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- .inesprg 1 ; 1x 16KB PRG code
- .ineschr 1 ; 1x 8KB CHR data
- .inesmap 0 ; mapper 0 = NROM, no bank swapping
- .inesmir 1 ; background mirroring
- ;;;;;;;;;;;;;;;
- variables:
- .rsset $0000 ;put starting location at 0000
- .rs score1 1 ;reserve 1 byte for var score1 at $0000
- .rs score2 1 ;reserve 1 byte for var score2 at $0001
- .rs marioflip 1 ;reserve 1 byte for var at $0002
- ;;;;;;;;;;;;;;;;;;
- .bank 0
- .org $C000
- RESET:
- SEI ; disable IRQs
- CLD ; disable decimal mode
- LDX #$40
- STX $4017 ; disable APU frame IRQ
- LDX #$FF
- TXS ; Set up stack
- INX ; now X = 0
- STX $2000 ; disable NMI
- STX $2001 ; disable rendering
- STX $4010 ; disable DMC IRQs
- VAR SETTING
- STX marioflip ;store 0 in var
- vblankwait1: ; First wait for vblank to make sure PPU is ready
- BIT $2002
- BPL vblankwait1
- clrmem:
- LDA #$00
- STA $0000, x
- STA $0100, x
- STA $0300, x
- STA $0400, x
- STA $0500, x
- STA $0600, x
- STA $0700, x
- LDA #$FE
- STA $0200, x ;move all sprites off screen
- INX
- BNE clrmem
- vblankwait2: ; Second wait for vblank, PPU is ready after this
- BIT $2002
- BPL vblankwait2
- ; ************** NEW CODE ****************
- LoadPalettes:
- LDA $2002 ; read PPU status to reset the high/low latch
- LDA #$3F
- STA $2006 ; write the high byte of $3F00 address
- LDA #$00
- STA $2006 ; write the low byte of $3F00 address
- LDX #$00
- LoadPalettesLoop:
- LDA palette, x ;load palette byte
- STA $2007 ;write to PPU
- INX ;set index to next byte
- CPX #$20
- BNE LoadPalettesLoop ;if x = $20, 32 bytes copied, all done
- LDX #$00
- LoadSprites:
- LDA sprites, x ;load sprite byte
- STA $0200, x ;write to PPU
- INX ;set index to next byte
- CPX #$10
- BNE LoadSprites ;if x = $10, 16 bytes copied, all done
- LoadBackground:
- LDA $2002 ; read PPU status to reset the high/low latch
- LDA #$20
- STA $2006 ; write the high byte of $2000 address
- LDA #$00
- STA $2006 ; write the low byte of $2000 address
- LDX #$00 ; start out at 0
- LDY #$00
- LoadBackgroundLoop:
- LDA nametable, x ; load data from address (background + the value in x)
- STA $2007 ; write to PPU
- INX ; X = X + 1
- CPX #$00 ; Compare X to hex $00, decimal 256 - copying 256 bytes
- BNE LoadBackgroundLoop ; Branch to LoadBackgroundLoop if compare was Not Equal to zero
- ; if compare was equal to 128, keep going down
- LoadAttribute:
- LDA $2002 ; read PPU status to reset the high/low latch
- LDA #$23
- STA $2006 ; write the high byte of $23C0 address
- LDA #$C0
- STA $2006 ; write the low byte of $23C0 address
- LDX #$00 ; start out at 0
- LoadAttributeLoop:
- LDA attribute, x ; load data from address (attribute + the value in x)
- STA $2007 ; write to PPU
- INX ; X = X + 1
- CPX #$08 ; Compare X to hex $08, decimal 8 - copying 8 bytes
- BNE LoadAttributeLoop
- LDA #%10010000 ; NMI: enable sprites & backgrounds
- STA $2000
- LDA #%00011110 ; enable sprites & background rendering
- STA $2001
- LDA #$00 ;no scrolling at the end of NMI
- STA $2005
- STA $2005
- Forever:
- JMP Forever ;jump back to Forever, infinite loop
- NMI:
- LDA #$00
- STA $2003 ; set the low byte (00) of the RAM address
- LDA #$02
- STA $4014 ; set the high byte (02) of the RAM address, start the transfer
- jmp controllerlatch
- controllerlatch:
- LDA #$01
- STA $4016
- LDA #$00
- STA $4016 ; tell both the controllers to latch buttons
- readA:
- LDA $4016 ; player 1 - A
- AND #%00000001
- ;BEQ A_skip
- A_skip:
- readB:
- LDA $4016 ; player 1 - B
- AND #%00000001
- ;BEQ B_skip
- B_skip:
- readSELECT:
- LDA $4016 ; player 1 - Select
- AND #%00000001
- ;BEQ SELECT_skip
- SELECT_skip:
- readSTART:
- LDA $4016 ; player 1 - Start
- AND #%00000001
- ;BEQ START_skip
- START_skip:
- readUP:
- LDA $4016 ; player 1 - Up
- AND #%00000001
- ;BEQ UP_skip
- UP_skip:
- readDOWN:
- LDA $4016 ; player 1 - Down
- AND #%00000001
- ;BEQ DOWN_skip
- DOWN_skip:
- readLEFT:
- LDA $4016 ; player 1 - Left
- AND #%00000001
- BEQ LEFT_skip
- ;under here it is pressed
- LDA #%01000000 ;here flip sprites
- STA $202
- STA $206
- STA $20A
- STA $20E
- CPY #$01
- BEQ skipReposition
- LDA $207 ;;;;
- SEC
- SBC #$08
- STA $207
- LDA $20F
- SEC
- SBC #$08
- STA $20F ;;;;
- LDA $203
- CLC
- ADC #$08
- STA $203 ;;;;
- LDA $20B
- CLC
- ADC #$08
- STA $20B ;;;;
- INY
- skipReposition:
- LDX #$00 ;reset x counter
- LDA #$01
- STA marioflip ;set bool var for sprites flipping to 1
- LDA $0203 ; load sprite X (horizontal) position
- SEC ; make sure the carry flag is set
- SBC #$01 ; A = A + 1
- STA $0203 ; save sprite X (horizontal) position
- LDA $0207 ; load sprite X (horizontal) position
- SEC ; make sure the carry flag is set
- SBC #$01 ; A = A + 1
- STA $0207 ; save sprite X (horizontal) position
- LDA $020B ; load sprite X (horizontal) position
- SEC ; make sure the carry flag is set
- SBC #$01 ; A = A + 1
- STA $020B ; save sprite X (horizontal) position
- LDA $020F ; load sprite X (horizontal) position
- SEC ; make sure the carry flag is set
- SBC #$01 ; A = A + 1
- STA $020F ; save sprite X (horizontal) position
- LEFT_skip:
- readRIGHT:
- LDA $4016 ; player 1 - Right
- AND #%00000001
- BEQ RIGHT_skip
- ;under here it is pressed
- LDA #%00000000 ;here flip sprites
- STA $202
- STA $206
- STA $20A
- STA $20E
- CPX #$01
- BEQ skipReposition2
- LDA marioflip ;bool var for sprite flip
- CMP #$00
- BEQ skipReposition2
- LDA $207 ;;;;
- CLC
- ADC #$08
- STA $207
- LDA $20F
- CLC
- ADC #$08
- STA $20F ;;;;
- LDA $203
- SEC
- SBC #$08
- STA $203 ;;;;
- LDA $20B
- SEC
- SBC #$08
- STA $20B ;;;;
- INX
- skipReposition2:
- LDY #$00 ;reset y counter
- LDA #$01
- STA marioflip ;set bool var for sprites flipping to 1
- LDA $0203 ; load sprite X (horizontal) position
- CLC ; make sure the carry flag is set
- ADC #$01 ; A = A + 1
- STA $0203 ; save sprite X (horizontal) position
- LDA $0207 ; load sprite X (horizontal) position
- CLC ; make sure the carry flag is set
- ADC #$01 ; A = A + 1
- STA $0207 ; save sprite X (horizontal) position
- LDA $020B ; load sprite X (horizontal) position
- CLC ; make sure the carry flag is set
- ADC #$01 ; A = A + 1
- STA $020B ; save sprite X (horizontal) position
- LDA $020F ; load sprite X (horizontal) position
- CLC ; make sure the carry flag is set
- ADC #$01 ; A = A + 1
- STA $020F ; save sprite X (horizontal) position
- RIGHT_skip:
- RTI ; return from interrupt
- ;;;;;;;;;;;;;;
- .bank 1
- .org $E000
- palette:
- .db $29,$16,$22,$38,$0F,$02,$38,$3C,$0F,$1C,$15,$14,$0F,$02,$38,$3C ;background palette
- .db $0F,$17,$36,$08,$0F,$02,$38,$3C,$0F,$1C,$15,$14,$0F,$02,$38,$3C ;sprite palette
- sprites:
- .db $80, $32, $00, $80 ;sprite 0
- .db $80, $33, $00, $88 ;sprite 1
- .db $88, $34, $00, $80 ;sprite 2
- .db $88, $35, $00, $88 ;sprite 3
- nametable: ;all background in 1 screen
- .db $55,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;row 1
- .db $55,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;all sky ($24 = sky)
- .db $24,$19,$15,$0A,$22,$0E,$1B,$24,$01,$24,$1C,$1D,$0A,$1B,$1D,$24 ;;row 2
- .db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;all sky
- .db $24,$24,$24,$24,$45,$45,$24,$24,$45,$45,$45,$45,$45,$45,$24,$24 ;;row 3
- .db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$53,$54,$24,$24 ;;some brick tops
- .db $24,$24,$24,$24,$47,$47,$24,$24,$47,$47,$47,$47,$47,$47,$24,$24 ;;row 4
- .db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$55,$56,$24,$24 ;;brick bottoms
- .db $25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25 ;;floor
- .db $25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25 ;;floor
- .db $25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25 ;;floor
- .db $25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25 ;;floor
- .db $25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25 ;;floor
- .db $25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25 ;;floor
- .db $25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25 ;;floor
- .db $25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25 ;;floor
- .db $25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25 ;;floor
- .db $25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25 ;;floor
- .db $25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25 ;;floor
- .db $25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25 ;;floor
- .db $25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25 ;;floor
- .db $25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25 ;;floor
- .db $25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25 ;;floor
- .db $25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25 ;;floor
- .db $25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25 ;;floor
- .db $25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25 ;;floor
- .db $25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25 ;;floor
- .db $25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25 ;;floor
- .db $25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25 ;;floor
- .db $25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25 ;;floor
- .db $25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25 ;;floor
- .db $25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25 ;;floor
- .db $25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25 ;;floor
- .db $25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25 ;;floor
- .db $25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25 ;;floor
- .db $25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25 ;;floor
- .db $25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25 ;;floor
- .db $25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25 ;;floor
- .db $25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25 ;;floor
- .db $25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25 ;;floor
- .db $25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25 ;;floor
- .db $25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25 ;;floor
- .db $25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25 ;;floor
- .db $25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25 ;;floor
- .db $25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25 ;;floor
- .db $25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25 ;;floor
- .db $25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25 ;;floor
- .db $25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25,$25 ;;floor
- attribute: ;nametable's attribute
- .db %00000000, %00010000, %0010000, %00010000, %00000000, %00000000, %00000000, %00110000
- .org $FFFA ;first of the three vectors starts here
- .dw NMI ;when an NMI happens (once per frame if enabled) the
- ;processor will jump to the label NMI:
- .dw RESET ;when the processor first turns on or is reset, it will jump
- ;to the label RESET:
- .dw 0 ;external interrupt IRQ is not used in this tutorial
- ;;;;;;;;;;;;;;
- .bank 2
- .org $0000
- .incbin "mario.chr" ;includes 8KB graphics file from SMB1
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