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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 ; background mirroring | |
| 5 | ||
| 6 | ||
| 7 | ;;;;;;;;;;;;;;; | |
| 8 | ||
| 9 | ||
| 10 | .bank 0 | |
| 11 | .org $C000 | |
| 12 | RESET: | |
| 13 | SEI ; disable IRQs | |
| 14 | CLD ; disable decimal mode | |
| 15 | LDX #$40 | |
| 16 | STX $4017 ; disable APU frame IRQ | |
| 17 | LDX #$FF | |
| 18 | TXS ; Set up stack | |
| 19 | INX ; now X = 0 | |
| 20 | STX $2000 ; disable NMI | |
| 21 | STX $2001 ; disable rendering | |
| 22 | STX $4010 ; disable DMC IRQs | |
| 23 | ||
| 24 | vblankwait1: ; First wait for vblank to make sure PPU is ready | |
| 25 | BIT $2002 | |
| 26 | BPL vblankwait1 | |
| 27 | ||
| 28 | clrmem: | |
| 29 | LDA #$00 | |
| 30 | STA $0000, x | |
| 31 | STA $0100, x | |
| 32 | STA $0300, x | |
| 33 | STA $0400, x | |
| 34 | STA $0500, x | |
| 35 | STA $0600, x | |
| 36 | STA $0700, x | |
| 37 | LDA #$FE | |
| 38 | STA $0200, x | |
| 39 | INX | |
| 40 | BNE clrmem | |
| 41 | ||
| 42 | vblankwait2: ; Second wait for vblank, PPU is ready after this | |
| 43 | BIT $2002 | |
| 44 | BPL vblankwait2 | |
| 45 | ||
| 46 | ||
| 47 | LoadPalettes: | |
| 48 | LDA $2002 ; read PPU status to reset the high/low latch | |
| 49 | LDA #$3F | |
| 50 | STA $2006 ; write the high byte of $3F00 address | |
| 51 | LDA #$00 | |
| 52 | STA $2006 ; write the low byte of $3F00 address | |
| 53 | LDX #$00 ; start out at 0 | |
| 54 | LoadPalettesLoop: | |
| 55 | LDA palette, x ; load data from address (palette + the value in x) | |
| 56 | ; 1st time through loop it will load palette+0 | |
| 57 | ; 2nd time through loop it will load palette+1 | |
| 58 | ; 3rd time through loop it will load palette+2 | |
| 59 | ; etc | |
| 60 | STA $2007 ; write to PPU | |
| 61 | INX ; X = X + 1 | |
| 62 | CPX #$20 ; Compare X to hex $10, decimal 16 - copying 16 bytes = 4 sprites | |
| 63 | BNE LoadPalettesLoop ; Branch to LoadPalettesLoop if compare was Not Equal to zero | |
| 64 | ; if compare was equal to 32, keep going down | |
| 65 | ||
| 66 | ||
| 67 | ||
| 68 | LoadSprites: | |
| 69 | LDX #$00 ; start at 0 | |
| 70 | LoadSpritesLoop: | |
| 71 | LDA sprites, x ; load data from address (sprites + x) | |
| 72 | STA $0200, x ; store into RAM address ($0200 + x) | |
| 73 | INX ; X = X + 1 | |
| 74 | CPX #$20 ; Compare X to hex $10, decimal 16 | |
| 75 | BNE LoadSpritesLoop ; Branch to LoadSpritesLoop if compare was Not Equal to zero | |
| 76 | ; if compare was equal to 16, keep going down | |
| 77 | ||
| 78 | ||
| 79 | ||
| 80 | LoadBackground: | |
| 81 | LDA $2002 ; read PPU status to reset the high/low latch | |
| 82 | LDA #$20 | |
| 83 | STA $2006 ; write the high byte of $2000 address | |
| 84 | LDA #$00 | |
| 85 | STA $2006 ; write the low byte of $2000 address | |
| 86 | LDX #$00 ; start out at 0 | |
| 87 | LoadBackgroundLoop: | |
| 88 | LDA background, x ; load data from address (background + the value in x) | |
| 89 | STA $2007 ; write to PPU | |
| 90 | INX ; X = X + 1 | |
| 91 | CPX #$FF ; Compare X to hex $80, decimal 128 - copying 128 bytes | |
| 92 | BNE LoadBackgroundLoop ; Branch to LoadBackgroundLoop if compare was Not Equal to zero | |
| 93 | ; if compare was equal to 128, keep going down | |
| 94 | ||
| 95 | ||
| 96 | LoadAttribute: | |
| 97 | LDA $2002 ; read PPU status to reset the high/low latch | |
| 98 | LDA #$23 | |
| 99 | STA $2006 ; write the high byte of $23C0 address | |
| 100 | LDA #$C0 | |
| 101 | STA $2006 ; write the low byte of $23C0 address | |
| 102 | LDX #$00 ; start out at 0 | |
| 103 | LoadAttributeLoop: | |
| 104 | LDA attribute, x ; load data from address (attribute + the value in x) | |
| 105 | STA $2007 ; write to PPU | |
| 106 | INX ; X = X + 1 | |
| 107 | CPX #$08 ; Compare X to hex $08, decimal 8 - copying 8 bytes | |
| 108 | BNE LoadAttributeLoop ; Branch to LoadAttributeLoop if compare was Not Equal to zero | |
| 109 | ; if compare was equal to 128, keep going down | |
| 110 | ||
| 111 | ||
| 112 | ||
| 113 | ||
| 114 | ||
| 115 | LDA #%10010000 ; enable NMI, sprites from Pattern Table 0, background from Pattern Table 1 | |
| 116 | STA $2000 | |
| 117 | ||
| 118 | LDA #%00011110 ; enable sprites, enable background, no clipping on left side | |
| 119 | STA $2001 | |
| 120 | ||
| 121 | Forever: | |
| 122 | JMP Forever ;jump back to Forever, infinite loop | |
| 123 | ||
| 124 | ||
| 125 | ||
| 126 | NMI: | |
| 127 | LDA #$00 | |
| 128 | STA $2003 ; set the low byte (00) of the RAM address | |
| 129 | LDA #$02 | |
| 130 | STA $4014 ; set the high byte (02) of the RAM address, start the transfer | |
| 131 | ||
| 132 | ||
| 133 | LatchController: | |
| 134 | LDA #$01 | |
| 135 | STA $4016 | |
| 136 | LDA #$00 | |
| 137 | STA $4016 ; tell both the controllers to latch buttons | |
| 138 | ||
| 139 | ButtonA: | |
| 140 | LDA $4016 ; player 1 - A | |
| 141 | AND #%00000001 ; look only at bit 0 | |
| 142 | BNE ButtonB | |
| 143 | ||
| 144 | ; Button stuff here | |
| 145 | ||
| 146 | ButtonB: | |
| 147 | LDA $4016 ; player 1 - B | |
| 148 | AND #%00000001 ; look only at bit 0 | |
| 149 | BNE SelectButton | |
| 150 | - | .db $98, $31, $00, $88 ;sprite 7 |
| 150 | + | |
| 151 | ; Button stuff here | |
| 152 | ||
| 153 | SelectButton: | |
| 154 | LDA $4016 ; player 1 - Select | |
| 155 | AND #%00000001 ; look only at bit 0 | |
| 156 | BNE StartButton | |
| 157 | ||
| 158 | ; Button stuff here | |
| 159 | ||
| 160 | StartButton: | |
| 161 | LDA $4016 ; player 1 - Start | |
| 162 | AND #%00000001 ; look only at bit 0 | |
| 163 | BNE UpButton | |
| 164 | ||
| 165 | ; Button stuff here | |
| 166 | ||
| 167 | UpButton: | |
| 168 | LDA $4016 ; player 1 - Up | |
| 169 | AND #%00000001 ; look only at bit 0 | |
| 170 | BNE DownButton | |
| 171 | ||
| 172 | ; Button stuff here | |
| 173 | ||
| 174 | DownButton: | |
| 175 | LDA $4016 ; player 1 - Down | |
| 176 | AND #%00000001 ; look only at bit 0 | |
| 177 | BNE LeftButton | |
| 178 | ||
| 179 | ; Button stuff here | |
| 180 | ||
| 181 | LeftButton: | |
| 182 | LDA $4016 ; player 1 - Left | |
| 183 | AND #%00000001 ; look only at bit 0 | |
| 184 | BNE RightButton | |
| 185 | LDA $0203 ; load sprite X position | |
| 186 | CLC ; make sure the carry flag is clear | |
| 187 | ADC #$01 ; A = A + 1 | |
| 188 | STA $0203 ; save sprite X position | |
| 189 | LDA $0207 ; load sprite X position | |
| 190 | CLC ; make sure the carry flag is clear | |
| 191 | ADC #$01 ; A = A + 1 | |
| 192 | STA $0207 ; save sprite X position | |
| 193 | LDA $020B ; load sprite X position | |
| 194 | CLC ; make sure the carry flag is clear | |
| 195 | ADC #$01 ; A = A + 1 | |
| 196 | STA $020B ; save sprite X position | |
| 197 | LDA $020F ; load sprite X position | |
| 198 | CLC ; make sure the carry flag is clear | |
| 199 | ADC #$01 ; A = A + 1 | |
| 200 | STA $020F ; save sprite X position | |
| 201 | LDA $0213 | |
| 202 | CLC | |
| 203 | ADC #$01 | |
| 204 | STA $0213 | |
| 205 | LDA $0217 | |
| 206 | CLC | |
| 207 | ADC #$01 | |
| 208 | STA $0217 | |
| 209 | LDA $021B | |
| 210 | CLC | |
| 211 | ADC #$01 | |
| 212 | STA $021B | |
| 213 | LDA $021F | |
| 214 | CLC | |
| 215 | ADC #$01 | |
| 216 | STA $021F | |
| 217 | ||
| 218 | RightButton: | |
| 219 | LDA $4016 ; player 1 - Right | |
| 220 | AND #%00000001 ; look only at bit 0 | |
| 221 | BNE NotRightButton | |
| 222 | LDA $0203 ; load sprite X position | |
| 223 | SEC ; make sure carry flag is set | |
| 224 | SBC #$01 ; A = A - 1 | |
| 225 | STA $0203 ; save sprite X position | |
| 226 | LDA $0207 ; load sprite X position | |
| 227 | SEC ; make sure carry flag is set | |
| 228 | SBC #$01 ; A = A - 1 | |
| 229 | STA $0207 ; save sprite X position | |
| 230 | LDA $020B ; load sprite X position | |
| 231 | SEC ; make sure carry flag is set | |
| 232 | SBC #$01 ; A = A - 1 | |
| 233 | STA $020B ; save sprite X position | |
| 234 | LDA $020F ; load sprite X position | |
| 235 | SEC ; make sure carry flag is set | |
| 236 | SBC #$01 ; A = A - 1 | |
| 237 | STA $020F ; save sprite X position | |
| 238 | LDA $0213 | |
| 239 | CLC | |
| 240 | ADC #$01 | |
| 241 | STA $0213 | |
| 242 | LDA $0217 | |
| 243 | CLC | |
| 244 | ADC #$01 | |
| 245 | STA $0217 | |
| 246 | LDA $021B | |
| 247 | CLC | |
| 248 | ADC #$01 | |
| 249 | STA $021B | |
| 250 | LDA $021F | |
| 251 | CLC | |
| 252 | ADC #$01 | |
| 253 | STA $021F | |
| 254 | ||
| 255 | NotRightButton: | |
| 256 | JMP ButtonA | |
| 257 | ||
| 258 | RTI ; return from interrupt | |
| 259 | ||
| 260 | ;;;;;;;;;;;;;; | |
| 261 | ||
| 262 | ||
| 263 | ;;;;;;;;;;;;;; | |
| 264 | ||
| 265 | ||
| 266 | ||
| 267 | .bank 1 | |
| 268 | .org $E000 | |
| 269 | palette: | |
| 270 | .db $22,$0F,$27,$26, $22,$0F,$16,$26, $22,$30,$21,$0F, $22,$27,$17,$0F ;;background palette | |
| 271 | .db $22,$0F,$27,$1A, $22,$0F,$27,$26, $22,$1C,$15,$14, $22,$02,$38,$3C ;;sprite palette | |
| 272 | ||
| 273 | sprites: | |
| 274 | ;vert tile attr horiz | |
| 275 | .db $80, $00, $00, $80 ;sprite 0 | |
| 276 | .db $80, $01, $00, $88 ;sprite 1 | |
| 277 | .db $88, $10, $00, $80 ;sprite 2 | |
| 278 | .db $88, $11, $00, $88 ;sprite 3 | |
| 279 | .db $90, $20, $00, $80 ;sprite 4 | |
| 280 | .db $90, $21, $00, $88 ;sprite 5 | |
| 281 | .db $98, $30, $00, $80 ;sprite 6 | |
| 282 | .db $98, $31, $00, $88 ;sprite 7 | |
| 283 | ||
| 284 | ||
| 285 | background: | |
| 286 | .db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;row 1 | |
| 287 | .db $24,$24,$24,$24,$24,$24,$24,$24,$08,$09,$0A,$0B,$24,$24,$24,$24 ;;first tile of sun | |
| 288 | ||
| 289 | .db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;row 2 | |
| 290 | .db $24,$24,$24,$24,$24,$24,$24,$24,$18,$19,$1A,$1B,$24,$24,$24,$24 ;;second tile of sun | |
| 291 | ||
| 292 | .db $24,$24,$24,$24,$24,$24,$01,$02,$01,$02,$24,$24,$01,$02,$01,$02 ;;row 3 | |
| 293 | .db $24,$24,$01,$02,$01,$02,$24,$24,$28,$29,$2A,$2B,$24,$24,$24,$24 ;;third tile of sun with first tile of block | |
| 294 | ||
| 295 | .db $24,$24,$24,$24,$24,$24,$11,$12,$11,$12,$24,$24,$11,$12,$11,$12 ;;row 4 | |
| 296 | .db $24,$24,$11,$12,$11,$12,$24,$24,$38,$39,$3A,$3B,$24,$24,$24,$24 ;;forth and last tile of sun with the second and last tile of block | |
| 297 | ||
| 298 | .db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;row 5 | |
| 299 | .db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;all sky | |
| 300 | ||
| 301 | .db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;row 6 | |
| 302 | .db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;all sky | |
| 303 | ||
| 304 | .db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;row 7 | |
| 305 | .db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;all sky | |
| 306 | ||
| 307 | .db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;row 8 | |
| 308 | .db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;all sky | |
| 309 | ||
| 310 | attribute: | |
| 311 | .db %00000000, %00010000, %01010000, %00010000, %00000000, %00000000, %00000000, %00110000 | |
| 312 | ||
| 313 | .db $24,$24,$24,$24, $47,$47,$24,$24 ,$47,$47,$47,$47, $47,$47,$24,$24 ,$24,$24,$24,$24 ,$24,$24,$24,$24, $24,$24,$24,$24, $55,$56,$24,$24 ;;brick bottoms | |
| 314 | ||
| 315 | ||
| 316 | ||
| 317 | .org $FFFA ;first of the three vectors starts here | |
| 318 | .dw NMI ;when an NMI happens (once per frame if enabled) the | |
| 319 | ;processor will jump to the label NMI: | |
| 320 | .dw RESET ;when the processor first turns on or is reset, it will jump | |
| 321 | ;to the label RESET: | |
| 322 | .dw 0 ;external interrupt IRQ is not used in this tutorial | |
| 323 | ||
| 324 | ||
| 325 | ;;;;;;;;;;;;;; | |
| 326 | ||
| 327 | ||
| 328 | .bank 2 | |
| 329 | .org $0000 | |
| 330 | .incbin "eddinlevel.chr" ;includes 8KB graphics file from SMB1 |