include "nesdefs.dasm" ;;;;; VARIABLES seg.u ZEROPAGE org $0 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 ; 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 PPU_SETADDR $2000 ldy #$8 ; set $8 pages ($800 bytes) .loop: lda PageData,y ; A -> PageData[Y] sta PPU_DATA ; A -> PPU data port 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 PageData: hex 00 hex 42424242 ; 'B' hex 41414141 ; 'A' ;;;;; COMMON SUBROUTINES include "nesppu.dasm" ;;;;; INTERRUPT HANDLERS NMIHandler: ; save registers SAVE_REGS ; update scroll position (must be done after VRAM updates) 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: hex 1f ;screen color hex 01112100 ;background 0 hex 02122200 ;background 1 hex 02112100 ;background 2 hex 01122200 ;background 3 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" incbin "jroatch.chr"