mirror of
https://github.com/lscharen/iigs-game-engine.git
synced 2024-11-25 00:30:48 +00:00
1712 lines
44 KiB
ArmAsm
1712 lines
44 KiB
ArmAsm
REL
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use Locator.Macs
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use Load.Macs
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use Mem.Macs
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use Misc.Macs
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use Util.Macs
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use EDS.GSOS.Macs
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use GTE.Macs
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use Externals.s
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; Keycodes
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LEFT_ARROW equ $08
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RIGHT_ARROW equ $15
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UP_ARROW equ $0B
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DOWN_ARROW equ $0A
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; Nametable queue
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NT_QUEUE_LEN equ $1000
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NT_QUEUE_SIZE equ {2*NT_QUEUE_LEN}
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NT_QUEUE_MOD equ {NT_QUEUE_SIZE-1}
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mx %00
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; Direct page space
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MyUserId equ 0
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ROMStk equ 2
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ROMZeroPg equ 4
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LastScroll equ 6
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TileX equ 10 ; GTE tile store coordinates that correspond to the PPUSCROLL edge
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TileY equ 12
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ROMScreenEdge equ 14
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ROMScrollEdge equ 16
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ROMScrollDelta equ 18
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OldROMScrollEdge equ 20
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CurrScrollEdge equ 22
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CurrNTQueueEnd equ 40
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BGToggle equ 44
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LastEnable equ 46
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ShowFPS equ 48
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OldOneSec equ 100
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Tmp0 equ 240
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Tmp1 equ 242
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Tmp2 equ 244
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Tmp3 equ 246
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Tmp4 equ 248
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Tmp5 equ 250
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Tmp6 equ 252
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FTblPtr equ 224
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FTblTmp equ 228
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phk
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plb
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sta MyUserId ; GS/OS passes the memory manager user ID for the application into the program
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_MTStartUp ; GTE requires the miscellaneous toolset to be running
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stz LastScroll
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stz TileX
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stz TileY
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stz ROMScreenEdge
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stz ROMScrollEdge
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stz ROMScrollDelta
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stz OldROMScrollEdge
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stz LastAreaType
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stz ShowFPS
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lda #1
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sta BGToggle
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lda #$0008
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sta LastEnable
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; The next two direct pages will be used by GTE, so get another 2 pages beyond that for the ROM. We get
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; 4K of DP/Stack space by default, so there is plenty to share
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tdc
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sta DPSave
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clc
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adc #$300
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sta ROMZeroPg
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clc
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adc #$1FF ; Stack starts at the top of the page
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sta ROMStk
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; Initialize the sound hardware for APU emulation
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jsr APUStartUp
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; Start up GTE to drive the graphics
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; brl :debug
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lda #ENGINE_MODE_USER_TOOL ; Engine in Fast Mode as a User Tool
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jsr GTEStartUp ; Load and install the GTE User Tool
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; Install a VBL callback task that we will use to invoke the NMI routine in the ROM
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pea vblCallback
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pea #^nmiTask
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pea #nmiTask
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_GTESetAddress
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; Install a custom sprite renderer that will read directly off of the OAM table
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pea extSpriteRenderer
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pea #^drawOAMSprites
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pea #drawOAMSprites
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_GTESetAddress
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; Install a custom callback to update the tile store as the screen scrolls
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pea extBG0TileUpdate
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pea #^UpdateFromPPU
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pea #UpdateFromPPU
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_GTESetAddress
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; Install a custom tile blitter to merge PPU attributes with the extracted tile data
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pea userTileCallback
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pea #^NESTileBlitter
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pea #NESTileBlitter
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_GTESetAddress
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; Get the address of a low-level routine that can be used to draw a tile directly to the graphics screen
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; pea rawDrawTile
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; _GTEGetAddress
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; lda 1,s
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; sta drawTilePatch+1
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; lda 2,s
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; sta drawTilePatch+2
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; pla
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; plx
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; Initialize the graphics screen playfield (256x160). The NES is 240 lines high, so 160
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; is a reasonable compromise.
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pea #128
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pea #200
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; pea #80
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; pea #144
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_GTESetScreenMode
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ldx #Area1Palette
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lda #TmpPalette
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jsr NESColorToIIgs
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pea $0000
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pea #^TmpPalette
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pea #TmpPalette
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_GTESetPalette
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; Convert the CHR ROM from the cart into GTE tiles
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:debug
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ldx #0
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ldy #0
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:tloop
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phx
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phy
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lda #TileBuff
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jsr ConvertROMTile2
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lda 1,s
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pha ; start
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inc
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pha ; finish
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pea #^TileBuff ; pointer
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pea #TileBuff
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_GTELoadTileSet
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ply
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iny
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pla
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clc
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adc #16 ; NES tiles are 16 bytes
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tax
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cpx #512*16
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bcc :tloop
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; Start the FPS counter
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pha
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_GTEGetSeconds
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pla
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sta OldOneSec
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; Set an internal flag to tell the VBL interrupt handler that it is
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; ok to start invoking the game logic. The ROM code has to be run
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; at 60 Hz because it controls the audio. Bad audio is way worse
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; than a choppy refresh rate.
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;
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; Call the boot code in the ROM
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ldx #SMBStart
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jsr romxfer
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; Apply hacks
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;WorldNumber = $075f
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;LevelNumber = $075c
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;AreaNumber = $0760
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;OffScr_WorldNumber = $0766
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;OffScr_AreaNumber = $0767
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;OffScr_LevelNumber = $0763
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EvtLoop
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:spin lda nmiCount
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beq :spin
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stz nmiCount
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; sep #$20
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; lda #0
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; stal ROMBase+$075f
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; stal ROMBase+$0766
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; lda #3
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; stal ROMBase+$0763
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; stal ROMBase+$075c
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; lda #4
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; stal ROMBase+$0767
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; stal ROMBase+$0760
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; rep #$30
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; The GTE playfield is 41 tiles wide, but the NES is 32 tiles wide. Fortunately, the game
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; keeps track of the global coordinates of each level at
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;
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; ScreenEdge_PageLoc = $071a
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; ScreenEdge_X_Pos = $071c
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;
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; So we can keep our scrolling in sync with the game. In order to efficiently update the
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; GTE tile store, we handle this in two stages
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;
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; 1. When new column(s) are exposed, set the tiles directly from the PPU nametable memory
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; 2. When the PPU nametable memory is updated in an area that is already on-screen, set the tile
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lda singleStepMode
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bne :skip_render
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jsr RenderFrame
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lda ShowFPS
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beq :no_fps
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inc frameCount
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pha
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_GTEGetSeconds
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pla
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cmp OldOneSec
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beq :skip_render
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sta OldOneSec
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ldx #0
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ldy #$FFFF
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lda frameCount
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jsr DrawByte
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lda frameCount
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stz frameCount
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:no_fps
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:skip_render
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lda lastKey
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bit #PAD_KEY_DOWN
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beq EvtLoop
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and #$007F
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; Put the game in single-step mode
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cmp #'s'
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bne :not_s
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lda #1 ; Stop the VBL interrupt from running the game logic
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sta singleStepMode
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jsr triggerNMI
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jsr RenderFrame
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brl EvtLoop
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:not_s
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cmp #'f'
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bne :not_f
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lda #1
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eor ShowFPS
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sta ShowFPS
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bne :no_clear
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ldx #0
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jsr ClearWord
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:no_clear
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brl EvtLoop
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:not_f
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cmp #'b' ; Togget background flag
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bne :not_b
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lda BGToggle
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eor #$0001
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sta BGToggle
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pha
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_GTEEnableBackground
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brl EvtLoop
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:not_b
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cmp #'g' ; Re-enable VBL-drive game logic
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bne :not_g
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stz singleStepMode
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brl EvtLoop
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:not_g
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cmp #'a' ; Show how much time APU simulation is taking
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bne :not_a
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lda show_border
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eor #$0001
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sta show_border
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brl EvtLoop
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:not_a
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cmp #'0'
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bne :not_0
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stz APU_FORCE_OFF
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brl EvtLoop
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:not_0
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cmp #'1'
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bne :not_1
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lda #$01
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jsr ToggleAPUChannel
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brl EvtLoop
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:not_1
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cmp #'2'
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bne :not_2
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lda #$02
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jsr ToggleAPUChannel
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brl EvtLoop
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:not_2
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cmp #'3'
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bne :not_3
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lda #$04
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jsr ToggleAPUChannel
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brl EvtLoop
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:not_3
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cmp #'4'
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bne :not_4
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lda #$08
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jsr ToggleAPUChannel
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brl EvtLoop
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:not_4
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cmp #'r' ; Refresh
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bne :not_r
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jsr CopyStatus
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lda ROMScreenEdge ; global tile index
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and #$003F ; mod the mirrored nametable size
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ldx #33
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ldy #0
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jsr CopyNametable
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brl EvtLoop
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:not_r
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cmp #'v'
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bne :not_v
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lda ROMScreenEdge
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clc
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adc #33
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and #$003F
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ldx #1
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ldy #33
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jsr CopyNametable
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brl EvtLoop
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:not_v
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cmp #'q'
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beq Exit
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brl EvtLoop
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Exit
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_GTEShutDown
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jsr APUShutDown
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Quit
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_QuitGS qtRec
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qtRec adrl $0000
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da $00
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Greyscale dw $0000,$5555,$AAAA,$FFFF
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dw $0000,$5555,$AAAA,$FFFF
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dw $0000,$5555,$AAAA,$FFFF
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dw $0000,$5555,$AAAA,$FFFF
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TmpPalette ds 32
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lastKey dw 0
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singleStepMode dw 0
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nmiCount dw 0
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DPSave dw 0
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LastAreaType dw 0
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frameCount dw 0
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; Toggle an APU control bit
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ToggleAPUChannel
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pha
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lda #$0001
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stal APU_FORCE_OFF
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pla
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sep #$30
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eorl APU_STATUS
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jsl APU_STATUS_FORCE
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rep #$30
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rts
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; Convert NES palette entries to IIgs
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; X = NES palette (16 color indices)
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; A = 32 byte array to write results
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NESColorToIIgs
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sta Tmp0
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stz Tmp1
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:loop lda: 0,x
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asl
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tay
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lda nesPalette,y
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ldy Tmp1
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sta (Tmp0),y
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inx
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inx
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iny
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iny
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sty Tmp1
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cpy #32
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bcc :loop
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rts
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; Helper to perform the essential functions of rendering a frame
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RenderFrame
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; Get the current global coordinates
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sei
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lda nt_queue_end ; Freeze the end of the queue that contains updates up until "now"
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sta CurrNTQueueEnd
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lda ROMScrollEdge ; This is set in the VBL IRQ
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sta CurrScrollEdge ; Freeze it, then we can let the IRQs continue
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cli
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lsr
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lsr
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lsr
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sta ROMScreenEdge
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; Calculate how many blocks have been scrolled into view
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lda CurrScrollEdge
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sec
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sbc OldROMScrollEdge
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sta Tmp1 ; This is the raw number of pixels moved
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lda OldROMScrollEdge ; This is the number of partial pixels the old scroll position occupied
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and #7
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sta Tmp0
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lda #7
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sec
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sbc Tmp0 ; This account for situations where going from 8 -> 9 reveals a new column
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clc
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adc Tmp1
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lsr
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lsr
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lsr
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sta ROMScrollDelta ; This many columns have been revealed
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lda CurrScrollEdge
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sta OldROMScrollEdge ; Stash a copy for the next round through
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lsr
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pha
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pea $0000
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_GTESetBG0Origin
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lda ppumask
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and #$0008 ; Isolate background enable/disable bit
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cmp LastEnable
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beq :bghop
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sta LastEnable
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pha
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_GTEEnableBackground
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:bghop
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pea $FFFF ; NES mode
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_GTERender
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; Check the AreaType and see if the palette needs to be changed. We do this after the screen is blitted
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; so the palette does not get changed too eary while old pixels are still on the screen.
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ldal ROMBase+$074E
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and #$00FF
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cmp LastAreaType
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beq :no_area_change
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sta LastAreaType
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jsr SetAreaType
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:no_area_change
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rts
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SetAreaType
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cmp #5
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bcs :out
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asl
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tay
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ldx AreaPalettes,y ; First parameter to NESColorToIIgs
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asl
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tay
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lda SwizzleTables,y
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sta SwizzlePtr
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lda SwizzleTables+2,y
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sta SwizzlePtr+2
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lda #TmpPalette
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jsr NESColorToIIgs
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; Special copy routine; do not touch color indices 0, 1, 14 or 15 -- we let the NES PPU handle those
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ldx #4
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:loop
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lda TmpPalette,x
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stal $E19E00,x
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inx
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inx
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cpx #2*14
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bcc :loop
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:out
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rts
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AreaPalettes dw WaterPalette,Area1Palette,Area2Palette,Area3Palette,Area4Palette
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SwizzleTables adrl AT0_T0,AT1_T0,AT2_T0,AT3_T0,AT2_T0
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SwizzlePtr adrl AT1_T0
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; Take a PPU address and convert it to a tile store coordinate
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;
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; Inputs
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; A = PPU address
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; X = Global Address in GTE bytes
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; Outputs
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; X = relative tile store column
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; Y = relative tile store row
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PPUAddrToTileStore
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:PPUAddr equ Tmp0
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:PPUTopLeft equ Tmp1
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sta :PPUAddr
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; Based on the global coordiate, figure out whhat the left column in the PPU RAM is
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txa
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lsr ; Convert from bytes to tiles
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lsr
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and #$003F ; Logically there are 64 tiles in the mirrored PPU RAM
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sta :PPUTopLeft
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; Now we have the PPU address of the column that corresponds to the left edge of the GTE
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; playfield. Now, calculate the relative coordinates of the passed PPU address
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; The y-coordinate is easy. Since the top-left address is always on the top row (row = 0),
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; we just have to extract the row that the PPU address occupies.
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lda :PPUAddr
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and #$03E0 ; Take the middle 5 bits (ignore nametable)
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lsr
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lsr
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lsr
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lsr
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lsr
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tay ; Save the y-index here
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; The GTE playfield is positioned with the third PPU row as it's origin and is 25 tiles high.
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; If the PPU tile is in rows 0, 1, 27, 28 or 29 then we can ignore it
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cpy #2
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bcc :outOfRange
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cpy #27
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bcs :outOfRange
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; Adjust the relative position down by 2
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dey
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dey
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; The horizontal coordinate is a bit trickier. We need to add 32 to the horizontal
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; coordinate in it's in the second nametable
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lda :PPUAddr
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and #$041F ; Project it to the top row
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bit #$0400
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beq *+5
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ora #$0020 ; Add 32
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and #$003F ; Clamp to range of 0 - 63
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; If we're in the top two row, they don't scroll, so skip the displacement
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cpy #2
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bcc :noshift
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; Now calculate the difference between the PPUTopLeft index and this value
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cmp :PPUTopLeft
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bcs :ahead ; If the provided address is > than the origin, just calc the difference
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adc #64 ; Else distance is (a - 0) + (64 - b) = a + 64 - b
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sec
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:ahead sbc :PPUTopLeft
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:noshift
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; If this value is larger than the payfield + 1, then we have the carry set or clear
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tax
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cmp #33
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rts
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:outOfRange
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sec
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rts
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; If there is some other reason to draw the full screen, this will empty the queue
|
|
ClearNTQueue
|
|
lda CurrNTQueueEnd
|
|
sta nt_queue_front
|
|
rts
|
|
|
|
; Scan through the queue of tiles that need to be updated before applying the scroll change
|
|
DrainNTQueue
|
|
:GTELeftEdge equ Tmp3
|
|
:PPUAddr equ Tmp4
|
|
;:Count equ Tmp5
|
|
|
|
; stz :Count
|
|
|
|
; Prep item -- get the logical block of the left edge of the scroll window
|
|
|
|
lda CurrScrollEdge ; Global position that the GTE playfield was set to
|
|
lsr
|
|
sta :GTELeftEdge
|
|
|
|
lda nt_queue_front
|
|
cmp CurrNTQueueEnd
|
|
beq :out
|
|
|
|
:loop
|
|
tax
|
|
phx ; Save the x register
|
|
|
|
lda nt_queue,x ; get the PPU address that was stored
|
|
sta :PPUAddr ; save for later if we draw this tile
|
|
|
|
lda :PPUAddr
|
|
ldx :GTELeftEdge ; get the global coordinate
|
|
jsr PPUAddrToTileStore ; convert the PPU address to relative tile store coordinates
|
|
bcc :set_tile ; if it's onscreen, draw it
|
|
|
|
:skip
|
|
pla ; Pop the saved x-register into the accumulator
|
|
inc
|
|
inc
|
|
and #NT_QUEUE_MOD
|
|
cmp CurrNTQueueEnd
|
|
bne :loop
|
|
|
|
:out
|
|
sta nt_queue_front
|
|
rts
|
|
|
|
:set_tile
|
|
; Now we have the relative position from the left edge of the tile. Add the origin
|
|
; tile to it (unless we're in rows 0 or 1)
|
|
|
|
txa
|
|
cpy #2
|
|
bcc :toprow
|
|
clc
|
|
adc TileX
|
|
cmp #41
|
|
bcc *+5
|
|
sbc #41
|
|
:toprow
|
|
pha ; Tile Store horizontal tile coordinate
|
|
phy ; No translation needed for y
|
|
|
|
ldx :PPUAddr
|
|
lda PPU_MEM,x
|
|
and #$00FF
|
|
ora #$0100+TILE_USER_BIT
|
|
pha
|
|
jsr GetPaletteSelect
|
|
ora 1,s ; Merge bits 9 and 10 into the Tile ID that's on the stack
|
|
sta 1,s
|
|
|
|
; NOTE: Better to draw this into the PEA field directly. Calling GTESetTile queues up the tile and can cause
|
|
; issues because many frames can pass before Render gets control again. We need to expose a
|
|
; _SetTileImmediate function in the list of function callbacks....
|
|
|
|
_GTESetTile
|
|
; inc :Count
|
|
brl :skip
|
|
|
|
|
|
; Do the calculation to get the palette select bits from the attribute byte that corresponds to the
|
|
; PPU address in the x-registers
|
|
GetPaletteSelect
|
|
|
|
; Get the palette select bits. We need to calculate both the address of the attribute value and
|
|
; which bits to isolate from the byte and then merge into the TileId. The most straighforward way
|
|
; is to identify the quadrant right away and have alternate code paths
|
|
|
|
txa
|
|
and #$2C00
|
|
ora #$23C0 ; Make sure to put the addr in the $2xxx range
|
|
sta Tmp6 ; Base attribute table address
|
|
|
|
; Not calculate the byte within the attribute table
|
|
|
|
txa
|
|
and #$001F ; 32 byte rows, divide by 4
|
|
lsr
|
|
lsr
|
|
ora Tmp6
|
|
sta Tmp6
|
|
|
|
txa
|
|
and #$0380 ; Isolate the top 3 bits
|
|
lsr
|
|
lsr
|
|
lsr
|
|
lsr
|
|
ora Tmp6
|
|
tay
|
|
|
|
lda PPU_MEM,y ; This is the attribute byte
|
|
and #$00FF
|
|
pha ; Which we save for a minute
|
|
|
|
; Now figure out the quadrant that this address is in for the attribute byte value
|
|
|
|
txa
|
|
bit #%01000010
|
|
beq :top_left
|
|
bit #%01000000
|
|
beq :top_right
|
|
bit #%00000010
|
|
beq :bot_left
|
|
|
|
:bot_right
|
|
pla
|
|
and #$00C0
|
|
asl
|
|
asl
|
|
asl
|
|
bra :set_palette
|
|
|
|
:bot_left
|
|
pla
|
|
and #$0030
|
|
xba
|
|
lsr
|
|
lsr
|
|
lsr
|
|
bra :set_palette
|
|
|
|
:top_right
|
|
pla
|
|
and #$000C
|
|
xba
|
|
lsr
|
|
bra :set_palette
|
|
|
|
:top_left
|
|
pla
|
|
and #$0003
|
|
xba
|
|
asl
|
|
|
|
:set_palette
|
|
rts
|
|
|
|
; Copy the necessary columns into the TileStore when setting a new scroll position
|
|
UpdateFromPPU
|
|
:StartXMod164 equ 36
|
|
|
|
phb
|
|
phd
|
|
|
|
; Snag the StartXmod164 value from the GTE direct page so we can calulate the tile origin
|
|
; ourselves
|
|
|
|
ldx :StartXMod164
|
|
|
|
phk
|
|
plb
|
|
lda DPSave
|
|
tcd
|
|
|
|
txa
|
|
lsr
|
|
lsr
|
|
sta TileX ; Tile column of playfield origin
|
|
|
|
; Debug the PPU writes
|
|
|
|
* ldy #0
|
|
* ldx #0
|
|
* lda #0
|
|
* :log_loop
|
|
* phy
|
|
* pha
|
|
|
|
* cpy ppu_write_log_len
|
|
* bcc :write_val
|
|
|
|
* pha
|
|
* tax
|
|
* ldy #$FFFF
|
|
* jsr ClearWord
|
|
|
|
* pla
|
|
* clc
|
|
* adc #160-16
|
|
* tax
|
|
* jsr ClearWord
|
|
|
|
* bra :next
|
|
|
|
* :write_val
|
|
* pha
|
|
* phy
|
|
|
|
* tax
|
|
* lda ppu_write_log,y
|
|
* ldy #$FFFF
|
|
* jsr DrawWord
|
|
|
|
* ply
|
|
* pla
|
|
* clc
|
|
* adc #160-16
|
|
* tax
|
|
* lda ppu_write_log+50,y
|
|
* ldy #$FFFF
|
|
* jsr DrawWord
|
|
|
|
* :next pla
|
|
* ply
|
|
|
|
* iny
|
|
* iny
|
|
|
|
* clc
|
|
* adc #8*160
|
|
|
|
* cpy #50
|
|
* bcc :log_loop
|
|
|
|
* stz ppu_write_log_len
|
|
|
|
; Show the queue depth
|
|
|
|
; lda CurrNTQueueEnd
|
|
; sec
|
|
; sbc nt_queue_front
|
|
; bpl *+5
|
|
; adc #NT_QUEUE_SIZE
|
|
; lsr ; Number of items in the queue
|
|
; ldx #0
|
|
; ldy #$FFFF
|
|
; jsr DrawWord
|
|
|
|
; Check the scroll delta, if it's negative or just large enough, do a whole copy of the current PPU
|
|
; memory into the TileStore
|
|
|
|
lda ROMScrollDelta
|
|
beq :queue
|
|
|
|
cmp #32
|
|
bcc :partial
|
|
|
|
jsr ClearNTQueue ; kill any pending updates
|
|
lda ROMScreenEdge ; global tile index
|
|
and #$003F ; mod the mirrored nametable size
|
|
ldx #33 ; do the full width
|
|
ldy #0
|
|
jsr CopyNametable
|
|
bra :done
|
|
|
|
; Calculate the difference between the old and new
|
|
:partial
|
|
jsr DrainNTQueue
|
|
|
|
lda #33
|
|
sec
|
|
sbc ROMScrollDelta
|
|
tay
|
|
|
|
ldx ROMScrollDelta
|
|
inx
|
|
inx
|
|
|
|
lda ROMScreenEdge
|
|
clc
|
|
adc #33
|
|
sec
|
|
sbc ROMScrollDelta
|
|
and #$003F
|
|
|
|
jsr CopyNametable
|
|
:done
|
|
pld
|
|
plb
|
|
rtl
|
|
|
|
; Just drain the queue of any on-screen changes and then exit
|
|
:queue
|
|
jsr DrainNTQueue
|
|
pld
|
|
plb
|
|
rtl
|
|
|
|
CopyStatus
|
|
; Copy the first two rows from $2400 because they don't scroll
|
|
|
|
ldy #0
|
|
:yloop
|
|
ldx #0
|
|
tya
|
|
clc
|
|
adc #2
|
|
asl
|
|
asl
|
|
asl
|
|
asl
|
|
asl
|
|
sta Tmp2
|
|
stz Tmp3
|
|
:xloop
|
|
phx ; Save X and Y
|
|
phy
|
|
|
|
phx ; x = GTE tile index = PPU tile index
|
|
phy ; No vertical scroll, so screen_y = tile_y
|
|
|
|
ldx Tmp2 ; Nametable address
|
|
lda PPU_MEM+$2000,x
|
|
and #$00FF
|
|
ora #$0100+TILE_USER_BIT
|
|
pha
|
|
jsr GetPaletteSelect
|
|
ora 1,s ; Merge bits 9 and 10 into the Tile ID that's on the stack
|
|
sta 1,s
|
|
|
|
; Advance to the next tile (no wrapping needed)
|
|
|
|
inx
|
|
stx Tmp2
|
|
|
|
_GTESetTile
|
|
|
|
ply
|
|
plx
|
|
|
|
inx
|
|
cpx #33
|
|
bcc :xloop
|
|
|
|
iny
|
|
cpy #2
|
|
bcc :yloop
|
|
rts
|
|
|
|
; Copy the tile and attribute bytes into the GTE buffer
|
|
;
|
|
; A = logical column in mirrored PPU memory (0 - 63)
|
|
; X = number of columns to copy
|
|
; Y = number of GTE tiles to offset
|
|
CopyNametable
|
|
sta Tmp2
|
|
bit #$0020 ; Is it >32?
|
|
beq *+5
|
|
ora #$0400 ; Move to the next nametable
|
|
and #$041F ; Mask to the top of a valid column
|
|
|
|
clc ; Add in the offset since we only copy rows 2 - 27
|
|
adc #4*32
|
|
sta Tmp0 ; base address offset into nametable memory
|
|
|
|
stx Tmp4
|
|
|
|
tya
|
|
clc
|
|
adc TileX
|
|
cmp #41
|
|
bcc *+5
|
|
sbc #41
|
|
sta Tmp5
|
|
|
|
; NES RAM $6D = page, $86 = player_x_in_page can be used to get a global position in the level, then subtracting the
|
|
; player's x coordinate will give us the global coordinate of the left edge of the screen and allow us to map between
|
|
; the GTE tile buffer and the PPU nametables
|
|
|
|
; Skip the first two rows -- call CopyStatus to get those
|
|
|
|
ldy #2
|
|
:yloop
|
|
ldx #0
|
|
|
|
lda Tmp0 ; Get the base address for this row
|
|
sta Tmp2 ; coarse x-scroll
|
|
|
|
lda Tmp5
|
|
sta Tmp3 ; Keep a separate variable for the GTE tile position
|
|
:xloop
|
|
phx ; Save X and Y
|
|
phy
|
|
|
|
pei Tmp3 ; Wrap-around tile column
|
|
phy ; No vertical scroll, so screen_y = tile_y
|
|
|
|
ldx Tmp2 ; Nametable address
|
|
lda PPU_MEM+$2000,x
|
|
and #$00FF
|
|
ora #$0100+TILE_USER_BIT ; USe top 256 tiles and set as a user-defined tile
|
|
pha
|
|
jsr GetPaletteSelect
|
|
ora 1,s ; Merge bits 9 and 10 into the Tile ID that's on the stack
|
|
sta 1,s
|
|
|
|
; Advance to the next tile (handle nametable wrapping)
|
|
|
|
lda #$001F
|
|
and Tmp2
|
|
cmp #$001F
|
|
bne :inc_x
|
|
txa
|
|
and #$FFE0
|
|
eor #$0400
|
|
sta Tmp2
|
|
bra :x_hop
|
|
|
|
:inc_x inx
|
|
stx Tmp2
|
|
:x_hop
|
|
|
|
_GTESetTile
|
|
|
|
ply
|
|
plx
|
|
|
|
lda Tmp3
|
|
inc
|
|
cmp #41
|
|
bcc *+5
|
|
lda #0
|
|
sta Tmp3
|
|
|
|
inx
|
|
cpx Tmp4
|
|
bcc :xloop
|
|
|
|
lda Tmp0
|
|
clc
|
|
adc #32
|
|
sta Tmp0
|
|
|
|
iny
|
|
cpy #25
|
|
bcc :yloop
|
|
|
|
rts
|
|
|
|
; Trigger an NMI in the ROM
|
|
triggerNMI
|
|
ldal ppuctrl ; If the ROM has not enabled VBL NMI, also skip
|
|
bit #$80
|
|
beq :skip
|
|
|
|
ldal ppustatus ; Set the bit that the VBL has started
|
|
ora #$80
|
|
stal ppustatus
|
|
|
|
ldx #NonMaskableInterrupt
|
|
jsr romxfer
|
|
|
|
; Immediately after the NMI returns, freeze some of the global state variables so we can sync up with this frame when
|
|
; we render the next frame. Since we're in an interrupt handler here, sno change of the variables changing under
|
|
; our nose
|
|
|
|
sep #$20
|
|
ldal ROMBase+$071a
|
|
xba
|
|
ldal ROMBase+$071c
|
|
rep #$20
|
|
sta ROMScrollEdge
|
|
|
|
:skip rts
|
|
|
|
; Expose joypad bits from GTE to the ROM: A-B-Select-Start-Up-Down-Left-Right
|
|
native_joy ENT
|
|
db 0,0
|
|
|
|
; X = address in the rom file
|
|
; A = address to write
|
|
;
|
|
; This keeps the tile in 2-bit mode in a format that makes it easy to look up pixel data
|
|
; based on a dynamic palette selection
|
|
;
|
|
; Tiles are stored in a pre-shifted, 16-bit format (2 bits per pixel): 0000000w wxxyyzz0
|
|
; When rendered, the 2-bit palette selection is passed in bits 9 and 10 and ORed with
|
|
; the palette data to create a single word of 00000ppw wxxyyzz0. This value is used
|
|
; to index directly into a 2048-byte swizzel table that will load the appropriate
|
|
; pixel data for the word. There are 2 swizzle tables, one for tiles and one for sprites
|
|
; that take care of mapping the 25 possible on-screen colors to a 16-color palette.
|
|
ConvertROMTile2
|
|
:DPtr equ Tmp1
|
|
:MPtr equ Tmp2
|
|
|
|
jsr ROMTileToLookup
|
|
|
|
; Now we have 32 bytes (4 x 8) with each byte being a 4-bit value that holds two pairs of bits
|
|
; from the PPU pattern table. We use these 4-bit values as lookup indices into tables
|
|
; that decode the values differently depending on the use case.
|
|
|
|
sta :DPtr
|
|
clc
|
|
adc #32 ; Move to the mask
|
|
sta :MPtr
|
|
|
|
lda #0 ; Zero out high byte
|
|
sep #$30 ; 8-bit mode
|
|
ldy #0
|
|
|
|
:loop
|
|
lda (:DPtr),y ; Load the index for the initial high nibble
|
|
tax
|
|
lda MLUT4,x ; Look up the mask value for this byte. This table decodes the 4 bits into an 8-bit mask
|
|
sta (:MPtr),y
|
|
|
|
lda DLUT2,x ; Look up the two, 2-bit pixel values for this quad of bits. This remains a 4-bit value
|
|
asl
|
|
asl
|
|
asl
|
|
asl
|
|
sta Tmp3
|
|
|
|
iny
|
|
lda (:DPtr),y
|
|
tax
|
|
lda DLUT2,x ; Look up the two, 2-bit pixel values for next quad of bits
|
|
ora Tmp3 ; Move it int othe top nibble since it will decode to the top-byte on the SHR screen
|
|
|
|
dey
|
|
sta (:DPtr),y ; Put in low byte
|
|
iny
|
|
lda #0
|
|
sta (:DPtr),y ; Zero high byte
|
|
|
|
lda MLUT4,x
|
|
sta (:MPtr),y
|
|
|
|
iny
|
|
cpy #32
|
|
bcc :loop
|
|
|
|
|
|
; Reverse and shift the data
|
|
|
|
rep #$30
|
|
ldy #8
|
|
ldx :DPtr
|
|
|
|
:rloop
|
|
lda: 0,x ; Load the word: xx00
|
|
jsr reverse2 ; Reverse the bottom byte in chunks of 2 bits
|
|
asl ; Shift by 1 for indexing
|
|
sta: 66,x
|
|
asl: 0,x ; Shift the original word, too
|
|
|
|
lda: 2,x
|
|
jsr reverse2
|
|
asl
|
|
sta: 64,x
|
|
asl: 2,x
|
|
|
|
lda: 32,x
|
|
jsr reverse4
|
|
sta: 98,x
|
|
lda: 34,x
|
|
jsr reverse4
|
|
sta: 96,x
|
|
|
|
inx
|
|
inx
|
|
inx
|
|
inx
|
|
dey
|
|
bne :rloop
|
|
rts
|
|
|
|
; X = address in the rom file
|
|
; A = address to write
|
|
|
|
ConvertROMTile
|
|
:DPtr equ Tmp1
|
|
:MPtr equ Tmp2
|
|
|
|
jsr ROMTileToLookup
|
|
|
|
sta :DPtr
|
|
clc
|
|
adc #32 ; Move to the mask
|
|
sta :MPtr
|
|
|
|
sep #$30 ; 8-bit mode
|
|
ldy #0
|
|
|
|
:loop
|
|
lda (:DPtr),y ; Load the index for this tile byte
|
|
tax
|
|
lda DLUT4,x ; Look up the two, 4-bit pixel values for this quad of bits
|
|
sta (:DPtr),y
|
|
lda MLUT4,x ; Look up the mask value for this byte
|
|
sta (:MPtr),y
|
|
iny
|
|
cpy #32
|
|
bcc :loop
|
|
|
|
; Switch back to 16-bit mode and flip the tile data before returning
|
|
|
|
rep #$20
|
|
ldy #16
|
|
ldx :DPtr
|
|
|
|
:rloop
|
|
lda: 0,x
|
|
jsr reverse4
|
|
sta: 66,x
|
|
lda: 2,x
|
|
jsr reverse4
|
|
sta: 64,x
|
|
inx
|
|
inx
|
|
inx
|
|
inx
|
|
dey
|
|
bne :rloop
|
|
rts
|
|
|
|
; Build a table of index values for the ROM tile data. The different routines
|
|
; can mix and match the lookup table information as they see fit
|
|
;
|
|
; X = address in the rom file
|
|
; A = address to write
|
|
;
|
|
; For each byte of pattern table memory, we create two bytes in the DPtr with
|
|
; a lookup value for the pixels corresponding to bits in that location
|
|
;
|
|
; Example:
|
|
; Tile 0: $03,$0F,$1F,$1F,$1C,$24,$26,$66, $00,$00,$00,$00,$1F,$3F,$3F,$7F
|
|
;
|
|
; 0,1 2,3 4,5 6,7
|
|
;
|
|
; $03 | 00000011 | 00000000 | $00 -> 0000 0000 0000 0011 -> 00 00 05 00
|
|
; $0F | 00001111 | 00000000 | $00 -> 0000 0000 0011 0011 -> 00 00 55 00
|
|
; $1F | 00011111 | 00000000 | $00 -> 0000 0001 0011 0011 -> 01 00 55 00
|
|
; $1F | 00011111 | 00000000 | $00 -> 0000 0001 0011 0011 -> 01 00 55 00
|
|
; $1C | 00011100 | 00011111 | $1F -> 0000 0101 1111 1100 -> 03 00 FA 00
|
|
; $24 | 00100100 | 00111111 | $3F -> 0000 1110 1101 1100 -> 0E 00 BA 00
|
|
; $26 | 00100110 | 00111111 | $3F -> 0000 1110 1101 1110 -> 0E 00 BE 00
|
|
; $66 | 01100110 | 01111111 | $7F -> 0101 1110 1101 1110 -> 3E 00 BE 00
|
|
;
|
|
;
|
|
; e.g. Plane 0 = 0101 0001 (LSB)
|
|
; Plane 1 = 1001 0001 (MSB)
|
|
;
|
|
; For speed, use a table and convert one pair at a time
|
|
;
|
|
; Pair 1 = 1001 -> 1001
|
|
; Pair 2 = 0101 -> 0011
|
|
; Pair 3 = 0000 -> 0000
|
|
; Pair 4 = 0101 -> 0011
|
|
;
|
|
; Lookup[0] = 10 01 00 11
|
|
; Lookup[1] = 00 00 00 11
|
|
;
|
|
; Tile Data = 63 00 03 00
|
|
; Pixel Data = 12 03 00 03
|
|
mx %00
|
|
ROMTileToLookup
|
|
:DPtr equ Tmp1
|
|
pha
|
|
phx
|
|
|
|
sta :DPtr
|
|
lda #0 ; Clear A and B
|
|
|
|
sep #$20 ; 8-bit mode
|
|
ldy #0
|
|
|
|
:loop
|
|
|
|
; Top two bits from each byte defines the two left-most pixels
|
|
|
|
lda CHR_ROM,x ; Load the low bits
|
|
and #$C0
|
|
lsr
|
|
lsr
|
|
sta Tmp0
|
|
|
|
lda CHR_ROM+8,x ; Load the high bits
|
|
and #$C0
|
|
ora Tmp0
|
|
lsr
|
|
lsr
|
|
lsr
|
|
lsr
|
|
sta (:DPtr),y ; First byte
|
|
iny
|
|
|
|
; Repeat for bits 4 & 5
|
|
|
|
lda CHR_ROM,x
|
|
and #$30
|
|
lsr
|
|
lsr
|
|
sta Tmp0
|
|
|
|
lda CHR_ROM+8,x
|
|
and #$30
|
|
ora Tmp0
|
|
lsr
|
|
lsr
|
|
sta (:DPtr),y
|
|
iny
|
|
|
|
; Repeat for bits 2 & 3
|
|
|
|
lda CHR_ROM,x
|
|
and #$0C
|
|
lsr
|
|
lsr
|
|
sta Tmp0
|
|
|
|
lda CHR_ROM+8,x
|
|
and #$0C
|
|
ora Tmp0 ; Combine the two and create a lookup value
|
|
sta (:DPtr),y
|
|
iny
|
|
|
|
; Repeat for bits 0 & 1
|
|
|
|
lda CHR_ROM,x ; Load the high bits
|
|
and #$03
|
|
sta Tmp0
|
|
|
|
lda CHR_ROM+8,x
|
|
and #$03
|
|
asl
|
|
asl
|
|
ora Tmp0 ; Combine the two and create a lookup value
|
|
sta (:DPtr),y
|
|
iny
|
|
|
|
inx
|
|
cpy #32
|
|
bcc :loop
|
|
|
|
rep #$20
|
|
plx
|
|
pla
|
|
rts
|
|
|
|
; Reverse the 2-bit fields in a byte
|
|
mx %00
|
|
reverse2
|
|
php
|
|
sta Tmp0
|
|
stz Tmp1
|
|
|
|
sep #$20
|
|
|
|
and #$C0
|
|
lsr
|
|
lsr
|
|
lsr
|
|
lsr
|
|
lsr
|
|
lsr
|
|
tsb Tmp1
|
|
|
|
lda Tmp0
|
|
and #$30
|
|
lsr
|
|
lsr
|
|
tsb Tmp1
|
|
|
|
lda Tmp0
|
|
and #$0C
|
|
asl
|
|
asl
|
|
tsb Tmp1
|
|
|
|
lda Tmp0
|
|
and #$03
|
|
asl
|
|
asl
|
|
asl
|
|
asl
|
|
asl
|
|
asl
|
|
ora Tmp1
|
|
|
|
plp
|
|
rts
|
|
|
|
; Reverse the nibbles in a word
|
|
mx %00
|
|
reverse4
|
|
xba
|
|
sta Tmp0
|
|
and #$0F0F
|
|
asl
|
|
asl
|
|
asl
|
|
asl
|
|
sta Tmp1
|
|
lda Tmp0
|
|
and #$F0F0
|
|
lsr
|
|
lsr
|
|
lsr
|
|
lsr
|
|
ora Tmp1
|
|
rts
|
|
|
|
; Look up the 2-bit indexes for the data words
|
|
DLUT2 db $00,$01,$04,$05 ; CHR_ROM[0] = xy, CHR_ROM[8] = 00 -> 0x0y
|
|
db $02,$03,$06,$07 ; CHR_ROM[0] = xy, CHR_ROM[8] = 01 -> 0x1y
|
|
db $08,$09,$0C,$0D ; CHR_ROM[0] = xy, CHR_ROM[8] = 10 ->
|
|
db $0A,$0B,$0E,$0F ; CHR_ROM[0] = xy, CHR_ROM[8] = 11
|
|
|
|
; Look up the 4-bit indexes for the data words
|
|
DLUT4 db $00,$01,$10,$11 ; CHR_ROM[0] = xx, CHR_ROM[8] = 00
|
|
db $02,$03,$12,$13 ; CHR_ROM[0] = xx, CHR_ROM[8] = 01
|
|
db $20,$21,$30,$31 ; CHR_ROM[0] = xx, CHR_ROM[8] = 10
|
|
db $22,$23,$32,$33 ; CHR_ROM[0] = xx, CHR_ROM[8] = 11
|
|
|
|
MLUT4 db $FF,$F0,$0F,$00
|
|
db $F0,$F0,$00,$00
|
|
db $0F,$00,$0F,$00
|
|
db $00,$00,$00,$00
|
|
|
|
; Inverted mask for using eor/and/eor rendering
|
|
;MLUT4 db $00,$0F,$F0,$FF
|
|
; db $0F,$0F,$FF,$FF
|
|
; db $F0,$FF,$F0,$FF
|
|
; db $FF,$FF,$FF,$FF
|
|
|
|
; Extracted tiles
|
|
TileBuff ds 128
|
|
|
|
GTEStartUp
|
|
pha ; Save engine mode
|
|
|
|
pea $0000
|
|
_LoaderStatus
|
|
pla
|
|
|
|
pea $0000
|
|
pea $0000
|
|
pea $0000
|
|
pea $0000
|
|
pea $0000 ; result space
|
|
|
|
lda MyUserId
|
|
pha
|
|
|
|
pea #^ToolPath
|
|
pea #ToolPath
|
|
pea $0001 ; do not load into special memory
|
|
_InitialLoad
|
|
bcc *+4
|
|
brk $01
|
|
|
|
ply
|
|
pla ; Address of the loaded tool
|
|
plx
|
|
ply
|
|
ply
|
|
|
|
pea $8000 ; User toolset
|
|
pea $00A0 ; Set the tool set number
|
|
phx
|
|
pha ; Address of function pointer table
|
|
_SetTSPtr
|
|
bcc *+4
|
|
brk $02
|
|
|
|
plx ; Pop the Engine Mode value
|
|
|
|
clc ; Give GTE two pages of direct page memory
|
|
tdc
|
|
adc #$0100
|
|
pha
|
|
phx
|
|
lda MyUserId ; Pass the userId for memory allocation
|
|
pha
|
|
_GTEStartUp
|
|
bcc *+4
|
|
brk $03
|
|
|
|
rts
|
|
|
|
ToolPath str '1/Tool160'
|
|
|
|
* ; Store sprite and tile data as 0000000w wxxyyzz0 to facilitate swizzle loads
|
|
|
|
* ; sprite high priority (8-bit acc, compiled)
|
|
* ldy #PPU_DATA
|
|
* lda screen
|
|
* andl tilemask,x
|
|
* ora (palptr),y ; 512 byte lookup table per palette
|
|
* sta screen
|
|
|
|
* ; sprite low (this is just slow) ....
|
|
* lda screen
|
|
* beq empty
|
|
* ; do 4 bits to figure out a mask and then
|
|
|
|
|
|
* bit #$FF00
|
|
* ...
|
|
* ...
|
|
* ldy #PPU_DATA
|
|
* lda (palptr),y
|
|
* eor screen
|
|
* andl tilemask,x
|
|
* and bgmask
|
|
* eor screen
|
|
* sta screen
|
|
|
|
* ; tile
|
|
* ldy tiledata,x
|
|
* lda (palptr),y
|
|
* ldy tmp
|
|
* sta abs,y
|
|
|
|
|
|
* ; Custom tile renderer that swizzles the tile data based on the PPU attribute tables. This
|
|
* ; is more complicate than just combining the palette select bits with the tile index bits
|
|
* ; because the NES can have >16 colors on screen at once, we remap the possible colors
|
|
* ; onto a smaller set of indices.
|
|
* SwizzleTile
|
|
* tax
|
|
* ]line equ 0
|
|
* lup 8
|
|
* ldal tiledata+{]line*4},x ; Tile data is 00ww00xx 00yy00zz
|
|
* ora metatile ; Pre-calculated metatile mask
|
|
* and tilemask+{]line*4},x ; Set any zero indices to actual zero
|
|
* sta: $0004+{]line*$1000},y
|
|
* ldal tiledata+{]line*4}+2,x
|
|
* sta: $0001+{]line*$1000},y
|
|
* ]line equ ]line+1
|
|
* --^
|
|
* plb
|
|
* rts
|
|
|
|
|
|
|
|
; Transfer control to the ROM. This function is trampoline that is responsible for
|
|
; setting up the direct page and stack for the ROM and then passing control into
|
|
; the ROM wrapped in a JSL/RTL vector stashed in the ROM space.
|
|
;
|
|
; X = ROM Address
|
|
romxfer phb ; Save the bank and direct page
|
|
phd
|
|
tsc
|
|
sta StkSave+1 ; Save the current stack in the main program
|
|
pea #^ExtIn ; Set the bank to the ROM
|
|
plb
|
|
|
|
lda ROMStk ; Set the ROM stack address
|
|
tcs
|
|
lda ROMZeroPg ; Set the ROM zero page
|
|
tcd
|
|
|
|
jml ExtIn
|
|
ExtRtn ENT
|
|
tsx ; Copy the stack address returned by the emulator
|
|
StkSave lda #$0000
|
|
tcs
|
|
|
|
pld
|
|
plb
|
|
stx ROMStk ; Keep an updated copy of the stack address
|
|
rts
|
|
|
|
; VBL Interrupt task (called in native 8-bit mode)
|
|
mx %11
|
|
nmiTask
|
|
ldal nmiCount
|
|
inc
|
|
stal nmiCount
|
|
|
|
php
|
|
rep #$30
|
|
phb
|
|
phd
|
|
|
|
phk
|
|
plb
|
|
lda DPSave
|
|
tcd
|
|
|
|
jsr readInput
|
|
|
|
ldal singleStepMode
|
|
bne :no_nmi
|
|
; lda #1
|
|
; jsr setborder
|
|
|
|
jsr triggerNMI
|
|
|
|
; lda #0
|
|
; jsr setborder
|
|
:no_nmi
|
|
|
|
pld
|
|
plb
|
|
plp
|
|
:skip
|
|
rtl
|
|
mx %00
|
|
|
|
readInput
|
|
pha
|
|
_GTEReadControl
|
|
pla
|
|
stal lastKey ; Cache for other code
|
|
|
|
; Map the GTE field to the NES controller format: A-B-Select-Start-Up-Down-Left-Right
|
|
|
|
pha
|
|
and #PAD_BUTTON_A+PAD_BUTTON_B ; bits 0x200 and 0x100
|
|
lsr
|
|
lsr
|
|
sta native_joy
|
|
|
|
sep #$20
|
|
lda 1,s
|
|
cmp #'n'
|
|
bne *+6
|
|
lda #$20
|
|
bra :nes_merge
|
|
cmp #'m'
|
|
bne *+6
|
|
lda #$10
|
|
bra :nes_merge
|
|
cmp #UP_ARROW
|
|
bne *+6
|
|
lda #$08
|
|
bra :nes_merge
|
|
cmp #DOWN_ARROW
|
|
bne *+6
|
|
lda #$04
|
|
bra :nes_merge
|
|
cmp #LEFT_ARROW
|
|
bne *+6
|
|
lda #$02
|
|
bra :nes_merge
|
|
cmp #RIGHT_ARROW
|
|
bne *+6
|
|
lda #$01
|
|
bra :nes_merge
|
|
lda #0
|
|
:nes_merge ora native_joy
|
|
sta native_joy
|
|
sta native_joy+1
|
|
|
|
:nes_done
|
|
rep #$20
|
|
pla
|
|
rts
|
|
|
|
put App.Msg.s
|
|
put font.s
|
|
put palette.s
|
|
put ppu.s
|
|
|
|
ds \,$00 ; pad to the next page boundary
|
|
PPU_MEM
|
|
CHR_ROM put chr2.s ; 8K of CHR-ROM at PPU memory $0000 - $2000
|
|
PPU_NT ds $2000 ; Nametable memory from $2000 - $3000, $3F00 - $3F14 is palette RAM
|
|
PPU_OAM ds 256 ; 256 bytes of separate OAM RAM
|
|
|
|
; If AreaStyle is 1 then load an alternate palette 'b'
|
|
;
|
|
; Palettes of NES color indexes
|
|
Area1Palette dw $22, $00, $29, $1A, $0F, $36, $17, $30, $21, $27, $1A, $16, $00, $00, $16, $18
|
|
Area4Palette
|
|
|
|
; Underground
|
|
Area2Palette dw $0F, $00, $29, $1A, $09, $3C, $1C, $30, $21, $17, $27, $36, $16, $1D, $16, $18
|
|
|
|
; Castle
|
|
Area3Palette dw $0F, $00, $30, $10, $00, $16, $17, $27, $1C, $36, $1D, $00, $00, $00, $16, $18
|
|
|
|
WaterPalette dw $22, $00, $15, $12, $25, $3A, $1A, $0F, $30, $12, $27, $10, $16, $00, $16, $18
|
|
; Palette remapping
|
|
put pal_w11.s
|
|
put apu.s |