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445 lines
14 KiB
NASM
445 lines
14 KiB
NASM
;------------------------------------------------------------------------------
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; This is a direct port of Michael Martin's tutorial project for NES101
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;
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; I believe that tutorial can be found here:
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; http://hackipedia.org/Platform/Nintendo/NES/tutorial,%20NES%20programming%20101/NES101.html
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;
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; I just rewrote it to have something interesting to test my assembler on.
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; Saf 2015
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;
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; Create an iNES header
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.ines {"prog": 1, "char": 1, "mapper": 0, "mirror": 0}
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; SRAM
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; I have no way to do this right now, but I need to add
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; the ability to simply name parts of memory with a sort
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; of alias, specifically in the zero page where memory
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; access is quick.
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; For now, let's just remember that in the zero page:
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; *dx = $00 ; The speed delta x of the sprite
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; *a = $01 ; Whether the A button is down
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; *scroll = $02 ; The scroll amount
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;
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; *sprite = $200 ; Some sprite memory
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; Actually I can probably do this with a .org and label pair
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.org $0200
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sprite:
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; Main Code Segment
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.org $C000
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reset:
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SEI
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CLD
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; Wait two VBLANKs.
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wait_vb1:
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LDA $2002
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BPL wait_vb1
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wait_vb2:
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LDA $2002
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BPL wait_vb2
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; Clear out RAM.
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LDA #$00
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LDX #$00
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clear_segments:
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STA $00, X
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STA $0100, X
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STA $0200, X
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STA $0300, X
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STA $0400, X
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STA $0500, X
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STA $0600, X
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STA $0700, X
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INX
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BNE clear_segments
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; Reset the stack pointer.
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LDX #$FF
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TXS
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; Disable all graphics.
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LDA #$00
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STA $2000
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STA $2001
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JSR init_graphics
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JSR init_input
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JSR init_sound
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; Set basic PPU registers. Load background from $0000,
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; sprites from $1000, and the name table from $2000.
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LDA #$88
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STA $2000
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LDA #$1E
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STA $2001
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CLI
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; Transfer control to the VBLANK routines.
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forever:
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JMP forever
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init_graphics:
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JSR init_sprites
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JSR load_palette
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JSR load_name_tables
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JSR init_scrolling
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RTS
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init_input:
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; The A button starts out not-pressed.
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LDA #$00
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STA $01 ; $01 = A button
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RTS
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init_sound:
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; initialize sound hardware
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LDA #$01
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STA $4015
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LDA #$00
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STA $4001
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LDA #$40
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STA $4017
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RTS
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init_sprites:
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; Clear page #2, which we'll use to hold sprite data
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LDA #$00
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LDX #$00
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sprite_clear1:
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STA $0200, X ; $0200 = sprite
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INX
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BNE sprite_clear1
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; initialize Sprite 0
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LDA #$70
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STA $0200 ; sprite Y coordinate
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LDA #$01
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STA $0201 ; sprite + 1Pattern number
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STA $0203 ; sprite+3 X coordinate
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; sprite+2, color, stays 0.
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; Set initial value of dx
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LDA #$01
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STA $00 ; dx = $00
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RTS
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; Load palette into $3F00
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load_palette:
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LDA #$3F
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LDX #$00
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STA $2006
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STX $2006
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loady_loop:
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LDA palette, X
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STA $2007
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INX
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CPX #$20
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BNE loady_loop
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RTS
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; Jam some text into the first name table (at $2400, thanks to mirroring)
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load_name_tables:
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LDY #$00
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LDX #$04
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LDA #<bg
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STA $10
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LDA #>bg
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STA $11
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LDA #$24
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STA $2006
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LDA #$00
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STA $2006
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go_back:
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LDA ($10), Y
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STA $2007
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INY
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BNE go_back
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INC $11
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DEX
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BNE go_back
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RTS
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; Clear out the Name Table at $2800 (where we already are. Yay.)
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LDY #$00
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LDX #$04
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LDA #$00
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back:
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STA $2007
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INY
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BNE back
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DEX
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BNE back
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RTS
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init_scrolling:
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LDA #$F0
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STA $02 ; scroll
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RTS
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update_sprite:
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LDA #>sprite
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STA $4014 ; Jam page $200-$2FF into SPR-RAM
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LDA $05 ; sprite+3 Is this right???
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BEQ hit_left
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CMP #$F7
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BNE edge_done
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; Hit right
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LDX #$FF
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STX $00 ; dx
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JSR high_c
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JMP edge_done
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hit_left:
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LDX #$01
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STX $00 ; dx
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JSR high_c
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edge_done: ; update X and store it.
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CLC
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ADC $00 ; dx
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STA $05 ; sprite+3 Is this right?
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RTS
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react_to_input:
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LDA #$01 ; strobe joypad
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STA $4016
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LDA #$00
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STA $4016
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LDA $4016 ; Is the A button down?
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AND #$01
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BEQ not_a
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LDX $01 ; a
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BNE a_done ; Only react if the A button wasn't down last time.
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STA $01 ; Store the 1 in local variable 'a' so that we this is
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JSR reverse_dx ; only called once per press.
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JMP a_done
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not_a:
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STA $01 ; A has been released, so put that zero into 'a'.
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a_done:
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LDA $4016 ; B does nothing
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LDA $4016 ; Select does nothing
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LDA $4016 ; Start does nothing
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LDA $4016 ; Up
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AND #$01
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BEQ not_up
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LDX sprite ; Load Y value
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CPX #$07
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BEQ not_up ; No going past the top of the screen
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DEX
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STX sprite
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not_up: lda $4016 ; Down
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AND #$01
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BEQ not_dn
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LDX sprite
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CPX #$DF ; No going past the bottom of the screen.
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BEQ not_dn
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INX
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STX sprite
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not_dn:
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RTS ; Ignore left and right, we don't use 'em
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reverse_dx:
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LDA #$FF
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EOR $00 ; dx
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CLC
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ADC #$01
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STA $00 ; dx
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JSR low_c
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RTS
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scroll_screen:
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LDX #$00 ; Reset VRAM
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STX $2006
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STX $2006
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LDX $02 ; scroll ; Do we need to scroll at all?
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BEQ no_scroll
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DEX
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STX $02 ; scroll
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LDA #$00
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STA $2005 ; Write 0 for Horiz. Scroll value
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STX $2005 ; Write the value of 'scroll' for Vert. Scroll value
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no_scroll:
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RTS
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low_c:
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PHA
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LDA #$84
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STA $4000
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LDA #$AA
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STA $4002
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LDA #$09
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STA $4003
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PLA
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RTS
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high_c:
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PHA
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LDA #$86
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STA $4000
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LDA #$69
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STA $4002
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LDA #$08
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STA $4003
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PLA
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RTS
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vblank:
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JSR scroll_screen
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JSR update_sprite
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JSR react_to_input
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irq:
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RTI
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; palette data
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palette:
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.bytes $0E,$00,$0E,$19,$00,$00,$00,$00,$00,$00,$00,$00,$01,$00,$01,$21
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.bytes $0E,$20,$22,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
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; Background data
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bg:
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.ascii " "
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.ascii " "
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.ascii " SAF'S 6502 NES ASSEMBLER "
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.ascii " "
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.ascii " "
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.ascii " "
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.ascii " VSS RES "
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.ascii " RDY PHI2 "
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.ascii " PH1 S0 "
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.ascii " IRQ 6 PHI0 "
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.ascii " NC NC "
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.ascii " NMI NC "
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.ascii " SYNC 5 R/W "
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.ascii " VCC D0 "
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.ascii " A0 D1 "
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.ascii " A1 0 D2 "
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.ascii " A2 D3 "
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.ascii " A3 D4 "
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.ascii " A4 2 D5 "
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.ascii " A5 D6 "
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.ascii " A6 D7 "
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.ascii " A7 A15 "
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.ascii " A8 A14 "
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.ascii " A9 A13 "
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.ascii " A10 A12 "
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.ascii " A11 VSS "
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.ascii " "
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.ascii " "
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.ascii " "
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.ascii " "
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; Attribute table
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.bytes $00,$00,$00,$00,$00,$00,$00,$00,
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.bytes $00,$00,$FF,$FF,$FF,$00,$00,$00,
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.bytes $00,$00,$FF,$FF,$FF,$00,$00,$00,
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.bytes $00,$00,$FF,$FF,$FF,$00,$00,$00,
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.bytes $00,$00,$FF,$FF,$FF,$00,$00,$00,
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.bytes $00,$00,$FF,$FF,$FF,$00,$00,$00,
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.bytes $00,$00,$FF,$FF,$FF,$00,$00,$00,
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.bytes $00,$00,$00,$00,$00,$00,$00,$00,
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; Setup the interrupt vectors
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.org $FFFA ;first of the three vectors starts here
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.dw vblank ;when an NMI happens (once per frame if enabled) the processor will jump to the label NMI:
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.dw reset ;when the processor first turns on or is reset, it will jump to the label RESET:
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.dw irq ;external interrupt IRQ is not used in this tutorial
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; This is CHR-ROM page 1, which starts at 0x0000, but I'm skipping the first bit
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; So this is where tile memory is going to go, this is the commodore 64's character ROM
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; mapped to ASCII for tile numbers. We are only using 4KB of this 8KB page.
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.org $0200
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.bytes $00,$00,$00,$00,$00,$00,$00,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 32
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.bytes $18,$18,$18,$18,$00,$00,$18,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 33
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.bytes $66,$66,$66,$00,$00,$00,$00,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 34
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.bytes $66,$66,$FF,$66,$FF,$66,$66,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 35
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.bytes $18,$3E,$60,$3C,$06,$7C,$18,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 36
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.bytes $62,$66,$0C,$18,$30,$66,$46,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 37
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.bytes $3C,$66,$3C,$38,$67,$66,$3F,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 38
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.bytes $06,$0C,$18,$00,$00,$00,$00,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 39
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.bytes $0C,$18,$30,$30,$30,$18,$0C,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 40
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.bytes $30,$18,$0C,$0C,$0C,$18,$30,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 41
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.bytes $00,$66,$3C,$FF,$3C,$66,$00,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 42
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.bytes $00,$18,$18,$7E,$18,$18,$00,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 43
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.bytes $00,$00,$00,$00,$00,$18,$18,$30,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 44
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.bytes $00,$00,$00,$7E,$00,$00,$00,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 45
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.bytes $00,$00,$00,$00,$00,$18,$18,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 46
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.bytes $00,$03,$06,$0C,$18,$30,$60,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 47
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.bytes $3C,$66,$6E,$76,$66,$66,$3C,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 48
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.bytes $18,$18,$38,$18,$18,$18,$7E,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 49
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.bytes $3C,$66,$06,$0C,$30,$60,$7E,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 50
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.bytes $3C,$66,$06,$1C,$06,$66,$3C,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 51
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.bytes $06,$0E,$1E,$66,$7F,$06,$06,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 52
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.bytes $7E,$60,$7C,$06,$06,$66,$3C,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 53
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.bytes $3C,$66,$60,$7C,$66,$66,$3C,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 54
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.bytes $7E,$66,$0C,$18,$18,$18,$18,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 55
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.bytes $3C,$66,$66,$3C,$66,$66,$3C,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 56
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.bytes $3C,$66,$66,$3E,$06,$66,$3C,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 57
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.bytes $00,$00,$18,$00,$00,$18,$00,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 58
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.bytes $00,$00,$18,$00,$00,$18,$18,$30,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 59
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.bytes $0E,$18,$30,$60,$30,$18,$0E,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 60
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.bytes $00,$00,$7E,$00,$7E,$00,$00,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 61
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.bytes $70,$18,$0C,$06,$0C,$18,$70,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 62
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.bytes $3C,$66,$06,$0C,$18,$00,$18,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 63
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.bytes $3C,$66,$6E,$6E,$60,$62,$3C,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 64
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.bytes $18,$3C,$66,$7E,$66,$66,$66,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 65
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.bytes $7C,$66,$66,$7C,$66,$66,$7C,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 66
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.bytes $3C,$66,$60,$60,$60,$66,$3C,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 67
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.bytes $78,$6C,$66,$66,$66,$6C,$78,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 68
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.bytes $7E,$60,$60,$78,$60,$60,$7E,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 69
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.bytes $7E,$60,$60,$78,$60,$60,$60,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 70
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.bytes $3C,$66,$60,$6E,$66,$66,$3C,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 71
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.bytes $66,$66,$66,$7E,$66,$66,$66,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 72
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.bytes $3C,$18,$18,$18,$18,$18,$3C,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 73
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.bytes $1E,$0C,$0C,$0C,$0C,$6C,$38,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 74
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.bytes $66,$6C,$78,$70,$78,$6C,$66,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 75
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.bytes $60,$60,$60,$60,$60,$60,$7E,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 76
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.bytes $63,$77,$7F,$6B,$63,$63,$63,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 77
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.bytes $66,$76,$7E,$7E,$6E,$66,$66,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 78
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.bytes $3C,$66,$66,$66,$66,$66,$3C,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 79
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.bytes $7C,$66,$66,$7C,$60,$60,$60,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 80
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.bytes $3C,$66,$66,$66,$66,$3C,$0E,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 81
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.bytes $7C,$66,$66,$7C,$78,$6C,$66,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 82
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.bytes $3C,$66,$60,$3C,$06,$66,$3C,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 83
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.bytes $7E,$18,$18,$18,$18,$18,$18,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 84
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.bytes $66,$66,$66,$66,$66,$66,$3C,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 85
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.bytes $66,$66,$66,$66,$66,$3C,$18,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 86
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.bytes $63,$63,$63,$6B,$7F,$77,$63,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 87
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.bytes $66,$66,$3C,$18,$3C,$66,$66,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 88
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.bytes $66,$66,$66,$3C,$18,$18,$18,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 89
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.bytes $7E,$06,$0C,$18,$30,$60,$7E,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 90
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.bytes $3C,$30,$30,$30,$30,$30,$3C,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 91
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.bytes $0C,$12,$30,$7C,$30,$62,$FC,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 92
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.bytes $3C,$0C,$0C,$0C,$0C,$0C,$3C,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 93
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.bytes $00,$18,$3C,$7E,$18,$18,$18,$18,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 94
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.bytes $00,$10,$30,$7F,$7F,$30,$10,$00,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Character 95
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; This is CHR-ROM page 2, which starts at 0x2000, and we put the sprite data here.
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.org $1000
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.bytes $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00 ; Character 0: Blank
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.bytes $18,$24,$66,$99,$99,$66,$24,$18,$00,$18,$18,$66,$66,$18,$18,$00 ; Character 1: Diamond sprite
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