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n65/examples/demo.asm

562 lines
17 KiB
NASM

;------------------------------------------------------------------------------
; 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 <nes.sym>
;;;;
; 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 $0, x
sta $100, x
sta $200, x
sta $300, x
sta $400, x
sta $500, x
sta $600, x
sta $700, x
inx
bne clear_segments
; Reset the stack pointer
ldx #$FF
txs
; Disable all graphics and vblank nmi
lda #$00
sta nes.ppu.control
sta nes.ppu.mask
jsr init_graphics
jsr init_input
jsr init_sound
jsr init_ppu
; Resume interrupts and loop here forever
cli
forever:
jmp forever
.
;;;;
; nes.ppu.control: bitpattern is VPHB SINN
; V: NMI enable
; P: PPU master/slave (this does nothing on the NES)
; H: Sprite height 0 = 8x8, 1 = 8x16
; B: Background pattern table address (0: $0000; 1: $1000)
; S: Sprite pattern table address for 8x8 sprites (0: $0000; 1: $1000; ignored in 8x16 mode)
; I: VRAM address increment per CPU read/write of nes.vram.io (0: add 1, going across; 1: add 32, going down)
; NN: Base nametable address (0 = $2000; 1 = $2400; 2 = $2800; 3 = $2C00)
;
; Equivalently, bits 0 and 1 are the most significant bit of the scrolling coordinates
;
; nes.ppu.mask: bitpattern is BGRs bMmG
; BGR: Color emphasis bits
; s: Sprite enable
; b: Background enable
; M: Background left column enable
; m: Sprite left column enable
; G: Greyscale
;
.scope init_ppu
lda #%10001000 ; NMI enable, 8x8 tile, Background: $0000, Sprites: $1000, Address increment: 1, Nametable: $2000
sta nes.ppu.control
lda #%00011110 ; No color emphasis, Enable sprites, Enable Background, Enable sprite and bg left column, no greyscale
sta nes.ppu.mask
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 $10
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.
.scope update_sprite
lda #>sprite
sta nes.oam.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
.scope 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 $ff toggles between 0x1 and 0xfe (-1)
.scope reverse_dx
lda #$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
.scope 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 return
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
return:
rts
.
;;;;
; Play a low C note on square 1
.scope 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
.scope 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
.scope 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
; There are four groups of four colors. The first line is tile colors
; and the second line is sprite colors. These are combined with the attribute
; table to create the final color on screen. I have a feeling this is a bit
; wrong, as every 4th color should be the same, because it is ultimately wired
; to the same memory address, and represents the transparent background color.
; I will look into this.
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
; See below where the tile numbers are mapped to ASCII values
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:
; The tiles on the screen are 8x8 pixels, but every 2x2 group of tiles shares
; 4 bits of color information (and 4 bits of something else) with the tiles.
; When combined you get the final colors for the tiles. That is why this is 8x8 bytes
.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 begins the char ROM bank 0, which in mapper 0 spans from $0000 - $1FFF (8KB)
; The PPU has direct access to the contents of char ROM.
; The first 4KB from $0000 - $0FFF is tile data, and the second 4KB is sprite data
;
; The first $200 bytes are skipped to align the tile values to their ASCII
; values, so char 32 in ASCII is space, 33 is !, and so on.
;
; This tileset is from the commodore64's character ROM.
; Bytes 0-$0FFF, that is 4096 bytes, is tile data.
.segment char 0
.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
;;;;
; Here we are still in char ROM bank 0, $1000 = 4096, so the next 4KB
; is sprite tile data. Char ROM banks in mapper 0 are 8KB split half
; and half between tile and sprite data. We only have two sprites, but
; we have to move ahead to $1000 where sprite data begins.
.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