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8bitworkshop/presets/nes-conio/ex0.asm

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;;;;; CONSTANTS
PPU_CTRL equ $2000
PPU_MASK equ $2001
PPU_STATUS equ $2002
PPU_SCROLL equ $2005
PPU_ADDR equ $2006
PPU_DATA equ $2007
DMC_FREQ equ $4010
;;;;; CARTRIDGE FILE HEADER
processor 6502
seg Header
org $7FF0
NES_MAPPER equ 0 ;mapper number
NES_PRG_BANKS equ 2 ;number of 16K PRG banks, change to 2 for NROM256
NES_CHR_BANKS equ 1 ;number of 8K CHR banks (0 = RAM)
NES_MIRRORING equ 1 ;0 horizontal, 1 vertical, 8 four screen
.byte $4e,$45,$53,$1a ; header
.byte NES_PRG_BANKS
.byte NES_CHR_BANKS
.byte NES_MIRRORING|(NES_MAPPER<<4)
.byte NES_MAPPER&$f0
;;;;; CODE
seg Code
org $8000
start:
_exit:
sei ;disable IRQs
cld ;decimal mode not supported
ldx #$ff
txs ;set up stack pointer
inx ;increment X to 0
stx PPU_MASK ;disable rendering
stx DMC_FREQ ;disable DMC interrupts
stx PPU_CTRL ;disable NMI interrupts
jsr WaitSyncSafe ;wait for VSYNC
; clear RAM -- not a subroutine because we clear the stack too
lda #0
tax
.clearRAM
sta $0,x
sta $100,x
; skip $200-$2FF, used for OAM display list
sta $300,x
sta $400,x
sta $500,x
sta $600,x
sta $700,x
inx
bne .clearRAM
; wait for PPU warmup
jsr WaitSync
; set palette background
ldy #$0
lda #$3f
sta PPU_ADDR
sty PPU_ADDR
lda #$1c
sta PPU_DATA
; enable PPU rendering
lda #0
sta PPU_ADDR
sta PPU_ADDR ;PPU addr = 0
sta PPU_SCROLL
sta PPU_SCROLL ;scroll = 0
lda #$90
sta PPU_CTRL ;enable NMI
lda #$1e
sta PPU_MASK ;enable rendering
.endless
jmp .endless ;endless loop
;;;;; SUBROUTINES
; wait for VSYNC to start
WaitSyncSafe: subroutine
bit PPU_STATUS
WaitSync:
bit PPU_STATUS
bpl WaitSync
rts
;;;;; INTERRUPT HANDLERS
nmi:
irq:
rti
;;;;; CPU VECTORS
org $fffa
.word nmi ;$fffa vblank nmi
.word start ;$fffc reset
.word irq ;$fffe irq / brk