;------------------------------------------------------------------------------ ; 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} ;;;; ; Include all the symbols in the nes library .inc ;;;; ; Open the prog section bank 0 .segment prog 0 ;;;; ; Here is a good spot to associate zero page memory addresses ; to symbols that we can use throughout the program. .org $0000 .space dx 1 .space a_button 1 .space scroll 1 ;;;; ; We can use scope to declare a C like struct at $0200 .org $0200 .scope sprite .space y 1 .space pattern 1 .space color 1 .space x 1 . ;;;; ; Setup the interrupt vectors .org $FFFA .dw vblank .dw main .dw irq ;;;; ; Here is our code entry point, which we'll call main. .org $C000 .scope main ; Disable interrupts and decimal flag sei cld ; Wait for 2 vblanks wait_vb1: lda nes.ppu.status bpl wait_vb1 wait_vb2: lda nes.ppu.status bpl wait_vb2 ; Now we want to initialize the hardware to a known state 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 and vblank nmi lda #$00 sta nes.ppu.control1 sta nes.ppu.control2 jsr init_graphics jsr init_input jsr init_sound jsr init_ppu ; Resume interrupts and loop here forever cli forever: jmp forever . ;;;; ; Set basic PPU registers. Load background from $0000, ; sprites from $1000, and the name table from $2000. ; These literals would make more sense in binary. .scope init_ppu lda #$88 sta nes.ppu.control1 lda #$1E sta nes.ppu.control2 rts . ;;;; ; Initialize all the sprites, palettes, nametables, and scrolling .scope init_graphics jsr init_sprites jsr load_palette jsr load_name_tables jsr init_scrolling rts . ;;;; ; Initialize the controller input, keeping track of the A button .scope init_input lda #$00 sta a_button zp rts . ;;;; ; Initialize the APU to known values .scope init_sound lda #$01 sta nes.apu.channel_enable lda #$00 sta nes.apu.pulse1.ramp_control rts . ;;;; ; Clear page #2, which we'll use to hold sprite data ; This subroutine clearly shows why I need to have symbols ; to refer to bits of RAM in the zero page like dx, etc. .scope init_sprites lda #$00 ldx #$00 sprite_clear1: sta sprite, x inx bne sprite_clear1 ; initialize Sprite 0 lda #$70 ; Y Coordinate sta sprite.y ; Initialize the y value of sprite lda #$01 sta sprite.pattern ; Pattern number 1 sta sprite.x ; X value also 1, and leave color 0 ; Set initial value of dx lda #$01 sta dx zp ; Initialize delta x value to 1 rts . ;;;; ; Load palette into $3F00 .scope load_palette lda #$3F ldx #$00 sta nes.vram.address stx nes.vram.address loop: lda palette, x sta nes.vram.io inx cpx #$20 bne loop rts . ;;;; ; Put the ASCII values from bg into the first name table, at $2400 ; The tile values are conveniently mapped to their ASCII values .scope load_name_tables ldy #$00 ldx #$04 lda #bg sta $11 lda #$24 sta nes.vram.address lda #$00 sta nes.vram.address loop: lda ($10), y sta nes.vram.io iny bne loop inc $11 dex bne loop ; 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 #$00 .scope loop: sta nes.vram.io iny bne loop dex bne loop . rts . ;;;; ; This initializes the scrolling value in the zero page ; So that we begin offscreen and can scroll down .scope init_scrolling lda #$F0 sta scroll zp rts . ;;;; ; Update the sprite, I don't exactly understand the DMA call yet. update_sprite: lda #>sprite sta nes.sprite.dma ; Jam page $200-$2FF into SPR-RAM, how do we get these numbers? lda sprite.x beq hit_left cmp #$F7 bne edge_done ; Detect hitting either edge ; Hit right ldx #$FF stx dx zp jsr high_c ; And play a high C note if we do jmp edge_done hit_left: ldx #$01 stx dx zp jsr high_c edge_done: ; update X and store it. clc adc dx zp sta sprite.x rts ;;;; ; Read the first controller, and handle input react_to_input: lda #$01 ; strobe joypad sta nes.controller1 lda #$00 sta nes.controller1 lda nes.controller1 ; Is the A button down? and #$01 beq not_a ldx a_button zp bne a_done ; Only react if the A button wasn't down last time. sta a_button zp ; 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 a_button zp ; A has been released, so put that zero into 'a'. a_done: lda nes.controller1 ; B does nothing lda nes.controller1 ; Select does nothing lda nes.controller1 ; Start does nothing lda nes.controller1 ; Up and #$01 beq not_up ldx sprite.y ; Load Y value cpx #$07 beq not_up ; No going past the top of the screen dex stx sprite.y not_up: lda nes.controller1 ; Down and #$01 beq not_dn ldx sprite.y cpx #$DF ; No going past the bottom of the screen. beq not_dn inx stx sprite.y not_dn: rts ; Ignore left and right ;;;; ; XORing with $ff toggles between 0x1 and 0xfe (-1) reverse_dx: lda #$FF eor dx zp clc adc #$01 ; Add dx, and store to variable sta dx zp jsr low_c ; Play the reverse low C note rts ;;;; ; Scroll the screen if we have to scroll_screen: ldx #$00 ; Reset VRAM Address to $0000 stx nes.vram.address stx nes.vram.address ldx scroll zp ; Do we need to scroll at all? beq no_scroll dex stx scroll zp lda #$00 sta nes.ppu.scroll ; Write 0 for Horiz. Scroll value stx nes.ppu.scroll ; Write the value of 'scroll' for Vert. Scroll value no_scroll: rts ;;;; ; Play a low C note on square 1 low_c: pha lda #$84 sta nes.apu.pulse1.control lda #$AA sta nes.apu.pulse1.ft lda #$09 sta nes.apu.pulse1.ct pla rts ;;;; ; Play a high C note on square 1 high_c: pha lda #$86 sta nes.apu.pulse1.control lda #$69 sta nes.apu.pulse1.ft lda #$08 sta nes.apu.pulse1.ct 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 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 stored in the PROG section to be copied later 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, 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, .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, ;;;; ; This is CHR-ROM bank 0, which starts at 0x0000, but I'm skipping the first $0200 because ; the first bunch of ASCII characters are not represented. 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