Working tic tac toe demo

from
https://wiki.superfamicom.org/snes/show/Making+a+Small+Game+-+Tic-Tac-Toe

minus the input parts, but showing a thing on the screen
This commit is contained in:
greg 2016-12-03 00:02:01 -08:00
parent fad2c429df
commit 32e29650fe
1 changed files with 194 additions and 8 deletions

View File

@ -17,16 +17,202 @@ VBlank:
Start:
Snes_Init
sep #$30 ; get 8-bit registers
stz $2121 ; write to CGRAM from $0
lda #%10000000 ; this is
ldx #%00111100 ; a green color
sta $2122 ; write it
stx $2122 ; to CGRAM
lda #%00001111 ; turn on screen
sta $2100 ; here
; 16-bit xy, 8-bit a
rep #%00010000
sep #%00100000
ldx #$0000
- lda UntitledPalette.l, x
sta $2122
inx
cpx #8
bne -
lda #33
sta $2121
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
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
;sep #$30 ; get 8-bit registers
;stz $2121 ; write to CGRAM from $0
;lda #%10000000 ; this is
;ldx #%00111100 ; a green color
;sta $2122 ; write it
;stx $2122 ; to CGRAM
;lda #%00001111 ; turn on screen
;sta $2100 ; here
mainloop:
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:
.db $00, $00, $E0, $7F, $1F, $00, $FF, $03
Palette2:
.db $E0, $7F
; 30 tiles (2 spaces)
; 480 bytes
.ENDS