mirror of
https://github.com/deater/tb1.git
synced 2025-01-04 20:31:37 +00:00
193 lines
4.3 KiB
ArmAsm
193 lines
4.3 KiB
ArmAsm
; Fade in
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; Display the Opening VMW Logo
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; eventually play music
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; wait until button pressed
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; Fade out
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.segment "STARTUP"
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display_opening:
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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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; Load Opening Screen Palette
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;==========================
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stz $2121 ; start with color 0
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ldy #(128*2) ; we have 128 colors
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lda #^vmw_logo_palette
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ldx #.LOWORD(vmw_logo_palette)
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jsr svmw_load_palette
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;==========================
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; Load Opening Tile Data
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;==========================
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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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lda #^vmw_logo_tile_data
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ldx #.LOWORD(vmw_logo_tile_data)
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ldy #$12c0 ; Copy 75 tiles, which are 64 bytes each
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; 8x8 tile with 8bpp (four bytess per pixel)
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; (75*64) = 4800 = 0x12c0
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jsr svmw_load_vram
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;===================================
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; Load Opening Tilemap
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;===================================
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; 6 down, 0 right = (6*32) = 96 = 0xc0
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; 1111 0000 1100 0000
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ldx #$78c0 ; we set tilemap to be at VRAM 0xf000 earlier
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; f0c0
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stx $2116
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lda #^vmw_logo_tilemap
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ldx #.LOWORD(vmw_logo_tilemap)
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ldy #640 ; 32*10*2 = 640 tiles
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jsr svmw_load_vram
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;=======================
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; Load TB_FONT Tile Data
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;=======================
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ldx #$7000 ;
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stx $2116 ; set adddress for VRAM read/write
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; multiply by 2, so 0xe000
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ldy #$1000 ; Copy 128 tiles, which are 32 bytes each
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; (128*32) = 4096 = 0x1000
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lda #^tb_font
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ldx #.LOWORD(tb_font)
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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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;=====================================
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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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lda #$78 ; BG1 Tilemap starts at VRAM $F000 (/2)
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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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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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; bbbb<<13
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lda #$70
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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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rep #$20 ; mem/A = 8 bit
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.a16
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; Write String to Background
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opening_put_string:
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; 1111 1101 0000 1000
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lda #$7e44 ; set VRAM address
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; f800 = upper left
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; want 4x20, so (20 * 64) + 4*2 = 1288 = 0x508
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; fd08
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sta $2116 ; set VRAM r/w address
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ldx #$0000 ; string index
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; vhop ppcc cccc cccc
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lda #$1c00 ; clear A
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opening_copy_string:
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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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lda opening_string, x ; load string character
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; while leaving top 8-bits alone
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beq opening_done_copy_string
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rep #$20 ; set accumulator back to 16 bit
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.a16
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sta $2118 ; 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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inx ; increment string pointer
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bra opening_copy_string
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opening_done_copy_string:
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opening_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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; Enable Backgrounds
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; 000abcde
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; a = object, b=BG4 c=BG3 d=BG2 e=BG1
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lda #%00000011 ; Enable BG1 & BG2
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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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lda #$81 ; Enable NMI (VBlank Interrupt) and joypads
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sta $4200 ;
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jsr svmw_fade_in
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jsr svmw_repeat_until_keypressed
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jsr svmw_fade_out
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rts
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opening_string:
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.asciiz "A VMW SOFTWARE PRODUCTION"
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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_opening.tiles"
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