snes: have opening splash partially implemented

This commit is contained in:
Vince Weaver 2013-01-19 00:20:13 -05:00
parent aedf6ea385
commit 2c190bd88c
5 changed files with 294 additions and 389 deletions

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@ -8,8 +8,8 @@ all: checksum.inc
tb1_snes.sfc: tb1_snes.o snes-hirom.cfg
$(LD) -o tb1_snes.sfc --config snes-hirom.cfg --obj tb1_snes.o
tb1_snes.o: tb1_snes.s snes_init.s title_screen.s \
tb1_title.tiles tb1_opening.tiles
tb1_snes.o: tb1_snes.s snes_init.s opening.s title_screen.s \
tb1_title.tiles tb1_opening.tiles tbfont.inc
$(AS) -t none -o tb1_snes.o -l tb1_snes.lst -c tb1_snes.s
tb1_opening.tiles: graphics/vmw_logo.pcx ./tools/pcx_to_tiles_8bpp
@ -21,6 +21,9 @@ tb1_title.tiles: graphics/tb1_title.pcx ./tools/pcx_to_tiles_8bpp
checksum.inc: ./tools/snes_checksum tb1_snes.sfc
./tools/snes_checksum < tb1_snes.sfc > checksum.inc
tbfont.inc: ./tools/tbfont.tb1 ./tools/convert_font_4bpp
./tools/convert_font_4bpp < ./tools/tbfont.tb1 > tbfont.inc
tools/snes_checksum:
cd tools && make

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@ -1,2 +1,2 @@
.word $cacf ; Complement of checksum
.word $3530 ; Unsigned 16-bit sum of ROM
.word $eb68 ; Complement of checksum
.word $1497 ; Unsigned 16-bit sum of ROM

284
tb_snes/opening.s Normal file
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@ -0,0 +1,284 @@
.segment "STARTUP"
display_opening:
rep #$10 ; X/Y = 16 bit
.i16
sep #$20 ; mem/A = 8 bit
.a8
;==========================
; Setup Backgrounds
;==========================
; we want the BG1 Tilemap to start at VRAM $F000 (60k)
; Format is
; aaaa aass a is shifted by 10 for address
; ss = size of screen in tiles 00 = 32x32
;
; 1111 0000
lda #$f0 ; BG1 Tilemap starts at VRAM $F000
sta $2107 ; bg1 src
; we want the BG2 Tilemap to start at VRAM $F800
; Format is
; aaaa aass a is shifted by 10 for address
; ss = size of screen in tiles 00 = 32x32
;
; 1111 0000
; lda #$f8 ; BG2 Tilemap starts at VRAM $F800
; sta $2108 ; bg1 src
; 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 $e000
; lda #$e0
lda #$00
sta $210b ; bg1 tile data starts at VRAM 0000
;==============
; Load Palettes
;==============
.a8
.i16
stz $2121 ; CGRAM color-generator read/write address
ldy #$0200 ; we have 256 colors / 512 bytes
ldx #$0000 ; pointer
opening_copypal:
lda f:vmw_logo_palette, x ; load byte of palette
sta $2122 ; store to color generator
inx
dey
bne opening_copypal
;=====================
; Load Tile Data
;=====================
; replace with DMA!
rep #$20 ; set accumulator/mem to 16bit
.a16
.i16
lda #$0020 ;
sta $2116 ; set adddress for VRAM read/write
; multiply by 2, so 0x0000
ldy #$2580 ; Copy 300 tiles, which are 64 bytes each
; 8x8 tile with 8bpp (four bits per pixel)
; in 2-byte chunks, so
; (300*64)/2 = 9600 = 0x2580
ldx #$0000
opening_copy_tile_data:
lda f:vmw_logo_tile_data, x
sta $2118 ; write the data
inx ; increment by 2 (16-bits)
inx
dey ; decrement counter
bne opening_copy_tile_data
;=====================
; Load TB_FONT Data
;=====================
; replace with DMA!
; rep #$20 ; set accumulator/mem to 16bit
;.a16
;.i16
; lda #$7000 ;
; sta $2116 ; set adddress for VRAM read/write
; ; multiply by 2, so 0xe000
;
; ldy #$0800 ; Copy 128 tiles, which are 32 bytes each
; ; 8x8 tile with 4bpp (four bits per pixel)
;;; ; in 2-byte chunks, so
; ; (128*32)/2 = 2048 = 0x0800
;
; ldx #$0000
opening_copy_font_data:
; lda f:tb_font, x
; sta $2118 ; write the data
; inx ; increment by 2 (16-bits)
; inx
; dey ; decrement counter
; bne opening_copy_font_data
;===================================
; clear background to linear tilemap
;===================================
.a16
.i16
opening_clear_linear_tilemap:
; 6 down, 1 right = (6*32)+1 = 97 = 0xc1
lda #$f0c1 ; we set tilemap to be at VRAM 0xf000 earlier
sta $2116
ldy #$0001 ; clear counters
; store to VRAM
; the bottom 8 bits is the tile to use
; the top 8 bits is vhopppcc
; vert flip, horiz flip o=priority
; p = palette, c=top bits of tile#
ldx #$0001
; 8-bit color so ppp is 0
; and we have a linear tilemap
; 0000 0000
; vhop ppcc cccc cccc
.a16
.i16
opening_fill_screen_loop:
cpx #31
bne opening_not_thirty
stz $2118
stz $2118
ldx #$0000
bra opening_check_end
opening_not_thirty:
tya
sta $2118
iny
opening_check_end:
inx
cpy #$0140 ; (10*32) = 0x140
bne opening_fill_screen_loop
; Write String to Background
;opening_put_string:
; lda #$fd08 ; set VRAM address
; f800 = upper left
; want 4x20, so (20 * 64) + 4*2 = 1288 = 0x508
; fd08
; sta $2116 ; set VRAM r/w address
; ldy #$000d ; length of string
; ldx #$0000 ; string index
; lda #$0200 ; clear A
opening_copy_string:
; sep #$20 ; set accumulator to 8 bit
; as we only want to do an 8-bit load
.a8
; lda opening_string, x ; load string character
; while leaving top 8-bits alone
; beq opening_done_copy_string
; sec
; sbc #$20
; rep #$20 ; set accumulator back to 16 bit
.a16
; sta $2118 ; store to VRAM
; the bottom 8 bits is the tile to use
; the top 8 bits is vhopppcc
; vert flip, horiz flip o=priority
; p = palette, c=top bits of tile#
; inx ; increment string pointer
; bra opening_copy_string
opening_done_copy_string:
opening_setup_video:
sep #$20 ; set accumulator to 8 bit
; as we only want to do an 8-bit load
.a8
.i16
; Enable sprite
; sssnnbbb
; ss = size (8x8 in our case)
; nn = name
; bb = base selection, VRAM >> 14
; lda #%00000010 ; point at 0x4000 in VRAM
; sta $2101
; 000abcde
; a = object, b=BG4 c=BG3 d=BG2 e=BG1
; lda #%00010001 ; Enable BG1
; lda #%00000011 ; Enable BG1
lda #%00000001 ; Enable BG1
sta $212c
; disable subscreen
stz $212d
; abcd efff
; abcd = 8 (0) or 16 width for BG1234
; e = priority for BG3
; fff = background mode
lda #$03
sta $2105 ; set Mode 3
; a000 bbbb
; a = screen on/off (0=on), ffff = brightness
lda #$0f
sta $2100 ; Turn on screen, full Brightness
; lda #$81 ; Enable NMI (VBlank Interrupt) and joypads
; sta $4200 ;
less:
; repeat forever
; stp?
bra less
opening_string:
.asciiz "A VMW SOFTWARE PRODUCTION"
.segment "HIGHROM"
tb_font:
;.include "tbfont.inc"
.include "tb1_opening.tiles"

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@ -1,385 +0,0 @@
;
; tb1_snes.s -- Tom Bombem SNES in 65c816 Assembly v 0.1
;
; by Vince Weaver <vince _at_ deater.net>
; Page zero locations
.define EQU =
;LOGOB EQU $FA
;LOGOH EQU $F9
.setcpu "65816"
.segment "STARTUP"
; Called at Reset (Startup) Time
Reset:
; Run the initialization code
; as the hardware state is unknown at reset
.include "snes_init.s"
;================================
; Get Ready to Go
;================================
phk ;make sure Data Bank = Program Bank
plb
cli ;enable interrupts
;==============================================
;==============================================
; DONE INITIALIZATION
;==============================================
;==============================================
start_program:
rep #$10 ; X/Y = 16 bit
.i16
sep #$20 ; mem/A = 8 bit
.a8
;===============================================
;===============================================
; Display to the screen
;===============================================
;===============================================
;==========================
; Setup Backgrounds
;==========================
; we want the BG1 Tilemap to start at VRAM $F000 (60k)
; Format is
; aaaa aass a is shifted by 10 for address
; ss = size of screen in tiles 00 = 32x32
;
; 1111 0000
lda #$f0 ; BG1 Tilemap starts at VRAM $F000
sta $2107 ; bg1 src
; we want the BG2 Tilemap to start at VRAM $F800
; Format is
; aaaa aass a is shifted by 10 for address
; ss = size of screen in tiles 00 = 32x32
;
; 1111 0000
lda #$f8 ; BG2 Tilemap starts at VRAM $F800
sta $2108 ; bg1 src
; 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 $e000
lda #$e0
sta $210b ; bg1 tile data starts at VRAM 0000
;==============
; Load Palettes
;==============
.a8
.i16
stz $2121 ; CGRAM color-generator read/write address
ldy #$0200 ; we have 256 colors / 512 bytes
ldx #$0000 ; pointer
copypal:
lda f:opening_palette, x ; load byte of palette
sta $2122 ; store to color generator
inx
dey
bne copypal
;=====================
; Load Tile Data
;=====================
; replace with DMA!
rep #$20 ; set accumulator/mem to 16bit
.a16
.i16
lda #$0020 ;
sta $2116 ; set adddress for VRAM read/write
; multiply by 2, so 0x0000
ldy #$2580 ; Copy 300 tiles, which are 64 bytes each
; 8x8 tile with 8bpp (four bits per pixel)
; in 2-byte chunks, so
; (300*64)/2 = 9600 = 0x2580
ldx #$0000
copy_tile_data:
lda f:opening_tile_data, x
sta $2118 ; write the data
inx ; increment by 2 (16-bits)
inx
dey ; decrement counter
bne copy_tile_data
;=====================
; Load TB_FONT Data
;=====================
; replace with DMA!
rep #$20 ; set accumulator/mem to 16bit
.a16
.i16
lda #$7000 ;
sta $2116 ; set adddress for VRAM read/write
; multiply by 2, so 0xe000
ldy #$0800 ; Copy 128 tiles, which are 32 bytes each
; 8x8 tile with 4bpp (four bits per pixel)
; in 2-byte chunks, so
; (128*32)/2 = 2048 = 0x0800
ldx #$0000
copy_font_data:
lda f:tb_font, x
sta $2118 ; write the data
inx ; increment by 2 (16-bits)
inx
dey ; decrement counter
bne copy_font_data
;===================================
; clear background to linear tilemap
;===================================
.a16
.i16
clear_linear_tilemap:
; 6 down, 1 right = (6*32)+1 = 97 = 0xc1
lda #$f0c1 ; we set tilemap to be at VRAM 0xf000 earlier
sta $2116
ldy #$0001 ; clear counters
; store to VRAM
; the bottom 8 bits is the tile to use
; the top 8 bits is vhopppcc
; vert flip, horiz flip o=priority
; p = palette, c=top bits of tile#
ldx #$0001
; 8-bit color so ppp is 0
; and we have a linear tilemap
; 0000 0000
; vhop ppcc cccc cccc
.a16
.i16
fill_screen_loop:
cpx #31
bne not_thirty
stz $2118
stz $2118
ldx #$0000
bra check_end
not_thirty:
tya
sta $2118
iny
check_end:
inx
cpy #$0140 ; (10*32) = 0x140
bne fill_screen_loop
; Write String to Background
put_string:
lda #$fd08 ; set VRAM address
; f800 = upper left
; want 4x20, so (20 * 64) + 4*2 = 1288 = 0x508
; fd08
sta $2116 ; set VRAM r/w address
ldy #$000d ; length of string
ldx #$0000 ; string index
lda #$0200 ; clear A
copy_string:
sep #$20 ; set accumulator to 8 bit
; as we only want to do an 8-bit load
.a8
lda opening_string, x ; load string character
; while leaving top 8-bits alone
beq done_copy_string
sec
sbc #$20
rep #$20 ; set accumulator back to 16 bit
.a16
sta $2118 ; store to VRAM
; the bottom 8 bits is the tile to use
; the top 8 bits is vhopppcc
; vert flip, horiz flip o=priority
; p = palette, c=top bits of tile#
inx ; increment string pointer
bra copy_string
done_copy_string:
setup_video:
sep #$20 ; set accumulator to 8 bit
; as we only want to do an 8-bit load
.a8
.i16
; Enable sprite
; sssnnbbb
; ss = size (8x8 in our case)
; nn = name
; bb = base selection, VRAM >> 14
; lda #%00000010 ; point at 0x4000 in VRAM
; sta $2101
; 000abcde
; a = object, b=BG4 c=BG3 d=BG2 e=BG1
; lda #%00010001 ; Enable BG1
lda #%00000011 ; Enable BG1
sta $212c
; disable subscreen
stz $212d
; abcd efff
; abcd = 8 (0) or 16 width for BG1234
; e = priority for BG3
; fff = background mode
lda #$03
sta $2105 ; set Mode 3
; a000 bbbb
; a = screen on/off (0=on), ffff = brightness
lda #$0f
sta $2100 ; Turn on screen, full Brightness
; lda #$81 ; Enable NMI (VBlank Interrupt) and joypads
; sta $4200 ;
overflowing:
; repeat forever
; stp?
bra overflowing
;============================================================================
wram_fill_byte:
.byte $00
opening_string:
.asciiz "A VMW SOFTWARE PRODUCTION"
.segment "HIGHROM"
tb_font:
.include "tbfont.inc"
.include "tb1_opening.tiles"
.segment "BSS"
fx:
.res 1
fy:
.res 1
offset:
.res 1
tile_offset:
.res 2
logo_pointer:
.res 2
screen_byte:
.res 8*4 ; 8 bytes, times four
output:
.res 4096
.segment "CARTINFO"
.byte "TOM BOMBEM 1 " ; Game Title (21 bytes)
.byte $21 ; ROM Layout
; 0x20:LowRom
; 0x21:HiRom
; 0x30/0x31:FastRom
.byte $00 ; Cartridge Type (00 == only ROM)
.byte $09 ; ROM Size (2^N KB)
.byte $00 ; RAM Size
.byte $01 ; Country Code (1=NTSC,2=PAL)
.byte $00 ; License Code (0=unassigned)
.byte $00 ; Version
.include "checksum.inc"
.word $0,$0 ; unknown?
; Interrupt Vectors!
.word $0000 ; Native:COP
.word $0000 ; Native:BRK
.word $0000 ; Native:ABORT
.word $0000 ; Native:NMI
.word $0000 ;
.word $0000 ; Native:IRQ
.word $0000 ;
.word $0000 ;
.word $0000 ; Emulation:COP
.word $0000 ;
.word $0000 ; Emulation:ABORT
.word $0000 ; Emulation:NMI
.word .LOWORD(Reset) ; Emulation:RESET
.word $0000 ; Emulation:IRQ/BRK

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@ -39,10 +39,13 @@ Reset:
start_program:
jsr display_opening
jsr display_title
.include "title_screen.s"
.include "opening.s"
;============================================================================