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MyScrollingASM

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Dec 21st, 2015
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  1. .inesprg 1 ; 1x 16KB PRG code
  2. .ineschr 1 ; 1x 8KB CHR data
  3. .inesmap 0 ; mapper 0 = NROM, no bank swapping
  4. .inesmir 1 ; VERT mirroring for HORIZ scrolling
  5.  
  6.  
  7. ;;;;;;;;;;;;;;;
  8.  
  9. ;; DECLARE SOME VARIABLES HERE
  10. .rsset $0000 ;;start variables at ram location 0
  11.  
  12. scroll .rs 1 ; horizontal scroll count
  13. nametable .rs 1 ; which nametable to use, 0 or 1
  14. columnLow .rs 1 ; low byte of new column address
  15. columnHigh .rs 1 ; high byte of new column address
  16. sourceLow .rs 1 ; source for column data
  17. sourceHigh .rs 1
  18. columnNumber .rs 1 ; which column of level data to draw
  19.  
  20. partialVariable .rs 1 ; fractional walking speed
  21. isLeft .rs 1 ; set if facing left
  22. isDescending .rs 1 ; set if descending
  23. isOnGround: .rs 1 ; set if on ground
  24.  
  25. ;; DECLARE SOME CONSTANTS HERE
  26.  
  27. GROUND = $C8
  28. SEMIGROUND = $C0
  29. TOP_JUMP = $80
  30.  
  31. MARIO = $0200
  32.  
  33. ;;;;;;;;;;;;
  34.  
  35. .bank 0
  36. .org $C000
  37. RESET:
  38. SEI ; disable IRQs
  39. CLD ; disable decimal mode
  40. LDX #$40
  41. STX $4017 ; disable APU frame IRQ
  42. LDX #$FF
  43. TXS ; Set up stack
  44. INX ; now X = 0
  45. STX $2000 ; disable NMI
  46. STX $2001 ; disable rendering
  47. STX $4010 ; disable DMC IRQs
  48.  
  49. vblankwait1: ; First wait for vblank to make sure PPU is ready
  50. BIT $2002
  51. BPL vblankwait1
  52.  
  53. clrmem:
  54. LDA #$00
  55. STA $0000, x
  56. STA $0100, x
  57. STA $0300, x
  58. STA $0400, x
  59. STA $0500, x
  60. STA $0600, x
  61. STA $0700, x
  62. LDA #$FE
  63. STA $0200, x
  64. INX
  65. BNE clrmem
  66.  
  67. vblankwait2: ; Second wait for vblank, PPU is ready after this
  68. BIT $2002
  69. BPL vblankwait2
  70.  
  71.  
  72. LoadPalettes:
  73. LDA $2002 ; read PPU status to reset the high/low latch
  74. LDA #$3F
  75. STA $2006 ; write the high byte of $3F00 address
  76. LDA #$00
  77. STA $2006 ; write the low byte of $3F00 address
  78. LDX #$00 ; start out at 0
  79. LoadPalettesLoop:
  80. LDA palette, x ; load data from address (palette + the value in x)
  81. STA $2007 ; write to PPU
  82. INX ; X = X + 1
  83. CPX #$20 ; Compare X to hex $10, decimal 16 - copying 16 bytes = 4 sprites
  84. BNE LoadPalettesLoop ; Branch to LoadPalettesLoop if compare was Not Equal to zero
  85. ; if compare was equal to 32, keep going down
  86.  
  87.  
  88.  
  89. LoadSprites:
  90. LDX #$00 ; start at 0
  91. LoadSpritesLoop:
  92. LDA sprites, x ; load data from address (sprites + x)
  93. STA $0200, x ; store into RAM address ($0200 + x)
  94. INX ; X = X + 1
  95. CPX #$10 ; Compare X to hex $20, decimal 16
  96. BNE LoadSpritesLoop ; Branch to LoadSpritesLoop if compare was Not Equal to zero
  97. ; if compare was equal to 16, keep going down
  98.  
  99.  
  100. InitializeNametables:
  101. LDA #$01
  102. STA nametable
  103. LDA #$00
  104. STA scroll
  105. STA columnNumber
  106. InitializeNametablesLoop:
  107. JSR DrawNewColumn ; draw bg column
  108. LDA scroll ; go to next column
  109. CLC
  110. ADC #$08
  111. STA scroll
  112. INC columnNumber
  113. LDA columnNumber ; repeat for first nametable
  114. CMP #$20
  115. BNE InitializeNametablesLoop
  116.  
  117. LDA #$00
  118. STA nametable
  119. LDA #$00
  120. STA scroll
  121. JSR DrawNewColumn ; draw first column of second nametable
  122. INC columnNumber
  123.  
  124. LDA #$00 ; set back to increment +1 mode
  125. STA $2000
  126. InitializeNametablesDone:
  127.  
  128.  
  129. InitializeAttributes:
  130. LDA #$01
  131. STA nametable
  132. LDA #$00
  133. STA scroll
  134. STA columnNumber
  135. InitializeAttributesLoop:
  136. JSR DrawNewAttributes ; draw attribs
  137. LDA scroll ; go to next column
  138. CLC
  139. ADC #$20
  140. STA scroll
  141.  
  142. LDA columnNumber ; repeat for first nametable
  143. CLC
  144. ADC #$04
  145. STA columnNumber
  146. CMP #$20
  147. BNE InitializeAttributesLoop
  148.  
  149. LDA #$00
  150. STA nametable
  151. LDA #$00
  152. STA scroll
  153. JSR DrawNewAttributes ; draw first column of second nametable
  154. InitializeAttributesDone:
  155.  
  156. LDA #$21
  157. STA columnNumber
  158.  
  159.  
  160. LDA #%10010000 ; enable NMI, sprites from Pattern Table 0, background from Pattern Table 1
  161. STA $2000
  162.  
  163. LDA #%00011110 ; enable sprites, enable background, no clipping on left side
  164. STA $2001
  165.  
  166.  
  167. ;; ----- Initialize variables -----
  168. LDA #$00
  169. STA partialVariable
  170.  
  171. LDA #%00000000
  172. STA isLeft
  173.  
  174. LDA #%00000000
  175. STA isDescending
  176.  
  177. LDA #%00000001
  178. STA isOnGround
  179.  
  180. Forever:
  181. JMP Forever ; jump back to Forever, infinite loop
  182.  
  183.  
  184. ;; ----- NMI -----
  185.  
  186. NMI:
  187.  
  188. LDA #$00
  189. STA $2003
  190. LDA #$02
  191. STA $4014 ; sprite DMA from $0200
  192.  
  193. ; run other game graphics updating code here
  194.  
  195. LDA #$00
  196. STA $2006 ; clean up PPU address registers
  197. STA $2006
  198.  
  199. LDA scroll
  200. STA $2005 ; write the horizontal scroll count register
  201.  
  202. LDA #$00 ; no vertical scrolling
  203. STA $2005
  204.  
  205.  
  206. ;; ------------------------------------------------------------------------------
  207. ;; This is the PPU clean up section, so rendering the next frame starts properly.
  208. ;; ------------------------------------------------------------------------------
  209.  
  210. LDA #%10010000 ; enable NMI, sprites from Pattern Table 0, background from Pattern Table 1
  211. ORA nametable ; select correct nametable for bit 0
  212. STA $2000
  213.  
  214. LDA #%00011110 ; enable sprites, enable background, no clipping on left side
  215. STA $2001
  216.  
  217. ; run normal game engine code here
  218. ; reading from controllers, etc
  219.  
  220. ;; --------------------------------
  221. ;; ---------- CONTROLLER ----------
  222. ;; --------------------------------
  223.  
  224. LatchController:
  225. LDA #$01
  226. STA $4016
  227. LDA #$00
  228. STA $4016 ; tell both the controllers to latch buttons
  229.  
  230. ReadA: ; ----- BUTTON A (JUMP) -----
  231. LDA $4016 ; player 1 - A
  232. AND #%00000001 ; only look at bit 0
  233. BEQ DescendNow ; branch to DescendNow if button is NOT pressed (0)
  234. ; add instructions here to do something when button IS pressed (1)
  235.  
  236. LDA MARIO
  237. CMP #TOP_JUMP
  238. BEQ DescendNow
  239.  
  240. LDA isDescending
  241. CMP #%00000001
  242. BEQ DescendNow
  243.  
  244. JSR Jump
  245. LDA #$00
  246. CMP #$00
  247. BEQ ReadADone ; branch always
  248.  
  249. DescendNow:
  250. LDA MARIO
  251. CMP #SEMIGROUND
  252. BEQ JumpDescend
  253.  
  254. LDA #%00000001
  255. STA isDescending
  256.  
  257. JumpDescend:
  258. JSR Descend
  259.  
  260. ReadADone: ; handling this button is done
  261.  
  262.  
  263.  
  264. ReadB:
  265. LDA $4016 ; player 1 - B
  266. AND #%00000001 ; only look at bit 0
  267. BEQ ReadBDone ; branch to ReadBDone if button is NOT pressed (0)
  268. ; add instructions here to do something when button IS pressed (1)
  269.  
  270. ReadBDone: ; handling this button is done
  271.  
  272.  
  273. ReadSelect:
  274. LDA $4016
  275. AND #%00000001
  276. BEQ ReadSelectDone
  277.  
  278. ReadSelectDone:
  279.  
  280.  
  281.  
  282. ReadStart:
  283. LDA $4016
  284. AND #$00000001
  285. BEQ ReadStartDone
  286.  
  287. ReadStartDone:
  288.  
  289.  
  290. ReadUp:
  291. LDA $4016
  292. AND #$00000001
  293. BEQ ReadUpDone
  294.  
  295. ReadUpDone:
  296.  
  297.  
  298.  
  299. ReadDown:
  300. LDA $4016
  301. AND #%00000001
  302. BEQ ReadDownDone
  303.  
  304. ReadDownDone:
  305.  
  306.  
  307.  
  308. ReadLeft: ; ----- LEFT BUTTON -----
  309. LDA $4016
  310. AND #%00000001
  311. BEQ NotWalkingLeft
  312.  
  313. LDA #%00000001
  314. STA isLeft ; left
  315.  
  316. LDA #$33 ; load walking sprites
  317. STA $0201
  318. LDA #$32
  319. STA $0205
  320. LDA #$43
  321. STA $0209
  322. LDA #$42
  323. STA $020D
  324.  
  325. LDA #%01000000 ; unflip
  326. STA $0202
  327. STA $0206
  328. STA $020A
  329. STA $020E
  330.  
  331. LDA isOnGround
  332. CMP #%00000001
  333. BEQ OnGroundLeft
  334.  
  335. LDA #$41 ; load jumping sprites
  336. STA $0201
  337. LDA #$32
  338. STA $0205
  339. LDA #$43
  340. STA $0209
  341. LDA #$42
  342. STA $020D
  343. LDA #%01000000
  344. STA $0202
  345. STA $0206
  346. STA $020A
  347. STA $020E
  348.  
  349. OnGroundLeft:
  350. LDX #$03
  351. LDY partialVariable
  352.  
  353. ButtonLeftLoop:
  354. TYA
  355. SEC
  356. SBC #$20 ; fractionary speed
  357. STA partialVariable
  358. LDA MARIO, X ; load sprite X position
  359. SBC #$01 ; integer speed
  360. STA MARIO, X ; save sprite X position
  361. INX
  362. INX
  363. INX
  364. INX
  365. CPX #$13
  366. BNE ButtonLeftLoop
  367.  
  368. LDA #$00
  369. CMP #$00
  370. BEQ ReadLeftDone ; branch always
  371.  
  372. NotWalkingLeft: ; only when on ground and left
  373.  
  374. LDA isOnGround
  375. CMP #%00000001
  376. BNE ReadLeftDone
  377.  
  378. LDA isLeft
  379. CMP #%00000001
  380. BNE ReadLeftDone
  381.  
  382. LDA #$33 ; load static left sprites
  383. STA $0201
  384. LDA #$32
  385. STA $0205
  386. LDA #$4F
  387. STA $0209
  388. STA $020D
  389.  
  390. LDA #%0000000 ; flip
  391. STA $020A
  392. LDA #%01000000
  393. STA $0202
  394. STA $0206
  395. STA $020E
  396.  
  397. ReadLeftDone:
  398.  
  399.  
  400.  
  401.  
  402. ReadRight: ; ----- RIGHT BUTTON -----
  403. LDA $4016
  404. AND #$00000001
  405. BEQ NotWalkingRight
  406.  
  407. ; background scrolling
  408. JSR Scrolling
  409.  
  410. ; MARIO ACTIONS
  411.  
  412. LDA #%00000000
  413. STA isLeft ; not left
  414.  
  415. LDA #$32 ; load walking sprites
  416. STA $0201
  417. LDA #$33
  418. STA $0205
  419. LDA #$42
  420. STA $0209
  421. LDA #$43
  422. STA $020D
  423.  
  424. LDA #%00000000 ; unflip
  425. STA $0202
  426. STA $0206
  427. STA $020A
  428. STA $020E
  429.  
  430. LDA isOnGround
  431. CMP #%00000001
  432. BEQ OnGroundRight
  433.  
  434. LDA #$32 ; load jumping sprites
  435. STA $0201
  436. LDA #$41
  437. STA $0205
  438. LDA #$42
  439. STA $0209
  440. LDA #$43
  441. STA $020D
  442. LDA #%00000000
  443. STA $0202
  444. STA $0206
  445. STA $020A
  446. STA $020E
  447.  
  448.  
  449. OnGroundRight:
  450. LDX #$03
  451. LDY partialVariable
  452.  
  453. ButtonRightLoop:
  454. TYA
  455. CLC
  456. ADC #$20 ; fractionary speed
  457. STA partialVariable
  458. LDA MARIO, X ; load sprite X position
  459. ADC #$01 ; integer speed
  460. STA MARIO, X ; save sprite X position
  461. INX
  462. INX
  463. INX
  464. INX
  465. CPX #$13
  466. BNE ButtonRightLoop
  467.  
  468. LDA #$00
  469. CMP #$00
  470. BEQ ReadRightDone ; branch always
  471.  
  472.  
  473. NotWalkingRight: ; only when on ground and not left
  474.  
  475. LDA isOnGround
  476. CMP #%00000001
  477. BNE ReadRightDone
  478.  
  479. LDA isLeft
  480. CMP #%00000001
  481. BEQ ReadRightDone
  482.  
  483. LDA #$32 ; load static sprites
  484. STA $0201
  485. LDA #$33
  486. STA $0205
  487. LDA #$4F
  488. STA $0209
  489. STA $020D
  490.  
  491. LDA #%00000000 ; unflip
  492. STA $0202
  493. STA $0206
  494. STA $020A
  495. LDA #%01000000
  496. STA $020E
  497.  
  498. ReadRightDone:
  499.  
  500. RTI ; return from interrupt
  501.  
  502.  
  503.  
  504.  
  505.  
  506.  
  507.  
  508.  
  509. ;; ---------------------------------
  510. ;; ---------- SUBROUTINES ----------
  511. ;; ---------------------------------
  512.  
  513. ;; ----- SCROLLING -----
  514.  
  515. Scrolling:
  516.  
  517. INC scroll
  518.  
  519. NTSwapCheck:
  520. LDA scroll ; check if the scroll just wrapped from 255 to 0
  521. BNE NTSwapCheckDone
  522. NTSwap:
  523. LDA nametable ; load current nametable number (0 or 1)
  524. EOR #$01 ; exclusive OR of bit 0 will flip that bit
  525. STA nametable ; so if nametable was 0, now 1
  526. ; if nametable was 1, now 0
  527. NTSwapCheckDone:
  528.  
  529. NewAttribCheck:
  530. LDA scroll
  531. AND #%00011111 ; check for multiple of 32
  532. BNE NewAttribCheckDone ; if low 5 bits = 0, time to write new attribute bytes
  533. jsr DrawNewAttributes
  534. NewAttribCheckDone:
  535.  
  536. NewColumnCheck:
  537. LDA scroll
  538. AND #%00000111 ; throw away higher bits to check for multiple of 8
  539. BNE NewColumnCheckDone ; done if lower bits != 0
  540. JSR DrawNewColumn ; if lower bits = 0, time for new column
  541.  
  542. lda columnNumber
  543. clc
  544. adc #$01 ; go to next column
  545. and #%01111111 ; only 128 columns of data, throw away top bit to wrap
  546. sta columnNumber
  547. NewColumnCheckDone:
  548.  
  549. RTS
  550.  
  551. DrawNewColumn:
  552. LDA scroll ; calculate new column address using scroll register
  553. LSR A
  554. LSR A
  555. LSR A ; shift right 3 times = divide by 8
  556. STA columnLow ; $00 to $1F, screen is 32 tiles wide
  557.  
  558. LDA nametable ; calculate new column address using current nametable
  559. EOR #$01 ; invert low bit, A = $00 or $01
  560. ASL A ; shift up, A = $00 or $02
  561. ASL A ; $00 or $04
  562. CLC
  563. ADC #$20 ; add high byte of nametable base address ($2000)
  564. STA columnHigh ; now address = $20 or $24 for nametable 0 or 1
  565.  
  566. LDA columnNumber ; column number * 32 = column data offset
  567. ASL A
  568. ASL A
  569. ASL A
  570. ASL A
  571. ASL A
  572. STA sourceLow
  573. LDA columnNumber
  574. LSR A
  575. LSR A
  576. LSR A
  577. STA sourceHigh
  578.  
  579. LDA sourceLow ; column data start + offset = address to load column data from
  580. CLC
  581. ADC #LOW(columnData)
  582. STA sourceLow
  583. LDA sourceHigh
  584. ADC #HIGH(columnData)
  585. STA sourceHigh
  586.  
  587. DrawColumn:
  588. LDA #%00000100 ; set to increment +32 mode
  589. STA $2000
  590.  
  591. LDA $2002 ; read PPU status to reset the high/low latch
  592. LDA columnHigh
  593. STA $2006 ; write the high byte of column address
  594. LDA columnLow
  595. STA $2006 ; write the low byte of column address
  596. LDX #$1E ; copy 30 bytes
  597. LDY #$00
  598. DrawColumnLoop:
  599. LDA [sourceLow], y
  600. STA $2007
  601. INY
  602. DEX
  603. BNE DrawColumnLoop
  604.  
  605. RTS
  606.  
  607.  
  608. DrawNewAttributes:
  609. LDA nametable
  610. EOR #$01 ; invert low bit, A = $00 or $01
  611. ASL A ; shift up, A = $00 or $02
  612. ASL A ; $00 or $04
  613. CLC
  614. ADC #$23 ; add high byte of attribute base address ($23C0)
  615. STA columnHigh ; now address = $23 or $27 for nametable 0 or 1
  616.  
  617. LDA scroll
  618. LSR A
  619. LSR A
  620. LSR A
  621. LSR A
  622. LSR A
  623. CLC
  624. ADC #$C0
  625. STA columnLow ; attribute base + scroll / 32
  626.  
  627. LDA columnNumber ; (column number / 4) * 8 = column data offset
  628. AND #%11111100
  629. ASL A
  630. STA sourceLow
  631. LDA columnNumber
  632. LSR A
  633. LSR A
  634. LSR A
  635. LSR A
  636. LSR A
  637. LSR A
  638. LSR A
  639. STA sourceHigh
  640.  
  641. LDA sourceLow ; column data start + offset = address to load column data from
  642. CLC
  643. ADC #LOW(attribData)
  644. STA sourceLow
  645. LDA sourceHigh
  646. ADC #HIGH(attribData)
  647. STA sourceHigh
  648.  
  649. LDY #$00
  650. LDA $2002 ; read PPU status to reset the high/low latch
  651. DrawNewAttributesLoop
  652. LDA columnHigh
  653. STA $2006 ; write the high byte of column address
  654. LDA columnLow
  655. STA $2006 ; write the low byte of column address
  656. LDA [sourceLow], y ; copy new attribute byte
  657. STA $2007
  658.  
  659. INY
  660. CPY #$08 ; copy 8 attribute bytes
  661. BEQ DrawNewAttributesLoopDone
  662.  
  663. LDA columnLow ; next attribute byte is at address + 8
  664. CLC
  665. ADC #$08
  666. STA columnLow
  667. JMP DrawNewAttributesLoop
  668. DrawNewAttributesLoopDone:
  669.  
  670. RTS
  671.  
  672.  
  673. ;; ----- MARIO ACTIONS -----
  674.  
  675. Jump:
  676.  
  677. LDA #%00000000
  678. STA isOnGround ; false
  679.  
  680. LDA #$32 ; load right sprites
  681. STA $0201
  682. LDA #$41
  683. STA $0205
  684. LDA #$42
  685. STA $0209
  686. LDA #$43
  687. STA $020D
  688. LDA #%00000000
  689. STA $0202
  690. STA $0206
  691. STA $020A
  692. STA $020E
  693.  
  694. LDA isLeft
  695. CMP #%00000001
  696. BNE NotLeft
  697.  
  698. LDA #$41 ; load left sprites
  699. STA $0201
  700. LDA #$32
  701. STA $0205
  702. LDA #$43
  703. STA $0209
  704. LDA #$42
  705. STA $020D
  706. LDA #%01000000
  707. STA $0202
  708. STA $0206
  709. STA $020A
  710. STA $020E
  711.  
  712. NotLeft:
  713. LDA MARIO
  714. CMP #TOP_JUMP
  715. BEQ Return
  716.  
  717. LDX #$00
  718. SpriteUpLoop:
  719. LDA MARIO, x ; load sprite Y position
  720. SEC ; make sure carry flag is set
  721. SBC #$02 ; jump speed
  722. STA MARIO, x ; save sprite Y position
  723. INX
  724. INX
  725. INX
  726. INX
  727. CPX #$10
  728. BNE SpriteUpLoop
  729.  
  730. Return:
  731. RTS
  732.  
  733.  
  734. Descend:
  735.  
  736. LDA isOnGround
  737. CMP #%00000001
  738. BEQ DescendReturn
  739.  
  740. StepDown:
  741. LDX #$00
  742. SpriteDownLoop:
  743. LDA MARIO, x ; load sprite Y position
  744. CLC ; make sure carry flag is clear
  745. ADC #$02 ; descend speed
  746. STA MARIO, x ; save sprite Y position
  747. INX
  748. INX
  749. INX
  750. INX
  751. CPX #$10
  752. BNE SpriteDownLoop
  753. ;JSR vblankwait
  754.  
  755. LDA MARIO
  756. CMP #SEMIGROUND
  757. BNE DescendReturn
  758.  
  759. JSR OnGround
  760.  
  761. DescendReturn
  762. RTS
  763.  
  764.  
  765. OnGround:
  766. LDA #%00000001
  767. STA isOnGround ; true
  768.  
  769. LDA #%00000000
  770. STA isDescending ;false
  771.  
  772. LDA #$32 ; restore right sprites
  773. STA $0201
  774. LDA #$33
  775. STA $0205
  776. LDA #$4F
  777. STA $0209
  778. STA $020D
  779. LDA #%00000000
  780. STA $0202
  781. STA $0206
  782. STA $020A
  783. LDA #%01000000
  784. STA $020E
  785.  
  786. LDA isLeft
  787. CMP #%00000001
  788. BNE NotDescending
  789.  
  790. LDA #$33 ; restore left sprites
  791. STA $0201
  792. LDA #$32
  793. STA $0205
  794. LDA #$4F
  795. STA $0209
  796. STA $020D
  797. LDA #%01000000
  798. STA $0202
  799. STA $0206
  800. STA $020E
  801. LDA #%00000000
  802. STA $020A
  803.  
  804. NotDescending:
  805. LDA #%00000000
  806. STA isDescending
  807. RTS
  808.  
  809.  
  810. ;;;;;;;;;;;;;;
  811.  
  812. .bank 1
  813. .org $E000
  814. palette:
  815. .db $22,$29,$1A,$0F, $22,$36,$17,$0F, $22,$30,$21,$0F, $22,$27,$17,$0F ;;background palette
  816. .db $22,$16,$27,$18, $22,$1A,$30,$27, $22,$16,$30,$27, $22,$0F,$36,$17 ;;sprite palette
  817.  
  818. sprites:
  819. ;vert tile attr horiz
  820. .db SEMIGROUND, $32, $00, $40 ;sprite 0
  821. .db SEMIGROUND, $33, $00, $48 ;sprite 1
  822. .db GROUND, $4F, $00, $40 ;sprite 2
  823. .db GROUND, $4F, $40, $48 ;sprite 3
  824.  
  825.  
  826. columnData:
  827. .incbin "SMBlevel.bin"
  828.  
  829. attribData:
  830. .incbin "SMBattrib.bin"
  831.  
  832. .org $FFFA ;first of the three vectors starts here
  833. .dw NMI ;when an NMI happens (once per frame if enabled) the
  834. ;processor will jump to the label NMI:
  835. .dw RESET ;when the processor first turns on or is reset, it will jump
  836. ;to the label RESET:
  837. .dw 0 ;external interrupt IRQ is not used in this tutorial
  838.  
  839.  
  840. ;;;;;;;;;;;;;;
  841.  
  842.  
  843. .bank 2
  844. .org $0000
  845. .incbin "mario.chr" ;includes 8KB graphics file from SMB1
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