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8bitworkshop/presets/nes/nesdefs.asm

115 lines
3.4 KiB
NASM

processor 6502
;;;;; CONSTANTS
PPU_CTRL = $2000
PPU_MASK = $2001
PPU_STATUS = $2002
OAM_ADDR = $2003
OAM_DATA = $2004
PPU_SCROLL = $2005
PPU_ADDR = $2006
PPU_DATA = $2007
PPU_OAM_DMA = $4014
DMC_FREQ = $4010
APU_STATUS = $4015
APU_NOISE_VOL = $400C
APU_NOISE_FREQ = $400E
APU_NOISE_TIMER = $400F
APU_DMC_CTRL = $4010
APU_CHAN_CTRL = $4015
APU_FRAME = $4017
; NOTE: I've put this outside of the PPU & APU, because it is a feature
; of the APU that is primarily of use to the PPU.
OAM_DMA = $4014
; OAM local RAM copy goes from $0200-$02FF:
OAM_RAM = $0200
; PPU_CTRL flags
CTRL_NMI = %10000000 ; Execute Non-Maskable Interrupt on VBlank
CTRL_8x8 = %00000000 ; Use 8x8 Sprites
CTRL_8x16 = %00100000 ; Use 8x16 Sprites
CTRL_BG_0000 = %00000000 ; Background Pattern Table at $0000 in VRAM
CTRL_BG_1000 = %00010000 ; Background Pattern Table at $1000 in VRAM
CTRL_SPR_0000 = %00000000 ; Sprite Pattern Table at $0000 in VRAM
CTRL_SPR_1000 = %00001000 ; Sprite Pattern Table at $1000 in VRAM
CTRL_INC_1 = %00000000 ; Increment PPU Address by 1 (Horizontal rendering)
CTRL_INC_32 = %00000100 ; Increment PPU Address by 32 (Vertical rendering)
CTRL_NT_2000 = %00000000 ; Name Table Address at $2000
CTRL_NT_2400 = %00000001 ; Name Table Address at $2400
CTRL_NT_2800 = %00000010 ; Name Table Address at $2800
CTRL_NT_2C00 = %00000011 ; Name Table Address at $2C00
; PPU_MASK flags
MASK_TINT_RED = %00100000 ; Red Background
MASK_TINT_BLUE = %01000000 ; Blue Background
MASK_TINT_GREEN = %10000000 ; Green Background
MASK_SPR = %00010000 ; Sprites Visible
MASK_BG = %00001000 ; Backgrounds Visible
MASK_SPR_CLIP = %00000100 ; Sprites clipped on left column
MASK_BG_CLIP = %00000010 ; Background clipped on left column
MASK_COLOR = %00000000 ; Display in Color
MASK_MONO = %00000001 ; Display in Monochrome
; read flags
F_BLANK = %10000000 ; VBlank Active
F_SPRITE0 = %01000000 ; VBlank hit Sprite 0
F_SCAN8 = %00100000 ; More than 8 sprites on current scanline
F_WIGNORE = %00010000 ; VRAM Writes currently ignored.
;;;;; CARTRIDGE FILE HEADER
NES_MIRR_HORIZ = 0
NES_MIRR_VERT = 1
NES_MIRR_QUAD = 8
MAC NES_HEADER
seg Header
org $7ff0
.NES_MAPPER SET {1} ;mapper number
.NES_PRG_BANKS SET {2} ;number of 16K PRG banks, change to 2 for NROM256
.NES_CHR_BANKS SET {3} ;number of 8K CHR banks (0 = RAM)
.NES_MIRRORING SET {4} ;0 horizontal, 1 vertical, 8 four screen
byte $4e,$45,$53,$1a ; header
byte .NES_PRG_BANKS
byte .NES_CHR_BANKS
byte .NES_MIRRORING|(.NES_MAPPER<<4)
byte .NES_MAPPER&$f0
byte 0,0,0,0,0,0,0,0 ; reserved, set to zero
seg Code
org $8000
ENDM
;;;;; NES_INIT SETUP MACRO (place at start)
MAC NES_INIT
sei ;disable IRQs
cld ;decimal mode not supported
ldx #$ff
txs ;set up stack pointer
inx ;increment X to 0
stx PPU_MASK ;disable rendering
stx DMC_FREQ ;disable DMC interrupts
stx PPU_CTRL ;disable NMI interrupts
bit PPU_STATUS ;clear VBL flag
bit APU_CHAN_CTRL ;ack DMC IRQ bit 7
lda #$40
sta APU_FRAME ;disable APU Frame IRQ
lda #$0F
sta APU_CHAN_CTRL ;disable DMC, enable/init other channels.
ENDM
;;;;; NES_VECTORS - CPU vectors at end of address space
MAC NES_VECTORS
seg Vectors
org $fffa
.word NMIHandler ;$fffa vblank nmi
.word Start ;$fffc reset
.word NMIHandler ;$fffe irq / brk (not used)
ENDM