mirror of
https://github.com/deater/tb1.git
synced 2025-02-04 07:31:28 +00:00
snes: Move title_screen out to a module
This commit is contained in:
parent
80dc74f5d9
commit
3ecc15c4a0
@ -8,7 +8,7 @@ all: checksum.inc
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tb1_snes.sfc: tb1_snes.o snes-hirom.cfg
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$(LD) -o tb1_snes.sfc --config snes-hirom.cfg --obj tb1_snes.o
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tb1_snes.o: tb1_snes.s snes_init.s \
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tb1_snes.o: tb1_snes.s snes_init.s title_screen.s \
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tb1_title.tiles
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$(AS) -t none -o tb1_snes.o -l tb1_snes.lst -c tb1_snes.s
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@ -1,2 +1,2 @@
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.word $c808 ; Complement of checksum
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.word $37f7 ; Unsigned 16-bit sum of ROM
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.word $cacf ; Complement of checksum
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.word $3530 ; Unsigned 16-bit sum of ROM
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@ -6,8 +6,6 @@
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; Page zero locations
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.define EQU =
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;LOGOB EQU $FA
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;LOGOH EQU $F9
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.setcpu "65816"
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@ -41,246 +39,16 @@ Reset:
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start_program:
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rep #$10 ; X/Y = 16 bit
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.i16
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sep #$20 ; mem/A = 8 bit
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.a8
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jsr display_title
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;===============================================
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;===============================================
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; Display to the screen
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;===============================================
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;===============================================
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;==========================
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; Setup Background
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;==========================
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; we want the BG1 Tilemap to start at VRAM $F000 (60k)
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; Format is
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; aaaa aass a is shifted by 10 for address
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; ss = size of screen in tiles 00 = 32x32
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;
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; 1111 0000
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lda #$f0 ; BG1 Tilemap starts at VRAM $F000
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sta $2107 ; bg1 src
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; aaaa bbbb a= BG2 tiles, b= BG1 tiles
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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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lda #$00
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sta $210b ; bg1 tile data starts at VRAM 0000
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;==============
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; Load Palettes
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;==============
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.a8
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.i16
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stz $2121 ; CGRAM color-generator read/write address
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ldy #$0200 ; we have 256 colors / 512 bytes
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ldx #$0000 ; pointer
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copypal:
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lda f:tile_palette, x ; load byte of palette
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sta $2122 ; store to color generator
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inx
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dey
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bne copypal
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;=====================
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; Load Tile Data
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;=====================
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; replace with DMA!
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rep #$20 ; set accumulator/mem to 16bit
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.a16
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.i16
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lda #$0000 ;
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sta $2116 ; set adddress for VRAM read/write
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; multiply by 2, so 0x0000
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ldy #$7000 ; Copy 896 tiles, which are 64 bytes each
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; 8x8 tile with 8bpp (four bits per pixel)
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; in 2-byte chunks, so
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; (896*64)/2 = 28672 = 0x7000
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ldx #$0000
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copy_tile_data:
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lda f:tile_data, x
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sta $2118 ; write the data
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inx ; increment by 2 (16-bits)
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inx
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dey ; decrement counter
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bne copy_tile_data
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;=====================
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; Load TB_FONT Data
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;=====================
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; replace with DMA!
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; rep #$20 ; set accumulator/mem to 16bit
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;.a16
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;.i16
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; lda #$6000 ;
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; sta $2116 ; set adddress for VRAM read/write
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; ; multiply by 2, so 0xc000
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;
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; ldy #$600 ; Copy 96 tiles, which are 32 bytes each
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; ; 8x8 tile with 4bpp (four bits per pixel)
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; ; in 2-byte chunks, so
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; ; (96*32)/2 = 1536 = 0x600
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;
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; ldx #$0000
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copy_font_data:
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; lda f:tb_font, x
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; sta $2118 ; write the data
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; inx ; increment by 2 (16-bits)
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; inx
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; dey ; decrement counter
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; bne copy_font_data
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;===================================
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; clear background to linear tilemap
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;===================================
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.a16
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.i16
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clear_linear_tilemap:
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lda #$f000 ; we set tilemap to be at VRAM 0xf000 earlier
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sta $2116
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ldy #$0000 ; clear counters
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; store to VRAM
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; the bottom 8 bits is the tile to use
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; the top 8 bits is vhopppcc
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; vert flip, horiz flip o=priority
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; p = palette, c=top bits of tile#
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; 8-bit color so ppp is 0
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; and we have a linear tilemap
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; 0000 0000
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; vhop ppcc cccc cccc
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.a16
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.i16
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fill_screen_loop:
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tya
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sta $2118
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iny
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cpy #$0380 ; 32x28 = 896 = 0x380
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bne fill_screen_loop
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; Write String to Background
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setup_video:
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sep #$20 ; set accumulator to 8 bit
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; as we only want to do an 8-bit load
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.a8
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.i16
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; Enable sprite
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; sssnnbbb
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; ss = size (8x8 in our case)
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; nn = name
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; bb = base selection, VRAM >> 14
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; lda #%00000010 ; point at 0x4000 in VRAM
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; sta $2101
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; 000abcde
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; a = object, b=BG4 c=BG3 d=BG2 e=BG1
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; lda #%00010001 ; Enable BG1
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lda #%00000001 ; Enable BG1
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sta $212c
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; disable subscreen
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stz $212d
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; abcd efff
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; abcd = 8 (0) or 16 width for BG1234
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; e = priority for BG3
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; fff = background mode
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lda #$03
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sta $2105 ; set Mode 3
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; a000 bbbb
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; a = screen on/off (0=on), ffff = brightness
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lda #$0f
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sta $2100 ; Turn on screen, full Brightness
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; lda #$81 ; Enable NMI (VBlank Interrupt) and joypads
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; sta $4200 ;
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overflowing:
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; repeat forever
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; stp?
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bra overflowing
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.include "title_screen.s"
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;============================================================================
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wram_fill_byte:
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.byte $00
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hello_string:
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.asciiz "HELLO,_WORLD!"
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.segment "HIGHROM"
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;tb_font:
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;.include "tbfont.inc"
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.include "tb1_title.tiles"
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.segment "BSS"
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fx:
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.res 1
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fy:
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.res 1
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offset:
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.res 1
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tile_offset:
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.res 2
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logo_pointer:
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.res 2
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screen_byte:
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.res 8*4 ; 8 bytes, times four
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output:
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.res 4096
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.segment "CARTINFO"
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.byte "TOM BOMBEM 1 " ; Game Title (21 bytes)
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.byte $21 ; ROM Layout
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227
tb_snes/title_screen.s
Normal file
227
tb_snes/title_screen.s
Normal file
@ -0,0 +1,227 @@
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;
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; title_screen.s
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; by Vince Weaver <vince _at_ deater.net>
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;
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; Draws the title screen in Mode 3
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;
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display_title:
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rep #$10 ; X/Y = 16 bit
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.i16
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sep #$20 ; mem/A = 8 bit
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.a8
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;===============================================
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;===============================================
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; Display to the screen
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;===============================================
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;===============================================
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;==========================
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; Setup Background
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;==========================
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; we want the BG1 Tilemap to start at VRAM $F000 (60k)
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; Format is
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; aaaa aass a is shifted by 10 for address
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; ss = size of screen in tiles 00 = 32x32
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;
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; 1111 0000
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lda #$f0 ; BG1 Tilemap starts at VRAM $F000
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sta $2107 ; bg1 src
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; aaaa bbbb a= BG2 tiles, b= BG1 tiles
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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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lda #$00
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sta $210b ; bg1 tile data starts at VRAM 0000
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;==============
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; Load Palettes
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;==============
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.a8
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.i16
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stz $2121 ; CGRAM color-generator read/write address
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ldy #$0200 ; we have 256 colors / 512 bytes
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ldx #$0000 ; pointer
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copypal:
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lda f:tile_palette, x ; load byte of palette
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sta $2122 ; store to color generator
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inx
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dey
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bne copypal
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;=====================
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; Load Tile Data
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;=====================
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; replace with DMA!
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rep #$20 ; set accumulator/mem to 16bit
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.a16
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.i16
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lda #$0000 ;
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sta $2116 ; set adddress for VRAM read/write
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; multiply by 2, so 0x0000
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ldy #$7000 ; Copy 896 tiles, which are 64 bytes each
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; 8x8 tile with 8bpp (four bits per pixel)
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; in 2-byte chunks, so
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; (896*64)/2 = 28672 = 0x7000
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ldx #$0000
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copy_tile_data:
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lda f:tile_data, x
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sta $2118 ; write the data
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inx ; increment by 2 (16-bits)
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inx
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dey ; decrement counter
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bne copy_tile_data
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;=====================
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; Load TB_FONT Data
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;=====================
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; replace with DMA!
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; rep #$20 ; set accumulator/mem to 16bit
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;.a16
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;.i16
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; lda #$6000 ;
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; sta $2116 ; set adddress for VRAM read/write
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; ; multiply by 2, so 0xc000
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;
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; ldy #$600 ; Copy 96 tiles, which are 32 bytes each
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; ; 8x8 tile with 4bpp (four bits per pixel)
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; ; in 2-byte chunks, so
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; ; (96*32)/2 = 1536 = 0x600
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;
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; ldx #$0000
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copy_font_data:
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; lda f:tb_font, x
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; sta $2118 ; write the data
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; inx ; increment by 2 (16-bits)
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; inx
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; dey ; decrement counter
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; bne copy_font_data
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;===================================
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; clear background to linear tilemap
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;===================================
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.a16
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.i16
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clear_linear_tilemap:
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lda #$f000 ; we set tilemap to be at VRAM 0xf000 earlier
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sta $2116
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ldy #$0000 ; clear counters
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; store to VRAM
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; the bottom 8 bits is the tile to use
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; the top 8 bits is vhopppcc
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; vert flip, horiz flip o=priority
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; p = palette, c=top bits of tile#
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; 8-bit color so ppp is 0
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; and we have a linear tilemap
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; 0000 0000
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; vhop ppcc cccc cccc
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.a16
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.i16
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fill_screen_loop:
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tya
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sta $2118
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iny
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cpy #$0380 ; 32x28 = 896 = 0x380
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bne fill_screen_loop
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; Write String to Background
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setup_video:
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sep #$20 ; set accumulator to 8 bit
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; as we only want to do an 8-bit load
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.a8
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.i16
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; Enable sprite
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; sssnnbbb
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; ss = size (8x8 in our case)
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||||
; nn = name
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||||
; bb = base selection, VRAM >> 14
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||||
; lda #%00000010 ; point at 0x4000 in VRAM
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; sta $2101
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||||
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; 000abcde
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; a = object, b=BG4 c=BG3 d=BG2 e=BG1
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; lda #%00010001 ; Enable BG1
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lda #%00000001 ; Enable BG1
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sta $212c
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; disable subscreen
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stz $212d
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; abcd efff
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; abcd = 8 (0) or 16 width for BG1234
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; e = priority for BG3
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; fff = background mode
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lda #$03
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sta $2105 ; set Mode 3
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; a000 bbbb
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; a = screen on/off (0=on), ffff = brightness
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||||
|
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lda #$0f
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sta $2100 ; Turn on screen, full Brightness
|
||||
|
||||
|
||||
; lda #$81 ; Enable NMI (VBlank Interrupt) and joypads
|
||||
; sta $4200 ;
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||||
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overflowing:
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; repeat forever
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; stp?
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bra overflowing
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;============================================================================
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.segment "HIGHROM"
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;tb_font:
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;.include "tbfont.inc"
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.include "tb1_title.tiles"
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|
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Reference in New Issue
Block a user