|
||||
VECTORS: load = PRG, type = ro, start = $FFFA;
|
||||
}
|
39
loadtext/reset.inc
Executable file
39
loadtext/reset.inc
Executable file
@ -0,0 +1,39 @@
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
;; Macro to initialize the NES by disabling rendering and clearing RAM values
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
.macro INIT_NES
|
||||
sei ; Disable all IRQ interrupts
|
||||
cld ; Clear decimal mode (not supported by the NES)
|
||||
ldx #$FF
|
||||
txs ; Initialize the stack pointer at address $FF
|
||||
|
||||
inx ; Increment X, causing a rolloff from $FF to $00
|
||||
stx PPU_CTRL ; Disable NMI
|
||||
stx PPU_MASK ; Disable rendering (masking background and sprites)
|
||||
stx $4010 ; Disable DMC IRQs
|
||||
|
||||
lda #$40
|
||||
sta $4017 ; Disable APU frame IRQ
|
||||
|
||||
bit PPU_STATUS ; Read from PPU_STATUS to reset the VBlank flag
|
||||
Wait1stVBlank: ; Wait for the first VBlank from the PPU
|
||||
bit PPU_STATUS ; Perform a bit-wise check with the PPU_STATUS port
|
||||
bpl Wait1stVBlank ; Loop until bit-7 (sign bit) is 1 (inside VBlank)
|
||||
|
||||
txa ; A = 0
|
||||
ClearRAM:
|
||||
sta $0000,x ; Zero RAM addresses from $0000 to $00FF
|
||||
sta $0100,x ; Zero RAM addresses from $0100 to $01FF
|
||||
sta $0200,x ; Zero RAM addresses from $0200 to $02FF
|
||||
sta $0300,x ; Zero RAM addresses from $0300 to $03FF
|
||||
sta $0400,x ; Zero RAM addresses from $0400 to $04FF
|
||||
sta $0500,x ; Zero RAM addresses from $0500 to $05FF
|
||||
sta $0600,x ; Zero RAM addresses from $0600 to $06FF
|
||||
sta $0700,x ; Zero RAM addresses from $0700 to $07FF
|
||||
inx
|
||||
bne ClearRAM
|
||||
|
||||
Wait2ndVBlank: ; Wait for the second VBlank from the PPU
|
||||
bit PPU_STATUS ; Perform a bit-wise check with the PPU_STATUS port
|
||||
bpl Wait2ndVBlank ; Loop until bit-7 (sign bit) is 1 (inside VBlank)
|
||||
.endmacro
|
12
loadtext/utils.inc
Executable file
12
loadtext/utils.inc
Executable file
@ -0,0 +1,12 @@
|
||||
.macro PPU_SETADDR addr
|
||||
bit PPU_STATUS ; Read from PPU_STATUS to reset my address latch
|
||||
lda #>addr ; Fetch the hi-byte from 16-bit address
|
||||
sta PPU_ADDR ; Store the hi-byte into PPU_ADDR $2006
|
||||
lda #<addr ; Fetch the lo-byte from 16-bit address
|
||||
sta PPU_ADDR ; Store the lo-byte into PPU_ADDR $2006
|
||||
.endmacro
|
||||
|
||||
.macro PPU_SETDATA val
|
||||
lda val
|
||||
sta PPU_DATA ; Send value to PPU register $2007
|
||||
.endmacro
|
Loading…
Reference in New Issue
Block a user