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8bitworkshop/presets/nes/ex1.dasm

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include "nesdefs.dasm"
;;;;; VARIABLES
seg.u RAM
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org $0
;;;;; NES CARTRIDGE HEADER
NES_HEADER 0,2,1,0 ; mapper 0, 2 PRGs, 1 CHR, horiz. mirror
;;;;; START OF CODE
Start:
; wait for PPU warmup; clear CPU RAM
NES_INIT ; set up stack pointer, turn off PPU
jsr WaitSync ; wait for VSYNC
jsr ClearRAM ; clear RAM
jsr WaitSync ; wait for VSYNC (and PPU warmup)
; set palette and nametable VRAM
jsr SetPalette ; set palette colors
jsr HelloVRAM ; print message in name table
; reset PPU address and scroll registers
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lda #0
sta PPU_ADDR
sta PPU_ADDR ; PPU addr = $0000
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sta PPU_SCROLL
sta PPU_SCROLL ; PPU scroll = $0000
; activate PPU graphics
lda #MASK_BG
sta PPU_MASK ; enable rendering
lda #CTRL_NMI
sta PPU_CTRL ; enable NMI
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.endless
jmp .endless ; endless loop
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; set palette colors
SetPalette: subroutine
; set PPU address to palette start
PPU_SETADDR $3f00
ldy #0
.loop:
lda Palette,y ; lookup byte in ROM
sta PPU_DATA ; store byte to PPU data
iny ; Y = Y + 1
cpy #32 ; is Y equal to 32?
bne .loop ; not yet, loop
rts ; return to caller
; fill video RAM with "Hello World" msg
HelloVRAM: subroutine
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; set PPU address to name table A (row 1, col 1)
PPU_SETADDR $2021
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ldy #0 ; set Y counter to 0
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.loop:
lda HelloMsg,y ; get next character
beq .end ; is 0? exit loop
sta PPU_DATA ; store+advance PPU
iny ; next character
bne .loop ; loop
.end
rts ; return to caller
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; ASCII message to display on screen
HelloMsg:
.byte "Hello, World!"
.byte 0 ; zero terminator
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;;;;; COMMON SUBROUTINES
include "nesppu.dasm"
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;;;;; INTERRUPT HANDLERS
NMIHandler:
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rti ; return from interrupt
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;;;;; CONSTANT DATA
Palette:
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hex 1f ;screen color
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hex 01112100 ;background 0
hex 02122200 ;background 1
hex 02112100 ;background 2
hex 01122200 ;background 3
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hex 19293900 ;sprite 0
hex 1a2a3a00 ;sprite 1
hex 1b2b3b00 ;sprite 2
hex 1c2c3c ;sprite 3
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;;;;; CPU VECTORS
NES_VECTORS
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;;;;; TILE SETS
org $10000
incbin "jroatch.chr"