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Nikku4211's First SNES Demo

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Nov 6th, 2017
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  1. ;==LoRom== ; We'll get to HiRom some other time.
  2.  
  3. .MEMORYMAP ; Begin describing the system architecture.
  4. SLOTSIZE $8000 ; The slot is $8000 bytes in size. More details on slots later.
  5. DEFAULTSLOT 0
  6. SLOT 0 $8000 ; Defines Slot 0's starting address.
  7. .ENDME ; End MemoryMap definition
  8.  
  9. .ROMBANKSIZE $8000 ; Every ROM bank is 32 KBytes in size
  10. .ROMBANKS 8 ; 2 Mbits - Tell WLA we want to use 8 ROM Banks
  11.  
  12. .SNESHEADER
  13. ID "SNES" ; 1-4 letter string, just leave it as "SNES"
  14.  
  15. NAME "nikku first SNES demo" ; Program Title - can't be over 21 bytes,
  16. ; "123456789012345678901" ; use spaces for unused bytes of the name.
  17.  
  18. SLOWROM
  19. LOROM
  20.  
  21. CARTRIDGETYPE $00 ; $00 = ROM only, see WLA documentation for others
  22. ROMSIZE $08 ; $08 = 2 Mbits, see WLA doc for more..
  23. SRAMSIZE $00 ; No SRAM see WLA doc for more..
  24. 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
  25. LICENSEECODE $00 ; Just use $00
  26. VERSION $00 ; $00 = 1.00, $01 = 1.01, etc.
  27. .ENDSNES
  28.  
  29. .SNESNATIVEVECTOR ; Define Native Mode interrupt vector table
  30. COP EmptyHandler
  31. BRK EmptyHandler
  32. ABORT EmptyHandler
  33. NMI VBlank
  34. IRQ EmptyHandler
  35. .ENDNATIVEVECTOR
  36.  
  37. .SNESEMUVECTOR ; Define Emulation Mode interrupt vector table
  38. COP EmptyHandler
  39. ABORT EmptyHandler
  40. NMI EmptyHandler
  41. RESET Start ; where execution starts
  42. IRQBRK EmptyHandler
  43. .ENDEMUVECTOR
  44.  
  45. .BANK 0 SLOT 0 ; Defines the ROM bank and the slot it is inserted in memory.
  46. .ORG 0 ; .ORG 0 is really $8000, because the slot starts at $8000
  47. .SECTION "EmptyVectors" SEMIFREE
  48.  
  49. EmptyHandler:
  50. rti
  51.  
  52. .ENDS
  53.  
  54. .EMPTYFILL $00 ; fill unused areas with $00, opcode for BRK.
  55. ; BRK will crash the snes if executed.
  56.  
  57. .MACRO Snes_Init
  58. sei ; Disabled interrupts
  59. clc ; clear carry to switch to native mode
  60. xce ; Xchange carry & emulation bit. native mode
  61. rep #$18 ; Binary mode (decimal mode off), X/Y 16 bit
  62. ldx #$1FFF ; set stack to $1FFF
  63. txs
  64.  
  65. jsr Init
  66. .ENDM
  67.  
  68. .bank 0
  69. .section "Snes_Init" SEMIFREE
  70. Init:
  71. sep #$30 ; X,Y,A are 8 bit numbers
  72. lda #$8F ; screen off, full brightness
  73. sta $2100 ; brightness + screen enable register
  74. stz $2101 ; Sprite register (size + address in VRAM)
  75. stz $2102 ; Sprite registers (address of sprite memory [OAM])
  76. stz $2103 ; "" ""
  77. stz $2105 ; Mode 0, = Graphic mode register
  78. stz $2106 ; noplanes, no mosaic, = Mosaic register
  79. stz $2107 ; Plane 0 map VRAM location
  80. stz $2108 ; Plane 1 map VRAM location
  81. stz $2109 ; Plane 2 map VRAM location
  82. stz $210A ; Plane 3 map VRAM location
  83. stz $210B ; Plane 0+1 Tile data location
  84. stz $210C ; Plane 2+3 Tile data location
  85. stz $210D ; Plane 0 scroll x (first 8 bits)
  86. stz $210D ; Plane 0 scroll x (last 3 bits) #$0 - #$07ff
  87. lda #$FF ; The top pixel drawn on the screen isn't the top one in the tilemap, it's the one above that.
  88. sta $210E ; Plane 0 scroll y (first 8 bits)
  89. sta $2110 ; Plane 1 scroll y (first 8 bits)
  90. sta $2112 ; Plane 2 scroll y (first 8 bits)
  91. sta $2114 ; Plane 3 scroll y (first 8 bits)
  92. lda #$07 ; Since this could get quite annoying, it's better to edit the scrolling registers to fix this.
  93. sta $210E ; Plane 0 scroll y (last 3 bits) #$0 - #$07ff
  94. sta $2110 ; Plane 1 scroll y (last 3 bits) #$0 - #$07ff
  95. sta $2112 ; Plane 2 scroll y (last 3 bits) #$0 - #$07ff
  96. sta $2114 ; Plane 3 scroll y (last 3 bits) #$0 - #$07ff
  97. stz $210F ; Plane 1 scroll x (first 8 bits)
  98. stz $210F ; Plane 1 scroll x (last 3 bits) #$0 - #$07ff
  99. stz $2111 ; Plane 2 scroll x (first 8 bits)
  100. stz $2111 ; Plane 2 scroll x (last 3 bits) #$0 - #$07ff
  101. stz $2113 ; Plane 3 scroll x (first 8 bits)
  102. stz $2113 ; Plane 3 scroll x (last 3 bits) #$0 - #$07ff
  103. lda #$80 ; increase VRAM address after writing to $2119
  104. sta $2115 ; VRAM address increment register
  105. stz $2116 ; VRAM address low
  106. stz $2117 ; VRAM address high
  107. stz $211A ; Initial Mode 7 setting register
  108. stz $211B ; Mode 7 matrix parameter A register (low)
  109. lda #$01
  110. sta $211B ; Mode 7 matrix parameter A register (high)
  111. stz $211C ; Mode 7 matrix parameter B register (low)
  112. stz $211C ; Mode 7 matrix parameter B register (high)
  113. stz $211D ; Mode 7 matrix parameter C register (low)
  114. stz $211D ; Mode 7 matrix parameter C register (high)
  115. stz $211E ; Mode 7 matrix parameter D register (low)
  116. sta $211E ; Mode 7 matrix parameter D register (high)
  117. stz $211F ; Mode 7 center position X register (low)
  118. stz $211F ; Mode 7 center position X register (high)
  119. stz $2120 ; Mode 7 center position Y register (low)
  120. stz $2120 ; Mode 7 center position Y register (high)
  121. stz $2121 ; Color number register ($0-ff)
  122. stz $2123 ; BG1 & BG2 Window mask setting register
  123. stz $2124 ; BG3 & BG4 Window mask setting register
  124. stz $2125 ; OBJ & Color Window mask setting register
  125. stz $2126 ; Window 1 left position register
  126. stz $2127 ; Window 2 left position register
  127. stz $2128 ; Window 3 left position register
  128. stz $2129 ; Window 4 left position register
  129. stz $212A ; BG1, BG2, BG3, BG4 Window Logic register
  130. stz $212B ; OBJ, Color Window Logic Register (or,and,xor,xnor)
  131. sta $212C ; Main Screen designation (planes, sprites enable)
  132. stz $212D ; Sub Screen designation
  133. stz $212E ; Window mask for Main Screen
  134. stz $212F ; Window mask for Sub Screen
  135. lda #$30
  136. sta $2130 ; Color addition & screen addition init setting
  137. stz $2131 ; Add/Sub sub designation for screen, sprite, color
  138. lda #$E0
  139. sta $2132 ; color data for addition/subtraction
  140. stz $2133 ; Screen setting (interlace x,y/enable SFX data)
  141. stz $4200 ; Enable V-blank, interrupt, Joypad register
  142. lda #$FF
  143. sta $4201 ; Programmable I/O port
  144. stz $4202 ; Multiplicand A
  145. stz $4203 ; Multiplier B
  146. stz $4204 ; Multiplier C
  147. stz $4205 ; Multiplicand C
  148. stz $4206 ; Divisor B
  149. stz $4207 ; Horizontal Count Timer
  150. stz $4208 ; Horizontal Count Timer MSB (most significant bit)
  151. stz $4209 ; Vertical Count Timer
  152. stz $420A ; Vertical Count Timer MSB
  153. stz $420B ; General DMA enable (bits 0-7)
  154. stz $420C ; Horizontal DMA (HDMA) enable (bits 0-7)
  155. stz $420D ; Access cycle designation (slow/fast rom)
  156. cli ; Enable interrupts
  157. rts
  158. .ends
  159.  
  160. VBlank: ; VBlank
  161. RTI
  162.  
  163. ;MAIN CODE HERE -nikku
  164.  
  165. Start:
  166. Snes_Init ; initialisation routine
  167.  
  168. sep #$20 ; working in 8-bit mode
  169.  
  170. lda #%10000000 ; force VBlank on
  171. sta $2100
  172.  
  173. lda #%10110011 ; upload low (first) byte
  174. sta $2122 ; change background colour
  175. lda #%00001101 ; upload high (second) byte
  176. sta $2122 ; change background colour
  177.  
  178. lda #%00001111 ; end VBlank, brightness is set to 15(100%)
  179. sta $2100
  180.  
  181. ; endless loop
  182. Forever:
  183. jmp Forever
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