snes-asm/tic_tac.asm

246 lines
5.8 KiB
NASM
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.include "header.inc"
.include "snes_init.asm"
.BANK 0 SLOT 0
.org 0
.section "Vblank"
.MACRO Spin_Loop ARGS XCOUNT
; it is fucktarded that this macro doesn't work properly with immediates
;ldx XCOUNT
ldx #$04
lvl3\@:
lda #$ff
lvl2\@:
xba
lda #$ff
lvl1\@:
dea
cmp #$00
bne lvl1\@
xba
dea
cmp #$00
bne lvl2\@
dex
txa
cmp #$00
bne lvl3\@
.ENDM
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VBlank:
rti
.ENDS
.BANK 0 SLOT 0
.ORG 0
.section "Main"
Start:
Snes_Init
; 16-bit xy, 8-bit a
rep #%00010000
sep #%00100000
ldx #$0000
- lda UntitledPalette.l, x
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sta $2122 ; $2122 - data for CG RAM write
inx
cpx #8
bne -
lda #33
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sta $2121 ; address for CG RAM write
lda.l Palette2
sta $2122
lda.l Palette2 + 1
sta $2122
ldx #UntitledData
lda #:UntitledData
ldy #(15*16*2)
;$43X0 is DMA register X, X from 0 to 7
stx $4302 ;A address low byte
sta $4304 ;A address bank
sty $4305 ;number of bytes to transfer
lda #%00000001 ;set mode transfer words
sta $4300
lda #$18 ; $211[89]: VRAM data write
sta $4301 ; set destination
ldy #$0000
sty $2116
lda #%00000001
sta $420b ;start DMA
; write to BG1
lda #%10000000 ; VRAM writing mode
sta $2115
ldx #$4000
stx $2116 ; write to VRAM
;ugly code starts here - it writes the # shape I mentioned before.
.rept 2
;X|X|X
.rept 2
ldx #$0000 ; tile 0 ( )
stx $2118
ldx #$0002 ; tile 2 (|)
stx $2118
.endr
ldx #$0000
stx $2118
;first line finished, add BG's
.rept 27
stx $2118 ; X=0
.endr
;beginning of 2nd line
;-+-+-
.rept 2
ldx #$0004 ; tile 4 (-)
stx $2118
ldx #$0006 ; tile 6 (+)
stx $2118
.endr
ldx #$0004 ; tile 4 (-)
stx $2118
ldx #$0000
.rept 27
stx $2118
.endr
.endr
.rept 2
ldx #$0000 ; tile 0 ( )
stx $2118
ldx #$0002 ; tile 2 (|)
stx $2118
.endr
; BG2 starts at $6000
ldx #$6000
stx $2116
ldx #$000c ;and contains one tile
stx $2118 ;data for VRAM write register
; set up the screen
lda #%00110000 ; 16x16 tiles, mode 0
sta $2105 ; $2105 is the mode for bg mode + tile size
lda #%01000000 ; data starts from $4000
sta $2107 ; for bg1
lda #%0110000 ; and $6000
sta $2108 ; for bg2
stz $210b ; BG1 and BG2 use the $0000 tiles
lda #%00000011 ; enable bg1 and 2
sta $212C
;The PPU doesn't process the top line, so we scroll down 1 line.
rep #$20 ; 16bit a
lda #$07FF ; this is -1 for BG1
sep #$20 ; 8bit a
sta $210E ; BG1 vert scroll
xba
sta $210E
rep #$20 ; 16bit a
lda #$FFFF ; this is -1 for BG2
sep #$20 ; 8bit a
sta $2110 ; BG2 vert scroll
xba
sta $2110
lda #%00001111 ; enable screen, set brightness to 15
sta $2100
lda #%10000001 ; enable NMI and joypads
sta $4200
Spin_Loop
lda #%00000011
sta $2100
mainloop:
Spin_Loop
lda #%00000011
sta $2100
Spin_Loop
lda #$0f
sta $2100
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jmp mainloop
.ENDS
.BANK 1 SLOT 0
.org 0
.section "TileData"
UntitledData:
.db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
.db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
.db $03, $03, $03, $03, $03, $03, $03, $03, $03, $03, $03, $03, $03, $03, $03, $03
.db $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0
.db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $FF, $FF, $FF, $FF
.db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $FF, $FF, $FF, $FF
.db $03, $03, $03, $03, $03, $03, $03, $03, $03, $03, $03, $03, $FF, $FF, $FF, $FF
.db $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $FF, $FF, $FF, $FF
.db $00, $C0, $00, $E0, $00, $70, $00, $38, $00, $1C, $00, $0E, $00, $07, $00, $03
.db $00, $03, $00, $07, $00, $0E, $00, $1C, $00, $38, $00, $70, $00, $E0, $00, $C0
.db $00, $07, $00, $0F, $00, $18, $00, $30, $00, $60, $00, $C0, $00, $C0, $00, $C0
.db $00, $E0, $00, $F0, $00, $18, $00, $0C, $00, $06, $00, $03, $00, $03, $00, $03
.db $FC, $00, $F8, $00, $F0, $00, $E0, $00, $C0, $00, $80, $00, $00, $00, $00, $00
.db $3F, $00, $1F, $00, $0F, $00, $07, $00, $03, $00, $01, $00, $00, $00, $00, $00
.db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
.db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
.db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
.db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
.db $03, $03, $03, $03, $03, $03, $03, $03, $03, $03, $03, $03, $03, $03, $03, $03
.db $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0
.db $FF, $FF, $FF, $FF, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
.db $FF, $FF, $FF, $FF, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
.db $FF, $FF, $FF, $FF, $03, $03, $03, $03, $03, $03, $03, $03, $03, $03, $03, $03
.db $FF, $FF, $FF, $FF, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0
.db $00, $03, $00, $07, $00, $0E, $00, $1C, $00, $38, $00, $70, $00, $E0, $00, $C0
.db $00, $C0, $00, $E0, $00, $70, $00, $38, $00, $1C, $00, $0E, $00, $07, $00, $03
.db $00, $C0, $00, $C0, $00, $C0, $00, $60, $00, $30, $00, $18, $00, $0F, $00, $07
.db $00, $03, $00, $03, $00, $03, $00, $06, $00, $0C, $00, $18, $00, $F0, $00, $E0
.db $00, $00, $00, $00, $80, $00, $C0, $00, $E0, $00, $F0, $00, $F8, $00, $FC, $00
.db $00, $00, $00, $00, $01, $00, $03, $00, $07, $00, $0F, $00, $1F, $00, $3F, $00
UntitledPalette:
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;color schema here is %0RRRRRBB BBBGGGGG
; final 2 bytes seem to be grid
;.db %00000000, %00000000, %11100000, %01111111, %00011111, %00000000, %00000011 %11111111
.db $00, $00, $E0, $7F, $1F, $00, $FF, $03
Palette2:
.db $E0, $7F
; 30 tiles (2 spaces)
; 480 bytes
.ENDS