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8bitworkshop/presets/atari8-5200/hellopm.a

265 lines
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; Atari 5200 "Hello World" sample code
; Written by Daniel Boris (dboris@comcast.net)
;
; Assemble with DASM
;
processor 6502
; ************ Hardware Adresses ***************************
DMACTL equ $D400 ;DMA Control
sDMACTL equ $07 ;DMA Control Shadow
PMBASE equ $D407 ;PM base address
CHBASE equ $D409 ;Character set base
GRACTL equ $C01D ;Graphics control
PRIOR equ $C01B ;PM priorities
SIZEP0 equ $C001 ;Size of player 0
HPOSP0 equ $C000 ;Horizontal position player 0
COLPM0 equ $C012 ;Player 0 color
DLISTL equ $D402 ;Display list lo
DLISTH equ $D403 ;Display list hi
sDLISTL equ $05 ;Display list lo shadow
sDLISTH equ $06 ;Display list hi shadow
CHACTL equ $D401 ;Character control
NMIEN equ $D40E ;NMI Enable
sCOLPM0 equ $08 ;Player/missile 0 color shadow
sCOLPM1 equ $09 ;Player/missile 0 color shadow
sCOLPM2 equ $0A ;Player/missile 0 color shadow
sCOLPM3 equ $0B ;Player/missile 0 color shadow
sCOLOR0 equ $0C ;Color 0 shadow
sCOLOR1 equ $0D ;Color 1 shadow
sCOLOR2 equ $0E ;Color 2 shadow
sCOLOR3 equ $0F ;Color 3 shadow
;*************** Variable ***********************
line equ $20 ;Current DLI line
pm0pos equ $21 ;Current pos of P0
;*************** Start of Code *******************
org $4000 ;Start of cartridge area
Start
sei ;Disable interrupts
cld ;Clear decimal mode
;************** Clear zero page and hardware ******
ldx #$00
lda #$00
crloop1
sta $00,x ;Clear zero page
sta $D400,x ;Clear ANTIC
sta $C000,x ;Clear GTIA
sta $E800,x ;Clear POKEY
dex
bne crloop1
;************* Clear RAM **************************
ldy #$00 ;Clear Ram
lda #$02 ;Start at $0200
sta $81
lda #$00
sta $80
crloop3
lda #$00
sta ($80),y ;Store data
iny ;Next byte
bne crloop3 ;Branch if not done page
inc $81 ;Next page
lda $81
cmp #$40 ;Check if end of RAM
bne crloop3 ;Branch if not
;************* Setup display list *******************
ldx #$21 ;Number of bytes in list
dlloop ;Copy display list to RAM
lda dlist,x ;Get byte
sta $1000,x ;Copy to RAM
dex ;next byte
bpl dlloop
;************ Setup IRQ vectors *********************
lda #$03 ;point IRQ vector
sta $200 ;to BIOS routine
lda #$FC
sta $201
lda #$B8 ;point VBI vector
sta $202 ;to BIOS routine
lda #$FC
sta $203
lda #$B2 ;point Deferred VBI
sta $204 ;to BIOS routine
lda #$FC
sta $205
lda #$00 ;point DLI vector
sta $206 ;to custom routine
lda #$50
sta $207
lda #$00
sta line
;************* Setup hardware registers *************
lda #$22 ;Set color PF0
sta sCOLOR0
lda #$0F ;Set color PF1
sta sCOLOR1
lda #$84 ;Set color PF2
sta sCOLOR2
lda #$00 ;Set Display list pointer
sta sDLISTL
sta DLISTL
lda #$10
sta sDLISTH
sta DLISTH
lda #$f8 ;Set Charcter Set Base
sta CHBASE
lda #$22 ;Enable DMA
sta sDMACTL
lda #$C0 ;Enable NMI + DLI
sta NMIEN
;************ Draw display graphics *******************
ldy #$02 ;Draw bars on screen
lda #$18 ;Screen memory starts at $1800
sta $81
lda #$00
sta $80
ldx #$18
crloop5
lda #$FF ;Bar 4 pixels wide of color 3
sta ($80),y ;Store data
iny
iny ;Skip 4 pixels
lda #$55 ;Bar 4 pixels wide of color 1
sta ($80),y ;Store data
iny
iny ;Skip 4 pixels
lda #$AA ;Bar 4 pixels wide of color 2
sta ($80),y ;Store data
tya
clc
adc #$06 ;Move pointer to next line
tay
dex ;Next line
bne crloop5 ;Branch if not done
;************* Setup Player/Missile registers ***************
lda #$3A ;Enable DMA (single line resolution/
sta sDMACTL ;normal background)
lda #$20 ;Set PM base address ($200)
sta PMBASE
lda #$03 ;Enable players and missiles
sta GRACTL
lda #$16 ;Color of player 0
sta sCOLPM0
ldy #$00
lda #$03 ;Size of player 0
sta SIZEP0
lda #$01 ;Give players priority over playfield
sta PRIOR
;************ Copy player data to RAM ********************************
pmloop1
lda pm1,y ;Get data
sta $2430,y ;Write it into RAM
sta $24C0,y
iny
cpy #$08 ;Copy 8 bytes
bne pmloop1
;************ Move player ********************************************
ldx #$20 ;Starting position of player
mvloop1
jsr waitvb ;Wait for a vertical bank
lda #$00 ;Reset line counter
sta line
stx HPOSP0 ;Set position of player
stx pm0pos ;Save position for DLI
inx
cpx #$B0 ;Check for end of move
bne mvloop1 ;If not keep moving right
lda #$04 ;Give playfield priority player
sta PRIOR
mvloop2
jsr waitvb ;Wait for a vertical blank
lda #$00 ;Reset line counter
sta line
stx HPOSP0 ;Set position of player
stx pm0pos ;Save position for DLI
dex
cpx #$40 ;Check for end of move
bne mvloop2 ;If not keep moving left
lda #$01 ;Give player priority over playfield
sta PRIOR
jmp mvloop1 ;Continue looping
;************ Wait for vertical blank ************************
waitvb
lda $02 ;Read timer (this is incremented during VB)
waitvb2
cmp $02 ;Did it change?
beq waitvb2 ;If not keep waiting
rts
;************ Display list interrupt ************************
org $5000
dli
pha ;Save A
inc line ;Increment the line counter
lda line ;Past the fifth DLI?
cmp #$05
bne done ;If not then exit DLI
lda pm0pos ;Get player 0 position
eor #$FF ;Invert it
sta HPOSP0 ;Set player 0 position
lda #$0F ;Change player color
sta COLPM0 ;
; Note: Player color is changed in hardware register not the shadow
; register so it takes effect immediatly.
done
pla ;Restore A
rti ;Done
;************* Display list data ****************************
org $b000
dlist .byte $70,$70,$70 ;24 blank scanlines
.byte $48,$00,$18 ;Mode 8 and Load memory scan $1800
.byte $88,$88,$88,$88,$88,$88,$88 ;23 more line of mode 8
.byte $88,$88,$88,$88,$88,$88,$88,$88,$88,$88,$88,$88,$88
.byte $88,$88,$88
.byte $41,$00,$10 ;Jump back to start at $1000
;************* Player shape *********************************
pm1 .byte %00111100
.byte %01000010
.byte %10100101
.byte %10000001
.byte %10100101
.byte %10011001
.byte %01000010
.byte %00111100
;************** Cart reset vector **************************
org $bffd
.byte $FF ;Don't display Atari logo
.byte $00,$40 ;Start code at $4000