include "nesdefs.asm" ;;;;; VARIABLES seg.u RAM org $0 ScrollPos byte ; used during NMI ;;;;; 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 ; wait for VSYNC jsr ClearRAM ; clear RAM jsr WaitSync ; wait for VSYNC (and PPU warmup) jsr SetPalette ; set palette colors jsr FillVRAM ; set PPU video RAM lda #0 sta PPU_ADDR sta PPU_ADDR ; PPU addr = $0000 sta PPU_SCROLL sta PPU_SCROLL ; scroll = $0000 lda #CTRL_NMI sta PPU_CTRL ; enable NMI lda #MASK_BG 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 ; 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 registers pha ; save A ; update scroll position (must be done after VRAM updates) inc ScrollPos lda ScrollPos sta PPU_SCROLL ; horiz byte lda #0 sta PPU_SCROLL ; vert byte ; reload registers pla ; reload A rti ;;;;; CONSTANT DATA align $100 Palette: hex 1f ;background hex 09092c00 ;bg0 hex 09091900 ;bg1 hex 09091500 ;bg2 hex 09092500 ;bg3 ;;;;; CPU VECTORS NES_VECTORS ;;;;; TILE SETS org $10000 incbin "jroatch.chr"