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- ;==LoRom== ; We'll get to HiRom some other time.
- .MEMORYMAP ; Begin describing the system architecture.
- SLOTSIZE $8000 ; The slot is $8000 bytes in size. More details on slots later.
- DEFAULTSLOT 0
- SLOT 0 $8000 ; Defines Slot 0's starting address.
- .ENDME ; End MemoryMap definition
- .ROMBANKSIZE $8000 ; Every ROM bank is 32 KBytes in size
- .ROMBANKS 8 ; 2 Mbits - Tell WLA we want to use 8 ROM Banks
- .SNESHEADER
- ID "SNES" ; 1-4 letter string, just leave it as "SNES"
- NAME "nikku first SNES demo" ; Program Title - can't be over 21 bytes,
- ; "123456789012345678901" ; use spaces for unused bytes of the name.
- SLOWROM
- LOROM
- CARTRIDGETYPE $00 ; $00 = ROM only, see WLA documentation for others
- ROMSIZE $08 ; $08 = 2 Mbits, see WLA doc for more..
- SRAMSIZE $00 ; No SRAM see WLA doc for more..
- COUNTRY $01 ; $01 = U.S. $00 = Japan $02 = Australia, Europe, Oceania and Asia $03 = Sweden $04 = Finland $05 = Denmark $06 = France $07 = Holland $08 = Spain $09 = Germany, Austria and Switzerland $0A = Italy $0B = Hong Kong and China $0C = Indonesia $0D = Korea
- LICENSEECODE $00 ; Just use $00
- VERSION $00 ; $00 = 1.00, $01 = 1.01, etc.
- .ENDSNES
- .SNESNATIVEVECTOR ; Define Native Mode interrupt vector table
- COP EmptyHandler
- BRK EmptyHandler
- ABORT EmptyHandler
- NMI VBlank
- IRQ EmptyHandler
- .ENDNATIVEVECTOR
- .SNESEMUVECTOR ; Define Emulation Mode interrupt vector table
- COP EmptyHandler
- ABORT EmptyHandler
- NMI EmptyHandler
- RESET Start ; where execution starts
- IRQBRK EmptyHandler
- .ENDEMUVECTOR
- .BANK 0 SLOT 0 ; Defines the ROM bank and the slot it is inserted in memory.
- .ORG 0 ; .ORG 0 is really $8000, because the slot starts at $8000
- .SECTION "EmptyVectors" SEMIFREE
- EmptyHandler:
- rti
- .ENDS
- .EMPTYFILL $00 ; fill unused areas with $00, opcode for BRK.
- ; BRK will crash the snes if executed.
- .MACRO Snes_Init
- sei ; Disabled interrupts
- clc ; clear carry to switch to native mode
- xce ; Xchange carry & emulation bit. native mode
- rep #$18 ; Binary mode (decimal mode off), X/Y 16 bit
- ldx #$1FFF ; set stack to $1FFF
- txs
- jsr Init
- .ENDM
- .bank 0
- .section "Snes_Init" SEMIFREE
- Init:
- sep #$30 ; X,Y,A are 8 bit numbers
- lda #$8F ; screen off, full brightness
- sta $2100 ; brightness + screen enable register
- stz $2101 ; Sprite register (size + address in VRAM)
- stz $2102 ; Sprite registers (address of sprite memory [OAM])
- stz $2103 ; "" ""
- stz $2105 ; Mode 0, = Graphic mode register
- stz $2106 ; noplanes, no mosaic, = Mosaic register
- stz $2107 ; Plane 0 map VRAM location
- stz $2108 ; Plane 1 map VRAM location
- stz $2109 ; Plane 2 map VRAM location
- stz $210A ; Plane 3 map VRAM location
- stz $210B ; Plane 0+1 Tile data location
- stz $210C ; Plane 2+3 Tile data location
- stz $210D ; Plane 0 scroll x (first 8 bits)
- stz $210D ; Plane 0 scroll x (last 3 bits) #$0 - #$07ff
- lda #$FF ; The top pixel drawn on the screen isn't the top one in the tilemap, it's the one above that.
- sta $210E ; Plane 0 scroll y (first 8 bits)
- sta $2110 ; Plane 1 scroll y (first 8 bits)
- sta $2112 ; Plane 2 scroll y (first 8 bits)
- sta $2114 ; Plane 3 scroll y (first 8 bits)
- lda #$07 ; Since this could get quite annoying, it's better to edit the scrolling registers to fix this.
- sta $210E ; Plane 0 scroll y (last 3 bits) #$0 - #$07ff
- sta $2110 ; Plane 1 scroll y (last 3 bits) #$0 - #$07ff
- sta $2112 ; Plane 2 scroll y (last 3 bits) #$0 - #$07ff
- sta $2114 ; Plane 3 scroll y (last 3 bits) #$0 - #$07ff
- stz $210F ; Plane 1 scroll x (first 8 bits)
- stz $210F ; Plane 1 scroll x (last 3 bits) #$0 - #$07ff
- stz $2111 ; Plane 2 scroll x (first 8 bits)
- stz $2111 ; Plane 2 scroll x (last 3 bits) #$0 - #$07ff
- stz $2113 ; Plane 3 scroll x (first 8 bits)
- stz $2113 ; Plane 3 scroll x (last 3 bits) #$0 - #$07ff
- lda #$80 ; increase VRAM address after writing to $2119
- sta $2115 ; VRAM address increment register
- stz $2116 ; VRAM address low
- stz $2117 ; VRAM address high
- stz $211A ; Initial Mode 7 setting register
- stz $211B ; Mode 7 matrix parameter A register (low)
- lda #$01
- sta $211B ; Mode 7 matrix parameter A register (high)
- stz $211C ; Mode 7 matrix parameter B register (low)
- stz $211C ; Mode 7 matrix parameter B register (high)
- stz $211D ; Mode 7 matrix parameter C register (low)
- stz $211D ; Mode 7 matrix parameter C register (high)
- stz $211E ; Mode 7 matrix parameter D register (low)
- sta $211E ; Mode 7 matrix parameter D register (high)
- stz $211F ; Mode 7 center position X register (low)
- stz $211F ; Mode 7 center position X register (high)
- stz $2120 ; Mode 7 center position Y register (low)
- stz $2120 ; Mode 7 center position Y register (high)
- stz $2121 ; Color number register ($0-ff)
- stz $2123 ; BG1 & BG2 Window mask setting register
- stz $2124 ; BG3 & BG4 Window mask setting register
- stz $2125 ; OBJ & Color Window mask setting register
- stz $2126 ; Window 1 left position register
- stz $2127 ; Window 2 left position register
- stz $2128 ; Window 3 left position register
- stz $2129 ; Window 4 left position register
- stz $212A ; BG1, BG2, BG3, BG4 Window Logic register
- stz $212B ; OBJ, Color Window Logic Register (or,and,xor,xnor)
- sta $212C ; Main Screen designation (planes, sprites enable)
- stz $212D ; Sub Screen designation
- stz $212E ; Window mask for Main Screen
- stz $212F ; Window mask for Sub Screen
- lda #$30
- sta $2130 ; Color addition & screen addition init setting
- stz $2131 ; Add/Sub sub designation for screen, sprite, color
- lda #$E0
- sta $2132 ; color data for addition/subtraction
- stz $2133 ; Screen setting (interlace x,y/enable SFX data)
- stz $4200 ; Enable V-blank, interrupt, Joypad register
- lda #$FF
- sta $4201 ; Programmable I/O port
- stz $4202 ; Multiplicand A
- stz $4203 ; Multiplier B
- stz $4204 ; Multiplier C
- stz $4205 ; Multiplicand C
- stz $4206 ; Divisor B
- stz $4207 ; Horizontal Count Timer
- stz $4208 ; Horizontal Count Timer MSB (most significant bit)
- stz $4209 ; Vertical Count Timer
- stz $420A ; Vertical Count Timer MSB
- stz $420B ; General DMA enable (bits 0-7)
- stz $420C ; Horizontal DMA (HDMA) enable (bits 0-7)
- stz $420D ; Access cycle designation (slow/fast rom)
- cli ; Enable interrupts
- rts
- .ends
- VBlank: ; VBlank
- RTI
- ;MAIN CODE HERE -nikku
- Start:
- Snes_Init ; initialisation routine
- sep #$20 ; working in 8-bit mode
- lda #%10000000 ; force VBlank on
- sta $2100
- lda #%10110011 ; upload low (first) byte
- sta $2122 ; change background colour
- lda #%00001101 ; upload high (second) byte
- sta $2122 ; change background colour
- lda #%00001111 ; end VBlank, brightness is set to 15(100%)
- sta $2100
- ; endless loop
- Forever:
- jmp Forever
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