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mirror of https://github.com/safiire/n65.git synced 2024-12-12 00:29:03 +00:00

Moving some things around in the demo code

This commit is contained in:
Safiire 2015-02-24 01:25:09 -08:00
parent 4bc880eb37
commit 4e90b7a250
2 changed files with 79 additions and 497 deletions

View File

@ -1,3 +1,10 @@
;------------------------------------------------------------------------------
; This is a direct port of Michael Martin's tutorial project for NES101
; With some modifications to the tile map, and extra comments, and ported to
; suit my assembler. - Saf
; See:
; http://hackipedia.org/Platform/Nintendo/NES/tutorial,%20NES%20programming%20101/NES101.html
;
;;;;
; Create an iNES header
.ines {"prog": 1, "char": 1, "mapper": 0, "mirror": 0}
@ -97,6 +104,8 @@ init_input:
sta $01 ; $01 = A button
rts
;;;;
; Initialize the APU to known values
init_sound:
; initialize sound hardware
lda #$01
@ -108,47 +117,48 @@ init_sound:
rts
;;;;
; Clear page #2, which we'll use to hold sprite data
; This subroutine clearlys hows why I need to have symbols
; to refer to bits of RAM in the zero page like dx, etc.
init_sprites:
; Clear page #2, which we'll use to hold sprite data
lda #$00
ldx #$00
sprite_clear1:
sta sprite, x
inx
bne sprite_clear1
sprite_clear1:
sta sprite, x
inx
bne sprite_clear1
; initialize Sprite 0
lda #$70
sta $0200 ; sprite Y coordinate
lda #$01
sta $0201 ; sprite + 1Pattern number
sta $0203 ; sprite+3 X coordinate
; sprite+2, color, stays 0.
sta $0203 ; sprite+3 X coordinate sprite+2, color, stays 0.
; Set initial value of dx
lda #$01
sta $00 ; dx = $00
; Set initial value of dy
lda #$70
sta $03 ; dy = $03
rts
; Load palette into $3F00
;;;;
; Load palette into $3F00
load_palette:
lda #$3F
ldx #$00
sta $2006
stx $2006
loady_loop:
lda palette, X
sta $2007
inx
cpx #$20
bne loady_loop
loady_loop:
lda palette, X
sta $2007
inx
cpx #$20
bne loady_loop
rts
; Jam some text into the first name table (at $2400, thanks to mirroring)
;;;;
; Put the ASCII values from bg into the first name table, at $2400
; The tile values are conveniently mapped to their ASCII values
load_name_tables:
ldy #$00
ldx #$04
@ -160,38 +170,44 @@ load_name_tables:
sta $2006
lda #$00
sta $2006
go_back:
lda ($10), Y
sta $2007
iny
bne go_back
inc $11
dex
bne go_back
rts
; Clear out the Name Table at $2800 (where we already are. Yay.)
go_back:
lda ($10), Y
sta $2007
iny
bne go_back
inc $11
dex
bne go_back
; This now clears the second name table?
; I think this is because writing to $2007 auto increments the
; written value
ldy #$00
ldx #$04
lda #$00
back:
sta $2007
iny
bne back
dex
bne back
back:
sta $2007
iny
bne back
dex
bne back
rts
;;;;
; This initializes the scrolling storing the scroll
; value in the zero page variable $02
init_scrolling:
lda #$F0
sta $02 ; scroll
sta $02
rts
;;;;
; Update the sprite, I don't exactly understand this yet.
update_sprite:
lda #>sprite
sta $4014 ; Jam page $200-$2FF into SPR-RAM
lda $0203 ; sprite+3 Is this right???
lda $0203 ; sprite+3 Is this right???
beq hit_left
cmp #$F7
bne edge_done
@ -279,6 +295,8 @@ scroll_screen:
no_scroll:
rts
;;;;
; I am pretty sure this plays a low C note on the Square wave
low_c:
pha
lda #$84
@ -290,6 +308,8 @@ low_c:
pla
rts
;;;;
; I am pretty sure this plays a high C note on the Square wave
high_c:
pha
lda #$86
@ -301,22 +321,30 @@ high_c:
pla
rts
;;;;
; Update everything on every vblank
vblank:
jsr scroll_screen
jsr update_sprite
jsr react_to_input
rti
;;;;
; Don't do anything on IRQ
irq:
rti
; palette data
;;;;
; Palette data stored in the PROG section, to be copied later
palette:
.bytes $0E,$00,$0E,$19,$00,$00,$00,$00,$00,$00,$00,$00,$01,$00,$01,$21
.bytes $0E,$20,$22,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
; Background data
;;;;
; Background data stored in the PROG section to be copied later
bg:
.ascii " "
.ascii " "
@ -349,7 +377,9 @@ bg:
.ascii " "
.ascii " "
; Attribute table
;;;;
; Attribute table, this is basically the tilemap
.bytes $00,$00,$00,$00,$00,$00,$00,$00,
.bytes $00,$00,$FF,$FF,$FF,$00,$00,$00,
.bytes $00,$00,$FF,$FF,$FF,$00,$00,$00,
@ -361,9 +391,10 @@ bg:
; This is CHR-ROM page 1, which starts at 0x0000, but I'm skipping the first bit
; So this is where tile memory is going to go, this is the commodore 64's character ROM
; mapped to ASCII for tile numbers. We are only using 4KB of this 8KB page.
;;;;
; This is CHR-ROM page 1, which starts at 0x0000, but I'm skipping the first bit because
; the first bunch of ASCII characters are not represented. This is the commodore 64's
; character ROM.
.org $0200
.bytes $00,$00,$00,$00,$00,$00,$00,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 32
@ -432,7 +463,8 @@ bg:
.bytes $00,$10,$30,$7F,$7F,$30,$10,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 95
; This is CHR-ROM page 2, which starts at 0x2000, and we put the sprite data here.
;;;;
; Here is sprite data on CHAR ROM page 2
.org $1000
.bytes $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00 ; Character 0: Blank

View File

@ -1,450 +0,0 @@
;------------------------------------------------------------------------------
; This is a direct port of Michael Martin's tutorial project for NES101
;
; I believe that tutorial can be found here:
; http://hackipedia.org/Platform/Nintendo/NES/tutorial,%20NES%20programming%20101/NES101.html
;
; I just rewrote it to have something interesting to test my assembler on.
; Saf 2015
;
; Create an iNES header
.ines {"prog": 1, "char": 1, "mapper": 0, "mirror": 0}
; Let's use labels to point to areas of SRAM
; SRAM
; I have no way to do this right now, but I need to add
; the ability to simply name parts of memory with a sort
; of alias, specifically in the zero page where memory
; access is quick.
; For now, let's just remember that in the zero page:
; *dx = $00 ; The speed delta x of the sprite
; *a = $01 ; Whether the A button is down
; *scroll = $02 ; The scroll amount
; *dy = $03 ; The speed delta y of the sprite
;
; *sprite = $200 ; Some sprite memory
; Actually I can probably do this with a .org and label pair
.org $0200
sprite:
; Main Code Segment
.org $C000
reset:
sei
cld
; Wait two VBLANKs.
wait_vb1:
lda $2002
bpl wait_vb1
wait_vb2:
lda $2002
bpl wait_vb2
; Clear out RAM.
lda #$00
ldx #$00
clear_segments:
sta $00, X
sta $0100, X
sta $0200, X
sta $0300, X
sta $0400, X
sta $0500, X
sta $0600, X
sta $0700, X
inx
bne clear_segments
; Reset the stack pointer.
ldx #$FF
txs
; Disable all graphics.
lda #$00
sta $2000
sta $2001
jsr init_graphics
jsr init_input
jsr init_sound
; Set basic PPU registers. Load background from $0000,
; sprites from $1000, and the name table from $2000.
lda #$88
sta $2000
lda #$1E
sta $2001
cli
; Transfer control to the VBLANK routines.
forever:
jmp forever
init_graphics:
jsr init_sprites
jsr load_palette
jsr load_name_tables
jsr init_scrolling
rts
init_input:
; The A button starts out not-pressed.
lda #$00
sta $01 ; $01 = A button
rts
init_sound:
; initialize sound hardware
lda #$01
sta $4015
lda #$00
sta $4001
lda #$40
sta $4017
rts
init_sprites:
; Clear page #2, which we'll use to hold sprite data
lda #$00
ldx #$00
sprite_clear1:
sta sprite, x
inx
bne sprite_clear1
; initialize Sprite 0
lda #$70
sta $0200 ; sprite Y coordinate
lda #$01
sta $0201 ; sprite + 1Pattern number
sta $0203 ; sprite+3 X coordinate
; sprite+2, color, stays 0.
; Set initial value of dx
lda #$01
sta $00 ; dx = $00
; Set initial value of dy
lda #$70
sta $03 ; dy = $03
rts
; Load palette into $3F00
load_palette:
lda #$3F
ldx #$00
sta $2006
stx $2006
loady_loop:
lda palette, X
sta $2007
inx
cpx #$20
bne loady_loop
rts
; Jam some text into the first name table (at $2400, thanks to mirroring)
load_name_tables:
ldy #$00
ldx #$04
lda #<bg
sta $10
lda #>bg
sta $11
lda #$24
sta $2006
lda #$00
sta $2006
go_back:
lda ($10), Y
sta $2007
iny
bne go_back
inc $11
dex
bne go_back
rts
; Clear out the Name Table at $2800 (where we already are. Yay.)
ldy #$00
ldx #$04
lda #$00
back:
sta $2007
iny
bne back
dex
bne back
rts
init_scrolling:
lda #$F0
sta $02 ; scroll
rts
update_sprite:
lda #>sprite
sta $4014 ; Jam page $200-$2FF into SPR-RAM
lda $0203 ; sprite+3 Is this right???
beq hit_left
cmp #$F7
bne edge_done
; Hit right
ldx #$FF
stx $00 ; dx
jsr high_c
jmp edge_done
hit_left:
ldx #$01
stx $00 ; dx
jsr high_c
edge_done: ; update X and store it.
clc
adc $00 ; dx
sta $0203 ; sprite+3 Is this right?
rts
react_to_input:
lda #$01 ; strobe joypad
sta $4016
lda #$00
sta $4016
lda $4016 ; Is the A button down?
AND #$01
beq not_a
ldx $01 ; a
bne a_done ; Only react if the A button wasn't down last time.
sta $01 ; Store the 1 in local variable 'a' so that we this is
jsr reverse_dx ; only called once per press.
jmp a_done
not_a:
sta $01 ; A has been released, so put that zero into 'a'.
a_done:
lda $4016 ; B does nothing
lda $4016 ; Select does nothing
lda $4016 ; Start does nothing
lda $4016 ; Up
and #$01
beq not_up
ldx sprite ; Load Y value
cpx #$07
beq not_up ; No going past the top of the screen
dex
stx sprite
not_up:
lda $4016 ; Down
and #$01
beq not_dn
ldx sprite
cpx #$DF ; No going past the bottom of the screen.
beq not_dn
inx
stx sprite
not_dn:
rts ; Ignore left and right, we don't use 'em
reverse_dx:
lda #$FF
eor $00 ; dx
clc
adc #$01
sta $00 ; dx
jsr low_c
rts
scroll_screen:
ldx #$00 ; Reset VRAM
stx $2006
stx $2006
ldx $02 ; scroll ; Do we need to scroll at all?
beq no_scroll
dex
stx $02 ; scroll
lda #$00
sta $2005 ; Write 0 for Horiz. Scroll value
stx $2005 ; Write the value of 'scroll' for Vert. Scroll value
no_scroll:
rts
low_c:
pha
lda #$84
sta $4000
lda #$AA
sta $4002
lda #$09
sta $4003
pla
rts
high_c:
pha
lda #$86
sta $4000
lda #$69
sta $4002
lda #$08
sta $4003
pla
rts
vblank:
jsr scroll_screen
jsr update_sprite
jsr react_to_input
irq:
rti
; palette data
palette:
.bytes $0E,$00,$0E,$19,$00,$00,$00,$00,$00,$00,$00,$00,$01,$00,$01,$21
.bytes $0E,$20,$22,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
; Background data
bg:
.ascii " "
.ascii " "
.ascii " SAF'S 6502 NES ASSEMBLER "
.ascii " "
.ascii " "
.ascii " "
.ascii " VSS RES "
.ascii " RDY PHI2 "
.ascii " PH1 S0 "
.ascii " IRQ 6 PHI0 "
.ascii " NC NC "
.ascii " NMI NC "
.ascii " SYNC 5 R/W "
.ascii " VCC D0 "
.ascii " A0 D1 "
.ascii " A1 0 D2 "
.ascii " A2 D3 "
.ascii " A3 D4 "
.ascii " A4 2 D5 "
.ascii " A5 D6 "
.ascii " A6 D7 "
.ascii " A7 A15 "
.ascii " A8 A14 "
.ascii " A9 A13 "
.ascii " A10 A12 "
.ascii " A11 VSS "
.ascii " "
.ascii " "
.ascii " "
.ascii " "
; Attribute table
.bytes $00,$00,$00,$00,$00,$00,$00,$00,
.bytes $00,$00,$FF,$FF,$FF,$00,$00,$00,
.bytes $00,$00,$FF,$FF,$FF,$00,$00,$00,
.bytes $00,$00,$FF,$FF,$FF,$00,$00,$00,
.bytes $00,$00,$FF,$FF,$FF,$00,$00,$00,
.bytes $00,$00,$FF,$FF,$FF,$00,$00,$00,
.bytes $00,$00,$FF,$FF,$FF,$00,$00,$00,
.bytes $00,$00,$00,$00,$00,$00,$00,$00,
; Setup the interrupt vectors
.org $FFFA ;first of the three vectors starts here
.dw vblank ;when an NMI happens (once per frame if enabled) the processor will jump to the label NMI:
.dw reset ;when the processor first turns on or is reset, it will jump to the label RESET:
.dw irq ;external interrupt IRQ is not used in this tutorial
; This is CHR-ROM page 1, which starts at 0x0000, but I'm skipping the first bit
; So this is where tile memory is going to go, this is the commodore 64's character ROM
; mapped to ASCII for tile numbers. We are only using 4KB of this 8KB page.
.org $0200
.bytes $00,$00,$00,$00,$00,$00,$00,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 32
.bytes $18,$18,$18,$18,$00,$00,$18,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 33
.bytes $66,$66,$66,$00,$00,$00,$00,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 34
.bytes $66,$66,$FF,$66,$FF,$66,$66,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 35
.bytes $18,$3E,$60,$3C,$06,$7C,$18,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 36
.bytes $62,$66,$0C,$18,$30,$66,$46,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 37
.bytes $3C,$66,$3C,$38,$67,$66,$3F,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 38
.bytes $06,$0C,$18,$00,$00,$00,$00,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 39
.bytes $0C,$18,$30,$30,$30,$18,$0C,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 40
.bytes $30,$18,$0C,$0C,$0C,$18,$30,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 41
.bytes $00,$66,$3C,$FF,$3C,$66,$00,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 42
.bytes $00,$18,$18,$7E,$18,$18,$00,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 43
.bytes $00,$00,$00,$00,$00,$18,$18,$30,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 44
.bytes $00,$00,$00,$7E,$00,$00,$00,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 45
.bytes $00,$00,$00,$00,$00,$18,$18,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 46
.bytes $00,$03,$06,$0C,$18,$30,$60,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 47
.bytes $3C,$66,$6E,$76,$66,$66,$3C,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 48
.bytes $18,$18,$38,$18,$18,$18,$7E,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 49
.bytes $3C,$66,$06,$0C,$30,$60,$7E,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 50
.bytes $3C,$66,$06,$1C,$06,$66,$3C,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 51
.bytes $06,$0E,$1E,$66,$7F,$06,$06,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 52
.bytes $7E,$60,$7C,$06,$06,$66,$3C,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 53
.bytes $3C,$66,$60,$7C,$66,$66,$3C,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 54
.bytes $7E,$66,$0C,$18,$18,$18,$18,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 55
.bytes $3C,$66,$66,$3C,$66,$66,$3C,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 56
.bytes $3C,$66,$66,$3E,$06,$66,$3C,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 57
.bytes $00,$00,$18,$00,$00,$18,$00,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 58
.bytes $00,$00,$18,$00,$00,$18,$18,$30,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 59
.bytes $0E,$18,$30,$60,$30,$18,$0E,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 60
.bytes $00,$00,$7E,$00,$7E,$00,$00,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 61
.bytes $70,$18,$0C,$06,$0C,$18,$70,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 62
.bytes $3C,$66,$06,$0C,$18,$00,$18,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 63
.bytes $3C,$66,$6E,$6E,$60,$62,$3C,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 64
.bytes $18,$3C,$66,$7E,$66,$66,$66,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 65
.bytes $7C,$66,$66,$7C,$66,$66,$7C,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 66
.bytes $3C,$66,$60,$60,$60,$66,$3C,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 67
.bytes $78,$6C,$66,$66,$66,$6C,$78,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 68
.bytes $7E,$60,$60,$78,$60,$60,$7E,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 69
.bytes $7E,$60,$60,$78,$60,$60,$60,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 70
.bytes $3C,$66,$60,$6E,$66,$66,$3C,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 71
.bytes $66,$66,$66,$7E,$66,$66,$66,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 72
.bytes $3C,$18,$18,$18,$18,$18,$3C,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 73
.bytes $1E,$0C,$0C,$0C,$0C,$6C,$38,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 74
.bytes $66,$6C,$78,$70,$78,$6C,$66,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 75
.bytes $60,$60,$60,$60,$60,$60,$7E,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 76
.bytes $63,$77,$7F,$6B,$63,$63,$63,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 77
.bytes $66,$76,$7E,$7E,$6E,$66,$66,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 78
.bytes $3C,$66,$66,$66,$66,$66,$3C,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 79
.bytes $7C,$66,$66,$7C,$60,$60,$60,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 80
.bytes $3C,$66,$66,$66,$66,$3C,$0E,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 81
.bytes $7C,$66,$66,$7C,$78,$6C,$66,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 82
.bytes $3C,$66,$60,$3C,$06,$66,$3C,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 83
.bytes $7E,$18,$18,$18,$18,$18,$18,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 84
.bytes $66,$66,$66,$66,$66,$66,$3C,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 85
.bytes $66,$66,$66,$66,$66,$3C,$18,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 86
.bytes $63,$63,$63,$6B,$7F,$77,$63,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 87
.bytes $66,$66,$3C,$18,$3C,$66,$66,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 88
.bytes $66,$66,$66,$3C,$18,$18,$18,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 89
.bytes $7E,$06,$0C,$18,$30,$60,$7E,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 90
.bytes $3C,$30,$30,$30,$30,$30,$3C,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 91
.bytes $0C,$12,$30,$7C,$30,$62,$FC,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 92
.bytes $3C,$0C,$0C,$0C,$0C,$0C,$3C,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 93
.bytes $00,$18,$3C,$7E,$18,$18,$18,$18,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 94
.bytes $00,$10,$30,$7F,$7F,$30,$10,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 95
; This is CHR-ROM page 2, which starts at 0x2000, and we put the sprite data here.
.org $1000
.bytes $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00 ; Character 0: Blank
.bytes $18,$24,$66,$99,$99,$66,$24,$18,$00,$18,$18,$66,$66,$18,$18,$00 ; Character 1: Diamond sprite