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8bitworkshop/presets/nes/ex2.asm

106 lines
1.7 KiB
NASM

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"