include "nesdefs.asm" ;;;;; VARIABLES seg.u RAM org $0 ScrollPos byte ; used during NMI Rand byte Temp1 byte SpriteBuf equ $200 ;;;;; NES CARTRIDGE HEADER NES_HEADER 0,2,1,0 ; mapper 0, 2 PRGs, 1 CHR, horiz. mirror ;;;;; START OF CODE Start: NES_INIT ; set up stack pointer, turn off PPU jsr WaitSync jsr WaitSync jsr ClearRAM jsr WaitSync ;wait for VSYNC jsr SetPalette ;set colors jsr FillVRAM ;set PPU RAM jsr WaitSync ;wait for VSYNC (and PPU warmup) jsr InitSprites lda #0 sta PPU_ADDR sta PPU_ADDR ;PPU addr = 0 sta PPU_SCROLL sta PPU_SCROLL ;scroll = 0 lda #CTRL_NMI sta PPU_CTRL ; enable NMI lda #MASK_BG|MASK_SPR sta PPU_MASK ; enable rendering .endless jmp .endless ;endless loop ; fill video RAM FillVRAM: subroutine txa ldy #$20 sty PPU_ADDR sta PPU_ADDR ldy #$10 .loop: stx PPU_DATA inx bne .loop dey bne .loop rts ; InitSprites: subroutine lda #1 ldx #0 .loop sta SpriteBuf,x jsr NextRandom inx bne .loop rts ; MoveSprites: subroutine lda #1 ldx #0 .loop sta Temp1 and #3 clc adc SpriteBuf,x sta SpriteBuf,x lda Temp1 jsr NextRandom inx bne .loop rts ; set palette colors SetPalette: subroutine ldy #$00 lda #$3f sta PPU_ADDR sty PPU_ADDR ldx #32 .loop: lda Palette,y sta PPU_DATA iny dex bne .loop rts ;;;;; COMMON SUBROUTINES include "nesppu.asm" ;;;;; INTERRUPT HANDLERS NMIHandler: SAVE_REGS ; load sprites lda #$02 sta PPU_OAM_DMA ; update scroll position (must be done after VRAM updates) inc ScrollPos lda ScrollPos sta PPU_SCROLL lda #0 sta PPU_SCROLL ; move sprites jsr MoveSprites ; reload registers RESTORE_REGS rti ;;;;; CONSTANT DATA align $100 Palette: hex 1f ;background hex 09090000 ;bg0 hex 09090c00 ;bg1 hex 09091c00 ;bg2 hex 09092c00 ;bg3 hex 14243400 ;sp0 hex 15253500 ;sp1 hex 16263600 ;sp2 hex 17273700 ;sp3 ;;;;; CPU VECTORS NES_VECTORS ;;;;; TILE SETS org $10000 incbin "jroatch.chr"