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8bitworkshop/presets/nes/nesppu.asm

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;;;;; SUBROUTINES
ClearRAM: subroutine
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lda #0 ; A = 0
tax ; X = 0
.clearRAM
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sta $0,x ; clear $0-$ff
cpx #$fe ; last 2 bytes of stack?
bcs .skipStack ; don't clear it
sta $100,x ; clear $100-$1fd
.skipStack
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sta $200,x ; clear $200-$2ff
sta $300,x ; clear $300-$3ff
sta $400,x ; clear $400-$4ff
sta $500,x ; clear $500-$5ff
sta $600,x ; clear $600-$6ff
sta $700,x ; clear $700-$7ff
inx ; X = X + 1
bne .clearRAM ; loop 256 times
rts
; wait for VSYNC to start
WaitSync:
bit PPU_STATUS
bpl WaitSync
rts
;;;;; RANDOM NUMBERS
NextRandom subroutine
lsr
bcc .NoEor
eor #$d4
.NoEor:
rts
; Get previous random value
PrevRandom subroutine
asl
bcc .NoEor
eor #$a9
.NoEor:
rts
;;;;; CONTROLLER READING
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ReadJoypad0 subroutine
ldy #0
ReadJoypadY
lda #$01
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sta JOYPAD1,y ; set strobe bit
lsr ; now A is 0
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sta JOYPAD1,y ; clear strobe bit
ldx #8 ; read 8 bits
.loop:
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pha ; save A (result)
lda JOYPAD1,y ; load controller state
lsr ; bit 0 -> carry
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pla ; restore A (result)
rol ; carry -> bit 0 of result
dex ; X = X - 1
bne .loop ; repeat if X is 0
rts ; controller bits returned in A