include "nesdefs.asm" ;;;;; ZERO-PAGE VARIABLES seg.u ZEROPAGE org $0 SkipY ds 1 ;;;;; OTHER VARIABLES seg.u RAM ; page-align to prevent messing up the timing org $300 LineXLo ds 224 align $100 LineXHi ds 224 ;;;;; 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 ; wait for VSYNC jsr ClearRAM ; clear RAM jsr WaitSync ; wait for VSYNC (and PPU warmup) jsr SetPalette ; set palette colors jsr FillVRAM ; set PPU video RAM lda #0 sta PPU_ADDR sta PPU_ADDR ; PPU addr = $0000 sta PPU_SCROLL sta PPU_SCROLL ; scroll = $0000 lda #MASK_BG|MASK_SPR sta PPU_MASK ; enable rendering lda #CTRL_NMI sta PPU_CTRL ; enable NMI .endless jmp .endless ; endless loop ; fill video RAM FillVRAM: subroutine PPU_SETADDR $2000 ldy #$10 .loop: sta PPU_DATA adc #7 inx bne .loop dey bne .loop rts ; set palette colors SetPalette: subroutine PPU_SETADDR $3f00 ldx #32 .loop: lda Palette,y sta PPU_DATA iny dex bne .loop rts ; set sprite 0 SetSprite0: subroutine sta $200 ;y lda #$a0 ;code sta $201 lda #$20 ;flags sta $202 lda #$fe ;xpos sta $203 rts ;;;;; COMMON SUBROUTINES include "nesppu.asm" ;;;;; INTERRUPT HANDLERS NMIHandler: subroutine SAVE_REGS lda #0 sta PPU_SCROLL sta PPU_SCROLL lda #111 jsr SetSprite0 ; load sprites lda #$02 sta PPU_OAM_DMA ; wait for sprite 0 .wait0 bit PPU_STATUS bvs .wait0 .wait1 bit PPU_STATUS bvc .wait1 ldy #0 .loop ; take out cycle every 4th line tya and #3 bne .skipcyc ; clks = 2/3/3/3 .skipcyc ; pad out rest of scanline SLEEP 65 ; alter horiz. scroll position for each scanline tya sec adc LineXLo,y sta LineXLo,y lda LineXHi,y adc #0 sta LineXHi,y sta PPU_SCROLL ; horiz byte lda #0 sta PPU_SCROLL ; vert byte ; next iteration of loop iny cpy #112 bne .loop RESTORE_REGS rti ;;;;; CONSTANT DATA align $100 Palette: hex 1f ;background hex 09092c00 ;bg0 hex 09091900 ;bg1 hex 09091500 ;bg2 hex 09092500 ;bg3 ;;;;; CPU VECTORS NES_VECTORS ;;;;; TILE SETS org $10000 incbin "jroatch.chr"