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Jul 10th, 2012
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  1. .segment "INES"
  2. .byte "NES", $1A,1,1,9
  3.  
  4. .segment "VECTORS"
  5. .word 0, Start, 0
  6.  
  7. .segment "GFX"
  8. spr_tiles:
  9. .incbin "sprites.spr"
  10. bg_tiles:
  11. .incbin "bakgrunn.chr"
  12.  
  13. .segment "CODE"
  14.  
  15. Start:
  16.  
  17. ; ---[ START LAST PALETT]---
  18. lda #$3F
  19. sta $2006 ; PPU output skal
  20. lda #0 ; settes til $3F00
  21. sta $2006
  22.  
  23. ldx #0
  24. LastPalett:
  25. lda palett, x
  26. sta $2007
  27. inx
  28. cpx #32
  29. bne LastPalett
  30. ; ---[ SLUTT LAST PALETT]---
  31.  
  32.  
  33. ; ---[ START LAST INN EN SPRITE ]---
  34. ldx #0 ; X POS
  35. ldy #50 ; Y POS
  36. lda #4
  37. sta $0001 ; X vektor
  38. lda #3
  39. sta $0002 ; Y vektor
  40. Sprite:
  41. lda $2002
  42. bpl Sprite
  43.  
  44.  
  45. ; ---[ VELG HVILKEN SPRITE FRA SPR-RAM ]---
  46. lda #0
  47. sta $2003
  48.  
  49. ; ---[ Y-KOORDINAT ]---
  50. tya
  51. sta $2004
  52.  
  53. ; ---[ TILENUMMER FRA CHR-ROM ]---
  54. lda #3
  55. sta $2004
  56.  
  57. ; ---[ ATRIBUTT-BYTE ]---
  58. lda #0; (setter ingen flagg)
  59. sta $2004
  60.  
  61. ; ---[ X-KOORDINAT ]---
  62. txa
  63. sta $2004
  64.  
  65. ; ---[ TEGNER ]---
  66. lda #0
  67. sta $2000 ; kontrollregister 1
  68. lda #%00011110
  69. sta $2001 ; kontrollregister 2
  70.  
  71. ; ---[ OPPDATERER X ]---
  72. txa
  73. clc
  74. adc $0001 ; X vektor
  75. tax
  76.  
  77. ; ---[ OPPDATERER Y ]---
  78. tya
  79. clc
  80. adc $0002 ; Y vektor
  81. tay
  82.  
  83. ; ---[ TRUFFET KANTEN? ]---
  84. cpx #250 ; if (x >= 250)
  85. bcs TurnX ; then TurnX
  86. cpx #0 ; if (x == 0)
  87. beq TurnX ; then TurnX
  88.  
  89. TestEdgeY:
  90. cpy #232 ; if (y >= 232)
  91. bcs TurnY ; then TurnY
  92. cpy #0 ; if (y == 0)
  93. beq TurnY ; then TurnY
  94.  
  95. jmp Sprite ; ikke truffet kanten, flytt mer
  96.  
  97.  
  98. TurnX: ; SNUR X-VEKTOREN
  99. lda #0
  100. sec
  101. sbc $0001
  102. sta $0001
  103. jmp TestEdgeY
  104.  
  105.  
  106. TurnY: ; SNUR Y-VEKTOREN
  107. lda #0
  108. sec
  109. sbc $0002
  110. sta $0002
  111. jmp Sprite
  112.  
  113.  
  114.  
  115. palett:
  116. ; Bakgrunnsgrafikk
  117. .byte 0, 0, 0, 0
  118. .byte 0, 0, 0, 0
  119. .byte 0, 0, 0, 0
  120. .byte 0, 0, 0, 0
  121.  
  122. .byte $11, $2A, $28, $21 ; bakgrunn og sprite 0
  123. .byte 0, 0, 0, 0 ; sprite 1
  124. .byte 0, 0, 0, 0 ; sprite 2
  125. .byte 0, 0, 0, 0 ; sprite 3
  126.  
  127.  
  128. .segment "RAM"
  129. .byte "Move along, nothing to see here"
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