8bitworkshop/presets/nes/ex3.dasm

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include "nesdefs.dasm"
;;;;; VARIABLES
seg.u ZEROPAGE
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 #MASK_BG|MASK_SPR
sta PPU_MASK ; enable rendering
lda #CTRL_NMI
sta PPU_CTRL ; enable NMI
.endless
jmp .endless ;endless loop
; 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
; fill video RAM
FillVRAM: subroutine
PPU_SETADDR $2000
ldy #$10
ldx #0
.loop:
stx PPU_DATA ; X -> PPU data port
inx ; X = X + 1
bne .loop ; repeat until 256 bytes
dey ; Y = Y - 1
bne .loop ; repeat until Y is 0
rts ; return to caller
; initialize OAM data
InitSprites: subroutine
lda #1 ; A = 1
ldx #0 ; X = 0
.loop
sta SpriteBuf,x ; store to OAM buffer
jsr NextRandom ; get next random number
inx ; X = X + 1
bne .loop ; loop until X wraps
rts ; return to caller
; move sprite data
MoveSprites: subroutine
lda #1 ; A = 1
ldx #0 ; X = 0
.loop
sta Temp1 ; save A
and #3 ; keep lower 2 bits
clc ; clear carry before add
adc SpriteBuf,x ; add to sprite buffer
sta SpriteBuf,x ; store in sprite buffer
lda Temp1 ; restore A
jsr NextRandom ; get next random number
inx ; X = X + 1
bne .loop ; loop until X wraps
rts ; return to caller
;;;;; COMMON SUBROUTINES
include "nesppu.dasm"
;;;;; 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 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
hex 1c2c3c ;sprite 3
;;;;; CPU VECTORS
NES_VECTORS
;;;;; TILE SETS
org $10000
incbin "jroatch.chr"
incbin "jroatch.chr"