processor 6502 ;;;;; CONSTANTS PPU_CTRL = $2000 PPU_MASK = $2001 PPU_STATUS = $2002 OAM_ADDR = $2003 OAM_DATA = $2004 PPU_SCROLL = $2005 PPU_ADDR = $2006 PPU_DATA = $2007 PPU_OAM_DMA = $4014 DMC_FREQ = $4010 APU_STATUS = $4015 APU_NOISE_VOL = $400C APU_NOISE_FREQ = $400E APU_NOISE_TIMER = $400F APU_DMC_CTRL = $4010 APU_CHAN_CTRL = $4015 APU_FRAME = $4017 ; NOTE: I've put this outside of the PPU & APU, because it is a feature ; of the APU that is primarily of use to the PPU. OAM_DMA = $4014 ; OAM local RAM copy goes from $0200-$02FF: OAM_RAM = $0200 ; PPU_CTRL flags CTRL_NMI = %10000000 ; Execute Non-Maskable Interrupt on VBlank CTRL_8x8 = %00000000 ; Use 8x8 Sprites CTRL_8x16 = %00100000 ; Use 8x16 Sprites CTRL_BG_0000 = %00000000 ; Background Pattern Table at $0000 in VRAM CTRL_BG_1000 = %00010000 ; Background Pattern Table at $1000 in VRAM CTRL_SPR_0000 = %00000000 ; Sprite Pattern Table at $0000 in VRAM CTRL_SPR_1000 = %00001000 ; Sprite Pattern Table at $1000 in VRAM CTRL_INC_1 = %00000000 ; Increment PPU Address by 1 (Horizontal rendering) CTRL_INC_32 = %00000100 ; Increment PPU Address by 32 (Vertical rendering) CTRL_NT_2000 = %00000000 ; Name Table Address at $2000 CTRL_NT_2400 = %00000001 ; Name Table Address at $2400 CTRL_NT_2800 = %00000010 ; Name Table Address at $2800 CTRL_NT_2C00 = %00000011 ; Name Table Address at $2C00 ; PPU_MASK flags MASK_TINT_RED = %00100000 ; Red Background MASK_TINT_BLUE = %01000000 ; Blue Background MASK_TINT_GREEN = %10000000 ; Green Background MASK_SPR = %00010000 ; Sprites Visible MASK_BG = %00001000 ; Backgrounds Visible MASK_SPR_CLIP = %00000100 ; Sprites clipped on left column MASK_BG_CLIP = %00000010 ; Background clipped on left column MASK_COLOR = %00000000 ; Display in Color MASK_MONO = %00000001 ; Display in Monochrome ; read flags F_BLANK = %10000000 ; VBlank Active F_SPRITE0 = %01000000 ; VBlank hit Sprite 0 F_SCAN8 = %00100000 ; More than 8 sprites on current scanline F_WIGNORE = %00010000 ; VRAM Writes currently ignored. ;;;;; CARTRIDGE FILE HEADER NES_MIRR_HORIZ = 0 NES_MIRR_VERT = 1 NES_MIRR_QUAD = 8 MAC NES_HEADER seg Header org $7ff0 .NES_MAPPER SET {1} ;mapper number .NES_PRG_BANKS SET {2} ;number of 16K PRG banks, change to 2 for NROM256 .NES_CHR_BANKS SET {3} ;number of 8K CHR banks (0 = RAM) .NES_MIRRORING SET {4} ;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 byte 0,0,0,0,0,0,0,0 ; reserved, set to zero seg Code org $8000 ENDM ;;;;; NES_INIT SETUP MACRO (place at start) MAC NES_INIT sei ;disable IRQs cld ;decimal mode not supported ldx #$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 bit PPU_STATUS ;clear VBL flag bit APU_CHAN_CTRL ;ack DMC IRQ bit 7 lda #$40 sta APU_FRAME ;disable APU Frame IRQ lda #$0F sta APU_CHAN_CTRL ;disable DMC, enable/init other channels. ENDM ;;;;; NES_VECTORS - CPU vectors at end of address space MAC NES_VECTORS seg Vectors org $fffa .word NMIHandler ;$fffa vblank nmi .word Start ;$fffc reset .word NMIHandler ;$fffe irq / brk (not used) ENDM