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8bitworkshop/presets/nes/ex1.asm

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NASM
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include "nesdefs.asm"
;;;;; VARIABLES
seg.u RAM
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org $0
ScrollPos byte ; used during NMI
;;;;; NES CARTRIDGE HEADER
NES_HEADER 0,2,1,0 ; mapper 0, 2 PRGs, 1 CHR, vertical
;;;;; START OF CODE
Start:
NES_INIT ; set up stack pointer, turn off PPU
jsr WaitSync ; wait for VSYNC
jsr ClearRAM ; clear RAM
jsr SetPalette ; set palette colors
jsr FillVRAM ; set PPU video RAM
jsr WaitSync ; wait for VSYNC (and PPU warmup)
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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 ; scroll = $0000
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lda #$90
sta PPU_CTRL ; enable NMI
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lda #$1e
sta PPU_MASK ; enable rendering
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.endless
jmp .endless ; endless loop
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; fill video RAM
FillVRAM: subroutine
txa
ldy #$20
sty PPU_ADDR
sta PPU_ADDR
ldy #$10
.loop:
sta PPU_DATA
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adc #7
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inx
bne .loop
dey
bne .loop
rts
; set palette colors
SetPalette: subroutine
ldy #$00
lda #$3f
sta PPU_ADDR
sty PPU_ADDR
ldx #32
.loop:
lda Palette,y
sta PPU_DATA
iny
dex
bne .loop
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rts
;;;;; COMMON SUBROUTINES
include "nesppu.asm"
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;;;;; INTERRUPT HANDLERS
NMIHandler:
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; save registers
pha ; save A
; update scroll position (must be done after VRAM updates)
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inc ScrollPos
lda ScrollPos
sta PPU_SCROLL
lda #0
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sta PPU_SCROLL
; TODO: write high bits to PPUCTRL
lda ScrollPos
and #0
ora #$90 ; enable NMI
sta PPU_CTRL
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; reload registers
pla ; reload A
rti
;;;;; CONSTANT DATA
align $100
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Palette:
hex 1f ;background
hex 09091900 ;bg0
hex 09091900 ;bg1
hex 09091900 ;bg2
hex 09091900 ;bg3
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;;;;; CPU VECTORS
NES_VECTORS
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;;;;; TILE SETS
org $10000
REPEAT 64
hex 003c6666766e663c007e181818381818
hex 007e60300c06663c003c66061c06663c
hex 0006067f661e0e06003c6606067c607e
hex 003c66667c60663c00181818180c667e
hex 003c66663c66663c003c66063e66663c
hex 01010101010101010000000000000000
hex ff000000000000000000000000000000
hex 01020408102040800000000000000000
REPEND