2022-06-13 16:00:17 -07:00
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.p816
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.smart
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.include "macros.inc"
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.include "registers.inc"
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2022-06-16 13:40:58 -07:00
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.include "keys.inc"
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2022-06-13 16:00:17 -07:00
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.include "header.asm"
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2022-06-16 14:33:46 -07:00
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.segment "ZEROPAGE"
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nmi_count: .res 2
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2022-06-17 20:00:00 -07:00
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.segment "BSS"
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oam_lo_buffer: .res 512
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oam_hi_buffer: .res 32
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oam_buffer_end:
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2022-06-13 16:00:17 -07:00
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.segment "CODE"
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VRAM_CHARS = $0000
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VRAM_BG1 = $1000
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2022-06-13 16:00:17 -07:00
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start:
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.include "init.asm"
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; Set up the color palette
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stz CGADD
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; Color 0 - black
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lda #$00
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sta CGDATA
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lda #$00
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sta CGDATA
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; Color 1 - red
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lda #$1f
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sta CGDATA
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lda #$00
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sta CGDATA
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; Color 2 - green
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lda #$e0
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sta CGDATA
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lda #$03
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sta CGDATA
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; Color 3 - blue
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lda #$00
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sta CGDATA
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lda #$7c
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sta CGDATA
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; Set up sprite palette
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lda #128 ;sprite palettes begin at cgdata index 128
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sta CGADD
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stz CGDATA
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stz CGDATA
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lda #$1f
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sta CGDATA
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stz CGDATA
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; Graphics mode 0, 8x8 tiles
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stz BGMODE
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; Set BG1 and tile map and character data
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lda #>VRAM_BG1
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sta BG1SC
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lda #VRAM_CHARS
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sta BG12NBA
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; Load character data into VRAM
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lda #$80
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sta VMAIN
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ldx #VRAM_CHARS
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stx VMADDL
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; Set DMA source flags
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lda #%00000001
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sta DMAP0
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; DMA destination VMDATAL register
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lda #<VMDATAL
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sta BBAD0
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; Set starting address to charset
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ldx #.loword(charset)
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stx A1T0L
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lda #^charset
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sta A1B0
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; Write to charset_end bytes
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ldx #(charset_end - charset)
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stx DAS0L
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; actually kick off the DMA
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lda #1
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sta MDMAEN
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; @charset_loop:
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; lda charset,x
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; sta VMDATAL
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; inx
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; lda charset,x
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; sta VMDATAH
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; inx
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; cpx #(charset_end - charset)
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; bne @charset_loop
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; Manually clear screen
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ldx #(VRAM_BG1)
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@loop:
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stx VMADDL
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lda #$00
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sta VMDATAL
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stz VMDATAH
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inx
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cpx #(VRAM_BG1 + 32 * 29)
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bne @loop
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; write tile to position (1, 1)
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TILE_X = 1
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TILE_Y = 1
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ldx #(VRAM_BG1 + (TILE_Y * 32) + TILE_X)
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stx VMADDL
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lda #$01 ; tile number
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sta VMDATAL
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stz VMDATAH
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; Show bg1 + sprites
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lda #%00010001
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sta TM
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lda #$0f
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sta INIDISP
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lda #$0
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sta OBSEL
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ldx #0
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@zero_oam:
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stz oam_lo_buffer, x
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inx
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cpx #(oam_buffer_end - oam_lo_buffer)
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bne @zero_oam
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lda #%10000001
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sta NMITIMEN
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mainloop:
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lda nmi_count
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nmi_check:
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wai
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cmp nmi_count
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beq nmi_check
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; set sprite 0 X position
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ldx #$42
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stx oam_lo_buffer
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; set sprite 0 Y position
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ldx #$69
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stx oam_lo_buffer + 1
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; Set sprite 0 to priority 3 and tile 0x01
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ldx #((%00110000 << 8) | $0001)
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stx oam_lo_buffer + 2
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; Set sprite 0 to be large (16x16)
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lda #%00000010
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sta oam_hi_buffer
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; Copy OAM data via DMA
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stz OAMADDL
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lda #$0
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sta DMAP1
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lda #<OAMDATA
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sta BBAD1
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ldx #.loword(oam_lo_buffer)
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stx A1B1
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ldx #(oam_buffer_end - oam_lo_buffer)
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stx DAS1L
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lda #%00000010
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sta MDMAEN
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lda JOY1L
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bit #JOYL_L
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beq down_not_pressed
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; write tile 2 to position (4, 8)
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TILE_X2= 4
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TILE_Y2= 8
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ldx #(VRAM_BG1 + (TILE_Y2* 32) + TILE_X2)
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stx VMADDL
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lda #$02
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sta VMDATAL
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stz VMDATAH
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down_not_pressed:
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bra mainloop
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busywait:
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bra busywait
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nmi:
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bit RDNMI
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inc nmi_count
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_rti:
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rti
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.include "charset.asm"
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