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snes: cleanup the opening screen code a bit
Some other misc minor cleanups.
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@ -1,5 +1,2 @@
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Tile compressor. Look for flipped too. Compare new tilemap size to
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size w/o compress.
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Sort out how to best get colored fonts.
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Sort out how to best get colored fonts.
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@ -1,2 +1,2 @@
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.word $702f ; Complement of checksum
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.word $7a38 ; Complement of checksum
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.word $8fd0 ; Unsigned 16-bit sum of ROM
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.word $85c7 ; Unsigned 16-bit sum of ROM
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@ -56,40 +56,30 @@ display_opening:
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jsr svmw_load_vram
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jsr svmw_load_vram
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;=====================================
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; Set the BG1 and BG2 Tilemap Location
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; we want the BG1 Tilemap to start at VRAM $F000 (60k)
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;=====================================
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; Format is
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; Format is
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; aaaa aass a is shifted by 10 for address
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; aaaa aass a is shifted by 10 for address
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; ss = size of screen in tiles 00 = 32x32
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; ss = size of screen in tiles 00 = 32x32
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;
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;
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; 1111 0000
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lda #$78 ; BG1 Tilemap starts at VRAM $F000
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lda #$78 ; BG1 Tilemap starts at VRAM $F000 (/2)
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sta $2107 ; bg1 src
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sta $2107 ; bg1 src
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lda #$7c ; BG2 Tilemap starts at VRAM $F800 (/2)
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; we want the BG2 Tilemap to start at VRAM $F800
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; Format is
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; aaaa aass a is shifted by 10 for address
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; ss = size of screen in tiles 00 = 32x32
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;
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; 1111 1000
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lda #$7c ; BG2 Tilemap starts at VRAM $F800
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sta $2108 ; bg2 src
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sta $2108 ; bg2 src
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;========================================
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; Set the BG1 and BG2 Tile Data Locations
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;========================================
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; aaaa bbbb a= BG2 tiles, b= BG1 tiles
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; aaaa bbbb a= BG2 tiles, b= BG1 tiles
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; bbbb<<13
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; bbbb<<13
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; 0000 0000
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; our BG1 tiles are stored starting in VRAM $0000
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; our BG2 tiles are stored starting in VRAM $e000
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lda #$70
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lda #$70
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sta $210b ; bg1 tile data starts at VRAM 0000
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sta $210b ; BG1 tile data starts at VRAM 0000
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; BG2 tile data starts at VRAM e000
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@ -43,7 +43,7 @@ start_program:
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jsr display_title
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jsr display_title
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jsr level_1
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; jsr level_1
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.include "title_screen.s"
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.include "title_screen.s"
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.include "opening.s"
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.include "opening.s"
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@ -115,24 +115,28 @@ title_setup_video:
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; lda #$81 ; Enable NMI (VBlank Interrupt) and joypads
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; lda #$81 ; Enable NMI (VBlank Interrupt) and joypads
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lda #$01 ; Enable joypad
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; lda #$01 ; Enable joypad
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lda #$00
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sta $4200 ;
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sta $4200 ;
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title_joypad_read:
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big:
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lda $4212 ; get joypad status
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bra big
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and #%00000001 ; if joy is not ready
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bne title_joypad_read ; wait
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lda $4219 ; read joypad (BYSTudlr)
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;title_joypad_read:
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; lda $4212 ; get joypad status
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; and #%00000001 ; if joy is not ready
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; bne title_joypad_read ; wait
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;
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; lda $4219 ; read joypad (BYSTudlr)
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;
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; and #%11110000 ; see if a button pressed
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and #%11110000 ; see if a button pressed
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; beq title_joypad_read
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;
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; lda #$80
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; sta $2100 ; Turn off screen
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beq title_joypad_read
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; rts
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lda #$80
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sta $2100 ; Turn off screen
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rts
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;============================================================================
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;============================================================================
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