include "nesdefs.asm" ;;;;; VARIABLES seg.u RAM org $0 ScrollPos word ; used during NMI Rand byte ; random number Temp1 byte ; temporary ; OAM sprite buffer SpriteBuf equ $200 ;;;;; NES CARTRIDGE HEADER NES_HEADER 0,2,1,1 ; 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) jsr InitSprites lda #0 sta PPU_ADDR sta PPU_ADDR ;PPU addr = 0 sta PPU_SCROLL sta PPU_SCROLL ;scroll = 0 lda #CTRL_NMI sta PPU_CTRL ; enable NMI lda #MASK_BG|MASK_SPR sta PPU_MASK ; enable rendering .endless jmp .endless ;endless loop ; fill video RAM FillVRAM: subroutine PPU_SETADDR $2000 ldy #$10 .loop: stx PPU_DATA inx bne .loop dey bne .loop rts ; InitSprites: subroutine lda #1 ldx #0 .loop sta SpriteBuf,x jsr NextRandom inx bne .loop rts ; MoveSprites: subroutine lda #1 ldx #0 .loop sta Temp1 and #3 clc adc SpriteBuf,x sta SpriteBuf,x lda Temp1 jsr NextRandom inx 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 ;;;;; COMMON SUBROUTINES include "nesppu.asm" ;;;;; INTERRUPT HANDLERS NMIHandler: ; save registers SAVE_REGS ; update scroll position (must be done after VRAM updates) inc ScrollPos ; increment low byte bne .noinc ; Z flag set if wrapped to 0 inc ScrollPos+1 ; increment high byte .noinc ; store X and Y scroll position lda ScrollPos ; A -> low byte sta PPU_SCROLL ; set horiz scroll lda #0 ; A -> zero sta PPU_SCROLL ; set vert scroll ; store 8th bit into name table selector ; name table A or B ($2000 or $2400) lda ScrollPos+1 ; load high byte and #1 ; select its low bit ora #CTRL_NMI ; set rest of bits sta PPU_CTRL ; load sprites lda #$02 ; page 2 ($0200) sta PPU_OAM_DMA ; start DMA transfer ; move sprites jsr MoveSprites ; move sprites ; restore registers, return from interrupt RESTORE_REGS rti ;;;;; CONSTANT DATA Palette: hex 1f ;screen color hex 09092c00 ;background 0 hex 09091900 ;background 1 hex 09091500 ;background 2 hex 09092500 ;background 3 hex 14243400 ;sprite 0 hex 15253500 ;sprite 1 hex 16263600 ;sprite 2 hex 17273700 ;sprite 3 ;;;;; CPU VECTORS NES_VECTORS ;;;;; TILE SETS org $10000 incbin "jroatch.chr"