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8bitworkshop/presets/nes/ex2.dasm

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include "nesdefs.dasm"
;;;;; VARIABLES
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seg.u ZEROPAGE
org $0
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ScrollPos word ; used during NMI
;;;;; NES CARTRIDGE HEADER
NES_HEADER 0,2,1,1 ; mapper 0, 2 PRGs, 1 CHR, vert. mirror
;;;;; START OF CODE
Start:
; wait for PPU warmup; clear CPU RAM
NES_INIT ; set up stack pointer, turn off PPU
jsr WaitSync ; wait for VSYNC
jsr ClearRAM ; clear RAM
jsr WaitSync ; wait for VSYNC (and PPU warmup)
; set palette and nametable VRAM
jsr SetPalette ; set palette colors
jsr FillVRAM ; set PPU video RAM
; reset PPU address and scroll registers
lda #0
sta PPU_ADDR
sta PPU_ADDR ; PPU addr = $0000
sta PPU_SCROLL
sta PPU_SCROLL ; scroll = $0000
; activate PPU graphics
lda #MASK_BG
sta PPU_MASK ; enable rendering
lda #CTRL_NMI
sta PPU_CTRL ; enable NMI
.endless
jmp .endless ; endless loop
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; set palette colors
SetPalette: subroutine
PPU_SETADDR $3f00
ldy #0
.loop:
lda Palette,y ; lookup byte in ROM
sta PPU_DATA ; store byte to PPU data
iny ; Y = Y + 1
cpy #32 ; is Y equal to 32?
bne .loop ; not yet, loop
rts ; return to caller
; fill video RAM
FillVRAM: subroutine
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PPU_SETADDR $2000
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ldy #$8 ; set $8 pages ($800 bytes)
.loop:
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lda PageData,y ; A -> PageData[Y]
sta PPU_DATA ; A -> PPU data port
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inx ; X = X + 1
bne .loop ; repeat until 256 bytes
dey ; Y = Y - 1
bne .loop ; repeat until Y is 0
rts ; return to caller
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PageData:
hex 00
hex 42424242 ; 'B'
hex 41414141 ; 'A'
;;;;; COMMON SUBROUTINES
include "nesppu.dasm"
;;;;; INTERRUPT HANDLERS
NMIHandler:
; save registers
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SAVE_REGS
; update scroll position (must be done after VRAM updates)
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inc ScrollPos ; increment low byte
bne .noinc ; Z flag set if wrapped to 0
inc ScrollPos+1 ; increment high byte
.noinc
; store X and Y scroll position
lda ScrollPos ; A -> low byte
sta PPU_SCROLL ; set horiz scroll
lda #0 ; A -> zero
sta PPU_SCROLL ; set vert scroll
; store 8th bit into name table selector
; name table A or B ($2000 or $2400)
lda ScrollPos+1 ; load high byte
and #1 ; select its low bit
ora #CTRL_NMI ; set rest of bits
sta PPU_CTRL
; restore registers, return from interrupt
RESTORE_REGS
rti
;;;;; CONSTANT DATA
Palette:
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hex 1f ;screen color
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hex 01112100 ;background 0
hex 02122200 ;background 1
hex 02112100 ;background 2
hex 01122200 ;background 3
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hex 19293900 ;sprite 0
hex 1a2a3a00 ;sprite 1
hex 1b2b3b00 ;sprite 2
hex 1c2c3c ;sprite 3
;;;;; CPU VECTORS
NES_VECTORS
;;;;; TILE SETS
org $10000
incbin "jroatch.chr"
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incbin "jroatch.chr"