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8bitworkshop/presets/nes/ex1.asm
2018-11-19 09:11:50 -05:00

114 lines
2.3 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, vertical
;;;;; START OF CODE
Start:
NES_INIT ; set up stack pointer, turn off PPU
jsr WaitSync ; wait for VSYNC
jsr ClearRAM ; clear RAM
jsr SetPalette ; set palette colors
jsr FillVRAM ; set PPU video RAM
jsr WaitSync ; wait for VSYNC (and PPU warmup)
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_SPR|MASK_BG|MASK_SPR_CLIP|MASK_BG_CLIP
sta PPU_MASK ; enable rendering
.endless
jmp .endless ; endless loop
; fill video RAM
FillVRAM: subroutine
txa
ldy #$20
sty PPU_ADDR
sta PPU_ADDR ; PPU addr = $2000
ldy #$10 ; $10 (16) 256-byte pages
.loop:
sta PPU_DATA ; write to VRAM
adc #7 ; add 7 to make randomish pattern
inx
bne .loop
dey ; next page
bne .loop ; out of pages?
rts
; set palette colors
SetPalette: subroutine
ldy #$00
lda #$3f
sta PPU_ADDR
sty PPU_ADDR ; PPU addr = 0x3f00
ldx #32 ; 32 palette colors
.loop:
lda Palette,y ; load from ROM
sta PPU_DATA ; store to palette
iny
dex
bne .loop ; loop until 32 colors stored
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 ; X scroll position
lda #0
sta PPU_SCROLL ; Y scroll position
; reload registers
pla ; reload A
rti
;;;;; CONSTANT DATA
align $100
Palette:
hex 1f ;background
hex 09091900 ;bg0
hex 09091900 ;bg1
hex 09091900 ;bg2
hex 09091900 ;bg3
;;;;; CPU VECTORS
NES_VECTORS
;;;;; TILE SETS
org $10000
REPEAT 64
hex 003c6666766e663c007e181818381818
hex 007e60300c06663c003c66061c06663c
hex 0006067f661e0e06003c6606067c607e
hex 003c66667c60663c00181818180c667e
hex 003c66663c66663c003c66063e66663c
hex 01010101010101010000000000000000
hex ff000000000000000000000000000000
hex 01020408102040800000000000000000
REPEND