include "nesdefs.asm" ;;;;; VARIABLES seg.u RAM 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) lda #0 sta PPU_ADDR sta PPU_ADDR ; PPU addr = $0000 sta PPU_SCROLL sta PPU_SCROLL ; scroll = $0000 lda #CTRL_NMI sta PPU_CTRL ; enable NMI lda #MASK_SPR|MASK_BG|MASK_SPR_CLIP|MASK_BG_CLIP sta PPU_MASK ; enable rendering .endless jmp .endless ; endless loop ; fill video RAM FillVRAM: subroutine txa ldy #$20 sty PPU_ADDR sta PPU_ADDR ; PPU addr = $2000 ldy #$10 ; $10 (16) 256-byte pages .loop: sta PPU_DATA ; write to VRAM adc #7 ; add 7 to make randomish pattern inx bne .loop dey ; next page bne .loop ; out of pages? rts ; set palette colors SetPalette: subroutine ldy #$00 lda #$3f sta PPU_ADDR sty PPU_ADDR ; PPU addr = 0x3f00 ldx #32 ; 32 palette colors .loop: lda Palette,y ; load from ROM sta PPU_DATA ; store to palette iny dex bne .loop ; loop until 32 colors stored rts ;;;;; COMMON SUBROUTINES include "nesppu.asm" ;;;;; INTERRUPT HANDLERS NMIHandler: ; save registers pha ; save A ; update scroll position (must be done after VRAM updates) inc ScrollPos lda ScrollPos sta PPU_SCROLL ; X scroll position lda #0 sta PPU_SCROLL ; Y scroll position ; reload registers pla ; reload A rti ;;;;; CONSTANT DATA align $100 Palette: hex 1f ;background hex 09091900 ;bg0 hex 09091900 ;bg1 hex 09091900 ;bg2 hex 09091900 ;bg3 ;;;;; CPU VECTORS NES_VECTORS ;;;;; TILE SETS org $10000 REPEAT 64 hex 003c6666766e663c007e181818381818 hex 007e60300c06663c003c66061c06663c hex 0006067f661e0e06003c6606067c607e hex 003c66667c60663c00181818180c667e hex 003c66663c66663c003c66063e66663c hex 01010101010101010000000000000000 hex ff000000000000000000000000000000 hex 01020408102040800000000000000000 REPEND