;; NES "Hello World" character tables ;; We spell out "Hello World" and we make sure that the colors are ;; different so our palette shift works. .text .org $0000 .byte $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00 .byte $c6,$c6,$c6,$fe,$c6,$c6,$c6,$00,$00,$00,$00,$00,$00,$00,$00,$00 ; H (color 1) #1 .byte $00,$00,$00,$00,$00,$00,$00,$00,$fe,$c0,$c0,$fc,$c0,$c0,$fe,$00 ; E (color 2) #2 .byte $60,$60,$60,$60,$60,$60,$7e,$00,$60,$60,$60,$60,$60,$60,$7e,$00 ; L (color 3) #3 .byte $60,$60,$60,$60,$60,$60,$7e,$00,$00,$00,$00,$00,$00,$00,$00,$00 ; L (color 1) #4 .byte $00,$00,$00,$00,$00,$00,$00,$00,$7c,$c6,$c6,$c6,$c6,$c6,$7c,$00 ; O (color 2) #5 .byte $c6,$c6,$d6,$fe,$fe,$ee,$c6,$00,$c6,$c6,$d6,$fe,$fe,$ee,$c6,$00 ; W (color 3) #6 .byte $7c,$c6,$c6,$c6,$c6,$c6,$7c,$00,$00,$00,$00,$00,$00,$00,$00,$00 ; O (color 1) #7 .byte $00,$00,$00,$00,$00,$00,$00,$00,$fc,$c6,$c6,$fc,$d8,$cc,$c6,$00 ; R (color 2) #8 ; L (color 3) #3 .byte $f8,$cc,$c6,$c6,$c6,$cc,$f8,$00,$00,$00,$00,$00,$00,$00,$00,$00 ; D (color 1) #9 .advance $2000 ; Fill in the rest of the CHR-ROM chip.