diff --git a/Makefile b/Makefile index 7704618..c7751a6 100644 --- a/Makefile +++ b/Makefile @@ -1,9 +1,16 @@ #all: smc -all: tic_tac +all: test_gfx BINPATH := /home/greg/code/wla-dx/binaries +test_gfx: test_gfx.obj + $(BINPATH)/wlalink -v -r test_gfx.link test_gfx.smc + +test_gfx.obj: test_gfx.asm + $(BINPATH)/wla-65816 -v -o test_gfx.obj test_gfx.asm + + tic_tac: tic_tac.obj $(BINPATH)/wlalink -v -r tic_tac.link tic_tac.smc diff --git a/test_gfx.asm b/test_gfx.asm new file mode 100644 index 0000000..440c838 --- /dev/null +++ b/test_gfx.asm @@ -0,0 +1,315 @@ +.include "header.inc" +.include "snes_init.asm" + +.BANK 0 SLOT 0 +.org 0 +.section "Vblank" + +.MACRO Spin_Loop ARGS XCOUNT + +; it is fucktarded that this macro doesn't work properly with immediates +;ldx XCOUNT +ldx #XCOUNT +lvl3\@: + lda #$ff + lvl2\@: + xba + lda #$ff + lvl1\@: + dea + cmp #$00 + bne lvl1\@ + xba + dea + cmp #$00 + bne lvl2\@ + dex + txa + cmp #$00 + bne lvl3\@ +.ENDM + +VBlank: + rti + +.ENDS + +.BANK 0 SLOT 0 +.ORG 0 +.section "Main" + +Start: + Snes_Init + +; 16-bit xy, 8-bit a +rep #%00010000 +sep #%00100000 + + + +; Load palette by writing to $2122 +; .db $00, $00, $E0, $7F, $1F, $00, $FF, $03 + + +lda #$00 +sta $2122 +lda #$00 +sta $2122 +lda #$e0 +sta $2122 +lda #$7f +sta $2122 +lda #$1f +sta $2122 +lda #$00 +sta $2122 +lda #$ff +sta $2122 +lda #$0a +sta $2122 + + +;ldx #$0000 +;- lda UntitledPalette.l, x +;sta $2122 ; $2122 - data for CG RAM write +;inx +;cpx #8 +;bne - + +lda #33 +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 #$5000 +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 #$50 ; data starts from $4000 +sta $2107 ; for bg1 ; $2107 is address of tile map location for BG1 +; tile map location registers: +; %aaaaaass +; a's <- tile map address location, << 11 +; ss <- 32x32, 32x64, 32x64, 64x64 + +lda #60 ; and $6000 +sta $2108 ; for bg2 ; and $2108 is tile map location 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 + +mainloop: + Spin_Loop $02 + + stz $2121 + + lda #$00 + sta $2122 + lda #$00 + sta $2122 + lda #$e0 + sta $2122 + lda #$7f + sta $2122 + lda #$1f + sta $2122 + lda #$00 + sta $2122 + lda #$ff + sta $2122 + lda #$0a + sta $2122 + + ;change brightness + ;lda #%00000011 + ;sta $2100 + + ;lda #%00110000 + ;sta $2105 + + Spin_Loop $02 + + lda #0 + sta $2121 + + lda #$09 + sta $2122 + lda #$00 + sta $2122 + lda #$e0 + sta $2122 + lda #$7f + sta $2122 + lda #$1f + sta $2122 + lda #$00 + sta $2122 + lda #$ff + sta $2122 + lda #$7f + sta $2122 + + ;lda #$0f + ;sta $2100 + + ;lda #%00000000 + ;sta $2105 + + 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: + ;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 diff --git a/test_gfx.link b/test_gfx.link new file mode 100644 index 0000000..9ab573f --- /dev/null +++ b/test_gfx.link @@ -0,0 +1,2 @@ +[objects] +test_gfx.obj