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8bitworkshop/presets/nes/ex4.dasm

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include "nesdefs.dasm"
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;;;;; VARIABLES
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seg.u ZEROPAGE
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org $0
ScrollX byte ; used during NMI
ScrollY byte ; used during NMI
;;;;; NES CARTRIDGE HEADER
NES_HEADER 0,2,1,0 ; mapper 0, 2 PRGs, 1 CHR, horiz. mirror
;;;;; START OF CODE
Start:
NES_INIT ; set up stack pointer, turn off PPU
jsr WaitSync
jsr WaitSync
jsr ClearRAM
jsr WaitSync ;wait for VSYNC
jsr SetPalette ;set colors
jsr FillVRAM ;set PPU RAM
jsr WaitSync ;wait for VSYNC (and PPU warmup)
lda #0
sta PPU_ADDR
sta PPU_ADDR ;PPU addr = 0
sta PPU_SCROLL
sta PPU_SCROLL ;scroll = 0
lda #MASK_BG|MASK_SPR
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
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
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; fill video RAM
FillVRAM: subroutine
PPU_SETADDR $2000
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ldy #$10
ldx #0
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.loop:
stx PPU_DATA
inx
bne .loop
dey
bne .loop
rts
;;;;; COMMON SUBROUTINES
include "nesppu.dasm"
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;;;;; INTERRUPT HANDLERS
NMIHandler:
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SAVE_REGS ; save registers
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; update scroll position (must be done after VRAM updates)
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jsr ReadJoypad0 ; read first controller
pha ; push joypad bitmask
and #$03 ; only keep first 2 bits
tay ; A -> Y
lda ScrollDirTab,y ; lookup table
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clc
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adc ScrollX ; A = A + ScrollX
sta ScrollX ; -> ScrollX
sta PPU_SCROLL ; -> first scroll byte
pla ; pop joypad bitmask
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lsr
lsr
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and #$03 ; take next two bits
tay
lda ScrollDirTab,y ; do another lookup
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clc
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adc ScrollY ; A = A + ScrollY
sta ScrollY ; -> ScrollY
sta PPU_SCROLL ; -> second scroll byte
RESTORE_REGS ; restore registers
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rti
; Scroll direction lookup table
ScrollDirTab:
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hex 00 01 ff 00 ; 0,1,-1,0
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;;;;; CONSTANT DATA
align $100
Palette:
hex 1f ;background
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hex 01112100 ;background 0
hex 02122200 ;background 1
hex 02112100 ;background 2
hex 01122200 ;background 3
hex 19293900 ;sprite 0
hex 1a2a3a00 ;sprite 1
hex 1b2b3b00 ;sprite 2
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hex 1c2c3c ;sprite 3
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;;;;; CPU VECTORS
NES_VECTORS
;;;;; TILE SETS
org $10000
incbin "jroatch.chr"
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incbin "jroatch.chr"