snes: cleanup the opening screen code a bit

Some other misc minor cleanups.
This commit is contained in:
Vince Weaver 2013-01-23 12:00:55 -05:00
parent 4941aa8cc9
commit 16fd44d0ae
5 changed files with 30 additions and 39 deletions

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@ -1,5 +1,2 @@
Tile compressor. Look for flipped too. Compare new tilemap size to
size w/o compress.
Sort out how to best get colored fonts.

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@ -1,2 +1,2 @@
.word $702f ; Complement of checksum
.word $8fd0 ; Unsigned 16-bit sum of ROM
.word $7a38 ; Complement of checksum
.word $85c7 ; Unsigned 16-bit sum of ROM

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@ -56,40 +56,30 @@ display_opening:
jsr svmw_load_vram
; we want the BG1 Tilemap to start at VRAM $F000 (60k)
;=====================================
; Set the BG1 and BG2 Tilemap Location
;=====================================
; Format is
; aaaa aass a is shifted by 10 for address
; ss = size of screen in tiles 00 = 32x32
;
; 1111 0000
lda #$78 ; BG1 Tilemap starts at VRAM $F000
lda #$78 ; BG1 Tilemap starts at VRAM $F000 (/2)
sta $2107 ; bg1 src
; we want the BG2 Tilemap to start at VRAM $F800
; Format is
; aaaa aass a is shifted by 10 for address
; ss = size of screen in tiles 00 = 32x32
;
; 1111 1000
lda #$7c ; BG2 Tilemap starts at VRAM $F800
lda #$7c ; BG2 Tilemap starts at VRAM $F800 (/2)
sta $2108 ; bg2 src
;========================================
; Set the BG1 and BG2 Tile Data Locations
;========================================
; aaaa bbbb a= BG2 tiles, b= BG1 tiles
; bbbb<<13
; 0000 0000
; our BG1 tiles are stored starting in VRAM $0000
; our BG2 tiles are stored starting in VRAM $e000
lda #$70
sta $210b ; bg1 tile data starts at VRAM 0000
sta $210b ; BG1 tile data starts at VRAM 0000
; BG2 tile data starts at VRAM e000

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@ -43,7 +43,7 @@ start_program:
jsr display_title
jsr level_1
; jsr level_1
.include "title_screen.s"
.include "opening.s"

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@ -115,24 +115,28 @@ title_setup_video:
; lda #$81 ; Enable NMI (VBlank Interrupt) and joypads
lda #$01 ; Enable joypad
; lda #$01 ; Enable joypad
lda #$00
sta $4200 ;
title_joypad_read:
lda $4212 ; get joypad status
and #%00000001 ; if joy is not ready
bne title_joypad_read ; wait
big:
bra big
lda $4219 ; read joypad (BYSTudlr)
;title_joypad_read:
; lda $4212 ; get joypad status
; and #%00000001 ; if joy is not ready
; bne title_joypad_read ; wait
;
; lda $4219 ; read joypad (BYSTudlr)
;
; and #%11110000 ; see if a button pressed
and #%11110000 ; see if a button pressed
; beq title_joypad_read
;
; lda #$80
; sta $2100 ; Turn off screen
beq title_joypad_read
lda #$80
sta $2100 ; Turn off screen
rts
; rts
;============================================================================