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- LatchController:
- LDA #$01
- STA $4016
- LDA #$00
- STA $4016 ; tell both the controllers to latch buttons
- ButtonA:
- LDA $4016 ; player 1 - A
- AND #%00000001 ; look only at bit 0
- BNE ButtonB
- ; Button stuff here
- ButtonB:
- LDA $4016 ; player 1 - B
- AND #%00000001 ; look only at bit 0
- BNE SelectButton
- ; Button stuff here
- SelectButton:
- LDA $4016 ; player 1 - Select
- AND #%00000001 ; look only at bit 0
- BNE StartButton
- ; Button stuff here
- StartButton:
- LDA $4016 ; player 1 - Start
- AND #%00000001 ; look only at bit 0
- BNE UpButton
- ; Button stuff here
- UpButton:
- LDA $4016 ; player 1 - Up
- AND #%00000001 ; look only at bit 0
- BNE DownButton
- ; Button stuff here
- DownButton:
- LDA $4016 ; player 1 - Down
- AND #%00000001 ; look only at bit 0
- BNE LeftButton
- ; Button stuff here
- LeftButton:
- LDA $4016 ; player 1 - Left
- AND #%00000001 ; look only at bit 0
- BNE RightButton
- LDA $0203 ; load sprite X position
- CLC ; make sure the carry flag is clear
- ADC #$01 ; A = A + 1
- STA $0203 ; save sprite X position
- LDA $0207 ; load sprite X position
- CLC ; make sure the carry flag is clear
- ADC #$01 ; A = A + 1
- STA $0207 ; save sprite X position
- LDA $020B ; load sprite X position
- CLC ; make sure the carry flag is clear
- ADC #$01 ; A = A + 1
- STA $020B ; save sprite X position
- LDA $020F ; load sprite X position
- CLC ; make sure the carry flag is clear
- ADC #$01 ; A = A + 1
- STA $020F ; save sprite X position
- LDA $0213
- CLC
- ADC #$01
- STA $0213
- LDA $0217
- CLC
- ADC #$01
- STA $0217
- LDA $021B
- CLC
- ADC #$01
- STA $021B
- LDA $021F
- CLC
- ADC #$01
- STA $021F
- RightButton:
- LDA $4016 ; player 1 - Right
- AND #%00000001 ; look only at bit 0
- BNE NotRightButton
- LDA $0203 ; load sprite X position
- SEC ; make sure carry flag is set
- SBC #$01 ; A = A - 1
- STA $0203 ; save sprite X position
- LDA $0207 ; load sprite X position
- SEC ; make sure carry flag is set
- SBC #$01 ; A = A - 1
- STA $0207 ; save sprite X position
- LDA $020B ; load sprite X position
- SEC ; make sure carry flag is set
- SBC #$01 ; A = A - 1
- STA $020B ; save sprite X position
- LDA $020F ; load sprite X position
- SEC ; make sure carry flag is set
- SBC #$01 ; A = A - 1
- STA $020F ; save sprite X position
- LDA $0213
- CLC
- ADC #$01
- STA $0213
- LDA $0217
- CLC
- ADC #$01
- STA $0217
- LDA $021B
- CLC
- ADC #$01
- STA $021B
- LDA $021F
- CLC
- ADC #$01
- STA $021F
- NotRightButton:
- JMP ButtonA
- RTI ; return from interrupt
- ;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;
- .bank 1
- .org $E000
- palette:
- .db $22,$0F,$27,$26, $22,$0F,$16,$26, $22,$30,$21,$0F, $22,$27,$17,$0F ;;background palette
- .db $22,$0F,$27,$1A, $22,$0F,$27,$26, $22,$1C,$15,$14, $22,$02,$38,$3C ;;sprite palette
- sprites:
- ;vert tile attr horiz
- .db $80, $00, $00, $80 ;sprite 0
- .db $80, $01, $00, $88 ;sprite 1
- .db $88, $10, $00, $80 ;sprite 2
- .db $88, $11, $00, $88 ;sprite 3
- .db $90, $20, $00, $80 ;sprite 4
- .db $90, $21, $00, $88 ;sprite 5
- .db $98, $30, $00, $80 ;sprite 6
- .db $98, $31, $00, $88 ;sprite 7
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