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8bitworkshop/presets/nes/ex3.asm

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2.2 KiB
NASM
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include "nesdefs.asm"
;;;;; VARIABLES
seg.u RAM
org $0
ScrollPos byte ; used during NMI
Rand byte
Temp1 byte
SpriteBuf equ $200
;;;;; NES CARTRIDGE HEADER
NES_HEADER 0,2,1,0 ; 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 #CTRL_NMI
sta PPU_CTRL ; enable NMI
lda #MASK_BG|MASK_SPR
sta PPU_MASK ; enable rendering
.endless
jmp .endless ;endless loop
; fill video RAM
FillVRAM: subroutine
txa
ldy #$20
sty PPU_ADDR
sta PPU_ADDR
ldy #$10
.loop:
stx PPU_DATA
inx
bne .loop
dey
bne .loop
rts
;
InitSprites: subroutine
lda #1
ldx #0
.loop
sta SpriteBuf,x
jsr NextRandom
inx
bne .loop
rts
;
MoveSprites: subroutine
lda #1
ldx #0
.loop
sta Temp1
and #3
clc
adc SpriteBuf,x
sta SpriteBuf,x
lda Temp1
jsr NextRandom
inx
bne .loop
rts
; set palette colors
SetPalette: subroutine
ldy #$00
lda #$3f
sta PPU_ADDR
sty PPU_ADDR
ldx #32
.loop:
lda Palette,y
sta PPU_DATA
iny
dex
bne .loop
rts
;;;;; COMMON SUBROUTINES
include "nesppu.asm"
;;;;; INTERRUPT HANDLERS
NMIHandler:
SAVE_REGS
; load sprites
lda #$02
sta PPU_OAM_DMA
; update scroll position (must be done after VRAM updates)
inc ScrollPos
lda ScrollPos
sta PPU_SCROLL
lda #0
sta PPU_SCROLL
; move sprites
jsr MoveSprites
; reload registers
RESTORE_REGS
rti
;;;;; CONSTANT DATA
align $100
Palette:
hex 1f ;background
hex 09090000 ;bg0
hex 09090c00 ;bg1
hex 09091c00 ;bg2
hex 09092c00 ;bg3
hex 14243400 ;sp0
hex 15253500 ;sp1
hex 16263600 ;sp2
hex 17273700 ;sp3
;;;;; CPU VECTORS
NES_VECTORS
;;;;; TILE SETS
org $10000
incbin "jroatch.chr"